int BL_BlenderShader::GetAttribNum() { GPUVertexAttribs attribs; int i, enabled = 0; if (!VerifyShader()) return enabled; GPU_material_vertex_attributes(mGPUMat, &attribs); for (i = 0; i < attribs.totlayer; i++) if (attribs.layer[i].glindex+1 > enabled) enabled= attribs.layer[i].glindex+1; if (enabled > BL_MAX_ATTRIB) enabled = BL_MAX_ATTRIB; return enabled; }
void BL_BlenderShader::SetAttribs(RAS_IRasterizer* ras, const BL_Material *mat) { GPUVertexAttribs attribs; GPUMaterial *gpumat; int i, attrib_num, uv = 0; ras->SetAttribNum(0); if (!VerifyShader()) return; gpumat = mGPUMat; if (ras->GetDrawingMode() == RAS_IRasterizer::KX_TEXTURED || (ras->GetDrawingMode() == RAS_IRasterizer::KX_SHADOW && mat->alphablend != GEMAT_SOLID && !ras->GetUsingOverrideShader())) { GPU_material_vertex_attributes(gpumat, &attribs); attrib_num = GetAttribNum(); ras->SetTexCoordNum(0); ras->SetAttribNum(attrib_num); for (i = 0; i < attrib_num; i++) ras->SetAttrib(RAS_IRasterizer::RAS_TEXCO_DISABLE, i); for (i = 0; i < attribs.totlayer; i++) { if (attribs.layer[i].glindex > attrib_num) continue; if (attribs.layer[i].type == CD_MTFACE) ras->SetAttrib(RAS_IRasterizer::RAS_TEXCO_UV, attribs.layer[i].glindex, uv++); else if (attribs.layer[i].type == CD_TANGENT) ras->SetAttrib(RAS_IRasterizer::RAS_TEXTANGENT, attribs.layer[i].glindex); else if (attribs.layer[i].type == CD_ORCO) ras->SetAttrib(RAS_IRasterizer::RAS_TEXCO_ORCO, attribs.layer[i].glindex); else if (attribs.layer[i].type == CD_NORMAL) ras->SetAttrib(RAS_IRasterizer::RAS_TEXCO_NORM, attribs.layer[i].glindex); else if (attribs.layer[i].type == CD_MCOL) ras->SetAttrib(RAS_IRasterizer::RAS_TEXCO_VCOL, attribs.layer[i].glindex); else ras->SetAttrib(RAS_IRasterizer::RAS_TEXCO_DISABLE, attribs.layer[i].glindex); } } }
void RAS_OpenGLRasterizer::DrawDerivedMesh(class RAS_MeshSlot &ms) { // mesh data is in derived mesh current_bucket = ms.m_bucket; current_polymat = current_bucket->GetPolyMaterial(); current_ms = &ms; current_mesh = ms.m_mesh; current_wireframe = m_drawingmode <= RAS_IRasterizer::KX_WIREFRAME; // MCol *mcol = (MCol*)ms.m_pDerivedMesh->getFaceDataArray(ms.m_pDerivedMesh, CD_MCOL); /* UNUSED */ // handle two-side if (current_polymat->GetDrawingMode() & RAS_IRasterizer::KX_BACKCULL) this->SetCullFace(true); else this->SetCullFace(false); if (current_polymat->GetFlag() & RAS_BLENDERGLSL) { // GetMaterialIndex return the original mface material index, // increment by 1 to match what derived mesh is doing current_blmat_nr = current_polymat->GetMaterialIndex()+1; // For GLSL we need to retrieve the GPU material attribute Material* blmat = current_polymat->GetBlenderMaterial(); Scene* blscene = current_polymat->GetBlenderScene(); if (!current_wireframe && blscene && blmat) GPU_material_vertex_attributes(GPU_material_from_blender(blscene, blmat, false), ¤t_gpu_attribs); else memset(¤t_gpu_attribs, 0, sizeof(current_gpu_attribs)); // DM draw can mess up blending mode, restore at the end int current_blend_mode = GPU_get_material_alpha_blend(); ms.m_pDerivedMesh->drawFacesGLSL(ms.m_pDerivedMesh, CheckMaterialDM); GPU_set_material_alpha_blend(current_blend_mode); } else { //ms.m_pDerivedMesh->drawMappedFacesTex(ms.m_pDerivedMesh, CheckTexfaceDM, mcol); current_blmat_nr = current_polymat->GetMaterialIndex(); current_image = current_polymat->GetBlenderImage(); ms.m_pDerivedMesh->drawFacesTex(ms.m_pDerivedMesh, CheckTexDM, NULL, NULL, DM_DRAW_USE_ACTIVE_UV); } }
void RAS_StorageIM::IndexPrimitivesInternal(RAS_MeshSlot& ms, bool multi) { bool obcolor = ms.m_bObjectColor; bool wireframe = m_drawingmode <= RAS_IRasterizer::KX_WIREFRAME; MT_Vector4& rgba = ms.m_RGBAcolor; RAS_MeshSlot::iterator it; if (ms.m_pDerivedMesh) { // mesh data is in derived mesh, current_bucket = ms.m_bucket; current_polymat = current_bucket->GetPolyMaterial(); current_ms = &ms; current_mesh = ms.m_mesh; current_wireframe = wireframe; // MCol *mcol = (MCol*)ms.m_pDerivedMesh->getFaceDataArray(ms.m_pDerivedMesh, CD_MCOL); /* UNUSED */ // handle two-side if (current_polymat->GetDrawingMode() & RAS_IRasterizer::KX_BACKCULL) this->SetCullFace(true); else this->SetCullFace(false); if (current_polymat->GetFlag() & RAS_BLENDERGLSL) { // GetMaterialIndex return the original mface material index, // increment by 1 to match what derived mesh is doing current_blmat_nr = current_polymat->GetMaterialIndex()+1; // For GLSL we need to retrieve the GPU material attribute Material* blmat = current_polymat->GetBlenderMaterial(); Scene* blscene = current_polymat->GetBlenderScene(); if (!wireframe && blscene && blmat) GPU_material_vertex_attributes(GPU_material_from_blender(blscene, blmat), ¤t_gpu_attribs); else memset(¤t_gpu_attribs, 0, sizeof(current_gpu_attribs)); // DM draw can mess up blending mode, restore at the end int current_blend_mode = GPU_get_material_alpha_blend(); ms.m_pDerivedMesh->drawFacesGLSL(ms.m_pDerivedMesh, CheckMaterialDM); GPU_set_material_alpha_blend(current_blend_mode); } else { //ms.m_pDerivedMesh->drawMappedFacesTex(ms.m_pDerivedMesh, CheckTexfaceDM, mcol); current_blmat_nr = current_polymat->GetMaterialIndex(); current_image = current_polymat->GetBlenderImage(); ms.m_pDerivedMesh->drawFacesTex(ms.m_pDerivedMesh, CheckTexDM, NULL, NULL, DM_DRAW_USE_ACTIVE_UV); } return; } // iterate over display arrays, each containing an index + vertex array for (ms.begin(it); !ms.end(it); ms.next(it)) { RAS_TexVert *vertex; size_t i, j, numvert; numvert = it.array->m_type; if (it.array->m_type == RAS_DisplayArray::LINE) { // line drawing glBegin(GL_LINES); for (i = 0; i < it.totindex; i += 2) { vertex = &it.vertex[it.index[i]]; glVertex3fv(vertex->getXYZ()); vertex = &it.vertex[it.index[i+1]]; glVertex3fv(vertex->getXYZ()); } glEnd(); } else { // triangle and quad drawing if (it.array->m_type == RAS_DisplayArray::TRIANGLE) glBegin(GL_TRIANGLES); else glBegin(GL_QUADS); for (i = 0; i < it.totindex; i += numvert) { if (obcolor) glColor4d(rgba[0], rgba[1], rgba[2], rgba[3]); for (j = 0; j < numvert; j++) { vertex = &it.vertex[it.index[i+j]]; if (!wireframe) { if (!obcolor) glColor4ubv((const GLubyte *)(vertex->getRGBA())); glNormal3fv(vertex->getNormal()); if (multi) TexCoord(*vertex); else glTexCoord2fv(vertex->getUV(0)); } glVertex3fv(vertex->getXYZ()); } } glEnd(); } } }