BGE: Adding material IPO support to GLSL materials

Most of this patch was created by Daniel Stokes, I'm mostly just cleaning
it up and testing it. Still todo: hardness. I need to figure out how to
handle the integer -> float conversion on a dynamic uniform.

Reviewers: psy-fi, brecht

Reviewed By: psy-fi

Subscribers: psy-fi

Differential Revision: https://developer.blender.org/D511
This commit is contained in:
Mitchell Stokes 2015-05-11 23:05:04 -07:00
parent ce504cffad
commit 8478c71a7b
Notes: blender-bot 2023-02-14 11:28:43 +01:00
Referenced by issue #44714, crashing to desktop when switching to node editor.
Referenced by issue #44700, Blenderplayer segfaults after "BGE: Adding material IPO support to GLSL materials"
Referenced by issue #44684, Compositor backdrop isn't updating correctly
7 changed files with 82 additions and 41 deletions

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@ -154,6 +154,14 @@ typedef enum GPUDynamicType {
GPU_DYNAMIC_MIST_COLOR = 26,
GPU_DYNAMIC_HORIZON_COLOR = 27,
GPU_DYNAMIC_AMBIENT_COLOR = 28,
GPU_DYNAMIC_MAT_DIFFRGB = 29,
GPU_DYNAMIC_MAT_REF = 30,
GPU_DYNAMIC_MAT_SPECRGB = 31,
GPU_DYNAMIC_MAT_SPEC = 32,
GPU_DYNAMIC_MAT_HARD = 33,
GPU_DYNAMIC_MAT_EMIT = 34,
GPU_DYNAMIC_MAT_AMB = 35,
GPU_DYNAMIC_MAT_ALPHA = 36,
} GPUDynamicType;
GPUNodeLink *GPU_attribute(CustomDataType type, const char *name);

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@ -852,10 +852,19 @@ void GPU_pass_update_uniforms(GPUPass *pass)
return;
/* pass dynamic inputs to opengl, others were removed */
for (input = inputs->first; input; input = input->next)
if (!(input->ima || input->tex || input->prv))
GPU_shader_uniform_vector(shader, input->shaderloc, input->type, 1,
input->dynamicvec);
for (input = inputs->first; input; input = input->next) {
if (!(input->ima || input->tex || input->prv)) {
if (input->dynamictype == GPU_DYNAMIC_MAT_HARD) {
// The hardness is actually a short pointer, so we convert it here
float val = (float)(*(short*)input->dynamicvec);
GPU_shader_uniform_vector(shader, input->shaderloc, 1, 1, &val);
}
else {
GPU_shader_uniform_vector(shader, input->shaderloc, input->type, 1,
input->dynamicvec);
}
}
}
}
void GPU_pass_unbind(GPUPass *pass)

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@ -1449,7 +1449,6 @@ static void do_material_tex(GPUShadeInput *shi)
void GPU_shadeinput_set(GPUMaterial *mat, Material *ma, GPUShadeInput *shi)
{
float hard = ma->har;
float one = 1.0f;
memset(shi, 0, sizeof(*shi));
@ -1457,20 +1456,20 @@ void GPU_shadeinput_set(GPUMaterial *mat, Material *ma, GPUShadeInput *shi)
shi->gpumat = mat;
shi->mat = ma;
GPU_link(mat, "set_rgb", GPU_uniform(&ma->r), &shi->rgb);
GPU_link(mat, "set_rgb", GPU_uniform(&ma->specr), &shi->specrgb);
GPU_link(mat, "set_rgb", GPU_dynamic_uniform(&ma->r, GPU_DYNAMIC_MAT_DIFFRGB, NULL), &shi->rgb);
GPU_link(mat, "set_rgb", GPU_dynamic_uniform(&ma->specr, GPU_DYNAMIC_MAT_SPECRGB, NULL), &shi->specrgb);
GPU_link(mat, "shade_norm", GPU_builtin(GPU_VIEW_NORMAL), &shi->vn);
if (mat->alpha)
GPU_link(mat, "set_value", GPU_uniform(&ma->alpha), &shi->alpha);
GPU_link(mat, "set_value", GPU_dynamic_uniform(&ma->alpha, GPU_DYNAMIC_MAT_ALPHA, NULL), &shi->alpha);
else
GPU_link(mat, "set_value", GPU_uniform(&one), &shi->alpha);
GPU_link(mat, "set_value", GPU_uniform(&ma->ref), &shi->refl);
GPU_link(mat, "set_value", GPU_uniform(&ma->spec), &shi->spec);
GPU_link(mat, "set_value", GPU_uniform(&ma->emit), &shi->emit);
GPU_link(mat, "set_value", GPU_uniform(&hard), &shi->har);
GPU_link(mat, "set_value", GPU_uniform(&ma->amb), &shi->amb);
GPU_link(mat, "set_value", GPU_dynamic_uniform(&ma->ref, GPU_DYNAMIC_MAT_REF, NULL), &shi->refl);
GPU_link(mat, "set_value", GPU_dynamic_uniform(&ma->spec, GPU_DYNAMIC_MAT_SPEC, NULL), &shi->spec);
GPU_link(mat, "set_value", GPU_dynamic_uniform(&ma->emit, GPU_DYNAMIC_MAT_EMIT, NULL), &shi->emit);
GPU_link(mat, "set_value", GPU_dynamic_uniform((float*)&ma->har, GPU_DYNAMIC_MAT_HARD, NULL), &shi->har);
GPU_link(mat, "set_value", GPU_dynamic_uniform(&ma->amb, GPU_DYNAMIC_MAT_AMB, NULL), &shi->amb);
GPU_link(mat, "set_value", GPU_uniform(&ma->spectra), &shi->spectra);
GPU_link(mat, "shade_view", GPU_builtin(GPU_VIEW_POSITION), &shi->view);
GPU_link(mat, "vcol_attribute", GPU_attribute(CD_MCOL, ""), &shi->vcol);

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@ -94,6 +94,21 @@ void KX_BlenderMaterial::Initialize(
((data->ras_mode &TEX)),
game
);
Material *ma = data->material;
// Save material data to restore on exit
mSavedData.r = ma->r;
mSavedData.g = ma->g;
mSavedData.b = ma->b;
mSavedData.a = ma->alpha;
mSavedData.specr = ma->specr;
mSavedData.specg = ma->specg;
mSavedData.specb = ma->specb;
mSavedData.spec = ma->spec;
mSavedData.ref = ma->ref;
mSavedData.hardness = ma->har;
mSavedData.emit = ma->emit;
mMaterial = data;
mShader = 0;
mBlenderShader = 0;
@ -124,6 +139,20 @@ void KX_BlenderMaterial::Initialize(
KX_BlenderMaterial::~KX_BlenderMaterial()
{
Material *ma = mMaterial->material;
// Restore Blender material data
ma->r = mSavedData.r;
ma->g = mSavedData.g;
ma->b = mSavedData.b;
ma->alpha = mSavedData.a;
ma->specr = mSavedData.specr;
ma->specg = mSavedData.specg;
ma->specb = mSavedData.specb;
ma->spec = mSavedData.spec;
ma->ref = mSavedData.ref;
ma->har = mSavedData.hardness;
ma->emit = mSavedData.emit;
// cleanup work
if (mConstructed)
// clean only if material was actually used
@ -793,17 +822,19 @@ void KX_BlenderMaterial::UpdateIPO(
)
{
// only works one deep now
mMaterial->speccolor[0] = (float)(specrgb)[0];
mMaterial->speccolor[1] = (float)(specrgb)[1];
mMaterial->speccolor[2] = (float)(specrgb)[2];
mMaterial->matcolor[0] = (float)(rgba[0]);
mMaterial->matcolor[1] = (float)(rgba[1]);
mMaterial->matcolor[2] = (float)(rgba[2]);
mMaterial->alpha = (float)(alpha);
mMaterial->hard = (float)(hard);
mMaterial->emit = (float)(emit);
mMaterial->spec_f = (float)(spec);
mMaterial->ref = (float)(ref);
// GLSL Multitexture Input
mMaterial->material->specr = mMaterial->speccolor[0] = (float)(specrgb)[0];
mMaterial->material->specg = mMaterial->speccolor[1] = (float)(specrgb)[1];
mMaterial->material->specb = mMaterial->speccolor[2] = (float)(specrgb)[2];
mMaterial->material->r = mMaterial->matcolor[0] = (float)(rgba[0]);
mMaterial->material->g = mMaterial->matcolor[1] = (float)(rgba[1]);
mMaterial->material->b = mMaterial->matcolor[2] = (float)(rgba[2]);
mMaterial->material->alpha = mMaterial->alpha = (float)(rgba[3]);
mMaterial->material->har = mMaterial->hard = (float)(hard);
mMaterial->material->emit = mMaterial->emit = (float)(emit);
mMaterial->material->spec = mMaterial->spec_f = (float)(spec);
mMaterial->material->ref = mMaterial->ref = (float)(ref);
}
void KX_BlenderMaterial::Replace_IScene(SCA_IScene *val)

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@ -134,6 +134,15 @@ private:
bool mConstructed; // if false, don't clean on exit
int mLightLayer;
struct {
float r, g, b, a;
float specr, specg, specb;
float spec;
float ref;
float hardness;
float emit;
} mSavedData;
void InitTextures();
void SetBlenderGLSLShader();

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@ -396,7 +396,7 @@ SG_Controller *BL_CreateMaterialIpo(
ipocontr->AddInterpolator(interpolator);
}
if ((sinterp = adtList->GetScalarInterpolator("specularity", 0))) {
if ((sinterp = adtList->GetScalarInterpolator("specular_intensity", 0))) {
if (!ipocontr) {
ipocontr = new KX_MaterialIpoController(matname_hash);
}
@ -404,7 +404,7 @@ SG_Controller *BL_CreateMaterialIpo(
ipocontr->AddInterpolator(interpolator);
}
if ((sinterp = adtList->GetScalarInterpolator("diffuse_reflection", 0))) {
if ((sinterp = adtList->GetScalarInterpolator("diffuse_intensity", 0))) {
if (!ipocontr) {
ipocontr = new KX_MaterialIpoController(matname_hash);
}

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@ -32,21 +32,6 @@ bool KX_MaterialIpoController::Update(double currentTime)
{
if (m_modified)
{
m_rgba[0]=0;
m_rgba[1]=0;
m_rgba[2]=0;
m_rgba[3]=0;
m_specrgb[0] =0;
m_specrgb[1] =0;
m_specrgb[2] =0;
m_hard =0;
m_spec=0;
m_ref=0;
m_emit=0;
m_alpha = 0;
T_InterpolatorList::iterator i;
for (i = m_interpolators.begin(); !(i == m_interpolators.end()); ++i) {
(*i)->Execute(m_ipotime);