Files
blender/source/gameengine/Rasterizer/RAS_OpenGLRasterizer/RAS_StorageVA.cpp
Brecht Van Lommel 2822a14e5d Fix #34483: game engine multi UV glsl materials not working correct after changes
to support more than 2 UV maps. This code indirectly depended on the order of
OpenGL attribute ID's assigned by the OpenGL driver being the same as the
attributes being declared in the GLSL shader code, which is not always the case.
2013-03-01 20:45:42 +00:00

321 lines
8.9 KiB
C++

/*
* ***** BEGIN GPL LICENSE BLOCK *****
*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software Foundation,
* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*
* The Original Code is Copyright (C) 2001-2002 by NaN Holding BV.
* All rights reserved.
*
* The Original Code is: all of this file.
*
* Contributor(s): none yet.
*
* ***** END GPL LICENSE BLOCK *****
*/
#include "RAS_StorageVA.h"
#include "GL/glew.h"
RAS_StorageVA::RAS_StorageVA(int *texco_num, RAS_IRasterizer::TexCoGen *texco, int *attrib_num, RAS_IRasterizer::TexCoGen *attrib, int *attrib_layer) :
m_texco_num(texco_num),
m_attrib_num(attrib_num),
m_last_texco_num(0),
m_last_attrib_num(0),
m_texco(texco),
m_attrib(attrib),
m_attrib_layer(attrib_layer)
{
}
RAS_StorageVA::~RAS_StorageVA()
{
}
bool RAS_StorageVA::Init()
{
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
return true;
}
void RAS_StorageVA::Exit()
{
}
void RAS_StorageVA::IndexPrimitives(RAS_MeshSlot& ms)
{
static const GLsizei stride = sizeof(RAS_TexVert);
bool wireframe = m_drawingmode <= RAS_IRasterizer::KX_WIREFRAME;
RAS_MeshSlot::iterator it;
GLenum drawmode;
if (!wireframe)
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
glEnableClientState(GL_VERTEX_ARRAY);
glEnableClientState(GL_NORMAL_ARRAY);
// use glDrawElements to draw each vertexarray
for (ms.begin(it); !ms.end(it); ms.next(it)) {
if (it.totindex == 0)
continue;
// drawing mode
if (it.array->m_type == RAS_DisplayArray::TRIANGLE)
drawmode = GL_TRIANGLES;
else if (it.array->m_type == RAS_DisplayArray::QUAD)
drawmode = GL_QUADS;
else
drawmode = GL_LINES;
// colors
if (drawmode != GL_LINES && !wireframe) {
if (ms.m_bObjectColor) {
const MT_Vector4& rgba = ms.m_RGBAcolor;
glDisableClientState(GL_COLOR_ARRAY);
glColor4d(rgba[0], rgba[1], rgba[2], rgba[3]);
}
else {
glColor4f(0.0f, 0.0f, 0.0f, 1.0f);
glEnableClientState(GL_COLOR_ARRAY);
}
}
else
glColor4f(0.0f, 0.0f, 0.0f, 1.0f);
glVertexPointer(3, GL_FLOAT, stride, it.vertex->getXYZ());
glNormalPointer(GL_FLOAT, stride, it.vertex->getNormal());
if (!wireframe) {
glTexCoordPointer(2, GL_FLOAT, stride, it.vertex->getUV(0));
if (glIsEnabled(GL_COLOR_ARRAY))
glColorPointer(4, GL_UNSIGNED_BYTE, stride, it.vertex->getRGBA());
}
// here the actual drawing takes places
glDrawElements(drawmode, it.totindex, GL_UNSIGNED_SHORT, it.index);
}
glDisableClientState(GL_VERTEX_ARRAY);
glDisableClientState(GL_NORMAL_ARRAY);
if (!wireframe) {
glDisableClientState(GL_TEXTURE_COORD_ARRAY);
glDisableClientState(GL_COLOR_ARRAY);
}
}
void RAS_StorageVA::IndexPrimitivesMulti(class RAS_MeshSlot& ms)
{
static const GLsizei stride = sizeof(RAS_TexVert);
bool wireframe = m_drawingmode <= RAS_IRasterizer::KX_WIREFRAME, use_color_array;
RAS_MeshSlot::iterator it;
GLenum drawmode;
if (!wireframe)
EnableTextures(true);
glEnableClientState(GL_VERTEX_ARRAY);
glEnableClientState(GL_NORMAL_ARRAY);
// use glDrawElements to draw each vertexarray
for (ms.begin(it); !ms.end(it); ms.next(it)) {
if (it.totindex == 0)
continue;
// drawing mode
if (it.array->m_type == RAS_DisplayArray::TRIANGLE)
drawmode = GL_TRIANGLES;
else if (it.array->m_type == RAS_DisplayArray::QUAD)
drawmode = GL_QUADS;
else
drawmode = GL_LINES;
// colors
if (drawmode != GL_LINES && !wireframe) {
if (ms.m_bObjectColor) {
const MT_Vector4& rgba = ms.m_RGBAcolor;
glDisableClientState(GL_COLOR_ARRAY);
glColor4d(rgba[0], rgba[1], rgba[2], rgba[3]);
use_color_array = false;
}
else {
glColor4f(0.0f, 0.0f, 0.0f, 1.0f);
glEnableClientState(GL_COLOR_ARRAY);
use_color_array = true;
}
}
else
glColor4f(0.0f, 0.0f, 0.0f, 1.0f);
glVertexPointer(3, GL_FLOAT, stride, it.vertex->getXYZ());
glNormalPointer(GL_FLOAT, stride, it.vertex->getNormal());
if (!wireframe) {
TexCoordPtr(it.vertex);
if (use_color_array)
glColorPointer(4, GL_UNSIGNED_BYTE, stride, it.vertex->getRGBA());
}
// here the actual drawing takes places
glDrawElements(drawmode, it.totindex, GL_UNSIGNED_SHORT, it.index);
}
glDisableClientState(GL_VERTEX_ARRAY);
glDisableClientState(GL_NORMAL_ARRAY);
if (!wireframe) {
glDisableClientState(GL_COLOR_ARRAY);
EnableTextures(false);
}
}
void RAS_StorageVA::TexCoordPtr(const RAS_TexVert *tv)
{
/* note: this function must closely match EnableTextures to enable/disable
* the right arrays, otherwise coordinate and attribute pointers from other
* materials can still be used and cause crashes */
int unit;
if (GLEW_ARB_multitexture)
{
for (unit = 0; unit < *m_texco_num; unit++)
{
glClientActiveTextureARB(GL_TEXTURE0_ARB+unit);
switch (m_texco[unit]) {
case RAS_IRasterizer::RAS_TEXCO_ORCO:
case RAS_IRasterizer::RAS_TEXCO_GLOB:
glTexCoordPointer(3, GL_FLOAT, sizeof(RAS_TexVert),tv->getXYZ());
break;
case RAS_IRasterizer::RAS_TEXCO_UV:
glTexCoordPointer(2, GL_FLOAT, sizeof(RAS_TexVert),tv->getUV(unit));
break;
case RAS_IRasterizer::RAS_TEXCO_NORM:
glTexCoordPointer(3, GL_FLOAT, sizeof(RAS_TexVert),tv->getNormal());
break;
case RAS_IRasterizer::RAS_TEXTANGENT:
glTexCoordPointer(4, GL_FLOAT, sizeof(RAS_TexVert),tv->getTangent());
break;
default:
break;
}
}
glClientActiveTextureARB(GL_TEXTURE0_ARB);
}
if (GLEW_ARB_vertex_program) {
for (unit = 0; unit < *m_attrib_num; unit++) {
switch (m_attrib[unit]) {
case RAS_IRasterizer::RAS_TEXCO_ORCO:
case RAS_IRasterizer::RAS_TEXCO_GLOB:
glVertexAttribPointerARB(unit, 3, GL_FLOAT, GL_FALSE, sizeof(RAS_TexVert), tv->getXYZ());
break;
case RAS_IRasterizer::RAS_TEXCO_UV:
glVertexAttribPointerARB(unit, 2, GL_FLOAT, GL_FALSE, sizeof(RAS_TexVert), tv->getUV(m_attrib_layer[unit]));
break;
case RAS_IRasterizer::RAS_TEXCO_NORM:
glVertexAttribPointerARB(unit, 3, GL_FLOAT, GL_FALSE, sizeof(RAS_TexVert), tv->getNormal());
break;
case RAS_IRasterizer::RAS_TEXTANGENT:
glVertexAttribPointerARB(unit, 4, GL_FLOAT, GL_FALSE, sizeof(RAS_TexVert), tv->getTangent());
break;
case RAS_IRasterizer::RAS_TEXCO_VCOL:
glVertexAttribPointerARB(unit, 4, GL_UNSIGNED_BYTE, GL_FALSE, sizeof(RAS_TexVert), tv->getRGBA());
break;
default:
break;
}
}
}
}
void RAS_StorageVA::EnableTextures(bool enable)
{
RAS_IRasterizer::TexCoGen *texco, *attrib;
int unit, texco_num, attrib_num;
/* we cache last texcoords and attribs to ensure we disable the ones that
* were actually last set */
if (enable) {
texco = m_texco;
texco_num = *m_texco_num;
attrib = m_attrib;
attrib_num = *m_attrib_num;
memcpy(m_last_texco, m_texco, sizeof(RAS_IRasterizer::TexCoGen)*(*m_texco_num));
m_last_texco_num = *m_texco_num;
memcpy(m_last_attrib, m_attrib, sizeof(RAS_IRasterizer::TexCoGen)*(*m_attrib_num));
m_last_attrib_num = *m_attrib_num;
}
else {
texco = m_last_texco;
texco_num = m_last_texco_num;
attrib = m_last_attrib;
attrib_num = m_last_attrib_num;
}
if (GLEW_ARB_multitexture) {
for (unit = 0; unit < texco_num; unit++) {
glClientActiveTextureARB(GL_TEXTURE0_ARB + unit);
switch (texco[unit]) {
case RAS_IRasterizer::RAS_TEXCO_ORCO:
case RAS_IRasterizer::RAS_TEXCO_GLOB:
case RAS_IRasterizer::RAS_TEXCO_UV:
case RAS_IRasterizer::RAS_TEXCO_NORM:
case RAS_IRasterizer::RAS_TEXTANGENT:
if (enable) glEnableClientState(GL_TEXTURE_COORD_ARRAY);
else glDisableClientState(GL_TEXTURE_COORD_ARRAY);
break;
default:
glDisableClientState(GL_TEXTURE_COORD_ARRAY);
break;
}
}
glClientActiveTextureARB(GL_TEXTURE0_ARB);
}
else {
if (texco_num) {
if (enable) glEnableClientState(GL_TEXTURE_COORD_ARRAY);
else glDisableClientState(GL_TEXTURE_COORD_ARRAY);
}
}
if (GLEW_ARB_vertex_program) {
for (unit = 0; unit < attrib_num; unit++) {
switch (attrib[unit]) {
case RAS_IRasterizer::RAS_TEXCO_ORCO:
case RAS_IRasterizer::RAS_TEXCO_GLOB:
case RAS_IRasterizer::RAS_TEXCO_UV:
case RAS_IRasterizer::RAS_TEXCO_NORM:
case RAS_IRasterizer::RAS_TEXTANGENT:
case RAS_IRasterizer::RAS_TEXCO_VCOL:
if (enable) glEnableVertexAttribArrayARB(unit);
else glDisableVertexAttribArrayARB(unit);
break;
default:
glDisableVertexAttribArrayARB(unit);
break;
}
}
}
if (!enable) {
m_last_texco_num = 0;
m_last_attrib_num = 0;
}
}