[Bf-blender-cvs] SVN commit: /data/svn/bf-blender [20500] trunk/blender/source/gameengine: BGE modifier: last minute commit to fix a nasty bug with modifers messing the alpha blend mode of the GE .

Benoit Bolsee benoit.bolsee at online.be
Fri May 29 15:37:53 CEST 2009


Revision: 20500
          http://projects.blender.org/plugins/scmsvn/viewcvs.php?view=rev&root=bf-blender&revision=20500
Author:   ben2610
Date:     2009-05-29 15:37:51 +0200 (Fri, 29 May 2009)

Log Message:
-----------
BGE modifier: last minute commit to fix a nasty bug with modifers messing the alpha blend mode of the GE. Note the alpha sorting on modified mesh is not implemented so derived mesh should not have alpha faces (clip will work though). Incidently fixed a performance problem in GLSL where the derived mesh was possibly rendered multiple times. Modifier support is still a bit experimental and should not be used in production game.

Modified Paths:
--------------
    trunk/blender/source/gameengine/Ketsji/KX_GameObject.cpp
    trunk/blender/source/gameengine/Rasterizer/RAS_MeshObject.cpp
    trunk/blender/source/gameengine/Rasterizer/RAS_MeshObject.h
    trunk/blender/source/gameengine/Rasterizer/RAS_OpenGLRasterizer/RAS_OpenGLRasterizer.cpp
    trunk/blender/source/gameengine/Rasterizer/RAS_OpenGLRasterizer/RAS_OpenGLRasterizer.h

Modified: trunk/blender/source/gameengine/Ketsji/KX_GameObject.cpp
===================================================================
--- trunk/blender/source/gameengine/Ketsji/KX_GameObject.cpp	2009-05-29 13:33:33 UTC (rev 20499)
+++ trunk/blender/source/gameengine/Ketsji/KX_GameObject.cpp	2009-05-29 13:37:51 UTC (rev 20500)
@@ -460,17 +460,16 @@
 {
 	for (size_t i=0;i<m_meshes.size();i++)
 	{
-		m_meshes[i]->AddMeshUser(this, &m_meshSlots);
+		m_meshes[i]->AddMeshUser(this, &m_meshSlots, GetDeformer());
 	}
 	// set the part of the mesh slot that never change
 	double* fl = GetOpenGLMatrixPtr()->getPointer();
-	RAS_Deformer *deformer = GetDeformer();
 
 	SG_QList::iterator<RAS_MeshSlot> mit(m_meshSlots);
+	RAS_MeshSlot* ms;
 	for(mit.begin(); !mit.end(); ++mit)
 	{
 		(*mit)->m_OpenGLMatrix = fl;
-		(*mit)->SetDeformer(deformer);
 	}
 	UpdateBuckets(false);
 }

Modified: trunk/blender/source/gameengine/Rasterizer/RAS_MeshObject.cpp
===================================================================
--- trunk/blender/source/gameengine/Rasterizer/RAS_MeshObject.cpp	2009-05-29 13:33:33 UTC (rev 20499)
+++ trunk/blender/source/gameengine/Rasterizer/RAS_MeshObject.cpp	2009-05-29 13:37:51 UTC (rev 20500)
@@ -382,15 +382,39 @@
 	return NULL;
 }
 
-void RAS_MeshObject::AddMeshUser(void *clientobj, SG_QList *head)
+void RAS_MeshObject::AddMeshUser(void *clientobj, SG_QList *head, RAS_Deformer* deformer)
 {
 	list<RAS_MeshMaterial>::iterator it;
+	list<RAS_MeshMaterial>::iterator mit;
 
 	for(it = m_materials.begin();it!=m_materials.end();++it) {
 		/* always copy from the base slot, which is never removed 
 		 * since new objects can be created with the same mesh data */
+		if (deformer && !deformer->UseVertexArray())
+		{
+			// HACK! 
+			// this deformer doesn't use vertex array => derive mesh
+			// we must keep only the mesh slots that have unique material id
+			// this is to match the derived mesh drawing function
+			// Need a better solution in the future: scan the derive mesh and create vertex array
+			RAS_IPolyMaterial* curmat = it->m_bucket->GetPolyMaterial();
+			if (curmat->GetFlag() & RAS_BLENDERGLSL) 
+			{
+				for(mit = m_materials.begin(); mit != it; ++mit)
+				{
+					RAS_IPolyMaterial* mat = mit->m_bucket->GetPolyMaterial();
+					if ((mat->GetFlag() & RAS_BLENDERGLSL) && 
+						mat->GetMaterialIndex() == curmat->GetMaterialIndex())
+						// no need to convert current mesh slot
+						break;
+				}
+				if (mit != it)
+					continue;
+			}
+		}
 		RAS_MeshSlot *ms = it->m_bucket->CopyMesh(it->m_baseslot);
 		ms->m_clientObj = clientobj;
+		ms->SetDeformer(deformer);
 		it->m_slots.insert(clientobj, ms);
 		head->QAddBack(ms);
 	}

Modified: trunk/blender/source/gameengine/Rasterizer/RAS_MeshObject.h
===================================================================
--- trunk/blender/source/gameengine/Rasterizer/RAS_MeshObject.h	2009-05-29 13:33:33 UTC (rev 20499)
+++ trunk/blender/source/gameengine/Rasterizer/RAS_MeshObject.h	2009-05-29 13:37:51 UTC (rev 20500)
@@ -45,6 +45,7 @@
 #include "GEN_HashedPtr.h"
 
 struct Mesh;
+class RAS_Deformer;
 
 /* RAS_MeshObject is a mesh used for rendering. It stores polygons,
  * but the actual vertices and index arrays are stored in material
@@ -130,7 +131,7 @@
 	RAS_Polygon*		GetPolygon(int num) const;
 	
 	/* buckets */
-	virtual void		AddMeshUser(void *clientobj, SG_QList *head);
+	virtual void		AddMeshUser(void *clientobj, SG_QList *head, RAS_Deformer* deformer);
 	virtual void		UpdateBuckets(
 							void* clientobj,
 							double* oglmatrix,

Modified: trunk/blender/source/gameengine/Rasterizer/RAS_OpenGLRasterizer/RAS_OpenGLRasterizer.cpp
===================================================================
--- trunk/blender/source/gameengine/Rasterizer/RAS_OpenGLRasterizer/RAS_OpenGLRasterizer.cpp	2009-05-29 13:33:33 UTC (rev 20499)
+++ trunk/blender/source/gameengine/Rasterizer/RAS_OpenGLRasterizer/RAS_OpenGLRasterizer.cpp	2009-05-29 13:37:51 UTC (rev 20500)
@@ -81,7 +81,7 @@
 	m_motionblurvalue(-1.0),
 	m_texco_num(0),
 	m_attrib_num(0),
-	m_last_blendmode(GPU_BLEND_SOLID),
+	//m_last_blendmode(GPU_BLEND_SOLID),
 	m_last_frontface(true),
 	m_materialCachingInfo(0)
 {
@@ -118,7 +118,8 @@
 
 	glDisable(GL_BLEND);
 	glDisable(GL_ALPHA_TEST);
-	m_last_blendmode = GPU_BLEND_SOLID;
+	//m_last_blendmode = GPU_BLEND_SOLID;
+	GPU_set_material_blend_mode(GPU_BLEND_SOLID);
 
 	glFrontFace(GL_CCW);
 	m_last_frontface = true;
@@ -288,7 +289,8 @@
 
 	glDisable(GL_BLEND);
 	glDisable(GL_ALPHA_TEST);
-	m_last_blendmode = GPU_BLEND_SOLID;
+	//m_last_blendmode = GPU_BLEND_SOLID;
+	GPU_set_material_blend_mode(GPU_BLEND_SOLID);
 
 	glFrontFace(GL_CCW);
 	m_last_frontface = true;
@@ -787,7 +789,10 @@
 				GPU_material_vertex_attributes(GPU_material_from_blender(blscene, blmat), &current_gpu_attribs);
 			else
 				memset(&current_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_blend_mode();
 			ms.m_pDerivedMesh->drawFacesGLSL(ms.m_pDerivedMesh, CheckMaterialDM);
+			GPU_set_material_blend_mode(current_blend_mode);
 		} else {
 			ms.m_pDerivedMesh->drawMappedFacesTex(ms.m_pDerivedMesh, CheckTexfaceDM, mcol);
 		}
@@ -1096,6 +1101,8 @@
 
 void RAS_OpenGLRasterizer::SetBlendingMode(int blendmode)
 {
+	GPU_set_material_blend_mode(blendmode);
+/*
 	if(blendmode == m_last_blendmode)
 		return;
 
@@ -1122,6 +1129,7 @@
 	}
 
 	m_last_blendmode = blendmode;
+*/
 }
 
 void RAS_OpenGLRasterizer::SetFrontFace(bool ccw)

Modified: trunk/blender/source/gameengine/Rasterizer/RAS_OpenGLRasterizer/RAS_OpenGLRasterizer.h
===================================================================
--- trunk/blender/source/gameengine/Rasterizer/RAS_OpenGLRasterizer/RAS_OpenGLRasterizer.h	2009-05-29 13:33:33 UTC (rev 20499)
+++ trunk/blender/source/gameengine/Rasterizer/RAS_OpenGLRasterizer/RAS_OpenGLRasterizer.h	2009-05-29 13:37:51 UTC (rev 20500)
@@ -100,7 +100,7 @@
 	TexCoGen		m_attrib[RAS_MAX_ATTRIB];
 	int				m_texco_num;
 	int				m_attrib_num;
-	int				m_last_blendmode;
+	//int				m_last_blendmode;
 	bool			m_last_frontface;
 
 	/** Stores the caching information for the last material activated. */





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