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authorBrecht Van Lommel <brechtvanlommel@pandora.be>2006-11-20 07:28:02 +0300
committerBrecht Van Lommel <brechtvanlommel@pandora.be>2006-11-20 07:28:02 +0300
commite435fbc3c5a00e5b63c1cd2609ab6828187660d3 (patch)
tree3f1da9c51451dee55a203cd001d37f8774d2582f /source/gameengine/BlenderRoutines
parent0a7c43c6e5fc7d5d75a4645eca1164cede2d03a6 (diff)
Added custom vertex/edge/face data for meshes:
All data layers, including MVert/MEdge/MFace, are now managed as custom data layers. The pointers like Mesh.mvert, Mesh.dvert or Mesh.mcol are still used of course, but allocating, copying or freeing these arrays should be done through the CustomData API. Work in progress documentation on this is here: http://mediawiki.blender.org/index.php/BlenderDev/BlenderArchitecture/CustomData Replaced TFace by MTFace: This is the same struct, except that it does not contain color, that now always stays separated in MCol. This was not a good design decision to begin with, and it is needed for adding multiple color layers later. Note that this does mean older Blender versions will not be able to read UV coordinates from the next release, due to an SDNA limitation. Removed DispListMesh: This now fully replaced by DerivedMesh. To provide access to arrays of vertices, edges and faces, like DispListMesh does. The semantics of the DerivedMesh.getVertArray() and similar functions were changed to return a pointer to an array if one exists, or otherwise allocate a temporary one. On releasing the DerivedMesh, this temporary array will be removed automatically. Removed ssDM and meshDM DerivedMesh backends: The ssDM backend was for DispListMesh, so that became obsolete automatically. The meshDM backend was replaced by the custom data backend, that now figures out which layers need to be modified, and only duplicates those. This changes code in many places, and overall removes 2514 lines of code. So, there's a good chance this might break some stuff, although I've been testing it for a few days now. The good news is, adding multiple color and uv layers should now become easy.
Diffstat (limited to 'source/gameengine/BlenderRoutines')
-rw-r--r--source/gameengine/BlenderRoutines/KX_BlenderGL.cpp16
-rw-r--r--source/gameengine/BlenderRoutines/KX_BlenderGL.h4
-rw-r--r--source/gameengine/BlenderRoutines/KX_BlenderPolyMaterial.cpp4
-rw-r--r--source/gameengine/BlenderRoutines/KX_BlenderPolyMaterial.h14
-rw-r--r--source/gameengine/BlenderRoutines/KX_BlenderRenderTools.cpp13
5 files changed, 28 insertions, 23 deletions
diff --git a/source/gameengine/BlenderRoutines/KX_BlenderGL.cpp b/source/gameengine/BlenderRoutines/KX_BlenderGL.cpp
index af367f1797e..da3bda0a220 100644
--- a/source/gameengine/BlenderRoutines/KX_BlenderGL.cpp
+++ b/source/gameengine/BlenderRoutines/KX_BlenderGL.cpp
@@ -110,8 +110,8 @@ void BL_SwapBuffers()
myswapbuffers();
}
-void BL_RenderText(int mode,const char* textstr,int textlen,struct TFace* tface,
- float v1[3],float v2[3],float v3[3],float v4[3])
+void BL_RenderText(int mode,const char* textstr,int textlen,struct MTFace* tface,
+ unsigned int *col,float v1[3],float v2[3],float v3[3],float v4[3])
{
Image* ima;
@@ -131,6 +131,8 @@ void BL_RenderText(int mode,const char* textstr,int textlen,struct TFace* tface,
characters = 0;
}
+ if(!col) glColor3f(1.0f, 1.0f, 1.0f);
+
glPushMatrix();
for (index = 0; index < characters; index++) {
// lets calculate offset stuff
@@ -140,30 +142,30 @@ void BL_RenderText(int mode,const char* textstr,int textlen,struct TFace* tface,
// character = character - ' ' + 1;
matrixGlyph(ima->ibuf, character, & centerx, &centery, &sizex, &sizey, &transx, &transy, &movex, &movey, &advance);
-
+
glBegin(GL_POLYGON);
// printf(" %c %f %f %f %f\n", character, tface->uv[0][0], tface->uv[0][1], );
// glTexCoord2f((tface->uv[0][0] - centerx) * sizex + transx, (tface->uv[0][1] - centery) * sizey + transy);
glTexCoord2f((tface->uv[0][0] - centerx) * sizex + transx, (tface->uv[0][1] - centery) * sizey + transy);
- spack(tface->col[0]);
+ if(col) spack(col[0]);
// glVertex3fv(v1);
glVertex3f(sizex * v1[0] + movex, sizey * v1[1] + movey, v1[2]);
glTexCoord2f((tface->uv[1][0] - centerx) * sizex + transx, (tface->uv[1][1] - centery) * sizey + transy);
- spack(tface->col[1]);
+ if(col) spack(col[1]);
// glVertex3fv(v2);
glVertex3f(sizex * v2[0] + movex, sizey * v2[1] + movey, v2[2]);
glTexCoord2f((tface->uv[2][0] - centerx) * sizex + transx, (tface->uv[2][1] - centery) * sizey + transy);
- spack(tface->col[2]);
+ if(col) spack(col[2]);
// glVertex3fv(v3);
glVertex3f(sizex * v3[0] + movex, sizey * v3[1] + movey, v3[2]);
if(v4) {
// glTexCoord2f((tface->uv[3][0] - centerx) * sizex + transx, 1.0 - (1.0 - tface->uv[3][1]) * sizey - transy);
glTexCoord2f((tface->uv[3][0] - centerx) * sizex + transx, (tface->uv[3][1] - centery) * sizey + transy);
- spack(tface->col[3]);
+ if(col) spack(col[3]);
// glVertex3fv(v4);
glVertex3f(sizex * v4[0] + movex, sizey * v4[1] + movey, v4[2]);
}
diff --git a/source/gameengine/BlenderRoutines/KX_BlenderGL.h b/source/gameengine/BlenderRoutines/KX_BlenderGL.h
index e7cc220f88c..b0f97f1a76c 100644
--- a/source/gameengine/BlenderRoutines/KX_BlenderGL.h
+++ b/source/gameengine/BlenderRoutines/KX_BlenderGL.h
@@ -49,8 +49,8 @@ void BL_HideMouse();
void BL_NormalMouse();
void BL_WaitMouse();
-void BL_RenderText(int mode,const char* textstr,int textlen,struct TFace* tface,
- float v1[3],float v2[3],float v3[3],float v4[3]);
+void BL_RenderText(int mode,const char* textstr,int textlen,struct MTFace* tface,
+ unsigned int *col,float v1[3],float v2[3],float v3[3],float v4[3]);
void BL_print_gamedebug_line(char* text, int xco, int yco, int width, int height);
void BL_print_gamedebug_line_padded(char* text, int xco, int yco, int width, int height);
diff --git a/source/gameengine/BlenderRoutines/KX_BlenderPolyMaterial.cpp b/source/gameengine/BlenderRoutines/KX_BlenderPolyMaterial.cpp
index df96ae55691..cdb6ce5b829 100644
--- a/source/gameengine/BlenderRoutines/KX_BlenderPolyMaterial.cpp
+++ b/source/gameengine/BlenderRoutines/KX_BlenderPolyMaterial.cpp
@@ -48,7 +48,7 @@ KX_BlenderPolyMaterial::KX_BlenderPolyMaterial(const STR_String &texname,
int lightlayer,
bool bIsTriangle,
void* clientobject,
- struct TFace* tface)
+ struct MTFace* tface)
: RAS_IPolyMaterial(texname,
false,
matname,
@@ -79,7 +79,7 @@ void KX_BlenderPolyMaterial::Activate(RAS_IRasterizer* rasty, TCachingInfo& cach
if ((m_drawingmode & 4)&& (rasty->GetDrawingMode() == RAS_IRasterizer::KX_TEXTURED))
{
- update_realtime_texture((struct TFace*) m_tface, rasty->GetTime());
+ update_realtime_texture((struct MTFace*) m_tface, rasty->GetTime());
set_tpage(m_tface);
rasty->EnableTextures(true);
}
diff --git a/source/gameengine/BlenderRoutines/KX_BlenderPolyMaterial.h b/source/gameengine/BlenderRoutines/KX_BlenderPolyMaterial.h
index fd6d39cc8e3..1dab77cb901 100644
--- a/source/gameengine/BlenderRoutines/KX_BlenderPolyMaterial.h
+++ b/source/gameengine/BlenderRoutines/KX_BlenderPolyMaterial.h
@@ -35,14 +35,14 @@
#include "RAS_MaterialBucket.h"
#include "RAS_IRasterizer.h"
-struct TFace;
-extern "C" int set_tpage(TFace* tface); /* Worst hack ever */
+struct MTFace;
+extern "C" int set_tpage(MTFace* tface); /* Worst hack ever */
#if 0
class KX_BlenderPolyMaterial : public RAS_IPolyMaterial
{
/** Blender texture face structure. */
- TFace* m_tface;
+ MTFace* m_tface;
public:
@@ -58,7 +58,7 @@ public:
int lightlayer,
bool bIsTriangle,
void* clientobject,
- struct TFace* tface);
+ struct MTFace* tface);
/**
* Returns the caching information for this material,
@@ -80,20 +80,20 @@ public:
* Returns the Blender texture face structure that is used for this material.
* @return The material's texture face.
*/
- TFace* GetTFace(void) const;
+ MTFace* GetMTFace(void) const;
protected:
private:
};
-inline TFace* KX_BlenderPolyMaterial::GetTFace(void) const
+inline MTFace* KX_BlenderPolyMaterial::GetMTFace(void) const
{
return m_tface;
}
inline RAS_IPolyMaterial::TCachingInfo KX_BlenderPolyMaterial::GetCachingInfo(void) const
{
- return GetTFace();
+ return GetMTFace();
}
#endif
diff --git a/source/gameengine/BlenderRoutines/KX_BlenderRenderTools.cpp b/source/gameengine/BlenderRoutines/KX_BlenderRenderTools.cpp
index 9ceae753908..caf3d120fab 100644
--- a/source/gameengine/BlenderRoutines/KX_BlenderRenderTools.cpp
+++ b/source/gameengine/BlenderRoutines/KX_BlenderRenderTools.cpp
@@ -256,17 +256,20 @@ void KX_BlenderRenderTools::RenderText(int mode,RAS_IPolyMaterial* polymat,float
STR_String mytext = ((CValue*)m_clientobject)->GetPropertyText("Text");
const unsigned int flag = polymat->GetFlag();
- struct TFace* tface = 0;
+ struct MTFace* tface = 0;
+ unsigned int *col = 0;
if(flag & RAS_BLENDERMAT) {
KX_BlenderMaterial *bl_mat = static_cast<KX_BlenderMaterial*>(polymat);
- tface = bl_mat->GetTFace();
+ tface = bl_mat->GetMTFace();
+ col = bl_mat->GetMCol();
} else {
KX_PolygonMaterial* blenderpoly = static_cast<KX_PolygonMaterial*>(polymat);
- tface = blenderpoly->GetTFace();
+ tface = blenderpoly->GetMTFace();
+ col = blenderpoly->GetMCol();
}
- BL_RenderText( mode,mytext,mytext.Length(),tface,v1,v2,v3,v4);
+ BL_RenderText( mode,mytext,mytext.Length(),tface,col,v1,v2,v3,v4);
}
@@ -445,7 +448,7 @@ RAS_IPolyMaterial* KX_BlenderRenderTools::CreateBlenderPolyMaterial(
texname,
ba,matname,tile,tilexrep,tileyrep,mode,transparant,zsort, lightlayer
- ,bIsTriangle,clientobject,(struct TFace*)tface);*/
+ ,bIsTriangle,clientobject,(struct MTFace*)tface);*/
return NULL;
}