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authorBrecht Van Lommel <brechtvanlommel@pandora.be>2008-07-09 02:30:54 +0400
committerBrecht Van Lommel <brechtvanlommel@pandora.be>2008-07-09 02:30:54 +0400
commit437b207d3a0befb87c21676735bb9bd6750e9303 (patch)
treeb642de98ecc71dbfc4541fe5a6436224770ae983 /source/gameengine/Converter/BL_BlenderDataConversion.cpp
parentf43c66f384d6dca227a7081bbe7e4f763debe7fd (diff)
Apricot Branch: GLSL
==================== * Some optimizations in the glsl shader code to avoid some matrix multiplications, and other floating point ops. * Optimized game engine mesh deforming code a bit, and removed a bunch of unneeded/duplicated code. * Fix for bugs #17289 and #17295, glsl compile errors.
Diffstat (limited to 'source/gameengine/Converter/BL_BlenderDataConversion.cpp')
-rw-r--r--source/gameengine/Converter/BL_BlenderDataConversion.cpp36
1 files changed, 11 insertions, 25 deletions
diff --git a/source/gameengine/Converter/BL_BlenderDataConversion.cpp b/source/gameengine/Converter/BL_BlenderDataConversion.cpp
index f23defb16a4..75d09fd6e2f 100644
--- a/source/gameengine/Converter/BL_BlenderDataConversion.cpp
+++ b/source/gameengine/Converter/BL_BlenderDataConversion.cpp
@@ -846,8 +846,6 @@ RAS_MeshObject* BL_ConvertMesh(Mesh* mesh, Object* blenderobj, RAS_IRenderTools*
meshobj->SetName(mesh->id.name);
meshobj->m_xyz_index_to_vertex_index_mapping.resize(mesh->totvert);
- if(skinMesh)
- ((BL_SkinMeshObject*)meshobj)->m_mvert_to_dvert_mapping.resize(mesh->totvert);
for (int f=0;f<mesh->totface;f++,mface++)
{
@@ -1066,35 +1064,25 @@ RAS_MeshObject* BL_ConvertMesh(Mesh* mesh, Object* blenderobj, RAS_IRenderTools*
int nverts = mface->v4?4:3;
int vtxarray = meshobj->FindVertexArray(nverts,polymat);
RAS_Polygon* poly = new RAS_Polygon(bucket,polyvisible,nverts,vtxarray);
- if (skinMesh) {
- int d1, d2, d3, d4=0;
- bool flat;
+ bool flat;
+
+ if (skinMesh) {
/* If the face is set to solid, all fnors are the same */
if (mface->flag & ME_SMOOTH)
flat = false;
else
flat = true;
-
- d1=((BL_SkinMeshObject*)meshobj)->FindOrAddDeform(vtxarray, mface->v1, &mesh->dvert[mface->v1], polymat);
- d2=((BL_SkinMeshObject*)meshobj)->FindOrAddDeform(vtxarray, mface->v2, &mesh->dvert[mface->v2], polymat);
- d3=((BL_SkinMeshObject*)meshobj)->FindOrAddDeform(vtxarray, mface->v3, &mesh->dvert[mface->v3], polymat);
- if (nverts==4)
- d4=((BL_SkinMeshObject*)meshobj)->FindOrAddDeform(vtxarray, mface->v4, &mesh->dvert[mface->v4], polymat);
- poly->SetVertex(0,((BL_SkinMeshObject*)meshobj)->FindOrAddVertex(vtxarray,pt0,uv0,uv20,tan0,rgb0,no0,d1,flat,polymat,mface->v1));
- poly->SetVertex(1,((BL_SkinMeshObject*)meshobj)->FindOrAddVertex(vtxarray,pt1,uv1,uv21,tan1,rgb1,no1,d2,flat,polymat,mface->v2));
- poly->SetVertex(2,((BL_SkinMeshObject*)meshobj)->FindOrAddVertex(vtxarray,pt2,uv2,uv22,tan2,rgb2,no2,d3,flat,polymat,mface->v3));
- if (nverts==4)
- poly->SetVertex(3,((BL_SkinMeshObject*)meshobj)->FindOrAddVertex(vtxarray,pt3,uv3,uv23,tan3,rgb3,no3,d4,flat,polymat,mface->v4));
}
else
- {
- poly->SetVertex(0,meshobj->FindOrAddVertex(vtxarray,pt0,uv0,uv20,tan0,rgb0,no0,false,polymat,mface->v1));
- poly->SetVertex(1,meshobj->FindOrAddVertex(vtxarray,pt1,uv1,uv21,tan1,rgb1,no1,false,polymat,mface->v2));
- poly->SetVertex(2,meshobj->FindOrAddVertex(vtxarray,pt2,uv2,uv22,tan2,rgb2,no2,false,polymat,mface->v3));
- if (nverts==4)
- poly->SetVertex(3,meshobj->FindOrAddVertex(vtxarray,pt3,uv3,uv23,tan3,rgb3,no3,false,polymat,mface->v4));
- }
+ flat = false;
+
+ poly->SetVertex(0,meshobj->FindOrAddVertex(vtxarray,pt0,uv0,uv20,tan0,rgb0,no0,flat,polymat,mface->v1));
+ poly->SetVertex(1,meshobj->FindOrAddVertex(vtxarray,pt1,uv1,uv21,tan1,rgb1,no1,flat,polymat,mface->v2));
+ poly->SetVertex(2,meshobj->FindOrAddVertex(vtxarray,pt2,uv2,uv22,tan2,rgb2,no2,flat,polymat,mface->v3));
+ if (nverts==4)
+ poly->SetVertex(3,meshobj->FindOrAddVertex(vtxarray,pt3,uv3,uv23,tan3,rgb3,no3,flat,polymat,mface->v4));
+
meshobj->AddPolygon(poly);
if (poly->IsCollider())
{
@@ -1132,8 +1120,6 @@ RAS_MeshObject* BL_ConvertMesh(Mesh* mesh, Object* blenderobj, RAS_IRenderTools*
}
}
meshobj->m_xyz_index_to_vertex_index_mapping.clear();
- if(skinMesh)
- ((BL_SkinMeshObject*)meshobj)->m_mvert_to_dvert_mapping.clear();
meshobj->UpdateMaterialList();
// pre calculate texture generation