diff options
author | Brecht Van Lommel <brechtvanlommel@pandora.be> | 2008-07-10 16:47:20 +0400 |
---|---|---|
committer | Brecht Van Lommel <brechtvanlommel@pandora.be> | 2008-07-10 16:47:20 +0400 |
commit | 99fdf27af92b9bd9d05c108f2c2c8a240c5536bc (patch) | |
tree | 0e7d2c4b425a5d3906a7841e5919e384e0bc27a4 /source/gameengine/Converter | |
parent | 3d7358539df4526ffc2c2bbd40cf2001c5acf374 (diff) |
Sync with Apricot Game Engine
=============================
* Clean up and optimizations in skinned/deformed mesh code.
* Compatibility fixes and clean up in the rasterizer.
* Changes related to GLSL shadow buffers which should have no
effect, to keep the code in sync with apricot.
Diffstat (limited to 'source/gameengine/Converter')
-rw-r--r-- | source/gameengine/Converter/BL_BlenderDataConversion.cpp | 118 | ||||
-rw-r--r-- | source/gameengine/Converter/BL_MeshDeformer.cpp | 174 | ||||
-rw-r--r-- | source/gameengine/Converter/BL_MeshDeformer.h | 14 | ||||
-rw-r--r-- | source/gameengine/Converter/BL_ShapeDeformer.h | 11 | ||||
-rw-r--r-- | source/gameengine/Converter/BL_SkinDeformer.cpp | 61 | ||||
-rw-r--r-- | source/gameengine/Converter/BL_SkinDeformer.h | 6 | ||||
-rw-r--r-- | source/gameengine/Converter/BL_SkinMeshObject.cpp | 84 | ||||
-rw-r--r-- | source/gameengine/Converter/BL_SkinMeshObject.h | 94 |
8 files changed, 201 insertions, 361 deletions
diff --git a/source/gameengine/Converter/BL_BlenderDataConversion.cpp b/source/gameengine/Converter/BL_BlenderDataConversion.cpp index d8b157cb5b4..f3e22cd297a 100644 --- a/source/gameengine/Converter/BL_BlenderDataConversion.cpp +++ b/source/gameengine/Converter/BL_BlenderDataConversion.cpp @@ -312,11 +312,13 @@ BL_Material* ConvertMaterial( Mesh* mesh, Material *mat, MTFace* tface, + const char *tfaceName, MFace* mface, MCol* mmcol, int lightlayer, Object* blenderobj, - MTF_localLayer *layers) + MTF_localLayer *layers, + bool glslmat) { //this needs some type of manager BL_Material *material = new BL_Material(); @@ -335,7 +337,7 @@ BL_Material* ConvertMaterial( if(validmat) { // use vertex colors by explicitly setting - if(mat->mode &MA_VERTEXCOLP) + if(mat->mode &MA_VERTEXCOLP || glslmat) type = 0; // use lighting? @@ -558,6 +560,7 @@ BL_Material* ConvertMaterial( } else { int valid = 0; + // check for tface tex to fallback on if( validface ){ @@ -590,6 +593,7 @@ BL_Material* ConvertMaterial( } MT_Point2 uv[4]; MT_Point2 uv2[4]; + const char *uvName = "", *uv2Name = ""; uv[0]= uv[1]= uv[2]= uv[3]= MT_Point2(0.0f, 0.0f); uv2[0]= uv2[1]= uv2[2]= uv2[3]= MT_Point2(0.0f, 0.0f); @@ -616,6 +620,8 @@ BL_Material* ConvertMaterial( if (mface->v4) uv[3] = MT_Point2(tface->uv[3]); + + uvName = tfaceName; } else { // nothing at all @@ -641,39 +647,38 @@ BL_Material* ConvertMaterial( isFirstSet = false; else { - MT_Point2 uvSet[4]; for (int lay=0; lay<MAX_MTFACE; lay++) { MTF_localLayer& layer = layers[lay]; if (layer.face == 0) break; - - bool processed = false; if (strcmp(map.uvCoName.ReadPtr(), layer.name)==0) { + MT_Point2 uvSet[4]; + uvSet[0] = MT_Point2(layer.face->uv[0]); uvSet[1] = MT_Point2(layer.face->uv[1]); uvSet[2] = MT_Point2(layer.face->uv[2]); if (mface->v4) uvSet[3] = MT_Point2(layer.face->uv[3]); + else + uvSet[3] = MT_Point2(0.0f, 0.0f); - processed = true; - } - - if (!processed) continue; - - if (isFirstSet) - { - uv[0] = uvSet[0]; uv[1] = uvSet[1]; - uv[2] = uvSet[2]; uv[3] = uvSet[3]; - isFirstSet = false; - } - else - { - uv2[0] = uvSet[0]; uv2[1] = uvSet[1]; - uv2[2] = uvSet[2]; uv2[3] = uvSet[3]; - map.mapping |= USECUSTOMUV; + if (isFirstSet) + { + uv[0] = uvSet[0]; uv[1] = uvSet[1]; + uv[2] = uvSet[2]; uv[3] = uvSet[3]; + isFirstSet = false; + uvName = layer.name; + } + else + { + uv2[0] = uvSet[0]; uv2[1] = uvSet[1]; + uv2[2] = uvSet[2]; uv2[3] = uvSet[3]; + map.mapping |= USECUSTOMUV; + uv2Name = layer.name; + } } } } @@ -693,9 +698,8 @@ BL_Material* ConvertMaterial( } material->SetConversionRGB(rgb); - material->SetConversionUV(uv); - material->SetConversionUV2(uv2); - + material->SetConversionUV(uvName, uv); + material->SetConversionUV2(uv2Name, uv2); material->ras_mode |= (mface->v4==0)?TRIANGLE:0; if(validmat) @@ -797,6 +801,7 @@ RAS_MeshObject* BL_ConvertMesh(Mesh* mesh, Object* blenderobj, RAS_IRenderTools* MFace* mface = static_cast<MFace*>(mesh->mface); MTFace* tface = static_cast<MTFace*>(mesh->mtface); + const char *tfaceName = ""; MCol* mmcol = mesh->mcol; MT_assert(mface || mesh->totface == 0); @@ -832,14 +837,14 @@ RAS_MeshObject* BL_ConvertMesh(Mesh* mesh, Object* blenderobj, RAS_IRenderTools* layers[validLayers].face = (MTFace*)mesh->fdata.layers[i].data;; layers[validLayers].name = mesh->fdata.layers[i].name; + if(tface == layers[validLayers].face) + tfaceName = layers[validLayers].name; validLayers++; } } 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++) { @@ -898,8 +903,7 @@ RAS_MeshObject* BL_ConvertMesh(Mesh* mesh, Object* blenderobj, RAS_IRenderTools* else ma = give_current_material(blenderobj, 1); - bl_mat = ConvertMaterial(mesh, ma, tface, mface, mmcol, lightlayer, blenderobj, layers); - bl_mat->glslmat = converter->GetGLSLMaterials(); + bl_mat = ConvertMaterial(mesh, ma, tface, tfaceName, mface, mmcol, lightlayer, blenderobj, layers, converter->GetGLSLMaterials()); // set the index were dealing with bl_mat->material_index = (int)mface->mat_nr; @@ -1059,35 +1063,25 @@ 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()) { @@ -1125,8 +1119,6 @@ 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 @@ -1545,7 +1537,7 @@ void BL_CreatePhysicsObjectNew(KX_GameObject* gameobj, -static KX_LightObject *gamelight_from_blamp(Lamp *la, unsigned int layerflag, KX_Scene *kxscene, RAS_IRenderTools *rendertools, KX_BlenderSceneConverter *converter) { +static KX_LightObject *gamelight_from_blamp(Object *ob, Lamp *la, unsigned int layerflag, KX_Scene *kxscene, RAS_IRenderTools *rendertools, KX_BlenderSceneConverter *converter) { RAS_LightObject lightobj; KX_LightObject *gamelight; @@ -1577,8 +1569,15 @@ static KX_LightObject *gamelight_from_blamp(Lamp *la, unsigned int layerflag, KX } else { lightobj.m_type = RAS_LightObject::LIGHT_NORMAL; } + +#ifdef BLENDER_GLSL + if(converter->GetGLSLMaterials()) + GPU_lamp_from_blender(ob, la); - gamelight = new KX_LightObject(kxscene, KX_Scene::m_callbacks, rendertools, lightobj); + gamelight = new KX_LightObject(kxscene, KX_Scene::m_callbacks, rendertools, lightobj, ob->gpulamp); +#else + gamelight = new KX_LightObject(kxscene, KX_Scene::m_callbacks, rendertools, lightobj, NULL); +#endif BL_ConvertLampIpos(la, gamelight, converter); return gamelight; @@ -1610,7 +1609,7 @@ static KX_GameObject *gameobject_from_blenderobject( { case OB_LAMP: { - KX_LightObject* gamelight= gamelight_from_blamp(static_cast<Lamp*>(ob->data), ob->lay, kxscene, rendertools, converter); + KX_LightObject* gamelight= gamelight_from_blamp(ob, static_cast<Lamp*>(ob->data), ob->lay, kxscene, rendertools, converter); gameobj = gamelight; gamelight->AddRef(); @@ -1660,7 +1659,7 @@ static KX_GameObject *gameobject_from_blenderobject( // two options exists for deform: shape keys and armature // only support relative shape key bool bHasShapeKey = mesh->key != NULL && mesh->key->type==KEY_RELATIVE; - bool bHasDvert = mesh->dvert != NULL; + bool bHasDvert = mesh->dvert != NULL && ob->defbase.first; bool bHasArmature = (ob->parent && ob->parent->type == OB_ARMATURE && ob->partype==PARSKEL && bHasDvert); if (bHasShapeKey) { @@ -1671,13 +1670,15 @@ static KX_GameObject *gameobject_from_blenderobject( if (bHasArmature) dcont->LoadShapeDrivers(ob->parent); } else if (bHasArmature) { - BL_SkinDeformer *dcont = new BL_SkinDeformer(ob, (BL_SkinMeshObject*)meshobj ); + BL_SkinDeformer *dcont = new BL_SkinDeformer((BL_DeformableGameObject*)gameobj, + ob, (BL_SkinMeshObject*)meshobj); ((BL_DeformableGameObject*)gameobj)->m_pDeformer = dcont; } else if (bHasDvert) { // this case correspond to a mesh that can potentially deform but not with the // object to which it is attached for the moment. A skin mesh was created in // BL_ConvertMesh() so must create a deformer too! - BL_MeshDeformer *dcont = new BL_MeshDeformer(ob, (BL_SkinMeshObject*)meshobj ); + BL_MeshDeformer *dcont = new BL_MeshDeformer((BL_DeformableGameObject*)gameobj, + ob, (BL_SkinMeshObject*)meshobj); ((BL_DeformableGameObject*)gameobj)->m_pDeformer = dcont; } @@ -2075,7 +2076,8 @@ void BL_ConvertBlenderObjects(struct Main* maggie, if (blenderscene->camera) { KX_Camera *gamecamera= (KX_Camera*) converter->FindGameObject(blenderscene->camera); - kxscene->SetActiveCamera(gamecamera); + if(gamecamera) + kxscene->SetActiveCamera(gamecamera); } // Set up armatures diff --git a/source/gameengine/Converter/BL_MeshDeformer.cpp b/source/gameengine/Converter/BL_MeshDeformer.cpp index 212827a660f..39d66a90e92 100644 --- a/source/gameengine/Converter/BL_MeshDeformer.cpp +++ b/source/gameengine/Converter/BL_MeshDeformer.cpp @@ -39,6 +39,7 @@ #endif #include "RAS_IPolygonMaterial.h" +#include "BL_DeformableGameObject.h" #include "BL_MeshDeformer.h" #include "BL_SkinMeshObject.h" #include "DNA_mesh_types.h" @@ -47,33 +48,40 @@ #include "GEN_Map.h" #include "STR_HashedString.h" -bool BL_MeshDeformer::Apply(RAS_IPolyMaterial *mat) +bool BL_MeshDeformer::Apply(RAS_IPolyMaterial*) { - size_t i, j, index; - vecVertexArray array; - vecIndexArrays mvarray; - vecIndexArrays diarray; - - RAS_TexVert *tv; - MVert *mvert; - - // For each material - array = m_pMeshObject->GetVertexCache(mat); - mvarray = m_pMeshObject->GetMVertCache(mat); - diarray = m_pMeshObject->GetDIndexCache(mat); - - // For each array - for (i=0; i<array.size(); i++){ - // For each vertex - for (j=0; j<array[i]->size(); j++){ - tv = &((*array[i])[j]); - index = ((*diarray[i])[j]); - - mvert = &(m_bmesh->mvert[((*mvarray[i])[index])]); - tv->SetXYZ(MT_Point3(mvert->co)); + size_t i, j; + float *co; + + // only apply once per frame if the mesh is actually modified + if(m_pMeshObject->MeshModified() && + m_lastDeformUpdate != m_gameobj->GetLastFrame()) { + // For each material + for(RAS_MaterialBucket::Set::iterator mit = m_pMeshObject->GetFirstMaterial(); + mit != m_pMeshObject->GetLastMaterial(); ++ mit) { + RAS_IPolyMaterial *mat = (*mit)->GetPolyMaterial(); + + vecVertexArray& vertexarrays = m_pMeshObject->GetVertexCache(mat); + + // For each array + for (i=0; i<vertexarrays.size(); i++){ + KX_VertexArray& vertexarray = (*vertexarrays[i]); + + // For each vertex + for (j=0; j<vertexarray.size(); j++){ + RAS_TexVert& v = vertexarray[j]; + co = m_bmesh->mvert[v.getOrigIndex()].co; + v.SetXYZ(MT_Point3(co)); + } + } } + + m_lastDeformUpdate = m_gameobj->GetLastFrame(); + + return true; } - return true; + + return false; } BL_MeshDeformer::~BL_MeshDeformer() @@ -92,83 +100,86 @@ void BL_MeshDeformer::RecalcNormals() /* We don't normalize for performance, not doing it for faces normals * gives area-weight normals which often look better anyway, and use * GL_NORMALIZE so we don't have to do per vertex normalization either - * since the GPU can do it faster - * - * There's a lot of indirection here to get to the data, can this work - * with less arrays/indirection? */ - - vecIndexArrays indexarrays; - vecIndexArrays mvarrays; - vecIndexArrays diarrays; - vecVertexArray vertexarrays; + * since the GPU can do it faster */ size_t i, j; /* set vertex normals to zero */ - for (i=0; i<(size_t)m_bmesh->totvert; i++) - m_transnors[i] = MT_Vector3(0.0f, 0.0f, 0.0f); + memset(m_transnors, 0, sizeof(float)*3*m_bmesh->totvert); /* add face normals to vertices. */ for(RAS_MaterialBucket::Set::iterator mit = m_pMeshObject->GetFirstMaterial(); mit != m_pMeshObject->GetLastMaterial(); ++ mit) { RAS_IPolyMaterial *mat = (*mit)->GetPolyMaterial(); - indexarrays = m_pMeshObject->GetIndexCache(mat); - vertexarrays = m_pMeshObject->GetVertexCache(mat); - diarrays = m_pMeshObject->GetDIndexCache(mat); - mvarrays = m_pMeshObject->GetMVertCache(mat); + const vecIndexArrays& indexarrays = m_pMeshObject->GetIndexCache(mat); + vecVertexArray& vertexarrays = m_pMeshObject->GetVertexCache(mat); for (i=0; i<indexarrays.size(); i++) { KX_VertexArray& vertexarray = (*vertexarrays[i]); - const KX_IndexArray& mvarray = (*mvarrays[i]); - const KX_IndexArray& diarray = (*diarrays[i]); const KX_IndexArray& indexarray = (*indexarrays[i]); int nvert = mat->UsesTriangles()? 3: 4; for(j=0; j<indexarray.size(); j+=nvert) { - MT_Point3 mv1, mv2, mv3, mv4, fnor; - int i1 = indexarray[j]; - int i2 = indexarray[j+1]; - int i3 = indexarray[j+2]; - RAS_TexVert& v1 = vertexarray[i1]; - RAS_TexVert& v2 = vertexarray[i2]; - RAS_TexVert& v3 = vertexarray[i3]; - + RAS_TexVert& v1 = vertexarray[indexarray[j]]; + RAS_TexVert& v2 = vertexarray[indexarray[j+1]]; + RAS_TexVert& v3 = vertexarray[indexarray[j+2]]; + RAS_TexVert *v4 = NULL; + + const float *co1 = v1.getLocalXYZ(); + const float *co2 = v2.getLocalXYZ(); + const float *co3 = v3.getLocalXYZ(); + const float *co4 = NULL; + /* compute face normal */ - mv1 = MT_Point3(v1.getLocalXYZ()); - mv2 = MT_Point3(v2.getLocalXYZ()); - mv3 = MT_Point3(v3.getLocalXYZ()); + float fnor[3], n1[3], n2[3]; if(nvert == 4) { - int i4 = indexarray[j+3]; - RAS_TexVert& v4 = vertexarray[i4]; - mv4 = MT_Point3(v4.getLocalXYZ()); + v4 = &vertexarray[indexarray[j+3]]; + co4 = v4->getLocalXYZ(); + + n1[0]= co1[0]-co3[0]; + n1[1]= co1[1]-co3[1]; + n1[2]= co1[2]-co3[2]; - fnor = (((mv2-mv1).cross(mv3-mv2))+((mv4-mv3).cross(mv1-mv4))); //.safe_normalized(); + n2[0]= co2[0]-co4[0]; + n2[1]= co2[1]-co4[1]; + n2[2]= co2[2]-co4[2]; } - else - fnor = ((mv2-mv1).cross(mv3-mv2)); //.safe_normalized(); + else { + n1[0]= co1[0]-co2[0]; + n2[0]= co2[0]-co3[0]; + n1[1]= co1[1]-co2[1]; + + n2[1]= co2[1]-co3[1]; + n1[2]= co1[2]-co2[2]; + n2[2]= co2[2]-co3[2]; + } + + fnor[0]= n1[1]*n2[2] - n1[2]*n2[1]; + fnor[1]= n1[2]*n2[0] - n1[0]*n2[2]; + fnor[2]= n1[0]*n2[1] - n1[1]*n2[0]; /* add to vertices for smooth normals */ - m_transnors[mvarray[diarray[i1]]] += fnor; - m_transnors[mvarray[diarray[i2]]] += fnor; - m_transnors[mvarray[diarray[i3]]] += fnor; + float *vn1 = m_transnors[v1.getOrigIndex()]; + float *vn2 = m_transnors[v2.getOrigIndex()]; + float *vn3 = m_transnors[v3.getOrigIndex()]; + + vn1[0] += fnor[0]; vn1[1] += fnor[1]; vn1[2] += fnor[2]; + vn2[0] += fnor[0]; vn2[1] += fnor[1]; vn2[2] += fnor[2]; + vn3[0] += fnor[0]; vn3[1] += fnor[1]; vn3[2] += fnor[2]; + + if(v4) { + float *vn4 = m_transnors[v4->getOrigIndex()]; + vn4[0] += fnor[0]; vn4[1] += fnor[1]; vn4[2] += fnor[2]; + } /* in case of flat - just assign, the vertices are split */ if(v1.getFlag() & TV_CALCFACENORMAL) { v1.SetNormal(fnor); v2.SetNormal(fnor); v3.SetNormal(fnor); - } - - if(nvert == 4) { - int i4 = indexarray[j+3]; - RAS_TexVert& v4 = vertexarray[i4]; - - /* same as above */ - m_transnors[mvarray[diarray[i4]]] += fnor; - - if(v4.getFlag() & TV_CALCFACENORMAL) - v4.SetNormal(fnor); + if(v4) + v4->SetNormal(fnor); } } } @@ -179,18 +190,17 @@ void BL_MeshDeformer::RecalcNormals() mit != m_pMeshObject->GetLastMaterial(); ++ mit) { RAS_IPolyMaterial *mat = (*mit)->GetPolyMaterial(); - vertexarrays = m_pMeshObject->GetVertexCache(mat); - diarrays = m_pMeshObject->GetDIndexCache(mat); - mvarrays = m_pMeshObject->GetMVertCache(mat); + vecVertexArray& vertexarrays = m_pMeshObject->GetVertexCache(mat); for (i=0; i<vertexarrays.size(); i++) { KX_VertexArray& vertexarray = (*vertexarrays[i]); - const KX_IndexArray& mvarray = (*mvarrays[i]); - const KX_IndexArray& diarray = (*diarrays[i]); - for(j=0; j<vertexarray.size(); j++) - if(!(vertexarray[j].getFlag() & TV_CALCFACENORMAL)) - vertexarray[j].SetNormal(m_transnors[mvarray[diarray[j]]]); //.safe_normalized() + for(j=0; j<vertexarray.size(); j++) { + RAS_TexVert& v = vertexarray[j]; + + if(!(v.getFlag() & TV_CALCFACENORMAL)) + v.SetNormal(m_transnors[v.getOrigIndex()]); //.safe_normalized() + } } } } @@ -204,8 +214,8 @@ void BL_MeshDeformer::VerifyStorage() if (m_transnors) delete [] m_transnors; - m_transverts=new float[(sizeof(*m_transverts)*m_bmesh->totvert)][3]; - m_transnors=new MT_Vector3[m_bmesh->totvert]; + m_transverts=new float[m_bmesh->totvert][3]; + m_transnors=new float[m_bmesh->totvert][3]; m_tvtot = m_bmesh->totvert; } } diff --git a/source/gameengine/Converter/BL_MeshDeformer.h b/source/gameengine/Converter/BL_MeshDeformer.h index 8d8b56b1eed..e9f7f0b192f 100644 --- a/source/gameengine/Converter/BL_MeshDeformer.h +++ b/source/gameengine/Converter/BL_MeshDeformer.h @@ -40,19 +40,25 @@ #pragma warning (disable:4786) // get rid of stupid stl-visual compiler debug warning #endif //WIN32 +class BL_DeformableGameObject; + class BL_MeshDeformer : public RAS_Deformer { public: void VerifyStorage(); void RecalcNormals(); virtual void Relink(GEN_Map<class GEN_HashedPtr, void*>*map){}; - BL_MeshDeformer(struct Object* obj, class BL_SkinMeshObject *meshobj ): + BL_MeshDeformer(BL_DeformableGameObject *gameobj, + struct Object* obj, + class BL_SkinMeshObject *meshobj ): m_pMeshObject(meshobj), m_bmesh((struct Mesh*)(obj->data)), m_transverts(0), m_transnors(0), m_objMesh(obj), - m_tvtot(0) + m_tvtot(0), + m_gameobj(gameobj), + m_lastDeformUpdate(-1) {}; virtual ~BL_MeshDeformer(); virtual void SetSimulatedTime(double time){}; @@ -68,10 +74,12 @@ protected: // this is so m_transverts doesn't need to be converted // before deformation float (*m_transverts)[3]; - MT_Vector3* m_transnors; + float (*m_transnors)[3]; struct Object* m_objMesh; // -- int m_tvtot; + BL_DeformableGameObject* m_gameobj; + double m_lastDeformUpdate; }; #endif diff --git a/source/gameengine/Converter/BL_ShapeDeformer.h b/source/gameengine/Converter/BL_ShapeDeformer.h index 9f8361dbaca..5f0188e3a42 100644 --- a/source/gameengine/Converter/BL_ShapeDeformer.h +++ b/source/gameengine/Converter/BL_ShapeDeformer.h @@ -58,9 +58,8 @@ public: Object *bmeshobj, BL_SkinMeshObject *mesh) : - BL_SkinDeformer(bmeshobj, mesh), - m_lastShapeUpdate(-1), - m_gameobj(gameobj) + BL_SkinDeformer(gameobj,bmeshobj, mesh), + m_lastShapeUpdate(-1) { }; @@ -72,9 +71,8 @@ public: bool release_object, BL_ArmatureObject* arma = NULL) : - BL_SkinDeformer(bmeshobj_old, bmeshobj_new, mesh, release_object, arma), - m_lastShapeUpdate(-1), - m_gameobj(gameobj) + BL_SkinDeformer(gameobj, bmeshobj_old, bmeshobj_new, mesh, release_object, arma), + m_lastShapeUpdate(-1) { }; @@ -94,7 +92,6 @@ public: protected: vector<IpoCurve*> m_shapeDrivers; double m_lastShapeUpdate; - BL_DeformableGameObject* m_gameobj; }; diff --git a/source/gameengine/Converter/BL_SkinDeformer.cpp b/source/gameengine/Converter/BL_SkinDeformer.cpp index dd7119b1031..d3442fe5298 100644 --- a/source/gameengine/Converter/BL_SkinDeformer.cpp +++ b/source/gameengine/Converter/BL_SkinDeformer.cpp @@ -57,11 +57,12 @@ extern "C"{ #define __NLA_DEFNORMALS //#undef __NLA_DEFNORMALS -BL_SkinDeformer::BL_SkinDeformer(struct Object *bmeshobj, +BL_SkinDeformer::BL_SkinDeformer(BL_DeformableGameObject *gameobj, + struct Object *bmeshobj, class BL_SkinMeshObject *mesh, BL_ArmatureObject* arma) : // - BL_MeshDeformer(bmeshobj, mesh), + BL_MeshDeformer(gameobj, bmeshobj, mesh), m_armobj(arma), m_lastArmaUpdate(-1), m_defbase(&bmeshobj->defbase), @@ -71,12 +72,13 @@ BL_SkinDeformer::BL_SkinDeformer(struct Object *bmeshobj, }; BL_SkinDeformer::BL_SkinDeformer( + BL_DeformableGameObject *gameobj, struct Object *bmeshobj_old, // Blender object that owns the new mesh struct Object *bmeshobj_new, // Blender object that owns the original mesh class BL_SkinMeshObject *mesh, bool release_object, BL_ArmatureObject* arma) : - BL_MeshDeformer(bmeshobj_old, mesh), + BL_MeshDeformer(gameobj, bmeshobj_old, mesh), m_armobj(arma), m_lastArmaUpdate(-1), m_defbase(&bmeshobj_old->defbase), @@ -96,35 +98,32 @@ BL_SkinDeformer::~BL_SkinDeformer() m_armobj->Release(); } -bool BL_SkinDeformer::Apply(RAS_IPolyMaterial *mat) +bool BL_SkinDeformer::Apply(RAS_IPolyMaterial *) { - size_t i, j, index; - vecVertexArray array; - vecIndexArrays mvarray; - vecMDVertArray dvarray; - vecIndexArrays diarray; - - RAS_TexVert *tv; - MT_Point3 pt; -// float co[3]; - - Update(); - - array = m_pMeshObject->GetVertexCache(mat); - mvarray = m_pMeshObject->GetMVertCache(mat); - diarray = m_pMeshObject->GetDIndexCache(mat); - // For each array - for (i=0; i<array.size(); i++) { - // For each vertex - for (j=0; j<array[i]->size(); j++) { - - tv = &((*array[i])[j]); - - index = ((*diarray[i])[j]); - - // Copy the untransformed data from the original mvert - // Set the data - tv->SetXYZ(m_transverts[((*mvarray[i])[index])]); + size_t i, j; + + if (!Update()) + // no need to update the cache + return false; + + // Update all materials at once, so we can do the above update test + // without ending up with some materials not updated + for(RAS_MaterialBucket::Set::iterator mit = m_pMeshObject->GetFirstMaterial(); + mit != m_pMeshObject->GetLastMaterial(); ++ mit) { + RAS_IPolyMaterial *mat = (*mit)->GetPolyMaterial(); + + vecVertexArray& vertexarrays = m_pMeshObject->GetVertexCache(mat); + + // For each array + for (i=0; i<vertexarrays.size(); i++) { + KX_VertexArray& vertexarray = (*vertexarrays[i]); + + // For each vertex + // copy the untransformed data from the original mvert + for (j=0; j<vertexarray.size(); j++) { + RAS_TexVert& v = vertexarray[j]; + v.SetXYZ(m_transverts[v.getOrigIndex()]); + } } } diff --git a/source/gameengine/Converter/BL_SkinDeformer.h b/source/gameengine/Converter/BL_SkinDeformer.h index c5568c049cb..f35db8273c4 100644 --- a/source/gameengine/Converter/BL_SkinDeformer.h +++ b/source/gameengine/Converter/BL_SkinDeformer.h @@ -63,12 +63,14 @@ public: } void SetArmature (class BL_ArmatureObject *armobj); - BL_SkinDeformer(struct Object *bmeshobj, + BL_SkinDeformer(BL_DeformableGameObject *gameobj, + struct Object *bmeshobj, class BL_SkinMeshObject *mesh, BL_ArmatureObject* arma = NULL); /* this second constructor is needed for making a mesh deformable on the fly. */ - BL_SkinDeformer(struct Object *bmeshobj_old, + BL_SkinDeformer(BL_DeformableGameObject *gameobj, + struct Object *bmeshobj_old, struct Object *bmeshobj_new, class BL_SkinMeshObject *mesh, bool release_object, diff --git a/source/gameengine/Converter/BL_SkinMeshObject.cpp b/source/gameengine/Converter/BL_SkinMeshObject.cpp index 49492923c7c..fa215df1e1c 100644 --- a/source/gameengine/Converter/BL_SkinMeshObject.cpp +++ b/source/gameengine/Converter/BL_SkinMeshObject.cpp @@ -43,90 +43,6 @@ #include "KX_GameObject.h" #include "RAS_BucketManager.h" -void BL_SkinMeshObject::AddPolygon(RAS_Polygon* poly) -{ - /* We're overriding this so that we can eventually associate faces with verts somehow */ - - // For vertIndex in poly: - // find the appropriate normal - - RAS_MeshObject::AddPolygon(poly); -} - -int BL_SkinMeshObject::FindOrAddDeform(unsigned int vtxarray, unsigned int mv, struct MDeformVert *dv, RAS_IPolyMaterial* mat) -{ - BL_SkinArrayOptimizer* ao = (BL_SkinArrayOptimizer*)GetArrayOptimizer(mat);//*(m_matVertexArrays[*mat]); - int numvert = ao->m_MvertArrayCache1[vtxarray]->size(); - - /* Check to see if this has already been pushed */ - for (vector<BL_MDVertMap>::iterator it = m_mvert_to_dvert_mapping[mv].begin(); - it != m_mvert_to_dvert_mapping[mv].end(); - it++) - { - if(it->mat == mat) - return it->index; - } - - ao->m_MvertArrayCache1[vtxarray]->push_back(mv); - ao->m_DvertArrayCache1[vtxarray]->push_back(dv); - - BL_MDVertMap mdmap; - mdmap.mat = mat; - mdmap.index = numvert; - m_mvert_to_dvert_mapping[mv].push_back(mdmap); - - return numvert; -}; - -int BL_SkinMeshObject::FindVertexArray(int numverts,RAS_IPolyMaterial* polymat) -{ - int array=-1; - - BL_SkinArrayOptimizer* ao = (BL_SkinArrayOptimizer*)GetArrayOptimizer(polymat); - - - for (size_t i=0;i<ao->m_VertexArrayCache1.size();i++) - { - if ( (ao->m_TriangleArrayCount[i] + (numverts-2)) < BUCKET_MAX_TRIANGLES) - { - if((ao->m_VertexArrayCache1[i]->size()+numverts < BUCKET_MAX_INDICES)) - { - array = i; - ao->m_TriangleArrayCount[array]+=numverts-2; - break; - } - } - } - - - if (array == -1) - { - array = ao->m_VertexArrayCache1.size(); - - vector<RAS_TexVert>* va = new vector<RAS_TexVert>; - ao->m_VertexArrayCache1.push_back(va); - - KX_IndexArray *ia = new KX_IndexArray(); - ao->m_IndexArrayCache1.push_back(ia); - - KX_IndexArray *bva = new KX_IndexArray(); - ao->m_MvertArrayCache1.push_back(bva); - - BL_DeformVertArray *dva = new BL_DeformVertArray(); - ao->m_DvertArrayCache1.push_back(dva); - - KX_IndexArray *da = new KX_IndexArray(); - ao->m_DIndexArrayCache1.push_back(da); - - ao->m_TriangleArrayCount.push_back(numverts-2); - - } - - - return array; -} - - //void BL_SkinMeshObject::Bucketize(double* oglmatrix,void* clientobj,bool useObjectColor,const MT_Vector4& rgbavec,RAS_BucketManager* bucketmgr) void BL_SkinMeshObject::Bucketize(double* oglmatrix,void* clientobj,bool useObjectColor,const MT_Vector4& rgbavec) { diff --git a/source/gameengine/Converter/BL_SkinMeshObject.h b/source/gameengine/Converter/BL_SkinMeshObject.h index cc2b8de600e..c21fb64204b 100644 --- a/source/gameengine/Converter/BL_SkinMeshObject.h +++ b/source/gameengine/Converter/BL_SkinMeshObject.h @@ -44,78 +44,19 @@ #include "DNA_key_types.h" #include "DNA_meshdata_types.h" -typedef vector<struct MVert*> BL_MVertArray; -typedef vector<struct MDeformVert*> BL_DeformVertArray; -typedef vector<class BL_TexVert> BL_VertexArray; - - -typedef vector<vector<struct MDeformVert*>*> vecMDVertArray; -typedef vector<vector<class BL_TexVert>*> vecBVertexArray; - -class BL_SkinArrayOptimizer : public KX_ArrayOptimizer -{ -public: - BL_SkinArrayOptimizer(int index) - :KX_ArrayOptimizer (index) {}; - virtual ~BL_SkinArrayOptimizer(){ - - for (vector<KX_IndexArray*>::iterator itv = m_MvertArrayCache1.begin(); - !(itv == m_MvertArrayCache1.end());itv++) - { - delete (*itv); - } - for (vector<BL_DeformVertArray*>::iterator itd = m_DvertArrayCache1.begin(); - !(itd == m_DvertArrayCache1.end());itd++) - { - delete (*itd); - } - for (vector<KX_IndexArray*>::iterator iti = m_DIndexArrayCache1.begin(); - !(iti == m_DIndexArrayCache1.end());iti++) - { - delete (*iti); - } - - m_MvertArrayCache1.clear(); - m_DvertArrayCache1.clear(); - m_DIndexArrayCache1.clear(); - }; - - vector<KX_IndexArray*> m_MvertArrayCache1; - vector<BL_DeformVertArray*> m_DvertArrayCache1; - vector<KX_IndexArray*> m_DIndexArrayCache1; - -}; - class BL_SkinMeshObject : public RAS_MeshObject { // enum { BUCKET_MAX_INDICES = 16384};//2048};//8192}; // enum { BUCKET_MAX_TRIANGLES = 4096}; - KX_ArrayOptimizer* GetArrayOptimizer(RAS_IPolyMaterial* polymat) - { - KX_ArrayOptimizer** aop = (m_matVertexArrayS[*polymat]); - if (aop) - return *aop; - int numelements = m_matVertexArrayS.size(); - m_sortedMaterials.push_back(polymat); - - BL_SkinArrayOptimizer* ao = new BL_SkinArrayOptimizer(numelements); - m_matVertexArrayS.insert(*polymat,ao); - return ao; - } - protected: vector<int> m_cacheWeightIndex; public: - struct BL_MDVertMap { RAS_IPolyMaterial *mat; int index; }; - vector<vector<BL_MDVertMap> > m_mvert_to_dvert_mapping; - void Bucketize(double* oglmatrix,void* clientobj,bool useObjectColor,const MT_Vector4& rgbavec); // void Bucketize(double* oglmatrix,void* clientobj,bool useObjectColor,const MT_Vector4& rgbavec,class RAS_BucketManager* bucketmgr); - int FindVertexArray(int numverts,RAS_IPolyMaterial* polymat); BL_SkinMeshObject(Mesh* mesh, int lightlayer) : RAS_MeshObject (mesh, lightlayer) { m_class = 1; @@ -144,42 +85,7 @@ public: } } }; - - const vecIndexArrays& GetDIndexCache (RAS_IPolyMaterial* mat) - { - BL_SkinArrayOptimizer* ao = (BL_SkinArrayOptimizer*)GetArrayOptimizer(mat);//*(m_matVertexArrays[*mat]); - return ao->m_DIndexArrayCache1; - } - const vecMDVertArray& GetDVertCache (RAS_IPolyMaterial* mat) - { - BL_SkinArrayOptimizer* ao = (BL_SkinArrayOptimizer*)GetArrayOptimizer(mat);//*(m_matVertexArrays[*mat]); - return ao->m_DvertArrayCache1; - } - const vecIndexArrays& GetMVertCache (RAS_IPolyMaterial* mat) - { - BL_SkinArrayOptimizer* ao = (BL_SkinArrayOptimizer*)GetArrayOptimizer(mat);//*(m_matVertexArrays[*mat]); - return ao->m_MvertArrayCache1; - } - void AddPolygon(RAS_Polygon* poly); - int FindOrAddDeform(unsigned int vtxarray, unsigned int mv, struct MDeformVert *dv, RAS_IPolyMaterial* mat); - int FindOrAddVertex(int vtxarray,const MT_Point3& xyz, - const MT_Point2& uv, - const MT_Point2& uv2, - const MT_Vector4& tangent, - const unsigned int rgbacolor, - const MT_Vector3& normal, int defnr, bool flat, RAS_IPolyMaterial* mat, int origindex) - { - BL_SkinArrayOptimizer* ao = (BL_SkinArrayOptimizer*)GetArrayOptimizer(mat); - int numverts = ao->m_VertexArrayCache1[vtxarray]->size(); - int index = RAS_MeshObject::FindOrAddVertex(vtxarray, xyz, uv, uv2, tangent, rgbacolor, normal, flat, mat, origindex); - - /* this means a new vertex was added, so we add the defnr too */ - if(index == numverts) - ao->m_DIndexArrayCache1[vtxarray]->push_back(defnr); - - return index; - } // for shape keys, void CheckWeightCache(struct Object* obj); |