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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/GamePlayer
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/GamePlayer')
-rw-r--r--source/gameengine/GamePlayer/common/GPC_PolygonMaterial.cpp10
-rw-r--r--source/gameengine/GamePlayer/common/GPC_PolygonMaterial.h8
-rw-r--r--source/gameengine/GamePlayer/common/GPC_RenderTools.cpp24
-rw-r--r--source/gameengine/GamePlayer/common/GPC_RenderTools.h3
4 files changed, 26 insertions, 19 deletions
diff --git a/source/gameengine/GamePlayer/common/GPC_PolygonMaterial.cpp b/source/gameengine/GamePlayer/common/GPC_PolygonMaterial.cpp
index 9cad9fcf932..97cf89e963f 100644
--- a/source/gameengine/GamePlayer/common/GPC_PolygonMaterial.cpp
+++ b/source/gameengine/GamePlayer/common/GPC_PolygonMaterial.cpp
@@ -115,11 +115,11 @@ static void my_make_repbind(Image *ima)
}
}
-extern "C" int set_tpage(TFace *tface);
+extern "C" int set_tpage(MTFace *tface);
-int set_tpage(TFace *tface)
+int set_tpage(MTFace *tface)
{
- static TFace *lasttface= 0;
+ static MTFace *lasttface= 0;
Image *ima;
unsigned int *rect, *bind;
int tpx, tpy, tilemode, tileXRep,tileYRep;
@@ -368,7 +368,7 @@ GPC_PolygonMaterial::GPC_PolygonMaterial(const STR_String& texname, bool ba, con
int tile, int tileXrep, int tileYrep, int mode, bool transparant, bool zsort,
int lightlayer, bool bIsTriangle, void* clientobject, void* tpage) :
RAS_IPolyMaterial(texname, ba, matname, tile, tileXrep, tileYrep, mode,
- transparant, zsort, lightlayer, bIsTriangle, clientobject), m_tface((struct TFace*)tpage)
+ transparant, zsort, lightlayer, bIsTriangle, clientobject), m_tface((struct MTFace*)tpage)
{
// clear local caching info
my_set_tpage(0);
@@ -392,7 +392,7 @@ void GPC_PolygonMaterial::Activate(RAS_IRasterizer* rasty, TCachingInfo& caching
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());
my_set_tpage(m_tface);
rasty->EnableTextures(true);
} else
diff --git a/source/gameengine/GamePlayer/common/GPC_PolygonMaterial.h b/source/gameengine/GamePlayer/common/GPC_PolygonMaterial.h
index a091ec6eea4..d9aa3ca4b7e 100644
--- a/source/gameengine/GamePlayer/common/GPC_PolygonMaterial.h
+++ b/source/gameengine/GamePlayer/common/GPC_PolygonMaterial.h
@@ -43,7 +43,7 @@ namespace GPC_PolygonMaterial
#if 0
class GPC_PolygonMaterial : public RAS_IPolyMaterial
{
- struct TFace* m_tface;
+ struct MTFace* m_tface;
public:
GPC_PolygonMaterial(const STR_String& texname, bool ba, const STR_String& matname,
@@ -72,20 +72,20 @@ 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;
static void SetMipMappingEnabled(bool enabled = false);
};
-inline TFace* GPC_PolygonMaterial::GetTFace(void) const
+inline MTFace* GPC_PolygonMaterial::GetMTFace(void) const
{
return m_tface;
}
inline GPC_PolygonMaterial::TCachingInfo GPC_PolygonMaterial::GetCachingInfo(void) const
{
- return GetTFace();
+ return GetMTFace();
}
#endif
#endif // __GPC_POLYGONMATERIAL_H
diff --git a/source/gameengine/GamePlayer/common/GPC_RenderTools.cpp b/source/gameengine/GamePlayer/common/GPC_RenderTools.cpp
index 43e823d59ac..59a49c05b3c 100644
--- a/source/gameengine/GamePlayer/common/GPC_RenderTools.cpp
+++ b/source/gameengine/GamePlayer/common/GPC_RenderTools.cpp
@@ -254,17 +254,20 @@ void GPC_RenderTools::RenderText(
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);
}
@@ -276,7 +279,8 @@ void GPC_RenderTools::BL_RenderText(
int mode,
const char* textstr,
int textlen,
- struct TFace* tface,
+ struct MTFace* tface,
+ unsigned int* col,
float v1[3],float v2[3],float v3[3],float v4[3])
{
struct Image* ima;
@@ -298,6 +302,8 @@ void GPC_RenderTools::BL_RenderText(
characters = 0;
}
+ if(!col) glColor3f(1.0f, 1.0f, 1.0f);
+
glPushMatrix();
for (index = 0; index < characters; index++) {
// lets calculate offset stuff
@@ -313,24 +319,24 @@ void GPC_RenderTools::BL_RenderText(
// 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);
- BL_spack(tface->col[0]);
+ if(col) BL_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);
- BL_spack(tface->col[1]);
+ if(col) BL_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);
- BL_spack(tface->col[2]);
+ if(col) BL_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);
- BL_spack(tface->col[3]);
+ if(col) BL_spack(col[3]);
// glVertex3fv(v4);
glVertex3f(sizex * v4[0] + movex, sizey * v4[1] + movey, v4[2]);
}
diff --git a/source/gameengine/GamePlayer/common/GPC_RenderTools.h b/source/gameengine/GamePlayer/common/GPC_RenderTools.h
index 3ff9479f9da..b7f73df3c34 100644
--- a/source/gameengine/GamePlayer/common/GPC_RenderTools.h
+++ b/source/gameengine/GamePlayer/common/GPC_RenderTools.h
@@ -157,7 +157,8 @@ protected:
int mode,
const char* textstr,
int textlen,
- struct TFace* tface,
+ struct MTFace* tface,
+ unsigned int* col,
float v1[3],float v2[3],float v3[3],float v4[3]);
void BL_spack(unsigned int ucol)
{