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authorMitchell Stokes <mogurijin@gmail.com>2012-10-08 07:28:11 +0400
committerMitchell Stokes <mogurijin@gmail.com>2012-10-08 07:28:11 +0400
commit244ce92dbd1f32960e0f909933d99cd0e6027dcc (patch)
treeee71a9619fb257d9d7deffce53051fa1a6214cdf /source/gameengine/Physics
parentaa1e50be946dfeb17f9bb98b242bdbf6775f1ab6 (diff)
BGE: Setting up the RAS_ICanvas interface as the primary way to alter the OpenGL
viewport. This helps to eliminate OpenGL calls in weird places like the physics code and to reduce glGet calls, which are expensive. There should be no functional changes (except maybe a very slight speed improvement).
Diffstat (limited to 'source/gameengine/Physics')
-rw-r--r--source/gameengine/Physics/Bullet/CcdPhysicsEnvironment.cpp22
-rw-r--r--source/gameengine/Physics/Bullet/CcdPhysicsEnvironment.h2
-rw-r--r--source/gameengine/Physics/Dummy/DummyPhysicsEnvironment.h2
-rw-r--r--source/gameengine/Physics/common/PHY_IPhysicsEnvironment.h2
4 files changed, 11 insertions, 17 deletions
diff --git a/source/gameengine/Physics/Bullet/CcdPhysicsEnvironment.cpp b/source/gameengine/Physics/Bullet/CcdPhysicsEnvironment.cpp
index 55bbc0d33b9..82a60e756d7 100644
--- a/source/gameengine/Physics/Bullet/CcdPhysicsEnvironment.cpp
+++ b/source/gameengine/Physics/Bullet/CcdPhysicsEnvironment.cpp
@@ -57,7 +57,6 @@ btRaycastVehicle::btVehicleTuning gTuning;
#include "LinearMath/btAabbUtil2.h"
#include "MT_Matrix4x4.h"
#include "MT_Vector3.h"
-#include "GL/glew.h"
#ifdef WIN32
void DrawRasterizerLine(const float* from,const float* to,int color);
@@ -1309,22 +1308,19 @@ struct OcclusionBuffer
m[14] = btScalar(m1[ 2]*m2[12]+m1[ 6]*m2[13]+m1[10]*m2[14]+m1[14]*m2[15]);
m[15] = btScalar(m1[ 3]*m2[12]+m1[ 7]*m2[13]+m1[11]*m2[14]+m1[15]*m2[15]);
}
- void setup(int size)
+ void setup(int size, const int *view, double modelview[16], double projection[16])
{
m_initialized=false;
m_occlusion=false;
// compute the size of the buffer
- GLint v[4];
- GLdouble m[16],p[16];
int maxsize;
double ratio;
- glGetIntegerv(GL_VIEWPORT,v);
- maxsize = (v[2] > v[3]) ? v[2] : v[3];
+ maxsize = (view[2] > view[3]) ? view[2] : view[3];
assert(maxsize > 0);
ratio = 1.0/(2*maxsize);
// ensure even number
- m_sizes[0] = 2*((int)(size*v[2]*ratio+0.5));
- m_sizes[1] = 2*((int)(size*v[3]*ratio+0.5));
+ m_sizes[0] = 2*((int)(size*view[2]*ratio+0.5));
+ m_sizes[1] = 2*((int)(size*view[3]*ratio+0.5));
m_scales[0]=btScalar(m_sizes[0]/2);
m_scales[1]=btScalar(m_sizes[1]/2);
m_offsets[0]=m_scales[0]+0.5f;
@@ -1332,10 +1328,8 @@ struct OcclusionBuffer
// prepare matrix
// at this time of the rendering, the modelview matrix is the
// world to camera transformation and the projection matrix is
- // camera to clip transformation. combine both so that
- glGetDoublev(GL_MODELVIEW_MATRIX,m);
- glGetDoublev(GL_PROJECTION_MATRIX,p);
- CMmat4mul(m_wtc,p,m);
+ // camera to clip transformation. combine both so that
+ CMmat4mul(m_wtc, projection, modelview);
}
void initialize()
{
@@ -1795,7 +1789,7 @@ struct DbvtCullingCallback : btDbvt::ICollide
};
static OcclusionBuffer gOcb;
-bool CcdPhysicsEnvironment::cullingTest(PHY_CullingCallback callback, void* userData, PHY__Vector4 *planes, int nplanes, int occlusionRes)
+bool CcdPhysicsEnvironment::cullingTest(PHY_CullingCallback callback, void* userData, PHY__Vector4 *planes, int nplanes, int occlusionRes, const int *viewport, double modelview[16], double projection[16])
{
if (!m_cullingTree)
return false;
@@ -1812,7 +1806,7 @@ bool CcdPhysicsEnvironment::cullingTest(PHY_CullingCallback callback, void* user
// if occlusionRes != 0 => occlusion culling
if (occlusionRes)
{
- gOcb.setup(occlusionRes);
+ gOcb.setup(occlusionRes, viewport, modelview, projection);
dispatcher.m_ocb = &gOcb;
// occlusion culling, the direction of the view is taken from the first plan which MUST be the near plane
btDbvt::collideOCL(m_cullingTree->m_sets[1].m_root,planes_n,planes_o,planes_n[0],nplanes,dispatcher);
diff --git a/source/gameengine/Physics/Bullet/CcdPhysicsEnvironment.h b/source/gameengine/Physics/Bullet/CcdPhysicsEnvironment.h
index 59e40a6f91a..453380b69ca 100644
--- a/source/gameengine/Physics/Bullet/CcdPhysicsEnvironment.h
+++ b/source/gameengine/Physics/Bullet/CcdPhysicsEnvironment.h
@@ -188,7 +188,7 @@ protected:
btTypedConstraint* getConstraintById(int constraintId);
virtual PHY_IPhysicsController* rayTest(PHY_IRayCastFilterCallback &filterCallback, float fromX,float fromY,float fromZ, float toX,float toY,float toZ);
- virtual bool cullingTest(PHY_CullingCallback callback, void* userData, PHY__Vector4* planes, int nplanes, int occlusionRes);
+ virtual bool cullingTest(PHY_CullingCallback callback, void* userData, PHY__Vector4* planes, int nplanes, int occlusionRes, const int *viewport, double modelview[16], double projection[16]);
//Methods for gamelogic collision/physics callbacks
diff --git a/source/gameengine/Physics/Dummy/DummyPhysicsEnvironment.h b/source/gameengine/Physics/Dummy/DummyPhysicsEnvironment.h
index 9c109168b18..4ddfe4d69e0 100644
--- a/source/gameengine/Physics/Dummy/DummyPhysicsEnvironment.h
+++ b/source/gameengine/Physics/Dummy/DummyPhysicsEnvironment.h
@@ -73,7 +73,7 @@ public:
}
virtual PHY_IPhysicsController* rayTest(PHY_IRayCastFilterCallback &filterCallback, float fromX,float fromY,float fromZ, float toX,float toY,float toZ);
- virtual bool cullingTest(PHY_CullingCallback callback, void* userData, PHY__Vector4* planes, int nplanes, int occlusionRes) { return false; }
+ virtual bool cullingTest(PHY_CullingCallback callback, void* userData, PHY__Vector4* planes, int nplanes, int occlusionRes, const int *viewport, double modelview[16], double projection[16]) { return false; }
//gamelogic callbacks
diff --git a/source/gameengine/Physics/common/PHY_IPhysicsEnvironment.h b/source/gameengine/Physics/common/PHY_IPhysicsEnvironment.h
index 3f8699d25d2..77016859c3f 100644
--- a/source/gameengine/Physics/common/PHY_IPhysicsEnvironment.h
+++ b/source/gameengine/Physics/common/PHY_IPhysicsEnvironment.h
@@ -161,7 +161,7 @@ class PHY_IPhysicsEnvironment
//culling based on physical broad phase
// the plane number must be set as follow: near, far, left, right, top, botton
// the near plane must be the first one and must always be present, it is used to get the direction of the view
- virtual bool cullingTest(PHY_CullingCallback callback, void *userData, PHY__Vector4* planeNormals, int planeNumber, int occlusionRes) = 0;
+ virtual bool cullingTest(PHY_CullingCallback callback, void *userData, PHY__Vector4* planeNormals, int planeNumber, int occlusionRes, const int *viewport, double modelview[16], double projection[16]) = 0;
//Methods for gamelogic collision/physics callbacks
//todo: