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authorBrecht Van Lommel <brechtvanlommel@pandora.be>2008-09-05 00:51:28 +0400
committerBrecht Van Lommel <brechtvanlommel@pandora.be>2008-09-05 00:51:28 +0400
commitcb89decfdcf5e6b2f26376d416633f4ccf0c532d (patch)
treea299a5c8729dd0cb4359d57501fd9e6970141e5d /source/gameengine/Rasterizer/RAS_IRasterizer.h
parent2167e5c341f656b2f664b1052d181e8aa32fe698 (diff)
Merge of first part of changes from the apricot branch, especially
the features that are needed to run the game. Compile tested with scons, make, but not cmake, that seems to have an issue not related to these changes. The changes include: * GLSL support in the viewport and game engine, enable in the game menu in textured draw mode. * Synced and merged part of the duplicated blender and gameengine/ gameplayer drawing code. * Further refactoring of game engine drawing code, especially mesh storage changed a lot. * Optimizations in game engine armatures to avoid recomputations. * A python function to get the framerate estimate in game. * An option take object color into account in materials. * An option to restrict shadow casters to a lamp's layers. * Increase from 10 to 18 texture slots for materials, lamps, word. An extra texture slot shows up once the last slot is used. * Memory limit for undo, not enabled by default yet because it needs the .B.blend to be changed. * Multiple undo for image painting. * An offset for dupligroups, so not all objects in a group have to be at the origin.
Diffstat (limited to 'source/gameengine/Rasterizer/RAS_IRasterizer.h')
-rw-r--r--source/gameengine/Rasterizer/RAS_IRasterizer.h44
1 files changed, 10 insertions, 34 deletions
diff --git a/source/gameengine/Rasterizer/RAS_IRasterizer.h b/source/gameengine/Rasterizer/RAS_IRasterizer.h
index 9e03212283e..1d18d02a583 100644
--- a/source/gameengine/Rasterizer/RAS_IRasterizer.h
+++ b/source/gameengine/Rasterizer/RAS_IRasterizer.h
@@ -217,39 +217,18 @@ public:
// Drawing Functions
/**
- * IndexPrimitives: Renders primitives.
- * @param vertexarrays is an array of vertex arrays
- * @param indexarrays is an array of index arrays
- * @param mode determines the type of primitive stored in the vertex/index arrays
- * @param useObjectColor will render the object using @param rgbacolor instead of
- * vertex colors.
- */
- virtual void IndexPrimitives( const vecVertexArray& vertexarrays,
- const vecIndexArrays & indexarrays,
- DrawMode mode,
- bool useObjectColor,
- const MT_Vector4& rgbacolor,
- class KX_ListSlot** slot)=0;
-
- virtual void IndexPrimitivesMulti(
- const vecVertexArray& vertexarrays,
- const vecIndexArrays & indexarrays,
- DrawMode mode,
- bool useObjectColor,
- const MT_Vector4& rgbacolor,
- class KX_ListSlot** slot)=0;
+ * IndexPrimitives: Renders primitives from mesh slot.
+ */
+ virtual void IndexPrimitives(class RAS_MeshSlot& ms)=0;
+ virtual void IndexPrimitivesMulti(class RAS_MeshSlot& ms)=0;
/**
* IndexPrimitives_3DText will render text into the polygons.
* The text to be rendered is from @param rendertools client object's text property.
*/
- virtual void IndexPrimitives_3DText( const vecVertexArray& vertexarrays,
- const vecIndexArrays & indexarrays,
- DrawMode mode,
+ virtual void IndexPrimitives_3DText(class RAS_MeshSlot& ms,
class RAS_IPolyMaterial* polymat,
- class RAS_IRenderTools* rendertools,
- bool useObjectColor,
- const MT_Vector4& rgbacolor)=0;
+ class RAS_IRenderTools* rendertools)=0;
virtual void SetProjectionMatrix(MT_CmMatrix4x4 & mat)=0;
/* This one should become our final version, methinks. */
@@ -271,9 +250,6 @@ public:
virtual const MT_Point3& GetCameraPosition()=0;
/**
*/
- virtual void LoadViewMatrix()=0;
- /**
- */
virtual void SetFog(float start,
float dist,
float r,
@@ -309,9 +285,6 @@ public:
*/
virtual int GetDrawingMode()=0;
/**
- */
- virtual void EnableTextures(bool enable)=0;
- /**
* Sets face culling
*/
virtual void SetCullFace(bool enable)=0;
@@ -385,7 +358,9 @@ public:
virtual void SetAttribNum(int num) = 0;
virtual void SetTexCoord(TexCoGen coords, int unit) = 0;
virtual void SetAttrib(TexCoGen coords, int unit) = 0;
- virtual void GetViewMatrix(MT_Matrix4x4 &mat) const = 0;
+
+ virtual const MT_Matrix4x4& GetViewMatrix() const = 0;
+ virtual const MT_Matrix4x4& GetViewInvMatrix() const = 0;
virtual bool QueryLists(){return false;}
virtual bool QueryArrays(){return false;}
@@ -398,6 +373,7 @@ public:
virtual void SetMotionBlurState(int newstate)=0;
virtual void SetBlendingMode(int blendmode)=0;
+ virtual void SetFrontFace(bool ccw)=0;
};
#endif //__RAS_IRASTERIZER