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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_MaterialBucket.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_MaterialBucket.h')
-rw-r--r--source/gameengine/Rasterizer/RAS_MaterialBucket.h213
1 files changed, 128 insertions, 85 deletions
diff --git a/source/gameengine/Rasterizer/RAS_MaterialBucket.h b/source/gameengine/Rasterizer/RAS_MaterialBucket.h
index 4eef889c533..475f01d549a 100644
--- a/source/gameengine/Rasterizer/RAS_MaterialBucket.h
+++ b/source/gameengine/Rasterizer/RAS_MaterialBucket.h
@@ -36,30 +36,15 @@
#include "MT_Transform.h"
#include "RAS_IPolygonMaterial.h"
#include "RAS_IRasterizer.h"
-#include "RAS_Deformer.h" // __NLA
+#include "RAS_Deformer.h"
+
#include <vector>
-#include <map>
#include <set>
+#include <list>
using namespace std;
-/**
- * KX_VertexIndex
- */
-struct KX_VertexIndex {
-public:
- KX_VertexIndex(int size);
- void SetIndex(short loc,unsigned int index);
-
- // The vertex array
- short m_vtxarray;
- // An index into the vertex array for up to 4 verticies
- unsigned short m_indexarray[4];
- short m_size;
-};
+/* Display List Slot */
-/**
- * KX_ListSlot.
- */
class KX_ListSlot
{
protected:
@@ -80,91 +65,149 @@ public:
virtual void SetModified(bool mod)=0;
};
-/**
- * KX_MeshSlot.
- */
-class KX_MeshSlot
+class RAS_DisplayArray;
+class RAS_MeshSlot;
+class RAS_MeshMaterial;
+class RAS_MaterialBucket;
+
+/* An array with data used for OpenGL drawing */
+
+class RAS_DisplayArray
{
public:
- void* m_clientObj;
- RAS_Deformer* m_pDeformer; // __NLA
- double* m_OpenGLMatrix;
- class RAS_MeshObject* m_mesh;
- mutable bool m_bVisible; // for visibility
- mutable bool m_bObjectColor;
- mutable MT_Vector4 m_RGBAcolor;
- mutable KX_ListSlot* m_DisplayList; // for lists
- KX_MeshSlot() :
- m_pDeformer(NULL),
- m_bVisible(true),
- m_DisplayList(0)
- {
- }
- ~KX_MeshSlot();
- bool Less(const KX_MeshSlot& lhs) const;
+ vector<RAS_TexVert> m_vertex;
+ vector<unsigned short> m_index;
+ enum { LINE = 2, TRIANGLE = 3, QUAD = 4 } m_type;
+ //RAS_MeshSlot *m_origSlot;
+ int m_users;
+
+ enum { BUCKET_MAX_INDEX = 65535 };
+ enum { BUCKET_MAX_VERTEX = 65535 };
};
+/* Entry of a RAS_MeshObject into RAS_MaterialBucket */
-inline bool operator <( const KX_MeshSlot& rhs,const KX_MeshSlot& lhs)
+class RAS_MeshSlot
{
- return ( rhs.Less(lhs));
-}
+private:
+ // indices into display arrays
+ int m_startarray;
+ int m_endarray;
+ int m_startindex;
+ int m_endindex;
+ int m_startvertex;
+ int m_endvertex;
+ vector<RAS_DisplayArray*> m_displayArrays;
+
+ // for construction only
+ RAS_DisplayArray* m_currentArray;
+
+public:
+ // for rendering
+ RAS_MaterialBucket* m_bucket;
+ RAS_MeshObject* m_mesh;
+ void* m_clientObj;
+ RAS_Deformer* m_pDeformer;
+ double* m_OpenGLMatrix;
+ // visibility
+ bool m_bVisible;
+ bool m_bCulled;
+ // object color
+ bool m_bObjectColor;
+ MT_Vector4 m_RGBAcolor;
+ // display lists
+ KX_ListSlot* m_DisplayList;
+ bool m_bDisplayList;
+ // joined mesh slots
+ RAS_MeshSlot* m_joinSlot;
+ MT_Matrix4x4 m_joinInvTransform;
+ list<RAS_MeshSlot*> m_joinedSlots;
+
+ RAS_MeshSlot();
+ RAS_MeshSlot(const RAS_MeshSlot& slot);
+ virtual ~RAS_MeshSlot();
+
+ void init(RAS_MaterialBucket *bucket, int numverts);
+
+ struct iterator {
+ RAS_DisplayArray *array;
+ RAS_TexVert *vertex;
+ unsigned short *index;
+ size_t startvertex;
+ size_t endvertex;
+ size_t totindex;
+ size_t arraynum;
+ };
+
+ void begin(iterator& it);
+ void next(iterator& it);
+ bool end(iterator& it);
+
+ /* used during construction */
+ void SetDisplayArray(int numverts);
+ RAS_DisplayArray *CurrentDisplayArray();
+
+ void AddPolygon(int numverts);
+ int AddVertex(const RAS_TexVert& tv);
+ void AddPolygonVertex(int offset);
+
+ /* optimization */
+ bool Split(bool force=false);
+ bool Join(RAS_MeshSlot *target, MT_Scalar distance);
+ bool Equals(RAS_MeshSlot *target);
+ bool IsCulled();
+};
+
+/* Used by RAS_MeshObject, to point to it's slots in a bucket */
+
+class RAS_MeshMaterial
+{
+public:
+ RAS_MeshSlot *m_baseslot;
+ class RAS_MaterialBucket *m_bucket;
+
+ GEN_Map<GEN_HashedPtr,RAS_MeshSlot*> m_slots;
+};
+
+/* Contains a list of display arrays with the same material,
+ * and a mesh slot for each mesh that uses display arrays in
+ * this bucket */
-/**
- * Contains a list of meshs with the same material properties.
- */
class RAS_MaterialBucket
{
public:
- typedef std::set<KX_MeshSlot> T_MeshSlotList;
-
RAS_MaterialBucket(RAS_IPolyMaterial* mat);
- virtual ~RAS_MaterialBucket() {}
-
- void Render(const MT_Transform& cameratrans,
- class RAS_IRasterizer* rasty,
- class RAS_IRenderTools* rendertools);
+ virtual ~RAS_MaterialBucket();
+ /* Bucket Sorting */
+ struct less;
+ typedef set<RAS_MaterialBucket*, less> Set;
+
+ /* Material Properties */
RAS_IPolyMaterial* GetPolyMaterial() const;
- bool IsAlpha() const;
- bool IsZSort() const;
+ bool IsAlpha() const;
+ bool IsZSort() const;
- static void StartFrame();
- static void EndFrame();
-
- void SetMeshSlot(KX_MeshSlot& ms);
- void RemoveMeshSlot(KX_MeshSlot& ms);
- void MarkVisibleMeshSlot(KX_MeshSlot& ms,
- bool visible,
- bool color,
- const MT_Vector4& rgbavec);
-
- void RenderMeshSlot(const MT_Transform& cameratrans, RAS_IRasterizer* rasty,
- RAS_IRenderTools* rendertools, const KX_MeshSlot &ms, RAS_IRasterizer::DrawMode drawmode);
+ /* Rendering */
bool ActivateMaterial(const MT_Transform& cameratrans, RAS_IRasterizer* rasty,
- RAS_IRenderTools *rendertools, RAS_IRasterizer::DrawMode& drawmode);
-
- unsigned int NumMeshSlots();
- T_MeshSlotList::iterator msBegin();
- T_MeshSlotList::iterator msEnd();
-
- struct less
- {
- bool operator()(const RAS_MaterialBucket* x, const RAS_MaterialBucket* y) const
- {
- return *x->GetPolyMaterial() < *y->GetPolyMaterial();
- }
- };
+ RAS_IRenderTools *rendertools);
+ void RenderMeshSlot(const MT_Transform& cameratrans, RAS_IRasterizer* rasty,
+ RAS_IRenderTools* rendertools, RAS_MeshSlot &ms);
- typedef set<RAS_MaterialBucket*, less> Set;
+ /* Mesh Slot Access */
+ list<RAS_MeshSlot>::iterator msBegin();
+ list<RAS_MeshSlot>::iterator msEnd();
+
+ class RAS_MeshSlot* AddMesh(int numverts);
+ class RAS_MeshSlot* CopyMesh(class RAS_MeshSlot *ms);
+ void RemoveMesh(class RAS_MeshSlot* ms);
+ void Optimize(MT_Scalar distance);
+
private:
-
- T_MeshSlotList m_meshSlots;
- bool m_bModified;
+ list<RAS_MeshSlot> m_meshSlots;
RAS_IPolyMaterial* m_material;
- double* m_pOGLMatrix;
};
-#endif //__KX_BUCKET
+#endif //__RAS_MATERIAL_BUCKET