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authorBrecht Van Lommel <brechtvanlommel@pandora.be>2008-07-29 19:48:31 +0400
committerBrecht Van Lommel <brechtvanlommel@pandora.be>2008-07-29 19:48:31 +0400
commit908337bee11f6b55c34a5880ea241b3975c35287 (patch)
tree2f7385f97634b852f81687e7643f214dcf3b25c4 /source/gameengine/Rasterizer/RAS_MeshObject.cpp
parentb0c513e83a638533b117d8b14b169b4fdd7a0369 (diff)
Game Engine: alpha blending and sorting
======================================= Alpha blending + sorting was revised, to fix bugs and get it to work more predictable. * A new per texture face "Sort" setting defines if the face is alpha sorted or not, instead of abusing the "ZTransp" setting as it did before. * Existing files are converted to hopefully match the old behavior as much as possible with a version patch. * On new meshes the Sort flag is disabled by the default, to avoid unexpected and hard to find slowdowns. * Alpha sorting for faces was incredibly slow. Sorting faces in a mesh with 600 faces lowered the framerate from 200 to 70 fps in my test.. the sorting there case goes about 15x faster now, but it is still advised to use Clip Alpha if possible instead of regular Alpha. * There still various limitations in the alpha sorting code, I've added some comments to the code about this. Some docs at the bottom of the page: http://www.blender.org/development/current-projects/changes-since-246/realtime-glsl-materials/ Merged some fixes from the apricot branch, most important change is that tangents are now exactly the same as the rest of Blender, instead of being computed in the game engine with a different algorithm. Also, the subversion was bumped to 1.
Diffstat (limited to 'source/gameengine/Rasterizer/RAS_MeshObject.cpp')
-rw-r--r--source/gameengine/Rasterizer/RAS_MeshObject.cpp186
1 files changed, 91 insertions, 95 deletions
diff --git a/source/gameengine/Rasterizer/RAS_MeshObject.cpp b/source/gameengine/Rasterizer/RAS_MeshObject.cpp
index 5087f62500e..9c0460aad2d 100644
--- a/source/gameengine/Rasterizer/RAS_MeshObject.cpp
+++ b/source/gameengine/Rasterizer/RAS_MeshObject.cpp
@@ -203,7 +203,6 @@ void RAS_MeshObject::DebugColor(unsigned int abgr)
void RAS_MeshObject::SetVertexColor(RAS_IPolyMaterial* mat,MT_Vector4 rgba)
{
- RAS_TexVert* vertex = NULL;
const vecVertexArray & vertexvec = GetVertexCache(mat);
for (vector<KX_VertexArray*>::const_iterator it = vertexvec.begin(); it != vertexvec.end(); ++it)
@@ -220,22 +219,17 @@ void RAS_MeshObject::SchedulePoly(const KX_VertexIndex& idx,
int numverts,
RAS_IPolyMaterial* mat)
{
- //int indexpos = m_IndexArrayCount[idx.m_vtxarray];
- //m_IndexArrayCount[idx.m_vtxarray] = indexpos + 3;
-
KX_ArrayOptimizer* ao = GetArrayOptimizer(mat);
+
ao->m_IndexArrayCache1[idx.m_vtxarray]->push_back(idx.m_indexarray[0]);
ao->m_IndexArrayCache1[idx.m_vtxarray]->push_back(idx.m_indexarray[1]);
ao->m_IndexArrayCache1[idx.m_vtxarray]->push_back(idx.m_indexarray[2]);
- if (!mat->UsesTriangles()) //if (!m_bUseTriangles)
- {
- //m_IndexArrayCount[idx.m_vtxarray] = indexpos+4;
+
+ if (!mat->UsesTriangles())
ao->m_IndexArrayCache1[idx.m_vtxarray]->push_back(idx.m_indexarray[3]);
- }
}
-
void RAS_MeshObject::ScheduleWireframePoly(const KX_VertexIndex& idx,
int numverts,
int edgecode,
@@ -422,7 +416,6 @@ void RAS_MeshObject::Bucketize(double* oglmatrix,
for (RAS_MaterialBucket::Set::iterator it = m_materials.begin();it!=m_materials.end();++it)
{
RAS_MaterialBucket* bucket = *it;
- bucket->SchedulePolygons(0);
// KX_ArrayOptimizer* oa = GetArrayOptimizer(bucket->GetPolyMaterial());
bucket->SetMeshSlot(ms);
}
@@ -447,7 +440,6 @@ void RAS_MeshObject::MarkVisible(double* oglmatrix,
for (RAS_MaterialBucket::Set::iterator it = m_materials.begin();it!=m_materials.end();++it)
{
RAS_MaterialBucket* bucket = *it;
- bucket->SchedulePolygons(0);
// KX_ArrayOptimizer* oa = GetArrayOptimizer(bucket->GetPolyMaterial());
bucket->MarkVisibleMeshSlot(ms,visible,useObjectColor,rgbavec);
}
@@ -466,7 +458,6 @@ void RAS_MeshObject::RemoveFromBuckets(double* oglmatrix,
{
RAS_MaterialBucket* bucket = *it;
// RAS_IPolyMaterial* polymat = bucket->GetPolyMaterial();
- bucket->SchedulePolygons(0);
//KX_ArrayOptimizer* oa = GetArrayOptimizer(polymat);
bucket->RemoveMeshSlot(ms);
}
@@ -585,31 +576,36 @@ void RAS_MeshObject::UpdateMaterialList()
struct RAS_MeshObject::polygonSlot
{
- float m_z;
- RAS_Polygon *m_poly;
-
- polygonSlot(float z, RAS_Polygon* poly) :
- m_z(z),
- m_poly(poly)
- {}
- /**
- * pnorm and pval form the plane equation that the distance from is used to
- * sort against.
- */
- polygonSlot(const MT_Vector3 &pnorm, const MT_Scalar &pval, RAS_MeshObject *mesh, RAS_Polygon* poly) :
- m_poly(poly)
+ float m_z;
+ int m_index[4];
+
+ polygonSlot() {}
+
+ /* pnorm is the normal from the plane equation that the distance from is
+ * used to sort again. */
+ void get(const KX_VertexArray& vertexarray, const KX_IndexArray& indexarray,
+ int offset, int nvert, const MT_Vector3& pnorm)
{
- const KX_VertexIndex &base = m_poly->GetIndexBase();
- RAS_TexVert *vert = mesh->GetVertex(base.m_vtxarray, base.m_indexarray[0], poly->GetMaterial()->GetPolyMaterial());
- m_z = MT_dot(pnorm, vert->getLocalXYZ()) + pval;
-
- for(int i = 1; i < m_poly->VertexCount(); i++)
- {
- vert = mesh->GetVertex(base.m_vtxarray, base.m_indexarray[i], poly->GetMaterial()->GetPolyMaterial());
- float z = MT_dot(pnorm, vert->getLocalXYZ()) + pval;
- m_z += z;
+ MT_Vector3 center(0, 0, 0);
+ int i;
+
+ for(i=0; i<nvert; i++) {
+ m_index[i] = indexarray[offset+i];
+ center += vertexarray[m_index[i]].getLocalXYZ();
}
- m_z /= m_poly->VertexCount();
+
+ /* note we don't divide center by the number of vertices, since all
+ * polygons have the same number of vertices, and that we leave out
+ * the 4-th component of the plane equation since it is constant. */
+ m_z = MT_dot(pnorm, center);
+ }
+
+ void set(KX_IndexArray& indexarray, int offset, int nvert)
+ {
+ int i;
+
+ for(i=0; i<nvert; i++)
+ indexarray[offset+i] = m_index[i];
}
};
@@ -629,100 +625,100 @@ struct RAS_MeshObject::fronttoback
}
};
-
void RAS_MeshObject::SortPolygons(const MT_Transform &transform)
{
+ // Limitations: sorting is quite simple, and handles many
+ // cases wrong, partially due to polygons being sorted per
+ // bucket.
+ //
+ // a) mixed triangles/quads are sorted wrong
+ // b) mixed materials are sorted wrong
+ // c) more than 65k faces are sorted wrong
+ // d) intersecting objects are sorted wrong
+ // e) intersecting polygons are sorted wrong
+ //
+ // a) can be solved by making all faces either triangles or quads
+ // if they need to be z-sorted. c) could be solved by allowing
+ // larger buckets, b) and d) cannot be solved easily if we want
+ // to avoid excessive state changes while drawing. e) would
+ // require splitting polygons.
+
if (!m_zsort)
return;
-
+
// Extract camera Z plane...
const MT_Vector3 pnorm(transform.getBasis()[2]);
- const MT_Scalar pval = transform.getOrigin()[2];
-
- unsigned int numpolys = m_Polygons.size();
- std::multiset<polygonSlot, backtofront> alphapolyset;
- std::multiset<polygonSlot, fronttoback> solidpolyset;
-
- for (unsigned int p = 0; p < numpolys; p++)
- {
- RAS_Polygon* poly = m_Polygons[p];
- if (poly->IsVisible())
- {
- if (poly->GetMaterial()->GetPolyMaterial()->IsTransparant())
- {
- alphapolyset.insert(polygonSlot(pnorm, pval, this, poly));
- } else {
- solidpolyset.insert(polygonSlot(pnorm, pval, this, poly));
- }
- }
- }
-
- // Clear current array data.
+ // unneeded: const MT_Scalar pval = transform.getOrigin()[2];
+
for (RAS_MaterialBucket::Set::iterator it = m_materials.begin();it!=m_materials.end();++it)
{
- vector<KX_IndexArray*> *indexcache = &GetArrayOptimizer((*it)->GetPolyMaterial())->m_IndexArrayCache1;
- for (vector<KX_IndexArray*>::iterator iit = indexcache->begin(); iit != indexcache->end(); ++iit)
- (*iit)->clear();
- }
+ if(!(*it)->IsZSort())
+ continue;
- std::multiset<polygonSlot, fronttoback>::iterator sit = solidpolyset.begin();
- for (; sit != solidpolyset.end(); ++sit)
- SchedulePoly((*sit).m_poly->GetVertexIndexBase(), (*sit).m_poly->VertexCount(), (*sit).m_poly->GetMaterial()->GetPolyMaterial());
-
- std::multiset<polygonSlot, backtofront>::iterator ait = alphapolyset.begin();
- for (; ait != alphapolyset.end(); ++ait)
- SchedulePoly((*ait).m_poly->GetVertexIndexBase(), (*ait).m_poly->VertexCount(), (*ait).m_poly->GetMaterial()->GetPolyMaterial());
+ RAS_IPolyMaterial *mat = (*it)->GetPolyMaterial();
+ KX_ArrayOptimizer* ao = GetArrayOptimizer(mat);
+
+ vecIndexArrays& indexarrays = ao->m_IndexArrayCache1;
+ vecVertexArray& vertexarrays = ao->m_VertexArrayCache1;
+ unsigned int i, j, nvert = (mat->UsesTriangles())? 3: 4;
+
+ for(i=0; i<indexarrays.size(); i++) {
+ KX_IndexArray& indexarray = *indexarrays[i];
+ KX_VertexArray& vertexarray = *vertexarrays[i];
+
+ unsigned int totpoly = indexarray.size()/nvert;
+ vector<polygonSlot> slots(totpoly);
+
+ /* get indices and z into temporary array */
+ for(j=0; j<totpoly; j++)
+ slots[j].get(vertexarray, indexarray, j*nvert, nvert, pnorm);
+
+ /* sort (stable_sort might be better, if flickering happens?) */
+ sort(slots.begin(), slots.end(), backtofront());
+
+ /* get indices from temporary array again */
+ for(j=0; j<totpoly; j++)
+ slots[j].set(indexarray, j*nvert, nvert);
+ }
+ }
}
-void RAS_MeshObject::SchedulePolygons(const MT_Transform &transform, int drawingmode)
+void RAS_MeshObject::SchedulePolygons(int drawingmode)
{
-// int nummaterials = m_materials.size();
- int i;
-
if (m_bModified)
{
- for (RAS_MaterialBucket::Set::iterator it = m_materials.begin();it!=m_materials.end();++it)
- {
- RAS_MaterialBucket* bucket = *it;
+ int i, numpolys = m_Polygons.size();
- bucket->SchedulePolygons(drawingmode);
- if (bucket->GetPolyMaterial()->IsZSort())
+ for (RAS_MaterialBucket::Set::iterator it = m_materials.begin();it!=m_materials.end();++it)
+ if ((*it)->IsZSort())
m_zsort = true;
- }
-
- int numpolys = m_Polygons.size();
- if ((drawingmode > RAS_IRasterizer::KX_BOUNDINGBOX) &&
- (drawingmode < RAS_IRasterizer::KX_SOLID))
+ if (drawingmode == RAS_IRasterizer::KX_WIREFRAME)
{
for (i=0;i<numpolys;i++)
{
RAS_Polygon* poly = m_Polygons[i];
if (poly->IsVisible())
- ScheduleWireframePoly(poly->GetVertexIndexBase(),poly->VertexCount(),poly->GetEdgeCode()
- ,poly->GetMaterial()->GetPolyMaterial());
+ ScheduleWireframePoly(poly->GetVertexIndexBase(),poly->VertexCount(),poly->GetEdgeCode(),
+ poly->GetMaterial()->GetPolyMaterial());
}
m_zsort = false;
}
else
{
- if (!m_zsort)
+ for (i=0;i<numpolys;i++)
{
- for (i=0;i<numpolys;i++)
- {
- RAS_Polygon* poly = m_Polygons[i];
- if (poly->IsVisible())
- {
- SchedulePoly(poly->GetVertexIndexBase(),poly->VertexCount(),poly->GetMaterial()->GetPolyMaterial());
- }
- }
+ RAS_Polygon* poly = m_Polygons[i];
+ if (poly->IsVisible())
+ SchedulePoly(poly->GetVertexIndexBase(),poly->VertexCount(),
+ poly->GetMaterial()->GetPolyMaterial());
}
}
m_bModified = false;
-
m_MeshMod = true;
}
}
+