diff options
author | Dalai Felinto <dfelinto@gmail.com> | 2018-04-16 15:07:42 +0300 |
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committer | Dalai Felinto <dfelinto@gmail.com> | 2018-04-17 18:51:28 +0300 |
commit | 159806140fd33e6ddab951c0f6f180cfbf927d38 (patch) | |
tree | da076be3baa4d987fb5935e220a3d901c926e0e7 /source/gameengine/Rasterizer/RAS_MeshObject.cpp | |
parent | 28b996a9d2090efdd74115a653629ef9d7d871f7 (diff) |
Removing Blender Game Engine from Blender 2.8
Folders removed entirely:
* //extern/recastnavigation
* //intern/decklink
* //intern/moto
* //source/blender/editors/space_logic
* //source/blenderplayer
* //source/gameengine
This includes DNA data and any reference to the BGE code in Blender itself.
We are bumping the subversion.
Pending tasks:
* Tile/clamp code in image editor draw code.
* Viewport drawing code (so much of this will go away because of BI removal
that we can wait until then to remove this.
Diffstat (limited to 'source/gameengine/Rasterizer/RAS_MeshObject.cpp')
-rw-r--r-- | source/gameengine/Rasterizer/RAS_MeshObject.cpp | 573 |
1 files changed, 0 insertions, 573 deletions
diff --git a/source/gameengine/Rasterizer/RAS_MeshObject.cpp b/source/gameengine/Rasterizer/RAS_MeshObject.cpp deleted file mode 100644 index 4360464ed32..00000000000 --- a/source/gameengine/Rasterizer/RAS_MeshObject.cpp +++ /dev/null @@ -1,573 +0,0 @@ -/* - * ***** BEGIN GPL LICENSE BLOCK ***** - * - * This program is free software; you can redistribute it and/or - * modify it under the terms of the GNU General Public License - * as published by the Free Software Foundation; either version 2 - * of the License, or (at your option) any later version. - * - * This program is distributed in the hope that it will be useful, - * but WITHOUT ANY WARRANTY; without even the implied warranty of - * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the - * GNU General Public License for more details. - * - * You should have received a copy of the GNU General Public License - * along with this program; if not, write to the Free Software Foundation, - * Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. - * - * The Original Code is Copyright (C) 2001-2002 by NaN Holding BV. - * All rights reserved. - * - * The Original Code is: all of this file. - * - * Contributor(s): none yet. - * - * ***** END GPL LICENSE BLOCK ***** - */ - -/** \file gameengine/Rasterizer/RAS_MeshObject.cpp - * \ingroup bgerast - */ - -#include "DNA_key_types.h" -#include "DNA_mesh_types.h" - -#include "CTR_HashedPtr.h" - -#include "RAS_MeshObject.h" -#include "RAS_Polygon.h" -#include "RAS_IPolygonMaterial.h" -#include "RAS_Deformer.h" -#include "MT_Point3.h" - -#include <algorithm> - - -/* polygon sorting */ - -struct RAS_MeshObject::polygonSlot -{ - 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 RAS_TexVert *vertexarray, const unsigned short *indexarray, - int offset, int nvert, const MT_Vector3& pnorm) - { - 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]].getXYZ(); - } - - /* 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(unsigned short *indexarray, int offset, int nvert) - { - int i; - - for (i=0; i<nvert; i++) - indexarray[offset+i] = m_index[i]; - } -}; - -struct RAS_MeshObject::backtofront -{ - bool operator()(const polygonSlot &a, const polygonSlot &b) const - { - return a.m_z < b.m_z; - } -}; - -struct RAS_MeshObject::fronttoback -{ - bool operator()(const polygonSlot &a, const polygonSlot &b) const - { - return a.m_z > b.m_z; - } -}; - -/* mesh object */ - -STR_String RAS_MeshObject::s_emptyname = ""; - -RAS_MeshObject::RAS_MeshObject(Mesh* mesh) - : m_bModified(true), - m_bMeshModified(true), - m_mesh(mesh) -{ - if (m_mesh && m_mesh->key) - { - KeyBlock *kb; - int count=0; - // initialize weight cache for shape objects - // count how many keys in this mesh - for (kb= (KeyBlock *)m_mesh->key->block.first; kb; kb= (KeyBlock *)kb->next) - count++; - m_cacheWeightIndex.resize(count,-1); - } -} - -RAS_MeshObject::~RAS_MeshObject() -{ - vector<RAS_Polygon*>::iterator it; - - for (it=m_Polygons.begin(); it!=m_Polygons.end(); it++) - delete (*it); - - m_sharedvertex_map.clear(); - m_Polygons.clear(); - m_materials.clear(); -} - -bool RAS_MeshObject::MeshModified() -{ - return m_bMeshModified; -} - -//unsigned int RAS_MeshObject::GetLightLayer() -//{ -// return m_lightlayer; -//} - - - -int RAS_MeshObject::NumMaterials() -{ - return m_materials.size(); -} - -const STR_String& RAS_MeshObject::GetMaterialName(unsigned int matid) -{ - RAS_MeshMaterial* mmat = GetMeshMaterial(matid); - - if (mmat) - return mmat->m_bucket->GetPolyMaterial()->GetMaterialName(); - - return s_emptyname; -} - -RAS_MeshMaterial* RAS_MeshObject::GetMeshMaterial(unsigned int matid) -{ - if ((m_materials.empty() == false) && (matid < m_materials.size())) - { - list<RAS_MeshMaterial>::iterator it = m_materials.begin(); - while (matid--) ++it; - return &*it; - } - - return NULL; -} - - - -int RAS_MeshObject::NumPolygons() -{ - return m_Polygons.size(); -} - - - -RAS_Polygon* RAS_MeshObject::GetPolygon(int num) const -{ - return m_Polygons[num]; -} - - - - - list<RAS_MeshMaterial>::iterator GetFirstMaterial(); - list<RAS_MeshMaterial>::iterator GetLastMaterial(); -list<RAS_MeshMaterial>::iterator RAS_MeshObject::GetFirstMaterial() -{ - return m_materials.begin(); -} - - - -list<RAS_MeshMaterial>::iterator RAS_MeshObject::GetLastMaterial() -{ - return m_materials.end(); -} - - - -void RAS_MeshObject::SetName(const char *name) -{ - m_name = name; -} - - - -STR_String& RAS_MeshObject::GetName() -{ - return m_name; -} - - - -const STR_String& RAS_MeshObject::GetTextureName(unsigned int matid) -{ - RAS_MeshMaterial* mmat = GetMeshMaterial(matid); - - if (mmat) - return mmat->m_bucket->GetPolyMaterial()->GetTextureName(); - - return s_emptyname; -} - -RAS_MeshMaterial *RAS_MeshObject::GetMeshMaterial(RAS_IPolyMaterial *mat) -{ - list<RAS_MeshMaterial>::iterator mit; - - /* find a mesh material */ - for (mit = m_materials.begin(); mit != m_materials.end(); mit++) - if (mit->m_bucket->GetPolyMaterial() == mat) - return &*mit; - - return NULL; -} - -int RAS_MeshObject::GetMaterialId(RAS_IPolyMaterial *mat) -{ - list<RAS_MeshMaterial>::iterator mit; - int imat; - - /* find a mesh material */ - for (imat=0, mit = m_materials.begin(); mit != m_materials.end(); mit++, imat++) - if (mit->m_bucket->GetPolyMaterial() == mat) - return imat; - - return -1; -} - -RAS_Polygon* RAS_MeshObject::AddPolygon(RAS_MaterialBucket *bucket, int numverts) -{ - RAS_MeshMaterial *mmat; - RAS_Polygon *poly; - RAS_MeshSlot *slot; - - /* find a mesh material */ - mmat = GetMeshMaterial(bucket->GetPolyMaterial()); - - /* none found, create a new one */ - if (!mmat) { - RAS_MeshMaterial meshmat; - meshmat.m_bucket = bucket; - meshmat.m_baseslot = meshmat.m_bucket->AddMesh(numverts); - meshmat.m_baseslot->m_mesh = this; - m_materials.push_back(meshmat); - mmat = &m_materials.back(); - } - - /* add it to the bucket, this also adds new display arrays */ - slot = mmat->m_baseslot; - slot->AddPolygon(numverts); - - /* create a new polygon */ - RAS_DisplayArray *darray = slot->CurrentDisplayArray(); - poly = new RAS_Polygon(bucket, darray, numverts); - m_Polygons.push_back(poly); - - return poly; -} - -void RAS_MeshObject::DebugColor(unsigned int abgr) -{ - /*int numpolys = NumPolygons(); - - for (int i=0;i<numpolys;i++) { - RAS_Polygon* poly = m_polygons[i]; - for (int v=0;v<poly->VertexCount();v++) - RAS_TexVert* vtx = poly->GetVertex(v)->setDebugRGBA(abgr); - } - */ - - /* m_debugcolor = abgr; */ -} - -void RAS_MeshObject::SetVertexColor(RAS_IPolyMaterial* mat,MT_Vector4 rgba) -{ - RAS_MeshMaterial *mmat = GetMeshMaterial(mat); - RAS_MeshSlot *slot = mmat->m_baseslot; - RAS_MeshSlot::iterator it; - size_t i; - - for (slot->begin(it); !slot->end(it); slot->next(it)) - for (i=it.startvertex; i<it.endvertex; i++) - it.vertex[i].SetRGBA(rgba); -} - -void RAS_MeshObject::AddVertex(RAS_Polygon *poly, int i, - const MT_Point3& xyz, - const MT_Point2 uvs[RAS_TexVert::MAX_UNIT], - const MT_Vector4& tangent, - const unsigned int rgba, - const MT_Vector3& normal, - bool flat, - int origindex) -{ - RAS_TexVert texvert(xyz, uvs, tangent, rgba, normal, flat, origindex); - RAS_MeshMaterial *mmat; - RAS_DisplayArray *darray; - RAS_MeshSlot *slot; - int offset; - - mmat = GetMeshMaterial(poly->GetMaterial()->GetPolyMaterial()); - slot = mmat->m_baseslot; - darray = slot->CurrentDisplayArray(); - - { /* Shared Vertex! */ - /* find vertices shared between faces, with the restriction - * that they exist in the same display array, and have the - * same uv coordinate etc */ - vector<SharedVertex>& sharedmap = m_sharedvertex_map[origindex]; - vector<SharedVertex>::iterator it; - - for (it = sharedmap.begin(); it != sharedmap.end(); it++) - { - if (it->m_darray != darray) - continue; - if (!it->m_darray->m_vertex[it->m_offset].closeTo(&texvert)) - continue; - - /* found one, add it and we're done */ - if (poly->IsVisible()) - slot->AddPolygonVertex(it->m_offset); - poly->SetVertexOffset(i, it->m_offset); - return; - } - } - - /* no shared vertex found, add a new one */ - offset = slot->AddVertex(texvert); - if (poly->IsVisible()) - slot->AddPolygonVertex(offset); - poly->SetVertexOffset(i, offset); - - { /* Shared Vertex! */ - SharedVertex shared; - shared.m_darray = darray; - shared.m_offset = offset; - m_sharedvertex_map[origindex].push_back(shared); - } -} - -int RAS_MeshObject::NumVertices(RAS_IPolyMaterial* mat) -{ - RAS_MeshMaterial *mmat; - RAS_MeshSlot *slot; - RAS_MeshSlot::iterator it; - size_t len = 0; - - mmat = GetMeshMaterial(mat); - slot = mmat->m_baseslot; - for (slot->begin(it); !slot->end(it); slot->next(it)) - len += it.endvertex - it.startvertex; - - return len; -} - - -RAS_TexVert* RAS_MeshObject::GetVertex(unsigned int matid, - unsigned int index) -{ - RAS_MeshMaterial *mmat; - RAS_MeshSlot *slot; - RAS_MeshSlot::iterator it; - size_t len; - - mmat = GetMeshMaterial(matid); - - if (!mmat) - return NULL; - - slot = mmat->m_baseslot; - len = 0; - for (slot->begin(it); !slot->end(it); slot->next(it)) { - if (index >= len + it.endvertex - it.startvertex) - len += it.endvertex - it.startvertex; - else - return &it.vertex[index - len]; - } - - return NULL; -} - -const float* RAS_MeshObject::GetVertexLocation(unsigned int orig_index) -{ - vector<SharedVertex>& sharedmap = m_sharedvertex_map[orig_index]; - vector<SharedVertex>::iterator it= sharedmap.begin(); - return it->m_darray->m_vertex[it->m_offset].getXYZ(); -} - -void RAS_MeshObject::AddMeshUser(void *clientobj, SG_QList *head, RAS_Deformer* deformer) -{ - list<RAS_MeshMaterial>::iterator it; - list<RAS_MeshMaterial>::iterator mit; - - for (it = m_materials.begin();it!=m_materials.end();++it) { - /* always copy from the base slot, which is never removed - * since new objects can be created with the same mesh data */ - if (deformer && !deformer->UseVertexArray()) - { - // HACK! - // this deformer doesn't use vertex array => derive mesh - // we must keep only the mesh slots that have unique material id - // this is to match the derived mesh drawing function - // Need a better solution in the future: scan the derive mesh and create vertex array - RAS_IPolyMaterial* curmat = it->m_bucket->GetPolyMaterial(); - if (curmat->GetFlag() & RAS_BLENDERGLSL) - { - for (mit = m_materials.begin(); mit != it; ++mit) - { - RAS_IPolyMaterial* mat = mit->m_bucket->GetPolyMaterial(); - if ((mat->GetFlag() & RAS_BLENDERGLSL) && - mat->GetMaterialIndex() == curmat->GetMaterialIndex()) - // no need to convert current mesh slot - break; - } - if (mit != it) - continue; - } - } - RAS_MeshSlot *ms = it->m_bucket->CopyMesh(it->m_baseslot); - ms->m_clientObj = clientobj; - ms->SetDeformer(deformer); - it->m_slots.insert(clientobj, ms); - head->QAddBack(ms); - } -} - -void RAS_MeshObject::RemoveFromBuckets(void *clientobj) -{ - list<RAS_MeshMaterial>::iterator it; - - for (it = m_materials.begin();it!=m_materials.end();++it) { - RAS_MeshSlot **msp = it->m_slots[clientobj]; - - if (!msp) - continue; - - RAS_MeshSlot *ms = *msp; - - it->m_bucket->RemoveMesh(ms); - it->m_slots.remove(clientobj); - } -} - -void RAS_MeshObject::EndConversion() -{ -#if 0 - m_sharedvertex_map.clear(); // SharedVertex - vector<vector<SharedVertex> > shared_null(0); - shared_null.swap( m_sharedvertex_map ); /* really free the memory */ -#endif - - for (std::list<RAS_MeshMaterial>::iterator it = m_materials.begin(); - it != m_materials.end(); - ++it) - { - RAS_MeshSlot *ms = it->m_baseslot; - ms->UpdateDisplayArraysOffset(); - } -} - -//void RAS_MeshObject::Transform(const MT_Transform& trans) -//{ - //m_trans.translate(MT_Vector3(0,0,1));//.operator *=(trans); - -// for (int i=0;i<m_Polygons.size();i++) -// { -// m_Polygons[i]->Transform(trans); -// } -//} - - -/* -void RAS_MeshObject::RelativeTransform(const MT_Vector3& vec) -{ - for (int i=0;i<m_Polygons.size();i++) - { - m_Polygons[i]->RelativeTransform(vec); - } -} -*/ - -void RAS_MeshObject::SortPolygons(RAS_MeshSlot& ms, 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. - - RAS_MeshSlot::iterator it; - size_t j; - - for (ms.begin(it); !ms.end(it); ms.next(it)) { - unsigned int nvert = (int)it.array->m_type; - unsigned int totpoly = it.totindex/nvert; - - if (totpoly <= 1) - continue; - if (it.array->m_type == RAS_DisplayArray::LINE) - continue; - - // Extract camera Z plane... - const MT_Vector3 pnorm(transform.getBasis()[2]); - // unneeded: const MT_Scalar pval = transform.getOrigin()[2]; - - vector<polygonSlot> poly_slots(totpoly); - - /* get indices and z into temporary array */ - for (j=0; j<totpoly; j++) - poly_slots[j].get(it.vertex, it.index, j*nvert, nvert, pnorm); - - /* sort (stable_sort might be better, if flickering happens?) */ - std::sort(poly_slots.begin(), poly_slots.end(), backtofront()); - - /* get indices from temporary array again */ - for (j=0; j<totpoly; j++) - poly_slots[j].set(it.index, j*nvert, nvert); - } -} - - -bool RAS_MeshObject::HasColliderPolygon() -{ - int numpolys= NumPolygons(); - for (int p=0; p<numpolys; p++) - if (m_Polygons[p]->IsCollider()) - return true; - - return false; -} - -void RAS_MeshObject::SchedulePolygons(int drawingmode) -{ - if (m_bModified) - { - m_bModified = false; - m_bMeshModified = true; - } -} |