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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_MeshObject.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_MeshObject.h')
-rw-r--r--source/gameengine/Rasterizer/RAS_MeshObject.h240
1 files changed, 67 insertions, 173 deletions
diff --git a/source/gameengine/Rasterizer/RAS_MeshObject.h b/source/gameengine/Rasterizer/RAS_MeshObject.h
index 9a46d89c393..0d35a2f402b 100644
--- a/source/gameengine/Rasterizer/RAS_MeshObject.h
+++ b/source/gameengine/Rasterizer/RAS_MeshObject.h
@@ -36,6 +36,7 @@
#include <vector>
#include <set>
+#include <list>
#include "RAS_Polygon.h"
#include "RAS_MaterialBucket.h"
@@ -44,194 +45,71 @@
#include "GEN_HashedPtr.h"
struct Mesh;
-/**
- * This class holds an array of vertices and indicies.
- */
-class KX_ArrayOptimizer
-{
-public:
- KX_ArrayOptimizer(int index)
- : m_index1(index)
- {};
- virtual ~KX_ArrayOptimizer();
-
- vector<KX_VertexArray*> m_VertexArrayCache1;
- vector<int> m_TriangleArrayCount;
- vector<KX_IndexArray*> m_IndexArrayCache1;
- /**
- order in which they are stored into the mesh
- */
- int m_index1;
-};
+/* RAS_MeshObject is a mesh used for rendering. It stores polygons,
+ * but the actual vertices and index arrays are stored in material
+ * buckets, referenced by the list of RAS_MeshMaterials. */
-/**
- * This struct holds a triangle.
- */
-struct RAS_TriangleIndex
-{
-public:
- int m_index[3];
- int m_array;
- RAS_IPolyMaterial* m_matid;
- bool m_collider;
-};
-
-/**
- * This class looks horribly broken. Only m_matid is used, and
- * m_matid is a (int) RAS_IPolyMaterial*.
- * --> m_matid == lhs.m_matid should be *m_matid == *lhs.m_matid
- */
-class RAS_MatArrayIndex
-{
-public:
-
- int m_arrayindex1;
- RAS_IPolyMaterial* m_matid;
- int m_array;
- int m_index;
-
-/*
- inline bool Less(const RAS_MatArrayIndex& lhs) const {
- bool result =
- ( (m_matid < lhs.m_matid) ||
- ((m_matid == lhs.m_matid)&&(m_array < lhs.m_array)) ||
- ((m_matid == lhs.m_matid) && (m_array == lhs.m_array) &&
- (m_index < lhs.m_index))
-
- );
- return result;
-
- }
-*/
-
-};
-/*
-inline bool operator <( const RAS_MatArrayIndex& rhs,const RAS_MatArrayIndex& lhs)
-{
- return ( rhs.Less(lhs));
-}*/
-
-/**
- * RAS_MeshObject stores mesh data for the renderer.
- */
class RAS_MeshObject
{
-
- // GEN_Map<class RAS_IPolyMaterial,KX_ArrayOptimizer*> m_matVertexArrayS;
- //vector<class RAS_IPolyMaterial*,KX_ArrayOptimizer> m_vertexArrays;
- virtual KX_ArrayOptimizer* GetArrayOptimizer(RAS_IPolyMaterial* polymat);
- //vector<RAS_Polygon*> m_polygons;
-
+private:
unsigned int m_debugcolor;
- bool m_bModified;
int m_lightlayer;
-
- vector<class RAS_Polygon*> m_Polygons;
+
+ bool m_bModified;
+ bool m_bMeshModified;
+
STR_String m_name;
static STR_String s_emptyname;
- bool m_zsort;
- bool m_MeshMod;
+ vector<class RAS_Polygon*> m_Polygons;
+
+ /* polygon sorting */
struct polygonSlot;
struct backtofront;
struct fronttoback;
- void SchedulePoly(
- const KX_VertexIndex& idx,
- int numverts,
- RAS_IPolyMaterial* mat
- );
-
- void ScheduleWireframePoly(
- const KX_VertexIndex& idx,
- int numverts,
- int edgecode,
- RAS_IPolyMaterial* mat
- );
-
protected:
- enum { BUCKET_MAX_INDICES = 65535 };//2048};//8192};
- enum { BUCKET_MAX_TRIANGLES = 65535 };
-
- GEN_Map<GEN_HashedPtr,KX_ArrayOptimizer*> m_matVertexArrayS;
-
- RAS_MaterialBucket::Set m_materials;
+ list<RAS_MeshMaterial> m_materials;
Mesh* m_mesh;
+ bool m_bDeformed;
+
public:
// for now, meshes need to be in a certain layer (to avoid sorting on lights in realtime)
RAS_MeshObject(Mesh* mesh, int lightlayer);
virtual ~RAS_MeshObject();
- vector<RAS_IPolyMaterial*> m_sortedMaterials;
- vector<vector<RAS_MatArrayIndex> > m_xyz_index_to_vertex_index_mapping;
- vector<RAS_TriangleIndex > m_triangle_indices;
-
- int m_class;
- unsigned int GetLightLayer();
+ bool IsDeformed() { return m_bDeformed; }
+
+ /* materials */
int NumMaterials();
const STR_String& GetMaterialName(unsigned int matid);
- RAS_MaterialBucket* GetMaterialBucket(unsigned int matid);
const STR_String& GetTextureName(unsigned int matid);
- virtual void AddPolygon(RAS_Polygon* poly);
- void UpdateMaterialList();
-
- int NumPolygons();
- RAS_Polygon* GetPolygon(int num) const;
-
- virtual void Bucketize(
- double* oglmatrix,
- void* clientobj,
- bool useObjectColor,
- const MT_Vector4& rgbavec
- );
- void RemoveFromBuckets(
- double* oglmatrix,
- void* clientobj
- );
+ RAS_MeshMaterial* GetMeshMaterial(unsigned int matid);
+ RAS_MeshMaterial* GetMeshMaterial(RAS_IPolyMaterial *mat);
- void MarkVisible(
- double* oglmatrix,
- void* clientobj,
- bool visible,
- bool useObjectColor,
- const MT_Vector4& rgbavec
- );
+ list<RAS_MeshMaterial>::iterator GetFirstMaterial();
+ list<RAS_MeshMaterial>::iterator GetLastMaterial();
- void DebugColor(unsigned int abgr);
- void SetVertexColor(RAS_IPolyMaterial* mat,MT_Vector4 rgba);
-
- /**
- * Sorts the polygons by their transformed z values.
- */
- void SortPolygons(const MT_Transform &transform);
+ unsigned int GetLightLayer();
- void SchedulePolygons(int drawingmode);
+ /* name */
+ void SetName(STR_String name);
+ const STR_String& GetName();
- void ClearArrayData();
-
- RAS_MaterialBucket::Set::iterator GetFirstMaterial();
- RAS_MaterialBucket::Set::iterator GetLastMaterial();
-
- virtual RAS_TexVert* GetVertex(
- short array,
- unsigned int index,
- RAS_IPolyMaterial* polymat
- );
-
- virtual int FindVertexArray(
- int numverts,
- RAS_IPolyMaterial* polymat
- );
+ /* modification state */
+ bool MeshModified();
+ void SetMeshModified(bool v){m_bMeshModified = v;}
+ /* original blender mesh */
+ Mesh* GetMesh() { return m_mesh; }
+
+ /* mesh construction */
- // find (and share) or add vertices
- // for some speedup, only the last 20 added vertices are searched for equality
-
- virtual int FindOrAddVertex(
- int vtxarray,
+ virtual RAS_Polygon* AddPolygon(RAS_MaterialBucket *bucket, int numverts);
+ virtual void AddVertex(RAS_Polygon *poly, int i,
const MT_Point3& xyz,
const MT_Point2& uv,
const MT_Point2& uv2,
@@ -239,27 +117,43 @@ public:
const unsigned int rgbacolor,
const MT_Vector3& normal,
bool flat,
- RAS_IPolyMaterial* mat,
- int origindex
- );
-
- vecVertexArray& GetVertexCache (RAS_IPolyMaterial* mat);
+ int origindex);
+
+ void SchedulePolygons(int drawingmode);
+
+ /* vertex and polygon acces */
+ int NumVertices(RAS_IPolyMaterial* mat);
+ RAS_TexVert* GetVertex(unsigned int matid, unsigned int index);
+
+ int NumPolygons();
+ RAS_Polygon* GetPolygon(int num) const;
- int GetVertexArrayLength(RAS_IPolyMaterial* mat);
+ /* buckets */
+ virtual void AddMeshUser(void *clientobj);
+ virtual void UpdateBuckets(
+ void* clientobj,
+ double* oglmatrix,
+ bool useObjectColor,
+ const MT_Vector4& rgbavec,
+ bool visible,
+ bool culled);
- RAS_TexVert* GetVertex(
- unsigned int matid,
- unsigned int index
- );
+ void RemoveFromBuckets(void *clientobj);
- const vecIndexArrays& GetIndexCache (RAS_IPolyMaterial* mat);
- void SetName(STR_String name);
- const STR_String& GetName();
+ /* colors */
+ void DebugColor(unsigned int abgr);
+ void SetVertexColor(RAS_IPolyMaterial* mat,MT_Vector4 rgba);
+
+ /* polygon sorting by Z for alpha */
+ void SortPolygons(RAS_MeshSlot& ms, const MT_Transform &transform);
- bool MeshModified();
- void SetMeshModified(bool v){m_MeshMod = v;}
- Mesh* GetMesh() { return m_mesh; }
+ /* for construction to find shared vertices */
+ struct SharedVertex {
+ RAS_DisplayArray *m_darray;
+ int m_offset;
+ };
+ vector<vector<SharedVertex> > m_sharedvertex_map;
};
#endif //__RAS_MESHOBJECT