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authorBrecht Van Lommel <brechtvanlommel@pandora.be>2008-06-17 14:27:34 +0400
committerBrecht Van Lommel <brechtvanlommel@pandora.be>2008-06-17 14:27:34 +0400
commit272a91f754fd215f2ad9b48ba80fe56ee0564d7a (patch)
treef34afc9fd09b6a2bbcacd0709190969d09dc748f /source/gameengine/Rasterizer/RAS_OpenGLRasterizer/RAS_OpenGLRasterizer.h
parentc9d1924ea5575ae2a4ce2cc7fd16e63e6ef14d84 (diff)
Merge of apricot branch game engine changes into trunk, excluding GLSL.
GLEW ==== Added the GLEW opengl extension library into extern/, always compiled into Blender now. This is much nicer than doing this kind of extension management manually, and will be used in the game engine, for GLSL, and other opengl extensions. * According to the GLEW website it works on Windows, Linux, Mac OS X, FreeBSD, Irix, and Solaris. There might still be platform specific issues due to this commit, so let me know and I'll look into it. * This means also that all extensions will now always be compiled in, regardless of the glext.h on the platform where compilation happens. Game Engine =========== Refactoring of the use of opengl extensions and other drawing code in the game engine, and cleaning up some hacks related to GLSL integration. These changes will be merged into trunk too after this. The game engine graphics demos & apricot level survived my tests, but this could use some good testing of course. For users: please test with the options "Generate Display Lists" and "Vertex Arrays" enabled, these should be the fastest and are supposed to be "unreliable", but if that's the case that's probably due to bugs that can be fixed. * The game engine now also uses GLEW for extensions, replacing the custom opengl extensions code that was there. Removes a lot of #ifdef's, but the runtime checks stay of course. * Removed the WITHOUT_GLEXT environment variable. This was added to work around a specific bug and only disabled multitexturing anyway. It might also have caused a slowdown since it was retrieving the environment variable for every vertex in immediate mode (bug #13680). * Refactored the code to allow drawing skinned meshes with vertex arrays too, removing some specific immediate mode drawing functions for this that only did extra normal calculation. Now it always splits vertices of flat faces instead. * Refactored normal recalculation with some minor optimizations, required for the above change. * Removed some outdated code behind the __NLA_OLDDEFORM #ifdef. * Fixed various bugs in setting of multitexture coordinates and vertex attributes for vertex arrays. These were not being enabled/disabled correct according to the opengl spec, leading to crashes. Also tangent attributes used an immediate mode call for vertex arrays, which can't work. * Fixed use of uninitialized variable in RAS_TexVert. * Exporting skinned meshes was doing O(n^2) lookups for vertices and deform weights, now uses same trick as regular meshes.
Diffstat (limited to 'source/gameengine/Rasterizer/RAS_OpenGLRasterizer/RAS_OpenGLRasterizer.h')
-rw-r--r--source/gameengine/Rasterizer/RAS_OpenGLRasterizer/RAS_OpenGLRasterizer.h37
1 files changed, 12 insertions, 25 deletions
diff --git a/source/gameengine/Rasterizer/RAS_OpenGLRasterizer/RAS_OpenGLRasterizer.h b/source/gameengine/Rasterizer/RAS_OpenGLRasterizer/RAS_OpenGLRasterizer.h
index 23714a12151..1f0709e081a 100644
--- a/source/gameengine/Rasterizer/RAS_OpenGLRasterizer/RAS_OpenGLRasterizer.h
+++ b/source/gameengine/Rasterizer/RAS_OpenGLRasterizer/RAS_OpenGLRasterizer.h
@@ -41,7 +41,8 @@ using namespace std;
#include "RAS_MaterialBucket.h"
#include "RAS_ICanvas.h"
-#define RAS_MAX 3// match in BL_Material
+#define RAS_MAX_TEXCO 3 // match in BL_Material
+#define RAS_MAX_ATTRIB 16 // match in BL_BlenderShader
struct OglDebugLine
{
@@ -94,8 +95,10 @@ class RAS_OpenGLRasterizer : public RAS_IRasterizer
protected:
int m_drawingmode;
- TexCoGen m_texco[RAS_MAX];
- bool m_useTang;
+ TexCoGen m_texco[RAS_MAX_TEXCO];
+ TexCoGen m_attrib[RAS_MAX_ATTRIB];
+ int m_texco_num;
+ int m_attrib_num;
/** Stores the caching information for the last material activated. */
RAS_IPolyMaterial::TCachingInfo m_materialCachingInfo;
@@ -153,16 +156,6 @@ public:
class KX_ListSlot** slot
);
- virtual void IndexPrimitives_Ex(
- const vecVertexArray& vertexarrays,
- const vecIndexArrays & indexarrays,
- int mode,
- class RAS_IPolyMaterial* polymat,
- class RAS_IRenderTools* rendertools,
- bool useObjectColor,
- const MT_Vector4& rgbacolor
- );
-
virtual void IndexPrimitives_3DText(
const vecVertexArray& vertexarrays,
const vecIndexArrays & indexarrays,
@@ -183,15 +176,6 @@ public:
const MT_Vector4& rgbacolor,
class KX_ListSlot** slot);
- virtual void IndexPrimitivesMulti_Ex(
- const vecVertexArray& vertexarrays,
- const vecIndexArrays & indexarrays,
- int mode,
- class RAS_IPolyMaterial* polymat,
- class RAS_IRenderTools* rendertools,
- bool useObjectColor,
- const MT_Vector4& rgbacolor);
-
virtual void SetProjectionMatrix(MT_CmMatrix4x4 & mat);
virtual void SetProjectionMatrix(const MT_Matrix4x4 & mat);
@@ -286,9 +270,12 @@ public:
std::vector <OglDebugLine> m_debugLines;
- virtual void SetTexCoords(TexCoGen coords,int enabled);
- virtual void SetAttrib(int type);
- void TexCoord(const RAS_TexVert &tv, int unit);
+ virtual void SetTexCoordNum(int num);
+ virtual void SetAttribNum(int num);
+ virtual void SetTexCoord(TexCoGen coords, int unit);
+ virtual void SetAttrib(TexCoGen coords, int unit);
+
+ void TexCoord(const RAS_TexVert &tv);
virtual void GetViewMatrix(MT_Matrix4x4 &mat) const;
void Tangent(const RAS_TexVert& v1,