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authorMitchell Stokes <mogurijin@gmail.com>2012-12-19 00:56:25 +0400
committerMitchell Stokes <mogurijin@gmail.com>2012-12-19 00:56:25 +0400
commitef0473994b6b21aa49bbfab26a483d90d0fef004 (patch)
tree18d9dd7d2fbe6eddaf58f66b6b301c694cb43a50 /source/gameengine/Rasterizer/RAS_OpenGLRasterizer/RAS_StorageIM.cpp
parent6b2af22d37dc1a039104f2ca0b3b4b56aca7d41c (diff)
BGE: Some as of yet unmerged work I did in the Swiss branch. These changes include:
* Cleaning up the conversion code to avoid a per-face material conversion. Materials are now stored in buckets and only converted if a new material is found. This replaces some of Campbell's earlier work on the subject. His work wasn't as thorough, but it was much safer for a release. * Shaders are only compiled for LibLoaded materials once. Before they could be compiled twice, which could really slow things down. * Refactoring the rasterizer code to use a strategy design pattern to handle different geometry rendering methods such as immediate mode, vertex arrays and vertex buffer objects. VBOs are added, but they will be disabled in a following commit since they are still slower than vertex arrays with display lists. However, VBOs are still useful for mobile, so it's good to keep them around. * Better multi-uv support. The BGE should now be able to handle more than two UV layers, which should help it better match the viewport.
Diffstat (limited to 'source/gameengine/Rasterizer/RAS_OpenGLRasterizer/RAS_StorageIM.cpp')
-rw-r--r--source/gameengine/Rasterizer/RAS_OpenGLRasterizer/RAS_StorageIM.cpp310
1 files changed, 310 insertions, 0 deletions
diff --git a/source/gameengine/Rasterizer/RAS_OpenGLRasterizer/RAS_StorageIM.cpp b/source/gameengine/Rasterizer/RAS_OpenGLRasterizer/RAS_StorageIM.cpp
new file mode 100644
index 00000000000..7b38b3b42f3
--- /dev/null
+++ b/source/gameengine/Rasterizer/RAS_OpenGLRasterizer/RAS_StorageIM.cpp
@@ -0,0 +1,310 @@
+/*
+ * ***** 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 *****
+ */
+
+#include "RAS_StorageIM.h"
+
+#include "GL/glew.h"
+#include "GPU_draw.h"
+#include "GPU_extensions.h"
+#include "GPU_material.h"
+
+#include "DNA_meshdata_types.h"
+
+extern "C"{
+ #include "BLI_utildefines.h"
+ #include "BKE_DerivedMesh.h"
+}
+
+RAS_StorageIM::RAS_StorageIM(int *texco_num, RAS_IRasterizer::TexCoGen *texco, int *attrib_num, RAS_IRasterizer::TexCoGen *attrib) :
+ m_texco_num(texco_num),
+ m_texco(texco),
+ m_attrib_num(attrib_num),
+ m_attrib(attrib)
+{
+}
+RAS_StorageIM::~RAS_StorageIM()
+{
+}
+
+bool RAS_StorageIM::Init()
+{
+ return true;
+}
+void RAS_StorageIM::Exit()
+{
+}
+
+void RAS_StorageIM::IndexPrimitives(RAS_MeshSlot& ms)
+{
+ IndexPrimitivesInternal(ms, false);
+}
+
+void RAS_StorageIM::IndexPrimitivesMulti(class RAS_MeshSlot& ms)
+{
+ IndexPrimitivesInternal(ms, true);
+}
+
+void RAS_StorageIM::TexCoord(const RAS_TexVert &tv)
+{
+ int unit;
+
+ if (GLEW_ARB_multitexture) {
+ for (unit = 0; unit < *m_texco_num; unit++) {
+ switch(m_texco[unit]) {
+ case RAS_IRasterizer::RAS_TEXCO_ORCO:
+ case RAS_IRasterizer::RAS_TEXCO_GLOB:
+ glMultiTexCoord3fvARB(GL_TEXTURE0_ARB + unit, tv.getXYZ());
+ break;
+ case RAS_IRasterizer::RAS_TEXCO_UV:
+ glMultiTexCoord2fvARB(GL_TEXTURE0_ARB + unit, tv.getUV(unit));
+ break;
+ case RAS_IRasterizer::RAS_TEXCO_NORM:
+ glMultiTexCoord3fvARB(GL_TEXTURE0_ARB + unit, tv.getNormal());
+ break;
+ case RAS_IRasterizer::RAS_TEXTANGENT:
+ glMultiTexCoord4fvARB(GL_TEXTURE0_ARB + unit, tv.getTangent());
+ break;
+ default:
+ break;
+ }
+ }
+ }
+
+ if (GLEW_ARB_vertex_program) {
+ int uv = 0;
+ for (unit = 0; unit < *m_attrib_num; unit++) {
+ switch(m_attrib[unit]) {
+ case RAS_IRasterizer::RAS_TEXCO_ORCO:
+ case RAS_IRasterizer::RAS_TEXCO_GLOB:
+ glVertexAttrib3fvARB(unit, tv.getXYZ());
+ break;
+ case RAS_IRasterizer::RAS_TEXCO_UV:
+ glVertexAttrib2fvARB(unit, tv.getUV(uv++));
+ break;
+ case RAS_IRasterizer::RAS_TEXCO_NORM:
+ glVertexAttrib3fvARB(unit, tv.getNormal());
+ break;
+ case RAS_IRasterizer::RAS_TEXTANGENT:
+ glVertexAttrib4fvARB(unit, tv.getTangent());
+ break;
+ case RAS_IRasterizer::RAS_TEXCO_VCOL:
+ glVertexAttrib4ubvARB(unit, tv.getRGBA());
+ break;
+ default:
+ break;
+ }
+ }
+ }
+
+}
+
+void RAS_StorageIM::SetCullFace(bool enable)
+{
+ if (enable)
+ glEnable(GL_CULL_FACE);
+ else
+ glDisable(GL_CULL_FACE);
+}
+
+static bool current_wireframe;
+static RAS_MaterialBucket *current_bucket;
+static RAS_IPolyMaterial *current_polymat;
+static RAS_MeshSlot *current_ms;
+static RAS_MeshObject *current_mesh;
+static int current_blmat_nr;
+static GPUVertexAttribs current_gpu_attribs;
+static Image *current_image;
+static int CheckMaterialDM(int matnr, void *attribs)
+{
+ // only draw the current material
+ if (matnr != current_blmat_nr)
+ return 0;
+ GPUVertexAttribs *gattribs = (GPUVertexAttribs *)attribs;
+ if (gattribs)
+ memcpy(gattribs, &current_gpu_attribs, sizeof(GPUVertexAttribs));
+ return 1;
+}
+
+/*
+static int CheckTexfaceDM(void *mcol, int index)
+{
+
+ // index is the original face index, retrieve the polygon
+ RAS_Polygon* polygon = (index >= 0 && index < current_mesh->NumPolygons()) ?
+ current_mesh->GetPolygon(index) : NULL;
+ if (polygon && polygon->GetMaterial() == current_bucket) {
+ // must handle color.
+ if (current_wireframe)
+ return 2;
+ if (current_ms->m_bObjectColor) {
+ MT_Vector4& rgba = current_ms->m_RGBAcolor;
+ glColor4d(rgba[0], rgba[1], rgba[2], rgba[3]);
+ // don't use mcol
+ return 2;
+ }
+ if (!mcol) {
+ // we have to set the color from the material
+ unsigned char rgba[4];
+ current_polymat->GetMaterialRGBAColor(rgba);
+ glColor4ubv((const GLubyte *)rgba);
+ return 2;
+ }
+ return 1;
+ }
+ return 0;
+}
+*/
+
+static DMDrawOption CheckTexDM(MTFace *tface, int has_mcol, int matnr)
+{
+
+ // index is the original face index, retrieve the polygon
+ if (matnr == current_blmat_nr &&
+ (tface == NULL || tface->tpage == current_image)) {
+ // must handle color.
+ if (current_wireframe)
+ return DM_DRAW_OPTION_NO_MCOL;
+ if (current_ms->m_bObjectColor) {
+ MT_Vector4& rgba = current_ms->m_RGBAcolor;
+ glColor4d(rgba[0], rgba[1], rgba[2], rgba[3]);
+ // don't use mcol
+ return DM_DRAW_OPTION_NO_MCOL;
+ }
+ if (!has_mcol) {
+ // we have to set the color from the material
+ unsigned char rgba[4];
+ current_polymat->GetMaterialRGBAColor(rgba);
+ glColor4ubv((const GLubyte *)rgba);
+ return DM_DRAW_OPTION_NO_MCOL;
+ }
+ return DM_DRAW_OPTION_NORMAL;
+ }
+ return DM_DRAW_OPTION_SKIP;
+}
+
+void RAS_StorageIM::IndexPrimitivesInternal(RAS_MeshSlot& ms, bool multi)
+{
+ bool obcolor = ms.m_bObjectColor;
+ bool wireframe = m_drawingmode <= RAS_IRasterizer::KX_WIREFRAME;
+ MT_Vector4& rgba = ms.m_RGBAcolor;
+ RAS_MeshSlot::iterator it;
+
+ if (ms.m_pDerivedMesh) {
+ // mesh data is in derived mesh,
+ current_bucket = ms.m_bucket;
+ current_polymat = current_bucket->GetPolyMaterial();
+ current_ms = &ms;
+ current_mesh = ms.m_mesh;
+ current_wireframe = wireframe;
+ // MCol *mcol = (MCol*)ms.m_pDerivedMesh->getFaceDataArray(ms.m_pDerivedMesh, CD_MCOL); /* UNUSED */
+
+ // handle two-side
+ if (current_polymat->GetDrawingMode() & RAS_IRasterizer::KX_BACKCULL)
+ this->SetCullFace(true);
+ else
+ this->SetCullFace(false);
+
+ if (current_polymat->GetFlag() & RAS_BLENDERGLSL) {
+ // GetMaterialIndex return the original mface material index,
+ // increment by 1 to match what derived mesh is doing
+ current_blmat_nr = current_polymat->GetMaterialIndex()+1;
+ // For GLSL we need to retrieve the GPU material attribute
+ Material* blmat = current_polymat->GetBlenderMaterial();
+ Scene* blscene = current_polymat->GetBlenderScene();
+ if (!wireframe && blscene && blmat)
+ GPU_material_vertex_attributes(GPU_material_from_blender(blscene, blmat), &current_gpu_attribs);
+ else
+ memset(&current_gpu_attribs, 0, sizeof(current_gpu_attribs));
+ // DM draw can mess up blending mode, restore at the end
+ int current_blend_mode = GPU_get_material_alpha_blend();
+ ms.m_pDerivedMesh->drawFacesGLSL(ms.m_pDerivedMesh, CheckMaterialDM);
+ GPU_set_material_alpha_blend(current_blend_mode);
+ } else {
+ //ms.m_pDerivedMesh->drawMappedFacesTex(ms.m_pDerivedMesh, CheckTexfaceDM, mcol);
+ current_blmat_nr = current_polymat->GetMaterialIndex();
+ current_image = current_polymat->GetBlenderImage();
+ ms.m_pDerivedMesh->drawFacesTex(ms.m_pDerivedMesh, CheckTexDM, NULL, NULL);
+ }
+ return;
+ }
+ // iterate over display arrays, each containing an index + vertex array
+ for (ms.begin(it); !ms.end(it); ms.next(it)) {
+ RAS_TexVert *vertex;
+ size_t i, j, numvert;
+
+ numvert = it.array->m_type;
+
+ if (it.array->m_type == RAS_DisplayArray::LINE) {
+ // line drawing
+ glBegin(GL_LINES);
+
+ for (i = 0; i < it.totindex; i += 2)
+ {
+ vertex = &it.vertex[it.index[i]];
+ glVertex3fv(vertex->getXYZ());
+
+ vertex = &it.vertex[it.index[i+1]];
+ glVertex3fv(vertex->getXYZ());
+ }
+
+ glEnd();
+ }
+ else {
+ // triangle and quad drawing
+ if (it.array->m_type == RAS_DisplayArray::TRIANGLE)
+ glBegin(GL_TRIANGLES);
+ else
+ glBegin(GL_QUADS);
+
+ for (i = 0; i < it.totindex; i += numvert)
+ {
+ if (obcolor)
+ glColor4d(rgba[0], rgba[1], rgba[2], rgba[3]);
+
+ for (j = 0; j < numvert; j++) {
+ vertex = &it.vertex[it.index[i+j]];
+
+ if (!wireframe) {
+ if (!obcolor)
+ glColor4ubv((const GLubyte *)(vertex->getRGBA()));
+
+ glNormal3fv(vertex->getNormal());
+
+ if (multi)
+ TexCoord(*vertex);
+ else
+ glTexCoord2fv(vertex->getUV(0));
+ }
+
+ glVertex3fv(vertex->getXYZ());
+ }
+ }
+
+ glEnd();
+ }
+ }
+}