diff options
author | Mitchell Stokes <mogurijin@gmail.com> | 2012-12-19 00:56:25 +0400 |
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committer | Mitchell Stokes <mogurijin@gmail.com> | 2012-12-19 00:56:25 +0400 |
commit | ef0473994b6b21aa49bbfab26a483d90d0fef004 (patch) | |
tree | 18d9dd7d2fbe6eddaf58f66b6b301c694cb43a50 /source/gameengine/Rasterizer/RAS_OpenGLRasterizer/RAS_StorageIM.cpp | |
parent | 6b2af22d37dc1a039104f2ca0b3b4b56aca7d41c (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.cpp | 310 |
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, ¤t_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), ¤t_gpu_attribs); + else + memset(¤t_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(); + } + } +} |