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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_OpenGLRasterizer
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_OpenGLRasterizer')
-rw-r--r--source/gameengine/Rasterizer/RAS_OpenGLRasterizer/CMakeLists.txt1
-rw-r--r--source/gameengine/Rasterizer/RAS_OpenGLRasterizer/Makefile5
-rw-r--r--source/gameengine/Rasterizer/RAS_OpenGLRasterizer/RAS_ListRasterizer.cpp84
-rw-r--r--source/gameengine/Rasterizer/RAS_OpenGLRasterizer/RAS_ListRasterizer.h24
-rw-r--r--source/gameengine/Rasterizer/RAS_OpenGLRasterizer/RAS_OpenGLRasterizer.cpp748
-rw-r--r--source/gameengine/Rasterizer/RAS_OpenGLRasterizer/RAS_OpenGLRasterizer.h46
-rw-r--r--source/gameengine/Rasterizer/RAS_OpenGLRasterizer/RAS_VAOpenGLRasterizer.cpp216
-rw-r--r--source/gameengine/Rasterizer/RAS_OpenGLRasterizer/RAS_VAOpenGLRasterizer.h18
-rw-r--r--source/gameengine/Rasterizer/RAS_OpenGLRasterizer/SConscript5
9 files changed, 312 insertions, 835 deletions
diff --git a/source/gameengine/Rasterizer/RAS_OpenGLRasterizer/CMakeLists.txt b/source/gameengine/Rasterizer/RAS_OpenGLRasterizer/CMakeLists.txt
index 2a6d64ecc73..e4403ace69f 100644
--- a/source/gameengine/Rasterizer/RAS_OpenGLRasterizer/CMakeLists.txt
+++ b/source/gameengine/Rasterizer/RAS_OpenGLRasterizer/CMakeLists.txt
@@ -32,6 +32,7 @@ SET(INC
../../../../intern/moto/include
../../../../source/gameengine/Rasterizer
../../../../extern/glew/include
+ ../../../../source/blender/gpu
)
BLENDERLIB(bf_oglrasterizer "${SRC}" "${INC}")
diff --git a/source/gameengine/Rasterizer/RAS_OpenGLRasterizer/Makefile b/source/gameengine/Rasterizer/RAS_OpenGLRasterizer/Makefile
index f01978b8eb1..aee485a22be 100644
--- a/source/gameengine/Rasterizer/RAS_OpenGLRasterizer/Makefile
+++ b/source/gameengine/Rasterizer/RAS_OpenGLRasterizer/Makefile
@@ -41,12 +41,11 @@ CPPFLAGS += -I$(OPENGL_HEADERS)
CPPFLAGS += -I$(NAN_STRING)/include
CPPFLAGS += -I$(NAN_MOTO)/include
CPPFLAGS += -I../../../kernel/gen_system
+CPPFLAGS += -I../../../blender/gpu
CPPFLAGS += -I../../BlenderRoutines
CPPFLAGS += -I..
+
ifeq ($(OS),darwin)
CPPFLAGS += -fpascal-strings
endif
-ifeq ($(WITH_BF_GLEXT),true)
- CPPFLAGS += -DWITH_GLEXT
-endif
diff --git a/source/gameengine/Rasterizer/RAS_OpenGLRasterizer/RAS_ListRasterizer.cpp b/source/gameengine/Rasterizer/RAS_OpenGLRasterizer/RAS_ListRasterizer.cpp
index c2687319717..2c4b55ff964 100644
--- a/source/gameengine/Rasterizer/RAS_OpenGLRasterizer/RAS_ListRasterizer.cpp
+++ b/source/gameengine/Rasterizer/RAS_OpenGLRasterizer/RAS_ListRasterizer.cpp
@@ -9,6 +9,7 @@
#include "GL/glew.h"
+#include "RAS_MaterialBucket.h"
#include "RAS_TexVert.h"
#include "MT_assert.h"
@@ -125,20 +126,20 @@ void RAS_ListRasterizer::RemoveListSlot(RAS_ListSlot* list)
}
}
-RAS_ListSlot* RAS_ListRasterizer::FindOrAdd(const vecVertexArray& vertexarrays, KX_ListSlot** slot)
+RAS_ListSlot* RAS_ListRasterizer::FindOrAdd(RAS_MeshSlot& ms)
{
/*
Keep a copy of constant lists submitted for rendering,
this guards against (replicated)new...delete every frame,
and we can reuse lists!
- :: sorted by vertex array
+ :: sorted by mesh slot
*/
- RAS_ListSlot* localSlot = (RAS_ListSlot*)*slot;
+ RAS_ListSlot* localSlot = (RAS_ListSlot*)ms.m_DisplayList;
if(!localSlot) {
- RAS_Lists::iterator it = mLists.find(vertexarrays);
+ RAS_Lists::iterator it = mLists.find(&ms);
if(it == mLists.end()) {
localSlot = new RAS_ListSlot(this);
- mLists.insert(std::pair<vecVertexArray, RAS_ListSlot*>(vertexarrays, localSlot));
+ mLists.insert(std::pair<RAS_MeshSlot*, RAS_ListSlot*>(&ms, localSlot));
} else {
localSlot = static_cast<RAS_ListSlot*>(it->second->AddRef());
}
@@ -157,69 +158,45 @@ void RAS_ListRasterizer::ReleaseAlloc()
mLists.clear();
}
-
-void RAS_ListRasterizer::IndexPrimitives(
- const vecVertexArray & vertexarrays,
- const vecIndexArrays & indexarrays,
- DrawMode mode,
- bool useObjectColor,
- const MT_Vector4& rgbacolor,
- class KX_ListSlot** slot)
+void RAS_ListRasterizer::IndexPrimitives(RAS_MeshSlot& ms)
{
RAS_ListSlot* localSlot =0;
- // useObjectColor(are we updating every frame?)
- if(!useObjectColor && slot) {
- localSlot = FindOrAdd(vertexarrays, slot);
+ if(ms.m_bDisplayList) {
+ localSlot = FindOrAdd(ms);
localSlot->DrawList();
if(localSlot->End()) {
// save slot here too, needed for replicas and object using same mesh
// => they have the same vertexarray but different mesh slot
- *slot = localSlot;
+ ms.m_DisplayList = localSlot;
return;
}
}
- if (mUseVertexArrays) {
- RAS_VAOpenGLRasterizer::IndexPrimitives(
- vertexarrays, indexarrays,
- mode, useObjectColor,
- rgbacolor,slot
- );
- } else {
- RAS_OpenGLRasterizer::IndexPrimitives(
- vertexarrays, indexarrays,
- mode, useObjectColor,
- rgbacolor,slot
- );
- }
+ if (mUseVertexArrays)
+ RAS_VAOpenGLRasterizer::IndexPrimitives(ms);
+ else
+ RAS_OpenGLRasterizer::IndexPrimitives(ms);
- if(!useObjectColor && slot) {
+ if(ms.m_bDisplayList) {
localSlot->EndList();
- *slot = localSlot;
+ ms.m_DisplayList = localSlot;
}
}
-void RAS_ListRasterizer::IndexPrimitivesMulti(
- const vecVertexArray& vertexarrays,
- const vecIndexArrays & indexarrays,
- DrawMode mode,
- bool useObjectColor,
- const MT_Vector4& rgbacolor,
- class KX_ListSlot** slot)
+void RAS_ListRasterizer::IndexPrimitivesMulti(RAS_MeshSlot& ms)
{
RAS_ListSlot* localSlot =0;
- // useObjectColor(are we updating every frame?)
- if(!useObjectColor && slot) {
- localSlot = FindOrAdd(vertexarrays, slot);
+ if(ms.m_bDisplayList) {
+ localSlot = FindOrAdd(ms);
localSlot->DrawList();
if(localSlot->End()) {
// save slot here too, needed for replicas and object using same mesh
// => they have the same vertexarray but different mesh slot
- *slot = localSlot;
+ ms.m_DisplayList = localSlot;
return;
}
}
@@ -227,23 +204,14 @@ void RAS_ListRasterizer::IndexPrimitivesMulti(
// workaround: note how we do not use vertex arrays for making display
// lists, since glVertexAttribPointerARB doesn't seem to work correct
// in display lists on ATI? either a bug in the driver or in Blender ..
- if (mUseVertexArrays && !localSlot) {
- RAS_VAOpenGLRasterizer::IndexPrimitivesMulti(
- vertexarrays, indexarrays,
- mode, useObjectColor,
- rgbacolor,slot
- );
- } else {
- RAS_OpenGLRasterizer::IndexPrimitivesMulti(
- vertexarrays, indexarrays,
- mode, useObjectColor,
- rgbacolor,slot
- );
- }
+ if (mUseVertexArrays && !localSlot)
+ RAS_VAOpenGLRasterizer::IndexPrimitivesMulti(ms);
+ else
+ RAS_OpenGLRasterizer::IndexPrimitivesMulti(ms);
- if(!useObjectColor && slot) {
+ if(ms.m_bDisplayList) {
localSlot->EndList();
- *slot = localSlot;
+ ms.m_DisplayList = localSlot;
}
}
diff --git a/source/gameengine/Rasterizer/RAS_OpenGLRasterizer/RAS_ListRasterizer.h b/source/gameengine/Rasterizer/RAS_OpenGLRasterizer/RAS_ListRasterizer.h
index b1b19144c12..96d6d2a995d 100644
--- a/source/gameengine/Rasterizer/RAS_OpenGLRasterizer/RAS_ListRasterizer.h
+++ b/source/gameengine/Rasterizer/RAS_OpenGLRasterizer/RAS_ListRasterizer.h
@@ -4,6 +4,7 @@
#include "RAS_MaterialBucket.h"
#include "RAS_VAOpenGLRasterizer.h"
#include <vector>
+#include <map>
class RAS_ListRasterizer;
class RAS_ListSlot : public KX_ListSlot
@@ -34,14 +35,14 @@ enum RAS_ListSlotFlags {
LIST_REGEN =64
};
-typedef std::map<const vecVertexArray, RAS_ListSlot*> RAS_Lists;
+typedef std::map<class RAS_MeshSlot*, RAS_ListSlot*> RAS_Lists;
class RAS_ListRasterizer : public RAS_VAOpenGLRasterizer
{
bool mUseVertexArrays;
RAS_Lists mLists;
- RAS_ListSlot* FindOrAdd(const vecVertexArray& vertexarrays, KX_ListSlot** slot);
+ RAS_ListSlot* FindOrAdd(class RAS_MeshSlot& ms);
void ReleaseAlloc();
public:
@@ -49,23 +50,8 @@ public:
RAS_ListRasterizer(RAS_ICanvas* canvas, bool useVertexArrays=false, bool lock=false);
virtual ~RAS_ListRasterizer();
- virtual void IndexPrimitives(
- const vecVertexArray& vertexarrays,
- const vecIndexArrays & indexarrays,
- DrawMode mode,
- bool useObjectColor,
- const MT_Vector4& rgbacolor,
- class KX_ListSlot** slot
- );
-
- virtual void IndexPrimitivesMulti(
- const vecVertexArray& vertexarrays,
- const vecIndexArrays & indexarrays,
- DrawMode mode,
- bool useObjectColor,
- const MT_Vector4& rgbacolor,
- class KX_ListSlot** slot
- );
+ virtual void IndexPrimitives(class RAS_MeshSlot& ms);
+ virtual void IndexPrimitivesMulti(class RAS_MeshSlot& ms);
virtual bool Init();
virtual void Exit();
diff --git a/source/gameengine/Rasterizer/RAS_OpenGLRasterizer/RAS_OpenGLRasterizer.cpp b/source/gameengine/Rasterizer/RAS_OpenGLRasterizer/RAS_OpenGLRasterizer.cpp
index 1dcc6e70934..62ee2edb731 100644
--- a/source/gameengine/Rasterizer/RAS_OpenGLRasterizer/RAS_OpenGLRasterizer.cpp
+++ b/source/gameengine/Rasterizer/RAS_OpenGLRasterizer/RAS_OpenGLRasterizer.cpp
@@ -38,6 +38,9 @@
#include "MT_CmMatrix4x4.h"
#include "RAS_IRenderTools.h" // rendering text
+#include "GPU_draw.h"
+#include "GPU_material.h"
+
/**
* 32x32 bit masks for vinterlace stereo mode
*/
@@ -67,10 +70,12 @@ RAS_OpenGLRasterizer::RAS_OpenGLRasterizer(RAS_ICanvas* canvas)
m_motionblurvalue(-1.0),
m_texco_num(0),
m_attrib_num(0),
- m_last_blendmode(0),
+ m_last_blendmode(GPU_BLEND_SOLID),
+ m_last_frontface(true),
m_materialCachingInfo(0)
{
- m_viewmatrix.Identity();
+ m_viewmatrix.setIdentity();
+ m_viewinvmatrix.setIdentity();
for (int i = 0; i < 32; i++)
{
@@ -87,81 +92,9 @@ RAS_OpenGLRasterizer::~RAS_OpenGLRasterizer()
{
}
-
-
-static void Myinit_gl_stuff(void)
-{
- float mat_specular[] = { 0.5, 0.5, 0.5, 1.0 };
- float mat_shininess[] = { 35.0 };
-/* float one= 1.0; */
- int a, x, y;
- GLubyte pat[32*32];
- const GLubyte *patc= pat;
-
- glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, mat_specular);
- glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, mat_specular);
- glMaterialfv(GL_FRONT_AND_BACK, GL_SHININESS, mat_shininess);
-
-
-#if defined(__FreeBSD) || defined(__linux__)
- glDisable(GL_DITHER); /* op sgi/sun hardware && 12 bits */
-#endif
-
- /* no local viewer, looks ugly in ortho mode */
- /* glLightModelfv(GL_LIGHT_MODEL_LOCAL_VIEWER, &one); */
-
- glDepthFunc(GL_LEQUAL);
- /* scaling matrices */
- glEnable(GL_NORMALIZE);
-
- glShadeModel(GL_FLAT);
-
- glDisable(GL_ALPHA_TEST);
- glDisable(GL_BLEND);
- glDisable(GL_DEPTH_TEST);
- glDisable(GL_FOG);
- glDisable(GL_LIGHTING);
- glDisable(GL_LOGIC_OP);
- glDisable(GL_STENCIL_TEST);
- glDisable(GL_TEXTURE_1D);
- glDisable(GL_TEXTURE_2D);
-
- glEnableClientState(GL_VERTEX_ARRAY);
- glEnableClientState(GL_NORMAL_ARRAY);
-
- glPixelTransferi(GL_MAP_COLOR, GL_FALSE);
- glPixelTransferi(GL_RED_SCALE, 1);
- glPixelTransferi(GL_RED_BIAS, 0);
- glPixelTransferi(GL_GREEN_SCALE, 1);
- glPixelTransferi(GL_GREEN_BIAS, 0);
- glPixelTransferi(GL_BLUE_SCALE, 1);
- glPixelTransferi(GL_BLUE_BIAS, 0);
- glPixelTransferi(GL_ALPHA_SCALE, 1);
- glPixelTransferi(GL_ALPHA_BIAS, 0);
-
- a = 0;
- for(x=0; x<32; x++)
- {
- for(y=0; y<4; y++)
- {
- if( (x) & 1) pat[a++]= 0x88;
- else pat[a++]= 0x22;
- }
- }
-
- glPolygonStipple(patc);
-
- glFrontFace(GL_CCW);
- glCullFace(GL_BACK);
- glEnable(GL_CULL_FACE);
-}
-
-
-
bool RAS_OpenGLRasterizer::Init()
{
-
- Myinit_gl_stuff();
+ GPU_state_init();
m_redback = 0.4375;
m_greenback = 0.4375;
@@ -172,7 +105,8 @@ bool RAS_OpenGLRasterizer::Init()
m_ambg = 0.0f;
m_ambb = 0.0f;
- SetBlendingMode(0);
+ SetBlendingMode(GPU_BLEND_SOLID);
+ SetFrontFace(true);
glClearColor(m_redback,m_greenback,m_blueback,m_alphaback);
glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
@@ -344,7 +278,8 @@ bool RAS_OpenGLRasterizer::BeginFrame(int drawingmode, double time)
glEnable (GL_CULL_FACE);
}
- SetBlendingMode(0);
+ SetBlendingMode(GPU_BLEND_SOLID);
+ SetFrontFace(true);
glShadeModel(GL_SMOOTH);
@@ -359,28 +294,16 @@ void RAS_OpenGLRasterizer::SetDrawingMode(int drawingmode)
{
m_drawingmode = drawingmode;
- switch (m_drawingmode)
- {
- case KX_WIREFRAME:
- {
- glDisable (GL_CULL_FACE);
- break;
- }
- default:
- {
- }
- }
+ if(m_drawingmode == KX_WIREFRAME)
+ glDisable(GL_CULL_FACE);
}
-
-
int RAS_OpenGLRasterizer::GetDrawingMode()
{
return m_drawingmode;
}
-
void RAS_OpenGLRasterizer::SetDepthMask(DepthMask depthmask)
{
glDepthMask(depthmask == KX_DEPTHMASK_DISABLED ? GL_FALSE : GL_TRUE);
@@ -573,294 +496,84 @@ void RAS_OpenGLRasterizer::SwapBuffers()
-void RAS_OpenGLRasterizer::GetViewMatrix(MT_Matrix4x4 &mat) const
+const MT_Matrix4x4& RAS_OpenGLRasterizer::GetViewMatrix() const
{
- float viewmat[16];
- glGetFloatv(GL_MODELVIEW_MATRIX, viewmat);
- mat.setValue(viewmat);
+ return m_viewmatrix;
}
-
-
-void RAS_OpenGLRasterizer::IndexPrimitives(const vecVertexArray & vertexarrays,
- const vecIndexArrays & indexarrays,
- DrawMode mode,
- bool useObjectColor,
- const MT_Vector4& rgbacolor,
- class KX_ListSlot** slot
- )
-{
- const RAS_TexVert* vertexarray;
- unsigned int numindices, vt;
-
- for (vt=0;vt<vertexarrays.size();vt++)
- {
- vertexarray = &((*vertexarrays[vt]) [0]);
- const KX_IndexArray & indexarray = (*indexarrays[vt]);
- numindices = indexarray.size();
-
- if (!numindices)
- break;
-
- int vindex=0;
- switch (mode)
- {
- case KX_MODE_LINES:
- {
- glBegin(GL_LINES);
- vindex=0;
- for (unsigned int i=0;i<numindices;i+=2)
- {
- glVertex3fv(vertexarray[(indexarray[vindex++])].getLocalXYZ());
- glVertex3fv(vertexarray[(indexarray[vindex++])].getLocalXYZ());
- }
- glEnd();
- }
- break;
- case KX_MODE_QUADS:
- {
- glBegin(GL_QUADS);
- vindex=0;
- if (useObjectColor)
- {
- for (unsigned int i=0;i<numindices;i+=4)
- {
-
- glColor4d(rgbacolor[0], rgbacolor[1], rgbacolor[2], rgbacolor[3]);
-
- glNormal3fv(vertexarray[(indexarray[vindex])].getNormal());
- glTexCoord2fv(vertexarray[(indexarray[vindex])].getUV1());
- glVertex3fv(vertexarray[(indexarray[vindex])].getLocalXYZ());
- vindex++;
-
- glNormal3fv(vertexarray[(indexarray[vindex])].getNormal());
- glTexCoord2fv(vertexarray[(indexarray[vindex])].getUV1());
- glVertex3fv(vertexarray[(indexarray[vindex])].getLocalXYZ());
- vindex++;
-
- glNormal3fv(vertexarray[(indexarray[vindex])].getNormal());
- glTexCoord2fv(vertexarray[(indexarray[vindex])].getUV1());
- glVertex3fv(vertexarray[(indexarray[vindex])].getLocalXYZ());
- vindex++;
-
- glNormal3fv(vertexarray[(indexarray[vindex])].getNormal());
- glTexCoord2fv(vertexarray[(indexarray[vindex])].getUV1());
- glVertex3fv(vertexarray[(indexarray[vindex])].getLocalXYZ());
- vindex++;
- }
- }
- else
- {
- for (unsigned int i=0;i<numindices;i+=4)
- {
- // This looks curiously endian unsafe to me.
- // However it depends on the way the colors are packed into
- // the m_rgba field of RAS_TexVert
-
- glColor4ubv((const GLubyte *)(vertexarray[(indexarray[vindex])].getRGBA()));
- glNormal3fv(vertexarray[(indexarray[vindex])].getNormal());
- glTexCoord2fv(vertexarray[(indexarray[vindex])].getUV1());
- glVertex3fv(vertexarray[(indexarray[vindex])].getLocalXYZ());
- vindex++;
-
- glColor4ubv((const GLubyte *)(vertexarray[(indexarray[vindex])].getRGBA()));
- glNormal3fv(vertexarray[(indexarray[vindex])].getNormal());
- glTexCoord2fv(vertexarray[(indexarray[vindex])].getUV1());
- glVertex3fv(vertexarray[(indexarray[vindex])].getLocalXYZ());
- vindex++;
-
- glColor4ubv((const GLubyte *)(vertexarray[(indexarray[vindex])].getRGBA()));
- glNormal3fv(vertexarray[(indexarray[vindex])].getNormal());
- glTexCoord2fv(vertexarray[(indexarray[vindex])].getUV1());
- glVertex3fv(vertexarray[(indexarray[vindex])].getLocalXYZ());
- vindex++;
-
- glColor4ubv((const GLubyte *)(vertexarray[(indexarray[vindex])].getRGBA()));
- glNormal3fv(vertexarray[(indexarray[vindex])].getNormal());
- glTexCoord2fv(vertexarray[(indexarray[vindex])].getUV1());
- glVertex3fv(vertexarray[(indexarray[vindex])].getLocalXYZ());
- vindex++;
- }
- }
- glEnd();
- break;
- }
- case KX_MODE_TRIANGLES:
- {
- glBegin(GL_TRIANGLES);
- vindex=0;
- if (useObjectColor)
- {
- for (unsigned int i=0;i<numindices;i+=3)
- {
-
- glColor4d(rgbacolor[0], rgbacolor[1], rgbacolor[2], rgbacolor[3]);
-
- glNormal3fv(vertexarray[(indexarray[vindex])].getNormal());
- glTexCoord2fv(vertexarray[(indexarray[vindex])].getUV1());
- glVertex3fv(vertexarray[(indexarray[vindex])].getLocalXYZ());
- vindex++;
-
- glNormal3fv(vertexarray[(indexarray[vindex])].getNormal());
- glTexCoord2fv(vertexarray[(indexarray[vindex])].getUV1());
- glVertex3fv(vertexarray[(indexarray[vindex])].getLocalXYZ());
- vindex++;
-
- glNormal3fv(vertexarray[(indexarray[vindex])].getNormal());
- glTexCoord2fv(vertexarray[(indexarray[vindex])].getUV1());
- glVertex3fv(vertexarray[(indexarray[vindex])].getLocalXYZ());
- vindex++;
- }
- }
- else
- {
- for (unsigned int i=0;i<numindices;i+=3)
- {
-
- glColor4ubv((const GLubyte *)(vertexarray[(indexarray[vindex])].getRGBA()));
- glNormal3fv(vertexarray[(indexarray[vindex])].getNormal());
- glTexCoord2fv(vertexarray[(indexarray[vindex])].getUV1());
- glVertex3fv(vertexarray[(indexarray[vindex])].getLocalXYZ());
- vindex++;
-
- glColor4ubv((const GLubyte *)(vertexarray[(indexarray[vindex])].getRGBA()));
- glNormal3fv(vertexarray[(indexarray[vindex])].getNormal());
- glTexCoord2fv(vertexarray[(indexarray[vindex])].getUV1());
- glVertex3fv(vertexarray[(indexarray[vindex])].getLocalXYZ());
- vindex++;
-
- glColor4ubv((const GLubyte *)(vertexarray[(indexarray[vindex])].getRGBA()));
- glNormal3fv(vertexarray[(indexarray[vindex])].getNormal());
- glTexCoord2fv(vertexarray[(indexarray[vindex])].getUV1());
- glVertex3fv(vertexarray[(indexarray[vindex])].getLocalXYZ());
- vindex++;
- }
- }
- glEnd();
- break;
- }
- default:
- {
- }
-
- } // switch
- } // for each vertexarray
-
+const MT_Matrix4x4& RAS_OpenGLRasterizer::GetViewInvMatrix() const
+{
+ return m_viewinvmatrix;
}
-void RAS_OpenGLRasterizer::IndexPrimitives_3DText(const vecVertexArray & vertexarrays,
- const vecIndexArrays & indexarrays,
- DrawMode mode,
+void RAS_OpenGLRasterizer::IndexPrimitives_3DText(RAS_MeshSlot& ms,
class RAS_IPolyMaterial* polymat,
- class RAS_IRenderTools* rendertools,
- bool useObjectColor,
- const MT_Vector4& rgbacolor
- )
+ class RAS_IRenderTools* rendertools)
{
- const RAS_TexVert* vertexarray;
- unsigned int numindices, vt;
-
- if (useObjectColor)
- {
+ bool obcolor = ms.m_bObjectColor;
+ MT_Vector4& rgba = ms.m_RGBAcolor;
+ RAS_MeshSlot::iterator it;
+
+ // handle object color
+ if (obcolor) {
glDisableClientState(GL_COLOR_ARRAY);
- glColor4d(rgbacolor[0], rgbacolor[1], rgbacolor[2], rgbacolor[3]);
+ glColor4d(rgba[0], rgba[1], rgba[2], rgba[3]);
}
else
- {
glEnableClientState(GL_COLOR_ARRAY);
- }
-
- for (vt=0;vt<vertexarrays.size();vt++)
- {
- vertexarray = &((*vertexarrays[vt]) [0]);
- const KX_IndexArray & indexarray = (*indexarrays[vt]);
- numindices = indexarray.size();
-
- if (!numindices)
- break;
+
+ for(ms.begin(it); !ms.end(it); ms.next(it)) {
+ RAS_TexVert *vertex;
+ size_t i, j, numvert;
- int vindex=0;
- switch (mode)
- {
- case KX_MODE_LINES:
- {
- glBegin(GL_LINES);
- vindex=0;
- for (unsigned int i=0;i<numindices;i+=2)
- {
- glVertex3fv(vertexarray[(indexarray[vindex++])].getLocalXYZ());
- glVertex3fv(vertexarray[(indexarray[vindex++])].getLocalXYZ());
- }
- glEnd();
- }
- break;
- case KX_MODE_QUADS:
+ numvert = it.array->m_type;
+
+ if(it.array->m_type == RAS_DisplayArray::LINE) {
+ // line drawing, no text
+ glBegin(GL_LINES);
+
+ for(i=0; i<it.totindex; i+=2)
{
- vindex=0;
- for (unsigned int i=0;i<numindices;i+=4)
- {
- float v1[3],v2[3],v3[3],v4[3];
-
- v1[0] = vertexarray[(indexarray[vindex])].getLocalXYZ()[0];
- v1[1] = vertexarray[(indexarray[vindex])].getLocalXYZ()[1];
- v1[2] = vertexarray[(indexarray[vindex])].getLocalXYZ()[2];
- vindex++;
-
- v2[0] = vertexarray[(indexarray[vindex])].getLocalXYZ()[0];
- v2[1] = vertexarray[(indexarray[vindex])].getLocalXYZ()[1];
- v2[2] = vertexarray[(indexarray[vindex])].getLocalXYZ()[2];
- vindex++;
-
- v3[0] = vertexarray[(indexarray[vindex])].getLocalXYZ()[0];
- v3[1] = vertexarray[(indexarray[vindex])].getLocalXYZ()[1];
- v3[2] = vertexarray[(indexarray[vindex])].getLocalXYZ()[2];
- vindex++;
-
- v4[0] = vertexarray[(indexarray[vindex])].getLocalXYZ()[0];
- v4[1] = vertexarray[(indexarray[vindex])].getLocalXYZ()[1];
- v4[2] = vertexarray[(indexarray[vindex])].getLocalXYZ()[2];
-
- vindex++;
-
- rendertools->RenderText(polymat->GetDrawingMode(),polymat,v1,v2,v3,v4);
- ClearCachingInfo();
- }
- break;
+ vertex = &it.vertex[it.index[i]];
+ glVertex3fv(vertex->getXYZ());
+
+ vertex = &it.vertex[it.index[i+1]];
+ glVertex3fv(vertex->getXYZ());
}
- case KX_MODE_TRIANGLES:
+
+ glEnd();
+ }
+ else {
+ // triangle and quad text drawing
+ for(i=0; i<it.totindex; i+=numvert)
{
- glBegin(GL_TRIANGLES);
- vindex=0;
- for (unsigned int i=0;i<numindices;i+=3)
- {
- float v1[3],v2[3],v3[3];
-
- v1[0] = vertexarray[(indexarray[vindex])].getLocalXYZ()[0];
- v1[1] = vertexarray[(indexarray[vindex])].getLocalXYZ()[1];
- v1[2] = vertexarray[(indexarray[vindex])].getLocalXYZ()[2];
- vindex++;
-
- v2[0] = vertexarray[(indexarray[vindex])].getLocalXYZ()[0];
- v2[1] = vertexarray[(indexarray[vindex])].getLocalXYZ()[1];
- v2[2] = vertexarray[(indexarray[vindex])].getLocalXYZ()[2];
- vindex++;
-
- v3[0] = vertexarray[(indexarray[vindex])].getLocalXYZ()[0];
- v3[1] = vertexarray[(indexarray[vindex])].getLocalXYZ()[1];
- v3[2] = vertexarray[(indexarray[vindex])].getLocalXYZ()[2];
- vindex++;
-
- rendertools->RenderText(polymat->GetDrawingMode(),polymat,v1,v2,v3,NULL);
- ClearCachingInfo();
+ float v[4][3];
+ int glattrib, unit;
+
+ for(j=0; j<numvert; j++) {
+ vertex = &it.vertex[it.index[i+j]];
+
+ v[j][0] = vertex->getXYZ()[0];
+ v[j][1] = vertex->getXYZ()[1];
+ v[j][2] = vertex->getXYZ()[2];
}
- glEnd();
- break;
- }
- default:
- {
+
+ // find the right opengl attribute
+ glattrib = -1;
+ if(GLEW_ARB_vertex_program)
+ for(unit=0; unit<m_attrib_num; unit++)
+ if(m_attrib[unit] == RAS_TEXCO_UV1)
+ glattrib = unit;
+
+ rendertools->RenderText(polymat->GetDrawingMode(), polymat,
+ v[0], v[1], v[2], (numvert == 4)? v[3]: NULL, glattrib);
+
+ ClearCachingInfo();
}
- } //switch
- } //for each vertexarray
+ }
+ }
+
+ glDisableClientState(GL_COLOR_ARRAY);
}
void RAS_OpenGLRasterizer::SetTexCoordNum(int num)
@@ -897,14 +610,14 @@ void RAS_OpenGLRasterizer::TexCoord(const RAS_TexVert &tv)
if(GLEW_ARB_multitexture) {
for(unit=0; unit<m_texco_num; unit++) {
- if(tv.getFlag() & TV_2NDUV && (int)tv.getUnit() == unit) {
+ if(tv.getFlag() & RAS_TexVert::SECOND_UV && (int)tv.getUnit() == unit) {
glMultiTexCoord2fvARB(GL_TEXTURE0_ARB+unit, tv.getUV2());
continue;
}
switch(m_texco[unit]) {
case RAS_TEXCO_ORCO:
case RAS_TEXCO_GLOB:
- glMultiTexCoord3fvARB(GL_TEXTURE0_ARB+unit, tv.getLocalXYZ());
+ glMultiTexCoord3fvARB(GL_TEXTURE0_ARB+unit, tv.getXYZ());
break;
case RAS_TEXCO_UV1:
glMultiTexCoord2fvARB(GL_TEXTURE0_ARB+unit, tv.getUV1());
@@ -929,7 +642,7 @@ void RAS_OpenGLRasterizer::TexCoord(const RAS_TexVert &tv)
switch(m_attrib[unit]) {
case RAS_TEXCO_ORCO:
case RAS_TEXCO_GLOB:
- glVertexAttrib3fvARB(unit, tv.getLocalXYZ());
+ glVertexAttrib3fvARB(unit, tv.getXYZ());
break;
case RAS_TEXCO_UV1:
glVertexAttrib2fvARB(unit, tv.getUV1());
@@ -953,211 +666,80 @@ void RAS_OpenGLRasterizer::TexCoord(const RAS_TexVert &tv)
}
}
-void RAS_OpenGLRasterizer::Tangent( const RAS_TexVert& v1,
- const RAS_TexVert& v2,
- const RAS_TexVert& v3,
- const MT_Vector3 &no)
+
+void RAS_OpenGLRasterizer::IndexPrimitives(RAS_MeshSlot& ms)
{
- // TODO: set for deformer...
- MT_Vector3 x1(v1.getLocalXYZ()), x2(v2.getLocalXYZ()), x3(v3.getLocalXYZ());
- MT_Vector2 uv1(v1.getUV1()), uv2(v2.getUV1()), uv3(v3.getUV1());
- MT_Vector3 dx1(x2 - x1), dx2(x3 - x1);
- MT_Vector2 duv1(uv2 - uv1), duv2(uv3 - uv1);
-
- MT_Scalar r = 1.0 / (duv1.x() * duv2.y() - duv2.x() * duv1.y());
- duv1 *= r;
- duv2 *= r;
- MT_Vector3 sdir(duv2.y() * dx1 - duv1.y() * dx2);
- MT_Vector3 tdir(duv1.x() * dx2 - duv2.x() * dx1);
-
- // Gram-Schmidt orthogonalize
- MT_Vector3 t(sdir - no.cross(no.cross(sdir)));
- if (!MT_fuzzyZero(t)) t /= t.length();
-
- float tangent[4];
- t.getValue(tangent);
- // Calculate handedness
- tangent[3] = no.dot(sdir.cross(tdir)) < 0.0 ? -1.0 : 1.0;
+ IndexPrimitivesInternal(ms, false);
}
+void RAS_OpenGLRasterizer::IndexPrimitivesMulti(RAS_MeshSlot& ms)
+{
+ IndexPrimitivesInternal(ms, true);
+}
-void RAS_OpenGLRasterizer::IndexPrimitivesMulti(
- const vecVertexArray& vertexarrays,
- const vecIndexArrays & indexarrays,
- DrawMode mode,
- bool useObjectColor,
- const MT_Vector4& rgbacolor,
- class KX_ListSlot** slot
- )
+void RAS_OpenGLRasterizer::IndexPrimitivesInternal(RAS_MeshSlot& ms, bool multi)
{
+ bool obcolor = ms.m_bObjectColor;
+ bool wireframe = m_drawingmode <= KX_WIREFRAME;
+ MT_Vector4& rgba = ms.m_RGBAcolor;
+ RAS_MeshSlot::iterator it;
+
+ // 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;
- const RAS_TexVert* vertexarray;
- unsigned int numindices,vt;
-
- for (vt=0;vt<vertexarrays.size();vt++)
- {
- vertexarray = &((*vertexarrays[vt]) [0]);
- const KX_IndexArray & indexarray = (*indexarrays[vt]);
- numindices = indexarray.size();
-
- if (!numindices)
- break;
+ if(it.array->m_type == RAS_DisplayArray::LINE) {
+ // line drawing
+ glBegin(GL_LINES);
- int vindex=0;
- switch (mode)
- {
- case KX_MODE_LINES:
+ for(i=0; i<it.totindex; i+=2)
{
- glBegin(GL_LINES);
- vindex=0;
- for (unsigned int i=0;i<numindices;i+=2)
- {
- glVertex3fv(vertexarray[(indexarray[vindex++])].getLocalXYZ());
- glVertex3fv(vertexarray[(indexarray[vindex++])].getLocalXYZ());
- }
- glEnd();
+ vertex = &it.vertex[it.index[i]];
+ glVertex3fv(vertex->getXYZ());
+
+ vertex = &it.vertex[it.index[i+1]];
+ glVertex3fv(vertex->getXYZ());
}
- break;
- case KX_MODE_QUADS:
- {
+
+ glEnd();
+ }
+ else {
+ // triangle and quad drawing
+ if(it.array->m_type == RAS_DisplayArray::TRIANGLE)
+ glBegin(GL_TRIANGLES);
+ else
glBegin(GL_QUADS);
- vindex=0;
- if (useObjectColor)
- {
- for (unsigned int i=0;i<numindices;i+=4)
- {
-
- glColor4d(rgbacolor[0], rgbacolor[1], rgbacolor[2], rgbacolor[3]);
-
- //
- glNormal3fv(vertexarray[(indexarray[vindex])].getNormal());
- TexCoord(vertexarray[(indexarray[vindex])]);
- glVertex3fv(vertexarray[(indexarray[vindex])].getLocalXYZ());
- vindex++;
-
- //
- glNormal3fv(vertexarray[(indexarray[vindex])].getNormal());
- TexCoord(vertexarray[(indexarray[vindex])]);
- glVertex3fv(vertexarray[(indexarray[vindex])].getLocalXYZ());
- vindex++;
-
- //
- glNormal3fv(vertexarray[(indexarray[vindex])].getNormal());
- TexCoord(vertexarray[(indexarray[vindex])]);
- glVertex3fv(vertexarray[(indexarray[vindex])].getLocalXYZ());
- vindex++;
-
- //
- glNormal3fv(vertexarray[(indexarray[vindex])].getNormal());
- TexCoord(vertexarray[(indexarray[vindex])]);
- glVertex3fv(vertexarray[(indexarray[vindex])].getLocalXYZ());
- vindex++;
- }
- }
- else
- {
- for (unsigned int i=0;i<numindices;i+=4)
- {
- // This looks curiously endian unsafe to me.
- // However it depends on the way the colors are packed into
- // the m_rgba field of RAS_TexVert
-
- //
- glColor4ubv((const GLubyte *)(vertexarray[(indexarray[vindex])].getRGBA()));
-
- glNormal3fv(vertexarray[(indexarray[vindex])].getNormal());
- TexCoord(vertexarray[(indexarray[vindex])]);
- glVertex3fv(vertexarray[(indexarray[vindex])].getLocalXYZ());
- vindex++;
-
- //
- glColor4ubv((const GLubyte *)(vertexarray[(indexarray[vindex])].getRGBA()));
- glNormal3fv(vertexarray[(indexarray[vindex])].getNormal());
- TexCoord(vertexarray[(indexarray[vindex])]);
- glVertex3fv(vertexarray[(indexarray[vindex])].getLocalXYZ());
- vindex++;
-
- //
- glColor4ubv((const GLubyte *)(vertexarray[(indexarray[vindex])].getRGBA()));
- glNormal3fv(vertexarray[(indexarray[vindex])].getNormal());
- TexCoord(vertexarray[(indexarray[vindex])]);
- glVertex3fv(vertexarray[(indexarray[vindex])].getLocalXYZ());
- vindex++;
-
- //
- glColor4ubv((const GLubyte *)(vertexarray[(indexarray[vindex])].getRGBA()));
- glNormal3fv(vertexarray[(indexarray[vindex])].getNormal());
- TexCoord(vertexarray[(indexarray[vindex])]);
- glVertex3fv(vertexarray[(indexarray[vindex])].getLocalXYZ());
- vindex++;
- }
- }
- glEnd();
- break;
- }
- case KX_MODE_TRIANGLES:
+
+ for(i=0; i<it.totindex; i+=numvert)
{
- glBegin(GL_TRIANGLES);
- vindex=0;
- if (useObjectColor)
- {
- for (unsigned int i=0;i<numindices;i+=3)
- {
-
- glColor4d(rgbacolor[0], rgbacolor[1], rgbacolor[2], rgbacolor[3]);
- //
- glNormal3fv(vertexarray[(indexarray[vindex])].getNormal());
- TexCoord(vertexarray[(indexarray[vindex])]);
- glVertex3fv(vertexarray[(indexarray[vindex])].getLocalXYZ());
- vindex++;
-
- //
- glNormal3fv(vertexarray[(indexarray[vindex])].getNormal());
- TexCoord(vertexarray[(indexarray[vindex])]);
- glVertex3fv(vertexarray[(indexarray[vindex])].getLocalXYZ());
- vindex++;
-
- //
- glNormal3fv(vertexarray[(indexarray[vindex])].getNormal());
- TexCoord(vertexarray[(indexarray[vindex])]);
- glVertex3fv(vertexarray[(indexarray[vindex])].getLocalXYZ());
- vindex++;
- }
- }
- else
- {
- for (unsigned int i=0;i<numindices;i+=3)
- {
- //
- glColor4ubv((const GLubyte *)(vertexarray[(indexarray[vindex])].getRGBA()));
- glNormal3fv(vertexarray[(indexarray[vindex])].getNormal());
- TexCoord(vertexarray[(indexarray[vindex])]);
- glVertex3fv(vertexarray[(indexarray[vindex])].getLocalXYZ());
- vindex++;
-
- //
- glColor4ubv((const GLubyte *)(vertexarray[(indexarray[vindex])].getRGBA()));
- glNormal3fv(vertexarray[(indexarray[vindex])].getNormal());
- TexCoord(vertexarray[(indexarray[vindex])]);
- glVertex3fv(vertexarray[(indexarray[vindex])].getLocalXYZ());
- vindex++;
-
- //
- glColor4ubv((const GLubyte *)(vertexarray[(indexarray[vindex])].getRGBA()));
- glNormal3fv(vertexarray[(indexarray[vindex])].getNormal());
- TexCoord(vertexarray[(indexarray[vindex])]);
- glVertex3fv(vertexarray[(indexarray[vindex])].getLocalXYZ());
- vindex++;
+ 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->getUV1());
}
+
+ glVertex3fv(vertex->getXYZ());
}
- glEnd();
- break;
- }
- default:
- {
}
- } // switch
- } // for each vertexarray
+
+ glEnd();
+ }
+ }
}
void RAS_OpenGLRasterizer::SetProjectionMatrix(MT_CmMatrix4x4 &mat)
@@ -1232,7 +814,7 @@ MT_Matrix4x4 RAS_OpenGLRasterizer::GetFrustumMatrix(
void RAS_OpenGLRasterizer::SetViewMatrix(const MT_Matrix4x4 &mat, const MT_Vector3& campos,
const MT_Point3 &, const MT_Quaternion &camOrientQuat)
{
- MT_Matrix4x4 viewMat = mat;
+ m_viewmatrix = mat;
// correction for stereo
if(m_stereomode != RAS_STEREO_NOSTEREO)
@@ -1259,7 +841,7 @@ void RAS_OpenGLRasterizer::SetViewMatrix(const MT_Matrix4x4 &mat, const MT_Vecto
MT_Transform transform;
transform.setIdentity();
transform.translate(-(eyeline * m_eyeseparation / 2.0));
- viewMat *= transform;
+ m_viewmatrix *= transform;
}
break;
case RAS_STEREO_RIGHTEYE:
@@ -1268,20 +850,21 @@ void RAS_OpenGLRasterizer::SetViewMatrix(const MT_Matrix4x4 &mat, const MT_Vecto
MT_Transform transform;
transform.setIdentity();
transform.translate(eyeline * m_eyeseparation / 2.0);
- viewMat *= transform;
+ m_viewmatrix *= transform;
}
break;
}
}
- // convert row major matrix 'viewMat' to column major for OpenGL
- MT_Scalar cammat[16];
- viewMat.getValue(cammat);
- MT_CmMatrix4x4 viewCmmat = cammat;
+ m_viewinvmatrix = m_viewmatrix;
+ m_viewinvmatrix.invert();
+
+ // note: getValue gives back column major as needed by OpenGL
+ MT_Scalar glviewmat[16];
+ m_viewmatrix.getValue(glviewmat);
glMatrixMode(GL_MODELVIEW);
- m_viewmatrix = viewCmmat;
- glLoadMatrixd(&m_viewmatrix(0,0));
+ glLoadMatrixd(glviewmat);
m_campos = campos;
}
@@ -1292,20 +875,6 @@ const MT_Point3& RAS_OpenGLRasterizer::GetCameraPosition()
}
-
-void RAS_OpenGLRasterizer::LoadViewMatrix()
-{
- glLoadMatrixd(&m_viewmatrix(0,0));
-}
-
-
-
-void RAS_OpenGLRasterizer::EnableTextures(bool enable)
-{
-}
-
-
-
void RAS_OpenGLRasterizer::SetCullFace(bool enable)
{
if (enable)
@@ -1388,23 +957,23 @@ void RAS_OpenGLRasterizer::SetBlendingMode(int blendmode)
if(blendmode == m_last_blendmode)
return;
- if(blendmode == 0) {
+ if(blendmode == GPU_BLEND_SOLID) {
glDisable(GL_BLEND);
glDisable(GL_ALPHA_TEST);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
}
- else if(blendmode == 1) {
+ else if(blendmode == GPU_BLEND_ADD) {
glBlendFunc(GL_ONE, GL_ONE);
glEnable(GL_BLEND);
glDisable(GL_ALPHA_TEST);
}
- else if(blendmode == 2) {
+ else if(blendmode == GPU_BLEND_ALPHA) {
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glEnable(GL_BLEND);
glEnable(GL_ALPHA_TEST);
glAlphaFunc(GL_GREATER, 0.0f);
}
- else if(blendmode == 4) {
+ else if(blendmode == GPU_BLEND_CLIP) {
glDisable(GL_BLEND);
glEnable(GL_ALPHA_TEST);
glAlphaFunc(GL_GREATER, 0.5f);
@@ -1413,3 +982,16 @@ void RAS_OpenGLRasterizer::SetBlendingMode(int blendmode)
m_last_blendmode = blendmode;
}
+void RAS_OpenGLRasterizer::SetFrontFace(bool ccw)
+{
+ if(m_last_frontface == ccw)
+ return;
+
+ if(ccw)
+ glFrontFace(GL_CCW);
+ else
+ glFrontFace(GL_CW);
+
+ m_last_frontface = ccw;
+}
+
diff --git a/source/gameengine/Rasterizer/RAS_OpenGLRasterizer/RAS_OpenGLRasterizer.h b/source/gameengine/Rasterizer/RAS_OpenGLRasterizer/RAS_OpenGLRasterizer.h
index 02056cce446..368bd4312ac 100644
--- a/source/gameengine/Rasterizer/RAS_OpenGLRasterizer/RAS_OpenGLRasterizer.h
+++ b/source/gameengine/Rasterizer/RAS_OpenGLRasterizer/RAS_OpenGLRasterizer.h
@@ -41,7 +41,7 @@ using namespace std;
#include "RAS_MaterialBucket.h"
#include "RAS_ICanvas.h"
-#define RAS_MAX_TEXCO 3 // match in BL_Material
+#define RAS_MAX_TEXCO 8 // match in BL_Material
#define RAS_MAX_ATTRIB 16 // match in BL_BlenderShader
struct OglDebugLine
@@ -77,7 +77,8 @@ class RAS_OpenGLRasterizer : public RAS_IRasterizer
float m_ambb;
double m_time;
- MT_CmMatrix4x4 m_viewmatrix;
+ MT_Matrix4x4 m_viewmatrix;
+ MT_Matrix4x4 m_viewinvmatrix;
MT_Point3 m_campos;
StereoMode m_stereomode;
@@ -100,6 +101,7 @@ protected:
int m_texco_num;
int m_attrib_num;
int m_last_blendmode;
+ bool m_last_frontface;
/** Stores the caching information for the last material activated. */
RAS_IPolyMaterial::TCachingInfo m_materialCachingInfo;
@@ -144,33 +146,15 @@ public:
virtual float GetFocalLength();
virtual void SwapBuffers();
- virtual void IndexPrimitives(
- const vecVertexArray& vertexarrays,
- const vecIndexArrays & indexarrays,
- DrawMode mode,
- bool useObjectColor,
- const MT_Vector4& rgbacolor,
- class KX_ListSlot** slot
- );
+ virtual void IndexPrimitives(class RAS_MeshSlot& ms);
+ virtual void IndexPrimitivesMulti(class RAS_MeshSlot& ms);
virtual void IndexPrimitives_3DText(
- const vecVertexArray& vertexarrays,
- const vecIndexArrays & indexarrays,
- DrawMode mode,
+ class RAS_MeshSlot& ms,
class RAS_IPolyMaterial* polymat,
- class RAS_IRenderTools* rendertools,
- bool useObjectColor,
- const MT_Vector4& rgbacolor
- );
-
- virtual void IndexPrimitivesMulti(
- const vecVertexArray& vertexarrays,
- const vecIndexArrays & indexarrays,
- DrawMode mode,
- bool useObjectColor,
- const MT_Vector4& rgbacolor,
- class KX_ListSlot** slot);
+ class RAS_IRenderTools* rendertools);
+ void IndexPrimitivesInternal(RAS_MeshSlot& ms, bool multi);
virtual void SetProjectionMatrix(MT_CmMatrix4x4 & mat);
virtual void SetProjectionMatrix(const MT_Matrix4x4 & mat);
@@ -182,7 +166,6 @@ public:
);
virtual const MT_Point3& GetCameraPosition();
- virtual void LoadViewMatrix();
virtual void SetFog(
float start,
@@ -214,7 +197,6 @@ public:
virtual void SetDrawingMode(int drawingmode);
virtual int GetDrawingMode();
- virtual void EnableTextures(bool enable);
virtual void SetCullFace(bool enable);
virtual void SetLines(bool enable);
@@ -270,13 +252,10 @@ public:
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 TexCoord(const RAS_TexVert &tv);
- void Tangent(const RAS_TexVert& v1,
- const RAS_TexVert& v2,
- const RAS_TexVert& v3,
- const MT_Vector3 &no);
+ const MT_Matrix4x4& GetViewMatrix() const;
+ const MT_Matrix4x4& GetViewInvMatrix() const;
virtual void EnableMotionBlur(float motionblurvalue);
virtual void DisableMotionBlur();
@@ -293,6 +272,7 @@ public:
};
virtual void SetBlendingMode(int blendmode);
+ virtual void SetFrontFace(bool ccw);
};
#endif //__RAS_OPENGLRASTERIZER
diff --git a/source/gameengine/Rasterizer/RAS_OpenGLRasterizer/RAS_VAOpenGLRasterizer.cpp b/source/gameengine/Rasterizer/RAS_OpenGLRasterizer/RAS_VAOpenGLRasterizer.cpp
index c78a97ad7be..2cb3b52adfb 100644
--- a/source/gameengine/Rasterizer/RAS_OpenGLRasterizer/RAS_VAOpenGLRasterizer.cpp
+++ b/source/gameengine/Rasterizer/RAS_OpenGLRasterizer/RAS_VAOpenGLRasterizer.cpp
@@ -33,6 +33,7 @@
#include <stdlib.h>
#include "GL/glew.h"
+#include "GPU_extensions.h"
#include "STR_String.h"
#include "RAS_TexVert.h"
@@ -77,16 +78,16 @@ void RAS_VAOpenGLRasterizer::SetDrawingMode(int drawingmode)
{
case KX_BOUNDINGBOX:
case KX_WIREFRAME:
- glDisableClientState(GL_COLOR_ARRAY);
- glDisable(GL_CULL_FACE);
+ //glDisableClientState(GL_COLOR_ARRAY);
+ //glDisable(GL_CULL_FACE);
break;
case KX_SOLID:
- glDisableClientState(GL_COLOR_ARRAY);
+ //glDisableClientState(GL_COLOR_ARRAY);
break;
case KX_TEXTURED:
case KX_SHADED:
case KX_SHADOW:
- glEnableClientState(GL_COLOR_ARRAY);
+ //glEnableClientState(GL_COLOR_ARRAY);
default:
break;
}
@@ -98,141 +99,121 @@ void RAS_VAOpenGLRasterizer::Exit()
glEnableClientState(GL_NORMAL_ARRAY);
glDisableClientState(GL_TEXTURE_COORD_ARRAY);
glDisableClientState(GL_COLOR_ARRAY);
- EnableTextures(false);
RAS_OpenGLRasterizer::Exit();
}
-void RAS_VAOpenGLRasterizer::IndexPrimitives( const vecVertexArray& vertexarrays,
- const vecIndexArrays & indexarrays,
- DrawMode mode,
- bool useObjectColor,
- const MT_Vector4& rgbacolor,
- class KX_ListSlot** slot)
+void RAS_VAOpenGLRasterizer::IndexPrimitives(RAS_MeshSlot& ms)
{
- static const GLsizei vtxstride = sizeof(RAS_TexVert);
+ static const GLsizei stride = sizeof(RAS_TexVert);
+ bool wireframe = m_drawingmode <= KX_WIREFRAME;
+ RAS_MeshSlot::iterator it;
GLenum drawmode;
- if(mode == KX_MODE_TRIANGLES)
- drawmode = GL_TRIANGLES;
- else if(mode == KX_MODE_QUADS)
- drawmode = GL_QUADS;
- else
- drawmode = GL_LINES;
- const RAS_TexVert* vertexarray;
- unsigned int numindices, vt;
-
- if (drawmode != GL_LINES)
- {
- if (useObjectColor)
- {
- glDisableClientState(GL_COLOR_ARRAY);
- glColor4d(rgbacolor[0], rgbacolor[1], rgbacolor[2], rgbacolor[3]);
- } else
- {
- glColor4d(0,0,0,1.0);
- glEnableClientState(GL_COLOR_ARRAY);
- }
- }
- else
- {
- glColor3d(0,0,0);
- }
-
- EnableTextures(false);
- glEnableClientState(GL_TEXTURE_COORD_ARRAY);
+ if(!wireframe)
+ glEnableClientState(GL_TEXTURE_COORD_ARRAY);
// use glDrawElements to draw each vertexarray
- for (vt=0;vt<vertexarrays.size();vt++)
- {
- vertexarray = &((*vertexarrays[vt]) [0]);
- const KX_IndexArray & indexarray = (*indexarrays[vt]);
- numindices = indexarray.size();
-
- if (!numindices)
+ for(ms.begin(it); !ms.end(it); ms.next(it)) {
+ if(it.totindex == 0)
continue;
-
- glVertexPointer(3,GL_FLOAT,vtxstride,vertexarray->getLocalXYZ());
- glNormalPointer(GL_FLOAT,vtxstride,vertexarray->getNormal());
- glTexCoordPointer(2,GL_FLOAT,vtxstride,vertexarray->getUV1());
- if(glIsEnabled(GL_COLOR_ARRAY))
- glColorPointer(4,GL_UNSIGNED_BYTE,vtxstride,vertexarray->getRGBA());
- //if(m_Lock)
- // local->Begin(vertexarrays[vt]->size());
+ // drawing mode
+ if(it.array->m_type == RAS_DisplayArray::TRIANGLE)
+ drawmode = GL_TRIANGLES;
+ else if(it.array->m_type == RAS_DisplayArray::QUAD)
+ drawmode = GL_QUADS;
+ else
+ drawmode = GL_LINES;
+
+ // colors
+ if (drawmode != GL_LINES && !wireframe) {
+ if (ms.m_bObjectColor) {
+ const MT_Vector4& rgba = ms.m_RGBAcolor;
- // here the actual drawing takes places
- glDrawElements(drawmode,numindices,GL_UNSIGNED_SHORT,&(indexarray[0]));
+ glDisableClientState(GL_COLOR_ARRAY);
+ glColor4d(rgba[0], rgba[1], rgba[2], rgba[3]);
+ }
+ else {
+ glColor4f(0.0f, 0.0f, 0.0f, 1.0f);
+ glEnableClientState(GL_COLOR_ARRAY);
+ }
+ }
+ else
+ glColor4f(0.0f, 0.0f, 0.0f, 1.0f);
+
+ glVertexPointer(3, GL_FLOAT, stride, it.vertex->getXYZ());
+ glNormalPointer(GL_FLOAT, stride, it.vertex->getNormal());
+ if(!wireframe) {
+ glTexCoordPointer(2, GL_FLOAT, stride, it.vertex->getUV1());
+ if(glIsEnabled(GL_COLOR_ARRAY))
+ glColorPointer(4, GL_UNSIGNED_BYTE, stride, it.vertex->getRGBA());
+ }
- //if(m_Lock)
- // local->End();
+ // here the actual drawing takes places
+ glDrawElements(drawmode, it.totindex, GL_UNSIGNED_SHORT, it.index);
}
- glDisableClientState(GL_TEXTURE_COORD_ARRAY);
+ if(!wireframe) {
+ glDisableClientState(GL_TEXTURE_COORD_ARRAY);
+ glDisableClientState(GL_COLOR_ARRAY);
+ }
}
-void RAS_VAOpenGLRasterizer::IndexPrimitivesMulti( const vecVertexArray& vertexarrays,
- const vecIndexArrays & indexarrays,
- DrawMode mode,
- bool useObjectColor,
- const MT_Vector4& rgbacolor,
- class KX_ListSlot** slot)
+void RAS_VAOpenGLRasterizer::IndexPrimitivesMulti(RAS_MeshSlot& ms)
{
- static const GLsizei vtxstride = sizeof(RAS_TexVert);
-
+ static const GLsizei stride = sizeof(RAS_TexVert);
+ bool wireframe = m_drawingmode <= KX_WIREFRAME;
+ RAS_MeshSlot::iterator it;
GLenum drawmode;
- if(mode == KX_MODE_TRIANGLES)
- drawmode = GL_TRIANGLES;
- else if(mode == KX_MODE_QUADS)
- drawmode = GL_QUADS;
- else
- drawmode = GL_LINES;
- const RAS_TexVert* vertexarray;
- unsigned int numindices, vt;
-
- if (drawmode != GL_LINES)
- {
- if (useObjectColor)
- {
- glDisableClientState(GL_COLOR_ARRAY);
- glColor4d(rgbacolor[0], rgbacolor[1], rgbacolor[2], rgbacolor[3]);
- }
- else
- {
- glColor4d(0,0,0,1.0);
- glEnableClientState(GL_COLOR_ARRAY);
- }
- }
- else
- {
- glColor3d(0,0,0);
- }
+ if(!wireframe)
+ EnableTextures(true);
// use glDrawElements to draw each vertexarray
- for (vt=0;vt<vertexarrays.size();vt++)
- {
- vertexarray = &((*vertexarrays[vt]) [0]);
- const KX_IndexArray & indexarray = (*indexarrays[vt]);
- numindices = indexarray.size();
-
- if (!numindices)
+ for(ms.begin(it); !ms.end(it); ms.next(it)) {
+ if(it.totindex == 0)
continue;
- glVertexPointer(3,GL_FLOAT,vtxstride,vertexarray->getLocalXYZ());
- glNormalPointer(GL_FLOAT,vtxstride,vertexarray->getNormal());
- TexCoordPtr(vertexarray);
- if(glIsEnabled(GL_COLOR_ARRAY))
- glColorPointer(4,GL_UNSIGNED_BYTE,vtxstride,vertexarray->getRGBA());
+ // drawing mode
+ if(it.array->m_type == RAS_DisplayArray::TRIANGLE)
+ drawmode = GL_TRIANGLES;
+ else if(it.array->m_type == RAS_DisplayArray::QUAD)
+ drawmode = GL_QUADS;
+ else
+ drawmode = GL_LINES;
+
+ // colors
+ if (drawmode != GL_LINES && !wireframe) {
+ if (ms.m_bObjectColor) {
+ const MT_Vector4& rgba = ms.m_RGBAcolor;
- //if(m_Lock)
- // local->Begin(vertexarrays[vt]->size());
+ glDisableClientState(GL_COLOR_ARRAY);
+ glColor4d(rgba[0], rgba[1], rgba[2], rgba[3]);
+ }
+ else {
+ glColor4f(0.0f, 0.0f, 0.0f, 1.0f);
+ glEnableClientState(GL_COLOR_ARRAY);
+ }
+ }
+ else
+ glColor4f(0.0f, 0.0f, 0.0f, 1.0f);
+
+ glVertexPointer(3, GL_FLOAT, stride, it.vertex->getXYZ());
+ glNormalPointer(GL_FLOAT, stride, it.vertex->getNormal());
+ if(!wireframe) {
+ TexCoordPtr(it.vertex);
+ if(glIsEnabled(GL_COLOR_ARRAY))
+ glColorPointer(4, GL_UNSIGNED_BYTE, stride, it.vertex->getRGBA());
+ }
// here the actual drawing takes places
- glDrawElements(drawmode,numindices,GL_UNSIGNED_SHORT,&(indexarray[0]));
-
- //if(m_Lock)
- // local->End();
+ glDrawElements(drawmode, it.totindex, GL_UNSIGNED_SHORT, it.index);
+ }
+
+ if(!wireframe) {
+ glDisableClientState(GL_COLOR_ARRAY);
+ EnableTextures(false);
}
}
@@ -248,7 +229,7 @@ void RAS_VAOpenGLRasterizer::TexCoordPtr(const RAS_TexVert *tv)
for(unit=0; unit<m_texco_num; unit++)
{
glClientActiveTextureARB(GL_TEXTURE0_ARB+unit);
- if(tv->getFlag() & TV_2NDUV && (int)tv->getUnit() == unit) {
+ if(tv->getFlag() & RAS_TexVert::SECOND_UV && (int)tv->getUnit() == unit) {
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
glTexCoordPointer(2, GL_FLOAT, sizeof(RAS_TexVert), tv->getUV2());
continue;
@@ -257,7 +238,7 @@ void RAS_VAOpenGLRasterizer::TexCoordPtr(const RAS_TexVert *tv)
{
case RAS_TEXCO_ORCO:
case RAS_TEXCO_GLOB:
- glTexCoordPointer(3, GL_FLOAT, sizeof(RAS_TexVert),tv->getLocalXYZ());
+ glTexCoordPointer(3, GL_FLOAT, sizeof(RAS_TexVert),tv->getXYZ());
break;
case RAS_TEXCO_UV1:
glTexCoordPointer(2, GL_FLOAT, sizeof(RAS_TexVert),tv->getUV1());
@@ -284,7 +265,7 @@ void RAS_VAOpenGLRasterizer::TexCoordPtr(const RAS_TexVert *tv)
switch(m_attrib[unit]) {
case RAS_TEXCO_ORCO:
case RAS_TEXCO_GLOB:
- glVertexAttribPointerARB(unit, 3, GL_FLOAT, GL_FALSE, sizeof(RAS_TexVert), tv->getLocalXYZ());
+ glVertexAttribPointerARB(unit, 3, GL_FLOAT, GL_FALSE, sizeof(RAS_TexVert), tv->getXYZ());
break;
case RAS_TEXCO_UV1:
glVertexAttribPointerARB(unit, 2, GL_FLOAT, GL_FALSE, sizeof(RAS_TexVert), tv->getUV1());
@@ -313,11 +294,6 @@ void RAS_VAOpenGLRasterizer::EnableTextures(bool enable)
TexCoGen *texco, *attrib;
int unit, texco_num, attrib_num;
- /* disable previously enabled texture coordinates and attributes. ideally
- * this shouldn't be necessary .. */
- if(enable)
- EnableTextures(false);
-
/* we cache last texcoords and attribs to ensure we disable the ones that
* were actually last set */
if(enable) {
diff --git a/source/gameengine/Rasterizer/RAS_OpenGLRasterizer/RAS_VAOpenGLRasterizer.h b/source/gameengine/Rasterizer/RAS_OpenGLRasterizer/RAS_VAOpenGLRasterizer.h
index e4cc4ace0e8..766bbfbed0e 100644
--- a/source/gameengine/Rasterizer/RAS_OpenGLRasterizer/RAS_VAOpenGLRasterizer.h
+++ b/source/gameengine/Rasterizer/RAS_OpenGLRasterizer/RAS_VAOpenGLRasterizer.h
@@ -50,22 +50,10 @@ public:
virtual void SetDrawingMode(int drawingmode);
- virtual void IndexPrimitives( const vecVertexArray& vertexarrays,
- const vecIndexArrays & indexarrays,
- DrawMode mode,
- bool useObjectColor,
- const MT_Vector4& rgbacolor,
- class KX_ListSlot** slot);
-
- virtual void IndexPrimitivesMulti(
- const vecVertexArray& vertexarrays,
- const vecIndexArrays & indexarrays,
- DrawMode mode,
- bool useObjectColor,
- const MT_Vector4& rgbacolor,
- class KX_ListSlot** slot);
-
+ virtual void IndexPrimitives(class RAS_MeshSlot& ms);
+ virtual void IndexPrimitivesMulti(class RAS_MeshSlot& ms);
+private:
virtual void EnableTextures(bool enable);
//virtual bool QueryArrays(){return true;}
//virtual bool QueryLists(){return m_Lock;}
diff --git a/source/gameengine/Rasterizer/RAS_OpenGLRasterizer/SConscript b/source/gameengine/Rasterizer/RAS_OpenGLRasterizer/SConscript
index 0cf9c326370..8d46528f7f0 100644
--- a/source/gameengine/Rasterizer/RAS_OpenGLRasterizer/SConscript
+++ b/source/gameengine/Rasterizer/RAS_OpenGLRasterizer/SConscript
@@ -1,12 +1,9 @@
#!/usr/bin/python
Import ('env')
-if env['WITH_BF_GLEXT'] == 1:
- env['CPPFLAGS'].append('-DWITH_GLEXT')
-
sources = env.Glob('*.cpp')
incs = '. #source/kernel/gen_system #intern/string #intern/moto/include #source/gameengine/Rasterizer #source/gameengine/BlenderRoutines '
-incs += ' #extern/glew/include ' + env['BF_OPENGL_INC']
+incs += ' #source/blender/gpu #extern/glew/include ' + env['BF_OPENGL_INC']
env.BlenderLib ( 'bf_oglrasterizer', Split(sources), Split(incs), [], libtype=['game','player'], priority=[40, 120] )