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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_Polygon.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_Polygon.h')
-rw-r--r--source/gameengine/Rasterizer/RAS_Polygon.h56
1 files changed, 24 insertions, 32 deletions
diff --git a/source/gameengine/Rasterizer/RAS_Polygon.h b/source/gameengine/Rasterizer/RAS_Polygon.h
index 7ce7926a816..18526ba45f7 100644
--- a/source/gameengine/Rasterizer/RAS_Polygon.h
+++ b/source/gameengine/Rasterizer/RAS_Polygon.h
@@ -35,55 +35,47 @@
#include <vector>
using namespace std;
-
-//
-// Bitfield that stores the flags for each CValue derived class
-//
-struct PolygonFlags {
- PolygonFlags() :
- Visible(true),
- Collider(true)
- {
- }
- unsigned char Visible : 1;
- unsigned char Collider : 1;
- //int Visible : 1;
- //int Collider : 1;
-};
+/* polygon flags */
class RAS_Polygon
{
+ /* location */
RAS_MaterialBucket* m_bucket;
- KX_VertexIndex m_vertexindexbase;
- int m_numverts;
- int m_edgecode;
- PolygonFlags m_polyFlags;
-
+ RAS_DisplayArray* m_darray;
+ unsigned short m_offset[4];
+ unsigned short m_numvert;
+
+ /* flags */
+ unsigned char m_edgecode;
+ unsigned char m_polyflags;
public:
- RAS_Polygon(RAS_MaterialBucket* bucket,
- bool visible,
- int numverts,
- int vtxarrayindex) ;
+ enum {
+ VISIBLE = 1,
+ COLLIDER = 2
+ };
+
+ RAS_Polygon(RAS_MaterialBucket* bucket, RAS_DisplayArray* darray, int numvert);
virtual ~RAS_Polygon() {};
-// RAS_TexVert* GetVertex(int index);
int VertexCount();
- void SetVertex(int i, unsigned int vertexindex); //const MT_Point3& xyz,const MT_Point2& uv,const unsigned int rgbacolor,const MT_Vector3& normal)
-
- const KX_VertexIndex& GetIndexBase();
+ RAS_TexVert* GetVertex(int i);
- void SetVisibleWireframeEdges(int edgecode);
+ void SetVertexOffset(int i, unsigned short offset);
+ int GetVertexOffset(int i);
+
// each bit is for a visible edge, starting with bit 1 for the first edge, bit 2 for second etc.
int GetEdgeCode();
+ void SetEdgeCode(int edgecode);
bool IsVisible();
+ void SetVisible(bool visible);
+
bool IsCollider();
- void SetCollider(bool col);
+ void SetCollider(bool collider);
- KX_VertexIndex& GetVertexIndexBase();
RAS_MaterialBucket* GetMaterial();
-
+ RAS_DisplayArray* GetDisplayArray();
};
#endif