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authorBrecht Van Lommel <brechtvanlommel@pandora.be>2008-09-14 04:32:18 +0400
committerBrecht Van Lommel <brechtvanlommel@pandora.be>2008-09-14 04:32:18 +0400
commit704fef314a6a4ed17ad93cb32f1821c337ddb7d5 (patch)
tree2eb7219c466acd0c77ae21d9231543ba1508d8b3 /source/gameengine/Rasterizer
parent06be41648ffe7be565fe5a1e117e3611384c667f (diff)
Various game engine fixes:
* Fix issue with add transparency mode with blender materials. * Possible fix at frontface flip in the game engine. * Fix color buffering clearing for multiple viewports, it used to clear as if there was one. * Fix for zoom level in user defined viewports, it was based on the full window before, now it is based on the viewport itself. * For user defined viewports, always use Expose instead of Letterbox with bars, the latter doesn't make sense then.
Diffstat (limited to 'source/gameengine/Rasterizer')
-rw-r--r--source/gameengine/Rasterizer/RAS_BucketManager.cpp21
-rw-r--r--source/gameengine/Rasterizer/RAS_FramingManager.h15
-rw-r--r--source/gameengine/Rasterizer/RAS_IRasterizer.h8
-rw-r--r--source/gameengine/Rasterizer/RAS_OpenGLRasterizer/RAS_OpenGLRasterizer.cpp37
-rw-r--r--source/gameengine/Rasterizer/RAS_OpenGLRasterizer/RAS_OpenGLRasterizer.h3
5 files changed, 44 insertions, 40 deletions
diff --git a/source/gameengine/Rasterizer/RAS_BucketManager.cpp b/source/gameengine/Rasterizer/RAS_BucketManager.cpp
index 9fb21a3c17b..f7938bb62e6 100644
--- a/source/gameengine/Rasterizer/RAS_BucketManager.cpp
+++ b/source/gameengine/Rasterizer/RAS_BucketManager.cpp
@@ -130,9 +130,6 @@ void RAS_BucketManager::OrderBuckets(const MT_Transform& cameratrans, BucketList
sort(slots.begin(), slots.end(), fronttoback());
}
-//static int TOTASLOT = 0;
-//static int TOTSLOT = 0;
-
void RAS_BucketManager::RenderAlphaBuckets(
const MT_Transform& cameratrans, RAS_IRasterizer* rasty, RAS_IRenderTools* rendertools)
{
@@ -149,10 +146,8 @@ void RAS_BucketManager::RenderAlphaBuckets(
for(sit=slots.begin(); sit!=slots.end(); ++sit) {
rendertools->SetClientObject(rasty, sit->m_ms->m_clientObj);
- while(sit->m_bucket->ActivateMaterial(cameratrans, rasty, rendertools)) {
+ while(sit->m_bucket->ActivateMaterial(cameratrans, rasty, rendertools))
sit->m_bucket->RenderMeshSlot(cameratrans, rasty, rendertools, *(sit->m_ms));
- //TOTASLOT++;
- }
}
rasty->SetDepthMask(RAS_IRasterizer::KX_DEPTHMASK_ENABLED);
@@ -173,13 +168,14 @@ void RAS_BucketManager::RenderSolidBuckets(
rendertools->SetClientObject(rasty, mit->m_clientObj);
- while ((*bit)->ActivateMaterial(cameratrans, rasty, rendertools)) {
+ while ((*bit)->ActivateMaterial(cameratrans, rasty, rendertools))
(*bit)->RenderMeshSlot(cameratrans, rasty, rendertools, *mit);
- //TOTSLOT++;
- }
}
}
+ /* this code draws meshes order front-to-back instead to reduce overdraw.
+ * it turned out slower due to much material state switching, a more clever
+ * algorithm might do better. */
#if 0
vector<sortedmeshslot> slots;
vector<sortedmeshslot>::iterator sit;
@@ -198,17 +194,12 @@ void RAS_BucketManager::RenderSolidBuckets(
void RAS_BucketManager::Renderbuckets(
const MT_Transform& cameratrans, RAS_IRasterizer* rasty, RAS_IRenderTools* rendertools)
{
- // beginning each frame, clear (texture/material) caching information
+ /* beginning each frame, clear (texture/material) caching information */
rasty->ClearCachingInfo();
- //TOTASLOT = 0;
- //TOTSLOT = 0;
-
RenderSolidBuckets(cameratrans, rasty, rendertools);
RenderAlphaBuckets(cameratrans, rasty, rendertools);
- //printf("total slots = %d = %d + %d\n", TOTSLOT + TOTASLOT, TOTSLOT, TOTASLOT);
-
rendertools->SetClientObject(rasty, NULL);
}
diff --git a/source/gameengine/Rasterizer/RAS_FramingManager.h b/source/gameengine/Rasterizer/RAS_FramingManager.h
index dcb48c1c2a0..9cb59f300f7 100644
--- a/source/gameengine/Rasterizer/RAS_FramingManager.h
+++ b/source/gameengine/Rasterizer/RAS_FramingManager.h
@@ -108,6 +108,13 @@ public :
) const {
return m_frame_type;
};
+
+ void
+ SetFrameType(
+ RAS_FrameType type
+ ) {
+ m_frame_type = type;
+ };
float
BarRed(
@@ -140,14 +147,6 @@ public :
};
private :
-
- /**
- * private to force use of public constructor
- */
-
- RAS_FrameSettings(
- const RAS_FrameSettings &
- );
RAS_FrameType m_frame_type;
float m_bar_r;
diff --git a/source/gameengine/Rasterizer/RAS_IRasterizer.h b/source/gameengine/Rasterizer/RAS_IRasterizer.h
index 1d18d02a583..411b28fa3b7 100644
--- a/source/gameengine/Rasterizer/RAS_IRasterizer.h
+++ b/source/gameengine/Rasterizer/RAS_IRasterizer.h
@@ -169,6 +169,10 @@ public:
*/
virtual bool BeginFrame(int drawingmode, double time)=0;
/**
+ * ClearColorBuffer clears the color buffer.
+ */
+ virtual void ClearColorBuffer()=0;
+ /**
* ClearDepthBuffer clears the depth buffer.
*/
virtual void ClearDepthBuffer()=0;
@@ -181,7 +185,8 @@ public:
*/
virtual void EndFrame()=0;
/**
- * SetRenderArea sets the render area from the 2d canvas
+ * SetRenderArea sets the render area from the 2d canvas.
+ * Returns true if only of subset of the canvas is used.
*/
virtual void SetRenderArea()=0;
@@ -195,6 +200,7 @@ public:
* @return true if stereo mode is enabled.
*/
virtual bool Stereo()=0;
+ virtual bool InterlacedStereo()=0;
/**
* Sets which eye buffer subsequent primitives will be rendered to.
*/
diff --git a/source/gameengine/Rasterizer/RAS_OpenGLRasterizer/RAS_OpenGLRasterizer.cpp b/source/gameengine/Rasterizer/RAS_OpenGLRasterizer/RAS_OpenGLRasterizer.cpp
index 62ee2edb731..4f31ae7fcbc 100644
--- a/source/gameengine/Rasterizer/RAS_OpenGLRasterizer/RAS_OpenGLRasterizer.cpp
+++ b/source/gameengine/Rasterizer/RAS_OpenGLRasterizer/RAS_OpenGLRasterizer.cpp
@@ -105,8 +105,12 @@ bool RAS_OpenGLRasterizer::Init()
m_ambg = 0.0f;
m_ambb = 0.0f;
- SetBlendingMode(GPU_BLEND_SOLID);
- SetFrontFace(true);
+ glDisable(GL_BLEND);
+ glDisable(GL_ALPHA_TEST);
+ m_last_blendmode = GPU_BLEND_SOLID;
+
+ glFrontFace(GL_CCW);
+ m_last_frontface = true;
glClearColor(m_redback,m_greenback,m_blueback,m_alphaback);
glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
@@ -250,21 +254,10 @@ void RAS_OpenGLRasterizer::Exit()
EndFrame();
}
-bool RAS_OpenGLRasterizer::InterlacedStereo() const
-{
- return m_stereomode == RAS_STEREO_VINTERLACE || m_stereomode == RAS_STEREO_INTERLACED;
-}
-
bool RAS_OpenGLRasterizer::BeginFrame(int drawingmode, double time)
{
m_time = time;
m_drawingmode = drawingmode;
-
- if (!InterlacedStereo() || m_curreye == RAS_STEREO_LEFTEYE)
- {
- m_2DCanvas->ClearColor(m_redback,m_greenback,m_blueback,m_alphaback);
- m_2DCanvas->ClearBuffer(RAS_ICanvas::COLOR_BUFFER);
- }
// Blender camera routine destroys the settings
if (m_drawingmode < KX_SOLID)
@@ -278,8 +271,12 @@ bool RAS_OpenGLRasterizer::BeginFrame(int drawingmode, double time)
glEnable (GL_CULL_FACE);
}
- SetBlendingMode(GPU_BLEND_SOLID);
- SetFrontFace(true);
+ glDisable(GL_BLEND);
+ glDisable(GL_ALPHA_TEST);
+ m_last_blendmode = GPU_BLEND_SOLID;
+
+ glFrontFace(GL_CCW);
+ m_last_frontface = true;
glShadeModel(GL_SMOOTH);
@@ -310,6 +307,12 @@ void RAS_OpenGLRasterizer::SetDepthMask(DepthMask depthmask)
}
+void RAS_OpenGLRasterizer::ClearColorBuffer()
+{
+ m_2DCanvas->ClearColor(m_redback,m_greenback,m_blueback,m_alphaback);
+ m_2DCanvas->ClearBuffer(RAS_ICanvas::COLOR_BUFFER);
+}
+
void RAS_OpenGLRasterizer::ClearDepthBuffer()
{
@@ -420,6 +423,10 @@ bool RAS_OpenGLRasterizer::Stereo()
return true;
}
+bool RAS_OpenGLRasterizer::InterlacedStereo()
+{
+ return m_stereomode == RAS_STEREO_VINTERLACE || m_stereomode == RAS_STEREO_INTERLACED;
+}
void RAS_OpenGLRasterizer::SetEye(const StereoEye eye)
{
diff --git a/source/gameengine/Rasterizer/RAS_OpenGLRasterizer/RAS_OpenGLRasterizer.h b/source/gameengine/Rasterizer/RAS_OpenGLRasterizer/RAS_OpenGLRasterizer.h
index 368bd4312ac..0717cce0ce8 100644
--- a/source/gameengine/Rasterizer/RAS_OpenGLRasterizer/RAS_OpenGLRasterizer.h
+++ b/source/gameengine/Rasterizer/RAS_OpenGLRasterizer/RAS_OpenGLRasterizer.h
@@ -88,7 +88,6 @@ class RAS_OpenGLRasterizer : public RAS_IRasterizer
float m_focallength;
bool m_setfocallength;
int m_noOfScanlines;
- bool InterlacedStereo() const;
//motion blur
int m_motionblur;
@@ -131,6 +130,7 @@ public:
virtual bool Init();
virtual void Exit();
virtual bool BeginFrame(int drawingmode, double time);
+ virtual void ClearColorBuffer();
virtual void ClearDepthBuffer();
virtual void ClearCachingInfo(void);
virtual void EndFrame();
@@ -138,6 +138,7 @@ public:
virtual void SetStereoMode(const StereoMode stereomode);
virtual bool Stereo();
+ virtual bool InterlacedStereo();
virtual void SetEye(const StereoEye eye);
virtual StereoEye GetEye();
virtual void SetEyeSeparation(const float eyeseparation);