diff options
Diffstat (limited to 'source/gameengine')
98 files changed, 2731 insertions, 3542 deletions
diff --git a/source/gameengine/BlenderRoutines/BL_KetsjiEmbedStart.cpp b/source/gameengine/BlenderRoutines/BL_KetsjiEmbedStart.cpp index 16f8ae0095a..1f66335c749 100644 --- a/source/gameengine/BlenderRoutines/BL_KetsjiEmbedStart.cpp +++ b/source/gameengine/BlenderRoutines/BL_KetsjiEmbedStart.cpp @@ -79,6 +79,8 @@ #include "DNA_scene_types.h" /***/ +#include "GPU_extensions.h" + #ifdef __cplusplus extern "C" { #endif @@ -138,6 +140,9 @@ extern "C" void StartKetsjiShell(struct ScrArea *area, if(GLEW_ARB_multitexture && GLEW_VERSION_1_1) usemat = (SYS_GetCommandLineInt(syshandle, "blender_material", 0) != 0); + if(GPU_extensions_minimum_support()) + useglslmat = (SYS_GetCommandLineInt(syshandle, "blender_glsl_material", 0) != 0); + // create the canvas, rasterizer and rendertools RAS_ICanvas* canvas = new KX_BlenderCanvas(area); canvas->SetMouseState(RAS_ICanvas::MOUSE_INVISIBLE); @@ -304,13 +309,14 @@ extern "C" void StartKetsjiShell(struct ScrArea *area, mousedevice, networkdevice, audiodevice, - startscenename); + startscenename, + blscene); // some python things PyObject* dictionaryobject = initGamePythonScripting("Ketsji", psl_Lowest); ketsjiengine->SetPythonDictionary(dictionaryobject); initRasterizer(rasterizer, canvas); - PyObject *gameLogic = initGameLogic(startscene); + PyObject *gameLogic = initGameLogic(ketsjiengine, startscene); PyDict_SetItemString(dictionaryobject, "GameLogic", gameLogic); // Same as importing the module. PyDict_SetItemString(PyModule_GetDict(gameLogic), "globalDict", pyGlobalDict); // Same as importing the module. initGameKeys(); @@ -526,8 +532,6 @@ extern "C" void StartKetsjiShellSimulation(struct ScrArea *area, // create the ketsjiengine KX_KetsjiEngine* ketsjiengine = new KX_KetsjiEngine(kxsystem); - int i; - Scene *blscene = NULL; if (!bfd) { @@ -543,7 +547,7 @@ extern "C" void StartKetsjiShellSimulation(struct ScrArea *area, } else { blscene = bfd->curscene; } - int cframe,startFrame; + int cframe = 1, startFrame; if (blscene) { cframe=blscene->r.cfra; @@ -574,12 +578,14 @@ extern "C" void StartKetsjiShellSimulation(struct ScrArea *area, mousedevice, networkdevice, audiodevice, - startscenename); + startscenename, + blscene); + // some python things PyObject* dictionaryobject = initGamePythonScripting("Ketsji", psl_Lowest); ketsjiengine->SetPythonDictionary(dictionaryobject); initRasterizer(rasterizer, canvas); - PyObject *gameLogic = initGameLogic(startscene); + PyObject *gameLogic = initGameLogic(ketsjiengine, startscene); PyDict_SetItemString(dictionaryobject, "GameLogic", gameLogic); // Same as importing the module initGameKeys(); initPythonConstraintBinding(); diff --git a/source/gameengine/BlenderRoutines/CMakeLists.txt b/source/gameengine/BlenderRoutines/CMakeLists.txt index 1d72fb9cde1..340a1ae310b 100644 --- a/source/gameengine/BlenderRoutines/CMakeLists.txt +++ b/source/gameengine/BlenderRoutines/CMakeLists.txt @@ -31,6 +31,7 @@ SET(INC ../../../intern/SoundSystem ../../../source/blender/misc ../../../source/blender/blenloader + ../../../source/blender/gpu ../../../extern/bullet2/src ../../../extern/solid ../../../extern/glew/include diff --git a/source/gameengine/BlenderRoutines/KX_BlenderGL.cpp b/source/gameengine/BlenderRoutines/KX_BlenderGL.cpp index da52be56d1b..669e7bd1b3f 100644 --- a/source/gameengine/BlenderRoutines/KX_BlenderGL.cpp +++ b/source/gameengine/BlenderRoutines/KX_BlenderGL.cpp @@ -26,7 +26,6 @@ * ***** END GPL LICENSE BLOCK ***** */ -#include "GL/glew.h" #include "KX_BlenderGL.h" #ifdef HAVE_CONFIG_H @@ -93,80 +92,6 @@ void BL_SwapBuffers() myswapbuffers(); } -void BL_RenderText(int mode,const char* textstr,int textlen,struct MTFace* tface, - unsigned int *col,float v1[3],float v2[3],float v3[3],float v4[3]) -{ - Image* ima; - - if(mode & TF_BMFONT) { - //char string[MAX_PROPSTRING]; - int characters, index, character; - float centerx, centery, sizex, sizey, transx, transy, movex, movey, advance; - -// bProperty *prop; - - // string = "Frank van Beek"; - - characters = textlen; - - ima = (struct Image*) tface->tpage; - if (ima == NULL) { - characters = 0; - } - - /* When OBCOL flag is on the color is set in IndexPrimitives_3DText */ - if (tface->mode & TF_OBCOL) { /* Color has been set */ - col= NULL; - } else { - if(!col) glColor3f(1.0f, 1.0f, 1.0f); - } - - glPushMatrix(); - for (index = 0; index < characters; index++) { - // lets calculate offset stuff - character = textstr[index]; - - // space starts at offset 1 - // character = character - ' ' + 1; - - matrixGlyph((ImBuf *)ima->ibufs.first, character, & centerx, ¢ery, &sizex, &sizey, &transx, &transy, &movex, &movey, &advance); - - glBegin(GL_POLYGON); - // printf(" %c %f %f %f %f\n", character, tface->uv[0][0], tface->uv[0][1], ); - // glTexCoord2f((tface->uv[0][0] - centerx) * sizex + transx, (tface->uv[0][1] - centery) * sizey + transy); - glTexCoord2f((tface->uv[0][0] - centerx) * sizex + transx, (tface->uv[0][1] - centery) * sizey + transy); - - if(col) spack(col[0]); - // glVertex3fv(v1); - glVertex3f(sizex * v1[0] + movex, sizey * v1[1] + movey, v1[2]); - - glTexCoord2f((tface->uv[1][0] - centerx) * sizex + transx, (tface->uv[1][1] - centery) * sizey + transy); - if(col) spack(col[1]); - // glVertex3fv(v2); - glVertex3f(sizex * v2[0] + movex, sizey * v2[1] + movey, v2[2]); - - glTexCoord2f((tface->uv[2][0] - centerx) * sizex + transx, (tface->uv[2][1] - centery) * sizey + transy); - if(col) spack(col[2]); - // glVertex3fv(v3); - glVertex3f(sizex * v3[0] + movex, sizey * v3[1] + movey, v3[2]); - - if(v4) { - // glTexCoord2f((tface->uv[3][0] - centerx) * sizex + transx, 1.0 - (1.0 - tface->uv[3][1]) * sizey - transy); - glTexCoord2f((tface->uv[3][0] - centerx) * sizex + transx, (tface->uv[3][1] - centery) * sizey + transy); - if(col) spack(col[3]); - // glVertex3fv(v4); - glVertex3f(sizex * v4[0] + movex, sizey * v4[1] + movey, v4[2]); - } - glEnd(); - - glTranslatef(advance, 0.0, 0.0); - } - glPopMatrix(); - - } -} - - void DisableForText() { if(glIsEnabled(GL_BLEND)) glDisable(GL_BLEND); diff --git a/source/gameengine/BlenderRoutines/KX_BlenderGL.h b/source/gameengine/BlenderRoutines/KX_BlenderGL.h index c8e0d47afb6..b891a7343c2 100644 --- a/source/gameengine/BlenderRoutines/KX_BlenderGL.h +++ b/source/gameengine/BlenderRoutines/KX_BlenderGL.h @@ -46,9 +46,6 @@ void BL_HideMouse(); void BL_NormalMouse(); void BL_WaitMouse(); -void BL_RenderText(int mode,const char* textstr,int textlen,struct MTFace* tface, - unsigned int *col,float v1[3],float v2[3],float v3[3],float v4[3]); - void BL_print_gamedebug_line(char* text, int xco, int yco, int width, int height); void BL_print_gamedebug_line_padded(char* text, int xco, int yco, int width, int height); diff --git a/source/gameengine/BlenderRoutines/KX_BlenderRenderTools.cpp b/source/gameengine/BlenderRoutines/KX_BlenderRenderTools.cpp index dafc2599850..1797d6c1a0f 100644 --- a/source/gameengine/BlenderRoutines/KX_BlenderRenderTools.cpp +++ b/source/gameengine/BlenderRoutines/KX_BlenderRenderTools.cpp @@ -26,8 +26,6 @@ * ***** END GPL LICENSE BLOCK ***** */ -#include "KX_BlenderRenderTools.h" - #include "GL/glew.h" #include "RAS_IRenderTools.h" @@ -36,23 +34,22 @@ #include "RAS_ICanvas.h" #include "RAS_GLExtensionManager.h" -// next two includes/dependencies come from the shadow feature -// it needs the gameobject and the sumo physics scene for a raycast #include "KX_GameObject.h" - #include "KX_PolygonMaterial.h" #include "KX_BlenderMaterial.h" +#include "KX_RayCast.h" +#include "KX_IPhysicsController.h" -#include "Value.h" +#include "PHY_IPhysicsEnvironment.h" -#include "KX_BlenderGL.h" // for text printing #include "STR_String.h" -#include "RAS_BucketManager.h" // for polymaterial (needed for textprinting) -#include "KX_RayCast.h" -#include "KX_IPhysicsController.h" -#include "PHY_IPhysicsEnvironment.h" -#include "KX_Scene.h" +#include "GPU_draw.h" + +#include "KX_BlenderGL.h" // for text printing +#include "KX_BlenderRenderTools.h" + +unsigned int KX_BlenderRenderTools::m_numgllights; KX_BlenderRenderTools::KX_BlenderRenderTools() { @@ -61,73 +58,90 @@ KX_BlenderRenderTools::KX_BlenderRenderTools() m_numgllights = 8; } -/** -ProcessLighting performs lighting on objects. the layer is a bitfield that contains layer information. -There are 20 'official' layers in blender. -A light is applied on an object only when they are in the same layer. -OpenGL has a maximum of 8 lights (simultaneous), so 20 * 8 lights are possible in a scene. -*/ +KX_BlenderRenderTools::~KX_BlenderRenderTools() +{ +} -int KX_BlenderRenderTools::ProcessLighting(int layer) +void KX_BlenderRenderTools::BeginFrame(RAS_IRasterizer* rasty) { - - int result = false; + m_clientobject = NULL; + m_lastlightlayer = -1; + m_lastlighting = false; + DisableOpenGLLights(); +} - if (layer < 0) - { - DisableOpenGLLights(); - result = false; - } else +void KX_BlenderRenderTools::EndFrame(RAS_IRasterizer* rasty) +{ +} + +/* ProcessLighting performs lighting on objects. the layer is a bitfield that + * contains layer information. There are 20 'official' layers in blender. A + * light is applied on an object only when they are in the same layer. OpenGL + * has a maximum of 8 lights (simultaneous), so 20 * 8 lights are possible in + * a scene. */ + +void KX_BlenderRenderTools::ProcessLighting(int layer, const MT_Transform& viewmat) +{ + if(m_lastlightlayer == layer) + return; + + m_lastlightlayer = layer; + + bool enable = false; + + if (layer >= 0) { if (m_clientobject) { if (layer == RAS_LIGHT_OBJECT_LAYER) - { layer = static_cast<KX_GameObject*>(m_clientobject)->GetLayer(); - } - if (applyLights(layer)) - { - EnableOpenGLLights(); - result = true; - } else - { - DisableOpenGLLights(); - result = false; - } + + enable = applyLights(layer, viewmat); } } - return result; - - + + if(enable) + EnableOpenGLLights(); + else + DisableOpenGLLights(); } +void KX_BlenderRenderTools::EnableOpenGLLights() +{ + if(m_lastlighting == true) + return; -void KX_BlenderRenderTools::BeginFrame(RAS_IRasterizer* rasty) + glEnable(GL_LIGHTING); + glEnable(GL_COLOR_MATERIAL); + + glColorMaterial(GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE); + glLightModeli(GL_LIGHT_MODEL_TWO_SIDE, true); + if (GLEW_EXT_separate_specular_color || GLEW_VERSION_1_2) + glLightModeli(GL_LIGHT_MODEL_COLOR_CONTROL, GL_SEPARATE_SPECULAR_COLOR); + + m_lastlighting = true; +} + +void KX_BlenderRenderTools::DisableOpenGLLights() { - m_clientobject = NULL; - m_lastblenderobject = NULL; - m_lastblenderlights = false; - m_lastlayer = -1; - m_lastlighting = false; - m_modified = true; - DisableOpenGLLights(); + if(m_lastlighting == false) + return; + glDisable(GL_LIGHTING); + glDisable(GL_COLOR_MATERIAL); + m_lastlighting = false; } -void KX_BlenderRenderTools::SetClientObject(void* obj) + +void KX_BlenderRenderTools::SetClientObject(RAS_IRasterizer *rasty, void* obj) { if (m_clientobject != obj) { - if (obj == NULL || !((KX_GameObject*)obj)->IsNegativeScaling()) - { - glFrontFace(GL_CCW); - } else - { - glFrontFace(GL_CW); - } + bool ccw = (obj == NULL || !((KX_GameObject*)obj)->IsNegativeScaling()); + rasty->SetFrontFace(ccw); + m_clientobject = obj; - m_modified = true; } } @@ -182,7 +196,7 @@ void KX_BlenderRenderTools::applyTransform(RAS_IRasterizer* rasty,double* oglmat MT_Vector3 dir = (campos - objpos).safe_normalized(); MT_Vector3 up(0,0,1.0); - KX_GameObject* gameobj = (KX_GameObject*) this->m_clientobject; + KX_GameObject* gameobj = (KX_GameObject*)m_clientobject; // get scaling of halo object MT_Vector3 size = gameobj->GetSGNode()->GetLocalScale(); @@ -218,7 +232,7 @@ void KX_BlenderRenderTools::applyTransform(RAS_IRasterizer* rasty,double* oglmat { // shadow must be cast to the ground, physics system needed here! MT_Point3 frompoint(oglmatrix[12],oglmatrix[13],oglmatrix[14]); - KX_GameObject *gameobj = (KX_GameObject*) this->m_clientobject; + KX_GameObject *gameobj = (KX_GameObject*)m_clientobject; MT_Vector3 direction = MT_Vector3(0,0,-1); direction.normalize(); @@ -252,13 +266,29 @@ void KX_BlenderRenderTools::applyTransform(RAS_IRasterizer* rasty,double* oglmat } -/** -Render Text renders text into a (series of) polygon, using a texture font, -Each character consists of one polygon (one quad or two triangles) -*/ -void KX_BlenderRenderTools::RenderText(int mode,RAS_IPolyMaterial* polymat,float v1[3],float v2[3],float v3[3],float v4[3]) +void KX_BlenderRenderTools::RenderText2D(RAS_TEXT_RENDER_MODE mode, + const char* text, + int xco, + int yco, + int width, + int height) +{ + STR_String tmpstr(text); + + if(mode == RAS_IRenderTools::RAS_TEXT_PADDED) + BL_print_gamedebug_line_padded(tmpstr.Ptr(), xco, yco, width, height); + else + BL_print_gamedebug_line(tmpstr.Ptr(), xco, yco, width, height); +} + +/* Render Text renders text into a (series of) polygon, using a texture font, + * Each character consists of one polygon (one quad or two triangles) */ + +void KX_BlenderRenderTools::RenderText( + int mode, + RAS_IPolyMaterial* polymat, + float v1[3], float v2[3], float v3[3], float v4[3], int glattrib) { - STR_String mytext = ((CValue*)m_clientobject)->GetPropertyText("Text"); const unsigned int flag = polymat->GetFlag(); @@ -275,67 +305,9 @@ void KX_BlenderRenderTools::RenderText(int mode,RAS_IPolyMaterial* polymat,float col = blenderpoly->GetMCol(); } - BL_RenderText( mode,mytext,mytext.Length(),tface,col,v1,v2,v3,v4); - -} - - - -KX_BlenderRenderTools::~KX_BlenderRenderTools() -{ -}; - - -void KX_BlenderRenderTools::EndFrame(RAS_IRasterizer* rasty) -{ + GPU_render_text(tface, mode, mytext, mytext.Length(), col, v1, v2, v3, v4, glattrib); } - - -void KX_BlenderRenderTools::DisableOpenGLLights() -{ - glDisable(GL_LIGHTING); - glDisable(GL_COLOR_MATERIAL); -} - - -void KX_BlenderRenderTools::EnableOpenGLLights() -{ - glEnable(GL_LIGHTING); - - glEnable(GL_COLOR_MATERIAL); - glColorMaterial(GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE); - glLightModeli(GL_LIGHT_MODEL_TWO_SIDE, true); - if (GLEW_EXT_separate_specular_color || GLEW_VERSION_1_2) - glLightModeli(GL_LIGHT_MODEL_COLOR_CONTROL, GL_SEPARATE_SPECULAR_COLOR); - -} - - -/** - * Rendering text using 2D bitmap functionality. - */ -void KX_BlenderRenderTools::RenderText2D(RAS_TEXT_RENDER_MODE mode, - const char* text, - int xco, - int yco, - int width, - int height) -{ - switch (mode) { - case RAS_IRenderTools::RAS_TEXT_PADDED: { - STR_String tmpstr(text); - BL_print_gamedebug_line_padded(tmpstr.Ptr(),xco,yco,width,height); - break; - } - default: { - STR_String tmpstr(text); - BL_print_gamedebug_line(tmpstr.Ptr(),xco,yco,width,height); - } - } -} - - void KX_BlenderRenderTools::PushMatrix() { @@ -348,14 +320,13 @@ void KX_BlenderRenderTools::PopMatrix() } - -int KX_BlenderRenderTools::applyLights(int objectlayer) +int KX_BlenderRenderTools::applyLights(int objectlayer, const MT_Transform& viewmat) { -// taken from blender source, incompatibility between Blender Object / GameObject - + // taken from blender source, incompatibility between Blender Object / GameObject + float glviewmat[16]; unsigned int count; float vec[4]; - + vec[3]= 1.0; for(count=0; count<m_numgllights; count++) @@ -363,9 +334,11 @@ int KX_BlenderRenderTools::applyLights(int objectlayer) //std::vector<struct RAS_LightObject*> m_lights; std::vector<struct RAS_LightObject*>::iterator lit = m_lights.begin(); + + viewmat.getValue(glviewmat); glPushMatrix(); - glLoadMatrixf(m_viewmat); + glLoadMatrixf(glviewmat); for (lit = m_lights.begin(), count = 0; !(lit==m_lights.end()) && count < m_numgllights; ++lit) { RAS_LightObject* lightdata = (*lit); @@ -433,7 +406,6 @@ int KX_BlenderRenderTools::applyLights(int objectlayer) glEnable((GLenum)(GL_LIGHT0+count)); count++; - } } glPopMatrix(); @@ -442,22 +414,6 @@ int KX_BlenderRenderTools::applyLights(int objectlayer) } - - -RAS_IPolyMaterial* KX_BlenderRenderTools::CreateBlenderPolyMaterial( - const STR_String &texname, - bool ba,const STR_String& matname,int tile,int tilexrep,int tileyrep,int mode,bool transparant,bool zsort, int lightlayer - ,bool bIsTriangle,void* clientobject,void* tface) -{ - assert(!"Deprecated"); -/* return new KX_BlenderPolyMaterial( - - texname, - ba,matname,tile,tilexrep,tileyrep,mode,transparant,zsort, lightlayer - ,bIsTriangle,clientobject,(struct MTFace*)tface);*/ - return NULL; -} - void KX_BlenderRenderTools::MotionBlur(RAS_IRasterizer* rasterizer) { int state = rasterizer->GetMotionBlurState(); @@ -491,4 +447,3 @@ void KX_BlenderRenderTools::Render2DFilters(RAS_ICanvas* canvas) m_filtermanager.RenderFilters(canvas); } -unsigned int KX_BlenderRenderTools::m_numgllights; diff --git a/source/gameengine/BlenderRoutines/KX_BlenderRenderTools.h b/source/gameengine/BlenderRoutines/KX_BlenderRenderTools.h index 8027136aa52..a7618462c9b 100644 --- a/source/gameengine/BlenderRoutines/KX_BlenderRenderTools.h +++ b/source/gameengine/BlenderRoutines/KX_BlenderRenderTools.h @@ -26,6 +26,7 @@ * * ***** END GPL LICENSE BLOCK ***** */ + #ifndef __KX_BLENDERRENDERTOOLS #define __KX_BLENDERRENDERTOOLS @@ -39,65 +40,50 @@ struct KX_ClientObjectInfo; class KX_RayCast; -/** -BlenderRenderTools are a set of tools to apply 2D/3D graphics effects, which are not -part of the (polygon) Rasterizer. -Effects like 2D text, 3D (polygon) text, lighting. -*/ +/* BlenderRenderTools are a set of tools to apply 2D/3D graphics effects, which + * are not part of the (polygon) Rasterizer. Effects like 2D text, 3D (polygon) + * text, lighting. + * + * Most of this code is duplicated in GPC_RenderTools, so this should be + * moved to some common location to avoid duplication. */ class KX_BlenderRenderTools : public RAS_IRenderTools { - bool m_lastblenderlights; - void* m_lastblenderobject; - int m_lastlayer; + int m_lastlightlayer; bool m_lastlighting; static unsigned int m_numgllights; - - + public: - KX_BlenderRenderTools(); virtual ~KX_BlenderRenderTools(); - virtual void EndFrame(class RAS_IRasterizer* rasty); - virtual void BeginFrame(class RAS_IRasterizer* rasty); - void DisableOpenGLLights(); + void EndFrame(RAS_IRasterizer* rasty); + void BeginFrame(RAS_IRasterizer* rasty); + void EnableOpenGLLights(); - int ProcessLighting(int layer); + void DisableOpenGLLights(); + void ProcessLighting(int layer, const MT_Transform& viewmat); - virtual void RenderText2D(RAS_TEXT_RENDER_MODE mode, + void RenderText2D(RAS_TEXT_RENDER_MODE mode, const char* text, int xco, int yco, int width, int height); - virtual void RenderText(int mode, + void RenderText(int mode, class RAS_IPolyMaterial* polymat, float v1[3], float v2[3], float v3[3], - float v4[3]); - void applyTransform(class RAS_IRasterizer* rasty, - double* oglmatrix, - int objectdrawmode ); - int applyLights(int objectlayer); - virtual void PushMatrix(); - virtual void PopMatrix(); - - virtual class RAS_IPolyMaterial* CreateBlenderPolyMaterial(const STR_String &texname, - bool ba, - const STR_String& matname, - int tile, - int tilexrep, - int tileyrep, - int mode, - bool transparant, - bool zsort, - int lightlayer, - bool bIsTriangle, - void* clientobject, - void* tface); - + float v4[3], + int glattrib); + + void applyTransform(RAS_IRasterizer* rasty, double* oglmatrix, int objectdrawmode); + int applyLights(int objectlayer, const MT_Transform& viewmat); + + void PushMatrix(); + void PopMatrix(); + bool RayHit(KX_ClientObjectInfo* client, class KX_RayCast* result, void * const data); bool NeedRayCast(KX_ClientObjectInfo*) { return true; } @@ -107,8 +93,7 @@ public: virtual void Render2DFilters(RAS_ICanvas* canvas); - virtual void SetClientObject(void* obj); - + virtual void SetClientObject(RAS_IRasterizer *rasty, void* obj); }; #endif //__KX_BLENDERRENDERTOOLS diff --git a/source/gameengine/BlenderRoutines/Makefile b/source/gameengine/BlenderRoutines/Makefile index a7394158a20..4b9a2a3af17 100644 --- a/source/gameengine/BlenderRoutines/Makefile +++ b/source/gameengine/BlenderRoutines/Makefile @@ -54,6 +54,7 @@ CPPFLAGS += -I../../blender/blenkernel CPPFLAGS += -I../../blender/render/extern/include CPPFLAGS += -I../../blender/blenloader CPPFLAGS += -I../../blender/blenkernel +CPPFLAGS += -I../../blender/gpu CPPFLAGS += -I../Converter CPPFLAGS += -I../Expressions CPPFLAGS += -I../GameLogic @@ -72,9 +73,5 @@ ifeq ($(OS),windows) CPPFLAGS += -I../../blender endif -ifeq ($(WITH_BF_GLEXT),true) - CPPFLAGS += -DWITH_GLEXT -endif - CPPFLAGS += -I$(NAN_PYTHON)/include/python$(NAN_PYTHON_VERSION) diff --git a/source/gameengine/BlenderRoutines/SConscript b/source/gameengine/BlenderRoutines/SConscript index 327f4798e04..78adbc83d9b 100644 --- a/source/gameengine/BlenderRoutines/SConscript +++ b/source/gameengine/BlenderRoutines/SConscript @@ -15,7 +15,7 @@ incs += ' #source/gameengine/SceneGraph #source/gameengine/Physics/common' incs += ' #source/gameengine/Physics/Bullet #source/gameengine/Physics/Sumo' incs += ' #source/gameengine/Physics/Sumo/Fuzzics/include #source/gameengine/Network/LoopBackNetwork' incs += ' #intern/SoundSystem #source/blender/misc #source/blender/blenloader' -incs += ' #extern/glew/include' +incs += ' #extern/glew/include #source/blender/gpu' incs += ' ' + env['BF_PYTHON_INC'] incs += ' ' + env['BF_SOLID_INC'] @@ -26,7 +26,4 @@ cxxflags = [] if env['OURPLATFORM']=='win32-vc': cxxflags.append ('/GR') -if env['WITH_BF_GLEXT'] == 1: - env['CPPFLAGS'].append('-DWITH_GLEXT') - env.BlenderLib ( 'bf_bloutines', sources, Split(incs), [], libtype=['game', 'game2', 'player'], priority=[0, 0, 55] , compileflags=cxxflags) diff --git a/source/gameengine/Converter/BL_ArmatureObject.cpp b/source/gameengine/Converter/BL_ArmatureObject.cpp index cdfce321713..bf774bf7568 100644 --- a/source/gameengine/Converter/BL_ArmatureObject.cpp +++ b/source/gameengine/Converter/BL_ArmatureObject.cpp @@ -53,16 +53,20 @@ BL_ArmatureObject::BL_ArmatureObject( : KX_GameObject(sgReplicationInfo,callbacks), m_objArma(armature), - m_mrdPose(NULL), m_framePose(NULL), - m_lastframe(0.), + m_lastframe(0.0), m_activeAct(NULL), - m_activePriority(999) + m_activePriority(999), + m_lastapplyframe(0.0) { m_armature = get_armature(m_objArma); - m_pose = m_objArma->pose; -} + /* we make a copy of blender object's pose, and then always swap it with + * the original pose before calling into blender functions, to deal with + * replica's or other objects using the same blender object */ + m_pose = NULL; + copy_pose(&m_pose, m_objArma->pose, 1 /* copy_constraint_channels_hack */); +} CValue* BL_ArmatureObject::GetReplica() { @@ -79,34 +83,39 @@ void BL_ArmatureObject::ProcessReplica(BL_ArmatureObject *replica) { KX_GameObject::ProcessReplica(replica); + replica->m_pose = NULL; + copy_pose(&replica->m_pose, m_pose, 1 /* copy_constraint_channels_hack */); } BL_ArmatureObject::~BL_ArmatureObject() { - if (m_mrdPose) - free_pose(m_mrdPose); + if (m_pose) + free_pose(m_pose); } -/* note, you can only call this for exisiting Armature objects, and not mix it with other Armatures */ -/* there is only 1 unique Pose per Armature */ -void BL_ArmatureObject::ApplyPose() +bool BL_ArmatureObject::VerifyPose() { - if (m_pose) { - // copy to armature object - if (m_objArma->pose != m_pose)/* This should never happen but it does - Campbell */ - extract_pose_from_pose(m_objArma->pose, m_pose); - - // is this needed anymore? - //if (!m_mrdPose) - // copy_pose (&m_mrdPose, m_pose, 0); - //else - // extract_pose_from_pose(m_mrdPose, m_pose); + if(m_lastapplyframe != m_lastframe) { + extract_pose_from_pose(m_objArma->pose, m_pose); + where_is_pose(m_objArma); + m_lastapplyframe = m_lastframe; + extract_pose_from_pose(m_pose, m_objArma->pose); + return false; } + else + return true; +} + +void BL_ArmatureObject::ApplyPose() +{ + if(VerifyPose()) + extract_pose_from_pose(m_objArma->pose, m_pose); } void BL_ArmatureObject::SetPose(bPose *pose) { - m_pose = pose; + extract_pose_from_pose(m_pose, pose); + m_lastapplyframe = -1.0; } bool BL_ArmatureObject::SetActiveAction(BL_ActionActuator *act, short priority, double curtime) @@ -162,6 +171,7 @@ void BL_ArmatureObject::GetPose(bPose **pose) if (*pose == m_pose) // no need to copy if the pointers are the same return; + extract_pose_from_pose(*pose, m_pose); } } @@ -171,20 +181,16 @@ void BL_ArmatureObject::GetMRDPose(bPose **pose) /* If the caller supplies a null pose, create a new one. */ /* Otherwise, copy the armature's pose channels into the caller-supplied pose */ - // is this needed anymore? - //if (!m_mrdPose){ - // copy_pose (&m_mrdPose, m_pose, 0); - //} - if (!*pose) { // must duplicate the constraints too otherwise we have corruption in free_pose_channels() // because it will free the blender constraints. // Ideally, blender should rememeber that the constraints were not copied so that // free_pose_channels() would not free them. - copy_pose(pose, m_objArma->pose, 1); + copy_pose(pose, m_pose, 1); + } + else { + extract_pose_from_pose(*pose, m_pose); } - else - extract_pose_from_pose(*pose, m_objArma->pose); } @@ -198,16 +204,18 @@ double BL_ArmatureObject::GetLastFrame() return m_lastframe; } -bool BL_ArmatureObject::GetBoneMatrix(Bone* bone, MT_Matrix4x4& matrix) const +bool BL_ArmatureObject::GetBoneMatrix(Bone* bone, MT_Matrix4x4& matrix) { - Object* par_arma = m_objArma; - where_is_pose(par_arma); - bPoseChannel *pchan= get_pose_channel(par_arma->pose, bone->name); + bPoseChannel *pchan; + + ApplyPose(); + pchan = get_pose_channel(m_objArma->pose, bone->name); if(pchan) { matrix.setValue(&pchan->pose_mat[0][0]); return true; } + return false; } diff --git a/source/gameengine/Converter/BL_ArmatureObject.h b/source/gameengine/Converter/BL_ArmatureObject.h index a612ca77ec0..6f2c0d2f4c9 100644 --- a/source/gameengine/Converter/BL_ArmatureObject.h +++ b/source/gameengine/Converter/BL_ArmatureObject.h @@ -59,7 +59,10 @@ public: void GetMRDPose(struct bPose **pose); void GetPose(struct bPose **pose); void SetPose (struct bPose *pose); + void ApplyPose(); + bool VerifyPose(); + bool SetActiveAction(class BL_ActionActuator *act, short priority, double curtime); struct bArmature * GetArmature() { return m_armature; } @@ -69,7 +72,7 @@ public: /// Retrieve the pose matrix for the specified bone. /// Returns true on success. - bool GetBoneMatrix(Bone* bone, MT_Matrix4x4& matrix) const; + bool GetBoneMatrix(Bone* bone, MT_Matrix4x4& matrix); /// Returns the bone length. The end of the bone is in the local y direction. float GetBoneLength(Bone* bone) const; @@ -79,11 +82,12 @@ protected: Object *m_objArma; struct bArmature *m_armature; struct bPose *m_pose; - struct bPose *m_mrdPose; struct bPose *m_framePose; double m_lastframe; class BL_ActionActuator *m_activeAct; short m_activePriority; + + double m_lastapplyframe; }; #endif diff --git a/source/gameengine/Converter/BL_BlenderDataConversion.cpp b/source/gameengine/Converter/BL_BlenderDataConversion.cpp index edc14dabc70..def4938b053 100644 --- a/source/gameengine/Converter/BL_BlenderDataConversion.cpp +++ b/source/gameengine/Converter/BL_BlenderDataConversion.cpp @@ -601,7 +601,6 @@ BL_Material* ConvertMaterial( (tface->mode & TF_INVISIBLE) )?POLY_VIS:0; - material->ras_mode |= ( (tface->mode & TF_DYNAMIC)!= 0 )?COLLIDER:0; material->transp = tface->transp; material->tile = tface->tile; material->mode = tface->mode; @@ -617,7 +616,7 @@ BL_Material* ConvertMaterial( } else { // nothing at all - material->ras_mode |= (COLLIDER|POLY_VIS| (validmat?0:USE_LIGHT)); + material->ras_mode |= (POLY_VIS| (validmat?0:USE_LIGHT)); material->mode = default_face_mode; material->transp = TF_SOLID; material->tile = 0; @@ -627,13 +626,19 @@ BL_Material* ConvertMaterial( if(validmat && (mat->mode & MA_ZTRA) && (material->transp == TF_SOLID)) material->transp = TF_ALPHA; - // always zsort alpha + add - if((material->transp == TF_ALPHA || material->transp == TF_ADD || texalpha) - && (material->transp != TF_CLIP)) { + // always zsort alpha + add + if((material->transp == TF_ALPHA || texalpha) && (material->transp != TF_CLIP)) { material->ras_mode |= ALPHA; material->ras_mode |= (material->mode & TF_ALPHASORT)? ZSORT: 0; } + // collider or not? + material->ras_mode |= (material->mode & TF_DYNAMIC)? COLLIDER: 0; + + // these flags are irrelevant at this point, remove so they + // don't hurt material bucketing + material->mode &= ~(TF_DYNAMIC|TF_ALPHASORT|TF_TEX); + // get uv sets if(validmat) { @@ -644,6 +649,7 @@ BL_Material* ConvertMaterial( for (int vind = 0; vind<material->num_enabled; vind++) { BL_Mapping &map = material->mapping[vind]; + if (map.uvCoName.IsEmpty()) isFirstSet = false; else @@ -673,7 +679,7 @@ BL_Material* ConvertMaterial( isFirstSet = false; uvName = layer.name; } - else + else if(strcmp(layer.name, uvName) != 0) { uv2[0] = uvSet[0]; uv2[1] = uvSet[1]; uv2[2] = uvSet[2]; uv2[3] = uvSet[3]; @@ -702,7 +708,6 @@ BL_Material* ConvertMaterial( material->SetConversionUV(uvName, uv); material->SetConversionUV2(uv2Name, uv2); - material->ras_mode |= (mface->v4==0)?TRIANGLE:0; if(validmat) material->matname =(mat->id.name); @@ -767,7 +772,7 @@ RAS_MeshObject* BL_ConvertMesh(Mesh* mesh, Object* blenderobj, RAS_IRenderTools* } meshobj->SetName(mesh->id.name); - meshobj->m_xyz_index_to_vertex_index_mapping.resize(totvert); + meshobj->m_sharedvertex_map.resize(totvert); for (int f=0;f<totface;f++,mface++) { @@ -830,7 +835,7 @@ RAS_MeshObject* BL_ConvertMesh(Mesh* mesh, Object* blenderobj, RAS_IRenderTools* ma = give_current_material(blenderobj, mface->mat_nr+1); { - bool polyvisible = true; + bool visible = true; RAS_IPolyMaterial* polymat = NULL; BL_Material *bl_mat = NULL; @@ -845,7 +850,7 @@ RAS_MeshObject* BL_ConvertMesh(Mesh* mesh, Object* blenderobj, RAS_IRenderTools* bl_mat->material_index = (int)mface->mat_nr; - polyvisible = ((bl_mat->ras_mode & POLY_VIS)!=0); + visible = ((bl_mat->ras_mode & POLY_VIS)!=0); collider = ((bl_mat->ras_mode & COLLIDER)!=0); /* vertex colors and uv's were stored in bl_mat temporarily */ @@ -862,7 +867,7 @@ RAS_MeshObject* BL_ConvertMesh(Mesh* mesh, Object* blenderobj, RAS_IRenderTools* uv22 = uv[2]; uv23 = uv[3]; /* then the KX_BlenderMaterial */ - polymat = new KX_BlenderMaterial(scene, bl_mat, skinMesh, lightlayer, blenderobj ); + polymat = new KX_BlenderMaterial(scene, bl_mat, skinMesh, lightlayer); } else { /* do Texture Face materials */ @@ -886,7 +891,7 @@ RAS_MeshObject* BL_ConvertMesh(Mesh* mesh, Object* blenderobj, RAS_IRenderTools* tile = tface->tile; mode = tface->mode; - polyvisible = !((mface->flag & ME_HIDE)||(tface->mode & TF_INVISIBLE)); + visible = !((mface->flag & ME_HIDE)||(tface->mode & TF_INVISIBLE)); uv0 = MT_Point2(tface->uv[0]); uv1 = MT_Point2(tface->uv[1]); @@ -940,15 +945,13 @@ RAS_MeshObject* BL_ConvertMesh(Mesh* mesh, Object* blenderobj, RAS_IRenderTools* rgb3 = KX_rgbaint2uint_new(color); } - bool istriangle = (mface->v4==0); - // only zsort alpha + add bool alpha = (transp == TF_ALPHA || transp == TF_ADD); bool zsort = (mode & TF_ALPHASORT)? alpha: 0; polymat = new KX_PolygonMaterial(imastr, ma, tile, tilexrep, tileyrep, - mode, transp, alpha, zsort, lightlayer, istriangle, blenderobj, tface, (unsigned int*)mcol); + mode, transp, alpha, zsort, lightlayer, tface, (unsigned int*)mcol); if (ma) { polymat->m_specular = MT_Vector3(ma->specr, ma->specg, ma->specb)*ma->spec; @@ -961,6 +964,9 @@ RAS_MeshObject* BL_ConvertMesh(Mesh* mesh, Object* blenderobj, RAS_IRenderTools* } } + /* mark face as flat, so vertices are split */ + bool flat = (mface->flag & ME_SMOOTH) == 0; + // see if a bucket was reused or a new one was created // this way only one KX_BlenderMaterial object has to exist per bucket bool bucketCreated; @@ -981,49 +987,19 @@ RAS_MeshObject* BL_ConvertMesh(Mesh* mesh, Object* blenderobj, RAS_IRenderTools* polymat = bucket->GetPolyMaterial(); } - int nverts = mface->v4?4:3; - int vtxarray = meshobj->FindVertexArray(nverts,polymat); - RAS_Polygon* poly = new RAS_Polygon(bucket,polyvisible,nverts,vtxarray); - - bool flat; - - if (skinMesh) { - /* If the face is set to solid, all fnors are the same */ - if (mface->flag & ME_SMOOTH) - flat = false; - else - flat = true; - } - else - flat = false; + int nverts = (mface->v4)? 4: 3; + RAS_Polygon *poly = meshobj->AddPolygon(bucket, nverts); - poly->SetVertex(0,meshobj->FindOrAddVertex(vtxarray,pt0,uv0,uv20,tan0,rgb0,no0,flat,polymat,mface->v1)); - poly->SetVertex(1,meshobj->FindOrAddVertex(vtxarray,pt1,uv1,uv21,tan1,rgb1,no1,flat,polymat,mface->v2)); - poly->SetVertex(2,meshobj->FindOrAddVertex(vtxarray,pt2,uv2,uv22,tan2,rgb2,no2,flat,polymat,mface->v3)); - if (nverts==4) - poly->SetVertex(3,meshobj->FindOrAddVertex(vtxarray,pt3,uv3,uv23,tan3,rgb3,no3,flat,polymat,mface->v4)); - - meshobj->AddPolygon(poly); - if (poly->IsCollider()) - { - RAS_TriangleIndex idx; - idx.m_index[0] = mface->v1; - idx.m_index[1] = mface->v2; - idx.m_index[2] = mface->v3; - idx.m_collider = collider; - meshobj->m_triangle_indices.push_back(idx); - if (nverts==4) - { - idx.m_index[0] = mface->v1; - idx.m_index[1] = mface->v3; - idx.m_index[2] = mface->v4; - idx.m_collider = collider; - meshobj->m_triangle_indices.push_back(idx); - } - } - -// poly->SetVisibleWireframeEdges(mface->edcode); + poly->SetVisible(visible); poly->SetCollider(collider); + //poly->SetEdgeCode(mface->edcode); + + meshobj->AddVertex(poly,0,pt0,uv0,uv20,tan0,rgb0,no0,flat,mface->v1); + meshobj->AddVertex(poly,1,pt1,uv1,uv21,tan1,rgb1,no1,flat,mface->v2); + meshobj->AddVertex(poly,2,pt2,uv2,uv22,tan2,rgb2,no2,flat,mface->v3); + + if (nverts==4) + meshobj->AddVertex(poly,3,pt3,uv3,uv23,tan3,rgb3,no3,flat,mface->v4); } if (tface) @@ -1039,13 +1015,12 @@ RAS_MeshObject* BL_ConvertMesh(Mesh* mesh, Object* blenderobj, RAS_IRenderTools* layer.face++; } } - meshobj->m_xyz_index_to_vertex_index_mapping.clear(); - meshobj->UpdateMaterialList(); + meshobj->m_sharedvertex_map.clear(); // pre calculate texture generation - for(RAS_MaterialBucket::Set::iterator mit = meshobj->GetFirstMaterial(); + for(list<RAS_MeshMaterial>::iterator mit = meshobj->GetFirstMaterial(); mit != meshobj->GetLastMaterial(); ++ mit) { - (*mit)->GetPolyMaterial()->OnConstruction(); + mit->m_bucket->GetPolyMaterial()->OnConstruction(); } if (layers) @@ -1490,14 +1465,9 @@ static KX_LightObject *gamelight_from_blamp(Object *ob, Lamp *la, unsigned int l lightobj.m_type = RAS_LightObject::LIGHT_NORMAL; } -#ifdef BLENDER_GLSL - if(converter->GetGLSLMaterials()) - GPU_lamp_from_blender(ob, la); - - gamelight = new KX_LightObject(kxscene, KX_Scene::m_callbacks, rendertools, lightobj, ob->gpulamp); -#else - gamelight = new KX_LightObject(kxscene, KX_Scene::m_callbacks, rendertools, lightobj, NULL); -#endif + gamelight = new KX_LightObject(kxscene, KX_Scene::m_callbacks, rendertools, + lightobj, converter->GetGLSLMaterials()); + BL_ConvertLampIpos(la, gamelight, converter); return gamelight; @@ -1534,7 +1504,7 @@ static KX_GameObject *gameobject_from_blenderobject( gamelight->AddRef(); kxscene->GetLightList()->Add(gamelight); - + break; } @@ -1643,20 +1613,6 @@ struct parentChildLink { SG_Node* m_gamechildnode; }; - /** - * Find the specified scene by name, or the first - * scene if nothing matches (shouldn't happen). - */ -static struct Scene *GetSceneForName(struct Main *maggie, const STR_String& scenename) { - Scene *sce; - - for (sce= (Scene*) maggie->scene.first; sce; sce= (Scene*) sce->id.next) - if (scenename == (sce->id.name+2)) - return sce; - - return (Scene*) maggie->scene.first; -} - #include "DNA_constraint_types.h" #include "BIF_editconstraint.h" @@ -1755,7 +1711,7 @@ void BL_ConvertBlenderObjects(struct Main* maggie, ) { - Scene *blenderscene = GetSceneForName(maggie, scenename); + Scene *blenderscene = converter->GetBlenderSceneForName(scenename); // for SETLOOPER Scene *sce; Base *base; @@ -1990,7 +1946,7 @@ void BL_ConvertBlenderObjects(struct Main* maggie, //tf.Add(gameobj->GetSGNode()); gameobj->NodeUpdateGS(0,true); - gameobj->Bucketize(); + gameobj->AddMeshUser(); } else @@ -2187,7 +2143,7 @@ void BL_ConvertBlenderObjects(struct Main* maggie, //tf.Add(gameobj->GetSGNode()); gameobj->NodeUpdateGS(0,true); - gameobj->Bucketize(); + gameobj->AddMeshUser(); } else @@ -2273,8 +2229,11 @@ void BL_ConvertBlenderObjects(struct Main* maggie, { // parent this to a bone Bone *parent_bone = get_named_bone(get_armature(blenderchild->parent), blenderchild->parsubstr); - KX_BoneParentRelation *bone_parent_relation = KX_BoneParentRelation::New(parent_bone); - pcit->m_gamechildnode->SetParentRelation(bone_parent_relation); + + if(parent_bone) { + KX_BoneParentRelation *bone_parent_relation = KX_BoneParentRelation::New(parent_bone); + pcit->m_gamechildnode->SetParentRelation(bone_parent_relation); + } break; } @@ -2511,5 +2470,10 @@ void BL_ConvertBlenderObjects(struct Main* maggie, kxscene->DupliGroupRecurse(gameobj, 0); } } + + KX_Camera *activecam = kxscene->GetActiveCamera(); + MT_Scalar distance = (activecam)? activecam->GetCameraFar() - activecam->GetCameraNear(): 100.0f; + RAS_BucketManager *bucketmanager = kxscene->GetBucketManager(); + bucketmanager->OptimizeBuckets(distance); } diff --git a/source/gameengine/Converter/BL_DeformableGameObject.cpp b/source/gameengine/Converter/BL_DeformableGameObject.cpp index d23274324ee..1d62a41cce9 100644 --- a/source/gameengine/Converter/BL_DeformableGameObject.cpp +++ b/source/gameengine/Converter/BL_DeformableGameObject.cpp @@ -41,12 +41,14 @@ BL_DeformableGameObject::~BL_DeformableGameObject() delete m_pDeformer; // __NLA : Temporary until we decide where to put this } -void BL_DeformableGameObject::ProcessReplica(KX_GameObject* replica) +void BL_DeformableGameObject::ProcessReplica(KX_GameObject* replica) { + BL_MeshDeformer *deformer; KX_GameObject::ProcessReplica(replica); - if (m_pDeformer){ - ((BL_DeformableGameObject*)replica)->m_pDeformer = m_pDeformer->GetReplica(); + if (m_pDeformer) { + deformer = (BL_MeshDeformer*)m_pDeformer->GetReplica(); + ((BL_DeformableGameObject*)replica)->m_pDeformer = deformer; } } diff --git a/source/gameengine/Converter/BL_MeshDeformer.cpp b/source/gameengine/Converter/BL_MeshDeformer.cpp index 39d66a90e92..fa3b8185fe2 100644 --- a/source/gameengine/Converter/BL_MeshDeformer.cpp +++ b/source/gameengine/Converter/BL_MeshDeformer.cpp @@ -50,26 +50,26 @@ bool BL_MeshDeformer::Apply(RAS_IPolyMaterial*) { - size_t i, j; + size_t i; float *co; // only apply once per frame if the mesh is actually modified if(m_pMeshObject->MeshModified() && m_lastDeformUpdate != m_gameobj->GetLastFrame()) { // For each material - for(RAS_MaterialBucket::Set::iterator mit = m_pMeshObject->GetFirstMaterial(); + for(list<RAS_MeshMaterial>::iterator mit= m_pMeshObject->GetFirstMaterial(); mit != m_pMeshObject->GetLastMaterial(); ++ mit) { - RAS_IPolyMaterial *mat = (*mit)->GetPolyMaterial(); + if(!mit->m_slots[(void*)m_gameobj]) + continue; - vecVertexArray& vertexarrays = m_pMeshObject->GetVertexCache(mat); - - // For each array - for (i=0; i<vertexarrays.size(); i++){ - KX_VertexArray& vertexarray = (*vertexarrays[i]); + RAS_MeshSlot *slot = *mit->m_slots[(void*)m_gameobj]; + RAS_MeshSlot::iterator it; + // for each array + for(slot->begin(it); !slot->end(it); slot->next(it)) { // For each vertex - for (j=0; j<vertexarray.size(); j++){ - RAS_TexVert& v = vertexarray[j]; + for(i=it.startvertex; i<it.endvertex; i++) { + RAS_TexVert& v = it.vertex[i]; co = m_bmesh->mvert[v.getOrigIndex()].co; v.SetXYZ(MT_Point3(co)); } @@ -90,7 +90,17 @@ BL_MeshDeformer::~BL_MeshDeformer() delete [] m_transverts; if (m_transnors) delete [] m_transnors; -}; +} + +void BL_MeshDeformer::Relink(GEN_Map<class GEN_HashedPtr, void*>*map) +{ + void **h_obj = (*map)[m_gameobj]; + + if (h_obj) + m_gameobj = (BL_DeformableGameObject*)(*h_obj); + else + m_gameobj = NULL; +} /** * @warning This function is expensive! @@ -101,41 +111,41 @@ void BL_MeshDeformer::RecalcNormals() * gives area-weight normals which often look better anyway, and use * GL_NORMALIZE so we don't have to do per vertex normalization either * since the GPU can do it faster */ - size_t i, j; + list<RAS_MeshMaterial>::iterator mit; + RAS_MeshSlot::iterator it; + size_t i; /* set vertex normals to zero */ memset(m_transnors, 0, sizeof(float)*3*m_bmesh->totvert); /* add face normals to vertices. */ - for(RAS_MaterialBucket::Set::iterator mit = m_pMeshObject->GetFirstMaterial(); + for(mit = m_pMeshObject->GetFirstMaterial(); mit != m_pMeshObject->GetLastMaterial(); ++ mit) { - RAS_IPolyMaterial *mat = (*mit)->GetPolyMaterial(); + if(!mit->m_slots[(void*)m_gameobj]) + continue; - const vecIndexArrays& indexarrays = m_pMeshObject->GetIndexCache(mat); - vecVertexArray& vertexarrays = m_pMeshObject->GetVertexCache(mat); + RAS_MeshSlot *slot = *mit->m_slots[(void*)m_gameobj]; - for (i=0; i<indexarrays.size(); i++) { - KX_VertexArray& vertexarray = (*vertexarrays[i]); - const KX_IndexArray& indexarray = (*indexarrays[i]); - int nvert = mat->UsesTriangles()? 3: 4; + for(slot->begin(it); !slot->end(it); slot->next(it)) { + int nvert = (int)it.array->m_type; - for(j=0; j<indexarray.size(); j+=nvert) { - RAS_TexVert& v1 = vertexarray[indexarray[j]]; - RAS_TexVert& v2 = vertexarray[indexarray[j+1]]; - RAS_TexVert& v3 = vertexarray[indexarray[j+2]]; + for(i=0; i<it.totindex; i+=nvert) { + RAS_TexVert& v1 = it.vertex[it.index[i]]; + RAS_TexVert& v2 = it.vertex[it.index[i+1]]; + RAS_TexVert& v3 = it.vertex[it.index[i+2]]; RAS_TexVert *v4 = NULL; - const float *co1 = v1.getLocalXYZ(); - const float *co2 = v2.getLocalXYZ(); - const float *co3 = v3.getLocalXYZ(); + const float *co1 = v1.getXYZ(); + const float *co2 = v2.getXYZ(); + const float *co3 = v3.getXYZ(); const float *co4 = NULL; /* compute face normal */ float fnor[3], n1[3], n2[3]; if(nvert == 4) { - v4 = &vertexarray[indexarray[j+3]]; - co4 = v4->getLocalXYZ(); + v4 = &it.vertex[it.index[i+3]]; + co4 = v4->getXYZ(); n1[0]= co1[0]-co3[0]; n1[1]= co1[1]-co3[1]; @@ -174,7 +184,7 @@ void BL_MeshDeformer::RecalcNormals() } /* in case of flat - just assign, the vertices are split */ - if(v1.getFlag() & TV_CALCFACENORMAL) { + if(v1.getFlag() & RAS_TexVert::FLAT) { v1.SetNormal(fnor); v2.SetNormal(fnor); v3.SetNormal(fnor); @@ -186,19 +196,18 @@ void BL_MeshDeformer::RecalcNormals() } /* assign smooth vertex normals */ - for(RAS_MaterialBucket::Set::iterator mit = m_pMeshObject->GetFirstMaterial(); + for(mit = m_pMeshObject->GetFirstMaterial(); mit != m_pMeshObject->GetLastMaterial(); ++ mit) { - RAS_IPolyMaterial *mat = (*mit)->GetPolyMaterial(); + if(!mit->m_slots[(void*)m_gameobj]) + continue; - vecVertexArray& vertexarrays = m_pMeshObject->GetVertexCache(mat); + RAS_MeshSlot *slot = *mit->m_slots[(void*)m_gameobj]; - for (i=0; i<vertexarrays.size(); i++) { - KX_VertexArray& vertexarray = (*vertexarrays[i]); - - for(j=0; j<vertexarray.size(); j++) { - RAS_TexVert& v = vertexarray[j]; + for(slot->begin(it); !slot->end(it); slot->next(it)) { + for(i=it.startvertex; i<it.endvertex; i++) { + RAS_TexVert& v = it.vertex[i]; - if(!(v.getFlag() & TV_CALCFACENORMAL)) + if(!(v.getFlag() & RAS_TexVert::FLAT)) v.SetNormal(m_transnors[v.getOrigIndex()]); //.safe_normalized() } } @@ -219,4 +228,4 @@ void BL_MeshDeformer::VerifyStorage() m_tvtot = m_bmesh->totvert; } } - + diff --git a/source/gameengine/Converter/BL_MeshDeformer.h b/source/gameengine/Converter/BL_MeshDeformer.h index e9f7f0b192f..9d3d2e78123 100644 --- a/source/gameengine/Converter/BL_MeshDeformer.h +++ b/source/gameengine/Converter/BL_MeshDeformer.h @@ -47,7 +47,7 @@ class BL_MeshDeformer : public RAS_Deformer public: void VerifyStorage(); void RecalcNormals(); - virtual void Relink(GEN_Map<class GEN_HashedPtr, void*>*map){}; + virtual void Relink(GEN_Map<class GEN_HashedPtr, void*>*map); BL_MeshDeformer(BL_DeformableGameObject *gameobj, struct Object* obj, class BL_SkinMeshObject *meshobj ): @@ -67,6 +67,7 @@ public: virtual RAS_Deformer* GetReplica(){return NULL;}; struct Mesh* GetMesh() { return m_bmesh; }; // virtual void InitDeform(double time){}; + protected: class BL_SkinMeshObject* m_pMeshObject; struct Mesh* m_bmesh; diff --git a/source/gameengine/Converter/BL_ShapeActionActuator.cpp b/source/gameengine/Converter/BL_ShapeActionActuator.cpp index 942e3b502e0..799b6b74b66 100644 --- a/source/gameengine/Converter/BL_ShapeActionActuator.cpp +++ b/source/gameengine/Converter/BL_ShapeActionActuator.cpp @@ -134,7 +134,6 @@ void BL_ShapeActionActuator::BlendShape(Key* key, float srcweight) { vector<float>::const_iterator it; float dstweight; - int i; KeyBlock *kb; dstweight = 1.0F - srcweight; diff --git a/source/gameengine/Converter/BL_ShapeDeformer.cpp b/source/gameengine/Converter/BL_ShapeDeformer.cpp index b2e54539b19..236cd1a6667 100644 --- a/source/gameengine/Converter/BL_ShapeDeformer.cpp +++ b/source/gameengine/Converter/BL_ShapeDeformer.cpp @@ -111,10 +111,7 @@ bool BL_ShapeDeformer::ExecuteShapeDrivers(void) int type; // the shape drivers use the bone matrix as input. Must // update the matrix now - Object* par_arma = m_armobj->GetArmatureObject(); m_armobj->ApplyPose(); - where_is_pose( par_arma ); - PoseApplied(true); for (it=m_shapeDrivers.begin(); it!=m_shapeDrivers.end(); it++) { // no need to set a specific time: this curve has a driver diff --git a/source/gameengine/Converter/BL_ShapeDeformer.h b/source/gameengine/Converter/BL_ShapeDeformer.h index 5f0188e3a42..1465bb01e22 100644 --- a/source/gameengine/Converter/BL_ShapeDeformer.h +++ b/source/gameengine/Converter/BL_ShapeDeformer.h @@ -43,17 +43,6 @@ struct IpoCurve; class BL_ShapeDeformer : public BL_SkinDeformer { public: - virtual void Relink(GEN_Map<class GEN_HashedPtr, void*>*map) - { - void **h_obj = (*map)[m_gameobj]; - if (h_obj){ - m_gameobj = (BL_DeformableGameObject*)(*h_obj); - } - else - m_gameobj=NULL; - // relink the underlying skin deformer - BL_SkinDeformer::Relink(map); - }; BL_ShapeDeformer(BL_DeformableGameObject *gameobj, Object *bmeshobj, BL_SkinMeshObject *mesh) diff --git a/source/gameengine/Converter/BL_SkinDeformer.cpp b/source/gameengine/Converter/BL_SkinDeformer.cpp index f96c40c098f..d8e7a9cdadf 100644 --- a/source/gameengine/Converter/BL_SkinDeformer.cpp +++ b/source/gameengine/Converter/BL_SkinDeformer.cpp @@ -99,9 +99,26 @@ BL_SkinDeformer::~BL_SkinDeformer() m_armobj->Release(); } +void BL_SkinDeformer::Relink(GEN_Map<class GEN_HashedPtr, void*>*map) +{ + if (m_armobj) { + void **h_obj = (*map)[m_armobj]; + + if (h_obj) + SetArmature( (BL_ArmatureObject*)(*h_obj) ); + else + m_armobj=NULL; + } + + BL_MeshDeformer::Relink(map); +} + bool BL_SkinDeformer::Apply(RAS_IPolyMaterial *mat) { - size_t i, j; + RAS_MeshSlot::iterator it; + RAS_MeshMaterial *mmat; + RAS_MeshSlot *slot; + size_t i; // update the vertex in m_transverts Update(); @@ -110,16 +127,18 @@ bool BL_SkinDeformer::Apply(RAS_IPolyMaterial *mat) // Duplicated objects with more than one ploymaterial (=multiple mesh slot per object) // share the same mesh (=the same cache). As the rendering is done per polymaterial // cycling through the objects, the entire mesh cache cannot be updated in one shot. - vecVertexArray& vertexarrays = m_pMeshObject->GetVertexCache(mat); + mmat = m_pMeshObject->GetMeshMaterial(mat); + if(!mmat->m_slots[(void*)m_gameobj]) + return true; - // For each array - for (i=0; i<vertexarrays.size(); i++) { - KX_VertexArray& vertexarray = (*vertexarrays[i]); + slot = *mmat->m_slots[(void*)m_gameobj]; - // For each vertex + // for each array + for(slot->begin(it); !slot->end(it); slot->next(it)) { + // for each vertex // copy the untransformed data from the original mvert - for (j=0; j<vertexarray.size(); j++) { - RAS_TexVert& v = vertexarray[j]; + for(i=it.startvertex; i<it.endvertex; i++) { + RAS_TexVert& v = it.vertex[i]; v.SetXYZ(m_transverts[v.getOrigIndex()]); } } @@ -147,14 +166,10 @@ bool BL_SkinDeformer::Update(void) /* See if the armature has been updated for this frame */ if (PoseUpdated()){ float obmat[4][4]; // the original object matrice - + /* XXX note: where_is_pose() (from BKE_armature.h) calculates all matrices needed to start deforming */ /* but it requires the blender object pointer... */ Object* par_arma = m_armobj->GetArmatureObject(); - if (!PoseApplied()){ - m_armobj->ApplyPose(); - where_is_pose( par_arma ); - } /* store verts locally */ VerifyStorage(); @@ -163,6 +178,8 @@ bool BL_SkinDeformer::Update(void) for (int v =0; v<m_bmesh->totvert; v++) VECCOPY(m_transverts[v], m_bmesh->mvert[v].co); + m_armobj->ApplyPose(); + // save matrix first Mat4CpyMat4(obmat, m_objMesh->obmat); // set reference matrix @@ -179,11 +196,11 @@ bool BL_SkinDeformer::Update(void) /* Update the current frame */ m_lastArmaUpdate=m_armobj->GetLastFrame(); - /* reset for next frame */ - PoseApplied(false); + /* indicate that the m_transverts and normals are up to date */ return true; } + return false; } diff --git a/source/gameengine/Converter/BL_SkinDeformer.h b/source/gameengine/Converter/BL_SkinDeformer.h index d3fc5ae2a81..e08de8c478a 100644 --- a/source/gameengine/Converter/BL_SkinDeformer.h +++ b/source/gameengine/Converter/BL_SkinDeformer.h @@ -50,17 +50,7 @@ class BL_SkinDeformer : public BL_MeshDeformer { public: // void SetArmatureController (BL_ArmatureController *cont); - virtual void Relink(GEN_Map<class GEN_HashedPtr, void*>*map) - { - if (m_armobj){ - void **h_obj = (*map)[m_armobj]; - if (h_obj){ - SetArmature( (BL_ArmatureObject*)(*h_obj) ); - } - else - m_armobj=NULL; - } - } + virtual void Relink(GEN_Map<class GEN_HashedPtr, void*>*map); void SetArmature (class BL_ArmatureObject *armobj); BL_SkinDeformer(BL_DeformableGameObject *gameobj, @@ -81,10 +71,6 @@ public: virtual ~BL_SkinDeformer(); bool Update (void); bool Apply (class RAS_IPolyMaterial *polymat); - bool PoseApplied() - { return m_poseApplied; } - void PoseApplied(bool applied) - { m_poseApplied = applied; } bool PoseUpdated(void) { if (m_armobj && m_lastArmaUpdate!=m_armobj->GetLastFrame()) { diff --git a/source/gameengine/Converter/BL_SkinMeshObject.cpp b/source/gameengine/Converter/BL_SkinMeshObject.cpp index fa215df1e1c..4f9f1a434b5 100644 --- a/source/gameengine/Converter/BL_SkinMeshObject.cpp +++ b/source/gameengine/Converter/BL_SkinMeshObject.cpp @@ -28,42 +28,69 @@ * Deformer that supports armature skinning */ -#ifdef HAVE_CONFIG_H -#include <config.h> -#endif - #ifdef WIN32 #pragma warning (disable:4786) // get rid of stupid stl-visual compiler debug warning #endif //WIN32 -#include "RAS_IPolygonMaterial.h" -#include "BL_SkinMeshObject.h" -#include "BL_DeformableGameObject.h" + +#include "MEM_guardedalloc.h" + +#include "DNA_key_types.h" #include "DNA_mesh_types.h" #include "DNA_meshdata_types.h" -#include "KX_GameObject.h" + #include "RAS_BucketManager.h" +#include "RAS_IPolygonMaterial.h" -//void BL_SkinMeshObject::Bucketize(double* oglmatrix,void* clientobj,bool useObjectColor,const MT_Vector4& rgbavec,RAS_BucketManager* bucketmgr) -void BL_SkinMeshObject::Bucketize(double* oglmatrix,void* clientobj,bool useObjectColor,const MT_Vector4& rgbavec) -{ +#include "KX_GameObject.h" + +#include "BL_SkinMeshObject.h" +#include "BL_DeformableGameObject.h" - KX_MeshSlot ms; - ms.m_clientObj = clientobj; - ms.m_mesh = this; - ms.m_OpenGLMatrix = oglmatrix; - ms.m_bObjectColor = useObjectColor; - ms.m_RGBAcolor = rgbavec; - ms.m_pDeformer = ((BL_DeformableGameObject*)clientobj)->m_pDeformer; - - for (RAS_MaterialBucket::Set::iterator it = m_materials.begin();it!=m_materials.end();it++) +BL_SkinMeshObject::BL_SkinMeshObject(Mesh* mesh, int lightlayer) + : RAS_MeshObject (mesh, lightlayer) +{ + m_bDeformed = true; + + if (m_mesh && m_mesh->key) { + KeyBlock *kb; + int count=0; + // initialize weight cache for shape objects + // count how many keys in this mesh + for(kb= (KeyBlock*)m_mesh->key->block.first; kb; kb= (KeyBlock*)kb->next) + count++; + m_cacheWeightIndex.resize(count,-1); + } +} - RAS_MaterialBucket* materialbucket = (*it); +BL_SkinMeshObject::~BL_SkinMeshObject() +{ + if (m_mesh && m_mesh->key) + { + KeyBlock *kb; + // remove the weight cache to avoid memory leak + for(kb= (KeyBlock*)m_mesh->key->block.first; kb; kb= (KeyBlock*)kb->next) { + if(kb->weights) + MEM_freeN(kb->weights); + kb->weights= NULL; + } + } +} + +void BL_SkinMeshObject::UpdateBuckets(void* clientobj,double* oglmatrix,bool useObjectColor,const MT_Vector4& rgbavec, bool visible, bool culled) +{ + list<RAS_MeshMaterial>::iterator it; + list<RAS_MeshSlot*>::iterator sit; + + for(it = m_materials.begin();it!=m_materials.end();++it) { + if(!it->m_slots[clientobj]) + continue; -// KX_ArrayOptimizer* oa = GetArrayOptimizer(materialbucket->GetPolyMaterial()); - materialbucket->SetMeshSlot(ms); + RAS_MeshSlot *slot = *it->m_slots[clientobj]; + slot->m_pDeformer = ((BL_DeformableGameObject*)clientobj)->m_pDeformer; } + RAS_MeshObject::UpdateBuckets(clientobj, oglmatrix, useObjectColor, rgbavec, visible, culled); } static int get_def_index(Object* ob, const char* vgroup) @@ -74,6 +101,7 @@ static int get_def_index(Object* ob, const char* vgroup) for (curdef = (bDeformGroup*)ob->defbase.first; curdef; curdef=(bDeformGroup*)curdef->next, index++) if (!strcmp(curdef->name, vgroup)) return index; + return -1; } diff --git a/source/gameengine/Converter/BL_SkinMeshObject.h b/source/gameengine/Converter/BL_SkinMeshObject.h index c21fb64204b..8544a2b958c 100644 --- a/source/gameengine/Converter/BL_SkinMeshObject.h +++ b/source/gameengine/Converter/BL_SkinMeshObject.h @@ -33,62 +33,27 @@ #ifdef WIN32 #pragma warning (disable:4786) // get rid of stupid stl-visual compiler debug warning #endif //WIN32 -#include "MEM_guardedalloc.h" + #include "RAS_MeshObject.h" #include "RAS_Deformer.h" #include "RAS_IPolygonMaterial.h" #include "BL_MeshDeformer.h" -#include "DNA_mesh_types.h" -#include "DNA_key_types.h" -#include "DNA_meshdata_types.h" - class BL_SkinMeshObject : public RAS_MeshObject { - -// enum { BUCKET_MAX_INDICES = 16384};//2048};//8192}; -// enum { BUCKET_MAX_TRIANGLES = 4096}; - protected: vector<int> m_cacheWeightIndex; public: - void Bucketize(double* oglmatrix,void* clientobj,bool useObjectColor,const MT_Vector4& rgbavec); -// void Bucketize(double* oglmatrix,void* clientobj,bool useObjectColor,const MT_Vector4& rgbavec,class RAS_BucketManager* bucketmgr); - - BL_SkinMeshObject(Mesh* mesh, int lightlayer) : RAS_MeshObject (mesh, lightlayer) - { - m_class = 1; - if (m_mesh && m_mesh->key) - { - KeyBlock *kb; - int count=0; - // initialize weight cache for shape objects - // count how many keys in this mesh - for(kb= (KeyBlock*)m_mesh->key->block.first; kb; kb= (KeyBlock*)kb->next) - count++; - m_cacheWeightIndex.resize(count,-1); - } - }; + BL_SkinMeshObject(Mesh* mesh, int lightlayer); + ~BL_SkinMeshObject(); - virtual ~BL_SkinMeshObject() - { - if (m_mesh && m_mesh->key) - { - KeyBlock *kb; - // remove the weight cache to avoid memory leak - for(kb= (KeyBlock*)m_mesh->key->block.first; kb; kb= (KeyBlock*)kb->next) { - if(kb->weights) - MEM_freeN(kb->weights); - kb->weights= NULL; - } - } - }; + void UpdateBuckets(void* clientobj, double* oglmatrix, + bool useObjectColor, const MT_Vector4& rgbavec, bool visible, bool culled); // for shape keys, void CheckWeightCache(struct Object* obj); - }; #endif diff --git a/source/gameengine/Converter/CMakeLists.txt b/source/gameengine/Converter/CMakeLists.txt index adb7304b10e..217bdb30907 100644 --- a/source/gameengine/Converter/CMakeLists.txt +++ b/source/gameengine/Converter/CMakeLists.txt @@ -64,6 +64,7 @@ SET(INC ../../../source/gameengine/Network/LoopBackNetwork ../../../source/blender/misc ../../../source/blender/blenloader + ../../../source/blender/gpu ../../../extern/bullet2/src ../../../extern/solid ${PYTHON_INC} diff --git a/source/gameengine/Converter/KX_BlenderSceneConverter.cpp b/source/gameengine/Converter/KX_BlenderSceneConverter.cpp index de91bce2ab1..1f5b578d441 100644 --- a/source/gameengine/Converter/KX_BlenderSceneConverter.cpp +++ b/source/gameengine/Converter/KX_BlenderSceneConverter.cpp @@ -184,20 +184,21 @@ bool KX_BlenderSceneConverter::TryAndLoadNewFile() return result; } - +Scene *KX_BlenderSceneConverter::GetBlenderSceneForName(const STR_String& name) +{ + Scene *sce; /** * Find the specified scene by name, or the first * scene if nothing matches (shouldn't happen). */ -static struct Scene *GetSceneForName2(struct Main *maggie, const STR_String& scenename) { - Scene *sce; - for (sce= (Scene*) maggie->scene.first; sce; sce= (Scene*) sce->id.next) - if (scenename == (sce->id.name+2)) + for (sce= (Scene*) m_maggie->scene.first; sce; sce= (Scene*) sce->id.next) + if (name == (sce->id.name+2)) return sce; - return (Scene*) maggie->scene.first; + return (Scene*)m_maggie->scene.first; + } #include "KX_PythonInit.h" @@ -258,7 +259,7 @@ void KX_BlenderSceneConverter::ConvertScene(const STR_String& scenename, class RAS_ICanvas* canvas) { //find out which physics engine - Scene *blenderscene = GetSceneForName2(m_maggie, scenename); + Scene *blenderscene = GetBlenderSceneForName(scenename); e_PhysicsEngine physics_engine = UseBullet; // hook for registration function during conversion. @@ -818,7 +819,7 @@ void KX_BlenderSceneConverter::WritePhysicsObjectToAnimationIpo(int frameNumber) KX_GameObject* gameObj = (KX_GameObject*)parentList->GetValue(g); if (gameObj->IsDynamic()) { - KX_IPhysicsController* physCtrl = gameObj->GetPhysicsController(); + //KX_IPhysicsController* physCtrl = gameObj->GetPhysicsController(); Object* blenderObject = FindBlenderObject(gameObj); if (blenderObject) @@ -846,7 +847,7 @@ void KX_BlenderSceneConverter::WritePhysicsObjectToAnimationIpo(int frameNumber) - const MT_Vector3& scale = gameObj->NodeGetWorldScaling(); + //const MT_Vector3& scale = gameObj->NodeGetWorldScaling(); const MT_Point3& position = gameObj->NodeGetWorldPosition(); Ipo* ipo = blenderObject->ipo; @@ -974,7 +975,7 @@ void KX_BlenderSceneConverter::TestHandlesPhysicsObjectToAnimationIpo() KX_GameObject* gameObj = (KX_GameObject*)parentList->GetValue(g); if (gameObj->IsDynamic()) { - KX_IPhysicsController* physCtrl = gameObj->GetPhysicsController(); + //KX_IPhysicsController* physCtrl = gameObj->GetPhysicsController(); Object* blenderObject = FindBlenderObject(gameObj); if (blenderObject) @@ -1002,8 +1003,8 @@ void KX_BlenderSceneConverter::TestHandlesPhysicsObjectToAnimationIpo() - const MT_Vector3& scale = gameObj->NodeGetWorldScaling(); - const MT_Point3& position = gameObj->NodeGetWorldPosition(); + //const MT_Vector3& scale = gameObj->NodeGetWorldScaling(); + //const MT_Point3& position = gameObj->NodeGetWorldPosition(); Ipo* ipo = blenderObject->ipo; if (ipo) diff --git a/source/gameengine/Converter/KX_BlenderSceneConverter.h b/source/gameengine/Converter/KX_BlenderSceneConverter.h index e5d6ccc5caf..2317e952a0a 100644 --- a/source/gameengine/Converter/KX_BlenderSceneConverter.h +++ b/source/gameengine/Converter/KX_BlenderSceneConverter.h @@ -45,6 +45,7 @@ class BL_Material; struct IpoCurve; struct Main; struct SpaceIpo; +struct Scene; class KX_BlenderSceneConverter : public KX_ISceneConverter { @@ -151,6 +152,7 @@ public: virtual void SetGLSLMaterials(bool val); virtual bool GetGLSLMaterials(); + struct Scene* GetBlenderSceneForName(const STR_String& name); }; #endif //__KX_BLENDERSCENECONVERTER_H diff --git a/source/gameengine/Converter/KX_ConvertActuators.cpp b/source/gameengine/Converter/KX_ConvertActuators.cpp index 7e976beaf44..321fc325bb8 100644 --- a/source/gameengine/Converter/KX_ConvertActuators.cpp +++ b/source/gameengine/Converter/KX_ConvertActuators.cpp @@ -1064,7 +1064,7 @@ void BL_ConvertActuators(char* maggiename, { bParentActuator *parAct = (bParentActuator *) bact->data; int mode = KX_ParentActuator::KX_PARENT_NODEF; - KX_GameObject *tmpgob; + KX_GameObject *tmpgob = NULL; switch(parAct->type) { diff --git a/source/gameengine/Converter/Makefile b/source/gameengine/Converter/Makefile index f312fc13221..4dd63e428bd 100644 --- a/source/gameengine/Converter/Makefile +++ b/source/gameengine/Converter/Makefile @@ -51,6 +51,7 @@ CPPFLAGS += -I../../blender/include CPPFLAGS += -I../../blender/blenlib CPPFLAGS += -I../../blender/blenkernel CPPFLAGS += -I../../blender/render/extern/include +CPPFLAGS += -I../../blender/gpu CPPFLAGS += -I$(NAN_GUARDEDALLOC)/include CPPFLAGS += -I../Expressions -I../Rasterizer -I../GameLogic CPPFLAGS += -I../Ketsji -I../BlenderRoutines -I../SceneGraph diff --git a/source/gameengine/Converter/SConscript b/source/gameengine/Converter/SConscript index f5e382b471e..3be352c568b 100644 --- a/source/gameengine/Converter/SConscript +++ b/source/gameengine/Converter/SConscript @@ -16,7 +16,7 @@ incs += ' #source/gameengine/Expressions #source/gameengine/Network #source/game incs += ' #source/gameengine/Physics/common #source/gameengine/Physics/Bullet #source/gameengine/Physics/BlOde' incs += ' #source/gameengine/Physics/Dummy #source/gameengine/Physics/Sumo' incs += ' #source/gameengine/Physics/Sumo/Fuzzics/include #source/gameengine/Network/LoopBackNetwork' -incs += ' #source/blender/misc #source/blender/blenloader' +incs += ' #source/blender/misc #source/blender/blenloader #source/blender/gpu' incs += ' ' + env['BF_PYTHON_INC'] incs += ' ' + env['BF_SOLID_INC'] diff --git a/source/gameengine/GamePlayer/common/CMakeLists.txt b/source/gameengine/GamePlayer/common/CMakeLists.txt index e26f8b9d69a..0c6c4179e2d 100644 --- a/source/gameengine/GamePlayer/common/CMakeLists.txt +++ b/source/gameengine/GamePlayer/common/CMakeLists.txt @@ -30,7 +30,6 @@ SET(SRC GPC_Engine.cpp GPC_KeyboardDevice.cpp GPC_MouseDevice.cpp - GPC_PolygonMaterial.cpp GPC_RawImage.cpp GPC_RawLoadDotBlendArray.cpp GPC_RawLogoArrays.cpp @@ -69,6 +68,7 @@ SET(INC ../../../../source/gameengine/GamePlayer/ghost ../../../../source/blender/misc ../../../../source/blender/blenloader + ../../../../source/blender/gpu ../../../../extern/glew/include ${PYTHON_INC} ${SOLID_INC} diff --git a/source/gameengine/GamePlayer/common/GPC_RenderTools.cpp b/source/gameengine/GamePlayer/common/GPC_RenderTools.cpp index a64c85f6c17..78d8eaf2aa3 100644 --- a/source/gameengine/GamePlayer/common/GPC_RenderTools.cpp +++ b/source/gameengine/GamePlayer/common/GPC_RenderTools.cpp @@ -27,141 +27,256 @@ * ***** END GPL LICENSE BLOCK ***** */ -#include <assert.h> - -#ifdef WIN32 -#pragma warning (disable : 4786) -#include <windows.h> -#endif - #include "GL/glew.h" -#include <iostream> - -#include "GPC_RenderTools.h" - #include "RAS_IRenderTools.h" #include "RAS_IRasterizer.h" #include "RAS_LightObject.h" #include "RAS_ICanvas.h" #include "RAS_GLExtensionManager.h" -// next two includes/dependencies come from the shadow feature -// it needs the gameobject and the sumo physics scene for a raycast #include "KX_GameObject.h" - -#include "GPC_PolygonMaterial.h" #include "KX_PolygonMaterial.h" -#include "Value.h" +#include "KX_BlenderMaterial.h" +#include "KX_RayCast.h" +#include "KX_IPhysicsController.h" + +#include "PHY_IPhysicsEnvironment.h" -//#include "KX_BlenderGL.h" // for text printing -//#include "KX_BlenderClientObject.h" #include "STR_String.h" -#include "RAS_BucketManager.h" // for polymaterial (needed for textprinting) - - -// Blender includes -/* This list includes only data type definitions */ -#include "DNA_object_types.h" -#include "DNA_material_types.h" -#include "DNA_image_types.h" -#include "DNA_lamp_types.h" -#include "DNA_group_types.h" -#include "DNA_scene_types.h" -#include "DNA_camera_types.h" -#include "DNA_property_types.h" -#include "DNA_text_types.h" -#include "DNA_sensor_types.h" -#include "DNA_controller_types.h" -#include "DNA_actuator_types.h" -#include "DNA_mesh_types.h" -#include "DNA_meshdata_types.h" -#include "DNA_view3d_types.h" -#include "DNA_world_types.h" - -#include "BKE_global.h" -#include "BKE_image.h" -#include "BKE_bmfont.h" + +#include "GPU_draw.h" + +#include "BKE_bmfont.h" // for text printing #include "BKE_bmfont_types.h" -#include "BKE_main.h" -#include "IMB_imbuf_types.h" -// End of Blender includes +#include "GPC_RenderTools.h" -#include "KX_Scene.h" -#include "KX_RayCast.h" -#include "KX_IPhysicsController.h" -#include "PHY_IPhysicsEnvironment.h" -#include "KX_BlenderMaterial.h" +unsigned int GPC_RenderTools::m_numgllights; GPC_RenderTools::GPC_RenderTools() { m_font = BMF_GetFont(BMF_kHelvetica10); + glGetIntegerv(GL_MAX_LIGHTS, (GLint*) &m_numgllights); if (m_numgllights < 8) m_numgllights = 8; } - GPC_RenderTools::~GPC_RenderTools() { } +void GPC_RenderTools::BeginFrame(RAS_IRasterizer* rasty) +{ + m_clientobject = NULL; + m_lastlightlayer = -1; + m_lastlighting = false; + DisableOpenGLLights(); +} void GPC_RenderTools::EndFrame(RAS_IRasterizer* rasty) { } +/* ProcessLighting performs lighting on objects. the layer is a bitfield that + * contains layer information. There are 20 'official' layers in blender. A + * light is applied on an object only when they are in the same layer. OpenGL + * has a maximum of 8 lights (simultaneous), so 20 * 8 lights are possible in + * a scene. */ -void GPC_RenderTools::BeginFrame(RAS_IRasterizer* rasty) +void GPC_RenderTools::ProcessLighting(int layer, const MT_Transform& viewmat) { - m_clientobject=NULL; - m_modified=true; - DisableOpenGLLights(); + if(m_lastlightlayer == layer) + return; -} + m_lastlightlayer = layer; -int GPC_RenderTools::ProcessLighting(int layer) -{ - int result = false; + bool enable = false; - if (layer < 0) - { - DisableOpenGLLights(); - result = false; - } else + if (layer >= 0) { if (m_clientobject) - { - if (applyLights(layer)) - { - EnableOpenGLLights(); - result = true; - } else - { - DisableOpenGLLights(); - result = false; - } + { + if (layer == RAS_LIGHT_OBJECT_LAYER) + layer = static_cast<KX_GameObject*>(m_clientobject)->GetLayer(); + + enable = applyLights(layer, viewmat); } } - return result; + + if(enable) + EnableOpenGLLights(); + else + DisableOpenGLLights(); } void GPC_RenderTools::EnableOpenGLLights() { + if(m_lastlighting == true) + return; + glEnable(GL_LIGHTING); glEnable(GL_COLOR_MATERIAL); - glColorMaterial(GL_FRONT_AND_BACK,GL_DIFFUSE); + + glColorMaterial(GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE); + glLightModeli(GL_LIGHT_MODEL_TWO_SIDE, true); if (GLEW_EXT_separate_specular_color || GLEW_VERSION_1_2) glLightModeli(GL_LIGHT_MODEL_COLOR_CONTROL, GL_SEPARATE_SPECULAR_COLOR); + + m_lastlighting = true; } -void GPC_RenderTools::RenderText2D(RAS_TEXT_RENDER_MODE mode, - const char* text, - int xco, - int yco, - int width, - int height) +void GPC_RenderTools::DisableOpenGLLights() +{ + if(m_lastlighting == false) + return; + + glDisable(GL_LIGHTING); + glDisable(GL_COLOR_MATERIAL); + + m_lastlighting = false; +} + + +void GPC_RenderTools::SetClientObject(RAS_IRasterizer *rasty, void* obj) +{ + if (m_clientobject != obj) + { + bool ccw = (obj == NULL || !((KX_GameObject*)obj)->IsNegativeScaling()); + rasty->SetFrontFace(ccw); + + m_clientobject = obj; + } +} + +bool GPC_RenderTools::RayHit(KX_ClientObjectInfo* client, KX_RayCast* result, void * const data) +{ + double* const oglmatrix = (double* const) data; + MT_Point3 resultpoint(result->m_hitPoint); + MT_Vector3 resultnormal(result->m_hitNormal); + MT_Vector3 left(oglmatrix[0],oglmatrix[1],oglmatrix[2]); + MT_Vector3 dir = -(left.cross(resultnormal)).safe_normalized(); + left = (dir.cross(resultnormal)).safe_normalized(); + // for the up vector, we take the 'resultnormal' returned by the physics + + double maat[16]={ + left[0], left[1], left[2], 0, + dir[0], dir[1], dir[2], 0, + resultnormal[0],resultnormal[1],resultnormal[2], 0, + 0, 0, 0, 1}; + glTranslated(resultpoint[0],resultpoint[1],resultpoint[2]); + //glMultMatrixd(oglmatrix); + glMultMatrixd(maat); + return true; +} + +void GPC_RenderTools::applyTransform(RAS_IRasterizer* rasty,double* oglmatrix,int objectdrawmode ) +{ + /* FIXME: + blender: intern/moto/include/MT_Vector3.inl:42: MT_Vector3 operator/(const + MT_Vector3&, double): Assertion `!MT_fuzzyZero(s)' failed. + + Program received signal SIGABRT, Aborted. + [Switching to Thread 16384 (LWP 1519)] + 0x40477571 in kill () from /lib/libc.so.6 + (gdb) bt + #7 0x08334368 in MT_Vector3::normalized() const () + #8 0x0833e6ec in GPC_RenderTools::applyTransform(RAS_IRasterizer*, double*, int) () + */ + + if (objectdrawmode & RAS_IPolyMaterial::BILLBOARD_SCREENALIGNED || + objectdrawmode & RAS_IPolyMaterial::BILLBOARD_AXISALIGNED) + { + // rotate the billboard/halo + //page 360/361 3D Game Engine Design, David Eberly for a discussion + // on screen aligned and axis aligned billboards + // assumed is that the preprocessor transformed all billboard polygons + // so that their normal points into the positive x direction (1.0 , 0.0 , 0.0) + // when new parenting for objects is done, this rotation + // will be moved into the object + + MT_Point3 objpos (oglmatrix[12],oglmatrix[13],oglmatrix[14]); + MT_Point3 campos = rasty->GetCameraPosition(); + MT_Vector3 dir = (campos - objpos).safe_normalized(); + MT_Vector3 up(0,0,1.0); + + KX_GameObject* gameobj = (KX_GameObject*) this->m_clientobject; + // get scaling of halo object + MT_Vector3 size = gameobj->GetSGNode()->GetLocalScale(); + + bool screenaligned = (objectdrawmode & RAS_IPolyMaterial::BILLBOARD_SCREENALIGNED)!=0;//false; //either screen or axisaligned + if (screenaligned) + { + up = (up - up.dot(dir) * dir).safe_normalized(); + } else + { + dir = (dir - up.dot(dir)*up).safe_normalized(); + } + + MT_Vector3 left = dir.normalized(); + dir = (left.cross(up)).normalized(); + + // we have calculated the row vectors, now we keep + // local scaling into account: + + left *= size[0]; + dir *= size[1]; + up *= size[2]; + double maat[16]={ + left[0], left[1],left[2], 0, + dir[0], dir[1],dir[2],0, + up[0],up[1],up[2],0, + 0,0,0,1}; + glTranslated(objpos[0],objpos[1],objpos[2]); + glMultMatrixd(maat); + + } else + { + if (objectdrawmode & RAS_IPolyMaterial::SHADOW) + { + // shadow must be cast to the ground, physics system needed here! + MT_Point3 frompoint(oglmatrix[12],oglmatrix[13],oglmatrix[14]); + KX_GameObject *gameobj = (KX_GameObject*) this->m_clientobject; + MT_Vector3 direction = MT_Vector3(0,0,-1); + + direction.normalize(); + direction *= 100000; + + MT_Point3 topoint = frompoint + direction; + + KX_Scene* kxscene = (KX_Scene*) m_auxilaryClientInfo; + PHY_IPhysicsEnvironment* physics_environment = kxscene->GetPhysicsEnvironment(); + KX_IPhysicsController* physics_controller = gameobj->GetPhysicsController(); + + KX_GameObject *parent = gameobj->GetParent(); + if (!physics_controller && parent) + physics_controller = parent->GetPhysicsController(); + if (parent) + parent->Release(); + + KX_RayCast::Callback<GPC_RenderTools> callback(this, physics_controller, oglmatrix); + if (!KX_RayCast::RayTest(physics_environment, frompoint, topoint, callback)) + { + // couldn't find something to cast the shadow on... + glMultMatrixd(oglmatrix); + } + } else + { + + // 'normal' object + glMultMatrixd(oglmatrix); + } + } +} + + +void GPC_RenderTools::RenderText2D(RAS_TEXT_RENDER_MODE mode, + const char* text, + int xco, + int yco, + int width, + int height) { STR_String tmpstr(text); int lines; @@ -234,21 +349,19 @@ void GPC_RenderTools::RenderText2D(RAS_TEXT_RENDER_MODE mode, glDisable(GL_LIGHTING); } -/** - * Copied from KX_BlenderRenderTools.cpp in KX_blenderhook - * Renders text into a (series of) polygon(s), using a texture font, - * Each character consists of one polygon (one quad or two triangles) - */ +/* Render Text renders text into a (series of) polygon, using a texture font, + * Each character consists of one polygon (one quad or two triangles) */ + void GPC_RenderTools::RenderText( int mode, RAS_IPolyMaterial* polymat, - float v1[3], float v2[3], float v3[3], float v4[3]) + float v1[3], float v2[3], float v3[3], float v4[3], int glattrib) { STR_String mytext = ((CValue*)m_clientobject)->GetPropertyText("Text"); const unsigned int flag = polymat->GetFlag(); struct MTFace* tface = 0; - unsigned int* col = 0; + unsigned int *col = 0; if(flag & RAS_BLENDERMAT) { KX_BlenderMaterial *bl_mat = static_cast<KX_BlenderMaterial*>(polymat); @@ -259,110 +372,29 @@ void GPC_RenderTools::RenderText( tface = blenderpoly->GetMTFace(); col = blenderpoly->GetMCol(); } - - BL_RenderText(mode, mytext, mytext.Length(), tface, col, v1, v2, v3, v4); + + GPU_render_text(tface, mode, mytext, mytext.Length(), col, v1, v2, v3, v4, glattrib); } - -/** - * Copied from KX_BlenderGL.cpp in KX_blenderhook - */ -void GPC_RenderTools::BL_RenderText( - int mode, - const char* textstr, - int textlen, - struct MTFace* tface, - unsigned int* col, - float v1[3],float v2[3],float v3[3],float v4[3]) +void GPC_RenderTools::PushMatrix() { - struct Image* ima; - - if (mode & TF_BMFONT) { - //char string[MAX_PROPSTRING]; -// float tmat[4][4]; - int characters, index, character; - float centerx, centery, sizex, sizey, transx, transy, movex, movey, advance; - -// bProperty *prop; - - // string = "Frank van Beek"; - - characters = textlen; - - ima = (struct Image*) tface->tpage; - if (ima == NULL) { - characters = 0; - } - - if(!col) glColor3f(1.0f, 1.0f, 1.0f); - - glPushMatrix(); - for (index = 0; index < characters; index++) { - // lets calculate offset stuff - character = textstr[index]; - - // space starts at offset 1 - // character = character - ' ' + 1; - - matrixGlyph((ImBuf *)ima->ibufs.first, character, & centerx, ¢ery, &sizex, &sizey, &transx, &transy, &movex, &movey, &advance); - - glBegin(GL_POLYGON); - // printf(" %c %f %f %f %f\n", character, tface->uv[0][0], tface->uv[0][1], ); - // glTexCoord2f((tface->uv[0][0] - centerx) * sizex + transx, (tface->uv[0][1] - centery) * sizey + transy); - glTexCoord2f((tface->uv[0][0] - centerx) * sizex + transx, (tface->uv[0][1] - centery) * sizey + transy); - - if(col) BL_spack(col[0]); - // glVertex3fv(v1); - glVertex3f(sizex * v1[0] + movex, sizey * v1[1] + movey, v1[2]); - - glTexCoord2f((tface->uv[1][0] - centerx) * sizex + transx, (tface->uv[1][1] - centery) * sizey + transy); - if(col) BL_spack(col[1]); - // glVertex3fv(v2); - glVertex3f(sizex * v2[0] + movex, sizey * v2[1] + movey, v2[2]); - - glTexCoord2f((tface->uv[2][0] - centerx) * sizex + transx, (tface->uv[2][1] - centery) * sizey + transy); - if(col) BL_spack(col[2]); - // glVertex3fv(v3); - glVertex3f(sizex * v3[0] + movex, sizey * v3[1] + movey, v3[2]); - - if(v4) { - // glTexCoord2f((tface->uv[3][0] - centerx) * sizex + transx, 1.0 - (1.0 - tface->uv[3][1]) * sizey - transy); - glTexCoord2f((tface->uv[3][0] - centerx) * sizex + transx, (tface->uv[3][1] - centery) * sizey + transy); - if(col) BL_spack(col[3]); - // glVertex3fv(v4); - glVertex3f(sizex * v4[0] + movex, sizey * v4[1] + movey, v4[2]); - } - glEnd(); - - glTranslatef(advance, 0.0, 0.0); - } - glPopMatrix(); - - } + glPushMatrix(); } - -RAS_IPolyMaterial* GPC_RenderTools::CreateBlenderPolyMaterial( - const STR_String &texname, - bool ba,const STR_String& matname,int tile,int tilexrep,int tileyrep,int mode,bool transparant, bool zsort, - int lightlayer,bool bIsTriangle,void* clientobject,void* tface) +void GPC_RenderTools::PopMatrix() { - assert(!"Deprecated"); -/* return new GPC_PolygonMaterial(texname, ba,matname,tile,tilexrep,tileyrep, - mode,transparant,zsort,lightlayer,bIsTriangle,clientobject,tface); - */ - return NULL; + glPopMatrix(); } -int GPC_RenderTools::applyLights(int objectlayer) +int GPC_RenderTools::applyLights(int objectlayer, const MT_Transform& viewmat) { -// taken from blender source, incompatibility between Blender Object / GameObject - - int count; + // taken from blender source, incompatibility between Blender Object / GameObject + float glviewmat[16]; + unsigned int count; float vec[4]; - + vec[3]= 1.0; for(count=0; count<m_numgllights; count++) @@ -371,23 +403,20 @@ int GPC_RenderTools::applyLights(int objectlayer) //std::vector<struct RAS_LightObject*> m_lights; std::vector<struct RAS_LightObject*>::iterator lit = m_lights.begin(); + viewmat.getValue(glviewmat); + glPushMatrix(); + glLoadMatrixf(glviewmat); for (lit = m_lights.begin(), count = 0; !(lit==m_lights.end()) && count < m_numgllights; ++lit) { RAS_LightObject* lightdata = (*lit); if (lightdata->m_layer & objectlayer) { - - glPushMatrix(); - glLoadMatrixf(m_viewmat); - - vec[0] = (*(lightdata->m_worldmatrix))(0,3); vec[1] = (*(lightdata->m_worldmatrix))(1,3); vec[2] = (*(lightdata->m_worldmatrix))(2,3); vec[3] = 1; - if(lightdata->m_type==RAS_LightObject::LIGHT_SUN) { vec[0] = (*(lightdata->m_worldmatrix))(0,2); @@ -443,141 +472,16 @@ int GPC_RenderTools::applyLights(int objectlayer) } glLightfv((GLenum)(GL_LIGHT0+count), GL_SPECULAR, vec); glEnable((GLenum)(GL_LIGHT0+count)); - - count++; - glPopMatrix(); + count++; } } + glPopMatrix(); return count; } -void GPC_RenderTools::SetClientObject(void* obj) -{ - if (m_clientobject != obj) - { - if (obj == NULL || !((KX_GameObject*)obj)->IsNegativeScaling()) - { - glFrontFace(GL_CCW); - } else - { - glFrontFace(GL_CW); - } - m_clientobject = obj; - m_modified = true; - } -} - -bool GPC_RenderTools::RayHit(KX_ClientObjectInfo* client, KX_RayCast* result, void * const data) -{ - double* const oglmatrix = (double* const) data; - MT_Point3 resultpoint(result->m_hitPoint); - MT_Vector3 resultnormal(result->m_hitNormal); - MT_Vector3 left(oglmatrix[0],oglmatrix[1],oglmatrix[2]); - MT_Vector3 dir = -(left.cross(resultnormal)).safe_normalized(); - left = (dir.cross(resultnormal)).safe_normalized(); - // for the up vector, we take the 'resultnormal' returned by the physics - - double maat[16]={ - left[0], left[1], left[2], 0, - dir[0], dir[1], dir[2], 0, - resultnormal[0],resultnormal[1],resultnormal[2], 0, - 0, 0, 0, 1}; - glTranslated(resultpoint[0],resultpoint[1],resultpoint[2]); - //glMultMatrixd(oglmatrix); - glMultMatrixd(maat); - return true; -} - -void GPC_RenderTools::applyTransform(RAS_IRasterizer* rasty,double* oglmatrix,int objectdrawmode ) -{ - if (objectdrawmode & RAS_IPolyMaterial::BILLBOARD_SCREENALIGNED || - objectdrawmode & RAS_IPolyMaterial::BILLBOARD_AXISALIGNED) - { - // rotate the billboard/halo - //page 360/361 3D Game Engine Design, David Eberly for a discussion - // on screen aligned and axis aligned billboards - // assumed is that the preprocessor transformed all billboard polygons - // so that their normal points into the positive x direction (1.0 , 0.0 , 0.0) - // when new parenting for objects is done, this rotation - // will be moved into the object - - MT_Point3 objpos (oglmatrix[12],oglmatrix[13],oglmatrix[14]); - MT_Point3 campos = rasty->GetCameraPosition(); - MT_Vector3 dir = (campos - objpos).safe_normalized(); - MT_Vector3 up(0,0,1.0); - - KX_GameObject* gameobj = (KX_GameObject*) this->m_clientobject; - // get scaling of halo object - MT_Vector3 size = gameobj->GetSGNode()->GetLocalScale(); - - bool screenaligned = (objectdrawmode & RAS_IPolyMaterial::BILLBOARD_SCREENALIGNED)!=0;//false; //either screen or axisaligned - if (screenaligned) - { - up = (up - up.dot(dir) * dir).safe_normalized(); - } else - { - dir = (dir - up.dot(dir)*up).safe_normalized(); - } - - MT_Vector3 left = dir.normalized(); - dir = (left.cross(up)).normalized(); - - // we have calculated the row vectors, now we keep - // local scaling into account: - - left *= size[0]; - dir *= size[1]; - up *= size[2]; - double maat[16]={ - left[0], left[1],left[2], 0, - dir[0], dir[1],dir[2],0, - up[0],up[1],up[2],0, - 0,0,0,1}; - glTranslated(objpos[0],objpos[1],objpos[2]); - glMultMatrixd(maat); - - } else - { - if (objectdrawmode & RAS_IPolyMaterial::SHADOW) - { - // shadow must be cast to the ground, physics system needed here! - MT_Point3 frompoint(oglmatrix[12],oglmatrix[13],oglmatrix[14]); - KX_GameObject *gameobj = (KX_GameObject*) this->m_clientobject; - MT_Vector3 direction = MT_Vector3(0,0,-1); - - direction.normalize(); - direction *= 100000; - - MT_Point3 topoint = frompoint + direction; - - KX_Scene* kxscene = (KX_Scene*) m_auxilaryClientInfo; - PHY_IPhysicsEnvironment* physics_environment = kxscene->GetPhysicsEnvironment(); - KX_IPhysicsController* physics_controller = gameobj->GetPhysicsController(); - - KX_GameObject *parent = gameobj->GetParent(); - if (!physics_controller && parent) - physics_controller = parent->GetPhysicsController(); - if (parent) - parent->Release(); - - KX_RayCast::Callback<GPC_RenderTools> callback(this, physics_controller, oglmatrix); - if (!KX_RayCast::RayTest(physics_environment, frompoint, topoint, callback)) - { - // couldn't find something to cast the shadow on... - glMultMatrixd(oglmatrix); - } - } else - { - - // 'normal' object - glMultMatrixd(oglmatrix); - } - } -} - void GPC_RenderTools::MotionBlur(RAS_IRasterizer* rasterizer) { int state = rasterizer->GetMotionBlurState(); @@ -608,7 +512,6 @@ void GPC_RenderTools::Update2DFilter(vector<STR_String>& propNames, void* gameOb void GPC_RenderTools::Render2DFilters(RAS_ICanvas* canvas) { - m_filtermanager.RenderFilters( canvas); + m_filtermanager.RenderFilters(canvas); } -unsigned int GPC_RenderTools::m_numgllights; diff --git a/source/gameengine/GamePlayer/common/GPC_RenderTools.h b/source/gameengine/GamePlayer/common/GPC_RenderTools.h index 9f70f67caf2..382956e73ea 100644 --- a/source/gameengine/GamePlayer/common/GPC_RenderTools.h +++ b/source/gameengine/GamePlayer/common/GPC_RenderTools.h @@ -31,11 +31,11 @@ #define __GPC_RENDERTOOLS_H #ifdef WIN32 - #include <windows.h> +// don't show stl-warnings +#pragma warning (disable:4786) +#include <windows.h> #endif // WIN32 -#include "GL/glew.h" - #include "RAS_IRenderTools.h" #include "BMF_Api.h" @@ -43,100 +43,52 @@ struct KX_ClientObjectInfo; class KX_RayCast; +/* BlenderRenderTools are a set of tools to apply 2D/3D graphics effects, which + * are not part of the (polygon) Rasterizer. Effects like 2D text, 3D (polygon) + * text, lighting. + * + * Most of this code is duplicated in KX_BlenderRenderTools, so this should be + * moved to some common location to avoid duplication. */ + class GPC_RenderTools : public RAS_IRenderTools { + int m_lastlightlayer; + bool m_lastlighting; + static unsigned int m_numgllights; + + BMF_Font* m_font; + public: - GPC_RenderTools(); - virtual ~GPC_RenderTools(); - - virtual void EndFrame(RAS_IRasterizer* rasty); - virtual void BeginFrame(RAS_IRasterizer* rasty); - - void DisableOpenGLLights() - { - glDisable(GL_LIGHTING); - glDisable(GL_COLOR_MATERIAL); - } - - void EnableOpenGLLights(); - - int ProcessLighting(int layer); - - void Perspective(int a, int width, int height, float mat[4][4], float viewmat[4][4]) - { - if(a== 0) - { - glMatrixMode(GL_PROJECTION); - glMatrixMode(GL_MODELVIEW); - glLoadIdentity(); - } - else - { - if(a== 1) - { - glMatrixMode(GL_PROJECTION); - glMatrixMode(GL_MODELVIEW); - } - } - } - - /** - * @attention mode is ignored here - */ - virtual void RenderText2D( - RAS_TEXT_RENDER_MODE mode, - const char* text, - int xco, - int yco, - int width, - int height); - - /** - * Renders text into a (series of) polygon(s), using a texture font, - * Each character consists of one polygon (one quad or two triangles) - */ - virtual void RenderText( - int mode, - RAS_IPolyMaterial* polymat, - float v1[3], - float v2[3], - float v3[3], - float v4[3]); - - void Render(RAS_IRasterizer* rasty,double* oglmatrix,int objectdrawmode) - { - glPopMatrix(); - glPushMatrix(); - glMultMatrixd(oglmatrix); - } - - void applyTransform(RAS_IRasterizer* rasty, double* oglmatrix, int objectdrawmode); - - virtual void PushMatrix() - { - glPushMatrix(); - } - - virtual void PopMatrix() - { - glPopMatrix(); - } - - virtual class RAS_IPolyMaterial* CreateBlenderPolyMaterial( - const STR_String &texname, - bool ba, - const STR_String& matname, - int tile, - int tilexrep,int tileyrep, - int mode, - bool transparant, - bool zsort, - int lightlayer, - bool bIsTriangle, - void* clientobject, - void* tface); - - int applyLights(int objectlayer); + GPC_RenderTools(); + virtual ~GPC_RenderTools(); + + void EndFrame(RAS_IRasterizer* rasty); + void BeginFrame(RAS_IRasterizer* rasty); + + void EnableOpenGLLights(); + void DisableOpenGLLights(); + void ProcessLighting(int layer, const MT_Transform& viewmat); + + /* @attention mode is ignored here */ + void RenderText2D(RAS_TEXT_RENDER_MODE mode, + const char* text, + int xco, + int yco, + int width, + int height); + void RenderText(int mode, + class RAS_IPolyMaterial* polymat, + float v1[3], + float v2[3], + float v3[3], + float v4[3], + int glattrib); + + void applyTransform(RAS_IRasterizer* rasty, double* oglmatrix, int objectdrawmode); + int applyLights(int objectlayer, const MT_Transform& viewmat); + + void PushMatrix(); + void PopMatrix(); bool RayHit(KX_ClientObjectInfo* client, KX_RayCast* result, void * const data); bool NeedRayCast(KX_ClientObjectInfo* client) { return true; } @@ -147,28 +99,7 @@ public: virtual void Render2DFilters(RAS_ICanvas* canvas); - virtual void SetClientObject(void* obj); - -protected: - /** - * Copied from KX_BlenderGL.cpp in KX_blenderhook - */ - void BL_RenderText( - int mode, - const char* textstr, - int textlen, - struct MTFace* tface, - unsigned int* col, - float v1[3],float v2[3],float v3[3],float v4[3]); - void BL_spack(unsigned int ucol) - { - char *cp = (char *)&ucol; - glColor3ub(cp[3], cp[2], cp[1]); - } - - - BMF_Font* m_font; - static unsigned int m_numgllights; + virtual void SetClientObject(RAS_IRasterizer *rasty, void* obj); }; #endif // __GPC_RENDERTOOLS_H diff --git a/source/gameengine/GamePlayer/common/Makefile b/source/gameengine/GamePlayer/common/Makefile index 19d792ddbdb..6a12e659be6 100644 --- a/source/gameengine/GamePlayer/common/Makefile +++ b/source/gameengine/GamePlayer/common/Makefile @@ -43,6 +43,7 @@ CPPFLAGS += -I../../../blender/blenloader CPPFLAGS += -I../../../blender/blenlib CPPFLAGS += -I../../../blender/imbuf CPPFLAGS += -I../../../blender/makesdna +CPPFLAGS += -I../../../blender/gpu CPPFLAGS += -I../../../kernel/gen_system CPPFLAGS += -I$(NAN_GUARDEDALLOC)/include @@ -72,10 +73,6 @@ CPPFLAGS += -I../../../gameengine/Rasterizer/RAS_OpenGLRasterizer CPPFLAGS += -I../../../gameengine/Physics/Sumo CPPFLAGS += -I../../../gameengine/Physics/common -ifeq ($(WITH_BF_GLEXT),true) - CPPFLAGS += -DWITH_GLEXT -endif - ############################### SOURCEDIR = source/gameengine/GamePlayer/common diff --git a/source/gameengine/GamePlayer/common/SConscript b/source/gameengine/GamePlayer/common/SConscript index 3b2367d2592..30f20a670d3 100644 --- a/source/gameengine/GamePlayer/common/SConscript +++ b/source/gameengine/GamePlayer/common/SConscript @@ -8,7 +8,6 @@ source_files = ['bmfont.cpp', 'GPC_Engine.cpp', 'GPC_KeyboardDevice.cpp', 'GPC_MouseDevice.cpp', - 'GPC_PolygonMaterial.cpp', 'GPC_RawImage.cpp', 'GPC_RawLoadDotBlendArray.cpp', 'GPC_RawLogoArrays.cpp', @@ -46,6 +45,7 @@ incs = ['.', '#source/gameengine/GamePlayer/ghost', '#source/blender/misc', '#source/blender/blenloader', + '#source/blender/gpu', '#extern/glew/include'] #This is all plugin stuff! diff --git a/source/gameengine/GamePlayer/common/unix/GPU_PolygonMaterial.h b/source/gameengine/GamePlayer/common/unix/GPU_PolygonMaterial.h index fee729a84ac..e5ed7f39811 100644 --- a/source/gameengine/GamePlayer/common/unix/GPU_PolygonMaterial.h +++ b/source/gameengine/GamePlayer/common/unix/GPU_PolygonMaterial.h @@ -37,9 +37,9 @@ class GPU_PolygonMaterial : public BP_PolygonMaterial public: GPUPolygonMaterial(const STR_String& texname, bool ba,const STR_String& matname, int tile, int tileXrep, int tileYrep, int mode, int transparant, - int lightlayer,bool bIsTriangle,void* clientobject,void* tpage) : + int lightlayer,,void* tpage) : BP_PolygonMaterial(texname, ba,matname, tile, tileXrep, tileYrep, - mode, transparant, lightlayer, bIsTriangle, clientobject), + mode, transparant, lightlayer), m_tface(tpage) { } diff --git a/source/gameengine/GamePlayer/ghost/CMakeLists.txt b/source/gameengine/GamePlayer/ghost/CMakeLists.txt index d9f0675001f..5e0ca93ac06 100644 --- a/source/gameengine/GamePlayer/ghost/CMakeLists.txt +++ b/source/gameengine/GamePlayer/ghost/CMakeLists.txt @@ -64,6 +64,7 @@ SET(INC ../../../../source/gameengine/GamePlayer/common ../../../../source/blender/misc ../../../../source/blender/blenloader + ../../../../source/blender/gpu ../../../../extern/solid ../../../../extern/glew/include ${PYTHON_INC} diff --git a/source/gameengine/GamePlayer/ghost/GPG_Application.cpp b/source/gameengine/GamePlayer/ghost/GPG_Application.cpp index c56a6d0da23..a690beb9f38 100644 --- a/source/gameengine/GamePlayer/ghost/GPG_Application.cpp +++ b/source/gameengine/GamePlayer/ghost/GPG_Application.cpp @@ -38,6 +38,7 @@ #endif #include "GL/glew.h" +#include "GPU_extensions.h" #include "GPG_Application.h" @@ -104,9 +105,10 @@ static void frameTimerProc(GHOST_ITimerTask* task, GHOST_TUns64 time); static GHOST_ISystem* fSystem = 0; static const int kTimerFreq = 10; -GPG_Application::GPG_Application(GHOST_ISystem* system, struct Main* maggie, STR_String startSceneName) - : m_startSceneName(startSceneName), - m_maggie(maggie), +GPG_Application::GPG_Application(GHOST_ISystem* system) + : m_startSceneName(""), + m_startScene(0), + m_maggie(0), m_exitRequested(0), m_system(system), m_mainWindow(0), @@ -142,15 +144,16 @@ GPG_Application::~GPG_Application(void) -bool GPG_Application::SetGameEngineData(struct Main* maggie, STR_String startSceneName) +bool GPG_Application::SetGameEngineData(struct Main* maggie, Scene *scene) { bool result = false; - if (maggie != NULL && startSceneName != "") + if (maggie != NULL && scene != NULL) { - G.scene = (Scene*)maggie->scene.first; + G.scene = scene; m_maggie = maggie; - m_startSceneName = startSceneName; + m_startSceneName = scene->id.name+2; + m_startScene = scene; result = true; } @@ -480,7 +483,7 @@ bool GPG_Application::initEngine(GHOST_IWindow* window, const int stereoMode) { if (!m_engineInitialized) { - glewInit(); + GPU_extensions_init(); bgl::InitExtensions(true); // get and set the preferences @@ -499,12 +502,18 @@ bool GPG_Application::initEngine(GHOST_IWindow* window, const int stereoMode) bool fixed_framerate= (SYS_GetCommandLineInt(syshandle, "fixed_framerate", fixedFr) != 0); bool frameRate = (SYS_GetCommandLineInt(syshandle, "show_framerate", 0) != 0); - bool useLists = (SYS_GetCommandLineInt(syshandle, "displaylists", G.fileflags & G_FILE_DIAPLAY_LISTS) != 0); + bool useLists = (SYS_GetCommandLineInt(syshandle, "displaylists", G.fileflags & G_FILE_DISPLAY_LISTS) != 0); if(GLEW_ARB_multitexture && GLEW_VERSION_1_1) { int gameflag =(G.fileflags & G_FILE_GAME_MAT); m_blendermat = (SYS_GetCommandLineInt(syshandle, "blender_material", gameflag) != 0); } + + if(GPU_extensions_minimum_support()) { + int gameflag = (G.fileflags & G_FILE_GAME_MAT_GLSL); + + m_blenderglslmat = (SYS_GetCommandLineInt(syshandle, "blender_glsl_material", gameflag) != 0); + } // create the canvas, rasterizer and rendertools m_canvas = new GPG_Canvas(window); @@ -640,14 +649,15 @@ bool GPG_Application::startEngine(void) m_mouse, m_networkdevice, m_audiodevice, - startscenename); + startscenename, + m_startScene); // some python things PyObject* dictionaryobject = initGamePlayerPythonScripting("Ketsji", psl_Lowest); m_ketsjiengine->SetPythonDictionary(dictionaryobject); initRasterizer(m_rasterizer, m_canvas); - PyObject *gameLogic = initGameLogic(startscene); + PyObject *gameLogic = initGameLogic(m_ketsjiengine, startscene); PyDict_SetItemString(dictionaryobject, "GameLogic", gameLogic); // Same as importing the module initGameKeys(); initPythonConstraintBinding(); @@ -745,6 +755,8 @@ void GPG_Application::stopEngine() void GPG_Application::exitEngine() { + GPU_extensions_exit(); + if (m_ketsjiengine) { stopEngine(); diff --git a/source/gameengine/GamePlayer/ghost/GPG_Application.h b/source/gameengine/GamePlayer/ghost/GPG_Application.h index 31f5eb75e52..5242a419808 100644 --- a/source/gameengine/GamePlayer/ghost/GPG_Application.h +++ b/source/gameengine/GamePlayer/ghost/GPG_Application.h @@ -50,14 +50,15 @@ class GPG_Canvas; class GPG_KeyboardDevice; class GPG_System; struct Main; +struct Scene; class GPG_Application : public GHOST_IEventConsumer { public: - GPG_Application(GHOST_ISystem* system, struct Main* maggie, STR_String startSceneName); + GPG_Application(GHOST_ISystem* system); ~GPG_Application(void); - bool SetGameEngineData(struct Main* maggie,STR_String startSceneName); + bool SetGameEngineData(struct Main* maggie, struct Scene* scene); bool startWindow(STR_String& title, int windowLeft, int windowTop, int windowWidth, int windowHeight, const bool stereoVisual, const int stereoMode); bool startFullScreen(int width, int height, int bpp, int frequency, const bool stereoVisual, const int stereoMode); @@ -123,6 +124,7 @@ protected: /* The game data */ STR_String m_startSceneName; + struct Scene* m_startScene; struct Main* m_maggie; /* Exit state. */ diff --git a/source/gameengine/GamePlayer/ghost/GPG_ghost.cpp b/source/gameengine/GamePlayer/ghost/GPG_ghost.cpp index 26a85128025..cc781a38bbb 100644 --- a/source/gameengine/GamePlayer/ghost/GPG_ghost.cpp +++ b/source/gameengine/GamePlayer/ghost/GPG_ghost.cpp @@ -64,13 +64,15 @@ extern "C" #ifdef __cplusplus } #endif // __cplusplus + +#include "GPU_draw.h" + /********************************** * End Blender include block **********************************/ #include "SYS_System.h" #include "GPG_Application.h" -#include "GPC_PolygonMaterial.h" #include "GHOST_ISystem.h" #include "RAS_IRasterizer.h" @@ -282,7 +284,7 @@ int main(int argc, char** argv) bool fullScreenParFound = false; bool windowParFound = false; bool closeConsole = true; - RAS_IRasterizer::StereoMode stereomode; + RAS_IRasterizer::StereoMode stereomode = RAS_IRasterizer::RAS_STEREO_NOSTEREO; bool stereoWindow = false; bool stereoParFound = false; int windowLeft = 100; @@ -525,8 +527,6 @@ int main(int argc, char** argv) return 0; } - if (!stereoParFound) stereomode = RAS_IRasterizer::RAS_STEREO_NOSTEREO; - #ifdef WIN32 if (scr_saver_mode != SCREEN_SAVER_MODE_CONFIGURATION) #endif @@ -539,7 +539,7 @@ int main(int argc, char** argv) if (SYS_GetCommandLineInt(syshandle, "nomipmap", 0)) { - GPC_PolygonMaterial::SetMipMappingEnabled(0); + GPU_set_mipmap(0); } // Create the system @@ -561,7 +561,7 @@ int main(int argc, char** argv) { int exitcode = KX_EXIT_REQUEST_NO_REQUEST; STR_String exitstring = ""; - GPG_Application app(system, NULL, exitstring); + GPG_Application app(system); bool firstTimeRunning = true; char *filename = get_filename(argc, argv); char *titlename; @@ -619,7 +619,7 @@ int main(int argc, char** argv) #endif // WIN32 Main *maggie = bfd->main; Scene *scene = bfd->curscene; - char *startscenename = scene->id.name + 2; + G.main = maggie; G.fileflags = bfd->fileflags; //Seg Fault; icon.c gIcons == 0 @@ -661,7 +661,7 @@ int main(int argc, char** argv) } // GPG_Application app (system, maggie, startscenename); - app.SetGameEngineData(maggie, startscenename); + app.SetGameEngineData(maggie, scene); if (firstTimeRunning) { diff --git a/source/gameengine/GamePlayer/ghost/Makefile b/source/gameengine/GamePlayer/ghost/Makefile index 13940ac3fc8..0b187791734 100644 --- a/source/gameengine/GamePlayer/ghost/Makefile +++ b/source/gameengine/GamePlayer/ghost/Makefile @@ -69,6 +69,7 @@ CPPFLAGS += -I../../../blender/blenloader CPPFLAGS += -I../../../blender/imbuf CPPFLAGS += -I../../../blender/makesdna CPPFLAGS += -I../../../blender/readblenfile +CPPFLAGS += -I../../../blender/gpu CPPFLAGS += -I../../../gameengine/BlenderRoutines @@ -80,7 +81,3 @@ CPPFLAGS += -I$(NAN_STRING)/include CPPFLAGS += -I$(NAN_GHOST)/include CPPFLAGS += -I$(NAN_PYTHON)/include/python$(NAN_PYTHON_VERSION) -ifeq ($(WITH_BF_GLEXT),true) - CPPFLAGS += -DWITH_GLEXT -endif - diff --git a/source/gameengine/GamePlayer/ghost/SConscript b/source/gameengine/GamePlayer/ghost/SConscript index f3cce6c7443..33cf07b6211 100644 --- a/source/gameengine/GamePlayer/ghost/SConscript +++ b/source/gameengine/GamePlayer/ghost/SConscript @@ -40,6 +40,7 @@ incs = ['.', '#source/gameengine/GamePlayer/common', '#source/blender/misc', '#source/blender/blenloader', + '#source/blender/gpu', '#extern/glew/include'] incs += Split(env['BF_PYTHON_INC']) @@ -48,8 +49,5 @@ cflags = [] if env['OURPLATFORM']=='win32-vc': cflags = ['/GR'] -if env['WITH_BF_GLEXT'] == 1: - env['CPPFLAGS'].append('-DWITH_GLEXT') - env.BlenderLib (libname='gp_ghost', sources=source_files, includes = incs, defines = [], libtype='player',priority=0, compileflags=cflags) diff --git a/source/gameengine/Ketsji/BL_BlenderShader.cpp b/source/gameengine/Ketsji/BL_BlenderShader.cpp index a9a0771936c..13b8235687b 100644 --- a/source/gameengine/Ketsji/BL_BlenderShader.cpp +++ b/source/gameengine/Ketsji/BL_BlenderShader.cpp @@ -9,108 +9,64 @@ #include "BL_BlenderShader.h" #include "BL_Material.h" -#ifdef BLENDER_GLSL #include "GPU_extensions.h" #include "GPU_material.h" -#endif #include "RAS_BucketManager.h" #include "RAS_MeshObject.h" #include "RAS_IRasterizer.h" - /* this is evil, but we need the scene to create materials with - * lights from the correct scene .. */ -static struct Scene *GetSceneForName(const STR_String& scenename) -{ - Scene *sce; - - for (sce= (Scene*)G.main->scene.first; sce; sce= (Scene*)sce->id.next) - if (scenename == (sce->id.name+2)) - return sce; - - return (Scene*)G.main->scene.first; -} - -bool BL_BlenderShader::Ok() -{ -#ifdef BLENDER_GLSL - VerifyShader(); - - return (mMat && mMat->gpumaterial); -#else - return 0; -#endif -} - BL_BlenderShader::BL_BlenderShader(KX_Scene *scene, struct Material *ma, int lightlayer) : -#ifdef BLENDER_GLSL mScene(scene), mMat(ma), - mGPUMat(NULL), -#endif - mBound(false), mLightLayer(lightlayer) { -#ifdef BLENDER_GLSL - mBlenderScene = GetSceneForName(scene->GetName()); + mBlenderScene = scene->GetBlenderScene(); //GetSceneForName(scene->GetName()); mBlendMode = GPU_BLEND_SOLID; - if(mMat) { + if(mMat) GPU_material_from_blender(mBlenderScene, mMat); - mGPUMat = mMat->gpumaterial; - } -#endif } BL_BlenderShader::~BL_BlenderShader() { -#ifdef BLENDER_GLSL - if(mMat && mMat->gpumaterial) - GPU_material_unbind(mMat->gpumaterial); -#endif + if(mMat && GPU_material_from_blender(mBlenderScene, mMat)) + GPU_material_unbind(GPU_material_from_blender(mBlenderScene, mMat)); } -bool BL_BlenderShader::VerifyShader() +bool BL_BlenderShader::Ok() { -#ifdef BLENDER_GLSL - if(mMat && !mMat->gpumaterial) - GPU_material_from_blender(mBlenderScene, mMat); + return VerifyShader(); +} - mGPUMat = mMat->gpumaterial; - - return (mMat && mGPUMat); -#else - return false; -#endif +bool BL_BlenderShader::VerifyShader() +{ + if(mMat) + return (GPU_material_from_blender(mBlenderScene, mMat) != 0); + else + return false; } -void BL_BlenderShader::SetProg(bool enable) +void BL_BlenderShader::SetProg(bool enable, double time) { -#ifdef BLENDER_GLSL if(VerifyShader()) { - if(enable) { - GPU_material_bind(mGPUMat, mLightLayer); - mBound = true; - } - else { - GPU_material_unbind(mGPUMat); - mBound = false; - } + if(enable) + GPU_material_bind(GPU_material_from_blender(mBlenderScene, mMat), mLightLayer, time); + else + GPU_material_unbind(GPU_material_from_blender(mBlenderScene, mMat)); } -#endif } int BL_BlenderShader::GetAttribNum() { -#ifdef BLENDER_GLSL GPUVertexAttribs attribs; int i, enabled = 0; if(!VerifyShader()) return enabled; - GPU_material_vertex_attributes(mGPUMat, &attribs); + GPU_material_vertex_attributes(GPU_material_from_blender(mBlenderScene, mMat), &attribs); for(i = 0; i < attribs.totlayer; i++) if(attribs.layer[i].glindex+1 > enabled) @@ -120,24 +76,23 @@ int BL_BlenderShader::GetAttribNum() enabled = BL_MAX_ATTRIB; return enabled; -#else - return 0; -#endif } void BL_BlenderShader::SetAttribs(RAS_IRasterizer* ras, const BL_Material *mat) { -#ifdef BLENDER_GLSL GPUVertexAttribs attribs; + GPUMaterial *gpumat; int i, attrib_num; ras->SetAttribNum(0); if(!VerifyShader()) return; + + gpumat = GPU_material_from_blender(mBlenderScene, mMat); if(ras->GetDrawingMode() == RAS_IRasterizer::KX_TEXTURED) { - GPU_material_vertex_attributes(mGPUMat, &attribs); + GPU_material_vertex_attributes(gpumat, &attribs); attrib_num = GetAttribNum(); ras->SetTexCoordNum(0); @@ -168,44 +123,37 @@ void BL_BlenderShader::SetAttribs(RAS_IRasterizer* ras, const BL_Material *mat) else ras->SetAttrib(RAS_IRasterizer::RAS_TEXCO_DISABLE, attribs.layer[i].glindex); } - - ras->EnableTextures(true); } - else - ras->EnableTextures(false); -#endif } -void BL_BlenderShader::Update( const KX_MeshSlot & ms, RAS_IRasterizer* rasty ) +void BL_BlenderShader::Update(const RAS_MeshSlot & ms, RAS_IRasterizer* rasty ) { -#ifdef BLENDER_GLSL float obmat[4][4], viewmat[4][4], viewinvmat[4][4], obcol[4]; + GPUMaterial *gpumat; - VerifyShader(); + gpumat = GPU_material_from_blender(mBlenderScene, mMat); - if(!mGPUMat) // || !mBound) + if(!gpumat || !GPU_material_bound(gpumat)) return; MT_Matrix4x4 model; model.setValue(ms.m_OpenGLMatrix); - MT_Matrix4x4 view; - rasty->GetViewMatrix(view); + const MT_Matrix4x4& view = rasty->GetViewMatrix(); + const MT_Matrix4x4& viewinv = rasty->GetViewInvMatrix(); + // note: getValue gives back column major as needed by OpenGL model.getValue((float*)obmat); view.getValue((float*)viewmat); - - view.invert(); - view.getValue((float*)viewinvmat); + viewinv.getValue((float*)viewinvmat); if(ms.m_bObjectColor) ms.m_RGBAcolor.getValue((float*)obcol); else obcol[0]= obcol[1]= obcol[2]= obcol[3]= 1.0f; - GPU_material_bind_uniforms(mGPUMat, obmat, viewmat, viewinvmat, obcol); + GPU_material_bind_uniforms(gpumat, obmat, viewmat, viewinvmat, obcol); - mBlendMode = GPU_material_blend_mode(mGPUMat, obcol); -#endif + mBlendMode = GPU_material_blend_mode(gpumat, obcol); } int BL_BlenderShader::GetBlendMode() @@ -215,12 +163,8 @@ int BL_BlenderShader::GetBlendMode() bool BL_BlenderShader::Equals(BL_BlenderShader *blshader) { -#ifdef BLENDER_GLSL /* to avoid unneeded state switches */ - return (blshader && mGPUMat == blshader->mGPUMat && mLightLayer == blshader->mLightLayer); -#else - return true; -#endif + return (blshader && mMat == blshader->mMat && mLightLayer == blshader->mLightLayer); } // eof diff --git a/source/gameengine/Ketsji/BL_BlenderShader.h b/source/gameengine/Ketsji/BL_BlenderShader.h index da9765dafa4..5c1f59f94ad 100644 --- a/source/gameengine/Ketsji/BL_BlenderShader.h +++ b/source/gameengine/Ketsji/BL_BlenderShader.h @@ -2,9 +2,7 @@ #ifndef __BL_GPUSHADER_H__ #define __BL_GPUSHADER_H__ -#ifdef BLENDER_GLSL #include "GPU_material.h" -#endif #include "MT_Matrix4x4.h" #include "MT_Matrix3x3.h" @@ -29,13 +27,9 @@ class BL_Material; class BL_BlenderShader { private: -#ifdef BLENDER_GLSL KX_Scene *mScene; struct Scene *mBlenderScene; struct Material *mMat; - GPUMaterial *mGPUMat; -#endif - bool mBound; int mLightLayer; int mBlendMode; @@ -46,11 +40,11 @@ public: virtual ~BL_BlenderShader(); bool Ok(); - void SetProg(bool enable); + void SetProg(bool enable, double time=0.0); int GetAttribNum(); void SetAttribs(class RAS_IRasterizer* ras, const BL_Material *mat); - void Update(const class KX_MeshSlot & ms, class RAS_IRasterizer* rasty); + void Update(const class RAS_MeshSlot & ms, class RAS_IRasterizer* rasty); int GetBlendMode(); bool Equals(BL_BlenderShader *blshader); diff --git a/source/gameengine/Ketsji/BL_Material.h b/source/gameengine/Ketsji/BL_Material.h index dcb66ea2579..0eaa234566c 100644 --- a/source/gameengine/Ketsji/BL_Material.h +++ b/source/gameengine/Ketsji/BL_Material.h @@ -18,9 +18,9 @@ struct EnvMap; this will default to users available units to build with more available, just increment this value although the more you add the slower the search time will be. - we will go for three, which should be enough + we will go for eight, which should be enough */ -#define MAXTEX 3 //match in RAS_TexVert & RAS_OpenGLRasterizer +#define MAXTEX 8 //match in RAS_TexVert & RAS_OpenGLRasterizer // different mapping modes class BL_Mapping @@ -139,7 +139,7 @@ enum BL_ras_mode COLLIDER=2, ZSORT=4, ALPHA=8, - TRIANGLE=16, + // TRIANGLE=16, USE_LIGHT=32, WIRE=64 }; diff --git a/source/gameengine/Ketsji/BL_Shader.cpp b/source/gameengine/Ketsji/BL_Shader.cpp index 57d0fe4140f..f28d3fa2912 100644 --- a/source/gameengine/Ketsji/BL_Shader.cpp +++ b/source/gameengine/Ketsji/BL_Shader.cpp @@ -433,7 +433,7 @@ void BL_Shader::SetProg(bool enable) } } -void BL_Shader::Update( const KX_MeshSlot & ms, RAS_IRasterizer* rasty ) +void BL_Shader::Update( const RAS_MeshSlot & ms, RAS_IRasterizer* rasty ) { if(!Ok() || !mPreDef.size()) return; @@ -445,8 +445,7 @@ void BL_Shader::Update( const KX_MeshSlot & ms, RAS_IRasterizer* rasty ) { MT_Matrix4x4 model; model.setValue(ms.m_OpenGLMatrix); - MT_Matrix4x4 view; - rasty->GetViewMatrix(view); + const MT_Matrix4x4& view = rasty->GetViewMatrix(); if(mAttr==SHD_TANGENT) ms.m_mesh->SetMeshModified(true); @@ -525,13 +524,15 @@ void BL_Shader::Update( const KX_MeshSlot & ms, RAS_IRasterizer* rasty ) } case VIEWMATRIX_INVERSE: { - view.invert(); + MT_Matrix4x4 viewinv = view; + viewinv.invert(); SetUniform(uni->mLoc, view); break; } case VIEWMATRIX_INVERSETRANSPOSE: { - view.invert(); + MT_Matrix4x4 viewinv = view; + viewinv.invert(); SetUniform(uni->mLoc, view, true); break; } @@ -670,6 +671,7 @@ void BL_Shader::SetUniform(int uniform, const MT_Matrix4x4& vec, bool transpose) ) { float value[16]; + // note: getValue gives back column major as needed by OpenGL vec.getValue(value); glUniformMatrix4fvARB(uniform, 1, transpose?GL_TRUE:GL_FALSE, value); } diff --git a/source/gameengine/Ketsji/BL_Shader.h b/source/gameengine/Ketsji/BL_Shader.h index 8f303454087..c7fae31ba03 100644 --- a/source/gameengine/Ketsji/BL_Shader.h +++ b/source/gameengine/Ketsji/BL_Shader.h @@ -177,7 +177,7 @@ public: void UnloadShader(); // Update predefined uniforms each render call - void Update(const class KX_MeshSlot & ms, class RAS_IRasterizer* rasty); + void Update(const class RAS_MeshSlot & ms, class RAS_IRasterizer* rasty); //// Set sampler units (copied) //void InitializeSampler(int unit, BL_Texture* texture ); diff --git a/source/gameengine/Ketsji/CMakeLists.txt b/source/gameengine/Ketsji/CMakeLists.txt index be009d94701..58411f6d25e 100644 --- a/source/gameengine/Ketsji/CMakeLists.txt +++ b/source/gameengine/Ketsji/CMakeLists.txt @@ -69,6 +69,7 @@ SET(INC ../../../intern/SoundSystem ../../../source/blender/misc ../../../source/blender/blenloader + ../../../source/blender/gpu ../../../extern/bullet2/src ../../../extern/solid ../../../extern/glew/include diff --git a/source/gameengine/Ketsji/KX_BlenderMaterial.cpp b/source/gameengine/Ketsji/KX_BlenderMaterial.cpp index a67e5b26667..f92200780d5 100644 --- a/source/gameengine/Ketsji/KX_BlenderMaterial.cpp +++ b/source/gameengine/Ketsji/KX_BlenderMaterial.cpp @@ -19,13 +19,12 @@ #include "MT_Vector4.h" #include "MT_Matrix4x4.h" +#include "RAS_BucketManager.h" #include "RAS_MeshObject.h" #include "RAS_IRasterizer.h" #include "RAS_OpenGLRasterizer/RAS_GLExtensionManager.h" -extern "C" { -#include "BDR_drawmesh.h" -} +#include "GPU_draw.h" #include "STR_HashedString.h" @@ -48,7 +47,6 @@ KX_BlenderMaterial::KX_BlenderMaterial( BL_Material *data, bool skin, int lightlayer, - void *clientobject, PyTypeObject *T ) : PyObjectPlus(T), @@ -62,9 +60,7 @@ KX_BlenderMaterial::KX_BlenderMaterial( data->transp, ((data->ras_mode &ALPHA)!=0), ((data->ras_mode &ZSORT)!=0), - lightlayer, - ((data->ras_mode &TRIANGLE)!=0), - clientobject + lightlayer ), mMaterial(data), mShader(0), @@ -78,9 +74,10 @@ KX_BlenderMaterial::KX_BlenderMaterial( { // -------------------------------- // RAS_IPolyMaterial variables... - m_flag |=RAS_BLENDERMAT; - m_flag |=(mMaterial->IdMode>=ONETEX)?RAS_MULTITEX:0; - m_flag |=(mMaterial->ras_mode & USE_LIGHT)!=0?RAS_MULTILIGHT:0; + m_flag |= RAS_BLENDERMAT; + m_flag |= (mMaterial->IdMode>=ONETEX)? RAS_MULTITEX: 0; + m_flag |= ((mMaterial->ras_mode & USE_LIGHT)!=0)? RAS_MULTILIGHT: 0; + m_flag |= (mMaterial->glslmat)? RAS_BLENDERGLSL: 0; // figure max int enabled = mMaterial->num_enabled; @@ -97,7 +94,7 @@ KX_BlenderMaterial::KX_BlenderMaterial( mMaterial->blend_mode[i] ); } - m_multimode += mMaterial->IdMode+mMaterial->ras_mode; + m_multimode += mMaterial->IdMode+ (mMaterial->ras_mode & ~(COLLIDER|USE_LIGHT)); } @@ -204,7 +201,7 @@ void KX_BlenderMaterial::OnExit() } if( mMaterial->tface ) - set_tpage(mMaterial->tface); + GPU_set_tpage(mMaterial->tface); } @@ -256,25 +253,28 @@ void KX_BlenderMaterial::setShaderData( bool enable, RAS_IRasterizer *ras) void KX_BlenderMaterial::setBlenderShaderData( bool enable, RAS_IRasterizer *ras) { if( !enable || !mBlenderShader->Ok() ) { + ras->SetBlendingMode(TF_SOLID); + // frame cleanup. if(mLastBlenderShader) { mLastBlenderShader->SetProg(false); mLastBlenderShader= NULL; } + else + BL_Texture::DisableAllTextures(); - ras->SetBlendingMode(TF_SOLID); - BL_Texture::DisableAllTextures(); return; } if(!mBlenderShader->Equals(mLastBlenderShader)) { ras->SetBlendingMode(mMaterial->transp); - BL_Texture::DisableAllTextures(); if(mLastBlenderShader) mLastBlenderShader->SetProg(false); + else + BL_Texture::DisableAllTextures(); - mBlenderShader->SetProg(true); + mBlenderShader->SetProg(true, ras->GetTime()); mLastBlenderShader= mBlenderShader; } } @@ -354,21 +354,22 @@ KX_BlenderMaterial::ActivatShaders( if (GetCachingInfo() != cachingInfo) { if (!cachingInfo) - tmp->setShaderData( false, rasty); + tmp->setShaderData(false, rasty); cachingInfo = GetCachingInfo(); if(rasty->GetDrawingMode() == RAS_IRasterizer::KX_TEXTURED) - tmp->setShaderData( true, rasty); + tmp->setShaderData(true, rasty); else - tmp->setShaderData( false, rasty); + tmp->setShaderData(false, rasty); if(mMaterial->mode & RAS_IRasterizer::KX_TWOSIDE) rasty->SetCullFace(false); else rasty->SetCullFace(true); - if (((mMaterial->ras_mode &WIRE)!=0) || mMaterial->mode & RAS_IRasterizer::KX_LINES) + if (((mMaterial->ras_mode &WIRE)!=0) || (mMaterial->mode & RAS_IRasterizer::KX_LINES) || + (rasty->GetDrawingMode() <= RAS_IRasterizer::KX_WIREFRAME)) { if((mMaterial->ras_mode &WIRE)!=0) rasty->SetCullFace(false); @@ -394,31 +395,24 @@ KX_BlenderMaterial::ActivateBlenderShaders( mLastShader= NULL; } - // reset... - if(tmp->mMaterial->IsShared()) - cachingInfo =0; - if (GetCachingInfo() != cachingInfo) { if (!cachingInfo) tmp->setBlenderShaderData(false, rasty); cachingInfo = GetCachingInfo(); - if(rasty->GetDrawingMode() == RAS_IRasterizer::KX_TEXTURED) { + if(rasty->GetDrawingMode() == RAS_IRasterizer::KX_TEXTURED) tmp->setBlenderShaderData(true, rasty); - rasty->EnableTextures(true); - } - else { + else tmp->setBlenderShaderData(false, rasty); - rasty->EnableTextures(false); - } if(mMaterial->mode & RAS_IRasterizer::KX_TWOSIDE) rasty->SetCullFace(false); else rasty->SetCullFace(true); - if (((mMaterial->ras_mode &WIRE)!=0) || mMaterial->mode & RAS_IRasterizer::KX_LINES) + if (((mMaterial->ras_mode & WIRE)!=0) || (mMaterial->mode & RAS_IRasterizer::KX_LINES) || + (rasty->GetDrawingMode() <= RAS_IRasterizer::KX_WIREFRAME)) { if((mMaterial->ras_mode &WIRE)!=0) rasty->SetCullFace(false); @@ -426,10 +420,10 @@ KX_BlenderMaterial::ActivateBlenderShaders( } else rasty->SetLines(false); - } - ActivatGLMaterials(rasty); - mBlenderShader->SetAttribs(rasty, mMaterial); + ActivatGLMaterials(rasty); + mBlenderShader->SetAttribs(rasty, mMaterial); + } } void @@ -466,7 +460,8 @@ KX_BlenderMaterial::ActivateMat( else rasty->SetCullFace(true); - if (((mMaterial->ras_mode &WIRE)!=0) || mMaterial->mode & RAS_IRasterizer::KX_LINES) + if (((mMaterial->ras_mode &WIRE)!=0) || (mMaterial->mode & RAS_IRasterizer::KX_LINES) || + (rasty->GetDrawingMode() <= RAS_IRasterizer::KX_WIREFRAME)) { if((mMaterial->ras_mode &WIRE)!=0) rasty->SetCullFace(false); @@ -486,12 +481,10 @@ KX_BlenderMaterial::Activate( TCachingInfo& cachingInfo )const { - bool dopass = false; - if( GLEW_ARB_shader_objects && ( mShader && mShader->Ok() ) ) { - if( (mPass++) < mShader->getNumPass() ) { + if(GLEW_ARB_shader_objects && (mShader && mShader->Ok())) { + if((mPass++) < mShader->getNumPass() ) { ActivatShaders(rasty, cachingInfo); - dopass = true; - return dopass; + return true; } else { if(mShader == mLastShader) { @@ -499,36 +492,29 @@ KX_BlenderMaterial::Activate( mLastShader = NULL; } mPass = 0; - dopass = false; - return dopass; + return false; } } - else if( GLEW_ARB_shader_objects && ( mBlenderShader && mBlenderShader->Ok() ) ) { - if( (mPass++) == 0 ) { + else if( GLEW_ARB_shader_objects && (mBlenderShader && mBlenderShader->Ok() ) ) { + if(mPass++ == 0) { ActivateBlenderShaders(rasty, cachingInfo); - dopass = true; - return dopass; + return true; } else { mPass = 0; - dopass = false; - return dopass; + return false; } } else { - switch (mPass++) - { - case 0: - ActivateMat(rasty, cachingInfo); - dopass = true; - break; - default: - mPass = 0; - dopass = false; - break; + if(mPass++ == 0) { + ActivateMat(rasty, cachingInfo); + return true; + } + else { + mPass = 0; + return false; } } - return dopass; } bool KX_BlenderMaterial::UsesLighting(RAS_IRasterizer *rasty) const @@ -536,14 +522,15 @@ bool KX_BlenderMaterial::UsesLighting(RAS_IRasterizer *rasty) const if(!RAS_IPolyMaterial::UsesLighting(rasty)) return false; - if(mShader && mShader->Ok()); + if(mShader && mShader->Ok()) + return true; else if(mBlenderShader && mBlenderShader->Ok()) return false; - - return true; + else + return true; } -void KX_BlenderMaterial::ActivateMeshSlot(const KX_MeshSlot & ms, RAS_IRasterizer* rasty) const +void KX_BlenderMaterial::ActivateMeshSlot(const RAS_MeshSlot & ms, RAS_IRasterizer* rasty) const { if(mShader && GLEW_ARB_shader_objects) { mShader->Update(ms, rasty); @@ -554,7 +541,7 @@ void KX_BlenderMaterial::ActivateMeshSlot(const KX_MeshSlot & ms, RAS_IRasterize mBlenderShader->Update(ms, rasty); /* we do blend modes here, because they can change per object - * with the same material due to obcolor */ + * with the same material due to obcolor/obalpha */ blendmode = mBlenderShader->GetBlendMode(); if((blendmode == TF_SOLID || blendmode == TF_ALPHA) && mMaterial->transp != TF_SOLID) blendmode = mMaterial->transp; @@ -633,11 +620,7 @@ void KX_BlenderMaterial::ActivateTexGen(RAS_IRasterizer *ras) const else ras->SetTexCoord(RAS_IRasterizer::RAS_TEXCO_DISABLE, i); } - - ras->EnableTextures(true); } - else - ras->EnableTextures(false); } void KX_BlenderMaterial::setTexMatrixData(int i) @@ -712,8 +695,7 @@ void KX_BlenderMaterial::setObjectMatrixData(int i, RAS_IRasterizer *ras) glEnable(GL_TEXTURE_GEN_T); glEnable(GL_TEXTURE_GEN_R); - MT_Matrix4x4 mvmat; - ras->GetViewMatrix(mvmat); + const MT_Matrix4x4& mvmat = ras->GetViewMatrix(); glMatrixMode(GL_TEXTURE); glLoadIdentity(); @@ -835,7 +817,9 @@ KX_PYMETHODDEF_DOC( KX_BlenderMaterial, getShader , "getShader()") } if(mShader && !mShader->GetError()) { + m_flag &= ~RAS_BLENDERGLSL; mMaterial->SetSharedMaterial(true); + mScene->GetBucketManager()->ReleaseDisplayLists(this); Py_INCREF(mShader); return mShader; }else @@ -870,8 +854,6 @@ void KX_BlenderMaterial::SetBlenderGLSLShader(void) delete mBlenderShader; mBlenderShader = 0; } - else - m_flag |= RAS_BLENDERGLSL; } KX_PYMETHODDEF_DOC( KX_BlenderMaterial, getMaterialIndex, "getMaterialIndex()") diff --git a/source/gameengine/Ketsji/KX_BlenderMaterial.h b/source/gameengine/Ketsji/KX_BlenderMaterial.h index 0d7657b8cdb..4ddf5a924df 100644 --- a/source/gameengine/Ketsji/KX_BlenderMaterial.h +++ b/source/gameengine/Ketsji/KX_BlenderMaterial.h @@ -28,7 +28,6 @@ public: BL_Material* mat, bool skin, int lightlayer, - void* clientobject, PyTypeObject* T=&Type ); @@ -47,7 +46,7 @@ public: virtual void ActivateMeshSlot( - const KX_MeshSlot & ms, + const RAS_MeshSlot & ms, RAS_IRasterizer* rasty ) const; diff --git a/source/gameengine/Ketsji/KX_ConvertPhysicsObjects.cpp b/source/gameengine/Ketsji/KX_ConvertPhysicsObjects.cpp index d6997ee29a8..9607489497d 100644 --- a/source/gameengine/Ketsji/KX_ConvertPhysicsObjects.cpp +++ b/source/gameengine/Ketsji/KX_ConvertPhysicsObjects.cpp @@ -76,16 +76,16 @@ struct KX_PhysicsInstance { DT_VertexBaseHandle m_vertexbase; - int m_vtxarray; + RAS_DisplayArray* m_darray; RAS_IPolyMaterial* m_material; - - KX_PhysicsInstance(DT_VertexBaseHandle vertex_base, int vtxarray, RAS_IPolyMaterial* mat) + + KX_PhysicsInstance(DT_VertexBaseHandle vertex_base, RAS_DisplayArray *darray, RAS_IPolyMaterial* mat) : m_vertexbase(vertex_base), - m_vtxarray(vtxarray), - m_material(mat) + m_darray(darray), + m_material(mat) { } - + ~KX_PhysicsInstance() { DT_DeleteVertexBase(m_vertexbase); @@ -100,11 +100,11 @@ static void BL_RegisterSumoObject(KX_GameObject* gameobj,class SM_Scene* sumoSce static DT_ShapeHandle CreateShapeFromMesh(RAS_MeshObject* meshobj, bool polytope); void KX_ConvertSumoObject( KX_GameObject* gameobj, - RAS_MeshObject* meshobj, - KX_Scene* kxscene, - PHY_ShapeProps* kxshapeprops, - PHY_MaterialProps* kxmaterial, - struct KX_ObjectProperties* objprop) + RAS_MeshObject* meshobj, + KX_Scene* kxscene, + PHY_ShapeProps* kxshapeprops, + PHY_MaterialProps* kxmaterial, + struct KX_ObjectProperties* objprop) { @@ -150,23 +150,23 @@ void KX_ConvertSumoObject( KX_GameObject* gameobj, objprop->m_boundobject.box.m_extends[1], objprop->m_boundobject.box.m_extends[2]); smprop->m_inertia.scale(objprop->m_boundobject.box.m_extends[0]*objprop->m_boundobject.box.m_extends[0], - objprop->m_boundobject.box.m_extends[1]*objprop->m_boundobject.box.m_extends[1], - objprop->m_boundobject.box.m_extends[2]*objprop->m_boundobject.box.m_extends[2]); + objprop->m_boundobject.box.m_extends[1]*objprop->m_boundobject.box.m_extends[1], + objprop->m_boundobject.box.m_extends[2]*objprop->m_boundobject.box.m_extends[2]); smprop->m_inertia *= smprop->m_mass/MT_Vector3(objprop->m_boundobject.box.m_extends).length(); break; case KX_BOUNDCYLINDER: shape = DT_NewCylinder(smprop->m_radius, objprop->m_boundobject.c.m_height); smprop->m_inertia.scale(smprop->m_mass*smprop->m_radius*smprop->m_radius, - smprop->m_mass*smprop->m_radius*smprop->m_radius, - smprop->m_mass*objprop->m_boundobject.c.m_height*objprop->m_boundobject.c.m_height); + smprop->m_mass*smprop->m_radius*smprop->m_radius, + smprop->m_mass*objprop->m_boundobject.c.m_height*objprop->m_boundobject.c.m_height); break; case KX_BOUNDCONE: shape = DT_NewCone(objprop->m_radius, objprop->m_boundobject.c.m_height); smprop->m_inertia.scale(smprop->m_mass*smprop->m_radius*smprop->m_radius, - smprop->m_mass*smprop->m_radius*smprop->m_radius, - smprop->m_mass*objprop->m_boundobject.c.m_height*objprop->m_boundobject.c.m_height); + smprop->m_mass*smprop->m_radius*smprop->m_radius, + smprop->m_mass*objprop->m_boundobject.c.m_height*objprop->m_boundobject.c.m_height); break; - /* Dynamic mesh objects. WARNING! slow. */ + /* Dynamic mesh objects. WARNING! slow. */ case KX_BOUNDPOLYTOPE: polytope = true; // fall through @@ -186,15 +186,15 @@ void KX_ConvertSumoObject( KX_GameObject* gameobj, shape = DT_NewSphere(objprop->m_radius); smprop->m_inertia *= smprop->m_mass*smprop->m_radius*smprop->m_radius; break; - + } - + sumoObj = new SM_Object(shape, !objprop->m_ghost?smmaterial:NULL,smprop,NULL); - + sumoObj->setRigidBody(objprop->m_angular_rigidbody?true:false); - + BL_RegisterSumoObject(gameobj,sceneptr,sumoObj,"",true, true); - + } else { // non physics object @@ -320,12 +320,11 @@ static void BL_RegisterSumoObject( physicscontroller->SetObject(gameobj->GetSGNode()); } -static DT_ShapeHandle InstancePhysicsComplex(RAS_MeshObject* meshobj, int vtxarray, RAS_IPolyMaterial *mat) +static DT_ShapeHandle InstancePhysicsComplex(RAS_MeshObject* meshobj, RAS_DisplayArray *darray, RAS_IPolyMaterial *mat) { // instance a mesh from a single vertex array & material - const RAS_TexVert *vertex_array = &((*meshobj->GetVertexCache(mat)[vtxarray])[0]); - //const KX_IndexArray &index_array = *meshobj->GetIndexCache(mat)[vtxarray]; - DT_VertexBaseHandle vertex_base = DT_NewVertexBase(vertex_array[0].getLocalXYZ(), sizeof(RAS_TexVert)); + const RAS_TexVert *vertex_array = &darray->m_vertex[0]; + DT_VertexBaseHandle vertex_base = DT_NewVertexBase(vertex_array[0].getXYZ(), sizeof(RAS_TexVert)); DT_ShapeHandle shape = DT_NewComplexShape(vertex_base); @@ -337,15 +336,19 @@ static DT_ShapeHandle InstancePhysicsComplex(RAS_MeshObject* meshobj, int vtxarr // only add polygons that have the collisionflag set if (poly->IsCollider()) { - DT_VertexIndices(3, poly->GetVertexIndexBase().m_indexarray); + DT_Begin(); + DT_VertexIndex(poly->GetVertexOffset(0)); + DT_VertexIndex(poly->GetVertexOffset(1)); + DT_VertexIndex(poly->GetVertexOffset(2)); + DT_End(); // tesselate if (poly->VertexCount() == 4) { DT_Begin(); - DT_VertexIndex(poly->GetVertexIndexBase().m_indexarray[0]); - DT_VertexIndex(poly->GetVertexIndexBase().m_indexarray[2]); - DT_VertexIndex(poly->GetVertexIndexBase().m_indexarray[3]); + DT_VertexIndex(poly->GetVertexOffset(0)); + DT_VertexIndex(poly->GetVertexOffset(2)); + DT_VertexIndex(poly->GetVertexOffset(3)); DT_End(); } } @@ -354,16 +357,15 @@ static DT_ShapeHandle InstancePhysicsComplex(RAS_MeshObject* meshobj, int vtxarr //DT_VertexIndices(indices.size(), &indices[0]); DT_EndComplexShape(); - map_gamemesh_to_instance.insert(GEN_HashedPtr(meshobj), new KX_PhysicsInstance(vertex_base, vtxarray, mat)); + map_gamemesh_to_instance.insert(GEN_HashedPtr(meshobj), new KX_PhysicsInstance(vertex_base, darray, mat)); return shape; } -static DT_ShapeHandle InstancePhysicsPolytope(RAS_MeshObject* meshobj, int vtxarray, RAS_IPolyMaterial *mat) +static DT_ShapeHandle InstancePhysicsPolytope(RAS_MeshObject* meshobj, RAS_DisplayArray *darray, RAS_IPolyMaterial *mat) { // instance a mesh from a single vertex array & material - const RAS_TexVert *vertex_array = &((*meshobj->GetVertexCache(mat)[vtxarray])[0]); - //const KX_IndexArray &index_array = *meshobj->GetIndexCache(mat)[vtxarray]; - DT_VertexBaseHandle vertex_base = DT_NewVertexBase(vertex_array[0].getLocalXYZ(), sizeof(RAS_TexVert)); + const RAS_TexVert *vertex_array = &darray->m_vertex[0]; + DT_VertexBaseHandle vertex_base = DT_NewVertexBase(vertex_array[0].getXYZ(), sizeof(RAS_TexVert)); std::vector<DT_Index> indices; for (int p = 0; p < meshobj->NumPolygons(); p++) @@ -373,12 +375,12 @@ static DT_ShapeHandle InstancePhysicsPolytope(RAS_MeshObject* meshobj, int vtxar // only add polygons that have the collisionflag set if (poly->IsCollider()) { - indices.push_back(poly->GetVertexIndexBase().m_indexarray[0]); - indices.push_back(poly->GetVertexIndexBase().m_indexarray[1]); - indices.push_back(poly->GetVertexIndexBase().m_indexarray[2]); + indices.push_back(poly->GetVertexOffset(0)); + indices.push_back(poly->GetVertexOffset(1)); + indices.push_back(poly->GetVertexOffset(2)); if (poly->VertexCount() == 4) - indices.push_back(poly->GetVertexIndexBase().m_indexarray[3]); + indices.push_back(poly->GetVertexOffset(3)); } } @@ -386,7 +388,7 @@ static DT_ShapeHandle InstancePhysicsPolytope(RAS_MeshObject* meshobj, int vtxar DT_VertexIndices(indices.size(), &indices[0]); DT_EndPolytope(); - map_gamemesh_to_instance.insert(GEN_HashedPtr(meshobj), new KX_PhysicsInstance(vertex_base, vtxarray, mat)); + map_gamemesh_to_instance.insert(GEN_HashedPtr(meshobj), new KX_PhysicsInstance(vertex_base, darray, mat)); return shape; } @@ -398,8 +400,8 @@ bool KX_ReInstanceShapeFromMesh(RAS_MeshObject* meshobj) KX_PhysicsInstance *instance = *map_gamemesh_to_instance[GEN_HashedPtr(meshobj)]; if (instance) { - const RAS_TexVert *vertex_array = &((*meshobj->GetVertexCache(instance->m_material)[instance->m_vtxarray])[0]); - DT_ChangeVertexBase(instance->m_vertexbase, vertex_array[0].getLocalXYZ()); + const RAS_TexVert *vertex_array = &instance->m_darray->m_vertex[0]; + DT_ChangeVertexBase(instance->m_vertexbase, vertex_array[0].getXYZ()); return true; } return false; @@ -425,7 +427,7 @@ static DT_ShapeHandle CreateShapeFromMesh(RAS_MeshObject* meshobj, bool polytope // Count the number of collision polygons and check they all come from the same // vertex array int numvalidpolys = 0; - int vtxarray = -1; + RAS_DisplayArray *darray = NULL; RAS_IPolyMaterial *poly_material = NULL; bool reinstance = true; @@ -437,14 +439,14 @@ static DT_ShapeHandle CreateShapeFromMesh(RAS_MeshObject* meshobj, bool polytope if (poly->IsCollider()) { // check polygon is from the same vertex array - if (poly->GetVertexIndexBase().m_vtxarray != vtxarray) + if (poly->GetDisplayArray() != darray) { - if (vtxarray < 0) - vtxarray = poly->GetVertexIndexBase().m_vtxarray; + if (darray == NULL) + darray = poly->GetDisplayArray(); else { reinstance = false; - vtxarray = -1; + darray = NULL; } } @@ -478,9 +480,9 @@ static DT_ShapeHandle CreateShapeFromMesh(RAS_MeshObject* meshobj, bool polytope if (reinstance) { if (polytope) - shape = InstancePhysicsPolytope(meshobj, vtxarray, poly_material); + shape = InstancePhysicsPolytope(meshobj, darray, poly_material); else - shape = InstancePhysicsComplex(meshobj, vtxarray, poly_material); + shape = InstancePhysicsComplex(meshobj, darray, poly_material); } else { @@ -489,7 +491,7 @@ static DT_ShapeHandle CreateShapeFromMesh(RAS_MeshObject* meshobj, bool polytope std::cout << "CreateShapeFromMesh: " << meshobj->GetName() << " is not suitable for polytope." << std::endl; if (!poly_material) std::cout << " Check mesh materials." << std::endl; - if (vtxarray < 0) + if (darray == NULL) std::cout << " Check number of vertices." << std::endl; } @@ -505,18 +507,10 @@ static DT_ShapeHandle CreateShapeFromMesh(RAS_MeshObject* meshobj, bool polytope if (poly->IsCollider()) { /* We have to tesselate here because SOLID can only raycast triangles */ DT_Begin(); - /* V1 */ - DT_Vertex(meshobj->GetVertex(poly->GetVertexIndexBase().m_vtxarray, - poly->GetVertexIndexBase().m_indexarray[2], - poly->GetMaterial()->GetPolyMaterial())->getLocalXYZ()); - /* V2 */ - DT_Vertex(meshobj->GetVertex(poly->GetVertexIndexBase().m_vtxarray, - poly->GetVertexIndexBase().m_indexarray[1], - poly->GetMaterial()->GetPolyMaterial())->getLocalXYZ()); - /* V3 */ - DT_Vertex(meshobj->GetVertex(poly->GetVertexIndexBase().m_vtxarray, - poly->GetVertexIndexBase().m_indexarray[0], - poly->GetMaterial()->GetPolyMaterial())->getLocalXYZ()); + /* V1, V2, V3 */ + DT_Vertex(poly->GetVertex(2)->getXYZ()); + DT_Vertex(poly->GetVertex(1)->getXYZ()); + DT_Vertex(poly->GetVertex(0)->getXYZ()); numvalidpolys++; DT_End(); @@ -524,18 +518,10 @@ static DT_ShapeHandle CreateShapeFromMesh(RAS_MeshObject* meshobj, bool polytope if (poly->VertexCount() == 4) { DT_Begin(); - /* V1 */ - DT_Vertex(meshobj->GetVertex(poly->GetVertexIndexBase().m_vtxarray, - poly->GetVertexIndexBase().m_indexarray[3], - poly->GetMaterial()->GetPolyMaterial())->getLocalXYZ()); - /* V3 */ - DT_Vertex(meshobj->GetVertex(poly->GetVertexIndexBase().m_vtxarray, - poly->GetVertexIndexBase().m_indexarray[2], - poly->GetMaterial()->GetPolyMaterial())->getLocalXYZ()); - /* V4 */ - DT_Vertex(meshobj->GetVertex(poly->GetVertexIndexBase().m_vtxarray, - poly->GetVertexIndexBase().m_indexarray[0], - poly->GetMaterial()->GetPolyMaterial())->getLocalXYZ()); + /* V1, V3, V4 */ + DT_Vertex(poly->GetVertex(3)->getXYZ()); + DT_Vertex(poly->GetVertex(2)->getXYZ()); + DT_Vertex(poly->GetVertex(0)->getXYZ()); numvalidpolys++; DT_End(); diff --git a/source/gameengine/Ketsji/KX_GameObject.cpp b/source/gameengine/Ketsji/KX_GameObject.cpp index cc2956813c1..bec5d188f06 100644 --- a/source/gameengine/Ketsji/KX_GameObject.cpp +++ b/source/gameengine/Ketsji/KX_GameObject.cpp @@ -79,10 +79,12 @@ KX_GameObject::KX_GameObject( m_bDyna(false), m_layer(0), m_pBlenderObject(NULL), + m_pBlenderGroupObject(NULL), m_bSuspendDynamics(false), m_bUseObjectColor(false), m_bIsNegativeScaling(false), m_bVisible(true), + m_bCulled(true), m_pPhysicsController1(NULL), m_pPhysicsEnvironment(NULL), m_xray(false), @@ -101,8 +103,11 @@ KX_GameObject::KX_GameObject( }; + KX_GameObject::~KX_GameObject() { + RemoveMeshes(); + // is this delete somewhere ? //if (m_sumoObj) // delete m_sumoObj; @@ -164,7 +169,6 @@ STR_String KX_GameObject::GetName() void KX_GameObject::SetName(STR_String name) { m_name = name; - }; // Set the name of the value @@ -285,11 +289,11 @@ void KX_GameObject::ProcessReplica(KX_GameObject* replica) CValue* KX_GameObject::GetReplica() { KX_GameObject* replica = new KX_GameObject(*this); - + // this will copy properties and so on... CValue::AddDataToReplica(replica); ProcessReplica(replica); - + return replica; } @@ -355,24 +359,26 @@ double* KX_GameObject::GetOpenGLMatrix() return fl; } +void KX_GameObject::AddMeshUser() +{ + for (size_t i=0;i<m_meshes.size();i++) + m_meshes[i]->AddMeshUser(this); + + UpdateBuckets(); +} - -void KX_GameObject::Bucketize() +void KX_GameObject::UpdateBuckets() { double* fl = GetOpenGLMatrix(); for (size_t i=0;i<m_meshes.size();i++) - m_meshes[i]->Bucketize(fl, this, m_bUseObjectColor, m_objectColor); + m_meshes[i]->UpdateBuckets(this, fl, m_bUseObjectColor, m_objectColor, m_bVisible, m_bCulled); } - - void KX_GameObject::RemoveMeshes() { - double* fl = GetOpenGLMatrix(); - for (size_t i=0;i<m_meshes.size();i++) - m_meshes[i]->RemoveFromBuckets(fl, this); + m_meshes[i]->RemoveFromBuckets(this); //note: meshes can be shared, and are deleted by KX_BlenderSceneConverter @@ -455,13 +461,14 @@ KX_GameObject::UpdateMaterialData( ) { int mesh = 0; - if (((unsigned int)mesh < m_meshes.size()) && mesh >= 0) { - RAS_MaterialBucket::Set::iterator mit = m_meshes[mesh]->GetFirstMaterial(); + list<RAS_MeshMaterial>::iterator mit = m_meshes[mesh]->GetFirstMaterial(); + for(; mit != m_meshes[mesh]->GetLastMaterial(); ++mit) { - RAS_IPolyMaterial* poly = (*mit)->GetPolyMaterial(); - if(poly->GetFlag() & RAS_BLENDERMAT) + RAS_IPolyMaterial* poly = mit->m_bucket->GetPolyMaterial(); + + if(poly->GetFlag() & RAS_BLENDERMAT ) { KX_BlenderMaterial *m = static_cast<KX_BlenderMaterial*>(poly); @@ -469,8 +476,7 @@ KX_GameObject::UpdateMaterialData( { m->UpdateIPO(rgba, specrgb,hard,spec,ref,emit, alpha); // if mesh has only one material attached to it then use original hack with no need to edit vertices (better performance) - if(!(poly->GetFlag() & RAS_BLENDERGLSL)) - SetObjectColor(rgba); + SetObjectColor(rgba); } else { @@ -504,60 +510,39 @@ KX_GameObject::SetVisible( m_bVisible = v; } -void -KX_GameObject::SetLayer( - int l +bool +KX_GameObject::GetCulled( + void ) { - m_layer = l; + return m_bCulled; } -int -KX_GameObject::GetLayer( - void +void +KX_GameObject::SetCulled( + bool c ) { - return m_layer; + m_bCulled = c; } -// used by Python, and the actuatorshould _not_ be misused by the -// scene! -void -KX_GameObject::MarkVisible( - bool visible + +void +KX_GameObject::SetLayer( + int l ) { - /* If explicit visibility settings are used, this is - * determined on this level. Maybe change this to mesh level - * later on? */ - - double* fl = GetOpenGLMatrixPtr()->getPointer(); - for (size_t i=0;i<m_meshes.size();i++) - { - m_meshes[i]->MarkVisible(fl,this,visible,m_bUseObjectColor,m_objectColor); - } + m_layer = l; } - -// Always use the flag? -void -KX_GameObject::MarkVisible( +int +KX_GameObject::GetLayer( void ) { - double* fl = GetOpenGLMatrixPtr()->getPointer(); - for (size_t i=0;i<m_meshes.size();i++) - { - m_meshes[i]->MarkVisible(fl, - this, - m_bVisible, - m_bUseObjectColor, - m_objectColor - ); - } + return m_layer; } - void KX_GameObject::addLinearVelocity(const MT_Vector3& lin_vel,bool local) { if (m_pPhysicsController1) @@ -1052,6 +1037,7 @@ int KX_GameObject::_setattr(const STR_String& attr, PyObject *value) // _setattr if (attr == "visible") { SetVisible(val != 0); + UpdateBuckets(); return 0; } } @@ -1221,8 +1207,8 @@ PyObject* KX_GameObject::PySetVisible(PyObject* self, PyObject* value) return NULL; } - MarkVisible(visible!=0); - m_bVisible = (visible!=0); + SetVisible(visible != 0); + UpdateBuckets(); Py_RETURN_NONE; } diff --git a/source/gameengine/Ketsji/KX_GameObject.h b/source/gameengine/Ketsji/KX_GameObject.h index 508bc7cdfd0..9dcf6526448 100644 --- a/source/gameengine/Ketsji/KX_GameObject.h +++ b/source/gameengine/Ketsji/KX_GameObject.h @@ -75,15 +75,17 @@ protected: int m_layer; std::vector<RAS_MeshObject*> m_meshes; struct Object* m_pBlenderObject; + struct Object* m_pBlenderGroupObject; bool m_bSuspendDynamics; bool m_bUseObjectColor; bool m_bIsNegativeScaling; MT_Vector4 m_objectColor; - // Is this object set to be visible? Only useful for the - // visibility subsystem right now. - bool m_bVisible; + // visible = user setting + // culled = while rendering, depending on camera + bool m_bVisible; + bool m_bCulled; KX_IPhysicsController* m_pPhysicsController1; // used for ray casting @@ -395,6 +397,16 @@ public: { m_pBlenderObject = obj; } + + struct Object* GetBlenderGroupObject( ) + { + return m_pBlenderGroupObject; + } + + void SetBlenderGroupObject( struct Object* obj) + { + m_pBlenderGroupObject = obj; + } bool IsDupliGroup() { @@ -538,18 +550,22 @@ public: /** * @section Mesh accessor functions. */ + + /** + * Update buckets to indicate that there is a new + * user of this object's meshes. + */ + void + AddMeshUser( + ); /** - * Run through the meshes associated with this - * object and bucketize them. See RAS_Mesh for - * more details on this function. Interesting to - * note that polygon bucketizing seems to happen on a per - * object basis. Which may explain why there is such - * a big performance gain when all static objects - * are joined into 1. + * Update buckets with data about the mesh after + * creating or duplicating the object, changing + * visibility, object color, .. . */ void - Bucketize( + UpdateBuckets( ); /** @@ -610,38 +626,37 @@ public: ResetDebugColor( ); - /** - * Set the visibility of the meshes associated with this - * object. + /** + * Was this object marked visible? (only for the explicit + * visibility system). */ - void - MarkVisible( - bool visible + bool + GetVisible( + void ); - /** - * Set the visibility according to the visibility flag. + /** + * Set visibility flag of this object */ - void - MarkVisible( void + SetVisible( + bool b ); /** - * Was this object marked visible? (only for the ewxplicit - * visibility system). + * Was this object culled? */ bool - GetVisible( + GetCulled( void ); /** - * Set visibility flag of this object + * Set culled flag of this object */ void - SetVisible( - bool b + SetCulled( + bool c ); /** @@ -670,6 +685,14 @@ public: ) { return m_bIsNegativeScaling; } /** + * Is this a light? + */ + virtual bool + IsLight( + void + ) { return false; } + + /** * @section Logic bubbling methods. */ diff --git a/source/gameengine/Ketsji/KX_ISceneConverter.h b/source/gameengine/Ketsji/KX_ISceneConverter.h index f069048cd3d..3709fa8c784 100644 --- a/source/gameengine/Ketsji/KX_ISceneConverter.h +++ b/source/gameengine/Ketsji/KX_ISceneConverter.h @@ -32,6 +32,8 @@ #include "STR_String.h" #include "KX_Python.h" +struct Scene; + class KX_ISceneConverter { @@ -77,6 +79,8 @@ public: // use blender glsl materials virtual void SetGLSLMaterials(bool val) =0; virtual bool GetGLSLMaterials()=0; + + virtual struct Scene* GetBlenderSceneForName(const STR_String& name)=0; }; #endif //__KX_ISCENECONVERTER_H diff --git a/source/gameengine/Ketsji/KX_KetsjiEngine.cpp b/source/gameengine/Ketsji/KX_KetsjiEngine.cpp index 1d6cc975ab5..cf98bb72601 100644 --- a/source/gameengine/Ketsji/KX_KetsjiEngine.cpp +++ b/source/gameengine/Ketsji/KX_KetsjiEngine.cpp @@ -96,6 +96,7 @@ double KX_KetsjiEngine::m_ticrate = DEFAULT_LOGIC_TIC_RATE; double KX_KetsjiEngine::m_anim_framerate = 25.0; double KX_KetsjiEngine::m_suspendedtime = 0.0; double KX_KetsjiEngine::m_suspendeddelta = 0.0; +double KX_KetsjiEngine::m_average_framerate = 0.0; /** @@ -310,6 +311,12 @@ void KX_KetsjiEngine::EndFrame() { RenderDebugProperties(); } + + m_average_framerate = m_logger->GetAverage(); + if (m_average_framerate < 1e-6) + m_average_framerate = 1e-6; + m_average_framerate = 1.0/m_average_framerate; + // Go to next profiling measurement, time spend after this call is shown in the next frame. m_logger->NextMeasurement(m_kxsystem->GetTimeInSeconds()); @@ -321,8 +328,6 @@ void KX_KetsjiEngine::EndFrame() m_canvas->EndDraw(); - - } //#include "PIL_time.h" @@ -897,11 +902,18 @@ void KX_KetsjiEngine::SetupRenderFrame(KX_Scene *scene, KX_Camera* cam) void KX_KetsjiEngine::RenderShadowBuffers(KX_Scene *scene) { - CListValue *lightlist = scene->GetLightList(); + CListValue *objectlist = scene->GetObjectList(); int i, drawmode; - for(i=0; i<lightlist->GetCount(); i++) { - KX_LightObject *light = (KX_LightObject*)lightlist->GetValue(i); + m_rendertools->SetAuxilaryClientInfo(scene); + + for(i=0; i<objectlist->GetCount(); i++) { + KX_GameObject *gameobj = (KX_GameObject*)objectlist->GetValue(i); + + if(!gameobj->IsLight()) + continue; + + KX_LightObject *light = (KX_LightObject*)gameobj; light->Update(); @@ -1281,12 +1293,13 @@ void KX_KetsjiEngine::RemoveScheduledScenes() KX_Scene* KX_KetsjiEngine::CreateScene(const STR_String& scenename) { - + Scene *scene = m_sceneconverter->GetBlenderSceneForName(scenename); KX_Scene* tmpscene = new KX_Scene(m_keyboarddevice, m_mousedevice, m_networkdevice, m_audiodevice, - scenename); + scenename, + scene); m_sceneconverter->ConvertScene(scenename, tmpscene, @@ -1442,6 +1455,11 @@ void KX_KetsjiEngine::SetAnimFrameRate(double framerate) m_anim_framerate = framerate; } +double KX_KetsjiEngine::GetAverageFrameRate() +{ + return m_average_framerate; +} + void KX_KetsjiEngine::SetTimingDisplay(bool frameRate, bool profile, bool properties) { m_show_framerate = frameRate; diff --git a/source/gameengine/Ketsji/KX_KetsjiEngine.h b/source/gameengine/Ketsji/KX_KetsjiEngine.h index 77b69ec2d9e..97458362f0f 100644 --- a/source/gameengine/Ketsji/KX_KetsjiEngine.h +++ b/source/gameengine/Ketsji/KX_KetsjiEngine.h @@ -149,6 +149,8 @@ private: /** Labels for profiling display. */ static const char m_profileLabels[tc_numCategories][15]; + /** Last estimated framerate */ + static double m_average_framerate; /** Show the framerate on the game display? */ bool m_show_framerate; /** Show profiling info on the game display? */ @@ -272,6 +274,11 @@ public: static void SetAnimFrameRate(double framerate); /** + * Gets the last estimated average framerate + */ + static double GetAverageFrameRate(); + + /** * Activates or deactivates timing information display. * @param frameRate Display for frame rate on or off. * @param profile Display for individual components on or off. diff --git a/source/gameengine/Ketsji/KX_Light.cpp b/source/gameengine/Ketsji/KX_Light.cpp index 4e3d6180d22..6cfe5610863 100644 --- a/source/gameengine/Ketsji/KX_Light.cpp +++ b/source/gameengine/Ketsji/KX_Light.cpp @@ -42,14 +42,13 @@ #include "KX_PyMath.h" -#ifdef BLENDER_GLSL +#include "DNA_object_types.h" #include "GPU_material.h" -#endif KX_LightObject::KX_LightObject(void* sgReplicationInfo,SG_Callbacks callbacks, class RAS_IRenderTools* rendertools, const RAS_LightObject& lightobj, - struct GPULamp *gpulamp, + bool glsl, PyTypeObject* T ) : @@ -59,7 +58,8 @@ KX_LightObject::KX_LightObject(void* sgReplicationInfo,SG_Callbacks callbacks, m_lightobj = lightobj; m_lightobj.m_worldmatrix = GetOpenGLMatrixPtr(); m_rendertools->AddLight(&m_lightobj); - m_gpulamp = gpulamp; + m_glsl = glsl; + m_blenderscene = ((KX_Scene*)sgReplicationInfo)->GetBlenderScene(); }; @@ -73,7 +73,7 @@ CValue* KX_LightObject::GetReplica() { KX_LightObject* replica = new KX_LightObject(*this); - + // this will copy properties and so on... CValue::AddDataToReplica(replica); @@ -81,13 +81,23 @@ CValue* KX_LightObject::GetReplica() replica->m_lightobj.m_worldmatrix = replica->GetOpenGLMatrixPtr(); m_rendertools->AddLight(&replica->m_lightobj); + return replica; } +GPULamp *KX_LightObject::GetGPULamp() +{ + if(m_glsl) + return GPU_lamp_from_blender(m_blenderscene, GetBlenderObject(), GetBlenderGroupObject()); + else + return false; +} + void KX_LightObject::Update() { -#ifdef BLENDER_GLSL - if(m_gpulamp) { + GPULamp *lamp; + + if((lamp = GetGPULamp())) { float obmat[4][4]; double *dobmat = GetOpenGLMatrixPtr()->getPointer(); @@ -95,38 +105,39 @@ void KX_LightObject::Update() for(int j=0; j<4; j++, dobmat++) obmat[i][j] = (float)*dobmat; - GPU_lamp_update(m_gpulamp, obmat); + GPU_lamp_update(lamp, obmat); } -#endif } bool KX_LightObject::HasShadowBuffer() { -#ifdef BLENDER_GLSL - return (m_gpulamp && GPU_lamp_has_shadow_buffer(m_gpulamp)); -#else - return false; -#endif + GPULamp *lamp; + + if((lamp = GetGPULamp())) + return GPU_lamp_has_shadow_buffer(lamp); + else + return false; } int KX_LightObject::GetShadowLayer() { -#ifdef BLENDER_GLSL - if(m_gpulamp) - return GPU_lamp_shadow_layer(m_gpulamp); + GPULamp *lamp; + + if((lamp = GetGPULamp())) + return GPU_lamp_shadow_layer(lamp); else -#endif return 0; } void KX_LightObject::BindShadowBuffer(RAS_IRasterizer *ras, KX_Camera *cam, MT_Transform& camtrans) { -#ifdef BLENDER_GLSL + GPULamp *lamp; float viewmat[4][4], winmat[4][4]; int winsize; /* bind framebuffer */ - GPU_lamp_shadow_buffer_bind(m_gpulamp, viewmat, &winsize, winmat); + lamp = GetGPULamp(); + GPU_lamp_shadow_buffer_bind(lamp, viewmat, &winsize, winmat); /* setup camera transformation */ MT_Matrix4x4 modelviewmat((float*)viewmat); @@ -146,14 +157,12 @@ void KX_LightObject::BindShadowBuffer(RAS_IRasterizer *ras, KX_Camera *cam, MT_T ras->SetProjectionMatrix(projectionmat); ras->SetViewMatrix(modelviewmat, cam->NodeGetWorldPosition(), cam->GetCameraLocation(), cam->GetCameraOrientation()); -#endif } void KX_LightObject::UnbindShadowBuffer(RAS_IRasterizer *ras) { -#ifdef BLENDER_GLSL - GPU_lamp_shadow_buffer_unbind(m_gpulamp); -#endif + GPULamp *lamp = GetGPULamp(); + GPU_lamp_shadow_buffer_unbind(lamp); } PyObject* KX_LightObject::_getattr(const STR_String& attr) diff --git a/source/gameengine/Ketsji/KX_Light.h b/source/gameengine/Ketsji/KX_Light.h index 62eb26c61a8..e5dbf0b7f4a 100644 --- a/source/gameengine/Ketsji/KX_Light.h +++ b/source/gameengine/Ketsji/KX_Light.h @@ -33,6 +33,7 @@ #include "KX_GameObject.h" struct GPULamp; +struct Scene; class KX_Camera; class RAS_IRasterizer; class RAS_IRenderTools; @@ -44,16 +45,18 @@ class KX_LightObject : public KX_GameObject protected: RAS_LightObject m_lightobj; class RAS_IRenderTools* m_rendertools; //needed for registering and replication of lightobj - struct GPULamp *m_gpulamp; - static char doc[]; + bool m_glsl; + Scene* m_blenderscene; + static char doc[]; public: - KX_LightObject(void* sgReplicationInfo,SG_Callbacks callbacks,class RAS_IRenderTools* rendertools,const struct RAS_LightObject& lightobj, struct GPULamp *gpulamp, PyTypeObject *T = &Type); + KX_LightObject(void* sgReplicationInfo,SG_Callbacks callbacks,class RAS_IRenderTools* rendertools,const struct RAS_LightObject& lightobj, bool glsl, PyTypeObject *T = &Type); virtual ~KX_LightObject(); virtual CValue* GetReplica(); RAS_LightObject* GetLightData() { return &m_lightobj;} /* GLSL shadow */ + struct GPULamp *GetGPULamp(); bool HasShadowBuffer(); int GetShadowLayer(); void BindShadowBuffer(class RAS_IRasterizer *ras, class KX_Camera *cam, class MT_Transform& camtrans); @@ -62,6 +65,8 @@ public: virtual PyObject* _getattr(const STR_String& attr); /* lens, near, far, projection_matrix */ virtual int _setattr(const STR_String& attr, PyObject *pyvalue); + + virtual bool IsLight(void) { return true; } }; #endif //__KX_LIGHT diff --git a/source/gameengine/Ketsji/KX_MeshProxy.cpp b/source/gameengine/Ketsji/KX_MeshProxy.cpp index 29842af7fb6..5bfe8c70cba 100644 --- a/source/gameengine/Ketsji/KX_MeshProxy.cpp +++ b/source/gameengine/Ketsji/KX_MeshProxy.cpp @@ -96,10 +96,11 @@ KX_MeshProxy::_getattr(const STR_String& attr) if (attr == "materials") { PyObject *materials = PyList_New(0); - RAS_MaterialBucket::Set::iterator mit = m_meshobj->GetFirstMaterial(); + list<RAS_MeshMaterial>::iterator mit = m_meshobj->GetFirstMaterial(); for(; mit != m_meshobj->GetLastMaterial(); ++mit) { - RAS_IPolyMaterial *polymat = (*mit)->GetPolyMaterial(); + RAS_IPolyMaterial *polymat = mit->m_bucket->GetPolyMaterial(); + if(polymat->GetFlag() & RAS_BLENDERMAT) { KX_BlenderMaterial *mat = static_cast<KX_BlenderMaterial*>(polymat); @@ -204,11 +205,11 @@ PyObject* KX_MeshProxy::PyGetVertexArrayLength(PyObject* self, if (PyArg_ParseTuple(args,"i",&matid)) { - RAS_IPolyMaterial* mat = m_meshobj->GetMaterialBucket(matid)->GetPolyMaterial(); + RAS_MeshMaterial *mmat = m_meshobj->GetMeshMaterial(matid); + RAS_IPolyMaterial* mat = mmat->m_bucket->GetPolyMaterial(); + if (mat) - { - length = m_meshobj->GetVertexArrayLength(mat); - } + length = m_meshobj->NumVertices(mat); } else { return NULL; diff --git a/source/gameengine/Ketsji/KX_PolyProxy.cpp b/source/gameengine/Ketsji/KX_PolyProxy.cpp index 658c8a98e4f..c6f6bc2db01 100644 --- a/source/gameengine/Ketsji/KX_PolyProxy.cpp +++ b/source/gameengine/Ketsji/KX_PolyProxy.cpp @@ -112,8 +112,8 @@ KX_PolyProxy::_getattr(const STR_String& attr) unsigned int matid; for (matid=0; matid<m_mesh->NumMaterials(); matid++) { - RAS_MaterialBucket* meshBucket = m_mesh->GetMaterialBucket(matid); - if (meshBucket == polyBucket) + RAS_MeshMaterial* meshMat = m_mesh->GetMeshMaterial(matid); + if (meshMat->m_bucket == polyBucket) // found it break; } @@ -121,19 +121,19 @@ KX_PolyProxy::_getattr(const STR_String& attr) } if (attr == "v1") { - return PyInt_FromLong(m_polygon->GetVertexIndexBase().m_indexarray[0]); + return PyInt_FromLong(m_polygon->GetVertexOffset(0)); } if (attr == "v2") { - return PyInt_FromLong(m_polygon->GetVertexIndexBase().m_indexarray[1]); + return PyInt_FromLong(m_polygon->GetVertexOffset(1)); } if (attr == "v3") { - return PyInt_FromLong(m_polygon->GetVertexIndexBase().m_indexarray[2]); + return PyInt_FromLong(m_polygon->GetVertexOffset(2)); } if (attr == "v4") { - return PyInt_FromLong(((m_polygon->VertexCount()>3)?m_polygon->GetVertexIndexBase().m_indexarray[3]:0)); + return PyInt_FromLong(((m_polygon->VertexCount()>3)?m_polygon->GetVertexOffset(3):0)); } if (attr == "visible") { @@ -178,8 +178,8 @@ KX_PYMETHODDEF_DOC_NOARG(KX_PolyProxy, getMaterialIndex, unsigned int matid; for (matid=0; matid<m_mesh->NumMaterials(); matid++) { - RAS_MaterialBucket* meshBucket = m_mesh->GetMaterialBucket(matid); - if (meshBucket == polyBucket) + RAS_MeshMaterial* meshMat = m_mesh->GetMeshMaterial(matid); + if (meshMat->m_bucket == polyBucket) // found it break; } @@ -234,7 +234,7 @@ KX_PYMETHODDEF_DOC(KX_PolyProxy, getVertexIndex, } if (index < m_polygon->VertexCount()) { - return PyInt_FromLong(m_polygon->GetVertexIndexBase().m_indexarray[index]); + return PyInt_FromLong(m_polygon->GetVertexOffset(index)); } return PyInt_FromLong(0); } diff --git a/source/gameengine/Ketsji/KX_PolygonMaterial.cpp b/source/gameengine/Ketsji/KX_PolygonMaterial.cpp index 144f74a1a4c..c9180bf3a80 100644 --- a/source/gameengine/Ketsji/KX_PolygonMaterial.cpp +++ b/source/gameengine/Ketsji/KX_PolygonMaterial.cpp @@ -35,10 +35,6 @@ #include "BKE_global.h" #include "BKE_image.h" -extern "C" { -#include "BDR_drawmesh.h" -} - #include "DNA_material_types.h" #include "DNA_texture_types.h" #include "DNA_image_types.h" @@ -46,6 +42,8 @@ extern "C" { #include "IMB_imbuf_types.h" +#include "GPU_draw.h" + #include "MEM_guardedalloc.h" #include "RAS_LightObject.h" @@ -63,8 +61,6 @@ KX_PolygonMaterial::KX_PolygonMaterial(const STR_String &texname, bool alpha, bool zsort, int lightlayer, - bool bIsTriangle, - void* clientobject, struct MTFace* tface, unsigned int* mcol, PyTypeObject *T) @@ -78,9 +74,7 @@ KX_PolygonMaterial::KX_PolygonMaterial(const STR_String &texname, transp, alpha, zsort, - lightlayer, - bIsTriangle, - clientobject), + lightlayer), m_tface(tface), m_mcol(mcol), m_material(material), @@ -140,38 +134,29 @@ void KX_PolygonMaterial::DefaultActivate(RAS_IRasterizer* rasty, TCachingInfo& c if (GetCachingInfo() != cachingInfo) { if (!cachingInfo) - { - set_tpage(NULL); - } + GPU_set_tpage(NULL); + cachingInfo = GetCachingInfo(); if ((m_drawingmode & 4)&& (rasty->GetDrawingMode() == RAS_IRasterizer::KX_TEXTURED)) { - update_realtime_texture((struct MTFace*) m_tface, rasty->GetTime()); - set_tpage(m_tface); - rasty->EnableTextures(true); + Image *ima = (Image*)m_tface->tpage; + GPU_update_image_time(ima, rasty->GetTime()); + GPU_set_tpage(m_tface); } else - { - set_tpage(NULL); - rasty->EnableTextures(false); - } + GPU_set_tpage(NULL); if(m_drawingmode & RAS_IRasterizer::KX_TWOSIDE) - { rasty->SetCullFace(false); - } else - { rasty->SetCullFace(true); - } - if (m_drawingmode & RAS_IRasterizer::KX_LINES) { + if ((m_drawingmode & RAS_IRasterizer::KX_LINES) || + (rasty->GetDrawingMode() <= RAS_IRasterizer::KX_WIREFRAME)) rasty->SetLines(true); - } - else { + else rasty->SetLines(false); - } } rasty->SetSpecularity(m_specular[0],m_specular[1],m_specular[2],m_specularity); @@ -253,7 +238,8 @@ PyObject* KX_PolygonMaterial::_getattr(const STR_String& attr) if (attr == "lightlayer") return PyInt_FromLong(m_lightlayer); if (attr == "triangle") - return PyInt_FromLong(m_bIsTriangle); + // deprecated, triangle/quads shouldn't have been a material property + return 0; if (attr == "diffuse") return PyObjectFrom(m_diffuse); @@ -333,7 +319,7 @@ int KX_PolygonMaterial::_setattr(const STR_String &attr, PyObject *pyvalue) // This probably won't work... if (attr == "triangle") { - m_bIsTriangle = value; + // deprecated, triangle/quads shouldn't have been a material property return 0; } } @@ -386,7 +372,9 @@ KX_PYMETHODDEF_DOC(KX_PolygonMaterial, updateTexture, "updateTexture(tface, rast { MTFace *tface = (MTFace*) PyCObject_AsVoidPtr(pytface); RAS_IRasterizer *rasty = (RAS_IRasterizer*) PyCObject_AsVoidPtr(pyrasty); - update_realtime_texture(tface, rasty->GetTime()); + Image *ima = (Image*)tface->tpage; + GPU_update_image_time(ima, rasty->GetTime()); + Py_Return; } @@ -399,7 +387,7 @@ KX_PYMETHODDEF_DOC(KX_PolygonMaterial, setTexture, "setTexture(tface)") if (PyArg_ParseTuple(args, "O!", &PyCObject_Type, &pytface)) { MTFace *tface = (MTFace*) PyCObject_AsVoidPtr(pytface); - set_tpage(tface); + GPU_set_tpage(tface); Py_Return; } diff --git a/source/gameengine/Ketsji/KX_PolygonMaterial.h b/source/gameengine/Ketsji/KX_PolygonMaterial.h index 11c8baa8b1f..fe116f757db 100644 --- a/source/gameengine/Ketsji/KX_PolygonMaterial.h +++ b/source/gameengine/Ketsji/KX_PolygonMaterial.h @@ -68,8 +68,6 @@ public: bool alpha, bool zsort, int lightlayer, - bool bIsTriangle, - void* clientobject, struct MTFace* tface, unsigned int* mcol, PyTypeObject *T = &Type); diff --git a/source/gameengine/Ketsji/KX_PythonInit.cpp b/source/gameengine/Ketsji/KX_PythonInit.cpp index 4b6a38f18c0..120311fb967 100644 --- a/source/gameengine/Ketsji/KX_PythonInit.cpp +++ b/source/gameengine/Ketsji/KX_PythonInit.cpp @@ -57,13 +57,13 @@ #include "BL_ActionActuator.h" #include "RAS_IRasterizer.h" #include "RAS_ICanvas.h" +#include "RAS_BucketManager.h" #include "MT_Vector3.h" #include "MT_Point3.h" #include "ListValue.h" #include "KX_Scene.h" #include "SND_DeviceManager.h" -#include "RAS_OpenGLRasterizer/RAS_GLExtensionManager.h" #include "BL_Shader.h" #include "KX_PyMath.h" @@ -83,6 +83,7 @@ extern "C" { #include "BKE_utildefines.h" #include "BKE_global.h" #include "BLI_blenlib.h" +#include "GPU_material.h" static void setSandbox(TPythonSecurityLevel level); @@ -90,6 +91,7 @@ static void setSandbox(TPythonSecurityLevel level); // 'local' copy of canvas ptr, for window height/width python scripts static RAS_ICanvas* gp_Canvas = NULL; static KX_Scene* gp_KetsjiScene = NULL; +static KX_KetsjiEngine* gp_KetsjiEngine = NULL; static RAS_IRasterizer* gp_Rasterizer = NULL; void KX_RasterizerDrawDebugLine(const MT_Vector3& from,const MT_Vector3& to,const MT_Vector3& color) @@ -270,6 +272,11 @@ static PyObject* gPyGetPhysicsTicRate(PyObject*) return PyFloat_FromDouble(PHY_GetActiveEnvironment()->getFixedTimeStep()); } +static PyObject* gPyGetAverageFrameRate(PyObject*) +{ + return PyFloat_FromDouble(KX_KetsjiEngine::GetAverageFrameRate()); +} + static PyObject* gPyGetBlendFileList(PyObject*, PyObject* args) { char cpath[sizeof(G.sce)]; @@ -409,6 +416,7 @@ static struct PyMethodDef game_methods[] = { {"setLogicTicRate", (PyCFunction) gPySetLogicTicRate, METH_VARARGS, "Sets the logic tic rate"}, {"getPhysicsTicRate", (PyCFunction) gPyGetPhysicsTicRate, METH_NOARGS, "Gets the physics tic rate"}, {"setPhysicsTicRate", (PyCFunction) gPySetPhysicsTicRate, METH_VARARGS, "Sets the physics tic rate"}, + {"getAverageFrameRate", (PyCFunction) gPyGetAverageFrameRate, METH_NOARGS, "Gets the estimated average frame rate"}, {"getBlendFileList", (PyCFunction)gPyGetBlendFileList, METH_VARARGS, "Gets a list of blend files in the same directory as the current blend file"}, {"PrintGLInfo", (PyCFunction)pyPrintExt, METH_NOARGS, "Prints GL Extension Info"}, {NULL, (PyCFunction) NULL, 0, NULL } @@ -670,6 +678,76 @@ static PyObject* gPyDisableMotionBlur(PyObject*, PyObject* args) Py_Return; } +int getGLSLSettingFlag(char *setting) +{ + if(strcmp(setting, "lights") == 0) + return G_FILE_GLSL_NO_LIGHTS; + else if(strcmp(setting, "shaders") == 0) + return G_FILE_GLSL_NO_SHADERS; + else if(strcmp(setting, "shadows") == 0) + return G_FILE_GLSL_NO_SHADOWS; + else if(strcmp(setting, "ramps") == 0) + return G_FILE_GLSL_NO_RAMPS; + else if(strcmp(setting, "nodes") == 0) + return G_FILE_GLSL_NO_NODES; + else if(strcmp(setting, "extra_textures") == 0) + return G_FILE_GLSL_NO_EXTRA_TEX; + else + return -1; +} + +static PyObject* gPySetGLSLMaterialSetting(PyObject*, + PyObject* args, + PyObject*) +{ + char *setting; + int enable, flag; + + if (PyArg_ParseTuple(args,"si",&setting,&enable)) + { + flag = getGLSLSettingFlag(setting); + + if(flag != -1) { + if (enable) + G.fileflags &= ~flag; + else + G.fileflags |= flag; + + /* display lists and GLSL materials need to be remade */ + if(gp_KetsjiEngine) { + KX_SceneList *scenes = gp_KetsjiEngine->CurrentScenes(); + KX_SceneList::iterator it; + + for(it=scenes->begin(); it!=scenes->end(); it++) + if((*it)->GetBucketManager()) + (*it)->GetBucketManager()->ReleaseDisplayLists(); + } + + GPU_materials_free(); + } + } + + Py_Return; +} + +static PyObject* gPyGetGLSLMaterialSetting(PyObject*, + PyObject* args, + PyObject*) +{ + char *setting; + int enabled = 0, flag; + + if (PyArg_ParseTuple(args,"s",&setting)) + { + flag = getGLSLSettingFlag(setting); + + if(flag != -1) + enabled = ((G.fileflags & flag) != 0); + } + + return PyInt_FromLong(enabled); +} + STR_String gPyGetWindowHeight__doc__="getWindowHeight doc"; STR_String gPyGetWindowWidth__doc__="getWindowWidth doc"; STR_String gPyEnableVisibility__doc__="enableVisibility doc"; @@ -703,11 +781,13 @@ static struct PyMethodDef rasterizer_methods[] = { {"getEyeSeparation", (PyCFunction) gPyGetEyeSeparation, METH_VARARGS, "get the eye separation for stereo mode"}, {"setFocalLength", (PyCFunction) gPySetFocalLength, METH_VARARGS, "set the focal length for stereo mode"}, {"getFocalLength", (PyCFunction) gPyGetFocalLength, METH_VARARGS, "get the focal length for stereo mode"}, + {"setGLSLMaterialSetting",(PyCFunction) gPySetGLSLMaterialSetting, + METH_VARARGS, "set the state of a GLSL material setting"}, + {"getGLSLMaterialSetting",(PyCFunction) gPyGetGLSLMaterialSetting, + METH_VARARGS, "get the state of a GLSL material setting"}, { NULL, (PyCFunction) NULL, 0, NULL } }; - - // Initialization function for the module (*must* be called initGameLogic) static char GameLogic_module_documentation[] = @@ -720,11 +800,12 @@ static char Rasterizer_module_documentation[] = -PyObject* initGameLogic(KX_Scene* scene) // quick hack to get gravity hook +PyObject* initGameLogic(KX_KetsjiEngine *engine, KX_Scene* scene) // quick hack to get gravity hook { PyObject* m; PyObject* d; + gp_KetsjiEngine = engine; gp_KetsjiScene = scene; gUseVisibilityTemp=false; diff --git a/source/gameengine/Ketsji/KX_PythonInit.h b/source/gameengine/Ketsji/KX_PythonInit.h index f094a1ca575..388d073c6db 100644 --- a/source/gameengine/Ketsji/KX_PythonInit.h +++ b/source/gameengine/Ketsji/KX_PythonInit.h @@ -40,7 +40,7 @@ typedef enum { extern bool gUseVisibilityTemp; -PyObject* initGameLogic(class KX_Scene* ketsjiscene); +PyObject* initGameLogic(class KX_KetsjiEngine *engine, class KX_Scene* ketsjiscene); PyObject* initGameKeys(); PyObject* initRasterizer(class RAS_IRasterizer* rasty,class RAS_ICanvas* canvas); PyObject* initGamePlayerPythonScripting(const STR_String& progname, TPythonSecurityLevel level); diff --git a/source/gameengine/Ketsji/KX_SG_BoneParentNodeRelationship.cpp b/source/gameengine/Ketsji/KX_SG_BoneParentNodeRelationship.cpp index f085ff435dc..d651373869a 100644 --- a/source/gameengine/Ketsji/KX_SG_BoneParentNodeRelationship.cpp +++ b/source/gameengine/Ketsji/KX_SG_BoneParentNodeRelationship.cpp @@ -78,7 +78,7 @@ UpdateChildCoordinates( if (parent) { - const BL_ArmatureObject *armature = (const BL_ArmatureObject*)(parent->GetSGClientObject()); + BL_ArmatureObject *armature = (BL_ArmatureObject*)(parent->GetSGClientObject()); if (armature) { MT_Matrix4x4 parent_matrix; diff --git a/source/gameengine/Ketsji/KX_Scene.cpp b/source/gameengine/Ketsji/KX_Scene.cpp index 1c37fcea77e..2ad0412f1bf 100644 --- a/source/gameengine/Ketsji/KX_Scene.cpp +++ b/source/gameengine/Ketsji/KX_Scene.cpp @@ -68,6 +68,7 @@ #include "SG_IObject.h" #include "SG_Tree.h" #include "DNA_group_types.h" +#include "DNA_scene_types.h" #include "BKE_anim.h" #include "KX_SG_NodeRelationships.h" @@ -116,7 +117,8 @@ KX_Scene::KX_Scene(class SCA_IInputDevice* keyboarddevice, class SCA_IInputDevice* mousedevice, class NG_NetworkDeviceInterface *ndi, class SND_IAudioDevice* adi, - const STR_String& sceneName): + const STR_String& sceneName, + Scene *scene): PyObjectPlus(&KX_Scene::Type), m_keyboardmgr(NULL), m_mousemgr(NULL), @@ -126,7 +128,8 @@ KX_Scene::KX_Scene(class SCA_IInputDevice* keyboarddevice, m_adi(adi), m_networkDeviceInterface(ndi), m_active_camera(NULL), - m_ueberExecutionPriority(0) + m_ueberExecutionPriority(0), + m_blenderScene(scene) { m_suspendedtime = 0.0; m_suspendeddelta = 0.0; @@ -453,7 +456,7 @@ KX_GameObject* KX_Scene::AddNodeReplicaObject(class SG_IObject* node, class CVal // this is the list of object that are send to the graphics pipeline m_objectlist->Add(newobj->AddRef()); - newobj->Bucketize(); + newobj->AddMeshUser(); // logic cannot be replicated, until the whole hierarchy is replicated. m_logicHierarchicalGameObjects.push_back(newobj); @@ -623,6 +626,7 @@ void KX_Scene::DupliGroupRecurse(CValue* obj, int level) if (blgroupobj == blenderobj) // this check is also in group_duplilist() continue; + gameobj = (KX_GameObject*)m_logicmgr->FindGameObjByBlendObj(blenderobj); if (gameobj == NULL) { @@ -630,6 +634,9 @@ void KX_Scene::DupliGroupRecurse(CValue* obj, int level) // Should not happen as dupli group are created automatically continue; } + + gameobj->SetBlenderGroupObject(blgroupobj); + if ((blenderobj->lay & group->layer)==0) { // object is not visible in the 3D view, will not be instantiated @@ -999,7 +1006,7 @@ void KX_Scene::ReplaceMesh(class CValue* obj,void* meshobj) newobj->m_pDeformer = NULL; } - if (mesh->m_class == 1) + if (mesh->IsDeformed()) { // we must create a new deformer but which one? KX_GameObject* parentobj = newobj->GetParent(); @@ -1073,7 +1080,8 @@ void KX_Scene::ReplaceMesh(class CValue* obj,void* meshobj) parentobj->Release(); } } - gameobj->Bucketize(); + + gameobj->AddMeshUser(); } @@ -1225,7 +1233,9 @@ void KX_Scene::MarkSubTreeVisible(SG_Tree *node, RAS_IRasterizer* rasty, bool vi for (int m=0;m<nummeshes;m++) (gameobj->GetMesh(m))->SchedulePolygons(rasty->GetDrawingMode()); } - gameobj->MarkVisible(visible); + + gameobj->SetCulled(!visible); + gameobj->UpdateBuckets(); } } if (node->Left()) @@ -1242,7 +1252,8 @@ void KX_Scene::MarkVisible(RAS_IRasterizer* rasty, KX_GameObject* gameobj,KX_Cam // Shadow lamp layers if(layer && !(gameobj->GetLayer() & layer)) { - gameobj->MarkVisible(false); + gameobj->SetCulled(true); + gameobj->UpdateBuckets(); return; } @@ -1288,9 +1299,11 @@ void KX_Scene::MarkVisible(RAS_IRasterizer* rasty, KX_GameObject* gameobj,KX_Cam } // Visibility/ non-visibility are marked // elsewhere now. - gameobj->MarkVisible(); + gameobj->SetCulled(false); + gameobj->UpdateBuckets(); } else { - gameobj->MarkVisible(false); + gameobj->SetCulled(true); + gameobj->UpdateBuckets(); } } diff --git a/source/gameengine/Ketsji/KX_Scene.h b/source/gameengine/Ketsji/KX_Scene.h index 1c56dd1ee55..5f7e1167e27 100644 --- a/source/gameengine/Ketsji/KX_Scene.h +++ b/source/gameengine/Ketsji/KX_Scene.h @@ -54,6 +54,7 @@ */ struct SM_MaterialProps; struct SM_ShapeProps; +struct Scene; class GEN_HashedPtr; class CListValue; @@ -277,12 +278,15 @@ protected: */ PyObject* m_attrlist; + struct Scene* m_blenderScene; + public: KX_Scene(class SCA_IInputDevice* keyboarddevice, class SCA_IInputDevice* mousedevice, class NG_NetworkDeviceInterface* ndi, class SND_IAudioDevice* adi, - const STR_String& scenename ); + const STR_String& scenename, + struct Scene* scene); virtual ~KX_Scene(); @@ -582,6 +586,10 @@ public: * was running and not suspended) and the "curtime" */ double getSuspendedDelta(); + /** + * Returns the Blender scene this was made from + */ + struct Scene *GetBlenderScene() { return m_blenderScene; } }; typedef std::vector<KX_Scene*> KX_SceneList; diff --git a/source/gameengine/Ketsji/KX_VertexProxy.cpp b/source/gameengine/Ketsji/KX_VertexProxy.cpp index 5cec65dff1c..25205714308 100644 --- a/source/gameengine/Ketsji/KX_VertexProxy.cpp +++ b/source/gameengine/Ketsji/KX_VertexProxy.cpp @@ -82,7 +82,7 @@ PyObject* KX_VertexProxy::_getattr(const STR_String& attr) { if (attr == "XYZ") - return PyObjectFrom(MT_Vector3(m_vertex->getLocalXYZ())); + return PyObjectFrom(MT_Vector3(m_vertex->getXYZ())); if (attr == "UV") return PyObjectFrom(MT_Point2(m_vertex->getUV1())); @@ -102,11 +102,11 @@ KX_VertexProxy::_getattr(const STR_String& attr) // pos if (attr == "x") - return PyFloat_FromDouble(m_vertex->getLocalXYZ()[0]); + return PyFloat_FromDouble(m_vertex->getXYZ()[0]); if (attr == "y") - return PyFloat_FromDouble(m_vertex->getLocalXYZ()[1]); + return PyFloat_FromDouble(m_vertex->getXYZ()[1]); if (attr == "z") - return PyFloat_FromDouble(m_vertex->getLocalXYZ()[2]); + return PyFloat_FromDouble(m_vertex->getXYZ()[2]); // Col if (attr == "r") @@ -184,7 +184,7 @@ int KX_VertexProxy::_setattr(const STR_String& attr, PyObject *pyvalue) { float val = PyFloat_AsDouble(pyvalue); // pos - MT_Point3 pos(m_vertex->getLocalXYZ()); + MT_Point3 pos(m_vertex->getXYZ()); if (attr == "x") { pos.x() = val; @@ -312,7 +312,7 @@ PyObject* KX_VertexProxy::PyGetXYZ(PyObject*, PyObject*, PyObject*) { - return PyObjectFrom(MT_Point3(m_vertex->getLocalXYZ())); + return PyObjectFrom(MT_Point3(m_vertex->getXYZ())); } PyObject* KX_VertexProxy::PySetXYZ(PyObject*, @@ -426,7 +426,7 @@ PyObject* KX_VertexProxy::PySetUV2(PyObject*, { if (PyVecTo(list, vec)) { - m_vertex->SetFlag((m_vertex->getFlag()|TV_2NDUV)); + m_vertex->SetFlag((m_vertex->getFlag()|RAS_TexVert::SECOND_UV)); m_vertex->SetUnit(unit); m_vertex->SetUV2(vec); m_mesh->SetMeshModified(true); diff --git a/source/gameengine/Ketsji/KX_VisibilityActuator.cpp b/source/gameengine/Ketsji/KX_VisibilityActuator.cpp index b4693a7a7db..5a0cadcbcfe 100644 --- a/source/gameengine/Ketsji/KX_VisibilityActuator.cpp +++ b/source/gameengine/Ketsji/KX_VisibilityActuator.cpp @@ -76,7 +76,7 @@ KX_VisibilityActuator::Update() KX_GameObject *obj = (KX_GameObject*) GetParent(); obj->SetVisible(m_visible); - obj->MarkVisible(); + obj->UpdateBuckets(); return true; } diff --git a/source/gameengine/Ketsji/Makefile b/source/gameengine/Ketsji/Makefile index 995237adf2c..0b48ad8b8c3 100644 --- a/source/gameengine/Ketsji/Makefile +++ b/source/gameengine/Ketsji/Makefile @@ -64,13 +64,9 @@ CPPFLAGS += -I../../blender/blenlib CPPFLAGS += -I../../blender/include CPPFLAGS += -I../../blender/makesdna CPPFLAGS += -I../../blender/imbuf +CPPFLAGS += -I../../blender/gpu CPPFLAGS += -I$(NAN_GUARDEDALLOC)/include -ifeq ($(WITH_BF_GLEXT),true) - CPPFLAGS += -DWITH_GLEXT -endif - - ########################### SOURCEDIR = source/gameengine/Ketsji diff --git a/source/gameengine/Ketsji/SConscript b/source/gameengine/Ketsji/SConscript index f6f744b199a..02e7aed82a5 100644 --- a/source/gameengine/Ketsji/SConscript +++ b/source/gameengine/Ketsji/SConscript @@ -32,16 +32,13 @@ incs += ' #source/gameengine/SceneGraph #source/gameengine/Physics/common #sourc incs += ' #source/gameengine/Physics/BlOde #source/gameengine/Physics/Dummy' incs += ' #source/gameengine/Physics/Sumo #source/gameengine/Physics/Sumo/include' incs += ' #source/gameengine/Physics/Sumo/Fuzzics/include #source/gameengine/Network/LoopBackNetwork' -incs += ' #source/blender/misc #source/blender/blenloader #extern/glew/include' +incs += ' #source/blender/misc #source/blender/blenloader #extern/glew/include #source/blender/gpu' cflags = [] if env['OURPLATFORM'] == 'win32-vc': cflags.append('/GR') cflags.append('/Ox') -if env['WITH_BF_GLEXT'] == 1: - env['CPPFLAGS'].append('-DWITH_GLEXT') - incs += ' ' + env['BF_SOLID_INC'] incs += ' ' + env['BF_PYTHON_INC'] incs += ' ' + env['BF_SDL_INC'] diff --git a/source/gameengine/Physics/Bullet/CcdPhysicsController.cpp b/source/gameengine/Physics/Bullet/CcdPhysicsController.cpp index 2ec96c75a68..8fd89295b03 100644 --- a/source/gameengine/Physics/Bullet/CcdPhysicsController.cpp +++ b/source/gameengine/Physics/Bullet/CcdPhysicsController.cpp @@ -815,9 +815,7 @@ bool CcdShapeConstructionInfo::SetMesh(RAS_MeshObject* meshobj, bool polytope) { for (int i=0;i<poly->VertexCount();i++) { - const float* vtx = meshobj->GetVertex(poly->GetVertexIndexBase().m_vtxarray, - poly->GetVertexIndexBase().m_indexarray[i], - poly->GetMaterial()->GetPolyMaterial())->getLocalXYZ(); + const float* vtx = poly->GetVertex(i)->getXYZ(); btPoint3 point(vtx[0],vtx[1],vtx[2]); m_vertexArray.push_back(point); numvalidpolys++; @@ -825,18 +823,15 @@ bool CcdShapeConstructionInfo::SetMesh(RAS_MeshObject* meshobj, bool polytope) } else { { - const float* vtx = meshobj->GetVertex(poly->GetVertexIndexBase().m_vtxarray, - poly->GetVertexIndexBase().m_indexarray[2], - poly->GetMaterial()->GetPolyMaterial())->getLocalXYZ(); + const float* vtx = poly->GetVertex(2)->getXYZ(); btPoint3 vertex0(vtx[0],vtx[1],vtx[2]); - vtx = meshobj->GetVertex(poly->GetVertexIndexBase().m_vtxarray, - poly->GetVertexIndexBase().m_indexarray[1], - poly->GetMaterial()->GetPolyMaterial())->getLocalXYZ(); + + vtx = poly->GetVertex(1)->getXYZ(); btPoint3 vertex1(vtx[0],vtx[1],vtx[2]); - vtx = meshobj->GetVertex(poly->GetVertexIndexBase().m_vtxarray, - poly->GetVertexIndexBase().m_indexarray[0], - poly->GetMaterial()->GetPolyMaterial())->getLocalXYZ(); + + vtx = poly->GetVertex(0)->getXYZ(); btPoint3 vertex2(vtx[0],vtx[1],vtx[2]); + m_vertexArray.push_back(vertex0); m_vertexArray.push_back(vertex1); m_vertexArray.push_back(vertex2); @@ -845,18 +840,15 @@ bool CcdShapeConstructionInfo::SetMesh(RAS_MeshObject* meshobj, bool polytope) } if (poly->VertexCount() == 4) { - const float* vtx = meshobj->GetVertex(poly->GetVertexIndexBase().m_vtxarray, - poly->GetVertexIndexBase().m_indexarray[3], - poly->GetMaterial()->GetPolyMaterial())->getLocalXYZ(); + const float* vtx = poly->GetVertex(3)->getXYZ(); btPoint3 vertex0(vtx[0],vtx[1],vtx[2]); - vtx = meshobj->GetVertex(poly->GetVertexIndexBase().m_vtxarray, - poly->GetVertexIndexBase().m_indexarray[2], - poly->GetMaterial()->GetPolyMaterial())->getLocalXYZ(); + + vtx = poly->GetVertex(2)->getXYZ(); btPoint3 vertex1(vtx[0],vtx[1],vtx[2]); - vtx = meshobj->GetVertex(poly->GetVertexIndexBase().m_vtxarray, - poly->GetVertexIndexBase().m_indexarray[0], - poly->GetMaterial()->GetPolyMaterial())->getLocalXYZ(); + + vtx = poly->GetVertex(0)->getXYZ(); btPoint3 vertex2(vtx[0],vtx[1],vtx[2]); + m_vertexArray.push_back(vertex0); m_vertexArray.push_back(vertex1); m_vertexArray.push_back(vertex2); diff --git a/source/gameengine/Physics/Bullet/CcdPhysicsController.h b/source/gameengine/Physics/Bullet/CcdPhysicsController.h index 8a7f1062f53..a3fbb502c08 100644 --- a/source/gameengine/Physics/Bullet/CcdPhysicsController.h +++ b/source/gameengine/Physics/Bullet/CcdPhysicsController.h @@ -128,7 +128,8 @@ struct CcdConstructionInfo CcdConstructionInfo() - : m_gravity(0,0,0), + : m_localInertiaTensor(1.f, 1.f, 1.f), + m_gravity(0,0,0), m_scaling(1.f,1.f,1.f), m_mass(0.f), m_restitution(0.1f), diff --git a/source/gameengine/PyDoc/GameLogic.py b/source/gameengine/PyDoc/GameLogic.py index b65bc0f3ce8..af3d2810553 100644 --- a/source/gameengine/PyDoc/GameLogic.py +++ b/source/gameengine/PyDoc/GameLogic.py @@ -220,6 +220,13 @@ def setPhysicsTicRate(ticrate): @param ticrate: The new update frequency (in Hz). @type ticrate: float """ +def getAverageFrameRate(): + """ + Gets the estimated average framerate + + @return: The estimed average framerate in frames per second + @rtype: float + """ def expandPath(path): """ @@ -245,4 +252,4 @@ def getBlendFileList(path = "//"): @type path: string @return: A list of filenames, with no directory prefix @rtype: list - """
\ No newline at end of file + """ diff --git a/source/gameengine/PyDoc/Rasterizer.py b/source/gameengine/PyDoc/Rasterizer.py index 3711ac63b3e..7afdcf07f2e 100644 --- a/source/gameengine/PyDoc/Rasterizer.py +++ b/source/gameengine/PyDoc/Rasterizer.py @@ -146,3 +146,20 @@ def getFocalLength(): @rtype: float """ + +def setGLSLMaterialSetting(setting, enable): + """ + Enables or disables a GLSL material setting. + + @type setting: string (lights, shaders, shadows, ramps, nodes, extra_textures) + @type enable: boolean + """ + +def getGLSLMaterialSetting(setting, enable): + """ + Get the state of a GLSL material setting. + + @type setting: string (lights, shaders, shadows, ramps, nodes, extra_textures) + @rtype: boolean + """ + diff --git a/source/gameengine/Rasterizer/Makefile b/source/gameengine/Rasterizer/Makefile index e3b1f274ee5..917f70c7108 100644 --- a/source/gameengine/Rasterizer/Makefile +++ b/source/gameengine/Rasterizer/Makefile @@ -49,10 +49,6 @@ ifeq ($(OS),darwin) CPPFLAGS += -fpascal-strings endif -ifeq ($(WITH_BF_GLEXT),true) - CPPFLAGS += -DWITH_GLEXT -endif - ############### SOURCEDIR = source/gameengine/Rasterizer diff --git a/source/gameengine/Rasterizer/RAS_BucketManager.cpp b/source/gameengine/Rasterizer/RAS_BucketManager.cpp index 82bdce44519..9fb21a3c17b 100644 --- a/source/gameengine/Rasterizer/RAS_BucketManager.cpp +++ b/source/gameengine/Rasterizer/RAS_BucketManager.cpp @@ -26,10 +26,6 @@ * ***** END GPL LICENSE BLOCK ***** */ -#ifdef HAVE_CONFIG_H -#include <config.h> -#endif - #ifdef WIN32 // don't show these anoying STL warnings #pragma warning (disable:4786) @@ -39,168 +35,243 @@ #include "RAS_MaterialBucket.h" #include "STR_HashedString.h" #include "RAS_MeshObject.h" -#define KX_NUM_MATERIALBUCKETS 100 #include "RAS_IRasterizer.h" #include "RAS_IRenderTools.h" #include "RAS_BucketManager.h" +#include <algorithm> #include <set> -RAS_BucketManager::RAS_BucketManager() +/* sorting */ + +struct RAS_BucketManager::sortedmeshslot { +public: + MT_Scalar m_z; /* depth */ + RAS_MeshSlot *m_ms; /* mesh slot */ + RAS_MaterialBucket *m_bucket; /* buck mesh slot came from */ -} + sortedmeshslot() {} -RAS_BucketManager::~RAS_BucketManager() -{ - RAS_BucketManagerClearAll(); -} + void set(RAS_MeshSlot *ms, RAS_MaterialBucket *bucket, const MT_Vector3& pnorm) + { + // would be good to use the actual bounding box center instead + MT_Point3 pos(ms->m_OpenGLMatrix[12], ms->m_OpenGLMatrix[13], ms->m_OpenGLMatrix[14]); -/** - * struct alphamesh holds a mesh, (m_ms) it's depth, (m_z) and the bucket it came from (m_bucket.) - */ -struct RAS_BucketManager::alphamesh -{ -public: - MT_Scalar m_z; - RAS_MaterialBucket::T_MeshSlotList::iterator m_ms; - RAS_MaterialBucket *m_bucket; - alphamesh(MT_Scalar z, RAS_MaterialBucket::T_MeshSlotList::iterator &ms, RAS_MaterialBucket *bucket) : - m_z(z), - m_ms(ms), - m_bucket(bucket) - {} + m_z = MT_dot(pnorm, pos); + m_ms = ms; + m_bucket = bucket; + } }; struct RAS_BucketManager::backtofront { - bool operator()(const alphamesh &a, const alphamesh &b) + bool operator()(const sortedmeshslot &a, const sortedmeshslot &b) { - return a.m_z < b.m_z; + return (a.m_z < b.m_z) || (a.m_z == b.m_z && a.m_ms < b.m_ms); } }; + +struct RAS_BucketManager::fronttoback +{ + bool operator()(const sortedmeshslot &a, const sortedmeshslot &b) + { + return (a.m_z > b.m_z) || (a.m_z == b.m_z && a.m_ms > b.m_ms); + } +}; + +/* bucket manager */ + +RAS_BucketManager::RAS_BucketManager() +{ + +} + +RAS_BucketManager::~RAS_BucketManager() +{ + BucketList::iterator it; + + for (it = m_SolidBuckets.begin(); it != m_SolidBuckets.end(); it++) + delete (*it); + + for (it = m_AlphaBuckets.begin(); it != m_AlphaBuckets.end(); it++) + delete(*it); + m_SolidBuckets.clear(); + m_AlphaBuckets.clear(); +} + +void RAS_BucketManager::OrderBuckets(const MT_Transform& cameratrans, BucketList& buckets, vector<sortedmeshslot>& slots, bool alpha) +{ + BucketList::iterator bit; + list<RAS_MeshSlot>::iterator mit; + size_t size = 0, i = 0; + + /* Camera's near plane equation: pnorm.dot(point) + pval, + * but we leave out pval since it's constant anyway */ + const MT_Vector3 pnorm(cameratrans.getBasis()[2]); + + for (bit = buckets.begin(); bit != buckets.end(); ++bit) + for (mit = (*bit)->msBegin(); mit != (*bit)->msEnd(); ++mit) + if (!mit->IsCulled()) + size++; + + slots.resize(size); + + for (bit = buckets.begin(); bit != buckets.end(); ++bit) + for (mit = (*bit)->msBegin(); mit != (*bit)->msEnd(); ++mit) + if (!mit->IsCulled()) + slots[i++].set(&*mit, *bit, pnorm); + + if(alpha) + sort(slots.begin(), slots.end(), backtofront()); + else + 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) { - BucketList::iterator bit; - std::multiset<alphamesh, backtofront> alphameshset; - RAS_MaterialBucket::T_MeshSlotList::iterator mit; + vector<sortedmeshslot> slots; + vector<sortedmeshslot>::iterator sit; + + // Having depth masks disabled/enabled gives different artifacts in + // case no sorting is done or is done inexact. For compatibility, we + // disable it. + rasty->SetDepthMask(RAS_IRasterizer::KX_DEPTHMASK_DISABLED); + + OrderBuckets(cameratrans, m_AlphaBuckets, slots, true); - /* Camera's near plane equation: cam_norm.dot(point) + cam_origin */ - const MT_Vector3 cam_norm(cameratrans.getBasis()[2]); - const MT_Scalar cam_origin = cameratrans.getOrigin()[2]; - for (bit = m_AlphaBuckets.begin(); bit != m_AlphaBuckets.end(); ++bit) - { - for (mit = (*bit)->msBegin(); mit != (*bit)->msEnd(); ++mit) - { - if ((*mit).m_bVisible) - { - MT_Point3 pos((*mit).m_OpenGLMatrix[12], (*mit).m_OpenGLMatrix[13], (*mit).m_OpenGLMatrix[14]); - alphameshset.insert(alphamesh(MT_dot(cam_norm, pos) + cam_origin, mit, *bit)); + for(sit=slots.begin(); sit!=slots.end(); ++sit) { + rendertools->SetClientObject(rasty, sit->m_ms->m_clientObj); + + 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); +} + +void RAS_BucketManager::RenderSolidBuckets( + const MT_Transform& cameratrans, RAS_IRasterizer* rasty, RAS_IRenderTools* rendertools) +{ + BucketList::iterator bit; + list<RAS_MeshSlot>::iterator mit; + + rasty->SetDepthMask(RAS_IRasterizer::KX_DEPTHMASK_ENABLED); + + for (bit = m_SolidBuckets.begin(); bit != m_SolidBuckets.end(); ++bit) { + for (mit = (*bit)->msBegin(); mit != (*bit)->msEnd(); ++mit) { + if (mit->IsCulled()) + continue; + + rendertools->SetClientObject(rasty, mit->m_clientObj); + + while ((*bit)->ActivateMaterial(cameratrans, rasty, rendertools)) { + (*bit)->RenderMeshSlot(cameratrans, rasty, rendertools, *mit); + //TOTSLOT++; } } } - // It shouldn't be strictly necessary to disable depth writes; but - // it is needed for compatibility. - rasty->SetDepthMask(RAS_IRasterizer::KX_DEPTHMASK_DISABLED); +#if 0 + vector<sortedmeshslot> slots; + vector<sortedmeshslot>::iterator sit; - RAS_IRasterizer::DrawMode drawingmode; - std::multiset< alphamesh, backtofront>::iterator msit = alphameshset.begin(); - for (; msit != alphameshset.end(); ++msit) - { - rendertools->SetClientObject((*(*msit).m_ms).m_clientObj); - while ((*msit).m_bucket->ActivateMaterial(cameratrans, rasty, rendertools, drawingmode)) - (*msit).m_bucket->RenderMeshSlot(cameratrans, rasty, rendertools, *(*msit).m_ms, drawingmode); + OrderBuckets(cameratrans, m_SolidBuckets, slots, false); + + for(sit=slots.begin(); sit!=slots.end(); ++sit) { + rendertools->SetClientObject(rasty, sit->m_ms->m_clientObj); + + while(sit->m_bucket->ActivateMaterial(cameratrans, rasty, rendertools)) + sit->m_bucket->RenderMeshSlot(cameratrans, rasty, rendertools, *(sit->m_ms)); } - - rasty->SetDepthMask(RAS_IRasterizer::KX_DEPTHMASK_ENABLED); +#endif } void RAS_BucketManager::Renderbuckets( const MT_Transform& cameratrans, RAS_IRasterizer* rasty, RAS_IRenderTools* rendertools) { - BucketList::iterator bucket; - - rasty->EnableTextures(false); - rasty->SetDepthMask(RAS_IRasterizer::KX_DEPTHMASK_ENABLED); - // beginning each frame, clear (texture/material) caching information rasty->ClearCachingInfo(); - RAS_MaterialBucket::StartFrame(); - - for (bucket = m_MaterialBuckets.begin(); bucket != m_MaterialBuckets.end(); ++bucket) - (*bucket)->Render(cameratrans,rasty,rendertools); + //TOTASLOT = 0; + //TOTSLOT = 0; + RenderSolidBuckets(cameratrans, rasty, rendertools); RenderAlphaBuckets(cameratrans, rasty, rendertools); - RAS_MaterialBucket::EndFrame(); + + //printf("total slots = %d = %d + %d\n", TOTSLOT + TOTASLOT, TOTSLOT, TOTASLOT); + + rendertools->SetClientObject(rasty, NULL); } RAS_MaterialBucket* RAS_BucketManager::FindBucket(RAS_IPolyMaterial * material, bool &bucketCreated) { - bucketCreated = false; BucketList::iterator it; - for (it = m_MaterialBuckets.begin(); it != m_MaterialBuckets.end(); it++) - { + + bucketCreated = false; + + for (it = m_SolidBuckets.begin(); it != m_SolidBuckets.end(); it++) if (*(*it)->GetPolyMaterial() == *material) return *it; - } for (it = m_AlphaBuckets.begin(); it != m_AlphaBuckets.end(); it++) - { if (*(*it)->GetPolyMaterial() == *material) return *it; - } RAS_MaterialBucket *bucket = new RAS_MaterialBucket(material); bucketCreated = true; + if (bucket->IsAlpha()) m_AlphaBuckets.push_back(bucket); else - m_MaterialBuckets.push_back(bucket); + m_SolidBuckets.push_back(bucket); return bucket; } -void RAS_BucketManager::RAS_BucketManagerClearAll() +void RAS_BucketManager::OptimizeBuckets(MT_Scalar distance) { - BucketList::iterator it; - for (it = m_MaterialBuckets.begin(); it != m_MaterialBuckets.end(); it++) - { - delete (*it); - } - for (it = m_AlphaBuckets.begin(); it != m_AlphaBuckets.end(); it++) - { - delete(*it); - } + BucketList::iterator bit; - m_MaterialBuckets.clear(); - m_AlphaBuckets.clear(); + distance = 10.0; + + for (bit = m_SolidBuckets.begin(); bit != m_SolidBuckets.end(); ++bit) + (*bit)->Optimize(distance); + for (bit = m_AlphaBuckets.begin(); bit != m_AlphaBuckets.end(); ++bit) + (*bit)->Optimize(distance); } -void RAS_BucketManager::ReleaseDisplayLists() +void RAS_BucketManager::ReleaseDisplayLists(RAS_IPolyMaterial *mat) { BucketList::iterator bit; - RAS_MaterialBucket::T_MeshSlotList::iterator mit; + list<RAS_MeshSlot>::iterator mit; - for (bit = m_MaterialBuckets.begin(); bit != m_MaterialBuckets.end(); ++bit) { - for (mit = (*bit)->msBegin(); mit != (*bit)->msEnd(); ++mit) { - if(mit->m_DisplayList) { - mit->m_DisplayList->Release(); - mit->m_DisplayList = NULL; + for (bit = m_SolidBuckets.begin(); bit != m_SolidBuckets.end(); ++bit) { + if (mat == NULL || (mat == (*bit)->GetPolyMaterial())) { + for (mit = (*bit)->msBegin(); mit != (*bit)->msEnd(); ++mit) { + if(mit->m_DisplayList) { + mit->m_DisplayList->Release(); + mit->m_DisplayList = NULL; + } } } } for (bit = m_AlphaBuckets.begin(); bit != m_AlphaBuckets.end(); ++bit) { - for (mit = (*bit)->msBegin(); mit != (*bit)->msEnd(); ++mit) { - if(mit->m_DisplayList) { - mit->m_DisplayList->Release(); - mit->m_DisplayList = NULL; + if (mat == NULL || (mat == (*bit)->GetPolyMaterial())) { + for (mit = (*bit)->msBegin(); mit != (*bit)->msEnd(); ++mit) { + if(mit->m_DisplayList) { + mit->m_DisplayList->Release(); + mit->m_DisplayList = NULL; + } } } } diff --git a/source/gameengine/Rasterizer/RAS_BucketManager.h b/source/gameengine/Rasterizer/RAS_BucketManager.h index 08b67ed022f..74526f365a0 100644 --- a/source/gameengine/Rasterizer/RAS_BucketManager.h +++ b/source/gameengine/Rasterizer/RAS_BucketManager.h @@ -39,32 +39,33 @@ class RAS_BucketManager { - //GEN_Map<class RAS_IPolyMaterial,class RAS_MaterialBucket*> m_MaterialBuckets; - typedef std::vector<class RAS_MaterialBucket*> BucketList; - BucketList m_MaterialBuckets; + BucketList m_SolidBuckets; BucketList m_AlphaBuckets; - struct alphamesh; + struct sortedmeshslot; struct backtofront; + struct fronttoback; public: RAS_BucketManager(); virtual ~RAS_BucketManager(); - void RenderAlphaBuckets(const MT_Transform& cameratrans, - RAS_IRasterizer* rasty, RAS_IRenderTools* rendertools); void Renderbuckets(const MT_Transform & cameratrans, - RAS_IRasterizer* rasty, - class RAS_IRenderTools* rendertools); + RAS_IRasterizer* rasty, RAS_IRenderTools* rendertools); RAS_MaterialBucket* FindBucket(RAS_IPolyMaterial * material, bool &bucketCreated); + void OptimizeBuckets(MT_Scalar distance); - void ReleaseDisplayLists(); + void ReleaseDisplayLists(RAS_IPolyMaterial * material = NULL); private: - void RAS_BucketManagerClearAll(); + void OrderBuckets(const MT_Transform& cameratrans, BucketList& buckets, vector<sortedmeshslot>& slots, bool alpha); + void RenderSolidBuckets(const MT_Transform& cameratrans, + RAS_IRasterizer* rasty, RAS_IRenderTools* rendertools); + void RenderAlphaBuckets(const MT_Transform& cameratrans, + RAS_IRasterizer* rasty, RAS_IRenderTools* rendertools); }; #endif //__RAS_BUCKETMANAGER diff --git a/source/gameengine/Rasterizer/RAS_IPolygonMaterial.cpp b/source/gameengine/Rasterizer/RAS_IPolygonMaterial.cpp index 4ee06d96603..fb3607f89f4 100644 --- a/source/gameengine/Rasterizer/RAS_IPolygonMaterial.cpp +++ b/source/gameengine/Rasterizer/RAS_IPolygonMaterial.cpp @@ -42,11 +42,8 @@ RAS_IPolyMaterial::RAS_IPolyMaterial(const STR_String& texname, int transp, bool alpha, bool zsort, - int lightlayer, - bool bIsTriangle, - void* clientobject=NULL) : - - m_texturename(texname), + int lightlayer) + : m_texturename(texname), m_materialname(matname), m_tile(tile), m_tilexrep(tilexrep), @@ -56,7 +53,6 @@ RAS_IPolyMaterial::RAS_IPolyMaterial(const STR_String& texname, m_alpha(alpha), m_zsort(zsort), m_lightlayer(lightlayer), - m_bIsTriangle(bIsTriangle), m_polymatid(m_newpolymatid++), m_flag(0), m_multimode(0) @@ -72,15 +68,16 @@ bool RAS_IPolyMaterial::Equals(const RAS_IPolyMaterial& lhs) const { if(m_flag &RAS_BLENDERMAT) { - return ( + bool test = ( this->m_multimode == lhs.m_multimode && this->m_flag == lhs.m_flag && this->m_drawingmode == lhs.m_drawingmode && this->m_transp == lhs.m_transp && - this->m_lightlayer == lhs.m_lightlayer && this->m_texturename.hash() == lhs.m_texturename.hash() && this->m_materialname.hash() == lhs.m_materialname.hash() ); + + return test; } else { @@ -92,8 +89,6 @@ bool RAS_IPolyMaterial::Equals(const RAS_IPolyMaterial& lhs) const this->m_alpha == lhs.m_alpha && this->m_zsort == lhs.m_zsort && this->m_drawingmode == lhs.m_drawingmode && - this->m_bIsTriangle == lhs.m_bIsTriangle && - this->m_lightlayer == lhs.m_lightlayer && this->m_texturename.hash() == lhs.m_texturename.hash() && this->m_materialname.hash() == lhs.m_materialname.hash() ); @@ -123,11 +118,6 @@ bool RAS_IPolyMaterial::IsZSort() const return m_zsort; } -bool RAS_IPolyMaterial::UsesTriangles() const -{ - return m_bIsTriangle; -} - unsigned int RAS_IPolyMaterial::hash() const { return m_texturename.hash(); @@ -172,5 +162,10 @@ bool RAS_IPolyMaterial::UsesLighting(RAS_IRasterizer *rasty) const return dolights; } +bool RAS_IPolyMaterial::UsesObjectColor() const +{ + return !(m_flag & RAS_BLENDERGLSL); +} + unsigned int RAS_IPolyMaterial::m_newpolymatid = 0; diff --git a/source/gameengine/Rasterizer/RAS_IPolygonMaterial.h b/source/gameengine/Rasterizer/RAS_IPolygonMaterial.h index 8fc53e6b038..218dd91cb30 100644 --- a/source/gameengine/Rasterizer/RAS_IPolygonMaterial.h +++ b/source/gameengine/Rasterizer/RAS_IPolygonMaterial.h @@ -71,7 +71,6 @@ protected: bool m_alpha; bool m_zsort; int m_lightlayer; - bool m_bIsTriangle; unsigned int m_polymatid; static unsigned int m_newpolymatid; @@ -106,9 +105,7 @@ public: int transp, bool alpha, bool zsort, - int lightlayer, - bool bIsTriangle, - void* clientobject); + int lightlayer); virtual ~RAS_IPolyMaterial() {}; /** @@ -129,14 +126,13 @@ public: { return false; } - virtual void ActivateMeshSlot(const class KX_MeshSlot & ms, RAS_IRasterizer* rasty) const {} + virtual void ActivateMeshSlot(const class RAS_MeshSlot & ms, RAS_IRasterizer* rasty) const {} virtual bool Equals(const RAS_IPolyMaterial& lhs) const; bool Less(const RAS_IPolyMaterial& rhs) const; int GetLightLayer() const; bool IsAlpha() const; bool IsZSort() const; - bool UsesTriangles() const; unsigned int hash() const; int GetDrawingMode() const; const STR_String& GetMaterialName() const; @@ -145,6 +141,7 @@ public: const unsigned int GetFlag() const; virtual bool UsesLighting(RAS_IRasterizer *rasty) const; + virtual bool UsesObjectColor() const; /* * PreCalculate texture gen diff --git a/source/gameengine/Rasterizer/RAS_IRasterizer.h b/source/gameengine/Rasterizer/RAS_IRasterizer.h index 9e03212283e..1d18d02a583 100644 --- a/source/gameengine/Rasterizer/RAS_IRasterizer.h +++ b/source/gameengine/Rasterizer/RAS_IRasterizer.h @@ -217,39 +217,18 @@ public: // Drawing Functions /** - * IndexPrimitives: Renders primitives. - * @param vertexarrays is an array of vertex arrays - * @param indexarrays is an array of index arrays - * @param mode determines the type of primitive stored in the vertex/index arrays - * @param useObjectColor will render the object using @param rgbacolor instead of - * vertex colors. - */ - virtual void IndexPrimitives( const vecVertexArray& vertexarrays, - const vecIndexArrays & indexarrays, - DrawMode mode, - bool useObjectColor, - const MT_Vector4& rgbacolor, - class KX_ListSlot** slot)=0; - - virtual void IndexPrimitivesMulti( - const vecVertexArray& vertexarrays, - const vecIndexArrays & indexarrays, - DrawMode mode, - bool useObjectColor, - const MT_Vector4& rgbacolor, - class KX_ListSlot** slot)=0; + * IndexPrimitives: Renders primitives from mesh slot. + */ + virtual void IndexPrimitives(class RAS_MeshSlot& ms)=0; + virtual void IndexPrimitivesMulti(class RAS_MeshSlot& ms)=0; /** * IndexPrimitives_3DText will render text into the polygons. * The text to be rendered is from @param rendertools client object's text property. */ - virtual void IndexPrimitives_3DText( const vecVertexArray& vertexarrays, - const vecIndexArrays & indexarrays, - DrawMode mode, + virtual void IndexPrimitives_3DText(class RAS_MeshSlot& ms, class RAS_IPolyMaterial* polymat, - class RAS_IRenderTools* rendertools, - bool useObjectColor, - const MT_Vector4& rgbacolor)=0; + class RAS_IRenderTools* rendertools)=0; virtual void SetProjectionMatrix(MT_CmMatrix4x4 & mat)=0; /* This one should become our final version, methinks. */ @@ -271,9 +250,6 @@ public: virtual const MT_Point3& GetCameraPosition()=0; /** */ - virtual void LoadViewMatrix()=0; - /** - */ virtual void SetFog(float start, float dist, float r, @@ -309,9 +285,6 @@ public: */ virtual int GetDrawingMode()=0; /** - */ - virtual void EnableTextures(bool enable)=0; - /** * Sets face culling */ virtual void SetCullFace(bool enable)=0; @@ -385,7 +358,9 @@ public: virtual void SetAttribNum(int num) = 0; virtual void SetTexCoord(TexCoGen coords, int unit) = 0; virtual void SetAttrib(TexCoGen coords, int unit) = 0; - virtual void GetViewMatrix(MT_Matrix4x4 &mat) const = 0; + + virtual const MT_Matrix4x4& GetViewMatrix() const = 0; + virtual const MT_Matrix4x4& GetViewInvMatrix() const = 0; virtual bool QueryLists(){return false;} virtual bool QueryArrays(){return false;} @@ -398,6 +373,7 @@ public: virtual void SetMotionBlurState(int newstate)=0; virtual void SetBlendingMode(int blendmode)=0; + virtual void SetFrontFace(bool ccw)=0; }; #endif //__RAS_IRASTERIZER diff --git a/source/gameengine/Rasterizer/RAS_IRenderTools.cpp b/source/gameengine/Rasterizer/RAS_IRenderTools.cpp index 2be9bb75ebf..555a3520bb4 100644 --- a/source/gameengine/Rasterizer/RAS_IRenderTools.cpp +++ b/source/gameengine/Rasterizer/RAS_IRenderTools.cpp @@ -28,42 +28,22 @@ #include "RAS_IRenderTools.h" -#ifdef HAVE_CONFIG_H -#include <config.h> -#endif - -void RAS_IRenderTools::SetViewMat(const MT_Transform& trans) -{ - trans.getValue(m_viewmat); -} - - - -void RAS_IRenderTools::SetClientObject(void* obj) +void RAS_IRenderTools::SetClientObject(RAS_IRasterizer* rasty, void *obj) { if (m_clientobject != obj) - { m_clientobject = obj; - m_modified = true; - } } - - void RAS_IRenderTools::SetAuxilaryClientInfo(void* inf) { m_auxilaryClientInfo = inf; } - - void RAS_IRenderTools::AddLight(struct RAS_LightObject* lightobject) { m_lights.push_back(lightobject); } - - void RAS_IRenderTools::RemoveLight(struct RAS_LightObject* lightobject) { std::vector<struct RAS_LightObject*>::iterator lit = @@ -71,5 +51,5 @@ void RAS_IRenderTools::RemoveLight(struct RAS_LightObject* lightobject) if (!(lit==m_lights.end())) m_lights.erase(lit); - } + diff --git a/source/gameengine/Rasterizer/RAS_IRenderTools.h b/source/gameengine/Rasterizer/RAS_IRenderTools.h index 54a663ba111..57f331e64cb 100644 --- a/source/gameengine/Rasterizer/RAS_IRenderTools.h +++ b/source/gameengine/Rasterizer/RAS_IRenderTools.h @@ -44,12 +44,9 @@ class RAS_IRenderTools { protected: - float m_viewmat[16]; void* m_clientobject; void* m_auxilaryClientInfo; - bool m_modified; - std::vector<struct RAS_LightObject*> m_lights; RAS_2DFilterManager m_filtermanager; @@ -68,8 +65,7 @@ public: RAS_IRenderTools( ) : - m_clientobject(NULL), - m_modified(true) + m_clientobject(NULL) { }; @@ -131,24 +127,21 @@ public: float v1[3], float v2[3], float v3[3], - float v4[3] + float v4[3], + int glattrib )=0; virtual - void - SetViewMat( - const MT_Transform& trans - ); - - virtual - int + void ProcessLighting( - int layer + int layer, + const MT_Transform& trans )=0; virtual void SetClientObject( + RAS_IRasterizer* rasty, void* obj ); @@ -190,24 +183,6 @@ public: virtual void Render2DFilters(RAS_ICanvas* canvas)=0; - - virtual - class RAS_IPolyMaterial* - CreateBlenderPolyMaterial( - const STR_String &texname, - bool ba, - const STR_String& matname, - int tile, - int tilexrep, - int tileyrep, - int mode, - bool transparant, - bool zsort, - int lightlayer, - bool bIsTriangle, - void* clientobject, - void* tface - )=0; }; #endif //__RAS_IRENDERTOOLS diff --git a/source/gameengine/Rasterizer/RAS_MaterialBucket.cpp b/source/gameengine/Rasterizer/RAS_MaterialBucket.cpp index 0015b6a251f..e003cdc9368 100644 --- a/source/gameengine/Rasterizer/RAS_MaterialBucket.cpp +++ b/source/gameengine/Rasterizer/RAS_MaterialBucket.cpp @@ -28,10 +28,6 @@ #include "RAS_MaterialBucket.h" -#ifdef HAVE_CONFIG_H -#include <config.h> -#endif - #ifdef WIN32 #pragma warning (disable:4786) #include <windows.h> @@ -44,79 +40,408 @@ #include "RAS_MeshObject.h" #include "RAS_Deformer.h" // __NLA +/* mesh slot */ + +RAS_MeshSlot::RAS_MeshSlot() +{ + m_clientObj = NULL; + m_pDeformer = NULL; + m_OpenGLMatrix = NULL; + m_mesh = NULL; + m_bucket = NULL; + m_bVisible = false; + m_bCulled = true; + m_bObjectColor = false; + m_RGBAcolor = MT_Vector4(0.0, 0.0, 0.0, 0.0); + m_DisplayList = NULL; + m_bDisplayList = true; + m_joinSlot = NULL; +} + +RAS_MeshSlot::~RAS_MeshSlot() +{ + vector<RAS_DisplayArray*>::iterator it; + + Split(true); + + while(m_joinedSlots.size()) + m_joinedSlots.front()->Split(true); + for(it=m_displayArrays.begin(); it!=m_displayArrays.end(); it++) { + (*it)->m_users--; + if((*it)->m_users == 0) + delete *it; + } + + if (m_DisplayList) { + m_DisplayList->Release(); + m_DisplayList = NULL; + } +} -KX_VertexIndex::KX_VertexIndex(int size) +RAS_MeshSlot::RAS_MeshSlot(const RAS_MeshSlot& slot) { - m_size = size; + vector<RAS_DisplayArray*>::iterator it; + + m_clientObj = NULL; + m_pDeformer = NULL; + m_OpenGLMatrix = NULL; + m_mesh = slot.m_mesh; + m_bucket = slot.m_bucket; + m_bVisible = slot.m_bVisible; + m_bCulled = slot.m_bCulled; + m_bObjectColor = slot.m_bObjectColor; + m_RGBAcolor = slot.m_RGBAcolor; + m_DisplayList = NULL; + m_bDisplayList = slot.m_bDisplayList; + m_joinSlot = NULL; + m_currentArray = slot.m_currentArray; + m_displayArrays = slot.m_displayArrays; + m_joinedSlots = slot.m_joinedSlots; + + m_startarray = slot.m_startarray; + m_startvertex = slot.m_startvertex; + m_startindex = slot.m_startindex; + m_endarray = slot.m_endarray; + m_endvertex = slot.m_endvertex; + m_endindex = slot.m_endindex; + + for(it=m_displayArrays.begin(); it!=m_displayArrays.end(); it++) { + *it = new RAS_DisplayArray(**it); + (*it)->m_users = 1; + } } +void RAS_MeshSlot::init(RAS_MaterialBucket *bucket, int numverts) +{ + m_bucket = bucket; + + SetDisplayArray(numverts); + m_startarray = 0; + m_startvertex = 0; + m_startindex = 0; + m_endarray = 0; + m_endvertex = 0; + m_endindex = 0; +} -void KX_VertexIndex::SetIndex(short loc,unsigned int index) +void RAS_MeshSlot::begin(RAS_MeshSlot::iterator& it) { - m_indexarray[loc]=index; + int startvertex, endvertex; + int startindex, endindex; + + it.array = m_displayArrays[m_startarray]; + + startvertex = m_startvertex; + endvertex = (m_startarray == m_endarray)? m_endvertex: it.array->m_vertex.size(); + startindex = m_startindex; + endindex = (m_startarray == m_endarray)? m_endindex: it.array->m_index.size(); + + it.vertex = &it.array->m_vertex[0]; + it.index = &it.array->m_index[startindex]; + it.startvertex = startvertex; + it.endvertex = endvertex; + it.totindex = endindex-startindex; + it.arraynum = m_startarray; } -bool KX_MeshSlot::Less(const KX_MeshSlot& lhs) const +void RAS_MeshSlot::next(RAS_MeshSlot::iterator& it) { - bool result = ((m_mesh < lhs.m_mesh ) || - ((m_mesh == lhs.m_mesh)&&(m_OpenGLMatrix < lhs.m_OpenGLMatrix))); - - return result; + int startvertex, endvertex; + int startindex, endindex; + + if(it.arraynum == (size_t)m_endarray) { + it.array = NULL; + it.vertex = NULL; + it.index = NULL; + it.startvertex = 0; + it.endvertex = 0; + it.totindex = 0; + } + else { + it.arraynum++; + it.array = m_displayArrays[it.arraynum]; + + startindex = 0; + endindex = (it.arraynum == (size_t)m_endarray)? m_endindex: it.array->m_index.size(); + startvertex = 0; + endvertex = (it.arraynum == (size_t)m_endarray)? m_endvertex: it.array->m_vertex.size(); + + it.vertex = &it.array->m_vertex[0]; + it.index = &it.array->m_index[startindex]; + it.startvertex = startvertex; + it.endvertex = endvertex; + it.totindex = endindex-startindex; + } } -KX_MeshSlot::~KX_MeshSlot() +bool RAS_MeshSlot::end(RAS_MeshSlot::iterator& it) { - if (m_DisplayList) - m_DisplayList->Release(); + return (it.array == NULL); } +RAS_DisplayArray *RAS_MeshSlot::CurrentDisplayArray() +{ + return m_currentArray; +} -RAS_MaterialBucket::RAS_MaterialBucket(RAS_IPolyMaterial* mat) - :m_bModified(true) +void RAS_MeshSlot::SetDisplayArray(int numverts) { - m_material = mat; + vector<RAS_DisplayArray*>::iterator it; + RAS_DisplayArray *darray = NULL; + + for(it=m_displayArrays.begin(); it!=m_displayArrays.end(); it++) { + darray = *it; + + if(darray->m_type == numverts) { + if(darray->m_index.size()+numverts >= RAS_DisplayArray::BUCKET_MAX_INDEX) + darray = NULL; + else if(darray->m_vertex.size()+numverts >= RAS_DisplayArray::BUCKET_MAX_VERTEX) + darray = NULL; + else + break; + } + else + darray = NULL; + } + + if(!darray) { + darray = new RAS_DisplayArray(); + darray->m_users = 1; + + if(numverts == 2) darray->m_type = RAS_DisplayArray::LINE; + else if(numverts == 3) darray->m_type = RAS_DisplayArray::TRIANGLE; + else darray->m_type = RAS_DisplayArray::QUAD; + + m_displayArrays.push_back(darray); + + if(numverts == 2) + darray->m_type = RAS_DisplayArray::LINE; + else if(numverts == 3) + darray->m_type = RAS_DisplayArray::TRIANGLE; + else if(numverts == 4) + darray->m_type = RAS_DisplayArray::QUAD; + + m_endarray = m_displayArrays.size()-1; + m_endvertex = 0; + m_endindex = 0; + } + + m_currentArray = darray; } +void RAS_MeshSlot::AddPolygon(int numverts) +{ + SetDisplayArray(numverts); +} +int RAS_MeshSlot::AddVertex(const RAS_TexVert& tv) +{ + RAS_DisplayArray *darray; + int offset; + + darray = m_currentArray; + darray->m_vertex.push_back(tv); + offset = darray->m_vertex.size()-1; -RAS_IPolyMaterial* RAS_MaterialBucket::GetPolyMaterial() const -{ - return m_material; + if(darray == m_displayArrays[m_endarray]) + m_endvertex++; + + return offset; } +void RAS_MeshSlot::AddPolygonVertex(int offset) +{ + RAS_DisplayArray *darray; + + darray = m_currentArray; + darray->m_index.push_back(offset); + + if(darray == m_displayArrays[m_endarray]) + m_endindex++; +} +bool RAS_MeshSlot::Equals(RAS_MeshSlot *target) +{ + if(!m_OpenGLMatrix || !target->m_OpenGLMatrix) + return false; + if(m_pDeformer || target->m_pDeformer) + return false; + if(m_bVisible != target->m_bVisible) + return false; + if(m_bObjectColor != target->m_bObjectColor) + return false; + if(m_bObjectColor && !(m_RGBAcolor == target->m_RGBAcolor)) + return false; -void RAS_MaterialBucket::SetMeshSlot(KX_MeshSlot& ms) + return true; +} + +bool RAS_MeshSlot::Join(RAS_MeshSlot *target, MT_Scalar distance) { - m_meshSlots.insert(ms); + vector<RAS_DisplayArray*>::iterator it; + iterator mit; + size_t i; + + // verify if we can join + if(m_joinSlot || m_joinedSlots.size() || target->m_joinSlot) + return false; + + if(!Equals(target)) + return false; + + MT_Vector3 co(&m_OpenGLMatrix[12]); + MT_Vector3 targetco(&target->m_OpenGLMatrix[12]); + + if((co - targetco).length() > distance) + return false; + + MT_Matrix4x4 mat(m_OpenGLMatrix); + MT_Matrix4x4 targetmat(target->m_OpenGLMatrix); + targetmat.invert(); + + MT_Matrix4x4 transform = targetmat*mat; + + // m_mesh, clientobj + m_joinSlot = target; + m_joinInvTransform = transform; + m_joinInvTransform.invert(); + target->m_joinedSlots.push_back(this); + + MT_Matrix4x4 ntransform = m_joinInvTransform.transposed(); + ntransform[0][3]= ntransform[1][3]= ntransform[2][3]= 0.0f; + + for(begin(mit); !end(mit); next(mit)) + for(i=mit.startvertex; i<mit.endvertex; i++) + mit.vertex[i].Transform(transform, ntransform); + + for(it=m_displayArrays.begin(); it!=m_displayArrays.end(); it++) { + target->m_displayArrays.push_back(*it); + target->m_endarray++; + target->m_endvertex = target->m_displayArrays.back()->m_vertex.size(); + target->m_endindex = target->m_displayArrays.back()->m_index.size(); + } + + if (m_DisplayList) { + m_DisplayList->Release(); + m_DisplayList = NULL; + } + if (target->m_DisplayList) { + target->m_DisplayList->Release(); + target->m_DisplayList = NULL; + } + + return true; +#if 0 + return false; +#endif } +bool RAS_MeshSlot::Split(bool force) +{ + list<RAS_MeshSlot*>::iterator jit; + RAS_MeshSlot *target = m_joinSlot; + vector<RAS_DisplayArray*>::iterator it, jt; + iterator mit; + size_t i, found0 = 0, found1 = 0; + + if(target && (force || !Equals(target))) { + m_joinSlot = NULL; + + for(jit=target->m_joinedSlots.begin(); jit!=target->m_joinedSlots.end(); jit++) { + if(*jit == this) { + target->m_joinedSlots.erase(jit); + found0 = 1; + break; + } + } + + if(!found0) + abort(); + + for(it=m_displayArrays.begin(); it!=m_displayArrays.end(); it++) { + found1 = 0; + for(jt=target->m_displayArrays.begin(); jt!=target->m_displayArrays.end(); jt++) { + if(*jt == *it) { + target->m_displayArrays.erase(jt); + target->m_endarray--; + found1 = 1; + break; + } + } + + if(!found1) + abort(); + } + + if(target->m_displayArrays.size()) { + target->m_endvertex = target->m_displayArrays.back()->m_vertex.size(); + target->m_endindex = target->m_displayArrays.back()->m_index.size(); + } + else { + target->m_endvertex = 0; + target->m_endindex = 0; + } + + MT_Matrix4x4 ntransform = m_joinInvTransform.inverse().transposed(); + ntransform[0][3]= ntransform[1][3]= ntransform[2][3]= 0.0f; + for(begin(mit); !end(mit); next(mit)) + for(i=mit.startvertex; i<mit.endvertex; i++) + mit.vertex[i].Transform(m_joinInvTransform, ntransform); + + if (target->m_DisplayList) { + target->m_DisplayList->Release(); + target->m_DisplayList = NULL; + } + + return true; + } -void RAS_MaterialBucket::RemoveMeshSlot(KX_MeshSlot& ms) + return false; +} + +bool RAS_MeshSlot::IsCulled() { - T_MeshSlotList::iterator it = m_meshSlots.find(ms); + list<RAS_MeshSlot*>::iterator it; - if (!(it == m_meshSlots.end())) - m_meshSlots.erase(it); - + if(m_joinSlot) + return true; + if(!m_bCulled) + return false; + + for(it=m_joinedSlots.begin(); it!=m_joinedSlots.end(); it++) + if(!(*it)->m_bCulled) + return false; + + return true; } +/* material bucket sorting */ + +struct RAS_MaterialBucket::less +{ + bool operator()(const RAS_MaterialBucket* x, const RAS_MaterialBucket* y) const + { + return *x->GetPolyMaterial() < *y->GetPolyMaterial(); + } +}; +/* material bucket */ -void RAS_MaterialBucket::MarkVisibleMeshSlot(KX_MeshSlot& ms, - bool visible, - bool color, - const MT_Vector4& rgbavec) +RAS_MaterialBucket::RAS_MaterialBucket(RAS_IPolyMaterial* mat) +{ + m_material = mat; +} + +RAS_MaterialBucket::~RAS_MaterialBucket() { - T_MeshSlotList::iterator it = m_meshSlots.find(ms); - - assert (!(it == m_meshSlots.end())); - (*it).m_bVisible = visible; - (*it).m_bObjectColor = color; - (*it).m_RGBAcolor= rgbavec; +} + +RAS_IPolyMaterial* RAS_MaterialBucket::GetPolyMaterial() const +{ + return m_material; } bool RAS_MaterialBucket::IsAlpha() const @@ -129,162 +454,129 @@ bool RAS_MaterialBucket::IsZSort() const return (m_material->IsZSort()); } - - -void RAS_MaterialBucket::StartFrame() +RAS_MeshSlot* RAS_MaterialBucket::AddMesh(int numverts) { -} + RAS_MeshSlot *ms; + m_meshSlots.push_back(RAS_MeshSlot()); + + ms = &m_meshSlots.back(); + ms->init(this, numverts); + return ms; +} -void RAS_MaterialBucket::EndFrame() +RAS_MeshSlot* RAS_MaterialBucket::CopyMesh(RAS_MeshSlot *ms) { + m_meshSlots.push_back(RAS_MeshSlot(*ms)); + + return &m_meshSlots.back(); } -unsigned int RAS_MaterialBucket::NumMeshSlots() +void RAS_MaterialBucket::RemoveMesh(RAS_MeshSlot* ms) { - return m_meshSlots.size(); + list<RAS_MeshSlot>::iterator it; + + for(it=m_meshSlots.begin(); it!=m_meshSlots.end(); it++) { + if(&*it == ms) { + m_meshSlots.erase(it); + return; + } + } } -RAS_MaterialBucket::T_MeshSlotList::iterator RAS_MaterialBucket::msBegin() +list<RAS_MeshSlot>::iterator RAS_MaterialBucket::msBegin() { return m_meshSlots.begin(); } -RAS_MaterialBucket::T_MeshSlotList::iterator RAS_MaterialBucket::msEnd() +list<RAS_MeshSlot>::iterator RAS_MaterialBucket::msEnd() { return m_meshSlots.end(); } bool RAS_MaterialBucket::ActivateMaterial(const MT_Transform& cameratrans, RAS_IRasterizer* rasty, - RAS_IRenderTools *rendertools, RAS_IRasterizer::DrawMode &drawmode) + RAS_IRenderTools *rendertools) { - rendertools->SetViewMat(cameratrans); - if (!rasty->SetMaterial(*m_material)) return false; if (m_material->UsesLighting(rasty)) - rendertools->ProcessLighting(RAS_IRenderTools::RAS_LIGHT_OBJECT_LAYER/*m_material->GetLightLayer()*/); - else - rendertools->ProcessLighting(-1); - - if(rasty->GetDrawingMode() < RAS_IRasterizer::KX_SOLID) - drawmode = RAS_IRasterizer::KX_MODE_LINES; - else if(m_material->UsesTriangles()) - drawmode = RAS_IRasterizer::KX_MODE_TRIANGLES; + rendertools->ProcessLighting(RAS_IRenderTools::RAS_LIGHT_OBJECT_LAYER, cameratrans); else - drawmode = RAS_IRasterizer::KX_MODE_QUADS; + rendertools->ProcessLighting(-1, cameratrans); return true; } void RAS_MaterialBucket::RenderMeshSlot(const MT_Transform& cameratrans, RAS_IRasterizer* rasty, - RAS_IRenderTools* rendertools, const KX_MeshSlot &ms, RAS_IRasterizer::DrawMode drawmode) + RAS_IRenderTools* rendertools, RAS_MeshSlot &ms) { - if (!ms.m_bVisible) - return; - m_material->ActivateMeshSlot(ms, rasty); - /* __NLA Do the deformation */ if (ms.m_pDeformer) { ms.m_pDeformer->Apply(m_material); // KX_ReInstanceShapeFromMesh(ms.m_mesh); // Recompute the physics mesh. (Can't call KX_* from RAS_) } - /* End __NLA */ - if (rasty->GetDrawingMode() >= RAS_IRasterizer::KX_SOLID) - ms.m_mesh->SortPolygons(cameratrans*MT_Transform(ms.m_OpenGLMatrix)); + if(IsZSort() && rasty->GetDrawingMode() >= RAS_IRasterizer::KX_SOLID) + ms.m_mesh->SortPolygons(ms, cameratrans*MT_Transform(ms.m_OpenGLMatrix)); rendertools->PushMatrix(); rendertools->applyTransform(rasty,ms.m_OpenGLMatrix,m_material->GetDrawingMode()); if(rasty->QueryLists()) - { if(ms.m_DisplayList) ms.m_DisplayList->SetModified(ms.m_mesh->MeshModified()); - } // verify if we can use display list, not for deformed object, and // also don't create a new display list when drawing shadow buffers, - // then it won't have texture coordinates for actual drawing - KX_ListSlot **displaylist; + // then it won't have texture coordinates for actual drawing. also + // for zsort we can't make a display list, since the polygon order + // changes all the time. if(ms.m_pDeformer) - displaylist = 0; + ms.m_bDisplayList = false; else if(!ms.m_DisplayList && rasty->GetDrawingMode() == RAS_IRasterizer::KX_SHADOW) - displaylist = 0; + ms.m_bDisplayList = false; + else if (IsZSort()) + ms.m_bDisplayList = false; + else if(m_material->UsesObjectColor() && ms.m_bObjectColor) + ms.m_bDisplayList = false; else - displaylist = &ms.m_DisplayList; + ms.m_bDisplayList = true; - // Use the text-specific IndexPrimitives for text faces + // for text drawing using faces if (m_material->GetDrawingMode() & RAS_IRasterizer::RAS_RENDER_3DPOLYGON_TEXT) - { - rasty->IndexPrimitives_3DText( - ms.m_mesh->GetVertexCache(m_material), - ms.m_mesh->GetIndexCache(m_material), - drawmode, - m_material, - rendertools, // needed for textprinting on polys - ms.m_bObjectColor, - ms.m_RGBAcolor); - } - - // for using glMultiTexCoord + rasty->IndexPrimitives_3DText(ms, m_material, rendertools); + // for multitexturing else if((m_material->GetFlag() & RAS_MULTITEX)) - { - rasty->IndexPrimitivesMulti( - ms.m_mesh->GetVertexCache(m_material), - ms.m_mesh->GetIndexCache(m_material), - drawmode, - ms.m_bObjectColor, - ms.m_RGBAcolor, - displaylist); - } - - // Use the normal IndexPrimitives + rasty->IndexPrimitivesMulti(ms); + // use normal IndexPrimitives else - { - rasty->IndexPrimitives( - ms.m_mesh->GetVertexCache(m_material), - ms.m_mesh->GetIndexCache(m_material), - drawmode, - ms.m_bObjectColor, - ms.m_RGBAcolor, - displaylist); - } + rasty->IndexPrimitives(ms); - if(rasty->QueryLists()) { + if(rasty->QueryLists()) if(ms.m_DisplayList) ms.m_mesh->SetMeshModified(false); - } rendertools->PopMatrix(); } -void RAS_MaterialBucket::Render(const MT_Transform& cameratrans, - RAS_IRasterizer* rasty, - RAS_IRenderTools* rendertools) +void RAS_MaterialBucket::Optimize(MT_Scalar distance) { - if (m_meshSlots.begin()== m_meshSlots.end()) - return; - - //rendertools->SetViewMat(cameratrans); - - //rasty->SetMaterial(*m_material); + /* TODO: still have to check before this works correct: + * - lightlayer, frontface, text, billboard + * - make it work with physics */ - RAS_IRasterizer::DrawMode drawmode; - for (T_MeshSlotList::const_iterator it = m_meshSlots.begin(); - ! (it == m_meshSlots.end()); ++it) - { - rendertools->SetClientObject((*it).m_clientObj); - while (ActivateMaterial(cameratrans, rasty, rendertools, drawmode)) { - RenderMeshSlot(cameratrans, rasty, rendertools, *it, drawmode); - } - } - // to reset the eventual GL_CW mode - rendertools->SetClientObject(NULL); +#if 0 + list<RAS_MeshSlot>::iterator it; + list<RAS_MeshSlot>::iterator jt; + + // greed joining on all following buckets + for(it=m_meshSlots.begin(); it!=m_meshSlots.end(); it++) + for(jt=it, jt++; jt!=m_meshSlots.end(); jt++) + jt->Join(&*it, distance); +#endif } - diff --git a/source/gameengine/Rasterizer/RAS_MaterialBucket.h b/source/gameengine/Rasterizer/RAS_MaterialBucket.h index 4eef889c533..475f01d549a 100644 --- a/source/gameengine/Rasterizer/RAS_MaterialBucket.h +++ b/source/gameengine/Rasterizer/RAS_MaterialBucket.h @@ -36,30 +36,15 @@ #include "MT_Transform.h" #include "RAS_IPolygonMaterial.h" #include "RAS_IRasterizer.h" -#include "RAS_Deformer.h" // __NLA +#include "RAS_Deformer.h" + #include <vector> -#include <map> #include <set> +#include <list> using namespace std; -/** - * KX_VertexIndex - */ -struct KX_VertexIndex { -public: - KX_VertexIndex(int size); - void SetIndex(short loc,unsigned int index); - - // The vertex array - short m_vtxarray; - // An index into the vertex array for up to 4 verticies - unsigned short m_indexarray[4]; - short m_size; -}; +/* Display List Slot */ -/** - * KX_ListSlot. - */ class KX_ListSlot { protected: @@ -80,91 +65,149 @@ public: virtual void SetModified(bool mod)=0; }; -/** - * KX_MeshSlot. - */ -class KX_MeshSlot +class RAS_DisplayArray; +class RAS_MeshSlot; +class RAS_MeshMaterial; +class RAS_MaterialBucket; + +/* An array with data used for OpenGL drawing */ + +class RAS_DisplayArray { public: - void* m_clientObj; - RAS_Deformer* m_pDeformer; // __NLA - double* m_OpenGLMatrix; - class RAS_MeshObject* m_mesh; - mutable bool m_bVisible; // for visibility - mutable bool m_bObjectColor; - mutable MT_Vector4 m_RGBAcolor; - mutable KX_ListSlot* m_DisplayList; // for lists - KX_MeshSlot() : - m_pDeformer(NULL), - m_bVisible(true), - m_DisplayList(0) - { - } - ~KX_MeshSlot(); - bool Less(const KX_MeshSlot& lhs) const; + vector<RAS_TexVert> m_vertex; + vector<unsigned short> m_index; + enum { LINE = 2, TRIANGLE = 3, QUAD = 4 } m_type; + //RAS_MeshSlot *m_origSlot; + int m_users; + + enum { BUCKET_MAX_INDEX = 65535 }; + enum { BUCKET_MAX_VERTEX = 65535 }; }; +/* Entry of a RAS_MeshObject into RAS_MaterialBucket */ -inline bool operator <( const KX_MeshSlot& rhs,const KX_MeshSlot& lhs) +class RAS_MeshSlot { - return ( rhs.Less(lhs)); -} +private: + // indices into display arrays + int m_startarray; + int m_endarray; + int m_startindex; + int m_endindex; + int m_startvertex; + int m_endvertex; + vector<RAS_DisplayArray*> m_displayArrays; + + // for construction only + RAS_DisplayArray* m_currentArray; + +public: + // for rendering + RAS_MaterialBucket* m_bucket; + RAS_MeshObject* m_mesh; + void* m_clientObj; + RAS_Deformer* m_pDeformer; + double* m_OpenGLMatrix; + // visibility + bool m_bVisible; + bool m_bCulled; + // object color + bool m_bObjectColor; + MT_Vector4 m_RGBAcolor; + // display lists + KX_ListSlot* m_DisplayList; + bool m_bDisplayList; + // joined mesh slots + RAS_MeshSlot* m_joinSlot; + MT_Matrix4x4 m_joinInvTransform; + list<RAS_MeshSlot*> m_joinedSlots; + + RAS_MeshSlot(); + RAS_MeshSlot(const RAS_MeshSlot& slot); + virtual ~RAS_MeshSlot(); + + void init(RAS_MaterialBucket *bucket, int numverts); + + struct iterator { + RAS_DisplayArray *array; + RAS_TexVert *vertex; + unsigned short *index; + size_t startvertex; + size_t endvertex; + size_t totindex; + size_t arraynum; + }; + + void begin(iterator& it); + void next(iterator& it); + bool end(iterator& it); + + /* used during construction */ + void SetDisplayArray(int numverts); + RAS_DisplayArray *CurrentDisplayArray(); + + void AddPolygon(int numverts); + int AddVertex(const RAS_TexVert& tv); + void AddPolygonVertex(int offset); + + /* optimization */ + bool Split(bool force=false); + bool Join(RAS_MeshSlot *target, MT_Scalar distance); + bool Equals(RAS_MeshSlot *target); + bool IsCulled(); +}; + +/* Used by RAS_MeshObject, to point to it's slots in a bucket */ + +class RAS_MeshMaterial +{ +public: + RAS_MeshSlot *m_baseslot; + class RAS_MaterialBucket *m_bucket; + + GEN_Map<GEN_HashedPtr,RAS_MeshSlot*> m_slots; +}; + +/* Contains a list of display arrays with the same material, + * and a mesh slot for each mesh that uses display arrays in + * this bucket */ -/** - * Contains a list of meshs with the same material properties. - */ class RAS_MaterialBucket { public: - typedef std::set<KX_MeshSlot> T_MeshSlotList; - RAS_MaterialBucket(RAS_IPolyMaterial* mat); - virtual ~RAS_MaterialBucket() {} - - void Render(const MT_Transform& cameratrans, - class RAS_IRasterizer* rasty, - class RAS_IRenderTools* rendertools); + virtual ~RAS_MaterialBucket(); + /* Bucket Sorting */ + struct less; + typedef set<RAS_MaterialBucket*, less> Set; + + /* Material Properties */ RAS_IPolyMaterial* GetPolyMaterial() const; - bool IsAlpha() const; - bool IsZSort() const; + bool IsAlpha() const; + bool IsZSort() const; - static void StartFrame(); - static void EndFrame(); - - void SetMeshSlot(KX_MeshSlot& ms); - void RemoveMeshSlot(KX_MeshSlot& ms); - void MarkVisibleMeshSlot(KX_MeshSlot& ms, - bool visible, - bool color, - const MT_Vector4& rgbavec); - - void RenderMeshSlot(const MT_Transform& cameratrans, RAS_IRasterizer* rasty, - RAS_IRenderTools* rendertools, const KX_MeshSlot &ms, RAS_IRasterizer::DrawMode drawmode); + /* Rendering */ bool ActivateMaterial(const MT_Transform& cameratrans, RAS_IRasterizer* rasty, - RAS_IRenderTools *rendertools, RAS_IRasterizer::DrawMode& drawmode); - - unsigned int NumMeshSlots(); - T_MeshSlotList::iterator msBegin(); - T_MeshSlotList::iterator msEnd(); - - struct less - { - bool operator()(const RAS_MaterialBucket* x, const RAS_MaterialBucket* y) const - { - return *x->GetPolyMaterial() < *y->GetPolyMaterial(); - } - }; + RAS_IRenderTools *rendertools); + void RenderMeshSlot(const MT_Transform& cameratrans, RAS_IRasterizer* rasty, + RAS_IRenderTools* rendertools, RAS_MeshSlot &ms); - typedef set<RAS_MaterialBucket*, less> Set; + /* Mesh Slot Access */ + list<RAS_MeshSlot>::iterator msBegin(); + list<RAS_MeshSlot>::iterator msEnd(); + + class RAS_MeshSlot* AddMesh(int numverts); + class RAS_MeshSlot* CopyMesh(class RAS_MeshSlot *ms); + void RemoveMesh(class RAS_MeshSlot* ms); + void Optimize(MT_Scalar distance); + private: - - T_MeshSlotList m_meshSlots; - bool m_bModified; + list<RAS_MeshSlot> m_meshSlots; RAS_IPolyMaterial* m_material; - double* m_pOGLMatrix; }; -#endif //__KX_BUCKET +#endif //__RAS_MATERIAL_BUCKET diff --git a/source/gameengine/Rasterizer/RAS_MeshObject.cpp b/source/gameengine/Rasterizer/RAS_MeshObject.cpp index a4f7f3f01dd..a907994bf57 100644 --- a/source/gameengine/Rasterizer/RAS_MeshObject.cpp +++ b/source/gameengine/Rasterizer/RAS_MeshObject.cpp @@ -26,10 +26,6 @@ * ***** END GPL LICENSE BLOCK ***** */ -#ifdef HAVE_CONFIG_H -#include <config.h> -#endif - #include "RAS_MeshObject.h" #include "RAS_IRasterizer.h" #include "MT_MinMax.h" @@ -37,62 +33,84 @@ #include <algorithm> +/* polygon sorting */ -STR_String RAS_MeshObject::s_emptyname = ""; +struct RAS_MeshObject::polygonSlot +{ + float m_z; + int m_index[4]; + + polygonSlot() {} + /* pnorm is the normal from the plane equation that the distance from is + * used to sort again. */ + void get(const RAS_TexVert *vertexarray, const unsigned short *indexarray, + int offset, int nvert, const MT_Vector3& pnorm) + { + MT_Vector3 center(0, 0, 0); + int i; + for(i=0; i<nvert; i++) { + m_index[i] = indexarray[offset+i]; + center += vertexarray[m_index[i]].getXYZ(); + } -KX_ArrayOptimizer::~KX_ArrayOptimizer() -{ - for (vector<KX_VertexArray*>::iterator itv = m_VertexArrayCache1.begin(); - !(itv == m_VertexArrayCache1.end());++itv) - { - delete (*itv); + /* note we don't divide center by the number of vertices, since all + * polygons have the same number of vertices, and that we leave out + * the 4-th component of the plane equation since it is constant. */ + m_z = MT_dot(pnorm, center); } - for (vector<KX_IndexArray*>::iterator iti = m_IndexArrayCache1.begin(); - !(iti == m_IndexArrayCache1.end());++iti) + void set(unsigned short *indexarray, int offset, int nvert) { - delete (*iti); + int i; + + for(i=0; i<nvert; i++) + indexarray[offset+i] = m_index[i]; } +}; - m_TriangleArrayCount.clear(); - m_VertexArrayCache1.clear(); - m_IndexArrayCache1.clear(); - +struct RAS_MeshObject::backtofront +{ + bool operator()(const polygonSlot &a, const polygonSlot &b) const + { + return a.m_z < b.m_z; + } +}; -} +struct RAS_MeshObject::fronttoback +{ + bool operator()(const polygonSlot &a, const polygonSlot &b) const + { + return a.m_z > b.m_z; + } +}; +/* mesh object */ +STR_String RAS_MeshObject::s_emptyname = ""; RAS_MeshObject::RAS_MeshObject(Mesh* mesh, int lightlayer) - : m_bModified(true), - m_lightlayer(lightlayer), - m_zsort(false), - m_MeshMod(true), + : m_lightlayer(lightlayer), + m_bModified(true), + m_bMeshModified(true), m_mesh(mesh), - m_class(0) + m_bDeformed(false) { } - -bool RAS_MeshObject::MeshModified() -{ - return m_MeshMod; -} - - RAS_MeshObject::~RAS_MeshObject() { - for (vector<RAS_Polygon*>::iterator it=m_Polygons.begin();!(it==m_Polygons.end());it++) - { - delete (*it); - } + vector<RAS_Polygon*>::iterator it; - ClearArrayData(); + for(it=m_Polygons.begin(); it!=m_Polygons.end(); it++) + delete (*it); } - +bool RAS_MeshObject::MeshModified() +{ + return m_bMeshModified; +} unsigned int RAS_MeshObject::GetLightLayer() { @@ -108,18 +126,21 @@ int RAS_MeshObject::NumMaterials() const STR_String& RAS_MeshObject::GetMaterialName(unsigned int matid) { - RAS_MaterialBucket* bucket = GetMaterialBucket(matid); + RAS_MeshMaterial* mmat = GetMeshMaterial(matid); + + if(mmat) + return mmat->m_bucket->GetPolyMaterial()->GetMaterialName(); - return bucket?bucket->GetPolyMaterial()->GetMaterialName():s_emptyname; + return s_emptyname; } -RAS_MaterialBucket* RAS_MeshObject::GetMaterialBucket(unsigned int matid) +RAS_MeshMaterial* RAS_MeshObject::GetMeshMaterial(unsigned int matid) { if (m_materials.size() > 0 && (matid < m_materials.size())) { - RAS_MaterialBucket::Set::const_iterator it = m_materials.begin(); + list<RAS_MeshMaterial>::iterator it = m_materials.begin(); while (matid--) ++it; - return *it; + return &*it; } return NULL; @@ -141,14 +162,17 @@ RAS_Polygon* RAS_MeshObject::GetPolygon(int num) const -RAS_MaterialBucket::Set::iterator RAS_MeshObject::GetFirstMaterial() + + list<RAS_MeshMaterial>::iterator GetFirstMaterial(); + list<RAS_MeshMaterial>::iterator GetLastMaterial(); +list<RAS_MeshMaterial>::iterator RAS_MeshObject::GetFirstMaterial() { return m_materials.begin(); } -RAS_MaterialBucket::Set::iterator RAS_MeshObject::GetLastMaterial() +list<RAS_MeshMaterial>::iterator RAS_MeshObject::GetLastMaterial() { return m_materials.end(); } @@ -171,377 +195,238 @@ const STR_String& RAS_MeshObject::GetName() const STR_String& RAS_MeshObject::GetTextureName(unsigned int matid) { - RAS_MaterialBucket* bucket = GetMaterialBucket(matid); + RAS_MeshMaterial* mmat = GetMeshMaterial(matid); - return bucket?bucket->GetPolyMaterial()->GetTextureName():s_emptyname; + if(mmat) + return mmat->m_bucket->GetPolyMaterial()->GetTextureName(); + + return s_emptyname; } +RAS_MeshMaterial *RAS_MeshObject::GetMeshMaterial(RAS_IPolyMaterial *mat) +{ + list<RAS_MeshMaterial>::iterator mit; + /* find a mesh material */ + for(mit = m_materials.begin(); mit != m_materials.end(); mit++) + if(mit->m_bucket->GetPolyMaterial() == mat) + return &*mit; -void RAS_MeshObject::AddPolygon(RAS_Polygon* poly) -{ - m_Polygons.push_back(poly); + return NULL; } +RAS_Polygon* RAS_MeshObject::AddPolygon(RAS_MaterialBucket *bucket, int numverts) +{ + RAS_MeshMaterial *mmat; + RAS_Polygon *poly; + RAS_MeshSlot *slot; + /* find a mesh material */ + mmat = GetMeshMaterial(bucket->GetPolyMaterial()); + + /* none found, create a new one */ + if(!mmat) { + RAS_MeshMaterial meshmat; + meshmat.m_bucket = bucket; + meshmat.m_baseslot = meshmat.m_bucket->AddMesh(numverts); + m_materials.push_back(meshmat); + mmat = &m_materials.back(); + } + + /* add it to the bucket, this also adds new display arrays */ + slot = mmat->m_baseslot; + slot->AddPolygon(numverts); + + /* create a new polygon */ + RAS_DisplayArray *darray = slot->CurrentDisplayArray(); + poly = new RAS_Polygon(bucket, darray, numverts); + m_Polygons.push_back(poly); + + return poly; +} void RAS_MeshObject::DebugColor(unsigned int abgr) { -/* - int numpolys = NumPolygons(); - for (int i=0;i<numpolys;i++) - { + /*int numpolys = NumPolygons(); + + for (int i=0;i<numpolys;i++) { RAS_Polygon* poly = m_polygons[i]; for (int v=0;v<poly->VertexCount();v++) - { - RAS_TexVert* vtx = poly->GetVertex(v); - vtx->setDebugRGBA(abgr); - } + RAS_TexVert* vtx = poly->GetVertex(v)->setDebugRGBA(abgr); } */ - m_debugcolor = abgr; + /* m_debugcolor = abgr; */ } void RAS_MeshObject::SetVertexColor(RAS_IPolyMaterial* mat,MT_Vector4 rgba) { - const vecVertexArray & vertexvec = GetVertexCache(mat); - - for (vector<KX_VertexArray*>::const_iterator it = vertexvec.begin(); it != vertexvec.end(); ++it) - { - KX_VertexArray::iterator vit; - for (vit=(*it)->begin(); vit != (*it)->end(); vit++) - { - vit->SetRGBA(rgba); - } - } -} - -void RAS_MeshObject::SchedulePoly(const KX_VertexIndex& idx, - int numverts, - RAS_IPolyMaterial* mat) -{ - KX_ArrayOptimizer* ao = GetArrayOptimizer(mat); - - ao->m_IndexArrayCache1[idx.m_vtxarray]->push_back(idx.m_indexarray[0]); - ao->m_IndexArrayCache1[idx.m_vtxarray]->push_back(idx.m_indexarray[1]); - ao->m_IndexArrayCache1[idx.m_vtxarray]->push_back(idx.m_indexarray[2]); - - if (!mat->UsesTriangles()) - ao->m_IndexArrayCache1[idx.m_vtxarray]->push_back(idx.m_indexarray[3]); -} + RAS_MeshMaterial *mmat = GetMeshMaterial(mat); + RAS_MeshSlot *slot = mmat->m_baseslot; + RAS_MeshSlot::iterator it; + size_t i; + + for(slot->begin(it); !slot->end(it); slot->next(it)) + for(i=it.startvertex; i<it.endvertex; i++) + it.vertex[i].SetRGBA(rgba); +} + +void RAS_MeshObject::AddVertex(RAS_Polygon *poly, int i, + const MT_Point3& xyz, + const MT_Point2& uv, + const MT_Point2& uv2, + const MT_Vector4& tangent, + const unsigned int rgba, + const MT_Vector3& normal, + bool flat, + int origindex) +{ + RAS_TexVert texvert(xyz, uv, uv2, tangent, rgba, normal, flat, origindex); + RAS_MeshMaterial *mmat; + RAS_DisplayArray *darray; + RAS_MeshSlot *slot; + int offset; + + mmat = GetMeshMaterial(poly->GetMaterial()->GetPolyMaterial()); + slot = mmat->m_baseslot; + darray = slot->CurrentDisplayArray(); + if(!flat) { + /* find vertices shared between faces, with the restriction + * that they exist in the same display array, and have the + * same uv coordinate etc */ + vector<SharedVertex>& sharedmap = m_sharedvertex_map[origindex]; + vector<SharedVertex>::iterator it; -void RAS_MeshObject::ScheduleWireframePoly(const KX_VertexIndex& idx, - int numverts, - int edgecode, - RAS_IPolyMaterial* mat) -{ - //int indexpos = m_IndexArrayCount[idx.m_vtxarray]; - int edgetrace = 1<<(numverts-1); - bool drawedge = (edgecode & edgetrace)!=0; - edgetrace = 1; - int prevvert = idx.m_indexarray[numverts-1]; - KX_ArrayOptimizer* ao = GetArrayOptimizer(mat); - - for (int v = 0; v < numverts; v++) - { - unsigned int curvert = idx.m_indexarray[v]; - if (drawedge) + for(it = sharedmap.begin(); it != sharedmap.end(); it++) { - ao->m_IndexArrayCache1[idx.m_vtxarray]->push_back(prevvert); - ao->m_IndexArrayCache1[idx.m_vtxarray]->push_back(curvert); + if(it->m_darray != darray) + continue; + if(!it->m_darray->m_vertex[it->m_offset].closeTo(&texvert)) + continue; + + /* found one, add it and we're done */ + if(poly->IsVisible()) + slot->AddPolygonVertex(it->m_offset); + poly->SetVertexOffset(i, it->m_offset); + return; } - prevvert = curvert; - drawedge = (edgecode & edgetrace)!=0; - edgetrace*=2; } - //m_IndexArrayCount[idx.m_vtxarray] = indexpos; -} -int RAS_MeshObject::FindOrAddVertex(int vtxarray, - const MT_Point3& xyz, - const MT_Point2& uv, - const MT_Point2& uv2, - const MT_Vector4& tangent, - const unsigned int rgbacolor, - const MT_Vector3& normal, - bool flat, - RAS_IPolyMaterial* mat, - int origindex) -{ - KX_ArrayOptimizer* ao = GetArrayOptimizer(mat); - - int numverts = ao->m_VertexArrayCache1[vtxarray]->size();//m_VertexArrayCount[vtxarray]; - RAS_TexVert newvert(xyz,uv,uv2,tangent,rgbacolor,normal, flat? TV_CALCFACENORMAL: 0,origindex); + /* no shared vertex found, add a new one */ + offset = slot->AddVertex(texvert); + if(poly->IsVisible()) + slot->AddPolygonVertex(offset); + poly->SetVertexOffset(i, offset); -#define KX_FIND_SHARED_VERTICES -#ifdef KX_FIND_SHARED_VERTICES if(!flat) { - for (std::vector<RAS_MatArrayIndex>::iterator it = m_xyz_index_to_vertex_index_mapping[origindex].begin(); - it != m_xyz_index_to_vertex_index_mapping[origindex].end(); - it++) - { - if ((*it).m_arrayindex1 == ao->m_index1 && - (*it).m_array == vtxarray && - *(*it).m_matid == *mat && - (*ao->m_VertexArrayCache1[vtxarray])[(*it).m_index].closeTo(&newvert) - ) - { - return (*it).m_index; - } - } + SharedVertex shared; + shared.m_darray = darray; + shared.m_offset = offset; + m_sharedvertex_map[origindex].push_back(shared); } -#endif // KX_FIND_SHARED_VERTICES - - // no vertex found, add one - ao->m_VertexArrayCache1[vtxarray]->push_back(newvert); - // printf("(%f,%f,%f) ",xyz[0],xyz[1],xyz[2]); - RAS_MatArrayIndex idx; - idx.m_arrayindex1 = ao->m_index1; - idx.m_array = vtxarray; - idx.m_index = numverts; - idx.m_matid = mat; - m_xyz_index_to_vertex_index_mapping[origindex].push_back(idx); - - return numverts; } -vecVertexArray& RAS_MeshObject::GetVertexCache (RAS_IPolyMaterial* mat) +int RAS_MeshObject::NumVertices(RAS_IPolyMaterial* mat) { - KX_ArrayOptimizer* ao = GetArrayOptimizer(mat); - - return ao->m_VertexArrayCache1; -} + RAS_MeshMaterial *mmat; + RAS_MeshSlot *slot; + RAS_MeshSlot::iterator it; + size_t len = 0; -int RAS_MeshObject::GetVertexArrayLength(RAS_IPolyMaterial* mat) -{ - int len = 0; - - const vecVertexArray & vertexvec = GetVertexCache(mat); - vector<KX_VertexArray*>::const_iterator it = vertexvec.begin(); + mmat = GetMeshMaterial(mat); + slot = mmat->m_baseslot; + for(slot->begin(it); !slot->end(it); slot->next(it)) + len += it.endvertex - it.startvertex; - for (; it != vertexvec.end(); ++it) - { - len += (*it)->size(); - } - return len; } - RAS_TexVert* RAS_MeshObject::GetVertex(unsigned int matid, unsigned int index) { - RAS_TexVert* vertex = NULL; - - RAS_MaterialBucket* bucket = GetMaterialBucket(matid); - if (bucket) - { - RAS_IPolyMaterial* mat = bucket->GetPolyMaterial(); - if (mat) - { - const vecVertexArray & vertexvec = GetVertexCache(mat); - vector<KX_VertexArray*>::const_iterator it = vertexvec.begin(); - - for (unsigned int len = 0; it != vertexvec.end(); ++it) - { - if (index < len + (*it)->size()) - { - vertex = &(*(*it))[index-len]; - break; - } - else - { - len += (*it)->size(); - } - } - } - } - - return vertex; -} - - + RAS_MeshMaterial *mmat; + RAS_MeshSlot *slot; + RAS_MeshSlot::iterator it; + size_t len; -const vecIndexArrays& RAS_MeshObject::GetIndexCache (RAS_IPolyMaterial* mat) -{ - KX_ArrayOptimizer* ao = GetArrayOptimizer(mat); - - return ao->m_IndexArrayCache1; -} + mmat = GetMeshMaterial(matid); - - -KX_ArrayOptimizer* RAS_MeshObject::GetArrayOptimizer(RAS_IPolyMaterial* polymat) -{ - KX_ArrayOptimizer** aop = m_matVertexArrayS[polymat]; - - if(aop) - return *aop; + if(!mmat) + return NULL; - // didn't find array, but an array might already exist - // for a material equal to this one - for(int i=0;i<m_matVertexArrayS.size();i++) { - RAS_IPolyMaterial *mat = (RAS_IPolyMaterial*)(m_matVertexArrayS.getKey(i)->getValue()); - if(*mat == *polymat) { - m_matVertexArrayS.insert(polymat, *m_matVertexArrayS.at(i)); - return *m_matVertexArrayS.at(i); - } + slot = mmat->m_baseslot; + len = 0; + for(slot->begin(it); !slot->end(it); slot->next(it)) { + if(index >= len + it.endvertex - it.startvertex) + len += it.endvertex - it.startvertex; + else + return &it.vertex[index - len]; } - - // create new array - int numelements = m_matVertexArrayS.size(); - m_sortedMaterials.push_back(polymat); - - KX_ArrayOptimizer* ao = new KX_ArrayOptimizer(numelements); - m_matVertexArrayS.insert(polymat, ao); - return ao; + return NULL; } - - -void RAS_MeshObject::Bucketize(double* oglmatrix, - void* clientobj, - bool useObjectColor, - const MT_Vector4& rgbavec) +void RAS_MeshObject::AddMeshUser(void *clientobj) { - KX_MeshSlot ms; - ms.m_clientObj = clientobj; - ms.m_mesh = this; - ms.m_OpenGLMatrix = oglmatrix; - ms.m_bObjectColor = useObjectColor; - ms.m_RGBAcolor = rgbavec; - - for (RAS_MaterialBucket::Set::iterator it = m_materials.begin();it!=m_materials.end();++it) - { - RAS_MaterialBucket* bucket = *it; -// KX_ArrayOptimizer* oa = GetArrayOptimizer(bucket->GetPolyMaterial()); - bucket->SetMeshSlot(ms); - } + list<RAS_MeshMaterial>::iterator it; -} - - - -void RAS_MeshObject::MarkVisible(double* oglmatrix, - void* clientobj, - bool visible, - bool useObjectColor, - const MT_Vector4& rgbavec) -{ - KX_MeshSlot ms; - ms.m_clientObj = clientobj; - ms.m_mesh = this; - ms.m_OpenGLMatrix = oglmatrix; - ms.m_RGBAcolor = rgbavec; - ms.m_bObjectColor= useObjectColor; - - for (RAS_MaterialBucket::Set::iterator it = m_materials.begin();it!=m_materials.end();++it) - { - RAS_MaterialBucket* bucket = *it; -// KX_ArrayOptimizer* oa = GetArrayOptimizer(bucket->GetPolyMaterial()); - bucket->MarkVisibleMeshSlot(ms,visible,useObjectColor,rgbavec); + for(it = m_materials.begin();it!=m_materials.end();++it) { + /* always copy from the base slot, which is never removed + * since new objects can be created with the same mesh data */ + RAS_MeshSlot *ms = it->m_bucket->CopyMesh(it->m_baseslot); + ms->m_clientObj = clientobj; + it->m_slots.insert(clientobj, ms); } } - -void RAS_MeshObject::RemoveFromBuckets(double* oglmatrix, - void* clientobj) +void RAS_MeshObject::UpdateBuckets(void* clientobj, + double* oglmatrix, + bool useObjectColor, + const MT_Vector4& rgbavec, + bool visible, + bool culled) { - KX_MeshSlot ms; - ms.m_clientObj = clientobj; - ms.m_mesh = this; - ms.m_OpenGLMatrix = oglmatrix; - - for (RAS_MaterialBucket::Set::iterator it = m_materials.begin();it!=m_materials.end();++it) - { - RAS_MaterialBucket* bucket = *it; -// RAS_IPolyMaterial* polymat = bucket->GetPolyMaterial(); - //KX_ArrayOptimizer* oa = GetArrayOptimizer(polymat); - bucket->RemoveMeshSlot(ms); - } - -} - - + list<RAS_MeshMaterial>::iterator it; -/* - * RAS_MeshObject::GetVertex returns the vertex located somewhere in the vertexpool - * it is the clients responsibility to make sure the array and index are valid - */ -RAS_TexVert* RAS_MeshObject::GetVertex(short array, - unsigned int index, - RAS_IPolyMaterial* polymat) -{ - KX_ArrayOptimizer* ao = GetArrayOptimizer(polymat); - return &((*(ao->m_VertexArrayCache1)[array])[index]); -} + for(it = m_materials.begin();it!=m_materials.end();++it) { + RAS_MeshSlot **msp = it->m_slots[clientobj]; + if(!msp) + continue; + RAS_MeshSlot *ms = *msp; -void RAS_MeshObject::ClearArrayData() -{ - for (int i=0;i<m_matVertexArrayS.size();i++) { - KX_ArrayOptimizer** ao = m_matVertexArrayS.at(i); - - // we have duplicate entries, only free once - for(int j=i+1;j<m_matVertexArrayS.size();j++) { - if(ao == m_matVertexArrayS.at(j)) { - ao = NULL; - break; - } - } + ms->m_mesh = this; + ms->m_OpenGLMatrix = oglmatrix; + ms->m_bObjectColor = useObjectColor; + ms->m_RGBAcolor = rgbavec; + ms->m_bVisible = visible; + ms->m_bCulled = culled || !visible; - if (ao) - delete *ao; + /* split if necessary */ + ms->Split(); } } - - -/** - * RAS_MeshObject::CreateNewVertices creates vertices within sorted pools of vertices that share same material -*/ -int RAS_MeshObject::FindVertexArray(int numverts, - RAS_IPolyMaterial* polymat) +void RAS_MeshObject::RemoveFromBuckets(void *clientobj) { -// bool found=false; - int array=-1; + list<RAS_MeshMaterial>::iterator it; - KX_ArrayOptimizer* ao = GetArrayOptimizer(polymat); + for(it = m_materials.begin();it!=m_materials.end();++it) { + RAS_MeshSlot **msp = it->m_slots[clientobj]; - for (unsigned int i=0;i<ao->m_VertexArrayCache1.size();i++) - { - if ( (ao->m_TriangleArrayCount[i] + (numverts-2)) < BUCKET_MAX_TRIANGLES) - { - if((ao->m_VertexArrayCache1[i]->size()+numverts < BUCKET_MAX_INDICES)) - { - array = i; - ao->m_TriangleArrayCount[array]+=numverts-2; - break; - } - } - } + if(!msp) + continue; - if (array == -1) - { - array = ao->m_VertexArrayCache1.size(); - vector<RAS_TexVert>* va = new vector<RAS_TexVert>; - ao->m_VertexArrayCache1.push_back(va); - KX_IndexArray *ia = new KX_IndexArray(); - ao->m_IndexArrayCache1.push_back(ia); - ao->m_TriangleArrayCount.push_back(numverts-2); - } + RAS_MeshSlot *ms = *msp; - return array; + it->m_bucket->RemoveMesh(ms); + it->m_slots.remove(clientobj); + } } - - - //void RAS_MeshObject::Transform(const MT_Transform& trans) //{ //m_trans.translate(MT_Vector3(0,0,1));//.operator *=(trans); @@ -563,71 +448,7 @@ void RAS_MeshObject::RelativeTransform(const MT_Vector3& vec) } */ - - -void RAS_MeshObject::UpdateMaterialList() -{ - m_materials.clear(); - unsigned int numpolys = m_Polygons.size(); - // for all polygons, find out which material they use, and add it to the set of materials - for (unsigned int i=0;i<numpolys;i++) - { - m_materials.insert(m_Polygons[i]->GetMaterial()); - } -} - -struct RAS_MeshObject::polygonSlot -{ - float m_z; - int m_index[4]; - - polygonSlot() {} - - /* pnorm is the normal from the plane equation that the distance from is - * used to sort again. */ - void get(const KX_VertexArray& vertexarray, const KX_IndexArray& indexarray, - int offset, int nvert, const MT_Vector3& pnorm) - { - MT_Vector3 center(0, 0, 0); - int i; - - for(i=0; i<nvert; i++) { - m_index[i] = indexarray[offset+i]; - center += vertexarray[m_index[i]].getLocalXYZ(); - } - - /* note we don't divide center by the number of vertices, since all - * polygons have the same number of vertices, and that we leave out - * the 4-th component of the plane equation since it is constant. */ - m_z = MT_dot(pnorm, center); - } - - void set(KX_IndexArray& indexarray, int offset, int nvert) - { - int i; - - for(i=0; i<nvert; i++) - indexarray[offset+i] = m_index[i]; - } -}; - -struct RAS_MeshObject::backtofront -{ - bool operator()(const polygonSlot &a, const polygonSlot &b) const - { - return a.m_z < b.m_z; - } -}; - -struct RAS_MeshObject::fronttoback -{ - bool operator()(const polygonSlot &a, const polygonSlot &b) const - { - return a.m_z > b.m_z; - } -}; - -void RAS_MeshObject::SortPolygons(const MT_Transform &transform) +void RAS_MeshObject::SortPolygons(RAS_MeshSlot& ms, const MT_Transform &transform) { // Limitations: sorting is quite simple, and handles many // cases wrong, partially due to polygons being sorted per @@ -645,43 +466,34 @@ void RAS_MeshObject::SortPolygons(const MT_Transform &transform) // to avoid excessive state changes while drawing. e) would // require splitting polygons. - if (!m_zsort) - return; + RAS_MeshSlot::iterator it; + size_t j; - // Extract camera Z plane... - const MT_Vector3 pnorm(transform.getBasis()[2]); - // unneeded: const MT_Scalar pval = transform.getOrigin()[2]; + for(ms.begin(it); !ms.end(it); ms.next(it)) { + unsigned int nvert = (int)it.array->m_type; + unsigned int totpoly = it.totindex/nvert; - for (RAS_MaterialBucket::Set::iterator it = m_materials.begin();it!=m_materials.end();++it) - { - if(!(*it)->IsZSort()) + if(totpoly <= 1) + continue; + if(it.array->m_type == RAS_DisplayArray::LINE) continue; - RAS_IPolyMaterial *mat = (*it)->GetPolyMaterial(); - KX_ArrayOptimizer* ao = GetArrayOptimizer(mat); - - vecIndexArrays& indexarrays = ao->m_IndexArrayCache1; - vecVertexArray& vertexarrays = ao->m_VertexArrayCache1; - unsigned int i, j, nvert = (mat->UsesTriangles())? 3: 4; - - for(i=0; i<indexarrays.size(); i++) { - KX_IndexArray& indexarray = *indexarrays[i]; - KX_VertexArray& vertexarray = *vertexarrays[i]; + // Extract camera Z plane... + const MT_Vector3 pnorm(transform.getBasis()[2]); + // unneeded: const MT_Scalar pval = transform.getOrigin()[2]; - unsigned int totpoly = indexarray.size()/nvert; - vector<polygonSlot> slots(totpoly); + vector<polygonSlot> slots(totpoly); - /* get indices and z into temporary array */ - for(j=0; j<totpoly; j++) - slots[j].get(vertexarray, indexarray, j*nvert, nvert, pnorm); + /* get indices and z into temporary array */ + for(j=0; j<totpoly; j++) + slots[j].get(it.vertex, it.index, j*nvert, nvert, pnorm); - /* sort (stable_sort might be better, if flickering happens?) */ - std::sort(slots.begin(), slots.end(), backtofront()); + /* sort (stable_sort might be better, if flickering happens?) */ + std::sort(slots.begin(), slots.end(), backtofront()); - /* get indices from temporary array again */ - for(j=0; j<totpoly; j++) - slots[j].set(indexarray, j*nvert, nvert); - } + /* get indices from temporary array again */ + for(j=0; j<totpoly; j++) + slots[j].set(it.index, j*nvert, nvert); } } @@ -690,37 +502,8 @@ void RAS_MeshObject::SchedulePolygons(int drawingmode) { if (m_bModified) { - int i, numpolys = m_Polygons.size(); - - for (RAS_MaterialBucket::Set::iterator it = m_materials.begin();it!=m_materials.end();++it) - if ((*it)->IsZSort()) - m_zsort = true; - - if (drawingmode == RAS_IRasterizer::KX_WIREFRAME) - { - for (i=0;i<numpolys;i++) - { - RAS_Polygon* poly = m_Polygons[i]; - if (poly->IsVisible()) - ScheduleWireframePoly(poly->GetVertexIndexBase(),poly->VertexCount(),poly->GetEdgeCode(), - poly->GetMaterial()->GetPolyMaterial()); - - } - m_zsort = false; - } - else - { - for (i=0;i<numpolys;i++) - { - RAS_Polygon* poly = m_Polygons[i]; - if (poly->IsVisible()) - SchedulePoly(poly->GetVertexIndexBase(),poly->VertexCount(), - poly->GetMaterial()->GetPolyMaterial()); - } - } - m_bModified = false; - m_MeshMod = true; + m_bMeshModified = true; } } diff --git a/source/gameengine/Rasterizer/RAS_MeshObject.h b/source/gameengine/Rasterizer/RAS_MeshObject.h index 9a46d89c393..0d35a2f402b 100644 --- a/source/gameengine/Rasterizer/RAS_MeshObject.h +++ b/source/gameengine/Rasterizer/RAS_MeshObject.h @@ -36,6 +36,7 @@ #include <vector> #include <set> +#include <list> #include "RAS_Polygon.h" #include "RAS_MaterialBucket.h" @@ -44,194 +45,71 @@ #include "GEN_HashedPtr.h" struct Mesh; -/** - * This class holds an array of vertices and indicies. - */ -class KX_ArrayOptimizer -{ -public: - KX_ArrayOptimizer(int index) - : m_index1(index) - {}; - virtual ~KX_ArrayOptimizer(); - - vector<KX_VertexArray*> m_VertexArrayCache1; - vector<int> m_TriangleArrayCount; - vector<KX_IndexArray*> m_IndexArrayCache1; - /** - order in which they are stored into the mesh - */ - int m_index1; -}; +/* RAS_MeshObject is a mesh used for rendering. It stores polygons, + * but the actual vertices and index arrays are stored in material + * buckets, referenced by the list of RAS_MeshMaterials. */ -/** - * This struct holds a triangle. - */ -struct RAS_TriangleIndex -{ -public: - int m_index[3]; - int m_array; - RAS_IPolyMaterial* m_matid; - bool m_collider; -}; - -/** - * This class looks horribly broken. Only m_matid is used, and - * m_matid is a (int) RAS_IPolyMaterial*. - * --> m_matid == lhs.m_matid should be *m_matid == *lhs.m_matid - */ -class RAS_MatArrayIndex -{ -public: - - int m_arrayindex1; - RAS_IPolyMaterial* m_matid; - int m_array; - int m_index; - -/* - inline bool Less(const RAS_MatArrayIndex& lhs) const { - bool result = - ( (m_matid < lhs.m_matid) || - ((m_matid == lhs.m_matid)&&(m_array < lhs.m_array)) || - ((m_matid == lhs.m_matid) && (m_array == lhs.m_array) && - (m_index < lhs.m_index)) - - ); - return result; - - } -*/ - -}; -/* -inline bool operator <( const RAS_MatArrayIndex& rhs,const RAS_MatArrayIndex& lhs) -{ - return ( rhs.Less(lhs)); -}*/ - -/** - * RAS_MeshObject stores mesh data for the renderer. - */ class RAS_MeshObject { - - // GEN_Map<class RAS_IPolyMaterial,KX_ArrayOptimizer*> m_matVertexArrayS; - //vector<class RAS_IPolyMaterial*,KX_ArrayOptimizer> m_vertexArrays; - virtual KX_ArrayOptimizer* GetArrayOptimizer(RAS_IPolyMaterial* polymat); - //vector<RAS_Polygon*> m_polygons; - +private: unsigned int m_debugcolor; - bool m_bModified; int m_lightlayer; - - vector<class RAS_Polygon*> m_Polygons; + + bool m_bModified; + bool m_bMeshModified; + STR_String m_name; static STR_String s_emptyname; - bool m_zsort; - bool m_MeshMod; + vector<class RAS_Polygon*> m_Polygons; + + /* polygon sorting */ struct polygonSlot; struct backtofront; struct fronttoback; - void SchedulePoly( - const KX_VertexIndex& idx, - int numverts, - RAS_IPolyMaterial* mat - ); - - void ScheduleWireframePoly( - const KX_VertexIndex& idx, - int numverts, - int edgecode, - RAS_IPolyMaterial* mat - ); - protected: - enum { BUCKET_MAX_INDICES = 65535 };//2048};//8192}; - enum { BUCKET_MAX_TRIANGLES = 65535 }; - - GEN_Map<GEN_HashedPtr,KX_ArrayOptimizer*> m_matVertexArrayS; - - RAS_MaterialBucket::Set m_materials; + list<RAS_MeshMaterial> m_materials; Mesh* m_mesh; + bool m_bDeformed; + public: // for now, meshes need to be in a certain layer (to avoid sorting on lights in realtime) RAS_MeshObject(Mesh* mesh, int lightlayer); virtual ~RAS_MeshObject(); - vector<RAS_IPolyMaterial*> m_sortedMaterials; - vector<vector<RAS_MatArrayIndex> > m_xyz_index_to_vertex_index_mapping; - vector<RAS_TriangleIndex > m_triangle_indices; - - int m_class; - unsigned int GetLightLayer(); + bool IsDeformed() { return m_bDeformed; } + + /* materials */ int NumMaterials(); const STR_String& GetMaterialName(unsigned int matid); - RAS_MaterialBucket* GetMaterialBucket(unsigned int matid); const STR_String& GetTextureName(unsigned int matid); - virtual void AddPolygon(RAS_Polygon* poly); - void UpdateMaterialList(); - - int NumPolygons(); - RAS_Polygon* GetPolygon(int num) const; - - virtual void Bucketize( - double* oglmatrix, - void* clientobj, - bool useObjectColor, - const MT_Vector4& rgbavec - ); - void RemoveFromBuckets( - double* oglmatrix, - void* clientobj - ); + RAS_MeshMaterial* GetMeshMaterial(unsigned int matid); + RAS_MeshMaterial* GetMeshMaterial(RAS_IPolyMaterial *mat); - void MarkVisible( - double* oglmatrix, - void* clientobj, - bool visible, - bool useObjectColor, - const MT_Vector4& rgbavec - ); + list<RAS_MeshMaterial>::iterator GetFirstMaterial(); + list<RAS_MeshMaterial>::iterator GetLastMaterial(); - void DebugColor(unsigned int abgr); - void SetVertexColor(RAS_IPolyMaterial* mat,MT_Vector4 rgba); - - /** - * Sorts the polygons by their transformed z values. - */ - void SortPolygons(const MT_Transform &transform); + unsigned int GetLightLayer(); - void SchedulePolygons(int drawingmode); + /* name */ + void SetName(STR_String name); + const STR_String& GetName(); - void ClearArrayData(); - - RAS_MaterialBucket::Set::iterator GetFirstMaterial(); - RAS_MaterialBucket::Set::iterator GetLastMaterial(); - - virtual RAS_TexVert* GetVertex( - short array, - unsigned int index, - RAS_IPolyMaterial* polymat - ); - - virtual int FindVertexArray( - int numverts, - RAS_IPolyMaterial* polymat - ); + /* modification state */ + bool MeshModified(); + void SetMeshModified(bool v){m_bMeshModified = v;} + /* original blender mesh */ + Mesh* GetMesh() { return m_mesh; } + + /* mesh construction */ - // find (and share) or add vertices - // for some speedup, only the last 20 added vertices are searched for equality - - virtual int FindOrAddVertex( - int vtxarray, + virtual RAS_Polygon* AddPolygon(RAS_MaterialBucket *bucket, int numverts); + virtual void AddVertex(RAS_Polygon *poly, int i, const MT_Point3& xyz, const MT_Point2& uv, const MT_Point2& uv2, @@ -239,27 +117,43 @@ public: const unsigned int rgbacolor, const MT_Vector3& normal, bool flat, - RAS_IPolyMaterial* mat, - int origindex - ); - - vecVertexArray& GetVertexCache (RAS_IPolyMaterial* mat); + int origindex); + + void SchedulePolygons(int drawingmode); + + /* vertex and polygon acces */ + int NumVertices(RAS_IPolyMaterial* mat); + RAS_TexVert* GetVertex(unsigned int matid, unsigned int index); + + int NumPolygons(); + RAS_Polygon* GetPolygon(int num) const; - int GetVertexArrayLength(RAS_IPolyMaterial* mat); + /* buckets */ + virtual void AddMeshUser(void *clientobj); + virtual void UpdateBuckets( + void* clientobj, + double* oglmatrix, + bool useObjectColor, + const MT_Vector4& rgbavec, + bool visible, + bool culled); - RAS_TexVert* GetVertex( - unsigned int matid, - unsigned int index - ); + void RemoveFromBuckets(void *clientobj); - const vecIndexArrays& GetIndexCache (RAS_IPolyMaterial* mat); - void SetName(STR_String name); - const STR_String& GetName(); + /* colors */ + void DebugColor(unsigned int abgr); + void SetVertexColor(RAS_IPolyMaterial* mat,MT_Vector4 rgba); + + /* polygon sorting by Z for alpha */ + void SortPolygons(RAS_MeshSlot& ms, const MT_Transform &transform); - bool MeshModified(); - void SetMeshModified(bool v){m_MeshMod = v;} - Mesh* GetMesh() { return m_mesh; } + /* for construction to find shared vertices */ + struct SharedVertex { + RAS_DisplayArray *m_darray; + int m_offset; + }; + vector<vector<SharedVertex> > m_sharedvertex_map; }; #endif //__RAS_MESHOBJECT 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] ) diff --git a/source/gameengine/Rasterizer/RAS_Polygon.cpp b/source/gameengine/Rasterizer/RAS_Polygon.cpp index b74cb9cfcac..50331d7a664 100644 --- a/source/gameengine/Rasterizer/RAS_Polygon.cpp +++ b/source/gameengine/Rasterizer/RAS_Polygon.cpp @@ -26,99 +26,82 @@ * ***** END GPL LICENSE BLOCK ***** */ -#ifdef HAVE_CONFIG_H -#include <config.h> -#endif - #ifdef WIN32 - #pragma warning (disable:4786) #endif #include "RAS_Polygon.h" -RAS_Polygon::RAS_Polygon(RAS_MaterialBucket* bucket, - bool visible, - int numverts, - int vtxarrayindex) - :m_bucket(bucket), - m_vertexindexbase(numverts), - m_numverts(numverts), - m_edgecode(65535) +RAS_Polygon::RAS_Polygon(RAS_MaterialBucket* bucket, RAS_DisplayArray *darray, int numvert) { - m_vertexindexbase.m_vtxarray = vtxarrayindex ;//m_bucket->FindVertexArray(numverts); - m_polyFlags.Visible = visible; -} - + m_bucket = bucket; + m_darray = darray; + m_offset[0]= m_offset[1]= m_offset[2]= m_offset[3]= 0; + m_numvert = numvert; + m_edgecode = 255; + m_polyflags = 0; +} int RAS_Polygon::VertexCount() { - return m_numverts; + return m_numvert; } - - -void RAS_Polygon::SetVertex(int i, - unsigned int vertexindex ) //const MT_Point3& xyz,const MT_Point2& uv,const unsigned int rgbacolor,const MT_Vector3& normal) +void RAS_Polygon::SetVertexOffset(int i, unsigned short offset) { - m_vertexindexbase.SetIndex(i,vertexindex); //m_bucket->FindOrAddVertex(m_vertexindexbase.m_vtxarray, - //xyz,uv,rgbacolor,normal)); + m_offset[i] = offset; } - - -const KX_VertexIndex& RAS_Polygon::GetIndexBase() +RAS_TexVert *RAS_Polygon::GetVertex(int i) { - return m_vertexindexbase; + return &m_darray->m_vertex[m_offset[i]]; } - - -void RAS_Polygon::SetVisibleWireframeEdges(int edgecode) +int RAS_Polygon::GetVertexOffset(int i) { - m_edgecode = edgecode; + return m_offset[i]; } - - -// each bit is for a visible edge, starting with bit 1 for the first edge, bit 2 for second etc. int RAS_Polygon::GetEdgeCode() { return m_edgecode; } +void RAS_Polygon::SetEdgeCode(int edgecode) +{ + m_edgecode = edgecode; +} bool RAS_Polygon::IsVisible() { - return m_polyFlags.Visible; + return (m_polyflags & VISIBLE) != 0; } - +void RAS_Polygon::SetVisible(bool visible) +{ + if(visible) m_polyflags |= VISIBLE; + else m_polyflags &= ~VISIBLE; +} bool RAS_Polygon::IsCollider() { - return m_polyFlags.Collider; + return (m_polyflags & COLLIDER) != 0; } - - -void RAS_Polygon::SetCollider(bool col) +void RAS_Polygon::SetCollider(bool visible) { - m_polyFlags.Collider = col; + if(visible) m_polyflags |= COLLIDER; + else m_polyflags &= ~COLLIDER; } - - -KX_VertexIndex& RAS_Polygon::GetVertexIndexBase() +RAS_MaterialBucket* RAS_Polygon::GetMaterial() { - return m_vertexindexbase; + return m_bucket; } - - -RAS_MaterialBucket* RAS_Polygon::GetMaterial() +RAS_DisplayArray* RAS_Polygon::GetDisplayArray() { - return m_bucket; + return m_darray; } 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 diff --git a/source/gameengine/Rasterizer/RAS_TexVert.cpp b/source/gameengine/Rasterizer/RAS_TexVert.cpp index 935633dc636..d6f1fe912be 100644 --- a/source/gameengine/Rasterizer/RAS_TexVert.cpp +++ b/source/gameengine/Rasterizer/RAS_TexVert.cpp @@ -27,12 +27,7 @@ */ #include "RAS_TexVert.h" - -#ifdef HAVE_CONFIG_H -#include <config.h> -#endif - -#define SHORT(x) short(x*32767.0) +#include "MT_Matrix4x4.h" RAS_TexVert::RAS_TexVert(const MT_Point3& xyz, const MT_Point2& uv, @@ -40,7 +35,7 @@ RAS_TexVert::RAS_TexVert(const MT_Point3& xyz, const MT_Vector4& tangent, const unsigned int rgba, const MT_Vector3& normal, - const short flag, + const bool flat, const unsigned int origindex) { xyz.getValue(m_localxyz); @@ -49,7 +44,7 @@ RAS_TexVert::RAS_TexVert(const MT_Point3& xyz, SetRGBA(rgba); SetNormal(normal); tangent.getValue(m_tangent); - m_flag = flag; + m_flag = (flat)? FLAT: 0; m_origindex = origindex; m_unit = 2; } @@ -101,7 +96,7 @@ void RAS_TexVert::SetFlag(const short flag) void RAS_TexVert::SetUnit(const unsigned int u) { - m_unit = u<=TV_MAX?u:TV_MAX; + m_unit = u<=MAX_UNIT?u:MAX_UNIT; } void RAS_TexVert::SetNormal(const MT_Vector3& normal) @@ -109,12 +104,18 @@ void RAS_TexVert::SetNormal(const MT_Vector3& normal) normal.getValue(m_normal); } +void RAS_TexVert::SetTangent(const MT_Vector3& tangent) +{ + tangent.getValue(m_tangent); +} + // compare two vertices, and return TRUE if both are almost identical (they can be shared) bool RAS_TexVert::closeTo(const RAS_TexVert* other) { return (m_flag == other->m_flag && m_rgba == other->m_rgba && MT_fuzzyEqual(MT_Vector3(m_normal), MT_Vector3(other->m_normal)) && + MT_fuzzyEqual(MT_Vector3(m_tangent), MT_Vector3(other->m_tangent)) && MT_fuzzyEqual(MT_Vector2(m_uv1), MT_Vector2(other->m_uv1)) && MT_fuzzyEqual(MT_Vector2(m_uv2), MT_Vector2(other->m_uv2)) && // p -- MT_fuzzyEqual(MT_Vector3(m_localxyz), MT_Vector3(other->m_localxyz))) ; @@ -131,11 +132,10 @@ unsigned int RAS_TexVert::getUnit() const return m_unit; } - -void RAS_TexVert::getOffsets(void* &xyz, void* &uv1, void* &rgba, void* &normal) const +void RAS_TexVert::Transform(const MT_Matrix4x4& mat, const MT_Matrix4x4& nmat) { - xyz = (void *) m_localxyz; - uv1 = (void *) m_uv1; - rgba = (void *) &m_rgba; - normal = (void *) m_normal; + SetXYZ((mat*MT_Vector4(m_localxyz[0], m_localxyz[1], m_localxyz[2], 1.0)).getValue()); + SetNormal((nmat*MT_Vector4(m_normal[0], m_normal[1], m_normal[2], 1.0)).getValue()); + SetTangent((nmat*MT_Vector4(m_tangent[0], m_tangent[1], m_tangent[2], 1.0)).getValue()); } + diff --git a/source/gameengine/Rasterizer/RAS_TexVert.h b/source/gameengine/Rasterizer/RAS_TexVert.h index bf092b4b230..4ec4db19e53 100644 --- a/source/gameengine/Rasterizer/RAS_TexVert.h +++ b/source/gameengine/Rasterizer/RAS_TexVert.h @@ -37,11 +37,6 @@ static MT_Point3 g_pt3; static MT_Point2 g_pt2; -#define TV_CALCFACENORMAL 0x0001 -#define TV_2NDUV 0x0002 - -#define TV_MAX 3//match Def in BL_Material.h - class RAS_TexVert { @@ -59,6 +54,12 @@ class RAS_TexVert // 32 bytes total size, fits nice = 56 = not fit nice. // We'll go for 64 bytes total size - 24 bytes left. public: + enum { + FLAT = 1, + SECOND_UV = 2, + MAX_UNIT = 8 + }; + short getFlag() const; unsigned int getUnit() const; @@ -70,7 +71,7 @@ public: const MT_Vector4& tangent, const unsigned int rgba, const MT_Vector3& normal, - const short flag, + const bool flat, const unsigned int origindex); ~RAS_TexVert() {}; @@ -82,7 +83,7 @@ public: return m_uv2; }; - const float* getLocalXYZ() const { + const float* getXYZ() const { return m_localxyz; }; @@ -108,20 +109,19 @@ public: void SetRGBA(const unsigned int rgba); void SetNormal(const MT_Vector3& normal); + void SetTangent(const MT_Vector3& tangent); void SetFlag(const short flag); void SetUnit(const unsigned u); void SetRGBA(const MT_Vector4& rgba); const MT_Point3& xyz(); - // compare two vertices, and return TRUE if both are almost identical (they can be shared) - bool closeTo(const RAS_TexVert* other); + void Transform(const class MT_Matrix4x4& mat, + const class MT_Matrix4x4& nmat); - bool closeTo(const MT_Point3& otherxyz, - const MT_Point2& otheruv, - const unsigned int otherrgba, - short othernormal[3]) const; - void getOffsets(void*&xyz, void *&uv1, void *&rgba, void *&normal) const; + // compare two vertices, to test if they can be shared, used for + // splitting up based on uv's, colors, etc + bool closeTo(const RAS_TexVert* other); }; #endif //__RAS_TEXVERT diff --git a/source/gameengine/Rasterizer/SConscript b/source/gameengine/Rasterizer/SConscript index e6bc657ed6d..a024f7e0ee6 100644 --- a/source/gameengine/Rasterizer/SConscript +++ b/source/gameengine/Rasterizer/SConscript @@ -3,11 +3,8 @@ Import ('env') sources = env.Glob('*.cpp') -if env['WITH_BF_GLEXT'] == 1: - env['CPPFLAGS'].append('-DWITH_GLEXT') - -incs = '. #source/kernel/gen_system #intern/string #intern/moto/include #source/gameengine/BlenderRoutines #extern/glew/include #source/gameengine/Expressions' +incs = '. #source/kernel/gen_system #intern/string #intern/moto/include #source/gameengine/BlenderRoutines #extern/glew/include #source/gameengine/Expressions #source/blender/blenkernel #source/blender/makesdna' incs += ' ' + env['BF_PYTHON_INC'] if env['OURPLATFORM']=='win32-vc': |