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-rw-r--r--source/blender/blenkernel/intern/object.c1
-rw-r--r--source/blender/blenloader/intern/readfile.c15
-rw-r--r--source/blender/gpu/CMakeLists.txt5
-rw-r--r--source/blender/gpu/GPU_draw.h3
-rw-r--r--source/blender/gpu/GPU_material.h7
-rw-r--r--source/blender/gpu/SConscript3
-rw-r--r--source/blender/gpu/intern/gpu_draw.c109
-rw-r--r--source/blender/gpu/intern/gpu_material.c26
-rw-r--r--source/blender/imbuf/IMB_imbuf_types.h34
-rw-r--r--source/blender/imbuf/intern/allocimbuf.c2
-rw-r--r--source/blender/imbuf/intern/dds/DirectDrawSurface.cpp28
-rw-r--r--source/blender/imbuf/intern/dds/DirectDrawSurface.h2
-rw-r--r--source/blender/imbuf/intern/dds/dds_api.cpp12
-rw-r--r--source/blender/makesdna/DNA_object_types.h6
-rw-r--r--source/blender/makesdna/DNA_scene_types.h17
-rw-r--r--source/blender/makesrna/intern/rna_object.c72
-rw-r--r--source/blender/makesrna/intern/rna_scene.c48
-rw-r--r--source/gameengine/BlenderRoutines/BL_KetsjiEmbedStart.cpp16
-rw-r--r--source/gameengine/BlenderRoutines/KX_BlenderInputDevice.h3
-rw-r--r--source/gameengine/Converter/BL_BlenderDataConversion.cpp128
-rw-r--r--source/gameengine/Converter/KX_BlenderSceneConverter.cpp12
-rw-r--r--source/gameengine/GamePlayer/ghost/GPG_Application.cpp15
-rw-r--r--source/gameengine/Ketsji/BL_BlenderShader.cpp12
-rw-r--r--source/gameengine/Ketsji/BL_Material.cpp51
-rw-r--r--source/gameengine/Ketsji/BL_Material.h13
-rw-r--r--source/gameengine/Ketsji/BL_Texture.cpp67
-rw-r--r--source/gameengine/Ketsji/BL_Texture.h1
-rw-r--r--source/gameengine/Ketsji/CMakeLists.txt4
-rw-r--r--source/gameengine/Ketsji/KX_BlenderMaterial.cpp9
-rw-r--r--source/gameengine/Ketsji/KX_ConvertPhysicsObject.h5
-rw-r--r--source/gameengine/Ketsji/KX_ConvertPhysicsObjects.cpp4
-rw-r--r--source/gameengine/Ketsji/KX_GameObject.cpp2
-rw-r--r--source/gameengine/Ketsji/KX_Light.cpp198
-rw-r--r--source/gameengine/Ketsji/KX_Light.h13
-rw-r--r--source/gameengine/Ketsji/KX_Scene.cpp5
-rw-r--r--source/gameengine/Ketsji/KX_VertexProxy.cpp48
-rw-r--r--source/gameengine/Physics/Bullet/CcdPhysicsController.h3
-rw-r--r--source/gameengine/Physics/Bullet/CcdPhysicsEnvironment.cpp1
-rw-r--r--source/gameengine/Rasterizer/RAS_IRasterizer.h4
-rw-r--r--source/gameengine/Rasterizer/RAS_LightObject.h4
-rw-r--r--source/gameengine/Rasterizer/RAS_MaterialBucket.cpp9
-rw-r--r--source/gameengine/Rasterizer/RAS_MeshObject.cpp5
-rw-r--r--source/gameengine/Rasterizer/RAS_MeshObject.h3
-rw-r--r--source/gameengine/Rasterizer/RAS_OpenGLRasterizer/CMakeLists.txt9
-rw-r--r--source/gameengine/Rasterizer/RAS_OpenGLRasterizer/RAS_IStorage.h62
-rw-r--r--source/gameengine/Rasterizer/RAS_OpenGLRasterizer/RAS_ListRasterizer.cpp38
-rw-r--r--source/gameengine/Rasterizer/RAS_OpenGLRasterizer/RAS_ListRasterizer.h6
-rw-r--r--source/gameengine/Rasterizer/RAS_OpenGLRasterizer/RAS_OpenGLRasterizer.cpp293
-rw-r--r--source/gameengine/Rasterizer/RAS_OpenGLRasterizer/RAS_OpenGLRasterizer.h12
-rw-r--r--source/gameengine/Rasterizer/RAS_OpenGLRasterizer/RAS_StorageIM.cpp307
-rw-r--r--source/gameengine/Rasterizer/RAS_OpenGLRasterizer/RAS_StorageIM.h68
-rw-r--r--source/gameengine/Rasterizer/RAS_OpenGLRasterizer/RAS_StorageVA.cpp (renamed from source/gameengine/Rasterizer/RAS_OpenGLRasterizer/RAS_VAOpenGLRasterizer.cpp)256
-rw-r--r--source/gameengine/Rasterizer/RAS_OpenGLRasterizer/RAS_StorageVA.h (renamed from source/gameengine/Rasterizer/RAS_OpenGLRasterizer/RAS_VAOpenGLRasterizer.h)52
-rw-r--r--source/gameengine/Rasterizer/RAS_OpenGLRasterizer/RAS_StorageVBO.cpp272
-rw-r--r--source/gameengine/Rasterizer/RAS_OpenGLRasterizer/RAS_StorageVBO.h102
-rw-r--r--source/gameengine/Rasterizer/RAS_TexVert.cpp26
-rw-r--r--source/gameengine/Rasterizer/RAS_TexVert.h26
-rw-r--r--source/gameengine/Rasterizer/RAS_texmatrix.cpp6
58 files changed, 1832 insertions, 728 deletions
diff --git a/source/blender/blenkernel/intern/object.c b/source/blender/blenkernel/intern/object.c
index 3ffd8115914..5e025b986c2 100644
--- a/source/blender/blenkernel/intern/object.c
+++ b/source/blender/blenkernel/intern/object.c
@@ -850,6 +850,7 @@ Object *add_only_object(int type, const char *name)
/* ob->pad3 == Contact Processing Threshold */
ob->m_contactProcessingThreshold = 1.0f;
ob->obstacleRad = 1.0f;
+ ob->col_group = ob->col_mask = 1;
/* NT fluid sim defaults */
ob->fluidsimSettings = NULL;
diff --git a/source/blender/blenloader/intern/readfile.c b/source/blender/blenloader/intern/readfile.c
index 9aa87a86b3e..547da946247 100644
--- a/source/blender/blenloader/intern/readfile.c
+++ b/source/blender/blenloader/intern/readfile.c
@@ -12894,6 +12894,21 @@ static void do_versions(FileData *fd, Library *lib, Main *main)
}
}
}
+ {
+ /* Initialize BGE exit key to esc key */
+ Scene *scene;
+ for(scene= main->scene.first; scene; scene= scene->id.next) {
+ if (!scene->gm.exitkey)
+ scene->gm.exitkey = 218; //218 is the Blender key code for ESC
+ }
+ }
+
+ {
+ /* Initialize default values for collision masks */
+ Object *ob;
+ for(ob=main->object.first; ob; ob=ob->id.next)
+ ob->col_group = ob->col_mask = 1;
+ }
}
if (main->versionfile < 260 || (main->versionfile == 260 && main->subversionfile < 6)) {
diff --git a/source/blender/gpu/CMakeLists.txt b/source/blender/gpu/CMakeLists.txt
index 01afc0e24eb..4d28b86ae25 100644
--- a/source/blender/gpu/CMakeLists.txt
+++ b/source/blender/gpu/CMakeLists.txt
@@ -66,5 +66,10 @@ endif()
add_definitions(-DGLEW_STATIC)
+if(WITH_IMAGE_DDS)
+ add_definitions(-DWITH_DDS)
+endif()
+
+
blender_add_lib(bf_gpu "${SRC}" "${INC}" "${INC_SYS}")
diff --git a/source/blender/gpu/GPU_draw.h b/source/blender/gpu/GPU_draw.h
index 89976699114..4186466739c 100644
--- a/source/blender/gpu/GPU_draw.h
+++ b/source/blender/gpu/GPU_draw.h
@@ -119,6 +119,8 @@ void GPU_paint_update_image(struct Image *ima, int x, int y, int w, int h, int m
void GPU_update_images_framechange(void);
int GPU_update_image_time(struct Image *ima, double time);
int GPU_verify_image(struct Image *ima, struct ImageUser *iuser, int tftile, int compare, int mipmap);
+void GPU_create_gl_tex(unsigned int *bind, unsigned int *pix, float *frect, int rectw, int recth, int mipmap, int use_hight_bit_depth, struct Image *ima);
+void GPU_create_gl_tex_compressed(unsigned int *bind, unsigned int *pix, int x, int y, int mipmap, struct Image *ima, struct ImBuf *ibuf);
void GPU_free_image(struct Image *ima);
void GPU_free_images(void);
void GPU_free_images_anim(void);
@@ -135,4 +137,3 @@ void GPU_free_unused_buffers(void);
#endif
#endif
-
diff --git a/source/blender/gpu/GPU_material.h b/source/blender/gpu/GPU_material.h
index 33c5d474932..e2746aef9a8 100644
--- a/source/blender/gpu/GPU_material.h
+++ b/source/blender/gpu/GPU_material.h
@@ -173,6 +173,11 @@ typedef enum GPUDynamicType {
GPU_DYNAMIC_SAMPLER_2DBUFFER = 12,
GPU_DYNAMIC_SAMPLER_2DIMAGE = 13,
GPU_DYNAMIC_SAMPLER_2DSHADOW = 14,
+ GPU_DYNAMIC_LAMP_DISTANCE = 15,
+ GPU_DYNAMIC_LAMP_ATT1 = 16,
+ GPU_DYNAMIC_LAMP_ATT2 = 17,
+ GPU_DYNAMIC_LAMP_SPOTSIZE = 18,
+ GPU_DYNAMIC_LAMP_SPOTBLEND = 19,
} GPUDynamicType;
typedef enum GPUDataType {
@@ -230,6 +235,8 @@ void GPU_lamp_shadow_buffer_unbind(GPULamp *lamp);
void GPU_lamp_update(GPULamp *lamp, int lay, int hide, float obmat[][4]);
void GPU_lamp_update_colors(GPULamp *lamp, float r, float g, float b, float energy);
+void GPU_lamp_update_distance(GPULamp *lamp, float distance, float att1, float att2);
+void GPU_lamp_update_spot(GPULamp *lamp, float spotsize, float spotblend);
int GPU_lamp_shadow_layer(GPULamp *lamp);
#ifdef __cplusplus
diff --git a/source/blender/gpu/SConscript b/source/blender/gpu/SConscript
index 11b0ee5f9fa..e6ffc172300 100644
--- a/source/blender/gpu/SConscript
+++ b/source/blender/gpu/SConscript
@@ -16,4 +16,7 @@ incs += ' ' + env['BF_OPENGL_INC']
if env['WITH_BF_SMOKE']:
defs.append('WITH_SMOKE')
+if env['WITH_BF_DDS']:
+ defs.append('WITH_DDS')
+
env.BlenderLib ( 'bf_gpu', sources, Split(incs), defines = defs, libtype=['core','player'], priority=[160,110] )
diff --git a/source/blender/gpu/intern/gpu_draw.c b/source/blender/gpu/intern/gpu_draw.c
index c830971dcbd..b6433e11989 100644
--- a/source/blender/gpu/intern/gpu_draw.c
+++ b/source/blender/gpu/intern/gpu_draw.c
@@ -413,8 +413,8 @@ int GPU_verify_image(Image *ima, ImageUser *iuser, int tftile, int compare, int
ImBuf *ibuf = NULL;
unsigned int *bind = NULL;
int rectw, recth, tpx=0, tpy=0, y;
- unsigned int *tilerect= NULL, *scalerect= NULL, *rect= NULL;
- float *ftilerect= NULL, *fscalerect = NULL, *frect = NULL;
+ unsigned int *tilerect= NULL, *rect= NULL;
+ float *ftilerect= NULL, *frect = NULL;
float *srgb_frect = NULL;
short texwindx, texwindy, texwinsx, texwinsy;
/* flag to determine whether high resolution format is used */
@@ -597,10 +597,37 @@ int GPU_verify_image(Image *ima, ImageUser *iuser, int tftile, int compare, int
rect= tilerect;
}
}
+#ifdef WITH_DDS
+ if (ibuf->ftype & DDS)
+ GPU_create_gl_tex_compressed(bind, rect, rectw, recth, mipmap, ima, ibuf);
+ else
+#endif
+ GPU_create_gl_tex(bind, rect, frect, rectw, recth, mipmap, use_high_bit_depth, ima);
+
+ /* clean up */
+ if (tilerect)
+ MEM_freeN(tilerect);
+ if (ftilerect)
+ MEM_freeN(ftilerect);
+ if (srgb_frect)
+ MEM_freeN(srgb_frect);
+ return *bind;
+}
+
+void GPU_create_gl_tex(unsigned int *bind, unsigned int *pix, float * frect, int rectw, int recth, int mipmap, int use_high_bit_depth, Image *ima)
+{
+ unsigned int *scalerect = NULL;
+ float *fscalerect = NULL;
+
+ int tpx = rectw;
+ int tpy = recth;
+
/* scale if not a power of two. this is not strictly necessary for newer
* GPUs (OpenGL version >= 2.0) since they support non-power-of-two-textures */
if (!is_pow2_limit(rectw) || !is_pow2_limit(recth)) {
+ int oldw= rectw;
+ int oldh= recth;
rectw= smaller_pow2_limit(rectw);
recth= smaller_pow2_limit(recth);
@@ -612,9 +639,9 @@ int GPU_verify_image(Image *ima, ImageUser *iuser, int tftile, int compare, int
}
else {
scalerect= MEM_mallocN(rectw*recth*sizeof(*scalerect), "scalerect");
- gluScaleImage(GL_RGBA, tpx, tpy, GL_UNSIGNED_BYTE, rect, rectw, recth, GL_UNSIGNED_BYTE, scalerect);
+ gluScaleImage(GL_RGBA, tpx, tpy, GL_UNSIGNED_BYTE, pix, rectw, recth, GL_UNSIGNED_BYTE, scalerect);
- rect= scalerect;
+ pix= scalerect;
}
}
@@ -626,7 +653,7 @@ int GPU_verify_image(Image *ima, ImageUser *iuser, int tftile, int compare, int
if (use_high_bit_depth)
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA16, rectw, recth, 0, GL_RGBA, GL_FLOAT, frect);
else
- glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, rectw, recth, 0, GL_RGBA, GL_UNSIGNED_BYTE, rect);
+ glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, rectw, recth, 0, GL_RGBA, GL_UNSIGNED_BYTE, pix);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, gpu_get_mipmap_filter(1));
}
@@ -634,7 +661,7 @@ int GPU_verify_image(Image *ima, ImageUser *iuser, int tftile, int compare, int
if (use_high_bit_depth)
gluBuild2DMipmaps(GL_TEXTURE_2D, GL_RGBA16, rectw, recth, GL_RGBA, GL_FLOAT, frect);
else
- gluBuild2DMipmaps(GL_TEXTURE_2D, GL_RGBA, rectw, recth, GL_RGBA, GL_UNSIGNED_BYTE, rect);
+ gluBuild2DMipmaps(GL_TEXTURE_2D, GL_RGBA, rectw, recth, GL_RGBA, GL_UNSIGNED_BYTE, pix);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, gpu_get_mipmap_filter(0));
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, gpu_get_mipmap_filter(1));
@@ -645,21 +672,72 @@ int GPU_verify_image(Image *ima, ImageUser *iuser, int tftile, int compare, int
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAX_ANISOTROPY_EXT, GPU_get_anisotropic());
/* set to modulate with vertex color */
glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
-
- /* clean up */
- if (tilerect)
- MEM_freeN(tilerect);
- if (ftilerect)
- MEM_freeN(ftilerect);
+
if (scalerect)
MEM_freeN(scalerect);
if (fscalerect)
MEM_freeN(fscalerect);
- if (srgb_frect)
- MEM_freeN(srgb_frect);
- return *bind;
}
+void GPU_create_gl_tex_compressed(unsigned int *bind, unsigned int *pix, int x, int y, int mipmap, Image *ima, ImBuf *ibuf)
+{
+#ifndef WITH_DDS
+ // Fall back to uncompressed if DDS isn't enabled
+ GPU_create_gl_tex(bind, pix, NULL, x, y, mipmap, 0, ima);
+#else
+ GLint format=0;
+ int offset =0, i=0;
+ int blocksize, width, height;
+ int size;
+ GLint err;
+
+ if (ibuf->dds_data.fourcc == FOURCC_DXT1)
+ format = GL_COMPRESSED_RGBA_S3TC_DXT1_EXT;
+ else if (ibuf->dds_data.fourcc == FOURCC_DXT3)
+ format = GL_COMPRESSED_RGBA_S3TC_DXT3_EXT;
+ else if (ibuf->dds_data.fourcc == FOURCC_DXT5)
+ format = GL_COMPRESSED_RGBA_S3TC_DXT5_EXT;
+ else
+ {
+ printf("Unable to find a suitable DXT compression, falling back to uncompressed\n");
+ GPU_create_gl_tex(bind, pix, NULL, x, y, mipmap, 0, ima);
+ return;
+ }
+
+ glGenTextures(1, (GLuint *)bind);
+ glBindTexture(GL_TEXTURE_2D, *bind);
+
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, gpu_get_mipmap_filter(1));
+
+ height = ibuf->x;
+ width = ibuf->y;
+ blocksize = (format == GL_COMPRESSED_RGBA_S3TC_DXT1_EXT) ? 8 : 16;
+ for (i=0; i<ibuf->dds_data.nummipmaps && (width||height); ++i)
+ {
+ if (width == 0)
+ width = 1;
+ if (height == 0)
+ height = 1;
+
+ size = ((width+3)/4)*((height+3)/4)*blocksize;
+
+ glCompressedTexImage2D(GL_TEXTURE_2D, i, format, width, height,
+ 0, size, ibuf->dds_data.data + offset);
+
+ err = glGetError();
+
+ if (err != GL_NO_ERROR)
+ printf("OpenGL error: %s\nFormat: %x\n", gluErrorString(err), format);
+
+ offset += size;
+ width >>= 1;
+ height >>= 1;
+ }
+
+ glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
+#endif
+}
static void gpu_verify_repeat(Image *ima)
{
/* set either clamp or repeat in X/Y */
@@ -1897,4 +1975,3 @@ void GPU_state_print(void)
gpu_get_print("GL_ZOOM_X", GL_ZOOM_X);
gpu_get_print("GL_ZOOM_Y", GL_ZOOM_Y);
}
-
diff --git a/source/blender/gpu/intern/gpu_material.c b/source/blender/gpu/intern/gpu_material.c
index e14e4dce405..63b336963ab 100644
--- a/source/blender/gpu/intern/gpu_material.c
+++ b/source/blender/gpu/intern/gpu_material.c
@@ -117,6 +117,7 @@ struct GPULamp {
float dynimat[4][4];
float spotsi, spotbl, k;
+ float dyndist, dynatt1, dynatt2;
float dist, att1, att2;
float bias, d, clipend;
@@ -401,13 +402,13 @@ static GPUNodeLink *lamp_get_visibility(GPUMaterial *mat, GPULamp *lamp, GPUNode
case LA_FALLOFF_CONSTANT:
break;
case LA_FALLOFF_INVLINEAR:
- GPU_link(mat, "lamp_falloff_invlinear", GPU_uniform(&lamp->dist), *dist, &visifac);
+ GPU_link(mat, "lamp_falloff_invlinear", GPU_dynamic_uniform(&lamp->dist, GPU_DYNAMIC_LAMP_DISTANCE, lamp->ob), *dist, &visifac);
break;
case LA_FALLOFF_INVSQUARE:
- GPU_link(mat, "lamp_falloff_invsquare", GPU_uniform(&lamp->dist), *dist, &visifac);
+ GPU_link(mat, "lamp_falloff_invsquare", GPU_dynamic_uniform(&lamp->dist, GPU_DYNAMIC_LAMP_DISTANCE, lamp->ob), *dist, &visifac);
break;
case LA_FALLOFF_SLIDERS:
- GPU_link(mat, "lamp_falloff_sliders", GPU_uniform(&lamp->dist), GPU_uniform(&lamp->att1), GPU_uniform(&lamp->att2), *dist, &visifac);
+ GPU_link(mat, "lamp_falloff_sliders", GPU_dynamic_uniform(&lamp->dist, GPU_DYNAMIC_LAMP_DISTANCE, lamp->ob), GPU_dynamic_uniform(&lamp->att1, GPU_DYNAMIC_LAMP_ATT1, lamp->ob), GPU_dynamic_uniform(&lamp->att2, GPU_DYNAMIC_LAMP_ATT2, lamp->ob), *dist, &visifac);
break;
case LA_FALLOFF_CURVE:
{
@@ -415,13 +416,13 @@ static GPUNodeLink *lamp_get_visibility(GPUMaterial *mat, GPULamp *lamp, GPUNode
int size;
curvemapping_table_RGBA(lamp->curfalloff, &array, &size);
- GPU_link(mat, "lamp_falloff_curve", GPU_uniform(&lamp->dist), GPU_texture(size, array), *dist, &visifac);
+ GPU_link(mat, "lamp_falloff_curve", GPU_dynamic_uniform(&lamp->dist, GPU_DYNAMIC_LAMP_DISTANCE, lamp->ob), GPU_texture(size, array), *dist, &visifac);
}
break;
}
if (lamp->mode & LA_SPHERE)
- GPU_link(mat, "lamp_visibility_sphere", GPU_uniform(&lamp->dist), *dist, visifac, &visifac);
+ GPU_link(mat, "lamp_visibility_sphere", GPU_dynamic_uniform(&lamp->dist, GPU_DYNAMIC_LAMP_DISTANCE, lamp->ob), *dist, visifac, &visifac);
if (lamp->type == LA_SPOT) {
if (lamp->mode & LA_SQUARE) {
@@ -433,7 +434,7 @@ static GPUNodeLink *lamp_get_visibility(GPUMaterial *mat, GPULamp *lamp, GPUNode
GPU_link(mat, "lamp_visibility_spot_circle", GPU_dynamic_uniform(lamp->dynvec, GPU_DYNAMIC_LAMP_DYNVEC, lamp->ob), *lv, &inpr);
}
- GPU_link(mat, "lamp_visibility_spot", GPU_uniform(&lamp->spotsi), GPU_uniform(&lamp->spotbl), inpr, visifac, &visifac);
+ GPU_link(mat, "lamp_visibility_spot", GPU_dynamic_uniform(&lamp->spotsi, GPU_DYNAMIC_LAMP_SPOTSIZE, lamp->ob), GPU_dynamic_uniform(&lamp->spotbl, GPU_DYNAMIC_LAMP_SPOTSIZE, lamp->ob), inpr, visifac, &visifac);
}
GPU_link(mat, "lamp_visibility_clamp", visifac, &visifac);
@@ -1516,6 +1517,19 @@ void GPU_lamp_update_colors(GPULamp *lamp, float r, float g, float b, float ener
lamp->col[2]= b* lamp->energy;
}
+void GPU_lamp_update_distance(GPULamp *lamp, float distance, float att1, float att2)
+{
+ lamp->dist = distance;
+ lamp->att1 = att1;
+ lamp->att2 = att2;
+}
+
+void GPU_lamp_update_spot(GPULamp *lamp, float spotsize, float spotblend)
+{
+ lamp->spotsi= cos(M_PI*spotsize/360.0);
+ lamp->spotbl= (1.0f - lamp->spotsi)*spotblend;
+}
+
static void gpu_lamp_from_blender(Scene *scene, Object *ob, Object *par, Lamp *la, GPULamp *lamp)
{
float temp, angle, pixsize, wsize;
diff --git a/source/blender/imbuf/IMB_imbuf_types.h b/source/blender/imbuf/IMB_imbuf_types.h
index 076f518585b..c77c48089dd 100644
--- a/source/blender/imbuf/IMB_imbuf_types.h
+++ b/source/blender/imbuf/IMB_imbuf_types.h
@@ -52,6 +52,13 @@ struct ImMetaData;
#define IB_MIPMAP_LEVELS 20
#define IB_FILENAME_SIZE 1024
+typedef struct DDSData {
+ unsigned int fourcc; /* DDS fourcc info */
+ unsigned int nummipmaps; /* The number of mipmaps in the dds file */
+ unsigned char *data; /* The compressed image data */
+ unsigned int size; /* The size of the compressed data */
+} DDSData;
+
/**
* \ingroup imbuf
* This is the abstraction of an image. ImBuf is the basic type used for all
@@ -126,6 +133,9 @@ typedef struct ImBuf {
unsigned char *encodedbuffer; /* Compressed image only used with png currently */
unsigned int encodedsize; /* Size of data written to encodedbuffer */
unsigned int encodedbuffersize; /* Size of encodedbuffer */
+
+ /* information for compressed textures */
+ struct DDSData dds_data;
} ImBuf;
/* Moved from BKE_bmfont_types.h because it is a userflag bit mask. */
@@ -222,9 +232,31 @@ typedef struct ImBuf {
#define IB_PROFILE_SRGB 2
#define IB_PROFILE_CUSTOM 3
+
+/* dds */
+#ifdef WITH_DDS
+#ifndef MAKEFOURCC
+#define MAKEFOURCC(ch0, ch1, ch2, ch3)\
+ ((unsigned long)(unsigned char)(ch0) | \
+ ((unsigned long)(unsigned char)(ch1) << 8) | \
+ ((unsigned long)(unsigned char)(ch2) << 16) | \
+ ((unsigned long)(unsigned char)(ch3) << 24))
+#endif //MAKEFOURCC
+
+/*
+ * FOURCC codes for DX compressed-texture pixel formats
+ */
+
+#define FOURCC_DDS (MAKEFOURCC('D','D','S',' '))
+#define FOURCC_DXT1 (MAKEFOURCC('D','X','T','1'))
+#define FOURCC_DXT2 (MAKEFOURCC('D','X','T','2'))
+#define FOURCC_DXT3 (MAKEFOURCC('D','X','T','3'))
+#define FOURCC_DXT4 (MAKEFOURCC('D','X','T','4'))
+#define FOURCC_DXT5 (MAKEFOURCC('D','X','T','5'))
+
+#endif // DDS
extern const char *imb_ext_image[];
extern const char *imb_ext_image_qt[];
extern const char *imb_ext_movie[];
extern const char *imb_ext_audio[];
-
#endif
diff --git a/source/blender/imbuf/intern/allocimbuf.c b/source/blender/imbuf/intern/allocimbuf.c
index 2cfdd7bc324..b9700227328 100644
--- a/source/blender/imbuf/intern/allocimbuf.c
+++ b/source/blender/imbuf/intern/allocimbuf.c
@@ -162,6 +162,8 @@ void IMB_freeImBuf(ImBuf *ibuf)
IMB_freezbuffloatImBuf(ibuf);
freeencodedbufferImBuf(ibuf);
IMB_metadata_free(ibuf);
+ if (ibuf->dds_data.data != NULL)
+ free(ibuf->dds_data.data);
MEM_freeN(ibuf);
}
}
diff --git a/source/blender/imbuf/intern/dds/DirectDrawSurface.cpp b/source/blender/imbuf/intern/dds/DirectDrawSurface.cpp
index 3966135ea32..b28451808ce 100644
--- a/source/blender/imbuf/intern/dds/DirectDrawSurface.cpp
+++ b/source/blender/imbuf/intern/dds/DirectDrawSurface.cpp
@@ -1016,6 +1016,10 @@ uint DirectDrawSurface::mipmapCount() const
else return 1;
}
+uint DirectDrawSurface::fourCC() const
+{
+ return header.pf.fourcc;
+}
uint DirectDrawSurface::width() const
{
@@ -1131,6 +1135,29 @@ void DirectDrawSurface::mipmap(Image * img, uint face, uint mipmap)
}
}
+// It was easier to copy this function from upstream than to resync.
+// This should be removed if a resync ever occurs.
+void* DirectDrawSurface::readData(uint &rsize)
+{
+ uint header_size = 128; // sizeof(DDSHeader);
+ if (header.hasDX10Header())
+ {
+ header_size += 20; // sizeof(DDSHeader10);
+ }
+
+ uint size = stream.size - header_size;
+ rsize = size;
+
+ unsigned char *data = new unsigned char[size];
+
+ stream.seek(header_size);
+ mem_read(stream, data, size);
+
+ // Maybe check if size == rsize? assert() isn't in this scope...
+
+ return data;
+}
+
void DirectDrawSurface::readLinearImage(Image * img)
{
@@ -1523,4 +1550,3 @@ void DirectDrawSurface::printInfo() const
printf("User Version: %u\n", header.reserved[8]);
}
}
-
diff --git a/source/blender/imbuf/intern/dds/DirectDrawSurface.h b/source/blender/imbuf/intern/dds/DirectDrawSurface.h
index 23c8bbf2de3..28ecb948643 100644
--- a/source/blender/imbuf/intern/dds/DirectDrawSurface.h
+++ b/source/blender/imbuf/intern/dds/DirectDrawSurface.h
@@ -158,6 +158,7 @@ public:
bool hasAlpha() const;
uint mipmapCount() const;
+ uint fourCC() const;
uint width() const;
uint height() const;
uint depth() const;
@@ -171,6 +172,7 @@ public:
void setUserVersion(int version);
void mipmap(Image * img, uint f, uint m);
+ void* readData(uint &size);
// void mipmap(FloatImage * img, uint f, uint m);
void printInfo() const;
diff --git a/source/blender/imbuf/intern/dds/dds_api.cpp b/source/blender/imbuf/intern/dds/dds_api.cpp
index 071d94c2076..fba326f7865 100644
--- a/source/blender/imbuf/intern/dds/dds_api.cpp
+++ b/source/blender/imbuf/intern/dds/dds_api.cpp
@@ -123,6 +123,8 @@ struct ImBuf *imb_load_dds(unsigned char *mem, size_t size, int flags)
ibuf->ftype = DDS;
ibuf->profile = IB_PROFILE_SRGB;
+ ibuf->dds_data.fourcc = dds.fourCC();
+ ibuf->dds_data.nummipmaps = dds.mipmapCount();
if ((flags & IB_test) == 0) {
if (!imb_addrectImBuf(ibuf)) return(ibuf);
@@ -136,10 +138,18 @@ struct ImBuf *imb_load_dds(unsigned char *mem, size_t size, int flags)
cp[0] = pixel.r; /* set R component of col */
cp[1] = pixel.g; /* set G component of col */
cp[2] = pixel.b; /* set B component of col */
- if (bits_per_pixel == 32)
+ if (dds.hasAlpha())
cp[3] = pixel.a; /* set A component of col */
rect[i] = col;
}
+
+ if (ibuf->dds_data.fourcc != FOURCC_DDS)
+ ibuf->dds_data.data = (unsigned char*)dds.readData(ibuf->dds_data.size);
+ else {
+ ibuf->dds_data.data = NULL;
+ ibuf->dds_data.size = 0;
+ }
+
IMB_flipy(ibuf);
}
diff --git a/source/blender/makesdna/DNA_object_types.h b/source/blender/makesdna/DNA_object_types.h
index 05a96ef2f35..3eead8b7b8d 100644
--- a/source/blender/makesdna/DNA_object_types.h
+++ b/source/blender/makesdna/DNA_object_types.h
@@ -234,6 +234,9 @@ typedef struct Object {
short recalc; /* dependency flag */
float anisotropicFriction[3];
+ /** Collision mask settings */
+ unsigned short col_group, col_mask, col_pad[2];
+
ListBase constraints; /* object constraints */
ListBase nlastrips DNA_DEPRECATED; // XXX depreceated... old animation system
ListBase hooks DNA_DEPRECATED; // XXX depreceated... old animation system
@@ -455,6 +458,9 @@ typedef struct DupliObject {
/* controller state */
#define OB_MAX_STATES 30
+/* collision masks */
+#define OB_MAX_COL_MASKS 8
+
/* ob->gameflag */
#define OB_DYNAMIC 1
#define OB_CHILD 2
diff --git a/source/blender/makesdna/DNA_scene_types.h b/source/blender/makesdna/DNA_scene_types.h
index 83688e30643..5239cf2e646 100644
--- a/source/blender/makesdna/DNA_scene_types.h
+++ b/source/blender/makesdna/DNA_scene_types.h
@@ -624,7 +624,18 @@ typedef struct GameData {
short exitkey, pad;
short ticrate, maxlogicstep, physubstep, maxphystep;
short obstacleSimulation, pad1;
+ short raster_storage;
+ short pad3;
float levelHeight;
+ float pad2;
+
+ /* Dynamic Lights */
+ short dynpoints;
+ short dynspots;
+ short dynsuns;
+ short dynhemis;
+ short dynareas;
+ short light_pad[3];
} GameData;
#define STEREO_NOSTEREO 1
@@ -649,6 +660,12 @@ typedef struct GameData {
#define OBSTSIMULATION_TOI_rays 1
#define OBSTSIMULATION_TOI_cells 2
+/* Render storage */
+#define RAS_STORE_AUTO 0
+#define RAS_STORE_IMMEDIATE 1
+#define RAS_STORE_VA 2
+#define RAS_STORE_VBO 3
+
/* GameData.flag */
#define GAME_RESTRICT_ANIM_UPDATES (1 << 0)
#define GAME_ENABLE_ALL_FRAMES (1 << 1)
diff --git a/source/blender/makesrna/intern/rna_object.c b/source/blender/makesrna/intern/rna_object.c
index 140e874eb78..582a396b0b6 100644
--- a/source/blender/makesrna/intern/rna_object.c
+++ b/source/blender/makesrna/intern/rna_object.c
@@ -1052,6 +1052,64 @@ static void rna_GameObjectSettings_state_set(PointerRNA *ptr, const int *values)
}
}
+static void rna_GameObjectSettings_col_group_get(PointerRNA *ptr, int *values)
+{
+ Object *ob= (Object*)ptr->data;
+ int i;
+
+ memset(values, 0, sizeof(short)*OB_MAX_COL_MASKS);
+ for(i=0; i<OB_MAX_COL_MASKS; i++)
+ values[i] = (ob->col_group & (1<<i));
+}
+
+static void rna_GameObjectSettings_col_group_set(PointerRNA *ptr, const int *values)
+{
+ Object *ob= (Object*)ptr->data;
+ int i, tot= 0;
+
+ /* ensure we always have some group selected */
+ for(i=0; i<OB_MAX_COL_MASKS; i++)
+ if(values[i])
+ tot++;
+
+ if(tot==0)
+ return;
+
+ for(i=0; i<OB_MAX_COL_MASKS; i++) {
+ if(values[i]) ob->col_group |= (1<<i);
+ else ob->col_group &= ~(1<<i);
+ }
+}
+
+static void rna_GameObjectSettings_col_mask_get(PointerRNA *ptr, int *values)
+{
+ Object *ob= (Object*)ptr->data;
+ int i;
+
+ memset(values, 0, sizeof(short)*OB_MAX_COL_MASKS);
+ for(i=0; i<OB_MAX_COL_MASKS; i++)
+ values[i] = (ob->col_mask & (1<<i));
+}
+
+static void rna_GameObjectSettings_col_mask_set(PointerRNA *ptr, const int *values)
+{
+ Object *ob= (Object*)ptr->data;
+ int i, tot= 0;
+
+ /* ensure we always have some mask selected */
+ for(i=0; i<OB_MAX_COL_MASKS; i++)
+ if(values[i])
+ tot++;
+
+ if(tot==0)
+ return;
+
+ for(i=0; i<OB_MAX_COL_MASKS; i++) {
+ if(values[i]) ob->col_mask |= (1<<i);
+ else ob->col_mask &= ~(1<<i);
+ }
+}
+
static void rna_GameObjectSettings_used_state_get(PointerRNA *ptr, int *values)
{
Object *ob = (Object*)ptr->data;
@@ -1412,6 +1470,8 @@ static void rna_def_object_game_settings(BlenderRNA *brna)
StructRNA *srna;
PropertyRNA *prop;
+ int default_col_mask[8] = {1,0,0,0, 0,0,0,0};
+
static EnumPropertyItem body_type_items[] = {
{OB_BODY_TYPE_NO_COLLISION, "NO_COLLISION", 0, "No Collision", "Disable collision for this object"},
{OB_BODY_TYPE_STATIC, "STATIC", 0, "Static", "Stationary object"},
@@ -1516,6 +1576,18 @@ static void rna_def_object_game_settings(BlenderRNA *brna)
RNA_def_property_range(prop, 0.0, 1000.0);
RNA_def_property_ui_text(prop, "Velocity Max", "Clamp velocity to this maximum speed");
+ prop= RNA_def_property(srna, "collision_group", PROP_BOOLEAN, PROP_LAYER_MEMBER);
+ RNA_def_property_boolean_sdna(prop, NULL, "col_group", 1);
+ RNA_def_property_array(prop, OB_MAX_COL_MASKS);
+ RNA_def_property_ui_text(prop, "Collision Group", "The collision group of the object");
+ RNA_def_property_boolean_funcs(prop, "rna_GameObjectSettings_col_group_get", "rna_GameObjectSettings_col_group_set");
+
+ prop= RNA_def_property(srna, "collision_mask", PROP_BOOLEAN, PROP_LAYER_MEMBER);
+ RNA_def_property_boolean_sdna(prop, NULL, "col_mask", 1);
+ RNA_def_property_array(prop, OB_MAX_COL_MASKS);
+ RNA_def_property_ui_text(prop, "Collision Mask", "The groups this object can collide with");
+ RNA_def_property_boolean_funcs(prop, "rna_GameObjectSettings_col_mask_get", "rna_GameObjectSettings_col_mask_set");
+
/* lock position */
prop = RNA_def_property(srna, "lock_location_x", PROP_BOOLEAN, PROP_NONE);
RNA_def_property_boolean_sdna(prop, NULL, "gameflag2", OB_LOCK_RIGID_BODY_X_AXIS);
diff --git a/source/blender/makesrna/intern/rna_scene.c b/source/blender/makesrna/intern/rna_scene.c
index 359b1e4ee00..b4a70866c44 100644
--- a/source/blender/makesrna/intern/rna_scene.c
+++ b/source/blender/makesrna/intern/rna_scene.c
@@ -2356,6 +2356,13 @@ static void rna_def_scene_game_data(BlenderRNA *brna)
{OBSTSIMULATION_TOI_cells, "RVO_CELLS", 0, "RVO (cells)", ""},
{0, NULL, 0, NULL, NULL}};
+ static EnumPropertyItem storage_items[] ={
+ {RAS_STORE_AUTO, "AUTO", 0, "Auto Select", "Chooses the best supported mode"},
+ {RAS_STORE_IMMEDIATE, "IMMEDIATE", 0, "Immediate Mode", "Slowest performance, requires OpenGL (any version)"},
+ {RAS_STORE_VA, "VERTEX_ARRAY", 0, "Vertex Arrays", "Moderate performance, requires at least OpenGL 1.1"},
+ {RAS_STORE_VBO, "VERTEX_BUFFER_OBJECT", 0, "Vertex Buffer Objects", "Best performance, requires at least OpenGL 1.4"},
+ {0, NULL, 0, NULL, NULL}};
+
srna = RNA_def_struct(brna, "SceneGameData", NULL);
RNA_def_struct_sdna(srna, "GameData");
RNA_def_struct_nested(brna, srna, "Scene");
@@ -2390,6 +2397,11 @@ static void rna_def_scene_game_data(BlenderRNA *brna)
RNA_def_property_enum_funcs(prop, NULL, "rna_GameSettings_exit_key_set", NULL);
RNA_def_property_ui_text(prop, "Exit Key", "The key that exits the Game Engine");
RNA_def_property_update(prop, NC_SCENE, NULL);
+ prop= RNA_def_property(srna, "raster_storage", PROP_ENUM, PROP_NONE);
+ RNA_def_property_enum_sdna(prop, NULL, "raster_storage");
+ RNA_def_property_enum_items(prop, storage_items);
+ RNA_def_property_ui_text(prop, "Storage", "Sets the storage mode used by the rasterizer");
+ RNA_def_property_update(prop, NC_SCENE, NULL);
/* Do we need it here ? (since we already have it in World */
prop = RNA_def_property(srna, "frequency", PROP_INT, PROP_NONE);
@@ -2408,6 +2420,42 @@ static void rna_def_scene_game_data(BlenderRNA *brna)
RNA_def_property_ui_text(prop, "Desktop", "Uses the current desktop resultion in fullscreen mode");
RNA_def_property_update(prop, NC_SCENE, NULL);
+ /* Dynamic Lights */
+ prop = RNA_def_property(srna, "dynamic_points", PROP_INT, PROP_NONE);
+ RNA_def_property_int_sdna(prop, NULL, "dynpoints");
+ RNA_def_property_range(prop, 0, 100);
+ RNA_def_property_ui_range(prop, 0, 15, 1, 1);
+ RNA_def_property_ui_text(prop, "Dynamic Point Lights", "Number of point lights available for dynamic use");
+ RNA_def_property_update(prop, NC_SCENE, NULL);
+
+ prop = RNA_def_property(srna, "dynamic_spots", PROP_INT, PROP_NONE);
+ RNA_def_property_int_sdna(prop, NULL, "dynspots");
+ RNA_def_property_range(prop, 0, 100);
+ RNA_def_property_ui_range(prop, 0, 15, 1, 1);
+ RNA_def_property_ui_text(prop, "Dynamic Spot Lights", "Number of spot lights available for dynamic use");
+ RNA_def_property_update(prop, NC_SCENE, NULL);
+
+ prop = RNA_def_property(srna, "dynamic_suns", PROP_INT, PROP_NONE);
+ RNA_def_property_int_sdna(prop, NULL, "dynsuns");
+ RNA_def_property_range(prop, 0, 100);
+ RNA_def_property_ui_range(prop, 0, 15, 1, 1);
+ RNA_def_property_ui_text(prop, "Dynamic Sun Lights", "Number of sun lights available for dynamic use");
+ RNA_def_property_update(prop, NC_SCENE, NULL);
+
+ prop = RNA_def_property(srna, "dynamic_hemis", PROP_INT, PROP_NONE);
+ RNA_def_property_int_sdna(prop, NULL, "dynhemis");
+ RNA_def_property_range(prop, 0, 100);
+ RNA_def_property_ui_range(prop, 0, 15, 1, 1);
+ RNA_def_property_ui_text(prop, "Dynamic Hemi Lights", "Number of hemi lights available for dynamic use");
+ RNA_def_property_update(prop, NC_SCENE, NULL);
+
+ prop = RNA_def_property(srna, "dynamic_areas", PROP_INT, PROP_NONE);
+ RNA_def_property_int_sdna(prop, NULL, "dynareas");
+ RNA_def_property_range(prop, 0, 100);
+ RNA_def_property_ui_range(prop, 0, 15, 1, 1);
+ RNA_def_property_ui_text(prop, "Dynamic Area Lights", "Number of area lights available for dynamic use");
+ RNA_def_property_update(prop, NC_SCENE, NULL);
+
/* Framing */
prop = RNA_def_property(srna, "frame_type", PROP_ENUM, PROP_NONE);
RNA_def_property_enum_sdna(prop, NULL, "framing.type");
diff --git a/source/gameengine/BlenderRoutines/BL_KetsjiEmbedStart.cpp b/source/gameengine/BlenderRoutines/BL_KetsjiEmbedStart.cpp
index 8b211385928..b12b5d3ff7a 100644
--- a/source/gameengine/BlenderRoutines/BL_KetsjiEmbedStart.cpp
+++ b/source/gameengine/BlenderRoutines/BL_KetsjiEmbedStart.cpp
@@ -57,7 +57,6 @@
#include "RAS_GLExtensionManager.h"
#include "RAS_OpenGLRasterizer.h"
-#include "RAS_VAOpenGLRasterizer.h"
#include "RAS_ListRasterizer.h"
#include "NG_LoopBackNetworkDeviceInterface.h"
@@ -205,19 +204,16 @@ extern "C" void StartKetsjiShell(struct bContext *C, struct ARegion *ar, rcti *c
RAS_IRenderTools* rendertools = new KX_BlenderRenderTools();
RAS_IRasterizer* rasterizer = NULL;
- if (displaylists) {
- if (GLEW_VERSION_1_1 && !novertexarrays)
- rasterizer = new RAS_ListRasterizer(canvas, true, true);
- else
- rasterizer = new RAS_ListRasterizer(canvas);
- }
- else if (GLEW_VERSION_1_1 && !novertexarrays)
- rasterizer = new RAS_VAOpenGLRasterizer(canvas, false);
+ //Don't use displaylists with VBOs
+ //If auto starts using VBOs, make sure to check for that here
+ if (displaylists && startscene->gm.raster_storage != RAS_STORE_VBO)
+ rasterizer = new RAS_ListRasterizer(canvas, true, startscene->gm.raster_storage);
else
- rasterizer = new RAS_OpenGLRasterizer(canvas);
+ rasterizer = new RAS_OpenGLRasterizer(canvas, startscene->gm.raster_storage);
// create the inputdevices
KX_BlenderKeyboardDevice* keyboarddevice = new KX_BlenderKeyboardDevice();
+
KX_BlenderMouseDevice* mousedevice = new KX_BlenderMouseDevice();
// create a networkdevice
diff --git a/source/gameengine/BlenderRoutines/KX_BlenderInputDevice.h b/source/gameengine/BlenderRoutines/KX_BlenderInputDevice.h
index 18f163d7274..ceadfc846c5 100644
--- a/source/gameengine/BlenderRoutines/KX_BlenderInputDevice.h
+++ b/source/gameengine/BlenderRoutines/KX_BlenderInputDevice.h
@@ -53,10 +53,9 @@
class BL_BlenderInputDevice : public SCA_IInputDevice
{
public:
- BL_BlenderInputDevice()
+ BL_BlenderInputDevice()
{
}
-
virtual ~BL_BlenderInputDevice()
{
diff --git a/source/gameengine/Converter/BL_BlenderDataConversion.cpp b/source/gameengine/Converter/BL_BlenderDataConversion.cpp
index 382165065af..2865217c0be 100644
--- a/source/gameengine/Converter/BL_BlenderDataConversion.cpp
+++ b/source/gameengine/Converter/BL_BlenderDataConversion.cpp
@@ -777,33 +777,27 @@ bool ConvertMaterial(
// No material - old default TexFace properties
material->ras_mode |= USE_LIGHT;
}
- MT_Point2 uv[4];
- MT_Point2 uv2[4];
- const char *uvName = "", *uv2Name = "";
-
- uv2[0]= uv2[1]= uv2[2]= uv2[3]= MT_Point2(0.0f, 0.0f);
+ MT_Point2 uvs[4][MAXTEX];
/* No material, what to do? let's see what is in the UV and set the material accordingly
* light and visible is always on */
if ( validface ) {
material->tile = tface->tile;
- uv[0].setValue(tface->uv[0]);
- uv[1].setValue(tface->uv[1]);
- uv[2].setValue(tface->uv[2]);
+ uvs[0][0].setValue(tface->uv[0]);
+ uvs[1][0].setValue(tface->uv[1]);
+ uvs[2][0].setValue(tface->uv[2]);
if (mface->v4)
- uv[3].setValue(tface->uv[3]);
-
- uvName = tfaceName;
+ uvs[3][0].setValue(tface->uv[3]);
}
else {
// nothing at all
material->alphablend = GEMAT_SOLID;
material->tile = 0;
- uv[0]= uv[1]= uv[2]= uv[3]= MT_Point2(0.0f, 0.0f);
+ uvs[0][0]= uvs[1][0]= uvs[2][0]= uvs[3][0]= MT_Point2(0.0f, 0.0f);
}
if (validmat && validface) {
@@ -823,51 +817,43 @@ bool ConvertMaterial(
// get uv sets
if (validmat)
{
- bool isFirstSet = true;
-
- // only two sets implemented, but any of the eight
- // sets can make up the two layers
for (int vind = 0; vind<material->num_enabled; vind++)
{
BL_Mapping &map = material->mapping[vind];
- if (map.uvCoName.IsEmpty())
- isFirstSet = false;
- else
+ //If no UVSet is specified, try grabbing one from the UV/Image editor
+ if (map.uvCoName.IsEmpty() && validface)
+ {
+ uvs[0][vind].setValue(tface->uv[0]);
+ uvs[1][vind].setValue(tface->uv[1]);
+ uvs[2][vind].setValue(tface->uv[2]);
+
+ if (mface->v4)
+ uvs[3][vind].setValue(tface->uv[3]);
+
+ continue;
+ }
+
+
+ for (int lay=0; lay<MAX_MTFACE; lay++)
{
- for (int lay=0; lay<MAX_MTFACE; lay++)
- {
- MTF_localLayer& layer = layers[lay];
- if (layer.face == 0) break;
+ MTF_localLayer& layer = layers[lay];
+ if (layer.face == 0) break;
- if (strcmp(map.uvCoName.ReadPtr(), layer.name)==0)
- {
- MT_Point2 uvSet[4];
+ if (map.uvCoName.IsEmpty() || strcmp(map.uvCoName.ReadPtr(), layer.name)==0)
+ {
+ MT_Point2 uvSet[4];
- uvSet[0].setValue(layer.face->uv[0]);
- uvSet[1].setValue(layer.face->uv[1]);
- uvSet[2].setValue(layer.face->uv[2]);
+ uvs[0][vind].setValue(layer.face->uv[0]);
+ uvs[1][vind].setValue(layer.face->uv[1]);
+ uvs[2][vind].setValue(layer.face->uv[2]);
- if (mface->v4)
- uvSet[3].setValue(layer.face->uv[3]);
- else
- uvSet[3].setValue(0.0f, 0.0f);
+ if (mface->v4)
+ uvs[3][vind].setValue(layer.face->uv[3]);
+ else
+ uvs[3][vind].setValue(0.0f, 0.0f);
- if (isFirstSet)
- {
- uv[0] = uvSet[0]; uv[1] = uvSet[1];
- uv[2] = uvSet[2]; uv[3] = uvSet[3];
- isFirstSet = false;
- uvName = layer.name;
- }
- else if (strcmp(layer.name, uvName) != 0)
- {
- uv2[0] = uvSet[0]; uv2[1] = uvSet[1];
- uv2[2] = uvSet[2]; uv2[3] = uvSet[3];
- map.mapping |= USECUSTOMUV;
- uv2Name = layer.name;
- }
- }
+ break;
}
}
}
@@ -886,8 +872,7 @@ bool ConvertMaterial(
}
material->SetConversionRGB(rgb);
- material->SetConversionUV(uvName, uv);
- material->SetConversionUV2(uv2Name, uv2);
+ material->SetConversionUV(uvs);
if (validmat)
material->matname =(mat->id.name);
@@ -967,8 +952,7 @@ RAS_MeshObject* BL_ConvertMesh(Mesh* mesh, Object* blenderobj, KX_Scene* scene,
{
Material* ma = 0;
bool collider = true;
- MT_Point2 uv0(0.0,0.0),uv1(0.0,0.0),uv2(0.0,0.0),uv3(0.0,0.0);
- MT_Point2 uv20(0.0,0.0),uv21(0.0,0.0),uv22(0.0,0.0),uv23(0.0,0.0);
+ MT_Point2 uvs[4][RAS_TexVert::MAX_UNIT];
unsigned int rgb0,rgb1,rgb2,rgb3 = 0;
MT_Point3 pt0, pt1, pt2, pt3;
@@ -1045,13 +1029,7 @@ RAS_MeshObject* BL_ConvertMesh(Mesh* mesh, Object* blenderobj, KX_Scene* scene,
rgb0 = rgb[0]; rgb1 = rgb[1];
rgb2 = rgb[2]; rgb3 = rgb[3];
- bl_mat->GetConversionUV(uv);
- uv0 = uv[0]; uv1 = uv[1];
- uv2 = uv[2]; uv3 = uv[3];
-
- bl_mat->GetConversionUV2(uv);
- uv20 = uv[0]; uv21 = uv[1];
- uv22 = uv[2]; uv23 = uv[3];
+ bl_mat->GetConversionUV(uvs);
/* then the KX_BlenderMaterial */
if (kx_blmat == NULL)
@@ -1108,12 +1086,12 @@ RAS_MeshObject* BL_ConvertMesh(Mesh* mesh, Object* blenderobj, KX_Scene* scene,
/* set UV properties */
if (tface) {
- uv0.setValue(tface->uv[0]);
- uv1.setValue(tface->uv[1]);
- uv2.setValue(tface->uv[2]);
+ uvs[0][0].setValue(tface->uv[0]);
+ uvs[1][0].setValue(tface->uv[1]);
+ uvs[2][0].setValue(tface->uv[2]);
if (mface->v4)
- uv3.setValue(tface->uv[3]);
+ uvs[3][0].setValue(tface->uv[3]);
tile = tface->tile;
}
@@ -1232,12 +1210,12 @@ RAS_MeshObject* BL_ConvertMesh(Mesh* mesh, Object* blenderobj, KX_Scene* scene,
poly->SetTwoside(twoside);
//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);
+ meshobj->AddVertex(poly,0,pt0,uvs[0],tan0,rgb0,no0,flat,mface->v1);
+ meshobj->AddVertex(poly,1,pt1,uvs[1],tan1,rgb1,no1,flat,mface->v2);
+ meshobj->AddVertex(poly,2,pt2,uvs[2],tan2,rgb2,no2,flat,mface->v3);
if (nverts==4)
- meshobj->AddVertex(poly,3,pt3,uv3,uv23,tan3,rgb3,no3,flat,mface->v4);
+ meshobj->AddVertex(poly,3,pt3,uvs[3],tan3,rgb3,no3,flat,mface->v4);
}
if (tface)
@@ -1637,6 +1615,11 @@ void BL_CreatePhysicsObjectNew(KX_GameObject* gameobj,
objprop.m_dyna = (blenderobject->gameflag & OB_DYNAMIC) != 0;
objprop.m_softbody = (blenderobject->gameflag & OB_SOFT_BODY) != 0;
objprop.m_angular_rigidbody = (blenderobject->gameflag & OB_RIGID_BODY) != 0;
+
+ // Get collision mask information and store it in the upper 8 bits
+ // The lower 8 bits are reserved for internal blender usage
+ objprop.m_col_group = blenderobject->col_group << 8;
+ objprop.m_col_mask = blenderobject->col_mask << 8;
///contact processing threshold is only for rigid bodies and static geometry, not 'dynamic'
if (objprop.m_angular_rigidbody || !objprop.m_dyna )
@@ -1890,7 +1873,11 @@ static KX_LightObject *gamelight_from_blamp(Object *ob, Lamp *la, unsigned int l
lightobj.m_type = RAS_LightObject::LIGHT_SUN;
} else if (la->type==LA_SPOT) {
lightobj.m_type = RAS_LightObject::LIGHT_SPOT;
- } else {
+ } else if (la->type==LA_HEMI) {
+ lightobj.m_type = RAS_LightObject::LIGHT_HEMI;
+ } else if (la->type==LA_AREA) {
+ lightobj.m_type = RAS_LightObject::LIGHT_AREA;
+ }else {
lightobj.m_type = RAS_LightObject::LIGHT_NORMAL;
}
@@ -2421,6 +2408,11 @@ void BL_ConvertBlenderObjects(struct Main* maggie,
for (SETLOOPER(blenderscene, sce_iter, base))
{
Object* blenderobject = base->object;
+
+ // Skip lights from the light pool
+ if (strcmp(blenderobject->id.name, "__pool__") == 0)
+ continue;
+
allblobj.insert(blenderobject);
KX_GameObject* gameobj = gameobject_from_blenderobject(
diff --git a/source/gameengine/Converter/KX_BlenderSceneConverter.cpp b/source/gameengine/Converter/KX_BlenderSceneConverter.cpp
index df6be142b30..15442622090 100644
--- a/source/gameengine/Converter/KX_BlenderSceneConverter.cpp
+++ b/source/gameengine/Converter/KX_BlenderSceneConverter.cpp
@@ -35,6 +35,7 @@
#endif
#include "KX_Scene.h"
+#include "KX_Light.h"
#include "KX_GameObject.h"
#include "KX_BlenderSceneConverter.h"
#include "KX_IpoConvert.h"
@@ -346,6 +347,15 @@ void KX_BlenderSceneConverter::ConvertScene(class KX_Scene* destinationscene,
break;
}
+ // Lights added to the scene during the light pool initialization are now skipped when converting objects
+ if (blenderscene && m_useglslmat)
+ KX_LightObject::InitBlenderLightPool(blenderscene,
+ blenderscene->gm.dynpoints,
+ blenderscene->gm.dynspots,
+ blenderscene->gm.dynsuns,
+ blenderscene->gm.dynhemis,
+ blenderscene->gm.dynareas);
+
BL_ConvertBlenderObjects(m_maggie,
destinationscene,
m_ketsjiEngine,
@@ -441,6 +451,8 @@ void KX_BlenderSceneConverter::RemoveScene(KX_Scene *scene)
meshit++;
}
}
+
+ KX_LightObject::FreeBlenderLightPool();
}
// use blender materials
diff --git a/source/gameengine/GamePlayer/ghost/GPG_Application.cpp b/source/gameengine/GamePlayer/ghost/GPG_Application.cpp
index eccb83fe80c..b7b6ff962f4 100644
--- a/source/gameengine/GamePlayer/ghost/GPG_Application.cpp
+++ b/source/gameengine/GamePlayer/ghost/GPG_Application.cpp
@@ -76,7 +76,6 @@ extern "C"
#include "SCA_IActuator.h"
#include "RAS_MeshObject.h"
#include "RAS_OpenGLRasterizer.h"
-#include "RAS_VAOpenGLRasterizer.h"
#include "RAS_ListRasterizer.h"
#include "RAS_GLExtensionManager.h"
#include "KX_PythonInit.h"
@@ -579,16 +578,12 @@ bool GPG_Application::initEngine(GHOST_IWindow* window, const int stereoMode)
if (!m_rendertools)
goto initFailed;
- if (useLists) {
- if (GLEW_VERSION_1_1)
- m_rasterizer = new RAS_ListRasterizer(m_canvas, true);
- else
- m_rasterizer = new RAS_ListRasterizer(m_canvas);
- }
- else if (GLEW_VERSION_1_1)
- m_rasterizer = new RAS_VAOpenGLRasterizer(m_canvas);
+ //Don't use displaylists with VBOs
+ //If auto starts using VBOs, make sure to check for that here
+ if (useLists && gm->raster_storage != RAS_STORE_VBO)
+ m_rasterizer = new RAS_ListRasterizer(m_canvas, false, gm->raster_storage);
else
- m_rasterizer = new RAS_OpenGLRasterizer(m_canvas);
+ m_rasterizer = new RAS_OpenGLRasterizer(m_canvas, gm->raster_storage);
/* Stereo parameters - Eye Separation from the UI - stereomode from the command-line/UI */
m_rasterizer->SetStereoMode((RAS_IRasterizer::StereoMode) stereoMode);
diff --git a/source/gameengine/Ketsji/BL_BlenderShader.cpp b/source/gameengine/Ketsji/BL_BlenderShader.cpp
index 122d692b599..a1f3ea64e1a 100644
--- a/source/gameengine/Ketsji/BL_BlenderShader.cpp
+++ b/source/gameengine/Ketsji/BL_BlenderShader.cpp
@@ -93,21 +93,15 @@ void BL_BlenderShader::SetAttribs(RAS_IRasterizer* ras, const BL_Material *mat)
ras->SetTexCoordNum(0);
ras->SetAttribNum(attrib_num);
- for (i=0; i<attrib_num; i++)
+ for (i = 0; i < attrib_num; i++)
ras->SetAttrib(RAS_IRasterizer::RAS_TEXCO_DISABLE, i);
for (i = 0; i < attribs.totlayer; i++) {
if (attribs.layer[i].glindex > attrib_num)
continue;
- if (attribs.layer[i].type == CD_MTFACE) {
- if (!mat->uvName.IsEmpty() && strcmp(mat->uvName.ReadPtr(), attribs.layer[i].name) == 0)
- ras->SetAttrib(RAS_IRasterizer::RAS_TEXCO_UV1, attribs.layer[i].glindex);
- else if (!mat->uv2Name.IsEmpty() && strcmp(mat->uv2Name.ReadPtr(), attribs.layer[i].name) == 0)
- ras->SetAttrib(RAS_IRasterizer::RAS_TEXCO_UV2, attribs.layer[i].glindex);
- else
- ras->SetAttrib(RAS_IRasterizer::RAS_TEXCO_UV1, attribs.layer[i].glindex);
- }
+ if (attribs.layer[i].type == CD_MTFACE)
+ ras->SetAttrib(RAS_IRasterizer::RAS_TEXCO_UV, attribs.layer[i].glindex);
else if (attribs.layer[i].type == CD_TANGENT)
ras->SetAttrib(RAS_IRasterizer::RAS_TEXTANGENT, attribs.layer[i].glindex);
else if (attribs.layer[i].type == CD_ORCO)
diff --git a/source/gameengine/Ketsji/BL_Material.cpp b/source/gameengine/Ketsji/BL_Material.cpp
index 4c7518769e1..716d2ce6076 100644
--- a/source/gameengine/Ketsji/BL_Material.cpp
+++ b/source/gameengine/Ketsji/BL_Material.cpp
@@ -65,14 +65,14 @@ void BL_Material::Initialize()
num_users = 1;
share = false;
- int i;
- for (i=0; i<4; i++)
+ int i,j;
+ for (i = 0; i < 4; i++)
{
- uv[i] = MT_Point2(0.f,1.f);
- uv2[i] = MT_Point2(0.f, 1.f);
+ for (j = 0; j < MAXTEX; j++)
+ uvs[i][j] = MT_Point2(0.0,0.0);
}
- for (i=0; i<MAXTEX; i++) // :(
+ for (i = 0; i < MAXTEX; i++) // :(
{
mapping[i].mapping = 0;
mapping[i].offsets[0] = 0.f;
@@ -114,37 +114,24 @@ void BL_Material::GetConversionRGB(unsigned int *nrgb)
*nrgb = rgb[3];
}
-void BL_Material::SetConversionUV(const STR_String& name, MT_Point2 *nuv)
+void BL_Material::SetConversionUV(const MT_Point2 nuv[4][MAXTEX])
{
- uvName = name;
- uv[0] = *nuv++;
- uv[1] = *nuv++;
- uv[2] = *nuv++;
- uv[3] = *nuv;
-}
-
-void BL_Material::GetConversionUV(MT_Point2 *nuv)
-{
- *nuv++ = uv[0];
- *nuv++ = uv[1];
- *nuv++ = uv[2];
- *nuv = uv[3];
-}
-void BL_Material::SetConversionUV2(const STR_String& name, MT_Point2 *nuv)
-{
- uv2Name = name;
- uv2[0] = *nuv++;
- uv2[1] = *nuv++;
- uv2[2] = *nuv++;
- uv2[3] = *nuv;
+ int i, j;
+ for (i = 0; i < 4; ++i)
+ {
+ for (j = 0; j < MAXTEX; ++j)
+ uvs[i][j] = nuv[i][j];
+ }
}
-void BL_Material::GetConversionUV2(MT_Point2 *nuv)
+void BL_Material::GetConversionUV(MT_Point2 nuv[4][8])
{
- *nuv++ = uv2[0];
- *nuv++ = uv2[1];
- *nuv++ = uv2[2];
- *nuv = uv2[3];
+ int i, j;
+ for (i = 0; i < 4; ++i)
+ {
+ for (j = 0; j < MAXTEX; ++j)
+ nuv[i][j] = this->uvs[i][j];
+ }
}
diff --git a/source/gameengine/Ketsji/BL_Material.h b/source/gameengine/Ketsji/BL_Material.h
index 70fd640a07e..0906b9653b4 100644
--- a/source/gameengine/Ketsji/BL_Material.h
+++ b/source/gameengine/Ketsji/BL_Material.h
@@ -89,20 +89,13 @@ public:
EnvMap* cubemap[MAXTEX];
unsigned int rgb[4];
- MT_Point2 uv[4];
- MT_Point2 uv2[4];
-
- STR_String uvName;
- STR_String uv2Name;
+ MT_Point2 uvs[4][MAXTEX];
void SetConversionRGB(unsigned int *rgb);
void GetConversionRGB(unsigned int *rgb);
- void SetConversionUV(const STR_String& name, MT_Point2 *uv);
- void GetConversionUV(MT_Point2 *uv);
-
- void SetConversionUV2(const STR_String& name, MT_Point2 *uv);
- void GetConversionUV2(MT_Point2 *uv);
+ void SetConversionUV(const MT_Point2 uv[4][MAXTEX]);
+ void GetConversionUV(MT_Point2 uv[4][MAXTEX]);
void SetSharedMaterial(bool v);
bool IsShared();
diff --git a/source/gameengine/Ketsji/BL_Texture.cpp b/source/gameengine/Ketsji/BL_Texture.cpp
index 576da0d3f40..71d07657893 100644
--- a/source/gameengine/Ketsji/BL_Texture.cpp
+++ b/source/gameengine/Ketsji/BL_Texture.cpp
@@ -144,7 +144,15 @@ bool BL_Texture::InitFromImage(int unit, Image *img, bool mipmap)
mNeedsDeleted = 1;
glGenTextures(1, (GLuint*)&mTexture);
+
+#ifdef WITH_DDS
+ if (ibuf->ftype & DDS)
+ InitGLCompressedTex(ibuf, mipmap);
+ else
+ InitGLTex(ibuf->rect, ibuf->x, ibuf->y, mipmap);
+#else
InitGLTex(ibuf->rect, ibuf->x, ibuf->y, mipmap);
+#endif
// track created units
BL_TextureObject obj;
@@ -183,6 +191,64 @@ void BL_Texture::InitGLTex(unsigned int *pix,int x,int y,bool mipmap)
glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
}
+void BL_Texture::InitGLCompressedTex(ImBuf* ibuf, bool mipmap)
+{
+#ifndef WITH_DDS
+ // Fall back to uncompressed if DDS isn't enabled
+ InitGLTex(ibuf->rect, ibuf->x, ibuf->y, mipmap);
+ return;
+#else
+ GLint format=0;
+ int offset=0, i=0;
+ int blocksize, width, height;
+ int size;
+ GLint err;
+
+ if (ibuf->dds_data.fourcc == FOURCC_DXT1)
+ format = GL_COMPRESSED_RGBA_S3TC_DXT1_EXT;
+ else if (ibuf->dds_data.fourcc == FOURCC_DXT3)
+ format = GL_COMPRESSED_RGBA_S3TC_DXT3_EXT;
+ else if (ibuf->dds_data.fourcc == FOURCC_DXT5)
+ format = GL_COMPRESSED_RGBA_S3TC_DXT5_EXT;
+ else
+ {
+ printf("Unable to find a suitable DXT compression, falling back to uncompressed\n");
+ InitGLTex(ibuf->rect, ibuf->x, ibuf->y, mipmap);
+ return;
+ }
+
+ glBindTexture(GL_TEXTURE_2D, mTexture);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
+
+ height = ibuf->x;
+ width = ibuf->y;
+ blocksize = (format == GL_COMPRESSED_RGBA_S3TC_DXT1_EXT) ? 8 : 16;
+ for (int i=0; i<ibuf->dds_data.nummipmaps && (width||height); ++i)
+ {
+ if (width == 0)
+ width = 1;
+ if (height == 0)
+ height = 1;
+
+ size = ((width+3)/4)*((height+3)/4)*blocksize;
+
+ glCompressedTexImage2D(GL_TEXTURE_2D, i, format, width, height,
+ 0, size, ibuf->dds_data.data + offset);
+
+ err = glGetError();
+
+ if (err != GL_NO_ERROR)
+ printf("OpenGL error: %s\nFormat: %x\n", gluErrorString(err), format);
+
+ offset += size;
+ width >>= 1;
+ height >>= 1;
+ }
+
+ glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
+#endif
+}
void BL_Texture::InitNonPow2Tex(unsigned int *pix,int x,int y,bool mipmap)
{
@@ -681,4 +747,3 @@ void my_free_envmapdata(EnvMap *env)
} // extern C
-
diff --git a/source/gameengine/Ketsji/BL_Texture.h b/source/gameengine/Ketsji/BL_Texture.h
index 3c60cad4fbf..e015e8c7137 100644
--- a/source/gameengine/Ketsji/BL_Texture.h
+++ b/source/gameengine/Ketsji/BL_Texture.h
@@ -35,6 +35,7 @@ private:
void InitNonPow2Tex(unsigned int *p,int x,int y,bool mipmap );
void InitGLTex(unsigned int *p,int x,int y,bool mipmap );
+ void InitGLCompressedTex(struct ImBuf *p, bool mipmap);
public:
BL_Texture();
~BL_Texture( );
diff --git a/source/gameengine/Ketsji/CMakeLists.txt b/source/gameengine/Ketsji/CMakeLists.txt
index c7f54838c10..4b3426e0784 100644
--- a/source/gameengine/Ketsji/CMakeLists.txt
+++ b/source/gameengine/Ketsji/CMakeLists.txt
@@ -221,6 +221,10 @@ set(SRC
add_definitions(-DGLEW_STATIC)
+if(WITH_IMAGE_DDS)
+ add_definitions(-DWITH_DDS)
+endif()
+
if(WITH_SDL)
list(APPEND INC_SYS
${SDL_INCLUDE_DIR}
diff --git a/source/gameengine/Ketsji/KX_BlenderMaterial.cpp b/source/gameengine/Ketsji/KX_BlenderMaterial.cpp
index 018a8d44cc1..8cf5b77df1a 100644
--- a/source/gameengine/Ketsji/KX_BlenderMaterial.cpp
+++ b/source/gameengine/Ketsji/KX_BlenderMaterial.cpp
@@ -639,13 +639,6 @@ void KX_BlenderMaterial::ActivateTexGen(RAS_IRasterizer *ras) const
for (int i=0; i<mMaterial->num_enabled; i++) {
int mode = mMaterial->mapping[i].mapping;
- if (mode &USECUSTOMUV)
- {
- if (!mMaterial->mapping[i].uvCoName.IsEmpty())
- ras->SetTexCoord(RAS_IRasterizer::RAS_TEXCO_UV2, i);
- continue;
- }
-
if ( mode &(USEREFL|USEOBJ))
ras->SetTexCoord(RAS_IRasterizer::RAS_TEXCO_GEN, i);
else if (mode &USEORCO)
@@ -653,7 +646,7 @@ void KX_BlenderMaterial::ActivateTexGen(RAS_IRasterizer *ras) const
else if (mode &USENORM)
ras->SetTexCoord(RAS_IRasterizer::RAS_TEXCO_NORM, i);
else if (mode &USEUV)
- ras->SetTexCoord(RAS_IRasterizer::RAS_TEXCO_UV1, i);
+ ras->SetTexCoord(RAS_IRasterizer::RAS_TEXCO_UV, i);
else if (mode &USETANG)
ras->SetTexCoord(RAS_IRasterizer::RAS_TEXTANGENT, i);
else
diff --git a/source/gameengine/Ketsji/KX_ConvertPhysicsObject.h b/source/gameengine/Ketsji/KX_ConvertPhysicsObject.h
index f1f58d7da9a..d1ca1629dad 100644
--- a/source/gameengine/Ketsji/KX_ConvertPhysicsObject.h
+++ b/source/gameengine/Ketsji/KX_ConvertPhysicsObject.h
@@ -80,6 +80,11 @@ struct KX_ObjectProperties
/////////////////////////
+ short m_col_group;
+ short m_col_mask;
+
+ /////////////////////////
+
int m_gamesoftFlag;
float m_soft_linStiff; /* linear stiffness 0..1 */
float m_soft_angStiff; /* angular stiffness 0..1 */
diff --git a/source/gameengine/Ketsji/KX_ConvertPhysicsObjects.cpp b/source/gameengine/Ketsji/KX_ConvertPhysicsObjects.cpp
index e0e8e2d9b3f..148c9224457 100644
--- a/source/gameengine/Ketsji/KX_ConvertPhysicsObjects.cpp
+++ b/source/gameengine/Ketsji/KX_ConvertPhysicsObjects.cpp
@@ -400,12 +400,12 @@ void KX_ConvertBulletObject( class KX_GameObject* gameobj,
////////////////////
ci.m_collisionFilterGroup =
(isbulletsensor) ? short(CcdConstructionInfo::SensorFilter) :
- (isbulletdyna) ? short(CcdConstructionInfo::DefaultFilter) :
short(CcdConstructionInfo::StaticFilter);
+ ci.m_collisionFilterGroup = objprop->m_col_group;
ci.m_collisionFilterMask =
(isbulletsensor) ? short(CcdConstructionInfo::AllFilter ^ CcdConstructionInfo::SensorFilter) :
- (isbulletdyna) ? short(CcdConstructionInfo::AllFilter) :
short(CcdConstructionInfo::AllFilter ^ CcdConstructionInfo::StaticFilter);
+ ci.m_collisionFilterMask = objprop->m_col_mask;
ci.m_bRigid = objprop->m_dyna && objprop->m_angular_rigidbody;
ci.m_contactProcessingThreshold = objprop->m_contactProcessingThreshold;//todo: expose this in advanced settings, just like margin, default to 10000 or so
diff --git a/source/gameengine/Ketsji/KX_GameObject.cpp b/source/gameengine/Ketsji/KX_GameObject.cpp
index c5145ef2171..101ce0cdced 100644
--- a/source/gameengine/Ketsji/KX_GameObject.cpp
+++ b/source/gameengine/Ketsji/KX_GameObject.cpp
@@ -2972,7 +2972,7 @@ KX_PYMETHODDEF_DOC(KX_GameObject, rayCastTo,
m_testPropName = propName;
else
m_testPropName.SetLength(0);
- KX_RayCast::Callback<KX_GameObject> callback(this,spc);
+ KX_RayCast::Callback<KX_GameObject> callback(this,spc, NULL, false, true);
KX_RayCast::RayTest(pe, fromPoint, toPoint, callback);
if (m_pHitObject)
diff --git a/source/gameengine/Ketsji/KX_Light.cpp b/source/gameengine/Ketsji/KX_Light.cpp
index 7e9d95b37a2..314727c62ab 100644
--- a/source/gameengine/Ketsji/KX_Light.cpp
+++ b/source/gameengine/Ketsji/KX_Light.cpp
@@ -46,6 +46,32 @@
#include "DNA_object_types.h"
#include "DNA_scene_types.h"
#include "GPU_material.h"
+
+#include "MEM_guardedalloc.h"
+
+extern "C"
+{
+#include "BKE_object.h"
+#include "BKE_scene.h"
+#include "BKE_library.h"
+#include "BKE_global.h"
+#include "BKE_main.h"
+#include "BLI_listbase.h"
+}
+
+typedef struct PoolLight {
+ Object* blenderlight;
+ bool lock;
+} PoolLight;
+
+static Scene* m_blenderlight_scene = NULL;
+static int m_blenderlight_count = 0;
+
+static std::vector<PoolLight*> m_blenderlight_points = vector<PoolLight*>();
+static std::vector<PoolLight*> m_blenderlight_spots = vector<PoolLight*>();
+static std::vector<PoolLight*> m_blenderlight_suns = vector<PoolLight*>();
+static std::vector<PoolLight*> m_blenderlight_hemis = vector<PoolLight*>();
+static std::vector<PoolLight*> m_blenderlight_areas = vector<PoolLight*>();
KX_LightObject::KX_LightObject(void* sgReplicationInfo,SG_Callbacks callbacks,
class RAS_IRenderTools* rendertools,
@@ -59,13 +85,16 @@ KX_LightObject::KX_LightObject(void* sgReplicationInfo,SG_Callbacks callbacks,
m_lightobj.m_light = this;
m_rendertools->AddLight(&m_lightobj);
m_glsl = glsl;
+ m_poollight = NULL;
m_blenderscene = ((KX_Scene*)sgReplicationInfo)->GetBlenderScene();
+ m_dynamic = false;
};
KX_LightObject::~KX_LightObject()
{
GPULamp *lamp;
+ Object* obj;
if ((lamp = GetGPULamp())) {
float obmat[4][4] = {{0}};
@@ -73,6 +102,9 @@ KX_LightObject::~KX_LightObject()
}
m_rendertools->RemoveLight(&m_lightobj);
+
+ if (m_dynamic && m_poollight)
+ checkin_blenderlight();
}
@@ -86,9 +118,17 @@ CValue* KX_LightObject::GetReplica()
replica->m_lightobj.m_light = replica;
m_rendertools->AddLight(&replica->m_lightobj);
+ replica->MakeDynamic();
+
return replica;
}
+void KX_LightObject::MakeDynamic()
+{
+ m_dynamic = true;
+ checkout_blenderlight();
+}
+
bool KX_LightObject::ApplyLight(KX_Scene *kxscene, int oblayer, int slot)
{
KX_Scene* lightscene = (KX_Scene*)m_lightobj.m_scene;
@@ -181,8 +221,11 @@ bool KX_LightObject::ApplyLight(KX_Scene *kxscene, int oblayer, int slot)
GPULamp *KX_LightObject::GetGPULamp()
{
- if (m_glsl)
- return GPU_lamp_from_blender(m_blenderscene, GetBlenderObject(), GetBlenderGroupObject());
+ if (m_glsl && GetBlenderObject())
+ {
+ Scene *scene = (m_dynamic) ? m_blenderlight_scene : m_blenderscene;
+ return GPU_lamp_from_blender(scene, GetBlenderObject(), GetBlenderGroupObject());
+ }
else
return NULL;
}
@@ -192,6 +235,12 @@ void KX_LightObject::Update()
GPULamp *lamp;
if ((lamp = GetGPULamp()) != NULL && GetSGNode()) {
+ // If the light is inactive, we can reuse it's blender light for active lights
+ if (m_lightobj.m_layer != m_blenderscene->layact) {
+ forfeit_blenderlight();
+ return;
+ }
+
float obmat[4][4];
// lights don't get their openGL matrix updated, do it now
if (GetSGNode()->IsDirty())
@@ -205,6 +254,8 @@ void KX_LightObject::Update()
GPU_lamp_update(lamp, m_lightobj.m_layer, 0, obmat);
GPU_lamp_update_colors(lamp, m_lightobj.m_red, m_lightobj.m_green,
m_lightobj.m_blue, m_lightobj.m_energy);
+ GPU_lamp_update_distance(lamp, m_lightobj.m_distance, m_lightobj.m_att1, m_lightobj.m_att2);
+ GPU_lamp_update_spot(lamp, m_lightobj.m_spotsize, m_lightobj.m_spotblend);
}
}
@@ -267,6 +318,149 @@ void KX_LightObject::UnbindShadowBuffer(RAS_IRasterizer *ras)
GPU_lamp_shadow_buffer_unbind(lamp);
}
+void init_subpool(Scene *scene, std::vector<PoolLight*> *subpool, int count, short type)
+{
+ Lamp *la;
+ subpool->resize(count);
+ for (int i = 0; i < count; ++i)
+ {
+ subpool->at(i) = new PoolLight();
+ subpool->at(i)->blenderlight = add_object(m_blenderlight_scene, OB_LAMP);
+
+ //Give the lights a unique name so the converter can avoid them
+ strcpy(subpool->at(i)->blenderlight->id.name, "__pool__");
+
+ la = (Lamp*)subpool->at(i)->blenderlight->data;
+ la->type = type;
+ la->energy = 0;
+ }
+}
+
+void KX_LightObject::InitBlenderLightPool(Scene *scene, int point_count, int spot_count, int sun_count, int hemi_count, int area_count)
+{
+ //If the light pool is already built, there is no need to rebuild it,
+ //we don't want libload trying to reinitialize the light pool
+ if (m_blenderlight_count != 0)
+ return;
+
+ m_blenderlight_scene = scene;
+ m_blenderlight_count = point_count + spot_count + sun_count + hemi_count + area_count;
+
+ //Don't bother finishing setup if there are no lights in the pools
+ //Also if no Dynamic lights are allocated, sometimes libload will get passed the count
+ //check and screw things up
+ if (m_blenderlight_count == 0)
+ return;
+
+ init_subpool(scene, &m_blenderlight_points, point_count, LA_LOCAL);
+ init_subpool(scene, &m_blenderlight_spots, spot_count, LA_SPOT);
+ init_subpool(scene, &m_blenderlight_suns, sun_count, LA_SUN);
+ init_subpool(scene, &m_blenderlight_hemis, hemi_count, LA_HEMI);
+ init_subpool(scene, &m_blenderlight_areas, area_count, LA_AREA);
+
+ GPU_materials_free();
+}
+
+std::vector<PoolLight*>* get_subpool(short type)
+{
+ if (type == RAS_LightObject::LIGHT_NORMAL)
+ return &m_blenderlight_points;
+ if (type == RAS_LightObject::LIGHT_SPOT)
+ return &m_blenderlight_spots;
+ if (type == RAS_LightObject::LIGHT_SUN)
+ return &m_blenderlight_suns;
+ if (type == RAS_LightObject::LIGHT_HEMI)
+ return &m_blenderlight_hemis;
+ if (type == RAS_LightObject::LIGHT_AREA)
+ return &m_blenderlight_areas;
+}
+
+void KX_LightObject::checkout_blenderlight()
+{
+ std::vector<PoolLight*> *subpool = get_subpool(m_lightobj.m_type);
+
+ if (subpool->size() == 0)
+ {
+ SetBlenderObject(NULL);
+ return; //Sorry, out of lights :(
+ }
+
+ PoolLight* light = subpool->back();
+ subpool->pop_back();
+ m_poollight = light;
+ SetBlenderObject(light->blenderlight);
+}
+
+void KX_LightObject::checkin_blenderlight()
+{
+ PoolLight* light = m_poollight;
+ std::vector<PoolLight*> *subpool = get_subpool(m_lightobj.m_type);
+ subpool->push_back(light);
+ m_poollight = NULL;
+}
+
+void KX_LightObject::forfeit_blenderlight()
+{
+ std::vector<PoolLight*> *subpool = get_subpool(m_lightobj.m_type);
+
+ Object *obj = GetBlenderObject();
+ PoolLight* light = new PoolLight();
+ light->blenderlight = obj;
+ light->lock = true;
+
+ SetBlenderObject(NULL);
+
+ subpool->push_back(light);
+ m_blenderlight_count++;
+}
+
+void KX_LightObject::FreeBlenderLightPool()
+{
+ Base *base;
+ std::vector<PoolLight*> *subpool;
+ PoolLight *light;
+ unsigned int i = 0;
+ int total = m_blenderlight_points.size() + m_blenderlight_spots.size() + m_blenderlight_suns.size() + m_blenderlight_hemis.size() + m_blenderlight_areas.size();
+ if (total != m_blenderlight_count)
+ {
+ printf("Light pool still has lights checked out. Or extra lights have been checked in\n");
+ m_blenderlight_count = total;
+ }
+
+ for (int i = 0; i < m_blenderlight_count; ++i)
+ {
+ if (m_blenderlight_points.size() > 0)
+ subpool = &m_blenderlight_points;
+ else if (m_blenderlight_spots.size() > 0)
+ subpool = &m_blenderlight_spots;
+ else if (m_blenderlight_suns.size() > 0)
+ subpool = &m_blenderlight_suns;
+ else if (m_blenderlight_hemis.size() > 0)
+ subpool = &m_blenderlight_hemis;
+ else if (m_blenderlight_areas.size() > 0)
+ subpool = &m_blenderlight_areas;
+
+ light = subpool->back();
+ if (light->lock)
+ {
+ subpool->pop_back();
+ continue;
+ }
+
+ base = object_in_scene(light->blenderlight, m_blenderlight_scene);
+ BLI_remlink(&m_blenderlight_scene->base, base);
+ GPU_lamp_free(base->object);
+ free_libblock_us(&G.main->object, base->object);
+ if (m_blenderlight_scene->basact == base) m_blenderlight_scene->basact = NULL;
+ MEM_freeN(base);
+ subpool->pop_back();
+ }
+
+ m_blenderlight_count = 0;
+
+ GPU_materials_free();
+}
+
#ifdef WITH_PYTHON
/* ------------------------------------------------------------------------- */
/* Python Integration Hooks */
diff --git a/source/gameengine/Ketsji/KX_Light.h b/source/gameengine/Ketsji/KX_Light.h
index c2815e7afaa..0f749e5478b 100644
--- a/source/gameengine/Ketsji/KX_Light.h
+++ b/source/gameengine/Ketsji/KX_Light.h
@@ -34,9 +34,11 @@
#include "RAS_LightObject.h"
#include "KX_GameObject.h"
+#include "DNA_lamp_types.h"
struct GPULamp;
struct Scene;
+struct PoolLight;
class KX_Camera;
class RAS_IRasterizer;
class RAS_IRenderTools;
@@ -47,15 +49,22 @@ class KX_LightObject : public KX_GameObject
Py_Header
protected:
RAS_LightObject m_lightobj;
+ PoolLight* m_poollight;
class RAS_IRenderTools* m_rendertools; //needed for registering and replication of lightobj
bool m_glsl;
Scene* m_blenderscene;
+ bool m_dynamic;
+ void checkout_blenderlight();
+ void checkin_blenderlight();
+ void forfeit_blenderlight();
+
public:
KX_LightObject(void* sgReplicationInfo,SG_Callbacks callbacks,class RAS_IRenderTools* rendertools,const struct RAS_LightObject& lightobj, bool glsl);
virtual ~KX_LightObject();
virtual CValue* GetReplica();
RAS_LightObject* GetLightData() { return &m_lightobj;}
+ void MakeDynamic();
/* OpenGL Light */
bool ApplyLight(KX_Scene *kxscene, int oblayer, int slot);
@@ -67,6 +76,10 @@ public:
void BindShadowBuffer(class RAS_IRasterizer *ras, class KX_Camera *cam, class MT_Transform& camtrans);
void UnbindShadowBuffer(class RAS_IRasterizer *ras);
void Update();
+
+ /* Light Pool */
+ static void InitBlenderLightPool(Scene *scene, int point_count, int spot_count, int sun_count, int hemi_count, int area_count);
+ static void FreeBlenderLightPool();
void UpdateScene(class KX_Scene *kxscene) {m_lightobj.m_scene = (void*)kxscene;}
diff --git a/source/gameengine/Ketsji/KX_Scene.cpp b/source/gameengine/Ketsji/KX_Scene.cpp
index 503c16fae9c..73c518013f8 100644
--- a/source/gameengine/Ketsji/KX_Scene.cpp
+++ b/source/gameengine/Ketsji/KX_Scene.cpp
@@ -1821,9 +1821,12 @@ static void MergeScene_GameObject(KX_GameObject* gameobj, KX_Scene *to, KX_Scene
}
#endif // USE_BULLET
}
- /* If the object is a light, update it's scene */
+ /* If the object is a light, update it's scene and make it dynamic*/
if (gameobj->GetGameObjectType() == SCA_IObject::OBJ_LIGHT)
+ {
((KX_LightObject*)gameobj)->UpdateScene(to);
+ ((KX_LightObject*)gameobj)->MakeDynamic();
+ }
/* Add the object to the scene's logic manager */
to->GetLogicManager()->RegisterGameObjectName(gameobj->GetName(), gameobj);
diff --git a/source/gameengine/Ketsji/KX_VertexProxy.cpp b/source/gameengine/Ketsji/KX_VertexProxy.cpp
index 1739f26ab6f..c6d5c6801e2 100644
--- a/source/gameengine/Ketsji/KX_VertexProxy.cpp
+++ b/source/gameengine/Ketsji/KX_VertexProxy.cpp
@@ -146,25 +146,25 @@ PyObject* KX_VertexProxy::pyattr_get_a(void *self_v, const KX_PYATTRIBUTE_DEF *a
PyObject* KX_VertexProxy::pyattr_get_u(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef)
{
KX_VertexProxy* self= static_cast<KX_VertexProxy*>(self_v);
- return PyFloat_FromDouble(self->m_vertex->getUV1()[0]);
+ return PyFloat_FromDouble(self->m_vertex->getUV(0)[0]);
}
PyObject* KX_VertexProxy::pyattr_get_v(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef)
{
KX_VertexProxy* self= static_cast<KX_VertexProxy*>(self_v);
- return PyFloat_FromDouble(self->m_vertex->getUV1()[1]);
+ return PyFloat_FromDouble(self->m_vertex->getUV(0)[1]);
}
PyObject* KX_VertexProxy::pyattr_get_u2(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef)
{
KX_VertexProxy* self= static_cast<KX_VertexProxy*>(self_v);
- return PyFloat_FromDouble(self->m_vertex->getUV2()[0]);
+ return PyFloat_FromDouble(self->m_vertex->getUV(1)[0]);
}
PyObject* KX_VertexProxy::pyattr_get_v2(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef)
{
KX_VertexProxy* self= static_cast<KX_VertexProxy*>(self_v);
- return PyFloat_FromDouble(self->m_vertex->getUV2()[1]);
+ return PyFloat_FromDouble(self->m_vertex->getUV(1)[1]);
}
PyObject* KX_VertexProxy::pyattr_get_XYZ(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef)
@@ -176,7 +176,7 @@ PyObject* KX_VertexProxy::pyattr_get_XYZ(void *self_v, const KX_PYATTRIBUTE_DEF
PyObject* KX_VertexProxy::pyattr_get_UV(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef)
{
KX_VertexProxy* self= static_cast<KX_VertexProxy*>(self_v);
- return PyObjectFrom(MT_Point2(self->m_vertex->getUV1()));
+ return PyObjectFrom(MT_Point2(self->m_vertex->getUV(0)));
}
PyObject* KX_VertexProxy::pyattr_get_color(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef)
@@ -245,9 +245,9 @@ int KX_VertexProxy::pyattr_set_u(void *self_v, const struct KX_PYATTRIBUTE_DEF *
if (PyFloat_Check(value))
{
float val = PyFloat_AsDouble(value);
- MT_Point2 uv = self->m_vertex->getUV1();
+ MT_Point2 uv = self->m_vertex->getUV(0);
uv[0] = val;
- self->m_vertex->SetUV(uv);
+ self->m_vertex->SetUV(0, uv);
self->m_mesh->SetMeshModified(true);
return PY_SET_ATTR_SUCCESS;
}
@@ -260,9 +260,9 @@ int KX_VertexProxy::pyattr_set_v(void *self_v, const struct KX_PYATTRIBUTE_DEF *
if (PyFloat_Check(value))
{
float val = PyFloat_AsDouble(value);
- MT_Point2 uv = self->m_vertex->getUV1();
+ MT_Point2 uv = self->m_vertex->getUV(0);
uv[1] = val;
- self->m_vertex->SetUV(uv);
+ self->m_vertex->SetUV(0, uv);
self->m_mesh->SetMeshModified(true);
return PY_SET_ATTR_SUCCESS;
}
@@ -275,9 +275,9 @@ int KX_VertexProxy::pyattr_set_u2(void *self_v, const struct KX_PYATTRIBUTE_DEF
if (PyFloat_Check(value))
{
float val = PyFloat_AsDouble(value);
- MT_Point2 uv = self->m_vertex->getUV2();
+ MT_Point2 uv = self->m_vertex->getUV(1);
uv[0] = val;
- self->m_vertex->SetUV2(uv);
+ self->m_vertex->SetUV(1, uv);
self->m_mesh->SetMeshModified(true);
return PY_SET_ATTR_SUCCESS;
}
@@ -290,9 +290,9 @@ int KX_VertexProxy::pyattr_set_v2(void *self_v, const struct KX_PYATTRIBUTE_DEF
if (PyFloat_Check(value))
{
float val = PyFloat_AsDouble(value);
- MT_Point2 uv = self->m_vertex->getUV2();
+ MT_Point2 uv = self->m_vertex->getUV(1);
uv[1] = val;
- self->m_vertex->SetUV2(uv);
+ self->m_vertex->SetUV(1, uv);
self->m_mesh->SetMeshModified(true);
return PY_SET_ATTR_SUCCESS;
}
@@ -391,7 +391,7 @@ int KX_VertexProxy::pyattr_set_UV(void *self_v, const struct KX_PYATTRIBUTE_DEF
MT_Point2 vec;
if (PyVecTo(value, vec))
{
- self->m_vertex->SetUV(vec);
+ self->m_vertex->SetUV(0, vec);
self->m_mesh->SetMeshModified(true);
return PY_SET_ATTR_SUCCESS;
}
@@ -523,7 +523,7 @@ PyObject* KX_VertexProxy::PySetRGBA(PyObject* value)
PyObject* KX_VertexProxy::PyGetUV()
{
- return PyObjectFrom(MT_Vector2(m_vertex->getUV1()));
+ return PyObjectFrom(MT_Vector2(m_vertex->getUV(0)));
}
PyObject* KX_VertexProxy::PySetUV(PyObject* value)
@@ -532,31 +532,23 @@ PyObject* KX_VertexProxy::PySetUV(PyObject* value)
if (!PyVecTo(value, vec))
return NULL;
- m_vertex->SetUV(vec);
+ m_vertex->SetUV(0, vec);
m_mesh->SetMeshModified(true);
Py_RETURN_NONE;
}
PyObject* KX_VertexProxy::PyGetUV2()
{
- return PyObjectFrom(MT_Vector2(m_vertex->getUV2()));
+ return PyObjectFrom(MT_Vector2(m_vertex->getUV(1)));
}
-PyObject* KX_VertexProxy::PySetUV2(PyObject* args)
+PyObject* KX_VertexProxy::PySetUV2(PyObject* value)
{
MT_Point2 vec;
- unsigned int unit= RAS_TexVert::SECOND_UV;
-
- PyObject* list= NULL;
- if (!PyArg_ParseTuple(args, "O|i:setUV2", &list, &unit))
- return NULL;
-
- if (!PyVecTo(list, vec))
+ if (!PyVecTo(value, vec))
return NULL;
- m_vertex->SetFlag((m_vertex->getFlag()|RAS_TexVert::SECOND_UV));
- m_vertex->SetUnit(unit);
- m_vertex->SetUV2(vec);
+ m_vertex->SetUV(1, vec);
m_mesh->SetMeshModified(true);
Py_RETURN_NONE;
}
diff --git a/source/gameengine/Physics/Bullet/CcdPhysicsController.h b/source/gameengine/Physics/Bullet/CcdPhysicsController.h
index 2228b6511ce..b456d45c733 100644
--- a/source/gameengine/Physics/Bullet/CcdPhysicsController.h
+++ b/source/gameengine/Physics/Bullet/CcdPhysicsController.h
@@ -221,7 +221,8 @@ struct CcdConstructionInfo
KinematicFilter = 4,
DebrisFilter = 8,
SensorFilter = 16,
- AllFilter = DefaultFilter | StaticFilter | KinematicFilter | DebrisFilter | SensorFilter,
+ UserFilter = 1<<8 | 1<<9 | 1<<10 | 1<<11 | 1<<12 | 1<<13 | 1<<14 | 1<<15,
+ AllFilter = DefaultFilter | StaticFilter | KinematicFilter | DebrisFilter | SensorFilter | UserFilter,
};
diff --git a/source/gameengine/Physics/Bullet/CcdPhysicsEnvironment.cpp b/source/gameengine/Physics/Bullet/CcdPhysicsEnvironment.cpp
index ba0d3f18b1d..b65d35cbbf0 100644
--- a/source/gameengine/Physics/Bullet/CcdPhysicsEnvironment.cpp
+++ b/source/gameengine/Physics/Bullet/CcdPhysicsEnvironment.cpp
@@ -1095,6 +1095,7 @@ PHY_IPhysicsController* CcdPhysicsEnvironment::rayTest(PHY_IRayCastFilterCallbac
// don't collision with sensor object
rayCallback.m_collisionFilterMask = CcdConstructionInfo::AllFilter ^ CcdConstructionInfo::SensorFilter;
+ rayCallback.m_collisionFilterGroup = CcdConstructionInfo::AllFilter;
//, ,filterCallback.m_faceNormal);
m_dynamicsWorld->rayTest(rayFrom,rayTo,rayCallback);
diff --git a/source/gameengine/Rasterizer/RAS_IRasterizer.h b/source/gameengine/Rasterizer/RAS_IRasterizer.h
index 592ddbe07d3..2af0b60d037 100644
--- a/source/gameengine/Rasterizer/RAS_IRasterizer.h
+++ b/source/gameengine/Rasterizer/RAS_IRasterizer.h
@@ -52,6 +52,7 @@ using namespace std;
class RAS_ICanvas;
class RAS_IPolyMaterial;
+class RAS_MeshSlot;
typedef vector<unsigned short> KX_IndexArray;
typedef vector<RAS_TexVert> KX_VertexArray;
@@ -129,7 +130,7 @@ public:
RAS_TEXCO_GEN, //< GPU will generate texture coordinates
RAS_TEXCO_ORCO, //< Vertex coordinates (object space)
RAS_TEXCO_GLOB, //< Vertex coordinates (world space)
- RAS_TEXCO_UV1, //< UV coordinates
+ RAS_TEXCO_UV, //< UV coordinates
RAS_TEXCO_OBJECT, //< Use another object's position as coordinates
RAS_TEXCO_LAVECTOR, //< Light vector as coordinates
RAS_TEXCO_VIEW, //< View vector as coordinates
@@ -137,7 +138,6 @@ public:
RAS_TEXCO_WINDOW, //< Window coordinates
RAS_TEXCO_NORM, //< Normal coordinates
RAS_TEXTANGENT, //<
- RAS_TEXCO_UV2, //<
RAS_TEXCO_VCOL, //< Vertex Color
RAS_TEXCO_DISABLE //< Disable this texture unit (cached)
};
diff --git a/source/gameengine/Rasterizer/RAS_LightObject.h b/source/gameengine/Rasterizer/RAS_LightObject.h
index c378a9ea0c2..96bb1a3e314 100644
--- a/source/gameengine/Rasterizer/RAS_LightObject.h
+++ b/source/gameengine/Rasterizer/RAS_LightObject.h
@@ -39,7 +39,9 @@ struct RAS_LightObject
enum LightType{
LIGHT_SPOT,
LIGHT_SUN,
- LIGHT_NORMAL
+ LIGHT_NORMAL,
+ LIGHT_HEMI,
+ LIGHT_AREA
};
bool m_modified;
int m_layer;
diff --git a/source/gameengine/Rasterizer/RAS_MaterialBucket.cpp b/source/gameengine/Rasterizer/RAS_MaterialBucket.cpp
index a18adfd8986..22572dd8958 100644
--- a/source/gameengine/Rasterizer/RAS_MaterialBucket.cpp
+++ b/source/gameengine/Rasterizer/RAS_MaterialBucket.cpp
@@ -47,6 +47,7 @@
#include "RAS_MeshObject.h"
#include "RAS_Deformer.h" // __NLA
+
/* mesh slot */
RAS_MeshSlot::RAS_MeshSlot() : SG_QList()
@@ -605,7 +606,8 @@ void RAS_MaterialBucket::RenderMeshSlot(const MT_Transform& cameratrans, RAS_IRa
if (ms.m_pDeformer)
{
- ms.m_pDeformer->Apply(m_material);
+ if (ms.m_pDeformer->Apply(m_material));
+ ms.m_mesh->SetMeshModified(true);
// KX_ReInstanceShapeFromMesh(ms.m_mesh); // Recompute the physics mesh. (Can't call KX_* from RAS_)
}
@@ -648,9 +650,8 @@ void RAS_MaterialBucket::RenderMeshSlot(const MT_Transform& cameratrans, RAS_IRa
else
rasty->IndexPrimitives(ms);
- if (rasty->QueryLists())
- if (ms.m_DisplayList)
- ms.m_mesh->SetMeshModified(false);
+
+ ms.m_mesh->SetMeshModified(false);
rendertools->PopMatrix();
}
diff --git a/source/gameengine/Rasterizer/RAS_MeshObject.cpp b/source/gameengine/Rasterizer/RAS_MeshObject.cpp
index 7da0be3a506..ea8cf9e498c 100644
--- a/source/gameengine/Rasterizer/RAS_MeshObject.cpp
+++ b/source/gameengine/Rasterizer/RAS_MeshObject.cpp
@@ -324,15 +324,14 @@ void RAS_MeshObject::SetVertexColor(RAS_IPolyMaterial* mat,MT_Vector4 rgba)
void RAS_MeshObject::AddVertex(RAS_Polygon *poly, int i,
const MT_Point3& xyz,
- const MT_Point2& uv,
- const MT_Point2& uv2,
+ const MT_Point2 uvs[RAS_TexVert::MAX_UNIT],
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_TexVert texvert(xyz, uvs, tangent, rgba, normal, flat, origindex);
RAS_MeshMaterial *mmat;
RAS_DisplayArray *darray;
RAS_MeshSlot *slot;
diff --git a/source/gameengine/Rasterizer/RAS_MeshObject.h b/source/gameengine/Rasterizer/RAS_MeshObject.h
index b3e84c4656b..396ed293925 100644
--- a/source/gameengine/Rasterizer/RAS_MeshObject.h
+++ b/source/gameengine/Rasterizer/RAS_MeshObject.h
@@ -116,8 +116,7 @@ public:
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,
+ const MT_Point2 uvs[RAS_TexVert::MAX_UNIT],
const MT_Vector4& tangent,
const unsigned int rgbacolor,
const MT_Vector3& normal,
diff --git a/source/gameengine/Rasterizer/RAS_OpenGLRasterizer/CMakeLists.txt b/source/gameengine/Rasterizer/RAS_OpenGLRasterizer/CMakeLists.txt
index 189c4f78f77..9e4dc1f749f 100644
--- a/source/gameengine/Rasterizer/RAS_OpenGLRasterizer/CMakeLists.txt
+++ b/source/gameengine/Rasterizer/RAS_OpenGLRasterizer/CMakeLists.txt
@@ -46,12 +46,17 @@ set(SRC
RAS_GLExtensionManager.cpp
RAS_ListRasterizer.cpp
RAS_OpenGLRasterizer.cpp
- RAS_VAOpenGLRasterizer.cpp
+ RAS_StorageIM.cpp
+ RAS_StorageVA.cpp
+ RAS_StorageVBO.cpp
RAS_GLExtensionManager.h
+ RAS_IStorage.h
RAS_ListRasterizer.h
RAS_OpenGLRasterizer.h
- RAS_VAOpenGLRasterizer.h
+ RAS_StorageIM.h
+ RAS_StorageVA.h
+ RAS_StorageVBO.h
)
add_definitions(-DGLEW_STATIC)
diff --git a/source/gameengine/Rasterizer/RAS_OpenGLRasterizer/RAS_IStorage.h b/source/gameengine/Rasterizer/RAS_OpenGLRasterizer/RAS_IStorage.h
new file mode 100644
index 00000000000..f5c16bc8cd8
--- /dev/null
+++ b/source/gameengine/Rasterizer/RAS_OpenGLRasterizer/RAS_IStorage.h
@@ -0,0 +1,62 @@
+/*
+ * ***** BEGIN GPL LICENSE BLOCK *****
+ *
+ * This program is free software; you can redistribute it and/or
+ * modify it under the terms of the GNU General Public License
+ * as published by the Free Software Foundation; either version 2
+ * of the License, or (at your option) any later version.
+ *
+ * This program is distributed in the hope that it will be useful,
+ * but WITHOUT ANY WARRANTY; without even the implied warranty of
+ * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+ * GNU General Public License for more details.
+ *
+ * You should have received a copy of the GNU General Public License
+ * along with this program; if not, write to the Free Software Foundation,
+ * Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
+ *
+ * The Original Code is Copyright (C) 2001-2002 by NaN Holding BV.
+ * All rights reserved.
+ *
+ * The Original Code is: all of this file.
+ *
+ * Contributor(s): none yet.
+ *
+ * ***** END GPL LICENSE BLOCK *****
+ */
+
+#ifndef __KX_STORAGE
+#define __KX_STORAGE
+
+#include "RAS_MaterialBucket.h"
+
+enum RAS_STORAGE_TYPE {
+ RAS_AUTO_STORAGE,
+ RAS_IMMEDIATE,
+ RAS_VA,
+ RAS_VBO
+};
+
+class RAS_IStorage
+{
+
+public:
+ virtual ~RAS_IStorage() {};
+
+ virtual bool Init()=0;
+ virtual void Exit()=0;
+
+ virtual void IndexPrimitives(RAS_MeshSlot& ms)=0;
+ virtual void IndexPrimitivesMulti(class RAS_MeshSlot& ms)=0;
+
+ virtual void SetDrawingMode(int drawingmode)=0;
+
+
+#ifdef WITH_CXX_GUARDEDALLOC
+public:
+ void *operator new(size_t num_bytes) { return MEM_mallocN(num_bytes, "GE:RAS_IStorage"); }
+ void operator delete( void *mem ) { MEM_freeN(mem); }
+#endif
+};
+
+#endif //__KX_STORAGE
diff --git a/source/gameengine/Rasterizer/RAS_OpenGLRasterizer/RAS_ListRasterizer.cpp b/source/gameengine/Rasterizer/RAS_OpenGLRasterizer/RAS_ListRasterizer.cpp
index 1f411a09586..f6246458878 100644
--- a/source/gameengine/Rasterizer/RAS_OpenGLRasterizer/RAS_ListRasterizer.cpp
+++ b/source/gameengine/Rasterizer/RAS_OpenGLRasterizer/RAS_ListRasterizer.cpp
@@ -106,9 +106,8 @@ bool RAS_ListSlot::End()
-RAS_ListRasterizer::RAS_ListRasterizer(RAS_ICanvas* canvas, bool useVertexArrays, bool lock)
-: RAS_VAOpenGLRasterizer(canvas, lock),
- mUseVertexArrays(useVertexArrays),
+RAS_ListRasterizer::RAS_ListRasterizer(RAS_ICanvas* canvas, bool lock, int storage)
+: RAS_OpenGLRasterizer(canvas, storage),
mATI(false)
{
if (!strcmp((const char*)glGetString(GL_VENDOR), "ATI Technologies Inc."))
@@ -238,11 +237,8 @@ void RAS_ListRasterizer::IndexPrimitives(RAS_MeshSlot& ms)
return;
}
}
- // derived mesh cannot use vertex array
- if (mUseVertexArrays && !ms.m_pDerivedMesh)
- RAS_VAOpenGLRasterizer::IndexPrimitives(ms);
- else
- RAS_OpenGLRasterizer::IndexPrimitives(ms);
+
+ RAS_OpenGLRasterizer::IndexPrimitives(ms);
if (ms.m_bDisplayList) {
localSlot->EndList();
@@ -267,13 +263,7 @@ void RAS_ListRasterizer::IndexPrimitivesMulti(RAS_MeshSlot& ms)
}
}
- // 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 && !mATI && !ms.m_pDerivedMesh)
- RAS_VAOpenGLRasterizer::IndexPrimitivesMulti(ms);
- else
- RAS_OpenGLRasterizer::IndexPrimitivesMulti(ms);
+ RAS_OpenGLRasterizer::IndexPrimitivesMulti(ms);
if (ms.m_bDisplayList) {
localSlot->EndList();
@@ -283,29 +273,17 @@ void RAS_ListRasterizer::IndexPrimitivesMulti(RAS_MeshSlot& ms)
bool RAS_ListRasterizer::Init(void)
{
- if (mUseVertexArrays) {
- return RAS_VAOpenGLRasterizer::Init();
- } else {
- return RAS_OpenGLRasterizer::Init();
- }
+ return RAS_OpenGLRasterizer::Init();
}
void RAS_ListRasterizer::SetDrawingMode(int drawingmode)
{
- if (mUseVertexArrays) {
- RAS_VAOpenGLRasterizer::SetDrawingMode(drawingmode);
- } else {
- RAS_OpenGLRasterizer::SetDrawingMode(drawingmode);
- }
+ RAS_OpenGLRasterizer::SetDrawingMode(drawingmode);
}
void RAS_ListRasterizer::Exit()
{
- if (mUseVertexArrays) {
- RAS_VAOpenGLRasterizer::Exit();
- } else {
- RAS_OpenGLRasterizer::Exit();
- }
+ RAS_OpenGLRasterizer::Exit();
}
// eof
diff --git a/source/gameengine/Rasterizer/RAS_OpenGLRasterizer/RAS_ListRasterizer.h b/source/gameengine/Rasterizer/RAS_OpenGLRasterizer/RAS_ListRasterizer.h
index 0b36bbf3876..03371896549 100644
--- a/source/gameengine/Rasterizer/RAS_OpenGLRasterizer/RAS_ListRasterizer.h
+++ b/source/gameengine/Rasterizer/RAS_OpenGLRasterizer/RAS_ListRasterizer.h
@@ -7,7 +7,7 @@
#define __RAS_LISTRASTERIZER_H__
#include "RAS_MaterialBucket.h"
-#include "RAS_VAOpenGLRasterizer.h"
+#include "RAS_OpenGLRasterizer.h"
#include <vector>
#include <map>
@@ -49,7 +49,7 @@ typedef std::map<RAS_DisplayArrayList, RAS_ListSlot*> RAS_ArrayLists;
typedef std::vector<RAS_ListSlot*> RAS_ListSlots; // indexed by material slot number
typedef std::map<DerivedMesh*, RAS_ListSlots*> RAS_DerivedMeshLists;
-class RAS_ListRasterizer : public RAS_VAOpenGLRasterizer
+class RAS_ListRasterizer : public RAS_OpenGLRasterizer
{
bool mUseVertexArrays;
bool mATI;
@@ -61,7 +61,7 @@ class RAS_ListRasterizer : public RAS_VAOpenGLRasterizer
public:
void RemoveListSlot(RAS_ListSlot* list);
- RAS_ListRasterizer(RAS_ICanvas* canvas, bool useVertexArrays=false, bool lock=false);
+ RAS_ListRasterizer(RAS_ICanvas* canvas, bool lock=false, int storage=RAS_AUTO_STORAGE);
virtual ~RAS_ListRasterizer();
virtual void IndexPrimitives(class RAS_MeshSlot& ms);
diff --git a/source/gameengine/Rasterizer/RAS_OpenGLRasterizer/RAS_OpenGLRasterizer.cpp b/source/gameengine/Rasterizer/RAS_OpenGLRasterizer/RAS_OpenGLRasterizer.cpp
index 7db433b5b4f..7c0956839a7 100644
--- a/source/gameengine/Rasterizer/RAS_OpenGLRasterizer/RAS_OpenGLRasterizer.cpp
+++ b/source/gameengine/Rasterizer/RAS_OpenGLRasterizer/RAS_OpenGLRasterizer.cpp
@@ -43,6 +43,10 @@
#include "MT_CmMatrix4x4.h"
#include "RAS_IRenderTools.h" // rendering text
+#include "RAS_StorageIM.h"
+#include "RAS_StorageVA.h"
+#include "RAS_StorageVBO.h"
+
#include "GPU_draw.h"
#include "GPU_material.h"
#include "GPU_extensions.h"
@@ -71,7 +75,7 @@ static GLuint right_eye_vinterlace_mask[32];
*/
static GLuint hinterlace_mask[33];
-RAS_OpenGLRasterizer::RAS_OpenGLRasterizer(RAS_ICanvas* canvas)
+RAS_OpenGLRasterizer::RAS_OpenGLRasterizer(RAS_ICanvas* canvas, int storage)
:RAS_IRasterizer(canvas),
m_2DCanvas(canvas),
m_fogenabled(false),
@@ -90,7 +94,8 @@ RAS_OpenGLRasterizer::RAS_OpenGLRasterizer(RAS_ICanvas* canvas)
m_attrib_num(0),
//m_last_alphablend(GPU_BLEND_SOLID),
m_last_frontface(true),
- m_materialCachingInfo(0)
+ m_materialCachingInfo(0),
+ m_storage_type(storage)
{
m_viewmatrix.setIdentity();
m_viewinvmatrix.setIdentity();
@@ -104,6 +109,24 @@ RAS_OpenGLRasterizer::RAS_OpenGLRasterizer(RAS_ICanvas* canvas)
hinterlace_mask[32] = 0;
m_prevafvalue = GPU_get_anisotropic();
+
+ if (m_storage_type == RAS_VBO /*|| m_storage_type == RAS_AUTO_STORAGE && GLEW_ARB_vertex_buffer_object*/)
+ {
+ m_storage = new RAS_StorageVBO(&m_texco_num, m_texco, &m_attrib_num, m_attrib);
+ m_failsafe_storage = new RAS_StorageIM(&m_texco_num, m_texco, &m_attrib_num, m_attrib);
+ m_storage_type = RAS_VBO;
+ }
+ else if (m_storage_type == RAS_VA || m_storage_type == RAS_AUTO_STORAGE && GLEW_VERSION_1_1)
+ {
+ m_storage = new RAS_StorageVA(&m_texco_num, m_texco, &m_attrib_num, m_attrib);
+ m_failsafe_storage = new RAS_StorageIM(&m_texco_num, m_texco, &m_attrib_num, m_attrib);
+ m_storage_type = RAS_VA;
+ }
+ else
+ {
+ m_storage = m_failsafe_storage = new RAS_StorageIM(&m_texco_num, m_texco, &m_attrib_num, m_attrib);
+ m_storage_type = RAS_IMMEDIATE;
+ }
}
@@ -112,10 +135,12 @@ RAS_OpenGLRasterizer::~RAS_OpenGLRasterizer()
{
// Restore the previous AF value
GPU_set_anisotropic(m_prevafvalue);
+ delete m_storage;
}
bool RAS_OpenGLRasterizer::Init()
{
+ bool storage_init;
GPU_state_init();
@@ -143,7 +168,9 @@ bool RAS_OpenGLRasterizer::Init()
glShadeModel(GL_SMOOTH);
- return true;
+ storage_init = m_storage->Init();
+
+ return true && storage_init;
}
@@ -264,6 +291,8 @@ bool RAS_OpenGLRasterizer::SetMaterial(const RAS_IPolyMaterial& mat)
void RAS_OpenGLRasterizer::Exit()
{
+ m_storage->Exit();
+
glEnable(GL_CULL_FACE);
glEnable(GL_DEPTH_TEST);
glClearDepth(1.0);
@@ -286,7 +315,7 @@ void RAS_OpenGLRasterizer::Exit()
bool RAS_OpenGLRasterizer::BeginFrame(int drawingmode, double time)
{
m_time = time;
- m_drawingmode = drawingmode;
+ SetDrawingMode(drawingmode);
// Blender camera routine destroys the settings
if (m_drawingmode < KX_SOLID)
@@ -325,6 +354,8 @@ void RAS_OpenGLRasterizer::SetDrawingMode(int drawingmode)
if (m_drawingmode == KX_WIREFRAME)
glDisable(GL_CULL_FACE);
+
+ m_storage->SetDrawingMode(drawingmode);
}
int RAS_OpenGLRasterizer::GetDrawingMode()
@@ -664,7 +695,7 @@ void RAS_OpenGLRasterizer::IndexPrimitives_3DText(RAS_MeshSlot& ms,
glattrib = -1;
if (GLEW_ARB_vertex_program)
for (unit=0; unit<m_attrib_num; unit++)
- if (m_attrib[unit] == RAS_TEXCO_UV1)
+ if (m_attrib[unit] == RAS_TEXCO_UV)
glattrib = unit;
rendertools->RenderText(polymat->GetDrawingMode(), polymat,
@@ -706,256 +737,20 @@ void RAS_OpenGLRasterizer::SetAttrib(TexCoGen coords, int unit)
m_attrib[unit] = coords;
}
-void RAS_OpenGLRasterizer::TexCoord(const RAS_TexVert &tv)
-{
- int unit;
-
- if (GLEW_ARB_multitexture) {
- for (unit=0; unit<m_texco_num; 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.getXYZ());
- break;
- case RAS_TEXCO_UV1:
- glMultiTexCoord2fvARB(GL_TEXTURE0_ARB+unit, tv.getUV1());
- break;
- case RAS_TEXCO_NORM:
- glMultiTexCoord3fvARB(GL_TEXTURE0_ARB+unit, tv.getNormal());
- break;
- case RAS_TEXTANGENT:
- glMultiTexCoord4fvARB(GL_TEXTURE0_ARB+unit, tv.getTangent());
- break;
- case RAS_TEXCO_UV2:
- glMultiTexCoord2fvARB(GL_TEXTURE0_ARB+unit, tv.getUV2());
- break;
- default:
- break;
- }
- }
- }
-
- if (GLEW_ARB_vertex_program) {
- for (unit=0; unit<m_attrib_num; unit++) {
- switch(m_attrib[unit]) {
- case RAS_TEXCO_ORCO:
- case RAS_TEXCO_GLOB:
- glVertexAttrib3fvARB(unit, tv.getXYZ());
- break;
- case RAS_TEXCO_UV1:
- glVertexAttrib2fvARB(unit, tv.getUV1());
- break;
- case RAS_TEXCO_NORM:
- glVertexAttrib3fvARB(unit, tv.getNormal());
- break;
- case RAS_TEXTANGENT:
- glVertexAttrib4fvARB(unit, tv.getTangent());
- break;
- case RAS_TEXCO_UV2:
- glVertexAttrib2fvARB(unit, tv.getUV2());
- break;
- case RAS_TEXCO_VCOL:
- glVertexAttrib4ubvARB(unit, tv.getRGBA());
- break;
- default:
- break;
- }
- }
- }
-
-}
-
void RAS_OpenGLRasterizer::IndexPrimitives(RAS_MeshSlot& ms)
{
- IndexPrimitivesInternal(ms, false);
+ if (ms.m_pDerivedMesh)
+ m_failsafe_storage->IndexPrimitives(ms);
+ else
+ m_storage->IndexPrimitives(ms);
}
void RAS_OpenGLRasterizer::IndexPrimitivesMulti(RAS_MeshSlot& ms)
{
- IndexPrimitivesInternal(ms, true);
-}
-
-static bool current_wireframe;
-static RAS_MaterialBucket *current_bucket;
-static RAS_IPolyMaterial *current_polymat;
-static RAS_MeshSlot *current_ms;
-static RAS_MeshObject *current_mesh;
-static int current_blmat_nr;
-static GPUVertexAttribs current_gpu_attribs;
-static Image *current_image;
-static int CheckMaterialDM(int matnr, void *attribs)
-{
- // only draw the current material
- if (matnr != current_blmat_nr)
- return 0;
- GPUVertexAttribs *gattribs = (GPUVertexAttribs *)attribs;
- if (gattribs)
- memcpy(gattribs, &current_gpu_attribs, sizeof(GPUVertexAttribs));
- return 1;
-}
-
-/*
-static int CheckTexfaceDM(void *mcol, int index)
-{
-
- // index is the original face index, retrieve the polygon
- RAS_Polygon* polygon = (index >= 0 && index < current_mesh->NumPolygons()) ?
- current_mesh->GetPolygon(index) : NULL;
- if (polygon && polygon->GetMaterial() == current_bucket) {
- // must handle color.
- if (current_wireframe)
- return 2;
- if (current_ms->m_bObjectColor) {
- MT_Vector4& rgba = current_ms->m_RGBAcolor;
- glColor4d(rgba[0], rgba[1], rgba[2], rgba[3]);
- // don't use mcol
- return 2;
- }
- if (!mcol) {
- // we have to set the color from the material
- unsigned char rgba[4];
- current_polymat->GetMaterialRGBAColor(rgba);
- glColor4ubv((const GLubyte *)rgba);
- return 2;
- }
- return 1;
- }
- return 0;
-}
-*/
-
-static DMDrawOption CheckTexDM(MTFace *tface, int has_mcol, int matnr)
-{
-
- // index is the original face index, retrieve the polygon
- if (matnr == current_blmat_nr &&
- (tface == NULL || tface->tpage == current_image)) {
- // must handle color.
- if (current_wireframe)
- return DM_DRAW_OPTION_NO_MCOL;
- if (current_ms->m_bObjectColor) {
- MT_Vector4& rgba = current_ms->m_RGBAcolor;
- glColor4d(rgba[0], rgba[1], rgba[2], rgba[3]);
- // don't use mcol
- return DM_DRAW_OPTION_NO_MCOL;
- }
- if (!has_mcol) {
- // we have to set the color from the material
- unsigned char rgba[4];
- current_polymat->GetMaterialRGBAColor(rgba);
- glColor4ubv((const GLubyte *)rgba);
- return DM_DRAW_OPTION_NO_MCOL;
- }
- return DM_DRAW_OPTION_NORMAL;
- }
- return DM_DRAW_OPTION_SKIP;
-}
-
-void RAS_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;
-
- if (ms.m_pDerivedMesh) {
- // mesh data is in derived mesh,
- current_bucket = ms.m_bucket;
- current_polymat = current_bucket->GetPolyMaterial();
- current_ms = &ms;
- current_mesh = ms.m_mesh;
- current_wireframe = wireframe;
- // MCol *mcol = (MCol*)ms.m_pDerivedMesh->getFaceDataArray(ms.m_pDerivedMesh, CD_MCOL); /* UNUSED */
-
- // handle two-side
- if (current_polymat->GetDrawingMode() & RAS_IRasterizer::KX_BACKCULL)
- this->SetCullFace(true);
- else
- this->SetCullFace(false);
-
- if (current_polymat->GetFlag() & RAS_BLENDERGLSL) {
- // GetMaterialIndex return the original mface material index,
- // increment by 1 to match what derived mesh is doing
- current_blmat_nr = current_polymat->GetMaterialIndex()+1;
- // For GLSL we need to retrieve the GPU material attribute
- Material* blmat = current_polymat->GetBlenderMaterial();
- Scene* blscene = current_polymat->GetBlenderScene();
- if (!wireframe && blscene && blmat)
- GPU_material_vertex_attributes(GPU_material_from_blender(blscene, blmat), &current_gpu_attribs);
- else
- memset(&current_gpu_attribs, 0, sizeof(current_gpu_attribs));
- // DM draw can mess up blending mode, restore at the end
- int current_blend_mode = GPU_get_material_alpha_blend();
- ms.m_pDerivedMesh->drawFacesGLSL(ms.m_pDerivedMesh, CheckMaterialDM);
- GPU_set_material_alpha_blend(current_blend_mode);
- } else {
- //ms.m_pDerivedMesh->drawMappedFacesTex(ms.m_pDerivedMesh, CheckTexfaceDM, mcol);
- current_blmat_nr = current_polymat->GetMaterialIndex();
- current_image = current_polymat->GetBlenderImage();
- ms.m_pDerivedMesh->drawFacesTex(ms.m_pDerivedMesh, CheckTexDM, NULL, NULL);
- }
- return;
- }
- // iterate over display arrays, each containing an index + vertex array
- for (ms.begin(it); !ms.end(it); ms.next(it)) {
- RAS_TexVert *vertex;
- size_t i, j, numvert;
-
- numvert = it.array->m_type;
-
- if (it.array->m_type == RAS_DisplayArray::LINE) {
- // line drawing
- glBegin(GL_LINES);
-
- for (i=0; i<it.totindex; i+=2)
- {
- vertex = &it.vertex[it.index[i]];
- glVertex3fv(vertex->getXYZ());
-
- vertex = &it.vertex[it.index[i+1]];
- glVertex3fv(vertex->getXYZ());
- }
-
- glEnd();
- }
- else {
- // triangle and quad drawing
- if (it.array->m_type == RAS_DisplayArray::TRIANGLE)
- glBegin(GL_TRIANGLES);
- else
- glBegin(GL_QUADS);
-
- for (i=0; i<it.totindex; i+=numvert)
- {
- if (obcolor)
- glColor4d(rgba[0], rgba[1], rgba[2], rgba[3]);
-
- for (j=0; j<numvert; j++) {
- vertex = &it.vertex[it.index[i+j]];
-
- if (!wireframe) {
- if (!obcolor)
- glColor4ubv((const GLubyte *)(vertex->getRGBA()));
-
- glNormal3fv(vertex->getNormal());
-
- if (multi)
- TexCoord(*vertex);
- else
- glTexCoord2fv(vertex->getUV1());
- }
-
- glVertex3fv(vertex->getXYZ());
- }
- }
-
- glEnd();
- }
- }
+ if (ms.m_pDerivedMesh)
+ m_failsafe_storage->IndexPrimitivesMulti(ms);
+ else
+ m_storage->IndexPrimitivesMulti(ms);
}
void RAS_OpenGLRasterizer::SetProjectionMatrix(MT_CmMatrix4x4 &mat)
diff --git a/source/gameengine/Rasterizer/RAS_OpenGLRasterizer/RAS_OpenGLRasterizer.h b/source/gameengine/Rasterizer/RAS_OpenGLRasterizer/RAS_OpenGLRasterizer.h
index 3b4a6c4900c..bd85367fae8 100644
--- a/source/gameengine/Rasterizer/RAS_OpenGLRasterizer/RAS_OpenGLRasterizer.h
+++ b/source/gameengine/Rasterizer/RAS_OpenGLRasterizer/RAS_OpenGLRasterizer.h
@@ -41,6 +41,7 @@
using namespace std;
#include "RAS_IRasterizer.h"
+#include "RAS_IStorage.h"
#include "RAS_MaterialBucket.h"
#include "RAS_ICanvas.h"
@@ -83,7 +84,6 @@ class RAS_OpenGLRasterizer : public RAS_IRasterizer
float m_ambr;
float m_ambg;
float m_ambb;
-
double m_time;
MT_Matrix4x4 m_viewmatrix;
MT_Matrix4x4 m_viewinvmatrix;
@@ -115,9 +115,15 @@ protected:
/** Stores the caching information for the last material activated. */
RAS_IPolyMaterial::TCachingInfo m_materialCachingInfo;
+ /** Making use of a Strategy desing pattern for storage behavior.
+ Examples of concrete strategies: Vertex Arrays, VBOs, Immediate Mode*/
+ int m_storage_type;
+ RAS_IStorage* m_storage;
+ RAS_IStorage* m_failsafe_storage; //So derived mesh can use immediate mode
+
public:
double GetTime();
- RAS_OpenGLRasterizer(RAS_ICanvas* canv);
+ RAS_OpenGLRasterizer(RAS_ICanvas* canv, int storage=RAS_AUTO_STORAGE);
virtual ~RAS_OpenGLRasterizer();
/*enum DrawType
@@ -166,8 +172,6 @@ public:
class RAS_IPolyMaterial* polymat,
class RAS_IRenderTools* rendertools);
- void IndexPrimitivesInternal(RAS_MeshSlot& ms, bool multi);
-
virtual void SetProjectionMatrix(MT_CmMatrix4x4 & mat);
virtual void SetProjectionMatrix(const MT_Matrix4x4 & mat);
virtual void SetViewMatrix(
diff --git a/source/gameengine/Rasterizer/RAS_OpenGLRasterizer/RAS_StorageIM.cpp b/source/gameengine/Rasterizer/RAS_OpenGLRasterizer/RAS_StorageIM.cpp
new file mode 100644
index 00000000000..dcb10c0dd93
--- /dev/null
+++ b/source/gameengine/Rasterizer/RAS_OpenGLRasterizer/RAS_StorageIM.cpp
@@ -0,0 +1,307 @@
+/*
+ * ***** BEGIN GPL LICENSE BLOCK *****
+ *
+ * This program is free software; you can redistribute it and/or
+ * modify it under the terms of the GNU General Public License
+ * as published by the Free Software Foundation; either version 2
+ * of the License, or (at your option) any later version.
+ *
+ * This program is distributed in the hope that it will be useful,
+ * but WITHOUT ANY WARRANTY; without even the implied warranty of
+ * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+ * GNU General Public License for more details.
+ *
+ * You should have received a copy of the GNU General Public License
+ * along with this program; if not, write to the Free Software Foundation,
+ * Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
+ *
+ * The Original Code is Copyright (C) 2001-2002 by NaN Holding BV.
+ * All rights reserved.
+ *
+ * The Original Code is: all of this file.
+ *
+ * Contributor(s): none yet.
+ *
+ * ***** END GPL LICENSE BLOCK *****
+ */
+
+#include "RAS_StorageIM.h"
+
+#include "GL/glew.h"
+#include "GPU_draw.h"
+#include "GPU_extensions.h"
+#include "GPU_material.h"
+
+#include "DNA_meshdata_types.h"
+
+#include "BKE_DerivedMesh.h"
+
+RAS_StorageIM::RAS_StorageIM(int *texco_num, RAS_IRasterizer::TexCoGen *texco, int *attrib_num, RAS_IRasterizer::TexCoGen *attrib) :
+ m_texco_num(texco_num),
+ m_texco(texco),
+ m_attrib_num(attrib_num),
+ m_attrib(attrib)
+{
+}
+RAS_StorageIM::~RAS_StorageIM()
+{
+}
+
+bool RAS_StorageIM::Init()
+{
+ return true;
+}
+void RAS_StorageIM::Exit()
+{
+}
+
+void RAS_StorageIM::IndexPrimitives(RAS_MeshSlot& ms)
+{
+ IndexPrimitivesInternal(ms, false);
+}
+
+void RAS_StorageIM::IndexPrimitivesMulti(class RAS_MeshSlot& ms)
+{
+ IndexPrimitivesInternal(ms, true);
+}
+
+void RAS_StorageIM::TexCoord(const RAS_TexVert &tv)
+{
+ int unit;
+
+ if (GLEW_ARB_multitexture) {
+ for (unit = 0; unit < *m_texco_num; unit++) {
+ switch(m_texco[unit]) {
+ case RAS_IRasterizer::RAS_TEXCO_ORCO:
+ case RAS_IRasterizer::RAS_TEXCO_GLOB:
+ glMultiTexCoord3fvARB(GL_TEXTURE0_ARB + unit, tv.getXYZ());
+ break;
+ case RAS_IRasterizer::RAS_TEXCO_UV:
+ glMultiTexCoord2fvARB(GL_TEXTURE0_ARB + unit, tv.getUV(unit));
+ break;
+ case RAS_IRasterizer::RAS_TEXCO_NORM:
+ glMultiTexCoord3fvARB(GL_TEXTURE0_ARB + unit, tv.getNormal());
+ break;
+ case RAS_IRasterizer::RAS_TEXTANGENT:
+ glMultiTexCoord4fvARB(GL_TEXTURE0_ARB + unit, tv.getTangent());
+ break;
+ default:
+ break;
+ }
+ }
+ }
+
+ if (GLEW_ARB_vertex_program) {
+ int uv = 0;
+ for (unit = 0; unit < *m_attrib_num; unit++) {
+ switch(m_attrib[unit]) {
+ case RAS_IRasterizer::RAS_TEXCO_ORCO:
+ case RAS_IRasterizer::RAS_TEXCO_GLOB:
+ glVertexAttrib3fvARB(unit, tv.getXYZ());
+ break;
+ case RAS_IRasterizer::RAS_TEXCO_UV:
+ glVertexAttrib2fvARB(unit, tv.getUV(uv++));
+ break;
+ case RAS_IRasterizer::RAS_TEXCO_NORM:
+ glVertexAttrib3fvARB(unit, tv.getNormal());
+ break;
+ case RAS_IRasterizer::RAS_TEXTANGENT:
+ glVertexAttrib4fvARB(unit, tv.getTangent());
+ break;
+ case RAS_IRasterizer::RAS_TEXCO_VCOL:
+ glVertexAttrib4ubvARB(unit, tv.getRGBA());
+ break;
+ default:
+ break;
+ }
+ }
+ }
+
+}
+
+void RAS_StorageIM::SetCullFace(bool enable)
+{
+ if (enable)
+ glEnable(GL_CULL_FACE);
+ else
+ glDisable(GL_CULL_FACE);
+}
+
+static bool current_wireframe;
+static RAS_MaterialBucket *current_bucket;
+static RAS_IPolyMaterial *current_polymat;
+static RAS_MeshSlot *current_ms;
+static RAS_MeshObject *current_mesh;
+static int current_blmat_nr;
+static GPUVertexAttribs current_gpu_attribs;
+static Image *current_image;
+static int CheckMaterialDM(int matnr, void *attribs)
+{
+ // only draw the current material
+ if (matnr != current_blmat_nr)
+ return 0;
+ GPUVertexAttribs *gattribs = (GPUVertexAttribs *)attribs;
+ if (gattribs)
+ memcpy(gattribs, &current_gpu_attribs, sizeof(GPUVertexAttribs));
+ return 1;
+}
+
+/*
+static int CheckTexfaceDM(void *mcol, int index)
+{
+
+ // index is the original face index, retrieve the polygon
+ RAS_Polygon* polygon = (index >= 0 && index < current_mesh->NumPolygons()) ?
+ current_mesh->GetPolygon(index) : NULL;
+ if (polygon && polygon->GetMaterial() == current_bucket) {
+ // must handle color.
+ if (current_wireframe)
+ return 2;
+ if (current_ms->m_bObjectColor) {
+ MT_Vector4& rgba = current_ms->m_RGBAcolor;
+ glColor4d(rgba[0], rgba[1], rgba[2], rgba[3]);
+ // don't use mcol
+ return 2;
+ }
+ if (!mcol) {
+ // we have to set the color from the material
+ unsigned char rgba[4];
+ current_polymat->GetMaterialRGBAColor(rgba);
+ glColor4ubv((const GLubyte *)rgba);
+ return 2;
+ }
+ return 1;
+ }
+ return 0;
+}
+*/
+
+static DMDrawOption CheckTexDM(MTFace *tface, int has_mcol, int matnr)
+{
+
+ // index is the original face index, retrieve the polygon
+ if (matnr == current_blmat_nr &&
+ (tface == NULL || tface->tpage == current_image)) {
+ // must handle color.
+ if (current_wireframe)
+ return DM_DRAW_OPTION_NO_MCOL;
+ if (current_ms->m_bObjectColor) {
+ MT_Vector4& rgba = current_ms->m_RGBAcolor;
+ glColor4d(rgba[0], rgba[1], rgba[2], rgba[3]);
+ // don't use mcol
+ return DM_DRAW_OPTION_NO_MCOL;
+ }
+ if (!has_mcol) {
+ // we have to set the color from the material
+ unsigned char rgba[4];
+ current_polymat->GetMaterialRGBAColor(rgba);
+ glColor4ubv((const GLubyte *)rgba);
+ return DM_DRAW_OPTION_NO_MCOL;
+ }
+ return DM_DRAW_OPTION_NORMAL;
+ }
+ return DM_DRAW_OPTION_SKIP;
+}
+
+void RAS_StorageIM::IndexPrimitivesInternal(RAS_MeshSlot& ms, bool multi)
+{
+ bool obcolor = ms.m_bObjectColor;
+ bool wireframe = m_drawingmode <= RAS_IRasterizer::KX_WIREFRAME;
+ MT_Vector4& rgba = ms.m_RGBAcolor;
+ RAS_MeshSlot::iterator it;
+
+ if (ms.m_pDerivedMesh) {
+ // mesh data is in derived mesh,
+ current_bucket = ms.m_bucket;
+ current_polymat = current_bucket->GetPolyMaterial();
+ current_ms = &ms;
+ current_mesh = ms.m_mesh;
+ current_wireframe = wireframe;
+ // MCol *mcol = (MCol*)ms.m_pDerivedMesh->getFaceDataArray(ms.m_pDerivedMesh, CD_MCOL); /* UNUSED */
+
+ // handle two-side
+ if (current_polymat->GetDrawingMode() & RAS_IRasterizer::KX_BACKCULL)
+ this->SetCullFace(true);
+ else
+ this->SetCullFace(false);
+
+ if (current_polymat->GetFlag() & RAS_BLENDERGLSL) {
+ // GetMaterialIndex return the original mface material index,
+ // increment by 1 to match what derived mesh is doing
+ current_blmat_nr = current_polymat->GetMaterialIndex()+1;
+ // For GLSL we need to retrieve the GPU material attribute
+ Material* blmat = current_polymat->GetBlenderMaterial();
+ Scene* blscene = current_polymat->GetBlenderScene();
+ if (!wireframe && blscene && blmat)
+ GPU_material_vertex_attributes(GPU_material_from_blender(blscene, blmat), &current_gpu_attribs);
+ else
+ memset(&current_gpu_attribs, 0, sizeof(current_gpu_attribs));
+ // DM draw can mess up blending mode, restore at the end
+ int current_blend_mode = GPU_get_material_alpha_blend();
+ ms.m_pDerivedMesh->drawFacesGLSL(ms.m_pDerivedMesh, CheckMaterialDM);
+ GPU_set_material_alpha_blend(current_blend_mode);
+ } else {
+ //ms.m_pDerivedMesh->drawMappedFacesTex(ms.m_pDerivedMesh, CheckTexfaceDM, mcol);
+ current_blmat_nr = current_polymat->GetMaterialIndex();
+ current_image = current_polymat->GetBlenderImage();
+ ms.m_pDerivedMesh->drawFacesTex(ms.m_pDerivedMesh, CheckTexDM, NULL, NULL);
+ }
+ return;
+ }
+ // iterate over display arrays, each containing an index + vertex array
+ for (ms.begin(it); !ms.end(it); ms.next(it)) {
+ RAS_TexVert *vertex;
+ size_t i, j, numvert;
+
+ numvert = it.array->m_type;
+
+ if (it.array->m_type == RAS_DisplayArray::LINE) {
+ // line drawing
+ glBegin(GL_LINES);
+
+ for (i = 0; i < it.totindex; i += 2)
+ {
+ vertex = &it.vertex[it.index[i]];
+ glVertex3fv(vertex->getXYZ());
+
+ vertex = &it.vertex[it.index[i+1]];
+ glVertex3fv(vertex->getXYZ());
+ }
+
+ glEnd();
+ }
+ else {
+ // triangle and quad drawing
+ if (it.array->m_type == RAS_DisplayArray::TRIANGLE)
+ glBegin(GL_TRIANGLES);
+ else
+ glBegin(GL_QUADS);
+
+ for (i = 0; i < it.totindex; i += numvert)
+ {
+ if (obcolor)
+ glColor4d(rgba[0], rgba[1], rgba[2], rgba[3]);
+
+ for (j = 0; j < numvert; j++) {
+ vertex = &it.vertex[it.index[i+j]];
+
+ if (!wireframe) {
+ if (!obcolor)
+ glColor4ubv((const GLubyte *)(vertex->getRGBA()));
+
+ glNormal3fv(vertex->getNormal());
+
+ if (multi)
+ TexCoord(*vertex);
+ else
+ glTexCoord2fv(vertex->getUV(0));
+ }
+
+ glVertex3fv(vertex->getXYZ());
+ }
+ }
+
+ glEnd();
+ }
+ }
+}
diff --git a/source/gameengine/Rasterizer/RAS_OpenGLRasterizer/RAS_StorageIM.h b/source/gameengine/Rasterizer/RAS_OpenGLRasterizer/RAS_StorageIM.h
new file mode 100644
index 00000000000..de4ff30d394
--- /dev/null
+++ b/source/gameengine/Rasterizer/RAS_OpenGLRasterizer/RAS_StorageIM.h
@@ -0,0 +1,68 @@
+/*
+ * ***** BEGIN GPL LICENSE BLOCK *****
+ *
+ * This program is free software; you can redistribute it and/or
+ * modify it under the terms of the GNU General Public License
+ * as published by the Free Software Foundation; either version 2
+ * of the License, or (at your option) any later version.
+ *
+ * This program is distributed in the hope that it will be useful,
+ * but WITHOUT ANY WARRANTY; without even the implied warranty of
+ * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+ * GNU General Public License for more details.
+ *
+ * You should have received a copy of the GNU General Public License
+ * along with this program; if not, write to the Free Software Foundation,
+ * Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
+ *
+ * The Original Code is Copyright (C) 2001-2002 by NaN Holding BV.
+ * All rights reserved.
+ *
+ * The Original Code is: all of this file.
+ *
+ * Contributor(s): none yet.
+ *
+ * ***** END GPL LICENSE BLOCK *****
+ */
+
+#ifndef __KX_IMMEDIATEMODESTORAGE
+#define __KX_IMMEDIATEMODESTORAGE
+
+#include "RAS_IStorage.h"
+#include "RAS_IRasterizer.h"
+
+class RAS_StorageIM : public RAS_IStorage
+{
+public:
+ RAS_StorageIM(int *texco_num, RAS_IRasterizer::TexCoGen *texco, int *attrib_num, RAS_IRasterizer::TexCoGen *attrib);
+ virtual ~RAS_StorageIM();
+
+ virtual bool Init();
+ virtual void Exit();
+
+ virtual void IndexPrimitives(RAS_MeshSlot& ms);
+ virtual void IndexPrimitivesMulti(class RAS_MeshSlot& ms);
+
+ virtual void SetDrawingMode(int drawingmode){m_drawingmode=drawingmode;};
+
+protected:
+ int m_drawingmode;
+ int* m_texco_num;
+ int* m_attrib_num;
+ RAS_IRasterizer::TexCoGen* m_texco;
+ RAS_IRasterizer::TexCoGen* m_attrib;
+
+ void TexCoord(const RAS_TexVert &tv);
+ void SetCullFace(bool enable);
+
+ void IndexPrimitivesInternal(RAS_MeshSlot& ms, bool multi);
+
+
+#ifdef WITH_CXX_GUARDEDALLOC
+public:
+ void *operator new(size_t num_bytes) { return MEM_mallocN(num_bytes, "GE:RAS_StorageIM"); }
+ void operator delete( void *mem ) { MEM_freeN(mem); }
+#endif
+};
+
+#endif //__KX_IMMEDIATEMODESTORAGE
diff --git a/source/gameengine/Rasterizer/RAS_OpenGLRasterizer/RAS_VAOpenGLRasterizer.cpp b/source/gameengine/Rasterizer/RAS_OpenGLRasterizer/RAS_StorageVA.cpp
index ff24bd639ba..d61e657d7ad 100644
--- a/source/gameengine/Rasterizer/RAS_OpenGLRasterizer/RAS_VAOpenGLRasterizer.cpp
+++ b/source/gameengine/Rasterizer/RAS_OpenGLRasterizer/RAS_StorageVA.cpp
@@ -25,97 +25,51 @@
* ***** END GPL LICENSE BLOCK *****
*/
-/** \file gameengine/Rasterizer/RAS_OpenGLRasterizer/RAS_VAOpenGLRasterizer.cpp
- * \ingroup bgerastogl
- */
-
-#include "RAS_VAOpenGLRasterizer.h"
-#include <stdlib.h>
+#include "RAS_StorageVA.h"
#include "GL/glew.h"
-#include "GPU_extensions.h"
-
-#include "STR_String.h"
-#include "RAS_TexVert.h"
-#include "MT_CmMatrix4x4.h"
-#include "RAS_IRenderTools.h" // rendering text
-
-RAS_VAOpenGLRasterizer::RAS_VAOpenGLRasterizer(RAS_ICanvas* canvas, bool lock)
-: RAS_OpenGLRasterizer(canvas),
- m_Lock(lock && GLEW_EXT_compiled_vertex_array),
+
+RAS_StorageVA::RAS_StorageVA(int *texco_num, RAS_IRasterizer::TexCoGen *texco, int *attrib_num, RAS_IRasterizer::TexCoGen *attrib) :
+ m_texco_num(texco_num),
+ m_texco(texco),
+ m_attrib_num(attrib_num),
+ m_attrib(attrib),
m_last_texco_num(0),
m_last_attrib_num(0)
{
}
-RAS_VAOpenGLRasterizer::~RAS_VAOpenGLRasterizer()
+RAS_StorageVA::~RAS_StorageVA()
{
}
-bool RAS_VAOpenGLRasterizer::Init(void)
+bool RAS_StorageVA::Init()
{
-
- bool result = RAS_OpenGLRasterizer::Init();
-
- if (result)
- {
- glEnableClientState(GL_VERTEX_ARRAY);
- glEnableClientState(GL_NORMAL_ARRAY);
- glDisableClientState(GL_COLOR_ARRAY);
- glDisableClientState(GL_TEXTURE_COORD_ARRAY);
-
- glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
- }
-
- return result;
-}
+ glEnableClientState(GL_VERTEX_ARRAY);
+ glEnableClientState(GL_NORMAL_ARRAY);
+ glDisableClientState(GL_COLOR_ARRAY);
+ glDisableClientState(GL_TEXTURE_COORD_ARRAY);
-void RAS_VAOpenGLRasterizer::SetDrawingMode(int drawingmode)
-{
- m_drawingmode = drawingmode;
+ glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
- switch (m_drawingmode)
- {
- case KX_BOUNDINGBOX:
- case KX_WIREFRAME:
- //glDisableClientState(GL_COLOR_ARRAY);
- //glDisable(GL_CULL_FACE);
- break;
- case KX_SOLID:
- //glDisableClientState(GL_COLOR_ARRAY);
- break;
- case KX_TEXTURED:
- case KX_SHADED:
- case KX_SHADOW:
- //glEnableClientState(GL_COLOR_ARRAY);
- default:
- break;
- }
+ return true;
}
-void RAS_VAOpenGLRasterizer::Exit()
+void RAS_StorageVA::Exit()
{
glDisableClientState(GL_VERTEX_ARRAY);
glDisableClientState(GL_NORMAL_ARRAY);
glDisableClientState(GL_TEXTURE_COORD_ARRAY);
glDisableClientState(GL_COLOR_ARRAY);
-
- RAS_OpenGLRasterizer::Exit();
}
-void RAS_VAOpenGLRasterizer::IndexPrimitives(RAS_MeshSlot& ms)
+void RAS_StorageVA::IndexPrimitives(RAS_MeshSlot& ms)
{
static const GLsizei stride = sizeof(RAS_TexVert);
- bool wireframe = m_drawingmode <= KX_WIREFRAME;
+ bool wireframe = m_drawingmode <= RAS_IRasterizer::KX_WIREFRAME;
RAS_MeshSlot::iterator it;
GLenum drawmode;
- if (ms.m_pDerivedMesh) {
- // cannot be handled here, pass to RAS_OpenGLRasterizer
- RAS_OpenGLRasterizer::IndexPrimitivesInternal(ms, false);
- return;
- }
-
if (!wireframe)
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
@@ -151,7 +105,7 @@ void RAS_VAOpenGLRasterizer::IndexPrimitives(RAS_MeshSlot& ms)
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());
+ glTexCoordPointer(2, GL_FLOAT, stride, it.vertex->getUV(0));
if (glIsEnabled(GL_COLOR_ARRAY))
glColorPointer(4, GL_UNSIGNED_BYTE, stride, it.vertex->getRGBA());
}
@@ -166,19 +120,13 @@ void RAS_VAOpenGLRasterizer::IndexPrimitives(RAS_MeshSlot& ms)
}
}
-void RAS_VAOpenGLRasterizer::IndexPrimitivesMulti(RAS_MeshSlot& ms)
+void RAS_StorageVA::IndexPrimitivesMulti(class RAS_MeshSlot& ms)
{
static const GLsizei stride = sizeof(RAS_TexVert);
- bool wireframe = m_drawingmode <= KX_WIREFRAME;
+ bool wireframe = m_drawingmode <= RAS_IRasterizer::KX_WIREFRAME;
RAS_MeshSlot::iterator it;
GLenum drawmode;
- if (ms.m_pDerivedMesh) {
- // cannot be handled here, pass to RAS_OpenGLRasterizer
- RAS_OpenGLRasterizer::IndexPrimitivesInternal(ms, true);
- return;
- }
-
if (!wireframe)
EnableTextures(true);
@@ -229,7 +177,7 @@ void RAS_VAOpenGLRasterizer::IndexPrimitivesMulti(RAS_MeshSlot& ms)
}
}
-void RAS_VAOpenGLRasterizer::TexCoordPtr(const RAS_TexVert *tv)
+void RAS_StorageVA::TexCoordPtr(const RAS_TexVert *tv)
{
/* note: this function must closely match EnableTextures to enable/disable
* the right arrays, otherwise coordinate and attribute pointers from other
@@ -238,34 +186,26 @@ void RAS_VAOpenGLRasterizer::TexCoordPtr(const RAS_TexVert *tv)
if (GLEW_ARB_multitexture)
{
- for (unit=0; unit<m_texco_num; unit++)
+ for (unit = 0; unit < *m_texco_num; unit++)
{
glClientActiveTextureARB(GL_TEXTURE0_ARB+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;
- }
- switch(m_texco[unit])
+ switch (m_texco[unit])
{
- case RAS_TEXCO_ORCO:
- case RAS_TEXCO_GLOB:
- glTexCoordPointer(3, GL_FLOAT, sizeof(RAS_TexVert),tv->getXYZ());
- break;
- case RAS_TEXCO_UV1:
- glTexCoordPointer(2, GL_FLOAT, sizeof(RAS_TexVert),tv->getUV1());
- break;
- case RAS_TEXCO_NORM:
- glTexCoordPointer(3, GL_FLOAT, sizeof(RAS_TexVert),tv->getNormal());
- break;
- case RAS_TEXTANGENT:
- glTexCoordPointer(4, GL_FLOAT, sizeof(RAS_TexVert),tv->getTangent());
- break;
- case RAS_TEXCO_UV2:
- glTexCoordPointer(2, GL_FLOAT, sizeof(RAS_TexVert),tv->getUV2());
- break;
- default:
- break;
+ case RAS_IRasterizer::RAS_TEXCO_ORCO:
+ case RAS_IRasterizer::RAS_TEXCO_GLOB:
+ glTexCoordPointer(3, GL_FLOAT, sizeof(RAS_TexVert),tv->getXYZ());
+ break;
+ case RAS_IRasterizer::RAS_TEXCO_UV:
+ glTexCoordPointer(2, GL_FLOAT, sizeof(RAS_TexVert),tv->getUV(unit));
+ break;
+ case RAS_IRasterizer::RAS_TEXCO_NORM:
+ glTexCoordPointer(3, GL_FLOAT, sizeof(RAS_TexVert),tv->getNormal());
+ break;
+ case RAS_IRasterizer::RAS_TEXTANGENT:
+ glTexCoordPointer(4, GL_FLOAT, sizeof(RAS_TexVert),tv->getTangent());
+ break;
+ default:
+ break;
}
}
@@ -273,51 +213,49 @@ void RAS_VAOpenGLRasterizer::TexCoordPtr(const RAS_TexVert *tv)
}
if (GLEW_ARB_vertex_program) {
- for (unit=0; unit<m_attrib_num; unit++) {
- switch(m_attrib[unit]) {
- case RAS_TEXCO_ORCO:
- case RAS_TEXCO_GLOB:
- 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());
- break;
- case RAS_TEXCO_NORM:
- glVertexAttribPointerARB(unit, 3, GL_FLOAT, GL_FALSE, sizeof(RAS_TexVert), tv->getNormal());
- break;
- case RAS_TEXTANGENT:
- glVertexAttribPointerARB(unit, 4, GL_FLOAT, GL_FALSE, sizeof(RAS_TexVert), tv->getTangent());
- break;
- case RAS_TEXCO_UV2:
- glVertexAttribPointerARB(unit, 2, GL_FLOAT, GL_FALSE, sizeof(RAS_TexVert), tv->getUV2());
- break;
- case RAS_TEXCO_VCOL:
- glVertexAttribPointerARB(unit, 4, GL_UNSIGNED_BYTE, GL_FALSE, sizeof(RAS_TexVert), tv->getRGBA());
- break;
- default:
- break;
+ int uv = 0;
+ for (unit = 0; unit < *m_attrib_num; unit++) {
+ switch (m_attrib[unit]) {
+ case RAS_IRasterizer::RAS_TEXCO_ORCO:
+ case RAS_IRasterizer::RAS_TEXCO_GLOB:
+ glVertexAttribPointerARB(unit, 3, GL_FLOAT, GL_FALSE, sizeof(RAS_TexVert), tv->getXYZ());
+ break;
+ case RAS_IRasterizer::RAS_TEXCO_UV:
+ glVertexAttribPointerARB(unit, 2, GL_FLOAT, GL_FALSE, sizeof(RAS_TexVert), tv->getUV(uv++));
+ break;
+ case RAS_IRasterizer::RAS_TEXCO_NORM:
+ glVertexAttribPointerARB(unit, 3, GL_FLOAT, GL_FALSE, sizeof(RAS_TexVert), tv->getNormal());
+ break;
+ case RAS_IRasterizer::RAS_TEXTANGENT:
+ glVertexAttribPointerARB(unit, 4, GL_FLOAT, GL_FALSE, sizeof(RAS_TexVert), tv->getTangent());
+ break;
+ case RAS_IRasterizer::RAS_TEXCO_VCOL:
+ glVertexAttribPointerARB(unit, 4, GL_UNSIGNED_BYTE, GL_FALSE, sizeof(RAS_TexVert), tv->getRGBA());
+ break;
+ default:
+ break;
}
}
}
}
-void RAS_VAOpenGLRasterizer::EnableTextures(bool enable)
+void RAS_StorageVA::EnableTextures(bool enable)
{
- TexCoGen *texco, *attrib;
+ RAS_IRasterizer::TexCoGen *texco, *attrib;
int unit, texco_num, attrib_num;
/* we cache last texcoords and attribs to ensure we disable the ones that
* were actually last set */
if (enable) {
texco = m_texco;
- texco_num = m_texco_num;
+ texco_num = *m_texco_num;
attrib = m_attrib;
- attrib_num = m_attrib_num;
+ attrib_num = *m_attrib_num;
- memcpy(m_last_texco, m_texco, sizeof(TexCoGen)*m_texco_num);
- m_last_texco_num = m_texco_num;
- memcpy(m_last_attrib, m_attrib, sizeof(TexCoGen)*m_attrib_num);
- m_last_attrib_num = m_attrib_num;
+ memcpy(m_last_texco, m_texco, sizeof(RAS_IRasterizer::TexCoGen)*(*m_texco_num));
+ m_last_texco_num = *m_texco_num;
+ memcpy(m_last_attrib, m_attrib, sizeof(RAS_IRasterizer::TexCoGen)*(*m_attrib_num));
+ m_last_attrib_num = *m_attrib_num;
}
else {
texco = m_last_texco;
@@ -327,23 +265,22 @@ void RAS_VAOpenGLRasterizer::EnableTextures(bool enable)
}
if (GLEW_ARB_multitexture) {
- for (unit=0; unit<texco_num; unit++) {
- glClientActiveTextureARB(GL_TEXTURE0_ARB+unit);
+ for (unit = 0; unit < texco_num; unit++) {
+ glClientActiveTextureARB(GL_TEXTURE0_ARB + unit);
- switch(texco[unit])
+ switch (texco[unit])
{
- case RAS_TEXCO_ORCO:
- case RAS_TEXCO_GLOB:
- case RAS_TEXCO_UV1:
- case RAS_TEXCO_NORM:
- case RAS_TEXTANGENT:
- case RAS_TEXCO_UV2:
- if (enable) glEnableClientState(GL_TEXTURE_COORD_ARRAY);
- else glDisableClientState(GL_TEXTURE_COORD_ARRAY);
- break;
- default:
- glDisableClientState(GL_TEXTURE_COORD_ARRAY);
- break;
+ case RAS_IRasterizer::RAS_TEXCO_ORCO:
+ case RAS_IRasterizer::RAS_TEXCO_GLOB:
+ case RAS_IRasterizer::RAS_TEXCO_UV:
+ case RAS_IRasterizer::RAS_TEXCO_NORM:
+ case RAS_IRasterizer::RAS_TEXTANGENT:
+ if (enable) glEnableClientState(GL_TEXTURE_COORD_ARRAY);
+ else glDisableClientState(GL_TEXTURE_COORD_ARRAY);
+ break;
+ default:
+ glDisableClientState(GL_TEXTURE_COORD_ARRAY);
+ break;
}
}
@@ -357,21 +294,20 @@ void RAS_VAOpenGLRasterizer::EnableTextures(bool enable)
}
if (GLEW_ARB_vertex_program) {
- for (unit=0; unit<attrib_num; unit++) {
- switch(attrib[unit]) {
- case RAS_TEXCO_ORCO:
- case RAS_TEXCO_GLOB:
- case RAS_TEXCO_UV1:
- case RAS_TEXCO_NORM:
- case RAS_TEXTANGENT:
- case RAS_TEXCO_UV2:
- case RAS_TEXCO_VCOL:
- if (enable) glEnableVertexAttribArrayARB(unit);
- else glDisableVertexAttribArrayARB(unit);
- break;
- default:
- glDisableVertexAttribArrayARB(unit);
- break;
+ for (unit = 0; unit < attrib_num; unit++) {
+ switch (attrib[unit]) {
+ case RAS_IRasterizer::RAS_TEXCO_ORCO:
+ case RAS_IRasterizer::RAS_TEXCO_GLOB:
+ case RAS_IRasterizer::RAS_TEXCO_UV:
+ case RAS_IRasterizer::RAS_TEXCO_NORM:
+ case RAS_IRasterizer::RAS_TEXTANGENT:
+ case RAS_IRasterizer::RAS_TEXCO_VCOL:
+ if (enable) glEnableVertexAttribArrayARB(unit);
+ else glDisableVertexAttribArrayARB(unit);
+ break;
+ default:
+ glDisableVertexAttribArrayARB(unit);
+ break;
}
}
}
diff --git a/source/gameengine/Rasterizer/RAS_OpenGLRasterizer/RAS_VAOpenGLRasterizer.h b/source/gameengine/Rasterizer/RAS_OpenGLRasterizer/RAS_StorageVA.h
index d96f390ad74..da7766ec5ca 100644
--- a/source/gameengine/Rasterizer/RAS_OpenGLRasterizer/RAS_VAOpenGLRasterizer.h
+++ b/source/gameengine/Rasterizer/RAS_OpenGLRasterizer/RAS_StorageVA.h
@@ -25,49 +25,53 @@
* ***** END GPL LICENSE BLOCK *****
*/
-/** \file RAS_VAOpenGLRasterizer.h
- * \ingroup bgerastogl
- */
+#ifndef __KX_VERTEXARRAYSTORAGE
+#define __KX_VERTEXARRAYSTORAGE
-#ifndef __RAS_VAOPENGLRASTERIZER_H__
-#define __RAS_VAOPENGLRASTERIZER_H__
+#include "RAS_IStorage.h"
+#include "RAS_IRasterizer.h"
#include "RAS_OpenGLRasterizer.h"
-class RAS_VAOpenGLRasterizer : public RAS_OpenGLRasterizer
+class RAS_StorageVA : public RAS_IStorage
{
- void TexCoordPtr(const RAS_TexVert *tv);
- bool m_Lock;
-
- TexCoGen m_last_texco[RAS_MAX_TEXCO];
- TexCoGen m_last_attrib[RAS_MAX_ATTRIB];
- int m_last_texco_num;
- int m_last_attrib_num;
public:
- RAS_VAOpenGLRasterizer(RAS_ICanvas* canvas, bool lock=false);
- virtual ~RAS_VAOpenGLRasterizer();
+ RAS_StorageVA(int *texco_num, RAS_IRasterizer::TexCoGen *texco, int *attrib_num, RAS_IRasterizer::TexCoGen *attrib);
+ virtual ~RAS_StorageVA();
virtual bool Init();
virtual void Exit();
- virtual void SetDrawingMode(int drawingmode);
-
- virtual void IndexPrimitives(class RAS_MeshSlot& ms);
+ virtual void IndexPrimitives(RAS_MeshSlot& ms);
virtual void IndexPrimitivesMulti(class RAS_MeshSlot& ms);
-private:
+ virtual void SetDrawingMode(int drawingmode){m_drawingmode=drawingmode;};
+
+protected:
+ int m_drawingmode;
+
+ int* m_texco_num;
+ int* m_attrib_num;
+
+ int m_last_texco_num;
+ int m_last_attrib_num;
+
+ RAS_IRasterizer::TexCoGen* m_texco;
+ RAS_IRasterizer::TexCoGen* m_attrib;
+
+ RAS_IRasterizer::TexCoGen m_last_texco[RAS_MAX_TEXCO];
+ RAS_IRasterizer::TexCoGen m_last_attrib[RAS_MAX_ATTRIB];
+
virtual void EnableTextures(bool enable);
- //virtual bool QueryArrays(){return true;}
- //virtual bool QueryLists(){return m_Lock;}
+ virtual void TexCoordPtr(const RAS_TexVert *tv);
#ifdef WITH_CXX_GUARDEDALLOC
public:
- void *operator new(size_t num_bytes) { return MEM_mallocN(num_bytes, "GE:RAS_VAOpenGLRasterizer"); }
+ void *operator new(size_t num_bytes) { return MEM_mallocN(num_bytes, "GE:RAS_StorageVA"); }
void operator delete( void *mem ) { MEM_freeN(mem); }
#endif
};
-#endif //__RAS_VAOPENGLRASTERIZER_H__
-
+#endif //__KX_VERTEXARRAYSTORAGE
diff --git a/source/gameengine/Rasterizer/RAS_OpenGLRasterizer/RAS_StorageVBO.cpp b/source/gameengine/Rasterizer/RAS_OpenGLRasterizer/RAS_StorageVBO.cpp
new file mode 100644
index 00000000000..e38dc367eff
--- /dev/null
+++ b/source/gameengine/Rasterizer/RAS_OpenGLRasterizer/RAS_StorageVBO.cpp
@@ -0,0 +1,272 @@
+/*
+ * ***** BEGIN GPL LICENSE BLOCK *****
+ *
+ * This program is free software; you can redistribute it and/or
+ * modify it under the terms of the GNU General Public License
+ * as published by the Free Software Foundation; either version 2
+ * of the License, or (at your option) any later version.
+ *
+ * This program is distributed in the hope that it will be useful,
+ * but WITHOUT ANY WARRANTY; without even the implied warranty of
+ * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+ * GNU General Public License for more details.
+ *
+ * You should have received a copy of the GNU General Public License
+ * along with this program; if not, write to the Free Software Foundation,
+ * Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
+ *
+ * The Original Code is Copyright (C) 2001-2002 by NaN Holding BV.
+ * All rights reserved.
+ *
+ * The Original Code is: all of this file.
+ *
+ * Contributor(s): none yet.
+ *
+ * ***** END GPL LICENSE BLOCK *****
+ */
+
+#include "RAS_StorageVBO.h"
+#include "RAS_MeshObject.h"
+
+#include "GL/glew.h"
+
+VBO::VBO(RAS_DisplayArray *data, unsigned int indices)
+{
+ this->data = data;
+ this->size = data->m_vertex.size();
+ this->indices = indices;
+ this->stride = 28*sizeof(GLfloat);
+
+ // Determine drawmode
+ if (data->m_type == data->QUAD)
+ this->mode = GL_QUADS;
+ else if (data->m_type == data->TRIANGLE)
+ this->mode = GL_TRIANGLES;
+ else
+ this->mode = GL_LINE;
+
+ // Generate Buffers
+ glGenBuffersARB(1, &this->ibo);
+ glGenBuffersARB(1, &this->vbo_id);
+
+ // Allocate some space to gather data into before uploading to GPU
+ this->vbo = new GLfloat[this->stride*this->size];
+
+ // Fill the buffers with initial data
+ UpdateIndices();
+ UpdateData();
+
+ // Establish offsets
+ this->vertex_offset = 0;
+ this->normal_offset = (void*)(3*sizeof(GLfloat));
+ this->tangent_offset = (void*)(6*sizeof(GLfloat));
+ this->color_offset = (void*)(10*sizeof(GLfloat));
+ this->uv_offset = (void*)(11*sizeof(GLfloat));
+ this->dummy_offset = (void*)(27*sizeof(GLfloat));
+}
+
+VBO::~VBO()
+{
+ glDeleteBuffersARB(1, &this->ibo);
+ glDeleteBuffersARB(1, &this->vbo_id);
+
+ delete this->vbo;
+}
+
+void VBO::UpdateData()
+{
+ unsigned int i, j, k;
+
+ glBindBufferARB(GL_ARRAY_BUFFER_ARB, this->vbo_id);
+
+ // Lets the video card know we are done with the old VBO
+ glBufferDataARB(GL_ARRAY_BUFFER_ARB, 0, NULL, GL_DYNAMIC_DRAW_ARB);
+
+ // Gather data
+ for (i = 0, j = 0; i < data->m_vertex.size(); i++, j += this->stride/sizeof(GLfloat))
+ {
+ memcpy(&this->vbo[j], data->m_vertex[i].getXYZ(), sizeof(float)*3);
+ memcpy(&this->vbo[j+3], data->m_vertex[i].getNormal(), sizeof(float)*3);
+ memcpy(&this->vbo[j+6], data->m_vertex[i].getTangent(), sizeof(float)*4);
+ memcpy(&this->vbo[j+10], data->m_vertex[i].getRGBA(), sizeof(char)*4);
+
+ for (k = 0; k < RAS_TexVert::MAX_UNIT; k++)
+ memcpy(&this->vbo[j+11+(k*2)], data->m_vertex[i].getUV(k), sizeof(float)*2);
+ }
+
+ // Upload Data to GPU
+ glBufferDataARB(GL_ARRAY_BUFFER_ARB, this->size*this->stride, this->vbo, GL_DYNAMIC_DRAW_ARB);
+}
+
+void VBO::UpdateIndices()
+{
+ int space = data->m_index.size() * sizeof(GLushort);
+ glBindBufferARB(GL_ELEMENT_ARRAY_BUFFER_ARB, this->ibo);
+
+ // Lets the video card know we are done with the old VBO
+ glBufferDataARB(GL_ELEMENT_ARRAY_BUFFER_ARB, 0, NULL, GL_DYNAMIC_DRAW_ARB);
+
+ // Upload Data to VBO
+ glBufferDataARB(GL_ELEMENT_ARRAY_BUFFER_ARB, space, &data->m_index[0], GL_DYNAMIC_DRAW_ARB);
+}
+
+void VBO::Draw(int texco_num, RAS_IRasterizer::TexCoGen* texco, int attrib_num, RAS_IRasterizer::TexCoGen* attrib, bool multi)
+{
+ int unit;
+
+ // Bind buffers
+ glBindBufferARB(GL_ELEMENT_ARRAY_BUFFER_ARB, this->ibo);
+ glBindBufferARB(GL_ARRAY_BUFFER_ARB, this->vbo_id);
+
+ // Vertexes
+ glEnableClientState(GL_VERTEX_ARRAY);
+ glVertexPointer(3, GL_FLOAT, this->stride, this->vertex_offset);
+
+ // Normals
+ glEnableClientState(GL_NORMAL_ARRAY);
+ glNormalPointer(GL_FLOAT, this->stride, this->normal_offset);
+
+ // Colors
+ glEnableClientState(GL_COLOR_ARRAY);
+ glColorPointer(4, GL_UNSIGNED_BYTE, this->stride, this->color_offset);
+
+ if (multi)
+ {
+ for (unit = 0; unit < texco_num; ++unit)
+ {
+ glClientActiveTexture(GL_TEXTURE0_ARB + unit);
+ switch (texco[unit])
+ {
+ case RAS_IRasterizer::RAS_TEXCO_ORCO:
+ case RAS_IRasterizer::RAS_TEXCO_GLOB:
+ glEnableClientState(GL_TEXTURE_COORD_ARRAY);
+ glTexCoordPointer(3, GL_FLOAT, this->stride, this->vertex_offset);
+ break;
+ case RAS_IRasterizer::RAS_TEXCO_UV:
+ glEnableClientState(GL_TEXTURE_COORD_ARRAY);
+ glTexCoordPointer(2, GL_FLOAT, this->stride, (void*)((intptr_t)this->uv_offset+(sizeof(GLfloat)*2*unit)));
+ break;
+ case RAS_IRasterizer::RAS_TEXCO_NORM:
+ glEnableClientState(GL_TEXTURE_COORD_ARRAY);
+ glTexCoordPointer(3, GL_FLOAT, this->stride, this->normal_offset);
+ break;
+ case RAS_IRasterizer::RAS_TEXTANGENT:
+ glEnableClientState(GL_TEXTURE_COORD_ARRAY);
+ glTexCoordPointer(4, GL_FLOAT, this->stride, this->tangent_offset);
+ break;
+ default:
+ glEnableClientState(GL_TEXTURE_COORD_ARRAY);
+ glTexCoordPointer(1, GL_SHORT, this->stride, this->dummy_offset);
+ break;
+ }
+ }
+ glClientActiveTextureARB(GL_TEXTURE0_ARB);
+ }
+ else //TexFace
+ {
+ glClientActiveTextureARB(GL_TEXTURE0_ARB);
+ glEnableClientState(GL_TEXTURE_COORD_ARRAY);
+ glTexCoordPointer(2, GL_FLOAT, this->stride, this->uv_offset);
+ }
+
+ if (GLEW_ARB_vertex_program)
+ {
+ int uv = 0;
+ for (unit = 0; unit < attrib_num; ++unit)
+ {
+ switch (attrib[unit])
+ {
+ case RAS_IRasterizer::RAS_TEXCO_ORCO:
+ case RAS_IRasterizer::RAS_TEXCO_GLOB:
+ glVertexAttribPointerARB(unit, 3, GL_FLOAT, GL_FALSE, this->stride, this->vertex_offset);
+ glEnableVertexAttribArrayARB(unit);
+ break;
+ case RAS_IRasterizer::RAS_TEXCO_UV:
+ glVertexAttribPointerARB(unit, 2, GL_FLOAT, GL_FALSE, this->stride, (void*)((intptr_t)this->uv_offset+uv));
+ uv += sizeof(GLfloat)*2;
+ glEnableVertexAttribArrayARB(unit);
+ break;
+ case RAS_IRasterizer::RAS_TEXCO_NORM:
+ glVertexAttribPointerARB(unit, 2, GL_FLOAT, GL_FALSE, stride, this->normal_offset);
+ glEnableVertexAttribArrayARB(unit);
+ break;
+ case RAS_IRasterizer::RAS_TEXTANGENT:
+ glVertexAttribPointerARB(unit, 4, GL_FLOAT, GL_FALSE, this->stride, this->tangent_offset);
+ glEnableVertexAttribArrayARB(unit);
+ break;
+ default:
+ break;
+ }
+ }
+ }
+
+ glDrawElements(this->mode, this->indices, GL_UNSIGNED_SHORT, 0);
+
+ glDisableClientState(GL_VERTEX_ARRAY);
+ glDisableClientState(GL_NORMAL_ARRAY);
+ glDisableClientState(GL_COLOR_ARRAY);
+ glDisableClientState(GL_TEXTURE_COORD_ARRAY);
+
+ if (GLEW_ARB_vertex_program)
+ {
+ for (int i = 0; i < attrib_num; ++i)
+ glDisableVertexAttribArrayARB(i);
+ }
+
+ glBindBufferARB(GL_ARRAY_BUFFER_ARB, 0);
+ glBindBufferARB(GL_ELEMENT_ARRAY_BUFFER_ARB, 0);
+ }
+
+RAS_StorageVBO::RAS_StorageVBO(int *texco_num, RAS_IRasterizer::TexCoGen *texco, int *attrib_num, RAS_IRasterizer::TexCoGen *attrib):
+ m_texco_num(texco_num),
+ m_texco(texco),
+ m_attrib_num(attrib_num),
+ m_attrib(attrib)
+{
+}
+
+RAS_StorageVBO::~RAS_StorageVBO()
+{
+}
+
+bool RAS_StorageVBO::Init()
+{
+ return true;
+}
+
+void RAS_StorageVBO::Exit()
+{
+ m_vbo_lookup.clear();
+}
+
+void RAS_StorageVBO::IndexPrimitives(RAS_MeshSlot& ms)
+{
+ IndexPrimitivesInternal(ms, false);
+}
+
+void RAS_StorageVBO::IndexPrimitivesMulti(RAS_MeshSlot& ms)
+{
+ IndexPrimitivesInternal(ms, true);
+}
+
+void RAS_StorageVBO::IndexPrimitivesInternal(RAS_MeshSlot& ms, bool multi)
+{
+ RAS_MeshSlot::iterator it;
+ VBO *vbo;
+
+ for (ms.begin(it); !ms.end(it); ms.next(it))
+ {
+ vbo = m_vbo_lookup[it.array];
+
+ if (vbo == 0)
+ m_vbo_lookup[it.array] = vbo = new VBO(it.array, it.totindex);
+
+ // Update the vbo
+ if (ms.m_mesh->MeshModified())
+ {
+ vbo->UpdateData();
+ }
+
+ vbo->Draw(*m_texco_num, m_texco, *m_attrib_num, m_attrib, multi);
+ }
+}
diff --git a/source/gameengine/Rasterizer/RAS_OpenGLRasterizer/RAS_StorageVBO.h b/source/gameengine/Rasterizer/RAS_OpenGLRasterizer/RAS_StorageVBO.h
new file mode 100644
index 00000000000..12c97816e4f
--- /dev/null
+++ b/source/gameengine/Rasterizer/RAS_OpenGLRasterizer/RAS_StorageVBO.h
@@ -0,0 +1,102 @@
+/*
+ * ***** BEGIN GPL LICENSE BLOCK *****
+ *
+ * This program is free software; you can redistribute it and/or
+ * modify it under the terms of the GNU General Public License
+ * as published by the Free Software Foundation; either version 2
+ * of the License, or (at your option) any later version.
+ *
+ * This program is distributed in the hope that it will be useful,
+ * but WITHOUT ANY WARRANTY; without even the implied warranty of
+ * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+ * GNU General Public License for more details.
+ *
+ * You should have received a copy of the GNU General Public License
+ * along with this program; if not, write to the Free Software Foundation,
+ * Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
+ *
+ * The Original Code is Copyright (C) 2001-2002 by NaN Holding BV.
+ * All rights reserved.
+ *
+ * The Original Code is: all of this file.
+ *
+ * Contributor(s): none yet.
+ *
+ * ***** END GPL LICENSE BLOCK *****
+ */
+
+#ifndef __KX_VERTEXBUFFEROBJECTSTORAGE
+#define __KX_VERTEXBUFFEROBJECTSTORAGE
+
+#include <map>
+#include "GL/glew.h"
+
+#include "RAS_IStorage.h"
+#include "RAS_IRasterizer.h"
+
+#include "RAS_OpenGLRasterizer.h"
+
+class VBO
+{
+public:
+ VBO(RAS_DisplayArray *data, unsigned int indices);
+ ~VBO();
+
+ void Draw(int texco_num, RAS_IRasterizer::TexCoGen* texco, int attrib_num, RAS_IRasterizer::TexCoGen* attrib, bool multi);
+
+ void UpdateData();
+ void UpdateIndices();
+private:
+ RAS_DisplayArray* data;
+ GLuint size;
+ GLuint stride;
+ GLuint indices;
+ GLenum mode;
+ GLuint ibo;
+ GLuint vbo_id;
+ GLfloat* vbo;
+
+ void* vertex_offset;
+ void* normal_offset;
+ void* color_offset;
+ void* tangent_offset;
+ void* uv_offset;
+ void* dummy_offset;
+};
+
+class RAS_StorageVBO : public RAS_IStorage
+{
+
+public:
+ RAS_StorageVBO(int *texco_num, RAS_IRasterizer::TexCoGen *texco, int *attrib_num, RAS_IRasterizer::TexCoGen *attrib);
+ virtual ~RAS_StorageVBO();
+
+ virtual bool Init();
+ virtual void Exit();
+
+ virtual void IndexPrimitives(RAS_MeshSlot& ms);
+ virtual void IndexPrimitivesMulti(RAS_MeshSlot& ms);
+
+ virtual void SetDrawingMode(int drawingmode){m_drawingmode=drawingmode;};
+
+protected:
+ int m_drawingmode;
+
+ int* m_texco_num;
+ int* m_attrib_num;
+
+ RAS_IRasterizer::TexCoGen* m_texco;
+ RAS_IRasterizer::TexCoGen* m_attrib;
+
+ std::map<RAS_DisplayArray*, class VBO*> m_vbo_lookup;
+
+ virtual void IndexPrimitivesInternal(RAS_MeshSlot& ms, bool multi);
+
+#ifdef WITH_CXX_GUARDEDALLOC
+public:
+ void *operator new(size_t num_bytes) { return MEM_mallocN(num_bytes, "GE:RAS_StorageVA"); }
+ void operator delete( void *mem ) { MEM_freeN(mem); }
+#endif
+};
+
+#endif //__KX_VERTEXBUFFEROBJECTSTORAGE
diff --git a/source/gameengine/Rasterizer/RAS_TexVert.cpp b/source/gameengine/Rasterizer/RAS_TexVert.cpp
index f74aa24232b..a848bce410a 100644
--- a/source/gameengine/Rasterizer/RAS_TexVert.cpp
+++ b/source/gameengine/Rasterizer/RAS_TexVert.cpp
@@ -34,8 +34,7 @@
#include "MT_Matrix4x4.h"
RAS_TexVert::RAS_TexVert(const MT_Point3& xyz,
- const MT_Point2& uv,
- const MT_Point2& uv2,
+ const MT_Point2 uvs[MAX_UNIT],
const MT_Vector4& tangent,
const unsigned int rgba,
const MT_Vector3& normal,
@@ -43,8 +42,6 @@ RAS_TexVert::RAS_TexVert(const MT_Point3& xyz,
const unsigned int origindex)
{
xyz.getValue(m_localxyz);
- uv.getValue(m_uv1);
- uv2.getValue(m_uv2);
SetRGBA(rgba);
SetNormal(normal);
tangent.getValue(m_tangent);
@@ -52,6 +49,11 @@ RAS_TexVert::RAS_TexVert(const MT_Point3& xyz,
m_origindex = origindex;
m_unit = 2;
m_softBodyIndex = -1;
+
+ for (int i = 0; i < MAX_UNIT; ++i)
+ {
+ uvs[i].getValue(m_uvs[i]);
+ }
}
const MT_Point3& RAS_TexVert::xyz()
@@ -80,14 +82,9 @@ void RAS_TexVert::SetXYZ(const float *xyz)
m_localxyz[0]= xyz[0]; m_localxyz[1]= xyz[1]; m_localxyz[2]= xyz[2];
}
-void RAS_TexVert::SetUV(const MT_Point2& uv)
+void RAS_TexVert::SetUV(int index, const MT_Point2& uv)
{
- uv.getValue(m_uv1);
-}
-
-void RAS_TexVert::SetUV2(const MT_Point2& uv)
-{
- uv.getValue(m_uv2);
+ uv.getValue(m_uvs[index]);
}
@@ -121,14 +118,17 @@ void RAS_TexVert::SetTangent(const MT_Vector3& tangent)
// compare two vertices, and return TRUE if both are almost identical (they can be shared)
bool RAS_TexVert::closeTo(const RAS_TexVert* other)
{
+ bool uv_match = true;
+ for (int i=0; i<MAX_UNIT; i++)
+ uv_match = uv_match && MT_fuzzyEqual(MT_Vector2(m_uvs[i]), MT_Vector2(other->m_uvs[i]));
+
return (
/* m_flag == other->m_flag && */
/* at the moment the face only stores the smooth/flat setting so don't bother comparing it */
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)) /* &&
+ uv_match /* &&
MT_fuzzyEqual(MT_Vector3(m_localxyz), MT_Vector3(other->m_localxyz))*/);
/* don't bother comparing m_localxyz since we know there from the same vert */
}
diff --git a/source/gameengine/Rasterizer/RAS_TexVert.h b/source/gameengine/Rasterizer/RAS_TexVert.h
index f76c6a66c86..68074adfede 100644
--- a/source/gameengine/Rasterizer/RAS_TexVert.h
+++ b/source/gameengine/Rasterizer/RAS_TexVert.h
@@ -48,23 +48,21 @@ class RAS_TexVert
{
float m_localxyz[3]; // 3*4 = 12
- float m_uv1[2]; // 2*4 = 8
- float m_uv2[2]; // 2*4 = 8
+ float m_uvs[8][2]; // 8*2*4=64 //8 = MAX_UNIT
unsigned int m_rgba; // 4
- float m_tangent[4]; // 4*4 = 16
- float m_normal[3]; // 3*4 = 12
+ float m_tangent[4]; // 4*4 = 16
+ float m_normal[3]; // 3*4 = 12
short m_flag; // 2
short m_softBodyIndex; //2
unsigned int m_unit; // 4
unsigned int m_origindex; // 4
//---------
- // 56+6+8+2=72
- // 32 bytes total size, fits nice = 56 = not fit nice.
+ // 120
+ // 32 bytes total size, fits nice = 120 = not fit nice.
public:
enum {
FLAT = 1,
- SECOND_UV = 2,
MAX_UNIT = 8
};
@@ -74,8 +72,7 @@ public:
RAS_TexVert()// :m_xyz(0,0,0),m_uv(0,0),m_rgba(0)
{}
RAS_TexVert(const MT_Point3& xyz,
- const MT_Point2& uv,
- const MT_Point2& uv2,
+ const MT_Point2 uvs[MAX_UNIT],
const MT_Vector4& tangent,
const unsigned int rgba,
const MT_Vector3& normal,
@@ -83,12 +80,8 @@ public:
const unsigned int origindex);
~RAS_TexVert() {};
- const float* getUV1 () const {
- return m_uv1;
- };
-
- const float* getUV2 () const {
- return m_uv2;
+ const float* getUV (int unit) const {
+ return m_uvs[unit];
};
const float* getXYZ() const {
@@ -123,8 +116,7 @@ public:
void SetXYZ(const MT_Point3& xyz);
void SetXYZ(const float *xyz);
- void SetUV(const MT_Point2& uv);
- void SetUV2(const MT_Point2& uv);
+ void SetUV(int index, const MT_Point2& uv);
void SetRGBA(const unsigned int rgba);
void SetNormal(const MT_Vector3& normal);
diff --git a/source/gameengine/Rasterizer/RAS_texmatrix.cpp b/source/gameengine/Rasterizer/RAS_texmatrix.cpp
index 4399265c380..5309dc7feae 100644
--- a/source/gameengine/Rasterizer/RAS_texmatrix.cpp
+++ b/source/gameengine/Rasterizer/RAS_texmatrix.cpp
@@ -52,9 +52,9 @@ void RAS_CalcTexMatrix(RAS_TexVert p[3],MT_Point3& origin,MT_Vector3& udir,MT_Ve
MT_Scalar d = -p[0].xyz().dot(normal);
- MT_Matrix3x3 mat3( p[0].getUV1()[0],p[0].getUV1()[1], 1,
- p[1].getUV1()[0],p[1].getUV1()[1], 1,
- p[2].getUV1()[0],p[2].getUV1()[1], 1);
+ MT_Matrix3x3 mat3( p[0].getUV(0)[0],p[0].getUV(0)[1], 1,
+ p[1].getUV(0)[0],p[1].getUV(0)[1], 1,
+ p[2].getUV(0)[0],p[2].getUV(0)[1], 1);
MT_Matrix3x3 mat3inv = mat3.inverse();