Welcome to mirror list, hosted at ThFree Co, Russian Federation.

RAS_MeshObject.h « Rasterizer « gameengine « source - git.blender.org/blender.git - Unnamed repository; edit this file 'description' to name the repository.
summaryrefslogtreecommitdiff
blob: 99806666fa646d4d6bf7d1ecd9b73fac5e1708c6 (plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
/**
 * $Id$
 *
 * ***** 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., 59 Temple Place - Suite 330, Boston, MA  02111-1307, 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 __RAS_MESHOBJECT
#define __RAS_MESHOBJECT

#ifdef WIN32
// disable the STL warnings ("debug information length > 255")
#pragma warning (disable:4786)
#endif

#include <vector>
#include <set>

#include "RAS_Polygon.h"
#include "RAS_MaterialBucket.h"
#include "MT_Transform.h"

#include "GEN_HashedPtr.h"

struct Mesh;
/**
 * This class holds an array of vertices and indicies.
 */
class KX_ArrayOptimizer
{
public:
	KX_ArrayOptimizer(int index) 
		: m_index1(index)
	{};
	virtual ~KX_ArrayOptimizer();
	
	vector<KX_VertexArray*>		m_VertexArrayCache1;
	vector<int>					m_TriangleArrayCount;
	vector<KX_IndexArray*>		m_IndexArrayCache1;

	/**
		order in which they are stored into the mesh
	*/
	int							m_index1;
};

/**
 * This struct holds a triangle.
 */
struct	RAS_TriangleIndex
{
public:
	int	m_index[3];
	int	m_array;
	RAS_IPolyMaterial*	m_matid;
	bool	m_collider;
};

/**
 * This class looks horribly broken.  Only m_matid is used, and
 * m_matid is a (int) RAS_IPolyMaterial*.  
 * --> m_matid == lhs.m_matid should be *m_matid == *lhs.m_matid
 */
class	RAS_MatArrayIndex
{
public:

	int	m_arrayindex1;
	RAS_IPolyMaterial*	m_matid;
	int	m_array;
	int	m_index;

/*
	inline bool	Less(const RAS_MatArrayIndex& lhs) const {
		bool result = 
			(	(m_matid < lhs.m_matid)		||
				((m_matid == lhs.m_matid)&&(m_array < lhs.m_array)) ||
				((m_matid == lhs.m_matid) && (m_array == lhs.m_array) &&
				(m_index < lhs.m_index))
					
			);
		return result;
			
	}
*/
	
};
/*
inline  bool operator <( const RAS_MatArrayIndex& rhs,const RAS_MatArrayIndex& lhs)
{
	return ( rhs.Less(lhs));
}*/

/**
 * RAS_MeshObject stores mesh data for the renderer.
 */
class RAS_MeshObject
{
	
	//	GEN_Map<class RAS_IPolyMaterial,KX_ArrayOptimizer*> m_matVertexArrayS;
	//vector<class RAS_IPolyMaterial*,KX_ArrayOptimizer> m_vertexArrays;
	virtual KX_ArrayOptimizer* GetArrayOptimizer(RAS_IPolyMaterial* polymat);
	//vector<RAS_Polygon*>		m_polygons;
	
	unsigned int				m_debugcolor;
	bool						m_bModified;
	int							m_lightlayer;
	
	vector<class RAS_Polygon*> 	m_Polygons;
	STR_String					m_name;
	static STR_String			s_emptyname;
	bool						m_zsort;
	bool						m_MeshMod;

	struct polygonSlot;
	struct backtofront;
	struct fronttoback;

	void				SchedulePoly(
							const KX_VertexIndex& idx,
							int numverts,
							RAS_IPolyMaterial* mat
						);

	void				ScheduleWireframePoly(
							const KX_VertexIndex& idx,
							int numverts,
							int edgecode,
							RAS_IPolyMaterial* mat
						);
	
protected:
	enum { BUCKET_MAX_INDICES = 65535 };//2048};//8192};
	enum { BUCKET_MAX_TRIANGLES = 65535 };
	
	GEN_Map<GEN_HashedPtr,KX_ArrayOptimizer*> m_matVertexArrayS;
	
	RAS_MaterialBucket::Set			m_materials;
	Mesh*							m_mesh;
public:
	// for now, meshes need to be in a certain layer (to avoid sorting on lights in realtime)
	RAS_MeshObject(Mesh* mesh, int lightlayer);
	virtual ~RAS_MeshObject();

	vector<RAS_IPolyMaterial*>				m_sortedMaterials;
	vector<vector<RAS_MatArrayIndex> >		m_xyz_index_to_vertex_index_mapping;
	vector<RAS_TriangleIndex >				m_triangle_indices;
	
	int							m_class;

	unsigned int				GetLightLayer();
	int					NumMaterials();
	const STR_String&	GetMaterialName(unsigned int matid);
	RAS_MaterialBucket*	GetMaterialBucket(unsigned int matid);
	const STR_String&	GetTextureName(unsigned int matid);
	virtual void		AddPolygon(RAS_Polygon* poly);
	void				UpdateMaterialList();
	
	int					NumPolygons();
	RAS_Polygon*		GetPolygon(int num);
	
	virtual void		Bucketize(
							double* oglmatrix,
							void* clientobj,
							bool useObjectColor,
							const MT_Vector4& rgbavec
						);

	void				RemoveFromBuckets(
							double* oglmatrix,
							void* clientobj
						);

	void				MarkVisible(
							double* oglmatrix,
							void* clientobj,
							bool visible,
							bool useObjectColor,
							const MT_Vector4& rgbavec
						);

	void				DebugColor(unsigned int abgr);
	void 				SetVertexColor(RAS_IPolyMaterial* mat,MT_Vector4 rgba);
	
	/**
	 *  Sorts the polygons by their transformed z values.
	 */
	void				SortPolygons(const MT_Transform &transform);

	void				SchedulePolygons(int drawingmode);

	void				ClearArrayData();
	
	RAS_MaterialBucket::Set::iterator GetFirstMaterial();
	RAS_MaterialBucket::Set::iterator GetLastMaterial();
	
	virtual RAS_TexVert*	GetVertex(
								short array,
								unsigned int index,
								RAS_IPolyMaterial* polymat
							);
	
	virtual int			FindVertexArray(
							int numverts,
							RAS_IPolyMaterial* polymat
						);

	
	// find (and share) or add vertices
	// for some speedup, only the last 20 added vertices are searched for equality
	
	virtual int			FindOrAddVertex(
							int vtxarray,
							const MT_Point3& xyz,
							const MT_Point2& uv,
							const MT_Point2& uv2,
							const MT_Vector4& tangent,
							const unsigned int rgbacolor,
							const MT_Vector3& normal,
							bool flat,
							RAS_IPolyMaterial* mat,
							int origindex
						);
	
	vecVertexArray&		GetVertexCache (RAS_IPolyMaterial* mat);
	
	int					GetVertexArrayLength(RAS_IPolyMaterial* mat);

	RAS_TexVert*		GetVertex(
							unsigned int matid,
							unsigned int index
						);

	const vecIndexArrays& GetIndexCache (RAS_IPolyMaterial* mat);
	void				SetName(STR_String name);
	const STR_String&	GetName();

	bool				MeshModified();
	void				SetMeshModified(bool v){m_MeshMod = v;}
	Mesh*				GetMesh() { return m_mesh; }

};

#endif //__RAS_MESHOBJECT