blender/source/gameengine/Rasterizer/RAS_BucketManager.cpp

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2002-10-12 11:37:38 +00:00
/**
* $Id$
* ***** BEGIN GPL/BL DUAL 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. The Blender
* Foundation also sells licenses for use in proprietary software under
* the Blender License. See http://www.blender.org/BL/ for information
* about this.
*
* 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/BL DUAL LICENSE BLOCK *****
*/
#ifdef WIN32
// don't show these anoying STL warnings
#pragma warning (disable:4786)
#endif
#include "GEN_Map.h"
#include "RAS_MaterialBucket.h"
#include "STR_HashedString.h"
#include "RAS_MeshObject.h"
#define KX_NUM_MATERIALBUCKETS 100
#include "RAS_IRasterizer.h"
#include "RAS_IRenderTools.h"
#include "RAS_BucketManager.h"
RAS_BucketManager::RAS_BucketManager()
{
}
RAS_BucketManager::~RAS_BucketManager()
{
RAS_BucketManagerClearAll();
}
void RAS_BucketManager::Renderbuckets(
const MT_Transform& cameratrans, RAS_IRasterizer* rasty, RAS_IRenderTools* rendertools)
{
int numbuckets = m_MaterialBuckets.size();
//default_gl_light();
int i;
rasty->EnableTextures(false);
rasty->SetDepthMask(RAS_IRasterizer::KX_DEPTHMASK_ENABLED);
// beginning each frame, clear (texture/material) caching information
rasty->ClearCachingInfo();
RAS_MaterialBucket::StartFrame();
for (i=0;i<numbuckets;i++)
{
RAS_MaterialBucket** bucketptr = m_MaterialBuckets.at(i);
if (bucketptr)
{
(*bucketptr)->ClearScheduledPolygons();
}
}
vector<RAS_MaterialBucket*> alphabuckets;
// if no visibility method is define, everything is drawn
for (i=0;i<numbuckets;i++)
{
RAS_MaterialBucket** bucketptr = m_MaterialBuckets.at(i);
if (bucketptr)
{
if (!(*bucketptr)->IsTransparant())
{
(*bucketptr)->Render(cameratrans,rasty,rendertools);
} else
{
alphabuckets.push_back(*bucketptr);
}
}
}
rasty->SetDepthMask(RAS_IRasterizer::KX_DEPTHMASK_DISABLED);
int numalphabuckets = alphabuckets.size();
for (vector<RAS_MaterialBucket*>::const_iterator it=alphabuckets.begin();
!(it==alphabuckets.end());it++)
{
(*it)->Render(cameratrans,rasty,rendertools);
}
alphabuckets.clear();
RAS_MaterialBucket::EndFrame();
rasty->SetDepthMask(RAS_IRasterizer::KX_DEPTHMASK_ENABLED);
}
RAS_MaterialBucket* RAS_BucketManager::RAS_BucketManagerFindBucket(RAS_IPolyMaterial * material)
{
RAS_MaterialBucket** bucketptr = m_MaterialBuckets[*material];
RAS_MaterialBucket* bucket=NULL;
if (!bucketptr)
{
bucket = new RAS_MaterialBucket(material);
m_MaterialBuckets.insert(*material,bucket);
} else
{
bucket = *bucketptr;
}
return bucket;
}
void RAS_BucketManager::RAS_BucketManagerClearAll()
{
int numbuckets = m_MaterialBuckets.size();
for (int i=0;i<numbuckets;i++)
{
RAS_MaterialBucket** bucketptr = m_MaterialBuckets.at(i);
if (bucketptr)
{
delete (*bucketptr);
*bucketptr=NULL;
}
}
m_MaterialBuckets.clear();
}