99fdf27af9
============================= * Clean up and optimizations in skinned/deformed mesh code. * Compatibility fixes and clean up in the rasterizer. * Changes related to GLSL shadow buffers which should have no effect, to keep the code in sync with apricot.
96 lines
2.5 KiB
C++
96 lines
2.5 KiB
C++
/**
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* $Id$
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*
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* ***** BEGIN GPL LICENSE BLOCK *****
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*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software Foundation,
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* Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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*
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* The Original Code is Copyright (C) 2001-2002 by NaN Holding BV.
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* All rights reserved.
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*
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* The Original Code is: all of this file.
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*
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* Contributor(s): none yet.
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*
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* ***** END GPL LICENSE BLOCK *****
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*/
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#ifndef __BL_SKINMESHOBJECT
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#define __BL_SKINMESHOBJECT
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#ifdef WIN32
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#pragma warning (disable:4786) // get rid of stupid stl-visual compiler debug warning
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#endif //WIN32
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#include "MEM_guardedalloc.h"
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#include "RAS_MeshObject.h"
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#include "RAS_Deformer.h"
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#include "RAS_IPolygonMaterial.h"
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#include "BL_MeshDeformer.h"
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#include "DNA_mesh_types.h"
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#include "DNA_key_types.h"
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#include "DNA_meshdata_types.h"
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class BL_SkinMeshObject : public RAS_MeshObject
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{
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// enum { BUCKET_MAX_INDICES = 16384};//2048};//8192};
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// enum { BUCKET_MAX_TRIANGLES = 4096};
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protected:
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vector<int> m_cacheWeightIndex;
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public:
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void Bucketize(double* oglmatrix,void* clientobj,bool useObjectColor,const MT_Vector4& rgbavec);
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// void Bucketize(double* oglmatrix,void* clientobj,bool useObjectColor,const MT_Vector4& rgbavec,class RAS_BucketManager* bucketmgr);
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BL_SkinMeshObject(Mesh* mesh, int lightlayer) : RAS_MeshObject (mesh, lightlayer)
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{
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m_class = 1;
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if (m_mesh && m_mesh->key)
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{
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KeyBlock *kb;
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int count=0;
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// initialize weight cache for shape objects
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// count how many keys in this mesh
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for(kb= (KeyBlock*)m_mesh->key->block.first; kb; kb= (KeyBlock*)kb->next)
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count++;
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m_cacheWeightIndex.resize(count,-1);
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}
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};
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virtual ~BL_SkinMeshObject()
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{
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if (m_mesh && m_mesh->key)
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{
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KeyBlock *kb;
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// remove the weight cache to avoid memory leak
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for(kb= (KeyBlock*)m_mesh->key->block.first; kb; kb= (KeyBlock*)kb->next) {
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if(kb->weights)
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MEM_freeN(kb->weights);
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kb->weights= NULL;
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}
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}
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};
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// for shape keys,
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void CheckWeightCache(struct Object* obj);
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};
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#endif
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