blender/source/gameengine/Rasterizer/RAS_BucketManager.cpp
Kester Maddock e5cc9abceb Fix Bug #1309 Disabling Actor leaves Ghost, Dynamic and Rigid Body etc enabled.
Depth sorting for Transparent polygons.  Use ZTransp in Material buttons to enable.
This will cause an object's polygons to be sorted (back to front for alpha polygons, front to back for solid polygons.)
2004-05-26 12:01:08 +00:00

166 lines
4.6 KiB
C++

/**
* $Id$
* ***** 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.
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* The Original Code is: all of this file.
*
* Contributor(s): none yet.
*
* ***** END GPL/BL DUAL LICENSE BLOCK *****
*/
#ifdef HAVE_CONFIG_H
#include <config.h>
#endif
#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"
#include <set>
RAS_BucketManager::RAS_BucketManager()
{
}
RAS_BucketManager::~RAS_BucketManager()
{
RAS_BucketManagerClearAll();
}
void RAS_BucketManager::RenderAlphaBuckets(
const MT_Transform& cameratrans, RAS_IRasterizer* rasty, RAS_IRenderTools* rendertools)
{
BucketList::iterator bit;
std::multiset<alphamesh, backtofront> alphameshset;
RAS_MaterialBucket::T_MeshSlotList::iterator mit;
/* Camera's near plane equation: cam_norm.dot(point) + cam_origin */
const MT_Vector3 cam_norm(cameratrans.getBasis()[2]);
const MT_Scalar cam_origin = cameratrans.getOrigin()[2];
for (bit = m_AlphaBuckets.begin(); bit != m_AlphaBuckets.end(); ++bit)
{
(*bit)->ClearScheduledPolygons();
for (mit = (*bit)->msBegin(); mit != (*bit)->msEnd(); ++mit)
{
if ((*mit).m_bVisible)
{
MT_Point3 pos((*mit).m_OpenGLMatrix[12], (*mit).m_OpenGLMatrix[13], (*mit).m_OpenGLMatrix[14]);
alphameshset.insert(alphamesh(MT_dot(cam_norm, pos) + cam_origin, mit, *bit));
}
}
}
// It shouldn't be strictly necessary to disable depth writes; but
// it is needed for compatibility.
rasty->SetDepthMask(RAS_IRasterizer::KX_DEPTHMASK_DISABLED);
std::multiset< alphamesh, backtofront>::iterator msit = alphameshset.begin();
for (; msit != alphameshset.end(); ++msit)
{
(*msit).m_bucket->RenderMeshSlot(cameratrans, rasty, rendertools, *(*msit).m_ms,
(*msit).m_bucket->ActivateMaterial(cameratrans, rasty, rendertools));
}
rasty->SetDepthMask(RAS_IRasterizer::KX_DEPTHMASK_ENABLED);
}
void RAS_BucketManager::Renderbuckets(
const MT_Transform& cameratrans, RAS_IRasterizer* rasty, RAS_IRenderTools* rendertools)
{
BucketList::iterator bucket;
rasty->EnableTextures(false);
rasty->SetDepthMask(RAS_IRasterizer::KX_DEPTHMASK_ENABLED);
// beginning each frame, clear (texture/material) caching information
rasty->ClearCachingInfo();
RAS_MaterialBucket::StartFrame();
for (bucket = m_MaterialBuckets.begin(); bucket != m_MaterialBuckets.end(); ++bucket)
{
(*bucket)->ClearScheduledPolygons();
}
for (bucket = m_MaterialBuckets.begin(); bucket != m_MaterialBuckets.end(); ++bucket)
(*bucket)->Render(cameratrans,rasty,rendertools);
RenderAlphaBuckets(cameratrans, rasty, rendertools);
RAS_MaterialBucket::EndFrame();
}
RAS_MaterialBucket* RAS_BucketManager::RAS_BucketManagerFindBucket(RAS_IPolyMaterial * material)
{
BucketList::iterator it;
for (it = m_MaterialBuckets.begin(); it != m_MaterialBuckets.end(); it++)
{
if (*(*it)->GetPolyMaterial() == *material)
return *it;
}
for (it = m_AlphaBuckets.begin(); it != m_AlphaBuckets.end(); it++)
{
if (*(*it)->GetPolyMaterial() == *material)
return *it;
}
RAS_MaterialBucket *bucket = new RAS_MaterialBucket(material);
if (bucket->IsTransparant())
m_AlphaBuckets.push_back(bucket);
else
m_MaterialBuckets.push_back(bucket);
return bucket;
}
void RAS_BucketManager::RAS_BucketManagerClearAll()
{
BucketList::iterator it;
for (it = m_MaterialBuckets.begin(); it != m_MaterialBuckets.end(); it++)
{
delete (*it);
}
for (it = m_AlphaBuckets.begin(); it != m_AlphaBuckets.end(); it++)
{
delete(*it);
}
m_MaterialBuckets.clear();
m_AlphaBuckets.clear();
}