2e6d576182
Armatures are back Split screen Double sided lightning Ambient lighting Alpha test Material IPO support (one per object atm) Blender materials GLSL shaders - Python access Up to three texture samplers from the material panel ( 2D & Cube map ) Python access to a second set of uv coordinates See http://www.elysiun.com/forum/viewtopic.php?t=58057
172 lines
3.6 KiB
C++
172 lines
3.6 KiB
C++
/**
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* $Id$
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* ***** BEGIN GPL/BL DUAL 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. The Blender
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* Foundation also sells licenses for use in proprietary software under
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* the Blender License. See http://www.blender.org/BL/ for information
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* about this.
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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/BL DUAL LICENSE BLOCK *****
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*/
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#include "RAS_TexVert.h"
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#ifdef HAVE_CONFIG_H
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#include <config.h>
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#endif
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#define SHORT(x) short(x*32767.0)
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RAS_TexVert::RAS_TexVert(const MT_Point3& xyz,
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const MT_Point2& uv,
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const unsigned int rgba,
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const MT_Vector3& normal,
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const short flag)
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{
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xyz.getValue(m_localxyz);
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uv.getValue(m_uv1);
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uv.getValue(m_uv2); // ..py access
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SetRGBA(rgba);
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SetNormal(normal);
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m_flag = flag;
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m_unit = 2;
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}
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const MT_Point3& RAS_TexVert::xyz()
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{
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g_pt3.setValue(m_localxyz);
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return g_pt3;
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}
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void RAS_TexVert::SetRGBA(const MT_Vector4& rgba)
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{
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unsigned char *colp = (unsigned char*) &m_rgba;
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colp[0] = (unsigned char) (rgba[0]*255.0);
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colp[1] = (unsigned char) (rgba[1]*255.0);
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colp[2] = (unsigned char) (rgba[2]*255.0);
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colp[3] = (unsigned char) (rgba[3]*255.0);
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}
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void RAS_TexVert::SetXYZ(const MT_Point3& xyz)
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{
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xyz.getValue(m_localxyz);
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}
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void RAS_TexVert::SetUV(const MT_Point2& uv)
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{
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uv.getValue(m_uv1);
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}
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void RAS_TexVert::SetUV2(const MT_Point2& uv)
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{
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uv.getValue(m_uv2);
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}
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void RAS_TexVert::SetRGBA(const unsigned int rgba)
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{
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m_rgba = rgba;
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}
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void RAS_TexVert::SetFlag(const short flag)
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{
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m_flag = flag;
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}
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void RAS_TexVert::SetUnit(const unsigned int u)
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{
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m_unit = u<=TV_MAX?u:TV_MAX;
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}
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void RAS_TexVert::SetNormal(const MT_Vector3& normal)
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{
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normal.getValue(m_normal);
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}
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#ifndef RAS_TexVert_INLINE
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// leave multiline for debugging
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const float* RAS_TexVert::getUV1 () const
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{
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return m_uv1;
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}
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const float* RAS_TexVert::getUV2 () const
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{
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return m_uv2;
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}
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const float* RAS_TexVert::getNormal() const
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{
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return m_normal;
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}
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const float* RAS_TexVert::getLocalXYZ() const
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{
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return m_localxyz;
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}
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const unsigned char* RAS_TexVert::getRGBA() const
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{
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return (unsigned char*) &m_rgba;
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}
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#endif
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// compare two vertices, and return TRUE if both are almost identical (they can be shared)
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bool RAS_TexVert::closeTo(const RAS_TexVert* other)
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{
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return (m_flag == other->m_flag &&
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m_rgba == other->m_rgba &&
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MT_fuzzyEqual(MT_Vector3(m_normal), MT_Vector3(other->m_normal)) &&
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MT_fuzzyEqual(MT_Vector2(m_uv1), MT_Vector2(other->m_uv1)) &&
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MT_fuzzyEqual(MT_Vector3(m_localxyz), MT_Vector3(other->m_localxyz))) ;
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}
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short RAS_TexVert::getFlag() const
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{
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return m_flag;
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}
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unsigned int RAS_TexVert::getUnit() const
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{
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return m_unit;
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}
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void RAS_TexVert::getOffsets(void* &xyz, void* &uv1, void* &rgba, void* &normal) const
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{
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xyz = (void *) m_localxyz;
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uv1 = (void *) m_uv1;
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rgba = (void *) &m_rgba;
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normal = (void *) m_normal;
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}
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