blender/source/gameengine/Rasterizer/RAS_Polygon.h
Kester Maddock 90fb631526 Port a few rasterizer changes from tuhopuu2:
Up the max batch size.
Clean up some of the code - move code in headers to source files etc.
2004-07-17 05:23:17 +00:00

94 lines
2.4 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.
*
* The Original Code is: all of this file.
*
* Contributor(s): none yet.
*
* ***** END GPL/BL DUAL LICENSE BLOCK *****
*/
#ifndef __RAS_POLYGON
#define __RAS_POLYGON
#include "RAS_TexVert.h"
#include "RAS_MaterialBucket.h"
#include <vector>
using namespace std;
//
// Bitfield that stores the flags for each CValue derived class
//
struct PolygonFlags {
PolygonFlags() :
Visible(true),
Collider(true)
{
}
unsigned char Visible : 1;
unsigned char Collider : 1;
//int Visible : 1;
//int Collider : 1;
};
class RAS_Polygon
{
RAS_MaterialBucket* m_bucket;
KX_VertexIndex m_vertexindexbase;
int m_numverts;
int m_edgecode;
PolygonFlags m_polyFlags;
public:
RAS_Polygon(RAS_MaterialBucket* bucket,
bool visible,
int numverts,
int vtxarrayindex) ;
virtual ~RAS_Polygon() {};
// RAS_TexVert* GetVertex(int index);
int VertexCount();
void SetVertex(int i, unsigned int vertexindex); //const MT_Point3& xyz,const MT_Point2& uv,const unsigned int rgbacolor,const MT_Vector3& normal)
const KX_VertexIndex& GetIndexBase();
void SetVisibleWireframeEdges(int edgecode);
// each bit is for a visible edge, starting with bit 1 for the first edge, bit 2 for second etc.
int GetEdgeCode();
bool IsVisible();
bool IsCollider();
void SetCollider(bool col);
KX_VertexIndex& GetVertexIndexBase();
RAS_MaterialBucket* GetMaterial();
};
#endif