704fef314a
* Fix issue with add transparency mode with blender materials. * Possible fix at frontface flip in the game engine. * Fix color buffering clearing for multiple viewports, it used to clear as if there was one. * Fix for zoom level in user defined viewports, it was based on the full window before, now it is based on the viewport itself. * For user defined viewports, always use Expose instead of Letterbox with bars, the latter doesn't make sense then.
271 lines
7.5 KiB
C++
271 lines
7.5 KiB
C++
/**
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* $Id$
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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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#ifdef WIN32
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// don't show these anoying STL warnings
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#pragma warning (disable:4786)
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#endif
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#include "GEN_Map.h"
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#include "RAS_MaterialBucket.h"
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#include "STR_HashedString.h"
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#include "RAS_MeshObject.h"
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#include "RAS_IRasterizer.h"
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#include "RAS_IRenderTools.h"
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#include "RAS_BucketManager.h"
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#include <algorithm>
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#include <set>
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/* sorting */
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struct RAS_BucketManager::sortedmeshslot
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{
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public:
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MT_Scalar m_z; /* depth */
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RAS_MeshSlot *m_ms; /* mesh slot */
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RAS_MaterialBucket *m_bucket; /* buck mesh slot came from */
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sortedmeshslot() {}
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void set(RAS_MeshSlot *ms, RAS_MaterialBucket *bucket, const MT_Vector3& pnorm)
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{
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// would be good to use the actual bounding box center instead
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MT_Point3 pos(ms->m_OpenGLMatrix[12], ms->m_OpenGLMatrix[13], ms->m_OpenGLMatrix[14]);
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m_z = MT_dot(pnorm, pos);
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m_ms = ms;
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m_bucket = bucket;
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}
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};
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struct RAS_BucketManager::backtofront
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{
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bool operator()(const sortedmeshslot &a, const sortedmeshslot &b)
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{
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return (a.m_z < b.m_z) || (a.m_z == b.m_z && a.m_ms < b.m_ms);
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}
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};
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struct RAS_BucketManager::fronttoback
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{
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bool operator()(const sortedmeshslot &a, const sortedmeshslot &b)
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{
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return (a.m_z > b.m_z) || (a.m_z == b.m_z && a.m_ms > b.m_ms);
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}
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};
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/* bucket manager */
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RAS_BucketManager::RAS_BucketManager()
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{
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}
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RAS_BucketManager::~RAS_BucketManager()
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{
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BucketList::iterator it;
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for (it = m_SolidBuckets.begin(); it != m_SolidBuckets.end(); it++)
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delete (*it);
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for (it = m_AlphaBuckets.begin(); it != m_AlphaBuckets.end(); it++)
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delete(*it);
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m_SolidBuckets.clear();
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m_AlphaBuckets.clear();
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}
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void RAS_BucketManager::OrderBuckets(const MT_Transform& cameratrans, BucketList& buckets, vector<sortedmeshslot>& slots, bool alpha)
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{
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BucketList::iterator bit;
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list<RAS_MeshSlot>::iterator mit;
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size_t size = 0, i = 0;
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/* Camera's near plane equation: pnorm.dot(point) + pval,
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* but we leave out pval since it's constant anyway */
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const MT_Vector3 pnorm(cameratrans.getBasis()[2]);
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for (bit = buckets.begin(); bit != buckets.end(); ++bit)
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for (mit = (*bit)->msBegin(); mit != (*bit)->msEnd(); ++mit)
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if (!mit->IsCulled())
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size++;
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slots.resize(size);
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for (bit = buckets.begin(); bit != buckets.end(); ++bit)
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for (mit = (*bit)->msBegin(); mit != (*bit)->msEnd(); ++mit)
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if (!mit->IsCulled())
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slots[i++].set(&*mit, *bit, pnorm);
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if(alpha)
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sort(slots.begin(), slots.end(), backtofront());
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else
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sort(slots.begin(), slots.end(), fronttoback());
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}
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void RAS_BucketManager::RenderAlphaBuckets(
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const MT_Transform& cameratrans, RAS_IRasterizer* rasty, RAS_IRenderTools* rendertools)
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{
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vector<sortedmeshslot> slots;
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vector<sortedmeshslot>::iterator sit;
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// Having depth masks disabled/enabled gives different artifacts in
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// case no sorting is done or is done inexact. For compatibility, we
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// disable it.
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rasty->SetDepthMask(RAS_IRasterizer::KX_DEPTHMASK_DISABLED);
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OrderBuckets(cameratrans, m_AlphaBuckets, slots, true);
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for(sit=slots.begin(); sit!=slots.end(); ++sit) {
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rendertools->SetClientObject(rasty, sit->m_ms->m_clientObj);
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while(sit->m_bucket->ActivateMaterial(cameratrans, rasty, rendertools))
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sit->m_bucket->RenderMeshSlot(cameratrans, rasty, rendertools, *(sit->m_ms));
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}
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rasty->SetDepthMask(RAS_IRasterizer::KX_DEPTHMASK_ENABLED);
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}
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void RAS_BucketManager::RenderSolidBuckets(
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const MT_Transform& cameratrans, RAS_IRasterizer* rasty, RAS_IRenderTools* rendertools)
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{
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BucketList::iterator bit;
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list<RAS_MeshSlot>::iterator mit;
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rasty->SetDepthMask(RAS_IRasterizer::KX_DEPTHMASK_ENABLED);
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for (bit = m_SolidBuckets.begin(); bit != m_SolidBuckets.end(); ++bit) {
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for (mit = (*bit)->msBegin(); mit != (*bit)->msEnd(); ++mit) {
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if (mit->IsCulled())
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continue;
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rendertools->SetClientObject(rasty, mit->m_clientObj);
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while ((*bit)->ActivateMaterial(cameratrans, rasty, rendertools))
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(*bit)->RenderMeshSlot(cameratrans, rasty, rendertools, *mit);
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}
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}
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/* this code draws meshes order front-to-back instead to reduce overdraw.
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* it turned out slower due to much material state switching, a more clever
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* algorithm might do better. */
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#if 0
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vector<sortedmeshslot> slots;
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vector<sortedmeshslot>::iterator sit;
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OrderBuckets(cameratrans, m_SolidBuckets, slots, false);
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for(sit=slots.begin(); sit!=slots.end(); ++sit) {
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rendertools->SetClientObject(rasty, sit->m_ms->m_clientObj);
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while(sit->m_bucket->ActivateMaterial(cameratrans, rasty, rendertools))
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sit->m_bucket->RenderMeshSlot(cameratrans, rasty, rendertools, *(sit->m_ms));
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}
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#endif
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}
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void RAS_BucketManager::Renderbuckets(
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const MT_Transform& cameratrans, RAS_IRasterizer* rasty, RAS_IRenderTools* rendertools)
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{
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/* beginning each frame, clear (texture/material) caching information */
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rasty->ClearCachingInfo();
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RenderSolidBuckets(cameratrans, rasty, rendertools);
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RenderAlphaBuckets(cameratrans, rasty, rendertools);
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rendertools->SetClientObject(rasty, NULL);
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}
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RAS_MaterialBucket* RAS_BucketManager::FindBucket(RAS_IPolyMaterial * material, bool &bucketCreated)
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{
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BucketList::iterator it;
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bucketCreated = false;
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for (it = m_SolidBuckets.begin(); it != m_SolidBuckets.end(); it++)
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if (*(*it)->GetPolyMaterial() == *material)
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return *it;
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for (it = m_AlphaBuckets.begin(); it != m_AlphaBuckets.end(); it++)
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if (*(*it)->GetPolyMaterial() == *material)
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return *it;
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RAS_MaterialBucket *bucket = new RAS_MaterialBucket(material);
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bucketCreated = true;
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if (bucket->IsAlpha())
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m_AlphaBuckets.push_back(bucket);
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else
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m_SolidBuckets.push_back(bucket);
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return bucket;
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}
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void RAS_BucketManager::OptimizeBuckets(MT_Scalar distance)
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{
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BucketList::iterator bit;
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distance = 10.0;
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for (bit = m_SolidBuckets.begin(); bit != m_SolidBuckets.end(); ++bit)
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(*bit)->Optimize(distance);
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for (bit = m_AlphaBuckets.begin(); bit != m_AlphaBuckets.end(); ++bit)
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(*bit)->Optimize(distance);
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}
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void RAS_BucketManager::ReleaseDisplayLists(RAS_IPolyMaterial *mat)
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{
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BucketList::iterator bit;
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list<RAS_MeshSlot>::iterator mit;
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for (bit = m_SolidBuckets.begin(); bit != m_SolidBuckets.end(); ++bit) {
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if (mat == NULL || (mat == (*bit)->GetPolyMaterial())) {
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for (mit = (*bit)->msBegin(); mit != (*bit)->msEnd(); ++mit) {
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if(mit->m_DisplayList) {
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mit->m_DisplayList->Release();
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mit->m_DisplayList = NULL;
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}
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}
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}
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}
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for (bit = m_AlphaBuckets.begin(); bit != m_AlphaBuckets.end(); ++bit) {
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if (mat == NULL || (mat == (*bit)->GetPolyMaterial())) {
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for (mit = (*bit)->msBegin(); mit != (*bit)->msEnd(); ++mit) {
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if(mit->m_DisplayList) {
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mit->m_DisplayList->Release();
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mit->m_DisplayList = NULL;
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}
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}
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}
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}
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}
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