908337bee1
======================================= Alpha blending + sorting was revised, to fix bugs and get it to work more predictable. * A new per texture face "Sort" setting defines if the face is alpha sorted or not, instead of abusing the "ZTransp" setting as it did before. * Existing files are converted to hopefully match the old behavior as much as possible with a version patch. * On new meshes the Sort flag is disabled by the default, to avoid unexpected and hard to find slowdowns. * Alpha sorting for faces was incredibly slow. Sorting faces in a mesh with 600 faces lowered the framerate from 200 to 70 fps in my test.. the sorting there case goes about 15x faster now, but it is still advised to use Clip Alpha if possible instead of regular Alpha. * There still various limitations in the alpha sorting code, I've added some comments to the code about this. Some docs at the bottom of the page: http://www.blender.org/development/current-projects/changes-since-246/realtime-glsl-materials/ Merged some fixes from the apricot branch, most important change is that tangents are now exactly the same as the rest of Blender, instead of being computed in the game engine with a different algorithm. Also, the subversion was bumped to 1.
267 lines
6.3 KiB
C++
267 lines
6.3 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 __RAS_MESHOBJECT
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#define __RAS_MESHOBJECT
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#ifdef WIN32
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// disable the STL warnings ("debug information length > 255")
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#pragma warning (disable:4786)
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#endif
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#include <vector>
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#include <set>
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#include "RAS_Polygon.h"
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#include "RAS_MaterialBucket.h"
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#include "MT_Transform.h"
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#include "GEN_HashedPtr.h"
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struct Mesh;
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/**
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* This class holds an array of vertices and indicies.
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*/
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class KX_ArrayOptimizer
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{
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public:
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KX_ArrayOptimizer(int index)
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: m_index1(index)
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{};
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virtual ~KX_ArrayOptimizer();
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vector<KX_VertexArray*> m_VertexArrayCache1;
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vector<int> m_TriangleArrayCount;
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vector<KX_IndexArray*> m_IndexArrayCache1;
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/**
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order in which they are stored into the mesh
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*/
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int m_index1;
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};
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/**
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* This struct holds a triangle.
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*/
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struct RAS_TriangleIndex
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{
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public:
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int m_index[3];
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int m_array;
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RAS_IPolyMaterial* m_matid;
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bool m_collider;
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};
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/**
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* This class looks horribly broken. Only m_matid is used, and
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* m_matid is a (int) RAS_IPolyMaterial*.
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* --> m_matid == lhs.m_matid should be *m_matid == *lhs.m_matid
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*/
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class RAS_MatArrayIndex
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{
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public:
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int m_arrayindex1;
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RAS_IPolyMaterial* m_matid;
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int m_array;
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int m_index;
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/*
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inline bool Less(const RAS_MatArrayIndex& lhs) const {
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bool result =
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( (m_matid < lhs.m_matid) ||
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((m_matid == lhs.m_matid)&&(m_array < lhs.m_array)) ||
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((m_matid == lhs.m_matid) && (m_array == lhs.m_array) &&
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(m_index < lhs.m_index))
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);
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return result;
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}
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*/
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};
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/*
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inline bool operator <( const RAS_MatArrayIndex& rhs,const RAS_MatArrayIndex& lhs)
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{
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return ( rhs.Less(lhs));
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}*/
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/**
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* RAS_MeshObject stores mesh data for the renderer.
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*/
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class RAS_MeshObject
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{
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// GEN_Map<class RAS_IPolyMaterial,KX_ArrayOptimizer*> m_matVertexArrayS;
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//vector<class RAS_IPolyMaterial*,KX_ArrayOptimizer> m_vertexArrays;
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virtual KX_ArrayOptimizer* GetArrayOptimizer(RAS_IPolyMaterial* polymat);
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//vector<RAS_Polygon*> m_polygons;
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unsigned int m_debugcolor;
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bool m_bModified;
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int m_lightlayer;
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vector<class RAS_Polygon*> m_Polygons;
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STR_String m_name;
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static STR_String s_emptyname;
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bool m_zsort;
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bool m_MeshMod;
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struct polygonSlot;
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struct backtofront;
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struct fronttoback;
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void SchedulePoly(
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const KX_VertexIndex& idx,
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int numverts,
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RAS_IPolyMaterial* mat
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);
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void ScheduleWireframePoly(
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const KX_VertexIndex& idx,
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int numverts,
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int edgecode,
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RAS_IPolyMaterial* mat
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);
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protected:
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enum { BUCKET_MAX_INDICES = 65535 };//2048};//8192};
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enum { BUCKET_MAX_TRIANGLES = 65535 };
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GEN_Map<GEN_HashedPtr,KX_ArrayOptimizer*> m_matVertexArrayS;
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RAS_MaterialBucket::Set m_materials;
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Mesh* m_mesh;
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public:
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// for now, meshes need to be in a certain layer (to avoid sorting on lights in realtime)
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RAS_MeshObject(Mesh* mesh, int lightlayer);
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virtual ~RAS_MeshObject();
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vector<RAS_IPolyMaterial*> m_sortedMaterials;
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vector<vector<RAS_MatArrayIndex> > m_xyz_index_to_vertex_index_mapping;
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vector<RAS_TriangleIndex > m_triangle_indices;
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int m_class;
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unsigned int GetLightLayer();
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int NumMaterials();
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const STR_String& GetMaterialName(unsigned int matid);
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RAS_MaterialBucket* GetMaterialBucket(unsigned int matid);
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const STR_String& GetTextureName(unsigned int matid);
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virtual void AddPolygon(RAS_Polygon* poly);
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void UpdateMaterialList();
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int NumPolygons();
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RAS_Polygon* GetPolygon(int num);
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virtual void Bucketize(
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double* oglmatrix,
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void* clientobj,
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bool useObjectColor,
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const MT_Vector4& rgbavec
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);
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void RemoveFromBuckets(
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double* oglmatrix,
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void* clientobj
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);
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void MarkVisible(
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double* oglmatrix,
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void* clientobj,
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bool visible,
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bool useObjectColor,
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const MT_Vector4& rgbavec
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);
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void DebugColor(unsigned int abgr);
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void SetVertexColor(RAS_IPolyMaterial* mat,MT_Vector4 rgba);
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/**
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* Sorts the polygons by their transformed z values.
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*/
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void SortPolygons(const MT_Transform &transform);
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void SchedulePolygons(int drawingmode);
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void ClearArrayData();
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RAS_MaterialBucket::Set::iterator GetFirstMaterial();
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RAS_MaterialBucket::Set::iterator GetLastMaterial();
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virtual RAS_TexVert* GetVertex(
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short array,
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unsigned int index,
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RAS_IPolyMaterial* polymat
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);
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virtual int FindVertexArray(
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int numverts,
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RAS_IPolyMaterial* polymat
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);
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// find (and share) or add vertices
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// for some speedup, only the last 20 added vertices are searched for equality
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virtual int FindOrAddVertex(
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int vtxarray,
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const MT_Point3& xyz,
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const MT_Point2& uv,
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const MT_Point2& uv2,
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const MT_Vector4& tangent,
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const unsigned int rgbacolor,
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const MT_Vector3& normal,
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bool flat,
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RAS_IPolyMaterial* mat,
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int origindex
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);
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vecVertexArray& GetVertexCache (RAS_IPolyMaterial* mat);
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int GetVertexArrayLength(RAS_IPolyMaterial* mat);
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RAS_TexVert* GetVertex(
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unsigned int matid,
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unsigned int index
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);
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const vecIndexArrays& GetIndexCache (RAS_IPolyMaterial* mat);
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void SetName(STR_String name);
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const STR_String& GetName();
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bool MeshModified();
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void SetMeshModified(bool v){m_MeshMod = v;}
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Mesh* GetMesh() { return m_mesh; }
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};
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#endif //__RAS_MESHOBJECT
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