blender/source/gameengine/Rasterizer/RAS_TexVert.h

147 lines
3.5 KiB
C++

/*
* ***** BEGIN GPL 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.
*
* 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., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, 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 LICENSE BLOCK *****
*/
/** \file RAS_TexVert.h
* \ingroup bgerast
*/
#ifndef __RAS_TEXVERT_H__
#define __RAS_TEXVERT_H__
#include "MT_Point3.h"
#include "MT_Point2.h"
#include "MT_Transform.h"
#ifdef WITH_CXX_GUARDEDALLOC
#include "MEM_guardedalloc.h"
#endif
static MT_Point3 g_pt3;
static MT_Point2 g_pt2;
class RAS_TexVert
{
float m_localxyz[3]; // 3*4 = 12
float m_uvs[8][2]; // 8*2*4=64 //8 = MAX_UNIT
unsigned int m_rgba; // 4
float m_tangent[4]; // 4*4 = 16
float m_normal[3]; // 3*4 = 12
short m_flag; // 2
short m_softBodyIndex; //2
unsigned int m_unit; // 4
unsigned int m_origindex; // 4
char m_padding[8]; // 8
//---------
// 128
// 32 bytes alignment improves performance on ATI cards.
public:
enum {
FLAT = 1,
MAX_UNIT = 8
};
short getFlag() const;
unsigned int getUnit() const;
RAS_TexVert()// :m_xyz(0,0,0),m_uv(0,0),m_rgba(0)
{}
RAS_TexVert(const MT_Point3& xyz,
const MT_Point2 uvs[MAX_UNIT],
const MT_Vector4& tangent,
const unsigned int rgba,
const MT_Vector3& normal,
const bool flat,
const unsigned int origindex);
~RAS_TexVert() {};
const float* getUV (int unit) const {
return m_uvs[unit];
};
const float* getXYZ() const {
return m_localxyz;
};
const float* getNormal() const {
return m_normal;
}
short int getSoftBodyIndex() const
{
return m_softBodyIndex;
}
void setSoftBodyIndex(short int sbIndex)
{
m_softBodyIndex = sbIndex;
}
const float* getTangent() const {
return m_tangent;
}
const unsigned char* getRGBA() const {
return (unsigned char *) &m_rgba;
}
unsigned int getOrigIndex() const {
return m_origindex;
}
void SetXYZ(const MT_Point3& xyz);
void SetXYZ(const float xyz[3]);
void SetUV(int index, const MT_Point2& uv);
void SetUV(int index, const float uv[2]);
void SetRGBA(const unsigned int rgba);
void SetNormal(const MT_Vector3& normal);
void SetTangent(const MT_Vector3& tangent);
void SetFlag(const short flag);
void SetUnit(const unsigned u);
void SetRGBA(const MT_Vector4& rgba);
const MT_Point3& xyz();
void Transform(const class MT_Matrix4x4& mat,
const class MT_Matrix4x4& nmat);
void TransformUV(int index, const MT_Matrix4x4& mat);
// compare two vertices, to test if they can be shared, used for
// splitting up based on uv's, colors, etc
bool closeTo(const RAS_TexVert* other);
#ifdef WITH_CXX_GUARDEDALLOC
MEM_CXX_CLASS_ALLOC_FUNCS("GE:RAS_TexVert")
#endif
};
#endif /* __RAS_TEXVERT_H__ */