blender/source/gameengine/Rasterizer/RAS_BucketManager.cpp
Brecht Van Lommel 704fef314a Various game engine fixes:
* 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.
2008-09-14 00:32:18 +00:00

271 lines
7.5 KiB
C++

/**
* $Id$
* ***** 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., 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 LICENSE BLOCK *****
*/
#ifdef WIN32
// don't show these anoying STL warnings
#pragma warning (disable:4786)
#endif
#include "GEN_Map.h"
#include "RAS_MaterialBucket.h"
#include "STR_HashedString.h"
#include "RAS_MeshObject.h"
#include "RAS_IRasterizer.h"
#include "RAS_IRenderTools.h"
#include "RAS_BucketManager.h"
#include <algorithm>
#include <set>
/* sorting */
struct RAS_BucketManager::sortedmeshslot
{
public:
MT_Scalar m_z; /* depth */
RAS_MeshSlot *m_ms; /* mesh slot */
RAS_MaterialBucket *m_bucket; /* buck mesh slot came from */
sortedmeshslot() {}
void set(RAS_MeshSlot *ms, RAS_MaterialBucket *bucket, const MT_Vector3& pnorm)
{
// would be good to use the actual bounding box center instead
MT_Point3 pos(ms->m_OpenGLMatrix[12], ms->m_OpenGLMatrix[13], ms->m_OpenGLMatrix[14]);
m_z = MT_dot(pnorm, pos);
m_ms = ms;
m_bucket = bucket;
}
};
struct RAS_BucketManager::backtofront
{
bool operator()(const sortedmeshslot &a, const sortedmeshslot &b)
{
return (a.m_z < b.m_z) || (a.m_z == b.m_z && a.m_ms < b.m_ms);
}
};
struct RAS_BucketManager::fronttoback
{
bool operator()(const sortedmeshslot &a, const sortedmeshslot &b)
{
return (a.m_z > b.m_z) || (a.m_z == b.m_z && a.m_ms > b.m_ms);
}
};
/* bucket manager */
RAS_BucketManager::RAS_BucketManager()
{
}
RAS_BucketManager::~RAS_BucketManager()
{
BucketList::iterator it;
for (it = m_SolidBuckets.begin(); it != m_SolidBuckets.end(); it++)
delete (*it);
for (it = m_AlphaBuckets.begin(); it != m_AlphaBuckets.end(); it++)
delete(*it);
m_SolidBuckets.clear();
m_AlphaBuckets.clear();
}
void RAS_BucketManager::OrderBuckets(const MT_Transform& cameratrans, BucketList& buckets, vector<sortedmeshslot>& slots, bool alpha)
{
BucketList::iterator bit;
list<RAS_MeshSlot>::iterator mit;
size_t size = 0, i = 0;
/* Camera's near plane equation: pnorm.dot(point) + pval,
* but we leave out pval since it's constant anyway */
const MT_Vector3 pnorm(cameratrans.getBasis()[2]);
for (bit = buckets.begin(); bit != buckets.end(); ++bit)
for (mit = (*bit)->msBegin(); mit != (*bit)->msEnd(); ++mit)
if (!mit->IsCulled())
size++;
slots.resize(size);
for (bit = buckets.begin(); bit != buckets.end(); ++bit)
for (mit = (*bit)->msBegin(); mit != (*bit)->msEnd(); ++mit)
if (!mit->IsCulled())
slots[i++].set(&*mit, *bit, pnorm);
if(alpha)
sort(slots.begin(), slots.end(), backtofront());
else
sort(slots.begin(), slots.end(), fronttoback());
}
void RAS_BucketManager::RenderAlphaBuckets(
const MT_Transform& cameratrans, RAS_IRasterizer* rasty, RAS_IRenderTools* rendertools)
{
vector<sortedmeshslot> slots;
vector<sortedmeshslot>::iterator sit;
// Having depth masks disabled/enabled gives different artifacts in
// case no sorting is done or is done inexact. For compatibility, we
// disable it.
rasty->SetDepthMask(RAS_IRasterizer::KX_DEPTHMASK_DISABLED);
OrderBuckets(cameratrans, m_AlphaBuckets, slots, true);
for(sit=slots.begin(); sit!=slots.end(); ++sit) {
rendertools->SetClientObject(rasty, sit->m_ms->m_clientObj);
while(sit->m_bucket->ActivateMaterial(cameratrans, rasty, rendertools))
sit->m_bucket->RenderMeshSlot(cameratrans, rasty, rendertools, *(sit->m_ms));
}
rasty->SetDepthMask(RAS_IRasterizer::KX_DEPTHMASK_ENABLED);
}
void RAS_BucketManager::RenderSolidBuckets(
const MT_Transform& cameratrans, RAS_IRasterizer* rasty, RAS_IRenderTools* rendertools)
{
BucketList::iterator bit;
list<RAS_MeshSlot>::iterator mit;
rasty->SetDepthMask(RAS_IRasterizer::KX_DEPTHMASK_ENABLED);
for (bit = m_SolidBuckets.begin(); bit != m_SolidBuckets.end(); ++bit) {
for (mit = (*bit)->msBegin(); mit != (*bit)->msEnd(); ++mit) {
if (mit->IsCulled())
continue;
rendertools->SetClientObject(rasty, mit->m_clientObj);
while ((*bit)->ActivateMaterial(cameratrans, rasty, rendertools))
(*bit)->RenderMeshSlot(cameratrans, rasty, rendertools, *mit);
}
}
/* this code draws meshes order front-to-back instead to reduce overdraw.
* it turned out slower due to much material state switching, a more clever
* algorithm might do better. */
#if 0
vector<sortedmeshslot> slots;
vector<sortedmeshslot>::iterator sit;
OrderBuckets(cameratrans, m_SolidBuckets, slots, false);
for(sit=slots.begin(); sit!=slots.end(); ++sit) {
rendertools->SetClientObject(rasty, sit->m_ms->m_clientObj);
while(sit->m_bucket->ActivateMaterial(cameratrans, rasty, rendertools))
sit->m_bucket->RenderMeshSlot(cameratrans, rasty, rendertools, *(sit->m_ms));
}
#endif
}
void RAS_BucketManager::Renderbuckets(
const MT_Transform& cameratrans, RAS_IRasterizer* rasty, RAS_IRenderTools* rendertools)
{
/* beginning each frame, clear (texture/material) caching information */
rasty->ClearCachingInfo();
RenderSolidBuckets(cameratrans, rasty, rendertools);
RenderAlphaBuckets(cameratrans, rasty, rendertools);
rendertools->SetClientObject(rasty, NULL);
}
RAS_MaterialBucket* RAS_BucketManager::FindBucket(RAS_IPolyMaterial * material, bool &bucketCreated)
{
BucketList::iterator it;
bucketCreated = false;
for (it = m_SolidBuckets.begin(); it != m_SolidBuckets.end(); it++)
if (*(*it)->GetPolyMaterial() == *material)
return *it;
for (it = m_AlphaBuckets.begin(); it != m_AlphaBuckets.end(); it++)
if (*(*it)->GetPolyMaterial() == *material)
return *it;
RAS_MaterialBucket *bucket = new RAS_MaterialBucket(material);
bucketCreated = true;
if (bucket->IsAlpha())
m_AlphaBuckets.push_back(bucket);
else
m_SolidBuckets.push_back(bucket);
return bucket;
}
void RAS_BucketManager::OptimizeBuckets(MT_Scalar distance)
{
BucketList::iterator bit;
distance = 10.0;
for (bit = m_SolidBuckets.begin(); bit != m_SolidBuckets.end(); ++bit)
(*bit)->Optimize(distance);
for (bit = m_AlphaBuckets.begin(); bit != m_AlphaBuckets.end(); ++bit)
(*bit)->Optimize(distance);
}
void RAS_BucketManager::ReleaseDisplayLists(RAS_IPolyMaterial *mat)
{
BucketList::iterator bit;
list<RAS_MeshSlot>::iterator mit;
for (bit = m_SolidBuckets.begin(); bit != m_SolidBuckets.end(); ++bit) {
if (mat == NULL || (mat == (*bit)->GetPolyMaterial())) {
for (mit = (*bit)->msBegin(); mit != (*bit)->msEnd(); ++mit) {
if(mit->m_DisplayList) {
mit->m_DisplayList->Release();
mit->m_DisplayList = NULL;
}
}
}
}
for (bit = m_AlphaBuckets.begin(); bit != m_AlphaBuckets.end(); ++bit) {
if (mat == NULL || (mat == (*bit)->GetPolyMaterial())) {
for (mit = (*bit)->msBegin(); mit != (*bit)->msEnd(); ++mit) {
if(mit->m_DisplayList) {
mit->m_DisplayList->Release();
mit->m_DisplayList = NULL;
}
}
}
}
}