blender/source/gameengine/Rasterizer/RAS_IPolygonMaterial.h

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/**
* $Id$
*
* ***** BEGIN GPL LICENSE BLOCK *****
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*
* 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.
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*
* 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,
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* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*
* 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 *****
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*/
#ifndef __RAS_IPOLYGONMATERIAL
#define __RAS_IPOLYGONMATERIAL
#include "STR_HashedString.h"
/**
* Polygon Material on which the material buckets are sorted
*
*/
#include "MT_Vector3.h"
#include "STR_HashedString.h"
#ifdef WITH_CXX_GUARDEDALLOC
#include "MEM_guardedalloc.h"
#endif
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class RAS_IRasterizer;
BGE: Support mesh modifiers in the game engine. Realtime modifiers applied on mesh objects will be supported in the game engine with the following limitations: - Only real time modifiers are supported (basically all of them!) - Virtual modifiers resulting from parenting are not supported: armature, curve, lattice. You can still use these modifiers (armature is really not recommended) but in non parent mode. The BGE has it's own parenting capability for armature. - Modifiers are computed on the host (using blender modifier stack). - Modifiers are statically evaluated: any possible time dependency in the modifiers is not supported (don't know enough about modifiers to be more specific). - Modifiers are reevaluated if the underlying mesh is deformed due to shape action or armature action. Beware that this is very CPU intensive; modifiers should really be used for static objects only. - Physics is still based on the original mesh: if you have a mirror modifier, the physic shape will be limited to one half of the resulting object. Therefore, the modifiers should preferably be used on graphic objects. - Scripts have no access to the modified mesh. - Modifiers that are based on objects interaction (boolean,..) will not be dependent on the objects position in the GE. What you see in the 3D view is what you get in the GE regardless on the object position, velocity, etc. Besides that, the feature is compatible with all the BGE features that affect meshes: armature action, shape action, relace mesh, VideoTexture, add object, dupligroup. Known problems: - This feature is a bit hacky: the BGE uses the derived mesh draw functions to display the object. This drawing method is a bit slow and is not 100% compatible with the BGE. There may be some problems in multi-texture mode: the multi-texture coordinates are not sent to the GPU. Texface and GLSL on the other hand should be fully supported. - Culling is still based on the extend of the original mesh. If you have a modifer that extends the size of the mesh, the object may disappear while still in the view frustrum. - Derived mesh is not shared between replicas. The derived mesh is allocated and computed for each object with modifiers, regardless if they are static replicas. - Display list are not created on objects with modifiers. I should be able to fix the above problems before release. However, the feature is already useful for game development. Once you are ready to release the game, you can apply the modifiers to get back display list support and mesh sharing capability. MSVC, scons, Cmake, makefile updated. Enjoy /benoit
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struct MTFace;
struct Material;
struct Scene;
class SCA_IScene;
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enum MaterialProps
{
RAS_ZSORT =1,
RAS_TRANSPARENT =2,
RAS_TRIANGLE =4,
RAS_MULTITEX =8,
RAS_MULTILIGHT =16,
RAS_BLENDERMAT =32,
RAS_GLSHADER =64,
RAS_AUTOGEN =128,
RAS_NORMAL =256,
RAS_DEFMULTI =512,
RAS_BLENDERGLSL =1024
};
/**
* Material properties.
*/
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class RAS_IPolyMaterial
{
//todo: remove these variables from this interface/protocol class
protected:
STR_HashedString m_texturename;
STR_HashedString m_materialname; //also needed for touchsensor
int m_tile;
int m_tilexrep,m_tileyrep;
int m_drawingmode; // tface->mode
int m_transp;
bool m_alpha;
bool m_zsort;
BGE: Support mesh modifiers in the game engine. Realtime modifiers applied on mesh objects will be supported in the game engine with the following limitations: - Only real time modifiers are supported (basically all of them!) - Virtual modifiers resulting from parenting are not supported: armature, curve, lattice. You can still use these modifiers (armature is really not recommended) but in non parent mode. The BGE has it's own parenting capability for armature. - Modifiers are computed on the host (using blender modifier stack). - Modifiers are statically evaluated: any possible time dependency in the modifiers is not supported (don't know enough about modifiers to be more specific). - Modifiers are reevaluated if the underlying mesh is deformed due to shape action or armature action. Beware that this is very CPU intensive; modifiers should really be used for static objects only. - Physics is still based on the original mesh: if you have a mirror modifier, the physic shape will be limited to one half of the resulting object. Therefore, the modifiers should preferably be used on graphic objects. - Scripts have no access to the modified mesh. - Modifiers that are based on objects interaction (boolean,..) will not be dependent on the objects position in the GE. What you see in the 3D view is what you get in the GE regardless on the object position, velocity, etc. Besides that, the feature is compatible with all the BGE features that affect meshes: armature action, shape action, relace mesh, VideoTexture, add object, dupligroup. Known problems: - This feature is a bit hacky: the BGE uses the derived mesh draw functions to display the object. This drawing method is a bit slow and is not 100% compatible with the BGE. There may be some problems in multi-texture mode: the multi-texture coordinates are not sent to the GPU. Texface and GLSL on the other hand should be fully supported. - Culling is still based on the extend of the original mesh. If you have a modifer that extends the size of the mesh, the object may disappear while still in the view frustrum. - Derived mesh is not shared between replicas. The derived mesh is allocated and computed for each object with modifiers, regardless if they are static replicas. - Display list are not created on objects with modifiers. I should be able to fix the above problems before release. However, the feature is already useful for game development. Once you are ready to release the game, you can apply the modifiers to get back display list support and mesh sharing capability. MSVC, scons, Cmake, makefile updated. Enjoy /benoit
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int m_materialindex;
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unsigned int m_polymatid;
static unsigned int m_newpolymatid;
// will move...
unsigned int m_flag;//MaterialProps
int m_multimode; // sum of values
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public:
MT_Vector3 m_diffuse;
float m_shininess;
MT_Vector3 m_specular;
float m_specularity;
/** Used to store caching information for materials. */
typedef void* TCachingInfo;
// care! these are taken from blender polygonflags, see file DNA_mesh_types.h for #define TF_BILLBOARD etc.
enum MaterialFlags
{
BILLBOARD_SCREENALIGNED = 256,
BILLBOARD_AXISALIGNED = 4096,
SHADOW =8192
};
RAS_IPolyMaterial();
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RAS_IPolyMaterial(const STR_String& texname,
const STR_String& matname,
BGE: Support mesh modifiers in the game engine. Realtime modifiers applied on mesh objects will be supported in the game engine with the following limitations: - Only real time modifiers are supported (basically all of them!) - Virtual modifiers resulting from parenting are not supported: armature, curve, lattice. You can still use these modifiers (armature is really not recommended) but in non parent mode. The BGE has it's own parenting capability for armature. - Modifiers are computed on the host (using blender modifier stack). - Modifiers are statically evaluated: any possible time dependency in the modifiers is not supported (don't know enough about modifiers to be more specific). - Modifiers are reevaluated if the underlying mesh is deformed due to shape action or armature action. Beware that this is very CPU intensive; modifiers should really be used for static objects only. - Physics is still based on the original mesh: if you have a mirror modifier, the physic shape will be limited to one half of the resulting object. Therefore, the modifiers should preferably be used on graphic objects. - Scripts have no access to the modified mesh. - Modifiers that are based on objects interaction (boolean,..) will not be dependent on the objects position in the GE. What you see in the 3D view is what you get in the GE regardless on the object position, velocity, etc. Besides that, the feature is compatible with all the BGE features that affect meshes: armature action, shape action, relace mesh, VideoTexture, add object, dupligroup. Known problems: - This feature is a bit hacky: the BGE uses the derived mesh draw functions to display the object. This drawing method is a bit slow and is not 100% compatible with the BGE. There may be some problems in multi-texture mode: the multi-texture coordinates are not sent to the GPU. Texface and GLSL on the other hand should be fully supported. - Culling is still based on the extend of the original mesh. If you have a modifer that extends the size of the mesh, the object may disappear while still in the view frustrum. - Derived mesh is not shared between replicas. The derived mesh is allocated and computed for each object with modifiers, regardless if they are static replicas. - Display list are not created on objects with modifiers. I should be able to fix the above problems before release. However, the feature is already useful for game development. Once you are ready to release the game, you can apply the modifiers to get back display list support and mesh sharing capability. MSVC, scons, Cmake, makefile updated. Enjoy /benoit
2009-04-21 11:01:09 +00:00
int materialindex,
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int tile,
int tilexrep,
int tileyrep,
int mode,
int transp,
bool alpha,
bool zsort);
void Initialize(const STR_String& texname,
const STR_String& matname,
int materialindex,
int tile,
int tilexrep,
int tileyrep,
int mode,
int transp,
bool alpha,
bool zsort);
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virtual ~RAS_IPolyMaterial() {};
/**
* Returns the caching information for this material,
* This can be used to speed up the rasterizing process.
* @return The caching information.
*/
virtual TCachingInfo GetCachingInfo(void) const { return 0; }
/**
* Activates the material in the rasterizer.
* On entry, the cachingInfo contains info about the last activated material.
* On exit, the cachingInfo should contain updated info about this material.
* @param rasty The rasterizer in which the material should be active.
* @param cachingInfo The information about the material used to speed up rasterizing.
*/
virtual bool Activate(RAS_IRasterizer* rasty, TCachingInfo& cachingInfo) const
{
return false;
}
virtual void ActivateMeshSlot(const class RAS_MeshSlot & ms, RAS_IRasterizer* rasty) const {}
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virtual bool Equals(const RAS_IPolyMaterial& lhs) const;
bool Less(const RAS_IPolyMaterial& rhs) const;
//int GetLightLayer() const;
bool IsAlpha() const;
bool IsZSort() const;
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unsigned int hash() const;
int GetDrawingMode() const;
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const STR_String& GetMaterialName() const;
dword GetMaterialNameHash() const;
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const STR_String& GetTextureName() const;
unsigned int GetFlag() const;
BGE: Support mesh modifiers in the game engine. Realtime modifiers applied on mesh objects will be supported in the game engine with the following limitations: - Only real time modifiers are supported (basically all of them!) - Virtual modifiers resulting from parenting are not supported: armature, curve, lattice. You can still use these modifiers (armature is really not recommended) but in non parent mode. The BGE has it's own parenting capability for armature. - Modifiers are computed on the host (using blender modifier stack). - Modifiers are statically evaluated: any possible time dependency in the modifiers is not supported (don't know enough about modifiers to be more specific). - Modifiers are reevaluated if the underlying mesh is deformed due to shape action or armature action. Beware that this is very CPU intensive; modifiers should really be used for static objects only. - Physics is still based on the original mesh: if you have a mirror modifier, the physic shape will be limited to one half of the resulting object. Therefore, the modifiers should preferably be used on graphic objects. - Scripts have no access to the modified mesh. - Modifiers that are based on objects interaction (boolean,..) will not be dependent on the objects position in the GE. What you see in the 3D view is what you get in the GE regardless on the object position, velocity, etc. Besides that, the feature is compatible with all the BGE features that affect meshes: armature action, shape action, relace mesh, VideoTexture, add object, dupligroup. Known problems: - This feature is a bit hacky: the BGE uses the derived mesh draw functions to display the object. This drawing method is a bit slow and is not 100% compatible with the BGE. There may be some problems in multi-texture mode: the multi-texture coordinates are not sent to the GPU. Texface and GLSL on the other hand should be fully supported. - Culling is still based on the extend of the original mesh. If you have a modifer that extends the size of the mesh, the object may disappear while still in the view frustrum. - Derived mesh is not shared between replicas. The derived mesh is allocated and computed for each object with modifiers, regardless if they are static replicas. - Display list are not created on objects with modifiers. I should be able to fix the above problems before release. However, the feature is already useful for game development. Once you are ready to release the game, you can apply the modifiers to get back display list support and mesh sharing capability. MSVC, scons, Cmake, makefile updated. Enjoy /benoit
2009-04-21 11:01:09 +00:00
int GetMaterialIndex() const;
BGE: Support mesh modifiers in the game engine. Realtime modifiers applied on mesh objects will be supported in the game engine with the following limitations: - Only real time modifiers are supported (basically all of them!) - Virtual modifiers resulting from parenting are not supported: armature, curve, lattice. You can still use these modifiers (armature is really not recommended) but in non parent mode. The BGE has it's own parenting capability for armature. - Modifiers are computed on the host (using blender modifier stack). - Modifiers are statically evaluated: any possible time dependency in the modifiers is not supported (don't know enough about modifiers to be more specific). - Modifiers are reevaluated if the underlying mesh is deformed due to shape action or armature action. Beware that this is very CPU intensive; modifiers should really be used for static objects only. - Physics is still based on the original mesh: if you have a mirror modifier, the physic shape will be limited to one half of the resulting object. Therefore, the modifiers should preferably be used on graphic objects. - Scripts have no access to the modified mesh. - Modifiers that are based on objects interaction (boolean,..) will not be dependent on the objects position in the GE. What you see in the 3D view is what you get in the GE regardless on the object position, velocity, etc. Besides that, the feature is compatible with all the BGE features that affect meshes: armature action, shape action, relace mesh, VideoTexture, add object, dupligroup. Known problems: - This feature is a bit hacky: the BGE uses the derived mesh draw functions to display the object. This drawing method is a bit slow and is not 100% compatible with the BGE. There may be some problems in multi-texture mode: the multi-texture coordinates are not sent to the GPU. Texface and GLSL on the other hand should be fully supported. - Culling is still based on the extend of the original mesh. If you have a modifer that extends the size of the mesh, the object may disappear while still in the view frustrum. - Derived mesh is not shared between replicas. The derived mesh is allocated and computed for each object with modifiers, regardless if they are static replicas. - Display list are not created on objects with modifiers. I should be able to fix the above problems before release. However, the feature is already useful for game development. Once you are ready to release the game, you can apply the modifiers to get back display list support and mesh sharing capability. MSVC, scons, Cmake, makefile updated. Enjoy /benoit
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virtual Material* GetBlenderMaterial() const;
virtual Scene* GetBlenderScene() const;
BGE performance, 3rd round: culling and rasterizer. This commit extend the technique of dynamic linked list to the mesh slots so as to eliminate dumb scan or map lookup. It provides massive performance improvement in the culling and in the rasterizer when the majority of objects are static. Other improvements: - Compute the opengl matrix only for objects that are visible. - Simplify hash function for GEN_HasedPtr - Scan light list instead of general object list to render shadows - Remove redundant opengl calls to set specularity, shinyness and diffuse between each mesh slots. - Cache GPU material to avoid frequent call to GPU_material_from_blender - Only set once the fixed elements of mesh slot - Use more inline function The following table shows the performance increase between 2.48, 1st round and this round of improvement. The test was done with a scene containing 40000 objects, of which 1000 are in the view frustrum approximately. The object are simple textured cube to make sure the GPU is not the bottleneck. As some of the rasterizer processing time has moved under culling, I present the sum of scenegraph(includes culling)+rasterizer time Scenegraph+rasterizer(ms) 2.48 1st round 3rd round All objects static, 323.0 86.0 7.2 all visible, 1000 in the view frustrum All objects static, 219.0 49.7 N/A(*) all invisible. All objects moving, 323.0 105.6 34.7 all visible, 1000 in the view frustrum Scene destruction 40min 40min 4s (*) : this time is not representative because the frame rate was at 60fps. In that case, the GPU holds down the GE by frame sync. By design, the overhead of the rasterizer is 0 when the the objects are invisible. This table shows a global speed up between 9x and 45x compared to 2.48a for scenegraph, culling and rasterizer overhead. The speed up goes much higher when objects are invisible. An additional 2-4x speed up is possible in the scenegraph by upgrading the Moto library to use Eigen2 BLAS library instead of C++ classes but the scenegraph is already so fast that it is not a priority right now. Next speed up in logic: many things to do there...
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virtual void ReleaseMaterial();
BGE: Support mesh modifiers in the game engine. Realtime modifiers applied on mesh objects will be supported in the game engine with the following limitations: - Only real time modifiers are supported (basically all of them!) - Virtual modifiers resulting from parenting are not supported: armature, curve, lattice. You can still use these modifiers (armature is really not recommended) but in non parent mode. The BGE has it's own parenting capability for armature. - Modifiers are computed on the host (using blender modifier stack). - Modifiers are statically evaluated: any possible time dependency in the modifiers is not supported (don't know enough about modifiers to be more specific). - Modifiers are reevaluated if the underlying mesh is deformed due to shape action or armature action. Beware that this is very CPU intensive; modifiers should really be used for static objects only. - Physics is still based on the original mesh: if you have a mirror modifier, the physic shape will be limited to one half of the resulting object. Therefore, the modifiers should preferably be used on graphic objects. - Scripts have no access to the modified mesh. - Modifiers that are based on objects interaction (boolean,..) will not be dependent on the objects position in the GE. What you see in the 3D view is what you get in the GE regardless on the object position, velocity, etc. Besides that, the feature is compatible with all the BGE features that affect meshes: armature action, shape action, relace mesh, VideoTexture, add object, dupligroup. Known problems: - This feature is a bit hacky: the BGE uses the derived mesh draw functions to display the object. This drawing method is a bit slow and is not 100% compatible with the BGE. There may be some problems in multi-texture mode: the multi-texture coordinates are not sent to the GPU. Texface and GLSL on the other hand should be fully supported. - Culling is still based on the extend of the original mesh. If you have a modifer that extends the size of the mesh, the object may disappear while still in the view frustrum. - Derived mesh is not shared between replicas. The derived mesh is allocated and computed for each object with modifiers, regardless if they are static replicas. - Display list are not created on objects with modifiers. I should be able to fix the above problems before release. However, the feature is already useful for game development. Once you are ready to release the game, you can apply the modifiers to get back display list support and mesh sharing capability. MSVC, scons, Cmake, makefile updated. Enjoy /benoit
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virtual void GetMaterialRGBAColor(unsigned char *rgba) const;
virtual bool UsesLighting(RAS_IRasterizer *rasty) const;
virtual bool UsesObjectColor() const;
virtual void Replace_IScene(SCA_IScene *val) {}; /* overridden by KX_BlenderMaterial */
/*
* PreCalculate texture gen
*/
virtual void OnConstruction(int layer){}
#ifdef WITH_CXX_GUARDEDALLOC
public:
void *operator new( unsigned int num_bytes) { return MEM_mallocN(num_bytes, "GE:RAS_IPolyMaterial"); }
void operator delete( void *mem ) { MEM_freeN(mem); }
#endif
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};
inline bool operator ==( const RAS_IPolyMaterial & rhs,const RAS_IPolyMaterial & lhs)
{
return ( rhs.Equals(lhs));
}
inline bool operator < ( const RAS_IPolyMaterial & lhs, const RAS_IPolyMaterial & rhs)
{
return lhs.Less(rhs);
}
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#endif //__RAS_IPOLYGONMATERIAL