blender/source/gameengine/Rasterizer/RAS_IPolygonMaterial.cpp
Kester Maddock e5cc9abceb Fix Bug #1309 Disabling Actor leaves Ghost, Dynamic and Rigid Body etc enabled.
Depth sorting for Transparent polygons.  Use ZTransp in Material buttons to enable.
This will cause an object's polygons to be sorted (back to front for alpha polygons, front to back for solid polygons.)
2004-05-26 12:01:08 +00:00

170 lines
4.3 KiB
C++

/**
* $Id$
* ***** BEGIN GPL/BL DUAL 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. The Blender
* Foundation also sells licenses for use in proprietary software under
* the Blender License. See http://www.blender.org/BL/ for information
* about this.
*
* 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/BL DUAL LICENSE BLOCK *****
*/
#include "RAS_IPolygonMaterial.h"
#ifdef HAVE_CONFIG_H
#include <config.h>
#endif
RAS_IPolyMaterial::RAS_IPolyMaterial(const STR_String& texname,
bool ba,
const STR_String& matname,
int tile,
int tilexrep,
int tileyrep,
int mode,
bool transparant,
bool zsort,
int lightlayer,
bool bIsTriangle,
void* clientobject=NULL) :
m_texturename(texname),
m_materialname(matname),
m_tile(tile),
m_tilexrep(tilexrep),
m_tileyrep(tileyrep),
m_drawingmode (mode),
m_transparant(transparant),
m_zsort(zsort),
m_lightlayer(lightlayer),
m_bIsTriangle(bIsTriangle)
{
m_shininess = 35.0;
m_specular = MT_Vector3(0.5,0.5,0.5);
m_specularity = 1.0;
m_diffuse = MT_Vector3(0.5,0.5,0.5);
}
bool RAS_IPolyMaterial::Equals(const RAS_IPolyMaterial& lhs) const
{
return (
this->m_tile == lhs.m_tile &&
this->m_tilexrep == lhs.m_tilexrep &&
this->m_tileyrep == lhs.m_tileyrep &&
this->m_transparant == lhs.m_transparant &&
this->m_zsort == lhs.m_zsort &&
this->m_drawingmode == lhs.m_drawingmode &&
this->m_bIsTriangle == lhs.m_bIsTriangle &&
this->m_lightlayer == lhs.m_lightlayer &&
this->m_texturename.hash() == lhs.m_texturename.hash() &&
this->m_materialname.hash() == lhs.m_materialname.hash()
);
}
bool RAS_IPolyMaterial::Less(const RAS_IPolyMaterial& rhs) const
{
/**
* @warning STL requires lhs.Less(rhs) == rhs.Less(lhs) implies lhs.Equals(rhs).
* This function *must* return different values for lhs.Less(rhs) and rhs.Less(lhs) if
* !lhs.Equals(rhs) !!
*/
if (m_materialname.hash() < rhs.m_materialname.hash())
return true;
if (m_materialname.hash() > rhs.m_materialname.hash() ||
m_texturename.hash() > rhs.m_texturename.hash())
return false;
if (m_texturename.hash() < rhs.m_texturename.hash() ||
m_lightlayer < rhs.m_lightlayer)
return true;
if (m_lightlayer > rhs.m_lightlayer ||
m_bIsTriangle > rhs.m_bIsTriangle)
return false;
if (m_bIsTriangle < rhs.m_bIsTriangle ||
m_drawingmode < rhs.m_drawingmode)
return true;
if (m_drawingmode > rhs.m_drawingmode ||
m_transparant > !rhs.m_transparant)
return false;
if (m_transparant < rhs.m_transparant ||
m_tileyrep < rhs.m_tileyrep)
return true;
if (m_tileyrep > rhs.m_tileyrep ||
m_tilexrep > rhs.m_tilexrep)
return false;
if (m_tilexrep < rhs.m_tilexrep ||
m_tile < rhs.m_tile)
return true;
return !(m_tile > rhs.m_tile ||
m_zsort > rhs.m_zsort);
}
int RAS_IPolyMaterial::GetLightLayer() const
{
return m_lightlayer;
}
bool RAS_IPolyMaterial::IsTransparant() const
{
return m_transparant;
}
bool RAS_IPolyMaterial::IsZSort() const
{
return m_zsort;
}
bool RAS_IPolyMaterial::UsesTriangles() const
{
return m_bIsTriangle;
}
unsigned int RAS_IPolyMaterial::hash() const
{
return m_texturename.hash();
}
int RAS_IPolyMaterial::GetDrawingMode() const
{
return m_drawingmode;
}
const STR_String& RAS_IPolyMaterial::GetMaterialName() const
{
return m_materialname;
}
const STR_String& RAS_IPolyMaterial::GetTextureName() const
{
return m_texturename;
}