forked from bartvdbraak/blender
272a91f754
GLEW ==== Added the GLEW opengl extension library into extern/, always compiled into Blender now. This is much nicer than doing this kind of extension management manually, and will be used in the game engine, for GLSL, and other opengl extensions. * According to the GLEW website it works on Windows, Linux, Mac OS X, FreeBSD, Irix, and Solaris. There might still be platform specific issues due to this commit, so let me know and I'll look into it. * This means also that all extensions will now always be compiled in, regardless of the glext.h on the platform where compilation happens. Game Engine =========== Refactoring of the use of opengl extensions and other drawing code in the game engine, and cleaning up some hacks related to GLSL integration. These changes will be merged into trunk too after this. The game engine graphics demos & apricot level survived my tests, but this could use some good testing of course. For users: please test with the options "Generate Display Lists" and "Vertex Arrays" enabled, these should be the fastest and are supposed to be "unreliable", but if that's the case that's probably due to bugs that can be fixed. * The game engine now also uses GLEW for extensions, replacing the custom opengl extensions code that was there. Removes a lot of #ifdef's, but the runtime checks stay of course. * Removed the WITHOUT_GLEXT environment variable. This was added to work around a specific bug and only disabled multitexturing anyway. It might also have caused a slowdown since it was retrieving the environment variable for every vertex in immediate mode (bug #13680). * Refactored the code to allow drawing skinned meshes with vertex arrays too, removing some specific immediate mode drawing functions for this that only did extra normal calculation. Now it always splits vertices of flat faces instead. * Refactored normal recalculation with some minor optimizations, required for the above change. * Removed some outdated code behind the __NLA_OLDDEFORM #ifdef. * Fixed various bugs in setting of multitexture coordinates and vertex attributes for vertex arrays. These were not being enabled/disabled correct according to the opengl spec, leading to crashes. Also tangent attributes used an immediate mode call for vertex arrays, which can't work. * Fixed use of uninitialized variable in RAS_TexVert. * Exporting skinned meshes was doing O(n^2) lookups for vertices and deform weights, now uses same trick as regular meshes.
180 lines
4.6 KiB
C++
180 lines
4.6 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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#ifdef WIN32
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#pragma warning (disable : 4786)
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#endif //WIN32
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#include "BL_SkinDeformer.h"
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#include "GEN_Map.h"
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#include "STR_HashedString.h"
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#include "RAS_IPolygonMaterial.h"
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#include "BL_SkinMeshObject.h"
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//#include "BL_ArmatureController.h"
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#include "DNA_armature_types.h"
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#include "DNA_action_types.h"
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#include "DNA_mesh_types.h"
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#include "DNA_meshdata_types.h"
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#include "BKE_armature.h"
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#include "BKE_action.h"
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#include "MT_Point3.h"
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extern "C"{
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#include "BKE_lattice.h"
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}
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#include "BKE_utildefines.h"
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#include "BLI_blenlib.h"
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#include "BLI_arithb.h"
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#define __NLA_DEFNORMALS
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//#undef __NLA_DEFNORMALS
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BL_SkinDeformer::BL_SkinDeformer(
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struct Object *bmeshobj_old, // Blender object that owns the new mesh
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struct Object *bmeshobj_new, // Blender object that owns the original mesh
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class BL_SkinMeshObject *mesh,
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bool release_object,
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BL_ArmatureObject* arma) :
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BL_MeshDeformer(bmeshobj_old, mesh),
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m_armobj(arma),
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m_lastUpdate(-1),
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m_defbase(&bmeshobj_old->defbase),
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m_releaseobject(release_object)
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{
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Mat4CpyMat4(m_obmat, bmeshobj_old->obmat);
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m_restoremat = true;
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// this is needed to ensure correct deformation of mesh:
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// the deformation is done with Blender's armature_deform_verts() function
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// that takes an object as parameter and not a mesh. The object matrice is used
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// in the calculation, so we must force the same matrice to simulate a pure replacement of mesh
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Mat4CpyMat4(bmeshobj_old->obmat, bmeshobj_new->obmat);
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}
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BL_SkinDeformer::~BL_SkinDeformer()
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{
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if(m_releaseobject && m_armobj)
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m_armobj->Release();
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if (m_restoremat)
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Mat4CpyMat4(m_objMesh->obmat, m_obmat);
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}
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bool BL_SkinDeformer::Apply(RAS_IPolyMaterial *mat)
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{
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size_t i, j, index;
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vecVertexArray array;
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vecIndexArrays mvarray;
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vecMDVertArray dvarray;
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vecIndexArrays diarray;
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RAS_TexVert *tv;
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MT_Point3 pt;
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// float co[3];
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if (!m_armobj)
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return false;
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Update();
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array = m_pMeshObject->GetVertexCache(mat);
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mvarray = m_pMeshObject->GetMVertCache(mat);
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diarray = m_pMeshObject->GetDIndexCache(mat);
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// For each array
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for (i=0; i<array.size(); i++) {
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// For each vertex
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for (j=0; j<array[i]->size(); j++) {
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tv = &((*array[i])[j]);
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index = ((*diarray[i])[j]);
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// Copy the untransformed data from the original mvert
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// Set the data
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tv->SetXYZ(m_transverts[((*mvarray[i])[index])]);
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}
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}
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return true;
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}
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RAS_Deformer *BL_SkinDeformer::GetReplica()
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{
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BL_SkinDeformer *result;
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result = new BL_SkinDeformer(*this);
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result->ProcessReplica();
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return result;
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}
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void BL_SkinDeformer::ProcessReplica()
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{
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}
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//void where_is_pose (Object *ob);
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//void armature_deform_verts(Object *armOb, Object *target, float (*vertexCos)[3], int numVerts, int deformflag);
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void BL_SkinDeformer::Update(void)
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{
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/* See if the armature has been updated for this frame */
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if (m_lastUpdate!=m_armobj->GetLastFrame()){
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/* Do all of the posing necessary */
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m_armobj->ApplyPose();
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/* XXX note: where_is_pose() (from BKE_armature.h) calculates all matrices needed to start deforming */
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/* but it requires the blender object pointer... */
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Object* par_arma = m_armobj->GetArmatureObject();
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where_is_pose( par_arma );
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/* store verts locally */
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VerifyStorage();
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/* duplicate */
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for (int v =0; v<m_bmesh->totvert; v++)
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VECCOPY(m_transverts[v], m_bmesh->mvert[v].co);
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armature_deform_verts( par_arma, m_objMesh, NULL, m_transverts, NULL, m_bmesh->totvert, ARM_DEF_VGROUP, NULL, NULL );
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#ifdef __NLA_DEFNORMALS
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RecalcNormals();
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#endif
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/* Update the current frame */
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m_lastUpdate=m_armobj->GetLastFrame();
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}
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}
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/* XXX note: I propose to drop this function */
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void BL_SkinDeformer::SetArmature(BL_ArmatureObject *armobj)
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{
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// only used to set the object now
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m_armobj = armobj;
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}
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