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 * Removed some outdated code behind the __NLA_OLDDEFORM #ifdef.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.
162 lines
4.3 KiB
C++
162 lines
4.3 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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#ifndef __RAS_IPOLYGONMATERIAL
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#define __RAS_IPOLYGONMATERIAL
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#include "STR_HashedString.h"
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/**
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* Polygon Material on which the material buckets are sorted
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*
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*/
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#include "MT_Vector3.h"
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#include "STR_HashedString.h"
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class RAS_IRasterizer;
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enum MaterialProps
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{
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RAS_ZSORT =1,
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RAS_TRANSPARENT =2,
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RAS_TRIANGLE =4,
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RAS_MULTITEX =8,
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RAS_MULTILIGHT =16,
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RAS_BLENDERMAT =32,
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RAS_GLSHADER =64,
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RAS_AUTOGEN =128,
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RAS_NORMAL =256,
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RAS_DEFMULTI =512,
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RAS_FORCEALPHA =1024
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};
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/**
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* Material properties.
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*/
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class RAS_IPolyMaterial
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{
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//todo: remove these variables from this interface/protocol class
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protected:
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STR_HashedString m_texturename;
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STR_HashedString m_materialname; //also needed for touchsensor
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int m_tile;
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int m_tilexrep,m_tileyrep;
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int m_drawingmode; // tface->mode
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bool m_transparant;
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bool m_zsort;
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int m_lightlayer;
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bool m_bIsTriangle;
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unsigned int m_polymatid;
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static unsigned int m_newpolymatid;
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// will move...
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unsigned int m_flag;//MaterialProps
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int m_multimode; // sum of values
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public:
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MT_Vector3 m_diffuse;
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float m_shininess;
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MT_Vector3 m_specular;
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float m_specularity;
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/** Used to store caching information for materials. */
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typedef void* TCachingInfo;
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// care! these are taken from blender polygonflags, see file DNA_mesh_types.h for #define TF_BILLBOARD etc.
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enum MaterialFlags
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{
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BILLBOARD_SCREENALIGNED = 256,
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BILLBOARD_AXISALIGNED = 4096,
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SHADOW =8192
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};
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RAS_IPolyMaterial(const STR_String& texname,
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const STR_String& matname,
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int tile,
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int tilexrep,
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int tileyrep,
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int mode,
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bool transparant,
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bool zsort,
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int lightlayer,
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bool bIsTriangle,
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void* clientobject);
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virtual ~RAS_IPolyMaterial() {};
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/**
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* Returns the caching information for this material,
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* This can be used to speed up the rasterizing process.
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* @return The caching information.
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*/
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virtual TCachingInfo GetCachingInfo(void) const { return 0; }
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/**
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* Activates the material in the rasterizer.
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* On entry, the cachingInfo contains info about the last activated material.
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* On exit, the cachingInfo should contain updated info about this material.
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* @param rasty The rasterizer in which the material should be active.
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* @param cachingInfo The information about the material used to speed up rasterizing.
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*/
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virtual bool Activate(RAS_IRasterizer* rasty, TCachingInfo& cachingInfo) const
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{
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return false;
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}
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virtual void ActivateMeshSlot(const class KX_MeshSlot & ms, RAS_IRasterizer* rasty) const {}
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virtual bool Equals(const RAS_IPolyMaterial& lhs) const;
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bool Less(const RAS_IPolyMaterial& rhs) const;
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int GetLightLayer() const;
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bool IsTransparant() const;
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bool IsZSort() const;
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bool UsesTriangles() const;
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unsigned int hash() const;
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int GetDrawingMode() const;
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const STR_String& GetMaterialName() const;
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const STR_String& GetTextureName() const;
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const unsigned int GetFlag() const;
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/*
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* PreCalculate texture gen
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*/
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virtual void OnConstruction(){}
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};
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inline bool operator ==( const RAS_IPolyMaterial & rhs,const RAS_IPolyMaterial & lhs)
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{
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return ( rhs.Equals(lhs));
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}
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inline bool operator < ( const RAS_IPolyMaterial & lhs, const RAS_IPolyMaterial & rhs)
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{
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return lhs.Less(rhs);
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}
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#endif //__RAS_IPOLYGONMATERIAL
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