blender/source/gameengine/Rasterizer/RAS_IPolygonMaterial.cpp
Brecht Van Lommel 908337bee1 Game Engine: alpha blending and sorting
=======================================

Alpha blending + sorting was revised, to fix bugs and get it
to work more predictable.

* A new per texture face "Sort" setting defines if the face
  is alpha sorted or not, instead of abusing the "ZTransp"
  setting as it did before.
* Existing files are converted to hopefully match the old
  behavior as much as possible with a version patch.
* On new meshes the Sort flag is disabled by the default, to
  avoid unexpected and hard to find slowdowns.
* Alpha sorting for faces was incredibly slow. Sorting faces
  in a mesh with 600 faces lowered the framerate from 200 to
  70 fps in my test.. the sorting there case goes about 15x
  faster now, but it is still advised to use Clip Alpha if
  possible instead of regular Alpha.
* There still various limitations in the alpha sorting code,
  I've added some comments to the code about this.

Some docs at the bottom of the page:
http://www.blender.org/development/current-projects/changes-since-246/realtime-glsl-materials/

Merged some fixes from the apricot branch, most important
change is that  tangents are now exactly the same as the rest
of Blender, instead of being computed in the game engine with a
different algorithm.

Also, the subversion was bumped to 1.
2008-07-29 15:48:31 +00:00

177 lines
4.1 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 *****
*/
#include "RAS_IPolygonMaterial.h"
#include "RAS_IRasterizer.h"
#ifdef HAVE_CONFIG_H
#include <config.h>
#endif
RAS_IPolyMaterial::RAS_IPolyMaterial(const STR_String& texname,
const STR_String& matname,
int tile,
int tilexrep,
int tileyrep,
int mode,
int transp,
bool alpha,
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_transp(transp),
m_alpha(alpha),
m_zsort(zsort),
m_lightlayer(lightlayer),
m_bIsTriangle(bIsTriangle),
m_polymatid(m_newpolymatid++),
m_flag(0),
m_multimode(0)
{
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
{
if(m_flag &RAS_BLENDERMAT)
{
return (
this->m_multimode == lhs.m_multimode &&
this->m_flag == lhs.m_flag &&
this->m_drawingmode == lhs.m_drawingmode &&
this->m_transp == lhs.m_transp &&
this->m_lightlayer == lhs.m_lightlayer &&
this->m_texturename.hash() == lhs.m_texturename.hash() &&
this->m_materialname.hash() == lhs.m_materialname.hash()
);
}
else
{
return (
this->m_tile == lhs.m_tile &&
this->m_tilexrep == lhs.m_tilexrep &&
this->m_tileyrep == lhs.m_tileyrep &&
this->m_transp == lhs.m_transp &&
this->m_alpha == lhs.m_alpha &&
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
{
if (Equals(rhs))
return false;
return m_polymatid < rhs.m_polymatid;
}
int RAS_IPolyMaterial::GetLightLayer() const
{
return m_lightlayer;
}
bool RAS_IPolyMaterial::IsAlpha() const
{
return m_alpha || m_zsort;
}
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;
}
dword RAS_IPolyMaterial::GetMaterialNameHash() const
{
return m_materialname.hash();
}
const STR_String& RAS_IPolyMaterial::GetTextureName() const
{
return m_texturename;
}
const unsigned int RAS_IPolyMaterial::GetFlag() const
{
return m_flag;
}
bool RAS_IPolyMaterial::UsesLighting(RAS_IRasterizer *rasty) const
{
bool dolights = false;
if(m_flag & RAS_BLENDERMAT)
dolights = (m_flag &RAS_MULTILIGHT)!=0;
else if(rasty->GetDrawingMode() < RAS_IRasterizer::KX_SOLID);
else if(rasty->GetDrawingMode() == RAS_IRasterizer::KX_SHADOW);
else
dolights = (m_drawingmode & 16)!=0;
return dolights;
}
unsigned int RAS_IPolyMaterial::m_newpolymatid = 0;