forked from bartvdbraak/blender
908337bee1
======================================= 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.
406 lines
10 KiB
C++
406 lines
10 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_IRASTERIZER
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#define __RAS_IRASTERIZER
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#ifdef WIN32
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#pragma warning (disable:4786)
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#endif
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#include "STR_HashedString.h"
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#include "MT_CmMatrix4x4.h"
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#include "MT_Matrix4x4.h"
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#include "RAS_TexVert.h"
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#include <vector>
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using namespace std;
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class RAS_ICanvas;
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class RAS_IPolyMaterial;
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typedef vector<unsigned short> KX_IndexArray;
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typedef vector<RAS_TexVert> KX_VertexArray;
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typedef vector< KX_VertexArray* > vecVertexArray;
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typedef vector< KX_IndexArray* > vecIndexArrays;
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/**
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* 3D rendering device context interface.
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*/
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class RAS_IRasterizer
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{
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public:
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RAS_IRasterizer(RAS_ICanvas* canv){};
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virtual ~RAS_IRasterizer(){};
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/**
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*/
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enum {
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RAS_RENDER_3DPOLYGON_TEXT = 16384
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};
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/**
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* Drawing types
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*/
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enum DrawType {
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KX_BOUNDINGBOX = 1,
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KX_WIREFRAME,
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KX_SOLID,
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KX_SHADED,
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KX_TEXTURED,
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KX_SHADOW
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};
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/**
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* Drawing modes
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*/
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enum DrawMode {
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KX_MODE_LINES = 1,
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KX_MODE_TRIANGLES,
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KX_MODE_QUADS
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};
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/**
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* Valid SetDepthMask parameters
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*/
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enum DepthMask {
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KX_DEPTHMASK_ENABLED =1,
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KX_DEPTHMASK_DISABLED
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};
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/**
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*/
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enum {
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KX_TWOSIDE = 512,
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KX_LINES = 32768
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};
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/**
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* Stereo mode types
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*/
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enum StereoMode {
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RAS_STEREO_NOSTEREO = 1,
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RAS_STEREO_QUADBUFFERED,
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RAS_STEREO_ABOVEBELOW,
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RAS_STEREO_INTERLACED,
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RAS_STEREO_ANAGLYPH,
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RAS_STEREO_SIDEBYSIDE,
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RAS_STEREO_VINTERLACE,
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RAS_STEREO_MAXSTEREO
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};
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/**
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* Texture gen modes.
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*/
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enum TexCoGen {
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RAS_TEXCO_GEN, //< GPU will generate texture coordinates
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RAS_TEXCO_ORCO, //< Vertex coordinates (object space)
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RAS_TEXCO_GLOB, //< Vertex coordinates (world space)
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RAS_TEXCO_UV1, //< UV coordinates
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RAS_TEXCO_OBJECT, //< Use another object's position as coordinates
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RAS_TEXCO_LAVECTOR, //< Light vector as coordinates
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RAS_TEXCO_VIEW, //< View vector as coordinates
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RAS_TEXCO_STICKY, //< Sticky coordinates
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RAS_TEXCO_WINDOW, //< Window coordinates
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RAS_TEXCO_NORM, //< Normal coordinates
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RAS_TEXTANGENT, //<
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RAS_TEXCO_UV2, //<
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RAS_TEXCO_VCOL, //< Vertex Color
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RAS_TEXCO_DISABLE //< Disable this texture unit (cached)
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};
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/**
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* Render pass identifiers for stereo.
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*/
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enum StereoEye {
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RAS_STEREO_LEFTEYE = 1,
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RAS_STEREO_RIGHTEYE
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};
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/**
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* SetDepthMask enables or disables writing a fragment's depth value
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* to the Z buffer.
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*/
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virtual void SetDepthMask(DepthMask depthmask)=0;
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/**
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* SetMaterial sets the material settings for subsequent primitives
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* to be rendered with.
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* The material will be cached.
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*/
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virtual bool SetMaterial(const RAS_IPolyMaterial& mat)=0;
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/**
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* Init initialises the renderer.
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*/
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virtual bool Init()=0;
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/**
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* Exit cleans up the renderer.
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*/
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virtual void Exit()=0;
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/**
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* BeginFrame is called at the start of each frame.
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*/
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virtual bool BeginFrame(int drawingmode, double time)=0;
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/**
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* ClearDepthBuffer clears the depth buffer.
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*/
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virtual void ClearDepthBuffer()=0;
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/**
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* ClearCachingInfo clears the currently cached material.
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*/
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virtual void ClearCachingInfo(void)=0;
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/**
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* EndFrame is called at the end of each frame.
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*/
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virtual void EndFrame()=0;
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/**
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* SetRenderArea sets the render area from the 2d canvas
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*/
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virtual void SetRenderArea()=0;
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// Stereo Functions
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/**
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* SetStereoMode will set the stereo mode
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*/
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virtual void SetStereoMode(const StereoMode stereomode)=0;
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/**
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* Stereo can be used to query if the rasterizer is in stereo mode.
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* @return true if stereo mode is enabled.
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*/
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virtual bool Stereo()=0;
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/**
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* Sets which eye buffer subsequent primitives will be rendered to.
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*/
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virtual void SetEye(const StereoEye eye)=0;
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virtual StereoEye GetEye()=0;
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/**
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* Sets the distance between eyes for stereo mode.
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*/
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virtual void SetEyeSeparation(const float eyeseparation)=0;
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virtual float GetEyeSeparation() = 0;
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/**
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* Sets the focal length for stereo mode.
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*/
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virtual void SetFocalLength(const float focallength)=0;
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virtual float GetFocalLength() = 0;
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/**
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* SwapBuffers swaps the back buffer with the front buffer.
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*/
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virtual void SwapBuffers()=0;
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// Drawing Functions
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/**
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* IndexPrimitives: Renders primitives.
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* @param vertexarrays is an array of vertex arrays
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* @param indexarrays is an array of index arrays
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* @param mode determines the type of primitive stored in the vertex/index arrays
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* @param useObjectColor will render the object using @param rgbacolor instead of
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* vertex colors.
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*/
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virtual void IndexPrimitives( const vecVertexArray& vertexarrays,
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const vecIndexArrays & indexarrays,
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DrawMode mode,
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bool useObjectColor,
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const MT_Vector4& rgbacolor,
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class KX_ListSlot** slot)=0;
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virtual void IndexPrimitivesMulti(
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const vecVertexArray& vertexarrays,
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const vecIndexArrays & indexarrays,
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DrawMode mode,
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bool useObjectColor,
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const MT_Vector4& rgbacolor,
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class KX_ListSlot** slot)=0;
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/**
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* IndexPrimitives_3DText will render text into the polygons.
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* The text to be rendered is from @param rendertools client object's text property.
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*/
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virtual void IndexPrimitives_3DText( const vecVertexArray& vertexarrays,
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const vecIndexArrays & indexarrays,
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DrawMode mode,
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class RAS_IPolyMaterial* polymat,
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class RAS_IRenderTools* rendertools,
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bool useObjectColor,
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const MT_Vector4& rgbacolor)=0;
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virtual void SetProjectionMatrix(MT_CmMatrix4x4 & mat)=0;
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/* This one should become our final version, methinks. */
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/**
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* Set the projection matrix for the rasterizer. This projects
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* from camera coordinates to window coordinates.
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* @param mat The projection matrix.
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*/
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virtual void SetProjectionMatrix(const MT_Matrix4x4 & mat)=0;
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/**
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* Sets the modelview matrix.
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*/
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virtual void SetViewMatrix(const MT_Matrix4x4 & mat,
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const MT_Vector3& campos,
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const MT_Point3 &camLoc,
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const MT_Quaternion &camOrientQuat)=0;
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/**
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*/
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virtual const MT_Point3& GetCameraPosition()=0;
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/**
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*/
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virtual void LoadViewMatrix()=0;
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/**
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*/
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virtual void SetFog(float start,
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float dist,
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float r,
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float g,
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float b)=0;
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virtual void SetFogColor(float r,
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float g,
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float b)=0;
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virtual void SetFogStart(float start)=0;
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/**
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*/
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virtual void SetFogEnd(float end)=0;
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/**
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*/
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virtual void DisplayFog()=0;
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/**
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*/
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virtual void DisableFog()=0;
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virtual void SetBackColor(float red,
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float green,
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float blue,
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float alpha)=0;
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/**
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* @param drawingmode = KX_BOUNDINGBOX, KX_WIREFRAME, KX_SOLID, KX_SHADED or KX_TEXTURED.
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*/
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virtual void SetDrawingMode(int drawingmode)=0;
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/**
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* @return the current drawing mode: KX_BOUNDINGBOX, KX_WIREFRAME, KX_SOLID, KX_SHADED or KX_TEXTURED.
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*/
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virtual int GetDrawingMode()=0;
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/**
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*/
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virtual void EnableTextures(bool enable)=0;
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/**
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* Sets face culling
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*/
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virtual void SetCullFace(bool enable)=0;
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/**
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* Sets wireframe mode.
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*/
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virtual void SetLines(bool enable)=0;
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/**
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*/
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virtual double GetTime()=0;
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/**
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* Generates a projection matrix from the specified frustum.
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* @param left the left clipping plane
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* @param right the right clipping plane
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* @param bottom the bottom clipping plane
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* @param top the top clipping plane
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* @param frustnear the near clipping plane
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* @param frustfar the far clipping plane
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* @return a 4x4 matrix representing the projection transform.
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*/
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virtual MT_Matrix4x4 GetFrustumMatrix(
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float left,
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float right,
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float bottom,
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float top,
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float frustnear,
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float frustfar,
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float focallength = 0.0f,
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bool perspective = true
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)=0;
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/**
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* Sets the specular color component of the lighting equation.
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*/
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virtual void SetSpecularity(float specX,
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float specY,
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float specZ,
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float specval)=0;
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/**
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* Sets the specular exponent component of the lighting equation.
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*/
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virtual void SetShinyness(float shiny)=0;
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/**
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* Sets the diffuse color component of the lighting equation.
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*/
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virtual void SetDiffuse(float difX,
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float difY,
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float difZ,
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float diffuse)=0;
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/**
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* Sets the emissive color component of the lighting equation.
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*/
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virtual void SetEmissive(float eX,
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float eY,
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float eZ,
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float e
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)=0;
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virtual void SetAmbientColor(float red, float green, float blue)=0;
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virtual void SetAmbient(float factor)=0;
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/**
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* Sets a polygon offset. z depth will be: z1 = mult*z0 + add
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*/
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virtual void SetPolygonOffset(float mult, float add) = 0;
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virtual void DrawDebugLine(const MT_Vector3& from,const MT_Vector3& to,const MT_Vector3& color)=0;
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virtual void SetTexCoordNum(int num) = 0;
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virtual void SetAttribNum(int num) = 0;
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virtual void SetTexCoord(TexCoGen coords, int unit) = 0;
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virtual void SetAttrib(TexCoGen coords, int unit) = 0;
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virtual void GetViewMatrix(MT_Matrix4x4 &mat) const = 0;
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virtual bool QueryLists(){return false;}
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virtual bool QueryArrays(){return false;}
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virtual void EnableMotionBlur(float motionblurvalue)=0;
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virtual void DisableMotionBlur()=0;
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virtual float GetMotionBlurValue()=0;
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virtual int GetMotionBlurState()=0;
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virtual void SetMotionBlurState(int newstate)=0;
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virtual void SetBlendingMode(int blendmode)=0;
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};
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#endif //__RAS_IRASTERIZER
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