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.
291 lines
6.6 KiB
C++
291 lines
6.6 KiB
C++
/**
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* $Id$
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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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#include "RAS_MaterialBucket.h"
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#ifdef HAVE_CONFIG_H
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#include <config.h>
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#endif
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#ifdef WIN32
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#pragma warning (disable:4786)
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#include <windows.h>
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#endif // WIN32
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#include "RAS_Polygon.h"
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#include "RAS_TexVert.h"
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#include "RAS_IRasterizer.h"
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#include "RAS_IRenderTools.h"
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#include "RAS_MeshObject.h"
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#include "RAS_Deformer.h" // __NLA
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KX_VertexIndex::KX_VertexIndex(int size)
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{
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m_size = size;
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}
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void KX_VertexIndex::SetIndex(short loc,unsigned int index)
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{
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m_indexarray[loc]=index;
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}
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bool KX_MeshSlot::Less(const KX_MeshSlot& lhs) const
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{
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bool result = ((m_mesh < lhs.m_mesh ) ||
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((m_mesh == lhs.m_mesh)&&(m_OpenGLMatrix < lhs.m_OpenGLMatrix)));
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return result;
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}
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KX_MeshSlot::~KX_MeshSlot()
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{
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if (m_DisplayList)
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m_DisplayList->Release();
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}
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RAS_MaterialBucket::RAS_MaterialBucket(RAS_IPolyMaterial* mat)
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:m_bModified(true)
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{
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m_material = mat;
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}
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RAS_IPolyMaterial* RAS_MaterialBucket::GetPolyMaterial() const
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{
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return m_material;
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}
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void RAS_MaterialBucket::SetMeshSlot(KX_MeshSlot& ms)
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{
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m_meshSlots.insert(ms);
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}
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void RAS_MaterialBucket::RemoveMeshSlot(KX_MeshSlot& ms)
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{
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T_MeshSlotList::iterator it = m_meshSlots.find(ms);
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if (!(it == m_meshSlots.end()))
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m_meshSlots.erase(it);
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}
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void RAS_MaterialBucket::MarkVisibleMeshSlot(KX_MeshSlot& ms,
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bool visible,
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bool color,
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const MT_Vector4& rgbavec)
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{
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T_MeshSlotList::iterator it = m_meshSlots.find(ms);
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assert (!(it == m_meshSlots.end()));
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(*it).m_bVisible = visible;
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(*it).m_bObjectColor = color;
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(*it).m_RGBAcolor= rgbavec;
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}
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bool RAS_MaterialBucket::IsAlpha() const
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{
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return (m_material->IsAlpha());
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}
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bool RAS_MaterialBucket::IsZSort() const
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{
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return (m_material->IsZSort());
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}
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void RAS_MaterialBucket::StartFrame()
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{
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}
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void RAS_MaterialBucket::EndFrame()
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{
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}
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unsigned int RAS_MaterialBucket::NumMeshSlots()
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{
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return m_meshSlots.size();
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}
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RAS_MaterialBucket::T_MeshSlotList::iterator RAS_MaterialBucket::msBegin()
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{
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return m_meshSlots.begin();
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}
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RAS_MaterialBucket::T_MeshSlotList::iterator RAS_MaterialBucket::msEnd()
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{
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return m_meshSlots.end();
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}
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bool RAS_MaterialBucket::ActivateMaterial(const MT_Transform& cameratrans, RAS_IRasterizer* rasty,
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RAS_IRenderTools *rendertools, RAS_IRasterizer::DrawMode &drawmode)
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{
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rendertools->SetViewMat(cameratrans);
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if (!rasty->SetMaterial(*m_material))
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return false;
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if (m_material->UsesLighting(rasty))
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rendertools->ProcessLighting(RAS_IRenderTools::RAS_LIGHT_OBJECT_LAYER/*m_material->GetLightLayer()*/);
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else
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rendertools->ProcessLighting(-1);
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if(rasty->GetDrawingMode() < RAS_IRasterizer::KX_SOLID)
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drawmode = RAS_IRasterizer::KX_MODE_LINES;
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else if(m_material->UsesTriangles())
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drawmode = RAS_IRasterizer::KX_MODE_TRIANGLES;
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else
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drawmode = RAS_IRasterizer::KX_MODE_QUADS;
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return true;
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}
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void RAS_MaterialBucket::RenderMeshSlot(const MT_Transform& cameratrans, RAS_IRasterizer* rasty,
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RAS_IRenderTools* rendertools, const KX_MeshSlot &ms, RAS_IRasterizer::DrawMode drawmode)
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{
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if (!ms.m_bVisible)
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return;
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m_material->ActivateMeshSlot(ms, rasty);
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/* __NLA Do the deformation */
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if (ms.m_pDeformer)
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{
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ms.m_pDeformer->Apply(m_material);
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// KX_ReInstanceShapeFromMesh(ms.m_mesh); // Recompute the physics mesh. (Can't call KX_* from RAS_)
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}
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/* End __NLA */
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if (rasty->GetDrawingMode() >= RAS_IRasterizer::KX_SOLID)
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ms.m_mesh->SortPolygons(cameratrans*MT_Transform(ms.m_OpenGLMatrix));
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rendertools->PushMatrix();
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rendertools->applyTransform(rasty,ms.m_OpenGLMatrix,m_material->GetDrawingMode());
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if(rasty->QueryLists())
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{
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if(ms.m_DisplayList)
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ms.m_DisplayList->SetModified(ms.m_mesh->MeshModified());
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}
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// verify if we can use display list, not for deformed object, and
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// also don't create a new display list when drawing shadow buffers,
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// then it won't have texture coordinates for actual drawing
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KX_ListSlot **displaylist;
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if(ms.m_pDeformer)
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displaylist = 0;
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else if(!ms.m_DisplayList && rasty->GetDrawingMode() == RAS_IRasterizer::KX_SHADOW)
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displaylist = 0;
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else
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displaylist = &ms.m_DisplayList;
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// Use the text-specific IndexPrimitives for text faces
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if (m_material->GetDrawingMode() & RAS_IRasterizer::RAS_RENDER_3DPOLYGON_TEXT)
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{
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rasty->IndexPrimitives_3DText(
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ms.m_mesh->GetVertexCache(m_material),
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ms.m_mesh->GetIndexCache(m_material),
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drawmode,
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m_material,
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rendertools, // needed for textprinting on polys
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ms.m_bObjectColor,
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ms.m_RGBAcolor);
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}
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// for using glMultiTexCoord
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else if((m_material->GetFlag() & RAS_MULTITEX))
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{
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rasty->IndexPrimitivesMulti(
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ms.m_mesh->GetVertexCache(m_material),
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ms.m_mesh->GetIndexCache(m_material),
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drawmode,
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ms.m_bObjectColor,
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ms.m_RGBAcolor,
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displaylist);
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}
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// Use the normal IndexPrimitives
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else
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{
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rasty->IndexPrimitives(
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ms.m_mesh->GetVertexCache(m_material),
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ms.m_mesh->GetIndexCache(m_material),
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drawmode,
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ms.m_bObjectColor,
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ms.m_RGBAcolor,
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displaylist);
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}
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if(rasty->QueryLists()) {
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if(ms.m_DisplayList)
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ms.m_mesh->SetMeshModified(false);
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}
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rendertools->PopMatrix();
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}
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void RAS_MaterialBucket::Render(const MT_Transform& cameratrans,
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RAS_IRasterizer* rasty,
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RAS_IRenderTools* rendertools)
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{
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if (m_meshSlots.begin()== m_meshSlots.end())
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return;
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//rendertools->SetViewMat(cameratrans);
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//rasty->SetMaterial(*m_material);
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RAS_IRasterizer::DrawMode drawmode;
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for (T_MeshSlotList::const_iterator it = m_meshSlots.begin();
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! (it == m_meshSlots.end()); ++it)
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{
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rendertools->SetClientObject((*it).m_clientObj);
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while (ActivateMaterial(cameratrans, rasty, rendertools, drawmode)) {
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RenderMeshSlot(cameratrans, rasty, rendertools, *it, drawmode);
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}
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}
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// to reset the eventual GL_CW mode
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rendertools->SetClientObject(NULL);
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}
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