blender/source/gameengine/Rasterizer/RAS_MaterialBucket.h
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

171 lines
4.0 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 *****
*/
#ifndef __RAS_MATERIALBUCKET
#define __RAS_MATERIALBUCKET
#include "RAS_TexVert.h"
#include "GEN_Map.h"
#include "STR_HashedString.h"
#include "MT_Transform.h"
#include "RAS_IPolygonMaterial.h"
#include "RAS_IRasterizer.h"
#include "RAS_Deformer.h" // __NLA
#include <vector>
#include <map>
#include <set>
using namespace std;
/**
* KX_VertexIndex
*/
struct KX_VertexIndex {
public:
KX_VertexIndex(int size);
void SetIndex(short loc,unsigned int index);
// The vertex array
short m_vtxarray;
// An index into the vertex array for up to 4 verticies
unsigned short m_indexarray[4];
short m_size;
};
/**
* KX_ListSlot.
*/
class KX_ListSlot
{
protected:
int m_refcount;
public:
KX_ListSlot(){ m_refcount=1; }
virtual ~KX_ListSlot() {}
virtual int Release() {
if (--m_refcount > 0)
return m_refcount;
delete this;
return 0;
}
virtual KX_ListSlot* AddRef() {
m_refcount++;
return this;
}
virtual void SetModified(bool mod)=0;
};
/**
* KX_MeshSlot.
*/
class KX_MeshSlot
{
public:
void* m_clientObj;
RAS_Deformer* m_pDeformer; // __NLA
double* m_OpenGLMatrix;
class RAS_MeshObject* m_mesh;
mutable bool m_bVisible; // for visibility
mutable bool m_bObjectColor;
mutable MT_Vector4 m_RGBAcolor;
mutable KX_ListSlot* m_DisplayList; // for lists
KX_MeshSlot() :
m_pDeformer(NULL),
m_bVisible(true),
m_DisplayList(0)
{
}
~KX_MeshSlot();
bool Less(const KX_MeshSlot& lhs) const;
};
inline bool operator <( const KX_MeshSlot& rhs,const KX_MeshSlot& lhs)
{
return ( rhs.Less(lhs));
}
/**
* Contains a list of meshs with the same material properties.
*/
class RAS_MaterialBucket
{
public:
typedef std::set<KX_MeshSlot> T_MeshSlotList;
RAS_MaterialBucket(RAS_IPolyMaterial* mat);
virtual ~RAS_MaterialBucket() {}
void Render(const MT_Transform& cameratrans,
class RAS_IRasterizer* rasty,
class RAS_IRenderTools* rendertools);
RAS_IPolyMaterial* GetPolyMaterial() const;
bool IsAlpha() const;
bool IsZSort() const;
static void StartFrame();
static void EndFrame();
void SetMeshSlot(KX_MeshSlot& ms);
void RemoveMeshSlot(KX_MeshSlot& ms);
void MarkVisibleMeshSlot(KX_MeshSlot& ms,
bool visible,
bool color,
const MT_Vector4& rgbavec);
void RenderMeshSlot(const MT_Transform& cameratrans, RAS_IRasterizer* rasty,
RAS_IRenderTools* rendertools, const KX_MeshSlot &ms, RAS_IRasterizer::DrawMode drawmode);
bool ActivateMaterial(const MT_Transform& cameratrans, RAS_IRasterizer* rasty,
RAS_IRenderTools *rendertools, RAS_IRasterizer::DrawMode& drawmode);
unsigned int NumMeshSlots();
T_MeshSlotList::iterator msBegin();
T_MeshSlotList::iterator msEnd();
struct less
{
bool operator()(const RAS_MaterialBucket* x, const RAS_MaterialBucket* y) const
{
return *x->GetPolyMaterial() < *y->GetPolyMaterial();
}
};
typedef set<RAS_MaterialBucket*, less> Set;
private:
T_MeshSlotList m_meshSlots;
bool m_bModified;
RAS_IPolyMaterial* m_material;
double* m_pOGLMatrix;
};
#endif //__KX_BUCKET