blender/source/gameengine/Rasterizer/RAS_MaterialBucket.cpp
Benoit Bolsee 3a430c33d2 fix BGE bug #8869: Added objects are not lit correctly
The current layer information is now stored in KX_GameObject and inherited from the parent object when dynamically added. This information is used during the rendering the select the lamps. As the selected lamps are always coming from active layers, their position and orientation are correct.
2008-04-30 19:58:44 +00:00

331 lines
7.2 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_MaterialBucket.h"
#ifdef HAVE_CONFIG_H
#include <config.h>
#endif
#ifdef WIN32
#pragma warning (disable:4786)
#include <windows.h>
#endif // WIN32
#include "RAS_Polygon.h"
#include "RAS_TexVert.h"
#include "RAS_IRasterizer.h"
#include "RAS_IRenderTools.h"
#include "RAS_MeshObject.h"
#include "RAS_Deformer.h" // __NLA
KX_VertexIndex::KX_VertexIndex(int size)
{
m_size = size;
}
void KX_VertexIndex::SetIndex(short loc,unsigned int index)
{
m_indexarray[loc]=index;
}
bool KX_MeshSlot::Less(const KX_MeshSlot& lhs) const
{
bool result = ((m_mesh < lhs.m_mesh ) ||
((m_mesh == lhs.m_mesh)&&(m_OpenGLMatrix < lhs.m_OpenGLMatrix)));
return result;
}
KX_MeshSlot::~KX_MeshSlot()
{
if (m_DisplayList)
m_DisplayList->Release();
}
RAS_MaterialBucket::RAS_MaterialBucket(RAS_IPolyMaterial* mat)
:m_bModified(true)
{
m_bScheduled=true;
m_material = mat;
}
void RAS_MaterialBucket::SchedulePolygons(int drawingmode)
{
m_bScheduled = true;
}
void RAS_MaterialBucket::ClearScheduledPolygons()
{
m_bScheduled = false;
}
RAS_IPolyMaterial* RAS_MaterialBucket::GetPolyMaterial() const
{
return m_material;
}
void RAS_MaterialBucket::SetMeshSlot(KX_MeshSlot& ms)
{
m_meshSlots.insert(ms);
}
void RAS_MaterialBucket::RemoveMeshSlot(KX_MeshSlot& ms)
{
T_MeshSlotList::iterator it = m_meshSlots.find(ms);
if (!(it == m_meshSlots.end()))
m_meshSlots.erase(it);
}
void RAS_MaterialBucket::MarkVisibleMeshSlot(KX_MeshSlot& ms,
bool visible,
bool color,
const MT_Vector4& rgbavec)
{
T_MeshSlotList::iterator it = m_meshSlots.find(ms);
assert (!(it == m_meshSlots.end()));
(*it).m_bVisible = visible;
(*it).m_bObjectColor = color;
(*it).m_RGBAcolor= rgbavec;
}
bool RAS_MaterialBucket::IsTransparant() const
{
return (m_material->IsTransparant());
}
void RAS_MaterialBucket::StartFrame()
{
}
void RAS_MaterialBucket::EndFrame()
{
}
unsigned int RAS_MaterialBucket::NumMeshSlots()
{
return m_meshSlots.size();
}
RAS_MaterialBucket::T_MeshSlotList::iterator RAS_MaterialBucket::msBegin()
{
return m_meshSlots.begin();
}
RAS_MaterialBucket::T_MeshSlotList::iterator RAS_MaterialBucket::msEnd()
{
return m_meshSlots.end();
}
bool RAS_MaterialBucket::ActivateMaterial(const MT_Transform& cameratrans, RAS_IRasterizer* rasty,
RAS_IRenderTools *rendertools, int &drawmode)
{
rendertools->SetViewMat(cameratrans);
if (!rasty->SetMaterial(*m_material))
return false;
bool dolights = false;
const unsigned int flag = m_material->GetFlag();
if( flag & RAS_BLENDERMAT)
dolights = (flag &RAS_MULTILIGHT)!=0;
else
dolights = (m_material->GetDrawingMode()&16)!=0;
if ((rasty->GetDrawingMode() < RAS_IRasterizer::KX_SOLID) || !dolights)
{
rendertools->ProcessLighting(-1);
}
else
{
rendertools->ProcessLighting(RAS_IRenderTools::RAS_LIGHT_OBJECT_LAYER/*m_material->GetLightLayer()*/);
}
drawmode = (rasty->GetDrawingMode() < RAS_IRasterizer::KX_SOLID ?
1: (m_material->UsesTriangles() ? 0 : 2));
return true;
}
void RAS_MaterialBucket::RenderMeshSlot(const MT_Transform& cameratrans, RAS_IRasterizer* rasty,
RAS_IRenderTools* rendertools, const KX_MeshSlot &ms, int drawmode)
{
if (!ms.m_bVisible)
return;
m_material->ActivateMeshSlot(ms, rasty);
/* __NLA Do the deformation */
if (ms.m_pDeformer)
{
ms.m_pDeformer->Apply(m_material);
// KX_ReInstanceShapeFromMesh(ms.m_mesh); // Recompute the physics mesh. (Can't call KX_* from RAS_)
}
/* End __NLA */
if (rasty->GetDrawingMode() >= RAS_IRasterizer::KX_SOLID)
ms.m_mesh->SortPolygons(cameratrans*MT_Transform(ms.m_OpenGLMatrix));
rendertools->PushMatrix();
rendertools->applyTransform(rasty,ms.m_OpenGLMatrix,m_material->GetDrawingMode());
if(rasty->QueryLists())
{
if(ms.m_DisplayList)
ms.m_DisplayList->SetModified(ms.m_mesh->MeshModified());
}
// Use the text-specific IndexPrimitives for text faces
if (m_material->GetDrawingMode() & RAS_IRasterizer::RAS_RENDER_3DPOLYGON_TEXT)
{
rasty->IndexPrimitives_3DText(
ms.m_mesh->GetVertexCache(m_material),
ms.m_mesh->GetIndexCache(m_material),
drawmode,
m_material,
rendertools, // needed for textprinting on polys
ms.m_bObjectColor,
ms.m_RGBAcolor);
}
// for using glMultiTexCoord
else if(m_material->GetFlag() & RAS_MULTITEX )
{
rasty->IndexPrimitivesMulti(
ms.m_mesh->GetVertexCache(m_material),
ms.m_mesh->GetIndexCache(m_material),
drawmode,
m_material,
rendertools,
ms.m_bObjectColor,
ms.m_RGBAcolor,
&ms.m_DisplayList
);
}
// for using glMultiTexCoord on deformer
else if(m_material->GetFlag() & RAS_DEFMULTI )
{
rasty->IndexPrimitivesMulti_Ex(
ms.m_mesh->GetVertexCache(m_material),
ms.m_mesh->GetIndexCache(m_material),
drawmode,
m_material,
rendertools,
ms.m_bObjectColor,
ms.m_RGBAcolor
);
}
// Use the (slower) IndexPrimitives_Ex which can recalc face normals & such
// for deformed objects - eventually should be extended to recalc ALL normals
else if (ms.m_pDeformer){
rasty->IndexPrimitives_Ex(
ms.m_mesh->GetVertexCache(m_material),
ms.m_mesh->GetIndexCache(m_material),
drawmode,
m_material,
rendertools, // needed for textprinting on polys
ms.m_bObjectColor,
ms.m_RGBAcolor
);
}
// Use the normal IndexPrimitives
else
{
rasty->IndexPrimitives(
ms.m_mesh->GetVertexCache(m_material),
ms.m_mesh->GetIndexCache(m_material),
drawmode,
m_material,
rendertools, // needed for textprinting on polys
ms.m_bObjectColor,
ms.m_RGBAcolor,
&ms.m_DisplayList
);
}
if(rasty->QueryLists()) {
if(ms.m_DisplayList)
ms.m_mesh->SetMeshModified(false);
}
rendertools->PopMatrix();
}
void RAS_MaterialBucket::Render(const MT_Transform& cameratrans,
RAS_IRasterizer* rasty,
RAS_IRenderTools* rendertools)
{
if (m_meshSlots.begin()== m_meshSlots.end())
return;
//rendertools->SetViewMat(cameratrans);
//rasty->SetMaterial(*m_material);
int drawmode;
for (T_MeshSlotList::const_iterator it = m_meshSlots.begin();
! (it == m_meshSlots.end()); ++it)
{
rendertools->SetClientObject((*it).m_clientObj);
while (ActivateMaterial(cameratrans, rasty, rendertools, drawmode))
RenderMeshSlot(cameratrans, rasty, rendertools, *it, drawmode);
}
}