blender/source/gameengine/Rasterizer/RAS_MaterialBucket.cpp
Kent Mein 209a2ede2c Last of the config.h mods...
#ifdef HAVE_CONFIG_H
#include <config.h>
#endif

added to these files.

Kent
--
mein@cs.umn.edu
2002-11-25 15:29:57 +00:00

252 lines
5.4 KiB
C++

/**
* $Id$
* ***** BEGIN GPL/BL DUAL 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. The Blender
* Foundation also sells licenses for use in proprietary software under
* the Blender License. See http://www.blender.org/BL/ for information
* about this.
*
* 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/BL DUAL 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,short 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;
}
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()
{
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()
{
return (m_material->IsTransparant());
}
void RAS_MaterialBucket::StartFrame()
{
}
void RAS_MaterialBucket::EndFrame()
{
}
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);
if (m_meshSlots.size() >0)
{
rendertools->SetClientObject((*m_meshSlots.begin()).m_clientObj);
}
bool dolights = m_material->GetDrawingMode()&16;
if ((rasty->GetDrawingMode() <= RAS_IRasterizer::KX_SOLID) || !dolights)
{
bool bUseLights = rendertools->ProcessLighting(-1);
}
else
{
bool bUseLights = rendertools->ProcessLighting(m_material->GetLightLayer());
}
int drawmode = (rasty->GetDrawingMode() < RAS_IRasterizer::KX_SOLID ?
1: (m_material->UsesTriangles() ? 0 : 2));
for (T_MeshSlotList::const_iterator it = m_meshSlots.begin();
! (it == m_meshSlots.end());it++)
{
if ((*it).m_bVisible)
{
rendertools->SetClientObject((*it).m_clientObj);
/* __NLA Do the deformation */
if ((*it).m_pDeformer)
(*it).m_pDeformer->Apply(m_material);
/* End __NLA */
rendertools->PushMatrix();
rendertools->applyTransform(rasty,(*it).m_OpenGLMatrix,m_material->GetDrawingMode());
// Use the text-specific IndexPrimitives for text faces
if (m_material->GetDrawingMode() & RAS_IRasterizer::RAS_RENDER_3DPOLYGON_TEXT)
{
rasty->IndexPrimitives_3DText(
(*it).m_mesh->GetVertexCache(m_material),
(*it).m_mesh->GetIndexCache(m_material),
drawmode,
m_material,
rendertools, // needed for textprinting on polys
(*it).m_bObjectColor,
(*it).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 ((*it).m_pDeformer){
rasty->IndexPrimitives_Ex(
(*it).m_mesh->GetVertexCache(m_material),
(*it).m_mesh->GetIndexCache(m_material),
drawmode,
m_material,
rendertools, // needed for textprinting on polys
(*it).m_bObjectColor,
(*it).m_RGBAcolor
);
}
// Use the normal IndexPrimitives
else
{
rasty->IndexPrimitives(
(*it).m_mesh->GetVertexCache(m_material),
(*it).m_mesh->GetIndexCache(m_material),
drawmode,
m_material,
rendertools, // needed for textprinting on polys
(*it).m_bObjectColor,
(*it).m_RGBAcolor
);
}
rendertools->PopMatrix();
}
}
}