blender/source/gameengine/Rasterizer/RAS_BucketManager.h
Brecht Van Lommel c8b4cf9206 2.50:
svn merge https://svn.blender.org/svnroot/bf-blender/trunk/blender -r19820:HEAD

Notes:
* Game and sequencer RNA, and sequencer header are now out of date
  a bit after changes in trunk.
* I didn't know how to port these bugfixes, most likely they are
  not needed anymore.
  * Fix "duplicate strip" always increase the user count for ipo.
  * IPO pinning on sequencer strips was lost during Undo.
2009-06-08 20:08:19 +00:00

74 lines
2.2 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 *****
*/
// this will be put in a class later on
#ifndef __RAS_BUCKETMANAGER
#define __RAS_BUCKETMANAGER
#include "MT_Transform.h"
#include "RAS_MaterialBucket.h"
#include "GEN_Map.h"
#include <vector>
class RAS_BucketManager
{
typedef std::vector<class RAS_MaterialBucket*> BucketList;
BucketList m_SolidBuckets;
BucketList m_AlphaBuckets;
struct sortedmeshslot;
struct backtofront;
struct fronttoback;
public:
RAS_BucketManager();
virtual ~RAS_BucketManager();
void Renderbuckets(const MT_Transform & cameratrans,
RAS_IRasterizer* rasty, RAS_IRenderTools* rendertools);
RAS_MaterialBucket* FindBucket(RAS_IPolyMaterial * material, bool &bucketCreated);
void OptimizeBuckets(MT_Scalar distance);
void ReleaseDisplayLists(RAS_IPolyMaterial * material = NULL);
void ReleaseMaterials(RAS_IPolyMaterial * material = NULL);
private:
void OrderBuckets(const MT_Transform& cameratrans, BucketList& buckets, vector<sortedmeshslot>& slots, bool alpha);
void RenderSolidBuckets(const MT_Transform& cameratrans,
RAS_IRasterizer* rasty, RAS_IRenderTools* rendertools);
void RenderAlphaBuckets(const MT_Transform& cameratrans,
RAS_IRasterizer* rasty, RAS_IRenderTools* rendertools);
};
#endif //__RAS_BUCKETMANAGER