blender/source/gameengine/Rasterizer/RAS_OpenGLRasterizer/RAS_StorageIM.cpp
2012-12-19 01:48:54 +00:00

311 lines
8.3 KiB
C++

/*
* ***** 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., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, 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_StorageIM.h"
#include "GL/glew.h"
#include "GPU_draw.h"
#include "GPU_extensions.h"
#include "GPU_material.h"
#include "DNA_meshdata_types.h"
extern "C"{
#include "BLI_utildefines.h"
#include "BKE_DerivedMesh.h"
}
RAS_StorageIM::RAS_StorageIM(int *texco_num, RAS_IRasterizer::TexCoGen *texco, int *attrib_num, RAS_IRasterizer::TexCoGen *attrib) :
m_texco_num(texco_num),
m_attrib_num(attrib_num),
m_texco(texco),
m_attrib(attrib)
{
}
RAS_StorageIM::~RAS_StorageIM()
{
}
bool RAS_StorageIM::Init()
{
return true;
}
void RAS_StorageIM::Exit()
{
}
void RAS_StorageIM::IndexPrimitives(RAS_MeshSlot& ms)
{
IndexPrimitivesInternal(ms, false);
}
void RAS_StorageIM::IndexPrimitivesMulti(class RAS_MeshSlot& ms)
{
IndexPrimitivesInternal(ms, true);
}
void RAS_StorageIM::TexCoord(const RAS_TexVert &tv)
{
int unit;
if (GLEW_ARB_multitexture) {
for (unit = 0; unit < *m_texco_num; unit++) {
switch(m_texco[unit]) {
case RAS_IRasterizer::RAS_TEXCO_ORCO:
case RAS_IRasterizer::RAS_TEXCO_GLOB:
glMultiTexCoord3fvARB(GL_TEXTURE0_ARB + unit, tv.getXYZ());
break;
case RAS_IRasterizer::RAS_TEXCO_UV:
glMultiTexCoord2fvARB(GL_TEXTURE0_ARB + unit, tv.getUV(unit));
break;
case RAS_IRasterizer::RAS_TEXCO_NORM:
glMultiTexCoord3fvARB(GL_TEXTURE0_ARB + unit, tv.getNormal());
break;
case RAS_IRasterizer::RAS_TEXTANGENT:
glMultiTexCoord4fvARB(GL_TEXTURE0_ARB + unit, tv.getTangent());
break;
default:
break;
}
}
}
if (GLEW_ARB_vertex_program) {
int uv = 0;
for (unit = 0; unit < *m_attrib_num; unit++) {
switch(m_attrib[unit]) {
case RAS_IRasterizer::RAS_TEXCO_ORCO:
case RAS_IRasterizer::RAS_TEXCO_GLOB:
glVertexAttrib3fvARB(unit, tv.getXYZ());
break;
case RAS_IRasterizer::RAS_TEXCO_UV:
glVertexAttrib2fvARB(unit, tv.getUV(uv++));
break;
case RAS_IRasterizer::RAS_TEXCO_NORM:
glVertexAttrib3fvARB(unit, tv.getNormal());
break;
case RAS_IRasterizer::RAS_TEXTANGENT:
glVertexAttrib4fvARB(unit, tv.getTangent());
break;
case RAS_IRasterizer::RAS_TEXCO_VCOL:
glVertexAttrib4ubvARB(unit, tv.getRGBA());
break;
default:
break;
}
}
}
}
void RAS_StorageIM::SetCullFace(bool enable)
{
if (enable)
glEnable(GL_CULL_FACE);
else
glDisable(GL_CULL_FACE);
}
static bool current_wireframe;
static RAS_MaterialBucket *current_bucket;
static RAS_IPolyMaterial *current_polymat;
static RAS_MeshSlot *current_ms;
static RAS_MeshObject *current_mesh;
static int current_blmat_nr;
static GPUVertexAttribs current_gpu_attribs;
static Image *current_image;
static int CheckMaterialDM(int matnr, void *attribs)
{
// only draw the current material
if (matnr != current_blmat_nr)
return 0;
GPUVertexAttribs *gattribs = (GPUVertexAttribs *)attribs;
if (gattribs)
memcpy(gattribs, &current_gpu_attribs, sizeof(GPUVertexAttribs));
return 1;
}
/*
static int CheckTexfaceDM(void *mcol, int index)
{
// index is the original face index, retrieve the polygon
RAS_Polygon* polygon = (index >= 0 && index < current_mesh->NumPolygons()) ?
current_mesh->GetPolygon(index) : NULL;
if (polygon && polygon->GetMaterial() == current_bucket) {
// must handle color.
if (current_wireframe)
return 2;
if (current_ms->m_bObjectColor) {
MT_Vector4& rgba = current_ms->m_RGBAcolor;
glColor4d(rgba[0], rgba[1], rgba[2], rgba[3]);
// don't use mcol
return 2;
}
if (!mcol) {
// we have to set the color from the material
unsigned char rgba[4];
current_polymat->GetMaterialRGBAColor(rgba);
glColor4ubv((const GLubyte *)rgba);
return 2;
}
return 1;
}
return 0;
}
*/
static DMDrawOption CheckTexDM(MTFace *tface, int has_mcol, int matnr)
{
// index is the original face index, retrieve the polygon
if (matnr == current_blmat_nr &&
(tface == NULL || tface->tpage == current_image)) {
// must handle color.
if (current_wireframe)
return DM_DRAW_OPTION_NO_MCOL;
if (current_ms->m_bObjectColor) {
MT_Vector4& rgba = current_ms->m_RGBAcolor;
glColor4d(rgba[0], rgba[1], rgba[2], rgba[3]);
// don't use mcol
return DM_DRAW_OPTION_NO_MCOL;
}
if (!has_mcol) {
// we have to set the color from the material
unsigned char rgba[4];
current_polymat->GetMaterialRGBAColor(rgba);
glColor4ubv((const GLubyte *)rgba);
return DM_DRAW_OPTION_NO_MCOL;
}
return DM_DRAW_OPTION_NORMAL;
}
return DM_DRAW_OPTION_SKIP;
}
void RAS_StorageIM::IndexPrimitivesInternal(RAS_MeshSlot& ms, bool multi)
{
bool obcolor = ms.m_bObjectColor;
bool wireframe = m_drawingmode <= RAS_IRasterizer::KX_WIREFRAME;
MT_Vector4& rgba = ms.m_RGBAcolor;
RAS_MeshSlot::iterator it;
if (ms.m_pDerivedMesh) {
// mesh data is in derived mesh,
current_bucket = ms.m_bucket;
current_polymat = current_bucket->GetPolyMaterial();
current_ms = &ms;
current_mesh = ms.m_mesh;
current_wireframe = wireframe;
// MCol *mcol = (MCol*)ms.m_pDerivedMesh->getFaceDataArray(ms.m_pDerivedMesh, CD_MCOL); /* UNUSED */
// handle two-side
if (current_polymat->GetDrawingMode() & RAS_IRasterizer::KX_BACKCULL)
this->SetCullFace(true);
else
this->SetCullFace(false);
if (current_polymat->GetFlag() & RAS_BLENDERGLSL) {
// GetMaterialIndex return the original mface material index,
// increment by 1 to match what derived mesh is doing
current_blmat_nr = current_polymat->GetMaterialIndex()+1;
// For GLSL we need to retrieve the GPU material attribute
Material* blmat = current_polymat->GetBlenderMaterial();
Scene* blscene = current_polymat->GetBlenderScene();
if (!wireframe && blscene && blmat)
GPU_material_vertex_attributes(GPU_material_from_blender(blscene, blmat), &current_gpu_attribs);
else
memset(&current_gpu_attribs, 0, sizeof(current_gpu_attribs));
// DM draw can mess up blending mode, restore at the end
int current_blend_mode = GPU_get_material_alpha_blend();
ms.m_pDerivedMesh->drawFacesGLSL(ms.m_pDerivedMesh, CheckMaterialDM);
GPU_set_material_alpha_blend(current_blend_mode);
} else {
//ms.m_pDerivedMesh->drawMappedFacesTex(ms.m_pDerivedMesh, CheckTexfaceDM, mcol);
current_blmat_nr = current_polymat->GetMaterialIndex();
current_image = current_polymat->GetBlenderImage();
ms.m_pDerivedMesh->drawFacesTex(ms.m_pDerivedMesh, CheckTexDM, NULL, NULL);
}
return;
}
// iterate over display arrays, each containing an index + vertex array
for (ms.begin(it); !ms.end(it); ms.next(it)) {
RAS_TexVert *vertex;
size_t i, j, numvert;
numvert = it.array->m_type;
if (it.array->m_type == RAS_DisplayArray::LINE) {
// line drawing
glBegin(GL_LINES);
for (i = 0; i < it.totindex; i += 2)
{
vertex = &it.vertex[it.index[i]];
glVertex3fv(vertex->getXYZ());
vertex = &it.vertex[it.index[i+1]];
glVertex3fv(vertex->getXYZ());
}
glEnd();
}
else {
// triangle and quad drawing
if (it.array->m_type == RAS_DisplayArray::TRIANGLE)
glBegin(GL_TRIANGLES);
else
glBegin(GL_QUADS);
for (i = 0; i < it.totindex; i += numvert)
{
if (obcolor)
glColor4d(rgba[0], rgba[1], rgba[2], rgba[3]);
for (j = 0; j < numvert; j++) {
vertex = &it.vertex[it.index[i+j]];
if (!wireframe) {
if (!obcolor)
glColor4ubv((const GLubyte *)(vertex->getRGBA()));
glNormal3fv(vertex->getNormal());
if (multi)
TexCoord(*vertex);
else
glTexCoord2fv(vertex->getUV(0));
}
glVertex3fv(vertex->getXYZ());
}
}
glEnd();
}
}
}