blender/source/gameengine/Rasterizer/RAS_BucketManager.cpp
2008-05-01 12:35:21 +00:00

198 lines
5.4 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 *****
*/
#ifdef HAVE_CONFIG_H
#include <config.h>
#endif
#ifdef WIN32
// don't show these anoying STL warnings
#pragma warning (disable:4786)
#endif
#include "GEN_Map.h"
#include "RAS_MaterialBucket.h"
#include "STR_HashedString.h"
#include "RAS_MeshObject.h"
#define KX_NUM_MATERIALBUCKETS 100
#include "RAS_IRasterizer.h"
#include "RAS_IRenderTools.h"
#include "RAS_BucketManager.h"
#include <set>
RAS_BucketManager::RAS_BucketManager()
{
}
RAS_BucketManager::~RAS_BucketManager()
{
RAS_BucketManagerClearAll();
}
/**
* struct alphamesh holds a mesh, (m_ms) it's depth, (m_z) and the bucket it came from (m_bucket.)
*/
struct RAS_BucketManager::alphamesh
{
public:
MT_Scalar m_z;
RAS_MaterialBucket::T_MeshSlotList::iterator m_ms;
RAS_MaterialBucket *m_bucket;
alphamesh(MT_Scalar z, RAS_MaterialBucket::T_MeshSlotList::iterator &ms, RAS_MaterialBucket *bucket) :
m_z(z),
m_ms(ms),
m_bucket(bucket)
{}
};
struct RAS_BucketManager::backtofront
{
bool operator()(const alphamesh &a, const alphamesh &b)
{
return a.m_z < b.m_z;
}
};
void RAS_BucketManager::RenderAlphaBuckets(
const MT_Transform& cameratrans, RAS_IRasterizer* rasty, RAS_IRenderTools* rendertools)
{
BucketList::iterator bit;
std::multiset<alphamesh, backtofront> alphameshset;
RAS_MaterialBucket::T_MeshSlotList::iterator mit;
/* Camera's near plane equation: cam_norm.dot(point) + cam_origin */
const MT_Vector3 cam_norm(cameratrans.getBasis()[2]);
const MT_Scalar cam_origin = cameratrans.getOrigin()[2];
for (bit = m_AlphaBuckets.begin(); bit != m_AlphaBuckets.end(); ++bit)
{
(*bit)->ClearScheduledPolygons();
for (mit = (*bit)->msBegin(); mit != (*bit)->msEnd(); ++mit)
{
if ((*mit).m_bVisible)
{
MT_Point3 pos((*mit).m_OpenGLMatrix[12], (*mit).m_OpenGLMatrix[13], (*mit).m_OpenGLMatrix[14]);
alphameshset.insert(alphamesh(MT_dot(cam_norm, pos) + cam_origin, mit, *bit));
}
}
}
// It shouldn't be strictly necessary to disable depth writes; but
// it is needed for compatibility.
rasty->SetDepthMask(RAS_IRasterizer::KX_DEPTHMASK_DISABLED);
int drawingmode;
std::multiset< alphamesh, backtofront>::iterator msit = alphameshset.begin();
for (; msit != alphameshset.end(); ++msit)
{
rendertools->SetClientObject((*(*msit).m_ms).m_clientObj);
while ((*msit).m_bucket->ActivateMaterial(cameratrans, rasty, rendertools, drawingmode))
(*msit).m_bucket->RenderMeshSlot(cameratrans, rasty, rendertools, *(*msit).m_ms, drawingmode);
}
rasty->SetDepthMask(RAS_IRasterizer::KX_DEPTHMASK_ENABLED);
}
void RAS_BucketManager::Renderbuckets(
const MT_Transform& cameratrans, RAS_IRasterizer* rasty, RAS_IRenderTools* rendertools)
{
BucketList::iterator bucket;
rasty->EnableTextures(false);
rasty->SetDepthMask(RAS_IRasterizer::KX_DEPTHMASK_ENABLED);
// beginning each frame, clear (texture/material) caching information
rasty->ClearCachingInfo();
RAS_MaterialBucket::StartFrame();
for (bucket = m_MaterialBuckets.begin(); bucket != m_MaterialBuckets.end(); ++bucket)
{
(*bucket)->ClearScheduledPolygons();
}
for (bucket = m_MaterialBuckets.begin(); bucket != m_MaterialBuckets.end(); ++bucket)
{
RAS_IPolyMaterial *tmp = (*bucket)->GetPolyMaterial();
if(tmp->IsZSort() || tmp->GetFlag() &RAS_FORCEALPHA )
rasty->SetAlphaTest(true);
else
rasty->SetAlphaTest(false);
(*bucket)->Render(cameratrans,rasty,rendertools);
}
rasty->SetAlphaTest(false);
RenderAlphaBuckets(cameratrans, rasty, rendertools);
RAS_MaterialBucket::EndFrame();
}
RAS_MaterialBucket* RAS_BucketManager::RAS_BucketManagerFindBucket(RAS_IPolyMaterial * material, bool &bucketCreated)
{
bucketCreated = false;
BucketList::iterator it;
for (it = m_MaterialBuckets.begin(); it != m_MaterialBuckets.end(); it++)
{
if (*(*it)->GetPolyMaterial() == *material)
return *it;
}
for (it = m_AlphaBuckets.begin(); it != m_AlphaBuckets.end(); it++)
{
if (*(*it)->GetPolyMaterial() == *material)
return *it;
}
RAS_MaterialBucket *bucket = new RAS_MaterialBucket(material);
bucketCreated = true;
if (bucket->IsTransparant())
m_AlphaBuckets.push_back(bucket);
else
m_MaterialBuckets.push_back(bucket);
return bucket;
}
void RAS_BucketManager::RAS_BucketManagerClearAll()
{
BucketList::iterator it;
for (it = m_MaterialBuckets.begin(); it != m_MaterialBuckets.end(); it++)
{
delete (*it);
}
for (it = m_AlphaBuckets.begin(); it != m_AlphaBuckets.end(); it++)
{
delete(*it);
}
m_MaterialBuckets.clear();
m_AlphaBuckets.clear();
}