forked from bartvdbraak/blender
cb89decfdc
the features that are needed to run the game. Compile tested with scons, make, but not cmake, that seems to have an issue not related to these changes. The changes include: * GLSL support in the viewport and game engine, enable in the game menu in textured draw mode. * Synced and merged part of the duplicated blender and gameengine/ gameplayer drawing code. * Further refactoring of game engine drawing code, especially mesh storage changed a lot. * Optimizations in game engine armatures to avoid recomputations. * A python function to get the framerate estimate in game. * An option take object color into account in materials. * An option to restrict shadow casters to a lamp's layers. * Increase from 10 to 18 texture slots for materials, lamps, word. An extra texture slot shows up once the last slot is used. * Memory limit for undo, not enabled by default yet because it needs the .B.blend to be changed. * Multiple undo for image painting. * An offset for dupligroups, so not all objects in a group have to be at the origin.
214 lines
5.0 KiB
C++
214 lines
5.0 KiB
C++
/**
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* $Id$
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*
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* ***** BEGIN GPL LICENSE BLOCK *****
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*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software Foundation,
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* Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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*
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* The Original Code is Copyright (C) 2001-2002 by NaN Holding BV.
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* All rights reserved.
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*
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* The Original Code is: all of this file.
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*
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* Contributor(s): none yet.
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*
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* ***** END GPL LICENSE BLOCK *****
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*/
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#ifndef __RAS_MATERIALBUCKET
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#define __RAS_MATERIALBUCKET
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#include "RAS_TexVert.h"
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#include "GEN_Map.h"
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#include "STR_HashedString.h"
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#include "MT_Transform.h"
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#include "RAS_IPolygonMaterial.h"
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#include "RAS_IRasterizer.h"
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#include "RAS_Deformer.h"
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#include <vector>
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#include <set>
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#include <list>
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using namespace std;
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/* Display List Slot */
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class KX_ListSlot
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{
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protected:
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int m_refcount;
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public:
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KX_ListSlot(){ m_refcount=1; }
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virtual ~KX_ListSlot() {}
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virtual int Release() {
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if (--m_refcount > 0)
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return m_refcount;
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delete this;
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return 0;
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}
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virtual KX_ListSlot* AddRef() {
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m_refcount++;
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return this;
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}
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virtual void SetModified(bool mod)=0;
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};
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class RAS_DisplayArray;
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class RAS_MeshSlot;
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class RAS_MeshMaterial;
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class RAS_MaterialBucket;
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/* An array with data used for OpenGL drawing */
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class RAS_DisplayArray
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{
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public:
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vector<RAS_TexVert> m_vertex;
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vector<unsigned short> m_index;
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enum { LINE = 2, TRIANGLE = 3, QUAD = 4 } m_type;
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//RAS_MeshSlot *m_origSlot;
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int m_users;
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enum { BUCKET_MAX_INDEX = 65535 };
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enum { BUCKET_MAX_VERTEX = 65535 };
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};
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/* Entry of a RAS_MeshObject into RAS_MaterialBucket */
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class RAS_MeshSlot
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{
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private:
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// indices into display arrays
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int m_startarray;
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int m_endarray;
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int m_startindex;
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int m_endindex;
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int m_startvertex;
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int m_endvertex;
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vector<RAS_DisplayArray*> m_displayArrays;
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// for construction only
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RAS_DisplayArray* m_currentArray;
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public:
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// for rendering
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RAS_MaterialBucket* m_bucket;
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RAS_MeshObject* m_mesh;
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void* m_clientObj;
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RAS_Deformer* m_pDeformer;
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double* m_OpenGLMatrix;
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// visibility
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bool m_bVisible;
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bool m_bCulled;
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// object color
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bool m_bObjectColor;
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MT_Vector4 m_RGBAcolor;
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// display lists
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KX_ListSlot* m_DisplayList;
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bool m_bDisplayList;
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// joined mesh slots
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RAS_MeshSlot* m_joinSlot;
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MT_Matrix4x4 m_joinInvTransform;
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list<RAS_MeshSlot*> m_joinedSlots;
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RAS_MeshSlot();
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RAS_MeshSlot(const RAS_MeshSlot& slot);
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virtual ~RAS_MeshSlot();
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void init(RAS_MaterialBucket *bucket, int numverts);
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struct iterator {
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RAS_DisplayArray *array;
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RAS_TexVert *vertex;
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unsigned short *index;
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size_t startvertex;
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size_t endvertex;
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size_t totindex;
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size_t arraynum;
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};
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void begin(iterator& it);
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void next(iterator& it);
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bool end(iterator& it);
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/* used during construction */
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void SetDisplayArray(int numverts);
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RAS_DisplayArray *CurrentDisplayArray();
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void AddPolygon(int numverts);
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int AddVertex(const RAS_TexVert& tv);
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void AddPolygonVertex(int offset);
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/* optimization */
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bool Split(bool force=false);
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bool Join(RAS_MeshSlot *target, MT_Scalar distance);
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bool Equals(RAS_MeshSlot *target);
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bool IsCulled();
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};
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/* Used by RAS_MeshObject, to point to it's slots in a bucket */
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class RAS_MeshMaterial
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{
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public:
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RAS_MeshSlot *m_baseslot;
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class RAS_MaterialBucket *m_bucket;
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GEN_Map<GEN_HashedPtr,RAS_MeshSlot*> m_slots;
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};
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/* Contains a list of display arrays with the same material,
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* and a mesh slot for each mesh that uses display arrays in
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* this bucket */
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class RAS_MaterialBucket
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{
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public:
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RAS_MaterialBucket(RAS_IPolyMaterial* mat);
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virtual ~RAS_MaterialBucket();
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/* Bucket Sorting */
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struct less;
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typedef set<RAS_MaterialBucket*, less> Set;
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/* Material Properties */
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RAS_IPolyMaterial* GetPolyMaterial() const;
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bool IsAlpha() const;
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bool IsZSort() const;
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/* Rendering */
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bool ActivateMaterial(const MT_Transform& cameratrans, RAS_IRasterizer* rasty,
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RAS_IRenderTools *rendertools);
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void RenderMeshSlot(const MT_Transform& cameratrans, RAS_IRasterizer* rasty,
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RAS_IRenderTools* rendertools, RAS_MeshSlot &ms);
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/* Mesh Slot Access */
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list<RAS_MeshSlot>::iterator msBegin();
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list<RAS_MeshSlot>::iterator msEnd();
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class RAS_MeshSlot* AddMesh(int numverts);
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class RAS_MeshSlot* CopyMesh(class RAS_MeshSlot *ms);
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void RemoveMesh(class RAS_MeshSlot* ms);
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void Optimize(MT_Scalar distance);
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private:
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list<RAS_MeshSlot> m_meshSlots;
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RAS_IPolyMaterial* m_material;
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};
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#endif //__RAS_MATERIAL_BUCKET
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