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.
161 lines
4.1 KiB
C++
161 lines
4.1 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_MESHOBJECT
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#define __RAS_MESHOBJECT
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#ifdef WIN32
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// disable the STL warnings ("debug information length > 255")
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#pragma warning (disable:4786)
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#endif
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#include <vector>
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#include <set>
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#include <list>
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#include "RAS_Polygon.h"
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#include "RAS_MaterialBucket.h"
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#include "MT_Transform.h"
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#include "GEN_HashedPtr.h"
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struct Mesh;
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/* RAS_MeshObject is a mesh used for rendering. It stores polygons,
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* but the actual vertices and index arrays are stored in material
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* buckets, referenced by the list of RAS_MeshMaterials. */
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class RAS_MeshObject
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{
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private:
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unsigned int m_debugcolor;
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int m_lightlayer;
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bool m_bModified;
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bool m_bMeshModified;
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STR_String m_name;
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static STR_String s_emptyname;
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vector<class RAS_Polygon*> m_Polygons;
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/* polygon sorting */
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struct polygonSlot;
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struct backtofront;
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struct fronttoback;
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protected:
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list<RAS_MeshMaterial> m_materials;
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Mesh* m_mesh;
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bool m_bDeformed;
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public:
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// for now, meshes need to be in a certain layer (to avoid sorting on lights in realtime)
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RAS_MeshObject(Mesh* mesh, int lightlayer);
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virtual ~RAS_MeshObject();
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bool IsDeformed() { return m_bDeformed; }
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/* materials */
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int NumMaterials();
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const STR_String& GetMaterialName(unsigned int matid);
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const STR_String& GetTextureName(unsigned int matid);
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RAS_MeshMaterial* GetMeshMaterial(unsigned int matid);
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RAS_MeshMaterial* GetMeshMaterial(RAS_IPolyMaterial *mat);
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list<RAS_MeshMaterial>::iterator GetFirstMaterial();
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list<RAS_MeshMaterial>::iterator GetLastMaterial();
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unsigned int GetLightLayer();
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/* name */
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void SetName(STR_String name);
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const STR_String& GetName();
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/* modification state */
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bool MeshModified();
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void SetMeshModified(bool v){m_bMeshModified = v;}
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/* original blender mesh */
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Mesh* GetMesh() { return m_mesh; }
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/* mesh construction */
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virtual RAS_Polygon* AddPolygon(RAS_MaterialBucket *bucket, int numverts);
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virtual void AddVertex(RAS_Polygon *poly, int i,
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const MT_Point3& xyz,
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const MT_Point2& uv,
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const MT_Point2& uv2,
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const MT_Vector4& tangent,
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const unsigned int rgbacolor,
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const MT_Vector3& normal,
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bool flat,
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int origindex);
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void SchedulePolygons(int drawingmode);
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/* vertex and polygon acces */
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int NumVertices(RAS_IPolyMaterial* mat);
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RAS_TexVert* GetVertex(unsigned int matid, unsigned int index);
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int NumPolygons();
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RAS_Polygon* GetPolygon(int num) const;
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/* buckets */
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virtual void AddMeshUser(void *clientobj);
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virtual void UpdateBuckets(
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void* clientobj,
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double* oglmatrix,
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bool useObjectColor,
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const MT_Vector4& rgbavec,
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bool visible,
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bool culled);
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void RemoveFromBuckets(void *clientobj);
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/* colors */
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void DebugColor(unsigned int abgr);
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void SetVertexColor(RAS_IPolyMaterial* mat,MT_Vector4 rgba);
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/* polygon sorting by Z for alpha */
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void SortPolygons(RAS_MeshSlot& ms, const MT_Transform &transform);
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/* for construction to find shared vertices */
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struct SharedVertex {
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RAS_DisplayArray *m_darray;
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int m_offset;
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};
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vector<vector<SharedVertex> > m_sharedvertex_map;
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};
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#endif //__RAS_MESHOBJECT
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