forked from bartvdbraak/blender
908337bee1
======================================= Alpha blending + sorting was revised, to fix bugs and get it to work more predictable. * A new per texture face "Sort" setting defines if the face is alpha sorted or not, instead of abusing the "ZTransp" setting as it did before. * Existing files are converted to hopefully match the old behavior as much as possible with a version patch. * On new meshes the Sort flag is disabled by the default, to avoid unexpected and hard to find slowdowns. * Alpha sorting for faces was incredibly slow. Sorting faces in a mesh with 600 faces lowered the framerate from 200 to 70 fps in my test.. the sorting there case goes about 15x faster now, but it is still advised to use Clip Alpha if possible instead of regular Alpha. * There still various limitations in the alpha sorting code, I've added some comments to the code about this. Some docs at the bottom of the page: http://www.blender.org/development/current-projects/changes-since-246/realtime-glsl-materials/ Merged some fixes from the apricot branch, most important change is that tangents are now exactly the same as the rest of Blender, instead of being computed in the game engine with a different algorithm. Also, the subversion was bumped to 1.
301 lines
7.0 KiB
C++
301 lines
7.0 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_OPENGLRASTERIZER
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#define __RAS_OPENGLRASTERIZER
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#ifdef WIN32
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#pragma warning (disable:4786)
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#endif
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#include "MT_CmMatrix4x4.h"
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#include <vector>
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using namespace std;
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#include "RAS_IRasterizer.h"
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#include "RAS_MaterialBucket.h"
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#include "RAS_ICanvas.h"
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#define RAS_MAX_TEXCO 3 // match in BL_Material
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#define RAS_MAX_ATTRIB 16 // match in BL_BlenderShader
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struct OglDebugLine
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{
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MT_Vector3 m_from;
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MT_Vector3 m_to;
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MT_Vector3 m_color;
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};
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/**
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* 3D rendering device context.
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*/
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class RAS_OpenGLRasterizer : public RAS_IRasterizer
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{
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RAS_ICanvas* m_2DCanvas;
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// fogging vars
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bool m_fogenabled;
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float m_fogstart;
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float m_fogdist;
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float m_fogr;
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float m_fogg;
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float m_fogb;
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float m_redback;
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float m_greenback;
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float m_blueback;
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float m_alphaback;
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float m_ambr;
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float m_ambg;
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float m_ambb;
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double m_time;
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MT_CmMatrix4x4 m_viewmatrix;
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MT_Point3 m_campos;
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StereoMode m_stereomode;
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StereoEye m_curreye;
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float m_eyeseparation;
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bool m_seteyesep;
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float m_focallength;
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bool m_setfocallength;
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int m_noOfScanlines;
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bool InterlacedStereo() const;
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//motion blur
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int m_motionblur;
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float m_motionblurvalue;
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protected:
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int m_drawingmode;
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TexCoGen m_texco[RAS_MAX_TEXCO];
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TexCoGen m_attrib[RAS_MAX_ATTRIB];
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int m_texco_num;
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int m_attrib_num;
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int m_last_blendmode;
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/** Stores the caching information for the last material activated. */
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RAS_IPolyMaterial::TCachingInfo m_materialCachingInfo;
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public:
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double GetTime();
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RAS_OpenGLRasterizer(RAS_ICanvas* canv);
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virtual ~RAS_OpenGLRasterizer();
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/*enum DrawType
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{
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KX_BOUNDINGBOX = 1,
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KX_WIREFRAME,
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KX_SOLID,
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KX_SHADED,
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KX_TEXTURED
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};
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enum DepthMask
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{
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KX_DEPTHMASK_ENABLED =1,
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KX_DEPTHMASK_DISABLED,
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};*/
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virtual void SetDepthMask(DepthMask depthmask);
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virtual bool SetMaterial(const RAS_IPolyMaterial& mat);
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virtual bool Init();
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virtual void Exit();
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virtual bool BeginFrame(int drawingmode, double time);
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virtual void ClearDepthBuffer();
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virtual void ClearCachingInfo(void);
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virtual void EndFrame();
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virtual void SetRenderArea();
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virtual void SetStereoMode(const StereoMode stereomode);
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virtual bool Stereo();
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virtual void SetEye(const StereoEye eye);
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virtual StereoEye GetEye();
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virtual void SetEyeSeparation(const float eyeseparation);
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virtual float GetEyeSeparation();
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virtual void SetFocalLength(const float focallength);
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virtual float GetFocalLength();
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virtual void SwapBuffers();
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virtual void IndexPrimitives(
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const vecVertexArray& vertexarrays,
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const vecIndexArrays & indexarrays,
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DrawMode mode,
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bool useObjectColor,
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const MT_Vector4& rgbacolor,
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class KX_ListSlot** slot
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);
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virtual void IndexPrimitives_3DText(
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const vecVertexArray& vertexarrays,
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const vecIndexArrays & indexarrays,
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DrawMode mode,
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class RAS_IPolyMaterial* polymat,
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class RAS_IRenderTools* rendertools,
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bool useObjectColor,
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const MT_Vector4& rgbacolor
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);
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virtual void IndexPrimitivesMulti(
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const vecVertexArray& vertexarrays,
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const vecIndexArrays & indexarrays,
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DrawMode mode,
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bool useObjectColor,
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const MT_Vector4& rgbacolor,
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class KX_ListSlot** slot);
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virtual void SetProjectionMatrix(MT_CmMatrix4x4 & mat);
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virtual void SetProjectionMatrix(const MT_Matrix4x4 & mat);
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virtual void SetViewMatrix(
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const MT_Matrix4x4 & mat,
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const MT_Vector3& campos,
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const MT_Point3 &camLoc,
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const MT_Quaternion &camOrientQuat
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);
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virtual const MT_Point3& GetCameraPosition();
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virtual void LoadViewMatrix();
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virtual void SetFog(
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float start,
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float dist,
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float r,
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float g,
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float b
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);
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virtual void SetFogColor(
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float r,
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float g,
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float b
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);
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virtual void SetFogStart(float fogstart);
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virtual void SetFogEnd(float fogend);
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void DisableFog();
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virtual void DisplayFog();
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virtual void SetBackColor(
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float red,
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float green,
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float blue,
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float alpha
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);
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virtual void SetDrawingMode(int drawingmode);
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virtual int GetDrawingMode();
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virtual void EnableTextures(bool enable);
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virtual void SetCullFace(bool enable);
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virtual void SetLines(bool enable);
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virtual MT_Matrix4x4 GetFrustumMatrix(
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float left,
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float right,
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float bottom,
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float top,
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float frustnear,
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float frustfar,
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float focallength,
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bool perspective
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);
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virtual void SetSpecularity(
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float specX,
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float specY,
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float specZ,
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float specval
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);
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virtual void SetShinyness(float shiny);
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virtual void SetDiffuse(
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float difX,
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float difY,
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float difZ,
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float diffuse
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);
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virtual void SetEmissive(float eX,
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float eY,
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float eZ,
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float e
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);
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virtual void SetAmbientColor(float red, float green, float blue);
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virtual void SetAmbient(float factor);
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virtual void SetPolygonOffset(float mult, float add);
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virtual void DrawDebugLine(const MT_Vector3& from,const MT_Vector3& to,const MT_Vector3& color)
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{
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OglDebugLine line;
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line.m_from = from;
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line.m_to = to;
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line.m_color = color;
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m_debugLines.push_back(line);
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}
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std::vector <OglDebugLine> m_debugLines;
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virtual void SetTexCoordNum(int num);
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virtual void SetAttribNum(int num);
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virtual void SetTexCoord(TexCoGen coords, int unit);
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virtual void SetAttrib(TexCoGen coords, int unit);
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void TexCoord(const RAS_TexVert &tv);
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virtual void GetViewMatrix(MT_Matrix4x4 &mat) const;
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void Tangent(const RAS_TexVert& v1,
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const RAS_TexVert& v2,
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const RAS_TexVert& v3,
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const MT_Vector3 &no);
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virtual void EnableMotionBlur(float motionblurvalue);
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virtual void DisableMotionBlur();
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virtual float GetMotionBlurValue(){return m_motionblurvalue;};
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virtual int GetMotionBlurState(){return m_motionblur;};
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virtual void SetMotionBlurState(int newstate)
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{
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if(newstate<0)
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m_motionblur = 0;
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else if(newstate>2)
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m_motionblur = 2;
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else
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m_motionblur = newstate;
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};
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virtual void SetBlendingMode(int blendmode);
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};
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#endif //__RAS_OPENGLRASTERIZER
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