blender/source/gameengine/Rasterizer/RAS_Polygon.cpp
Brecht Van Lommel 908337bee1 Game Engine: alpha blending and sorting
=======================================

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.
2008-07-29 15:48:31 +00:00

125 lines
2.4 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
#pragma warning (disable:4786)
#endif
#include "RAS_Polygon.h"
RAS_Polygon::RAS_Polygon(RAS_MaterialBucket* bucket,
bool visible,
int numverts,
int vtxarrayindex)
:m_bucket(bucket),
m_vertexindexbase(numverts),
m_numverts(numverts),
m_edgecode(65535)
{
m_vertexindexbase.m_vtxarray = vtxarrayindex ;//m_bucket->FindVertexArray(numverts);
m_polyFlags.Visible = visible;
}
int RAS_Polygon::VertexCount()
{
return m_numverts;
}
void RAS_Polygon::SetVertex(int i,
unsigned int vertexindex ) //const MT_Point3& xyz,const MT_Point2& uv,const unsigned int rgbacolor,const MT_Vector3& normal)
{
m_vertexindexbase.SetIndex(i,vertexindex); //m_bucket->FindOrAddVertex(m_vertexindexbase.m_vtxarray,
//xyz,uv,rgbacolor,normal));
}
const KX_VertexIndex& RAS_Polygon::GetIndexBase()
{
return m_vertexindexbase;
}
void RAS_Polygon::SetVisibleWireframeEdges(int edgecode)
{
m_edgecode = edgecode;
}
// each bit is for a visible edge, starting with bit 1 for the first edge, bit 2 for second etc.
int RAS_Polygon::GetEdgeCode()
{
return m_edgecode;
}
bool RAS_Polygon::IsVisible()
{
return m_polyFlags.Visible;
}
bool RAS_Polygon::IsCollider()
{
return m_polyFlags.Collider;
}
void RAS_Polygon::SetCollider(bool col)
{
m_polyFlags.Collider = col;
}
KX_VertexIndex& RAS_Polygon::GetVertexIndexBase()
{
return m_vertexindexbase;
}
RAS_MaterialBucket* RAS_Polygon::GetMaterial()
{
return m_bucket;
}