blender/source/gameengine/Rasterizer/RAS_BucketManager.cpp
Erwin Coumans 2e6d576182 Sorry to break the cvs-closed status, so if you really need to make a new 2.40 build, just disable the game engine if it doesn't compile for a platform. Again, sorry if this breaks non-windows platforms, but I hope people help to get this amazing fix working for all platforms. Armature-fixing contribution from Snailrose. Also lots of cool things from Snailrose and Lagan.
Armatures are back
Split screen
Double sided lightning
Ambient lighting
Alpha test
Material IPO support (one per object atm)
Blender materials
GLSL shaders - Python access
Up to three texture samplers from the material panel ( 2D & Cube map )
Python access to a second set of uv coordinates

See http://www.elysiun.com/forum/viewtopic.php?t=58057
2006-01-06 03:46:54 +00:00

197 lines
5.4 KiB
C++

/**
* $Id$
* ***** BEGIN GPL/BL DUAL 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. The Blender
* Foundation also sells licenses for use in proprietary software under
* the Blender License. See http://www.blender.org/BL/ for information
* about this.
*
* 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/BL DUAL 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)
{
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)
{
if((*bucket)->GetPolyMaterial()->IsZSort())
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)
{
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);
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();
}