blender/source/gameengine/Rasterizer/RAS_TexVert.cpp
Brecht Van Lommel 99fdf27af9 Sync with Apricot Game Engine
=============================

* Clean up and optimizations in skinned/deformed mesh code.
* Compatibility fixes and clean up in the rasterizer.
* Changes related to GLSL shadow buffers which should have no
  effect, to keep the code in sync with apricot.
2008-07-10 12:47:20 +00:00

142 lines
3.2 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 *****
*/
#include "RAS_TexVert.h"
#ifdef HAVE_CONFIG_H
#include <config.h>
#endif
#define SHORT(x) short(x*32767.0)
RAS_TexVert::RAS_TexVert(const MT_Point3& xyz,
const MT_Point2& uv,
const MT_Point2& uv2,
const MT_Vector4& tangent,
const unsigned int rgba,
const MT_Vector3& normal,
const short flag,
const unsigned int origindex)
{
xyz.getValue(m_localxyz);
uv.getValue(m_uv1);
uv2.getValue(m_uv2);
SetRGBA(rgba);
SetNormal(normal);
tangent.getValue(m_tangent);
m_flag = flag;
m_origindex = origindex;
m_unit = 2;
}
const MT_Point3& RAS_TexVert::xyz()
{
g_pt3.setValue(m_localxyz);
return g_pt3;
}
void RAS_TexVert::SetRGBA(const MT_Vector4& rgba)
{
unsigned char *colp = (unsigned char*) &m_rgba;
colp[0] = (unsigned char) (rgba[0]*255.0);
colp[1] = (unsigned char) (rgba[1]*255.0);
colp[2] = (unsigned char) (rgba[2]*255.0);
colp[3] = (unsigned char) (rgba[3]*255.0);
}
void RAS_TexVert::SetXYZ(const MT_Point3& xyz)
{
xyz.getValue(m_localxyz);
}
void RAS_TexVert::SetUV(const MT_Point2& uv)
{
uv.getValue(m_uv1);
}
void RAS_TexVert::SetUV2(const MT_Point2& uv)
{
uv.getValue(m_uv2);
}
void RAS_TexVert::SetRGBA(const unsigned int rgba)
{
m_rgba = rgba;
}
void RAS_TexVert::SetFlag(const short flag)
{
m_flag = flag;
}
void RAS_TexVert::SetUnit(const unsigned int u)
{
m_unit = u<=TV_MAX?u:TV_MAX;
}
void RAS_TexVert::SetNormal(const MT_Vector3& normal)
{
normal.getValue(m_normal);
}
// compare two vertices, and return TRUE if both are almost identical (they can be shared)
bool RAS_TexVert::closeTo(const RAS_TexVert* other)
{
return (m_flag == other->m_flag &&
m_rgba == other->m_rgba &&
MT_fuzzyEqual(MT_Vector3(m_normal), MT_Vector3(other->m_normal)) &&
MT_fuzzyEqual(MT_Vector2(m_uv1), MT_Vector2(other->m_uv1)) &&
MT_fuzzyEqual(MT_Vector2(m_uv2), MT_Vector2(other->m_uv2)) && // p --
MT_fuzzyEqual(MT_Vector3(m_localxyz), MT_Vector3(other->m_localxyz))) ;
}
short RAS_TexVert::getFlag() const
{
return m_flag;
}
unsigned int RAS_TexVert::getUnit() const
{
return m_unit;
}
void RAS_TexVert::getOffsets(void* &xyz, void* &uv1, void* &rgba, void* &normal) const
{
xyz = (void *) m_localxyz;
uv1 = (void *) m_uv1;
rgba = (void *) &m_rgba;
normal = (void *) m_normal;
}