blender/source/gameengine/Rasterizer/RAS_TexVert.h
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

129 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 *****
*/
#ifndef __RAS_TEXVERT
#define __RAS_TEXVERT
#include "MT_Point3.h"
#include "MT_Point2.h"
#include "MT_Transform.h"
static MT_Point3 g_pt3;
static MT_Point2 g_pt2;
#define TV_CALCFACENORMAL 0x0001
#define TV_2NDUV 0x0002
#define TV_MAX 3//match Def in BL_Material.h
class RAS_TexVert
{
float m_localxyz[3]; // 3*4 = 12
float m_uv1[2]; // 2*4 = 8
float m_uv2[2]; // 2*4 = 8
unsigned int m_rgba; // 4
float m_tangent[4]; // 4*2 = 8
float m_normal[3]; // 3*2 = 6
short m_flag; // 2
unsigned int m_unit; // 4
unsigned int m_origindex; // 4
//---------
// 56
// 32 bytes total size, fits nice = 56 = not fit nice.
// We'll go for 64 bytes total size - 24 bytes left.
public:
short getFlag() const;
unsigned int getUnit() const;
RAS_TexVert()// :m_xyz(0,0,0),m_uv(0,0),m_rgba(0)
{}
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);
~RAS_TexVert() {};
const float* getUV1 () const {
return m_uv1;
};
const float* getUV2 () const {
return m_uv2;
};
const float* getLocalXYZ() const {
return m_localxyz;
};
const float* getNormal() const {
return m_normal;
}
const float* getTangent() const {
return m_tangent;
}
const unsigned char* getRGBA() const {
return (unsigned char *) &m_rgba;
}
const unsigned int getOrigIndex() const {
return m_origindex;
}
void SetXYZ(const MT_Point3& xyz);
void SetUV(const MT_Point2& uv);
void SetUV2(const MT_Point2& uv);
void SetRGBA(const unsigned int rgba);
void SetNormal(const MT_Vector3& normal);
void SetFlag(const short flag);
void SetUnit(const unsigned u);
void SetRGBA(const MT_Vector4& rgba);
const MT_Point3& xyz();
// compare two vertices, and return TRUE if both are almost identical (they can be shared)
bool closeTo(const RAS_TexVert* other);
bool closeTo(const MT_Point3& otherxyz,
const MT_Point2& otheruv,
const unsigned int otherrgba,
short othernormal[3]) const;
void getOffsets(void*&xyz, void *&uv1, void *&rgba, void *&normal) const;
};
#endif //__RAS_TEXVERT