blender/source/gameengine/Rasterizer/RAS_OpenGLRasterizer/RAS_ListRasterizer.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

79 lines
1.6 KiB
C++

#ifndef __RAS_LISTRASTERIZER_H__
#define __RAS_LISTRASTERIZER_H__
#include "RAS_MaterialBucket.h"
#include "RAS_VAOpenGLRasterizer.h"
#include <vector>
class RAS_ListRasterizer;
class RAS_ListSlot : public KX_ListSlot
{
unsigned int m_list;
unsigned int m_flag;
RAS_ListRasterizer* m_rasty;
public:
RAS_ListSlot(RAS_ListRasterizer* rasty);
virtual ~RAS_ListSlot();
virtual void SetModified(bool mod);
virtual int Release();
void RemoveList();
void DrawList();
void EndList();
bool End();
};
enum RAS_ListSlotFlags {
LIST_CREATE =1,
LIST_MODIFY =2,
LIST_STREAM =4,
LIST_NOCREATE =8,
LIST_BEGIN =16,
LIST_END =32,
LIST_REGEN =64
};
typedef std::map<const vecVertexArray, RAS_ListSlot*> RAS_Lists;
class RAS_ListRasterizer : public RAS_VAOpenGLRasterizer
{
bool mUseVertexArrays;
RAS_Lists mLists;
RAS_ListSlot* FindOrAdd(const vecVertexArray& vertexarrays, KX_ListSlot** slot);
void ReleaseAlloc();
public:
void RemoveListSlot(RAS_ListSlot* list);
RAS_ListRasterizer(RAS_ICanvas* canvas, bool useVertexArrays=false, bool lock=false);
virtual ~RAS_ListRasterizer();
virtual void IndexPrimitives(
const vecVertexArray& vertexarrays,
const vecIndexArrays & indexarrays,
DrawMode mode,
bool useObjectColor,
const MT_Vector4& rgbacolor,
class KX_ListSlot** slot
);
virtual void IndexPrimitivesMulti(
const vecVertexArray& vertexarrays,
const vecIndexArrays & indexarrays,
DrawMode mode,
bool useObjectColor,
const MT_Vector4& rgbacolor,
class KX_ListSlot** slot
);
virtual bool Init();
virtual void Exit();
virtual void SetDrawingMode(int drawingmode);
virtual bool QueryLists(){return true;}
};
#endif