forked from bartvdbraak/blender
f1c4f705a1
So we should be all set now :) Kent -- mein@cs.umn.edu
231 lines
5.5 KiB
C++
231 lines
5.5 KiB
C++
/**
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* $Id$
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*
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* ***** BEGIN GPL/BL DUAL LICENSE BLOCK *****
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*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version. The Blender
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* Foundation also sells licenses for use in proprietary software under
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* the Blender License. See http://www.blender.org/BL/ for information
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* about this.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software Foundation,
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* Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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*
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* The Original Code is Copyright (C) 2001-2002 by NaN Holding BV.
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* All rights reserved.
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*
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* The Original Code is: all of this file.
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*
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* Contributor(s): none yet.
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*
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* ***** END GPL/BL DUAL LICENSE BLOCK *****
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*/
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#ifndef __RAS_MESHOBJECT
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#define __RAS_MESHOBJECT
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#ifdef WIN32
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// disable the STL warnings ("debug information length > 255")
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#pragma warning (disable:4786)
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#endif
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#include <vector>
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#include <set>
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#include "RAS_Polygon.h"
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#include "MT_Transform.h"
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#include "GEN_HashedPtr.h"
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class KX_ArrayOptimizer
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{
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public:
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KX_ArrayOptimizer(int index)
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: m_index1(index)
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{};
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virtual ~KX_ArrayOptimizer();
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vector<KX_VertexArray*> m_VertexArrayCache1;
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vector<int> m_TriangleArrayCount;
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vector<KX_IndexArray*> m_IndexArrayCache1;
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/**
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order in which they are stored into the mesh
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*/
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int m_index1;
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};
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struct RAS_TriangleIndex
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{
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public:
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int m_index[3];
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bool m_collider;
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};
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class RAS_MatArrayIndex
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{
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public:
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int m_arrayindex1;
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int m_matid;
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int m_array;
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int m_index;
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inline bool Less(const RAS_MatArrayIndex& lhs) const {
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bool result =
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( (m_matid < lhs.m_matid) ||
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((m_matid == lhs.m_matid)&&(m_array < lhs.m_array)) ||
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((m_matid == lhs.m_matid) && (m_array == lhs.m_array) &&
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(m_index < lhs.m_index))
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);
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return result;
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}
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};
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inline bool operator <( const RAS_MatArrayIndex& rhs,const RAS_MatArrayIndex& lhs)
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{
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return ( rhs.Less(lhs));
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}
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class RAS_MeshObject
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{
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enum { BUCKET_MAX_INDICES = 2048 };//2048};//8192};
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enum { BUCKET_MAX_TRIANGLES = 1024 };
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// GEN_Map<class RAS_IPolyMaterial,KX_ArrayOptimizer*> m_matVertexArrayS;
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//vector<class RAS_IPolyMaterial*,KX_ArrayOptimizer> m_vertexArrays;
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virtual KX_ArrayOptimizer* GetArrayOptimizer(RAS_IPolyMaterial* polymat);
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//vector<RAS_Polygon*> m_polygons;
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unsigned int m_debugcolor;
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bool m_bModified;
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int m_lightlayer;
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vector<class RAS_Polygon*> m_Polygons;
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STR_String m_name;
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static STR_String s_emptyname;
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protected:
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GEN_Map<class RAS_IPolyMaterial,KX_ArrayOptimizer*> m_matVertexArrayS;
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typedef set<class RAS_MaterialBucket*> BucketMaterialSet;
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BucketMaterialSet m_materials;
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public:
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// for now, meshes need to be in a certain layer (to avoid sorting on lights in realtime)
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RAS_MeshObject(int lightlayer);
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virtual ~RAS_MeshObject();
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vector<RAS_IPolyMaterial*> m_sortedMaterials;
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vector<vector<RAS_MatArrayIndex> > m_xyz_index_to_vertex_index_mapping;
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vector<RAS_TriangleIndex > m_triangle_indices;
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int GetLightLayer();
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int NumMaterials();
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const STR_String& GetMaterialName(int matid);
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RAS_MaterialBucket* GetMaterialBucket(int matid);
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const STR_String& GetTextureName(int matid);
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virtual void AddPolygon(RAS_Polygon* poly);
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void UpdateMaterialList();
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int NumPolygons();
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RAS_Polygon* GetPolygon(int num);
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virtual void Bucketize(
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double* oglmatrix,
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void* clientobj,
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bool useObjectColor,
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const MT_Vector4& rgbavec
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);
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void RemoveFromBuckets(
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double* oglmatrix,
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void* clientobj
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);
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void MarkVisible(
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double* oglmatrix,
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void* clientobj,
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bool visible,
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bool useObjectColor,
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const MT_Vector4& rgbavec
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);
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void DebugColor(unsigned int abgr);
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void SchedulePolygons(
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int drawingmode,
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class RAS_IRasterizer* rasty
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);
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void ClearArrayData();
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set<RAS_MaterialBucket*>::iterator GetFirstMaterial();
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set<RAS_MaterialBucket*>::iterator GetLastMaterial();
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virtual RAS_TexVert* GetVertex(
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short array,
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short index,
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RAS_IPolyMaterial* polymat
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);
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virtual int FindVertexArray(
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int numverts,
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RAS_IPolyMaterial* polymat
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);
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void SchedulePoly(
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const KX_VertexIndex& idx,
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int numverts,
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RAS_IPolyMaterial* mat
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);
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void ScheduleWireframePoly(
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const KX_VertexIndex& idx,
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int numverts,
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int edgecode,
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RAS_IPolyMaterial* mat
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);
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// find (and share) or add vertices
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// for some speedup, only the last 20 added vertices are searched for equality
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virtual int FindOrAddVertex(
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int vtxarray,
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const MT_Point3& xyz,
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const MT_Point2& uv,
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const unsigned int rgbacolor,
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const MT_Vector3& normal,
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RAS_IPolyMaterial* mat,
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int orgindex
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);
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const vecVertexArray& GetVertexCache (RAS_IPolyMaterial* mat);
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int GetVertexArrayLength(RAS_IPolyMaterial* mat);
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RAS_TexVert* GetVertex(
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int matid,
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int index
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);
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const vecIndexArrays& GetIndexCache (RAS_IPolyMaterial* mat);
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void SetName(STR_String name);
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const STR_String& GetName();
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};
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#endif //__RAS_MESHOBJECT
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