blender/source/gameengine/Rasterizer/RAS_TexVert.h
Brecht Van Lommel cb89decfdc Merge of first part of changes from the apricot branch, especially
the features that are needed to run the game. Compile tested with
scons, make, but not cmake, that seems to have an issue not related
to these changes. The changes include:

* GLSL support in the viewport and game engine, enable in the game
  menu in textured draw mode.
* Synced and merged part of the duplicated blender and gameengine/
  gameplayer drawing code.
* Further refactoring of game engine drawing code, especially mesh
  storage changed a lot.
* Optimizations in game engine armatures to avoid recomputations.
* A python function to get the framerate estimate in game.

* An option take object color into account in materials.
* An option to restrict shadow casters to a lamp's layers.
* Increase from 10 to 18 texture slots for materials, lamps, word.
  An extra texture slot shows up once the last slot is used.

* Memory limit for undo, not enabled by default yet because it
  needs the .B.blend to be changed.
* Multiple undo for image painting.

* An offset for dupligroups, so not all objects in a group have to
  be at the origin.
2008-09-04 20:51:28 +00:00

129 lines
3.1 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;
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:
enum {
FLAT = 1,
SECOND_UV = 2,
MAX_UNIT = 8
};
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 bool flat,
const unsigned int origindex);
~RAS_TexVert() {};
const float* getUV1 () const {
return m_uv1;
};
const float* getUV2 () const {
return m_uv2;
};
const float* getXYZ() 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 SetTangent(const MT_Vector3& tangent);
void SetFlag(const short flag);
void SetUnit(const unsigned u);
void SetRGBA(const MT_Vector4& rgba);
const MT_Point3& xyz();
void Transform(const class MT_Matrix4x4& mat,
const class MT_Matrix4x4& nmat);
// compare two vertices, to test if they can be shared, used for
// splitting up based on uv's, colors, etc
bool closeTo(const RAS_TexVert* other);
};
#endif //__RAS_TEXVERT