blender/source/gameengine/Rasterizer/RAS_OpenGLRasterizer/RAS_ListRasterizer.cpp
Benoit Bolsee d11a5bbef2 BGE: Support mesh modifiers in the game engine.
Realtime modifiers applied on mesh objects will be supported in 
the game engine with the following limitations:

- Only real time modifiers are supported (basically all of them!)
- Virtual modifiers resulting from parenting are not supported: 
  armature, curve, lattice. You can still use these modifiers 
  (armature is really not recommended) but in non parent mode. 
  The BGE has it's own parenting capability for armature.
- Modifiers are computed on the host (using blender modifier
  stack).
- Modifiers are statically evaluated: any possible time dependency
  in the modifiers is not supported (don't know enough about
  modifiers to be more specific).
- Modifiers are reevaluated if the underlying mesh is deformed
  due to shape action or armature action. Beware that this is 
  very CPU intensive; modifiers should really be used for static
  objects only.
- Physics is still based on the original mesh: if you have a 
  mirror modifier, the physic shape will be limited to one half
  of the resulting object. Therefore, the modifiers should 
  preferably be used on graphic objects.
- Scripts have no access to the modified mesh. 
- Modifiers that are based on objects interaction (boolean,..)
  will not be dependent on the objects position in the GE.
  What you see in the 3D view is what you get in the GE regardless
  on the object position, velocity, etc.

Besides that, the feature is compatible with all the BGE features
that affect meshes: armature action, shape action, relace mesh, 
VideoTexture, add object, dupligroup.

Known problems:
- This feature is a bit hacky: the BGE uses the derived mesh draw 
  functions to display the object. This drawing method is a
  bit slow and is not 100% compatible with the BGE. There may
  be some problems in multi-texture mode: the multi-texture
  coordinates are not sent to the GPU. 
  Texface and GLSL on the other hand should be fully supported.
- Culling is still based on the extend of the original mesh. 
  If you have a modifer that extends the size of the mesh, 
  the object may disappear while still in the view frustrum.
- Derived mesh is not shared between replicas.
  The derived mesh is allocated and computed for each object
  with modifiers, regardless if they are static replicas.
- Display list are not created on objects with modifiers.
  
I should be able to fix the above problems before release.
However, the feature is already useful for game development.
Once you are ready to release the game, you can apply the modifiers
to get back display list support and mesh sharing capability.

MSVC, scons, Cmake, makefile updated.

Enjoy
/benoit
2009-04-21 11:01:09 +00:00

256 lines
5.3 KiB
C++

//
#include <iostream>
#include "RAS_ListRasterizer.h"
#ifdef WIN32
#include <windows.h>
#endif // WIN32
#include "GL/glew.h"
#include "RAS_MaterialBucket.h"
#include "RAS_TexVert.h"
#include "MT_assert.h"
//#ifndef NDEBUG
//#ifdef WIN32
//#define spit(x) std::cout << x << std::endl;
//#endif //WIN32
//#else
#define spit(x)
//#endif
RAS_ListSlot::RAS_ListSlot(RAS_ListRasterizer* rasty)
: KX_ListSlot(),
m_list(0),
m_flag(LIST_MODIFY|LIST_CREATE),
m_rasty(rasty)
{
}
int RAS_ListSlot::Release()
{
if (--m_refcount > 0)
return m_refcount;
m_rasty->RemoveListSlot(this);
delete this;
return 0;
}
RAS_ListSlot::~RAS_ListSlot()
{
RemoveList();
}
void RAS_ListSlot::RemoveList()
{
if(m_list != 0) {
spit("Releasing display list (" << m_list << ")");
glDeleteLists((GLuint)m_list, 1);
m_list =0;
}
}
void RAS_ListSlot::DrawList()
{
if(m_flag &LIST_STREAM || m_flag& LIST_NOCREATE) {
RemoveList();
return;
}
if(m_flag &LIST_MODIFY) {
if(m_flag &LIST_CREATE) {
if(m_list == 0) {
m_list = (unsigned int)glGenLists(1);
m_flag = m_flag &~ LIST_CREATE;
spit("Created display list (" << m_list << ")");
}
}
if(m_list != 0)
glNewList((GLuint)m_list, GL_COMPILE);
m_flag |= LIST_BEGIN;
return;
}
glCallList(m_list);
}
void RAS_ListSlot::EndList()
{
if(m_flag & LIST_BEGIN) {
glEndList();
m_flag = m_flag &~(LIST_BEGIN|LIST_MODIFY);
m_flag |= LIST_END;
glCallList(m_list);
}
}
void RAS_ListSlot::SetModified(bool mod)
{
if(mod && !(m_flag & LIST_MODIFY)) {
spit("Modifying list (" << m_list << ")");
m_flag = m_flag &~ LIST_END;
m_flag |= LIST_STREAM;
}
}
bool RAS_ListSlot::End()
{
return (m_flag &LIST_END)!=0;
}
RAS_ListRasterizer::RAS_ListRasterizer(RAS_ICanvas* canvas, bool useVertexArrays, bool lock)
: RAS_VAOpenGLRasterizer(canvas, lock),
mUseVertexArrays(useVertexArrays)
{
// --
}
RAS_ListRasterizer::~RAS_ListRasterizer()
{
ReleaseAlloc();
}
void RAS_ListRasterizer::RemoveListSlot(RAS_ListSlot* list)
{
if (list->m_flag & LIST_STANDALONE)
return ;
RAS_ArrayLists::iterator it = mArrayLists.begin();
while(it != mArrayLists.end()) {
if (it->second == list) {
mArrayLists.erase(it);
break;
}
it++;
}
}
RAS_ListSlot* RAS_ListRasterizer::FindOrAdd(RAS_MeshSlot& ms)
{
/*
Keep a copy of constant lists submitted for rendering,
this guards against (replicated)new...delete every frame,
and we can reuse lists!
:: sorted by mesh slot
*/
RAS_ListSlot* localSlot = (RAS_ListSlot*)ms.m_DisplayList;
if(!localSlot) {
if (ms.m_pDerivedMesh) {
// that means that we draw based on derived mesh, a display list is possible
// but it's unique to this mesh slot
localSlot = new RAS_ListSlot(this);
localSlot->m_flag |= LIST_STANDALONE;
} else {
RAS_ArrayLists::iterator it = mArrayLists.find(ms.m_displayArrays);
if(it == mArrayLists.end()) {
localSlot = new RAS_ListSlot(this);
mArrayLists.insert(std::pair<RAS_DisplayArrayList, RAS_ListSlot*>(ms.m_displayArrays, localSlot));
} else {
localSlot = static_cast<RAS_ListSlot*>(it->second->AddRef());
}
}
}
MT_assert(localSlot);
return localSlot;
}
void RAS_ListRasterizer::ReleaseAlloc()
{
RAS_ArrayLists::iterator it = mArrayLists.begin();
while(it != mArrayLists.end()) {
delete it->second;
it++;
}
mArrayLists.clear();
}
void RAS_ListRasterizer::IndexPrimitives(RAS_MeshSlot& ms)
{
RAS_ListSlot* localSlot =0;
if(ms.m_bDisplayList) {
localSlot = FindOrAdd(ms);
localSlot->DrawList();
if(localSlot->End()) {
// save slot here too, needed for replicas and object using same mesh
// => they have the same vertexarray but different mesh slot
ms.m_DisplayList = localSlot;
return;
}
}
// derived mesh cannot use vertex array
if (mUseVertexArrays && !ms.m_pDerivedMesh)
RAS_VAOpenGLRasterizer::IndexPrimitives(ms);
else
RAS_OpenGLRasterizer::IndexPrimitives(ms);
if(ms.m_bDisplayList) {
localSlot->EndList();
ms.m_DisplayList = localSlot;
}
}
void RAS_ListRasterizer::IndexPrimitivesMulti(RAS_MeshSlot& ms)
{
RAS_ListSlot* localSlot =0;
if(ms.m_bDisplayList) {
localSlot = FindOrAdd(ms);
localSlot->DrawList();
if(localSlot->End()) {
// save slot here too, needed for replicas and object using same mesh
// => they have the same vertexarray but different mesh slot
ms.m_DisplayList = localSlot;
return;
}
}
// workaround: note how we do not use vertex arrays for making display
// lists, since glVertexAttribPointerARB doesn't seem to work correct
// in display lists on ATI? either a bug in the driver or in Blender ..
if (mUseVertexArrays && !localSlot && !ms.m_pDerivedMesh)
RAS_VAOpenGLRasterizer::IndexPrimitivesMulti(ms);
else
RAS_OpenGLRasterizer::IndexPrimitivesMulti(ms);
if(ms.m_bDisplayList) {
localSlot->EndList();
ms.m_DisplayList = localSlot;
}
}
bool RAS_ListRasterizer::Init(void)
{
if (mUseVertexArrays) {
return RAS_VAOpenGLRasterizer::Init();
} else {
return RAS_OpenGLRasterizer::Init();
}
}
void RAS_ListRasterizer::SetDrawingMode(int drawingmode)
{
if (mUseVertexArrays) {
RAS_VAOpenGLRasterizer::SetDrawingMode(drawingmode);
} else {
RAS_OpenGLRasterizer::SetDrawingMode(drawingmode);
}
}
void RAS_ListRasterizer::Exit()
{
if (mUseVertexArrays) {
RAS_VAOpenGLRasterizer::Exit();
} else {
RAS_OpenGLRasterizer::Exit();
}
}
// eof