forked from bartvdbraak/blender
cb89decfdc
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.
246 lines
4.8 KiB
C++
246 lines
4.8 KiB
C++
//
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#include <iostream>
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#include "RAS_ListRasterizer.h"
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#ifdef WIN32
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#include <windows.h>
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#endif // WIN32
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#include "GL/glew.h"
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#include "RAS_MaterialBucket.h"
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#include "RAS_TexVert.h"
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#include "MT_assert.h"
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//#ifndef NDEBUG
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//#ifdef WIN32
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//#define spit(x) std::cout << x << std::endl;
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//#endif //WIN32
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//#else
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#define spit(x)
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//#endif
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RAS_ListSlot::RAS_ListSlot(RAS_ListRasterizer* rasty)
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: KX_ListSlot(),
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m_list(0),
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m_flag(LIST_MODIFY|LIST_CREATE),
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m_rasty(rasty)
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{
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}
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int RAS_ListSlot::Release()
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{
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if (--m_refcount > 0)
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return m_refcount;
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m_rasty->RemoveListSlot(this);
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delete this;
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return 0;
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}
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RAS_ListSlot::~RAS_ListSlot()
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{
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RemoveList();
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}
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void RAS_ListSlot::RemoveList()
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{
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if(m_list != 0) {
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spit("Releasing display list (" << m_list << ")");
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glDeleteLists((GLuint)m_list, 1);
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m_list =0;
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}
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}
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void RAS_ListSlot::DrawList()
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{
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if(m_flag &LIST_STREAM || m_flag& LIST_NOCREATE) {
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RemoveList();
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return;
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}
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if(m_flag &LIST_MODIFY) {
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if(m_flag &LIST_CREATE) {
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if(m_list == 0) {
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m_list = (unsigned int)glGenLists(1);
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m_flag = m_flag &~ LIST_CREATE;
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spit("Created display list (" << m_list << ")");
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}
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}
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if(m_list != 0)
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glNewList((GLuint)m_list, GL_COMPILE);
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m_flag |= LIST_BEGIN;
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return;
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}
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glCallList(m_list);
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}
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void RAS_ListSlot::EndList()
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{
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if(m_flag & LIST_BEGIN) {
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glEndList();
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m_flag = m_flag &~(LIST_BEGIN|LIST_MODIFY);
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m_flag |= LIST_END;
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glCallList(m_list);
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}
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}
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void RAS_ListSlot::SetModified(bool mod)
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{
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if(mod && !(m_flag & LIST_MODIFY)) {
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spit("Modifying list (" << m_list << ")");
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m_flag = m_flag &~ LIST_END;
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m_flag |= LIST_STREAM;
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}
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}
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bool RAS_ListSlot::End()
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{
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return (m_flag &LIST_END)!=0;
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}
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RAS_ListRasterizer::RAS_ListRasterizer(RAS_ICanvas* canvas, bool useVertexArrays, bool lock)
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: RAS_VAOpenGLRasterizer(canvas, lock),
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mUseVertexArrays(useVertexArrays)
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{
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// --
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}
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RAS_ListRasterizer::~RAS_ListRasterizer()
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{
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ReleaseAlloc();
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}
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void RAS_ListRasterizer::RemoveListSlot(RAS_ListSlot* list)
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{
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RAS_Lists::iterator it = mLists.begin();
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while(it != mLists.end()) {
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if (it->second == list) {
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mLists.erase(it);
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break;
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}
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it++;
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}
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}
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RAS_ListSlot* RAS_ListRasterizer::FindOrAdd(RAS_MeshSlot& ms)
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{
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/*
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Keep a copy of constant lists submitted for rendering,
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this guards against (replicated)new...delete every frame,
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and we can reuse lists!
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:: sorted by mesh slot
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*/
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RAS_ListSlot* localSlot = (RAS_ListSlot*)ms.m_DisplayList;
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if(!localSlot) {
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RAS_Lists::iterator it = mLists.find(&ms);
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if(it == mLists.end()) {
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localSlot = new RAS_ListSlot(this);
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mLists.insert(std::pair<RAS_MeshSlot*, RAS_ListSlot*>(&ms, localSlot));
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} else {
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localSlot = static_cast<RAS_ListSlot*>(it->second->AddRef());
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}
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}
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MT_assert(localSlot);
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return localSlot;
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}
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void RAS_ListRasterizer::ReleaseAlloc()
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{
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RAS_Lists::iterator it = mLists.begin();
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while(it != mLists.end()) {
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delete it->second;
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it++;
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}
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mLists.clear();
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}
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void RAS_ListRasterizer::IndexPrimitives(RAS_MeshSlot& ms)
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{
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RAS_ListSlot* localSlot =0;
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if(ms.m_bDisplayList) {
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localSlot = FindOrAdd(ms);
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localSlot->DrawList();
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if(localSlot->End()) {
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// save slot here too, needed for replicas and object using same mesh
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// => they have the same vertexarray but different mesh slot
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ms.m_DisplayList = localSlot;
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return;
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}
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}
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if (mUseVertexArrays)
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RAS_VAOpenGLRasterizer::IndexPrimitives(ms);
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else
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RAS_OpenGLRasterizer::IndexPrimitives(ms);
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if(ms.m_bDisplayList) {
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localSlot->EndList();
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ms.m_DisplayList = localSlot;
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}
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}
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void RAS_ListRasterizer::IndexPrimitivesMulti(RAS_MeshSlot& ms)
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{
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RAS_ListSlot* localSlot =0;
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if(ms.m_bDisplayList) {
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localSlot = FindOrAdd(ms);
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localSlot->DrawList();
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if(localSlot->End()) {
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// save slot here too, needed for replicas and object using same mesh
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// => they have the same vertexarray but different mesh slot
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ms.m_DisplayList = localSlot;
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return;
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}
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}
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// workaround: note how we do not use vertex arrays for making display
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// lists, since glVertexAttribPointerARB doesn't seem to work correct
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// in display lists on ATI? either a bug in the driver or in Blender ..
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if (mUseVertexArrays && !localSlot)
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RAS_VAOpenGLRasterizer::IndexPrimitivesMulti(ms);
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else
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RAS_OpenGLRasterizer::IndexPrimitivesMulti(ms);
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if(ms.m_bDisplayList) {
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localSlot->EndList();
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ms.m_DisplayList = localSlot;
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}
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}
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bool RAS_ListRasterizer::Init(void)
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{
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if (mUseVertexArrays) {
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return RAS_VAOpenGLRasterizer::Init();
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} else {
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return RAS_OpenGLRasterizer::Init();
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}
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}
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void RAS_ListRasterizer::SetDrawingMode(int drawingmode)
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{
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if (mUseVertexArrays) {
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RAS_VAOpenGLRasterizer::SetDrawingMode(drawingmode);
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} else {
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RAS_OpenGLRasterizer::SetDrawingMode(drawingmode);
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}
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}
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void RAS_ListRasterizer::Exit()
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{
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if (mUseVertexArrays) {
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RAS_VAOpenGLRasterizer::Exit();
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} else {
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RAS_OpenGLRasterizer::Exit();
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}
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}
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// eof
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