blender/source/gameengine/Rasterizer/RAS_BucketManager.cpp

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/**
* $Id$
* ***** BEGIN GPL/BL DUAL 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. The Blender
* Foundation also sells licenses for use in proprietary software under
* the Blender License. See http://www.blender.org/BL/ for information
* about this.
*
* 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/BL DUAL LICENSE BLOCK *****
*/
#ifdef HAVE_CONFIG_H
#include <config.h>
#endif
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#ifdef WIN32
// don't show these anoying STL warnings
#pragma warning (disable:4786)
#endif
#include "GEN_Map.h"
#include "RAS_MaterialBucket.h"
#include "STR_HashedString.h"
#include "RAS_MeshObject.h"
#define KX_NUM_MATERIALBUCKETS 100
#include "RAS_IRasterizer.h"
#include "RAS_IRenderTools.h"
#include "RAS_BucketManager.h"
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RAS_BucketManager::RAS_BucketManager()
{
}
RAS_BucketManager::~RAS_BucketManager()
{
RAS_BucketManagerClearAll();
}
void RAS_BucketManager::Renderbuckets(
const MT_Transform& cameratrans, RAS_IRasterizer* rasty, RAS_IRenderTools* rendertools)
{
std::vector<RAS_MaterialBucket*>::iterator bucket;
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rasty->EnableTextures(false);
rasty->SetDepthMask(RAS_IRasterizer::KX_DEPTHMASK_ENABLED);
// beginning each frame, clear (texture/material) caching information
rasty->ClearCachingInfo();
RAS_MaterialBucket::StartFrame();
for (bucket = m_MaterialBuckets.begin(); bucket != m_MaterialBuckets.end(); bucket++)
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{
(*bucket)->ClearScheduledPolygons();
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}
for (bucket = m_AlphaBuckets.begin(); bucket != m_AlphaBuckets.end(); bucket++)
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{
(*bucket)->ClearScheduledPolygons();
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}
for (bucket = m_MaterialBuckets.begin(); bucket != m_MaterialBuckets.end(); bucket++)
(*bucket)->Render(cameratrans,rasty,rendertools);
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rasty->SetDepthMask(RAS_IRasterizer::KX_DEPTHMASK_DISABLED);
for (bucket = m_AlphaBuckets.begin(); bucket != m_AlphaBuckets.end(); bucket++)
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{
(*bucket)->Render(cameratrans,rasty,rendertools);
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}
rasty->SetDepthMask(RAS_IRasterizer::KX_DEPTHMASK_ENABLED);
RAS_MaterialBucket::EndFrame();
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}
RAS_MaterialBucket* RAS_BucketManager::RAS_BucketManagerFindBucket(RAS_IPolyMaterial * material)
{
std::vector<RAS_MaterialBucket*>::iterator it;
for (it = m_MaterialBuckets.begin(); it != m_MaterialBuckets.end(); it++)
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{
if (*(*it)->GetPolyMaterial() == *material)
return *it;
}
for (it = m_AlphaBuckets.begin(); it != m_AlphaBuckets.end(); it++)
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{
if (*(*it)->GetPolyMaterial() == *material)
return *it;
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}
RAS_MaterialBucket *bucket = new RAS_MaterialBucket(material);
if (bucket->IsTransparant())
m_AlphaBuckets.push_back(bucket);
else
m_MaterialBuckets.push_back(bucket);
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return bucket;
}
void RAS_BucketManager::RAS_BucketManagerClearAll()
{
std::vector<RAS_MaterialBucket*>::iterator it;
for (it = m_MaterialBuckets.begin(); it != m_MaterialBuckets.end(); it++)
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{
delete (*it);
}
for (it = m_AlphaBuckets.begin(); it != m_AlphaBuckets.end(); it++)
{
delete(*it);
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}
m_MaterialBuckets.clear();
m_AlphaBuckets.clear();
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}