blender/source/gameengine/Rasterizer/RAS_OpenGLRasterizer/RAS_ListRasterizer.cpp

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//
#include <iostream>
#include "RAS_ListRasterizer.h"
#ifdef WIN32
#include <windows.h>
#endif // WIN32
#ifdef __APPLE__
#define GL_GLEXT_LEGACY 1
#include <OpenGL/gl.h>
#else
#include <GL/gl.h>
#endif
#include "RAS_TexVert.h"
#include "RAS_GLExtensionManager.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()
: KX_ListSlot(),
m_flag(LIST_MODIFY|LIST_CREATE),
m_list(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_AND_EXECUTE);
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;
}
}
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_MODIFY;
}
}
bool RAS_ListSlot::End()
{
return (m_flag &LIST_END)!=0;
}
RAS_ListRasterizer::RAS_ListRasterizer(RAS_ICanvas* canvas)
: RAS_OpenGLRasterizer(canvas)
{
// --
}
RAS_ListRasterizer::~RAS_ListRasterizer()
{
ReleaseAlloc();
}
RAS_ListSlot* RAS_ListRasterizer::FindOrAdd(const vecVertexArray& vertexarrays, KX_ListSlot** slot)
{
/*
Keep a copy of constant lists submitted for rendering,
this guards against (replicated)new...delete every frame,
and we can reuse lists!
:: sorted by vertex array
*/
RAS_ListSlot* localSlot = (RAS_ListSlot*)*slot;
if(!localSlot) {
RAS_Lists::iterator it = mLists.find(vertexarrays);
if(it == mLists.end()) {
localSlot = new RAS_ListSlot();
mLists.insert(std::pair<vecVertexArray, RAS_ListSlot*>(vertexarrays, localSlot));
} else {
localSlot = it->second;
}
}
MT_assert(localSlot);
return localSlot;
}
void RAS_ListRasterizer::ReleaseAlloc()
{
RAS_Lists::iterator it = mLists.begin();
while(it != mLists.end()) {
delete it->second;
it++;
}
mLists.clear();
}
void RAS_ListRasterizer::IndexPrimitives(
const vecVertexArray & vertexarrays,
const vecIndexArrays & indexarrays,
int mode,
class RAS_IPolyMaterial* polymat,
class RAS_IRenderTools* rendertools,
bool useObjectColor,
const MT_Vector4& rgbacolor,
class KX_ListSlot** slot)
{
RAS_ListSlot* localSlot =0;
// useObjectColor(are we updating every frame?)
if(!useObjectColor) {
localSlot = FindOrAdd(vertexarrays, slot);
localSlot->DrawList();
if(localSlot->End())
return;
}
RAS_OpenGLRasterizer::IndexPrimitives(
vertexarrays, indexarrays,
mode, polymat,
rendertools, useObjectColor,
rgbacolor,slot
);
if(!useObjectColor) {
localSlot->EndList();
*slot = localSlot;
}
}
void RAS_ListRasterizer::IndexPrimitivesMulti(
const vecVertexArray& vertexarrays,
const vecIndexArrays & indexarrays,
int mode,
class RAS_IPolyMaterial* polymat,
class RAS_IRenderTools* rendertools,
bool useObjectColor,
const MT_Vector4& rgbacolor,
class KX_ListSlot** slot)
{
RAS_ListSlot* localSlot =0;
// useObjectColor(are we updating every frame?)
if(!useObjectColor) {
localSlot = FindOrAdd(vertexarrays, slot);
localSlot->DrawList();
if(localSlot->End())
return;
}
RAS_OpenGLRasterizer::IndexPrimitivesMulti(
vertexarrays, indexarrays,
mode, polymat,
rendertools, useObjectColor,
rgbacolor,slot
);
if(!useObjectColor) {
localSlot->EndList();
*slot = localSlot;
}
}
// eof