2011-02-23 10:52:22 +00:00
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/*
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2008-04-16 22:40:48 +00:00
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* ***** BEGIN GPL LICENSE BLOCK *****
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2002-10-12 11:37:38 +00:00
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*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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2008-04-16 22:40:48 +00:00
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* of the License, or (at your option) any later version.
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2002-10-12 11:37:38 +00:00
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software Foundation,
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2010-02-12 13:34:04 +00:00
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* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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2002-10-12 11:37:38 +00:00
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*
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* The Original Code is Copyright (C) 2001-2002 by NaN Holding BV.
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* All rights reserved.
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*
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* The Original Code is: all of this file.
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*
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* Contributor(s): none yet.
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*
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2008-04-16 22:40:48 +00:00
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* ***** END GPL LICENSE BLOCK *****
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2002-10-12 11:37:38 +00:00
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*/
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2011-02-25 13:38:24 +00:00
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/** \file gameengine/Rasterizer/RAS_TexVert.cpp
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* \ingroup bgerast
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*/
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2002-10-12 11:37:38 +00:00
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#include "RAS_TexVert.h"
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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
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#include "MT_Matrix4x4.h"
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2004-07-17 05:23:17 +00:00
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2002-10-12 11:37:38 +00:00
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RAS_TexVert::RAS_TexVert(const MT_Point3& xyz,
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const MT_Point2& uv,
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2007-01-07 04:39:39 +00:00
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const MT_Point2& uv2,
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2006-02-13 05:45:32 +00:00
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const MT_Vector4& tangent,
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2002-10-12 11:37:38 +00:00
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const unsigned int rgba,
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2004-06-30 13:41:19 +00:00
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const MT_Vector3& normal,
|
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
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const bool flat,
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2008-07-10 12:47:20 +00:00
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const unsigned int origindex)
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2002-10-12 11:37:38 +00:00
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{
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xyz.getValue(m_localxyz);
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uv.getValue(m_uv1);
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2007-01-07 04:39:39 +00:00
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uv2.getValue(m_uv2);
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2002-10-12 11:37:38 +00:00
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SetRGBA(rgba);
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2004-06-30 13:41:19 +00:00
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SetNormal(normal);
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2006-02-13 05:45:32 +00:00
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tangent.getValue(m_tangent);
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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
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m_flag = (flat)? FLAT: 0;
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2008-07-10 12:47:20 +00:00
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m_origindex = origindex;
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2006-01-06 03:46:54 +00:00
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m_unit = 2;
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2008-09-26 02:27:59 +00:00
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m_softBodyIndex = -1;
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2002-10-12 11:37:38 +00:00
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}
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const MT_Point3& RAS_TexVert::xyz()
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{
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g_pt3.setValue(m_localxyz);
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return g_pt3;
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}
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2004-05-30 11:09:46 +00:00
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void RAS_TexVert::SetRGBA(const MT_Vector4& rgba)
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{
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unsigned char *colp = (unsigned char*) &m_rgba;
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2009-02-25 06:43:03 +00:00
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colp[0] = (unsigned char) (rgba[0]*255.0f);
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colp[1] = (unsigned char) (rgba[1]*255.0f);
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colp[2] = (unsigned char) (rgba[2]*255.0f);
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colp[3] = (unsigned char) (rgba[3]*255.0f);
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2004-05-30 11:09:46 +00:00
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}
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2004-07-17 05:23:17 +00:00
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2002-10-12 11:37:38 +00:00
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void RAS_TexVert::SetXYZ(const MT_Point3& xyz)
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{
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xyz.getValue(m_localxyz);
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}
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2009-02-25 06:43:03 +00:00
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void RAS_TexVert::SetXYZ(const float *xyz)
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{
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m_localxyz[0]= xyz[0]; m_localxyz[1]= xyz[1]; m_localxyz[2]= xyz[2];
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}
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2002-10-12 11:37:38 +00:00
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void RAS_TexVert::SetUV(const MT_Point2& uv)
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{
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uv.getValue(m_uv1);
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}
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2006-01-06 03:46:54 +00:00
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void RAS_TexVert::SetUV2(const MT_Point2& uv)
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{
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uv.getValue(m_uv2);
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}
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2002-10-12 11:37:38 +00:00
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void RAS_TexVert::SetRGBA(const unsigned int rgba)
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{
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m_rgba = rgba;
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}
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void RAS_TexVert::SetFlag(const short flag)
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{
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m_flag = flag;
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}
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2006-01-06 03:46:54 +00:00
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void RAS_TexVert::SetUnit(const unsigned int u)
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{
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2012-01-16 05:27:11 +00:00
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m_unit = u <= (unsigned int) MAX_UNIT ? u: (unsigned int)MAX_UNIT;
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2006-01-06 03:46:54 +00:00
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}
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2002-10-12 11:37:38 +00:00
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void RAS_TexVert::SetNormal(const MT_Vector3& normal)
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{
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2004-06-30 13:41:19 +00:00
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normal.getValue(m_normal);
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2002-10-12 11:37:38 +00:00
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}
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|
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
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void RAS_TexVert::SetTangent(const MT_Vector3& tangent)
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{
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tangent.getValue(m_tangent);
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}
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2009-04-26 21:23:59 +00:00
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2002-10-12 11:37:38 +00:00
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// compare two vertices, and return TRUE if both are almost identical (they can be shared)
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bool RAS_TexVert::closeTo(const RAS_TexVert* other)
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{
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2009-04-27 17:53:41 +00:00
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return (
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/* m_flag == other->m_flag && */
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2012-03-18 07:38:51 +00:00
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/* at the moment the face only stores the smooth/flat setting so don't bother comparing it */
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2004-05-16 12:55:37 +00:00
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m_rgba == other->m_rgba &&
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2009-04-26 21:23:59 +00:00
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MT_fuzzyEqual(MT_Vector3(m_normal), MT_Vector3(other->m_normal)) &&
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MT_fuzzyEqual(MT_Vector3(m_tangent), MT_Vector3(other->m_tangent)) &&
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MT_fuzzyEqual(MT_Vector2(m_uv1), MT_Vector2(other->m_uv1)) &&
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MT_fuzzyEqual(MT_Vector2(m_uv2), MT_Vector2(other->m_uv2)) /* &&
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2012-02-27 10:35:39 +00:00
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MT_fuzzyEqual(MT_Vector3(m_localxyz), MT_Vector3(other->m_localxyz))*/);
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2012-03-18 07:38:51 +00:00
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/* don't bother comparing m_localxyz since we know there from the same vert */
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2002-10-12 11:37:38 +00:00
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}
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short RAS_TexVert::getFlag() const
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{
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return m_flag;
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}
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2004-03-22 22:02:18 +00:00
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2006-01-06 03:46:54 +00:00
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unsigned int RAS_TexVert::getUnit() const
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{
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return m_unit;
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}
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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
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void RAS_TexVert::Transform(const MT_Matrix4x4& mat, const MT_Matrix4x4& nmat)
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2004-03-22 22:02:18 +00:00
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{
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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
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SetXYZ((mat*MT_Vector4(m_localxyz[0], m_localxyz[1], m_localxyz[2], 1.0)).getValue());
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SetNormal((nmat*MT_Vector4(m_normal[0], m_normal[1], m_normal[2], 1.0)).getValue());
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SetTangent((nmat*MT_Vector4(m_tangent[0], m_tangent[1], m_tangent[2], 1.0)).getValue());
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2004-03-22 22:02:18 +00:00
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}
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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
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