2002-10-12 11:37:38 +00:00
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/**
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* $Id$
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*
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* ***** BEGIN GPL/BL DUAL LICENSE BLOCK *****
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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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* of the License, or (at your option) any later version. The Blender
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* Foundation also sells licenses for use in proprietary software under
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* the Blender License. See http://www.blender.org/BL/ for information
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* about this.
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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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* Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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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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* ***** END GPL/BL DUAL LICENSE BLOCK *****
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*/
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2002-11-25 15:29:57 +00:00
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#ifdef HAVE_CONFIG_H
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#include <config.h>
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#endif
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2002-10-12 11:37:38 +00:00
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2004-06-26 09:15:41 +00:00
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#ifdef WIN32
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#include <windows.h>
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#endif // WIN32
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#ifdef __APPLE__
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2006-01-16 22:27:30 +00:00
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#define GL_GLEXT_LEGACY 1
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2004-06-26 09:15:41 +00:00
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#include <OpenGL/gl.h>
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#include <OpenGL/glu.h>
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#else
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#include <GL/gl.h>
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#include <GL/glu.h>
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#endif
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2002-11-25 15:29:57 +00:00
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#include "GPC_PolygonMaterial.h"
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2002-10-12 11:37:38 +00:00
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#include "MT_Vector3.h"
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#include "RAS_IRasterizer.h"
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2004-04-24 06:40:15 +00:00
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#include "RAS_GLExtensionManager.h"
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2002-10-12 11:37:38 +00:00
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/* This list includes only data type definitions */
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#include "DNA_object_types.h"
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#include "DNA_material_types.h"
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#include "DNA_image_types.h"
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#include "DNA_lamp_types.h"
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#include "DNA_group_types.h"
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#include "DNA_scene_types.h"
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#include "DNA_camera_types.h"
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#include "DNA_property_types.h"
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#include "DNA_text_types.h"
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#include "DNA_sensor_types.h"
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#include "DNA_controller_types.h"
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#include "DNA_actuator_types.h"
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#include "DNA_mesh_types.h"
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2004-03-20 22:55:42 +00:00
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#include "DNA_meshdata_types.h"
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2002-10-12 11:37:38 +00:00
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#include "DNA_view3d_types.h"
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#include "DNA_world_types.h"
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#include "BKE_global.h"
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#include "BKE_image.h"
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#include "BKE_mesh.h"
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#include "MEM_guardedalloc.h"
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#include "IMB_imbuf_types.h"
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/* end of blender include block */
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static Image *fCurpage=0;
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static int fCurtile=0, fCurmode=0, fCurTileXRep=0, fCurTileYRep=0;
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static short fTexWindx, fTexWindy, fTexWinsx, fTexWinsy;
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static int fDoMipMap = 1;
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static int fLinearMipMap=1;
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static int fAlphamode= -1;
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2004-04-24 06:40:15 +00:00
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using namespace bgl;
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2002-10-12 11:37:38 +00:00
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/* (n&(n-1)) zeros the least significant bit of n */
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static int is_pow2(int num) {
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return ((num)&(num-1))==0;
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}
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static int smaller_pow2(int num) {
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while (!is_pow2(num))
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num= num&(num-1);
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return num;
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}
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static void my_make_repbind(Image *ima)
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{
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if(ima==0 || ima->ibuf==0) return;
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if(ima->repbind) {
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glDeleteTextures(ima->totbind, (GLuint*)ima->repbind);
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delete (ima->repbind);
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ima->repbind= 0;
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}
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ima->totbind= ima->xrep*ima->yrep;
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if(ima->totbind>1) {
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ima->repbind= (unsigned int *) malloc(sizeof(int)*ima->totbind);
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for (int i=0;i<ima->totbind;i++)
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((int*)ima->repbind)[i] = 0;
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}
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}
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Added custom vertex/edge/face data for meshes:
All data layers, including MVert/MEdge/MFace, are now managed as custom
data layers. The pointers like Mesh.mvert, Mesh.dvert or Mesh.mcol are
still used of course, but allocating, copying or freeing these arrays
should be done through the CustomData API.
Work in progress documentation on this is here:
http://mediawiki.blender.org/index.php/BlenderDev/BlenderArchitecture/CustomData
Replaced TFace by MTFace:
This is the same struct, except that it does not contain color, that now
always stays separated in MCol. This was not a good design decision to
begin with, and it is needed for adding multiple color layers later. Note
that this does mean older Blender versions will not be able to read UV
coordinates from the next release, due to an SDNA limitation.
Removed DispListMesh:
This now fully replaced by DerivedMesh. To provide access to arrays of
vertices, edges and faces, like DispListMesh does. The semantics of the
DerivedMesh.getVertArray() and similar functions were changed to return
a pointer to an array if one exists, or otherwise allocate a temporary
one. On releasing the DerivedMesh, this temporary array will be removed
automatically.
Removed ssDM and meshDM DerivedMesh backends:
The ssDM backend was for DispListMesh, so that became obsolete automatically.
The meshDM backend was replaced by the custom data backend, that now figures
out which layers need to be modified, and only duplicates those.
This changes code in many places, and overall removes 2514 lines of code.
So, there's a good chance this might break some stuff, although I've been
testing it for a few days now. The good news is, adding multiple color and
uv layers should now become easy.
2006-11-20 04:28:02 +00:00
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extern "C" int set_tpage(MTFace *tface);
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2002-10-12 11:37:38 +00:00
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Added custom vertex/edge/face data for meshes:
All data layers, including MVert/MEdge/MFace, are now managed as custom
data layers. The pointers like Mesh.mvert, Mesh.dvert or Mesh.mcol are
still used of course, but allocating, copying or freeing these arrays
should be done through the CustomData API.
Work in progress documentation on this is here:
http://mediawiki.blender.org/index.php/BlenderDev/BlenderArchitecture/CustomData
Replaced TFace by MTFace:
This is the same struct, except that it does not contain color, that now
always stays separated in MCol. This was not a good design decision to
begin with, and it is needed for adding multiple color layers later. Note
that this does mean older Blender versions will not be able to read UV
coordinates from the next release, due to an SDNA limitation.
Removed DispListMesh:
This now fully replaced by DerivedMesh. To provide access to arrays of
vertices, edges and faces, like DispListMesh does. The semantics of the
DerivedMesh.getVertArray() and similar functions were changed to return
a pointer to an array if one exists, or otherwise allocate a temporary
one. On releasing the DerivedMesh, this temporary array will be removed
automatically.
Removed ssDM and meshDM DerivedMesh backends:
The ssDM backend was for DispListMesh, so that became obsolete automatically.
The meshDM backend was replaced by the custom data backend, that now figures
out which layers need to be modified, and only duplicates those.
This changes code in many places, and overall removes 2514 lines of code.
So, there's a good chance this might break some stuff, although I've been
testing it for a few days now. The good news is, adding multiple color and
uv layers should now become easy.
2006-11-20 04:28:02 +00:00
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int set_tpage(MTFace *tface)
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2002-10-12 11:37:38 +00:00
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{
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Added custom vertex/edge/face data for meshes:
All data layers, including MVert/MEdge/MFace, are now managed as custom
data layers. The pointers like Mesh.mvert, Mesh.dvert or Mesh.mcol are
still used of course, but allocating, copying or freeing these arrays
should be done through the CustomData API.
Work in progress documentation on this is here:
http://mediawiki.blender.org/index.php/BlenderDev/BlenderArchitecture/CustomData
Replaced TFace by MTFace:
This is the same struct, except that it does not contain color, that now
always stays separated in MCol. This was not a good design decision to
begin with, and it is needed for adding multiple color layers later. Note
that this does mean older Blender versions will not be able to read UV
coordinates from the next release, due to an SDNA limitation.
Removed DispListMesh:
This now fully replaced by DerivedMesh. To provide access to arrays of
vertices, edges and faces, like DispListMesh does. The semantics of the
DerivedMesh.getVertArray() and similar functions were changed to return
a pointer to an array if one exists, or otherwise allocate a temporary
one. On releasing the DerivedMesh, this temporary array will be removed
automatically.
Removed ssDM and meshDM DerivedMesh backends:
The ssDM backend was for DispListMesh, so that became obsolete automatically.
The meshDM backend was replaced by the custom data backend, that now figures
out which layers need to be modified, and only duplicates those.
This changes code in many places, and overall removes 2514 lines of code.
So, there's a good chance this might break some stuff, although I've been
testing it for a few days now. The good news is, adding multiple color and
uv layers should now become easy.
2006-11-20 04:28:02 +00:00
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static MTFace *lasttface= 0;
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2002-10-12 11:37:38 +00:00
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Image *ima;
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unsigned int *rect, *bind;
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int tpx, tpy, tilemode, tileXRep,tileYRep;
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2004-04-11 02:50:02 +00:00
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/* disable */
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2002-10-12 11:37:38 +00:00
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if(tface==0) {
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if(lasttface==0) return 0;
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lasttface= 0;
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fCurtile= 0;
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fCurpage= 0;
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if(fCurmode!=0) {
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glMatrixMode(GL_TEXTURE);
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glLoadIdentity();
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glMatrixMode(GL_MODELVIEW);
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}
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fCurmode= 0;
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fCurTileXRep=0;
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fCurTileYRep=0;
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fAlphamode= -1;
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glDisable(GL_BLEND);
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glDisable(GL_TEXTURE_2D);
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glDisable(GL_TEXTURE_GEN_S);
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glDisable(GL_TEXTURE_GEN_T);
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return 0;
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}
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lasttface= tface;
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if( fAlphamode != tface->transp) {
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fAlphamode= tface->transp;
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if(fAlphamode) {
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glEnable(GL_BLEND);
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if(fAlphamode==TF_ADD) {
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glBlendFunc(GL_ONE, GL_ONE);
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/* glBlendEquationEXT(GL_FUNC_ADD_EXT); */
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}
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else if(fAlphamode==TF_ALPHA) {
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glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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/* glBlendEquationEXT(GL_FUNC_ADD_EXT); */
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}
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/* else { */
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/* glBlendFunc(GL_ONE, GL_ONE); */
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/* glBlendEquationEXT(GL_FUNC_REVERSE_SUBTRACT_EXT); */
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/* } */
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}
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else glDisable(GL_BLEND);
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}
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ima= (struct Image *) tface->tpage;
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/* Enable or disable environment mapping */
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if (ima && (ima->flag & IMA_REFLECT)){
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glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_SPHERE_MAP);
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glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_SPHERE_MAP);
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glEnable(GL_TEXTURE_GEN_S);
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glEnable(GL_TEXTURE_GEN_T);
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}
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else{
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glDisable(GL_TEXTURE_GEN_S);
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glDisable(GL_TEXTURE_GEN_T);
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}
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tilemode= tface->mode & TF_TILES;
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tileXRep = 0;
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tileYRep = 0;
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if (ima)
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{
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tileXRep = ima->xrep;
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tileYRep = ima->yrep;
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}
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if(ima==fCurpage && fCurtile==tface->tile && tilemode==fCurmode && fCurTileXRep==tileXRep && fCurTileYRep == tileYRep) return ima!=0;
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if(tilemode!=fCurmode || fCurTileXRep!=tileXRep || fCurTileYRep != tileYRep)
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{
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glMatrixMode(GL_TEXTURE);
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glLoadIdentity();
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if(tilemode && ima!=0)
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glScalef(ima->xrep, ima->yrep, 1.0);
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glMatrixMode(GL_MODELVIEW);
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}
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if(ima==0 || ima->ok==0) {
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glDisable(GL_TEXTURE_2D);
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fCurtile= tface->tile;
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fCurpage= 0;
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fCurmode= tilemode;
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fCurTileXRep = tileXRep;
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fCurTileYRep = tileYRep;
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return 0;
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}
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if(ima->ibuf==0) {
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load_image(ima, IB_rect, "", 0);
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if(ima->ibuf==0) {
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ima->ok= 0;
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fCurtile= tface->tile;
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fCurpage= 0;
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fCurmode= tilemode;
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fCurTileXRep = tileXRep;
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fCurTileYRep = tileYRep;
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glDisable(GL_TEXTURE_2D);
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return 0;
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}
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}
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if(ima->tpageflag & IMA_TWINANIM) fCurtile= ima->lastframe;
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else fCurtile= tface->tile;
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if(tilemode) {
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if(ima->repbind==0) my_make_repbind(ima);
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if(fCurtile>=ima->totbind) fCurtile= 0;
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/* this happens when you change repeat buttons */
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if(ima->repbind) bind= ima->repbind+fCurtile;
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else bind= &ima->bindcode;
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if(*bind==0) {
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fTexWindx= ima->ibuf->x/ima->xrep;
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fTexWindy= ima->ibuf->y/ima->yrep;
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if(fCurtile>=ima->xrep*ima->yrep) fCurtile= ima->xrep*ima->yrep-1;
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fTexWinsy= fCurtile / ima->xrep;
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fTexWinsx= fCurtile - fTexWinsy*ima->xrep;
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fTexWinsx*= fTexWindx;
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fTexWinsy*= fTexWindy;
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tpx= fTexWindx;
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tpy= fTexWindy;
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rect= ima->ibuf->rect + fTexWinsy*ima->ibuf->x + fTexWinsx;
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}
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}
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else {
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bind= &ima->bindcode;
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if(*bind==0) {
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tpx= ima->ibuf->x;
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tpy= ima->ibuf->y;
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rect= ima->ibuf->rect;
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}
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}
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if(*bind==0) {
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int rectw= tpx, recth= tpy;
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unsigned int *tilerect= NULL, *scalerect= NULL;
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|
/*
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|
* Maarten:
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|
* According to Ton this code is not needed anymore. It was used only
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* in really old Blenders.
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* Reevan:
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|
* Actually it is needed for backwards compatibility. Simpledemo 6 does not display correctly without it.
|
|
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|
*/
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|
|
|
#if 1
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|
|
|
if (tilemode) {
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|
int y;
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tilerect= (unsigned int*)MEM_mallocN(rectw*recth*sizeof(*tilerect), "tilerect");
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|
|
|
for (y=0; y<recth; y++) {
|
|
|
|
unsigned int *rectrow= &rect[y*ima->ibuf->x];
|
|
|
|
unsigned int *tilerectrow= &tilerect[y*rectw];
|
|
|
|
|
|
|
|
memcpy(tilerectrow, rectrow, tpx*sizeof(*rectrow));
|
|
|
|
}
|
|
|
|
|
|
|
|
rect= tilerect;
|
|
|
|
}
|
|
|
|
#endif
|
|
|
|
if (!is_pow2(rectw) || !is_pow2(recth)) {
|
|
|
|
rectw= smaller_pow2(rectw);
|
|
|
|
recth= smaller_pow2(recth);
|
|
|
|
|
|
|
|
scalerect= (unsigned int *)MEM_mallocN(rectw*recth*sizeof(*scalerect), "scalerect");
|
|
|
|
gluScaleImage(GL_RGBA, tpx, tpy, GL_UNSIGNED_BYTE, rect, rectw, recth, GL_UNSIGNED_BYTE, scalerect);
|
|
|
|
rect= scalerect;
|
|
|
|
}
|
|
|
|
|
|
|
|
glGenTextures(1, (GLuint*)bind);
|
|
|
|
|
|
|
|
/*
|
|
|
|
if(G.f & G_DEBUG) {
|
|
|
|
printf("var1: %s\n", ima->id.name+2);
|
|
|
|
printf("var1: %d, var2: %d\n", *bind, tpx);
|
|
|
|
printf("var1: %d, var2: %d\n", fCurtile, tilemode);
|
|
|
|
}
|
|
|
|
*/
|
|
|
|
glBindTexture( GL_TEXTURE_2D, *bind);
|
|
|
|
|
|
|
|
if (!fDoMipMap)
|
|
|
|
{
|
2004-03-22 22:02:18 +00:00
|
|
|
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, rectw, recth, 0, GL_RGBA, GL_UNSIGNED_BYTE, rect);
|
2002-10-12 11:37:38 +00:00
|
|
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
|
|
|
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
|
|
|
|
} else
|
|
|
|
{
|
|
|
|
int minfilter= fLinearMipMap?GL_LINEAR_MIPMAP_LINEAR:GL_LINEAR_MIPMAP_NEAREST;
|
|
|
|
|
2004-03-22 22:02:18 +00:00
|
|
|
gluBuild2DMipmaps(GL_TEXTURE_2D, GL_RGBA, rectw, recth, GL_RGBA, GL_UNSIGNED_BYTE, rect);
|
2002-10-12 11:37:38 +00:00
|
|
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, minfilter);
|
|
|
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
|
|
|
|
}
|
|
|
|
|
|
|
|
glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
|
|
|
|
|
|
|
|
if (tilerect)
|
|
|
|
MEM_freeN(tilerect);
|
|
|
|
if (scalerect)
|
|
|
|
MEM_freeN(scalerect);
|
|
|
|
}
|
|
|
|
else glBindTexture( GL_TEXTURE_2D, *bind);
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
glEnable(GL_TEXTURE_2D);
|
|
|
|
|
|
|
|
fCurpage= ima;
|
|
|
|
fCurmode= tilemode;
|
|
|
|
fCurTileXRep = tileXRep;
|
|
|
|
fCurTileYRep = tileYRep;
|
|
|
|
|
|
|
|
return 1;
|
|
|
|
}
|
|
|
|
|
2005-01-16 06:02:06 +00:00
|
|
|
#if 0
|
2002-10-12 11:37:38 +00:00
|
|
|
GPC_PolygonMaterial::GPC_PolygonMaterial(const STR_String& texname, bool ba, const STR_String& matname,
|
2004-05-26 12:01:08 +00:00
|
|
|
int tile, int tileXrep, int tileYrep, int mode, bool transparant, bool zsort,
|
2002-10-12 11:37:38 +00:00
|
|
|
int lightlayer, bool bIsTriangle, void* clientobject, void* tpage) :
|
|
|
|
RAS_IPolyMaterial(texname, ba, matname, tile, tileXrep, tileYrep, mode,
|
Added custom vertex/edge/face data for meshes:
All data layers, including MVert/MEdge/MFace, are now managed as custom
data layers. The pointers like Mesh.mvert, Mesh.dvert or Mesh.mcol are
still used of course, but allocating, copying or freeing these arrays
should be done through the CustomData API.
Work in progress documentation on this is here:
http://mediawiki.blender.org/index.php/BlenderDev/BlenderArchitecture/CustomData
Replaced TFace by MTFace:
This is the same struct, except that it does not contain color, that now
always stays separated in MCol. This was not a good design decision to
begin with, and it is needed for adding multiple color layers later. Note
that this does mean older Blender versions will not be able to read UV
coordinates from the next release, due to an SDNA limitation.
Removed DispListMesh:
This now fully replaced by DerivedMesh. To provide access to arrays of
vertices, edges and faces, like DispListMesh does. The semantics of the
DerivedMesh.getVertArray() and similar functions were changed to return
a pointer to an array if one exists, or otherwise allocate a temporary
one. On releasing the DerivedMesh, this temporary array will be removed
automatically.
Removed ssDM and meshDM DerivedMesh backends:
The ssDM backend was for DispListMesh, so that became obsolete automatically.
The meshDM backend was replaced by the custom data backend, that now figures
out which layers need to be modified, and only duplicates those.
This changes code in many places, and overall removes 2514 lines of code.
So, there's a good chance this might break some stuff, although I've been
testing it for a few days now. The good news is, adding multiple color and
uv layers should now become easy.
2006-11-20 04:28:02 +00:00
|
|
|
transparant, zsort, lightlayer, bIsTriangle, clientobject), m_tface((struct MTFace*)tpage)
|
2002-10-12 11:37:38 +00:00
|
|
|
{
|
|
|
|
// clear local caching info
|
|
|
|
my_set_tpage(0);
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
GPC_PolygonMaterial::~GPC_PolygonMaterial(void)
|
|
|
|
{
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
void GPC_PolygonMaterial::Activate(RAS_IRasterizer* rasty, TCachingInfo& cachingInfo) const
|
|
|
|
{
|
|
|
|
if (GetCachingInfo() != cachingInfo)
|
|
|
|
{
|
|
|
|
if (!cachingInfo)
|
|
|
|
{
|
|
|
|
my_set_tpage(0);
|
|
|
|
}
|
|
|
|
cachingInfo = GetCachingInfo();
|
|
|
|
|
|
|
|
if ((m_drawingmode & 4)&& (rasty->GetDrawingMode() == RAS_IRasterizer::KX_TEXTURED) )
|
|
|
|
{
|
Added custom vertex/edge/face data for meshes:
All data layers, including MVert/MEdge/MFace, are now managed as custom
data layers. The pointers like Mesh.mvert, Mesh.dvert or Mesh.mcol are
still used of course, but allocating, copying or freeing these arrays
should be done through the CustomData API.
Work in progress documentation on this is here:
http://mediawiki.blender.org/index.php/BlenderDev/BlenderArchitecture/CustomData
Replaced TFace by MTFace:
This is the same struct, except that it does not contain color, that now
always stays separated in MCol. This was not a good design decision to
begin with, and it is needed for adding multiple color layers later. Note
that this does mean older Blender versions will not be able to read UV
coordinates from the next release, due to an SDNA limitation.
Removed DispListMesh:
This now fully replaced by DerivedMesh. To provide access to arrays of
vertices, edges and faces, like DispListMesh does. The semantics of the
DerivedMesh.getVertArray() and similar functions were changed to return
a pointer to an array if one exists, or otherwise allocate a temporary
one. On releasing the DerivedMesh, this temporary array will be removed
automatically.
Removed ssDM and meshDM DerivedMesh backends:
The ssDM backend was for DispListMesh, so that became obsolete automatically.
The meshDM backend was replaced by the custom data backend, that now figures
out which layers need to be modified, and only duplicates those.
This changes code in many places, and overall removes 2514 lines of code.
So, there's a good chance this might break some stuff, although I've been
testing it for a few days now. The good news is, adding multiple color and
uv layers should now become easy.
2006-11-20 04:28:02 +00:00
|
|
|
update_realtime_texture((struct MTFace*) m_tface, rasty->GetTime());
|
2002-10-12 11:37:38 +00:00
|
|
|
my_set_tpage(m_tface);
|
|
|
|
rasty->EnableTextures(true);
|
|
|
|
} else
|
|
|
|
{
|
|
|
|
my_set_tpage(0);
|
|
|
|
rasty->EnableTextures(false);
|
|
|
|
}
|
|
|
|
|
|
|
|
//TF_TWOSIDE == 512, todo, make this a ketsji enum
|
|
|
|
if(m_drawingmode & 512) {
|
|
|
|
rasty->SetCullFace(false);
|
|
|
|
}
|
|
|
|
|
|
|
|
else
|
|
|
|
{
|
2004-04-24 06:40:15 +00:00
|
|
|
rasty->SetCullFace(true);//glEnable(GL_CULL_FACE);
|
2002-10-12 11:37:38 +00:00
|
|
|
//else glDisable(GL_CULL_FACE);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
rasty->SetSpecularity(m_specular[0],m_specular[1],m_specular[2],m_specularity);
|
|
|
|
rasty->SetShinyness(m_shininess);
|
|
|
|
rasty->SetDiffuse(m_diffuse[0], m_diffuse[1],m_diffuse[2], 1.0);
|
|
|
|
}
|
|
|
|
|
2005-01-16 06:02:06 +00:00
|
|
|
#endif
|
2002-10-12 11:37:38 +00:00
|
|
|
void GPC_PolygonMaterial::SetMipMappingEnabled(bool enabled)
|
|
|
|
{
|
|
|
|
fDoMipMap = enabled ? 1 : 0;
|
|
|
|
}
|