2011-02-22 12:42:55 +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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2011-02-22 12:42:55 +00:00
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/** \file RAS_TexVert.h
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* \ingroup bgerast
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*/
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2012-02-23 10:41:31 +00:00
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#ifndef __RAS_TEXVERT_H__
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#define __RAS_TEXVERT_H__
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2002-10-12 11:37:38 +00:00
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#include "MT_Point3.h"
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#include "MT_Point2.h"
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#include "MT_Transform.h"
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2009-08-18 15:37:31 +00:00
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#ifdef WITH_CXX_GUARDEDALLOC
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#include "MEM_guardedalloc.h"
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#endif
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2002-10-12 11:37:38 +00:00
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static MT_Point3 g_pt3;
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static MT_Point2 g_pt2;
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class RAS_TexVert
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{
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2004-07-17 05:23:17 +00:00
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float m_localxyz[3]; // 3*4 = 12
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2006-01-06 03:46:54 +00:00
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float m_uv1[2]; // 2*4 = 8
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2007-01-07 04:39:39 +00:00
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float m_uv2[2]; // 2*4 = 8
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2004-07-17 05:23:17 +00:00
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unsigned int m_rgba; // 4
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2008-09-25 03:02:30 +00:00
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float m_tangent[4]; // 4*4 = 16
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float m_normal[3]; // 3*4 = 12
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2006-01-06 03:46:54 +00:00
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short m_flag; // 2
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2008-09-25 03:02:30 +00:00
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short m_softBodyIndex; //2
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2006-01-06 03:46:54 +00:00
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unsigned int m_unit; // 4
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2008-09-25 03:02:30 +00:00
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unsigned int m_origindex; // 4
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2006-01-06 03:46:54 +00:00
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//---------
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2008-09-25 03:02:30 +00:00
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// 56+6+8+2=72
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2008-07-10 12:47:20 +00:00
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// 32 bytes total size, fits nice = 56 = not fit nice.
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2008-09-25 03:02:30 +00:00
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2002-10-12 11:37:38 +00:00
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public:
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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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enum {
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FLAT = 1,
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SECOND_UV = 2,
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MAX_UNIT = 8
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};
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2002-10-12 11:37:38 +00:00
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short getFlag() const;
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2006-01-06 03:46:54 +00:00
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unsigned int getUnit() const;
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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()// :m_xyz(0,0,0),m_uv(0,0),m_rgba(0)
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{}
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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,
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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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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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~RAS_TexVert() {};
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2004-03-22 22:02:18 +00:00
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const float* getUV1 () const {
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return m_uv1;
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};
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2006-01-06 03:46:54 +00:00
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const float* getUV2 () const {
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return m_uv2;
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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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const float* getXYZ() const {
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2004-03-22 22:02:18 +00:00
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return m_localxyz;
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};
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2004-06-30 13:41:19 +00:00
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const float* getNormal() const {
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2004-03-22 22:02:18 +00:00
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return m_normal;
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}
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2008-09-25 03:02:30 +00:00
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short int getSoftBodyIndex() const
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{
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return m_softBodyIndex;
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}
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void setSoftBodyIndex(short int sbIndex)
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{
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m_softBodyIndex = sbIndex;
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}
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2006-02-13 05:45:32 +00:00
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const float* getTangent() const {
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return m_tangent;
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}
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2004-07-17 05:23:17 +00:00
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const unsigned char* getRGBA() const {
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return (unsigned char *) &m_rgba;
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2004-03-22 22:02:18 +00:00
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}
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2008-07-10 12:47:20 +00:00
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2009-02-25 03:26:02 +00:00
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unsigned int getOrigIndex() const {
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2008-07-10 12:47:20 +00:00
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return m_origindex;
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}
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2002-10-12 11:37:38 +00:00
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void SetXYZ(const MT_Point3& xyz);
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2009-02-25 06:43:03 +00:00
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void SetXYZ(const float *xyz);
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2002-10-12 11:37:38 +00:00
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void SetUV(const MT_Point2& uv);
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2006-01-06 03:46:54 +00:00
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void SetUV2(const MT_Point2& uv);
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2002-10-12 11:37:38 +00:00
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void SetRGBA(const unsigned int rgba);
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void SetNormal(const MT_Vector3& normal);
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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 SetTangent(const MT_Vector3& tangent);
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2002-10-12 11:37:38 +00:00
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void SetFlag(const short flag);
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2006-01-06 03:46:54 +00:00
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void SetUnit(const unsigned u);
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2004-03-22 22:02:18 +00:00
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2004-05-30 11:09:46 +00:00
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void SetRGBA(const MT_Vector4& rgba);
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2004-05-16 12:55:37 +00:00
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const MT_Point3& xyz();
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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 Transform(const class MT_Matrix4x4& mat,
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const class MT_Matrix4x4& nmat);
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2002-10-12 11:37:38 +00:00
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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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// compare two vertices, to test if they can be shared, used for
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// splitting up based on uv's, colors, etc
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bool closeTo(const RAS_TexVert* other);
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2009-08-18 15:37:31 +00:00
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#ifdef WITH_CXX_GUARDEDALLOC
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public:
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2010-06-06 01:15:44 +00:00
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void *operator new(size_t num_bytes) { return MEM_mallocN(num_bytes, "GE:RAS_TexVert"); }
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2009-08-18 15:37:31 +00:00
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void operator delete( void *mem ) { MEM_freeN(mem); }
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#endif
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2002-10-12 11:37:38 +00:00
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};
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2012-02-23 10:41:31 +00:00
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#endif //__RAS_TEXVERT_H__
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2002-10-30 02:07:20 +00:00
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