2011-02-22 10:33:14 +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 10:33:14 +00:00
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/** \file BL_MeshDeformer.h
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* \ingroup bgeconv
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*/
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2012-02-23 10:41:31 +00:00
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#ifndef __BL_MESHDEFORMER_H__
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#define __BL_MESHDEFORMER_H__
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2002-10-12 11:37:38 +00:00
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#include "RAS_Deformer.h"
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#include "DNA_object_types.h"
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2008-06-18 06:46:49 +00:00
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#include "DNA_key_types.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 <stdlib.h>
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2012-10-15 02:15:07 +00:00
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#ifdef _MSC_VER
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# pragma warning (disable:4786) /* get rid of stupid stl-visual compiler debug warning */
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#endif
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2002-10-12 11:37:38 +00:00
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2008-07-10 12:47:20 +00:00
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class BL_DeformableGameObject;
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2002-10-12 11:37:38 +00:00
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class BL_MeshDeformer : public RAS_Deformer
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{
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public:
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void VerifyStorage();
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void RecalcNormals();
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2011-05-06 20:18:42 +00:00
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virtual void Relink(CTR_Map<class CTR_HashedPtr, void*>*map);
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2008-07-10 12:47:20 +00:00
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BL_MeshDeformer(BL_DeformableGameObject *gameobj,
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struct Object* obj,
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2009-11-24 22:44:29 +00:00
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class RAS_MeshObject *meshobj ):
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2002-10-12 11:37:38 +00:00
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m_pMeshObject(meshobj),
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2004-03-22 22:02:18 +00:00
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m_bmesh((struct Mesh*)(obj->data)),
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Merge of apricot branch game engine changes into trunk, excluding GLSL.
GLEW
====
Added the GLEW opengl extension library into extern/, always compiled
into Blender now. This is much nicer than doing this kind of extension
management manually, and will be used in the game engine, for GLSL, and
other opengl extensions.
* According to the GLEW website it works on Windows, Linux, Mac OS X,
FreeBSD, Irix, and Solaris. There might still be platform specific
issues due to this commit, so let me know and I'll look into it.
* This means also that all extensions will now always be compiled in,
regardless of the glext.h on the platform where compilation happens.
Game Engine
===========
Refactoring of the use of opengl extensions and other drawing code
in the game engine, and cleaning up some hacks related to GLSL
integration. These changes will be merged into trunk too after this.
The game engine graphics demos & apricot level survived my tests,
but this could use some good testing of course.
For users: please test with the options "Generate Display Lists" and
"Vertex Arrays" enabled, these should be the fastest and are supposed
to be "unreliable", but if that's the case that's probably due to bugs
that can be fixed.
* The game engine now also uses GLEW for extensions, replacing the
custom opengl extensions code that was there. Removes a lot of
#ifdef's, but the runtime checks stay of course.
* Removed the WITHOUT_GLEXT environment variable. This was added to
work around a specific bug and only disabled multitexturing anyway.
It might also have caused a slowdown since it was retrieving the
environment variable for every vertex in immediate mode (bug #13680).
* Refactored the code to allow drawing skinned meshes with vertex
arrays too, removing some specific immediate mode drawing functions
for this that only did extra normal calculation. Now it always splits
vertices of flat faces instead.
* Refactored normal recalculation with some minor optimizations,
required for the above change.
* Removed some outdated code behind the __NLA_OLDDEFORM #ifdef.
* Fixed various bugs in setting of multitexture coordinates and vertex
attributes for vertex arrays. These were not being enabled/disabled
correct according to the opengl spec, leading to crashes. Also tangent
attributes used an immediate mode call for vertex arrays, which can't
work.
* Fixed use of uninitialized variable in RAS_TexVert.
* Exporting skinned meshes was doing O(n^2) lookups for vertices and
deform weights, now uses same trick as regular meshes.
2008-06-17 10:27:34 +00:00
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m_transverts(0),
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m_transnors(0),
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2006-01-06 03:46:54 +00:00
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m_objMesh(obj),
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2008-07-10 12:47:20 +00:00
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m_tvtot(0),
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m_gameobj(gameobj),
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m_lastDeformUpdate(-1)
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2004-03-22 22:02:18 +00:00
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{};
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2002-10-12 11:37:38 +00:00
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virtual ~BL_MeshDeformer();
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2012-07-21 22:58:08 +00:00
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virtual void SetSimulatedTime(double time) {}
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2002-10-12 11:37:38 +00:00
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virtual bool Apply(class RAS_IPolyMaterial *mat);
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2012-07-21 22:58:08 +00:00
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virtual bool Update(void) { return false; }
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virtual bool UpdateBuckets(void) { return false; }
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virtual RAS_Deformer* GetReplica() {return NULL;}
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2009-05-14 13:47:08 +00:00
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virtual void ProcessReplica();
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2012-03-08 03:05:57 +00:00
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struct Mesh* GetMesh() { return m_bmesh; }
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2012-10-14 08:49:01 +00:00
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virtual class RAS_MeshObject* GetRasMesh() { return m_pMeshObject; }
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2009-07-25 22:57:29 +00:00
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virtual float (* GetTransVerts(int *tot))[3] { *tot= m_tvtot; return m_transverts; }
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2012-07-21 22:58:08 +00:00
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// virtual void InitDeform(double time) {}
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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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2002-10-12 11:37:38 +00:00
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protected:
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2009-11-24 22:44:29 +00:00
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class RAS_MeshObject* m_pMeshObject;
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2006-01-06 03:46:54 +00:00
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struct Mesh* m_bmesh;
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// this is so m_transverts doesn't need to be converted
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// before deformation
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float (*m_transverts)[3];
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2008-07-10 12:47:20 +00:00
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float (*m_transnors)[3];
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2006-01-06 03:46:54 +00:00
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struct Object* m_objMesh;
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// --
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int m_tvtot;
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2008-07-10 12:47:20 +00:00
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BL_DeformableGameObject* m_gameobj;
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2011-09-03 02:15:49 +00:00
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double m_lastDeformUpdate;
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2009-08-18 15:37:31 +00:00
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#ifdef WITH_CXX_GUARDEDALLOC
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2012-06-25 09:14:37 +00:00
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MEM_CXX_CLASS_ALLOC_FUNCS("GE:BL_MeshDeformer")
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2009-08-18 15:37:31 +00:00
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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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#endif
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2002-10-30 02:07:20 +00:00
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