blender/source/gameengine/Rasterizer/RAS_MaterialBucket.cpp
Campbell Barton ddc2dbc2a4 style cleanup
2012-10-22 08:15:51 +00:00

675 lines
16 KiB
C++

/*
* ***** BEGIN GPL LICENSE BLOCK *****
*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software Foundation,
* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*
* The Original Code is Copyright (C) 2001-2002 by NaN Holding BV.
* All rights reserved.
*
* The Original Code is: all of this file.
*
* Contributor(s): none yet.
*
* ***** END GPL LICENSE BLOCK *****
*/
/** \file gameengine/Rasterizer/RAS_MaterialBucket.cpp
* \ingroup bgerast
*/
#include "RAS_MaterialBucket.h"
#ifdef _MSC_VER
# pragma warning (disable:4786)
#endif
#ifdef WIN32
#include <windows.h>
#endif // WIN32
#include "RAS_Polygon.h"
#include "RAS_TexVert.h"
#include "RAS_IRasterizer.h"
#include "RAS_IRenderTools.h"
#include "RAS_MeshObject.h"
#include "RAS_Deformer.h" // __NLA
/* mesh slot */
RAS_MeshSlot::RAS_MeshSlot() : SG_QList()
{
m_clientObj = NULL;
m_pDeformer = NULL;
m_OpenGLMatrix = NULL;
m_mesh = NULL;
m_bucket = NULL;
m_bVisible = false;
m_bCulled = true;
m_bObjectColor = false;
m_RGBAcolor = MT_Vector4(0.0, 0.0, 0.0, 0.0);
m_DisplayList = NULL;
m_bDisplayList = true;
m_joinSlot = NULL;
m_pDerivedMesh = NULL;
}
RAS_MeshSlot::~RAS_MeshSlot()
{
RAS_DisplayArrayList::iterator it;
#ifdef USE_SPLIT
Split(true);
while (m_joinedSlots.size())
m_joinedSlots.front()->Split(true);
#endif
for (it=m_displayArrays.begin(); it!=m_displayArrays.end(); it++) {
(*it)->m_users--;
if ((*it)->m_users == 0)
delete *it;
}
if (m_DisplayList) {
m_DisplayList->Release();
m_DisplayList = NULL;
}
}
RAS_MeshSlot::RAS_MeshSlot(const RAS_MeshSlot& slot) : SG_QList()
{
RAS_DisplayArrayList::iterator it;
m_clientObj = NULL;
m_pDeformer = NULL;
m_pDerivedMesh = NULL;
m_OpenGLMatrix = NULL;
m_mesh = slot.m_mesh;
m_bucket = slot.m_bucket;
m_bVisible = slot.m_bVisible;
m_bCulled = slot.m_bCulled;
m_bObjectColor = slot.m_bObjectColor;
m_RGBAcolor = slot.m_RGBAcolor;
m_DisplayList = NULL;
m_bDisplayList = slot.m_bDisplayList;
m_joinSlot = NULL;
m_currentArray = slot.m_currentArray;
m_displayArrays = slot.m_displayArrays;
m_joinedSlots = slot.m_joinedSlots;
m_startarray = slot.m_startarray;
m_startvertex = slot.m_startvertex;
m_startindex = slot.m_startindex;
m_endarray = slot.m_endarray;
m_endvertex = slot.m_endvertex;
m_endindex = slot.m_endindex;
for (it=m_displayArrays.begin(); it!=m_displayArrays.end(); it++) {
// don't copy display arrays for now because it breaks python
// access to vertices, but we'll need a solution if we want to
// join display arrays for reducing draw calls.
//*it = new RAS_DisplayArray(**it);
//(*it)->m_users = 1;
(*it)->m_users++;
}
}
void RAS_MeshSlot::init(RAS_MaterialBucket *bucket, int numverts)
{
m_bucket = bucket;
SetDisplayArray(numverts);
m_startarray = 0;
m_startvertex = 0;
m_startindex = 0;
m_endarray = 0;
m_endvertex = 0;
m_endindex = 0;
}
void RAS_MeshSlot::begin(RAS_MeshSlot::iterator& it)
{
int startvertex, endvertex;
int startindex, endindex;
it.array = m_displayArrays.empty() ? NULL : m_displayArrays[m_startarray];
if (it.array == NULL || it.array->m_index.size() == 0 || it.array->m_vertex.size() == 0) {
it.array = NULL;
it.vertex = NULL;
it.index = NULL;
it.startvertex = 0;
it.endvertex = 0;
it.totindex = 0;
}
else {
startvertex = m_startvertex;
endvertex = (m_startarray == m_endarray)? m_endvertex: it.array->m_vertex.size();
startindex = m_startindex;
endindex = (m_startarray == m_endarray)? m_endindex: it.array->m_index.size();
it.vertex = &it.array->m_vertex[0];
it.index = &it.array->m_index[startindex];
it.startvertex = startvertex;
it.endvertex = endvertex;
it.totindex = endindex-startindex;
it.arraynum = m_startarray;
}
}
void RAS_MeshSlot::next(RAS_MeshSlot::iterator& it)
{
int startvertex, endvertex;
int startindex, endindex;
if (it.arraynum == (size_t)m_endarray) {
it.array = NULL;
it.vertex = NULL;
it.index = NULL;
it.startvertex = 0;
it.endvertex = 0;
it.totindex = 0;
}
else {
it.arraynum++;
it.array = m_displayArrays[it.arraynum];
startindex = 0;
endindex = (it.arraynum == (size_t)m_endarray)? m_endindex: it.array->m_index.size();
startvertex = 0;
endvertex = (it.arraynum == (size_t)m_endarray)? m_endvertex: it.array->m_vertex.size();
it.vertex = &it.array->m_vertex[0];
it.index = &it.array->m_index[startindex];
it.startvertex = startvertex;
it.endvertex = endvertex;
it.totindex = endindex-startindex;
}
}
bool RAS_MeshSlot::end(RAS_MeshSlot::iterator& it)
{
return (it.array == NULL);
}
RAS_DisplayArray *RAS_MeshSlot::CurrentDisplayArray()
{
return m_currentArray;
}
void RAS_MeshSlot::SetDisplayArray(int numverts)
{
RAS_DisplayArrayList::iterator it;
RAS_DisplayArray *darray = NULL;
for (it=m_displayArrays.begin(); it!=m_displayArrays.end(); it++) {
darray = *it;
if (darray->m_type == numverts) {
if (darray->m_index.size()+numverts >= RAS_DisplayArray::BUCKET_MAX_INDEX)
darray = NULL;
else if (darray->m_vertex.size()+numverts >= RAS_DisplayArray::BUCKET_MAX_VERTEX)
darray = NULL;
else
break;
}
else
darray = NULL;
}
if (!darray) {
darray = new RAS_DisplayArray();
darray->m_users = 1;
if (numverts == 2) darray->m_type = RAS_DisplayArray::LINE;
else if (numverts == 3) darray->m_type = RAS_DisplayArray::TRIANGLE;
else darray->m_type = RAS_DisplayArray::QUAD;
m_displayArrays.push_back(darray);
if (numverts == 2)
darray->m_type = RAS_DisplayArray::LINE;
else if (numverts == 3)
darray->m_type = RAS_DisplayArray::TRIANGLE;
else if (numverts == 4)
darray->m_type = RAS_DisplayArray::QUAD;
m_endarray = m_displayArrays.size()-1;
m_endvertex = 0;
m_endindex = 0;
}
m_currentArray = darray;
}
void RAS_MeshSlot::AddPolygon(int numverts)
{
SetDisplayArray(numverts);
}
int RAS_MeshSlot::AddVertex(const RAS_TexVert& tv)
{
RAS_DisplayArray *darray;
int offset;
darray = m_currentArray;
darray->m_vertex.push_back(tv);
offset = darray->m_vertex.size()-1;
if (darray == m_displayArrays[m_endarray])
m_endvertex++;
return offset;
}
void RAS_MeshSlot::AddPolygonVertex(int offset)
{
RAS_DisplayArray *darray;
darray = m_currentArray;
darray->m_index.push_back(offset);
if (darray == m_displayArrays[m_endarray])
m_endindex++;
}
void RAS_MeshSlot::SetDeformer(RAS_Deformer* deformer)
{
if (deformer && m_pDeformer != deformer) {
RAS_DisplayArrayList::iterator it;
if (deformer->ShareVertexArray()) {
// this deformer uses the base vertex array, first release the current ones
for (it=m_displayArrays.begin(); it!=m_displayArrays.end(); it++) {
(*it)->m_users--;
if ((*it)->m_users == 0)
delete *it;
}
m_displayArrays.clear();
// then hook to the base ones
RAS_MeshMaterial *mmat = m_mesh->GetMeshMaterial(m_bucket->GetPolyMaterial());
if (mmat && mmat->m_baseslot) {
m_displayArrays = mmat->m_baseslot->m_displayArrays;
for (it=m_displayArrays.begin(); it!=m_displayArrays.end(); it++) {
(*it)->m_users++;
}
}
}
else {
// no sharing
// we create local copy of RAS_DisplayArray when we have a deformer:
// this way we can avoid conflict between the vertex cache of duplicates
for (it=m_displayArrays.begin(); it!=m_displayArrays.end(); it++) {
if (deformer->UseVertexArray()) {
// the deformer makes use of vertex array, make sure we have our local copy
if ((*it)->m_users > 1) {
// only need to copy if there are other users
// note that this is the usual case as vertex arrays are held by the material base slot
RAS_DisplayArray *newarray = new RAS_DisplayArray(*(*it));
newarray->m_users = 1;
(*it)->m_users--;
*it = newarray;
}
} else {
// the deformer is not using vertex array (Modifier), release them
(*it)->m_users--;
if ((*it)->m_users == 0)
delete *it;
}
}
if (!deformer->UseVertexArray()) {
m_displayArrays.clear();
m_startarray = 0;
m_startvertex = 0;
m_startindex = 0;
m_endarray = 0;
m_endvertex = 0;
m_endindex = 0;
}
}
}
m_pDeformer = deformer;
}
bool RAS_MeshSlot::Equals(RAS_MeshSlot *target)
{
if (!m_OpenGLMatrix || !target->m_OpenGLMatrix)
return false;
if (m_pDeformer || target->m_pDeformer)
return false;
if (m_bVisible != target->m_bVisible)
return false;
if (m_bObjectColor != target->m_bObjectColor)
return false;
if (m_bObjectColor && !(m_RGBAcolor == target->m_RGBAcolor))
return false;
return true;
}
bool RAS_MeshSlot::Join(RAS_MeshSlot *target, MT_Scalar distance)
{
RAS_DisplayArrayList::iterator it;
iterator mit;
size_t i;
// verify if we can join
if (m_joinSlot || (m_joinedSlots.empty() == false) || target->m_joinSlot)
return false;
if (!Equals(target))
return false;
MT_Vector3 co(&m_OpenGLMatrix[12]);
MT_Vector3 targetco(&target->m_OpenGLMatrix[12]);
if ((co - targetco).length() > distance)
return false;
MT_Matrix4x4 mat(m_OpenGLMatrix);
MT_Matrix4x4 targetmat(target->m_OpenGLMatrix);
targetmat.invert();
MT_Matrix4x4 transform = targetmat*mat;
// m_mesh, clientobj
m_joinSlot = target;
m_joinInvTransform = transform;
m_joinInvTransform.invert();
target->m_joinedSlots.push_back(this);
MT_Matrix4x4 ntransform = m_joinInvTransform.transposed();
ntransform[0][3] = ntransform[1][3] = ntransform[2][3] = 0.0f;
for (begin(mit); !end(mit); next(mit))
for (i=mit.startvertex; i<mit.endvertex; i++)
mit.vertex[i].Transform(transform, ntransform);
/* We know we'll need a list at least this big, reserve in advance */
target->m_displayArrays.reserve(target->m_displayArrays.size() + m_displayArrays.size());
for (it=m_displayArrays.begin(); it!=m_displayArrays.end(); it++) {
target->m_displayArrays.push_back(*it);
target->m_endarray++;
target->m_endvertex = target->m_displayArrays.back()->m_vertex.size();
target->m_endindex = target->m_displayArrays.back()->m_index.size();
}
if (m_DisplayList) {
m_DisplayList->Release();
m_DisplayList = NULL;
}
if (target->m_DisplayList) {
target->m_DisplayList->Release();
target->m_DisplayList = NULL;
}
return true;
#if 0
return false;
#endif
}
bool RAS_MeshSlot::Split(bool force)
{
list<RAS_MeshSlot*>::iterator jit;
RAS_MeshSlot *target = m_joinSlot;
RAS_DisplayArrayList::iterator it, jt;
iterator mit;
size_t i, found0 = 0, found1 = 0;
if (target && (force || !Equals(target))) {
m_joinSlot = NULL;
for (jit=target->m_joinedSlots.begin(); jit!=target->m_joinedSlots.end(); jit++) {
if (*jit == this) {
target->m_joinedSlots.erase(jit);
found0 = 1;
break;
}
}
if (!found0)
abort();
for (it=m_displayArrays.begin(); it!=m_displayArrays.end(); it++) {
found1 = 0;
for (jt=target->m_displayArrays.begin(); jt!=target->m_displayArrays.end(); jt++) {
if (*jt == *it) {
target->m_displayArrays.erase(jt);
target->m_endarray--;
found1 = 1;
break;
}
}
if (!found1)
abort();
}
if (target->m_displayArrays.empty() == false) {
target->m_endvertex = target->m_displayArrays.back()->m_vertex.size();
target->m_endindex = target->m_displayArrays.back()->m_index.size();
}
else {
target->m_endvertex = 0;
target->m_endindex = 0;
}
MT_Matrix4x4 ntransform = m_joinInvTransform.inverse().transposed();
ntransform[0][3] = ntransform[1][3] = ntransform[2][3] = 0.0f;
for (begin(mit); !end(mit); next(mit))
for (i=mit.startvertex; i<mit.endvertex; i++)
mit.vertex[i].Transform(m_joinInvTransform, ntransform);
if (target->m_DisplayList) {
target->m_DisplayList->Release();
target->m_DisplayList = NULL;
}
return true;
}
return false;
}
#ifdef USE_SPLIT
bool RAS_MeshSlot::IsCulled()
{
if (m_joinSlot)
return true;
if (!m_bCulled)
return false;
list<RAS_MeshSlot*>::iterator it;
for (it=m_joinedSlots.begin(); it!=m_joinedSlots.end(); it++)
if (!(*it)->m_bCulled)
return false;
return true;
}
#endif
/* material bucket sorting */
struct RAS_MaterialBucket::less
{
bool operator()(const RAS_MaterialBucket* x, const RAS_MaterialBucket* y) const
{
return *x->GetPolyMaterial() < *y->GetPolyMaterial();
}
};
/* material bucket */
RAS_MaterialBucket::RAS_MaterialBucket(RAS_IPolyMaterial* mat)
{
m_material = mat;
}
RAS_MaterialBucket::~RAS_MaterialBucket()
{
}
RAS_IPolyMaterial* RAS_MaterialBucket::GetPolyMaterial() const
{
return m_material;
}
bool RAS_MaterialBucket::IsAlpha() const
{
return (m_material->IsAlpha());
}
bool RAS_MaterialBucket::IsZSort() const
{
return (m_material->IsZSort());
}
RAS_MeshSlot* RAS_MaterialBucket::AddMesh(int numverts)
{
RAS_MeshSlot *ms;
m_meshSlots.push_back(RAS_MeshSlot());
ms = &m_meshSlots.back();
ms->init(this, numverts);
return ms;
}
RAS_MeshSlot* RAS_MaterialBucket::CopyMesh(RAS_MeshSlot *ms)
{
m_meshSlots.push_back(RAS_MeshSlot(*ms));
return &m_meshSlots.back();
}
void RAS_MaterialBucket::RemoveMesh(RAS_MeshSlot* ms)
{
list<RAS_MeshSlot>::iterator it;
for (it=m_meshSlots.begin(); it!=m_meshSlots.end(); it++) {
if (&*it == ms) {
m_meshSlots.erase(it);
return;
}
}
}
list<RAS_MeshSlot>::iterator RAS_MaterialBucket::msBegin()
{
return m_meshSlots.begin();
}
list<RAS_MeshSlot>::iterator RAS_MaterialBucket::msEnd()
{
return m_meshSlots.end();
}
bool RAS_MaterialBucket::ActivateMaterial(const MT_Transform& cameratrans, RAS_IRasterizer* rasty,
RAS_IRenderTools *rendertools)
{
bool uselights;
if (rasty->GetDrawingMode() == RAS_IRasterizer::KX_SHADOW && !m_material->CastsShadows())
return false;
if (!rasty->SetMaterial(*m_material))
return false;
uselights= m_material->UsesLighting(rasty);
rendertools->ProcessLighting(rasty, uselights, cameratrans);
return true;
}
void RAS_MaterialBucket::RenderMeshSlot(const MT_Transform& cameratrans, RAS_IRasterizer* rasty,
RAS_IRenderTools* rendertools, RAS_MeshSlot &ms)
{
m_material->ActivateMeshSlot(ms, rasty);
if (ms.m_pDeformer)
{
ms.m_pDeformer->Apply(m_material);
// KX_ReInstanceShapeFromMesh(ms.m_mesh); // Recompute the physics mesh. (Can't call KX_* from RAS_)
}
if (IsZSort() && rasty->GetDrawingMode() >= RAS_IRasterizer::KX_SOLID)
ms.m_mesh->SortPolygons(ms, cameratrans*MT_Transform(ms.m_OpenGLMatrix));
rendertools->PushMatrix();
if (!ms.m_pDeformer || !ms.m_pDeformer->SkipVertexTransform())
{
rendertools->applyTransform(rasty,ms.m_OpenGLMatrix,m_material->GetDrawingMode());
}
if (rasty->QueryLists())
if (ms.m_DisplayList)
ms.m_DisplayList->SetModified(ms.m_mesh->MeshModified());
// verify if we can use display list, not for deformed object, and
// also don't create a new display list when drawing shadow buffers,
// then it won't have texture coordinates for actual drawing. also
// for zsort we can't make a display list, since the polygon order
// changes all the time.
if (ms.m_pDeformer && ms.m_pDeformer->IsDynamic())
ms.m_bDisplayList = false;
else if (!ms.m_DisplayList && rasty->GetDrawingMode() == RAS_IRasterizer::KX_SHADOW)
ms.m_bDisplayList = false;
else if (IsZSort())
ms.m_bDisplayList = false;
else if (m_material->UsesObjectColor() && ms.m_bObjectColor)
ms.m_bDisplayList = false;
else
ms.m_bDisplayList = true;
// for text drawing using faces
if (m_material->GetDrawingMode() & RAS_IRasterizer::RAS_RENDER_3DPOLYGON_TEXT)
rasty->IndexPrimitives_3DText(ms, m_material, rendertools);
// for multitexturing
else if ((m_material->GetFlag() & (RAS_MULTITEX|RAS_BLENDERGLSL)))
rasty->IndexPrimitivesMulti(ms);
// use normal IndexPrimitives
else
rasty->IndexPrimitives(ms);
if (rasty->QueryLists())
if (ms.m_DisplayList)
ms.m_mesh->SetMeshModified(false);
rendertools->PopMatrix();
}
void RAS_MaterialBucket::Optimize(MT_Scalar distance)
{
/* TODO: still have to check before this works correct:
* - lightlayer, frontface, text, billboard
* - make it work with physics */
#if 0
list<RAS_MeshSlot>::iterator it;
list<RAS_MeshSlot>::iterator jt;
// greed joining on all following buckets
for (it=m_meshSlots.begin(); it!=m_meshSlots.end(); it++)
for (jt=it, jt++; jt!=m_meshSlots.end(); jt++)
jt->Join(&*it, distance);
#endif
}