forked from bartvdbraak/blender
557 lines
13 KiB
C++
557 lines
13 KiB
C++
/*
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* ***** BEGIN GPL 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.
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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., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, 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 LICENSE BLOCK *****
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*/
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/** \file gameengine/Rasterizer/RAS_MeshObject.cpp
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* \ingroup bgerast
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*/
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#include "DNA_key_types.h"
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#include "DNA_mesh_types.h"
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#include "CTR_HashedPtr.h"
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#include "RAS_MeshObject.h"
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#include "RAS_Polygon.h"
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#include "RAS_IPolygonMaterial.h"
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#include "RAS_Deformer.h"
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#include "MT_Point3.h"
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#include <algorithm>
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/* polygon sorting */
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struct RAS_MeshObject::polygonSlot
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{
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float m_z;
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int m_index[4];
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polygonSlot() {}
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/* pnorm is the normal from the plane equation that the distance from is
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* used to sort again. */
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void get(const RAS_TexVert *vertexarray, const unsigned short *indexarray,
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int offset, int nvert, const MT_Vector3& pnorm)
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{
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MT_Vector3 center(0, 0, 0);
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int i;
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for (i=0; i<nvert; i++) {
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m_index[i] = indexarray[offset+i];
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center += vertexarray[m_index[i]].getXYZ();
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}
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/* note we don't divide center by the number of vertices, since all
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* polygons have the same number of vertices, and that we leave out
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* the 4-th component of the plane equation since it is constant. */
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m_z = MT_dot(pnorm, center);
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}
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void set(unsigned short *indexarray, int offset, int nvert)
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{
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int i;
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for (i=0; i<nvert; i++)
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indexarray[offset+i] = m_index[i];
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}
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};
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struct RAS_MeshObject::backtofront
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{
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bool operator()(const polygonSlot &a, const polygonSlot &b) const
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{
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return a.m_z < b.m_z;
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}
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};
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struct RAS_MeshObject::fronttoback
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{
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bool operator()(const polygonSlot &a, const polygonSlot &b) const
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{
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return a.m_z > b.m_z;
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}
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};
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/* mesh object */
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STR_String RAS_MeshObject::s_emptyname = "";
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RAS_MeshObject::RAS_MeshObject(Mesh* mesh)
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: m_bModified(true),
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m_bMeshModified(true),
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m_mesh(mesh)
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{
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if (m_mesh && m_mesh->key)
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{
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KeyBlock *kb;
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int count=0;
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// initialize weight cache for shape objects
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// count how many keys in this mesh
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for (kb= (KeyBlock *)m_mesh->key->block.first; kb; kb= (KeyBlock *)kb->next)
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count++;
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m_cacheWeightIndex.resize(count,-1);
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}
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}
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RAS_MeshObject::~RAS_MeshObject()
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{
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vector<RAS_Polygon*>::iterator it;
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for (it=m_Polygons.begin(); it!=m_Polygons.end(); it++)
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delete (*it);
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m_sharedvertex_map.clear();
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m_Polygons.clear();
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m_materials.clear();
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}
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bool RAS_MeshObject::MeshModified()
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{
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return m_bMeshModified;
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}
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//unsigned int RAS_MeshObject::GetLightLayer()
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//{
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// return m_lightlayer;
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//}
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int RAS_MeshObject::NumMaterials()
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{
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return m_materials.size();
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}
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const STR_String& RAS_MeshObject::GetMaterialName(unsigned int matid)
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{
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RAS_MeshMaterial* mmat = GetMeshMaterial(matid);
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if (mmat)
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return mmat->m_bucket->GetPolyMaterial()->GetMaterialName();
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return s_emptyname;
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}
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RAS_MeshMaterial* RAS_MeshObject::GetMeshMaterial(unsigned int matid)
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{
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if ((m_materials.empty() == false) && (matid < m_materials.size()))
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{
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list<RAS_MeshMaterial>::iterator it = m_materials.begin();
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while (matid--) ++it;
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return &*it;
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}
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return NULL;
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}
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int RAS_MeshObject::NumPolygons()
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{
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return m_Polygons.size();
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}
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RAS_Polygon* RAS_MeshObject::GetPolygon(int num) const
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{
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return m_Polygons[num];
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}
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list<RAS_MeshMaterial>::iterator GetFirstMaterial();
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list<RAS_MeshMaterial>::iterator GetLastMaterial();
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list<RAS_MeshMaterial>::iterator RAS_MeshObject::GetFirstMaterial()
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{
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return m_materials.begin();
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}
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list<RAS_MeshMaterial>::iterator RAS_MeshObject::GetLastMaterial()
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{
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return m_materials.end();
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}
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void RAS_MeshObject::SetName(const char *name)
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{
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m_name = name;
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}
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STR_String& RAS_MeshObject::GetName()
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{
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return m_name;
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}
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const STR_String& RAS_MeshObject::GetTextureName(unsigned int matid)
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{
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RAS_MeshMaterial* mmat = GetMeshMaterial(matid);
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if (mmat)
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return mmat->m_bucket->GetPolyMaterial()->GetTextureName();
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return s_emptyname;
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}
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RAS_MeshMaterial *RAS_MeshObject::GetMeshMaterial(RAS_IPolyMaterial *mat)
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{
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list<RAS_MeshMaterial>::iterator mit;
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/* find a mesh material */
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for (mit = m_materials.begin(); mit != m_materials.end(); mit++)
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if (mit->m_bucket->GetPolyMaterial() == mat)
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return &*mit;
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return NULL;
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}
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int RAS_MeshObject::GetMaterialId(RAS_IPolyMaterial *mat)
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{
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list<RAS_MeshMaterial>::iterator mit;
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int imat;
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/* find a mesh material */
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for (imat=0, mit = m_materials.begin(); mit != m_materials.end(); mit++, imat++)
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if (mit->m_bucket->GetPolyMaterial() == mat)
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return imat;
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return -1;
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}
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RAS_Polygon* RAS_MeshObject::AddPolygon(RAS_MaterialBucket *bucket, int numverts)
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{
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RAS_MeshMaterial *mmat;
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RAS_Polygon *poly;
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RAS_MeshSlot *slot;
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/* find a mesh material */
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mmat = GetMeshMaterial(bucket->GetPolyMaterial());
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/* none found, create a new one */
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if (!mmat) {
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RAS_MeshMaterial meshmat;
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meshmat.m_bucket = bucket;
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meshmat.m_baseslot = meshmat.m_bucket->AddMesh(numverts);
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meshmat.m_baseslot->m_mesh = this;
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m_materials.push_back(meshmat);
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mmat = &m_materials.back();
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}
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/* add it to the bucket, this also adds new display arrays */
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slot = mmat->m_baseslot;
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slot->AddPolygon(numverts);
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/* create a new polygon */
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RAS_DisplayArray *darray = slot->CurrentDisplayArray();
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poly = new RAS_Polygon(bucket, darray, numverts);
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m_Polygons.push_back(poly);
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return poly;
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}
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void RAS_MeshObject::DebugColor(unsigned int abgr)
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{
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/*int numpolys = NumPolygons();
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for (int i=0;i<numpolys;i++) {
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RAS_Polygon* poly = m_polygons[i];
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for (int v=0;v<poly->VertexCount();v++)
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RAS_TexVert* vtx = poly->GetVertex(v)->setDebugRGBA(abgr);
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}
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*/
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/* m_debugcolor = abgr; */
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}
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void RAS_MeshObject::SetVertexColor(RAS_IPolyMaterial* mat,MT_Vector4 rgba)
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{
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RAS_MeshMaterial *mmat = GetMeshMaterial(mat);
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RAS_MeshSlot *slot = mmat->m_baseslot;
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RAS_MeshSlot::iterator it;
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size_t i;
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for (slot->begin(it); !slot->end(it); slot->next(it))
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for (i=it.startvertex; i<it.endvertex; i++)
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it.vertex[i].SetRGBA(rgba);
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}
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void RAS_MeshObject::AddVertex(RAS_Polygon *poly, int i,
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const MT_Point3& xyz,
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const MT_Point2 uvs[RAS_TexVert::MAX_UNIT],
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const MT_Vector4& tangent,
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const unsigned int rgba,
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const MT_Vector3& normal,
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bool flat,
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int origindex)
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{
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RAS_TexVert texvert(xyz, uvs, tangent, rgba, normal, flat, origindex);
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RAS_MeshMaterial *mmat;
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RAS_DisplayArray *darray;
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RAS_MeshSlot *slot;
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int offset;
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mmat = GetMeshMaterial(poly->GetMaterial()->GetPolyMaterial());
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slot = mmat->m_baseslot;
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darray = slot->CurrentDisplayArray();
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{ /* Shared Vertex! */
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/* find vertices shared between faces, with the restriction
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* that they exist in the same display array, and have the
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* same uv coordinate etc */
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vector<SharedVertex>& sharedmap = m_sharedvertex_map[origindex];
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vector<SharedVertex>::iterator it;
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for (it = sharedmap.begin(); it != sharedmap.end(); it++)
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{
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if (it->m_darray != darray)
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continue;
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if (!it->m_darray->m_vertex[it->m_offset].closeTo(&texvert))
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continue;
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/* found one, add it and we're done */
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if (poly->IsVisible())
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slot->AddPolygonVertex(it->m_offset);
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poly->SetVertexOffset(i, it->m_offset);
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return;
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}
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}
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/* no shared vertex found, add a new one */
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offset = slot->AddVertex(texvert);
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if (poly->IsVisible())
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slot->AddPolygonVertex(offset);
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poly->SetVertexOffset(i, offset);
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{ /* Shared Vertex! */
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SharedVertex shared;
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shared.m_darray = darray;
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shared.m_offset = offset;
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m_sharedvertex_map[origindex].push_back(shared);
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}
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}
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int RAS_MeshObject::NumVertices(RAS_IPolyMaterial* mat)
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{
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RAS_MeshMaterial *mmat;
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RAS_MeshSlot *slot;
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RAS_MeshSlot::iterator it;
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size_t len = 0;
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mmat = GetMeshMaterial(mat);
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slot = mmat->m_baseslot;
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for (slot->begin(it); !slot->end(it); slot->next(it))
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len += it.endvertex - it.startvertex;
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return len;
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}
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RAS_TexVert* RAS_MeshObject::GetVertex(unsigned int matid,
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unsigned int index)
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{
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RAS_MeshMaterial *mmat;
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RAS_MeshSlot *slot;
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RAS_MeshSlot::iterator it;
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size_t len;
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mmat = GetMeshMaterial(matid);
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if (!mmat)
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return NULL;
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slot = mmat->m_baseslot;
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len = 0;
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for (slot->begin(it); !slot->end(it); slot->next(it)) {
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if (index >= len + it.endvertex - it.startvertex)
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len += it.endvertex - it.startvertex;
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else
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return &it.vertex[index - len];
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}
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return NULL;
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}
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const float* RAS_MeshObject::GetVertexLocation(unsigned int orig_index)
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{
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vector<SharedVertex>& sharedmap = m_sharedvertex_map[orig_index];
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vector<SharedVertex>::iterator it= sharedmap.begin();
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return it->m_darray->m_vertex[it->m_offset].getXYZ();
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}
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void RAS_MeshObject::AddMeshUser(void *clientobj, SG_QList *head, RAS_Deformer* deformer)
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{
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list<RAS_MeshMaterial>::iterator it;
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list<RAS_MeshMaterial>::iterator mit;
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for (it = m_materials.begin();it!=m_materials.end();++it) {
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/* always copy from the base slot, which is never removed
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* since new objects can be created with the same mesh data */
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if (deformer && !deformer->UseVertexArray())
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{
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// HACK!
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// this deformer doesn't use vertex array => derive mesh
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// we must keep only the mesh slots that have unique material id
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// this is to match the derived mesh drawing function
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// Need a better solution in the future: scan the derive mesh and create vertex array
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RAS_IPolyMaterial* curmat = it->m_bucket->GetPolyMaterial();
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if (curmat->GetFlag() & RAS_BLENDERGLSL)
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{
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for (mit = m_materials.begin(); mit != it; ++mit)
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{
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RAS_IPolyMaterial* mat = mit->m_bucket->GetPolyMaterial();
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if ((mat->GetFlag() & RAS_BLENDERGLSL) &&
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mat->GetMaterialIndex() == curmat->GetMaterialIndex())
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// no need to convert current mesh slot
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break;
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}
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if (mit != it)
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continue;
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}
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}
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RAS_MeshSlot *ms = it->m_bucket->CopyMesh(it->m_baseslot);
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ms->m_clientObj = clientobj;
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ms->SetDeformer(deformer);
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it->m_slots.insert(clientobj, ms);
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head->QAddBack(ms);
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}
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}
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void RAS_MeshObject::RemoveFromBuckets(void *clientobj)
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{
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list<RAS_MeshMaterial>::iterator it;
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for (it = m_materials.begin();it!=m_materials.end();++it) {
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RAS_MeshSlot **msp = it->m_slots[clientobj];
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if (!msp)
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continue;
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RAS_MeshSlot *ms = *msp;
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it->m_bucket->RemoveMesh(ms);
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it->m_slots.remove(clientobj);
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}
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}
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//void RAS_MeshObject::Transform(const MT_Transform& trans)
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//{
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//m_trans.translate(MT_Vector3(0,0,1));//.operator *=(trans);
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// for (int i=0;i<m_Polygons.size();i++)
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// {
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// m_Polygons[i]->Transform(trans);
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// }
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//}
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/*
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void RAS_MeshObject::RelativeTransform(const MT_Vector3& vec)
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{
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for (int i=0;i<m_Polygons.size();i++)
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{
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m_Polygons[i]->RelativeTransform(vec);
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}
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}
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*/
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void RAS_MeshObject::SortPolygons(RAS_MeshSlot& ms, const MT_Transform &transform)
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{
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// Limitations: sorting is quite simple, and handles many
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// cases wrong, partially due to polygons being sorted per
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// bucket.
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//
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// a) mixed triangles/quads are sorted wrong
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// b) mixed materials are sorted wrong
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// c) more than 65k faces are sorted wrong
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// d) intersecting objects are sorted wrong
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// e) intersecting polygons are sorted wrong
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//
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// a) can be solved by making all faces either triangles or quads
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// if they need to be z-sorted. c) could be solved by allowing
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// larger buckets, b) and d) cannot be solved easily if we want
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// to avoid excessive state changes while drawing. e) would
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// require splitting polygons.
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RAS_MeshSlot::iterator it;
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size_t j;
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for (ms.begin(it); !ms.end(it); ms.next(it)) {
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unsigned int nvert = (int)it.array->m_type;
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unsigned int totpoly = it.totindex/nvert;
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if (totpoly <= 1)
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continue;
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if (it.array->m_type == RAS_DisplayArray::LINE)
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continue;
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// Extract camera Z plane...
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const MT_Vector3 pnorm(transform.getBasis()[2]);
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// unneeded: const MT_Scalar pval = transform.getOrigin()[2];
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vector<polygonSlot> poly_slots(totpoly);
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/* get indices and z into temporary array */
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for (j=0; j<totpoly; j++)
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poly_slots[j].get(it.vertex, it.index, j*nvert, nvert, pnorm);
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/* sort (stable_sort might be better, if flickering happens?) */
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std::sort(poly_slots.begin(), poly_slots.end(), backtofront());
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/* get indices from temporary array again */
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for (j=0; j<totpoly; j++)
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poly_slots[j].set(it.index, j*nvert, nvert);
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}
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}
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bool RAS_MeshObject::HasColliderPolygon()
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{
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int numpolys= NumPolygons();
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for (int p=0; p<numpolys; p++)
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if (m_Polygons[p]->IsCollider())
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return true;
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return false;
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}
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void RAS_MeshObject::SchedulePolygons(int drawingmode)
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{
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if (m_bModified)
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{
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m_bModified = false;
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m_bMeshModified = true;
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}
|
|
}
|