forked from bartvdbraak/blender
2e6d576182
Armatures are back Split screen Double sided lightning Ambient lighting Alpha test Material IPO support (one per object atm) Blender materials GLSL shaders - Python access Up to three texture samplers from the material panel ( 2D & Cube map ) Python access to a second set of uv coordinates See http://www.elysiun.com/forum/viewtopic.php?t=58057
324 lines
7.0 KiB
C++
324 lines
7.0 KiB
C++
/**
|
|
* $Id$
|
|
* ***** BEGIN GPL/BL DUAL 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. The Blender
|
|
* Foundation also sells licenses for use in proprietary software under
|
|
* the Blender License. See http://www.blender.org/BL/ for information
|
|
* about this.
|
|
*
|
|
* 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., 59 Temple Place - Suite 330, Boston, MA 02111-1307, 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/BL DUAL LICENSE BLOCK *****
|
|
*/
|
|
|
|
#include "RAS_MaterialBucket.h"
|
|
|
|
#ifdef HAVE_CONFIG_H
|
|
#include <config.h>
|
|
#endif
|
|
|
|
#ifdef WIN32
|
|
#pragma warning (disable:4786)
|
|
#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
|
|
|
|
|
|
|
|
KX_VertexIndex::KX_VertexIndex(int size)
|
|
{
|
|
m_size = size;
|
|
}
|
|
|
|
|
|
|
|
void KX_VertexIndex::SetIndex(short loc,unsigned int index)
|
|
{
|
|
m_indexarray[loc]=index;
|
|
}
|
|
|
|
|
|
|
|
|
|
bool KX_MeshSlot::Less(const KX_MeshSlot& lhs) const
|
|
{
|
|
bool result = ((m_mesh < lhs.m_mesh ) ||
|
|
((m_mesh == lhs.m_mesh)&&(m_OpenGLMatrix < lhs.m_OpenGLMatrix)));
|
|
|
|
return result;
|
|
}
|
|
|
|
|
|
|
|
RAS_MaterialBucket::RAS_MaterialBucket(RAS_IPolyMaterial* mat)
|
|
:m_bModified(true)
|
|
{
|
|
m_bScheduled=true;
|
|
m_material = mat;
|
|
}
|
|
|
|
|
|
|
|
void RAS_MaterialBucket::SchedulePolygons(int drawingmode)
|
|
{
|
|
m_bScheduled = true;
|
|
}
|
|
|
|
|
|
|
|
void RAS_MaterialBucket::ClearScheduledPolygons()
|
|
{
|
|
m_bScheduled = false;
|
|
}
|
|
|
|
|
|
|
|
RAS_IPolyMaterial* RAS_MaterialBucket::GetPolyMaterial() const
|
|
{
|
|
return m_material;
|
|
}
|
|
|
|
|
|
|
|
void RAS_MaterialBucket::SetMeshSlot(KX_MeshSlot& ms)
|
|
{
|
|
m_meshSlots.insert(ms);
|
|
}
|
|
|
|
|
|
|
|
void RAS_MaterialBucket::RemoveMeshSlot(KX_MeshSlot& ms)
|
|
{
|
|
T_MeshSlotList::iterator it = m_meshSlots.find(ms);
|
|
|
|
if (!(it == m_meshSlots.end()))
|
|
m_meshSlots.erase(it);
|
|
|
|
}
|
|
|
|
|
|
|
|
void RAS_MaterialBucket::MarkVisibleMeshSlot(KX_MeshSlot& ms,
|
|
bool visible,
|
|
bool color,
|
|
const MT_Vector4& rgbavec)
|
|
{
|
|
T_MeshSlotList::iterator it = m_meshSlots.find(ms);
|
|
|
|
assert (!(it == m_meshSlots.end()));
|
|
(*it).m_bVisible = visible;
|
|
(*it).m_bObjectColor = color;
|
|
(*it).m_RGBAcolor= rgbavec;
|
|
}
|
|
|
|
|
|
|
|
bool RAS_MaterialBucket::IsTransparant() const
|
|
{
|
|
return (m_material->IsTransparant());
|
|
}
|
|
|
|
|
|
|
|
void RAS_MaterialBucket::StartFrame()
|
|
{
|
|
}
|
|
|
|
|
|
|
|
void RAS_MaterialBucket::EndFrame()
|
|
{
|
|
}
|
|
|
|
unsigned int RAS_MaterialBucket::NumMeshSlots()
|
|
{
|
|
return m_meshSlots.size();
|
|
}
|
|
|
|
RAS_MaterialBucket::T_MeshSlotList::iterator RAS_MaterialBucket::msBegin()
|
|
{
|
|
return m_meshSlots.begin();
|
|
}
|
|
|
|
RAS_MaterialBucket::T_MeshSlotList::iterator RAS_MaterialBucket::msEnd()
|
|
{
|
|
return m_meshSlots.end();
|
|
}
|
|
|
|
bool RAS_MaterialBucket::ActivateMaterial(const MT_Transform& cameratrans, RAS_IRasterizer* rasty,
|
|
RAS_IRenderTools *rendertools, int &drawmode)
|
|
{
|
|
rendertools->SetViewMat(cameratrans);
|
|
|
|
if (!rasty->SetMaterial(*m_material))
|
|
return false;
|
|
|
|
bool dolights = false;
|
|
const unsigned int flag = m_material->GetFlag();
|
|
|
|
if( flag & RAS_BLENDERMAT)
|
|
dolights = flag &RAS_MULTILIGHT;
|
|
else
|
|
dolights = m_material->GetDrawingMode()&16;
|
|
|
|
if ((rasty->GetDrawingMode() <= RAS_IRasterizer::KX_SOLID) || !dolights)
|
|
{
|
|
rendertools->ProcessLighting(-1);
|
|
}
|
|
else
|
|
{
|
|
rendertools->ProcessLighting(m_material->GetLightLayer());
|
|
}
|
|
|
|
drawmode = (rasty->GetDrawingMode() < RAS_IRasterizer::KX_SOLID ?
|
|
1: (m_material->UsesTriangles() ? 0 : 2));
|
|
|
|
return true;
|
|
}
|
|
|
|
void RAS_MaterialBucket::RenderMeshSlot(const MT_Transform& cameratrans, RAS_IRasterizer* rasty,
|
|
RAS_IRenderTools* rendertools, const KX_MeshSlot &ms, int drawmode)
|
|
{
|
|
if (!ms.m_bVisible)
|
|
return;
|
|
|
|
rendertools->SetClientObject(ms.m_clientObj);
|
|
|
|
/* __NLA Do the deformation */
|
|
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_)
|
|
}
|
|
/* End __NLA */
|
|
|
|
if (rasty->GetDrawingMode() >= RAS_IRasterizer::KX_SOLID)
|
|
ms.m_mesh->SortPolygons(cameratrans*MT_Transform(ms.m_OpenGLMatrix));
|
|
|
|
rendertools->PushMatrix();
|
|
rendertools->applyTransform(rasty,ms.m_OpenGLMatrix,m_material->GetDrawingMode());
|
|
|
|
// Use the text-specific IndexPrimitives for text faces
|
|
if (m_material->GetDrawingMode() & RAS_IRasterizer::RAS_RENDER_3DPOLYGON_TEXT)
|
|
{
|
|
rasty->IndexPrimitives_3DText(
|
|
ms.m_mesh->GetVertexCache(m_material),
|
|
ms.m_mesh->GetIndexCache(m_material),
|
|
drawmode,
|
|
m_material,
|
|
rendertools, // needed for textprinting on polys
|
|
ms.m_bObjectColor,
|
|
ms.m_RGBAcolor);
|
|
|
|
}
|
|
|
|
// for using glMultiTexCoord
|
|
else if(m_material->GetFlag() & RAS_MULTITEX )
|
|
{
|
|
rasty->IndexPrimitivesMulti(
|
|
ms.m_mesh->GetVertexCache(m_material),
|
|
ms.m_mesh->GetIndexCache(m_material),
|
|
drawmode,
|
|
m_material,
|
|
rendertools,
|
|
ms.m_bObjectColor,
|
|
ms.m_RGBAcolor
|
|
);
|
|
}
|
|
|
|
// for using glMultiTexCoord on deformer
|
|
else if(m_material->GetFlag() & RAS_DEFMULTI )
|
|
{
|
|
rasty->IndexPrimitivesMulti(
|
|
ms.m_mesh->GetVertexCache(m_material),
|
|
ms.m_mesh->GetIndexCache(m_material),
|
|
drawmode,
|
|
m_material,
|
|
rendertools,
|
|
ms.m_bObjectColor,
|
|
ms.m_RGBAcolor
|
|
);
|
|
}
|
|
|
|
// Use the (slower) IndexPrimitives_Ex which can recalc face normals & such
|
|
// for deformed objects - eventually should be extended to recalc ALL normals
|
|
else if (ms.m_pDeformer){
|
|
rasty->IndexPrimitives_Ex(
|
|
ms.m_mesh->GetVertexCache(m_material),
|
|
ms.m_mesh->GetIndexCache(m_material),
|
|
drawmode,
|
|
m_material,
|
|
rendertools, // needed for textprinting on polys
|
|
ms.m_bObjectColor,
|
|
ms.m_RGBAcolor
|
|
);
|
|
}
|
|
// Use the normal IndexPrimitives
|
|
else
|
|
{
|
|
rasty->IndexPrimitives(
|
|
ms.m_mesh->GetVertexCache(m_material),
|
|
ms.m_mesh->GetIndexCache(m_material),
|
|
drawmode,
|
|
m_material,
|
|
rendertools, // needed for textprinting on polys
|
|
ms.m_bObjectColor,
|
|
ms.m_RGBAcolor
|
|
);
|
|
}
|
|
|
|
rendertools->PopMatrix();
|
|
}
|
|
|
|
void RAS_MaterialBucket::Render(const MT_Transform& cameratrans,
|
|
RAS_IRasterizer* rasty,
|
|
RAS_IRenderTools* rendertools)
|
|
{
|
|
if (m_meshSlots.begin()== m_meshSlots.end())
|
|
return;
|
|
|
|
//rendertools->SetViewMat(cameratrans);
|
|
|
|
//rasty->SetMaterial(*m_material);
|
|
|
|
if (m_meshSlots.size() >0)
|
|
{
|
|
rendertools->SetClientObject((*m_meshSlots.begin()).m_clientObj);
|
|
}
|
|
|
|
int drawmode;
|
|
|
|
for (T_MeshSlotList::const_iterator it = m_meshSlots.begin();
|
|
! (it == m_meshSlots.end()); ++it)
|
|
{
|
|
while (ActivateMaterial(cameratrans, rasty, rendertools, drawmode))
|
|
RenderMeshSlot(cameratrans, rasty, rendertools, *it, drawmode);
|
|
}
|
|
}
|
|
|
|
|