forked from bartvdbraak/blender
2055e968df
The shadow render passes could set a mesh's modified status to false even if they were not rendered. This means their display lists do not get updated. For now, just skip setting all buckets' modified to false during shadow render passes.
381 lines
11 KiB
C++
381 lines
11 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_BucketManager.cpp
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* \ingroup bgerast
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*/
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#ifdef _MSC_VER
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/* don't show these anoying STL warnings */
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# pragma warning (disable:4786)
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#endif
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#include "RAS_MaterialBucket.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_IRasterizer.h"
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#include "RAS_BucketManager.h"
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#include <algorithm>
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/* sorting */
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struct RAS_BucketManager::sortedmeshslot
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{
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public:
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MT_Scalar m_z; /* depth */
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RAS_MeshSlot *m_ms; /* mesh slot */
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RAS_MaterialBucket *m_bucket; /* buck mesh slot came from */
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sortedmeshslot() {}
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void set(RAS_MeshSlot *ms, RAS_MaterialBucket *bucket, const MT_Vector3& pnorm)
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{
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// would be good to use the actual bounding box center instead
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MT_Point3 pos(ms->m_OpenGLMatrix[12], ms->m_OpenGLMatrix[13], ms->m_OpenGLMatrix[14]);
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m_z = MT_dot(pnorm, pos);
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m_ms = ms;
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m_bucket = bucket;
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}
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};
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struct RAS_BucketManager::backtofront
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{
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bool operator()(const sortedmeshslot &a, const sortedmeshslot &b)
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{
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return (a.m_z < b.m_z) || (a.m_z == b.m_z && a.m_ms < b.m_ms);
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}
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};
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struct RAS_BucketManager::fronttoback
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{
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bool operator()(const sortedmeshslot &a, const sortedmeshslot &b)
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{
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return (a.m_z > b.m_z) || (a.m_z == b.m_z && a.m_ms > b.m_ms);
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}
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};
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/* bucket manager */
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RAS_BucketManager::RAS_BucketManager()
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{
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}
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RAS_BucketManager::~RAS_BucketManager()
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{
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BucketList::iterator it;
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for (it = m_SolidBuckets.begin(); it != m_SolidBuckets.end(); it++)
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delete (*it);
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for (it = m_AlphaBuckets.begin(); it != m_AlphaBuckets.end(); it++)
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delete(*it);
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m_SolidBuckets.clear();
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m_AlphaBuckets.clear();
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}
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void RAS_BucketManager::OrderBuckets(const MT_Transform& cameratrans, BucketList& buckets, vector<sortedmeshslot>& slots, bool alpha)
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{
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BucketList::iterator bit;
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list<RAS_MeshSlot>::iterator mit;
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size_t size = 0, i = 0;
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/* Camera's near plane equation: pnorm.dot(point) + pval,
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* but we leave out pval since it's constant anyway */
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const MT_Vector3 pnorm(cameratrans.getBasis()[2]);
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for (bit = buckets.begin(); bit != buckets.end(); ++bit)
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{
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SG_DList::iterator<RAS_MeshSlot> mit((*bit)->GetActiveMeshSlots());
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for (mit.begin(); !mit.end(); ++mit)
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size++;
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}
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slots.resize(size);
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for (bit = buckets.begin(); bit != buckets.end(); ++bit)
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{
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RAS_MaterialBucket* bucket = *bit;
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RAS_MeshSlot* ms;
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// remove the mesh slot form the list, it culls them automatically for next frame
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while ((ms = bucket->GetNextActiveMeshSlot())) {
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slots[i++].set(ms, bucket, pnorm);
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}
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}
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if (alpha)
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sort(slots.begin(), slots.end(), backtofront());
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else
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sort(slots.begin(), slots.end(), fronttoback());
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}
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void RAS_BucketManager::RenderAlphaBuckets(const MT_Transform& cameratrans, RAS_IRasterizer* rasty)
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{
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vector<sortedmeshslot> slots;
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vector<sortedmeshslot>::iterator sit;
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// Having depth masks disabled/enabled gives different artifacts in
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// case no sorting is done or is done inexact. For compatibility, we
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// disable it.
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if (rasty->GetDrawingMode() != RAS_IRasterizer::KX_SHADOW)
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rasty->SetDepthMask(RAS_IRasterizer::KX_DEPTHMASK_DISABLED);
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OrderBuckets(cameratrans, m_AlphaBuckets, slots, true);
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for (sit=slots.begin(); sit!=slots.end(); ++sit) {
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rasty->SetClientObject(sit->m_ms->m_clientObj);
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while (sit->m_bucket->ActivateMaterial(cameratrans, rasty))
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sit->m_bucket->RenderMeshSlot(cameratrans, rasty, *(sit->m_ms));
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// make this mesh slot culled automatically for next frame
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// it will be culled out by frustrum culling
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sit->m_ms->SetCulled(true);
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}
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rasty->SetDepthMask(RAS_IRasterizer::KX_DEPTHMASK_ENABLED);
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}
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void RAS_BucketManager::RenderSolidBuckets(const MT_Transform& cameratrans, RAS_IRasterizer* rasty)
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{
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BucketList::iterator bit;
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rasty->SetDepthMask(RAS_IRasterizer::KX_DEPTHMASK_ENABLED);
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for (bit = m_SolidBuckets.begin(); bit != m_SolidBuckets.end(); ++bit) {
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#if 1
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RAS_MaterialBucket* bucket = *bit;
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RAS_MeshSlot* ms;
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// remove the mesh slot form the list, it culls them automatically for next frame
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while ((ms = bucket->GetNextActiveMeshSlot())) {
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rasty->SetClientObject(ms->m_clientObj);
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while (bucket->ActivateMaterial(cameratrans, rasty))
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bucket->RenderMeshSlot(cameratrans, rasty, *ms);
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// make this mesh slot culled automatically for next frame
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// it will be culled out by frustrum culling
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ms->SetCulled(true);
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}
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#else
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list<RAS_MeshSlot>::iterator mit;
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for (mit = (*bit)->msBegin(); mit != (*bit)->msEnd(); ++mit) {
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if (mit->IsCulled())
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continue;
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rasty->SetClientObject(rasty, mit->m_clientObj);
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while ((*bit)->ActivateMaterial(cameratrans, rasty))
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(*bit)->RenderMeshSlot(cameratrans, rasty, *mit);
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// make this mesh slot culled automatically for next frame
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// it will be culled out by frustrum culling
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mit->SetCulled(true);
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}
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#endif
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}
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/* this code draws meshes order front-to-back instead to reduce overdraw.
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* it turned out slower due to much material state switching, a more clever
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* algorithm might do better. */
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#if 0
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vector<sortedmeshslot> slots;
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vector<sortedmeshslot>::iterator sit;
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OrderBuckets(cameratrans, m_SolidBuckets, slots, false);
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for (sit=slots.begin(); sit!=slots.end(); ++sit) {
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rendertools->SetClientObject(rasty, sit->m_ms->m_clientObj);
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while (sit->m_bucket->ActivateMaterial(cameratrans, rasty))
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sit->m_bucket->RenderMeshSlot(cameratrans, rasty, *(sit->m_ms));
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}
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#endif
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}
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void RAS_BucketManager::Renderbuckets(const MT_Transform& cameratrans, RAS_IRasterizer* rasty)
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{
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/* beginning each frame, clear (texture/material) caching information */
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rasty->ClearCachingInfo();
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RenderSolidBuckets(cameratrans, rasty);
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RenderAlphaBuckets(cameratrans, rasty);
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/* If we're drawing shadows and bucket wasn't rendered (outside of the lamp frustum or doesn't cast shadows)
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* then the mesh is still modified, so we don't want to set MeshModified to false yet (it will mess up
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* updating display lists). Just leave this step for the main render pass.
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*/
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if (rasty->GetDrawingMode() != RAS_IRasterizer::KX_SHADOW) {
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/* All meshes should be up to date now */
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/* Don't do this while processing buckets because some meshes are split between buckets */
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BucketList::iterator bit;
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list<RAS_MeshSlot>::iterator mit;
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for (bit = m_SolidBuckets.begin(); bit != m_SolidBuckets.end(); ++bit) {
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for (mit = (*bit)->msBegin(); mit != (*bit)->msEnd(); ++mit) {
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mit->m_mesh->SetMeshModified(false);
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}
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}
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for (bit = m_AlphaBuckets.begin(); bit != m_AlphaBuckets.end(); ++bit) {
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for (mit = (*bit)->msBegin(); mit != (*bit)->msEnd(); ++mit) {
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mit->m_mesh->SetMeshModified(false);
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}
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}
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}
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rasty->SetClientObject(NULL);
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}
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RAS_MaterialBucket *RAS_BucketManager::FindBucket(RAS_IPolyMaterial *material, bool &bucketCreated)
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{
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BucketList::iterator it;
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bucketCreated = false;
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for (it = m_SolidBuckets.begin(); it != m_SolidBuckets.end(); it++)
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if (*(*it)->GetPolyMaterial() == *material)
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return *it;
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for (it = m_AlphaBuckets.begin(); it != m_AlphaBuckets.end(); it++)
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if (*(*it)->GetPolyMaterial() == *material)
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return *it;
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RAS_MaterialBucket *bucket = new RAS_MaterialBucket(material);
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bucketCreated = true;
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if (bucket->IsAlpha())
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m_AlphaBuckets.push_back(bucket);
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else
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m_SolidBuckets.push_back(bucket);
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return bucket;
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}
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void RAS_BucketManager::OptimizeBuckets(MT_Scalar distance)
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{
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BucketList::iterator bit;
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distance = 10.0;
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for (bit = m_SolidBuckets.begin(); bit != m_SolidBuckets.end(); ++bit)
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(*bit)->Optimize(distance);
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for (bit = m_AlphaBuckets.begin(); bit != m_AlphaBuckets.end(); ++bit)
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(*bit)->Optimize(distance);
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}
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void RAS_BucketManager::ReleaseDisplayLists(RAS_IPolyMaterial *mat)
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{
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BucketList::iterator bit;
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list<RAS_MeshSlot>::iterator mit;
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for (bit = m_SolidBuckets.begin(); bit != m_SolidBuckets.end(); ++bit) {
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if (mat == NULL || (mat == (*bit)->GetPolyMaterial())) {
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for (mit = (*bit)->msBegin(); mit != (*bit)->msEnd(); ++mit) {
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if (mit->m_DisplayList) {
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mit->m_DisplayList->Release();
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mit->m_DisplayList = NULL;
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}
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}
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}
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}
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for (bit = m_AlphaBuckets.begin(); bit != m_AlphaBuckets.end(); ++bit) {
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if (mat == NULL || (mat == (*bit)->GetPolyMaterial())) {
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for (mit = (*bit)->msBegin(); mit != (*bit)->msEnd(); ++mit) {
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if (mit->m_DisplayList) {
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mit->m_DisplayList->Release();
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mit->m_DisplayList = NULL;
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}
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}
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}
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}
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}
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void RAS_BucketManager::ReleaseMaterials(RAS_IPolyMaterial * mat)
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{
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BucketList::iterator bit;
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list<RAS_MeshSlot>::iterator mit;
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for (bit = m_SolidBuckets.begin(); bit != m_SolidBuckets.end(); ++bit) {
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if (mat == NULL || (mat == (*bit)->GetPolyMaterial())) {
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(*bit)->GetPolyMaterial()->ReleaseMaterial();
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}
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}
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for (bit = m_AlphaBuckets.begin(); bit != m_AlphaBuckets.end(); ++bit) {
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if (mat == NULL || (mat == (*bit)->GetPolyMaterial())) {
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(*bit)->GetPolyMaterial()->ReleaseMaterial();
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}
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}
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}
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/* frees the bucket, only used when freeing scenes */
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void RAS_BucketManager::RemoveMaterial(RAS_IPolyMaterial * mat)
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{
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BucketList::iterator bit, bitp;
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list<RAS_MeshSlot>::iterator mit;
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int i;
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for (i=0; i<m_SolidBuckets.size(); i++) {
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RAS_MaterialBucket *bucket = m_SolidBuckets[i];
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if (mat == bucket->GetPolyMaterial()) {
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m_SolidBuckets.erase(m_SolidBuckets.begin()+i);
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delete bucket;
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i--;
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}
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}
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for (int i=0; i<m_AlphaBuckets.size(); i++) {
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RAS_MaterialBucket *bucket = m_AlphaBuckets[i];
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if (mat == bucket->GetPolyMaterial()) {
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m_AlphaBuckets.erase(m_AlphaBuckets.begin()+i);
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delete bucket;
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i--;
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}
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}
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}
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//#include <stdio.h>
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void RAS_BucketManager::MergeBucketManager(RAS_BucketManager *other, SCA_IScene *scene)
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{
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/* concatinate lists */
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// printf("BEFORE %d %d\n", GetSolidBuckets().size(), GetAlphaBuckets().size());
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GetSolidBuckets().insert( GetSolidBuckets().end(), other->GetSolidBuckets().begin(), other->GetSolidBuckets().end() );
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other->GetSolidBuckets().clear();
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GetAlphaBuckets().insert( GetAlphaBuckets().end(), other->GetAlphaBuckets().begin(), other->GetAlphaBuckets().end() );
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other->GetAlphaBuckets().clear();
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//printf("AFTER %d %d\n", GetSolidBuckets().size(), GetAlphaBuckets().size());
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}
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