blender/source/gameengine/Rasterizer/RAS_TexVert.cpp
Mitchell Stokes ef0473994b BGE: Some as of yet unmerged work I did in the Swiss branch. These changes include:
* Cleaning up the conversion code to avoid a per-face material conversion. Materials are now stored in buckets and only converted if a new material is found. This replaces some of Campbell's earlier work on the subject. His work wasn't as thorough, but it was much safer for a release.
  * Shaders are only compiled for LibLoaded materials once. Before they could be compiled twice, which could really slow things down.
  * Refactoring the rasterizer code to use a strategy design pattern to handle different geometry rendering methods such as immediate mode, vertex arrays and vertex buffer objects. VBOs are added, but they will be disabled in a following commit since they are still slower than vertex arrays with display lists. However, VBOs are still useful for mobile, so it's good to keep them around.
  * Better multi-uv support. The BGE should now be able to handle more than two UV layers, which should help it better match the viewport.
2012-12-18 20:56:25 +00:00

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4.1 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_TexVert.cpp
* \ingroup bgerast
*/
#include "RAS_TexVert.h"
#include "MT_Matrix4x4.h"
RAS_TexVert::RAS_TexVert(const MT_Point3& xyz,
const MT_Point2 uvs[MAX_UNIT],
const MT_Vector4& tangent,
const unsigned int rgba,
const MT_Vector3& normal,
const bool flat,
const unsigned int origindex)
{
xyz.getValue(m_localxyz);
SetRGBA(rgba);
SetNormal(normal);
tangent.getValue(m_tangent);
m_flag = (flat)? FLAT: 0;
m_origindex = origindex;
m_unit = 2;
m_softBodyIndex = -1;
for (int i = 0; i < MAX_UNIT; ++i)
{
uvs[i].getValue(m_uvs[i]);
}
}
const MT_Point3& RAS_TexVert::xyz()
{
g_pt3.setValue(m_localxyz);
return g_pt3;
}
void RAS_TexVert::SetRGBA(const MT_Vector4& rgba)
{
unsigned char *colp = (unsigned char*) &m_rgba;
colp[0] = (unsigned char) (rgba[0] * 255.0);
colp[1] = (unsigned char) (rgba[1] * 255.0);
colp[2] = (unsigned char) (rgba[2] * 255.0);
colp[3] = (unsigned char) (rgba[3] * 255.0);
}
void RAS_TexVert::SetXYZ(const MT_Point3& xyz)
{
xyz.getValue(m_localxyz);
}
void RAS_TexVert::SetXYZ(const float xyz[3])
{
m_localxyz[0] = xyz[0]; m_localxyz[1] = xyz[1]; m_localxyz[2] = xyz[2];
}
void RAS_TexVert::SetUV(int index, const MT_Point2& uv)
{
uv.getValue(m_uvs[index]);
}
void RAS_TexVert::SetUV(int index, const float uv[2])
{
m_uvs[index][0] = uv[0];
m_uvs[index][1] = uv[1];
}
void RAS_TexVert::SetRGBA(const unsigned int rgba)
{
m_rgba = rgba;
}
void RAS_TexVert::SetFlag(const short flag)
{
m_flag = flag;
}
void RAS_TexVert::SetUnit(const unsigned int u)
{
m_unit = u <= (unsigned int) MAX_UNIT ? u: (unsigned int)MAX_UNIT;
}
void RAS_TexVert::SetNormal(const MT_Vector3& normal)
{
normal.getValue(m_normal);
}
void RAS_TexVert::SetTangent(const MT_Vector3& tangent)
{
tangent.getValue(m_tangent);
}
// compare two vertices, and return TRUE if both are almost identical (they can be shared)
bool RAS_TexVert::closeTo(const RAS_TexVert* other)
{
bool uv_match = true;
for (int i=0; i<MAX_UNIT; i++)
uv_match = uv_match && MT_fuzzyEqual(MT_Vector2(m_uvs[i]), MT_Vector2(other->m_uvs[i]));
return (
/* m_flag == other->m_flag && */
/* at the moment the face only stores the smooth/flat setting so don't bother comparing it */
m_rgba == other->m_rgba &&
MT_fuzzyEqual(MT_Vector3(m_normal), MT_Vector3(other->m_normal)) &&
MT_fuzzyEqual(MT_Vector3(m_tangent), MT_Vector3(other->m_tangent)) &&
uv_match /* &&
MT_fuzzyEqual(MT_Vector3(m_localxyz), MT_Vector3(other->m_localxyz))*/);
/* don't bother comparing m_localxyz since we know there from the same vert */
}
short RAS_TexVert::getFlag() const
{
return m_flag;
}
unsigned int RAS_TexVert::getUnit() const
{
return m_unit;
}
void RAS_TexVert::Transform(const MT_Matrix4x4& mat, const MT_Matrix4x4& nmat)
{
SetXYZ((mat*MT_Vector4(m_localxyz[0], m_localxyz[1], m_localxyz[2], 1.0)).getValue());
SetNormal((nmat*MT_Vector4(m_normal[0], m_normal[1], m_normal[2], 1.0)).getValue());
SetTangent((nmat*MT_Vector4(m_tangent[0], m_tangent[1], m_tangent[2], 1.0)).getValue());
}
void RAS_TexVert::TransformUV(int index, const MT_Matrix4x4& mat)
{
SetUV(index, (mat * MT_Vector4(m_uvs[index][0], m_uvs[index][1], 0.0, 1.0)).getValue());
}