blender/source/gameengine/Rasterizer/RAS_MaterialBucket.cpp
Brecht Van Lommel 99fdf27af9 Sync with Apricot Game Engine
=============================

* Clean up and optimizations in skinned/deformed mesh code.
* Compatibility fixes and clean up in the rasterizer.
* Changes related to GLSL shadow buffers which should have no
  effect, to keep the code in sync with apricot.
2008-07-10 12:47:20 +00:00

301 lines
6.7 KiB
C++

/**
* $Id$
* ***** 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., 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 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;
}
KX_MeshSlot::~KX_MeshSlot()
{
if (m_DisplayList)
m_DisplayList->Release();
}
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, RAS_IRasterizer::DrawMode &drawmode)
{
rendertools->SetViewMat(cameratrans);
if (!rasty->SetMaterial(*m_material))
return false;
if (m_material->UsesLighting(rasty))
rendertools->ProcessLighting(RAS_IRenderTools::RAS_LIGHT_OBJECT_LAYER/*m_material->GetLightLayer()*/);
else
rendertools->ProcessLighting(-1);
if(rasty->GetDrawingMode() < RAS_IRasterizer::KX_SOLID)
drawmode = RAS_IRasterizer::KX_MODE_LINES;
else if(m_material->UsesTriangles())
drawmode = RAS_IRasterizer::KX_MODE_TRIANGLES;
else
drawmode = RAS_IRasterizer::KX_MODE_QUADS;
return true;
}
void RAS_MaterialBucket::RenderMeshSlot(const MT_Transform& cameratrans, RAS_IRasterizer* rasty,
RAS_IRenderTools* rendertools, const KX_MeshSlot &ms, RAS_IRasterizer::DrawMode drawmode)
{
if (!ms.m_bVisible)
return;
m_material->ActivateMeshSlot(ms, rasty);
/* __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());
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
KX_ListSlot **displaylist;
if(ms.m_pDeformer)
displaylist = 0;
else if(!ms.m_DisplayList && rasty->GetDrawingMode() == RAS_IRasterizer::KX_SHADOW)
displaylist = 0;
else
displaylist = &ms.m_DisplayList;
// 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,
ms.m_bObjectColor,
ms.m_RGBAcolor,
displaylist);
}
// Use the normal IndexPrimitives
else
{
rasty->IndexPrimitives(
ms.m_mesh->GetVertexCache(m_material),
ms.m_mesh->GetIndexCache(m_material),
drawmode,
ms.m_bObjectColor,
ms.m_RGBAcolor,
displaylist);
}
if(rasty->QueryLists()) {
if(ms.m_DisplayList)
ms.m_mesh->SetMeshModified(false);
}
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);
RAS_IRasterizer::DrawMode drawmode;
for (T_MeshSlotList::const_iterator it = m_meshSlots.begin();
! (it == m_meshSlots.end()); ++it)
{
rendertools->SetClientObject((*it).m_clientObj);
while (ActivateMaterial(cameratrans, rasty, rendertools, drawmode)) {
RenderMeshSlot(cameratrans, rasty, rendertools, *it, drawmode);
}
}
// to reset the eventual GL_CW mode
rendertools->SetClientObject(NULL);
}