blender/source/gameengine/Rasterizer/RAS_MaterialBucket.h
Benoit Bolsee d11a5bbef2 BGE: Support mesh modifiers in the game engine.
Realtime modifiers applied on mesh objects will be supported in 
the game engine with the following limitations:

- Only real time modifiers are supported (basically all of them!)
- Virtual modifiers resulting from parenting are not supported: 
  armature, curve, lattice. You can still use these modifiers 
  (armature is really not recommended) but in non parent mode. 
  The BGE has it's own parenting capability for armature.
- Modifiers are computed on the host (using blender modifier
  stack).
- Modifiers are statically evaluated: any possible time dependency
  in the modifiers is not supported (don't know enough about
  modifiers to be more specific).
- Modifiers are reevaluated if the underlying mesh is deformed
  due to shape action or armature action. Beware that this is 
  very CPU intensive; modifiers should really be used for static
  objects only.
- Physics is still based on the original mesh: if you have a 
  mirror modifier, the physic shape will be limited to one half
  of the resulting object. Therefore, the modifiers should 
  preferably be used on graphic objects.
- Scripts have no access to the modified mesh. 
- Modifiers that are based on objects interaction (boolean,..)
  will not be dependent on the objects position in the GE.
  What you see in the 3D view is what you get in the GE regardless
  on the object position, velocity, etc.

Besides that, the feature is compatible with all the BGE features
that affect meshes: armature action, shape action, relace mesh, 
VideoTexture, add object, dupligroup.

Known problems:
- This feature is a bit hacky: the BGE uses the derived mesh draw 
  functions to display the object. This drawing method is a
  bit slow and is not 100% compatible with the BGE. There may
  be some problems in multi-texture mode: the multi-texture
  coordinates are not sent to the GPU. 
  Texface and GLSL on the other hand should be fully supported.
- Culling is still based on the extend of the original mesh. 
  If you have a modifer that extends the size of the mesh, 
  the object may disappear while still in the view frustrum.
- Derived mesh is not shared between replicas.
  The derived mesh is allocated and computed for each object
  with modifiers, regardless if they are static replicas.
- Display list are not created on objects with modifiers.
  
I should be able to fix the above problems before release.
However, the feature is already useful for game development.
Once you are ready to release the game, you can apply the modifiers
to get back display list support and mesh sharing capability.

MSVC, scons, Cmake, makefile updated.

Enjoy
/benoit
2009-04-21 11:01:09 +00:00

220 lines
5.2 KiB
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/**
* $Id$
*
* ***** 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 *****
*/
#ifndef __RAS_MATERIALBUCKET
#define __RAS_MATERIALBUCKET
#include "RAS_TexVert.h"
#include "GEN_Map.h"
#include "STR_HashedString.h"
#include "MT_Transform.h"
#include "RAS_IPolygonMaterial.h"
#include "RAS_IRasterizer.h"
#include "RAS_Deformer.h"
#include <vector>
#include <set>
#include <list>
using namespace std;
/* Display List Slot */
class KX_ListSlot
{
protected:
int m_refcount;
public:
KX_ListSlot(){ m_refcount=1; }
virtual ~KX_ListSlot() {}
virtual int Release() {
if (--m_refcount > 0)
return m_refcount;
delete this;
return 0;
}
virtual KX_ListSlot* AddRef() {
m_refcount++;
return this;
}
virtual void SetModified(bool mod)=0;
};
class RAS_DisplayArray;
class RAS_MeshSlot;
class RAS_MeshMaterial;
class RAS_MaterialBucket;
struct DerivedMesh;
/* An array with data used for OpenGL drawing */
class RAS_DisplayArray
{
public:
vector<RAS_TexVert> m_vertex;
vector<unsigned short> m_index;
enum { LINE = 2, TRIANGLE = 3, QUAD = 4 } m_type;
//RAS_MeshSlot *m_origSlot;
int m_users;
enum { BUCKET_MAX_INDEX = 65535 };
enum { BUCKET_MAX_VERTEX = 65535 };
};
/* Entry of a RAS_MeshObject into RAS_MaterialBucket */
typedef std::vector<RAS_DisplayArray*> RAS_DisplayArrayList;
class RAS_MeshSlot
{
friend class RAS_ListRasterizer;
private:
// indices into display arrays
int m_startarray;
int m_endarray;
int m_startindex;
int m_endindex;
int m_startvertex;
int m_endvertex;
RAS_DisplayArrayList m_displayArrays;
// for construction only
RAS_DisplayArray* m_currentArray;
public:
// for rendering
RAS_MaterialBucket* m_bucket;
RAS_MeshObject* m_mesh;
void* m_clientObj;
RAS_Deformer* m_pDeformer;
DerivedMesh* m_pDerivedMesh;
double* m_OpenGLMatrix;
// visibility
bool m_bVisible;
bool m_bCulled;
// object color
bool m_bObjectColor;
MT_Vector4 m_RGBAcolor;
// display lists
KX_ListSlot* m_DisplayList;
bool m_bDisplayList;
// joined mesh slots
RAS_MeshSlot* m_joinSlot;
MT_Matrix4x4 m_joinInvTransform;
list<RAS_MeshSlot*> m_joinedSlots;
RAS_MeshSlot();
RAS_MeshSlot(const RAS_MeshSlot& slot);
virtual ~RAS_MeshSlot();
void init(RAS_MaterialBucket *bucket, int numverts);
struct iterator {
RAS_DisplayArray *array;
RAS_TexVert *vertex;
unsigned short *index;
size_t startvertex;
size_t endvertex;
size_t totindex;
size_t arraynum;
};
void begin(iterator& it);
void next(iterator& it);
bool end(iterator& it);
/* used during construction */
void SetDisplayArray(int numverts);
RAS_DisplayArray *CurrentDisplayArray();
void SetDeformer(RAS_Deformer* deformer);
void AddPolygon(int numverts);
int AddVertex(const RAS_TexVert& tv);
void AddPolygonVertex(int offset);
/* optimization */
bool Split(bool force=false);
bool Join(RAS_MeshSlot *target, MT_Scalar distance);
bool Equals(RAS_MeshSlot *target);
bool IsCulled();
void SetCulled(bool culled) { m_bCulled = culled; }
};
/* Used by RAS_MeshObject, to point to it's slots in a bucket */
class RAS_MeshMaterial
{
public:
RAS_MeshSlot *m_baseslot;
class RAS_MaterialBucket *m_bucket;
GEN_Map<GEN_HashedPtr,RAS_MeshSlot*> m_slots;
};
/* Contains a list of display arrays with the same material,
* and a mesh slot for each mesh that uses display arrays in
* this bucket */
class RAS_MaterialBucket
{
public:
RAS_MaterialBucket(RAS_IPolyMaterial* mat);
virtual ~RAS_MaterialBucket();
/* Bucket Sorting */
struct less;
typedef set<RAS_MaterialBucket*, less> Set;
/* Material Properties */
RAS_IPolyMaterial* GetPolyMaterial() const;
bool IsAlpha() const;
bool IsZSort() const;
/* Rendering */
bool ActivateMaterial(const MT_Transform& cameratrans, RAS_IRasterizer* rasty,
RAS_IRenderTools *rendertools);
void RenderMeshSlot(const MT_Transform& cameratrans, RAS_IRasterizer* rasty,
RAS_IRenderTools* rendertools, RAS_MeshSlot &ms);
/* Mesh Slot Access */
list<RAS_MeshSlot>::iterator msBegin();
list<RAS_MeshSlot>::iterator msEnd();
class RAS_MeshSlot* AddMesh(int numverts);
class RAS_MeshSlot* CopyMesh(class RAS_MeshSlot *ms);
void RemoveMesh(class RAS_MeshSlot* ms);
void Optimize(MT_Scalar distance);
private:
list<RAS_MeshSlot> m_meshSlots;
RAS_IPolyMaterial* m_material;
};
#endif //__RAS_MATERIAL_BUCKET