blender/source/gameengine/Rasterizer/RAS_MeshObject.h
Kester Maddock e5cc9abceb Fix Bug #1309 Disabling Actor leaves Ghost, Dynamic and Rigid Body etc enabled.
Depth sorting for Transparent polygons.  Use ZTransp in Material buttons to enable.
This will cause an object's polygons to be sorted (back to front for alpha polygons, front to back for solid polygons.)
2004-05-26 12:01:08 +00:00

287 lines
6.7 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 *****
*/
#ifndef __RAS_MESHOBJECT
#define __RAS_MESHOBJECT
#ifdef WIN32
// disable the STL warnings ("debug information length > 255")
#pragma warning (disable:4786)
#endif
#include <vector>
#include <set>
#include "RAS_Polygon.h"
#include "RAS_MaterialBucket.h"
#include "MT_Transform.h"
#include "GEN_HashedPtr.h"
/**
* This class holds an array of vertices and indicies.
*/
class KX_ArrayOptimizer
{
public:
KX_ArrayOptimizer(int index)
: m_index1(index)
{};
virtual ~KX_ArrayOptimizer();
vector<KX_VertexArray*> m_VertexArrayCache1;
vector<int> m_TriangleArrayCount;
vector<KX_IndexArray*> m_IndexArrayCache1;
/**
order in which they are stored into the mesh
*/
int m_index1;
};
/**
* This struct holds a triangle.
*/
struct RAS_TriangleIndex
{
public:
int m_index[3];
int m_array;
RAS_IPolyMaterial* m_matid;
bool m_collider;
};
/**
* This class looks horribly broken. Only m_matid is used, and
* m_matid is a (int) RAS_IPolyMaterial*.
* --> m_matid == lhs.m_matid should be *m_matid == *lhs.m_matid
*/
class RAS_MatArrayIndex
{
public:
int m_arrayindex1;
RAS_IPolyMaterial* m_matid;
int m_array;
int m_index;
/*
inline bool Less(const RAS_MatArrayIndex& lhs) const {
bool result =
( (m_matid < lhs.m_matid) ||
((m_matid == lhs.m_matid)&&(m_array < lhs.m_array)) ||
((m_matid == lhs.m_matid) && (m_array == lhs.m_array) &&
(m_index < lhs.m_index))
);
return result;
}
*/
};
/*
inline bool operator <( const RAS_MatArrayIndex& rhs,const RAS_MatArrayIndex& lhs)
{
return ( rhs.Less(lhs));
}*/
/**
* RAS_MeshObject stores mesh data for the renderer.
*/
class RAS_MeshObject
{
enum { BUCKET_MAX_INDICES = 16384 };//2048};//8192};
enum { BUCKET_MAX_TRIANGLES = 4096 };
// GEN_Map<class RAS_IPolyMaterial,KX_ArrayOptimizer*> m_matVertexArrayS;
//vector<class RAS_IPolyMaterial*,KX_ArrayOptimizer> m_vertexArrays;
virtual KX_ArrayOptimizer* GetArrayOptimizer(RAS_IPolyMaterial* polymat);
//vector<RAS_Polygon*> m_polygons;
unsigned int m_debugcolor;
bool m_bModified;
int m_lightlayer;
vector<class RAS_Polygon*> m_Polygons;
STR_String m_name;
static STR_String s_emptyname;
bool m_zsort;
struct polygonSlot
{
float m_z;
RAS_Polygon *m_poly;
polygonSlot(float z, RAS_Polygon* poly) :
m_z(z),
m_poly(poly)
{}
/**
* pnorm and pval form the plane equation that the distance from is used to
* sort against.
*/
polygonSlot(const MT_Vector3 &pnorm, const MT_Scalar &pval, RAS_MeshObject* mesh, RAS_Polygon* poly);
};
struct backtofront
{
bool operator()(const polygonSlot &a, const polygonSlot &b) const
{
return a.m_z < b.m_z;
}
};
struct fronttoback
{
bool operator()(const polygonSlot &a, const polygonSlot &b) const
{
return a.m_z > b.m_z;
}
};
protected:
GEN_Map<class RAS_IPolyMaterial,KX_ArrayOptimizer*> m_matVertexArrayS;
RAS_MaterialBucket::Set m_materials;
public:
// for now, meshes need to be in a certain layer (to avoid sorting on lights in realtime)
RAS_MeshObject(int lightlayer);
virtual ~RAS_MeshObject();
vector<RAS_IPolyMaterial*> m_sortedMaterials;
vector<vector<RAS_MatArrayIndex> > m_xyz_index_to_vertex_index_mapping;
vector<RAS_TriangleIndex > m_triangle_indices;
int m_class;
unsigned int GetLightLayer();
int NumMaterials();
const STR_String& GetMaterialName(unsigned int matid);
RAS_MaterialBucket* GetMaterialBucket(unsigned int matid);
const STR_String& GetTextureName(unsigned int matid);
virtual void AddPolygon(RAS_Polygon* poly);
void UpdateMaterialList();
int NumPolygons();
RAS_Polygon* GetPolygon(int num);
virtual void Bucketize(
double* oglmatrix,
void* clientobj,
bool useObjectColor,
const MT_Vector4& rgbavec
);
void RemoveFromBuckets(
double* oglmatrix,
void* clientobj
);
void MarkVisible(
double* oglmatrix,
void* clientobj,
bool visible,
bool useObjectColor,
const MT_Vector4& rgbavec
);
void DebugColor(unsigned int abgr);
void SortPolygons(const MT_Transform &transform);
void SchedulePolygons(
const MT_Transform &transform,
int drawingmode,
class RAS_IRasterizer* rasty
);
void ClearArrayData();
RAS_MaterialBucket::Set::iterator GetFirstMaterial();
RAS_MaterialBucket::Set::iterator GetLastMaterial();
virtual RAS_TexVert* GetVertex(
short array,
short index,
RAS_IPolyMaterial* polymat
);
virtual int FindVertexArray(
int numverts,
RAS_IPolyMaterial* polymat
);
void SchedulePoly(
const KX_VertexIndex& idx,
int numverts,
RAS_IPolyMaterial* mat
);
void ScheduleWireframePoly(
const KX_VertexIndex& idx,
int numverts,
int edgecode,
RAS_IPolyMaterial* mat
);
// find (and share) or add vertices
// for some speedup, only the last 20 added vertices are searched for equality
virtual int FindOrAddVertex(
int vtxarray,
const MT_Point3& xyz,
const MT_Point2& uv,
const unsigned int rgbacolor,
const MT_Vector3& normal,
RAS_IPolyMaterial* mat,
int orgindex
);
const vecVertexArray& GetVertexCache (RAS_IPolyMaterial* mat);
int GetVertexArrayLength(RAS_IPolyMaterial* mat);
RAS_TexVert* GetVertex(
unsigned int matid,
unsigned int index
);
const vecIndexArrays& GetIndexCache (RAS_IPolyMaterial* mat);
void SetName(STR_String name);
const STR_String& GetName();
};
#endif //__RAS_MESHOBJECT