blender/source/gameengine/Rasterizer/RAS_OpenGLRasterizer/RAS_ListRasterizer.cpp
Brecht Van Lommel cb89decfdc Merge of first part of changes from the apricot branch, especially
the features that are needed to run the game. Compile tested with
scons, make, but not cmake, that seems to have an issue not related
to these changes. The changes include:

* GLSL support in the viewport and game engine, enable in the game
  menu in textured draw mode.
* Synced and merged part of the duplicated blender and gameengine/
  gameplayer drawing code.
* Further refactoring of game engine drawing code, especially mesh
  storage changed a lot.
* Optimizations in game engine armatures to avoid recomputations.
* A python function to get the framerate estimate in game.

* An option take object color into account in materials.
* An option to restrict shadow casters to a lamp's layers.
* Increase from 10 to 18 texture slots for materials, lamps, word.
  An extra texture slot shows up once the last slot is used.

* Memory limit for undo, not enabled by default yet because it
  needs the .B.blend to be changed.
* Multiple undo for image painting.

* An offset for dupligroups, so not all objects in a group have to
  be at the origin.
2008-09-04 20:51:28 +00:00

246 lines
4.8 KiB
C++

//
#include <iostream>
#include "RAS_ListRasterizer.h"
#ifdef WIN32
#include <windows.h>
#endif // WIN32
#include "GL/glew.h"
#include "RAS_MaterialBucket.h"
#include "RAS_TexVert.h"
#include "MT_assert.h"
//#ifndef NDEBUG
//#ifdef WIN32
//#define spit(x) std::cout << x << std::endl;
//#endif //WIN32
//#else
#define spit(x)
//#endif
RAS_ListSlot::RAS_ListSlot(RAS_ListRasterizer* rasty)
: KX_ListSlot(),
m_list(0),
m_flag(LIST_MODIFY|LIST_CREATE),
m_rasty(rasty)
{
}
int RAS_ListSlot::Release()
{
if (--m_refcount > 0)
return m_refcount;
m_rasty->RemoveListSlot(this);
delete this;
return 0;
}
RAS_ListSlot::~RAS_ListSlot()
{
RemoveList();
}
void RAS_ListSlot::RemoveList()
{
if(m_list != 0) {
spit("Releasing display list (" << m_list << ")");
glDeleteLists((GLuint)m_list, 1);
m_list =0;
}
}
void RAS_ListSlot::DrawList()
{
if(m_flag &LIST_STREAM || m_flag& LIST_NOCREATE) {
RemoveList();
return;
}
if(m_flag &LIST_MODIFY) {
if(m_flag &LIST_CREATE) {
if(m_list == 0) {
m_list = (unsigned int)glGenLists(1);
m_flag = m_flag &~ LIST_CREATE;
spit("Created display list (" << m_list << ")");
}
}
if(m_list != 0)
glNewList((GLuint)m_list, GL_COMPILE);
m_flag |= LIST_BEGIN;
return;
}
glCallList(m_list);
}
void RAS_ListSlot::EndList()
{
if(m_flag & LIST_BEGIN) {
glEndList();
m_flag = m_flag &~(LIST_BEGIN|LIST_MODIFY);
m_flag |= LIST_END;
glCallList(m_list);
}
}
void RAS_ListSlot::SetModified(bool mod)
{
if(mod && !(m_flag & LIST_MODIFY)) {
spit("Modifying list (" << m_list << ")");
m_flag = m_flag &~ LIST_END;
m_flag |= LIST_STREAM;
}
}
bool RAS_ListSlot::End()
{
return (m_flag &LIST_END)!=0;
}
RAS_ListRasterizer::RAS_ListRasterizer(RAS_ICanvas* canvas, bool useVertexArrays, bool lock)
: RAS_VAOpenGLRasterizer(canvas, lock),
mUseVertexArrays(useVertexArrays)
{
// --
}
RAS_ListRasterizer::~RAS_ListRasterizer()
{
ReleaseAlloc();
}
void RAS_ListRasterizer::RemoveListSlot(RAS_ListSlot* list)
{
RAS_Lists::iterator it = mLists.begin();
while(it != mLists.end()) {
if (it->second == list) {
mLists.erase(it);
break;
}
it++;
}
}
RAS_ListSlot* RAS_ListRasterizer::FindOrAdd(RAS_MeshSlot& ms)
{
/*
Keep a copy of constant lists submitted for rendering,
this guards against (replicated)new...delete every frame,
and we can reuse lists!
:: sorted by mesh slot
*/
RAS_ListSlot* localSlot = (RAS_ListSlot*)ms.m_DisplayList;
if(!localSlot) {
RAS_Lists::iterator it = mLists.find(&ms);
if(it == mLists.end()) {
localSlot = new RAS_ListSlot(this);
mLists.insert(std::pair<RAS_MeshSlot*, RAS_ListSlot*>(&ms, localSlot));
} else {
localSlot = static_cast<RAS_ListSlot*>(it->second->AddRef());
}
}
MT_assert(localSlot);
return localSlot;
}
void RAS_ListRasterizer::ReleaseAlloc()
{
RAS_Lists::iterator it = mLists.begin();
while(it != mLists.end()) {
delete it->second;
it++;
}
mLists.clear();
}
void RAS_ListRasterizer::IndexPrimitives(RAS_MeshSlot& ms)
{
RAS_ListSlot* localSlot =0;
if(ms.m_bDisplayList) {
localSlot = FindOrAdd(ms);
localSlot->DrawList();
if(localSlot->End()) {
// save slot here too, needed for replicas and object using same mesh
// => they have the same vertexarray but different mesh slot
ms.m_DisplayList = localSlot;
return;
}
}
if (mUseVertexArrays)
RAS_VAOpenGLRasterizer::IndexPrimitives(ms);
else
RAS_OpenGLRasterizer::IndexPrimitives(ms);
if(ms.m_bDisplayList) {
localSlot->EndList();
ms.m_DisplayList = localSlot;
}
}
void RAS_ListRasterizer::IndexPrimitivesMulti(RAS_MeshSlot& ms)
{
RAS_ListSlot* localSlot =0;
if(ms.m_bDisplayList) {
localSlot = FindOrAdd(ms);
localSlot->DrawList();
if(localSlot->End()) {
// save slot here too, needed for replicas and object using same mesh
// => they have the same vertexarray but different mesh slot
ms.m_DisplayList = localSlot;
return;
}
}
// workaround: note how we do not use vertex arrays for making display
// lists, since glVertexAttribPointerARB doesn't seem to work correct
// in display lists on ATI? either a bug in the driver or in Blender ..
if (mUseVertexArrays && !localSlot)
RAS_VAOpenGLRasterizer::IndexPrimitivesMulti(ms);
else
RAS_OpenGLRasterizer::IndexPrimitivesMulti(ms);
if(ms.m_bDisplayList) {
localSlot->EndList();
ms.m_DisplayList = localSlot;
}
}
bool RAS_ListRasterizer::Init(void)
{
if (mUseVertexArrays) {
return RAS_VAOpenGLRasterizer::Init();
} else {
return RAS_OpenGLRasterizer::Init();
}
}
void RAS_ListRasterizer::SetDrawingMode(int drawingmode)
{
if (mUseVertexArrays) {
RAS_VAOpenGLRasterizer::SetDrawingMode(drawingmode);
} else {
RAS_OpenGLRasterizer::SetDrawingMode(drawingmode);
}
}
void RAS_ListRasterizer::Exit()
{
if (mUseVertexArrays) {
RAS_VAOpenGLRasterizer::Exit();
} else {
RAS_OpenGLRasterizer::Exit();
}
}
// eof