forked from bartvdbraak/blender
ef0473994b
* 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.
163 lines
4.1 KiB
C++
163 lines
4.1 KiB
C++
/*
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* ***** BEGIN GPL LICENSE BLOCK *****
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*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software Foundation,
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* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*
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* The Original Code is Copyright (C) 2001-2002 by NaN Holding BV.
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* All rights reserved.
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*
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* The Original Code is: all of this file.
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*
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* Contributor(s): none yet.
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*
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* ***** END GPL LICENSE BLOCK *****
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*/
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/** \file gameengine/Rasterizer/RAS_TexVert.cpp
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* \ingroup bgerast
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*/
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#include "RAS_TexVert.h"
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#include "MT_Matrix4x4.h"
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RAS_TexVert::RAS_TexVert(const MT_Point3& xyz,
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const MT_Point2 uvs[MAX_UNIT],
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const MT_Vector4& tangent,
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const unsigned int rgba,
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const MT_Vector3& normal,
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const bool flat,
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const unsigned int origindex)
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{
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xyz.getValue(m_localxyz);
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SetRGBA(rgba);
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SetNormal(normal);
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tangent.getValue(m_tangent);
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m_flag = (flat)? FLAT: 0;
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m_origindex = origindex;
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m_unit = 2;
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m_softBodyIndex = -1;
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for (int i = 0; i < MAX_UNIT; ++i)
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{
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uvs[i].getValue(m_uvs[i]);
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}
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}
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const MT_Point3& RAS_TexVert::xyz()
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{
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g_pt3.setValue(m_localxyz);
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return g_pt3;
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}
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void RAS_TexVert::SetRGBA(const MT_Vector4& rgba)
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{
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unsigned char *colp = (unsigned char*) &m_rgba;
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colp[0] = (unsigned char) (rgba[0] * 255.0);
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colp[1] = (unsigned char) (rgba[1] * 255.0);
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colp[2] = (unsigned char) (rgba[2] * 255.0);
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colp[3] = (unsigned char) (rgba[3] * 255.0);
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}
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void RAS_TexVert::SetXYZ(const MT_Point3& xyz)
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{
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xyz.getValue(m_localxyz);
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}
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void RAS_TexVert::SetXYZ(const float xyz[3])
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{
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m_localxyz[0] = xyz[0]; m_localxyz[1] = xyz[1]; m_localxyz[2] = xyz[2];
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}
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void RAS_TexVert::SetUV(int index, const MT_Point2& uv)
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{
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uv.getValue(m_uvs[index]);
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}
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void RAS_TexVert::SetUV(int index, const float uv[2])
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{
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m_uvs[index][0] = uv[0];
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m_uvs[index][1] = uv[1];
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}
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void RAS_TexVert::SetRGBA(const unsigned int rgba)
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{
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m_rgba = rgba;
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}
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void RAS_TexVert::SetFlag(const short flag)
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{
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m_flag = flag;
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}
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void RAS_TexVert::SetUnit(const unsigned int u)
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{
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m_unit = u <= (unsigned int) MAX_UNIT ? u: (unsigned int)MAX_UNIT;
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}
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void RAS_TexVert::SetNormal(const MT_Vector3& normal)
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{
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normal.getValue(m_normal);
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}
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void RAS_TexVert::SetTangent(const MT_Vector3& tangent)
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{
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tangent.getValue(m_tangent);
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}
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// compare two vertices, and return TRUE if both are almost identical (they can be shared)
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bool RAS_TexVert::closeTo(const RAS_TexVert* other)
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{
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bool uv_match = true;
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for (int i=0; i<MAX_UNIT; i++)
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uv_match = uv_match && MT_fuzzyEqual(MT_Vector2(m_uvs[i]), MT_Vector2(other->m_uvs[i]));
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return (
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/* m_flag == other->m_flag && */
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/* at the moment the face only stores the smooth/flat setting so don't bother comparing it */
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m_rgba == other->m_rgba &&
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MT_fuzzyEqual(MT_Vector3(m_normal), MT_Vector3(other->m_normal)) &&
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MT_fuzzyEqual(MT_Vector3(m_tangent), MT_Vector3(other->m_tangent)) &&
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uv_match /* &&
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MT_fuzzyEqual(MT_Vector3(m_localxyz), MT_Vector3(other->m_localxyz))*/);
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/* don't bother comparing m_localxyz since we know there from the same vert */
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}
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short RAS_TexVert::getFlag() const
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{
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return m_flag;
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}
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unsigned int RAS_TexVert::getUnit() const
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{
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return m_unit;
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}
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void RAS_TexVert::Transform(const MT_Matrix4x4& mat, const MT_Matrix4x4& nmat)
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{
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SetXYZ((mat*MT_Vector4(m_localxyz[0], m_localxyz[1], m_localxyz[2], 1.0)).getValue());
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SetNormal((nmat*MT_Vector4(m_normal[0], m_normal[1], m_normal[2], 1.0)).getValue());
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SetTangent((nmat*MT_Vector4(m_tangent[0], m_tangent[1], m_tangent[2], 1.0)).getValue());
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}
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void RAS_TexVert::TransformUV(int index, const MT_Matrix4x4& mat)
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{
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SetUV(index, (mat * MT_Vector4(m_uvs[index][0], m_uvs[index][1], 0.0, 1.0)).getValue());
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}
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