forked from bartvdbraak/blender
2e6d576182
Armatures are back Split screen Double sided lightning Ambient lighting Alpha test Material IPO support (one per object atm) Blender materials GLSL shaders - Python access Up to three texture samplers from the material panel ( 2D & Cube map ) Python access to a second set of uv coordinates See http://www.elysiun.com/forum/viewtopic.php?t=58057
197 lines
5.4 KiB
C++
197 lines
5.4 KiB
C++
/**
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* $Id$
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* ***** BEGIN GPL/BL DUAL 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. The Blender
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* Foundation also sells licenses for use in proprietary software under
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* the Blender License. See http://www.blender.org/BL/ for information
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* about this.
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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., 59 Temple Place - Suite 330, Boston, MA 02111-1307, 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/BL DUAL LICENSE BLOCK *****
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*/
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#ifdef HAVE_CONFIG_H
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#include <config.h>
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#endif
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#ifdef WIN32
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// don't show these anoying STL warnings
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#pragma warning (disable:4786)
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#endif
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#include "GEN_Map.h"
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#include "RAS_MaterialBucket.h"
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#include "STR_HashedString.h"
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#include "RAS_MeshObject.h"
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#define KX_NUM_MATERIALBUCKETS 100
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#include "RAS_IRasterizer.h"
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#include "RAS_IRenderTools.h"
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#include "RAS_BucketManager.h"
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#include <set>
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RAS_BucketManager::RAS_BucketManager()
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{
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}
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RAS_BucketManager::~RAS_BucketManager()
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{
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RAS_BucketManagerClearAll();
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}
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/**
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* struct alphamesh holds a mesh, (m_ms) it's depth, (m_z) and the bucket it came from (m_bucket.)
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*/
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struct RAS_BucketManager::alphamesh
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{
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public:
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MT_Scalar m_z;
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RAS_MaterialBucket::T_MeshSlotList::iterator m_ms;
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RAS_MaterialBucket *m_bucket;
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alphamesh(MT_Scalar z, RAS_MaterialBucket::T_MeshSlotList::iterator &ms, RAS_MaterialBucket *bucket) :
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m_z(z),
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m_ms(ms),
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m_bucket(bucket)
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{}
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};
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struct RAS_BucketManager::backtofront
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{
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bool operator()(const alphamesh &a, const alphamesh &b)
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{
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return a.m_z < b.m_z;
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}
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};
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void RAS_BucketManager::RenderAlphaBuckets(
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const MT_Transform& cameratrans, RAS_IRasterizer* rasty, RAS_IRenderTools* rendertools)
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{
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BucketList::iterator bit;
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std::multiset<alphamesh, backtofront> alphameshset;
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RAS_MaterialBucket::T_MeshSlotList::iterator mit;
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/* Camera's near plane equation: cam_norm.dot(point) + cam_origin */
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const MT_Vector3 cam_norm(cameratrans.getBasis()[2]);
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const MT_Scalar cam_origin = cameratrans.getOrigin()[2];
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for (bit = m_AlphaBuckets.begin(); bit != m_AlphaBuckets.end(); ++bit)
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{
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(*bit)->ClearScheduledPolygons();
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for (mit = (*bit)->msBegin(); mit != (*bit)->msEnd(); ++mit)
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{
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if ((*mit).m_bVisible)
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{
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MT_Point3 pos((*mit).m_OpenGLMatrix[12], (*mit).m_OpenGLMatrix[13], (*mit).m_OpenGLMatrix[14]);
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alphameshset.insert(alphamesh(MT_dot(cam_norm, pos) + cam_origin, mit, *bit));
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}
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}
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}
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// It shouldn't be strictly necessary to disable depth writes; but
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// it is needed for compatibility.
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rasty->SetDepthMask(RAS_IRasterizer::KX_DEPTHMASK_DISABLED);
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int drawingmode;
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std::multiset< alphamesh, backtofront>::iterator msit = alphameshset.begin();
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for (; msit != alphameshset.end(); ++msit)
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{
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while ((*msit).m_bucket->ActivateMaterial(cameratrans, rasty, rendertools, drawingmode))
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(*msit).m_bucket->RenderMeshSlot(cameratrans, rasty, rendertools, *(*msit).m_ms, drawingmode);
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}
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rasty->SetDepthMask(RAS_IRasterizer::KX_DEPTHMASK_ENABLED);
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}
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void RAS_BucketManager::Renderbuckets(
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const MT_Transform& cameratrans, RAS_IRasterizer* rasty, RAS_IRenderTools* rendertools)
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{
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BucketList::iterator bucket;
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rasty->EnableTextures(false);
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rasty->SetDepthMask(RAS_IRasterizer::KX_DEPTHMASK_ENABLED);
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// beginning each frame, clear (texture/material) caching information
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rasty->ClearCachingInfo();
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RAS_MaterialBucket::StartFrame();
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for (bucket = m_MaterialBuckets.begin(); bucket != m_MaterialBuckets.end(); ++bucket)
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{
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(*bucket)->ClearScheduledPolygons();
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}
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for (bucket = m_MaterialBuckets.begin(); bucket != m_MaterialBuckets.end(); ++bucket)
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{
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if((*bucket)->GetPolyMaterial()->IsZSort())
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rasty->SetAlphaTest(true);
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else
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rasty->SetAlphaTest(false);
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(*bucket)->Render(cameratrans,rasty,rendertools);
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}
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rasty->SetAlphaTest(false);
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RenderAlphaBuckets(cameratrans, rasty, rendertools);
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RAS_MaterialBucket::EndFrame();
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}
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RAS_MaterialBucket* RAS_BucketManager::RAS_BucketManagerFindBucket(RAS_IPolyMaterial * material)
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{
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BucketList::iterator it;
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for (it = m_MaterialBuckets.begin(); it != m_MaterialBuckets.end(); it++)
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{
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if (*(*it)->GetPolyMaterial() == *material)
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return *it;
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}
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for (it = m_AlphaBuckets.begin(); it != m_AlphaBuckets.end(); it++)
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{
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if (*(*it)->GetPolyMaterial() == *material)
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return *it;
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}
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RAS_MaterialBucket *bucket = new RAS_MaterialBucket(material);
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if (bucket->IsTransparant())
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m_AlphaBuckets.push_back(bucket);
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else
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m_MaterialBuckets.push_back(bucket);
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return bucket;
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}
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void RAS_BucketManager::RAS_BucketManagerClearAll()
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{
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BucketList::iterator it;
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for (it = m_MaterialBuckets.begin(); it != m_MaterialBuckets.end(); it++)
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{
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delete (*it);
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}
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for (it = m_AlphaBuckets.begin(); it != m_AlphaBuckets.end(); it++)
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{
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delete(*it);
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}
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m_MaterialBuckets.clear();
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m_AlphaBuckets.clear();
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}
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