Sync with Apricot Game Engine

=============================

* Clean up and optimizations in skinned/deformed mesh code.
* Compatibility fixes and clean up in the rasterizer.
* Changes related to GLSL shadow buffers which should have no
  effect, to keep the code in sync with apricot.
This commit is contained in:
Brecht Van Lommel
2008-07-10 12:47:20 +00:00
parent 3d7358539d
commit 99fdf27af9
42 changed files with 762 additions and 751 deletions

View File

@@ -59,9 +59,9 @@ bool RAS_VAOpenGLRasterizer::Init(void)
if (result)
{
glEnableClientState(GL_VERTEX_ARRAY);
glDisableClientState(GL_TEXTURE_COORD_ARRAY);
glEnableClientState(GL_NORMAL_ARRAY);
glDisableClientState(GL_COLOR_ARRAY);
glDisableClientState(GL_TEXTURE_COORD_ARRAY);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
}
@@ -77,13 +77,16 @@ void RAS_VAOpenGLRasterizer::SetDrawingMode(int drawingmode)
{
case KX_BOUNDINGBOX:
case KX_WIREFRAME:
glDisable (GL_CULL_FACE);
glDisableClientState(GL_COLOR_ARRAY);
glDisable(GL_CULL_FACE);
break;
case KX_SOLID:
glDisableClientState(GL_COLOR_ARRAY);
break;
case KX_TEXTURED:
case KX_SHADED:
case KX_SHADOW:
glEnableClientState(GL_COLOR_ARRAY);
case KX_SOLID:
break;
default:
break;
}
@@ -102,30 +105,23 @@ void RAS_VAOpenGLRasterizer::Exit()
void RAS_VAOpenGLRasterizer::IndexPrimitives( const vecVertexArray& vertexarrays,
const vecIndexArrays & indexarrays,
int mode,
class RAS_IPolyMaterial* polymat,
class RAS_IRenderTools* rendertools,
DrawMode mode,
bool useObjectColor,
const MT_Vector4& rgbacolor,
class KX_ListSlot** slot)
{
static const GLsizei vtxstride = sizeof(RAS_TexVert);
GLenum drawmode;
switch (mode)
{
case 0:
drawmode = GL_TRIANGLES;
break;
case 2:
drawmode = GL_QUADS;
break;
case 1: //lines
default:
drawmode = GL_LINES;
break;
}
if(mode == KX_MODE_TRIANGLES)
drawmode = GL_TRIANGLES;
else if(mode == KX_MODE_QUADS)
drawmode = GL_QUADS;
else
drawmode = GL_LINES;
const RAS_TexVert* vertexarray;
unsigned int numindices, vt;
if (drawmode != GL_LINES)
{
if (useObjectColor)
@@ -157,9 +153,10 @@ void RAS_VAOpenGLRasterizer::IndexPrimitives( const vecVertexArray& vertexarrays
continue;
glVertexPointer(3,GL_FLOAT,vtxstride,vertexarray->getLocalXYZ());
glTexCoordPointer(2,GL_FLOAT,vtxstride,vertexarray->getUV1());
glColorPointer(4,GL_UNSIGNED_BYTE,vtxstride,vertexarray->getRGBA());
glNormalPointer(GL_FLOAT,vtxstride,vertexarray->getNormal());
glTexCoordPointer(2,GL_FLOAT,vtxstride,vertexarray->getUV1());
if(glIsEnabled(GL_COLOR_ARRAY))
glColorPointer(4,GL_UNSIGNED_BYTE,vtxstride,vertexarray->getRGBA());
//if(m_Lock)
// local->Begin(vertexarrays[vt]->size());
@@ -169,8 +166,6 @@ void RAS_VAOpenGLRasterizer::IndexPrimitives( const vecVertexArray& vertexarrays
//if(m_Lock)
// local->End();
}
glDisableClientState(GL_TEXTURE_COORD_ARRAY);
@@ -178,28 +173,21 @@ void RAS_VAOpenGLRasterizer::IndexPrimitives( const vecVertexArray& vertexarrays
void RAS_VAOpenGLRasterizer::IndexPrimitivesMulti( const vecVertexArray& vertexarrays,
const vecIndexArrays & indexarrays,
int mode,
class RAS_IPolyMaterial* polymat,
class RAS_IRenderTools* rendertools,
DrawMode mode,
bool useObjectColor,
const MT_Vector4& rgbacolor,
class KX_ListSlot** slot)
{
static const GLsizei vtxstride = sizeof(RAS_TexVert);
GLenum drawmode;
switch (mode)
{
case 0:
drawmode = GL_TRIANGLES;
break;
case 2:
drawmode = GL_QUADS;
break;
case 1: //lines
default:
drawmode = GL_LINES;
break;
}
if(mode == KX_MODE_TRIANGLES)
drawmode = GL_TRIANGLES;
else if(mode == KX_MODE_QUADS)
drawmode = GL_QUADS;
else
drawmode = GL_LINES;
const RAS_TexVert* vertexarray;
unsigned int numindices, vt;
@@ -232,10 +220,10 @@ void RAS_VAOpenGLRasterizer::IndexPrimitivesMulti( const vecVertexArray& vertexa
continue;
glVertexPointer(3,GL_FLOAT,vtxstride,vertexarray->getLocalXYZ());
TexCoordPtr(vertexarray);
glColorPointer(4,GL_UNSIGNED_BYTE,vtxstride,vertexarray->getRGBA());
glNormalPointer(GL_FLOAT,vtxstride,vertexarray->getNormal());
TexCoordPtr(vertexarray);
if(glIsEnabled(GL_COLOR_ARRAY))
glColorPointer(4,GL_UNSIGNED_BYTE,vtxstride,vertexarray->getRGBA());
//if(m_Lock)
// local->Begin(vertexarrays[vt]->size());
@@ -296,19 +284,22 @@ void RAS_VAOpenGLRasterizer::TexCoordPtr(const RAS_TexVert *tv)
switch(m_attrib[unit]) {
case RAS_TEXCO_ORCO:
case RAS_TEXCO_GLOB:
glVertexAttribPointer(unit, 3, GL_FLOAT, GL_FALSE, sizeof(RAS_TexVert), tv->getLocalXYZ());
glVertexAttribPointerARB(unit, 3, GL_FLOAT, GL_FALSE, sizeof(RAS_TexVert), tv->getLocalXYZ());
break;
case RAS_TEXCO_UV1:
glVertexAttribPointer(unit, 2, GL_FLOAT, GL_FALSE, sizeof(RAS_TexVert), tv->getUV1());
glVertexAttribPointerARB(unit, 2, GL_FLOAT, GL_FALSE, sizeof(RAS_TexVert), tv->getUV1());
break;
case RAS_TEXCO_NORM:
glVertexAttribPointer(unit, 3, GL_FLOAT, GL_FALSE, sizeof(RAS_TexVert), tv->getNormal());
glVertexAttribPointerARB(unit, 3, GL_FLOAT, GL_FALSE, sizeof(RAS_TexVert), tv->getNormal());
break;
case RAS_TEXTANGENT:
glVertexAttribPointer(unit, 4, GL_FLOAT, GL_FALSE, sizeof(RAS_TexVert), tv->getTangent());
glVertexAttribPointerARB(unit, 4, GL_FLOAT, GL_FALSE, sizeof(RAS_TexVert), tv->getTangent());
break;
case RAS_TEXCO_UV2:
glVertexAttribPointer(unit, 2, GL_FLOAT, GL_FALSE, sizeof(RAS_TexVert), tv->getUV2());
glVertexAttribPointerARB(unit, 2, GL_FLOAT, GL_FALSE, sizeof(RAS_TexVert), tv->getUV2());
break;
case RAS_TEXCO_VCOL:
glVertexAttribPointerARB(unit, 4, GL_UNSIGNED_BYTE, GL_FALSE, sizeof(RAS_TexVert), tv->getRGBA());
break;
default:
break;
@@ -386,11 +377,12 @@ void RAS_VAOpenGLRasterizer::EnableTextures(bool enable)
case RAS_TEXCO_NORM:
case RAS_TEXTANGENT:
case RAS_TEXCO_UV2:
if(enable) glEnableVertexAttribArray(unit);
else glDisableVertexAttribArray(unit);
case RAS_TEXCO_VCOL:
if(enable) glEnableVertexAttribArrayARB(unit);
else glDisableVertexAttribArrayARB(unit);
break;
default:
glDisableVertexAttribArray(unit);
glDisableVertexAttribArrayARB(unit);
break;
}
}