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:
@@ -83,6 +83,24 @@ public:
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return 0;
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}
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Key* getKey(int index) {
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int count=0;
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for (int i=0;i<m_num_buckets;i++)
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{
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Entry* bucket = m_buckets[i];
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while(bucket)
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{
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if (count==index)
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{
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return &bucket->m_key;
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}
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bucket = bucket->m_next;
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count++;
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}
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}
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return 0;
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}
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void clear() {
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for (int i = 0; i < m_num_buckets; ++i) {
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Entry *entry_ptr = m_buckets[i];
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@@ -34,6 +34,8 @@
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#include <stdio.h>
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#include <string.h>
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#include "GL/glew.h"
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#ifdef WIN32
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#include <windows.h> /* need to include windows.h so _WIN32_IE is defined */
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#ifndef _WIN32_IE
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@@ -26,6 +26,7 @@
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* ***** END GPL LICENSE BLOCK *****
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*/
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#include "GL/glew.h"
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#include "KX_BlenderGL.h"
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#ifdef HAVE_CONFIG_H
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@@ -44,7 +45,6 @@
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#include "BMF_Api.h"
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#include "GL/glew.h"
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#include "BIF_gl.h"
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#include "BL_Material.h" // MAXTEX
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@@ -312,11 +312,13 @@ BL_Material* ConvertMaterial(
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Mesh* mesh,
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Material *mat,
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MTFace* tface,
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const char *tfaceName,
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MFace* mface,
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MCol* mmcol,
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int lightlayer,
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Object* blenderobj,
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MTF_localLayer *layers)
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MTF_localLayer *layers,
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bool glslmat)
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{
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//this needs some type of manager
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BL_Material *material = new BL_Material();
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@@ -335,7 +337,7 @@ BL_Material* ConvertMaterial(
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if(validmat) {
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// use vertex colors by explicitly setting
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if(mat->mode &MA_VERTEXCOLP)
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if(mat->mode &MA_VERTEXCOLP || glslmat)
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type = 0;
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// use lighting?
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@@ -558,6 +560,7 @@ BL_Material* ConvertMaterial(
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}
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else {
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int valid = 0;
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// check for tface tex to fallback on
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if( validface ){
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@@ -590,6 +593,7 @@ BL_Material* ConvertMaterial(
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}
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MT_Point2 uv[4];
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MT_Point2 uv2[4];
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const char *uvName = "", *uv2Name = "";
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uv[0]= uv[1]= uv[2]= uv[3]= MT_Point2(0.0f, 0.0f);
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uv2[0]= uv2[1]= uv2[2]= uv2[3]= MT_Point2(0.0f, 0.0f);
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@@ -616,6 +620,8 @@ BL_Material* ConvertMaterial(
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if (mface->v4)
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uv[3] = MT_Point2(tface->uv[3]);
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uvName = tfaceName;
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}
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else {
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// nothing at all
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@@ -641,39 +647,38 @@ BL_Material* ConvertMaterial(
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isFirstSet = false;
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else
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{
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MT_Point2 uvSet[4];
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for (int lay=0; lay<MAX_MTFACE; lay++)
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{
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MTF_localLayer& layer = layers[lay];
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if (layer.face == 0) break;
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bool processed = false;
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if (strcmp(map.uvCoName.ReadPtr(), layer.name)==0)
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{
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MT_Point2 uvSet[4];
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uvSet[0] = MT_Point2(layer.face->uv[0]);
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uvSet[1] = MT_Point2(layer.face->uv[1]);
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uvSet[2] = MT_Point2(layer.face->uv[2]);
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if (mface->v4)
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uvSet[3] = MT_Point2(layer.face->uv[3]);
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processed = true;
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}
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if (!processed) continue;
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else
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uvSet[3] = MT_Point2(0.0f, 0.0f);
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if (isFirstSet)
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{
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uv[0] = uvSet[0]; uv[1] = uvSet[1];
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uv[2] = uvSet[2]; uv[3] = uvSet[3];
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isFirstSet = false;
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uvName = layer.name;
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}
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else
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{
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uv2[0] = uvSet[0]; uv2[1] = uvSet[1];
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uv2[2] = uvSet[2]; uv2[3] = uvSet[3];
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map.mapping |= USECUSTOMUV;
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uv2Name = layer.name;
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}
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}
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}
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}
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@@ -693,9 +698,8 @@ BL_Material* ConvertMaterial(
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}
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material->SetConversionRGB(rgb);
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material->SetConversionUV(uv);
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material->SetConversionUV2(uv2);
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material->SetConversionUV(uvName, uv);
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material->SetConversionUV2(uv2Name, uv2);
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material->ras_mode |= (mface->v4==0)?TRIANGLE:0;
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if(validmat)
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@@ -797,6 +801,7 @@ RAS_MeshObject* BL_ConvertMesh(Mesh* mesh, Object* blenderobj, RAS_IRenderTools*
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MFace* mface = static_cast<MFace*>(mesh->mface);
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MTFace* tface = static_cast<MTFace*>(mesh->mtface);
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const char *tfaceName = "";
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MCol* mmcol = mesh->mcol;
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MT_assert(mface || mesh->totface == 0);
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@@ -832,14 +837,14 @@ RAS_MeshObject* BL_ConvertMesh(Mesh* mesh, Object* blenderobj, RAS_IRenderTools*
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layers[validLayers].face = (MTFace*)mesh->fdata.layers[i].data;;
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layers[validLayers].name = mesh->fdata.layers[i].name;
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if(tface == layers[validLayers].face)
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tfaceName = layers[validLayers].name;
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validLayers++;
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}
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}
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meshobj->SetName(mesh->id.name);
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meshobj->m_xyz_index_to_vertex_index_mapping.resize(mesh->totvert);
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if(skinMesh)
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((BL_SkinMeshObject*)meshobj)->m_mvert_to_dvert_mapping.resize(mesh->totvert);
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for (int f=0;f<mesh->totface;f++,mface++)
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{
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@@ -898,8 +903,7 @@ RAS_MeshObject* BL_ConvertMesh(Mesh* mesh, Object* blenderobj, RAS_IRenderTools*
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else
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ma = give_current_material(blenderobj, 1);
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bl_mat = ConvertMaterial(mesh, ma, tface, mface, mmcol, lightlayer, blenderobj, layers);
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bl_mat->glslmat = converter->GetGLSLMaterials();
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bl_mat = ConvertMaterial(mesh, ma, tface, tfaceName, mface, mmcol, lightlayer, blenderobj, layers, converter->GetGLSLMaterials());
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// set the index were dealing with
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bl_mat->material_index = (int)mface->mat_nr;
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@@ -1059,35 +1063,25 @@ RAS_MeshObject* BL_ConvertMesh(Mesh* mesh, Object* blenderobj, RAS_IRenderTools*
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int nverts = mface->v4?4:3;
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int vtxarray = meshobj->FindVertexArray(nverts,polymat);
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RAS_Polygon* poly = new RAS_Polygon(bucket,polyvisible,nverts,vtxarray);
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if (skinMesh) {
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int d1, d2, d3, d4=0;
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bool flat;
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if (skinMesh) {
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/* If the face is set to solid, all fnors are the same */
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if (mface->flag & ME_SMOOTH)
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flat = false;
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else
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flat = true;
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d1=((BL_SkinMeshObject*)meshobj)->FindOrAddDeform(vtxarray, mface->v1, &mesh->dvert[mface->v1], polymat);
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d2=((BL_SkinMeshObject*)meshobj)->FindOrAddDeform(vtxarray, mface->v2, &mesh->dvert[mface->v2], polymat);
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d3=((BL_SkinMeshObject*)meshobj)->FindOrAddDeform(vtxarray, mface->v3, &mesh->dvert[mface->v3], polymat);
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if (nverts==4)
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d4=((BL_SkinMeshObject*)meshobj)->FindOrAddDeform(vtxarray, mface->v4, &mesh->dvert[mface->v4], polymat);
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poly->SetVertex(0,((BL_SkinMeshObject*)meshobj)->FindOrAddVertex(vtxarray,pt0,uv0,uv20,tan0,rgb0,no0,d1,flat,polymat,mface->v1));
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poly->SetVertex(1,((BL_SkinMeshObject*)meshobj)->FindOrAddVertex(vtxarray,pt1,uv1,uv21,tan1,rgb1,no1,d2,flat,polymat,mface->v2));
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poly->SetVertex(2,((BL_SkinMeshObject*)meshobj)->FindOrAddVertex(vtxarray,pt2,uv2,uv22,tan2,rgb2,no2,d3,flat,polymat,mface->v3));
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if (nverts==4)
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poly->SetVertex(3,((BL_SkinMeshObject*)meshobj)->FindOrAddVertex(vtxarray,pt3,uv3,uv23,tan3,rgb3,no3,d4,flat,polymat,mface->v4));
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}
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else
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{
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poly->SetVertex(0,meshobj->FindOrAddVertex(vtxarray,pt0,uv0,uv20,tan0,rgb0,no0,false,polymat,mface->v1));
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poly->SetVertex(1,meshobj->FindOrAddVertex(vtxarray,pt1,uv1,uv21,tan1,rgb1,no1,false,polymat,mface->v2));
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poly->SetVertex(2,meshobj->FindOrAddVertex(vtxarray,pt2,uv2,uv22,tan2,rgb2,no2,false,polymat,mface->v3));
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flat = false;
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poly->SetVertex(0,meshobj->FindOrAddVertex(vtxarray,pt0,uv0,uv20,tan0,rgb0,no0,flat,polymat,mface->v1));
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poly->SetVertex(1,meshobj->FindOrAddVertex(vtxarray,pt1,uv1,uv21,tan1,rgb1,no1,flat,polymat,mface->v2));
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poly->SetVertex(2,meshobj->FindOrAddVertex(vtxarray,pt2,uv2,uv22,tan2,rgb2,no2,flat,polymat,mface->v3));
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if (nverts==4)
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poly->SetVertex(3,meshobj->FindOrAddVertex(vtxarray,pt3,uv3,uv23,tan3,rgb3,no3,false,polymat,mface->v4));
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}
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poly->SetVertex(3,meshobj->FindOrAddVertex(vtxarray,pt3,uv3,uv23,tan3,rgb3,no3,flat,polymat,mface->v4));
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meshobj->AddPolygon(poly);
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if (poly->IsCollider())
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{
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@@ -1125,8 +1119,6 @@ RAS_MeshObject* BL_ConvertMesh(Mesh* mesh, Object* blenderobj, RAS_IRenderTools*
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}
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}
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meshobj->m_xyz_index_to_vertex_index_mapping.clear();
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if(skinMesh)
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((BL_SkinMeshObject*)meshobj)->m_mvert_to_dvert_mapping.clear();
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meshobj->UpdateMaterialList();
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// pre calculate texture generation
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@@ -1545,7 +1537,7 @@ void BL_CreatePhysicsObjectNew(KX_GameObject* gameobj,
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static KX_LightObject *gamelight_from_blamp(Lamp *la, unsigned int layerflag, KX_Scene *kxscene, RAS_IRenderTools *rendertools, KX_BlenderSceneConverter *converter) {
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static KX_LightObject *gamelight_from_blamp(Object *ob, Lamp *la, unsigned int layerflag, KX_Scene *kxscene, RAS_IRenderTools *rendertools, KX_BlenderSceneConverter *converter) {
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RAS_LightObject lightobj;
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KX_LightObject *gamelight;
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@@ -1578,7 +1570,14 @@ static KX_LightObject *gamelight_from_blamp(Lamp *la, unsigned int layerflag, KX
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lightobj.m_type = RAS_LightObject::LIGHT_NORMAL;
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}
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gamelight = new KX_LightObject(kxscene, KX_Scene::m_callbacks, rendertools, lightobj);
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#ifdef BLENDER_GLSL
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if(converter->GetGLSLMaterials())
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GPU_lamp_from_blender(ob, la);
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gamelight = new KX_LightObject(kxscene, KX_Scene::m_callbacks, rendertools, lightobj, ob->gpulamp);
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#else
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gamelight = new KX_LightObject(kxscene, KX_Scene::m_callbacks, rendertools, lightobj, NULL);
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#endif
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BL_ConvertLampIpos(la, gamelight, converter);
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return gamelight;
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@@ -1610,7 +1609,7 @@ static KX_GameObject *gameobject_from_blenderobject(
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{
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case OB_LAMP:
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{
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KX_LightObject* gamelight= gamelight_from_blamp(static_cast<Lamp*>(ob->data), ob->lay, kxscene, rendertools, converter);
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KX_LightObject* gamelight= gamelight_from_blamp(ob, static_cast<Lamp*>(ob->data), ob->lay, kxscene, rendertools, converter);
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gameobj = gamelight;
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gamelight->AddRef();
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@@ -1660,7 +1659,7 @@ static KX_GameObject *gameobject_from_blenderobject(
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// two options exists for deform: shape keys and armature
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// only support relative shape key
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bool bHasShapeKey = mesh->key != NULL && mesh->key->type==KEY_RELATIVE;
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bool bHasDvert = mesh->dvert != NULL;
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bool bHasDvert = mesh->dvert != NULL && ob->defbase.first;
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bool bHasArmature = (ob->parent && ob->parent->type == OB_ARMATURE && ob->partype==PARSKEL && bHasDvert);
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if (bHasShapeKey) {
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@@ -1671,13 +1670,15 @@ static KX_GameObject *gameobject_from_blenderobject(
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if (bHasArmature)
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dcont->LoadShapeDrivers(ob->parent);
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} else if (bHasArmature) {
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BL_SkinDeformer *dcont = new BL_SkinDeformer(ob, (BL_SkinMeshObject*)meshobj );
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BL_SkinDeformer *dcont = new BL_SkinDeformer((BL_DeformableGameObject*)gameobj,
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ob, (BL_SkinMeshObject*)meshobj);
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((BL_DeformableGameObject*)gameobj)->m_pDeformer = dcont;
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} else if (bHasDvert) {
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// this case correspond to a mesh that can potentially deform but not with the
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// object to which it is attached for the moment. A skin mesh was created in
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// BL_ConvertMesh() so must create a deformer too!
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BL_MeshDeformer *dcont = new BL_MeshDeformer(ob, (BL_SkinMeshObject*)meshobj );
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BL_MeshDeformer *dcont = new BL_MeshDeformer((BL_DeformableGameObject*)gameobj,
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ob, (BL_SkinMeshObject*)meshobj);
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((BL_DeformableGameObject*)gameobj)->m_pDeformer = dcont;
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}
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@@ -2075,6 +2076,7 @@ void BL_ConvertBlenderObjects(struct Main* maggie,
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if (blenderscene->camera) {
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KX_Camera *gamecamera= (KX_Camera*) converter->FindGameObject(blenderscene->camera);
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if(gamecamera)
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kxscene->SetActiveCamera(gamecamera);
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}
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@@ -39,6 +39,7 @@
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#endif
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#include "RAS_IPolygonMaterial.h"
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#include "BL_DeformableGameObject.h"
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#include "BL_MeshDeformer.h"
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#include "BL_SkinMeshObject.h"
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#include "DNA_mesh_types.h"
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@@ -47,35 +48,42 @@
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#include "GEN_Map.h"
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#include "STR_HashedString.h"
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bool BL_MeshDeformer::Apply(RAS_IPolyMaterial *mat)
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bool BL_MeshDeformer::Apply(RAS_IPolyMaterial*)
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{
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size_t i, j, index;
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vecVertexArray array;
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vecIndexArrays mvarray;
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vecIndexArrays diarray;
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RAS_TexVert *tv;
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MVert *mvert;
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size_t i, j;
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float *co;
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// only apply once per frame if the mesh is actually modified
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if(m_pMeshObject->MeshModified() &&
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m_lastDeformUpdate != m_gameobj->GetLastFrame()) {
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// For each material
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array = m_pMeshObject->GetVertexCache(mat);
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mvarray = m_pMeshObject->GetMVertCache(mat);
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diarray = m_pMeshObject->GetDIndexCache(mat);
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for(RAS_MaterialBucket::Set::iterator mit = m_pMeshObject->GetFirstMaterial();
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mit != m_pMeshObject->GetLastMaterial(); ++ mit) {
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RAS_IPolyMaterial *mat = (*mit)->GetPolyMaterial();
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vecVertexArray& vertexarrays = m_pMeshObject->GetVertexCache(mat);
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// For each array
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for (i=0; i<array.size(); i++){
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// For each vertex
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for (j=0; j<array[i]->size(); j++){
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tv = &((*array[i])[j]);
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index = ((*diarray[i])[j]);
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for (i=0; i<vertexarrays.size(); i++){
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KX_VertexArray& vertexarray = (*vertexarrays[i]);
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mvert = &(m_bmesh->mvert[((*mvarray[i])[index])]);
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tv->SetXYZ(MT_Point3(mvert->co));
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// For each vertex
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for (j=0; j<vertexarray.size(); j++){
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RAS_TexVert& v = vertexarray[j];
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co = m_bmesh->mvert[v.getOrigIndex()].co;
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v.SetXYZ(MT_Point3(co));
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}
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}
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}
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m_lastDeformUpdate = m_gameobj->GetLastFrame();
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return true;
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}
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return false;
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}
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BL_MeshDeformer::~BL_MeshDeformer()
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{
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if (m_transverts)
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@@ -92,83 +100,86 @@ void BL_MeshDeformer::RecalcNormals()
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/* We don't normalize for performance, not doing it for faces normals
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* gives area-weight normals which often look better anyway, and use
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* GL_NORMALIZE so we don't have to do per vertex normalization either
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* since the GPU can do it faster
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*
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* There's a lot of indirection here to get to the data, can this work
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* with less arrays/indirection? */
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vecIndexArrays indexarrays;
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vecIndexArrays mvarrays;
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vecIndexArrays diarrays;
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vecVertexArray vertexarrays;
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* since the GPU can do it faster */
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size_t i, j;
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/* set vertex normals to zero */
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for (i=0; i<(size_t)m_bmesh->totvert; i++)
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m_transnors[i] = MT_Vector3(0.0f, 0.0f, 0.0f);
|
||||
memset(m_transnors, 0, sizeof(float)*3*m_bmesh->totvert);
|
||||
|
||||
/* add face normals to vertices. */
|
||||
for(RAS_MaterialBucket::Set::iterator mit = m_pMeshObject->GetFirstMaterial();
|
||||
mit != m_pMeshObject->GetLastMaterial(); ++ mit) {
|
||||
RAS_IPolyMaterial *mat = (*mit)->GetPolyMaterial();
|
||||
|
||||
indexarrays = m_pMeshObject->GetIndexCache(mat);
|
||||
vertexarrays = m_pMeshObject->GetVertexCache(mat);
|
||||
diarrays = m_pMeshObject->GetDIndexCache(mat);
|
||||
mvarrays = m_pMeshObject->GetMVertCache(mat);
|
||||
const vecIndexArrays& indexarrays = m_pMeshObject->GetIndexCache(mat);
|
||||
vecVertexArray& vertexarrays = m_pMeshObject->GetVertexCache(mat);
|
||||
|
||||
for (i=0; i<indexarrays.size(); i++) {
|
||||
KX_VertexArray& vertexarray = (*vertexarrays[i]);
|
||||
const KX_IndexArray& mvarray = (*mvarrays[i]);
|
||||
const KX_IndexArray& diarray = (*diarrays[i]);
|
||||
const KX_IndexArray& indexarray = (*indexarrays[i]);
|
||||
int nvert = mat->UsesTriangles()? 3: 4;
|
||||
|
||||
for(j=0; j<indexarray.size(); j+=nvert) {
|
||||
MT_Point3 mv1, mv2, mv3, mv4, fnor;
|
||||
int i1 = indexarray[j];
|
||||
int i2 = indexarray[j+1];
|
||||
int i3 = indexarray[j+2];
|
||||
RAS_TexVert& v1 = vertexarray[i1];
|
||||
RAS_TexVert& v2 = vertexarray[i2];
|
||||
RAS_TexVert& v3 = vertexarray[i3];
|
||||
RAS_TexVert& v1 = vertexarray[indexarray[j]];
|
||||
RAS_TexVert& v2 = vertexarray[indexarray[j+1]];
|
||||
RAS_TexVert& v3 = vertexarray[indexarray[j+2]];
|
||||
RAS_TexVert *v4 = NULL;
|
||||
|
||||
const float *co1 = v1.getLocalXYZ();
|
||||
const float *co2 = v2.getLocalXYZ();
|
||||
const float *co3 = v3.getLocalXYZ();
|
||||
const float *co4 = NULL;
|
||||
|
||||
/* compute face normal */
|
||||
mv1 = MT_Point3(v1.getLocalXYZ());
|
||||
mv2 = MT_Point3(v2.getLocalXYZ());
|
||||
mv3 = MT_Point3(v3.getLocalXYZ());
|
||||
float fnor[3], n1[3], n2[3];
|
||||
|
||||
if(nvert == 4) {
|
||||
int i4 = indexarray[j+3];
|
||||
RAS_TexVert& v4 = vertexarray[i4];
|
||||
mv4 = MT_Point3(v4.getLocalXYZ());
|
||||
v4 = &vertexarray[indexarray[j+3]];
|
||||
co4 = v4->getLocalXYZ();
|
||||
|
||||
fnor = (((mv2-mv1).cross(mv3-mv2))+((mv4-mv3).cross(mv1-mv4))); //.safe_normalized();
|
||||
n1[0]= co1[0]-co3[0];
|
||||
n1[1]= co1[1]-co3[1];
|
||||
n1[2]= co1[2]-co3[2];
|
||||
|
||||
n2[0]= co2[0]-co4[0];
|
||||
n2[1]= co2[1]-co4[1];
|
||||
n2[2]= co2[2]-co4[2];
|
||||
}
|
||||
else
|
||||
fnor = ((mv2-mv1).cross(mv3-mv2)); //.safe_normalized();
|
||||
else {
|
||||
n1[0]= co1[0]-co2[0];
|
||||
n2[0]= co2[0]-co3[0];
|
||||
n1[1]= co1[1]-co2[1];
|
||||
|
||||
n2[1]= co2[1]-co3[1];
|
||||
n1[2]= co1[2]-co2[2];
|
||||
n2[2]= co2[2]-co3[2];
|
||||
}
|
||||
|
||||
fnor[0]= n1[1]*n2[2] - n1[2]*n2[1];
|
||||
fnor[1]= n1[2]*n2[0] - n1[0]*n2[2];
|
||||
fnor[2]= n1[0]*n2[1] - n1[1]*n2[0];
|
||||
|
||||
/* add to vertices for smooth normals */
|
||||
m_transnors[mvarray[diarray[i1]]] += fnor;
|
||||
m_transnors[mvarray[diarray[i2]]] += fnor;
|
||||
m_transnors[mvarray[diarray[i3]]] += fnor;
|
||||
float *vn1 = m_transnors[v1.getOrigIndex()];
|
||||
float *vn2 = m_transnors[v2.getOrigIndex()];
|
||||
float *vn3 = m_transnors[v3.getOrigIndex()];
|
||||
|
||||
vn1[0] += fnor[0]; vn1[1] += fnor[1]; vn1[2] += fnor[2];
|
||||
vn2[0] += fnor[0]; vn2[1] += fnor[1]; vn2[2] += fnor[2];
|
||||
vn3[0] += fnor[0]; vn3[1] += fnor[1]; vn3[2] += fnor[2];
|
||||
|
||||
if(v4) {
|
||||
float *vn4 = m_transnors[v4->getOrigIndex()];
|
||||
vn4[0] += fnor[0]; vn4[1] += fnor[1]; vn4[2] += fnor[2];
|
||||
}
|
||||
|
||||
/* in case of flat - just assign, the vertices are split */
|
||||
if(v1.getFlag() & TV_CALCFACENORMAL) {
|
||||
v1.SetNormal(fnor);
|
||||
v2.SetNormal(fnor);
|
||||
v3.SetNormal(fnor);
|
||||
}
|
||||
|
||||
if(nvert == 4) {
|
||||
int i4 = indexarray[j+3];
|
||||
RAS_TexVert& v4 = vertexarray[i4];
|
||||
|
||||
/* same as above */
|
||||
m_transnors[mvarray[diarray[i4]]] += fnor;
|
||||
|
||||
if(v4.getFlag() & TV_CALCFACENORMAL)
|
||||
v4.SetNormal(fnor);
|
||||
if(v4)
|
||||
v4->SetNormal(fnor);
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -179,18 +190,17 @@ void BL_MeshDeformer::RecalcNormals()
|
||||
mit != m_pMeshObject->GetLastMaterial(); ++ mit) {
|
||||
RAS_IPolyMaterial *mat = (*mit)->GetPolyMaterial();
|
||||
|
||||
vertexarrays = m_pMeshObject->GetVertexCache(mat);
|
||||
diarrays = m_pMeshObject->GetDIndexCache(mat);
|
||||
mvarrays = m_pMeshObject->GetMVertCache(mat);
|
||||
vecVertexArray& vertexarrays = m_pMeshObject->GetVertexCache(mat);
|
||||
|
||||
for (i=0; i<vertexarrays.size(); i++) {
|
||||
KX_VertexArray& vertexarray = (*vertexarrays[i]);
|
||||
const KX_IndexArray& mvarray = (*mvarrays[i]);
|
||||
const KX_IndexArray& diarray = (*diarrays[i]);
|
||||
|
||||
for(j=0; j<vertexarray.size(); j++)
|
||||
if(!(vertexarray[j].getFlag() & TV_CALCFACENORMAL))
|
||||
vertexarray[j].SetNormal(m_transnors[mvarray[diarray[j]]]); //.safe_normalized()
|
||||
for(j=0; j<vertexarray.size(); j++) {
|
||||
RAS_TexVert& v = vertexarray[j];
|
||||
|
||||
if(!(v.getFlag() & TV_CALCFACENORMAL))
|
||||
v.SetNormal(m_transnors[v.getOrigIndex()]); //.safe_normalized()
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -204,8 +214,8 @@ void BL_MeshDeformer::VerifyStorage()
|
||||
if (m_transnors)
|
||||
delete [] m_transnors;
|
||||
|
||||
m_transverts=new float[(sizeof(*m_transverts)*m_bmesh->totvert)][3];
|
||||
m_transnors=new MT_Vector3[m_bmesh->totvert];
|
||||
m_transverts=new float[m_bmesh->totvert][3];
|
||||
m_transnors=new float[m_bmesh->totvert][3];
|
||||
m_tvtot = m_bmesh->totvert;
|
||||
}
|
||||
}
|
||||
|
@@ -40,19 +40,25 @@
|
||||
#pragma warning (disable:4786) // get rid of stupid stl-visual compiler debug warning
|
||||
#endif //WIN32
|
||||
|
||||
class BL_DeformableGameObject;
|
||||
|
||||
class BL_MeshDeformer : public RAS_Deformer
|
||||
{
|
||||
public:
|
||||
void VerifyStorage();
|
||||
void RecalcNormals();
|
||||
virtual void Relink(GEN_Map<class GEN_HashedPtr, void*>*map){};
|
||||
BL_MeshDeformer(struct Object* obj, class BL_SkinMeshObject *meshobj ):
|
||||
BL_MeshDeformer(BL_DeformableGameObject *gameobj,
|
||||
struct Object* obj,
|
||||
class BL_SkinMeshObject *meshobj ):
|
||||
m_pMeshObject(meshobj),
|
||||
m_bmesh((struct Mesh*)(obj->data)),
|
||||
m_transverts(0),
|
||||
m_transnors(0),
|
||||
m_objMesh(obj),
|
||||
m_tvtot(0)
|
||||
m_tvtot(0),
|
||||
m_gameobj(gameobj),
|
||||
m_lastDeformUpdate(-1)
|
||||
{};
|
||||
virtual ~BL_MeshDeformer();
|
||||
virtual void SetSimulatedTime(double time){};
|
||||
@@ -68,10 +74,12 @@ protected:
|
||||
// this is so m_transverts doesn't need to be converted
|
||||
// before deformation
|
||||
float (*m_transverts)[3];
|
||||
MT_Vector3* m_transnors;
|
||||
float (*m_transnors)[3];
|
||||
struct Object* m_objMesh;
|
||||
// --
|
||||
int m_tvtot;
|
||||
BL_DeformableGameObject* m_gameobj;
|
||||
double m_lastDeformUpdate;
|
||||
};
|
||||
|
||||
#endif
|
||||
|
@@ -58,9 +58,8 @@ public:
|
||||
Object *bmeshobj,
|
||||
BL_SkinMeshObject *mesh)
|
||||
:
|
||||
BL_SkinDeformer(bmeshobj, mesh),
|
||||
m_lastShapeUpdate(-1),
|
||||
m_gameobj(gameobj)
|
||||
BL_SkinDeformer(gameobj,bmeshobj, mesh),
|
||||
m_lastShapeUpdate(-1)
|
||||
{
|
||||
};
|
||||
|
||||
@@ -72,9 +71,8 @@ public:
|
||||
bool release_object,
|
||||
BL_ArmatureObject* arma = NULL)
|
||||
:
|
||||
BL_SkinDeformer(bmeshobj_old, bmeshobj_new, mesh, release_object, arma),
|
||||
m_lastShapeUpdate(-1),
|
||||
m_gameobj(gameobj)
|
||||
BL_SkinDeformer(gameobj, bmeshobj_old, bmeshobj_new, mesh, release_object, arma),
|
||||
m_lastShapeUpdate(-1)
|
||||
{
|
||||
};
|
||||
|
||||
@@ -94,7 +92,6 @@ public:
|
||||
protected:
|
||||
vector<IpoCurve*> m_shapeDrivers;
|
||||
double m_lastShapeUpdate;
|
||||
BL_DeformableGameObject* m_gameobj;
|
||||
|
||||
};
|
||||
|
||||
|
@@ -57,11 +57,12 @@ extern "C"{
|
||||
#define __NLA_DEFNORMALS
|
||||
//#undef __NLA_DEFNORMALS
|
||||
|
||||
BL_SkinDeformer::BL_SkinDeformer(struct Object *bmeshobj,
|
||||
BL_SkinDeformer::BL_SkinDeformer(BL_DeformableGameObject *gameobj,
|
||||
struct Object *bmeshobj,
|
||||
class BL_SkinMeshObject *mesh,
|
||||
BL_ArmatureObject* arma)
|
||||
: //
|
||||
BL_MeshDeformer(bmeshobj, mesh),
|
||||
BL_MeshDeformer(gameobj, bmeshobj, mesh),
|
||||
m_armobj(arma),
|
||||
m_lastArmaUpdate(-1),
|
||||
m_defbase(&bmeshobj->defbase),
|
||||
@@ -71,12 +72,13 @@ BL_SkinDeformer::BL_SkinDeformer(struct Object *bmeshobj,
|
||||
};
|
||||
|
||||
BL_SkinDeformer::BL_SkinDeformer(
|
||||
BL_DeformableGameObject *gameobj,
|
||||
struct Object *bmeshobj_old, // Blender object that owns the new mesh
|
||||
struct Object *bmeshobj_new, // Blender object that owns the original mesh
|
||||
class BL_SkinMeshObject *mesh,
|
||||
bool release_object,
|
||||
BL_ArmatureObject* arma) :
|
||||
BL_MeshDeformer(bmeshobj_old, mesh),
|
||||
BL_MeshDeformer(gameobj, bmeshobj_old, mesh),
|
||||
m_armobj(arma),
|
||||
m_lastArmaUpdate(-1),
|
||||
m_defbase(&bmeshobj_old->defbase),
|
||||
@@ -96,35 +98,32 @@ BL_SkinDeformer::~BL_SkinDeformer()
|
||||
m_armobj->Release();
|
||||
}
|
||||
|
||||
bool BL_SkinDeformer::Apply(RAS_IPolyMaterial *mat)
|
||||
bool BL_SkinDeformer::Apply(RAS_IPolyMaterial *)
|
||||
{
|
||||
size_t i, j, index;
|
||||
vecVertexArray array;
|
||||
vecIndexArrays mvarray;
|
||||
vecMDVertArray dvarray;
|
||||
vecIndexArrays diarray;
|
||||
size_t i, j;
|
||||
|
||||
RAS_TexVert *tv;
|
||||
MT_Point3 pt;
|
||||
// float co[3];
|
||||
if (!Update())
|
||||
// no need to update the cache
|
||||
return false;
|
||||
|
||||
Update();
|
||||
// Update all materials at once, so we can do the above update test
|
||||
// without ending up with some materials not updated
|
||||
for(RAS_MaterialBucket::Set::iterator mit = m_pMeshObject->GetFirstMaterial();
|
||||
mit != m_pMeshObject->GetLastMaterial(); ++ mit) {
|
||||
RAS_IPolyMaterial *mat = (*mit)->GetPolyMaterial();
|
||||
|
||||
vecVertexArray& vertexarrays = m_pMeshObject->GetVertexCache(mat);
|
||||
|
||||
array = m_pMeshObject->GetVertexCache(mat);
|
||||
mvarray = m_pMeshObject->GetMVertCache(mat);
|
||||
diarray = m_pMeshObject->GetDIndexCache(mat);
|
||||
// For each array
|
||||
for (i=0; i<array.size(); i++) {
|
||||
for (i=0; i<vertexarrays.size(); i++) {
|
||||
KX_VertexArray& vertexarray = (*vertexarrays[i]);
|
||||
|
||||
// For each vertex
|
||||
for (j=0; j<array[i]->size(); j++) {
|
||||
|
||||
tv = &((*array[i])[j]);
|
||||
|
||||
index = ((*diarray[i])[j]);
|
||||
|
||||
// Copy the untransformed data from the original mvert
|
||||
// Set the data
|
||||
tv->SetXYZ(m_transverts[((*mvarray[i])[index])]);
|
||||
// copy the untransformed data from the original mvert
|
||||
for (j=0; j<vertexarray.size(); j++) {
|
||||
RAS_TexVert& v = vertexarray[j];
|
||||
v.SetXYZ(m_transverts[v.getOrigIndex()]);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
@@ -63,12 +63,14 @@ public:
|
||||
}
|
||||
void SetArmature (class BL_ArmatureObject *armobj);
|
||||
|
||||
BL_SkinDeformer(struct Object *bmeshobj,
|
||||
BL_SkinDeformer(BL_DeformableGameObject *gameobj,
|
||||
struct Object *bmeshobj,
|
||||
class BL_SkinMeshObject *mesh,
|
||||
BL_ArmatureObject* arma = NULL);
|
||||
|
||||
/* this second constructor is needed for making a mesh deformable on the fly. */
|
||||
BL_SkinDeformer(struct Object *bmeshobj_old,
|
||||
BL_SkinDeformer(BL_DeformableGameObject *gameobj,
|
||||
struct Object *bmeshobj_old,
|
||||
struct Object *bmeshobj_new,
|
||||
class BL_SkinMeshObject *mesh,
|
||||
bool release_object,
|
||||
|
@@ -43,90 +43,6 @@
|
||||
#include "KX_GameObject.h"
|
||||
#include "RAS_BucketManager.h"
|
||||
|
||||
void BL_SkinMeshObject::AddPolygon(RAS_Polygon* poly)
|
||||
{
|
||||
/* We're overriding this so that we can eventually associate faces with verts somehow */
|
||||
|
||||
// For vertIndex in poly:
|
||||
// find the appropriate normal
|
||||
|
||||
RAS_MeshObject::AddPolygon(poly);
|
||||
}
|
||||
|
||||
int BL_SkinMeshObject::FindOrAddDeform(unsigned int vtxarray, unsigned int mv, struct MDeformVert *dv, RAS_IPolyMaterial* mat)
|
||||
{
|
||||
BL_SkinArrayOptimizer* ao = (BL_SkinArrayOptimizer*)GetArrayOptimizer(mat);//*(m_matVertexArrays[*mat]);
|
||||
int numvert = ao->m_MvertArrayCache1[vtxarray]->size();
|
||||
|
||||
/* Check to see if this has already been pushed */
|
||||
for (vector<BL_MDVertMap>::iterator it = m_mvert_to_dvert_mapping[mv].begin();
|
||||
it != m_mvert_to_dvert_mapping[mv].end();
|
||||
it++)
|
||||
{
|
||||
if(it->mat == mat)
|
||||
return it->index;
|
||||
}
|
||||
|
||||
ao->m_MvertArrayCache1[vtxarray]->push_back(mv);
|
||||
ao->m_DvertArrayCache1[vtxarray]->push_back(dv);
|
||||
|
||||
BL_MDVertMap mdmap;
|
||||
mdmap.mat = mat;
|
||||
mdmap.index = numvert;
|
||||
m_mvert_to_dvert_mapping[mv].push_back(mdmap);
|
||||
|
||||
return numvert;
|
||||
};
|
||||
|
||||
int BL_SkinMeshObject::FindVertexArray(int numverts,RAS_IPolyMaterial* polymat)
|
||||
{
|
||||
int array=-1;
|
||||
|
||||
BL_SkinArrayOptimizer* ao = (BL_SkinArrayOptimizer*)GetArrayOptimizer(polymat);
|
||||
|
||||
|
||||
for (size_t i=0;i<ao->m_VertexArrayCache1.size();i++)
|
||||
{
|
||||
if ( (ao->m_TriangleArrayCount[i] + (numverts-2)) < BUCKET_MAX_TRIANGLES)
|
||||
{
|
||||
if((ao->m_VertexArrayCache1[i]->size()+numverts < BUCKET_MAX_INDICES))
|
||||
{
|
||||
array = i;
|
||||
ao->m_TriangleArrayCount[array]+=numverts-2;
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
if (array == -1)
|
||||
{
|
||||
array = ao->m_VertexArrayCache1.size();
|
||||
|
||||
vector<RAS_TexVert>* va = new vector<RAS_TexVert>;
|
||||
ao->m_VertexArrayCache1.push_back(va);
|
||||
|
||||
KX_IndexArray *ia = new KX_IndexArray();
|
||||
ao->m_IndexArrayCache1.push_back(ia);
|
||||
|
||||
KX_IndexArray *bva = new KX_IndexArray();
|
||||
ao->m_MvertArrayCache1.push_back(bva);
|
||||
|
||||
BL_DeformVertArray *dva = new BL_DeformVertArray();
|
||||
ao->m_DvertArrayCache1.push_back(dva);
|
||||
|
||||
KX_IndexArray *da = new KX_IndexArray();
|
||||
ao->m_DIndexArrayCache1.push_back(da);
|
||||
|
||||
ao->m_TriangleArrayCount.push_back(numverts-2);
|
||||
|
||||
}
|
||||
|
||||
|
||||
return array;
|
||||
}
|
||||
|
||||
|
||||
//void BL_SkinMeshObject::Bucketize(double* oglmatrix,void* clientobj,bool useObjectColor,const MT_Vector4& rgbavec,RAS_BucketManager* bucketmgr)
|
||||
void BL_SkinMeshObject::Bucketize(double* oglmatrix,void* clientobj,bool useObjectColor,const MT_Vector4& rgbavec)
|
||||
{
|
||||
|
@@ -44,78 +44,19 @@
|
||||
#include "DNA_key_types.h"
|
||||
#include "DNA_meshdata_types.h"
|
||||
|
||||
typedef vector<struct MVert*> BL_MVertArray;
|
||||
typedef vector<struct MDeformVert*> BL_DeformVertArray;
|
||||
typedef vector<class BL_TexVert> BL_VertexArray;
|
||||
|
||||
|
||||
typedef vector<vector<struct MDeformVert*>*> vecMDVertArray;
|
||||
typedef vector<vector<class BL_TexVert>*> vecBVertexArray;
|
||||
|
||||
class BL_SkinArrayOptimizer : public KX_ArrayOptimizer
|
||||
{
|
||||
public:
|
||||
BL_SkinArrayOptimizer(int index)
|
||||
:KX_ArrayOptimizer (index) {};
|
||||
virtual ~BL_SkinArrayOptimizer(){
|
||||
|
||||
for (vector<KX_IndexArray*>::iterator itv = m_MvertArrayCache1.begin();
|
||||
!(itv == m_MvertArrayCache1.end());itv++)
|
||||
{
|
||||
delete (*itv);
|
||||
}
|
||||
for (vector<BL_DeformVertArray*>::iterator itd = m_DvertArrayCache1.begin();
|
||||
!(itd == m_DvertArrayCache1.end());itd++)
|
||||
{
|
||||
delete (*itd);
|
||||
}
|
||||
for (vector<KX_IndexArray*>::iterator iti = m_DIndexArrayCache1.begin();
|
||||
!(iti == m_DIndexArrayCache1.end());iti++)
|
||||
{
|
||||
delete (*iti);
|
||||
}
|
||||
|
||||
m_MvertArrayCache1.clear();
|
||||
m_DvertArrayCache1.clear();
|
||||
m_DIndexArrayCache1.clear();
|
||||
};
|
||||
|
||||
vector<KX_IndexArray*> m_MvertArrayCache1;
|
||||
vector<BL_DeformVertArray*> m_DvertArrayCache1;
|
||||
vector<KX_IndexArray*> m_DIndexArrayCache1;
|
||||
|
||||
};
|
||||
|
||||
class BL_SkinMeshObject : public RAS_MeshObject
|
||||
{
|
||||
|
||||
// enum { BUCKET_MAX_INDICES = 16384};//2048};//8192};
|
||||
// enum { BUCKET_MAX_TRIANGLES = 4096};
|
||||
|
||||
KX_ArrayOptimizer* GetArrayOptimizer(RAS_IPolyMaterial* polymat)
|
||||
{
|
||||
KX_ArrayOptimizer** aop = (m_matVertexArrayS[*polymat]);
|
||||
if (aop)
|
||||
return *aop;
|
||||
int numelements = m_matVertexArrayS.size();
|
||||
m_sortedMaterials.push_back(polymat);
|
||||
|
||||
BL_SkinArrayOptimizer* ao = new BL_SkinArrayOptimizer(numelements);
|
||||
m_matVertexArrayS.insert(*polymat,ao);
|
||||
return ao;
|
||||
}
|
||||
|
||||
protected:
|
||||
vector<int> m_cacheWeightIndex;
|
||||
|
||||
public:
|
||||
struct BL_MDVertMap { RAS_IPolyMaterial *mat; int index; };
|
||||
vector<vector<BL_MDVertMap> > m_mvert_to_dvert_mapping;
|
||||
|
||||
void Bucketize(double* oglmatrix,void* clientobj,bool useObjectColor,const MT_Vector4& rgbavec);
|
||||
// void Bucketize(double* oglmatrix,void* clientobj,bool useObjectColor,const MT_Vector4& rgbavec,class RAS_BucketManager* bucketmgr);
|
||||
|
||||
int FindVertexArray(int numverts,RAS_IPolyMaterial* polymat);
|
||||
BL_SkinMeshObject(Mesh* mesh, int lightlayer) : RAS_MeshObject (mesh, lightlayer)
|
||||
{
|
||||
m_class = 1;
|
||||
@@ -145,41 +86,6 @@ public:
|
||||
}
|
||||
};
|
||||
|
||||
const vecIndexArrays& GetDIndexCache (RAS_IPolyMaterial* mat)
|
||||
{
|
||||
BL_SkinArrayOptimizer* ao = (BL_SkinArrayOptimizer*)GetArrayOptimizer(mat);//*(m_matVertexArrays[*mat]);
|
||||
return ao->m_DIndexArrayCache1;
|
||||
}
|
||||
const vecMDVertArray& GetDVertCache (RAS_IPolyMaterial* mat)
|
||||
{
|
||||
BL_SkinArrayOptimizer* ao = (BL_SkinArrayOptimizer*)GetArrayOptimizer(mat);//*(m_matVertexArrays[*mat]);
|
||||
return ao->m_DvertArrayCache1;
|
||||
}
|
||||
const vecIndexArrays& GetMVertCache (RAS_IPolyMaterial* mat)
|
||||
{
|
||||
BL_SkinArrayOptimizer* ao = (BL_SkinArrayOptimizer*)GetArrayOptimizer(mat);//*(m_matVertexArrays[*mat]);
|
||||
return ao->m_MvertArrayCache1;
|
||||
}
|
||||
|
||||
void AddPolygon(RAS_Polygon* poly);
|
||||
int FindOrAddDeform(unsigned int vtxarray, unsigned int mv, struct MDeformVert *dv, RAS_IPolyMaterial* mat);
|
||||
int FindOrAddVertex(int vtxarray,const MT_Point3& xyz,
|
||||
const MT_Point2& uv,
|
||||
const MT_Point2& uv2,
|
||||
const MT_Vector4& tangent,
|
||||
const unsigned int rgbacolor,
|
||||
const MT_Vector3& normal, int defnr, bool flat, RAS_IPolyMaterial* mat, int origindex)
|
||||
{
|
||||
BL_SkinArrayOptimizer* ao = (BL_SkinArrayOptimizer*)GetArrayOptimizer(mat);
|
||||
int numverts = ao->m_VertexArrayCache1[vtxarray]->size();
|
||||
int index = RAS_MeshObject::FindOrAddVertex(vtxarray, xyz, uv, uv2, tangent, rgbacolor, normal, flat, mat, origindex);
|
||||
|
||||
/* this means a new vertex was added, so we add the defnr too */
|
||||
if(index == numverts)
|
||||
ao->m_DIndexArrayCache1[vtxarray]->push_back(defnr);
|
||||
|
||||
return index;
|
||||
}
|
||||
// for shape keys,
|
||||
void CheckWeightCache(struct Object* obj);
|
||||
|
||||
|
@@ -1,9 +1,11 @@
|
||||
|
||||
#include "DNA_customdata_types.h"
|
||||
#include "DNA_material_types.h"
|
||||
|
||||
#include "BL_BlenderShader.h"
|
||||
#include "BL_Material.h"
|
||||
|
||||
#if 0
|
||||
#ifdef BLENDER_GLSL
|
||||
#include "GPU_extensions.h"
|
||||
#include "GPU_material.h"
|
||||
#endif
|
||||
@@ -13,29 +15,32 @@
|
||||
|
||||
const bool BL_BlenderShader::Ok()const
|
||||
{
|
||||
#if 0
|
||||
#ifdef BLENDER_GLSL
|
||||
return (mGPUMat != 0);
|
||||
#else
|
||||
return 0;
|
||||
#endif
|
||||
|
||||
return false;
|
||||
}
|
||||
|
||||
BL_BlenderShader::BL_BlenderShader(struct Material *ma)
|
||||
BL_BlenderShader::BL_BlenderShader(struct Material *ma, int lightlayer)
|
||||
:
|
||||
#if 0
|
||||
#ifdef BLENDER_GLSL
|
||||
mGPUMat(0),
|
||||
#endif
|
||||
mBound(false)
|
||||
mBound(false),
|
||||
mLightLayer(lightlayer)
|
||||
{
|
||||
#if 0
|
||||
if(ma)
|
||||
mGPUMat = GPU_material_from_blender(ma, GPU_PROFILE_DERIVEDMESH);
|
||||
#ifdef BLENDER_GLSL
|
||||
if(ma) {
|
||||
GPU_material_from_blender(ma);
|
||||
mGPUMat = ma->gpumaterial;
|
||||
}
|
||||
#endif
|
||||
}
|
||||
|
||||
BL_BlenderShader::~BL_BlenderShader()
|
||||
{
|
||||
#if 0
|
||||
#ifdef BLENDER_GLSL
|
||||
if(mGPUMat) {
|
||||
GPU_material_unbind(mGPUMat);
|
||||
mGPUMat = 0;
|
||||
@@ -43,16 +48,12 @@ BL_BlenderShader::~BL_BlenderShader()
|
||||
#endif
|
||||
}
|
||||
|
||||
void BL_BlenderShader::ApplyShader()
|
||||
{
|
||||
}
|
||||
|
||||
void BL_BlenderShader::SetProg(bool enable)
|
||||
{
|
||||
#if 0
|
||||
#ifdef BLENDER_GLSL
|
||||
if(mGPUMat) {
|
||||
if(enable) {
|
||||
GPU_material_bind(mGPUMat);
|
||||
GPU_material_bind(mGPUMat, mLightLayer);
|
||||
mBound = true;
|
||||
}
|
||||
else {
|
||||
@@ -65,7 +66,7 @@ void BL_BlenderShader::SetProg(bool enable)
|
||||
|
||||
int BL_BlenderShader::GetAttribNum()
|
||||
{
|
||||
#if 0
|
||||
#ifdef BLENDER_GLSL
|
||||
GPUVertexAttribs attribs;
|
||||
int i, enabled = 0;
|
||||
|
||||
@@ -82,17 +83,19 @@ int BL_BlenderShader::GetAttribNum()
|
||||
enabled = BL_MAX_ATTRIB;
|
||||
|
||||
return enabled;
|
||||
#endif
|
||||
|
||||
#else
|
||||
return 0;
|
||||
#endif
|
||||
}
|
||||
|
||||
void BL_BlenderShader::SetTexCoords(RAS_IRasterizer* ras)
|
||||
void BL_BlenderShader::SetAttribs(RAS_IRasterizer* ras, const BL_Material *mat)
|
||||
{
|
||||
#if 0
|
||||
#ifdef BLENDER_GLSL
|
||||
GPUVertexAttribs attribs;
|
||||
int i, attrib_num;
|
||||
|
||||
ras->SetAttribNum(0);
|
||||
|
||||
if(!mGPUMat)
|
||||
return;
|
||||
|
||||
@@ -109,14 +112,24 @@ void BL_BlenderShader::SetTexCoords(RAS_IRasterizer* ras)
|
||||
if(attribs.layer[i].glindex > attrib_num)
|
||||
continue;
|
||||
|
||||
if(attribs.layer[i].type == CD_MTFACE)
|
||||
if(attribs.layer[i].type == CD_MTFACE) {
|
||||
if(!mat->uvName.IsEmpty() && strcmp(mat->uvName.ReadPtr(), attribs.layer[i].name) == 0)
|
||||
ras->SetAttrib(RAS_IRasterizer::RAS_TEXCO_UV1, attribs.layer[i].glindex);
|
||||
else if(!mat->uv2Name.IsEmpty() && strcmp(mat->uv2Name.ReadPtr(), attribs.layer[i].name) == 0)
|
||||
ras->SetAttrib(RAS_IRasterizer::RAS_TEXCO_UV2, attribs.layer[i].glindex);
|
||||
else
|
||||
ras->SetAttrib(RAS_IRasterizer::RAS_TEXCO_UV1, attribs.layer[i].glindex);
|
||||
}
|
||||
else if(attribs.layer[i].type == CD_TANGENT)
|
||||
ras->SetAttrib(RAS_IRasterizer::RAS_TEXTANGENT, attribs.layer[i].glindex);
|
||||
else if(attribs.layer[i].type == CD_ORCO)
|
||||
ras->SetAttrib(RAS_IRasterizer::RAS_TEXCO_ORCO, attribs.layer[i].glindex);
|
||||
else if(attribs.layer[i].type == CD_NORMAL)
|
||||
ras->SetAttrib(RAS_IRasterizer::RAS_TEXCO_NORM, attribs.layer[i].glindex);
|
||||
else if(attribs.layer[i].type == CD_MCOL)
|
||||
ras->SetAttrib(RAS_IRasterizer::RAS_TEXCO_VCOL, attribs.layer[i].glindex);
|
||||
else
|
||||
ras->SetAttrib(RAS_IRasterizer::RAS_TEXCO_DISABLE, attribs.layer[i].glindex);
|
||||
}
|
||||
|
||||
ras->EnableTextures(true);
|
||||
@@ -128,8 +141,8 @@ void BL_BlenderShader::SetTexCoords(RAS_IRasterizer* ras)
|
||||
|
||||
void BL_BlenderShader::Update( const KX_MeshSlot & ms, RAS_IRasterizer* rasty )
|
||||
{
|
||||
#if 0
|
||||
float obmat[4][4], viewmat[4][4];
|
||||
#ifdef BLENDER_GLSL
|
||||
float obmat[4][4], viewmat[4][4], viewinvmat[4][4];
|
||||
|
||||
if(!mGPUMat || !mBound)
|
||||
return;
|
||||
@@ -142,7 +155,20 @@ void BL_BlenderShader::Update( const KX_MeshSlot & ms, RAS_IRasterizer* rasty )
|
||||
model.getValue((float*)obmat);
|
||||
view.getValue((float*)viewmat);
|
||||
|
||||
GPU_material_bind_uniforms(mGPUMat, obmat, viewmat);
|
||||
view.invert();
|
||||
view.getValue((float*)viewinvmat);
|
||||
|
||||
GPU_material_bind_uniforms(mGPUMat, obmat, viewmat, viewinvmat);
|
||||
#endif
|
||||
}
|
||||
|
||||
bool BL_BlenderShader::Equals(BL_BlenderShader *blshader)
|
||||
{
|
||||
#ifdef BLENDER_GLSL
|
||||
/* to avoid unneeded state switches */
|
||||
return (blshader && mGPUMat == blshader->mGPUMat && mLightLayer == blshader->mLightLayer);
|
||||
#else
|
||||
return true;
|
||||
#endif
|
||||
}
|
||||
|
||||
|
@@ -2,7 +2,7 @@
|
||||
#ifndef __BL_GPUSHADER_H__
|
||||
#define __BL_GPUSHADER_H__
|
||||
|
||||
#if 0
|
||||
#ifdef BLENDER_GLSL
|
||||
#include "GPU_material.h"
|
||||
#endif
|
||||
|
||||
@@ -12,7 +12,10 @@
|
||||
#include "MT_Tuple3.h"
|
||||
#include "MT_Tuple4.h"
|
||||
|
||||
#include "RAS_IPolygonMaterial.h"
|
||||
|
||||
struct Material;
|
||||
class BL_Material;
|
||||
|
||||
#define BL_MAX_ATTRIB 16
|
||||
|
||||
@@ -23,22 +26,24 @@ struct Material;
|
||||
class BL_BlenderShader
|
||||
{
|
||||
private:
|
||||
#if 0
|
||||
#ifdef BLENDER_GLSL
|
||||
GPUMaterial *mGPUMat;
|
||||
#endif
|
||||
bool mBound;
|
||||
int mLightLayer;
|
||||
|
||||
public:
|
||||
BL_BlenderShader(struct Material *ma);
|
||||
BL_BlenderShader(struct Material *ma, int lightlayer);
|
||||
virtual ~BL_BlenderShader();
|
||||
|
||||
const bool Ok()const;
|
||||
void SetProg(bool enable);
|
||||
|
||||
void ApplyShader();
|
||||
void SetTexCoords(class RAS_IRasterizer* ras);
|
||||
int GetAttribNum();
|
||||
void SetAttribs(class RAS_IRasterizer* ras, const BL_Material *mat);
|
||||
void Update(const class KX_MeshSlot & ms, class RAS_IRasterizer* rasty);
|
||||
|
||||
bool Equals(BL_BlenderShader *blshader);
|
||||
};
|
||||
|
||||
#endif//__BL_GPUSHADER_H__
|
||||
|
@@ -105,7 +105,8 @@ void BL_Material::GetConversionRGB(unsigned int *nrgb) {
|
||||
*nrgb = rgb[3];
|
||||
}
|
||||
|
||||
void BL_Material::SetConversionUV(MT_Point2 *nuv) {
|
||||
void BL_Material::SetConversionUV(const STR_String& name, MT_Point2 *nuv) {
|
||||
uvName = name;
|
||||
uv[0] = *nuv++;
|
||||
uv[1] = *nuv++;
|
||||
uv[2] = *nuv++;
|
||||
@@ -118,7 +119,8 @@ void BL_Material::GetConversionUV(MT_Point2 *nuv){
|
||||
*nuv++ = uv[2];
|
||||
*nuv = uv[3];
|
||||
}
|
||||
void BL_Material::SetConversionUV2(MT_Point2 *nuv) {
|
||||
void BL_Material::SetConversionUV2(const STR_String& name, MT_Point2 *nuv) {
|
||||
uv2Name = name;
|
||||
uv2[0] = *nuv++;
|
||||
uv2[1] = *nuv++;
|
||||
uv2[2] = *nuv++;
|
||||
|
@@ -83,13 +83,16 @@ public:
|
||||
MT_Point2 uv[4];
|
||||
MT_Point2 uv2[4];
|
||||
|
||||
STR_String uvName;
|
||||
STR_String uv2Name;
|
||||
|
||||
void SetConversionRGB(unsigned int *rgb);
|
||||
void GetConversionRGB(unsigned int *rgb);
|
||||
|
||||
void SetConversionUV(MT_Point2 *uv);
|
||||
void SetConversionUV(const STR_String& name, MT_Point2 *uv);
|
||||
void GetConversionUV(MT_Point2 *uv);
|
||||
|
||||
void SetConversionUV2(MT_Point2 *uv);
|
||||
void SetConversionUV2(const STR_String& name, MT_Point2 *uv);
|
||||
void GetConversionUV2(MT_Point2 *uv);
|
||||
|
||||
void SetSharedMaterial(bool v);
|
||||
|
@@ -38,6 +38,8 @@ extern "C" {
|
||||
// ------------------------------------
|
||||
#define spit(x) std::cout << x << std::endl;
|
||||
|
||||
BL_BlenderShader *KX_BlenderMaterial::mLastBlenderShader = NULL;
|
||||
|
||||
//static PyObject *gTextureDict = 0;
|
||||
|
||||
KX_BlenderMaterial::KX_BlenderMaterial(
|
||||
@@ -126,10 +128,9 @@ void KX_BlenderMaterial::OnConstruction()
|
||||
// when material are reused between objects
|
||||
return;
|
||||
|
||||
if(mMaterial->glslmat) {
|
||||
if(mMaterial->glslmat)
|
||||
SetBlenderGLSLShader();
|
||||
}
|
||||
else {
|
||||
|
||||
// for each unique material...
|
||||
int i;
|
||||
for(i=0; i<mMaterial->num_enabled; i++) {
|
||||
@@ -151,7 +152,7 @@ void KX_BlenderMaterial::OnConstruction()
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
mBlendFunc[0] =0;
|
||||
mBlendFunc[1] =0;
|
||||
mConstructed = true;
|
||||
@@ -168,7 +169,11 @@ void KX_BlenderMaterial::OnExit()
|
||||
}
|
||||
|
||||
if( mBlenderShader ) {
|
||||
if(mBlenderShader == mLastBlenderShader) {
|
||||
mBlenderShader->SetProg(false);
|
||||
mLastBlenderShader = NULL;
|
||||
}
|
||||
|
||||
delete mBlenderShader;
|
||||
mBlenderShader = 0;
|
||||
}
|
||||
@@ -225,14 +230,23 @@ void KX_BlenderMaterial::setBlenderShaderData( bool enable, RAS_IRasterizer *ras
|
||||
{
|
||||
if( !enable || !mBlenderShader->Ok() ) {
|
||||
// frame cleanup.
|
||||
mBlenderShader->SetProg(false);
|
||||
if(mLastBlenderShader) {
|
||||
mLastBlenderShader->SetProg(false);
|
||||
mLastBlenderShader= NULL;
|
||||
}
|
||||
BL_Texture::DisableAllTextures();
|
||||
return;
|
||||
}
|
||||
|
||||
if(!mBlenderShader->Equals(mLastBlenderShader)) {
|
||||
BL_Texture::DisableAllTextures();
|
||||
|
||||
if(mLastBlenderShader)
|
||||
mLastBlenderShader->SetProg(false);
|
||||
|
||||
mBlenderShader->SetProg(true);
|
||||
mBlenderShader->ApplyShader();
|
||||
mLastBlenderShader= mBlenderShader;
|
||||
}
|
||||
}
|
||||
|
||||
void KX_BlenderMaterial::setTexData( bool enable, RAS_IRasterizer *ras)
|
||||
@@ -299,6 +313,11 @@ KX_BlenderMaterial::ActivatShaders(
|
||||
if(tmp->mMaterial->IsShared())
|
||||
cachingInfo =0;
|
||||
|
||||
if(mLastBlenderShader) {
|
||||
mLastBlenderShader->SetProg(false);
|
||||
mLastBlenderShader= NULL;
|
||||
}
|
||||
|
||||
if (GetCachingInfo() != cachingInfo) {
|
||||
|
||||
if (!cachingInfo)
|
||||
@@ -372,7 +391,7 @@ KX_BlenderMaterial::ActivateBlenderShaders(
|
||||
}
|
||||
|
||||
ActivatGLMaterials(rasty);
|
||||
mBlenderShader->SetTexCoords(rasty);
|
||||
mBlenderShader->SetAttribs(rasty, mMaterial);
|
||||
}
|
||||
|
||||
void
|
||||
@@ -382,6 +401,12 @@ KX_BlenderMaterial::ActivateMat(
|
||||
)const
|
||||
{
|
||||
KX_BlenderMaterial *tmp = const_cast<KX_BlenderMaterial*>(this);
|
||||
|
||||
if(mLastBlenderShader) {
|
||||
mLastBlenderShader->SetProg(false);
|
||||
mLastBlenderShader= NULL;
|
||||
}
|
||||
|
||||
if (GetCachingInfo() != cachingInfo) {
|
||||
if (!cachingInfo)
|
||||
tmp->setTexData( false,rasty );
|
||||
@@ -460,17 +485,29 @@ KX_BlenderMaterial::Activate(
|
||||
return dopass;
|
||||
}
|
||||
|
||||
bool KX_BlenderMaterial::UsesLighting(RAS_IRasterizer *rasty) const
|
||||
{
|
||||
if(!RAS_IPolyMaterial::UsesLighting(rasty))
|
||||
return false;
|
||||
|
||||
if(mShader && mShader->Ok());
|
||||
else if(mBlenderShader && mBlenderShader->Ok())
|
||||
return false;
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
void KX_BlenderMaterial::ActivateMeshSlot(const KX_MeshSlot & ms, RAS_IRasterizer* rasty) const
|
||||
{
|
||||
if(mShader && GLEW_ARB_shader_objects)
|
||||
mShader->Update(ms, rasty);
|
||||
if(mBlenderShader && GLEW_ARB_shader_objects)
|
||||
else if(mBlenderShader && GLEW_ARB_shader_objects)
|
||||
mBlenderShader->Update(ms, rasty);
|
||||
}
|
||||
|
||||
void KX_BlenderMaterial::ActivatGLMaterials( RAS_IRasterizer* rasty )const
|
||||
{
|
||||
if(!mBlenderShader) {
|
||||
if(mShader || !mBlenderShader) {
|
||||
rasty->SetSpecularity(
|
||||
mMaterial->speccolor[0]*mMaterial->spec_f,
|
||||
mMaterial->speccolor[1]*mMaterial->spec_f,
|
||||
@@ -506,6 +543,7 @@ void KX_BlenderMaterial::ActivateTexGen(RAS_IRasterizer *ras) const
|
||||
ras->SetAttribNum(0);
|
||||
if(mShader && GLEW_ARB_shader_objects) {
|
||||
if(mShader->GetAttribute() == BL_Shader::SHD_TANGENT) {
|
||||
ras->SetAttrib(RAS_IRasterizer::RAS_TEXCO_DISABLE, 0);
|
||||
ras->SetAttrib(RAS_IRasterizer::RAS_TEXTANGENT, 1);
|
||||
ras->SetAttribNum(2);
|
||||
}
|
||||
@@ -793,7 +831,7 @@ KX_PYMETHODDEF_DOC( KX_BlenderMaterial, getShader , "getShader()")
|
||||
void KX_BlenderMaterial::SetBlenderGLSLShader(void)
|
||||
{
|
||||
if(!mBlenderShader)
|
||||
mBlenderShader = new BL_BlenderShader(mMaterial->material);
|
||||
mBlenderShader = new BL_BlenderShader(mMaterial->material, m_lightlayer);
|
||||
|
||||
if(!mBlenderShader->Ok()) {
|
||||
delete mBlenderShader;
|
||||
|
@@ -94,6 +94,7 @@ private:
|
||||
BL_Material* mMaterial;
|
||||
BL_Shader* mShader;
|
||||
BL_BlenderShader* mBlenderShader;
|
||||
static BL_BlenderShader *mLastBlenderShader;
|
||||
KX_Scene* mScene;
|
||||
BL_Texture mTextures[MAXTEX]; // texture array
|
||||
bool mUserDefBlend;
|
||||
@@ -106,6 +107,7 @@ private:
|
||||
void ActivatGLMaterials( RAS_IRasterizer* rasty )const;
|
||||
void ActivateTexGen( RAS_IRasterizer *ras ) const;
|
||||
|
||||
bool UsesLighting(RAS_IRasterizer *rasty) const;
|
||||
|
||||
// message centers
|
||||
void setTexData( bool enable,RAS_IRasterizer *ras);
|
||||
|
@@ -1306,7 +1306,7 @@ PyObject* KX_GameObject::PyGetMesh(PyObject* self,
|
||||
return meshproxy;
|
||||
}
|
||||
}
|
||||
return NULL;
|
||||
Py_RETURN_NONE;
|
||||
}
|
||||
|
||||
|
||||
|
@@ -55,6 +55,7 @@
|
||||
#include "KX_Scene.h"
|
||||
#include "MT_CmMatrix4x4.h"
|
||||
#include "KX_Camera.h"
|
||||
#include "KX_Light.h"
|
||||
#include "KX_PythonInit.h"
|
||||
#include "KX_PyConstraintBinding.h"
|
||||
#include "PHY_IPhysicsEnvironment.h"
|
||||
@@ -614,6 +615,9 @@ void KX_KetsjiEngine::Render()
|
||||
// pass the scene's worldsettings to the rasterizer
|
||||
SetWorldSettings(scene->GetWorldInfo());
|
||||
|
||||
// shadow buffers
|
||||
RenderShadowBuffers(scene);
|
||||
|
||||
// Avoid drawing the scene with the active camera twice when it's viewport is enabled
|
||||
if(cam && !cam->GetViewport())
|
||||
{
|
||||
@@ -887,6 +891,46 @@ void KX_KetsjiEngine::SetupRenderFrame(KX_Scene *scene, KX_Camera* cam)
|
||||
|
||||
}
|
||||
|
||||
void KX_KetsjiEngine::RenderShadowBuffers(KX_Scene *scene)
|
||||
{
|
||||
CListValue *lightlist = scene->GetLightList();
|
||||
int i, drawmode;
|
||||
|
||||
for(i=0; i<lightlist->GetCount(); i++) {
|
||||
KX_LightObject *light = (KX_LightObject*)lightlist->GetValue(i);
|
||||
|
||||
light->Update();
|
||||
|
||||
if(m_drawingmode == RAS_IRasterizer::KX_TEXTURED && light->HasShadowBuffer()) {
|
||||
/* make temporary camera */
|
||||
RAS_CameraData camdata = RAS_CameraData();
|
||||
KX_Camera *cam = new KX_Camera(scene, scene->m_callbacks, camdata, false);
|
||||
cam->SetName("__shadow__cam__");
|
||||
|
||||
MT_Transform camtrans;
|
||||
|
||||
/* switch drawmode for speed */
|
||||
drawmode = m_rasterizer->GetDrawingMode();
|
||||
m_rasterizer->SetDrawingMode(RAS_IRasterizer::KX_SHADOW);
|
||||
|
||||
/* binds framebuffer object, sets up camera .. */
|
||||
light->BindShadowBuffer(m_rasterizer, cam, camtrans);
|
||||
|
||||
/* update scene */
|
||||
scene->UpdateMeshTransformations();
|
||||
scene->CalculateVisibleMeshes(m_rasterizer, cam, light->GetShadowLayer());
|
||||
|
||||
/* render */
|
||||
m_rasterizer->ClearDepthBuffer();
|
||||
scene->RenderBuckets(camtrans, m_rasterizer, m_rendertools);
|
||||
|
||||
/* unbind framebuffer object, restore drawmode, free camera */
|
||||
light->UnbindShadowBuffer(m_rasterizer);
|
||||
m_rasterizer->SetDrawingMode(drawmode);
|
||||
cam->Release();
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// update graphics
|
||||
void KX_KetsjiEngine::RenderFrame(KX_Scene* scene, KX_Camera* cam)
|
||||
|
@@ -179,6 +179,7 @@ private:
|
||||
void RenderFrame(KX_Scene* scene, KX_Camera* cam);
|
||||
void PostRenderFrame();
|
||||
void RenderDebugProperties();
|
||||
void RenderShadowBuffers(KX_Scene *scene);
|
||||
void SetBackGround(KX_WorldInfo* worldinfo);
|
||||
void SetWorldSettings(KX_WorldInfo* worldinfo);
|
||||
void DoSound(KX_Scene* scene);
|
||||
|
@@ -36,14 +36,20 @@
|
||||
#endif
|
||||
|
||||
#include "KX_Light.h"
|
||||
#include "KX_Camera.h"
|
||||
#include "RAS_IRasterizer.h"
|
||||
#include "RAS_IRenderTools.h"
|
||||
|
||||
#include "KX_PyMath.h"
|
||||
|
||||
#ifdef BLENDER_GLSL
|
||||
#include "GPU_material.h"
|
||||
#endif
|
||||
|
||||
KX_LightObject::KX_LightObject(void* sgReplicationInfo,SG_Callbacks callbacks,
|
||||
class RAS_IRenderTools* rendertools,
|
||||
const RAS_LightObject& lightobj,
|
||||
struct GPULamp *gpulamp,
|
||||
PyTypeObject* T
|
||||
)
|
||||
:
|
||||
@@ -53,12 +59,12 @@ KX_LightObject::KX_LightObject(void* sgReplicationInfo,SG_Callbacks callbacks,
|
||||
m_lightobj = lightobj;
|
||||
m_lightobj.m_worldmatrix = GetOpenGLMatrixPtr();
|
||||
m_rendertools->AddLight(&m_lightobj);
|
||||
m_gpulamp = gpulamp;
|
||||
};
|
||||
|
||||
|
||||
KX_LightObject::~KX_LightObject()
|
||||
{
|
||||
|
||||
m_rendertools->RemoveLight(&m_lightobj);
|
||||
}
|
||||
|
||||
@@ -78,6 +84,78 @@ CValue* KX_LightObject::GetReplica()
|
||||
return replica;
|
||||
}
|
||||
|
||||
void KX_LightObject::Update()
|
||||
{
|
||||
#ifdef BLENDER_GLSL
|
||||
if(m_gpulamp) {
|
||||
float obmat[4][4];
|
||||
double *dobmat = GetOpenGLMatrixPtr()->getPointer();
|
||||
|
||||
for(int i=0; i<4; i++)
|
||||
for(int j=0; j<4; j++, dobmat++)
|
||||
obmat[i][j] = (float)*dobmat;
|
||||
|
||||
GPU_lamp_update(m_gpulamp, obmat);
|
||||
}
|
||||
#endif
|
||||
}
|
||||
|
||||
bool KX_LightObject::HasShadowBuffer()
|
||||
{
|
||||
#ifdef BLENDER_GLSL
|
||||
return (m_gpulamp && GPU_lamp_has_shadow_buffer(m_gpulamp));
|
||||
#else
|
||||
return false;
|
||||
#endif
|
||||
}
|
||||
|
||||
int KX_LightObject::GetShadowLayer()
|
||||
{
|
||||
#ifdef BLENDER_GLSL
|
||||
if(m_gpulamp)
|
||||
return GPU_lamp_shadow_layer(m_gpulamp);
|
||||
else
|
||||
#endif
|
||||
return 0;
|
||||
}
|
||||
|
||||
void KX_LightObject::BindShadowBuffer(RAS_IRasterizer *ras, KX_Camera *cam, MT_Transform& camtrans)
|
||||
{
|
||||
#ifdef BLENDER_GLSL
|
||||
float viewmat[4][4], winmat[4][4];
|
||||
int winsize;
|
||||
|
||||
/* bind framebuffer */
|
||||
GPU_lamp_shadow_buffer_bind(m_gpulamp, viewmat, &winsize, winmat);
|
||||
|
||||
/* setup camera transformation */
|
||||
MT_Matrix4x4 modelviewmat((float*)viewmat);
|
||||
MT_Matrix4x4 projectionmat((float*)winmat);
|
||||
|
||||
MT_Transform trans = MT_Transform((float*)viewmat);
|
||||
camtrans.invert(trans);
|
||||
|
||||
cam->SetModelviewMatrix(modelviewmat);
|
||||
cam->SetProjectionMatrix(projectionmat);
|
||||
|
||||
cam->NodeSetLocalPosition(camtrans.getOrigin());
|
||||
cam->NodeSetLocalOrientation(camtrans.getBasis());
|
||||
cam->NodeUpdateGS(0,true);
|
||||
|
||||
/* setup rasterizer transformations */
|
||||
ras->SetProjectionMatrix(projectionmat);
|
||||
ras->SetViewMatrix(modelviewmat, cam->NodeGetWorldPosition(),
|
||||
cam->GetCameraLocation(), cam->GetCameraOrientation());
|
||||
#endif
|
||||
}
|
||||
|
||||
void KX_LightObject::UnbindShadowBuffer(RAS_IRasterizer *ras)
|
||||
{
|
||||
#ifdef BLENDER_GLSL
|
||||
GPU_lamp_shadow_buffer_unbind(m_gpulamp);
|
||||
#endif
|
||||
}
|
||||
|
||||
PyObject* KX_LightObject::_getattr(const STR_String& attr)
|
||||
{
|
||||
if (attr == "layer")
|
||||
|
@@ -32,20 +32,34 @@
|
||||
#include "RAS_LightObject.h"
|
||||
#include "KX_GameObject.h"
|
||||
|
||||
struct GPULamp;
|
||||
class KX_Camera;
|
||||
class RAS_IRasterizer;
|
||||
class RAS_IRenderTools;
|
||||
class MT_Transform;
|
||||
|
||||
class KX_LightObject : public KX_GameObject
|
||||
{
|
||||
Py_Header;
|
||||
protected:
|
||||
RAS_LightObject m_lightobj;
|
||||
class RAS_IRenderTools* m_rendertools; //needed for registering and replication of lightobj
|
||||
struct GPULamp *m_gpulamp;
|
||||
static char doc[];
|
||||
|
||||
public:
|
||||
KX_LightObject(void* sgReplicationInfo,SG_Callbacks callbacks,class RAS_IRenderTools* rendertools,const struct RAS_LightObject& lightobj, PyTypeObject *T = &Type);
|
||||
KX_LightObject(void* sgReplicationInfo,SG_Callbacks callbacks,class RAS_IRenderTools* rendertools,const struct RAS_LightObject& lightobj, struct GPULamp *gpulamp, PyTypeObject *T = &Type);
|
||||
virtual ~KX_LightObject();
|
||||
virtual CValue* GetReplica();
|
||||
RAS_LightObject* GetLightData() { return &m_lightobj;}
|
||||
|
||||
/* GLSL shadow */
|
||||
bool HasShadowBuffer();
|
||||
int GetShadowLayer();
|
||||
void BindShadowBuffer(class RAS_IRasterizer *ras, class KX_Camera *cam, class MT_Transform& camtrans);
|
||||
void UnbindShadowBuffer(class RAS_IRasterizer *ras);
|
||||
void Update();
|
||||
|
||||
virtual PyObject* _getattr(const STR_String& attr); /* lens, near, far, projection_matrix */
|
||||
virtual int _setattr(const STR_String& attr, PyObject *pyvalue);
|
||||
};
|
||||
|
@@ -888,6 +888,7 @@ void KX_Scene::ReplaceMesh(class CValue* obj,void* meshobj)
|
||||
else if (bHasArmature)
|
||||
{
|
||||
BL_SkinDeformer* skinDeformer = new BL_SkinDeformer(
|
||||
newobj,
|
||||
oldblendobj, blendobj,
|
||||
static_cast<BL_SkinMeshObject*>(mesh),
|
||||
true,
|
||||
@@ -899,7 +900,7 @@ void KX_Scene::ReplaceMesh(class CValue* obj,void* meshobj)
|
||||
else if (bHasDvert)
|
||||
{
|
||||
BL_MeshDeformer* meshdeformer = new BL_MeshDeformer(
|
||||
oldblendobj, static_cast<BL_SkinMeshObject*>(mesh)
|
||||
newobj, oldblendobj, static_cast<BL_SkinMeshObject*>(mesh)
|
||||
);
|
||||
newobj->m_pDeformer = meshdeformer;
|
||||
}
|
||||
@@ -1004,11 +1005,12 @@ void KX_Scene::UpdateMeshTransformations()
|
||||
}
|
||||
}
|
||||
|
||||
void KX_Scene::MarkVisible(SG_Tree *node, RAS_IRasterizer* rasty, KX_Camera* cam)
|
||||
void KX_Scene::MarkVisible(SG_Tree *node, RAS_IRasterizer* rasty, KX_Camera* cam, int layer)
|
||||
{
|
||||
int intersect = KX_Camera::INTERSECT;
|
||||
KX_GameObject *gameobj = node->Client()?(KX_GameObject*) node->Client()->GetSGClientObject():NULL;
|
||||
bool dotest = (gameobj && gameobj->GetVisible()) || node->Left() || node->Right();
|
||||
bool visible = (gameobj && gameobj->GetVisible() && (!layer || (gameobj->GetLayer() & layer)));
|
||||
bool dotest = visible || node->Left() || node->Right();
|
||||
|
||||
/* If the camera is inside the box, assume intersect. */
|
||||
if (dotest && !node->inside( cam->NodeGetWorldPosition()))
|
||||
@@ -1033,19 +1035,19 @@ void KX_Scene::MarkVisible(SG_Tree *node, RAS_IRasterizer* rasty, KX_Camera* cam
|
||||
break;
|
||||
case KX_Camera::INTERSECT:
|
||||
if (gameobj)
|
||||
MarkVisible(rasty, gameobj,cam);
|
||||
MarkVisible(rasty, gameobj, cam, layer);
|
||||
if (node->Left())
|
||||
MarkVisible(node->Left(), rasty,cam);
|
||||
MarkVisible(node->Left(), rasty, cam, layer);
|
||||
if (node->Right())
|
||||
MarkVisible(node->Right(), rasty,cam);
|
||||
MarkVisible(node->Right(), rasty, cam, layer);
|
||||
break;
|
||||
case KX_Camera::INSIDE:
|
||||
MarkSubTreeVisible(node, rasty, true,cam);
|
||||
MarkSubTreeVisible(node, rasty, true, cam, layer);
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
void KX_Scene::MarkSubTreeVisible(SG_Tree *node, RAS_IRasterizer* rasty, bool visible,KX_Camera* cam)
|
||||
void KX_Scene::MarkSubTreeVisible(SG_Tree *node, RAS_IRasterizer* rasty, bool visible, KX_Camera* cam, int layer)
|
||||
{
|
||||
if (node->Client())
|
||||
{
|
||||
@@ -1068,16 +1070,23 @@ void KX_Scene::MarkSubTreeVisible(SG_Tree *node, RAS_IRasterizer* rasty, bool vi
|
||||
}
|
||||
}
|
||||
if (node->Left())
|
||||
MarkSubTreeVisible(node->Left(), rasty, visible,cam);
|
||||
MarkSubTreeVisible(node->Left(), rasty, visible, cam, layer);
|
||||
if (node->Right())
|
||||
MarkSubTreeVisible(node->Right(), rasty, visible,cam);
|
||||
MarkSubTreeVisible(node->Right(), rasty, visible, cam, layer);
|
||||
}
|
||||
|
||||
void KX_Scene::MarkVisible(RAS_IRasterizer* rasty, KX_GameObject* gameobj,KX_Camera* cam)
|
||||
void KX_Scene::MarkVisible(RAS_IRasterizer* rasty, KX_GameObject* gameobj,KX_Camera* cam,int layer)
|
||||
{
|
||||
// User (Python/Actuator) has forced object invisible...
|
||||
if (!gameobj->GetVisible())
|
||||
return;
|
||||
|
||||
// Shadow lamp layers
|
||||
if(layer && !(gameobj->GetLayer() & layer)) {
|
||||
gameobj->MarkVisible(false);
|
||||
return;
|
||||
}
|
||||
|
||||
// If Frustum culling is off, the object is always visible.
|
||||
bool vis = !cam->GetFrustumCulling();
|
||||
|
||||
@@ -1127,20 +1136,20 @@ void KX_Scene::MarkVisible(RAS_IRasterizer* rasty, KX_GameObject* gameobj,KX_Cam
|
||||
}
|
||||
}
|
||||
|
||||
void KX_Scene::CalculateVisibleMeshes(RAS_IRasterizer* rasty,KX_Camera* cam)
|
||||
void KX_Scene::CalculateVisibleMeshes(RAS_IRasterizer* rasty,KX_Camera* cam, int layer)
|
||||
{
|
||||
// FIXME: When tree is operational
|
||||
#if 1
|
||||
// do this incrementally in the future
|
||||
for (int i = 0; i < m_objectlist->GetCount(); i++)
|
||||
{
|
||||
MarkVisible(rasty, static_cast<KX_GameObject*>(m_objectlist->GetValue(i)), cam);
|
||||
MarkVisible(rasty, static_cast<KX_GameObject*>(m_objectlist->GetValue(i)), cam, layer);
|
||||
}
|
||||
#else
|
||||
if (cam->GetFrustumCulling())
|
||||
MarkVisible(m_objecttree, rasty, cam);
|
||||
MarkVisible(m_objecttree, rasty, cam, layer);
|
||||
else
|
||||
MarkSubTreeVisible(m_objecttree, rasty, true, cam);
|
||||
MarkSubTreeVisible(m_objecttree, rasty, true, cam, layer);
|
||||
#endif
|
||||
}
|
||||
|
||||
|
@@ -260,9 +260,9 @@ protected:
|
||||
/**
|
||||
* Visibility testing functions.
|
||||
*/
|
||||
void MarkVisible(SG_Tree *node, RAS_IRasterizer* rasty, KX_Camera*cam);
|
||||
void MarkSubTreeVisible(SG_Tree *node, RAS_IRasterizer* rasty, bool visible, KX_Camera*cam);
|
||||
void MarkVisible(RAS_IRasterizer* rasty, KX_GameObject* gameobj, KX_Camera*cam);
|
||||
void MarkVisible(SG_Tree *node, RAS_IRasterizer* rasty, KX_Camera*cam,int layer=0);
|
||||
void MarkSubTreeVisible(SG_Tree *node, RAS_IRasterizer* rasty, bool visible, KX_Camera*cam,int layer=0);
|
||||
void MarkVisible(RAS_IRasterizer* rasty, KX_GameObject* gameobj, KX_Camera*cam, int layer=0);
|
||||
|
||||
double m_suspendedtime;
|
||||
double m_suspendeddelta;
|
||||
@@ -483,7 +483,7 @@ public:
|
||||
void SetNetworkScene(NG_NetworkScene *newScene);
|
||||
void SetWorldInfo(class KX_WorldInfo* wi);
|
||||
KX_WorldInfo* GetWorldInfo();
|
||||
void CalculateVisibleMeshes(RAS_IRasterizer* rasty, KX_Camera *cam);
|
||||
void CalculateVisibleMeshes(RAS_IRasterizer* rasty, KX_Camera *cam, int layer=0);
|
||||
void UpdateMeshTransformations();
|
||||
KX_Camera* GetpCamera();
|
||||
SND_Scene* GetSoundScene();
|
||||
|
@@ -109,7 +109,7 @@ void RAS_BucketManager::RenderAlphaBuckets(
|
||||
// it is needed for compatibility.
|
||||
rasty->SetDepthMask(RAS_IRasterizer::KX_DEPTHMASK_DISABLED);
|
||||
|
||||
int drawingmode;
|
||||
RAS_IRasterizer::DrawMode drawingmode;
|
||||
std::multiset< alphamesh, backtofront>::iterator msit = alphameshset.begin();
|
||||
for (; msit != alphameshset.end(); ++msit)
|
||||
{
|
||||
|
@@ -27,6 +27,7 @@
|
||||
*/
|
||||
|
||||
#include "RAS_IPolygonMaterial.h"
|
||||
#include "RAS_IRasterizer.h"
|
||||
|
||||
#ifdef HAVE_CONFIG_H
|
||||
#include <config.h>
|
||||
@@ -148,4 +149,19 @@ const unsigned int RAS_IPolyMaterial::GetFlag() const
|
||||
return m_flag;
|
||||
}
|
||||
|
||||
bool RAS_IPolyMaterial::UsesLighting(RAS_IRasterizer *rasty) const
|
||||
{
|
||||
bool dolights = false;
|
||||
|
||||
if(m_flag & RAS_BLENDERMAT)
|
||||
dolights = (m_flag &RAS_MULTILIGHT)!=0;
|
||||
else if(rasty->GetDrawingMode() < RAS_IRasterizer::KX_SOLID);
|
||||
else if(rasty->GetDrawingMode() == RAS_IRasterizer::KX_SHADOW);
|
||||
else
|
||||
dolights = (m_drawingmode & 16)!=0;
|
||||
|
||||
return dolights;
|
||||
}
|
||||
|
||||
unsigned int RAS_IPolyMaterial::m_newpolymatid = 0;
|
||||
|
||||
|
@@ -141,6 +141,8 @@ public:
|
||||
const STR_String& GetTextureName() const;
|
||||
const unsigned int GetFlag() const;
|
||||
|
||||
virtual bool UsesLighting(RAS_IRasterizer *rasty) const;
|
||||
|
||||
/*
|
||||
* PreCalculate texture gen
|
||||
*/
|
||||
|
@@ -33,12 +33,23 @@
|
||||
#pragma warning (disable:4786)
|
||||
#endif
|
||||
|
||||
#include "STR_HashedString.h"
|
||||
|
||||
#include "MT_CmMatrix4x4.h"
|
||||
#include "MT_Matrix4x4.h"
|
||||
|
||||
#include "RAS_TexVert.h"
|
||||
|
||||
#include <vector>
|
||||
using namespace std;
|
||||
|
||||
class RAS_ICanvas;
|
||||
class RAS_IPolyMaterial;
|
||||
#include "RAS_MaterialBucket.h"
|
||||
|
||||
typedef vector<unsigned short> KX_IndexArray;
|
||||
typedef vector<RAS_TexVert> KX_VertexArray;
|
||||
typedef vector< KX_VertexArray* > vecVertexArray;
|
||||
typedef vector< KX_IndexArray* > vecIndexArrays;
|
||||
|
||||
/**
|
||||
* 3D rendering device context interface.
|
||||
@@ -62,7 +73,18 @@ public:
|
||||
KX_WIREFRAME,
|
||||
KX_SOLID,
|
||||
KX_SHADED,
|
||||
KX_TEXTURED
|
||||
KX_TEXTURED,
|
||||
KX_SHADOW
|
||||
};
|
||||
|
||||
/**
|
||||
* Drawing modes
|
||||
*/
|
||||
|
||||
enum DrawMode {
|
||||
KX_MODE_LINES = 1,
|
||||
KX_MODE_TRIANGLES,
|
||||
KX_MODE_QUADS
|
||||
};
|
||||
|
||||
/**
|
||||
@@ -111,6 +133,7 @@ public:
|
||||
RAS_TEXCO_NORM, //< Normal coordinates
|
||||
RAS_TEXTANGENT, //<
|
||||
RAS_TEXCO_UV2, //<
|
||||
RAS_TEXCO_VCOL, //< Vertex Color
|
||||
RAS_TEXCO_DISABLE //< Disable this texture unit (cached)
|
||||
};
|
||||
|
||||
@@ -197,19 +220,21 @@ public:
|
||||
* IndexPrimitives: Renders primitives.
|
||||
* @param vertexarrays is an array of vertex arrays
|
||||
* @param indexarrays is an array of index arrays
|
||||
* @param mode determines the type of primitive stored in the vertex/index arrays:
|
||||
* 0 triangles
|
||||
* 1 lines (default)
|
||||
* 2 quads
|
||||
* @param polymat (reserved)
|
||||
* @param mode determines the type of primitive stored in the vertex/index arrays
|
||||
* @param useObjectColor will render the object using @param rgbacolor instead of
|
||||
* vertex colors.
|
||||
*/
|
||||
virtual void 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)=0;
|
||||
|
||||
virtual void IndexPrimitivesMulti(
|
||||
const vecVertexArray& vertexarrays,
|
||||
const vecIndexArrays & indexarrays,
|
||||
DrawMode mode,
|
||||
bool useObjectColor,
|
||||
const MT_Vector4& rgbacolor,
|
||||
class KX_ListSlot** slot)=0;
|
||||
@@ -220,22 +245,12 @@ public:
|
||||
*/
|
||||
virtual void IndexPrimitives_3DText( const vecVertexArray& vertexarrays,
|
||||
const vecIndexArrays & indexarrays,
|
||||
int mode,
|
||||
DrawMode mode,
|
||||
class RAS_IPolyMaterial* polymat,
|
||||
class RAS_IRenderTools* rendertools,
|
||||
bool useObjectColor,
|
||||
const MT_Vector4& rgbacolor)=0;
|
||||
|
||||
virtual void IndexPrimitivesMulti(
|
||||
const vecVertexArray& vertexarrays,
|
||||
const vecIndexArrays & indexarrays,
|
||||
int mode,
|
||||
class RAS_IPolyMaterial* polymat,
|
||||
class RAS_IRenderTools* rendertools,
|
||||
bool useObjectColor,
|
||||
const MT_Vector4& rgbacolor,
|
||||
class KX_ListSlot** slot)=0;
|
||||
|
||||
virtual void SetProjectionMatrix(MT_CmMatrix4x4 & mat)=0;
|
||||
/* This one should become our final version, methinks. */
|
||||
/**
|
||||
|
@@ -167,38 +167,30 @@ RAS_MaterialBucket::T_MeshSlotList::iterator RAS_MaterialBucket::msEnd()
|
||||
}
|
||||
|
||||
bool RAS_MaterialBucket::ActivateMaterial(const MT_Transform& cameratrans, RAS_IRasterizer* rasty,
|
||||
RAS_IRenderTools *rendertools, int &drawmode)
|
||||
RAS_IRenderTools *rendertools, RAS_IRasterizer::DrawMode &drawmode)
|
||||
{
|
||||
rendertools->SetViewMat(cameratrans);
|
||||
|
||||
if (!rasty->SetMaterial(*m_material))
|
||||
return false;
|
||||
|
||||
bool dolights = false;
|
||||
const unsigned int flag = m_material->GetFlag();
|
||||
|
||||
if( flag & RAS_BLENDERMAT)
|
||||
dolights = (flag &RAS_MULTILIGHT)!=0;
|
||||
else
|
||||
dolights = (m_material->GetDrawingMode()&16)!=0;
|
||||
|
||||
if ((rasty->GetDrawingMode() < RAS_IRasterizer::KX_SOLID) || !dolights)
|
||||
{
|
||||
rendertools->ProcessLighting(-1);
|
||||
}
|
||||
else
|
||||
{
|
||||
if (m_material->UsesLighting(rasty))
|
||||
rendertools->ProcessLighting(RAS_IRenderTools::RAS_LIGHT_OBJECT_LAYER/*m_material->GetLightLayer()*/);
|
||||
}
|
||||
else
|
||||
rendertools->ProcessLighting(-1);
|
||||
|
||||
drawmode = (rasty->GetDrawingMode() < RAS_IRasterizer::KX_SOLID ?
|
||||
1: (m_material->UsesTriangles() ? 0 : 2));
|
||||
if(rasty->GetDrawingMode() < RAS_IRasterizer::KX_SOLID)
|
||||
drawmode = RAS_IRasterizer::KX_MODE_LINES;
|
||||
else if(m_material->UsesTriangles())
|
||||
drawmode = RAS_IRasterizer::KX_MODE_TRIANGLES;
|
||||
else
|
||||
drawmode = RAS_IRasterizer::KX_MODE_QUADS;
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
void RAS_MaterialBucket::RenderMeshSlot(const MT_Transform& cameratrans, RAS_IRasterizer* rasty,
|
||||
RAS_IRenderTools* rendertools, const KX_MeshSlot &ms, int drawmode)
|
||||
RAS_IRenderTools* rendertools, const KX_MeshSlot &ms, RAS_IRasterizer::DrawMode drawmode)
|
||||
{
|
||||
if (!ms.m_bVisible)
|
||||
return;
|
||||
@@ -225,6 +217,17 @@ void RAS_MaterialBucket::RenderMeshSlot(const MT_Transform& cameratrans, RAS_IRa
|
||||
ms.m_DisplayList->SetModified(ms.m_mesh->MeshModified());
|
||||
}
|
||||
|
||||
// verify if we can use display list, not for deformed object, and
|
||||
// also don't create a new display list when drawing shadow buffers,
|
||||
// then it won't have texture coordinates for actual drawing
|
||||
KX_ListSlot **displaylist;
|
||||
if(ms.m_pDeformer)
|
||||
displaylist = 0;
|
||||
else if(!ms.m_DisplayList && rasty->GetDrawingMode() == RAS_IRasterizer::KX_SHADOW)
|
||||
displaylist = 0;
|
||||
else
|
||||
displaylist = &ms.m_DisplayList;
|
||||
|
||||
// Use the text-specific IndexPrimitives for text faces
|
||||
if (m_material->GetDrawingMode() & RAS_IRasterizer::RAS_RENDER_3DPOLYGON_TEXT)
|
||||
{
|
||||
@@ -245,12 +248,9 @@ void RAS_MaterialBucket::RenderMeshSlot(const MT_Transform& cameratrans, RAS_IRa
|
||||
ms.m_mesh->GetVertexCache(m_material),
|
||||
ms.m_mesh->GetIndexCache(m_material),
|
||||
drawmode,
|
||||
m_material,
|
||||
rendertools,
|
||||
ms.m_bObjectColor,
|
||||
ms.m_RGBAcolor,
|
||||
(ms.m_pDeformer)? 0: &ms.m_DisplayList
|
||||
);
|
||||
displaylist);
|
||||
}
|
||||
|
||||
// Use the normal IndexPrimitives
|
||||
@@ -260,12 +260,9 @@ void RAS_MaterialBucket::RenderMeshSlot(const MT_Transform& cameratrans, RAS_IRa
|
||||
ms.m_mesh->GetVertexCache(m_material),
|
||||
ms.m_mesh->GetIndexCache(m_material),
|
||||
drawmode,
|
||||
m_material,
|
||||
rendertools, // needed for textprinting on polys
|
||||
ms.m_bObjectColor,
|
||||
ms.m_RGBAcolor,
|
||||
(ms.m_pDeformer)? 0: &ms.m_DisplayList
|
||||
);
|
||||
displaylist);
|
||||
}
|
||||
|
||||
if(rasty->QueryLists()) {
|
||||
@@ -287,7 +284,7 @@ void RAS_MaterialBucket::Render(const MT_Transform& cameratrans,
|
||||
|
||||
//rasty->SetMaterial(*m_material);
|
||||
|
||||
int drawmode;
|
||||
RAS_IRasterizer::DrawMode drawmode;
|
||||
for (T_MeshSlotList::const_iterator it = m_meshSlots.begin();
|
||||
! (it == m_meshSlots.end()); ++it)
|
||||
{
|
||||
|
@@ -35,17 +35,13 @@
|
||||
|
||||
#include "MT_Transform.h"
|
||||
#include "RAS_IPolygonMaterial.h"
|
||||
#include "RAS_IRasterizer.h"
|
||||
#include "RAS_Deformer.h" // __NLA
|
||||
#include <vector>
|
||||
#include <map>
|
||||
#include <set>
|
||||
using namespace std;
|
||||
|
||||
typedef vector<unsigned short> KX_IndexArray;
|
||||
typedef vector<RAS_TexVert> KX_VertexArray;
|
||||
typedef vector< KX_VertexArray* > vecVertexArray;
|
||||
typedef vector< KX_IndexArray* > vecIndexArrays;
|
||||
|
||||
/**
|
||||
* KX_VertexIndex
|
||||
*/
|
||||
@@ -146,9 +142,9 @@ public:
|
||||
const MT_Vector4& rgbavec);
|
||||
|
||||
void RenderMeshSlot(const MT_Transform& cameratrans, RAS_IRasterizer* rasty,
|
||||
RAS_IRenderTools* rendertools, const KX_MeshSlot &ms, int drawmode);
|
||||
RAS_IRenderTools* rendertools, const KX_MeshSlot &ms, RAS_IRasterizer::DrawMode drawmode);
|
||||
bool ActivateMaterial(const MT_Transform& cameratrans, RAS_IRasterizer* rasty,
|
||||
RAS_IRenderTools *rendertools, int &drawmode);
|
||||
RAS_IRenderTools *rendertools, RAS_IRasterizer::DrawMode& drawmode);
|
||||
|
||||
unsigned int NumMeshSlots();
|
||||
T_MeshSlotList::iterator msBegin();
|
||||
|
@@ -68,8 +68,8 @@ RAS_MeshObject::RAS_MeshObject(Mesh* mesh, int lightlayer)
|
||||
m_lightlayer(lightlayer),
|
||||
m_zsort(false),
|
||||
m_MeshMod(true),
|
||||
m_class(0),
|
||||
m_mesh(mesh)
|
||||
m_mesh(mesh),
|
||||
m_class(0)
|
||||
{
|
||||
}
|
||||
|
||||
@@ -259,18 +259,18 @@ int RAS_MeshObject::FindOrAddVertex(int vtxarray,
|
||||
const MT_Vector3& normal,
|
||||
bool flat,
|
||||
RAS_IPolyMaterial* mat,
|
||||
int orgindex)
|
||||
int origindex)
|
||||
{
|
||||
KX_ArrayOptimizer* ao = GetArrayOptimizer(mat);//*(m_matVertexArrays[*mat]);
|
||||
KX_ArrayOptimizer* ao = GetArrayOptimizer(mat);
|
||||
|
||||
int numverts = ao->m_VertexArrayCache1[vtxarray]->size();//m_VertexArrayCount[vtxarray];
|
||||
RAS_TexVert newvert(xyz,uv,uv2,tangent,rgbacolor,normal, flat? TV_CALCFACENORMAL: 0);
|
||||
RAS_TexVert newvert(xyz,uv,uv2,tangent,rgbacolor,normal, flat? TV_CALCFACENORMAL: 0,origindex);
|
||||
|
||||
#define KX_FIND_SHARED_VERTICES
|
||||
#ifdef KX_FIND_SHARED_VERTICES
|
||||
if(!flat) {
|
||||
for (std::vector<RAS_MatArrayIndex>::iterator it = m_xyz_index_to_vertex_index_mapping[orgindex].begin();
|
||||
it != m_xyz_index_to_vertex_index_mapping[orgindex].end();
|
||||
for (std::vector<RAS_MatArrayIndex>::iterator it = m_xyz_index_to_vertex_index_mapping[origindex].begin();
|
||||
it != m_xyz_index_to_vertex_index_mapping[origindex].end();
|
||||
it++)
|
||||
{
|
||||
if ((*it).m_arrayindex1 == ao->m_index1 &&
|
||||
@@ -293,22 +293,18 @@ int RAS_MeshObject::FindOrAddVertex(int vtxarray,
|
||||
idx.m_array = vtxarray;
|
||||
idx.m_index = numverts;
|
||||
idx.m_matid = mat;
|
||||
m_xyz_index_to_vertex_index_mapping[orgindex].push_back(idx);
|
||||
m_xyz_index_to_vertex_index_mapping[origindex].push_back(idx);
|
||||
|
||||
return numverts;
|
||||
}
|
||||
|
||||
|
||||
|
||||
const vecVertexArray& RAS_MeshObject::GetVertexCache (RAS_IPolyMaterial* mat)
|
||||
vecVertexArray& RAS_MeshObject::GetVertexCache (RAS_IPolyMaterial* mat)
|
||||
{
|
||||
KX_ArrayOptimizer* ao = GetArrayOptimizer(mat);//*(m_matVertexArrays[*mat]);
|
||||
KX_ArrayOptimizer* ao = GetArrayOptimizer(mat);
|
||||
|
||||
return ao->m_VertexArrayCache1;
|
||||
}
|
||||
|
||||
|
||||
|
||||
int RAS_MeshObject::GetVertexArrayLength(RAS_IPolyMaterial* mat)
|
||||
{
|
||||
int len = 0;
|
||||
@@ -362,7 +358,7 @@ RAS_TexVert* RAS_MeshObject::GetVertex(unsigned int matid,
|
||||
|
||||
const vecIndexArrays& RAS_MeshObject::GetIndexCache (RAS_IPolyMaterial* mat)
|
||||
{
|
||||
KX_ArrayOptimizer* ao = GetArrayOptimizer(mat);//*(m_matVertexArrays[*mat]);
|
||||
KX_ArrayOptimizer* ao = GetArrayOptimizer(mat);
|
||||
|
||||
return ao->m_IndexArrayCache1;
|
||||
}
|
||||
@@ -371,16 +367,27 @@ const vecIndexArrays& RAS_MeshObject::GetIndexCache (RAS_IPolyMaterial* mat)
|
||||
|
||||
KX_ArrayOptimizer* RAS_MeshObject::GetArrayOptimizer(RAS_IPolyMaterial* polymat)
|
||||
{
|
||||
KX_ArrayOptimizer** aop = (m_matVertexArrayS[*polymat]);
|
||||
KX_ArrayOptimizer** aop = m_matVertexArrayS[polymat];
|
||||
|
||||
if(aop)
|
||||
return *aop;
|
||||
|
||||
// didn't find array, but an array might already exist
|
||||
// for a material equal to this one
|
||||
for(int i=0;i<m_matVertexArrayS.size();i++) {
|
||||
RAS_IPolyMaterial *mat = (RAS_IPolyMaterial*)(m_matVertexArrayS.getKey(i)->getValue());
|
||||
if(*mat == *polymat) {
|
||||
m_matVertexArrayS.insert(polymat, *m_matVertexArrayS.at(i));
|
||||
return *m_matVertexArrayS.at(i);
|
||||
}
|
||||
}
|
||||
|
||||
// create new array
|
||||
int numelements = m_matVertexArrayS.size();
|
||||
m_sortedMaterials.push_back(polymat);
|
||||
|
||||
KX_ArrayOptimizer* ao = new KX_ArrayOptimizer(numelements);
|
||||
m_matVertexArrayS.insert(*polymat,ao);
|
||||
m_matVertexArrayS.insert(polymat, ao);
|
||||
|
||||
return ao;
|
||||
}
|
||||
@@ -463,7 +470,7 @@ RAS_TexVert* RAS_MeshObject::GetVertex(short array,
|
||||
unsigned int index,
|
||||
RAS_IPolyMaterial* polymat)
|
||||
{
|
||||
KX_ArrayOptimizer* ao = GetArrayOptimizer(polymat);//*(m_matVertexArrays[*polymat]);
|
||||
KX_ArrayOptimizer* ao = GetArrayOptimizer(polymat);
|
||||
return &((*(ao->m_VertexArrayCache1)[array])[index]);
|
||||
}
|
||||
|
||||
@@ -471,14 +478,20 @@ RAS_TexVert* RAS_MeshObject::GetVertex(short array,
|
||||
|
||||
void RAS_MeshObject::ClearArrayData()
|
||||
{
|
||||
for (int i=0;i<m_matVertexArrayS.size();i++)
|
||||
{
|
||||
for (int i=0;i<m_matVertexArrayS.size();i++) {
|
||||
KX_ArrayOptimizer** ao = m_matVertexArrayS.at(i);
|
||||
if (ao)
|
||||
{
|
||||
delete *ao;
|
||||
|
||||
// we have duplicate entries, only free once
|
||||
for(int j=i+1;j<m_matVertexArrayS.size();j++) {
|
||||
if(ao == m_matVertexArrayS.at(j)) {
|
||||
ao = NULL;
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
if (ao)
|
||||
delete *ao;
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
|
@@ -142,7 +142,7 @@ protected:
|
||||
enum { BUCKET_MAX_INDICES = 65535 };//2048};//8192};
|
||||
enum { BUCKET_MAX_TRIANGLES = 65535 };
|
||||
|
||||
GEN_Map<class RAS_IPolyMaterial,KX_ArrayOptimizer*> m_matVertexArrayS;
|
||||
GEN_Map<GEN_HashedPtr,KX_ArrayOptimizer*> m_matVertexArrayS;
|
||||
|
||||
RAS_MaterialBucket::Set m_materials;
|
||||
Mesh* m_mesh;
|
||||
@@ -242,10 +242,10 @@ public:
|
||||
const MT_Vector3& normal,
|
||||
bool flat,
|
||||
RAS_IPolyMaterial* mat,
|
||||
int orgindex
|
||||
int origindex
|
||||
);
|
||||
|
||||
const vecVertexArray& GetVertexCache (RAS_IPolyMaterial* mat);
|
||||
vecVertexArray& GetVertexCache (RAS_IPolyMaterial* mat);
|
||||
|
||||
int GetVertexArrayLength(RAS_IPolyMaterial* mat);
|
||||
|
||||
|
@@ -161,9 +161,7 @@ void RAS_ListRasterizer::ReleaseAlloc()
|
||||
void RAS_ListRasterizer::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)
|
||||
@@ -185,15 +183,13 @@ void RAS_ListRasterizer::IndexPrimitives(
|
||||
if (mUseVertexArrays) {
|
||||
RAS_VAOpenGLRasterizer::IndexPrimitives(
|
||||
vertexarrays, indexarrays,
|
||||
mode, polymat,
|
||||
rendertools, useObjectColor,
|
||||
mode, useObjectColor,
|
||||
rgbacolor,slot
|
||||
);
|
||||
} else {
|
||||
RAS_OpenGLRasterizer::IndexPrimitives(
|
||||
vertexarrays, indexarrays,
|
||||
mode, polymat,
|
||||
rendertools, useObjectColor,
|
||||
mode, useObjectColor,
|
||||
rgbacolor,slot
|
||||
);
|
||||
}
|
||||
@@ -208,9 +204,7 @@ void RAS_ListRasterizer::IndexPrimitives(
|
||||
void RAS_ListRasterizer::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)
|
||||
@@ -230,18 +224,19 @@ void RAS_ListRasterizer::IndexPrimitivesMulti(
|
||||
}
|
||||
}
|
||||
|
||||
if (mUseVertexArrays) {
|
||||
// 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(
|
||||
vertexarrays, indexarrays,
|
||||
mode, polymat,
|
||||
rendertools, useObjectColor,
|
||||
mode, useObjectColor,
|
||||
rgbacolor,slot
|
||||
);
|
||||
} else {
|
||||
RAS_OpenGLRasterizer::IndexPrimitivesMulti(
|
||||
vertexarrays, indexarrays,
|
||||
mode, polymat,
|
||||
rendertools, useObjectColor,
|
||||
mode, useObjectColor,
|
||||
rgbacolor,slot
|
||||
);
|
||||
}
|
||||
|
@@ -52,9 +52,7 @@ public:
|
||||
virtual void 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
|
||||
@@ -63,9 +61,7 @@ public:
|
||||
virtual void 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
|
||||
|
@@ -368,23 +368,11 @@ void RAS_OpenGLRasterizer::SetDrawingMode(int drawingmode)
|
||||
|
||||
switch (m_drawingmode)
|
||||
{
|
||||
case KX_BOUNDINGBOX:
|
||||
{
|
||||
}
|
||||
case KX_WIREFRAME:
|
||||
{
|
||||
glDisable (GL_CULL_FACE);
|
||||
break;
|
||||
}
|
||||
case KX_TEXTURED:
|
||||
{
|
||||
}
|
||||
case KX_SHADED:
|
||||
{
|
||||
}
|
||||
case KX_SOLID:
|
||||
{
|
||||
}
|
||||
default:
|
||||
{
|
||||
}
|
||||
@@ -603,31 +591,12 @@ void RAS_OpenGLRasterizer::GetViewMatrix(MT_Matrix4x4 &mat) const
|
||||
|
||||
void RAS_OpenGLRasterizer::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
|
||||
)
|
||||
{
|
||||
GLenum drawmode;
|
||||
switch (mode)
|
||||
{
|
||||
case 0:
|
||||
drawmode = GL_TRIANGLES;
|
||||
break;
|
||||
case 1:
|
||||
drawmode = GL_LINES;
|
||||
break;
|
||||
case 2:
|
||||
drawmode = GL_QUADS;
|
||||
break;
|
||||
default:
|
||||
drawmode = GL_LINES;
|
||||
break;
|
||||
}
|
||||
|
||||
const RAS_TexVert* vertexarray;
|
||||
unsigned int numindices, vt;
|
||||
|
||||
@@ -643,7 +612,7 @@ void RAS_OpenGLRasterizer::IndexPrimitives(const vecVertexArray & vertexarrays,
|
||||
int vindex=0;
|
||||
switch (mode)
|
||||
{
|
||||
case 1:
|
||||
case KX_MODE_LINES:
|
||||
{
|
||||
glBegin(GL_LINES);
|
||||
vindex=0;
|
||||
@@ -655,7 +624,7 @@ void RAS_OpenGLRasterizer::IndexPrimitives(const vecVertexArray & vertexarrays,
|
||||
glEnd();
|
||||
}
|
||||
break;
|
||||
case 2:
|
||||
case KX_MODE_QUADS:
|
||||
{
|
||||
glBegin(GL_QUADS);
|
||||
vindex=0;
|
||||
@@ -723,7 +692,7 @@ void RAS_OpenGLRasterizer::IndexPrimitives(const vecVertexArray & vertexarrays,
|
||||
glEnd();
|
||||
break;
|
||||
}
|
||||
case 0:
|
||||
case KX_MODE_TRIANGLES:
|
||||
{
|
||||
glBegin(GL_TRIANGLES);
|
||||
vindex=0;
|
||||
@@ -788,32 +757,14 @@ void RAS_OpenGLRasterizer::IndexPrimitives(const vecVertexArray & vertexarrays,
|
||||
|
||||
void RAS_OpenGLRasterizer::IndexPrimitives_3DText(const vecVertexArray & vertexarrays,
|
||||
const vecIndexArrays & indexarrays,
|
||||
int mode,
|
||||
DrawMode mode,
|
||||
class RAS_IPolyMaterial* polymat,
|
||||
class RAS_IRenderTools* rendertools,
|
||||
bool useObjectColor,
|
||||
const MT_Vector4& rgbacolor
|
||||
)
|
||||
{
|
||||
GLenum drawmode;
|
||||
switch (mode)
|
||||
{
|
||||
case 0:
|
||||
drawmode = GL_TRIANGLES;
|
||||
break;
|
||||
case 1:
|
||||
drawmode = GL_LINES;
|
||||
break;
|
||||
case 2:
|
||||
drawmode = GL_QUADS;
|
||||
break;
|
||||
default:
|
||||
drawmode = GL_LINES;
|
||||
break;
|
||||
}
|
||||
|
||||
const RAS_TexVert* vertexarray;
|
||||
|
||||
unsigned int numindices, vt;
|
||||
|
||||
if (useObjectColor)
|
||||
@@ -838,7 +789,7 @@ void RAS_OpenGLRasterizer::IndexPrimitives_3DText(const vecVertexArray & vertexa
|
||||
int vindex=0;
|
||||
switch (mode)
|
||||
{
|
||||
case 1:
|
||||
case KX_MODE_LINES:
|
||||
{
|
||||
glBegin(GL_LINES);
|
||||
vindex=0;
|
||||
@@ -850,7 +801,7 @@ void RAS_OpenGLRasterizer::IndexPrimitives_3DText(const vecVertexArray & vertexa
|
||||
glEnd();
|
||||
}
|
||||
break;
|
||||
case 2:
|
||||
case KX_MODE_QUADS:
|
||||
{
|
||||
vindex=0;
|
||||
for (unsigned int i=0;i<numindices;i+=4)
|
||||
@@ -883,7 +834,7 @@ void RAS_OpenGLRasterizer::IndexPrimitives_3DText(const vecVertexArray & vertexa
|
||||
}
|
||||
break;
|
||||
}
|
||||
case 0:
|
||||
case KX_MODE_TRIANGLES:
|
||||
{
|
||||
glBegin(GL_TRIANGLES);
|
||||
vindex=0;
|
||||
@@ -999,6 +950,9 @@ void RAS_OpenGLRasterizer::TexCoord(const RAS_TexVert &tv)
|
||||
case RAS_TEXCO_UV2:
|
||||
glVertexAttrib2fvARB(unit, tv.getUV2());
|
||||
break;
|
||||
case RAS_TEXCO_VCOL:
|
||||
glVertexAttrib4ubvARB(unit, tv.getRGBA());
|
||||
break;
|
||||
default:
|
||||
break;
|
||||
}
|
||||
@@ -1037,30 +991,12 @@ void RAS_OpenGLRasterizer::Tangent( const RAS_TexVert& v1,
|
||||
void RAS_OpenGLRasterizer::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
|
||||
)
|
||||
{
|
||||
GLenum drawmode;
|
||||
switch (mode)
|
||||
{
|
||||
case 0:
|
||||
drawmode = GL_TRIANGLES;
|
||||
break;
|
||||
case 1:
|
||||
drawmode = GL_LINES;
|
||||
break;
|
||||
case 2:
|
||||
drawmode = GL_QUADS;
|
||||
break;
|
||||
default:
|
||||
drawmode = GL_LINES;
|
||||
break;
|
||||
}
|
||||
|
||||
const RAS_TexVert* vertexarray;
|
||||
unsigned int numindices,vt;
|
||||
@@ -1077,7 +1013,7 @@ void RAS_OpenGLRasterizer::IndexPrimitivesMulti(
|
||||
int vindex=0;
|
||||
switch (mode)
|
||||
{
|
||||
case 1:
|
||||
case KX_MODE_LINES:
|
||||
{
|
||||
glBegin(GL_LINES);
|
||||
vindex=0;
|
||||
@@ -1089,7 +1025,7 @@ void RAS_OpenGLRasterizer::IndexPrimitivesMulti(
|
||||
glEnd();
|
||||
}
|
||||
break;
|
||||
case 2:
|
||||
case KX_MODE_QUADS:
|
||||
{
|
||||
glBegin(GL_QUADS);
|
||||
vindex=0;
|
||||
@@ -1166,7 +1102,7 @@ void RAS_OpenGLRasterizer::IndexPrimitivesMulti(
|
||||
glEnd();
|
||||
break;
|
||||
}
|
||||
case 0:
|
||||
case KX_MODE_TRIANGLES:
|
||||
{
|
||||
glBegin(GL_TRIANGLES);
|
||||
vindex=0;
|
||||
|
@@ -148,9 +148,7 @@ public:
|
||||
virtual void 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
|
||||
@@ -159,7 +157,7 @@ public:
|
||||
virtual void IndexPrimitives_3DText(
|
||||
const vecVertexArray& vertexarrays,
|
||||
const vecIndexArrays & indexarrays,
|
||||
int mode,
|
||||
DrawMode mode,
|
||||
class RAS_IPolyMaterial* polymat,
|
||||
class RAS_IRenderTools* rendertools,
|
||||
bool useObjectColor,
|
||||
@@ -169,9 +167,7 @@ public:
|
||||
virtual void 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);
|
||||
|
@@ -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:
|
||||
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:
|
||||
if(mode == KX_MODE_TRIANGLES)
|
||||
drawmode = GL_TRIANGLES;
|
||||
break;
|
||||
case 2:
|
||||
else if(mode == KX_MODE_QUADS)
|
||||
drawmode = GL_QUADS;
|
||||
break;
|
||||
case 1: //lines
|
||||
default:
|
||||
else
|
||||
drawmode = GL_LINES;
|
||||
break;
|
||||
}
|
||||
|
||||
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:
|
||||
if(mode == KX_MODE_TRIANGLES)
|
||||
drawmode = GL_TRIANGLES;
|
||||
break;
|
||||
case 2:
|
||||
else if(mode == KX_MODE_QUADS)
|
||||
drawmode = GL_QUADS;
|
||||
break;
|
||||
case 1: //lines
|
||||
default:
|
||||
else
|
||||
drawmode = GL_LINES;
|
||||
break;
|
||||
}
|
||||
|
||||
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;
|
||||
}
|
||||
}
|
||||
|
@@ -52,9 +52,7 @@ public:
|
||||
|
||||
virtual void 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);
|
||||
@@ -62,9 +60,7 @@ public:
|
||||
virtual void 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);
|
||||
|
@@ -40,7 +40,8 @@ RAS_TexVert::RAS_TexVert(const MT_Point3& xyz,
|
||||
const MT_Vector4& tangent,
|
||||
const unsigned int rgba,
|
||||
const MT_Vector3& normal,
|
||||
const short flag)
|
||||
const short flag,
|
||||
const unsigned int origindex)
|
||||
{
|
||||
xyz.getValue(m_localxyz);
|
||||
uv.getValue(m_uv1);
|
||||
@@ -49,6 +50,7 @@ RAS_TexVert::RAS_TexVert(const MT_Point3& xyz,
|
||||
SetNormal(normal);
|
||||
tangent.getValue(m_tangent);
|
||||
m_flag = flag;
|
||||
m_origindex = origindex;
|
||||
m_unit = 2;
|
||||
}
|
||||
|
||||
@@ -107,44 +109,6 @@ void RAS_TexVert::SetNormal(const MT_Vector3& normal)
|
||||
normal.getValue(m_normal);
|
||||
}
|
||||
|
||||
#ifndef RAS_TexVert_INLINE
|
||||
|
||||
// leave multiline for debugging
|
||||
const float* RAS_TexVert::getUV1 () const
|
||||
{
|
||||
return m_uv1;
|
||||
}
|
||||
|
||||
const float* RAS_TexVert::getUV2 () const
|
||||
{
|
||||
return m_uv2;
|
||||
}
|
||||
|
||||
|
||||
|
||||
const float* RAS_TexVert::getNormal() const
|
||||
{
|
||||
return m_normal;
|
||||
}
|
||||
|
||||
const float* RAS_TexVert::getTangent() const
|
||||
{
|
||||
return m_tangent;
|
||||
}
|
||||
|
||||
|
||||
const float* RAS_TexVert::getLocalXYZ() const
|
||||
{
|
||||
return m_localxyz;
|
||||
}
|
||||
|
||||
const unsigned char* RAS_TexVert::getRGBA() const
|
||||
{
|
||||
return (unsigned char*) &m_rgba;
|
||||
}
|
||||
|
||||
#endif
|
||||
|
||||
// compare two vertices, and return TRUE if both are almost identical (they can be shared)
|
||||
bool RAS_TexVert::closeTo(const RAS_TexVert* other)
|
||||
{
|
||||
|
@@ -42,8 +42,6 @@ static MT_Point2 g_pt2;
|
||||
|
||||
#define TV_MAX 3//match Def in BL_Material.h
|
||||
|
||||
#define RAS_TexVert_INLINE 1
|
||||
|
||||
class RAS_TexVert
|
||||
{
|
||||
|
||||
@@ -55,9 +53,10 @@ class RAS_TexVert
|
||||
float m_normal[3]; // 3*2 = 6
|
||||
short m_flag; // 2
|
||||
unsigned int m_unit; // 4
|
||||
unsigned int m_origindex; // 4
|
||||
//---------
|
||||
// 52
|
||||
//32 bytes total size, fits nice = 52 = not fit nice.
|
||||
// 56
|
||||
// 32 bytes total size, fits nice = 56 = not fit nice.
|
||||
// We'll go for 64 bytes total size - 24 bytes left.
|
||||
public:
|
||||
short getFlag() const;
|
||||
@@ -71,11 +70,10 @@ public:
|
||||
const MT_Vector4& tangent,
|
||||
const unsigned int rgba,
|
||||
const MT_Vector3& normal,
|
||||
const short flag);
|
||||
const short flag,
|
||||
const unsigned int origindex);
|
||||
~RAS_TexVert() {};
|
||||
|
||||
// leave multiline for debugging
|
||||
#ifdef RAS_TexVert_INLINE
|
||||
const float* getUV1 () const {
|
||||
return m_uv1;
|
||||
};
|
||||
@@ -99,13 +97,11 @@ public:
|
||||
const unsigned char* getRGBA() const {
|
||||
return (unsigned char *) &m_rgba;
|
||||
}
|
||||
#else
|
||||
const float* getUV1 () const;
|
||||
const float* getUV2 () const;
|
||||
const float* getNormal() const;
|
||||
const float* getLocalXYZ() const;
|
||||
const unsigned char* getRGBA() const;
|
||||
#endif
|
||||
|
||||
const unsigned int getOrigIndex() const {
|
||||
return m_origindex;
|
||||
}
|
||||
|
||||
void SetXYZ(const MT_Point3& xyz);
|
||||
void SetUV(const MT_Point2& uv);
|
||||
void SetUV2(const MT_Point2& uv);
|
||||
|
@@ -39,6 +39,7 @@ public:
|
||||
GEN_HashedPtr(void* val) : m_valptr(val) {};
|
||||
unsigned int hash() const { return GEN_Hash(m_valptr);};
|
||||
inline friend bool operator ==(const GEN_HashedPtr & rhs, const GEN_HashedPtr & lhs) { return rhs.m_valptr == lhs.m_valptr;};
|
||||
void *getValue() const { return m_valptr; }
|
||||
};
|
||||
|
||||
#endif //__GEN_HASHEDPTR
|
||||
|
@@ -83,6 +83,24 @@ public:
|
||||
return 0;
|
||||
}
|
||||
|
||||
Key* getKey(int index) {
|
||||
int count=0;
|
||||
for (int i=0;i<m_num_buckets;i++)
|
||||
{
|
||||
Entry* bucket = m_buckets[i];
|
||||
while(bucket)
|
||||
{
|
||||
if (count==index)
|
||||
{
|
||||
return &bucket->m_key;
|
||||
}
|
||||
bucket = bucket->m_next;
|
||||
count++;
|
||||
}
|
||||
}
|
||||
return 0;
|
||||
}
|
||||
|
||||
void clear() {
|
||||
for (int i = 0; i < m_num_buckets; ++i) {
|
||||
Entry *entry_ptr = m_buckets[i];
|
||||
|
Reference in New Issue
Block a user