Sync with Apricot Game Engine

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

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

View File

@@ -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];

View File

@@ -34,6 +34,8 @@
#include <stdio.h>
#include <string.h>
#include "GL/glew.h"
#ifdef WIN32
#include <windows.h> /* need to include windows.h so _WIN32_IE is defined */
#ifndef _WIN32_IE

View File

@@ -26,6 +26,7 @@
* ***** END GPL LICENSE BLOCK *****
*/
#include "GL/glew.h"
#include "KX_BlenderGL.h"
#ifdef HAVE_CONFIG_H
@@ -44,7 +45,6 @@
#include "BMF_Api.h"
#include "GL/glew.h"
#include "BIF_gl.h"
#include "BL_Material.h" // MAXTEX

View File

@@ -312,11 +312,13 @@ BL_Material* ConvertMaterial(
Mesh* mesh,
Material *mat,
MTFace* tface,
const char *tfaceName,
MFace* mface,
MCol* mmcol,
int lightlayer,
Object* blenderobj,
MTF_localLayer *layers)
MTF_localLayer *layers,
bool glslmat)
{
//this needs some type of manager
BL_Material *material = new BL_Material();
@@ -335,7 +337,7 @@ BL_Material* ConvertMaterial(
if(validmat) {
// use vertex colors by explicitly setting
if(mat->mode &MA_VERTEXCOLP)
if(mat->mode &MA_VERTEXCOLP || glslmat)
type = 0;
// use lighting?
@@ -558,6 +560,7 @@ BL_Material* ConvertMaterial(
}
else {
int valid = 0;
// check for tface tex to fallback on
if( validface ){
@@ -590,6 +593,7 @@ BL_Material* ConvertMaterial(
}
MT_Point2 uv[4];
MT_Point2 uv2[4];
const char *uvName = "", *uv2Name = "";
uv[0]= uv[1]= uv[2]= uv[3]= MT_Point2(0.0f, 0.0f);
uv2[0]= uv2[1]= uv2[2]= uv2[3]= MT_Point2(0.0f, 0.0f);
@@ -616,6 +620,8 @@ BL_Material* ConvertMaterial(
if (mface->v4)
uv[3] = MT_Point2(tface->uv[3]);
uvName = tfaceName;
}
else {
// nothing at all
@@ -641,39 +647,38 @@ BL_Material* ConvertMaterial(
isFirstSet = false;
else
{
MT_Point2 uvSet[4];
for (int lay=0; lay<MAX_MTFACE; lay++)
{
MTF_localLayer& layer = layers[lay];
if (layer.face == 0) break;
bool processed = false;
if (strcmp(map.uvCoName.ReadPtr(), layer.name)==0)
{
MT_Point2 uvSet[4];
uvSet[0] = MT_Point2(layer.face->uv[0]);
uvSet[1] = MT_Point2(layer.face->uv[1]);
uvSet[2] = MT_Point2(layer.face->uv[2]);
if (mface->v4)
uvSet[3] = MT_Point2(layer.face->uv[3]);
processed = true;
}
if (!processed) continue;
else
uvSet[3] = MT_Point2(0.0f, 0.0f);
if (isFirstSet)
{
uv[0] = uvSet[0]; uv[1] = uvSet[1];
uv[2] = uvSet[2]; uv[3] = uvSet[3];
isFirstSet = false;
uvName = layer.name;
}
else
{
uv2[0] = uvSet[0]; uv2[1] = uvSet[1];
uv2[2] = uvSet[2]; uv2[3] = uvSet[3];
map.mapping |= USECUSTOMUV;
uv2Name = layer.name;
}
}
}
}
@@ -693,9 +698,8 @@ BL_Material* ConvertMaterial(
}
material->SetConversionRGB(rgb);
material->SetConversionUV(uv);
material->SetConversionUV2(uv2);
material->SetConversionUV(uvName, uv);
material->SetConversionUV2(uv2Name, uv2);
material->ras_mode |= (mface->v4==0)?TRIANGLE:0;
if(validmat)
@@ -797,6 +801,7 @@ RAS_MeshObject* BL_ConvertMesh(Mesh* mesh, Object* blenderobj, RAS_IRenderTools*
MFace* mface = static_cast<MFace*>(mesh->mface);
MTFace* tface = static_cast<MTFace*>(mesh->mtface);
const char *tfaceName = "";
MCol* mmcol = mesh->mcol;
MT_assert(mface || mesh->totface == 0);
@@ -832,14 +837,14 @@ RAS_MeshObject* BL_ConvertMesh(Mesh* mesh, Object* blenderobj, RAS_IRenderTools*
layers[validLayers].face = (MTFace*)mesh->fdata.layers[i].data;;
layers[validLayers].name = mesh->fdata.layers[i].name;
if(tface == layers[validLayers].face)
tfaceName = layers[validLayers].name;
validLayers++;
}
}
meshobj->SetName(mesh->id.name);
meshobj->m_xyz_index_to_vertex_index_mapping.resize(mesh->totvert);
if(skinMesh)
((BL_SkinMeshObject*)meshobj)->m_mvert_to_dvert_mapping.resize(mesh->totvert);
for (int f=0;f<mesh->totface;f++,mface++)
{
@@ -898,8 +903,7 @@ RAS_MeshObject* BL_ConvertMesh(Mesh* mesh, Object* blenderobj, RAS_IRenderTools*
else
ma = give_current_material(blenderobj, 1);
bl_mat = ConvertMaterial(mesh, ma, tface, mface, mmcol, lightlayer, blenderobj, layers);
bl_mat->glslmat = converter->GetGLSLMaterials();
bl_mat = ConvertMaterial(mesh, ma, tface, tfaceName, mface, mmcol, lightlayer, blenderobj, layers, converter->GetGLSLMaterials());
// set the index were dealing with
bl_mat->material_index = (int)mface->mat_nr;
@@ -1059,35 +1063,25 @@ RAS_MeshObject* BL_ConvertMesh(Mesh* mesh, Object* blenderobj, RAS_IRenderTools*
int nverts = mface->v4?4:3;
int vtxarray = meshobj->FindVertexArray(nverts,polymat);
RAS_Polygon* poly = new RAS_Polygon(bucket,polyvisible,nverts,vtxarray);
if (skinMesh) {
int d1, d2, d3, d4=0;
bool flat;
if (skinMesh) {
/* If the face is set to solid, all fnors are the same */
if (mface->flag & ME_SMOOTH)
flat = false;
else
flat = true;
d1=((BL_SkinMeshObject*)meshobj)->FindOrAddDeform(vtxarray, mface->v1, &mesh->dvert[mface->v1], polymat);
d2=((BL_SkinMeshObject*)meshobj)->FindOrAddDeform(vtxarray, mface->v2, &mesh->dvert[mface->v2], polymat);
d3=((BL_SkinMeshObject*)meshobj)->FindOrAddDeform(vtxarray, mface->v3, &mesh->dvert[mface->v3], polymat);
if (nverts==4)
d4=((BL_SkinMeshObject*)meshobj)->FindOrAddDeform(vtxarray, mface->v4, &mesh->dvert[mface->v4], polymat);
poly->SetVertex(0,((BL_SkinMeshObject*)meshobj)->FindOrAddVertex(vtxarray,pt0,uv0,uv20,tan0,rgb0,no0,d1,flat,polymat,mface->v1));
poly->SetVertex(1,((BL_SkinMeshObject*)meshobj)->FindOrAddVertex(vtxarray,pt1,uv1,uv21,tan1,rgb1,no1,d2,flat,polymat,mface->v2));
poly->SetVertex(2,((BL_SkinMeshObject*)meshobj)->FindOrAddVertex(vtxarray,pt2,uv2,uv22,tan2,rgb2,no2,d3,flat,polymat,mface->v3));
if (nverts==4)
poly->SetVertex(3,((BL_SkinMeshObject*)meshobj)->FindOrAddVertex(vtxarray,pt3,uv3,uv23,tan3,rgb3,no3,d4,flat,polymat,mface->v4));
}
else
{
poly->SetVertex(0,meshobj->FindOrAddVertex(vtxarray,pt0,uv0,uv20,tan0,rgb0,no0,false,polymat,mface->v1));
poly->SetVertex(1,meshobj->FindOrAddVertex(vtxarray,pt1,uv1,uv21,tan1,rgb1,no1,false,polymat,mface->v2));
poly->SetVertex(2,meshobj->FindOrAddVertex(vtxarray,pt2,uv2,uv22,tan2,rgb2,no2,false,polymat,mface->v3));
flat = false;
poly->SetVertex(0,meshobj->FindOrAddVertex(vtxarray,pt0,uv0,uv20,tan0,rgb0,no0,flat,polymat,mface->v1));
poly->SetVertex(1,meshobj->FindOrAddVertex(vtxarray,pt1,uv1,uv21,tan1,rgb1,no1,flat,polymat,mface->v2));
poly->SetVertex(2,meshobj->FindOrAddVertex(vtxarray,pt2,uv2,uv22,tan2,rgb2,no2,flat,polymat,mface->v3));
if (nverts==4)
poly->SetVertex(3,meshobj->FindOrAddVertex(vtxarray,pt3,uv3,uv23,tan3,rgb3,no3,false,polymat,mface->v4));
}
poly->SetVertex(3,meshobj->FindOrAddVertex(vtxarray,pt3,uv3,uv23,tan3,rgb3,no3,flat,polymat,mface->v4));
meshobj->AddPolygon(poly);
if (poly->IsCollider())
{
@@ -1125,8 +1119,6 @@ RAS_MeshObject* BL_ConvertMesh(Mesh* mesh, Object* blenderobj, RAS_IRenderTools*
}
}
meshobj->m_xyz_index_to_vertex_index_mapping.clear();
if(skinMesh)
((BL_SkinMeshObject*)meshobj)->m_mvert_to_dvert_mapping.clear();
meshobj->UpdateMaterialList();
// pre calculate texture generation
@@ -1545,7 +1537,7 @@ void BL_CreatePhysicsObjectNew(KX_GameObject* gameobj,
static KX_LightObject *gamelight_from_blamp(Lamp *la, unsigned int layerflag, KX_Scene *kxscene, RAS_IRenderTools *rendertools, KX_BlenderSceneConverter *converter) {
static KX_LightObject *gamelight_from_blamp(Object *ob, Lamp *la, unsigned int layerflag, KX_Scene *kxscene, RAS_IRenderTools *rendertools, KX_BlenderSceneConverter *converter) {
RAS_LightObject lightobj;
KX_LightObject *gamelight;
@@ -1578,7 +1570,14 @@ static KX_LightObject *gamelight_from_blamp(Lamp *la, unsigned int layerflag, KX
lightobj.m_type = RAS_LightObject::LIGHT_NORMAL;
}
gamelight = new KX_LightObject(kxscene, KX_Scene::m_callbacks, rendertools, lightobj);
#ifdef BLENDER_GLSL
if(converter->GetGLSLMaterials())
GPU_lamp_from_blender(ob, la);
gamelight = new KX_LightObject(kxscene, KX_Scene::m_callbacks, rendertools, lightobj, ob->gpulamp);
#else
gamelight = new KX_LightObject(kxscene, KX_Scene::m_callbacks, rendertools, lightobj, NULL);
#endif
BL_ConvertLampIpos(la, gamelight, converter);
return gamelight;
@@ -1610,7 +1609,7 @@ static KX_GameObject *gameobject_from_blenderobject(
{
case OB_LAMP:
{
KX_LightObject* gamelight= gamelight_from_blamp(static_cast<Lamp*>(ob->data), ob->lay, kxscene, rendertools, converter);
KX_LightObject* gamelight= gamelight_from_blamp(ob, static_cast<Lamp*>(ob->data), ob->lay, kxscene, rendertools, converter);
gameobj = gamelight;
gamelight->AddRef();
@@ -1660,7 +1659,7 @@ static KX_GameObject *gameobject_from_blenderobject(
// two options exists for deform: shape keys and armature
// only support relative shape key
bool bHasShapeKey = mesh->key != NULL && mesh->key->type==KEY_RELATIVE;
bool bHasDvert = mesh->dvert != NULL;
bool bHasDvert = mesh->dvert != NULL && ob->defbase.first;
bool bHasArmature = (ob->parent && ob->parent->type == OB_ARMATURE && ob->partype==PARSKEL && bHasDvert);
if (bHasShapeKey) {
@@ -1671,13 +1670,15 @@ static KX_GameObject *gameobject_from_blenderobject(
if (bHasArmature)
dcont->LoadShapeDrivers(ob->parent);
} else if (bHasArmature) {
BL_SkinDeformer *dcont = new BL_SkinDeformer(ob, (BL_SkinMeshObject*)meshobj );
BL_SkinDeformer *dcont = new BL_SkinDeformer((BL_DeformableGameObject*)gameobj,
ob, (BL_SkinMeshObject*)meshobj);
((BL_DeformableGameObject*)gameobj)->m_pDeformer = dcont;
} else if (bHasDvert) {
// this case correspond to a mesh that can potentially deform but not with the
// object to which it is attached for the moment. A skin mesh was created in
// BL_ConvertMesh() so must create a deformer too!
BL_MeshDeformer *dcont = new BL_MeshDeformer(ob, (BL_SkinMeshObject*)meshobj );
BL_MeshDeformer *dcont = new BL_MeshDeformer((BL_DeformableGameObject*)gameobj,
ob, (BL_SkinMeshObject*)meshobj);
((BL_DeformableGameObject*)gameobj)->m_pDeformer = dcont;
}
@@ -2075,6 +2076,7 @@ void BL_ConvertBlenderObjects(struct Main* maggie,
if (blenderscene->camera) {
KX_Camera *gamecamera= (KX_Camera*) converter->FindGameObject(blenderscene->camera);
if(gamecamera)
kxscene->SetActiveCamera(gamecamera);
}

View File

@@ -39,6 +39,7 @@
#endif
#include "RAS_IPolygonMaterial.h"
#include "BL_DeformableGameObject.h"
#include "BL_MeshDeformer.h"
#include "BL_SkinMeshObject.h"
#include "DNA_mesh_types.h"
@@ -47,35 +48,42 @@
#include "GEN_Map.h"
#include "STR_HashedString.h"
bool BL_MeshDeformer::Apply(RAS_IPolyMaterial *mat)
bool BL_MeshDeformer::Apply(RAS_IPolyMaterial*)
{
size_t i, j, index;
vecVertexArray array;
vecIndexArrays mvarray;
vecIndexArrays diarray;
RAS_TexVert *tv;
MVert *mvert;
size_t i, j;
float *co;
// only apply once per frame if the mesh is actually modified
if(m_pMeshObject->MeshModified() &&
m_lastDeformUpdate != m_gameobj->GetLastFrame()) {
// For each material
array = m_pMeshObject->GetVertexCache(mat);
mvarray = m_pMeshObject->GetMVertCache(mat);
diarray = m_pMeshObject->GetDIndexCache(mat);
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);
// For each array
for (i=0; i<array.size(); i++){
// For each vertex
for (j=0; j<array[i]->size(); j++){
tv = &((*array[i])[j]);
index = ((*diarray[i])[j]);
for (i=0; i<vertexarrays.size(); i++){
KX_VertexArray& vertexarray = (*vertexarrays[i]);
mvert = &(m_bmesh->mvert[((*mvarray[i])[index])]);
tv->SetXYZ(MT_Point3(mvert->co));
// For each vertex
for (j=0; j<vertexarray.size(); j++){
RAS_TexVert& v = vertexarray[j];
co = m_bmesh->mvert[v.getOrigIndex()].co;
v.SetXYZ(MT_Point3(co));
}
}
}
m_lastDeformUpdate = m_gameobj->GetLastFrame();
return true;
}
return false;
}
BL_MeshDeformer::~BL_MeshDeformer()
{
if (m_transverts)
@@ -92,83 +100,86 @@ void BL_MeshDeformer::RecalcNormals()
/* We don't normalize for performance, not doing it for faces normals
* gives area-weight normals which often look better anyway, and use
* GL_NORMALIZE so we don't have to do per vertex normalization either
* since the GPU can do it faster
*
* There's a lot of indirection here to get to the data, can this work
* with less arrays/indirection? */
vecIndexArrays indexarrays;
vecIndexArrays mvarrays;
vecIndexArrays diarrays;
vecVertexArray vertexarrays;
* since the GPU can do it faster */
size_t i, j;
/* set vertex normals to zero */
for (i=0; i<(size_t)m_bmesh->totvert; i++)
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;
}
}

View File

@@ -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

View File

@@ -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;
};

View File

@@ -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()]);
}
}
}

View File

@@ -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,

View File

@@ -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)
{

View File

@@ -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);

View File

@@ -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
}

View File

@@ -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__

View File

@@ -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++;

View File

@@ -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);

View File

@@ -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;

View File

@@ -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);

View File

@@ -1306,7 +1306,7 @@ PyObject* KX_GameObject::PyGetMesh(PyObject* self,
return meshproxy;
}
}
return NULL;
Py_RETURN_NONE;
}

View File

@@ -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)

View File

@@ -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);

View File

@@ -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")

View File

@@ -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);
};

View File

@@ -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
}

View File

@@ -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();

View File

@@ -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)
{

View File

@@ -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;

View File

@@ -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
*/

View File

@@ -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. */
/**

View File

@@ -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)
{

View File

@@ -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();

View File

@@ -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;
}
}

View File

@@ -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);

View File

@@ -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
);
}

View File

@@ -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

View File

@@ -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;

View File

@@ -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);

View File

@@ -59,9 +59,9 @@ bool RAS_VAOpenGLRasterizer::Init(void)
if (result)
{
glEnableClientState(GL_VERTEX_ARRAY);
glDisableClientState(GL_TEXTURE_COORD_ARRAY);
glEnableClientState(GL_NORMAL_ARRAY);
glDisableClientState(GL_COLOR_ARRAY);
glDisableClientState(GL_TEXTURE_COORD_ARRAY);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
}
@@ -77,13 +77,16 @@ void RAS_VAOpenGLRasterizer::SetDrawingMode(int drawingmode)
{
case KX_BOUNDINGBOX:
case KX_WIREFRAME:
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;
}
}

View File

@@ -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);

View File

@@ -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)
{

View File

@@ -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);

View File

@@ -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

View File

@@ -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];