BGE: Some as of yet unmerged work I did in the Swiss branch. These changes include:

* Cleaning up the conversion code to avoid a per-face material conversion. Materials are now stored in buckets and only converted if a new material is found. This replaces some of Campbell's earlier work on the subject. His work wasn't as thorough, but it was much safer for a release.
  * Shaders are only compiled for LibLoaded materials once. Before they could be compiled twice, which could really slow things down.
  * Refactoring the rasterizer code to use a strategy design pattern to handle different geometry rendering methods such as immediate mode, vertex arrays and vertex buffer objects. VBOs are added, but they will be disabled in a following commit since they are still slower than vertex arrays with display lists. However, VBOs are still useful for mobile, so it's good to keep them around.
  * Better multi-uv support. The BGE should now be able to handle more than two UV layers, which should help it better match the viewport.
This commit is contained in:
Mitchell Stokes
2012-12-18 20:56:25 +00:00
parent 6b2af22d37
commit ef0473994b
46 changed files with 1867 additions and 1296 deletions

View File

@@ -106,9 +106,8 @@ bool RAS_ListSlot::End()
RAS_ListRasterizer::RAS_ListRasterizer(RAS_ICanvas* canvas, bool useVertexArrays, bool lock)
: RAS_VAOpenGLRasterizer(canvas, lock),
mUseVertexArrays(useVertexArrays),
RAS_ListRasterizer::RAS_ListRasterizer(RAS_ICanvas* canvas, bool lock, int storage)
: RAS_OpenGLRasterizer(canvas, storage),
mATI(false)
{
if (!strcmp((const char*)glGetString(GL_VENDOR), "ATI Technologies Inc."))
@@ -238,11 +237,8 @@ void RAS_ListRasterizer::IndexPrimitives(RAS_MeshSlot& ms)
return;
}
}
// derived mesh cannot use vertex array
if (mUseVertexArrays && !ms.m_pDerivedMesh)
RAS_VAOpenGLRasterizer::IndexPrimitives(ms);
else
RAS_OpenGLRasterizer::IndexPrimitives(ms);
RAS_OpenGLRasterizer::IndexPrimitives(ms);
if (ms.m_bDisplayList) {
localSlot->EndList();
@@ -267,13 +263,7 @@ void RAS_ListRasterizer::IndexPrimitivesMulti(RAS_MeshSlot& ms)
}
}
// 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 && !mATI && !ms.m_pDerivedMesh)
RAS_VAOpenGLRasterizer::IndexPrimitivesMulti(ms);
else
RAS_OpenGLRasterizer::IndexPrimitivesMulti(ms);
RAS_OpenGLRasterizer::IndexPrimitivesMulti(ms);
if (ms.m_bDisplayList) {
localSlot->EndList();
@@ -283,29 +273,17 @@ void RAS_ListRasterizer::IndexPrimitivesMulti(RAS_MeshSlot& ms)
bool RAS_ListRasterizer::Init(void)
{
if (mUseVertexArrays) {
return RAS_VAOpenGLRasterizer::Init();
} else {
return RAS_OpenGLRasterizer::Init();
}
return RAS_OpenGLRasterizer::Init();
}
void RAS_ListRasterizer::SetDrawingMode(int drawingmode)
{
if (mUseVertexArrays) {
RAS_VAOpenGLRasterizer::SetDrawingMode(drawingmode);
} else {
RAS_OpenGLRasterizer::SetDrawingMode(drawingmode);
}
RAS_OpenGLRasterizer::SetDrawingMode(drawingmode);
}
void RAS_ListRasterizer::Exit()
{
if (mUseVertexArrays) {
RAS_VAOpenGLRasterizer::Exit();
} else {
RAS_OpenGLRasterizer::Exit();
}
RAS_OpenGLRasterizer::Exit();
}
// eof