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- /*
- * ***** BEGIN GPL LICENSE BLOCK *****
- *
- * This program is free software; you can redistribute it and/or
- * modify it under the terms of the GNU General Public License
- * as published by the Free Software Foundation; either version 2
- * of the License, or (at your option) any later version.
- *
- * This program is distributed in the hope that it will be useful,
- * but WITHOUT ANY WARRANTY; without even the implied warranty of
- * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
- * GNU General Public License for more details.
- *
- * You should have received a copy of the GNU General Public License
- * along with this program; if not, write to the Free Software Foundation,
- * Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
- *
- * The Original Code is Copyright (C) 2001-2002 by NaN Holding BV.
- * All rights reserved.
- *
- * The Original Code is: all of this file.
- *
- * Contributor(s): none yet.
- *
- * ***** END GPL LICENSE BLOCK *****
- */
- /** \file RAS_MaterialBucket.h
- * \ingroup bgerast
- */
- #ifndef __RAS_MATERIALBUCKET_H__
- #define __RAS_MATERIALBUCKET_H__
- #include "RAS_TexVert.h"
- #include "CTR_Map.h"
- #include "SG_QList.h"
- #include "MT_Transform.h"
- #include "MT_Matrix4x4.h"
- #include <vector>
- #include <set>
- #include <list>
- class RAS_MaterialBucket;
- struct DerivedMesh;
- class CTR_HashedPtr;
- class RAS_Deformer;
- class RAS_IPolyMaterial;
- class RAS_IRasterizer;
- class RAS_MeshObject;
- using namespace std;
- /* Display List Slot */
- class KX_ListSlot
- {
- protected:
- int m_refcount;
- public:
- KX_ListSlot() { m_refcount = 1; }
- virtual ~KX_ListSlot() {}
- virtual int Release() {
- if (--m_refcount > 0)
- return m_refcount;
- delete this;
- return 0;
- }
- virtual KX_ListSlot* AddRef() {
- m_refcount++;
- return this;
- }
- virtual void SetModified(bool mod)=0;
- };
- /* An array with data used for OpenGL drawing */
- class RAS_DisplayArray
- {
- public:
- /** The offset relation to the previous RAS_DisplayArray.
- * For the user vertex are one big list but in C++ source
- * it's two different lists if we use quads and triangles.
- * So to fix that we add an offset.
- * This value is set in UpdateDisplayArraysOffset().
- */
- unsigned int m_offset;
- vector<RAS_TexVert> m_vertex;
- vector<unsigned short> m_index;
- /* LINE currently isn't used */
- enum { LINE = 2, TRIANGLE = 3, QUAD = 4 } m_type;
- //RAS_MeshSlot *m_origSlot;
-
- /* Number of RAS_MeshSlot using this array */
- int m_users;
- enum { BUCKET_MAX_INDEX = 65535 };
- enum { BUCKET_MAX_VERTEX = 65535 };
- };
- /* Entry of a RAS_MeshObject into RAS_MaterialBucket */
- typedef std::vector<RAS_DisplayArray*> RAS_DisplayArrayList;
- // The QList is used to link the mesh slots to the object
- // The DList is used to link the visible mesh slots to the material bucket
- class RAS_MeshSlot : public SG_QList
- {
- friend class RAS_ListRasterizer;
- private:
- // indices into display arrays
- int m_startarray;
- int m_endarray;
- int m_startindex;
- int m_endindex;
- int m_startvertex;
- int m_endvertex;
- RAS_DisplayArrayList m_displayArrays;
- // for construction only
- RAS_DisplayArray* m_currentArray;
- public:
- // for rendering
- RAS_MaterialBucket* m_bucket;
- RAS_MeshObject* m_mesh;
- void* m_clientObj;
- RAS_Deformer* m_pDeformer;
- DerivedMesh* m_pDerivedMesh;
- float* m_OpenGLMatrix;
- // visibility
- bool m_bVisible;
- bool m_bCulled;
- // object color
- bool m_bObjectColor;
- MT_Vector4 m_RGBAcolor;
- // display lists
- KX_ListSlot* m_DisplayList;
- bool m_bDisplayList;
- // joined mesh slots
- RAS_MeshSlot* m_joinSlot;
- MT_Matrix4x4 m_joinInvTransform;
- list<RAS_MeshSlot*> m_joinedSlots;
- RAS_MeshSlot();
- RAS_MeshSlot(const RAS_MeshSlot& slot);
- virtual ~RAS_MeshSlot();
-
- void init(RAS_MaterialBucket *bucket, int numverts);
- struct iterator {
- RAS_DisplayArray *array;
- RAS_TexVert *vertex;
- unsigned short *index;
- size_t startvertex;
- size_t endvertex;
- size_t totindex;
- size_t arraynum;
- };
- void begin(iterator& it);
- void next(iterator& it);
- bool end(iterator& it);
- /* used during construction */
- void SetDisplayArray(int numverts);
- RAS_DisplayArray *CurrentDisplayArray();
- void SetDeformer(RAS_Deformer* deformer);
- void AddPolygon(int numverts);
- int AddVertex(const RAS_TexVert& tv);
- void AddPolygonVertex(int offset);
- /// Update offset of each display array
- void UpdateDisplayArraysOffset();
- /* optimization */
- bool Split(bool force=false);
- bool Join(RAS_MeshSlot *target, MT_Scalar distance);
- bool Equals(RAS_MeshSlot *target);
- #ifdef USE_SPLIT
- bool IsCulled();
- #else
- bool IsCulled() { return m_bCulled; }
- #endif
- void SetCulled(bool culled) { m_bCulled = culled; }
- #ifdef WITH_CXX_GUARDEDALLOC
- MEM_CXX_CLASS_ALLOC_FUNCS("GE:RAS_MeshSlot")
- #endif
- };
- /* Used by RAS_MeshObject, to point to it's slots in a bucket */
- class RAS_MeshMaterial
- {
- public:
- RAS_MeshSlot *m_baseslot;
- class RAS_MaterialBucket *m_bucket;
- /* the KX_GameObject is used as a key here */
- CTR_Map<CTR_HashedPtr,RAS_MeshSlot*> m_slots;
- #ifdef WITH_CXX_GUARDEDALLOC
- MEM_CXX_CLASS_ALLOC_FUNCS("GE:RAS_MeshMaterial")
- #endif
- };
- /* Contains a list of display arrays with the same material,
- * and a mesh slot for each mesh that uses display arrays in
- * this bucket */
- class RAS_MaterialBucket
- {
- public:
- RAS_MaterialBucket(RAS_IPolyMaterial* mat);
- virtual ~RAS_MaterialBucket();
-
- /* Bucket Sorting */
- struct less;
- typedef set<RAS_MaterialBucket*, less> Set;
- /* Material Properties */
- RAS_IPolyMaterial* GetPolyMaterial() const;
- bool IsAlpha() const;
- bool IsZSort() const;
-
- /* Rendering */
- bool ActivateMaterial(const MT_Transform& cameratrans, RAS_IRasterizer* rasty);
- void RenderMeshSlot(const MT_Transform& cameratrans, RAS_IRasterizer* rasty, RAS_MeshSlot &ms);
-
- /* Mesh Slot Access */
- list<RAS_MeshSlot>::iterator msBegin();
- list<RAS_MeshSlot>::iterator msEnd();
- class RAS_MeshSlot* AddMesh(int numverts);
- class RAS_MeshSlot* CopyMesh(class RAS_MeshSlot *ms);
- void RemoveMesh(class RAS_MeshSlot* ms);
- void Optimize(MT_Scalar distance);
- void ActivateMesh(RAS_MeshSlot* slot)
- {
- m_activeMeshSlotsHead.AddBack(slot);
- }
- SG_DList& GetActiveMeshSlots()
- {
- return m_activeMeshSlotsHead;
- }
- RAS_MeshSlot* GetNextActiveMeshSlot()
- {
- return (RAS_MeshSlot*)m_activeMeshSlotsHead.Remove();
- }
- private:
- list<RAS_MeshSlot> m_meshSlots; // all the mesh slots
- RAS_IPolyMaterial* m_material;
- SG_DList m_activeMeshSlotsHead; // only those which must be rendered
-
- #ifdef WITH_CXX_GUARDEDALLOC
- MEM_CXX_CLASS_ALLOC_FUNCS("GE:RAS_MaterialBucket")
- #endif
- };
- #endif /* __RAS_MATERIAL_BUCKET */
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