Files
test/source/gameengine/Rasterizer/RAS_BucketManager.cpp
Andre Susano Pinto 656ee61718 Merge from trunk
(The last time there was some files missing due to failed connection to svn server while merging.. thats why this stuff of reverting last merge and redoing it)

svn merge -r 16231:16608 https://svn.blender.org/svnroot/bf-blender/trunk/blender
2008-09-19 14:15:36 +00:00

271 lines
7.5 KiB
C++

/**
* $Id$
* ***** 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., 59 Temple Place - Suite 330, Boston, MA 02111-1307, 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 *****
*/
#ifdef WIN32
// don't show these anoying STL warnings
#pragma warning (disable:4786)
#endif
#include "GEN_Map.h"
#include "RAS_MaterialBucket.h"
#include "STR_HashedString.h"
#include "RAS_MeshObject.h"
#include "RAS_IRasterizer.h"
#include "RAS_IRenderTools.h"
#include "RAS_BucketManager.h"
#include <algorithm>
#include <set>
/* sorting */
struct RAS_BucketManager::sortedmeshslot
{
public:
MT_Scalar m_z; /* depth */
RAS_MeshSlot *m_ms; /* mesh slot */
RAS_MaterialBucket *m_bucket; /* buck mesh slot came from */
sortedmeshslot() {}
void set(RAS_MeshSlot *ms, RAS_MaterialBucket *bucket, const MT_Vector3& pnorm)
{
// would be good to use the actual bounding box center instead
MT_Point3 pos(ms->m_OpenGLMatrix[12], ms->m_OpenGLMatrix[13], ms->m_OpenGLMatrix[14]);
m_z = MT_dot(pnorm, pos);
m_ms = ms;
m_bucket = bucket;
}
};
struct RAS_BucketManager::backtofront
{
bool operator()(const sortedmeshslot &a, const sortedmeshslot &b)
{
return (a.m_z < b.m_z) || (a.m_z == b.m_z && a.m_ms < b.m_ms);
}
};
struct RAS_BucketManager::fronttoback
{
bool operator()(const sortedmeshslot &a, const sortedmeshslot &b)
{
return (a.m_z > b.m_z) || (a.m_z == b.m_z && a.m_ms > b.m_ms);
}
};
/* bucket manager */
RAS_BucketManager::RAS_BucketManager()
{
}
RAS_BucketManager::~RAS_BucketManager()
{
BucketList::iterator it;
for (it = m_SolidBuckets.begin(); it != m_SolidBuckets.end(); it++)
delete (*it);
for (it = m_AlphaBuckets.begin(); it != m_AlphaBuckets.end(); it++)
delete(*it);
m_SolidBuckets.clear();
m_AlphaBuckets.clear();
}
void RAS_BucketManager::OrderBuckets(const MT_Transform& cameratrans, BucketList& buckets, vector<sortedmeshslot>& slots, bool alpha)
{
BucketList::iterator bit;
list<RAS_MeshSlot>::iterator mit;
size_t size = 0, i = 0;
/* Camera's near plane equation: pnorm.dot(point) + pval,
* but we leave out pval since it's constant anyway */
const MT_Vector3 pnorm(cameratrans.getBasis()[2]);
for (bit = buckets.begin(); bit != buckets.end(); ++bit)
for (mit = (*bit)->msBegin(); mit != (*bit)->msEnd(); ++mit)
if (!mit->IsCulled())
size++;
slots.resize(size);
for (bit = buckets.begin(); bit != buckets.end(); ++bit)
for (mit = (*bit)->msBegin(); mit != (*bit)->msEnd(); ++mit)
if (!mit->IsCulled())
slots[i++].set(&*mit, *bit, pnorm);
if(alpha)
sort(slots.begin(), slots.end(), backtofront());
else
sort(slots.begin(), slots.end(), fronttoback());
}
void RAS_BucketManager::RenderAlphaBuckets(
const MT_Transform& cameratrans, RAS_IRasterizer* rasty, RAS_IRenderTools* rendertools)
{
vector<sortedmeshslot> slots;
vector<sortedmeshslot>::iterator sit;
// Having depth masks disabled/enabled gives different artifacts in
// case no sorting is done or is done inexact. For compatibility, we
// disable it.
rasty->SetDepthMask(RAS_IRasterizer::KX_DEPTHMASK_DISABLED);
OrderBuckets(cameratrans, m_AlphaBuckets, slots, true);
for(sit=slots.begin(); sit!=slots.end(); ++sit) {
rendertools->SetClientObject(rasty, sit->m_ms->m_clientObj);
while(sit->m_bucket->ActivateMaterial(cameratrans, rasty, rendertools))
sit->m_bucket->RenderMeshSlot(cameratrans, rasty, rendertools, *(sit->m_ms));
}
rasty->SetDepthMask(RAS_IRasterizer::KX_DEPTHMASK_ENABLED);
}
void RAS_BucketManager::RenderSolidBuckets(
const MT_Transform& cameratrans, RAS_IRasterizer* rasty, RAS_IRenderTools* rendertools)
{
BucketList::iterator bit;
list<RAS_MeshSlot>::iterator mit;
rasty->SetDepthMask(RAS_IRasterizer::KX_DEPTHMASK_ENABLED);
for (bit = m_SolidBuckets.begin(); bit != m_SolidBuckets.end(); ++bit) {
for (mit = (*bit)->msBegin(); mit != (*bit)->msEnd(); ++mit) {
if (mit->IsCulled())
continue;
rendertools->SetClientObject(rasty, mit->m_clientObj);
while ((*bit)->ActivateMaterial(cameratrans, rasty, rendertools))
(*bit)->RenderMeshSlot(cameratrans, rasty, rendertools, *mit);
}
}
/* this code draws meshes order front-to-back instead to reduce overdraw.
* it turned out slower due to much material state switching, a more clever
* algorithm might do better. */
#if 0
vector<sortedmeshslot> slots;
vector<sortedmeshslot>::iterator sit;
OrderBuckets(cameratrans, m_SolidBuckets, slots, false);
for(sit=slots.begin(); sit!=slots.end(); ++sit) {
rendertools->SetClientObject(rasty, sit->m_ms->m_clientObj);
while(sit->m_bucket->ActivateMaterial(cameratrans, rasty, rendertools))
sit->m_bucket->RenderMeshSlot(cameratrans, rasty, rendertools, *(sit->m_ms));
}
#endif
}
void RAS_BucketManager::Renderbuckets(
const MT_Transform& cameratrans, RAS_IRasterizer* rasty, RAS_IRenderTools* rendertools)
{
/* beginning each frame, clear (texture/material) caching information */
rasty->ClearCachingInfo();
RenderSolidBuckets(cameratrans, rasty, rendertools);
RenderAlphaBuckets(cameratrans, rasty, rendertools);
rendertools->SetClientObject(rasty, NULL);
}
RAS_MaterialBucket* RAS_BucketManager::FindBucket(RAS_IPolyMaterial * material, bool &bucketCreated)
{
BucketList::iterator it;
bucketCreated = false;
for (it = m_SolidBuckets.begin(); it != m_SolidBuckets.end(); it++)
if (*(*it)->GetPolyMaterial() == *material)
return *it;
for (it = m_AlphaBuckets.begin(); it != m_AlphaBuckets.end(); it++)
if (*(*it)->GetPolyMaterial() == *material)
return *it;
RAS_MaterialBucket *bucket = new RAS_MaterialBucket(material);
bucketCreated = true;
if (bucket->IsAlpha())
m_AlphaBuckets.push_back(bucket);
else
m_SolidBuckets.push_back(bucket);
return bucket;
}
void RAS_BucketManager::OptimizeBuckets(MT_Scalar distance)
{
BucketList::iterator bit;
distance = 10.0;
for (bit = m_SolidBuckets.begin(); bit != m_SolidBuckets.end(); ++bit)
(*bit)->Optimize(distance);
for (bit = m_AlphaBuckets.begin(); bit != m_AlphaBuckets.end(); ++bit)
(*bit)->Optimize(distance);
}
void RAS_BucketManager::ReleaseDisplayLists(RAS_IPolyMaterial *mat)
{
BucketList::iterator bit;
list<RAS_MeshSlot>::iterator mit;
for (bit = m_SolidBuckets.begin(); bit != m_SolidBuckets.end(); ++bit) {
if (mat == NULL || (mat == (*bit)->GetPolyMaterial())) {
for (mit = (*bit)->msBegin(); mit != (*bit)->msEnd(); ++mit) {
if(mit->m_DisplayList) {
mit->m_DisplayList->Release();
mit->m_DisplayList = NULL;
}
}
}
}
for (bit = m_AlphaBuckets.begin(); bit != m_AlphaBuckets.end(); ++bit) {
if (mat == NULL || (mat == (*bit)->GetPolyMaterial())) {
for (mit = (*bit)->msBegin(); mit != (*bit)->msEnd(); ++mit) {
if(mit->m_DisplayList) {
mit->m_DisplayList->Release();
mit->m_DisplayList = NULL;
}
}
}
}
}