Beispiel #1
0
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)
	{
		SG_DList::iterator<RAS_MeshSlot> mit((*bit)->GetActiveMeshSlots());
		for(mit.begin(); !mit.end(); ++mit)
			size++;
	}

	slots.resize(size);

	for (bit = buckets.begin(); bit != buckets.end(); ++bit)
	{
		RAS_MaterialBucket* bucket = *bit;
		RAS_MeshSlot* ms;
		// remove the mesh slot form the list, it culls them automatically for next frame
		while((ms = bucket->GetNextActiveMeshSlot())) {
			slots[i++].set(ms, bucket, pnorm);
		}
	}
		
	if(alpha)
		sort(slots.begin(), slots.end(), backtofront());
	else
		sort(slots.begin(), slots.end(), fronttoback());
}
Beispiel #2
0
void RAS_BucketManager::RenderSolidBuckets(
	const MT_Transform& cameratrans, RAS_IRasterizer* rasty, RAS_IRenderTools* rendertools)
{
	BucketList::iterator bit;

	rasty->SetDepthMask(RAS_IRasterizer::KX_DEPTHMASK_ENABLED);

	for (bit = m_SolidBuckets.begin(); bit != m_SolidBuckets.end(); ++bit) {
#if 1
		RAS_MaterialBucket* bucket = *bit;
		RAS_MeshSlot* ms;
		// remove the mesh slot form the list, it culls them automatically for next frame
		while((ms = bucket->GetNextActiveMeshSlot()))
		{
			rendertools->SetClientObject(rasty, ms->m_clientObj);
			while (bucket->ActivateMaterial(cameratrans, rasty, rendertools))
				bucket->RenderMeshSlot(cameratrans, rasty, rendertools, *ms);

			// make this mesh slot culled automatically for next frame
			// it will be culled out by frustrum culling
			ms->SetCulled(true);
		}
#else
		list<RAS_MeshSlot>::iterator mit;
		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);

			// make this mesh slot culled automatically for next frame
			// it will be culled out by frustrum culling
			mit->SetCulled(true);
		}
#endif
	}
	
	/* 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
}