applied Charlies patch, reverted some GLSL shader stuff, improved penetration depth estimate.

This commit is contained in:
2006-04-11 05:57:30 +00:00
parent e9d4518c3a
commit 8dbe14b70b
14 changed files with 131 additions and 120 deletions

View File

@@ -97,25 +97,27 @@ bool MinkowskiPenetrationDepthSolver::CalcPenDepth(SimplexSolverInterface& simpl
)
{
//just take fixed number of orientation, and sample the penetration depth in that direction
float minProj = 1e30f;
SimdVector3 minNorm;
SimdVector3 minVertex;
SimdVector3 minA,minB;
SimdVector3 seperatingAxisInA,seperatingAxisInB;
SimdVector3 pInA,qInB,pWorld,qWorld,w;
for (int i=0;i<NUM_UNITSPHERE_POINTS;i++)
{
const SimdVector3& norm = sPenetrationDirections[i];
SimdVector3 seperatingAxisInA = (-norm)* transA.getBasis();
SimdVector3 seperatingAxisInB = norm* transB.getBasis();
seperatingAxisInA = (-norm)* transA.getBasis();
seperatingAxisInB = norm* transB.getBasis();
SimdVector3 pInA = convexA->LocalGetSupportingVertex(seperatingAxisInA);
SimdVector3 qInB = convexB->LocalGetSupportingVertex(seperatingAxisInB);
SimdPoint3 pWorld = transA(pInA);
SimdPoint3 qWorld = transB(qInB);
pInA = convexA->LocalGetSupportingVertexWithoutMargin(seperatingAxisInA);
qInB = convexB->LocalGetSupportingVertexWithoutMargin(seperatingAxisInB);
pWorld = transA(pInA);
qWorld = transB(qInB);
SimdVector3 w = qWorld - pWorld;
w = qWorld - pWorld;
float delta = norm.dot(w);
//find smallest delta
@@ -128,6 +130,16 @@ bool MinkowskiPenetrationDepthSolver::CalcPenDepth(SimplexSolverInterface& simpl
}
}
//add the margins
minA += minNorm*convexA->GetMargin();
minB -= minNorm*convexB->GetMargin();
minProj += (convexA->GetMargin() + convexB->GetMargin());
//#define DEBUG_DRAW 1
#ifdef DEBUG_DRAW
if (debugDraw)

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@@ -494,7 +494,17 @@ BL_Material* ConvertMaterial( Mesh* mesh, Material *mat, TFace* tface, MFace*
material->spec_f = mat->spec;
material->ref = mat->ref;
material->amb = mat->amb;
material->ras_mode |= ((mat->mode & MA_ZTRA) != 0)?ZSORT:0;
// set alpha testing without z-sorting
if( ((mesh->tface && tface ) && (!tface->transp)) && mat->mode & MA_ZTRA) {
// sets the RAS_IPolyMaterial::m_flag |RAS_FORCEALPHA
// this is so we don't have the overhead of the z-sorting code
material->ras_mode|=ALPHA_TEST;
}
else{
// use regular z-sorting
material->ras_mode |= ((mat->mode & MA_ZTRA) != 0)?ZSORT:0;
}
material->ras_mode |= ((mat->mode & MA_WIRE) != 0)?WIRE:0;
}
else {

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@@ -120,7 +120,8 @@ enum BL_flag
TEXALPHA=8, // use alpha combiner functions
TEXNEG=16, // negate blending
HASIPO=32,
USENEGALPHA=64
USENEGALPHA=64,
ALPHA_TEST=128
};
// BL_Material::ras_mode

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@@ -28,19 +28,7 @@
//using namespace bgl;
#define spit(x) std::cout << x << std::endl;
/* ----
testing for a faster solution!
... just compile out
The idea is to install a shader in other
areas if code, find the shader via the scene and,
install it with ...
shader->ApplyShader()
...
shader->UnloadShader()
*/
#define SORT_UNIFORMS 1
#define UNIFORM_MAX_LEN sizeof(float)*16
BL_Uniform::BL_Uniform(int data_size)
@@ -143,15 +131,16 @@ BL_Shader::BL_Shader(PyTypeObject *T)
mPass(1),
mOk(0),
mUse(0),
mAttr(0),
vertProg(""),
fragProg(""),
mError(0),
mDirty(true)
{
// if !RAS_EXT_support._ARB_shader_objects this class will not be used
for (int i=0; i<MAXTEX; i++) {
mSampler[i] = BL_Sampler();
}
//for (int i=0; i<MAXTEX; i++) {
// mSampler[i] = BL_Sampler();
//}
}
using namespace bgl;
@@ -159,12 +148,12 @@ using namespace bgl;
BL_Shader::~BL_Shader()
{
#ifdef GL_ARB_shader_objects
for (int i=0; i<MAXTEX; i++){
if(mSampler[i].mOwn) {
if(mSampler[i].mTexture)
mSampler[i].mTexture->DeleteTex();
}
}
//for (int i=0; i<MAXTEX; i++){
// if(mSampler[i].mOwn) {
// if(mSampler[i].mTexture)
// mSampler[i].mTexture->DeleteTex();
// }
//}
ClearUniforms();
if( mShader ) {
@@ -214,15 +203,6 @@ BL_Uniform *BL_Shader::FindUniform(const int location)
void BL_Shader::SetUniformfv(int location, int type, float *param,int size, bool transpose)
{
#ifdef SORT_UNIFORMS
#ifdef WIN32
#ifndef NDEBUG
MT_assert(type > BL_Uniform::UNI_NONE && type < BL_Uniform::UNI_MAX);
MT_assert(location);
MT_assert(param);
//MT_assert(size > 0 && size <= UNIFORM_MAX_LEN);
#endif
#endif //WIN32
BL_Uniform *uni= FindUniform(location);
if(uni) {
memcpy(uni->getData(), param, size);
@@ -242,16 +222,6 @@ void BL_Shader::SetUniformfv(int location, int type, float *param,int size, bool
void BL_Shader::SetUniformiv(int location, int type, int *param,int size, bool transpose)
{
#ifdef SORT_UNIFORMS
#ifdef WIN32
#ifndef NDEBUG
//MT_assert(type > BL_Uniform::UNI_NONE && type < BL_Uniform::UNI_MAX);
MT_assert(location);
MT_assert(param);
//MT_assert(size > 0 && size <= UNIFORM_MAX_LEN);
#endif
#endif //WIN32
BL_Uniform *uni= FindUniform(location);
if(uni) {
memcpy(uni->getData(), param, size);
@@ -438,12 +408,12 @@ unsigned int BL_Shader::GetProg()
{
return mShader;
}
const BL_Sampler* BL_Shader::GetSampler(int i)
{
MT_assert(i<=MAXTEX);
return &mSampler[i];
}
//
//const BL_Sampler* BL_Shader::GetSampler(int i)
//{
// MT_assert(i<=MAXTEX);
// return &mSampler[i];
//}
void BL_Shader::SetSampler(int loc, int unit)
{
@@ -457,14 +427,14 @@ void BL_Shader::SetSampler(int loc, int unit)
}
#endif
}
void BL_Shader::InitializeSampler(int unit, BL_Texture* texture)
{
MT_assert(unit<=MAXTEX);
mSampler[unit].mTexture = texture;
mSampler[unit].mLoc =-1;
mSampler[unit].mOwn = 0;
}
//
//void BL_Shader::InitializeSampler(int unit, BL_Texture* texture)
//{
// MT_assert(unit<=MAXTEX);
// mSampler[unit].mTexture = texture;
// mSampler[unit].mLoc =-1;
// mSampler[unit].mOwn = 0;
//}
void BL_Shader::SetProg(bool enable)
{
@@ -504,7 +474,7 @@ void BL_Shader::Update( const KX_MeshSlot & ms, RAS_IRasterizer* rasty )
for(it = mPreDef.begin(); it!= mPreDef.end(); it++)
{
BL_DefUniform *uni = (*it);
if(!uni->mLoc) continue;
if(uni->mLoc == -1) continue;
switch (uni->mType)
{
@@ -826,8 +796,7 @@ PyMethodDef BL_Shader::Methods[] =
KX_PYMETHODTABLE( BL_Shader, setUniform2i ),
KX_PYMETHODTABLE( BL_Shader, setUniform3i ),
KX_PYMETHODTABLE( BL_Shader, setUniform4i ),
// TODO: GL_ARB_vertex/fragment_program support
// KX_PYMETHODTABLE( BL_Shader, setAttrib ),
KX_PYMETHODTABLE( BL_Shader, setAttrib ),
KX_PYMETHODTABLE( BL_Shader, setUniformfv ),
KX_PYMETHODTABLE( BL_Shader, setUniformiv ),
@@ -967,10 +936,18 @@ KX_PYMETHODDEF_DOC( BL_Shader, setSampler, "setSampler(name, index)" )
{
int loc = GetUniformLocation(uniform);
if(loc != -1) {
if(index <= MAXTEX)
mSampler[index].mLoc = loc;
else
if(index >= MAXTEX && index < 0)
spit("Invalid texture sample index: " << index);
#ifdef SORT_UNIFORMS
SetUniformiv(loc, BL_Uniform::UNI_INT, &index, (sizeof(int)) );
#else
SetUniform(loc, index);
#endif
//if(index <= MAXTEX)
// mSampler[index].mLoc = loc;
//else
// spit("Invalid texture sample index: " << index);
}
Py_Return;
}
@@ -1418,7 +1395,24 @@ KX_PYMETHODDEF_DOC( BL_Shader, setUniformMatrix3,
KX_PYMETHODDEF_DOC( BL_Shader, setAttrib, "setAttrib(enum)" )
{
Py_Return;
#ifdef GL_ARB_shader_objects
if(mError) {
Py_INCREF(Py_None);
return Py_None;
}
int attr=0;
if(PyArg_ParseTuple(args, "i", &attr )) {
if(mShader==0) {
PyErr_Format(PyExc_ValueError, "invalid shader object");
return NULL;
}
mAttr=SHD_TANGENT;
bgl::blUseProgramObjectARB(mShader);
bgl::blBindAttribLocationARB(mShader, mAttr, "Tangent");
Py_Return;
}
return NULL;
#endif
}

View File

@@ -21,14 +21,10 @@ class BL_Sampler
{
public:
BL_Sampler():
mLoc(-1),
mTexture(0),
mOwn(0)
mLoc(-1)
{
}
int mLoc; // Sampler location
BL_Texture* mTexture; // Texture data
bool mOwn; // True if we own it
};
/**
@@ -104,7 +100,8 @@ private:
int mPass; // 1.. unused
bool mOk; // Valid and ok
bool mUse; // ...
BL_Sampler mSampler[MAXTEX]; // Number of samplers
//BL_Sampler mSampler[MAXTEX]; // Number of samplers
int mAttr; // Tangent attribute
char* vertProg; // Vertex program string
char* fragProg; // Fragment program string
bool mError; // ...
@@ -166,12 +163,13 @@ public:
int getNumPass() {return mPass;}
bool GetError() {return mError;}
// ---
const BL_Sampler* GetSampler(int i);
//const BL_Sampler* GetSampler(int i);
void SetSampler(int loc, int unit);
const bool Ok()const;
unsigned int GetProg();
void SetProg(bool enable);
int GetAttribute(){return mAttr;};
// --
// Apply methods : sets colected uniforms
@@ -181,8 +179,8 @@ public:
// Update predefined uniforms each render call
void Update(const class KX_MeshSlot & ms, class RAS_IRasterizer* rasty);
// Set sampler units (copied)
void InitializeSampler(int unit, BL_Texture* texture );
//// Set sampler units (copied)
//void InitializeSampler(int unit, BL_Texture* texture );
void SetUniformfv(int location,int type, float *param, int size,bool transpose=false);
@@ -206,15 +204,16 @@ public:
// Python interface
virtual PyObject* _getattr(const STR_String& attr);
// -----------------------------------
KX_PYMETHOD_DOC( BL_Shader, setSource );
KX_PYMETHOD_DOC( BL_Shader, delSource );
KX_PYMETHOD_DOC( BL_Shader, getVertexProg );
KX_PYMETHOD_DOC( BL_Shader, getFragmentProg );
KX_PYMETHOD_DOC( BL_Shader, setNumberOfPasses );
// -----------------------------------
KX_PYMETHOD_DOC( BL_Shader, isValid);
KX_PYMETHOD_DOC( BL_Shader, validate);
// -----------------------------------
KX_PYMETHOD_DOC( BL_Shader, setUniform4f );
KX_PYMETHOD_DOC( BL_Shader, setUniform3f );
KX_PYMETHOD_DOC( BL_Shader, setUniform2f );
@@ -223,19 +222,12 @@ public:
KX_PYMETHOD_DOC( BL_Shader, setUniform3i );
KX_PYMETHOD_DOC( BL_Shader, setUniform2i );
KX_PYMETHOD_DOC( BL_Shader, setUniform1i );
KX_PYMETHOD_DOC( BL_Shader, setUniformfv );
KX_PYMETHOD_DOC( BL_Shader, setUniformiv );
KX_PYMETHOD_DOC( BL_Shader, setUniformMatrix4 );
KX_PYMETHOD_DOC( BL_Shader, setUniformMatrix3 );
KX_PYMETHOD_DOC( BL_Shader, setUniformDef );
KX_PYMETHOD_DOC( BL_Shader, setAttrib );
// These come from within the material buttons
// sampler2d/samplerCube work
KX_PYMETHOD_DOC( BL_Shader, setSampler);
};

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@@ -82,14 +82,13 @@ KX_BlenderMaterial::KX_BlenderMaterial(
mPass(0)
{
///RAS_EXT_support._ARB_multitexture == true if were here
// --------------------------------
// RAS_IPolyMaterial variables...
m_flag |=RAS_BLENDERMAT;
m_flag |=(mMaterial->IdMode>=ONETEX)?RAS_MULTITEX:0;
m_flag |=(mMaterial->ras_mode & USE_LIGHT)!=0?RAS_MULTILIGHT:0;
m_flag |=(mMaterial->ras_mode &ALPHA_TEST)!=0?RAS_FORCEALPHA:0;
// figure max
int enabled = mMaterial->num_enabled;
int max = BL_Texture::GetMaxUnits();
@@ -197,17 +196,15 @@ void KX_BlenderMaterial::setShaderData( bool enable, RAS_IRasterizer *ras)
// for each enabled unit
for(i=0; i<mMaterial->num_enabled; i++) {
const BL_Sampler *samp = mShader->GetSampler(i);
BL_Texture *tex = samp->mTexture;
if( samp->mLoc == -1 || !tex || !tex->Ok() )
continue;
tex->ActivateTexture();
mShader->SetSampler(samp->mLoc, i);
if(!mTextures[i].Ok()) continue;
mTextures[i].ActivateTexture();
mTextures[0].SetMapping(mMaterial->mapping[i].mapping);
}
if(!mUserDefBlend) {
setDefaultBlending();
}else
{
}
else {
// tested to be valid enums
glEnable(GL_BLEND);
glBlendFunc(mBlendFunc[0], mBlendFunc[1]);
@@ -418,18 +415,19 @@ void KX_BlenderMaterial::ActivatGLMaterials( RAS_IRasterizer* rasty )const
mMaterial->matcolor[0]*mMaterial->emit,
mMaterial->matcolor[1]*mMaterial->emit,
mMaterial->matcolor[2]*mMaterial->emit,
1.0
);
1.0 );
rasty->SetAmbient(mMaterial->amb);
if (mMaterial->material)
rasty->SetPolygonOffset(-mMaterial->material->zoffs, 0.0);
}
void KX_BlenderMaterial::ActivateTexGen(RAS_IRasterizer *ras) const
{
//if(mShader && RAS_EXT_support._ARB_shader_objects)
// if(mShader->GetAttribute() == BL_Shader::SHD_TANGENT)
// ras->SetAttrib(RAS_IRasterizer::RAS_TEXTANGENT);
if(mShader && RAS_EXT_support._ARB_shader_objects)
if(mShader->GetAttribute() == BL_Shader::SHD_TANGENT)
ras->SetAttrib(RAS_IRasterizer::RAS_TEXTANGENT);
for(int i=0; i<mMaterial->num_enabled; i++) {
int mode = mMaterial->mapping[i].mapping;
@@ -651,12 +649,6 @@ KX_PYMETHODDEF_DOC( KX_BlenderMaterial, getShader , "getShader()")
if(!mShader && !mModified) {
mShader = new BL_Shader();
for(int i= 0; i<mMaterial->num_enabled; i++) {
if(mMaterial->mapping[i].mapping & USEENV )
mShader->InitializeSampler(i, &mTextures[i]);
else
mShader->InitializeSampler(i, &mTextures[i]);
}
mModified = true;
}

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@@ -142,7 +142,8 @@ void RAS_BucketManager::Renderbuckets(
for (bucket = m_MaterialBuckets.begin(); bucket != m_MaterialBuckets.end(); ++bucket)
{
if((*bucket)->GetPolyMaterial()->IsZSort())
RAS_IPolyMaterial *tmp = (*bucket)->GetPolyMaterial();
if(tmp->IsZSort() || tmp->GetFlag() &RAS_FORCEALPHA )
rasty->SetAlphaTest(true);
else
rasty->SetAlphaTest(false);

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@@ -54,7 +54,8 @@ enum MaterialProps
RAS_GLSHADER =64,
RAS_AUTOGEN =128,
RAS_NORMAL =256,
RAS_DEFMULTI =512
RAS_DEFMULTI =512,
RAS_FORCEALPHA =1024
};
/**

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@@ -392,6 +392,7 @@ public:
virtual void DrawDebugLine(const MT_Vector3& from,const MT_Vector3& to,const MT_Vector3& color)=0;
virtual void SetTexCoords(TexCoGen coords, int unit) = 0;
virtual void SetAttrib(int type) = 0;
virtual void GetViewMatrix(MT_Matrix4x4 &mat) const = 0;
virtual bool QueryLists(){return false;}

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@@ -406,7 +406,6 @@ PFNGLGETACTIVEATTRIBARBPROC blGetActiveAttribARB;
PFNGLGETATTRIBLOCATIONARBPROC blGetAttribLocationARB;
#endif
#if 0 // TODO: GL_ARB_vertex/fragment_program support
#ifdef GL_ARB_vertex_program
PFNGLVERTEXATTRIB1FARBPROC blVertexAttrib1fARB;
PFNGLVERTEXATTRIB1FVARBPROC blVertexAttrib1fvARB;
@@ -421,7 +420,6 @@ PFNGLGETATTRIBLOCATIONARBPROC blGetAttribLocationARB;
PFNGLGETVERTEXATTRIBFVARBPROC blGetVertexAttribfvARB;
PFNGLGETVERTEXATTRIBIVARBPROC blGetVertexAttribivARB;
#endif
#endif
#ifdef GL_EXT_compiled_vertex_array
PFNGLLOCKARRAYSEXTPROC blLockArraysEXT;
@@ -612,7 +610,6 @@ static void LinkExtensions()
}
#endif
#if 0 // TODO: GL_ARB_vertex/fragment_program support
#if defined(GL_ARB_vertex_program)
if (QueryExtension("GL_ARB_vertex_program"))
{
@@ -637,7 +634,6 @@ static void LinkExtensions()
}
}
#endif
#endif
#ifdef GL_ARB_depth_texture

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@@ -510,7 +510,6 @@ extern PFNGLGETACTIVEATTRIBARBPROC blGetActiveAttribARB;
extern PFNGLGETATTRIBLOCATIONARBPROC blGetAttribLocationARB;
#endif
#if 0 // TODO: GL_ARB_vertex/fragment_program support
#ifdef GL_ARB_vertex_program
extern PFNGLVERTEXATTRIB1FARBPROC blVertexAttrib1fARB;
extern PFNGLVERTEXATTRIB1FVARBPROC blVertexAttrib1fvARB;
@@ -525,7 +524,6 @@ extern PFNGLGETVERTEXATTRIBDVARBPROC blGetVertexAttribdvARB;
extern PFNGLGETVERTEXATTRIBFVARBPROC blGetVertexAttribfvARB;
extern PFNGLGETVERTEXATTRIBIVARBPROC blGetVertexAttribivARB;
#endif
#endif
#ifdef GL_EXT_compiled_vertex_array
extern PFNGLLOCKARRAYSEXTPROC blLockArraysEXT;

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@@ -81,6 +81,7 @@ RAS_OpenGLRasterizer::RAS_OpenGLRasterizer(RAS_ICanvas* canvas)
m_focallength(0.0),
m_setfocallength(false),
m_noOfScanlines(32),
m_useTang(false),
m_materialCachingInfo(0)
{
m_viewmatrix.Identity();
@@ -1208,6 +1209,10 @@ void RAS_OpenGLRasterizer::SetTexCoords(TexCoGen coords,int unit)
m_texco[unit] = coords;
}
void RAS_OpenGLRasterizer::SetAttrib(int type)
{
if(type == RAS_TEXTANGENT) m_useTang=true;
}
void RAS_OpenGLRasterizer::TexCoord(const RAS_TexVert &tv, int enabled)
{
@@ -1242,6 +1247,12 @@ void RAS_OpenGLRasterizer::TexCoord(const RAS_TexVert &tv, int enabled)
}
}
#endif
#ifdef GL_ARB_vertex_program
if(m_useTang && bgl::RAS_EXT_support._ARB_vertex_program)
bgl::blVertexAttrib4fvARB(1/*tangent*/, tv.getTangent());
#endif
}
void RAS_OpenGLRasterizer::Tangent( const RAS_TexVert& v1,
const RAS_TexVert& v2,

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@@ -94,6 +94,7 @@ class RAS_OpenGLRasterizer : public RAS_IRasterizer
protected:
int m_drawingmode;
TexCoGen m_texco[RAS_MAX];
bool m_useTang;
/** Stores the caching information for the last material activated. */
RAS_IPolyMaterial::TCachingInfo m_materialCachingInfo;
@@ -284,6 +285,7 @@ public:
std::vector <OglDebugLine> m_debugLines;
virtual void SetTexCoords(TexCoGen coords,int enabled);
virtual void SetAttrib(int type);
void TexCoord(const RAS_TexVert &tv, int unit);
virtual void GetViewMatrix(MT_Matrix4x4 &mat) const;

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@@ -1,7 +1,7 @@
#!/usr/bin/python
Import ('env')
sources = env.Glob('*.cpp') #'RAS_GLExtensionManager.cpp RAS_OpenGLRasterizer.cpp RAS_VAOpenGLRasterizer.cpp'
sources = env.Glob('*.cpp') #'RAS_GLExtensionManager.cpp RAS_ListRasterizer.cpp RAS_OpenGLRasterizer.cpp RAS_VAOpenGLRasterizer.cpp'
incs = '. #source/kernel/gen_system #intern/string #intern/moto/include #source/gameengine/Rasterizer'
incs += ' ' + env['BF_OPENGL_INC']