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										 |  |  | /**
 | 
					
						
							|  |  |  |  * $Id$ | 
					
						
							|  |  |  |  * | 
					
						
							|  |  |  |  * ***** BEGIN GPL/BL DUAL 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. The Blender | 
					
						
							|  |  |  |  * Foundation also sells licenses for use in proprietary software under | 
					
						
							|  |  |  |  * the Blender License.  See http://www.blender.org/BL/ for information
 | 
					
						
							|  |  |  |  * about this. | 
					
						
							|  |  |  |  * | 
					
						
							|  |  |  |  * 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/BL DUAL LICENSE BLOCK ***** | 
					
						
							|  |  |  |  */ | 
					
						
							|  |  |  | 
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											2005-01-16 06:02:06 +00:00
										 |  |  | #include <assert.h>
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							|  |  |  | 
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										 |  |  | #ifdef WIN32
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							|  |  |  | #pragma warning (disable : 4786)
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							|  |  |  | #include <windows.h>
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							|  |  |  | #endif 
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							|  |  |  | 
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							| 
									
										
										
										
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										 |  |  | #ifdef __APPLE__
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							| 
									
										
										
										
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										 |  |  | #define GL_GLEXT_LEGACY 1
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										 |  |  | #include <OpenGL/gl.h>
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							|  |  |  | #else
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										 |  |  | #include <GL/gl.h>
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										 |  |  | #endif
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										 |  |  | #include <iostream>
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							|  |  |  | 
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							|  |  |  | #include "GPC_RenderTools.h"
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							|  |  |  | 
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							|  |  |  | #include "RAS_IRenderTools.h"
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							|  |  |  | #include "RAS_IRasterizer.h"
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							|  |  |  | #include "RAS_LightObject.h"
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							|  |  |  | #include "RAS_ICanvas.h"
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										 |  |  | #include "RAS_GLExtensionManager.h"
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										 |  |  | 
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							|  |  |  | // next two includes/dependencies come from the shadow feature
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							|  |  |  | // it needs the gameobject and the sumo physics scene for a raycast
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							|  |  |  | #include "KX_GameObject.h"
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							|  |  |  | 
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							|  |  |  | #include "GPC_PolygonMaterial.h"
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										 |  |  | #include "KX_PolygonMaterial.h"
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										 |  |  | #include "Value.h"
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							|  |  |  | 
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							|  |  |  | //#include "KX_BlenderGL.h" // for text printing
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							|  |  |  | //#include "KX_BlenderClientObject.h"
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							|  |  |  | #include "STR_String.h"
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							|  |  |  | #include "RAS_BucketManager.h" // for polymaterial (needed for textprinting)
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							|  |  |  | 
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							|  |  |  | 
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							|  |  |  | // Blender includes
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							|  |  |  | /* This list includes only data type definitions */ | 
					
						
							|  |  |  | #include "DNA_object_types.h"
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							|  |  |  | #include "DNA_material_types.h"
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							|  |  |  | #include "DNA_image_types.h"
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							|  |  |  | #include "DNA_lamp_types.h"
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							|  |  |  | #include "DNA_group_types.h"
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							|  |  |  | #include "DNA_scene_types.h"
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							|  |  |  | #include "DNA_camera_types.h"
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							|  |  |  | #include "DNA_property_types.h"
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							|  |  |  | #include "DNA_text_types.h"
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							|  |  |  | #include "DNA_sensor_types.h"
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							|  |  |  | #include "DNA_controller_types.h"
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							|  |  |  | #include "DNA_actuator_types.h"
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							|  |  |  | #include "DNA_mesh_types.h"
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										 |  |  | #include "DNA_meshdata_types.h"
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										 |  |  | #include "DNA_view3d_types.h"
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							|  |  |  | #include "DNA_world_types.h"
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							|  |  |  | 
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							|  |  |  | #include "BKE_global.h"
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							|  |  |  | #include "BKE_image.h"
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							|  |  |  | #include "BKE_bmfont.h"
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							|  |  |  | #include "BKE_bmfont_types.h"
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							|  |  |  | #include "BKE_main.h"
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							|  |  |  | 
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							|  |  |  | #include "IMB_imbuf_types.h"
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							|  |  |  | // End of Blender includes
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							|  |  |  | 
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										 |  |  | #include "KX_Scene.h"
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										 |  |  | #include "KX_RayCast.h"
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							|  |  |  | #include "KX_IPhysicsController.h"
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							|  |  |  | #include "PHY_IPhysicsEnvironment.h"
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										 |  |  | 
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										 |  |  | 
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							|  |  |  | GPC_RenderTools::GPC_RenderTools() | 
					
						
							|  |  |  | { | 
					
						
							|  |  |  | 	m_font = BMF_GetFont(BMF_kHelvetica10); | 
					
						
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										 |  |  | 	glGetIntegerv(GL_MAX_LIGHTS, (GLint*) &m_numgllights); | 
					
						
							|  |  |  | 	if (m_numgllights < 8) | 
					
						
							|  |  |  | 		m_numgllights = 8; | 
					
						
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										 |  |  | } | 
					
						
							|  |  |  | 
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							|  |  |  | 
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							|  |  |  | GPC_RenderTools::~GPC_RenderTools() | 
					
						
							|  |  |  | { | 
					
						
							|  |  |  | } | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 
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							|  |  |  | void GPC_RenderTools::EndFrame(RAS_IRasterizer* rasty) | 
					
						
							|  |  |  | { | 
					
						
							|  |  |  | } | 
					
						
							|  |  |  | 
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							|  |  |  | 
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							|  |  |  | void GPC_RenderTools::BeginFrame(RAS_IRasterizer* rasty) | 
					
						
							|  |  |  | { | 
					
						
							|  |  |  | 	m_clientobject=NULL; | 
					
						
							|  |  |  | 	m_modified=true; | 
					
						
							|  |  |  | 	DisableOpenGLLights(); | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | } | 
					
						
							|  |  |  | 
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							|  |  |  | int GPC_RenderTools::ProcessLighting(int layer) | 
					
						
							|  |  |  | { | 
					
						
							|  |  |  | 	int result = false; | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 	if (layer < 0) | 
					
						
							|  |  |  | 	{ | 
					
						
							|  |  |  | 		DisableOpenGLLights(); | 
					
						
							|  |  |  | 		result = false; | 
					
						
							|  |  |  | 	} else | 
					
						
							|  |  |  | 	{ | 
					
						
							|  |  |  | 		if (m_clientobject) | 
					
						
							|  |  |  | 		{	 | 
					
						
							|  |  |  | 			if (applyLights(layer)) | 
					
						
							|  |  |  | 			{ | 
					
						
							|  |  |  | 				EnableOpenGLLights(); | 
					
						
							|  |  |  | 				result = true; | 
					
						
							|  |  |  | 			} else | 
					
						
							|  |  |  | 			{ | 
					
						
							|  |  |  | 				DisableOpenGLLights(); | 
					
						
							|  |  |  | 				result = false; | 
					
						
							|  |  |  | 			} | 
					
						
							|  |  |  | 		} | 
					
						
							|  |  |  | 	} | 
					
						
							|  |  |  | 	return result; | 
					
						
							|  |  |  | } | 
					
						
							|  |  |  | 
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										 |  |  | void GPC_RenderTools::EnableOpenGLLights() | 
					
						
							|  |  |  | { | 
					
						
							|  |  |  | 	glEnable(GL_LIGHTING); | 
					
						
							|  |  |  | 	glEnable(GL_COLOR_MATERIAL); | 
					
						
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										 |  |  | 	glColorMaterial(GL_FRONT_AND_BACK,GL_DIFFUSE); | 
					
						
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										 |  |  | 	if (bgl::QueryExtension(bgl::_GL_EXT_separate_specular_color) || bgl::QueryVersion(1, 2)) | 
					
						
							|  |  |  | 		glLightModeli(GL_LIGHT_MODEL_COLOR_CONTROL, GL_SEPARATE_SPECULAR_COLOR); | 
					
						
							|  |  |  | } | 
					
						
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										 |  |  | 
 | 
					
						
							|  |  |  | void GPC_RenderTools::RenderText2D(RAS_TEXT_RENDER_MODE mode,  | 
					
						
							|  |  |  | 								   const char* text,  | 
					
						
							|  |  |  | 								   int xco,  | 
					
						
							|  |  |  | 								   int yco,  | 
					
						
							|  |  |  | 								   int width,  | 
					
						
							|  |  |  | 								   int height) | 
					
						
							|  |  |  | { | 
					
						
							|  |  |  | 	STR_String tmpstr(text); | 
					
						
							|  |  |  | 	int lines; | 
					
						
							|  |  |  | 	char* s = tmpstr.Ptr(); | 
					
						
							|  |  |  | 	char* p; | 
					
						
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										 |  |  | 	 | 
					
						
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										 |  |  | 
 | 
					
						
							|  |  |  | 	// Save and change OpenGL settings
 | 
					
						
							|  |  |  | 	int texture2D; | 
					
						
							|  |  |  | 	glGetIntegerv(GL_TEXTURE_2D, (GLint*)&texture2D); | 
					
						
							|  |  |  | 	glDisable(GL_TEXTURE_2D); | 
					
						
							|  |  |  | 	int fog; | 
					
						
							|  |  |  | 	glGetIntegerv(GL_FOG, (GLint*)&fog); | 
					
						
							|  |  |  | 	glDisable(GL_FOG); | 
					
						
							|  |  |  | 	 | 
					
						
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										 |  |  | 	int light; | 
					
						
							|  |  |  | 	glGetIntegerv(GL_LIGHTING, (GLint*)&light); | 
					
						
							|  |  |  | 	glDisable(GL_LIGHTING); | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 	 | 
					
						
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										 |  |  | 	// Set up viewing settings
 | 
					
						
							|  |  |  | 	glMatrixMode(GL_PROJECTION); | 
					
						
							|  |  |  | 	glPushMatrix(); | 
					
						
							|  |  |  | 	glLoadIdentity(); | 
					
						
							|  |  |  | 	glOrtho(0, width, 0, height, -1, 1); | 
					
						
							|  |  |  | 	glMatrixMode(GL_MODELVIEW); | 
					
						
							|  |  |  | 	glPushMatrix(); | 
					
						
							|  |  |  | 	glLoadIdentity(); | 
					
						
							|  |  |  | 	 | 
					
						
							|  |  |  | 	// Actual drawing
 | 
					
						
							|  |  |  | 	unsigned char colors[2][3] = { | 
					
						
							|  |  |  | 		{0x00, 0x00, 0x00}, | 
					
						
							|  |  |  | 		{0xFF, 0xFF, 0xFF} | 
					
						
							|  |  |  | 	}; | 
					
						
							|  |  |  | 	int numTimes = mode == RAS_TEXT_PADDED ? 2 : 1; | 
					
						
							|  |  |  | 	for (int i = 0; i < numTimes; i++) { | 
					
						
							|  |  |  | 		glColor3ub(colors[i][0], colors[i][1], colors[i][2]); | 
					
						
							|  |  |  | 		glRasterPos2i(xco, yco); | 
					
						
							|  |  |  | 		for (p = s, lines = 0; *p; p++) { | 
					
						
							|  |  |  | 			if (*p == '\n') | 
					
						
							|  |  |  | 			{ | 
					
						
							|  |  |  | 				lines++; | 
					
						
							|  |  |  | 				glRasterPos2i(xco, yco-(lines*18)); | 
					
						
							|  |  |  | 			} | 
					
						
							|  |  |  | 			BMF_DrawCharacter(m_font, *p); | 
					
						
							|  |  |  | 		} | 
					
						
							|  |  |  | 		xco += 1; | 
					
						
							|  |  |  | 		yco += 1; | 
					
						
							|  |  |  | 	} | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 	// Restore view settings
 | 
					
						
							|  |  |  | 	glMatrixMode(GL_PROJECTION); | 
					
						
							|  |  |  | 	glPopMatrix(); | 
					
						
							|  |  |  | 	glMatrixMode(GL_MODELVIEW); | 
					
						
							|  |  |  | 	glPopMatrix(); | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 	// Restore OpenGL Settings
 | 
					
						
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										 |  |  | 	if (fog) | 
					
						
							|  |  |  | 		glEnable(GL_FOG); | 
					
						
							|  |  |  | 	else | 
					
						
							|  |  |  | 		glDisable(GL_FOG); | 
					
						
							|  |  |  | 	 | 
					
						
							|  |  |  | 	if (texture2D) | 
					
						
							|  |  |  | 		glEnable(GL_TEXTURE_2D); | 
					
						
							|  |  |  | 	else | 
					
						
							|  |  |  | 		glDisable(GL_TEXTURE_2D); | 
					
						
							| 
									
										
										
										
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										 |  |  | 	if (light) | 
					
						
							|  |  |  | 		glEnable(GL_LIGHTING); | 
					
						
							|  |  |  | 	else | 
					
						
							|  |  |  | 		glDisable(GL_LIGHTING); | 
					
						
							| 
									
										
										
										
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										 |  |  | } | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | /**
 | 
					
						
							|  |  |  |  * Copied from KX_BlenderRenderTools.cpp in KX_blenderhook | 
					
						
							|  |  |  |  * Renders text into a (series of) polygon(s), using a texture font, | 
					
						
							|  |  |  |  * Each character consists of one polygon (one quad or two triangles) | 
					
						
							|  |  |  |  */ | 
					
						
							|  |  |  | void GPC_RenderTools::RenderText( | 
					
						
							|  |  |  | 	int mode, | 
					
						
							|  |  |  | 	RAS_IPolyMaterial* polymat, | 
					
						
							|  |  |  | 	float v1[3], float v2[3], float v3[3], float v4[3]) | 
					
						
							|  |  |  | { | 
					
						
							|  |  |  | 	STR_String mytext = ((CValue*)m_clientobject)->GetPropertyText("Text"); | 
					
						
							|  |  |  | 	 | 
					
						
							| 
									
										
										
										
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										 |  |  | 	KX_PolygonMaterial* blenderpoly = static_cast<KX_PolygonMaterial*>(polymat); | 
					
						
							| 
									
										
										
										
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										 |  |  | 	struct TFace* tface = blenderpoly->GetTFace(); | 
					
						
							|  |  |  | 	 | 
					
						
							|  |  |  | 	BL_RenderText(mode, mytext, mytext.Length(), tface, v1, v2, v3, v4); | 
					
						
							|  |  |  | } | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | /**
 | 
					
						
							|  |  |  |  * Copied from KX_BlenderGL.cpp in KX_blenderhook | 
					
						
							|  |  |  |  */ | 
					
						
							|  |  |  | void GPC_RenderTools::BL_RenderText( | 
					
						
							|  |  |  | 	int mode, | 
					
						
							|  |  |  | 	const char* textstr, | 
					
						
							|  |  |  | 	int textlen, | 
					
						
							|  |  |  | 	struct TFace* tface, | 
					
						
							|  |  |  | 	float v1[3],float v2[3],float v3[3],float v4[3]) | 
					
						
							|  |  |  | { | 
					
						
							|  |  |  | 	struct Image* ima; | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 	if (mode & TF_BMFONT) { | 
					
						
							|  |  |  | 			//char string[MAX_PROPSTRING];
 | 
					
						
							|  |  |  | //			float tmat[4][4];
 | 
					
						
							|  |  |  | 			int characters, index, character; | 
					
						
							|  |  |  | 			float centerx, centery, sizex, sizey, transx, transy, movex, movey, advance; | 
					
						
							|  |  |  | 			 | 
					
						
							|  |  |  | //			bProperty *prop;
 | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 			// string = "Frank van Beek";
 | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 			characters = textlen; | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 			ima = (struct Image*) tface->tpage; | 
					
						
							|  |  |  | 			if (ima == NULL) { | 
					
						
							|  |  |  | 				characters = 0; | 
					
						
							|  |  |  | 			} | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 			glPushMatrix(); | 
					
						
							|  |  |  | 			for (index = 0; index < characters; index++) { | 
					
						
							|  |  |  | 				// lets calculate offset stuff
 | 
					
						
							|  |  |  | 				character = textstr[index]; | 
					
						
							|  |  |  | 				 | 
					
						
							|  |  |  | 				// space starts at offset 1
 | 
					
						
							|  |  |  | 				// character = character - ' ' + 1;
 | 
					
						
							|  |  |  | 				 | 
					
						
							|  |  |  | 				matrixGlyph(ima->ibuf, character, & centerx, ¢ery, &sizex, &sizey, &transx, &transy, &movex, &movey, &advance); | 
					
						
							|  |  |  | 				 | 
					
						
							|  |  |  | 				glBegin(GL_POLYGON); | 
					
						
							|  |  |  | 				// printf(" %c %f %f %f %f\n", character, tface->uv[0][0], tface->uv[0][1], );
 | 
					
						
							|  |  |  | 				// glTexCoord2f((tface->uv[0][0] - centerx) * sizex + transx, (tface->uv[0][1] - centery) * sizey + transy);
 | 
					
						
							|  |  |  | 				glTexCoord2f((tface->uv[0][0] - centerx) * sizex + transx, (tface->uv[0][1] - centery) * sizey + transy); | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 				BL_spack(tface->col[0]); | 
					
						
							|  |  |  | 				// glVertex3fv(v1);
 | 
					
						
							|  |  |  | 				glVertex3f(sizex * v1[0] + movex, sizey * v1[1] + movey, v1[2]); | 
					
						
							|  |  |  | 				 | 
					
						
							|  |  |  | 				glTexCoord2f((tface->uv[1][0] - centerx) * sizex + transx, (tface->uv[1][1] - centery) * sizey + transy); | 
					
						
							|  |  |  | 				BL_spack(tface->col[1]); | 
					
						
							|  |  |  | 				// glVertex3fv(v2);
 | 
					
						
							|  |  |  | 				glVertex3f(sizex * v2[0] + movex, sizey * v2[1] + movey, v2[2]); | 
					
						
							|  |  |  | 	 | 
					
						
							|  |  |  | 				glTexCoord2f((tface->uv[2][0] - centerx) * sizex + transx, (tface->uv[2][1] - centery) * sizey + transy); | 
					
						
							|  |  |  | 				BL_spack(tface->col[2]); | 
					
						
							|  |  |  | 				// glVertex3fv(v3);
 | 
					
						
							|  |  |  | 				glVertex3f(sizex * v3[0] + movex, sizey * v3[1] + movey, v3[2]); | 
					
						
							|  |  |  | 	 | 
					
						
							|  |  |  | 				if(v4) { | 
					
						
							|  |  |  | 					// glTexCoord2f((tface->uv[3][0] - centerx) * sizex + transx, 1.0 - (1.0 - tface->uv[3][1]) * sizey - transy);
 | 
					
						
							|  |  |  | 					glTexCoord2f((tface->uv[3][0] - centerx) * sizex + transx, (tface->uv[3][1] - centery) * sizey + transy); | 
					
						
							|  |  |  | 					BL_spack(tface->col[3]); | 
					
						
							|  |  |  | 					// glVertex3fv(v4);
 | 
					
						
							|  |  |  | 					glVertex3f(sizex * v4[0] + movex, sizey * v4[1] + movey, v4[2]); | 
					
						
							|  |  |  | 				} | 
					
						
							|  |  |  | 				glEnd(); | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 				glTranslatef(advance, 0.0, 0.0); | 
					
						
							|  |  |  | 			} | 
					
						
							|  |  |  | 			glPopMatrix(); | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 		} | 
					
						
							|  |  |  | } | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | RAS_IPolyMaterial* GPC_RenderTools::CreateBlenderPolyMaterial( | 
					
						
							|  |  |  | 			const STR_String &texname, | 
					
						
							| 
									
										
										
										
											2004-05-26 12:01:08 +00:00
										 |  |  | 			bool ba,const STR_String& matname,int tile,int tilexrep,int tileyrep,int mode,bool transparant, bool zsort, | 
					
						
							|  |  |  | 			int lightlayer,bool bIsTriangle,void* clientobject,void* tface) | 
					
						
							| 
									
										
										
										
											2002-10-12 11:37:38 +00:00
										 |  |  | { | 
					
						
							| 
									
										
										
										
											2005-01-16 06:02:06 +00:00
										 |  |  | 	assert(!"Deprecated"); | 
					
						
							|  |  |  | /*	return new GPC_PolygonMaterial(texname, ba,matname,tile,tilexrep,tileyrep,
 | 
					
						
							| 
									
										
										
										
											2004-05-26 12:01:08 +00:00
										 |  |  | 			mode,transparant,zsort,lightlayer,bIsTriangle,clientobject,tface); | 
					
						
							| 
									
										
										
										
											2005-01-16 06:02:06 +00:00
										 |  |  | 			*/ | 
					
						
							| 
									
										
										
										
											2005-01-19 12:53:47 +00:00
										 |  |  | 	return NULL; | 
					
						
							| 
									
										
										
										
											2002-10-12 11:37:38 +00:00
										 |  |  | } | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | int GPC_RenderTools::applyLights(int objectlayer) | 
					
						
							|  |  |  | { | 
					
						
							|  |  |  | // taken from blender source, incompatibility between Blender Object / GameObject	
 | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 	int count; | 
					
						
							|  |  |  | 	float vec[4]; | 
					
						
							|  |  |  | 	 | 
					
						
							|  |  |  | 	vec[3]= 1.0; | 
					
						
							|  |  |  | 	 | 
					
						
							| 
									
										
										
										
											2004-05-21 08:56:05 +00:00
										 |  |  | 	for(count=0; count<m_numgllights; count++) | 
					
						
							| 
									
										
										
										
											2002-10-12 11:37:38 +00:00
										 |  |  | 		glDisable((GLenum)(GL_LIGHT0+count)); | 
					
						
							|  |  |  | 	 | 
					
						
							|  |  |  | 	//std::vector<struct	RAS_LightObject*> m_lights;
 | 
					
						
							|  |  |  | 	std::vector<struct	RAS_LightObject*>::iterator lit = m_lights.begin(); | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 	 | 
					
						
							| 
									
										
										
										
											2004-05-21 08:56:05 +00:00
										 |  |  | 	for (lit = m_lights.begin(), count = 0; !(lit==m_lights.end()) && count < m_numgllights; ++lit) | 
					
						
							| 
									
										
										
										
											2002-10-12 11:37:38 +00:00
										 |  |  | 	{ | 
					
						
							|  |  |  | 		RAS_LightObject* lightdata = (*lit); | 
					
						
							|  |  |  | 		if (lightdata->m_layer & objectlayer) | 
					
						
							|  |  |  | 		{ | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 			glPushMatrix(); | 
					
						
							|  |  |  | 			glLoadMatrixf(m_viewmat); | 
					
						
							|  |  |  | 			 | 
					
						
							|  |  |  | 			 | 
					
						
							|  |  |  | 			vec[0] = (*(lightdata->m_worldmatrix))(0,3); | 
					
						
							|  |  |  | 			vec[1] = (*(lightdata->m_worldmatrix))(1,3); | 
					
						
							|  |  |  | 			vec[2] = (*(lightdata->m_worldmatrix))(2,3); | 
					
						
							|  |  |  | 			vec[3] = 1; | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 			if(lightdata->m_type==RAS_LightObject::LIGHT_SUN) { | 
					
						
							|  |  |  | 				 | 
					
						
							|  |  |  | 				vec[0] = (*(lightdata->m_worldmatrix))(0,2); | 
					
						
							|  |  |  | 				vec[1] = (*(lightdata->m_worldmatrix))(1,2); | 
					
						
							|  |  |  | 				vec[2] = (*(lightdata->m_worldmatrix))(2,2); | 
					
						
							|  |  |  | 				//vec[0]= base->object->obmat[2][0];
 | 
					
						
							|  |  |  | 				//vec[1]= base->object->obmat[2][1];
 | 
					
						
							|  |  |  | 				//vec[2]= base->object->obmat[2][2];
 | 
					
						
							|  |  |  | 				vec[3]= 0.0; | 
					
						
							|  |  |  | 				glLightfv((GLenum)(GL_LIGHT0+count), GL_POSITION, vec);  | 
					
						
							|  |  |  | 			} | 
					
						
							|  |  |  | 			else { | 
					
						
							|  |  |  | 				//vec[3]= 1.0;
 | 
					
						
							|  |  |  | 				glLightfv((GLenum)(GL_LIGHT0+count), GL_POSITION, vec);  | 
					
						
							|  |  |  | 				glLightf((GLenum)(GL_LIGHT0+count), GL_CONSTANT_ATTENUATION, 1.0); | 
					
						
							|  |  |  | 				glLightf((GLenum)(GL_LIGHT0+count), GL_LINEAR_ATTENUATION, lightdata->m_att1/lightdata->m_distance); | 
					
						
							| 
									
										
										
										
											2004-06-07 11:01:31 +00:00
										 |  |  | 				// without this next line it looks backward compatible.
 | 
					
						
							|  |  |  | 				//attennuation still is acceptable 
 | 
					
						
							|  |  |  | 				glLightf((GLenum)(GL_LIGHT0+count), GL_QUADRATIC_ATTENUATION, lightdata->m_att2/(lightdata->m_distance*lightdata->m_distance));  | 
					
						
							| 
									
										
										
										
											2002-10-12 11:37:38 +00:00
										 |  |  | 				 | 
					
						
							|  |  |  | 				if(lightdata->m_type==RAS_LightObject::LIGHT_SPOT) { | 
					
						
							|  |  |  | 					vec[0] = -(*(lightdata->m_worldmatrix))(0,2); | 
					
						
							|  |  |  | 					vec[1] = -(*(lightdata->m_worldmatrix))(1,2); | 
					
						
							|  |  |  | 					vec[2] = -(*(lightdata->m_worldmatrix))(2,2); | 
					
						
							|  |  |  | 					//vec[0]= -base->object->obmat[2][0];
 | 
					
						
							|  |  |  | 					//vec[1]= -base->object->obmat[2][1];
 | 
					
						
							|  |  |  | 					//vec[2]= -base->object->obmat[2][2];
 | 
					
						
							|  |  |  | 					glLightfv((GLenum)(GL_LIGHT0+count), GL_SPOT_DIRECTION, vec); | 
					
						
							|  |  |  | 					glLightf((GLenum)(GL_LIGHT0+count), GL_SPOT_CUTOFF, lightdata->m_spotsize/2.0); | 
					
						
							|  |  |  | 					glLightf((GLenum)(GL_LIGHT0+count), GL_SPOT_EXPONENT, 128.0*lightdata->m_spotblend); | 
					
						
							|  |  |  | 				} | 
					
						
							|  |  |  | 				else glLightf((GLenum)(GL_LIGHT0+count), GL_SPOT_CUTOFF, 180.0); | 
					
						
							|  |  |  | 			} | 
					
						
							|  |  |  | 			 | 
					
						
							| 
									
										
										
										
											2004-06-07 11:01:31 +00:00
										 |  |  | 			if (lightdata->m_nodiffuse) | 
					
						
							|  |  |  | 			{ | 
					
						
							|  |  |  | 				vec[0] = vec[1] = vec[2] = vec[3] = 0.0; | 
					
						
							|  |  |  | 			} else { | 
					
						
							|  |  |  | 				vec[0]= lightdata->m_energy*lightdata->m_red; | 
					
						
							|  |  |  | 				vec[1]= lightdata->m_energy*lightdata->m_green; | 
					
						
							|  |  |  | 				vec[2]= lightdata->m_energy*lightdata->m_blue; | 
					
						
							|  |  |  | 				vec[3]= 1.0; | 
					
						
							|  |  |  | 			} | 
					
						
							|  |  |  | 			glLightfv((GLenum)(GL_LIGHT0+count), GL_DIFFUSE, vec); | 
					
						
							|  |  |  | 			if (lightdata->m_nospecular) | 
					
						
							|  |  |  | 			{ | 
					
						
							|  |  |  | 				vec[0] = vec[1] = vec[2] = vec[3] = 0.0; | 
					
						
							|  |  |  | 			} else if (lightdata->m_nodiffuse) { | 
					
						
							|  |  |  | 				vec[0]= lightdata->m_energy*lightdata->m_red; | 
					
						
							|  |  |  | 				vec[1]= lightdata->m_energy*lightdata->m_green; | 
					
						
							|  |  |  | 				vec[2]= lightdata->m_energy*lightdata->m_blue; | 
					
						
							|  |  |  | 				vec[3]= 1.0; | 
					
						
							|  |  |  | 			} | 
					
						
							| 
									
										
										
										
											2002-10-12 11:37:38 +00:00
										 |  |  | 			glLightfv((GLenum)(GL_LIGHT0+count), GL_SPECULAR, vec); | 
					
						
							|  |  |  | 			glEnable((GLenum)(GL_LIGHT0+count)); | 
					
						
							| 
									
										
										
										
											2004-05-21 08:56:05 +00:00
										 |  |  | 			 | 
					
						
							|  |  |  | 			count++; | 
					
						
							| 
									
										
										
										
											2002-10-12 11:37:38 +00:00
										 |  |  | 
 | 
					
						
							|  |  |  | 			glPopMatrix(); | 
					
						
							|  |  |  | 		} | 
					
						
							|  |  |  | 	} | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 	return count; | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | } | 
					
						
							|  |  |  | 
 | 
					
						
							| 
									
										
										
										
											2005-03-25 10:33:39 +00:00
										 |  |  | bool GPC_RenderTools::RayHit(KX_ClientObjectInfo* client, MT_Point3& hit_point, MT_Vector3& hit_normal, void * const data) | 
					
						
							|  |  |  | { | 
					
						
							|  |  |  | 	double* const oglmatrix = (double* const) data; | 
					
						
							|  |  |  | 	MT_Point3 resultpoint(hit_point); | 
					
						
							|  |  |  | 	MT_Vector3 resultnormal(hit_normal); | 
					
						
							|  |  |  | 	MT_Vector3 left(oglmatrix[0],oglmatrix[1],oglmatrix[2]); | 
					
						
							|  |  |  | 	MT_Vector3 dir = -(left.cross(resultnormal)).safe_normalized(); | 
					
						
							|  |  |  | 	left = (dir.cross(resultnormal)).safe_normalized(); | 
					
						
							|  |  |  | 	// for the up vector, we take the 'resultnormal' returned by the physics
 | 
					
						
							|  |  |  | 	 | 
					
						
							|  |  |  | 	double maat[16]={ | 
					
						
							|  |  |  | 			left[0],        left[1],        left[2], 0, | 
					
						
							|  |  |  | 				dir[0],         dir[1],         dir[2], 0, | 
					
						
							|  |  |  | 		resultnormal[0],resultnormal[1],resultnormal[2], 0, | 
					
						
							|  |  |  | 				0,              0,              0, 1}; | 
					
						
							|  |  |  | 	glTranslated(resultpoint[0],resultpoint[1],resultpoint[2]); | 
					
						
							|  |  |  | 	//glMultMatrixd(oglmatrix);
 | 
					
						
							|  |  |  | 	glMultMatrixd(maat); | 
					
						
							|  |  |  | 	return true; | 
					
						
							|  |  |  | } | 
					
						
							| 
									
										
										
										
											2002-10-12 11:37:38 +00:00
										 |  |  | 
 | 
					
						
							|  |  |  | void GPC_RenderTools::applyTransform(RAS_IRasterizer* rasty,double* oglmatrix,int objectdrawmode ) | 
					
						
							|  |  |  | { | 
					
						
							|  |  |  | 	if (objectdrawmode & RAS_IPolyMaterial::BILLBOARD_SCREENALIGNED || | 
					
						
							|  |  |  | 		objectdrawmode & RAS_IPolyMaterial::BILLBOARD_AXISALIGNED) | 
					
						
							|  |  |  | 	{ | 
					
						
							|  |  |  | 		// rotate the billboard/halo
 | 
					
						
							|  |  |  | 		//page 360/361 3D Game Engine Design, David Eberly for a discussion
 | 
					
						
							|  |  |  | 		// on screen aligned and axis aligned billboards
 | 
					
						
							|  |  |  | 		// assumed is that the preprocessor transformed all billboard polygons
 | 
					
						
							|  |  |  | 		// so that their normal points into the positive x direction (1.0 , 0.0 , 0.0)
 | 
					
						
							|  |  |  | 		// when new parenting for objects is done, this rotation
 | 
					
						
							|  |  |  | 		// will be moved into the object
 | 
					
						
							|  |  |  | 		 | 
					
						
							|  |  |  | 		MT_Point3 objpos (oglmatrix[12],oglmatrix[13],oglmatrix[14]); | 
					
						
							|  |  |  | 		MT_Point3 campos = rasty->GetCameraPosition(); | 
					
						
							|  |  |  | 		MT_Vector3 dir = (campos - objpos).safe_normalized(); | 
					
						
							|  |  |  | 		MT_Vector3 up(0,0,1.0); | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 		KX_GameObject* gameobj = (KX_GameObject*) this->m_clientobject; | 
					
						
							|  |  |  | 		// get scaling of halo object
 | 
					
						
							|  |  |  | 		MT_Vector3  size = gameobj->GetSGNode()->GetLocalScale(); | 
					
						
							|  |  |  | 		 | 
					
						
							|  |  |  | 		bool screenaligned = (objectdrawmode & RAS_IPolyMaterial::BILLBOARD_SCREENALIGNED)!=0;//false; //either screen or axisaligned
 | 
					
						
							|  |  |  | 		if (screenaligned) | 
					
						
							|  |  |  | 		{ | 
					
						
							|  |  |  | 			up = (up - up.dot(dir) * dir).safe_normalized(); | 
					
						
							|  |  |  | 		} else | 
					
						
							|  |  |  | 		{ | 
					
						
							|  |  |  | 			dir = (dir - up.dot(dir)*up).safe_normalized(); | 
					
						
							|  |  |  | 		} | 
					
						
							|  |  |  | 		 | 
					
						
							|  |  |  | 		MT_Vector3 left  = dir.normalized(); | 
					
						
							|  |  |  | 		dir = (left.cross(up)).normalized(); | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 		// we have calculated the row vectors, now we keep
 | 
					
						
							|  |  |  | 		// local scaling into account:
 | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 		left *= size[0]; | 
					
						
							|  |  |  | 		dir  *= size[1]; | 
					
						
							|  |  |  | 		up   *= size[2]; | 
					
						
							|  |  |  | 		double maat[16]={ | 
					
						
							|  |  |  | 			left[0], left[1],left[2], 0, | 
					
						
							|  |  |  | 				dir[0], dir[1],dir[2],0, | 
					
						
							|  |  |  | 				up[0],up[1],up[2],0, | 
					
						
							|  |  |  | 				0,0,0,1}; | 
					
						
							|  |  |  | 			glTranslated(objpos[0],objpos[1],objpos[2]); | 
					
						
							|  |  |  | 			glMultMatrixd(maat); | 
					
						
							|  |  |  | 			 | 
					
						
							|  |  |  | 	} else | 
					
						
							|  |  |  | 	{ | 
					
						
							|  |  |  | 		if (objectdrawmode & RAS_IPolyMaterial::SHADOW) | 
					
						
							|  |  |  | 		{ | 
					
						
							|  |  |  | 			// shadow must be cast to the ground, physics system needed here!
 | 
					
						
							|  |  |  | 			MT_Point3 frompoint(oglmatrix[12],oglmatrix[13],oglmatrix[14]); | 
					
						
							| 
									
										
										
										
											2004-03-22 22:02:18 +00:00
										 |  |  | 			KX_GameObject *gameobj = (KX_GameObject*) this->m_clientobject; | 
					
						
							| 
									
										
										
										
											2002-10-12 11:37:38 +00:00
										 |  |  | 			MT_Vector3 direction = MT_Vector3(0,0,-1); | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 			direction.normalize(); | 
					
						
							|  |  |  | 			direction *= 100000; | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 			MT_Point3 topoint = frompoint + direction; | 
					
						
							|  |  |  | 
 | 
					
						
							| 
									
										
										
										
											2004-03-22 22:02:18 +00:00
										 |  |  | 			KX_Scene* kxscene = (KX_Scene*) m_auxilaryClientInfo; | 
					
						
							| 
									
										
										
										
											2005-03-25 10:33:39 +00:00
										 |  |  | 			PHY_IPhysicsEnvironment* physics_environment = kxscene->GetPhysicsEnvironment(); | 
					
						
							|  |  |  | 			KX_IPhysicsController* physics_controller = gameobj->GetPhysicsController(); | 
					
						
							|  |  |  | 			 | 
					
						
							| 
									
										
										
										
											2004-03-22 22:02:18 +00:00
										 |  |  | 			KX_GameObject *parent = gameobj->GetParent(); | 
					
						
							| 
									
										
										
										
											2005-03-25 10:33:39 +00:00
										 |  |  | 			if (!physics_controller && parent) | 
					
						
							|  |  |  | 				physics_controller = parent->GetPhysicsController(); | 
					
						
							| 
									
										
										
										
											2004-03-22 22:02:18 +00:00
										 |  |  | 			if (parent) | 
					
						
							|  |  |  | 				parent->Release(); | 
					
						
							| 
									
										
										
										
											2002-10-12 11:37:38 +00:00
										 |  |  | 				 | 
					
						
							| 
									
										
										
										
											2005-03-25 10:33:39 +00:00
										 |  |  | 			MT_Point3 resultpoint; | 
					
						
							|  |  |  | 			MT_Vector3 resultnormal; | 
					
						
							|  |  |  | 			if (!KX_RayCast::RayTest(physics_controller, physics_environment, frompoint, topoint, resultpoint, resultnormal, KX_RayCast::Callback<GPC_RenderTools>(this, oglmatrix))) | 
					
						
							| 
									
										
										
										
											2002-10-12 11:37:38 +00:00
										 |  |  | 			{ | 
					
						
							| 
									
										
										
										
											2005-03-25 10:33:39 +00:00
										 |  |  | 				// couldn't find something to cast the shadow on...
 | 
					
						
							| 
									
										
										
										
											2002-10-12 11:37:38 +00:00
										 |  |  | 				glMultMatrixd(oglmatrix); | 
					
						
							|  |  |  | 			} | 
					
						
							|  |  |  | 		} else | 
					
						
							|  |  |  | 		{ | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 			// 'normal' object
 | 
					
						
							|  |  |  | 			glMultMatrixd(oglmatrix); | 
					
						
							|  |  |  | 		} | 
					
						
							|  |  |  | 	} | 
					
						
							|  |  |  | } | 
					
						
							| 
									
										
										
										
											2004-05-21 08:56:05 +00:00
										 |  |  | 
 | 
					
						
							|  |  |  | unsigned int GPC_RenderTools::m_numgllights; |