Notes:
* blenderbuttons and ICON_SNAP_PEEL_OBJECT were not merged.
This commit is contained in:
2009-04-20 15:06:46 +00:00
554 changed files with 36035 additions and 27044 deletions

View File

@@ -29,6 +29,10 @@
#include "GL/glew.h"
#include "BMF_Api.h"
#include "DNA_scene_types.h"
#include "RAS_IRenderTools.h"
#include "RAS_IRasterizer.h"
#include "RAS_LightObject.h"
@@ -52,6 +56,7 @@
#include "GPC_RenderTools.h"
unsigned int GPC_RenderTools::m_numgllights;
GPC_RenderTools::GPC_RenderTools()
@@ -72,6 +77,7 @@ void GPC_RenderTools::BeginFrame(RAS_IRasterizer* rasty)
m_clientobject = NULL;
m_lastlightlayer = -1;
m_lastlighting = false;
m_lastauxinfo = NULL;
DisableOpenGLLights();
}
@@ -85,25 +91,27 @@ void GPC_RenderTools::EndFrame(RAS_IRasterizer* rasty)
* has a maximum of 8 lights (simultaneous), so 20 * 8 lights are possible in
* a scene. */
void GPC_RenderTools::ProcessLighting(RAS_IRasterizer *rasty, int layer, const MT_Transform& viewmat)
void GPC_RenderTools::ProcessLighting(RAS_IRasterizer *rasty, bool uselights, const MT_Transform& viewmat)
{
if(m_lastlightlayer == layer)
bool enable = false;
int layer= -1;
/* find the layer */
if(uselights) {
if(m_clientobject)
layer = static_cast<KX_GameObject*>(m_clientobject)->GetLayer();
}
/* avoid state switching */
if(m_lastlightlayer == layer && m_lastauxinfo == m_auxilaryClientInfo)
return;
m_lastlightlayer = layer;
m_lastauxinfo = m_auxilaryClientInfo;
bool enable = false;
if (layer >= 0)
{
if (m_clientobject)
{
if (layer == RAS_LIGHT_OBJECT_LAYER)
layer = static_cast<KX_GameObject*>(m_clientobject)->GetLayer();
enable = applyLights(layer, viewmat);
}
}
/* enable/disable lights as needed */
if(layer >= 0)
enable = applyLights(layer, viewmat);
if(enable)
EnableOpenGLLights(rasty);
@@ -306,28 +314,19 @@ void GPC_RenderTools::RenderText2D(RAS_TEXT_RENDER_MODE mode,
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;
// Actual drawing (draw black first if padded)
if (mode == RAS_IRenderTools::RAS_TEXT_PADDED)
{
glColor3ub(0, 0, 0);
glRasterPos2s(xco+1, height-yco-1);
BMF_DrawString(m_font, s);
}
glColor3ub(255, 255, 255);
glRasterPos2s(xco, height-yco);
BMF_DrawString(m_font, s);
// Restore view settings
glMatrixMode(GL_PROJECTION);
glPopMatrix();
@@ -392,11 +391,16 @@ void GPC_RenderTools::PopMatrix()
int GPC_RenderTools::applyLights(int objectlayer, const MT_Transform& viewmat)
{
// taken from blender source, incompatibility between Blender Object / GameObject
KX_Scene* kxscene = (KX_Scene*)m_auxilaryClientInfo;
int scenelayer = ~0;
float glviewmat[16];
unsigned int count;
float vec[4];
vec[3]= 1.0;
if(kxscene && kxscene->GetBlenderScene())
scenelayer = kxscene->GetBlenderScene()->lay;
for(count=0; count<m_numgllights; count++)
glDisable((GLenum)(GL_LIGHT0+count));
@@ -411,71 +415,77 @@ int GPC_RenderTools::applyLights(int objectlayer, const MT_Transform& viewmat)
for (lit = m_lights.begin(), count = 0; !(lit==m_lights.end()) && count < m_numgllights; ++lit)
{
RAS_LightObject* lightdata = (*lit);
if (lightdata->m_layer & objectlayer)
{
vec[0] = (*(lightdata->m_worldmatrix))(0,3);
vec[1] = (*(lightdata->m_worldmatrix))(1,3);
vec[2] = (*(lightdata->m_worldmatrix))(2,3);
vec[3] = 1;
KX_Scene* lightscene = (KX_Scene*)lightdata->m_scene;
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);
// 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));
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);
}
/* only use lights in the same layer as the object */
if(!(lightdata->m_layer & objectlayer))
continue;
/* only use lights in the same scene, and in a visible layer */
if(kxscene != lightscene || !(lightdata->m_layer & scenelayer))
continue;
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) {
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;
}
glLightfv((GLenum)(GL_LIGHT0+count), GL_SPECULAR, vec);
glEnable((GLenum)(GL_LIGHT0+count));
count++;
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);
// 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));
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);
}
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;
}
glLightfv((GLenum)(GL_LIGHT0+count), GL_SPECULAR, vec);
glEnable((GLenum)(GL_LIGHT0+count));
count++;
}
glPopMatrix();