BGE Rasterizer Cleanup: Removing RAS_IRenderTools and moving the functionality to RAS_IRasterizer. RAS_OpenGLRasterizer is a bit of a mess now with references to Ketsji and other modules it shouldn't be accessing.
This commit is contained in:
@@ -46,7 +46,6 @@
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#include "KX_BlenderCanvas.h"
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#include "KX_BlenderKeyboardDevice.h"
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#include "KX_BlenderMouseDevice.h"
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#include "KX_BlenderRenderTools.h"
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#include "KX_BlenderSystem.h"
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#include "BL_Material.h"
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@@ -276,7 +275,7 @@ extern "C" void StartKetsjiShell(struct bContext *C, struct ARegion *ar, rcti *c
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if (animation_record) usefixed= false; /* override since you don't want to run full-speed for sim recording */
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// create the canvas, rasterizer and rendertools
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// create the canvas and rasterizer
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RAS_ICanvas* canvas = new KX_BlenderCanvas(wm, win, area_rect, ar);
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// default mouse state set on render panel
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@@ -292,7 +291,6 @@ extern "C" void StartKetsjiShell(struct bContext *C, struct ARegion *ar, rcti *c
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else
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canvas->SetSwapInterval((startscene->gm.vsync == VSYNC_ON) ? 1 : 0);
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RAS_IRenderTools* rendertools = new KX_BlenderRenderTools();
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RAS_IRasterizer* rasterizer = NULL;
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//Don't use displaylists with VBOs
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//If auto starts using VBOs, make sure to check for that here
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@@ -324,7 +322,6 @@ extern "C" void StartKetsjiShell(struct bContext *C, struct ARegion *ar, rcti *c
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ketsjiengine->SetMouseDevice(mousedevice);
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ketsjiengine->SetNetworkDevice(networkdevice);
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ketsjiengine->SetCanvas(canvas);
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ketsjiengine->SetRenderTools(rendertools);
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ketsjiengine->SetRasterizer(rasterizer);
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ketsjiengine->SetUseFixedTime(usefixed);
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ketsjiengine->SetTimingDisplay(frameRate, profile, properties);
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@@ -518,7 +515,7 @@ extern "C" void StartKetsjiShell(struct bContext *C, struct ARegion *ar, rcti *c
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// convert and add scene
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sceneconverter->ConvertScene(
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startscene,
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rendertools,
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rasterizer,
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canvas);
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ketsjiengine->AddScene(startscene);
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@@ -664,11 +661,6 @@ extern "C" void StartKetsjiShell(struct bContext *C, struct ARegion *ar, rcti *c
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delete rasterizer;
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rasterizer = NULL;
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}
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if (rendertools)
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{
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delete rendertools;
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rendertools = NULL;
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}
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if (canvas)
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{
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canvas->SetSwapInterval(previous_vsync); // Set the swap interval back
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@@ -43,7 +43,6 @@ set(SRC
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KX_BlenderInputDevice.cpp
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KX_BlenderKeyboardDevice.cpp
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KX_BlenderMouseDevice.cpp
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KX_BlenderRenderTools.cpp
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KX_BlenderSystem.cpp
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BL_System.h
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@@ -52,7 +51,6 @@ set(SRC
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KX_BlenderInputDevice.h
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KX_BlenderKeyboardDevice.h
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KX_BlenderMouseDevice.h
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KX_BlenderRenderTools.h
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KX_BlenderSystem.h
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)
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@@ -108,169 +108,6 @@ int BL_GetSwapInterval(struct wmWindow *win)
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return wm_window_get_swap_interval(win);
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}
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static void DisableForText()
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{
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glPolygonMode(GL_FRONT_AND_BACK, GL_FILL); /* needed for texture fonts otherwise they render as wireframe */
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glDisable(GL_BLEND);
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glDisable(GL_ALPHA_TEST);
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glDisable(GL_LIGHTING);
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glDisable(GL_COLOR_MATERIAL);
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if (GLEW_ARB_multitexture) {
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for (int i=0; i<MAXTEX; i++) {
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glActiveTextureARB(GL_TEXTURE0_ARB+i);
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if (GLEW_ARB_texture_cube_map)
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glDisable(GL_TEXTURE_CUBE_MAP_ARB);
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glDisable(GL_TEXTURE_2D);
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}
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glActiveTextureARB(GL_TEXTURE0_ARB);
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}
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else {
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if (GLEW_ARB_texture_cube_map)
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glDisable(GL_TEXTURE_CUBE_MAP_ARB);
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glDisable(GL_TEXTURE_2D);
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}
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}
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void BL_draw_gamedebug_box(int xco, int yco, int width, int height, float percentage)
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{
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/* This is a rather important line :( The gl-mode hasn't been left
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* behind quite as neatly as we'd have wanted to. I don't know
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* what cause it, though :/ .*/
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glDisable(GL_DEPTH_TEST);
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glMatrixMode(GL_PROJECTION);
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glPushMatrix();
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glLoadIdentity();
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glOrtho(0, width, 0, height, -100, 100);
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glMatrixMode(GL_MODELVIEW);
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glPushMatrix();
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glLoadIdentity();
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yco = height - yco;
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int barsize = 50;
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/* draw in black first*/
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glColor3ub(0, 0, 0);
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glBegin(GL_QUADS);
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glVertex2f(xco + 1 + 1 + barsize * percentage, yco - 1 + 10);
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glVertex2f(xco + 1, yco - 1 + 10);
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glVertex2f(xco + 1, yco - 1);
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glVertex2f(xco + 1 + 1 + barsize * percentage, yco - 1);
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glEnd();
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glColor3ub(255, 255, 255);
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glBegin(GL_QUADS);
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glVertex2f(xco + 1 + barsize * percentage, yco + 10);
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glVertex2f(xco, yco + 10);
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glVertex2f(xco, yco);
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glVertex2f(xco + 1 + barsize * percentage, yco);
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glEnd();
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glMatrixMode(GL_PROJECTION);
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glPopMatrix();
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glMatrixMode(GL_MODELVIEW);
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glPopMatrix();
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glEnable(GL_DEPTH_TEST);
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}
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/* Print 3D text */
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void BL_print_game_line(int fontid, const char *text, int size, int dpi, float *color, double *mat, float aspect)
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{
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/* gl prepping */
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DisableForText();
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/* the actual drawing */
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glColor4fv(color);
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/* multiply the text matrix by the object matrix */
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BLF_enable(fontid, BLF_MATRIX|BLF_ASPECT);
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BLF_matrix(fontid, mat);
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/* aspect is the inverse scale that allows you to increase */
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/* your resolution without sizing the final text size */
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/* the bigger the size, the smaller the aspect */
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BLF_aspect(fontid, aspect, aspect, aspect);
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BLF_size(fontid, size, dpi);
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BLF_position(fontid, 0, 0, 0);
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BLF_draw(fontid, (char *)text, 65535);
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BLF_disable(fontid, BLF_MATRIX|BLF_ASPECT);
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}
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void BL_print_gamedebug_line(const char *text, int xco, int yco, int width, int height)
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{
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/* gl prepping */
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DisableForText();
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glDisable(GL_DEPTH_TEST);
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glMatrixMode(GL_PROJECTION);
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glPushMatrix();
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glLoadIdentity();
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glOrtho(0, width, 0, height, -100, 100);
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glMatrixMode(GL_MODELVIEW);
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glPushMatrix();
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glLoadIdentity();
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/* the actual drawing */
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glColor3ub(255, 255, 255);
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BLF_size(blf_mono_font, 11, 72);
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BLF_position(blf_mono_font, (float)xco, (float)(height-yco), 0.0f);
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BLF_draw(blf_mono_font, (char *)text, 65535); /* XXX, use real len */
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glMatrixMode(GL_PROJECTION);
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glPopMatrix();
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glMatrixMode(GL_MODELVIEW);
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glPopMatrix();
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glEnable(GL_DEPTH_TEST);
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}
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void BL_print_gamedebug_line_padded(const char *text, int xco, int yco, int width, int height)
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{
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/* This is a rather important line :( The gl-mode hasn't been left
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* behind quite as neatly as we'd have wanted to. I don't know
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* what cause it, though :/ .*/
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DisableForText();
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glDisable(GL_DEPTH_TEST);
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glMatrixMode(GL_PROJECTION);
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glPushMatrix();
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glLoadIdentity();
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glOrtho(0, width, 0, height, -100, 100);
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glMatrixMode(GL_MODELVIEW);
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glPushMatrix();
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glLoadIdentity();
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/* draw in black first*/
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glColor3ub(0, 0, 0);
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BLF_size(blf_mono_font, 11, 72);
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BLF_position(blf_mono_font, (float)xco+1, (float)(height-yco-1), 0.0f);
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BLF_draw(blf_mono_font, (char *)text, 65535);/* XXX, use real len */
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glColor3ub(255, 255, 255);
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BLF_position(blf_mono_font, (float)xco, (float)(height-yco), 0.0f);
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BLF_draw(blf_mono_font, (char *)text, 65535);
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glMatrixMode(GL_PROJECTION);
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glPopMatrix();
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glMatrixMode(GL_MODELVIEW);
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glPopMatrix();
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glEnable(GL_DEPTH_TEST);
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}
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void BL_HideMouse(wmWindow *win)
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{
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WM_cursor_set(win, CURSOR_NONE);
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@@ -56,11 +56,6 @@ void BL_HideMouse(struct wmWindow *win);
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void BL_NormalMouse(struct wmWindow *win);
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void BL_WaitMouse(struct wmWindow *win);
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void BL_draw_gamedebug_box(int xco, int yco, int width, int height, float percentage);
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void BL_print_game_line(int fontid, const char* text, int size, int dpi, float* color, double* mat, float aspect);
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void BL_print_gamedebug_line(const char* text, int xco, int yco, int width, int height);
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void BL_print_gamedebug_line_padded(const char* text, int xco, int yco, int width, int height);
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#ifdef __cplusplus
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@@ -1,410 +0,0 @@
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/*
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* ***** BEGIN GPL LICENSE BLOCK *****
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*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software Foundation,
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* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*
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* The Original Code is Copyright (C) 2001-2002 by NaN Holding BV.
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* All rights reserved.
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*
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* The Original Code is: all of this file.
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*
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* Contributor(s): none yet.
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*
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* ***** END GPL LICENSE BLOCK *****
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*/
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/** \file gameengine/BlenderRoutines/KX_BlenderRenderTools.cpp
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* \ingroup blroutines
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*/
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#include "GL/glew.h"
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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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#include "RAS_MeshObject.h"
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#include "KX_GameObject.h"
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#include "KX_PolygonMaterial.h"
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#include "KX_BlenderMaterial.h"
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#include "KX_RayCast.h"
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#include "KX_IPhysicsController.h"
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#include "KX_Light.h"
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#include "PHY_IPhysicsEnvironment.h"
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#include "STR_String.h"
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#include "GPU_draw.h"
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#include "KX_BlenderGL.h" // for text printing
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#include "KX_BlenderRenderTools.h"
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unsigned int KX_BlenderRenderTools::m_numgllights;
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KX_BlenderRenderTools::KX_BlenderRenderTools()
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{
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glGetIntegerv(GL_MAX_LIGHTS, (GLint *) &m_numgllights);
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if (m_numgllights < 8)
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m_numgllights = 8;
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}
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KX_BlenderRenderTools::~KX_BlenderRenderTools()
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{
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}
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void KX_BlenderRenderTools::BeginFrame(RAS_IRasterizer* rasty)
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{
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m_clientobject = NULL;
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m_lastlightlayer = -1;
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m_lastauxinfo = NULL;
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m_lastlighting = true; /* force disable in DisableOpenGLLights() */
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DisableOpenGLLights();
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}
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void KX_BlenderRenderTools::EndFrame(RAS_IRasterizer* rasty)
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{
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}
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/* ProcessLighting performs lighting on objects. the layer is a bitfield that
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* contains layer information. There are 20 'official' layers in blender. A
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* light is applied on an object only when they are in the same layer. OpenGL
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* has a maximum of 8 lights (simultaneous), so 20 * 8 lights are possible in
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* a scene. */
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void KX_BlenderRenderTools::ProcessLighting(RAS_IRasterizer *rasty, bool uselights, const MT_Transform& viewmat)
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{
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bool enable = false;
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int layer= -1;
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/* find the layer */
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if (uselights) {
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if (m_clientobject)
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layer = static_cast<KX_GameObject*>(m_clientobject)->GetLayer();
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}
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/* avoid state switching */
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if (m_lastlightlayer == layer && m_lastauxinfo == m_auxilaryClientInfo)
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return;
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m_lastlightlayer = layer;
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m_lastauxinfo = m_auxilaryClientInfo;
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/* enable/disable lights as needed */
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if (layer >= 0)
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enable = applyLights(layer, viewmat);
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if (enable)
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EnableOpenGLLights(rasty);
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else
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DisableOpenGLLights();
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}
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void KX_BlenderRenderTools::EnableOpenGLLights(RAS_IRasterizer *rasty)
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{
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if (m_lastlighting == true)
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return;
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glEnable(GL_LIGHTING);
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glEnable(GL_COLOR_MATERIAL);
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glColorMaterial(GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE);
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glLightModeli(GL_LIGHT_MODEL_TWO_SIDE, GL_TRUE);
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glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, (rasty->GetCameraOrtho())? GL_FALSE: GL_TRUE);
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if (GLEW_EXT_separate_specular_color || GLEW_VERSION_1_2)
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glLightModeli(GL_LIGHT_MODEL_COLOR_CONTROL, GL_SEPARATE_SPECULAR_COLOR);
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m_lastlighting = true;
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}
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void KX_BlenderRenderTools::DisableOpenGLLights()
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{
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if (m_lastlighting == false)
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return;
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glDisable(GL_LIGHTING);
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glDisable(GL_COLOR_MATERIAL);
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m_lastlighting = false;
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}
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void KX_BlenderRenderTools::SetClientObject(RAS_IRasterizer *rasty, void* obj)
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{
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if (m_clientobject != obj)
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{
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bool ccw = (obj == NULL || !((KX_GameObject*)obj)->IsNegativeScaling());
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rasty->SetFrontFace(ccw);
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m_clientobject = obj;
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}
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}
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bool KX_BlenderRenderTools::RayHit(KX_ClientObjectInfo *client, KX_RayCast *result, void * const data)
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{
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double* const oglmatrix = (double* const) data;
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RAS_Polygon* poly = result->m_hitMesh->GetPolygon(result->m_hitPolygon);
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if (!poly->IsVisible())
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return false;
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MT_Point3 resultpoint(result->m_hitPoint);
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MT_Vector3 resultnormal(result->m_hitNormal);
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MT_Vector3 left(oglmatrix[0],oglmatrix[1],oglmatrix[2]);
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MT_Vector3 dir = -(left.cross(resultnormal)).safe_normalized();
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left = (dir.cross(resultnormal)).safe_normalized();
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// for the up vector, we take the 'resultnormal' returned by the physics
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double maat[16] = {left[0], left[1], left[2], 0,
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dir[0], dir[1], dir[2], 0,
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resultnormal[0], resultnormal[1], resultnormal[2], 0,
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0, 0, 0, 1};
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glTranslated(resultpoint[0],resultpoint[1],resultpoint[2]);
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//glMultMatrixd(oglmatrix);
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glMultMatrixd(maat);
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return true;
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}
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void KX_BlenderRenderTools::applyTransform(RAS_IRasterizer* rasty,double* oglmatrix,int objectdrawmode )
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{
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/* FIXME:
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blender: intern/moto/include/MT_Vector3.inl:42: MT_Vector3 operator/(const
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MT_Vector3&, double): Assertion `!MT_fuzzyZero(s)' failed.
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Program received signal SIGABRT, Aborted.
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[Switching to Thread 16384 (LWP 1519)]
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0x40477571 in kill () from /lib/libc.so.6
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(gdb) bt
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#7 0x08334368 in MT_Vector3::normalized() const ()
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#8 0x0833e6ec in KX_BlenderRenderTools::applyTransform(RAS_IRasterizer*, double*, int) ()
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*/
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if (objectdrawmode & RAS_IPolyMaterial::BILLBOARD_SCREENALIGNED ||
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objectdrawmode & RAS_IPolyMaterial::BILLBOARD_AXISALIGNED)
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{
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// 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()->GetWorldScaling();
|
||||
|
||||
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]);
|
||||
KX_GameObject *gameobj = (KX_GameObject *)this->m_clientobject;
|
||||
MT_Vector3 direction = MT_Vector3(0,0,-1);
|
||||
|
||||
direction.normalize();
|
||||
direction *= 100000;
|
||||
|
||||
MT_Point3 topoint = frompoint + direction;
|
||||
|
||||
KX_Scene* kxscene = (KX_Scene*) m_auxilaryClientInfo;
|
||||
PHY_IPhysicsEnvironment* physics_environment = kxscene->GetPhysicsEnvironment();
|
||||
KX_IPhysicsController* physics_controller = gameobj->GetPhysicsController();
|
||||
|
||||
KX_GameObject *parent = gameobj->GetParent();
|
||||
if (!physics_controller && parent)
|
||||
physics_controller = parent->GetPhysicsController();
|
||||
if (parent)
|
||||
parent->Release();
|
||||
|
||||
KX_RayCast::Callback<KX_BlenderRenderTools> callback(this, physics_controller, oglmatrix);
|
||||
if (!KX_RayCast::RayTest(physics_environment, frompoint, topoint, callback))
|
||||
{
|
||||
// couldn't find something to cast the shadow on...
|
||||
glMultMatrixd(oglmatrix);
|
||||
}
|
||||
else
|
||||
{ // we found the "ground", but the cast matrix doesn't take
|
||||
// scaling in consideration, so we must apply the object scale
|
||||
MT_Vector3 size = gameobj->GetSGNode()->GetLocalScale();
|
||||
glScalef(size[0], size[1], size[2]);
|
||||
}
|
||||
} else
|
||||
{
|
||||
|
||||
// 'normal' object
|
||||
glMultMatrixd(oglmatrix);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void KX_BlenderRenderTools::RenderBox2D(int xco,
|
||||
int yco,
|
||||
int width,
|
||||
int height,
|
||||
float percentage)
|
||||
{
|
||||
BL_draw_gamedebug_box(xco, yco, width, height, percentage);
|
||||
}
|
||||
|
||||
void KX_BlenderRenderTools::RenderText3D(int fontid,
|
||||
const char* text,
|
||||
int size,
|
||||
int dpi,
|
||||
float* color,
|
||||
double* mat,
|
||||
float aspect)
|
||||
{
|
||||
BL_print_game_line(fontid, text, size, dpi, color, mat, aspect);
|
||||
}
|
||||
|
||||
void KX_BlenderRenderTools::RenderText2D(RAS_TEXT_RENDER_MODE mode,
|
||||
const char* text,
|
||||
int xco,
|
||||
int yco,
|
||||
int width,
|
||||
int height)
|
||||
{
|
||||
if (mode == RAS_IRenderTools::RAS_TEXT_PADDED)
|
||||
BL_print_gamedebug_line_padded(text, xco, yco, width, height);
|
||||
else
|
||||
BL_print_gamedebug_line(text, xco, yco, width, height);
|
||||
}
|
||||
|
||||
/* Render Text renders text into a (series of) polygon, using a texture font,
|
||||
* Each character consists of one polygon (one quad or two triangles) */
|
||||
|
||||
void KX_BlenderRenderTools::RenderText(
|
||||
int mode,
|
||||
RAS_IPolyMaterial* polymat,
|
||||
float v1[3], float v2[3], float v3[3], float v4[3], int glattrib)
|
||||
{
|
||||
const STR_String &mytext = ((CValue *)m_clientobject)->GetPropertyText("Text");
|
||||
|
||||
const unsigned int flag = polymat->GetFlag();
|
||||
struct MTFace* tface = 0;
|
||||
unsigned int *col = 0;
|
||||
|
||||
if (flag & RAS_BLENDERMAT) {
|
||||
KX_BlenderMaterial *bl_mat = static_cast<KX_BlenderMaterial*>(polymat);
|
||||
tface = bl_mat->GetMTFace();
|
||||
col = bl_mat->GetMCol();
|
||||
} else {
|
||||
KX_PolygonMaterial* blenderpoly = static_cast<KX_PolygonMaterial*>(polymat);
|
||||
tface = blenderpoly->GetMTFace();
|
||||
col = blenderpoly->GetMCol();
|
||||
}
|
||||
|
||||
GPU_render_text(tface, mode, mytext, mytext.Length(), col, v1, v2, v3, v4, glattrib);
|
||||
}
|
||||
|
||||
|
||||
void KX_BlenderRenderTools::PushMatrix()
|
||||
{
|
||||
glPushMatrix();
|
||||
}
|
||||
|
||||
void KX_BlenderRenderTools::PopMatrix()
|
||||
{
|
||||
glPopMatrix();
|
||||
}
|
||||
|
||||
|
||||
int KX_BlenderRenderTools::applyLights(int objectlayer, const MT_Transform& viewmat)
|
||||
{
|
||||
// taken from blender source, incompatibility between Blender Object / GameObject
|
||||
KX_Scene* kxscene = (KX_Scene*)m_auxilaryClientInfo;
|
||||
float glviewmat[16];
|
||||
unsigned int count;
|
||||
std::vector<struct RAS_LightObject*>::iterator lit = m_lights.begin();
|
||||
|
||||
for (count=0; count<m_numgllights; count++)
|
||||
glDisable((GLenum)(GL_LIGHT0+count));
|
||||
|
||||
viewmat.getValue(glviewmat);
|
||||
|
||||
glPushMatrix();
|
||||
glLoadMatrixf(glviewmat);
|
||||
for (lit = m_lights.begin(), count = 0; !(lit==m_lights.end()) && count < m_numgllights; ++lit)
|
||||
{
|
||||
RAS_LightObject* lightdata = (*lit);
|
||||
KX_LightObject *kxlight = (KX_LightObject*)lightdata->m_light;
|
||||
|
||||
if (kxlight->ApplyLight(kxscene, objectlayer, count))
|
||||
count++;
|
||||
}
|
||||
glPopMatrix();
|
||||
|
||||
return count;
|
||||
}
|
||||
|
||||
void KX_BlenderRenderTools::MotionBlur(RAS_IRasterizer* rasterizer)
|
||||
{
|
||||
int state = rasterizer->GetMotionBlurState();
|
||||
float motionblurvalue;
|
||||
if (state)
|
||||
{
|
||||
motionblurvalue = rasterizer->GetMotionBlurValue();
|
||||
if (state==1)
|
||||
{
|
||||
//bugfix:load color buffer into accum buffer for the first time(state=1)
|
||||
glAccum(GL_LOAD, 1.0);
|
||||
rasterizer->SetMotionBlurState(2);
|
||||
}
|
||||
else if (motionblurvalue >= 0.0f && motionblurvalue <= 1.0f) {
|
||||
glAccum(GL_MULT, motionblurvalue);
|
||||
glAccum(GL_ACCUM, 1-motionblurvalue);
|
||||
glAccum(GL_RETURN, 1.0);
|
||||
glFlush();
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -1,122 +0,0 @@
|
||||
/*
|
||||
* ***** 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., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, 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 *****
|
||||
*/
|
||||
|
||||
/** \file KX_BlenderRenderTools.h
|
||||
* \ingroup blroutines
|
||||
*/
|
||||
|
||||
#ifndef __KX_BLENDERRENDERTOOLS_H__
|
||||
#define __KX_BLENDERRENDERTOOLS_H__
|
||||
|
||||
#ifdef _MSC_VER
|
||||
/* don't show stl-warnings */
|
||||
# pragma warning (disable:4786)
|
||||
#endif
|
||||
|
||||
#include "RAS_IRenderTools.h"
|
||||
|
||||
#ifdef WITH_CXX_GUARDEDALLOC
|
||||
#include "MEM_guardedalloc.h"
|
||||
#endif
|
||||
|
||||
struct KX_ClientObjectInfo;
|
||||
class KX_RayCast;
|
||||
|
||||
/* BlenderRenderTools are a set of tools to apply 2D/3D graphics effects, which
|
||||
* are not part of the (polygon) Rasterizer. Effects like 2D text, 3D (polygon)
|
||||
* text, lighting.
|
||||
*
|
||||
* Most of this code is duplicated in GPC_RenderTools, so this should be
|
||||
* moved to some common location to avoid duplication. */
|
||||
|
||||
class KX_BlenderRenderTools : public RAS_IRenderTools
|
||||
{
|
||||
int m_lastlightlayer;
|
||||
bool m_lastlighting;
|
||||
void *m_lastauxinfo;
|
||||
static unsigned int m_numgllights;
|
||||
|
||||
public:
|
||||
KX_BlenderRenderTools();
|
||||
virtual ~KX_BlenderRenderTools();
|
||||
|
||||
void EndFrame(RAS_IRasterizer* rasty);
|
||||
void BeginFrame(RAS_IRasterizer* rasty);
|
||||
|
||||
void EnableOpenGLLights(RAS_IRasterizer *rasty);
|
||||
void DisableOpenGLLights();
|
||||
void ProcessLighting(RAS_IRasterizer *rasty, bool uselights, const MT_Transform& viewmat);
|
||||
|
||||
void RenderBox2D(int xco,
|
||||
int yco,
|
||||
int width,
|
||||
int height,
|
||||
float percentage);
|
||||
|
||||
|
||||
void RenderText3D(int fontid,
|
||||
const char* text,
|
||||
int size,
|
||||
int dpi,
|
||||
float* color,
|
||||
double* mat,
|
||||
float aspect);
|
||||
|
||||
void RenderText2D(RAS_TEXT_RENDER_MODE mode,
|
||||
const char* text,
|
||||
int xco,
|
||||
int yco,
|
||||
int width,
|
||||
int height);
|
||||
void RenderText(int mode,
|
||||
class RAS_IPolyMaterial* polymat,
|
||||
float v1[3],
|
||||
float v2[3],
|
||||
float v3[3],
|
||||
float v4[3],
|
||||
int glattrib);
|
||||
|
||||
void applyTransform(RAS_IRasterizer* rasty, double* oglmatrix, int objectdrawmode);
|
||||
int applyLights(int objectlayer, const MT_Transform& viewmat);
|
||||
|
||||
void PushMatrix();
|
||||
void PopMatrix();
|
||||
|
||||
bool RayHit(KX_ClientObjectInfo* client, class KX_RayCast* result, void * const data);
|
||||
bool NeedRayCast(KX_ClientObjectInfo*) { return true; }
|
||||
|
||||
virtual void MotionBlur(RAS_IRasterizer* rasterizer);
|
||||
|
||||
virtual void SetClientObject(RAS_IRasterizer *rasty, void* obj);
|
||||
|
||||
|
||||
#ifdef WITH_CXX_GUARDEDALLOC
|
||||
MEM_CXX_CLASS_ALLOC_FUNCS("GE:KX_BlenderRenderTools")
|
||||
#endif
|
||||
};
|
||||
|
||||
#endif /* __KX_BLENDERRENDERTOOLS_H__ */
|
||||
@@ -80,7 +80,6 @@
|
||||
#include "RAS_Polygon.h"
|
||||
#include "RAS_TexVert.h"
|
||||
#include "RAS_BucketManager.h"
|
||||
#include "RAS_IRenderTools.h"
|
||||
#include "BL_Material.h"
|
||||
#include "KX_BlenderMaterial.h"
|
||||
#include "BL_Texture.h"
|
||||
@@ -1874,7 +1873,7 @@ static void BL_CreatePhysicsObjectNew(KX_GameObject* gameobj,
|
||||
|
||||
|
||||
|
||||
static KX_LightObject *gamelight_from_blamp(Object *ob, Lamp *la, unsigned int layerflag, KX_Scene *kxscene, RAS_IRenderTools *rendertools, KX_BlenderSceneConverter *converter)
|
||||
static KX_LightObject *gamelight_from_blamp(Object *ob, Lamp *la, unsigned int layerflag, KX_Scene *kxscene, RAS_IRasterizer *rasterizer, KX_BlenderSceneConverter *converter)
|
||||
{
|
||||
RAS_LightObject lightobj;
|
||||
KX_LightObject *gamelight;
|
||||
@@ -1913,7 +1912,7 @@ static KX_LightObject *gamelight_from_blamp(Object *ob, Lamp *la, unsigned int l
|
||||
lightobj.m_type = RAS_LightObject::LIGHT_NORMAL;
|
||||
}
|
||||
|
||||
gamelight = new KX_LightObject(kxscene, KX_Scene::m_callbacks, rendertools,
|
||||
gamelight = new KX_LightObject(kxscene, KX_Scene::m_callbacks, rasterizer,
|
||||
lightobj, glslmat);
|
||||
|
||||
return gamelight;
|
||||
@@ -1934,7 +1933,7 @@ static KX_Camera *gamecamera_from_bcamera(Object *ob, KX_Scene *kxscene, KX_Blen
|
||||
static KX_GameObject *gameobject_from_blenderobject(
|
||||
Object *ob,
|
||||
KX_Scene *kxscene,
|
||||
RAS_IRenderTools *rendertools,
|
||||
RAS_IRasterizer *rendertools,
|
||||
KX_BlenderSceneConverter *converter,
|
||||
bool libloading)
|
||||
{
|
||||
@@ -2359,7 +2358,7 @@ void BL_ConvertBlenderObjects(struct Main* maggie,
|
||||
KX_Scene* kxscene,
|
||||
KX_KetsjiEngine* ketsjiEngine,
|
||||
e_PhysicsEngine physics_engine,
|
||||
RAS_IRenderTools* rendertools,
|
||||
RAS_IRasterizer* rendertools,
|
||||
RAS_ICanvas* canvas,
|
||||
KX_BlenderSceneConverter* converter,
|
||||
bool alwaysUseExpandFraming,
|
||||
|
||||
@@ -44,7 +44,7 @@ void BL_ConvertBlenderObjects(struct Main* maggie,
|
||||
class KX_Scene* kxscene,
|
||||
class KX_KetsjiEngine* ketsjiEngine,
|
||||
e_PhysicsEngine physics_engine,
|
||||
class RAS_IRenderTools* rendertools,
|
||||
class RAS_IRasterizer* rendertools,
|
||||
class RAS_ICanvas* canvas,
|
||||
class KX_BlenderSceneConverter* sceneconverter,
|
||||
bool alwaysUseExpandFraming,
|
||||
|
||||
@@ -313,7 +313,7 @@ struct BlenderDebugDraw : public btIDebugDraw
|
||||
#endif
|
||||
|
||||
void KX_BlenderSceneConverter::ConvertScene(class KX_Scene* destinationscene,
|
||||
class RAS_IRenderTools* rendertools,
|
||||
class RAS_IRasterizer* rendertools,
|
||||
class RAS_ICanvas* canvas,
|
||||
bool libloading)
|
||||
{
|
||||
|
||||
@@ -111,7 +111,7 @@ public:
|
||||
*/
|
||||
virtual void ConvertScene(
|
||||
class KX_Scene* destinationscene,
|
||||
class RAS_IRenderTools* rendertools,
|
||||
class RAS_IRasterizer* rendertools,
|
||||
class RAS_ICanvas* canvas,
|
||||
bool libloading=false
|
||||
);
|
||||
|
||||
@@ -63,12 +63,10 @@ set(SRC
|
||||
GPC_Canvas.cpp
|
||||
GPC_KeyboardDevice.cpp
|
||||
GPC_MouseDevice.cpp
|
||||
GPC_RenderTools.cpp
|
||||
|
||||
GPC_Canvas.h
|
||||
GPC_KeyboardDevice.h
|
||||
GPC_MouseDevice.h
|
||||
GPC_RenderTools.h
|
||||
)
|
||||
|
||||
add_definitions(-DGLEW_STATIC)
|
||||
|
||||
@@ -1,577 +0,0 @@
|
||||
/*
|
||||
* ***** 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., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, 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 *****
|
||||
*/
|
||||
|
||||
/** \file gameengine/GamePlayer/common/GPC_RenderTools.cpp
|
||||
* \ingroup player
|
||||
*/
|
||||
|
||||
|
||||
#include "GL/glew.h"
|
||||
|
||||
#include "RAS_IRenderTools.h"
|
||||
#include "RAS_IRasterizer.h"
|
||||
#include "RAS_LightObject.h"
|
||||
#include "RAS_ICanvas.h"
|
||||
#include "RAS_GLExtensionManager.h"
|
||||
#include "RAS_MeshObject.h"
|
||||
|
||||
#include "KX_GameObject.h"
|
||||
#include "KX_PolygonMaterial.h"
|
||||
#include "KX_BlenderMaterial.h"
|
||||
#include "KX_RayCast.h"
|
||||
#include "KX_IPhysicsController.h"
|
||||
#include "KX_Light.h"
|
||||
|
||||
#include "PHY_IPhysicsEnvironment.h"
|
||||
|
||||
#include "STR_String.h"
|
||||
|
||||
#include "GPU_draw.h"
|
||||
|
||||
#include "BKE_bmfont.h" // for text printing
|
||||
#include "BKE_bmfont_types.h"
|
||||
|
||||
#include "GPC_RenderTools.h"
|
||||
|
||||
extern "C" {
|
||||
#include "BLF_api.h"
|
||||
}
|
||||
|
||||
|
||||
unsigned int GPC_RenderTools::m_numgllights;
|
||||
|
||||
GPC_RenderTools::GPC_RenderTools()
|
||||
{
|
||||
glGetIntegerv(GL_MAX_LIGHTS, (GLint *) &m_numgllights);
|
||||
if (m_numgllights < 8)
|
||||
m_numgllights = 8;
|
||||
}
|
||||
|
||||
GPC_RenderTools::~GPC_RenderTools()
|
||||
{
|
||||
}
|
||||
|
||||
void GPC_RenderTools::BeginFrame(RAS_IRasterizer* rasty)
|
||||
{
|
||||
m_clientobject = NULL;
|
||||
m_lastlightlayer = -1;
|
||||
m_lastauxinfo = NULL;
|
||||
m_lastlighting = true; /* force disable in DisableOpenGLLights() */
|
||||
DisableOpenGLLights();
|
||||
}
|
||||
|
||||
void GPC_RenderTools::EndFrame(RAS_IRasterizer* rasty)
|
||||
{
|
||||
}
|
||||
|
||||
/* ProcessLighting performs lighting on objects. the layer is a bitfield that
|
||||
* contains layer information. There are 20 'official' layers in blender. A
|
||||
* light is applied on an object only when they are in the same layer. OpenGL
|
||||
* has a maximum of 8 lights (simultaneous), so 20 * 8 lights are possible in
|
||||
* a scene. */
|
||||
|
||||
void GPC_RenderTools::ProcessLighting(RAS_IRasterizer *rasty, bool uselights, const MT_Transform& viewmat)
|
||||
{
|
||||
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;
|
||||
|
||||
/* enable/disable lights as needed */
|
||||
if (layer >= 0)
|
||||
enable = applyLights(layer, viewmat);
|
||||
|
||||
if (enable)
|
||||
EnableOpenGLLights(rasty);
|
||||
else
|
||||
DisableOpenGLLights();
|
||||
}
|
||||
|
||||
void GPC_RenderTools::EnableOpenGLLights(RAS_IRasterizer *rasty)
|
||||
{
|
||||
if (m_lastlighting == true)
|
||||
return;
|
||||
|
||||
glEnable(GL_LIGHTING);
|
||||
glEnable(GL_COLOR_MATERIAL);
|
||||
|
||||
glColorMaterial(GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE);
|
||||
glLightModeli(GL_LIGHT_MODEL_TWO_SIDE, GL_TRUE);
|
||||
glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, (rasty->GetCameraOrtho())? GL_FALSE: GL_TRUE);
|
||||
if (GLEW_EXT_separate_specular_color || GLEW_VERSION_1_2)
|
||||
glLightModeli(GL_LIGHT_MODEL_COLOR_CONTROL, GL_SEPARATE_SPECULAR_COLOR);
|
||||
|
||||
m_lastlighting = true;
|
||||
}
|
||||
|
||||
void GPC_RenderTools::DisableOpenGLLights()
|
||||
{
|
||||
if (m_lastlighting == false)
|
||||
return;
|
||||
|
||||
glDisable(GL_LIGHTING);
|
||||
glDisable(GL_COLOR_MATERIAL);
|
||||
|
||||
m_lastlighting = false;
|
||||
}
|
||||
|
||||
|
||||
void GPC_RenderTools::SetClientObject(RAS_IRasterizer *rasty, void* obj)
|
||||
{
|
||||
if (m_clientobject != obj)
|
||||
{
|
||||
bool ccw = (obj == NULL || !((KX_GameObject*)obj)->IsNegativeScaling());
|
||||
rasty->SetFrontFace(ccw);
|
||||
|
||||
m_clientobject = obj;
|
||||
}
|
||||
}
|
||||
|
||||
bool GPC_RenderTools::RayHit(KX_ClientObjectInfo *client, KX_RayCast *result, void * const data)
|
||||
{
|
||||
double* const oglmatrix = (double* const) data;
|
||||
|
||||
RAS_Polygon* poly = result->m_hitMesh->GetPolygon(result->m_hitPolygon);
|
||||
if (!poly->IsVisible())
|
||||
return false;
|
||||
|
||||
MT_Point3 resultpoint(result->m_hitPoint);
|
||||
MT_Vector3 resultnormal(result->m_hitNormal);
|
||||
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;
|
||||
}
|
||||
|
||||
void GPC_RenderTools::applyTransform(RAS_IRasterizer* rasty,double* oglmatrix,int objectdrawmode )
|
||||
{
|
||||
/* FIXME:
|
||||
blender: intern/moto/include/MT_Vector3.inl:42: MT_Vector3 operator/(const
|
||||
MT_Vector3&, double): Assertion `!MT_fuzzyZero(s)' failed.
|
||||
|
||||
Program received signal SIGABRT, Aborted.
|
||||
[Switching to Thread 16384 (LWP 1519)]
|
||||
0x40477571 in kill () from /lib/libc.so.6
|
||||
(gdb) bt
|
||||
#7 0x08334368 in MT_Vector3::normalized() const ()
|
||||
#8 0x0833e6ec in GPC_RenderTools::applyTransform(RAS_IRasterizer*, double*, int) ()
|
||||
*/
|
||||
|
||||
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()->GetWorldScaling();
|
||||
|
||||
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]);
|
||||
KX_GameObject *gameobj = (KX_GameObject *)this->m_clientobject;
|
||||
MT_Vector3 direction = MT_Vector3(0,0,-1);
|
||||
|
||||
direction.normalize();
|
||||
direction *= 100000;
|
||||
|
||||
MT_Point3 topoint = frompoint + direction;
|
||||
|
||||
KX_Scene* kxscene = (KX_Scene*) m_auxilaryClientInfo;
|
||||
PHY_IPhysicsEnvironment* physics_environment = kxscene->GetPhysicsEnvironment();
|
||||
KX_IPhysicsController* physics_controller = gameobj->GetPhysicsController();
|
||||
|
||||
KX_GameObject *parent = gameobj->GetParent();
|
||||
if (!physics_controller && parent)
|
||||
physics_controller = parent->GetPhysicsController();
|
||||
if (parent)
|
||||
parent->Release();
|
||||
|
||||
KX_RayCast::Callback<GPC_RenderTools> callback(this, physics_controller, oglmatrix);
|
||||
if (!KX_RayCast::RayTest(physics_environment, frompoint, topoint, callback))
|
||||
{
|
||||
// couldn't find something to cast the shadow on...
|
||||
glMultMatrixd(oglmatrix);
|
||||
}
|
||||
else
|
||||
{ // we found the "ground", but the cast matrix doesn't take
|
||||
// scaling in consideration, so we must apply the object scale
|
||||
MT_Vector3 size = gameobj->GetSGNode()->GetLocalScale();
|
||||
glScalef(size[0], size[1], size[2]);
|
||||
}
|
||||
} else
|
||||
{
|
||||
|
||||
// 'normal' object
|
||||
glMultMatrixd(oglmatrix);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void GPC_RenderTools::RenderBox2D(int xco,
|
||||
int yco,
|
||||
int width,
|
||||
int height,
|
||||
float percentage)
|
||||
{
|
||||
// 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);
|
||||
|
||||
int light;
|
||||
glGetIntegerv(GL_LIGHTING, (GLint*)&light);
|
||||
glDisable(GL_LIGHTING);
|
||||
|
||||
glDisable(GL_DEPTH_TEST);
|
||||
|
||||
// Set up viewing settings
|
||||
glMatrixMode(GL_PROJECTION);
|
||||
glPushMatrix();
|
||||
glLoadIdentity();
|
||||
glOrtho(0, width, 0, height, -1, 1);
|
||||
glMatrixMode(GL_MODELVIEW);
|
||||
glPushMatrix();
|
||||
glLoadIdentity();
|
||||
|
||||
yco = height - yco;
|
||||
int barsize = 50;
|
||||
|
||||
// draw in black first
|
||||
glColor3ub(0, 0, 0);
|
||||
glBegin(GL_QUADS);
|
||||
glVertex2f(xco + 1 + 1 + barsize * percentage, yco - 1 + 10);
|
||||
glVertex2f(xco + 1, yco - 1 + 10);
|
||||
glVertex2f(xco + 1, yco - 1);
|
||||
glVertex2f(xco + 1 + 1 + barsize * percentage, yco - 1);
|
||||
glEnd();
|
||||
|
||||
glColor3ub(255, 255, 255);
|
||||
glBegin(GL_QUADS);
|
||||
glVertex2f(xco + 1 + barsize * percentage, yco + 10);
|
||||
glVertex2f(xco, yco + 10);
|
||||
glVertex2f(xco, yco);
|
||||
glVertex2f(xco + 1 + barsize * percentage, yco);
|
||||
glEnd();
|
||||
|
||||
// Restore view settings
|
||||
glMatrixMode(GL_PROJECTION);
|
||||
glPopMatrix();
|
||||
glMatrixMode(GL_MODELVIEW);
|
||||
glPopMatrix();
|
||||
|
||||
// Restore OpenGL Settings
|
||||
if (fog)
|
||||
glEnable(GL_FOG);
|
||||
else
|
||||
glDisable(GL_FOG);
|
||||
|
||||
if (texture2D)
|
||||
glEnable(GL_TEXTURE_2D);
|
||||
else
|
||||
glDisable(GL_TEXTURE_2D);
|
||||
if (light)
|
||||
glEnable(GL_LIGHTING);
|
||||
else
|
||||
glDisable(GL_LIGHTING);
|
||||
}
|
||||
|
||||
|
||||
void GPC_RenderTools::RenderText3D( int fontid,
|
||||
const char* text,
|
||||
int size,
|
||||
int dpi,
|
||||
float* color,
|
||||
double* mat,
|
||||
float aspect)
|
||||
{
|
||||
glPolygonMode(GL_FRONT_AND_BACK, GL_FILL); /* needed for texture fonts otherwise they render as wireframe */
|
||||
|
||||
if (GLEW_ARB_multitexture) {
|
||||
for (int i=0; i<MAXTEX; i++) {
|
||||
glActiveTextureARB(GL_TEXTURE0_ARB+i);
|
||||
|
||||
if (GLEW_ARB_texture_cube_map)
|
||||
if (glIsEnabled(GL_TEXTURE_CUBE_MAP_ARB))
|
||||
glDisable(GL_TEXTURE_CUBE_MAP_ARB);
|
||||
|
||||
if (glIsEnabled(GL_TEXTURE_2D))
|
||||
glDisable(GL_TEXTURE_2D);
|
||||
}
|
||||
|
||||
glActiveTextureARB(GL_TEXTURE0_ARB);
|
||||
}
|
||||
else {
|
||||
if (GLEW_ARB_texture_cube_map)
|
||||
if (glIsEnabled(GL_TEXTURE_CUBE_MAP_ARB))
|
||||
glDisable(GL_TEXTURE_CUBE_MAP_ARB);
|
||||
|
||||
if (glIsEnabled(GL_TEXTURE_2D))
|
||||
glDisable(GL_TEXTURE_2D);
|
||||
}
|
||||
|
||||
/* the actual drawing */
|
||||
glColor4fv(color);
|
||||
|
||||
/* multiply the text matrix by the object matrix */
|
||||
BLF_enable(fontid, BLF_MATRIX|BLF_ASPECT);
|
||||
BLF_matrix(fontid, mat);
|
||||
|
||||
/* aspect is the inverse scale that allows you to increase */
|
||||
/* your resolution without sizing the final text size */
|
||||
/* the bigger the size, the smaller the aspect */
|
||||
BLF_aspect(fontid, aspect, aspect, aspect);
|
||||
|
||||
BLF_size(fontid, size, dpi);
|
||||
BLF_position(fontid, 0, 0, 0);
|
||||
BLF_draw(fontid, text, 65535);
|
||||
|
||||
BLF_disable(fontid, BLF_MATRIX|BLF_ASPECT);
|
||||
glEnable(GL_DEPTH_TEST);
|
||||
}
|
||||
|
||||
|
||||
|
||||
void GPC_RenderTools::RenderText2D(RAS_TEXT_RENDER_MODE mode,
|
||||
const char* text,
|
||||
int xco,
|
||||
int yco,
|
||||
int width,
|
||||
int height)
|
||||
{
|
||||
/*
|
||||
STR_String tmpstr(text);
|
||||
char* s = tmpstr.Ptr(); */
|
||||
|
||||
// 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);
|
||||
|
||||
int light;
|
||||
glGetIntegerv(GL_LIGHTING, (GLint*)&light);
|
||||
glDisable(GL_LIGHTING);
|
||||
|
||||
glDisable(GL_DEPTH_TEST);
|
||||
|
||||
// Set up viewing settings
|
||||
glMatrixMode(GL_PROJECTION);
|
||||
glPushMatrix();
|
||||
glLoadIdentity();
|
||||
glOrtho(0, width, 0, height, -1, 1);
|
||||
glMatrixMode(GL_MODELVIEW);
|
||||
glPushMatrix();
|
||||
glLoadIdentity();
|
||||
|
||||
// Actual drawing (draw black first if padded)
|
||||
if (mode == RAS_IRenderTools::RAS_TEXT_PADDED)
|
||||
{
|
||||
glColor3ub(0, 0, 0);
|
||||
BLF_draw_default(xco+1, height-yco-1, 0.f, text, 65536);
|
||||
}
|
||||
|
||||
glColor3ub(255, 255, 255);
|
||||
BLF_draw_default(xco, height-yco, 0.f, text, 65536);
|
||||
|
||||
// Restore view settings
|
||||
glMatrixMode(GL_PROJECTION);
|
||||
glPopMatrix();
|
||||
glMatrixMode(GL_MODELVIEW);
|
||||
glPopMatrix();
|
||||
|
||||
// Restore OpenGL Settings
|
||||
if (fog)
|
||||
glEnable(GL_FOG);
|
||||
else
|
||||
glDisable(GL_FOG);
|
||||
|
||||
if (texture2D)
|
||||
glEnable(GL_TEXTURE_2D);
|
||||
else
|
||||
glDisable(GL_TEXTURE_2D);
|
||||
if (light)
|
||||
glEnable(GL_LIGHTING);
|
||||
else
|
||||
glDisable(GL_LIGHTING);
|
||||
}
|
||||
|
||||
/* Render Text renders text into a (series of) polygon, 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], int glattrib)
|
||||
{
|
||||
const STR_String &mytext = ((CValue *)m_clientobject)->GetPropertyText("Text");
|
||||
|
||||
const unsigned int flag = polymat->GetFlag();
|
||||
struct MTFace* tface = 0;
|
||||
unsigned int *col = 0;
|
||||
|
||||
if (flag & RAS_BLENDERMAT) {
|
||||
KX_BlenderMaterial *bl_mat = static_cast<KX_BlenderMaterial*>(polymat);
|
||||
tface = bl_mat->GetMTFace();
|
||||
col = bl_mat->GetMCol();
|
||||
} else {
|
||||
KX_PolygonMaterial* blenderpoly = static_cast<KX_PolygonMaterial*>(polymat);
|
||||
tface = blenderpoly->GetMTFace();
|
||||
col = blenderpoly->GetMCol();
|
||||
}
|
||||
|
||||
GPU_render_text(tface, mode, mytext, mytext.Length(), col, v1, v2, v3, v4, glattrib);
|
||||
}
|
||||
|
||||
|
||||
void GPC_RenderTools::PushMatrix()
|
||||
{
|
||||
glPushMatrix();
|
||||
}
|
||||
|
||||
void GPC_RenderTools::PopMatrix()
|
||||
{
|
||||
glPopMatrix();
|
||||
}
|
||||
|
||||
|
||||
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;
|
||||
float glviewmat[16];
|
||||
unsigned int count;
|
||||
std::vector<struct RAS_LightObject*>::iterator lit = m_lights.begin();
|
||||
|
||||
for (count=0; count<m_numgllights; count++)
|
||||
glDisable((GLenum)(GL_LIGHT0+count));
|
||||
|
||||
viewmat.getValue(glviewmat);
|
||||
|
||||
glPushMatrix();
|
||||
glLoadMatrixf(glviewmat);
|
||||
for (lit = m_lights.begin(), count = 0; !(lit==m_lights.end()) && count < m_numgllights; ++lit)
|
||||
{
|
||||
RAS_LightObject* lightdata = (*lit);
|
||||
KX_LightObject *kxlight = (KX_LightObject*)lightdata->m_light;
|
||||
|
||||
if (kxlight->ApplyLight(kxscene, objectlayer, count))
|
||||
count++;
|
||||
}
|
||||
glPopMatrix();
|
||||
|
||||
return count;
|
||||
}
|
||||
|
||||
void GPC_RenderTools::MotionBlur(RAS_IRasterizer* rasterizer)
|
||||
{
|
||||
int state = rasterizer->GetMotionBlurState();
|
||||
float motionblurvalue;
|
||||
if (state)
|
||||
{
|
||||
motionblurvalue = rasterizer->GetMotionBlurValue();
|
||||
if (state==1)
|
||||
{
|
||||
//bugfix:load color buffer into accum buffer for the first time(state=1)
|
||||
glAccum(GL_LOAD, 1.0);
|
||||
rasterizer->SetMotionBlurState(2);
|
||||
}
|
||||
else if (motionblurvalue >= 0.0f && motionblurvalue <= 1.0f) {
|
||||
glAccum(GL_MULT, motionblurvalue);
|
||||
glAccum(GL_ACCUM, 1-motionblurvalue);
|
||||
glAccum(GL_RETURN, 1.0);
|
||||
glFlush();
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -1,115 +0,0 @@
|
||||
/*
|
||||
* ***** 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., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, 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 *****
|
||||
*/
|
||||
|
||||
/** \file GPC_RenderTools.h
|
||||
* \ingroup player
|
||||
*/
|
||||
|
||||
#ifndef __GPC_RENDERTOOLS_H__
|
||||
#define __GPC_RENDERTOOLS_H__
|
||||
|
||||
#ifdef WIN32
|
||||
// don't show stl-warnings
|
||||
#pragma warning (disable:4786)
|
||||
#include <windows.h>
|
||||
#endif /* WIN32 */
|
||||
|
||||
#include "RAS_IRenderTools.h"
|
||||
|
||||
struct KX_ClientObjectInfo;
|
||||
class KX_RayCast;
|
||||
|
||||
/* BlenderRenderTools are a set of tools to apply 2D/3D graphics effects, which
|
||||
* are not part of the (polygon) Rasterizer. Effects like 2D text, 3D (polygon)
|
||||
* text, lighting.
|
||||
*
|
||||
* Most of this code is duplicated in KX_BlenderRenderTools, so this should be
|
||||
* moved to some common location to avoid duplication. */
|
||||
|
||||
class GPC_RenderTools : public RAS_IRenderTools
|
||||
{
|
||||
int m_lastlightlayer;
|
||||
bool m_lastlighting;
|
||||
void *m_lastauxinfo;
|
||||
static unsigned int m_numgllights;
|
||||
|
||||
// XXX BMF_Font* m_font;
|
||||
|
||||
public:
|
||||
GPC_RenderTools();
|
||||
virtual ~GPC_RenderTools();
|
||||
|
||||
void EndFrame(RAS_IRasterizer* rasty);
|
||||
void BeginFrame(RAS_IRasterizer* rasty);
|
||||
|
||||
void EnableOpenGLLights(RAS_IRasterizer *rasty);
|
||||
void DisableOpenGLLights();
|
||||
void ProcessLighting(RAS_IRasterizer *rasty, bool uselights, const MT_Transform& viewmat);
|
||||
|
||||
void RenderBox2D(int xco,
|
||||
int yco,
|
||||
int width,
|
||||
int height,
|
||||
float percentage);
|
||||
|
||||
void RenderText3D(int fontid,
|
||||
const char* text,
|
||||
int size,
|
||||
int dpi,
|
||||
float* color,
|
||||
double* mat,
|
||||
float aspect);
|
||||
/* \attention mode is ignored here */
|
||||
void RenderText2D(RAS_TEXT_RENDER_MODE mode,
|
||||
const char* text,
|
||||
int xco,
|
||||
int yco,
|
||||
int width,
|
||||
int height);
|
||||
void RenderText(int mode,
|
||||
class RAS_IPolyMaterial* polymat,
|
||||
float v1[3],
|
||||
float v2[3],
|
||||
float v3[3],
|
||||
float v4[3],
|
||||
int glattrib);
|
||||
|
||||
void applyTransform(RAS_IRasterizer* rasty, double* oglmatrix, int objectdrawmode);
|
||||
int applyLights(int objectlayer, const MT_Transform& viewmat);
|
||||
|
||||
void PushMatrix();
|
||||
void PopMatrix();
|
||||
|
||||
bool RayHit(KX_ClientObjectInfo* client, KX_RayCast* result, void * const data);
|
||||
bool NeedRayCast(KX_ClientObjectInfo* client) { return true; }
|
||||
|
||||
virtual void MotionBlur(RAS_IRasterizer* rasterizer);
|
||||
|
||||
virtual void SetClientObject(RAS_IRasterizer *rasty, void* obj);
|
||||
};
|
||||
|
||||
#endif /* __GPC_RENDERTOOLS_H__ */
|
||||
@@ -86,7 +86,6 @@ extern "C"
|
||||
#include "NG_LoopBackNetworkDeviceInterface.h"
|
||||
|
||||
#include "GPC_MouseDevice.h"
|
||||
#include "GPC_RenderTools.h"
|
||||
#include "GPG_Canvas.h"
|
||||
#include "GPG_KeyboardDevice.h"
|
||||
#include "GPG_System.h"
|
||||
@@ -126,8 +125,7 @@ GPG_Application::GPG_Application(GHOST_ISystem* system)
|
||||
m_kxsystem(0),
|
||||
m_keyboard(0),
|
||||
m_mouse(0),
|
||||
m_canvas(0),
|
||||
m_rendertools(0),
|
||||
m_canvas(0),
|
||||
m_rasterizer(0),
|
||||
m_sceneconverter(0),
|
||||
m_networkdevice(0),
|
||||
@@ -591,10 +589,6 @@ bool GPG_Application::initEngine(GHOST_IWindow* window, const int stereoMode)
|
||||
m_canvas->Init();
|
||||
if (gm->flag & GAME_SHOW_MOUSE)
|
||||
m_canvas->SetMouseState(RAS_ICanvas::MOUSE_NORMAL);
|
||||
|
||||
m_rendertools = new GPC_RenderTools();
|
||||
if (!m_rendertools)
|
||||
goto initFailed;
|
||||
|
||||
//Don't use displaylists with VBOs
|
||||
//If auto starts using VBOs, make sure to check for that here
|
||||
@@ -639,7 +633,6 @@ bool GPG_Application::initEngine(GHOST_IWindow* window, const int stereoMode)
|
||||
m_ketsjiengine->SetMouseDevice(m_mouse);
|
||||
m_ketsjiengine->SetNetworkDevice(m_networkdevice);
|
||||
m_ketsjiengine->SetCanvas(m_canvas);
|
||||
m_ketsjiengine->SetRenderTools(m_rendertools);
|
||||
m_ketsjiengine->SetRasterizer(m_rasterizer);
|
||||
|
||||
KX_KetsjiEngine::SetExitKey(ConvertKeyCode(gm->exitkey));
|
||||
@@ -667,10 +660,8 @@ initFailed:
|
||||
delete m_mouse;
|
||||
delete m_keyboard;
|
||||
delete m_rasterizer;
|
||||
delete m_rendertools;
|
||||
delete m_canvas;
|
||||
m_canvas = NULL;
|
||||
m_rendertools = NULL;
|
||||
m_rasterizer = NULL;
|
||||
m_keyboard = NULL;
|
||||
m_mouse = NULL;
|
||||
@@ -752,7 +743,7 @@ bool GPG_Application::startEngine(void)
|
||||
#endif
|
||||
m_sceneconverter->ConvertScene(
|
||||
startscene,
|
||||
m_rendertools,
|
||||
m_rasterizer,
|
||||
m_canvas);
|
||||
m_ketsjiengine->AddScene(startscene);
|
||||
|
||||
@@ -870,11 +861,6 @@ void GPG_Application::exitEngine()
|
||||
delete m_rasterizer;
|
||||
m_rasterizer = 0;
|
||||
}
|
||||
if (m_rendertools)
|
||||
{
|
||||
delete m_rendertools;
|
||||
m_rendertools = 0;
|
||||
}
|
||||
if (m_canvas)
|
||||
{
|
||||
delete m_canvas;
|
||||
|
||||
@@ -48,7 +48,6 @@ class GHOST_ISystem;
|
||||
class GHOST_ITimerTask;
|
||||
class GHOST_IWindow;
|
||||
class GPC_MouseDevice;
|
||||
class GPC_RenderTools;
|
||||
class GPG_Canvas;
|
||||
class GPG_KeyboardDevice;
|
||||
class GPG_System;
|
||||
@@ -151,8 +150,6 @@ protected:
|
||||
GPC_MouseDevice* m_mouse;
|
||||
/** The game engine's canvas abstraction. */
|
||||
GPG_Canvas* m_canvas;
|
||||
/** The game engine's platform dependent render tools. */
|
||||
GPC_RenderTools* m_rendertools;
|
||||
/** the rasterizer */
|
||||
RAS_IRasterizer* m_rasterizer;
|
||||
/** Converts Blender data files. */
|
||||
|
||||
@@ -48,8 +48,6 @@ KX_Dome::KX_Dome (
|
||||
RAS_ICanvas* canvas,
|
||||
/// rasterizer
|
||||
RAS_IRasterizer* rasterizer,
|
||||
/// render tools
|
||||
RAS_IRenderTools* rendertools,
|
||||
/// engine
|
||||
KX_KetsjiEngine* engine,
|
||||
|
||||
@@ -71,7 +69,6 @@ KX_Dome::KX_Dome (
|
||||
m_tilt(tilt),
|
||||
m_canvas(canvas),
|
||||
m_rasterizer(rasterizer),
|
||||
m_rendertools(rendertools),
|
||||
m_engine(engine)
|
||||
{
|
||||
warp.usemesh = false;
|
||||
@@ -2047,6 +2044,6 @@ void KX_Dome::RenderDomeFrame(KX_Scene* scene, KX_Camera* cam, int i)
|
||||
cam->NodeUpdateGS(0.f);
|
||||
|
||||
scene->CalculateVisibleMeshes(m_rasterizer,cam);
|
||||
scene->RenderBuckets(camtrans, m_rasterizer, m_rendertools);
|
||||
scene->RenderBuckets(camtrans, m_rasterizer);
|
||||
}
|
||||
|
||||
|
||||
@@ -36,7 +36,6 @@
|
||||
#include "DNA_screen_types.h"
|
||||
#include "RAS_ICanvas.h"
|
||||
#include "RAS_IRasterizer.h"
|
||||
#include "RAS_IRenderTools.h"
|
||||
#include "KX_KetsjiEngine.h"
|
||||
|
||||
#include "GL/glew.h"
|
||||
@@ -62,8 +61,6 @@ public:
|
||||
KX_Dome (RAS_ICanvas* m_canvas,
|
||||
/// rasterizer
|
||||
RAS_IRasterizer* m_rasterizer,
|
||||
/// render tools
|
||||
RAS_IRenderTools* m_rendertools,
|
||||
/// engine
|
||||
KX_KetsjiEngine* m_engine,
|
||||
|
||||
|
||||
@@ -31,10 +31,12 @@
|
||||
|
||||
#include "KX_FontObject.h"
|
||||
#include "DNA_curve_types.h"
|
||||
#include "DNA_vfont_types.h"
|
||||
#include "KX_Scene.h"
|
||||
#include "KX_PythonInit.h"
|
||||
#include "BLI_math.h"
|
||||
#include "StringValue.h"
|
||||
#include "RAS_IRasterizer.h"
|
||||
|
||||
/* paths needed for font load */
|
||||
#include "BLI_blenlib.h"
|
||||
@@ -75,14 +77,14 @@ static std::vector<STR_String> split_string(STR_String str)
|
||||
|
||||
KX_FontObject::KX_FontObject(void* sgReplicationInfo,
|
||||
SG_Callbacks callbacks,
|
||||
RAS_IRenderTools* rendertools,
|
||||
RAS_IRasterizer* rasterizer,
|
||||
Object *ob,
|
||||
bool do_color_management):
|
||||
KX_GameObject(sgReplicationInfo, callbacks),
|
||||
m_object(ob),
|
||||
m_dpi(72),
|
||||
m_resolution(1.f),
|
||||
m_rendertools(rendertools),
|
||||
m_rasterizer(rasterizer),
|
||||
m_do_color_management(do_color_management)
|
||||
{
|
||||
Curve *text = static_cast<Curve *> (ob->data);
|
||||
@@ -212,7 +214,7 @@ void KX_FontObject::DrawText()
|
||||
mat[13] -= spacing[1];
|
||||
mat[14] -= spacing[2];
|
||||
}
|
||||
m_rendertools->RenderText3D(m_fontid, m_text[i], int(size), m_dpi, color, mat, aspect);
|
||||
m_rasterizer->RenderText3D(m_fontid, m_text[i], int(size), m_dpi, color, mat, aspect);
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
@@ -32,8 +32,6 @@
|
||||
#ifndef __KX_FONTOBJECT_H__
|
||||
#define __KX_FONTOBJECT_H__
|
||||
#include "KX_GameObject.h"
|
||||
#include "DNA_vfont_types.h"
|
||||
#include "RAS_IRenderTools.h"
|
||||
|
||||
class KX_FontObject : public KX_GameObject
|
||||
{
|
||||
@@ -41,7 +39,7 @@ public:
|
||||
Py_Header
|
||||
KX_FontObject(void* sgReplicationInfo,
|
||||
SG_Callbacks callbacks,
|
||||
RAS_IRenderTools* rendertools,
|
||||
RAS_IRasterizer* rasterizer,
|
||||
Object *ob,
|
||||
bool do_color_management);
|
||||
|
||||
@@ -68,7 +66,7 @@ protected:
|
||||
float m_line_spacing;
|
||||
MT_Vector3 m_offset;
|
||||
|
||||
class RAS_IRenderTools* m_rendertools; //needed for drawing routine
|
||||
class RAS_IRasterizer* m_rasterizer; //needed for drawing routine
|
||||
|
||||
bool m_do_color_management;
|
||||
|
||||
|
||||
@@ -56,7 +56,7 @@ public:
|
||||
*/
|
||||
virtual void ConvertScene(
|
||||
class KX_Scene* destinationscene,
|
||||
class RAS_IRenderTools* rendertools,
|
||||
class RAS_IRasterizer* rendertools,
|
||||
class RAS_ICanvas* canvas,
|
||||
bool libloading=false)=0;
|
||||
|
||||
|
||||
@@ -48,7 +48,6 @@
|
||||
#include "RAS_BucketManager.h"
|
||||
#include "RAS_Rect.h"
|
||||
#include "RAS_IRasterizer.h"
|
||||
#include "RAS_IRenderTools.h"
|
||||
#include "RAS_ICanvas.h"
|
||||
#include "MT_Vector3.h"
|
||||
#include "MT_Transform.h"
|
||||
@@ -121,7 +120,6 @@ KX_KetsjiEngine::KX_KetsjiEngine(KX_ISystem* system)
|
||||
: m_canvas(NULL),
|
||||
m_rasterizer(NULL),
|
||||
m_kxsystem(system),
|
||||
m_rendertools(NULL),
|
||||
m_sceneconverter(NULL),
|
||||
m_networkdevice(NULL),
|
||||
#ifdef WITH_PYTHON
|
||||
@@ -237,14 +235,6 @@ void KX_KetsjiEngine::SetCanvas(RAS_ICanvas* canvas)
|
||||
|
||||
|
||||
|
||||
void KX_KetsjiEngine::SetRenderTools(RAS_IRenderTools* rendertools)
|
||||
{
|
||||
MT_assert(rendertools);
|
||||
m_rendertools = rendertools;
|
||||
}
|
||||
|
||||
|
||||
|
||||
void KX_KetsjiEngine::SetRasterizer(RAS_IRasterizer* rasterizer)
|
||||
{
|
||||
MT_assert(rasterizer);
|
||||
@@ -278,7 +268,7 @@ void KX_KetsjiEngine::SetSceneConverter(KX_ISceneConverter* sceneconverter)
|
||||
|
||||
void KX_KetsjiEngine::InitDome(short res, short mode, short angle, float resbuf, short tilt, struct Text* text)
|
||||
{
|
||||
m_dome = new KX_Dome(m_canvas, m_rasterizer, m_rendertools,this, res, mode, angle, resbuf, tilt, text);
|
||||
m_dome = new KX_Dome(m_canvas, m_rasterizer,this, res, mode, angle, resbuf, tilt, text);
|
||||
m_usedome = true;
|
||||
}
|
||||
|
||||
@@ -319,7 +309,6 @@ void KX_KetsjiEngine::RenderDome()
|
||||
scene = *sceneit;
|
||||
KX_Camera* cam = scene->GetActiveCamera();
|
||||
|
||||
m_rendertools->BeginFrame(m_rasterizer);
|
||||
// pass the scene's worldsettings to the rasterizer
|
||||
SetWorldSettings(scene->GetWorldInfo());
|
||||
|
||||
@@ -333,7 +322,7 @@ void KX_KetsjiEngine::RenderDome()
|
||||
if (scene->IsClearingZBuffer())
|
||||
m_rasterizer->ClearDepthBuffer();
|
||||
|
||||
m_rendertools->SetAuxilaryClientInfo(scene);
|
||||
m_rasterizer->SetAuxilaryClientInfo(scene);
|
||||
|
||||
// do the rendering
|
||||
m_dome->RenderDomeFrame(scene,cam, i);
|
||||
@@ -351,7 +340,7 @@ void KX_KetsjiEngine::RenderDome()
|
||||
if (scene->IsClearingZBuffer())
|
||||
m_rasterizer->ClearDepthBuffer();
|
||||
|
||||
m_rendertools->SetAuxilaryClientInfo(scene);
|
||||
m_rasterizer->SetAuxilaryClientInfo(scene);
|
||||
|
||||
// do the rendering
|
||||
m_dome->RenderDomeFrame(scene, (*it),i);
|
||||
@@ -362,7 +351,7 @@ void KX_KetsjiEngine::RenderDome()
|
||||
it++;
|
||||
}
|
||||
// Part of PostRenderScene()
|
||||
m_rendertools->MotionBlur(m_rasterizer);
|
||||
m_rasterizer->MotionBlur();
|
||||
scene->Render2DFilters(m_canvas);
|
||||
// no RunDrawingCallBacks
|
||||
// no FlushDebugLines
|
||||
@@ -499,7 +488,6 @@ bool KX_KetsjiEngine::BeginFrame()
|
||||
ClearFrame();
|
||||
|
||||
m_rasterizer->BeginFrame(m_drawingmode , m_kxsystem->GetTimeInSeconds());
|
||||
m_rendertools->BeginFrame(m_rasterizer);
|
||||
|
||||
return true;
|
||||
}
|
||||
@@ -510,7 +498,7 @@ bool KX_KetsjiEngine::BeginFrame()
|
||||
|
||||
void KX_KetsjiEngine::EndFrame()
|
||||
{
|
||||
m_rendertools->MotionBlur(m_rasterizer);
|
||||
m_rasterizer->MotionBlur();
|
||||
|
||||
// Show profiling info
|
||||
m_logger->StartLog(tc_overhead, m_kxsystem->GetTimeInSeconds(), true);
|
||||
@@ -546,9 +534,6 @@ void KX_KetsjiEngine::EndFrame()
|
||||
m_logger->StartLog(tc_latency, m_kxsystem->GetTimeInSeconds(), true);
|
||||
m_rasterizer->SwapBuffers();
|
||||
m_logger->StartLog(tc_rasterizer, m_kxsystem->GetTimeInSeconds(), true);
|
||||
|
||||
m_rendertools->EndFrame(m_rasterizer);
|
||||
|
||||
|
||||
m_canvas->EndDraw();
|
||||
}
|
||||
@@ -905,7 +890,7 @@ void KX_KetsjiEngine::Render()
|
||||
if (scene->IsClearingZBuffer())
|
||||
m_rasterizer->ClearDepthBuffer();
|
||||
|
||||
m_rendertools->SetAuxilaryClientInfo(scene);
|
||||
m_rasterizer->SetAuxilaryClientInfo(scene);
|
||||
|
||||
// do the rendering
|
||||
RenderFrame(scene, cam);
|
||||
@@ -921,7 +906,7 @@ void KX_KetsjiEngine::Render()
|
||||
if (scene->IsClearingZBuffer())
|
||||
m_rasterizer->ClearDepthBuffer();
|
||||
|
||||
m_rendertools->SetAuxilaryClientInfo(scene);
|
||||
m_rasterizer->SetAuxilaryClientInfo(scene);
|
||||
|
||||
// do the rendering
|
||||
RenderFrame(scene, (*it));
|
||||
@@ -954,7 +939,7 @@ void KX_KetsjiEngine::Render()
|
||||
m_rasterizer->ClearDepthBuffer();
|
||||
|
||||
//pass the scene, for picking and raycasting (shadows)
|
||||
m_rendertools->SetAuxilaryClientInfo(scene);
|
||||
m_rasterizer->SetAuxilaryClientInfo(scene);
|
||||
|
||||
// do the rendering
|
||||
//RenderFrame(scene);
|
||||
@@ -970,7 +955,7 @@ void KX_KetsjiEngine::Render()
|
||||
if (scene->IsClearingZBuffer())
|
||||
m_rasterizer->ClearDepthBuffer();
|
||||
|
||||
m_rendertools->SetAuxilaryClientInfo(scene);
|
||||
m_rasterizer->SetAuxilaryClientInfo(scene);
|
||||
|
||||
// do the rendering
|
||||
RenderFrame(scene, (*it));
|
||||
@@ -1172,7 +1157,7 @@ void KX_KetsjiEngine::RenderShadowBuffers(KX_Scene *scene)
|
||||
CListValue *lightlist = scene->GetLightList();
|
||||
int i, drawmode;
|
||||
|
||||
m_rendertools->SetAuxilaryClientInfo(scene);
|
||||
m_rasterizer->SetAuxilaryClientInfo(scene);
|
||||
|
||||
for (i=0; i<lightlist->GetCount(); i++) {
|
||||
KX_GameObject *gameobj = (KX_GameObject*)lightlist->GetValue(i);
|
||||
@@ -1202,7 +1187,7 @@ void KX_KetsjiEngine::RenderShadowBuffers(KX_Scene *scene)
|
||||
/* render */
|
||||
m_rasterizer->ClearDepthBuffer();
|
||||
m_rasterizer->ClearColorBuffer();
|
||||
scene->RenderBuckets(camtrans, m_rasterizer, m_rendertools);
|
||||
scene->RenderBuckets(camtrans, m_rasterizer);
|
||||
|
||||
/* unbind framebuffer object, restore drawmode, free camera */
|
||||
light->UnbindShadowBuffer(m_rasterizer);
|
||||
@@ -1338,7 +1323,7 @@ void KX_KetsjiEngine::RenderFrame(KX_Scene* scene, KX_Camera* cam)
|
||||
scene->RunDrawingCallbacks(scene->GetPreDrawCB());
|
||||
#endif
|
||||
|
||||
scene->RenderBuckets(camtrans, m_rasterizer, m_rendertools);
|
||||
scene->RenderBuckets(camtrans, m_rasterizer);
|
||||
|
||||
//render all the font objects for this scene
|
||||
scene->RenderFonts();
|
||||
@@ -1475,7 +1460,7 @@ void KX_KetsjiEngine::RenderDebugProperties()
|
||||
|
||||
if (m_show_framerate || m_show_profile) {
|
||||
/* Title for profiling("Profile") */
|
||||
m_rendertools->RenderText2D(RAS_IRenderTools::RAS_TEXT_PADDED,
|
||||
m_rasterizer->RenderText2D(RAS_IRasterizer::RAS_TEXT_PADDED,
|
||||
"Profile",
|
||||
xcoord + const_xindent + title_xmargin, // Adds the constant x indent (0 for now) to the title x margin
|
||||
ycoord,
|
||||
@@ -1490,7 +1475,7 @@ void KX_KetsjiEngine::RenderDebugProperties()
|
||||
|
||||
/* Framerate display */
|
||||
if (m_show_framerate) {
|
||||
m_rendertools->RenderText2D(RAS_IRenderTools::RAS_TEXT_PADDED,
|
||||
m_rasterizer->RenderText2D(RAS_IRasterizer::RAS_TEXT_PADDED,
|
||||
"Frametime :",
|
||||
xcoord + const_xindent,
|
||||
ycoord,
|
||||
@@ -1498,7 +1483,7 @@ void KX_KetsjiEngine::RenderDebugProperties()
|
||||
m_canvas->GetHeight() /* RdV, TODO ?? */);
|
||||
|
||||
debugtxt.Format("%5.1fms (%.1ffps)", tottime * 1000.f, 1.0/tottime);
|
||||
m_rendertools->RenderText2D(RAS_IRenderTools::RAS_TEXT_PADDED,
|
||||
m_rasterizer->RenderText2D(RAS_IRasterizer::RAS_TEXT_PADDED,
|
||||
debugtxt.ReadPtr(),
|
||||
xcoord + const_xindent + profile_indent,
|
||||
ycoord,
|
||||
@@ -1511,7 +1496,7 @@ void KX_KetsjiEngine::RenderDebugProperties()
|
||||
/* Profile display */
|
||||
if (m_show_profile) {
|
||||
for (int j = tc_first; j < tc_numCategories; j++) {
|
||||
m_rendertools->RenderText2D(RAS_IRenderTools::RAS_TEXT_PADDED,
|
||||
m_rasterizer->RenderText2D(RAS_IRasterizer::RAS_TEXT_PADDED,
|
||||
m_profileLabels[j],
|
||||
xcoord + const_xindent,
|
||||
ycoord,
|
||||
@@ -1521,13 +1506,13 @@ void KX_KetsjiEngine::RenderDebugProperties()
|
||||
double time = m_logger->GetAverage((KX_TimeCategory)j);
|
||||
|
||||
debugtxt.Format("%5.2fms | %d%%", time*1000.f, (int)(time/tottime * 100.f));
|
||||
m_rendertools->RenderText2D(RAS_IRenderTools::RAS_TEXT_PADDED,
|
||||
m_rasterizer->RenderText2D(RAS_IRasterizer::RAS_TEXT_PADDED,
|
||||
debugtxt.ReadPtr(),
|
||||
xcoord + const_xindent + profile_indent, ycoord,
|
||||
m_canvas->GetWidth(),
|
||||
m_canvas->GetHeight());
|
||||
|
||||
m_rendertools->RenderBox2D(xcoord + (int)(2.2 * profile_indent), ycoord, m_canvas->GetWidth(), m_canvas->GetHeight(), time/tottime);
|
||||
m_rasterizer->RenderBox2D(xcoord + (int)(2.2 * profile_indent), ycoord, m_canvas->GetWidth(), m_canvas->GetHeight(), time/tottime);
|
||||
ycoord += const_ysize;
|
||||
}
|
||||
}
|
||||
@@ -1538,7 +1523,7 @@ void KX_KetsjiEngine::RenderDebugProperties()
|
||||
if (m_show_debug_properties) {
|
||||
|
||||
/* Title for debugging("Debug properties") */
|
||||
m_rendertools->RenderText2D(RAS_IRenderTools::RAS_TEXT_PADDED,
|
||||
m_rasterizer->RenderText2D(RAS_IRasterizer::RAS_TEXT_PADDED,
|
||||
"Debug Properties",
|
||||
xcoord + const_xindent + title_xmargin, // Adds the constant x indent (0 for now) to the title x margin
|
||||
ycoord,
|
||||
@@ -1584,7 +1569,7 @@ void KX_KetsjiEngine::RenderDebugProperties()
|
||||
first = false;
|
||||
}
|
||||
}
|
||||
m_rendertools->RenderText2D(RAS_IRenderTools::RAS_TEXT_PADDED,
|
||||
m_rasterizer->RenderText2D(RAS_IRasterizer::RAS_TEXT_PADDED,
|
||||
debugtxt.ReadPtr(),
|
||||
xcoord + const_xindent,
|
||||
ycoord,
|
||||
@@ -1597,7 +1582,7 @@ void KX_KetsjiEngine::RenderDebugProperties()
|
||||
if (propval) {
|
||||
STR_String text = propval->GetText();
|
||||
debugtxt = objname + ": '" + propname + "' = " + text;
|
||||
m_rendertools->RenderText2D(RAS_IRenderTools::RAS_TEXT_PADDED,
|
||||
m_rasterizer->RenderText2D(RAS_IRasterizer::RAS_TEXT_PADDED,
|
||||
debugtxt.ReadPtr(),
|
||||
xcoord + const_xindent,
|
||||
ycoord,
|
||||
@@ -1704,7 +1689,7 @@ KX_Scene* KX_KetsjiEngine::CreateScene(Scene *scene, bool libloading)
|
||||
m_canvas);
|
||||
|
||||
m_sceneconverter->ConvertScene(tmpscene,
|
||||
m_rendertools,
|
||||
m_rasterizer,
|
||||
m_canvas,
|
||||
libloading);
|
||||
|
||||
|
||||
@@ -74,7 +74,6 @@ private:
|
||||
class RAS_ICanvas* m_canvas; // 2D Canvas (2D Rendering Device Context)
|
||||
class RAS_IRasterizer* m_rasterizer; // 3D Rasterizer (3D Rendering)
|
||||
class KX_ISystem* m_kxsystem;
|
||||
class RAS_IRenderTools* m_rendertools;
|
||||
class KX_ISceneConverter* m_sceneconverter;
|
||||
class NG_NetworkDeviceInterface* m_networkdevice;
|
||||
#ifdef WITH_PYTHON
|
||||
@@ -217,7 +216,6 @@ public:
|
||||
void SetMouseDevice(SCA_IInputDevice* mousedevice);
|
||||
void SetNetworkDevice(NG_NetworkDeviceInterface* networkdevice);
|
||||
void SetCanvas(RAS_ICanvas* canvas);
|
||||
void SetRenderTools(RAS_IRenderTools* rendertools);
|
||||
void SetRasterizer(RAS_IRasterizer* rasterizer);
|
||||
#ifdef WITH_PYTHON
|
||||
void SetPyNamespace(PyObject *pythondictionary);
|
||||
@@ -229,7 +227,6 @@ public:
|
||||
|
||||
RAS_IRasterizer* GetRasterizer() { return m_rasterizer; }
|
||||
RAS_ICanvas* GetCanvas() { return m_canvas; }
|
||||
RAS_IRenderTools* GetRenderTools() { return m_rendertools; }
|
||||
SCA_IInputDevice* GetKeyboardDevice() { return m_keyboarddevice; }
|
||||
SCA_IInputDevice* GetMouseDevice() { return m_mousedevice; }
|
||||
|
||||
|
||||
@@ -40,7 +40,6 @@
|
||||
#include "KX_Light.h"
|
||||
#include "KX_Camera.h"
|
||||
#include "RAS_IRasterizer.h"
|
||||
#include "RAS_IRenderTools.h"
|
||||
|
||||
#include "KX_PyMath.h"
|
||||
|
||||
@@ -53,16 +52,16 @@
|
||||
#include "MEM_guardedalloc.h"
|
||||
|
||||
KX_LightObject::KX_LightObject(void* sgReplicationInfo,SG_Callbacks callbacks,
|
||||
class RAS_IRenderTools* rendertools,
|
||||
RAS_IRasterizer* rasterizer,
|
||||
const RAS_LightObject& lightobj,
|
||||
bool glsl)
|
||||
: KX_GameObject(sgReplicationInfo,callbacks),
|
||||
m_rendertools(rendertools)
|
||||
m_rasterizer(rasterizer)
|
||||
{
|
||||
m_lightobj = lightobj;
|
||||
m_lightobj.m_scene = sgReplicationInfo;
|
||||
m_lightobj.m_light = this;
|
||||
m_rendertools->AddLight(&m_lightobj);
|
||||
m_rasterizer->AddLight(&m_lightobj);
|
||||
m_glsl = glsl;
|
||||
m_blenderscene = ((KX_Scene*)sgReplicationInfo)->GetBlenderScene();
|
||||
m_base = NULL;
|
||||
@@ -81,7 +80,7 @@ KX_LightObject::~KX_LightObject()
|
||||
GPU_lamp_update_spot(lamp, la->spotsize, la->spotblend);
|
||||
}
|
||||
|
||||
m_rendertools->RemoveLight(&m_lightobj);
|
||||
m_rasterizer->RemoveLight(&m_lightobj);
|
||||
|
||||
if (m_base) {
|
||||
BKE_scene_base_unlink(m_blenderscene, m_base);
|
||||
@@ -98,7 +97,7 @@ CValue* KX_LightObject::GetReplica()
|
||||
replica->ProcessReplica();
|
||||
|
||||
replica->m_lightobj.m_light = replica;
|
||||
m_rendertools->AddLight(&replica->m_lightobj);
|
||||
m_rasterizer->AddLight(&replica->m_lightobj);
|
||||
|
||||
return replica;
|
||||
}
|
||||
|
||||
@@ -38,9 +38,9 @@
|
||||
struct GPULamp;
|
||||
struct Scene;
|
||||
struct Base;
|
||||
struct RAS_LightObject;
|
||||
class KX_Camera;
|
||||
class RAS_IRasterizer;
|
||||
class RAS_IRenderTools;
|
||||
class MT_Transform;
|
||||
|
||||
class KX_LightObject : public KX_GameObject
|
||||
@@ -48,13 +48,13 @@ class KX_LightObject : public KX_GameObject
|
||||
Py_Header
|
||||
protected:
|
||||
RAS_LightObject m_lightobj;
|
||||
class RAS_IRenderTools* m_rendertools; //needed for registering and replication of lightobj
|
||||
class RAS_IRasterizer* m_rasterizer; //needed for registering and replication of lightobj
|
||||
bool m_glsl;
|
||||
Scene* m_blenderscene;
|
||||
Base* m_base;
|
||||
|
||||
public:
|
||||
KX_LightObject(void* sgReplicationInfo,SG_Callbacks callbacks,class RAS_IRenderTools* rendertools,const struct RAS_LightObject& lightobj, bool glsl);
|
||||
KX_LightObject(void* sgReplicationInfo,SG_Callbacks callbacks,RAS_IRasterizer* rasterizer,const RAS_LightObject& lightobj, bool glsl);
|
||||
virtual ~KX_LightObject();
|
||||
virtual CValue* GetReplica();
|
||||
RAS_LightObject* GetLightData() { return &m_lightobj;}
|
||||
@@ -66,8 +66,8 @@ public:
|
||||
struct GPULamp *GetGPULamp();
|
||||
bool HasShadowBuffer();
|
||||
int GetShadowLayer();
|
||||
void BindShadowBuffer(class RAS_IRasterizer *ras, class RAS_ICanvas *canvas, class KX_Camera *cam, class MT_Transform& camtrans);
|
||||
void UnbindShadowBuffer(class RAS_IRasterizer *ras);
|
||||
void BindShadowBuffer(RAS_IRasterizer *ras, class RAS_ICanvas *canvas, class KX_Camera *cam, class MT_Transform& camtrans);
|
||||
void UnbindShadowBuffer(RAS_IRasterizer *ras);
|
||||
struct Image *GetTextureImage(short texslot);
|
||||
void Update();
|
||||
|
||||
|
||||
@@ -1678,10 +1678,9 @@ RAS_MaterialBucket* KX_Scene::FindBucket(class RAS_IPolyMaterial* polymat, bool
|
||||
|
||||
|
||||
void KX_Scene::RenderBuckets(const MT_Transform & cameratransform,
|
||||
class RAS_IRasterizer* rasty,
|
||||
class RAS_IRenderTools* rendertools)
|
||||
class RAS_IRasterizer* rasty)
|
||||
{
|
||||
m_bucketmanager->Renderbuckets(cameratransform,rasty,rendertools);
|
||||
m_bucketmanager->Renderbuckets(cameratransform,rasty);
|
||||
KX_BlenderMaterial::EndFrame();
|
||||
}
|
||||
|
||||
|
||||
@@ -309,8 +309,7 @@ public:
|
||||
RAS_BucketManager* GetBucketManager();
|
||||
RAS_MaterialBucket* FindBucket(RAS_IPolyMaterial* polymat, bool &bucketCreated);
|
||||
void RenderBuckets(const MT_Transform& cameratransform,
|
||||
RAS_IRasterizer* rasty,
|
||||
RAS_IRenderTools* rendertools);
|
||||
RAS_IRasterizer* rasty);
|
||||
|
||||
/**
|
||||
* Update all transforms according to the scenegraph.
|
||||
|
||||
@@ -47,7 +47,6 @@ set(SRC
|
||||
RAS_BucketManager.cpp
|
||||
RAS_FramingManager.cpp
|
||||
RAS_IPolygonMaterial.cpp
|
||||
RAS_IRenderTools.cpp
|
||||
RAS_MaterialBucket.cpp
|
||||
RAS_MeshObject.cpp
|
||||
RAS_Polygon.cpp
|
||||
@@ -62,7 +61,6 @@ set(SRC
|
||||
RAS_ICanvas.h
|
||||
RAS_IPolygonMaterial.h
|
||||
RAS_IRasterizer.h
|
||||
RAS_IRenderTools.h
|
||||
RAS_LightObject.h
|
||||
RAS_MaterialBucket.h
|
||||
RAS_MeshObject.h
|
||||
|
||||
@@ -38,7 +38,6 @@
|
||||
#include "STR_HashedString.h"
|
||||
#include "RAS_MeshObject.h"
|
||||
#include "RAS_IRasterizer.h"
|
||||
#include "RAS_IRenderTools.h"
|
||||
|
||||
#include "RAS_BucketManager.h"
|
||||
|
||||
@@ -139,8 +138,7 @@ void RAS_BucketManager::OrderBuckets(const MT_Transform& cameratrans, BucketList
|
||||
sort(slots.begin(), slots.end(), fronttoback());
|
||||
}
|
||||
|
||||
void RAS_BucketManager::RenderAlphaBuckets(
|
||||
const MT_Transform& cameratrans, RAS_IRasterizer* rasty, RAS_IRenderTools* rendertools)
|
||||
void RAS_BucketManager::RenderAlphaBuckets(const MT_Transform& cameratrans, RAS_IRasterizer* rasty)
|
||||
{
|
||||
vector<sortedmeshslot> slots;
|
||||
vector<sortedmeshslot>::iterator sit;
|
||||
@@ -154,10 +152,10 @@ void RAS_BucketManager::RenderAlphaBuckets(
|
||||
OrderBuckets(cameratrans, m_AlphaBuckets, slots, true);
|
||||
|
||||
for (sit=slots.begin(); sit!=slots.end(); ++sit) {
|
||||
rendertools->SetClientObject(rasty, sit->m_ms->m_clientObj);
|
||||
rasty->SetClientObject(sit->m_ms->m_clientObj);
|
||||
|
||||
while (sit->m_bucket->ActivateMaterial(cameratrans, rasty, rendertools))
|
||||
sit->m_bucket->RenderMeshSlot(cameratrans, rasty, rendertools, *(sit->m_ms));
|
||||
while (sit->m_bucket->ActivateMaterial(cameratrans, rasty))
|
||||
sit->m_bucket->RenderMeshSlot(cameratrans, rasty, *(sit->m_ms));
|
||||
|
||||
// make this mesh slot culled automatically for next frame
|
||||
// it will be culled out by frustrum culling
|
||||
@@ -167,8 +165,7 @@ void RAS_BucketManager::RenderAlphaBuckets(
|
||||
rasty->SetDepthMask(RAS_IRasterizer::KX_DEPTHMASK_ENABLED);
|
||||
}
|
||||
|
||||
void RAS_BucketManager::RenderSolidBuckets(
|
||||
const MT_Transform& cameratrans, RAS_IRasterizer* rasty, RAS_IRenderTools* rendertools)
|
||||
void RAS_BucketManager::RenderSolidBuckets(const MT_Transform& cameratrans, RAS_IRasterizer* rasty)
|
||||
{
|
||||
BucketList::iterator bit;
|
||||
|
||||
@@ -180,9 +177,9 @@ void RAS_BucketManager::RenderSolidBuckets(
|
||||
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);
|
||||
rasty->SetClientObject(ms->m_clientObj);
|
||||
while (bucket->ActivateMaterial(cameratrans, rasty))
|
||||
bucket->RenderMeshSlot(cameratrans, rasty, *ms);
|
||||
|
||||
// make this mesh slot culled automatically for next frame
|
||||
// it will be culled out by frustrum culling
|
||||
@@ -194,10 +191,10 @@ void RAS_BucketManager::RenderSolidBuckets(
|
||||
if (mit->IsCulled())
|
||||
continue;
|
||||
|
||||
rendertools->SetClientObject(rasty, mit->m_clientObj);
|
||||
rasty->SetClientObject(rasty, mit->m_clientObj);
|
||||
|
||||
while ((*bit)->ActivateMaterial(cameratrans, rasty, rendertools))
|
||||
(*bit)->RenderMeshSlot(cameratrans, rasty, rendertools, *mit);
|
||||
while ((*bit)->ActivateMaterial(cameratrans, rasty))
|
||||
(*bit)->RenderMeshSlot(cameratrans, rasty, *mit);
|
||||
|
||||
// make this mesh slot culled automatically for next frame
|
||||
// it will be culled out by frustrum culling
|
||||
@@ -218,20 +215,19 @@ void RAS_BucketManager::RenderSolidBuckets(
|
||||
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));
|
||||
while (sit->m_bucket->ActivateMaterial(cameratrans, rasty))
|
||||
sit->m_bucket->RenderMeshSlot(cameratrans, rasty, *(sit->m_ms));
|
||||
}
|
||||
#endif
|
||||
}
|
||||
|
||||
void RAS_BucketManager::Renderbuckets(
|
||||
const MT_Transform& cameratrans, RAS_IRasterizer* rasty, RAS_IRenderTools* rendertools)
|
||||
void RAS_BucketManager::Renderbuckets(const MT_Transform& cameratrans, RAS_IRasterizer* rasty)
|
||||
{
|
||||
/* beginning each frame, clear (texture/material) caching information */
|
||||
rasty->ClearCachingInfo();
|
||||
|
||||
RenderSolidBuckets(cameratrans, rasty, rendertools);
|
||||
RenderAlphaBuckets(cameratrans, rasty, rendertools);
|
||||
RenderSolidBuckets(cameratrans, rasty);
|
||||
RenderAlphaBuckets(cameratrans, rasty);
|
||||
|
||||
/* All meshes should be up to date now */
|
||||
/* Don't do this while processing buckets because some meshes are split between buckets */
|
||||
@@ -259,7 +255,7 @@ void RAS_BucketManager::Renderbuckets(
|
||||
}
|
||||
|
||||
|
||||
rendertools->SetClientObject(rasty, NULL);
|
||||
rasty->SetClientObject(NULL);
|
||||
}
|
||||
|
||||
RAS_MaterialBucket *RAS_BucketManager::FindBucket(RAS_IPolyMaterial *material, bool &bucketCreated)
|
||||
|
||||
@@ -51,8 +51,7 @@ public:
|
||||
RAS_BucketManager();
|
||||
virtual ~RAS_BucketManager();
|
||||
|
||||
void Renderbuckets(const MT_Transform & cameratrans,
|
||||
RAS_IRasterizer* rasty, RAS_IRenderTools* rendertools);
|
||||
void Renderbuckets(const MT_Transform & cameratrans, RAS_IRasterizer* rasty);
|
||||
|
||||
RAS_MaterialBucket* FindBucket(RAS_IPolyMaterial *material, bool &bucketCreated);
|
||||
void OptimizeBuckets(MT_Scalar distance);
|
||||
@@ -78,10 +77,10 @@ public:
|
||||
private:
|
||||
void OrderBuckets(const MT_Transform& cameratrans, BucketList& buckets, vector<sortedmeshslot>& slots, bool alpha);
|
||||
|
||||
void RenderSolidBuckets(const MT_Transform& cameratrans,
|
||||
RAS_IRasterizer* rasty, RAS_IRenderTools* rendertools);
|
||||
void RenderAlphaBuckets(const MT_Transform& cameratrans,
|
||||
RAS_IRasterizer* rasty, RAS_IRenderTools* rendertools);
|
||||
void RenderSolidBuckets(const MT_Transform& cameratrans,
|
||||
RAS_IRasterizer* rasty);
|
||||
void RenderAlphaBuckets(const MT_Transform& cameratrans,
|
||||
RAS_IRasterizer* rasty);
|
||||
|
||||
|
||||
#ifdef WITH_CXX_GUARDEDALLOC
|
||||
|
||||
@@ -65,6 +65,13 @@ typedef vector< KX_IndexArray* > vecIndexArrays;
|
||||
class RAS_IRasterizer
|
||||
{
|
||||
public:
|
||||
enum RAS_TEXT_RENDER_MODE {
|
||||
RAS_TEXT_RENDER_NODEF = 0,
|
||||
RAS_TEXT_NORMAL,
|
||||
RAS_TEXT_PADDED,
|
||||
RAS_TEXT_MAX
|
||||
};
|
||||
|
||||
RAS_IRasterizer(RAS_ICanvas* canv) {};
|
||||
virtual ~RAS_IRasterizer() {};
|
||||
|
||||
@@ -247,11 +254,9 @@ public:
|
||||
|
||||
/**
|
||||
* IndexPrimitives_3DText will render text into the polygons.
|
||||
* The text to be rendered is from \param rendertools client object's text property.
|
||||
*/
|
||||
virtual void IndexPrimitives_3DText(class RAS_MeshSlot& ms,
|
||||
class RAS_IPolyMaterial* polymat,
|
||||
class RAS_IRenderTools* rendertools)=0;
|
||||
class RAS_IPolyMaterial* polymat)=0;
|
||||
|
||||
virtual void SetProjectionMatrix(MT_CmMatrix4x4 & mat)=0;
|
||||
/* This one should become our final version, methinks. */
|
||||
@@ -434,6 +439,88 @@ public:
|
||||
virtual void SetUsingOverrideShader(bool val)=0;
|
||||
virtual bool GetUsingOverrideShader()=0;
|
||||
|
||||
/**
|
||||
* Render Tools
|
||||
*/
|
||||
virtual void applyTransform(double* oglmatrix, int drawingmode)=0;
|
||||
|
||||
/**
|
||||
* Renders 2D boxes.
|
||||
* \param xco Position on the screen (origin in lower left corner).
|
||||
* \param yco Position on the screen (origin in lower left corner).
|
||||
* \param width Width of the canvas to draw to.
|
||||
* \param height Height of the canvas to draw to.
|
||||
* \param percentage Percentage of bar.
|
||||
*/
|
||||
virtual void RenderBox2D(int xco,
|
||||
int yco,
|
||||
int width,
|
||||
int height,
|
||||
float percentage) = 0;
|
||||
|
||||
/**
|
||||
* Renders 3D text string using BFL.
|
||||
* \param fontid The id of the font.
|
||||
* \param text The string to render.
|
||||
* \param size The size of the text.
|
||||
* \param dpi The resolution of the text.
|
||||
* \param color The color of the object.
|
||||
* \param mat The Matrix of the text object.
|
||||
* \param aspect A scaling factor to compensate for the size.
|
||||
*/
|
||||
virtual void RenderText3D(int fontid,
|
||||
const char* text,
|
||||
int size,
|
||||
int dpi,
|
||||
float* color,
|
||||
double* mat,
|
||||
float aspect
|
||||
) = 0;
|
||||
|
||||
|
||||
/**
|
||||
* Renders 2D text string.
|
||||
* \param mode The type of text
|
||||
* \param text The string to render.
|
||||
* \param xco Position on the screen (origin in lower left corner).
|
||||
* \param yco Position on the screen (origin in lower left corner).
|
||||
* \param width Width of the canvas to draw to.
|
||||
* \param height Height of the canvas to draw to.
|
||||
*/
|
||||
virtual void RenderText2D(RAS_TEXT_RENDER_MODE mode,
|
||||
const char* text,
|
||||
int xco,
|
||||
int yco,
|
||||
int width,
|
||||
int height
|
||||
) = 0;
|
||||
|
||||
// 3d text, mapped on polygon
|
||||
virtual void RenderText(int mode,
|
||||
RAS_IPolyMaterial* polymat,
|
||||
float v1[3],
|
||||
float v2[3],
|
||||
float v3[3],
|
||||
float v4[3],
|
||||
int glattrib
|
||||
)=0;
|
||||
|
||||
virtual void ProcessLighting(bool uselights, const MT_Transform& trans)=0;
|
||||
|
||||
virtual void PushMatrix()=0;
|
||||
|
||||
virtual void PopMatrix()=0;
|
||||
|
||||
virtual void AddLight(struct RAS_LightObject* lightobject)=0;
|
||||
|
||||
virtual void RemoveLight(struct RAS_LightObject* lightobject)=0;
|
||||
|
||||
virtual void MotionBlur()=0;
|
||||
|
||||
virtual void SetClientObject(void* obj)=0;
|
||||
|
||||
virtual void SetAuxilaryClientInfo(void* inf)=0;
|
||||
|
||||
#ifdef WITH_CXX_GUARDEDALLOC
|
||||
MEM_CXX_CLASS_ALLOC_FUNCS("GE:RAS_IRasterizer")
|
||||
#endif
|
||||
|
||||
@@ -1,59 +0,0 @@
|
||||
/*
|
||||
* ***** 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., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, 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 *****
|
||||
*/
|
||||
|
||||
/** \file gameengine/Rasterizer/RAS_IRenderTools.cpp
|
||||
* \ingroup bgerast
|
||||
*/
|
||||
|
||||
|
||||
#include "RAS_IRenderTools.h"
|
||||
|
||||
void RAS_IRenderTools::SetClientObject(RAS_IRasterizer* rasty, void *obj)
|
||||
{
|
||||
if (m_clientobject != obj)
|
||||
m_clientobject = obj;
|
||||
}
|
||||
|
||||
void RAS_IRenderTools::SetAuxilaryClientInfo(void* inf)
|
||||
{
|
||||
m_auxilaryClientInfo = inf;
|
||||
}
|
||||
|
||||
void RAS_IRenderTools::AddLight(struct RAS_LightObject* lightobject)
|
||||
{
|
||||
m_lights.push_back(lightobject);
|
||||
}
|
||||
|
||||
void RAS_IRenderTools::RemoveLight(struct RAS_LightObject* lightobject)
|
||||
{
|
||||
std::vector<struct RAS_LightObject*>::iterator lit =
|
||||
std::find(m_lights.begin(),m_lights.end(),lightobject);
|
||||
|
||||
if (!(lit==m_lights.end()))
|
||||
m_lights.erase(lit);
|
||||
}
|
||||
|
||||
@@ -1,227 +0,0 @@
|
||||
/*
|
||||
* ***** 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., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, 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 *****
|
||||
*/
|
||||
|
||||
/** \file RAS_IRenderTools.h
|
||||
* \ingroup bgerast
|
||||
*/
|
||||
|
||||
#ifndef __RAS_IRENDERTOOLS_H__
|
||||
#define __RAS_IRENDERTOOLS_H__
|
||||
|
||||
#include "MT_Transform.h"
|
||||
#include "RAS_IRasterizer.h"
|
||||
#include "RAS_2DFilterManager.h"
|
||||
|
||||
#include <vector>
|
||||
#include <algorithm>
|
||||
|
||||
#ifdef WITH_CXX_GUARDEDALLOC
|
||||
#include "MEM_guardedalloc.h"
|
||||
#endif
|
||||
|
||||
class RAS_IPolyMaterial;
|
||||
struct RAS_LightObject;
|
||||
|
||||
|
||||
class RAS_IRenderTools
|
||||
{
|
||||
|
||||
protected:
|
||||
void* m_clientobject;
|
||||
void* m_auxilaryClientInfo;
|
||||
|
||||
std::vector<struct RAS_LightObject*> m_lights;
|
||||
|
||||
RAS_2DFilterManager m_filtermanager;
|
||||
|
||||
public:
|
||||
enum RAS_TEXT_RENDER_MODE {
|
||||
RAS_TEXT_RENDER_NODEF = 0,
|
||||
RAS_TEXT_NORMAL,
|
||||
RAS_TEXT_PADDED,
|
||||
RAS_TEXT_MAX
|
||||
};
|
||||
|
||||
RAS_IRenderTools(
|
||||
) :
|
||||
m_clientobject(NULL)
|
||||
{
|
||||
};
|
||||
|
||||
virtual
|
||||
~RAS_IRenderTools(
|
||||
) {};
|
||||
|
||||
virtual
|
||||
void
|
||||
BeginFrame(
|
||||
RAS_IRasterizer* rasty
|
||||
)=0;
|
||||
|
||||
virtual
|
||||
void
|
||||
EndFrame(
|
||||
RAS_IRasterizer* rasty
|
||||
)=0;
|
||||
|
||||
// the following function was formerly called 'Render'
|
||||
// by it doesn't render anymore
|
||||
// It only sets the transform for the rasterizer
|
||||
// so must be renamed to 'applyTransform' or something
|
||||
|
||||
virtual
|
||||
void
|
||||
applyTransform(
|
||||
class RAS_IRasterizer* rasty,
|
||||
double* oglmatrix,
|
||||
int drawingmode
|
||||
)=0;
|
||||
|
||||
/**
|
||||
* Renders 2D boxes.
|
||||
* \param xco Position on the screen (origin in lower left corner).
|
||||
* \param yco Position on the screen (origin in lower left corner).
|
||||
* \param width Width of the canvas to draw to.
|
||||
* \param height Height of the canvas to draw to.
|
||||
* \param percentage Percentage of bar.
|
||||
*/
|
||||
virtual
|
||||
void
|
||||
RenderBox2D(int xco,
|
||||
int yco,
|
||||
int width,
|
||||
int height,
|
||||
float percentage) = 0;
|
||||
|
||||
/**
|
||||
* Renders 3D text string using BFL.
|
||||
* \param fontid The id of the font.
|
||||
* \param text The string to render.
|
||||
* \param size The size of the text.
|
||||
* \param dpi The resolution of the text.
|
||||
* \param color The color of the object.
|
||||
* \param mat The Matrix of the text object.
|
||||
* \param aspect A scaling factor to compensate for the size.
|
||||
*/
|
||||
virtual
|
||||
void
|
||||
RenderText3D(int fontid,
|
||||
const char* text,
|
||||
int size,
|
||||
int dpi,
|
||||
float* color,
|
||||
double* mat,
|
||||
float aspect
|
||||
) = 0;
|
||||
|
||||
|
||||
/**
|
||||
* Renders 2D text string.
|
||||
* \param mode The type of text
|
||||
* \param text The string to render.
|
||||
* \param xco Position on the screen (origin in lower left corner).
|
||||
* \param yco Position on the screen (origin in lower left corner).
|
||||
* \param width Width of the canvas to draw to.
|
||||
* \param height Height of the canvas to draw to.
|
||||
*/
|
||||
virtual
|
||||
void
|
||||
RenderText2D(
|
||||
RAS_TEXT_RENDER_MODE mode,
|
||||
const char* text,
|
||||
int xco,
|
||||
int yco,
|
||||
int width,
|
||||
int height
|
||||
) = 0;
|
||||
|
||||
// 3d text, mapped on polygon
|
||||
virtual
|
||||
void
|
||||
RenderText(
|
||||
int mode,
|
||||
RAS_IPolyMaterial* polymat,
|
||||
float v1[3],
|
||||
float v2[3],
|
||||
float v3[3],
|
||||
float v4[3],
|
||||
int glattrib
|
||||
)=0;
|
||||
|
||||
virtual
|
||||
void
|
||||
ProcessLighting(
|
||||
RAS_IRasterizer *rasty,
|
||||
bool uselights,
|
||||
const MT_Transform& trans
|
||||
)=0;
|
||||
|
||||
virtual
|
||||
void
|
||||
SetClientObject(
|
||||
RAS_IRasterizer* rasty,
|
||||
void* obj
|
||||
);
|
||||
|
||||
void
|
||||
SetAuxilaryClientInfo(
|
||||
void* inf
|
||||
);
|
||||
|
||||
virtual
|
||||
void
|
||||
PushMatrix(
|
||||
)=0;
|
||||
|
||||
virtual
|
||||
void
|
||||
PopMatrix(
|
||||
)=0;
|
||||
|
||||
virtual
|
||||
void
|
||||
AddLight(
|
||||
struct RAS_LightObject* lightobject
|
||||
);
|
||||
|
||||
virtual
|
||||
void
|
||||
RemoveLight(
|
||||
struct RAS_LightObject* lightobject
|
||||
);
|
||||
|
||||
virtual
|
||||
void
|
||||
MotionBlur(RAS_IRasterizer* rasterizer)=0;
|
||||
|
||||
|
||||
#ifdef WITH_CXX_GUARDEDALLOC
|
||||
MEM_CXX_CLASS_ALLOC_FUNCS("GE:RAS_IRenderTools")
|
||||
#endif
|
||||
};
|
||||
|
||||
#endif /* __RAS_IRENDERTOOLS_H__ */
|
||||
@@ -43,7 +43,6 @@
|
||||
#include "RAS_Polygon.h"
|
||||
#include "RAS_TexVert.h"
|
||||
#include "RAS_IRasterizer.h"
|
||||
#include "RAS_IRenderTools.h"
|
||||
#include "RAS_MeshObject.h"
|
||||
#include "RAS_Deformer.h" // __NLA
|
||||
|
||||
@@ -581,8 +580,7 @@ list<RAS_MeshSlot>::iterator RAS_MaterialBucket::msEnd()
|
||||
return m_meshSlots.end();
|
||||
}
|
||||
|
||||
bool RAS_MaterialBucket::ActivateMaterial(const MT_Transform& cameratrans, RAS_IRasterizer* rasty,
|
||||
RAS_IRenderTools *rendertools)
|
||||
bool RAS_MaterialBucket::ActivateMaterial(const MT_Transform& cameratrans, RAS_IRasterizer* rasty)
|
||||
{
|
||||
bool uselights;
|
||||
|
||||
@@ -593,13 +591,12 @@ bool RAS_MaterialBucket::ActivateMaterial(const MT_Transform& cameratrans, RAS_I
|
||||
return false;
|
||||
|
||||
uselights= m_material->UsesLighting(rasty);
|
||||
rendertools->ProcessLighting(rasty, uselights, cameratrans);
|
||||
rasty->ProcessLighting(uselights, cameratrans);
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
void RAS_MaterialBucket::RenderMeshSlot(const MT_Transform& cameratrans, RAS_IRasterizer* rasty,
|
||||
RAS_IRenderTools* rendertools, RAS_MeshSlot &ms)
|
||||
void RAS_MaterialBucket::RenderMeshSlot(const MT_Transform& cameratrans, RAS_IRasterizer* rasty, RAS_MeshSlot &ms)
|
||||
{
|
||||
m_material->ActivateMeshSlot(ms, rasty);
|
||||
|
||||
@@ -613,10 +610,10 @@ void RAS_MaterialBucket::RenderMeshSlot(const MT_Transform& cameratrans, RAS_IRa
|
||||
if (IsZSort() && rasty->GetDrawingMode() >= RAS_IRasterizer::KX_SOLID)
|
||||
ms.m_mesh->SortPolygons(ms, cameratrans*MT_Transform(ms.m_OpenGLMatrix));
|
||||
|
||||
rendertools->PushMatrix();
|
||||
rasty->PushMatrix();
|
||||
if (!ms.m_pDeformer || !ms.m_pDeformer->SkipVertexTransform())
|
||||
{
|
||||
rendertools->applyTransform(rasty,ms.m_OpenGLMatrix,m_material->GetDrawingMode());
|
||||
rasty->applyTransform(ms.m_OpenGLMatrix,m_material->GetDrawingMode());
|
||||
}
|
||||
|
||||
if (rasty->QueryLists())
|
||||
@@ -641,7 +638,7 @@ void RAS_MaterialBucket::RenderMeshSlot(const MT_Transform& cameratrans, RAS_IRa
|
||||
|
||||
// for text drawing using faces
|
||||
if (m_material->GetDrawingMode() & RAS_IRasterizer::RAS_RENDER_3DPOLYGON_TEXT)
|
||||
rasty->IndexPrimitives_3DText(ms, m_material, rendertools);
|
||||
rasty->IndexPrimitives_3DText(ms, m_material);
|
||||
// for multitexturing
|
||||
else if ((m_material->GetFlag() & (RAS_MULTITEX|RAS_BLENDERGLSL)))
|
||||
rasty->IndexPrimitivesMulti(ms);
|
||||
@@ -649,7 +646,7 @@ void RAS_MaterialBucket::RenderMeshSlot(const MT_Transform& cameratrans, RAS_IRa
|
||||
else
|
||||
rasty->IndexPrimitives(ms);
|
||||
|
||||
rendertools->PopMatrix();
|
||||
rasty->PopMatrix();
|
||||
}
|
||||
|
||||
void RAS_MaterialBucket::Optimize(MT_Scalar distance)
|
||||
|
||||
@@ -219,10 +219,8 @@ public:
|
||||
bool IsZSort() const;
|
||||
|
||||
/* Rendering */
|
||||
bool ActivateMaterial(const MT_Transform& cameratrans, RAS_IRasterizer* rasty,
|
||||
RAS_IRenderTools *rendertools);
|
||||
void RenderMeshSlot(const MT_Transform& cameratrans, RAS_IRasterizer* rasty,
|
||||
RAS_IRenderTools* rendertools, RAS_MeshSlot &ms);
|
||||
bool ActivateMaterial(const MT_Transform& cameratrans, RAS_IRasterizer* rasty);
|
||||
void RenderMeshSlot(const MT_Transform& cameratrans, RAS_IRasterizer* rasty, RAS_MeshSlot &ms);
|
||||
|
||||
/* Mesh Slot Access */
|
||||
list<RAS_MeshSlot>::iterator msBegin();
|
||||
|
||||
@@ -25,9 +25,15 @@
|
||||
|
||||
set(INC
|
||||
..
|
||||
# XXX Remove these <<<
|
||||
../../BlenderRoutines
|
||||
../../Expressions
|
||||
../../GameLogic
|
||||
../../Ketsji
|
||||
../../Physics/common
|
||||
# >>>
|
||||
../../SceneGraph
|
||||
../../../blender/blenfont
|
||||
../../../blender/blenkernel
|
||||
../../../blender/blenlib
|
||||
../../../blender/gpu
|
||||
|
||||
@@ -40,8 +40,8 @@
|
||||
#include "RAS_Rect.h"
|
||||
#include "RAS_TexVert.h"
|
||||
#include "RAS_MeshObject.h"
|
||||
#include "RAS_LightObject.h"
|
||||
#include "MT_CmMatrix4x4.h"
|
||||
#include "RAS_IRenderTools.h" // rendering text
|
||||
|
||||
#include "RAS_StorageIM.h"
|
||||
#include "RAS_StorageVA.h"
|
||||
@@ -59,8 +59,21 @@
|
||||
extern "C"{
|
||||
#include "BLI_utildefines.h"
|
||||
#include "BKE_DerivedMesh.h"
|
||||
#include "BLF_api.h"
|
||||
}
|
||||
|
||||
|
||||
// XXX Clean these up <<<
|
||||
#include "BL_Material.h" // MAXTEX
|
||||
#include "Value.h"
|
||||
#include "KX_BlenderMaterial.h"
|
||||
#include "KX_PolygonMaterial.h"
|
||||
#include "KX_Light.h"
|
||||
#include "KX_Scene.h"
|
||||
#include "KX_RayCast.h"
|
||||
#include "KX_GameObject.h"
|
||||
// >>>
|
||||
|
||||
#ifndef M_PI
|
||||
#define M_PI 3.14159265358979323846
|
||||
#endif
|
||||
@@ -94,6 +107,8 @@ RAS_OpenGLRasterizer::RAS_OpenGLRasterizer(RAS_ICanvas* canvas, int storage)
|
||||
m_motionblur(0),
|
||||
m_motionblurvalue(-1.0),
|
||||
m_usingoverrideshader(false),
|
||||
m_clientobject(NULL),
|
||||
m_auxilaryClientInfo(NULL),
|
||||
m_texco_num(0),
|
||||
m_attrib_num(0),
|
||||
//m_last_alphablend(GPU_BLEND_SOLID),
|
||||
@@ -131,6 +146,10 @@ RAS_OpenGLRasterizer::RAS_OpenGLRasterizer(RAS_ICanvas* canvas, int storage)
|
||||
m_storage = m_failsafe_storage = new RAS_StorageIM(&m_texco_num, m_texco, &m_attrib_num, m_attrib, m_attrib_layer);
|
||||
m_storage_type = RAS_IMMEDIATE;
|
||||
}
|
||||
|
||||
glGetIntegerv(GL_MAX_LIGHTS, (GLint *) &m_numgllights);
|
||||
if (m_numgllights < 8)
|
||||
m_numgllights = 8;
|
||||
}
|
||||
|
||||
|
||||
@@ -350,6 +369,13 @@ bool RAS_OpenGLRasterizer::BeginFrame(int drawingmode, double time)
|
||||
glEnable(GL_MULTISAMPLE_ARB);
|
||||
|
||||
m_2DCanvas->BeginFrame();
|
||||
|
||||
// Render Tools
|
||||
m_clientobject = NULL;
|
||||
m_lastlightlayer = -1;
|
||||
m_lastauxinfo = NULL;
|
||||
m_lastlighting = true; /* force disable in DisableOpenGLLights() */
|
||||
DisableOpenGLLights();
|
||||
|
||||
return true;
|
||||
}
|
||||
@@ -650,8 +676,7 @@ const MT_Matrix4x4& RAS_OpenGLRasterizer::GetViewInvMatrix() const
|
||||
}
|
||||
|
||||
void RAS_OpenGLRasterizer::IndexPrimitives_3DText(RAS_MeshSlot& ms,
|
||||
class RAS_IPolyMaterial* polymat,
|
||||
class RAS_IRenderTools* rendertools)
|
||||
class RAS_IPolyMaterial* polymat)
|
||||
{
|
||||
bool obcolor = ms.m_bObjectColor;
|
||||
MT_Vector4& rgba = ms.m_RGBAcolor;
|
||||
@@ -708,7 +733,7 @@ void RAS_OpenGLRasterizer::IndexPrimitives_3DText(RAS_MeshSlot& ms,
|
||||
if (m_attrib[unit] == RAS_TEXCO_UV)
|
||||
glattrib = unit;
|
||||
|
||||
rendertools->RenderText(polymat->GetDrawingMode(), polymat,
|
||||
RenderText(polymat->GetDrawingMode(), polymat,
|
||||
v[0], v[1], v[2], (numvert == 4)? v[3]: NULL, glattrib);
|
||||
|
||||
ClearCachingInfo();
|
||||
@@ -1107,3 +1132,476 @@ bool RAS_OpenGLRasterizer::GetUsingOverrideShader()
|
||||
return m_usingoverrideshader;
|
||||
}
|
||||
|
||||
/**
|
||||
* Render Tools
|
||||
*/
|
||||
|
||||
/* ProcessLighting performs lighting on objects. the layer is a bitfield that
|
||||
* contains layer information. There are 20 'official' layers in blender. A
|
||||
* light is applied on an object only when they are in the same layer. OpenGL
|
||||
* has a maximum of 8 lights (simultaneous), so 20 * 8 lights are possible in
|
||||
* a scene. */
|
||||
|
||||
void RAS_OpenGLRasterizer::ProcessLighting(bool uselights, const MT_Transform& viewmat)
|
||||
{
|
||||
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;
|
||||
|
||||
/* enable/disable lights as needed */
|
||||
if (layer >= 0)
|
||||
enable = ApplyLights(layer, viewmat);
|
||||
|
||||
if (enable)
|
||||
EnableOpenGLLights();
|
||||
else
|
||||
DisableOpenGLLights();
|
||||
}
|
||||
|
||||
void RAS_OpenGLRasterizer::EnableOpenGLLights()
|
||||
{
|
||||
if (m_lastlighting == true)
|
||||
return;
|
||||
|
||||
glEnable(GL_LIGHTING);
|
||||
glEnable(GL_COLOR_MATERIAL);
|
||||
|
||||
glColorMaterial(GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE);
|
||||
glLightModeli(GL_LIGHT_MODEL_TWO_SIDE, GL_TRUE);
|
||||
glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, (GetCameraOrtho())? GL_FALSE: GL_TRUE);
|
||||
if (GLEW_EXT_separate_specular_color || GLEW_VERSION_1_2)
|
||||
glLightModeli(GL_LIGHT_MODEL_COLOR_CONTROL, GL_SEPARATE_SPECULAR_COLOR);
|
||||
|
||||
m_lastlighting = true;
|
||||
}
|
||||
|
||||
void RAS_OpenGLRasterizer::DisableOpenGLLights()
|
||||
{
|
||||
if (m_lastlighting == false)
|
||||
return;
|
||||
|
||||
glDisable(GL_LIGHTING);
|
||||
glDisable(GL_COLOR_MATERIAL);
|
||||
|
||||
m_lastlighting = false;
|
||||
}
|
||||
|
||||
void RAS_OpenGLRasterizer::AddLight(struct RAS_LightObject* lightobject)
|
||||
{
|
||||
m_lights.push_back(lightobject);
|
||||
}
|
||||
|
||||
void RAS_OpenGLRasterizer::RemoveLight(struct RAS_LightObject* lightobject)
|
||||
{
|
||||
std::vector<struct RAS_LightObject*>::iterator lit =
|
||||
std::find(m_lights.begin(),m_lights.end(),lightobject);
|
||||
|
||||
if (!(lit==m_lights.end()))
|
||||
m_lights.erase(lit);
|
||||
}
|
||||
|
||||
bool RAS_OpenGLRasterizer::RayHit(class KX_ClientObjectInfo *client, KX_RayCast *result, void * const data)
|
||||
{
|
||||
double* const oglmatrix = (double* const) data;
|
||||
|
||||
RAS_Polygon* poly = result->m_hitMesh->GetPolygon(result->m_hitPolygon);
|
||||
if (!poly->IsVisible())
|
||||
return false;
|
||||
|
||||
MT_Point3 resultpoint(result->m_hitPoint);
|
||||
MT_Vector3 resultnormal(result->m_hitNormal);
|
||||
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;
|
||||
}
|
||||
|
||||
void RAS_OpenGLRasterizer::applyTransform(double* oglmatrix,int objectdrawmode )
|
||||
{
|
||||
/* FIXME:
|
||||
blender: intern/moto/include/MT_Vector3.inl:42: MT_Vector3 operator/(const
|
||||
MT_Vector3&, double): Assertion `!MT_fuzzyZero(s)' failed.
|
||||
|
||||
Program received signal SIGABRT, Aborted.
|
||||
[Switching to Thread 16384 (LWP 1519)]
|
||||
0x40477571 in kill () from /lib/libc.so.6
|
||||
(gdb) bt
|
||||
#7 0x08334368 in MT_Vector3::normalized() const ()
|
||||
#8 0x0833e6ec in RAS_OpenGLRasterizer::applyTransform(RAS_IRasterizer*, double*, int) ()
|
||||
*/
|
||||
|
||||
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 = GetCameraPosition();
|
||||
MT_Vector3 dir = (campos - objpos).safe_normalized();
|
||||
MT_Vector3 up(0,0,1.0);
|
||||
|
||||
KX_GameObject* gameobj = (KX_GameObject*)m_clientobject;
|
||||
// get scaling of halo object
|
||||
MT_Vector3 size = gameobj->GetSGNode()->GetWorldScaling();
|
||||
|
||||
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 = (up.cross(left)).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]);
|
||||
KX_GameObject *gameobj = (KX_GameObject*)m_clientobject;
|
||||
MT_Vector3 direction = MT_Vector3(0,0,-1);
|
||||
|
||||
direction.normalize();
|
||||
direction *= 100000;
|
||||
|
||||
MT_Point3 topoint = frompoint + direction;
|
||||
|
||||
KX_Scene* kxscene = (KX_Scene*) m_auxilaryClientInfo;
|
||||
PHY_IPhysicsEnvironment* physics_environment = kxscene->GetPhysicsEnvironment();
|
||||
KX_IPhysicsController* physics_controller = gameobj->GetPhysicsController();
|
||||
|
||||
KX_GameObject *parent = gameobj->GetParent();
|
||||
if (!physics_controller && parent)
|
||||
physics_controller = parent->GetPhysicsController();
|
||||
if (parent)
|
||||
parent->Release();
|
||||
|
||||
KX_RayCast::Callback<RAS_OpenGLRasterizer> callback(this, physics_controller, oglmatrix);
|
||||
if (!KX_RayCast::RayTest(physics_environment, frompoint, topoint, callback))
|
||||
{
|
||||
// couldn't find something to cast the shadow on...
|
||||
glMultMatrixd(oglmatrix);
|
||||
}
|
||||
else
|
||||
{ // we found the "ground", but the cast matrix doesn't take
|
||||
// scaling in consideration, so we must apply the object scale
|
||||
MT_Vector3 size = gameobj->GetSGNode()->GetLocalScale();
|
||||
glScalef(size[0], size[1], size[2]);
|
||||
}
|
||||
} else
|
||||
{
|
||||
|
||||
// 'normal' object
|
||||
glMultMatrixd(oglmatrix);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
static void DisableForText()
|
||||
{
|
||||
glPolygonMode(GL_FRONT_AND_BACK, GL_FILL); /* needed for texture fonts otherwise they render as wireframe */
|
||||
|
||||
glDisable(GL_BLEND);
|
||||
glDisable(GL_ALPHA_TEST);
|
||||
|
||||
glDisable(GL_LIGHTING);
|
||||
glDisable(GL_COLOR_MATERIAL);
|
||||
|
||||
if (GLEW_ARB_multitexture) {
|
||||
for (int i=0; i<MAXTEX; i++) {
|
||||
glActiveTextureARB(GL_TEXTURE0_ARB+i);
|
||||
|
||||
if (GLEW_ARB_texture_cube_map)
|
||||
glDisable(GL_TEXTURE_CUBE_MAP_ARB);
|
||||
|
||||
glDisable(GL_TEXTURE_2D);
|
||||
}
|
||||
|
||||
glActiveTextureARB(GL_TEXTURE0_ARB);
|
||||
}
|
||||
else {
|
||||
if (GLEW_ARB_texture_cube_map)
|
||||
glDisable(GL_TEXTURE_CUBE_MAP_ARB);
|
||||
|
||||
glDisable(GL_TEXTURE_2D);
|
||||
}
|
||||
}
|
||||
|
||||
void RAS_OpenGLRasterizer::RenderBox2D(int xco,
|
||||
int yco,
|
||||
int width,
|
||||
int height,
|
||||
float percentage)
|
||||
{
|
||||
/* This is a rather important line :( The gl-mode hasn't been left
|
||||
* behind quite as neatly as we'd have wanted to. I don't know
|
||||
* what cause it, though :/ .*/
|
||||
glDisable(GL_DEPTH_TEST);
|
||||
|
||||
glMatrixMode(GL_PROJECTION);
|
||||
glPushMatrix();
|
||||
glLoadIdentity();
|
||||
|
||||
glOrtho(0, width, 0, height, -100, 100);
|
||||
|
||||
glMatrixMode(GL_MODELVIEW);
|
||||
glPushMatrix();
|
||||
glLoadIdentity();
|
||||
|
||||
yco = height - yco;
|
||||
int barsize = 50;
|
||||
|
||||
/* draw in black first*/
|
||||
glColor3ub(0, 0, 0);
|
||||
glBegin(GL_QUADS);
|
||||
glVertex2f(xco + 1 + 1 + barsize * percentage, yco - 1 + 10);
|
||||
glVertex2f(xco + 1, yco - 1 + 10);
|
||||
glVertex2f(xco + 1, yco - 1);
|
||||
glVertex2f(xco + 1 + 1 + barsize * percentage, yco - 1);
|
||||
glEnd();
|
||||
|
||||
glColor3ub(255, 255, 255);
|
||||
glBegin(GL_QUADS);
|
||||
glVertex2f(xco + 1 + barsize * percentage, yco + 10);
|
||||
glVertex2f(xco, yco + 10);
|
||||
glVertex2f(xco, yco);
|
||||
glVertex2f(xco + 1 + barsize * percentage, yco);
|
||||
glEnd();
|
||||
|
||||
glMatrixMode(GL_PROJECTION);
|
||||
glPopMatrix();
|
||||
glMatrixMode(GL_MODELVIEW);
|
||||
glPopMatrix();
|
||||
glEnable(GL_DEPTH_TEST);
|
||||
}
|
||||
|
||||
void RAS_OpenGLRasterizer::RenderText3D(int fontid,
|
||||
const char* text,
|
||||
int size,
|
||||
int dpi,
|
||||
float* color,
|
||||
double* mat,
|
||||
float aspect)
|
||||
{
|
||||
/* gl prepping */
|
||||
DisableForText();
|
||||
|
||||
/* the actual drawing */
|
||||
glColor4fv(color);
|
||||
|
||||
/* multiply the text matrix by the object matrix */
|
||||
BLF_enable(fontid, BLF_MATRIX|BLF_ASPECT);
|
||||
BLF_matrix(fontid, mat);
|
||||
|
||||
/* aspect is the inverse scale that allows you to increase */
|
||||
/* your resolution without sizing the final text size */
|
||||
/* the bigger the size, the smaller the aspect */
|
||||
BLF_aspect(fontid, aspect, aspect, aspect);
|
||||
|
||||
BLF_size(fontid, size, dpi);
|
||||
BLF_position(fontid, 0, 0, 0);
|
||||
BLF_draw(fontid, (char *)text, 65535);
|
||||
|
||||
BLF_disable(fontid, BLF_MATRIX|BLF_ASPECT);
|
||||
}
|
||||
|
||||
void RAS_OpenGLRasterizer::RenderText2D(RAS_TEXT_RENDER_MODE mode,
|
||||
const char* text,
|
||||
int xco,
|
||||
int yco,
|
||||
int width,
|
||||
int height)
|
||||
{
|
||||
/* This is a rather important line :( The gl-mode hasn't been left
|
||||
* behind quite as neatly as we'd have wanted to. I don't know
|
||||
* what cause it, though :/ .*/
|
||||
DisableForText();
|
||||
glDisable(GL_DEPTH_TEST);
|
||||
|
||||
glMatrixMode(GL_PROJECTION);
|
||||
glPushMatrix();
|
||||
glLoadIdentity();
|
||||
|
||||
glOrtho(0, width, 0, height, -100, 100);
|
||||
|
||||
glMatrixMode(GL_MODELVIEW);
|
||||
glPushMatrix();
|
||||
glLoadIdentity();
|
||||
|
||||
if (mode == RAS_TEXT_PADDED) {
|
||||
/* draw in black first*/
|
||||
glColor3ub(0, 0, 0);
|
||||
BLF_size(blf_mono_font, 11, 72);
|
||||
BLF_position(blf_mono_font, (float)xco+1, (float)(height-yco-1), 0.0f);
|
||||
BLF_draw(blf_mono_font, (char *)text, 65535);/* XXX, use real len */
|
||||
|
||||
glColor3ub(255, 255, 255);
|
||||
BLF_position(blf_mono_font, (float)xco, (float)(height-yco), 0.0f);
|
||||
BLF_draw(blf_mono_font, (char *)text, 65535);
|
||||
} else {
|
||||
/* the actual drawing */
|
||||
glColor3ub(255, 255, 255);
|
||||
BLF_size(blf_mono_font, 11, 72);
|
||||
BLF_position(blf_mono_font, (float)xco, (float)(height-yco), 0.0f);
|
||||
BLF_draw(blf_mono_font, (char *)text, 65535); /* XXX, use real len */
|
||||
}
|
||||
|
||||
glMatrixMode(GL_PROJECTION);
|
||||
glPopMatrix();
|
||||
glMatrixMode(GL_MODELVIEW);
|
||||
glPopMatrix();
|
||||
glEnable(GL_DEPTH_TEST);
|
||||
}
|
||||
|
||||
/* Render Text renders text into a (series of) polygon, using a texture font,
|
||||
* Each character consists of one polygon (one quad or two triangles) */
|
||||
|
||||
void RAS_OpenGLRasterizer::RenderText(
|
||||
int mode,
|
||||
RAS_IPolyMaterial* polymat,
|
||||
float v1[3], float v2[3], float v3[3], float v4[3], int glattrib)
|
||||
{
|
||||
const STR_String& mytext = ((CValue*)m_clientobject)->GetPropertyText("Text");
|
||||
|
||||
const unsigned int flag = polymat->GetFlag();
|
||||
struct MTFace* tface = 0;
|
||||
unsigned int *col = 0;
|
||||
|
||||
if (flag & RAS_BLENDERMAT) {
|
||||
KX_BlenderMaterial *bl_mat = static_cast<KX_BlenderMaterial*>(polymat);
|
||||
tface = bl_mat->GetMTFace();
|
||||
col = bl_mat->GetMCol();
|
||||
} else {
|
||||
KX_PolygonMaterial* blenderpoly = static_cast<KX_PolygonMaterial*>(polymat);
|
||||
tface = blenderpoly->GetMTFace();
|
||||
col = blenderpoly->GetMCol();
|
||||
}
|
||||
|
||||
GPU_render_text(tface, mode, mytext, mytext.Length(), col, v1, v2, v3, v4, glattrib);
|
||||
}
|
||||
|
||||
|
||||
void RAS_OpenGLRasterizer::PushMatrix()
|
||||
{
|
||||
glPushMatrix();
|
||||
}
|
||||
|
||||
void RAS_OpenGLRasterizer::PopMatrix()
|
||||
{
|
||||
glPopMatrix();
|
||||
}
|
||||
|
||||
|
||||
int RAS_OpenGLRasterizer::ApplyLights(int objectlayer, const MT_Transform& viewmat)
|
||||
{
|
||||
// taken from blender source, incompatibility between Blender Object / GameObject
|
||||
KX_Scene* kxscene = (KX_Scene*)m_auxilaryClientInfo;
|
||||
float glviewmat[16];
|
||||
unsigned int count;
|
||||
std::vector<struct RAS_LightObject*>::iterator lit = m_lights.begin();
|
||||
|
||||
for (count=0; count<m_numgllights; count++)
|
||||
glDisable((GLenum)(GL_LIGHT0+count));
|
||||
|
||||
viewmat.getValue(glviewmat);
|
||||
|
||||
glPushMatrix();
|
||||
glLoadMatrixf(glviewmat);
|
||||
for (lit = m_lights.begin(), count = 0; !(lit==m_lights.end()) && count < m_numgllights; ++lit)
|
||||
{
|
||||
RAS_LightObject* lightdata = (*lit);
|
||||
KX_LightObject *kxlight = (KX_LightObject*)lightdata->m_light;
|
||||
|
||||
if (kxlight->ApplyLight(kxscene, objectlayer, count))
|
||||
count++;
|
||||
}
|
||||
glPopMatrix();
|
||||
|
||||
return count;
|
||||
}
|
||||
|
||||
void RAS_OpenGLRasterizer::MotionBlur()
|
||||
{
|
||||
int state = GetMotionBlurState();
|
||||
float motionblurvalue;
|
||||
if (state)
|
||||
{
|
||||
motionblurvalue = GetMotionBlurValue();
|
||||
if (state==1)
|
||||
{
|
||||
//bugfix:load color buffer into accum buffer for the first time(state=1)
|
||||
glAccum(GL_LOAD, 1.0);
|
||||
SetMotionBlurState(2);
|
||||
}
|
||||
else if (motionblurvalue >= 0.0f && motionblurvalue <= 1.0f) {
|
||||
glAccum(GL_MULT, motionblurvalue);
|
||||
glAccum(GL_ACCUM, 1-motionblurvalue);
|
||||
glAccum(GL_RETURN, 1.0);
|
||||
glFlush();
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void RAS_OpenGLRasterizer::SetClientObject(void* obj)
|
||||
{
|
||||
if (m_clientobject != obj)
|
||||
{
|
||||
bool ccw = (obj == NULL || !((KX_GameObject*)obj)->IsNegativeScaling());
|
||||
SetFrontFace(ccw);
|
||||
|
||||
m_clientobject = obj;
|
||||
}
|
||||
}
|
||||
|
||||
void RAS_OpenGLRasterizer::SetAuxilaryClientInfo(void* inf)
|
||||
{
|
||||
m_auxilaryClientInfo = inf;
|
||||
}
|
||||
|
||||
|
||||
@@ -105,6 +105,15 @@ class RAS_OpenGLRasterizer : public RAS_IRasterizer
|
||||
|
||||
bool m_usingoverrideshader;
|
||||
|
||||
// Render tools
|
||||
void* m_clientobject;
|
||||
void* m_auxilaryClientInfo;
|
||||
std::vector<struct RAS_LightObject*> m_lights;
|
||||
int m_lastlightlayer;
|
||||
bool m_lastlighting;
|
||||
void *m_lastauxinfo;
|
||||
unsigned int m_numgllights;
|
||||
|
||||
protected:
|
||||
int m_drawingmode;
|
||||
TexCoGen m_texco[RAS_MAX_TEXCO];
|
||||
@@ -171,10 +180,8 @@ public:
|
||||
|
||||
virtual void IndexPrimitives(class RAS_MeshSlot& ms);
|
||||
virtual void IndexPrimitivesMulti(class RAS_MeshSlot& ms);
|
||||
virtual void IndexPrimitives_3DText(
|
||||
class RAS_MeshSlot& ms,
|
||||
class RAS_IPolyMaterial* polymat,
|
||||
class RAS_IRenderTools* rendertools);
|
||||
virtual void IndexPrimitives_3DText(class RAS_MeshSlot& ms,
|
||||
class RAS_IPolyMaterial* polymat);
|
||||
|
||||
virtual void SetProjectionMatrix(MT_CmMatrix4x4 & mat);
|
||||
virtual void SetProjectionMatrix(const MT_Matrix4x4 & mat);
|
||||
@@ -330,6 +337,65 @@ public:
|
||||
virtual void SetUsingOverrideShader(bool val);
|
||||
virtual bool GetUsingOverrideShader();
|
||||
|
||||
/**
|
||||
* Render Tools
|
||||
*/
|
||||
void EnableOpenGLLights();
|
||||
void DisableOpenGLLights();
|
||||
void ProcessLighting(bool uselights, const MT_Transform& viewmat);
|
||||
|
||||
void RenderBox2D(int xco,
|
||||
int yco,
|
||||
int width,
|
||||
int height,
|
||||
float percentage);
|
||||
|
||||
|
||||
void RenderText3D(int fontid,
|
||||
const char* text,
|
||||
int size,
|
||||
int dpi,
|
||||
float* color,
|
||||
double* mat,
|
||||
float aspect);
|
||||
|
||||
void RenderText2D(RAS_TEXT_RENDER_MODE mode,
|
||||
const char* text,
|
||||
int xco,
|
||||
int yco,
|
||||
int width,
|
||||
int height);
|
||||
|
||||
void RenderText(int mode,
|
||||
class RAS_IPolyMaterial* polymat,
|
||||
float v1[3],
|
||||
float v2[3],
|
||||
float v3[3],
|
||||
float v4[3],
|
||||
int glattrib);
|
||||
|
||||
void applyTransform(double* oglmatrix, int objectdrawmode);
|
||||
int applyLights(int objectlayer, const MT_Transform& viewmat);
|
||||
|
||||
void PushMatrix();
|
||||
void PopMatrix();
|
||||
|
||||
bool RayHit(class KX_ClientObjectInfo* client, class KX_RayCast* result, void * const data);
|
||||
bool NeedRayCast(class KX_ClientObjectInfo*) { return true; }
|
||||
|
||||
|
||||
void AddLight(struct RAS_LightObject* lightobject);
|
||||
|
||||
void RemoveLight(struct RAS_LightObject* lightobject);
|
||||
int ApplyLights(int objectlayer, const MT_Transform& viewmat);
|
||||
|
||||
void MotionBlur();
|
||||
|
||||
void SetClientObject(void* obj);
|
||||
|
||||
void SetAuxilaryClientInfo(void* inf);
|
||||
|
||||
|
||||
#ifdef WITH_CXX_GUARDEDALLOC
|
||||
MEM_CXX_CLASS_ALLOC_FUNCS("GE:RAS_OpenGLRasterizer")
|
||||
#endif
|
||||
|
||||
@@ -80,7 +80,6 @@ ImageRender::ImageRender (KX_Scene *scene, KX_Camera * camera) :
|
||||
m_engine = KX_GetActiveEngine();
|
||||
m_rasterizer = m_engine->GetRasterizer();
|
||||
m_canvas = m_engine->GetCanvas();
|
||||
m_rendertools = m_engine->GetRenderTools();
|
||||
}
|
||||
|
||||
// destructor
|
||||
@@ -200,9 +199,8 @@ void ImageRender::Render()
|
||||
m_canvas->ClearColor(m_background[0], m_background[1], m_background[2], m_background[3]);
|
||||
m_canvas->ClearBuffer(RAS_ICanvas::COLOR_BUFFER|RAS_ICanvas::DEPTH_BUFFER);
|
||||
m_rasterizer->BeginFrame(RAS_IRasterizer::KX_TEXTURED,m_engine->GetClockTime());
|
||||
m_rendertools->BeginFrame(m_rasterizer);
|
||||
m_engine->SetWorldSettings(m_scene->GetWorldInfo());
|
||||
m_rendertools->SetAuxilaryClientInfo(m_scene);
|
||||
m_rasterizer->SetAuxilaryClientInfo(m_scene);
|
||||
m_rasterizer->DisplayFog();
|
||||
// matrix calculation, don't apply any of the stereo mode
|
||||
m_rasterizer->SetStereoMode(RAS_IRasterizer::RAS_STEREO_NOSTEREO);
|
||||
@@ -275,7 +273,7 @@ void ImageRender::Render()
|
||||
|
||||
m_scene->CalculateVisibleMeshes(m_rasterizer,m_camera);
|
||||
|
||||
m_scene->RenderBuckets(camtrans, m_rasterizer, m_rendertools);
|
||||
m_scene->RenderBuckets(camtrans, m_rasterizer);
|
||||
|
||||
m_scene->RenderFonts();
|
||||
|
||||
@@ -595,7 +593,6 @@ ImageRender::ImageRender (KX_Scene *scene, KX_GameObject *observer, KX_GameObjec
|
||||
m_engine = KX_GetActiveEngine();
|
||||
m_rasterizer = m_engine->GetRasterizer();
|
||||
m_canvas = m_engine->GetCanvas();
|
||||
m_rendertools = m_engine->GetRenderTools();
|
||||
// locate the vertex assigned to mat and do following calculation in mesh coordinates
|
||||
for (int meshIndex = 0; meshIndex < mirror->GetMeshCount(); meshIndex++)
|
||||
{
|
||||
|
||||
@@ -39,7 +39,6 @@
|
||||
#include "DNA_screen_types.h"
|
||||
#include "RAS_ICanvas.h"
|
||||
#include "RAS_IRasterizer.h"
|
||||
#include "RAS_IRenderTools.h"
|
||||
|
||||
#include "ImageViewport.h"
|
||||
|
||||
@@ -88,8 +87,6 @@ protected:
|
||||
RAS_ICanvas* m_canvas;
|
||||
/// rasterizer
|
||||
RAS_IRasterizer* m_rasterizer;
|
||||
/// render tools
|
||||
RAS_IRenderTools* m_rendertools;
|
||||
/// engine
|
||||
KX_KetsjiEngine* m_engine;
|
||||
|
||||
|
||||
Reference in New Issue
Block a user