 00291b5cf4
			
		
	
	00291b5cf4
	
	
	
		
			
			[SCons] Build with Solid as default when enabling the gameengine in the build process [SCons] Build solid and qhull from the extern directory and link statically against them That was about it. There are a few things that needs double checking: * Makefiles * Projectfiles * All the other systems than Linux and Windows on which the build (with scons) has been successfully tested.
		
			
				
	
	
		
			231 lines
		
	
	
		
			4.8 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			231 lines
		
	
	
		
			4.8 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
| /**
 | |
|  * $Id$
 | |
|  * ***** BEGIN GPL/BL DUAL LICENSE BLOCK *****
 | |
|  *
 | |
|  * This program is free software; you can redistribute it and/or
 | |
|  * modify it under the terms of the GNU General Public License
 | |
|  * as published by the Free Software Foundation; either version 2
 | |
|  * of the License, or (at your option) any later version. The Blender
 | |
|  * Foundation also sells licenses for use in proprietary software under
 | |
|  * the Blender License.  See http://www.blender.org/BL/ for information
 | |
|  * about this.
 | |
|  *
 | |
|  * This program is distributed in the hope that it will be useful,
 | |
|  * but WITHOUT ANY WARRANTY; without even the implied warranty of
 | |
|  * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
 | |
|  * GNU General Public License for more details.
 | |
|  *
 | |
|  * You should have received a copy of the GNU General Public License
 | |
|  * along with this program; if not, write to the Free Software Foundation,
 | |
|  * Inc., 59 Temple Place - Suite 330, Boston, MA  02111-1307, USA.
 | |
|  *
 | |
|  * The Original Code is Copyright (C) 2001-2002 by NaN Holding BV.
 | |
|  * All rights reserved.
 | |
|  *
 | |
|  * The Original Code is: all of this file.
 | |
|  *
 | |
|  * Contributor(s): none yet.
 | |
|  *
 | |
|  * ***** END GPL/BL DUAL LICENSE BLOCK *****
 | |
|  */
 | |
| #ifdef HAVE_CONFIG_H
 | |
| #include <config.h>
 | |
| #endif
 | |
| 
 | |
| #include "RAS_VAOpenGLRasterizer.h"
 | |
| 
 | |
| #ifdef WIN32
 | |
| #include <windows.h>
 | |
| #endif // WIN32
 | |
| #ifdef __APPLE__
 | |
| #include <OpenGL/gl.h>
 | |
| #else
 | |
| #include <GL/gl.h>
 | |
| #endif
 | |
| 
 | |
| #include "STR_String.h"
 | |
| #include "RAS_TexVert.h"
 | |
| #include "MT_CmMatrix4x4.h"
 | |
| #include "RAS_IRenderTools.h" // rendering text
 | |
| 
 | |
| #include "RAS_GLExtensionManager.h"
 | |
| 	
 | |
| 
 | |
| using namespace RAS_GL;
 | |
| 
 | |
| RAS_VAOpenGLRasterizer::RAS_VAOpenGLRasterizer(RAS_ICanvas* canvas)
 | |
| :RAS_OpenGLRasterizer(canvas)
 | |
| {
 | |
| }
 | |
| 
 | |
| 
 | |
| 
 | |
| RAS_VAOpenGLRasterizer::~RAS_VAOpenGLRasterizer()
 | |
| {
 | |
| }
 | |
| 
 | |
| 
 | |
| 
 | |
| bool RAS_VAOpenGLRasterizer::Init(void)
 | |
| {
 | |
| 	
 | |
| 	bool result = RAS_OpenGLRasterizer::Init();
 | |
| 	
 | |
| 	if (result)
 | |
| 	{
 | |
| 		// if possible, add extensions to other platforms too, if this
 | |
| 		// rasterizer becomes messy just derive one for each platform 
 | |
| 		// (ie. KX_Win32Rasterizer, KX_LinuxRasterizer etc.)
 | |
| 
 | |
| 		glEnableClientState(GL_VERTEX_ARRAY);
 | |
| 		glDisableClientState(GL_TEXTURE_COORD_ARRAY);
 | |
| 		glDisableClientState(GL_NORMAL_ARRAY);
 | |
| 		glDisableClientState(GL_COLOR_ARRAY);
 | |
| 
 | |
| 		glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
 | |
| 	}
 | |
| 
 | |
| 	return result;
 | |
| }
 | |
| 
 | |
| 
 | |
| 
 | |
| void RAS_VAOpenGLRasterizer::SetDrawingMode(int drawingmode)
 | |
| {
 | |
| 	m_drawingmode = drawingmode;
 | |
| 
 | |
| 		switch (m_drawingmode)
 | |
| 	{
 | |
| 	case KX_BOUNDINGBOX:
 | |
| 		{
 | |
| 		}
 | |
| 	case KX_WIREFRAME:
 | |
| 		{
 | |
| 			glDisable (GL_CULL_FACE);
 | |
| 			break;
 | |
| 		}
 | |
| 	case KX_TEXTURED:
 | |
| 		{
 | |
| 		}
 | |
| 	case KX_SHADED:
 | |
| 		{
 | |
| 			glEnableClientState(GL_COLOR_ARRAY);
 | |
| 		}
 | |
| 	case KX_SOLID:
 | |
| 		{
 | |
| 			break;
 | |
| 		}
 | |
| 	default:
 | |
| 		{
 | |
| 		}
 | |
| 	}
 | |
| }
 | |
| 
 | |
| 
 | |
| 
 | |
| void RAS_VAOpenGLRasterizer::Exit()
 | |
| {
 | |
| 	glDisableClientState(GL_VERTEX_ARRAY);
 | |
| 	glDisableClientState(GL_TEXTURE_COORD_ARRAY);
 | |
| 	glDisableClientState(GL_COLOR_ARRAY);
 | |
| 	glDisableClientState(GL_NORMAL_ARRAY);
 | |
| 	glDisable(GL_COLOR_MATERIAL);
 | |
| 
 | |
| 	RAS_OpenGLRasterizer::Exit();
 | |
| }
 | |
| 
 | |
| 
 | |
| 
 | |
| void RAS_VAOpenGLRasterizer::IndexPrimitives( const vecVertexArray& vertexarrays,
 | |
| 							const vecIndexArrays & indexarrays,
 | |
| 							int mode,
 | |
| 							class RAS_IPolyMaterial* polymat,
 | |
| 							class RAS_IRenderTools* rendertools,
 | |
| 							bool useObjectColor,
 | |
| 							const MT_Vector4& rgbacolor)
 | |
| {
 | |
| 	unsigned char* mypointer=NULL;
 | |
| 	static const GLsizei vtxstride = sizeof(RAS_TexVert);
 | |
| 	GLenum drawmode;
 | |
| 	switch (mode)
 | |
| 	{
 | |
| 	case 0:
 | |
| 		{
 | |
| 		drawmode = GL_TRIANGLES;
 | |
| 		break;
 | |
| 		}
 | |
| 	case 2:
 | |
| 		{
 | |
| 		drawmode = GL_QUADS;
 | |
| 		break;
 | |
| 		}
 | |
| 	case 1:	//lines
 | |
| 		{
 | |
| 		}
 | |
| 	default:
 | |
| 		{
 | |
| 		drawmode = GL_LINES;
 | |
| 		break;
 | |
| 		}
 | |
| 	}
 | |
| 	const RAS_TexVert* vertexarray;
 | |
| 	unsigned int numindices, vt;
 | |
| 	if (drawmode != GL_LINES)
 | |
| 	{
 | |
| 		if (useObjectColor)
 | |
| 		{
 | |
| 			glDisableClientState(GL_COLOR_ARRAY);
 | |
| 			glColor4d(rgbacolor[0], rgbacolor[1], rgbacolor[2], rgbacolor[3]);
 | |
| 		} else
 | |
| 		{
 | |
| 			glColor4d(0,0,0,1.0);
 | |
| 			glEnableClientState(GL_COLOR_ARRAY);
 | |
| 		}
 | |
| 	}
 | |
| 	else
 | |
| 	{
 | |
| 		glColor3d(0,0,0);
 | |
| 	}
 | |
| 	// use glDrawElements to draw each vertexarray
 | |
| 	for (vt=0;vt<vertexarrays.size();vt++)
 | |
| 	{
 | |
| 		vertexarray = &((*vertexarrays[vt]) [0]);
 | |
| 		const KX_IndexArray & indexarray = (*indexarrays[vt]);
 | |
| 		numindices = indexarray.size();
 | |
| 		int numverts = vertexarrays[vt]->size();
 | |
| 
 | |
| 		if (!numindices)
 | |
| 			break;
 | |
| 		
 | |
| 		glVertexPointer(3,GL_FLOAT,vtxstride,vertexarray->getLocalXYZ());
 | |
| 		glTexCoordPointer(2,GL_FLOAT,vtxstride,vertexarray->getUV1());
 | |
| 		glColorPointer(4,GL_UNSIGNED_BYTE,vtxstride,&vertexarray->getRGBA());
 | |
| 		glNormalPointer(GL_SHORT,vtxstride,vertexarray->getNormal());
 | |
| 		glLockArraysEXT(0,numverts);
 | |
| 		// here the actual drawing takes places
 | |
| 		glDrawElements(drawmode,numindices,GL_UNSIGNED_INT,&(indexarray[0]));
 | |
| 		glUnlockArraysEXT();
 | |
| 	}
 | |
| }
 | |
| 
 | |
| 
 | |
| void RAS_VAOpenGLRasterizer::EnableTextures(bool enable)
 | |
| {
 | |
| 	if (enable)
 | |
| 		glEnableClientState(GL_TEXTURE_COORD_ARRAY);
 | |
| 	else
 | |
| 		glDisableClientState(GL_TEXTURE_COORD_ARRAY);
 | |
| }
 | |
| 
 | |
| bool RAS_VAOpenGLRasterizer::Stereo()
 | |
| {
 | |
| /*
 | |
| 	if(m_stereomode == RAS_STEREO_NOSTEREO)
 | |
| 		return false;
 | |
| 	else
 | |
| 		return true;
 | |
| */
 | |
| 	return false;
 | |
| }
 | |
| 
 |