 e46895811e
			
		
	
	e46895811e
	
	
	
		
			
			fix only in embed bge, blenderplayer seems to be doing differently. -- reported live by Mike Pan
		
			
				
	
	
		
			277 lines
		
	
	
		
			6.6 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			277 lines
		
	
	
		
			6.6 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
| /**
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|  * $Id$
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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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| 
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| #include "KX_BlenderGL.h"
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| 
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| /* 
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|  * This little block needed for linking to Blender... 
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|  */
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| #ifdef WIN32
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| #include <vector>
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| #include "BLI_winstuff.h"
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| #endif
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| 
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| #include <stdlib.h>
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| #include <string.h>
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| 
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| #include "GL/glew.h"
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| 
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| #include "MEM_guardedalloc.h"
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| 
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| #include "BL_Material.h" // MAXTEX
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| 
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| /* Data types encoding the game world: */
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| #include "DNA_object_types.h"
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| #include "DNA_scene_types.h"
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| #include "DNA_screen_types.h"
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| #include "DNA_camera_types.h"
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| #include "DNA_world_types.h"
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| #include "DNA_mesh_types.h"
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| #include "DNA_meshdata_types.h"
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| #include "DNA_image_types.h"
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| #include "DNA_view3d_types.h"
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| #include "DNA_material_types.h"
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| #include "DNA_windowmanager_types.h"
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| 
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| #include "BKE_global.h"
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| #include "BKE_main.h"
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| #include "BKE_bmfont.h"
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| #include "BKE_image.h"
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| 
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| #include "BLI_path_util.h"
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| 
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| extern "C" {
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| #include "IMB_imbuf_types.h"
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| #include "IMB_imbuf.h"
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| #include "WM_api.h"
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| #include "WM_types.h"
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| #include "wm_event_system.h"
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| #include "wm_cursors.h"
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| #include "wm_window.h"
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| #include "BLF_api.h"
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| }
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| 
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| /* end of blender block */
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| void BL_warp_pointer(wmWindow *win, int x,int y)
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| {
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| 	WM_cursor_warp(win, x, y);
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| }
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| 
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| void BL_SwapBuffers(wmWindow *win)
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| {
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| 	wm_window_swap_buffers(win);
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| }
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| 
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| 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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| 
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| 	if(glIsEnabled(GL_BLEND)) glDisable(GL_BLEND);
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| 	if(glIsEnabled(GL_ALPHA_TEST)) glDisable(GL_ALPHA_TEST);
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| 
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| 	if(glIsEnabled(GL_LIGHTING)) {
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| 		glDisable(GL_LIGHTING);
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| 		glDisable(GL_COLOR_MATERIAL);
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| 	}
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| 
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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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| 
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| 			if(GLEW_ARB_texture_cube_map)
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| 				if(glIsEnabled(GL_TEXTURE_CUBE_MAP_ARB))
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| 					glDisable(GL_TEXTURE_CUBE_MAP_ARB);
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| 
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| 			if(glIsEnabled(GL_TEXTURE_2D))
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| 				glDisable(GL_TEXTURE_2D);
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| 		}
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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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| 			if(glIsEnabled(GL_TEXTURE_CUBE_MAP_ARB))
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| 				glDisable(GL_TEXTURE_CUBE_MAP_ARB);
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| 
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| 		if(glIsEnabled(GL_TEXTURE_2D))
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| 			glDisable(GL_TEXTURE_2D);
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| 	}
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| }
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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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| 
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| 	/* the actual drawing */
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| 	glColor4fv(color);
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| 
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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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| 
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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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| 
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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, strlen(text));
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| 
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| 	BLF_disable(fontid, BLF_MATRIX|BLF_ASPECT);
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| }
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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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| 
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| 	glMatrixMode(GL_PROJECTION);
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| 	glPushMatrix();
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| 	glLoadIdentity();
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| 
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| 	glOrtho(0, width, 0, height, -100, 100);
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| 
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| 	glMatrixMode(GL_MODELVIEW);
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| 	glPushMatrix();
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| 	glLoadIdentity();
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| 
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| 	/* the actual drawing */
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| 	glColor3ub(255, 255, 255);
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| 	BLF_draw_default(xco, height-yco, 0.0f, (char *)text, 65535); /* XXX, use real len */
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| 
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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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| 
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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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| 
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| 	glMatrixMode(GL_PROJECTION);
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| 	glPushMatrix();
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| 	glLoadIdentity();
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| 	
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| 	glOrtho(0, width, 0, height, -100, 100);
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| 	
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| 	glMatrixMode(GL_MODELVIEW);
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| 	glPushMatrix();
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| 	glLoadIdentity();
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| 
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| 	/* draw in black first*/
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| 	glColor3ub(0, 0, 0);
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| 	BLF_draw_default(xco+2, height-yco-2, 0.0f, text, 65535); /* XXX, use real len */
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| 	glColor3ub(255, 255, 255);
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| 	BLF_draw_default(xco, height-yco, 0.0f, text, 65535); /* XXX, use real len */
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| 
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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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| 
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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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| }
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| 
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| 
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| void BL_WaitMouse(wmWindow *win)
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| {
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| 	WM_cursor_set(win, CURSOR_WAIT);
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| }
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| 
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| 
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| void BL_NormalMouse(wmWindow *win)
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| {
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| 	WM_cursor_set(win, CURSOR_STD);
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| }
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| #define MAX_FILE_LENGTH 512
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| 
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| /* get shot from frontbuffer sort of a copy from screendump.c */
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| static unsigned int *screenshot(ScrArea *curarea, int *dumpsx, int *dumpsy)
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| {
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| 	int x=0, y=0;
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| 	unsigned int *dumprect= NULL;
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| 	
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| 	x= curarea->totrct.xmin;
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| 	y= curarea->totrct.ymin;
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| 	*dumpsx= curarea->totrct.xmax-x;
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| 	*dumpsy= curarea->totrct.ymax-y;
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| 
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| 	if (*dumpsx && *dumpsy) {
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| 		
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| 		dumprect= (unsigned int *)MEM_mallocN(sizeof(int) * (*dumpsx) * (*dumpsy), "dumprect");
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| 		glReadBuffer(GL_FRONT);
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| 		glReadPixels(x, y, *dumpsx, *dumpsy, GL_RGBA, GL_UNSIGNED_BYTE, dumprect);
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| 		glFinish();
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| 		glReadBuffer(GL_BACK);
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| 	}
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| 
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| 	return dumprect;
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| }
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| 
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| /* based on screendump.c::screenshot_exec */
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| void BL_MakeScreenShot(ScrArea *curarea, const char* filename)
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| {
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| 	char path[MAX_FILE_LENGTH];
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| 	strcpy(path,filename);
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| 
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| 	unsigned int *dumprect;
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| 	int dumpsx, dumpsy;
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| 	
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| 	dumprect= screenshot(curarea, &dumpsx, &dumpsy);
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| 	if(dumprect) {
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| 		ImBuf *ibuf;
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| 		BLI_path_abs(path, G.main->name);
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| 		/* BKE_add_image_extension() checks for if extension was already set */
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| 		BKE_add_image_extension(path, R_PNG); /* scene->r.imtype */
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| 		ibuf= IMB_allocImBuf(dumpsx, dumpsy, 24, 0);
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| 		ibuf->rect= dumprect;
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| 		ibuf->ftype= PNG;
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| 
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| 		IMB_saveiff(ibuf, path, IB_rect);
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| 
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| 		ibuf->rect= NULL;
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| 		IMB_freeImBuf(ibuf);
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| 		MEM_freeN(dumprect);
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| 	}
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| }
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| 
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