420 lines
		
	
	
		
			11 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			420 lines
		
	
	
		
			11 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
| /**
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|  * $Id$
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|  * ***** BEGIN GPL/BL DUAL 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. The Blender
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|  * Foundation also sells licenses for use in proprietary software under
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|  * the Blender License.  See http://www.blender.org/BL/ for information
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|  * about this.
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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., 59 Temple Place - Suite 330, Boston, MA  02111-1307, 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/BL DUAL LICENSE BLOCK *****
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|  */
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| 
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| #include "KX_BlenderRenderTools.h"
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| 
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| #ifdef HAVE_CONFIG_H
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| #include <config.h>
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| #endif
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| 
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| #ifdef WIN32
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| // OpenGL gl.h needs 'windows.h' on windows platforms 
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| #include <windows.h>
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| #endif //WIN32
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| #ifdef __APPLE__
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| #include <OpenGL/gl.h>
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| #else
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| #include <GL/gl.h>
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| #endif
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| 
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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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| 
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| 
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| // next two includes/dependencies come from the shadow feature
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| // it needs the gameobject and the sumo physics scene for a raycast
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| #include "KX_GameObject.h"
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| 
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| #include "KX_BlenderPolyMaterial.h"
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| #include "Value.h"
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| 
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| #include "KX_BlenderGL.h" // for text printing
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| #include "STR_String.h"
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| #include "RAS_BucketManager.h" // for polymaterial (needed for textprinting)
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| 
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| KX_BlenderRenderTools::KX_BlenderRenderTools()
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| {
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| }
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| 
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| /**
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| ProcessLighting performs lighting on objects. the layer is a bitfield that contains layer information.
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| There are 20 'official' layers in blender.
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| A light is applied on an object only when they are in the same layer.
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| OpenGL has a maximum of 8 lights (simultaneous), so 20 * 8 lights are possible in a scene.
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| */
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| 
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| int	KX_BlenderRenderTools::ProcessLighting(int layer) 
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| {
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| 	
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| 	int result = false;
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| 
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| 	if (layer < 0)
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| 	{
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| 		DisableOpenGLLights();
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| 		result = false;
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| 	} else
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| 	{
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| 		if (m_clientobject)
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| 		{
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| 
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| 			
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| 			if (applyLights(layer))
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| 			{
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| 				EnableOpenGLLights();
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| 				result = true;
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| 			} else
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| 			{
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| 				DisableOpenGLLights();
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| 				result = false;
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| 			}
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| 
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| 			
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| 		}
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| 	}
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| 	return result;
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| 	
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| 	
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| }
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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_lastblenderobject = NULL;
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| 	m_lastblenderlights = false;
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| 	m_lastlayer = -1;
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| 	m_lastlighting = false;
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| 	m_modified = true;
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| 	DisableOpenGLLights();
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| 
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| 
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| }
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| 	
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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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| 	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
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| 		//page 360/361 3D Game Engine Design, David Eberly for a discussion
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| 		// on screen aligned and axis aligned billboards
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| 		// assumed is that the preprocessor transformed all billboard polygons
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| 		// so that their normal points into the positive x direction (1.0 , 0.0 , 0.0)
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| 		// when new parenting for objects is done, this rotation
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| 		// will be moved into the object
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| 		
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| 		MT_Point3 objpos (oglmatrix[12],oglmatrix[13],oglmatrix[14]);
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| 		MT_Point3 campos = rasty->GetCameraPosition();
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| 		MT_Vector3 dir = (campos - objpos).safe_normalized();
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| 		MT_Vector3 up(0,0,1.0);
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| 
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| 		KX_GameObject* gameobj = (KX_GameObject*) this->m_clientobject;
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| 		// get scaling of halo object
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| 		MT_Vector3  size = gameobj->GetSGNode()->GetLocalScale();
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| 		
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| 		bool screenaligned = (objectdrawmode & RAS_IPolyMaterial::BILLBOARD_SCREENALIGNED)!=0;//false; //either screen or axisaligned
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| 		if (screenaligned)
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| 		{
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| 			up = (up - up.dot(dir) * dir).safe_normalized();
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| 		} else
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| 		{
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| 			dir = (dir - up.dot(dir)*up).safe_normalized();
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| 		}
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| 
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| 		MT_Vector3 left = dir.normalized();
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| 		dir = (left.cross(up)).normalized();
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| 
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| 		// we have calculated the row vectors, now we keep
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| 		// local scaling into account:
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| 
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| 		left *= size[0];
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| 		dir  *= size[1];
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| 		up   *= size[2];
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| 		double maat[16]={
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| 			left[0], left[1],left[2], 0,
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| 				dir[0], dir[1],dir[2],0,
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| 				up[0],up[1],up[2],0,
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| 				0,0,0,1};
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| 			glTranslated(objpos[0],objpos[1],objpos[2]);
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| 			glMultMatrixd(maat);
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| 			
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| 	} else
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| 	{
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| 		if (objectdrawmode & RAS_IPolyMaterial::SHADOW)
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| 		{
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| 			// shadow must be cast to the ground, physics system needed here!
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| 			// KX_GameObject* gameobj = (KX_GameObject*) this->m_clientobject;
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| 			MT_Point3 frompoint(oglmatrix[12],oglmatrix[13],oglmatrix[14]);
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| 			MT_Vector3 direction = MT_Vector3(0,0,-1);
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| 
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| 			
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| 			direction.normalize();
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| 			direction *= 100000;
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| 
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| 			// MT_Point3 topoint = frompoint + direction;
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| 			MT_Point3 resultpoint;
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| 			MT_Vector3 resultnormal;
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| 
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| 			//todo:
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| 			//use physics abstraction
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| 
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| 			
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| 			//SM_Scene* scene = (SM_Scene*) m_auxilaryClientInfo;
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| 
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| 			//SM_Object* hitObj = scene->rayTest(gameobj->GetSumoObject(),frompoint,topoint,
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| 			//									 resultpoint, resultnormal);
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| 
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| 			
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| 			if (0) //hitObj)
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| 			{
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| 				MT_Vector3 left(oglmatrix[0],oglmatrix[1],oglmatrix[2]);
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| 				MT_Vector3 dir = -(left.cross(resultnormal)).normalized();
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| 				left = (dir.cross(resultnormal)).normalized();
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| 				// for the up vector, we take the 'resultnormal' returned by the physics
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| 				
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| 				double maat[16]={
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| 					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(maat);
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| 					//	glMultMatrixd(oglmatrix);
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| 			} else
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| 			{
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| 				glMultMatrixd(oglmatrix);
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| 			}
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| 
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| 			
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| 		} else
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| 		{
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| 
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| 			// 'normal' object
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| 			glMultMatrixd(oglmatrix);
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| 		}
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| 	}
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| }
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| 
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| 
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| /**
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| Render Text renders text into a (series of) polygon, using a texture font,
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| Each character consists of one polygon (one quad or two triangles)
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| */
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| void	KX_BlenderRenderTools::RenderText(int mode,RAS_IPolyMaterial* polymat,float v1[3],float v2[3],float v3[3],float v4[3])
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| {
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| 		
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| 	STR_String mytext = ((CValue*)m_clientobject)->GetPropertyText("Text");
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| 	
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| 	KX_BlenderPolyMaterial* blenderpoly = (KX_BlenderPolyMaterial*)polymat;
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| 	struct TFace* tface = blenderpoly->GetTFace();
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| 	
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| 	BL_RenderText( mode,mytext,mytext.Length(),tface,v1,v2,v3,v4);
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| 	
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| }
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| 
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| 
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| 
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| KX_BlenderRenderTools::~KX_BlenderRenderTools()
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| {
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| };
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| 	
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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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| 	
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| 
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| 	
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| void KX_BlenderRenderTools::DisableOpenGLLights()
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| {
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| 	glDisable(GL_LIGHTING);
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| 	glDisable(GL_COLOR_MATERIAL);
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| #ifndef SLOWPAINT
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| 	glDisableClientState(GL_NORMAL_ARRAY);
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| #endif //SLOWPAINT
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| }
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| 
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| 	
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| void KX_BlenderRenderTools::EnableOpenGLLights()
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| {
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| 	glEnable(GL_LIGHTING);
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| 	
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| 	glColorMaterial(GL_FRONT_AND_BACK,GL_DIFFUSE);
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| 	glEnable(GL_COLOR_MATERIAL);
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| #ifndef SLOWPAINT
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| 	glEnableClientState(GL_NORMAL_ARRAY);
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| #endif //SLOWPAINT
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| 	glLightModeli(GL_LIGHT_MODEL_TWO_SIDE, false);
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| }
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| 	
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| 
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| /**
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|  * Rendering text using 2D bitmap functionality.  
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|  */
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| void KX_BlenderRenderTools::RenderText2D(RAS_TEXT_RENDER_MODE mode,
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| 										 const char* text,
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| 										 int xco,
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| 										 int yco,									 
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| 										 int width,
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| 										 int height)
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| {
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| 	switch (mode) {
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| 	case RAS_IRenderTools::RAS_TEXT_PADDED: {
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| 		STR_String tmpstr(text);
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| 		BL_print_gamedebug_line_padded(tmpstr.Ptr(),xco,yco,width,height);
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| 		break;
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| 	}
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| 	default: {
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| 		STR_String tmpstr(text);
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| 		BL_print_gamedebug_line(tmpstr.Ptr(),xco,yco,width,height);
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| 	}
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| 	}
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| }
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| 
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| 	
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| 
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| void KX_BlenderRenderTools::PushMatrix()
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| {
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| 	glPushMatrix();
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| }
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| 
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| void KX_BlenderRenderTools::PopMatrix()
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| {
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| 	glPopMatrix();
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| }
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| 
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| 
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| 
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| int	KX_BlenderRenderTools::applyLights(int objectlayer)
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| {
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| // taken from blender source, incompatibility between Blender Object / GameObject	
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| 	
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| 	int count;
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| 	float vec[4];
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| 		
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| 	vec[3]= 1.0;
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| 	
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| 	for(count=0; count<8; count++)
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| 		glDisable((GLenum)(GL_LIGHT0+count));
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| 	
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| 	count= 0;
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| 
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| 	//std::vector<struct	RAS_LightObject*> m_lights;
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| 	std::vector<struct	RAS_LightObject*>::iterator lit = m_lights.begin();
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| 
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| 	
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| 	for (lit = m_lights.begin(); !(lit==m_lights.end()); ++lit)
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| 	{
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| 		RAS_LightObject* lightdata = (*lit);
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| 		if (lightdata->m_layer & objectlayer)
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| 		{
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| 
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| 			glPushMatrix();
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| 			glLoadMatrixf(m_viewmat);
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| 			
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| 			
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| 			vec[0] = (*(lightdata->m_worldmatrix))(0,3);
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| 			vec[1] = (*(lightdata->m_worldmatrix))(1,3);
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| 			vec[2] = (*(lightdata->m_worldmatrix))(2,3);
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| 			vec[3] = 1;
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| 
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| 
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| 			if(lightdata->m_type==RAS_LightObject::LIGHT_SUN) {
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| 				
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| 				vec[0] = (*(lightdata->m_worldmatrix))(0,2);
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| 				vec[1] = (*(lightdata->m_worldmatrix))(1,2);
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| 				vec[2] = (*(lightdata->m_worldmatrix))(2,2);
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| 				//vec[0]= base->object->obmat[2][0];
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| 				//vec[1]= base->object->obmat[2][1];
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| 				//vec[2]= base->object->obmat[2][2];
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| 				vec[3]= 0.0;
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| 				glLightfv((GLenum)(GL_LIGHT0+count), GL_POSITION, vec); 
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| 			}
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| 			else {
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| 				//vec[3]= 1.0;
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| 				glLightfv((GLenum)(GL_LIGHT0+count), GL_POSITION, vec); 
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| 				glLightf((GLenum)(GL_LIGHT0+count), GL_CONSTANT_ATTENUATION, 1.0);
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| 				glLightf((GLenum)(GL_LIGHT0+count), GL_LINEAR_ATTENUATION, lightdata->m_att1/lightdata->m_distance);
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| 						// without this next line it looks backward compatible.
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| 						//attennuation still is acceptable 
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| 						// glLightf((GLenum)(GL_LIGHT0+count), GL_QUADRATIC_ATTENUATION, la->att2/(la->dist*la->dist)); 
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| 				
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| 				if(lightdata->m_type==RAS_LightObject::LIGHT_SPOT) {
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| 					vec[0] = -(*(lightdata->m_worldmatrix))(0,2);
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| 					vec[1] = -(*(lightdata->m_worldmatrix))(1,2);
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| 					vec[2] = -(*(lightdata->m_worldmatrix))(2,2);
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| 					//vec[0]= -base->object->obmat[2][0];
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| 					//vec[1]= -base->object->obmat[2][1];
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| 					//vec[2]= -base->object->obmat[2][2];
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| 					glLightfv((GLenum)(GL_LIGHT0+count), GL_SPOT_DIRECTION, vec);
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| 					glLightf((GLenum)(GL_LIGHT0+count), GL_SPOT_CUTOFF, lightdata->m_spotsize/2.0);
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| 					glLightf((GLenum)(GL_LIGHT0+count), GL_SPOT_EXPONENT, 128.0*lightdata->m_spotblend);
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| 				}
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| 				else glLightf((GLenum)(GL_LIGHT0+count), GL_SPOT_CUTOFF, 180.0);
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| 			}
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| 			
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| 			vec[0]= lightdata->m_energy*lightdata->m_red;
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| 			vec[1]= lightdata->m_energy*lightdata->m_green;
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| 			vec[2]= lightdata->m_energy*lightdata->m_blue;
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| 			vec[3]= 1.0;
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| 			glLightfv((GLenum)(GL_LIGHT0+count), GL_DIFFUSE, vec); 
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| 			glLightfv((GLenum)(GL_LIGHT0+count), GL_SPECULAR, vec);
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| 			glEnable((GLenum)(GL_LIGHT0+count));
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| 
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| 			glPopMatrix();
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| 
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| 			count++;
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| 			if(count>7) 
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| 				break;
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| 		}
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| 	}
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| 
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| 	return count;
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| 
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| }
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| 
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| 
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| 
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| RAS_IPolyMaterial* KX_BlenderRenderTools::CreateBlenderPolyMaterial(
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| 		const STR_String &texname,
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| 		bool ba,const STR_String& matname,int tile,int tilexrep,int tileyrep,int mode,int transparant,int lightlayer
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| 		,bool bIsTriangle,void* clientobject,void* tface)
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| {
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| 	return new KX_BlenderPolyMaterial(
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| 
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| 		texname,
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| 		ba,matname,tile,tilexrep,tileyrep,mode,transparant,lightlayer
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| 		,bIsTriangle,clientobject,(struct TFace*)tface);
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| }
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