486 lines
		
	
	
		
			14 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			486 lines
		
	
	
		
			14 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., 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 LICENSE BLOCK *****
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 */
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#include "KX_BlenderRenderTools.h"
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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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#define GL_GLEXT_LEGACY 1
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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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#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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// 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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#include "KX_BlenderPolyMaterial.h"
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#include "KX_PolygonMaterial.h"
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#include "KX_BlenderMaterial.h"
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#include "Value.h"
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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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#include "KX_RayCast.h"
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#include "KX_IPhysicsController.h"
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#include "PHY_IPhysicsEnvironment.h"
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#include "KX_Scene.h"
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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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/**
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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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int	KX_BlenderRenderTools::ProcessLighting(int layer) 
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{
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	int result = false;
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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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			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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	return result;
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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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bool KX_BlenderRenderTools::RayHit(KX_ClientObjectInfo* client, MT_Point3& hit_point, MT_Vector3& hit_normal, void * const data)
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{
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	double* const oglmatrix = (double* const) data;
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	MT_Point3 resultpoint(hit_point);
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	MT_Vector3 resultnormal(hit_normal);
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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]={
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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(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
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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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		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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		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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		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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		MT_Vector3 left = dir.normalized();
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		dir = (left.cross(up)).normalized();
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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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		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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	} 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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			MT_Point3 frompoint(oglmatrix[12],oglmatrix[13],oglmatrix[14]);
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			KX_GameObject *gameobj = (KX_GameObject*) this->m_clientobject;
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			MT_Vector3 direction = MT_Vector3(0,0,-1);
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			direction.normalize();
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			direction *= 100000;
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			MT_Point3 topoint = frompoint + direction;
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			KX_Scene* kxscene = (KX_Scene*) m_auxilaryClientInfo;
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			PHY_IPhysicsEnvironment* physics_environment = kxscene->GetPhysicsEnvironment();
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			KX_IPhysicsController* physics_controller = gameobj->GetPhysicsController();
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			KX_GameObject *parent = gameobj->GetParent();
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			if (!physics_controller && parent)
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				physics_controller = parent->GetPhysicsController();
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			if (parent)
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				parent->Release();
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			MT_Point3 resultpoint;
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			MT_Vector3 resultnormal;
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			if (!KX_RayCast::RayTest(physics_controller, physics_environment, frompoint, topoint, resultpoint, resultnormal, KX_RayCast::Callback<KX_BlenderRenderTools>(this, oglmatrix)))
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			{
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				// couldn't find something to cast the shadow on...
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				glMultMatrixd(oglmatrix);
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			}
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		} else
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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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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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	STR_String mytext = ((CValue*)m_clientobject)->GetPropertyText("Text");
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	const unsigned int flag = polymat->GetFlag();
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	struct MTFace* tface = 0;
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	unsigned int *col = 0;
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	if(flag & RAS_BLENDERMAT) {
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		KX_BlenderMaterial *bl_mat = static_cast<KX_BlenderMaterial*>(polymat);
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		tface = bl_mat->GetMTFace();
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		col = bl_mat->GetMCol();
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	} else {
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		KX_PolygonMaterial* blenderpoly = static_cast<KX_PolygonMaterial*>(polymat);
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		tface = blenderpoly->GetMTFace();
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		col = blenderpoly->GetMCol();
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	}
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	BL_RenderText( mode,mytext,mytext.Length(),tface,col,v1,v2,v3,v4);
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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::EndFrame(RAS_IRasterizer* rasty)
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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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}
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void KX_BlenderRenderTools::EnableOpenGLLights()
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{
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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, true);
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	if (bgl::QueryExtension(bgl::_GL_EXT_separate_specular_color) || bgl::QueryVersion(1, 2))
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		glLightModeli(GL_LIGHT_MODEL_COLOR_CONTROL, GL_SEPARATE_SPECULAR_COLOR);
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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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void KX_BlenderRenderTools::PushMatrix()
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{
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	glPushMatrix();
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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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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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	unsigned int count;
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	float vec[4];
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	vec[3]= 1.0;
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	for(count=0; count<m_numgllights; count++)
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		glDisable((GLenum)(GL_LIGHT0+count));
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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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	glPushMatrix();
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	glLoadMatrixf(m_viewmat);
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	for (lit = m_lights.begin(), count = 0; !(lit==m_lights.end()) && count < m_numgllights; ++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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			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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			if(lightdata->m_type==RAS_LightObject::LIGHT_SUN) {
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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, lightdata->m_att2/(lightdata->m_distance*lightdata->m_distance)); 
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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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			if (lightdata->m_nodiffuse)
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			{
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				vec[0] = vec[1] = vec[2] = vec[3] = 0.0;
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			} else {
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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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			}
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			glLightfv((GLenum)(GL_LIGHT0+count), GL_DIFFUSE, vec);
 | 
						|
			if (lightdata->m_nospecular)
 | 
						|
			{
 | 
						|
				vec[0] = vec[1] = vec[2] = vec[3] = 0.0;
 | 
						|
			} else if (lightdata->m_nodiffuse) {
 | 
						|
				vec[0]= lightdata->m_energy*lightdata->m_red;
 | 
						|
				vec[1]= lightdata->m_energy*lightdata->m_green;
 | 
						|
				vec[2]= lightdata->m_energy*lightdata->m_blue;
 | 
						|
				vec[3]= 1.0;
 | 
						|
			}
 | 
						|
			glLightfv((GLenum)(GL_LIGHT0+count), GL_SPECULAR, vec);
 | 
						|
			glEnable((GLenum)(GL_LIGHT0+count));
 | 
						|
 | 
						|
			count++;
 | 
						|
			
 | 
						|
		}
 | 
						|
	}
 | 
						|
	glPopMatrix();
 | 
						|
 | 
						|
	return count;
 | 
						|
 | 
						|
}
 | 
						|
 | 
						|
 | 
						|
 | 
						|
RAS_IPolyMaterial* KX_BlenderRenderTools::CreateBlenderPolyMaterial(
 | 
						|
		const STR_String &texname,
 | 
						|
		bool ba,const STR_String& matname,int tile,int tilexrep,int tileyrep,int mode,bool transparant,bool zsort, int lightlayer
 | 
						|
		,bool bIsTriangle,void* clientobject,void* tface)
 | 
						|
{
 | 
						|
	assert(!"Deprecated");
 | 
						|
/*	return new KX_BlenderPolyMaterial(
 | 
						|
 | 
						|
		texname,
 | 
						|
		ba,matname,tile,tilexrep,tileyrep,mode,transparant,zsort, lightlayer
 | 
						|
		,bIsTriangle,clientobject,(struct MTFace*)tface);*/
 | 
						|
	return NULL;
 | 
						|
}
 | 
						|
 | 
						|
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>=0.0 && motionblurvalue<=1.0)
 | 
						|
		{
 | 
						|
			glAccum(GL_MULT, motionblurvalue);
 | 
						|
			glAccum(GL_ACCUM, 1-motionblurvalue);
 | 
						|
			glAccum(GL_RETURN, 1.0);
 | 
						|
			glFlush();
 | 
						|
		}
 | 
						|
	}
 | 
						|
}
 | 
						|
 | 
						|
void KX_BlenderRenderTools::Update2DFilter(RAS_2DFilterManager::RAS_2DFILTER_MODE filtermode, int pass, STR_String& text)
 | 
						|
{
 | 
						|
	m_filtermanager.EnableFilter(filtermode, pass, text);
 | 
						|
}
 | 
						|
 | 
						|
void KX_BlenderRenderTools::Render2DFilters(RAS_ICanvas* canvas)
 | 
						|
{
 | 
						|
	m_filtermanager.RenderFilters(canvas);
 | 
						|
}
 | 
						|
 | 
						|
unsigned int KX_BlenderRenderTools::m_numgllights;
 |