 3a1ee13278
			
		
	
	3a1ee13278
	
	
	
		
			
			You can see a screenshot of the funcionality here: http://wiki.blender.org/index.php/Doc:2.6/manual/Game_Engine/Performance/Display/Framerate_and_Profile This patch creates a bar-like graph to quickly allow the game dev to see the performance changes. Also it changes the font to monospace (too allow ' ' padding) and reduced shadow border to match the blenderplayer one. Patch finalized and commited at Global Game Jam Vancouver (last one, time to sleep forever now)
		
			
				
	
	
		
			405 lines
		
	
	
		
			12 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			405 lines
		
	
	
		
			12 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
| /*
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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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| /** \file gameengine/BlenderRoutines/KX_BlenderRenderTools.cpp
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|  *  \ingroup blroutines
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|  */
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| 
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| 
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| #include "GL/glew.h"
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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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| #include "RAS_GLExtensionManager.h"
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| 
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| #include "KX_GameObject.h"
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| #include "KX_PolygonMaterial.h"
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| #include "KX_BlenderMaterial.h"
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| #include "KX_RayCast.h"
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| #include "KX_IPhysicsController.h"
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| #include "KX_Light.h"
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| 
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| #include "PHY_IPhysicsEnvironment.h"
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| 
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| #include "STR_String.h"
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| 
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| #include "GPU_draw.h"
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| 
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| #include "KX_BlenderGL.h" // for text printing
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| #include "KX_BlenderRenderTools.h"
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| 
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| unsigned int KX_BlenderRenderTools::m_numgllights;
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| 
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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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| KX_BlenderRenderTools::~KX_BlenderRenderTools()
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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_lastlightlayer = -1;
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| 	m_lastauxinfo = NULL;
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| 	m_lastlighting = true; /* force disable in DisableOpenGLLights() */
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| 	DisableOpenGLLights();
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| }
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| 
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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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| /* ProcessLighting performs lighting on objects. the layer is a bitfield that
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|  * contains layer information. There are 20 'official' layers in blender. A
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|  * light is applied on an object only when they are in the same layer. OpenGL
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|  * has a maximum of 8 lights (simultaneous), so 20 * 8 lights are possible in
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|  * a scene. */
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| 
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| void KX_BlenderRenderTools::ProcessLighting(RAS_IRasterizer *rasty, bool uselights, const MT_Transform& viewmat)
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| {
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| 	bool enable = false;
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| 	int layer= -1;
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| 
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| 	/* find the layer */
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| 	if (uselights) {
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| 		if (m_clientobject)
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| 			layer = static_cast<KX_GameObject*>(m_clientobject)->GetLayer();
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| 	}
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| 
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| 	/* avoid state switching */
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| 	if (m_lastlightlayer == layer && m_lastauxinfo == m_auxilaryClientInfo)
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| 		return;
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| 
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| 	m_lastlightlayer = layer;
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| 	m_lastauxinfo = m_auxilaryClientInfo;
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| 
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| 	/* enable/disable lights as needed */
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| 	if (layer >= 0)
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| 		enable = applyLights(layer, viewmat);
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| 
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| 	if (enable)
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| 		EnableOpenGLLights(rasty);
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| 	else
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| 		DisableOpenGLLights();
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| }
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| 
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| void KX_BlenderRenderTools::EnableOpenGLLights(RAS_IRasterizer *rasty)
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| {
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| 	if (m_lastlighting == true)
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| 		return;
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| 
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| 	glEnable(GL_LIGHTING);
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| 	glEnable(GL_COLOR_MATERIAL);
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| 
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| 	glColorMaterial(GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE);
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| 	glLightModeli(GL_LIGHT_MODEL_TWO_SIDE, GL_TRUE);
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| 	glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, (rasty->GetCameraOrtho())? GL_FALSE: GL_TRUE);
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| 	if (GLEW_EXT_separate_specular_color || GLEW_VERSION_1_2)
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| 		glLightModeli(GL_LIGHT_MODEL_COLOR_CONTROL, GL_SEPARATE_SPECULAR_COLOR);
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| 	
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| 	m_lastlighting = true;
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| }
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| 
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| void KX_BlenderRenderTools::DisableOpenGLLights()
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| {
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| 	if (m_lastlighting == false)
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| 		return;
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| 
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| 	glDisable(GL_LIGHTING);
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| 	glDisable(GL_COLOR_MATERIAL);
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| 
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| 	m_lastlighting = false;
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| }
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| 
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| 
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| void KX_BlenderRenderTools::SetClientObject(RAS_IRasterizer *rasty, void* obj)
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| {
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| 	if (m_clientobject != obj)
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| 	{
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| 		bool ccw = (obj == NULL || !((KX_GameObject*)obj)->IsNegativeScaling());
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| 		rasty->SetFrontFace(ccw);
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| 
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| 		m_clientobject = obj;
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| 	}
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| }
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| 
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| bool KX_BlenderRenderTools::RayHit(KX_ClientObjectInfo* client, KX_RayCast* result, void * const data)
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| {
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| 	double* const oglmatrix = (double* const) data;
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| 	MT_Point3 resultpoint(result->m_hitPoint);
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| 	MT_Vector3 resultnormal(result->m_hitNormal);
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| 	MT_Vector3 left(oglmatrix[0],oglmatrix[1],oglmatrix[2]);
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| 	MT_Vector3 dir = -(left.cross(resultnormal)).safe_normalized();
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| 	left = (dir.cross(resultnormal)).safe_normalized();
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| 	// for the up vector, we take the 'resultnormal' returned by the physics
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| 	
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| 	double maat[16] = {left[0],         left[1],         left[2],         0,
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| 	                   dir[0],          dir[1],          dir[2],          0,
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| 	                   resultnormal[0], resultnormal[1], resultnormal[2], 0,
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| 	                   0,               0,               0,               1};
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| 
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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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| 
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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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| 	
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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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| 
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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*)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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| 
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| 		double maat[16] = {left[0], left[1], left[2], 0,
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| 		                   dir[0],  dir[1],  dir[2],  0,
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| 		                   up[0],   up[1],   up[2],   0,
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| 		                   0,       0,       0,       1};
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| 
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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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| 	}
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| 	else {
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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*)m_clientobject;
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| 			MT_Vector3 direction = MT_Vector3(0,0,-1);
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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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| 
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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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| 			
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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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| 				
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| 			KX_RayCast::Callback<KX_BlenderRenderTools> callback(this, physics_controller, oglmatrix);
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| 			if (!KX_RayCast::RayTest(physics_environment, frompoint, topoint, callback))
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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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| 			{ // we found the "ground", but the cast matrix doesn't take
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| 			  // scaling in consideration, so we must apply the object scale
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| 				MT_Vector3  size = gameobj->GetSGNode()->GetLocalScale();
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| 				glScalef(size[0], size[1], size[2]);
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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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| void KX_BlenderRenderTools::RenderBox2D(int xco,
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| 			int yco,
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| 			int width,
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| 			int height,
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| 			float percentage)
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| {
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| 	BL_draw_gamedebug_box(xco, yco, width, height, percentage);
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| }
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| 
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| void KX_BlenderRenderTools::RenderText3D(int fontid,
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| 										 const char* text,
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| 										 int size,
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| 										 int dpi,
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| 										 float* color,
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| 										 double* mat,
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| 										 float aspect)
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| {
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| 	BL_print_game_line(fontid, text, size, dpi, color, mat, aspect);
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| }
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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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| 	if (mode == RAS_IRenderTools::RAS_TEXT_PADDED)
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| 		BL_print_gamedebug_line_padded(text, xco, yco, width, height);
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| 	else
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| 		BL_print_gamedebug_line(text, xco, yco, width, height);
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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(
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| 	int mode,
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| 	RAS_IPolyMaterial* polymat,
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| 	float v1[3], float v2[3], float v3[3], float v4[3], int glattrib)
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| {
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| 	const STR_String& mytext = ((CValue*)m_clientobject)->GetPropertyText("Text");
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| 	
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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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| 
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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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| 	
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| 	GPU_render_text(tface, mode, mytext, mytext.Length(), col, v1, v2, v3, v4, glattrib);
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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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| int KX_BlenderRenderTools::applyLights(int objectlayer, const MT_Transform& viewmat)
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| {
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| 	// taken from blender source, incompatibility between Blender Object / GameObject
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| 	KX_Scene* kxscene = (KX_Scene*)m_auxilaryClientInfo;
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| 	float glviewmat[16];
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| 	unsigned int count;
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| 	std::vector<struct	RAS_LightObject*>::iterator lit = m_lights.begin();
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| 
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| 	for (count=0; count<m_numgllights; count++)
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| 		glDisable((GLenum)(GL_LIGHT0+count));
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| 
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| 	viewmat.getValue(glviewmat);
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| 	
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| 	glPushMatrix();
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| 	glLoadMatrixf(glviewmat);
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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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| 		KX_LightObject *kxlight = (KX_LightObject*)lightdata->m_light;
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| 
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| 		if (kxlight->ApplyLight(kxscene, objectlayer, count))
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| 			count++;
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| 	}
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| 	glPopMatrix();
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| 
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| 	return count;
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| }
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| 
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| void KX_BlenderRenderTools::MotionBlur(RAS_IRasterizer* rasterizer)
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| {
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| 	int state = rasterizer->GetMotionBlurState();
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| 	float motionblurvalue;
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| 	if (state)
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| 	{
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| 		motionblurvalue = rasterizer->GetMotionBlurValue();
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| 		if (state==1)
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| 		{
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| 			//bugfix:load color buffer into accum buffer for the first time(state=1)
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| 			glAccum(GL_LOAD, 1.0);
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| 			rasterizer->SetMotionBlurState(2);
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| 		}
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| 		else if (motionblurvalue >= 0.0f && motionblurvalue <= 1.0f) {
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| 			glAccum(GL_MULT, motionblurvalue);
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| 			glAccum(GL_ACCUM, 1-motionblurvalue);
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| 			glAccum(GL_RETURN, 1.0);
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| 			glFlush();
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| 		}
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| 	}
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| }
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