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authorTon Roosendaal <ton@blender.org>2006-01-11 01:10:14 +0300
committerTon Roosendaal <ton@blender.org>2006-01-11 01:10:14 +0300
commite7285229b824f959f84efe6774c506034cf0f98e (patch)
treef4c96dae29629cc5e5b1c335d93abc82647a11c5
parentd594594cbe9c9eb3bc3c8a7708601e68693d324d (diff)
parent185c6bb49ce994d66fc67673b01a014161fa307d (diff)
Tuesday merger of bf-blender into orange branch.
-rw-r--r--extern/bullet/Bullet/CollisionShapes/BvhTriangleMeshShape.cpp134
-rw-r--r--extern/bullet/Bullet/CollisionShapes/BvhTriangleMeshShape.h53
-rw-r--r--extern/bullet/Bullet/CollisionShapes/CollisionMargin.h11
-rw-r--r--extern/bullet/Bullet/CollisionShapes/ConvexTriangleCallback.cpp86
-rw-r--r--extern/bullet/Bullet/CollisionShapes/ConvexTriangleCallback.h49
-rw-r--r--extern/bullet/Bullet/CollisionShapes/EmptyShape.cpp45
-rw-r--r--extern/bullet/Bullet/CollisionShapes/EmptyShape.h75
-rw-r--r--extern/bullet/Bullet/CollisionShapes/OptimizedBvh.cpp268
-rw-r--r--extern/bullet/Bullet/CollisionShapes/OptimizedBvh.h92
-rw-r--r--extern/bullet/Bullet/CollisionShapes/TriangleCallback.cpp23
-rw-r--r--extern/bullet/Bullet/CollisionShapes/TriangleIndexVertexArray.cpp49
-rw-r--r--extern/bullet/Bullet/CollisionShapes/TriangleIndexVertexArray.h46
-rw-r--r--extern/bullet/Bullet/NarrowPhaseCollision/ManifoldContactAddResult.cpp33
-rw-r--r--extern/bullet/Bullet/NarrowPhaseCollision/ManifoldContactAddResult.h32
-rw-r--r--release/scripts/3ds_export.py673
-rw-r--r--release/scripts/3ds_import.py662
-rw-r--r--release/scripts/blenderLipSynchro.py602
-rwxr-xr-xrelease/scripts/flt_export.py723
-rw-r--r--release/scripts/flt_filewalker.py278
-rwxr-xr-xrelease/scripts/flt_import.py1803
-rw-r--r--release/scripts/md2_export.py1016
-rw-r--r--release/scripts/md2_import.py571
-rw-r--r--release/scripts/mirror_bone_weights.py218
-rw-r--r--release/scripts/widgetwizard.py913
-rw-r--r--release/scripts/xsi_export.py1245
-rw-r--r--source/blender/blenkernel/BKE_global.h1
-rw-r--r--source/blender/blenkernel/BKE_mesh.h16
-rw-r--r--source/blender/blenkernel/intern/CCGSubSurf.c65
-rw-r--r--source/blender/blenkernel/intern/CCGSubSurf.h3
-rw-r--r--source/blender/blenkernel/intern/DerivedMesh.c2
-rw-r--r--source/blender/blenkernel/intern/displist.c11
-rw-r--r--source/blender/blenkernel/intern/ipo.c28
-rw-r--r--source/blender/blenkernel/intern/mesh.c121
-rw-r--r--source/blender/blenkernel/intern/modifier.c2
-rw-r--r--source/blender/blenkernel/intern/subsurf_ccg.c249
-rw-r--r--source/blender/blenkernel/intern/text.c3
-rw-r--r--source/blender/makesdna/DNA_ipo_types.h10
-rw-r--r--source/blender/makesdna/DNA_meshdata_types.h1
-rw-r--r--source/blender/makesdna/DNA_modifier_types.h3
-rw-r--r--source/blender/makesdna/DNA_scene_types.h6
-rw-r--r--source/blender/python/api2_2x/Bone.c6
-rw-r--r--source/blender/python/api2_2x/Draw.c178
-rw-r--r--source/blender/python/api2_2x/Draw.h4
-rw-r--r--source/blender/python/api2_2x/Ipo.c4
-rw-r--r--source/blender/python/api2_2x/Object.c35
-rw-r--r--source/blender/python/api2_2x/Scene.c2
-rw-r--r--source/blender/python/api2_2x/doc/Draw.py45
-rw-r--r--source/blender/python/api2_2x/doc/Lamp.py18
-rw-r--r--source/blender/python/api2_2x/doc/Object.py15
-rw-r--r--source/blender/python/api2_2x/matrix.c9
-rw-r--r--source/blender/renderconverter/intern/convertBlenderScene.c16
-rw-r--r--source/blender/src/booleanops_mesh.c6
-rw-r--r--source/blender/src/buttons_editing.c3
-rw-r--r--source/blender/src/buttons_scene.c36
-rw-r--r--source/blender/src/drawview.c21
-rw-r--r--source/blender/src/editaction.c8
-rw-r--r--source/blender/src/editconstraint.c3
-rw-r--r--source/blender/src/editipo.c132
-rw-r--r--source/blender/src/editipo_lib.c4
-rw-r--r--source/blender/src/editobject.c49
-rw-r--r--source/blender/src/editsima.c318
-rw-r--r--source/blender/src/fluidsim.c12
-rw-r--r--source/blender/src/header_image.c3
-rw-r--r--source/blender/src/header_info.c10
-rw-r--r--source/blender/src/interface.c3
-rw-r--r--source/blender/src/space.c3
-rw-r--r--source/blender/src/toolbox.c20
-rw-r--r--source/gameengine/BlenderRoutines/BL_KetsjiEmbedStart.cpp23
-rw-r--r--source/gameengine/BlenderRoutines/KX_BlenderRenderTools.cpp18
-rw-r--r--source/gameengine/Converter/BL_ArmatureObject.cpp45
-rw-r--r--source/gameengine/Converter/BL_ArmatureObject.h31
-rw-r--r--source/gameengine/Converter/BL_BlenderDataConversion.cpp604
-rw-r--r--source/gameengine/Converter/BL_MeshDeformer.cpp4
-rw-r--r--source/gameengine/Converter/BL_MeshDeformer.h26
-rw-r--r--source/gameengine/Converter/BL_SkinDeformer.cpp54
-rw-r--r--source/gameengine/Converter/BL_SkinDeformer.h51
-rw-r--r--source/gameengine/Converter/BlenderWorldInfo.cpp18
-rw-r--r--source/gameengine/Converter/BlenderWorldInfo.h10
-rw-r--r--source/gameengine/Converter/KX_BlenderSceneConverter.cpp32
-rw-r--r--source/gameengine/Converter/KX_BlenderSceneConverter.h11
-rw-r--r--source/gameengine/Converter/KX_IpoConvert.cpp194
-rw-r--r--source/gameengine/Converter/KX_IpoConvert.h4
-rw-r--r--source/gameengine/Converter/Makefile1
-rwxr-xr-xsource/gameengine/Converter/SConscript1
-rw-r--r--source/gameengine/Expressions/Value.cpp4
-rw-r--r--source/gameengine/Expressions/Value.h3
-rw-r--r--source/gameengine/GameLogic/SCA_IObject.cpp2
-rw-r--r--source/gameengine/GameLogic/SCA_LogicManager.cpp2
-rw-r--r--source/gameengine/GameLogic/SCA_LogicManager.h3
-rw-r--r--source/gameengine/GameLogic/SCA_PythonController.cpp44
-rw-r--r--source/gameengine/GamePlayer/ghost/GPG_Application.cpp27
-rw-r--r--source/gameengine/GamePlayer/ghost/GPG_Application.h3
-rw-r--r--source/gameengine/GamePlayer/ghost/GPG_ghost.cpp1
-rw-r--r--source/gameengine/Ketsji/BL_Material.cpp116
-rw-r--r--source/gameengine/Ketsji/BL_Material.h156
-rw-r--r--source/gameengine/Ketsji/BL_Shader.cpp942
-rw-r--r--source/gameengine/Ketsji/BL_Shader.h117
-rw-r--r--source/gameengine/Ketsji/BL_Texture.cpp389
-rw-r--r--source/gameengine/Ketsji/BL_Texture.h53
-rw-r--r--source/gameengine/Ketsji/KX_BlenderMaterial.cpp949
-rw-r--r--source/gameengine/Ketsji/KX_BlenderMaterial.h106
-rw-r--r--source/gameengine/Ketsji/KX_BulletPhysicsController.h3
-rw-r--r--source/gameengine/Ketsji/KX_Camera.cpp68
-rw-r--r--source/gameengine/Ketsji/KX_Camera.h39
-rw-r--r--source/gameengine/Ketsji/KX_ConvertPhysicsObjects.cpp4
-rw-r--r--source/gameengine/Ketsji/KX_GameObject.cpp33
-rw-r--r--source/gameengine/Ketsji/KX_GameObject.h13
-rw-r--r--source/gameengine/Ketsji/KX_ISceneConverter.h3
-rw-r--r--source/gameengine/Ketsji/KX_KetsjiEngine.cpp93
-rw-r--r--source/gameengine/Ketsji/KX_KetsjiEngine.h4
-rw-r--r--source/gameengine/Ketsji/KX_MaterialIpoController.cpp98
-rw-r--r--source/gameengine/Ketsji/KX_MaterialIpoController.h54
-rw-r--r--source/gameengine/Ketsji/KX_MeshProxy.cpp21
-rw-r--r--source/gameengine/Ketsji/KX_PolygonMaterial.h2
-rw-r--r--source/gameengine/Ketsji/KX_PythonInit.cpp83
-rw-r--r--source/gameengine/Ketsji/KX_RadarSensor.cpp15
-rw-r--r--source/gameengine/Ketsji/KX_Scene.cpp83
-rw-r--r--source/gameengine/Ketsji/KX_Scene.h12
-rw-r--r--source/gameengine/Ketsji/KX_VertexProxy.cpp46
-rw-r--r--source/gameengine/Ketsji/KX_VertexProxy.h4
-rw-r--r--source/gameengine/Ketsji/KX_WorldInfo.h4
-rw-r--r--source/gameengine/Ketsji/Makefile2
-rw-r--r--source/gameengine/Ketsji/SConscript9
-rw-r--r--source/gameengine/Physics/Bullet/CcdPhysicsController.cpp2
-rw-r--r--source/gameengine/Rasterizer/RAS_BucketManager.cpp11
-rw-r--r--source/gameengine/Rasterizer/RAS_CameraData.h17
-rw-r--r--source/gameengine/Rasterizer/RAS_IPolygonMaterial.cpp49
-rw-r--r--source/gameengine/Rasterizer/RAS_IPolygonMaterial.h43
-rw-r--r--source/gameengine/Rasterizer/RAS_IRasterizer.h35
-rw-r--r--source/gameengine/Rasterizer/RAS_MaterialBucket.cpp37
-rw-r--r--source/gameengine/Rasterizer/RAS_OpenGLRasterizer/ARB_multitexture.h173
-rw-r--r--source/gameengine/Rasterizer/RAS_OpenGLRasterizer/RAS_GLExtensionManager.cpp250
-rw-r--r--source/gameengine/Rasterizer/RAS_OpenGLRasterizer/RAS_GLExtensionManager.h139
-rw-r--r--source/gameengine/Rasterizer/RAS_OpenGLRasterizer/RAS_OpenGLRasterizer.cpp801
-rw-r--r--source/gameengine/Rasterizer/RAS_OpenGLRasterizer/RAS_OpenGLRasterizer.h34
-rw-r--r--source/gameengine/Rasterizer/RAS_OpenGLRasterizer/glext.h6495
-rw-r--r--source/gameengine/Rasterizer/RAS_TexVert.cpp25
-rw-r--r--source/gameengine/Rasterizer/RAS_TexVert.h27
-rw-r--r--source/nan_definitions.mk4
139 files changed, 23315 insertions, 748 deletions
diff --git a/extern/bullet/Bullet/CollisionShapes/BvhTriangleMeshShape.cpp b/extern/bullet/Bullet/CollisionShapes/BvhTriangleMeshShape.cpp
new file mode 100644
index 00000000000..0c94b884597
--- /dev/null
+++ b/extern/bullet/Bullet/CollisionShapes/BvhTriangleMeshShape.cpp
@@ -0,0 +1,134 @@
+/*
+ * Copyright (c) 2006 Erwin Coumans http://continuousphysics.com/Bullet/
+ *
+ * Permission to use, copy, modify, distribute and sell this software
+ * and its documentation for any purpose is hereby granted without fee,
+ * provided that the above copyright notice appear in all copies.
+ * Erwin Coumans makes no representations about the suitability
+ * of this software for any purpose.
+ * It is provided "as is" without express or implied warranty.
+*/
+
+//#define DISABLE_BVH
+
+
+#include "CollisionShapes/BvhTriangleMeshShape.h"
+#include "CollisionShapes/OptimizedBvh.h"
+
+///Bvh Concave triangle mesh is a static-triangle mesh shape with Bounding Volume Hierarchy optimization.
+///Uses an interface to access the triangles to allow for sharing graphics/physics triangles.
+BvhTriangleMeshShape::BvhTriangleMeshShape(StridingMeshInterface* meshInterface)
+:TriangleMeshShape(meshInterface)
+{
+ //construct bvh from meshInterface
+#ifndef DISABLE_BVH
+
+ m_bvh = new OptimizedBvh();
+ m_bvh->Build(meshInterface);
+
+#endif //DISABLE_BVH
+
+}
+
+BvhTriangleMeshShape::~BvhTriangleMeshShape()
+{
+ delete m_bvh;
+}
+
+//perform bvh tree traversal and report overlapping triangles to 'callback'
+void BvhTriangleMeshShape::ProcessAllTriangles(TriangleCallback* callback,const SimdVector3& aabbMin,const SimdVector3& aabbMax) const
+{
+
+#ifdef DISABLE_BVH
+ //brute force traverse all triangles
+ TriangleMeshShape::ProcessAllTriangles(callback,aabbMin,aabbMax);
+#else
+
+ //first get all the nodes
+
+
+ struct MyNodeOverlapCallback : public NodeOverlapCallback
+ {
+ StridingMeshInterface* m_meshInterface;
+ TriangleCallback* m_callback;
+ SimdVector3 m_triangle[3];
+
+
+ MyNodeOverlapCallback(TriangleCallback* callback,StridingMeshInterface* meshInterface)
+ :m_callback(callback),
+ m_meshInterface(meshInterface)
+ {
+ }
+
+ virtual void ProcessNode(const OptimizedBvhNode* node)
+ {
+ const unsigned char *vertexbase;
+ int numverts;
+ PHY_ScalarType type;
+ int stride;
+ const unsigned char *indexbase;
+ int indexstride;
+ int numfaces;
+ PHY_ScalarType indicestype;
+
+
+ m_meshInterface->getLockedReadOnlyVertexIndexBase(
+ &vertexbase,
+ numverts,
+ type,
+ stride,
+ &indexbase,
+ indexstride,
+ numfaces,
+ indicestype,
+ node->m_subPart);
+
+ int* gfxbase = (int*)(indexbase+node->m_triangleIndex*indexstride);
+
+ const SimdVector3& meshScaling = m_meshInterface->getScaling();
+ for (int j=2;j>=0;j--)
+ {
+
+ int graphicsindex = gfxbase[j];
+#ifdef DEBUG_TRIANGLE_MESH
+ printf("%d ,",graphicsindex);
+#endif //DEBUG_TRIANGLE_MESH
+ float* graphicsbase = (float*)(vertexbase+graphicsindex*stride);
+
+ m_triangle[j] = SimdVector3(
+ graphicsbase[0]*meshScaling.getX(),
+ graphicsbase[1]*meshScaling.getY(),
+ graphicsbase[2]*meshScaling.getZ());
+#ifdef DEBUG_TRIANGLE_MESH
+ printf("triangle vertices:%f,%f,%f\n",triangle[j].x(),triangle[j].y(),triangle[j].z());
+#endif //DEBUG_TRIANGLE_MESH
+ }
+
+ m_callback->ProcessTriangle(m_triangle);
+ m_meshInterface->unLockReadOnlyVertexBase(node->m_subPart);
+ }
+
+ };
+
+ MyNodeOverlapCallback myNodeCallback(callback,m_meshInterface);
+
+ m_bvh->ReportAabbOverlappingNodex(&myNodeCallback,aabbMin,aabbMax);
+
+
+#endif//DISABLE_BVH
+
+
+}
+
+
+void BvhTriangleMeshShape::setLocalScaling(const SimdVector3& scaling)
+{
+ if ((getLocalScaling() -scaling).length2() > SIMD_EPSILON)
+ {
+ TriangleMeshShape::setLocalScaling(scaling);
+ delete m_bvh;
+ m_bvh = new OptimizedBvh();
+ m_bvh->Build(m_meshInterface);
+ //rebuild the bvh...
+ }
+}
diff --git a/extern/bullet/Bullet/CollisionShapes/BvhTriangleMeshShape.h b/extern/bullet/Bullet/CollisionShapes/BvhTriangleMeshShape.h
new file mode 100644
index 00000000000..86cd1e56485
--- /dev/null
+++ b/extern/bullet/Bullet/CollisionShapes/BvhTriangleMeshShape.h
@@ -0,0 +1,53 @@
+/*
+ * Copyright (c) 2006 Erwin Coumans http://continuousphysics.com/Bullet/
+ *
+ * Permission to use, copy, modify, distribute and sell this software
+ * and its documentation for any purpose is hereby granted without fee,
+ * provided that the above copyright notice appear in all copies.
+ * Erwin Coumans makes no representations about the suitability
+ * of this software for any purpose.
+ * It is provided "as is" without express or implied warranty.
+*/
+#ifndef BVH_TRIANGLE_MESH_SHAPE_H
+#define BVH_TRIANGLE_MESH_SHAPE_H
+
+#include "CollisionShapes/TriangleMeshShape.h"
+#include "CollisionShapes/OptimizedBvh.h"
+
+///Bvh Concave triangle mesh is a static-triangle mesh shape with Bounding Volume Hierarchy optimization.
+///Uses an interface to access the triangles to allow for sharing graphics/physics triangles.
+class BvhTriangleMeshShape : public TriangleMeshShape
+{
+
+ OptimizedBvh* m_bvh;
+
+
+public:
+ BvhTriangleMeshShape(StridingMeshInterface* meshInterface);
+
+ virtual ~BvhTriangleMeshShape();
+
+
+ /*
+ virtual int GetShapeType() const
+ {
+ return TRIANGLE_MESH_SHAPE_PROXYTYPE;
+ }
+ */
+
+
+
+ virtual void ProcessAllTriangles(TriangleCallback* callback,const SimdVector3& aabbMin,const SimdVector3& aabbMax) const;
+
+
+ //debugging
+ virtual char* GetName()const {return "BVHTRIANGLEMESH";}
+
+
+ virtual void setLocalScaling(const SimdVector3& scaling);
+
+
+
+};
+
+#endif //BVH_TRIANGLE_MESH_SHAPE_H
diff --git a/extern/bullet/Bullet/CollisionShapes/CollisionMargin.h b/extern/bullet/Bullet/CollisionShapes/CollisionMargin.h
new file mode 100644
index 00000000000..41009dcd110
--- /dev/null
+++ b/extern/bullet/Bullet/CollisionShapes/CollisionMargin.h
@@ -0,0 +1,11 @@
+#ifndef COLLISION_MARGIN_H
+#define COLLISION_MARGIN_H
+
+//used by Gjk and some other algorithms
+
+#define CONVEX_DISTANCE_MARGIN 0.04f// 0.1f//;//0.01f
+
+
+
+#endif //COLLISION_MARGIN_H
+
diff --git a/extern/bullet/Bullet/CollisionShapes/ConvexTriangleCallback.cpp b/extern/bullet/Bullet/CollisionShapes/ConvexTriangleCallback.cpp
new file mode 100644
index 00000000000..dbaaaf243fa
--- /dev/null
+++ b/extern/bullet/Bullet/CollisionShapes/ConvexTriangleCallback.cpp
@@ -0,0 +1,86 @@
+#include "ConvexTriangleCallback.h"
+#include "NarrowPhaseCollision/PersistentManifold.h"
+#include "NarrowPhaseCollision/ManifoldContactAddResult.h"
+#include "NarrowPhaseCollision/GjkPairDetector.h"
+#include "NarrowPhaseCollision/MinkowskiPenetrationDepthSolver.h"
+
+
+
+#include "TriangleShape.h"
+
+//m_manifoldPtr = m_dispatcher->GetNewManifold(proxy0->m_clientObject,proxy1->m_clientObject);
+ //m_dispatcher->ReleaseManifold( m_manifoldPtr );
+
+ConvexTriangleCallback::ConvexTriangleCallback(PersistentManifold* manifold,ConvexShape* convexShape,const SimdTransform&convexTransform,const SimdTransform& triangleMeshTransform)
+:m_triangleMeshTransform(triangleMeshTransform),
+ m_convexTransform(convexTransform),
+ m_convexShape(convexShape),
+ m_manifoldPtr(manifold),
+ m_triangleCount(0)
+{
+}
+
+ConvexTriangleCallback::~ConvexTriangleCallback()
+{
+
+}
+
+
+void ConvexTriangleCallback::ClearCache()
+{
+ m_manifoldPtr->ClearManifold();
+};
+
+
+
+void ConvexTriangleCallback::ProcessTriangle(SimdVector3* triangle)
+{
+
+ //triangle, convex
+ TriangleShape tm(triangle[0],triangle[1],triangle[2]);
+ tm.SetMargin(m_collisionMarginTriangle);
+ GjkPairDetector::ClosestPointInput input;
+ input.m_transformA = m_triangleMeshTransform;
+ input.m_transformB = m_convexTransform;
+
+ ManifoldContactAddResult output(m_triangleMeshTransform,m_convexTransform,m_manifoldPtr);
+
+
+ VoronoiSimplexSolver simplexSolver;
+ MinkowskiPenetrationDepthSolver penetrationDepthSolver;
+
+ GjkPairDetector gjkDetector(&tm,m_convexShape,&simplexSolver,&penetrationDepthSolver);
+
+ gjkDetector.SetMinkowskiA(&tm);
+ gjkDetector.SetMinkowskiB(m_convexShape);
+ input.m_maximumDistanceSquared = tm.GetMargin()+ m_convexShape->GetMargin() + m_manifoldPtr->GetManifoldMargin();
+ input.m_maximumDistanceSquared*= input.m_maximumDistanceSquared;
+
+ input.m_maximumDistanceSquared = 1e30f;//?
+
+
+ gjkDetector.GetClosestPoints(input,output);
+
+
+}
+
+
+
+void ConvexTriangleCallback::Update(float collisionMarginTriangle)
+{
+ m_triangleCount = 0;
+ m_collisionMarginTriangle = collisionMarginTriangle;
+
+ SimdTransform boxInTriangleSpace;
+ boxInTriangleSpace = m_triangleMeshTransform.inverse() * m_convexTransform;
+
+ m_convexShape->GetAabb(boxInTriangleSpace,m_aabbMin,m_aabbMax);
+
+ float extraMargin = CONVEX_DISTANCE_MARGIN;
+
+ SimdVector3 extra(extraMargin,extraMargin,extraMargin);
+
+ m_aabbMax += extra;
+ m_aabbMin -= extra;
+
+}
diff --git a/extern/bullet/Bullet/CollisionShapes/ConvexTriangleCallback.h b/extern/bullet/Bullet/CollisionShapes/ConvexTriangleCallback.h
new file mode 100644
index 00000000000..8e0e446a549
--- /dev/null
+++ b/extern/bullet/Bullet/CollisionShapes/ConvexTriangleCallback.h
@@ -0,0 +1,49 @@
+#ifndef CONVEX_TRIANGLE_CALLBACK_H
+#define CONVEX_TRIANGLE_CALLBACK_H
+
+#include "TriangleCallback.h"
+class ConvexShape;
+class PersistentManifold;
+#include "SimdTransform.h"
+///ConvexTriangleCallback processes the narrowphase convex-triangle collision detection
+class ConvexTriangleCallback: public TriangleCallback
+{
+ SimdVector3 m_aabbMin;
+ SimdVector3 m_aabbMax ;
+
+ SimdTransform m_triangleMeshTransform;
+ SimdTransform m_convexTransform;
+
+// bool m_useContinuous;
+ float m_collisionMarginTriangle;
+
+public:
+int m_triangleCount;
+
+ ConvexShape* m_convexShape;
+
+ PersistentManifold* m_manifoldPtr;
+
+ ConvexTriangleCallback(PersistentManifold* manifold,ConvexShape* convexShape,const SimdTransform&convexTransform,const SimdTransform& triangleMeshTransform);
+
+ void Update(float collisionMarginTriangle);
+
+ virtual ~ConvexTriangleCallback();
+
+ virtual void ProcessTriangle(SimdVector3* triangle);
+
+ void ClearCache();
+
+ inline const SimdVector3& GetAabbMin() const
+ {
+ return m_aabbMin;
+ }
+ inline const SimdVector3& GetAabbMax() const
+ {
+ return m_aabbMax;
+ }
+
+};
+
+
+#endif //CONVEX_TRIANGLE_CALLBACK_H \ No newline at end of file
diff --git a/extern/bullet/Bullet/CollisionShapes/EmptyShape.cpp b/extern/bullet/Bullet/CollisionShapes/EmptyShape.cpp
new file mode 100644
index 00000000000..04954dd750e
--- /dev/null
+++ b/extern/bullet/Bullet/CollisionShapes/EmptyShape.cpp
@@ -0,0 +1,45 @@
+/*
+ * Copyright (c) 2005 Erwin Coumans http://continuousphysics.com/Bullet/
+ *
+ * Permission to use, copy, modify, distribute and sell this software
+ * and its documentation for any purpose is hereby granted without fee,
+ * provided that the above copyright notice appear in all copies.
+ * Erwin Coumans makes no representations about the suitability
+ * of this software for any purpose.
+ * It is provided "as is" without express or implied warranty.
+ */
+
+#include "EmptyShape.h"
+
+
+#include "CollisionShape.h"
+
+
+EmptyShape::EmptyShape()
+{
+}
+
+
+EmptyShape::~EmptyShape()
+{
+}
+
+
+ ///GetAabb's default implementation is brute force, expected derived classes to implement a fast dedicated version
+void EmptyShape::GetAabb(const SimdTransform& t,SimdVector3& aabbMin,SimdVector3& aabbMax) const
+{
+ SimdVector3 margin(GetMargin(),GetMargin(),GetMargin());
+
+ aabbMin = t.getOrigin() - margin;
+
+ aabbMax = t.getOrigin() + margin;
+
+}
+
+void EmptyShape::CalculateLocalInertia(SimdScalar mass,SimdVector3& inertia)
+{
+ assert(0);
+}
+
+
+
diff --git a/extern/bullet/Bullet/CollisionShapes/EmptyShape.h b/extern/bullet/Bullet/CollisionShapes/EmptyShape.h
new file mode 100644
index 00000000000..7ecbb05f4cc
--- /dev/null
+++ b/extern/bullet/Bullet/CollisionShapes/EmptyShape.h
@@ -0,0 +1,75 @@
+/*
+ * Copyright (c) 2005 Erwin Coumans http://continuousphysics.com/Bullet/
+ *
+ * Permission to use, copy, modify, distribute and sell this software
+ * and its documentation for any purpose is hereby granted without fee,
+ * provided that the above copyright notice appear in all copies.
+ * Erwin Coumans makes no representations about the suitability
+ * of this software for any purpose.
+ * It is provided "as is" without express or implied warranty.
+ */
+
+#ifndef EMPTY_SHAPE_H
+#define EMPTY_SHAPE_H
+
+#include "CollisionShape.h"
+
+#include "SimdVector3.h"
+#include "SimdTransform.h"
+#include "SimdMatrix3x3.h"
+#include <vector>
+#include "CollisionShapes/CollisionMargin.h"
+
+
+
+
+/// EmptyShape is a collision shape without actual collision detection. It can be replaced by another shape during runtime
+class EmptyShape : public CollisionShape
+{
+public:
+ EmptyShape();
+
+ virtual ~EmptyShape();
+
+
+ ///GetAabb's default implementation is brute force, expected derived classes to implement a fast dedicated version
+ void GetAabb(const SimdTransform& t,SimdVector3& aabbMin,SimdVector3& aabbMax) const;
+
+
+ virtual void setLocalScaling(const SimdVector3& scaling)
+ {
+ m_localScaling = scaling;
+ }
+ virtual const SimdVector3& getLocalScaling() const
+ {
+ return m_localScaling;
+ }
+
+ virtual void CalculateLocalInertia(SimdScalar mass,SimdVector3& inertia);
+
+ virtual int GetShapeType() const { return EMPTY_SHAPE_PROXYTYPE;}
+
+ virtual void SetMargin(float margin)
+ {
+ m_collisionMargin = margin;
+ }
+ virtual float GetMargin() const
+ {
+ return m_collisionMargin;
+ }
+ virtual char* GetName()const
+ {
+ return "Empty";
+ }
+
+
+private:
+ SimdScalar m_collisionMargin;
+protected:
+ SimdVector3 m_localScaling;
+
+};
+
+
+
+#endif //EMPTY_SHAPE_H
diff --git a/extern/bullet/Bullet/CollisionShapes/OptimizedBvh.cpp b/extern/bullet/Bullet/CollisionShapes/OptimizedBvh.cpp
new file mode 100644
index 00000000000..fe3a51883ec
--- /dev/null
+++ b/extern/bullet/Bullet/CollisionShapes/OptimizedBvh.cpp
@@ -0,0 +1,268 @@
+/*
+ * Copyright (c) 2006 Erwin Coumans http://continuousphysics.com/Bullet/
+ *
+ * Permission to use, copy, modify, distribute and sell this software
+ * and its documentation for any purpose is hereby granted without fee,
+ * provided that the above copyright notice appear in all copies.
+ * Erwin Coumans makes no representations about the suitability
+ * of this software for any purpose.
+ * It is provided "as is" without express or implied warranty.
+*/
+
+#include "OptimizedBvh.h"
+#include "StridingMeshInterface.h"
+#include "AabbUtil2.h"
+
+
+
+void OptimizedBvh::Build(StridingMeshInterface* triangles)
+{
+ int countTriangles = 0;
+
+
+
+ // NodeArray triangleNodes;
+
+ struct NodeTriangleCallback : public InternalTriangleIndexCallback
+ {
+ NodeArray& m_triangleNodes;
+
+ NodeTriangleCallback(NodeArray& triangleNodes)
+ :m_triangleNodes(triangleNodes)
+ {
+
+ }
+
+ virtual void InternalProcessTriangleIndex(SimdVector3* triangle,int partId,int triangleIndex)
+ {
+
+ OptimizedBvhNode node;
+ node.m_aabbMin = SimdVector3(1e30f,1e30f,1e30f);
+ node.m_aabbMax = SimdVector3(-1e30f,-1e30f,-1e30f);
+ node.m_aabbMin.setMin(triangle[0]);
+ node.m_aabbMax.setMax(triangle[0]);
+ node.m_aabbMin.setMin(triangle[1]);
+ node.m_aabbMax.setMax(triangle[1]);
+ node.m_aabbMin.setMin(triangle[2]);
+ node.m_aabbMax.setMax(triangle[2]);
+
+ node.m_escapeIndex = -1;
+ node.m_leftChild = 0;
+ node.m_rightChild = 0;
+
+
+ //for child nodes
+ node.m_subPart = partId;
+ node.m_triangleIndex = triangleIndex;
+
+
+ m_triangleNodes.push_back(node);
+ }
+ };
+
+
+
+ NodeTriangleCallback callback(m_leafNodes);
+
+ SimdVector3 aabbMin(-1e30f,-1e30f,-1e30f);
+ SimdVector3 aabbMax(1e30f,1e30f,1e30f);
+
+ triangles->InternalProcessAllTriangles(&callback,aabbMin,aabbMax);
+
+ //now we have an array of leafnodes in m_leafNodes
+
+ m_contiguousNodes = new OptimizedBvhNode[2*m_leafNodes.size()];
+ m_curNodeIndex = 0;
+
+ m_rootNode1 = BuildTree(m_leafNodes,0,m_leafNodes.size());
+
+
+ ///create the leafnodes first
+// OptimizedBvhNode* leafNodes = new OptimizedBvhNode;
+}
+
+
+OptimizedBvhNode* OptimizedBvh::BuildTree (NodeArray& leafNodes,int startIndex,int endIndex)
+{
+
+ int numIndices =endIndex-startIndex;
+ assert(numIndices>0);
+
+ int curIndex = m_curNodeIndex;
+
+ if (numIndices==1)
+ {
+ return new (&m_contiguousNodes[m_curNodeIndex++]) OptimizedBvhNode(leafNodes[startIndex]);
+ }
+ //calculate Best Splitting Axis and where to split it. Sort the incoming 'leafNodes' array within range 'startIndex/endIndex'.
+
+ int splitAxis = CalcSplittingAxis(leafNodes,startIndex,endIndex);
+
+ int splitIndex = SortAndCalcSplittingIndex(leafNodes,startIndex,endIndex,splitAxis);
+
+ OptimizedBvhNode* internalNode = &m_contiguousNodes[m_curNodeIndex++];
+
+ internalNode->m_aabbMax.setValue(-1e30f,-1e30f,-1e30f);
+ internalNode->m_aabbMin.setValue(1e30f,1e30f,1e30f);
+
+ for (int i=startIndex;i<endIndex;i++)
+ {
+ internalNode->m_aabbMax.setMax(leafNodes[i].m_aabbMax);
+ internalNode->m_aabbMin.setMin(leafNodes[i].m_aabbMin);
+ }
+
+
+
+ //internalNode->m_escapeIndex;
+ internalNode->m_leftChild = BuildTree(leafNodes,startIndex,splitIndex);
+ internalNode->m_rightChild = BuildTree(leafNodes,splitIndex,endIndex);
+
+ internalNode->m_escapeIndex = m_curNodeIndex - curIndex;
+ return internalNode;
+}
+
+int OptimizedBvh::SortAndCalcSplittingIndex(NodeArray& leafNodes,int startIndex,int endIndex,int splitAxis)
+{
+ int splitIndex =startIndex;
+ int numIndices = endIndex - startIndex;
+
+ SimdVector3 means(0.f,0.f,0.f);
+ for (int i=startIndex;i<endIndex;i++)
+ {
+ SimdVector3 center = 0.5f*(leafNodes[i].m_aabbMax+leafNodes[i].m_aabbMin);
+ means+=center;
+ }
+ means *= (1.f/(float)numIndices);
+
+ float splitValue = means[splitAxis];
+
+ //sort leafNodes so all values larger then splitValue comes first, and smaller values start from 'splitIndex'.
+ for (int i=startIndex;i<endIndex;i++)
+ {
+ SimdVector3 center = 0.5f*(leafNodes[i].m_aabbMax+leafNodes[i].m_aabbMin);
+ if (center[splitAxis] > splitValue)
+ {
+ //swap
+ OptimizedBvhNode tmp = leafNodes[i];
+ leafNodes[i] = leafNodes[splitIndex];
+ leafNodes[splitIndex] = tmp;
+ splitIndex++;
+ }
+ }
+ if ((splitIndex==startIndex) || (splitIndex == (endIndex-1)))
+ {
+ splitIndex = startIndex+ (numIndices>>1);
+ }
+ return splitIndex;
+}
+
+
+int OptimizedBvh::CalcSplittingAxis(NodeArray& leafNodes,int startIndex,int endIndex)
+{
+ SimdVector3 means(0.f,0.f,0.f);
+ int numIndices = endIndex-startIndex;
+
+ for (int i=startIndex;i<endIndex;i++)
+ {
+ SimdVector3 center = 0.5f*(leafNodes[i].m_aabbMax+leafNodes[i].m_aabbMin);
+ means+=center;
+ }
+ means *= (1.f/(float)numIndices);
+
+ SimdVector3 variance(0.f,0.f,0.f);
+
+ for (int i=startIndex;i<endIndex;i++)
+ {
+ SimdVector3 center = 0.5f*(leafNodes[i].m_aabbMax+leafNodes[i].m_aabbMin);
+ SimdVector3 diff2 = center-means;
+ diff2 = diff2 * diff2;
+ variance += diff2;
+ }
+ variance *= (1.f/ ((float)numIndices-1) );
+
+ int biggestAxis = variance.maxAxis();
+ return biggestAxis;
+
+}
+
+
+
+void OptimizedBvh::ReportAabbOverlappingNodex(NodeOverlapCallback* nodeCallback,const SimdVector3& aabbMin,const SimdVector3& aabbMax) const
+{
+ if (aabbMin.length() > 1000.f)
+ {
+ for (int i=0;i<m_leafNodes.size();i++)
+ {
+ const OptimizedBvhNode& node = m_leafNodes[i];
+ nodeCallback->ProcessNode(&node);
+ }
+ } else
+ {
+ //WalkTree(m_rootNode1,nodeCallback,aabbMin,aabbMax);
+ WalkStacklessTree(m_rootNode1,nodeCallback,aabbMin,aabbMax);
+ }
+}
+
+void OptimizedBvh::WalkTree(OptimizedBvhNode* rootNode,NodeOverlapCallback* nodeCallback,const SimdVector3& aabbMin,const SimdVector3& aabbMax) const
+{
+ bool aabbOverlap = TestAabbAgainstAabb2(aabbMin,aabbMax,rootNode->m_aabbMin,rootNode->m_aabbMax);
+ if (aabbOverlap)
+ {
+ bool isLeafNode = (!rootNode->m_leftChild && !rootNode->m_rightChild);
+ if (isLeafNode)
+ {
+ nodeCallback->ProcessNode(rootNode);
+ } else
+ {
+ WalkTree(rootNode->m_leftChild,nodeCallback,aabbMin,aabbMax);
+ WalkTree(rootNode->m_rightChild,nodeCallback,aabbMin,aabbMax);
+ }
+ }
+
+}
+
+int maxIterations = 0;
+
+void OptimizedBvh::WalkStacklessTree(OptimizedBvhNode* rootNode,NodeOverlapCallback* nodeCallback,const SimdVector3& aabbMin,const SimdVector3& aabbMax) const
+{
+ int curIndex = 0;
+ int walkIterations = 0;
+
+ while (curIndex < m_curNodeIndex)
+ {
+ //catch bugs in tree data
+ assert (walkIterations < m_curNodeIndex);
+
+ walkIterations++;
+ bool aabbOverlap = TestAabbAgainstAabb2(aabbMin,aabbMax,rootNode->m_aabbMin,rootNode->m_aabbMax);
+ bool isLeafNode = (!rootNode->m_leftChild && !rootNode->m_rightChild);
+
+ if (isLeafNode && aabbOverlap)
+ {
+ nodeCallback->ProcessNode(rootNode);
+ }
+
+ if (aabbOverlap || isLeafNode)
+ {
+ rootNode++;
+ curIndex++;
+ } else
+ {
+ int escapeIndex = rootNode->m_escapeIndex;
+ rootNode += escapeIndex;
+ curIndex += escapeIndex;
+ }
+
+ }
+
+ if (maxIterations < walkIterations)
+ maxIterations = walkIterations;
+
+}
+
+
+void OptimizedBvh::ReportSphereOverlappingNodex(NodeOverlapCallback* nodeCallback,const SimdVector3& aabbMin,const SimdVector3& aabbMax) const
+{
+
+}
+
diff --git a/extern/bullet/Bullet/CollisionShapes/OptimizedBvh.h b/extern/bullet/Bullet/CollisionShapes/OptimizedBvh.h
new file mode 100644
index 00000000000..911bb9af432
--- /dev/null
+++ b/extern/bullet/Bullet/CollisionShapes/OptimizedBvh.h
@@ -0,0 +1,92 @@
+/*
+ * Copyright (c) 2006 Erwin Coumans http://continuousphysics.com/Bullet/
+ *
+ * Permission to use, copy, modify, distribute and sell this software
+ * and its documentation for any purpose is hereby granted without fee,
+ * provided that the above copyright notice appear in all copies.
+ * Erwin Coumans makes no representations about the suitability
+ * of this software for any purpose.
+ * It is provided "as is" without express or implied warranty.
+*/
+
+#ifndef OPTIMIZED_BVH_H
+#define OPTIMIZED_BVH_H
+#include "SimdVector3.h"
+#include <vector>
+
+class StridingMeshInterface;
+
+/// OptimizedBvhNode contains both internal and leaf node information.
+/// It hasn't been optimized yet for storage. Some obvious optimizations are:
+/// Removal of the pointers (can already be done, they are not used for traversal)
+/// and storing aabbmin/max as quantized integers.
+/// 'subpart' doesn't need an integer either. It allows to re-use graphics triangle
+/// meshes stored in a non-uniform way (like batches/subparts of triangle-fans
+struct OptimizedBvhNode
+{
+
+ SimdVector3 m_aabbMin;
+ SimdVector3 m_aabbMax;
+
+//these 2 pointers are obsolete, the stackless traversal just uses the escape index
+ OptimizedBvhNode* m_leftChild;
+ OptimizedBvhNode* m_rightChild;
+
+ int m_escapeIndex;
+
+ //for child nodes
+ int m_subPart;
+ int m_triangleIndex;
+
+};
+
+class NodeOverlapCallback
+{
+public:
+ virtual void ProcessNode(const OptimizedBvhNode* node) = 0;
+};
+
+typedef std::vector<OptimizedBvhNode> NodeArray;
+
+
+///OptimizedBvh store an AABB tree that can be quickly traversed on CPU (and SPU,GPU in future)
+class OptimizedBvh
+{
+ OptimizedBvhNode* m_rootNode1;
+
+ OptimizedBvhNode* m_contiguousNodes;
+ int m_curNodeIndex;
+
+ int m_numNodes;
+
+ NodeArray m_leafNodes;
+
+public:
+ OptimizedBvh() :m_rootNode1(0), m_numNodes(0) { }
+
+ void Build(StridingMeshInterface* triangles);
+
+ OptimizedBvhNode* BuildTree (NodeArray& leafNodes,int startIndex,int endIndex);
+
+ int CalcSplittingAxis(NodeArray& leafNodes,int startIndex,int endIndex);
+
+ int SortAndCalcSplittingIndex(NodeArray& leafNodes,int startIndex,int endIndex,int splitAxis);
+
+ void WalkTree(OptimizedBvhNode* rootNode,NodeOverlapCallback* nodeCallback,const SimdVector3& aabbMin,const SimdVector3& aabbMax) const;
+
+ void WalkStacklessTree(OptimizedBvhNode* rootNode,NodeOverlapCallback* nodeCallback,const SimdVector3& aabbMin,const SimdVector3& aabbMax) const;
+
+
+ //OptimizedBvhNode* GetRootNode() { return m_rootNode1;}
+
+ int GetNumNodes() { return m_numNodes;}
+
+ void ReportAabbOverlappingNodex(NodeOverlapCallback* nodeCallback,const SimdVector3& aabbMin,const SimdVector3& aabbMax) const;
+
+ void ReportSphereOverlappingNodex(NodeOverlapCallback* nodeCallback,const SimdVector3& aabbMin,const SimdVector3& aabbMax) const;
+
+
+};
+
+
+#endif //OPTIMIZED_BVH_H \ No newline at end of file
diff --git a/extern/bullet/Bullet/CollisionShapes/TriangleCallback.cpp b/extern/bullet/Bullet/CollisionShapes/TriangleCallback.cpp
new file mode 100644
index 00000000000..6fc69355c2d
--- /dev/null
+++ b/extern/bullet/Bullet/CollisionShapes/TriangleCallback.cpp
@@ -0,0 +1,23 @@
+/*
+ * Copyright (c) 2006 Erwin Coumans http://continuousphysics.com/Bullet/
+ *
+ * Permission to use, copy, modify, distribute and sell this software
+ * and its documentation for any purpose is hereby granted without fee,
+ * provided that the above copyright notice appear in all copies.
+ * Erwin Coumans makes no representations about the suitability
+ * of this software for any purpose.
+ * It is provided "as is" without express or implied warranty.
+*/
+
+#include "TriangleCallback.h"
+
+TriangleCallback::~TriangleCallback()
+{
+
+}
+
+
+InternalTriangleIndexCallback::~InternalTriangleIndexCallback()
+{
+
+} \ No newline at end of file
diff --git a/extern/bullet/Bullet/CollisionShapes/TriangleIndexVertexArray.cpp b/extern/bullet/Bullet/CollisionShapes/TriangleIndexVertexArray.cpp
new file mode 100644
index 00000000000..711a9128048
--- /dev/null
+++ b/extern/bullet/Bullet/CollisionShapes/TriangleIndexVertexArray.cpp
@@ -0,0 +1,49 @@
+/*
+ * Copyright (c) 2006 Erwin Coumans http://continuousphysics.com/Bullet/
+ *
+ * Permission to use, copy, modify, distribute and sell this software
+ * and its documentation for any purpose is hereby granted without fee,
+ * provided that the above copyright notice appear in all copies.
+ * Erwin Coumans makes no representations about the suitability
+ * of this software for any purpose.
+ * It is provided "as is" without express or implied warranty.
+*/
+
+#include "TriangleIndexVertexArray.h"
+
+TriangleIndexVertexArray::TriangleIndexVertexArray(int numTriangleIndices,int* triangleIndexBase,int triangleIndexStride,int numVertices,float* vertexBase,int vertexStride)
+:m_numTriangleIndices(numTriangleIndices),
+m_triangleIndexBase(triangleIndexBase),
+m_triangleIndexStride(triangleIndexStride),
+m_numVertices(numVertices),
+m_vertexBase(vertexBase),
+m_vertexStride(vertexStride)
+{
+}
+
+void TriangleIndexVertexArray::getLockedVertexIndexBase(unsigned char **vertexbase, int& numverts,PHY_ScalarType& type, int& vertexStride,unsigned char **indexbase,int & indexstride,int& numfaces,PHY_ScalarType& indicestype,int subpart)
+{
+ numverts = m_numVertices;
+ (*vertexbase) = (unsigned char *)m_vertexBase;
+ type = PHY_FLOAT;
+ vertexStride = m_vertexStride;
+
+ numfaces = m_numTriangleIndices;
+ (*indexbase) = (unsigned char *)m_triangleIndexBase;
+ indexstride = m_triangleIndexStride;
+ indicestype = PHY_INTEGER;
+}
+
+void TriangleIndexVertexArray::getLockedReadOnlyVertexIndexBase(const unsigned char **vertexbase, int& numverts,PHY_ScalarType& type, int& vertexStride,const unsigned char **indexbase,int & indexstride,int& numfaces,PHY_ScalarType& indicestype,int subpart) const
+{
+ numverts = m_numVertices;
+ (*vertexbase) = (unsigned char *)m_vertexBase;
+ type = PHY_FLOAT;
+ vertexStride = m_vertexStride;
+
+ numfaces = m_numTriangleIndices;
+ (*indexbase) = (unsigned char *)m_triangleIndexBase;
+ indexstride = m_triangleIndexStride;
+ indicestype = PHY_INTEGER;
+}
+
diff --git a/extern/bullet/Bullet/CollisionShapes/TriangleIndexVertexArray.h b/extern/bullet/Bullet/CollisionShapes/TriangleIndexVertexArray.h
new file mode 100644
index 00000000000..4784dc3938f
--- /dev/null
+++ b/extern/bullet/Bullet/CollisionShapes/TriangleIndexVertexArray.h
@@ -0,0 +1,46 @@
+/*
+ * Copyright (c) 2006 Erwin Coumans http://continuousphysics.com/Bullet/
+ *
+ * Permission to use, copy, modify, distribute and sell this software
+ * and its documentation for any purpose is hereby granted without fee,
+ * provided that the above copyright notice appear in all copies.
+ * Erwin Coumans makes no representations about the suitability
+ * of this software for any purpose.
+ * It is provided "as is" without express or implied warranty.
+*/
+
+#include "StridingMeshInterface.h"
+
+
+class TriangleIndexVertexArray : public StridingMeshInterface
+{
+
+ int m_numTriangleIndices;
+ int* m_triangleIndexBase;
+ int m_triangleIndexStride;
+ int m_numVertices;
+ float* m_vertexBase;
+ int m_vertexStride;
+
+public:
+
+ TriangleIndexVertexArray(int numTriangleIndices,int* triangleIndexBase,int triangleIndexStride,int numVertices,float* vertexBase,int vertexStride);
+
+ virtual void getLockedVertexIndexBase(unsigned char **vertexbase, int& numverts,PHY_ScalarType& type, int& vertexStride,unsigned char **indexbase,int & indexstride,int& numfaces,PHY_ScalarType& indicestype,int subpart=0);
+
+ virtual void getLockedReadOnlyVertexIndexBase(const unsigned char **vertexbase, int& numverts,PHY_ScalarType& type, int& vertexStride,const unsigned char **indexbase,int & indexstride,int& numfaces,PHY_ScalarType& indicestype,int subpart=0) const;
+
+ /// unLockVertexBase finishes the access to a subpart of the triangle mesh
+ /// make a call to unLockVertexBase when the read and write access (using getLockedVertexIndexBase) is finished
+ virtual void unLockVertexBase(int subpart) {}
+
+ virtual void unLockReadOnlyVertexBase(int subpart) const {}
+
+ /// getNumSubParts returns the number of seperate subparts
+ /// each subpart has a continuous array of vertices and indices
+ virtual int getNumSubParts() const { return 1;}
+
+ virtual void preallocateVertices(int numverts){}
+ virtual void preallocateIndices(int numindices){}
+
+}; \ No newline at end of file
diff --git a/extern/bullet/Bullet/NarrowPhaseCollision/ManifoldContactAddResult.cpp b/extern/bullet/Bullet/NarrowPhaseCollision/ManifoldContactAddResult.cpp
new file mode 100644
index 00000000000..bb45e5215f3
--- /dev/null
+++ b/extern/bullet/Bullet/NarrowPhaseCollision/ManifoldContactAddResult.cpp
@@ -0,0 +1,33 @@
+
+#include "ManifoldContactAddResult.h"
+#include "NarrowPhaseCollision/PersistentManifold.h"
+
+ManifoldContactAddResult::ManifoldContactAddResult(SimdTransform transA,SimdTransform transB,PersistentManifold* manifoldPtr)
+ :m_manifoldPtr(manifoldPtr)
+{
+ m_transAInv = transA.inverse();
+ m_transBInv = transB.inverse();
+
+}
+
+
+void ManifoldContactAddResult::AddContactPoint(const SimdVector3& normalOnBInWorld,const SimdVector3& pointInWorld,float depth)
+{
+ if (depth > m_manifoldPtr->GetManifoldMargin())
+ return;
+
+
+ SimdVector3 pointA = pointInWorld + normalOnBInWorld * depth;
+ SimdVector3 localA = m_transAInv(pointA );
+ SimdVector3 localB = m_transBInv(pointInWorld);
+ ManifoldPoint newPt(localA,localB,normalOnBInWorld,depth);
+
+ int insertIndex = m_manifoldPtr->GetCacheEntry(newPt);
+ if (insertIndex >= 0)
+ {
+ m_manifoldPtr->ReplaceContactPoint(newPt,insertIndex);
+ } else
+ {
+ m_manifoldPtr->AddManifoldPoint(newPt);
+ }
+} \ No newline at end of file
diff --git a/extern/bullet/Bullet/NarrowPhaseCollision/ManifoldContactAddResult.h b/extern/bullet/Bullet/NarrowPhaseCollision/ManifoldContactAddResult.h
new file mode 100644
index 00000000000..1d019f97cd0
--- /dev/null
+++ b/extern/bullet/Bullet/NarrowPhaseCollision/ManifoldContactAddResult.h
@@ -0,0 +1,32 @@
+/*
+ * Copyright (c) 2005 Erwin Coumans http://continuousphysics.com/Bullet/
+ *
+ * Permission to use, copy, modify, distribute and sell this software
+ * and its documentation for any purpose is hereby granted without fee,
+ * provided that the above copyright notice appear in all copies.
+ * Erwin Coumans makes no representations about the suitability
+ * of this software for any purpose.
+ * It is provided "as is" without express or implied warranty.
+*/
+
+#ifndef MANIFOLD_CONTACT_ADD_RESULT_H
+#define MANIFOLD_CONTACT_ADD_RESULT_H
+
+#include "NarrowPhaseCollision/DiscreteCollisionDetectorInterface.h"
+class PersistentManifold;
+
+class ManifoldContactAddResult : public DiscreteCollisionDetectorInterface::Result
+{
+ PersistentManifold* m_manifoldPtr;
+ SimdTransform m_transAInv;
+ SimdTransform m_transBInv;
+
+public:
+
+ ManifoldContactAddResult(SimdTransform transA,SimdTransform transB,PersistentManifold* manifoldPtr);
+
+ virtual void AddContactPoint(const SimdVector3& normalOnBInWorld,const SimdVector3& pointInWorld,float depth);
+
+};
+
+#endif //MANIFOLD_CONTACT_ADD_RESULT_H
diff --git a/release/scripts/3ds_export.py b/release/scripts/3ds_export.py
new file mode 100644
index 00000000000..ebe06c3d4eb
--- /dev/null
+++ b/release/scripts/3ds_export.py
@@ -0,0 +1,673 @@
+#!BPY
+
+"""
+Name: '3D Studio (.3ds)...'
+Blender: 237
+Group: 'Export'
+Tooltip: 'Export to 3DS file format (.3ds).'
+"""
+
+__author__ = ["Campbell Barton", "Bob Holcomb", "Richard Lärkäng", "Damien McGinnes"]
+__url__ = ("blender", "elysiun", "http://www.gametutorials.com")
+__version__ = "0.82"
+__bpydoc__ = """\
+
+3ds Exporter
+
+This script Exports a 3ds file and the materials into blender for editing.
+
+Exporting is based on 3ds loader from www.gametutorials.com(Thanks DigiBen).
+"""
+
+# ***** BEGIN GPL LICENSE BLOCK *****
+#
+# Script copyright (C) Bob Holcomb
+#
+# This program is free software; you can redistribute it and/or
+# modify it under the terms of the GNU General Public License
+# as published by the Free Software Foundation; either version 2
+# of the License, or (at your option) any later version.
+#
+# This program is distributed in the hope that it will be useful,
+# but WITHOUT ANY WARRANTY; without even the implied warranty of
+# MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+# GNU General Public License for more details.
+#
+# You should have received a copy of the GNU General Public License
+# along with this program; if not, write to the Free Software Foundation,
+# Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
+#
+# ***** END GPL LICENCE BLOCK *****
+# --------------------------------------------------------------------------
+
+
+######################################################
+# Importing modules
+######################################################
+
+import Blender
+from Blender import NMesh, Scene, Object, Material
+import struct
+
+
+######################################################
+# Data Structures
+######################################################
+
+#Some of the chunks that we will export
+#----- Primary Chunk, at the beginning of each file
+PRIMARY= long("0x4D4D",16)
+
+#------ Main Chunks
+OBJECTINFO = long("0x3D3D",16); #This gives the version of the mesh and is found right before the material and object information
+VERSION = long("0x0002",16); #This gives the version of the .3ds file
+EDITKEYFRAME= long("0xB000",16); #This is the header for all of the key frame info
+
+#------ sub defines of OBJECTINFO
+MATERIAL=45055 #0xAFFF // This stored the texture info
+OBJECT=16384 #0x4000 // This stores the faces, vertices, etc...
+
+#>------ sub defines of MATERIAL
+MATNAME = long("0xA000",16); # This holds the material name
+MATAMBIENT = long("0xA010",16); # Ambient color of the object/material
+MATDIFFUSE = long("0xA020",16); # This holds the color of the object/material
+MATSPECULAR = long("0xA030",16); # SPecular color of the object/material
+MATSHINESS = long("0xA040",16); # ??
+MATMAP = long("0xA200",16); # This is a header for a new material
+MATMAPFILE = long("0xA300",16); # This holds the file name of the texture
+
+RGB1= long("0x0011",16)
+RGB2= long("0x0012",16)
+
+#>------ sub defines of OBJECT
+OBJECT_MESH = long("0x4100",16); # This lets us know that we are reading a new object
+OBJECT_LIGHT = long("0x4600",16); # This lets un know we are reading a light object
+OBJECT_CAMERA= long("0x4700",16); # This lets un know we are reading a camera object
+
+#>------ sub defines of CAMERA
+OBJECT_CAM_RANGES= long("0x4720",16); # The camera range values
+
+#>------ sub defines of OBJECT_MESH
+OBJECT_VERTICES = long("0x4110",16); # The objects vertices
+OBJECT_FACES = long("0x4120",16); # The objects faces
+OBJECT_MATERIAL = long("0x4130",16); # This is found if the object has a material, either texture map or color
+OBJECT_UV = long("0x4140",16); # The UV texture coordinates
+OBJECT_TRANS_MATRIX = long("0x4160",16); # The Object Matrix
+
+#==============================================#
+# Strips the slashes from the back of a string #
+#==============================================#
+def stripPath(path):
+ return path.split('/')[-1].split('\\')[-1]
+
+#==================================================#
+# New name based on old with a different extension #
+#==================================================#
+def newFName(ext):
+ return Blender.Get('filename')[: -len(Blender.Get('filename').split('.', -1)[-1]) ] + ext
+
+
+#the chunk class
+class chunk:
+ ID=0
+ size=0
+
+ def __init__(self):
+ self.ID=0
+ self.size=0
+
+ def get_size(self):
+ self.size=6
+
+ def write(self, file):
+ #write header
+ data=struct.pack(\
+ "<HI",\
+ self.ID,\
+ self.size)
+ file.write(data)
+
+ def dump(self):
+ print "ID: ", self.ID
+ print "ID in hex: ", hex(self.ID)
+ print "size: ", self.size
+
+
+
+#may want to add light, camera, keyframe chunks.
+class vert_chunk(chunk):
+ verts=[]
+
+ def __init__(self):
+ self.verts=[]
+ self.ID=OBJECT_VERTICES
+
+ def get_size(self):
+ chunk.get_size(self)
+ temp_size=2 #for the number of verts short
+ temp_size += 12 * len(self.verts) #3 floats x 4 bytes each
+ self.size+=temp_size
+ #~ print "vert_chunk size: ", self.size
+ return self.size
+
+ def write(self, file):
+ chunk.write(self, file)
+ #write header
+ data=struct.pack("<H", len(self.verts))
+ file.write(data)
+ #write verts
+ for vert in self.verts:
+ data=struct.pack("<3f",vert[0],vert[1], vert[2])
+ file.write(data)
+
+class obj_material_chunk(chunk):
+ name=""
+ faces=[]
+
+ def __init__(self):
+ self.name=""
+ self.faces=[]
+ self.ID=OBJECT_MATERIAL
+
+ def get_size(self):
+ chunk.get_size(self)
+ temp_size=(len(self.name)+1)
+ temp_size+=2
+ for face in self.faces:
+ temp_size+=2
+ self.size+=temp_size
+ #~ print "obj material chunk size: ", self.size
+ return self.size
+
+ def write(self, file):
+ chunk.write(self, file)
+ #write name
+ name_length=len(self.name)+1
+ binary_format="<"+str(name_length)+"s"
+ data=struct.pack(binary_format, self.name)
+ file.write(data)
+ binary_format="<H"
+ #~ print "Nr of faces: ", len(self.faces)
+ data=struct.pack(binary_format, len(self.faces))
+ file.write(data)
+ for face in self.faces:
+ data=struct.pack(binary_format, face)
+ file.write(data)
+
+class face_chunk(chunk):
+ faces=[]
+ num_faces=0
+ m_chunks=[]
+
+ def __init__(self):
+ self.faces=[]
+ self.ID=OBJECT_FACES
+ self.num_faces=0
+ self.m_chunks=[]
+
+ def get_size(self):
+ chunk.get_size(self)
+ temp_size = 2 #num faces info
+ temp_size += 8 * len(self.faces) #4 short ints x 2 bytes each
+ for m in self.m_chunks:
+ temp_size+=m.get_size()
+ self.size += temp_size
+ #~ print "face_chunk size: ", self.size
+ return self.size
+
+ def write(self, file):
+ chunk.write(self, file)
+ data=struct.pack("<H", len(self.faces))
+ file.write(data)
+ #write faces
+ for face in self.faces:
+ data=struct.pack("<4H", face[0],face[1], face[2], 0) # The last zero is only used by 3d studio
+ file.write(data)
+ #write materials
+ for m in self.m_chunks:
+ m.write(file)
+
+class uv_chunk(chunk):
+ uv=[]
+ num_uv=0
+
+ def __init__(self):
+ self.uv=[]
+ self.ID=OBJECT_UV
+ self.num_uv=0
+
+ def get_size(self):
+ chunk.get_size(self)
+ temp_size=2 #for num UV
+ for this_uv in self.uv:
+ temp_size+=8 #2 floats at 4 bytes each
+ self.size+=temp_size
+ #~ print "uv chunk size: ", self.size
+ return self.size
+
+ def write(self, file):
+ chunk.write(self, file)
+
+ #write header
+ data=struct.pack("<H", len(self.uv))
+ file.write(data)
+
+ #write verts
+ for this_uv in self.uv:
+ data=struct.pack("<2f", this_uv[0], this_uv[1])
+ file.write(data)
+
+class mesh_chunk(chunk):
+ v_chunk=vert_chunk()
+ f_chunk=face_chunk()
+ uv_chunk=uv_chunk()
+
+ def __init__(self):
+ self.v_chunk=vert_chunk()
+ self.f_chunk=face_chunk()
+ self.uv_chunk=uv_chunk()
+ self.ID=OBJECT_MESH
+
+ def get_size(self):
+ chunk.get_size(self)
+ temp_size=self.v_chunk.get_size()
+ temp_size+=self.f_chunk.get_size()
+ temp_size+=self.uv_chunk.get_size()
+ self.size+=temp_size
+ #~ print "object mesh chunk size: ", self.size
+ return self.size
+
+ def write(self, file):
+ chunk.write(self, file)
+ #write stuff
+ self.v_chunk.write(file)
+ self.f_chunk.write(file)
+ self.uv_chunk.write(file)
+
+class object_chunk(chunk):
+ name=""
+ mesh_chunks=[]
+
+ def __init__(self):
+ self.name=""
+ self.mesh_chunks=[]
+ self.ID=OBJECT
+
+ def get_size(self):
+ chunk.get_size(self)
+ temp_size=len(self.name)+1 #+1 for null character
+ for mesh in self.mesh_chunks:
+ temp_size+=mesh.get_size()
+ self.size+=temp_size
+ #~ print "object chunk size: ", self.size
+ return self.size
+
+ def write(self, file):
+ chunk.write(self, file)
+ #write name
+
+ binary_format = "<%ds" % (len(self.name)+1)
+ data=struct.pack(binary_format, self.name)
+ file.write(data)
+ #write stuff
+ for mesh in self.mesh_chunks:
+ mesh.write(file)
+
+class object_info_chunk(chunk):
+ obj_chunks=[]
+ mat_chunks=[]
+
+ def __init__(self):
+ self.obj_chunks=[]
+ self.mat_chunks=[]
+ self.ID=OBJECTINFO
+
+ def get_size(self):
+ chunk.get_size(self)
+ temp_size=0
+ for mat in self.mat_chunks:
+ temp_size+=mat.get_size()
+ for obj in self.obj_chunks:
+ temp_size+=obj.get_size()
+ self.size+=temp_size
+ #~ print "object info size: ", self.size
+ return self.size
+
+ def write(self, file):
+ chunk.write(self, file)
+ #write all the materials
+ for mat in self.mat_chunks:
+ mat.write(file)
+ #write all the objects
+ for obj in self.obj_chunks:
+ obj.write(file)
+
+
+
+class version_chunk(chunk):
+ version=3
+
+ def __init__(self):
+ self.ID=VERSION
+ self.version=3 #that the document that I'm using
+
+ def get_size(self):
+ chunk.get_size(self)
+ self.size += 4 #bytes for the version info
+ #~ print "version chunk size: ", self.size
+ return self.size
+
+ def write(self, file):
+ chunk.write(self, file)
+ #write header and version
+ data=struct.pack("<I", self.version)
+ file.write(data)
+
+class rgb_chunk(chunk):
+ col=[]
+
+ def __init__(self):
+ self.col=[]
+
+ def get_size(self):
+ chunk.get_size(self)
+ self.size+=3 #color size
+ #~ print "rgb chunk size: ", self.size
+ return self.size
+
+ def write(self, file):
+ chunk.write(self, file)
+ #write colors
+ for c in self.col:
+ file.write( struct.pack("<c", chr(int(255*c))) )
+
+
+class rgb1_chunk(rgb_chunk):
+
+ def __init__(self):
+ self.ID=RGB1
+
+class rgb2_chunk(rgb_chunk):
+
+ def __init__(self):
+ self.ID=RGB2
+
+class material_ambient_chunk(chunk):
+ col1=None
+ col2=None
+
+ def __init__(self):
+ self.ID=MATAMBIENT
+ self.col1=rgb1_chunk()
+ self.col2=rgb2_chunk()
+
+ def get_size(self):
+ chunk.get_size(self)
+ temp_size=self.col1.get_size()
+ temp_size+=self.col2.get_size()
+ self.size+=temp_size
+ #~ print "material ambient size: ", self.size
+ return self.size
+
+ def write(self, file):
+ chunk.write(self, file)
+ #write colors
+ self.col1.write(file)
+ self.col2.write(file)
+
+class material_diffuse_chunk(chunk):
+ col1=None
+ col2=None
+
+ def __init__(self):
+ self.ID=MATDIFFUSE
+ self.col1=rgb1_chunk()
+ self.col2=rgb2_chunk()
+
+ def get_size(self):
+ chunk.get_size(self)
+ temp_size=self.col1.get_size()
+ temp_size+=self.col2.get_size()
+ self.size+=temp_size
+ #~ print "material diffuse size: ", self.size
+ return self.size
+
+ def write(self, file):
+ chunk.write(self, file)
+ #write colors
+ self.col1.write(file)
+ self.col2.write(file)
+
+class material_specular_chunk(chunk):
+ col1=None
+ col2=None
+
+ def __init__(self):
+ self.ID=MATSPECULAR
+ self.col1=rgb1_chunk()
+ self.col2=rgb2_chunk()
+
+ def get_size(self):
+ chunk.get_size(self)
+ temp_size=self.col1.get_size()
+ temp_size+=self.col2.get_size()
+ self.size+=temp_size
+ #~ print "material specular size: ", self.size
+ return self.size
+
+ def write(self, file):
+ chunk.write(self, file)
+ #write colors
+ self.col1.write(file)
+ self.col2.write(file)
+
+class material_name_chunk(chunk):
+ name=""
+
+ def __init__(self):
+ self.ID=MATNAME
+ self.name=""
+
+ def get_size(self):
+ chunk.get_size(self)
+ temp_size=(len(self.name)+1)
+ self.size+=temp_size
+ #~ print "material name size: ", self.size
+ return self.size
+
+ def write(self, file):
+ chunk.write(self, file)
+ #write name
+ name_length=len(self.name)+1
+ binary_format="<"+str(name_length)+"s"
+ data=struct.pack(binary_format, self.name)
+ file.write(data)
+
+class material_chunk(chunk):
+ matname_chunk=None
+ matambient_chunk=None
+ matdiffuse_chunk=None
+ matspecular_chunk=None
+
+ def __init__(self):
+ self.ID=MATERIAL
+ self.matname_chunk=material_name_chunk()
+ self.matambient_chunk=material_ambient_chunk()
+ self.matdiffuse_chunk=material_diffuse_chunk()
+ self.matspecular_chunk=material_specular_chunk()
+
+ def get_size(self):
+ chunk.get_size(self)
+ temp_size=self.matname_chunk.get_size()
+ temp_size+=self.matambient_chunk.get_size()
+ temp_size+=self.matdiffuse_chunk.get_size()
+ temp_size+=self.matspecular_chunk.get_size()
+ self.size+=temp_size
+ #~ print "material chunk size: ", self.size
+ return self.size
+
+ def write(self, file):
+ chunk.write(self, file)
+ #write name chunk
+ self.matname_chunk.write(file)
+ #write material colors
+ self.matambient_chunk.write(file)
+ self.matdiffuse_chunk.write(file)
+ self.matspecular_chunk.write(file)
+
+class primary_chunk(chunk):
+ version=None
+ obj_info=None
+
+ def __init__(self):
+ self.version=version_chunk()
+ self.obj_info=object_info_chunk()
+ self.ID=PRIMARY
+
+ def get_size(self):
+ chunk.get_size(self)
+ temp_size=self.version.get_size()
+ temp_size+=self.obj_info.get_size()
+ self.size+=temp_size
+ #~ print "primary chunk size: ", self.size
+ return self.size
+
+ def write(self, file):
+ chunk.write(self, file)
+ #write version chunk
+ self.version.write(file)
+ #write object_info chunk
+ self.obj_info.write(file)
+
+def read_chunk(file, chunk):
+ chunk.ID, chunk.size = \
+ struct.unpack(\
+ chunk.binary_format, \
+ file.read(struct.calcsize(chunk.binary_format)) )
+
+def read_string(file):
+ s=""
+ index=0
+
+ #read in the characters till we get a null character
+ data=struct.unpack("c", file.read(struct.calcsize("c")))
+ s=s+(data[0])
+ #print "string: ",s
+ while(ord(s[index])!=0):
+ index+=1
+ data=struct.unpack("c", file.read(struct.calcsize("c")))
+ s=s+(data[0])
+ #print "string: ",s
+ return str(s)
+
+######################################################
+# EXPORT
+######################################################
+def save_3ds(filename):
+ # Time the export
+ time1 = Blender.sys.time()
+
+ exported_materials = {}
+
+ #fill the chunks full of data
+ primary=primary_chunk()
+ #get all the objects in this scene
+ object_list = [ ob for ob in Blender.Object.GetSelected() if ob.getType() == 'Mesh' ]
+ #fill up the data structures with objects
+ for obj in object_list:
+ #create a new object chunk
+ primary.obj_info.obj_chunks.append(object_chunk())
+ #get the mesh data
+ blender_mesh = obj.getData()
+ blender_mesh.transform(obj.getMatrix())
+ #set the object name
+ primary.obj_info.obj_chunks[len(primary.obj_info.obj_chunks)-1].name=obj.getName()
+
+ matrix = obj.getMatrix()
+
+ #make a new mesh chunk object
+ mesh=mesh_chunk()
+
+ mesh.v_chunk.verts = blender_mesh.verts
+
+ dummy = None # just incase...
+
+ for m in blender_mesh.materials:
+ mesh.f_chunk.m_chunks.append(obj_material_chunk())
+ mesh.f_chunk.m_chunks[len(mesh.f_chunk.m_chunks)-1].name = m.name
+
+ # materials should only be exported once
+ try:
+ dummy = exported_materials[m.name]
+
+
+ except KeyError:
+ material = material_chunk()
+ material.matname_chunk.name=m.name
+ material.matambient_chunk.col1.col = m.mirCol
+ material.matambient_chunk.col2.col = m.mirCol
+ material.matdiffuse_chunk.col1.col = m.rgbCol
+ material.matdiffuse_chunk.col2.col = m.rgbCol
+ material.matspecular_chunk.col1.col = m.specCol
+ material.matspecular_chunk.col2.col = m.specCol
+
+ primary.obj_info.mat_chunks.append(material)
+
+ exported_materials[m.name] = None
+
+ del dummy # unpolute the namespace
+
+ valid_faces = [f for f in blender_mesh.faces if len(f) > 2]
+ facenr=0
+ #fill in faces
+ for face in valid_faces:
+
+ #is this a tri or a quad
+ num_fv=len(face.v)
+
+
+ #it's a tri
+ if num_fv==3:
+ mesh.f_chunk.faces.append((face[0].index, face[1].index, face[2].index))
+ if (face.materialIndex < len(mesh.f_chunk.m_chunks)):
+ mesh.f_chunk.m_chunks[face.materialIndex].faces.append(facenr)
+ facenr+=1
+
+ else: #it's a quad
+ mesh.f_chunk.faces.append((face[0].index, face[1].index, face[2].index)) # 0,1,2
+ mesh.f_chunk.faces.append((face[2].index, face[3].index, face[0].index)) # 2,3,0
+ #first tri
+ if (face.materialIndex < len(mesh.f_chunk.m_chunks)):
+ mesh.f_chunk.m_chunks[face.materialIndex].faces.append(facenr)
+ facenr+=1
+ #other tri
+ if (face.materialIndex < len(mesh.f_chunk.m_chunks)):
+ mesh.f_chunk.m_chunks[face.materialIndex].faces.append(facenr)
+ facenr+=1
+
+
+ #fill in the UV info
+ if blender_mesh.hasVertexUV():
+ for vert in blender_mesh.verts:
+ mesh.uv_chunk.uv.append((vert.uvco[0], vert.uvco[1]))
+
+ elif blender_mesh.hasFaceUV():
+ for face in valid_faces:
+ # Tri or quad.
+ for uv_coord in face.uv:
+ mesh.uv_chunk.uv.append((uv_coord[0], uv_coord[1]))
+
+ #filled in our mesh, lets add it to the file
+ primary.obj_info.obj_chunks[len(primary.obj_info.obj_chunks)-1].mesh_chunks.append(mesh)
+
+ #check the size
+ primary.get_size()
+ #open the files up for writing
+ file = open( filename, "wb" )
+ #recursively write the stuff to file
+ primary.write(file)
+ file.close()
+ print "3ds export time: %.2f" % (Blender.sys.time() - time1)
+
+
+Blender.Window.FileSelector(save_3ds, "Export 3DS", newFName('3ds'))
diff --git a/release/scripts/3ds_import.py b/release/scripts/3ds_import.py
new file mode 100644
index 00000000000..017ec74123f
--- /dev/null
+++ b/release/scripts/3ds_import.py
@@ -0,0 +1,662 @@
+#!BPY
+
+"""
+Name: '3D Studio (.3ds)...'
+Blender: 237
+Group: 'Import'
+Tooltip: 'Import from 3DS file format. (.3ds)'
+"""
+
+__author__ = ["Bob Holcomb", "Richard Lärkäng", "Damien McGinnes", "Campbell Barton"]
+__url__ = ("blender", "elysiun", "http://www.gametutorials.com")
+__version__ = "0.92"
+__bpydoc__ = """\
+
+3ds Importer
+
+This script imports a 3ds file and the materials into Blender for editing.
+
+Loader is based on 3ds loader from www.gametutorials.com (Thanks DigiBen).
+
+Changes:
+
+0.92<br>
+- Added support for diffuse, alpha, spec, bump maps in a single material
+
+0.9<br>
+- Reorganized code into object/material block functions<br>
+- Use of Matrix() to copy matrix data<br>
+- added support for material transparency<br>
+
+0.81a (fork- not 0.9) Campbell Barton 2005-06-08<br>
+- Simplified import code<br>
+- Never overwrite data<br>
+- Faster list handling<br>
+- Leaves import selected<br>
+
+0.81 Damien McGinnes 2005-01-09<br>
+- handle missing images better<br>
+
+0.8 Damien McGinnes 2005-01-08<br>
+- copies sticky UV coords to face ones<br>
+- handles images better<br>
+- Recommend that you run 'RemoveDoubles' on each imported mesh after using this script
+
+"""
+
+# $Id$
+#
+# ***** BEGIN GPL LICENSE BLOCK *****
+#
+# Script copyright (C) Bob Holcomb
+#
+# This program is free software; you can redistribute it and/or
+# modify it under the terms of the GNU General Public License
+# as published by the Free Software Foundation; either version 2
+# of the License, or (at your option) any later version.
+#
+# This program is distributed in the hope that it will be useful,
+# but WITHOUT ANY WARRANTY; without even the implied warranty of
+# MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+# GNU General Public License for more details.
+#
+# You should have received a copy of the GNU General Public License
+# along with this program; if not, write to the Free Software Foundation,
+# Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
+#
+# ***** END GPL LICENCE BLOCK *****
+# --------------------------------------------------------------------------
+
+
+# Importing modules
+
+import Blender
+from Blender import NMesh, Scene, Object, Material, Image, Texture
+
+import sys, struct, string
+
+import os
+
+######################################################
+# Data Structures
+######################################################
+#----- Primary Chunk,
+PRIMARY = long("0x4D4D",16) # should be aat the beginning of each file
+VERSION = long("0x0002",16) #This gives the version of the .3ds file
+EDITOR_BLOCK = long("0x3D3D",16) #this is the Editor Data block, contains objects, materials
+KEYFRAME_BLOCK = long("0xB000",16) #This is the header for all of the key frame info
+
+#------ sub defines of EDITOR_BLOCK
+MATERIAL_BLOCK = long("0xAFFF",16) #This stores the Material info
+OBJECT_BLOCK = long("0x4000",16) #This stores the Object,Camera,Light
+
+#------ sub defines of OBJECT_BLOCK
+OBJECT_MESH = long("0x4100",16) # This lets us know that we are reading a new object
+OBJECT_LIGHT = long("0x4600",16) # This lets un know we are reading a light object
+OBJECT_CAMERA = long("0x4700",16) # This lets un know we are reading a camera object
+
+#------ sub defines of OBJECT_MESH
+MESH_VERTICES = long("0x4110",16) # The objects vertices
+MESH_FACES = long("0x4120",16) # The objects faces
+MESH_MATERIAL = long("0x4130",16) # This is found if the object has a material, either texture map or color
+MESH_UV = long("0x4140",16) # The UV texture coordinates
+MESH_TRANS_MATRIX = long("0x4160",16) # The Object Matrix
+MESH_COLOR = long("0x4165",16) # The color of the object
+MESH_TEXTURE_INFO = long("0x470",16) # Info about the Object Texture
+
+#------ sub defines of OBJECT_CAMERA
+CAMERA_CONE = long("0x4710",16) # The camera see cone
+CAMERA_RANGES = long("0x4720",16) # The camera range values
+
+#------ sub defines of OBJECT_LIGHT
+LIGHT_SPOTLIGHT = long("0x4610",16) # A spotlight
+LIGHT_ATTENUATE = long("0x4625",16) # Light attenuation values
+
+
+#------ sub defines of MATERIAL_BLOCK
+MAT_NAME = long("0xA000",16) # This holds the material name
+MAT_AMBIENT = long("0xA010",16) # Ambient color of the object/material
+MAT_DIFFUSE = long("0xA020",16) # This holds the color of the object/material
+MAT_SPECULAR = long("0xA030",16) # SPecular color of the object/material
+MAT_SHINESS = long("0xA040",16) # ??
+MAT_TRANSPARENCY= long("0xA050",16) # Transparency value of material
+MAT_SELF_ILLUM = long("0xA080",16) # Self Illumination value of material
+MAT_WIRE = long("0xA085",16) # Only render's wireframe
+
+MAT_TEXTURE_MAP = long("0xA200",16) # This is a header for a new texture map
+MAT_SPECULAR_MAP= long("0xA204",16) # This is a header for a new specular map
+MAT_OPACITY_MAP = long("0xA210",16) # This is a header for a new opacity map
+MAT_REFLECTION_MAP= long("0xA220",16) # This is a header for a new reflection map
+MAT_BUMP_MAP = long("0xA230",16) # This is a header for a new bump map
+MAT_MAP_FILENAME= long("0xA300",16) # This holds the file name of the texture
+#lots more to add here for maps
+
+######################################################
+# Globals
+######################################################
+TEXTURE_DICT={}
+MATERIAL_DICT={}
+
+
+######################################################
+# Chunk Class
+######################################################
+class chunk:
+ ID=0
+ length=0
+ bytes_read=0
+
+ binary_format="<HI"
+
+ def __init__(self):
+ self.ID=0
+ self.length=0
+ self.bytes_read=0
+
+ def dump(self):
+ print "ID in hex: ", hex(self.ID)
+ print "length: ", self.length
+ print "bytes_read: ", self.bytes_read
+
+
+######################################################
+# Helper functions
+######################################################
+def read_chunk(file, chunk):
+ temp_data=file.read(struct.calcsize(chunk.binary_format))
+ data=struct.unpack(chunk.binary_format, temp_data)
+ chunk.ID=data[0]
+ chunk.length=data[1]
+ chunk.bytes_read=6
+
+def skip_to_end(file, skip_chunk):
+ buffer_size=skip_chunk.length-skip_chunk.bytes_read
+ binary_format=str(buffer_size)+"c"
+ temp_data=file.read(struct.calcsize(binary_format))
+ skip_chunk.bytes_read+=buffer_size
+
+def read_string(file):
+ s=""
+ index=0
+ #read the first character
+ temp_data=file.read(1)
+ data=struct.unpack("c", temp_data)
+ s=s+(data[0])
+ #read in the characters till we get a null character
+ while(ord(s[index])!=0):
+ index+=1
+ temp_data=file.read(1)
+ data=struct.unpack("c", temp_data)
+ s=s+(data[0])
+ the_string=s[:-1] #remove the null character from the string
+ return str(the_string)
+
+def getUniqueName(name):
+ newName = name
+ uniqueInt = 0
+ while 1:
+ try:
+ ob = Object.Get(newName)
+ # Okay, this is working, so lets make a new name
+ newName = '%s.%d' % (name, uniqueInt)
+ uniqueInt +=1
+ except AttributeError:
+ if newName not in NMesh.GetNames():
+ return newName
+ else:
+ newName = '%s.%d' % (name, uniqueInt)
+ uniqueInt +=1
+
+def add_texture_to_material(image, texture, material, mapto):
+ if mapto=="DIFFUSE":
+ map=Texture.MapTo.COL
+ elif mapto=="SPECULAR":
+ map=Texture.MapTo.SPEC
+ elif mapto=="OPACITY":
+ map=Texture.MapTo.ALPHA
+ elif mapto=="BUMP":
+ map=Texture.MapTo.NOR
+ else:
+ print "/tError: Cannot map to ", mapto
+ return
+
+ texture.setImage(image)
+ texture_list=material.getTextures()
+ index=0
+ for tex in texture_list:
+ if tex==None:
+ material.setTexture(index,texture,Texture.TexCo.OBJECT,map)
+ return
+ else:
+ index+=1
+ if index>10:
+ print "/tError: Cannot add diffuse map. Too many textures"
+
+######################################################
+# Process an object (tri-mesh, Camera, or Light)
+######################################################
+def process_object_block(file, previous_chunk, object_list):
+ # Localspace variable names, faster.
+ STRUCT_SIZE_2FLOAT = struct.calcsize("2f")
+ STRUCT_SIZE_3FLOAT = struct.calcsize("3f")
+ STRUCT_SIZE_UNSIGNED_SHORT = struct.calcsize("H")
+ STRUCT_SIZE_4UNSIGNED_SHORT = struct.calcsize("4H")
+ STRUCT_SIZE_4x3MAT = struct.calcsize("ffffffffffff")
+
+ #spare chunks
+ new_chunk=chunk()
+ temp_chunk=chunk()
+
+ global TEXURE_DICT
+ global MATERIAL_DICT
+
+ #don't know which one we're making, so let's have a place for one of each
+ new_mesh=None
+ new_light=None
+ new_camera=None
+
+ #all objects have a name (first thing)
+ tempName = str(read_string(file))
+ obj_name = getUniqueName( tempName )
+ previous_chunk.bytes_read += (len(tempName)+1)
+
+ while (previous_chunk.bytes_read<previous_chunk.length):
+ read_chunk(file, new_chunk)
+
+ if (new_chunk.ID==OBJECT_MESH):
+ new_mesh=Blender.NMesh.New(obj_name)
+ while (new_chunk.bytes_read<new_chunk.length):
+ read_chunk(file, temp_chunk)
+
+ if (temp_chunk.ID==MESH_VERTICES):
+ temp_data=file.read(STRUCT_SIZE_UNSIGNED_SHORT)
+ data=struct.unpack("H", temp_data)
+ temp_chunk.bytes_read+=2
+ num_verts=data[0]
+ for counter in range (num_verts):
+ temp_data=file.read(STRUCT_SIZE_3FLOAT)
+ temp_chunk.bytes_read += STRUCT_SIZE_3FLOAT
+ data=struct.unpack("3f", temp_data)
+ v=NMesh.Vert(data[0],data[1],data[2])
+ new_mesh.verts.append(v)
+
+ elif (temp_chunk.ID==MESH_FACES):
+ temp_data=file.read(STRUCT_SIZE_UNSIGNED_SHORT)
+ data=struct.unpack("H", temp_data)
+ temp_chunk.bytes_read+=2
+ num_faces=data[0]
+ for counter in range(num_faces):
+ temp_data=file.read(STRUCT_SIZE_4UNSIGNED_SHORT)
+ temp_chunk.bytes_read += STRUCT_SIZE_4UNSIGNED_SHORT #4 short ints x 2 bytes each
+ data=struct.unpack("4H", temp_data)
+ #insert the mesh info into the faces, don't worry about data[3] it is a 3D studio thing
+ f = NMesh.Face( [new_mesh.verts[data[i]] for i in xrange(3)] )
+ f.uv = [ tuple(new_mesh.verts[data[i]].uvco[:2]) for i in xrange(3) ]
+ new_mesh.faces.append(f)
+
+ elif (temp_chunk.ID==MESH_MATERIAL):
+ material_name=""
+ material_name=str(read_string(file))
+ temp_chunk.bytes_read += len(material_name)+1 # remove 1 null character.
+ material_found=0
+ for mat in Material.Get():
+ if(mat.name==material_name):
+ if len(new_mesh.materials) >= 15:
+ print "\tCant assign more than 16 materials per mesh, keep going..."
+ break
+ else:
+ meshHasMat = 0
+ for myMat in new_mesh.materials:
+ if myMat.name == mat.name:
+ meshHasMat = 1
+ if meshHasMat == 0:
+ new_mesh.addMaterial(mat)
+ material_found=1
+ #figure out what material index this is for the mesh
+ for mat_counter in range(len(new_mesh.materials)):
+ if new_mesh.materials[mat_counter].name == material_name:
+ mat_index=mat_counter
+ break # get out of this for loop so we don't accidentally set material_found back to 0
+ else:
+ material_found=0
+
+ if material_found == 1:
+ #read the number of faces using this material
+ temp_data=file.read(STRUCT_SIZE_UNSIGNED_SHORT)
+ data=struct.unpack("H", temp_data)
+ temp_chunk.bytes_read += STRUCT_SIZE_UNSIGNED_SHORT
+ num_faces_using_mat=data[0]
+ #list of faces using mat
+ for face_counter in range(num_faces_using_mat):
+ temp_data=file.read(STRUCT_SIZE_UNSIGNED_SHORT)
+ temp_chunk.bytes_read += STRUCT_SIZE_UNSIGNED_SHORT
+ data=struct.unpack("H", temp_data)
+ new_mesh.faces[data[0]].materialIndex = mat_index
+ try:
+ mname = MATERIAL_DICT[mat.name]
+ new_mesh.faces[data[0]].image = TEXTURE_DICT[mname]
+ except:
+ continue
+ else:
+ #read past the information about the material you couldn't find
+ skip_to_end(file,temp_chunk)
+
+ elif (new_chunk.ID == MESH_UV):
+ temp_data=file.read(STRUCT_SIZE_UNSIGNED_SHORT)
+ data=struct.unpack("H", temp_data)
+ temp_chunk.bytes_read+=2
+ num_uv=data[0]
+
+ for counter in range(num_uv):
+ temp_data=file.read(STRUCT_SIZE_2FLOAT)
+ temp_chunk.bytes_read += STRUCT_SIZE_2FLOAT #2 float x 4 bytes each
+ data=struct.unpack("2f", temp_data)
+ #insert the insert the UV coords in the vertex data
+ new_mesh.verts[counter].uvco = data
+
+ elif (new_chunk.ID == MESH_TRANS_MATRIX):
+ temp_data=file.read(STRUCT_SIZE_4x3MAT)
+ data = list( struct.unpack("ffffffffffff", temp_data) )
+ temp_chunk.bytes_read += STRUCT_SIZE_4x3MAT
+ new_matrix = Blender.Mathutils.Matrix(\
+ data[:3] + [0],\
+ data[3:6] + [0],\
+ data[6:9] + [0],\
+ data[9:] + [1])
+ new_mesh.setMatrix(new_matrix)
+ else:
+ skip_to_end(file, temp_chunk)
+
+ new_chunk.bytes_read+=temp_chunk.bytes_read
+
+ elif (new_chunk.ID==OBJECT_LIGHT):
+ skip_to_end(file,new_chunk)
+
+ elif (new_chunk.ID==OBJECT_CAMERA):
+ skip_to_end(file,new_chunk)
+
+ else: #don't know what kind of object it is
+ skip_to_end(file,new_chunk)
+
+ if new_mesh!=None:
+ object_list.append(NMesh.PutRaw(new_mesh))
+ if new_light!=None:
+ object_list.append(new_light)
+ if new_camera!=None:
+ object_list.append(new_camera)
+
+ previous_chunk.bytes_read+=new_chunk.bytes_read
+
+######################################################
+# Process a Material
+######################################################
+def process_material_block(file, previous_chunk):
+ # Localspace variable names, faster.
+ STRUCT_SIZE_3BYTE = struct.calcsize("3B")
+ STRUCT_SIZE_UNSIGNED_SHORT = struct.calcsize("H")
+
+ #spare chunks
+ new_chunk=chunk()
+ temp_chunk=chunk()
+
+ global TEXURE_DICT
+ global MATERIAL_DICT
+
+ new_material=Blender.Material.New()
+
+ while (previous_chunk.bytes_read<previous_chunk.length):
+ #read the next chunk
+ read_chunk(file, new_chunk)
+
+ if (new_chunk.ID==MAT_NAME):
+ material_name=""
+ material_name=str(read_string(file))
+ new_chunk.bytes_read+=(len(material_name)+1) #plus one for the null character that ended the string
+ new_material.setName(material_name)
+ MATERIAL_DICT[material_name] = new_material.name
+
+ elif (new_chunk.ID==MAT_AMBIENT):
+ read_chunk(file, temp_chunk)
+ temp_data=file.read(STRUCT_SIZE_3BYTE)
+ data=struct.unpack("3B", temp_data)
+ temp_chunk.bytes_read+=3
+ new_material.mirCol = [float(col)/255 for col in data] # data [0,1,2] == rgb
+ new_chunk.bytes_read+=temp_chunk.bytes_read
+
+ elif (new_chunk.ID==MAT_DIFFUSE):
+ read_chunk(file, temp_chunk)
+ temp_data=file.read(STRUCT_SIZE_3BYTE)
+ data=struct.unpack("3B", temp_data)
+ temp_chunk.bytes_read+=3
+ new_material.rgbCol = [float(col)/255 for col in data] # data [0,1,2] == rgb
+ new_chunk.bytes_read+=temp_chunk.bytes_read
+
+ elif (new_chunk.ID==MAT_SPECULAR):
+ read_chunk(file, temp_chunk)
+ temp_data=file.read(STRUCT_SIZE_3BYTE)
+ data=struct.unpack("3B", temp_data)
+ temp_chunk.bytes_read+=3
+ new_material.specCol = [float(col)/255 for col in data] # data [0,1,2] == rgb
+ new_chunk.bytes_read+=temp_chunk.bytes_read
+
+ elif (new_chunk.ID==MAT_TEXTURE_MAP):
+ new_texture=Blender.Texture.New('Diffuse')
+ new_texture.setType('Image')
+ while (new_chunk.bytes_read<new_chunk.length):
+ read_chunk(file, temp_chunk)
+
+ if (temp_chunk.ID==MAT_MAP_FILENAME):
+ texture_name=""
+ texture_name=str(read_string(file))
+ try:
+ img = Image.Load(texture_name)
+ TEXTURE_DICT[new_material.name]=img
+ except IOError:
+ fname = os.path.join( os.path.dirname(FILENAME), texture_name)
+ try:
+ img = Image.Load(fname)
+ TEXTURE_DICT[new_material.name]=img
+ except IOError:
+ print "\tERROR: failed to load image ",texture_name
+ TEXTURE_DICT[new_material.name] = None # Dummy
+ img=Blender.Image.New(fname,1,1,24) #blank image
+ new_chunk.bytes_read += (len(texture_name)+1) #plus one for the null character that gets removed
+
+ else:
+ skip_to_end(file, temp_chunk)
+
+ new_chunk.bytes_read+=temp_chunk.bytes_read
+
+ #add the map to the material in the right channel
+ add_texture_to_material(img, new_texture, new_material, "DIFFUSE")
+
+ elif (new_chunk.ID==MAT_SPECULAR_MAP):
+ new_texture=Blender.Texture.New('Specular')
+ new_texture.setType('Image')
+ while (new_chunk.bytes_read<new_chunk.length):
+ read_chunk(file, temp_chunk)
+
+ if (temp_chunk.ID==MAT_MAP_FILENAME):
+ texture_name=""
+ texture_name=str(read_string(file))
+ try:
+ img = Image.Load(texture_name)
+ TEXTURE_DICT[new_material.name]=img
+ except IOError:
+ fname = os.path.join( os.path.dirname(FILENAME), texture_name)
+ try:
+ img = Image.Load(fname)
+ TEXTURE_DICT[new_material.name]=img
+ except IOError:
+ print "\tERROR: failed to load image ",texture_name
+ TEXTURE_DICT[new_material.name] = None # Dummy
+ img=Blender.Image.New(fname,1,1,24) #blank image
+ new_chunk.bytes_read += (len(texture_name)+1) #plus one for the null character that gets removed
+ else:
+ skip_to_end(file, temp_chunk)
+
+ new_chunk.bytes_read+=temp_chunk.bytes_read
+
+ #add the map to the material in the right channel
+ add_texture_to_material(img, new_texture, new_material, "SPECULAR")
+
+ elif (new_chunk.ID==MAT_OPACITY_MAP):
+ new_texture=Blender.Texture.New('Opacity')
+ new_texture.setType('Image')
+ while (new_chunk.bytes_read<new_chunk.length):
+ read_chunk(file, temp_chunk)
+
+ if (temp_chunk.ID==MAT_MAP_FILENAME):
+ texture_name=""
+ texture_name=str(read_string(file))
+ try:
+ img = Image.Load(texture_name)
+ TEXTURE_DICT[new_material.name]=img
+ except IOError:
+ fname = os.path.join( os.path.dirname(FILENAME), texture_name)
+ try:
+ img = Image.Load(fname)
+ TEXTURE_DICT[new_material.name]=img
+ except IOError:
+ print "\tERROR: failed to load image ",texture_name
+ TEXTURE_DICT[new_material.name] = None # Dummy
+ img=Blender.Image.New(fname,1,1,24) #blank image
+ new_chunk.bytes_read += (len(texture_name)+1) #plus one for the null character that gets removed
+ else:
+ skip_to_end(file, temp_chunk)
+
+ new_chunk.bytes_read+=temp_chunk.bytes_read
+
+ #add the map to the material in the right channel
+ add_texture_to_material(img, new_texture, new_material, "OPACITY")
+
+ elif (new_chunk.ID==MAT_BUMP_MAP):
+ new_texture=Blender.Texture.New('Bump')
+ new_texture.setType('Image')
+ while (new_chunk.bytes_read<new_chunk.length):
+ read_chunk(file, temp_chunk)
+
+ if (temp_chunk.ID==MAT_MAP_FILENAME):
+ texture_name=""
+ texture_name=str(read_string(file))
+ try:
+ img = Image.Load(texture_name)
+ TEXTURE_DICT[new_material.name]=img
+ except IOError:
+ fname = os.path.join( os.path.dirname(FILENAME), texture_name)
+ try:
+ img = Image.Load(fname)
+ TEXTURE_DICT[new_material.name]=img
+ except IOError:
+ print "\tERROR: failed to load image ",texture_name
+ TEXTURE_DICT[new_material.name] = None # Dummy
+ img=Blender.Image.New(fname,1,1,24) #blank image
+ new_chunk.bytes_read += (len(texture_name)+1) #plus one for the null character that gets removed
+ else:
+ skip_to_end(file, temp_chunk)
+
+ new_chunk.bytes_read+=temp_chunk.bytes_read
+
+ #add the map to the material in the right channel
+ add_texture_to_material(img, new_texture, new_material, "BUMP")
+
+ elif (new_chunk.ID==MAT_TRANSPARENCY):
+ read_chunk(file, temp_chunk)
+ temp_data=file.read(STRUCT_SIZE_UNSIGNED_SHORT)
+ data=struct.unpack("H", temp_data)
+ temp_chunk.bytes_read+=2
+ new_material.setAlpha(1-(float(data[0])/100))
+ new_chunk.bytes_read+=temp_chunk.bytes_read
+
+ else:
+ skip_to_end(file,new_chunk)
+
+ previous_chunk.bytes_read+=new_chunk.bytes_read
+
+######################################################
+# process a main chunk
+######################################################
+def process_main_chunk(file,previous_chunk,new_object_list):
+
+ #spare chunks
+ new_chunk=chunk()
+ temp_chunk=chunk()
+
+ #Go through the main chunk
+ while (previous_chunk.bytes_read<previous_chunk.length):
+ read_chunk(file, new_chunk)
+
+ if (new_chunk.ID==VERSION):
+ temp_data=file.read(struct.calcsize("I"))
+ data=struct.unpack("I", temp_data)
+ version=data[0]
+ new_chunk.bytes_read+=4 #read the 4 bytes for the version number
+ if (version>3): #this loader works with version 3 and below, but may not with 4 and above
+ print "\tNon-Fatal Error: Version greater than 3, may not load correctly: ", version
+
+ elif (new_chunk.ID==EDITOR_BLOCK):
+ while(new_chunk.bytes_read<new_chunk.length):
+ read_chunk(file, temp_chunk)
+ if (temp_chunk.ID==MATERIAL_BLOCK):
+ process_material_block(file, temp_chunk)
+ elif (temp_chunk.ID==OBJECT_BLOCK):
+ process_object_block(file, temp_chunk,new_object_list)
+ else:
+ skip_to_end(file,temp_chunk)
+
+ new_chunk.bytes_read+=temp_chunk.bytes_read
+ else:
+ skip_to_end(file,new_chunk)
+
+ previous_chunk.bytes_read+=new_chunk.bytes_read
+
+#***********************************************
+# main entry point for loading 3ds files
+#***********************************************
+def load_3ds (filename):
+ current_chunk=chunk()
+ print "--------------------------------"
+ print 'Importing "%s"' % filename
+ time1 = Blender.sys.time() #for timing purposes
+ file=open(filename,"rb")
+ new_object_list = []
+
+ global FILENAME
+ FILENAME=filename
+
+ read_chunk(file, current_chunk)
+
+ if (current_chunk.ID!=PRIMARY):
+ print "\tFatal Error: Not a valid 3ds file: ", filename
+ file.close()
+ return
+
+ process_main_chunk(file, current_chunk, new_object_list)
+
+ # Select all new objects.
+ for ob in new_object_list: ob.sel = 1
+
+ print 'finished importing: "%s" in %.4f sec.' % (filename, (Blender.sys.time()-time1))
+ file.close()
+
+#***********************************************
+# MAIN
+#***********************************************
+def my_callback(filename):
+ load_3ds(filename)
+
+Blender.Window.FileSelector(my_callback, "Import 3DS", '*.3ds')
+
+# For testing compatibility
+'''
+TIME = Blender.sys.time()
+import os
+for _3ds in os.listdir('/3ds/'):
+ if _3ds.lower().endswith('3ds'):
+ print _3ds
+ newScn = Scene.New(_3ds)
+ newScn.makeCurrent()
+ my_callback('/3ds/' + _3ds)
+
+print "TOTAL TIME: ", Blender.sys.time() - TIME
+'''
diff --git a/release/scripts/blenderLipSynchro.py b/release/scripts/blenderLipSynchro.py
new file mode 100644
index 00000000000..8c66e6779ab
--- /dev/null
+++ b/release/scripts/blenderLipSynchro.py
@@ -0,0 +1,602 @@
+#!BPY
+
+"""
+Name: 'BlenderLipSynchro'
+Blender: 239
+Group: 'Animation'
+Tooltip: 'Import phonemes from Papagayo or JLipSync for lip synchronisation'
+"""
+
+__author__ = "Dienben: Benoit Foucque dienben_mail@yahoo.fr"
+__url__ = ("blenderLipSynchro Blog, http://blenderlipsynchro.blogspot.com/",
+"Papagayo (Python), http://www.lostmarble.com/papagayo/index.shtml",
+"JLipSync (Java), http://jlipsync.sourceforge.net/")
+__version__ = "1.2"
+__bpydoc__ = """\
+Description:
+
+This script imports Voice Export made by Papagayo or JLipSync and maps the export with your shapes.
+
+Usage:
+
+Import a Papagayo or JLipSync voice export file and link it with your shapes.
+
+Note:<br>
+- Naturally, you need files exported from one of the supported lip synching
+programs. Check their sites to learn more and download them.
+
+"""
+
+# --------------------------------------------------------------------------
+# BlenderLipSynchro
+# --------------------------------------------------------------------------
+# ***** BEGIN GPL LICENSE BLOCK *****
+#
+# This program is free software; you can redistribute it and/or
+# modify it under the terms of the GNU General Public License
+# as published by the Free Software Foundation; either version 2
+# of the License, or (at your option) any later version.
+#
+# This program is distributed in the hope that it will be useful,
+# but WITHOUT ANY WARRANTY; without even the implied warranty of
+# MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+# GNU General Public License for more details.
+#
+# You should have received a copy of the GNU General Public License
+# along with this program; if not, write to the Free Software Foundation,
+# Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
+#
+# ***** END GPL LICENCE BLOCK *****
+# --------------------------------------------------------------------------
+
+
+
+#il y a 3 etapes
+#la deuxieme on charge le dictionnaire de correspondance
+#la troisieme on fait le choix des correpondance
+#la quatrieme on construit les cles a partir du fichiers frame
+
+#there are 3 stage
+#the second one load the mapping dictionnary
+#the tird make the mapping
+#the fourth make the key in the IPO Curve
+
+#voici mes differents imports
+#the imports
+import os
+import Blender
+
+from Blender import Ipo
+from Blender.Draw import *
+from Blender.BGL import *
+
+
+
+#ici commencent mes fonctions
+#here begin my functions
+#cette fonction trace l'interface graphique
+#this functions draw the User interface
+def trace():
+ #voici mes variables pouvant etre modifie
+ #my variables
+ global fichier_dico,repertoire_dictionaire,iponame,repertoire_phoneme,fichier_text,nbr_phoneme
+ global let01, let02, let03, let04,let05, let06, let07, let08, let09, let10
+ global let11, let12, let13, let14,let15, let16, let17, let18, let19, let20
+ global let21, let22, let23, let24
+
+ global let01selectkey,let02selectkey,let03selectkey,let04selectkey,let05selectkey
+ global let06selectkey,let07selectkey,let08selectkey,let09selectkey,let10selectkey,let11selectkey
+ global let12selectkey,let13selectkey,let14selectkey,let15selectkey,let16selectkey,let17selectkey
+ global let18selectkey,let19selectkey,let20selectkey,let21selectkey,let22selectkey,let23selectkey
+ global let24selectkey
+
+ glClearColor(0.4,0.5,0.6 ,0.0)
+ glClear(GL_COLOR_BUFFER_BIT)
+
+ glColor3d(1,1,1)
+ glRasterPos2i(87, 375)
+ Text("Blendersynchro V 1.1")
+ glColor3d(1,1,1)
+ glRasterPos2i(84, 360)
+ Text("Programation: Dienben")
+
+ glColor3d(0,0,0)
+ glRasterPos2i(13, 342)
+ Text("Papagayo File importer")
+ glColor3d(0,0,0)
+ glRasterPos2i(13, 326)
+ Text("Thanks to Chris Clawson and Liubomir Kovatchev")
+
+ glColor3d(1,1,1)
+ glRasterPos2i(5, 320)
+ Text("_______________________________________________________")
+ glColor3d(0,0,0)
+ glRasterPos2i(6, 318)
+ Text("_______________________________________________________")
+
+
+ if (etape==1):
+ #cette etape permet de choisi la correspondance entre les phonemes et les cles
+ #this stage offer the possibility to choose the mapping between phonems and shapes
+
+ glColor3d(1,1,1)
+ glRasterPos2i(140, 300)
+ Text("Objet: "+Blender.Object.GetSelected()[0].getName() )
+
+ glColor3d(1,1,1)
+ glRasterPos2i(5, 215)
+ Text("Assign phonems to shapes:")
+
+ #on mesure la taille de la liste de phonemes
+ #this is the lenght of the phonem list
+ nbr_phoneme=len(liste_phoneme)
+
+ #on dessine les listes de choix
+ #we draw the choice list
+
+ let01 = String(" ", 4, 5, 185, 30, 16, liste_phoneme[0], 3)
+ glColor3d(0,0,0)
+ glRasterPos2i(40, 188)
+ Text("=")
+ let01selectkey = Menu(key_menu, 50, 50, 185, 70, 16, let01selectkey.val)
+
+
+ let02 = String(" ", 4, 150, 185, 30, 16, liste_phoneme[1], 2)
+ glColor3d(0,0,0)
+ glRasterPos2i(185, 188)
+ Text("=")
+ let02selectkey = Menu(key_menu, 51, 195, 185, 70, 16, let02selectkey.val)
+
+
+ let03 = String(" ", 4, 5, 165, 30, 16, liste_phoneme[2], 2)
+ glColor3d(0,0,0)
+ glRasterPos2i(40, 168)
+ Text("=")
+ let03selectkey = Menu(key_menu, 52, 50, 165, 70, 16, let03selectkey.val)
+
+
+ let04 = String(" ", 4, 150, 165, 30, 16, liste_phoneme[3], 2)
+ glColor3d(0,0,0)
+ glRasterPos2i(185, 168)
+ Text("=")
+ let04selectkey = Menu(key_menu, 53, 195, 165, 70, 16, let04selectkey.val)
+
+
+ let05 = String(" ", 4, 5, 145, 30, 16, liste_phoneme[4], 2)
+ glColor3d(0,0,0)
+ glRasterPos2i(40, 148)
+ Text("=")
+ let05selectkey = Menu(key_menu, 54, 50, 145, 70, 16, let05selectkey.val)
+
+
+ let06 = String(" ", 4, 150, 145, 30, 16, liste_phoneme[5], 2)
+ glColor3d(0,0,0)
+ glRasterPos2i(185, 148)
+ Text("=")
+ let06selectkey = Menu(key_menu, 55, 195, 145, 70, 16, let06selectkey.val)
+
+
+ let07 = String(" ", 4, 5, 125, 30, 16, liste_phoneme[6], 2)
+ glColor3d(0,0,0)
+ glRasterPos2i(40, 128)
+ Text("=")
+ let07selectkey = Menu(key_menu, 56, 50, 125, 70, 16, let07selectkey.val)
+
+ #
+ let08 = String(" ", 4, 150, 125, 30, 16, liste_phoneme[7], 2)
+ glColor3d(0,0,0)
+ glRasterPos2i(185, 128)
+ Text("=")
+ let08selectkey = Menu(key_menu, 57, 195, 125, 70, 16,let08selectkey.val)
+
+
+ let09 = String(" ", 4, 5, 105, 30, 16, liste_phoneme[8], 2)
+ glColor3d(0,0,0)
+ glRasterPos2i(40, 108)
+ Text("=")
+ let09selectkey = Menu(key_menu, 58, 50, 105, 70, 16,let09selectkey.val)
+
+
+ let10 = String(" ", 4, 150, 105, 30, 16, liste_phoneme[9], 2)
+ glColor3d(0,0,0)
+ glRasterPos2i(185, 108)
+ Text("=")
+ let10selectkey = Menu(key_menu, 59, 195, 105, 70, 16, let10selectkey.val)
+
+ #soft_type = 0:Papagayo
+ #soft_type = 1:JLipSync
+ if (soft_type==1):
+ let11 = String(" ", 4, 5, 85, 30, 16, liste_phoneme[10], 2)
+ glColor3d(0,0,0)
+ glRasterPos2i(40, 88)
+ Text("=")
+ let11selectkey = Menu(key_menu, 60, 50, 85, 70, 16, let11selectkey.val)
+
+ let12 = String(" ", 4, 150, 85, 30, 16, liste_phoneme[11], 2)
+ glColor3d(0,0,0)
+ Text("=")
+ let12selectkey = Menu(key_menu, 61, 195, 85, 70, 16, let12selectkey.val)
+
+ let13 = String(" ", 4, 5, 65, 30, 16, liste_phoneme[12], 2)
+ glColor3d(0,0,0)
+ glRasterPos2i(40, 68)
+ Text("=")
+ let13selectkey = Menu(key_menu, 62, 50, 65, 70, 16, let13selectkey.val)
+
+ let14 = String(" ", 4, 150, 65, 30, 16, liste_phoneme[13], 2)
+ glColor3d(0,0,0)
+ glRasterPos2i(185, 68)
+ Text("=")
+ let14selectkey = Menu(key_menu, 63, 195, 65, 70, 16, let14selectkey.val)
+
+ let15 = String(" ", 4, 5, 45, 30, 16, liste_phoneme[14], 2)
+ glColor3d(0,0,0)
+ glRasterPos2i(40, 48)
+ Text("=")
+ let15selectkey = Menu(key_menu, 64, 50, 45, 70, 16, let15selectkey.val)
+
+ let16 = String(" ", 4, 150, 45, 30, 16, liste_phoneme[15], 2)
+ glColor3d(0,0,0)
+ glRasterPos2i(185, 48)
+ Text("=")
+ let16selectkey = Menu(key_menu, 65, 195, 45, 70, 16, let16selectkey.val)
+
+ let17 = String(" ", 4, 295, 185, 30, 16, liste_phoneme[16], 2)
+ glColor3d(0,0,0)
+ glRasterPos2i(330, 188)
+ Text("=")
+ let17selectkey = Menu(key_menu, 66, 340, 185, 70, 16, let17selectkey.val)
+
+ let18 = String(" ", 4, 440, 185, 70, 16, liste_phoneme[17], 8)
+ glColor3d(0,0,0)
+ glRasterPos2i(515, 188)
+ Text("=")
+ let18selectkey = Menu(key_menu, 67, 525, 185, 70, 16, let18selectkey.val)
+
+ let19 = String(" ", 4, 295, 165, 30, 16, liste_phoneme[18], 2)
+ glColor3d(0,0,0)
+ glRasterPos2i(330, 168)
+ Text("=")
+ let19selectkey = Menu(key_menu, 68, 340, 165, 70, 16, let19selectkey.val)
+
+ let20 = String(" ", 4, 440, 165, 70, 16, liste_phoneme[19], 8)
+ glColor3d(0,0,0)
+ glRasterPos2i(515, 168)
+ Text("=")
+ let20selectkey = Menu(key_menu, 69, 525, 165, 70, 16, let20selectkey.val)
+
+ let21 = String(" ", 4, 295, 145, 30, 16, liste_phoneme[20], 2)
+ glColor3d(0,0,0)
+ glRasterPos2i(330, 148)
+ Text("=")
+ let21selectkey = Menu(key_menu, 70, 340, 145, 70, 16, let21selectkey.val)
+
+ let22 = String(" ", 4, 440, 145, 70, 16, liste_phoneme[21], 8)
+ glColor3d(0,0,0)
+ glRasterPos2i(515, 148)
+ Text("=")
+ let22selectkey = Menu(key_menu, 71, 525, 145, 70, 16, let22selectkey.val)
+
+ let23 = String(" ", 4, 295, 125, 30, 16, liste_phoneme[22], 2)
+ glColor3d(0,0,0)
+ glRasterPos2i(330, 128)
+ Text("=")
+ let23selectkey = Menu(key_menu, 72, 340, 125, 70, 16,let23selectkey.val)
+
+ let24 = String(" ", 4, 440, 125, 70, 16, liste_phoneme[23], 8)
+ glColor3d(0,0,0)
+ glRasterPos2i(515, 128)
+ Text("=")
+ let24selectkey = Menu(key_menu, 73, 525, 125, 70, 16, let24selectkey.val)
+
+
+ Button("Import Text", 3, 155, 5, 145, 22)
+ Button("Choose Voice Export", 4, 120, 250, 250, 22)
+
+
+ if (etape==2):
+ glColor3d(1,1,1)
+ glRasterPos2i(125, 200)
+ Text("Operation Completed")
+
+ if (etape==0):
+ glColor3d(1,1,1)
+ glRasterPos2i(125, 200)
+ Text("Please select a Mesh'Object and Create all the IPO Curves for your Shapes")
+
+ if (etape==3):
+ Button("Papagayo", 5, 155, 250, 250, 22)
+ Button("JlipSync", 6, 155, 225, 250, 22)
+
+ glColor3d(1,1,1)
+ glRasterPos2i(6, 40)
+ Text("_______________________________________________________")
+ glColor3d(0,0,0)
+ glRasterPos2i(6, 38)
+ Text("_______________________________________________________")
+
+ Button("Exit", 1, 305, 5, 80, 22)
+
+
+
+
+#cette fonction sur evenement quite en cas d'ESC
+#this functions catch the ESC event and quit
+def event(evt,val):
+ if (evt == ESCKEY and not val): Exit()
+
+#cette fonction gere les evenements
+#the event functions
+def bevent(evt):
+ global etape,soft_type,liste_phoneme
+
+ if (evt == 1):
+ Exit()
+
+
+ elif (evt == 4):
+ #c'est le choix de l'export pamela
+ #we choose the papagayo export
+ Blender.Window.FileSelector(selectionner_export_papagayo,"Choose Export")
+
+
+ elif (evt == 3):
+ #c'est l'import Papagayo
+ #we import
+ lecture_chaine(mon_fichier_export_pamela,dico_phoneme_export_pamela)
+ construction_dico_correspondance()
+ construction_lipsynchro()
+ #on change d'etape
+ #we change the stage
+ etape=2
+
+ elif (evt == 5):
+ #we choose papagayo
+ soft_type=0
+ liste_phoneme=liste_phoneme_papagayo
+ etape=1
+
+ elif (evt == 6):
+ #we choose jlipsync
+ soft_type=1
+ liste_phoneme=liste_phoneme_jlipsinch
+ etape=1
+
+ Blender.Redraw()
+
+#cette fonction recupere le nom et le chemin du fichier dictionnaire
+#we catch the name and the path of the dictionnary
+def selectionner_export_papagayo(filename):
+ global mon_fichier_export_pamela
+ #debut
+ mon_fichier_export_pamela=filename
+
+#fonction de lecture de la liste frame phoneme
+#we read the frame and phonems
+def lecture_chaine(fichier,liste):
+ mon_fichier=open(fichier)
+
+ #je lis la premiere ligne qui contiens la version de moho
+ #first, we read the moho version
+ mon_fichier.readline()
+
+ #je lis jusqu'a la fin
+ #then we read until the end of the file
+ while 1:
+ ma_ligne=mon_fichier.readline()
+ if ma_ligne=='':
+ break
+ decoup=ma_ligne.split()
+ liste[decoup[0]]=decoup[1]
+ print liste
+
+
+
+
+#fonction qui construit la liste dictionnaire simple
+#we make the dictionnary
+def construction_dictionnaire_phoneme():
+ index_liste=0
+ #je transforme mon dictionnaire en list de tulpes
+ #we transform the list in tulpes
+ ma_liste=dico_phoneme.items()
+ #je parcours ma liste a la recherche d'elements non existant
+ #we read the list to find non existing elements
+ print dico_phoneme
+ for index in range(len(ma_liste)):
+ if ma_liste[index][1] not in liste_phoneme:
+ liste_phoneme[index_liste:index_liste]=[ma_liste[index][1]]
+ index_liste=index_liste+1
+ print liste_phoneme
+
+
+
+#cette fonction recupere les courbes cible
+#this functon catch the IPO curve
+def recuperation_courbe():
+ global key_menu,dico_key
+
+ #on recupere le nom des shapes
+ #we catch the shapes
+ key=Blender.Object.GetSelected()[0].getData().getKey().getBlocks()
+ for n in range(len(key)):
+ #on vire la première cle (en effet basic n'est pas une cle en tant que telle)
+ #we threw away the basic shapes
+ if (n>0):
+ key_menu=key_menu+key[n].name + " %x" + str(n-1) + "|"
+ dico_key[str(n-1)]=Blender.Object.GetSelected()[0].getData().getKey().getIpo().getCurves()[n-1]
+
+
+ print "dico_key"
+ print dico_key
+ print 'end dico_key'
+
+#cette fonction construit un dictionnaire de correspondance entre les phonemes prononces et les cles a utiliser
+#we make the dictionnary for the mapping between shapes and phonems
+def construction_dico_correspondance():
+ global dico_correspondance
+ #je parcours les phonemes
+ #we read the phonems
+ dico_correspondance[liste_phoneme[0]]=dico_key[str(let01selectkey.val)]
+ dico_correspondance[liste_phoneme[1]]=dico_key[str(let02selectkey.val)]
+ dico_correspondance[liste_phoneme[2]]=dico_key[str(let03selectkey.val)]
+ dico_correspondance[liste_phoneme[3]]=dico_key[str(let04selectkey.val)]
+ dico_correspondance[liste_phoneme[4]]=dico_key[str(let05selectkey.val)]
+ dico_correspondance[liste_phoneme[5]]=dico_key[str(let06selectkey.val)]
+ dico_correspondance[liste_phoneme[6]]=dico_key[str(let07selectkey.val)]
+ dico_correspondance[liste_phoneme[7]]=dico_key[str(let08selectkey.val)]
+ dico_correspondance[liste_phoneme[8]]=dico_key[str(let09selectkey.val)]
+ dico_correspondance[liste_phoneme[9]]=dico_key[str(let10selectkey.val)]
+
+ if (soft_type==1):
+ dico_correspondance[liste_phoneme[10]]=dico_key[str(let11selectkey.val)]
+ dico_correspondance[liste_phoneme[11]]=dico_key[str(let12selectkey.val)]
+ dico_correspondance[liste_phoneme[12]]=dico_key[str(let13selectkey.val)]
+ dico_correspondance[liste_phoneme[13]]=dico_key[str(let14selectkey.val)]
+ dico_correspondance[liste_phoneme[14]]=dico_key[str(let15selectkey.val)]
+ dico_correspondance[liste_phoneme[15]]=dico_key[str(let16selectkey.val)]
+ dico_correspondance[liste_phoneme[16]]=dico_key[str(let17selectkey.val)]
+ dico_correspondance[liste_phoneme[17]]=dico_key[str(let18selectkey.val)]
+ dico_correspondance[liste_phoneme[18]]=dico_key[str(let19selectkey.val)]
+ dico_correspondance[liste_phoneme[19]]=dico_key[str(let20selectkey.val)]
+ dico_correspondance[liste_phoneme[20]]=dico_key[str(let21selectkey.val)]
+ dico_correspondance[liste_phoneme[21]]=dico_key[str(let22selectkey.val)]
+ dico_correspondance[liste_phoneme[22]]=dico_key[str(let23selectkey.val)]
+ dico_correspondance[liste_phoneme[23]]=dico_key[str(let24selectkey.val)]
+
+ print dico_correspondance
+
+
+#cette fonction ajoute un points a la cle donnee a la frame donnee
+#we add a point to the IPO curve Target
+def ajoute_point(cle,frame,valeur):
+ cle.setInterpolation('Linear')
+ cle.addBezier((frame,valeur))
+ cle.Recalc()
+
+#cette fonction parcours le dictionnaire des frame à ajouter et construit les points
+#we add all the point to the IPO Curve
+def construction_lipsynchro():
+ print "je construit"
+ doublet_old=""
+ #construction de la liste des frame
+ cpt=0
+ liste_frame=[]
+ for frame in dico_phoneme_export_pamela:
+ liste_frame.append(int(frame))
+ cpt=cpt+1
+ liste_frame.sort()
+ print "listeframe"
+ print liste_frame
+ print "fini"
+
+ for doublet in liste_frame:
+ ajoute_point(dico_correspondance[dico_phoneme_export_pamela[str(doublet)]],doublet,1)
+ if (doublet_old==""):
+ ajoute_point(dico_correspondance[dico_phoneme_export_pamela[str(doublet)]],(doublet-2),0)
+ if (doublet_old!=''):
+ if (dico_correspondance[dico_phoneme_export_pamela[str(doublet)]]!=dico_correspondance[dico_phoneme_export_pamela[doublet_old]]):
+ print "doublet:"+str(doublet)
+ print "doublet old:"+doublet_old
+ ajoute_point(dico_correspondance[dico_phoneme_export_pamela[doublet_old]],(int(doublet_old)+2),0)
+ ajoute_point(dico_correspondance[dico_phoneme_export_pamela[str(doublet)]],(doublet-2),0)
+ doublet_old=str(doublet)
+
+
+#end of my functions we begin the execution
+#je commence l execution-----------------------------------------------------------------------------------------------
+#voici mes variables
+
+#declaration et instanciation
+#decleration and instanciation
+#ce sont les repertoires
+repertoire_dictionaire=Create('C:/')
+repertoire_phoneme=Create('c:/')
+
+#ce sont ls fichiers
+fichier_dico=Create("sample.mot")
+fichier_text=Create("")
+
+#voici mon objet de travail
+objet_travail=Create(0)
+
+#my soft type
+soft_type=1
+
+#voici la liste des phoneme effectivement utilise
+#the phonems'list
+liste_phoneme_papagayo=['AI','E','O','U','FV','L','WQ','MBP','etc','rest']
+liste_phoneme_jlipsinch=['A','B','C','Closed','D','E','F','G','I','K','L','M','N','O','P','Q','R','S','SH','T','TH','U','V','W']
+
+liste_phoneme=liste_phoneme_jlipsinch
+#voici mon dictionnaire des frames o
+dico_phoneme_export_pamela = Create(0)
+dico_phoneme_export_pamela={}
+
+
+
+#voici mes cle
+key_menu=""
+dico_key={}
+
+#voici mes ipo
+dico_bloc={}
+iponame = Create(0)
+
+#voici mon dictionnaire de correspondance
+dico_correspondance={}
+
+try:
+ #on verifie est bien une mesh et qu'il a des courbes
+ if ((Blender.Object.GetSelected()[0].getType()=='Mesh')):
+ #on verifie que l'objet a bien toute ses Courbes
+ if (len(Blender.Object.GetSelected()[0].getData().getKey().getBlocks())-1==Blender.Object.GetSelected()[0].getData().getKey().getIpo().getNcurves()):
+ etape=3
+ #on lance la creation du dictionnaire
+ recuperation_courbe()
+ else:
+ print "not the good number of IPO Curve"
+ etape = 0
+ else:
+ print "error: bad object Type:"
+ print Blender.Object.GetSelected()[0].getType()
+ etape = 0
+except:
+ print 'error: exception'
+ etape = 0
+
+
+#voici le fichier dictionnaire
+mon_fichier_dico=""
+
+#voici le fichier export pamela
+mon_fichier_export_pamela=""
+
+
+let01selectkey = Create(0)
+let02selectkey = Create(0)
+let03selectkey = Create(0)
+let04selectkey = Create(0)
+let05selectkey = Create(0)
+let06selectkey = Create(0)
+let07selectkey = Create(0)
+let08selectkey = Create(0)
+let09selectkey = Create(0)
+let10selectkey = Create(0)
+let11selectkey = Create(0)
+let12selectkey = Create(0)
+let13selectkey = Create(0)
+let14selectkey = Create(0)
+let15selectkey = Create(0)
+let16selectkey = Create(0)
+let17selectkey = Create(0)
+let18selectkey = Create(0)
+let19selectkey = Create(0)
+let20selectkey = Create(0)
+let21selectkey = Create(0)
+let22selectkey = Create(0)
+let23selectkey = Create(0)
+let24selectkey = Create(0)
+
+
+Register (trace,event,bevent)
diff --git a/release/scripts/flt_export.py b/release/scripts/flt_export.py
new file mode 100755
index 00000000000..b5c5797fa42
--- /dev/null
+++ b/release/scripts/flt_export.py
@@ -0,0 +1,723 @@
+#!BPY
+
+# flt_export.py is an OpenFlight exporter for blender.
+# Copyright (C) 2005 Greg MacDonald
+#
+# This program is free software; you can redistribute it and/or
+# modify it under the terms of the GNU General Public License
+# as published by the Free Software Foundation; either version 2
+# of the License, or (at your option) any later version.
+#
+# This program is distributed in the hope that it will be useful,
+# but WITHOUT ANY WARRANTY; without even the implied warranty of
+# MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+# GNU General Public License for more details.
+#
+# You should have received a copy of the GNU General Public License
+# along with this program; if not, write to the Free Software
+# Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
+
+""" Registration info for Blender menus:
+Name: 'OpenFlight (.flt)...'
+Blender: 237
+Group: 'Export'
+Tip: 'Export to OpenFlight v16.0 (.flt)'
+"""
+
+__author__ = "Greg MacDonald"
+__version__ = "1.2 10/20/05"
+__url__ = ("blender", "elysiun", "Author's homepage, http://sourceforge.net/projects/blight/")
+__bpydoc__ = """\
+This script exports v16.0 OpenFlight files. OpenFlight is a
+registered trademark of MultiGen-Paradigm, Inc.
+
+Run from "File->Export" menu.
+
+Options are available from Blender's "Scripts Config Editor," accessible through
+the "Scripts->System" menu from the scripts window.
+
+Features:<br>
+* Heirarchy retained.<br>
+* Normals retained.<br>
+* First texture exported.<br>
+* Diffuse material color is exported as the face color, material color, or both
+depending on the option settings.<br>
+* Double sided faces are exported as two faces.<br>
+* Object transforms exported.
+
+Things To Be Aware Of:<br>
+* Object names are exported, not mesh or data names.
+* Material indices that don't have a material associated with them will confuse the
+exporter. If a warning appears about this, correct it by deleting the offending
+material indices in Blender.
+
+What's Not Handled:<br>
+* Animations.<br>
+* Vetex colors.<br>
+"""
+
+import Blender
+from flt_filewalker import FltOut
+
+class ExporterOptions:
+ def __init__(self):
+ self.defaults = { 'Diffuse Color To OpenFlight Material': False,
+ 'Diffuse Color To OpenFlight Face': True}
+
+ d = Blender.Registry.GetKey('flt_export', True)
+
+ if d == None or d.keys() != self.defaults.keys():
+ d = self.defaults
+ Blender.Registry.SetKey('flt_export', d, True)
+
+ self.verbose = 1
+ self.tolerance = 0.001
+ self.use_mat_color = d['Diffuse Color To OpenFlight Material']
+ self.use_face_color = d['Diffuse Color To OpenFlight Face']
+
+options = ExporterOptions()
+
+FLOAT_TOLERANCE = options.tolerance
+
+identity_matrix = [[1.0, 0.0, 0.0, 0.0], [0.0, 1.0, 0.0, 0.0], [0.0, 0.0, 1.0, 0.0], [0.0, 0.0, 0.0, 1.0]]
+
+def is_identity(m):
+ for i in xrange(4):
+ for j in xrange(4):
+ if abs(m[i][j] - identity_matrix[i][j]) > FLOAT_TOLERANCE:
+ return False
+ return True
+
+class MaterialDesc:
+ def __init__(self):
+ self.name = 'Blender'
+
+ # Colors, List of 3 floats.
+ self.diffuse = [1.0, 1.0, 1.0]
+ self.specular = [1.0, 1.0, 1.0]
+
+ # Scalars
+ self.ambient = 0.1 # [0.0, 1.0]
+ self.emissive = 0.0 # [0.0, 1.0]
+ self.shininess = 32.0 # Range is [0.0, 128.0]
+ self.alpha = 1.0 # Range is [0.0, 1.0]
+
+class VertexDesc:
+ def __init__(self, co=None, no=None, uv=None):
+ if co: self.x, self.y, self.z = tuple(co)
+ else: self.x = self.y = self.z = 0.0
+ if no: self.nx, self.ny, self.nz = tuple(no)
+ else: self.nx = self.ny = self.nz = 0.0
+ if uv: self.u, self.v = tuple(uv)
+ else: self.u = self.v = 0.0
+
+class GlobalResourceRepository:
+ def new_face_name(self):
+ self.face_name += 1
+ return 'f%i' % (self.face_name-1)
+
+ def vertex_count(self):
+ return len(self.vertex_lst)
+
+ def request_vertex_desc(self, i):
+ return self.vertex_lst[i]
+
+ def request_vertex_index(self, desc):
+ match = None
+ for i, v in enumerate(self.vertex_lst):
+ if\
+ abs(v.x - desc.x) > FLOAT_TOLERANCE or\
+ abs(v.y - desc.y) > FLOAT_TOLERANCE or\
+ abs(v.z - desc.z) > FLOAT_TOLERANCE or\
+ abs(v.nx - desc.nx) > FLOAT_TOLERANCE or\
+ abs(v.ny - desc.ny) > FLOAT_TOLERANCE or\
+ abs(v.nz - desc.nz) > FLOAT_TOLERANCE or\
+ abs(v.u - desc.u) > FLOAT_TOLERANCE or\
+ abs(v.v - desc.v) > FLOAT_TOLERANCE:
+ pass
+ else:
+ match = i
+ break
+
+ if match != None:
+ return match
+ else:
+ self.vertex_lst.append(desc)
+ return len(self.vertex_lst) - 1
+
+ def request_texture_index(self, filename):
+ match = None
+ for i in xrange(len(self.texture_lst)):
+ if self.texture_lst[i] != filename:
+ continue
+ match = i
+ break
+ if match != None:
+ return match
+ else:
+ self.texture_lst.append(filename)
+ return len(self.texture_lst) - 1
+
+ def request_texture_filename(self, index):
+ return self.texture_lst[index]
+
+ def texture_count(self):
+ return len(self.texture_lst)
+
+ def request_material_index(self, desc):
+ match = None
+ for i in xrange(len(self.material_lst)):
+ if self.material_lst[i].diffuse != desc.diffuse:
+ continue
+ if self.material_lst[i].specular != desc.specular:
+ continue
+ if self.material_lst[i].ambient != desc.ambient:
+ continue
+ if self.material_lst[i].emissive != desc.emissive:
+ continue
+ if self.material_lst[i].shininess != desc.shininess:
+ continue
+ if self.material_lst[i].alpha != desc.alpha:
+ continue
+ match = i
+ break
+
+ if match != None:
+ return i
+ else:
+ self.material_lst.append(desc)
+ return len(self.material_lst) - 1
+
+ def request_material_desc(self, index):
+ return self.material_lst[index]
+
+ def material_count(self):
+ return len(self.material_lst)
+
+ # Returns not actual index but one that includes intensity information.
+ # color_index = 127*intensity + 128*actual_index
+ def request_color_index(self, col):
+ r,g,b = tuple(col)
+ m = max(r, g, b)
+ if m > 0.0:
+ intensity = m / 1.0
+ r = int(round(r/m * 255.0))
+ g = int(round(g/m * 255.0))
+ b = int(round(b/m * 255.0))
+ brightest = [r, g, b]
+ else:
+ brightest = [255, 255, 255]
+ intensity = 0.0
+
+ match = None
+ for i in xrange(len(self.color_lst)):
+ if self.color_lst[i] != brightest:
+ continue
+
+ match = i
+ break
+
+ if match != None:
+ index = match
+ else:
+ length = len(self.color_lst)
+ if length <= 1024:
+ self.color_lst.append(brightest)
+ index = length
+ else:
+ if options.verbose >= 1:
+ print 'Warning: Exceeded max color limit.'
+ index = 0
+
+ color_index = int(round(127.0*intensity)) + 128*index
+ return color_index
+
+ # Returns color from actual index.
+ def request_max_color(self, index):
+ return self.color_lst[index]
+
+ def color_count(self):
+ return len(self.color_lst)
+
+ def __init__(self):
+ self.vertex_lst = []
+ self.texture_lst = []
+ self.material_lst = []
+ self.color_lst = [[255, 255, 255]]
+ self.face_name = 0
+
+class Node:
+ # Gathers info from blender needed for export.
+ # The =[0] is a trick to emulate c-like static function variables
+ # that are persistant between calls.
+ def blender_export(self, level=[0]):
+ if self.object:
+ if options.verbose >= 2:
+ print '\t' * level[0], self.name, self.object.getType()
+
+ level[0] += 1
+
+ for child in self.children:
+ child.blender_export()
+
+ level[0] -= 1
+
+ # Exports this node's info to file.
+ def write(self):
+ pass
+
+ def write_matrix(self):
+ if self.matrix and not is_identity(self.matrix):
+ self.header.fw.write_short(49) # Matrix opcode
+ self.header.fw.write_ushort(68) # Length of record
+ for i in xrange(4):
+ for j in xrange(4):
+ self.header.fw.write_float(self.matrix[i][j])
+
+ def write_push(self):
+ self.header.fw.write_short(10)
+ self.header.fw.write_ushort(4)
+
+ def write_pop(self):
+ self.header.fw.write_short(11)
+ self.header.fw.write_ushort(4)
+
+ def write_longid(self, name):
+ length = len(name)
+ if length >= 8:
+ self.header.fw.write_short(33) # Long ID opcode
+ self.header.fw.write_ushort(length+5) # Length of record
+ self.header.fw.write_string(name, length+1) # name + zero terminator
+
+ # Initialization sets up basic tree structure.
+ def __init__(self, parent, header, object, object_lst):
+ self.header = header
+ self.object = object
+ if object:
+ self.name = self.object.getName()
+ self.matrix = self.object.getMatrix('localspace')
+ else:
+ self.name = 'no name'
+ self.matrix = None
+
+ self.children = []
+ self.parent = parent
+ if parent:
+ parent.children.append(self)
+
+ left_over = object_lst[:]
+ self.child_objects = []
+
+ # Add children to child list and remove from left_over list.
+
+ # Pop is faster then remove
+ i = len(object_lst)
+ while i:
+ i-=1
+ if object_lst[i].parent == object:
+ self.child_objects.append(left_over.pop(i))
+
+ # Spawn children.
+ self.has_object_child = False # For Database class.
+ for child in self.child_objects:
+ if child.getType() == 'Mesh':
+ BlenderMesh(self, header, child, left_over)
+ self.has_object_child = True
+ else: # Treat all non meshes as emptys
+ BlenderEmpty(self, header, child, left_over)
+
+class FaceDesc:
+ def __init__(self):
+ self.vertex_index_lst = []
+ self.texture_index = -1
+ self.material_index = -1
+ self.color_index = 127
+
+class BlenderMesh(Node):
+ def blender_export(self):
+ Node.blender_export(self)
+
+ mesh = self.object.getData()
+ mesh_hasuv = mesh.hasFaceUV()
+ # Gather materials and textures.
+ tex_index_lst = []
+ mat_index_lst = []
+ color_index_lst = []
+ materials = mesh.getMaterials()
+
+ if not materials:
+ materials = [Blender.Material.New()]
+
+ for mat in materials:
+ # Gather Color.
+ if options.use_face_color:
+ color_index_lst.append(self.header.GRR.request_color_index(mat.getRGBCol()))
+ else:
+ color_index_lst.append(127) # white
+ # Gather Texture.
+ mtex_lst = mat.getTextures()
+
+ index = -1
+ mtex = mtex_lst[0] # Not doing multi-texturing at the moment.
+ if mtex != None:
+ tex = mtex_lst[0].tex
+ if tex != None:
+ image = tex.getImage()
+ if image != None:
+ filename = image.getFilename()
+ index = self.header.GRR.request_texture_index(filename)
+
+ tex_index_lst.append(index)
+
+ # Gather Material
+ mat_desc = MaterialDesc()
+ mat_desc.name = mat.getName()
+ mat_desc.alpha = mat.getAlpha()
+ mat_desc.shininess = mat.getSpec() * 64.0 # 2.0 => 128.0
+ if options.use_mat_color:
+ mat_desc.diffuse = mat.getRGBCol()
+ else:
+ mat_desc.diffuse = [1.0, 1.0, 1.0]
+
+ mat_desc.specular = mat.getSpecCol()
+ amb = mat.getAmb()
+ mat_desc.ambient = [amb, amb, amb]
+ emit = mat.getEmit()
+ mat_desc.emissive = [emit, emit, emit]
+
+ mat_index_lst.append(self.header.GRR.request_material_index(mat_desc))
+
+ # Faces described as lists of indices into the GRR's vertex_lst.
+ for face in mesh.faces:
+
+ face_v = face.v # Faster access
+
+ # Create vertex description list for each face.
+ if mesh_hasuv:
+ vertex_lst = [VertexDesc(v.co, v.no, face.uv[i]) for i, v in enumerate(face_v)]
+ else:
+ vertex_lst = [VertexDesc(v.co, v.no) for i, v in enumerate(face_v)]
+
+ index_lst = []
+ for vert_desc in vertex_lst:
+ index_lst.append(self.header.GRR.request_vertex_index(vert_desc))
+
+ face_desc = FaceDesc()
+ face_desc.vertex_index_lst = index_lst
+
+ if face.materialIndex < len(materials):
+ face_desc.color_index = color_index_lst[face.materialIndex]
+ face_desc.texture_index = tex_index_lst[face.materialIndex]
+ face_desc.material_index = mat_index_lst[face.materialIndex]
+ else:
+ if options.verbose >=1:
+ print 'Warning: Missing material for material index. Materials will not be imported correctly. Fix by deleting abandoned material indices in Blender.'
+
+ self.face_lst.append(face_desc)
+
+ # Export double sided face as 2 faces with opposite orientations.
+ if mesh_hasuv and face.mode & Blender.NMesh.FaceModes['TWOSIDE']:
+ # Create vertex description list for each face. they have a face mode, so we know they have a UV too.
+ vertex_lst = [VertexDesc(v.co, -v.no, face.uv[i]) for i, v in enumerate(face_v)]
+ vertex_lst.reverse() # Reversing flips the face.
+
+ index_lst = []
+ for vert_desc in vertex_lst:
+ index_lst.append(self.header.GRR.request_vertex_index(vert_desc))
+
+ face_desc = FaceDesc()
+ face_desc.vertex_index_lst = index_lst
+ if face.materialIndex < len(materials):
+ face_desc.color_index = color_index_lst[face.materialIndex]
+ face_desc.texture_index = tex_index_lst[face.materialIndex]
+ face_desc.material_index = mat_index_lst[face.materialIndex]
+ else:
+ if options.verbose >=1:
+ print 'Error: No material for material index. Delete abandoned material indices in Blender.'
+
+ self.face_lst.append(face_desc)
+
+ def write_faces(self):
+ for face_desc in self.face_lst:
+ face_name = self.header.GRR.new_face_name()
+
+ self.header.fw.write_short(5) # Face opcode
+ self.header.fw.write_ushort(80) # Length of record
+ self.header.fw.write_string(face_name, 8) # ASCII ID
+ self.header.fw.write_int(-1) # IR color code
+ self.header.fw.write_short(0) # Relative priority
+ self.header.fw.write_char(0) # Draw type
+ self.header.fw.write_char(0) # Draw textured white.
+ self.header.fw.write_ushort(0) # Color name index
+ self.header.fw.write_ushort(0) # Alt color name index
+ self.header.fw.write_char(0) # Reserved
+ self.header.fw.write_char(1) # Template
+ self.header.fw.write_short(-1) # Detail tex pat index
+ self.header.fw.write_short(face_desc.texture_index) # Tex pattern index
+ self.header.fw.write_short(face_desc.material_index) # material index
+ self.header.fw.write_short(0) # SMC code
+ self.header.fw.write_short(0) # Feature code
+ self.header.fw.write_int(0) # IR material code
+ self.header.fw.write_ushort(0) # transparency 0 = opaque
+ self.header.fw.write_uchar(0) # LOD generation control
+ self.header.fw.write_uchar(0) # line style index
+ self.header.fw.write_int(0x00000000) # Flags
+ self.header.fw.write_uchar(2) # Light mode
+ self.header.fw.pad(7) # Reserved
+ self.header.fw.write_uint(-1) # Packed color
+ self.header.fw.write_uint(-1) # Packed alt color
+ self.header.fw.write_short(-1) # Tex map index
+ self.header.fw.write_short(0) # Reserved
+ self.header.fw.write_uint(face_desc.color_index) # Color index
+ self.header.fw.write_uint(127) # Alt color index
+ self.header.fw.write_short(0) # Reserved
+ self.header.fw.write_short(-1) # Shader index
+
+ self.write_longid(face_name)
+
+ self.write_push()
+
+ # Vertex list record
+ self.header.fw.write_short(72) # Vertex list opcode
+ num_verts = len(face_desc.vertex_index_lst)
+ self.header.fw.write_ushort(4*num_verts+4) # Length of record
+
+ for vert_index in face_desc.vertex_index_lst:
+ # Offset into vertex palette
+ self.header.fw.write_int(vert_index*64+8)
+
+ self.write_pop()
+
+ def write(self):
+ if self.open_flight_type == 'Object':
+ self.header.fw.write_short(4) # Object opcode
+ self.header.fw.write_ushort(28) # Length of record
+ self.header.fw.write_string(self.name, 8) # ASCII ID
+ self.header.fw.pad(16)
+
+ self.write_longid(self.name)
+
+ self.write_matrix()
+
+ if self.face_lst != []:
+ self.write_push()
+
+ self.write_faces()
+
+ self.write_pop()
+ else:
+ self.header.fw.write_short(2) # Group opcode
+ self.header.fw.write_ushort(44) # Length of record
+ self.header.fw.write_string(self.name, 8) # ASCII ID
+ self.header.fw.pad(32)
+
+ self.write_longid(self.name)
+
+ # Because a group can contain faces as well as children.
+ self.write_push()
+
+ self.write_faces()
+
+ for child in self.children:
+ child.write()
+
+ self.write_pop()
+
+ def __init__(self, parent, header, object, object_lst):
+ Node.__init__(self, parent, header, object, object_lst)
+ self.face_lst = []
+
+ if self.children:
+ self.open_flight_type= 'Group'
+ else: # Empty list.
+ self.open_flight_type = 'Object'
+
+
+class BlenderEmpty(Node):
+ def write(self):
+ self.header.fw.write_short(2) # Group opcode
+ self.header.fw.write_ushort(44) # Length of record
+ self.header.fw.write_string(self.name, 8) # ASCII ID
+ self.header.fw.pad(32)
+
+ self.write_longid(self.name)
+
+ self.write_matrix()
+
+ if self.children: # != []
+ self.write_push()
+
+ for child in self.children:
+ child.write()
+
+ self.write_pop()
+
+class Database(Node):
+ def write_header(self):
+ if options.verbose >= 2:
+ print 'Writing header.'
+ self.fw.write_short(1) # Header opcode
+ self.fw.write_ushort(324) # Length of record
+ self.fw.write_string('db', 8) # ASCII ID
+ self.fw.write_int(1600) # Revision Number
+ self.fw.pad(44)
+ self.fw.write_short(1) # Unit multiplier.
+ self.fw.write_char(0) # Units, 0 = meters
+ self.fw.write_char(0) # texwhite on new faces 0 = false
+ self.fw.write_uint(0x80000000) # misc flags set to saving vertex normals
+ self.fw.pad(24)
+ self.fw.write_int(0) # projection type, 0 = flat earth
+ self.fw.pad(30)
+ self.fw.write_short(1) # double precision
+ self.fw.pad(140)
+ self.fw.write_int(0) # ellipsoid model, 0 = WSG 1984
+ self.fw.pad(52)
+
+ def write_vert_pal(self):
+ if options.verbose >= 2:
+ print 'Writing vertex palette.'
+ # Write record for vertex palette
+ self.fw.write_short(67) # Vertex palette opcode.
+ self.fw.write_short(8) # Length of record
+ self.fw.write_int(self.GRR.vertex_count() * 64 + 8) # Length of everything.
+
+ # Write records for individual vertices.
+ for i in xrange(self.GRR.vertex_count()):
+ desc = self.GRR.request_vertex_desc(i)
+ self.fw.write_short(70) # Vertex with color normal and uv opcode.
+ self.fw.write_ushort(64) # Length of record
+ self.fw.write_ushort(0) # Color name index
+ self.fw.write_short(0x2000) # Flags set to no color
+ self.fw.write_double(desc.x)
+ self.fw.write_double(desc.y)
+ self.fw.write_double(desc.z)
+ self.fw.write_float(desc.nx)
+ self.fw.write_float(desc.ny)
+ self.fw.write_float(desc.nz)
+ self.fw.write_float(desc.u)
+ self.fw.write_float(desc.v)
+ self.fw.pad(12)
+
+ def write_tex_pal(self):
+ if options.verbose >= 2:
+ print 'Writing texture palette.'
+ # Write record for texture palette
+ for i in xrange(self.GRR.texture_count()):
+ self.fw.write_short(64) # Texture palette opcode.
+ self.fw.write_short(216) # Length of record
+ self.fw.write_string(self.GRR.request_texture_filename(i), 200) # Filename
+ self.fw.write_int(i) # Texture index
+ self.fw.write_int(0) # X
+ self.fw.write_int(0) # Y
+
+ def write_mat_pal(self):
+ if options.verbose >= 2:
+ print 'Writing material palette.'
+ for i in xrange(self.GRR.material_count()):
+ desc = self.GRR.request_material_desc(i)
+ self.fw.write_short(113) # Material palette opcode.
+ self.fw.write_short(84) # Length of record
+ self.fw.write_int(i) # Material index
+ self.fw.write_string(desc.name, 12) # Material name
+ self.fw.write_uint(0x80000000) # Flags
+ self.fw.write_float(desc.ambient[0]) # Ambient color.
+ self.fw.write_float(desc.ambient[1]) # Ambient color.
+ self.fw.write_float(desc.ambient[2]) # Ambient color.
+ self.fw.write_float(desc.diffuse[0]) # Diffuse color.
+ self.fw.write_float(desc.diffuse[1]) # Diffuse color.
+ self.fw.write_float(desc.diffuse[2]) # Diffuse color.
+ self.fw.write_float(desc.specular[0]) # Specular color.
+ self.fw.write_float(desc.specular[1]) # Specular color.
+ self.fw.write_float(desc.specular[2]) # Specular color.
+ self.fw.write_float(desc.emissive[0]) # Emissive color.
+ self.fw.write_float(desc.emissive[1]) # Emissive color.
+ self.fw.write_float(desc.emissive[2]) # Emissive color.
+ self.fw.write_float(desc.shininess)
+ self.fw.write_float(desc.alpha)
+ self.fw.write_int(0) # Reserved
+
+ def write_col_pal(self):
+ if options.verbose >= 2:
+ print 'Writing color palette.'
+ self.fw.write_short(32) # Color palette opcode.
+ self.fw.write_short(4228) # Length of record
+ self.fw.pad(128)
+ count = self.GRR.color_count()
+ for i in xrange(count):
+ col = self.GRR.request_max_color(i)
+ self.fw.write_uchar(255) # alpha
+ self.fw.write_uchar(col[2]) # b
+ self.fw.write_uchar(col[1]) # g
+ self.fw.write_uchar(col[0]) # r
+ self.fw.pad(max(4096-count*4, 0))
+
+ def write(self):
+ self.write_header()
+ self.write_vert_pal()
+ self.write_tex_pal()
+ self.write_mat_pal()
+ self.write_col_pal()
+
+ # Wrap everything in a group if it has an object child.
+ if self.has_object_child:
+ self.header.fw.write_short(2) # Group opcode
+ self.header.fw.write_ushort(44) # Length of record
+ self.header.fw.write_string('g1', 8) # ASCII ID
+ self.header.fw.pad(32)
+
+ self.write_push()
+
+ for child in self.children:
+ child.write()
+
+ self.write_pop()
+
+ def __init__(self, scene, fw):
+ self.fw = fw
+ self.scene = scene
+ self.all_objects = scene.getChildren()
+ self.GRR = GlobalResourceRepository()
+
+ Node.__init__(self, None, self, None, self.all_objects)
+
+def fs_callback(filename):
+ Blender.Window.WaitCursor(True)
+
+ if Blender.sys.exists(filename):
+ r = Blender.Draw.PupMenu('Overwrite ' + filename + '?%t|Yes|No')
+ if r != 1:
+ if options.verbose >= 1:
+ print 'Export cancelled.'
+ return
+
+ time1 = Blender.sys.time() # Start timing
+
+ fw = FltOut(filename)
+
+ db = Database(Blender.Scene.GetCurrent(), fw)
+
+ if options.verbose >= 1:
+ print 'Pass 1: Exporting from Blender.\n'
+
+ db.blender_export()
+
+ if options.verbose >= 1:
+ print 'Pass 2: Writing %s\n' % filename
+
+ db.write()
+
+ fw.close_file()
+ if options.verbose >= 1:
+ print 'Done in %.4f sec.\n' % (Blender.sys.time() - time1)
+
+ Blender.Window.WaitCursor(False)
+
+if options.verbose >= 1:
+ print '\nOpenFlight Exporter'
+ print 'Version:', __version__
+ print 'Author: Greg MacDonald'
+ print __url__[2]
+ print
+
+fname = Blender.sys.makename(ext=".flt")
+Blender.Window.FileSelector(fs_callback, "Export OpenFlight v16.0", fname)
diff --git a/release/scripts/flt_filewalker.py b/release/scripts/flt_filewalker.py
new file mode 100644
index 00000000000..f1f6ecd2847
--- /dev/null
+++ b/release/scripts/flt_filewalker.py
@@ -0,0 +1,278 @@
+#!BPY
+
+# flt_filewalker.py is an utility module for OpenFlight IO scripts for blender.
+# Copyright (C) 2005 Greg MacDonald
+#
+# This program is free software; you can redistribute it and/or
+# modify it under the terms of the GNU General Public License
+# as published by the Free Software Foundation; either version 2
+# of the License, or (at your option) any later version.
+#
+# This program is distributed in the hope that it will be useful,
+# but WITHOUT ANY WARRANTY; without even the implied warranty of
+# MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+# GNU General Public License for more details.
+#
+# You should have received a copy of the GNU General Public License
+# along with this program; if not, write to the Free Software
+# Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
+
+import Blender
+from struct import *
+import re
+
+class FltIn:
+ def begin_record(self):
+ if self.repeat == True:
+ self.repeat = False
+ else:
+ self.position += self.length
+ try:
+ self.file.seek(self.position)
+ input = self.file.read(4)
+ except:
+ print 'Parse Error!'
+ return False
+
+ if not input:
+ self.close_file()
+ return False
+
+ self.opcode = unpack('>h', input[:2])[0]
+ self.length = unpack('>H', input[-2:])[0]
+
+ self.next_position = self.position + self.length
+
+ return True
+
+ def repeat_record(self):
+ self.repeat = True
+
+ def get_opcode(self):
+ return self.opcode
+
+ def get_level(self):
+ return self.level
+
+ def up_level(self):
+ self.level += 1
+
+ def down_level(self):
+ self.level -= 1
+
+ def read_string(self, length):
+ s = ''
+ if self.file.tell() + length <= self.next_position:
+ start = self.file.tell()
+ for i in range(length):
+ char = self.file.read(1)
+ if char == '\x00':
+ break
+ s = s + char
+
+ self.file.seek(start+length)
+# else:
+# print 'Warning: string truncated'
+
+ return s
+
+ def read_int(self):
+ if self.file.tell() + 4 <= self.next_position:
+ return unpack('>i', self.file.read(4))[0]
+ else:
+ #print 'Warning: int truncated'
+ return 0
+
+ def read_uint(self):
+ if self.file.tell() + 4 <= self.next_position:
+ return unpack('>I', self.file.read(4))[0]
+ else:
+ #print 'Warning: uint truncated'
+ return 0
+
+ def read_double(self):
+ if self.file.tell() + 8 <= self.next_position:
+ return unpack('>d', self.file.read(8))[0]
+ else:
+ #print 'Warning: double truncated'
+ return 0.0
+
+ def read_float(self):
+ if self.file.tell() + 4 <= self.next_position:
+ return unpack('>f', self.file.read(4))[0]
+ else:
+ #print 'Warning: float truncated'
+ return 0.0
+
+ def read_ushort(self):
+ if self.file.tell() + 2 <= self.next_position:
+ return unpack('>H', self.file.read(2))[0]
+ else:
+ #print 'Warning: ushort truncated'
+ return 0
+
+ def read_short(self):
+ if self.file.tell() + 2 <= self.next_position:
+ return unpack('>h', self.file.read(2))[0]
+ else:
+ #print 'Warning: short trunated'
+ return 0
+
+ def read_uchar(self):
+ if self.file.tell() + 1 <= self.next_position:
+ return unpack('>B', self.file.read(1))[0]
+ else:
+ #print 'Warning: uchar truncated'
+ return 0
+
+ def read_char(self):
+ if self.file.tell() + 1 <= self.next_position:
+ return unpack('>b', self.file.read(1))[0]
+ else:
+ #print 'Warning: char truncated'
+ return 0
+
+ def read_ahead(self, i):
+ if self.file.tell() + i <= self.next_position:
+ self.file.seek(i, 1)
+# else:
+# print 'Warning: attempt to seek past record'
+
+ def get_length(self):
+ return self.length
+
+ def close_file(self):
+ self.file.close()
+
+ def __init__(self, filename):
+ self.file = open(filename, 'rb')
+ self.position = 0
+ self.next_position = 100000
+ self.opcode = 0
+ self.length = 0
+ self.level = 0
+ self.repeat = False # Repeat the last record.
+
+class FltOut:
+ # Length includes terminating null
+ def write_string(self, string, length):
+ if len(string) > length - 1:
+ str_len = length - 1
+ else:
+ str_len = len(string)
+
+ pad_len = length - str_len
+
+ self.file.write(string[:str_len])
+
+ self.pad(pad_len)
+
+ def write_int(self, a):
+ self.file.write( pack('>i', a) )
+
+ def write_uint(self, a):
+ self.file.write( pack('>I', a) )
+
+ def write_double(self, a):
+ self.file.write( pack('>d', a) )
+
+ def write_float(self, a):
+ self.file.write( pack('>f', a) )
+
+ def write_ushort(self, a):
+ self.file.write( pack('>H', a) )
+
+ def write_short(self, a):
+ self.file.write( pack('>h', a) )
+
+ def write_uchar(self, a):
+ self.file.write( pack('>B', a) )
+
+ def write_char(self, a):
+ self.file.write( pack('>b', a) )
+
+ def pad(self, reps):
+ for i in range(reps):
+ self.file.write('\x00')
+
+ def close_file(self):
+ self.file.close()
+
+ def __init__(self, filename):
+ self.file = open(filename, 'wb')
+
+class FileFinder:
+ def add_file_to_search_path(self, filename):
+ dir = Blender.sys.dirname(filename)
+ if dir != None and dir != '':
+ self.search_dirs.append(dir)
+
+ def strip_path(self, full_path):
+ # One of my flt files had a windows path with unix seperation. Basename
+ # returned the whole path + filename, which isn't expected. So my
+ # attempt to fix it is to replace all / or \ with the platform specific
+ # dir seperator.
+ #
+ # note: \\\\ is actually just one \ indirected twice, once for python
+ # then again for re.sub
+ if Blender.sys.sep == '\\':
+ full_path = re.sub('/', '\\\\', full_path)
+ elif Blender.sys.sep == '/':
+ full_path = re.sub('\\\\', '/', full_path)
+
+ filename = Blender.sys.basename(full_path)
+ return filename
+
+ def find(self, full_path):
+ if full_path == '':
+ return None
+
+ # Seperate out the path.
+ dirname = Blender.sys.dirname(full_path)
+
+ # Try it first.
+ if Blender.sys.exists(full_path):
+ if not dirname in self.search_dirs:
+ self.search_dirs.append(dirname)
+ return full_path
+
+ # Maybe it's relative.
+ for path in self.search_dirs:
+ rel_full_path = Blender.sys.join(path, full_path)
+ if Blender.sys.exists(rel_full_path):
+ return rel_full_path
+
+ # Search previous directories that have worked.
+ filename = self.strip_path(full_path)
+ for path in self.search_dirs:
+ t = Blender.sys.join(path, filename)
+ if Blender.sys.exists(t):
+ return t
+
+ # Ask user where it is.
+ self.user_input = Blender.Draw.PupStrInput(filename + "? ", '', 100)
+ if self.user_input != None:
+ t = Blender.sys.join(self.user_input, filename)
+ if Blender.sys.exists(t):
+ user_dirname = Blender.sys.dirname(t)
+ if not user_dirname in self.search_dirs:
+ self.search_dirs.append(user_dirname)
+ return t
+
+ # Couldn't find it.
+ return None
+
+ def __init__(self):
+ self.user_input = ''
+ self.current_file = ''
+ self.search_dirs = []
+
+ dir = Blender.Get('texturesdir')
+ if dir != None and dir != '':
+ self.search_dirs.append(dir)
+
+ dir = Blender.sys.dirname(Blender.Get('filename'))
+ if dir != None and dir != '':
+ print dir
+ self.search_dirs.append(dir)
+ \ No newline at end of file
diff --git a/release/scripts/flt_import.py b/release/scripts/flt_import.py
new file mode 100755
index 00000000000..2553f34dbf0
--- /dev/null
+++ b/release/scripts/flt_import.py
@@ -0,0 +1,1803 @@
+#!BPY
+
+# flt_import.py is an OpenFlight importer for blender.
+# Copyright (C) 2005 Greg MacDonald
+#
+# This program is free software; you can redistribute it and/or
+# modify it under the terms of the GNU General Public License
+# as published by the Free Software Foundation; either version 2
+# of the License, or (at your option) any later version.
+#
+# This program is distributed in the hope that it will be useful,
+# but WITHOUT ANY WARRANTY; without even the implied warranty of
+# MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+# GNU General Public License for more details.
+#
+# You should have received a copy of the GNU General Public License
+# along with this program; if not, write to the Free Software
+# Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
+
+""" Registration info for Blender menus:
+Name: 'OpenFlight (.flt)...'
+Blender: 238
+Group: 'Import'
+Tip: 'Import OpenFlight (.flt)'
+"""
+
+__author__ = "Greg MacDonald"
+__version__ = "1.2 10/20/05"
+__url__ = ("blender", "elysiun", "Author's homepage, http://sourceforge.net/projects/blight/")
+__bpydoc__ = """\
+This script imports OpenFlight files into Blender. OpenFlight is a
+registered trademark of MultiGen-Paradigm, Inc.
+
+Run from "File->Import" menu.
+
+Options are available from Blender's "Scripts Config Editor," accessible through
+the "Scripts->System" menu from the scripts window.
+
+All options are toggle switches that let the user choose what is imported. Most
+are straight-forward, but one option could be a source of confusion. The
+"Diffuse Color From Face" option when set pulls the diffuse color from the face
+colors. Otherwise the diffuse color comes from the material. What may be
+confusing is that this options only works if the "Diffuse Color" option is set.
+
+New Features:<br>
+* Importer is 14 times faster.<br>
+* External triangle module is no longer required, but make sure the importer
+has a 3d View screen open while its running or triangulation won't work.<br>
+* Should be able to import all versions of flight files.
+
+Features:<br>
+* Heirarchy retained.<br>
+* First texture imported.<br>
+* Colors imported from face or material.<br>
+* LOD seperated out into different layers.<br>
+* Asks for location of unfound textures or external references.<br>
+* Searches Blender's texture directory in the user preferences panel.<br>
+* Triangles with more than 4 verts are triangulated if the Triangle python
+module is installed.<br>
+* Matrix transforms imported.<br>
+* External references to whole files are imported.
+
+Things To Be Aware Of:<br>
+* Each new color and face attribute creates a new material and there are only a maximum of 16
+materials per object.<br>
+* For triangulated faces, normals must be recomputed outward manually by typing
+CTRL+N in edit mode.<br>
+* You can change options only after an initial import.<br>
+* External references are imported as geometry and will be exported that way.<br>
+* A work around for not using the Triangle python module is to simply to
+triangulate in Creator before importing. This is only necessary if your
+model contains 5 or more vertices.<br>
+* You have to manually blend the material color with the texture color.
+
+What's Not Handled:<br>
+* Special texture repeating modes.<br>
+* Replications and instancing.<br>
+* Comment and attribute fields.<br>
+* Light points.<br>
+* Animations.<br>
+* External references to a node within a file.<br>
+* Multitexturing.<br>
+* Vetex colors.<br>
+"""
+
+import Blender
+import os
+
+from flt_filewalker import FltIn, FileFinder
+
+def col_to_gray(c):
+ return 0.3*c[0] + 0.59*c[1] + 0.11*c[2]
+
+class ImporterOptions:
+ def __init__(self):
+ self.defaults = { 'Texture': True,
+ 'Diffuse Color': True,
+ 'Specular Color': False,
+ 'Emissive Intensity': False,
+ 'Alpha': True,
+ 'Ambient Intensity': False,
+ 'Shininess': True,
+ 'Diffuse Color From Face': True}
+
+ d = Blender.Registry.GetKey('flt_import', True)
+
+ if d == None or d.keys() != self.defaults.keys():
+ d = self.defaults
+ Blender.Registry.SetKey('flt_import', d, True)
+
+ self.verbose = 1
+ self.get_texture = d['Texture']
+ self.get_diffuse = d['Diffuse Color']
+ self.get_specular = d['Specular Color']
+ self.get_emissive = d['Emissive Intensity']
+ self.get_alpha = d['Alpha']
+ self.get_ambient = d['Ambient Intensity']
+ self.get_shininess = d['Shininess']
+ self.color_from_face = d['Diffuse Color From Face']
+
+options = ImporterOptions()
+
+# Contributed by Campbell Barton:
+# http://en.wikibooks.org/wiki/Blending_Into_Python:_Cookbook#Expanded_Scanfill_function
+msg_once = False
+def scanFillPoints(pointList):
+ global msg_once
+
+ screen_info = Blender.Window.GetScreenInfo(Blender.Window.Types.VIEW3D)
+ if screen_info == []:
+ if not msg_once:
+ msg = 'Error: A 3D View window must be open while the script is running for triangulation to occur.'
+ Blender.Draw.PupMenu(msg)
+ print msg
+ print
+ msg_once = True
+ return None
+
+ Blender.Window.EditMode(0)
+
+ nme = Blender.NMesh.GetRaw('.scanfill')
+ if nme:
+ nme.verts = []
+ nme.edges = []
+ nme. faces = []
+ else:
+ nme = Blender.NMesh.New('.scanfill')
+
+ for p in pointList:
+ v = Blender.NMesh.Vert( p[0], p[1], p[2] )
+ nme.verts.append(v)
+ v.sel = 1
+
+ if len(nme.verts) >= 2:
+ nme.addEdge(nme.verts[-2], nme.verts[-1])
+
+ nme.addEdge(nme.verts[0], nme.verts[-1])
+
+ nme.update()
+
+ scn = Blender.Scene.GetCurrent()
+
+ actOb = scn.getActiveObject()
+ if actOb:
+ actSel = actOb.sel
+ else:
+ actSel = 0
+
+ try:
+ ob = Blender.Object.Get('.scanfill')
+ except AttributeError:
+ ob = Blender.Object.New('Mesh')
+ ob.setName('.scanfill')
+ ob.link(nme)
+
+ scn.link(ob)
+ scn.layers = range(1,20)
+ ob.sel = 1
+ Blender.Window.EditMode(1)
+
+ winid = screen_info[0]['id']
+ Blender.Window.SetKeyQualifiers(Blender.Window.Qual.SHIFT)
+ Blender.Window.QAdd(winid, Blender.Draw.FKEY,1)
+ Blender.Window.QHandle(winid)
+ Blender.Window.SetKeyQualifiers(0)
+
+ Blender.Window.EditMode(0)
+ scn.unlink(ob)
+
+ # Select the old active object.
+ if actOb:
+ actOb.sel = actSel
+
+ # Return the scanfilled faces.
+ return ob.getData()
+
+class MaterialDesc:
+ # Was going to use int(f*1000.0) instead of round(f,3), but for some reason
+ # round produces better results, as in less dups.
+ def make_key(self):
+ key = []
+ if options.get_texture:
+ if self.tex0:
+ key.append(self.tex0.getName())
+ else:
+ key.append(None)
+
+ if options.get_alpha:
+ key.append(round(self.alpha, 3))
+ else:
+ key.append(None)
+
+ if options.get_shininess:
+ key.append(round(self.shininess, 3))
+ else:
+ key.append(None)
+
+ if options.get_emissive:
+ key.append(round(self.emissive, 3))
+ else:
+ key.append(None)
+
+ if options.get_ambient:
+ key.append(round(self.ambient, 3))
+ else:
+ key.append(None)
+
+ if options.get_specular:
+ for n in self.specular:
+ key.append(round(n, 3))
+ else:
+ key.extend([None, None, None])
+
+ if options.get_diffuse:
+ for n in self.diffuse:
+ key.append(round(n, 3))
+ else:
+ key.extend([None, None, None])
+
+# key.extend(self.face_props.values())
+
+ return tuple(key)
+
+ def __init__(self):
+ self.name = 'Material'
+ # Colors, List of 3 floats.
+ self.diffuse = [1.0, 1.0, 1.0]
+ self.specular = [1.0, 1.0, 1.0]
+
+ # Scalars
+ self.ambient = 0.0 # [0.0, 1.0]
+ self.emissive = 0.0 # [0.0, 1.0]
+ self.shininess = 0.5 # Range is [0.0, 2.0]
+ self.alpha = 1.0 # Range is [0.0, 1.0]
+
+ self.tex0 = None
+
+ # OpenFlight Face attributes
+ self.face_props = dict.fromkeys(['comment', 'ir color', 'priority',
+ 'draw type', 'texture white', 'template billboard',
+ 'smc', 'fid', 'ir material', 'lod generation control',
+ 'flags', 'light mode'])
+
+class VertexDesc:
+ def make_key(self):
+ return (round(self.x,3), round(self.y, 3), round(self.z, 3))
+
+ def __init__(self):
+ self.x = 0.0
+ self.y = 0.0
+ self.z = 0.0
+ self.nx = 0.0
+ self.ny = 1.0
+ self.nz = 0.0
+ self.u = 0.0
+ self.v = 0.0
+ self.r = 1.0
+ self.g = 1.0
+ self.b = 1.0
+ self.a = 1.0
+
+class LightPointAppDesc:
+ def make_key(self):
+ d = dict(self.props)
+ del d['id']
+ del d['type']
+
+ if d['directionality'] != 0: # not omni
+ d['nx'] = 0.0
+ d['ny'] = 0.0
+ d['nz'] = 0.0
+
+ return tuple(d.values())
+
+ def __init__(self):
+ self.props = dict()
+ self.props.update({'type': 'LPA'})
+ self.props.update({'id': 'ap'})
+ # Attribs not found in inline lightpoint.
+ self.props.update({'visibility range': 0.0})
+ self.props.update({'fade range ratio': 0.0})
+ self.props.update({'fade in duration': 0.0})
+ self.props.update({'fade out duration': 0.0})
+ self.props.update({'LOD range ratio': 0.0})
+ self.props.update({'LOD scale': 0.0})
+
+class GlobalResourceRepository:
+ def request_lightpoint_app(self, desc):
+ match = self.light_point_app.get(desc.make_key())
+
+ if match:
+ return match.getName()
+ else:
+ # Create empty and fill with properties.
+ name = desc.props['type'] + ': ' + desc.props['id']
+ object = Blender.Object.New('Empty', name)
+
+ scene.link(object)
+
+ # Attach properties
+ for name, value in desc.props.items():
+ object.addProperty(name, value)
+
+ self.light_point_app.update({desc.make_key(): object})
+
+ return object.getName()
+
+ def request_vert(self, desc):
+ match = self.vert_dict.get(desc.make_key())
+
+ if match:
+ return match
+ else:
+ vert = Blender.NMesh.Vert(desc.x, desc.y, desc.z)
+
+ vert.no[0] = desc.nx
+ vert.no[1] = desc.ny
+ vert.no[2] = desc.nz
+
+ self.vert_dict.update({desc.make_key(): vert})
+ return vert
+
+ def request_mat(self, mat_desc):
+ match = self.mat_dict.get(mat_desc.make_key())
+ if match: return match
+
+ mat = Blender.Material.New(mat_desc.name)
+
+ if mat_desc.tex0 != None:
+ mat.setTexture(0, mat_desc.tex0, Blender.Texture.TexCo.UV)
+
+ mat.setAlpha(mat_desc.alpha)
+ mat.setSpec(mat_desc.shininess)
+ mat.setHardness(255)
+ mat.setEmit(mat_desc.emissive)
+ mat.setAmb(mat_desc.ambient)
+ mat.setSpecCol(mat_desc.specular)
+ mat.setRGBCol(mat_desc.diffuse)
+
+ # Create a text object to store openflight face attribs until
+ # user properties can be set on materials.
+# t = Blender.Text.New('FACE: ' + mat.getName())
+#
+# for name, value in mat_desc.face_props.items():
+# t.write(name + '\n' + str(value) + '\n\n')
+
+ self.mat_dict.update({mat_desc.make_key(): mat})
+
+ return mat
+
+ def request_image(self, filename_with_path):
+ if not options.get_texture: return None
+
+ img = self.img_dict.get(filename_with_path)
+ if img: return img
+
+ img = Blender.Image.Load(filename_with_path)
+ self.img_dict.update({filename_with_path: img})
+ return img
+
+ def request_texture(self, image):
+ if not options.get_texture:
+ return None
+
+ tex = self.tex_dict.get(image.filename)
+ if tex: return tex
+
+ tex = Blender.Texture.New(Blender.sys.basename(image.filename))
+ tex.setImage(image)
+ tex.setType('Image')
+ self.tex_dict.update({image.filename: tex})
+ return tex
+
+ def __init__(self):
+ # material
+ self.mat_dict = dict()
+ mat_lst = Blender.Material.Get()
+ for mat in mat_lst:
+ mat_desc = MaterialDesc()
+ mapto_lst = mat.getTextures()
+ if mapto_lst[0]:
+ mat_desc.tex0 = mapto_lst[0].tex
+ else:
+ mat_desc.tex0 = None
+ mat_desc.alpha = mat.getAlpha()
+ mat_desc.shininess = mat.getSpec()
+ mat_desc.emissive = mat.getEmit()
+ mat_desc.ambient = mat.getAmb()
+ mat_desc.specular = mat.getSpecCol()
+ mat_desc.diffuse = mat.getRGBCol()
+
+ self.mat_dict.update({mat_desc.make_key(): mat})
+
+ # texture
+ self.tex_dict = dict()
+ tex_lst = Blender.Texture.Get()
+
+ for tex in tex_lst:
+ img = tex.getImage()
+ # Only interested in textures with images.
+ if img:
+ self.tex_dict.update({img.filename: tex})
+
+ # image
+ img_lst = Blender.Image.Get()
+ self.img_dict = dict()
+ for img in img_lst:
+ self.img_dict.update({img.filename: img})
+
+ # vertex
+ self.vert_dict = dict()
+
+ # light point
+ self.light_point_app = dict()
+
+# Globals
+GRR = GlobalResourceRepository()
+FF = FileFinder()
+current_layer = 0x1
+scene = Blender.Scene.getCurrent()
+
+# Opcodes that indicate its time to return control to parent.
+throw_back_opcodes = [2, 73, 4, 11, 96, 14, 91, 98, 63]
+do_not_report_opcodes = [76, 78, 79, 80, 81, 82, 94, 83, 33, 112, 100, 101, 102, 97, 31, 103, 104, 117, 118, 120, 121, 124, 125]
+
+opcode_name = { 0: 'db',
+ 1: 'head',
+ 2: 'grp',
+ 4: 'obj',
+ 5: 'face',
+ 10: 'push',
+ 11: 'pop',
+ 14: 'dof',
+ 19: 'push sub',
+ 20: 'pop sub',
+ 21: 'push ext',
+ 22: 'pop ext',
+ 23: 'cont',
+ 31: 'comment',
+ 32: 'color pal',
+ 33: 'long id',
+ 49: 'matrix',
+ 50: 'vector',
+ 52: 'multi-tex',
+ 53: 'uv lst',
+ 55: 'bsp',
+ 60: 'rep',
+ 61: 'inst ref',
+ 62: 'inst def',
+ 63: 'ext ref',
+ 64: 'tex pal',
+ 67: 'vert pal',
+ 68: 'vert w col',
+ 69: 'vert w col & norm',
+ 70: 'vert w col, norm & uv',
+ 71: 'vert w col & uv',
+ 72: 'vert lst',
+ 73: 'lod',
+ 74: 'bndin box',
+ 76: 'rot edge',
+ 78: 'trans',
+ 79: 'scl',
+ 80: 'rot pnt',
+ 81: 'rot and/or scale pnt',
+ 82: 'put',
+ 83: 'eyepoint & trackplane pal',
+ 84: 'mesh',
+ 85: 'local vert pool',
+ 86: 'mesh prim',
+ 87: 'road seg',
+ 88: 'road zone',
+ 89: 'morph vert lst',
+ 90: 'link pal',
+ 91: 'snd',
+ 92: 'rd path',
+ 93: 'snd pal',
+ 94: 'gen matrix',
+ 95: 'txt',
+ 96: 'sw',
+ 97: 'line styl pal',
+ 98: 'clip reg',
+ 100: 'ext',
+ 101: 'light src',
+ 102: 'light src pal',
+ 103: 'reserved',
+ 104: 'reserved',
+ 105: 'bndin sph',
+ 106: 'bndin cyl',
+ 107: 'bndin hull',
+ 108: 'bndin vol cntr',
+ 109: 'bndin vol orient',
+ 110: 'rsrvd',
+ 111: 'light pnt',
+ 112: 'tex map pal',
+ 113: 'mat pal',
+ 114: 'name tab',
+ 115: 'cat',
+ 116: 'cat dat',
+ 117: 'rsrvd',
+ 118: 'rsrvd',
+ 119: 'bounding hist',
+ 120: 'rsrvd',
+ 121: 'rsrvd',
+ 122: 'push attrib',
+ 123: 'pop attrib',
+ 124: 'rsrvd',
+ 125: 'rsrvd',
+ 126: 'curv',
+ 127: 'road const',
+ 128: 'light pnt appear pal',
+ 129: 'light pnt anim pal',
+ 130: 'indexed lp',
+ 131: 'lp sys',
+ 132: 'indx str',
+ 133: 'shdr pal'}
+
+class Handler:
+ def in_throw_back_lst(self, opcode):
+ return opcode in self.throw_back_lst
+
+ def handle(self, opcode):
+ return self.handler[opcode]()
+
+ def handles(self, opcode):
+ return opcode in self.handler.keys()
+
+ def throws_back_all_unhandled(self):
+ return self.throw_back_unhandled
+
+ def set_throw_back_lst(self, a):
+ self.throw_back_lst = a
+
+ def set_throw_back_all_unhandled(self):
+ self.throw_back_unhandled = True
+
+ def set_only_throw_back_specified(self):
+ self.throw_back_unhandled = False
+
+ def set_handler(self, d):
+ self.handler = d
+
+ def __init__(self):
+ # Dictionary of opcodes to handler methods.
+ self.handler = dict()
+ # Send all opcodes not handled to the parent node.
+ self.throw_back_unhandled = False
+ # If throw_back_unhandled is False then only throw back
+ # if the opcodes in throw_back are encountered.
+ self.throw_back_lst = []
+
+class Node:
+ def blender_import(self):
+ if self.opcode in opcode_name and options.verbose >= 2:
+ for i in range(self.get_level()):
+ print ' ',
+ print opcode_name[self.opcode],
+ print '-', self.props['id'],
+ print '-', self.props['comment'],
+
+ print
+
+ for child in self.children:
+ child.blender_import()
+
+ # Import comment.
+# if self.props['comment'] != '':
+# name = 'COMMENT: ' + self.props['id']
+# t = Blender.Text.New(name)
+# t.write(self.props['comment'])
+# self.props['comment'] = name
+
+ # Always ignore extensions and anything in between them.
+ def parse_push_extension(self):
+ self.saved_handler = self.active_handler
+ self.active_handler = self.extension_handler
+ return True
+
+ def parse_pop_extension(self):
+ self.active_handler = self.saved_handler
+ return True
+
+ def parse_push(self):
+ self.header.fw.up_level()
+ # Ignore unknown children.
+ self.ignore_unhandled = True
+ # Don't do child records that might overwrite parent info. ex: longid
+ self.active_handler = self.child_handler
+ return True
+
+ def parse_pop(self):
+ self.header.fw.down_level()
+
+ if self.header.fw.get_level() == self.level:
+ return False
+
+ return True
+
+ def parse(self):
+ while self.header.fw.begin_record():
+ opcode = self.header.fw.get_opcode()
+
+ # Print out info on opcode and tree level.
+ if options.verbose >= 3:
+ p = ''
+ for i in range(self.header.fw.get_level()):
+ p = p + ' '
+ if opcode in opcode_name:
+ p = p + opcode_name[opcode]
+ else:
+ if options.verbose >= 1:
+ print 'undocumented opcode', opcode
+ continue
+
+ if self.global_handler.handles(opcode):
+ if options.verbose >= 3:
+ print p + ' handled globally'
+ if self.global_handler.handle(opcode) == False:
+ break
+
+ elif self.active_handler.handles(opcode):
+ if options.verbose >= 4:
+ print p + ' handled'
+ if self.active_handler.handle(opcode) == False:
+ break
+
+ else:
+ if self.active_handler.throws_back_all_unhandled():
+ if options.verbose >= 3:
+ print p + ' handled elsewhere'
+ self.header.fw.repeat_record()
+ break
+
+ elif self.active_handler.in_throw_back_lst(opcode):
+ if options.verbose >= 3:
+ print p + ' handled elsewhere'
+ self.header.fw.repeat_record()
+ break
+
+ else:
+ if options.verbose >= 3:
+ print p + ' ignored'
+ elif options.verbose >= 1 and not opcode in do_not_report_opcodes and opcode in opcode_name:
+ print opcode_name[opcode], 'not handled'
+
+ def get_level(self):
+ return self.level
+
+ def parse_long_id(self):
+ self.props['id'] = self.header.fw.read_string(self.header.fw.get_length()-4)
+ return True
+
+ def parse_comment(self):
+ self.props['comment'] = self.header.fw.read_string(self.header.fw.get_length()-4)
+ return True
+
+ def __init__(self, parent, header):
+ self.root_handler = Handler()
+ self.child_handler = Handler()
+ self.extension_handler = Handler()
+ self.global_handler = Handler()
+
+ self.global_handler.set_handler({21: self.parse_push_extension})
+ self.active_handler = self.root_handler
+
+ # used by parse_*_extension
+ self.extension_handler.set_handler({22: self.parse_pop_extension})
+ self.saved_handler = None
+
+ self.header = header
+ self.children = []
+
+ self.parent = parent
+
+ if parent:
+ parent.children.append(self)
+
+ self.level = self.header.fw.get_level()
+ self.opcode = self.header.fw.get_opcode()
+
+ self.props = {'id': 'unnamed', 'comment': '', 'type': 'untyped'}
+
+class VertexPalette(Node):
+ def blender_import(self):
+ for vert_desc in self.vert_desc_lst:
+ vert = GRR.request_vert(vert_desc)
+ self.blender_verts.append(vert)
+
+ def parse_vertex_common(self):
+ # Add this vertex to an offset to index dictionary.
+ self.index_lst.append( (self.offset, self.next_index) )
+ self.next_index += 1
+ # Get ready for next record.
+ self.offset += self.header.fw.get_length()
+
+ v = VertexDesc()
+
+ self.header.fw.read_ahead(2)
+ v.flags = self.header.fw.read_short()
+
+ v.x = self.header.fw.read_double()
+ v.y = self.header.fw.read_double()
+ v.z = self.header.fw.read_double()
+
+ return v
+
+ def parse_vertex_post_common(self, v):
+ if not v.flags & 0x2000: # 0x2000 = no color
+ if v.flags & 0x1000: # 0x1000 = packed color
+ v.a = self.header.fw.read_uchar()
+ v.b = self.header.fw.read_uchar()
+ v.g = self.header.fw.read_uchar()
+ v.r = self.header.fw.read_uchar()
+ else:
+ self.header.fw.read_ahead(4)
+
+ color_index = self.header.fw.read_uint()
+ color = self.header.get_color(color_index)
+ v.r = color[0]
+ v.g = color[1]
+ v.b = color[2]
+ v.a = color[3]
+
+ self.vert_desc_lst.append(v)
+
+ return True
+
+ def parse_vertex_c(self):
+ v = self.parse_vertex_common()
+
+ self.parse_vertex_post_common(v)
+
+ return True
+
+ def parse_vertex_cn(self):
+ v = self.parse_vertex_common()
+
+ v.nx = self.header.fw.read_float()
+ v.ny = self.header.fw.read_float()
+ v.nz = self.header.fw.read_float()
+
+ self.parse_vertex_post_common(v)
+
+ return True
+
+ def parse_vertex_cuv(self):
+ v = self.parse_vertex_common()
+
+ v.u = self.header.fw.read_float()
+ v.v = self.header.fw.read_float()
+
+ self.parse_vertex_post_common(v)
+
+ return True
+
+ def parse_vertex_cnuv(self):
+ v = self.parse_vertex_common()
+
+ v.nx = self.header.fw.read_float()
+ v.ny = self.header.fw.read_float()
+ v.nz = self.header.fw.read_float()
+
+ v.u = self.header.fw.read_float()
+ v.v = self.header.fw.read_float()
+
+ self.parse_vertex_post_common(v)
+
+ return True
+
+ def parse(self):
+ Node.parse(self)
+
+ self.index = dict(self.index_lst)
+ del self.index_lst
+
+ def __init__(self, parent):
+ Node.__init__(self, parent, parent.header)
+ self.root_handler.set_handler({68: self.parse_vertex_c,
+ 69: self.parse_vertex_cn,
+ 70: self.parse_vertex_cnuv,
+ 71: self.parse_vertex_cuv})
+ self.root_handler.set_throw_back_all_unhandled()
+
+ self.vert_desc_lst = []
+ self.blender_verts = []
+ self.offset = 8
+ # Used to create a map from byte offset to vertex index.
+ self.index = dict()
+ self.index_lst = []
+ self.next_index = 0
+
+class InterNode(Node):
+ def blender_import(self):
+# name = self.props['type'] + ': ' + self.props['id']
+ name = self.props['id']
+ if self.isMesh:
+ self.object = Blender.Object.New('Mesh', name)
+ self.mesh = self.object.getData()
+ else:
+ self.object = Blender.Object.New('Empty', name)
+
+ if self.parent:
+ self.parent.object.makeParent([self.object])
+
+ scene.link(self.object)
+
+ self.object.Layer = current_layer
+
+ Node.blender_import(self)
+
+ if self.isMesh:
+ self.mesh.update(recalc_normals=1)
+
+ if self.matrix:
+ self.object.setMatrix(self.matrix)
+
+ # Attach properties
+ #for name, value in self.props.items():
+ # self.object.addProperty(name, value)
+
+ def parse_face(self):
+ child = Face(self)
+ child.parse()
+ return True
+
+ def parse_group(self):
+ child = Group(self)
+ child.parse()
+ return True
+
+ def move_to_next_layer(self):
+ global current_layer
+ current_layer = current_layer << 1
+ if current_layer > 0x80000:
+ current_layer = 1
+
+ def parse_lod(self):
+ child = LOD(self)
+ child.parse()
+ return True
+
+ def parse_unhandled(self):
+ child = Unhandled(self)
+ child.parse()
+ return True
+
+ def parse_object(self):
+ child = Object(self)
+ child.parse()
+ return True
+
+ def parse_xref(self):
+ child = XRef(self)
+ child.parse()
+ return True
+
+ def parse_indexed_light_point(self):
+ child = IndexedLightPoint(self)
+ child.parse()
+ return True
+
+ def parse_inline_light_point(self):
+ child = InlineLightPoint(self)
+ child.parse()
+ return True
+
+ def parse_matrix(self):
+ m = []
+ for i in range(4):
+ m.append([])
+ for j in range(4):
+ f = self.header.fw.read_float()
+ m[i].append(f)
+ self.matrix = Blender.Mathutils.Matrix(m[0], m[1], m[2], m[3])
+
+ def __init__(self):
+ self.object = None
+ self.mesh = None
+ self.isMesh = False
+ self.matrix = None
+
+class Face(Node):
+ def blender_import_face(self, indices, material_index, image):
+ mesh = self.parent.mesh
+ face = Blender.NMesh.Face()
+
+ # Add vertices to face.
+ for i in indices:
+ # Add uv info to face.
+ vert_desc = self.header.vert_pal.vert_desc_lst[i]
+ if vert_desc.u != None and vert_desc.v != None:
+ mesh.hasFaceUV(True)
+ face.uv.append((vert_desc.u, vert_desc.v))
+
+ # Add vert to face.
+ vert = self.header.vert_pal.blender_verts[i]
+ face.v.append(vert)
+
+ # Add vert to mesh.
+ if not vert in mesh.verts:
+ mesh.verts.append(vert)
+
+ if image:
+ face.image = image
+ face.materialIndex = material_index
+ face.smooth = True
+
+ mesh.addFace(face)
+
+ def parse_comment(self):
+ self.comment = self.header.fw.read_string(self.header.fw.get_length()-4)
+ return True
+
+ # returns a tuple (material, image) where material is the blender material and
+ # image is the blender image or None.
+ def create_blender_material(self):
+ # Create face material.
+ mat_desc = MaterialDesc()
+
+ if self.mat_index != -1:
+ if not self.mat_index in self.header.mat_desc_pal:
+ if options.verbose >= 1:
+ print 'Warning: Material index', self.mat_index, 'not in material palette.'
+ else:
+ mat_pal_desc = self.header.mat_desc_pal[self.mat_index]
+ mat_desc.alpha = mat_pal_desc.alpha * self.alpha # combine face and mat alphas
+ mat_desc.ambient = mat_pal_desc.ambient
+ mat_desc.diffuse = mat_pal_desc.diffuse
+ mat_desc.specular = mat_pal_desc.specular
+ mat_desc.emissive = mat_pal_desc.emissive
+ mat_desc.shininess = mat_pal_desc.shininess
+ else:
+ # if no material get alpha from just face.
+ mat_desc.alpha = self.alpha
+
+ # Color.
+ if options.color_from_face:
+ color = None
+ if not self.props['flags'] & 0x40000000:
+ if self.props['flags'] & 0x10000000: # packed color
+ color = self.packed_color
+ else:
+ color = self.header.get_color(self.color_index)
+
+ if color:
+ r = float(color[0])/255.0
+ g = float(color[1])/255.0
+ b = float(color[2])/255.0
+ mat_desc.diffuse = [r, g, b]
+
+ # Texture
+ image = None
+ if self.tex_index != -1 and self.tex_index in self.header.bl_tex_pal:
+ mat_desc.tex0 = self.header.bl_tex_pal[self.tex_index]
+ if mat_desc.tex0:
+ mat_desc.name = FF.strip_path(self.header.tex_pal[self.tex_index])
+ image = mat_desc.tex0.image
+
+ # OpenFlight Face Attributes
+ mat_desc.face_props = self.props
+
+ # Get material.
+ mat = GRR.request_mat(mat_desc)
+
+ # Add material to mesh.
+ mesh = self.parent.mesh
+ try:
+ mesh.addMaterial(mat)
+ except AttributeError:
+ pass
+ except RuntimeError:
+ if options.verbose >= 1:
+ print 'Warning: Too many materials per mesh object. Only a maximum of 16 ' + \
+ 'allowed. Using 16th material instead.'
+ mat = mesh.materials[-1]
+
+ # Return where it is in the mesh for faces.
+ material_index = mesh.materials.index(mat)
+
+ return (material_index, image)
+
+ def triangulate(self):
+ point_lst = []
+ for i in self.indices:
+ vert_desc = self.header.vert_pal.vert_desc_lst[i]
+ point_lst.append(self.header.vert_pal.blender_verts[i].co)
+
+ mesh = scanFillPoints(point_lst)
+ if not mesh:
+ return []
+
+ # mesh.verts and vert_lst should be in the same order unless blender rearranged them during triangulation, unlikely.
+ tri_lst = []
+ for f in mesh.faces:
+ tri = []
+ for vert in f.v:
+ i = mesh.verts.index(vert)
+ tri.append(self.indices[i])
+ tri_lst.append(tri)
+
+ return tri_lst
+
+ def blender_import(self):
+ vert_count = len(self.indices)
+ if vert_count == 0:
+ if options.verbose >= 2:
+ print 'Warning: Ignoring face with no vertices.'
+ return
+
+ material = self.create_blender_material()
+
+ if vert_count > 4:
+ tri_lst = self.triangulate()
+ else:
+ tri_lst = [self.indices]
+
+ for tri in tri_lst:
+ self.blender_import_face(tri, material[0], material[1])
+
+ # Store comment info in parent.
+ if self.comment != '':
+ if self.parent.props['comment'] != '':
+ self.parent.props['comment'] += '\n\nFrom Face:\n' + self.comment
+ else:
+ self.parent.props['comment'] = self.comment
+
+ def parse_vertex_list(self):
+ length = self.header.fw.get_length()
+ fw = self.header.fw
+ vert_pal = self.header.vert_pal
+
+ count = (length-4)/4
+
+ for i in range(count):
+ byte_offset = fw.read_int()
+ if byte_offset in vert_pal.index:
+ index = vert_pal.index[byte_offset]
+ self.indices.append(index)
+ elif options.verbose >= 1:
+ print 'Warning: Unable to map byte offset %s' + \
+ ' to vertex index.' % byte_offset
+
+ return True
+
+ def __init__(self, parent):
+ Node.__init__(self, parent, parent.header)
+ self.root_handler.set_handler({31: self.parse_comment,
+ 10: self.parse_push})
+ self.root_handler.set_throw_back_lst(throw_back_opcodes)
+
+ self.child_handler.set_handler({72: self.parse_vertex_list,
+ 10: self.parse_push,
+ 11: self.parse_pop})
+
+ if parent:
+ parent.isMesh = True
+
+ self.indices = []
+
+ self.comment = ''
+ self.props = dict.fromkeys(['ir color', 'priority',
+ 'draw type', 'texture white', 'template billboard',
+ 'smc', 'fid', 'ir material', 'lod generation control',
+ 'flags', 'light mode'])
+
+ self.header.fw.read_ahead(8) # face id
+ # Load face.
+ self.props['ir color'] = self.header.fw.read_int()
+ self.props['priority'] = self.header.fw.read_short()
+ self.props['draw type'] = self.header.fw.read_char()
+ self.props['texture white'] = self.header.fw.read_char()
+ self.header.fw.read_ahead(4) # color name indices
+ self.header.fw.read_ahead(1) # reserved
+ self.props['template billboard'] = self.header.fw.read_uchar()
+ self.detail_tex_index = self.header.fw.read_short()
+ self.tex_index = self.header.fw.read_short()
+ self.mat_index = self.header.fw.read_short()
+ self.props['smc'] = self.header.fw.read_short()
+ self.props['fid'] = self.header.fw.read_short()
+ self.props['ir material'] = self.header.fw.read_int()
+ self.alpha = 1.0 - float(self.header.fw.read_ushort()) / 65535.0
+ self.props['lod generation control'] = self.header.fw.read_uchar()
+ self.header.fw.read_ahead(1) # line style index
+ self.props['flags'] = self.header.fw.read_int()
+ self.props['light mode'] = self.header.fw.read_uchar()
+ self.header.fw.read_ahead(7)
+ a = self.header.fw.read_uchar()
+ b = self.header.fw.read_uchar()
+ g = self.header.fw.read_uchar()
+ r = self.header.fw.read_uchar()
+ self.packed_color = [r, g, b, a]
+ a = self.header.fw.read_uchar()
+ b = self.header.fw.read_uchar()
+ g = self.header.fw.read_uchar()
+ r = self.header.fw.read_uchar()
+ self.alt_packed_color = [r, g, b, a]
+ self.tex_map_index = self.header.fw.read_short()
+ self.header.fw.read_ahead(2)
+ self.color_index = self.header.fw.read_uint()
+ self.alt_color_index = self.header.fw.read_uint()
+ #self.header.fw.read_ahead(2)
+ #self.shader_index = self.header.fw.read_short()
+
+class Object(InterNode):
+ def __init__(self, parent):
+ Node.__init__(self, parent, parent.header)
+ InterNode.__init__(self)
+
+ self.root_handler.set_handler({33: self.parse_long_id,
+ 31: self.parse_comment,
+ 10: self.parse_push,
+ 49: self.parse_matrix})
+ self.root_handler.set_throw_back_lst(throw_back_opcodes)
+
+ self.child_handler.set_handler({5: self.parse_face,
+ #130: self.parse_indexed_light_point,
+ #111: self.parse_inline_light_point,
+ 10: self.parse_push,
+ 11: self.parse_pop})
+
+ self.props['type'] = 'Object'
+ self.props['id'] = self.header.fw.read_string(8)
+
+class Group(InterNode):
+ def __init__(self, parent):
+ Node.__init__(self, parent, parent.header)
+ InterNode.__init__(self)
+
+ self.root_handler.set_handler({33: self.parse_long_id,
+ 31: self.parse_comment,
+ 10: self.parse_push,
+ 49: self.parse_matrix})
+ self.root_handler.set_throw_back_lst(throw_back_opcodes)
+
+ self.child_handler.set_handler({5: self.parse_face,
+ #130: self.parse_indexed_light_point,
+ #111: self.parse_inline_light_point,
+ 2: self.parse_group,
+ 73: self.parse_lod,
+ 4: self.parse_object,
+ 10: self.parse_push,
+ 11: self.parse_pop,
+ 96: self.parse_unhandled,
+ 14: self.parse_unhandled,
+ 91: self.parse_unhandled,
+ 98: self.parse_unhandled,
+ 63: self.parse_xref})
+ self.props = dict.fromkeys(['type', 'id', 'comment', 'priority', 'flags', 'special1',
+ 'special2', 'significance', 'layer code', 'loop count',
+ 'loop duration', 'last frame duration'])
+
+ self.props['type'] = 'Group'
+ self.props['comment'] = ''
+ self.props['id'] = self.header.fw.read_string(8)
+ self.props['priority'] = self.header.fw.read_short()
+ self.header.fw.read_ahead(2)
+ self.props['flags'] = self.header.fw.read_int()
+ self.props['special1'] = self.header.fw.read_short()
+ self.props['special2'] = self.header.fw.read_short()
+ self.props['significance'] = self.header.fw.read_short()
+ self.props['layer code'] = self.header.fw.read_char()
+ self.header.fw.read_ahead(5)
+ self.props['loop count'] = self.header.fw.read_int()
+ self.props['loop duration'] = self.header.fw.read_float()
+ self.props['last frame duration'] = self.header.fw.read_float()
+
+class XRef(InterNode):
+ def parse(self):
+ if self.xref:
+ self.xref.parse()
+ Node.parse(self)
+
+ def __init__(self, parent):
+ Node.__init__(self, parent, parent.header)
+ InterNode.__init__(self)
+
+ self.root_handler.set_handler({49: self.parse_matrix})
+ self.root_handler.set_throw_back_lst(throw_back_opcodes)
+
+ xref_filename = self.header.fw.read_string(200)
+ filename = FF.find(xref_filename)
+
+ self.props['type'] = 'XRef'
+
+ if filename != None:
+ self.xref = Database(filename, self)
+ self.props['id'] = 'X: ' + Blender.sys.splitext(Blender.sys.basename(filename))[0]
+ else:
+ self.xref = None
+ self.props['id'] = 'X: broken'
+
+class LOD(InterNode):
+ def blender_import(self):
+ self.move_to_next_layer()
+ InterNode.blender_import(self)
+
+ def __init__(self, parent):
+ Node.__init__(self, parent, parent.header)
+ InterNode.__init__(self)
+
+ self.root_handler.set_handler({33: self.parse_long_id,
+ 31: self.parse_comment,
+ 10: self.parse_push,
+ 49: self.parse_matrix})
+ self.root_handler.set_throw_back_lst(throw_back_opcodes)
+
+ self.child_handler.set_handler({2: self.parse_group,
+ 73: self.parse_lod,
+ 4: self.parse_object,
+ 10: self.parse_push,
+ 11: self.parse_pop,
+ 96: self.parse_unhandled, # switch
+ 14: self.parse_unhandled, # DOF
+ 91: self.parse_unhandled, # sound
+ 98: self.parse_unhandled, # clip
+ 63: self.parse_xref})
+
+ self.props['type'] = 'LOD'
+ self.props['id'] = self.header.fw.read_string(8)
+
+class InlineLightPoint(InterNode):
+ # return dictionary: lp_app name => index list
+ def group_points(self, props):
+
+ name_to_indices = {}
+
+ for i in self.indices:
+ vert_desc = self.header.vert_pal.vert_desc_lst[i]
+ app_desc = LightPointAppDesc()
+ app_desc.props.update(props)
+ # add vertex normal and color
+ app_desc.props.update({'nx': vert_desc.nx})
+ app_desc.props.update({'ny': vert_desc.ny})
+ app_desc.props.update({'nz': vert_desc.nz})
+
+ app_desc.props.update({'r': vert_desc.r})
+ app_desc.props.update({'g': vert_desc.g})
+ app_desc.props.update({'b': vert_desc.b})
+ app_desc.props.update({'a': vert_desc.a})
+
+ app_name = GRR.request_lightpoint_app(app_desc)
+
+ if name_to_indices.get(app_name):
+ name_to_indices[app_name].append(i)
+ else:
+ name_to_indices.update({app_name: [i]})
+
+ return name_to_indices
+
+ def blender_import(self):
+ name = self.props['type'] + ': ' + self.props['id']
+
+ name_to_indices = self.group_points(self.app_props)
+
+ for app_name, indices in name_to_indices.items():
+ self.object = Blender.Object.New('Mesh', name)
+ self.mesh = self.object.getData()
+
+ if self.parent:
+ self.parent.object.makeParent([self.object])
+
+ for i in indices:
+ vert = self.header.vert_pal.blender_verts[i]
+ self.mesh.verts.append(vert)
+
+ scene.link(self.object)
+
+ self.object.Layer = current_layer
+
+ if self.matrix:
+ self.object.setMatrix(self.matrix)
+
+ # Import comment.
+ if self.props['comment'] != '':
+ name = 'COMMENT: ' + self.props['id']
+ t = Blender.Text.New(name)
+ t.write(self.props['comment'])
+ self.props['comment'] = name
+
+ # Attach properties.
+ self.props.update({'appearance': app_name})
+ for name, value in self.props.items():
+ self.object.addProperty(name, value)
+
+ self.mesh.update()
+
+ def parse_vertex_list(self):
+ length = self.header.fw.get_length()
+ fw = self.header.fw
+ vert_pal = self.header.vert_pal
+
+ count = (length-4)/4
+
+ for i in range(count):
+ byte_offset = fw.read_int()
+ if byte_offset in vert_pal.index:
+ index = vert_pal.index[byte_offset]
+ self.indices.append(index)
+ elif options.verbose >= 1:
+ print 'Warning: Unable to map byte offset %s' + \
+ ' to vertex index.' % byte_offset
+
+ return True
+
+ def __init__(self, parent):
+ Node.__init__(self, parent, parent.header)
+ InterNode.__init__(self)
+ self.root_handler.set_handler({33: self.parse_long_id,
+ 31: self.parse_comment,
+ 10: self.parse_push,
+ 49: self.parse_matrix})
+ self.root_handler.set_throw_back_lst(throw_back_opcodes)
+
+ self.child_handler.set_handler({72: self.parse_vertex_list,
+ 10: self.parse_push,
+ 11: self.parse_pop})
+
+ self.indices = []
+
+ self.props = dict.fromkeys(['id', 'type', 'comment', 'draw order', 'appearance'])
+ self.app_props = dict()
+
+ self.props['comment'] = ''
+ self.props['type'] = 'Light Point'
+ self.props['id'] = self.header.fw.read_string(8)
+
+ self.app_props.update({'smc': self.header.fw.read_short()})
+ self.app_props.update({'fid': self.header.fw.read_short()})
+ self.app_props.update({'back color: a': self.header.fw.read_uchar()})
+ self.app_props.update({'back color: b': self.header.fw.read_uchar()})
+ self.app_props.update({'back color: g': self.header.fw.read_uchar()})
+ self.app_props.update({'back color: r': self.header.fw.read_uchar()})
+ self.app_props.update({'display mode': self.header.fw.read_int()})
+ self.app_props.update({'intensity': self.header.fw.read_float()})
+ self.app_props.update({'back intensity': self.header.fw.read_float()})
+ self.app_props.update({'minimum defocus': self.header.fw.read_float()})
+ self.app_props.update({'maximum defocus': self.header.fw.read_float()})
+ self.app_props.update({'fading mode': self.header.fw.read_int()})
+ self.app_props.update({'fog punch mode': self.header.fw.read_int()})
+ self.app_props.update({'directional mode': self.header.fw.read_int()})
+ self.app_props.update({'range mode': self.header.fw.read_int()})
+ self.app_props.update({'min pixel size': self.header.fw.read_float()})
+ self.app_props.update({'max pixel size': self.header.fw.read_float()})
+ self.app_props.update({'actual size': self.header.fw.read_float()})
+ self.app_props.update({'trans falloff pixel size': self.header.fw.read_float()})
+ self.app_props.update({'trans falloff exponent': self.header.fw.read_float()})
+ self.app_props.update({'trans falloff scalar': self.header.fw.read_float()})
+ self.app_props.update({'trans falloff clamp': self.header.fw.read_float()})
+ self.app_props.update({'fog scalar': self.header.fw.read_float()})
+ self.app_props.update({'fog intensity': self.header.fw.read_float()})
+ self.app_props.update({'size threshold': self.header.fw.read_float()})
+ self.app_props.update({'directionality': self.header.fw.read_int()})
+ self.app_props.update({'horizontal lobe angle': self.header.fw.read_float()})
+ self.app_props.update({'vertical lobe angle': self.header.fw.read_float()})
+ self.app_props.update({'lobe roll angle': self.header.fw.read_float()})
+ self.app_props.update({'dir falloff exponent': self.header.fw.read_float()})
+ self.app_props.update({'dir ambient intensity': self.header.fw.read_float()})
+ self.header.fw.read_ahead(12) # Animation settings.
+ self.app_props.update({'significance': self.header.fw.read_float()})
+ self.props['draw order'] = self.header.fw.read_int()
+ self.app_props.update({'flags': self.header.fw.read_int()})
+ #self.fw.read_ahead(12) # More animation settings.
+
+class IndexedLightPoint(InterNode):
+ # return dictionary: lp_app name => index list
+ def group_points(self, props):
+
+ name_to_indices = {}
+
+ for i in self.indices:
+ vert_desc = self.header.vert_pal.vert_desc_lst[i]
+ app_desc = LightPointAppDesc()
+ app_desc.props.update(props)
+ # add vertex normal and color
+ app_desc.props.update({'nx': vert_desc.nx})
+ app_desc.props.update({'ny': vert_desc.ny})
+ app_desc.props.update({'nz': vert_desc.nz})
+
+ app_desc.props.update({'r': vert_desc.r})
+ app_desc.props.update({'g': vert_desc.g})
+ app_desc.props.update({'b': vert_desc.b})
+ app_desc.props.update({'a': vert_desc.a})
+
+ app_name = GRR.request_lightpoint_app(app_desc)
+
+ if name_to_indices.get(app_name):
+ name_to_indices[app_name].append(i)
+ else:
+ name_to_indices.update({app_name: [i]})
+
+ return name_to_indices
+
+ def blender_import(self):
+ name = self.props['type'] + ': ' + self.props['id']
+
+ name_to_indices = self.group_points(self.header.lightpoint_appearance_pal[self.index])
+
+ for app_name, indices in name_to_indices.items():
+ self.object = Blender.Object.New('Mesh', name)
+ self.mesh = self.object.getData()
+
+ if self.parent:
+ self.parent.object.makeParent([self.object])
+
+ for i in indices:
+ vert = self.header.vert_pal.blender_verts[i]
+ self.mesh.verts.append(vert)
+
+ scene.link(self.object)
+
+ self.object.Layer = current_layer
+
+ if self.matrix:
+ self.object.setMatrix(self.matrix)
+
+ # Import comment.
+ if self.props['comment'] != '':
+ name = 'COMMENT: ' + self.props['id']
+ t = Blender.Text.New(name)
+ t.write(self.props['comment'])
+ self.props['comment'] = name
+
+ # Attach properties.
+ self.props.update({'appearance': app_name})
+ for name, value in self.props.items():
+ self.object.addProperty(name, value)
+
+ self.mesh.update()
+
+ def parse_vertex_list(self):
+ length = self.header.fw.get_length()
+ fw = self.header.fw
+ vert_pal = self.header.vert_pal
+
+ count = (length-4)/4
+
+ for i in range(count):
+ byte_offset = fw.read_int()
+ if byte_offset in vert_pal.index:
+ index = vert_pal.index[byte_offset]
+ self.indices.append(index)
+ elif options.verbose >= 1:
+ print 'Warning: Unable to map byte offset %s' + \
+ ' to vertex index.' % byte_offset
+
+ return True
+
+ def __init__(self, parent):
+ Node.__init__(self, parent, parent.header)
+ InterNode.__init__(self)
+ self.root_handler.set_handler({33: self.parse_long_id,
+ 31: self.parse_comment,
+ 10: self.parse_push,
+ 49: self.parse_matrix})
+ self.root_handler.set_throw_back_lst(throw_back_opcodes)
+
+ self.child_handler.set_handler({72: self.parse_vertex_list,
+ 10: self.parse_push,
+ 11: self.parse_pop})
+
+ self.indices = []
+
+ self.props = dict.fromkeys(['id', 'type', 'comment', 'draw order', 'appearance'])
+ self.props['comment'] = ''
+ self.props['type'] = 'Light Point'
+ self.props['id'] = self.header.fw.read_string(8)
+ self.index = self.header.fw.read_int()
+ self.header.fw.read_ahead(4) # animation index
+ self.props['draw order'] = self.header.fw.read_int()
+
+class Unhandled(InterNode):
+ def __init__(self, parent):
+ Node.__init__(self, parent, parent.header)
+ InterNode.__init__(self)
+
+ self.root_handler.set_handler({33: self.parse_long_id,
+ 31: self.parse_comment,
+ 10: self.parse_push,
+ 49: self.parse_matrix})
+ self.root_handler.set_throw_back_lst(throw_back_opcodes)
+
+ self.child_handler.set_handler({2: self.parse_group,
+ 73: self.parse_lod,
+ 4: self.parse_object,
+ 10: self.parse_push,
+ 11: self.parse_pop,
+ 96: self.parse_unhandled, # switch
+ 14: self.parse_unhandled, # DOF
+ 91: self.parse_unhandled, # sound
+ 98: self.parse_unhandled, # clip
+ 63: self.parse_xref})
+
+ self.props['id'] = self.header.fw.read_string(8)
+
+class Database(InterNode):
+ def blender_import(self):
+ self.tex_pal = dict(self.tex_pal_lst)
+ del self.tex_pal_lst
+
+ # Setup Textures
+ bl_tex_pal_lst = []
+ for i in self.tex_pal.keys():
+ path_filename = FF.find(self.tex_pal[i])
+ if path_filename != None:
+ img = GRR.request_image(path_filename)
+ if img:
+ tex = GRR.request_texture(img)
+ tex.setName(FF.strip_path(self.tex_pal[i]))
+ bl_tex_pal_lst.append( (i, tex) )
+ else:
+ bl_tex_pal_lst.append( (i, None) )
+ elif options.verbose >= 1:
+ print 'Warning: Unable to find', self.tex_pal[i]
+
+ self.bl_tex_pal = dict(bl_tex_pal_lst)
+
+ # Setup Materials
+ self.mat_desc_pal = dict(self.mat_desc_pal_lst)
+
+ InterNode.blender_import(self)
+
+ def parse_appearance_palette(self):
+ props = dict()
+ self.fw.read_ahead(4) # reserved
+ props.update({'id': self.fw.read_string(256)})
+ index = self.fw.read_int()
+ props.update({'smc': self.fw.read_short()})
+ props.update({'fid': self.fw.read_short()})
+ props.update({'back color: a': self.fw.read_uchar()})
+ props.update({'back color: b': self.fw.read_uchar()})
+ props.update({'back color: g': self.fw.read_uchar()})
+ props.update({'back color: r': self.fw.read_uchar()})
+ props.update({'display mode': self.fw.read_int()})
+ props.update({'intensity': self.fw.read_float()})
+ props.update({'back intensity': self.fw.read_float()})
+ props.update({'minimum defocus': self.fw.read_float()})
+ props.update({'maximum defocus': self.fw.read_float()})
+ props.update({'fading mode': self.fw.read_int()})
+ props.update({'fog punch mode': self.fw.read_int()})
+ props.update({'directional mode': self.fw.read_int()})
+ props.update({'range mode': self.fw.read_int()})
+ props.update({'min pixel size': self.fw.read_float()})
+ props.update({'max pixel size': self.fw.read_float()})
+ props.update({'actual size': self.fw.read_float()})
+ props.update({'trans falloff pixel size': self.fw.read_float()})
+ props.update({'trans falloff exponent': self.fw.read_float()})
+ props.update({'trans falloff scalar': self.fw.read_float()})
+ props.update({'trans falloff clamp': self.fw.read_float()})
+ props.update({'fog scalar': self.fw.read_float()})
+ props.update({'fog intensity': self.fw.read_float()})
+ props.update({'size threshold': self.fw.read_float()})
+ props.update({'directionality': self.fw.read_int()})
+ props.update({'horizontal lobe angle': self.fw.read_float()})
+ props.update({'vertical lobe angle': self.fw.read_float()})
+ props.update({'lobe roll angle': self.fw.read_float()})
+ props.update({'dir falloff exponent': self.fw.read_float()})
+ props.update({'dir ambient intensity': self.fw.read_float()})
+ props.update({'significance': self.fw.read_float()})
+ props.update({'flags': self.fw.read_int()})
+ props.update({'visibility range': self.fw.read_float()})
+ props.update({'fade range ratio': self.fw.read_float()})
+ props.update({'fade in duration': self.fw.read_float()})
+ props.update({'fade out duration': self.fw.read_float()})
+ props.update({'LOD range ratio': self.fw.read_float()})
+ props.update({'LOD scale': self.fw.read_float()})
+
+ self.lightpoint_appearance_pal.update({index: props})
+
+ def parse_header(self):
+ self.props['type'] = 'Header'
+ self.props['comment'] = ''
+ self.props['id'] = self.fw.read_string(8)
+ self.props['version'] = self.fw.read_int()
+ self.fw.read_ahead(46)
+ self.props['units'] = self.fw.read_char()
+ self.props['set white'] = bool(self.fw.read_char())
+ self.props['flags'] = self.fw.read_int()
+ self.fw.read_ahead(24)
+ self.props['projection type'] = self.fw.read_int()
+ self.fw.read_ahead(36)
+ self.props['sw x'] = self.fw.read_double()
+ self.props['sw y'] = self.fw.read_double()
+ self.props['dx'] = self.fw.read_double()
+ self.props['dy'] = self.fw.read_double()
+ self.fw.read_ahead(24)
+ self.props['sw lat'] = self.fw.read_double()
+ self.props['sw lon'] = self.fw.read_double()
+ self.props['ne lat'] = self.fw.read_double()
+ self.props['ne lon'] = self.fw.read_double()
+ self.props['origin lat'] = self.fw.read_double()
+ self.props['origin lon'] = self.fw.read_double()
+ self.props['lambert lat1'] = self.fw.read_double()
+ self.props['lambert lat2'] = self.fw.read_double()
+ self.fw.read_ahead(16)
+ self.props['ellipsoid model'] = self.fw.read_int()
+ self.fw.read_ahead(4)
+ self.props['utm zone'] = self.fw.read_short()
+ self.fw.read_ahead(6)
+ self.props['dz'] = self.fw.read_double()
+ self.props['radius'] = self.fw.read_double()
+ self.fw.read_ahead(8)
+ self.props['major axis'] = self.fw.read_double()
+ self.props['minor axis'] = self.fw.read_double()
+
+ if options.verbose >= 1:
+ print 'OpenFlight Version:', float(self.props['version']) / 100.0
+ print
+
+ return True
+
+ def parse_mat_palette(self):
+ mat_desc = MaterialDesc()
+ index = self.fw.read_int()
+
+ name = self.fw.read_string(12)
+ if len(mat_desc.name) > 0:
+ mat_desc.name = name
+
+ flag = self.fw.read_int()
+ # skip material if not used
+ if not flag & 0x80000000:
+ return True
+
+ ambient_col = [self.fw.read_float(), self.fw.read_float(), self.fw.read_float()]
+ mat_desc.diffuse = [self.fw.read_float(), self.fw.read_float(), self.fw.read_float()]
+ mat_desc.specular = [self.fw.read_float(), self.fw.read_float(), self.fw.read_float()]
+ emissive_col = [self.fw.read_float(), self.fw.read_float(), self.fw.read_float()]
+
+ mat_desc.shininess = self.fw.read_float() / 64.0 # [0.0, 128.0] => [0.0, 2.0]
+ mat_desc.alpha = self.fw.read_float()
+
+ # Convert ambient and emissive colors into intensitities.
+ mat_desc.ambient = col_to_gray(ambient_col)
+ mat_desc.emissive = col_to_gray(emissive_col)
+
+ self.mat_desc_pal_lst.append( (index, mat_desc) )
+
+ return True
+
+ def get_color(self, color_index):
+ index = color_index / 128
+ intensity = float(color_index - 128.0 * index) / 127.0
+
+ if index >= 0 and index <= 1023:
+ brightest = self.col_pal[index]
+ r = int(brightest[0] * intensity)
+ g = int(brightest[1] * intensity)
+ b = int(brightest[2] * intensity)
+ #a = int(brightest[3] * intensity)
+ a = int(brightest[3])
+
+ color = [r, g, b, a]
+
+ return color
+
+ def parse_color_palette(self):
+ self.header.fw.read_ahead(128)
+ for i in range(1024):
+ a = self.header.fw.read_uchar()
+ b = self.header.fw.read_uchar()
+ g = self.header.fw.read_uchar()
+ r = self.header.fw.read_uchar()
+ self.col_pal.append((r, g, b, a))
+ return True
+
+ def parse_vertex_palette(self):
+ self.vert_pal = VertexPalette(self)
+ self.vert_pal.parse()
+ return True
+
+ def parse_texture_palette(self):
+ name = self.fw.read_string(200)
+ index = self.fw.read_int()
+ self.tex_pal_lst.append( (index, name) )
+ return True
+
+ def __init__(self, filename, parent=None):
+ if options.verbose >= 1:
+ print 'Parsing:', filename
+ print
+
+ self.fw = FltIn(filename)
+ Node.__init__(self, parent, self)
+ InterNode.__init__(self)
+
+ self.root_handler.set_handler({1: self.parse_header,
+ 67: self.parse_vertex_palette,
+ 33: self.parse_long_id,
+ 31: self.parse_comment,
+ 64: self.parse_texture_palette,
+ 32: self.parse_color_palette,
+ 113: self.parse_mat_palette,
+ 128: self.parse_appearance_palette,
+ 10: self.parse_push})
+ if parent:
+ self.root_handler.set_throw_back_lst(throw_back_opcodes)
+
+ self.child_handler.set_handler({#130: self.parse_indexed_light_point,
+ #111: self.parse_inline_light_point,
+ 2: self.parse_group,
+ 73: self.parse_lod,
+ 4: self.parse_object,
+ 10: self.parse_push,
+ 11: self.parse_pop,
+ 96: self.parse_unhandled,
+ 14: self.parse_unhandled,
+ 91: self.parse_unhandled,
+ 98: self.parse_unhandled,
+ 63: self.parse_xref})
+
+ self.vert_pal = None
+ self.lightpoint_appearance_pal = dict()
+ self.tex_pal = dict()
+ self.tex_pal_lst = []
+ self.bl_tex_pal = dict()
+ self.col_pal = []
+ self.mat_desc_pal_lst = []
+ self.mat_desc_pal = dict()
+ self.props = dict.fromkeys(['id', 'type', 'comment', 'version', 'units', 'set white',
+ 'flags', 'projection type', 'sw x', 'sw y', 'dx', 'dy', 'dz', 'sw lat',
+ 'sw lon', 'ne lat', 'ne lon', 'origin lat', 'origin lon', 'lambert lat1',
+ 'lambert lat2', 'ellipsoid model', 'utm zone', 'radius', 'major axis', 'minor axis'])
+
+def select_file(filename):
+ Blender.Window.WaitCursor(True)
+
+ if filename[-4:] != '.flt':
+ msg = 'Error: Not a flight file.'
+ Blender.Draw.PupMenu(msg)
+ print msg
+ print
+ return
+
+ if not Blender.sys.exists(filename):
+ msg = 'Error: File ' + filename + ' does not exist.'
+ Blender.Draw.PupMenu(msg)
+ return
+
+ FF.add_file_to_search_path(filename)
+
+ if options.verbose >= 1:
+ print 'Pass 1: Loading.'
+ print
+
+ load_time = Blender.sys.time()
+ db = Database(filename)
+ db.parse()
+ load_time = Blender.sys.time() - load_time
+
+ if options.verbose >= 1:
+ print
+ print 'Pass 2: Importing to Blender.'
+ print
+
+ import_time = Blender.sys.time()
+ db.blender_import()
+ import_time = Blender.sys.time() - import_time
+
+ Blender.Window.ViewLayer(range(1,21))
+ Blender.Window.RedrawAll()
+
+ if options.verbose >= 1:
+ print 'Done.'
+ print
+ print 'Time to parse file: %.3f seconds' % load_time
+ print 'Time to import to blender: %.3f seconds' % import_time
+ print 'Total time: %.3f seconds' % (load_time + import_time)
+
+ Blender.Window.WaitCursor(False)
+
+
+if options.verbose >= 1:
+ print
+ print 'OpenFlight Importer'
+ print 'Version:', __version__
+ print 'Author: Greg MacDonald'
+ print __url__[2]
+ print
+
+Blender.Window.EditMode(0)
+
+winid = Blender.Window.GetScreenInfo(Blender.Window.Types.VIEW3D)[0]['id']
+
+Blender.Window.FileSelector(select_file, "Import OpenFlight", "*.flt")
diff --git a/release/scripts/md2_export.py b/release/scripts/md2_export.py
new file mode 100644
index 00000000000..d02f1101d9a
--- /dev/null
+++ b/release/scripts/md2_export.py
@@ -0,0 +1,1016 @@
+#!BPY
+
+"""
+Name: 'MD2 (.md2)'
+Blender: 239
+Group: 'Export'
+Tooltip: 'Export to Quake file format (.md2).'
+"""
+
+__author__ = 'Bob Holcomb'
+__version__ = '0.16'
+__url__ = ["Bob's site, http://bane.servebeer.com",
+ "Support forum, http://scourage.servebeer.com/phpbb/", "blender", "elysiun"]
+__email__ = ["Bob Holcomb, bob_holcomb:hotmail*com", "scripts"]
+__bpydoc__ = """\
+This script Exports a Quake 2 file (MD2).
+
+ Additional help from: Shadwolf, Skandal, Rojo, Cambo<br>
+ Thanks Guys!
+"""
+
+# ***** BEGIN GPL LICENSE BLOCK *****
+#
+# Script copyright (C): Bob Holcomb
+#
+# This program is free software; you can redistribute it and/or
+# modify it under the terms of the GNU General Public License
+# as published by the Free Software Foundation; either version 2
+# of the License, or (at your option) any later version.
+#
+# This program is distributed in the hope that it will be useful,
+# but WITHOUT ANY WARRANTY; without even the implied warranty of
+# MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+# GNU General Public License for more details.
+#
+# You should have received a copy of the GNU General Public License
+# along with this program; if not, write to the Free Software Foundation,
+# Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
+#
+# ***** END GPL LICENCE BLOCK *****
+# --------------------------------------------------------------------------
+
+
+import Blender
+from Blender import *
+from Blender.Draw import *
+from Blender.BGL import *
+from Blender.Window import *
+
+import struct, string
+from types import *
+
+
+
+######################################################
+# GUI Loader
+######################################################
+
+# Export globals
+g_filename=Create("/home/bob/work/blender_scripts/md2/test-export.md2")
+g_frame_filename=Create("default")
+
+g_filename_search=Create("model")
+g_frame_search=Create("default")
+
+user_frame_list=[]
+
+#Globals
+g_scale=Create(1.0)
+
+# Events
+EVENT_NOEVENT=1
+EVENT_SAVE_MD2=2
+EVENT_CHOOSE_FILENAME=3
+EVENT_CHOOSE_FRAME=4
+EVENT_EXIT=100
+
+######################################################
+# Callbacks for Window functions
+######################################################
+def filename_callback(input_filename):
+ global g_filename
+ g_filename.val=input_filename
+
+def frame_callback(input_frame):
+ global g_frame_filename
+ g_frame_filename.val=input_frame
+
+def draw_gui():
+ global g_scale
+ global g_filename
+ global g_frame_filename
+ global EVENT_NOEVENT,EVENT_SAVE_MD2,EVENT_CHOOSE_FILENAME,EVENT_CHOOSE_FRAME,EVENT_EXIT
+
+ ########## Titles
+ glClear(GL_COLOR_BUFFER_BIT)
+ glRasterPos2d(8, 103)
+ Text("MD2 Export")
+
+ ######### Parameters GUI Buttons
+ g_filename = String("MD2 file to save: ", EVENT_NOEVENT, 10, 55, 210, 18,
+ g_filename.val, 255, "MD2 file to save")
+ ########## MD2 File Search Button
+ Button("Search",EVENT_CHOOSE_FILENAME,220,55,80,18)
+
+ g_frame_filename = String("Frame List file to load: ", EVENT_NOEVENT, 10, 35, 210, 18,
+ g_frame_filename.val, 255, "Frame List to load-overrides MD2 defaults")
+ ########## Texture Search Button
+ Button("Search",EVENT_CHOOSE_FRAME,220,35,80,18)
+
+ ########## Scale slider-default is 1/8 which is a good scale for md2->blender
+ g_scale= Slider("Scale Factor: ", EVENT_NOEVENT, 10, 75, 210, 18,
+ 1.0, 0.001, 10.0, 1, "Scale factor for obj Model");
+
+ ######### Draw and Exit Buttons
+ Button("Export",EVENT_SAVE_MD2 , 10, 10, 80, 18)
+ Button("Exit",EVENT_EXIT , 170, 10, 80, 18)
+
+def event(evt, val):
+ if (evt == QKEY and not val):
+ Exit()
+
+def bevent(evt):
+ global g_filename
+ global g_frame_filename
+ global EVENT_NOEVENT,EVENT_SAVE_MD2,EVENT_EXIT
+
+ ######### Manages GUI events
+ if (evt==EVENT_EXIT):
+ Blender.Draw.Exit()
+ elif (evt==EVENT_CHOOSE_FILENAME):
+ FileSelector(filename_callback, "MD2 File Selection")
+ elif (evt==EVENT_CHOOSE_FRAME):
+ FileSelector(frame_callback, "Frame Selection")
+ elif (evt==EVENT_SAVE_MD2):
+ if (g_filename.val == "model"):
+ save_md2("blender.md2")
+ Blender.Draw.Exit()
+ return
+ else:
+ save_md2(g_filename.val)
+ Blender.Draw.Exit()
+ return
+
+Register(draw_gui, event, bevent)
+
+######################################################
+# MD2 Model Constants
+######################################################
+MD2_MAX_TRIANGLES=4096
+MD2_MAX_VERTICES=2048
+MD2_MAX_TEXCOORDS=2048
+MD2_MAX_FRAMES=512
+MD2_MAX_SKINS=32
+MD2_MAX_FRAMESIZE=(MD2_MAX_VERTICES * 4 + 128)
+
+MD2_FRAME_NAME_LIST=(("stand",1,40),
+ ("run",41,46),
+ ("attack",47,54),
+ ("pain1",55,58),
+ ("pain2",59,62),
+ ("pain3",63,66),
+ ("jump",67,72),
+ ("flip",73,84),
+ ("salute", 85,95),
+ ("taunt",96,112),
+ ("wave",113,123),
+ ("point",124,135),
+ ("crstnd",136,154),
+ ("crwalk",155,160),
+ ("crattack",161,169),
+ ("crpain",170,173),
+ ("crdeath",174,178),
+ ("death1",179,184),
+ ("death2",185,190),
+ ("death3",191,198))
+ #198 frames
+
+######################################################
+# MD2 data structures
+######################################################
+class md2_point:
+ vertices=[]
+ lightnormalindex=0
+ binary_format="<3BB"
+ def __init__(self):
+ self.vertices=[0]*3
+ self.lightnormalindex=0
+ def save(self, file):
+ temp_data=[0]*4
+ temp_data[0]=self.vertices[0]
+ temp_data[1]=self.vertices[1]
+ temp_data[2]=self.vertices[2]
+ temp_data[3]=self.lightnormalindex
+ data=struct.pack(self.binary_format, temp_data[0], temp_data[1], temp_data[2], temp_data[3])
+ file.write(data)
+ def dump(self):
+ print "MD2 Point Structure"
+ print "vertex X: ", self.vertices[0]
+ print "vertex Y: ", self.vertices[1]
+ print "vertex Z: ", self.vertices[2]
+ print "lightnormalindex: ",self.lightnormalindex
+ print ""
+
+class md2_face:
+ vertex_index=[]
+ texture_index=[]
+ binary_format="<3h3h"
+ def __init__(self):
+ self.vertex_index = [ 0, 0, 0 ]
+ self.texture_index = [ 0, 0, 0]
+ def save(self, file):
+ temp_data=[0]*6
+ #swap vertices around so they draw right
+ temp_data[0]=self.vertex_index[0]
+ temp_data[1]=self.vertex_index[2]
+ temp_data[2]=self.vertex_index[1]
+ #swap texture vertices around so they draw right
+ temp_data[3]=self.texture_index[0]
+ temp_data[4]=self.texture_index[2]
+ temp_data[5]=self.texture_index[1]
+ data=struct.pack(self.binary_format,temp_data[0],temp_data[1],temp_data[2],temp_data[3],temp_data[4],temp_data[5])
+ file.write(data)
+ def dump (self):
+ print "MD2 Face Structure"
+ print "vertex 1 index: ", self.vertex_index[0]
+ print "vertex 2 index: ", self.vertex_index[1]
+ print "vertex 3 index: ", self.vertex_index[2]
+ print "texture 1 index: ", self.texture_index[0]
+ print "texture 2 index: ", self.texture_index[1]
+ print "texture 3 index: ", self.texture_index[2]
+ print ""
+
+class md2_tex_coord:
+ u=0
+ v=0
+ binary_format="<2h"
+ def __init__(self):
+ self.u=0
+ self.v=0
+ def save(self, file):
+ temp_data=[0]*2
+ temp_data[0]=self.u
+ temp_data[1]=self.v
+ data=struct.pack(self.binary_format, temp_data[0], temp_data[1])
+ file.write(data)
+ def dump (self):
+ print "MD2 Texture Coordinate Structure"
+ print "texture coordinate u: ",self.u
+ print "texture coordinate v: ",self.v
+ print ""
+
+class md2_GL_command:
+ s=0.0
+ t=0.0
+ vert_index=0
+ binary_format="<2fi"
+
+ def __init__(self):
+ self.s=0.0
+ self.t=0.0
+ vert_index=0
+ def save(self,file):
+ temp_data=[0]*3
+ temp_data[0]=float(self.s)
+ temp_data[1]=float(self.t)
+ temp_data[2]=self.vert_index
+ data=struct.pack(self.binary_format, temp_data[0],temp_data[1],temp_data[2])
+ file.write(data)
+ def dump (self):
+ print "MD2 OpenGL Command"
+ print "s: ", self.s
+ print "t: ", self.t
+ print "Vertex Index: ", self.vert_index
+ print ""
+
+class md2_GL_cmd_list:
+ num=0
+ cmd_list=[]
+ binary_format="<i"
+
+ def __init__(self):
+ self.num=0
+ self.cmd_list=[]
+
+ def save(self,file):
+ data=struct.pack(self.binary_format, self.num)
+ file.write(data)
+ for cmd in self.cmd_list:
+ cmd.save(file)
+ def dump(self):
+ print "MD2 OpenGL Command List"
+ print "number: ", self.num
+ for cmd in self.cmd_list:
+ cmd.dump()
+ print ""
+
+class md2_skin:
+ name=""
+ binary_format="<64s"
+ def __init__(self):
+ self.name=""
+ def save(self, file):
+ temp_data=self.name
+ data=struct.pack(self.binary_format, temp_data)
+ file.write(data)
+ def dump (self):
+ print "MD2 Skin"
+ print "skin name: ",self.name
+ print ""
+
+class md2_frame:
+ scale=[]
+ translate=[]
+ name=[]
+ vertices=[]
+ binary_format="<3f3f16s"
+
+ def __init__(self):
+ self.scale=[0.0]*3
+ self.translate=[0.0]*3
+ self.name=""
+ self.vertices=[]
+ def save(self, file):
+ temp_data=[0]*7
+ temp_data[0]=float(self.scale[0])
+ temp_data[1]=float(self.scale[1])
+ temp_data[2]=float(self.scale[2])
+ temp_data[3]=float(self.translate[0])
+ temp_data[4]=float(self.translate[1])
+ temp_data[5]=float(self.translate[2])
+ temp_data[6]=self.name
+ data=struct.pack(self.binary_format, temp_data[0],temp_data[1],temp_data[2],temp_data[3],temp_data[4],temp_data[5],temp_data[6])
+ file.write(data)
+ def dump (self):
+ print "MD2 Frame"
+ print "scale x: ",self.scale[0]
+ print "scale y: ",self.scale[1]
+ print "scale z: ",self.scale[2]
+ print "translate x: ",self.translate[0]
+ print "translate y: ",self.translate[1]
+ print "translate z: ",self.translate[2]
+ print "name: ",self.name
+ print ""
+
+class md2_obj:
+ #Header Structure
+ ident=0 #int 0 This is used to identify the file
+ version=0 #int 1 The version number of the file (Must be 8)
+ skin_width=0 #int 2 The skin width in pixels
+ skin_height=0 #int 3 The skin height in pixels
+ frame_size=0 #int 4 The size in bytes the frames are
+ num_skins=0 #int 5 The number of skins associated with the model
+ num_vertices=0 #int 6 The number of vertices (constant for each frame)
+ num_tex_coords=0 #int 7 The number of texture coordinates
+ num_faces=0 #int 8 The number of faces (polygons)
+ num_GL_commands=0 #int 9 The number of gl commands
+ num_frames=0 #int 10 The number of animation frames
+ offset_skins=0 #int 11 The offset in the file for the skin data
+ offset_tex_coords=0 #int 12 The offset in the file for the texture data
+ offset_faces=0 #int 13 The offset in the file for the face data
+ offset_frames=0 #int 14 The offset in the file for the frames data
+ offset_GL_commands=0#int 15 The offset in the file for the gl commands data
+ offset_end=0 #int 16 The end of the file offset
+ binary_format="<17i" #little-endian (<), 17 integers (17i)
+ #md2 data objects
+ tex_coords=[]
+ faces=[]
+ frames=[]
+ skins=[]
+ GL_commands=[]
+
+ def __init__ (self):
+ self.tex_coords=[]
+ self.faces=[]
+ self.frames=[]
+ self.skins=[]
+ def save(self, file):
+ temp_data=[0]*17
+ temp_data[0]=self.ident
+ temp_data[1]=self.version
+ temp_data[2]=self.skin_width
+ temp_data[3]=self.skin_height
+ temp_data[4]=self.frame_size
+ temp_data[5]=self.num_skins
+ temp_data[6]=self.num_vertices
+ temp_data[7]=self.num_tex_coords
+ temp_data[8]=self.num_faces
+ temp_data[9]=self.num_GL_commands
+ temp_data[10]=self.num_frames
+ temp_data[11]=self.offset_skins
+ temp_data[12]=self.offset_tex_coords
+ temp_data[13]=self.offset_faces
+ temp_data[14]=self.offset_frames
+ temp_data[15]=self.offset_GL_commands
+ temp_data[16]=self.offset_end
+ data=struct.pack(self.binary_format, temp_data[0],temp_data[1],temp_data[2],temp_data[3],temp_data[4],temp_data[5],temp_data[6],temp_data[7],temp_data[8],temp_data[9],temp_data[10],temp_data[11],temp_data[12],temp_data[13],temp_data[14],temp_data[15],temp_data[16])
+ file.write(data)
+ #write the skin data
+ for skin in self.skins:
+ skin.save(file)
+ #save the texture coordinates
+ for tex_coord in self.tex_coords:
+ tex_coord.save(file)
+ #save the face info
+ for face in self.faces:
+ face.save(file)
+ #save the frames
+ for frame in self.frames:
+ frame.save(file)
+ for vert in frame.vertices:
+ vert.save(file)
+ #save the GL command List
+ for cmd in self.GL_commands:
+ cmd.save(file)
+ def dump (self):
+ print "Header Information"
+ print "ident: ", self.ident
+ print "version: ", self.version
+ print "skin width: ", self.skin_width
+ print "skin height: ", self.skin_height
+ print "frame size: ", self.frame_size
+ print "number of skins: ", self.num_skins
+ print "number of texture coordinates: ", self.num_tex_coords
+ print "number of faces: ", self.num_faces
+ print "number of frames: ", self.num_frames
+ print "number of vertices: ", self.num_vertices
+ print "number of GL commands: ",self.num_GL_commands
+ print "offset skins: ", self.offset_skins
+ print "offset texture coordinates: ", self.offset_tex_coords
+ print "offset faces: ", self.offset_faces
+ print "offset frames: ",self.offset_frames
+ print "offset GL Commands: ",self.offset_GL_commands
+ print "offset end: ",self.offset_end
+ print ""
+
+######################################################
+# Validation
+######################################################
+def validation(object):
+ global user_frame_list
+
+ #get access to the mesh data
+ mesh=object.getData(False, True) #get the object (not just name) and the Mesh, not NMesh
+
+ #check it's composed of only tri's
+ result=0
+ for face in mesh.faces:
+ if len(face.verts)!=3:
+ #select the face for future triangulation
+ face.sel=1
+ if result==0: #first time we have this problem, don't pop-up a window every time it finds a quad
+ print "Model not made entirely of triangles"
+ result=Blender.Draw.PupMenu("Model not made entirely out of Triangles-Convert?%t|YES|NO")
+ if result==1:
+ mesh.quadToTriangle(0) #use closest verticies in breaking a quad
+ elif result==2:
+ return False #user will fix (I guess)
+
+ #check it has UV coordinates
+ if mesh.vertexUV==True:
+ print "Vertex UV not supported"
+ result=Blender.Draw.PupMenu("Vertex UV not suppored-Use Sticky UV%t|OK")
+ return False
+
+ elif mesh.faceUV==True:
+ for face in mesh.faces:
+ if(len(face.uv)==3):
+ pass
+ else:
+ print "Models vertices do not all have UV"
+ result=Blender.Draw.PupMenu("Models vertices do not all have UV%t|OK")
+ return False
+
+ else:
+ print "Model does not have UV (face or vertex)"
+ result=Blender.Draw.PupMenu("Model does not have UV (face or vertex)%t|OK")
+ return False
+
+ #check it has only 1 associated texture map
+ last_face=""
+ last_face=mesh.faces[0].image
+ if last_face=="":
+ print "Model does not have a texture Map"
+ result=Blender.Draw.PupMenu("Model does not have a texture Map%t|OK")
+ return False
+
+ for face in mesh.faces:
+ mesh_image=face.image
+ if not mesh_image:
+ print "Model has a face without a texture Map"
+ result=Blender.Draw.PupMenu("Model has a face without a texture Map%t|OK")
+ return False
+ if mesh_image!=last_face:
+ print "Model has more than 1 texture map assigned"
+ result=Blender.Draw.PupMenu("Model has more than 1 texture map assigned%t|OK")
+ return False
+
+ size=mesh_image.getSize()
+ #is this really what the user wants
+ if (size[0]!=256 or size[1]!=256):
+ print "Texture map size is non-standard (not 256x256), it is: ",size[0],"x",size[1]
+ result=Blender.Draw.PupMenu("Texture map size is non-standard (not 256x256), it is: "+size[0]+"x"+size[1]+": Continue?%t|YES|NO")
+ if(result==2):
+ return False
+
+ #verify frame list data
+ user_frame_list=get_frame_list()
+ temp=user_frame_list[len(user_frame_list)-1]
+ temp_num_frames=temp[2]
+
+ #verify tri/vert/frame counts are within MD2 standard
+ face_count=len(mesh.faces)
+ vert_count=len(mesh.verts)
+ frame_count=temp_num_frames
+
+ if face_count>MD2_MAX_TRIANGLES:
+ print "Number of triangles exceeds MD2 standard: ", face_count,">",MD2_MAX_TRIANGLES
+ result=Blender.Draw.PupMenu("Number of triangles exceeds MD2 standard: Continue?%t|YES|NO")
+ if(result==2):
+ return False
+ if vert_count>MD2_MAX_VERTICES:
+ print "Number of verticies exceeds MD2 standard",vert_count,">",MD2_MAX_VERTICES
+ result=Blender.Draw.PupMenu("Number of verticies exceeds MD2 standard: Continue?%t|YES|NO")
+ if(result==2):
+ return False
+ if frame_count>MD2_MAX_FRAMES:
+ print "Number of frames exceeds MD2 standard of",frame_count,">",MD2_MAX_FRAMES
+ result=Blender.Draw.PupMenu("Number of frames exceeds MD2 standard: Continue?%t|YES|NO")
+ if(result==2):
+ return False
+ #model is OK
+ return True
+
+######################################################
+# Fill MD2 data structure
+######################################################
+def fill_md2(md2, object):
+ global user_frame_list
+ #get a Mesh, not NMesh
+ mesh=object.getData(False, True)
+
+ #load up some intermediate data structures
+ tex_list={}
+ tex_count=0
+ #create the vertex list from the first frame
+ Blender.Set("curframe", 1)
+
+ #header information
+ md2.ident=844121161
+ md2.version=8
+ md2.num_vertices=len(mesh.verts)
+ md2.num_faces=len(mesh.faces)
+
+ #get the skin information
+ #use the first faces' image for the texture information
+ mesh_image=mesh.faces[0].image
+ size=mesh_image.getSize()
+ md2.skin_width=size[0]
+ md2.skin_height=size[1]
+ md2.num_skins=1
+ #add a skin node to the md2 data structure
+ md2.skins.append(md2_skin())
+ md2.skins[0].name=Blender.sys.basename(mesh_image.getFilename())
+
+ #put texture information in the md2 structure
+ #build UV coord dictionary (prevents double entries-saves space)
+ for face in mesh.faces:
+ for i in range(0,3):
+ t=(face.uv[i])
+ tex_key=(t[0],t[1])
+ if not tex_list.has_key(tex_key):
+ tex_list[tex_key]=tex_count
+ tex_count+=1
+ md2.num_tex_coords=tex_count #each vert has its own UV coord
+
+ for this_tex in range (0, md2.num_tex_coords):
+ md2.tex_coords.append(md2_tex_coord())
+ for coord, index in tex_list.iteritems():
+ #md2.tex_coords.append(md2_tex_coord())
+ md2.tex_coords[index].u=int(coord[0]*md2.skin_width)
+ md2.tex_coords[index].v=int((1-coord[1])*md2.skin_height)
+
+ #put faces in the md2 structure
+ #for each face in the model
+ for this_face in range(0, md2.num_faces):
+ md2.faces.append(md2_face())
+ for i in range(0,3):
+ #blender uses indexed vertexes so this works very well
+ md2.faces[this_face].vertex_index[i]=mesh.faces[this_face].verts[i].index
+ #lookup texture index in dictionary
+ uv_coord=(mesh.faces[this_face].uv[i])
+ tex_key=(uv_coord[0],uv_coord[1])
+ tex_index=tex_list[tex_key]
+ md2.faces[this_face].texture_index[i]=tex_index
+
+ #compute GL commands
+ md2.num_GL_commands=build_GL_commands(md2)
+
+ #get the frame data
+ #calculate 1 frame size + (1 vert size*num_verts)
+ md2.frame_size=40+(md2.num_vertices*4) #in bytes
+
+ #get the frame list
+ user_frame_list=get_frame_list()
+ if user_frame_list=="default":
+ md2.num_frames=198
+ else:
+ temp=user_frame_list[len(user_frame_list)-1] #last item
+ md2.num_frames=temp[2] #last frame number
+
+ #fill in each frame with frame info and all the vertex data for that frame
+ for frame_counter in range(0,md2.num_frames):
+ #add a frame
+ md2.frames.append(md2_frame())
+ #update the mesh objects vertex positions for the animation
+ Blender.Set("curframe", frame_counter) #set blender to the correct frame
+ mesh.getFromObject(object.name) #update the mesh to make verts current
+
+#each frame has a scale and transform value that gets the vertex value between 0-255
+#since the scale and transform are the same for the all the verts in the frame, we only need
+#to figure this out once per frame
+
+ #we need to start with the bounding box
+ bounding_box=object.getBoundBox() #uses the object, not the mesh data
+ #initialize with the first vertex for both min and max. X and Y are swapped for MD2 format
+ point=bounding_box[0]
+ frame_min_x=point[1]
+ frame_max_x=point[1]
+ frame_min_y=point[0]
+ frame_max_y=point[0]
+ frame_min_z=point[2]
+ frame_max_z=point[2]
+ #find min/max values
+ for point in bounding_box:
+ if frame_min_x>point[1]: frame_min_x=point[1]
+ if frame_max_x<point[1]: frame_max_x=point[1]
+ if frame_min_y>point[0]: frame_min_y=point[0]
+ if frame_max_y<point[0]: frame_max_y=point[0]
+ if frame_min_z>point[2]: frame_min_z=point[2]
+ if frame_max_z<point[2]: frame_max_z=point[2]
+
+ #the scale is the difference between the min and max (on that axis) / 255
+ frame_scale_x=(frame_max_x-frame_min_x)/255
+ frame_scale_y=(frame_max_y-frame_min_y)/255
+ frame_scale_z=(frame_max_z-frame_min_z)/255
+
+ #translate value of the mesh to center it on the origin
+ frame_trans_x=frame_min_x
+ frame_trans_y=frame_min_y
+ frame_trans_z=frame_min_z
+
+ #fill in the data
+ md2.frames[frame_counter].scale=(-frame_scale_x, frame_scale_y, frame_scale_z)
+ md2.frames[frame_counter].translate=(-frame_trans_x, frame_trans_y, frame_trans_z)
+
+ #now for the vertices
+ for vert_counter in range(0, md2.num_vertices):
+ #add a vertex to the md2 structure
+ md2.frames[frame_counter].vertices.append(md2_point())
+ #figure out the new coords based on scale and transform
+ #then translates the point so it's not less than 0
+ #then scale it so it's between 0..255
+ new_x=int((mesh.verts[vert_counter].co[1]-frame_trans_x)/frame_scale_x)
+ new_y=int((mesh.verts[vert_counter].co[0]-frame_trans_y)/frame_scale_y)
+ new_z=int((mesh.verts[vert_counter].co[2]-frame_trans_z)/frame_scale_z)
+ #put them in the structure
+ md2.frames[frame_counter].vertices[vert_counter].vertices=(new_x, new_y, new_z)
+
+ #need to add the lookup table check here
+ md2.frames[frame_counter].vertices[vert_counter].lightnormalindex=0
+
+ #output all the frame names-user_frame_list is loaded during the validation
+ for frame_set in user_frame_list:
+ for counter in range(frame_set[1]-1, frame_set[2]):
+ md2.frames[counter].name=frame_set[0]+"_"+str(counter-frame_set[1]+2)
+
+ #compute these after everthing is loaded into a md2 structure
+ header_size=17*4 #17 integers, and each integer is 4 bytes
+ skin_size=64*md2.num_skins #64 char per skin * number of skins
+ tex_coord_size=4*md2.num_tex_coords #2 short * number of texture coords
+ face_size=12*md2.num_faces #3 shorts for vertex index, 3 shorts for tex index
+ frames_size=(((12+12+16)+(4*md2.num_vertices)) * md2.num_frames) #frame info+verts per frame*num frames
+ GL_command_size=md2.num_GL_commands*4 #each is an int or float, so 4 bytes per
+
+ #fill in the info about offsets
+ md2.offset_skins=0+header_size
+ md2.offset_tex_coords=md2.offset_skins+skin_size
+ md2.offset_faces=md2.offset_tex_coords+tex_coord_size
+ md2.offset_frames=md2.offset_faces+face_size
+ md2.offset_GL_commands=md2.offset_frames+frames_size
+ md2.offset_end=md2.offset_GL_commands+GL_command_size
+
+######################################################
+# Get Frame List
+######################################################
+def get_frame_list():
+ global g_frame_filename
+ frame_list=[]
+
+ if g_frame_filename.val=="default":
+ return MD2_FRAME_NAME_LIST
+
+ else:
+ #check for file
+ if (Blender.sys.exists(g_frame_filename.val)==1):
+ #open file and read it in
+ file=open(g_frame_filename.val,"r")
+ lines=file.readlines()
+ file.close()
+
+ #check header (first line)
+ if lines[0]<>"# MD2 Frame Name List\n":
+ print "its not a valid file"
+ result=Blender.Draw.PupMenu("This is not a valid frame definition file-using default%t|OK")
+ return MD2_FRAME_NAME_LIST
+ else:
+ #read in the data
+ num_frames=0
+ for counter in range(1, len(lines)):
+ current_line=lines[counter]
+ if current_line[0]=="#":
+ #found a comment
+ pass
+ else:
+ data=current_line.split()
+ frame_list.append([data[0],num_frames+1, num_frames+int(data[1])])
+ num_frames+=int(data[1])
+ return frame_list
+ else:
+ print "Cannot find file"
+ result=Blender.Draw.PupMenu("Cannot find frame definion file-using default%t|OK")
+ return MD2_FRAME_NAME_LIST
+
+######################################################
+# Tri-Strip/Tri-Fan functions
+######################################################
+def find_strip_length(md2, start_tri, start_vert):
+ #variables shared between fan and strip functions
+ global used
+ global strip_vert
+ global strip_st
+ global strip_tris
+ global strip_count
+
+ m1=m2=0
+ st1=st2=0
+
+ used[start_tri]=2
+
+ last=start_tri
+
+ strip_vert[0]=md2.faces[last].vertex_index[start_vert%3]
+ strip_vert[1]=md2.faces[last].vertex_index[(start_vert+1)%3]
+ strip_vert[2]=md2.faces[last].vertex_index[(start_vert+2)%3]
+
+ strip_st[0]=md2.faces[last].texture_index[start_vert%3]
+ strip_st[1]=md2.faces[last].texture_index[(start_vert+1)%3]
+ strip_st[2]=md2.faces[last].texture_index[(start_vert+2)%3]
+
+ strip_tris[0]=start_tri
+ strip_count=1
+
+ m1=md2.faces[last].vertex_index[(start_vert+2)%3]
+ st1=md2.faces[last].texture_index[(start_vert+2)%3]
+ m2=md2.faces[last].vertex_index[(start_vert+1)%3]
+ st2=md2.faces[last].texture_index[(start_vert+1)%3]
+
+ #look for matching triangle
+ check=start_tri+1
+
+ for tri_counter in range(start_tri+1, md2.num_faces):
+
+ for k in range(0,3):
+ if md2.faces[check].vertex_index[k]!=m1:
+ continue
+ if md2.faces[check].texture_index[k]!=st1:
+ continue
+ if md2.faces[check].vertex_index[(k+1)%3]!=m2:
+ continue
+ if md2.faces[check].texture_index[(k+1)%3]!=st2:
+ continue
+
+ #if we can't use this triangle, this tri_strip is done
+ if (used[tri_counter]!=0):
+ for clear_counter in range(start_tri+1, md2.num_faces):
+ if used[clear_counter]==2:
+ used[clear_counter]=0
+ return strip_count
+
+ #new edge
+ if (strip_count & 1):
+ m2=md2.faces[check].vertex_index[(k+2)%3]
+ st2=md2.faces[check].texture_index[(k+2)%3]
+ else:
+ m1=md2.faces[check].vertex_index[(k+2)%3]
+ st1=md2.faces[check].texture_index[(k+2)%3]
+
+ strip_vert[strip_count+2]=md2.faces[tri_counter].vertex_index[(k+2)%3]
+ strip_st[strip_count+2]=md2.faces[tri_counter].texture_index[(k+2)%3]
+ strip_tris[strip_count]=tri_counter
+ strip_count+=1
+
+ used[tri_counter]=2
+ check+=1
+ return strip_count
+
+def find_fan_length(md2, start_tri, start_vert):
+ #variables shared between fan and strip functions
+ global used
+ global strip_vert
+ global strip_st
+ global strip_tris
+ global strip_count
+
+ m1=m2=0
+ st1=st2=0
+
+ used[start_tri]=2
+
+ last=start_tri
+
+ strip_vert[0]=md2.faces[last].vertex_index[start_vert%3]
+ strip_vert[1]=md2.faces[last].vertex_index[(start_vert+1)%3]
+ strip_vert[2]=md2.faces[last].vertex_index[(start_vert+2)%3]
+
+ strip_st[0]=md2.faces[last].texture_index[start_vert%3]
+ strip_st[1]=md2.faces[last].texture_index[(start_vert+1)%3]
+ strip_st[2]=md2.faces[last].texture_index[(start_vert+2)%3]
+
+ strip_tris[0]=start_tri
+ strip_count=1
+
+ m1=md2.faces[last].vertex_index[(start_vert+0)%3]
+ st1=md2.faces[last].texture_index[(start_vert+0)%3]
+ m2=md2.faces[last].vertex_index[(start_vert+2)%3]
+ st2=md2.faces[last].texture_index[(start_vert+2)%3]
+
+ #look for matching triangle
+ check=start_tri+1
+ for tri_counter in range(start_tri+1, md2.num_faces):
+ for k in range(0,3):
+ if md2.faces[check].vertex_index[k]!=m1:
+ continue
+ if md2.faces[check].texture_index[k]!=st1:
+ continue
+ if md2.faces[check].vertex_index[(k+1)%3]!=m2:
+ continue
+ if md2.faces[check].texture_index[(k+1)%3]!=st2:
+ continue
+
+ #if we can't use this triangle, this tri_strip is done
+ if (used[tri_counter]!=0):
+ for clear_counter in range(start_tri+1, md2.num_faces):
+ if used[clear_counter]==2:
+ used[clear_counter]=0
+ return strip_count
+
+ #new edge
+ m2=md2.faces[check].vertex_index[(k+2)%3]
+ st2=md2.faces[check].texture_index[(k+2)%3]
+
+ strip_vert[strip_count+2]=m2
+ strip_st[strip_count+2]=st2
+ strip_tris[strip_count]=tri_counter
+ strip_count+=1
+
+ used[tri_counter]=2
+ check+=1
+ return strip_count
+
+
+######################################################
+# Globals for GL command list calculations
+######################################################
+used=[]
+strip_vert=0
+strip_st=0
+strip_tris=0
+strip_count=0
+
+######################################################
+# Build GL command List
+######################################################
+def build_GL_commands(md2):
+ #variables shared between fan and strip functions
+ global used
+ used=[0]*md2.num_faces
+ global strip_vert
+ strip_vert=[0]*128
+ global strip_st
+ strip_st=[0]*128
+ global strip_tris
+ strip_tris=[0]*128
+ global strip_count
+ strip_count=0
+
+ #variables
+ num_commands=0
+ start_vert=0
+ fan_length=strip_length=0
+ length=best_length=0
+ best_type=0
+ best_vert=[0]*1024
+ best_st=[0]*1024
+ best_tris=[0]*1024
+ s=0.0
+ t=0.0
+
+ for face_counter in range(0,md2.num_faces):
+ if used[face_counter]!=0: #don't evaluate a tri that's been used
+ #print "found a used triangle: ", face_counter
+ pass
+ else:
+ best_length=0 #restart the counter
+ #for each vertex index in this face
+ for start_vert in range(0,3):
+ fan_length=find_fan_length(md2, face_counter, start_vert)
+ if (fan_length>best_length):
+ best_type=1
+ best_length=fan_length
+ for index in range (0, best_length+2):
+ best_st[index]=strip_st[index]
+ best_vert[index]=strip_vert[index]
+ for index in range(0, best_length):
+ best_tris[index]=strip_tris[index]
+
+ strip_length=find_strip_length(md2, face_counter, start_vert)
+ if (strip_length>best_length):
+ best_type=0
+ best_length=strip_length
+ for index in range (0, best_length+2):
+ best_st[index]=strip_st[index]
+ best_vert[index]=strip_vert[index]
+ for index in range(0, best_length):
+ best_tris[index]=strip_tris[index]
+
+ #mark the tris on the best strip/fan as used
+ for used_counter in range (0, best_length):
+ used[best_tris[used_counter]]=1
+
+ temp_cmdlist=md2_GL_cmd_list()
+ #push the number of commands into the command stream
+ if best_type==1:
+ temp_cmdlist.num=best_length+2
+ num_commands+=1
+ else:
+ temp_cmdlist.num=(-(best_length+2))
+ num_commands+=1
+ for command_counter in range (0, best_length+2):
+ #emit a vertex into the reorder buffer
+ cmd=md2_GL_command()
+ index=best_st[command_counter]
+ #calc and put S/T coords in the structure
+ s=md2.tex_coords[index].u
+ t=md2.tex_coords[index].v
+ s=(s+0.5)/md2.skin_width
+ t=(t+0.5)/md2.skin_height
+ cmd.s=s
+ cmd.t=t
+ cmd.vert_index=best_vert[command_counter]
+ temp_cmdlist.cmd_list.append(cmd)
+ num_commands+=3
+ md2.GL_commands.append(temp_cmdlist)
+
+ #end of list
+ temp_cmdlist=md2_GL_cmd_list()
+ temp_cmdlist.num=0
+ md2.GL_commands.append(temp_cmdlist)
+ num_commands+=1
+
+ #cleanup and return
+ used=best_vert=best_st=best_tris=strip_vert=strip_st=strip_tris=0
+ return num_commands
+
+######################################################
+# Save MD2 Format
+######################################################
+def save_md2(filename):
+ md2=md2_obj() #blank md2 object to save
+
+ #get the object
+ mesh_objs = Blender.Object.GetSelected()
+
+ #check there is a blender object selected
+ if len(mesh_objs)==0:
+ print "Fatal Error: Must select a mesh to output as MD2"
+ print "Found nothing"
+ result=Blender.Draw.PupMenu("Must select an object to export%t|OK")
+ return
+
+ mesh_obj=mesh_objs[0] #this gets the first object (should be only one)
+
+ #check if it's a mesh object
+ if mesh_obj.getType()!="Mesh":
+ print "Fatal Error: Must select a mesh to output as MD2"
+ print "Found: ", mesh_obj.getType()
+ result=Blender.Draw.PupMenu("Selected Object must be a mesh to output as MD2%t|OK")
+ return
+
+ ok=validation(mesh_obj)
+ if ok==False:
+ return
+
+ fill_md2(md2, mesh_obj)
+ md2.dump()
+
+ #actually write it to disk
+ file=open(filename,"wb")
+ md2.save(file)
+ file.close()
+
+ #cleanup
+ md2=0
+
+ print "Closed the file"
diff --git a/release/scripts/md2_import.py b/release/scripts/md2_import.py
new file mode 100644
index 00000000000..82b76d40c94
--- /dev/null
+++ b/release/scripts/md2_import.py
@@ -0,0 +1,571 @@
+#!BPY
+
+"""
+Name: 'MD2 (.md2)'
+Blender: 239
+Group: 'Import'
+Tooltip: 'Import from Quake file format (.md2).'
+"""
+
+__author__ = 'Bob Holcomb'
+__version__ = '0.15'
+__url__ = ["Bob's site, http://bane.servebeer.com",
+ "Support forum, http://scourage.servebeer.com/phpbb/", "blender", "elysiun"]
+__email__ = ["Bob Holcomb, bob_holcomb:hotmail*com", "scripts"]
+__bpydoc__ = """\
+This script imports a Quake 2 file (MD2), textures,
+and animations into blender for editing. Loader is based on MD2 loader from www.gametutorials.com-Thanks DigiBen! and the md3 blender loader by PhaethonH <phaethon@linux.ucla.edu><br>
+
+ Additional help from: Shadwolf, Skandal, Rojo, Cambo<br>
+ Thanks Guys!
+"""
+
+# ***** BEGIN GPL LICENSE BLOCK *****
+#
+# Script copyright (C) Bob Holcomb
+#
+# This program is free software; you can redistribute it and/or
+# modify it under the terms of the GNU General Public License
+# as published by the Free Software Foundation; either version 2
+# of the License, or (at your option) any later version.
+#
+# This program is distributed in the hope that it will be useful,
+# but WITHOUT ANY WARRANTY; without even the implied warranty of
+# MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+# GNU General Public License for more details.
+#
+# You should have received a copy of the GNU General Public License
+# along with this program; if not, write to the Free Software Foundation,
+# Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
+#
+# ***** END GPL LICENCE BLOCK *****
+# --------------------------------------------------------------------------
+
+
+import Blender
+from Blender import NMesh, Object, sys
+from Blender.BGL import *
+from Blender.Draw import *
+from Blender.Window import *
+from Blender.Image import *
+
+import struct, string
+from types import *
+
+
+
+
+######################################################
+# Main Body
+######################################################
+
+#returns the string from a null terminated string
+def asciiz (s):
+ n = 0
+ while (ord(s[n]) != 0):
+ n = n + 1
+ return s[0:n]
+
+
+######################################################
+# MD2 Model Constants
+######################################################
+MD2_MAX_TRIANGLES=4096
+MD2_MAX_VERTICES=2048
+MD2_MAX_TEXCOORDS=2048
+MD2_MAX_FRAMES=512
+MD2_MAX_SKINS=32
+MD2_MAX_FRAMESIZE=(MD2_MAX_VERTICES * 4 + 128)
+
+######################################################
+# MD2 data structures
+######################################################
+class md2_alias_triangle:
+ vertices=[]
+ lightnormalindex=0
+
+ binary_format="<3BB" #little-endian (<), 3 Unsigned char
+
+ def __init__(self):
+ self.vertices=[0]*3
+ self.lightnormalindex=0
+
+ def load(self, file):
+ temp_data = file.read(struct.calcsize(self.binary_format))
+ data = struct.unpack(self.binary_format, temp_data)
+ self.vertices[0]=data[0]
+ self.vertices[1]=data[1]
+ self.vertices[2]=data[2]
+ self.lightnormalindex=data[3]
+ return self
+
+ def dump(self):
+ print "MD2 Alias_Triangle Structure"
+ print "vertex: ", self.vertices[0]
+ print "vertex: ", self.vertices[1]
+ print "vertex: ", self.vertices[2]
+ print "lightnormalindex: ",self.lightnormalindex
+ print ""
+
+class md2_face:
+ vertex_index=[]
+ texture_index=[]
+
+ binary_format="<3h3h" #little-endian (<), 3 short, 3 short
+
+ def __init__(self):
+ self.vertex_index = [ 0, 0, 0 ]
+ self.texture_index = [ 0, 0, 0]
+
+ def load (self, file):
+ temp_data=file.read(struct.calcsize(self.binary_format))
+ data=struct.unpack(self.binary_format, temp_data)
+ self.vertex_index[0]=data[0]
+ self.vertex_index[1]=data[1]
+ self.vertex_index[2]=data[2]
+ self.texture_index[0]=data[3]
+ self.texture_index[1]=data[4]
+ self.texture_index[2]=data[5]
+ return self
+
+ def dump (self):
+ print "MD2 Face Structure"
+ print "vertex index: ", self.vertex_index[0]
+ print "vertex index: ", self.vertex_index[1]
+ print "vertex index: ", self.vertex_index[2]
+ print "texture index: ", self.texture_index[0]
+ print "texture index: ", self.texture_index[1]
+ print "texture index: ", self.texture_index[2]
+ print ""
+
+class md2_tex_coord:
+ u=0
+ v=0
+
+ binary_format="<2h" #little-endian (<), 2 unsigned short
+
+ def __init__(self):
+ self.u=0
+ self.v=0
+
+ def load (self, file):
+ temp_data=file.read(struct.calcsize(self.binary_format))
+ data=struct.unpack(self.binary_format, temp_data)
+ self.u=data[0]
+ self.v=data[1]
+ return self
+
+ def dump (self):
+ print "MD2 Texture Coordinate Structure"
+ print "texture coordinate u: ",self.u
+ print "texture coordinate v: ",self.v
+ print ""
+
+
+class md2_skin:
+ name=""
+
+ binary_format="<64s" #little-endian (<), char[64]
+
+ def __init__(self):
+ self.name=""
+
+ def load (self, file):
+ temp_data=file.read(struct.calcsize(self.binary_format))
+ data=struct.unpack(self.binary_format, temp_data)
+ self.name=asciiz(data[0])
+ return self
+
+ def dump (self):
+ print "MD2 Skin"
+ print "skin name: ",self.name
+ print ""
+
+class md2_alias_frame:
+ scale=[]
+ translate=[]
+ name=[]
+ vertices=[]
+
+ binary_format="<3f3f16s" #little-endian (<), 3 float, 3 float char[16]
+ #did not add the "3bb" to the end of the binary format
+ #because the alias_vertices will be read in through
+ #thier own loader
+
+ def __init__(self):
+ self.scale=[0.0]*3
+ self.translate=[0.0]*3
+ self.name=""
+ self.vertices=[]
+
+
+ def load (self, file):
+ temp_data=file.read(struct.calcsize(self.binary_format))
+ data=struct.unpack(self.binary_format, temp_data)
+ self.scale[0]=data[0]
+ self.scale[1]=data[1]
+ self.scale[2]=data[2]
+ self.translate[0]=data[3]
+ self.translate[1]=data[4]
+ self.translate[2]=data[5]
+ self.name=asciiz(data[6])
+ return self
+
+ def dump (self):
+ print "MD2 Alias Frame"
+ print "scale x: ",self.scale[0]
+ print "scale y: ",self.scale[1]
+ print "scale z: ",self.scale[2]
+ print "translate x: ",self.translate[0]
+ print "translate y: ",self.translate[1]
+ print "translate z: ",self.translate[2]
+ print "name: ",self.name
+ print ""
+
+class md2_obj:
+ #Header Structure
+ ident=0 #int 0 This is used to identify the file
+ version=0 #int 1 The version number of the file (Must be 8)
+ skin_width=0 #int 2 The skin width in pixels
+ skin_height=0 #int 3 The skin height in pixels
+ frame_size=0 #int 4 The size in bytes the frames are
+ num_skins=0 #int 5 The number of skins associated with the model
+ num_vertices=0 #int 6 The number of vertices (constant for each frame)
+ num_tex_coords=0 #int 7 The number of texture coordinates
+ num_faces=0 #int 8 The number of faces (polygons)
+ num_GL_commands=0 #int 9 The number of gl commands
+ num_frames=0 #int 10 The number of animation frames
+ offset_skins=0 #int 11 The offset in the file for the skin data
+ offset_tex_coords=0 #int 12 The offset in the file for the texture data
+ offset_faces=0 #int 13 The offset in the file for the face data
+ offset_frames=0 #int 14 The offset in the file for the frames data
+ offset_GL_commands=0#int 15 The offset in the file for the gl commands data
+ offset_end=0 #int 16 The end of the file offset
+
+ binary_format="<17i" #little-endian (<), 17 integers (17i)
+
+ #md2 data objects
+ tex_coords=[]
+ faces=[]
+ frames=[]
+ skins=[]
+
+ def __init__ (self):
+ self.tex_coords=[]
+ self.faces=[]
+ self.frames=[]
+ self.skins=[]
+
+
+ def load (self, file):
+ temp_data = file.read(struct.calcsize(self.binary_format))
+ data = struct.unpack(self.binary_format, temp_data)
+
+ self.ident=data[0]
+ self.version=data[1]
+
+ if (self.ident!=844121161 or self.version!=8):
+ print "Not a valid MD2 file"
+ Exit()
+
+ self.skin_width=data[2]
+ self.skin_height=data[3]
+ self.frame_size=data[4]
+
+ #make the # of skin objects for model
+ self.num_skins=data[5]
+ for i in xrange(0,self.num_skins):
+ self.skins.append(md2_skin())
+
+ self.num_vertices=data[6]
+
+ #make the # of texture coordinates for model
+ self.num_tex_coords=data[7]
+ for i in xrange(0,self.num_tex_coords):
+ self.tex_coords.append(md2_tex_coord())
+
+ #make the # of triangle faces for model
+ self.num_faces=data[8]
+ for i in xrange(0,self.num_faces):
+ self.faces.append(md2_face())
+
+ self.num_GL_commands=data[9]
+
+ #make the # of frames for the model
+ self.num_frames=data[10]
+ for i in xrange(0,self.num_frames):
+ self.frames.append(md2_alias_frame())
+ #make the # of vertices for each frame
+ for j in xrange(0,self.num_vertices):
+ self.frames[i].vertices.append(md2_alias_triangle())
+
+ self.offset_skins=data[11]
+ self.offset_tex_coords=data[12]
+ self.offset_faces=data[13]
+ self.offset_frames=data[14]
+ self.offset_GL_commands=data[15]
+
+ #load the skin info
+ file.seek(self.offset_skins,0)
+ for i in xrange(0, self.num_skins):
+ self.skins[i].load(file)
+ #self.skins[i].dump()
+
+ #load the texture coordinates
+ file.seek(self.offset_tex_coords,0)
+ for i in xrange(0, self.num_tex_coords):
+ self.tex_coords[i].load(file)
+ #self.tex_coords[i].dump()
+
+ #load the face info
+ file.seek(self.offset_faces,0)
+ for i in xrange(0, self.num_faces):
+ self.faces[i].load(file)
+ #self.faces[i].dump()
+
+ #load the frames
+ file.seek(self.offset_frames,0)
+ for i in xrange(0, self.num_frames):
+ self.frames[i].load(file)
+ #self.frames[i].dump()
+ for j in xrange(0,self.num_vertices):
+ self.frames[i].vertices[j].load(file)
+ #self.frames[i].vertices[j].dump()
+ return self
+
+ def dump (self):
+ print "Header Information"
+ print "ident: ", self.ident
+ print "version: ", self.version
+ print "skin width: ", self.skin_width
+ print "skin height: ", self.skin_height
+ print "frame size: ", self.frame_size
+ print "number of skins: ", self.num_skins
+ print "number of texture coordinates: ", self.num_tex_coords
+ print "number of faces: ", self.num_faces
+ print "number of frames: ", self.num_frames
+ print "number of vertices: ", self.num_vertices
+ print "offset skins: ", self.offset_skins
+ print "offset texture coordinates: ", self.offset_tex_coords
+ print "offset faces: ", self.offset_faces
+ print "offset frames: ",self.offset_frames
+ print ""
+
+######################################################
+# Import functions
+######################################################
+def load_textures(md2, texture_filename):
+ #did the user specify a texture they wanted to use?
+ if (texture_filename!="texture"):
+ if (Blender.sys.exists(texture_filename)):
+ mesh_image=Blender.Image.Load(texture_filename)
+ return mesh_image
+ else:
+ result=Blender.Draw.PupMenu("Cannot find texture: "+texture_filename+"-Continue?%t|OK")
+ if(result==1):
+ return -1
+ #does the model have textures specified with it?
+ if int(md2.num_skins) > 0:
+ for i in xrange(0,md2.num_skins):
+ #md2.skins[i].dump()
+ if (Blender.sys.exists(md2.skins[i].name)):
+ mesh_image=Blender.Image.Load(md2.skins[i].name)
+ else:
+ result=Blender.Draw.PupMenu("Cannot find texture: "+md2.skins[i].name+"-Continue?%t|OK")
+ if(result==1):
+ return -1
+ return mesh_image
+ else:
+ result=Blender.Draw.PupMenu("There will be no Texutre"+"-Continue?%t|OK")
+ if(result==1):
+ return -1
+
+
+def animate_md2(md2, mesh_obj):
+ ######### Animate the verts through keyframe animation
+ mesh=mesh_obj.getData()
+ for i in xrange(1, md2.num_frames):
+ #update the vertices
+ for j in xrange(0,md2.num_vertices):
+ x=(md2.frames[i].scale[0]*md2.frames[i].vertices[j].vertices[0]+md2.frames[i].translate[0])*g_scale.val
+ y=(md2.frames[i].scale[1]*md2.frames[i].vertices[j].vertices[1]+md2.frames[i].translate[1])*g_scale.val
+ z=(md2.frames[i].scale[2]*md2.frames[i].vertices[j].vertices[2]+md2.frames[i].translate[2])*g_scale.val
+
+ #put the vertex in the right spot
+ mesh.verts[j].co[0]=y
+ mesh.verts[j].co[1]=-x
+ mesh.verts[j].co[2]=z
+
+ mesh.update()
+ NMesh.PutRaw(mesh, mesh_obj.name)
+ #absolute keys, need to figure out how to get them working around the 100 frame limitation
+ mesh.insertKey(i,"absolute")
+
+ #not really necissary, but I like playing with the frame counter
+ Blender.Set("curframe", i)
+
+
+def load_md2 (md2_filename, texture_filename):
+ #read the file in
+ file=open(md2_filename,"rb")
+ md2=md2_obj()
+ md2.load(file)
+ #md2.dump()
+ file.close()
+
+ ######### Creates a new mesh
+ mesh = NMesh.New()
+
+ uv_coord=[]
+ uv_list=[]
+
+ #load the textures to use later
+ #-1 if there is no texture to load
+ mesh_image=load_textures(md2, texture_filename)
+
+ ######### Make the verts
+ DrawProgressBar(0.25,"Loading Vertex Data")
+ for i in xrange(0,md2.num_vertices):
+ #use the first frame for the mesh vertices
+ x=(md2.frames[0].scale[0]*md2.frames[0].vertices[i].vertices[0]+md2.frames[0].translate[0])*g_scale.val
+ y=(md2.frames[0].scale[1]*md2.frames[0].vertices[i].vertices[1]+md2.frames[0].translate[1])*g_scale.val
+ z=(md2.frames[0].scale[2]*md2.frames[0].vertices[i].vertices[2]+md2.frames[0].translate[2])*g_scale.val
+ vertex=NMesh.Vert(y,-x,z)
+ mesh.verts.append(vertex)
+
+ ######## Make the UV list
+ DrawProgressBar(0.50,"Loading UV Data")
+ mesh.hasFaceUV(1) #turn on face UV coordinates for this mesh
+ for i in xrange(0, md2.num_tex_coords):
+ u=(float(md2.tex_coords[i].u)/float(md2.skin_width))
+ v=(float(md2.tex_coords[i].v)/float(md2.skin_height))
+ #for some reason quake2 texture maps are upside down, flip that
+ uv_coord=(u,1-v)
+ uv_list.append(uv_coord)
+
+ ######### Make the faces
+ DrawProgressBar(0.75,"Loading Face Data")
+ for i in xrange(0,md2.num_faces):
+ face = NMesh.Face()
+ #draw the triangles in reverse order so they show up
+ face.v.append(mesh.verts[md2.faces[i].vertex_index[0]])
+ face.v.append(mesh.verts[md2.faces[i].vertex_index[2]])
+ face.v.append(mesh.verts[md2.faces[i].vertex_index[1]])
+ #append the list of UV
+ #ditto in reverse order with the texture verts
+ face.uv.append(uv_list[md2.faces[i].texture_index[0]])
+ face.uv.append(uv_list[md2.faces[i].texture_index[2]])
+ face.uv.append(uv_list[md2.faces[i].texture_index[1]])
+
+ #set the texture that this face uses if it has one
+ if (mesh_image!=-1):
+ face.image=mesh_image
+
+ #add the face
+ mesh.faces.append(face)
+
+ mesh_obj=NMesh.PutRaw(mesh)
+ animate_md2(md2, mesh_obj)
+ DrawProgressBar(0.999,"Loading Animation Data")
+
+ #locate the Object containing the mesh at the cursor location
+ cursor_pos=Blender.Window.GetCursorPos()
+ mesh_obj.setLocation(float(cursor_pos[0]),float(cursor_pos[1]),float(cursor_pos[2]))
+ DrawProgressBar (1.0, "Finished")
+
+#***********************************************
+# MAIN
+#***********************************************
+
+# Import globals
+g_md2_filename=Create("model")
+g_texture_filename=Create("texture")
+
+g_filename_search=Create("model")
+g_texture_search=Create("texture")
+
+#Globals
+g_scale=Create(1.0)
+
+# Events
+EVENT_NOEVENT=1
+EVENT_LOAD_MD2=2
+EVENT_CHOOSE_FILENAME=3
+EVENT_CHOOSE_TEXTURE=4
+EVENT_SAVE_MD2=5
+EVENT_EXIT=100
+
+######################################################
+# Callbacks for Window functions
+######################################################
+def filename_callback(input_filename):
+ global g_md2_filename
+ g_md2_filename.val=input_filename
+
+def texture_callback(input_texture):
+ global g_texture_filename
+ g_texture_filename.val=input_texture
+
+######################################################
+# GUI Loader
+######################################################
+
+
+def draw_gui():
+ global g_scale
+ global g_md2_filename
+ global g_texture_filename
+ global EVENT_NOEVENT,EVENT_LOAD_MD2,EVENT_CHOOSE_FILENAME,EVENT_CHOOSE_TEXTURE,EVENT_EXIT
+
+ ########## Titles
+ glClear(GL_COLOR_BUFFER_BIT)
+ glRasterPos2d(8, 125)
+ Text("MD2 loader")
+
+ ######### Parameters GUI Buttons
+ g_md2_filename = String("MD2 file to load: ", EVENT_NOEVENT, 10, 55, 210, 18,
+ g_md2_filename.val, 255, "MD2 file to load")
+ ########## MD2 File Search Button
+ Button("Search",EVENT_CHOOSE_FILENAME,220,55,80,18)
+
+ g_texture_filename = String("Texture file to load: ", EVENT_NOEVENT, 10, 35, 210, 18,
+ g_texture_filename.val, 255, "Texture file to load-overrides MD2 file")
+ ########## Texture Search Button
+ Button("Search",EVENT_CHOOSE_TEXTURE,220,35,80,18)
+
+ ########## Scale slider-default is 1/8 which is a good scale for md2->blender
+ g_scale= Slider("Scale Factor: ", EVENT_NOEVENT, 10, 75, 210, 18,
+ 1.0, 0.001, 10.0, 1, "Scale factor for obj Model");
+
+ ######### Draw and Exit Buttons
+ Button("Load",EVENT_LOAD_MD2 , 10, 10, 80, 18)
+ Button("Exit",EVENT_EXIT , 170, 10, 80, 18)
+
+def event(evt, val):
+ if (evt == QKEY and not val):
+ Blender.Draw.Exit()
+
+def bevent(evt):
+ global g_md2_filename
+ global g_texture_filename
+ global EVENT_NOEVENT,EVENT_LOAD_MD2,EVENT_SAVE_MD2,EVENT_EXIT
+
+ ######### Manages GUI events
+ if (evt==EVENT_EXIT):
+ Blender.Draw.Exit()
+ elif (evt==EVENT_CHOOSE_FILENAME):
+ FileSelector(filename_callback, "MD2 File Selection")
+ elif (evt==EVENT_CHOOSE_TEXTURE):
+ FileSelector(texture_callback, "Texture Selection")
+ elif (evt==EVENT_LOAD_MD2):
+ if (g_md2_filename.val == "model"):
+ Blender.Draw.Exit()
+ return
+ else:
+ load_md2(g_md2_filename.val, g_texture_filename.val)
+ Blender.Redraw()
+ Blender.Draw.Exit()
+ return
+
+
+Register(draw_gui, event, bevent)
diff --git a/release/scripts/mirror_bone_weights.py b/release/scripts/mirror_bone_weights.py
new file mode 100644
index 00000000000..615a7ffb5ab
--- /dev/null
+++ b/release/scripts/mirror_bone_weights.py
@@ -0,0 +1,218 @@
+#!BPY
+"""
+Name: 'Mirror Bone Weights'
+Blender: 239
+Group: 'Mesh'
+Submenu: '-x to +x' nxtopx
+Submenu: '+x to -x' pxtonx
+Tooltip: 'Mirror vertex group influences of a model'
+"""
+
+__author__ = "Thomas Oppl"
+__version__ = "5.12"
+__url__ = "elysiun"
+__email__ = "scripts"
+__bpydoc__ = """\
+Description:
+
+This script copies vertex group influences from one half of a model to the
+other half of it.
+
+Usage:
+
+- Select the model<br>
+- Start the script (Object -> Scripts -> Mirror Bone Weights)<br>
+- Use the "-x to +x" or the "+x to -x" submenu depending on which side should
+ be the source and which the destination.<br>
+
+Notes:
+
+- The model has to be in the center of the world along the x-axis.<br>
+- The model has to be symmetrical along the x-axis.<br>
+- You have to use the ".R" and ".L" suffix naming scheme for your vertex groups.<br>
+
+"""
+
+#------------------------------------------------------------
+# Mirror Bone Weights - (c) 2005 thomas oppl - toppl@fh-sbg.ac.at
+#------------------------------------------------------------
+# ***** BEGIN GPL LICENSE BLOCK *****
+#
+# This program is free software; you can redistribute it and/or
+# modify it under the terms of the GNU General Public License
+# as published by the Free Software Foundation; either version 2
+# of the License, or (at your option) any later version.
+#
+# This program is distributed in the hope that it will be useful,
+# but WITHOUT ANY WARRANTY; without even the implied warranty of
+# MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+# GNU General Public License for more details.
+#
+# You should have received a copy of the GNU General Public License
+# along with this program; if not, write to the Free Software Foundation,
+# Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
+#
+# ***** END GPL LICENCE BLOCK *****
+#------------------------------------------------------------
+
+
+
+
+
+from Blender import NMesh, Object, Draw, sys, Types, Window
+
+
+
+
+
+threshold = 0.001
+
+################################################################################
+def mirror(mode):
+ print
+ print "mirror bone weights: %s" % (mode)
+ print "threshold: %.6f" % (threshold)
+
+ objects = Object.GetSelected()
+ if not objects:
+ Draw.PupMenu("Error: no object selected!")
+ print "no object selected!"
+ return
+ mesh = objects[0].getData()
+ if type(mesh) != Types.NMeshType:
+ Draw.PupMenu("Error: object must be a mesh!")
+ print "object is no mesh!"
+ return
+
+ # nmesh.getvertexinfluences function seems to be broken so i create a dictionary instead
+ Window.WaitCursor(1)
+ time = sys.time()
+ in_editmode = Window.EditMode()
+ if in_editmode: Window.EditMode(0)
+ vertexinfluences = {}
+ for i in range(len(mesh.verts)):
+ vertexinfluences[i] = []
+ for groupname in mesh.getVertGroupNames():
+ for vertex in mesh.getVertsFromGroup(groupname, 1):
+ index, weight = vertex[0], vertex[1]
+ vertexinfluences[index].append((groupname, weight))
+ influencestime = sys.time() - time
+ print "influence dictionary generated in %.6f seconds!" % (influencestime)
+
+ # generate binary tree to speed up looking for opposite vertex
+ time = sys.time()
+ tree = c_tree(mesh.verts)
+ treetime = sys.time() - time
+ print "binary tree generated in %.6f seconds!" % (treetime)
+
+ # mirror vertex group influences
+ time = sys.time()
+ if mode == "-x to +x":
+ verticeshalf = [v for v in mesh.verts if v.co[0] < 0]
+ else:
+ verticeshalf = [v for v in mesh.verts if v.co[0] > 0]
+ i = 0
+ for vertex in verticeshalf:
+ oppositeposition = (-vertex.co[0], vertex.co[1], vertex.co[2])
+ foundvertex = []
+ tree.findvertex(oppositeposition, foundvertex, threshold)
+ if foundvertex:
+ oppositevertex = foundvertex[0]
+ # remove all influences from opposite vertex
+ for influence in vertexinfluences[oppositevertex.index]:
+ mesh.removeVertsFromGroup(influence[0], [oppositevertex.index])
+ # copy influences to opposite vertex
+ for influence in vertexinfluences[vertex.index]:
+ name = influence[0]
+ if name[-2:] == ".R":
+ name = name[:-2] + ".L"
+ elif name[-2:] == ".L":
+ name = name[:-2] + ".R"
+ if name not in mesh.getVertGroupNames(): # create opposite group if it doesn't exist
+ mesh.addVertGroup(name)
+ mesh.assignVertsToGroup(name, [oppositevertex.index], influence[1], "add")
+ i += 1
+ mirrortime = sys.time() - time
+ print "%d vertices mirrored in %.6f seconds!" % (i, mirrortime)
+
+ # done!
+ print "done in %.6f seconds total!" % (influencestime + treetime + mirrortime)
+ if in_editmode: Window.EditMode(1)
+ Window.WaitCursor(0)
+
+
+
+
+################################################################################
+NODE_VERTEX_LIMIT = 50
+
+class c_boundingbox:
+ def __init__(self, vertices):
+ self.min_x = self.max_x = vertices[0].co[0]
+ self.min_y = self.max_y = vertices[0].co[1]
+ self.min_z = self.max_z = vertices[0].co[2]
+ for vertex in vertices:
+ self.min_x = min(self.min_x, vertex.co[0])
+ self.min_y = min(self.min_y, vertex.co[1])
+ self.min_z = min(self.min_z, vertex.co[2])
+ self.max_x = max(self.max_x, vertex.co[0])
+ self.max_y = max(self.max_y, vertex.co[1])
+ self.max_z = max(self.max_z, vertex.co[2])
+ self.dim_x = self.max_x - self.min_x
+ self.dim_y = self.max_y - self.min_y
+ self.dim_z = self.max_z - self.min_z
+ self.splitaxis = [self.dim_x, self.dim_y, self.dim_z].index(max(self.dim_x, self.dim_y, self.dim_z))
+ self.center_x = self.max_x - (self.dim_x / 2.0)
+ self.center_y = self.max_y - (self.dim_y / 2.0)
+ self.center_z = self.max_z - (self.dim_z / 2.0)
+ self.splitcenter = [self.center_x, self.center_y, self.center_z][self.splitaxis]
+ def __str__(self):
+ return "min: %.3f %.3f %.3f max: %.3f %.3f %.3f dim: %.3f %.3f %.3f" %\
+ (self.min_x, self.min_y, self.min_z,
+ self.max_x, self.max_y, self.max_z,
+ self.dim_x, self.dim_y, self.dim_z)
+ def isinside(self, position, threshold):
+ return (position[0] <= self.max_x + threshold and position[1] <= self.max_y + threshold and \
+ position[2] <= self.max_z + threshold and position[0] >= self.min_x - threshold and \
+ position[1] >= self.min_y - threshold and position[2] >= self.min_z - threshold)
+
+class c_tree:
+ def __init__(self, vertices, level = 0):
+ self.level = level
+ self.children = []
+ self.vertices = []
+ self.boundingbox = c_boundingbox(vertices)
+ splitaxis = self.boundingbox.splitaxis
+ splitcenter = self.boundingbox.splitcenter
+ if len(vertices) > NODE_VERTEX_LIMIT:
+ self.children.append(c_tree(
+ [v for v in vertices if v.co[splitaxis] > splitcenter], self.level + 1))
+ self.children.append(c_tree(
+ [v for v in vertices if v.co[splitaxis] <= splitcenter], self.level + 1))
+ else: # leaf node
+ self.vertices = vertices
+ def __str__(self):
+ s = " " * self.level + "-node %d\n" % (len(self.vertices))
+ for child in self.children:
+ s += str(child)
+ return s
+ def findvertex(self, position, foundvertex, threshold):
+ if self.boundingbox.isinside(position, threshold):
+ if self.children:
+ for child in self.children:
+ child.findvertex(position, foundvertex, threshold)
+ else: # node found
+ for vertex in self.vertices:
+ v, p, t = vertex.co, position, threshold
+ if abs(v[0] - p[0]) < t and abs(v[1] - p[1]) < t and abs(v[2] - p[2]) < t: # vertex found
+ foundvertex.append(vertex)
+
+
+
+
+
+################################################################################
+if __script__["arg"] == "nxtopx":
+ mirror("-x to +x")
+if __script__["arg"] == "pxtonx":
+ mirror("+x to -x")
diff --git a/release/scripts/widgetwizard.py b/release/scripts/widgetwizard.py
new file mode 100644
index 00000000000..8d3dda4677e
--- /dev/null
+++ b/release/scripts/widgetwizard.py
@@ -0,0 +1,913 @@
+#!BPY
+
+"""
+Name: 'Shape Widget Wizard'
+Blender: 238
+Group: 'Animation'
+Tip: 'Adds Widgets for Driven Shapes'
+"""
+
+__author__ = ["Johnny Matthews (guitargeek)"]
+__url__ = ("blender", "elysiun")
+__version__ = "0.0.9 12/15/05"
+
+__bpydoc__ = """\
+"Shape Widget Wizard" creates objects that drive shape channels.
+
+Explanation:
+
+Shapes define morph targets and sometimes it is helpful to animate with a GUI
+control panel of widgets. This script lets you define several different types
+of controls that (depending on the type) control 1 to 4 shapes with a single
+controller.
+
+Usage:
+
+1. Click where you want the widget to go<br>
+2. Highlight the object that has shapes<br>
+3. Run the script<br>
+4. Choose the type of widget (there are next and back buttons if you pick the wrong kind)<br>
+5. Click next and choose what shapes go where on the widget<br>
+6. Choose a display name for the widget<br>
+7. Click finish
+
+The widget is added and you are returned to the first screen for adding another widget.
+
+"""
+
+###################################################################
+# #
+# Shape Widget Wizard #
+# #
+# all versions (C) December 2005 Johnny Matthews (guitargeek) #
+# #
+# Released under the GPL #
+# #
+# Works in Blender 2.4 and higher #
+# #
+# This script can be found online at: #
+# http://guitargeek.superihost.com/widgetmaker #
+# #
+# email: johnny.matthews@gmail.com #
+###################################################################
+# History #
+# 0.9 #
+# Added Name Objects #
+# 0.81 #
+# Added Single Shape Toggle #
+# #
+# 0.8 #
+# Controller is Transform Locked and can only move #
+# in appropriate directions #
+# #
+# 0.7 #
+# Controller is named the same as the range + ".ctrl" #
+# #
+###################################################################
+
+import Blender
+from Blender import Mesh,Object,Material,Window,IpoCurve,Ipo,Text3d
+from Blender.BGL import *
+from Blender.Draw import *
+print "----------------------"
+
+SHAPE1_ONE_MONE = 1
+SHAPE1_ONE_ZERO = 2
+SHAPE1_ZERO_MONE = 3
+SHAPE1_TOGGLE = 12
+SHAPE2_EXCLUSIVE = 4
+SHAPE2_V = 5
+SHAPE2_T = 6
+SHAPE2_INVT = 7
+SHAPE2_PLUS = 8
+SHAPE3_T = 9
+SHAPE3_INVT = 10
+SHAPE4_X = 11
+
+
+stage = 1
+numshapes = Create(1)
+widmenu = Create(1)
+rangename = Create("Range")
+shapes = [Create(0),Create(0),Create(0),Create(0)]
+drawtype = 0
+
+
+#get rid of an ipo curve by deleting all its points
+def delCurve(ipo):
+ while len(ipo.getPoints()) > 0:
+ ipo.delBezier(0)
+ ipo.recalc()
+
+#if a given ipocurve is not there create it, otherwise get it
+def verifyIpocurve(ky,index):
+ ipo = ky.ipo
+ if ipo == None:
+ nip = Ipo.New("Key","keyipo")
+ ky.ipo = nip
+ ipo = ky.ipo
+ idx = "Key " + str(index)
+ crv = ipo.getCurve(index)
+ if crv == None:
+ crv = ipo.addCurve(idx)
+ crv.setInterpolation("Linear")
+ return crv
+
+# Add the Drivers and Curves
+def setupDrivers(ob,ctrl,type):
+ global shapes
+ me = ob.getData()
+ ky = me.getKey()
+
+ if type in [SHAPE1_ONE_MONE,SHAPE1_ONE_ZERO,SHAPE1_ZERO_MONE]:
+ ctrl.protectFlags = int("111111011",2)
+ ipo = verifyIpocurve(ky,shapes[0].val)
+ ipo.driver = 1
+ ipo.driverObject = ctrl
+ ipo.driverChannel = IpoCurve.LOC_Z
+ ipo.recalc()
+
+ delCurve(ipo)
+ if type == 1:
+ ipo.addBezier((-1,-1))
+ ipo.addBezier((0,0))
+ ipo.addBezier((1,1))
+ if type == 2:
+ ipo.addBezier((0,0))
+ ipo.addBezier((1,1))
+ if type == 3:
+ ipo.addBezier((-1,-1))
+ ipo.addBezier((0,0))
+ ipo.recalc()
+
+ if type == SHAPE1_TOGGLE:
+ ctrl.protectFlags = int("111111011",2)
+ ipo = verifyIpocurve(ky,shapes[0].val)
+ ipo.driver = 1
+ ipo.driverObject = ctrl
+ ipo.driverChannel = IpoCurve.LOC_Z
+ ipo.recalc()
+ delCurve(ipo)
+ ipo.addBezier((0,0))
+ ipo.addBezier((0.5,0))
+ ipo.addBezier((0.500001,1))
+ ipo.addBezier((1,1))
+ ipo.recalc()
+
+ if type == SHAPE2_EXCLUSIVE:
+ ctrl.protectFlags = int("111111011",2)
+ ipo = verifyIpocurve(ky,shapes[0].val)
+ ipo.driver = 1
+ ipo.driverObject = ctrl
+ ipo.driverChannel = IpoCurve.LOC_Z
+ ipo.recalc()
+ delCurve(ipo)
+ ipo.addBezier((0,0))
+ ipo.addBezier((1,1))
+ ipo.recalc()
+
+ ipo2 = verifyIpocurve(ky,shapes[1].val)
+ ipo2.driver = 1
+ ipo2.driverObject = ctrl
+ ipo2.driverChannel = IpoCurve.LOC_Z
+ ipo2.recalc()
+ delCurve(ipo2)
+ ipo2.addBezier((-1,1))
+ ipo2.addBezier((0,0))
+ ipo2.recalc()
+
+ if type == SHAPE2_T:
+ ctrl.protectFlags = int("111111010",2)
+ ipo = verifyIpocurve(ky,shapes[0].val)
+ ipo.driver = 1
+ ipo.driverObject = ctrl
+ ipo.driverChannel = IpoCurve.LOC_Z
+ ipo.recalc()
+ delCurve(ipo)
+ ipo.addBezier((-1,-1))
+ ipo.addBezier((0,0))
+ ipo.recalc()
+
+ ipo2 = verifyIpocurve(ky,shapes[1].val)
+ ipo2.driver = 1
+ ipo2.driverObject = ctrl
+ ipo2.driverChannel = IpoCurve.LOC_X
+ ipo2.recalc()
+ delCurve(ipo2)
+ ipo2.addBezier((-1,-1))
+ ipo2.addBezier((1,1))
+ ipo2.recalc()
+
+ if type == SHAPE2_INVT:
+ ctrl.protectFlags = int("111111010",2)
+ ipo = verifyIpocurve(ky,shapes[0].val)
+ ipo.driver = 1
+ ipo.driverObject = ctrl
+ ipo.driverChannel = IpoCurve.LOC_Z
+ ipo.recalc()
+ delCurve(ipo)
+ ipo.addBezier((0,0))
+ ipo.addBezier((1,1))
+ ipo.recalc()
+
+ ipo2 = verifyIpocurve(ky,shapes[1].val)
+ ipo2.driver = 1
+ ipo2.driverObject = ctrl
+ ipo2.driverChannel = IpoCurve.LOC_X
+ ipo2.recalc()
+ delCurve(ipo2)
+ ipo2.addBezier((-1,-1))
+ ipo2.addBezier((1,1))
+ ipo2.recalc()
+
+ if type == SHAPE2_PLUS:
+ ctrl.protectFlags = int("111111010",2)
+ ipo = verifyIpocurve(ky,shapes[0].val)
+ ipo.driver = 1
+ ipo.driverObject = ctrl
+ ipo.driverChannel = IpoCurve.LOC_Z
+ ipo.recalc()
+ delCurve(ipo)
+ ipo.addBezier((-1,-1))
+ ipo.addBezier((1,1))
+ ipo.recalc()
+
+ ipo2 = verifyIpocurve(ky,shapes[1].val)
+ ipo2.driver = 1
+ ipo2.driverObject = ctrl
+ ipo2.driverChannel = IpoCurve.LOC_X
+ ipo2.recalc()
+ delCurve(ipo2)
+ ipo2.addBezier((-1,-1))
+ ipo2.addBezier((1,1))
+ ipo2.recalc()
+
+ if type == SHAPE2_V: # 2 Shape Mix
+ ctrl.protectFlags = int("111111010",2)
+ ipo = verifyIpocurve(ky,shapes[0].val)
+ ipo.driver = 1
+ ipo.driverObject = ctrl
+ ipo.driverChannel = IpoCurve.LOC_Z
+ delCurve(ipo)
+ ipo.addBezier((0,0))
+ ipo.addBezier((1,1))
+ ipo.recalc()
+
+ ipo2 = verifyIpocurve(ky,shapes[1].val)
+ ipo2.driver = 1
+ ipo2.driverObject = ctrl
+ ipo2.driverChannel = IpoCurve.LOC_X
+ delCurve(ipo2)
+ ipo2.addBezier((0,0))
+ ipo2.addBezier((1,1))
+ ipo2.recalc()
+
+
+ if type == SHAPE3_INVT:
+ ctrl.protectFlags = int("111111010",2)
+ ipo = verifyIpocurve(ky,shapes[0].val)
+ ipo.driver = 1
+ ipo.driverObject = ctrl
+ ipo.driverChannel = IpoCurve.LOC_Z
+ ipo.recalc()
+ delCurve(ipo)
+ ipo.addBezier((0,0))
+ ipo.addBezier((1,1))
+ ipo.recalc()
+
+ ipo2 = verifyIpocurve(ky,shapes[1].val)
+ ipo2.driver = 1
+ ipo2.driverObject = ctrl
+ ipo2.driverChannel = IpoCurve.LOC_X
+ ipo2.recalc()
+ delCurve(ipo2)
+ ipo2.addBezier((-1,1))
+ ipo2.addBezier((0,0))
+ ipo2.recalc()
+
+ ipo2 = verifyIpocurve(ky,shapes[2].val)
+ ipo2.driver = 1
+ ipo2.driverObject = ctrl
+ ipo2.driverChannel = IpoCurve.LOC_X
+ ipo2.recalc()
+ delCurve(ipo2)
+ ipo2.addBezier((0,0))
+ ipo2.addBezier((1,1))
+ ipo2.recalc()
+
+ if type == SHAPE3_T:
+ ctrl.protectFlags = int("111111010",2)
+ ipo = verifyIpocurve(ky,shapes[0].val)
+ ipo.driver = 1
+ ipo.driverObject = ctrl
+ ipo.driverChannel = IpoCurve.LOC_Z
+ ipo.recalc()
+ delCurve(ipo)
+ ipo.addBezier((-1,-1))
+ ipo.addBezier((0,0))
+ ipo.recalc()
+
+ ipo2 = verifyIpocurve(ky,shapes[1].val)
+ ipo2.driver = 1
+ ipo2.driverObject = ctrl
+ ipo2.driverChannel = IpoCurve.LOC_X
+ ipo2.recalc()
+ delCurve(ipo2)
+ ipo2.addBezier((-1,1))
+ ipo2.addBezier((0,0))
+ ipo2.recalc()
+
+ ipo2 = verifyIpocurve(ky,shapes[2].val)
+ ipo2.driver = 1
+ ipo2.driverObject = ctrl
+ ipo2.driverChannel = IpoCurve.LOC_X
+ ipo2.recalc()
+ delCurve(ipo2)
+ ipo2.addBezier((0,0))
+ ipo2.addBezier((1,1))
+ ipo2.recalc()
+
+ if type == SHAPE4_X:
+ ctrl.protectFlags = int("111111010",2)
+ ipo = verifyIpocurve(ky,shapes[0].val)
+ ipo.driver = 1
+ ipo.driverObject = ctrl
+ ipo.driverChannel = IpoCurve.LOC_Z
+ delCurve(ipo)
+ ipo.addBezier((0,0))
+ ipo.addBezier((1,1))
+ ipo.recalc()
+
+ ipo2 = verifyIpocurve(ky,shapes[1].val)
+ ipo2.driver = 1
+ ipo2.driverObject = ctrl
+ ipo2.driverChannel = IpoCurve.LOC_X
+ delCurve(ipo2)
+ ipo2.addBezier((0,0))
+ ipo2.addBezier((1,1))
+ ipo2.recalc()
+
+ ipo3 = verifyIpocurve(ky,shapes[2].val)
+ ipo3.driver = 1
+ ipo3.driverObject = ctrl
+ ipo3.driverChannel = IpoCurve.LOC_X
+ delCurve(ipo3)
+ ipo3.addBezier((-1,1))
+ ipo3.addBezier((0,0))
+ ipo3.recalc()
+
+ ipo4 = verifyIpocurve(ky,shapes[3].val)
+ ipo4.driver = 1
+ ipo4.driverObject = ctrl
+ ipo4.driverChannel = IpoCurve.LOC_Z
+ delCurve(ipo4)
+ ipo4.addBezier((-1,1))
+ ipo4.addBezier((0,0))
+ ipo4.recalc()
+
+#The Main Call to Build the Widget
+
+def build(type):
+ global shapes,widmenu,rangename
+ sce = Blender.Scene.getCurrent()
+ loc = Window.GetCursorPos()
+ range = makeRange(type,rangename.val)
+ controller = makeController(rangename.val)
+ text = makeText(rangename.val)
+
+ sce.link(range)
+ sce.link(controller)
+ sce.link(text)
+
+ range.setLocation(loc)
+ controller.setLocation(loc)
+ text.setLocation(loc)
+
+ range.makeParent([controller],1)
+ range.makeParent([text],0)
+
+ sce.update()
+
+ ob = Object.GetSelected()[0]
+ setupDrivers(ob,controller,widmenu.val)
+
+#Create the text
+
+def makeText(name):
+ ob = Object.New("Text",name+".name")
+ txt = Text3d.New(name+".name")
+ txt.setDrawMode(Text3d.DRAW3D)
+ txt.setAlignment(Text3d.MIDDLE)
+ txt.setText(name)
+ ob.link(txt)
+ ob.setEuler(3.14159/2,0,0)
+ return ob
+
+
+#Create the mesh controller
+
+def makeController(name):
+ ob = Object.New("Mesh",name+".ctrl")
+ me = Mesh.New(name+".ctrl")
+
+ me.verts.extend(-0.15,0, 0)
+ me.verts.extend( 0,0, 0.15)
+ me.verts.extend( 0.15,0, 0)
+ me.verts.extend( 0,0,-0.15)
+ v = me.verts
+ c = [(v[0],v[1],v[2],v[3])]
+ me.edges.extend(c)
+ ob.link(me)
+ return ob
+
+#Create the mesh range
+
+def makeRange(type,name):
+ ob = Object.New("Mesh",name)
+ #ob.setDrawMode(8) # Draw Name
+ me = Mesh.New(name)
+
+ l=[]
+
+ if type == SHAPE1_ONE_ZERO:
+ me.verts.extend(-0.15,0,0)
+ me.verts.extend( 0.15,0,0)
+ me.verts.extend(-0.15,0,1)
+ me.verts.extend( 0.15,0,1)
+ me.verts.extend(-0.25,0,.1)
+ me.verts.extend(-0.25,0,-.10)
+ me.verts.extend(0.25,0,.1)
+ me.verts.extend(0.25,0,-0.10)
+ v = me.verts
+ l = [(v[0],v[1],v[3],v[2]),(v[4],v[5],v[0]),(v[6],v[7],v[1])]
+ me.edges.extend(l)
+ ob.link(me)
+
+ elif type == SHAPE1_TOGGLE:
+ me.verts.extend(-0.15,0,-0.5)
+ me.verts.extend( 0.15,0,-0.5)
+ me.verts.extend( 0.15,0, 0.5)
+ me.verts.extend(-0.15,0, 0.5)
+ me.verts.extend(-0.15,0, 1.5)
+ me.verts.extend( 0.15,0, 1.5)
+ v = me.verts
+ l = [(v[0],v[1],v[2],v[3]),(v[3],v[4],v[5],v[2])]
+ me.edges.extend(l)
+ ob.link(me)
+
+ elif type == SHAPE1_ZERO_MONE:
+ me.verts.extend(-0.15,0,0)
+ me.verts.extend( 0.15,0,0)
+ me.verts.extend(-0.15,0,-1)
+ me.verts.extend( 0.15,0,-1)
+ me.verts.extend(-0.25,0,.1)
+ me.verts.extend(-0.25,0,-.10)
+ me.verts.extend(0.25,0,.1)
+ me.verts.extend(0.25,0,-0.10)
+ v = me.verts
+ l = [(v[0],v[1],v[3],v[2]),(v[4],v[5],v[0]),(v[6],v[7],v[1])]
+ me.edges.extend(l)
+ ob.link(me)
+
+ elif type in [SHAPE1_ONE_MONE,SHAPE2_EXCLUSIVE]:
+ me.verts.extend(-0.15,0,-1)
+ me.verts.extend( 0.15,0,-1)
+ me.verts.extend(-0.15,0,1)
+ me.verts.extend( 0.15,0,1)
+ me.verts.extend(-0.25,0,.1)
+ me.verts.extend(-0.25,0,-.10)
+ me.verts.extend(0.25,0,.1)
+ me.verts.extend(0.25,0,-0.10)
+ me.verts.extend(-0.15,0,0)
+ me.verts.extend( 0.15,0,0)
+
+ v = me.verts
+ l = [(v[0],v[1],v[3],v[2]),(v[4],v[5],v[8]),(v[6],v[7],v[9])]
+ me.edges.extend(l)
+ ob.link(me)
+
+ elif type == SHAPE2_T:
+ me.verts.extend(-1,0,0)
+ me.verts.extend( 1,0,0)
+ me.verts.extend( 1,0,-1)
+ me.verts.extend(-1,0,-1)
+
+ v = me.verts
+ l = [(v[0],v[1],v[2],v[3])]
+ me.edges.extend(l)
+ ob.link(me)
+
+ elif type == SHAPE2_INVT:
+ me.verts.extend(-1,0,0)
+ me.verts.extend( 1,0,0)
+ me.verts.extend( 1,0,1)
+ me.verts.extend(-1,0,1)
+
+ v = me.verts
+ l = [(v[0],v[1],v[2],v[3])]
+ me.edges.extend(l)
+ ob.link(me)
+
+ elif type == SHAPE2_PLUS:
+ me.verts.extend(-1,0,-1)
+ me.verts.extend( 1,0,-1)
+ me.verts.extend( 1,0,1)
+ me.verts.extend(-1,0,1)
+
+ v = me.verts
+ l = [(v[0],v[1],v[2],v[3])]
+ me.edges.extend(l)
+ ob.link(me)
+
+ elif type == SHAPE2_V:
+ me.verts.extend(0,0,0)
+ me.verts.extend(1,0,0)
+ me.verts.extend(1,0,1)
+ me.verts.extend(0,0,1)
+ v = me.verts
+ l = [(v[0],v[1],v[2],v[3])]
+ me.edges.extend(l)
+ ob.link(me)
+ ob.setEuler(0,-0.78539,0)
+
+ elif type == SHAPE3_INVT:
+ me.verts.extend(-1,0,0)
+ me.verts.extend( 1,0,0)
+ me.verts.extend( 1,0,1)
+ me.verts.extend(-1,0,1)
+
+ v = me.verts
+ l = [(v[0],v[1],v[2],v[3])]
+ me.edges.extend(l)
+ ob.link(me)
+
+ elif type == SHAPE3_T:
+ me.verts.extend(-1,0,0)
+ me.verts.extend( 1,0,0)
+ me.verts.extend( 1,0,-1)
+ me.verts.extend(-1,0,-1)
+
+ v = me.verts
+ l = [(v[0],v[1],v[2],v[3])]
+ me.edges.extend(l)
+ ob.link(me)
+
+
+ elif type == SHAPE4_X:
+ me.verts.extend(0,0,-1)
+ me.verts.extend(1,0,-1)
+ me.verts.extend(1,0,0)
+ me.verts.extend(1,0,1)
+ me.verts.extend(0,0,1)
+ me.verts.extend(-1,0,1)
+ me.verts.extend(-1,0,0)
+ me.verts.extend(-1,0,-1)
+ v = me.verts
+ l = [(v[0],v[1]),(v[1],v[2]),(v[2],v[3]),(v[3],v[4]),(v[4],v[5]),(v[5],v[6]),(v[6],v[7]),(v[7],v[0])]
+ me.edges.extend(l)
+ ob.link(me)
+ ob.setEuler(0,-0.78539,0)
+
+ return ob
+
+
+def create():
+ main()
+
+####################### gui ######################
+
+
+EVENT_NONE = 1
+EVENT_EXIT = 100
+EVENT_WIDGET_MENU = 101
+EVENT_NEXT = 102
+EVENT_BACK = 103
+
+#get the list of shapes from the selected object
+
+def shapeMenuText():
+ if len(Object.GetSelected()) == 0:
+ return ""
+ ob = Object.GetSelected()[0]
+ me = ob.getData()
+ key= me.getKey()
+ if key == None:
+ return ""
+ blocks = key.getBlocks()
+ menu = "Choose Shape %t|"
+ for n in range(len(blocks)):
+ menu = menu + blocks[n].name + " %x" + str(n) + "|"
+ return menu
+
+
+#draw the widget for the gui
+
+def drawWidget(type):
+ global shapes
+ if type == SHAPE1_ONE_MONE:# 1 to -1 Single Shape
+ glBegin(GL_LINE_STRIP)
+ glVertex2i(150,50)
+ glVertex2i(170,50)
+ glVertex2i(170,150)
+ glVertex2i(150,150)
+ glVertex2i(150,50)
+ glEnd()
+ glBegin(GL_LINE_STRIP)
+ glVertex2i(140,100)
+ glVertex2i(190,100)
+ glEnd()
+ glRasterPos2d(180,140)
+ Text("1","normal")
+ glRasterPos2d(180,60)
+ Text("-1","normal")
+ shapes[0] = Menu(shapeMenuText(), EVENT_NONE, 190, 100, 100, 18, shapes[0].val, "Choose Shape.")
+ elif type == SHAPE1_TOGGLE:# Toggle Single Shape
+ glBegin(GL_LINE_STRIP)
+ glVertex2i(150,50)
+ glVertex2i(170,50)
+ glVertex2i(170,100)
+ glVertex2i(150,100)
+ glVertex2i(150,50)
+ glEnd()
+ glBegin(GL_LINE_STRIP)
+ glVertex2i(170,100)
+ glVertex2i(170,150)
+ glVertex2i(150,150)
+ glVertex2i(150,100)
+ glEnd()
+ glRasterPos2d(180,140)
+ Text("On","normal")
+ glRasterPos2d(180,60)
+ Text("Off","normal")
+ shapes[0] = Menu(shapeMenuText(), EVENT_NONE, 190, 100, 100, 18, shapes[0].val, "Choose Shape.")
+ elif type == SHAPE1_ONE_ZERO: # 1 to 0 Single Shape
+ glBegin(GL_LINE_STRIP)
+ glVertex2i(150,50)
+ glVertex2i(170,50)
+ glVertex2i(170,150)
+ glVertex2i(150,150)
+ glVertex2i(150,50)
+ glEnd()
+ glBegin(GL_LINE_STRIP)
+ glVertex2i(140,50)
+ glVertex2i(190,50)
+ glEnd()
+ glRasterPos2d(180,140)
+ Text("1","normal")
+ glRasterPos2d(180,60)
+ Text("0","normal")
+ shapes[0] = Menu(shapeMenuText(), EVENT_NONE, 190, 100, 100, 18, shapes[0].val, "Choose Shape.")
+ elif type == SHAPE1_ZERO_MONE:
+ glBegin(GL_LINE_STRIP)
+ glVertex2i(150,50)
+ glVertex2i(170,50)
+ glVertex2i(170,150)
+ glVertex2i(150,150)
+ glVertex2i(150,50)
+ glEnd()
+ glBegin(GL_LINE_STRIP)
+ glVertex2i(140,150)
+ glVertex2i(190,150)
+ glEnd()
+ glRasterPos2d(180,140)
+ Text("0","normal")
+ glRasterPos2d(180,60)
+ Text("-1","normal")
+ shapes[0] = Menu(shapeMenuText(), EVENT_NONE, 190, 100, 100, 18, shapes[0].val, "Choose Shape.")
+ elif type == SHAPE2_EXCLUSIVE:
+ glBegin(GL_LINE_STRIP)
+ glVertex2i(150,50)
+ glVertex2i(170,50)
+ glVertex2i(170,150)
+ glVertex2i(150,150)
+ glVertex2i(150,50)
+ glEnd()
+ glBegin(GL_LINE_STRIP)
+ glVertex2i(140,100)
+ glVertex2i(190,100)
+ glEnd()
+ glRasterPos2d(180,140)
+ Text("1","normal")
+ glRasterPos2d(180,60)
+ Text("1","normal")
+ shapes[0] = Menu(shapeMenuText(), EVENT_NONE, 195, 135, 100, 18, shapes[0].val, "Choose Shape 1.")
+ shapes[1] = Menu(shapeMenuText(), EVENT_NONE, 195, 52, 100, 18, shapes[1].val, "Choose Shape 2.")
+ elif type == SHAPE2_T:
+ glBegin(GL_LINE_STRIP)
+ glVertex2i(150,75)
+ glVertex2i(250,75)
+ glVertex2i(250,125)
+ glVertex2i(150,125)
+ glVertex2i(150,75)
+ glEnd()
+ glBegin(GL_LINE_STRIP)
+ glVertex2i(140,125)
+ glVertex2i(260,125)
+ glEnd()
+ glRasterPos2d(200,140)
+ Text("0","normal")
+ glRasterPos2d(200,60)
+ Text("-1","normal")
+ glRasterPos2d(250,140)
+ Text("1","normal")
+ glRasterPos2d(150,140)
+ Text("-1","normal")
+ shapes[0] = Menu(shapeMenuText(), EVENT_NONE, 220, 52, 100, 18, shapes[0].val, "Choose Shape 1.")
+ shapes[1] = Menu(shapeMenuText(), EVENT_NONE, 260, 135, 100, 18, shapes[1].val, "Choose Shape 2.")
+ elif type == SHAPE2_INVT:
+ glBegin(GL_LINE_STRIP)
+ glVertex2i(150,75)
+ glVertex2i(250,75)
+ glVertex2i(250,125)
+ glVertex2i(150,125)
+ glVertex2i(150,75)
+ glEnd()
+ glBegin(GL_LINE_STRIP)
+ glVertex2i(140,75)
+ glVertex2i(260,75)
+ glEnd()
+ glRasterPos2d(200,60)
+ Text("0","normal")
+ glRasterPos2d(200,140)
+ Text("1","normal")
+ glRasterPos2d(250,60)
+ Text("1","normal")
+ glRasterPos2d(150,60)
+ Text("-1","normal")
+ shapes[0] = Menu(shapeMenuText(), EVENT_NONE, 220, 135, 100, 18, shapes[0].val, "Choose Shape 1.")
+ shapes[1] = Menu(shapeMenuText(), EVENT_NONE, 260, 52, 100, 18, shapes[1].val, "Choose Shape 2.")
+ elif type == SHAPE2_PLUS:
+ glBegin(GL_LINE_STRIP)
+ glVertex2i(150,50)
+ glVertex2i(250,50)
+ glVertex2i(250,150)
+ glVertex2i(150,150)
+ glVertex2i(150,50)
+ glEnd()
+ glBegin(GL_LINE_STRIP)
+ glVertex2i(140,100)
+ glVertex2i(260,100)
+ glEnd()
+ glRasterPos2d(200,105)
+ Text("0","normal")
+ glRasterPos2d(200,140)
+ Text("1","normal")
+ glRasterPos2d(200,55)
+ Text("-1","normal")
+ glRasterPos2d(250,105)
+ Text("1","normal")
+ glRasterPos2d(150,105)
+ Text("-1","normal")
+ shapes[0] = Menu(shapeMenuText(), EVENT_NONE, 220, 155, 100, 18, shapes[0].val, "Choose Shape 1.")
+ shapes[1] = Menu(shapeMenuText(), EVENT_NONE, 260, 100, 100, 18, shapes[1].val, "Choose Shape 2.")
+ elif type == SHAPE2_V:
+ glBegin(GL_LINE_STRIP)
+ glVertex2i(150,70)
+ glVertex2i(185,105)
+ glVertex2i(150,141)
+ glVertex2i(115,105)
+ glVertex2i(150,70)
+ glEnd()
+ glRasterPos2d(110,105)
+ Text("1","normal")
+ glRasterPos2d(190,105)
+ Text("1","normal")
+ glRasterPos2d(150,80)
+ Text("0","normal")
+ shapes[0] = Menu(shapeMenuText(), EVENT_NONE, 20, 125, 100, 18, shapes[0].val, "Choose Shape 1.")
+ shapes[1] = Menu(shapeMenuText(), EVENT_NONE, 195, 125, 100, 18, shapes[1].val, "Choose Shape 2.")
+
+
+
+ elif type == SHAPE3_T:
+ glBegin(GL_LINE_STRIP)
+ glVertex2i(150,75)
+ glVertex2i(250,75)
+ glVertex2i(250,125)
+ glVertex2i(150,125)
+ glVertex2i(150,75)
+ glEnd()
+ glBegin(GL_LINE_STRIP)
+ glVertex2i(140,125)
+ glVertex2i(260,125)
+ glEnd()
+ glRasterPos2d(200,140)
+ Text("0","normal")
+ glRasterPos2d(200,60)
+ Text("-1","normal")
+ glRasterPos2d(250,140)
+ Text("1","normal")
+ glRasterPos2d(150,140)
+ Text("1","normal")
+ shapes[0] = Menu(shapeMenuText(), EVENT_NONE, 220, 52, 100, 18, shapes[0].val, "Choose Shape 1.")
+ shapes[1] = Menu(shapeMenuText(), EVENT_NONE, 45, 135, 100, 18, shapes[1].val, "Choose Shape 2.")
+ shapes[2] = Menu(shapeMenuText(), EVENT_NONE, 260, 135, 100, 18, shapes[2].val, "Choose Shape 3.")
+ elif type == SHAPE3_INVT:
+ glBegin(GL_LINE_STRIP)
+ glVertex2i(150,75)
+ glVertex2i(250,75)
+ glVertex2i(250,125)
+ glVertex2i(150,125)
+ glVertex2i(150,75)
+ glEnd()
+ glBegin(GL_LINE_STRIP)
+ glVertex2i(140,75)
+ glVertex2i(260,75)
+ glEnd()
+ glRasterPos2d(200,60)
+ Text("0","normal")
+ glRasterPos2d(200,140)
+ Text("1","normal")
+ glRasterPos2d(250,60)
+ Text("1","normal")
+ glRasterPos2d(150,60)
+ Text("1","normal")
+ shapes[0] = Menu(shapeMenuText(), EVENT_NONE, 220, 135, 100, 18, shapes[0].val, "Choose Shape 1.")
+ shapes[1] = Menu(shapeMenuText(), EVENT_NONE, 45, 52, 100, 18, shapes[1].val, "Choose Shape 2.")
+ shapes[2] = Menu(shapeMenuText(), EVENT_NONE, 260, 52, 100, 18, shapes[2].val, "Choose Shape 3.")
+
+
+ elif type == SHAPE4_X:
+ glBegin(GL_LINE_STRIP)
+ glVertex2i(150,70)
+ glVertex2i(185,105)
+ glVertex2i(150,141)
+ glVertex2i(115,105)
+ glVertex2i(150,70)
+ glEnd()
+ glRasterPos2d(120,125)
+ Text("1","normal")
+ glRasterPos2d(180,125)
+ Text("1","normal")
+ glRasterPos2d(120,80)
+ Text("1","normal")
+ glRasterPos2d(180,80)
+ Text("1","normal")
+
+ glRasterPos2d(145,105)
+ Text("0","normal")
+ shapes[0] = Menu(shapeMenuText(), EVENT_NONE, 10, 125, 100, 18, shapes[0].val, "Choose Shape 1.")
+ shapes[1] = Menu(shapeMenuText(), EVENT_NONE, 195, 125, 100, 18, shapes[1].val, "Choose Shape 2.")
+ shapes[2] = Menu(shapeMenuText(), EVENT_NONE, 10, 60, 100, 18, shapes[2].val, "Choose Shape 3.")
+ shapes[3] = Menu(shapeMenuText(), EVENT_NONE, 195, 60, 100, 18, shapes[3].val, "Choose Shape 4.")
+
+#the gui callback
+
+def draw():
+ global widmenu,numshapes,stage,type, shapes,rangename
+ glRasterPos2d(5,200)
+ Text("Shape Widget Wizard","large")
+ PushButton("Quit", EVENT_EXIT, 5, 5, 50, 18)
+
+ if stage == 1:
+ name = "Choose Widget Type %t|\
+1 Shape: 1 / -1 %x" +str(SHAPE1_ONE_MONE) +"|\
+1 Shape: 1,0 %x" +str(SHAPE1_ONE_ZERO) +"|\
+1 Shape: 0,-1 %x" +str(SHAPE1_ZERO_MONE)+"|\
+1 Shape: Toggle %x" +str(SHAPE1_TOGGLE) +"|\
+2 Shape Exclusive %x"+str(SHAPE2_EXCLUSIVE)+"|\
+2 Shape - V %x" +str(SHAPE2_V) +"|\
+2 Shape - T %x" +str(SHAPE2_T) +"|\
+2 Shape - Inv T %x" +str(SHAPE2_INVT) +"|\
+2 Shape - + %x" +str(SHAPE2_PLUS) +"|\
+3 Shape - T %x" +str(SHAPE3_T) +"|\
+3 Shape - Inv T%x" +str(SHAPE3_INVT) +"|\
+4 Shape - Mix %x" +str(SHAPE4_X)
+ widmenu = Menu(name, EVENT_NONE, 5, 120, 200, 40, widmenu.val, "Choose Widget Type.")
+ PushButton("Next", EVENT_NEXT, 5, 25, 50, 18)
+
+ elif stage == 2:
+ glRasterPos2d(60,140)
+ rangename = String("Name: ", EVENT_NONE, 5, 170, 200, 18, rangename.val, 50, "Name for Range Object")
+ drawWidget(widmenu.val)
+ PushButton("Back", EVENT_BACK, 5, 25, 50, 18)
+ PushButton("Finish", EVENT_NEXT, 55, 25, 50, 18)
+ return
+
+
+
+def event(evt, val):
+ if (evt == QKEY and not val):
+ Exit()
+
+
+def bevent(evt):
+ global widmenu,stage,drawtype
+ ######### Manages GUI events
+ if evt==EVENT_EXIT:
+ Exit()
+ elif evt==EVENT_BACK:
+ if stage == 2:
+ stage = 1
+ Redraw()
+ elif evt==EVENT_NEXT:
+ if stage == 1:
+ stage = 2
+ Redraw()
+ elif stage == 2:
+ build(widmenu.val)
+ stage = 1
+ Window.RedrawAll()
+
+
+Register(draw, event, bevent)
diff --git a/release/scripts/xsi_export.py b/release/scripts/xsi_export.py
new file mode 100644
index 00000000000..0f31024c799
--- /dev/null
+++ b/release/scripts/xsi_export.py
@@ -0,0 +1,1245 @@
+#!BPY
+
+
+"""
+Name: 'SoftImage XSI (.xsi)...'
+Blender: 236
+Group: 'Export'
+Tooltip: 'Export to a SoftImage XSI file'
+"""
+
+__author__ = ("Elira")
+__url__ = ["Author's site, http://www.creative-realms.net/~elira/blender.html",
+"SoftImage's site, www.softimage.com", "elysiun"]
+__email__ = ["scripts"]
+__version__ = "2005/11/01"
+
+
+__bpydoc__ = """\
+This script exports to the XSI format.
+
+Usage:
+
+Run this script from "File->Export" menu.
+
+Note:<br>
+- Updates by Mal Duffin, to assist with XSI to Shockwave 3D conversion.
+"""
+
+# $Id: xsi_export.py,v 1.4.6 2005/11/01
+#
+#------------------------------------------------------------------------
+# XSI exporter for blender 2.36 or above
+#
+# ***** BEGIN GPL LICENSE BLOCK *****
+#
+# This program is free software; you can redistribute it and/or
+# modify it under the terms of the GNU General Public License
+# as published by the Free Software Foundation; either version 2
+# of the License, or (at your option) any later version.
+#
+# This program is distributed in the hope that it will be useful,
+# but WITHOUT ANY WARRANTY; without even the implied warranty of
+# MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+# GNU General Public License for more details.
+#
+# You should have received a copy of the GNU General Public License
+# along with this program; if not, write to the Free Software Foundation,
+# Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
+#
+# ***** END GPL LICENCE BLOCK *****
+#
+
+
+#
+# ---------------------------------------------------------------------------
+# XSI Export V 1.4.1 by Elira (at) creative-realms (dot) net
+#
+# Updates by Mal Duffin, to assist with XSI to Shockwave 3D conversion
+# ---------------------------------------------------------------------------
+# 0.0.0 - This header and having blender ID the file.
+# 0.1.0 - Output the statis xsi header elements
+# 0.2.0 - create a full shell output (no content just structure)
+# 0.3.0 - output used materials from the full materials list
+# 0.4.0 - output the object model minor data
+# 0.5.0 - output the object shape data, storing a uv table
+# 0.6.0 - output the triangle lists (uv references stored uv table)
+# 0.7.0 - convert output to genuine file writes.
+# 1.0.0 - Admit this script exists and wait for flames
+# 1.1.0 - Correctly export mesh shapes
+# 1.2.0 - Mesh positioning corrected, added back normals
+# 1.3.0 - conditionally output uv co-ordinates
+# 1.4.0 - export vertex paint colours.
+# ---------------------------------------------------------------------------
+# 1.4.1 - added basic normal export code,
+# to get XSI to Shockwave 3D converter working ( Mal Duffin )
+# 1.4.2 - invalid mesh checking
+# better normal exporting
+# general code clean up
+# 1.4.3 - basic light exporting
+# fix for ambient light being ignored by Shockwave 3D converter
+# 1.4.4 - basic camera exporting
+# 1.4.5 - exports normals correctly
+# 1.4.6 - exports multiple materials per object
+# ---------------------------------------------------------------------------
+# TO DO
+# - Support texturing
+# - for both methods of texturing ( render method, and Game Engine method )
+# ---------------------------------------------------------------------------
+# add required modules
+
+import Blender
+from Blender import sys as bsys
+from Blender import Mathutils
+from Blender import Lamp
+from Blender import Camera
+import math
+
+
+
+# ---------------------------------------------------------------------------
+# globals to make things a lot lot easier
+OBJ = [] # the object list
+MAT = [] # the materials list
+UVC = [] # uv vert co-ords
+UVI = [] # uv vert index
+VCC = [] # vert colour co-ords
+VCI = [] # vert colour index
+FD = [] # file handle
+NORMALS = [] # normal list
+mats = []
+EXPORT_DIR = ''
+WORLD = Blender.World.Get()
+
+# ---------------------------------------------------------------------------
+# get_path returns the path portion o/wf the supplied filename.
+# ---------------------------------------------------------------------------
+def get_path(file):
+ l=len(file)
+ r=0
+ for i in range(l, 0, -1):
+ if r == 0:
+ if file[i-1] == "/" or file[i-1] == "\\":
+ r = i
+ return file[:r]
+
+
+
+# ---------------------------------------------------------------------------
+# r2d - radians to degrees
+# ---------------------------------------------------------------------------
+def r2d(r):
+ return round(r*180.0/math.pi,4)
+
+
+
+# ---------------------------------------------------------------------------
+# d2r - degrees to radians
+# ---------------------------------------------------------------------------
+def d2r(d):
+ return (d*math.pi)/180.0
+
+
+
+# ---------------------------------------------------------------------------
+# get_filename returns the filename
+# ---------------------------------------------------------------------------
+def get_filename(file):
+ l=len(file)
+ r=0
+ for i in range(l, 0, -1):
+ if r == 0:
+ if file[i-1] == "/" or file[i-1] == "\\":
+ r = i
+ return file[r:]
+
+
+# ---------------------------------------------------------------------------
+# find materials returns all materials on an object.
+# ---------------------------------------------------------------------------
+def get_materials(obj):
+
+ # any materials attached to the object itself
+ mats = obj.getMaterials(0)
+
+ if 'Mesh' != obj.getType():
+ return mats
+
+ # now drop down to the mesh level
+ #mesh = Blender.NMesh.GetRaw(obj.data.name)
+ mesh = obj.data
+
+ if mesh.materials:
+ for mat in mesh.materials:
+ mats.append(mat)
+
+ # return the materials list
+ return mats
+
+
+
+# ---------------------------------------------------------------------------
+# apply_transform converts a vertex to co-ords
+# ---------------------------------------------------------------------------
+def apply_transform(vert, matrix):
+ vc = Mathutils.CopyVec(vert)
+ vc.resize4D()
+ return Mathutils.VecMultMat(vc, matrix)
+
+
+
+# ---------------------------------------------------------------------------
+# do_header writes out the header data
+# ---------------------------------------------------------------------------
+def do_header():
+
+ global FD
+
+ # this says which xsi version
+ FD.write("xsi 0300txt 0032\n\n")
+
+ # static fileinfo block
+ FD.write("SI_FileInfo {\n")
+ FD.write(" \"Blender Scene\",\n")
+ FD.write(" \"Blender User\",\n")
+ FD.write(" \"Now\",\n")
+ FD.write(" \"xsi_export Blender Scene Exporter\",\n")
+ FD.write("}\n\n")
+
+ # static scene block
+ FD.write("SI_Scene no_name {\n")
+ FD.write(" \"FRAMES\",\n")
+ FD.write(" 0.000000,\n")
+ FD.write(" 100.000000,\n")
+ FD.write(" 30.000000,\n")
+ FD.write("}\n\n")
+
+ # static co-ordinate system block
+ FD.write("SI_CoordinateSystem coord {\n")
+ FD.write(" 1,\n")
+ FD.write(" 0,\n")
+ FD.write(" 1,\n")
+ FD.write(" 0,\n")
+ FD.write(" 5,\n")
+ FD.write(" 2,\n")
+ FD.write("}\n\n")
+
+ # static angle block
+ FD.write("SI_Angle {\n")
+ FD.write(" 0,\n")
+ FD.write("}\n\n")
+
+ # static ambience block
+ ambient = WORLD[0].getAmb()
+
+ FD.write("SI_Ambience {\n")
+ FD.write(" %f,\n" % ambient[0])
+ FD.write(" %f,\n" % ambient[1])
+ FD.write(" %f,\n" % ambient[2])
+ FD.write("}\n\n")
+
+
+
+# ---------------------------------------------------------------------------
+# do_materiallibrary writes out the materials subsection.
+# ---------------------------------------------------------------------------
+def do_materiallibrary():
+
+ global OBJ, MAT, FD
+
+ # set some flags first
+ mnum = 0
+
+ # run through every material, how many used?
+ for mat in MAT:
+ nmat = mat.getName()
+
+ # first, is this material on any of the objects.
+ f = 0
+ for obj in OBJ:
+ ml = get_materials(obj)
+ for mli in ml:
+ nmli = mli.getName()
+ if nmli == nmat:
+ f = 1
+ mnum += 1
+ break
+ if f == 1:
+ break
+
+ bCreateDefault = 0
+ # if none then exit
+ if not mnum:
+ bCreateDefault = 1
+# return
+
+ # get to work create the materiallibrary wrapper and fill.
+ FD.write("SI_MaterialLibrary {\n")
+ FD.write(" " + str(mnum) + ",\n")
+
+ # run through every material, write the used ones
+ for mat in MAT:
+ nmat = mat.getName()
+
+ # find out if on any object, if so we write.
+ f = 0
+ for obj in OBJ:
+ ml = get_materials(obj)
+ for mli in ml:
+ nmli = mli.getName()
+ if nmli == nmat:
+ do_material(mat)
+ f = 1
+ break
+ if f == 1:
+ break
+
+ if bCreateDefault == 1:
+ do_material ( 0 )
+
+ # clean up
+ FD.write("}\n\n")
+
+
+def removeSpacesFromName(name):
+ name = name.replace ( " ", "_" )
+ return name
+
+
+# ---------------------------------------------------------------------------
+# do_material writes out this material.
+# ---------------------------------------------------------------------------
+def do_material(mat):
+
+ global FD
+
+ if mat == 0:
+ name = "__default"
+ cr = 1.0
+ cg = 1.0
+ cb = 1.0
+ ca = 1.0
+ sp = 0.0
+ sr = 0.0
+ sg = 0.0
+ sb = 0.0
+ em = 0.0
+ am = 1.0
+ sm = 0
+ else:
+
+
+ # get the name first
+ name = mat.getName()
+
+ # face colour r, g, b, a
+ # power (spec decay) fl
+ # spec colour r, g, b
+ # emmisive colourm r, g, b
+ # shading model int constant, lambert, phong, blinn, shadow, vertex
+ # ambient colour r, g, b
+
+ # get and print the base material block
+ cr, cg, cb = mat.getRGBCol()
+ ca = mat.getAlpha()
+
+ sp = 0.0
+ sr, sg, sb = mat.getSpecCol()
+ em = mat.getEmit()
+ am = mat.getAmb()
+
+ # how do we render this material? start with constant (0)
+ sm = 0
+ fl = mat.getMode()
+ if fl & Blender.Material.Modes['VCOL_PAINT']:
+ sm = 5
+
+
+ FD.write(" SI_Material " + removeSpacesFromName(name) + " {\n")
+ FD.write(" %f,\n" % cr)
+ FD.write(" %f,\n" % cg)
+ FD.write(" %f,\n" % cb)
+ FD.write(" %f,\n" % ca)
+ FD.write(" %f,\n" % sp)
+ FD.write(" %f,\n" % sr)
+ FD.write(" %f,\n" % sg)
+ FD.write(" %f,\n" % sb)
+ FD.write(" %f,\n" % em)
+ FD.write(" %f,\n" % em)
+ FD.write(" %f,\n" % em)
+ FD.write(" %d,\n" % sm)
+ #FD.write(" %f,\n" % am)
+ #FD.write(" %f,\n" % am)
+ #FD.write(" %f,\n" % am)
+ FD.write(" %f,\n" % cr)
+ FD.write(" %f,\n" % cg)
+ FD.write(" %f,\n" % cb)
+
+ if mat != 0:
+ # if this material has a texture, then add here
+ mtex = mat.getTextures()
+ for mt in mtex:
+ if mt:
+ do_texture(mt)
+
+ FD.write(" }\n")
+
+
+
+# ---------------------------------------------------------------------------
+# do_texture writes out this texture if usable.
+# ---------------------------------------------------------------------------
+def do_texture(mtex):
+ global FD
+
+
+ # get our texture
+ tex = mtex.tex
+ tn = tex.getName()
+
+
+ # what type of texture, we are limitd
+ if tex.type != Blender.Texture.Types.IMAGE:
+ return
+
+
+ FD.write(" SI_Texture2D " + tn + " {\n")
+
+ img = tex.getImage()
+ iname = get_filename(img.getFilename())
+
+ FD.write(" \"" + iname + "\",\n")
+
+ # mapping type ? uv map wrapped is 4, how to detect?
+ # start with a simple xy mapping ie 0
+ FD.write(" 4,\n")
+
+ print img.getSize ()
+
+ # image width, and height
+ ix, iy = img.getSize()
+ FD.write(" %d,\n" % ix)
+ FD.write(" %d,\n" % iy)
+ # u crop min/max, v crop min/max
+ mincu, mincv, maxcu, maxcv = tex.crop
+ FD.write(" %d,\n" % ( mincu * ix ) )
+ FD.write(" %d,\n" % ( maxcu * ix - 1 ) )
+ FD.write(" %d,\n" % ( mincv * iy ) )
+ FD.write(" %d,\n" % ( maxcv * iy - 1) )
+ # uv swap
+ uvs =0
+ if (tex.flags & Blender.Texture.Flags.FLIPBLEND):
+ uvs = 1
+ FD.write(" %d,\n" % uvs )
+ # u/v repeat
+ iru = img.getXRep()
+ FD.write(" %d,\n" % iru )
+ irv = img.getYRep()
+ FD.write(" %d,\n" % irv )
+ # u/v alt - 0, 0
+ FD.write(" 0,\n" )
+ FD.write(" 0,\n" )
+ # u/v scale - 1,1
+ FD.write(" 1.000000,\n" )
+ FD.write(" 1.000000,\n" )
+ # u/v offset - 0,0
+ FD.write(" 0.000000,\n" )
+ FD.write(" 0.000000,\n" )
+ # proj mat 4x4 1 0 0 0, 0 1 0 0, 0 0 1 0, 0 0 0 1 is default
+ FD.write(" 1.000000,\n" )
+ FD.write(" 0.000000,\n" )
+ FD.write(" 0.000000,\n" )
+ FD.write(" 0.000000,\n" )
+
+ FD.write(" 0.000000,\n" )
+ FD.write(" 1.000000,\n" )
+ FD.write(" 0.000000,\n" )
+ FD.write(" 0.000000,\n" )
+
+ FD.write(" 0.000000,\n" )
+ FD.write(" 0.000000,\n" )
+ FD.write(" 1.000000,\n" )
+ FD.write(" 0.000000,\n" )
+
+ FD.write(" 0.000000,\n" )
+ FD.write(" 0.000000,\n" )
+ FD.write(" 0.000000,\n" )
+ FD.write(" 1.000000,\n" )
+
+ # blending type - 3
+ FD.write(" 3,\n" )
+ # blending - 1
+ FD.write(" 1.000000,\n" )
+ # ambient - 0
+ FD.write(" 0.000000,\n" )
+ # diffuse - 1
+ FD.write(" 1.000000,\n" )
+ # speculara - 0
+ FD.write(" 0.000000,\n" )
+ # transparent - 0
+ FD.write(" 0.000000,\n" )
+ # reflective - 0
+ FD.write(" 0.000000,\n" )
+ # roughness - 0
+ FD.write(" 0.000000,\n" )
+
+ # close off this texture
+ FD.write(" }\n")
+
+
+
+# ---------------------------------------------------------------------------
+# do_model_transform dumps out the transform data
+# ---------------------------------------------------------------------------
+def do_model_transform(obj):
+
+ global FD
+
+ # now output
+ FD.write(" SI_Transform SRT-" + removeSpacesFromName( obj.getName() ) + " {\n" )
+
+
+
+ # write out the object size? (scaling)
+ FD.write(" %f,\n" % obj.SizeX )
+ FD.write(" %f,\n" % obj.SizeY )
+ FD.write(" %f,\n" % obj.SizeZ )
+
+ # write out the object rotation
+ FD.write(" %f,\n" % r2d(obj.RotX) )
+ FD.write(" %f,\n" % r2d(obj.RotY) )
+ FD.write(" %f,\n" % r2d(obj.RotZ) )
+
+ # this is the position of the object's axis
+ FD.write(" %f,\n" % obj.LocX )
+ FD.write(" %f,\n" % obj.LocY )
+ FD.write(" %f,\n" % obj.LocZ )
+ FD.write(" }\n\n")
+
+
+
+# ---------------------------------------------------------------------------
+# do_model_visibility marks if the model is visible or not???
+# ---------------------------------------------------------------------------
+def do_model_visibility(obj):
+
+ global FD
+
+ # for now this is a static block
+ FD.write(" SI_Visibility {\n" )
+ FD.write(" 1,\n" )
+ FD.write(" }\n\n" )
+
+
+
+# ---------------------------------------------------------------------------
+# do_model_material sets the global material for the model
+# ---------------------------------------------------------------------------
+def do_model_material(obj):
+
+ global FD
+
+ # do we have one?
+ ml = get_materials(obj)
+
+
+ n = 0
+ for mli in ml:
+ if mli:
+ n+=1
+ if n == 1:
+ mat=mli
+
+
+ # if no materials just go back
+ if n == 0:
+ return
+
+ # for now we grab the first material on the list.
+
+ for mat in ml:
+ FD.write(" SI_GlobalMaterial {\n" )
+ FD.write(" \"" + removeSpacesFromName(mat.getName()) + "\",\n" )
+ FD.write(" \"NODE\",\n" )
+ FD.write(" }\n\n" )
+
+
+
+def meshHasUV ( mesh ):
+ if mesh.hasFaceUV():
+ return TRUE
+# materials = mesh.materials
+# if len(materials) > 0:
+
+ return FALSE
+
+# ---------------------------------------------------------------------------
+# do_collect_uv, makes an easy to use list out of the uv data
+# todo, remove duplicates and compress the list size, xsi supports this.
+# ---------------------------------------------------------------------------
+def do_collect_uv(mesh):
+
+ global UVC, UVI
+
+ # reset the uv details first.
+ UVI = []
+ UVC = []
+
+ #print "Textures..."
+ #mtex = mat.getTextures()
+ #for mt in mtex:
+ # print mt
+
+
+ # if no uv data then return
+ if not mesh.hasFaceUV():
+ return
+
+ # run through all the faces
+ j = 0
+ for f in mesh.faces:
+ for i in range(len(f)):
+ UVI.append(j)
+ UVC.append(f.uv[i])
+ j+=1
+ UVI.append(-1)
+
+
+
+# ---------------------------------------------------------------------------
+# do_collect_colour, makes an easy to use list out of the colour data
+# todo, remove duplicates and compress the list size, xsi supports this.
+# ---------------------------------------------------------------------------
+def do_collect_colour(mesh):
+
+ global VCC, VCI
+
+ # reset the uv details first.
+ VCC = []
+ VCI = []
+
+ # if no uv data then return
+ if not mesh.hasVertexColours():
+ return
+
+ # run through all the faces
+ j = 0
+ for f in mesh.faces:
+ for i in range(len(f)):
+ VCI.append(j)
+ VCC.append(f.col[i])
+ j+=1
+ VCI.append(-1)
+
+
+
+# ---------------------------------------------------------------------------
+# do_mesh_shape outputs the shape data
+# ---------------------------------------------------------------------------
+def do_mesh_shape(obj):
+
+ global UVC, UVI, VCC, VCI, FD, NORMALS
+
+ # Grab the mesh itself
+ mesh = Blender.NMesh.GetRaw(obj.data.name)
+
+ # get the world matrix
+ matrix = obj.getMatrix('worldspace')
+
+ # we need to decide about vertex and uv details first.
+ do_collect_uv(mesh)
+ do_collect_colour(mesh)
+
+ # output the shell
+ elements=2
+ if len(UVC):
+ elements+=1
+ if len(VCC):
+ elements+=1
+ FD.write(" SI_Shape SHP-" + removeSpacesFromName ( obj.getName() ) + "-ORG {\n" )
+ FD.write(" %d,\n" % elements )
+ FD.write(" \"ORDERED\",\n\n" )
+
+ # vertices first
+ FD.write(" %d,\n" % len(mesh.verts) )
+ FD.write(" \"POSITION\",\n" )
+ for v in mesh.verts:
+ FD.write(" %f,%f,%f,\n" % (v.co[0], v.co[1], v.co[2]) )
+ FD.write("\n")
+
+
+ print " MESH NAME = " + mesh.name
+
+ NORMALS = []
+ for f in mesh.faces:
+ NORMALS.append ( f.no )
+ for v in mesh.verts:
+ aTemp = [v.no[0], v.no[1], v.no[2]]
+ NORMALS.append ( aTemp )
+
+
+ FD.write(" %d,\n" % len(NORMALS) )
+ FD.write(" \"NORMAL\",\n" )
+
+ for n in NORMALS:
+ FD.write(" %f,%f,%f,\n" % ( n[0], n[1], n[2] ) )
+
+ # if vertex colour data then process
+ if mesh.hasVertexColours():
+
+ # put out the co-ord header
+ FD.write(" %d,\n" % len(VCC) )
+ FD.write(" \"COLOR\",\n" )
+
+ # now output them
+ for vc in VCC:
+ FD.write(" %f,%f,%f,%f,\n" % (vc.r/255.0, vc.g/255.0, vc.b/255.0, vc.a/255.0) )
+
+
+
+ # if uv data then process
+ if mesh.hasFaceUV():
+ # put out the co-ord header
+ FD.write(" %d,\n" % len(UVC) )
+ FD.write(" \"TEX_COORD_UV\",\n" )
+
+ # now output them
+ for uv in UVC:
+ FD.write(" %f,%f\n" % (uv[0], uv[1]) )
+
+ # close off
+ FD.write(" }\n" )
+
+
+
+# ---------------------------------------------------------------------------
+# do_mesh_faces outputs the faces data
+# ---------------------------------------------------------------------------
+def do_mesh_faces(obj):
+
+ global FD, UVI, VCI, mats
+
+ # do we have a texture?
+ ml = get_materials(obj)
+ n = 0
+ for mli in ml:
+ if mli:
+ n+=1
+ if n == 1:
+ mat=mli
+
+ # Grab the mesh itself
+ # mesh = Blender.NMesh.GetRaw(obj.data.name)
+
+ # mesh = Blender.NMesh.GetRawFromObject(obj.name)
+
+ mesh = obj.data
+
+
+
+ tris = []
+ normalX = []
+ mats = []
+ for f in mesh.faces:
+ tris.extend ( triangulate_face(f) )
+ aVal = triangulate_normals(mesh,f)
+
+ for v in aVal:
+ normalX.append ( v )
+
+
+ triangles = len(tris)
+
+ if n == 0:
+ FD.write(" SI_TriangleList " + removeSpacesFromName(obj.getName()) + " {\n")
+ FD.write(" %d,\n" % triangles)
+
+ ostring=" \"NORMAL"
+ if len(VCI):
+ ostring += "|COLOR"
+ if len(UVC):
+ ostring += "|TEX_COORD_UV"
+ ostring += "\",\n"
+ FD.write(ostring)
+
+ FD.write(" \"\",\n\n")
+
+ for t in tris:
+ FD.write(" %d,%d,%d,\n" % (t[0], t[2], t[1]))
+
+ FD.write("\n")
+
+ for n in normalX:
+ FD.write(" %d,%d,%d,\n" % ( n[0], n[1], n[2] ) )
+
+ # finally close this triangle list off
+ FD.write(" }\n\n")
+
+
+
+ print "total materials"
+ print ml
+
+ for mIndex in range (0,len(ml)):
+ mat = ml[mIndex]
+ print "checking materials"
+ print mat
+
+ aTriCount = 0
+ for tIndex in range ( 0, len ( tris ) ):
+ aMat = mats[tIndex]
+ if aMat == mIndex:
+ aTriCount = aTriCount + 1
+
+ #
+ # output the shell
+ FD.write(" SI_TriangleList " + removeSpacesFromName(obj.getName()) + " {\n")
+ # FD.write(" %d,\n" % triangles)
+ FD.write(" %d,\n" % aTriCount)
+
+ ostring=" \"NORMAL"
+ if len(VCI):
+ ostring += "|COLOR"
+ if len(UVC):
+ ostring += "|TEX_COORD_UV"
+ ostring += "\",\n"
+ FD.write(ostring)
+
+
+ FD.write(" \"" + removeSpacesFromName ( mat.getName() ) + "\",\n\n")
+
+# FD.write(" \"\",\n\n")
+
+
+ for tIndex in range ( 0, len ( tris ) ):
+ aMat = mats[tIndex]
+ if mIndex == aMat:
+ t = tris[tIndex]
+ FD.write(" %d,%d,%d,\n" % (t[0], t[2], t[1]))
+
+ FD.write("\n")
+
+
+
+# for n in normalX:
+ for tIndex in range ( 0, len ( tris ) ):
+ aMat = mats[tIndex]
+ if mIndex == aMat:
+ n = normalX[tIndex]
+ FD.write(" %d,%d,%d,\n" % ( n[0], n[1], n[2] ) )
+
+
+
+ # if we have it, put out the colour vertex list
+ # ostring = " "
+ # for i in range(len(VCI)):
+ # if a -1 its end of line, write.
+ # if VCI[i] == -1:
+ # ostring = ostring + "\n"
+ # FD.write(ostring)
+ # ostring=" "
+ # else:
+ # ostring = ostring + "%d," % VCI[i]
+
+ # The final set is to work out the uv list, its one set per face
+ # ostring = " "
+ # for i in range(len(UVI)):
+ # # if a -1 its end of line, write.
+ # if UVI[i] == -1:
+ # ostring = ostring + "\n"
+ # FD.write(ostring)
+ # ostring=" "
+ # else:
+ # ostring = ostring + "%d," % UVI[i]
+
+ # finally close this triangle list off
+ FD.write(" }\n\n")
+
+
+def getNormalInfo(mesh, faceInfo):
+ global NORMALS
+ aNL = []
+ for fi in faceInfo:
+ aN = []
+
+ aFace = mesh.faces[fi[0]]
+
+ print aFace
+
+ if (aFace.smooth):
+ aN.append ( NORMALS.index ( aFace.v.no[0] ) )
+ aN.append ( NORMALS.index ( aFace.v.no[1] ) )
+ aN.append ( NORMALS.index ( aFace.v.no[2] ) )
+ else:
+ aN.append ( NORMALS.index ( aFace.no ) )
+ aN.append ( NORMALS.index ( aFace.no ) )
+ aN.append ( NORMALS.index ( aFace.no ) )
+
+# aN.append ( NORMALS.index ( mesh.faces[fi[0]].no ) )
+# aN.append ( NORMALS.index ( mesh.faces[fi[0]].no ) )
+# aN.append ( NORMALS.index ( mesh.faces[fi[0]].no ) )
+
+ aNL.append ( aN )
+ return aNL
+
+
+
+# copy of code to triangulate mesh
+##################################
+def triangulate_face(f):
+ if len(f.v) <= 3:
+ #newFaces = [ [f.v[0].index, f.v[1].index, f.v[2].index] ]
+ newFaces = [ [f.v[0].index, f.v[2].index, f.v[1].index] ]
+ mats.append ( f.materialIndex )
+ else:
+ #newFaces = [ [f.v[0].index, f.v[1].index, f.v[2].index] ]
+ #newFaces.append ( [f.v[3].index, f.v[0].index, f.v[2].index] )
+ newFaces = [ [f.v[0].index, f.v[2].index, f.v[1].index] ]
+ newFaces.append ( [f.v[3].index, f.v[2].index, f.v[0].index] )
+ mats.append ( f.materialIndex )
+ mats.append ( f.materialIndex )
+
+ return newFaces
+
+# copy of code to triangulate mesh
+##################################
+def triangulate_normals(mesh, f):
+
+ if len(f.v) <= 3:
+ if f.smooth:
+ n1 = get_normal_index ( mesh, [f.v[0].no[0], f.v[0].no[1], f.v[0].no[2]] )
+ n2 = get_normal_index ( mesh, [f.v[1].no[0], f.v[1].no[1], f.v[1].no[2]] )
+ n3 = get_normal_index ( mesh, [f.v[2].no[0], f.v[2].no[1], f.v[2].no[2]] )
+ newNormals = [[ n1, n2, n3 ]]
+ else:
+ n1 = get_normal_index ( mesh, [f.no[0], f.no[1], f.no[2]] )
+ newNormals = [[ n1, n1, n1 ]]
+ else:
+ if f.smooth:
+ n1 = get_normal_index ( mesh, [f.v[0].no[0], f.v[0].no[1], f.v[0].no[2]] )
+ n2 = get_normal_index ( mesh, [f.v[1].no[0], f.v[1].no[1], f.v[1].no[2]] )
+ n3 = get_normal_index ( mesh, [f.v[2].no[0], f.v[2].no[1], f.v[2].no[2]] )
+ n4 = get_normal_index ( mesh, [f.v[3].no[0], f.v[3].no[1], f.v[3].no[2]] )
+ newNormals = [ [ n1, n2, n3 ] ]
+ newNormals.append ( [ n4, n1, n3 ] )
+
+# newNormals = [[ n1, n3, n2 ]]
+# newNormals.append ( [ n4, n3, n1 ] )
+ else:
+ n1 = get_normal_index ( mesh, [f.no[0], f.no[1], f.no[2]] )
+ newNormals = [[ n1, n1, n1 ]]
+ newNormals.append ( [ n1, n1, n1 ] )
+
+ return newNormals
+
+
+
+##################################
+def get_normal_index(mesh,normal):
+ global NORMALS
+
+ indx=NORMALS.index(normal)
+ return indx
+
+
+# ---------------------------------------------------------------------------
+# do_model_mesh outputs the shape/triangelist wrapper block
+# ---------------------------------------------------------------------------
+def do_model_mesh(obj):
+
+ global FD
+
+ # output the shell
+ FD.write(" SI_Mesh MSH-" + removeSpacesFromName(obj.getName()) + " {\n")
+
+ # todo, add calc normals and calc uv here
+ # these can be used in both the following sections.
+
+ # next the shape
+ do_mesh_shape(obj)
+
+ # finally the trangle list
+ do_mesh_faces(obj)
+
+ # finally close this mesh off
+ FD.write(" }\n\n")
+
+
+
+# ---------------------------------------------------------------------------
+# do_model actually outputs a mesh model
+# ---------------------------------------------------------------------------
+def do_model(obj):
+
+ global FD
+
+ # we only want meshes for now.
+ if 'Mesh' != obj.getType():
+ return
+
+ # check if the mesh is valid
+ if validMesh(obj) <> 0:
+ print "INVALID MESH " + obj.getName ()
+ return
+
+
+ print "Exporting model " + obj.getName ()
+
+ # start model
+ FD.write(" SI_Model MDL-" + removeSpacesFromName(obj.getName()) + " {\n")
+
+ # do transform
+ do_model_transform(obj)
+
+ # do visibility
+ do_model_visibility(obj)
+
+ # do global material
+ do_model_material(obj)
+
+ # do the mesh
+ do_model_mesh(obj)
+
+ # close this model
+ FD.write(" }\n")
+
+#
+# check for invalid mesh ( faces that have < 3 vertices )
+#
+
+def validMesh (obj):
+ mesh = Blender.NMesh.GetRaw(obj.data.name)
+ for f in mesh.faces:
+ if len(f.v) < 3:
+ print "MESH HAS FACES WITH < 3 VERTICES"
+ return 1
+ if len (mesh.faces) == 0:
+ print "MESH HAS NO FACES"
+ return 1
+
+ return 0
+
+# ---------------------------------------------------------------------------
+# do_models is the process which allows us to write out a bunch of models
+# ---------------------------------------------------------------------------
+def do_models():
+
+ global OBJ, MAT, FD
+
+ #create the full scene wrapper object
+ FD.write("SI_Model MDL-SceneRoot {\n")
+ FD.write(" SI_Transform SRT-SceneRoot {\n" )
+ FD.write(" 1.000000,\n")
+ FD.write(" 1.000000,\n")
+ FD.write(" 1.000000,\n")
+ FD.write(" -90.000000,\n")
+ FD.write(" 0.000000,\n")
+ FD.write(" 0.000000,\n")
+ FD.write(" 0.000000,\n")
+ FD.write(" 0.000000,\n")
+ FD.write(" 0.000000,\n")
+ FD.write(" }\n\n")
+
+ # now process the actual selected meshes themselves
+ for obj in OBJ:
+ do_model(obj)
+
+ for obj in OBJ:
+ do_light(obj)
+
+ for obj in OBJ:
+ do_camera(obj)
+
+ do_light_ambient ()
+
+ # finally close off the model list
+ FD.write("}\n")
+
+
+# ---------------------------------------------------------------------------
+# do_light actually outputs a light model
+# ---------------------------------------------------------------------------
+def do_light(obj):
+
+ global FD
+
+ # we only want lights for now.
+ if 'Lamp' != obj.getType():
+ return
+
+ print "Exporting light " + obj.getName ()
+
+ aLampType = 1
+
+ lmpName=Lamp.Get(obj.data.getName())
+ lmpType=lmpName.getType()
+
+ if lmpType == Lamp.Types.Lamp:
+ aLampType = 0
+ elif lmpType == Lamp.Types.Spot:
+ aLampType = 0
+ elif lmpType == Lamp.Types.Sun:
+ aLampType = 1
+ else:
+ aLampType = 0
+
+ # start model
+ FD.write(" SI_Light " + removeSpacesFromName(obj.getName()) + " {\n")
+
+ # do type
+ FD.write(" %d,\n" % aLampType)
+
+ lampName=Lamp.Get(obj.data.getName())
+ colour = lampName.col
+
+ # do color
+ FD.write(" %f,\n" % colour[0] )
+ FD.write(" %f,\n" % colour[1] )
+ FD.write(" %f,\n" % colour[2] )
+
+ # do position
+
+ FD.write(" %f,\n" % obj.LocX )
+ FD.write(" %f,\n" % obj.LocY )
+ FD.write(" %f,\n" % obj.LocZ )
+
+
+ # close this model
+ FD.write(" }\n")
+
+
+# ---------------------------------------------------------------------------
+# do_light actually outputs a light model
+# ---------------------------------------------------------------------------
+def do_camera(obj):
+
+ global FD
+
+ # we only want cameras for now.
+ if 'Camera' != obj.getType():
+ return
+
+ print "Exporting camera " + obj.getName ()
+
+
+
+ # start model
+ FD.write(" SI_Camera " + removeSpacesFromName(obj.getName()) + " {\n")
+
+
+ cameraName=Camera.Get(obj.data.getName())
+
+ # colour = cameraName.col
+
+ # do position
+
+ FD.write(" %f,\n" % obj.LocX )
+ FD.write(" %f,\n" % obj.LocY )
+ FD.write(" %f,\n" % obj.LocZ )
+
+ # looking at
+
+ FD.write(" %f,\n" % 0.0 )
+ FD.write(" %f,\n" % 0.0 )
+ FD.write(" %f,\n" % 0.0 )
+
+ # roll
+ FD.write(" %f,\n" % 0.0 )
+
+ aLens = cameraName.getLens()
+
+ # field of view
+ FD.write(" %f,\n" % aLens )
+
+ # near plane
+ FD.write(" %f,\n" % 1.0 )
+
+ # far plane
+ FD.write(" %f,\n" % 10000000.0 )
+
+
+ # close this model
+ FD.write(" }\n")
+
+
+
+# ---------------------------------------------------------------------------
+# write out the ambient light ( for Shockwave 3D converter )
+# ---------------------------------------------------------------------------
+
+def do_light_ambient():
+ ambient = WORLD[0].getAmb()
+ if ambient == [0.0,0.0,0.0]:
+ ambient = [0.5,0.5,0.5]
+
+ FD.write(" SI_Light ambient_sw3d {\n")
+
+ FD.write(" 9,\n")
+ FD.write(" %f,\n" % ambient[0])
+ FD.write(" %f,\n" % ambient[1])
+ FD.write(" %f,\n" % ambient[2])
+ FD.write(" 0.00000000,\n")
+ FD.write(" 0.00000000,\n")
+ FD.write(" 0.00000000,\n")
+
+ FD.write(" }\n")
+
+
+
+# ---------------------------------------------------------------------------
+# export_xsi is the wrapper function to process the loading of an xsi model.
+# ---------------------------------------------------------------------------
+def export_xsi(filename):
+
+ global OBJ, MAT, FD, EXPORT_DIR
+
+ # safety check
+ if filename.find('.xsi', -4) <= 0:
+ print "XSI not found"
+ filename += '.xsi'
+
+
+ export_dir = bsys.dirname(filename)
+ if export_dir != EXPORT_DIR:
+ EXPORT_DIR = export_dir
+
+ # open our output
+ FD = open(filename, 'w')
+
+ # get the selected objects, otherwise get them all
+ #OBJ = Blender.Object.GetSelected()
+ #if not OBJ:
+
+ OBJ = Blender.Object.Get()
+
+ # we need some objects, if none specified stop
+ if not OBJ:
+ return
+
+ # if any exist, grab the materials
+ MAT = Blender.Material.Get()
+
+ # output the header data
+ do_header()
+
+ # output the materials used by the selected objects.
+ do_materiallibrary()
+
+ # we punch out the models, that is, the meshes themselves
+ do_models()
+
+
+ # finally close our file
+ FD.close()
+
+
+
+# ---------------------------------------------------------------------------
+# Lets trigger it off now
+# Blender.Window.FileSelector(export_xsi, 'Export SoftImage XSI')
+
+fname = bsys.makename(ext=".xsi")
+if EXPORT_DIR <> '':
+ fname = bsys.join(EXPORT_DIR, bsys.basename(fname))
+
+Blender.Window.FileSelector(export_xsi, "Export SoftImage XSI", fname)
diff --git a/source/blender/blenkernel/BKE_global.h b/source/blender/blenkernel/BKE_global.h
index bef63bfa261..490c8dfc01e 100644
--- a/source/blender/blenkernel/BKE_global.h
+++ b/source/blender/blenkernel/BKE_global.h
@@ -192,6 +192,7 @@ typedef struct Global {
#define G_FIle_PUBLISH (1 << 9)
#define G_FILE_NO_UI (1 << 10)
#define G_FILE_GAME_TO_IPO (1 << 11)
+#define G_FILE_GAME_MAT (1 << 12)
/* G.windowstate */
#define G_WINDOWSTATE_USERDEF 0
diff --git a/source/blender/blenkernel/BKE_mesh.h b/source/blender/blenkernel/BKE_mesh.h
index 9f8ee3c6127..5cf6dd41e6f 100644
--- a/source/blender/blenkernel/BKE_mesh.h
+++ b/source/blender/blenkernel/BKE_mesh.h
@@ -92,6 +92,22 @@ void mesh_calc_normals(struct MVert *mverts, int numVerts, struct MFace *mfaces,
* (_numVerts_r_ may be NULL) */
float (*mesh_getVertexCos(struct Mesh *me, int *numVerts_r))[3];
+/* map from uv vertex to face (for select linked, stitch, uv suburf) */
+
+struct UvVertMap;
+typedef struct UvVertMap UvVertMap;
+
+typedef struct UvMapVert {
+ struct UvMapVert *next;
+ unsigned int f;
+ unsigned char tfindex, separate;
+} UvMapVert;
+
+UvVertMap *make_uv_vert_map(struct MFace *mface, struct TFace *tface, unsigned int totface, unsigned int totvert, int selected, float *limit);
+UvMapVert *get_uv_map_vert(UvVertMap *vmap, unsigned int v);
+UvMapVert *get_first_uv_map_vert(UvVertMap *vmap);
+void free_uv_vert_map(UvVertMap *vmap);
+
#ifdef __cplusplus
}
#endif
diff --git a/source/blender/blenkernel/intern/CCGSubSurf.c b/source/blender/blenkernel/intern/CCGSubSurf.c
index dc6543858c1..5bbd397e9c4 100644
--- a/source/blender/blenkernel/intern/CCGSubSurf.c
+++ b/source/blender/blenkernel/intern/CCGSubSurf.c
@@ -223,6 +223,7 @@ static int _edge_isBoundary(CCGEdge *e);
enum {
Vert_eEffected= (1<<0),
Vert_eChanged= (1<<1),
+ Vert_eSeam= (1<<2),
} VertFlags;
enum {
Edge_eEffected= (1<<0),
@@ -400,6 +401,10 @@ static void _vert_free(CCGVert *v, CCGSubSurf *ss) {
CCGSUBSURF_free(ss, v);
}
+static int VERT_seam(CCGVert *v, CCGSubSurf *ss) {
+ return ((v->flags & Vert_eSeam) != 0);
+}
+
/***/
static CCGEdge *_edge_new(CCGEdgeHDL eHDL, CCGVert *v0, CCGVert *v1, float crease, int levels, int dataSize, CCGSubSurf *ss) {
@@ -871,9 +876,10 @@ CCGError ccgSubSurf_syncFaceDel(CCGSubSurf *ss, CCGFaceHDL fHDL) {
return eCCGError_None;
}
-CCGError ccgSubSurf_syncVert(CCGSubSurf *ss, CCGVertHDL vHDL, void *vertData, CCGVert **v_r) {
+CCGError ccgSubSurf_syncVert(CCGSubSurf *ss, CCGVertHDL vHDL, void *vertData, int seam, CCGVert **v_r) {
void **prevp;
CCGVert *v = NULL;
+ short seamflag = (seam)? Vert_eSeam: 0;
if (ss->syncState==eSyncState_Partial) {
v = _ehash_lookupWithPrev(ss->vMap, vHDL, &prevp);
@@ -881,12 +887,12 @@ CCGError ccgSubSurf_syncVert(CCGSubSurf *ss, CCGVertHDL vHDL, void *vertData, CC
v = _vert_new(vHDL, ss->subdivLevels, ss->meshIFC.vertDataSize, ss);
VertDataCopy(_vert_getCo(v,0,ss->meshIFC.vertDataSize), vertData);
_ehash_insert(ss->vMap, (EHEntry*) v);
- v->flags = Vert_eEffected;
- } else if (!VertDataEqual(vertData, _vert_getCo(v, 0, ss->meshIFC.vertDataSize))) {
+ v->flags = Vert_eEffected|seamflag;
+ } else if (!VertDataEqual(vertData, _vert_getCo(v, 0, ss->meshIFC.vertDataSize)) || ((v->flags & Vert_eSeam) != seamflag)) {
int i, j;
VertDataCopy(_vert_getCo(v,0,ss->meshIFC.vertDataSize), vertData);
- v->flags = Vert_eEffected;
+ v->flags = Vert_eEffected|seamflag;
for (i=0; i<v->numEdges; i++) {
CCGEdge *e = v->edges[i];
@@ -910,12 +916,12 @@ CCGError ccgSubSurf_syncVert(CCGSubSurf *ss, CCGVertHDL vHDL, void *vertData, CC
v = _vert_new(vHDL, ss->subdivLevels, ss->meshIFC.vertDataSize, ss);
VertDataCopy(_vert_getCo(v,0,ss->meshIFC.vertDataSize), vertData);
_ehash_insert(ss->vMap, (EHEntry*) v);
- v->flags = Vert_eEffected;
- } else if (!VertDataEqual(vertData, _vert_getCo(v, 0, ss->meshIFC.vertDataSize))) {
+ v->flags = Vert_eEffected|seamflag;
+ } else if (!VertDataEqual(vertData, _vert_getCo(v, 0, ss->meshIFC.vertDataSize)) || ((v->flags & Vert_eSeam) != seamflag)) {
*prevp = v->next;
_ehash_insert(ss->vMap, (EHEntry*) v);
VertDataCopy(_vert_getCo(v,0,ss->meshIFC.vertDataSize), vertData);
- v->flags = Vert_eEffected|Vert_eChanged;
+ v->flags = Vert_eEffected|Vert_eChanged|seamflag;
} else {
*prevp = v->next;
_ehash_insert(ss->vMap, (EHEntry*) v);
@@ -1222,11 +1228,15 @@ static void ccgSubSurf__sync(CCGSubSurf *ss) {
void *nCo = VERT_getCo(v, nextLvl);
int sharpCount = 0, allSharp = 1;
float avgSharpness = 0.0;
+ int seam = VERT_seam(v, ss), seamEdges = 0;
for (i=0; i<v->numEdges; i++) {
CCGEdge *e = v->edges[i];
float sharpness = EDGE_getSharpness(e, curLvl, ss);
+ if (seam && _edge_isBoundary(e))
+ seamEdges++;
+
if (sharpness!=0.0f) {
sharpCount++;
avgSharpness += sharpness;
@@ -1240,6 +1250,9 @@ static void ccgSubSurf__sync(CCGSubSurf *ss) {
avgSharpness = 1.0;
}
+ if (seam && seamEdges < 2)
+ seam = 0;
+
if (!v->numEdges) {
VertDataCopy(nCo, co);
} else if (_vert_isBoundary(v)) {
@@ -1282,14 +1295,25 @@ static void ccgSubSurf__sync(CCGSubSurf *ss) {
VertDataMulN(nCo, 1.0f/numEdges);
}
- if (sharpCount>1 && v->numFaces) {
+ if ((sharpCount>1 && v->numFaces) || seam) {
VertDataZero(q);
+ if (seam) {
+ avgSharpness = 1.0f;
+ sharpCount = seamEdges;
+ allSharp = 1;
+ }
+
for (i=0; i<v->numEdges; i++) {
CCGEdge *e = v->edges[i];
float sharpness = EDGE_getSharpness(e, curLvl, ss);
- if (sharpness != 0.0) {
+ if (seam) {
+ if (_edge_isBoundary(e)) {
+ CCGVert *oV = _edge_getOtherVert(e, v);
+ VertDataAdd(q, VERT_getCo(oV, curLvl));
+ }
+ } else if (sharpness != 0.0) {
CCGVert *oV = _edge_getOtherVert(e, v);
VertDataAdd(q, VERT_getCo(oV, curLvl));
}
@@ -1502,11 +1526,15 @@ static void ccgSubSurf__sync(CCGSubSurf *ss) {
void *nCo = VERT_getCo(v, nextLvl);
int sharpCount = 0, allSharp = 1;
float avgSharpness = 0.0;
+ int seam = VERT_seam(v, ss), seamEdges = 0;
for (i=0; i<v->numEdges; i++) {
CCGEdge *e = v->edges[i];
float sharpness = EDGE_getSharpness(e, curLvl, ss);
+ if (seam && _edge_isBoundary(e))
+ seamEdges++;
+
if (sharpness!=0.0f) {
sharpCount++;
avgSharpness += sharpness;
@@ -1520,6 +1548,9 @@ static void ccgSubSurf__sync(CCGSubSurf *ss) {
avgSharpness = 1.0;
}
+ if (seam && seamEdges < 2)
+ seam = 0;
+
if (!v->numEdges) {
VertDataCopy(nCo, co);
} else if (_vert_isBoundary(v)) {
@@ -1564,14 +1595,23 @@ static void ccgSubSurf__sync(CCGSubSurf *ss) {
VertDataMulN(nCo, 1.0f/numEdges);
}
- if (sharpCount>1 && v->numFaces) {
+ if ((sharpCount>1 && v->numFaces) || seam) {
VertDataZero(q);
+ if (seam) {
+ avgSharpness = 1.0f;
+ sharpCount = seamEdges;
+ allSharp = 1;
+ }
+
for (i=0; i<v->numEdges; i++) {
CCGEdge *e = v->edges[i];
float sharpness = EDGE_getSharpness(e, curLvl, ss);
- if (sharpness != 0.0) {
+ if (seam) {
+ if (_edge_isBoundary(e))
+ VertDataAdd(q, _edge_getCoVert(e, v, curLvl, 1, vertDataSize));
+ } else if (sharpness != 0.0) {
VertDataAdd(q, _edge_getCoVert(e, v, curLvl, 1, vertDataSize));
}
}
@@ -2121,6 +2161,9 @@ void *ccgSubSurf_getEdgeLevelData(CCGSubSurf *ss, CCGEdge *e, int x, int level)
return _edge_getCo(e, level, x, ss->meshIFC.vertDataSize);
}
}
+float ccgSubSurf_getEdgeCrease(CCGSubSurf *ss, CCGEdge *e) {
+ return e->crease;
+}
/* Face accessors */
diff --git a/source/blender/blenkernel/intern/CCGSubSurf.h b/source/blender/blenkernel/intern/CCGSubSurf.h
index 9f276989bc5..91f3ffab43b 100644
--- a/source/blender/blenkernel/intern/CCGSubSurf.h
+++ b/source/blender/blenkernel/intern/CCGSubSurf.h
@@ -49,7 +49,7 @@ CCGError ccgSubSurf_sync (CCGSubSurf *ss);
CCGError ccgSubSurf_initFullSync (CCGSubSurf *ss);
CCGError ccgSubSurf_initPartialSync (CCGSubSurf *ss);
-CCGError ccgSubSurf_syncVert (CCGSubSurf *ss, CCGVertHDL vHDL, void *vertData, CCGVert **v_r);
+CCGError ccgSubSurf_syncVert (CCGSubSurf *ss, CCGVertHDL vHDL, void *vertData, int seam, CCGVert **v_r);
CCGError ccgSubSurf_syncEdge (CCGSubSurf *ss, CCGEdgeHDL eHDL, CCGVertHDL e_vHDL0, CCGVertHDL e_vHDL1, float crease, CCGEdge **e_r);
CCGError ccgSubSurf_syncFace (CCGSubSurf *ss, CCGFaceHDL fHDL, int numVerts, CCGVertHDL *vHDLs, CCGFace **f_r);
@@ -99,6 +99,7 @@ int ccgSubSurf_getEdgeNumFaces (CCGSubSurf *ss, CCGEdge *e);
CCGFace* ccgSubSurf_getEdgeFace (CCGSubSurf *ss, CCGEdge *e, int index);
CCGVert* ccgSubSurf_getEdgeVert0 (CCGSubSurf *ss, CCGEdge *e);
CCGVert* ccgSubSurf_getEdgeVert1 (CCGSubSurf *ss, CCGEdge *e);
+float ccgSubSurf_getEdgeCrease (CCGSubSurf *ss, CCGEdge *e);
int ccgSubSurf_getEdgeAge (CCGSubSurf *ss, CCGEdge *e);
void* ccgSubSurf_getEdgeUserData (CCGSubSurf *ss, CCGEdge *e);
diff --git a/source/blender/blenkernel/intern/DerivedMesh.c b/source/blender/blenkernel/intern/DerivedMesh.c
index 0156d77c161..1a26b52a0aa 100644
--- a/source/blender/blenkernel/intern/DerivedMesh.c
+++ b/source/blender/blenkernel/intern/DerivedMesh.c
@@ -2266,7 +2266,7 @@ void loadFluidsimMesh(Object *srcob, int useRenderParams)
float *bbStart = NULL, *bbSize = NULL;
float lastBB[3];
int displaymode = 0;
- int curFrame = G.scene->r.cfra - G.scene->r.sfra; /* start with 0 at start frame */
+ int curFrame = G.scene->r.cfra - 1 /*G.scene->r.sfra*/; /* start with 0 at start frame */
char targetDir[FILE_MAXFILE+FILE_MAXDIR], targetFile[FILE_MAXFILE+FILE_MAXDIR];
char debugStrBuffer[256];
//snprintf(debugStrBuffer,256,"loadFluidsimMesh call (obid '%s', rp %d)\n", srcob->id.name, useRenderParams); // debug
diff --git a/source/blender/blenkernel/intern/displist.c b/source/blender/blenkernel/intern/displist.c
index 95d328dcd5e..668e8d6e71c 100644
--- a/source/blender/blenkernel/intern/displist.c
+++ b/source/blender/blenkernel/intern/displist.c
@@ -291,6 +291,7 @@ void copy_displist(ListBase *lbn, ListBase *lb)
static void initfastshade(void)
{
Base *base;
+ Scene *setscene;
Object *ob;
Lamp *la;
FastLamp *fl;
@@ -309,7 +310,7 @@ static void initfastshade(void)
Mat4Invert(fviewmat, R.viewinv);
/* initrendertexture(); */
-
+ setscene = G.scene->set;
base= G.scene->base.first;
while(base) {
ob= base->object;
@@ -349,8 +350,12 @@ static void initfastshade(void)
fl->b= la->energy*la->b;
}
- if(base->next==0 && G.scene->set && base==G.scene->base.last) base= G.scene->set->base.first;
- else base= base->next;
+ if(base->next==0 && setscene && setscene->set) {/*if(base->next==0 && G.scene->set && base==G.scene->base.last) {*/
+ setscene = setscene->set;
+ base= setscene->base.first; /* base= G.scene->set->base.first;*/
+ } else {
+ base= base->next;
+ }
}
}
diff --git a/source/blender/blenkernel/intern/ipo.c b/source/blender/blenkernel/intern/ipo.c
index 8aee2c9e785..60ba7f3cfeb 100644
--- a/source/blender/blenkernel/intern/ipo.c
+++ b/source/blender/blenkernel/intern/ipo.c
@@ -126,7 +126,9 @@ int te_ar[TE_TOTIPO] ={
TE_MG_TYP, TE_MGH, TE_MG_LAC, TE_MG_OCT, TE_MG_OFF, TE_MG_GAIN,
- TE_N_BAS1, TE_N_BAS2
+ TE_N_BAS1, TE_N_BAS2,
+
+ TE_COL_R, TE_COL_G, TE_COL_B, TE_BRIGHT, TE_CONTRA
};
int seq_ar[SEQ_TOTIPO]= {
@@ -1068,6 +1070,17 @@ static void *give_tex_poin(Tex *tex, int adrcode, int *type )
poin= &(tex->noisebasis); *type= IPO_SHORT; break;
case TE_N_BAS2:
poin= &(tex->noisebasis2); *type= IPO_SHORT; break;
+ case TE_COL_R:
+ poin= &(tex->rfac); break;
+ case TE_COL_G:
+ poin= &(tex->gfac); break;
+ case TE_COL_B:
+ poin= &(tex->bfac); break;
+ case TE_BRIGHT:
+ poin= &(tex->bright); break;
+ case TE_CONTRA:
+ poin= &(tex->contrast); break;
+
}
return poin;
@@ -1576,7 +1589,7 @@ void set_icu_vars(IpoCurve *icu)
case TE_MG_TYP:
icu->vartype= IPO_SHORT;
icu->ipo= IPO_CONST;
- icu->ymax= 4.0; break;
+ icu->ymax= 6.0; break;
case TE_MGH:
icu->ymin= 0.0001;
icu->ymax= 2.0; break;
@@ -1591,6 +1604,17 @@ void set_icu_vars(IpoCurve *icu)
icu->vartype= IPO_SHORT;
icu->ipo= IPO_CONST;
icu->ymax= 8.0; break;
+ case TE_COL_R:
+ icu->ymax= 0.0; break;
+ case TE_COL_G:
+ icu->ymax= 2.0; break;
+ case TE_COL_B:
+ icu->ymax= 2.0; break;
+ case TE_BRIGHT:
+ icu->ymax= 2.0; break;
+ case TE_CONTRA:
+ icu->ymax= 5.0; break;
+
}
}
else if(icu->blocktype==ID_SEQ) {
diff --git a/source/blender/blenkernel/intern/mesh.c b/source/blender/blenkernel/intern/mesh.c
index ab213f78200..bbe2a35bcd4 100644
--- a/source/blender/blenkernel/intern/mesh.c
+++ b/source/blender/blenkernel/intern/mesh.c
@@ -1082,3 +1082,124 @@ float (*mesh_getVertexCos(Mesh *me, int *numVerts_r))[3]
return cos;
}
+
+/* UvVertMap */
+
+struct UvVertMap {
+ struct UvMapVert **vert;
+ struct UvMapVert *buf;
+};
+
+UvVertMap *make_uv_vert_map(struct MFace *mface, struct TFace *tface, unsigned int totface, unsigned int totvert, int selected, float *limit)
+{
+ UvVertMap *vmap;
+ UvMapVert *buf;
+ MFace *mf;
+ TFace *tf;
+ int a, i, totuv, nverts;
+
+ totuv = 0;
+
+ /* generate UvMapVert array */
+ mf= mface;
+ tf= tface;
+ for(a=0; a<totface; a++, mf++, tf++)
+ if(!selected || (!(tf->flag & TF_HIDE) && (tf->flag & TF_SELECT)))
+ totuv += (mf->v4)? 4: 3;
+
+ if(totuv==0)
+ return NULL;
+
+ vmap= (UvVertMap*)MEM_mallocN(sizeof(*vmap), "UvVertMap");
+ if (!vmap)
+ return NULL;
+
+ vmap->vert= (UvMapVert**)MEM_callocN(sizeof(*vmap->vert)*totvert, "UvMapVert*");
+ buf= vmap->buf= (UvMapVert*)MEM_mallocN(sizeof(*vmap->buf)*totuv, "UvMapVert");
+
+ if (!vmap->vert || !vmap->buf) {
+ free_uv_vert_map(vmap);
+ return NULL;
+ }
+
+ mf= mface;
+ tf= tface;
+ for(a=0; a<totface; a++, mf++, tf++) {
+ if(!selected || (!(tf->flag & TF_HIDE) && (tf->flag & TF_SELECT))) {
+ nverts= (mf->v4)? 4: 3;
+
+ for(i=0; i<nverts; i++) {
+ buf->tfindex= i;
+ buf->f= a;
+ buf->separate = 0;
+ buf->next= vmap->vert[*(&mf->v1 + i)];
+ vmap->vert[*(&mf->v1 + i)]= buf;
+ buf++;
+ }
+ }
+ }
+
+ /* sort individual uvs for each vert */
+ tf= tface;
+ for(a=0; a<totvert; a++) {
+ UvMapVert *newvlist= NULL, *vlist=vmap->vert[a];
+ UvMapVert *iterv, *v, *lastv, *next;
+ float *uv, *uv2, uvdiff[2];
+
+ while(vlist) {
+ v= vlist;
+ vlist= vlist->next;
+ v->next= newvlist;
+ newvlist= v;
+
+ uv= (tf+v->f)->uv[v->tfindex];
+ lastv= NULL;
+ iterv= vlist;
+
+ while(iterv) {
+ next= iterv->next;
+
+ uv2= (tf+iterv->f)->uv[iterv->tfindex];
+ Vec2Subf(uvdiff, uv2, uv);
+
+
+ if(fabs(uv[0]-uv2[0]) < limit[0] && fabs(uv[1]-uv2[1]) < limit[1]) {
+ if(lastv) lastv->next= next;
+ else vlist= next;
+ iterv->next= newvlist;
+ newvlist= iterv;
+ }
+ else
+ lastv=iterv;
+
+ iterv= next;
+ }
+
+ newvlist->separate = 1;
+ }
+
+ vmap->vert[a]= newvlist;
+ }
+
+ return vmap;
+}
+
+UvMapVert *get_uv_map_vert(UvVertMap *vmap, unsigned int v)
+{
+ return vmap->vert[v];
+}
+
+UvMapVert *get_first_uv_map_vert(UvVertMap *vmap)
+{
+ return ((vmap->buf != NULL)? vmap->buf: NULL);
+}
+
+void free_uv_vert_map(UvVertMap *vmap)
+{
+ if (vmap) {
+ if (vmap->vert) MEM_freeN(vmap->vert);
+ if (vmap->buf) MEM_freeN(vmap->buf);
+ MEM_freeN(vmap);
+ }
+}
+
diff --git a/source/blender/blenkernel/intern/modifier.c b/source/blender/blenkernel/intern/modifier.c
index 34777930b4b..5f3a57ce4db 100644
--- a/source/blender/blenkernel/intern/modifier.c
+++ b/source/blender/blenkernel/intern/modifier.c
@@ -147,6 +147,7 @@ static void subsurfModifier_initData(ModifierData *md)
smd->levels = 1;
smd->renderLevels = 2;
+ smd->flags |= eSubsurfModifierFlag_SubsurfUv;
}
static void subsurfModifier_copyData(ModifierData *md, ModifierData *target)
@@ -505,6 +506,7 @@ static DispListMesh *mirrorModifier__doMirror(MirrorModifierData *mmd, DispListM
if (isShared) {
mv->co[axis] = 0;
+ mv->flag |= ME_VERT_MERGED;
} else {
MVert *mv2 = &dlm->mvert[dlm->totvert++];
diff --git a/source/blender/blenkernel/intern/subsurf_ccg.c b/source/blender/blenkernel/intern/subsurf_ccg.c
index 3fb6a486dc3..6c64a954b49 100644
--- a/source/blender/blenkernel/intern/subsurf_ccg.c
+++ b/source/blender/blenkernel/intern/subsurf_ccg.c
@@ -56,6 +56,7 @@
#include "BLI_arithb.h"
#include "BLI_linklist.h"
#include "BLI_memarena.h"
+#include "BLI_edgehash.h"
#include "BIF_gl.h"
@@ -66,6 +67,16 @@ typedef struct _VertData {
float no[3];
} VertData;
+struct CCGDerivedMesh {
+ DerivedMesh dm;
+
+ CCGSubSurf *ss;
+ int fromEditmesh, drawInteriorEdges, useSubsurfUv;
+
+ Mesh *me;
+ DispListMesh *dlm;
+};
+
typedef struct CCGDerivedMesh CCGDerivedMesh;
static int ccgDM_getVertMapIndex(CCGDerivedMesh *ccgdm, CCGSubSurf *ss, CCGVert *v);
@@ -194,6 +205,154 @@ static int getFaceIndex(CCGSubSurf *ss, CCGFace *f, int S, int x, int y, int edg
}
}
+static float *getFaceUV(CCGSubSurf *ss, CCGFace *f, int S, int x, int y, int edgeSize, int gridSize)
+{
+ int numVerts = ccgSubSurf_getFaceNumVerts(ss, f);
+
+ if (x==gridSize-1 && y==gridSize-1) {
+ CCGVert *v = ccgSubSurf_getFaceVert(ss, f, S);
+ return ccgSubSurf_getVertData(ss, v);
+ }
+ else if (x==gridSize-1) {
+ CCGVert *v = ccgSubSurf_getFaceVert(ss, f, S);
+ CCGEdge *e = ccgSubSurf_getFaceEdge(ss, f, S);
+
+ if (v==ccgSubSurf_getEdgeVert0(ss, e))
+ return ccgSubSurf_getEdgeData(ss, e, gridSize-1-y);
+ else
+ return ccgSubSurf_getEdgeData(ss, e, (edgeSize-2-1)-(gridSize-1-y-2));
+ }
+ else if (y==gridSize-1) {
+ CCGVert *v = ccgSubSurf_getFaceVert(ss, f, S);
+ CCGEdge *e = ccgSubSurf_getFaceEdge(ss, f, (S+numVerts-1)%numVerts);
+
+ if (v==ccgSubSurf_getEdgeVert0(ss, e))
+ return ccgSubSurf_getEdgeData(ss, e, gridSize-1-x);
+ else
+ return ccgSubSurf_getEdgeData(ss, e, (edgeSize-2-1)-(gridSize-1-x-2));
+ }
+ else if (x==0 && y==0)
+ return ccgSubSurf_getFaceCenterData(ss, f);
+ else if (x==0)
+ return ccgSubSurf_getFaceGridEdgeData(ss, f, (S+numVerts-1)%numVerts, y);
+ else if (y==0)
+ return ccgSubSurf_getFaceGridEdgeData(ss, f, S, x);
+ else
+ return ccgSubSurf_getFaceGridData(ss, f, S, x, y);
+}
+
+static void get_face_uv_map_vert(UvVertMap *vmap, struct MFace *mf, int fi, CCGVertHDL *fverts) {
+ unsigned int *fv = &mf->v1;
+ UvMapVert *v, *nv, *firstv = get_first_uv_map_vert(vmap);
+ int j, nverts= mf->v4? 4: 3;
+
+ for (j=0; j<nverts; j++, fv++) {
+ for (nv=v=get_uv_map_vert(vmap, *fv); v; v=v->next) {
+ if (v->separate)
+ nv= v;
+ if (v->f == fi)
+ break;
+ }
+
+ fverts[j]= (CCGVertHDL)(nv - firstv);
+ }
+}
+
+static int ss_sync_from_uv(CCGSubSurf *ss, CCGSubSurf *origss, Mesh *me, DispListMesh *dlm) {
+ MFace *mface = dlm?dlm->mface:me->mface;
+ TFace *tface = dlm?dlm->tface:me->tface;
+ MVert *mvert = dlm?dlm->mvert:me->mvert;
+ int totvert = dlm?dlm->totvert:me->totvert;
+ int totface = dlm?dlm->totface:me->totface;
+ int i, j, seam;
+ UvMapVert *v, *firstv;
+ UvVertMap *vmap;
+ float limit[2];
+ CCGVertHDL fverts[4];
+ EdgeHash *ehash;
+
+ limit[0]= limit[1]= 0.0001f;
+ vmap= make_uv_vert_map(mface, tface, totface, totvert, 0, limit);
+ if (!vmap)
+ return 0;
+
+ ccgSubSurf_initFullSync(ss);
+
+ /* use this to get consistent vert handles with different heap addresses */
+ firstv= (totvert > 0)? get_first_uv_map_vert(vmap): NULL;
+
+ /* create vertices */
+ for (i=0; i<totvert; i++) {
+ for (v=get_uv_map_vert(vmap, i)->next; v; v=v->next)
+ if (v->separate)
+ break;
+
+ seam = (v != NULL) || ((mvert+i)->flag & ME_VERT_MERGED);
+
+ for (v=get_uv_map_vert(vmap, i); v; v=v->next) {
+ if (v->separate) {
+ CCGVert *ssv;
+ CCGVertHDL vhdl = (CCGVertHDL)(v - firstv);
+ float uv[3];
+
+ uv[0]= (tface+v->f)->uv[v->tfindex][0];
+ uv[1]= (tface+v->f)->uv[v->tfindex][1];
+ uv[2]= 0.0f;
+
+ ccgSubSurf_syncVert(ss, vhdl, uv, seam, &ssv);
+ }
+ }
+ }
+
+ /* create edges */
+ ehash = BLI_edgehash_new();
+
+ for (i=0; i<totface; i++) {
+ MFace *mf = &((MFace*) mface)[i];
+ int nverts= mf->v4? 4: 3;
+ CCGFace *origf= ccgSubSurf_getFace(origss, (CCGFaceHDL)i);
+ unsigned int *fv = &mf->v1;
+
+ get_face_uv_map_vert(vmap, mf, i, fverts);
+
+ for (j=0; j<nverts; j++) {
+ int v0 = (int)fverts[j];
+ int v1 = (int)fverts[(j+1)%nverts];
+ MVert *mv0 = mvert + *(fv+j);
+ MVert *mv1 = mvert + *(fv+((j+1)%nverts));
+
+ if (!BLI_edgehash_haskey(ehash, v0, v1)) {
+ CCGEdge *e, *orige= ccgSubSurf_getFaceEdge(origss, origf, j);
+ CCGEdgeHDL ehdl= (CCGEdgeHDL)((int)fverts[j], (int)fverts[(j+1)%nverts]);
+ float crease = ccgSubSurf_getEdgeCrease(origss, orige);
+
+ if ((mv0->flag&mv1->flag) & ME_VERT_MERGED)
+ crease = 2.0f;
+
+ ccgSubSurf_syncEdge(ss, ehdl, fverts[j], fverts[(j+1)%nverts], crease, &e);
+ BLI_edgehash_insert(ehash, v0, v1, NULL);
+ }
+ }
+ }
+
+ BLI_edgehash_free(ehash, NULL);
+
+ /* create faces */
+ for (i=0; i<totface; i++) {
+ MFace *mf = &((MFace*) mface)[i];
+ int nverts= mf->v4? 4: 3;
+ CCGFace *f;
+
+ get_face_uv_map_vert(vmap, mf, i, fverts);
+ ccgSubSurf_syncFace(ss, (CCGFaceHDL)i, nverts, fverts, &f);
+ }
+
+ free_uv_vert_map(vmap);
+ ccgSubSurf_processSync(ss);
+
+ return 1;
+}
+
#if 0
static unsigned int ss_getEdgeFlags(CCGSubSurf *ss, CCGEdge *e, int ssFromEditmesh, DispListMesh *dlm, MEdge *medge, TFace *tface)
{
@@ -225,7 +384,7 @@ static unsigned int ss_getEdgeFlags(CCGSubSurf *ss, CCGEdge *e, int ssFromEditme
}
#endif
-static DispListMesh *ss_to_displistmesh(CCGSubSurf *ss, CCGDerivedMesh *ccgdm, int ssFromEditmesh, int drawInteriorEdges, Mesh *inMe, DispListMesh *inDLM) {
+static DispListMesh *ss_to_displistmesh(CCGSubSurf *ss, CCGDerivedMesh *ccgdm, int ssFromEditmesh, int drawInteriorEdges, int useSubsurfUv, Mesh *inMe, DispListMesh *inDLM) {
DispListMesh *dlm = MEM_callocN(sizeof(*dlm), "dlm");
int edgeSize = ccgSubSurf_getEdgeSize(ss);
int gridSize = ccgSubSurf_getGridSize(ss);
@@ -239,11 +398,12 @@ static DispListMesh *ss_to_displistmesh(CCGSubSurf *ss, CCGDerivedMesh *ccgdm, i
CCGVertIterator *vi;
CCGEdgeIterator *ei;
CCGFaceIterator *fi;
- CCGFace **faceMap2;
+ CCGFace **faceMap2, **faceMap2Uv = NULL;
CCGEdge **edgeMap2;
CCGVert **vertMap2;
int totvert, totedge, totface;
-
+ CCGSubSurf *uvss= NULL;
+
totvert = ccgSubSurf_getNumVerts(ss);
vertMap2 = MEM_mallocN(totvert*sizeof(*vertMap2), "vertmap");
vi = ccgSubSurf_getVertIterator(ss);
@@ -317,6 +477,23 @@ static DispListMesh *ss_to_displistmesh(CCGSubSurf *ss, CCGDerivedMesh *ccgdm, i
dlm->mcol = NULL;
}
+
+ if (useSubsurfUv && tface) {
+ /* not for editmesh currently */
+ uvss= _getSubSurf(NULL, ccgSubSurf_getSubdivisionLevels(ss), 0, 1, 0);
+
+ if (ss_sync_from_uv(uvss, ss, inMe, inDLM)) {
+ faceMap2Uv = MEM_mallocN(totface*sizeof(*faceMap2Uv), "facemapuv");
+
+ fi = ccgSubSurf_getFaceIterator(uvss);
+ for (; !ccgFaceIterator_isStopped(fi); ccgFaceIterator_next(fi)) {
+ CCGFace *f = ccgFaceIterator_getCurrent(fi);
+ faceMap2Uv[(int) ccgSubSurf_getFaceFaceHandle(uvss, f)] = f;
+ }
+ ccgFaceIterator_free(fi);
+ }
+ }
+
/* Load vertices... we do in this funny order because
* all "added" vertices" are required to appear first
* in the displist (before STEPINDEX flags start). Also
@@ -460,6 +637,7 @@ static DispListMesh *ss_to_displistmesh(CCGSubSurf *ss, CCGDerivedMesh *ccgdm, i
lastIndex = -1;
for (index=0; index<totface; index++) {
CCGFace *f = faceMap2[index];
+ CCGFace *uvf = faceMap2Uv? faceMap2Uv[index]: NULL;
int numVerts = ccgSubSurf_getFaceNumVerts(ss, f);
float edge_data[4][6];
float corner_data[4][6];
@@ -483,10 +661,12 @@ static DispListMesh *ss_to_displistmesh(CCGSubSurf *ss, CCGDerivedMesh *ccgdm, i
corner_data[S][1] = col[1]/255.0f;
corner_data[S][2] = col[2]/255.0f;
corner_data[S][3] = col[3]/255.0f;
- corner_data[S][4] = origTFace->uv[S][0];
- corner_data[S][5] = origTFace->uv[S][1];
+ if (!uvf) {
+ corner_data[S][4] = origTFace->uv[S][0];
+ corner_data[S][5] = origTFace->uv[S][1];
+ }
}
- numDataComponents = 6;
+ numDataComponents = uvf? 4: 6;
} else if (mcol) {
MCol *origMCol = &mcol[origIdx*4];
@@ -523,6 +703,8 @@ static DispListMesh *ss_to_displistmesh(CCGSubSurf *ss, CCGDerivedMesh *ccgdm, i
for (y=0; y<gridSize-1; y++) {
for (x=0; x<gridSize-1; x++) {
+ float smoothuv[4][3];
+
MFace *mf = &dlm->mface[i];
mf->v1 = getFaceIndex(ss, f, S, x+0, y+0, edgeSize, gridSize);
mf->v2 = getFaceIndex(ss, f, S, x+0, y+1, edgeSize, gridSize);
@@ -531,6 +713,13 @@ static DispListMesh *ss_to_displistmesh(CCGSubSurf *ss, CCGDerivedMesh *ccgdm, i
mf->mat_nr = mat_nr;
mf->flag = flag&~ME_FACE_STEPINDEX;
+ if(uvf) {
+ VECCOPY(smoothuv[0], getFaceUV(uvss, uvf, S, x+0, y+0, edgeSize, gridSize));
+ VECCOPY(smoothuv[1], getFaceUV(uvss, uvf, S, x+0, y+1, edgeSize, gridSize));
+ VECCOPY(smoothuv[2], getFaceUV(uvss, uvf, S, x+1, y+1, edgeSize, gridSize));
+ VECCOPY(smoothuv[3], getFaceUV(uvss, uvf, S, x+1, y+0, edgeSize, gridSize));
+ }
+
if (S==0 && x==0 && y==0) {
if (mapIndex!=lastIndex)
mf->flag |= ME_FACE_STEPINDEX;
@@ -557,8 +746,14 @@ static DispListMesh *ss_to_displistmesh(CCGSubSurf *ss, CCGDerivedMesh *ccgdm, i
col[2] = (int) (data[2]*255);
col[3] = (int) (data[3]*255);
tf->col[j] = *((unsigned int*) col);
- tf->uv[j][0] = data[4];
- tf->uv[j][1] = data[5];
+ if (uvf) {
+ tf->uv[j][0] = smoothuv[j][0];
+ tf->uv[j][1] = smoothuv[j][1];
+ }
+ else {
+ tf->uv[j][0] = (float)(data[4]);
+ tf->uv[j][1] = (float)(data[5]);
+ }
} else if (dlm->mcol) {
unsigned char *col = (unsigned char*) &dlm->mcol[i*4+j];
col[0] = (int) (data[0]*255);
@@ -587,6 +782,11 @@ static DispListMesh *ss_to_displistmesh(CCGSubSurf *ss, CCGDerivedMesh *ccgdm, i
MEM_freeN(edgeMap2);
MEM_freeN(vertMap2);
+ if(uvss) {
+ ccgSubSurf_free(uvss);
+ MEM_freeN(faceMap2Uv);
+ }
+
mesh_calc_normals(dlm->mvert, dlm->totvert, dlm->mface, dlm->totface, &dlm->nors);
return dlm;
@@ -607,7 +807,7 @@ static void ss_sync_from_mesh(CCGSubSurf *ss, Mesh *me, DispListMesh *dlm, float
for (i=0,index=-1; i<totvert; i++) {
CCGVert *v;
- ccgSubSurf_syncVert(ss, (CCGVertHDL) i, vertexCos?vertexCos[i]:mvert[i].co, &v);
+ ccgSubSurf_syncVert(ss, (CCGVertHDL) i, vertexCos?vertexCos[i]:mvert[i].co, 0, &v);
if (!dlm || (mvert[i].flag&ME_VERT_STEPINDEX)) index++;
((int*) ccgSubSurf_getVertUserData(ss, v))[1] = index;
@@ -676,13 +876,13 @@ void ss_sync_from_editmesh(CCGSubSurf *ss, EditMesh *em, float (*vertCos)[3], in
if (vertCos) {
for (i=0,ev=em->verts.first; ev; i++,ev=ev->next) {
CCGVert *v;
- ccgSubSurf_syncVert(ss, ev, vertCos[i], &v);
+ ccgSubSurf_syncVert(ss, ev, vertCos[i], 0, &v);
((int*) ccgSubSurf_getVertUserData(ss, v))[1] = i;
}
} else {
for (i=0,ev=em->verts.first; ev; i++,ev=ev->next) {
CCGVert *v;
- ccgSubSurf_syncVert(ss, ev, ev->co, &v);
+ ccgSubSurf_syncVert(ss, ev, ev->co, 0, &v);
((int*) ccgSubSurf_getVertUserData(ss, v))[1] = i;
}
}
@@ -710,16 +910,6 @@ void ss_sync_from_editmesh(CCGSubSurf *ss, EditMesh *em, float (*vertCos)[3], in
/***/
-struct CCGDerivedMesh {
- DerivedMesh dm;
-
- CCGSubSurf *ss;
- int fromEditmesh, drawInteriorEdges;
-
- Mesh *me;
- DispListMesh *dlm;
-};
-
static int ccgDM_getVertMapIndex(CCGDerivedMesh *ccgdm, CCGSubSurf *ss, CCGVert *v) {
return ((int*) ccgSubSurf_getVertUserData(ss, v))[1];
}
@@ -918,7 +1108,7 @@ static void ccgDM_foreachMappedEdge(DerivedMesh *dm, void (*func)(void *userData
static DispListMesh *ccgDM_convertToDispListMesh(DerivedMesh *dm, int allowShared) {
CCGDerivedMesh *ccgdm = (CCGDerivedMesh*) dm;
- return ss_to_displistmesh(ccgdm->ss, ccgdm, ccgdm->fromEditmesh, ccgdm->drawInteriorEdges, ccgdm->me, ccgdm->dlm);
+ return ss_to_displistmesh(ccgdm->ss, ccgdm, ccgdm->fromEditmesh, ccgdm->drawInteriorEdges, ccgdm->useSubsurfUv, ccgdm->me, ccgdm->dlm);
}
static void ccgDM_drawVerts(DerivedMesh *dm) {
@@ -1452,7 +1642,7 @@ static void ccgDM_release(DerivedMesh *dm) {
MEM_freeN(ccgdm);
}
-static CCGDerivedMesh *getCCGDerivedMesh(CCGSubSurf *ss, int fromEditmesh, int drawInteriorEdges, Mesh *me, DispListMesh *dlm) {
+static CCGDerivedMesh *getCCGDerivedMesh(CCGSubSurf *ss, int fromEditmesh, int drawInteriorEdges, int useSubsurfUv, Mesh *me, DispListMesh *dlm) {
CCGDerivedMesh *ccgdm = MEM_callocN(sizeof(*ccgdm), "ccgdm");
ccgdm->dm.getMinMax = ccgDM_getMinMax;
@@ -1480,6 +1670,7 @@ static CCGDerivedMesh *getCCGDerivedMesh(CCGSubSurf *ss, int fromEditmesh, int d
ccgdm->ss = ss;
ccgdm->fromEditmesh = fromEditmesh;
ccgdm->drawInteriorEdges = drawInteriorEdges;
+ ccgdm->useSubsurfUv = useSubsurfUv;
ccgdm->me = me;
ccgdm->dlm = dlm;
@@ -1496,23 +1687,25 @@ DerivedMesh *subsurf_make_derived_from_editmesh(EditMesh *em, SubsurfModifierDat
smd->emCache = _getSubSurf(smd->emCache, smd->levels, useAging, 0, useSimple);
ss_sync_from_editmesh(smd->emCache, em, vertCos, useSimple);
- return (DerivedMesh*) getCCGDerivedMesh(smd->emCache, 1, drawInteriorEdges, NULL, NULL);
+ return (DerivedMesh*) getCCGDerivedMesh(smd->emCache, 1, drawInteriorEdges, 0, NULL, NULL);
}
DerivedMesh *subsurf_make_derived_from_dlm_em(DispListMesh *dlm, SubsurfModifierData *smd, float (*vertCos)[3]) {
int useSimple = smd->subdivType==ME_SIMPLE_SUBSURF;
int useAging = smd->flags&eSubsurfModifierFlag_DebugIncr;
+ int useSubsurfUv = smd->flags&eSubsurfModifierFlag_SubsurfUv;
int drawInteriorEdges = !(smd->flags&eSubsurfModifierFlag_ControlEdges);
smd->emCache = _getSubSurf(smd->emCache, smd->levels, useAging, 0, useSimple);
ss_sync_from_mesh(smd->emCache, NULL, dlm, vertCos, useSimple);
- return (DerivedMesh*) getCCGDerivedMesh(smd->emCache, 0, drawInteriorEdges, NULL, dlm);
+ return (DerivedMesh*) getCCGDerivedMesh(smd->emCache, 0, drawInteriorEdges, useSubsurfUv, NULL, dlm);
}
DerivedMesh *subsurf_make_derived_from_mesh(Mesh *me, DispListMesh *dlm, SubsurfModifierData *smd, int useRenderParams, float (*vertCos)[3], int isFinalCalc) {
int useSimple = smd->subdivType==ME_SIMPLE_SUBSURF;
+ int useSubsurfUv = smd->flags&eSubsurfModifierFlag_SubsurfUv;
int drawInteriorEdges = !(smd->flags&eSubsurfModifierFlag_ControlEdges);
DispListMesh *ndlm;
@@ -1522,7 +1715,7 @@ DerivedMesh *subsurf_make_derived_from_mesh(Mesh *me, DispListMesh *dlm, Subsurf
ss_sync_from_mesh(ss, me, dlm, vertCos, useSimple);
- ndlm = ss_to_displistmesh(ss, NULL, 0, drawInteriorEdges, me, dlm);
+ ndlm = ss_to_displistmesh(ss, NULL, 0, drawInteriorEdges, useSubsurfUv, me, dlm);
if (dlm) displistmesh_free(dlm);
ccgSubSurf_free(ss);
@@ -1551,7 +1744,7 @@ DerivedMesh *subsurf_make_derived_from_mesh(Mesh *me, DispListMesh *dlm, Subsurf
ss_sync_from_mesh(ss, me, dlm, vertCos, useSimple);
- return (DerivedMesh*) getCCGDerivedMesh(ss, 0, drawInteriorEdges, me, dlm);
+ return (DerivedMesh*) getCCGDerivedMesh(ss, 0, drawInteriorEdges, useSubsurfUv, me, dlm);
} else {
if (smd->mCache && isFinalCalc) {
ccgSubSurf_free(smd->mCache);
@@ -1561,7 +1754,7 @@ DerivedMesh *subsurf_make_derived_from_mesh(Mesh *me, DispListMesh *dlm, Subsurf
ss = _getSubSurf(NULL, smd->levels, 0, 1, useSimple);
ss_sync_from_mesh(ss, me, dlm, vertCos, useSimple);
- ndlm = ss_to_displistmesh(ss, NULL, 0, drawInteriorEdges, me, dlm);
+ ndlm = ss_to_displistmesh(ss, NULL, 0, drawInteriorEdges, useSubsurfUv, me, dlm);
if (dlm) displistmesh_free(dlm);
ccgSubSurf_free(ss);
diff --git a/source/blender/blenkernel/intern/text.c b/source/blender/blenkernel/intern/text.c
index 330d46c959f..ea0134470f1 100644
--- a/source/blender/blenkernel/intern/text.c
+++ b/source/blender/blenkernel/intern/text.c
@@ -320,7 +320,8 @@ Text *add_text(char *file)
char str[FILE_MAXDIR+FILE_MAXFILE];
BLI_strncpy(str, file, FILE_MAXDIR+FILE_MAXFILE);
- BLI_convertstringcode(str, G.sce, G.scene->r.cfra);
+ if (G.scene) /* can be NULL (bg mode) */
+ BLI_convertstringcode(str, G.sce, G.scene->r.cfra);
BLI_split_dirfile(str, sdir, sfile);
fp= fopen(str, "r");
diff --git a/source/blender/makesdna/DNA_ipo_types.h b/source/blender/makesdna/DNA_ipo_types.h
index b3cb0c81148..c05c27ede6b 100644
--- a/source/blender/makesdna/DNA_ipo_types.h
+++ b/source/blender/makesdna/DNA_ipo_types.h
@@ -171,8 +171,8 @@ typedef short IPO_Channel;
/* ******************** */
-#define TE_TOTIPO 21
-#define TE_TOTNAM 21
+#define TE_TOTIPO 26
+#define TE_TOTNAM 26
#define TE_NSIZE 1
#define TE_NDEPTH 2
@@ -200,6 +200,12 @@ typedef short IPO_Channel;
#define TE_N_BAS1 20
#define TE_N_BAS2 21
+#define TE_COL_R 22
+#define TE_COL_G 23
+#define TE_COL_B 24
+#define TE_BRIGHT 25
+#define TE_CONTRA 26
+
/* ******************** */
#define SEQ_TOTIPO 1
diff --git a/source/blender/makesdna/DNA_meshdata_types.h b/source/blender/makesdna/DNA_meshdata_types.h
index eaacdb3a398..9fe5a3acacf 100644
--- a/source/blender/makesdna/DNA_meshdata_types.h
+++ b/source/blender/makesdna/DNA_meshdata_types.h
@@ -75,6 +75,7 @@ typedef struct MSticky {
#define ME_SPHERETEST 2
#define ME_SPHERETEMP 4
#define ME_HIDE 16
+#define ME_VERT_MERGED (1<<6)
#define ME_VERT_STEPINDEX (1<<7)
/* medge->flag (1=SELECT)*/
diff --git a/source/blender/makesdna/DNA_modifier_types.h b/source/blender/makesdna/DNA_modifier_types.h
index b1b8239ac7d..19128bd0286 100644
--- a/source/blender/makesdna/DNA_modifier_types.h
+++ b/source/blender/makesdna/DNA_modifier_types.h
@@ -47,7 +47,8 @@ typedef struct ModifierData {
typedef enum {
eSubsurfModifierFlag_Incremental = (1<<0),
eSubsurfModifierFlag_DebugIncr = (1<<1),
- eSubsurfModifierFlag_ControlEdges = (1<<2)
+ eSubsurfModifierFlag_ControlEdges = (1<<2),
+ eSubsurfModifierFlag_SubsurfUv = (1<<3)
} SubsurfModifierFlag;
typedef struct SubsurfModifierData {
diff --git a/source/blender/makesdna/DNA_scene_types.h b/source/blender/makesdna/DNA_scene_types.h
index cc9d090a5e3..12de019dd16 100644
--- a/source/blender/makesdna/DNA_scene_types.h
+++ b/source/blender/makesdna/DNA_scene_types.h
@@ -318,7 +318,7 @@ typedef struct Scene {
/* none of the dependancy graph vars is mean to be saved */
struct DagForest *theDag;
short dagisvalid, dagflags;
- int pad1;
+ int dirty;
} Scene;
@@ -424,6 +424,10 @@ typedef struct Scene {
#define SCE_SELECT_EDGE 2
#define SCE_SELECT_FACE 4
+/* sce->dirty */
+#define SCE_CLEAN 0
+#define SCE_DIRTY 1
+
/* sce->prop_mode (proportional falloff) */
#define PROP_SMOOTH 0
#define PROP_SPHERE 1
diff --git a/source/blender/python/api2_2x/Bone.c b/source/blender/python/api2_2x/Bone.c
index d4f59e67ee5..b4f8af4fe12 100644
--- a/source/blender/python/api2_2x/Bone.c
+++ b/source/blender/python/api2_2x/Bone.c
@@ -460,11 +460,12 @@ static int EditBone_setOptions(BPy_EditBone *self, PyObject *value, void *closur
//set the options
if(self->editbone){
//make sure the 'connected' property is set up correctly
- if (new_flag & BONE_CONNECTED)
+ if (new_flag & BONE_CONNECTED) {
if(!self->editbone->parent)
goto AttributeError3;
else
VECCOPY(self->editbone->head, self->editbone->parent->tail);
+ }
self->editbone->flag = new_flag;
}else{
self->flag = new_flag;
@@ -479,11 +480,12 @@ static int EditBone_setOptions(BPy_EditBone *self, PyObject *value, void *closur
if(self->editbone){
//make sure the 'connected' property is set up correctly
- if (numeric_value & BONE_CONNECTED)
+ if (numeric_value & BONE_CONNECTED) {
if(!self->editbone->parent)
goto AttributeError3;
else
VECCOPY(self->editbone->head, self->editbone->parent->tail);
+ }
self->editbone->flag = numeric_value;
}else{
self->flag = numeric_value;
diff --git a/source/blender/python/api2_2x/Draw.c b/source/blender/python/api2_2x/Draw.c
index 57802c47746..198f4dfbd65 100644
--- a/source/blender/python/api2_2x/Draw.c
+++ b/source/blender/python/api2_2x/Draw.c
@@ -107,6 +107,8 @@ static PyObject *Method_PupFloatInput( PyObject * self, PyObject * args );
static PyObject *Method_PupStrInput( PyObject * self, PyObject * args );
/* next by Jonathan Merritt (lancelet): */
static PyObject *Method_Image( PyObject * self, PyObject * args);
+/* CLEVER NUMBUT */
+static PyObject *Method_PupBlock( PyObject * self, PyObject * args );
static uiBlock *Get_uiBlock( void );
static void py_slider_update( void *butv, void *data2_unused );
@@ -277,6 +279,22 @@ static char Method_PupStrInput_doc[] =
(max = 20) - The maximum number of chars the user can input;\n\
Return the user input value or None on user exit";
+static char Method_PupBlock_doc[] =
+ "(title, sequence) - Display a pop-up block.\n\
+(title) - The title of the block.\n\
+(sequence) - A sequence defining what the block contains. \
+The order of the list is the order of appearance, from top down.\n\
+Possible format for sequence items:\n\
+[value is an object created with Create]\n\
+\ttext: Defines a label in the block\n\
+\t(text, value, tooltip = ''): Defines a toggle button \n\
+\t(text, value, min, max, tooltip = ''): Defines a num or string button \n\
+\t\t\tdepending on the value.\n\
+\t\tFor string, max is the maximum length of the text and min is unused.\n\
+Return 1 if the pop-up is confirmed, 0 otherwise. \n\
+Warning: On cancel, the value objects are brought back to there previous values, \
+\texcept for string values which will still contain the modified values.\n";
+
static char Method_Exit_doc[] = "() - Exit the windowing interface";
/*
@@ -307,6 +325,7 @@ static struct PyMethodDef Draw_methods[] = {
MethodDef( PupIntInput ),
MethodDef( PupFloatInput ),
MethodDef( PupStrInput ),
+ MethodDef( PupBlock ),
MethodDef( Image ),
MethodDef( Exit ),
MethodDef( Redraw ),
@@ -335,7 +354,7 @@ static void Button_dealloc( PyObject * self )
{
Button *but = ( Button * ) self;
- if( but->type == 3 ) {
+ if( but->type == BSTRING_TYPE ) {
if( but->val.asstr )
MEM_freeN( but->val.asstr );
}
@@ -348,11 +367,11 @@ static PyObject *Button_getattr( PyObject * self, char *name )
Button *but = ( Button * ) self;
if( strcmp( name, "val" ) == 0 ) {
- if( but->type == 1 )
+ if( but->type == BINT_TYPE )
return Py_BuildValue( "i", but->val.asint );
- else if( but->type == 2 )
+ else if( but->type == BFLOAT_TYPE )
return Py_BuildValue( "f", but->val.asfloat );
- else if( but->type == 3 )
+ else if( but->type == BSTRING_TYPE )
return Py_BuildValue( "s", but->val.asstr );
}
@@ -365,11 +384,11 @@ static int Button_setattr( PyObject * self, char *name, PyObject * v )
Button *but = ( Button * ) self;
if( strcmp( name, "val" ) == 0 ) {
- if( but->type == 1 )
+ if( but->type == BINT_TYPE )
PyArg_Parse( v, "i", &but->val.asint );
- else if( but->type == 2 )
+ else if( but->type == BFLOAT_TYPE )
PyArg_Parse( v, "f", &but->val.asfloat );
- else if( but->type == 3 ) {
+ else if( but->type == BSTRING_TYPE ) {
char *newstr;
PyArg_Parse( v, "s", &newstr );
@@ -705,15 +724,15 @@ static PyObject *Method_Create( PyObject * self, PyObject * args )
but = newbutton( );
if( PyFloat_Check( in ) ) {
- but->type = 2;
+ but->type = BFLOAT_TYPE;
but->val.asfloat = (float)PyFloat_AsDouble( in );
} else if( PyInt_Check( in ) ) {
- but->type = 1;
+ but->type = BINT_TYPE;
but->val.asint = PyInt_AsLong( in );
} else if( PyString_Check( in ) ) {
char *newstr = PyString_AsString( in );
- but->type = 3;
+ but->type = BSTRING_TYPE;
but->slen = strlen( newstr );
but->val.asstr = MEM_mallocN( but->slen + 1, "button string" );
@@ -790,7 +809,7 @@ static PyObject *Method_Menu( PyObject * self, PyObject * args )
"button event argument must be in the range [0, 16382]");
but = newbutton( );
- but->type = 1;
+ but->type = BINT_TYPE;
but->val.asint = def;
block = Get_uiBlock( );
@@ -819,7 +838,7 @@ static PyObject *Method_Toggle( PyObject * self, PyObject * args )
"button event argument must be in the range [0, 16382]");
but = newbutton( );
- but->type = 1;
+ but->type = BINT_TYPE;
but->val.asint = def;
block = Get_uiBlock( );
@@ -895,7 +914,7 @@ static PyObject *Method_Slider( PyObject * self, PyObject * args )
min = (float)PyFloat_AsDouble( mino );
max = (float)PyFloat_AsDouble( maxo );
- but->type = 2;
+ but->type = BFLOAT_TYPE;
but->val.asfloat = ini;
block = Get_uiBlock( );
@@ -915,7 +934,7 @@ static PyObject *Method_Slider( PyObject * self, PyObject * args )
min = PyInt_AsLong( mino );
max = PyInt_AsLong( maxo );
- but->type = 1;
+ but->type = BINT_TYPE;
but->val.asint = ini;
block = Get_uiBlock( );
@@ -960,15 +979,15 @@ another int and string as arguments" );
but = newbutton( );
if( PyFloat_Check( inio ) )
- but->type = 2;
+ but->type = BFLOAT_TYPE;
else
- but->type = 1;
+ but->type = BINT_TYPE;
ini = (float)PyFloat_AsDouble( inio );
min = (float)PyFloat_AsDouble( mino );
max = (float)PyFloat_AsDouble( maxo );
- if( but->type == 2 ) {
+ if( but->type == BFLOAT_TYPE ) {
but->val.asfloat = ini;
block = Get_uiBlock( );
if( block ) {
@@ -1025,7 +1044,7 @@ static PyObject *Method_Number( PyObject * self, PyObject * args )
min = (float)PyFloat_AsDouble( mino );
max = (float)PyFloat_AsDouble( maxo );
- but->type = 2;
+ but->type = BFLOAT_TYPE;
but->val.asfloat = ini;
block = Get_uiBlock( );
@@ -1039,7 +1058,7 @@ static PyObject *Method_Number( PyObject * self, PyObject * args )
min = PyInt_AsLong( mino );
max = PyInt_AsLong( maxo );
- but->type = 1;
+ but->type = BINT_TYPE;
but->val.asint = ini;
block = Get_uiBlock( );
@@ -1079,7 +1098,7 @@ static PyObject *Method_String( PyObject * self, PyObject * args )
if (real_len > len) real_len = len;
but = newbutton( );
- but->type = 3;
+ but->type = BSTRING_TYPE;
but->slen = len;
but->val.asstr = MEM_mallocN( len + 1, "pybutton str" );
@@ -1260,6 +1279,125 @@ static PyObject *Method_PupStrInput( PyObject * self, PyObject * args )
"couldn't create a PyString" );
}
+static PyObject *Method_PupBlock( PyObject * self, PyObject * args )
+{
+ PyObject *pyList, *pyItem;
+ float min, max;
+ int len, i;
+ char *title;
+
+ if (!PyArg_ParseTuple( args, "sO", &title, &pyList ) || !PySequence_Check( pyList ))
+ return EXPP_ReturnPyObjError( PyExc_TypeError, "expected a string and a sequence" );
+
+
+ len = PySequence_Length(pyList);
+
+ if (len == 0)
+ return EXPP_ReturnPyObjError( PyExc_ValueError, "expected a string and a non-empty sequence." );
+
+ if (len > 24) /* LIMIT DEFINED IN toolbox.c */
+ return EXPP_ReturnPyObjError( PyExc_ValueError, "sequence cannot have more than 24 elements" );
+
+ for ( i=0 ; i<len ; i++ ) {
+ PyObject *pyMin = NULL, *pyMax = NULL;
+ PyObject *f1, *f2;
+ Button *but = NULL;
+ int tlen;
+ char *text, *tip = NULL;
+
+ pyItem = PySequence_GetItem( pyList, i );
+ if (!pyItem)
+ return NULL;
+
+ if (PyString_Check( pyItem )) {
+ tlen = -2; /* single string for label, giving it a special len for later */
+ }
+ else if (PyTuple_Check( pyItem )) {
+ /* tuple for other button, get the length for later */
+ tlen = PyTuple_Size( pyItem );
+ }
+ else {
+ /* Neither a string or a tuple, error */
+ Py_DECREF( pyItem );
+ return EXPP_ReturnPyObjError( PyExc_ValueError, "expected a string or a tuple containing 2 to 5 values." );
+ }
+
+ switch (tlen) {
+ case -2: /* LABEL */
+ text = PyString_AsString( pyItem );
+ add_numbut(i, LABEL, text, 0, 0, NULL, NULL);
+ break;
+ case 2: /* TOGGLE (no tooltip) */
+ case 3: /* TOGGLE */
+ if (!PyArg_ParseTuple( pyItem, "sO!|s", &text, &Button_Type, &but, &tip )) {
+ Py_DECREF( pyItem );
+ return EXPP_ReturnPyObjError( PyExc_ValueError, "expected a tuple containing a string, a Button object and optionally a string for toggles" );
+ }
+
+ if (but->type != BINT_TYPE) {
+ Py_DECREF( pyItem );
+ return EXPP_ReturnPyObjError( PyExc_ValueError, "Button object for toggles should hold an integer" );
+ }
+
+ add_numbut(i, TOG|INT, text, 0, 0, &but->val.asint, tip);
+ break;
+ case 4: /* TEX and NUM (no tooltip) */
+ case 5: /* TEX and NUM */
+ if (!PyArg_ParseTuple( pyItem, "sO!OO|s", &text, &Button_Type, &but, &pyMin, &pyMax, &tip )) {
+ Py_DECREF( pyItem );
+ return EXPP_ReturnPyObjError( PyExc_ValueError, "expected a tuple containing a string, a Button object, two numerical values and optionally a string for Text and Num buttons" );
+ }
+
+ f1 = PyNumber_Float(pyMin);
+ f2 = PyNumber_Float(pyMax);
+
+ if (!f1 || !f2) {
+ Py_DECREF( pyItem );
+ return EXPP_ReturnPyObjError( PyExc_ValueError, "expected a tuple containing a string, a Button object, two numerical values and optionally a string for Text and Num buttons" );
+ }
+
+ min = (float)PyFloat_AS_DOUBLE(f1);
+ max = (float)PyFloat_AS_DOUBLE(f2);
+ Py_DECREF( f1 );
+ Py_DECREF( f2 );
+
+ switch ( but->type ) {
+ case BINT_TYPE:
+ add_numbut(i, NUM|INT, text, min, max, &but->val.asint, tip);
+ break;
+ case BFLOAT_TYPE:
+ add_numbut(i, NUM|FLO, text, min, max, &but->val.asfloat, tip);
+ break;
+ case BSTRING_TYPE:
+ max = (float)floor(max);
+
+ if (max > but->slen) {
+ int old_len = but->slen;
+ char *old_str = but->val.asstr;
+ but->slen = (int)max;
+ but->val.asstr = MEM_callocN( but->slen + 1, "button pupblock");
+ BLI_strncpy( but->val.asstr, old_str, old_len + 1 );
+ MEM_freeN(old_str);
+ }
+
+ add_numbut(i, TEX, text, 0.0f, max, but->val.asstr, tip);
+ }
+
+ break;
+ default:
+ Py_DECREF( pyItem );
+ return EXPP_ReturnPyObjError( PyExc_ValueError, "expected a string or a tuple containing 2 to 5 values." );
+ }
+ Py_DECREF( pyItem );
+ }
+
+ if (do_clever_numbuts(title, len, REDRAW))
+ return EXPP_incr_ret_True();
+ else
+ return EXPP_incr_ret_False();
+}
+
+
/*****************************************************************************
* Function: Method_Image *
* Python equivalent: Blender.Draw.Image *
diff --git a/source/blender/python/api2_2x/Draw.h b/source/blender/python/api2_2x/Draw.h
index c644fd8ea35..ac3b7b53f3a 100644
--- a/source/blender/python/api2_2x/Draw.h
+++ b/source/blender/python/api2_2x/Draw.h
@@ -59,6 +59,10 @@ typedef struct _Button {
char *tooltip;
} Button;
+#define BINT_TYPE 1
+#define BFLOAT_TYPE 2
+#define BSTRING_TYPE 3
+
/*
* these are declared in ../BPY_extern.h
diff --git a/source/blender/python/api2_2x/Ipo.c b/source/blender/python/api2_2x/Ipo.c
index 51a70706ae4..74107bd396a 100644
--- a/source/blender/python/api2_2x/Ipo.c
+++ b/source/blender/python/api2_2x/Ipo.c
@@ -914,9 +914,9 @@ static PyObject *Ipo_addCurve( BPy_Ipo * self, PyObject * args )
/* create the new ipo curve */
icu = MEM_callocN(sizeof(IpoCurve), "Python added ipocurve");
icu->blocktype= ipo->blocktype;
- icu->flag |= IPO_VISIBLE|IPO_AUTO_HORIZ;
- icu->blocktype= ipo->blocktype;
icu->adrcode= (short)param;
+ icu->flag |= IPO_VISIBLE|IPO_AUTO_HORIZ;
+ set_icu_vars( icu );
BLI_addtail( &(ipo->curve), icu);
allspace( REMAKEIPO, 0 );
diff --git a/source/blender/python/api2_2x/Object.c b/source/blender/python/api2_2x/Object.c
index af945ea09c0..77179aad819 100644
--- a/source/blender/python/api2_2x/Object.c
+++ b/source/blender/python/api2_2x/Object.c
@@ -1856,16 +1856,11 @@ static PyObject *Object_join( BPy_Object * self, PyObject * args )
Base *temp_base;
short type;
int i, ok=0, ret_value=0, list_length=0;
-
- /* cant join in editmode */
- if( G.obedit )
- return EXPP_ReturnPyObjError(PyExc_RuntimeError,
- "can't join objects while in edit mode" );
/* Check if the arguments passed to makeParent are valid. */
if( !PyArg_ParseTuple( args, "O", &list ) )
- return ( EXPP_ReturnPyObjError( PyExc_AttributeError,
- "expected a list of objects and one or two integers as arguments" ) );
+ return ( EXPP_ReturnPyObjError( PyExc_TypeError,
+ "expected a list of objects" ) );
if( !PySequence_Check( list ) )
return ( EXPP_ReturnPyObjError( PyExc_TypeError,
@@ -1880,11 +1875,16 @@ static PyObject *Object_join( BPy_Object * self, PyObject * args )
parent = ( Object * ) self->object;
type = parent->type;
+ /* Only these object types are sypported */
if (type==OB_MESH || type==OB_MESH || type==OB_CURVE || type==OB_SURF || type==OB_ARMATURE);
else
return ( EXPP_ReturnPyObjError( PyExc_TypeError,
"Base object is not a type blender can join" ) );
+ /* exit editmode so join can be done */
+ if( G.obedit )
+ exit_editmode( 1 );
+
temp_scene = add_scene( "Scene" ); /* make the new scene */
temp_scene->lay= 2097151; /* all layers on */
@@ -1940,8 +1940,9 @@ static PyObject *Object_join( BPy_Object * self, PyObject * args )
else if(type == OB_SURF)
ret_value = join_curve(OB_SURF);
else if(type == OB_ARMATURE)
- ret_value = join_armature ();
- /* May use for correcting object user counts */
+ ret_value = join_armature();
+
+ /* May use this for correcting object user counts later on */
/*
if (!ret_value) {
temp_base = temp_scene->base.first;
@@ -1952,15 +1953,23 @@ static PyObject *Object_join( BPy_Object * self, PyObject * args )
}
}*/
-
/* remove old scene */
set_scene( orig_scene );
free_libblock( &G.main->scene, temp_scene );
- if (!ok) /* no objects were of the correct type, return 0 */
- return ( PyInt_FromLong(0) );
- return ( PyInt_FromLong(ret_value) );
+ /* no objects were of the correct type, return None */
+ if (!ok)
+ return EXPP_incr_ret( Py_None );
+
+ /* If the join failed then raise an error */
+ if (!ret_value)
+ return ( EXPP_ReturnPyObjError( PyExc_RuntimeError,
+"Blender failed to join the objects, this is not a script error\n\
+Please add exception handeling to your script with a RuntimeError exception\n\
+letting the user know that their data could not be joined." ) );
+
+ return EXPP_incr_ret( Py_None );
}
static PyObject *internal_makeParent(Object *parent, PyObject *py_child,
diff --git a/source/blender/python/api2_2x/Scene.c b/source/blender/python/api2_2x/Scene.c
index 90aa548d7ce..4f1ce26778d 100644
--- a/source/blender/python/api2_2x/Scene.c
+++ b/source/blender/python/api2_2x/Scene.c
@@ -934,7 +934,7 @@ static PyObject *Scene_setCurrentCamera( BPy_Scene * self, PyObject * args )
scene->camera = object; /* set the current Camera */
/* if this is the current scene, update its window now */
- if( scene == G.scene )
+ if( !G.background && scene == G.scene ) /* Traced a crash to redrawing while in background mode -Campbell */
copy_view3d_lock( REDRAW );
/* XXX copy_view3d_lock(REDRAW) prints "bad call to addqueue: 0 (18, 1)".
diff --git a/source/blender/python/api2_2x/doc/Draw.py b/source/blender/python/api2_2x/doc/Draw.py
index b88eade5d00..3f972beae84 100644
--- a/source/blender/python/api2_2x/doc/Draw.py
+++ b/source/blender/python/api2_2x/doc/Draw.py
@@ -9,6 +9,7 @@ Draw
B{New}:
- access to ASCII values in L{events<Register>} callbacks;
- 'large' fonts for L{Text} and L{GetStringWidth}.
+ - Pop-up blocks with L{PupBlock}
This module provides access to a B{windowing interface} in Blender. Its widgets
include many kinds of buttons: push, toggle, menu, number, string, slider,
@@ -406,6 +407,50 @@ def PupStrInput(text, default, max = 20):
@return: The text entered by the user or None if none was chosen.
"""
+def PupBlock(title, sequence):
+ """
+ Display a pop-up block.
+
+ Possible formats for the items in the sequence parameter.
+ (Value are objects created with L{Create})
+ - string: Defines a label
+ - (string, Value, string): Defines a toggle button. The first string is the text on the button, the optional second string is the tooltip.
+ - (string, Value, min, max, string): Defines a numeric or string button, depending on the content of Value. The first string is the text on the button, the optional second string is the tooltip. I{For string, max is the maximum length of the string and min is unused.}
+
+ Example::
+ import Blender
+
+ text = Blender.Draw.Create("short text")
+ f = Blender.Draw.Create(1.0)
+ i = Blender.Draw.Create(2)
+ tog = Blender.Draw.Create(0)
+
+ block = []
+
+ block.append(("Name: ", text, 0, 30, "this is some tool tip"))
+ block.append("Some Label")
+ block.append(("Value: ", f, 0.0, 100.0))
+ block.append(("Value: ", i, 0, 100))
+ block.append(("Option", tog, "another tooltip"))
+
+ retval = Blender.Draw.PupBlock("PupBlock test", block)
+
+ print "PupBlock returned", retval
+
+ print "text\\t", text
+ print "float\\t", f
+ print "int\\t", i
+ print "toggle\\t", tog
+
+ @warning: On cancel, the Value objects are brought back to there initial values except for string values which will still contain the modified values.
+ @type title: string
+ @param title: The title of the block.
+ @param sequence: A sequence defining what the block contains.
+ The order of the list is the order of appearance, from top down.
+ @rtype: int
+ @return: 1 if the pop-up is confirmed, 0 otherwise
+ """
+
def Menu(name, event, x, y, width, height, default, tooltip = None):
"""
Create a new Menu Button object.
diff --git a/source/blender/python/api2_2x/doc/Lamp.py b/source/blender/python/api2_2x/doc/Lamp.py
index b1e0754c05c..20a25db41ac 100644
--- a/source/blender/python/api2_2x/doc/Lamp.py
+++ b/source/blender/python/api2_2x/doc/Lamp.py
@@ -39,15 +39,15 @@ Example::
- 'NoDiffuse'
- 'RayShadow'
-Example::
- from Blender import Lamp, Object
- # Change the mode of selected lamp objects.
- for ob in Object.GetSelected(): # Loop through the current selection
- if ob.getType() == "Lamp": # if this is a lamp.
- lamp = ob.getData() # get the lamp data.
- if lamp.type == Lamp.Types["Spot"]: # Lamp type is not a flag
- lamp.mode &= ~Lamp.Modes["RayShadow"] # Disable RayShadow.
- lamp.mode |= Lamp.Modes["Shadows"] # Enable Shadowbuffer shadows
+ Example::
+ from Blender import Lamp, Object
+ # Change the mode of selected lamp objects.
+ for ob in Object.GetSelected(): # Loop through the current selection
+ if ob.getType() == "Lamp": # if this is a lamp.
+ lamp = ob.getData() # get the lamp data.
+ if lamp.type == Lamp.Types["Spot"]: # Lamp type is not a flag
+ lamp.mode &= ~Lamp.Modes["RayShadow"] # Disable RayShadow.
+ lamp.mode |= Lamp.Modes["Shadows"] # Enable Shadowbuffer shadows
"""
def New (type = 'Lamp', name = 'LampData'):
diff --git a/source/blender/python/api2_2x/doc/Object.py b/source/blender/python/api2_2x/doc/Object.py
index bddf09c92cd..45d3fb9c90d 100644
--- a/source/blender/python/api2_2x/doc/Object.py
+++ b/source/blender/python/api2_2x/doc/Object.py
@@ -556,12 +556,17 @@ class Object:
@type objects: Sequence of Blender Object
@param objects: A list of objects matching the objects type.
- @note: Objects in the list will not be removed, to avoid duplicate data you may want to remove them manualy after joining.
- @note: Join modifies the object in place so that other objects are joined into it. no new object or data is created.
- @note: Join will only work for object types Mesh, Armature, Curve and Surface, an error will be raised if the object is not of this type.
+ @note: Objects in the list will not be removed from the scene,
+ to avoid overlapping data you may want to remove them manualy after joining.
+ @note: Join modifies the base objects data in place so that
+ other objects are joined into it. no new object or data is created.
+ @note: Join will only work for object types Mesh, Armature, Curve and Surface,
+ an error will be raised if the object is not of this type.
@note: objects in the list will be ignored if they to not match the base object.
- @rtype: int
- @return: 0 is returned if the join is not successfull, otherwise 1 will be returned.
+ @note: An error in the join function input will raise a TypeError,
+ otherwise an error in the data input will raise a RuntimeError,
+ for situations where you don't have tight control on the data that is being joined,
+ you should handel the RuntimeError error, litting the user know the data cant be joined.
"""
def makeParentDeform(objects, noninverse = 0, fast = 0):
diff --git a/source/blender/python/api2_2x/matrix.c b/source/blender/python/api2_2x/matrix.c
index d1e6a53bae5..c66482eab1c 100644
--- a/source/blender/python/api2_2x/matrix.c
+++ b/source/blender/python/api2_2x/matrix.c
@@ -100,7 +100,7 @@ PyObject *Matrix_toEuler(MatrixObject * self)
//---------------------------Matrix.resize4x4() ------------------
PyObject *Matrix_Resize4x4(MatrixObject * self)
{
- int x, first_row_elem, curr_pos, new_pos, blank_columns, blank_rows;
+ int x, first_row_elem, curr_pos, new_pos, blank_columns, blank_rows, index;
if(self->data.blend_data){
return EXPP_ReturnPyObjError(PyExc_TypeError,
@@ -125,7 +125,12 @@ PyObject *Matrix_Resize4x4(MatrixObject * self)
//move data to new spot in array + clean
for(blank_rows = (4 - self->rowSize); blank_rows > 0; blank_rows--){
for(x = 0; x < 4; x++){
- self->contigPtr[(4 * (self->rowSize + (blank_rows - 1))) + x] = 0.0f;
+ index = (4 * (self->rowSize + (blank_rows - 1))) + x;
+ if (index == 10 || index == 15){
+ self->contigPtr[index] = 1.0f;
+ }else{
+ self->contigPtr[index] = 0.0f;
+ }
}
}
for(x = 1; x <= self->rowSize; x++){
diff --git a/source/blender/renderconverter/intern/convertBlenderScene.c b/source/blender/renderconverter/intern/convertBlenderScene.c
index 790daa1d818..b11fa7439d8 100644
--- a/source/blender/renderconverter/intern/convertBlenderScene.c
+++ b/source/blender/renderconverter/intern/convertBlenderScene.c
@@ -2840,8 +2840,8 @@ extern ListBase duplilist;
void RE_rotateBlenderScene(void)
{
Base *base;
- Object *ob;
- Scene *sce;
+ Object *ob, *obd;
+ Scene *sce, *setscene;
unsigned int lay;
float mat[4][4];
@@ -2908,7 +2908,7 @@ void RE_rotateBlenderScene(void)
}
sce= G.scene;
-
+ setscene= G.scene->set;
base= G.scene->base.first;
while(base) {
@@ -3014,11 +3014,17 @@ void RE_rotateBlenderScene(void)
}
if(blender_test_break()) break;
- if(base->next==0 && G.scene->set && base==G.scene->base.last) {
+ base= base->next;
+ if(base==0 && setscene) {
+ sce= setscene;
+ base= setscene->base.first;
+ setscene= setscene->set;
+ }
+ /*if(base->next==0 && G.scene->set && base==G.scene->base.last) {
base= G.scene->set->base.first;
sce= G.scene->set;
}
- else base= base->next;
+ else base= base->next;*/
}
diff --git a/source/blender/src/booleanops_mesh.c b/source/blender/src/booleanops_mesh.c
index e2bdc51ecea..1323bbcb17f 100644
--- a/source/blender/src/booleanops_mesh.c
+++ b/source/blender/src/booleanops_mesh.c
@@ -52,10 +52,6 @@
#include "BLI_arithb.h"
-#ifdef HAVE_CONFIG_H
-#include <config.h>
-#endif
-
/**
* Implementation of boolean ops mesh interface.
*/
@@ -304,5 +300,5 @@ NewBooleanMeshTest(
return 1;
}
+#endif
-#endif \ No newline at end of file
diff --git a/source/blender/src/buttons_editing.c b/source/blender/src/buttons_editing.c
index c6ca4ffed3b..5c2e3cc6723 100644
--- a/source/blender/src/buttons_editing.c
+++ b/source/blender/src/buttons_editing.c
@@ -1212,7 +1212,7 @@ static void draw_modifier(uiBlock *block, Object *ob, ModifierData *md, int *xco
int lx = x + width - 60 - 15;
if (md->type==eModifierType_Subsurf) {
- height = 86;
+ height = 106;
} else if (md->type==eModifierType_Lattice) {
height = 46;
} else if (md->type==eModifierType_Curve) {
@@ -1274,6 +1274,7 @@ static void draw_modifier(uiBlock *block, Object *ob, ModifierData *md, int *xco
*/
uiDefButBitS(block, TOG, eSubsurfModifierFlag_ControlEdges, B_MODIFIER_RECALC, "Optimal Draw", lx, (cy-=19), buttonWidth,19,&smd->flags, 0, 0, 0, 0, "Skip drawing/rendering of interior subdivided edges");
+ uiDefButBitS(block, TOG, eSubsurfModifierFlag_SubsurfUv, B_MODIFIER_RECALC, "Subsurf UV", lx, (cy-=19),buttonWidth,19,&smd->flags, 0, 0, 0, 0, "Use subsurf to subdivide UVs");
} else if (md->type==eModifierType_Lattice) {
LatticeModifierData *lmd = (LatticeModifierData*) md;
uiDefIDPoinBut(block, modifier_testLatticeObj, ID_OB, B_CHANGEDEP, "Ob: ", lx, (cy-=19), buttonWidth,19, &lmd->object, "Lattice object to deform with");
diff --git a/source/blender/src/buttons_scene.c b/source/blender/src/buttons_scene.c
index 72a7c3f1e2c..0e76593aeaf 100644
--- a/source/blender/src/buttons_scene.c
+++ b/source/blender/src/buttons_scene.c
@@ -457,10 +457,46 @@ static void ftype_pic(char *name)
allqueue(REDRAWBUTSSCENE, 0);
}
+static void scene_chain_cleanup(Scene *sc) {
+ while(sc) {
+ sc->dirty = SCE_CLEAN;
+ sc = sc->set;
+ }
+}
static void scene_change_set(Scene *sc, Scene *set) {
+ Scene *scene = G.main->scene.first;
+ int clean = SCE_CLEAN;
+ int breakout = 0;
if (sc->set!=set) {
sc->set= set;
+ while(breakout==0 && scene) {
+ Scene *setchain = scene;
+ while(breakout==0 && setchain) {
+ clean = setchain->dirty;
+ if(clean == SCE_DIRTY) {
+ /* we have not reached yet end of chain, and we
+ * encountered dirty node - we have a cycle.
+ * sc->set = 0, clean the chain and break out.
+ */
+ error("Can't change set. It would create a loop!");
+ sc->set = 0;
+ breakout = 1;
+ scene_chain_cleanup(scene);
+
+ }
+
+ if(breakout == 0) {
+ setchain->dirty = SCE_DIRTY;
+ setchain = setchain->set;
+ }
+ }
+
+ if(breakout == 0) {
+ scene_chain_cleanup(scene);
+ scene = scene->id.next;
+ }
+ }
allqueue(REDRAWBUTSSCENE, 0);
allqueue(REDRAWVIEW3D, 0);
diff --git a/source/blender/src/drawview.c b/source/blender/src/drawview.c
index 603e7023f23..58b6e759aee 100644
--- a/source/blender/src/drawview.c
+++ b/source/blender/src/drawview.c
@@ -2167,6 +2167,7 @@ void drawview3dspace(ScrArea *sa, void *spacedata)
View3D *v3d= spacedata;
Base *base;
Object *ob;
+ Scene *setscene;
setwinmatrixview3d(0); /* 0= no pick rect */
setviewmatrixview3d(); /* note: calls where_is_object for camera... */
@@ -2249,9 +2250,10 @@ void drawview3dspace(ScrArea *sa, void *spacedata)
view3d_set_clipping(v3d);
/* draw set first */
- if(G.scene->set) {
+ setscene= G.scene->set;
+ if(setscene) { /* if(G.scene->set) { */
- base= G.scene->set->base.first;
+ base= setscene->base.first; /* base= G.scene->set->base.first; */
while(base) {
if(v3d->lay & base->lay) {
@@ -2265,7 +2267,12 @@ void drawview3dspace(ScrArea *sa, void *spacedata)
draw_dupli_objects(v3d, base);
}
}
+
base= base->next;
+ if(base==0 && setscene && setscene->set) {
+ setscene= setscene->set;
+ base= setscene->base.first;
+ }
}
/* Transp and X-ray afterdraw stuff */
@@ -2372,6 +2379,7 @@ void drawview3d_render(struct View3D *v3d)
{
extern short v3d_windowmode;
Base *base;
+ Scene *setscene;
update_for_newframe_muted(); /* first, since camera can be animated */
@@ -2415,9 +2423,10 @@ void drawview3d_render(struct View3D *v3d)
G.f |= G_SIMULATION;
/* first draw set */
- if(G.scene->set) {
+ setscene= G.scene->set;
+ if(setscene) { /* if(G.scene->set) { */
- base= G.scene->set->base.first;
+ base= setscene->base.first; /* base= G.scene->set->base.first; */
while(base) {
if(v3d->lay & base->lay) {
if ELEM3(base->object->type, OB_LAMP, OB_CAMERA, OB_LATTICE);
@@ -2433,6 +2442,10 @@ void drawview3d_render(struct View3D *v3d)
}
}
base= base->next;
+ if(base==0 && setscene && setscene->set) {
+ setscene= setscene->set;
+ base= setscene->base.first;
+ }
}
/* Transp and X-ray afterdraw stuff */
diff --git a/source/blender/src/editaction.c b/source/blender/src/editaction.c
index 9790dd506f0..4d38175e69d 100644
--- a/source/blender/src/editaction.c
+++ b/source/blender/src/editaction.c
@@ -33,10 +33,6 @@
#include <string.h>
#include <math.h>
-#ifdef HAVE_CONFIG_H
-#include <config.h>
-#endif
-
#include "MEM_guardedalloc.h"
#include "PIL_time.h"
@@ -97,6 +93,10 @@
#include "nla.h"
extern int count_action_levels (bAction *act);
+void top_sel_action();
+void up_sel_action();
+void bottom_sel_action();
+void down_sel_action();
#define BEZSELECTED(bezt) (((bezt)->f1 & 1) || ((bezt)->f2 & 1) || ((bezt)->f3 & 1))
diff --git a/source/blender/src/editconstraint.c b/source/blender/src/editconstraint.c
index dad204fee6c..a85f0dd835d 100644
--- a/source/blender/src/editconstraint.c
+++ b/source/blender/src/editconstraint.c
@@ -783,4 +783,5 @@ void ob_clear_constraints(void)
BIF_undo_push("Clear Constraint(s)");
-} \ No newline at end of file
+}
+
diff --git a/source/blender/src/editipo.c b/source/blender/src/editipo.c
index 3fb48fb417f..e6a98b4b004 100644
--- a/source/blender/src/editipo.c
+++ b/source/blender/src/editipo.c
@@ -587,7 +587,7 @@ static void make_mat_editipo(SpaceIpo *si)
static void make_texture_editipo(SpaceIpo *si)
{
EditIpo *ei;
- int a;
+ int a, len;
char *name;
if(si->from==0) return;
@@ -602,7 +602,13 @@ static void make_texture_editipo(SpaceIpo *si)
ei->adrcode= te_ar[a];
ei->col= ipo_rainbow(a, TE_TOTIPO);
-
+
+ len= strlen(ei->name);
+ if(len) {
+ if( ei->name[ len-1 ]=='R') ei->col= 0x5050FF;
+ else if( ei->name[ len-1 ]=='G') ei->col= 0x50FF50;
+ else if( ei->name[ len-1 ]=='B') ei->col= 0xFF7050;
+ }
ei->icu= find_ipocurve(si->ipo, ei->adrcode);
if(ei->icu) {
ei->flag= ei->icu->flag;
@@ -2133,25 +2139,26 @@ void common_insertkey(void)
IpoCurve *icu;
World *wo;
Lamp *la;
+ Tex *te;
int tlay, map, event;
char menustr[256];
-
+
if(curarea->spacetype==SPACE_IPO) {
insertkey_editipo();
}
else if(curarea->spacetype==SPACE_BUTS) {
if(G.buts->mainb==CONTEXT_SHADING) {
int tab= G.buts->tab[CONTEXT_SHADING];
-
+
if(tab==TAB_SHADING_MAT) {
id= G.buts->lockpoin;
ma= G.buts->lockpoin;
if(id) {
event= pupmenu("Insert Key %t|RGB%x0|Alpha%x1|Halo Size%x2|Mode %x3|All Color%x10|All Mirror%x14|Ofs%x12|Size%x13|All Mapping%x11");
if(event== -1) return;
-
+
map= texchannel_to_adrcode(ma->texact);
-
+
if(event==0 || event==10) {
insertkey(id, ID_MA, NULL, NULL, MA_COL_R);
insertkey(id, ID_MA, NULL, NULL, MA_COL_G);
@@ -2214,9 +2221,9 @@ void common_insertkey(void)
if(id) {
event= pupmenu("Insert Key %t|Zenith RGB%x0|Horizon RGB%x1|Mist%x2|Stars %x3|Offset%x12|Size%x13");
if(event== -1) return;
-
+
map= texchannel_to_adrcode(wo->texact);
-
+
if(event==0) {
insertkey(id, ID_WO, NULL, NULL, WO_ZEN_R);
insertkey(id, ID_WO, NULL, NULL, WO_ZEN_G);
@@ -2258,9 +2265,9 @@ void common_insertkey(void)
if(id) {
event= pupmenu("Insert Key %t|RGB%x0|Energy%x1|Spot Size%x2|Offset%x12|Size%x13");
if(event== -1) return;
-
+
map= texchannel_to_adrcode(la->texact);
-
+
if(event==0) {
insertkey(id, ID_LA, NULL, NULL, LA_COL_R);
insertkey(id, ID_LA, NULL, NULL, LA_COL_G);
@@ -2285,6 +2292,85 @@ void common_insertkey(void)
}
}
+ else if(tab==TAB_SHADING_TEX) {
+ id= G.buts->lockpoin;
+ te= G.buts->lockpoin;
+ if(id) {
+ event= pupmenu("Insert Key %t|Cloud%x0|Mable%x1|Stucci%x2|Wood%x3|Magic%x4|Blend%x5|Musgrave%x6|Voronoi%x7|Distnoise%x8|ColourFilter%x9");
+ if(event== -1) return;
+
+ if(event==0) {
+ insertkey(id, ID_TE, NULL, NULL, TE_NSIZE);
+ insertkey(id, ID_TE, NULL, NULL, TE_NDEPTH);
+ insertkey(id, ID_TE, NULL, NULL, TE_NTYPE);
+ insertkey(id, ID_TE, NULL, NULL, TE_MG_TYP);
+ insertkey(id, ID_TE, NULL, NULL, TE_N_BAS1);
+ }
+ if(event==1) {
+ insertkey(id, ID_TE, NULL, NULL, TE_NSIZE);
+ insertkey(id, ID_TE, NULL, NULL, TE_NDEPTH);
+ insertkey(id, ID_TE, NULL, NULL, TE_NTYPE);
+ insertkey(id, ID_TE, NULL, NULL, TE_TURB);
+ insertkey(id, ID_TE, NULL, NULL, TE_MG_TYP);
+ insertkey(id, ID_TE, NULL, NULL, TE_N_BAS1);
+ insertkey(id, ID_TE, NULL, NULL, TE_N_BAS2);
+ }
+ if(event==2) {
+ insertkey(id, ID_TE, NULL, NULL, TE_NSIZE);
+ insertkey(id, ID_TE, NULL, NULL, TE_NTYPE);
+ insertkey(id, ID_TE, NULL, NULL, TE_TURB);
+ insertkey(id, ID_TE, NULL, NULL, TE_MG_TYP);
+ insertkey(id, ID_TE, NULL, NULL, TE_N_BAS1);
+ }
+ if(event==3) {
+ insertkey(id, ID_TE, NULL, NULL, TE_NSIZE);
+ insertkey(id, ID_TE, NULL, NULL, TE_NTYPE);
+ insertkey(id, ID_TE, NULL, NULL, TE_TURB);
+ insertkey(id, ID_TE, NULL, NULL, TE_MG_TYP);
+ insertkey(id, ID_TE, NULL, NULL, TE_N_BAS1);
+ insertkey(id, ID_TE, NULL, NULL, TE_N_BAS2);
+ }
+ if(event==4) {
+ insertkey(id, ID_TE, NULL, NULL, TE_NDEPTH);
+ insertkey(id, ID_TE, NULL, NULL, TE_TURB);
+ }
+ if(event==5) {
+ insertkey(id, ID_TE, NULL, NULL, TE_MG_TYP);
+ }
+ if(event==6) {
+ insertkey(id, ID_TE, NULL, NULL, TE_MG_TYP);
+ insertkey(id, ID_TE, NULL, NULL, TE_MGH);
+ insertkey(id, ID_TE, NULL, NULL, TE_MG_LAC);
+ insertkey(id, ID_TE, NULL, NULL, TE_MG_OCT);
+ insertkey(id, ID_TE, NULL, NULL, TE_MG_OFF);
+ insertkey(id, ID_TE, NULL, NULL, TE_MG_GAIN);
+ }
+ if(event==7) {
+ insertkey(id, ID_TE, NULL, NULL, TE_VNW1);
+ insertkey(id, ID_TE, NULL, NULL, TE_VNW2);
+ insertkey(id, ID_TE, NULL, NULL, TE_VNW3);
+ insertkey(id, ID_TE, NULL, NULL, TE_VNW4);
+ insertkey(id, ID_TE, NULL, NULL, TE_VNMEXP);
+ insertkey(id, ID_TE, NULL, NULL, TE_VN_DISTM);
+ insertkey(id, ID_TE, NULL, NULL, TE_VN_COLT);
+ insertkey(id, ID_TE, NULL, NULL, TE_ISCA);
+ insertkey(id, ID_TE, NULL, NULL, TE_NSIZE);
+ }
+ if(event==8) {
+ insertkey(id, ID_TE, NULL, NULL, TE_MG_OCT);
+ insertkey(id, ID_TE, NULL, NULL, TE_MG_OFF);
+ insertkey(id, ID_TE, NULL, NULL, TE_MG_GAIN);
+ insertkey(id, ID_TE, NULL, NULL, TE_DISTA);
+ }
+ if(event==9) {
+ insertkey(id, ID_TE, NULL, NULL, TE_COL_R);
+ insertkey(id, ID_TE, NULL, NULL, TE_COL_G);
+ insertkey(id, ID_TE, NULL, NULL, TE_COL_B);
+ insertkey(id, ID_TE, NULL, NULL, TE_BRIGHT);
+ insertkey(id, ID_TE, NULL, NULL, TE_CONTRA);
+ }
+ }
+ }
}
else if(G.buts->mainb==CONTEXT_OBJECT) {
ob= OBACT;
@@ -2363,7 +2449,7 @@ void common_insertkey(void)
}
}
}
-
+
BIF_undo_push("Insert Key Buttons");
allqueue(REDRAWACTION, 0);
@@ -2385,25 +2471,24 @@ void common_insertkey(void)
base= base->next;
}
if(base==NULL) return;
-
strcpy(menustr, "Insert Key%t|Loc%x0|Rot%x1|Size%x2|LocRot%x3|LocRotSize%x4|Layer%x5|Avail%x9|VisualLoc%x11|VisualRot%x12|VisualLocRot%x13");
}
-
+
if(ob) {
if(ob->type==OB_MESH) strcat(menustr, "| %x6|Mesh%x7");
else if(ob->type==OB_LATTICE) strcat(menustr, "| %x6|Lattice%x7");
else if(ob->type==OB_CURVE) strcat(menustr, "| %x6|Curve%x7");
else if(ob->type==OB_SURF) strcat(menustr, "| %x6|Surface%x7");
}
-
+
event= pupmenu(menustr);
if(event== -1) return;
-
+
if(event==7) { // ob != NULL
insert_shapekey(ob);
return;
}
-
+
if (ob && (ob->flag & OB_POSEMODE)){
bPoseChannel *pchan;
@@ -2411,7 +2496,7 @@ void common_insertkey(void)
error ("Can't key libactions");
return;
}
-
+
set_pose_keys(ob); // sets pchan->flag to POSE_KEY if bone selected
id= &ob->id;
for (pchan=ob->pose->chanbase.first; pchan; pchan=pchan->next) {
@@ -2434,7 +2519,7 @@ void common_insertkey(void)
}
if (event==9 && ob->action) {
bActionChannel *achan;
-
+
for (achan = ob->action->chanbase.first; achan; achan=achan->next){
if (achan->ipo && !strcmp (achan->name, pchan->name)){
for (icu = achan->ipo->curve.first; icu; icu=icu->next){
@@ -2477,12 +2562,12 @@ void common_insertkey(void)
while(base) {
if TESTBASELIB(base) {
char *actname= NULL;
-
+
id= (ID *)(base->object);
-
+
if(ob->ipoflag & OB_ACTION_OB)
actname= "Object";
-
+
/* all curves in ipo deselect */
if(base->object->ipo) {
icu= base->object->ipo->curve.first;
@@ -2492,7 +2577,7 @@ void common_insertkey(void)
icu= icu->next;
}
}
-
+
if(event==0 || event==3 ||event==4) {
insertkey(id, ID_OB, actname, NULL, OB_LOC_X);
insertkey(id, ID_OB, actname, NULL, OB_LOC_Y);
@@ -2550,7 +2635,7 @@ void common_insertkey(void)
allqueue(REDRAWACTION, 0);
allqueue(REDRAWNLA, 0);
}
-
+
}
/* ****************************************************************************** */
@@ -4531,3 +4616,4 @@ void bone2objectspace(float obSpaceBoneMat[][4], float obSpace[][4], float restP
Mat4Invert(imat, restPos);
Mat4MulMat4(obSpaceBoneMat, obSpace, imat);
}
+
diff --git a/source/blender/src/editipo_lib.c b/source/blender/src/editipo_lib.c
index c3c80c4e238..22587c2da3c 100644
--- a/source/blender/src/editipo_lib.c
+++ b/source/blender/src/editipo_lib.c
@@ -61,7 +61,7 @@ char *mtex_ic_names[TEX_TOTNAM] = { "OfsX", "OfsY", "OfsZ", "SizeX", "SizeY", "S
char *tex_ic_names[TE_TOTNAM] = { "NSize", "NDepth", "NType", "Turb", "Vnw1", "Vnw2",
"Vnw3", "Vnw4", "MinkMExp", "DistM", "ColT", "iScale",
"DistA", "MgType", "MgH", "Lacu", "Oct", "MgOff",
- "MgGain", "NBase1", "NBase2" };
+ "MgGain", "NBase1", "NBase2", "ColR", "ColG", "ColB", "Bright", "Contras"};
char *ma_ic_names[MA_TOTNAM] = { "R", "G", "B", "SpecR", "SpecG", "SpecB", "MirR",
"MirG", "MirB", "Ref", "Alpha", "Emit", "Amb", "Spec",
"Hard", "SpTra", "Ior", "Mode", "HaSize", "Translu",
@@ -133,7 +133,7 @@ char *getname_ob_ei(int nr, int colipo)
char *getname_tex_ei(int nr)
{
- if(nr>=TE_NSIZE && nr<=TE_N_BAS2) return tex_ic_names[nr-1];
+ if(nr>=TE_NSIZE && nr<=TE_CONTRA) return tex_ic_names[nr-1];
return ic_name_empty[0];
}
diff --git a/source/blender/src/editobject.c b/source/blender/src/editobject.c
index abc4f826e24..243ae777923 100644
--- a/source/blender/src/editobject.c
+++ b/source/blender/src/editobject.c
@@ -2221,7 +2221,7 @@ void special_editmenu(void)
void convertmenu(void)
{
Base *base, *basen, *basact, *basedel=NULL;
- Object *ob, *ob1;
+ Object *obact, *ob, *ob1;
Curve *cu;
MetaBall *mb;
Mesh *me;
@@ -2230,31 +2230,31 @@ void convertmenu(void)
if(G.scene->id.lib) return;
- ob= OBACT;
- if(ob==0) return;
+ obact= OBACT;
+ if(obact==0) return;
+ if(!obact->flag & SELECT) return;
if(G.obedit) return;
basact= BASACT; /* will be restored */
- if(ob->type==OB_FONT) {
+ if(obact->type==OB_FONT) {
nr= pupmenu("Convert Font to%t|Curve");
if(nr>0) ok= 1;
}
- else if(ob->type==OB_MBALL) {
+ else if(obact->type==OB_MBALL) {
nr= pupmenu("Convert Metaball to%t|Mesh (keep original)%x1|Mesh (Delete Original)%x2");
if(nr>0) ok= 1;
}
- else if(ob->type==OB_CURVE) {
+ else if(obact->type==OB_CURVE) {
nr= pupmenu("Convert Curve to%t|Mesh");
if(nr>0) ok= 1;
}
- else if(ob->type==OB_SURF) {
+ else if(obact->type==OB_SURF) {
nr= pupmenu("Convert Nurbs Surface to%t|Mesh");
if(nr>0) ok= 1;
}
- else if(ob->type==OB_MESH) {
- if(ob->modifiers.first)
- nr= pupmenu("Convert Modifiers to%t|Mesh (Keep Original)%x1|Mesh (Delete Original)%x2");
+ else if(obact->type==OB_MESH) {
+ nr= pupmenu("Convert Modifiers to%t|Mesh (Keep Original)%x1|Mesh (Delete Original)%x2");
if(nr>0) ok= 1;
}
if(ok==0) return;
@@ -2277,7 +2277,7 @@ void convertmenu(void)
ob= base->object;
if(ob->flag & OB_DONE);
- else if(ob->type==OB_MESH) {
+ else if(ob->type==OB_MESH && ob->modifiers.first) { /* converting a mesh with no modifiers causes a segfault */
DispListMesh *dlm;
DerivedMesh *dm;
@@ -2293,7 +2293,9 @@ void convertmenu(void)
*basen= *base;
BLI_addhead(&G.scene->base, basen); /* addhead: otherwise eternal loop */
basen->object= ob1;
- basen->flag &= ~SELECT;
+ basen->flag |= SELECT;
+ base->flag &= ~SELECT;
+ ob->flag &= ~SELECT;
/* decrement original mesh's usage count */
me= ob1->data;
@@ -2308,6 +2310,12 @@ void convertmenu(void)
dlm= dm->convertToDispListMesh(dm, 0);
displistmesh_to_mesh(dlm, ob1->data);
dm->release(dm);
+
+ /* If the original object is active then make this object active */
+ if (ob == obact) {
+ set_active_base( basen );
+ basact = basen;
+ }
}
else if(ob->type==OB_FONT) {
if(nr==1) {
@@ -2381,7 +2389,9 @@ void convertmenu(void)
*basen= *base;
BLI_addhead(&G.scene->base, basen); /* addhead: othwise eternal loop */
basen->object= ob1;
- basen->flag &= ~SELECT;
+ basen->flag |= SELECT;
+ basedel->flag &= ~SELECT;
+ ob->flag &= ~SELECT;
mb= ob1->data;
mb->id.us--;
@@ -2398,6 +2408,19 @@ void convertmenu(void)
}
mball_to_mesh(&ob->disp, ob1->data);
+
+ /* So we can see the wireframe */
+ BASACT= basen;
+ enter_editmode();
+ exit_editmode(1); // freedata, but no undo
+ BASACT= basact;
+
+ /* If the original object is active then make this object active */
+ if (ob == obact) {
+ set_active_base( basen );
+ basact = basen;
+ }
+
}
}
}
diff --git a/source/blender/src/editsima.c b/source/blender/src/editsima.c
index 3075cb6b637..2cef5428316 100644
--- a/source/blender/src/editsima.c
+++ b/source/blender/src/editsima.c
@@ -90,25 +90,11 @@
#include "blendef.h"
#include "mydevice.h"
-struct uvvertsort {
- unsigned int v, f;
- unsigned char tf_sel;
- char flag;
-};
-
/* local prototypes */
void clever_numbuts_sima(void);
void sel_uvco_inside_radius(short , TFace *, int , float *, float *, short);
void uvedit_selectionCB(short , Object *, short *, float ); /* used in edit.c*/
-static int compuvvert(const void *u1, const void *u2)
-{
- const struct uvvertsort *v1=u1, *v2=u2;
- if (v1->v > v2->v) return 1;
- else if (v1->v < v2->v) return -1;
- return 0;
-}
-
void object_uvs_changed(Object *ob)
{
DAG_object_flush_update(G.scene, ob, OB_RECALC_DATA);
@@ -597,7 +583,7 @@ void mouse_select_sima(void)
{
Mesh *me;
TFace *tf, *nearesttf;
- MFace *mf, *nearestmf;
+ MFace *mf, *nearestmf=NULL;
int a, selectsticky, sticky, actface, nearestuv, i;
unsigned int hitv[4], nearestv;
float *hituv[4], limit[2];
@@ -1027,14 +1013,15 @@ void reveal_tface_uv(void)
void stitch_uv_tface(int mode)
{
- MFace *mf;
- TFace *tf, *tface;
Mesh *me;
- int a, b, c, tot, vtot, vtot2;
- float newuv[2], limit[2], *uv, *uv1;
- struct uvvertsort *sortblock, *sb, *sb1, *sb2;
+ TFace *tf;
+ int a, vtot;
+ float newuv[2], limit[2];
+ UvMapVert *vlist, *iterv, *v;
+ UvVertMap *vmap;
- if( is_uv_tface_editing_allowed()==0 ) return;
+ if(is_uv_tface_editing_allowed()==0)
+ return;
limit[0]= limit[1]= 20.0;
if(mode==1) {
@@ -1050,115 +1037,80 @@ void stitch_uv_tface(int mode)
}
else
limit[0]= limit[1]= limit[0]/256.0;
-
- me= get_mesh(OBACT);
- tface= (TFace*)me->tface;
-
- tot= 0;
- mf= (MFace*)me->mface;
- tf= (TFace*)me->tface;
- for(a=me->totface; a>0; a--, tf++, mf++) {
- if((tf->flag & TF_SELECT)) {
- if(tf->flag & TF_SEL1) tot++;
- if(tf->flag & TF_SEL2) tot++;
- if(tf->flag & TF_SEL3) tot++;
- if(mf->v4 && tf->flag & TF_SEL4) tot++;
- }
- }
- if(tot==0) return;
- sb= sortblock= MEM_callocN(sizeof(struct uvvertsort)*tot,"sortstitchuv");
+ me= get_mesh(OBACT);
+ tf= me->tface;
- mf= (MFace*)me->mface;
- tf= (TFace*)me->tface;
- for(a=0; a<me->totface; a++, tf++, mf++) {
- if((tf->flag & TF_SELECT)) {
- if(tf->flag & TF_SEL1) {
- sb->v= mf->v1;
- sb->f= a;
- sb->tf_sel= 0;
- sb++;
- }
- if(tf->flag & TF_SEL2) {
- sb->v= mf->v2;
- sb->f= a;
- sb->tf_sel= 1;
- sb++;
- }
- if(tf->flag & TF_SEL3) {
- sb->v= mf->v3;
- sb->f= a;
- sb->tf_sel= 2;
- sb++;
- }
- if(mf->v4 && tf->flag & TF_SEL4) {
- sb->v= mf->v4;
- sb->f= a;
- sb->tf_sel= 3;
- sb++;
- }
- }
- }
-
- /* sort by vertex */
- qsort(sortblock, tot, sizeof(struct uvvertsort), compuvvert);
+ vmap= make_uv_vert_map(me->mface, tf, me->totface, me->totvert, 1, limit);
+ if(vmap == NULL)
+ return;
if(mode==0) {
- for (a=0, sb=sortblock; a<tot; a+=vtot, sb+=vtot) {
+ for(a=0; a<me->totvert; a++) {
+ v = get_uv_map_vert(vmap, a);
+
+ if(v == NULL)
+ continue;
+
newuv[0]= 0; newuv[1]= 0;
vtot= 0;
- for (b=a, sb1=sb; b<tot && sb1->v==sb->v; b++, sb1++) {
- newuv[0] += tface[sb1->f].uv[sb1->tf_sel][0];
- newuv[1] += tface[sb1->f].uv[sb1->tf_sel][1];
- vtot++;
+ for(iterv=v; iterv; iterv=iterv->next) {
+ if (tf[iterv->f].flag & TF_SEL_MASK(iterv->tfindex)) {
+ newuv[0] += tf[iterv->f].uv[iterv->tfindex][0];
+ newuv[1] += tf[iterv->f].uv[iterv->tfindex][1];
+ vtot++;
+ }
}
- newuv[0] /= vtot; newuv[1] /= vtot;
+ if (vtot > 1) {
+ newuv[0] /= vtot; newuv[1] /= vtot;
- for (b=a, sb1=sb; b<a+vtot; b++, sb1++) {
- tface[sb1->f].uv[sb1->tf_sel][0]= newuv[0];
- tface[sb1->f].uv[sb1->tf_sel][1]= newuv[1];
+ for(iterv=v; iterv; iterv=iterv->next) {
+ if (tf[iterv->f].flag & TF_SEL_MASK(iterv->tfindex)) {
+ tf[iterv->f].uv[iterv->tfindex][0]= newuv[0];
+ tf[iterv->f].uv[iterv->tfindex][1]= newuv[1];
+ }
+ }
}
}
} else if(mode==1) {
- for (a=0, sb=sortblock; a<tot; a+=vtot, sb+=vtot) {
- vtot= 0;
- for (b=a, sb1=sb; b<tot && sb1->v==sb->v; b++, sb1++)
- vtot++;
-
- for (b=a, sb1=sb; b<a+vtot; b++, sb1++) {
- if(sb1->flag & 2) continue;
+ for(a=0; a<me->totvert; a++) {
+ vlist= get_uv_map_vert(vmap, a);
+ while(vlist) {
newuv[0]= 0; newuv[1]= 0;
- vtot2 = 0;
-
- for (c=b, sb2=sb1; c<a+vtot; c++, sb2++) {
- uv = tface[sb2->f].uv[sb2->tf_sel];
- uv1 = tface[sb1->f].uv[sb1->tf_sel];
- if (fabs(uv[0]-uv1[0]) < limit[0] &&
- fabs(uv[1]-uv1[1]) < limit[1]) {
- newuv[0] += uv[0];
- newuv[1] += uv[1];
- sb2->flag |= 2;
- sb2->flag |= 4;
- vtot2++;
+ vtot= 0;
+
+ for(iterv=vlist; iterv; iterv=iterv->next) {
+ if((iterv != vlist) && iterv->separate)
+ break;
+ if (tf[iterv->f].flag & TF_SEL_MASK(iterv->tfindex)) {
+ newuv[0] += tf[iterv->f].uv[iterv->tfindex][0];
+ newuv[1] += tf[iterv->f].uv[iterv->tfindex][1];
+ vtot++;
}
}
- newuv[0] /= vtot2; newuv[1] /= vtot2;
+ if (vtot > 1) {
+ newuv[0] /= vtot; newuv[1] /= vtot;
- for (c=b, sb2=sb1; c<a+vtot; c++, sb2++) {
- if(sb2->flag & 4) {
- tface[sb2->f].uv[sb2->tf_sel][0]= newuv[0];
- tface[sb2->f].uv[sb2->tf_sel][1]= newuv[1];
- sb2->flag &= ~4;
+ for(iterv=vlist; iterv; iterv=iterv->next) {
+ if((iterv != vlist) && iterv->separate)
+ break;
+ if (tf[iterv->f].flag & TF_SEL_MASK(iterv->tfindex)) {
+ tf[iterv->f].uv[iterv->tfindex][0]= newuv[0];
+ tf[iterv->f].uv[iterv->tfindex][1]= newuv[1];
+ }
}
}
+
+ vlist= iterv;
}
}
}
- MEM_freeN(sortblock);
+
+ free_uv_vert_map(vmap);
if(G.sima->flag & SI_BE_SQUARE) be_square_tface_uv(me);
@@ -1169,109 +1121,102 @@ void stitch_uv_tface(int mode)
void select_linked_tface_uv(int mode)
{
- MFace *mf;
- TFace *tface, *tf, *nearesttf=NULL;
Mesh *me;
- char sel, *linkflag;
- int a, b, c, tot, vtot, nearestv, nearestuv, i, nverts;
- float limit[2], *uv, *uv1;
- struct uvvertsort *sortblock, *sb, *sb1, *sb2;
+ MFace *mf;
+ TFace *tf, *nearesttf=NULL;
+ UvVertMap *vmap;
+ UvMapVert *vlist, *iterv, *startv;
+ unsigned int *stack, stacksize= 0, nearestv;
+ char *flag;
+ int a, nearestuv, i, nverts;
+ float limit[2];
- if( is_uv_tface_editing_allowed()==0 ) return;
+ if(is_uv_tface_editing_allowed()==0)
+ return;
me= get_mesh(OBACT);
- get_connected_limit_tface_uv(limit);
-
- tot= 0;
- mf= (MFace*)me->mface;
- tf= (TFace*)me->tface;
- for(a=me->totface; a>0; a--, tf++, mf++)
- if(tf->flag & TF_SELECT)
- tot += mf->v4? 4: 3;
-
- if(tot==0) return;
+ if (mode == 2) {
+ nearesttf= NULL;
+ nearestuv= 0;
+ }
if (mode!=2) {
find_nearest_uv(&nearesttf, &nearestv, &nearestuv);
-
if(nearesttf==NULL)
return;
}
- else {
- nearesttf= NULL;
- nearestuv= 0;
- }
- sb= sortblock= MEM_callocN(sizeof(struct uvvertsort)*tot, "sortsellinkuv");
- linkflag= MEM_callocN(sizeof(char)*me->totface, "linkflaguv");
+ get_connected_limit_tface_uv(limit);
+ vmap= make_uv_vert_map(me->mface, me->tface, me->totface, me->totvert, 1, limit);
+ if(vmap == NULL)
+ return;
- mf= (MFace*)me->mface;
- tf= (TFace*)me->tface;
- for(a=0; a<me->totface; a++, tf++, mf++) {
- if(!(tf->flag & TF_HIDE) && (tf->flag & TF_SELECT)) {
- sel= 0;
- sb1= sb;
- nverts= mf->v4? 4: 3;
- for(i=0; i<nverts; i++) {
- if(tf->flag & TF_SEL_MASK(i))
- sel= 1;
- sb->f= a;
- sb->tf_sel= i;
- sb++;
+ stack= MEM_mallocN(sizeof(*stack)*me->totface, "UvLinkStack");
+ flag= MEM_callocN(sizeof(*flag)*me->totface, "UvLinkFlag");
+
+ if (mode == 2) {
+ tf= me->tface;
+ for(a=0; a<me->totface; a++, tf++)
+ if(!(tf->flag & TF_HIDE) && (tf->flag & TF_SELECT))
+ if(tf->flag & (TF_SEL1|TF_SEL2|TF_SEL3|TF_SEL4)) {
+ stack[stacksize]= a;
+ stacksize++;
+ flag[a]= 1;
+ }
+ }
+ else {
+ tf= me->tface;
+ for(a=0; a<me->totface; a++, tf++)
+ if(tf == nearesttf) {
+ stack[stacksize]= a;
+ stacksize++;
+ flag[a]= 1;
+ break;
}
+ }
- if(nearesttf==tf || ((sel && mode==2)))
- linkflag[a] = 1;
+ while(stacksize > 0) {
+ stacksize--;
+ a= stack[stacksize];
+ mf= me->mface+a;
+ tf= me->tface+a;
- (sb1)->v= mf->v1;
- (sb1+1)->v= mf->v2;
- (sb1+2)->v= mf->v3;
- if(mf->v4) (sb1+3)->v= mf->v4;
- }
- }
-
- /* sort by vertex */
- qsort(sortblock, tot, sizeof(struct uvvertsort), compuvvert);
+ nverts= mf->v4? 4: 3;
- tface= (TFace*)me->tface;
- sel= 1;
- while(sel) {
- sel= 0;
+ for(i=0; i<nverts; i++) {
+ vlist= get_uv_map_vert(vmap, *(&mf->v1 + i));
+ startv= vlist;
- /* select all tex vertices that are near a selected tex vertex */
- for (a=0, sb=sortblock; a<tot; a+=vtot, sb+=vtot) {
- vtot= 0;
- for (b=a, sb1=sb; b<tot && sb1->v==sb->v; b++, sb1++)
- vtot++;
- for (b=a, sb1=sb; b<a+vtot; b++, sb1++) {
- if(linkflag[sb1->f]) continue;
+ for(iterv=vlist; iterv; iterv=iterv->next) {
+ if(iterv->separate)
+ startv= iterv;
+ if(iterv->f == a)
+ break;
+ }
- for (c=a, sb2=sb; c<a+vtot; c++, sb2++) {
- if(!(linkflag[sb2->f])) continue;
-
- uv = tface[sb2->f].uv[sb2->tf_sel];
- uv1 = tface[sb1->f].uv[sb1->tf_sel];
- if (fabs(uv[0]-uv1[0]) < limit[0] &&
- fabs(uv[1]-uv1[1]) < limit[1]) {
- linkflag[sb1->f] = 1;
- sel= 1;
- break;
- }
+ for(iterv=startv; iterv; iterv=iterv->next) {
+ if((startv != iterv) && (iterv->separate))
+ break;
+ else if(!flag[iterv->f]) {
+ flag[iterv->f]= 1;
+ stack[stacksize]= iterv->f;;
+ stacksize++;
}
}
}
}
if(mode==0 || mode==2) {
- for(a=0, tf=tface; a<me->totface; a++, tf++)
- if(linkflag[a])
+ for(a=0, tf=me->tface; a<me->totface; a++, tf++)
+ if(flag[a])
tf->flag |= (TF_SEL1|TF_SEL2|TF_SEL3|TF_SEL4);
else
tf->flag &= ~(TF_SEL1|TF_SEL2|TF_SEL3|TF_SEL4);
}
else if(mode==1) {
- for(a=0, tf=tface; a<me->totface; a++, tf++) {
- if(linkflag[a]) {
+ mf= me->mface;
+ for(a=0, tf=me->tface; a<me->totface; a++, tf++, mf++) {
+ if(flag[a]) {
if (mf->v4) {
if((tf->flag & (TF_SEL1|TF_SEL2|TF_SEL3|TF_SEL4)))
break;
@@ -1282,19 +1227,20 @@ void select_linked_tface_uv(int mode)
}
if (a<me->totface) {
- for(a=0, tf=tface; a<me->totface; a++, tf++)
- if(linkflag[a])
+ for(a=0, tf=me->tface; a<me->totface; a++, tf++)
+ if(flag[a])
tf->flag &= ~(TF_SEL1|TF_SEL2|TF_SEL3|TF_SEL4);
}
else {
- for(a=0, tf=tface; a<me->totface; a++, tf++)
- if(linkflag[a])
+ for(a=0, tf=me->tface; a<me->totface; a++, tf++)
+ if(flag[a])
tf->flag |= (TF_SEL1|TF_SEL2|TF_SEL3|TF_SEL4);
}
}
- MEM_freeN(sortblock);
- MEM_freeN(linkflag);
+ MEM_freeN(stack);
+ MEM_freeN(flag);
+ free_uv_vert_map(vmap);
BIF_undo_push("Select linked UV");
scrarea_queue_winredraw(curarea);
diff --git a/source/blender/src/fluidsim.c b/source/blender/src/fluidsim.c
index cc9f240ef94..3044584cb31 100644
--- a/source/blender/src/fluidsim.c
+++ b/source/blender/src/fluidsim.c
@@ -276,7 +276,7 @@ void fluidsimBake(struct Object *ob)
char targetFile[FILE_MAXDIR+FILE_MAXFILE]; // temp. store filename from targetDir for access
int outStringsChanged = 0; // modified? copy back before baking
int haveSomeFluid = 0; // check if any fluid objects are set
- int noFrames = G.scene->r.efra - G.scene->r.sfra;
+ int noFrames = G.scene->r.efra - 1 /*G.scene->r.sfra*/;
const char *strEnvName = "BLENDER_ELBEEMDEBUG"; // from blendercall.cpp
@@ -400,7 +400,7 @@ void fluidsimBake(struct Object *ob)
}
// dump data for frame 0
- G.scene->r.cfra = G.scene->r.sfra;
+ G.scene->r.cfra = 1 /*G.scene->r.sfra*/;
scene_update_for_newframe(G.scene, G.scene->lay);
// start writing
@@ -468,15 +468,15 @@ void fluidsimBake(struct Object *ob)
int i;
float tsum=0.0, shouldbe=0.0;
fprintf(fileCfg, " CHANNEL p_aniframetime = ");
- for(i=G.scene->r.sfra; i<G.scene->r.efra; i++) {
+ for(i=1 /*G.scene->r.sfra*/; i<G.scene->r.efra; i++) {
float anit = (calc_ipo_time(fsDomain->ipo, i+1) -
calc_ipo_time(fsDomain->ipo, i)) * aniFrameTime;
if(anit<0.0) anit = 0.0;
tsum += anit;
}
// make sure inaccurate integration doesnt modify end time
- shouldbe = ((float)(G.scene->r.efra - G.scene->r.sfra)) *aniFrameTime;
- for(i=G.scene->r.sfra; i<G.scene->r.efra; i++) {
+ shouldbe = ((float)(G.scene->r.efra - 1 /*G.scene->r.sfra*/)) *aniFrameTime;
+ for(i=1 /*G.scene->r.sfra*/; i<G.scene->r.efra; i++) {
float anit = (calc_ipo_time(fsDomain->ipo, i+1) -
calc_ipo_time(fsDomain->ipo, i)) * aniFrameTime;
if(anit<0.0) anit = 0.0;
@@ -771,7 +771,7 @@ void fluidsimBake(struct Object *ob)
}
for(i=0; i<numCreatedFiles; i++) {
if(doDeleteCreatedFiles>0) {
- fprintf(stderr," CREATED '%s' deleting... \n", createdFiles[i]);
+ //fprintf(stderr," CREATED '%s' deleting... \n", createdFiles[i]); // debug
BLI_delete(createdFiles[i], 0,0);
}
free(createdFiles[i]);
diff --git a/source/blender/src/header_image.c b/source/blender/src/header_image.c
index 38e8938b052..0a4a8391b20 100644
--- a/source/blender/src/header_image.c
+++ b/source/blender/src/header_image.c
@@ -177,7 +177,6 @@ static void save_paint(char *name)
{
char str[FILE_MAXDIR+FILE_MAXFILE];
Image *ima = G.sima->image;
- ImBuf *ibuf;
if (ima && ima->ibuf) {
BLI_strncpy(str, name, sizeof(str));
@@ -185,7 +184,7 @@ static void save_paint(char *name)
BLI_convertstringcode(str, G.sce, G.scene->r.cfra);
if (saveover(str)) {
- if (BIF_write_ibuf(ibuf, str)) {
+ if (BIF_write_ibuf(ima->ibuf, str)) {
BLI_strncpy(ima->name, name, sizeof(ima->name));
ima->ibuf->userflags &= ~IB_BITMAPDIRTY;
allqueue(REDRAWHEADERS, 0);
diff --git a/source/blender/src/header_info.c b/source/blender/src/header_info.c
index 78bdc169bfa..5aebdac7c65 100644
--- a/source/blender/src/header_info.c
+++ b/source/blender/src/header_info.c
@@ -1264,6 +1264,7 @@ static void do_info_gamemenu(void *arg, int event)
case G_FILE_SHOW_DEBUG_PROPS:
case G_FILE_AUTOPLAY:
case G_FILE_GAME_TO_IPO:
+ case G_FILE_GAME_MAT:
G.fileflags ^= event;
break;
default:
@@ -1298,7 +1299,12 @@ static uiBlock *info_gamemenu(void *arg_unused)
uiDefIconTextBut(block, BUTM, 1, ICON_CHECKBOX_DEHLT, "Record Game Physics to IPO", 0, yco-=20, menuwidth, 19, NULL, 0.0, 0.0, 1, G_FILE_GAME_TO_IPO, "");
}
-
+ if(G.fileflags & G_FILE_GAME_MAT) {
+ uiDefIconTextBut(block, BUTM, 1, ICON_CHECKBOX_HLT, "Use Blender Materials", 0, yco-=20, menuwidth, 19, NULL, 0.0, 0.0, 1, G_FILE_GAME_MAT, "");
+ } else {
+ uiDefIconTextBut(block, BUTM, 1, ICON_CHECKBOX_DEHLT, "Use Blender Materials", 0, yco-=20, menuwidth, 19, NULL, 0.0, 0.0, 1, G_FILE_GAME_MAT, "");
+ }
+
if(G.fileflags & G_FILE_SHOW_FRAMERATE) {
@@ -1322,7 +1328,7 @@ static uiBlock *info_gamemenu(void *arg_unused)
}
uiBlockSetDirection(block, UI_DOWN);
- uiTextBoundsBlock(block, 50);
+ uiTextBoundsBlock(block, 70);
return block;
}
diff --git a/source/blender/src/interface.c b/source/blender/src/interface.c
index 106286648b9..7333f1aabfa 100644
--- a/source/blender/src/interface.c
+++ b/source/blender/src/interface.c
@@ -1671,7 +1671,8 @@ static int ui_do_but_TEX(uiBut *but)
else if(dev==MOUSEY) val= 0;
if(ascii) {
- if(len <= but->max) {
+
+ if(len-SELWIDTH+1 <= but->max) {
/* type over the current selection */
if (SELWIDTH > 0) {
diff --git a/source/blender/src/space.c b/source/blender/src/space.c
index 5c2e308a4fa..f2ef4cbd566 100644
--- a/source/blender/src/space.c
+++ b/source/blender/src/space.c
@@ -365,6 +365,9 @@ void space_set_commmandline_options(void) {
a= (G.fileflags & G_FILE_GAME_TO_IPO);
SYS_WriteCommandLineInt(syshandle, "game2ipo", a);
+ a=(G.fileflags & G_FILE_GAME_MAT);
+ SYS_WriteCommandLineInt(syshandle, "blender_material", a);
+
}
}
diff --git a/source/blender/src/toolbox.c b/source/blender/src/toolbox.c
index 61a9eb6418d..bc111938538 100644
--- a/source/blender/src/toolbox.c
+++ b/source/blender/src/toolbox.c
@@ -1383,16 +1383,16 @@ int do_clever_numbuts(char *name, int tot, int winevent)
uiBlockSetFlag(block, UI_BLOCK_LOOP|UI_BLOCK_REDRAW|UI_BLOCK_RET_1|UI_BLOCK_ENTER_OK);
/* WATCH IT: TEX BUTTON EXCEPTION */
- /* WARNING: ONLY A SINGLE BIT-BUTTON POSSIBLE: WE WORK AT COPIED DATA!
-*/
-
+ /* WARNING: ONLY A SINGLE BIT-BUTTON POSSIBLE: WE WORK AT COPIED DATA! */
uiDefBut(block, LABEL, 0, name, (short)(x1+15), (short)(y2-35), (short)(sizex-60), 19, 0, 1.0, 0.0, 0, 0, "");
-
+
+ /*
if(name[0]=='A' && name[7]=='O') {
y2 -= 20;
uiDefBut(block, LABEL, 0, "Rotations in degrees!", (short)(x1+15), (short)(y2-35), (short)(sizex-60), 19, 0, 0.0, 0.0, 0, 0, "");
- }
+ }*/
+ uiBlockBeginAlign(block);
varstr= &numbuts[0];
for(a=0; a<tot; a++, varstr++) {
if(varstr->type==TEX) {
@@ -1402,9 +1402,10 @@ int do_clever_numbuts(char *name, int tot, int winevent)
uiDefBut(block, varstr->type, 0, varstr->name,(short)(x1+15),(short)(y2-55-20*a), (short)(sizex-60), 19, &(numbdata[a]), varstr->min, varstr->max, 100, 0, varstr->tip);
}
}
+ uiBlockEndAlign(block);
uiDefBut(block, BUT, 4000, "OK", (short)(x1+sizex-40),(short)(y2-35-20*a), 25, (short)(sizey-50), 0, 0, 0, 0, 0, "OK: Assign Values");
-
+
uiBoundsBlock(block, 5);
event= uiDoBlocks(&listb, 0);
@@ -1419,12 +1420,13 @@ int do_clever_numbuts(char *name, int tot, int winevent)
else if ELEM( (varstr->type & BUTPOIN), FLO, INT ) memcpy(numbpoin[a], numbdata+a, 4);
else if((varstr->type & BUTPOIN)==SHO ) *((short *)(numbpoin[a]))= *( (short *)(numbdata+a));
+ /*
if( strncmp(varstr->name, "Rot", 3)==0 ) {
float *fp;
fp= numbpoin[a];
fp[0]= M_PI*fp[0]/180.0;
- }
+ }*/
}
if(winevent) {
@@ -1463,12 +1465,12 @@ void add_numbut(int nr, int type, char *str, float min, float max, void *poin, c
if ELEM( (type & BUTPOIN), FLO, INT ) memcpy(numbdata+nr, poin, 4);
if((type & BUTPOIN)==SHO ) *((short *)(numbdata+nr))= *( (short *)poin);
- if( strncmp(numbuts[nr].name, "Rot", 3)==0 ) {
+ /* if( strncmp(numbuts[nr].name, "Rot", 3)==0 ) {
float *fp;
fp= (float *)(numbdata+nr);
fp[0]= 180.0*fp[0]/M_PI;
- }
+ } */
}
diff --git a/source/gameengine/BlenderRoutines/BL_KetsjiEmbedStart.cpp b/source/gameengine/BlenderRoutines/BL_KetsjiEmbedStart.cpp
index 2948c45de71..028dcbe4601 100644
--- a/source/gameengine/BlenderRoutines/BL_KetsjiEmbedStart.cpp
+++ b/source/gameengine/BlenderRoutines/BL_KetsjiEmbedStart.cpp
@@ -48,6 +48,7 @@
#include "KX_BlenderMouseDevice.h"
#include "KX_BlenderRenderTools.h"
#include "KX_BlenderSystem.h"
+#include "BL_Material.h"
#include "KX_KetsjiEngine.h"
#include "KX_BlenderSceneConverter.h"
@@ -103,7 +104,7 @@ extern "C" void StartKetsjiShell(struct ScrArea *area,
strcpy (pathname, maggie->name);
STR_String exitstring = "";
BlendFileData *bfd= NULL;
-
+
bgl::InitExtensions(1);
do
@@ -117,6 +118,21 @@ extern "C" void StartKetsjiShell(struct ScrArea *area,
bool profile = (SYS_GetCommandLineInt(syshandle, "show_profile", 0) != 0);
bool frameRate = (SYS_GetCommandLineInt(syshandle, "show_framerate", 0) != 0);
bool game2ipo = (SYS_GetCommandLineInt(syshandle, "game2ipo", 0) != 0);
+
+ bool usemat = false;
+
+ #ifdef GL_ARB_multitexture
+ if(bgl::RAS_EXT_support._ARB_multitexture && bgl::QueryVersion(1, 1)) {
+ usemat = (SYS_GetCommandLineInt(syshandle, "blender_material", 0) != 0);
+ int unitmax=0;
+ glGetIntegerv(GL_MAX_TEXTURE_UNITS_ARB, (GLint*)&unitmax);
+ bgl::max_texture_units = MAXTEX>unitmax?unitmax:MAXTEX;
+ //std::cout << "using(" << bgl::max_texture_units << ") of(" << unitmax << ") texture units." << std::endl;
+ } else {
+ bgl::max_texture_units = 0;
+ }
+ #endif
+
// create the canvas, rasterizer and rendertools
RAS_ICanvas* canvas = new KX_BlenderCanvas(area);
@@ -273,7 +289,9 @@ extern "C" void StartKetsjiShell(struct ScrArea *area,
if (always_use_expand_framing)
sceneconverter->SetAlwaysUseExpandFraming(true);
-
+ if(usemat)
+ sceneconverter->SetMaterials(true);
+
KX_Scene* startscene = new KX_Scene(keyboarddevice,
mousedevice,
networkdevice,
@@ -400,7 +418,6 @@ extern "C" void StartKetsjiShell(struct ScrArea *area,
delete canvas;
canvas = NULL;
}
-
SND_DeviceManager::Unsubscribe();
} while (exitrequested == KX_EXIT_REQUEST_RESTART_GAME || exitrequested == KX_EXIT_REQUEST_START_OTHER_GAME);
diff --git a/source/gameengine/BlenderRoutines/KX_BlenderRenderTools.cpp b/source/gameengine/BlenderRoutines/KX_BlenderRenderTools.cpp
index e35ec6f41ef..a100c3aaa0a 100644
--- a/source/gameengine/BlenderRoutines/KX_BlenderRenderTools.cpp
+++ b/source/gameengine/BlenderRoutines/KX_BlenderRenderTools.cpp
@@ -53,6 +53,8 @@
#include "KX_BlenderPolyMaterial.h"
#include "KX_PolygonMaterial.h"
+#include "KX_BlenderMaterial.h"
+
#include "Value.h"
#include "KX_BlenderGL.h" // for text printing
@@ -256,8 +258,16 @@ void KX_BlenderRenderTools::RenderText(int mode,RAS_IPolyMaterial* polymat,float
STR_String mytext = ((CValue*)m_clientobject)->GetPropertyText("Text");
- KX_PolygonMaterial* blenderpoly = static_cast<KX_PolygonMaterial*>(polymat);
- struct TFace* tface = blenderpoly->GetTFace();
+ const unsigned int flag = polymat->GetFlag();
+ struct TFace* tface = 0;
+
+ if(flag & RAS_BLENDERMAT) {
+ KX_BlenderMaterial *bl_mat = static_cast<KX_BlenderMaterial*>(polymat);
+ tface = bl_mat->GetTFace();
+ } else {
+ KX_PolygonMaterial* blenderpoly = static_cast<KX_PolygonMaterial*>(polymat);
+ tface = blenderpoly->GetTFace();
+ }
BL_RenderText( mode,mytext,mytext.Length(),tface,v1,v2,v3,v4);
@@ -288,8 +298,8 @@ void KX_BlenderRenderTools::EnableOpenGLLights()
glEnable(GL_LIGHTING);
glEnable(GL_COLOR_MATERIAL);
- glColorMaterial(GL_FRONT_AND_BACK,GL_DIFFUSE);
- glLightModeli(GL_LIGHT_MODEL_TWO_SIDE, false);
+ glColorMaterial(GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE);
+ glLightModeli(GL_LIGHT_MODEL_TWO_SIDE, true);
if (bgl::QueryExtension(bgl::_GL_EXT_separate_specular_color) || bgl::QueryVersion(1, 2))
glLightModeli(GL_LIGHT_MODEL_COLOR_CONTROL, GL_SEPARATE_SPECULAR_COLOR);
diff --git a/source/gameengine/Converter/BL_ArmatureObject.cpp b/source/gameengine/Converter/BL_ArmatureObject.cpp
index f0c58f1d989..7497f10724d 100644
--- a/source/gameengine/Converter/BL_ArmatureObject.cpp
+++ b/source/gameengine/Converter/BL_ArmatureObject.cpp
@@ -48,6 +48,24 @@
#include <config.h>
#endif
+
+BL_ArmatureObject::BL_ArmatureObject(
+ void* sgReplicationInfo,
+ SG_Callbacks callbacks,
+ Object *armature )
+
+: KX_GameObject(sgReplicationInfo,callbacks),
+ m_objArma(armature),
+ m_mrdPose(NULL),
+ m_lastframe(0.),
+ m_activeAct(NULL),
+ m_activePriority(999)
+{
+ m_armature = get_armature(m_objArma);
+ m_pose = m_objArma->pose;
+}
+
+
CValue* BL_ArmatureObject::GetReplica()
{
BL_ArmatureObject* replica = new BL_ArmatureObject(*this);
@@ -78,10 +96,14 @@ BL_ArmatureObject::~BL_ArmatureObject()
void BL_ArmatureObject::ApplyPose()
{
if (m_pose){
- if (!m_mrdPose)
- copy_pose (&m_mrdPose, m_pose, 0);
- else
- extract_pose_from_pose(m_mrdPose, m_pose);
+ // copy to armature object
+ extract_pose_from_pose(m_objArma->pose, m_pose);
+
+ // is this needed anymore?
+ //if (!m_mrdPose)
+ // copy_pose (&m_mrdPose, m_pose, 0);
+ //else
+ // extract_pose_from_pose(m_mrdPose, m_pose);
}
}
@@ -136,14 +158,15 @@ void BL_ArmatureObject::GetMRDPose(bPose **pose)
/* If the caller supplies a null pose, create a new one. */
/* Otherwise, copy the armature's pose channels into the caller-supplied pose */
- if (!m_mrdPose){
- copy_pose (&m_mrdPose, m_pose, 0);
- }
+ // is this needed anymore?
+ //if (!m_mrdPose){
+ // copy_pose (&m_mrdPose, m_pose, 0);
+ //}
if (!*pose)
- copy_pose(pose, m_mrdPose, 0);
+ copy_pose(pose, m_objArma->pose, 0);
else
- extract_pose_from_pose(*pose, m_mrdPose);
+ extract_pose_from_pose(*pose, m_objArma->pose);
}
@@ -171,7 +194,5 @@ bool BL_ArmatureObject::GetBoneMatrix(Bone* bone, MT_Matrix4x4& matrix) const
float BL_ArmatureObject::GetBoneLength(Bone* bone) const
{
- return (MT_Point3(bone->head) - MT_Point3(bone->tail)).length();
+ return (float)(MT_Point3(bone->head) - MT_Point3(bone->tail)).length();
}
-
-
diff --git a/source/gameengine/Converter/BL_ArmatureObject.h b/source/gameengine/Converter/BL_ArmatureObject.h
index 7244d08da76..af0212d77a8 100644
--- a/source/gameengine/Converter/BL_ArmatureObject.h
+++ b/source/gameengine/Converter/BL_ArmatureObject.h
@@ -39,9 +39,9 @@
struct bArmature;
struct Bone;
-
class BL_ActionActuator;
class MT_Matrix4x4;
+struct Object;
class BL_ArmatureObject : public KX_GameObject
{
@@ -50,30 +50,26 @@ public:
short GetActivePriority();
virtual void ProcessReplica(BL_ArmatureObject *replica);
class BL_ActionActuator * GetActiveAction();
- BL_ArmatureObject(void* sgReplicationInfo, SG_Callbacks callbacks,
- bArmature *armature,
- struct bPose *pose) :
- KX_GameObject(sgReplicationInfo,callbacks),
- m_armature(armature),
- m_pose(pose),
- m_mrdPose(NULL),
- m_lastframe(0.),
- m_activeAct(NULL),
- m_activePriority(999)
- {}
+
+ BL_ArmatureObject(
+ void* sgReplicationInfo,
+ SG_Callbacks callbacks,
+ Object *armature
+ );
+ virtual ~BL_ArmatureObject();
- virtual CValue* GetReplica();
- virtual ~BL_ArmatureObject();
- void GetMRDPose(bPose **pose);
- void GetPose(struct bPose **pose);
+ virtual CValue* GetReplica();
+ void GetMRDPose(struct bPose **pose);
+ void GetPose(struct bPose **pose);
void SetPose (struct bPose *pose);
void ApplyPose();
bool SetActiveAction(class BL_ActionActuator *act, short priority, double curtime);
struct bArmature * GetArmature() { return m_armature; }
-
const struct bArmature * GetArmature() const { return m_armature; }
+ Object* GetArmatureObject() {return m_objArma;}
+
/// Retrieve the pose matrix for the specified bone.
/// Returns true on success.
bool GetBoneMatrix(Bone* bone, MT_Matrix4x4& matrix) const;
@@ -82,6 +78,7 @@ public:
float GetBoneLength(Bone* bone) const;
protected:
+ Object *m_objArma;
struct bArmature *m_armature;
struct bPose *m_pose;
struct bPose *m_mrdPose;
diff --git a/source/gameengine/Converter/BL_BlenderDataConversion.cpp b/source/gameengine/Converter/BL_BlenderDataConversion.cpp
index fe0cf281a1a..a2801db7069 100644
--- a/source/gameengine/Converter/BL_BlenderDataConversion.cpp
+++ b/source/gameengine/Converter/BL_BlenderDataConversion.cpp
@@ -83,6 +83,9 @@
#include "RAS_TexVert.h"
#include "RAS_BucketManager.h"
#include "RAS_IRenderTools.h"
+#include "BL_Material.h"
+#include "KX_BlenderMaterial.h"
+#include "BL_Texture.h"
#include "DNA_action_types.h"
#include "BKE_main.h"
@@ -108,6 +111,7 @@
/* This list includes only data type definitions */
#include "DNA_object_types.h"
#include "DNA_material_types.h"
+#include "DNA_texture_types.h"
#include "DNA_image_types.h"
#include "DNA_lamp_types.h"
#include "DNA_group_types.h"
@@ -217,6 +221,340 @@ static void SetDefaultFaceType(Scene* scene)
}
}
+
+// --
+static void GetRGB(short type,
+ MFace* mface,
+ MCol* mmcol,
+ Material *mat,
+ TFace *tface,
+ unsigned int &c0,
+ unsigned int &c1,
+ unsigned int &c2,
+ unsigned int &c3)
+{
+ unsigned int colour = 0xFFFFFFFFL;
+ switch(type)
+ {
+ case 0: // vertex colors?
+ {
+ if(mmcol) {
+ c0 = KX_Mcol2uint_new(mmcol[0]);
+ c1 = KX_Mcol2uint_new(mmcol[1]);
+ c2 = KX_Mcol2uint_new(mmcol[2]);
+ if (mface->v4)
+ c3 = KX_Mcol2uint_new(mmcol[3]);
+ mmcol += 4;
+ }else // backup white
+ {
+ c0 = KX_rgbaint2uint_new(colour);
+ c1 = KX_rgbaint2uint_new(colour);
+ c2 = KX_rgbaint2uint_new(colour);
+ if (mface->v4)
+ c3 = KX_rgbaint2uint_new( colour );
+ }
+ } break;
+
+
+ case 1: // material rgba
+ {
+ if (mat) {
+ union {
+ unsigned char cp[4];
+ unsigned int integer;
+ } col_converter;
+ col_converter.cp[3] = (unsigned char) (mat->r*255.0);
+ col_converter.cp[2] = (unsigned char) (mat->g*255.0);
+ col_converter.cp[1] = (unsigned char) (mat->b*255.0);
+ col_converter.cp[0] = (unsigned char) (mat->alpha*255.0);
+ colour = col_converter.integer;
+ }
+ c0 = KX_rgbaint2uint_new(colour);
+ c1 = KX_rgbaint2uint_new(colour);
+ c2 = KX_rgbaint2uint_new(colour);
+ if (mface->v4)
+ c3 = KX_rgbaint2uint_new(colour);
+ } break;
+
+ case 2: // vertex colors
+ {
+ if(tface ) {
+ c0 = KX_rgbaint2uint_new(tface->col[0]);
+ c1 = KX_rgbaint2uint_new(tface->col[1]);
+ c2 = KX_rgbaint2uint_new(tface->col[2]);
+
+ if (mface->v4) {
+ c3 = KX_rgbaint2uint_new(tface->col[3]);
+ }
+ }else {
+ c0 = KX_rgbaint2uint_new(colour);
+ c1 = KX_rgbaint2uint_new(colour);
+ c2 = KX_rgbaint2uint_new(colour);
+ if (mface->v4)
+ c3 = KX_rgbaint2uint_new( colour );
+ }
+ } break;
+
+ case 3: // white
+ {
+ c0 = KX_rgbaint2uint_new(colour);
+ c1 = KX_rgbaint2uint_new(colour);
+ c2 = KX_rgbaint2uint_new(colour);
+ if (mface->v4)
+ c3 = KX_rgbaint2uint_new(colour);
+ } break;
+ }
+}
+
+// ------------------------------------
+BL_Material* ConvertMaterial( Mesh* mesh, Material *mat, TFace* tface, MFace* mface, MCol* mmcol, int lightlayer, Object* blenderobj )
+{
+ BL_Material *material = new BL_Material();
+ //initBL_Material(material);
+ int numchan = -1;
+ bool validmat = (mat!=0);
+ bool using_facetexture = false;
+
+ short type = 0;
+ if( validmat )
+ type = 1; // material color
+ else if(mesh->tface && tface)
+ type = 2; // vertex colors
+
+ material->IdMode = DEFAULT_BLENDER;
+
+ // --------------------------------
+ if(validmat) {
+
+ // use vertex colors by explicitly setting
+ if(mat->mode &MA_VERTEXCOLP)
+ type = 2;
+
+ // use lighting?
+ material->ras_mode |= ( mat->mode & MA_SHLESS )?0:USE_LIGHT;
+ MTex *mttmp = 0;
+ numchan = getNumTexChannels(mat);
+ int valid_index = 0;
+
+ bool facetex = ((mat->mode & MA_FACETEXTURE) && (mesh->tface && tface) );
+
+ numchan = numchan>MAXTEX?MAXTEX:(numchan>=0&& facetex)?numchan+1:numchan;
+
+ // foreach MTex
+ for(int i=0; i<numchan; i++) {
+ // use face tex
+ if(i==0 && facetex ) {
+ Image*tmp = (Image*)(tface->tpage);
+ if(tmp) {
+ material->img[i] = tmp;
+ material->texname[i] = material->img[i]->id.name;
+ material->flag[i] |= ( tface->transp &TF_ALPHA )?USEALPHA:0;
+ material->flag[i] |= ( tface->transp &TF_ADD )?CALCALPHA:0;
+ material->ras_mode|= ( tface->transp &(TF_ADD | TF_ALPHA))?TRANSP:0;
+ material->mapping[i].mapping |= ( (material->img[i]->flag & IMA_REFLECT)!=0 )?USEREFL:0;
+ material->blend_mode[i] = BLEND_MUL;
+ i++;// skip to the next image
+ valid_index++;
+ }
+ }
+
+ mttmp = getImageFromMaterial( mat, i );
+ if( mttmp ) {
+ if( mttmp->tex ) {
+ if( mttmp->tex->type == TEX_IMAGE ) {
+ material->mtexname[i] = mttmp->tex->id.name;
+ material->img[i] = mttmp->tex->ima;
+ if( material->img[i] ) {
+
+ material->texname[i] = material->img[i]->id.name;
+ material->flag[i] |= ( mttmp->tex->imaflag &TEX_MIPMAP )?MIPMAP:0;
+ // -----------------------
+ if( mttmp->tex->imaflag &TEX_USEALPHA ) {
+ material->flag[i] |= USEALPHA;
+ material->ras_mode |= TRANSP;
+ }
+ // -----------------------
+ else if( mttmp->tex->imaflag &TEX_CALCALPHA ) {
+ material->flag[i] |= CALCALPHA;
+ material->ras_mode |= TRANSP;
+ }
+
+ material->color_blend[i] = mttmp->colfac;
+ material->flag[i] |= ( mttmp->mapto & MAP_ALPHA )?TEXALPHA:0;
+ material->flag[i] |= ( mttmp->texflag& MTEX_NEGATIVE )?TEXNEG:0;
+
+ }
+ }
+ else if(mttmp->tex->type == TEX_ENVMAP) {
+ if( mttmp->tex->env->stype == ENV_LOAD ) {
+
+ material->mtexname[i]= mttmp->tex->id.name;
+ material->cubemap[i] = mttmp->tex->env;
+ if(material->cubemap[i]->ima) {
+ material->texname[i] = material->cubemap[i]->ima->id.name;
+ material->mapping[i].mapping |= USEENV;
+ }
+ else {
+ // in the player, we need to split it our self
+ material->cubemap[i]->ima = mttmp->tex->ima;
+ if(material->cubemap[i]->ima) {
+ material->texname[i] = material->cubemap[i]->ima->id.name;
+ material->mapping[i].mapping |= USEENV;
+ }
+ //
+ }
+ }
+ }
+ material->flag[i] |= (mat->ipo!=0)?HASIPO:0;
+ /// --------------------------------
+ // mapping methods
+ material->mapping[i].mapping |= ( mttmp->texco & TEXCO_REFL )?USEREFL:0;
+
+ if(mttmp->texco & TEXCO_OBJECT) {
+ material->mapping[i].mapping |= USEOBJ;
+ if(mttmp->object)
+ material->mapping[i].objconame = mttmp->object->id.name;
+ }
+
+ material->mapping[i].scale[0] = mttmp->size[0];
+ material->mapping[i].scale[1] = mttmp->size[1];
+ material->mapping[i].scale[2] = mttmp->size[2];
+ material->mapping[i].offsets[0] = mttmp->ofs[0];
+ material->mapping[i].offsets[1] = mttmp->ofs[1];
+ material->mapping[i].offsets[2] = mttmp->ofs[2];
+
+ material->mapping[i].projplane[0] = mttmp->projx;
+ material->mapping[i].projplane[1] = mttmp->projy;
+ material->mapping[i].projplane[2] = mttmp->projz;
+ /// --------------------------------
+
+ switch( mttmp->blendtype ) {
+ case MTEX_BLEND:
+ material->blend_mode[i] = BLEND_MIX;
+ break;
+ case MTEX_MUL:
+ material->blend_mode[i] = BLEND_MUL;
+ break;
+ case MTEX_ADD:
+ material->blend_mode[i] = BLEND_ADD;
+ break;
+ case MTEX_SUB:
+ material->blend_mode[i] = BLEND_SUB;
+ break;
+ case MTEX_SCREEN:
+ material->blend_mode[i] = BLEND_SCR;
+ break;
+ }
+ valid_index++;
+ }
+ }
+ }
+ // above one tex the switches here
+ // are not used
+ switch(valid_index) {
+ case 0:
+ material->IdMode = DEFAULT_BLENDER;
+ break;
+ case 1:
+ material->IdMode = ONETEX;
+ break;
+ default:
+ material->IdMode = GREATERTHAN2;
+ break;
+ }
+
+ material->num_enabled = valid_index;
+
+ material->speccolor[0] = mat->specr;
+ material->speccolor[1] = mat->specg;
+ material->speccolor[2] = mat->specb;
+ material->hard = (float)mat->har/4.0f;
+ material->matcolor[0] = mat->r;
+ material->matcolor[1] = mat->g;
+ material->matcolor[2] = mat->b;
+ material->matcolor[3] = mat->alpha;
+ material->alpha = mat->alpha;
+ material->emit = mat->emit;
+ material->spec_f = mat->spec;
+ material->ref = mat->ref;
+ material->amb = mat->amb;
+ material->ras_mode |= ((mat->mode & MA_ZTRA) != 0)?ZSORT:0;
+ material->ras_mode |= ((mat->mode & MA_WIRE) != 0)?WIRE:0;
+ }
+ else {
+ int valid = 0;
+ // check for tface tex to fallback on
+ if( mesh->tface && tface ){
+ material->img[0] = (Image*)(tface->tpage);
+ // ------------------------
+ if(material->img[0]) {
+ material->texname[0] = material->img[0]->id.name;
+ material->mapping[0].mapping |= ( (material->img[0]->flag & IMA_REFLECT)!=0 )?USEREFL:0;
+ material->flag[0] |= ( tface->transp &TF_ALPHA )?USEALPHA:0;
+ material->flag[0] |= ( tface->transp &TF_ADD )?CALCALPHA:0;
+ material->ras_mode|= ( tface->transp & (TF_ADD|TF_ALPHA))?TRANSP:0;
+ valid++;
+ }
+ }
+ material->num_enabled = valid;
+ material->IdMode = TEXFACE;
+ material->speccolor[0] = 1.f;
+ material->speccolor[1] = 1.f;
+ material->speccolor[2] = 1.f;
+ material->hard = 35.f;
+ material->matcolor[0] = 0.5f;
+ material->matcolor[1] = 0.5f;
+ material->matcolor[2] = 0.5f;
+ material->spec_f = 0.5f;
+ material->ref = 0.8f;
+ }
+ MT_Point2 uv[4];
+
+ if( mesh->tface && tface ) {
+
+ material->ras_mode |= !(
+ (tface->flag & TF_HIDE) ||
+ (tface->mode & TF_INVISIBLE)
+ )?POLY_VIS:0;
+
+ material->ras_mode |= ( (tface->mode & TF_DYNAMIC)!= 0 )?COLLIDER:0;
+ material->transp = tface->transp;
+
+ if(tface->transp)
+ material->ras_mode |= TRANSP;
+
+ material->tile = tface->tile;
+ material->mode = tface->mode;
+
+ uv[0] = MT_Point2(tface->uv[0]);
+ uv[1] = MT_Point2(tface->uv[1]);
+ uv[2] = MT_Point2(tface->uv[2]);
+
+ if (mface->v4)
+ uv[3] = MT_Point2(tface->uv[3]);
+ }
+ else {
+ // nothing at all
+ material->ras_mode |= (COLLIDER|POLY_VIS| (validmat?0:USE_LIGHT));
+ material->mode = default_face_mode;
+ material->transp = TF_SOLID;
+ material->tile = 0;
+ }
+ unsigned int rgb[4];
+ GetRGB(type,mface,mmcol,mat,tface,rgb[0],rgb[1],rgb[2], rgb[3]);
+ material->SetConversionRGB(rgb);
+ material->SetConversionUV(uv);
+
+ material->ras_mode |= (mface->v4==0)?TRIANGLE:0;
+ if(validmat)
+ material->matname =(mat->id.name);
+
+ material->tface = tface;
+ material->material = mat;
+ return material;
+}
+
+
RAS_MeshObject* BL_ConvertMesh(Mesh* mesh, Object* blenderobj, RAS_IRenderTools* rendertools, KX_Scene* scene, KX_BlenderSceneConverter *converter)
{
RAS_MeshObject *meshobj;
@@ -283,127 +621,163 @@ RAS_MeshObject* BL_ConvertMesh(Mesh* mesh, Object* blenderobj, RAS_IRenderTools*
}
{
- Image* bima = ((mesh->tface && tface) ? (Image*) tface->tpage : NULL);
-
- STR_String imastr =
- ((mesh->tface && tface) ?
- (bima? (bima)->id.name : "" ) : "" );
-
- char transp=0;
- short mode=0, tile=0;
- int tilexrep=4,tileyrep = 4;
-
- if (bima)
- {
- tilexrep = bima->xrep;
- tileyrep = bima->yrep;
-
- }
-
- Material* ma = give_current_material(blenderobj, 1 /* mface->mat_nr */);
- //const char* matnameptr = (ma ? ma->id.name : ""); /*unused*/
-
+ Material* ma = 0;
bool polyvisible = true;
- if (mesh->tface && tface)
- {
- // Use texface colors if available
- //TF_DYNAMIC means the polygon is a collision face
- collider = (tface->mode & TF_DYNAMIC != 0);
- transp = tface->transp;
- tile = tface->tile;
- mode = tface->mode;
+ RAS_IPolyMaterial* polymat = NULL;
+
+ if(converter->GetMaterials())
+ {
+ if(mesh->totcol > 1)
+ ma = mesh->mat[mface->mat_nr];
+ else
+ ma = give_current_material(blenderobj, 1);
+
+ BL_Material *bl_mat = ConvertMaterial(mesh, ma, tface, mface, mmcol, lightlayer, blenderobj);
+ // set the index were dealing with
+ bl_mat->material_index = (int)mface->mat_nr;
+
+ polyvisible = ((bl_mat->ras_mode & POLY_VIS)!=0);
+ collider = ((bl_mat->ras_mode & COLLIDER)!=0);
- polyvisible = !((tface->flag & TF_HIDE)||(tface->mode & TF_INVISIBLE));
+ polymat = new KX_BlenderMaterial(scene, bl_mat, skinMesh, lightlayer, blenderobj );
+ converter->RegisterBlenderMaterial(bl_mat);
- uv0 = MT_Point2(tface->uv[0]);
- uv1 = MT_Point2(tface->uv[1]);
- uv2 = MT_Point2(tface->uv[2]);
- rgb0 = KX_rgbaint2uint_new(tface->col[0]);
- rgb1 = KX_rgbaint2uint_new(tface->col[1]);
- rgb2 = KX_rgbaint2uint_new(tface->col[2]);
-
- if (mface->v4)
- {
- uv3 = MT_Point2(tface->uv[3]);
- rgb3 = KX_rgbaint2uint_new(tface->col[3]);
- }
- }
+ unsigned int rgb[4];
+ bl_mat->GetConversionRGB(rgb);
+ rgb0 = rgb[0];
+ rgb1 = rgb[1];
+ rgb2 = rgb[2];
+ rgb3 = rgb[3];
+ MT_Point2 uv[4];
+ bl_mat->GetConversionUV(uv);
+ uv0 = uv[0];
+ uv1 = uv[1];
+ uv2 = uv[2];
+ uv3 = uv[3];
+ // this is needed to free up memory afterwards
+ converter->RegisterPolyMaterial(polymat);
+ }
else
{
- //
- if (mmcol)
+ ma = give_current_material(blenderobj, 1);
+
+ Image* bima = ((mesh->tface && tface) ? (Image*) tface->tpage : NULL);
+
+ STR_String imastr =
+ ((mesh->tface && tface) ?
+ (bima? (bima)->id.name : "" ) : "" );
+
+ char transp=0;
+ short mode=0, tile=0;
+ int tilexrep=4,tileyrep = 4;
+
+ if (bima)
+ {
+ tilexrep = bima->xrep;
+ tileyrep = bima->yrep;
+
+ }
+
+ if (mesh->tface && tface)
{
- // Use vertex colours
- rgb0 = KX_Mcol2uint_new(mmcol[0]);
- rgb1 = KX_Mcol2uint_new(mmcol[1]);
- rgb2 = KX_Mcol2uint_new(mmcol[2]);
+ // Use texface colors if available
+ //TF_DYNAMIC means the polygon is a collision face
+ collider = ((tface->mode & TF_DYNAMIC) != 0);
+ transp = tface->transp;
+ tile = tface->tile;
+ mode = tface->mode;
+ polyvisible = !((tface->flag & TF_HIDE)||(tface->mode & TF_INVISIBLE));
+ uv0 = MT_Point2(tface->uv[0]);
+ uv1 = MT_Point2(tface->uv[1]);
+ uv2 = MT_Point2(tface->uv[2]);
+ rgb0 = KX_rgbaint2uint_new(tface->col[0]);
+ rgb1 = KX_rgbaint2uint_new(tface->col[1]);
+ rgb2 = KX_rgbaint2uint_new(tface->col[2]);
+
if (mface->v4)
{
- rgb3 = KX_Mcol2uint_new(mmcol[3]);
-
- }
-
- mmcol += 4;
- }
+ uv3 = MT_Point2(tface->uv[3]);
+ rgb3 = KX_rgbaint2uint_new(tface->col[3]);
+ }
+ }
else
{
- // If there are no vertex colors OR texfaces,
- // Initialize face to white and set COLLSION true and everything else FALSE
- unsigned int colour = 0xFFFFFFFFL;
- mode = default_face_mode;
- transp = TF_SOLID;
- tile = 0;
- if (ma)
+ //
+ if (mmcol)
{
- // If we have a material, take the default colour from the material.
- union
+ // Use vertex colours
+ rgb0 = KX_Mcol2uint_new(mmcol[0]);
+ rgb1 = KX_Mcol2uint_new(mmcol[1]);
+ rgb2 = KX_Mcol2uint_new(mmcol[2]);
+
+
+ if (mface->v4)
{
- unsigned char cp[4];
- unsigned int integer;
- } col_converter;
+ rgb3 = KX_Mcol2uint_new(mmcol[3]);
+
+ }
+
+ mmcol += 4;
+ }
+ else
+ {
+ // If there are no vertex colors OR texfaces,
+ // Initialize face to white and set COLLSION true and everything else FALSE
+ unsigned int colour = 0xFFFFFFFFL;
+ mode = default_face_mode;
+ transp = TF_SOLID;
+ tile = 0;
+ if (ma)
+ {
+ // If we have a material, take the default colour from the material.
+ union
+ {
+ unsigned char cp[4];
+ unsigned int integer;
+ } col_converter;
+
+ col_converter.cp[3] = (unsigned char) (ma->r*255.0);
+ col_converter.cp[2] = (unsigned char) (ma->g*255.0);
+ col_converter.cp[1] = (unsigned char) (ma->b*255.0);
+ col_converter.cp[0] = (unsigned char) (ma->alpha*255.0);
+
+ colour = col_converter.integer;
+ }
- col_converter.cp[3] = (unsigned char) (ma->r*255.0);
- col_converter.cp[2] = (unsigned char) (ma->g*255.0);
- col_converter.cp[1] = (unsigned char) (ma->b*255.0);
- col_converter.cp[0] = (unsigned char) (ma->alpha*255.0);
+ rgb0 = KX_rgbaint2uint_new(colour);
+ rgb1 = KX_rgbaint2uint_new(colour);
+ rgb2 = KX_rgbaint2uint_new(colour);
- colour = col_converter.integer;
+ if (mface->v4)
+ rgb3 = KX_rgbaint2uint_new(colour);
}
-
- rgb0 = KX_rgbaint2uint_new(colour);
- rgb1 = KX_rgbaint2uint_new(colour);
- rgb2 = KX_rgbaint2uint_new(colour);
-
- if (mface->v4)
- rgb3 = KX_rgbaint2uint_new(colour);
}
- }
+
-
- bool istriangle = (mface->v4==0);
- bool zsort = ma?(ma->mode & MA_ZTRA) != 0:false;
-
- RAS_IPolyMaterial* polymat = new KX_PolygonMaterial(imastr, ma,
- tile, tilexrep, tileyrep,
- mode, transp, zsort, lightlayer, istriangle, blenderobj, tface);
-
- if (ma)
- {
- polymat->m_specular = MT_Vector3(ma->specr, ma->specg, ma->specb)*ma->spec;
- polymat->m_shininess = (float)ma->har/4.0; // 0 < ma->har <= 512
- polymat->m_diffuse = MT_Vector3(ma->r, ma->g, ma->b)*(ma->emit + ma->ref);
+ bool istriangle = (mface->v4==0);
+ bool zsort = ma?(ma->mode & MA_ZTRA) != 0:false;
+
+ polymat = new KX_PolygonMaterial(imastr, ma,
+ tile, tilexrep, tileyrep,
+ mode, transp, zsort, lightlayer, istriangle, blenderobj, tface);
+
+ if (ma)
+ {
+ polymat->m_specular = MT_Vector3(ma->specr, ma->specg, ma->specb)*ma->spec;
+ polymat->m_shininess = (float)ma->har/4.0; // 0 < ma->har <= 512
+ polymat->m_diffuse = MT_Vector3(ma->r, ma->g, ma->b)*(ma->emit + ma->ref);
- } else
- {
- polymat->m_specular = MT_Vector3(0.0f,0.0f,0.0f);
- polymat->m_shininess = 35.0;
- }
+ } else
+ {
+ polymat->m_specular = MT_Vector3(0.0f,0.0f,0.0f);
+ polymat->m_shininess = 35.0;
+ }
+ // this is needed to free up memory afterwards
+ converter->RegisterPolyMaterial(polymat);
-
- // this is needed to free up memory afterwards
- converter->RegisterPolyMaterial(polymat);
+ }
RAS_MaterialBucket* bucket = scene->FindBucket(polymat);
@@ -466,7 +840,16 @@ RAS_MeshObject* BL_ConvertMesh(Mesh* mesh, Object* blenderobj, RAS_IRenderTools*
tface++;
}
meshobj->UpdateMaterialList();
-
+
+
+
+ // -----------------------------------
+ // pre calculate texture generation
+ for(int matid=0; matid<meshobj->NumMaterials(); matid++)
+ meshobj->GetMaterialBucket(matid)->GetPolyMaterial()->OnConstruction();
+ // -----------------------------------
+
+
return meshobj;
}
@@ -961,11 +1344,11 @@ static KX_GameObject *gameobject_from_blenderobject(
// If this is a skin object, make Skin Controller
if (ob->parent && ob->parent->type == OB_ARMATURE && ob->partype==PARSKEL && ((Mesh*)ob->data)->dvert){
- BL_SkinDeformer *dcont = new BL_SkinDeformer(ob, (BL_SkinMeshObject*)meshobj,ob->parent);
+ BL_SkinDeformer *dcont = new BL_SkinDeformer(ob, (BL_SkinMeshObject*)meshobj );
((BL_DeformableGameObject*)gameobj)->m_pDeformer = dcont;
}
else if (((Mesh*)ob->data)->dvert){
- BL_MeshDeformer *dcont = new BL_MeshDeformer(ob, (BL_SkinMeshObject*)meshobj,ob->parent);
+ BL_MeshDeformer *dcont = new BL_MeshDeformer(ob, (BL_SkinMeshObject*)meshobj );
((BL_DeformableGameObject*)gameobj)->m_pDeformer = dcont;
}
@@ -980,10 +1363,11 @@ static KX_GameObject *gameobject_from_blenderobject(
case OB_ARMATURE:
{
- gameobj = new BL_ArmatureObject (kxscene, KX_Scene::m_callbacks,
- get_armature(ob),
- ob->pose);
-
+ gameobj = new BL_ArmatureObject(
+ kxscene,
+ KX_Scene::m_callbacks,
+ ob // handle
+ );
/* Get the current pose from the armature object and apply it as the rest pose */
break;
}
@@ -1018,6 +1402,7 @@ static struct Scene *GetSceneForName(struct Main *maggie, const STR_String& scen
return (Scene*) maggie->scene.first;
}
+
// convert blender objects into ketsji gameobjects
void BL_ConvertBlenderObjects(struct Main* maggie,
const STR_String& scenename,
@@ -1103,7 +1488,7 @@ void BL_ConvertBlenderObjects(struct Main* maggie,
{
logicmgr->RegisterActionName(curAct->id.name, curAct);
}
-
+
SetDefaultFaceType(blenderscene);
Base *base = static_cast<Base*>(blenderscene->base.first);
@@ -1141,6 +1526,9 @@ void BL_ConvertBlenderObjects(struct Main* maggie,
gameobj->NodeUpdateGS(0,true);
BL_ConvertIpos(blenderobject,gameobj,converter);
+ // TODO: expand to multiple ipos per mesh
+ Material *mat = give_current_material(blenderobject, 1);
+ if(mat) BL_ConvertMaterialIpos(mat, gameobj, converter);
bool isInActiveLayer = (blenderobject->lay & activeLayerBitInfo) !=0;
diff --git a/source/gameengine/Converter/BL_MeshDeformer.cpp b/source/gameengine/Converter/BL_MeshDeformer.cpp
index 7a469c668eb..4555e81254a 100644
--- a/source/gameengine/Converter/BL_MeshDeformer.cpp
+++ b/source/gameengine/Converter/BL_MeshDeformer.cpp
@@ -128,9 +128,7 @@ void BL_MeshDeformer::RecalcNormals()
m_transnors[mf->v3]+=MT_Point3(fnor);
if (mf->v4)
m_transnors[mf->v4]+=MT_Point3(fnor);
-
}
-
}
for (v =0; v<m_bmesh->totvert; v++){
@@ -154,7 +152,7 @@ void BL_MeshDeformer::VerifyStorage()
delete []m_transnors;
m_transnors =new MT_Point3[m_bmesh->totvert+m_bmesh->totface];
- m_transverts=new MT_Point3[m_bmesh->totvert];
+ m_transverts=new float[(sizeof(*m_transverts)*m_bmesh->totvert)][3];
m_tvtot = m_bmesh->totvert;
}
}
diff --git a/source/gameengine/Converter/BL_MeshDeformer.h b/source/gameengine/Converter/BL_MeshDeformer.h
index c9030ceca36..adeffd632e7 100644
--- a/source/gameengine/Converter/BL_MeshDeformer.h
+++ b/source/gameengine/Converter/BL_MeshDeformer.h
@@ -48,14 +48,13 @@ public:
void VerifyStorage();
void RecalcNormals();
virtual void Relink(GEN_Map<class GEN_HashedPtr, void*>*map){};
- BL_MeshDeformer(struct Object* obj, class BL_SkinMeshObject *meshobj,struct Object* armatureObj):
+ BL_MeshDeformer(struct Object* obj, class BL_SkinMeshObject *meshobj ):
m_pMeshObject(meshobj),
m_bmesh((struct Mesh*)(obj->data)),
+ m_objMesh(obj),
m_transnors(NULL),
m_transverts(NULL),
- m_tvtot(0),
- m_blenderMeshObject(obj),
- m_blenderArmatureObj(armatureObj)
+ m_tvtot(0)
{};
virtual ~BL_MeshDeformer();
virtual void SetSimulatedTime(double time){};
@@ -64,14 +63,17 @@ public:
virtual RAS_Deformer* GetReplica(){return NULL;};
// virtual void InitDeform(double time){};
protected:
- class BL_SkinMeshObject *m_pMeshObject;
- struct Mesh *m_bmesh;
- MT_Point3 *m_transnors;
- MT_Point3 *m_transverts;
- int m_tvtot;
- Object* m_blenderMeshObject;
- Object* m_blenderArmatureObj;
-
+ class BL_SkinMeshObject* m_pMeshObject;
+ struct Mesh* m_bmesh;
+ MT_Point3* m_transnors;
+
+ //MT_Point3* m_transverts;
+ // this is so m_transverts doesn't need to be converted
+ // before deformation
+ float (*m_transverts)[3];
+ struct Object* m_objMesh;
+ // --
+ int m_tvtot;
};
#endif
diff --git a/source/gameengine/Converter/BL_SkinDeformer.cpp b/source/gameengine/Converter/BL_SkinDeformer.cpp
index 84a3b8dcc5c..dc35221335a 100644
--- a/source/gameengine/Converter/BL_SkinDeformer.cpp
+++ b/source/gameengine/Converter/BL_SkinDeformer.cpp
@@ -49,6 +49,11 @@
#include "BKE_action.h"
#include "MT_Point3.h"
+extern "C"{
+ #include "BKE_lattice.h"
+}
+ #include "BKE_utildefines.h"
+
#include "BLI_blenlib.h"
#include "BLI_arithb.h"
@@ -57,6 +62,8 @@
BL_SkinDeformer::~BL_SkinDeformer()
{
+ if(m_releaseobject && m_armobj)
+ m_armobj->Release();
};
/* XXX note, this __NLA_OLDDEFORM define seems to be obsolete */
@@ -147,11 +154,8 @@ void BL_SkinDeformer::ProcessReplica()
//void where_is_pose (Object *ob);
//void armature_deform_verts(Object *armOb, Object *target, float (*vertexCos)[3], int numVerts, int deformflag);
-extern "C" void armature_deform_verts(struct Object *armOb, struct Object *target, float (*vertexCos)[3], int numVerts, int deformflag);
-
void BL_SkinDeformer::Update(void)
{
-
/* See if the armature has been updated for this frame */
if (m_lastUpdate!=m_armobj->GetLastFrame()){
@@ -161,33 +165,28 @@ void BL_SkinDeformer::Update(void)
/* XXX note: where_is_pose() (from BKE_armature.h) calculates all matrices needed to start deforming */
/* but it requires the blender object pointer... */
//void where_is_pose (Object *ob);
- where_is_pose (m_blenderArmatureObj);
+// where_is_pose (m_blenderArmatureObj);
/* store verts locally */
- for (int v =0; v<m_bmesh->totvert; v++){
- float co[3];
+// for (int v =0; v<m_bmesh->totvert; v++){
/* XXX note, dunno about this line */
- m_transverts[v]=MT_Point3(m_bmesh->mvert[v].co);
- }
+// m_transverts[v]=MT_Point3(m_bmesh->mvert[v].co);
+// }
- float test[1000][3];
+// float test[1000][3];
- armature_deform_verts(m_blenderArmatureObj,m_blenderMeshObject,test,m_bmesh->totvert,ARM_DEF_VGROUP);
+// armature_deform_verts(m_blenderArmatureObj,m_blenderMeshObject,test,m_bmesh->totvert,ARM_DEF_VGROUP);
- /* XXX note: now use this call instead */
-// void armature_deform_verts(Object *armOb, Object *target, float (*vertexCos)[3], int numVerts, int deformflag)
- // - armOb = armature object
- // - target = Mesh
- // - vertexCos[3] = array of numVerts float vectors (3 floats)
- // - set deformflag to ARM_DEF_VGROUP
- // example (after having filled the m_transverts array):
- // armature_deform_verts(m_armobj, m_meshobj, m_transverts, m_bmesh->totvert, ARM_DEF_VGROUP);
-
+ Object* par_arma = m_armobj->GetArmatureObject();
+ where_is_pose( par_arma );
+ /* store verts locally */
VerifyStorage();
-
+ for (int v =0; v<m_bmesh->totvert; v++)
+ VECCOPY(m_transverts[v], m_bmesh->mvert[v].co);
+
+ armature_deform_verts( par_arma, m_objMesh,m_transverts, m_bmesh->totvert, ARM_DEF_VGROUP );
RecalcNormals();
-
/* Update the current frame */
m_lastUpdate=m_armobj->GetLastFrame();
@@ -195,16 +194,9 @@ void BL_SkinDeformer::Update(void)
}
/* XXX note: I propose to drop this function */
-
void BL_SkinDeformer::SetArmature(BL_ArmatureObject *armobj)
{
-// m_armobj = armobj;
-
-// for (bDeformGroup *dg=(bDeformGroup*)m_defbase->first; dg; dg=(bDeformGroup*)dg->next) {
-
-/* dg->data no longer exists needs update
- dg->data = (void*)get_named_bone(m_armobj->GetArmature(), dg->name); */
-// }
-
-// GB_validate_defgroups(m_bmesh, m_defbase);
+ // --
+ // only used to set the object now
+ m_armobj = armobj;
}
diff --git a/source/gameengine/Converter/BL_SkinDeformer.h b/source/gameengine/Converter/BL_SkinDeformer.h
index 49c69298336..74adc6c2943 100644
--- a/source/gameengine/Converter/BL_SkinDeformer.h
+++ b/source/gameengine/Converter/BL_SkinDeformer.h
@@ -64,37 +64,31 @@ public:
}
void SetArmature (class BL_ArmatureObject *armobj);
- BL_SkinDeformer( struct Object *bmeshobj,
- class BL_SkinMeshObject *mesh,struct Object* blenderArmatureObj)
- :BL_MeshDeformer(bmeshobj, mesh,blenderArmatureObj),
- m_armobj(NULL),
+ BL_SkinDeformer(struct Object *bmeshobj,
+ class BL_SkinMeshObject *mesh,
+ BL_ArmatureObject* arma = NULL)
+ : //
+ BL_MeshDeformer(bmeshobj, mesh),
+ m_armobj(arma),
m_lastUpdate(-1),
- m_defbase(&bmeshobj->defbase)
+ m_defbase(&bmeshobj->defbase),
+ m_releaseobject(false)
{
- /* Build all precalculatable matrices for bones */
-/* XXX note: obsolete */
-// GB_build_mats(bmeshobj->parent->obmat, bmeshobj->obmat, m_premat, m_postmat);
-// GB_validate_defgroups((Mesh*)bmeshobj->data, m_defbase);
- // Validate bone data in bDeformGroups
-/*
- for (bDeformGroup *dg=(bDeformGroup*)m_defbase->first; dg; dg=(bDeformGroup*)dg->next)
- dg->data = (void*)get_named_bone(barm, dg->name);
-*/
};
/* this second constructor is needed for making a mesh deformable on the fly. */
-
- BL_SkinDeformer( struct Object *bmeshobj_old,
- struct Object *bmeshobj_new,
- class BL_SkinMeshObject *mesh,struct Object *bArmatureObj)
- :BL_MeshDeformer(bmeshobj_old, mesh,bArmatureObj),
- m_armobj(NULL),
+ BL_SkinDeformer(struct Object *bmeshobj_old,
+ struct Object *bmeshobj_new,
+ class BL_SkinMeshObject *mesh,
+ bool release_object,
+ BL_ArmatureObject* arma = NULL)
+ : //
+ BL_MeshDeformer(bmeshobj_old, mesh),
+ m_armobj(arma),
m_lastUpdate(-1),
- m_defbase(&bmeshobj_old->defbase)
+ m_defbase(&bmeshobj_old->defbase),
+ m_releaseobject(release_object)
{
-/* XXX note: obsolete */
-// GB_build_mats(bmeshobj_new->parent->obmat, bmeshobj_new->obmat, m_premat, m_postmat);
-// GB_validate_defgroups((Mesh*)bmeshobj_old->data, m_defbase);
};
virtual void ProcessReplica();
@@ -104,13 +98,12 @@ public:
bool Apply (class RAS_IPolyMaterial *polymat);
protected:
- BL_ArmatureObject *m_armobj; // Our parent object
-/* XXX note obsolete */
-// float m_premat[4][4];
-// float m_postmat[4][4];
+ BL_ArmatureObject* m_armobj; // Our parent object
float m_time;
double m_lastUpdate;
- ListBase *m_defbase;
+ ListBase* m_defbase;
+ bool m_releaseobject;
+
};
#endif
diff --git a/source/gameengine/Converter/BlenderWorldInfo.cpp b/source/gameengine/Converter/BlenderWorldInfo.cpp
index b388af9ad8a..eb03a3c2a38 100644
--- a/source/gameengine/Converter/BlenderWorldInfo.cpp
+++ b/source/gameengine/Converter/BlenderWorldInfo.cpp
@@ -95,6 +95,10 @@ BlenderWorldInfo::BlenderWorldInfo(struct World* blenderworld)
m_backgroundred = blenderworld->horr;
m_backgroundgreen = blenderworld->horg;
m_backgroundblue = blenderworld->horb;
+
+ m_ambientred = blenderworld->ambr;
+ m_ambientgreen = blenderworld->ambg;
+ m_ambientblue = blenderworld->ambb;
}
else
{
@@ -144,6 +148,20 @@ float BlenderWorldInfo::getBackColorBlue()
}
+float BlenderWorldInfo::getAmbientColorRed()
+{
+ return m_ambientred;
+}
+
+float BlenderWorldInfo::getAmbientColorGreen()
+{
+ return m_ambientgreen;
+}
+
+float BlenderWorldInfo::getAmbientColorBlue()
+{
+ return m_ambientblue;
+}
float BlenderWorldInfo::getMistStart()
{
diff --git a/source/gameengine/Converter/BlenderWorldInfo.h b/source/gameengine/Converter/BlenderWorldInfo.h
index 059942edbec..35e47bbf9b8 100644
--- a/source/gameengine/Converter/BlenderWorldInfo.h
+++ b/source/gameengine/Converter/BlenderWorldInfo.h
@@ -48,7 +48,11 @@ class BlenderWorldInfo : public KX_WorldInfo
float m_mistred;
float m_mistgreen;
float m_mistblue;
-
+
+ float m_ambientred;
+ float m_ambientgreen;
+ float m_ambientblue;
+
public:
BlenderWorldInfo(struct World* blenderworld);
~BlenderWorldInfo();
@@ -58,6 +62,10 @@ public:
float getBackColorRed();
float getBackColorGreen();
float getBackColorBlue();
+
+ float getAmbientColorRed();
+ float getAmbientColorGreen();
+ float getAmbientColorBlue();
float getMistStart();
float getMistDistance();
diff --git a/source/gameengine/Converter/KX_BlenderSceneConverter.cpp b/source/gameengine/Converter/KX_BlenderSceneConverter.cpp
index 34b9b065c12..28af414de83 100644
--- a/source/gameengine/Converter/KX_BlenderSceneConverter.cpp
+++ b/source/gameengine/Converter/KX_BlenderSceneConverter.cpp
@@ -42,6 +42,7 @@
#include "PHY_IPhysicsEnvironment.h"
#include "KX_KetsjiEngine.h"
#include "KX_IPhysicsController.h"
+#include "BL_Material.h"
#include "DummyPhysicsEnvironment.h"
@@ -98,7 +99,8 @@ KX_BlenderSceneConverter::KX_BlenderSceneConverter(
: m_maggie(maggie),
m_sipo(sipo),
m_ketsjiEngine(engine),
- m_alwaysUseExpandFraming(false)
+ m_alwaysUseExpandFraming(false),
+ m_usemat(false)
{
m_newfilename = "";
}
@@ -129,7 +131,15 @@ KX_BlenderSceneConverter::~KX_BlenderSceneConverter()
delete (*itp);
itp++;
}
-
+
+ // delete after RAS_IPolyMaterial
+ vector<BL_Material *>::iterator itmat = m_materials.begin();
+ while (itmat != m_materials.end()) {
+ delete (*itmat);
+ itmat++;
+ }
+
+
vector<RAS_MeshObject*>::iterator itm = m_meshobjects.begin();
while (itm != m_meshobjects.end()) {
delete (*itm);
@@ -345,6 +355,24 @@ void KX_BlenderSceneConverter::ConvertScene(const STR_String& scenename,
}
+// use blender materials
+void KX_BlenderSceneConverter::SetMaterials(bool val)
+{
+ m_usemat = val;
+}
+
+bool KX_BlenderSceneConverter::GetMaterials()
+{
+ return m_usemat;
+}
+
+
+void KX_BlenderSceneConverter::RegisterBlenderMaterial(BL_Material *mat)
+{
+ m_materials.push_back(mat);
+}
+
+
void KX_BlenderSceneConverter::SetAlwaysUseExpandFraming(
bool to_what)
diff --git a/source/gameengine/Converter/KX_BlenderSceneConverter.h b/source/gameengine/Converter/KX_BlenderSceneConverter.h
index bdaa8448f6d..db2090aa470 100644
--- a/source/gameengine/Converter/KX_BlenderSceneConverter.h
+++ b/source/gameengine/Converter/KX_BlenderSceneConverter.h
@@ -44,6 +44,7 @@ class SCA_IController;
class RAS_MeshObject;
class RAS_IPolyMaterial;
class BL_InterpolatorList;
+class BL_Material;
struct IpoCurve;
struct Main;
struct SpaceIpo;
@@ -53,6 +54,7 @@ class KX_BlenderSceneConverter : public KX_ISceneConverter
vector<KX_WorldInfo*> m_worldinfos;
vector<RAS_IPolyMaterial*> m_polymaterials;
vector<RAS_MeshObject*> m_meshobjects;
+ vector<BL_Material *> m_materials;
GEN_Map<CHashedPtr,struct Object*> m_map_gameobject_to_blender;
GEN_Map<CHashedPtr,KX_GameObject*> m_map_blender_to_gameobject;
@@ -71,7 +73,8 @@ class KX_BlenderSceneConverter : public KX_ISceneConverter
STR_String m_newfilename;
class KX_KetsjiEngine* m_ketsjiEngine;
bool m_alwaysUseExpandFraming;
-
+ bool m_usemat;
+
void localDel_ipoCurve ( IpoCurve * icu ,struct SpaceIpo* sipo);
struct Ipo* findIpoForName(char* objName);
@@ -113,6 +116,8 @@ public:
// DT_ShapeHandle FindSumoShape(RAS_MeshObject *for_gamemesh);
void RegisterPolyMaterial(RAS_IPolyMaterial *polymat);
+
+ void RegisterBlenderMaterial(BL_Material *mat);
void RegisterInterpolatorList(BL_InterpolatorList *ipoList, struct Ipo *for_ipo);
BL_InterpolatorList *FindInterpolatorList(struct Ipo *for_ipo);
@@ -131,7 +136,9 @@ public:
virtual void WritePhysicsObjectToAnimationIpo(int frameNumber);
virtual void TestHandlesPhysicsObjectToAnimationIpo();
-
+ // use blender materials
+ virtual void SetMaterials(bool val);
+ virtual bool GetMaterials();
};
diff --git a/source/gameengine/Converter/KX_IpoConvert.cpp b/source/gameengine/Converter/KX_IpoConvert.cpp
index 56eda51384b..defcdffb6fc 100644
--- a/source/gameengine/Converter/KX_IpoConvert.cpp
+++ b/source/gameengine/Converter/KX_IpoConvert.cpp
@@ -59,6 +59,7 @@
#include "DNA_lamp_types.h"
#include "DNA_world_types.h"
#include "DNA_camera_types.h"
+#include "DNA_material_types.h"
/* end of blender include block */
#include "KX_IPO_SGController.h"
@@ -66,6 +67,7 @@
#include "KX_CameraIpoSGController.h"
#include "KX_WorldIpoController.h"
#include "KX_ObColorIpoSGController.h"
+#include "KX_MaterialIpoController.h"
#include "SG_Node.h"
@@ -561,3 +563,195 @@ void BL_ConvertWorldIpos(struct World* blenderworld,KX_BlenderSceneConverter *co
}
}
+
+void BL_ConvertMaterialIpos(
+ Material* blendermaterial,
+ KX_GameObject* gameobj,
+ KX_BlenderSceneConverter *converter
+ )
+{
+ if (blendermaterial->ipo) {
+
+ KX_MaterialIpoController* ipocontr = new KX_MaterialIpoController();
+ gameobj->GetSGNode()->AddSGController(ipocontr);
+ ipocontr->SetObject(gameobj->GetSGNode());
+
+ BL_InterpolatorList *ipoList= GetIpoList(blendermaterial->ipo, converter);
+
+
+ ipocontr->m_rgba[0] = blendermaterial->r;
+ ipocontr->m_rgba[1] = blendermaterial->g;
+ ipocontr->m_rgba[2] = blendermaterial->b;
+ ipocontr->m_rgba[3] = blendermaterial->alpha;
+
+ ipocontr->m_specrgb[0] = blendermaterial->specr;
+ ipocontr->m_specrgb[1] = blendermaterial->specg;
+ ipocontr->m_specrgb[2] = blendermaterial->specb;
+
+ ipocontr->m_hard = blendermaterial->har;
+ ipocontr->m_spec = blendermaterial->spec;
+ ipocontr->m_ref = blendermaterial->ref;
+ ipocontr->m_emit = blendermaterial->emit;
+ ipocontr->m_alpha = blendermaterial->alpha;
+ KX_IScalarInterpolator *ipo;
+
+ // --
+ ipo = ipoList->GetScalarInterpolator(MA_COL_R);
+ if (ipo) {
+ if (!ipocontr) {
+ ipocontr = new KX_MaterialIpoController();
+ gameobj->GetSGNode()->AddSGController(ipocontr);
+ ipocontr->SetObject(gameobj->GetSGNode());
+ }
+ KX_IInterpolator *interpolator =
+ new KX_ScalarInterpolator(
+ &ipocontr->m_rgba[0],
+ ipo);
+ ipocontr->AddInterpolator(interpolator);
+ }
+
+ ipo = ipoList->GetScalarInterpolator(MA_COL_G);
+ if (ipo) {
+ if (!ipocontr) {
+ ipocontr = new KX_MaterialIpoController();
+ gameobj->GetSGNode()->AddSGController(ipocontr);
+ ipocontr->SetObject(gameobj->GetSGNode());
+ }
+ KX_IInterpolator *interpolator =
+ new KX_ScalarInterpolator(
+ &ipocontr->m_rgba[1],
+ ipo);
+ ipocontr->AddInterpolator(interpolator);
+ }
+
+ ipo = ipoList->GetScalarInterpolator(MA_COL_B);
+ if (ipo) {
+ if (!ipocontr) {
+ ipocontr = new KX_MaterialIpoController();
+ gameobj->GetSGNode()->AddSGController(ipocontr);
+ ipocontr->SetObject(gameobj->GetSGNode());
+ }
+ KX_IInterpolator *interpolator =
+ new KX_ScalarInterpolator(
+ &ipocontr->m_rgba[2],
+ ipo);
+ ipocontr->AddInterpolator(interpolator);
+ }
+
+ ipo = ipoList->GetScalarInterpolator(MA_ALPHA);
+ if (ipo) {
+ if (!ipocontr) {
+ ipocontr = new KX_MaterialIpoController();
+ gameobj->GetSGNode()->AddSGController(ipocontr);
+ ipocontr->SetObject(gameobj->GetSGNode());
+ }
+ KX_IInterpolator *interpolator =
+ new KX_ScalarInterpolator(
+ &ipocontr->m_rgba[3],
+ ipo);
+ ipocontr->AddInterpolator(interpolator);
+ }
+ // --
+
+ ipo = ipoList->GetScalarInterpolator(MA_SPEC_R );
+ if (ipo) {
+ if (!ipocontr) {
+ ipocontr = new KX_MaterialIpoController();
+ gameobj->GetSGNode()->AddSGController(ipocontr);
+ ipocontr->SetObject(gameobj->GetSGNode());
+ }
+ KX_IInterpolator *interpolator =
+ new KX_ScalarInterpolator(
+ &ipocontr->m_specrgb[0],
+ ipo);
+ ipocontr->AddInterpolator(interpolator);
+ }
+
+ ipo = ipoList->GetScalarInterpolator(MA_SPEC_G);
+ if (ipo) {
+ if (!ipocontr) {
+ ipocontr = new KX_MaterialIpoController();
+ gameobj->GetSGNode()->AddSGController(ipocontr);
+ ipocontr->SetObject(gameobj->GetSGNode());
+ }
+ KX_IInterpolator *interpolator =
+ new KX_ScalarInterpolator(
+ &ipocontr->m_specrgb[1],
+ ipo);
+ ipocontr->AddInterpolator(interpolator);
+ }
+
+ ipo = ipoList->GetScalarInterpolator(MA_SPEC_B);
+ if (ipo) {
+ if (!ipocontr) {
+ ipocontr = new KX_MaterialIpoController();
+ gameobj->GetSGNode()->AddSGController(ipocontr);
+ ipocontr->SetObject(gameobj->GetSGNode());
+ }
+ KX_IInterpolator *interpolator =
+ new KX_ScalarInterpolator(
+ &ipocontr->m_specrgb[2],
+ ipo);
+ ipocontr->AddInterpolator(interpolator);
+ }
+
+ // --
+ ipo = ipoList->GetScalarInterpolator(MA_HARD);
+ if (ipo) {
+ if (!ipocontr) {
+ ipocontr = new KX_MaterialIpoController();
+ gameobj->GetSGNode()->AddSGController(ipocontr);
+ ipocontr->SetObject(gameobj->GetSGNode());
+ }
+ KX_IInterpolator *interpolator =
+ new KX_ScalarInterpolator(
+ &ipocontr->m_hard,
+ ipo);
+ ipocontr->AddInterpolator(interpolator);
+ }
+
+ ipo = ipoList->GetScalarInterpolator(MA_SPEC);
+ if (ipo) {
+ if (!ipocontr) {
+ ipocontr = new KX_MaterialIpoController();
+ gameobj->GetSGNode()->AddSGController(ipocontr);
+ ipocontr->SetObject(gameobj->GetSGNode());
+ }
+ KX_IInterpolator *interpolator =
+ new KX_ScalarInterpolator(
+ &ipocontr->m_spec,
+ ipo);
+ ipocontr->AddInterpolator(interpolator);
+ }
+
+
+ ipo = ipoList->GetScalarInterpolator(MA_REF);
+ if (ipo) {
+ if (!ipocontr) {
+ ipocontr = new KX_MaterialIpoController();
+ gameobj->GetSGNode()->AddSGController(ipocontr);
+ ipocontr->SetObject(gameobj->GetSGNode());
+ }
+ KX_IInterpolator *interpolator =
+ new KX_ScalarInterpolator(
+ &ipocontr->m_ref,
+ ipo);
+ ipocontr->AddInterpolator(interpolator);
+ }
+
+ ipo = ipoList->GetScalarInterpolator(MA_EMIT);
+ if (ipo) {
+ if (!ipocontr) {
+ ipocontr = new KX_MaterialIpoController();
+ gameobj->GetSGNode()->AddSGController(ipocontr);
+ ipocontr->SetObject(gameobj->GetSGNode());
+ }
+ KX_IInterpolator *interpolator =
+ new KX_ScalarInterpolator(
+ &ipocontr->m_emit,
+ ipo);
+ ipocontr->AddInterpolator(interpolator);
+ }
+ }
+}
+
diff --git a/source/gameengine/Converter/KX_IpoConvert.h b/source/gameengine/Converter/KX_IpoConvert.h
index e04f33f76fe..e901ae9b3e7 100644
--- a/source/gameengine/Converter/KX_IpoConvert.h
+++ b/source/gameengine/Converter/KX_IpoConvert.h
@@ -49,6 +49,10 @@ void BL_ConvertCameraIpos(struct Camera* blendercamera,
class KX_GameObject* cameraobj,
class KX_BlenderSceneConverter *converter);
+void BL_ConvertMaterialIpos(struct Material* blendermaterial,
+ class KX_GameObject* materialobj,
+ class KX_BlenderSceneConverter *converter);
+
#endif //__KX_IPOCONVERT_H
diff --git a/source/gameengine/Converter/Makefile b/source/gameengine/Converter/Makefile
index 1440243594f..9af6ae12bda 100644
--- a/source/gameengine/Converter/Makefile
+++ b/source/gameengine/Converter/Makefile
@@ -63,3 +63,4 @@ CPPFLAGS += -I../Network -I../Ketsji/KXNetwork
CPPFLAGS += -I../Physics/common -I../Physics/Dummy
CPPFLAGS += -I../Physics/BlOde
CPPFLAGS += -I../Physics/Bullet
+CPPFLAGS += -I.
diff --git a/source/gameengine/Converter/SConscript b/source/gameengine/Converter/SConscript
index 00908defdff..361aeed4120 100755
--- a/source/gameengine/Converter/SConscript
+++ b/source/gameengine/Converter/SConscript
@@ -44,6 +44,7 @@ kx_converter_env.Append (CPPPATH = ['.',
'#source/blender/include',
'#source/blender/makesdna',
'#source/gameengine/Rasterizer',
+ '#source/gameengine/Rasterizer/RAS_OpenGLRasterizer',
'#source/gameengine/GameLogic',
'#source/gameengine/Expressions',
'#source/gameengine/Network',
diff --git a/source/gameengine/Expressions/Value.cpp b/source/gameengine/Expressions/Value.cpp
index bb9ad81f245..48898dfc1f5 100644
--- a/source/gameengine/Expressions/Value.cpp
+++ b/source/gameengine/Expressions/Value.cpp
@@ -14,7 +14,6 @@
* purpose. It is provided "as is" without express or implied warranty.
*
*/
-
#include "Value.h"
#include "FloatValue.h"
#include "IntValue.h"
@@ -497,9 +496,6 @@ double* CValue::GetVector3(bool bGetTransformedVec)
/*---------------------------------------------------------------------------------------------------------------------
Reference Counting
---------------------------------------------------------------------------------------------------------------------*/
-
-
-
//
// Add a reference to this value
//
diff --git a/source/gameengine/Expressions/Value.h b/source/gameengine/Expressions/Value.h
index d49c8debfdc..ccb9c34749d 100644
--- a/source/gameengine/Expressions/Value.h
+++ b/source/gameengine/Expressions/Value.h
@@ -184,6 +184,7 @@ public:
+
#ifndef NO_EXP_PYTHON_EMBEDDING
#include "PyObjectPlus.h"
#include "object.h"
@@ -339,7 +340,7 @@ protected:
virtual void DisableRefCount(); // Disable reference counting for this value
virtual void AddDataToReplica(CValue* replica);
virtual ~CValue();
-private:
+private:
// Member variables
std::map<STR_String,CValue*>* m_pNamedPropertyArray; // Properties for user/game etc
ValueFlags m_ValFlags; // Frequently used flags in a bitfield (low memoryusage)
diff --git a/source/gameengine/GameLogic/SCA_IObject.cpp b/source/gameengine/GameLogic/SCA_IObject.cpp
index 2be5af034c9..b1d210fd1c1 100644
--- a/source/gameengine/GameLogic/SCA_IObject.cpp
+++ b/source/gameengine/GameLogic/SCA_IObject.cpp
@@ -28,6 +28,7 @@
*
* ***** END GPL/BL DUAL LICENSE BLOCK *****
*/
+#include <iostream>
#include "SCA_IObject.h"
#include "SCA_ISensor.h"
@@ -40,7 +41,6 @@
#include <config.h>
#endif
-
MT_Point3 SCA_IObject::m_sDummy=MT_Point3(0,0,0);
SCA_IObject::SCA_IObject(PyTypeObject* T): CValue(T)
diff --git a/source/gameengine/GameLogic/SCA_LogicManager.cpp b/source/gameengine/GameLogic/SCA_LogicManager.cpp
index 262f458abb2..8b79703a6fc 100644
--- a/source/gameengine/GameLogic/SCA_LogicManager.cpp
+++ b/source/gameengine/GameLogic/SCA_LogicManager.cpp
@@ -60,7 +60,6 @@ SCA_LogicManager::~SCA_LogicManager()
(*gameobjptr)->Release();
}
-
/*for (int i=0;i<m_sensorcontrollermap.size();i++)
{
vector<SCA_IController*>* controllerarray = *(m_sensorcontrollermap[i]);
@@ -175,7 +174,6 @@ void SCA_LogicManager::RemoveSensor(SCA_ISensor* sensor)
void SCA_LogicManager::RemoveDestroyedActuator(SCA_IActuator* actuator)
{
-
m_removedActuators.push_back(SmartActuatorPtr(actuator,0));
// take care that no controller can use this actuator again !
diff --git a/source/gameengine/GameLogic/SCA_LogicManager.h b/source/gameengine/GameLogic/SCA_LogicManager.h
index 6e1ddd652cb..2eee2129665 100644
--- a/source/gameengine/GameLogic/SCA_LogicManager.h
+++ b/source/gameengine/GameLogic/SCA_LogicManager.h
@@ -96,8 +96,6 @@ public:
};
-
-
class SCA_LogicManager
{
vector<class SCA_EventManager*> m_eventmanagers;
@@ -117,7 +115,6 @@ class SCA_LogicManager
GEN_Map<CHashedPtr,void*> m_map_gameobj_to_blendobj;
vector<SmartActuatorPtr> m_removedActuators;
-
public:
SCA_LogicManager();
virtual ~SCA_LogicManager();
diff --git a/source/gameengine/GameLogic/SCA_PythonController.cpp b/source/gameengine/GameLogic/SCA_PythonController.cpp
index 01afd16e963..a5360d99a8b 100644
--- a/source/gameengine/GameLogic/SCA_PythonController.cpp
+++ b/source/gameengine/GameLogic/SCA_PythonController.cpp
@@ -144,8 +144,7 @@ PyObject* SCA_PythonController::sPyGetCurrentController(PyObject* self,
#if 0
static char* sPyAddActiveActuator__doc__;
#endif
-
-
+
PyObject* SCA_PythonController::sPyAddActiveActuator(
PyObject* self,
@@ -156,18 +155,27 @@ PyObject* SCA_PythonController::sPyAddActiveActuator(
PyObject* ob1;
int activate;
if (!PyArg_ParseTuple(args, "Oi", &ob1,&activate))
- {
return NULL;
-
- }
+
// for safety, todo: only allow for registered actuators (pointertable)
// we don't want to crash gameengine/blender by python scripts
+ std::vector<SCA_IActuator*> lacts = m_sCurrentController->GetLinkedActuators();
- CValue* ac = (CValue*)ob1;
- CValue* boolval = new CBoolValue(activate!=0);
- m_sCurrentLogicManager->AddActiveActuator((SCA_IActuator*)ac,boolval);
- boolval->Release();
-
+ std::vector<SCA_IActuator*>::iterator it;
+ bool found = false;
+ CValue* act = (CValue*)ob1;
+
+ for(it = lacts.begin(); it!= lacts.end(); it++) {
+ if( static_cast<SCA_IActuator*>(act) == (*it) ) {
+ found=true;
+ break;
+ }
+ }
+ if(found){
+ CValue* boolval = new CBoolValue(activate!=0);
+ m_sCurrentLogicManager->AddActiveActuator((SCA_IActuator*)act,boolval);
+ boolval->Release();
+ }
Py_INCREF(Py_None);
return Py_None;
}
@@ -268,12 +276,24 @@ void SCA_PythonController::Trigger(SCA_LogicManager* logicmgr)
);
PyDict_Clear(excdict);
Py_DECREF(excdict);*/
-
+
+// FIXME:: still happining, will try to fix. snailrose...
+ PyObject *excdict= PyDict_Copy(m_pythondictionary);
+ PyObject* resultobj = PyEval_EvalCode((PyCodeObject*)m_bytecode,
+ excdict,
+ excdict
+ );
+ PyDict_Clear(excdict);
+ Py_DECREF(excdict);
+
+
+#if 0
PyObject* resultobj = PyEval_EvalCode((PyCodeObject*)m_bytecode,
m_pythondictionary,
m_pythondictionary
);
-
+#endif
+
if (resultobj)
{
Py_DECREF(resultobj);
diff --git a/source/gameengine/GamePlayer/ghost/GPG_Application.cpp b/source/gameengine/GamePlayer/ghost/GPG_Application.cpp
index b1c4a4d6d25..c5324776edb 100644
--- a/source/gameengine/GamePlayer/ghost/GPG_Application.cpp
+++ b/source/gameengine/GamePlayer/ghost/GPG_Application.cpp
@@ -62,6 +62,8 @@ extern "C"
#endif // __cplusplus
#include "BLI_blenlib.h"
#include "BLO_readfile.h"
+#include "BKE_global.h"
+#include "BKE_main.h"
#ifdef __cplusplus
}
#endif // __cplusplus
@@ -82,6 +84,7 @@ extern "C"
#include "RAS_GLExtensionManager.h"
#include "KX_PythonInit.h"
#include "KX_PyConstraintBinding.h"
+#include "BL_Material.h" // MAXTEX
#include "KX_BlenderSceneConverter.h"
#include "NG_LoopBackNetworkDeviceInterface.h"
@@ -126,7 +129,8 @@ GPG_Application::GPG_Application(GHOST_ISystem* system, struct Main* maggie, STR
m_rasterizer(0),
m_sceneconverter(0),
m_networkdevice(0),
- m_audiodevice(0)
+ m_audiodevice(0),
+ m_blendermat(0)
{
fSystem = system;
}
@@ -147,6 +151,7 @@ bool GPG_Application::SetGameEngineData(struct Main* maggie, STR_String startSce
if (maggie != NULL && startSceneName != "")
{
+ G.scene = (Scene*)maggie->scene.first;
m_maggie = maggie;
m_startSceneName = startSceneName;
result = true;
@@ -488,6 +493,23 @@ bool GPG_Application::initEngine(GHOST_IWindow* window, const int stereoMode)
bool profile = (SYS_GetCommandLineInt(syshandle, "show_profile", 0) != 0);
bool frameRate = (SYS_GetCommandLineInt(syshandle, "show_framerate", 0) != 0);
bool useVertexArrays = SYS_GetCommandLineInt(syshandle,"vertexarrays",1) != 0;
+
+#ifdef GL_ARB_multitexture
+ // ----------------------------------
+ if(bgl::RAS_EXT_support._ARB_multitexture && bgl::QueryVersion(1, 1)) {
+ m_blendermat = (SYS_GetCommandLineInt(syshandle, "blender_material", 0) != 0);
+ int unitmax=0;
+ glGetIntegerv(GL_MAX_TEXTURE_UNITS_ARB, (GLint*)&unitmax);
+ bgl::max_texture_units = MAXTEX>unitmax?unitmax:MAXTEX;
+ //std::cout << "using(" << bgl::max_texture_units << ") of(" << unitmax << ") texture units." << std::endl;
+ } else {
+ bgl::max_texture_units = 0;
+ }
+#else
+ m_blendermat=0;
+#endif//GL_ARB_multitexture
+ // ----------------------------------
+
// create the canvas, rasterizer and rendertools
m_canvas = new GPG_Canvas(window);
if (!m_canvas)
@@ -606,7 +628,8 @@ bool GPG_Application::startEngine(void)
// if (always_use_expand_framing)
// sceneconverter->SetAlwaysUseExpandFraming(true);
-
+ if(m_blendermat)
+ m_sceneconverter->SetMaterials(true);
KX_Scene* startscene = new KX_Scene(m_keyboard,
m_mouse,
diff --git a/source/gameengine/GamePlayer/ghost/GPG_Application.h b/source/gameengine/GamePlayer/ghost/GPG_Application.h
index 2724b5ac2e3..11ede4d51ca 100644
--- a/source/gameengine/GamePlayer/ghost/GPG_Application.h
+++ b/source/gameengine/GamePlayer/ghost/GPG_Application.h
@@ -142,5 +142,8 @@ protected:
NG_LoopBackNetworkDeviceInterface* m_networkdevice;
/** Sound device. */
SND_IAudioDevice* m_audiodevice;
+
+ bool m_blendermat;
+
};
diff --git a/source/gameengine/GamePlayer/ghost/GPG_ghost.cpp b/source/gameengine/GamePlayer/ghost/GPG_ghost.cpp
index d7a9ad2b41d..5b67f8b8029 100644
--- a/source/gameengine/GamePlayer/ghost/GPG_ghost.cpp
+++ b/source/gameengine/GamePlayer/ghost/GPG_ghost.cpp
@@ -194,6 +194,7 @@ void usage(char* program)
printf(" show_properties 0 Show debug properties\n");
printf(" show_profile 0 Show profiling information\n");
printf(" vertexarrays 1 Enable vertex arrays\n");
+ printf(" blender_material 0 Enable material settings\n");
printf("\n");
printf("example: %s -p 10 10 320 200 -g noaudio c:\\loadtest.blend\n", program);
printf("example: %s -g vertexarrays = 0 c:\\loadtest.blend\n", program);
diff --git a/source/gameengine/Ketsji/BL_Material.cpp b/source/gameengine/Ketsji/BL_Material.cpp
new file mode 100644
index 00000000000..29012904ea1
--- /dev/null
+++ b/source/gameengine/Ketsji/BL_Material.cpp
@@ -0,0 +1,116 @@
+// ------------------------------------
+#include "BL_Material.h"
+#include "DNA_material_types.h"
+#include "DNA_texture_types.h"
+#include "DNA_image_types.h"
+#include "DNA_mesh_types.h"
+#include "IMB_imbuf_types.h"
+#include "IMB_imbuf.h"
+
+MTex* getImageFromMaterial(Material *mat, int index)
+{
+ if(!mat) return 0;
+
+ if(!(index >=0 && index <=10) ) return 0;
+
+ MTex *m = mat->mtex[index];
+ return m?m:0;
+}
+
+int getNumTexChannels( Material *mat )
+{
+ int count = -1;
+ if(!mat) return -1;
+
+ for(count =0; (count < 10) && mat->mtex[count] != 0; count++) {}
+ return count;
+}
+
+BL_Material::BL_Material()
+{
+ rgb[0] = 0;
+ rgb[1] = 0;
+ rgb[2] = 0;
+ rgb[3] = 0;
+ IdMode = 0;
+ ras_mode = 0;
+ tile = 0;
+ matname = "NoMaterial";
+ matcolor[0] = 0.5f;
+ matcolor[1] = 0.5f;
+ matcolor[2] = 0.5f;
+ matcolor[3] = 0.5f;
+ speccolor[0] = 1.f;
+ speccolor[1] = 1.f;
+ speccolor[2] = 1.f;
+ transp = 0;
+ hard = 50.f;
+ spec_f = 0.5f;
+ alpha = 1.f;
+ emit = 0.f;
+ mode = 0;
+ material = 0;
+ tface = 0;
+ material_index = 0;
+ amb=0.5f;
+ num_enabled = 0;
+
+ int i;
+ for(i=0; i<4; i++)
+ uv[i] = MT_Point2(0.f,1.f);
+
+ for(i=0; i<MAXTEX; i++) // :(
+ {
+ mapping[i].mapping = 0;
+ mapping[i].offsets[0] = 0.f;
+ mapping[i].offsets[1] = 0.f;
+ mapping[i].offsets[2] = 0.f;
+ mapping[i].scale[0] = 1.f;
+ mapping[i].scale[1] = 1.f;
+ mapping[i].scale[2] = 1.f;
+ mapping[i].projplane[0] = PROJX;
+ mapping[i].projplane[1] = PROJY;
+ mapping[i].projplane[2] = PROJZ;
+ mapping[i].objconame = "";
+ mtexname[i] = "NULL";
+ imageId[i]="NULL";
+ flag[i] = 0;
+ texname[i] = "NULL";
+ tilexrep[i] = 1;
+ tileyrep[i] = 1;
+ color_blend[i] = 1.f;
+ blend_mode[i] = 0;
+ img[i] = 0;
+ cubemap[i] = 0;
+ }
+}
+
+void BL_Material::SetConversionRGB(unsigned int *nrgb) {
+ rgb[0]=*nrgb++;
+ rgb[1]=*nrgb++;
+ rgb[2]=*nrgb++;
+ rgb[3]=*nrgb;
+}
+
+void BL_Material::GetConversionRGB(unsigned int *nrgb) {
+ *nrgb++ = rgb[0];
+ *nrgb++ = rgb[1];
+ *nrgb++ = rgb[2];
+ *nrgb = rgb[3];
+}
+
+void BL_Material::SetConversionUV(MT_Point2 *nuv) {
+ uv[0] = *nuv++;
+ uv[1] = *nuv++;
+ uv[2] = *nuv++;
+ uv[3] = *nuv;
+}
+
+void BL_Material::GetConversionUV(MT_Point2 *nuv){
+ *nuv++ = uv[0];
+ *nuv++ = uv[1];
+ *nuv++ = uv[2];
+ *nuv = uv[3];
+}
+
+
diff --git a/source/gameengine/Ketsji/BL_Material.h b/source/gameengine/Ketsji/BL_Material.h
new file mode 100644
index 00000000000..0b8856690d4
--- /dev/null
+++ b/source/gameengine/Ketsji/BL_Material.h
@@ -0,0 +1,156 @@
+#ifndef __BL_MATERIAL_H__
+#define __BL_MATERIAL_H__
+
+#include "STR_String.h"
+#include "MT_Point2.h"
+
+// --
+struct MTex;
+struct Material;
+struct Image;
+struct TFace;
+struct MTex;
+struct Material;
+struct EnvMap;
+// --
+
+/** max units
+ this will default to users available units
+ to build with more available, just increment this value
+ although the more you add the slower the search time will be.
+ we will go for three, which should be enough
+*/
+#define MAXTEX 3//match in RAS_TexVert
+
+// different mapping modes
+class BL_Mapping
+{
+public:
+ int mapping;
+ float scale[3];
+ float offsets[3];
+ int projplane[3];
+ STR_String objconame;
+};
+
+// base material struct
+class BL_Material
+{
+private:
+ unsigned int rgb[4];
+ MT_Point2 uv[4];
+public:
+ // -----------------------------------
+ BL_Material();
+
+ int IdMode;
+ unsigned int ras_mode;
+
+ STR_String texname[MAXTEX];
+ unsigned int flag[MAXTEX];
+ int tile,tilexrep[MAXTEX],tileyrep[MAXTEX];
+ STR_String matname;
+ STR_String mtexname[MAXTEX];
+
+ float matcolor[4];
+ float speccolor[3];
+ short transp, pad;
+
+ float hard, spec_f;
+ float alpha, emit, color_blend[MAXTEX], ref;
+ float amb;
+
+ int blend_mode[MAXTEX];
+
+ int mode;
+ int num_enabled;
+
+ int material_index;
+
+ BL_Mapping mapping[MAXTEX];
+ STR_String imageId[MAXTEX];
+
+
+ Material* material;
+ TFace* tface;
+ Image* img[MAXTEX];
+ EnvMap* cubemap[MAXTEX];
+
+ void SetConversionRGB(unsigned int *rgb);
+ void GetConversionRGB(unsigned int *rgb);
+
+ void SetConversionUV(MT_Point2 *uv);
+ void GetConversionUV(MT_Point2 *uv);
+
+};
+
+// BL_Material::IdMode
+enum BL_IdMode {
+ DEFAULT_BLENDER=-1,
+ TEXFACE,
+ ONETEX,
+ TWOTEX,
+ GREATERTHAN2
+};
+
+// BL_Material::blend_mode[index]
+enum BL_BlendMode
+{
+ BLEND_MIX=1,
+ BLEND_ADD,
+ BLEND_SUB,
+ BLEND_MUL,
+ BLEND_SCR
+};
+
+// -------------------------------------
+// BL_Material::flag[index]
+enum BL_flag
+{
+ MIPMAP=1, // set to use mipmaps
+ CALCALPHA=2, // additive
+ USEALPHA=4, // use actual alpha channel
+ TEXALPHA=8, // use alpha combiner functions
+ TEXNEG=16, // negate blending
+ HASIPO=32
+};
+
+// BL_Material::ras_mode
+enum BL_ras_mode
+{
+ POLY_VIS=1,
+ COLLIDER=2,
+ ZSORT=4,
+ TRANSP=8,
+ TRIANGLE=16,
+ USE_LIGHT=32,
+ WIRE=64
+};
+
+// -------------------------------------
+// BL_Material::mapping[index]::mapping
+enum BL_MappingFlag
+{
+ USEREFL=1,
+ USEENV=2,
+ USEOBJ=4
+};
+
+// BL_Material::BL_Mapping::projplane
+enum BL_MappingProj
+{
+ PROJN=0,
+ PROJX,
+ PROJY,
+ PROJZ
+};
+
+// ------------------------------------
+//extern void initBL_Material(BL_Material* mat);
+extern MTex* getImageFromMaterial(Material *mat, int index);
+extern int getNumTexChannels( Material *mat );
+// ------------------------------------
+
+#endif
+
+
diff --git a/source/gameengine/Ketsji/BL_Shader.cpp b/source/gameengine/Ketsji/BL_Shader.cpp
new file mode 100644
index 00000000000..7e0b6df3a3a
--- /dev/null
+++ b/source/gameengine/Ketsji/BL_Shader.cpp
@@ -0,0 +1,942 @@
+// ------------------------------------
+#ifdef WIN32
+#include <windows.h>
+#endif // WIN32
+#ifdef __APPLE__
+#include <OpenGL/gl.h>
+#include <OpenGL/glu.h>
+#else
+#include <GL/gl.h>
+#include <GL/glu.h>
+#endif
+
+
+#include <iostream>
+#include "BL_Shader.h"
+#include "BL_Material.h"
+
+#include "MT_assert.h"
+#include "MT_Matrix4x4.h"
+#include "MT_Matrix3x3.h"
+#include "KX_PyMath.h"
+#include "MEM_guardedalloc.h"
+
+#include "RAS_GLExtensionManager.h"
+
+//using namespace bgl;
+#define spit(x) std::cout << x << std::endl;
+
+const bool BL_Shader::Ok()const
+{
+ return (mShader !=0 && mOk && mUse);
+}
+
+BL_Shader::BL_Shader(int n, PyTypeObject *T)
+: PyObjectPlus(T),
+ mShader(0),
+ mVert(0),
+ mFrag(0),
+ mPass(1),
+ mOk(0),
+ mUse(0),
+ vertProg(""),
+ fragProg("")
+{
+ // if !RAS_EXT_support._ARB_shader_objects this class will not be used
+
+ mBlending.src = -1;
+ mBlending.dest = -1;
+ mBlending.const_color[0] = 0.0;
+ mBlending.const_color[1] = 0.0;
+ mBlending.const_color[2] = 0.0;
+ mBlending.const_color[3] = 1.0;
+
+ for (int i=0; i<MAXTEX; i++)
+ {
+ mSampler[i].type = 0;
+ mSampler[i].pass = 0;
+ mSampler[i].unit = -1;
+ mSampler[i].loc = -1;
+ mSampler[i].glTexture =0;
+ }
+}
+
+using namespace bgl;
+
+BL_Shader::~BL_Shader()
+{
+#ifdef GL_ARB_shader_objects
+ if( mShader ) {
+ glDeleteObjectARB(mShader);
+ mShader = 0;
+ }
+ if( mFrag ) {
+ glDeleteObjectARB(mFrag);
+ mFrag = 0;
+ }
+ if( mVert ) {
+ glDeleteObjectARB(mVert);
+ mVert = 0;
+ }
+
+ vertProg = 0;
+ fragProg = 0;
+ mOk = 0;
+
+ glUseProgramObjectARB(0);
+#endif//GL_ARB_shader_objects
+}
+
+
+bool BL_Shader::LinkProgram()
+{
+#ifdef GL_ARB_shader_objects
+ int numchars=0;
+ char* log=0;
+ int vertlen = 0, fraglen=0, proglen=0;
+
+ if(!vertProg || !fragProg){
+ spit("Invalid GLSL sources");
+ return false;
+ }
+
+ // create our objects
+ unsigned int tmpVert = glCreateShaderObjectARB(GL_VERTEX_SHADER_ARB);
+ unsigned int tmpFrag = glCreateShaderObjectARB(GL_FRAGMENT_SHADER_ARB);
+ unsigned int tmpProg = glCreateProgramObjectARB();
+
+ if(!tmpVert || !tmpFrag || !tmpProg){
+ glDeleteObjectARB(tmpVert);
+ glDeleteObjectARB(tmpFrag);
+ glDeleteObjectARB(tmpProg);
+ return false;
+ }
+ // set/compile vertex shader
+ glShaderSourceARB(tmpVert, 1, (const char**)&vertProg, 0);
+ glCompileShaderARB(tmpVert);
+ glGetObjectParameterivARB(tmpVert, GL_OBJECT_INFO_LOG_LENGTH_ARB, &vertlen);
+
+ if( vertlen > 0 && !PrintInfo(vertlen,tmpVert, "Vertex Shader") ){
+ spit("Vertex shader failed");
+ glDeleteObjectARB(tmpVert);
+ glDeleteObjectARB(tmpFrag);
+ glDeleteObjectARB(tmpProg);
+ mOk = 0;
+ return false;
+ }
+ // set/compile fragment shader
+ glShaderSourceARB(tmpFrag, 1,(const char**)&fragProg, 0);
+ glCompileShaderARB(tmpFrag);
+ glGetObjectParameterivARB(tmpFrag, GL_OBJECT_INFO_LOG_LENGTH_ARB, &fraglen);
+ if(fraglen >0 && !PrintInfo(fraglen,tmpFrag, "Fragment Shader") ){
+ spit("Fragment shader failed");
+ glDeleteObjectARB(tmpVert);
+ glDeleteObjectARB(tmpFrag);
+ glDeleteObjectARB(tmpProg);
+ mOk = 0;
+ return false;
+ }
+
+ // set compiled vert/frag shader & link
+ glAttachObjectARB(tmpProg, tmpVert);
+ glAttachObjectARB(tmpProg, tmpFrag);
+ glLinkProgramARB(tmpProg);
+
+ glGetObjectParameterivARB(tmpProg, GL_OBJECT_INFO_LOG_LENGTH_ARB, &proglen);
+ if(proglen > 0){
+ PrintInfo(proglen,tmpProg, "GLSL Shader");
+ }
+ else{
+ spit("Program failed");
+ glDeleteObjectARB(tmpVert);
+ glDeleteObjectARB(tmpFrag);
+ glDeleteObjectARB(tmpProg);
+ mOk = 0;
+ return false;
+ }
+
+ // set
+ mShader = tmpProg;
+ mVert = tmpVert;
+ mFrag = tmpFrag;
+ mOk = 1;
+ return true;
+#else
+ return false;
+#endif//GL_ARB_shader_objects
+}
+
+bool BL_Shader::PrintInfo(int len, unsigned int handle, const char *type)
+{
+#ifdef GL_ARB_shader_objects
+ int numchars=0;
+ char *log = (char*)MEM_mallocN(sizeof(char)*len, "print_log");
+ if(!log) {
+ spit("BL_Shader::PrintInfo() MEM_mallocN failed");
+ return false;
+ }
+ glGetInfoLogARB(handle, len, &numchars, log);
+
+ if(numchars >0){
+ spit(type);
+ spit(log);
+ MEM_freeN(log);
+ log=0;
+ return false;
+ }
+ MEM_freeN(log);
+ log=0;
+ return true;
+#else
+ return false
+#endif//GL_ARB_shader_objects
+}
+
+
+char *BL_Shader::GetVertPtr()
+{
+ return vertProg?vertProg:0;
+}
+
+char *BL_Shader::GetFragPtr()
+{
+ return fragProg?fragProg:0;
+}
+
+void BL_Shader::SetVertPtr( char *vert )
+{
+ vertProg = vert;
+}
+
+void BL_Shader::SetFragPtr( char *frag )
+{
+ fragProg = frag;
+}
+
+unsigned int BL_Shader::GetProg()
+{
+ return mShader;
+}
+
+unsigned int BL_Shader::GetVertexShader()
+{
+ return mVert;
+}
+
+unsigned int BL_Shader::GetFragmentShader()
+{
+ return mFrag;
+}
+
+const uSampler* BL_Shader::getSampler(int i)
+{
+ MT_assert(i<=MAXTEX);
+ return &mSampler[i];
+}
+
+const uBlending *BL_Shader::getBlending( int pass )
+{
+ return &mBlending;
+}
+
+
+
+void BL_Shader::InitializeSampler(
+ int type,
+ int unit,
+ int pass,
+ unsigned int texture)
+{
+ MT_assert(unit<=MAXTEX);
+ mSampler[unit].glTexture = texture;
+ mSampler[unit].loc =-1;
+ mSampler[unit].pass=0;
+ mSampler[unit].type=type;
+ mSampler[unit].unit=unit;
+}
+
+PyObject* BL_Shader::_getattr(const STR_String& attr)
+{
+ _getattr_up(PyObjectPlus);
+}
+
+
+PyMethodDef BL_Shader::Methods[] =
+{
+ // creation
+ KX_PYMETHODTABLE( BL_Shader, setSource ),
+ KX_PYMETHODTABLE( BL_Shader, delSource ),
+ KX_PYMETHODTABLE( BL_Shader, getVertexProg ),
+ KX_PYMETHODTABLE( BL_Shader, getFragmentProg ),
+ KX_PYMETHODTABLE( BL_Shader, setNumberOfPasses ),
+ KX_PYMETHODTABLE( BL_Shader, validate),
+ /// access functions
+ KX_PYMETHODTABLE( BL_Shader, isValid),
+ KX_PYMETHODTABLE( BL_Shader, setUniform1f ),
+ KX_PYMETHODTABLE( BL_Shader, setUniform2f ),
+ KX_PYMETHODTABLE( BL_Shader, setUniform3f ),
+ KX_PYMETHODTABLE( BL_Shader, setUniform4f ),
+ KX_PYMETHODTABLE( BL_Shader, setUniform1i ),
+ KX_PYMETHODTABLE( BL_Shader, setUniform2i ),
+ KX_PYMETHODTABLE( BL_Shader, setUniform3i ),
+ KX_PYMETHODTABLE( BL_Shader, setUniform4i ),
+
+ KX_PYMETHODTABLE( BL_Shader, setUniformfv ),
+ KX_PYMETHODTABLE( BL_Shader, setUniformiv ),
+
+ KX_PYMETHODTABLE( BL_Shader, setSampler ),
+ KX_PYMETHODTABLE( BL_Shader, setUniformMatrix4 ),
+ KX_PYMETHODTABLE( BL_Shader, setUniformMatrix3 ),
+ // KX_PYMETHODTABLE( BL_Shader, setBlending ),
+
+ {NULL,NULL} //Sentinel
+};
+
+
+PyTypeObject BL_Shader::Type = {
+ PyObject_HEAD_INIT(&PyType_Type)
+ 0,
+ "BL_Shader",
+ sizeof(BL_Shader),
+ 0,
+ PyDestructor,
+ 0,
+ __getattr,
+ __setattr,
+ 0,
+ __repr,
+ 0
+};
+
+
+PyParentObject BL_Shader::Parents[] = {
+ &PyObjectPlus::Type,
+ &BL_Shader::Type,
+ NULL
+};
+
+
+KX_PYMETHODDEF_DOC( BL_Shader, setSource," setSource(vertexProgram, fragmentProgram)" )
+{
+#ifdef GL_ARB_shader_objects
+ if(mShader !=0 && mOk )
+ {
+ // already set...
+ Py_Return;
+ }
+
+ char *v,*f;
+ int apply=0;
+ if( PyArg_ParseTuple(args, "ssi", &v, &f, &apply) )
+ {
+ vertProg = v;
+ fragProg = f;
+ if( LinkProgram() ) {
+ glUseProgramObjectARB( mShader );
+ mUse = apply!=0;
+ Py_Return;
+ }
+ vertProg = 0;
+ fragProg = 0;
+ mUse = 0;
+ glUseProgramObjectARB( 0 );
+ PyErr_Format(PyExc_ValueError, "GLSL Error");
+ }
+ return NULL;
+#else
+ Py_Return;
+#endif
+}
+
+
+KX_PYMETHODDEF_DOC( BL_Shader, delSource, "delSource( )" )
+{
+#ifdef GL_ARB_shader_objects
+ glDeleteObjectARB(mShader);
+ glDeleteObjectARB(mFrag);
+ glDeleteObjectARB(mVert);
+ mShader = 0;
+ mFrag = 0;
+ mVert = 0;
+ vertProg = 0;
+ fragProg = 0;
+ mOk = 0;
+ mUse = 0;
+ glUseProgramObjectARB(0);
+#endif
+ Py_Return;
+
+}
+
+
+KX_PYMETHODDEF_DOC( BL_Shader, isValid, "isValid()" )
+{
+ return PyInt_FromLong( ( mShader !=0 && mOk ) );
+}
+
+KX_PYMETHODDEF_DOC( BL_Shader, getVertexProg ,"getVertexProg( )" )
+{
+ return PyString_FromString(vertProg?vertProg:"");
+}
+
+KX_PYMETHODDEF_DOC( BL_Shader, getFragmentProg ,"getFragmentProg( )" )
+{
+ return PyString_FromString(fragProg?fragProg:"");
+}
+
+
+KX_PYMETHODDEF_DOC( BL_Shader, validate, "validate()")
+{
+#ifdef GL_ARB_shader_objects
+ if(mShader==0)
+ {
+ PyErr_Format(PyExc_TypeError, "invalid shader object");
+ return NULL;
+ }
+
+ int stat = 0;
+ glValidateProgramARB(mShader);
+ glGetObjectParameterivARB(mShader, GL_OBJECT_VALIDATE_STATUS_ARB, &stat);
+
+ return PyInt_FromLong((stat!=0));
+#else
+ Py_Return;
+#endif//GL_ARB_shader_objects
+}
+
+
+KX_PYMETHODDEF_DOC( BL_Shader, setSampler, "setSampler(name, index)" )
+{
+#ifdef GL_ARB_shader_objects
+ char *uniform="";
+ int index=-1;
+ if(PyArg_ParseTuple(args, "si", &uniform, &index))
+ {
+ if(mShader==0)
+ {
+ PyErr_Format(PyExc_ValueError, "invalid shader object");
+ return NULL;
+ }
+ int loc= glGetUniformLocationARB(mShader, uniform);
+ if( loc==-1 )
+ {
+ spit("Invalid uniform value: " << uniform << ".");
+ Py_Return;
+ }else
+ {
+ if(index <= MAXTEX)
+ {
+ mSampler[index].loc = loc;
+ }else
+ {
+ spit("Invalid texture sample index: " << index);
+ }
+ Py_Return;
+ }
+ }
+ return NULL;
+#else
+ Py_Return;
+#endif//GL_ARB_shader_objects
+}
+
+KX_PYMETHODDEF_DOC( BL_Shader, setNumberOfPasses, "setNumberOfPasses( max-pass )" )
+{
+ int pass = 1;
+ if(!PyArg_ParseTuple(args, "i", &pass))
+ return NULL;
+
+ mPass = pass;
+ Py_Return;
+}
+
+/// access functions
+KX_PYMETHODDEF_DOC( BL_Shader, setUniform1f, "setUniform1f(name, fx)" )
+{
+#ifdef GL_ARB_shader_objects
+ char *uniform="";
+ float value=0;
+ if(PyArg_ParseTuple(args, "sf", &uniform, &value ))
+ {
+ if( mShader==0 )
+ {
+ PyErr_Format(PyExc_ValueError, "invalid shader object");
+ return NULL;
+ }
+ int loc= glGetUniformLocationARB(mShader, uniform);
+ if( loc==-1 )
+ {
+ spit("Invalid uniform value: " << uniform << ".");
+ Py_Return;
+ }else
+ {
+ glUseProgramObjectARB( mShader );
+ glUniform1fARB( loc, value );
+ Py_Return;
+ }
+
+ }
+ return NULL;
+#else
+ Py_Return;
+#endif
+}
+
+
+KX_PYMETHODDEF_DOC( BL_Shader, setUniform2f , "setUniform2f(name, fx, fy)")
+{
+#ifdef GL_ARB_shader_objects
+ char *uniform="";
+ float array[2]={ 0,0 };
+ if(PyArg_ParseTuple(args, "sff", &uniform, &array[0],&array[1] ))
+ {
+ if( mShader==0 )
+ {
+ PyErr_Format(PyExc_ValueError, "invalid shader object");
+ return NULL;
+ }
+ int loc= glGetUniformLocationARB(mShader , uniform);
+ if( loc==-1 )
+ {
+ spit("Invalid uniform value: " << uniform << ".");
+ Py_Return;
+ }else
+ {
+ glUseProgramObjectARB( mShader );
+ glUniform2fARB(loc, array[0],array[1] );
+ Py_Return;
+ }
+
+ }
+ return NULL;
+#else
+ Py_Return;
+#endif//GL_ARB_shader_objects
+}
+
+
+KX_PYMETHODDEF_DOC( BL_Shader, setUniform3f, "setUniform3f(name, fx,fy,fz) ")
+{
+#ifdef GL_ARB_shader_objects
+ char *uniform="";
+ float array[3]={0,0,0};
+ if(PyArg_ParseTuple(args, "sfff", &uniform, &array[0],&array[1],&array[2]))
+ {
+ if(mShader==0)
+ {
+ PyErr_Format(PyExc_ValueError, "invalid shader object");
+ return NULL;
+ }
+ int loc= glGetUniformLocationARB(mShader , uniform);
+ if( loc==-1 )
+ {
+ spit("Invalid uniform value: " << uniform << ".");
+ Py_Return;
+ }else
+ {
+ glUseProgramObjectARB(mShader);
+ glUniform3fARB(loc, array[0],array[1],array[2]);
+ Py_Return;
+ }
+
+ }
+ return NULL;
+#else
+ Py_Return;
+#endif//GL_ARB_shader_objects
+}
+
+
+KX_PYMETHODDEF_DOC( BL_Shader, setUniform4f, "setUniform4f(name, fx,fy,fz, fw) ")
+{
+#ifdef GL_ARB_shader_objects
+ char *uniform="";
+ float array[4]={0,0,0,0};
+ if(PyArg_ParseTuple(args, "sffff", &uniform, &array[0],&array[1],&array[2], &array[3]))
+ {
+ if(mShader==0)
+ {
+ PyErr_Format(PyExc_ValueError, "invalid shader object");
+ return NULL;
+ }
+ int loc= glGetUniformLocationARB(mShader , uniform);
+ if( loc==-1 )
+ {
+ spit("Invalid uniform value: " << uniform << ".");
+ Py_Return;
+ }else
+ {
+ glUseProgramObjectARB(mShader);
+ glUniform4fARB(loc, array[0],array[1],array[2], array[3]);
+ Py_Return;
+ }
+ }
+ return NULL;
+#else
+ Py_Return;
+#endif//GL_ARB_shader_objects
+}
+
+
+KX_PYMETHODDEF_DOC( BL_Shader, setUniform1i, "setUniform1i(name, ix)" )
+{
+#ifdef GL_ARB_shader_objects
+ char *uniform="";
+ int value=0;
+ if(PyArg_ParseTuple(args, "si", &uniform, &value ))
+ {
+ if( mShader==0 )
+ {
+ PyErr_Format(PyExc_ValueError, "invalid shader object");
+ return NULL;
+ }
+ int loc= glGetUniformLocationARB(mShader, uniform);
+ if( loc==-1 )
+ {
+ spit("Invalid uniform value: " << uniform << ".");
+ Py_Return;
+ }else
+ {
+ glUseProgramObjectARB( mShader );
+ glUniform1iARB( loc, value );
+ Py_Return;
+ }
+ }
+ return NULL;
+#else
+ Py_Return;
+#endif//GL_ARB_shader_objects
+}
+
+
+KX_PYMETHODDEF_DOC( BL_Shader, setUniform2i , "setUniform2i(name, ix, iy)")
+{
+#ifdef GL_ARB_shader_objects
+ char *uniform="";
+ int array[2]={ 0,0 };
+ if(PyArg_ParseTuple(args, "sii", &uniform, &array[0],&array[1] ))
+ {
+ if( mShader==0 )
+ {
+ PyErr_Format(PyExc_ValueError, "invalid shader object");
+ return NULL;
+ }
+ int loc= glGetUniformLocationARB(mShader , uniform);
+ if( loc==-1 )
+ {
+ spit("Invalid uniform value: " << uniform << ".");
+ Py_Return;
+ }else
+ {
+ glUseProgramObjectARB( mShader );
+ glUniform2iARB(loc, array[0],array[1] );
+ Py_Return;
+ }
+ }
+ return NULL;
+#else
+ Py_Return;
+#endif//GL_ARB_shader_objects
+}
+
+
+KX_PYMETHODDEF_DOC( BL_Shader, setUniform3i, "setUniform3i(name, ix,iy,iz) ")
+{
+#ifdef GL_ARB_shader_objects
+ char *uniform="";
+ int array[3]={0,0,0};
+ if(PyArg_ParseTuple(args, "siii", &uniform, &array[0],&array[1],&array[2]))
+ {
+ if(mShader==0)
+ {
+ PyErr_Format(PyExc_ValueError, "invalid shader object");
+ return NULL;
+ }
+ int loc= glGetUniformLocationARB(mShader , uniform);
+ if( loc==-1 )
+ {
+ spit("Invalid uniform value: " << uniform << ".");
+ Py_Return;
+ }else
+ {
+ glUseProgramObjectARB(mShader);
+ glUniform3iARB(loc, array[0],array[1],array[2]);
+ Py_Return;
+ }
+ }
+ return NULL;
+#else
+ Py_Return;
+#endif//GL_ARB_shader_objects
+}
+
+KX_PYMETHODDEF_DOC( BL_Shader, setUniform4i, "setUniform4i(name, ix,iy,iz, iw) ")
+{
+#ifdef GL_ARB_shader_objects
+ char *uniform="";
+ int array[4]={0,0,0, 0};
+ if(PyArg_ParseTuple(args, "siiii", &uniform, &array[0],&array[1],&array[2], &array[3] ))
+ {
+ if(mShader==0)
+ {
+ PyErr_Format(PyExc_ValueError, "invalid shader object");
+ return NULL;
+ }
+ int loc= glGetUniformLocationARB(mShader , uniform);
+ if( loc==-1 )
+ {
+ spit("Invalid uniform value: " << uniform << ".");
+ Py_Return;
+ }else
+ {
+ glUseProgramObjectARB(mShader);
+ glUniform4iARB(loc, array[0],array[1],array[2], array[3]);
+ Py_Return;
+ }
+ }
+ return NULL;
+#else
+ Py_Return;
+#endif//GL_ARB_shader_objects
+}
+
+KX_PYMETHODDEF_DOC( BL_Shader, setUniformfv , "setUniformfv( float (list2 or list3 or list4) )")
+{
+#ifdef GL_ARB_shader_objects
+ char*uniform = "";
+ PyObject *listPtr =0;
+ float array_data[4] = {0.f,0.f,0.f,0.f};
+
+ if(PyArg_ParseTuple(args, "sO", &uniform, &listPtr))
+ {
+ if(mShader==0)
+ {
+ PyErr_Format(PyExc_ValueError, "invalid shader object");
+ return NULL;
+ }
+ int loc= glGetUniformLocationARB(mShader , uniform);
+ if( loc==-1 )
+ {
+ spit("Invalid uniform value: " << uniform << ".");
+ Py_Return;
+ }else
+ {
+ if(PySequence_Check(listPtr))
+ {
+ unsigned int list_size = PySequence_Size(listPtr);
+
+ for(unsigned int i=0; (i<list_size && i<=4); i++)
+ {
+ PyObject *item = PySequence_GetItem(listPtr, i);
+ array_data[i] = (float)PyFloat_AsDouble(item);
+ Py_DECREF(item);
+ }
+ switch(list_size)
+ {
+ case 2:
+ {
+ glUseProgramObjectARB(mShader);
+ glUniform2fARB(loc, array_data[0],array_data[1]);
+ Py_Return;
+ } break;
+ case 3:
+ {
+ glUseProgramObjectARB(mShader);
+ glUniform3fARB(loc, array_data[0],array_data[1], array_data[2]);
+ Py_Return;
+ }break;
+ case 4:
+ {
+ glUseProgramObjectARB(mShader);
+ glUniform4fARB(loc, array_data[0],array_data[1], array_data[2], array_data[3]);
+ Py_Return;
+ }break;
+ default:
+ {
+ PyErr_Format(PyExc_TypeError, "Invalid list size");
+ return NULL;
+ }break;
+ }
+ }
+ }
+ }
+ return NULL;
+#else
+ Py_Return;
+#endif//GL_ARB_shader_objects
+
+}
+
+KX_PYMETHODDEF_DOC( BL_Shader, setUniformiv, "setUniformiv( int (list2 or list3 or list4) )")
+{
+#ifdef GL_ARB_shader_objects
+ char*uniform = "";
+ PyObject *listPtr =0;
+ int array_data[4] = {0,0,0,0};
+
+ if(PyArg_ParseTuple(args, "sO", &uniform, &listPtr))
+ {
+ if(mShader==0)
+ {
+ PyErr_Format(PyExc_ValueError, "invalid shader object");
+ return NULL;
+ }
+ int loc= glGetUniformLocationARB(mShader , uniform);
+ if( loc==-1 )
+ {
+ spit("Invalid uniform value: " << uniform << ".");
+ Py_Return;
+ }else
+ {
+ if(PySequence_Check(listPtr))
+ {
+ unsigned int list_size = PySequence_Size(listPtr);
+
+ for(unsigned int i=0; (i<list_size && i<=4); i++)
+ {
+ PyObject *item = PySequence_GetItem(listPtr, i);
+ array_data[i] = PyInt_AsLong(item);
+ Py_DECREF(item);
+ }
+ switch(list_size)
+ {
+ case 2:
+ {
+ glUseProgramObjectARB(mShader);
+ glUniform2iARB(loc, array_data[0],array_data[1]);
+ Py_Return;
+ } break;
+ case 3:
+ {
+ glUseProgramObjectARB(mShader);
+ glUniform3iARB(loc, array_data[0],array_data[1], array_data[2]);
+ Py_Return;
+ }break;
+ case 4:
+ {
+ glUseProgramObjectARB(mShader);
+ glUniform4iARB(loc, array_data[0],array_data[1], array_data[2], array_data[3]);
+ Py_Return;
+ }break;
+ default:
+ {
+ PyErr_Format(PyExc_TypeError, "Invalid list size");
+ return NULL;
+ }break;
+ }
+ }
+ }
+ }
+ return NULL;
+#else
+ Py_Return;
+#endif//GL_ARB_shader_objects
+}
+
+
+KX_PYMETHODDEF_DOC( BL_Shader, setUniformMatrix4,
+"setUniformMatrix4(uniform-name, mat-4x4, transpose(row-major=true, col-major=false)" )
+{
+#ifdef GL_ARB_shader_objects
+ float matr[16] = {
+ 1,0,0,0,
+ 0,1,0,0,
+ 0,0,1,0,
+ 0,0,0,1
+ };
+
+ char *uniform="";
+ PyObject *matrix=0;
+ int transp=1; // MT_ is row major so transpose by default....
+ if(PyArg_ParseTuple(args, "sO|i",&uniform, &matrix,&transp))
+ {
+ if(mShader==0)
+ {
+ PyErr_Format(PyExc_ValueError, "invalid shader object");
+ return NULL;
+ }
+ int loc= glGetUniformLocationARB(mShader , uniform);
+ if( loc==-1 )
+ {
+ spit("Invalid uniform value: " << uniform << ".");
+ Py_Return;
+ }else
+ {
+ if (PyObject_IsMT_Matrix(matrix, 4))
+ {
+ MT_Matrix4x4 mat;
+ if (PyMatTo(matrix, mat))
+ {
+ mat.getValue(matr);
+ glUseProgramObjectARB(mShader);
+ glUniformMatrix4fvARB(loc, 1, (transp!=0)?GL_TRUE:GL_FALSE, matr);
+ Py_Return;
+ }
+ }
+ }
+ }
+ return NULL;
+#else
+ Py_Return;
+#endif//GL_ARB_shader_objects
+}
+
+
+KX_PYMETHODDEF_DOC( BL_Shader, setUniformMatrix3,
+"setUniformMatrix3(uniform-name, list[3x3], transpose(row-major=true, col-major=false)" )
+{
+#ifdef GL_ARB_shader_objects
+ float matr[9] = {
+ 1,0,0,
+ 0,1,0,
+ 0,0,1,
+ };
+
+ char *uniform="";
+ PyObject *matrix=0;
+ int transp=1; // MT_ is row major so transpose by default....
+ if(PyArg_ParseTuple(args, "sO|i",&uniform, &matrix,&transp))
+ {
+ if(mShader==0)
+ {
+ PyErr_Format(PyExc_ValueError, "invalid shader object");
+ return NULL;
+ }
+ int loc= glGetUniformLocationARB(mShader , uniform);
+ if( loc==-1 )
+ {
+ spit("Invalid uniform value: " << uniform << ".");
+ Py_Return;
+ }else
+ {
+ if (PyObject_IsMT_Matrix(matrix, 3))
+ {
+ MT_Matrix3x3 mat;
+ if (PyMatTo(matrix, mat))
+ {
+ mat.getValue(matr);
+ glUseProgramObjectARB(mShader);
+ glUniformMatrix3fvARB(loc, 1, (transp!=0)?GL_TRUE:GL_FALSE, matr);
+ Py_Return;
+ }
+ }
+ }
+ }
+ return NULL;
+#else
+ Py_Return;
+#endif//GL_ARB_shader_objects
+}
+
+
+KX_PYMETHODDEF_DOC( BL_Shader, setBlending, "setBlending(src, dest)" )
+{
+ int src, dest;
+ if(PyArg_ParseTuple(args, "ii", &src, &dest))
+ {
+ mBlending.src = src;
+ mBlending.dest = dest;
+ Py_Return;
+ }
+ return NULL;
+}
diff --git a/source/gameengine/Ketsji/BL_Shader.h b/source/gameengine/Ketsji/BL_Shader.h
new file mode 100644
index 00000000000..2e08eeb0d70
--- /dev/null
+++ b/source/gameengine/Ketsji/BL_Shader.h
@@ -0,0 +1,117 @@
+#ifndef __BL_SHADER_H__
+#define __BL_SHADER_H__
+
+#include "PyObjectPlus.h"
+#include "BL_Material.h"
+
+// -----------------------------------
+// user state management
+typedef struct uSampler
+{
+ unsigned int type;
+ int pass;
+ int unit;
+ int loc;
+ unsigned int glTexture;
+}uSampler;
+
+#define SAMP_2D 1
+#define SAMP_CUBE 2
+
+
+// -----------------------------------
+typedef struct uBlending
+{
+ unsigned int pass;
+ int src; // GL_ blend func values
+ int dest;
+ float const_color[4];
+}uBlending;
+// -----------------------------------
+
+// ----------------
+class BL_Shader : public PyObjectPlus
+{
+ Py_Header;
+private:
+ unsigned int mShader,
+ mVert,
+ mFrag;
+ int mPass;
+ bool mOk;
+ bool mUse;
+ uSampler mSampler[MAXTEX];
+ uBlending mBlending;
+ char* vertProg;
+ char* fragProg;
+ bool LinkProgram();
+ bool PrintInfo(int len, unsigned int handle, const char *type);
+
+public:
+ BL_Shader(int n, PyTypeObject *T=&Type);
+ virtual ~BL_Shader();
+
+ char* GetVertPtr();
+ char* GetFragPtr();
+ void SetVertPtr( char *vert );
+ void SetFragPtr( char *frag );
+
+ // ---
+ int getNumPass() {return mPass;}
+ bool use() {return mUse;}
+
+ // ---
+ // access
+ const uSampler* getSampler(int i);
+ const uBlending* getBlending( int pass );
+ const bool Ok()const;
+
+ unsigned int GetProg();
+ unsigned int GetVertexShader();
+ unsigned int GetFragmentShader();
+
+ void InitializeSampler(
+ int type,
+ int unit,
+ int pass,
+ unsigned int texture
+ );
+
+ // -----------------------------------
+ // python interface
+ virtual PyObject* _getattr(const STR_String& attr);
+
+ KX_PYMETHOD_DOC( BL_Shader, setSource );
+ KX_PYMETHOD_DOC( BL_Shader, delSource );
+ KX_PYMETHOD_DOC( BL_Shader, getVertexProg );
+ KX_PYMETHOD_DOC( BL_Shader, getFragmentProg );
+ KX_PYMETHOD_DOC( BL_Shader, setNumberOfPasses );
+
+ // -----------------------------------
+ KX_PYMETHOD_DOC( BL_Shader, isValid);
+ KX_PYMETHOD_DOC( BL_Shader, validate);
+ KX_PYMETHOD_DOC( BL_Shader, setUniform4f );
+ KX_PYMETHOD_DOC( BL_Shader, setUniform3f );
+ KX_PYMETHOD_DOC( BL_Shader, setUniform2f );
+ KX_PYMETHOD_DOC( BL_Shader, setUniform1f );
+ KX_PYMETHOD_DOC( BL_Shader, setUniform4i );
+ KX_PYMETHOD_DOC( BL_Shader, setUniform3i );
+ KX_PYMETHOD_DOC( BL_Shader, setUniform2i );
+ KX_PYMETHOD_DOC( BL_Shader, setUniform1i );
+
+ KX_PYMETHOD_DOC( BL_Shader, setUniformfv );
+ KX_PYMETHOD_DOC( BL_Shader, setUniformiv );
+
+ KX_PYMETHOD_DOC( BL_Shader, setUniformMatrix4 );
+ KX_PYMETHOD_DOC( BL_Shader, setUniformMatrix3 );
+
+ // these come from within the material buttons
+ // sampler2d/samplerCube work
+ KX_PYMETHOD_DOC( BL_Shader, setSampler);
+ // user blending funcs
+ KX_PYMETHOD_DOC( BL_Shader, setBlending );
+};
+
+
+
+#endif//__BL_SHADER_H__
diff --git a/source/gameengine/Ketsji/BL_Texture.cpp b/source/gameengine/Ketsji/BL_Texture.cpp
new file mode 100644
index 00000000000..f03bfffc8ec
--- /dev/null
+++ b/source/gameengine/Ketsji/BL_Texture.cpp
@@ -0,0 +1,389 @@
+// ------------------------------------
+#ifdef WIN32
+#include <windows.h>
+#endif // WIN32
+#ifdef __APPLE__
+#include <OpenGL/gl.h>
+#include <OpenGL/glu.h>
+#else
+#include <GL/gl.h>
+#include <GL/glu.h>
+#endif
+
+#include <iostream>
+
+#include "BL_Material.h"
+#include "BL_Texture.h"
+#include "MT_assert.h"
+
+#include "DNA_texture_types.h"
+#include "DNA_image_types.h"
+#include "IMB_imbuf_types.h"
+#include "BKE_image.h"
+//#include "IMB_imbuf.h"
+#include "BLI_blenlib.h"
+
+#include "RAS_GLExtensionManager.h"
+using namespace bgl;
+
+#define spit(x) std::cout << x << std::endl;
+
+#include "MEM_guardedalloc.h"
+
+
+
+extern "C" {
+ // envmaps
+ #include "IMB_imbuf.h"
+ void my_envmap_split_ima(EnvMap *env);
+ void my_free_envmapdata(EnvMap *env);
+}
+
+// (n&(n-1)) zeros the least significant bit of n
+static int is_pow2(int num) {
+ return ((num)&(num-1))==0;
+}
+static int smaller_pow2(int num) {
+ while (!is_pow2(num))
+ num= num&(num-1);
+ return num;
+}
+
+
+
+BL_Texture::BL_Texture()
+: mTexture(0),
+ mError(0),
+ mOk(0),
+ mNeedsDeleted(0),
+ mType(0),
+ mName("")
+{
+ // --
+}
+
+BL_Texture::~BL_Texture()
+{
+ // --
+}
+
+void BL_Texture::DeleteTex()
+{
+ if( mNeedsDeleted ) {
+ glDeleteTextures(1, (GLuint*)&(*mTexture));
+ mNeedsDeleted = 0;
+ mOk = 0;
+ }
+}
+
+
+bool BL_Texture::InitFromImage( Image *img, bool mipmap)
+{
+ if(!img || img->ok==0 ) {
+ mError = true;
+ mOk = false;
+ return mOk;
+ }
+ if( img->ibuf==0 ) {
+ load_image(img, IB_rect, "", 0);
+ if(img->ibuf==0) {
+ img->ok = 0;
+ mError = true;
+ mOk = false;
+ return mOk;
+ }
+ }
+ mTexture = &img->bindcode;
+ mName = img->id.name;
+ mType = BL_TEX2D;
+
+ // smoke em if we got em
+ if (*mTexture != 0) {
+ glBindTexture(GL_TEXTURE_2D, *mTexture );
+ Validate();
+ return mOk;
+ }
+ glGenTextures(1, (GLuint*)mTexture);
+ InitGLTex(img->ibuf->rect, img->ibuf->x, img->ibuf->y, mipmap);
+ Validate();
+ return mOk;
+}
+
+void BL_Texture::InitGLTex(unsigned int *pix,int x,int y,bool mipmap)
+{
+ if (!is_pow2(x) || !is_pow2(y) ) {
+ InitNonPow2Tex(pix, x,y,mipmap);
+ return;
+ }
+
+ glBindTexture(GL_TEXTURE_2D, *mTexture );
+ if( mipmap ) {
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
+ gluBuild2DMipmaps( GL_TEXTURE_2D, GL_RGBA, x, y, GL_RGBA, GL_UNSIGNED_BYTE, pix );
+ }
+ else {
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
+ glTexImage2D( GL_TEXTURE_2D, 0, GL_RGBA, x, y, 0, GL_RGBA, GL_UNSIGNED_BYTE, pix );
+ }
+
+ glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
+}
+
+
+void BL_Texture::InitNonPow2Tex(unsigned int *pix,int x,int y,bool mipmap)
+{
+ int nx= smaller_pow2(x);
+ int ny= smaller_pow2(y);
+
+ unsigned int *newPixels = (unsigned int *)malloc(nx*ny*sizeof(unsigned int));
+
+ gluScaleImage(GL_RGBA, x, y, GL_UNSIGNED_BYTE, pix, nx,ny, GL_UNSIGNED_BYTE, newPixels);
+ glBindTexture(GL_TEXTURE_2D, *mTexture );
+
+ if( mipmap ) {
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
+ gluBuild2DMipmaps( GL_TEXTURE_2D, GL_RGBA, nx, ny, GL_RGBA, GL_UNSIGNED_BYTE, newPixels );
+ }
+ else {
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
+ glTexImage2D( GL_TEXTURE_2D, 0, GL_RGBA, nx, ny, 0, GL_RGBA, GL_UNSIGNED_BYTE, newPixels );
+ }
+ glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
+ free(newPixels);
+}
+
+
+bool BL_Texture::InitCubeMap( EnvMap *cubemap )
+{
+#ifdef GL_ARB_texture_cube_map
+ if(!RAS_EXT_support._ARB_texture_cube_map) {
+ spit("cubemaps not supported");
+ mError = true;
+ mOk = false;
+ return mOk;
+ }
+
+ else if(!cubemap || cubemap->ima->ok==0 ) {
+ mError = true;
+ mOk = false;
+ return mOk;
+ }
+
+ if( cubemap->ima->ibuf==0 ) {
+ load_image(cubemap->ima, IB_rect, "", 0);
+ if(cubemap->ima->ibuf==0) {
+ cubemap->ima->ok = 0;
+ mError = true;
+ mOk = false;
+ return mOk;
+ }
+ }
+
+ EnvMap *CubeMap = cubemap;
+ mNeedsDeleted = 1;
+ mBlankTexture = 0;
+ mType = BL_TEXCUBE;
+ mTexture = &mBlankTexture;
+ mName = CubeMap->ima->id.name;
+
+ glGenTextures(1, (GLuint*)(mTexture));
+ glBindTexture(GL_TEXTURE_CUBE_MAP_ARB, *mTexture );
+ bool needs_split = false;
+
+ if(!CubeMap->cube[0]) needs_split = true;
+
+ if(needs_split){
+ // split it
+ my_envmap_split_ima(CubeMap);
+ }
+
+ int x = cubemap->ima->ibuf->x;
+ int y = cubemap->ima->ibuf->y;
+ unsigned int *data= (unsigned int *)malloc(x*y*sizeof(unsigned int));
+
+ // -----------------------------------
+ x = CubeMap->cube[0]->ibuf->x;
+ y = CubeMap->cube[0]->ibuf->y;
+
+ // check the first image, and assume the rest
+ if (!is_pow2(x) || !is_pow2(y))
+ {
+ spit("invalid envmap size please render with CubeRes @ power of two");
+ free(data);
+ data = 0;
+ mError = true;
+ mOk = false;
+ return mOk;
+ }
+ memcpy(data, CubeMap->cube[0]->ibuf->rect, (x*y*sizeof(unsigned int)));
+ glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_Y_ARB, 0, GL_RGBA, x, y, 0, GL_RGBA, GL_UNSIGNED_BYTE, data);
+
+ // -----------------------------------
+ x = CubeMap->cube[1]->ibuf->x;
+ y = CubeMap->cube[1]->ibuf->y;
+ memcpy(data, CubeMap->cube[1]->ibuf->rect, (x*y*sizeof(unsigned int)));
+ glTexImage2D(GL_TEXTURE_CUBE_MAP_NEGATIVE_Y_ARB, 0, GL_RGBA, x, y, 0, GL_RGBA, GL_UNSIGNED_BYTE, data);
+
+ // -----------------------------------
+ x = CubeMap->cube[2]->ibuf->x;
+ y = CubeMap->cube[2]->ibuf->y;
+ memcpy(data, CubeMap->cube[2]->ibuf->rect, (x*y*sizeof(unsigned int)));
+ glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_Z_ARB, 0, GL_RGBA, x, y, 0, GL_RGBA, GL_UNSIGNED_BYTE, data);
+
+ // -----------------------------------
+ x = CubeMap->cube[3]->ibuf->x;
+ y = CubeMap->cube[3]->ibuf->y;
+ memcpy(data, CubeMap->cube[3]->ibuf->rect, (x*y*sizeof(unsigned int)));
+ glTexImage2D(GL_TEXTURE_CUBE_MAP_NEGATIVE_X_ARB, 0, GL_RGBA, x, y, 0, GL_RGBA, GL_UNSIGNED_BYTE, data);
+
+ // -----------------------------------
+ x = CubeMap->cube[4]->ibuf->x;
+ y = CubeMap->cube[4]->ibuf->y;
+ memcpy(data, CubeMap->cube[4]->ibuf->rect, (x*y*sizeof(unsigned int)));
+ glTexImage2D(GL_TEXTURE_CUBE_MAP_NEGATIVE_Z_ARB, 0, GL_RGBA, x, y, 0, GL_RGBA, GL_UNSIGNED_BYTE, data);
+
+ // -----------------------------------
+ x = CubeMap->cube[5]->ibuf->x;
+ y = CubeMap->cube[5]->ibuf->y;
+ memcpy(data, CubeMap->cube[5]->ibuf->rect, (x*y*sizeof(unsigned int)));
+ glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_X_ARB, 0, GL_RGBA, x, y, 0, GL_RGBA, GL_UNSIGNED_BYTE, data);
+
+ glTexParameteri( GL_TEXTURE_CUBE_MAP_ARB, GL_TEXTURE_MIN_FILTER, GL_LINEAR );
+ glTexParameteri( GL_TEXTURE_CUBE_MAP_ARB, GL_TEXTURE_MAG_FILTER, GL_LINEAR );
+ glTexParameteri( GL_TEXTURE_CUBE_MAP_ARB, GL_TEXTURE_WRAP_S, GL_REPEAT );
+ glTexParameteri( GL_TEXTURE_CUBE_MAP_ARB, GL_TEXTURE_WRAP_T, GL_REPEAT );
+
+ if(data) {
+ free(data);
+ data = 0;
+ }
+
+ if(needs_split) {
+ // okay we allocated, swap back to orig and free used
+ cubemap->ima = CubeMap->ima;
+ my_free_envmapdata(CubeMap);
+ }
+ mOk = IsValid();
+ return mOk;
+
+#else
+
+ mError = true;
+ mOk = false;
+ return mOk;
+
+#endif//GL_ARB_texture_cube_map
+}
+
+
+STR_String BL_Texture::GetName() const
+{
+ return mName;
+}
+
+
+bool BL_Texture::IsValid()
+{
+ return (mTexture && *mTexture!= 0)?glIsTexture(*mTexture)!=0:false;
+}
+
+
+void BL_Texture::Validate()
+{
+ mOk = IsValid();
+}
+
+
+bool BL_Texture::Ok()
+{
+ return ( mTexture?((!mError || mOk ) && *mTexture!= 0):0 );
+}
+
+
+unsigned int BL_Texture::GetTextureType() const
+{
+ return mType;
+}
+
+
+BL_Texture::operator const unsigned int () const
+{
+ return mTexture? *mTexture:0;
+}
+
+bool BL_Texture::SetGLTex(unsigned int tex)
+{
+ return false;
+}
+
+extern "C" {
+
+void my_envmap_split_ima(EnvMap *env)
+{
+ ImBuf *ibuf;
+ Image *ima;
+ int dx, part;
+
+ my_free_envmapdata(env);
+
+ dx= env->ima->ibuf->y;
+ dx/= 2;
+ if(3*dx != env->ima->ibuf->x) {
+ printf("Incorrect envmap size\n");
+ env->ok= 0;
+ env->ima->ok= 0;
+ }
+ else {
+ for(part=0; part<6; part++) {
+ ibuf= IMB_allocImBuf(dx, dx, 24, IB_rect, 0);
+ ima= (Image*)MEM_callocN(sizeof(Image), "image");
+ ima->ibuf= ibuf;
+ ima->ok= 1;
+ env->cube[part]= ima;
+ }
+ IMB_rectop(env->cube[0]->ibuf, env->ima->ibuf,
+ 0, 0, 0, 0, dx, dx, IMB_rectcpy, 0);
+ IMB_rectop(env->cube[1]->ibuf, env->ima->ibuf,
+ 0, 0, dx, 0, dx, dx, IMB_rectcpy, 0);
+ IMB_rectop(env->cube[2]->ibuf, env->ima->ibuf,
+ 0, 0, 2*dx, 0, dx, dx, IMB_rectcpy, 0);
+ IMB_rectop(env->cube[3]->ibuf, env->ima->ibuf,
+ 0, 0, 0, dx, dx, dx, IMB_rectcpy, 0);
+ IMB_rectop(env->cube[4]->ibuf, env->ima->ibuf,
+ 0, 0, dx, dx, dx, dx, IMB_rectcpy, 0);
+ IMB_rectop(env->cube[5]->ibuf, env->ima->ibuf,
+ 0, 0, 2*dx, dx, dx, dx, IMB_rectcpy, 0);
+ env->ok= 2;
+ }
+}
+
+
+void my_free_envmapdata(EnvMap *env)
+{
+ Image *ima;
+ unsigned int a, part;
+
+ for(part=0; part<6; part++) {
+ ima= env->cube[part];
+ if(ima) {
+ if(ima->ibuf) IMB_freeImBuf(ima->ibuf);
+
+ for(a=0; a<BLI_ARRAY_NELEMS(ima->mipmap); a++) {
+ if(ima->mipmap[a]) IMB_freeImBuf(ima->mipmap[a]);
+ }
+ MEM_freeN(ima);
+ env->cube[part]= 0;
+ }
+ }
+ env->ok= 0;
+}
+
+
+}
+
+unsigned int BL_Texture::mBlankTexture = 0;
+
diff --git a/source/gameengine/Ketsji/BL_Texture.h b/source/gameengine/Ketsji/BL_Texture.h
new file mode 100644
index 00000000000..51bf7270d2d
--- /dev/null
+++ b/source/gameengine/Ketsji/BL_Texture.h
@@ -0,0 +1,53 @@
+#ifndef __BL_TEXTURE_H__
+#define __BL_TEXTURE_H__
+#include <vector>
+// --
+struct Image;
+struct EnvMap;
+// --
+#include "STR_String.h"
+
+class BL_Texture
+{
+private:
+ // -----------------------------------
+ unsigned int* mTexture;
+ bool mError;
+ bool mOk;
+ bool mNeedsDeleted;
+ unsigned int mType;
+ STR_String mName;
+ static unsigned int mBlankTexture;
+ std::vector<EnvMap*>mCubeMem;
+ // -----------------------------------
+ void InitNonPow2Tex(unsigned int *p,int x,int y,bool mipmap );
+ void InitGLTex(unsigned int *p,int x,int y,bool mipmap );
+
+public:
+ BL_Texture();
+ ~BL_Texture( );
+
+ operator const unsigned int () const;
+ bool Ok();
+
+ STR_String GetName() const;
+
+ unsigned int GetTextureType() const;
+ void DeleteTex();
+ bool InitFromImage( Image *img, bool mipmap);
+ bool InitCubeMap( EnvMap *cubemap );
+ //
+ bool SetGLTex(unsigned int tex);
+
+ void PopCubeMap();
+ bool IsValid();
+ void Validate();
+};
+
+enum TexType{
+ BL_TEX2D = 1,
+ BL_TEXCUBE = 2
+};
+
+
+#endif//__BL_TEXTURE_H__
diff --git a/source/gameengine/Ketsji/KX_BlenderMaterial.cpp b/source/gameengine/Ketsji/KX_BlenderMaterial.cpp
new file mode 100644
index 00000000000..ebf040d3c5d
--- /dev/null
+++ b/source/gameengine/Ketsji/KX_BlenderMaterial.cpp
@@ -0,0 +1,949 @@
+
+// ------------------------------------
+// ...
+// ------------------------------------
+#ifdef HAVE_CONFIG_H
+#include <config.h>
+#endif
+
+#ifdef WIN32
+#include <windows.h>
+#endif // WIN32
+#ifdef __APPLE__
+#include <OpenGL/gl.h>
+#include <OpenGL/glu.h>
+#else
+#include <GL/gl.h>
+#include <GL/glu.h>
+#endif
+
+#include "KX_BlenderMaterial.h"
+#include "BL_Material.h"
+#include "KX_Scene.h"
+#include "KX_Light.h"
+#include "KX_GameObject.h"
+
+#include "MT_Vector3.h"
+#include "MT_Vector4.h"
+#include "MT_Matrix4x4.h"
+
+#include "RAS_MeshObject.h"
+#include "RAS_IRasterizer.h"
+#include "RAS_OpenGLRasterizer/RAS_GLExtensionManager.h"
+#include "RAS_OpenGLRasterizer/ARB_multitexture.h"
+
+extern "C" {
+#include "BDR_drawmesh.h"
+}
+
+#include "STR_HashedString.h"
+
+// ------------------------------------
+#include "DNA_object_types.h"
+#include "DNA_material_types.h"
+#include "DNA_image_types.h"
+#include "DNA_mesh_types.h"
+#include "BKE_mesh.h"
+// ------------------------------------
+using namespace bgl;
+#define spit(x) std::cout << x << std::endl;
+
+//static PyObject *gTextureDict = 0;
+
+KX_BlenderMaterial::KX_BlenderMaterial(
+ KX_Scene *scene,
+ BL_Material *data,
+ bool skin,
+ int lightlayer,
+ void *clientobject,
+ PyTypeObject *T
+ )
+: PyObjectPlus(T),
+ RAS_IPolyMaterial(
+ STR_String( data->texname[0] ),
+ STR_String( data->matname ), // needed for physics!
+ data->tile,
+ data->tilexrep[0],
+ data->tileyrep[0],
+ data->mode,
+ ((data->ras_mode &TRANSP)!=0),
+ ((data->ras_mode &ZSORT)!=0),
+ lightlayer,
+ ((data->ras_mode &TRIANGLE)!=0),
+ clientobject
+ ),
+ mMaterial(data),
+ mShader(0),
+ mScene(scene),
+ mPass(0)
+{
+ ///RAS_EXT_support._ARB_multitexture == true if were here
+
+ // --------------------------------
+ // RAS_IPolyMaterial variables...
+ m_flag |=RAS_BLENDERMAT;
+ m_flag |=(mMaterial->IdMode>=ONETEX)?RAS_MULTITEX:0;
+ m_flag |=(mMaterial->ras_mode & USE_LIGHT)!=0?RAS_MULTILIGHT:0;
+
+ // figure max
+ #ifdef GL_ARB_multitexture
+ int enabled = mMaterial->num_enabled;
+ mMaterial->num_enabled = enabled>=bgl::max_texture_units?bgl::max_texture_units:enabled;
+ #else
+ mMaterial->num_enabled=0;
+ #endif
+
+ m_enabled = mMaterial->num_enabled;
+
+ // test the sum of the various modes for equality
+ // so we can ether accept or reject this material
+ // as being equal, this is rather important to
+ // prevent material bleeding
+ for(int i=0; i<mMaterial->num_enabled; i++) {
+ m_multimode +=
+ (mMaterial->flag[i] +
+ mMaterial->blend_mode[i]
+ );
+ }
+ m_multimode += mMaterial->IdMode+mMaterial->ras_mode;
+
+}
+
+
+KX_BlenderMaterial::~KX_BlenderMaterial()
+{
+ // cleanup work
+ OnExit();
+}
+
+
+TFace* KX_BlenderMaterial::GetTFace(void) const
+{
+ // fonts on polys
+ MT_assert(mMaterial->tface);
+ return mMaterial->tface;
+}
+
+void KX_BlenderMaterial::OnConstruction()
+{
+ // for each unique material...
+ #ifdef GL_ARB_multitexture
+/* will be used to switch textures
+ if(!gTextureDict)
+ gTextureDict = PyDict_New();
+*/
+ #ifdef GL_ARB_shader_objects
+ if( RAS_EXT_support._ARB_shader_objects )
+ mShader = new BL_Shader( mMaterial->num_enabled );
+ #endif
+
+ int i;
+ for(i=0; i<mMaterial->num_enabled; i++) {
+ glActiveTextureARB(GL_TEXTURE0_ARB+i);
+ #ifdef GL_ARB_texture_cube_map
+ if( mMaterial->mapping[i].mapping & USEENV ) {
+ if(!RAS_EXT_support._ARB_texture_cube_map) {
+ spit("CubeMap textures not supported");
+ continue;
+ }
+ if(!mTextures[i].InitCubeMap( mMaterial->cubemap[i] ) )
+ spit("unable to initialize image("<<i<<") in "<<
+ mMaterial->matname<< ", image will not be available");
+
+ if( RAS_EXT_support._ARB_shader_objects )
+ mShader->InitializeSampler(SAMP_CUBE, i, 0, mTextures[i]);
+ }
+
+ else {
+ #endif//GL_ARB_texture_cube_map
+ if( mMaterial->img[i] ) {
+ if( ! mTextures[i].InitFromImage(mMaterial->img[i], (mMaterial->flag[i] &MIPMAP)!=0 ))
+ spit("unable to initialize image("<<i<<") in "<<
+ mMaterial->matname<< ", image will not be available");
+
+ if( RAS_EXT_support._ARB_shader_objects )
+ mShader->InitializeSampler(SAMP_2D, i, 0, mTextures[i]);
+ }
+ #ifdef GL_ARB_texture_cube_map
+ }
+ #endif//GL_ARB_texture_cube_map
+ /*PyDict_SetItemString(gTextureDict, mTextures[i].GetName().Ptr(), PyInt_FromLong(mTextures[i]));*/
+ }
+ #endif//GL_ARB_multitexture
+}
+
+void KX_BlenderMaterial::OnExit()
+{
+ #ifdef GL_ARB_multitexture
+
+ #ifdef GL_ARB_shader_objects
+ if( RAS_EXT_support._ARB_shader_objects && mShader ) {
+ //note, the shader here is allocated, per unique material
+ //and this function is called per face
+ glUseProgramObjectARB(0);
+ delete mShader;
+ mShader = 0;
+ }
+ #endif //GL_ARB_shader_objects
+
+ for(int i=0; i<mMaterial->num_enabled; i++) {
+ glActiveTextureARB(GL_TEXTURE0_ARB+i);
+
+ mTextures[i].DeleteTex();
+
+ glMatrixMode(GL_TEXTURE);
+ glLoadIdentity();
+ glMatrixMode(GL_MODELVIEW);
+
+ #ifdef GL_ARB_texture_cube_map
+ if(RAS_EXT_support._ARB_texture_cube_map)
+ glDisable(GL_TEXTURE_CUBE_MAP_ARB);
+ #endif//GL_ARB_texture_cube_map
+
+ glDisable(GL_TEXTURE_2D);
+ glDisable(GL_TEXTURE_GEN_S);
+ glDisable(GL_TEXTURE_GEN_T);
+ glDisable(GL_TEXTURE_GEN_R);
+ glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE );
+ }
+
+ /*if (gTextureDict) {
+ PyDict_Clear(gTextureDict);
+ Py_DECREF(gTextureDict);
+ gTextureDict = 0;
+ }*/
+
+ glActiveTextureARB(GL_TEXTURE0_ARB);
+
+ #ifdef GL_ARB_texture_cube_map
+ if(RAS_EXT_support._ARB_texture_cube_map)
+ glDisable(GL_TEXTURE_CUBE_MAP_ARB);
+ #endif//GL_ARB_texture_cube_map
+
+ glDisable(GL_TEXTURE_2D);
+
+ #endif//GL_ARB_multitexture
+
+ // make sure multi texture units
+ // revert back to blender...
+ // --
+ if( mMaterial->tface )
+ set_tpage(mMaterial->tface);
+}
+
+
+void KX_BlenderMaterial::DisableTexData()
+{
+ glDisable(GL_BLEND);
+ #ifdef GL_ARB_multitexture
+ int i=(MAXTEX>=bgl::max_texture_units?bgl::max_texture_units:MAXTEX)-1;
+ for(; i>=0; i--) {
+ glActiveTextureARB(GL_TEXTURE0_ARB+i);
+ glMatrixMode(GL_TEXTURE);
+ glLoadIdentity();
+ glMatrixMode(GL_MODELVIEW);
+
+ #ifdef GL_ARB_texture_cube_map
+ if(RAS_EXT_support._ARB_texture_cube_map)
+ glDisable(GL_TEXTURE_CUBE_MAP_ARB);
+ #endif//GL_ARB_texture_cube_map
+
+ glDisable(GL_TEXTURE_2D);
+ glDisable(GL_TEXTURE_GEN_S);
+ glDisable(GL_TEXTURE_GEN_T);
+ glDisable(GL_TEXTURE_GEN_R);
+ glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE );
+ }
+ #endif//GL_ARB_multitexture
+}
+
+
+void KX_BlenderMaterial::setShaderData( bool enable )
+{
+ #ifdef GL_ARB_multitexture
+ #ifdef GL_ARB_shader_objects
+
+ MT_assert(RAS_EXT_support._ARB_shader_objects && mShader);
+
+ int i;
+ if( !enable || !mShader->Ok() ) {
+ // frame cleanup.
+ glUseProgramObjectARB( 0 );
+ DisableTexData();
+ return;
+ }
+
+ DisableTexData();
+ glUseProgramObjectARB( mShader->GetProg() );
+
+ // for each enabled unit
+ for(i=0; i<mMaterial->num_enabled; i++) {
+
+ const uSampler *samp = mShader->getSampler(i);
+ if( samp->loc == -1 || samp->glTexture == 0 ) continue;
+
+ glActiveTextureARB(GL_TEXTURE0_ARB+i);
+
+ #ifdef GL_ARB_texture_cube_map
+ if( mMaterial->mapping[i].mapping &USEENV ) {
+ glBindTexture( GL_TEXTURE_CUBE_MAP_ARB, samp->glTexture /* mTextures[i]*/ );
+ glEnable( GL_TEXTURE_CUBE_MAP_ARB );
+ }
+ else {
+ #endif//GL_ARB_texture_cube_map
+ glBindTexture( GL_TEXTURE_2D, samp->glTexture /*mTextures[i]*/ );
+ glEnable( GL_TEXTURE_2D );
+ #ifdef GL_ARB_texture_cube_map
+ }
+ #endif//GL_ARB_texture_cube_map
+ // use a sampler
+ glUniform1iARB(samp->loc, i );
+ }
+ glDisable(GL_BLEND);
+
+ #endif//GL_ARB_shader_objects
+ #endif//GL_ARB_multitexture
+}
+
+
+void KX_BlenderMaterial::setTexData( bool enable )
+{
+ #ifdef GL_ARB_multitexture
+ int i;
+
+ #ifdef GL_ARB_shader_objects
+ if(RAS_EXT_support._ARB_shader_objects) {
+ // switch back to fixed func
+ glUseProgramObjectARB( 0 );
+ }
+ #endif//GL_ARB_shader_objects
+
+ if( !enable ) {
+ // frame cleanup.
+ DisableTexData();
+ return;
+ }
+
+ DisableTexData();
+
+ if( mMaterial->IdMode == DEFAULT_BLENDER ) {
+ setDefaultBlending();
+ return;
+ }
+
+ if( mMaterial->IdMode == TEXFACE ) {
+
+ // no material connected to the object
+ if( mTextures[0] ) {
+ if( !mTextures[0].Ok() ) return;
+ glActiveTextureARB(GL_TEXTURE0_ARB);
+ glBindTexture( GL_TEXTURE_2D, mTextures[0] );
+ glEnable(GL_TEXTURE_2D);
+ setTextureEnvironment( -1 ); // modulate
+ setEnvMap( (mMaterial->mapping[0].mapping &USEREFL)!=0 );
+ setDefaultBlending();
+ }
+ return;
+ }
+
+ int lastblend = 0;
+
+ // for each enabled unit
+ for(i=0; (i<mMaterial->num_enabled); i++) {
+ if( !mTextures[i].Ok() ) continue;
+
+ glActiveTextureARB(GL_TEXTURE0_ARB+i);
+
+ #ifdef GL_ARB_texture_cube_map
+ // use environment maps
+ if( mMaterial->mapping[i].mapping &USEENV && RAS_EXT_support._ARB_texture_cube_map ) {
+ glBindTexture( GL_TEXTURE_CUBE_MAP_ARB, mTextures[i] );
+ glEnable(GL_TEXTURE_CUBE_MAP_ARB);
+ setTextureEnvironment( i );
+
+ if( mMaterial->mapping[i].mapping &USEREFL )
+ setEnvMap( true, true );
+ else if(mMaterial->mapping[i].mapping &USEOBJ)
+ setObjectMatrixData(i);
+ else
+ setTexMatrixData( i );
+ }
+ // 2d textures
+ else {
+ #endif//GL_ARB_texture_cube_map
+ glBindTexture( GL_TEXTURE_2D, mTextures[i] );
+ glEnable( GL_TEXTURE_2D );
+ setTextureEnvironment( i );
+
+ if( mMaterial->mapping[i].mapping &USEREFL ){
+ setEnvMap( true );
+ }
+ else if(mMaterial->mapping[i].mapping &USEOBJ){
+ setObjectMatrixData(i);
+ }
+ else {
+ setTexMatrixData( i );
+ }
+
+ #ifdef GL_ARB_texture_cube_map
+ }
+ #endif//GL_ARB_texture_cube_map
+
+ // if either unit has set blending
+ // and its the last pass
+ lastblend += setBlending( i ); // dry run
+ if(lastblend >0 && i==mMaterial->num_enabled-1)
+ setBlending( i, true );
+ else if(lastblend == 0 && i==mMaterial->num_enabled-1)
+ glDisable(GL_BLEND);
+ }
+ #endif//GL_ARB_multitexture
+}
+
+void
+KX_BlenderMaterial::ActivatShaders(
+ RAS_IRasterizer* rasty,
+ TCachingInfo& cachingInfo)const
+{
+ if (GetCachingInfo() != cachingInfo) {
+ KX_BlenderMaterial *tmp = const_cast<KX_BlenderMaterial*>(this);
+
+ if (!cachingInfo)
+ tmp->setShaderData( false );
+
+ cachingInfo = GetCachingInfo();
+
+ if (rasty->GetDrawingMode() == RAS_IRasterizer::KX_TEXTURED ) {
+ tmp->setShaderData( true );
+ rasty->EnableTextures(true);
+ }
+ else {
+ tmp->setShaderData( false );
+ rasty->EnableTextures(false);
+ }
+
+ if(mMaterial->mode & RAS_IRasterizer::KX_TWOSIDE)
+ rasty->SetCullFace(false);
+ else
+ rasty->SetCullFace(true);
+
+ if (((mMaterial->ras_mode &WIRE)!=0) || mMaterial->mode & RAS_IRasterizer::KX_LINES)
+ rasty->SetLines(true);
+ else
+ rasty->SetLines(false);
+ }
+
+ // shaders have access to the variables set here
+ // via builtin GLSL variables
+ // eg: gl_FrontMaterial.diffuse
+ // --
+ rasty->SetSpecularity(
+ mMaterial->speccolor[0]*mMaterial->spec_f,
+ mMaterial->speccolor[1]*mMaterial->spec_f,
+ mMaterial->speccolor[2]*mMaterial->spec_f,
+ mMaterial->spec_f
+ );
+
+ rasty->SetShinyness( mMaterial->hard );
+
+ rasty->SetDiffuse(
+ mMaterial->matcolor[0]*mMaterial->ref+mMaterial->emit,
+ mMaterial->matcolor[1]*mMaterial->ref+mMaterial->emit,
+ mMaterial->matcolor[2]*mMaterial->ref+mMaterial->emit,
+ 1.0f);
+
+ rasty->SetEmissive(
+ mMaterial->matcolor[0]*mMaterial->emit,
+ mMaterial->matcolor[1]*mMaterial->emit,
+ mMaterial->matcolor[2]*mMaterial->emit,
+ 1.0
+ );
+
+ // Lagan's patch...
+ // added material factor
+ rasty->SetAmbient(mMaterial->amb);
+
+ if (mMaterial->material)
+ rasty->SetPolygonOffset(-mMaterial->material->zoffs, 0.0);
+}
+
+void
+KX_BlenderMaterial::ActivateMat(
+ RAS_IRasterizer* rasty,
+ TCachingInfo& cachingInfo
+ )const
+{
+ if (GetCachingInfo() != cachingInfo) {
+ KX_BlenderMaterial *tmp = const_cast<KX_BlenderMaterial*>(this);
+
+ if (!cachingInfo)
+ tmp->setTexData( false );
+
+ cachingInfo = GetCachingInfo();
+
+ if (rasty->GetDrawingMode() == RAS_IRasterizer::KX_TEXTURED) {
+ tmp->setTexData( true );
+ rasty->EnableTextures(true);
+ }
+ else{
+ tmp->setTexData( false );
+ rasty->EnableTextures(false);
+ }
+
+ if(mMaterial->mode & RAS_IRasterizer::KX_TWOSIDE)
+ rasty->SetCullFace(false);
+ else
+ rasty->SetCullFace(true);
+
+ if (((mMaterial->ras_mode &WIRE)!=0) || mMaterial->mode & RAS_IRasterizer::KX_LINES)
+ rasty->SetLines(true);
+ else
+ rasty->SetLines(false);
+ }
+
+ rasty->SetSpecularity(
+ mMaterial->speccolor[0]*mMaterial->spec_f,
+ mMaterial->speccolor[1]*mMaterial->spec_f,
+ mMaterial->speccolor[2]*mMaterial->spec_f,
+ mMaterial->spec_f
+ );
+
+ rasty->SetShinyness( mMaterial->hard );
+
+ rasty->SetDiffuse(
+ mMaterial->matcolor[0]*mMaterial->ref+mMaterial->emit,
+ mMaterial->matcolor[1]*mMaterial->ref+mMaterial->emit,
+ mMaterial->matcolor[2]*mMaterial->ref+mMaterial->emit,
+ 1.0f);
+
+ rasty->SetEmissive(
+ mMaterial->matcolor[0]*mMaterial->emit,
+ mMaterial->matcolor[1]*mMaterial->emit,
+ mMaterial->matcolor[2]*mMaterial->emit,
+ 1.0
+ );
+
+ // Lagan's patch...
+ // added material factor
+ rasty->SetAmbient(mMaterial->amb);
+
+ if (mMaterial->material)
+ rasty->SetPolygonOffset(-mMaterial->material->zoffs, 0.0);
+}
+
+bool
+KX_BlenderMaterial::Activate(
+ RAS_IRasterizer* rasty,
+ TCachingInfo& cachingInfo
+ )const
+{
+ bool dopass = false;
+ #ifdef GL_ARB_shader_objects
+ if( RAS_EXT_support._ARB_shader_objects &&
+ ( mShader && mShader->Ok() ) ) {
+
+ if( (mPass++) < mShader->getNumPass() ) {
+ ActivatShaders(rasty, cachingInfo);
+ dopass = true;
+ return dopass;
+ }
+ else {
+ glUseProgramObjectARB( 0 );
+ mPass = 0;
+ dopass = false;
+ return dopass;
+ }
+ }
+ else {
+ #endif//GL_ARB_shader_objects
+ switch (mPass++)
+ {
+ case 0:
+ ActivateMat(rasty, cachingInfo);
+ dopass = true;
+ break;
+ default:
+ mPass = 0;
+ dopass = false;
+ break;
+ }
+ #ifdef GL_ARB_shader_objects
+ }
+ #endif//GL_ARB_shader_objects
+ return dopass;
+}
+
+void KX_BlenderMaterial::setTextureEnvironment( int textureIndex )
+{
+#ifndef GL_ARB_texture_env_combine
+ glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE );
+ return;
+#else
+ if(textureIndex == -1 || !RAS_EXT_support._ARB_texture_env_combine){
+ glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE );
+ return;
+ }
+
+ glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE_ARB );
+
+ GLfloat blend_operand = GL_SRC_COLOR;
+ GLfloat blend_operand_prev = GL_SRC_COLOR;
+
+ // all sources here are RGB by default
+ GLenum combiner = GL_COMBINE_RGB_ARB;
+ GLenum source0 = GL_SOURCE0_RGB_ARB;
+ GLenum source1 = GL_SOURCE1_RGB_ARB;
+ GLenum source2 = GL_SOURCE2_RGB_ARB;
+ GLenum op0 = GL_OPERAND0_RGB_ARB;
+ GLenum op1 = GL_OPERAND1_RGB_ARB;
+ GLenum op2 = GL_OPERAND2_RGB_ARB;
+
+ // switch to alpha combiners
+ if( (mMaterial->flag[textureIndex] &TEXALPHA) ) {
+ combiner = GL_COMBINE_ALPHA_ARB;
+ source0 = GL_SOURCE0_ALPHA_ARB;
+ source1 = GL_SOURCE1_ALPHA_ARB;
+ source2 = GL_SOURCE2_ALPHA_ARB;
+ op0 = GL_OPERAND0_ALPHA_ARB;
+ op1 = GL_OPERAND1_ALPHA_ARB;
+ op2 = GL_OPERAND2_ALPHA_ARB;
+ blend_operand = GL_SRC_ALPHA;
+ blend_operand_prev = GL_SRC_ALPHA;
+
+ // invert
+ if(mMaterial->flag[textureIndex] &TEXNEG) {
+ blend_operand_prev = GL_ONE_MINUS_SRC_ALPHA;
+ blend_operand = GL_ONE_MINUS_SRC_ALPHA;
+ }
+ }
+ else {
+ if(mMaterial->flag[textureIndex] &TEXNEG) {
+ blend_operand_prev = GL_ONE_MINUS_SRC_COLOR;
+ blend_operand = GL_ONE_MINUS_SRC_COLOR;
+ }
+ }
+ // on Texture0 GL_PREVIOUS_ARB is the primary color
+ // on Texture1 GL_PREVIOUS_ARB is Texture0 env
+ switch( mMaterial->blend_mode[textureIndex] ) {
+ case BLEND_MIX:
+ {
+ // ------------------------------
+ GLfloat base_col[4];
+ base_col[0] = base_col[1] = base_col[2] = 0.f;
+ base_col[3] = 1.f-mMaterial->color_blend[textureIndex];
+ glTexEnvfv( GL_TEXTURE_ENV, GL_TEXTURE_ENV_COLOR,base_col );
+ glTexEnvf( GL_TEXTURE_ENV, combiner, GL_INTERPOLATE_ARB);
+ glTexEnvf( GL_TEXTURE_ENV, source0, GL_PREVIOUS_ARB);
+ glTexEnvf( GL_TEXTURE_ENV, op0, blend_operand_prev );
+ glTexEnvf( GL_TEXTURE_ENV, source1, GL_TEXTURE );
+ glTexEnvf( GL_TEXTURE_ENV, op1, blend_operand);
+ glTexEnvf( GL_TEXTURE_ENV, source2, GL_CONSTANT_ARB );
+ glTexEnvf( GL_TEXTURE_ENV, op2, GL_SRC_ALPHA);
+ }break;
+ case BLEND_MUL:
+ {
+ // ------------------------------
+ glTexEnvf( GL_TEXTURE_ENV, combiner, GL_MODULATE);
+ glTexEnvf( GL_TEXTURE_ENV, source0, GL_PREVIOUS_ARB);
+ glTexEnvf( GL_TEXTURE_ENV, op0, blend_operand_prev);
+ glTexEnvf( GL_TEXTURE_ENV, source1, GL_TEXTURE );
+ glTexEnvf( GL_TEXTURE_ENV, op1, blend_operand);
+ }break;
+ case BLEND_ADD:
+ {
+ // ------------------------------
+ glTexEnvf( GL_TEXTURE_ENV, combiner, GL_ADD_SIGNED_ARB);
+ glTexEnvf( GL_TEXTURE_ENV, source0, GL_PREVIOUS_ARB );
+ glTexEnvf( GL_TEXTURE_ENV, op0, blend_operand_prev );
+ glTexEnvf( GL_TEXTURE_ENV, source1, GL_TEXTURE );
+ glTexEnvf( GL_TEXTURE_ENV, op1, blend_operand );
+ }break;
+ case BLEND_SUB:
+ {
+ // ------------------------------
+ glTexEnvf( GL_TEXTURE_ENV, combiner, GL_SUBTRACT_ARB);
+ glTexEnvf( GL_TEXTURE_ENV, source0, GL_PREVIOUS_ARB );
+ glTexEnvf( GL_TEXTURE_ENV, op0, blend_operand_prev );
+ glTexEnvf( GL_TEXTURE_ENV, source1, GL_TEXTURE );
+ glTexEnvf( GL_TEXTURE_ENV, op1, blend_operand);
+ }break;
+ case BLEND_SCR:
+ {
+ // ------------------------------
+ glTexEnvf( GL_TEXTURE_ENV, combiner, GL_ADD);
+ glTexEnvf( GL_TEXTURE_ENV, source0, GL_PREVIOUS_ARB );
+ glTexEnvf( GL_TEXTURE_ENV, op0, blend_operand_prev );
+ glTexEnvf( GL_TEXTURE_ENV, source1, GL_TEXTURE );
+ glTexEnvf( GL_TEXTURE_ENV, op1, blend_operand);
+ } break;
+ }
+#endif //!GL_ARB_texture_env_combine
+}
+
+bool KX_BlenderMaterial::setBlending( int ind, bool enable)
+{
+ if(!enable) {
+ if(mMaterial->flag[ind] &CALCALPHA ) return true;
+ else if(mMaterial->flag[ind] &USEALPHA ) return true;
+ return false;
+ }
+ else {
+ // additive
+ if(mMaterial->flag[ind] &CALCALPHA ) {
+ glEnable(GL_BLEND);
+ glBlendFunc(GL_ONE, GL_ONE);
+ return true;
+ }
+
+ // use alpha channel
+ else if(mMaterial->flag[ind] &USEALPHA ) {
+ glEnable(GL_BLEND);
+ glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
+ return true;
+ }
+ }
+ return false;
+}
+
+bool KX_BlenderMaterial::setDefaultBlending()
+{
+ if( mMaterial->transp &TF_ADD) {
+ glEnable(GL_BLEND);
+ glBlendFunc(GL_ONE, GL_ONE);
+ return true;
+ }
+
+ if( mMaterial->transp & TF_ALPHA ) {
+ glEnable(GL_BLEND);
+ glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
+ return true;
+ }
+
+ glDisable(GL_BLEND);
+ return false;
+}
+
+void KX_BlenderMaterial::setEnvMap(bool val, bool cube)
+{
+ #ifdef GL_ARB_texture_cube_map
+ if( cube && RAS_EXT_support._ARB_texture_cube_map )
+ {
+ glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_REFLECTION_MAP_ARB );
+ glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_REFLECTION_MAP_ARB);
+ glTexGeni(GL_R, GL_TEXTURE_GEN_MODE, GL_REFLECTION_MAP_ARB);
+
+ glEnable(GL_TEXTURE_GEN_S);
+ glEnable(GL_TEXTURE_GEN_T);
+ glEnable(GL_TEXTURE_GEN_R);
+ }
+ else {
+ #endif//GL_ARB_texture_cube_map
+ if( val ) {
+ glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_SPHERE_MAP );
+ glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_SPHERE_MAP);
+
+ glEnable(GL_TEXTURE_GEN_S);
+ glEnable(GL_TEXTURE_GEN_T);
+ glEnable(GL_TEXTURE_GEN_R);
+ }
+ else {
+ glDisable(GL_TEXTURE_GEN_S);
+ glDisable(GL_TEXTURE_GEN_T);
+ glDisable(GL_TEXTURE_GEN_R);
+ }
+ #ifdef GL_ARB_texture_cube_map
+ }
+ #endif//GL_ARB_texture_cube_map
+}
+
+
+void KX_BlenderMaterial::setTexMatrixData(int i)
+{
+ glMatrixMode(GL_TEXTURE);
+ glLoadIdentity();
+
+ glScalef(
+ mMaterial->mapping[i].scale[0],
+ mMaterial->mapping[i].scale[1],
+ mMaterial->mapping[i].scale[2]
+ );
+ glTranslatef(
+ mMaterial->mapping[i].offsets[0],
+ mMaterial->mapping[i].offsets[1],
+ mMaterial->mapping[i].offsets[2]
+ );
+
+ glMatrixMode(GL_MODELVIEW);
+
+}
+
+static void GetProjPlane(BL_Material *mat, int index,int num, float*param)
+{
+ param[0]=param[1]=param[2]=param[3]=0.f;
+ if( mat->mapping[index].projplane[num] == PROJX )
+ param[0] = 1.f;
+ else if( mat->mapping[index].projplane[num] == PROJY )
+ param[1] = 1.f;
+ else if( mat->mapping[index].projplane[num] == PROJZ)
+ param[2] = 1.f;
+}
+
+
+void KX_BlenderMaterial::setObjectMatrixData(int i)
+{
+ // will work without cubemaps
+ // but a cubemap will look the best
+ KX_GameObject *obj =
+ (KX_GameObject*)
+ mScene->GetObjectList()->FindValue(mMaterial->mapping[i].objconame);
+
+ if(!obj)
+ return;
+
+ glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR );
+ glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR );
+ glTexGeni(GL_R, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR );
+
+ GLenum plane = GL_EYE_PLANE;
+
+ // figure plane gen
+ float proj[4]= {0.f,0.f,0.f,0.f};
+ GetProjPlane(mMaterial, i, 0, proj);
+ glTexGenfv(GL_S, plane, proj);
+
+ GetProjPlane(mMaterial, i, 1, proj);
+ glTexGenfv(GL_T, plane, proj);
+
+ GetProjPlane(mMaterial, i, 2, proj);
+ glTexGenfv(GL_R, plane, proj);
+
+ glEnable(GL_TEXTURE_GEN_S);
+ glEnable(GL_TEXTURE_GEN_T);
+ glEnable(GL_TEXTURE_GEN_R);
+
+ float matr[16];
+ glGetFloatv(GL_MODELVIEW_MATRIX, matr);
+ MT_Matrix4x4 mvmat(matr);
+
+ glMatrixMode(GL_TEXTURE);
+ glLoadIdentity();
+ glScalef(
+ mMaterial->mapping[i].scale[0],
+ mMaterial->mapping[i].scale[1],
+ mMaterial->mapping[i].scale[2]
+ );
+
+ MT_Point3 pos = obj->NodeGetWorldPosition();
+ MT_Vector4 matmul = MT_Vector4(pos[0], pos[1], pos[2], 1.f);
+ MT_Vector4 t = mvmat*matmul;
+
+ glTranslatef( (float)(-t[0]), (float)(-t[1]), (float)(-t[2]) );
+
+ glMatrixMode(GL_MODELVIEW);
+
+}
+
+
+// ------------------------------------
+void KX_BlenderMaterial::UpdateIPO(
+ MT_Vector4 rgba,
+ MT_Vector3 specrgb,
+ MT_Scalar hard,
+ MT_Scalar spec,
+ MT_Scalar ref,
+ MT_Scalar emit,
+ MT_Scalar alpha
+ )
+{
+ // only works one deep now
+ mMaterial->speccolor[0] = (float)(specrgb)[0];
+ mMaterial->speccolor[1] = (float)(specrgb)[1];
+ mMaterial->speccolor[2] = (float)(specrgb)[2];
+ mMaterial->matcolor[0] = (float)(rgba[0]);
+ mMaterial->matcolor[1] = (float)(rgba[1]);
+ mMaterial->matcolor[2] = (float)(rgba[2]);
+ mMaterial->alpha = (float)(alpha);
+ mMaterial->hard = (float)(hard);
+ mMaterial->emit = (float)(emit);
+ mMaterial->spec_f = (float)(spec);
+}
+
+
+PyMethodDef KX_BlenderMaterial::Methods[] =
+{
+ KX_PYMETHODTABLE( KX_BlenderMaterial, getShader ),
+ KX_PYMETHODTABLE( KX_BlenderMaterial, getMaterialIndex ),
+// KX_PYMETHODTABLE( KX_BlenderMaterial, getTexture ),
+// KX_PYMETHODTABLE( KX_BlenderMaterial, setTexture ),
+
+ {NULL,NULL} //Sentinel
+};
+
+
+PyTypeObject KX_BlenderMaterial::Type = {
+ PyObject_HEAD_INIT(&PyType_Type)
+ 0,
+ "KX_BlenderMaterial",
+ sizeof(KX_BlenderMaterial),
+ 0,
+ PyDestructor,
+ 0,
+ __getattr,
+ __setattr,
+ 0,
+ __repr,
+ 0
+};
+
+
+PyParentObject KX_BlenderMaterial::Parents[] = {
+ &PyObjectPlus::Type,
+ &KX_BlenderMaterial::Type,
+ NULL
+};
+
+
+PyObject* KX_BlenderMaterial::_getattr(const STR_String& attr)
+{
+ // nodda ?
+ _getattr_up(PyObjectPlus);
+}
+
+int KX_BlenderMaterial::_setattr(const STR_String& attr, PyObject *pyvalue)
+{
+ return PyObjectPlus::_setattr(attr, pyvalue);
+}
+
+KX_PYMETHODDEF_DOC( KX_BlenderMaterial, getShader , "getShader()")
+{
+ #ifdef GL_ARB_shader_objects
+ if(!RAS_EXT_support._ARB_shader_objects) {
+ PyErr_Format(PyExc_SystemError, "GLSL not supported");
+ return NULL;
+ }
+ else {
+ Py_INCREF(mShader);
+ return mShader;
+ }
+ #else
+ Py_Return;
+ #endif//GL_ARB_shader_objects
+}
+
+KX_PYMETHODDEF_DOC( KX_BlenderMaterial, getMaterialIndex, "getMaterialIndex()")
+{
+ return PyInt_FromLong( mMaterial->material_index );
+}
+
+KX_PYMETHODDEF_DOC( KX_BlenderMaterial, getTexture, "getTexture( index )" )
+{
+ // TODO: enable python switching
+ return NULL;
+}
+
+KX_PYMETHODDEF_DOC( KX_BlenderMaterial, setTexture , "setTexture( index, tex)")
+{
+ // TODO: enable python switching
+ return NULL;
+}
+
diff --git a/source/gameengine/Ketsji/KX_BlenderMaterial.h b/source/gameengine/Ketsji/KX_BlenderMaterial.h
new file mode 100644
index 00000000000..57348144890
--- /dev/null
+++ b/source/gameengine/Ketsji/KX_BlenderMaterial.h
@@ -0,0 +1,106 @@
+#ifndef __KX_BLENDER_MATERIAL_H__
+#define __KX_BLENDER_MATERIAL_H__
+
+#include <vector>
+
+
+#include "RAS_IPolygonMaterial.h"
+#include "BL_Material.h"
+#include "BL_Texture.h"
+#include "BL_Shader.h"
+
+#include "PyObjectPlus.h"
+
+#include "MT_Vector3.h"
+#include "MT_Vector4.h"
+
+struct TFace;
+class KX_Scene;
+
+class KX_BlenderMaterial : public PyObjectPlus, public RAS_IPolyMaterial
+{
+ Py_Header;
+public:
+ // --------------------------------
+ KX_BlenderMaterial(
+ class KX_Scene* scene, // light/obj list
+ BL_Material* mat,
+ bool skin,
+ int lightlayer,
+ void* clientobject,
+ PyTypeObject* T=&Type
+ );
+
+ virtual ~KX_BlenderMaterial();
+
+ // --------------------------------
+ virtual TCachingInfo GetCachingInfo(void) const
+ {
+ // --
+ return (void*) this;
+ }
+
+ // --------------------------------
+ virtual bool Activate(
+ RAS_IRasterizer* rasty,
+ TCachingInfo& cachingInfo) const;
+
+ void ActivateMat(
+ RAS_IRasterizer* rasty,
+ TCachingInfo& cachingInfo)const;
+
+ void ActivatShaders(
+ RAS_IRasterizer* rasty,
+ TCachingInfo& cachingInfo)const;
+ // --------------------------------
+
+ TFace* GetTFace(void) const;
+
+ // for ipos
+ void UpdateIPO(
+ MT_Vector4 rgba, MT_Vector3 specrgb,
+ MT_Scalar hard, MT_Scalar spec,
+ MT_Scalar ref, MT_Scalar emit, MT_Scalar alpha
+ );
+
+ // --------------------------------
+ virtual PyObject* _getattr(const STR_String& attr);
+ virtual int _setattr(const STR_String& attr, PyObject *pyvalue);
+
+ KX_PYMETHOD_DOC( KX_BlenderMaterial, getShader );
+ KX_PYMETHOD_DOC( KX_BlenderMaterial, getMaterialIndex );
+ KX_PYMETHOD_DOC( KX_BlenderMaterial, getTexture );
+ KX_PYMETHOD_DOC( KX_BlenderMaterial, setTexture );
+
+ // --------------------------------
+ // pre calculate to avoid pops/lag at startup
+ virtual void OnConstruction( );
+
+private:
+ BL_Material* mMaterial;
+ BL_Shader* mShader;
+ KX_Scene* mScene;
+ BL_Texture mTextures[MAXTEX]; // texture array
+
+ // message centers
+ void setTexData( bool enable );
+ void setShaderData( bool enable );
+
+ void setTextureEnvironment( int textureIndex );
+ void setEnvMap( bool val, bool cube=false);
+ void setTexMatrixData(int i);
+ bool setDefaultBlending();
+ bool setBlending( int ind, bool enable=false );
+ void setObjectMatrixData(int i);
+
+ // cleanup stuff
+ void DisableTexData();
+ void OnExit();
+
+ //void DisableNonEnabled();
+ // --
+ mutable int mPass;
+};
+
+
+#endif
diff --git a/source/gameengine/Ketsji/KX_BulletPhysicsController.h b/source/gameengine/Ketsji/KX_BulletPhysicsController.h
index 9e9b0816cbe..2251c3b1f90 100644
--- a/source/gameengine/Ketsji/KX_BulletPhysicsController.h
+++ b/source/gameengine/Ketsji/KX_BulletPhysicsController.h
@@ -66,4 +66,5 @@ public:
};
-#endif //KX_BULLET2PHYSICS_CONTROLLER \ No newline at end of file
+#endif //KX_BULLET2PHYSICS_CONTROLLER
+
diff --git a/source/gameengine/Ketsji/KX_Camera.cpp b/source/gameengine/Ketsji/KX_Camera.cpp
index 009ea4ac617..674528f719c 100644
--- a/source/gameengine/Ketsji/KX_Camera.cpp
+++ b/source/gameengine/Ketsji/KX_Camera.cpp
@@ -338,6 +338,44 @@ bool KX_Camera::GetFrustumCulling() const
{
return m_frustum_culling;
}
+
+void KX_Camera::EnableViewport(bool viewport)
+{
+ m_camdata.m_viewport = viewport;
+}
+
+void KX_Camera::SetViewport(int left, int bottom, int right, int top)
+{
+ m_camdata.m_viewportleft = left;
+ m_camdata.m_viewportbottom = bottom;
+ m_camdata.m_viewportright = right;
+ m_camdata.m_viewporttop = top;
+}
+
+bool KX_Camera::GetViewport() const
+{
+ return m_camdata.m_viewport;
+}
+
+int KX_Camera::GetViewportLeft() const
+{
+ return m_camdata.m_viewportleft;
+}
+
+int KX_Camera::GetViewportBottom() const
+{
+ return m_camdata.m_viewportbottom;
+}
+
+int KX_Camera::GetViewportRight() const
+{
+ return m_camdata.m_viewportright;
+}
+
+int KX_Camera::GetViewportTop() const
+{
+ return m_camdata.m_viewporttop;
+}
//----------------------------------------------------------------------------
//Python
@@ -351,6 +389,8 @@ PyMethodDef KX_Camera::Methods[] = {
KX_PYMETHODTABLE(KX_Camera, getWorldToCamera),
KX_PYMETHODTABLE(KX_Camera, getProjectionMatrix),
KX_PYMETHODTABLE(KX_Camera, setProjectionMatrix),
+ KX_PYMETHODTABLE(KX_Camera, enableViewport),
+ KX_PYMETHODTABLE(KX_Camera, setViewport),
{NULL,NULL} //Sentinel
};
@@ -691,3 +731,31 @@ KX_PYMETHODDEF_DOC(KX_Camera, setProjectionMatrix,
PyErr_SetString(PyExc_TypeError, "setProjectionMatrix: Expected 4x4 list as matrix argument.");
return NULL;
}
+
+KX_PYMETHODDEF_DOC(KX_Camera, enableViewport,
+"enableViewport(viewport)\n"
+"Sets this camera's viewport status\n"
+)
+{
+ int viewport;
+ if (PyArg_ParseTuple(args,"i",&viewport))
+ {
+ if(viewport)
+ EnableViewport(true);
+ else
+ EnableViewport(false);
+ }
+ Py_Return;
+}
+
+KX_PYMETHODDEF_DOC(KX_Camera, setViewport,
+"setViewport(left, bottom, right, top)\n"
+"Sets this camera's viewport\n")
+{
+ int left, bottom, right, top;
+ if (PyArg_ParseTuple(args,"iiii",&left, &bottom, &right, &top))
+ {
+ SetViewport(left, bottom, right, top);
+ }
+ Py_Return;
+}
diff --git a/source/gameengine/Ketsji/KX_Camera.h b/source/gameengine/Ketsji/KX_Camera.h
index 52ae64efbfb..ed926f12123 100644
--- a/source/gameengine/Ketsji/KX_Camera.h
+++ b/source/gameengine/Ketsji/KX_Camera.h
@@ -203,6 +203,42 @@ public:
* Gets this camera's culling status.
*/
bool GetFrustumCulling() const;
+
+ /**
+ * Sets this camera's viewport status.
+ */
+ void EnableViewport(bool viewport);
+
+ /**
+ * Sets this camera's viewport.
+ */
+ void SetViewport(int left, int bottom, int right, int top);
+
+ /**
+ * Gets this camera's viewport status.
+ */
+ bool GetViewport() const;
+
+ /**
+ * Gets this camera's viewport left.
+ */
+ int GetViewportLeft() const;
+
+ /**
+ * Gets this camera's viewport bottom.
+ */
+ int GetViewportBottom() const;
+
+ /**
+ * Gets this camera's viewport right.
+ */
+ int GetViewportRight() const;
+
+ /**
+ * Gets this camera's viewport top.
+ */
+ int GetViewportTop() const;
+
KX_PYMETHOD_DOC(KX_Camera, sphereInsideFrustum);
KX_PYMETHOD_DOC(KX_Camera, boxInsideFrustum);
@@ -213,6 +249,9 @@ public:
KX_PYMETHOD_DOC(KX_Camera, getProjectionMatrix);
KX_PYMETHOD_DOC(KX_Camera, setProjectionMatrix);
+ KX_PYMETHOD_DOC(KX_Camera, enableViewport);
+ KX_PYMETHOD_DOC(KX_Camera, setViewport);
+
virtual PyObject* _getattr(const STR_String& attr); /* lens, near, far, projection_matrix */
virtual int _setattr(const STR_String& attr, PyObject *pyvalue);
diff --git a/source/gameengine/Ketsji/KX_ConvertPhysicsObjects.cpp b/source/gameengine/Ketsji/KX_ConvertPhysicsObjects.cpp
index fb5037345a8..1c861ee98d1 100644
--- a/source/gameengine/Ketsji/KX_ConvertPhysicsObjects.cpp
+++ b/source/gameengine/Ketsji/KX_ConvertPhysicsObjects.cpp
@@ -955,8 +955,6 @@ void KX_ConvertBulletObject( class KX_GameObject* gameobj,
halfExtents /= 2.f;
- SimdVector3& he = halfExtents;
- SimdTransform& tr = trans;
bm = new ConeShape(objprop->m_boundobject.c.m_radius,objprop->m_boundobject.c.m_height);
bm->CalculateLocalInertia(ci.m_mass,ci.m_localInertiaTensor);
@@ -1069,5 +1067,5 @@ void KX_ClearBulletSharedShapes()
}
-
#endif
+
diff --git a/source/gameengine/Ketsji/KX_GameObject.cpp b/source/gameengine/Ketsji/KX_GameObject.cpp
index da81439fccb..a338e3c03d1 100644
--- a/source/gameengine/Ketsji/KX_GameObject.cpp
+++ b/source/gameengine/Ketsji/KX_GameObject.cpp
@@ -44,6 +44,7 @@
#define KX_INERTIA_INFINITE 10000
#include "RAS_IPolygonMaterial.h"
+#include "KX_BlenderMaterial.h"
#include "KX_GameObject.h"
#include "RAS_MeshObject.h"
#include "KX_MeshProxy.h"
@@ -361,6 +362,34 @@ void KX_GameObject::UpdateIPO(float curframetime,
UpdateTransform();
}
+// IPO update
+void
+KX_GameObject::UpdateMaterialData(
+ MT_Vector4 rgba,
+ MT_Vector3 specrgb,
+ MT_Scalar hard,
+ MT_Scalar spec,
+ MT_Scalar ref,
+ MT_Scalar emit,
+ MT_Scalar alpha
+
+ )
+{
+ int mesh = 0;
+ if (((unsigned int)mesh < m_meshes.size()) && mesh >= 0) {
+ RAS_MaterialBucket::Set::iterator mit = m_meshes[mesh]->GetFirstMaterial();
+ for(; mit != m_meshes[mesh]->GetLastMaterial(); ++mit)
+ {
+ RAS_IPolyMaterial* poly = (*mit)->GetPolyMaterial();
+ if(poly->GetFlag() & RAS_BLENDERMAT )
+ {
+ SetObjectColor(rgba);
+ KX_BlenderMaterial *m = static_cast<KX_BlenderMaterial*>(poly);
+ m->UpdateIPO(rgba, specrgb,hard,spec,ref,emit, alpha);
+ }
+ }
+ }
+}
bool
KX_GameObject::GetVisible(
void
@@ -599,7 +628,6 @@ PyMethodDef KX_GameObject::Methods[] = {
{"getMesh", (PyCFunction)KX_GameObject::sPyGetMesh,METH_VARARGS},
{"getPhysicsId", (PyCFunction)KX_GameObject::sPyGetPhysicsId,METH_VARARGS},
KX_PYMETHODTABLE(KX_GameObject, getDistanceTo),
-
{NULL,NULL} //Sentinel
};
@@ -931,7 +959,7 @@ PyObject* KX_GameObject::PyGetMesh(PyObject* self,
PyObject* kwds)
{
int mesh = 0;
-
+
if (PyArg_ParseTuple(args, "|i", &mesh))
{
if (((unsigned int)mesh < m_meshes.size()) && mesh >= 0)
@@ -944,7 +972,6 @@ PyObject* KX_GameObject::PyGetMesh(PyObject* self,
}
-
PyObject* KX_GameObject::PyApplyImpulse(PyObject* self,
PyObject* args,
PyObject* kwds)
diff --git a/source/gameengine/Ketsji/KX_GameObject.h b/source/gameengine/Ketsji/KX_GameObject.h
index 34628897af7..98544cf14d0 100644
--- a/source/gameengine/Ketsji/KX_GameObject.h
+++ b/source/gameengine/Ketsji/KX_GameObject.h
@@ -420,6 +420,19 @@ public:
bool ipo_as_force,
bool force_ipo_local
);
+ /**
+ * Updates Material Ipo data
+ */
+ void
+ UpdateMaterialData(
+ MT_Vector4 rgba,
+ MT_Vector3 specrgb,
+ MT_Scalar hard,
+ MT_Scalar spec,
+ MT_Scalar ref,
+ MT_Scalar emit,
+ MT_Scalar alpha
+ );
/**
* @section Mesh accessor functions.
diff --git a/source/gameengine/Ketsji/KX_ISceneConverter.h b/source/gameengine/Ketsji/KX_ISceneConverter.h
index 5cb445a6dc4..52a65791885 100644
--- a/source/gameengine/Ketsji/KX_ISceneConverter.h
+++ b/source/gameengine/Ketsji/KX_ISceneConverter.h
@@ -67,6 +67,9 @@ public:
virtual void WritePhysicsObjectToAnimationIpo(int frameNumber) = 0;
virtual void TestHandlesPhysicsObjectToAnimationIpo() = 0;
+ // use blender materials
+ virtual void SetMaterials(bool val) =0;
+ virtual bool GetMaterials()=0;
};
diff --git a/source/gameengine/Ketsji/KX_KetsjiEngine.cpp b/source/gameengine/Ketsji/KX_KetsjiEngine.cpp
index bd7ce6cc36d..022c5d0c3ee 100644
--- a/source/gameengine/Ketsji/KX_KetsjiEngine.cpp
+++ b/source/gameengine/Ketsji/KX_KetsjiEngine.cpp
@@ -555,20 +555,47 @@ void KX_KetsjiEngine::Render()
// for each scene, call the proceed functions
{
KX_Scene* scene = *sceneit;
-
+ KX_Camera* cam = scene->GetActiveCamera();
// pass the scene's worldsettings to the rasterizer
SetWorldSettings(scene->GetWorldInfo());
-
- if (scene->IsClearingZBuffer())
- m_rasterizer->ClearDepthBuffer();
-
- m_rendertools->SetAuxilaryClientInfo(scene);
-
- //Initialize scene viewport.
- SetupRenderFrame(scene);
- // do the rendering
- RenderFrame(scene);
+ // Avoid drawing the scene with the active camera twice when it's viewport is enabled
+ if(!cam->GetViewport())
+ {
+ if (scene->IsClearingZBuffer())
+ m_rasterizer->ClearDepthBuffer();
+
+ m_rendertools->SetAuxilaryClientInfo(scene);
+
+ //Initialize scene viewport.
+ SetupRenderFrame(scene, cam);
+
+ // do the rendering
+ RenderFrame(scene, cam);
+ }
+
+ set<class KX_Camera*>* cameras = scene->GetCameras();
+
+ // Draw the scene once for each camera with an enabled viewport
+ set<KX_Camera*>::iterator it = cameras->begin();
+ while(it != cameras->end())
+ {
+ if((*it)->GetViewport())
+ {
+ if (scene->IsClearingZBuffer())
+ m_rasterizer->ClearDepthBuffer();
+
+ m_rendertools->SetAuxilaryClientInfo(scene);
+
+ //Initialize scene viewport.
+ SetupRenderFrame(scene, (*it));
+
+ // do the rendering
+ RenderFrame(scene, (*it));
+ }
+
+ it++;
+ }
}
// only one place that checks for stereo
@@ -584,6 +611,7 @@ void KX_KetsjiEngine::Render()
// for each scene, call the proceed functions
{
KX_Scene* scene = *sceneit;
+ KX_Camera* cam = scene->GetActiveCamera();
// pass the scene's worldsettings to the rasterizer
SetWorldSettings(scene->GetWorldInfo());
@@ -595,10 +623,12 @@ void KX_KetsjiEngine::Render()
m_rendertools->SetAuxilaryClientInfo(scene);
//Initialize scene viewport.
- SetupRenderFrame(scene);
+ //SetupRenderFrame(scene);
+ SetupRenderFrame(scene, cam);
// do the rendering
- RenderFrame(scene);
+ //RenderFrame(scene);
+ RenderFrame(scene, cam);
}
} // if(m_rasterizer->Stereo())
@@ -686,6 +716,13 @@ void KX_KetsjiEngine::SetWorldSettings(KX_WorldInfo* wi)
{
if (wi->hasWorld())
{
+ // ...
+ m_rasterizer->SetAmbientColor(
+ wi->getAmbientColorRed(),
+ wi->getAmbientColorGreen(),
+ wi->getAmbientColorBlue()
+ );
+
if (m_drawingmode == RAS_IRasterizer::KX_TEXTURED)
{
if (wi->hasMist())
@@ -749,7 +786,7 @@ void KX_KetsjiEngine::SetCameraOverrideViewMatrix(const MT_CmMatrix4x4& mat)
}
-void KX_KetsjiEngine::SetupRenderFrame(KX_Scene *scene)
+void KX_KetsjiEngine::SetupRenderFrame(KX_Scene *scene, KX_Camera* cam)
{
// In this function we make sure the rasterizer settings are upto
// date. We compute the viewport so that logic
@@ -760,11 +797,13 @@ void KX_KetsjiEngine::SetupRenderFrame(KX_Scene *scene)
RAS_Rect viewport;
- if (
- m_overrideCam ||
- (scene->GetName() != m_overrideSceneName) ||
- m_overrideCamUseOrtho
- ) {
+ if (cam->GetViewport()) {
+ viewport.SetLeft(cam->GetViewportLeft());
+ viewport.SetBottom(cam->GetViewportBottom());
+ viewport.SetRight(cam->GetViewportRight());
+ viewport.SetTop(cam->GetViewportTop());
+ }
+ else if ( m_overrideCam || (scene->GetName() != m_overrideSceneName) || m_overrideCamUseOrtho ) {
RAS_FramingManager::ComputeViewport(
scene->GetFramingType(),
m_canvas->GetDisplayArea(),
@@ -792,21 +831,23 @@ void KX_KetsjiEngine::SetupRenderFrame(KX_Scene *scene)
// update graphics
-void KX_KetsjiEngine::RenderFrame(KX_Scene* scene)
+void KX_KetsjiEngine::RenderFrame(KX_Scene* scene, KX_Camera* cam)
{
float left, right, bottom, top, nearfrust, farfrust;
const float ortho = 100.0;
- KX_Camera* cam = scene->GetActiveCamera();
+// KX_Camera* cam = scene->GetActiveCamera();
if (!cam)
return;
-
+
+ // see KX_BlenderMaterial::Activate
+ //m_rasterizer->SetAmbient();
m_rasterizer->DisplayFog();
if (m_overrideCam && (scene->GetName() == m_overrideSceneName) && m_overrideCamUseOrtho) {
MT_CmMatrix4x4 projmat = m_overrideCamProjMat;
m_rasterizer->SetProjectionMatrix(projmat);
- } else if (cam->hasValidProjectionMatrix())
+ } else if (cam->hasValidProjectionMatrix() && !cam->GetViewport() )
{
m_rasterizer->SetProjectionMatrix(cam->GetProjectionMatrix());
} else
@@ -865,7 +906,7 @@ void KX_KetsjiEngine::RenderFrame(KX_Scene* scene)
// redrawn. There is a cache between the actual rescheduling
// and this call though. Visibility is imparted when this call
// runs through the individual objects.
- scene->CalculateVisibleMeshes(m_rasterizer);
+ scene->CalculateVisibleMeshes(m_rasterizer,cam);
scene->RenderBuckets(camtrans, m_rasterizer, m_rendertools);
}
@@ -958,6 +999,10 @@ void KX_KetsjiEngine::RenderDebugProperties()
if (tottime < 1e-6f) {
tottime = 1e-6f;
}
+
+ // Set viewport to entire canvas
+ RAS_Rect viewport;
+ m_canvas->SetViewPort(0, 0, int(m_canvas->GetWidth()), int(m_canvas->GetHeight()));
/* Framerate display */
if (m_show_framerate) {
diff --git a/source/gameengine/Ketsji/KX_KetsjiEngine.h b/source/gameengine/Ketsji/KX_KetsjiEngine.h
index f7c919e19d5..bea558e4427 100644
--- a/source/gameengine/Ketsji/KX_KetsjiEngine.h
+++ b/source/gameengine/Ketsji/KX_KetsjiEngine.h
@@ -173,8 +173,8 @@ private:
/** Blue component of framing bar color. */
float m_overrideFrameColorB;
- void SetupRenderFrame(KX_Scene *scene);
- void RenderFrame(KX_Scene* scene);
+ void SetupRenderFrame(KX_Scene *scene, KX_Camera* cam);
+ void RenderFrame(KX_Scene* scene, KX_Camera* cam);
void RenderDebugProperties();
void SetBackGround(KX_WorldInfo* worldinfo);
void SetWorldSettings(KX_WorldInfo* worldinfo);
diff --git a/source/gameengine/Ketsji/KX_MaterialIpoController.cpp b/source/gameengine/Ketsji/KX_MaterialIpoController.cpp
new file mode 100644
index 00000000000..c0757a32b9c
--- /dev/null
+++ b/source/gameengine/Ketsji/KX_MaterialIpoController.cpp
@@ -0,0 +1,98 @@
+
+#include "KX_MaterialIpoController.h"
+#include "KX_ScalarInterpolator.h"
+#include "KX_GameObject.h"
+
+#ifdef HAVE_CONFIG_H
+#include <config.h>
+#endif
+
+bool KX_MaterialIpoController::Update(double currentTime)
+{
+ if (m_modified)
+ {
+ m_rgba[0]=0;
+ m_rgba[1]=0;
+ m_rgba[2]=0;
+ m_rgba[3]=0;
+
+ m_specrgb[0] =0;
+ m_specrgb[1] =0;
+ m_specrgb[2] =0;
+ m_hard =0;
+ m_spec=0;
+ m_ref=0;
+ m_emit=0;
+ m_alpha = 0;
+
+
+ T_InterpolatorList::iterator i;
+ for (i = m_interpolators.begin(); !(i == m_interpolators.end()); ++i) {
+ (*i)->Execute(m_ipotime);
+ }
+
+
+ SG_Spatial* ob = (SG_Spatial*)m_pObject;
+ KX_GameObject* kxgameobj= (KX_GameObject*) ob->GetSGClientObject();
+
+ //kxgameobj->SetObjectColor(m_rgba);
+ kxgameobj->UpdateMaterialData(
+ m_rgba,
+ m_specrgb,
+ m_hard,
+ m_spec,
+ m_ref,
+ m_emit,
+ m_alpha
+ );
+
+ m_modified=false;
+ }
+ return false;
+}
+
+
+void KX_MaterialIpoController::AddInterpolator(KX_IInterpolator* interp)
+{
+ this->m_interpolators.push_back(interp);
+}
+
+SG_Controller* KX_MaterialIpoController::GetReplica(class SG_Node* destnode)
+{
+ KX_MaterialIpoController* iporeplica = new KX_MaterialIpoController(*this);
+ // clear object that ipo acts on
+ iporeplica->ClearObject();
+
+ // dirty hack, ask Gino for a better solution in the ipo implementation
+ // hacken en zagen, in what we call datahiding, not written for replication :(
+
+ T_InterpolatorList oldlist = m_interpolators;
+ iporeplica->m_interpolators.clear();
+
+ T_InterpolatorList::iterator i;
+ for (i = oldlist.begin(); !(i == oldlist.end()); ++i) {
+ KX_ScalarInterpolator* copyipo = new KX_ScalarInterpolator(*((KX_ScalarInterpolator*)*i));
+ iporeplica->AddInterpolator(copyipo);
+
+ MT_Scalar* scaal = ((KX_ScalarInterpolator*)*i)->GetTarget();
+ long orgbase = (long)this;
+ long orgloc = (long)scaal;
+ long offset = orgloc-orgbase;
+ long newaddrbase = (long)iporeplica + offset;
+ MT_Scalar* blaptr = (MT_Scalar*) newaddrbase;
+ copyipo->SetNewTarget((MT_Scalar*)blaptr);
+ }
+
+ return iporeplica;
+}
+
+KX_MaterialIpoController::~KX_MaterialIpoController()
+{
+
+ T_InterpolatorList::iterator i;
+ for (i = m_interpolators.begin(); !(i == m_interpolators.end()); ++i) {
+ delete (*i);
+ }
+
+}
+
diff --git a/source/gameengine/Ketsji/KX_MaterialIpoController.h b/source/gameengine/Ketsji/KX_MaterialIpoController.h
new file mode 100644
index 00000000000..e76ddeefb04
--- /dev/null
+++ b/source/gameengine/Ketsji/KX_MaterialIpoController.h
@@ -0,0 +1,54 @@
+#ifndef __KX_MATERIALIPOCONTROLLER_H__
+#define __KX_MATERIALIPOCONTROLLER_H__
+
+
+
+#include "SG_Controller.h"
+#include "SG_Spatial.h"
+#include "KX_IInterpolator.h"
+
+class KX_MaterialIpoController : public SG_Controller
+{
+public:
+ MT_Vector4 m_rgba;
+ MT_Vector3 m_specrgb;
+ MT_Scalar m_hard;
+ MT_Scalar m_spec;
+ MT_Scalar m_ref;
+ MT_Scalar m_emit;
+ MT_Scalar m_alpha;
+
+private:
+ T_InterpolatorList m_interpolators;
+ bool m_modified;
+
+ double m_ipotime;
+public:
+ KX_MaterialIpoController() :
+ m_modified(true),
+ m_ipotime(0.0)
+ {}
+ virtual ~KX_MaterialIpoController();
+ virtual SG_Controller* GetReplica(class SG_Node* destnode);
+ virtual bool Update(double time);
+ virtual void SetSimulatedTime(double time) {
+ m_ipotime = time;
+ m_modified = true;
+ }
+
+ void
+ SetOption(
+ int option,
+ int value
+ ){
+ // intentionally empty
+ };
+
+
+ void AddInterpolator(KX_IInterpolator* interp);
+};
+
+
+
+
+#endif//__KX_MATERIALIPOCONTROLLER_H__
diff --git a/source/gameengine/Ketsji/KX_MeshProxy.cpp b/source/gameengine/Ketsji/KX_MeshProxy.cpp
index b4b3cea8c8a..f6505c2965f 100644
--- a/source/gameengine/Ketsji/KX_MeshProxy.cpp
+++ b/source/gameengine/Ketsji/KX_MeshProxy.cpp
@@ -40,6 +40,7 @@
#include "KX_VertexProxy.h"
#include "KX_PolygonMaterial.h"
+#include "KX_BlenderMaterial.h"
#include "KX_PyMath.h"
#include "KX_ConvertPhysicsObject.h"
@@ -67,6 +68,7 @@ PyParentObject KX_MeshProxy::Parents[] = {
&KX_MeshProxy::Type,
&SCA_IObject::Type,
&CValue::Type,
+ &PyObjectPlus::Type,
NULL
};
@@ -87,27 +89,34 @@ KX_MeshProxy::_getattr(const STR_String& attr)
{
if (attr == "materials")
{
- PyObject *materials = PyList_New(0); /* new ref */
+ PyObject *materials = PyList_New(0);
RAS_MaterialBucket::Set::iterator mit = m_meshobj->GetFirstMaterial();
for(; mit != m_meshobj->GetLastMaterial(); ++mit)
- PyList_Append(materials, static_cast<KX_PolygonMaterial*>((*mit)->GetPolyMaterial()));
+ {
+ RAS_IPolyMaterial *polymat = (*mit)->GetPolyMaterial();
+ if(polymat->GetFlag() & RAS_BLENDERMAT)
+ {
+ KX_BlenderMaterial *mat = static_cast<KX_BlenderMaterial*>(polymat);
+ PyList_Append(materials, mat);
+ }else
+ {
+ PyList_Append(materials, static_cast<KX_PolygonMaterial*>(polymat));
+ }
+ }
return materials;
}
-
_getattr_up(SCA_IObject);
}
KX_MeshProxy::KX_MeshProxy(RAS_MeshObject* mesh)
- : m_meshobj(mesh)
+ : m_meshobj(mesh)
{
-
}
KX_MeshProxy::~KX_MeshProxy()
{
-
}
diff --git a/source/gameengine/Ketsji/KX_PolygonMaterial.h b/source/gameengine/Ketsji/KX_PolygonMaterial.h
index 14071ae6fc5..46c60cab1f7 100644
--- a/source/gameengine/Ketsji/KX_PolygonMaterial.h
+++ b/source/gameengine/Ketsji/KX_PolygonMaterial.h
@@ -111,7 +111,7 @@ public:
KX_PYMETHOD_DOC(KX_PolygonMaterial, setCustomMaterial);
KX_PYMETHOD_DOC(KX_PolygonMaterial, loadProgram);
-
+
virtual PyObject* _getattr(const STR_String& attr);
virtual int _setattr(const STR_String& attr, PyObject *pyvalue);
};
diff --git a/source/gameengine/Ketsji/KX_PythonInit.cpp b/source/gameengine/Ketsji/KX_PythonInit.cpp
index 63896b063ee..e2a11c0035e 100644
--- a/source/gameengine/Ketsji/KX_PythonInit.cpp
+++ b/source/gameengine/Ketsji/KX_PythonInit.cpp
@@ -36,6 +36,17 @@
#endif
#ifdef WIN32
+#include <windows.h>
+#endif // WIN32
+#ifdef __APPLE__
+#include <OpenGL/gl.h>
+#include <OpenGL/glu.h>
+#else
+#include <GL/gl.h>
+#include <GL/glu.h>
+#endif
+
+#ifdef WIN32
#pragma warning (disable : 4786)
#endif //WIN32
@@ -60,6 +71,8 @@
#include "KX_Scene.h"
#include "SND_DeviceManager.h"
+#include "RAS_OpenGLRasterizer/RAS_GLExtensionManager.h"
+
#include "KX_PyMath.h"
#include "PHY_IPhysicsEnvironment.h"
@@ -258,7 +271,51 @@ static PyObject* gPyGetCurrentScene(PyObject* self,
Py_INCREF(gp_KetsjiScene);
return (PyObject*) gp_KetsjiScene;
}
-
+
+static PyObject *pyPrintExt(PyObject *,PyObject *,PyObject *)
+{
+#define pprint(x) std::cout << x << std::endl;
+ bgl::BL_EXTInfo ext = bgl::RAS_EXT_support;
+ bool count=0;
+ pprint("Supported Extensions...");
+ #ifdef GL_ARB_shader_objects
+ pprint(" GL_ARB_shader_objects supported? "<< (ext._ARB_shader_objects? "yes.":"no."));
+ count = 1;
+ #endif
+ #ifdef GL_ARB_vertex_shader
+ pprint(" GL_ARB_vertex_shader supported? "<< (ext._ARB_vertex_shader? "yes.":"no."));
+ count = 1;
+ #endif
+ #ifdef GL_ARB_fragment_shader
+ pprint(" GL_ARB_fragment_shader supported? "<< (ext._ARB_fragment_shader? "yes.":"no."));
+ count = 1;
+ #endif
+ #ifdef GL_ARB_texture_cube_map
+ pprint(" GL_ARB_texture_cube_map supported? "<< (ext._ARB_texture_cube_map? "yes.":"no."));
+ count = 1;
+ #endif
+ #ifdef GL_EXT_texture3D
+ pprint(" GL_EXT_texture3D supported? "<< (ext._EXT_texture3D? "yes.":"no."));
+ count = 1;
+ #endif
+ #ifdef GL_EXT_blend_color
+ pprint(" GL_EXT_blend_color supported? "<< (ext._EXT_blend_color? "yes.":"no."));
+ count = 1;
+ #endif
+ #ifdef GL_ARB_multitexture
+ pprint(" GL_ARB_multitexture supported? "<< (ext._ARB_multitexture? "yes.":"no."));
+ count = 1;
+ #endif
+ #ifdef GL_ARB_texture_env_combine
+ pprint(" GL_ARB_texture_env_combine supported? "<< (ext._ARB_texture_env_combine? "yes.":"no."));
+ count = 1;
+ #endif
+ if(!count)
+ pprint("No extenstions are used in this build");
+
+ Py_INCREF(Py_None);
+ return Py_None;
+}
static struct PyMethodDef game_methods[] = {
@@ -278,6 +335,7 @@ static struct PyMethodDef game_methods[] = {
{"setLogicTicRate", (PyCFunction) gPySetLogicTicRate, METH_VARARGS, "Sets the logic tic rate"},
{"getPhysicsTicRate", (PyCFunction) gPyGetPhysicsTicRate, METH_VARARGS, "Gets the physics tic rate"},
{"setPhysicsTicRate", (PyCFunction) gPySetPhysicsTicRate, METH_VARARGS, "Sets the physics tic rate"},
+ {"PrintGLInfo", (PyCFunction)pyPrintExt, METH_NOARGS, "Prints GL Extension Info"},
{NULL, (PyCFunction) NULL, 0, NULL }
};
@@ -487,6 +545,26 @@ static PyObject* gPySetMistEnd(PyObject*,
}
+static PyObject* gPySetAmbientColor(PyObject*,
+ PyObject* args,
+ PyObject*)
+{
+
+ MT_Vector3 vec = MT_Vector3(0., 0., 0.);
+ if (PyVecArgTo(args, vec))
+ {
+ if (gp_Rasterizer)
+ {
+ gp_Rasterizer->SetAmbientColor(vec[0], vec[1], vec[2]);
+ }
+ Py_Return;
+ }
+
+ return NULL;
+}
+
+
+
static PyObject* gPyMakeScreenshot(PyObject*,
PyObject* args,
@@ -526,7 +604,8 @@ static struct PyMethodDef rasterizer_methods[] = {
{"setMousePosition",(PyCFunction) gPySetMousePosition,
METH_VARARGS, gPySetMousePosition__doc__.Ptr()},
{"setBackgroundColor",(PyCFunction)gPySetBackgroundColor,METH_VARARGS,"set Background Color (rgb)"},
- {"setMistColor",(PyCFunction)gPySetMistColor,METH_VARARGS,"set Mist Color (rgb)"},
+ {"setAmbientColor",(PyCFunction)gPySetAmbientColor,METH_VARARGS,"set Ambient Color (rgb)"},
+ {"setMistColor",(PyCFunction)gPySetMistColor,METH_VARARGS,"set Mist Color (rgb)"},
{"setMistStart",(PyCFunction)gPySetMistStart,METH_VARARGS,"set Mist Start(rgb)"},
{"setMistEnd",(PyCFunction)gPySetMistEnd,METH_VARARGS,"set Mist End(rgb)"},
diff --git a/source/gameengine/Ketsji/KX_RadarSensor.cpp b/source/gameengine/Ketsji/KX_RadarSensor.cpp
index ea656877e92..eae9784935c 100644
--- a/source/gameengine/Ketsji/KX_RadarSensor.cpp
+++ b/source/gameengine/Ketsji/KX_RadarSensor.cpp
@@ -93,7 +93,11 @@ CValue* KX_RadarSensor::GetReplica()
replica->m_client_info = new KX_ClientObjectInfo(m_client_info->m_gameobject, KX_ClientObjectInfo::RADAR);
- replica->m_physCtrl = replica->m_physCtrl->GetReplica();
+ if (replica->m_physCtrl)
+ {
+ replica->m_physCtrl = replica->m_physCtrl->GetReplica();
+ }
+
//todo: make sure replication works fine!
//>m_sumoObj = new SM_Object(DT_NewCone(m_coneradius, m_coneheight),NULL,NULL,NULL);
//replica->m_sumoObj->setMargin(m_Margin);
@@ -151,9 +155,12 @@ void KX_RadarSensor::SynchronizeTransform()
m_cone_target = trans(MT_Point3(0, -m_coneheight/2.0 ,0));
- m_physCtrl->setPosition(trans.getOrigin().x(),trans.getOrigin().y(),trans.getOrigin().z());
- m_physCtrl->setOrientation(trans.getRotation().x(),trans.getRotation().y(),trans.getRotation().z(),trans.getRotation().w());
- m_physCtrl->calcXform();
+ if (m_physCtrl)
+ {
+ m_physCtrl->setPosition(trans.getOrigin().x(),trans.getOrigin().y(),trans.getOrigin().z());
+ m_physCtrl->setOrientation(trans.getRotation().x(),trans.getRotation().y(),trans.getRotation().z(),trans.getRotation().w());
+ m_physCtrl->calcXform();
+ }
}
diff --git a/source/gameengine/Ketsji/KX_Scene.cpp b/source/gameengine/Ketsji/KX_Scene.cpp
index f13df6bfa44..1f37f07902e 100644
--- a/source/gameengine/Ketsji/KX_Scene.cpp
+++ b/source/gameengine/Ketsji/KX_Scene.cpp
@@ -54,6 +54,8 @@
#include "SCA_JoystickManager.h"
#include "RAS_MeshObject.h"
+#include "BL_SkinMeshObject.h"
+
#include "RAS_IRasterizer.h"
#include "RAS_BucketManager.h"
@@ -259,6 +261,13 @@ SCA_TimeEventManager* KX_Scene::GetTimeEventManager()
+
+set<class KX_Camera*>* KX_Scene::GetCameras()
+{
+ return &m_cameras;
+}
+
+
void KX_Scene::SetFramingType(RAS_FrameSettings & frame_settings)
{
@@ -714,6 +723,7 @@ void KX_Scene::NewRemoveObject(class CValue* gameobj)
if (newobj == m_active_camera)
{
+ m_active_camera->Release();
m_active_camera = NULL;
}
}
@@ -731,21 +741,30 @@ void KX_Scene::ReplaceMesh(class CValue* gameobj,void* meshobj)
if (newobj->m_isDeformable && mesh->m_class == 1) {
Object* blendobj = (struct Object*)m_logicmgr->FindBlendObjByGameObj(newobj);
Object* oldblendobj = (struct Object*)m_logicmgr->FindBlendObjByGameMeshName(mesh->GetName());
- if (blendobj->parent && blendobj->parent->type == OB_ARMATURE && blendobj->partype==PARSKEL && ((Mesh*)blendobj->data)->dvert) {
- BL_SkinDeformer* skindeformer = new BL_SkinDeformer(oldblendobj, blendobj, (BL_SkinMeshObject*)mesh,blendobj->parent);
- skindeformer->SetArmature((BL_ArmatureObject*) newobj->GetParent());
-
+
+ if (blendobj->parent && blendobj->parent->type == OB_ARMATURE &&
+ blendobj->partype==PARSKEL &&
+ ((Mesh*)blendobj->data)->dvert)
+ {
// FIXME: should the old m_pDeformer be deleted?
- // delete ((BL_DeformableGameObject*)newobj)->m_pDeformer
+ // it shouldn't be a problem to delete it now.
+ // if we are constructing this on the fly like here,
+ // make sure to release newobj->GetParent(), and things will run shipshape
+ delete static_cast<BL_DeformableGameObject*>( newobj )->m_pDeformer;
- ((BL_DeformableGameObject*)newobj)->m_pDeformer = skindeformer;
+ BL_SkinDeformer* skindeformer = new BL_SkinDeformer(
+ oldblendobj, blendobj,
+ static_cast<BL_SkinMeshObject*>(mesh),
+ true, // release ref count to BL_ArmatureObject, leak otherwise
+ static_cast<BL_ArmatureObject*>(newobj->GetParent())
+ );
+ static_cast<BL_DeformableGameObject*>( newobj )->m_pDeformer = skindeformer;
}
else if (((Mesh*)blendobj->data)->dvert) {
- BL_MeshDeformer* meshdeformer = new BL_MeshDeformer(oldblendobj, (BL_SkinMeshObject*)mesh,oldblendobj->parent);
-
+ BL_MeshDeformer* meshdeformer = new BL_MeshDeformer(oldblendobj, (BL_SkinMeshObject*)mesh );
+
// FIXME: should the old m_pDeformer be deleted?
// delete ((BL_DeformableGameObject*)newobj)->m_pDeformer
-
((BL_DeformableGameObject*)newobj)->m_pDeformer = meshdeformer;
}
}
@@ -832,48 +851,48 @@ void KX_Scene::UpdateMeshTransformations()
}
}
-void KX_Scene::MarkVisible(SG_Tree *node, RAS_IRasterizer* rasty)
+void KX_Scene::MarkVisible(SG_Tree *node, RAS_IRasterizer* rasty, KX_Camera* cam)
{
int intersect = KX_Camera::INTERSECT;
KX_GameObject *gameobj = node->Client()?(KX_GameObject*) node->Client()->GetSGClientObject():NULL;
bool dotest = (gameobj && gameobj->GetVisible()) || node->Left() || node->Right();
/* If the camera is inside the box, assume intersect. */
- if (dotest && !node->inside(GetActiveCamera()->NodeGetWorldPosition()))
+ if (dotest && !node->inside( cam->NodeGetWorldPosition()))
{
MT_Scalar radius = node->Radius();
MT_Point3 centre = node->Centre();
- intersect = GetActiveCamera()->SphereInsideFrustum(centre, radius);
+ intersect = cam->SphereInsideFrustum(centre, radius);
if (intersect == KX_Camera::INTERSECT)
{
MT_Point3 box[8];
node->get(box);
- intersect = GetActiveCamera()->BoxInsideFrustum(box);
+ intersect = cam->BoxInsideFrustum(box);
}
}
switch (intersect)
{
case KX_Camera::OUTSIDE:
- MarkSubTreeVisible(node, rasty, false);
+ MarkSubTreeVisible(node, rasty, false, cam);
break;
case KX_Camera::INTERSECT:
if (gameobj)
- MarkVisible(rasty, gameobj);
+ MarkVisible(rasty, gameobj,cam);
if (node->Left())
- MarkVisible(node->Left(), rasty);
+ MarkVisible(node->Left(), rasty,cam);
if (node->Right())
- MarkVisible(node->Right(), rasty);
+ MarkVisible(node->Right(), rasty,cam);
break;
case KX_Camera::INSIDE:
- MarkSubTreeVisible(node, rasty, true);
+ MarkSubTreeVisible(node, rasty, true,cam);
break;
}
}
-void KX_Scene::MarkSubTreeVisible(SG_Tree *node, RAS_IRasterizer* rasty, bool visible)
+void KX_Scene::MarkSubTreeVisible(SG_Tree *node, RAS_IRasterizer* rasty, bool visible,KX_Camera* cam)
{
if (node->Client())
{
@@ -883,7 +902,7 @@ void KX_Scene::MarkSubTreeVisible(SG_Tree *node, RAS_IRasterizer* rasty, bool vi
if (visible)
{
int nummeshes = gameobj->GetMeshCount();
- MT_Transform t( GetActiveCamera()->GetWorldToCamera() * gameobj->GetSGNode()->GetWorldTransform());
+ MT_Transform t( cam->GetWorldToCamera() * gameobj->GetSGNode()->GetWorldTransform());
for (int m=0;m<nummeshes;m++)
@@ -896,18 +915,18 @@ void KX_Scene::MarkSubTreeVisible(SG_Tree *node, RAS_IRasterizer* rasty, bool vi
}
}
if (node->Left())
- MarkSubTreeVisible(node->Left(), rasty, visible);
+ MarkSubTreeVisible(node->Left(), rasty, visible,cam);
if (node->Right())
- MarkSubTreeVisible(node->Right(), rasty, visible);
+ MarkSubTreeVisible(node->Right(), rasty, visible,cam);
}
-void KX_Scene::MarkVisible(RAS_IRasterizer* rasty, KX_GameObject* gameobj)
+void KX_Scene::MarkVisible(RAS_IRasterizer* rasty, KX_GameObject* gameobj,KX_Camera* cam)
{
// User (Python/Actuator) has forced object invisible...
if (!gameobj->GetVisible())
return;
// If Frustum culling is off, the object is always visible.
- bool vis = !GetActiveCamera()->GetFrustumCulling();
+ bool vis = !cam->GetFrustumCulling();
// If the camera is inside this node, then the object is visible.
if (!vis)
@@ -920,7 +939,7 @@ void KX_Scene::MarkVisible(RAS_IRasterizer* rasty, KX_GameObject* gameobj)
{
MT_Vector3 scale = gameobj->GetSGNode()->GetWorldScaling();
MT_Scalar radius = fabs(scale[scale.closestAxis()] * gameobj->GetSGNode()->Radius());
- switch (GetActiveCamera()->SphereInsideFrustum(gameobj->NodeGetWorldPosition(), radius))
+ switch (cam->SphereInsideFrustum(gameobj->NodeGetWorldPosition(), radius))
{
case KX_Camera::INSIDE:
vis = true;
@@ -932,7 +951,7 @@ void KX_Scene::MarkVisible(RAS_IRasterizer* rasty, KX_GameObject* gameobj)
// Test the object's bound box against the view frustum.
MT_Point3 box[8];
gameobj->GetSGNode()->getBBox(box);
- vis = GetActiveCamera()->BoxInsideFrustum(box) != KX_Camera::OUTSIDE;
+ vis = cam->BoxInsideFrustum(box) != KX_Camera::OUTSIDE;
break;
}
}
@@ -940,7 +959,7 @@ void KX_Scene::MarkVisible(RAS_IRasterizer* rasty, KX_GameObject* gameobj)
if (vis)
{
int nummeshes = gameobj->GetMeshCount();
- MT_Transform t(GetActiveCamera()->GetWorldToCamera() * gameobj->GetSGNode()->GetWorldTransform());
+ MT_Transform t(cam->GetWorldToCamera() * gameobj->GetSGNode()->GetWorldTransform());
for (int m=0;m<nummeshes;m++)
{
@@ -955,20 +974,20 @@ void KX_Scene::MarkVisible(RAS_IRasterizer* rasty, KX_GameObject* gameobj)
}
}
-void KX_Scene::CalculateVisibleMeshes(RAS_IRasterizer* rasty)
+void KX_Scene::CalculateVisibleMeshes(RAS_IRasterizer* rasty,KX_Camera* cam)
{
// FIXME: When tree is operational
#if 1
// do this incrementally in the future
for (int i = 0; i < m_objectlist->GetCount(); i++)
{
- MarkVisible(rasty, static_cast<KX_GameObject*>(m_objectlist->GetValue(i)));
+ MarkVisible(rasty, static_cast<KX_GameObject*>(m_objectlist->GetValue(i)), cam);
}
#else
- if (GetActiveCamera()->GetFrustumCulling())
- MarkVisible(m_objecttree, rasty);
+ if (cam->GetFrustumCulling())
+ MarkVisible(m_objecttree, rasty, cam);
else
- MarkSubTreeVisible(m_objecttree, rasty, true);
+ MarkSubTreeVisible(m_objecttree, rasty, true, cam);
#endif
}
diff --git a/source/gameengine/Ketsji/KX_Scene.h b/source/gameengine/Ketsji/KX_Scene.h
index 7203fa87acc..4bcfb3ee194 100644
--- a/source/gameengine/Ketsji/KX_Scene.h
+++ b/source/gameengine/Ketsji/KX_Scene.h
@@ -248,9 +248,9 @@ protected:
/**
* Visibility testing functions.
*/
- void MarkVisible(SG_Tree *node, RAS_IRasterizer* rasty);
- void MarkSubTreeVisible(SG_Tree *node, RAS_IRasterizer* rasty, bool visible);
- void MarkVisible(RAS_IRasterizer* rasty, KX_GameObject* gameobj);
+ void MarkVisible(SG_Tree *node, RAS_IRasterizer* rasty, KX_Camera*cam);
+ void MarkSubTreeVisible(SG_Tree *node, RAS_IRasterizer* rasty, bool visible, KX_Camera*cam);
+ void MarkVisible(RAS_IRasterizer* rasty, KX_GameObject* gameobj, KX_Camera*cam);
double m_suspendedtime;
double m_suspendeddelta;
@@ -322,6 +322,10 @@ public:
GetTimeEventManager(
);
+ set<class KX_Camera*>*
+ GetCameras(
+ );
+
/** Find a camera in the scene by pointer. */
KX_Camera*
@@ -450,7 +454,7 @@ public:
void SetNetworkScene(NG_NetworkScene *newScene);
void SetWorldInfo(class KX_WorldInfo* wi);
KX_WorldInfo* GetWorldInfo();
- void CalculateVisibleMeshes(RAS_IRasterizer* rasty);
+ void CalculateVisibleMeshes(RAS_IRasterizer* rasty, KX_Camera *cam);
void UpdateMeshTransformations();
KX_Camera* GetpCamera();
SND_Scene* GetSoundScene();
diff --git a/source/gameengine/Ketsji/KX_VertexProxy.cpp b/source/gameengine/Ketsji/KX_VertexProxy.cpp
index 7683ce19f19..b06e9ee8529 100644
--- a/source/gameengine/Ketsji/KX_VertexProxy.cpp
+++ b/source/gameengine/Ketsji/KX_VertexProxy.cpp
@@ -70,6 +70,10 @@ PyMethodDef KX_VertexProxy::Methods[] = {
{"setXYZ", (PyCFunction)KX_VertexProxy::sPySetXYZ,METH_VARARGS},
{"getUV", (PyCFunction)KX_VertexProxy::sPyGetUV,METH_VARARGS},
{"setUV", (PyCFunction)KX_VertexProxy::sPySetUV,METH_VARARGS},
+
+{"getUV2", (PyCFunction)KX_VertexProxy::sPyGetUV2,METH_VARARGS},
+{"setUV2", (PyCFunction)KX_VertexProxy::sPySetUV2,METH_VARARGS},
+
{"getRGBA", (PyCFunction)KX_VertexProxy::sPyGetRGBA,METH_VARARGS},
{"setRGBA", (PyCFunction)KX_VertexProxy::sPySetRGBA,METH_VARARGS},
{"getNormal", (PyCFunction)KX_VertexProxy::sPyGetNormal,METH_VARARGS},
@@ -216,6 +220,22 @@ int KX_VertexProxy::_setattr(const STR_String& attr, PyObject *pyvalue)
m_vertex->SetUV(uv);
return 0;
}
+
+ // uv
+ MT_Point2 uv2 = m_vertex->getUV2();
+ if (attr == "u2")
+ {
+ uv[0] = val;
+ m_vertex->SetUV2(uv);
+ return 0;
+ }
+
+ if (attr == "v2")
+ {
+ uv[1] = val;
+ m_vertex->SetUV2(uv);
+ return 0;
+ }
// col
unsigned int icol = *((const unsigned int *)m_vertex->getRGBA());
@@ -373,5 +393,31 @@ PyObject* KX_VertexProxy::PySetUV(PyObject*,
return NULL;
}
+PyObject* KX_VertexProxy::PyGetUV2(PyObject*,
+ PyObject*,
+ PyObject*)
+{
+ return PyObjectFrom(MT_Vector2(m_vertex->getUV2()));
+}
+
+PyObject* KX_VertexProxy::PySetUV2(PyObject*,
+ PyObject* args,
+ PyObject*)
+{
+ MT_Point2 vec;
+ unsigned int unit=0;
+ PyObject* list=0;
+ if(PyArg_ParseTuple(args, "Oi", &list, &unit))
+ {
+ if (PyVecTo(list, vec))
+ {
+ m_vertex->SetFlag((m_vertex->getFlag()|TV_2NDUV));
+ m_vertex->SetUnit(unit);
+ m_vertex->SetUV2(vec);
+ Py_Return;
+ }
+ }
+ return NULL;
+}
diff --git a/source/gameengine/Ketsji/KX_VertexProxy.h b/source/gameengine/Ketsji/KX_VertexProxy.h
index bf3e1982c8c..49fa8ca88c9 100644
--- a/source/gameengine/Ketsji/KX_VertexProxy.h
+++ b/source/gameengine/Ketsji/KX_VertexProxy.h
@@ -63,6 +63,10 @@ public:
KX_PYMETHOD(KX_VertexProxy,SetXYZ);
KX_PYMETHOD(KX_VertexProxy,GetUV);
KX_PYMETHOD(KX_VertexProxy,SetUV);
+
+ KX_PYMETHOD(KX_VertexProxy,GetUV2);
+ KX_PYMETHOD(KX_VertexProxy,SetUV2);
+
KX_PYMETHOD(KX_VertexProxy,GetRGBA);
KX_PYMETHOD(KX_VertexProxy,SetRGBA);
KX_PYMETHOD(KX_VertexProxy,GetNormal);
diff --git a/source/gameengine/Ketsji/KX_WorldInfo.h b/source/gameengine/Ketsji/KX_WorldInfo.h
index 6b8eac9ff35..ecc0c04a17b 100644
--- a/source/gameengine/Ketsji/KX_WorldInfo.h
+++ b/source/gameengine/Ketsji/KX_WorldInfo.h
@@ -53,6 +53,10 @@ public:
virtual float getMistColorGreen()=0;
virtual float getMistColorBlue()=0;
+ virtual float getAmbientColorRed()=0;
+ virtual float getAmbientColorGreen()=0;
+ virtual float getAmbientColorBlue()=0;
+
virtual void setMistStart(float)=0;
virtual void setMistDistance(float)=0;
virtual void setMistColorRed(float)=0;
diff --git a/source/gameengine/Ketsji/Makefile b/source/gameengine/Ketsji/Makefile
index 4f6d19a8df0..963031d9686 100644
--- a/source/gameengine/Ketsji/Makefile
+++ b/source/gameengine/Ketsji/Makefile
@@ -45,6 +45,7 @@ CPPFLAGS += -I$(NAN_SOUNDSYSTEM)/include
CPPFLAGS += -I$(NAN_FUZZICS)/include -I$(NAN_SUMO) -I$(NAN_MOTO)/include
CPPFLAGS += -I$(NAN_SOLID)/include
CPPFLAGS += -I$(NAN_BULLET)/include
+CPPFLAGS += -I../Rasterizer/RAS_OpenGLRasterizer
CPPFLAGS += -I../Rasterizer -I../GameLogic -I../SceneGraph
CPPFLAGS += -I../BlenderRoutines -I../Expressions
CPPFLAGS += -I../../kernel/gen_system
@@ -57,6 +58,7 @@ CPPFLAGS += -I../Physics/Bullet
CPPFLAGS += -I.
CPPFLAGS += -I../Converter
CPPFLAGS += -I../../blender/blenkernel
+CPPFLAGS += -I../../blender/blenlib
CPPFLAGS += -I../../blender/include
CPPFLAGS += -I../../blender/makesdna
CPPFLAGS += -I../../blender/imbuf
diff --git a/source/gameengine/Ketsji/SConscript b/source/gameengine/Ketsji/SConscript
index 7051f7e5541..1dc5f0f7170 100644
--- a/source/gameengine/Ketsji/SConscript
+++ b/source/gameengine/Ketsji/SConscript
@@ -6,7 +6,10 @@ Import ('library_env')
ketsji_env = library_env.Copy ()
-source_files = ['KX_WorldIpoController.cpp',
+source_files = ['BL_Shader.cpp',
+ 'BL_Material.cpp',
+ 'BL_Texture.cpp',
+ 'KX_WorldIpoController.cpp',
'KX_WorldInfo.cpp',
'KX_VisibilityActuator.cpp',
'KX_VertexProxy.cpp',
@@ -58,7 +61,9 @@ source_files = ['KX_WorldIpoController.cpp',
'KX_CameraIpoSGController.cpp',
'KX_CameraActuator.cpp',
'KX_Camera.cpp',
- 'KX_BulletPhysicsController.cpp'
+ 'KX_BulletPhysicsController.cpp',
+ 'KX_BlenderMaterial.cpp',
+ 'KX_MaterialIpoController.cpp',
]
if user_options_dict['USE_PHYSICS'] == 'solid':
diff --git a/source/gameengine/Physics/Bullet/CcdPhysicsController.cpp b/source/gameengine/Physics/Bullet/CcdPhysicsController.cpp
index 7051b8f7e13..0db5ce4e668 100644
--- a/source/gameengine/Physics/Bullet/CcdPhysicsController.cpp
+++ b/source/gameengine/Physics/Bullet/CcdPhysicsController.cpp
@@ -272,7 +272,7 @@ void CcdPhysicsController::ApplyTorque(float torqueX,float torqueY,float torque
void CcdPhysicsController::ApplyForce(float forceX,float forceY,float forceZ,bool local)
{
- SimdVector3 force(forceX,forceX,forceX);
+ SimdVector3 force(forceX,forceY,forceZ);
SimdTransform xform = m_body->getCenterOfMassTransform();
if (local)
{
diff --git a/source/gameengine/Rasterizer/RAS_BucketManager.cpp b/source/gameengine/Rasterizer/RAS_BucketManager.cpp
index 4ce072dd7cc..091e78c7b28 100644
--- a/source/gameengine/Rasterizer/RAS_BucketManager.cpp
+++ b/source/gameengine/Rasterizer/RAS_BucketManager.cpp
@@ -141,10 +141,17 @@ void RAS_BucketManager::Renderbuckets(
}
for (bucket = m_MaterialBuckets.begin(); bucket != m_MaterialBuckets.end(); ++bucket)
+ {
+ if((*bucket)->GetPolyMaterial()->IsZSort())
+ rasty->SetAlphaTest(true);
+ else
+ rasty->SetAlphaTest(false);
+
(*bucket)->Render(cameratrans,rasty,rendertools);
-
+ }
+ rasty->SetAlphaTest(false);
+
RenderAlphaBuckets(cameratrans, rasty, rendertools);
-
RAS_MaterialBucket::EndFrame();
}
diff --git a/source/gameengine/Rasterizer/RAS_CameraData.h b/source/gameengine/Rasterizer/RAS_CameraData.h
index a4245025f2a..69a43dd64e9 100644
--- a/source/gameengine/Rasterizer/RAS_CameraData.h
+++ b/source/gameengine/Rasterizer/RAS_CameraData.h
@@ -38,12 +38,23 @@ struct RAS_CameraData
float m_clipstart;
float m_clipend;
bool m_perspective;
-
- RAS_CameraData(float lens = 35., float clipstart = 0.1, float clipend = 100., bool perspective = true) :
+ bool m_viewport;
+ int m_viewportleft;
+ int m_viewportbottom;
+ int m_viewportright;
+ int m_viewporttop;
+
+ RAS_CameraData(float lens = 35., float clipstart = 0.1, float clipend = 100., bool perspective = true,
+ bool viewport = false, int viewportleft = 0, int viewportbottom = 0, int viewportright = 0, int viewporttop = 0) :
m_lens(lens),
m_clipstart(clipstart),
m_clipend(clipend),
- m_perspective(perspective)
+ m_perspective(perspective),
+ m_viewport(viewport),
+ m_viewportleft(viewportleft),
+ m_viewportbottom(viewportbottom),
+ m_viewportright(viewportright),
+ m_viewporttop(viewporttop)
{
}
};
diff --git a/source/gameengine/Rasterizer/RAS_IPolygonMaterial.cpp b/source/gameengine/Rasterizer/RAS_IPolygonMaterial.cpp
index 330f964de7b..b5882bd48c4 100644
--- a/source/gameengine/Rasterizer/RAS_IPolygonMaterial.cpp
+++ b/source/gameengine/Rasterizer/RAS_IPolygonMaterial.cpp
@@ -57,7 +57,10 @@ RAS_IPolyMaterial::RAS_IPolyMaterial(const STR_String& texname,
m_zsort(zsort),
m_lightlayer(lightlayer),
m_bIsTriangle(bIsTriangle),
- m_polymatid(m_newpolymatid++)
+ m_polymatid(m_newpolymatid++),
+ m_flag(0),
+ m_enabled(0),
+ m_multimode(0)
{
m_shininess = 35.0;
m_specular = MT_Vector3(0.5,0.5,0.5);
@@ -68,18 +71,32 @@ RAS_IPolyMaterial::RAS_IPolyMaterial(const STR_String& texname,
bool RAS_IPolyMaterial::Equals(const RAS_IPolyMaterial& lhs) const
{
- return (
- this->m_tile == lhs.m_tile &&
- this->m_tilexrep == lhs.m_tilexrep &&
- this->m_tileyrep == lhs.m_tileyrep &&
- this->m_transparant == lhs.m_transparant &&
- this->m_zsort == lhs.m_zsort &&
- this->m_drawingmode == lhs.m_drawingmode &&
- this->m_bIsTriangle == lhs.m_bIsTriangle &&
- this->m_lightlayer == lhs.m_lightlayer &&
+ if(m_flag &RAS_BLENDERMAT)
+ {
+ return (
+ this->m_multimode == lhs.m_multimode &&
+ this->m_flag == lhs.m_flag &&
+ this->m_drawingmode == lhs.m_drawingmode &&
+ this->m_lightlayer == lhs.m_lightlayer &&
this->m_texturename.hash() == lhs.m_texturename.hash() &&
this->m_materialname.hash() == lhs.m_materialname.hash()
- );
+ );
+ }
+ else
+ {
+ return (
+ this->m_tile == lhs.m_tile &&
+ this->m_tilexrep == lhs.m_tilexrep &&
+ this->m_tileyrep == lhs.m_tileyrep &&
+ this->m_transparant == lhs.m_transparant &&
+ this->m_zsort == lhs.m_zsort &&
+ this->m_drawingmode == lhs.m_drawingmode &&
+ this->m_bIsTriangle == lhs.m_bIsTriangle &&
+ this->m_lightlayer == lhs.m_lightlayer &&
+ this->m_texturename.hash() == lhs.m_texturename.hash() &&
+ this->m_materialname.hash() == lhs.m_materialname.hash()
+ );
+ }
}
bool RAS_IPolyMaterial::Less(const RAS_IPolyMaterial& rhs) const
@@ -130,4 +147,14 @@ const STR_String& RAS_IPolyMaterial::GetTextureName() const
return m_texturename;
}
+const unsigned int RAS_IPolyMaterial::GetFlag() const
+{
+ return m_flag;
+}
+const unsigned int RAS_IPolyMaterial::GetEnabled() const
+{
+ return m_enabled;
+}
+
+
unsigned int RAS_IPolyMaterial::m_newpolymatid = 0;
diff --git a/source/gameengine/Rasterizer/RAS_IPolygonMaterial.h b/source/gameengine/Rasterizer/RAS_IPolygonMaterial.h
index b039b51dd8b..3e296c2b88b 100644
--- a/source/gameengine/Rasterizer/RAS_IPolygonMaterial.h
+++ b/source/gameengine/Rasterizer/RAS_IPolygonMaterial.h
@@ -43,6 +43,20 @@
class RAS_IRasterizer;
+enum MaterialProps
+{
+ RAS_ZSORT =1,
+ RAS_TRANSPARENT =2,
+ RAS_TRIANGLE =4,
+ RAS_MULTITEX =8,
+ RAS_MULTILIGHT =16,
+ RAS_BLENDERMAT =32,
+ RAS_GLSHADER =64,
+ RAS_AUTOGEN =128,
+ RAS_NORMAL =256,
+ RAS_DEFMULTI =512
+};
+
/**
* Material properties.
*/
@@ -52,18 +66,21 @@ class RAS_IPolyMaterial
protected:
STR_HashedString m_texturename;
STR_HashedString m_materialname; //also needed for touchsensor
- int m_tile;
- int m_tilexrep,m_tileyrep;
- int m_drawingmode; // tface->mode
- bool m_transparant;
- bool m_zsort;
- int m_lightlayer;
- bool m_bIsTriangle;
+ int m_tile;
+ int m_tilexrep,m_tileyrep;
+ int m_drawingmode; // tface->mode
+ bool m_transparant;
+ bool m_zsort;
+ int m_lightlayer;
+ bool m_bIsTriangle;
unsigned int m_polymatid;
-
static unsigned int m_newpolymatid;
-
+
+ // will move...
+ unsigned int m_flag;//MaterialProps
+ unsigned int m_enabled;// enabled for this mat
+ int m_multimode; // sum of values
public:
MT_Vector3 m_diffuse;
@@ -124,6 +141,14 @@ public:
int GetDrawingMode() const;
const STR_String& GetMaterialName() const;
const STR_String& GetTextureName() const;
+ const unsigned int GetFlag() const;
+ const unsigned int GetEnabled() const;
+
+ /*
+ * PreCalculate texture gen
+ */
+ virtual void OnConstruction(){}
+
};
inline bool operator ==( const RAS_IPolyMaterial & rhs,const RAS_IPolyMaterial & lhs)
diff --git a/source/gameengine/Rasterizer/RAS_IRasterizer.h b/source/gameengine/Rasterizer/RAS_IRasterizer.h
index 03c7e1d5116..68a9429d066 100644
--- a/source/gameengine/Rasterizer/RAS_IRasterizer.h
+++ b/source/gameengine/Rasterizer/RAS_IRasterizer.h
@@ -219,6 +219,25 @@ public:
bool useObjectColor,
const MT_Vector4& rgbacolor)=0;
+ virtual void IndexPrimitivesMulti(
+ const vecVertexArray& vertexarrays,
+ const vecIndexArrays & indexarrays,
+ int mode,
+ class RAS_IPolyMaterial* polymat,
+ class RAS_IRenderTools* rendertools,
+ bool useObjectColor,
+ const MT_Vector4& rgbacolor)=0;
+
+ virtual void IndexPrimitivesMulti_Ex(
+ const vecVertexArray& vertexarrays,
+ const vecIndexArrays & indexarrays,
+ int mode,
+ class RAS_IPolyMaterial* polymat,
+ class RAS_IRenderTools* rendertools,
+ bool useObjectColor,
+ const MT_Vector4& rgbacolor)=0;
+
+
virtual void SetProjectionMatrix(MT_CmMatrix4x4 & mat)=0;
/* This one should become our final version, methinks. */
/**
@@ -329,6 +348,22 @@ public:
float difZ,
float diffuse)=0;
/**
+ * Sets the emissive colour component of the lighting equation.
+ */
+ virtual void SetEmissive(float eX,
+ float eY,
+ float eZ,
+ float e
+ )=0;
+
+ virtual void SetAmbientColor(float red, float green, float blue)=0;
+ virtual void SetAmbient(float factor)=0;
+ /**
+ * Sets alpha testing
+ */
+ virtual void SetAlphaTest(bool enable)=0;
+
+ /**
* Sets a polygon offset. z depth will be: z1 = mult*z0 + add
*/
virtual void SetPolygonOffset(float mult, float add) = 0;
diff --git a/source/gameengine/Rasterizer/RAS_MaterialBucket.cpp b/source/gameengine/Rasterizer/RAS_MaterialBucket.cpp
index 7f9f5b455ba..b1d32326048 100644
--- a/source/gameengine/Rasterizer/RAS_MaterialBucket.cpp
+++ b/source/gameengine/Rasterizer/RAS_MaterialBucket.cpp
@@ -177,7 +177,13 @@ bool RAS_MaterialBucket::ActivateMaterial(const MT_Transform& cameratrans, RAS_I
if (!rasty->SetMaterial(*m_material))
return false;
- bool dolights = m_material->GetDrawingMode()&16;
+ bool dolights = false;
+ const unsigned int flag = m_material->GetFlag();
+
+ if( flag & RAS_BLENDERMAT)
+ dolights = flag &RAS_MULTILIGHT;
+ else
+ dolights = m_material->GetDrawingMode()&16;
if ((rasty->GetDrawingMode() <= RAS_IRasterizer::KX_SOLID) || !dolights)
{
@@ -229,6 +235,35 @@ void RAS_MaterialBucket::RenderMeshSlot(const MT_Transform& cameratrans, RAS_IRa
ms.m_RGBAcolor);
}
+
+ // for using glMultiTexCoord
+ else if(m_material->GetFlag() & RAS_MULTITEX )
+ {
+ rasty->IndexPrimitivesMulti(
+ ms.m_mesh->GetVertexCache(m_material),
+ ms.m_mesh->GetIndexCache(m_material),
+ drawmode,
+ m_material,
+ rendertools,
+ ms.m_bObjectColor,
+ ms.m_RGBAcolor
+ );
+ }
+
+ // for using glMultiTexCoord on deformer
+ else if(m_material->GetFlag() & RAS_DEFMULTI )
+ {
+ rasty->IndexPrimitivesMulti(
+ ms.m_mesh->GetVertexCache(m_material),
+ ms.m_mesh->GetIndexCache(m_material),
+ drawmode,
+ m_material,
+ rendertools,
+ ms.m_bObjectColor,
+ ms.m_RGBAcolor
+ );
+ }
+
// Use the (slower) IndexPrimitives_Ex which can recalc face normals & such
// for deformed objects - eventually should be extended to recalc ALL normals
else if (ms.m_pDeformer){
diff --git a/source/gameengine/Rasterizer/RAS_OpenGLRasterizer/ARB_multitexture.h b/source/gameengine/Rasterizer/RAS_OpenGLRasterizer/ARB_multitexture.h
new file mode 100644
index 00000000000..2a760b09f5e
--- /dev/null
+++ b/source/gameengine/Rasterizer/RAS_OpenGLRasterizer/ARB_multitexture.h
@@ -0,0 +1,173 @@
+#ifndef __ARB_MULTITEXTURE_H__
+#define __ARB_MULTITEXTURE_H__
+
+/*
+*/
+
+/* ----------------------------------------------------------------------------
+ GL_ARB_multitexture
+---------------------------------------------------------------------------- */
+/* defined in glext.h
+#ifndef GL_ARB_multitexture
+#define GL_ARB_multitexture 1
+#endif
+*/
+
+#ifdef GL_ARB_multitexture
+ #define GL_TEXTURE0_ARB 0x84C0
+ #define GL_TEXTURE1_ARB 0x84C1
+ #define GL_TEXTURE2_ARB 0x84C2
+ #define GL_TEXTURE3_ARB 0x84C3
+ #define GL_TEXTURE4_ARB 0x84C4
+ #define GL_TEXTURE5_ARB 0x84C5
+ #define GL_TEXTURE6_ARB 0x84C6
+ #define GL_TEXTURE7_ARB 0x84C7
+ #define GL_TEXTURE8_ARB 0x84C8
+ #define GL_TEXTURE9_ARB 0x84C9
+ #define GL_TEXTURE10_ARB 0x84CA
+ #define GL_ACTIVE_TEXTURE_ARB 0x84E0
+ #define GL_CLIENT_ACTIVE_TEXTURE_ARB 0x84E1
+ #define GL_MAX_TEXTURE_UNITS_ARB 0x84E2
+#endif
+
+
+/* ----------------------------------------------------------------------------
+ GL_ARB_texture_env_combine
+---------------------------------------------------------------------------- */
+/*
+#ifndef GL_ARB_texture_env_combine
+ #define GL_ARB_texture_env_combine 1
+#endif
+*/
+
+#ifdef GL_ARB_texture_env_combine
+ #define GL_COMBINE_ARB 0x8570
+ #define GL_COMBINE_RGB_ARB 0x8571
+ #define GL_COMBINE_ALPHA_ARB 0x8572
+ #define GL_SOURCE0_RGB_ARB 0x8580
+ #define GL_SOURCE1_RGB_ARB 0x8581
+ #define GL_SOURCE2_RGB_ARB 0x8582
+ #define GL_SOURCE0_ALPHA_ARB 0x8588
+ #define GL_SOURCE1_ALPHA_ARB 0x8589
+ #define GL_SOURCE2_ALPHA_ARB 0x858A
+ #define GL_OPERAND0_RGB_ARB 0x8590
+ #define GL_OPERAND1_RGB_ARB 0x8591
+ #define GL_OPERAND2_RGB_ARB 0x8592
+ #define GL_OPERAND0_ALPHA_ARB 0x8598
+ #define GL_OPERAND1_ALPHA_ARB 0x8599
+ #define GL_OPERAND2_ALPHA_ARB 0x859A
+ #define GL_RGB_SCALE_ARB 0x8573
+ #define GL_ADD_SIGNED_ARB 0x8574
+ #define GL_INTERPOLATE_ARB 0x8575
+ #define GL_SUBTRACT_ARB 0x84E7
+ #define GL_CONSTANT_ARB 0x8576
+ #define GL_PRIMARY_COLOR_ARB 0x8577
+ #define GL_PREVIOUS_ARB 0x8578
+#endif
+
+/* ----------------------------------------------------------------------------
+ GL_ARB_texture_cube_map
+---------------------------------------------------------------------------- */
+/*
+#ifndef GL_ARB_texture_cube_map
+ #define GL_ARB_texture_cube_map 1
+#endif
+*/
+
+#ifdef GL_ARB_texture_cube_map
+ #define GL_NORMAL_MAP_ARB 0x8511
+ #define GL_REFLECTION_MAP_ARB 0x8512
+ #define GL_TEXTURE_CUBE_MAP_ARB 0x8513
+ #define GL_TEXTURE_BINDING_CUBE_MAP_ARB 0x8514
+ #define GL_TEXTURE_CUBE_MAP_POSITIVE_X_ARB 0x8515
+ #define GL_TEXTURE_CUBE_MAP_NEGATIVE_X_ARB 0x8516
+ #define GL_TEXTURE_CUBE_MAP_POSITIVE_Y_ARB 0x8517
+ #define GL_TEXTURE_CUBE_MAP_NEGATIVE_Y_ARB 0x8518
+ #define GL_TEXTURE_CUBE_MAP_POSITIVE_Z_ARB 0x8519
+ #define GL_TEXTURE_CUBE_MAP_NEGATIVE_Z_ARB 0x851A
+ #define GL_PROXY_TEXTURE_CUBE_MAP_ARB 0x851B
+ #define GL_MAX_CUBE_MAP_TEXTURE_SIZE_ARB 0x851C
+#endif
+
+/* ----------------------------------------------------------------------------
+ GL_ARB_shader_objects
+---------------------------------------------------------------------------- */
+/*
+#ifndef GL_ARB_shader_objects
+ #define GL_ARB_shader_objects 1
+#endif
+*/
+#ifdef GL_ARB_shader_objects
+ #define GL_PROGRAM_OBJECT_ARB 0x8B40
+ #define GL_SHADER_OBJECT_ARB 0x8B48
+ #define GL_OBJECT_TYPE_ARB 0x8B4E
+ #define GL_OBJECT_SUBTYPE_ARB 0x8B4F
+ #define GL_FLOAT_VEC2_ARB 0x8B50
+ #define GL_FLOAT_VEC3_ARB 0x8B51
+ #define GL_FLOAT_VEC4_ARB 0x8B52
+ #define GL_INT_VEC2_ARB 0x8B53
+ #define GL_INT_VEC3_ARB 0x8B54
+ #define GL_INT_VEC4_ARB 0x8B55
+ #define GL_BOOL_ARB 0x8B56
+ #define GL_BOOL_VEC2_ARB 0x8B57
+ #define GL_BOOL_VEC3_ARB 0x8B58
+ #define GL_BOOL_VEC4_ARB 0x8B59
+ #define GL_FLOAT_MAT2_ARB 0x8B5A
+ #define GL_FLOAT_MAT3_ARB 0x8B5B
+ #define GL_FLOAT_MAT4_ARB 0x8B5C
+ #define GL_SAMPLER_1D_ARB 0x8B5D
+ #define GL_SAMPLER_2D_ARB 0x8B5E
+ #define GL_SAMPLER_3D_ARB 0x8B5F
+ #define GL_SAMPLER_CUBE_ARB 0x8B60
+ #define GL_SAMPLER_1D_SHADOW_ARB 0x8B61
+ #define GL_SAMPLER_2D_SHADOW_ARB 0x8B62
+ #define GL_SAMPLER_2D_RECT_ARB 0x8B63
+ #define GL_SAMPLER_2D_RECT_SHADOW_ARB 0x8B64
+ #define GL_OBJECT_DELETE_STATUS_ARB 0x8B80
+ #define GL_OBJECT_COMPILE_STATUS_ARB 0x8B81
+ #define GL_OBJECT_LINK_STATUS_ARB 0x8B82
+ #define GL_OBJECT_VALIDATE_STATUS_ARB 0x8B83
+ #define GL_OBJECT_INFO_LOG_LENGTH_ARB 0x8B84
+ #define GL_OBJECT_ATTACHED_OBJECTS_ARB 0x8B85
+ #define GL_OBJECT_ACTIVE_UNIFORMS_ARB 0x8B86
+ #define GL_OBJECT_ACTIVE_UNIFORM_MAX_LENGTH_ARB 0x8B87
+ #define GL_OBJECT_SHADER_SOURCE_LENGTH_ARB 0x8B88
+#endif
+
+/* ----------------------------------------------------------------------------
+ GL_ARB_vertex_shader
+---------------------------------------------------------------------------- */
+/*
+#ifndef GL_ARB_vertex_shader
+ #define GL_ARB_vertex_shader 1
+#endif
+*/
+
+#ifdef GL_ARB_vertex_shader
+ #define GL_VERTEX_SHADER_ARB 0x8B31
+ #define GL_MAX_VERTEX_UNIFORM_COMPONENTS_ARB 0x8B4A
+ #define GL_MAX_VARYING_FLOATS_ARB 0x8B4B
+ #define GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS_ARB 0x8B4C
+ #define GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS_ARB 0x8B4D
+ #define GL_OBJECT_ACTIVE_ATTRIBUTES_ARB 0x8B89
+ #define GL_OBJECT_ACTIVE_ATTRIBUTE_MAX_LENGTH_ARB 0x8B8A
+#endif
+
+
+/* ----------------------------------------------------------------------------
+ GL_ARB_fragment_shader
+---------------------------------------------------------------------------- */
+/*
+#ifndef GL_ARB_fragment_shader
+ #define GL_ARB_fragment_shader 1
+#endif
+*/
+
+#ifdef GL_ARB_fragment_shader
+ #define GL_FRAGMENT_SHADER_ARB 0x8B30
+ #define GL_MAX_FRAGMENT_UNIFORM_COMPONENTS_ARB 0x8B49
+ #define GL_FRAGMENT_SHADER_DERIVATIVE_HINT_ARB 0x8B8B
+#endif
+
+
+#endif//__ARB_MULTITEXTURE_H__
diff --git a/source/gameengine/Rasterizer/RAS_OpenGLRasterizer/RAS_GLExtensionManager.cpp b/source/gameengine/Rasterizer/RAS_OpenGLRasterizer/RAS_GLExtensionManager.cpp
index cd37fbec502..344fdbbf164 100644
--- a/source/gameengine/Rasterizer/RAS_OpenGLRasterizer/RAS_GLExtensionManager.cpp
+++ b/source/gameengine/Rasterizer/RAS_OpenGLRasterizer/RAS_GLExtensionManager.cpp
@@ -317,7 +317,94 @@ PFNGLPNTRIANGLESIATIPROC glPNTrianglesiATI;
PFNGLPNTRIANGLESFATIPROC glPNTrianglesfATI;
#endif
+BL_EXTInfo RAS_EXT_support;
+
+
+#ifdef GL_ARB_multitexture
+int max_texture_units = 2;
+PFNGLACTIVETEXTUREARBPROC glActiveTextureARB;
+PFNGLCLIENTACTIVETEXTUREARBPROC glClientActiveTextureARB;
+PFNGLMULTITEXCOORD1DARBPROC glMultiTexCoord1dARB;
+PFNGLMULTITEXCOORD1DVARBPROC glMultiTexCoord1dvARB;
+PFNGLMULTITEXCOORD1FARBPROC glMultiTexCoord1fARB;
+PFNGLMULTITEXCOORD1FVARBPROC glMultiTexCoord1fvARB;
+PFNGLMULTITEXCOORD1IARBPROC glMultiTexCoord1iARB;
+PFNGLMULTITEXCOORD1IVARBPROC glMultiTexCoord1ivARB;
+PFNGLMULTITEXCOORD1SARBPROC glMultiTexCoord1sARB;
+PFNGLMULTITEXCOORD1SVARBPROC glMultiTexCoord1svARB;
+PFNGLMULTITEXCOORD2DARBPROC glMultiTexCoord2dARB;
+PFNGLMULTITEXCOORD2DVARBPROC glMultiTexCoord2dvARB;
+PFNGLMULTITEXCOORD2FARBPROC glMultiTexCoord2fARB;
+PFNGLMULTITEXCOORD2FVARBPROC glMultiTexCoord2fvARB;
+PFNGLMULTITEXCOORD2IARBPROC glMultiTexCoord2iARB;
+PFNGLMULTITEXCOORD2IVARBPROC glMultiTexCoord2ivARB;
+PFNGLMULTITEXCOORD2SARBPROC glMultiTexCoord2sARB;
+PFNGLMULTITEXCOORD2SVARBPROC glMultiTexCoord2svARB;
+PFNGLMULTITEXCOORD3DARBPROC glMultiTexCoord3dARB;
+PFNGLMULTITEXCOORD3DVARBPROC glMultiTexCoord3dvARB;
+PFNGLMULTITEXCOORD3FARBPROC glMultiTexCoord3fARB;
+PFNGLMULTITEXCOORD3FVARBPROC glMultiTexCoord3fvARB;
+PFNGLMULTITEXCOORD3IARBPROC glMultiTexCoord3iARB;
+PFNGLMULTITEXCOORD3IVARBPROC glMultiTexCoord3ivARB;
+PFNGLMULTITEXCOORD3SARBPROC glMultiTexCoord3sARB;
+PFNGLMULTITEXCOORD3SVARBPROC glMultiTexCoord3svARB;
+PFNGLMULTITEXCOORD4DARBPROC glMultiTexCoord4dARB;
+PFNGLMULTITEXCOORD4DVARBPROC glMultiTexCoord4dvARB;
+PFNGLMULTITEXCOORD4FARBPROC glMultiTexCoord4fARB;
+PFNGLMULTITEXCOORD4FVARBPROC glMultiTexCoord4fvARB;
+PFNGLMULTITEXCOORD4IARBPROC glMultiTexCoord4iARB;
+PFNGLMULTITEXCOORD4IVARBPROC glMultiTexCoord4ivARB;
+PFNGLMULTITEXCOORD4SARBPROC glMultiTexCoord4sARB;
+PFNGLMULTITEXCOORD4SVARBPROC glMultiTexCoord4svARB;
+#endif
+
+#ifdef GL_ARB_shader_objects
+PFNGLDELETEOBJECTARBPROC glDeleteObjectARB;
+PFNGLGETHANDLEARBPROC glGetHandleARB;
+PFNGLDETACHOBJECTARBPROC glDetachObjectARB;
+PFNGLCREATESHADEROBJECTARBPROC glCreateShaderObjectARB;
+PFNGLSHADERSOURCEARBPROC glShaderSourceARB;
+PFNGLCOMPILESHADERARBPROC glCompileShaderARB;
+PFNGLCREATEPROGRAMOBJECTARBPROC glCreateProgramObjectARB;
+PFNGLATTACHOBJECTARBPROC glAttachObjectARB;
+PFNGLLINKPROGRAMARBPROC glLinkProgramARB;
+PFNGLUSEPROGRAMOBJECTARBPROC glUseProgramObjectARB;
+PFNGLVALIDATEPROGRAMARBPROC glValidateProgramARB;
+PFNGLUNIFORM1FARBPROC glUniform1fARB;
+PFNGLUNIFORM2FARBPROC glUniform2fARB;
+PFNGLUNIFORM3FARBPROC glUniform3fARB;
+PFNGLUNIFORM4FARBPROC glUniform4fARB;
+PFNGLUNIFORM1IARBPROC glUniform1iARB;
+PFNGLUNIFORM2IARBPROC glUniform2iARB;
+PFNGLUNIFORM3IARBPROC glUniform3iARB;
+PFNGLUNIFORM4IARBPROC glUniform4iARB;
+PFNGLUNIFORM1FVARBPROC glUniform1fvARB;
+PFNGLUNIFORM2FVARBPROC glUniform2fvARB;
+PFNGLUNIFORM3FVARBPROC glUniform3fvARB;
+PFNGLUNIFORM4FVARBPROC glUniform4fvARB;
+PFNGLUNIFORM1IVARBPROC glUniform1ivARB;
+PFNGLUNIFORM2IVARBPROC glUniform2ivARB;
+PFNGLUNIFORM3IVARBPROC glUniform3ivARB;
+PFNGLUNIFORM4IVARBPROC glUniform4ivARB;
+PFNGLUNIFORMMATRIX2FVARBPROC glUniformMatrix2fvARB;
+PFNGLUNIFORMMATRIX3FVARBPROC glUniformMatrix3fvARB;
+PFNGLUNIFORMMATRIX4FVARBPROC glUniformMatrix4fvARB;
+PFNGLGETOBJECTPARAMETERFVARBPROC glGetObjectParameterfvARB;
+PFNGLGETOBJECTPARAMETERIVARBPROC glGetObjectParameterivARB;
+PFNGLGETINFOLOGARBPROC glGetInfoLogARB;
+PFNGLGETATTACHEDOBJECTSARBPROC glGetAttachedObjectsARB;
+PFNGLGETUNIFORMLOCATIONARBPROC glGetUniformLocationARB;
+PFNGLGETACTIVEUNIFORMARBPROC glGetActiveUniformARB;
+PFNGLGETUNIFORMFVARBPROC glGetUniformfvARB;
+PFNGLGETUNIFORMIVARBPROC glGetUniformivARB;
+PFNGLGETSHADERSOURCEARBPROC glGetShaderSourceARB;
+#endif
+#ifdef GL_ARB_vertex_shader
+PFNGLBINDATTRIBLOCATIONARBPROC glBindAttribLocationARB;
+PFNGLGETACTIVEATTRIBARBPROC glGetActiveAttribARB;
+PFNGLGETATTRIBLOCATIONARBPROC glGetAttribLocationARB;
+#endif
} // namespace bgl
@@ -335,6 +422,7 @@ static void LinkExtensions()
{
static bool doDebugMessages = m_debug;
extensions = STR_String((const char *) glGetString(GL_EXTENSIONS)).Explode(' ');
+ RAS_EXT_support = BL_EXTInfo();
#if defined(PFNGLPNTRIANGLESIATIPROC)
if (QueryExtension("GL_ATI_pn_triangles"))
@@ -351,12 +439,162 @@ static void LinkExtensions()
}
#endif
- if (QueryExtension("GL_EXT_separate_specular_color"))
- {
- EnableExtension(_GL_EXT_separate_specular_color);
- if (doDebugMessages)
- std::cout << "Detected GL_EXT_separate_specular_color" << std::endl;
- }
+#ifdef GL_ARB_texture_env_combine
+ if (QueryExtension("GL_ARB_texture_env_combine"))
+ {
+ EnableExtension(_GL_ARB_texture_env_combine);
+ RAS_EXT_support._ARB_texture_env_combine = 1;
+ if (doDebugMessages)
+ {
+ std::cout << "Detected GL_ARB_texture_env_combine" << std::endl;
+ }
+ }
+#endif
+
+#ifdef GL_ARB_texture_cube_map
+ if (QueryExtension("GL_ARB_texture_cube_map"))
+ {
+ EnableExtension(_GL_ARB_texture_cube_map);
+ RAS_EXT_support._ARB_texture_cube_map = 1;
+ if (doDebugMessages)
+ std::cout << "Detected GL_ARB_texture_cube_map" << std::endl;
+ }
+#endif
+
+#ifdef GL_ARB_multitexture
+ if (QueryExtension("GL_ARB_multitexture"))
+ {
+ bgl::glActiveTextureARB = reinterpret_cast<PFNGLACTIVETEXTUREARBPROC>(bglGetProcAddress((const GLubyte *) "glActiveTextureARB"));
+ bgl::glClientActiveTextureARB = reinterpret_cast<PFNGLCLIENTACTIVETEXTUREARBPROC>(bglGetProcAddress((const GLubyte *) "glClientActiveTextureARB"));
+ bgl::glMultiTexCoord1dARB = reinterpret_cast<PFNGLMULTITEXCOORD1DARBPROC>(bglGetProcAddress((const GLubyte *) "glMultiTexCoord1dARB"));
+ bgl::glMultiTexCoord1dvARB = reinterpret_cast<PFNGLMULTITEXCOORD1DVARBPROC>(bglGetProcAddress((const GLubyte *) "glMultiTexCoord1dvARB"));
+ bgl::glMultiTexCoord1fARB = reinterpret_cast<PFNGLMULTITEXCOORD1FARBPROC>(bglGetProcAddress((const GLubyte *) "glMultiTexCoord1fARB"));
+ bgl::glMultiTexCoord1fvARB = reinterpret_cast<PFNGLMULTITEXCOORD1FVARBPROC>(bglGetProcAddress((const GLubyte *) "glMultiTexCoord1fvARB"));
+ bgl::glMultiTexCoord1iARB = reinterpret_cast<PFNGLMULTITEXCOORD1IARBPROC>(bglGetProcAddress((const GLubyte *) "glMultiTexCoord1iARB"));
+ bgl::glMultiTexCoord1ivARB = reinterpret_cast<PFNGLMULTITEXCOORD1IVARBPROC>(bglGetProcAddress((const GLubyte *) "glMultiTexCoord1ivARB"));
+ bgl::glMultiTexCoord1sARB = reinterpret_cast<PFNGLMULTITEXCOORD1SARBPROC>(bglGetProcAddress((const GLubyte *) "glMultiTexCoord1sARB"));
+ bgl::glMultiTexCoord1svARB = reinterpret_cast<PFNGLMULTITEXCOORD1SVARBPROC>(bglGetProcAddress((const GLubyte *) "glMultiTexCoord1svARB"));
+ bgl::glMultiTexCoord2dARB = reinterpret_cast<PFNGLMULTITEXCOORD2DARBPROC>(bglGetProcAddress((const GLubyte *) "glMultiTexCoord2dARB"));
+ bgl::glMultiTexCoord2dvARB = reinterpret_cast<PFNGLMULTITEXCOORD2DVARBPROC>(bglGetProcAddress((const GLubyte *) "glMultiTexCoord2dvARB"));
+ bgl::glMultiTexCoord2fARB = reinterpret_cast<PFNGLMULTITEXCOORD2FARBPROC>(bglGetProcAddress((const GLubyte *) "glMultiTexCoord2fARB"));
+ bgl::glMultiTexCoord2fvARB = reinterpret_cast<PFNGLMULTITEXCOORD2FVARBPROC>(bglGetProcAddress((const GLubyte *) "glMultiTexCoord2fvARB"));
+ bgl::glMultiTexCoord2iARB = reinterpret_cast<PFNGLMULTITEXCOORD2IARBPROC>(bglGetProcAddress((const GLubyte *) "glMultiTexCoord2iARB"));
+ bgl::glMultiTexCoord2ivARB = reinterpret_cast<PFNGLMULTITEXCOORD2IVARBPROC>(bglGetProcAddress((const GLubyte *) "glMultiTexCoord2ivARB"));
+ bgl::glMultiTexCoord2sARB = reinterpret_cast<PFNGLMULTITEXCOORD2SARBPROC>(bglGetProcAddress((const GLubyte *) "glMultiTexCoord2sARB"));
+ bgl::glMultiTexCoord2svARB = reinterpret_cast<PFNGLMULTITEXCOORD2SVARBPROC>(bglGetProcAddress((const GLubyte *) "glMultiTexCoord2svARB"));
+ bgl::glMultiTexCoord3dARB = reinterpret_cast<PFNGLMULTITEXCOORD3DARBPROC>(bglGetProcAddress((const GLubyte *) "glMultiTexCoord3dARB"));
+ bgl::glMultiTexCoord3dvARB = reinterpret_cast<PFNGLMULTITEXCOORD3DVARBPROC>(bglGetProcAddress((const GLubyte *) "glMultiTexCoord3dvARB"));
+ bgl::glMultiTexCoord3fARB = reinterpret_cast<PFNGLMULTITEXCOORD3FARBPROC>(bglGetProcAddress((const GLubyte *) "glMultiTexCoord3fARB"));
+ bgl::glMultiTexCoord3fvARB = reinterpret_cast<PFNGLMULTITEXCOORD3FVARBPROC>(bglGetProcAddress((const GLubyte *) "glMultiTexCoord3fvARB"));
+ bgl::glMultiTexCoord3iARB = reinterpret_cast<PFNGLMULTITEXCOORD3IARBPROC>(bglGetProcAddress((const GLubyte *) "glMultiTexCoord3iARB"));
+ bgl::glMultiTexCoord3ivARB = reinterpret_cast<PFNGLMULTITEXCOORD3IVARBPROC>(bglGetProcAddress((const GLubyte *) "glMultiTexCoord3ivARB"));
+ bgl::glMultiTexCoord3sARB = reinterpret_cast<PFNGLMULTITEXCOORD3SARBPROC>(bglGetProcAddress((const GLubyte *) "glMultiTexCoord3sARB"));
+ bgl::glMultiTexCoord3svARB = reinterpret_cast<PFNGLMULTITEXCOORD3SVARBPROC>(bglGetProcAddress((const GLubyte *) "glMultiTexCoord3svARB"));
+ bgl::glMultiTexCoord4dARB = reinterpret_cast<PFNGLMULTITEXCOORD4DARBPROC>(bglGetProcAddress((const GLubyte *) "glMultiTexCoord4dARB"));
+ bgl::glMultiTexCoord4dvARB = reinterpret_cast<PFNGLMULTITEXCOORD4DVARBPROC>(bglGetProcAddress((const GLubyte *) "glMultiTexCoord4dvARB"));
+ bgl::glMultiTexCoord4fARB = reinterpret_cast<PFNGLMULTITEXCOORD4FARBPROC>(bglGetProcAddress((const GLubyte *) "glMultiTexCoord4fARB"));
+ bgl::glMultiTexCoord4fvARB = reinterpret_cast<PFNGLMULTITEXCOORD4FVARBPROC>(bglGetProcAddress((const GLubyte *) "glMultiTexCoord4fvARB"));
+ bgl::glMultiTexCoord4iARB = reinterpret_cast<PFNGLMULTITEXCOORD4IARBPROC>(bglGetProcAddress((const GLubyte *) "glMultiTexCoord4iARB"));
+ bgl::glMultiTexCoord4ivARB = reinterpret_cast<PFNGLMULTITEXCOORD4IVARBPROC>(bglGetProcAddress((const GLubyte *) "glMultiTexCoord4ivARB"));
+ bgl::glMultiTexCoord4sARB = reinterpret_cast<PFNGLMULTITEXCOORD4SARBPROC>(bglGetProcAddress((const GLubyte *) "glMultiTexCoord4sARB"));
+ bgl::glMultiTexCoord4svARB = reinterpret_cast<PFNGLMULTITEXCOORD4SVARBPROC>(bglGetProcAddress((const GLubyte *) "glMultiTexCoord4svARB"));
+ if (bgl::glActiveTextureARB && bgl::glClientActiveTextureARB && bgl::glMultiTexCoord1dARB && bgl::glMultiTexCoord1dvARB && bgl::glMultiTexCoord1fARB && bgl::glMultiTexCoord1fvARB && bgl::glMultiTexCoord1iARB && bgl::glMultiTexCoord1ivARB && bgl::glMultiTexCoord1sARB && bgl::glMultiTexCoord1svARB && bgl::glMultiTexCoord2dARB && bgl::glMultiTexCoord2dvARB && bgl::glMultiTexCoord2fARB && bgl::glMultiTexCoord2fvARB && bgl::glMultiTexCoord2iARB && bgl::glMultiTexCoord2ivARB && bgl::glMultiTexCoord2sARB && bgl::glMultiTexCoord2svARB && bgl::glMultiTexCoord3dARB && bgl::glMultiTexCoord3dvARB && bgl::glMultiTexCoord3fARB && bgl::glMultiTexCoord3fvARB && bgl::glMultiTexCoord3iARB && bgl::glMultiTexCoord3ivARB && bgl::glMultiTexCoord3sARB && bgl::glMultiTexCoord3svARB && bgl::glMultiTexCoord4dARB && bgl::glMultiTexCoord4dvARB && bgl::glMultiTexCoord4fARB && bgl::glMultiTexCoord4fvARB && bgl::glMultiTexCoord4iARB && bgl::glMultiTexCoord4ivARB && bgl::glMultiTexCoord4sARB && bgl::glMultiTexCoord4svARB) {
+ EnableExtension(_GL_ARB_multitexture);
+ RAS_EXT_support._ARB_multitexture = 1;
+ if (doDebugMessages)
+ std::cout << "Enabled GL_ARB_multitexture" << std::endl;
+ } else {
+ std::cout << "ERROR: GL_ARB_multitexture implementation is broken!" << std::endl;
+ }
+ }
+#endif
+
+#ifdef GL_ARB_shader_objects
+ if (QueryExtension("GL_ARB_shader_objects"))
+ {
+ glDeleteObjectARB = reinterpret_cast<PFNGLDELETEOBJECTARBPROC>(bglGetProcAddress((const GLubyte *) "glDeleteObjectARB"));
+ glGetHandleARB = reinterpret_cast<PFNGLGETHANDLEARBPROC>(bglGetProcAddress((const GLubyte *) "glGetHandleARB"));
+ glDetachObjectARB = reinterpret_cast<PFNGLDETACHOBJECTARBPROC>(bglGetProcAddress((const GLubyte *) "glDetachObjectARB"));
+ glCreateShaderObjectARB = reinterpret_cast<PFNGLCREATESHADEROBJECTARBPROC>(bglGetProcAddress((const GLubyte *) "glCreateShaderObjectARB"));
+ glShaderSourceARB = reinterpret_cast<PFNGLSHADERSOURCEARBPROC>(bglGetProcAddress((const GLubyte *) "glShaderSourceARB"));
+ glCompileShaderARB = reinterpret_cast<PFNGLCOMPILESHADERARBPROC>(bglGetProcAddress((const GLubyte *) "glCompileShaderARB"));
+ glCreateProgramObjectARB = reinterpret_cast<PFNGLCREATEPROGRAMOBJECTARBPROC>(bglGetProcAddress((const GLubyte *) "glCreateProgramObjectARB"));
+ glAttachObjectARB = reinterpret_cast<PFNGLATTACHOBJECTARBPROC>(bglGetProcAddress((const GLubyte *) "glAttachObjectARB"));
+ glLinkProgramARB = reinterpret_cast<PFNGLLINKPROGRAMARBPROC>(bglGetProcAddress((const GLubyte *) "glLinkProgramARB"));
+ glUseProgramObjectARB = reinterpret_cast<PFNGLUSEPROGRAMOBJECTARBPROC>(bglGetProcAddress((const GLubyte *) "glUseProgramObjectARB"));
+ glValidateProgramARB = reinterpret_cast<PFNGLVALIDATEPROGRAMARBPROC>(bglGetProcAddress((const GLubyte *) "glValidateProgramARB"));
+ glUniform1fARB = reinterpret_cast<PFNGLUNIFORM1FARBPROC>(bglGetProcAddress((const GLubyte *) "glUniform1fARB"));
+ glUniform2fARB = reinterpret_cast<PFNGLUNIFORM2FARBPROC>(bglGetProcAddress((const GLubyte *) "glUniform2fARB"));
+ glUniform3fARB = reinterpret_cast<PFNGLUNIFORM3FARBPROC>(bglGetProcAddress((const GLubyte *) "glUniform3fARB"));
+ glUniform4fARB = reinterpret_cast<PFNGLUNIFORM4FARBPROC>(bglGetProcAddress((const GLubyte *) "glUniform4fARB"));
+ glUniform1iARB = reinterpret_cast<PFNGLUNIFORM1IARBPROC>(bglGetProcAddress((const GLubyte *) "glUniform1iARB"));
+ glUniform2iARB = reinterpret_cast<PFNGLUNIFORM2IARBPROC>(bglGetProcAddress((const GLubyte *) "glUniform2iARB"));
+ glUniform3iARB = reinterpret_cast<PFNGLUNIFORM3IARBPROC>(bglGetProcAddress((const GLubyte *) "glUniform3iARB"));
+ glUniform4iARB = reinterpret_cast<PFNGLUNIFORM4IARBPROC>(bglGetProcAddress((const GLubyte *) "glUniform4iARB"));
+ glUniform1fvARB = reinterpret_cast<PFNGLUNIFORM1FVARBPROC>(bglGetProcAddress((const GLubyte *) "glUniform1fvARB"));
+ glUniform2fvARB = reinterpret_cast<PFNGLUNIFORM2FVARBPROC>(bglGetProcAddress((const GLubyte *) "glUniform2fvARB"));
+ glUniform3fvARB = reinterpret_cast<PFNGLUNIFORM3FVARBPROC>(bglGetProcAddress((const GLubyte *) "glUniform3fvARB"));
+ glUniform4fvARB = reinterpret_cast<PFNGLUNIFORM4FVARBPROC>(bglGetProcAddress((const GLubyte *) "glUniform4fvARB"));
+ glUniform1ivARB = reinterpret_cast<PFNGLUNIFORM1IVARBPROC>(bglGetProcAddress((const GLubyte *) "glUniform1ivARB"));
+ glUniform2ivARB = reinterpret_cast<PFNGLUNIFORM2IVARBPROC>(bglGetProcAddress((const GLubyte *) "glUniform2ivARB"));
+ glUniform3ivARB = reinterpret_cast<PFNGLUNIFORM3IVARBPROC>(bglGetProcAddress((const GLubyte *) "glUniform3ivARB"));
+ glUniform4ivARB = reinterpret_cast<PFNGLUNIFORM4IVARBPROC>(bglGetProcAddress((const GLubyte *) "glUniform4ivARB"));
+ glUniformMatrix2fvARB = reinterpret_cast<PFNGLUNIFORMMATRIX2FVARBPROC>(bglGetProcAddress((const GLubyte *) "glUniformMatrix2fvARB"));
+ glUniformMatrix3fvARB = reinterpret_cast<PFNGLUNIFORMMATRIX3FVARBPROC>(bglGetProcAddress((const GLubyte *) "glUniformMatrix3fvARB"));
+ glUniformMatrix4fvARB = reinterpret_cast<PFNGLUNIFORMMATRIX4FVARBPROC>(bglGetProcAddress((const GLubyte *) "glUniformMatrix4fvARB"));
+ glGetObjectParameterfvARB = reinterpret_cast<PFNGLGETOBJECTPARAMETERFVARBPROC>(bglGetProcAddress((const GLubyte *) "glGetObjectParameterfvARB"));
+ glGetObjectParameterivARB = reinterpret_cast<PFNGLGETOBJECTPARAMETERIVARBPROC>(bglGetProcAddress((const GLubyte *) "glGetObjectParameterivARB"));
+ glGetInfoLogARB = reinterpret_cast<PFNGLGETINFOLOGARBPROC>(bglGetProcAddress((const GLubyte *) "glGetInfoLogARB"));
+ glGetAttachedObjectsARB = reinterpret_cast<PFNGLGETATTACHEDOBJECTSARBPROC>(bglGetProcAddress((const GLubyte *) "glGetAttachedObjectsARB"));
+ glGetUniformLocationARB = reinterpret_cast<PFNGLGETUNIFORMLOCATIONARBPROC>(bglGetProcAddress((const GLubyte *) "glGetUniformLocationARB"));
+ glGetActiveUniformARB = reinterpret_cast<PFNGLGETACTIVEUNIFORMARBPROC>(bglGetProcAddress((const GLubyte *) "glGetActiveUniformARB"));
+ glGetUniformfvARB = reinterpret_cast<PFNGLGETUNIFORMFVARBPROC>(bglGetProcAddress((const GLubyte *) "glGetUniformfvARB"));
+ glGetUniformivARB = reinterpret_cast<PFNGLGETUNIFORMIVARBPROC>(bglGetProcAddress((const GLubyte *) "glGetUniformivARB"));
+ glGetShaderSourceARB = reinterpret_cast<PFNGLGETSHADERSOURCEARBPROC>(bglGetProcAddress((const GLubyte *) "glGetShaderSourceARB"));
+ if (glDeleteObjectARB && glGetHandleARB && glDetachObjectARB && glCreateShaderObjectARB && glShaderSourceARB && glCompileShaderARB && glCreateProgramObjectARB && glAttachObjectARB && glLinkProgramARB && glUseProgramObjectARB && glValidateProgramARB && glUniform1fARB && glUniform2fARB && glUniform3fARB && glUniform4fARB && glUniform1iARB && glUniform2iARB && glUniform3iARB && glUniform4iARB && glUniform1fvARB && glUniform2fvARB && glUniform3fvARB && glUniform4fvARB && glUniform1ivARB && glUniform2ivARB && glUniform3ivARB && glUniform4ivARB && glUniformMatrix2fvARB && glUniformMatrix3fvARB && glUniformMatrix4fvARB && glGetObjectParameterfvARB && glGetObjectParameterivARB && glGetInfoLogARB && glGetAttachedObjectsARB && glGetUniformLocationARB && glGetActiveUniformARB && glGetUniformfvARB && glGetUniformivARB && glGetShaderSourceARB) {
+ EnableExtension(_GL_ARB_shader_objects);
+ RAS_EXT_support._ARB_shader_objects =1;
+ if (doDebugMessages)
+ std::cout << "Enabled GL_ARB_shader_objects" << std::endl;
+ } else {
+ std::cout << "ERROR: GL_ARB_shader_objects implementation is broken!" << std::endl;
+ }
+ }
+#endif
+
+#ifdef GL_ARB_vertex_shader
+ if (QueryExtension("GL_ARB_vertex_shader"))
+ {
+ glBindAttribLocationARB = reinterpret_cast<PFNGLBINDATTRIBLOCATIONARBPROC>(bglGetProcAddress((const GLubyte *) "glBindAttribLocationARB"));
+ glGetActiveAttribARB = reinterpret_cast<PFNGLGETACTIVEATTRIBARBPROC>(bglGetProcAddress((const GLubyte *) "glGetActiveAttribARB"));
+ glGetAttribLocationARB = reinterpret_cast<PFNGLGETATTRIBLOCATIONARBPROC>(bglGetProcAddress((const GLubyte *) "glGetAttribLocationARB"));
+ if (glBindAttribLocationARB && glGetActiveAttribARB && glGetAttribLocationARB) {
+ EnableExtension(_GL_ARB_vertex_shader);
+ RAS_EXT_support._ARB_vertex_shader = 1;
+ if (doDebugMessages)
+ std::cout << "Enabled GL_ARB_vertex_shader" << std::endl;
+ } else {
+ std::cout << "ERROR: GL_ARB_vertex_shader implementation is broken!" << std::endl;
+ }
+ }
+#endif
+
+#ifdef GL_ARB_fragment_shader
+ if (QueryExtension("GL_ARB_fragment_shader"))
+ {
+ EnableExtension(_GL_ARB_fragment_shader);
+ RAS_EXT_support._ARB_fragment_shader = 1;
+ if (doDebugMessages)
+ std::cout << "Detected GL_ARB_fragment_shader" << std::endl;
+ }
+#endif
+
+ if (QueryExtension("GL_EXT_separate_specular_color"))
+ {
+ EnableExtension(_GL_EXT_separate_specular_color);
+ if (doDebugMessages)
+ std::cout << "Detected GL_EXT_separate_specular_color" << std::endl;
+ }
doDebugMessages = false;
}
diff --git a/source/gameengine/Rasterizer/RAS_OpenGLRasterizer/RAS_GLExtensionManager.h b/source/gameengine/Rasterizer/RAS_OpenGLRasterizer/RAS_GLExtensionManager.h
index a8ca69950af..2d862ea3853 100644
--- a/source/gameengine/Rasterizer/RAS_OpenGLRasterizer/RAS_GLExtensionManager.h
+++ b/source/gameengine/Rasterizer/RAS_OpenGLRasterizer/RAS_GLExtensionManager.h
@@ -32,14 +32,28 @@
#ifndef __RAS_GLEXTENSIONMANAGER_H__
#define __RAS_GLEXTENSIONMANAGER_H__
-#ifdef __APPLE__
-#include <OpenGL/gl.h>
-#else
-#include <GL/gl.h>
+
+#ifdef WIN32
+# include <windows.h>
+# include <GL/gl.h>
+
+#elif defined(__APPLE__)
+# define __glext_h_
+# include <OpenGL/gl.h>
+# include <OpenGL/glu.h>
+# undef __glext_h_
+
+#else /* UNIX */
+# define __glext_h_
+# include <GL/gl.h>
+# include <GL/glx.h>
+# undef GL_ARB_multitexture // (ubuntu)
+# undef __glext_h_
#endif
+#include "glext.h"
#include "EXT_separate_specular_color.h"
-
+#include "ARB_multitexture.h"
namespace bgl
{
/**
@@ -369,6 +383,121 @@ extern PFNGLPNTRIANGLESIATIPROC glPNTrianglesiATI;
extern PFNGLPNTRIANGLESFATIPROC glPNTrianglesfATI;
#endif
+
+// quick runtime checks
+typedef struct BL_EXTInfo
+{
+ BL_EXTInfo():
+ _ARB_multitexture(0),
+ _ARB_texture_env_combine(0),
+ _EXT_blend_color(0),
+ _ARB_texture_cube_map(0),
+ _ARB_shader_objects(0),
+ _ARB_vertex_shader(0),
+ _ARB_fragment_shader(0),
+ _EXT_texture3D(0)
+ {
+ //
+ }
+ bool _ARB_multitexture;
+ bool _ARB_texture_env_combine;
+ bool _EXT_blend_color;
+ bool _ARB_texture_cube_map;
+ bool _ARB_shader_objects;
+ bool _ARB_vertex_shader;
+ bool _ARB_fragment_shader;
+ bool _EXT_texture3D;
+}BL_EXTInfo;
+
+extern BL_EXTInfo RAS_EXT_support;
+
+#ifdef GL_ARB_multitexture // defined in glext.h now...
+extern int max_texture_units;
+extern PFNGLACTIVETEXTUREARBPROC glActiveTextureARB;
+extern PFNGLCLIENTACTIVETEXTUREARBPROC glClientActiveTextureARB;
+extern PFNGLMULTITEXCOORD1DARBPROC glMultiTexCoord1dARB;
+extern PFNGLMULTITEXCOORD1DVARBPROC glMultiTexCoord1dvARB;
+extern PFNGLMULTITEXCOORD1FARBPROC glMultiTexCoord1fARB;
+extern PFNGLMULTITEXCOORD1FVARBPROC glMultiTexCoord1fvARB;
+extern PFNGLMULTITEXCOORD1IARBPROC glMultiTexCoord1iARB;
+extern PFNGLMULTITEXCOORD1IVARBPROC glMultiTexCoord1ivARB;
+extern PFNGLMULTITEXCOORD1SARBPROC glMultiTexCoord1sARB;
+extern PFNGLMULTITEXCOORD1SVARBPROC glMultiTexCoord1svARB;
+extern PFNGLMULTITEXCOORD2DARBPROC glMultiTexCoord2dARB;
+extern PFNGLMULTITEXCOORD2DVARBPROC glMultiTexCoord2dvARB;
+extern PFNGLMULTITEXCOORD2FARBPROC glMultiTexCoord2fARB;
+extern PFNGLMULTITEXCOORD2FVARBPROC glMultiTexCoord2fvARB;
+extern PFNGLMULTITEXCOORD2IARBPROC glMultiTexCoord2iARB;
+extern PFNGLMULTITEXCOORD2IVARBPROC glMultiTexCoord2ivARB;
+extern PFNGLMULTITEXCOORD2SARBPROC glMultiTexCoord2sARB;
+extern PFNGLMULTITEXCOORD2SVARBPROC glMultiTexCoord2svARB;
+extern PFNGLMULTITEXCOORD3DARBPROC glMultiTexCoord3dARB;
+extern PFNGLMULTITEXCOORD3DVARBPROC glMultiTexCoord3dvARB;
+extern PFNGLMULTITEXCOORD3FARBPROC glMultiTexCoord3fARB;
+extern PFNGLMULTITEXCOORD3FVARBPROC glMultiTexCoord3fvARB;
+extern PFNGLMULTITEXCOORD3IARBPROC glMultiTexCoord3iARB;
+extern PFNGLMULTITEXCOORD3IVARBPROC glMultiTexCoord3ivARB;
+extern PFNGLMULTITEXCOORD3SARBPROC glMultiTexCoord3sARB;
+extern PFNGLMULTITEXCOORD3SVARBPROC glMultiTexCoord3svARB;
+extern PFNGLMULTITEXCOORD4DARBPROC glMultiTexCoord4dARB;
+extern PFNGLMULTITEXCOORD4DVARBPROC glMultiTexCoord4dvARB;
+extern PFNGLMULTITEXCOORD4FARBPROC glMultiTexCoord4fARB;
+extern PFNGLMULTITEXCOORD4FVARBPROC glMultiTexCoord4fvARB;
+extern PFNGLMULTITEXCOORD4IARBPROC glMultiTexCoord4iARB;
+extern PFNGLMULTITEXCOORD4IVARBPROC glMultiTexCoord4ivARB;
+extern PFNGLMULTITEXCOORD4SARBPROC glMultiTexCoord4sARB;
+extern PFNGLMULTITEXCOORD4SVARBPROC glMultiTexCoord4svARB;
+#endif
+
+
+#ifdef GL_ARB_shader_objects
+extern PFNGLDELETEOBJECTARBPROC glDeleteObjectARB;
+extern PFNGLGETHANDLEARBPROC glGetHandleARB;
+extern PFNGLDETACHOBJECTARBPROC glDetachObjectARB;
+extern PFNGLCREATESHADEROBJECTARBPROC glCreateShaderObjectARB;
+extern PFNGLSHADERSOURCEARBPROC glShaderSourceARB;
+extern PFNGLCOMPILESHADERARBPROC glCompileShaderARB;
+extern PFNGLCREATEPROGRAMOBJECTARBPROC glCreateProgramObjectARB;
+extern PFNGLATTACHOBJECTARBPROC glAttachObjectARB;
+extern PFNGLLINKPROGRAMARBPROC glLinkProgramARB;
+extern PFNGLUSEPROGRAMOBJECTARBPROC glUseProgramObjectARB;
+extern PFNGLVALIDATEPROGRAMARBPROC glValidateProgramARB;
+extern PFNGLUNIFORM1FARBPROC glUniform1fARB;
+extern PFNGLUNIFORM2FARBPROC glUniform2fARB;
+extern PFNGLUNIFORM3FARBPROC glUniform3fARB;
+extern PFNGLUNIFORM4FARBPROC glUniform4fARB;
+extern PFNGLUNIFORM1IARBPROC glUniform1iARB;
+extern PFNGLUNIFORM2IARBPROC glUniform2iARB;
+extern PFNGLUNIFORM3IARBPROC glUniform3iARB;
+extern PFNGLUNIFORM4IARBPROC glUniform4iARB;
+extern PFNGLUNIFORM1FVARBPROC glUniform1fvARB;
+extern PFNGLUNIFORM2FVARBPROC glUniform2fvARB;
+extern PFNGLUNIFORM3FVARBPROC glUniform3fvARB;
+extern PFNGLUNIFORM4FVARBPROC glUniform4fvARB;
+extern PFNGLUNIFORM1IVARBPROC glUniform1ivARB;
+extern PFNGLUNIFORM2IVARBPROC glUniform2ivARB;
+extern PFNGLUNIFORM3IVARBPROC glUniform3ivARB;
+extern PFNGLUNIFORM4IVARBPROC glUniform4ivARB;
+extern PFNGLUNIFORMMATRIX2FVARBPROC glUniformMatrix2fvARB;
+extern PFNGLUNIFORMMATRIX3FVARBPROC glUniformMatrix3fvARB;
+extern PFNGLUNIFORMMATRIX4FVARBPROC glUniformMatrix4fvARB;
+extern PFNGLGETOBJECTPARAMETERFVARBPROC glGetObjectParameterfvARB;
+extern PFNGLGETOBJECTPARAMETERIVARBPROC glGetObjectParameterivARB;
+extern PFNGLGETINFOLOGARBPROC glGetInfoLogARB;
+extern PFNGLGETATTACHEDOBJECTSARBPROC glGetAttachedObjectsARB;
+extern PFNGLGETUNIFORMLOCATIONARBPROC glGetUniformLocationARB;
+extern PFNGLGETACTIVEUNIFORMARBPROC glGetActiveUniformARB;
+extern PFNGLGETUNIFORMFVARBPROC glGetUniformfvARB;
+extern PFNGLGETUNIFORMIVARBPROC glGetUniformivARB;
+extern PFNGLGETSHADERSOURCEARBPROC glGetShaderSourceARB;
+#endif
+
+#ifdef GL_ARB_vertex_shader
+extern PFNGLBINDATTRIBLOCATIONARBPROC glBindAttribLocationARB;
+extern PFNGLGETACTIVEATTRIBARBPROC glGetActiveAttribARB;
+extern PFNGLGETATTRIBLOCATIONARBPROC glGetAttribLocationARB;
+#endif
+
} /* namespace bgl */
diff --git a/source/gameengine/Rasterizer/RAS_OpenGLRasterizer/RAS_OpenGLRasterizer.cpp b/source/gameengine/Rasterizer/RAS_OpenGLRasterizer/RAS_OpenGLRasterizer.cpp
index 47c4c4c3e66..7a140fd0f7e 100644
--- a/source/gameengine/Rasterizer/RAS_OpenGLRasterizer/RAS_OpenGLRasterizer.cpp
+++ b/source/gameengine/Rasterizer/RAS_OpenGLRasterizer/RAS_OpenGLRasterizer.cpp
@@ -177,6 +177,10 @@ bool RAS_OpenGLRasterizer::Init()
m_blueback = 0.4375;
m_alphaback = 0.0;
+ m_ambr = 0.0f;
+ m_ambg = 0.0f;
+ m_ambb = 0.0f;
+
glClearColor(m_redback,m_greenback,m_blueback,m_alphaback);
glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
@@ -187,6 +191,32 @@ bool RAS_OpenGLRasterizer::Init()
}
+void RAS_OpenGLRasterizer::SetAmbientColor(float red, float green, float blue)
+{
+ m_ambr = red;
+ m_ambg = green;
+ m_ambb = blue;
+}
+
+
+void RAS_OpenGLRasterizer::SetAlphaTest(bool enable)
+{
+ if (enable)
+ {
+ glEnable(GL_ALPHA_TEST);
+ glAlphaFunc(GL_GREATER, 0.6f);
+ }
+ else glDisable(GL_ALPHA_TEST);
+}
+
+
+
+void RAS_OpenGLRasterizer::SetAmbient(float factor)
+{
+ float ambient[] = { m_ambr*factor, m_ambg*factor, m_ambb*factor, 1.0f };
+ glLightModelfv(GL_LIGHT_MODEL_AMBIENT, ambient);
+}
+
void RAS_OpenGLRasterizer::SetBackColor(float red,
float green,
@@ -402,7 +432,7 @@ void RAS_OpenGLRasterizer::ClearCachingInfo(void)
void RAS_OpenGLRasterizer::EndFrame()
{
glDisable(GL_LIGHTING);
- glDisable(GL_TEXTURE);
+ glDisable(GL_TEXTURE_2D);
//DrawDebugLines
glBegin(GL_LINES);
@@ -1160,6 +1190,768 @@ void RAS_OpenGLRasterizer::IndexPrimitives_3DText(const vecVertexArray & vertexa
} //for each vertexarray
}
+void RAS_OpenGLRasterizer::IndexPrimitivesMulti(
+ const vecVertexArray& vertexarrays,
+ const vecIndexArrays & indexarrays,
+ int mode,
+ class RAS_IPolyMaterial* polymat,
+ class RAS_IRenderTools* rendertools,
+ bool useObjectColor,
+ const MT_Vector4& rgbacolor
+ )
+{
+#ifdef GL_ARB_multitexture
+
+ GLenum drawmode;
+ switch (mode)
+ {
+ case 0:
+ drawmode = GL_TRIANGLES;
+ break;
+ case 1:
+ drawmode = GL_LINES;
+ break;
+ case 2:
+ drawmode = GL_QUADS;
+ break;
+ default:
+ drawmode = GL_LINES;
+ break;
+ }
+
+ const RAS_TexVert* vertexarray ;
+ unsigned int numindices,vt;
+
+ for (vt=0;vt<vertexarrays.size();vt++)
+ {
+ vertexarray = &((*vertexarrays[vt]) [0]);
+ const KX_IndexArray & indexarray = (*indexarrays[vt]);
+ numindices = indexarray.size();
+ const unsigned int enabled = polymat->GetEnabled();
+ unsigned int unit;
+
+ if (!numindices)
+ break;
+
+ int vindex=0;
+ switch (mode)
+ {
+ case 1:
+ {
+ glBegin(GL_LINES);
+ vindex=0;
+ for (unsigned int i=0;i<numindices;i+=2)
+ {
+ glVertex3fv(vertexarray[(indexarray[vindex++])].getLocalXYZ());
+ glVertex3fv(vertexarray[(indexarray[vindex++])].getLocalXYZ());
+ }
+ glEnd();
+ }
+ break;
+ case 2:
+ {
+ glBegin(GL_QUADS);
+ vindex=0;
+ if (useObjectColor)
+ {
+ for (unsigned int i=0;i<numindices;i+=4)
+ {
+
+ glColor4d(rgbacolor[0], rgbacolor[1], rgbacolor[2], rgbacolor[3]);
+
+ glNormal3fv(vertexarray[(indexarray[vindex])].getNormal());
+ // ------------------------------
+ for(unit =0; unit<enabled; unit++) {
+ if( vertexarray[(indexarray[vindex])].getFlag() & TV_2NDUV &&
+ vertexarray[(indexarray[vindex])].getUnit() == unit )
+ {
+ bgl::glMultiTexCoord2fvARB(GL_TEXTURE0_ARB+unit, vertexarray[(indexarray[vindex])].getUV2());
+ continue;
+ }
+ bgl::glMultiTexCoord2fvARB(GL_TEXTURE0_ARB+unit, vertexarray[(indexarray[vindex])].getUV1());
+ }
+ // ------------------------------
+
+ glVertex3fv(vertexarray[(indexarray[vindex])].getLocalXYZ());
+ vindex++;
+
+ glNormal3fv(vertexarray[(indexarray[vindex])].getNormal());
+ // ------------------------------
+ for(unit =0; unit<enabled; unit++) {
+ if( vertexarray[(indexarray[vindex])].getFlag() & TV_2NDUV &&
+ vertexarray[(indexarray[vindex])].getUnit() == unit )
+ {
+ bgl::glMultiTexCoord2fvARB(GL_TEXTURE0_ARB+unit, vertexarray[(indexarray[vindex])].getUV2());
+ continue;
+ }
+ bgl::glMultiTexCoord2fvARB(GL_TEXTURE0_ARB+unit, vertexarray[(indexarray[vindex])].getUV1());
+ }
+ // ------------------------------
+ glVertex3fv(vertexarray[(indexarray[vindex])].getLocalXYZ());
+ vindex++;
+
+ glNormal3fv(vertexarray[(indexarray[vindex])].getNormal());
+ // ------------------------------
+ for(unit =0; unit<enabled; unit++) {
+ if( vertexarray[(indexarray[vindex])].getFlag() & TV_2NDUV &&
+ vertexarray[(indexarray[vindex])].getUnit() == unit )
+ {
+ bgl::glMultiTexCoord2fvARB(GL_TEXTURE0_ARB+unit, vertexarray[(indexarray[vindex])].getUV2());
+ continue;
+ }
+ bgl::glMultiTexCoord2fvARB(GL_TEXTURE0_ARB+unit, vertexarray[(indexarray[vindex])].getUV1());
+ }
+ // ------------------------------
+ glVertex3fv(vertexarray[(indexarray[vindex])].getLocalXYZ());
+ vindex++;
+
+ glNormal3fv(vertexarray[(indexarray[vindex])].getNormal());
+ // ------------------------------
+ for(unit =0; unit<enabled; unit++) {
+ if( vertexarray[(indexarray[vindex])].getFlag() & TV_2NDUV &&
+ vertexarray[(indexarray[vindex])].getUnit() == unit )
+ {
+ bgl::glMultiTexCoord2fvARB(GL_TEXTURE0_ARB+unit, vertexarray[(indexarray[vindex])].getUV2());
+ continue;
+ }
+ bgl::glMultiTexCoord2fvARB(GL_TEXTURE0_ARB+unit, vertexarray[(indexarray[vindex])].getUV1());
+ }
+ // ------------------------------
+ glVertex3fv(vertexarray[(indexarray[vindex])].getLocalXYZ());
+ vindex++;
+ }
+ }
+ else
+ {
+ for (unsigned int i=0;i<numindices;i+=4)
+ {
+ // This looks curiously endian unsafe to me.
+ // However it depends on the way the colors are packed into
+ // the m_rgba field of RAS_TexVert
+
+ glColor4ubv((const GLubyte *)(vertexarray[(indexarray[vindex])].getRGBA()));
+ glNormal3fv(vertexarray[(indexarray[vindex])].getNormal());
+ // ------------------------------
+ for(unit =0; unit<enabled; unit++) {
+ if( vertexarray[(indexarray[vindex])].getFlag() & TV_2NDUV &&
+ vertexarray[(indexarray[vindex])].getUnit() == unit )
+ {
+ bgl::glMultiTexCoord2fvARB(GL_TEXTURE0_ARB+unit, vertexarray[(indexarray[vindex])].getUV2());
+ continue;
+ }
+ bgl::glMultiTexCoord2fvARB(GL_TEXTURE0_ARB+unit, vertexarray[(indexarray[vindex])].getUV1());
+ }
+ // ------------------------------
+ glVertex3fv(vertexarray[(indexarray[vindex])].getLocalXYZ());
+ vindex++;
+
+ glColor4ubv((const GLubyte *)(vertexarray[(indexarray[vindex])].getRGBA()));
+ glNormal3fv(vertexarray[(indexarray[vindex])].getNormal());
+ // ------------------------------
+ for(unit =0; unit<enabled; unit++) {
+ if( vertexarray[(indexarray[vindex])].getFlag() & TV_2NDUV &&
+ vertexarray[(indexarray[vindex])].getUnit() == unit )
+ {
+ bgl::glMultiTexCoord2fvARB(GL_TEXTURE0_ARB+unit, vertexarray[(indexarray[vindex])].getUV2());
+ continue;
+ }
+ bgl::glMultiTexCoord2fvARB(GL_TEXTURE0_ARB+unit, vertexarray[(indexarray[vindex])].getUV1());
+ }
+ // ------------------------------
+ glVertex3fv(vertexarray[(indexarray[vindex])].getLocalXYZ());
+ vindex++;
+
+ glColor4ubv((const GLubyte *)(vertexarray[(indexarray[vindex])].getRGBA()));
+ glNormal3fv(vertexarray[(indexarray[vindex])].getNormal());
+ // ------------------------------
+ for(unit =0; unit<enabled; unit++) {
+ if( vertexarray[(indexarray[vindex])].getFlag() & TV_2NDUV &&
+ vertexarray[(indexarray[vindex])].getUnit() == unit )
+ {
+ bgl::glMultiTexCoord2fvARB(GL_TEXTURE0_ARB+unit, vertexarray[(indexarray[vindex])].getUV2());
+ continue;
+ }
+ bgl::glMultiTexCoord2fvARB(GL_TEXTURE0_ARB+unit, vertexarray[(indexarray[vindex])].getUV1());
+ }
+ // ------------------------------
+
+ glVertex3fv(vertexarray[(indexarray[vindex])].getLocalXYZ());
+ vindex++;
+
+ glColor4ubv((const GLubyte *)(vertexarray[(indexarray[vindex])].getRGBA()));
+ glNormal3fv(vertexarray[(indexarray[vindex])].getNormal());
+ // ------------------------------
+ for(unit =0; unit<enabled; unit++) {
+ if( vertexarray[(indexarray[vindex])].getFlag() & TV_2NDUV &&
+ vertexarray[(indexarray[vindex])].getUnit() == unit )
+ {
+ bgl::glMultiTexCoord2fvARB(GL_TEXTURE0_ARB+unit, vertexarray[(indexarray[vindex])].getUV2());
+ continue;
+ }
+ bgl::glMultiTexCoord2fvARB(GL_TEXTURE0_ARB+unit, vertexarray[(indexarray[vindex])].getUV1());
+ }
+ // ------------------------------
+
+ glVertex3fv(vertexarray[(indexarray[vindex])].getLocalXYZ());
+ vindex++;
+ }
+ }
+ glEnd();
+ break;
+ }
+ case 0:
+ {
+ glBegin(GL_TRIANGLES);
+ vindex=0;
+ if (useObjectColor)
+ {
+ for (unsigned int i=0;i<numindices;i+=3)
+ {
+
+ glColor4d(rgbacolor[0], rgbacolor[1], rgbacolor[2], rgbacolor[3]);
+
+ glNormal3fv(vertexarray[(indexarray[vindex])].getNormal());
+ // ------------------------------
+ for(unit =0; unit<enabled; unit++) {
+ if( vertexarray[(indexarray[vindex])].getFlag() & TV_2NDUV &&
+ vertexarray[(indexarray[vindex])].getUnit() == unit )
+ {
+ bgl::glMultiTexCoord2fvARB(GL_TEXTURE0_ARB+unit, vertexarray[(indexarray[vindex])].getUV2());
+ continue;
+ }
+ bgl::glMultiTexCoord2fvARB(GL_TEXTURE0_ARB+unit, vertexarray[(indexarray[vindex])].getUV1());
+ }
+ // ------------------------------
+
+ glVertex3fv(vertexarray[(indexarray[vindex])].getLocalXYZ());
+ vindex++;
+
+ glNormal3fv(vertexarray[(indexarray[vindex])].getNormal());
+ // ------------------------------
+ for(unit =0; unit<enabled; unit++) {
+ if( vertexarray[(indexarray[vindex])].getFlag() & TV_2NDUV &&
+ vertexarray[(indexarray[vindex])].getUnit() == unit )
+ {
+ bgl::glMultiTexCoord2fvARB(GL_TEXTURE0_ARB+unit, vertexarray[(indexarray[vindex])].getUV2());
+ continue;
+ }
+ bgl::glMultiTexCoord2fvARB(GL_TEXTURE0_ARB+unit, vertexarray[(indexarray[vindex])].getUV1());
+ }
+ // ------------------------------
+
+ glVertex3fv(vertexarray[(indexarray[vindex])].getLocalXYZ());
+ vindex++;
+
+ glNormal3fv(vertexarray[(indexarray[vindex])].getNormal());
+ // ------------------------------
+ for(unit =0; unit<enabled; unit++) {
+ if( vertexarray[(indexarray[vindex])].getFlag() & TV_2NDUV &&
+ vertexarray[(indexarray[vindex])].getUnit() == unit )
+ {
+ bgl::glMultiTexCoord2fvARB(GL_TEXTURE0_ARB+unit, vertexarray[(indexarray[vindex])].getUV2());
+ continue;
+ }
+ bgl::glMultiTexCoord2fvARB(GL_TEXTURE0_ARB+unit, vertexarray[(indexarray[vindex])].getUV1());
+ }
+ // ------------------------------
+
+ glVertex3fv(vertexarray[(indexarray[vindex])].getLocalXYZ());
+ vindex++;
+ }
+ }
+ else
+ {
+ for (unsigned int i=0;i<numindices;i+=3)
+ {
+ glColor4ubv((const GLubyte *)(vertexarray[(indexarray[vindex])].getRGBA()));
+ glNormal3fv(vertexarray[(indexarray[vindex])].getNormal());
+
+ // ------------------------------
+ for(unit =0; unit<enabled; unit++) {
+ if( vertexarray[(indexarray[vindex])].getFlag() & TV_2NDUV &&
+ vertexarray[(indexarray[vindex])].getUnit() == unit )
+ {
+ bgl::glMultiTexCoord2fvARB(GL_TEXTURE0_ARB+unit, vertexarray[(indexarray[vindex])].getUV2());
+ continue;
+ }
+ bgl::glMultiTexCoord2fvARB(GL_TEXTURE0_ARB+unit, vertexarray[(indexarray[vindex])].getUV1());
+ }
+ // ------------------------------
+
+ glVertex3fv(vertexarray[(indexarray[vindex])].getLocalXYZ());
+ vindex++;
+
+ glColor4ubv((const GLubyte *)(vertexarray[(indexarray[vindex])].getRGBA()));
+ glNormal3fv(vertexarray[(indexarray[vindex])].getNormal());
+ // ------------------------------
+ for(unit =0; unit<enabled; unit++) {
+ if( vertexarray[(indexarray[vindex])].getFlag() & TV_2NDUV &&
+ vertexarray[(indexarray[vindex])].getUnit() == unit )
+ {
+ bgl::glMultiTexCoord2fvARB(GL_TEXTURE0_ARB+unit, vertexarray[(indexarray[vindex])].getUV2());
+ continue;
+ }
+ bgl::glMultiTexCoord2fvARB(GL_TEXTURE0_ARB+unit, vertexarray[(indexarray[vindex])].getUV1());
+ }
+ // ------------------------------
+ glVertex3fv(vertexarray[(indexarray[vindex])].getLocalXYZ());
+ vindex++;
+
+ glColor4ubv((const GLubyte *)(vertexarray[(indexarray[vindex])].getRGBA()));
+ glNormal3fv(vertexarray[(indexarray[vindex])].getNormal());
+ // ------------------------------
+ for(unit =0; unit<enabled; unit++) {
+ if( vertexarray[(indexarray[vindex])].getFlag() & TV_2NDUV &&
+ vertexarray[(indexarray[vindex])].getUnit() == unit )
+ {
+ bgl::glMultiTexCoord2fvARB(GL_TEXTURE0_ARB+unit, vertexarray[(indexarray[vindex])].getUV2());
+ continue;
+ }
+ bgl::glMultiTexCoord2fvARB(GL_TEXTURE0_ARB+unit, vertexarray[(indexarray[vindex])].getUV1());
+ }
+ // ------------------------------
+ glVertex3fv(vertexarray[(indexarray[vindex])].getLocalXYZ());
+ vindex++;
+ }
+ }
+ glEnd();
+ break;
+ }
+ default:
+ {
+ }
+ } // switch
+ } // for each vertexarray
+#endif// GL_ARB_multitexture
+
+}
+
+void RAS_OpenGLRasterizer::IndexPrimitivesMulti_Ex(const vecVertexArray & vertexarrays,
+ const vecIndexArrays & indexarrays,
+ int mode,
+ class RAS_IPolyMaterial* polymat,
+ class RAS_IRenderTools* rendertools,
+ bool useObjectColor,
+ const MT_Vector4& rgbacolor
+ )
+{
+#ifdef GL_ARB_multitexture
+ bool recalc;
+ GLenum drawmode;
+ switch (mode)
+ {
+ case 0:
+ drawmode = GL_TRIANGLES;
+ break;
+ case 1:
+ drawmode = GL_LINES;
+ break;
+ case 2:
+ drawmode = GL_QUADS;
+ break;
+ default:
+ drawmode = GL_LINES;
+ break;
+ }
+
+ const RAS_TexVert* vertexarray ;
+ unsigned int numindices,vt;
+
+ for (vt=0;vt<vertexarrays.size();vt++)
+ {
+ vertexarray = &((*vertexarrays[vt]) [0]);
+ const KX_IndexArray & indexarray = (*indexarrays[vt]);
+ numindices = indexarray.size();
+ const unsigned int enabled = polymat->GetEnabled();
+ unsigned int unit;
+
+ if (!numindices)
+ continue;
+
+ int vindex=0;
+ switch (mode)
+ {
+ case 1:
+ {
+ glBegin(GL_LINES);
+ vindex=0;
+ for (unsigned int i=0;i<numindices;i+=2)
+ {
+ glVertex3fv(vertexarray[(indexarray[vindex++])].getLocalXYZ());
+ glVertex3fv(vertexarray[(indexarray[vindex++])].getLocalXYZ());
+ }
+ glEnd();
+ }
+ break;
+ case 2:
+ {
+ glBegin(GL_QUADS);
+ vindex=0;
+ if (useObjectColor)
+ {
+ for (unsigned int i=0;i<numindices;i+=4)
+ {
+ MT_Point3 mv1, mv2, mv3, mv4, fnor;
+ /* Calc a new face normal */
+
+ if (vertexarray[(indexarray[vindex])].getFlag() & TV_CALCFACENORMAL)
+ recalc= true;
+ else
+ recalc=false;
+
+ if (recalc){
+ mv1 = MT_Point3(vertexarray[(indexarray[vindex])].getLocalXYZ());
+ mv2 = MT_Point3(vertexarray[(indexarray[vindex+1])].getLocalXYZ());
+ mv3 = MT_Point3(vertexarray[(indexarray[vindex+2])].getLocalXYZ());
+ mv4 = MT_Point3(vertexarray[(indexarray[vindex+2])].getLocalXYZ());
+
+ fnor = (((mv2-mv1).cross(mv3-mv2))+((mv4-mv3).cross(mv1-mv4))).safe_normalized();
+
+ glNormal3f(fnor[0], fnor[1], fnor[2]);
+ }
+
+ glColor4d(rgbacolor[0], rgbacolor[1], rgbacolor[2], rgbacolor[3]);
+
+ if (!recalc)
+ glNormal3fv(vertexarray[(indexarray[vindex])].getNormal());
+
+ // ------------------------------
+ for(unit =0; unit<enabled; unit++) {
+ if( vertexarray[(indexarray[vindex])].getFlag() & TV_2NDUV &&
+ vertexarray[(indexarray[vindex])].getUnit() == unit )
+ {
+ bgl::glMultiTexCoord2fvARB(GL_TEXTURE0_ARB+unit, vertexarray[(indexarray[vindex])].getUV2());
+ continue;
+ }
+ bgl::glMultiTexCoord2fvARB(GL_TEXTURE0_ARB+unit, vertexarray[(indexarray[vindex])].getUV1());
+ }
+ // ------------------------------
+
+ glVertex3fv(vertexarray[(indexarray[vindex])].getLocalXYZ());
+ vindex++;
+
+ if (!recalc)
+ glNormal3fv(vertexarray[(indexarray[vindex])].getNormal());
+
+ // ------------------------------
+ for(unit =0; unit<enabled; unit++) {
+ if( vertexarray[(indexarray[vindex])].getFlag() & TV_2NDUV &&
+ vertexarray[(indexarray[vindex])].getUnit() == unit )
+ {
+ bgl::glMultiTexCoord2fvARB(GL_TEXTURE0_ARB+unit, vertexarray[(indexarray[vindex])].getUV2());
+ continue;
+ }
+ bgl::glMultiTexCoord2fvARB(GL_TEXTURE0_ARB+unit, vertexarray[(indexarray[vindex])].getUV1());
+ }
+ // ------------------------------
+
+ glVertex3fv(vertexarray[(indexarray[vindex])].getLocalXYZ());
+ vindex++;
+
+ if (!recalc)
+ glNormal3fv(vertexarray[(indexarray[vindex])].getNormal());
+
+ // ------------------------------
+ for(unit =0; unit<enabled; unit++) {
+ if( vertexarray[(indexarray[vindex])].getFlag() & TV_2NDUV &&
+ vertexarray[(indexarray[vindex])].getUnit() == unit )
+ {
+ bgl::glMultiTexCoord2fvARB(GL_TEXTURE0_ARB+unit, vertexarray[(indexarray[vindex])].getUV2());
+ continue;
+ }
+ bgl::glMultiTexCoord2fvARB(GL_TEXTURE0_ARB+unit, vertexarray[(indexarray[vindex])].getUV1());
+ }
+ // ------------------------------
+
+ glVertex3fv(vertexarray[(indexarray[vindex])].getLocalXYZ());
+ vindex++;
+
+ if (!recalc)
+ glNormal3fv(vertexarray[(indexarray[vindex])].getNormal());
+
+ // ------------------------------
+ for(unit =0; unit<enabled; unit++) {
+ if( vertexarray[(indexarray[vindex])].getFlag() & TV_2NDUV &&
+ vertexarray[(indexarray[vindex])].getUnit() == unit )
+ {
+ bgl::glMultiTexCoord2fvARB(GL_TEXTURE0_ARB+unit, vertexarray[(indexarray[vindex])].getUV2());
+ continue;
+ }
+ bgl::glMultiTexCoord2fvARB(GL_TEXTURE0_ARB+unit, vertexarray[(indexarray[vindex])].getUV1());
+ }
+ // ------------------------------
+
+ glVertex3fv(vertexarray[(indexarray[vindex])].getLocalXYZ());
+ vindex++;
+ }
+ }
+ else
+ {
+ for (unsigned int i=0;i<numindices;i+=4)
+ {
+ // This looks curiously endian unsafe to me.
+ // However it depends on the way the colors are packed into
+ // the m_rgba field of RAS_TexVert
+ MT_Point3 mv1, mv2, mv3, mv4, fnor;
+ /* Calc a new face normal */
+
+ if (vertexarray[(indexarray[vindex])].getFlag() & TV_CALCFACENORMAL)
+ recalc= true;
+ else
+ recalc=false;
+
+
+ if (recalc){
+ mv1 = MT_Point3(vertexarray[(indexarray[vindex])].getLocalXYZ());
+ mv2 = MT_Point3(vertexarray[(indexarray[vindex+1])].getLocalXYZ());
+ mv3 = MT_Point3(vertexarray[(indexarray[vindex+2])].getLocalXYZ());
+ mv4 = MT_Point3(vertexarray[(indexarray[vindex+3])].getLocalXYZ());
+
+ fnor = (((mv2-mv1).cross(mv3-mv2))+((mv4-mv3).cross(mv1-mv4))).safe_normalized();
+
+ glNormal3f(fnor[0], fnor[1], fnor[2]);
+ }
+
+ glColor4ubv((const GLubyte *)(vertexarray[(indexarray[vindex])].getRGBA()));
+ if (!recalc)
+ glNormal3fv(vertexarray[(indexarray[vindex])].getNormal());
+
+ // ------------------------------
+ for(unit =0; unit<enabled; unit++) {
+ if( vertexarray[(indexarray[vindex])].getFlag() & TV_2NDUV &&
+ vertexarray[(indexarray[vindex])].getUnit() == unit )
+ {
+ bgl::glMultiTexCoord2fvARB(GL_TEXTURE0_ARB+unit, vertexarray[(indexarray[vindex])].getUV2());
+ continue;
+ }
+ bgl::glMultiTexCoord2fvARB(GL_TEXTURE0_ARB+unit, vertexarray[(indexarray[vindex])].getUV1());
+ }
+ // ------------------------------
+
+ glVertex3fv(vertexarray[(indexarray[vindex])].getLocalXYZ());
+ vindex++;
+
+ glColor4ubv((const GLubyte *)(vertexarray[(indexarray[vindex])].getRGBA()));
+ if (!recalc)
+ glNormal3fv(vertexarray[(indexarray[vindex])].getNormal());
+
+ // ------------------------------
+ for(unit =0; unit<enabled; unit++) {
+ if( vertexarray[(indexarray[vindex])].getFlag() & TV_2NDUV &&
+ vertexarray[(indexarray[vindex])].getUnit() == unit )
+ {
+ bgl::glMultiTexCoord2fvARB(GL_TEXTURE0_ARB+unit, vertexarray[(indexarray[vindex])].getUV2());
+ continue;
+ }
+ bgl::glMultiTexCoord2fvARB(GL_TEXTURE0_ARB+unit, vertexarray[(indexarray[vindex])].getUV1());
+ }
+ // ------------------------------
+
+ glVertex3fv(vertexarray[(indexarray[vindex])].getLocalXYZ());
+ vindex++;
+
+ glColor4ubv((const GLubyte *)(vertexarray[(indexarray[vindex])].getRGBA()));
+ if (!recalc)
+ glNormal3fv(vertexarray[(indexarray[vindex])].getNormal());
+
+ // ------------------------------
+ for(unit =0; unit<enabled; unit++) {
+ if( vertexarray[(indexarray[vindex])].getFlag() & TV_2NDUV &&
+ vertexarray[(indexarray[vindex])].getUnit() == unit )
+ {
+ bgl::glMultiTexCoord2fvARB(GL_TEXTURE0_ARB+unit, vertexarray[(indexarray[vindex])].getUV2());
+ continue;
+ }
+ bgl::glMultiTexCoord2fvARB(GL_TEXTURE0_ARB+unit, vertexarray[(indexarray[vindex])].getUV1());
+ }
+ // ------------------------------
+
+ glVertex3fv(vertexarray[(indexarray[vindex])].getLocalXYZ());
+ vindex++;
+
+ glColor4ubv((const GLubyte *)(vertexarray[(indexarray[vindex])].getRGBA()));
+ if (!recalc)
+ glNormal3fv(vertexarray[(indexarray[vindex])].getNormal());
+ // ------------------------------
+ for(unit =0; unit<enabled; unit++) {
+ if( vertexarray[(indexarray[vindex])].getFlag() & TV_2NDUV &&
+ vertexarray[(indexarray[vindex])].getUnit() == unit )
+ {
+ bgl::glMultiTexCoord2fvARB(GL_TEXTURE0_ARB+unit, vertexarray[(indexarray[vindex])].getUV2());
+ continue;
+ }
+ bgl::glMultiTexCoord2fvARB(GL_TEXTURE0_ARB+unit, vertexarray[(indexarray[vindex])].getUV1());
+ }
+ // ------------------------------
+ glVertex3fv(vertexarray[(indexarray[vindex])].getLocalXYZ());
+ vindex++;
+ }
+ }
+ glEnd();
+ break;
+ }
+ case 0:
+ {
+ glBegin(GL_TRIANGLES);
+ vindex=0;
+ if (useObjectColor)
+ {
+ for (unsigned int i=0;i<numindices;i+=3)
+ {
+ MT_Point3 mv1, mv2, mv3, fnor;
+ /* Calc a new face normal */
+
+ if (vertexarray[(indexarray[vindex])].getFlag() & TV_CALCFACENORMAL)
+ recalc= true;
+ else
+ recalc=false;
+
+ if (recalc){
+ mv1 = MT_Point3(vertexarray[(indexarray[vindex])].getLocalXYZ());
+ mv2 = MT_Point3(vertexarray[(indexarray[vindex+1])].getLocalXYZ());
+ mv3 = MT_Point3(vertexarray[(indexarray[vindex+2])].getLocalXYZ());
+
+ fnor = ((mv2-mv1).cross(mv3-mv2)).safe_normalized();
+ glNormal3f(fnor[0], fnor[1], fnor[2]);
+ }
+
+ glColor4d(rgbacolor[0], rgbacolor[1], rgbacolor[2], rgbacolor[3]);
+
+ if (!recalc)
+ glNormal3fv(vertexarray[(indexarray[vindex])].getNormal());
+ // ------------------------------
+ for(unit =0; unit<enabled; unit++) {
+ if( vertexarray[(indexarray[vindex])].getFlag() & TV_2NDUV &&
+ vertexarray[(indexarray[vindex])].getUnit() == unit )
+ {
+ bgl::glMultiTexCoord2fvARB(GL_TEXTURE0_ARB+unit, vertexarray[(indexarray[vindex])].getUV2());
+ continue;
+ }
+ bgl::glMultiTexCoord2fvARB(GL_TEXTURE0_ARB+unit, vertexarray[(indexarray[vindex])].getUV1());
+ }
+ // ------------------------------
+ glVertex3fv(vertexarray[(indexarray[vindex])].getLocalXYZ());
+ vindex++;
+
+ if (!recalc)
+ glNormal3fv(vertexarray[(indexarray[vindex])].getNormal());
+ // ------------------------------
+ for(unit =0; unit<enabled; unit++) {
+ if( vertexarray[(indexarray[vindex])].getFlag() & TV_2NDUV &&
+ vertexarray[(indexarray[vindex])].getUnit() == unit )
+ {
+ bgl::glMultiTexCoord2fvARB(GL_TEXTURE0_ARB+unit, vertexarray[(indexarray[vindex])].getUV2());
+ continue;
+ }
+ bgl::glMultiTexCoord2fvARB(GL_TEXTURE0_ARB+unit, vertexarray[(indexarray[vindex])].getUV1());
+ }
+ // ------------------------------
+ glVertex3fv(vertexarray[(indexarray[vindex])].getLocalXYZ());
+ vindex++;
+
+ if (!recalc)
+ glNormal3fv(vertexarray[(indexarray[vindex])].getNormal());
+ // ------------------------------
+ for(unit =0; unit<enabled; unit++) {
+ if( vertexarray[(indexarray[vindex])].getFlag() & TV_2NDUV &&
+ vertexarray[(indexarray[vindex])].getUnit() == unit )
+ {
+ bgl::glMultiTexCoord2fvARB(GL_TEXTURE0_ARB+unit, vertexarray[(indexarray[vindex])].getUV2());
+ continue;
+ }
+ bgl::glMultiTexCoord2fvARB(GL_TEXTURE0_ARB+unit, vertexarray[(indexarray[vindex])].getUV1());
+ }
+ // ------------------------------
+ glVertex3fv(vertexarray[(indexarray[vindex])].getLocalXYZ());
+ vindex++;
+ }
+ }
+ else
+ {
+ for (unsigned int i=0;i<numindices;i+=3)
+ {
+ MT_Point3 mv1, mv2, mv3, fnor;
+ /* Calc a new face normal */
+
+ if (vertexarray[(indexarray[vindex])].getFlag() & TV_CALCFACENORMAL)
+ recalc= true;
+ else
+ recalc=false;
+
+
+ if (recalc){
+ mv1 = MT_Point3(vertexarray[(indexarray[vindex])].getLocalXYZ());
+ mv2 = MT_Point3(vertexarray[(indexarray[vindex+1])].getLocalXYZ());
+ mv3 = MT_Point3(vertexarray[(indexarray[vindex+2])].getLocalXYZ());
+
+ fnor = ((mv2-mv1).cross(mv3-mv2)).safe_normalized();
+ glNormal3f(fnor[0], fnor[1], fnor[2]);
+ }
+
+ glColor4ubv((const GLubyte *)(vertexarray[(indexarray[vindex])].getRGBA()));
+ if (!recalc)
+ glNormal3fv(vertexarray[(indexarray[vindex])].getNormal());
+ // ------------------------------
+ for(unit =0; unit<enabled; unit++) {
+ if( vertexarray[(indexarray[vindex])].getFlag() & TV_2NDUV &&
+ vertexarray[(indexarray[vindex])].getUnit() == unit )
+ {
+ bgl::glMultiTexCoord2fvARB(GL_TEXTURE0_ARB+unit, vertexarray[(indexarray[vindex])].getUV2());
+ continue;
+ }
+ bgl::glMultiTexCoord2fvARB(GL_TEXTURE0_ARB+unit, vertexarray[(indexarray[vindex])].getUV1());
+ }
+ // ------------------------------
+ glVertex3fv(vertexarray[(indexarray[vindex])].getLocalXYZ());
+ vindex++;
+
+ glColor4ubv((const GLubyte *)(vertexarray[(indexarray[vindex])].getRGBA()));
+ if (!recalc)
+ glNormal3fv(vertexarray[(indexarray[vindex])].getNormal());
+ // ------------------------------
+ for(unit =0; unit<enabled; unit++) {
+ if( vertexarray[(indexarray[vindex])].getFlag() & TV_2NDUV &&
+ vertexarray[(indexarray[vindex])].getUnit() == unit )
+ {
+ bgl::glMultiTexCoord2fvARB(GL_TEXTURE0_ARB+unit, vertexarray[(indexarray[vindex])].getUV2());
+ continue;
+ }
+ bgl::glMultiTexCoord2fvARB(GL_TEXTURE0_ARB+unit, vertexarray[(indexarray[vindex])].getUV1());
+ }
+ // ------------------------------
+ glVertex3fv(vertexarray[(indexarray[vindex])].getLocalXYZ());
+ vindex++;
+
+ glColor4ubv((const GLubyte *)(vertexarray[(indexarray[vindex])].getRGBA()));
+ if (!recalc)
+ glNormal3fv(vertexarray[(indexarray[vindex])].getNormal());
+ // ------------------------------
+ for(unit =0; unit<enabled; unit++) {
+ if( vertexarray[(indexarray[vindex])].getFlag() & TV_2NDUV &&
+ vertexarray[(indexarray[vindex])].getUnit() == unit )
+ {
+ bgl::glMultiTexCoord2fvARB(GL_TEXTURE0_ARB+unit, vertexarray[(indexarray[vindex])].getUV2());
+ continue;
+ }
+ bgl::glMultiTexCoord2fvARB(GL_TEXTURE0_ARB+unit, vertexarray[(indexarray[vindex])].getUV1());
+ }
+ // ------------------------------
+ glVertex3fv(vertexarray[(indexarray[vindex])].getLocalXYZ());
+ vindex++;
+ }
+ }
+ glEnd();
+ break;
+ }
+ default:
+ {
+ }
+
+ } // switch
+ } // for each vertexarray
+#endif
+}
+
void RAS_OpenGLRasterizer::SetProjectionMatrix(MT_CmMatrix4x4 &mat)
@@ -1347,6 +2139,13 @@ void RAS_OpenGLRasterizer::SetDiffuse(float difX,float difY,float difZ,float dif
glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, mat_diffuse);
}
+void RAS_OpenGLRasterizer::SetEmissive(float eX, float eY, float eZ, float e)
+{
+ GLfloat mat_emit [] = {eX,eY,eZ,e};
+ glMaterialfv(GL_FRONT_AND_BACK, GL_EMISSION, mat_emit);
+}
+
+
double RAS_OpenGLRasterizer::GetTime()
{
return m_time;
diff --git a/source/gameengine/Rasterizer/RAS_OpenGLRasterizer/RAS_OpenGLRasterizer.h b/source/gameengine/Rasterizer/RAS_OpenGLRasterizer/RAS_OpenGLRasterizer.h
index ad6bdf8c1d1..7e45b1c434b 100644
--- a/source/gameengine/Rasterizer/RAS_OpenGLRasterizer/RAS_OpenGLRasterizer.h
+++ b/source/gameengine/Rasterizer/RAS_OpenGLRasterizer/RAS_OpenGLRasterizer.h
@@ -71,6 +71,10 @@ class RAS_OpenGLRasterizer : public RAS_IRasterizer
float m_greenback;
float m_blueback;
float m_alphaback;
+
+ float m_ambr;
+ float m_ambg;
+ float m_ambb;
double m_time;
MT_CmMatrix4x4 m_viewmatrix;
@@ -130,6 +134,8 @@ public:
virtual void SetFocalLength(const float focallength);
virtual float GetFocalLength();
+ virtual void SetAlphaTest(bool enable);
+
virtual void SwapBuffers();
virtual void IndexPrimitives(
const vecVertexArray& vertexarrays,
@@ -161,6 +167,25 @@ public:
const MT_Vector4& rgbacolor
);
+ virtual void IndexPrimitivesMulti(
+ const vecVertexArray& vertexarrays,
+ const vecIndexArrays & indexarrays,
+ int mode,
+ class RAS_IPolyMaterial* polymat,
+ class RAS_IRenderTools* rendertools,
+ bool useObjectColor,
+ const MT_Vector4& rgbacolor);
+
+ virtual void IndexPrimitivesMulti_Ex(
+ const vecVertexArray& vertexarrays,
+ const vecIndexArrays & indexarrays,
+ int mode,
+ class RAS_IPolyMaterial* polymat,
+ class RAS_IRenderTools* rendertools,
+ bool useObjectColor,
+ const MT_Vector4& rgbacolor);
+
+
virtual void SetProjectionMatrix(MT_CmMatrix4x4 & mat);
virtual void SetProjectionMatrix(const MT_Matrix4x4 & mat);
virtual void SetViewMatrix(
@@ -231,6 +256,15 @@ public:
float difZ,
float diffuse
);
+ virtual void SetEmissive(float eX,
+ float eY,
+ float eZ,
+ float e
+ );
+
+ virtual void SetAmbientColor(float red, float green, float blue);
+ virtual void SetAmbient(float factor);
+
virtual void SetPolygonOffset(float mult, float add);
virtual void DrawDebugLine(const MT_Vector3& from,const MT_Vector3& to,const MT_Vector3& color)
diff --git a/source/gameengine/Rasterizer/RAS_OpenGLRasterizer/glext.h b/source/gameengine/Rasterizer/RAS_OpenGLRasterizer/glext.h
new file mode 100644
index 00000000000..7bb8e6e7cc7
--- /dev/null
+++ b/source/gameengine/Rasterizer/RAS_OpenGLRasterizer/glext.h
@@ -0,0 +1,6495 @@
+#ifndef __glext_h_
+#define __glext_h_
+
+#ifdef __cplusplus
+extern "C" {
+#endif
+
+/*
+** License Applicability. Except to the extent portions of this file are
+** made subject to an alternative license as permitted in the SGI Free
+** Software License B, Version 1.1 (the "License"), the contents of this
+** file are subject only to the provisions of the License. You may not use
+** this file except in compliance with the License. You may obtain a copy
+** of the License at Silicon Graphics, Inc., attn: Legal Services, 1600
+** Amphitheatre Parkway, Mountain View, CA 94043-1351, or at:
+**
+** http://oss.sgi.com/projects/FreeB
+**
+** Note that, as provided in the License, the Software is distributed on an
+** "AS IS" basis, with ALL EXPRESS AND IMPLIED WARRANTIES AND CONDITIONS
+** DISCLAIMED, INCLUDING, WITHOUT LIMITATION, ANY IMPLIED WARRANTIES AND
+** CONDITIONS OF MERCHANTABILITY, SATISFACTORY QUALITY, FITNESS FOR A
+** PARTICULAR PURPOSE, AND NON-INFRINGEMENT.
+**
+** Original Code. The Original Code is: OpenGL Sample Implementation,
+** Version 1.2.1, released January 26, 2000, developed by Silicon Graphics,
+** Inc. The Original Code is Copyright (c) 1991-2004 Silicon Graphics, Inc.
+** Copyright in any portions created by third parties is as indicated
+** elsewhere herein. All Rights Reserved.
+**
+** Additional Notice Provisions: This software was created using the
+** OpenGL(R) version 1.2.1 Sample Implementation published by SGI, but has
+** not been independently verified as being compliant with the OpenGL(R)
+** version 1.2.1 Specification.
+*/
+
+#if defined(_WIN32) && !defined(APIENTRY) && !defined(__CYGWIN__) && !defined(__SCITECH_SNAP__)
+#define WIN32_LEAN_AND_MEAN 1
+#include <windows.h>
+#endif
+
+#ifndef APIENTRY
+#define APIENTRY
+#endif
+#ifndef APIENTRYP
+#define APIENTRYP APIENTRY *
+#endif
+#ifndef GLAPI
+#define GLAPI extern
+#endif
+
+/*************************************************************/
+
+/* Header file version number, required by OpenGL ABI for Linux */
+/* glext.h last updated 2005/06/20 */
+/* Current version at http://oss.sgi.com/projects/ogl-sample/registry/ */
+#define GL_GLEXT_VERSION 29
+
+#ifndef GL_VERSION_1_2
+#define GL_UNSIGNED_BYTE_3_3_2 0x8032
+#define GL_UNSIGNED_SHORT_4_4_4_4 0x8033
+#define GL_UNSIGNED_SHORT_5_5_5_1 0x8034
+#define GL_UNSIGNED_INT_8_8_8_8 0x8035
+#define GL_UNSIGNED_INT_10_10_10_2 0x8036
+#define GL_RESCALE_NORMAL 0x803A
+#define GL_TEXTURE_BINDING_3D 0x806A
+#define GL_PACK_SKIP_IMAGES 0x806B
+#define GL_PACK_IMAGE_HEIGHT 0x806C
+#define GL_UNPACK_SKIP_IMAGES 0x806D
+#define GL_UNPACK_IMAGE_HEIGHT 0x806E
+#define GL_TEXTURE_3D 0x806F
+#define GL_PROXY_TEXTURE_3D 0x8070
+#define GL_TEXTURE_DEPTH 0x8071
+#define GL_TEXTURE_WRAP_R 0x8072
+#define GL_MAX_3D_TEXTURE_SIZE 0x8073
+#define GL_UNSIGNED_BYTE_2_3_3_REV 0x8362
+#define GL_UNSIGNED_SHORT_5_6_5 0x8363
+#define GL_UNSIGNED_SHORT_5_6_5_REV 0x8364
+#define GL_UNSIGNED_SHORT_4_4_4_4_REV 0x8365
+#define GL_UNSIGNED_SHORT_1_5_5_5_REV 0x8366
+#define GL_UNSIGNED_INT_8_8_8_8_REV 0x8367
+#define GL_UNSIGNED_INT_2_10_10_10_REV 0x8368
+#define GL_BGR 0x80E0
+#define GL_BGRA 0x80E1
+#define GL_MAX_ELEMENTS_VERTICES 0x80E8
+#define GL_MAX_ELEMENTS_INDICES 0x80E9
+#define GL_CLAMP_TO_EDGE 0x812F
+#define GL_TEXTURE_MIN_LOD 0x813A
+#define GL_TEXTURE_MAX_LOD 0x813B
+#define GL_TEXTURE_BASE_LEVEL 0x813C
+#define GL_TEXTURE_MAX_LEVEL 0x813D
+#define GL_LIGHT_MODEL_COLOR_CONTROL 0x81F8
+#define GL_SINGLE_COLOR 0x81F9
+#define GL_SEPARATE_SPECULAR_COLOR 0x81FA
+#define GL_SMOOTH_POINT_SIZE_RANGE 0x0B12
+#define GL_SMOOTH_POINT_SIZE_GRANULARITY 0x0B13
+#define GL_SMOOTH_LINE_WIDTH_RANGE 0x0B22
+#define GL_SMOOTH_LINE_WIDTH_GRANULARITY 0x0B23
+#define GL_ALIASED_POINT_SIZE_RANGE 0x846D
+#define GL_ALIASED_LINE_WIDTH_RANGE 0x846E
+#endif
+
+#ifndef GL_ARB_imaging
+#define GL_CONSTANT_COLOR 0x8001
+#define GL_ONE_MINUS_CONSTANT_COLOR 0x8002
+#define GL_CONSTANT_ALPHA 0x8003
+#define GL_ONE_MINUS_CONSTANT_ALPHA 0x8004
+#define GL_BLEND_COLOR 0x8005
+#define GL_FUNC_ADD 0x8006
+#define GL_MIN 0x8007
+#define GL_MAX 0x8008
+#define GL_BLEND_EQUATION 0x8009
+#define GL_FUNC_SUBTRACT 0x800A
+#define GL_FUNC_REVERSE_SUBTRACT 0x800B
+#define GL_CONVOLUTION_1D 0x8010
+#define GL_CONVOLUTION_2D 0x8011
+#define GL_SEPARABLE_2D 0x8012
+#define GL_CONVOLUTION_BORDER_MODE 0x8013
+#define GL_CONVOLUTION_FILTER_SCALE 0x8014
+#define GL_CONVOLUTION_FILTER_BIAS 0x8015
+#define GL_REDUCE 0x8016
+#define GL_CONVOLUTION_FORMAT 0x8017
+#define GL_CONVOLUTION_WIDTH 0x8018
+#define GL_CONVOLUTION_HEIGHT 0x8019
+#define GL_MAX_CONVOLUTION_WIDTH 0x801A
+#define GL_MAX_CONVOLUTION_HEIGHT 0x801B
+#define GL_POST_CONVOLUTION_RED_SCALE 0x801C
+#define GL_POST_CONVOLUTION_GREEN_SCALE 0x801D
+#define GL_POST_CONVOLUTION_BLUE_SCALE 0x801E
+#define GL_POST_CONVOLUTION_ALPHA_SCALE 0x801F
+#define GL_POST_CONVOLUTION_RED_BIAS 0x8020
+#define GL_POST_CONVOLUTION_GREEN_BIAS 0x8021
+#define GL_POST_CONVOLUTION_BLUE_BIAS 0x8022
+#define GL_POST_CONVOLUTION_ALPHA_BIAS 0x8023
+#define GL_HISTOGRAM 0x8024
+#define GL_PROXY_HISTOGRAM 0x8025
+#define GL_HISTOGRAM_WIDTH 0x8026
+#define GL_HISTOGRAM_FORMAT 0x8027
+#define GL_HISTOGRAM_RED_SIZE 0x8028
+#define GL_HISTOGRAM_GREEN_SIZE 0x8029
+#define GL_HISTOGRAM_BLUE_SIZE 0x802A
+#define GL_HISTOGRAM_ALPHA_SIZE 0x802B
+#define GL_HISTOGRAM_LUMINANCE_SIZE 0x802C
+#define GL_HISTOGRAM_SINK 0x802D
+#define GL_MINMAX 0x802E
+#define GL_MINMAX_FORMAT 0x802F
+#define GL_MINMAX_SINK 0x8030
+#define GL_TABLE_TOO_LARGE 0x8031
+#define GL_COLOR_MATRIX 0x80B1
+#define GL_COLOR_MATRIX_STACK_DEPTH 0x80B2
+#define GL_MAX_COLOR_MATRIX_STACK_DEPTH 0x80B3
+#define GL_POST_COLOR_MATRIX_RED_SCALE 0x80B4
+#define GL_POST_COLOR_MATRIX_GREEN_SCALE 0x80B5
+#define GL_POST_COLOR_MATRIX_BLUE_SCALE 0x80B6
+#define GL_POST_COLOR_MATRIX_ALPHA_SCALE 0x80B7
+#define GL_POST_COLOR_MATRIX_RED_BIAS 0x80B8
+#define GL_POST_COLOR_MATRIX_GREEN_BIAS 0x80B9
+#define GL_POST_COLOR_MATRIX_BLUE_BIAS 0x80BA
+#define GL_POST_COLOR_MATRIX_ALPHA_BIAS 0x80BB
+#define GL_COLOR_TABLE 0x80D0
+#define GL_POST_CONVOLUTION_COLOR_TABLE 0x80D1
+#define GL_POST_COLOR_MATRIX_COLOR_TABLE 0x80D2
+#define GL_PROXY_COLOR_TABLE 0x80D3
+#define GL_PROXY_POST_CONVOLUTION_COLOR_TABLE 0x80D4
+#define GL_PROXY_POST_COLOR_MATRIX_COLOR_TABLE 0x80D5
+#define GL_COLOR_TABLE_SCALE 0x80D6
+#define GL_COLOR_TABLE_BIAS 0x80D7
+#define GL_COLOR_TABLE_FORMAT 0x80D8
+#define GL_COLOR_TABLE_WIDTH 0x80D9
+#define GL_COLOR_TABLE_RED_SIZE 0x80DA
+#define GL_COLOR_TABLE_GREEN_SIZE 0x80DB
+#define GL_COLOR_TABLE_BLUE_SIZE 0x80DC
+#define GL_COLOR_TABLE_ALPHA_SIZE 0x80DD
+#define GL_COLOR_TABLE_LUMINANCE_SIZE 0x80DE
+#define GL_COLOR_TABLE_INTENSITY_SIZE 0x80DF
+#define GL_CONSTANT_BORDER 0x8151
+#define GL_REPLICATE_BORDER 0x8153
+#define GL_CONVOLUTION_BORDER_COLOR 0x8154
+#endif
+
+#ifndef GL_VERSION_1_3
+#define GL_TEXTURE0 0x84C0
+#define GL_TEXTURE1 0x84C1
+#define GL_TEXTURE2 0x84C2
+#define GL_TEXTURE3 0x84C3
+#define GL_TEXTURE4 0x84C4
+#define GL_TEXTURE5 0x84C5
+#define GL_TEXTURE6 0x84C6
+#define GL_TEXTURE7 0x84C7
+#define GL_TEXTURE8 0x84C8
+#define GL_TEXTURE9 0x84C9
+#define GL_TEXTURE10 0x84CA
+#define GL_TEXTURE11 0x84CB
+#define GL_TEXTURE12 0x84CC
+#define GL_TEXTURE13 0x84CD
+#define GL_TEXTURE14 0x84CE
+#define GL_TEXTURE15 0x84CF
+#define GL_TEXTURE16 0x84D0
+#define GL_TEXTURE17 0x84D1
+#define GL_TEXTURE18 0x84D2
+#define GL_TEXTURE19 0x84D3
+#define GL_TEXTURE20 0x84D4
+#define GL_TEXTURE21 0x84D5
+#define GL_TEXTURE22 0x84D6
+#define GL_TEXTURE23 0x84D7
+#define GL_TEXTURE24 0x84D8
+#define GL_TEXTURE25 0x84D9
+#define GL_TEXTURE26 0x84DA
+#define GL_TEXTURE27 0x84DB
+#define GL_TEXTURE28 0x84DC
+#define GL_TEXTURE29 0x84DD
+#define GL_TEXTURE30 0x84DE
+#define GL_TEXTURE31 0x84DF
+#define GL_ACTIVE_TEXTURE 0x84E0
+#define GL_CLIENT_ACTIVE_TEXTURE 0x84E1
+#define GL_MAX_TEXTURE_UNITS 0x84E2
+#define GL_TRANSPOSE_MODELVIEW_MATRIX 0x84E3
+#define GL_TRANSPOSE_PROJECTION_MATRIX 0x84E4
+#define GL_TRANSPOSE_TEXTURE_MATRIX 0x84E5
+#define GL_TRANSPOSE_COLOR_MATRIX 0x84E6
+#define GL_MULTISAMPLE 0x809D
+#define GL_SAMPLE_ALPHA_TO_COVERAGE 0x809E
+#define GL_SAMPLE_ALPHA_TO_ONE 0x809F
+#define GL_SAMPLE_COVERAGE 0x80A0
+#define GL_SAMPLE_BUFFERS 0x80A8
+#define GL_SAMPLES 0x80A9
+#define GL_SAMPLE_COVERAGE_VALUE 0x80AA
+#define GL_SAMPLE_COVERAGE_INVERT 0x80AB
+#define GL_MULTISAMPLE_BIT 0x20000000
+#define GL_NORMAL_MAP 0x8511
+#define GL_REFLECTION_MAP 0x8512
+#define GL_TEXTURE_CUBE_MAP 0x8513
+#define GL_TEXTURE_BINDING_CUBE_MAP 0x8514
+#define GL_TEXTURE_CUBE_MAP_POSITIVE_X 0x8515
+#define GL_TEXTURE_CUBE_MAP_NEGATIVE_X 0x8516
+#define GL_TEXTURE_CUBE_MAP_POSITIVE_Y 0x8517
+#define GL_TEXTURE_CUBE_MAP_NEGATIVE_Y 0x8518
+#define GL_TEXTURE_CUBE_MAP_POSITIVE_Z 0x8519
+#define GL_TEXTURE_CUBE_MAP_NEGATIVE_Z 0x851A
+#define GL_PROXY_TEXTURE_CUBE_MAP 0x851B
+#define GL_MAX_CUBE_MAP_TEXTURE_SIZE 0x851C
+#define GL_COMPRESSED_ALPHA 0x84E9
+#define GL_COMPRESSED_LUMINANCE 0x84EA
+#define GL_COMPRESSED_LUMINANCE_ALPHA 0x84EB
+#define GL_COMPRESSED_INTENSITY 0x84EC
+#define GL_COMPRESSED_RGB 0x84ED
+#define GL_COMPRESSED_RGBA 0x84EE
+#define GL_TEXTURE_COMPRESSION_HINT 0x84EF
+#define GL_TEXTURE_COMPRESSED_IMAGE_SIZE 0x86A0
+#define GL_TEXTURE_COMPRESSED 0x86A1
+#define GL_NUM_COMPRESSED_TEXTURE_FORMATS 0x86A2
+#define GL_COMPRESSED_TEXTURE_FORMATS 0x86A3
+#define GL_CLAMP_TO_BORDER 0x812D
+#define GL_COMBINE 0x8570
+#define GL_COMBINE_RGB 0x8571
+#define GL_COMBINE_ALPHA 0x8572
+#define GL_SOURCE0_RGB 0x8580
+#define GL_SOURCE1_RGB 0x8581
+#define GL_SOURCE2_RGB 0x8582
+#define GL_SOURCE0_ALPHA 0x8588
+#define GL_SOURCE1_ALPHA 0x8589
+#define GL_SOURCE2_ALPHA 0x858A
+#define GL_OPERAND0_RGB 0x8590
+#define GL_OPERAND1_RGB 0x8591
+#define GL_OPERAND2_RGB 0x8592
+#define GL_OPERAND0_ALPHA 0x8598
+#define GL_OPERAND1_ALPHA 0x8599
+#define GL_OPERAND2_ALPHA 0x859A
+#define GL_RGB_SCALE 0x8573
+#define GL_ADD_SIGNED 0x8574
+#define GL_INTERPOLATE 0x8575
+#define GL_SUBTRACT 0x84E7
+#define GL_CONSTANT 0x8576
+#define GL_PRIMARY_COLOR 0x8577
+#define GL_PREVIOUS 0x8578
+#define GL_DOT3_RGB 0x86AE
+#define GL_DOT3_RGBA 0x86AF
+#endif
+
+#ifndef GL_VERSION_1_4
+#define GL_BLEND_DST_RGB 0x80C8
+#define GL_BLEND_SRC_RGB 0x80C9
+#define GL_BLEND_DST_ALPHA 0x80CA
+#define GL_BLEND_SRC_ALPHA 0x80CB
+#define GL_POINT_SIZE_MIN 0x8126
+#define GL_POINT_SIZE_MAX 0x8127
+#define GL_POINT_FADE_THRESHOLD_SIZE 0x8128
+#define GL_POINT_DISTANCE_ATTENUATION 0x8129
+#define GL_GENERATE_MIPMAP 0x8191
+#define GL_GENERATE_MIPMAP_HINT 0x8192
+#define GL_DEPTH_COMPONENT16 0x81A5
+#define GL_DEPTH_COMPONENT24 0x81A6
+#define GL_DEPTH_COMPONENT32 0x81A7
+#define GL_MIRRORED_REPEAT 0x8370
+#define GL_FOG_COORDINATE_SOURCE 0x8450
+#define GL_FOG_COORDINATE 0x8451
+#define GL_FRAGMENT_DEPTH 0x8452
+#define GL_CURRENT_FOG_COORDINATE 0x8453
+#define GL_FOG_COORDINATE_ARRAY_TYPE 0x8454
+#define GL_FOG_COORDINATE_ARRAY_STRIDE 0x8455
+#define GL_FOG_COORDINATE_ARRAY_POINTER 0x8456
+#define GL_FOG_COORDINATE_ARRAY 0x8457
+#define GL_COLOR_SUM 0x8458
+#define GL_CURRENT_SECONDARY_COLOR 0x8459
+#define GL_SECONDARY_COLOR_ARRAY_SIZE 0x845A
+#define GL_SECONDARY_COLOR_ARRAY_TYPE 0x845B
+#define GL_SECONDARY_COLOR_ARRAY_STRIDE 0x845C
+#define GL_SECONDARY_COLOR_ARRAY_POINTER 0x845D
+#define GL_SECONDARY_COLOR_ARRAY 0x845E
+#define GL_MAX_TEXTURE_LOD_BIAS 0x84FD
+#define GL_TEXTURE_FILTER_CONTROL 0x8500
+#define GL_TEXTURE_LOD_BIAS 0x8501
+#define GL_INCR_WRAP 0x8507
+#define GL_DECR_WRAP 0x8508
+#define GL_TEXTURE_DEPTH_SIZE 0x884A
+#define GL_DEPTH_TEXTURE_MODE 0x884B
+#define GL_TEXTURE_COMPARE_MODE 0x884C
+#define GL_TEXTURE_COMPARE_FUNC 0x884D
+#define GL_COMPARE_R_TO_TEXTURE 0x884E
+#endif
+
+#ifndef GL_VERSION_1_5
+#define GL_BUFFER_SIZE 0x8764
+#define GL_BUFFER_USAGE 0x8765
+#define GL_QUERY_COUNTER_BITS 0x8864
+#define GL_CURRENT_QUERY 0x8865
+#define GL_QUERY_RESULT 0x8866
+#define GL_QUERY_RESULT_AVAILABLE 0x8867
+#define GL_ARRAY_BUFFER 0x8892
+#define GL_ELEMENT_ARRAY_BUFFER 0x8893
+#define GL_ARRAY_BUFFER_BINDING 0x8894
+#define GL_ELEMENT_ARRAY_BUFFER_BINDING 0x8895
+#define GL_VERTEX_ARRAY_BUFFER_BINDING 0x8896
+#define GL_NORMAL_ARRAY_BUFFER_BINDING 0x8897
+#define GL_COLOR_ARRAY_BUFFER_BINDING 0x8898
+#define GL_INDEX_ARRAY_BUFFER_BINDING 0x8899
+#define GL_TEXTURE_COORD_ARRAY_BUFFER_BINDING 0x889A
+#define GL_EDGE_FLAG_ARRAY_BUFFER_BINDING 0x889B
+#define GL_SECONDARY_COLOR_ARRAY_BUFFER_BINDING 0x889C
+#define GL_FOG_COORDINATE_ARRAY_BUFFER_BINDING 0x889D
+#define GL_WEIGHT_ARRAY_BUFFER_BINDING 0x889E
+#define GL_VERTEX_ATTRIB_ARRAY_BUFFER_BINDING 0x889F
+#define GL_READ_ONLY 0x88B8
+#define GL_WRITE_ONLY 0x88B9
+#define GL_READ_WRITE 0x88BA
+#define GL_BUFFER_ACCESS 0x88BB
+#define GL_BUFFER_MAPPED 0x88BC
+#define GL_BUFFER_MAP_POINTER 0x88BD
+#define GL_STREAM_DRAW 0x88E0
+#define GL_STREAM_READ 0x88E1
+#define GL_STREAM_COPY 0x88E2
+#define GL_STATIC_DRAW 0x88E4
+#define GL_STATIC_READ 0x88E5
+#define GL_STATIC_COPY 0x88E6
+#define GL_DYNAMIC_DRAW 0x88E8
+#define GL_DYNAMIC_READ 0x88E9
+#define GL_DYNAMIC_COPY 0x88EA
+#define GL_SAMPLES_PASSED 0x8914
+#define GL_FOG_COORD_SRC GL_FOG_COORDINATE_SOURCE
+#define GL_FOG_COORD GL_FOG_COORDINATE
+#define GL_CURRENT_FOG_COORD GL_CURRENT_FOG_COORDINATE
+#define GL_FOG_COORD_ARRAY_TYPE GL_FOG_COORDINATE_ARRAY_TYPE
+#define GL_FOG_COORD_ARRAY_STRIDE GL_FOG_COORDINATE_ARRAY_STRIDE
+#define GL_FOG_COORD_ARRAY_POINTER GL_FOG_COORDINATE_ARRAY_POINTER
+#define GL_FOG_COORD_ARRAY GL_FOG_COORDINATE_ARRAY
+#define GL_FOG_COORD_ARRAY_BUFFER_BINDING GL_FOG_COORDINATE_ARRAY_BUFFER_BINDING
+#define GL_SRC0_RGB GL_SOURCE0_RGB
+#define GL_SRC1_RGB GL_SOURCE1_RGB
+#define GL_SRC2_RGB GL_SOURCE2_RGB
+#define GL_SRC0_ALPHA GL_SOURCE0_ALPHA
+#define GL_SRC1_ALPHA GL_SOURCE1_ALPHA
+#define GL_SRC2_ALPHA GL_SOURCE2_ALPHA
+#endif
+
+#ifndef GL_VERSION_2_0
+#define GL_BLEND_EQUATION_RGB GL_BLEND_EQUATION
+#define GL_VERTEX_ATTRIB_ARRAY_ENABLED 0x8622
+#define GL_VERTEX_ATTRIB_ARRAY_SIZE 0x8623
+#define GL_VERTEX_ATTRIB_ARRAY_STRIDE 0x8624
+#define GL_VERTEX_ATTRIB_ARRAY_TYPE 0x8625
+#define GL_CURRENT_VERTEX_ATTRIB 0x8626
+#define GL_VERTEX_PROGRAM_POINT_SIZE 0x8642
+#define GL_VERTEX_PROGRAM_TWO_SIDE 0x8643
+#define GL_VERTEX_ATTRIB_ARRAY_POINTER 0x8645
+#define GL_STENCIL_BACK_FUNC 0x8800
+#define GL_STENCIL_BACK_FAIL 0x8801
+#define GL_STENCIL_BACK_PASS_DEPTH_FAIL 0x8802
+#define GL_STENCIL_BACK_PASS_DEPTH_PASS 0x8803
+#define GL_MAX_DRAW_BUFFERS 0x8824
+#define GL_DRAW_BUFFER0 0x8825
+#define GL_DRAW_BUFFER1 0x8826
+#define GL_DRAW_BUFFER2 0x8827
+#define GL_DRAW_BUFFER3 0x8828
+#define GL_DRAW_BUFFER4 0x8829
+#define GL_DRAW_BUFFER5 0x882A
+#define GL_DRAW_BUFFER6 0x882B
+#define GL_DRAW_BUFFER7 0x882C
+#define GL_DRAW_BUFFER8 0x882D
+#define GL_DRAW_BUFFER9 0x882E
+#define GL_DRAW_BUFFER10 0x882F
+#define GL_DRAW_BUFFER11 0x8830
+#define GL_DRAW_BUFFER12 0x8831
+#define GL_DRAW_BUFFER13 0x8832
+#define GL_DRAW_BUFFER14 0x8833
+#define GL_DRAW_BUFFER15 0x8834
+#define GL_BLEND_EQUATION_ALPHA 0x883D
+#define GL_POINT_SPRITE 0x8861
+#define GL_COORD_REPLACE 0x8862
+#define GL_MAX_VERTEX_ATTRIBS 0x8869
+#define GL_VERTEX_ATTRIB_ARRAY_NORMALIZED 0x886A
+#define GL_MAX_TEXTURE_COORDS 0x8871
+#define GL_MAX_TEXTURE_IMAGE_UNITS 0x8872
+#define GL_FRAGMENT_SHADER 0x8B30
+#define GL_VERTEX_SHADER 0x8B31
+#define GL_MAX_FRAGMENT_UNIFORM_COMPONENTS 0x8B49
+#define GL_MAX_VERTEX_UNIFORM_COMPONENTS 0x8B4A
+#define GL_MAX_VARYING_FLOATS 0x8B4B
+#define GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS 0x8B4C
+#define GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS 0x8B4D
+#define GL_SHADER_TYPE 0x8B4F
+#define GL_FLOAT_VEC2 0x8B50
+#define GL_FLOAT_VEC3 0x8B51
+#define GL_FLOAT_VEC4 0x8B52
+#define GL_INT_VEC2 0x8B53
+#define GL_INT_VEC3 0x8B54
+#define GL_INT_VEC4 0x8B55
+#define GL_BOOL 0x8B56
+#define GL_BOOL_VEC2 0x8B57
+#define GL_BOOL_VEC3 0x8B58
+#define GL_BOOL_VEC4 0x8B59
+#define GL_FLOAT_MAT2 0x8B5A
+#define GL_FLOAT_MAT3 0x8B5B
+#define GL_FLOAT_MAT4 0x8B5C
+#define GL_SAMPLER_1D 0x8B5D
+#define GL_SAMPLER_2D 0x8B5E
+#define GL_SAMPLER_3D 0x8B5F
+#define GL_SAMPLER_CUBE 0x8B60
+#define GL_SAMPLER_1D_SHADOW 0x8B61
+#define GL_SAMPLER_2D_SHADOW 0x8B62
+#define GL_DELETE_STATUS 0x8B80
+#define GL_COMPILE_STATUS 0x8B81
+#define GL_LINK_STATUS 0x8B82
+#define GL_VALIDATE_STATUS 0x8B83
+#define GL_INFO_LOG_LENGTH 0x8B84
+#define GL_ATTACHED_SHADERS 0x8B85
+#define GL_ACTIVE_UNIFORMS 0x8B86
+#define GL_ACTIVE_UNIFORM_MAX_LENGTH 0x8B87
+#define GL_SHADER_SOURCE_LENGTH 0x8B88
+#define GL_ACTIVE_ATTRIBUTES 0x8B89
+#define GL_ACTIVE_ATTRIBUTE_MAX_LENGTH 0x8B8A
+#define GL_FRAGMENT_SHADER_DERIVATIVE_HINT 0x8B8B
+#define GL_SHADING_LANGUAGE_VERSION 0x8B8C
+#define GL_CURRENT_PROGRAM 0x8B8D
+#define GL_POINT_SPRITE_COORD_ORIGIN 0x8CA0
+#define GL_LOWER_LEFT 0x8CA1
+#define GL_UPPER_LEFT 0x8CA2
+#define GL_STENCIL_BACK_REF 0x8CA3
+#define GL_STENCIL_BACK_VALUE_MASK 0x8CA4
+#define GL_STENCIL_BACK_WRITEMASK 0x8CA5
+#endif
+
+#ifndef GL_ARB_multitexture
+#define GL_TEXTURE0_ARB 0x84C0
+#define GL_TEXTURE1_ARB 0x84C1
+#define GL_TEXTURE2_ARB 0x84C2
+#define GL_TEXTURE3_ARB 0x84C3
+#define GL_TEXTURE4_ARB 0x84C4
+#define GL_TEXTURE5_ARB 0x84C5
+#define GL_TEXTURE6_ARB 0x84C6
+#define GL_TEXTURE7_ARB 0x84C7
+#define GL_TEXTURE8_ARB 0x84C8
+#define GL_TEXTURE9_ARB 0x84C9
+#define GL_TEXTURE10_ARB 0x84CA
+#define GL_TEXTURE11_ARB 0x84CB
+#define GL_TEXTURE12_ARB 0x84CC
+#define GL_TEXTURE13_ARB 0x84CD
+#define GL_TEXTURE14_ARB 0x84CE
+#define GL_TEXTURE15_ARB 0x84CF
+#define GL_TEXTURE16_ARB 0x84D0
+#define GL_TEXTURE17_ARB 0x84D1
+#define GL_TEXTURE18_ARB 0x84D2
+#define GL_TEXTURE19_ARB 0x84D3
+#define GL_TEXTURE20_ARB 0x84D4
+#define GL_TEXTURE21_ARB 0x84D5
+#define GL_TEXTURE22_ARB 0x84D6
+#define GL_TEXTURE23_ARB 0x84D7
+#define GL_TEXTURE24_ARB 0x84D8
+#define GL_TEXTURE25_ARB 0x84D9
+#define GL_TEXTURE26_ARB 0x84DA
+#define GL_TEXTURE27_ARB 0x84DB
+#define GL_TEXTURE28_ARB 0x84DC
+#define GL_TEXTURE29_ARB 0x84DD
+#define GL_TEXTURE30_ARB 0x84DE
+#define GL_TEXTURE31_ARB 0x84DF
+#define GL_ACTIVE_TEXTURE_ARB 0x84E0
+#define GL_CLIENT_ACTIVE_TEXTURE_ARB 0x84E1
+#define GL_MAX_TEXTURE_UNITS_ARB 0x84E2
+#endif
+
+#ifndef GL_ARB_transpose_matrix
+#define GL_TRANSPOSE_MODELVIEW_MATRIX_ARB 0x84E3
+#define GL_TRANSPOSE_PROJECTION_MATRIX_ARB 0x84E4
+#define GL_TRANSPOSE_TEXTURE_MATRIX_ARB 0x84E5
+#define GL_TRANSPOSE_COLOR_MATRIX_ARB 0x84E6
+#endif
+
+#ifndef GL_ARB_multisample
+#define GL_MULTISAMPLE_ARB 0x809D
+#define GL_SAMPLE_ALPHA_TO_COVERAGE_ARB 0x809E
+#define GL_SAMPLE_ALPHA_TO_ONE_ARB 0x809F
+#define GL_SAMPLE_COVERAGE_ARB 0x80A0
+#define GL_SAMPLE_BUFFERS_ARB 0x80A8
+#define GL_SAMPLES_ARB 0x80A9
+#define GL_SAMPLE_COVERAGE_VALUE_ARB 0x80AA
+#define GL_SAMPLE_COVERAGE_INVERT_ARB 0x80AB
+#define GL_MULTISAMPLE_BIT_ARB 0x20000000
+#endif
+
+#ifndef GL_ARB_texture_env_add
+#endif
+
+#ifndef GL_ARB_texture_cube_map
+#define GL_NORMAL_MAP_ARB 0x8511
+#define GL_REFLECTION_MAP_ARB 0x8512
+#define GL_TEXTURE_CUBE_MAP_ARB 0x8513
+#define GL_TEXTURE_BINDING_CUBE_MAP_ARB 0x8514
+#define GL_TEXTURE_CUBE_MAP_POSITIVE_X_ARB 0x8515
+#define GL_TEXTURE_CUBE_MAP_NEGATIVE_X_ARB 0x8516
+#define GL_TEXTURE_CUBE_MAP_POSITIVE_Y_ARB 0x8517
+#define GL_TEXTURE_CUBE_MAP_NEGATIVE_Y_ARB 0x8518
+#define GL_TEXTURE_CUBE_MAP_POSITIVE_Z_ARB 0x8519
+#define GL_TEXTURE_CUBE_MAP_NEGATIVE_Z_ARB 0x851A
+#define GL_PROXY_TEXTURE_CUBE_MAP_ARB 0x851B
+#define GL_MAX_CUBE_MAP_TEXTURE_SIZE_ARB 0x851C
+#endif
+
+#ifndef GL_ARB_texture_compression
+#define GL_COMPRESSED_ALPHA_ARB 0x84E9
+#define GL_COMPRESSED_LUMINANCE_ARB 0x84EA
+#define GL_COMPRESSED_LUMINANCE_ALPHA_ARB 0x84EB
+#define GL_COMPRESSED_INTENSITY_ARB 0x84EC
+#define GL_COMPRESSED_RGB_ARB 0x84ED
+#define GL_COMPRESSED_RGBA_ARB 0x84EE
+#define GL_TEXTURE_COMPRESSION_HINT_ARB 0x84EF
+#define GL_TEXTURE_COMPRESSED_IMAGE_SIZE_ARB 0x86A0
+#define GL_TEXTURE_COMPRESSED_ARB 0x86A1
+#define GL_NUM_COMPRESSED_TEXTURE_FORMATS_ARB 0x86A2
+#define GL_COMPRESSED_TEXTURE_FORMATS_ARB 0x86A3
+#endif
+
+#ifndef GL_ARB_texture_border_clamp
+#define GL_CLAMP_TO_BORDER_ARB 0x812D
+#endif
+
+#ifndef GL_ARB_point_parameters
+#define GL_POINT_SIZE_MIN_ARB 0x8126
+#define GL_POINT_SIZE_MAX_ARB 0x8127
+#define GL_POINT_FADE_THRESHOLD_SIZE_ARB 0x8128
+#define GL_POINT_DISTANCE_ATTENUATION_ARB 0x8129
+#endif
+
+#ifndef GL_ARB_vertex_blend
+#define GL_MAX_VERTEX_UNITS_ARB 0x86A4
+#define GL_ACTIVE_VERTEX_UNITS_ARB 0x86A5
+#define GL_WEIGHT_SUM_UNITY_ARB 0x86A6
+#define GL_VERTEX_BLEND_ARB 0x86A7
+#define GL_CURRENT_WEIGHT_ARB 0x86A8
+#define GL_WEIGHT_ARRAY_TYPE_ARB 0x86A9
+#define GL_WEIGHT_ARRAY_STRIDE_ARB 0x86AA
+#define GL_WEIGHT_ARRAY_SIZE_ARB 0x86AB
+#define GL_WEIGHT_ARRAY_POINTER_ARB 0x86AC
+#define GL_WEIGHT_ARRAY_ARB 0x86AD
+#define GL_MODELVIEW0_ARB 0x1700
+#define GL_MODELVIEW1_ARB 0x850A
+#define GL_MODELVIEW2_ARB 0x8722
+#define GL_MODELVIEW3_ARB 0x8723
+#define GL_MODELVIEW4_ARB 0x8724
+#define GL_MODELVIEW5_ARB 0x8725
+#define GL_MODELVIEW6_ARB 0x8726
+#define GL_MODELVIEW7_ARB 0x8727
+#define GL_MODELVIEW8_ARB 0x8728
+#define GL_MODELVIEW9_ARB 0x8729
+#define GL_MODELVIEW10_ARB 0x872A
+#define GL_MODELVIEW11_ARB 0x872B
+#define GL_MODELVIEW12_ARB 0x872C
+#define GL_MODELVIEW13_ARB 0x872D
+#define GL_MODELVIEW14_ARB 0x872E
+#define GL_MODELVIEW15_ARB 0x872F
+#define GL_MODELVIEW16_ARB 0x8730
+#define GL_MODELVIEW17_ARB 0x8731
+#define GL_MODELVIEW18_ARB 0x8732
+#define GL_MODELVIEW19_ARB 0x8733
+#define GL_MODELVIEW20_ARB 0x8734
+#define GL_MODELVIEW21_ARB 0x8735
+#define GL_MODELVIEW22_ARB 0x8736
+#define GL_MODELVIEW23_ARB 0x8737
+#define GL_MODELVIEW24_ARB 0x8738
+#define GL_MODELVIEW25_ARB 0x8739
+#define GL_MODELVIEW26_ARB 0x873A
+#define GL_MODELVIEW27_ARB 0x873B
+#define GL_MODELVIEW28_ARB 0x873C
+#define GL_MODELVIEW29_ARB 0x873D
+#define GL_MODELVIEW30_ARB 0x873E
+#define GL_MODELVIEW31_ARB 0x873F
+#endif
+
+#ifndef GL_ARB_matrix_palette
+#define GL_MATRIX_PALETTE_ARB 0x8840
+#define GL_MAX_MATRIX_PALETTE_STACK_DEPTH_ARB 0x8841
+#define GL_MAX_PALETTE_MATRICES_ARB 0x8842
+#define GL_CURRENT_PALETTE_MATRIX_ARB 0x8843
+#define GL_MATRIX_INDEX_ARRAY_ARB 0x8844
+#define GL_CURRENT_MATRIX_INDEX_ARB 0x8845
+#define GL_MATRIX_INDEX_ARRAY_SIZE_ARB 0x8846
+#define GL_MATRIX_INDEX_ARRAY_TYPE_ARB 0x8847
+#define GL_MATRIX_INDEX_ARRAY_STRIDE_ARB 0x8848
+#define GL_MATRIX_INDEX_ARRAY_POINTER_ARB 0x8849
+#endif
+
+#ifndef GL_ARB_texture_env_combine
+#define GL_COMBINE_ARB 0x8570
+#define GL_COMBINE_RGB_ARB 0x8571
+#define GL_COMBINE_ALPHA_ARB 0x8572
+#define GL_SOURCE0_RGB_ARB 0x8580
+#define GL_SOURCE1_RGB_ARB 0x8581
+#define GL_SOURCE2_RGB_ARB 0x8582
+#define GL_SOURCE0_ALPHA_ARB 0x8588
+#define GL_SOURCE1_ALPHA_ARB 0x8589
+#define GL_SOURCE2_ALPHA_ARB 0x858A
+#define GL_OPERAND0_RGB_ARB 0x8590
+#define GL_OPERAND1_RGB_ARB 0x8591
+#define GL_OPERAND2_RGB_ARB 0x8592
+#define GL_OPERAND0_ALPHA_ARB 0x8598
+#define GL_OPERAND1_ALPHA_ARB 0x8599
+#define GL_OPERAND2_ALPHA_ARB 0x859A
+#define GL_RGB_SCALE_ARB 0x8573
+#define GL_ADD_SIGNED_ARB 0x8574
+#define GL_INTERPOLATE_ARB 0x8575
+#define GL_SUBTRACT_ARB 0x84E7
+#define GL_CONSTANT_ARB 0x8576
+#define GL_PRIMARY_COLOR_ARB 0x8577
+#define GL_PREVIOUS_ARB 0x8578
+#endif
+
+#ifndef GL_ARB_texture_env_crossbar
+#endif
+
+#ifndef GL_ARB_texture_env_dot3
+#define GL_DOT3_RGB_ARB 0x86AE
+#define GL_DOT3_RGBA_ARB 0x86AF
+#endif
+
+#ifndef GL_ARB_texture_mirrored_repeat
+#define GL_MIRRORED_REPEAT_ARB 0x8370
+#endif
+
+#ifndef GL_ARB_depth_texture
+#define GL_DEPTH_COMPONENT16_ARB 0x81A5
+#define GL_DEPTH_COMPONENT24_ARB 0x81A6
+#define GL_DEPTH_COMPONENT32_ARB 0x81A7
+#define GL_TEXTURE_DEPTH_SIZE_ARB 0x884A
+#define GL_DEPTH_TEXTURE_MODE_ARB 0x884B
+#endif
+
+#ifndef GL_ARB_shadow
+#define GL_TEXTURE_COMPARE_MODE_ARB 0x884C
+#define GL_TEXTURE_COMPARE_FUNC_ARB 0x884D
+#define GL_COMPARE_R_TO_TEXTURE_ARB 0x884E
+#endif
+
+#ifndef GL_ARB_shadow_ambient
+#define GL_TEXTURE_COMPARE_FAIL_VALUE_ARB 0x80BF
+#endif
+
+#ifndef GL_ARB_window_pos
+#endif
+
+#ifndef GL_ARB_vertex_program
+#define GL_COLOR_SUM_ARB 0x8458
+#define GL_VERTEX_PROGRAM_ARB 0x8620
+#define GL_VERTEX_ATTRIB_ARRAY_ENABLED_ARB 0x8622
+#define GL_VERTEX_ATTRIB_ARRAY_SIZE_ARB 0x8623
+#define GL_VERTEX_ATTRIB_ARRAY_STRIDE_ARB 0x8624
+#define GL_VERTEX_ATTRIB_ARRAY_TYPE_ARB 0x8625
+#define GL_CURRENT_VERTEX_ATTRIB_ARB 0x8626
+#define GL_PROGRAM_LENGTH_ARB 0x8627
+#define GL_PROGRAM_STRING_ARB 0x8628
+#define GL_MAX_PROGRAM_MATRIX_STACK_DEPTH_ARB 0x862E
+#define GL_MAX_PROGRAM_MATRICES_ARB 0x862F
+#define GL_CURRENT_MATRIX_STACK_DEPTH_ARB 0x8640
+#define GL_CURRENT_MATRIX_ARB 0x8641
+#define GL_VERTEX_PROGRAM_POINT_SIZE_ARB 0x8642
+#define GL_VERTEX_PROGRAM_TWO_SIDE_ARB 0x8643
+#define GL_VERTEX_ATTRIB_ARRAY_POINTER_ARB 0x8645
+#define GL_PROGRAM_ERROR_POSITION_ARB 0x864B
+#define GL_PROGRAM_BINDING_ARB 0x8677
+#define GL_MAX_VERTEX_ATTRIBS_ARB 0x8869
+#define GL_VERTEX_ATTRIB_ARRAY_NORMALIZED_ARB 0x886A
+#define GL_PROGRAM_ERROR_STRING_ARB 0x8874
+#define GL_PROGRAM_FORMAT_ASCII_ARB 0x8875
+#define GL_PROGRAM_FORMAT_ARB 0x8876
+#define GL_PROGRAM_INSTRUCTIONS_ARB 0x88A0
+#define GL_MAX_PROGRAM_INSTRUCTIONS_ARB 0x88A1
+#define GL_PROGRAM_NATIVE_INSTRUCTIONS_ARB 0x88A2
+#define GL_MAX_PROGRAM_NATIVE_INSTRUCTIONS_ARB 0x88A3
+#define GL_PROGRAM_TEMPORARIES_ARB 0x88A4
+#define GL_MAX_PROGRAM_TEMPORARIES_ARB 0x88A5
+#define GL_PROGRAM_NATIVE_TEMPORARIES_ARB 0x88A6
+#define GL_MAX_PROGRAM_NATIVE_TEMPORARIES_ARB 0x88A7
+#define GL_PROGRAM_PARAMETERS_ARB 0x88A8
+#define GL_MAX_PROGRAM_PARAMETERS_ARB 0x88A9
+#define GL_PROGRAM_NATIVE_PARAMETERS_ARB 0x88AA
+#define GL_MAX_PROGRAM_NATIVE_PARAMETERS_ARB 0x88AB
+#define GL_PROGRAM_ATTRIBS_ARB 0x88AC
+#define GL_MAX_PROGRAM_ATTRIBS_ARB 0x88AD
+#define GL_PROGRAM_NATIVE_ATTRIBS_ARB 0x88AE
+#define GL_MAX_PROGRAM_NATIVE_ATTRIBS_ARB 0x88AF
+#define GL_PROGRAM_ADDRESS_REGISTERS_ARB 0x88B0
+#define GL_MAX_PROGRAM_ADDRESS_REGISTERS_ARB 0x88B1
+#define GL_PROGRAM_NATIVE_ADDRESS_REGISTERS_ARB 0x88B2
+#define GL_MAX_PROGRAM_NATIVE_ADDRESS_REGISTERS_ARB 0x88B3
+#define GL_MAX_PROGRAM_LOCAL_PARAMETERS_ARB 0x88B4
+#define GL_MAX_PROGRAM_ENV_PARAMETERS_ARB 0x88B5
+#define GL_PROGRAM_UNDER_NATIVE_LIMITS_ARB 0x88B6
+#define GL_TRANSPOSE_CURRENT_MATRIX_ARB 0x88B7
+#define GL_MATRIX0_ARB 0x88C0
+#define GL_MATRIX1_ARB 0x88C1
+#define GL_MATRIX2_ARB 0x88C2
+#define GL_MATRIX3_ARB 0x88C3
+#define GL_MATRIX4_ARB 0x88C4
+#define GL_MATRIX5_ARB 0x88C5
+#define GL_MATRIX6_ARB 0x88C6
+#define GL_MATRIX7_ARB 0x88C7
+#define GL_MATRIX8_ARB 0x88C8
+#define GL_MATRIX9_ARB 0x88C9
+#define GL_MATRIX10_ARB 0x88CA
+#define GL_MATRIX11_ARB 0x88CB
+#define GL_MATRIX12_ARB 0x88CC
+#define GL_MATRIX13_ARB 0x88CD
+#define GL_MATRIX14_ARB 0x88CE
+#define GL_MATRIX15_ARB 0x88CF
+#define GL_MATRIX16_ARB 0x88D0
+#define GL_MATRIX17_ARB 0x88D1
+#define GL_MATRIX18_ARB 0x88D2
+#define GL_MATRIX19_ARB 0x88D3
+#define GL_MATRIX20_ARB 0x88D4
+#define GL_MATRIX21_ARB 0x88D5
+#define GL_MATRIX22_ARB 0x88D6
+#define GL_MATRIX23_ARB 0x88D7
+#define GL_MATRIX24_ARB 0x88D8
+#define GL_MATRIX25_ARB 0x88D9
+#define GL_MATRIX26_ARB 0x88DA
+#define GL_MATRIX27_ARB 0x88DB
+#define GL_MATRIX28_ARB 0x88DC
+#define GL_MATRIX29_ARB 0x88DD
+#define GL_MATRIX30_ARB 0x88DE
+#define GL_MATRIX31_ARB 0x88DF
+#endif
+
+#ifndef GL_ARB_fragment_program
+#define GL_FRAGMENT_PROGRAM_ARB 0x8804
+#define GL_PROGRAM_ALU_INSTRUCTIONS_ARB 0x8805
+#define GL_PROGRAM_TEX_INSTRUCTIONS_ARB 0x8806
+#define GL_PROGRAM_TEX_INDIRECTIONS_ARB 0x8807
+#define GL_PROGRAM_NATIVE_ALU_INSTRUCTIONS_ARB 0x8808
+#define GL_PROGRAM_NATIVE_TEX_INSTRUCTIONS_ARB 0x8809
+#define GL_PROGRAM_NATIVE_TEX_INDIRECTIONS_ARB 0x880A
+#define GL_MAX_PROGRAM_ALU_INSTRUCTIONS_ARB 0x880B
+#define GL_MAX_PROGRAM_TEX_INSTRUCTIONS_ARB 0x880C
+#define GL_MAX_PROGRAM_TEX_INDIRECTIONS_ARB 0x880D
+#define GL_MAX_PROGRAM_NATIVE_ALU_INSTRUCTIONS_ARB 0x880E
+#define GL_MAX_PROGRAM_NATIVE_TEX_INSTRUCTIONS_ARB 0x880F
+#define GL_MAX_PROGRAM_NATIVE_TEX_INDIRECTIONS_ARB 0x8810
+#define GL_MAX_TEXTURE_COORDS_ARB 0x8871
+#define GL_MAX_TEXTURE_IMAGE_UNITS_ARB 0x8872
+#endif
+
+#ifndef GL_ARB_vertex_buffer_object
+#define GL_BUFFER_SIZE_ARB 0x8764
+#define GL_BUFFER_USAGE_ARB 0x8765
+#define GL_ARRAY_BUFFER_ARB 0x8892
+#define GL_ELEMENT_ARRAY_BUFFER_ARB 0x8893
+#define GL_ARRAY_BUFFER_BINDING_ARB 0x8894
+#define GL_ELEMENT_ARRAY_BUFFER_BINDING_ARB 0x8895
+#define GL_VERTEX_ARRAY_BUFFER_BINDING_ARB 0x8896
+#define GL_NORMAL_ARRAY_BUFFER_BINDING_ARB 0x8897
+#define GL_COLOR_ARRAY_BUFFER_BINDING_ARB 0x8898
+#define GL_INDEX_ARRAY_BUFFER_BINDING_ARB 0x8899
+#define GL_TEXTURE_COORD_ARRAY_BUFFER_BINDING_ARB 0x889A
+#define GL_EDGE_FLAG_ARRAY_BUFFER_BINDING_ARB 0x889B
+#define GL_SECONDARY_COLOR_ARRAY_BUFFER_BINDING_ARB 0x889C
+#define GL_FOG_COORDINATE_ARRAY_BUFFER_BINDING_ARB 0x889D
+#define GL_WEIGHT_ARRAY_BUFFER_BINDING_ARB 0x889E
+#define GL_VERTEX_ATTRIB_ARRAY_BUFFER_BINDING_ARB 0x889F
+#define GL_READ_ONLY_ARB 0x88B8
+#define GL_WRITE_ONLY_ARB 0x88B9
+#define GL_READ_WRITE_ARB 0x88BA
+#define GL_BUFFER_ACCESS_ARB 0x88BB
+#define GL_BUFFER_MAPPED_ARB 0x88BC
+#define GL_BUFFER_MAP_POINTER_ARB 0x88BD
+#define GL_STREAM_DRAW_ARB 0x88E0
+#define GL_STREAM_READ_ARB 0x88E1
+#define GL_STREAM_COPY_ARB 0x88E2
+#define GL_STATIC_DRAW_ARB 0x88E4
+#define GL_STATIC_READ_ARB 0x88E5
+#define GL_STATIC_COPY_ARB 0x88E6
+#define GL_DYNAMIC_DRAW_ARB 0x88E8
+#define GL_DYNAMIC_READ_ARB 0x88E9
+#define GL_DYNAMIC_COPY_ARB 0x88EA
+#endif
+
+#ifndef GL_ARB_occlusion_query
+#define GL_QUERY_COUNTER_BITS_ARB 0x8864
+#define GL_CURRENT_QUERY_ARB 0x8865
+#define GL_QUERY_RESULT_ARB 0x8866
+#define GL_QUERY_RESULT_AVAILABLE_ARB 0x8867
+#define GL_SAMPLES_PASSED_ARB 0x8914
+#endif
+
+#ifndef GL_ARB_shader_objects
+#define GL_PROGRAM_OBJECT_ARB 0x8B40
+#define GL_SHADER_OBJECT_ARB 0x8B48
+#define GL_OBJECT_TYPE_ARB 0x8B4E
+#define GL_OBJECT_SUBTYPE_ARB 0x8B4F
+#define GL_FLOAT_VEC2_ARB 0x8B50
+#define GL_FLOAT_VEC3_ARB 0x8B51
+#define GL_FLOAT_VEC4_ARB 0x8B52
+#define GL_INT_VEC2_ARB 0x8B53
+#define GL_INT_VEC3_ARB 0x8B54
+#define GL_INT_VEC4_ARB 0x8B55
+#define GL_BOOL_ARB 0x8B56
+#define GL_BOOL_VEC2_ARB 0x8B57
+#define GL_BOOL_VEC3_ARB 0x8B58
+#define GL_BOOL_VEC4_ARB 0x8B59
+#define GL_FLOAT_MAT2_ARB 0x8B5A
+#define GL_FLOAT_MAT3_ARB 0x8B5B
+#define GL_FLOAT_MAT4_ARB 0x8B5C
+#define GL_SAMPLER_1D_ARB 0x8B5D
+#define GL_SAMPLER_2D_ARB 0x8B5E
+#define GL_SAMPLER_3D_ARB 0x8B5F
+#define GL_SAMPLER_CUBE_ARB 0x8B60
+#define GL_SAMPLER_1D_SHADOW_ARB 0x8B61
+#define GL_SAMPLER_2D_SHADOW_ARB 0x8B62
+#define GL_SAMPLER_2D_RECT_ARB 0x8B63
+#define GL_SAMPLER_2D_RECT_SHADOW_ARB 0x8B64
+#define GL_OBJECT_DELETE_STATUS_ARB 0x8B80
+#define GL_OBJECT_COMPILE_STATUS_ARB 0x8B81
+#define GL_OBJECT_LINK_STATUS_ARB 0x8B82
+#define GL_OBJECT_VALIDATE_STATUS_ARB 0x8B83
+#define GL_OBJECT_INFO_LOG_LENGTH_ARB 0x8B84
+#define GL_OBJECT_ATTACHED_OBJECTS_ARB 0x8B85
+#define GL_OBJECT_ACTIVE_UNIFORMS_ARB 0x8B86
+#define GL_OBJECT_ACTIVE_UNIFORM_MAX_LENGTH_ARB 0x8B87
+#define GL_OBJECT_SHADER_SOURCE_LENGTH_ARB 0x8B88
+#endif
+
+#ifndef GL_ARB_vertex_shader
+#define GL_VERTEX_SHADER_ARB 0x8B31
+#define GL_MAX_VERTEX_UNIFORM_COMPONENTS_ARB 0x8B4A
+#define GL_MAX_VARYING_FLOATS_ARB 0x8B4B
+#define GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS_ARB 0x8B4C
+#define GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS_ARB 0x8B4D
+#define GL_OBJECT_ACTIVE_ATTRIBUTES_ARB 0x8B89
+#define GL_OBJECT_ACTIVE_ATTRIBUTE_MAX_LENGTH_ARB 0x8B8A
+#endif
+
+#ifndef GL_ARB_fragment_shader
+#define GL_FRAGMENT_SHADER_ARB 0x8B30
+#define GL_MAX_FRAGMENT_UNIFORM_COMPONENTS_ARB 0x8B49
+#define GL_FRAGMENT_SHADER_DERIVATIVE_HINT_ARB 0x8B8B
+#endif
+
+#ifndef GL_ARB_shading_language_100
+#define GL_SHADING_LANGUAGE_VERSION_ARB 0x8B8C
+#endif
+
+#ifndef GL_ARB_texture_non_power_of_two
+#endif
+
+#ifndef GL_ARB_point_sprite
+#define GL_POINT_SPRITE_ARB 0x8861
+#define GL_COORD_REPLACE_ARB 0x8862
+#endif
+
+#ifndef GL_ARB_fragment_program_shadow
+#endif
+
+#ifndef GL_ARB_draw_buffers
+#define GL_MAX_DRAW_BUFFERS_ARB 0x8824
+#define GL_DRAW_BUFFER0_ARB 0x8825
+#define GL_DRAW_BUFFER1_ARB 0x8826
+#define GL_DRAW_BUFFER2_ARB 0x8827
+#define GL_DRAW_BUFFER3_ARB 0x8828
+#define GL_DRAW_BUFFER4_ARB 0x8829
+#define GL_DRAW_BUFFER5_ARB 0x882A
+#define GL_DRAW_BUFFER6_ARB 0x882B
+#define GL_DRAW_BUFFER7_ARB 0x882C
+#define GL_DRAW_BUFFER8_ARB 0x882D
+#define GL_DRAW_BUFFER9_ARB 0x882E
+#define GL_DRAW_BUFFER10_ARB 0x882F
+#define GL_DRAW_BUFFER11_ARB 0x8830
+#define GL_DRAW_BUFFER12_ARB 0x8831
+#define GL_DRAW_BUFFER13_ARB 0x8832
+#define GL_DRAW_BUFFER14_ARB 0x8833
+#define GL_DRAW_BUFFER15_ARB 0x8834
+#endif
+
+#ifndef GL_ARB_texture_rectangle
+#define GL_TEXTURE_RECTANGLE_ARB 0x84F5
+#define GL_TEXTURE_BINDING_RECTANGLE_ARB 0x84F6
+#define GL_PROXY_TEXTURE_RECTANGLE_ARB 0x84F7
+#define GL_MAX_RECTANGLE_TEXTURE_SIZE_ARB 0x84F8
+#endif
+
+#ifndef GL_ARB_color_buffer_float
+#define GL_RGBA_FLOAT_MODE_ARB 0x8820
+#define GL_CLAMP_VERTEX_COLOR_ARB 0x891A
+#define GL_CLAMP_FRAGMENT_COLOR_ARB 0x891B
+#define GL_CLAMP_READ_COLOR_ARB 0x891C
+#define GL_FIXED_ONLY_ARB 0x891D
+#endif
+
+#ifndef GL_ARB_half_float_pixel
+#define GL_HALF_FLOAT_ARB 0x140B
+#endif
+
+#ifndef GL_ARB_texture_float
+#define GL_TEXTURE_RED_TYPE_ARB 0x8C10
+#define GL_TEXTURE_GREEN_TYPE_ARB 0x8C11
+#define GL_TEXTURE_BLUE_TYPE_ARB 0x8C12
+#define GL_TEXTURE_ALPHA_TYPE_ARB 0x8C13
+#define GL_TEXTURE_LUMINANCE_TYPE_ARB 0x8C14
+#define GL_TEXTURE_INTENSITY_TYPE_ARB 0x8C15
+#define GL_TEXTURE_DEPTH_TYPE_ARB 0x8C16
+#define GL_UNSIGNED_NORMALIZED_ARB 0x8C17
+#define GL_RGBA32F_ARB 0x8814
+#define GL_RGB32F_ARB 0x8815
+#define GL_ALPHA32F_ARB 0x8816
+#define GL_INTENSITY32F_ARB 0x8817
+#define GL_LUMINANCE32F_ARB 0x8818
+#define GL_LUMINANCE_ALPHA32F_ARB 0x8819
+#define GL_RGBA16F_ARB 0x881A
+#define GL_RGB16F_ARB 0x881B
+#define GL_ALPHA16F_ARB 0x881C
+#define GL_INTENSITY16F_ARB 0x881D
+#define GL_LUMINANCE16F_ARB 0x881E
+#define GL_LUMINANCE_ALPHA16F_ARB 0x881F
+#endif
+
+#ifndef GL_ARB_pixel_buffer_object
+#define GL_PIXEL_PACK_BUFFER_ARB 0x88EB
+#define GL_PIXEL_UNPACK_BUFFER_ARB 0x88EC
+#define GL_PIXEL_PACK_BUFFER_BINDING_ARB 0x88ED
+#define GL_PIXEL_UNPACK_BUFFER_BINDING_ARB 0x88EF
+#endif
+
+#ifndef GL_EXT_abgr
+#define GL_ABGR_EXT 0x8000
+#endif
+
+#ifndef GL_EXT_blend_color
+#define GL_CONSTANT_COLOR_EXT 0x8001
+#define GL_ONE_MINUS_CONSTANT_COLOR_EXT 0x8002
+#define GL_CONSTANT_ALPHA_EXT 0x8003
+#define GL_ONE_MINUS_CONSTANT_ALPHA_EXT 0x8004
+#define GL_BLEND_COLOR_EXT 0x8005
+#endif
+
+#ifndef GL_EXT_polygon_offset
+#define GL_POLYGON_OFFSET_EXT 0x8037
+#define GL_POLYGON_OFFSET_FACTOR_EXT 0x8038
+#define GL_POLYGON_OFFSET_BIAS_EXT 0x8039
+#endif
+
+#ifndef GL_EXT_texture
+#define GL_ALPHA4_EXT 0x803B
+#define GL_ALPHA8_EXT 0x803C
+#define GL_ALPHA12_EXT 0x803D
+#define GL_ALPHA16_EXT 0x803E
+#define GL_LUMINANCE4_EXT 0x803F
+#define GL_LUMINANCE8_EXT 0x8040
+#define GL_LUMINANCE12_EXT 0x8041
+#define GL_LUMINANCE16_EXT 0x8042
+#define GL_LUMINANCE4_ALPHA4_EXT 0x8043
+#define GL_LUMINANCE6_ALPHA2_EXT 0x8044
+#define GL_LUMINANCE8_ALPHA8_EXT 0x8045
+#define GL_LUMINANCE12_ALPHA4_EXT 0x8046
+#define GL_LUMINANCE12_ALPHA12_EXT 0x8047
+#define GL_LUMINANCE16_ALPHA16_EXT 0x8048
+#define GL_INTENSITY_EXT 0x8049
+#define GL_INTENSITY4_EXT 0x804A
+#define GL_INTENSITY8_EXT 0x804B
+#define GL_INTENSITY12_EXT 0x804C
+#define GL_INTENSITY16_EXT 0x804D
+#define GL_RGB2_EXT 0x804E
+#define GL_RGB4_EXT 0x804F
+#define GL_RGB5_EXT 0x8050
+#define GL_RGB8_EXT 0x8051
+#define GL_RGB10_EXT 0x8052
+#define GL_RGB12_EXT 0x8053
+#define GL_RGB16_EXT 0x8054
+#define GL_RGBA2_EXT 0x8055
+#define GL_RGBA4_EXT 0x8056
+#define GL_RGB5_A1_EXT 0x8057
+#define GL_RGBA8_EXT 0x8058
+#define GL_RGB10_A2_EXT 0x8059
+#define GL_RGBA12_EXT 0x805A
+#define GL_RGBA16_EXT 0x805B
+#define GL_TEXTURE_RED_SIZE_EXT 0x805C
+#define GL_TEXTURE_GREEN_SIZE_EXT 0x805D
+#define GL_TEXTURE_BLUE_SIZE_EXT 0x805E
+#define GL_TEXTURE_ALPHA_SIZE_EXT 0x805F
+#define GL_TEXTURE_LUMINANCE_SIZE_EXT 0x8060
+#define GL_TEXTURE_INTENSITY_SIZE_EXT 0x8061
+#define GL_REPLACE_EXT 0x8062
+#define GL_PROXY_TEXTURE_1D_EXT 0x8063
+#define GL_PROXY_TEXTURE_2D_EXT 0x8064
+#define GL_TEXTURE_TOO_LARGE_EXT 0x8065
+#endif
+
+#ifndef GL_EXT_texture3D
+#define GL_PACK_SKIP_IMAGES_EXT 0x806B
+#define GL_PACK_IMAGE_HEIGHT_EXT 0x806C
+#define GL_UNPACK_SKIP_IMAGES_EXT 0x806D
+#define GL_UNPACK_IMAGE_HEIGHT_EXT 0x806E
+#define GL_TEXTURE_3D_EXT 0x806F
+#define GL_PROXY_TEXTURE_3D_EXT 0x8070
+#define GL_TEXTURE_DEPTH_EXT 0x8071
+#define GL_TEXTURE_WRAP_R_EXT 0x8072
+#define GL_MAX_3D_TEXTURE_SIZE_EXT 0x8073
+#endif
+
+#ifndef GL_SGIS_texture_filter4
+#define GL_FILTER4_SGIS 0x8146
+#define GL_TEXTURE_FILTER4_SIZE_SGIS 0x8147
+#endif
+
+#ifndef GL_EXT_subtexture
+#endif
+
+#ifndef GL_EXT_copy_texture
+#endif
+
+#ifndef GL_EXT_histogram
+#define GL_HISTOGRAM_EXT 0x8024
+#define GL_PROXY_HISTOGRAM_EXT 0x8025
+#define GL_HISTOGRAM_WIDTH_EXT 0x8026
+#define GL_HISTOGRAM_FORMAT_EXT 0x8027
+#define GL_HISTOGRAM_RED_SIZE_EXT 0x8028
+#define GL_HISTOGRAM_GREEN_SIZE_EXT 0x8029
+#define GL_HISTOGRAM_BLUE_SIZE_EXT 0x802A
+#define GL_HISTOGRAM_ALPHA_SIZE_EXT 0x802B
+#define GL_HISTOGRAM_LUMINANCE_SIZE_EXT 0x802C
+#define GL_HISTOGRAM_SINK_EXT 0x802D
+#define GL_MINMAX_EXT 0x802E
+#define GL_MINMAX_FORMAT_EXT 0x802F
+#define GL_MINMAX_SINK_EXT 0x8030
+#define GL_TABLE_TOO_LARGE_EXT 0x8031
+#endif
+
+#ifndef GL_EXT_convolution
+#define GL_CONVOLUTION_1D_EXT 0x8010
+#define GL_CONVOLUTION_2D_EXT 0x8011
+#define GL_SEPARABLE_2D_EXT 0x8012
+#define GL_CONVOLUTION_BORDER_MODE_EXT 0x8013
+#define GL_CONVOLUTION_FILTER_SCALE_EXT 0x8014
+#define GL_CONVOLUTION_FILTER_BIAS_EXT 0x8015
+#define GL_REDUCE_EXT 0x8016
+#define GL_CONVOLUTION_FORMAT_EXT 0x8017
+#define GL_CONVOLUTION_WIDTH_EXT 0x8018
+#define GL_CONVOLUTION_HEIGHT_EXT 0x8019
+#define GL_MAX_CONVOLUTION_WIDTH_EXT 0x801A
+#define GL_MAX_CONVOLUTION_HEIGHT_EXT 0x801B
+#define GL_POST_CONVOLUTION_RED_SCALE_EXT 0x801C
+#define GL_POST_CONVOLUTION_GREEN_SCALE_EXT 0x801D
+#define GL_POST_CONVOLUTION_BLUE_SCALE_EXT 0x801E
+#define GL_POST_CONVOLUTION_ALPHA_SCALE_EXT 0x801F
+#define GL_POST_CONVOLUTION_RED_BIAS_EXT 0x8020
+#define GL_POST_CONVOLUTION_GREEN_BIAS_EXT 0x8021
+#define GL_POST_CONVOLUTION_BLUE_BIAS_EXT 0x8022
+#define GL_POST_CONVOLUTION_ALPHA_BIAS_EXT 0x8023
+#endif
+
+#ifndef GL_SGI_color_matrix
+#define GL_COLOR_MATRIX_SGI 0x80B1
+#define GL_COLOR_MATRIX_STACK_DEPTH_SGI 0x80B2
+#define GL_MAX_COLOR_MATRIX_STACK_DEPTH_SGI 0x80B3
+#define GL_POST_COLOR_MATRIX_RED_SCALE_SGI 0x80B4
+#define GL_POST_COLOR_MATRIX_GREEN_SCALE_SGI 0x80B5
+#define GL_POST_COLOR_MATRIX_BLUE_SCALE_SGI 0x80B6
+#define GL_POST_COLOR_MATRIX_ALPHA_SCALE_SGI 0x80B7
+#define GL_POST_COLOR_MATRIX_RED_BIAS_SGI 0x80B8
+#define GL_POST_COLOR_MATRIX_GREEN_BIAS_SGI 0x80B9
+#define GL_POST_COLOR_MATRIX_BLUE_BIAS_SGI 0x80BA
+#define GL_POST_COLOR_MATRIX_ALPHA_BIAS_SGI 0x80BB
+#endif
+
+#ifndef GL_SGI_color_table
+#define GL_COLOR_TABLE_SGI 0x80D0
+#define GL_POST_CONVOLUTION_COLOR_TABLE_SGI 0x80D1
+#define GL_POST_COLOR_MATRIX_COLOR_TABLE_SGI 0x80D2
+#define GL_PROXY_COLOR_TABLE_SGI 0x80D3
+#define GL_PROXY_POST_CONVOLUTION_COLOR_TABLE_SGI 0x80D4
+#define GL_PROXY_POST_COLOR_MATRIX_COLOR_TABLE_SGI 0x80D5
+#define GL_COLOR_TABLE_SCALE_SGI 0x80D6
+#define GL_COLOR_TABLE_BIAS_SGI 0x80D7
+#define GL_COLOR_TABLE_FORMAT_SGI 0x80D8
+#define GL_COLOR_TABLE_WIDTH_SGI 0x80D9
+#define GL_COLOR_TABLE_RED_SIZE_SGI 0x80DA
+#define GL_COLOR_TABLE_GREEN_SIZE_SGI 0x80DB
+#define GL_COLOR_TABLE_BLUE_SIZE_SGI 0x80DC
+#define GL_COLOR_TABLE_ALPHA_SIZE_SGI 0x80DD
+#define GL_COLOR_TABLE_LUMINANCE_SIZE_SGI 0x80DE
+#define GL_COLOR_TABLE_INTENSITY_SIZE_SGI 0x80DF
+#endif
+
+#ifndef GL_SGIS_pixel_texture
+#define GL_PIXEL_TEXTURE_SGIS 0x8353
+#define GL_PIXEL_FRAGMENT_RGB_SOURCE_SGIS 0x8354
+#define GL_PIXEL_FRAGMENT_ALPHA_SOURCE_SGIS 0x8355
+#define GL_PIXEL_GROUP_COLOR_SGIS 0x8356
+#endif
+
+#ifndef GL_SGIX_pixel_texture
+#define GL_PIXEL_TEX_GEN_SGIX 0x8139
+#define GL_PIXEL_TEX_GEN_MODE_SGIX 0x832B
+#endif
+
+#ifndef GL_SGIS_texture4D
+#define GL_PACK_SKIP_VOLUMES_SGIS 0x8130
+#define GL_PACK_IMAGE_DEPTH_SGIS 0x8131
+#define GL_UNPACK_SKIP_VOLUMES_SGIS 0x8132
+#define GL_UNPACK_IMAGE_DEPTH_SGIS 0x8133
+#define GL_TEXTURE_4D_SGIS 0x8134
+#define GL_PROXY_TEXTURE_4D_SGIS 0x8135
+#define GL_TEXTURE_4DSIZE_SGIS 0x8136
+#define GL_TEXTURE_WRAP_Q_SGIS 0x8137
+#define GL_MAX_4D_TEXTURE_SIZE_SGIS 0x8138
+#define GL_TEXTURE_4D_BINDING_SGIS 0x814F
+#endif
+
+#ifndef GL_SGI_texture_color_table
+#define GL_TEXTURE_COLOR_TABLE_SGI 0x80BC
+#define GL_PROXY_TEXTURE_COLOR_TABLE_SGI 0x80BD
+#endif
+
+#ifndef GL_EXT_cmyka
+#define GL_CMYK_EXT 0x800C
+#define GL_CMYKA_EXT 0x800D
+#define GL_PACK_CMYK_HINT_EXT 0x800E
+#define GL_UNPACK_CMYK_HINT_EXT 0x800F
+#endif
+
+#ifndef GL_EXT_texture_object
+#define GL_TEXTURE_PRIORITY_EXT 0x8066
+#define GL_TEXTURE_RESIDENT_EXT 0x8067
+#define GL_TEXTURE_1D_BINDING_EXT 0x8068
+#define GL_TEXTURE_2D_BINDING_EXT 0x8069
+#define GL_TEXTURE_3D_BINDING_EXT 0x806A
+#endif
+
+#ifndef GL_SGIS_detail_texture
+#define GL_DETAIL_TEXTURE_2D_SGIS 0x8095
+#define GL_DETAIL_TEXTURE_2D_BINDING_SGIS 0x8096
+#define GL_LINEAR_DETAIL_SGIS 0x8097
+#define GL_LINEAR_DETAIL_ALPHA_SGIS 0x8098
+#define GL_LINEAR_DETAIL_COLOR_SGIS 0x8099
+#define GL_DETAIL_TEXTURE_LEVEL_SGIS 0x809A
+#define GL_DETAIL_TEXTURE_MODE_SGIS 0x809B
+#define GL_DETAIL_TEXTURE_FUNC_POINTS_SGIS 0x809C
+#endif
+
+#ifndef GL_SGIS_sharpen_texture
+#define GL_LINEAR_SHARPEN_SGIS 0x80AD
+#define GL_LINEAR_SHARPEN_ALPHA_SGIS 0x80AE
+#define GL_LINEAR_SHARPEN_COLOR_SGIS 0x80AF
+#define GL_SHARPEN_TEXTURE_FUNC_POINTS_SGIS 0x80B0
+#endif
+
+#ifndef GL_EXT_packed_pixels
+#define GL_UNSIGNED_BYTE_3_3_2_EXT 0x8032
+#define GL_UNSIGNED_SHORT_4_4_4_4_EXT 0x8033
+#define GL_UNSIGNED_SHORT_5_5_5_1_EXT 0x8034
+#define GL_UNSIGNED_INT_8_8_8_8_EXT 0x8035
+#define GL_UNSIGNED_INT_10_10_10_2_EXT 0x8036
+#endif
+
+#ifndef GL_SGIS_texture_lod
+#define GL_TEXTURE_MIN_LOD_SGIS 0x813A
+#define GL_TEXTURE_MAX_LOD_SGIS 0x813B
+#define GL_TEXTURE_BASE_LEVEL_SGIS 0x813C
+#define GL_TEXTURE_MAX_LEVEL_SGIS 0x813D
+#endif
+
+#ifndef GL_SGIS_multisample
+#define GL_MULTISAMPLE_SGIS 0x809D
+#define GL_SAMPLE_ALPHA_TO_MASK_SGIS 0x809E
+#define GL_SAMPLE_ALPHA_TO_ONE_SGIS 0x809F
+#define GL_SAMPLE_MASK_SGIS 0x80A0
+#define GL_1PASS_SGIS 0x80A1
+#define GL_2PASS_0_SGIS 0x80A2
+#define GL_2PASS_1_SGIS 0x80A3
+#define GL_4PASS_0_SGIS 0x80A4
+#define GL_4PASS_1_SGIS 0x80A5
+#define GL_4PASS_2_SGIS 0x80A6
+#define GL_4PASS_3_SGIS 0x80A7
+#define GL_SAMPLE_BUFFERS_SGIS 0x80A8
+#define GL_SAMPLES_SGIS 0x80A9
+#define GL_SAMPLE_MASK_VALUE_SGIS 0x80AA
+#define GL_SAMPLE_MASK_INVERT_SGIS 0x80AB
+#define GL_SAMPLE_PATTERN_SGIS 0x80AC
+#endif
+
+#ifndef GL_EXT_rescale_normal
+#define GL_RESCALE_NORMAL_EXT 0x803A
+#endif
+
+#ifndef GL_EXT_vertex_array
+#define GL_VERTEX_ARRAY_EXT 0x8074
+#define GL_NORMAL_ARRAY_EXT 0x8075
+#define GL_COLOR_ARRAY_EXT 0x8076
+#define GL_INDEX_ARRAY_EXT 0x8077
+#define GL_TEXTURE_COORD_ARRAY_EXT 0x8078
+#define GL_EDGE_FLAG_ARRAY_EXT 0x8079
+#define GL_VERTEX_ARRAY_SIZE_EXT 0x807A
+#define GL_VERTEX_ARRAY_TYPE_EXT 0x807B
+#define GL_VERTEX_ARRAY_STRIDE_EXT 0x807C
+#define GL_VERTEX_ARRAY_COUNT_EXT 0x807D
+#define GL_NORMAL_ARRAY_TYPE_EXT 0x807E
+#define GL_NORMAL_ARRAY_STRIDE_EXT 0x807F
+#define GL_NORMAL_ARRAY_COUNT_EXT 0x8080
+#define GL_COLOR_ARRAY_SIZE_EXT 0x8081
+#define GL_COLOR_ARRAY_TYPE_EXT 0x8082
+#define GL_COLOR_ARRAY_STRIDE_EXT 0x8083
+#define GL_COLOR_ARRAY_COUNT_EXT 0x8084
+#define GL_INDEX_ARRAY_TYPE_EXT 0x8085
+#define GL_INDEX_ARRAY_STRIDE_EXT 0x8086
+#define GL_INDEX_ARRAY_COUNT_EXT 0x8087
+#define GL_TEXTURE_COORD_ARRAY_SIZE_EXT 0x8088
+#define GL_TEXTURE_COORD_ARRAY_TYPE_EXT 0x8089
+#define GL_TEXTURE_COORD_ARRAY_STRIDE_EXT 0x808A
+#define GL_TEXTURE_COORD_ARRAY_COUNT_EXT 0x808B
+#define GL_EDGE_FLAG_ARRAY_STRIDE_EXT 0x808C
+#define GL_EDGE_FLAG_ARRAY_COUNT_EXT 0x808D
+#define GL_VERTEX_ARRAY_POINTER_EXT 0x808E
+#define GL_NORMAL_ARRAY_POINTER_EXT 0x808F
+#define GL_COLOR_ARRAY_POINTER_EXT 0x8090
+#define GL_INDEX_ARRAY_POINTER_EXT 0x8091
+#define GL_TEXTURE_COORD_ARRAY_POINTER_EXT 0x8092
+#define GL_EDGE_FLAG_ARRAY_POINTER_EXT 0x8093
+#endif
+
+#ifndef GL_EXT_misc_attribute
+#endif
+
+#ifndef GL_SGIS_generate_mipmap
+#define GL_GENERATE_MIPMAP_SGIS 0x8191
+#define GL_GENERATE_MIPMAP_HINT_SGIS 0x8192
+#endif
+
+#ifndef GL_SGIX_clipmap
+#define GL_LINEAR_CLIPMAP_LINEAR_SGIX 0x8170
+#define GL_TEXTURE_CLIPMAP_CENTER_SGIX 0x8171
+#define GL_TEXTURE_CLIPMAP_FRAME_SGIX 0x8172
+#define GL_TEXTURE_CLIPMAP_OFFSET_SGIX 0x8173
+#define GL_TEXTURE_CLIPMAP_VIRTUAL_DEPTH_SGIX 0x8174
+#define GL_TEXTURE_CLIPMAP_LOD_OFFSET_SGIX 0x8175
+#define GL_TEXTURE_CLIPMAP_DEPTH_SGIX 0x8176
+#define GL_MAX_CLIPMAP_DEPTH_SGIX 0x8177
+#define GL_MAX_CLIPMAP_VIRTUAL_DEPTH_SGIX 0x8178
+#define GL_NEAREST_CLIPMAP_NEAREST_SGIX 0x844D
+#define GL_NEAREST_CLIPMAP_LINEAR_SGIX 0x844E
+#define GL_LINEAR_CLIPMAP_NEAREST_SGIX 0x844F
+#endif
+
+#ifndef GL_SGIX_shadow
+#define GL_TEXTURE_COMPARE_SGIX 0x819A
+#define GL_TEXTURE_COMPARE_OPERATOR_SGIX 0x819B
+#define GL_TEXTURE_LEQUAL_R_SGIX 0x819C
+#define GL_TEXTURE_GEQUAL_R_SGIX 0x819D
+#endif
+
+#ifndef GL_SGIS_texture_edge_clamp
+#define GL_CLAMP_TO_EDGE_SGIS 0x812F
+#endif
+
+#ifndef GL_SGIS_texture_border_clamp
+#define GL_CLAMP_TO_BORDER_SGIS 0x812D
+#endif
+
+#ifndef GL_EXT_blend_minmax
+#define GL_FUNC_ADD_EXT 0x8006
+#define GL_MIN_EXT 0x8007
+#define GL_MAX_EXT 0x8008
+#define GL_BLEND_EQUATION_EXT 0x8009
+#endif
+
+#ifndef GL_EXT_blend_subtract
+#define GL_FUNC_SUBTRACT_EXT 0x800A
+#define GL_FUNC_REVERSE_SUBTRACT_EXT 0x800B
+#endif
+
+#ifndef GL_EXT_blend_logic_op
+#endif
+
+#ifndef GL_SGIX_interlace
+#define GL_INTERLACE_SGIX 0x8094
+#endif
+
+#ifndef GL_SGIX_pixel_tiles
+#define GL_PIXEL_TILE_BEST_ALIGNMENT_SGIX 0x813E
+#define GL_PIXEL_TILE_CACHE_INCREMENT_SGIX 0x813F
+#define GL_PIXEL_TILE_WIDTH_SGIX 0x8140
+#define GL_PIXEL_TILE_HEIGHT_SGIX 0x8141
+#define GL_PIXEL_TILE_GRID_WIDTH_SGIX 0x8142
+#define GL_PIXEL_TILE_GRID_HEIGHT_SGIX 0x8143
+#define GL_PIXEL_TILE_GRID_DEPTH_SGIX 0x8144
+#define GL_PIXEL_TILE_CACHE_SIZE_SGIX 0x8145
+#endif
+
+#ifndef GL_SGIS_texture_select
+#define GL_DUAL_ALPHA4_SGIS 0x8110
+#define GL_DUAL_ALPHA8_SGIS 0x8111
+#define GL_DUAL_ALPHA12_SGIS 0x8112
+#define GL_DUAL_ALPHA16_SGIS 0x8113
+#define GL_DUAL_LUMINANCE4_SGIS 0x8114
+#define GL_DUAL_LUMINANCE8_SGIS 0x8115
+#define GL_DUAL_LUMINANCE12_SGIS 0x8116
+#define GL_DUAL_LUMINANCE16_SGIS 0x8117
+#define GL_DUAL_INTENSITY4_SGIS 0x8118
+#define GL_DUAL_INTENSITY8_SGIS 0x8119
+#define GL_DUAL_INTENSITY12_SGIS 0x811A
+#define GL_DUAL_INTENSITY16_SGIS 0x811B
+#define GL_DUAL_LUMINANCE_ALPHA4_SGIS 0x811C
+#define GL_DUAL_LUMINANCE_ALPHA8_SGIS 0x811D
+#define GL_QUAD_ALPHA4_SGIS 0x811E
+#define GL_QUAD_ALPHA8_SGIS 0x811F
+#define GL_QUAD_LUMINANCE4_SGIS 0x8120
+#define GL_QUAD_LUMINANCE8_SGIS 0x8121
+#define GL_QUAD_INTENSITY4_SGIS 0x8122
+#define GL_QUAD_INTENSITY8_SGIS 0x8123
+#define GL_DUAL_TEXTURE_SELECT_SGIS 0x8124
+#define GL_QUAD_TEXTURE_SELECT_SGIS 0x8125
+#endif
+
+#ifndef GL_SGIX_sprite
+#define GL_SPRITE_SGIX 0x8148
+#define GL_SPRITE_MODE_SGIX 0x8149
+#define GL_SPRITE_AXIS_SGIX 0x814A
+#define GL_SPRITE_TRANSLATION_SGIX 0x814B
+#define GL_SPRITE_AXIAL_SGIX 0x814C
+#define GL_SPRITE_OBJECT_ALIGNED_SGIX 0x814D
+#define GL_SPRITE_EYE_ALIGNED_SGIX 0x814E
+#endif
+
+#ifndef GL_SGIX_texture_multi_buffer
+#define GL_TEXTURE_MULTI_BUFFER_HINT_SGIX 0x812E
+#endif
+
+#ifndef GL_EXT_point_parameters
+#define GL_POINT_SIZE_MIN_EXT 0x8126
+#define GL_POINT_SIZE_MAX_EXT 0x8127
+#define GL_POINT_FADE_THRESHOLD_SIZE_EXT 0x8128
+#define GL_DISTANCE_ATTENUATION_EXT 0x8129
+#endif
+
+#ifndef GL_SGIS_point_parameters
+#define GL_POINT_SIZE_MIN_SGIS 0x8126
+#define GL_POINT_SIZE_MAX_SGIS 0x8127
+#define GL_POINT_FADE_THRESHOLD_SIZE_SGIS 0x8128
+#define GL_DISTANCE_ATTENUATION_SGIS 0x8129
+#endif
+
+#ifndef GL_SGIX_instruments
+#define GL_INSTRUMENT_BUFFER_POINTER_SGIX 0x8180
+#define GL_INSTRUMENT_MEASUREMENTS_SGIX 0x8181
+#endif
+
+#ifndef GL_SGIX_texture_scale_bias
+#define GL_POST_TEXTURE_FILTER_BIAS_SGIX 0x8179
+#define GL_POST_TEXTURE_FILTER_SCALE_SGIX 0x817A
+#define GL_POST_TEXTURE_FILTER_BIAS_RANGE_SGIX 0x817B
+#define GL_POST_TEXTURE_FILTER_SCALE_RANGE_SGIX 0x817C
+#endif
+
+#ifndef GL_SGIX_framezoom
+#define GL_FRAMEZOOM_SGIX 0x818B
+#define GL_FRAMEZOOM_FACTOR_SGIX 0x818C
+#define GL_MAX_FRAMEZOOM_FACTOR_SGIX 0x818D
+#endif
+
+#ifndef GL_SGIX_tag_sample_buffer
+#endif
+
+#ifndef GL_FfdMaskSGIX
+#define GL_TEXTURE_DEFORMATION_BIT_SGIX 0x00000001
+#define GL_GEOMETRY_DEFORMATION_BIT_SGIX 0x00000002
+#endif
+
+#ifndef GL_SGIX_polynomial_ffd
+#define GL_GEOMETRY_DEFORMATION_SGIX 0x8194
+#define GL_TEXTURE_DEFORMATION_SGIX 0x8195
+#define GL_DEFORMATIONS_MASK_SGIX 0x8196
+#define GL_MAX_DEFORMATION_ORDER_SGIX 0x8197
+#endif
+
+#ifndef GL_SGIX_reference_plane
+#define GL_REFERENCE_PLANE_SGIX 0x817D
+#define GL_REFERENCE_PLANE_EQUATION_SGIX 0x817E
+#endif
+
+#ifndef GL_SGIX_flush_raster
+#endif
+
+#ifndef GL_SGIX_depth_texture
+#define GL_DEPTH_COMPONENT16_SGIX 0x81A5
+#define GL_DEPTH_COMPONENT24_SGIX 0x81A6
+#define GL_DEPTH_COMPONENT32_SGIX 0x81A7
+#endif
+
+#ifndef GL_SGIS_fog_function
+#define GL_FOG_FUNC_SGIS 0x812A
+#define GL_FOG_FUNC_POINTS_SGIS 0x812B
+#define GL_MAX_FOG_FUNC_POINTS_SGIS 0x812C
+#endif
+
+#ifndef GL_SGIX_fog_offset
+#define GL_FOG_OFFSET_SGIX 0x8198
+#define GL_FOG_OFFSET_VALUE_SGIX 0x8199
+#endif
+
+#ifndef GL_HP_image_transform
+#define GL_IMAGE_SCALE_X_HP 0x8155
+#define GL_IMAGE_SCALE_Y_HP 0x8156
+#define GL_IMAGE_TRANSLATE_X_HP 0x8157
+#define GL_IMAGE_TRANSLATE_Y_HP 0x8158
+#define GL_IMAGE_ROTATE_ANGLE_HP 0x8159
+#define GL_IMAGE_ROTATE_ORIGIN_X_HP 0x815A
+#define GL_IMAGE_ROTATE_ORIGIN_Y_HP 0x815B
+#define GL_IMAGE_MAG_FILTER_HP 0x815C
+#define GL_IMAGE_MIN_FILTER_HP 0x815D
+#define GL_IMAGE_CUBIC_WEIGHT_HP 0x815E
+#define GL_CUBIC_HP 0x815F
+#define GL_AVERAGE_HP 0x8160
+#define GL_IMAGE_TRANSFORM_2D_HP 0x8161
+#define GL_POST_IMAGE_TRANSFORM_COLOR_TABLE_HP 0x8162
+#define GL_PROXY_POST_IMAGE_TRANSFORM_COLOR_TABLE_HP 0x8163
+#endif
+
+#ifndef GL_HP_convolution_border_modes
+#define GL_IGNORE_BORDER_HP 0x8150
+#define GL_CONSTANT_BORDER_HP 0x8151
+#define GL_REPLICATE_BORDER_HP 0x8153
+#define GL_CONVOLUTION_BORDER_COLOR_HP 0x8154
+#endif
+
+#ifndef GL_INGR_palette_buffer
+#endif
+
+#ifndef GL_SGIX_texture_add_env
+#define GL_TEXTURE_ENV_BIAS_SGIX 0x80BE
+#endif
+
+#ifndef GL_EXT_color_subtable
+#endif
+
+#ifndef GL_PGI_vertex_hints
+#define GL_VERTEX_DATA_HINT_PGI 0x1A22A
+#define GL_VERTEX_CONSISTENT_HINT_PGI 0x1A22B
+#define GL_MATERIAL_SIDE_HINT_PGI 0x1A22C
+#define GL_MAX_VERTEX_HINT_PGI 0x1A22D
+#define GL_COLOR3_BIT_PGI 0x00010000
+#define GL_COLOR4_BIT_PGI 0x00020000
+#define GL_EDGEFLAG_BIT_PGI 0x00040000
+#define GL_INDEX_BIT_PGI 0x00080000
+#define GL_MAT_AMBIENT_BIT_PGI 0x00100000
+#define GL_MAT_AMBIENT_AND_DIFFUSE_BIT_PGI 0x00200000
+#define GL_MAT_DIFFUSE_BIT_PGI 0x00400000
+#define GL_MAT_EMISSION_BIT_PGI 0x00800000
+#define GL_MAT_COLOR_INDEXES_BIT_PGI 0x01000000
+#define GL_MAT_SHININESS_BIT_PGI 0x02000000
+#define GL_MAT_SPECULAR_BIT_PGI 0x04000000
+#define GL_NORMAL_BIT_PGI 0x08000000
+#define GL_TEXCOORD1_BIT_PGI 0x10000000
+#define GL_TEXCOORD2_BIT_PGI 0x20000000
+#define GL_TEXCOORD3_BIT_PGI 0x40000000
+#define GL_TEXCOORD4_BIT_PGI 0x80000000
+#define GL_VERTEX23_BIT_PGI 0x00000004
+#define GL_VERTEX4_BIT_PGI 0x00000008
+#endif
+
+#ifndef GL_PGI_misc_hints
+#define GL_PREFER_DOUBLEBUFFER_HINT_PGI 0x1A1F8
+#define GL_CONSERVE_MEMORY_HINT_PGI 0x1A1FD
+#define GL_RECLAIM_MEMORY_HINT_PGI 0x1A1FE
+#define GL_NATIVE_GRAPHICS_HANDLE_PGI 0x1A202
+#define GL_NATIVE_GRAPHICS_BEGIN_HINT_PGI 0x1A203
+#define GL_NATIVE_GRAPHICS_END_HINT_PGI 0x1A204
+#define GL_ALWAYS_FAST_HINT_PGI 0x1A20C
+#define GL_ALWAYS_SOFT_HINT_PGI 0x1A20D
+#define GL_ALLOW_DRAW_OBJ_HINT_PGI 0x1A20E
+#define GL_ALLOW_DRAW_WIN_HINT_PGI 0x1A20F
+#define GL_ALLOW_DRAW_FRG_HINT_PGI 0x1A210
+#define GL_ALLOW_DRAW_MEM_HINT_PGI 0x1A211
+#define GL_STRICT_DEPTHFUNC_HINT_PGI 0x1A216
+#define GL_STRICT_LIGHTING_HINT_PGI 0x1A217
+#define GL_STRICT_SCISSOR_HINT_PGI 0x1A218
+#define GL_FULL_STIPPLE_HINT_PGI 0x1A219
+#define GL_CLIP_NEAR_HINT_PGI 0x1A220
+#define GL_CLIP_FAR_HINT_PGI 0x1A221
+#define GL_WIDE_LINE_HINT_PGI 0x1A222
+#define GL_BACK_NORMALS_HINT_PGI 0x1A223
+#endif
+
+#ifndef GL_EXT_paletted_texture
+#define GL_COLOR_INDEX1_EXT 0x80E2
+#define GL_COLOR_INDEX2_EXT 0x80E3
+#define GL_COLOR_INDEX4_EXT 0x80E4
+#define GL_COLOR_INDEX8_EXT 0x80E5
+#define GL_COLOR_INDEX12_EXT 0x80E6
+#define GL_COLOR_INDEX16_EXT 0x80E7
+#define GL_TEXTURE_INDEX_SIZE_EXT 0x80ED
+#endif
+
+#ifndef GL_EXT_clip_volume_hint
+#define GL_CLIP_VOLUME_CLIPPING_HINT_EXT 0x80F0
+#endif
+
+#ifndef GL_SGIX_list_priority
+#define GL_LIST_PRIORITY_SGIX 0x8182
+#endif
+
+#ifndef GL_SGIX_ir_instrument1
+#define GL_IR_INSTRUMENT1_SGIX 0x817F
+#endif
+
+#ifndef GL_SGIX_calligraphic_fragment
+#define GL_CALLIGRAPHIC_FRAGMENT_SGIX 0x8183
+#endif
+
+#ifndef GL_SGIX_texture_lod_bias
+#define GL_TEXTURE_LOD_BIAS_S_SGIX 0x818E
+#define GL_TEXTURE_LOD_BIAS_T_SGIX 0x818F
+#define GL_TEXTURE_LOD_BIAS_R_SGIX 0x8190
+#endif
+
+#ifndef GL_SGIX_shadow_ambient
+#define GL_SHADOW_AMBIENT_SGIX 0x80BF
+#endif
+
+#ifndef GL_EXT_index_texture
+#endif
+
+#ifndef GL_EXT_index_material
+#define GL_INDEX_MATERIAL_EXT 0x81B8
+#define GL_INDEX_MATERIAL_PARAMETER_EXT 0x81B9
+#define GL_INDEX_MATERIAL_FACE_EXT 0x81BA
+#endif
+
+#ifndef GL_EXT_index_func
+#define GL_INDEX_TEST_EXT 0x81B5
+#define GL_INDEX_TEST_FUNC_EXT 0x81B6
+#define GL_INDEX_TEST_REF_EXT 0x81B7
+#endif
+
+#ifndef GL_EXT_index_array_formats
+#define GL_IUI_V2F_EXT 0x81AD
+#define GL_IUI_V3F_EXT 0x81AE
+#define GL_IUI_N3F_V2F_EXT 0x81AF
+#define GL_IUI_N3F_V3F_EXT 0x81B0
+#define GL_T2F_IUI_V2F_EXT 0x81B1
+#define GL_T2F_IUI_V3F_EXT 0x81B2
+#define GL_T2F_IUI_N3F_V2F_EXT 0x81B3
+#define GL_T2F_IUI_N3F_V3F_EXT 0x81B4
+#endif
+
+#ifndef GL_EXT_compiled_vertex_array
+#define GL_ARRAY_ELEMENT_LOCK_FIRST_EXT 0x81A8
+#define GL_ARRAY_ELEMENT_LOCK_COUNT_EXT 0x81A9
+#endif
+
+#ifndef GL_EXT_cull_vertex
+#define GL_CULL_VERTEX_EXT 0x81AA
+#define GL_CULL_VERTEX_EYE_POSITION_EXT 0x81AB
+#define GL_CULL_VERTEX_OBJECT_POSITION_EXT 0x81AC
+#endif
+
+#ifndef GL_SGIX_ycrcb
+#define GL_YCRCB_422_SGIX 0x81BB
+#define GL_YCRCB_444_SGIX 0x81BC
+#endif
+
+#ifndef GL_SGIX_fragment_lighting
+#define GL_FRAGMENT_LIGHTING_SGIX 0x8400
+#define GL_FRAGMENT_COLOR_MATERIAL_SGIX 0x8401
+#define GL_FRAGMENT_COLOR_MATERIAL_FACE_SGIX 0x8402
+#define GL_FRAGMENT_COLOR_MATERIAL_PARAMETER_SGIX 0x8403
+#define GL_MAX_FRAGMENT_LIGHTS_SGIX 0x8404
+#define GL_MAX_ACTIVE_LIGHTS_SGIX 0x8405
+#define GL_CURRENT_RASTER_NORMAL_SGIX 0x8406
+#define GL_LIGHT_ENV_MODE_SGIX 0x8407
+#define GL_FRAGMENT_LIGHT_MODEL_LOCAL_VIEWER_SGIX 0x8408
+#define GL_FRAGMENT_LIGHT_MODEL_TWO_SIDE_SGIX 0x8409
+#define GL_FRAGMENT_LIGHT_MODEL_AMBIENT_SGIX 0x840A
+#define GL_FRAGMENT_LIGHT_MODEL_NORMAL_INTERPOLATION_SGIX 0x840B
+#define GL_FRAGMENT_LIGHT0_SGIX 0x840C
+#define GL_FRAGMENT_LIGHT1_SGIX 0x840D
+#define GL_FRAGMENT_LIGHT2_SGIX 0x840E
+#define GL_FRAGMENT_LIGHT3_SGIX 0x840F
+#define GL_FRAGMENT_LIGHT4_SGIX 0x8410
+#define GL_FRAGMENT_LIGHT5_SGIX 0x8411
+#define GL_FRAGMENT_LIGHT6_SGIX 0x8412
+#define GL_FRAGMENT_LIGHT7_SGIX 0x8413
+#endif
+
+#ifndef GL_IBM_rasterpos_clip
+#define GL_RASTER_POSITION_UNCLIPPED_IBM 0x19262
+#endif
+
+#ifndef GL_HP_texture_lighting
+#define GL_TEXTURE_LIGHTING_MODE_HP 0x8167
+#define GL_TEXTURE_POST_SPECULAR_HP 0x8168
+#define GL_TEXTURE_PRE_SPECULAR_HP 0x8169
+#endif
+
+#ifndef GL_EXT_draw_range_elements
+#define GL_MAX_ELEMENTS_VERTICES_EXT 0x80E8
+#define GL_MAX_ELEMENTS_INDICES_EXT 0x80E9
+#endif
+
+#ifndef GL_WIN_phong_shading
+#define GL_PHONG_WIN 0x80EA
+#define GL_PHONG_HINT_WIN 0x80EB
+#endif
+
+#ifndef GL_WIN_specular_fog
+#define GL_FOG_SPECULAR_TEXTURE_WIN 0x80EC
+#endif
+
+#ifndef GL_EXT_light_texture
+#define GL_FRAGMENT_MATERIAL_EXT 0x8349
+#define GL_FRAGMENT_NORMAL_EXT 0x834A
+#define GL_FRAGMENT_COLOR_EXT 0x834C
+#define GL_ATTENUATION_EXT 0x834D
+#define GL_SHADOW_ATTENUATION_EXT 0x834E
+#define GL_TEXTURE_APPLICATION_MODE_EXT 0x834F
+#define GL_TEXTURE_LIGHT_EXT 0x8350
+#define GL_TEXTURE_MATERIAL_FACE_EXT 0x8351
+#define GL_TEXTURE_MATERIAL_PARAMETER_EXT 0x8352
+/* reuse GL_FRAGMENT_DEPTH_EXT */
+#endif
+
+#ifndef GL_SGIX_blend_alpha_minmax
+#define GL_ALPHA_MIN_SGIX 0x8320
+#define GL_ALPHA_MAX_SGIX 0x8321
+#endif
+
+#ifndef GL_SGIX_impact_pixel_texture
+#define GL_PIXEL_TEX_GEN_Q_CEILING_SGIX 0x8184
+#define GL_PIXEL_TEX_GEN_Q_ROUND_SGIX 0x8185
+#define GL_PIXEL_TEX_GEN_Q_FLOOR_SGIX 0x8186
+#define GL_PIXEL_TEX_GEN_ALPHA_REPLACE_SGIX 0x8187
+#define GL_PIXEL_TEX_GEN_ALPHA_NO_REPLACE_SGIX 0x8188
+#define GL_PIXEL_TEX_GEN_ALPHA_LS_SGIX 0x8189
+#define GL_PIXEL_TEX_GEN_ALPHA_MS_SGIX 0x818A
+#endif
+
+#ifndef GL_EXT_bgra
+#define GL_BGR_EXT 0x80E0
+#define GL_BGRA_EXT 0x80E1
+#endif
+
+#ifndef GL_SGIX_async
+#define GL_ASYNC_MARKER_SGIX 0x8329
+#endif
+
+#ifndef GL_SGIX_async_pixel
+#define GL_ASYNC_TEX_IMAGE_SGIX 0x835C
+#define GL_ASYNC_DRAW_PIXELS_SGIX 0x835D
+#define GL_ASYNC_READ_PIXELS_SGIX 0x835E
+#define GL_MAX_ASYNC_TEX_IMAGE_SGIX 0x835F
+#define GL_MAX_ASYNC_DRAW_PIXELS_SGIX 0x8360
+#define GL_MAX_ASYNC_READ_PIXELS_SGIX 0x8361
+#endif
+
+#ifndef GL_SGIX_async_histogram
+#define GL_ASYNC_HISTOGRAM_SGIX 0x832C
+#define GL_MAX_ASYNC_HISTOGRAM_SGIX 0x832D
+#endif
+
+#ifndef GL_INTEL_texture_scissor
+#endif
+
+#ifndef GL_INTEL_parallel_arrays
+#define GL_PARALLEL_ARRAYS_INTEL 0x83F4
+#define GL_VERTEX_ARRAY_PARALLEL_POINTERS_INTEL 0x83F5
+#define GL_NORMAL_ARRAY_PARALLEL_POINTERS_INTEL 0x83F6
+#define GL_COLOR_ARRAY_PARALLEL_POINTERS_INTEL 0x83F7
+#define GL_TEXTURE_COORD_ARRAY_PARALLEL_POINTERS_INTEL 0x83F8
+#endif
+
+#ifndef GL_HP_occlusion_test
+#define GL_OCCLUSION_TEST_HP 0x8165
+#define GL_OCCLUSION_TEST_RESULT_HP 0x8166
+#endif
+
+#ifndef GL_EXT_pixel_transform
+#define GL_PIXEL_TRANSFORM_2D_EXT 0x8330
+#define GL_PIXEL_MAG_FILTER_EXT 0x8331
+#define GL_PIXEL_MIN_FILTER_EXT 0x8332
+#define GL_PIXEL_CUBIC_WEIGHT_EXT 0x8333
+#define GL_CUBIC_EXT 0x8334
+#define GL_AVERAGE_EXT 0x8335
+#define GL_PIXEL_TRANSFORM_2D_STACK_DEPTH_EXT 0x8336
+#define GL_MAX_PIXEL_TRANSFORM_2D_STACK_DEPTH_EXT 0x8337
+#define GL_PIXEL_TRANSFORM_2D_MATRIX_EXT 0x8338
+#endif
+
+#ifndef GL_EXT_pixel_transform_color_table
+#endif
+
+#ifndef GL_EXT_shared_texture_palette
+#define GL_SHARED_TEXTURE_PALETTE_EXT 0x81FB
+#endif
+
+#ifndef GL_EXT_separate_specular_color
+#define GL_LIGHT_MODEL_COLOR_CONTROL_EXT 0x81F8
+#define GL_SINGLE_COLOR_EXT 0x81F9
+#define GL_SEPARATE_SPECULAR_COLOR_EXT 0x81FA
+#endif
+
+#ifndef GL_EXT_secondary_color
+#define GL_COLOR_SUM_EXT 0x8458
+#define GL_CURRENT_SECONDARY_COLOR_EXT 0x8459
+#define GL_SECONDARY_COLOR_ARRAY_SIZE_EXT 0x845A
+#define GL_SECONDARY_COLOR_ARRAY_TYPE_EXT 0x845B
+#define GL_SECONDARY_COLOR_ARRAY_STRIDE_EXT 0x845C
+#define GL_SECONDARY_COLOR_ARRAY_POINTER_EXT 0x845D
+#define GL_SECONDARY_COLOR_ARRAY_EXT 0x845E
+#endif
+
+#ifndef GL_EXT_texture_perturb_normal
+#define GL_PERTURB_EXT 0x85AE
+#define GL_TEXTURE_NORMAL_EXT 0x85AF
+#endif
+
+#ifndef GL_EXT_multi_draw_arrays
+#endif
+
+#ifndef GL_EXT_fog_coord
+#define GL_FOG_COORDINATE_SOURCE_EXT 0x8450
+#define GL_FOG_COORDINATE_EXT 0x8451
+#define GL_FRAGMENT_DEPTH_EXT 0x8452
+#define GL_CURRENT_FOG_COORDINATE_EXT 0x8453
+#define GL_FOG_COORDINATE_ARRAY_TYPE_EXT 0x8454
+#define GL_FOG_COORDINATE_ARRAY_STRIDE_EXT 0x8455
+#define GL_FOG_COORDINATE_ARRAY_POINTER_EXT 0x8456
+#define GL_FOG_COORDINATE_ARRAY_EXT 0x8457
+#endif
+
+#ifndef GL_REND_screen_coordinates
+#define GL_SCREEN_COORDINATES_REND 0x8490
+#define GL_INVERTED_SCREEN_W_REND 0x8491
+#endif
+
+#ifndef GL_EXT_coordinate_frame
+#define GL_TANGENT_ARRAY_EXT 0x8439
+#define GL_BINORMAL_ARRAY_EXT 0x843A
+#define GL_CURRENT_TANGENT_EXT 0x843B
+#define GL_CURRENT_BINORMAL_EXT 0x843C
+#define GL_TANGENT_ARRAY_TYPE_EXT 0x843E
+#define GL_TANGENT_ARRAY_STRIDE_EXT 0x843F
+#define GL_BINORMAL_ARRAY_TYPE_EXT 0x8440
+#define GL_BINORMAL_ARRAY_STRIDE_EXT 0x8441
+#define GL_TANGENT_ARRAY_POINTER_EXT 0x8442
+#define GL_BINORMAL_ARRAY_POINTER_EXT 0x8443
+#define GL_MAP1_TANGENT_EXT 0x8444
+#define GL_MAP2_TANGENT_EXT 0x8445
+#define GL_MAP1_BINORMAL_EXT 0x8446
+#define GL_MAP2_BINORMAL_EXT 0x8447
+#endif
+
+#ifndef GL_EXT_texture_env_combine
+#define GL_COMBINE_EXT 0x8570
+#define GL_COMBINE_RGB_EXT 0x8571
+#define GL_COMBINE_ALPHA_EXT 0x8572
+#define GL_RGB_SCALE_EXT 0x8573
+#define GL_ADD_SIGNED_EXT 0x8574
+#define GL_INTERPOLATE_EXT 0x8575
+#define GL_CONSTANT_EXT 0x8576
+#define GL_PRIMARY_COLOR_EXT 0x8577
+#define GL_PREVIOUS_EXT 0x8578
+#define GL_SOURCE0_RGB_EXT 0x8580
+#define GL_SOURCE1_RGB_EXT 0x8581
+#define GL_SOURCE2_RGB_EXT 0x8582
+#define GL_SOURCE0_ALPHA_EXT 0x8588
+#define GL_SOURCE1_ALPHA_EXT 0x8589
+#define GL_SOURCE2_ALPHA_EXT 0x858A
+#define GL_OPERAND0_RGB_EXT 0x8590
+#define GL_OPERAND1_RGB_EXT 0x8591
+#define GL_OPERAND2_RGB_EXT 0x8592
+#define GL_OPERAND0_ALPHA_EXT 0x8598
+#define GL_OPERAND1_ALPHA_EXT 0x8599
+#define GL_OPERAND2_ALPHA_EXT 0x859A
+#endif
+
+#ifndef GL_APPLE_specular_vector
+#define GL_LIGHT_MODEL_SPECULAR_VECTOR_APPLE 0x85B0
+#endif
+
+#ifndef GL_APPLE_transform_hint
+#define GL_TRANSFORM_HINT_APPLE 0x85B1
+#endif
+
+#ifndef GL_SGIX_fog_scale
+#define GL_FOG_SCALE_SGIX 0x81FC
+#define GL_FOG_SCALE_VALUE_SGIX 0x81FD
+#endif
+
+#ifndef GL_SUNX_constant_data
+#define GL_UNPACK_CONSTANT_DATA_SUNX 0x81D5
+#define GL_TEXTURE_CONSTANT_DATA_SUNX 0x81D6
+#endif
+
+#ifndef GL_SUN_global_alpha
+#define GL_GLOBAL_ALPHA_SUN 0x81D9
+#define GL_GLOBAL_ALPHA_FACTOR_SUN 0x81DA
+#endif
+
+#ifndef GL_SUN_triangle_list
+#define GL_RESTART_SUN 0x0001
+#define GL_REPLACE_MIDDLE_SUN 0x0002
+#define GL_REPLACE_OLDEST_SUN 0x0003
+#define GL_TRIANGLE_LIST_SUN 0x81D7
+#define GL_REPLACEMENT_CODE_SUN 0x81D8
+#define GL_REPLACEMENT_CODE_ARRAY_SUN 0x85C0
+#define GL_REPLACEMENT_CODE_ARRAY_TYPE_SUN 0x85C1
+#define GL_REPLACEMENT_CODE_ARRAY_STRIDE_SUN 0x85C2
+#define GL_REPLACEMENT_CODE_ARRAY_POINTER_SUN 0x85C3
+#define GL_R1UI_V3F_SUN 0x85C4
+#define GL_R1UI_C4UB_V3F_SUN 0x85C5
+#define GL_R1UI_C3F_V3F_SUN 0x85C6
+#define GL_R1UI_N3F_V3F_SUN 0x85C7
+#define GL_R1UI_C4F_N3F_V3F_SUN 0x85C8
+#define GL_R1UI_T2F_V3F_SUN 0x85C9
+#define GL_R1UI_T2F_N3F_V3F_SUN 0x85CA
+#define GL_R1UI_T2F_C4F_N3F_V3F_SUN 0x85CB
+#endif
+
+#ifndef GL_SUN_vertex
+#endif
+
+#ifndef GL_EXT_blend_func_separate
+#define GL_BLEND_DST_RGB_EXT 0x80C8
+#define GL_BLEND_SRC_RGB_EXT 0x80C9
+#define GL_BLEND_DST_ALPHA_EXT 0x80CA
+#define GL_BLEND_SRC_ALPHA_EXT 0x80CB
+#endif
+
+#ifndef GL_INGR_color_clamp
+#define GL_RED_MIN_CLAMP_INGR 0x8560
+#define GL_GREEN_MIN_CLAMP_INGR 0x8561
+#define GL_BLUE_MIN_CLAMP_INGR 0x8562
+#define GL_ALPHA_MIN_CLAMP_INGR 0x8563
+#define GL_RED_MAX_CLAMP_INGR 0x8564
+#define GL_GREEN_MAX_CLAMP_INGR 0x8565
+#define GL_BLUE_MAX_CLAMP_INGR 0x8566
+#define GL_ALPHA_MAX_CLAMP_INGR 0x8567
+#endif
+
+#ifndef GL_INGR_interlace_read
+#define GL_INTERLACE_READ_INGR 0x8568
+#endif
+
+#ifndef GL_EXT_stencil_wrap
+#define GL_INCR_WRAP_EXT 0x8507
+#define GL_DECR_WRAP_EXT 0x8508
+#endif
+
+#ifndef GL_EXT_422_pixels
+#define GL_422_EXT 0x80CC
+#define GL_422_REV_EXT 0x80CD
+#define GL_422_AVERAGE_EXT 0x80CE
+#define GL_422_REV_AVERAGE_EXT 0x80CF
+#endif
+
+#ifndef GL_NV_texgen_reflection
+#define GL_NORMAL_MAP_NV 0x8511
+#define GL_REFLECTION_MAP_NV 0x8512
+#endif
+
+#ifndef GL_EXT_texture_cube_map
+#define GL_NORMAL_MAP_EXT 0x8511
+#define GL_REFLECTION_MAP_EXT 0x8512
+#define GL_TEXTURE_CUBE_MAP_EXT 0x8513
+#define GL_TEXTURE_BINDING_CUBE_MAP_EXT 0x8514
+#define GL_TEXTURE_CUBE_MAP_POSITIVE_X_EXT 0x8515
+#define GL_TEXTURE_CUBE_MAP_NEGATIVE_X_EXT 0x8516
+#define GL_TEXTURE_CUBE_MAP_POSITIVE_Y_EXT 0x8517
+#define GL_TEXTURE_CUBE_MAP_NEGATIVE_Y_EXT 0x8518
+#define GL_TEXTURE_CUBE_MAP_POSITIVE_Z_EXT 0x8519
+#define GL_TEXTURE_CUBE_MAP_NEGATIVE_Z_EXT 0x851A
+#define GL_PROXY_TEXTURE_CUBE_MAP_EXT 0x851B
+#define GL_MAX_CUBE_MAP_TEXTURE_SIZE_EXT 0x851C
+#endif
+
+#ifndef GL_SUN_convolution_border_modes
+#define GL_WRAP_BORDER_SUN 0x81D4
+#endif
+
+#ifndef GL_EXT_texture_env_add
+#endif
+
+#ifndef GL_EXT_texture_lod_bias
+#define GL_MAX_TEXTURE_LOD_BIAS_EXT 0x84FD
+#define GL_TEXTURE_FILTER_CONTROL_EXT 0x8500
+#define GL_TEXTURE_LOD_BIAS_EXT 0x8501
+#endif
+
+#ifndef GL_EXT_texture_filter_anisotropic
+#define GL_TEXTURE_MAX_ANISOTROPY_EXT 0x84FE
+#define GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT 0x84FF
+#endif
+
+#ifndef GL_EXT_vertex_weighting
+#define GL_MODELVIEW0_STACK_DEPTH_EXT GL_MODELVIEW_STACK_DEPTH
+#define GL_MODELVIEW1_STACK_DEPTH_EXT 0x8502
+#define GL_MODELVIEW0_MATRIX_EXT GL_MODELVIEW_MATRIX
+#define GL_MODELVIEW1_MATRIX_EXT 0x8506
+#define GL_VERTEX_WEIGHTING_EXT 0x8509
+#define GL_MODELVIEW0_EXT GL_MODELVIEW
+#define GL_MODELVIEW1_EXT 0x850A
+#define GL_CURRENT_VERTEX_WEIGHT_EXT 0x850B
+#define GL_VERTEX_WEIGHT_ARRAY_EXT 0x850C
+#define GL_VERTEX_WEIGHT_ARRAY_SIZE_EXT 0x850D
+#define GL_VERTEX_WEIGHT_ARRAY_TYPE_EXT 0x850E
+#define GL_VERTEX_WEIGHT_ARRAY_STRIDE_EXT 0x850F
+#define GL_VERTEX_WEIGHT_ARRAY_POINTER_EXT 0x8510
+#endif
+
+#ifndef GL_NV_light_max_exponent
+#define GL_MAX_SHININESS_NV 0x8504
+#define GL_MAX_SPOT_EXPONENT_NV 0x8505
+#endif
+
+#ifndef GL_NV_vertex_array_range
+#define GL_VERTEX_ARRAY_RANGE_NV 0x851D
+#define GL_VERTEX_ARRAY_RANGE_LENGTH_NV 0x851E
+#define GL_VERTEX_ARRAY_RANGE_VALID_NV 0x851F
+#define GL_MAX_VERTEX_ARRAY_RANGE_ELEMENT_NV 0x8520
+#define GL_VERTEX_ARRAY_RANGE_POINTER_NV 0x8521
+#endif
+
+#ifndef GL_NV_register_combiners
+#define GL_REGISTER_COMBINERS_NV 0x8522
+#define GL_VARIABLE_A_NV 0x8523
+#define GL_VARIABLE_B_NV 0x8524
+#define GL_VARIABLE_C_NV 0x8525
+#define GL_VARIABLE_D_NV 0x8526
+#define GL_VARIABLE_E_NV 0x8527
+#define GL_VARIABLE_F_NV 0x8528
+#define GL_VARIABLE_G_NV 0x8529
+#define GL_CONSTANT_COLOR0_NV 0x852A
+#define GL_CONSTANT_COLOR1_NV 0x852B
+#define GL_PRIMARY_COLOR_NV 0x852C
+#define GL_SECONDARY_COLOR_NV 0x852D
+#define GL_SPARE0_NV 0x852E
+#define GL_SPARE1_NV 0x852F
+#define GL_DISCARD_NV 0x8530
+#define GL_E_TIMES_F_NV 0x8531
+#define GL_SPARE0_PLUS_SECONDARY_COLOR_NV 0x8532
+#define GL_UNSIGNED_IDENTITY_NV 0x8536
+#define GL_UNSIGNED_INVERT_NV 0x8537
+#define GL_EXPAND_NORMAL_NV 0x8538
+#define GL_EXPAND_NEGATE_NV 0x8539
+#define GL_HALF_BIAS_NORMAL_NV 0x853A
+#define GL_HALF_BIAS_NEGATE_NV 0x853B
+#define GL_SIGNED_IDENTITY_NV 0x853C
+#define GL_SIGNED_NEGATE_NV 0x853D
+#define GL_SCALE_BY_TWO_NV 0x853E
+#define GL_SCALE_BY_FOUR_NV 0x853F
+#define GL_SCALE_BY_ONE_HALF_NV 0x8540
+#define GL_BIAS_BY_NEGATIVE_ONE_HALF_NV 0x8541
+#define GL_COMBINER_INPUT_NV 0x8542
+#define GL_COMBINER_MAPPING_NV 0x8543
+#define GL_COMBINER_COMPONENT_USAGE_NV 0x8544
+#define GL_COMBINER_AB_DOT_PRODUCT_NV 0x8545
+#define GL_COMBINER_CD_DOT_PRODUCT_NV 0x8546
+#define GL_COMBINER_MUX_SUM_NV 0x8547
+#define GL_COMBINER_SCALE_NV 0x8548
+#define GL_COMBINER_BIAS_NV 0x8549
+#define GL_COMBINER_AB_OUTPUT_NV 0x854A
+#define GL_COMBINER_CD_OUTPUT_NV 0x854B
+#define GL_COMBINER_SUM_OUTPUT_NV 0x854C
+#define GL_MAX_GENERAL_COMBINERS_NV 0x854D
+#define GL_NUM_GENERAL_COMBINERS_NV 0x854E
+#define GL_COLOR_SUM_CLAMP_NV 0x854F
+#define GL_COMBINER0_NV 0x8550
+#define GL_COMBINER1_NV 0x8551
+#define GL_COMBINER2_NV 0x8552
+#define GL_COMBINER3_NV 0x8553
+#define GL_COMBINER4_NV 0x8554
+#define GL_COMBINER5_NV 0x8555
+#define GL_COMBINER6_NV 0x8556
+#define GL_COMBINER7_NV 0x8557
+/* reuse GL_TEXTURE0_ARB */
+/* reuse GL_TEXTURE1_ARB */
+/* reuse GL_ZERO */
+/* reuse GL_NONE */
+/* reuse GL_FOG */
+#endif
+
+#ifndef GL_NV_fog_distance
+#define GL_FOG_DISTANCE_MODE_NV 0x855A
+#define GL_EYE_RADIAL_NV 0x855B
+#define GL_EYE_PLANE_ABSOLUTE_NV 0x855C
+/* reuse GL_EYE_PLANE */
+#endif
+
+#ifndef GL_NV_texgen_emboss
+#define GL_EMBOSS_LIGHT_NV 0x855D
+#define GL_EMBOSS_CONSTANT_NV 0x855E
+#define GL_EMBOSS_MAP_NV 0x855F
+#endif
+
+#ifndef GL_NV_blend_square
+#endif
+
+#ifndef GL_NV_texture_env_combine4
+#define GL_COMBINE4_NV 0x8503
+#define GL_SOURCE3_RGB_NV 0x8583
+#define GL_SOURCE3_ALPHA_NV 0x858B
+#define GL_OPERAND3_RGB_NV 0x8593
+#define GL_OPERAND3_ALPHA_NV 0x859B
+#endif
+
+#ifndef GL_MESA_resize_buffers
+#endif
+
+#ifndef GL_MESA_window_pos
+#endif
+
+#ifndef GL_EXT_texture_compression_s3tc
+#define GL_COMPRESSED_RGB_S3TC_DXT1_EXT 0x83F0
+#define GL_COMPRESSED_RGBA_S3TC_DXT1_EXT 0x83F1
+#define GL_COMPRESSED_RGBA_S3TC_DXT3_EXT 0x83F2
+#define GL_COMPRESSED_RGBA_S3TC_DXT5_EXT 0x83F3
+#endif
+
+#ifndef GL_IBM_cull_vertex
+#define GL_CULL_VERTEX_IBM 103050
+#endif
+
+#ifndef GL_IBM_multimode_draw_arrays
+#endif
+
+#ifndef GL_IBM_vertex_array_lists
+#define GL_VERTEX_ARRAY_LIST_IBM 103070
+#define GL_NORMAL_ARRAY_LIST_IBM 103071
+#define GL_COLOR_ARRAY_LIST_IBM 103072
+#define GL_INDEX_ARRAY_LIST_IBM 103073
+#define GL_TEXTURE_COORD_ARRAY_LIST_IBM 103074
+#define GL_EDGE_FLAG_ARRAY_LIST_IBM 103075
+#define GL_FOG_COORDINATE_ARRAY_LIST_IBM 103076
+#define GL_SECONDARY_COLOR_ARRAY_LIST_IBM 103077
+#define GL_VERTEX_ARRAY_LIST_STRIDE_IBM 103080
+#define GL_NORMAL_ARRAY_LIST_STRIDE_IBM 103081
+#define GL_COLOR_ARRAY_LIST_STRIDE_IBM 103082
+#define GL_INDEX_ARRAY_LIST_STRIDE_IBM 103083
+#define GL_TEXTURE_COORD_ARRAY_LIST_STRIDE_IBM 103084
+#define GL_EDGE_FLAG_ARRAY_LIST_STRIDE_IBM 103085
+#define GL_FOG_COORDINATE_ARRAY_LIST_STRIDE_IBM 103086
+#define GL_SECONDARY_COLOR_ARRAY_LIST_STRIDE_IBM 103087
+#endif
+
+#ifndef GL_SGIX_subsample
+#define GL_PACK_SUBSAMPLE_RATE_SGIX 0x85A0
+#define GL_UNPACK_SUBSAMPLE_RATE_SGIX 0x85A1
+#define GL_PIXEL_SUBSAMPLE_4444_SGIX 0x85A2
+#define GL_PIXEL_SUBSAMPLE_2424_SGIX 0x85A3
+#define GL_PIXEL_SUBSAMPLE_4242_SGIX 0x85A4
+#endif
+
+#ifndef GL_SGIX_ycrcb_subsample
+#endif
+
+#ifndef GL_SGIX_ycrcba
+#define GL_YCRCB_SGIX 0x8318
+#define GL_YCRCBA_SGIX 0x8319
+#endif
+
+#ifndef GL_SGI_depth_pass_instrument
+#define GL_DEPTH_PASS_INSTRUMENT_SGIX 0x8310
+#define GL_DEPTH_PASS_INSTRUMENT_COUNTERS_SGIX 0x8311
+#define GL_DEPTH_PASS_INSTRUMENT_MAX_SGIX 0x8312
+#endif
+
+#ifndef GL_3DFX_texture_compression_FXT1
+#define GL_COMPRESSED_RGB_FXT1_3DFX 0x86B0
+#define GL_COMPRESSED_RGBA_FXT1_3DFX 0x86B1
+#endif
+
+#ifndef GL_3DFX_multisample
+#define GL_MULTISAMPLE_3DFX 0x86B2
+#define GL_SAMPLE_BUFFERS_3DFX 0x86B3
+#define GL_SAMPLES_3DFX 0x86B4
+#define GL_MULTISAMPLE_BIT_3DFX 0x20000000
+#endif
+
+#ifndef GL_3DFX_tbuffer
+#endif
+
+#ifndef GL_EXT_multisample
+#define GL_MULTISAMPLE_EXT 0x809D
+#define GL_SAMPLE_ALPHA_TO_MASK_EXT 0x809E
+#define GL_SAMPLE_ALPHA_TO_ONE_EXT 0x809F
+#define GL_SAMPLE_MASK_EXT 0x80A0
+#define GL_1PASS_EXT 0x80A1
+#define GL_2PASS_0_EXT 0x80A2
+#define GL_2PASS_1_EXT 0x80A3
+#define GL_4PASS_0_EXT 0x80A4
+#define GL_4PASS_1_EXT 0x80A5
+#define GL_4PASS_2_EXT 0x80A6
+#define GL_4PASS_3_EXT 0x80A7
+#define GL_SAMPLE_BUFFERS_EXT 0x80A8
+#define GL_SAMPLES_EXT 0x80A9
+#define GL_SAMPLE_MASK_VALUE_EXT 0x80AA
+#define GL_SAMPLE_MASK_INVERT_EXT 0x80AB
+#define GL_SAMPLE_PATTERN_EXT 0x80AC
+#define GL_MULTISAMPLE_BIT_EXT 0x20000000
+#endif
+
+#ifndef GL_SGIX_vertex_preclip
+#define GL_VERTEX_PRECLIP_SGIX 0x83EE
+#define GL_VERTEX_PRECLIP_HINT_SGIX 0x83EF
+#endif
+
+#ifndef GL_SGIX_convolution_accuracy
+#define GL_CONVOLUTION_HINT_SGIX 0x8316
+#endif
+
+#ifndef GL_SGIX_resample
+#define GL_PACK_RESAMPLE_SGIX 0x842C
+#define GL_UNPACK_RESAMPLE_SGIX 0x842D
+#define GL_RESAMPLE_REPLICATE_SGIX 0x842E
+#define GL_RESAMPLE_ZERO_FILL_SGIX 0x842F
+#define GL_RESAMPLE_DECIMATE_SGIX 0x8430
+#endif
+
+#ifndef GL_SGIS_point_line_texgen
+#define GL_EYE_DISTANCE_TO_POINT_SGIS 0x81F0
+#define GL_OBJECT_DISTANCE_TO_POINT_SGIS 0x81F1
+#define GL_EYE_DISTANCE_TO_LINE_SGIS 0x81F2
+#define GL_OBJECT_DISTANCE_TO_LINE_SGIS 0x81F3
+#define GL_EYE_POINT_SGIS 0x81F4
+#define GL_OBJECT_POINT_SGIS 0x81F5
+#define GL_EYE_LINE_SGIS 0x81F6
+#define GL_OBJECT_LINE_SGIS 0x81F7
+#endif
+
+#ifndef GL_SGIS_texture_color_mask
+#define GL_TEXTURE_COLOR_WRITEMASK_SGIS 0x81EF
+#endif
+
+#ifndef GL_EXT_texture_env_dot3
+#define GL_DOT3_RGB_EXT 0x8740
+#define GL_DOT3_RGBA_EXT 0x8741
+#endif
+
+#ifndef GL_ATI_texture_mirror_once
+#define GL_MIRROR_CLAMP_ATI 0x8742
+#define GL_MIRROR_CLAMP_TO_EDGE_ATI 0x8743
+#endif
+
+#ifndef GL_NV_fence
+#define GL_ALL_COMPLETED_NV 0x84F2
+#define GL_FENCE_STATUS_NV 0x84F3
+#define GL_FENCE_CONDITION_NV 0x84F4
+#endif
+
+#ifndef GL_IBM_texture_mirrored_repeat
+#define GL_MIRRORED_REPEAT_IBM 0x8370
+#endif
+
+#ifndef GL_NV_evaluators
+#define GL_EVAL_2D_NV 0x86C0
+#define GL_EVAL_TRIANGULAR_2D_NV 0x86C1
+#define GL_MAP_TESSELLATION_NV 0x86C2
+#define GL_MAP_ATTRIB_U_ORDER_NV 0x86C3
+#define GL_MAP_ATTRIB_V_ORDER_NV 0x86C4
+#define GL_EVAL_FRACTIONAL_TESSELLATION_NV 0x86C5
+#define GL_EVAL_VERTEX_ATTRIB0_NV 0x86C6
+#define GL_EVAL_VERTEX_ATTRIB1_NV 0x86C7
+#define GL_EVAL_VERTEX_ATTRIB2_NV 0x86C8
+#define GL_EVAL_VERTEX_ATTRIB3_NV 0x86C9
+#define GL_EVAL_VERTEX_ATTRIB4_NV 0x86CA
+#define GL_EVAL_VERTEX_ATTRIB5_NV 0x86CB
+#define GL_EVAL_VERTEX_ATTRIB6_NV 0x86CC
+#define GL_EVAL_VERTEX_ATTRIB7_NV 0x86CD
+#define GL_EVAL_VERTEX_ATTRIB8_NV 0x86CE
+#define GL_EVAL_VERTEX_ATTRIB9_NV 0x86CF
+#define GL_EVAL_VERTEX_ATTRIB10_NV 0x86D0
+#define GL_EVAL_VERTEX_ATTRIB11_NV 0x86D1
+#define GL_EVAL_VERTEX_ATTRIB12_NV 0x86D2
+#define GL_EVAL_VERTEX_ATTRIB13_NV 0x86D3
+#define GL_EVAL_VERTEX_ATTRIB14_NV 0x86D4
+#define GL_EVAL_VERTEX_ATTRIB15_NV 0x86D5
+#define GL_MAX_MAP_TESSELLATION_NV 0x86D6
+#define GL_MAX_RATIONAL_EVAL_ORDER_NV 0x86D7
+#endif
+
+#ifndef GL_NV_packed_depth_stencil
+#define GL_DEPTH_STENCIL_NV 0x84F9
+#define GL_UNSIGNED_INT_24_8_NV 0x84FA
+#endif
+
+#ifndef GL_NV_register_combiners2
+#define GL_PER_STAGE_CONSTANTS_NV 0x8535
+#endif
+
+#ifndef GL_NV_texture_compression_vtc
+#endif
+
+#ifndef GL_NV_texture_rectangle
+#define GL_TEXTURE_RECTANGLE_NV 0x84F5
+#define GL_TEXTURE_BINDING_RECTANGLE_NV 0x84F6
+#define GL_PROXY_TEXTURE_RECTANGLE_NV 0x84F7
+#define GL_MAX_RECTANGLE_TEXTURE_SIZE_NV 0x84F8
+#endif
+
+#ifndef GL_NV_texture_shader
+#define GL_OFFSET_TEXTURE_RECTANGLE_NV 0x864C
+#define GL_OFFSET_TEXTURE_RECTANGLE_SCALE_NV 0x864D
+#define GL_DOT_PRODUCT_TEXTURE_RECTANGLE_NV 0x864E
+#define GL_RGBA_UNSIGNED_DOT_PRODUCT_MAPPING_NV 0x86D9
+#define GL_UNSIGNED_INT_S8_S8_8_8_NV 0x86DA
+#define GL_UNSIGNED_INT_8_8_S8_S8_REV_NV 0x86DB
+#define GL_DSDT_MAG_INTENSITY_NV 0x86DC
+#define GL_SHADER_CONSISTENT_NV 0x86DD
+#define GL_TEXTURE_SHADER_NV 0x86DE
+#define GL_SHADER_OPERATION_NV 0x86DF
+#define GL_CULL_MODES_NV 0x86E0
+#define GL_OFFSET_TEXTURE_MATRIX_NV 0x86E1
+#define GL_OFFSET_TEXTURE_SCALE_NV 0x86E2
+#define GL_OFFSET_TEXTURE_BIAS_NV 0x86E3
+#define GL_OFFSET_TEXTURE_2D_MATRIX_NV GL_OFFSET_TEXTURE_MATRIX_NV
+#define GL_OFFSET_TEXTURE_2D_SCALE_NV GL_OFFSET_TEXTURE_SCALE_NV
+#define GL_OFFSET_TEXTURE_2D_BIAS_NV GL_OFFSET_TEXTURE_BIAS_NV
+#define GL_PREVIOUS_TEXTURE_INPUT_NV 0x86E4
+#define GL_CONST_EYE_NV 0x86E5
+#define GL_PASS_THROUGH_NV 0x86E6
+#define GL_CULL_FRAGMENT_NV 0x86E7
+#define GL_OFFSET_TEXTURE_2D_NV 0x86E8
+#define GL_DEPENDENT_AR_TEXTURE_2D_NV 0x86E9
+#define GL_DEPENDENT_GB_TEXTURE_2D_NV 0x86EA
+#define GL_DOT_PRODUCT_NV 0x86EC
+#define GL_DOT_PRODUCT_DEPTH_REPLACE_NV 0x86ED
+#define GL_DOT_PRODUCT_TEXTURE_2D_NV 0x86EE
+#define GL_DOT_PRODUCT_TEXTURE_CUBE_MAP_NV 0x86F0
+#define GL_DOT_PRODUCT_DIFFUSE_CUBE_MAP_NV 0x86F1
+#define GL_DOT_PRODUCT_REFLECT_CUBE_MAP_NV 0x86F2
+#define GL_DOT_PRODUCT_CONST_EYE_REFLECT_CUBE_MAP_NV 0x86F3
+#define GL_HILO_NV 0x86F4
+#define GL_DSDT_NV 0x86F5
+#define GL_DSDT_MAG_NV 0x86F6
+#define GL_DSDT_MAG_VIB_NV 0x86F7
+#define GL_HILO16_NV 0x86F8
+#define GL_SIGNED_HILO_NV 0x86F9
+#define GL_SIGNED_HILO16_NV 0x86FA
+#define GL_SIGNED_RGBA_NV 0x86FB
+#define GL_SIGNED_RGBA8_NV 0x86FC
+#define GL_SIGNED_RGB_NV 0x86FE
+#define GL_SIGNED_RGB8_NV 0x86FF
+#define GL_SIGNED_LUMINANCE_NV 0x8701
+#define GL_SIGNED_LUMINANCE8_NV 0x8702
+#define GL_SIGNED_LUMINANCE_ALPHA_NV 0x8703
+#define GL_SIGNED_LUMINANCE8_ALPHA8_NV 0x8704
+#define GL_SIGNED_ALPHA_NV 0x8705
+#define GL_SIGNED_ALPHA8_NV 0x8706
+#define GL_SIGNED_INTENSITY_NV 0x8707
+#define GL_SIGNED_INTENSITY8_NV 0x8708
+#define GL_DSDT8_NV 0x8709
+#define GL_DSDT8_MAG8_NV 0x870A
+#define GL_DSDT8_MAG8_INTENSITY8_NV 0x870B
+#define GL_SIGNED_RGB_UNSIGNED_ALPHA_NV 0x870C
+#define GL_SIGNED_RGB8_UNSIGNED_ALPHA8_NV 0x870D
+#define GL_HI_SCALE_NV 0x870E
+#define GL_LO_SCALE_NV 0x870F
+#define GL_DS_SCALE_NV 0x8710
+#define GL_DT_SCALE_NV 0x8711
+#define GL_MAGNITUDE_SCALE_NV 0x8712
+#define GL_VIBRANCE_SCALE_NV 0x8713
+#define GL_HI_BIAS_NV 0x8714
+#define GL_LO_BIAS_NV 0x8715
+#define GL_DS_BIAS_NV 0x8716
+#define GL_DT_BIAS_NV 0x8717
+#define GL_MAGNITUDE_BIAS_NV 0x8718
+#define GL_VIBRANCE_BIAS_NV 0x8719
+#define GL_TEXTURE_BORDER_VALUES_NV 0x871A
+#define GL_TEXTURE_HI_SIZE_NV 0x871B
+#define GL_TEXTURE_LO_SIZE_NV 0x871C
+#define GL_TEXTURE_DS_SIZE_NV 0x871D
+#define GL_TEXTURE_DT_SIZE_NV 0x871E
+#define GL_TEXTURE_MAG_SIZE_NV 0x871F
+#endif
+
+#ifndef GL_NV_texture_shader2
+#define GL_DOT_PRODUCT_TEXTURE_3D_NV 0x86EF
+#endif
+
+#ifndef GL_NV_vertex_array_range2
+#define GL_VERTEX_ARRAY_RANGE_WITHOUT_FLUSH_NV 0x8533
+#endif
+
+#ifndef GL_NV_vertex_program
+#define GL_VERTEX_PROGRAM_NV 0x8620
+#define GL_VERTEX_STATE_PROGRAM_NV 0x8621
+#define GL_ATTRIB_ARRAY_SIZE_NV 0x8623
+#define GL_ATTRIB_ARRAY_STRIDE_NV 0x8624
+#define GL_ATTRIB_ARRAY_TYPE_NV 0x8625
+#define GL_CURRENT_ATTRIB_NV 0x8626
+#define GL_PROGRAM_LENGTH_NV 0x8627
+#define GL_PROGRAM_STRING_NV 0x8628
+#define GL_MODELVIEW_PROJECTION_NV 0x8629
+#define GL_IDENTITY_NV 0x862A
+#define GL_INVERSE_NV 0x862B
+#define GL_TRANSPOSE_NV 0x862C
+#define GL_INVERSE_TRANSPOSE_NV 0x862D
+#define GL_MAX_TRACK_MATRIX_STACK_DEPTH_NV 0x862E
+#define GL_MAX_TRACK_MATRICES_NV 0x862F
+#define GL_MATRIX0_NV 0x8630
+#define GL_MATRIX1_NV 0x8631
+#define GL_MATRIX2_NV 0x8632
+#define GL_MATRIX3_NV 0x8633
+#define GL_MATRIX4_NV 0x8634
+#define GL_MATRIX5_NV 0x8635
+#define GL_MATRIX6_NV 0x8636
+#define GL_MATRIX7_NV 0x8637
+#define GL_CURRENT_MATRIX_STACK_DEPTH_NV 0x8640
+#define GL_CURRENT_MATRIX_NV 0x8641
+#define GL_VERTEX_PROGRAM_POINT_SIZE_NV 0x8642
+#define GL_VERTEX_PROGRAM_TWO_SIDE_NV 0x8643
+#define GL_PROGRAM_PARAMETER_NV 0x8644
+#define GL_ATTRIB_ARRAY_POINTER_NV 0x8645
+#define GL_PROGRAM_TARGET_NV 0x8646
+#define GL_PROGRAM_RESIDENT_NV 0x8647
+#define GL_TRACK_MATRIX_NV 0x8648
+#define GL_TRACK_MATRIX_TRANSFORM_NV 0x8649
+#define GL_VERTEX_PROGRAM_BINDING_NV 0x864A
+#define GL_PROGRAM_ERROR_POSITION_NV 0x864B
+#define GL_VERTEX_ATTRIB_ARRAY0_NV 0x8650
+#define GL_VERTEX_ATTRIB_ARRAY1_NV 0x8651
+#define GL_VERTEX_ATTRIB_ARRAY2_NV 0x8652
+#define GL_VERTEX_ATTRIB_ARRAY3_NV 0x8653
+#define GL_VERTEX_ATTRIB_ARRAY4_NV 0x8654
+#define GL_VERTEX_ATTRIB_ARRAY5_NV 0x8655
+#define GL_VERTEX_ATTRIB_ARRAY6_NV 0x8656
+#define GL_VERTEX_ATTRIB_ARRAY7_NV 0x8657
+#define GL_VERTEX_ATTRIB_ARRAY8_NV 0x8658
+#define GL_VERTEX_ATTRIB_ARRAY9_NV 0x8659
+#define GL_VERTEX_ATTRIB_ARRAY10_NV 0x865A
+#define GL_VERTEX_ATTRIB_ARRAY11_NV 0x865B
+#define GL_VERTEX_ATTRIB_ARRAY12_NV 0x865C
+#define GL_VERTEX_ATTRIB_ARRAY13_NV 0x865D
+#define GL_VERTEX_ATTRIB_ARRAY14_NV 0x865E
+#define GL_VERTEX_ATTRIB_ARRAY15_NV 0x865F
+#define GL_MAP1_VERTEX_ATTRIB0_4_NV 0x8660
+#define GL_MAP1_VERTEX_ATTRIB1_4_NV 0x8661
+#define GL_MAP1_VERTEX_ATTRIB2_4_NV 0x8662
+#define GL_MAP1_VERTEX_ATTRIB3_4_NV 0x8663
+#define GL_MAP1_VERTEX_ATTRIB4_4_NV 0x8664
+#define GL_MAP1_VERTEX_ATTRIB5_4_NV 0x8665
+#define GL_MAP1_VERTEX_ATTRIB6_4_NV 0x8666
+#define GL_MAP1_VERTEX_ATTRIB7_4_NV 0x8667
+#define GL_MAP1_VERTEX_ATTRIB8_4_NV 0x8668
+#define GL_MAP1_VERTEX_ATTRIB9_4_NV 0x8669
+#define GL_MAP1_VERTEX_ATTRIB10_4_NV 0x866A
+#define GL_MAP1_VERTEX_ATTRIB11_4_NV 0x866B
+#define GL_MAP1_VERTEX_ATTRIB12_4_NV 0x866C
+#define GL_MAP1_VERTEX_ATTRIB13_4_NV 0x866D
+#define GL_MAP1_VERTEX_ATTRIB14_4_NV 0x866E
+#define GL_MAP1_VERTEX_ATTRIB15_4_NV 0x866F
+#define GL_MAP2_VERTEX_ATTRIB0_4_NV 0x8670
+#define GL_MAP2_VERTEX_ATTRIB1_4_NV 0x8671
+#define GL_MAP2_VERTEX_ATTRIB2_4_NV 0x8672
+#define GL_MAP2_VERTEX_ATTRIB3_4_NV 0x8673
+#define GL_MAP2_VERTEX_ATTRIB4_4_NV 0x8674
+#define GL_MAP2_VERTEX_ATTRIB5_4_NV 0x8675
+#define GL_MAP2_VERTEX_ATTRIB6_4_NV 0x8676
+#define GL_MAP2_VERTEX_ATTRIB7_4_NV 0x8677
+#define GL_MAP2_VERTEX_ATTRIB8_4_NV 0x8678
+#define GL_MAP2_VERTEX_ATTRIB9_4_NV 0x8679
+#define GL_MAP2_VERTEX_ATTRIB10_4_NV 0x867A
+#define GL_MAP2_VERTEX_ATTRIB11_4_NV 0x867B
+#define GL_MAP2_VERTEX_ATTRIB12_4_NV 0x867C
+#define GL_MAP2_VERTEX_ATTRIB13_4_NV 0x867D
+#define GL_MAP2_VERTEX_ATTRIB14_4_NV 0x867E
+#define GL_MAP2_VERTEX_ATTRIB15_4_NV 0x867F
+#endif
+
+#ifndef GL_SGIX_texture_coordinate_clamp
+#define GL_TEXTURE_MAX_CLAMP_S_SGIX 0x8369
+#define GL_TEXTURE_MAX_CLAMP_T_SGIX 0x836A
+#define GL_TEXTURE_MAX_CLAMP_R_SGIX 0x836B
+#endif
+
+#ifndef GL_SGIX_scalebias_hint
+#define GL_SCALEBIAS_HINT_SGIX 0x8322
+#endif
+
+#ifndef GL_OML_interlace
+#define GL_INTERLACE_OML 0x8980
+#define GL_INTERLACE_READ_OML 0x8981
+#endif
+
+#ifndef GL_OML_subsample
+#define GL_FORMAT_SUBSAMPLE_24_24_OML 0x8982
+#define GL_FORMAT_SUBSAMPLE_244_244_OML 0x8983
+#endif
+
+#ifndef GL_OML_resample
+#define GL_PACK_RESAMPLE_OML 0x8984
+#define GL_UNPACK_RESAMPLE_OML 0x8985
+#define GL_RESAMPLE_REPLICATE_OML 0x8986
+#define GL_RESAMPLE_ZERO_FILL_OML 0x8987
+#define GL_RESAMPLE_AVERAGE_OML 0x8988
+#define GL_RESAMPLE_DECIMATE_OML 0x8989
+#endif
+
+#ifndef GL_NV_copy_depth_to_color
+#define GL_DEPTH_STENCIL_TO_RGBA_NV 0x886E
+#define GL_DEPTH_STENCIL_TO_BGRA_NV 0x886F
+#endif
+
+#ifndef GL_ATI_envmap_bumpmap
+#define GL_BUMP_ROT_MATRIX_ATI 0x8775
+#define GL_BUMP_ROT_MATRIX_SIZE_ATI 0x8776
+#define GL_BUMP_NUM_TEX_UNITS_ATI 0x8777
+#define GL_BUMP_TEX_UNITS_ATI 0x8778
+#define GL_DUDV_ATI 0x8779
+#define GL_DU8DV8_ATI 0x877A
+#define GL_BUMP_ENVMAP_ATI 0x877B
+#define GL_BUMP_TARGET_ATI 0x877C
+#endif
+
+#ifndef GL_ATI_fragment_shader
+#define GL_FRAGMENT_SHADER_ATI 0x8920
+#define GL_REG_0_ATI 0x8921
+#define GL_REG_1_ATI 0x8922
+#define GL_REG_2_ATI 0x8923
+#define GL_REG_3_ATI 0x8924
+#define GL_REG_4_ATI 0x8925
+#define GL_REG_5_ATI 0x8926
+#define GL_REG_6_ATI 0x8927
+#define GL_REG_7_ATI 0x8928
+#define GL_REG_8_ATI 0x8929
+#define GL_REG_9_ATI 0x892A
+#define GL_REG_10_ATI 0x892B
+#define GL_REG_11_ATI 0x892C
+#define GL_REG_12_ATI 0x892D
+#define GL_REG_13_ATI 0x892E
+#define GL_REG_14_ATI 0x892F
+#define GL_REG_15_ATI 0x8930
+#define GL_REG_16_ATI 0x8931
+#define GL_REG_17_ATI 0x8932
+#define GL_REG_18_ATI 0x8933
+#define GL_REG_19_ATI 0x8934
+#define GL_REG_20_ATI 0x8935
+#define GL_REG_21_ATI 0x8936
+#define GL_REG_22_ATI 0x8937
+#define GL_REG_23_ATI 0x8938
+#define GL_REG_24_ATI 0x8939
+#define GL_REG_25_ATI 0x893A
+#define GL_REG_26_ATI 0x893B
+#define GL_REG_27_ATI 0x893C
+#define GL_REG_28_ATI 0x893D
+#define GL_REG_29_ATI 0x893E
+#define GL_REG_30_ATI 0x893F
+#define GL_REG_31_ATI 0x8940
+#define GL_CON_0_ATI 0x8941
+#define GL_CON_1_ATI 0x8942
+#define GL_CON_2_ATI 0x8943
+#define GL_CON_3_ATI 0x8944
+#define GL_CON_4_ATI 0x8945
+#define GL_CON_5_ATI 0x8946
+#define GL_CON_6_ATI 0x8947
+#define GL_CON_7_ATI 0x8948
+#define GL_CON_8_ATI 0x8949
+#define GL_CON_9_ATI 0x894A
+#define GL_CON_10_ATI 0x894B
+#define GL_CON_11_ATI 0x894C
+#define GL_CON_12_ATI 0x894D
+#define GL_CON_13_ATI 0x894E
+#define GL_CON_14_ATI 0x894F
+#define GL_CON_15_ATI 0x8950
+#define GL_CON_16_ATI 0x8951
+#define GL_CON_17_ATI 0x8952
+#define GL_CON_18_ATI 0x8953
+#define GL_CON_19_ATI 0x8954
+#define GL_CON_20_ATI 0x8955
+#define GL_CON_21_ATI 0x8956
+#define GL_CON_22_ATI 0x8957
+#define GL_CON_23_ATI 0x8958
+#define GL_CON_24_ATI 0x8959
+#define GL_CON_25_ATI 0x895A
+#define GL_CON_26_ATI 0x895B
+#define GL_CON_27_ATI 0x895C
+#define GL_CON_28_ATI 0x895D
+#define GL_CON_29_ATI 0x895E
+#define GL_CON_30_ATI 0x895F
+#define GL_CON_31_ATI 0x8960
+#define GL_MOV_ATI 0x8961
+#define GL_ADD_ATI 0x8963
+#define GL_MUL_ATI 0x8964
+#define GL_SUB_ATI 0x8965
+#define GL_DOT3_ATI 0x8966
+#define GL_DOT4_ATI 0x8967
+#define GL_MAD_ATI 0x8968
+#define GL_LERP_ATI 0x8969
+#define GL_CND_ATI 0x896A
+#define GL_CND0_ATI 0x896B
+#define GL_DOT2_ADD_ATI 0x896C
+#define GL_SECONDARY_INTERPOLATOR_ATI 0x896D
+#define GL_NUM_FRAGMENT_REGISTERS_ATI 0x896E
+#define GL_NUM_FRAGMENT_CONSTANTS_ATI 0x896F
+#define GL_NUM_PASSES_ATI 0x8970
+#define GL_NUM_INSTRUCTIONS_PER_PASS_ATI 0x8971
+#define GL_NUM_INSTRUCTIONS_TOTAL_ATI 0x8972
+#define GL_NUM_INPUT_INTERPOLATOR_COMPONENTS_ATI 0x8973
+#define GL_NUM_LOOPBACK_COMPONENTS_ATI 0x8974
+#define GL_COLOR_ALPHA_PAIRING_ATI 0x8975
+#define GL_SWIZZLE_STR_ATI 0x8976
+#define GL_SWIZZLE_STQ_ATI 0x8977
+#define GL_SWIZZLE_STR_DR_ATI 0x8978
+#define GL_SWIZZLE_STQ_DQ_ATI 0x8979
+#define GL_SWIZZLE_STRQ_ATI 0x897A
+#define GL_SWIZZLE_STRQ_DQ_ATI 0x897B
+#define GL_RED_BIT_ATI 0x00000001
+#define GL_GREEN_BIT_ATI 0x00000002
+#define GL_BLUE_BIT_ATI 0x00000004
+#define GL_2X_BIT_ATI 0x00000001
+#define GL_4X_BIT_ATI 0x00000002
+#define GL_8X_BIT_ATI 0x00000004
+#define GL_HALF_BIT_ATI 0x00000008
+#define GL_QUARTER_BIT_ATI 0x00000010
+#define GL_EIGHTH_BIT_ATI 0x00000020
+#define GL_SATURATE_BIT_ATI 0x00000040
+#define GL_COMP_BIT_ATI 0x00000002
+#define GL_NEGATE_BIT_ATI 0x00000004
+#define GL_BIAS_BIT_ATI 0x00000008
+#endif
+
+#ifndef GL_ATI_pn_triangles
+#define GL_PN_TRIANGLES_ATI 0x87F0
+#define GL_MAX_PN_TRIANGLES_TESSELATION_LEVEL_ATI 0x87F1
+#define GL_PN_TRIANGLES_POINT_MODE_ATI 0x87F2
+#define GL_PN_TRIANGLES_NORMAL_MODE_ATI 0x87F3
+#define GL_PN_TRIANGLES_TESSELATION_LEVEL_ATI 0x87F4
+#define GL_PN_TRIANGLES_POINT_MODE_LINEAR_ATI 0x87F5
+#define GL_PN_TRIANGLES_POINT_MODE_CUBIC_ATI 0x87F6
+#define GL_PN_TRIANGLES_NORMAL_MODE_LINEAR_ATI 0x87F7
+#define GL_PN_TRIANGLES_NORMAL_MODE_QUADRATIC_ATI 0x87F8
+#endif
+
+#ifndef GL_ATI_vertex_array_object
+#define GL_STATIC_ATI 0x8760
+#define GL_DYNAMIC_ATI 0x8761
+#define GL_PRESERVE_ATI 0x8762
+#define GL_DISCARD_ATI 0x8763
+#define GL_OBJECT_BUFFER_SIZE_ATI 0x8764
+#define GL_OBJECT_BUFFER_USAGE_ATI 0x8765
+#define GL_ARRAY_OBJECT_BUFFER_ATI 0x8766
+#define GL_ARRAY_OBJECT_OFFSET_ATI 0x8767
+#endif
+
+#ifndef GL_EXT_vertex_shader
+#define GL_VERTEX_SHADER_EXT 0x8780
+#define GL_VERTEX_SHADER_BINDING_EXT 0x8781
+#define GL_OP_INDEX_EXT 0x8782
+#define GL_OP_NEGATE_EXT 0x8783
+#define GL_OP_DOT3_EXT 0x8784
+#define GL_OP_DOT4_EXT 0x8785
+#define GL_OP_MUL_EXT 0x8786
+#define GL_OP_ADD_EXT 0x8787
+#define GL_OP_MADD_EXT 0x8788
+#define GL_OP_FRAC_EXT 0x8789
+#define GL_OP_MAX_EXT 0x878A
+#define GL_OP_MIN_EXT 0x878B
+#define GL_OP_SET_GE_EXT 0x878C
+#define GL_OP_SET_LT_EXT 0x878D
+#define GL_OP_CLAMP_EXT 0x878E
+#define GL_OP_FLOOR_EXT 0x878F
+#define GL_OP_ROUND_EXT 0x8790
+#define GL_OP_EXP_BASE_2_EXT 0x8791
+#define GL_OP_LOG_BASE_2_EXT 0x8792
+#define GL_OP_POWER_EXT 0x8793
+#define GL_OP_RECIP_EXT 0x8794
+#define GL_OP_RECIP_SQRT_EXT 0x8795
+#define GL_OP_SUB_EXT 0x8796
+#define GL_OP_CROSS_PRODUCT_EXT 0x8797
+#define GL_OP_MULTIPLY_MATRIX_EXT 0x8798
+#define GL_OP_MOV_EXT 0x8799
+#define GL_OUTPUT_VERTEX_EXT 0x879A
+#define GL_OUTPUT_COLOR0_EXT 0x879B
+#define GL_OUTPUT_COLOR1_EXT 0x879C
+#define GL_OUTPUT_TEXTURE_COORD0_EXT 0x879D
+#define GL_OUTPUT_TEXTURE_COORD1_EXT 0x879E
+#define GL_OUTPUT_TEXTURE_COORD2_EXT 0x879F
+#define GL_OUTPUT_TEXTURE_COORD3_EXT 0x87A0
+#define GL_OUTPUT_TEXTURE_COORD4_EXT 0x87A1
+#define GL_OUTPUT_TEXTURE_COORD5_EXT 0x87A2
+#define GL_OUTPUT_TEXTURE_COORD6_EXT 0x87A3
+#define GL_OUTPUT_TEXTURE_COORD7_EXT 0x87A4
+#define GL_OUTPUT_TEXTURE_COORD8_EXT 0x87A5
+#define GL_OUTPUT_TEXTURE_COORD9_EXT 0x87A6
+#define GL_OUTPUT_TEXTURE_COORD10_EXT 0x87A7
+#define GL_OUTPUT_TEXTURE_COORD11_EXT 0x87A8
+#define GL_OUTPUT_TEXTURE_COORD12_EXT 0x87A9
+#define GL_OUTPUT_TEXTURE_COORD13_EXT 0x87AA
+#define GL_OUTPUT_TEXTURE_COORD14_EXT 0x87AB
+#define GL_OUTPUT_TEXTURE_COORD15_EXT 0x87AC
+#define GL_OUTPUT_TEXTURE_COORD16_EXT 0x87AD
+#define GL_OUTPUT_TEXTURE_COORD17_EXT 0x87AE
+#define GL_OUTPUT_TEXTURE_COORD18_EXT 0x87AF
+#define GL_OUTPUT_TEXTURE_COORD19_EXT 0x87B0
+#define GL_OUTPUT_TEXTURE_COORD20_EXT 0x87B1
+#define GL_OUTPUT_TEXTURE_COORD21_EXT 0x87B2
+#define GL_OUTPUT_TEXTURE_COORD22_EXT 0x87B3
+#define GL_OUTPUT_TEXTURE_COORD23_EXT 0x87B4
+#define GL_OUTPUT_TEXTURE_COORD24_EXT 0x87B5
+#define GL_OUTPUT_TEXTURE_COORD25_EXT 0x87B6
+#define GL_OUTPUT_TEXTURE_COORD26_EXT 0x87B7
+#define GL_OUTPUT_TEXTURE_COORD27_EXT 0x87B8
+#define GL_OUTPUT_TEXTURE_COORD28_EXT 0x87B9
+#define GL_OUTPUT_TEXTURE_COORD29_EXT 0x87BA
+#define GL_OUTPUT_TEXTURE_COORD30_EXT 0x87BB
+#define GL_OUTPUT_TEXTURE_COORD31_EXT 0x87BC
+#define GL_OUTPUT_FOG_EXT 0x87BD
+#define GL_SCALAR_EXT 0x87BE
+#define GL_VECTOR_EXT 0x87BF
+#define GL_MATRIX_EXT 0x87C0
+#define GL_VARIANT_EXT 0x87C1
+#define GL_INVARIANT_EXT 0x87C2
+#define GL_LOCAL_CONSTANT_EXT 0x87C3
+#define GL_LOCAL_EXT 0x87C4
+#define GL_MAX_VERTEX_SHADER_INSTRUCTIONS_EXT 0x87C5
+#define GL_MAX_VERTEX_SHADER_VARIANTS_EXT 0x87C6
+#define GL_MAX_VERTEX_SHADER_INVARIANTS_EXT 0x87C7
+#define GL_MAX_VERTEX_SHADER_LOCAL_CONSTANTS_EXT 0x87C8
+#define GL_MAX_VERTEX_SHADER_LOCALS_EXT 0x87C9
+#define GL_MAX_OPTIMIZED_VERTEX_SHADER_INSTRUCTIONS_EXT 0x87CA
+#define GL_MAX_OPTIMIZED_VERTEX_SHADER_VARIANTS_EXT 0x87CB
+#define GL_MAX_OPTIMIZED_VERTEX_SHADER_LOCAL_CONSTANTS_EXT 0x87CC
+#define GL_MAX_OPTIMIZED_VERTEX_SHADER_INVARIANTS_EXT 0x87CD
+#define GL_MAX_OPTIMIZED_VERTEX_SHADER_LOCALS_EXT 0x87CE
+#define GL_VERTEX_SHADER_INSTRUCTIONS_EXT 0x87CF
+#define GL_VERTEX_SHADER_VARIANTS_EXT 0x87D0
+#define GL_VERTEX_SHADER_INVARIANTS_EXT 0x87D1
+#define GL_VERTEX_SHADER_LOCAL_CONSTANTS_EXT 0x87D2
+#define GL_VERTEX_SHADER_LOCALS_EXT 0x87D3
+#define GL_VERTEX_SHADER_OPTIMIZED_EXT 0x87D4
+#define GL_X_EXT 0x87D5
+#define GL_Y_EXT 0x87D6
+#define GL_Z_EXT 0x87D7
+#define GL_W_EXT 0x87D8
+#define GL_NEGATIVE_X_EXT 0x87D9
+#define GL_NEGATIVE_Y_EXT 0x87DA
+#define GL_NEGATIVE_Z_EXT 0x87DB
+#define GL_NEGATIVE_W_EXT 0x87DC
+#define GL_ZERO_EXT 0x87DD
+#define GL_ONE_EXT 0x87DE
+#define GL_NEGATIVE_ONE_EXT 0x87DF
+#define GL_NORMALIZED_RANGE_EXT 0x87E0
+#define GL_FULL_RANGE_EXT 0x87E1
+#define GL_CURRENT_VERTEX_EXT 0x87E2
+#define GL_MVP_MATRIX_EXT 0x87E3
+#define GL_VARIANT_VALUE_EXT 0x87E4
+#define GL_VARIANT_DATATYPE_EXT 0x87E5
+#define GL_VARIANT_ARRAY_STRIDE_EXT 0x87E6
+#define GL_VARIANT_ARRAY_TYPE_EXT 0x87E7
+#define GL_VARIANT_ARRAY_EXT 0x87E8
+#define GL_VARIANT_ARRAY_POINTER_EXT 0x87E9
+#define GL_INVARIANT_VALUE_EXT 0x87EA
+#define GL_INVARIANT_DATATYPE_EXT 0x87EB
+#define GL_LOCAL_CONSTANT_VALUE_EXT 0x87EC
+#define GL_LOCAL_CONSTANT_DATATYPE_EXT 0x87ED
+#endif
+
+#ifndef GL_ATI_vertex_streams
+#define GL_MAX_VERTEX_STREAMS_ATI 0x876B
+#define GL_VERTEX_STREAM0_ATI 0x876C
+#define GL_VERTEX_STREAM1_ATI 0x876D
+#define GL_VERTEX_STREAM2_ATI 0x876E
+#define GL_VERTEX_STREAM3_ATI 0x876F
+#define GL_VERTEX_STREAM4_ATI 0x8770
+#define GL_VERTEX_STREAM5_ATI 0x8771
+#define GL_VERTEX_STREAM6_ATI 0x8772
+#define GL_VERTEX_STREAM7_ATI 0x8773
+#define GL_VERTEX_SOURCE_ATI 0x8774
+#endif
+
+#ifndef GL_ATI_element_array
+#define GL_ELEMENT_ARRAY_ATI 0x8768
+#define GL_ELEMENT_ARRAY_TYPE_ATI 0x8769
+#define GL_ELEMENT_ARRAY_POINTER_ATI 0x876A
+#endif
+
+#ifndef GL_SUN_mesh_array
+#define GL_QUAD_MESH_SUN 0x8614
+#define GL_TRIANGLE_MESH_SUN 0x8615
+#endif
+
+#ifndef GL_SUN_slice_accum
+#define GL_SLICE_ACCUM_SUN 0x85CC
+#endif
+
+#ifndef GL_NV_multisample_filter_hint
+#define GL_MULTISAMPLE_FILTER_HINT_NV 0x8534
+#endif
+
+#ifndef GL_NV_depth_clamp
+#define GL_DEPTH_CLAMP_NV 0x864F
+#endif
+
+#ifndef GL_NV_occlusion_query
+#define GL_PIXEL_COUNTER_BITS_NV 0x8864
+#define GL_CURRENT_OCCLUSION_QUERY_ID_NV 0x8865
+#define GL_PIXEL_COUNT_NV 0x8866
+#define GL_PIXEL_COUNT_AVAILABLE_NV 0x8867
+#endif
+
+#ifndef GL_NV_point_sprite
+#define GL_POINT_SPRITE_NV 0x8861
+#define GL_COORD_REPLACE_NV 0x8862
+#define GL_POINT_SPRITE_R_MODE_NV 0x8863
+#endif
+
+#ifndef GL_NV_texture_shader3
+#define GL_OFFSET_PROJECTIVE_TEXTURE_2D_NV 0x8850
+#define GL_OFFSET_PROJECTIVE_TEXTURE_2D_SCALE_NV 0x8851
+#define GL_OFFSET_PROJECTIVE_TEXTURE_RECTANGLE_NV 0x8852
+#define GL_OFFSET_PROJECTIVE_TEXTURE_RECTANGLE_SCALE_NV 0x8853
+#define GL_OFFSET_HILO_TEXTURE_2D_NV 0x8854
+#define GL_OFFSET_HILO_TEXTURE_RECTANGLE_NV 0x8855
+#define GL_OFFSET_HILO_PROJECTIVE_TEXTURE_2D_NV 0x8856
+#define GL_OFFSET_HILO_PROJECTIVE_TEXTURE_RECTANGLE_NV 0x8857
+#define GL_DEPENDENT_HILO_TEXTURE_2D_NV 0x8858
+#define GL_DEPENDENT_RGB_TEXTURE_3D_NV 0x8859
+#define GL_DEPENDENT_RGB_TEXTURE_CUBE_MAP_NV 0x885A
+#define GL_DOT_PRODUCT_PASS_THROUGH_NV 0x885B
+#define GL_DOT_PRODUCT_TEXTURE_1D_NV 0x885C
+#define GL_DOT_PRODUCT_AFFINE_DEPTH_REPLACE_NV 0x885D
+#define GL_HILO8_NV 0x885E
+#define GL_SIGNED_HILO8_NV 0x885F
+#define GL_FORCE_BLUE_TO_ONE_NV 0x8860
+#endif
+
+#ifndef GL_NV_vertex_program1_1
+#endif
+
+#ifndef GL_EXT_shadow_funcs
+#endif
+
+#ifndef GL_EXT_stencil_two_side
+#define GL_STENCIL_TEST_TWO_SIDE_EXT 0x8910
+#define GL_ACTIVE_STENCIL_FACE_EXT 0x8911
+#endif
+
+#ifndef GL_ATI_text_fragment_shader
+#define GL_TEXT_FRAGMENT_SHADER_ATI 0x8200
+#endif
+
+#ifndef GL_APPLE_client_storage
+#define GL_UNPACK_CLIENT_STORAGE_APPLE 0x85B2
+#endif
+
+#ifndef GL_APPLE_element_array
+#define GL_ELEMENT_ARRAY_APPLE 0x8768
+#define GL_ELEMENT_ARRAY_TYPE_APPLE 0x8769
+#define GL_ELEMENT_ARRAY_POINTER_APPLE 0x876A
+#endif
+
+#ifndef GL_APPLE_fence
+#define GL_DRAW_PIXELS_APPLE 0x8A0A
+#define GL_FENCE_APPLE 0x8A0B
+#endif
+
+#ifndef GL_APPLE_vertex_array_object
+#define GL_VERTEX_ARRAY_BINDING_APPLE 0x85B5
+#endif
+
+#ifndef GL_APPLE_vertex_array_range
+#define GL_VERTEX_ARRAY_RANGE_APPLE 0x851D
+#define GL_VERTEX_ARRAY_RANGE_LENGTH_APPLE 0x851E
+#define GL_VERTEX_ARRAY_STORAGE_HINT_APPLE 0x851F
+#define GL_VERTEX_ARRAY_RANGE_POINTER_APPLE 0x8521
+#define GL_STORAGE_CACHED_APPLE 0x85BE
+#define GL_STORAGE_SHARED_APPLE 0x85BF
+#endif
+
+#ifndef GL_APPLE_ycbcr_422
+#define GL_YCBCR_422_APPLE 0x85B9
+#define GL_UNSIGNED_SHORT_8_8_APPLE 0x85BA
+#define GL_UNSIGNED_SHORT_8_8_REV_APPLE 0x85BB
+#endif
+
+#ifndef GL_S3_s3tc
+#define GL_RGB_S3TC 0x83A0
+#define GL_RGB4_S3TC 0x83A1
+#define GL_RGBA_S3TC 0x83A2
+#define GL_RGBA4_S3TC 0x83A3
+#endif
+
+#ifndef GL_ATI_draw_buffers
+#define GL_MAX_DRAW_BUFFERS_ATI 0x8824
+#define GL_DRAW_BUFFER0_ATI 0x8825
+#define GL_DRAW_BUFFER1_ATI 0x8826
+#define GL_DRAW_BUFFER2_ATI 0x8827
+#define GL_DRAW_BUFFER3_ATI 0x8828
+#define GL_DRAW_BUFFER4_ATI 0x8829
+#define GL_DRAW_BUFFER5_ATI 0x882A
+#define GL_DRAW_BUFFER6_ATI 0x882B
+#define GL_DRAW_BUFFER7_ATI 0x882C
+#define GL_DRAW_BUFFER8_ATI 0x882D
+#define GL_DRAW_BUFFER9_ATI 0x882E
+#define GL_DRAW_BUFFER10_ATI 0x882F
+#define GL_DRAW_BUFFER11_ATI 0x8830
+#define GL_DRAW_BUFFER12_ATI 0x8831
+#define GL_DRAW_BUFFER13_ATI 0x8832
+#define GL_DRAW_BUFFER14_ATI 0x8833
+#define GL_DRAW_BUFFER15_ATI 0x8834
+#endif
+
+#ifndef GL_ATI_pixel_format_float
+#define GL_TYPE_RGBA_FLOAT_ATI 0x8820
+#define GL_COLOR_CLEAR_UNCLAMPED_VALUE_ATI 0x8835
+#endif
+
+#ifndef GL_ATI_texture_env_combine3
+#define GL_MODULATE_ADD_ATI 0x8744
+#define GL_MODULATE_SIGNED_ADD_ATI 0x8745
+#define GL_MODULATE_SUBTRACT_ATI 0x8746
+#endif
+
+#ifndef GL_ATI_texture_float
+#define GL_RGBA_FLOAT32_ATI 0x8814
+#define GL_RGB_FLOAT32_ATI 0x8815
+#define GL_ALPHA_FLOAT32_ATI 0x8816
+#define GL_INTENSITY_FLOAT32_ATI 0x8817
+#define GL_LUMINANCE_FLOAT32_ATI 0x8818
+#define GL_LUMINANCE_ALPHA_FLOAT32_ATI 0x8819
+#define GL_RGBA_FLOAT16_ATI 0x881A
+#define GL_RGB_FLOAT16_ATI 0x881B
+#define GL_ALPHA_FLOAT16_ATI 0x881C
+#define GL_INTENSITY_FLOAT16_ATI 0x881D
+#define GL_LUMINANCE_FLOAT16_ATI 0x881E
+#define GL_LUMINANCE_ALPHA_FLOAT16_ATI 0x881F
+#endif
+
+#ifndef GL_NV_float_buffer
+#define GL_FLOAT_R_NV 0x8880
+#define GL_FLOAT_RG_NV 0x8881
+#define GL_FLOAT_RGB_NV 0x8882
+#define GL_FLOAT_RGBA_NV 0x8883
+#define GL_FLOAT_R16_NV 0x8884
+#define GL_FLOAT_R32_NV 0x8885
+#define GL_FLOAT_RG16_NV 0x8886
+#define GL_FLOAT_RG32_NV 0x8887
+#define GL_FLOAT_RGB16_NV 0x8888
+#define GL_FLOAT_RGB32_NV 0x8889
+#define GL_FLOAT_RGBA16_NV 0x888A
+#define GL_FLOAT_RGBA32_NV 0x888B
+#define GL_TEXTURE_FLOAT_COMPONENTS_NV 0x888C
+#define GL_FLOAT_CLEAR_COLOR_VALUE_NV 0x888D
+#define GL_FLOAT_RGBA_MODE_NV 0x888E
+#endif
+
+#ifndef GL_NV_fragment_program
+#define GL_MAX_FRAGMENT_PROGRAM_LOCAL_PARAMETERS_NV 0x8868
+#define GL_FRAGMENT_PROGRAM_NV 0x8870
+#define GL_MAX_TEXTURE_COORDS_NV 0x8871
+#define GL_MAX_TEXTURE_IMAGE_UNITS_NV 0x8872
+#define GL_FRAGMENT_PROGRAM_BINDING_NV 0x8873
+#define GL_PROGRAM_ERROR_STRING_NV 0x8874
+#endif
+
+#ifndef GL_NV_half_float
+#define GL_HALF_FLOAT_NV 0x140B
+#endif
+
+#ifndef GL_NV_pixel_data_range
+#define GL_WRITE_PIXEL_DATA_RANGE_NV 0x8878
+#define GL_READ_PIXEL_DATA_RANGE_NV 0x8879
+#define GL_WRITE_PIXEL_DATA_RANGE_LENGTH_NV 0x887A
+#define GL_READ_PIXEL_DATA_RANGE_LENGTH_NV 0x887B
+#define GL_WRITE_PIXEL_DATA_RANGE_POINTER_NV 0x887C
+#define GL_READ_PIXEL_DATA_RANGE_POINTER_NV 0x887D
+#endif
+
+#ifndef GL_NV_primitive_restart
+#define GL_PRIMITIVE_RESTART_NV 0x8558
+#define GL_PRIMITIVE_RESTART_INDEX_NV 0x8559
+#endif
+
+#ifndef GL_NV_texture_expand_normal
+#define GL_TEXTURE_UNSIGNED_REMAP_MODE_NV 0x888F
+#endif
+
+#ifndef GL_NV_vertex_program2
+#endif
+
+#ifndef GL_ATI_map_object_buffer
+#endif
+
+#ifndef GL_ATI_separate_stencil
+#define GL_STENCIL_BACK_FUNC_ATI 0x8800
+#define GL_STENCIL_BACK_FAIL_ATI 0x8801
+#define GL_STENCIL_BACK_PASS_DEPTH_FAIL_ATI 0x8802
+#define GL_STENCIL_BACK_PASS_DEPTH_PASS_ATI 0x8803
+#endif
+
+#ifndef GL_ATI_vertex_attrib_array_object
+#endif
+
+#ifndef GL_OES_read_format
+#define GL_IMPLEMENTATION_COLOR_READ_TYPE_OES 0x8B9A
+#define GL_IMPLEMENTATION_COLOR_READ_FORMAT_OES 0x8B9B
+#endif
+
+#ifndef GL_EXT_depth_bounds_test
+#define GL_DEPTH_BOUNDS_TEST_EXT 0x8890
+#define GL_DEPTH_BOUNDS_EXT 0x8891
+#endif
+
+#ifndef GL_EXT_texture_mirror_clamp
+#define GL_MIRROR_CLAMP_EXT 0x8742
+#define GL_MIRROR_CLAMP_TO_EDGE_EXT 0x8743
+#define GL_MIRROR_CLAMP_TO_BORDER_EXT 0x8912
+#endif
+
+#ifndef GL_EXT_blend_equation_separate
+#define GL_BLEND_EQUATION_RGB_EXT GL_BLEND_EQUATION
+#define GL_BLEND_EQUATION_ALPHA_EXT 0x883D
+#endif
+
+#ifndef GL_MESA_pack_invert
+#define GL_PACK_INVERT_MESA 0x8758
+#endif
+
+#ifndef GL_MESA_ycbcr_texture
+#define GL_UNSIGNED_SHORT_8_8_MESA 0x85BA
+#define GL_UNSIGNED_SHORT_8_8_REV_MESA 0x85BB
+#define GL_YCBCR_MESA 0x8757
+#endif
+
+#ifndef GL_EXT_pixel_buffer_object
+#define GL_PIXEL_PACK_BUFFER_EXT 0x88EB
+#define GL_PIXEL_UNPACK_BUFFER_EXT 0x88EC
+#define GL_PIXEL_PACK_BUFFER_BINDING_EXT 0x88ED
+#define GL_PIXEL_UNPACK_BUFFER_BINDING_EXT 0x88EF
+#endif
+
+#ifndef GL_NV_fragment_program_option
+#endif
+
+#ifndef GL_NV_fragment_program2
+#define GL_MAX_PROGRAM_EXEC_INSTRUCTIONS_NV 0x88F4
+#define GL_MAX_PROGRAM_CALL_DEPTH_NV 0x88F5
+#define GL_MAX_PROGRAM_IF_DEPTH_NV 0x88F6
+#define GL_MAX_PROGRAM_LOOP_DEPTH_NV 0x88F7
+#define GL_MAX_PROGRAM_LOOP_COUNT_NV 0x88F8
+#endif
+
+#ifndef GL_NV_vertex_program2_option
+/* reuse GL_MAX_PROGRAM_EXEC_INSTRUCTIONS_NV */
+/* reuse GL_MAX_PROGRAM_CALL_DEPTH_NV */
+#endif
+
+#ifndef GL_NV_vertex_program3
+/* reuse GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS_ARB */
+#endif
+
+#ifndef GL_EXT_framebuffer_object
+#define GL_INVALID_FRAMEBUFFER_OPERATION_EXT 0x0506
+#define GL_MAX_RENDERBUFFER_SIZE_EXT 0x84E8
+#define GL_FRAMEBUFFER_BINDING_EXT 0x8CA6
+#define GL_RENDERBUFFER_BINDING_EXT 0x8CA7
+#define GL_FRAMEBUFFER_ATTACHMENT_OBJECT_TYPE_EXT 0x8CD0
+#define GL_FRAMEBUFFER_ATTACHMENT_OBJECT_NAME_EXT 0x8CD1
+#define GL_FRAMEBUFFER_ATTACHMENT_TEXTURE_LEVEL_EXT 0x8CD2
+#define GL_FRAMEBUFFER_ATTACHMENT_TEXTURE_CUBE_MAP_FACE_EXT 0x8CD3
+#define GL_FRAMEBUFFER_ATTACHMENT_TEXTURE_3D_ZOFFSET_EXT 0x8CD4
+#define GL_FRAMEBUFFER_COMPLETE_EXT 0x8CD5
+#define GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT_EXT 0x8CD6
+#define GL_FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT_EXT 0x8CD7
+#define GL_FRAMEBUFFER_INCOMPLETE_DUPLICATE_ATTACHMENT_EXT 0x8CD8
+#define GL_FRAMEBUFFER_INCOMPLETE_DIMENSIONS_EXT 0x8CD9
+#define GL_FRAMEBUFFER_INCOMPLETE_FORMATS_EXT 0x8CDA
+#define GL_FRAMEBUFFER_INCOMPLETE_DRAW_BUFFER_EXT 0x8CDB
+#define GL_FRAMEBUFFER_INCOMPLETE_READ_BUFFER_EXT 0x8CDC
+#define GL_FRAMEBUFFER_UNSUPPORTED_EXT 0x8CDD
+#define GL_MAX_COLOR_ATTACHMENTS_EXT 0x8CDF
+#define GL_COLOR_ATTACHMENT0_EXT 0x8CE0
+#define GL_COLOR_ATTACHMENT1_EXT 0x8CE1
+#define GL_COLOR_ATTACHMENT2_EXT 0x8CE2
+#define GL_COLOR_ATTACHMENT3_EXT 0x8CE3
+#define GL_COLOR_ATTACHMENT4_EXT 0x8CE4
+#define GL_COLOR_ATTACHMENT5_EXT 0x8CE5
+#define GL_COLOR_ATTACHMENT6_EXT 0x8CE6
+#define GL_COLOR_ATTACHMENT7_EXT 0x8CE7
+#define GL_COLOR_ATTACHMENT8_EXT 0x8CE8
+#define GL_COLOR_ATTACHMENT9_EXT 0x8CE9
+#define GL_COLOR_ATTACHMENT10_EXT 0x8CEA
+#define GL_COLOR_ATTACHMENT11_EXT 0x8CEB
+#define GL_COLOR_ATTACHMENT12_EXT 0x8CEC
+#define GL_COLOR_ATTACHMENT13_EXT 0x8CED
+#define GL_COLOR_ATTACHMENT14_EXT 0x8CEE
+#define GL_COLOR_ATTACHMENT15_EXT 0x8CEF
+#define GL_DEPTH_ATTACHMENT_EXT 0x8D00
+#define GL_STENCIL_ATTACHMENT_EXT 0x8D20
+#define GL_FRAMEBUFFER_EXT 0x8D40
+#define GL_RENDERBUFFER_EXT 0x8D41
+#define GL_RENDERBUFFER_WIDTH_EXT 0x8D42
+#define GL_RENDERBUFFER_HEIGHT_EXT 0x8D43
+#define GL_RENDERBUFFER_INTERNAL_FORMAT_EXT 0x8D44
+#define GL_STENCIL_INDEX1_EXT 0x8D46
+#define GL_STENCIL_INDEX4_EXT 0x8D47
+#define GL_STENCIL_INDEX8_EXT 0x8D48
+#define GL_STENCIL_INDEX16_EXT 0x8D49
+#define GL_RENDERBUFFER_RED_SIZE_EXT 0x8D50
+#define GL_RENDERBUFFER_GREEN_SIZE_EXT 0x8D51
+#define GL_RENDERBUFFER_BLUE_SIZE_EXT 0x8D52
+#define GL_RENDERBUFFER_ALPHA_SIZE_EXT 0x8D53
+#define GL_RENDERBUFFER_DEPTH_SIZE_EXT 0x8D54
+#define GL_RENDERBUFFER_STENCIL_SIZE_EXT 0x8D55
+#endif
+
+#ifndef GL_GREMEDY_string_marker
+#endif
+
+
+/*************************************************************/
+
+#include <stddef.h>
+#ifndef GL_VERSION_2_0
+/* GL type for program/shader text */
+typedef char GLchar; /* native character */
+#endif
+
+#ifndef GL_VERSION_1_5
+/* GL types for handling large vertex buffer objects */
+typedef ptrdiff_t GLintptr;
+typedef ptrdiff_t GLsizeiptr;
+#endif
+
+#ifndef GL_ARB_vertex_buffer_object
+/* GL types for handling large vertex buffer objects */
+typedef ptrdiff_t GLintptrARB;
+typedef ptrdiff_t GLsizeiptrARB;
+#endif
+
+#ifndef GL_ARB_shader_objects
+/* GL types for handling shader object handles and program/shader text */
+typedef char GLcharARB; /* native character */
+typedef unsigned int GLhandleARB; /* shader object handle */
+#endif
+
+/* GL types for "half" precision (s10e5) float data in host memory */
+#ifndef GL_ARB_half_float_pixel
+typedef unsigned short GLhalfARB;
+#endif
+
+#ifndef GL_NV_half_float
+typedef unsigned short GLhalfNV;
+#endif
+
+#ifndef GL_VERSION_1_2
+#define GL_VERSION_1_2 1
+#ifdef GL_GLEXT_PROTOTYPES
+GLAPI void APIENTRY glBlendColor (GLclampf, GLclampf, GLclampf, GLclampf);
+GLAPI void APIENTRY glBlendEquation (GLenum);
+GLAPI void APIENTRY glDrawRangeElements (GLenum, GLuint, GLuint, GLsizei, GLenum, const GLvoid *);
+GLAPI void APIENTRY glColorTable (GLenum, GLenum, GLsizei, GLenum, GLenum, const GLvoid *);
+GLAPI void APIENTRY glColorTableParameterfv (GLenum, GLenum, const GLfloat *);
+GLAPI void APIENTRY glColorTableParameteriv (GLenum, GLenum, const GLint *);
+GLAPI void APIENTRY glCopyColorTable (GLenum, GLenum, GLint, GLint, GLsizei);
+GLAPI void APIENTRY glGetColorTable (GLenum, GLenum, GLenum, GLvoid *);
+GLAPI void APIENTRY glGetColorTableParameterfv (GLenum, GLenum, GLfloat *);
+GLAPI void APIENTRY glGetColorTableParameteriv (GLenum, GLenum, GLint *);
+GLAPI void APIENTRY glColorSubTable (GLenum, GLsizei, GLsizei, GLenum, GLenum, const GLvoid *);
+GLAPI void APIENTRY glCopyColorSubTable (GLenum, GLsizei, GLint, GLint, GLsizei);
+GLAPI void APIENTRY glConvolutionFilter1D (GLenum, GLenum, GLsizei, GLenum, GLenum, const GLvoid *);
+GLAPI void APIENTRY glConvolutionFilter2D (GLenum, GLenum, GLsizei, GLsizei, GLenum, GLenum, const GLvoid *);
+GLAPI void APIENTRY glConvolutionParameterf (GLenum, GLenum, GLfloat);
+GLAPI void APIENTRY glConvolutionParameterfv (GLenum, GLenum, const GLfloat *);
+GLAPI void APIENTRY glConvolutionParameteri (GLenum, GLenum, GLint);
+GLAPI void APIENTRY glConvolutionParameteriv (GLenum, GLenum, const GLint *);
+GLAPI void APIENTRY glCopyConvolutionFilter1D (GLenum, GLenum, GLint, GLint, GLsizei);
+GLAPI void APIENTRY glCopyConvolutionFilter2D (GLenum, GLenum, GLint, GLint, GLsizei, GLsizei);
+GLAPI void APIENTRY glGetConvolutionFilter (GLenum, GLenum, GLenum, GLvoid *);
+GLAPI void APIENTRY glGetConvolutionParameterfv (GLenum, GLenum, GLfloat *);
+GLAPI void APIENTRY glGetConvolutionParameteriv (GLenum, GLenum, GLint *);
+GLAPI void APIENTRY glGetSeparableFilter (GLenum, GLenum, GLenum, GLvoid *, GLvoid *, GLvoid *);
+GLAPI void APIENTRY glSeparableFilter2D (GLenum, GLenum, GLsizei, GLsizei, GLenum, GLenum, const GLvoid *, const GLvoid *);
+GLAPI void APIENTRY glGetHistogram (GLenum, GLboolean, GLenum, GLenum, GLvoid *);
+GLAPI void APIENTRY glGetHistogramParameterfv (GLenum, GLenum, GLfloat *);
+GLAPI void APIENTRY glGetHistogramParameteriv (GLenum, GLenum, GLint *);
+GLAPI void APIENTRY glGetMinmax (GLenum, GLboolean, GLenum, GLenum, GLvoid *);
+GLAPI void APIENTRY glGetMinmaxParameterfv (GLenum, GLenum, GLfloat *);
+GLAPI void APIENTRY glGetMinmaxParameteriv (GLenum, GLenum, GLint *);
+GLAPI void APIENTRY glHistogram (GLenum, GLsizei, GLenum, GLboolean);
+GLAPI void APIENTRY glMinmax (GLenum, GLenum, GLboolean);
+GLAPI void APIENTRY glResetHistogram (GLenum);
+GLAPI void APIENTRY glResetMinmax (GLenum);
+GLAPI void APIENTRY glTexImage3D (GLenum, GLint, GLint, GLsizei, GLsizei, GLsizei, GLint, GLenum, GLenum, const GLvoid *);
+GLAPI void APIENTRY glTexSubImage3D (GLenum, GLint, GLint, GLint, GLint, GLsizei, GLsizei, GLsizei, GLenum, GLenum, const GLvoid *);
+GLAPI void APIENTRY glCopyTexSubImage3D (GLenum, GLint, GLint, GLint, GLint, GLint, GLint, GLsizei, GLsizei);
+#endif /* GL_GLEXT_PROTOTYPES */
+typedef void (APIENTRYP PFNGLBLENDCOLORPROC) (GLclampf red, GLclampf green, GLclampf blue, GLclampf alpha);
+typedef void (APIENTRYP PFNGLBLENDEQUATIONPROC) (GLenum mode);
+typedef void (APIENTRYP PFNGLDRAWRANGEELEMENTSPROC) (GLenum mode, GLuint start, GLuint end, GLsizei count, GLenum type, const GLvoid *indices);
+typedef void (APIENTRYP PFNGLCOLORTABLEPROC) (GLenum target, GLenum internalformat, GLsizei width, GLenum format, GLenum type, const GLvoid *table);
+typedef void (APIENTRYP PFNGLCOLORTABLEPARAMETERFVPROC) (GLenum target, GLenum pname, const GLfloat *params);
+typedef void (APIENTRYP PFNGLCOLORTABLEPARAMETERIVPROC) (GLenum target, GLenum pname, const GLint *params);
+typedef void (APIENTRYP PFNGLCOPYCOLORTABLEPROC) (GLenum target, GLenum internalformat, GLint x, GLint y, GLsizei width);
+typedef void (APIENTRYP PFNGLGETCOLORTABLEPROC) (GLenum target, GLenum format, GLenum type, GLvoid *table);
+typedef void (APIENTRYP PFNGLGETCOLORTABLEPARAMETERFVPROC) (GLenum target, GLenum pname, GLfloat *params);
+typedef void (APIENTRYP PFNGLGETCOLORTABLEPARAMETERIVPROC) (GLenum target, GLenum pname, GLint *params);
+typedef void (APIENTRYP PFNGLCOLORSUBTABLEPROC) (GLenum target, GLsizei start, GLsizei count, GLenum format, GLenum type, const GLvoid *data);
+typedef void (APIENTRYP PFNGLCOPYCOLORSUBTABLEPROC) (GLenum target, GLsizei start, GLint x, GLint y, GLsizei width);
+typedef void (APIENTRYP PFNGLCONVOLUTIONFILTER1DPROC) (GLenum target, GLenum internalformat, GLsizei width, GLenum format, GLenum type, const GLvoid *image);
+typedef void (APIENTRYP PFNGLCONVOLUTIONFILTER2DPROC) (GLenum target, GLenum internalformat, GLsizei width, GLsizei height, GLenum format, GLenum type, const GLvoid *image);
+typedef void (APIENTRYP PFNGLCONVOLUTIONPARAMETERFPROC) (GLenum target, GLenum pname, GLfloat params);
+typedef void (APIENTRYP PFNGLCONVOLUTIONPARAMETERFVPROC) (GLenum target, GLenum pname, const GLfloat *params);
+typedef void (APIENTRYP PFNGLCONVOLUTIONPARAMETERIPROC) (GLenum target, GLenum pname, GLint params);
+typedef void (APIENTRYP PFNGLCONVOLUTIONPARAMETERIVPROC) (GLenum target, GLenum pname, const GLint *params);
+typedef void (APIENTRYP PFNGLCOPYCONVOLUTIONFILTER1DPROC) (GLenum target, GLenum internalformat, GLint x, GLint y, GLsizei width);
+typedef void (APIENTRYP PFNGLCOPYCONVOLUTIONFILTER2DPROC) (GLenum target, GLenum internalformat, GLint x, GLint y, GLsizei width, GLsizei height);
+typedef void (APIENTRYP PFNGLGETCONVOLUTIONFILTERPROC) (GLenum target, GLenum format, GLenum type, GLvoid *image);
+typedef void (APIENTRYP PFNGLGETCONVOLUTIONPARAMETERFVPROC) (GLenum target, GLenum pname, GLfloat *params);
+typedef void (APIENTRYP PFNGLGETCONVOLUTIONPARAMETERIVPROC) (GLenum target, GLenum pname, GLint *params);
+typedef void (APIENTRYP PFNGLGETSEPARABLEFILTERPROC) (GLenum target, GLenum format, GLenum type, GLvoid *row, GLvoid *column, GLvoid *span);
+typedef void (APIENTRYP PFNGLSEPARABLEFILTER2DPROC) (GLenum target, GLenum internalformat, GLsizei width, GLsizei height, GLenum format, GLenum type, const GLvoid *row, const GLvoid *column);
+typedef void (APIENTRYP PFNGLGETHISTOGRAMPROC) (GLenum target, GLboolean reset, GLenum format, GLenum type, GLvoid *values);
+typedef void (APIENTRYP PFNGLGETHISTOGRAMPARAMETERFVPROC) (GLenum target, GLenum pname, GLfloat *params);
+typedef void (APIENTRYP PFNGLGETHISTOGRAMPARAMETERIVPROC) (GLenum target, GLenum pname, GLint *params);
+typedef void (APIENTRYP PFNGLGETMINMAXPROC) (GLenum target, GLboolean reset, GLenum format, GLenum type, GLvoid *values);
+typedef void (APIENTRYP PFNGLGETMINMAXPARAMETERFVPROC) (GLenum target, GLenum pname, GLfloat *params);
+typedef void (APIENTRYP PFNGLGETMINMAXPARAMETERIVPROC) (GLenum target, GLenum pname, GLint *params);
+typedef void (APIENTRYP PFNGLHISTOGRAMPROC) (GLenum target, GLsizei width, GLenum internalformat, GLboolean sink);
+typedef void (APIENTRYP PFNGLMINMAXPROC) (GLenum target, GLenum internalformat, GLboolean sink);
+typedef void (APIENTRYP PFNGLRESETHISTOGRAMPROC) (GLenum target);
+typedef void (APIENTRYP PFNGLRESETMINMAXPROC) (GLenum target);
+typedef void (APIENTRYP PFNGLTEXIMAGE3DPROC) (GLenum target, GLint level, GLint internalformat, GLsizei width, GLsizei height, GLsizei depth, GLint border, GLenum format, GLenum type, const GLvoid *pixels);
+typedef void (APIENTRYP PFNGLTEXSUBIMAGE3DPROC) (GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLenum type, const GLvoid *pixels);
+typedef void (APIENTRYP PFNGLCOPYTEXSUBIMAGE3DPROC) (GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLint x, GLint y, GLsizei width, GLsizei height);
+#endif
+
+#ifndef GL_VERSION_1_3
+#define GL_VERSION_1_3 1
+#ifdef GL_GLEXT_PROTOTYPES
+GLAPI void APIENTRY glActiveTexture (GLenum);
+GLAPI void APIENTRY glClientActiveTexture (GLenum);
+GLAPI void APIENTRY glMultiTexCoord1d (GLenum, GLdouble);
+GLAPI void APIENTRY glMultiTexCoord1dv (GLenum, const GLdouble *);
+GLAPI void APIENTRY glMultiTexCoord1f (GLenum, GLfloat);
+GLAPI void APIENTRY glMultiTexCoord1fv (GLenum, const GLfloat *);
+GLAPI void APIENTRY glMultiTexCoord1i (GLenum, GLint);
+GLAPI void APIENTRY glMultiTexCoord1iv (GLenum, const GLint *);
+GLAPI void APIENTRY glMultiTexCoord1s (GLenum, GLshort);
+GLAPI void APIENTRY glMultiTexCoord1sv (GLenum, const GLshort *);
+GLAPI void APIENTRY glMultiTexCoord2d (GLenum, GLdouble, GLdouble);
+GLAPI void APIENTRY glMultiTexCoord2dv (GLenum, const GLdouble *);
+GLAPI void APIENTRY glMultiTexCoord2f (GLenum, GLfloat, GLfloat);
+GLAPI void APIENTRY glMultiTexCoord2fv (GLenum, const GLfloat *);
+GLAPI void APIENTRY glMultiTexCoord2i (GLenum, GLint, GLint);
+GLAPI void APIENTRY glMultiTexCoord2iv (GLenum, const GLint *);
+GLAPI void APIENTRY glMultiTexCoord2s (GLenum, GLshort, GLshort);
+GLAPI void APIENTRY glMultiTexCoord2sv (GLenum, const GLshort *);
+GLAPI void APIENTRY glMultiTexCoord3d (GLenum, GLdouble, GLdouble, GLdouble);
+GLAPI void APIENTRY glMultiTexCoord3dv (GLenum, const GLdouble *);
+GLAPI void APIENTRY glMultiTexCoord3f (GLenum, GLfloat, GLfloat, GLfloat);
+GLAPI void APIENTRY glMultiTexCoord3fv (GLenum, const GLfloat *);
+GLAPI void APIENTRY glMultiTexCoord3i (GLenum, GLint, GLint, GLint);
+GLAPI void APIENTRY glMultiTexCoord3iv (GLenum, const GLint *);
+GLAPI void APIENTRY glMultiTexCoord3s (GLenum, GLshort, GLshort, GLshort);
+GLAPI void APIENTRY glMultiTexCoord3sv (GLenum, const GLshort *);
+GLAPI void APIENTRY glMultiTexCoord4d (GLenum, GLdouble, GLdouble, GLdouble, GLdouble);
+GLAPI void APIENTRY glMultiTexCoord4dv (GLenum, const GLdouble *);
+GLAPI void APIENTRY glMultiTexCoord4f (GLenum, GLfloat, GLfloat, GLfloat, GLfloat);
+GLAPI void APIENTRY glMultiTexCoord4fv (GLenum, const GLfloat *);
+GLAPI void APIENTRY glMultiTexCoord4i (GLenum, GLint, GLint, GLint, GLint);
+GLAPI void APIENTRY glMultiTexCoord4iv (GLenum, const GLint *);
+GLAPI void APIENTRY glMultiTexCoord4s (GLenum, GLshort, GLshort, GLshort, GLshort);
+GLAPI void APIENTRY glMultiTexCoord4sv (GLenum, const GLshort *);
+GLAPI void APIENTRY glLoadTransposeMatrixf (const GLfloat *);
+GLAPI void APIENTRY glLoadTransposeMatrixd (const GLdouble *);
+GLAPI void APIENTRY glMultTransposeMatrixf (const GLfloat *);
+GLAPI void APIENTRY glMultTransposeMatrixd (const GLdouble *);
+GLAPI void APIENTRY glSampleCoverage (GLclampf, GLboolean);
+GLAPI void APIENTRY glCompressedTexImage3D (GLenum, GLint, GLenum, GLsizei, GLsizei, GLsizei, GLint, GLsizei, const GLvoid *);
+GLAPI void APIENTRY glCompressedTexImage2D (GLenum, GLint, GLenum, GLsizei, GLsizei, GLint, GLsizei, const GLvoid *);
+GLAPI void APIENTRY glCompressedTexImage1D (GLenum, GLint, GLenum, GLsizei, GLint, GLsizei, const GLvoid *);
+GLAPI void APIENTRY glCompressedTexSubImage3D (GLenum, GLint, GLint, GLint, GLint, GLsizei, GLsizei, GLsizei, GLenum, GLsizei, const GLvoid *);
+GLAPI void APIENTRY glCompressedTexSubImage2D (GLenum, GLint, GLint, GLint, GLsizei, GLsizei, GLenum, GLsizei, const GLvoid *);
+GLAPI void APIENTRY glCompressedTexSubImage1D (GLenum, GLint, GLint, GLsizei, GLenum, GLsizei, const GLvoid *);
+GLAPI void APIENTRY glGetCompressedTexImage (GLenum, GLint, GLvoid *);
+#endif /* GL_GLEXT_PROTOTYPES */
+typedef void (APIENTRYP PFNGLACTIVETEXTUREPROC) (GLenum texture);
+typedef void (APIENTRYP PFNGLCLIENTACTIVETEXTUREPROC) (GLenum texture);
+typedef void (APIENTRYP PFNGLMULTITEXCOORD1DPROC) (GLenum target, GLdouble s);
+typedef void (APIENTRYP PFNGLMULTITEXCOORD1DVPROC) (GLenum target, const GLdouble *v);
+typedef void (APIENTRYP PFNGLMULTITEXCOORD1FPROC) (GLenum target, GLfloat s);
+typedef void (APIENTRYP PFNGLMULTITEXCOORD1FVPROC) (GLenum target, const GLfloat *v);
+typedef void (APIENTRYP PFNGLMULTITEXCOORD1IPROC) (GLenum target, GLint s);
+typedef void (APIENTRYP PFNGLMULTITEXCOORD1IVPROC) (GLenum target, const GLint *v);
+typedef void (APIENTRYP PFNGLMULTITEXCOORD1SPROC) (GLenum target, GLshort s);
+typedef void (APIENTRYP PFNGLMULTITEXCOORD1SVPROC) (GLenum target, const GLshort *v);
+typedef void (APIENTRYP PFNGLMULTITEXCOORD2DPROC) (GLenum target, GLdouble s, GLdouble t);
+typedef void (APIENTRYP PFNGLMULTITEXCOORD2DVPROC) (GLenum target, const GLdouble *v);
+typedef void (APIENTRYP PFNGLMULTITEXCOORD2FPROC) (GLenum target, GLfloat s, GLfloat t);
+typedef void (APIENTRYP PFNGLMULTITEXCOORD2FVPROC) (GLenum target, const GLfloat *v);
+typedef void (APIENTRYP PFNGLMULTITEXCOORD2IPROC) (GLenum target, GLint s, GLint t);
+typedef void (APIENTRYP PFNGLMULTITEXCOORD2IVPROC) (GLenum target, const GLint *v);
+typedef void (APIENTRYP PFNGLMULTITEXCOORD2SPROC) (GLenum target, GLshort s, GLshort t);
+typedef void (APIENTRYP PFNGLMULTITEXCOORD2SVPROC) (GLenum target, const GLshort *v);
+typedef void (APIENTRYP PFNGLMULTITEXCOORD3DPROC) (GLenum target, GLdouble s, GLdouble t, GLdouble r);
+typedef void (APIENTRYP PFNGLMULTITEXCOORD3DVPROC) (GLenum target, const GLdouble *v);
+typedef void (APIENTRYP PFNGLMULTITEXCOORD3FPROC) (GLenum target, GLfloat s, GLfloat t, GLfloat r);
+typedef void (APIENTRYP PFNGLMULTITEXCOORD3FVPROC) (GLenum target, const GLfloat *v);
+typedef void (APIENTRYP PFNGLMULTITEXCOORD3IPROC) (GLenum target, GLint s, GLint t, GLint r);
+typedef void (APIENTRYP PFNGLMULTITEXCOORD3IVPROC) (GLenum target, const GLint *v);
+typedef void (APIENTRYP PFNGLMULTITEXCOORD3SPROC) (GLenum target, GLshort s, GLshort t, GLshort r);
+typedef void (APIENTRYP PFNGLMULTITEXCOORD3SVPROC) (GLenum target, const GLshort *v);
+typedef void (APIENTRYP PFNGLMULTITEXCOORD4DPROC) (GLenum target, GLdouble s, GLdouble t, GLdouble r, GLdouble q);
+typedef void (APIENTRYP PFNGLMULTITEXCOORD4DVPROC) (GLenum target, const GLdouble *v);
+typedef void (APIENTRYP PFNGLMULTITEXCOORD4FPROC) (GLenum target, GLfloat s, GLfloat t, GLfloat r, GLfloat q);
+typedef void (APIENTRYP PFNGLMULTITEXCOORD4FVPROC) (GLenum target, const GLfloat *v);
+typedef void (APIENTRYP PFNGLMULTITEXCOORD4IPROC) (GLenum target, GLint s, GLint t, GLint r, GLint q);
+typedef void (APIENTRYP PFNGLMULTITEXCOORD4IVPROC) (GLenum target, const GLint *v);
+typedef void (APIENTRYP PFNGLMULTITEXCOORD4SPROC) (GLenum target, GLshort s, GLshort t, GLshort r, GLshort q);
+typedef void (APIENTRYP PFNGLMULTITEXCOORD4SVPROC) (GLenum target, const GLshort *v);
+typedef void (APIENTRYP PFNGLLOADTRANSPOSEMATRIXFPROC) (const GLfloat *m);
+typedef void (APIENTRYP PFNGLLOADTRANSPOSEMATRIXDPROC) (const GLdouble *m);
+typedef void (APIENTRYP PFNGLMULTTRANSPOSEMATRIXFPROC) (const GLfloat *m);
+typedef void (APIENTRYP PFNGLMULTTRANSPOSEMATRIXDPROC) (const GLdouble *m);
+typedef void (APIENTRYP PFNGLSAMPLECOVERAGEPROC) (GLclampf value, GLboolean invert);
+typedef void (APIENTRYP PFNGLCOMPRESSEDTEXIMAGE3DPROC) (GLenum target, GLint level, GLenum internalformat, GLsizei width, GLsizei height, GLsizei depth, GLint border, GLsizei imageSize, const GLvoid *data);
+typedef void (APIENTRYP PFNGLCOMPRESSEDTEXIMAGE2DPROC) (GLenum target, GLint level, GLenum internalformat, GLsizei width, GLsizei height, GLint border, GLsizei imageSize, const GLvoid *data);
+typedef void (APIENTRYP PFNGLCOMPRESSEDTEXIMAGE1DPROC) (GLenum target, GLint level, GLenum internalformat, GLsizei width, GLint border, GLsizei imageSize, const GLvoid *data);
+typedef void (APIENTRYP PFNGLCOMPRESSEDTEXSUBIMAGE3DPROC) (GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLsizei imageSize, const GLvoid *data);
+typedef void (APIENTRYP PFNGLCOMPRESSEDTEXSUBIMAGE2DPROC) (GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLsizei imageSize, const GLvoid *data);
+typedef void (APIENTRYP PFNGLCOMPRESSEDTEXSUBIMAGE1DPROC) (GLenum target, GLint level, GLint xoffset, GLsizei width, GLenum format, GLsizei imageSize, const GLvoid *data);
+typedef void (APIENTRYP PFNGLGETCOMPRESSEDTEXIMAGEPROC) (GLenum target, GLint level, GLvoid *img);
+#endif
+
+#ifndef GL_VERSION_1_4
+#define GL_VERSION_1_4 1
+#ifdef GL_GLEXT_PROTOTYPES
+GLAPI void APIENTRY glBlendFuncSeparate (GLenum, GLenum, GLenum, GLenum);
+GLAPI void APIENTRY glFogCoordf (GLfloat);
+GLAPI void APIENTRY glFogCoordfv (const GLfloat *);
+GLAPI void APIENTRY glFogCoordd (GLdouble);
+GLAPI void APIENTRY glFogCoorddv (const GLdouble *);
+GLAPI void APIENTRY glFogCoordPointer (GLenum, GLsizei, const GLvoid *);
+GLAPI void APIENTRY glMultiDrawArrays (GLenum, GLint *, GLsizei *, GLsizei);
+GLAPI void APIENTRY glMultiDrawElements (GLenum, const GLsizei *, GLenum, const GLvoid* *, GLsizei);
+GLAPI void APIENTRY glPointParameterf (GLenum, GLfloat);
+GLAPI void APIENTRY glPointParameterfv (GLenum, const GLfloat *);
+GLAPI void APIENTRY glPointParameteri (GLenum, GLint);
+GLAPI void APIENTRY glPointParameteriv (GLenum, const GLint *);
+GLAPI void APIENTRY glSecondaryColor3b (GLbyte, GLbyte, GLbyte);
+GLAPI void APIENTRY glSecondaryColor3bv (const GLbyte *);
+GLAPI void APIENTRY glSecondaryColor3d (GLdouble, GLdouble, GLdouble);
+GLAPI void APIENTRY glSecondaryColor3dv (const GLdouble *);
+GLAPI void APIENTRY glSecondaryColor3f (GLfloat, GLfloat, GLfloat);
+GLAPI void APIENTRY glSecondaryColor3fv (const GLfloat *);
+GLAPI void APIENTRY glSecondaryColor3i (GLint, GLint, GLint);
+GLAPI void APIENTRY glSecondaryColor3iv (const GLint *);
+GLAPI void APIENTRY glSecondaryColor3s (GLshort, GLshort, GLshort);
+GLAPI void APIENTRY glSecondaryColor3sv (const GLshort *);
+GLAPI void APIENTRY glSecondaryColor3ub (GLubyte, GLubyte, GLubyte);
+GLAPI void APIENTRY glSecondaryColor3ubv (const GLubyte *);
+GLAPI void APIENTRY glSecondaryColor3ui (GLuint, GLuint, GLuint);
+GLAPI void APIENTRY glSecondaryColor3uiv (const GLuint *);
+GLAPI void APIENTRY glSecondaryColor3us (GLushort, GLushort, GLushort);
+GLAPI void APIENTRY glSecondaryColor3usv (const GLushort *);
+GLAPI void APIENTRY glSecondaryColorPointer (GLint, GLenum, GLsizei, const GLvoid *);
+GLAPI void APIENTRY glWindowPos2d (GLdouble, GLdouble);
+GLAPI void APIENTRY glWindowPos2dv (const GLdouble *);
+GLAPI void APIENTRY glWindowPos2f (GLfloat, GLfloat);
+GLAPI void APIENTRY glWindowPos2fv (const GLfloat *);
+GLAPI void APIENTRY glWindowPos2i (GLint, GLint);
+GLAPI void APIENTRY glWindowPos2iv (const GLint *);
+GLAPI void APIENTRY glWindowPos2s (GLshort, GLshort);
+GLAPI void APIENTRY glWindowPos2sv (const GLshort *);
+GLAPI void APIENTRY glWindowPos3d (GLdouble, GLdouble, GLdouble);
+GLAPI void APIENTRY glWindowPos3dv (const GLdouble *);
+GLAPI void APIENTRY glWindowPos3f (GLfloat, GLfloat, GLfloat);
+GLAPI void APIENTRY glWindowPos3fv (const GLfloat *);
+GLAPI void APIENTRY glWindowPos3i (GLint, GLint, GLint);
+GLAPI void APIENTRY glWindowPos3iv (const GLint *);
+GLAPI void APIENTRY glWindowPos3s (GLshort, GLshort, GLshort);
+GLAPI void APIENTRY glWindowPos3sv (const GLshort *);
+#endif /* GL_GLEXT_PROTOTYPES */
+typedef void (APIENTRYP PFNGLBLENDFUNCSEPARATEPROC) (GLenum sfactorRGB, GLenum dfactorRGB, GLenum sfactorAlpha, GLenum dfactorAlpha);
+typedef void (APIENTRYP PFNGLFOGCOORDFPROC) (GLfloat coord);
+typedef void (APIENTRYP PFNGLFOGCOORDFVPROC) (const GLfloat *coord);
+typedef void (APIENTRYP PFNGLFOGCOORDDPROC) (GLdouble coord);
+typedef void (APIENTRYP PFNGLFOGCOORDDVPROC) (const GLdouble *coord);
+typedef void (APIENTRYP PFNGLFOGCOORDPOINTERPROC) (GLenum type, GLsizei stride, const GLvoid *pointer);
+typedef void (APIENTRYP PFNGLMULTIDRAWARRAYSPROC) (GLenum mode, GLint *first, GLsizei *count, GLsizei primcount);
+typedef void (APIENTRYP PFNGLMULTIDRAWELEMENTSPROC) (GLenum mode, const GLsizei *count, GLenum type, const GLvoid* *indices, GLsizei primcount);
+typedef void (APIENTRYP PFNGLPOINTPARAMETERFPROC) (GLenum pname, GLfloat param);
+typedef void (APIENTRYP PFNGLPOINTPARAMETERFVPROC) (GLenum pname, const GLfloat *params);
+typedef void (APIENTRYP PFNGLPOINTPARAMETERIPROC) (GLenum pname, GLint param);
+typedef void (APIENTRYP PFNGLPOINTPARAMETERIVPROC) (GLenum pname, const GLint *params);
+typedef void (APIENTRYP PFNGLSECONDARYCOLOR3BPROC) (GLbyte red, GLbyte green, GLbyte blue);
+typedef void (APIENTRYP PFNGLSECONDARYCOLOR3BVPROC) (const GLbyte *v);
+typedef void (APIENTRYP PFNGLSECONDARYCOLOR3DPROC) (GLdouble red, GLdouble green, GLdouble blue);
+typedef void (APIENTRYP PFNGLSECONDARYCOLOR3DVPROC) (const GLdouble *v);
+typedef void (APIENTRYP PFNGLSECONDARYCOLOR3FPROC) (GLfloat red, GLfloat green, GLfloat blue);
+typedef void (APIENTRYP PFNGLSECONDARYCOLOR3FVPROC) (const GLfloat *v);
+typedef void (APIENTRYP PFNGLSECONDARYCOLOR3IPROC) (GLint red, GLint green, GLint blue);
+typedef void (APIENTRYP PFNGLSECONDARYCOLOR3IVPROC) (const GLint *v);
+typedef void (APIENTRYP PFNGLSECONDARYCOLOR3SPROC) (GLshort red, GLshort green, GLshort blue);
+typedef void (APIENTRYP PFNGLSECONDARYCOLOR3SVPROC) (const GLshort *v);
+typedef void (APIENTRYP PFNGLSECONDARYCOLOR3UBPROC) (GLubyte red, GLubyte green, GLubyte blue);
+typedef void (APIENTRYP PFNGLSECONDARYCOLOR3UBVPROC) (const GLubyte *v);
+typedef void (APIENTRYP PFNGLSECONDARYCOLOR3UIPROC) (GLuint red, GLuint green, GLuint blue);
+typedef void (APIENTRYP PFNGLSECONDARYCOLOR3UIVPROC) (const GLuint *v);
+typedef void (APIENTRYP PFNGLSECONDARYCOLOR3USPROC) (GLushort red, GLushort green, GLushort blue);
+typedef void (APIENTRYP PFNGLSECONDARYCOLOR3USVPROC) (const GLushort *v);
+typedef void (APIENTRYP PFNGLSECONDARYCOLORPOINTERPROC) (GLint size, GLenum type, GLsizei stride, const GLvoid *pointer);
+typedef void (APIENTRYP PFNGLWINDOWPOS2DPROC) (GLdouble x, GLdouble y);
+typedef void (APIENTRYP PFNGLWINDOWPOS2DVPROC) (const GLdouble *v);
+typedef void (APIENTRYP PFNGLWINDOWPOS2FPROC) (GLfloat x, GLfloat y);
+typedef void (APIENTRYP PFNGLWINDOWPOS2FVPROC) (const GLfloat *v);
+typedef void (APIENTRYP PFNGLWINDOWPOS2IPROC) (GLint x, GLint y);
+typedef void (APIENTRYP PFNGLWINDOWPOS2IVPROC) (const GLint *v);
+typedef void (APIENTRYP PFNGLWINDOWPOS2SPROC) (GLshort x, GLshort y);
+typedef void (APIENTRYP PFNGLWINDOWPOS2SVPROC) (const GLshort *v);
+typedef void (APIENTRYP PFNGLWINDOWPOS3DPROC) (GLdouble x, GLdouble y, GLdouble z);
+typedef void (APIENTRYP PFNGLWINDOWPOS3DVPROC) (const GLdouble *v);
+typedef void (APIENTRYP PFNGLWINDOWPOS3FPROC) (GLfloat x, GLfloat y, GLfloat z);
+typedef void (APIENTRYP PFNGLWINDOWPOS3FVPROC) (const GLfloat *v);
+typedef void (APIENTRYP PFNGLWINDOWPOS3IPROC) (GLint x, GLint y, GLint z);
+typedef void (APIENTRYP PFNGLWINDOWPOS3IVPROC) (const GLint *v);
+typedef void (APIENTRYP PFNGLWINDOWPOS3SPROC) (GLshort x, GLshort y, GLshort z);
+typedef void (APIENTRYP PFNGLWINDOWPOS3SVPROC) (const GLshort *v);
+#endif
+
+#ifndef GL_VERSION_1_5
+#define GL_VERSION_1_5 1
+#ifdef GL_GLEXT_PROTOTYPES
+GLAPI void APIENTRY glGenQueries (GLsizei, GLuint *);
+GLAPI void APIENTRY glDeleteQueries (GLsizei, const GLuint *);
+GLAPI GLboolean APIENTRY glIsQuery (GLuint);
+GLAPI void APIENTRY glBeginQuery (GLenum, GLuint);
+GLAPI void APIENTRY glEndQuery (GLenum);
+GLAPI void APIENTRY glGetQueryiv (GLenum, GLenum, GLint *);
+GLAPI void APIENTRY glGetQueryObjectiv (GLuint, GLenum, GLint *);
+GLAPI void APIENTRY glGetQueryObjectuiv (GLuint, GLenum, GLuint *);
+GLAPI void APIENTRY glBindBuffer (GLenum, GLuint);
+GLAPI void APIENTRY glDeleteBuffers (GLsizei, const GLuint *);
+GLAPI void APIENTRY glGenBuffers (GLsizei, GLuint *);
+GLAPI GLboolean APIENTRY glIsBuffer (GLuint);
+GLAPI void APIENTRY glBufferData (GLenum, GLsizeiptr, const GLvoid *, GLenum);
+GLAPI void APIENTRY glBufferSubData (GLenum, GLintptr, GLsizeiptr, const GLvoid *);
+GLAPI void APIENTRY glGetBufferSubData (GLenum, GLintptr, GLsizeiptr, GLvoid *);
+GLAPI GLvoid* APIENTRY glMapBuffer (GLenum, GLenum);
+GLAPI GLboolean APIENTRY glUnmapBuffer (GLenum);
+GLAPI void APIENTRY glGetBufferParameteriv (GLenum, GLenum, GLint *);
+GLAPI void APIENTRY glGetBufferPointerv (GLenum, GLenum, GLvoid* *);
+#endif /* GL_GLEXT_PROTOTYPES */
+typedef void (APIENTRYP PFNGLGENQUERIESPROC) (GLsizei n, GLuint *ids);
+typedef void (APIENTRYP PFNGLDELETEQUERIESPROC) (GLsizei n, const GLuint *ids);
+typedef GLboolean (APIENTRYP PFNGLISQUERYPROC) (GLuint id);
+typedef void (APIENTRYP PFNGLBEGINQUERYPROC) (GLenum target, GLuint id);
+typedef void (APIENTRYP PFNGLENDQUERYPROC) (GLenum target);
+typedef void (APIENTRYP PFNGLGETQUERYIVPROC) (GLenum target, GLenum pname, GLint *params);
+typedef void (APIENTRYP PFNGLGETQUERYOBJECTIVPROC) (GLuint id, GLenum pname, GLint *params);
+typedef void (APIENTRYP PFNGLGETQUERYOBJECTUIVPROC) (GLuint id, GLenum pname, GLuint *params);
+typedef void (APIENTRYP PFNGLBINDBUFFERPROC) (GLenum target, GLuint buffer);
+typedef void (APIENTRYP PFNGLDELETEBUFFERSPROC) (GLsizei n, const GLuint *buffers);
+typedef void (APIENTRYP PFNGLGENBUFFERSPROC) (GLsizei n, GLuint *buffers);
+typedef GLboolean (APIENTRYP PFNGLISBUFFERPROC) (GLuint buffer);
+typedef void (APIENTRYP PFNGLBUFFERDATAPROC) (GLenum target, GLsizeiptr size, const GLvoid *data, GLenum usage);
+typedef void (APIENTRYP PFNGLBUFFERSUBDATAPROC) (GLenum target, GLintptr offset, GLsizeiptr size, const GLvoid *data);
+typedef void (APIENTRYP PFNGLGETBUFFERSUBDATAPROC) (GLenum target, GLintptr offset, GLsizeiptr size, GLvoid *data);
+typedef GLvoid* (APIENTRYP PFNGLMAPBUFFERPROC) (GLenum target, GLenum access);
+typedef GLboolean (APIENTRYP PFNGLUNMAPBUFFERPROC) (GLenum target);
+typedef void (APIENTRYP PFNGLGETBUFFERPARAMETERIVPROC) (GLenum target, GLenum pname, GLint *params);
+typedef void (APIENTRYP PFNGLGETBUFFERPOINTERVPROC) (GLenum target, GLenum pname, GLvoid* *params);
+#endif
+
+#ifndef GL_VERSION_2_0
+#define GL_VERSION_2_0 1
+#ifdef GL_GLEXT_PROTOTYPES
+GLAPI void APIENTRY glBlendEquationSeparate (GLenum, GLenum);
+GLAPI void APIENTRY glDrawBuffers (GLsizei, const GLenum *);
+GLAPI void APIENTRY glStencilOpSeparate (GLenum, GLenum, GLenum, GLenum);
+GLAPI void APIENTRY glStencilFuncSeparate (GLenum, GLenum, GLint, GLuint);
+GLAPI void APIENTRY glStencilMaskSeparate (GLenum, GLuint);
+GLAPI void APIENTRY glAttachShader (GLuint, GLuint);
+GLAPI void APIENTRY glBindAttribLocation (GLuint, GLuint, const GLchar *);
+GLAPI void APIENTRY glCompileShader (GLuint);
+GLAPI GLuint APIENTRY glCreateProgram (void);
+GLAPI GLuint APIENTRY glCreateShader (GLenum);
+GLAPI void APIENTRY glDeleteProgram (GLuint);
+GLAPI void APIENTRY glDeleteShader (GLuint);
+GLAPI void APIENTRY glDetachShader (GLuint, GLuint);
+GLAPI void APIENTRY glDisableVertexAttribArray (GLuint);
+GLAPI void APIENTRY glEnableVertexAttribArray (GLuint);
+GLAPI void APIENTRY glGetActiveAttrib (GLuint, GLuint, GLsizei, GLsizei *, GLint *, GLenum *, GLchar *);
+GLAPI void APIENTRY glGetActiveUniform (GLuint, GLuint, GLsizei, GLsizei *, GLint *, GLenum *, GLchar *);
+GLAPI void APIENTRY glGetAttachedShaders (GLuint, GLsizei, GLsizei *, GLuint *);
+GLAPI GLint APIENTRY glGetAttribLocation (GLuint, const GLchar *);
+GLAPI void APIENTRY glGetProgramiv (GLuint, GLenum, GLint *);
+GLAPI void APIENTRY glGetProgramInfoLog (GLuint, GLsizei, GLsizei *, GLchar *);
+GLAPI void APIENTRY glGetShaderiv (GLuint, GLenum, GLint *);
+GLAPI void APIENTRY glGetShaderInfoLog (GLuint, GLsizei, GLsizei *, GLchar *);
+GLAPI void APIENTRY glGetShaderSource (GLuint, GLsizei, GLsizei *, GLchar *);
+GLAPI GLint APIENTRY glGetUniformLocation (GLuint, const GLchar *);
+GLAPI void APIENTRY glGetUniformfv (GLuint, GLint, GLfloat *);
+GLAPI void APIENTRY glGetUniformiv (GLuint, GLint, GLint *);
+GLAPI void APIENTRY glGetVertexAttribdv (GLuint, GLenum, GLdouble *);
+GLAPI void APIENTRY glGetVertexAttribfv (GLuint, GLenum, GLfloat *);
+GLAPI void APIENTRY glGetVertexAttribiv (GLuint, GLenum, GLint *);
+GLAPI void APIENTRY glGetVertexAttribPointerv (GLuint, GLenum, GLvoid* *);
+GLAPI GLboolean APIENTRY glIsProgram (GLuint);
+GLAPI GLboolean APIENTRY glIsShader (GLuint);
+GLAPI void APIENTRY glLinkProgram (GLuint);
+GLAPI void APIENTRY glShaderSource (GLuint, GLsizei, const GLchar* *, const GLint *);
+GLAPI void APIENTRY glUseProgram (GLuint);
+GLAPI void APIENTRY glUniform1f (GLint, GLfloat);
+GLAPI void APIENTRY glUniform2f (GLint, GLfloat, GLfloat);
+GLAPI void APIENTRY glUniform3f (GLint, GLfloat, GLfloat, GLfloat);
+GLAPI void APIENTRY glUniform4f (GLint, GLfloat, GLfloat, GLfloat, GLfloat);
+GLAPI void APIENTRY glUniform1i (GLint, GLint);
+GLAPI void APIENTRY glUniform2i (GLint, GLint, GLint);
+GLAPI void APIENTRY glUniform3i (GLint, GLint, GLint, GLint);
+GLAPI void APIENTRY glUniform4i (GLint, GLint, GLint, GLint, GLint);
+GLAPI void APIENTRY glUniform1fv (GLint, GLsizei, const GLfloat *);
+GLAPI void APIENTRY glUniform2fv (GLint, GLsizei, const GLfloat *);
+GLAPI void APIENTRY glUniform3fv (GLint, GLsizei, const GLfloat *);
+GLAPI void APIENTRY glUniform4fv (GLint, GLsizei, const GLfloat *);
+GLAPI void APIENTRY glUniform1iv (GLint, GLsizei, const GLint *);
+GLAPI void APIENTRY glUniform2iv (GLint, GLsizei, const GLint *);
+GLAPI void APIENTRY glUniform3iv (GLint, GLsizei, const GLint *);
+GLAPI void APIENTRY glUniform4iv (GLint, GLsizei, const GLint *);
+GLAPI void APIENTRY glUniformMatrix2fv (GLint, GLsizei, GLboolean, const GLfloat *);
+GLAPI void APIENTRY glUniformMatrix3fv (GLint, GLsizei, GLboolean, const GLfloat *);
+GLAPI void APIENTRY glUniformMatrix4fv (GLint, GLsizei, GLboolean, const GLfloat *);
+GLAPI void APIENTRY glValidateProgram (GLuint);
+GLAPI void APIENTRY glVertexAttrib1d (GLuint, GLdouble);
+GLAPI void APIENTRY glVertexAttrib1dv (GLuint, const GLdouble *);
+GLAPI void APIENTRY glVertexAttrib1f (GLuint, GLfloat);
+GLAPI void APIENTRY glVertexAttrib1fv (GLuint, const GLfloat *);
+GLAPI void APIENTRY glVertexAttrib1s (GLuint, GLshort);
+GLAPI void APIENTRY glVertexAttrib1sv (GLuint, const GLshort *);
+GLAPI void APIENTRY glVertexAttrib2d (GLuint, GLdouble, GLdouble);
+GLAPI void APIENTRY glVertexAttrib2dv (GLuint, const GLdouble *);
+GLAPI void APIENTRY glVertexAttrib2f (GLuint, GLfloat, GLfloat);
+GLAPI void APIENTRY glVertexAttrib2fv (GLuint, const GLfloat *);
+GLAPI void APIENTRY glVertexAttrib2s (GLuint, GLshort, GLshort);
+GLAPI void APIENTRY glVertexAttrib2sv (GLuint, const GLshort *);
+GLAPI void APIENTRY glVertexAttrib3d (GLuint, GLdouble, GLdouble, GLdouble);
+GLAPI void APIENTRY glVertexAttrib3dv (GLuint, const GLdouble *);
+GLAPI void APIENTRY glVertexAttrib3f (GLuint, GLfloat, GLfloat, GLfloat);
+GLAPI void APIENTRY glVertexAttrib3fv (GLuint, const GLfloat *);
+GLAPI void APIENTRY glVertexAttrib3s (GLuint, GLshort, GLshort, GLshort);
+GLAPI void APIENTRY glVertexAttrib3sv (GLuint, const GLshort *);
+GLAPI void APIENTRY glVertexAttrib4Nbv (GLuint, const GLbyte *);
+GLAPI void APIENTRY glVertexAttrib4Niv (GLuint, const GLint *);
+GLAPI void APIENTRY glVertexAttrib4Nsv (GLuint, const GLshort *);
+GLAPI void APIENTRY glVertexAttrib4Nub (GLuint, GLubyte, GLubyte, GLubyte, GLubyte);
+GLAPI void APIENTRY glVertexAttrib4Nubv (GLuint, const GLubyte *);
+GLAPI void APIENTRY glVertexAttrib4Nuiv (GLuint, const GLuint *);
+GLAPI void APIENTRY glVertexAttrib4Nusv (GLuint, const GLushort *);
+GLAPI void APIENTRY glVertexAttrib4bv (GLuint, const GLbyte *);
+GLAPI void APIENTRY glVertexAttrib4d (GLuint, GLdouble, GLdouble, GLdouble, GLdouble);
+GLAPI void APIENTRY glVertexAttrib4dv (GLuint, const GLdouble *);
+GLAPI void APIENTRY glVertexAttrib4f (GLuint, GLfloat, GLfloat, GLfloat, GLfloat);
+GLAPI void APIENTRY glVertexAttrib4fv (GLuint, const GLfloat *);
+GLAPI void APIENTRY glVertexAttrib4iv (GLuint, const GLint *);
+GLAPI void APIENTRY glVertexAttrib4s (GLuint, GLshort, GLshort, GLshort, GLshort);
+GLAPI void APIENTRY glVertexAttrib4sv (GLuint, const GLshort *);
+GLAPI void APIENTRY glVertexAttrib4ubv (GLuint, const GLubyte *);
+GLAPI void APIENTRY glVertexAttrib4uiv (GLuint, const GLuint *);
+GLAPI void APIENTRY glVertexAttrib4usv (GLuint, const GLushort *);
+GLAPI void APIENTRY glVertexAttribPointer (GLuint, GLint, GLenum, GLboolean, GLsizei, const GLvoid *);
+#endif /* GL_GLEXT_PROTOTYPES */
+typedef void (APIENTRYP PFNGLBLENDEQUATIONSEPARATEPROC) (GLenum modeRGB, GLenum modeAlpha);
+typedef void (APIENTRYP PFNGLDRAWBUFFERSPROC) (GLsizei n, const GLenum *bufs);
+typedef void (APIENTRYP PFNGLSTENCILOPSEPARATEPROC) (GLenum face, GLenum sfail, GLenum dpfail, GLenum dppass);
+typedef void (APIENTRYP PFNGLSTENCILFUNCSEPARATEPROC) (GLenum frontfunc, GLenum backfunc, GLint ref, GLuint mask);
+typedef void (APIENTRYP PFNGLSTENCILMASKSEPARATEPROC) (GLenum face, GLuint mask);
+typedef void (APIENTRYP PFNGLATTACHSHADERPROC) (GLuint program, GLuint shader);
+typedef void (APIENTRYP PFNGLBINDATTRIBLOCATIONPROC) (GLuint program, GLuint index, const GLchar *name);
+typedef void (APIENTRYP PFNGLCOMPILESHADERPROC) (GLuint shader);
+typedef GLuint (APIENTRYP PFNGLCREATEPROGRAMPROC) (void);
+typedef GLuint (APIENTRYP PFNGLCREATESHADERPROC) (GLenum type);
+typedef void (APIENTRYP PFNGLDELETEPROGRAMPROC) (GLuint program);
+typedef void (APIENTRYP PFNGLDELETESHADERPROC) (GLuint shader);
+typedef void (APIENTRYP PFNGLDETACHSHADERPROC) (GLuint program, GLuint shader);
+typedef void (APIENTRYP PFNGLDISABLEVERTEXATTRIBARRAYPROC) (GLuint index);
+typedef void (APIENTRYP PFNGLENABLEVERTEXATTRIBARRAYPROC) (GLuint index);
+typedef void (APIENTRYP PFNGLGETACTIVEATTRIBPROC) (GLuint program, GLuint index, GLsizei bufSize, GLsizei *length, GLint *size, GLenum *type, GLchar *name);
+typedef void (APIENTRYP PFNGLGETACTIVEUNIFORMPROC) (GLuint program, GLuint index, GLsizei bufSize, GLsizei *length, GLint *size, GLenum *type, GLchar *name);
+typedef void (APIENTRYP PFNGLGETATTACHEDSHADERSPROC) (GLuint program, GLsizei maxCount, GLsizei *count, GLuint *obj);
+typedef GLint (APIENTRYP PFNGLGETATTRIBLOCATIONPROC) (GLuint program, const GLchar *name);
+typedef void (APIENTRYP PFNGLGETPROGRAMIVPROC) (GLuint program, GLenum pname, GLint *params);
+typedef void (APIENTRYP PFNGLGETPROGRAMINFOLOGPROC) (GLuint program, GLsizei bufSize, GLsizei *length, GLchar *infoLog);
+typedef void (APIENTRYP PFNGLGETSHADERIVPROC) (GLuint shader, GLenum pname, GLint *params);
+typedef void (APIENTRYP PFNGLGETSHADERINFOLOGPROC) (GLuint shader, GLsizei bufSize, GLsizei *length, GLchar *infoLog);
+typedef void (APIENTRYP PFNGLGETSHADERSOURCEPROC) (GLuint shader, GLsizei bufSize, GLsizei *length, GLchar *source);
+typedef GLint (APIENTRYP PFNGLGETUNIFORMLOCATIONPROC) (GLuint program, const GLchar *name);
+typedef void (APIENTRYP PFNGLGETUNIFORMFVPROC) (GLuint program, GLint location, GLfloat *params);
+typedef void (APIENTRYP PFNGLGETUNIFORMIVPROC) (GLuint program, GLint location, GLint *params);
+typedef void (APIENTRYP PFNGLGETVERTEXATTRIBDVPROC) (GLuint index, GLenum pname, GLdouble *params);
+typedef void (APIENTRYP PFNGLGETVERTEXATTRIBFVPROC) (GLuint index, GLenum pname, GLfloat *params);
+typedef void (APIENTRYP PFNGLGETVERTEXATTRIBIVPROC) (GLuint index, GLenum pname, GLint *params);
+typedef void (APIENTRYP PFNGLGETVERTEXATTRIBPOINTERVPROC) (GLuint index, GLenum pname, GLvoid* *pointer);
+typedef GLboolean (APIENTRYP PFNGLISPROGRAMPROC) (GLuint program);
+typedef GLboolean (APIENTRYP PFNGLISSHADERPROC) (GLuint shader);
+typedef void (APIENTRYP PFNGLLINKPROGRAMPROC) (GLuint program);
+typedef void (APIENTRYP PFNGLSHADERSOURCEPROC) (GLuint shader, GLsizei count, const GLchar* *string, const GLint *length);
+typedef void (APIENTRYP PFNGLUSEPROGRAMPROC) (GLuint program);
+typedef void (APIENTRYP PFNGLUNIFORM1FPROC) (GLint location, GLfloat v0);
+typedef void (APIENTRYP PFNGLUNIFORM2FPROC) (GLint location, GLfloat v0, GLfloat v1);
+typedef void (APIENTRYP PFNGLUNIFORM3FPROC) (GLint location, GLfloat v0, GLfloat v1, GLfloat v2);
+typedef void (APIENTRYP PFNGLUNIFORM4FPROC) (GLint location, GLfloat v0, GLfloat v1, GLfloat v2, GLfloat v3);
+typedef void (APIENTRYP PFNGLUNIFORM1IPROC) (GLint location, GLint v0);
+typedef void (APIENTRYP PFNGLUNIFORM2IPROC) (GLint location, GLint v0, GLint v1);
+typedef void (APIENTRYP PFNGLUNIFORM3IPROC) (GLint location, GLint v0, GLint v1, GLint v2);
+typedef void (APIENTRYP PFNGLUNIFORM4IPROC) (GLint location, GLint v0, GLint v1, GLint v2, GLint v3);
+typedef void (APIENTRYP PFNGLUNIFORM1FVPROC) (GLint location, GLsizei count, const GLfloat *value);
+typedef void (APIENTRYP PFNGLUNIFORM2FVPROC) (GLint location, GLsizei count, const GLfloat *value);
+typedef void (APIENTRYP PFNGLUNIFORM3FVPROC) (GLint location, GLsizei count, const GLfloat *value);
+typedef void (APIENTRYP PFNGLUNIFORM4FVPROC) (GLint location, GLsizei count, const GLfloat *value);
+typedef void (APIENTRYP PFNGLUNIFORM1IVPROC) (GLint location, GLsizei count, const GLint *value);
+typedef void (APIENTRYP PFNGLUNIFORM2IVPROC) (GLint location, GLsizei count, const GLint *value);
+typedef void (APIENTRYP PFNGLUNIFORM3IVPROC) (GLint location, GLsizei count, const GLint *value);
+typedef void (APIENTRYP PFNGLUNIFORM4IVPROC) (GLint location, GLsizei count, const GLint *value);
+typedef void (APIENTRYP PFNGLUNIFORMMATRIX2FVPROC) (GLint location, GLsizei count, GLboolean transpose, const GLfloat *value);
+typedef void (APIENTRYP PFNGLUNIFORMMATRIX3FVPROC) (GLint location, GLsizei count, GLboolean transpose, const GLfloat *value);
+typedef void (APIENTRYP PFNGLUNIFORMMATRIX4FVPROC) (GLint location, GLsizei count, GLboolean transpose, const GLfloat *value);
+typedef void (APIENTRYP PFNGLVALIDATEPROGRAMPROC) (GLuint program);
+typedef void (APIENTRYP PFNGLVERTEXATTRIB1DPROC) (GLuint index, GLdouble x);
+typedef void (APIENTRYP PFNGLVERTEXATTRIB1DVPROC) (GLuint index, const GLdouble *v);
+typedef void (APIENTRYP PFNGLVERTEXATTRIB1FPROC) (GLuint index, GLfloat x);
+typedef void (APIENTRYP PFNGLVERTEXATTRIB1FVPROC) (GLuint index, const GLfloat *v);
+typedef void (APIENTRYP PFNGLVERTEXATTRIB1SPROC) (GLuint index, GLshort x);
+typedef void (APIENTRYP PFNGLVERTEXATTRIB1SVPROC) (GLuint index, const GLshort *v);
+typedef void (APIENTRYP PFNGLVERTEXATTRIB2DPROC) (GLuint index, GLdouble x, GLdouble y);
+typedef void (APIENTRYP PFNGLVERTEXATTRIB2DVPROC) (GLuint index, const GLdouble *v);
+typedef void (APIENTRYP PFNGLVERTEXATTRIB2FPROC) (GLuint index, GLfloat x, GLfloat y);
+typedef void (APIENTRYP PFNGLVERTEXATTRIB2FVPROC) (GLuint index, const GLfloat *v);
+typedef void (APIENTRYP PFNGLVERTEXATTRIB2SPROC) (GLuint index, GLshort x, GLshort y);
+typedef void (APIENTRYP PFNGLVERTEXATTRIB2SVPROC) (GLuint index, const GLshort *v);
+typedef void (APIENTRYP PFNGLVERTEXATTRIB3DPROC) (GLuint index, GLdouble x, GLdouble y, GLdouble z);
+typedef void (APIENTRYP PFNGLVERTEXATTRIB3DVPROC) (GLuint index, const GLdouble *v);
+typedef void (APIENTRYP PFNGLVERTEXATTRIB3FPROC) (GLuint index, GLfloat x, GLfloat y, GLfloat z);
+typedef void (APIENTRYP PFNGLVERTEXATTRIB3FVPROC) (GLuint index, const GLfloat *v);
+typedef void (APIENTRYP PFNGLVERTEXATTRIB3SPROC) (GLuint index, GLshort x, GLshort y, GLshort z);
+typedef void (APIENTRYP PFNGLVERTEXATTRIB3SVPROC) (GLuint index, const GLshort *v);
+typedef void (APIENTRYP PFNGLVERTEXATTRIB4NBVPROC) (GLuint index, const GLbyte *v);
+typedef void (APIENTRYP PFNGLVERTEXATTRIB4NIVPROC) (GLuint index, const GLint *v);
+typedef void (APIENTRYP PFNGLVERTEXATTRIB4NSVPROC) (GLuint index, const GLshort *v);
+typedef void (APIENTRYP PFNGLVERTEXATTRIB4NUBPROC) (GLuint index, GLubyte x, GLubyte y, GLubyte z, GLubyte w);
+typedef void (APIENTRYP PFNGLVERTEXATTRIB4NUBVPROC) (GLuint index, const GLubyte *v);
+typedef void (APIENTRYP PFNGLVERTEXATTRIB4NUIVPROC) (GLuint index, const GLuint *v);
+typedef void (APIENTRYP PFNGLVERTEXATTRIB4NUSVPROC) (GLuint index, const GLushort *v);
+typedef void (APIENTRYP PFNGLVERTEXATTRIB4BVPROC) (GLuint index, const GLbyte *v);
+typedef void (APIENTRYP PFNGLVERTEXATTRIB4DPROC) (GLuint index, GLdouble x, GLdouble y, GLdouble z, GLdouble w);
+typedef void (APIENTRYP PFNGLVERTEXATTRIB4DVPROC) (GLuint index, const GLdouble *v);
+typedef void (APIENTRYP PFNGLVERTEXATTRIB4FPROC) (GLuint index, GLfloat x, GLfloat y, GLfloat z, GLfloat w);
+typedef void (APIENTRYP PFNGLVERTEXATTRIB4FVPROC) (GLuint index, const GLfloat *v);
+typedef void (APIENTRYP PFNGLVERTEXATTRIB4IVPROC) (GLuint index, const GLint *v);
+typedef void (APIENTRYP PFNGLVERTEXATTRIB4SPROC) (GLuint index, GLshort x, GLshort y, GLshort z, GLshort w);
+typedef void (APIENTRYP PFNGLVERTEXATTRIB4SVPROC) (GLuint index, const GLshort *v);
+typedef void (APIENTRYP PFNGLVERTEXATTRIB4UBVPROC) (GLuint index, const GLubyte *v);
+typedef void (APIENTRYP PFNGLVERTEXATTRIB4UIVPROC) (GLuint index, const GLuint *v);
+typedef void (APIENTRYP PFNGLVERTEXATTRIB4USVPROC) (GLuint index, const GLushort *v);
+typedef void (APIENTRYP PFNGLVERTEXATTRIBPOINTERPROC) (GLuint index, GLint size, GLenum type, GLboolean normalized, GLsizei stride, const GLvoid *pointer);
+#endif
+
+#ifndef GL_ARB_multitexture
+#define GL_ARB_multitexture 1
+#ifdef GL_GLEXT_PROTOTYPES
+GLAPI void APIENTRY glActiveTextureARB (GLenum);
+GLAPI void APIENTRY glClientActiveTextureARB (GLenum);
+GLAPI void APIENTRY glMultiTexCoord1dARB (GLenum, GLdouble);
+GLAPI void APIENTRY glMultiTexCoord1dvARB (GLenum, const GLdouble *);
+GLAPI void APIENTRY glMultiTexCoord1fARB (GLenum, GLfloat);
+GLAPI void APIENTRY glMultiTexCoord1fvARB (GLenum, const GLfloat *);
+GLAPI void APIENTRY glMultiTexCoord1iARB (GLenum, GLint);
+GLAPI void APIENTRY glMultiTexCoord1ivARB (GLenum, const GLint *);
+GLAPI void APIENTRY glMultiTexCoord1sARB (GLenum, GLshort);
+GLAPI void APIENTRY glMultiTexCoord1svARB (GLenum, const GLshort *);
+GLAPI void APIENTRY glMultiTexCoord2dARB (GLenum, GLdouble, GLdouble);
+GLAPI void APIENTRY glMultiTexCoord2dvARB (GLenum, const GLdouble *);
+GLAPI void APIENTRY glMultiTexCoord2fARB (GLenum, GLfloat, GLfloat);
+GLAPI void APIENTRY glMultiTexCoord2fvARB (GLenum, const GLfloat *);
+GLAPI void APIENTRY glMultiTexCoord2iARB (GLenum, GLint, GLint);
+GLAPI void APIENTRY glMultiTexCoord2ivARB (GLenum, const GLint *);
+GLAPI void APIENTRY glMultiTexCoord2sARB (GLenum, GLshort, GLshort);
+GLAPI void APIENTRY glMultiTexCoord2svARB (GLenum, const GLshort *);
+GLAPI void APIENTRY glMultiTexCoord3dARB (GLenum, GLdouble, GLdouble, GLdouble);
+GLAPI void APIENTRY glMultiTexCoord3dvARB (GLenum, const GLdouble *);
+GLAPI void APIENTRY glMultiTexCoord3fARB (GLenum, GLfloat, GLfloat, GLfloat);
+GLAPI void APIENTRY glMultiTexCoord3fvARB (GLenum, const GLfloat *);
+GLAPI void APIENTRY glMultiTexCoord3iARB (GLenum, GLint, GLint, GLint);
+GLAPI void APIENTRY glMultiTexCoord3ivARB (GLenum, const GLint *);
+GLAPI void APIENTRY glMultiTexCoord3sARB (GLenum, GLshort, GLshort, GLshort);
+GLAPI void APIENTRY glMultiTexCoord3svARB (GLenum, const GLshort *);
+GLAPI void APIENTRY glMultiTexCoord4dARB (GLenum, GLdouble, GLdouble, GLdouble, GLdouble);
+GLAPI void APIENTRY glMultiTexCoord4dvARB (GLenum, const GLdouble *);
+GLAPI void APIENTRY glMultiTexCoord4fARB (GLenum, GLfloat, GLfloat, GLfloat, GLfloat);
+GLAPI void APIENTRY glMultiTexCoord4fvARB (GLenum, const GLfloat *);
+GLAPI void APIENTRY glMultiTexCoord4iARB (GLenum, GLint, GLint, GLint, GLint);
+GLAPI void APIENTRY glMultiTexCoord4ivARB (GLenum, const GLint *);
+GLAPI void APIENTRY glMultiTexCoord4sARB (GLenum, GLshort, GLshort, GLshort, GLshort);
+GLAPI void APIENTRY glMultiTexCoord4svARB (GLenum, const GLshort *);
+#endif /* GL_GLEXT_PROTOTYPES */
+typedef void (APIENTRYP PFNGLACTIVETEXTUREARBPROC) (GLenum texture);
+typedef void (APIENTRYP PFNGLCLIENTACTIVETEXTUREARBPROC) (GLenum texture);
+typedef void (APIENTRYP PFNGLMULTITEXCOORD1DARBPROC) (GLenum target, GLdouble s);
+typedef void (APIENTRYP PFNGLMULTITEXCOORD1DVARBPROC) (GLenum target, const GLdouble *v);
+typedef void (APIENTRYP PFNGLMULTITEXCOORD1FARBPROC) (GLenum target, GLfloat s);
+typedef void (APIENTRYP PFNGLMULTITEXCOORD1FVARBPROC) (GLenum target, const GLfloat *v);
+typedef void (APIENTRYP PFNGLMULTITEXCOORD1IARBPROC) (GLenum target, GLint s);
+typedef void (APIENTRYP PFNGLMULTITEXCOORD1IVARBPROC) (GLenum target, const GLint *v);
+typedef void (APIENTRYP PFNGLMULTITEXCOORD1SARBPROC) (GLenum target, GLshort s);
+typedef void (APIENTRYP PFNGLMULTITEXCOORD1SVARBPROC) (GLenum target, const GLshort *v);
+typedef void (APIENTRYP PFNGLMULTITEXCOORD2DARBPROC) (GLenum target, GLdouble s, GLdouble t);
+typedef void (APIENTRYP PFNGLMULTITEXCOORD2DVARBPROC) (GLenum target, const GLdouble *v);
+typedef void (APIENTRYP PFNGLMULTITEXCOORD2FARBPROC) (GLenum target, GLfloat s, GLfloat t);
+typedef void (APIENTRYP PFNGLMULTITEXCOORD2FVARBPROC) (GLenum target, const GLfloat *v);
+typedef void (APIENTRYP PFNGLMULTITEXCOORD2IARBPROC) (GLenum target, GLint s, GLint t);
+typedef void (APIENTRYP PFNGLMULTITEXCOORD2IVARBPROC) (GLenum target, const GLint *v);
+typedef void (APIENTRYP PFNGLMULTITEXCOORD2SARBPROC) (GLenum target, GLshort s, GLshort t);
+typedef void (APIENTRYP PFNGLMULTITEXCOORD2SVARBPROC) (GLenum target, const GLshort *v);
+typedef void (APIENTRYP PFNGLMULTITEXCOORD3DARBPROC) (GLenum target, GLdouble s, GLdouble t, GLdouble r);
+typedef void (APIENTRYP PFNGLMULTITEXCOORD3DVARBPROC) (GLenum target, const GLdouble *v);
+typedef void (APIENTRYP PFNGLMULTITEXCOORD3FARBPROC) (GLenum target, GLfloat s, GLfloat t, GLfloat r);
+typedef void (APIENTRYP PFNGLMULTITEXCOORD3FVARBPROC) (GLenum target, const GLfloat *v);
+typedef void (APIENTRYP PFNGLMULTITEXCOORD3IARBPROC) (GLenum target, GLint s, GLint t, GLint r);
+typedef void (APIENTRYP PFNGLMULTITEXCOORD3IVARBPROC) (GLenum target, const GLint *v);
+typedef void (APIENTRYP PFNGLMULTITEXCOORD3SARBPROC) (GLenum target, GLshort s, GLshort t, GLshort r);
+typedef void (APIENTRYP PFNGLMULTITEXCOORD3SVARBPROC) (GLenum target, const GLshort *v);
+typedef void (APIENTRYP PFNGLMULTITEXCOORD4DARBPROC) (GLenum target, GLdouble s, GLdouble t, GLdouble r, GLdouble q);
+typedef void (APIENTRYP PFNGLMULTITEXCOORD4DVARBPROC) (GLenum target, const GLdouble *v);
+typedef void (APIENTRYP PFNGLMULTITEXCOORD4FARBPROC) (GLenum target, GLfloat s, GLfloat t, GLfloat r, GLfloat q);
+typedef void (APIENTRYP PFNGLMULTITEXCOORD4FVARBPROC) (GLenum target, const GLfloat *v);
+typedef void (APIENTRYP PFNGLMULTITEXCOORD4IARBPROC) (GLenum target, GLint s, GLint t, GLint r, GLint q);
+typedef void (APIENTRYP PFNGLMULTITEXCOORD4IVARBPROC) (GLenum target, const GLint *v);
+typedef void (APIENTRYP PFNGLMULTITEXCOORD4SARBPROC) (GLenum target, GLshort s, GLshort t, GLshort r, GLshort q);
+typedef void (APIENTRYP PFNGLMULTITEXCOORD4SVARBPROC) (GLenum target, const GLshort *v);
+#endif
+
+#ifndef GL_ARB_transpose_matrix
+#define GL_ARB_transpose_matrix 1
+#ifdef GL_GLEXT_PROTOTYPES
+GLAPI void APIENTRY glLoadTransposeMatrixfARB (const GLfloat *);
+GLAPI void APIENTRY glLoadTransposeMatrixdARB (const GLdouble *);
+GLAPI void APIENTRY glMultTransposeMatrixfARB (const GLfloat *);
+GLAPI void APIENTRY glMultTransposeMatrixdARB (const GLdouble *);
+#endif /* GL_GLEXT_PROTOTYPES */
+typedef void (APIENTRYP PFNGLLOADTRANSPOSEMATRIXFARBPROC) (const GLfloat *m);
+typedef void (APIENTRYP PFNGLLOADTRANSPOSEMATRIXDARBPROC) (const GLdouble *m);
+typedef void (APIENTRYP PFNGLMULTTRANSPOSEMATRIXFARBPROC) (const GLfloat *m);
+typedef void (APIENTRYP PFNGLMULTTRANSPOSEMATRIXDARBPROC) (const GLdouble *m);
+#endif
+
+#ifndef GL_ARB_multisample
+#define GL_ARB_multisample 1
+#ifdef GL_GLEXT_PROTOTYPES
+GLAPI void APIENTRY glSampleCoverageARB (GLclampf, GLboolean);
+#endif /* GL_GLEXT_PROTOTYPES */
+typedef void (APIENTRYP PFNGLSAMPLECOVERAGEARBPROC) (GLclampf value, GLboolean invert);
+#endif
+
+#ifndef GL_ARB_texture_env_add
+#define GL_ARB_texture_env_add 1
+#endif
+
+#ifndef GL_ARB_texture_cube_map
+#define GL_ARB_texture_cube_map 1
+#endif
+
+#ifndef GL_ARB_texture_compression
+#define GL_ARB_texture_compression 1
+#ifdef GL_GLEXT_PROTOTYPES
+GLAPI void APIENTRY glCompressedTexImage3DARB (GLenum, GLint, GLenum, GLsizei, GLsizei, GLsizei, GLint, GLsizei, const GLvoid *);
+GLAPI void APIENTRY glCompressedTexImage2DARB (GLenum, GLint, GLenum, GLsizei, GLsizei, GLint, GLsizei, const GLvoid *);
+GLAPI void APIENTRY glCompressedTexImage1DARB (GLenum, GLint, GLenum, GLsizei, GLint, GLsizei, const GLvoid *);
+GLAPI void APIENTRY glCompressedTexSubImage3DARB (GLenum, GLint, GLint, GLint, GLint, GLsizei, GLsizei, GLsizei, GLenum, GLsizei, const GLvoid *);
+GLAPI void APIENTRY glCompressedTexSubImage2DARB (GLenum, GLint, GLint, GLint, GLsizei, GLsizei, GLenum, GLsizei, const GLvoid *);
+GLAPI void APIENTRY glCompressedTexSubImage1DARB (GLenum, GLint, GLint, GLsizei, GLenum, GLsizei, const GLvoid *);
+GLAPI void APIENTRY glGetCompressedTexImageARB (GLenum, GLint, GLvoid *);
+#endif /* GL_GLEXT_PROTOTYPES */
+typedef void (APIENTRYP PFNGLCOMPRESSEDTEXIMAGE3DARBPROC) (GLenum target, GLint level, GLenum internalformat, GLsizei width, GLsizei height, GLsizei depth, GLint border, GLsizei imageSize, const GLvoid *data);
+typedef void (APIENTRYP PFNGLCOMPRESSEDTEXIMAGE2DARBPROC) (GLenum target, GLint level, GLenum internalformat, GLsizei width, GLsizei height, GLint border, GLsizei imageSize, const GLvoid *data);
+typedef void (APIENTRYP PFNGLCOMPRESSEDTEXIMAGE1DARBPROC) (GLenum target, GLint level, GLenum internalformat, GLsizei width, GLint border, GLsizei imageSize, const GLvoid *data);
+typedef void (APIENTRYP PFNGLCOMPRESSEDTEXSUBIMAGE3DARBPROC) (GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLsizei imageSize, const GLvoid *data);
+typedef void (APIENTRYP PFNGLCOMPRESSEDTEXSUBIMAGE2DARBPROC) (GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLsizei imageSize, const GLvoid *data);
+typedef void (APIENTRYP PFNGLCOMPRESSEDTEXSUBIMAGE1DARBPROC) (GLenum target, GLint level, GLint xoffset, GLsizei width, GLenum format, GLsizei imageSize, const GLvoid *data);
+typedef void (APIENTRYP PFNGLGETCOMPRESSEDTEXIMAGEARBPROC) (GLenum target, GLint level, GLvoid *img);
+#endif
+
+#ifndef GL_ARB_texture_border_clamp
+#define GL_ARB_texture_border_clamp 1
+#endif
+
+#ifndef GL_ARB_point_parameters
+#define GL_ARB_point_parameters 1
+#ifdef GL_GLEXT_PROTOTYPES
+GLAPI void APIENTRY glPointParameterfARB (GLenum, GLfloat);
+GLAPI void APIENTRY glPointParameterfvARB (GLenum, const GLfloat *);
+#endif /* GL_GLEXT_PROTOTYPES */
+typedef void (APIENTRYP PFNGLPOINTPARAMETERFARBPROC) (GLenum pname, GLfloat param);
+typedef void (APIENTRYP PFNGLPOINTPARAMETERFVARBPROC) (GLenum pname, const GLfloat *params);
+#endif
+
+#ifndef GL_ARB_vertex_blend
+#define GL_ARB_vertex_blend 1
+#ifdef GL_GLEXT_PROTOTYPES
+GLAPI void APIENTRY glWeightbvARB (GLint, const GLbyte *);
+GLAPI void APIENTRY glWeightsvARB (GLint, const GLshort *);
+GLAPI void APIENTRY glWeightivARB (GLint, const GLint *);
+GLAPI void APIENTRY glWeightfvARB (GLint, const GLfloat *);
+GLAPI void APIENTRY glWeightdvARB (GLint, const GLdouble *);
+GLAPI void APIENTRY glWeightubvARB (GLint, const GLubyte *);
+GLAPI void APIENTRY glWeightusvARB (GLint, const GLushort *);
+GLAPI void APIENTRY glWeightuivARB (GLint, const GLuint *);
+GLAPI void APIENTRY glWeightPointerARB (GLint, GLenum, GLsizei, const GLvoid *);
+GLAPI void APIENTRY glVertexBlendARB (GLint);
+#endif /* GL_GLEXT_PROTOTYPES */
+typedef void (APIENTRYP PFNGLWEIGHTBVARBPROC) (GLint size, const GLbyte *weights);
+typedef void (APIENTRYP PFNGLWEIGHTSVARBPROC) (GLint size, const GLshort *weights);
+typedef void (APIENTRYP PFNGLWEIGHTIVARBPROC) (GLint size, const GLint *weights);
+typedef void (APIENTRYP PFNGLWEIGHTFVARBPROC) (GLint size, const GLfloat *weights);
+typedef void (APIENTRYP PFNGLWEIGHTDVARBPROC) (GLint size, const GLdouble *weights);
+typedef void (APIENTRYP PFNGLWEIGHTUBVARBPROC) (GLint size, const GLubyte *weights);
+typedef void (APIENTRYP PFNGLWEIGHTUSVARBPROC) (GLint size, const GLushort *weights);
+typedef void (APIENTRYP PFNGLWEIGHTUIVARBPROC) (GLint size, const GLuint *weights);
+typedef void (APIENTRYP PFNGLWEIGHTPOINTERARBPROC) (GLint size, GLenum type, GLsizei stride, const GLvoid *pointer);
+typedef void (APIENTRYP PFNGLVERTEXBLENDARBPROC) (GLint count);
+#endif
+
+#ifndef GL_ARB_matrix_palette
+#define GL_ARB_matrix_palette 1
+#ifdef GL_GLEXT_PROTOTYPES
+GLAPI void APIENTRY glCurrentPaletteMatrixARB (GLint);
+GLAPI void APIENTRY glMatrixIndexubvARB (GLint, const GLubyte *);
+GLAPI void APIENTRY glMatrixIndexusvARB (GLint, const GLushort *);
+GLAPI void APIENTRY glMatrixIndexuivARB (GLint, const GLuint *);
+GLAPI void APIENTRY glMatrixIndexPointerARB (GLint, GLenum, GLsizei, const GLvoid *);
+#endif /* GL_GLEXT_PROTOTYPES */
+typedef void (APIENTRYP PFNGLCURRENTPALETTEMATRIXARBPROC) (GLint index);
+typedef void (APIENTRYP PFNGLMATRIXINDEXUBVARBPROC) (GLint size, const GLubyte *indices);
+typedef void (APIENTRYP PFNGLMATRIXINDEXUSVARBPROC) (GLint size, const GLushort *indices);
+typedef void (APIENTRYP PFNGLMATRIXINDEXUIVARBPROC) (GLint size, const GLuint *indices);
+typedef void (APIENTRYP PFNGLMATRIXINDEXPOINTERARBPROC) (GLint size, GLenum type, GLsizei stride, const GLvoid *pointer);
+#endif
+
+#ifndef GL_ARB_texture_env_combine
+#define GL_ARB_texture_env_combine 1
+#endif
+
+#ifndef GL_ARB_texture_env_crossbar
+#define GL_ARB_texture_env_crossbar 1
+#endif
+
+#ifndef GL_ARB_texture_env_dot3
+#define GL_ARB_texture_env_dot3 1
+#endif
+
+#ifndef GL_ARB_texture_mirrored_repeat
+#define GL_ARB_texture_mirrored_repeat 1
+#endif
+
+#ifndef GL_ARB_depth_texture
+#define GL_ARB_depth_texture 1
+#endif
+
+#ifndef GL_ARB_shadow
+#define GL_ARB_shadow 1
+#endif
+
+#ifndef GL_ARB_shadow_ambient
+#define GL_ARB_shadow_ambient 1
+#endif
+
+#ifndef GL_ARB_window_pos
+#define GL_ARB_window_pos 1
+#ifdef GL_GLEXT_PROTOTYPES
+GLAPI void APIENTRY glWindowPos2dARB (GLdouble, GLdouble);
+GLAPI void APIENTRY glWindowPos2dvARB (const GLdouble *);
+GLAPI void APIENTRY glWindowPos2fARB (GLfloat, GLfloat);
+GLAPI void APIENTRY glWindowPos2fvARB (const GLfloat *);
+GLAPI void APIENTRY glWindowPos2iARB (GLint, GLint);
+GLAPI void APIENTRY glWindowPos2ivARB (const GLint *);
+GLAPI void APIENTRY glWindowPos2sARB (GLshort, GLshort);
+GLAPI void APIENTRY glWindowPos2svARB (const GLshort *);
+GLAPI void APIENTRY glWindowPos3dARB (GLdouble, GLdouble, GLdouble);
+GLAPI void APIENTRY glWindowPos3dvARB (const GLdouble *);
+GLAPI void APIENTRY glWindowPos3fARB (GLfloat, GLfloat, GLfloat);
+GLAPI void APIENTRY glWindowPos3fvARB (const GLfloat *);
+GLAPI void APIENTRY glWindowPos3iARB (GLint, GLint, GLint);
+GLAPI void APIENTRY glWindowPos3ivARB (const GLint *);
+GLAPI void APIENTRY glWindowPos3sARB (GLshort, GLshort, GLshort);
+GLAPI void APIENTRY glWindowPos3svARB (const GLshort *);
+#endif /* GL_GLEXT_PROTOTYPES */
+typedef void (APIENTRYP PFNGLWINDOWPOS2DARBPROC) (GLdouble x, GLdouble y);
+typedef void (APIENTRYP PFNGLWINDOWPOS2DVARBPROC) (const GLdouble *v);
+typedef void (APIENTRYP PFNGLWINDOWPOS2FARBPROC) (GLfloat x, GLfloat y);
+typedef void (APIENTRYP PFNGLWINDOWPOS2FVARBPROC) (const GLfloat *v);
+typedef void (APIENTRYP PFNGLWINDOWPOS2IARBPROC) (GLint x, GLint y);
+typedef void (APIENTRYP PFNGLWINDOWPOS2IVARBPROC) (const GLint *v);
+typedef void (APIENTRYP PFNGLWINDOWPOS2SARBPROC) (GLshort x, GLshort y);
+typedef void (APIENTRYP PFNGLWINDOWPOS2SVARBPROC) (const GLshort *v);
+typedef void (APIENTRYP PFNGLWINDOWPOS3DARBPROC) (GLdouble x, GLdouble y, GLdouble z);
+typedef void (APIENTRYP PFNGLWINDOWPOS3DVARBPROC) (const GLdouble *v);
+typedef void (APIENTRYP PFNGLWINDOWPOS3FARBPROC) (GLfloat x, GLfloat y, GLfloat z);
+typedef void (APIENTRYP PFNGLWINDOWPOS3FVARBPROC) (const GLfloat *v);
+typedef void (APIENTRYP PFNGLWINDOWPOS3IARBPROC) (GLint x, GLint y, GLint z);
+typedef void (APIENTRYP PFNGLWINDOWPOS3IVARBPROC) (const GLint *v);
+typedef void (APIENTRYP PFNGLWINDOWPOS3SARBPROC) (GLshort x, GLshort y, GLshort z);
+typedef void (APIENTRYP PFNGLWINDOWPOS3SVARBPROC) (const GLshort *v);
+#endif
+
+#ifndef GL_ARB_vertex_program
+#define GL_ARB_vertex_program 1
+#ifdef GL_GLEXT_PROTOTYPES
+GLAPI void APIENTRY glVertexAttrib1dARB (GLuint, GLdouble);
+GLAPI void APIENTRY glVertexAttrib1dvARB (GLuint, const GLdouble *);
+GLAPI void APIENTRY glVertexAttrib1fARB (GLuint, GLfloat);
+GLAPI void APIENTRY glVertexAttrib1fvARB (GLuint, const GLfloat *);
+GLAPI void APIENTRY glVertexAttrib1sARB (GLuint, GLshort);
+GLAPI void APIENTRY glVertexAttrib1svARB (GLuint, const GLshort *);
+GLAPI void APIENTRY glVertexAttrib2dARB (GLuint, GLdouble, GLdouble);
+GLAPI void APIENTRY glVertexAttrib2dvARB (GLuint, const GLdouble *);
+GLAPI void APIENTRY glVertexAttrib2fARB (GLuint, GLfloat, GLfloat);
+GLAPI void APIENTRY glVertexAttrib2fvARB (GLuint, const GLfloat *);
+GLAPI void APIENTRY glVertexAttrib2sARB (GLuint, GLshort, GLshort);
+GLAPI void APIENTRY glVertexAttrib2svARB (GLuint, const GLshort *);
+GLAPI void APIENTRY glVertexAttrib3dARB (GLuint, GLdouble, GLdouble, GLdouble);
+GLAPI void APIENTRY glVertexAttrib3dvARB (GLuint, const GLdouble *);
+GLAPI void APIENTRY glVertexAttrib3fARB (GLuint, GLfloat, GLfloat, GLfloat);
+GLAPI void APIENTRY glVertexAttrib3fvARB (GLuint, const GLfloat *);
+GLAPI void APIENTRY glVertexAttrib3sARB (GLuint, GLshort, GLshort, GLshort);
+GLAPI void APIENTRY glVertexAttrib3svARB (GLuint, const GLshort *);
+GLAPI void APIENTRY glVertexAttrib4NbvARB (GLuint, const GLbyte *);
+GLAPI void APIENTRY glVertexAttrib4NivARB (GLuint, const GLint *);
+GLAPI void APIENTRY glVertexAttrib4NsvARB (GLuint, const GLshort *);
+GLAPI void APIENTRY glVertexAttrib4NubARB (GLuint, GLubyte, GLubyte, GLubyte, GLubyte);
+GLAPI void APIENTRY glVertexAttrib4NubvARB (GLuint, const GLubyte *);
+GLAPI void APIENTRY glVertexAttrib4NuivARB (GLuint, const GLuint *);
+GLAPI void APIENTRY glVertexAttrib4NusvARB (GLuint, const GLushort *);
+GLAPI void APIENTRY glVertexAttrib4bvARB (GLuint, const GLbyte *);
+GLAPI void APIENTRY glVertexAttrib4dARB (GLuint, GLdouble, GLdouble, GLdouble, GLdouble);
+GLAPI void APIENTRY glVertexAttrib4dvARB (GLuint, const GLdouble *);
+GLAPI void APIENTRY glVertexAttrib4fARB (GLuint, GLfloat, GLfloat, GLfloat, GLfloat);
+GLAPI void APIENTRY glVertexAttrib4fvARB (GLuint, const GLfloat *);
+GLAPI void APIENTRY glVertexAttrib4ivARB (GLuint, const GLint *);
+GLAPI void APIENTRY glVertexAttrib4sARB (GLuint, GLshort, GLshort, GLshort, GLshort);
+GLAPI void APIENTRY glVertexAttrib4svARB (GLuint, const GLshort *);
+GLAPI void APIENTRY glVertexAttrib4ubvARB (GLuint, const GLubyte *);
+GLAPI void APIENTRY glVertexAttrib4uivARB (GLuint, const GLuint *);
+GLAPI void APIENTRY glVertexAttrib4usvARB (GLuint, const GLushort *);
+GLAPI void APIENTRY glVertexAttribPointerARB (GLuint, GLint, GLenum, GLboolean, GLsizei, const GLvoid *);
+GLAPI void APIENTRY glEnableVertexAttribArrayARB (GLuint);
+GLAPI void APIENTRY glDisableVertexAttribArrayARB (GLuint);
+GLAPI void APIENTRY glProgramStringARB (GLenum, GLenum, GLsizei, const GLvoid *);
+GLAPI void APIENTRY glBindProgramARB (GLenum, GLuint);
+GLAPI void APIENTRY glDeleteProgramsARB (GLsizei, const GLuint *);
+GLAPI void APIENTRY glGenProgramsARB (GLsizei, GLuint *);
+GLAPI void APIENTRY glProgramEnvParameter4dARB (GLenum, GLuint, GLdouble, GLdouble, GLdouble, GLdouble);
+GLAPI void APIENTRY glProgramEnvParameter4dvARB (GLenum, GLuint, const GLdouble *);
+GLAPI void APIENTRY glProgramEnvParameter4fARB (GLenum, GLuint, GLfloat, GLfloat, GLfloat, GLfloat);
+GLAPI void APIENTRY glProgramEnvParameter4fvARB (GLenum, GLuint, const GLfloat *);
+GLAPI void APIENTRY glProgramLocalParameter4dARB (GLenum, GLuint, GLdouble, GLdouble, GLdouble, GLdouble);
+GLAPI void APIENTRY glProgramLocalParameter4dvARB (GLenum, GLuint, const GLdouble *);
+GLAPI void APIENTRY glProgramLocalParameter4fARB (GLenum, GLuint, GLfloat, GLfloat, GLfloat, GLfloat);
+GLAPI void APIENTRY glProgramLocalParameter4fvARB (GLenum, GLuint, const GLfloat *);
+GLAPI void APIENTRY glGetProgramEnvParameterdvARB (GLenum, GLuint, GLdouble *);
+GLAPI void APIENTRY glGetProgramEnvParameterfvARB (GLenum, GLuint, GLfloat *);
+GLAPI void APIENTRY glGetProgramLocalParameterdvARB (GLenum, GLuint, GLdouble *);
+GLAPI void APIENTRY glGetProgramLocalParameterfvARB (GLenum, GLuint, GLfloat *);
+GLAPI void APIENTRY glGetProgramivARB (GLenum, GLenum, GLint *);
+GLAPI void APIENTRY glGetProgramStringARB (GLenum, GLenum, GLvoid *);
+GLAPI void APIENTRY glGetVertexAttribdvARB (GLuint, GLenum, GLdouble *);
+GLAPI void APIENTRY glGetVertexAttribfvARB (GLuint, GLenum, GLfloat *);
+GLAPI void APIENTRY glGetVertexAttribivARB (GLuint, GLenum, GLint *);
+GLAPI void APIENTRY glGetVertexAttribPointervARB (GLuint, GLenum, GLvoid* *);
+GLAPI GLboolean APIENTRY glIsProgramARB (GLuint);
+#endif /* GL_GLEXT_PROTOTYPES */
+typedef void (APIENTRYP PFNGLVERTEXATTRIB1DARBPROC) (GLuint index, GLdouble x);
+typedef void (APIENTRYP PFNGLVERTEXATTRIB1DVARBPROC) (GLuint index, const GLdouble *v);
+typedef void (APIENTRYP PFNGLVERTEXATTRIB1FARBPROC) (GLuint index, GLfloat x);
+typedef void (APIENTRYP PFNGLVERTEXATTRIB1FVARBPROC) (GLuint index, const GLfloat *v);
+typedef void (APIENTRYP PFNGLVERTEXATTRIB1SARBPROC) (GLuint index, GLshort x);
+typedef void (APIENTRYP PFNGLVERTEXATTRIB1SVARBPROC) (GLuint index, const GLshort *v);
+typedef void (APIENTRYP PFNGLVERTEXATTRIB2DARBPROC) (GLuint index, GLdouble x, GLdouble y);
+typedef void (APIENTRYP PFNGLVERTEXATTRIB2DVARBPROC) (GLuint index, const GLdouble *v);
+typedef void (APIENTRYP PFNGLVERTEXATTRIB2FARBPROC) (GLuint index, GLfloat x, GLfloat y);
+typedef void (APIENTRYP PFNGLVERTEXATTRIB2FVARBPROC) (GLuint index, const GLfloat *v);
+typedef void (APIENTRYP PFNGLVERTEXATTRIB2SARBPROC) (GLuint index, GLshort x, GLshort y);
+typedef void (APIENTRYP PFNGLVERTEXATTRIB2SVARBPROC) (GLuint index, const GLshort *v);
+typedef void (APIENTRYP PFNGLVERTEXATTRIB3DARBPROC) (GLuint index, GLdouble x, GLdouble y, GLdouble z);
+typedef void (APIENTRYP PFNGLVERTEXATTRIB3DVARBPROC) (GLuint index, const GLdouble *v);
+typedef void (APIENTRYP PFNGLVERTEXATTRIB3FARBPROC) (GLuint index, GLfloat x, GLfloat y, GLfloat z);
+typedef void (APIENTRYP PFNGLVERTEXATTRIB3FVARBPROC) (GLuint index, const GLfloat *v);
+typedef void (APIENTRYP PFNGLVERTEXATTRIB3SARBPROC) (GLuint index, GLshort x, GLshort y, GLshort z);
+typedef void (APIENTRYP PFNGLVERTEXATTRIB3SVARBPROC) (GLuint index, const GLshort *v);
+typedef void (APIENTRYP PFNGLVERTEXATTRIB4NBVARBPROC) (GLuint index, const GLbyte *v);
+typedef void (APIENTRYP PFNGLVERTEXATTRIB4NIVARBPROC) (GLuint index, const GLint *v);
+typedef void (APIENTRYP PFNGLVERTEXATTRIB4NSVARBPROC) (GLuint index, const GLshort *v);
+typedef void (APIENTRYP PFNGLVERTEXATTRIB4NUBARBPROC) (GLuint index, GLubyte x, GLubyte y, GLubyte z, GLubyte w);
+typedef void (APIENTRYP PFNGLVERTEXATTRIB4NUBVARBPROC) (GLuint index, const GLubyte *v);
+typedef void (APIENTRYP PFNGLVERTEXATTRIB4NUIVARBPROC) (GLuint index, const GLuint *v);
+typedef void (APIENTRYP PFNGLVERTEXATTRIB4NUSVARBPROC) (GLuint index, const GLushort *v);
+typedef void (APIENTRYP PFNGLVERTEXATTRIB4BVARBPROC) (GLuint index, const GLbyte *v);
+typedef void (APIENTRYP PFNGLVERTEXATTRIB4DARBPROC) (GLuint index, GLdouble x, GLdouble y, GLdouble z, GLdouble w);
+typedef void (APIENTRYP PFNGLVERTEXATTRIB4DVARBPROC) (GLuint index, const GLdouble *v);
+typedef void (APIENTRYP PFNGLVERTEXATTRIB4FARBPROC) (GLuint index, GLfloat x, GLfloat y, GLfloat z, GLfloat w);
+typedef void (APIENTRYP PFNGLVERTEXATTRIB4FVARBPROC) (GLuint index, const GLfloat *v);
+typedef void (APIENTRYP PFNGLVERTEXATTRIB4IVARBPROC) (GLuint index, const GLint *v);
+typedef void (APIENTRYP PFNGLVERTEXATTRIB4SARBPROC) (GLuint index, GLshort x, GLshort y, GLshort z, GLshort w);
+typedef void (APIENTRYP PFNGLVERTEXATTRIB4SVARBPROC) (GLuint index, const GLshort *v);
+typedef void (APIENTRYP PFNGLVERTEXATTRIB4UBVARBPROC) (GLuint index, const GLubyte *v);
+typedef void (APIENTRYP PFNGLVERTEXATTRIB4UIVARBPROC) (GLuint index, const GLuint *v);
+typedef void (APIENTRYP PFNGLVERTEXATTRIB4USVARBPROC) (GLuint index, const GLushort *v);
+typedef void (APIENTRYP PFNGLVERTEXATTRIBPOINTERARBPROC) (GLuint index, GLint size, GLenum type, GLboolean normalized, GLsizei stride, const GLvoid *pointer);
+typedef void (APIENTRYP PFNGLENABLEVERTEXATTRIBARRAYARBPROC) (GLuint index);
+typedef void (APIENTRYP PFNGLDISABLEVERTEXATTRIBARRAYARBPROC) (GLuint index);
+typedef void (APIENTRYP PFNGLPROGRAMSTRINGARBPROC) (GLenum target, GLenum format, GLsizei len, const GLvoid *string);
+typedef void (APIENTRYP PFNGLBINDPROGRAMARBPROC) (GLenum target, GLuint program);
+typedef void (APIENTRYP PFNGLDELETEPROGRAMSARBPROC) (GLsizei n, const GLuint *programs);
+typedef void (APIENTRYP PFNGLGENPROGRAMSARBPROC) (GLsizei n, GLuint *programs);
+typedef void (APIENTRYP PFNGLPROGRAMENVPARAMETER4DARBPROC) (GLenum target, GLuint index, GLdouble x, GLdouble y, GLdouble z, GLdouble w);
+typedef void (APIENTRYP PFNGLPROGRAMENVPARAMETER4DVARBPROC) (GLenum target, GLuint index, const GLdouble *params);
+typedef void (APIENTRYP PFNGLPROGRAMENVPARAMETER4FARBPROC) (GLenum target, GLuint index, GLfloat x, GLfloat y, GLfloat z, GLfloat w);
+typedef void (APIENTRYP PFNGLPROGRAMENVPARAMETER4FVARBPROC) (GLenum target, GLuint index, const GLfloat *params);
+typedef void (APIENTRYP PFNGLPROGRAMLOCALPARAMETER4DARBPROC) (GLenum target, GLuint index, GLdouble x, GLdouble y, GLdouble z, GLdouble w);
+typedef void (APIENTRYP PFNGLPROGRAMLOCALPARAMETER4DVARBPROC) (GLenum target, GLuint index, const GLdouble *params);
+typedef void (APIENTRYP PFNGLPROGRAMLOCALPARAMETER4FARBPROC) (GLenum target, GLuint index, GLfloat x, GLfloat y, GLfloat z, GLfloat w);
+typedef void (APIENTRYP PFNGLPROGRAMLOCALPARAMETER4FVARBPROC) (GLenum target, GLuint index, const GLfloat *params);
+typedef void (APIENTRYP PFNGLGETPROGRAMENVPARAMETERDVARBPROC) (GLenum target, GLuint index, GLdouble *params);
+typedef void (APIENTRYP PFNGLGETPROGRAMENVPARAMETERFVARBPROC) (GLenum target, GLuint index, GLfloat *params);
+typedef void (APIENTRYP PFNGLGETPROGRAMLOCALPARAMETERDVARBPROC) (GLenum target, GLuint index, GLdouble *params);
+typedef void (APIENTRYP PFNGLGETPROGRAMLOCALPARAMETERFVARBPROC) (GLenum target, GLuint index, GLfloat *params);
+typedef void (APIENTRYP PFNGLGETPROGRAMIVARBPROC) (GLenum target, GLenum pname, GLint *params);
+typedef void (APIENTRYP PFNGLGETPROGRAMSTRINGARBPROC) (GLenum target, GLenum pname, GLvoid *string);
+typedef void (APIENTRYP PFNGLGETVERTEXATTRIBDVARBPROC) (GLuint index, GLenum pname, GLdouble *params);
+typedef void (APIENTRYP PFNGLGETVERTEXATTRIBFVARBPROC) (GLuint index, GLenum pname, GLfloat *params);
+typedef void (APIENTRYP PFNGLGETVERTEXATTRIBIVARBPROC) (GLuint index, GLenum pname, GLint *params);
+typedef void (APIENTRYP PFNGLGETVERTEXATTRIBPOINTERVARBPROC) (GLuint index, GLenum pname, GLvoid* *pointer);
+typedef GLboolean (APIENTRYP PFNGLISPROGRAMARBPROC) (GLuint program);
+#endif
+
+#ifndef GL_ARB_fragment_program
+#define GL_ARB_fragment_program 1
+/* All ARB_fragment_program entry points are shared with ARB_vertex_program. */
+#endif
+
+#ifndef GL_ARB_vertex_buffer_object
+#define GL_ARB_vertex_buffer_object 1
+#ifdef GL_GLEXT_PROTOTYPES
+GLAPI void APIENTRY glBindBufferARB (GLenum, GLuint);
+GLAPI void APIENTRY glDeleteBuffersARB (GLsizei, const GLuint *);
+GLAPI void APIENTRY glGenBuffersARB (GLsizei, GLuint *);
+GLAPI GLboolean APIENTRY glIsBufferARB (GLuint);
+GLAPI void APIENTRY glBufferDataARB (GLenum, GLsizeiptrARB, const GLvoid *, GLenum);
+GLAPI void APIENTRY glBufferSubDataARB (GLenum, GLintptrARB, GLsizeiptrARB, const GLvoid *);
+GLAPI void APIENTRY glGetBufferSubDataARB (GLenum, GLintptrARB, GLsizeiptrARB, GLvoid *);
+GLAPI GLvoid* APIENTRY glMapBufferARB (GLenum, GLenum);
+GLAPI GLboolean APIENTRY glUnmapBufferARB (GLenum);
+GLAPI void APIENTRY glGetBufferParameterivARB (GLenum, GLenum, GLint *);
+GLAPI void APIENTRY glGetBufferPointervARB (GLenum, GLenum, GLvoid* *);
+#endif /* GL_GLEXT_PROTOTYPES */
+typedef void (APIENTRYP PFNGLBINDBUFFERARBPROC) (GLenum target, GLuint buffer);
+typedef void (APIENTRYP PFNGLDELETEBUFFERSARBPROC) (GLsizei n, const GLuint *buffers);
+typedef void (APIENTRYP PFNGLGENBUFFERSARBPROC) (GLsizei n, GLuint *buffers);
+typedef GLboolean (APIENTRYP PFNGLISBUFFERARBPROC) (GLuint buffer);
+typedef void (APIENTRYP PFNGLBUFFERDATAARBPROC) (GLenum target, GLsizeiptrARB size, const GLvoid *data, GLenum usage);
+typedef void (APIENTRYP PFNGLBUFFERSUBDATAARBPROC) (GLenum target, GLintptrARB offset, GLsizeiptrARB size, const GLvoid *data);
+typedef void (APIENTRYP PFNGLGETBUFFERSUBDATAARBPROC) (GLenum target, GLintptrARB offset, GLsizeiptrARB size, GLvoid *data);
+typedef GLvoid* (APIENTRYP PFNGLMAPBUFFERARBPROC) (GLenum target, GLenum access);
+typedef GLboolean (APIENTRYP PFNGLUNMAPBUFFERARBPROC) (GLenum target);
+typedef void (APIENTRYP PFNGLGETBUFFERPARAMETERIVARBPROC) (GLenum target, GLenum pname, GLint *params);
+typedef void (APIENTRYP PFNGLGETBUFFERPOINTERVARBPROC) (GLenum target, GLenum pname, GLvoid* *params);
+#endif
+
+#ifndef GL_ARB_occlusion_query
+#define GL_ARB_occlusion_query 1
+#ifdef GL_GLEXT_PROTOTYPES
+GLAPI void APIENTRY glGenQueriesARB (GLsizei, GLuint *);
+GLAPI void APIENTRY glDeleteQueriesARB (GLsizei, const GLuint *);
+GLAPI GLboolean APIENTRY glIsQueryARB (GLuint);
+GLAPI void APIENTRY glBeginQueryARB (GLenum, GLuint);
+GLAPI void APIENTRY glEndQueryARB (GLenum);
+GLAPI void APIENTRY glGetQueryivARB (GLenum, GLenum, GLint *);
+GLAPI void APIENTRY glGetQueryObjectivARB (GLuint, GLenum, GLint *);
+GLAPI void APIENTRY glGetQueryObjectuivARB (GLuint, GLenum, GLuint *);
+#endif /* GL_GLEXT_PROTOTYPES */
+typedef void (APIENTRYP PFNGLGENQUERIESARBPROC) (GLsizei n, GLuint *ids);
+typedef void (APIENTRYP PFNGLDELETEQUERIESARBPROC) (GLsizei n, const GLuint *ids);
+typedef GLboolean (APIENTRYP PFNGLISQUERYARBPROC) (GLuint id);
+typedef void (APIENTRYP PFNGLBEGINQUERYARBPROC) (GLenum target, GLuint id);
+typedef void (APIENTRYP PFNGLENDQUERYARBPROC) (GLenum target);
+typedef void (APIENTRYP PFNGLGETQUERYIVARBPROC) (GLenum target, GLenum pname, GLint *params);
+typedef void (APIENTRYP PFNGLGETQUERYOBJECTIVARBPROC) (GLuint id, GLenum pname, GLint *params);
+typedef void (APIENTRYP PFNGLGETQUERYOBJECTUIVARBPROC) (GLuint id, GLenum pname, GLuint *params);
+#endif
+
+#ifndef GL_ARB_shader_objects
+#define GL_ARB_shader_objects 1
+#ifdef GL_GLEXT_PROTOTYPES
+GLAPI void APIENTRY glDeleteObjectARB (GLhandleARB);
+GLAPI GLhandleARB APIENTRY glGetHandleARB (GLenum);
+GLAPI void APIENTRY glDetachObjectARB (GLhandleARB, GLhandleARB);
+GLAPI GLhandleARB APIENTRY glCreateShaderObjectARB (GLenum);
+GLAPI void APIENTRY glShaderSourceARB (GLhandleARB, GLsizei, const GLcharARB* *, const GLint *);
+GLAPI void APIENTRY glCompileShaderARB (GLhandleARB);
+GLAPI GLhandleARB APIENTRY glCreateProgramObjectARB (void);
+GLAPI void APIENTRY glAttachObjectARB (GLhandleARB, GLhandleARB);
+GLAPI void APIENTRY glLinkProgramARB (GLhandleARB);
+GLAPI void APIENTRY glUseProgramObjectARB (GLhandleARB);
+GLAPI void APIENTRY glValidateProgramARB (GLhandleARB);
+GLAPI void APIENTRY glUniform1fARB (GLint, GLfloat);
+GLAPI void APIENTRY glUniform2fARB (GLint, GLfloat, GLfloat);
+GLAPI void APIENTRY glUniform3fARB (GLint, GLfloat, GLfloat, GLfloat);
+GLAPI void APIENTRY glUniform4fARB (GLint, GLfloat, GLfloat, GLfloat, GLfloat);
+GLAPI void APIENTRY glUniform1iARB (GLint, GLint);
+GLAPI void APIENTRY glUniform2iARB (GLint, GLint, GLint);
+GLAPI void APIENTRY glUniform3iARB (GLint, GLint, GLint, GLint);
+GLAPI void APIENTRY glUniform4iARB (GLint, GLint, GLint, GLint, GLint);
+GLAPI void APIENTRY glUniform1fvARB (GLint, GLsizei, const GLfloat *);
+GLAPI void APIENTRY glUniform2fvARB (GLint, GLsizei, const GLfloat *);
+GLAPI void APIENTRY glUniform3fvARB (GLint, GLsizei, const GLfloat *);
+GLAPI void APIENTRY glUniform4fvARB (GLint, GLsizei, const GLfloat *);
+GLAPI void APIENTRY glUniform1ivARB (GLint, GLsizei, const GLint *);
+GLAPI void APIENTRY glUniform2ivARB (GLint, GLsizei, const GLint *);
+GLAPI void APIENTRY glUniform3ivARB (GLint, GLsizei, const GLint *);
+GLAPI void APIENTRY glUniform4ivARB (GLint, GLsizei, const GLint *);
+GLAPI void APIENTRY glUniformMatrix2fvARB (GLint, GLsizei, GLboolean, const GLfloat *);
+GLAPI void APIENTRY glUniformMatrix3fvARB (GLint, GLsizei, GLboolean, const GLfloat *);
+GLAPI void APIENTRY glUniformMatrix4fvARB (GLint, GLsizei, GLboolean, const GLfloat *);
+GLAPI void APIENTRY glGetObjectParameterfvARB (GLhandleARB, GLenum, GLfloat *);
+GLAPI void APIENTRY glGetObjectParameterivARB (GLhandleARB, GLenum, GLint *);
+GLAPI void APIENTRY glGetInfoLogARB (GLhandleARB, GLsizei, GLsizei *, GLcharARB *);
+GLAPI void APIENTRY glGetAttachedObjectsARB (GLhandleARB, GLsizei, GLsizei *, GLhandleARB *);
+GLAPI GLint APIENTRY glGetUniformLocationARB (GLhandleARB, const GLcharARB *);
+GLAPI void APIENTRY glGetActiveUniformARB (GLhandleARB, GLuint, GLsizei, GLsizei *, GLint *, GLenum *, GLcharARB *);
+GLAPI void APIENTRY glGetUniformfvARB (GLhandleARB, GLint, GLfloat *);
+GLAPI void APIENTRY glGetUniformivARB (GLhandleARB, GLint, GLint *);
+GLAPI void APIENTRY glGetShaderSourceARB (GLhandleARB, GLsizei, GLsizei *, GLcharARB *);
+#endif /* GL_GLEXT_PROTOTYPES */
+typedef void (APIENTRYP PFNGLDELETEOBJECTARBPROC) (GLhandleARB obj);
+typedef GLhandleARB (APIENTRYP PFNGLGETHANDLEARBPROC) (GLenum pname);
+typedef void (APIENTRYP PFNGLDETACHOBJECTARBPROC) (GLhandleARB containerObj, GLhandleARB attachedObj);
+typedef GLhandleARB (APIENTRYP PFNGLCREATESHADEROBJECTARBPROC) (GLenum shaderType);
+typedef void (APIENTRYP PFNGLSHADERSOURCEARBPROC) (GLhandleARB shaderObj, GLsizei count, const GLcharARB* *string, const GLint *length);
+typedef void (APIENTRYP PFNGLCOMPILESHADERARBPROC) (GLhandleARB shaderObj);
+typedef GLhandleARB (APIENTRYP PFNGLCREATEPROGRAMOBJECTARBPROC) (void);
+typedef void (APIENTRYP PFNGLATTACHOBJECTARBPROC) (GLhandleARB containerObj, GLhandleARB obj);
+typedef void (APIENTRYP PFNGLLINKPROGRAMARBPROC) (GLhandleARB programObj);
+typedef void (APIENTRYP PFNGLUSEPROGRAMOBJECTARBPROC) (GLhandleARB programObj);
+typedef void (APIENTRYP PFNGLVALIDATEPROGRAMARBPROC) (GLhandleARB programObj);
+typedef void (APIENTRYP PFNGLUNIFORM1FARBPROC) (GLint location, GLfloat v0);
+typedef void (APIENTRYP PFNGLUNIFORM2FARBPROC) (GLint location, GLfloat v0, GLfloat v1);
+typedef void (APIENTRYP PFNGLUNIFORM3FARBPROC) (GLint location, GLfloat v0, GLfloat v1, GLfloat v2);
+typedef void (APIENTRYP PFNGLUNIFORM4FARBPROC) (GLint location, GLfloat v0, GLfloat v1, GLfloat v2, GLfloat v3);
+typedef void (APIENTRYP PFNGLUNIFORM1IARBPROC) (GLint location, GLint v0);
+typedef void (APIENTRYP PFNGLUNIFORM2IARBPROC) (GLint location, GLint v0, GLint v1);
+typedef void (APIENTRYP PFNGLUNIFORM3IARBPROC) (GLint location, GLint v0, GLint v1, GLint v2);
+typedef void (APIENTRYP PFNGLUNIFORM4IARBPROC) (GLint location, GLint v0, GLint v1, GLint v2, GLint v3);
+typedef void (APIENTRYP PFNGLUNIFORM1FVARBPROC) (GLint location, GLsizei count, const GLfloat *value);
+typedef void (APIENTRYP PFNGLUNIFORM2FVARBPROC) (GLint location, GLsizei count, const GLfloat *value);
+typedef void (APIENTRYP PFNGLUNIFORM3FVARBPROC) (GLint location, GLsizei count, const GLfloat *value);
+typedef void (APIENTRYP PFNGLUNIFORM4FVARBPROC) (GLint location, GLsizei count, const GLfloat *value);
+typedef void (APIENTRYP PFNGLUNIFORM1IVARBPROC) (GLint location, GLsizei count, const GLint *value);
+typedef void (APIENTRYP PFNGLUNIFORM2IVARBPROC) (GLint location, GLsizei count, const GLint *value);
+typedef void (APIENTRYP PFNGLUNIFORM3IVARBPROC) (GLint location, GLsizei count, const GLint *value);
+typedef void (APIENTRYP PFNGLUNIFORM4IVARBPROC) (GLint location, GLsizei count, const GLint *value);
+typedef void (APIENTRYP PFNGLUNIFORMMATRIX2FVARBPROC) (GLint location, GLsizei count, GLboolean transpose, const GLfloat *value);
+typedef void (APIENTRYP PFNGLUNIFORMMATRIX3FVARBPROC) (GLint location, GLsizei count, GLboolean transpose, const GLfloat *value);
+typedef void (APIENTRYP PFNGLUNIFORMMATRIX4FVARBPROC) (GLint location, GLsizei count, GLboolean transpose, const GLfloat *value);
+typedef void (APIENTRYP PFNGLGETOBJECTPARAMETERFVARBPROC) (GLhandleARB obj, GLenum pname, GLfloat *params);
+typedef void (APIENTRYP PFNGLGETOBJECTPARAMETERIVARBPROC) (GLhandleARB obj, GLenum pname, GLint *params);
+typedef void (APIENTRYP PFNGLGETINFOLOGARBPROC) (GLhandleARB obj, GLsizei maxLength, GLsizei *length, GLcharARB *infoLog);
+typedef void (APIENTRYP PFNGLGETATTACHEDOBJECTSARBPROC) (GLhandleARB containerObj, GLsizei maxCount, GLsizei *count, GLhandleARB *obj);
+typedef GLint (APIENTRYP PFNGLGETUNIFORMLOCATIONARBPROC) (GLhandleARB programObj, const GLcharARB *name);
+typedef void (APIENTRYP PFNGLGETACTIVEUNIFORMARBPROC) (GLhandleARB programObj, GLuint index, GLsizei maxLength, GLsizei *length, GLint *size, GLenum *type, GLcharARB *name);
+typedef void (APIENTRYP PFNGLGETUNIFORMFVARBPROC) (GLhandleARB programObj, GLint location, GLfloat *params);
+typedef void (APIENTRYP PFNGLGETUNIFORMIVARBPROC) (GLhandleARB programObj, GLint location, GLint *params);
+typedef void (APIENTRYP PFNGLGETSHADERSOURCEARBPROC) (GLhandleARB obj, GLsizei maxLength, GLsizei *length, GLcharARB *source);
+#endif
+
+#ifndef GL_ARB_vertex_shader
+#define GL_ARB_vertex_shader 1
+#ifdef GL_GLEXT_PROTOTYPES
+GLAPI void APIENTRY glBindAttribLocationARB (GLhandleARB, GLuint, const GLcharARB *);
+GLAPI void APIENTRY glGetActiveAttribARB (GLhandleARB, GLuint, GLsizei, GLsizei *, GLint *, GLenum *, GLcharARB *);
+GLAPI GLint APIENTRY glGetAttribLocationARB (GLhandleARB, const GLcharARB *);
+#endif /* GL_GLEXT_PROTOTYPES */
+typedef void (APIENTRYP PFNGLBINDATTRIBLOCATIONARBPROC) (GLhandleARB programObj, GLuint index, const GLcharARB *name);
+typedef void (APIENTRYP PFNGLGETACTIVEATTRIBARBPROC) (GLhandleARB programObj, GLuint index, GLsizei maxLength, GLsizei *length, GLint *size, GLenum *type, GLcharARB *name);
+typedef GLint (APIENTRYP PFNGLGETATTRIBLOCATIONARBPROC) (GLhandleARB programObj, const GLcharARB *name);
+#endif
+
+#ifndef GL_ARB_fragment_shader
+#define GL_ARB_fragment_shader 1
+#endif
+
+#ifndef GL_ARB_shading_language_100
+#define GL_ARB_shading_language_100 1
+#endif
+
+#ifndef GL_ARB_texture_non_power_of_two
+#define GL_ARB_texture_non_power_of_two 1
+#endif
+
+#ifndef GL_ARB_point_sprite
+#define GL_ARB_point_sprite 1
+#endif
+
+#ifndef GL_ARB_fragment_program_shadow
+#define GL_ARB_fragment_program_shadow 1
+#endif
+
+#ifndef GL_ARB_draw_buffers
+#define GL_ARB_draw_buffers 1
+#ifdef GL_GLEXT_PROTOTYPES
+GLAPI void APIENTRY glDrawBuffersARB (GLsizei, const GLenum *);
+#endif /* GL_GLEXT_PROTOTYPES */
+typedef void (APIENTRYP PFNGLDRAWBUFFERSARBPROC) (GLsizei n, const GLenum *bufs);
+#endif
+
+#ifndef GL_ARB_texture_rectangle
+#define GL_ARB_texture_rectangle 1
+#endif
+
+#ifndef GL_ARB_color_buffer_float
+#define GL_ARB_color_buffer_float 1
+#ifdef GL_GLEXT_PROTOTYPES
+GLAPI void APIENTRY glClampColorARB (GLenum, GLenum);
+#endif /* GL_GLEXT_PROTOTYPES */
+typedef void (APIENTRYP PFNGLCLAMPCOLORARBPROC) (GLenum target, GLenum clamp);
+#endif
+
+#ifndef GL_ARB_half_float_pixel
+#define GL_ARB_half_float_pixel 1
+#endif
+
+#ifndef GL_ARB_texture_float
+#define GL_ARB_texture_float 1
+#endif
+
+#ifndef GL_ARB_pixel_buffer_object
+#define GL_ARB_pixel_buffer_object 1
+#endif
+
+#ifndef GL_EXT_abgr
+#define GL_EXT_abgr 1
+#endif
+
+#ifndef GL_EXT_blend_color
+#define GL_EXT_blend_color 1
+#ifdef GL_GLEXT_PROTOTYPES
+GLAPI void APIENTRY glBlendColorEXT (GLclampf, GLclampf, GLclampf, GLclampf);
+#endif /* GL_GLEXT_PROTOTYPES */
+typedef void (APIENTRYP PFNGLBLENDCOLOREXTPROC) (GLclampf red, GLclampf green, GLclampf blue, GLclampf alpha);
+#endif
+
+#ifndef GL_EXT_polygon_offset
+#define GL_EXT_polygon_offset 1
+#ifdef GL_GLEXT_PROTOTYPES
+GLAPI void APIENTRY glPolygonOffsetEXT (GLfloat, GLfloat);
+#endif /* GL_GLEXT_PROTOTYPES */
+typedef void (APIENTRYP PFNGLPOLYGONOFFSETEXTPROC) (GLfloat factor, GLfloat bias);
+#endif
+
+#ifndef GL_EXT_texture
+#define GL_EXT_texture 1
+#endif
+
+#ifndef GL_EXT_texture3D
+#define GL_EXT_texture3D 1
+#ifdef GL_GLEXT_PROTOTYPES
+GLAPI void APIENTRY glTexImage3DEXT (GLenum, GLint, GLenum, GLsizei, GLsizei, GLsizei, GLint, GLenum, GLenum, const GLvoid *);
+GLAPI void APIENTRY glTexSubImage3DEXT (GLenum, GLint, GLint, GLint, GLint, GLsizei, GLsizei, GLsizei, GLenum, GLenum, const GLvoid *);
+#endif /* GL_GLEXT_PROTOTYPES */
+typedef void (APIENTRYP PFNGLTEXIMAGE3DEXTPROC) (GLenum target, GLint level, GLenum internalformat, GLsizei width, GLsizei height, GLsizei depth, GLint border, GLenum format, GLenum type, const GLvoid *pixels);
+typedef void (APIENTRYP PFNGLTEXSUBIMAGE3DEXTPROC) (GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLenum type, const GLvoid *pixels);
+#endif
+
+#ifndef GL_SGIS_texture_filter4
+#define GL_SGIS_texture_filter4 1
+#ifdef GL_GLEXT_PROTOTYPES
+GLAPI void APIENTRY glGetTexFilterFuncSGIS (GLenum, GLenum, GLfloat *);
+GLAPI void APIENTRY glTexFilterFuncSGIS (GLenum, GLenum, GLsizei, const GLfloat *);
+#endif /* GL_GLEXT_PROTOTYPES */
+typedef void (APIENTRYP PFNGLGETTEXFILTERFUNCSGISPROC) (GLenum target, GLenum filter, GLfloat *weights);
+typedef void (APIENTRYP PFNGLTEXFILTERFUNCSGISPROC) (GLenum target, GLenum filter, GLsizei n, const GLfloat *weights);
+#endif
+
+#ifndef GL_EXT_subtexture
+#define GL_EXT_subtexture 1
+#ifdef GL_GLEXT_PROTOTYPES
+GLAPI void APIENTRY glTexSubImage1DEXT (GLenum, GLint, GLint, GLsizei, GLenum, GLenum, const GLvoid *);
+GLAPI void APIENTRY glTexSubImage2DEXT (GLenum, GLint, GLint, GLint, GLsizei, GLsizei, GLenum, GLenum, const GLvoid *);
+#endif /* GL_GLEXT_PROTOTYPES */
+typedef void (APIENTRYP PFNGLTEXSUBIMAGE1DEXTPROC) (GLenum target, GLint level, GLint xoffset, GLsizei width, GLenum format, GLenum type, const GLvoid *pixels);
+typedef void (APIENTRYP PFNGLTEXSUBIMAGE2DEXTPROC) (GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLenum type, const GLvoid *pixels);
+#endif
+
+#ifndef GL_EXT_copy_texture
+#define GL_EXT_copy_texture 1
+#ifdef GL_GLEXT_PROTOTYPES
+GLAPI void APIENTRY glCopyTexImage1DEXT (GLenum, GLint, GLenum, GLint, GLint, GLsizei, GLint);
+GLAPI void APIENTRY glCopyTexImage2DEXT (GLenum, GLint, GLenum, GLint, GLint, GLsizei, GLsizei, GLint);
+GLAPI void APIENTRY glCopyTexSubImage1DEXT (GLenum, GLint, GLint, GLint, GLint, GLsizei);
+GLAPI void APIENTRY glCopyTexSubImage2DEXT (GLenum, GLint, GLint, GLint, GLint, GLint, GLsizei, GLsizei);
+GLAPI void APIENTRY glCopyTexSubImage3DEXT (GLenum, GLint, GLint, GLint, GLint, GLint, GLint, GLsizei, GLsizei);
+#endif /* GL_GLEXT_PROTOTYPES */
+typedef void (APIENTRYP PFNGLCOPYTEXIMAGE1DEXTPROC) (GLenum target, GLint level, GLenum internalformat, GLint x, GLint y, GLsizei width, GLint border);
+typedef void (APIENTRYP PFNGLCOPYTEXIMAGE2DEXTPROC) (GLenum target, GLint level, GLenum internalformat, GLint x, GLint y, GLsizei width, GLsizei height, GLint border);
+typedef void (APIENTRYP PFNGLCOPYTEXSUBIMAGE1DEXTPROC) (GLenum target, GLint level, GLint xoffset, GLint x, GLint y, GLsizei width);
+typedef void (APIENTRYP PFNGLCOPYTEXSUBIMAGE2DEXTPROC) (GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint x, GLint y, GLsizei width, GLsizei height);
+typedef void (APIENTRYP PFNGLCOPYTEXSUBIMAGE3DEXTPROC) (GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLint x, GLint y, GLsizei width, GLsizei height);
+#endif
+
+#ifndef GL_EXT_histogram
+#define GL_EXT_histogram 1
+#ifdef GL_GLEXT_PROTOTYPES
+GLAPI void APIENTRY glGetHistogramEXT (GLenum, GLboolean, GLenum, GLenum, GLvoid *);
+GLAPI void APIENTRY glGetHistogramParameterfvEXT (GLenum, GLenum, GLfloat *);
+GLAPI void APIENTRY glGetHistogramParameterivEXT (GLenum, GLenum, GLint *);
+GLAPI void APIENTRY glGetMinmaxEXT (GLenum, GLboolean, GLenum, GLenum, GLvoid *);
+GLAPI void APIENTRY glGetMinmaxParameterfvEXT (GLenum, GLenum, GLfloat *);
+GLAPI void APIENTRY glGetMinmaxParameterivEXT (GLenum, GLenum, GLint *);
+GLAPI void APIENTRY glHistogramEXT (GLenum, GLsizei, GLenum, GLboolean);
+GLAPI void APIENTRY glMinmaxEXT (GLenum, GLenum, GLboolean);
+GLAPI void APIENTRY glResetHistogramEXT (GLenum);
+GLAPI void APIENTRY glResetMinmaxEXT (GLenum);
+#endif /* GL_GLEXT_PROTOTYPES */
+typedef void (APIENTRYP PFNGLGETHISTOGRAMEXTPROC) (GLenum target, GLboolean reset, GLenum format, GLenum type, GLvoid *values);
+typedef void (APIENTRYP PFNGLGETHISTOGRAMPARAMETERFVEXTPROC) (GLenum target, GLenum pname, GLfloat *params);
+typedef void (APIENTRYP PFNGLGETHISTOGRAMPARAMETERIVEXTPROC) (GLenum target, GLenum pname, GLint *params);
+typedef void (APIENTRYP PFNGLGETMINMAXEXTPROC) (GLenum target, GLboolean reset, GLenum format, GLenum type, GLvoid *values);
+typedef void (APIENTRYP PFNGLGETMINMAXPARAMETERFVEXTPROC) (GLenum target, GLenum pname, GLfloat *params);
+typedef void (APIENTRYP PFNGLGETMINMAXPARAMETERIVEXTPROC) (GLenum target, GLenum pname, GLint *params);
+typedef void (APIENTRYP PFNGLHISTOGRAMEXTPROC) (GLenum target, GLsizei width, GLenum internalformat, GLboolean sink);
+typedef void (APIENTRYP PFNGLMINMAXEXTPROC) (GLenum target, GLenum internalformat, GLboolean sink);
+typedef void (APIENTRYP PFNGLRESETHISTOGRAMEXTPROC) (GLenum target);
+typedef void (APIENTRYP PFNGLRESETMINMAXEXTPROC) (GLenum target);
+#endif
+
+#ifndef GL_EXT_convolution
+#define GL_EXT_convolution 1
+#ifdef GL_GLEXT_PROTOTYPES
+GLAPI void APIENTRY glConvolutionFilter1DEXT (GLenum, GLenum, GLsizei, GLenum, GLenum, const GLvoid *);
+GLAPI void APIENTRY glConvolutionFilter2DEXT (GLenum, GLenum, GLsizei, GLsizei, GLenum, GLenum, const GLvoid *);
+GLAPI void APIENTRY glConvolutionParameterfEXT (GLenum, GLenum, GLfloat);
+GLAPI void APIENTRY glConvolutionParameterfvEXT (GLenum, GLenum, const GLfloat *);
+GLAPI void APIENTRY glConvolutionParameteriEXT (GLenum, GLenum, GLint);
+GLAPI void APIENTRY glConvolutionParameterivEXT (GLenum, GLenum, const GLint *);
+GLAPI void APIENTRY glCopyConvolutionFilter1DEXT (GLenum, GLenum, GLint, GLint, GLsizei);
+GLAPI void APIENTRY glCopyConvolutionFilter2DEXT (GLenum, GLenum, GLint, GLint, GLsizei, GLsizei);
+GLAPI void APIENTRY glGetConvolutionFilterEXT (GLenum, GLenum, GLenum, GLvoid *);
+GLAPI void APIENTRY glGetConvolutionParameterfvEXT (GLenum, GLenum, GLfloat *);
+GLAPI void APIENTRY glGetConvolutionParameterivEXT (GLenum, GLenum, GLint *);
+GLAPI void APIENTRY glGetSeparableFilterEXT (GLenum, GLenum, GLenum, GLvoid *, GLvoid *, GLvoid *);
+GLAPI void APIENTRY glSeparableFilter2DEXT (GLenum, GLenum, GLsizei, GLsizei, GLenum, GLenum, const GLvoid *, const GLvoid *);
+#endif /* GL_GLEXT_PROTOTYPES */
+typedef void (APIENTRYP PFNGLCONVOLUTIONFILTER1DEXTPROC) (GLenum target, GLenum internalformat, GLsizei width, GLenum format, GLenum type, const GLvoid *image);
+typedef void (APIENTRYP PFNGLCONVOLUTIONFILTER2DEXTPROC) (GLenum target, GLenum internalformat, GLsizei width, GLsizei height, GLenum format, GLenum type, const GLvoid *image);
+typedef void (APIENTRYP PFNGLCONVOLUTIONPARAMETERFEXTPROC) (GLenum target, GLenum pname, GLfloat params);
+typedef void (APIENTRYP PFNGLCONVOLUTIONPARAMETERFVEXTPROC) (GLenum target, GLenum pname, const GLfloat *params);
+typedef void (APIENTRYP PFNGLCONVOLUTIONPARAMETERIEXTPROC) (GLenum target, GLenum pname, GLint params);
+typedef void (APIENTRYP PFNGLCONVOLUTIONPARAMETERIVEXTPROC) (GLenum target, GLenum pname, const GLint *params);
+typedef void (APIENTRYP PFNGLCOPYCONVOLUTIONFILTER1DEXTPROC) (GLenum target, GLenum internalformat, GLint x, GLint y, GLsizei width);
+typedef void (APIENTRYP PFNGLCOPYCONVOLUTIONFILTER2DEXTPROC) (GLenum target, GLenum internalformat, GLint x, GLint y, GLsizei width, GLsizei height);
+typedef void (APIENTRYP PFNGLGETCONVOLUTIONFILTEREXTPROC) (GLenum target, GLenum format, GLenum type, GLvoid *image);
+typedef void (APIENTRYP PFNGLGETCONVOLUTIONPARAMETERFVEXTPROC) (GLenum target, GLenum pname, GLfloat *params);
+typedef void (APIENTRYP PFNGLGETCONVOLUTIONPARAMETERIVEXTPROC) (GLenum target, GLenum pname, GLint *params);
+typedef void (APIENTRYP PFNGLGETSEPARABLEFILTEREXTPROC) (GLenum target, GLenum format, GLenum type, GLvoid *row, GLvoid *column, GLvoid *span);
+typedef void (APIENTRYP PFNGLSEPARABLEFILTER2DEXTPROC) (GLenum target, GLenum internalformat, GLsizei width, GLsizei height, GLenum format, GLenum type, const GLvoid *row, const GLvoid *column);
+#endif
+
+#ifndef GL_EXT_color_matrix
+#define GL_EXT_color_matrix 1
+#endif
+
+#ifndef GL_SGI_color_table
+#define GL_SGI_color_table 1
+#ifdef GL_GLEXT_PROTOTYPES
+GLAPI void APIENTRY glColorTableSGI (GLenum, GLenum, GLsizei, GLenum, GLenum, const GLvoid *);
+GLAPI void APIENTRY glColorTableParameterfvSGI (GLenum, GLenum, const GLfloat *);
+GLAPI void APIENTRY glColorTableParameterivSGI (GLenum, GLenum, const GLint *);
+GLAPI void APIENTRY glCopyColorTableSGI (GLenum, GLenum, GLint, GLint, GLsizei);
+GLAPI void APIENTRY glGetColorTableSGI (GLenum, GLenum, GLenum, GLvoid *);
+GLAPI void APIENTRY glGetColorTableParameterfvSGI (GLenum, GLenum, GLfloat *);
+GLAPI void APIENTRY glGetColorTableParameterivSGI (GLenum, GLenum, GLint *);
+#endif /* GL_GLEXT_PROTOTYPES */
+typedef void (APIENTRYP PFNGLCOLORTABLESGIPROC) (GLenum target, GLenum internalformat, GLsizei width, GLenum format, GLenum type, const GLvoid *table);
+typedef void (APIENTRYP PFNGLCOLORTABLEPARAMETERFVSGIPROC) (GLenum target, GLenum pname, const GLfloat *params);
+typedef void (APIENTRYP PFNGLCOLORTABLEPARAMETERIVSGIPROC) (GLenum target, GLenum pname, const GLint *params);
+typedef void (APIENTRYP PFNGLCOPYCOLORTABLESGIPROC) (GLenum target, GLenum internalformat, GLint x, GLint y, GLsizei width);
+typedef void (APIENTRYP PFNGLGETCOLORTABLESGIPROC) (GLenum target, GLenum format, GLenum type, GLvoid *table);
+typedef void (APIENTRYP PFNGLGETCOLORTABLEPARAMETERFVSGIPROC) (GLenum target, GLenum pname, GLfloat *params);
+typedef void (APIENTRYP PFNGLGETCOLORTABLEPARAMETERIVSGIPROC) (GLenum target, GLenum pname, GLint *params);
+#endif
+
+#ifndef GL_SGIX_pixel_texture
+#define GL_SGIX_pixel_texture 1
+#ifdef GL_GLEXT_PROTOTYPES
+GLAPI void APIENTRY glPixelTexGenSGIX (GLenum);
+#endif /* GL_GLEXT_PROTOTYPES */
+typedef void (APIENTRYP PFNGLPIXELTEXGENSGIXPROC) (GLenum mode);
+#endif
+
+#ifndef GL_SGIS_pixel_texture
+#define GL_SGIS_pixel_texture 1
+#ifdef GL_GLEXT_PROTOTYPES
+GLAPI void APIENTRY glPixelTexGenParameteriSGIS (GLenum, GLint);
+GLAPI void APIENTRY glPixelTexGenParameterivSGIS (GLenum, const GLint *);
+GLAPI void APIENTRY glPixelTexGenParameterfSGIS (GLenum, GLfloat);
+GLAPI void APIENTRY glPixelTexGenParameterfvSGIS (GLenum, const GLfloat *);
+GLAPI void APIENTRY glGetPixelTexGenParameterivSGIS (GLenum, GLint *);
+GLAPI void APIENTRY glGetPixelTexGenParameterfvSGIS (GLenum, GLfloat *);
+#endif /* GL_GLEXT_PROTOTYPES */
+typedef void (APIENTRYP PFNGLPIXELTEXGENPARAMETERISGISPROC) (GLenum pname, GLint param);
+typedef void (APIENTRYP PFNGLPIXELTEXGENPARAMETERIVSGISPROC) (GLenum pname, const GLint *params);
+typedef void (APIENTRYP PFNGLPIXELTEXGENPARAMETERFSGISPROC) (GLenum pname, GLfloat param);
+typedef void (APIENTRYP PFNGLPIXELTEXGENPARAMETERFVSGISPROC) (GLenum pname, const GLfloat *params);
+typedef void (APIENTRYP PFNGLGETPIXELTEXGENPARAMETERIVSGISPROC) (GLenum pname, GLint *params);
+typedef void (APIENTRYP PFNGLGETPIXELTEXGENPARAMETERFVSGISPROC) (GLenum pname, GLfloat *params);
+#endif
+
+#ifndef GL_SGIS_texture4D
+#define GL_SGIS_texture4D 1
+#ifdef GL_GLEXT_PROTOTYPES
+GLAPI void APIENTRY glTexImage4DSGIS (GLenum, GLint, GLenum, GLsizei, GLsizei, GLsizei, GLsizei, GLint, GLenum, GLenum, const GLvoid *);
+GLAPI void APIENTRY glTexSubImage4DSGIS (GLenum, GLint, GLint, GLint, GLint, GLint, GLsizei, GLsizei, GLsizei, GLsizei, GLenum, GLenum, const GLvoid *);
+#endif /* GL_GLEXT_PROTOTYPES */
+typedef void (APIENTRYP PFNGLTEXIMAGE4DSGISPROC) (GLenum target, GLint level, GLenum internalformat, GLsizei width, GLsizei height, GLsizei depth, GLsizei size4d, GLint border, GLenum format, GLenum type, const GLvoid *pixels);
+typedef void (APIENTRYP PFNGLTEXSUBIMAGE4DSGISPROC) (GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLint woffset, GLsizei width, GLsizei height, GLsizei depth, GLsizei size4d, GLenum format, GLenum type, const GLvoid *pixels);
+#endif
+
+#ifndef GL_SGI_texture_color_table
+#define GL_SGI_texture_color_table 1
+#endif
+
+#ifndef GL_EXT_cmyka
+#define GL_EXT_cmyka 1
+#endif
+
+#ifndef GL_EXT_texture_object
+#define GL_EXT_texture_object 1
+#ifdef GL_GLEXT_PROTOTYPES
+GLAPI GLboolean APIENTRY glAreTexturesResidentEXT (GLsizei, const GLuint *, GLboolean *);
+GLAPI void APIENTRY glBindTextureEXT (GLenum, GLuint);
+GLAPI void APIENTRY glDeleteTexturesEXT (GLsizei, const GLuint *);
+GLAPI void APIENTRY glGenTexturesEXT (GLsizei, GLuint *);
+GLAPI GLboolean APIENTRY glIsTextureEXT (GLuint);
+GLAPI void APIENTRY glPrioritizeTexturesEXT (GLsizei, const GLuint *, const GLclampf *);
+#endif /* GL_GLEXT_PROTOTYPES */
+typedef GLboolean (APIENTRYP PFNGLARETEXTURESRESIDENTEXTPROC) (GLsizei n, const GLuint *textures, GLboolean *residences);
+typedef void (APIENTRYP PFNGLBINDTEXTUREEXTPROC) (GLenum target, GLuint texture);
+typedef void (APIENTRYP PFNGLDELETETEXTURESEXTPROC) (GLsizei n, const GLuint *textures);
+typedef void (APIENTRYP PFNGLGENTEXTURESEXTPROC) (GLsizei n, GLuint *textures);
+typedef GLboolean (APIENTRYP PFNGLISTEXTUREEXTPROC) (GLuint texture);
+typedef void (APIENTRYP PFNGLPRIORITIZETEXTURESEXTPROC) (GLsizei n, const GLuint *textures, const GLclampf *priorities);
+#endif
+
+#ifndef GL_SGIS_detail_texture
+#define GL_SGIS_detail_texture 1
+#ifdef GL_GLEXT_PROTOTYPES
+GLAPI void APIENTRY glDetailTexFuncSGIS (GLenum, GLsizei, const GLfloat *);
+GLAPI void APIENTRY glGetDetailTexFuncSGIS (GLenum, GLfloat *);
+#endif /* GL_GLEXT_PROTOTYPES */
+typedef void (APIENTRYP PFNGLDETAILTEXFUNCSGISPROC) (GLenum target, GLsizei n, const GLfloat *points);
+typedef void (APIENTRYP PFNGLGETDETAILTEXFUNCSGISPROC) (GLenum target, GLfloat *points);
+#endif
+
+#ifndef GL_SGIS_sharpen_texture
+#define GL_SGIS_sharpen_texture 1
+#ifdef GL_GLEXT_PROTOTYPES
+GLAPI void APIENTRY glSharpenTexFuncSGIS (GLenum, GLsizei, const GLfloat *);
+GLAPI void APIENTRY glGetSharpenTexFuncSGIS (GLenum, GLfloat *);
+#endif /* GL_GLEXT_PROTOTYPES */
+typedef void (APIENTRYP PFNGLSHARPENTEXFUNCSGISPROC) (GLenum target, GLsizei n, const GLfloat *points);
+typedef void (APIENTRYP PFNGLGETSHARPENTEXFUNCSGISPROC) (GLenum target, GLfloat *points);
+#endif
+
+#ifndef GL_EXT_packed_pixels
+#define GL_EXT_packed_pixels 1
+#endif
+
+#ifndef GL_SGIS_texture_lod
+#define GL_SGIS_texture_lod 1
+#endif
+
+#ifndef GL_SGIS_multisample
+#define GL_SGIS_multisample 1
+#ifdef GL_GLEXT_PROTOTYPES
+GLAPI void APIENTRY glSampleMaskSGIS (GLclampf, GLboolean);
+GLAPI void APIENTRY glSamplePatternSGIS (GLenum);
+#endif /* GL_GLEXT_PROTOTYPES */
+typedef void (APIENTRYP PFNGLSAMPLEMASKSGISPROC) (GLclampf value, GLboolean invert);
+typedef void (APIENTRYP PFNGLSAMPLEPATTERNSGISPROC) (GLenum pattern);
+#endif
+
+#ifndef GL_EXT_rescale_normal
+#define GL_EXT_rescale_normal 1
+#endif
+
+#ifndef GL_EXT_vertex_array
+#define GL_EXT_vertex_array 1
+#ifdef GL_GLEXT_PROTOTYPES
+GLAPI void APIENTRY glArrayElementEXT (GLint);
+GLAPI void APIENTRY glColorPointerEXT (GLint, GLenum, GLsizei, GLsizei, const GLvoid *);
+GLAPI void APIENTRY glDrawArraysEXT (GLenum, GLint, GLsizei);
+GLAPI void APIENTRY glEdgeFlagPointerEXT (GLsizei, GLsizei, const GLboolean *);
+GLAPI void APIENTRY glGetPointervEXT (GLenum, GLvoid* *);
+GLAPI void APIENTRY glIndexPointerEXT (GLenum, GLsizei, GLsizei, const GLvoid *);
+GLAPI void APIENTRY glNormalPointerEXT (GLenum, GLsizei, GLsizei, const GLvoid *);
+GLAPI void APIENTRY glTexCoordPointerEXT (GLint, GLenum, GLsizei, GLsizei, const GLvoid *);
+GLAPI void APIENTRY glVertexPointerEXT (GLint, GLenum, GLsizei, GLsizei, const GLvoid *);
+#endif /* GL_GLEXT_PROTOTYPES */
+typedef void (APIENTRYP PFNGLARRAYELEMENTEXTPROC) (GLint i);
+typedef void (APIENTRYP PFNGLCOLORPOINTEREXTPROC) (GLint size, GLenum type, GLsizei stride, GLsizei count, const GLvoid *pointer);
+typedef void (APIENTRYP PFNGLDRAWARRAYSEXTPROC) (GLenum mode, GLint first, GLsizei count);
+typedef void (APIENTRYP PFNGLEDGEFLAGPOINTEREXTPROC) (GLsizei stride, GLsizei count, const GLboolean *pointer);
+typedef void (APIENTRYP PFNGLGETPOINTERVEXTPROC) (GLenum pname, GLvoid* *params);
+typedef void (APIENTRYP PFNGLINDEXPOINTEREXTPROC) (GLenum type, GLsizei stride, GLsizei count, const GLvoid *pointer);
+typedef void (APIENTRYP PFNGLNORMALPOINTEREXTPROC) (GLenum type, GLsizei stride, GLsizei count, const GLvoid *pointer);
+typedef void (APIENTRYP PFNGLTEXCOORDPOINTEREXTPROC) (GLint size, GLenum type, GLsizei stride, GLsizei count, const GLvoid *pointer);
+typedef void (APIENTRYP PFNGLVERTEXPOINTEREXTPROC) (GLint size, GLenum type, GLsizei stride, GLsizei count, const GLvoid *pointer);
+#endif
+
+#ifndef GL_EXT_misc_attribute
+#define GL_EXT_misc_attribute 1
+#endif
+
+#ifndef GL_SGIS_generate_mipmap
+#define GL_SGIS_generate_mipmap 1
+#endif
+
+#ifndef GL_SGIX_clipmap
+#define GL_SGIX_clipmap 1
+#endif
+
+#ifndef GL_SGIX_shadow
+#define GL_SGIX_shadow 1
+#endif
+
+#ifndef GL_SGIS_texture_edge_clamp
+#define GL_SGIS_texture_edge_clamp 1
+#endif
+
+#ifndef GL_SGIS_texture_border_clamp
+#define GL_SGIS_texture_border_clamp 1
+#endif
+
+#ifndef GL_EXT_blend_minmax
+#define GL_EXT_blend_minmax 1
+#ifdef GL_GLEXT_PROTOTYPES
+GLAPI void APIENTRY glBlendEquationEXT (GLenum);
+#endif /* GL_GLEXT_PROTOTYPES */
+typedef void (APIENTRYP PFNGLBLENDEQUATIONEXTPROC) (GLenum mode);
+#endif
+
+#ifndef GL_EXT_blend_subtract
+#define GL_EXT_blend_subtract 1
+#endif
+
+#ifndef GL_EXT_blend_logic_op
+#define GL_EXT_blend_logic_op 1
+#endif
+
+#ifndef GL_SGIX_interlace
+#define GL_SGIX_interlace 1
+#endif
+
+#ifndef GL_SGIX_pixel_tiles
+#define GL_SGIX_pixel_tiles 1
+#endif
+
+#ifndef GL_SGIX_texture_select
+#define GL_SGIX_texture_select 1
+#endif
+
+#ifndef GL_SGIX_sprite
+#define GL_SGIX_sprite 1
+#ifdef GL_GLEXT_PROTOTYPES
+GLAPI void APIENTRY glSpriteParameterfSGIX (GLenum, GLfloat);
+GLAPI void APIENTRY glSpriteParameterfvSGIX (GLenum, const GLfloat *);
+GLAPI void APIENTRY glSpriteParameteriSGIX (GLenum, GLint);
+GLAPI void APIENTRY glSpriteParameterivSGIX (GLenum, const GLint *);
+#endif /* GL_GLEXT_PROTOTYPES */
+typedef void (APIENTRYP PFNGLSPRITEPARAMETERFSGIXPROC) (GLenum pname, GLfloat param);
+typedef void (APIENTRYP PFNGLSPRITEPARAMETERFVSGIXPROC) (GLenum pname, const GLfloat *params);
+typedef void (APIENTRYP PFNGLSPRITEPARAMETERISGIXPROC) (GLenum pname, GLint param);
+typedef void (APIENTRYP PFNGLSPRITEPARAMETERIVSGIXPROC) (GLenum pname, const GLint *params);
+#endif
+
+#ifndef GL_SGIX_texture_multi_buffer
+#define GL_SGIX_texture_multi_buffer 1
+#endif
+
+#ifndef GL_EXT_point_parameters
+#define GL_EXT_point_parameters 1
+#ifdef GL_GLEXT_PROTOTYPES
+GLAPI void APIENTRY glPointParameterfEXT (GLenum, GLfloat);
+GLAPI void APIENTRY glPointParameterfvEXT (GLenum, const GLfloat *);
+#endif /* GL_GLEXT_PROTOTYPES */
+typedef void (APIENTRYP PFNGLPOINTPARAMETERFEXTPROC) (GLenum pname, GLfloat param);
+typedef void (APIENTRYP PFNGLPOINTPARAMETERFVEXTPROC) (GLenum pname, const GLfloat *params);
+#endif
+
+#ifndef GL_SGIS_point_parameters
+#define GL_SGIS_point_parameters 1
+#ifdef GL_GLEXT_PROTOTYPES
+GLAPI void APIENTRY glPointParameterfSGIS (GLenum, GLfloat);
+GLAPI void APIENTRY glPointParameterfvSGIS (GLenum, const GLfloat *);
+#endif /* GL_GLEXT_PROTOTYPES */
+typedef void (APIENTRYP PFNGLPOINTPARAMETERFSGISPROC) (GLenum pname, GLfloat param);
+typedef void (APIENTRYP PFNGLPOINTPARAMETERFVSGISPROC) (GLenum pname, const GLfloat *params);
+#endif
+
+#ifndef GL_SGIX_instruments
+#define GL_SGIX_instruments 1
+#ifdef GL_GLEXT_PROTOTYPES
+GLAPI GLint APIENTRY glGetInstrumentsSGIX (void);
+GLAPI void APIENTRY glInstrumentsBufferSGIX (GLsizei, GLint *);
+GLAPI GLint APIENTRY glPollInstrumentsSGIX (GLint *);
+GLAPI void APIENTRY glReadInstrumentsSGIX (GLint);
+GLAPI void APIENTRY glStartInstrumentsSGIX (void);
+GLAPI void APIENTRY glStopInstrumentsSGIX (GLint);
+#endif /* GL_GLEXT_PROTOTYPES */
+typedef GLint (APIENTRYP PFNGLGETINSTRUMENTSSGIXPROC) (void);
+typedef void (APIENTRYP PFNGLINSTRUMENTSBUFFERSGIXPROC) (GLsizei size, GLint *buffer);
+typedef GLint (APIENTRYP PFNGLPOLLINSTRUMENTSSGIXPROC) (GLint *marker_p);
+typedef void (APIENTRYP PFNGLREADINSTRUMENTSSGIXPROC) (GLint marker);
+typedef void (APIENTRYP PFNGLSTARTINSTRUMENTSSGIXPROC) (void);
+typedef void (APIENTRYP PFNGLSTOPINSTRUMENTSSGIXPROC) (GLint marker);
+#endif
+
+#ifndef GL_SGIX_texture_scale_bias
+#define GL_SGIX_texture_scale_bias 1
+#endif
+
+#ifndef GL_SGIX_framezoom
+#define GL_SGIX_framezoom 1
+#ifdef GL_GLEXT_PROTOTYPES
+GLAPI void APIENTRY glFrameZoomSGIX (GLint);
+#endif /* GL_GLEXT_PROTOTYPES */
+typedef void (APIENTRYP PFNGLFRAMEZOOMSGIXPROC) (GLint factor);
+#endif
+
+#ifndef GL_SGIX_tag_sample_buffer
+#define GL_SGIX_tag_sample_buffer 1
+#ifdef GL_GLEXT_PROTOTYPES
+GLAPI void APIENTRY glTagSampleBufferSGIX (void);
+#endif /* GL_GLEXT_PROTOTYPES */
+typedef void (APIENTRYP PFNGLTAGSAMPLEBUFFERSGIXPROC) (void);
+#endif
+
+#ifndef GL_SGIX_polynomial_ffd
+#define GL_SGIX_polynomial_ffd 1
+#ifdef GL_GLEXT_PROTOTYPES
+GLAPI void APIENTRY glDeformationMap3dSGIX (GLenum, GLdouble, GLdouble, GLint, GLint, GLdouble, GLdouble, GLint, GLint, GLdouble, GLdouble, GLint, GLint, const GLdouble *);
+GLAPI void APIENTRY glDeformationMap3fSGIX (GLenum, GLfloat, GLfloat, GLint, GLint, GLfloat, GLfloat, GLint, GLint, GLfloat, GLfloat, GLint, GLint, const GLfloat *);
+GLAPI void APIENTRY glDeformSGIX (GLbitfield);
+GLAPI void APIENTRY glLoadIdentityDeformationMapSGIX (GLbitfield);
+#endif /* GL_GLEXT_PROTOTYPES */
+typedef void (APIENTRYP PFNGLDEFORMATIONMAP3DSGIXPROC) (GLenum target, GLdouble u1, GLdouble u2, GLint ustride, GLint uorder, GLdouble v1, GLdouble v2, GLint vstride, GLint vorder, GLdouble w1, GLdouble w2, GLint wstride, GLint worder, const GLdouble *points);
+typedef void (APIENTRYP PFNGLDEFORMATIONMAP3FSGIXPROC) (GLenum target, GLfloat u1, GLfloat u2, GLint ustride, GLint uorder, GLfloat v1, GLfloat v2, GLint vstride, GLint vorder, GLfloat w1, GLfloat w2, GLint wstride, GLint worder, const GLfloat *points);
+typedef void (APIENTRYP PFNGLDEFORMSGIXPROC) (GLbitfield mask);
+typedef void (APIENTRYP PFNGLLOADIDENTITYDEFORMATIONMAPSGIXPROC) (GLbitfield mask);
+#endif
+
+#ifndef GL_SGIX_reference_plane
+#define GL_SGIX_reference_plane 1
+#ifdef GL_GLEXT_PROTOTYPES
+GLAPI void APIENTRY glReferencePlaneSGIX (const GLdouble *);
+#endif /* GL_GLEXT_PROTOTYPES */
+typedef void (APIENTRYP PFNGLREFERENCEPLANESGIXPROC) (const GLdouble *equation);
+#endif
+
+#ifndef GL_SGIX_flush_raster
+#define GL_SGIX_flush_raster 1
+#ifdef GL_GLEXT_PROTOTYPES
+GLAPI void APIENTRY glFlushRasterSGIX (void);
+#endif /* GL_GLEXT_PROTOTYPES */
+typedef void (APIENTRYP PFNGLFLUSHRASTERSGIXPROC) (void);
+#endif
+
+#ifndef GL_SGIX_depth_texture
+#define GL_SGIX_depth_texture 1
+#endif
+
+#ifndef GL_SGIS_fog_function
+#define GL_SGIS_fog_function 1
+#ifdef GL_GLEXT_PROTOTYPES
+GLAPI void APIENTRY glFogFuncSGIS (GLsizei, const GLfloat *);
+GLAPI void APIENTRY glGetFogFuncSGIS (GLfloat *);
+#endif /* GL_GLEXT_PROTOTYPES */
+typedef void (APIENTRYP PFNGLFOGFUNCSGISPROC) (GLsizei n, const GLfloat *points);
+typedef void (APIENTRYP PFNGLGETFOGFUNCSGISPROC) (GLfloat *points);
+#endif
+
+#ifndef GL_SGIX_fog_offset
+#define GL_SGIX_fog_offset 1
+#endif
+
+#ifndef GL_HP_image_transform
+#define GL_HP_image_transform 1
+#ifdef GL_GLEXT_PROTOTYPES
+GLAPI void APIENTRY glImageTransformParameteriHP (GLenum, GLenum, GLint);
+GLAPI void APIENTRY glImageTransformParameterfHP (GLenum, GLenum, GLfloat);
+GLAPI void APIENTRY glImageTransformParameterivHP (GLenum, GLenum, const GLint *);
+GLAPI void APIENTRY glImageTransformParameterfvHP (GLenum, GLenum, const GLfloat *);
+GLAPI void APIENTRY glGetImageTransformParameterivHP (GLenum, GLenum, GLint *);
+GLAPI void APIENTRY glGetImageTransformParameterfvHP (GLenum, GLenum, GLfloat *);
+#endif /* GL_GLEXT_PROTOTYPES */
+typedef void (APIENTRYP PFNGLIMAGETRANSFORMPARAMETERIHPPROC) (GLenum target, GLenum pname, GLint param);
+typedef void (APIENTRYP PFNGLIMAGETRANSFORMPARAMETERFHPPROC) (GLenum target, GLenum pname, GLfloat param);
+typedef void (APIENTRYP PFNGLIMAGETRANSFORMPARAMETERIVHPPROC) (GLenum target, GLenum pname, const GLint *params);
+typedef void (APIENTRYP PFNGLIMAGETRANSFORMPARAMETERFVHPPROC) (GLenum target, GLenum pname, const GLfloat *params);
+typedef void (APIENTRYP PFNGLGETIMAGETRANSFORMPARAMETERIVHPPROC) (GLenum target, GLenum pname, GLint *params);
+typedef void (APIENTRYP PFNGLGETIMAGETRANSFORMPARAMETERFVHPPROC) (GLenum target, GLenum pname, GLfloat *params);
+#endif
+
+#ifndef GL_HP_convolution_border_modes
+#define GL_HP_convolution_border_modes 1
+#endif
+
+#ifndef GL_SGIX_texture_add_env
+#define GL_SGIX_texture_add_env 1
+#endif
+
+#ifndef GL_EXT_color_subtable
+#define GL_EXT_color_subtable 1
+#ifdef GL_GLEXT_PROTOTYPES
+GLAPI void APIENTRY glColorSubTableEXT (GLenum, GLsizei, GLsizei, GLenum, GLenum, const GLvoid *);
+GLAPI void APIENTRY glCopyColorSubTableEXT (GLenum, GLsizei, GLint, GLint, GLsizei);
+#endif /* GL_GLEXT_PROTOTYPES */
+typedef void (APIENTRYP PFNGLCOLORSUBTABLEEXTPROC) (GLenum target, GLsizei start, GLsizei count, GLenum format, GLenum type, const GLvoid *data);
+typedef void (APIENTRYP PFNGLCOPYCOLORSUBTABLEEXTPROC) (GLenum target, GLsizei start, GLint x, GLint y, GLsizei width);
+#endif
+
+#ifndef GL_PGI_vertex_hints
+#define GL_PGI_vertex_hints 1
+#endif
+
+#ifndef GL_PGI_misc_hints
+#define GL_PGI_misc_hints 1
+#ifdef GL_GLEXT_PROTOTYPES
+GLAPI void APIENTRY glHintPGI (GLenum, GLint);
+#endif /* GL_GLEXT_PROTOTYPES */
+typedef void (APIENTRYP PFNGLHINTPGIPROC) (GLenum target, GLint mode);
+#endif
+
+#ifndef GL_EXT_paletted_texture
+#define GL_EXT_paletted_texture 1
+#ifdef GL_GLEXT_PROTOTYPES
+GLAPI void APIENTRY glColorTableEXT (GLenum, GLenum, GLsizei, GLenum, GLenum, const GLvoid *);
+GLAPI void APIENTRY glGetColorTableEXT (GLenum, GLenum, GLenum, GLvoid *);
+GLAPI void APIENTRY glGetColorTableParameterivEXT (GLenum, GLenum, GLint *);
+GLAPI void APIENTRY glGetColorTableParameterfvEXT (GLenum, GLenum, GLfloat *);
+#endif /* GL_GLEXT_PROTOTYPES */
+typedef void (APIENTRYP PFNGLCOLORTABLEEXTPROC) (GLenum target, GLenum internalFormat, GLsizei width, GLenum format, GLenum type, const GLvoid *table);
+typedef void (APIENTRYP PFNGLGETCOLORTABLEEXTPROC) (GLenum target, GLenum format, GLenum type, GLvoid *data);
+typedef void (APIENTRYP PFNGLGETCOLORTABLEPARAMETERIVEXTPROC) (GLenum target, GLenum pname, GLint *params);
+typedef void (APIENTRYP PFNGLGETCOLORTABLEPARAMETERFVEXTPROC) (GLenum target, GLenum pname, GLfloat *params);
+#endif
+
+#ifndef GL_EXT_clip_volume_hint
+#define GL_EXT_clip_volume_hint 1
+#endif
+
+#ifndef GL_SGIX_list_priority
+#define GL_SGIX_list_priority 1
+#ifdef GL_GLEXT_PROTOTYPES
+GLAPI void APIENTRY glGetListParameterfvSGIX (GLuint, GLenum, GLfloat *);
+GLAPI void APIENTRY glGetListParameterivSGIX (GLuint, GLenum, GLint *);
+GLAPI void APIENTRY glListParameterfSGIX (GLuint, GLenum, GLfloat);
+GLAPI void APIENTRY glListParameterfvSGIX (GLuint, GLenum, const GLfloat *);
+GLAPI void APIENTRY glListParameteriSGIX (GLuint, GLenum, GLint);
+GLAPI void APIENTRY glListParameterivSGIX (GLuint, GLenum, const GLint *);
+#endif /* GL_GLEXT_PROTOTYPES */
+typedef void (APIENTRYP PFNGLGETLISTPARAMETERFVSGIXPROC) (GLuint list, GLenum pname, GLfloat *params);
+typedef void (APIENTRYP PFNGLGETLISTPARAMETERIVSGIXPROC) (GLuint list, GLenum pname, GLint *params);
+typedef void (APIENTRYP PFNGLLISTPARAMETERFSGIXPROC) (GLuint list, GLenum pname, GLfloat param);
+typedef void (APIENTRYP PFNGLLISTPARAMETERFVSGIXPROC) (GLuint list, GLenum pname, const GLfloat *params);
+typedef void (APIENTRYP PFNGLLISTPARAMETERISGIXPROC) (GLuint list, GLenum pname, GLint param);
+typedef void (APIENTRYP PFNGLLISTPARAMETERIVSGIXPROC) (GLuint list, GLenum pname, const GLint *params);
+#endif
+
+#ifndef GL_SGIX_ir_instrument1
+#define GL_SGIX_ir_instrument1 1
+#endif
+
+#ifndef GL_SGIX_calligraphic_fragment
+#define GL_SGIX_calligraphic_fragment 1
+#endif
+
+#ifndef GL_SGIX_texture_lod_bias
+#define GL_SGIX_texture_lod_bias 1
+#endif
+
+#ifndef GL_SGIX_shadow_ambient
+#define GL_SGIX_shadow_ambient 1
+#endif
+
+#ifndef GL_EXT_index_texture
+#define GL_EXT_index_texture 1
+#endif
+
+#ifndef GL_EXT_index_material
+#define GL_EXT_index_material 1
+#ifdef GL_GLEXT_PROTOTYPES
+GLAPI void APIENTRY glIndexMaterialEXT (GLenum, GLenum);
+#endif /* GL_GLEXT_PROTOTYPES */
+typedef void (APIENTRYP PFNGLINDEXMATERIALEXTPROC) (GLenum face, GLenum mode);
+#endif
+
+#ifndef GL_EXT_index_func
+#define GL_EXT_index_func 1
+#ifdef GL_GLEXT_PROTOTYPES
+GLAPI void APIENTRY glIndexFuncEXT (GLenum, GLclampf);
+#endif /* GL_GLEXT_PROTOTYPES */
+typedef void (APIENTRYP PFNGLINDEXFUNCEXTPROC) (GLenum func, GLclampf ref);
+#endif
+
+#ifndef GL_EXT_index_array_formats
+#define GL_EXT_index_array_formats 1
+#endif
+
+#ifndef GL_EXT_compiled_vertex_array
+#define GL_EXT_compiled_vertex_array 1
+#ifdef GL_GLEXT_PROTOTYPES
+GLAPI void APIENTRY glLockArraysEXT (GLint, GLsizei);
+GLAPI void APIENTRY glUnlockArraysEXT (void);
+#endif /* GL_GLEXT_PROTOTYPES */
+typedef void (APIENTRYP PFNGLLOCKARRAYSEXTPROC) (GLint first, GLsizei count);
+typedef void (APIENTRYP PFNGLUNLOCKARRAYSEXTPROC) (void);
+#endif
+
+#ifndef GL_EXT_cull_vertex
+#define GL_EXT_cull_vertex 1
+#ifdef GL_GLEXT_PROTOTYPES
+GLAPI void APIENTRY glCullParameterdvEXT (GLenum, GLdouble *);
+GLAPI void APIENTRY glCullParameterfvEXT (GLenum, GLfloat *);
+#endif /* GL_GLEXT_PROTOTYPES */
+typedef void (APIENTRYP PFNGLCULLPARAMETERDVEXTPROC) (GLenum pname, GLdouble *params);
+typedef void (APIENTRYP PFNGLCULLPARAMETERFVEXTPROC) (GLenum pname, GLfloat *params);
+#endif
+
+#ifndef GL_SGIX_ycrcb
+#define GL_SGIX_ycrcb 1
+#endif
+
+#ifndef GL_SGIX_fragment_lighting
+#define GL_SGIX_fragment_lighting 1
+#ifdef GL_GLEXT_PROTOTYPES
+GLAPI void APIENTRY glFragmentColorMaterialSGIX (GLenum, GLenum);
+GLAPI void APIENTRY glFragmentLightfSGIX (GLenum, GLenum, GLfloat);
+GLAPI void APIENTRY glFragmentLightfvSGIX (GLenum, GLenum, const GLfloat *);
+GLAPI void APIENTRY glFragmentLightiSGIX (GLenum, GLenum, GLint);
+GLAPI void APIENTRY glFragmentLightivSGIX (GLenum, GLenum, const GLint *);
+GLAPI void APIENTRY glFragmentLightModelfSGIX (GLenum, GLfloat);
+GLAPI void APIENTRY glFragmentLightModelfvSGIX (GLenum, const GLfloat *);
+GLAPI void APIENTRY glFragmentLightModeliSGIX (GLenum, GLint);
+GLAPI void APIENTRY glFragmentLightModelivSGIX (GLenum, const GLint *);
+GLAPI void APIENTRY glFragmentMaterialfSGIX (GLenum, GLenum, GLfloat);
+GLAPI void APIENTRY glFragmentMaterialfvSGIX (GLenum, GLenum, const GLfloat *);
+GLAPI void APIENTRY glFragmentMaterialiSGIX (GLenum, GLenum, GLint);
+GLAPI void APIENTRY glFragmentMaterialivSGIX (GLenum, GLenum, const GLint *);
+GLAPI void APIENTRY glGetFragmentLightfvSGIX (GLenum, GLenum, GLfloat *);
+GLAPI void APIENTRY glGetFragmentLightivSGIX (GLenum, GLenum, GLint *);
+GLAPI void APIENTRY glGetFragmentMaterialfvSGIX (GLenum, GLenum, GLfloat *);
+GLAPI void APIENTRY glGetFragmentMaterialivSGIX (GLenum, GLenum, GLint *);
+GLAPI void APIENTRY glLightEnviSGIX (GLenum, GLint);
+#endif /* GL_GLEXT_PROTOTYPES */
+typedef void (APIENTRYP PFNGLFRAGMENTCOLORMATERIALSGIXPROC) (GLenum face, GLenum mode);
+typedef void (APIENTRYP PFNGLFRAGMENTLIGHTFSGIXPROC) (GLenum light, GLenum pname, GLfloat param);
+typedef void (APIENTRYP PFNGLFRAGMENTLIGHTFVSGIXPROC) (GLenum light, GLenum pname, const GLfloat *params);
+typedef void (APIENTRYP PFNGLFRAGMENTLIGHTISGIXPROC) (GLenum light, GLenum pname, GLint param);
+typedef void (APIENTRYP PFNGLFRAGMENTLIGHTIVSGIXPROC) (GLenum light, GLenum pname, const GLint *params);
+typedef void (APIENTRYP PFNGLFRAGMENTLIGHTMODELFSGIXPROC) (GLenum pname, GLfloat param);
+typedef void (APIENTRYP PFNGLFRAGMENTLIGHTMODELFVSGIXPROC) (GLenum pname, const GLfloat *params);
+typedef void (APIENTRYP PFNGLFRAGMENTLIGHTMODELISGIXPROC) (GLenum pname, GLint param);
+typedef void (APIENTRYP PFNGLFRAGMENTLIGHTMODELIVSGIXPROC) (GLenum pname, const GLint *params);
+typedef void (APIENTRYP PFNGLFRAGMENTMATERIALFSGIXPROC) (GLenum face, GLenum pname, GLfloat param);
+typedef void (APIENTRYP PFNGLFRAGMENTMATERIALFVSGIXPROC) (GLenum face, GLenum pname, const GLfloat *params);
+typedef void (APIENTRYP PFNGLFRAGMENTMATERIALISGIXPROC) (GLenum face, GLenum pname, GLint param);
+typedef void (APIENTRYP PFNGLFRAGMENTMATERIALIVSGIXPROC) (GLenum face, GLenum pname, const GLint *params);
+typedef void (APIENTRYP PFNGLGETFRAGMENTLIGHTFVSGIXPROC) (GLenum light, GLenum pname, GLfloat *params);
+typedef void (APIENTRYP PFNGLGETFRAGMENTLIGHTIVSGIXPROC) (GLenum light, GLenum pname, GLint *params);
+typedef void (APIENTRYP PFNGLGETFRAGMENTMATERIALFVSGIXPROC) (GLenum face, GLenum pname, GLfloat *params);
+typedef void (APIENTRYP PFNGLGETFRAGMENTMATERIALIVSGIXPROC) (GLenum face, GLenum pname, GLint *params);
+typedef void (APIENTRYP PFNGLLIGHTENVISGIXPROC) (GLenum pname, GLint param);
+#endif
+
+#ifndef GL_IBM_rasterpos_clip
+#define GL_IBM_rasterpos_clip 1
+#endif
+
+#ifndef GL_HP_texture_lighting
+#define GL_HP_texture_lighting 1
+#endif
+
+#ifndef GL_EXT_draw_range_elements
+#define GL_EXT_draw_range_elements 1
+#ifdef GL_GLEXT_PROTOTYPES
+GLAPI void APIENTRY glDrawRangeElementsEXT (GLenum, GLuint, GLuint, GLsizei, GLenum, const GLvoid *);
+#endif /* GL_GLEXT_PROTOTYPES */
+typedef void (APIENTRYP PFNGLDRAWRANGEELEMENTSEXTPROC) (GLenum mode, GLuint start, GLuint end, GLsizei count, GLenum type, const GLvoid *indices);
+#endif
+
+#ifndef GL_WIN_phong_shading
+#define GL_WIN_phong_shading 1
+#endif
+
+#ifndef GL_WIN_specular_fog
+#define GL_WIN_specular_fog 1
+#endif
+
+#ifndef GL_EXT_light_texture
+#define GL_EXT_light_texture 1
+#ifdef GL_GLEXT_PROTOTYPES
+GLAPI void APIENTRY glApplyTextureEXT (GLenum);
+GLAPI void APIENTRY glTextureLightEXT (GLenum);
+GLAPI void APIENTRY glTextureMaterialEXT (GLenum, GLenum);
+#endif /* GL_GLEXT_PROTOTYPES */
+typedef void (APIENTRYP PFNGLAPPLYTEXTUREEXTPROC) (GLenum mode);
+typedef void (APIENTRYP PFNGLTEXTURELIGHTEXTPROC) (GLenum pname);
+typedef void (APIENTRYP PFNGLTEXTUREMATERIALEXTPROC) (GLenum face, GLenum mode);
+#endif
+
+#ifndef GL_SGIX_blend_alpha_minmax
+#define GL_SGIX_blend_alpha_minmax 1
+#endif
+
+#ifndef GL_EXT_bgra
+#define GL_EXT_bgra 1
+#endif
+
+#ifndef GL_SGIX_async
+#define GL_SGIX_async 1
+#ifdef GL_GLEXT_PROTOTYPES
+GLAPI void APIENTRY glAsyncMarkerSGIX (GLuint);
+GLAPI GLint APIENTRY glFinishAsyncSGIX (GLuint *);
+GLAPI GLint APIENTRY glPollAsyncSGIX (GLuint *);
+GLAPI GLuint APIENTRY glGenAsyncMarkersSGIX (GLsizei);
+GLAPI void APIENTRY glDeleteAsyncMarkersSGIX (GLuint, GLsizei);
+GLAPI GLboolean APIENTRY glIsAsyncMarkerSGIX (GLuint);
+#endif /* GL_GLEXT_PROTOTYPES */
+typedef void (APIENTRYP PFNGLASYNCMARKERSGIXPROC) (GLuint marker);
+typedef GLint (APIENTRYP PFNGLFINISHASYNCSGIXPROC) (GLuint *markerp);
+typedef GLint (APIENTRYP PFNGLPOLLASYNCSGIXPROC) (GLuint *markerp);
+typedef GLuint (APIENTRYP PFNGLGENASYNCMARKERSSGIXPROC) (GLsizei range);
+typedef void (APIENTRYP PFNGLDELETEASYNCMARKERSSGIXPROC) (GLuint marker, GLsizei range);
+typedef GLboolean (APIENTRYP PFNGLISASYNCMARKERSGIXPROC) (GLuint marker);
+#endif
+
+#ifndef GL_SGIX_async_pixel
+#define GL_SGIX_async_pixel 1
+#endif
+
+#ifndef GL_SGIX_async_histogram
+#define GL_SGIX_async_histogram 1
+#endif
+
+#ifndef GL_INTEL_parallel_arrays
+#define GL_INTEL_parallel_arrays 1
+#ifdef GL_GLEXT_PROTOTYPES
+GLAPI void APIENTRY glVertexPointervINTEL (GLint, GLenum, const GLvoid* *);
+GLAPI void APIENTRY glNormalPointervINTEL (GLenum, const GLvoid* *);
+GLAPI void APIENTRY glColorPointervINTEL (GLint, GLenum, const GLvoid* *);
+GLAPI void APIENTRY glTexCoordPointervINTEL (GLint, GLenum, const GLvoid* *);
+#endif /* GL_GLEXT_PROTOTYPES */
+typedef void (APIENTRYP PFNGLVERTEXPOINTERVINTELPROC) (GLint size, GLenum type, const GLvoid* *pointer);
+typedef void (APIENTRYP PFNGLNORMALPOINTERVINTELPROC) (GLenum type, const GLvoid* *pointer);
+typedef void (APIENTRYP PFNGLCOLORPOINTERVINTELPROC) (GLint size, GLenum type, const GLvoid* *pointer);
+typedef void (APIENTRYP PFNGLTEXCOORDPOINTERVINTELPROC) (GLint size, GLenum type, const GLvoid* *pointer);
+#endif
+
+#ifndef GL_HP_occlusion_test
+#define GL_HP_occlusion_test 1
+#endif
+
+#ifndef GL_EXT_pixel_transform
+#define GL_EXT_pixel_transform 1
+#ifdef GL_GLEXT_PROTOTYPES
+GLAPI void APIENTRY glPixelTransformParameteriEXT (GLenum, GLenum, GLint);
+GLAPI void APIENTRY glPixelTransformParameterfEXT (GLenum, GLenum, GLfloat);
+GLAPI void APIENTRY glPixelTransformParameterivEXT (GLenum, GLenum, const GLint *);
+GLAPI void APIENTRY glPixelTransformParameterfvEXT (GLenum, GLenum, const GLfloat *);
+#endif /* GL_GLEXT_PROTOTYPES */
+typedef void (APIENTRYP PFNGLPIXELTRANSFORMPARAMETERIEXTPROC) (GLenum target, GLenum pname, GLint param);
+typedef void (APIENTRYP PFNGLPIXELTRANSFORMPARAMETERFEXTPROC) (GLenum target, GLenum pname, GLfloat param);
+typedef void (APIENTRYP PFNGLPIXELTRANSFORMPARAMETERIVEXTPROC) (GLenum target, GLenum pname, const GLint *params);
+typedef void (APIENTRYP PFNGLPIXELTRANSFORMPARAMETERFVEXTPROC) (GLenum target, GLenum pname, const GLfloat *params);
+#endif
+
+#ifndef GL_EXT_pixel_transform_color_table
+#define GL_EXT_pixel_transform_color_table 1
+#endif
+
+#ifndef GL_EXT_shared_texture_palette
+#define GL_EXT_shared_texture_palette 1
+#endif
+
+#ifndef GL_EXT_separate_specular_color
+#define GL_EXT_separate_specular_color 1
+#endif
+
+#ifndef GL_EXT_secondary_color
+#define GL_EXT_secondary_color 1
+#ifdef GL_GLEXT_PROTOTYPES
+GLAPI void APIENTRY glSecondaryColor3bEXT (GLbyte, GLbyte, GLbyte);
+GLAPI void APIENTRY glSecondaryColor3bvEXT (const GLbyte *);
+GLAPI void APIENTRY glSecondaryColor3dEXT (GLdouble, GLdouble, GLdouble);
+GLAPI void APIENTRY glSecondaryColor3dvEXT (const GLdouble *);
+GLAPI void APIENTRY glSecondaryColor3fEXT (GLfloat, GLfloat, GLfloat);
+GLAPI void APIENTRY glSecondaryColor3fvEXT (const GLfloat *);
+GLAPI void APIENTRY glSecondaryColor3iEXT (GLint, GLint, GLint);
+GLAPI void APIENTRY glSecondaryColor3ivEXT (const GLint *);
+GLAPI void APIENTRY glSecondaryColor3sEXT (GLshort, GLshort, GLshort);
+GLAPI void APIENTRY glSecondaryColor3svEXT (const GLshort *);
+GLAPI void APIENTRY glSecondaryColor3ubEXT (GLubyte, GLubyte, GLubyte);
+GLAPI void APIENTRY glSecondaryColor3ubvEXT (const GLubyte *);
+GLAPI void APIENTRY glSecondaryColor3uiEXT (GLuint, GLuint, GLuint);
+GLAPI void APIENTRY glSecondaryColor3uivEXT (const GLuint *);
+GLAPI void APIENTRY glSecondaryColor3usEXT (GLushort, GLushort, GLushort);
+GLAPI void APIENTRY glSecondaryColor3usvEXT (const GLushort *);
+GLAPI void APIENTRY glSecondaryColorPointerEXT (GLint, GLenum, GLsizei, const GLvoid *);
+#endif /* GL_GLEXT_PROTOTYPES */
+typedef void (APIENTRYP PFNGLSECONDARYCOLOR3BEXTPROC) (GLbyte red, GLbyte green, GLbyte blue);
+typedef void (APIENTRYP PFNGLSECONDARYCOLOR3BVEXTPROC) (const GLbyte *v);
+typedef void (APIENTRYP PFNGLSECONDARYCOLOR3DEXTPROC) (GLdouble red, GLdouble green, GLdouble blue);
+typedef void (APIENTRYP PFNGLSECONDARYCOLOR3DVEXTPROC) (const GLdouble *v);
+typedef void (APIENTRYP PFNGLSECONDARYCOLOR3FEXTPROC) (GLfloat red, GLfloat green, GLfloat blue);
+typedef void (APIENTRYP PFNGLSECONDARYCOLOR3FVEXTPROC) (const GLfloat *v);
+typedef void (APIENTRYP PFNGLSECONDARYCOLOR3IEXTPROC) (GLint red, GLint green, GLint blue);
+typedef void (APIENTRYP PFNGLSECONDARYCOLOR3IVEXTPROC) (const GLint *v);
+typedef void (APIENTRYP PFNGLSECONDARYCOLOR3SEXTPROC) (GLshort red, GLshort green, GLshort blue);
+typedef void (APIENTRYP PFNGLSECONDARYCOLOR3SVEXTPROC) (const GLshort *v);
+typedef void (APIENTRYP PFNGLSECONDARYCOLOR3UBEXTPROC) (GLubyte red, GLubyte green, GLubyte blue);
+typedef void (APIENTRYP PFNGLSECONDARYCOLOR3UBVEXTPROC) (const GLubyte *v);
+typedef void (APIENTRYP PFNGLSECONDARYCOLOR3UIEXTPROC) (GLuint red, GLuint green, GLuint blue);
+typedef void (APIENTRYP PFNGLSECONDARYCOLOR3UIVEXTPROC) (const GLuint *v);
+typedef void (APIENTRYP PFNGLSECONDARYCOLOR3USEXTPROC) (GLushort red, GLushort green, GLushort blue);
+typedef void (APIENTRYP PFNGLSECONDARYCOLOR3USVEXTPROC) (const GLushort *v);
+typedef void (APIENTRYP PFNGLSECONDARYCOLORPOINTEREXTPROC) (GLint size, GLenum type, GLsizei stride, const GLvoid *pointer);
+#endif
+
+#ifndef GL_EXT_texture_perturb_normal
+#define GL_EXT_texture_perturb_normal 1
+#ifdef GL_GLEXT_PROTOTYPES
+GLAPI void APIENTRY glTextureNormalEXT (GLenum);
+#endif /* GL_GLEXT_PROTOTYPES */
+typedef void (APIENTRYP PFNGLTEXTURENORMALEXTPROC) (GLenum mode);
+#endif
+
+#ifndef GL_EXT_multi_draw_arrays
+#define GL_EXT_multi_draw_arrays 1
+#ifdef GL_GLEXT_PROTOTYPES
+GLAPI void APIENTRY glMultiDrawArraysEXT (GLenum, GLint *, GLsizei *, GLsizei);
+GLAPI void APIENTRY glMultiDrawElementsEXT (GLenum, const GLsizei *, GLenum, const GLvoid* *, GLsizei);
+#endif /* GL_GLEXT_PROTOTYPES */
+typedef void (APIENTRYP PFNGLMULTIDRAWARRAYSEXTPROC) (GLenum mode, GLint *first, GLsizei *count, GLsizei primcount);
+typedef void (APIENTRYP PFNGLMULTIDRAWELEMENTSEXTPROC) (GLenum mode, const GLsizei *count, GLenum type, const GLvoid* *indices, GLsizei primcount);
+#endif
+
+#ifndef GL_EXT_fog_coord
+#define GL_EXT_fog_coord 1
+#ifdef GL_GLEXT_PROTOTYPES
+GLAPI void APIENTRY glFogCoordfEXT (GLfloat);
+GLAPI void APIENTRY glFogCoordfvEXT (const GLfloat *);
+GLAPI void APIENTRY glFogCoorddEXT (GLdouble);
+GLAPI void APIENTRY glFogCoorddvEXT (const GLdouble *);
+GLAPI void APIENTRY glFogCoordPointerEXT (GLenum, GLsizei, const GLvoid *);
+#endif /* GL_GLEXT_PROTOTYPES */
+typedef void (APIENTRYP PFNGLFOGCOORDFEXTPROC) (GLfloat coord);
+typedef void (APIENTRYP PFNGLFOGCOORDFVEXTPROC) (const GLfloat *coord);
+typedef void (APIENTRYP PFNGLFOGCOORDDEXTPROC) (GLdouble coord);
+typedef void (APIENTRYP PFNGLFOGCOORDDVEXTPROC) (const GLdouble *coord);
+typedef void (APIENTRYP PFNGLFOGCOORDPOINTEREXTPROC) (GLenum type, GLsizei stride, const GLvoid *pointer);
+#endif
+
+#ifndef GL_REND_screen_coordinates
+#define GL_REND_screen_coordinates 1
+#endif
+
+#ifndef GL_EXT_coordinate_frame
+#define GL_EXT_coordinate_frame 1
+#ifdef GL_GLEXT_PROTOTYPES
+GLAPI void APIENTRY glTangent3bEXT (GLbyte, GLbyte, GLbyte);
+GLAPI void APIENTRY glTangent3bvEXT (const GLbyte *);
+GLAPI void APIENTRY glTangent3dEXT (GLdouble, GLdouble, GLdouble);
+GLAPI void APIENTRY glTangent3dvEXT (const GLdouble *);
+GLAPI void APIENTRY glTangent3fEXT (GLfloat, GLfloat, GLfloat);
+GLAPI void APIENTRY glTangent3fvEXT (const GLfloat *);
+GLAPI void APIENTRY glTangent3iEXT (GLint, GLint, GLint);
+GLAPI void APIENTRY glTangent3ivEXT (const GLint *);
+GLAPI void APIENTRY glTangent3sEXT (GLshort, GLshort, GLshort);
+GLAPI void APIENTRY glTangent3svEXT (const GLshort *);
+GLAPI void APIENTRY glBinormal3bEXT (GLbyte, GLbyte, GLbyte);
+GLAPI void APIENTRY glBinormal3bvEXT (const GLbyte *);
+GLAPI void APIENTRY glBinormal3dEXT (GLdouble, GLdouble, GLdouble);
+GLAPI void APIENTRY glBinormal3dvEXT (const GLdouble *);
+GLAPI void APIENTRY glBinormal3fEXT (GLfloat, GLfloat, GLfloat);
+GLAPI void APIENTRY glBinormal3fvEXT (const GLfloat *);
+GLAPI void APIENTRY glBinormal3iEXT (GLint, GLint, GLint);
+GLAPI void APIENTRY glBinormal3ivEXT (const GLint *);
+GLAPI void APIENTRY glBinormal3sEXT (GLshort, GLshort, GLshort);
+GLAPI void APIENTRY glBinormal3svEXT (const GLshort *);
+GLAPI void APIENTRY glTangentPointerEXT (GLenum, GLsizei, const GLvoid *);
+GLAPI void APIENTRY glBinormalPointerEXT (GLenum, GLsizei, const GLvoid *);
+#endif /* GL_GLEXT_PROTOTYPES */
+typedef void (APIENTRYP PFNGLTANGENT3BEXTPROC) (GLbyte tx, GLbyte ty, GLbyte tz);
+typedef void (APIENTRYP PFNGLTANGENT3BVEXTPROC) (const GLbyte *v);
+typedef void (APIENTRYP PFNGLTANGENT3DEXTPROC) (GLdouble tx, GLdouble ty, GLdouble tz);
+typedef void (APIENTRYP PFNGLTANGENT3DVEXTPROC) (const GLdouble *v);
+typedef void (APIENTRYP PFNGLTANGENT3FEXTPROC) (GLfloat tx, GLfloat ty, GLfloat tz);
+typedef void (APIENTRYP PFNGLTANGENT3FVEXTPROC) (const GLfloat *v);
+typedef void (APIENTRYP PFNGLTANGENT3IEXTPROC) (GLint tx, GLint ty, GLint tz);
+typedef void (APIENTRYP PFNGLTANGENT3IVEXTPROC) (const GLint *v);
+typedef void (APIENTRYP PFNGLTANGENT3SEXTPROC) (GLshort tx, GLshort ty, GLshort tz);
+typedef void (APIENTRYP PFNGLTANGENT3SVEXTPROC) (const GLshort *v);
+typedef void (APIENTRYP PFNGLBINORMAL3BEXTPROC) (GLbyte bx, GLbyte by, GLbyte bz);
+typedef void (APIENTRYP PFNGLBINORMAL3BVEXTPROC) (const GLbyte *v);
+typedef void (APIENTRYP PFNGLBINORMAL3DEXTPROC) (GLdouble bx, GLdouble by, GLdouble bz);
+typedef void (APIENTRYP PFNGLBINORMAL3DVEXTPROC) (const GLdouble *v);
+typedef void (APIENTRYP PFNGLBINORMAL3FEXTPROC) (GLfloat bx, GLfloat by, GLfloat bz);
+typedef void (APIENTRYP PFNGLBINORMAL3FVEXTPROC) (const GLfloat *v);
+typedef void (APIENTRYP PFNGLBINORMAL3IEXTPROC) (GLint bx, GLint by, GLint bz);
+typedef void (APIENTRYP PFNGLBINORMAL3IVEXTPROC) (const GLint *v);
+typedef void (APIENTRYP PFNGLBINORMAL3SEXTPROC) (GLshort bx, GLshort by, GLshort bz);
+typedef void (APIENTRYP PFNGLBINORMAL3SVEXTPROC) (const GLshort *v);
+typedef void (APIENTRYP PFNGLTANGENTPOINTEREXTPROC) (GLenum type, GLsizei stride, const GLvoid *pointer);
+typedef void (APIENTRYP PFNGLBINORMALPOINTEREXTPROC) (GLenum type, GLsizei stride, const GLvoid *pointer);
+#endif
+
+#ifndef GL_EXT_texture_env_combine
+#define GL_EXT_texture_env_combine 1
+#endif
+
+#ifndef GL_APPLE_specular_vector
+#define GL_APPLE_specular_vector 1
+#endif
+
+#ifndef GL_APPLE_transform_hint
+#define GL_APPLE_transform_hint 1
+#endif
+
+#ifndef GL_SGIX_fog_scale
+#define GL_SGIX_fog_scale 1
+#endif
+
+#ifndef GL_SUNX_constant_data
+#define GL_SUNX_constant_data 1
+#ifdef GL_GLEXT_PROTOTYPES
+GLAPI void APIENTRY glFinishTextureSUNX (void);
+#endif /* GL_GLEXT_PROTOTYPES */
+typedef void (APIENTRYP PFNGLFINISHTEXTURESUNXPROC) (void);
+#endif
+
+#ifndef GL_SUN_global_alpha
+#define GL_SUN_global_alpha 1
+#ifdef GL_GLEXT_PROTOTYPES
+GLAPI void APIENTRY glGlobalAlphaFactorbSUN (GLbyte);
+GLAPI void APIENTRY glGlobalAlphaFactorsSUN (GLshort);
+GLAPI void APIENTRY glGlobalAlphaFactoriSUN (GLint);
+GLAPI void APIENTRY glGlobalAlphaFactorfSUN (GLfloat);
+GLAPI void APIENTRY glGlobalAlphaFactordSUN (GLdouble);
+GLAPI void APIENTRY glGlobalAlphaFactorubSUN (GLubyte);
+GLAPI void APIENTRY glGlobalAlphaFactorusSUN (GLushort);
+GLAPI void APIENTRY glGlobalAlphaFactoruiSUN (GLuint);
+#endif /* GL_GLEXT_PROTOTYPES */
+typedef void (APIENTRYP PFNGLGLOBALALPHAFACTORBSUNPROC) (GLbyte factor);
+typedef void (APIENTRYP PFNGLGLOBALALPHAFACTORSSUNPROC) (GLshort factor);
+typedef void (APIENTRYP PFNGLGLOBALALPHAFACTORISUNPROC) (GLint factor);
+typedef void (APIENTRYP PFNGLGLOBALALPHAFACTORFSUNPROC) (GLfloat factor);
+typedef void (APIENTRYP PFNGLGLOBALALPHAFACTORDSUNPROC) (GLdouble factor);
+typedef void (APIENTRYP PFNGLGLOBALALPHAFACTORUBSUNPROC) (GLubyte factor);
+typedef void (APIENTRYP PFNGLGLOBALALPHAFACTORUSSUNPROC) (GLushort factor);
+typedef void (APIENTRYP PFNGLGLOBALALPHAFACTORUISUNPROC) (GLuint factor);
+#endif
+
+#ifndef GL_SUN_triangle_list
+#define GL_SUN_triangle_list 1
+#ifdef GL_GLEXT_PROTOTYPES
+GLAPI void APIENTRY glReplacementCodeuiSUN (GLuint);
+GLAPI void APIENTRY glReplacementCodeusSUN (GLushort);
+GLAPI void APIENTRY glReplacementCodeubSUN (GLubyte);
+GLAPI void APIENTRY glReplacementCodeuivSUN (const GLuint *);
+GLAPI void APIENTRY glReplacementCodeusvSUN (const GLushort *);
+GLAPI void APIENTRY glReplacementCodeubvSUN (const GLubyte *);
+GLAPI void APIENTRY glReplacementCodePointerSUN (GLenum, GLsizei, const GLvoid* *);
+#endif /* GL_GLEXT_PROTOTYPES */
+typedef void (APIENTRYP PFNGLREPLACEMENTCODEUISUNPROC) (GLuint code);
+typedef void (APIENTRYP PFNGLREPLACEMENTCODEUSSUNPROC) (GLushort code);
+typedef void (APIENTRYP PFNGLREPLACEMENTCODEUBSUNPROC) (GLubyte code);
+typedef void (APIENTRYP PFNGLREPLACEMENTCODEUIVSUNPROC) (const GLuint *code);
+typedef void (APIENTRYP PFNGLREPLACEMENTCODEUSVSUNPROC) (const GLushort *code);
+typedef void (APIENTRYP PFNGLREPLACEMENTCODEUBVSUNPROC) (const GLubyte *code);
+typedef void (APIENTRYP PFNGLREPLACEMENTCODEPOINTERSUNPROC) (GLenum type, GLsizei stride, const GLvoid* *pointer);
+#endif
+
+#ifndef GL_SUN_vertex
+#define GL_SUN_vertex 1
+#ifdef GL_GLEXT_PROTOTYPES
+GLAPI void APIENTRY glColor4ubVertex2fSUN (GLubyte, GLubyte, GLubyte, GLubyte, GLfloat, GLfloat);
+GLAPI void APIENTRY glColor4ubVertex2fvSUN (const GLubyte *, const GLfloat *);
+GLAPI void APIENTRY glColor4ubVertex3fSUN (GLubyte, GLubyte, GLubyte, GLubyte, GLfloat, GLfloat, GLfloat);
+GLAPI void APIENTRY glColor4ubVertex3fvSUN (const GLubyte *, const GLfloat *);
+GLAPI void APIENTRY glColor3fVertex3fSUN (GLfloat, GLfloat, GLfloat, GLfloat, GLfloat, GLfloat);
+GLAPI void APIENTRY glColor3fVertex3fvSUN (const GLfloat *, const GLfloat *);
+GLAPI void APIENTRY glNormal3fVertex3fSUN (GLfloat, GLfloat, GLfloat, GLfloat, GLfloat, GLfloat);
+GLAPI void APIENTRY glNormal3fVertex3fvSUN (const GLfloat *, const GLfloat *);
+GLAPI void APIENTRY glColor4fNormal3fVertex3fSUN (GLfloat, GLfloat, GLfloat, GLfloat, GLfloat, GLfloat, GLfloat, GLfloat, GLfloat, GLfloat);
+GLAPI void APIENTRY glColor4fNormal3fVertex3fvSUN (const GLfloat *, const GLfloat *, const GLfloat *);
+GLAPI void APIENTRY glTexCoord2fVertex3fSUN (GLfloat, GLfloat, GLfloat, GLfloat, GLfloat);
+GLAPI void APIENTRY glTexCoord2fVertex3fvSUN (const GLfloat *, const GLfloat *);
+GLAPI void APIENTRY glTexCoord4fVertex4fSUN (GLfloat, GLfloat, GLfloat, GLfloat, GLfloat, GLfloat, GLfloat, GLfloat);
+GLAPI void APIENTRY glTexCoord4fVertex4fvSUN (const GLfloat *, const GLfloat *);
+GLAPI void APIENTRY glTexCoord2fColor4ubVertex3fSUN (GLfloat, GLfloat, GLubyte, GLubyte, GLubyte, GLubyte, GLfloat, GLfloat, GLfloat);
+GLAPI void APIENTRY glTexCoord2fColor4ubVertex3fvSUN (const GLfloat *, const GLubyte *, const GLfloat *);
+GLAPI void APIENTRY glTexCoord2fColor3fVertex3fSUN (GLfloat, GLfloat, GLfloat, GLfloat, GLfloat, GLfloat, GLfloat, GLfloat);
+GLAPI void APIENTRY glTexCoord2fColor3fVertex3fvSUN (const GLfloat *, const GLfloat *, const GLfloat *);
+GLAPI void APIENTRY glTexCoord2fNormal3fVertex3fSUN (GLfloat, GLfloat, GLfloat, GLfloat, GLfloat, GLfloat, GLfloat, GLfloat);
+GLAPI void APIENTRY glTexCoord2fNormal3fVertex3fvSUN (const GLfloat *, const GLfloat *, const GLfloat *);
+GLAPI void APIENTRY glTexCoord2fColor4fNormal3fVertex3fSUN (GLfloat, GLfloat, GLfloat, GLfloat, GLfloat, GLfloat, GLfloat, GLfloat, GLfloat, GLfloat, GLfloat, GLfloat);
+GLAPI void APIENTRY glTexCoord2fColor4fNormal3fVertex3fvSUN (const GLfloat *, const GLfloat *, const GLfloat *, const GLfloat *);
+GLAPI void APIENTRY glTexCoord4fColor4fNormal3fVertex4fSUN (GLfloat, GLfloat, GLfloat, GLfloat, GLfloat, GLfloat, GLfloat, GLfloat, GLfloat, GLfloat, GLfloat, GLfloat, GLfloat, GLfloat, GLfloat);
+GLAPI void APIENTRY glTexCoord4fColor4fNormal3fVertex4fvSUN (const GLfloat *, const GLfloat *, const GLfloat *, const GLfloat *);
+GLAPI void APIENTRY glReplacementCodeuiVertex3fSUN (GLuint, GLfloat, GLfloat, GLfloat);
+GLAPI void APIENTRY glReplacementCodeuiVertex3fvSUN (const GLuint *, const GLfloat *);
+GLAPI void APIENTRY glReplacementCodeuiColor4ubVertex3fSUN (GLuint, GLubyte, GLubyte, GLubyte, GLubyte, GLfloat, GLfloat, GLfloat);
+GLAPI void APIENTRY glReplacementCodeuiColor4ubVertex3fvSUN (const GLuint *, const GLubyte *, const GLfloat *);
+GLAPI void APIENTRY glReplacementCodeuiColor3fVertex3fSUN (GLuint, GLfloat, GLfloat, GLfloat, GLfloat, GLfloat, GLfloat);
+GLAPI void APIENTRY glReplacementCodeuiColor3fVertex3fvSUN (const GLuint *, const GLfloat *, const GLfloat *);
+GLAPI void APIENTRY glReplacementCodeuiNormal3fVertex3fSUN (GLuint, GLfloat, GLfloat, GLfloat, GLfloat, GLfloat, GLfloat);
+GLAPI void APIENTRY glReplacementCodeuiNormal3fVertex3fvSUN (const GLuint *, const GLfloat *, const GLfloat *);
+GLAPI void APIENTRY glReplacementCodeuiColor4fNormal3fVertex3fSUN (GLuint, GLfloat, GLfloat, GLfloat, GLfloat, GLfloat, GLfloat, GLfloat, GLfloat, GLfloat, GLfloat);
+GLAPI void APIENTRY glReplacementCodeuiColor4fNormal3fVertex3fvSUN (const GLuint *, const GLfloat *, const GLfloat *, const GLfloat *);
+GLAPI void APIENTRY glReplacementCodeuiTexCoord2fVertex3fSUN (GLuint, GLfloat, GLfloat, GLfloat, GLfloat, GLfloat);
+GLAPI void APIENTRY glReplacementCodeuiTexCoord2fVertex3fvSUN (const GLuint *, const GLfloat *, const GLfloat *);
+GLAPI void APIENTRY glReplacementCodeuiTexCoord2fNormal3fVertex3fSUN (GLuint, GLfloat, GLfloat, GLfloat, GLfloat, GLfloat, GLfloat, GLfloat, GLfloat);
+GLAPI void APIENTRY glReplacementCodeuiTexCoord2fNormal3fVertex3fvSUN (const GLuint *, const GLfloat *, const GLfloat *, const GLfloat *);
+GLAPI void APIENTRY glReplacementCodeuiTexCoord2fColor4fNormal3fVertex3fSUN (GLuint, GLfloat, GLfloat, GLfloat, GLfloat, GLfloat, GLfloat, GLfloat, GLfloat, GLfloat, GLfloat, GLfloat, GLfloat);
+GLAPI void APIENTRY glReplacementCodeuiTexCoord2fColor4fNormal3fVertex3fvSUN (const GLuint *, const GLfloat *, const GLfloat *, const GLfloat *, const GLfloat *);
+#endif /* GL_GLEXT_PROTOTYPES */
+typedef void (APIENTRYP PFNGLCOLOR4UBVERTEX2FSUNPROC) (GLubyte r, GLubyte g, GLubyte b, GLubyte a, GLfloat x, GLfloat y);
+typedef void (APIENTRYP PFNGLCOLOR4UBVERTEX2FVSUNPROC) (const GLubyte *c, const GLfloat *v);
+typedef void (APIENTRYP PFNGLCOLOR4UBVERTEX3FSUNPROC) (GLubyte r, GLubyte g, GLubyte b, GLubyte a, GLfloat x, GLfloat y, GLfloat z);
+typedef void (APIENTRYP PFNGLCOLOR4UBVERTEX3FVSUNPROC) (const GLubyte *c, const GLfloat *v);
+typedef void (APIENTRYP PFNGLCOLOR3FVERTEX3FSUNPROC) (GLfloat r, GLfloat g, GLfloat b, GLfloat x, GLfloat y, GLfloat z);
+typedef void (APIENTRYP PFNGLCOLOR3FVERTEX3FVSUNPROC) (const GLfloat *c, const GLfloat *v);
+typedef void (APIENTRYP PFNGLNORMAL3FVERTEX3FSUNPROC) (GLfloat nx, GLfloat ny, GLfloat nz, GLfloat x, GLfloat y, GLfloat z);
+typedef void (APIENTRYP PFNGLNORMAL3FVERTEX3FVSUNPROC) (const GLfloat *n, const GLfloat *v);
+typedef void (APIENTRYP PFNGLCOLOR4FNORMAL3FVERTEX3FSUNPROC) (GLfloat r, GLfloat g, GLfloat b, GLfloat a, GLfloat nx, GLfloat ny, GLfloat nz, GLfloat x, GLfloat y, GLfloat z);
+typedef void (APIENTRYP PFNGLCOLOR4FNORMAL3FVERTEX3FVSUNPROC) (const GLfloat *c, const GLfloat *n, const GLfloat *v);
+typedef void (APIENTRYP PFNGLTEXCOORD2FVERTEX3FSUNPROC) (GLfloat s, GLfloat t, GLfloat x, GLfloat y, GLfloat z);
+typedef void (APIENTRYP PFNGLTEXCOORD2FVERTEX3FVSUNPROC) (const GLfloat *tc, const GLfloat *v);
+typedef void (APIENTRYP PFNGLTEXCOORD4FVERTEX4FSUNPROC) (GLfloat s, GLfloat t, GLfloat p, GLfloat q, GLfloat x, GLfloat y, GLfloat z, GLfloat w);
+typedef void (APIENTRYP PFNGLTEXCOORD4FVERTEX4FVSUNPROC) (const GLfloat *tc, const GLfloat *v);
+typedef void (APIENTRYP PFNGLTEXCOORD2FCOLOR4UBVERTEX3FSUNPROC) (GLfloat s, GLfloat t, GLubyte r, GLubyte g, GLubyte b, GLubyte a, GLfloat x, GLfloat y, GLfloat z);
+typedef void (APIENTRYP PFNGLTEXCOORD2FCOLOR4UBVERTEX3FVSUNPROC) (const GLfloat *tc, const GLubyte *c, const GLfloat *v);
+typedef void (APIENTRYP PFNGLTEXCOORD2FCOLOR3FVERTEX3FSUNPROC) (GLfloat s, GLfloat t, GLfloat r, GLfloat g, GLfloat b, GLfloat x, GLfloat y, GLfloat z);
+typedef void (APIENTRYP PFNGLTEXCOORD2FCOLOR3FVERTEX3FVSUNPROC) (const GLfloat *tc, const GLfloat *c, const GLfloat *v);
+typedef void (APIENTRYP PFNGLTEXCOORD2FNORMAL3FVERTEX3FSUNPROC) (GLfloat s, GLfloat t, GLfloat nx, GLfloat ny, GLfloat nz, GLfloat x, GLfloat y, GLfloat z);
+typedef void (APIENTRYP PFNGLTEXCOORD2FNORMAL3FVERTEX3FVSUNPROC) (const GLfloat *tc, const GLfloat *n, const GLfloat *v);
+typedef void (APIENTRYP PFNGLTEXCOORD2FCOLOR4FNORMAL3FVERTEX3FSUNPROC) (GLfloat s, GLfloat t, GLfloat r, GLfloat g, GLfloat b, GLfloat a, GLfloat nx, GLfloat ny, GLfloat nz, GLfloat x, GLfloat y, GLfloat z);
+typedef void (APIENTRYP PFNGLTEXCOORD2FCOLOR4FNORMAL3FVERTEX3FVSUNPROC) (const GLfloat *tc, const GLfloat *c, const GLfloat *n, const GLfloat *v);
+typedef void (APIENTRYP PFNGLTEXCOORD4FCOLOR4FNORMAL3FVERTEX4FSUNPROC) (GLfloat s, GLfloat t, GLfloat p, GLfloat q, GLfloat r, GLfloat g, GLfloat b, GLfloat a, GLfloat nx, GLfloat ny, GLfloat nz, GLfloat x, GLfloat y, GLfloat z, GLfloat w);
+typedef void (APIENTRYP PFNGLTEXCOORD4FCOLOR4FNORMAL3FVERTEX4FVSUNPROC) (const GLfloat *tc, const GLfloat *c, const GLfloat *n, const GLfloat *v);
+typedef void (APIENTRYP PFNGLREPLACEMENTCODEUIVERTEX3FSUNPROC) (GLuint rc, GLfloat x, GLfloat y, GLfloat z);
+typedef void (APIENTRYP PFNGLREPLACEMENTCODEUIVERTEX3FVSUNPROC) (const GLuint *rc, const GLfloat *v);
+typedef void (APIENTRYP PFNGLREPLACEMENTCODEUICOLOR4UBVERTEX3FSUNPROC) (GLuint rc, GLubyte r, GLubyte g, GLubyte b, GLubyte a, GLfloat x, GLfloat y, GLfloat z);
+typedef void (APIENTRYP PFNGLREPLACEMENTCODEUICOLOR4UBVERTEX3FVSUNPROC) (const GLuint *rc, const GLubyte *c, const GLfloat *v);
+typedef void (APIENTRYP PFNGLREPLACEMENTCODEUICOLOR3FVERTEX3FSUNPROC) (GLuint rc, GLfloat r, GLfloat g, GLfloat b, GLfloat x, GLfloat y, GLfloat z);
+typedef void (APIENTRYP PFNGLREPLACEMENTCODEUICOLOR3FVERTEX3FVSUNPROC) (const GLuint *rc, const GLfloat *c, const GLfloat *v);
+typedef void (APIENTRYP PFNGLREPLACEMENTCODEUINORMAL3FVERTEX3FSUNPROC) (GLuint rc, GLfloat nx, GLfloat ny, GLfloat nz, GLfloat x, GLfloat y, GLfloat z);
+typedef void (APIENTRYP PFNGLREPLACEMENTCODEUINORMAL3FVERTEX3FVSUNPROC) (const GLuint *rc, const GLfloat *n, const GLfloat *v);
+typedef void (APIENTRYP PFNGLREPLACEMENTCODEUICOLOR4FNORMAL3FVERTEX3FSUNPROC) (GLuint rc, GLfloat r, GLfloat g, GLfloat b, GLfloat a, GLfloat nx, GLfloat ny, GLfloat nz, GLfloat x, GLfloat y, GLfloat z);
+typedef void (APIENTRYP PFNGLREPLACEMENTCODEUICOLOR4FNORMAL3FVERTEX3FVSUNPROC) (const GLuint *rc, const GLfloat *c, const GLfloat *n, const GLfloat *v);
+typedef void (APIENTRYP PFNGLREPLACEMENTCODEUITEXCOORD2FVERTEX3FSUNPROC) (GLuint rc, GLfloat s, GLfloat t, GLfloat x, GLfloat y, GLfloat z);
+typedef void (APIENTRYP PFNGLREPLACEMENTCODEUITEXCOORD2FVERTEX3FVSUNPROC) (const GLuint *rc, const GLfloat *tc, const GLfloat *v);
+typedef void (APIENTRYP PFNGLREPLACEMENTCODEUITEXCOORD2FNORMAL3FVERTEX3FSUNPROC) (GLuint rc, GLfloat s, GLfloat t, GLfloat nx, GLfloat ny, GLfloat nz, GLfloat x, GLfloat y, GLfloat z);
+typedef void (APIENTRYP PFNGLREPLACEMENTCODEUITEXCOORD2FNORMAL3FVERTEX3FVSUNPROC) (const GLuint *rc, const GLfloat *tc, const GLfloat *n, const GLfloat *v);
+typedef void (APIENTRYP PFNGLREPLACEMENTCODEUITEXCOORD2FCOLOR4FNORMAL3FVERTEX3FSUNPROC) (GLuint rc, GLfloat s, GLfloat t, GLfloat r, GLfloat g, GLfloat b, GLfloat a, GLfloat nx, GLfloat ny, GLfloat nz, GLfloat x, GLfloat y, GLfloat z);
+typedef void (APIENTRYP PFNGLREPLACEMENTCODEUITEXCOORD2FCOLOR4FNORMAL3FVERTEX3FVSUNPROC) (const GLuint *rc, const GLfloat *tc, const GLfloat *c, const GLfloat *n, const GLfloat *v);
+#endif
+
+#ifndef GL_EXT_blend_func_separate
+#define GL_EXT_blend_func_separate 1
+#ifdef GL_GLEXT_PROTOTYPES
+GLAPI void APIENTRY glBlendFuncSeparateEXT (GLenum, GLenum, GLenum, GLenum);
+#endif /* GL_GLEXT_PROTOTYPES */
+typedef void (APIENTRYP PFNGLBLENDFUNCSEPARATEEXTPROC) (GLenum sfactorRGB, GLenum dfactorRGB, GLenum sfactorAlpha, GLenum dfactorAlpha);
+#endif
+
+#ifndef GL_INGR_blend_func_separate
+#define GL_INGR_blend_func_separate 1
+#ifdef GL_GLEXT_PROTOTYPES
+GLAPI void APIENTRY glBlendFuncSeparateINGR (GLenum, GLenum, GLenum, GLenum);
+#endif /* GL_GLEXT_PROTOTYPES */
+typedef void (APIENTRYP PFNGLBLENDFUNCSEPARATEINGRPROC) (GLenum sfactorRGB, GLenum dfactorRGB, GLenum sfactorAlpha, GLenum dfactorAlpha);
+#endif
+
+#ifndef GL_INGR_color_clamp
+#define GL_INGR_color_clamp 1
+#endif
+
+#ifndef GL_INGR_interlace_read
+#define GL_INGR_interlace_read 1
+#endif
+
+#ifndef GL_EXT_stencil_wrap
+#define GL_EXT_stencil_wrap 1
+#endif
+
+#ifndef GL_EXT_422_pixels
+#define GL_EXT_422_pixels 1
+#endif
+
+#ifndef GL_NV_texgen_reflection
+#define GL_NV_texgen_reflection 1
+#endif
+
+#ifndef GL_SUN_convolution_border_modes
+#define GL_SUN_convolution_border_modes 1
+#endif
+
+#ifndef GL_EXT_texture_env_add
+#define GL_EXT_texture_env_add 1
+#endif
+
+#ifndef GL_EXT_texture_lod_bias
+#define GL_EXT_texture_lod_bias 1
+#endif
+
+#ifndef GL_EXT_texture_filter_anisotropic
+#define GL_EXT_texture_filter_anisotropic 1
+#endif
+
+#ifndef GL_EXT_vertex_weighting
+#define GL_EXT_vertex_weighting 1
+#ifdef GL_GLEXT_PROTOTYPES
+GLAPI void APIENTRY glVertexWeightfEXT (GLfloat);
+GLAPI void APIENTRY glVertexWeightfvEXT (const GLfloat *);
+GLAPI void APIENTRY glVertexWeightPointerEXT (GLsizei, GLenum, GLsizei, const GLvoid *);
+#endif /* GL_GLEXT_PROTOTYPES */
+typedef void (APIENTRYP PFNGLVERTEXWEIGHTFEXTPROC) (GLfloat weight);
+typedef void (APIENTRYP PFNGLVERTEXWEIGHTFVEXTPROC) (const GLfloat *weight);
+typedef void (APIENTRYP PFNGLVERTEXWEIGHTPOINTEREXTPROC) (GLsizei size, GLenum type, GLsizei stride, const GLvoid *pointer);
+#endif
+
+#ifndef GL_NV_light_max_exponent
+#define GL_NV_light_max_exponent 1
+#endif
+
+#ifndef GL_NV_vertex_array_range
+#define GL_NV_vertex_array_range 1
+#ifdef GL_GLEXT_PROTOTYPES
+GLAPI void APIENTRY glFlushVertexArrayRangeNV (void);
+GLAPI void APIENTRY glVertexArrayRangeNV (GLsizei, const GLvoid *);
+#endif /* GL_GLEXT_PROTOTYPES */
+typedef void (APIENTRYP PFNGLFLUSHVERTEXARRAYRANGENVPROC) (void);
+typedef void (APIENTRYP PFNGLVERTEXARRAYRANGENVPROC) (GLsizei length, const GLvoid *pointer);
+#endif
+
+#ifndef GL_NV_register_combiners
+#define GL_NV_register_combiners 1
+#ifdef GL_GLEXT_PROTOTYPES
+GLAPI void APIENTRY glCombinerParameterfvNV (GLenum, const GLfloat *);
+GLAPI void APIENTRY glCombinerParameterfNV (GLenum, GLfloat);
+GLAPI void APIENTRY glCombinerParameterivNV (GLenum, const GLint *);
+GLAPI void APIENTRY glCombinerParameteriNV (GLenum, GLint);
+GLAPI void APIENTRY glCombinerInputNV (GLenum, GLenum, GLenum, GLenum, GLenum, GLenum);
+GLAPI void APIENTRY glCombinerOutputNV (GLenum, GLenum, GLenum, GLenum, GLenum, GLenum, GLenum, GLboolean, GLboolean, GLboolean);
+GLAPI void APIENTRY glFinalCombinerInputNV (GLenum, GLenum, GLenum, GLenum);
+GLAPI void APIENTRY glGetCombinerInputParameterfvNV (GLenum, GLenum, GLenum, GLenum, GLfloat *);
+GLAPI void APIENTRY glGetCombinerInputParameterivNV (GLenum, GLenum, GLenum, GLenum, GLint *);
+GLAPI void APIENTRY glGetCombinerOutputParameterfvNV (GLenum, GLenum, GLenum, GLfloat *);
+GLAPI void APIENTRY glGetCombinerOutputParameterivNV (GLenum, GLenum, GLenum, GLint *);
+GLAPI void APIENTRY glGetFinalCombinerInputParameterfvNV (GLenum, GLenum, GLfloat *);
+GLAPI void APIENTRY glGetFinalCombinerInputParameterivNV (GLenum, GLenum, GLint *);
+#endif /* GL_GLEXT_PROTOTYPES */
+typedef void (APIENTRYP PFNGLCOMBINERPARAMETERFVNVPROC) (GLenum pname, const GLfloat *params);
+typedef void (APIENTRYP PFNGLCOMBINERPARAMETERFNVPROC) (GLenum pname, GLfloat param);
+typedef void (APIENTRYP PFNGLCOMBINERPARAMETERIVNVPROC) (GLenum pname, const GLint *params);
+typedef void (APIENTRYP PFNGLCOMBINERPARAMETERINVPROC) (GLenum pname, GLint param);
+typedef void (APIENTRYP PFNGLCOMBINERINPUTNVPROC) (GLenum stage, GLenum portion, GLenum variable, GLenum input, GLenum mapping, GLenum componentUsage);
+typedef void (APIENTRYP PFNGLCOMBINEROUTPUTNVPROC) (GLenum stage, GLenum portion, GLenum abOutput, GLenum cdOutput, GLenum sumOutput, GLenum scale, GLenum bias, GLboolean abDotProduct, GLboolean cdDotProduct, GLboolean muxSum);
+typedef void (APIENTRYP PFNGLFINALCOMBINERINPUTNVPROC) (GLenum variable, GLenum input, GLenum mapping, GLenum componentUsage);
+typedef void (APIENTRYP PFNGLGETCOMBINERINPUTPARAMETERFVNVPROC) (GLenum stage, GLenum portion, GLenum variable, GLenum pname, GLfloat *params);
+typedef void (APIENTRYP PFNGLGETCOMBINERINPUTPARAMETERIVNVPROC) (GLenum stage, GLenum portion, GLenum variable, GLenum pname, GLint *params);
+typedef void (APIENTRYP PFNGLGETCOMBINEROUTPUTPARAMETERFVNVPROC) (GLenum stage, GLenum portion, GLenum pname, GLfloat *params);
+typedef void (APIENTRYP PFNGLGETCOMBINEROUTPUTPARAMETERIVNVPROC) (GLenum stage, GLenum portion, GLenum pname, GLint *params);
+typedef void (APIENTRYP PFNGLGETFINALCOMBINERINPUTPARAMETERFVNVPROC) (GLenum variable, GLenum pname, GLfloat *params);
+typedef void (APIENTRYP PFNGLGETFINALCOMBINERINPUTPARAMETERIVNVPROC) (GLenum variable, GLenum pname, GLint *params);
+#endif
+
+#ifndef GL_NV_fog_distance
+#define GL_NV_fog_distance 1
+#endif
+
+#ifndef GL_NV_texgen_emboss
+#define GL_NV_texgen_emboss 1
+#endif
+
+#ifndef GL_NV_blend_square
+#define GL_NV_blend_square 1
+#endif
+
+#ifndef GL_NV_texture_env_combine4
+#define GL_NV_texture_env_combine4 1
+#endif
+
+#ifndef GL_MESA_resize_buffers
+#define GL_MESA_resize_buffers 1
+#ifdef GL_GLEXT_PROTOTYPES
+GLAPI void APIENTRY glResizeBuffersMESA (void);
+#endif /* GL_GLEXT_PROTOTYPES */
+typedef void (APIENTRYP PFNGLRESIZEBUFFERSMESAPROC) (void);
+#endif
+
+#ifndef GL_MESA_window_pos
+#define GL_MESA_window_pos 1
+#ifdef GL_GLEXT_PROTOTYPES
+GLAPI void APIENTRY glWindowPos2dMESA (GLdouble, GLdouble);
+GLAPI void APIENTRY glWindowPos2dvMESA (const GLdouble *);
+GLAPI void APIENTRY glWindowPos2fMESA (GLfloat, GLfloat);
+GLAPI void APIENTRY glWindowPos2fvMESA (const GLfloat *);
+GLAPI void APIENTRY glWindowPos2iMESA (GLint, GLint);
+GLAPI void APIENTRY glWindowPos2ivMESA (const GLint *);
+GLAPI void APIENTRY glWindowPos2sMESA (GLshort, GLshort);
+GLAPI void APIENTRY glWindowPos2svMESA (const GLshort *);
+GLAPI void APIENTRY glWindowPos3dMESA (GLdouble, GLdouble, GLdouble);
+GLAPI void APIENTRY glWindowPos3dvMESA (const GLdouble *);
+GLAPI void APIENTRY glWindowPos3fMESA (GLfloat, GLfloat, GLfloat);
+GLAPI void APIENTRY glWindowPos3fvMESA (const GLfloat *);
+GLAPI void APIENTRY glWindowPos3iMESA (GLint, GLint, GLint);
+GLAPI void APIENTRY glWindowPos3ivMESA (const GLint *);
+GLAPI void APIENTRY glWindowPos3sMESA (GLshort, GLshort, GLshort);
+GLAPI void APIENTRY glWindowPos3svMESA (const GLshort *);
+GLAPI void APIENTRY glWindowPos4dMESA (GLdouble, GLdouble, GLdouble, GLdouble);
+GLAPI void APIENTRY glWindowPos4dvMESA (const GLdouble *);
+GLAPI void APIENTRY glWindowPos4fMESA (GLfloat, GLfloat, GLfloat, GLfloat);
+GLAPI void APIENTRY glWindowPos4fvMESA (const GLfloat *);
+GLAPI void APIENTRY glWindowPos4iMESA (GLint, GLint, GLint, GLint);
+GLAPI void APIENTRY glWindowPos4ivMESA (const GLint *);
+GLAPI void APIENTRY glWindowPos4sMESA (GLshort, GLshort, GLshort, GLshort);
+GLAPI void APIENTRY glWindowPos4svMESA (const GLshort *);
+#endif /* GL_GLEXT_PROTOTYPES */
+typedef void (APIENTRYP PFNGLWINDOWPOS2DMESAPROC) (GLdouble x, GLdouble y);
+typedef void (APIENTRYP PFNGLWINDOWPOS2DVMESAPROC) (const GLdouble *v);
+typedef void (APIENTRYP PFNGLWINDOWPOS2FMESAPROC) (GLfloat x, GLfloat y);
+typedef void (APIENTRYP PFNGLWINDOWPOS2FVMESAPROC) (const GLfloat *v);
+typedef void (APIENTRYP PFNGLWINDOWPOS2IMESAPROC) (GLint x, GLint y);
+typedef void (APIENTRYP PFNGLWINDOWPOS2IVMESAPROC) (const GLint *v);
+typedef void (APIENTRYP PFNGLWINDOWPOS2SMESAPROC) (GLshort x, GLshort y);
+typedef void (APIENTRYP PFNGLWINDOWPOS2SVMESAPROC) (const GLshort *v);
+typedef void (APIENTRYP PFNGLWINDOWPOS3DMESAPROC) (GLdouble x, GLdouble y, GLdouble z);
+typedef void (APIENTRYP PFNGLWINDOWPOS3DVMESAPROC) (const GLdouble *v);
+typedef void (APIENTRYP PFNGLWINDOWPOS3FMESAPROC) (GLfloat x, GLfloat y, GLfloat z);
+typedef void (APIENTRYP PFNGLWINDOWPOS3FVMESAPROC) (const GLfloat *v);
+typedef void (APIENTRYP PFNGLWINDOWPOS3IMESAPROC) (GLint x, GLint y, GLint z);
+typedef void (APIENTRYP PFNGLWINDOWPOS3IVMESAPROC) (const GLint *v);
+typedef void (APIENTRYP PFNGLWINDOWPOS3SMESAPROC) (GLshort x, GLshort y, GLshort z);
+typedef void (APIENTRYP PFNGLWINDOWPOS3SVMESAPROC) (const GLshort *v);
+typedef void (APIENTRYP PFNGLWINDOWPOS4DMESAPROC) (GLdouble x, GLdouble y, GLdouble z, GLdouble w);
+typedef void (APIENTRYP PFNGLWINDOWPOS4DVMESAPROC) (const GLdouble *v);
+typedef void (APIENTRYP PFNGLWINDOWPOS4FMESAPROC) (GLfloat x, GLfloat y, GLfloat z, GLfloat w);
+typedef void (APIENTRYP PFNGLWINDOWPOS4FVMESAPROC) (const GLfloat *v);
+typedef void (APIENTRYP PFNGLWINDOWPOS4IMESAPROC) (GLint x, GLint y, GLint z, GLint w);
+typedef void (APIENTRYP PFNGLWINDOWPOS4IVMESAPROC) (const GLint *v);
+typedef void (APIENTRYP PFNGLWINDOWPOS4SMESAPROC) (GLshort x, GLshort y, GLshort z, GLshort w);
+typedef void (APIENTRYP PFNGLWINDOWPOS4SVMESAPROC) (const GLshort *v);
+#endif
+
+#ifndef GL_IBM_cull_vertex
+#define GL_IBM_cull_vertex 1
+#endif
+
+#ifndef GL_IBM_multimode_draw_arrays
+#define GL_IBM_multimode_draw_arrays 1
+#ifdef GL_GLEXT_PROTOTYPES
+GLAPI void APIENTRY glMultiModeDrawArraysIBM (const GLenum *, const GLint *, const GLsizei *, GLsizei, GLint);
+GLAPI void APIENTRY glMultiModeDrawElementsIBM (const GLenum *, const GLsizei *, GLenum, const GLvoid* const *, GLsizei, GLint);
+#endif /* GL_GLEXT_PROTOTYPES */
+typedef void (APIENTRYP PFNGLMULTIMODEDRAWARRAYSIBMPROC) (const GLenum *mode, const GLint *first, const GLsizei *count, GLsizei primcount, GLint modestride);
+typedef void (APIENTRYP PFNGLMULTIMODEDRAWELEMENTSIBMPROC) (const GLenum *mode, const GLsizei *count, GLenum type, const GLvoid* const *indices, GLsizei primcount, GLint modestride);
+#endif
+
+#ifndef GL_IBM_vertex_array_lists
+#define GL_IBM_vertex_array_lists 1
+#ifdef GL_GLEXT_PROTOTYPES
+GLAPI void APIENTRY glColorPointerListIBM (GLint, GLenum, GLint, const GLvoid* *, GLint);
+GLAPI void APIENTRY glSecondaryColorPointerListIBM (GLint, GLenum, GLint, const GLvoid* *, GLint);
+GLAPI void APIENTRY glEdgeFlagPointerListIBM (GLint, const GLboolean* *, GLint);
+GLAPI void APIENTRY glFogCoordPointerListIBM (GLenum, GLint, const GLvoid* *, GLint);
+GLAPI void APIENTRY glIndexPointerListIBM (GLenum, GLint, const GLvoid* *, GLint);
+GLAPI void APIENTRY glNormalPointerListIBM (GLenum, GLint, const GLvoid* *, GLint);
+GLAPI void APIENTRY glTexCoordPointerListIBM (GLint, GLenum, GLint, const GLvoid* *, GLint);
+GLAPI void APIENTRY glVertexPointerListIBM (GLint, GLenum, GLint, const GLvoid* *, GLint);
+#endif /* GL_GLEXT_PROTOTYPES */
+typedef void (APIENTRYP PFNGLCOLORPOINTERLISTIBMPROC) (GLint size, GLenum type, GLint stride, const GLvoid* *pointer, GLint ptrstride);
+typedef void (APIENTRYP PFNGLSECONDARYCOLORPOINTERLISTIBMPROC) (GLint size, GLenum type, GLint stride, const GLvoid* *pointer, GLint ptrstride);
+typedef void (APIENTRYP PFNGLEDGEFLAGPOINTERLISTIBMPROC) (GLint stride, const GLboolean* *pointer, GLint ptrstride);
+typedef void (APIENTRYP PFNGLFOGCOORDPOINTERLISTIBMPROC) (GLenum type, GLint stride, const GLvoid* *pointer, GLint ptrstride);
+typedef void (APIENTRYP PFNGLINDEXPOINTERLISTIBMPROC) (GLenum type, GLint stride, const GLvoid* *pointer, GLint ptrstride);
+typedef void (APIENTRYP PFNGLNORMALPOINTERLISTIBMPROC) (GLenum type, GLint stride, const GLvoid* *pointer, GLint ptrstride);
+typedef void (APIENTRYP PFNGLTEXCOORDPOINTERLISTIBMPROC) (GLint size, GLenum type, GLint stride, const GLvoid* *pointer, GLint ptrstride);
+typedef void (APIENTRYP PFNGLVERTEXPOINTERLISTIBMPROC) (GLint size, GLenum type, GLint stride, const GLvoid* *pointer, GLint ptrstride);
+#endif
+
+#ifndef GL_SGIX_subsample
+#define GL_SGIX_subsample 1
+#endif
+
+#ifndef GL_SGIX_ycrcba
+#define GL_SGIX_ycrcba 1
+#endif
+
+#ifndef GL_SGIX_ycrcb_subsample
+#define GL_SGIX_ycrcb_subsample 1
+#endif
+
+#ifndef GL_SGIX_depth_pass_instrument
+#define GL_SGIX_depth_pass_instrument 1
+#endif
+
+#ifndef GL_3DFX_texture_compression_FXT1
+#define GL_3DFX_texture_compression_FXT1 1
+#endif
+
+#ifndef GL_3DFX_multisample
+#define GL_3DFX_multisample 1
+#endif
+
+#ifndef GL_3DFX_tbuffer
+#define GL_3DFX_tbuffer 1
+#ifdef GL_GLEXT_PROTOTYPES
+GLAPI void APIENTRY glTbufferMask3DFX (GLuint);
+#endif /* GL_GLEXT_PROTOTYPES */
+typedef void (APIENTRYP PFNGLTBUFFERMASK3DFXPROC) (GLuint mask);
+#endif
+
+#ifndef GL_EXT_multisample
+#define GL_EXT_multisample 1
+#ifdef GL_GLEXT_PROTOTYPES
+GLAPI void APIENTRY glSampleMaskEXT (GLclampf, GLboolean);
+GLAPI void APIENTRY glSamplePatternEXT (GLenum);
+#endif /* GL_GLEXT_PROTOTYPES */
+typedef void (APIENTRYP PFNGLSAMPLEMASKEXTPROC) (GLclampf value, GLboolean invert);
+typedef void (APIENTRYP PFNGLSAMPLEPATTERNEXTPROC) (GLenum pattern);
+#endif
+
+#ifndef GL_SGIX_vertex_preclip
+#define GL_SGIX_vertex_preclip 1
+#endif
+
+#ifndef GL_SGIX_convolution_accuracy
+#define GL_SGIX_convolution_accuracy 1
+#endif
+
+#ifndef GL_SGIX_resample
+#define GL_SGIX_resample 1
+#endif
+
+#ifndef GL_SGIS_point_line_texgen
+#define GL_SGIS_point_line_texgen 1
+#endif
+
+#ifndef GL_SGIS_texture_color_mask
+#define GL_SGIS_texture_color_mask 1
+#ifdef GL_GLEXT_PROTOTYPES
+GLAPI void APIENTRY glTextureColorMaskSGIS (GLboolean, GLboolean, GLboolean, GLboolean);
+#endif /* GL_GLEXT_PROTOTYPES */
+typedef void (APIENTRYP PFNGLTEXTURECOLORMASKSGISPROC) (GLboolean red, GLboolean green, GLboolean blue, GLboolean alpha);
+#endif
+
+#ifndef GL_SGIX_igloo_interface
+#define GL_SGIX_igloo_interface 1
+#ifdef GL_GLEXT_PROTOTYPES
+GLAPI void APIENTRY glIglooInterfaceSGIX (GLenum, const GLvoid *);
+#endif /* GL_GLEXT_PROTOTYPES */
+typedef void (APIENTRYP PFNGLIGLOOINTERFACESGIXPROC) (GLenum pname, const GLvoid *params);
+#endif
+
+#ifndef GL_EXT_texture_env_dot3
+#define GL_EXT_texture_env_dot3 1
+#endif
+
+#ifndef GL_ATI_texture_mirror_once
+#define GL_ATI_texture_mirror_once 1
+#endif
+
+#ifndef GL_NV_fence
+#define GL_NV_fence 1
+#ifdef GL_GLEXT_PROTOTYPES
+GLAPI void APIENTRY glDeleteFencesNV (GLsizei, const GLuint *);
+GLAPI void APIENTRY glGenFencesNV (GLsizei, GLuint *);
+GLAPI GLboolean APIENTRY glIsFenceNV (GLuint);
+GLAPI GLboolean APIENTRY glTestFenceNV (GLuint);
+GLAPI void APIENTRY glGetFenceivNV (GLuint, GLenum, GLint *);
+GLAPI void APIENTRY glFinishFenceNV (GLuint);
+GLAPI void APIENTRY glSetFenceNV (GLuint, GLenum);
+#endif /* GL_GLEXT_PROTOTYPES */
+typedef void (APIENTRYP PFNGLDELETEFENCESNVPROC) (GLsizei n, const GLuint *fences);
+typedef void (APIENTRYP PFNGLGENFENCESNVPROC) (GLsizei n, GLuint *fences);
+typedef GLboolean (APIENTRYP PFNGLISFENCENVPROC) (GLuint fence);
+typedef GLboolean (APIENTRYP PFNGLTESTFENCENVPROC) (GLuint fence);
+typedef void (APIENTRYP PFNGLGETFENCEIVNVPROC) (GLuint fence, GLenum pname, GLint *params);
+typedef void (APIENTRYP PFNGLFINISHFENCENVPROC) (GLuint fence);
+typedef void (APIENTRYP PFNGLSETFENCENVPROC) (GLuint fence, GLenum condition);
+#endif
+
+#ifndef GL_NV_evaluators
+#define GL_NV_evaluators 1
+#ifdef GL_GLEXT_PROTOTYPES
+GLAPI void APIENTRY glMapControlPointsNV (GLenum, GLuint, GLenum, GLsizei, GLsizei, GLint, GLint, GLboolean, const GLvoid *);
+GLAPI void APIENTRY glMapParameterivNV (GLenum, GLenum, const GLint *);
+GLAPI void APIENTRY glMapParameterfvNV (GLenum, GLenum, const GLfloat *);
+GLAPI void APIENTRY glGetMapControlPointsNV (GLenum, GLuint, GLenum, GLsizei, GLsizei, GLboolean, GLvoid *);
+GLAPI void APIENTRY glGetMapParameterivNV (GLenum, GLenum, GLint *);
+GLAPI void APIENTRY glGetMapParameterfvNV (GLenum, GLenum, GLfloat *);
+GLAPI void APIENTRY glGetMapAttribParameterivNV (GLenum, GLuint, GLenum, GLint *);
+GLAPI void APIENTRY glGetMapAttribParameterfvNV (GLenum, GLuint, GLenum, GLfloat *);
+GLAPI void APIENTRY glEvalMapsNV (GLenum, GLenum);
+#endif /* GL_GLEXT_PROTOTYPES */
+typedef void (APIENTRYP PFNGLMAPCONTROLPOINTSNVPROC) (GLenum target, GLuint index, GLenum type, GLsizei ustride, GLsizei vstride, GLint uorder, GLint vorder, GLboolean packed, const GLvoid *points);
+typedef void (APIENTRYP PFNGLMAPPARAMETERIVNVPROC) (GLenum target, GLenum pname, const GLint *params);
+typedef void (APIENTRYP PFNGLMAPPARAMETERFVNVPROC) (GLenum target, GLenum pname, const GLfloat *params);
+typedef void (APIENTRYP PFNGLGETMAPCONTROLPOINTSNVPROC) (GLenum target, GLuint index, GLenum type, GLsizei ustride, GLsizei vstride, GLboolean packed, GLvoid *points);
+typedef void (APIENTRYP PFNGLGETMAPPARAMETERIVNVPROC) (GLenum target, GLenum pname, GLint *params);
+typedef void (APIENTRYP PFNGLGETMAPPARAMETERFVNVPROC) (GLenum target, GLenum pname, GLfloat *params);
+typedef void (APIENTRYP PFNGLGETMAPATTRIBPARAMETERIVNVPROC) (GLenum target, GLuint index, GLenum pname, GLint *params);
+typedef void (APIENTRYP PFNGLGETMAPATTRIBPARAMETERFVNVPROC) (GLenum target, GLuint index, GLenum pname, GLfloat *params);
+typedef void (APIENTRYP PFNGLEVALMAPSNVPROC) (GLenum target, GLenum mode);
+#endif
+
+#ifndef GL_NV_packed_depth_stencil
+#define GL_NV_packed_depth_stencil 1
+#endif
+
+#ifndef GL_NV_register_combiners2
+#define GL_NV_register_combiners2 1
+#ifdef GL_GLEXT_PROTOTYPES
+GLAPI void APIENTRY glCombinerStageParameterfvNV (GLenum, GLenum, const GLfloat *);
+GLAPI void APIENTRY glGetCombinerStageParameterfvNV (GLenum, GLenum, GLfloat *);
+#endif /* GL_GLEXT_PROTOTYPES */
+typedef void (APIENTRYP PFNGLCOMBINERSTAGEPARAMETERFVNVPROC) (GLenum stage, GLenum pname, const GLfloat *params);
+typedef void (APIENTRYP PFNGLGETCOMBINERSTAGEPARAMETERFVNVPROC) (GLenum stage, GLenum pname, GLfloat *params);
+#endif
+
+#ifndef GL_NV_texture_compression_vtc
+#define GL_NV_texture_compression_vtc 1
+#endif
+
+#ifndef GL_NV_texture_rectangle
+#define GL_NV_texture_rectangle 1
+#endif
+
+#ifndef GL_NV_texture_shader
+#define GL_NV_texture_shader 1
+#endif
+
+#ifndef GL_NV_texture_shader2
+#define GL_NV_texture_shader2 1
+#endif
+
+#ifndef GL_NV_vertex_array_range2
+#define GL_NV_vertex_array_range2 1
+#endif
+
+#ifndef GL_NV_vertex_program
+#define GL_NV_vertex_program 1
+#ifdef GL_GLEXT_PROTOTYPES
+GLAPI GLboolean APIENTRY glAreProgramsResidentNV (GLsizei, const GLuint *, GLboolean *);
+GLAPI void APIENTRY glBindProgramNV (GLenum, GLuint);
+GLAPI void APIENTRY glDeleteProgramsNV (GLsizei, const GLuint *);
+GLAPI void APIENTRY glExecuteProgramNV (GLenum, GLuint, const GLfloat *);
+GLAPI void APIENTRY glGenProgramsNV (GLsizei, GLuint *);
+GLAPI void APIENTRY glGetProgramParameterdvNV (GLenum, GLuint, GLenum, GLdouble *);
+GLAPI void APIENTRY glGetProgramParameterfvNV (GLenum, GLuint, GLenum, GLfloat *);
+GLAPI void APIENTRY glGetProgramivNV (GLuint, GLenum, GLint *);
+GLAPI void APIENTRY glGetProgramStringNV (GLuint, GLenum, GLubyte *);
+GLAPI void APIENTRY glGetTrackMatrixivNV (GLenum, GLuint, GLenum, GLint *);
+GLAPI void APIENTRY glGetVertexAttribdvNV (GLuint, GLenum, GLdouble *);
+GLAPI void APIENTRY glGetVertexAttribfvNV (GLuint, GLenum, GLfloat *);
+GLAPI void APIENTRY glGetVertexAttribivNV (GLuint, GLenum, GLint *);
+GLAPI void APIENTRY glGetVertexAttribPointervNV (GLuint, GLenum, GLvoid* *);
+GLAPI GLboolean APIENTRY glIsProgramNV (GLuint);
+GLAPI void APIENTRY glLoadProgramNV (GLenum, GLuint, GLsizei, const GLubyte *);
+GLAPI void APIENTRY glProgramParameter4dNV (GLenum, GLuint, GLdouble, GLdouble, GLdouble, GLdouble);
+GLAPI void APIENTRY glProgramParameter4dvNV (GLenum, GLuint, const GLdouble *);
+GLAPI void APIENTRY glProgramParameter4fNV (GLenum, GLuint, GLfloat, GLfloat, GLfloat, GLfloat);
+GLAPI void APIENTRY glProgramParameter4fvNV (GLenum, GLuint, const GLfloat *);
+GLAPI void APIENTRY glProgramParameters4dvNV (GLenum, GLuint, GLuint, const GLdouble *);
+GLAPI void APIENTRY glProgramParameters4fvNV (GLenum, GLuint, GLuint, const GLfloat *);
+GLAPI void APIENTRY glRequestResidentProgramsNV (GLsizei, const GLuint *);
+GLAPI void APIENTRY glTrackMatrixNV (GLenum, GLuint, GLenum, GLenum);
+GLAPI void APIENTRY glVertexAttribPointerNV (GLuint, GLint, GLenum, GLsizei, const GLvoid *);
+GLAPI void APIENTRY glVertexAttrib1dNV (GLuint, GLdouble);
+GLAPI void APIENTRY glVertexAttrib1dvNV (GLuint, const GLdouble *);
+GLAPI void APIENTRY glVertexAttrib1fNV (GLuint, GLfloat);
+GLAPI void APIENTRY glVertexAttrib1fvNV (GLuint, const GLfloat *);
+GLAPI void APIENTRY glVertexAttrib1sNV (GLuint, GLshort);
+GLAPI void APIENTRY glVertexAttrib1svNV (GLuint, const GLshort *);
+GLAPI void APIENTRY glVertexAttrib2dNV (GLuint, GLdouble, GLdouble);
+GLAPI void APIENTRY glVertexAttrib2dvNV (GLuint, const GLdouble *);
+GLAPI void APIENTRY glVertexAttrib2fNV (GLuint, GLfloat, GLfloat);
+GLAPI void APIENTRY glVertexAttrib2fvNV (GLuint, const GLfloat *);
+GLAPI void APIENTRY glVertexAttrib2sNV (GLuint, GLshort, GLshort);
+GLAPI void APIENTRY glVertexAttrib2svNV (GLuint, const GLshort *);
+GLAPI void APIENTRY glVertexAttrib3dNV (GLuint, GLdouble, GLdouble, GLdouble);
+GLAPI void APIENTRY glVertexAttrib3dvNV (GLuint, const GLdouble *);
+GLAPI void APIENTRY glVertexAttrib3fNV (GLuint, GLfloat, GLfloat, GLfloat);
+GLAPI void APIENTRY glVertexAttrib3fvNV (GLuint, const GLfloat *);
+GLAPI void APIENTRY glVertexAttrib3sNV (GLuint, GLshort, GLshort, GLshort);
+GLAPI void APIENTRY glVertexAttrib3svNV (GLuint, const GLshort *);
+GLAPI void APIENTRY glVertexAttrib4dNV (GLuint, GLdouble, GLdouble, GLdouble, GLdouble);
+GLAPI void APIENTRY glVertexAttrib4dvNV (GLuint, const GLdouble *);
+GLAPI void APIENTRY glVertexAttrib4fNV (GLuint, GLfloat, GLfloat, GLfloat, GLfloat);
+GLAPI void APIENTRY glVertexAttrib4fvNV (GLuint, const GLfloat *);
+GLAPI void APIENTRY glVertexAttrib4sNV (GLuint, GLshort, GLshort, GLshort, GLshort);
+GLAPI void APIENTRY glVertexAttrib4svNV (GLuint, const GLshort *);
+GLAPI void APIENTRY glVertexAttrib4ubNV (GLuint, GLubyte, GLubyte, GLubyte, GLubyte);
+GLAPI void APIENTRY glVertexAttrib4ubvNV (GLuint, const GLubyte *);
+GLAPI void APIENTRY glVertexAttribs1dvNV (GLuint, GLsizei, const GLdouble *);
+GLAPI void APIENTRY glVertexAttribs1fvNV (GLuint, GLsizei, const GLfloat *);
+GLAPI void APIENTRY glVertexAttribs1svNV (GLuint, GLsizei, const GLshort *);
+GLAPI void APIENTRY glVertexAttribs2dvNV (GLuint, GLsizei, const GLdouble *);
+GLAPI void APIENTRY glVertexAttribs2fvNV (GLuint, GLsizei, const GLfloat *);
+GLAPI void APIENTRY glVertexAttribs2svNV (GLuint, GLsizei, const GLshort *);
+GLAPI void APIENTRY glVertexAttribs3dvNV (GLuint, GLsizei, const GLdouble *);
+GLAPI void APIENTRY glVertexAttribs3fvNV (GLuint, GLsizei, const GLfloat *);
+GLAPI void APIENTRY glVertexAttribs3svNV (GLuint, GLsizei, const GLshort *);
+GLAPI void APIENTRY glVertexAttribs4dvNV (GLuint, GLsizei, const GLdouble *);
+GLAPI void APIENTRY glVertexAttribs4fvNV (GLuint, GLsizei, const GLfloat *);
+GLAPI void APIENTRY glVertexAttribs4svNV (GLuint, GLsizei, const GLshort *);
+GLAPI void APIENTRY glVertexAttribs4ubvNV (GLuint, GLsizei, const GLubyte *);
+#endif /* GL_GLEXT_PROTOTYPES */
+typedef GLboolean (APIENTRYP PFNGLAREPROGRAMSRESIDENTNVPROC) (GLsizei n, const GLuint *programs, GLboolean *residences);
+typedef void (APIENTRYP PFNGLBINDPROGRAMNVPROC) (GLenum target, GLuint id);
+typedef void (APIENTRYP PFNGLDELETEPROGRAMSNVPROC) (GLsizei n, const GLuint *programs);
+typedef void (APIENTRYP PFNGLEXECUTEPROGRAMNVPROC) (GLenum target, GLuint id, const GLfloat *params);
+typedef void (APIENTRYP PFNGLGENPROGRAMSNVPROC) (GLsizei n, GLuint *programs);
+typedef void (APIENTRYP PFNGLGETPROGRAMPARAMETERDVNVPROC) (GLenum target, GLuint index, GLenum pname, GLdouble *params);
+typedef void (APIENTRYP PFNGLGETPROGRAMPARAMETERFVNVPROC) (GLenum target, GLuint index, GLenum pname, GLfloat *params);
+typedef void (APIENTRYP PFNGLGETPROGRAMIVNVPROC) (GLuint id, GLenum pname, GLint *params);
+typedef void (APIENTRYP PFNGLGETPROGRAMSTRINGNVPROC) (GLuint id, GLenum pname, GLubyte *program);
+typedef void (APIENTRYP PFNGLGETTRACKMATRIXIVNVPROC) (GLenum target, GLuint address, GLenum pname, GLint *params);
+typedef void (APIENTRYP PFNGLGETVERTEXATTRIBDVNVPROC) (GLuint index, GLenum pname, GLdouble *params);
+typedef void (APIENTRYP PFNGLGETVERTEXATTRIBFVNVPROC) (GLuint index, GLenum pname, GLfloat *params);
+typedef void (APIENTRYP PFNGLGETVERTEXATTRIBIVNVPROC) (GLuint index, GLenum pname, GLint *params);
+typedef void (APIENTRYP PFNGLGETVERTEXATTRIBPOINTERVNVPROC) (GLuint index, GLenum pname, GLvoid* *pointer);
+typedef GLboolean (APIENTRYP PFNGLISPROGRAMNVPROC) (GLuint id);
+typedef void (APIENTRYP PFNGLLOADPROGRAMNVPROC) (GLenum target, GLuint id, GLsizei len, const GLubyte *program);
+typedef void (APIENTRYP PFNGLPROGRAMPARAMETER4DNVPROC) (GLenum target, GLuint index, GLdouble x, GLdouble y, GLdouble z, GLdouble w);
+typedef void (APIENTRYP PFNGLPROGRAMPARAMETER4DVNVPROC) (GLenum target, GLuint index, const GLdouble *v);
+typedef void (APIENTRYP PFNGLPROGRAMPARAMETER4FNVPROC) (GLenum target, GLuint index, GLfloat x, GLfloat y, GLfloat z, GLfloat w);
+typedef void (APIENTRYP PFNGLPROGRAMPARAMETER4FVNVPROC) (GLenum target, GLuint index, const GLfloat *v);
+typedef void (APIENTRYP PFNGLPROGRAMPARAMETERS4DVNVPROC) (GLenum target, GLuint index, GLuint count, const GLdouble *v);
+typedef void (APIENTRYP PFNGLPROGRAMPARAMETERS4FVNVPROC) (GLenum target, GLuint index, GLuint count, const GLfloat *v);
+typedef void (APIENTRYP PFNGLREQUESTRESIDENTPROGRAMSNVPROC) (GLsizei n, const GLuint *programs);
+typedef void (APIENTRYP PFNGLTRACKMATRIXNVPROC) (GLenum target, GLuint address, GLenum matrix, GLenum transform);
+typedef void (APIENTRYP PFNGLVERTEXATTRIBPOINTERNVPROC) (GLuint index, GLint fsize, GLenum type, GLsizei stride, const GLvoid *pointer);
+typedef void (APIENTRYP PFNGLVERTEXATTRIB1DNVPROC) (GLuint index, GLdouble x);
+typedef void (APIENTRYP PFNGLVERTEXATTRIB1DVNVPROC) (GLuint index, const GLdouble *v);
+typedef void (APIENTRYP PFNGLVERTEXATTRIB1FNVPROC) (GLuint index, GLfloat x);
+typedef void (APIENTRYP PFNGLVERTEXATTRIB1FVNVPROC) (GLuint index, const GLfloat *v);
+typedef void (APIENTRYP PFNGLVERTEXATTRIB1SNVPROC) (GLuint index, GLshort x);
+typedef void (APIENTRYP PFNGLVERTEXATTRIB1SVNVPROC) (GLuint index, const GLshort *v);
+typedef void (APIENTRYP PFNGLVERTEXATTRIB2DNVPROC) (GLuint index, GLdouble x, GLdouble y);
+typedef void (APIENTRYP PFNGLVERTEXATTRIB2DVNVPROC) (GLuint index, const GLdouble *v);
+typedef void (APIENTRYP PFNGLVERTEXATTRIB2FNVPROC) (GLuint index, GLfloat x, GLfloat y);
+typedef void (APIENTRYP PFNGLVERTEXATTRIB2FVNVPROC) (GLuint index, const GLfloat *v);
+typedef void (APIENTRYP PFNGLVERTEXATTRIB2SNVPROC) (GLuint index, GLshort x, GLshort y);
+typedef void (APIENTRYP PFNGLVERTEXATTRIB2SVNVPROC) (GLuint index, const GLshort *v);
+typedef void (APIENTRYP PFNGLVERTEXATTRIB3DNVPROC) (GLuint index, GLdouble x, GLdouble y, GLdouble z);
+typedef void (APIENTRYP PFNGLVERTEXATTRIB3DVNVPROC) (GLuint index, const GLdouble *v);
+typedef void (APIENTRYP PFNGLVERTEXATTRIB3FNVPROC) (GLuint index, GLfloat x, GLfloat y, GLfloat z);
+typedef void (APIENTRYP PFNGLVERTEXATTRIB3FVNVPROC) (GLuint index, const GLfloat *v);
+typedef void (APIENTRYP PFNGLVERTEXATTRIB3SNVPROC) (GLuint index, GLshort x, GLshort y, GLshort z);
+typedef void (APIENTRYP PFNGLVERTEXATTRIB3SVNVPROC) (GLuint index, const GLshort *v);
+typedef void (APIENTRYP PFNGLVERTEXATTRIB4DNVPROC) (GLuint index, GLdouble x, GLdouble y, GLdouble z, GLdouble w);
+typedef void (APIENTRYP PFNGLVERTEXATTRIB4DVNVPROC) (GLuint index, const GLdouble *v);
+typedef void (APIENTRYP PFNGLVERTEXATTRIB4FNVPROC) (GLuint index, GLfloat x, GLfloat y, GLfloat z, GLfloat w);
+typedef void (APIENTRYP PFNGLVERTEXATTRIB4FVNVPROC) (GLuint index, const GLfloat *v);
+typedef void (APIENTRYP PFNGLVERTEXATTRIB4SNVPROC) (GLuint index, GLshort x, GLshort y, GLshort z, GLshort w);
+typedef void (APIENTRYP PFNGLVERTEXATTRIB4SVNVPROC) (GLuint index, const GLshort *v);
+typedef void (APIENTRYP PFNGLVERTEXATTRIB4UBNVPROC) (GLuint index, GLubyte x, GLubyte y, GLubyte z, GLubyte w);
+typedef void (APIENTRYP PFNGLVERTEXATTRIB4UBVNVPROC) (GLuint index, const GLubyte *v);
+typedef void (APIENTRYP PFNGLVERTEXATTRIBS1DVNVPROC) (GLuint index, GLsizei count, const GLdouble *v);
+typedef void (APIENTRYP PFNGLVERTEXATTRIBS1FVNVPROC) (GLuint index, GLsizei count, const GLfloat *v);
+typedef void (APIENTRYP PFNGLVERTEXATTRIBS1SVNVPROC) (GLuint index, GLsizei count, const GLshort *v);
+typedef void (APIENTRYP PFNGLVERTEXATTRIBS2DVNVPROC) (GLuint index, GLsizei count, const GLdouble *v);
+typedef void (APIENTRYP PFNGLVERTEXATTRIBS2FVNVPROC) (GLuint index, GLsizei count, const GLfloat *v);
+typedef void (APIENTRYP PFNGLVERTEXATTRIBS2SVNVPROC) (GLuint index, GLsizei count, const GLshort *v);
+typedef void (APIENTRYP PFNGLVERTEXATTRIBS3DVNVPROC) (GLuint index, GLsizei count, const GLdouble *v);
+typedef void (APIENTRYP PFNGLVERTEXATTRIBS3FVNVPROC) (GLuint index, GLsizei count, const GLfloat *v);
+typedef void (APIENTRYP PFNGLVERTEXATTRIBS3SVNVPROC) (GLuint index, GLsizei count, const GLshort *v);
+typedef void (APIENTRYP PFNGLVERTEXATTRIBS4DVNVPROC) (GLuint index, GLsizei count, const GLdouble *v);
+typedef void (APIENTRYP PFNGLVERTEXATTRIBS4FVNVPROC) (GLuint index, GLsizei count, const GLfloat *v);
+typedef void (APIENTRYP PFNGLVERTEXATTRIBS4SVNVPROC) (GLuint index, GLsizei count, const GLshort *v);
+typedef void (APIENTRYP PFNGLVERTEXATTRIBS4UBVNVPROC) (GLuint index, GLsizei count, const GLubyte *v);
+#endif
+
+#ifndef GL_SGIX_texture_coordinate_clamp
+#define GL_SGIX_texture_coordinate_clamp 1
+#endif
+
+#ifndef GL_SGIX_scalebias_hint
+#define GL_SGIX_scalebias_hint 1
+#endif
+
+#ifndef GL_OML_interlace
+#define GL_OML_interlace 1
+#endif
+
+#ifndef GL_OML_subsample
+#define GL_OML_subsample 1
+#endif
+
+#ifndef GL_OML_resample
+#define GL_OML_resample 1
+#endif
+
+#ifndef GL_NV_copy_depth_to_color
+#define GL_NV_copy_depth_to_color 1
+#endif
+
+#ifndef GL_ATI_envmap_bumpmap
+#define GL_ATI_envmap_bumpmap 1
+#ifdef GL_GLEXT_PROTOTYPES
+GLAPI void APIENTRY glTexBumpParameterivATI (GLenum, const GLint *);
+GLAPI void APIENTRY glTexBumpParameterfvATI (GLenum, const GLfloat *);
+GLAPI void APIENTRY glGetTexBumpParameterivATI (GLenum, GLint *);
+GLAPI void APIENTRY glGetTexBumpParameterfvATI (GLenum, GLfloat *);
+#endif /* GL_GLEXT_PROTOTYPES */
+typedef void (APIENTRYP PFNGLTEXBUMPPARAMETERIVATIPROC) (GLenum pname, const GLint *param);
+typedef void (APIENTRYP PFNGLTEXBUMPPARAMETERFVATIPROC) (GLenum pname, const GLfloat *param);
+typedef void (APIENTRYP PFNGLGETTEXBUMPPARAMETERIVATIPROC) (GLenum pname, GLint *param);
+typedef void (APIENTRYP PFNGLGETTEXBUMPPARAMETERFVATIPROC) (GLenum pname, GLfloat *param);
+#endif
+
+#ifndef GL_ATI_fragment_shader
+#define GL_ATI_fragment_shader 1
+#ifdef GL_GLEXT_PROTOTYPES
+GLAPI GLuint APIENTRY glGenFragmentShadersATI (GLuint);
+GLAPI void APIENTRY glBindFragmentShaderATI (GLuint);
+GLAPI void APIENTRY glDeleteFragmentShaderATI (GLuint);
+GLAPI void APIENTRY glBeginFragmentShaderATI (void);
+GLAPI void APIENTRY glEndFragmentShaderATI (void);
+GLAPI void APIENTRY glPassTexCoordATI (GLuint, GLuint, GLenum);
+GLAPI void APIENTRY glSampleMapATI (GLuint, GLuint, GLenum);
+GLAPI void APIENTRY glColorFragmentOp1ATI (GLenum, GLuint, GLuint, GLuint, GLuint, GLuint, GLuint);
+GLAPI void APIENTRY glColorFragmentOp2ATI (GLenum, GLuint, GLuint, GLuint, GLuint, GLuint, GLuint, GLuint, GLuint, GLuint);
+GLAPI void APIENTRY glColorFragmentOp3ATI (GLenum, GLuint, GLuint, GLuint, GLuint, GLuint, GLuint, GLuint, GLuint, GLuint, GLuint, GLuint, GLuint);
+GLAPI void APIENTRY glAlphaFragmentOp1ATI (GLenum, GLuint, GLuint, GLuint, GLuint, GLuint);
+GLAPI void APIENTRY glAlphaFragmentOp2ATI (GLenum, GLuint, GLuint, GLuint, GLuint, GLuint, GLuint, GLuint, GLuint);
+GLAPI void APIENTRY glAlphaFragmentOp3ATI (GLenum, GLuint, GLuint, GLuint, GLuint, GLuint, GLuint, GLuint, GLuint, GLuint, GLuint, GLuint);
+GLAPI void APIENTRY glSetFragmentShaderConstantATI (GLuint, const GLfloat *);
+#endif /* GL_GLEXT_PROTOTYPES */
+typedef GLuint (APIENTRYP PFNGLGENFRAGMENTSHADERSATIPROC) (GLuint range);
+typedef void (APIENTRYP PFNGLBINDFRAGMENTSHADERATIPROC) (GLuint id);
+typedef void (APIENTRYP PFNGLDELETEFRAGMENTSHADERATIPROC) (GLuint id);
+typedef void (APIENTRYP PFNGLBEGINFRAGMENTSHADERATIPROC) (void);
+typedef void (APIENTRYP PFNGLENDFRAGMENTSHADERATIPROC) (void);
+typedef void (APIENTRYP PFNGLPASSTEXCOORDATIPROC) (GLuint dst, GLuint coord, GLenum swizzle);
+typedef void (APIENTRYP PFNGLSAMPLEMAPATIPROC) (GLuint dst, GLuint interp, GLenum swizzle);
+typedef void (APIENTRYP PFNGLCOLORFRAGMENTOP1ATIPROC) (GLenum op, GLuint dst, GLuint dstMask, GLuint dstMod, GLuint arg1, GLuint arg1Rep, GLuint arg1Mod);
+typedef void (APIENTRYP PFNGLCOLORFRAGMENTOP2ATIPROC) (GLenum op, GLuint dst, GLuint dstMask, GLuint dstMod, GLuint arg1, GLuint arg1Rep, GLuint arg1Mod, GLuint arg2, GLuint arg2Rep, GLuint arg2Mod);
+typedef void (APIENTRYP PFNGLCOLORFRAGMENTOP3ATIPROC) (GLenum op, GLuint dst, GLuint dstMask, GLuint dstMod, GLuint arg1, GLuint arg1Rep, GLuint arg1Mod, GLuint arg2, GLuint arg2Rep, GLuint arg2Mod, GLuint arg3, GLuint arg3Rep, GLuint arg3Mod);
+typedef void (APIENTRYP PFNGLALPHAFRAGMENTOP1ATIPROC) (GLenum op, GLuint dst, GLuint dstMod, GLuint arg1, GLuint arg1Rep, GLuint arg1Mod);
+typedef void (APIENTRYP PFNGLALPHAFRAGMENTOP2ATIPROC) (GLenum op, GLuint dst, GLuint dstMod, GLuint arg1, GLuint arg1Rep, GLuint arg1Mod, GLuint arg2, GLuint arg2Rep, GLuint arg2Mod);
+typedef void (APIENTRYP PFNGLALPHAFRAGMENTOP3ATIPROC) (GLenum op, GLuint dst, GLuint dstMod, GLuint arg1, GLuint arg1Rep, GLuint arg1Mod, GLuint arg2, GLuint arg2Rep, GLuint arg2Mod, GLuint arg3, GLuint arg3Rep, GLuint arg3Mod);
+typedef void (APIENTRYP PFNGLSETFRAGMENTSHADERCONSTANTATIPROC) (GLuint dst, const GLfloat *value);
+#endif
+
+#ifndef GL_ATI_pn_triangles
+#define GL_ATI_pn_triangles 1
+#ifdef GL_GLEXT_PROTOTYPES
+GLAPI void APIENTRY glPNTrianglesiATI (GLenum, GLint);
+GLAPI void APIENTRY glPNTrianglesfATI (GLenum, GLfloat);
+#endif /* GL_GLEXT_PROTOTYPES */
+typedef void (APIENTRYP PFNGLPNTRIANGLESIATIPROC) (GLenum pname, GLint param);
+typedef void (APIENTRYP PFNGLPNTRIANGLESFATIPROC) (GLenum pname, GLfloat param);
+#endif
+
+#ifndef GL_ATI_vertex_array_object
+#define GL_ATI_vertex_array_object 1
+#ifdef GL_GLEXT_PROTOTYPES
+GLAPI GLuint APIENTRY glNewObjectBufferATI (GLsizei, const GLvoid *, GLenum);
+GLAPI GLboolean APIENTRY glIsObjectBufferATI (GLuint);
+GLAPI void APIENTRY glUpdateObjectBufferATI (GLuint, GLuint, GLsizei, const GLvoid *, GLenum);
+GLAPI void APIENTRY glGetObjectBufferfvATI (GLuint, GLenum, GLfloat *);
+GLAPI void APIENTRY glGetObjectBufferivATI (GLuint, GLenum, GLint *);
+GLAPI void APIENTRY glFreeObjectBufferATI (GLuint);
+GLAPI void APIENTRY glArrayObjectATI (GLenum, GLint, GLenum, GLsizei, GLuint, GLuint);
+GLAPI void APIENTRY glGetArrayObjectfvATI (GLenum, GLenum, GLfloat *);
+GLAPI void APIENTRY glGetArrayObjectivATI (GLenum, GLenum, GLint *);
+GLAPI void APIENTRY glVariantArrayObjectATI (GLuint, GLenum, GLsizei, GLuint, GLuint);
+GLAPI void APIENTRY glGetVariantArrayObjectfvATI (GLuint, GLenum, GLfloat *);
+GLAPI void APIENTRY glGetVariantArrayObjectivATI (GLuint, GLenum, GLint *);
+#endif /* GL_GLEXT_PROTOTYPES */
+typedef GLuint (APIENTRYP PFNGLNEWOBJECTBUFFERATIPROC) (GLsizei size, const GLvoid *pointer, GLenum usage);
+typedef GLboolean (APIENTRYP PFNGLISOBJECTBUFFERATIPROC) (GLuint buffer);
+typedef void (APIENTRYP PFNGLUPDATEOBJECTBUFFERATIPROC) (GLuint buffer, GLuint offset, GLsizei size, const GLvoid *pointer, GLenum preserve);
+typedef void (APIENTRYP PFNGLGETOBJECTBUFFERFVATIPROC) (GLuint buffer, GLenum pname, GLfloat *params);
+typedef void (APIENTRYP PFNGLGETOBJECTBUFFERIVATIPROC) (GLuint buffer, GLenum pname, GLint *params);
+typedef void (APIENTRYP PFNGLFREEOBJECTBUFFERATIPROC) (GLuint buffer);
+typedef void (APIENTRYP PFNGLARRAYOBJECTATIPROC) (GLenum array, GLint size, GLenum type, GLsizei stride, GLuint buffer, GLuint offset);
+typedef void (APIENTRYP PFNGLGETARRAYOBJECTFVATIPROC) (GLenum array, GLenum pname, GLfloat *params);
+typedef void (APIENTRYP PFNGLGETARRAYOBJECTIVATIPROC) (GLenum array, GLenum pname, GLint *params);
+typedef void (APIENTRYP PFNGLVARIANTARRAYOBJECTATIPROC) (GLuint id, GLenum type, GLsizei stride, GLuint buffer, GLuint offset);
+typedef void (APIENTRYP PFNGLGETVARIANTARRAYOBJECTFVATIPROC) (GLuint id, GLenum pname, GLfloat *params);
+typedef void (APIENTRYP PFNGLGETVARIANTARRAYOBJECTIVATIPROC) (GLuint id, GLenum pname, GLint *params);
+#endif
+
+#ifndef GL_EXT_vertex_shader
+#define GL_EXT_vertex_shader 1
+#ifdef GL_GLEXT_PROTOTYPES
+GLAPI void APIENTRY glBeginVertexShaderEXT (void);
+GLAPI void APIENTRY glEndVertexShaderEXT (void);
+GLAPI void APIENTRY glBindVertexShaderEXT (GLuint);
+GLAPI GLuint APIENTRY glGenVertexShadersEXT (GLuint);
+GLAPI void APIENTRY glDeleteVertexShaderEXT (GLuint);
+GLAPI void APIENTRY glShaderOp1EXT (GLenum, GLuint, GLuint);
+GLAPI void APIENTRY glShaderOp2EXT (GLenum, GLuint, GLuint, GLuint);
+GLAPI void APIENTRY glShaderOp3EXT (GLenum, GLuint, GLuint, GLuint, GLuint);
+GLAPI void APIENTRY glSwizzleEXT (GLuint, GLuint, GLenum, GLenum, GLenum, GLenum);
+GLAPI void APIENTRY glWriteMaskEXT (GLuint, GLuint, GLenum, GLenum, GLenum, GLenum);
+GLAPI void APIENTRY glInsertComponentEXT (GLuint, GLuint, GLuint);
+GLAPI void APIENTRY glExtractComponentEXT (GLuint, GLuint, GLuint);
+GLAPI GLuint APIENTRY glGenSymbolsEXT (GLenum, GLenum, GLenum, GLuint);
+GLAPI void APIENTRY glSetInvariantEXT (GLuint, GLenum, const GLvoid *);
+GLAPI void APIENTRY glSetLocalConstantEXT (GLuint, GLenum, const GLvoid *);
+GLAPI void APIENTRY glVariantbvEXT (GLuint, const GLbyte *);
+GLAPI void APIENTRY glVariantsvEXT (GLuint, const GLshort *);
+GLAPI void APIENTRY glVariantivEXT (GLuint, const GLint *);
+GLAPI void APIENTRY glVariantfvEXT (GLuint, const GLfloat *);
+GLAPI void APIENTRY glVariantdvEXT (GLuint, const GLdouble *);
+GLAPI void APIENTRY glVariantubvEXT (GLuint, const GLubyte *);
+GLAPI void APIENTRY glVariantusvEXT (GLuint, const GLushort *);
+GLAPI void APIENTRY glVariantuivEXT (GLuint, const GLuint *);
+GLAPI void APIENTRY glVariantPointerEXT (GLuint, GLenum, GLuint, const GLvoid *);
+GLAPI void APIENTRY glEnableVariantClientStateEXT (GLuint);
+GLAPI void APIENTRY glDisableVariantClientStateEXT (GLuint);
+GLAPI GLuint APIENTRY glBindLightParameterEXT (GLenum, GLenum);
+GLAPI GLuint APIENTRY glBindMaterialParameterEXT (GLenum, GLenum);
+GLAPI GLuint APIENTRY glBindTexGenParameterEXT (GLenum, GLenum, GLenum);
+GLAPI GLuint APIENTRY glBindTextureUnitParameterEXT (GLenum, GLenum);
+GLAPI GLuint APIENTRY glBindParameterEXT (GLenum);
+GLAPI GLboolean APIENTRY glIsVariantEnabledEXT (GLuint, GLenum);
+GLAPI void APIENTRY glGetVariantBooleanvEXT (GLuint, GLenum, GLboolean *);
+GLAPI void APIENTRY glGetVariantIntegervEXT (GLuint, GLenum, GLint *);
+GLAPI void APIENTRY glGetVariantFloatvEXT (GLuint, GLenum, GLfloat *);
+GLAPI void APIENTRY glGetVariantPointervEXT (GLuint, GLenum, GLvoid* *);
+GLAPI void APIENTRY glGetInvariantBooleanvEXT (GLuint, GLenum, GLboolean *);
+GLAPI void APIENTRY glGetInvariantIntegervEXT (GLuint, GLenum, GLint *);
+GLAPI void APIENTRY glGetInvariantFloatvEXT (GLuint, GLenum, GLfloat *);
+GLAPI void APIENTRY glGetLocalConstantBooleanvEXT (GLuint, GLenum, GLboolean *);
+GLAPI void APIENTRY glGetLocalConstantIntegervEXT (GLuint, GLenum, GLint *);
+GLAPI void APIENTRY glGetLocalConstantFloatvEXT (GLuint, GLenum, GLfloat *);
+#endif /* GL_GLEXT_PROTOTYPES */
+typedef void (APIENTRYP PFNGLBEGINVERTEXSHADEREXTPROC) (void);
+typedef void (APIENTRYP PFNGLENDVERTEXSHADEREXTPROC) (void);
+typedef void (APIENTRYP PFNGLBINDVERTEXSHADEREXTPROC) (GLuint id);
+typedef GLuint (APIENTRYP PFNGLGENVERTEXSHADERSEXTPROC) (GLuint range);
+typedef void (APIENTRYP PFNGLDELETEVERTEXSHADEREXTPROC) (GLuint id);
+typedef void (APIENTRYP PFNGLSHADEROP1EXTPROC) (GLenum op, GLuint res, GLuint arg1);
+typedef void (APIENTRYP PFNGLSHADEROP2EXTPROC) (GLenum op, GLuint res, GLuint arg1, GLuint arg2);
+typedef void (APIENTRYP PFNGLSHADEROP3EXTPROC) (GLenum op, GLuint res, GLuint arg1, GLuint arg2, GLuint arg3);
+typedef void (APIENTRYP PFNGLSWIZZLEEXTPROC) (GLuint res, GLuint in, GLenum outX, GLenum outY, GLenum outZ, GLenum outW);
+typedef void (APIENTRYP PFNGLWRITEMASKEXTPROC) (GLuint res, GLuint in, GLenum outX, GLenum outY, GLenum outZ, GLenum outW);
+typedef void (APIENTRYP PFNGLINSERTCOMPONENTEXTPROC) (GLuint res, GLuint src, GLuint num);
+typedef void (APIENTRYP PFNGLEXTRACTCOMPONENTEXTPROC) (GLuint res, GLuint src, GLuint num);
+typedef GLuint (APIENTRYP PFNGLGENSYMBOLSEXTPROC) (GLenum datatype, GLenum storagetype, GLenum range, GLuint components);
+typedef void (APIENTRYP PFNGLSETINVARIANTEXTPROC) (GLuint id, GLenum type, const GLvoid *addr);
+typedef void (APIENTRYP PFNGLSETLOCALCONSTANTEXTPROC) (GLuint id, GLenum type, const GLvoid *addr);
+typedef void (APIENTRYP PFNGLVARIANTBVEXTPROC) (GLuint id, const GLbyte *addr);
+typedef void (APIENTRYP PFNGLVARIANTSVEXTPROC) (GLuint id, const GLshort *addr);
+typedef void (APIENTRYP PFNGLVARIANTIVEXTPROC) (GLuint id, const GLint *addr);
+typedef void (APIENTRYP PFNGLVARIANTFVEXTPROC) (GLuint id, const GLfloat *addr);
+typedef void (APIENTRYP PFNGLVARIANTDVEXTPROC) (GLuint id, const GLdouble *addr);
+typedef void (APIENTRYP PFNGLVARIANTUBVEXTPROC) (GLuint id, const GLubyte *addr);
+typedef void (APIENTRYP PFNGLVARIANTUSVEXTPROC) (GLuint id, const GLushort *addr);
+typedef void (APIENTRYP PFNGLVARIANTUIVEXTPROC) (GLuint id, const GLuint *addr);
+typedef void (APIENTRYP PFNGLVARIANTPOINTEREXTPROC) (GLuint id, GLenum type, GLuint stride, const GLvoid *addr);
+typedef void (APIENTRYP PFNGLENABLEVARIANTCLIENTSTATEEXTPROC) (GLuint id);
+typedef void (APIENTRYP PFNGLDISABLEVARIANTCLIENTSTATEEXTPROC) (GLuint id);
+typedef GLuint (APIENTRYP PFNGLBINDLIGHTPARAMETEREXTPROC) (GLenum light, GLenum value);
+typedef GLuint (APIENTRYP PFNGLBINDMATERIALPARAMETEREXTPROC) (GLenum face, GLenum value);
+typedef GLuint (APIENTRYP PFNGLBINDTEXGENPARAMETEREXTPROC) (GLenum unit, GLenum coord, GLenum value);
+typedef GLuint (APIENTRYP PFNGLBINDTEXTUREUNITPARAMETEREXTPROC) (GLenum unit, GLenum value);
+typedef GLuint (APIENTRYP PFNGLBINDPARAMETEREXTPROC) (GLenum value);
+typedef GLboolean (APIENTRYP PFNGLISVARIANTENABLEDEXTPROC) (GLuint id, GLenum cap);
+typedef void (APIENTRYP PFNGLGETVARIANTBOOLEANVEXTPROC) (GLuint id, GLenum value, GLboolean *data);
+typedef void (APIENTRYP PFNGLGETVARIANTINTEGERVEXTPROC) (GLuint id, GLenum value, GLint *data);
+typedef void (APIENTRYP PFNGLGETVARIANTFLOATVEXTPROC) (GLuint id, GLenum value, GLfloat *data);
+typedef void (APIENTRYP PFNGLGETVARIANTPOINTERVEXTPROC) (GLuint id, GLenum value, GLvoid* *data);
+typedef void (APIENTRYP PFNGLGETINVARIANTBOOLEANVEXTPROC) (GLuint id, GLenum value, GLboolean *data);
+typedef void (APIENTRYP PFNGLGETINVARIANTINTEGERVEXTPROC) (GLuint id, GLenum value, GLint *data);
+typedef void (APIENTRYP PFNGLGETINVARIANTFLOATVEXTPROC) (GLuint id, GLenum value, GLfloat *data);
+typedef void (APIENTRYP PFNGLGETLOCALCONSTANTBOOLEANVEXTPROC) (GLuint id, GLenum value, GLboolean *data);
+typedef void (APIENTRYP PFNGLGETLOCALCONSTANTINTEGERVEXTPROC) (GLuint id, GLenum value, GLint *data);
+typedef void (APIENTRYP PFNGLGETLOCALCONSTANTFLOATVEXTPROC) (GLuint id, GLenum value, GLfloat *data);
+#endif
+
+#ifndef GL_ATI_vertex_streams
+#define GL_ATI_vertex_streams 1
+#ifdef GL_GLEXT_PROTOTYPES
+GLAPI void APIENTRY glVertexStream1sATI (GLenum, GLshort);
+GLAPI void APIENTRY glVertexStream1svATI (GLenum, const GLshort *);
+GLAPI void APIENTRY glVertexStream1iATI (GLenum, GLint);
+GLAPI void APIENTRY glVertexStream1ivATI (GLenum, const GLint *);
+GLAPI void APIENTRY glVertexStream1fATI (GLenum, GLfloat);
+GLAPI void APIENTRY glVertexStream1fvATI (GLenum, const GLfloat *);
+GLAPI void APIENTRY glVertexStream1dATI (GLenum, GLdouble);
+GLAPI void APIENTRY glVertexStream1dvATI (GLenum, const GLdouble *);
+GLAPI void APIENTRY glVertexStream2sATI (GLenum, GLshort, GLshort);
+GLAPI void APIENTRY glVertexStream2svATI (GLenum, const GLshort *);
+GLAPI void APIENTRY glVertexStream2iATI (GLenum, GLint, GLint);
+GLAPI void APIENTRY glVertexStream2ivATI (GLenum, const GLint *);
+GLAPI void APIENTRY glVertexStream2fATI (GLenum, GLfloat, GLfloat);
+GLAPI void APIENTRY glVertexStream2fvATI (GLenum, const GLfloat *);
+GLAPI void APIENTRY glVertexStream2dATI (GLenum, GLdouble, GLdouble);
+GLAPI void APIENTRY glVertexStream2dvATI (GLenum, const GLdouble *);
+GLAPI void APIENTRY glVertexStream3sATI (GLenum, GLshort, GLshort, GLshort);
+GLAPI void APIENTRY glVertexStream3svATI (GLenum, const GLshort *);
+GLAPI void APIENTRY glVertexStream3iATI (GLenum, GLint, GLint, GLint);
+GLAPI void APIENTRY glVertexStream3ivATI (GLenum, const GLint *);
+GLAPI void APIENTRY glVertexStream3fATI (GLenum, GLfloat, GLfloat, GLfloat);
+GLAPI void APIENTRY glVertexStream3fvATI (GLenum, const GLfloat *);
+GLAPI void APIENTRY glVertexStream3dATI (GLenum, GLdouble, GLdouble, GLdouble);
+GLAPI void APIENTRY glVertexStream3dvATI (GLenum, const GLdouble *);
+GLAPI void APIENTRY glVertexStream4sATI (GLenum, GLshort, GLshort, GLshort, GLshort);
+GLAPI void APIENTRY glVertexStream4svATI (GLenum, const GLshort *);
+GLAPI void APIENTRY glVertexStream4iATI (GLenum, GLint, GLint, GLint, GLint);
+GLAPI void APIENTRY glVertexStream4ivATI (GLenum, const GLint *);
+GLAPI void APIENTRY glVertexStream4fATI (GLenum, GLfloat, GLfloat, GLfloat, GLfloat);
+GLAPI void APIENTRY glVertexStream4fvATI (GLenum, const GLfloat *);
+GLAPI void APIENTRY glVertexStream4dATI (GLenum, GLdouble, GLdouble, GLdouble, GLdouble);
+GLAPI void APIENTRY glVertexStream4dvATI (GLenum, const GLdouble *);
+GLAPI void APIENTRY glNormalStream3bATI (GLenum, GLbyte, GLbyte, GLbyte);
+GLAPI void APIENTRY glNormalStream3bvATI (GLenum, const GLbyte *);
+GLAPI void APIENTRY glNormalStream3sATI (GLenum, GLshort, GLshort, GLshort);
+GLAPI void APIENTRY glNormalStream3svATI (GLenum, const GLshort *);
+GLAPI void APIENTRY glNormalStream3iATI (GLenum, GLint, GLint, GLint);
+GLAPI void APIENTRY glNormalStream3ivATI (GLenum, const GLint *);
+GLAPI void APIENTRY glNormalStream3fATI (GLenum, GLfloat, GLfloat, GLfloat);
+GLAPI void APIENTRY glNormalStream3fvATI (GLenum, const GLfloat *);
+GLAPI void APIENTRY glNormalStream3dATI (GLenum, GLdouble, GLdouble, GLdouble);
+GLAPI void APIENTRY glNormalStream3dvATI (GLenum, const GLdouble *);
+GLAPI void APIENTRY glClientActiveVertexStreamATI (GLenum);
+GLAPI void APIENTRY glVertexBlendEnviATI (GLenum, GLint);
+GLAPI void APIENTRY glVertexBlendEnvfATI (GLenum, GLfloat);
+#endif /* GL_GLEXT_PROTOTYPES */
+typedef void (APIENTRYP PFNGLVERTEXSTREAM1SATIPROC) (GLenum stream, GLshort x);
+typedef void (APIENTRYP PFNGLVERTEXSTREAM1SVATIPROC) (GLenum stream, const GLshort *coords);
+typedef void (APIENTRYP PFNGLVERTEXSTREAM1IATIPROC) (GLenum stream, GLint x);
+typedef void (APIENTRYP PFNGLVERTEXSTREAM1IVATIPROC) (GLenum stream, const GLint *coords);
+typedef void (APIENTRYP PFNGLVERTEXSTREAM1FATIPROC) (GLenum stream, GLfloat x);
+typedef void (APIENTRYP PFNGLVERTEXSTREAM1FVATIPROC) (GLenum stream, const GLfloat *coords);
+typedef void (APIENTRYP PFNGLVERTEXSTREAM1DATIPROC) (GLenum stream, GLdouble x);
+typedef void (APIENTRYP PFNGLVERTEXSTREAM1DVATIPROC) (GLenum stream, const GLdouble *coords);
+typedef void (APIENTRYP PFNGLVERTEXSTREAM2SATIPROC) (GLenum stream, GLshort x, GLshort y);
+typedef void (APIENTRYP PFNGLVERTEXSTREAM2SVATIPROC) (GLenum stream, const GLshort *coords);
+typedef void (APIENTRYP PFNGLVERTEXSTREAM2IATIPROC) (GLenum stream, GLint x, GLint y);
+typedef void (APIENTRYP PFNGLVERTEXSTREAM2IVATIPROC) (GLenum stream, const GLint *coords);
+typedef void (APIENTRYP PFNGLVERTEXSTREAM2FATIPROC) (GLenum stream, GLfloat x, GLfloat y);
+typedef void (APIENTRYP PFNGLVERTEXSTREAM2FVATIPROC) (GLenum stream, const GLfloat *coords);
+typedef void (APIENTRYP PFNGLVERTEXSTREAM2DATIPROC) (GLenum stream, GLdouble x, GLdouble y);
+typedef void (APIENTRYP PFNGLVERTEXSTREAM2DVATIPROC) (GLenum stream, const GLdouble *coords);
+typedef void (APIENTRYP PFNGLVERTEXSTREAM3SATIPROC) (GLenum stream, GLshort x, GLshort y, GLshort z);
+typedef void (APIENTRYP PFNGLVERTEXSTREAM3SVATIPROC) (GLenum stream, const GLshort *coords);
+typedef void (APIENTRYP PFNGLVERTEXSTREAM3IATIPROC) (GLenum stream, GLint x, GLint y, GLint z);
+typedef void (APIENTRYP PFNGLVERTEXSTREAM3IVATIPROC) (GLenum stream, const GLint *coords);
+typedef void (APIENTRYP PFNGLVERTEXSTREAM3FATIPROC) (GLenum stream, GLfloat x, GLfloat y, GLfloat z);
+typedef void (APIENTRYP PFNGLVERTEXSTREAM3FVATIPROC) (GLenum stream, const GLfloat *coords);
+typedef void (APIENTRYP PFNGLVERTEXSTREAM3DATIPROC) (GLenum stream, GLdouble x, GLdouble y, GLdouble z);
+typedef void (APIENTRYP PFNGLVERTEXSTREAM3DVATIPROC) (GLenum stream, const GLdouble *coords);
+typedef void (APIENTRYP PFNGLVERTEXSTREAM4SATIPROC) (GLenum stream, GLshort x, GLshort y, GLshort z, GLshort w);
+typedef void (APIENTRYP PFNGLVERTEXSTREAM4SVATIPROC) (GLenum stream, const GLshort *coords);
+typedef void (APIENTRYP PFNGLVERTEXSTREAM4IATIPROC) (GLenum stream, GLint x, GLint y, GLint z, GLint w);
+typedef void (APIENTRYP PFNGLVERTEXSTREAM4IVATIPROC) (GLenum stream, const GLint *coords);
+typedef void (APIENTRYP PFNGLVERTEXSTREAM4FATIPROC) (GLenum stream, GLfloat x, GLfloat y, GLfloat z, GLfloat w);
+typedef void (APIENTRYP PFNGLVERTEXSTREAM4FVATIPROC) (GLenum stream, const GLfloat *coords);
+typedef void (APIENTRYP PFNGLVERTEXSTREAM4DATIPROC) (GLenum stream, GLdouble x, GLdouble y, GLdouble z, GLdouble w);
+typedef void (APIENTRYP PFNGLVERTEXSTREAM4DVATIPROC) (GLenum stream, const GLdouble *coords);
+typedef void (APIENTRYP PFNGLNORMALSTREAM3BATIPROC) (GLenum stream, GLbyte nx, GLbyte ny, GLbyte nz);
+typedef void (APIENTRYP PFNGLNORMALSTREAM3BVATIPROC) (GLenum stream, const GLbyte *coords);
+typedef void (APIENTRYP PFNGLNORMALSTREAM3SATIPROC) (GLenum stream, GLshort nx, GLshort ny, GLshort nz);
+typedef void (APIENTRYP PFNGLNORMALSTREAM3SVATIPROC) (GLenum stream, const GLshort *coords);
+typedef void (APIENTRYP PFNGLNORMALSTREAM3IATIPROC) (GLenum stream, GLint nx, GLint ny, GLint nz);
+typedef void (APIENTRYP PFNGLNORMALSTREAM3IVATIPROC) (GLenum stream, const GLint *coords);
+typedef void (APIENTRYP PFNGLNORMALSTREAM3FATIPROC) (GLenum stream, GLfloat nx, GLfloat ny, GLfloat nz);
+typedef void (APIENTRYP PFNGLNORMALSTREAM3FVATIPROC) (GLenum stream, const GLfloat *coords);
+typedef void (APIENTRYP PFNGLNORMALSTREAM3DATIPROC) (GLenum stream, GLdouble nx, GLdouble ny, GLdouble nz);
+typedef void (APIENTRYP PFNGLNORMALSTREAM3DVATIPROC) (GLenum stream, const GLdouble *coords);
+typedef void (APIENTRYP PFNGLCLIENTACTIVEVERTEXSTREAMATIPROC) (GLenum stream);
+typedef void (APIENTRYP PFNGLVERTEXBLENDENVIATIPROC) (GLenum pname, GLint param);
+typedef void (APIENTRYP PFNGLVERTEXBLENDENVFATIPROC) (GLenum pname, GLfloat param);
+#endif
+
+#ifndef GL_ATI_element_array
+#define GL_ATI_element_array 1
+#ifdef GL_GLEXT_PROTOTYPES
+GLAPI void APIENTRY glElementPointerATI (GLenum, const GLvoid *);
+GLAPI void APIENTRY glDrawElementArrayATI (GLenum, GLsizei);
+GLAPI void APIENTRY glDrawRangeElementArrayATI (GLenum, GLuint, GLuint, GLsizei);
+#endif /* GL_GLEXT_PROTOTYPES */
+typedef void (APIENTRYP PFNGLELEMENTPOINTERATIPROC) (GLenum type, const GLvoid *pointer);
+typedef void (APIENTRYP PFNGLDRAWELEMENTARRAYATIPROC) (GLenum mode, GLsizei count);
+typedef void (APIENTRYP PFNGLDRAWRANGEELEMENTARRAYATIPROC) (GLenum mode, GLuint start, GLuint end, GLsizei count);
+#endif
+
+#ifndef GL_SUN_mesh_array
+#define GL_SUN_mesh_array 1
+#ifdef GL_GLEXT_PROTOTYPES
+GLAPI void APIENTRY glDrawMeshArraysSUN (GLenum, GLint, GLsizei, GLsizei);
+#endif /* GL_GLEXT_PROTOTYPES */
+typedef void (APIENTRYP PFNGLDRAWMESHARRAYSSUNPROC) (GLenum mode, GLint first, GLsizei count, GLsizei width);
+#endif
+
+#ifndef GL_SUN_slice_accum
+#define GL_SUN_slice_accum 1
+#endif
+
+#ifndef GL_NV_multisample_filter_hint
+#define GL_NV_multisample_filter_hint 1
+#endif
+
+#ifndef GL_NV_depth_clamp
+#define GL_NV_depth_clamp 1
+#endif
+
+#ifndef GL_NV_occlusion_query
+#define GL_NV_occlusion_query 1
+#ifdef GL_GLEXT_PROTOTYPES
+GLAPI void APIENTRY glGenOcclusionQueriesNV (GLsizei, GLuint *);
+GLAPI void APIENTRY glDeleteOcclusionQueriesNV (GLsizei, const GLuint *);
+GLAPI GLboolean APIENTRY glIsOcclusionQueryNV (GLuint);
+GLAPI void APIENTRY glBeginOcclusionQueryNV (GLuint);
+GLAPI void APIENTRY glEndOcclusionQueryNV (void);
+GLAPI void APIENTRY glGetOcclusionQueryivNV (GLuint, GLenum, GLint *);
+GLAPI void APIENTRY glGetOcclusionQueryuivNV (GLuint, GLenum, GLuint *);
+#endif /* GL_GLEXT_PROTOTYPES */
+typedef void (APIENTRYP PFNGLGENOCCLUSIONQUERIESNVPROC) (GLsizei n, GLuint *ids);
+typedef void (APIENTRYP PFNGLDELETEOCCLUSIONQUERIESNVPROC) (GLsizei n, const GLuint *ids);
+typedef GLboolean (APIENTRYP PFNGLISOCCLUSIONQUERYNVPROC) (GLuint id);
+typedef void (APIENTRYP PFNGLBEGINOCCLUSIONQUERYNVPROC) (GLuint id);
+typedef void (APIENTRYP PFNGLENDOCCLUSIONQUERYNVPROC) (void);
+typedef void (APIENTRYP PFNGLGETOCCLUSIONQUERYIVNVPROC) (GLuint id, GLenum pname, GLint *params);
+typedef void (APIENTRYP PFNGLGETOCCLUSIONQUERYUIVNVPROC) (GLuint id, GLenum pname, GLuint *params);
+#endif
+
+#ifndef GL_NV_point_sprite
+#define GL_NV_point_sprite 1
+#ifdef GL_GLEXT_PROTOTYPES
+GLAPI void APIENTRY glPointParameteriNV (GLenum, GLint);
+GLAPI void APIENTRY glPointParameterivNV (GLenum, const GLint *);
+#endif /* GL_GLEXT_PROTOTYPES */
+typedef void (APIENTRYP PFNGLPOINTPARAMETERINVPROC) (GLenum pname, GLint param);
+typedef void (APIENTRYP PFNGLPOINTPARAMETERIVNVPROC) (GLenum pname, const GLint *params);
+#endif
+
+#ifndef GL_NV_texture_shader3
+#define GL_NV_texture_shader3 1
+#endif
+
+#ifndef GL_NV_vertex_program1_1
+#define GL_NV_vertex_program1_1 1
+#endif
+
+#ifndef GL_EXT_shadow_funcs
+#define GL_EXT_shadow_funcs 1
+#endif
+
+#ifndef GL_EXT_stencil_two_side
+#define GL_EXT_stencil_two_side 1
+#ifdef GL_GLEXT_PROTOTYPES
+GLAPI void APIENTRY glActiveStencilFaceEXT (GLenum);
+#endif /* GL_GLEXT_PROTOTYPES */
+typedef void (APIENTRYP PFNGLACTIVESTENCILFACEEXTPROC) (GLenum face);
+#endif
+
+#ifndef GL_ATI_text_fragment_shader
+#define GL_ATI_text_fragment_shader 1
+#endif
+
+#ifndef GL_APPLE_client_storage
+#define GL_APPLE_client_storage 1
+#endif
+
+#ifndef GL_APPLE_element_array
+#define GL_APPLE_element_array 1
+#ifdef GL_GLEXT_PROTOTYPES
+GLAPI void APIENTRY glElementPointerAPPLE (GLenum, const GLvoid *);
+GLAPI void APIENTRY glDrawElementArrayAPPLE (GLenum, GLint, GLsizei);
+GLAPI void APIENTRY glDrawRangeElementArrayAPPLE (GLenum, GLuint, GLuint, GLint, GLsizei);
+GLAPI void APIENTRY glMultiDrawElementArrayAPPLE (GLenum, const GLint *, const GLsizei *, GLsizei);
+GLAPI void APIENTRY glMultiDrawRangeElementArrayAPPLE (GLenum, GLuint, GLuint, const GLint *, const GLsizei *, GLsizei);
+#endif /* GL_GLEXT_PROTOTYPES */
+typedef void (APIENTRYP PFNGLELEMENTPOINTERAPPLEPROC) (GLenum type, const GLvoid *pointer);
+typedef void (APIENTRYP PFNGLDRAWELEMENTARRAYAPPLEPROC) (GLenum mode, GLint first, GLsizei count);
+typedef void (APIENTRYP PFNGLDRAWRANGEELEMENTARRAYAPPLEPROC) (GLenum mode, GLuint start, GLuint end, GLint first, GLsizei count);
+typedef void (APIENTRYP PFNGLMULTIDRAWELEMENTARRAYAPPLEPROC) (GLenum mode, const GLint *first, const GLsizei *count, GLsizei primcount);
+typedef void (APIENTRYP PFNGLMULTIDRAWRANGEELEMENTARRAYAPPLEPROC) (GLenum mode, GLuint start, GLuint end, const GLint *first, const GLsizei *count, GLsizei primcount);
+#endif
+
+#ifndef GL_APPLE_fence
+#define GL_APPLE_fence 1
+#ifdef GL_GLEXT_PROTOTYPES
+GLAPI void APIENTRY glGenFencesAPPLE (GLsizei, GLuint *);
+GLAPI void APIENTRY glDeleteFencesAPPLE (GLsizei, const GLuint *);
+GLAPI void APIENTRY glSetFenceAPPLE (GLuint);
+GLAPI GLboolean APIENTRY glIsFenceAPPLE (GLuint);
+GLAPI GLboolean APIENTRY glTestFenceAPPLE (GLuint);
+GLAPI void APIENTRY glFinishFenceAPPLE (GLuint);
+GLAPI GLboolean APIENTRY glTestObjectAPPLE (GLenum, GLuint);
+GLAPI void APIENTRY glFinishObjectAPPLE (GLenum, GLint);
+#endif /* GL_GLEXT_PROTOTYPES */
+typedef void (APIENTRYP PFNGLGENFENCESAPPLEPROC) (GLsizei n, GLuint *fences);
+typedef void (APIENTRYP PFNGLDELETEFENCESAPPLEPROC) (GLsizei n, const GLuint *fences);
+typedef void (APIENTRYP PFNGLSETFENCEAPPLEPROC) (GLuint fence);
+typedef GLboolean (APIENTRYP PFNGLISFENCEAPPLEPROC) (GLuint fence);
+typedef GLboolean (APIENTRYP PFNGLTESTFENCEAPPLEPROC) (GLuint fence);
+typedef void (APIENTRYP PFNGLFINISHFENCEAPPLEPROC) (GLuint fence);
+typedef GLboolean (APIENTRYP PFNGLTESTOBJECTAPPLEPROC) (GLenum object, GLuint name);
+typedef void (APIENTRYP PFNGLFINISHOBJECTAPPLEPROC) (GLenum object, GLint name);
+#endif
+
+#ifndef GL_APPLE_vertex_array_object
+#define GL_APPLE_vertex_array_object 1
+#ifdef GL_GLEXT_PROTOTYPES
+GLAPI void APIENTRY glBindVertexArrayAPPLE (GLuint);
+GLAPI void APIENTRY glDeleteVertexArraysAPPLE (GLsizei, const GLuint *);
+GLAPI void APIENTRY glGenVertexArraysAPPLE (GLsizei, const GLuint *);
+GLAPI GLboolean APIENTRY glIsVertexArrayAPPLE (GLuint);
+#endif /* GL_GLEXT_PROTOTYPES */
+typedef void (APIENTRYP PFNGLBINDVERTEXARRAYAPPLEPROC) (GLuint array);
+typedef void (APIENTRYP PFNGLDELETEVERTEXARRAYSAPPLEPROC) (GLsizei n, const GLuint *arrays);
+typedef void (APIENTRYP PFNGLGENVERTEXARRAYSAPPLEPROC) (GLsizei n, const GLuint *arrays);
+typedef GLboolean (APIENTRYP PFNGLISVERTEXARRAYAPPLEPROC) (GLuint array);
+#endif
+
+#ifndef GL_APPLE_vertex_array_range
+#define GL_APPLE_vertex_array_range 1
+#ifdef GL_GLEXT_PROTOTYPES
+GLAPI void APIENTRY glVertexArrayRangeAPPLE (GLsizei, GLvoid *);
+GLAPI void APIENTRY glFlushVertexArrayRangeAPPLE (GLsizei, GLvoid *);
+GLAPI void APIENTRY glVertexArrayParameteriAPPLE (GLenum, GLint);
+#endif /* GL_GLEXT_PROTOTYPES */
+typedef void (APIENTRYP PFNGLVERTEXARRAYRANGEAPPLEPROC) (GLsizei length, GLvoid *pointer);
+typedef void (APIENTRYP PFNGLFLUSHVERTEXARRAYRANGEAPPLEPROC) (GLsizei length, GLvoid *pointer);
+typedef void (APIENTRYP PFNGLVERTEXARRAYPARAMETERIAPPLEPROC) (GLenum pname, GLint param);
+#endif
+
+#ifndef GL_APPLE_ycbcr_422
+#define GL_APPLE_ycbcr_422 1
+#endif
+
+#ifndef GL_S3_s3tc
+#define GL_S3_s3tc 1
+#endif
+
+#ifndef GL_ATI_draw_buffers
+#define GL_ATI_draw_buffers 1
+#ifdef GL_GLEXT_PROTOTYPES
+GLAPI void APIENTRY glDrawBuffersATI (GLsizei, const GLenum *);
+#endif /* GL_GLEXT_PROTOTYPES */
+typedef void (APIENTRYP PFNGLDRAWBUFFERSATIPROC) (GLsizei n, const GLenum *bufs);
+#endif
+
+#ifndef GL_ATI_pixel_format_float
+#define GL_ATI_pixel_format_float 1
+/* This is really a WGL extension, but defines some associated GL enums.
+ * ATI does not export "GL_ATI_pixel_format_float" in the GL_EXTENSIONS string.
+ */
+#endif
+
+#ifndef GL_ATI_texture_env_combine3
+#define GL_ATI_texture_env_combine3 1
+#endif
+
+#ifndef GL_ATI_texture_float
+#define GL_ATI_texture_float 1
+#endif
+
+#ifndef GL_NV_float_buffer
+#define GL_NV_float_buffer 1
+#endif
+
+#ifndef GL_NV_fragment_program
+#define GL_NV_fragment_program 1
+/* Some NV_fragment_program entry points are shared with ARB_vertex_program. */
+#ifdef GL_GLEXT_PROTOTYPES
+GLAPI void APIENTRY glProgramNamedParameter4fNV (GLuint, GLsizei, const GLubyte *, GLfloat, GLfloat, GLfloat, GLfloat);
+GLAPI void APIENTRY glProgramNamedParameter4dNV (GLuint, GLsizei, const GLubyte *, GLdouble, GLdouble, GLdouble, GLdouble);
+GLAPI void APIENTRY glProgramNamedParameter4fvNV (GLuint, GLsizei, const GLubyte *, const GLfloat *);
+GLAPI void APIENTRY glProgramNamedParameter4dvNV (GLuint, GLsizei, const GLubyte *, const GLdouble *);
+GLAPI void APIENTRY glGetProgramNamedParameterfvNV (GLuint, GLsizei, const GLubyte *, GLfloat *);
+GLAPI void APIENTRY glGetProgramNamedParameterdvNV (GLuint, GLsizei, const GLubyte *, GLdouble *);
+#endif /* GL_GLEXT_PROTOTYPES */
+typedef void (APIENTRYP PFNGLPROGRAMNAMEDPARAMETER4FNVPROC) (GLuint id, GLsizei len, const GLubyte *name, GLfloat x, GLfloat y, GLfloat z, GLfloat w);
+typedef void (APIENTRYP PFNGLPROGRAMNAMEDPARAMETER4DNVPROC) (GLuint id, GLsizei len, const GLubyte *name, GLdouble x, GLdouble y, GLdouble z, GLdouble w);
+typedef void (APIENTRYP PFNGLPROGRAMNAMEDPARAMETER4FVNVPROC) (GLuint id, GLsizei len, const GLubyte *name, const GLfloat *v);
+typedef void (APIENTRYP PFNGLPROGRAMNAMEDPARAMETER4DVNVPROC) (GLuint id, GLsizei len, const GLubyte *name, const GLdouble *v);
+typedef void (APIENTRYP PFNGLGETPROGRAMNAMEDPARAMETERFVNVPROC) (GLuint id, GLsizei len, const GLubyte *name, GLfloat *params);
+typedef void (APIENTRYP PFNGLGETPROGRAMNAMEDPARAMETERDVNVPROC) (GLuint id, GLsizei len, const GLubyte *name, GLdouble *params);
+#endif
+
+#ifndef GL_NV_half_float
+#define GL_NV_half_float 1
+#ifdef GL_GLEXT_PROTOTYPES
+GLAPI void APIENTRY glVertex2hNV (GLhalfNV, GLhalfNV);
+GLAPI void APIENTRY glVertex2hvNV (const GLhalfNV *);
+GLAPI void APIENTRY glVertex3hNV (GLhalfNV, GLhalfNV, GLhalfNV);
+GLAPI void APIENTRY glVertex3hvNV (const GLhalfNV *);
+GLAPI void APIENTRY glVertex4hNV (GLhalfNV, GLhalfNV, GLhalfNV, GLhalfNV);
+GLAPI void APIENTRY glVertex4hvNV (const GLhalfNV *);
+GLAPI void APIENTRY glNormal3hNV (GLhalfNV, GLhalfNV, GLhalfNV);
+GLAPI void APIENTRY glNormal3hvNV (const GLhalfNV *);
+GLAPI void APIENTRY glColor3hNV (GLhalfNV, GLhalfNV, GLhalfNV);
+GLAPI void APIENTRY glColor3hvNV (const GLhalfNV *);
+GLAPI void APIENTRY glColor4hNV (GLhalfNV, GLhalfNV, GLhalfNV, GLhalfNV);
+GLAPI void APIENTRY glColor4hvNV (const GLhalfNV *);
+GLAPI void APIENTRY glTexCoord1hNV (GLhalfNV);
+GLAPI void APIENTRY glTexCoord1hvNV (const GLhalfNV *);
+GLAPI void APIENTRY glTexCoord2hNV (GLhalfNV, GLhalfNV);
+GLAPI void APIENTRY glTexCoord2hvNV (const GLhalfNV *);
+GLAPI void APIENTRY glTexCoord3hNV (GLhalfNV, GLhalfNV, GLhalfNV);
+GLAPI void APIENTRY glTexCoord3hvNV (const GLhalfNV *);
+GLAPI void APIENTRY glTexCoord4hNV (GLhalfNV, GLhalfNV, GLhalfNV, GLhalfNV);
+GLAPI void APIENTRY glTexCoord4hvNV (const GLhalfNV *);
+GLAPI void APIENTRY glMultiTexCoord1hNV (GLenum, GLhalfNV);
+GLAPI void APIENTRY glMultiTexCoord1hvNV (GLenum, const GLhalfNV *);
+GLAPI void APIENTRY glMultiTexCoord2hNV (GLenum, GLhalfNV, GLhalfNV);
+GLAPI void APIENTRY glMultiTexCoord2hvNV (GLenum, const GLhalfNV *);
+GLAPI void APIENTRY glMultiTexCoord3hNV (GLenum, GLhalfNV, GLhalfNV, GLhalfNV);
+GLAPI void APIENTRY glMultiTexCoord3hvNV (GLenum, const GLhalfNV *);
+GLAPI void APIENTRY glMultiTexCoord4hNV (GLenum, GLhalfNV, GLhalfNV, GLhalfNV, GLhalfNV);
+GLAPI void APIENTRY glMultiTexCoord4hvNV (GLenum, const GLhalfNV *);
+GLAPI void APIENTRY glFogCoordhNV (GLhalfNV);
+GLAPI void APIENTRY glFogCoordhvNV (const GLhalfNV *);
+GLAPI void APIENTRY glSecondaryColor3hNV (GLhalfNV, GLhalfNV, GLhalfNV);
+GLAPI void APIENTRY glSecondaryColor3hvNV (const GLhalfNV *);
+GLAPI void APIENTRY glVertexWeighthNV (GLhalfNV);
+GLAPI void APIENTRY glVertexWeighthvNV (const GLhalfNV *);
+GLAPI void APIENTRY glVertexAttrib1hNV (GLuint, GLhalfNV);
+GLAPI void APIENTRY glVertexAttrib1hvNV (GLuint, const GLhalfNV *);
+GLAPI void APIENTRY glVertexAttrib2hNV (GLuint, GLhalfNV, GLhalfNV);
+GLAPI void APIENTRY glVertexAttrib2hvNV (GLuint, const GLhalfNV *);
+GLAPI void APIENTRY glVertexAttrib3hNV (GLuint, GLhalfNV, GLhalfNV, GLhalfNV);
+GLAPI void APIENTRY glVertexAttrib3hvNV (GLuint, const GLhalfNV *);
+GLAPI void APIENTRY glVertexAttrib4hNV (GLuint, GLhalfNV, GLhalfNV, GLhalfNV, GLhalfNV);
+GLAPI void APIENTRY glVertexAttrib4hvNV (GLuint, const GLhalfNV *);
+GLAPI void APIENTRY glVertexAttribs1hvNV (GLuint, GLsizei, const GLhalfNV *);
+GLAPI void APIENTRY glVertexAttribs2hvNV (GLuint, GLsizei, const GLhalfNV *);
+GLAPI void APIENTRY glVertexAttribs3hvNV (GLuint, GLsizei, const GLhalfNV *);
+GLAPI void APIENTRY glVertexAttribs4hvNV (GLuint, GLsizei, const GLhalfNV *);
+#endif /* GL_GLEXT_PROTOTYPES */
+typedef void (APIENTRYP PFNGLVERTEX2HNVPROC) (GLhalfNV x, GLhalfNV y);
+typedef void (APIENTRYP PFNGLVERTEX2HVNVPROC) (const GLhalfNV *v);
+typedef void (APIENTRYP PFNGLVERTEX3HNVPROC) (GLhalfNV x, GLhalfNV y, GLhalfNV z);
+typedef void (APIENTRYP PFNGLVERTEX3HVNVPROC) (const GLhalfNV *v);
+typedef void (APIENTRYP PFNGLVERTEX4HNVPROC) (GLhalfNV x, GLhalfNV y, GLhalfNV z, GLhalfNV w);
+typedef void (APIENTRYP PFNGLVERTEX4HVNVPROC) (const GLhalfNV *v);
+typedef void (APIENTRYP PFNGLNORMAL3HNVPROC) (GLhalfNV nx, GLhalfNV ny, GLhalfNV nz);
+typedef void (APIENTRYP PFNGLNORMAL3HVNVPROC) (const GLhalfNV *v);
+typedef void (APIENTRYP PFNGLCOLOR3HNVPROC) (GLhalfNV red, GLhalfNV green, GLhalfNV blue);
+typedef void (APIENTRYP PFNGLCOLOR3HVNVPROC) (const GLhalfNV *v);
+typedef void (APIENTRYP PFNGLCOLOR4HNVPROC) (GLhalfNV red, GLhalfNV green, GLhalfNV blue, GLhalfNV alpha);
+typedef void (APIENTRYP PFNGLCOLOR4HVNVPROC) (const GLhalfNV *v);
+typedef void (APIENTRYP PFNGLTEXCOORD1HNVPROC) (GLhalfNV s);
+typedef void (APIENTRYP PFNGLTEXCOORD1HVNVPROC) (const GLhalfNV *v);
+typedef void (APIENTRYP PFNGLTEXCOORD2HNVPROC) (GLhalfNV s, GLhalfNV t);
+typedef void (APIENTRYP PFNGLTEXCOORD2HVNVPROC) (const GLhalfNV *v);
+typedef void (APIENTRYP PFNGLTEXCOORD3HNVPROC) (GLhalfNV s, GLhalfNV t, GLhalfNV r);
+typedef void (APIENTRYP PFNGLTEXCOORD3HVNVPROC) (const GLhalfNV *v);
+typedef void (APIENTRYP PFNGLTEXCOORD4HNVPROC) (GLhalfNV s, GLhalfNV t, GLhalfNV r, GLhalfNV q);
+typedef void (APIENTRYP PFNGLTEXCOORD4HVNVPROC) (const GLhalfNV *v);
+typedef void (APIENTRYP PFNGLMULTITEXCOORD1HNVPROC) (GLenum target, GLhalfNV s);
+typedef void (APIENTRYP PFNGLMULTITEXCOORD1HVNVPROC) (GLenum target, const GLhalfNV *v);
+typedef void (APIENTRYP PFNGLMULTITEXCOORD2HNVPROC) (GLenum target, GLhalfNV s, GLhalfNV t);
+typedef void (APIENTRYP PFNGLMULTITEXCOORD2HVNVPROC) (GLenum target, const GLhalfNV *v);
+typedef void (APIENTRYP PFNGLMULTITEXCOORD3HNVPROC) (GLenum target, GLhalfNV s, GLhalfNV t, GLhalfNV r);
+typedef void (APIENTRYP PFNGLMULTITEXCOORD3HVNVPROC) (GLenum target, const GLhalfNV *v);
+typedef void (APIENTRYP PFNGLMULTITEXCOORD4HNVPROC) (GLenum target, GLhalfNV s, GLhalfNV t, GLhalfNV r, GLhalfNV q);
+typedef void (APIENTRYP PFNGLMULTITEXCOORD4HVNVPROC) (GLenum target, const GLhalfNV *v);
+typedef void (APIENTRYP PFNGLFOGCOORDHNVPROC) (GLhalfNV fog);
+typedef void (APIENTRYP PFNGLFOGCOORDHVNVPROC) (const GLhalfNV *fog);
+typedef void (APIENTRYP PFNGLSECONDARYCOLOR3HNVPROC) (GLhalfNV red, GLhalfNV green, GLhalfNV blue);
+typedef void (APIENTRYP PFNGLSECONDARYCOLOR3HVNVPROC) (const GLhalfNV *v);
+typedef void (APIENTRYP PFNGLVERTEXWEIGHTHNVPROC) (GLhalfNV weight);
+typedef void (APIENTRYP PFNGLVERTEXWEIGHTHVNVPROC) (const GLhalfNV *weight);
+typedef void (APIENTRYP PFNGLVERTEXATTRIB1HNVPROC) (GLuint index, GLhalfNV x);
+typedef void (APIENTRYP PFNGLVERTEXATTRIB1HVNVPROC) (GLuint index, const GLhalfNV *v);
+typedef void (APIENTRYP PFNGLVERTEXATTRIB2HNVPROC) (GLuint index, GLhalfNV x, GLhalfNV y);
+typedef void (APIENTRYP PFNGLVERTEXATTRIB2HVNVPROC) (GLuint index, const GLhalfNV *v);
+typedef void (APIENTRYP PFNGLVERTEXATTRIB3HNVPROC) (GLuint index, GLhalfNV x, GLhalfNV y, GLhalfNV z);
+typedef void (APIENTRYP PFNGLVERTEXATTRIB3HVNVPROC) (GLuint index, const GLhalfNV *v);
+typedef void (APIENTRYP PFNGLVERTEXATTRIB4HNVPROC) (GLuint index, GLhalfNV x, GLhalfNV y, GLhalfNV z, GLhalfNV w);
+typedef void (APIENTRYP PFNGLVERTEXATTRIB4HVNVPROC) (GLuint index, const GLhalfNV *v);
+typedef void (APIENTRYP PFNGLVERTEXATTRIBS1HVNVPROC) (GLuint index, GLsizei n, const GLhalfNV *v);
+typedef void (APIENTRYP PFNGLVERTEXATTRIBS2HVNVPROC) (GLuint index, GLsizei n, const GLhalfNV *v);
+typedef void (APIENTRYP PFNGLVERTEXATTRIBS3HVNVPROC) (GLuint index, GLsizei n, const GLhalfNV *v);
+typedef void (APIENTRYP PFNGLVERTEXATTRIBS4HVNVPROC) (GLuint index, GLsizei n, const GLhalfNV *v);
+#endif
+
+#ifndef GL_NV_pixel_data_range
+#define GL_NV_pixel_data_range 1
+#ifdef GL_GLEXT_PROTOTYPES
+GLAPI void APIENTRY glPixelDataRangeNV (GLenum, GLsizei, GLvoid *);
+GLAPI void APIENTRY glFlushPixelDataRangeNV (GLenum);
+#endif /* GL_GLEXT_PROTOTYPES */
+typedef void (APIENTRYP PFNGLPIXELDATARANGENVPROC) (GLenum target, GLsizei length, GLvoid *pointer);
+typedef void (APIENTRYP PFNGLFLUSHPIXELDATARANGENVPROC) (GLenum target);
+#endif
+
+#ifndef GL_NV_primitive_restart
+#define GL_NV_primitive_restart 1
+#ifdef GL_GLEXT_PROTOTYPES
+GLAPI void APIENTRY glPrimitiveRestartNV (void);
+GLAPI void APIENTRY glPrimitiveRestartIndexNV (GLuint);
+#endif /* GL_GLEXT_PROTOTYPES */
+typedef void (APIENTRYP PFNGLPRIMITIVERESTARTNVPROC) (void);
+typedef void (APIENTRYP PFNGLPRIMITIVERESTARTINDEXNVPROC) (GLuint index);
+#endif
+
+#ifndef GL_NV_texture_expand_normal
+#define GL_NV_texture_expand_normal 1
+#endif
+
+#ifndef GL_NV_vertex_program2
+#define GL_NV_vertex_program2 1
+#endif
+
+#ifndef GL_ATI_map_object_buffer
+#define GL_ATI_map_object_buffer 1
+#ifdef GL_GLEXT_PROTOTYPES
+GLAPI GLvoid* APIENTRY glMapObjectBufferATI (GLuint);
+GLAPI void APIENTRY glUnmapObjectBufferATI (GLuint);
+#endif /* GL_GLEXT_PROTOTYPES */
+typedef GLvoid* (APIENTRYP PFNGLMAPOBJECTBUFFERATIPROC) (GLuint buffer);
+typedef void (APIENTRYP PFNGLUNMAPOBJECTBUFFERATIPROC) (GLuint buffer);
+#endif
+
+#ifndef GL_ATI_separate_stencil
+#define GL_ATI_separate_stencil 1
+#ifdef GL_GLEXT_PROTOTYPES
+GLAPI void APIENTRY glStencilOpSeparateATI (GLenum, GLenum, GLenum, GLenum);
+GLAPI void APIENTRY glStencilFuncSeparateATI (GLenum, GLenum, GLint, GLuint);
+#endif /* GL_GLEXT_PROTOTYPES */
+typedef void (APIENTRYP PFNGLSTENCILOPSEPARATEATIPROC) (GLenum face, GLenum sfail, GLenum dpfail, GLenum dppass);
+typedef void (APIENTRYP PFNGLSTENCILFUNCSEPARATEATIPROC) (GLenum frontfunc, GLenum backfunc, GLint ref, GLuint mask);
+#endif
+
+#ifndef GL_ATI_vertex_attrib_array_object
+#define GL_ATI_vertex_attrib_array_object 1
+#ifdef GL_GLEXT_PROTOTYPES
+GLAPI void APIENTRY glVertexAttribArrayObjectATI (GLuint, GLint, GLenum, GLboolean, GLsizei, GLuint, GLuint);
+GLAPI void APIENTRY glGetVertexAttribArrayObjectfvATI (GLuint, GLenum, GLfloat *);
+GLAPI void APIENTRY glGetVertexAttribArrayObjectivATI (GLuint, GLenum, GLint *);
+#endif /* GL_GLEXT_PROTOTYPES */
+typedef void (APIENTRYP PFNGLVERTEXATTRIBARRAYOBJECTATIPROC) (GLuint index, GLint size, GLenum type, GLboolean normalized, GLsizei stride, GLuint buffer, GLuint offset);
+typedef void (APIENTRYP PFNGLGETVERTEXATTRIBARRAYOBJECTFVATIPROC) (GLuint index, GLenum pname, GLfloat *params);
+typedef void (APIENTRYP PFNGLGETVERTEXATTRIBARRAYOBJECTIVATIPROC) (GLuint index, GLenum pname, GLint *params);
+#endif
+
+#ifndef GL_OES_read_format
+#define GL_OES_read_format 1
+#endif
+
+#ifndef GL_EXT_depth_bounds_test
+#define GL_EXT_depth_bounds_test 1
+#ifdef GL_GLEXT_PROTOTYPES
+GLAPI void APIENTRY glDepthBoundsEXT (GLclampd, GLclampd);
+#endif /* GL_GLEXT_PROTOTYPES */
+typedef void (APIENTRYP PFNGLDEPTHBOUNDSEXTPROC) (GLclampd zmin, GLclampd zmax);
+#endif
+
+#ifndef GL_EXT_texture_mirror_clamp
+#define GL_EXT_texture_mirror_clamp 1
+#endif
+
+#ifndef GL_EXT_blend_equation_separate
+#define GL_EXT_blend_equation_separate 1
+#ifdef GL_GLEXT_PROTOTYPES
+GLAPI void APIENTRY glBlendEquationSeparateEXT (GLenum, GLenum);
+#endif /* GL_GLEXT_PROTOTYPES */
+typedef void (APIENTRYP PFNGLBLENDEQUATIONSEPARATEEXTPROC) (GLenum modeRGB, GLenum modeAlpha);
+#endif
+
+#ifndef GL_MESA_pack_invert
+#define GL_MESA_pack_invert 1
+#endif
+
+#ifndef GL_MESA_ycbcr_texture
+#define GL_MESA_ycbcr_texture 1
+#endif
+
+#ifndef GL_EXT_pixel_buffer_object
+#define GL_EXT_pixel_buffer_object 1
+#endif
+
+#ifndef GL_NV_fragment_program_option
+#define GL_NV_fragment_program_option 1
+#endif
+
+#ifndef GL_NV_fragment_program2
+#define GL_NV_fragment_program2 1
+#endif
+
+#ifndef GL_NV_vertex_program2_option
+#define GL_NV_vertex_program2_option 1
+#endif
+
+#ifndef GL_NV_vertex_program3
+#define GL_NV_vertex_program3 1
+#endif
+
+#ifndef GL_EXT_framebuffer_object
+#define GL_EXT_framebuffer_object 1
+#ifdef GL_GLEXT_PROTOTYPES
+GLAPI GLboolean APIENTRY glIsRenderbufferEXT (GLuint);
+GLAPI void APIENTRY glBindRenderbufferEXT (GLenum, GLuint);
+GLAPI void APIENTRY glDeleteRenderbuffersEXT (GLsizei, const GLuint *);
+GLAPI void APIENTRY glGenRenderbuffersEXT (GLsizei, GLuint *);
+GLAPI void APIENTRY glRenderbufferStorageEXT (GLenum, GLenum, GLsizei, GLsizei);
+GLAPI void APIENTRY glGetRenderbufferParameterivEXT (GLenum, GLenum, GLint *);
+GLAPI GLboolean APIENTRY glIsFramebufferEXT (GLuint);
+GLAPI void APIENTRY glBindFramebufferEXT (GLenum, GLuint);
+GLAPI void APIENTRY glDeleteFramebuffersEXT (GLsizei, const GLuint *);
+GLAPI void APIENTRY glGenFramebuffersEXT (GLsizei, GLuint *);
+GLAPI GLenum APIENTRY glCheckFramebufferStatusEXT (GLenum);
+GLAPI void APIENTRY glFramebufferTexture1DEXT (GLenum, GLenum, GLenum, GLuint, GLint);
+GLAPI void APIENTRY glFramebufferTexture2DEXT (GLenum, GLenum, GLenum, GLuint, GLint);
+GLAPI void APIENTRY glFramebufferTexture3DEXT (GLenum, GLenum, GLenum, GLuint, GLint, GLint);
+GLAPI void APIENTRY glFramebufferRenderbufferEXT (GLenum, GLenum, GLenum, GLuint);
+GLAPI void APIENTRY glGetFramebufferAttachmentParameterivEXT (GLenum, GLenum, GLenum, GLint *);
+GLAPI void APIENTRY glGenerateMipmapEXT (GLenum);
+#endif /* GL_GLEXT_PROTOTYPES */
+typedef GLboolean (APIENTRYP PFNGLISRENDERBUFFEREXTPROC) (GLuint renderbuffer);
+typedef void (APIENTRYP PFNGLBINDRENDERBUFFEREXTPROC) (GLenum target, GLuint renderbuffer);
+typedef void (APIENTRYP PFNGLDELETERENDERBUFFERSEXTPROC) (GLsizei n, const GLuint *renderbuffers);
+typedef void (APIENTRYP PFNGLGENRENDERBUFFERSEXTPROC) (GLsizei n, GLuint *renderbuffers);
+typedef void (APIENTRYP PFNGLRENDERBUFFERSTORAGEEXTPROC) (GLenum target, GLenum internalformat, GLsizei width, GLsizei height);
+typedef void (APIENTRYP PFNGLGETRENDERBUFFERPARAMETERIVEXTPROC) (GLenum target, GLenum pname, GLint *params);
+typedef GLboolean (APIENTRYP PFNGLISFRAMEBUFFEREXTPROC) (GLuint framebuffer);
+typedef void (APIENTRYP PFNGLBINDFRAMEBUFFEREXTPROC) (GLenum target, GLuint framebuffer);
+typedef void (APIENTRYP PFNGLDELETEFRAMEBUFFERSEXTPROC) (GLsizei n, const GLuint *framebuffers);
+typedef void (APIENTRYP PFNGLGENFRAMEBUFFERSEXTPROC) (GLsizei n, GLuint *framebuffers);
+typedef GLenum (APIENTRYP PFNGLCHECKFRAMEBUFFERSTATUSEXTPROC) (GLenum target);
+typedef void (APIENTRYP PFNGLFRAMEBUFFERTEXTURE1DEXTPROC) (GLenum target, GLenum attachment, GLenum textarget, GLuint texture, GLint level);
+typedef void (APIENTRYP PFNGLFRAMEBUFFERTEXTURE2DEXTPROC) (GLenum target, GLenum attachment, GLenum textarget, GLuint texture, GLint level);
+typedef void (APIENTRYP PFNGLFRAMEBUFFERTEXTURE3DEXTPROC) (GLenum target, GLenum attachment, GLenum textarget, GLuint texture, GLint level, GLint zoffset);
+typedef void (APIENTRYP PFNGLFRAMEBUFFERRENDERBUFFEREXTPROC) (GLenum target, GLenum attachment, GLenum renderbuffertarget, GLuint renderbuffer);
+typedef void (APIENTRYP PFNGLGETFRAMEBUFFERATTACHMENTPARAMETERIVEXTPROC) (GLenum target, GLenum attachment, GLenum pname, GLint *params);
+typedef void (APIENTRYP PFNGLGENERATEMIPMAPEXTPROC) (GLenum target);
+#endif
+
+#ifndef GL_GREMEDY_string_marker
+#define GL_GREMEDY_string_marker 1
+#ifdef GL_GLEXT_PROTOTYPES
+GLAPI void APIENTRY glStringMarkerGREMEDY (GLsizei, const GLvoid *);
+#endif /* GL_GLEXT_PROTOTYPES */
+typedef void (APIENTRYP PFNGLSTRINGMARKERGREMEDYPROC) (GLsizei len, const GLvoid *string);
+#endif
+
+
+#ifdef __cplusplus
+}
+#endif
+
+#endif
diff --git a/source/gameengine/Rasterizer/RAS_TexVert.cpp b/source/gameengine/Rasterizer/RAS_TexVert.cpp
index c68806d500c..9e9b5725b6b 100644
--- a/source/gameengine/Rasterizer/RAS_TexVert.cpp
+++ b/source/gameengine/Rasterizer/RAS_TexVert.cpp
@@ -45,9 +45,11 @@ RAS_TexVert::RAS_TexVert(const MT_Point3& xyz,
{
xyz.getValue(m_localxyz);
uv.getValue(m_uv1);
+ uv.getValue(m_uv2); // ..py access
SetRGBA(rgba);
SetNormal(normal);
m_flag = flag;
+ m_unit = 2;
}
const MT_Point3& RAS_TexVert::xyz()
@@ -78,6 +80,10 @@ void RAS_TexVert::SetUV(const MT_Point2& uv)
uv.getValue(m_uv1);
}
+void RAS_TexVert::SetUV2(const MT_Point2& uv)
+{
+ uv.getValue(m_uv2);
+}
void RAS_TexVert::SetRGBA(const unsigned int rgba)
@@ -90,6 +96,12 @@ void RAS_TexVert::SetFlag(const short flag)
{
m_flag = flag;
}
+
+void RAS_TexVert::SetUnit(const unsigned int u)
+{
+ m_unit = u<=TV_MAX?u:TV_MAX;
+}
+
void RAS_TexVert::SetNormal(const MT_Vector3& normal)
{
normal.getValue(m_normal);
@@ -103,6 +115,12 @@ const float* RAS_TexVert::getUV1 () const
return m_uv1;
}
+const float* RAS_TexVert::getUV2 () const
+{
+ return m_uv2;
+}
+
+
const float* RAS_TexVert::getNormal() const
{
@@ -137,6 +155,13 @@ short RAS_TexVert::getFlag() const
return m_flag;
}
+
+unsigned int RAS_TexVert::getUnit() const
+{
+ return m_unit;
+}
+
+
void RAS_TexVert::getOffsets(void* &xyz, void* &uv1, void* &rgba, void* &normal) const
{
xyz = (void *) m_localxyz;
diff --git a/source/gameengine/Rasterizer/RAS_TexVert.h b/source/gameengine/Rasterizer/RAS_TexVert.h
index 650618e1dc1..f58eca7637f 100644
--- a/source/gameengine/Rasterizer/RAS_TexVert.h
+++ b/source/gameengine/Rasterizer/RAS_TexVert.h
@@ -40,7 +40,10 @@
static MT_Point3 g_pt3;
static MT_Point2 g_pt2;
-#define TV_CALCFACENORMAL 0x0001
+#define TV_CALCFACENORMAL 0x0001
+#define TV_2NDUV 0x0002
+
+#define TV_MAX 3//match Def in BL_Material.h
#define RAS_TexVert_INLINE 1
@@ -48,19 +51,21 @@ class RAS_TexVert
{
float m_localxyz[3]; // 3*4 = 12
- float m_uv1[2]; // 2*4 = 8
+ float m_uv1[2]; // 2*4 = 8
+ float m_uv2[2]; // 2*4 = 8 ... python access to this set
unsigned int m_rgba; // 4
float m_tangent[4]; // 4*2 = 8
float m_normal[3]; // 3*2 = 6
- short m_flag; // 2
- //---------
- // 40
+ short m_flag; // 2
+ unsigned int m_unit; // 4
+ //---------
+ // 52
//32 bytes total size, fits nice = 52 = not fit nice.
// We'll go for 64 bytes total size - 24 bytes left.
-
public:
short getFlag() const;
+ unsigned int getUnit() const;
RAS_TexVert()// :m_xyz(0,0,0),m_uv(0,0),m_rgba(0)
{}
@@ -76,7 +81,11 @@ public:
const float* getUV1 () const {
return m_uv1;
};
-
+
+ const float* getUV2 () const {
+ return m_uv2;
+ };
+
const float* getLocalXYZ() const {
return m_localxyz;
};
@@ -90,15 +99,19 @@ public:
}
#else
const float* getUV1 () const;
+ const float* getUV2 () const;
const float* getNormal() const;
const float* getLocalXYZ() const;
const unsigned char* getRGBA() const;
#endif
void SetXYZ(const MT_Point3& xyz);
void SetUV(const MT_Point2& uv);
+ void SetUV2(const MT_Point2& uv);
+
void SetRGBA(const unsigned int rgba);
void SetNormal(const MT_Vector3& normal);
void SetFlag(const short flag);
+ void SetUnit(const unsigned u);
void SetRGBA(const MT_Vector4& rgba);
const MT_Point3& xyz();
diff --git a/source/nan_definitions.mk b/source/nan_definitions.mk
index e7e3679f15b..aac81a3dbfc 100644
--- a/source/nan_definitions.mk
+++ b/source/nan_definitions.mk
@@ -46,6 +46,9 @@ all debug::
# First generic defaults for all platforms which should be constant.
# Note: ?= lets these defaults be overruled by environment variables,
+ export NAN_NO_KETSJI=true
+ export NAN_JUST_BLENDERDYNAMIC=true
+ export NAN_NO_OPENAL=true
export SRCHOME ?= $(NANBLENDERHOME)/source
export CONFIG_GUESS := $(shell ${SRCHOME}/tools/guess/guessconfig)
export OS := $(shell echo ${CONFIG_GUESS} | sed -e 's/-.*//')
@@ -428,6 +431,7 @@ endif
ifeq ($(OS),windows)
export ID = $(LOGNAME)
+ export NAN_NO_KETSJI=false
export NAN_PYTHON ?= $(LCGDIR)/python
export NAN_ICONV ?= $(LCGDIR)/iconv
export NAN_PYTHON_VERSION ?= 2.4