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authorMitchell Stokes <mogurijin@gmail.com>2013-11-04 23:21:07 +0400
committerMitchell Stokes <mogurijin@gmail.com>2013-11-04 23:21:07 +0400
commitcf9fe8f329cee363439c90a3b86dc99e25377088 (patch)
tree5b36a01d66da3688d1de9d6c2d905e4b31f768f3 /source/gameengine/GamePlayer/common/GPC_RenderTools.cpp
parentf4762eb12ba5474fd883aa29d09bc23f0db5d076 (diff)
BGE Rasterizer Cleanup: Removing RAS_IRenderTools and moving the functionality to RAS_IRasterizer. RAS_OpenGLRasterizer is a bit of a mess now with references to Ketsji and other modules it shouldn't be accessing.
Diffstat (limited to 'source/gameengine/GamePlayer/common/GPC_RenderTools.cpp')
-rw-r--r--source/gameengine/GamePlayer/common/GPC_RenderTools.cpp577
1 files changed, 0 insertions, 577 deletions
diff --git a/source/gameengine/GamePlayer/common/GPC_RenderTools.cpp b/source/gameengine/GamePlayer/common/GPC_RenderTools.cpp
deleted file mode 100644
index 0d851c4f10d..00000000000
--- a/source/gameengine/GamePlayer/common/GPC_RenderTools.cpp
+++ /dev/null
@@ -1,577 +0,0 @@
-/*
- * ***** 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., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
- *
- * The Original Code is Copyright (C) 2001-2002 by NaN Holding BV.
- * All rights reserved.
- *
- * The Original Code is: all of this file.
- *
- * Contributor(s): none yet.
- *
- * ***** END GPL LICENSE BLOCK *****
- */
-
-/** \file gameengine/GamePlayer/common/GPC_RenderTools.cpp
- * \ingroup player
- */
-
-
-#include "GL/glew.h"
-
-#include "RAS_IRenderTools.h"
-#include "RAS_IRasterizer.h"
-#include "RAS_LightObject.h"
-#include "RAS_ICanvas.h"
-#include "RAS_GLExtensionManager.h"
-#include "RAS_MeshObject.h"
-
-#include "KX_GameObject.h"
-#include "KX_PolygonMaterial.h"
-#include "KX_BlenderMaterial.h"
-#include "KX_RayCast.h"
-#include "KX_IPhysicsController.h"
-#include "KX_Light.h"
-
-#include "PHY_IPhysicsEnvironment.h"
-
-#include "STR_String.h"
-
-#include "GPU_draw.h"
-
-#include "BKE_bmfont.h" // for text printing
-#include "BKE_bmfont_types.h"
-
-#include "GPC_RenderTools.h"
-
-extern "C" {
-#include "BLF_api.h"
-}
-
-
-unsigned int GPC_RenderTools::m_numgllights;
-
-GPC_RenderTools::GPC_RenderTools()
-{
- glGetIntegerv(GL_MAX_LIGHTS, (GLint *) &m_numgllights);
- if (m_numgllights < 8)
- m_numgllights = 8;
-}
-
-GPC_RenderTools::~GPC_RenderTools()
-{
-}
-
-void GPC_RenderTools::BeginFrame(RAS_IRasterizer* rasty)
-{
- m_clientobject = NULL;
- m_lastlightlayer = -1;
- m_lastauxinfo = NULL;
- m_lastlighting = true; /* force disable in DisableOpenGLLights() */
- DisableOpenGLLights();
-}
-
-void GPC_RenderTools::EndFrame(RAS_IRasterizer* rasty)
-{
-}
-
-/* ProcessLighting performs lighting on objects. the layer is a bitfield that
- * contains layer information. There are 20 'official' layers in blender. A
- * light is applied on an object only when they are in the same layer. OpenGL
- * has a maximum of 8 lights (simultaneous), so 20 * 8 lights are possible in
- * a scene. */
-
-void GPC_RenderTools::ProcessLighting(RAS_IRasterizer *rasty, bool uselights, const MT_Transform& viewmat)
-{
- bool enable = false;
- int layer= -1;
-
- /* find the layer */
- if (uselights) {
- if (m_clientobject)
- layer = static_cast<KX_GameObject*>(m_clientobject)->GetLayer();
- }
-
- /* avoid state switching */
- if (m_lastlightlayer == layer && m_lastauxinfo == m_auxilaryClientInfo)
- return;
-
- m_lastlightlayer = layer;
- m_lastauxinfo = m_auxilaryClientInfo;
-
- /* enable/disable lights as needed */
- if (layer >= 0)
- enable = applyLights(layer, viewmat);
-
- if (enable)
- EnableOpenGLLights(rasty);
- else
- DisableOpenGLLights();
-}
-
-void GPC_RenderTools::EnableOpenGLLights(RAS_IRasterizer *rasty)
-{
- if (m_lastlighting == true)
- return;
-
- glEnable(GL_LIGHTING);
- glEnable(GL_COLOR_MATERIAL);
-
- glColorMaterial(GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE);
- glLightModeli(GL_LIGHT_MODEL_TWO_SIDE, GL_TRUE);
- glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, (rasty->GetCameraOrtho())? GL_FALSE: GL_TRUE);
- if (GLEW_EXT_separate_specular_color || GLEW_VERSION_1_2)
- glLightModeli(GL_LIGHT_MODEL_COLOR_CONTROL, GL_SEPARATE_SPECULAR_COLOR);
-
- m_lastlighting = true;
-}
-
-void GPC_RenderTools::DisableOpenGLLights()
-{
- if (m_lastlighting == false)
- return;
-
- glDisable(GL_LIGHTING);
- glDisable(GL_COLOR_MATERIAL);
-
- m_lastlighting = false;
-}
-
-
-void GPC_RenderTools::SetClientObject(RAS_IRasterizer *rasty, void* obj)
-{
- if (m_clientobject != obj)
- {
- bool ccw = (obj == NULL || !((KX_GameObject*)obj)->IsNegativeScaling());
- rasty->SetFrontFace(ccw);
-
- m_clientobject = obj;
- }
-}
-
-bool GPC_RenderTools::RayHit(KX_ClientObjectInfo *client, KX_RayCast *result, void * const data)
-{
- double* const oglmatrix = (double* const) data;
-
- RAS_Polygon* poly = result->m_hitMesh->GetPolygon(result->m_hitPolygon);
- if (!poly->IsVisible())
- return false;
-
- MT_Point3 resultpoint(result->m_hitPoint);
- MT_Vector3 resultnormal(result->m_hitNormal);
- MT_Vector3 left(oglmatrix[0],oglmatrix[1],oglmatrix[2]);
- MT_Vector3 dir = -(left.cross(resultnormal)).safe_normalized();
- left = (dir.cross(resultnormal)).safe_normalized();
- // for the up vector, we take the 'resultnormal' returned by the physics
-
- double maat[16] = {left[0], left[1], left[2], 0,
- dir[0], dir[1], dir[2], 0,
- resultnormal[0], resultnormal[1], resultnormal[2], 0,
- 0, 0, 0, 1};
-
- glTranslated(resultpoint[0],resultpoint[1],resultpoint[2]);
- //glMultMatrixd(oglmatrix);
- glMultMatrixd(maat);
- return true;
-}
-
-void GPC_RenderTools::applyTransform(RAS_IRasterizer* rasty,double* oglmatrix,int objectdrawmode )
-{
- /* FIXME:
- blender: intern/moto/include/MT_Vector3.inl:42: MT_Vector3 operator/(const
- MT_Vector3&, double): Assertion `!MT_fuzzyZero(s)' failed.
-
- Program received signal SIGABRT, Aborted.
- [Switching to Thread 16384 (LWP 1519)]
- 0x40477571 in kill () from /lib/libc.so.6
- (gdb) bt
- #7 0x08334368 in MT_Vector3::normalized() const ()
- #8 0x0833e6ec in GPC_RenderTools::applyTransform(RAS_IRasterizer*, double*, int) ()
- */
-
- if (objectdrawmode & RAS_IPolyMaterial::BILLBOARD_SCREENALIGNED ||
- objectdrawmode & RAS_IPolyMaterial::BILLBOARD_AXISALIGNED)
- {
- // rotate the billboard/halo
- //page 360/361 3D Game Engine Design, David Eberly for a discussion
- // on screen aligned and axis aligned billboards
- // assumed is that the preprocessor transformed all billboard polygons
- // so that their normal points into the positive x direction (1.0, 0.0, 0.0)
- // when new parenting for objects is done, this rotation
- // will be moved into the object
-
- MT_Point3 objpos (oglmatrix[12],oglmatrix[13],oglmatrix[14]);
- MT_Point3 campos = rasty->GetCameraPosition();
- MT_Vector3 dir = (campos - objpos).safe_normalized();
- MT_Vector3 up(0,0,1.0);
-
- KX_GameObject* gameobj = (KX_GameObject *)this->m_clientobject;
- // get scaling of halo object
- MT_Vector3 size = gameobj->GetSGNode()->GetWorldScaling();
-
- bool screenaligned = (objectdrawmode & RAS_IPolyMaterial::BILLBOARD_SCREENALIGNED)!=0;//false; //either screen or axisaligned
- if (screenaligned)
- {
- up = (up - up.dot(dir) * dir).safe_normalized();
- } else
- {
- dir = (dir - up.dot(dir)*up).safe_normalized();
- }
-
- MT_Vector3 left = dir.normalized();
- dir = (left.cross(up)).normalized();
-
- // we have calculated the row vectors, now we keep
- // local scaling into account:
-
- left *= size[0];
- dir *= size[1];
- up *= size[2];
-
- double maat[16] = {left[0], left[1], left[2], 0,
- dir[0], dir[1], dir[2], 0,
- up[0], up[1], up[2], 0,
- 0, 0, 0, 1};
-
- glTranslated(objpos[0],objpos[1],objpos[2]);
- glMultMatrixd(maat);
- }
- else {
- if (objectdrawmode & RAS_IPolyMaterial::SHADOW)
- {
- // shadow must be cast to the ground, physics system needed here!
- MT_Point3 frompoint(oglmatrix[12],oglmatrix[13],oglmatrix[14]);
- KX_GameObject *gameobj = (KX_GameObject *)this->m_clientobject;
- MT_Vector3 direction = MT_Vector3(0,0,-1);
-
- direction.normalize();
- direction *= 100000;
-
- MT_Point3 topoint = frompoint + direction;
-
- KX_Scene* kxscene = (KX_Scene*) m_auxilaryClientInfo;
- PHY_IPhysicsEnvironment* physics_environment = kxscene->GetPhysicsEnvironment();
- KX_IPhysicsController* physics_controller = gameobj->GetPhysicsController();
-
- KX_GameObject *parent = gameobj->GetParent();
- if (!physics_controller && parent)
- physics_controller = parent->GetPhysicsController();
- if (parent)
- parent->Release();
-
- KX_RayCast::Callback<GPC_RenderTools> callback(this, physics_controller, oglmatrix);
- if (!KX_RayCast::RayTest(physics_environment, frompoint, topoint, callback))
- {
- // couldn't find something to cast the shadow on...
- glMultMatrixd(oglmatrix);
- }
- else
- { // we found the "ground", but the cast matrix doesn't take
- // scaling in consideration, so we must apply the object scale
- MT_Vector3 size = gameobj->GetSGNode()->GetLocalScale();
- glScalef(size[0], size[1], size[2]);
- }
- } else
- {
-
- // 'normal' object
- glMultMatrixd(oglmatrix);
- }
- }
-}
-
-void GPC_RenderTools::RenderBox2D(int xco,
- int yco,
- int width,
- int height,
- float percentage)
-{
- // Save and change OpenGL settings
- int texture2D;
- glGetIntegerv(GL_TEXTURE_2D, (GLint*)&texture2D);
- glDisable(GL_TEXTURE_2D);
- int fog;
- glGetIntegerv(GL_FOG, (GLint*)&fog);
- glDisable(GL_FOG);
-
- int light;
- glGetIntegerv(GL_LIGHTING, (GLint*)&light);
- glDisable(GL_LIGHTING);
-
- glDisable(GL_DEPTH_TEST);
-
- // Set up viewing settings
- glMatrixMode(GL_PROJECTION);
- glPushMatrix();
- glLoadIdentity();
- glOrtho(0, width, 0, height, -1, 1);
- glMatrixMode(GL_MODELVIEW);
- glPushMatrix();
- glLoadIdentity();
-
- yco = height - yco;
- int barsize = 50;
-
- // draw in black first
- glColor3ub(0, 0, 0);
- glBegin(GL_QUADS);
- glVertex2f(xco + 1 + 1 + barsize * percentage, yco - 1 + 10);
- glVertex2f(xco + 1, yco - 1 + 10);
- glVertex2f(xco + 1, yco - 1);
- glVertex2f(xco + 1 + 1 + barsize * percentage, yco - 1);
- glEnd();
-
- glColor3ub(255, 255, 255);
- glBegin(GL_QUADS);
- glVertex2f(xco + 1 + barsize * percentage, yco + 10);
- glVertex2f(xco, yco + 10);
- glVertex2f(xco, yco);
- glVertex2f(xco + 1 + barsize * percentage, yco);
- glEnd();
-
- // Restore view settings
- glMatrixMode(GL_PROJECTION);
- glPopMatrix();
- glMatrixMode(GL_MODELVIEW);
- glPopMatrix();
-
- // Restore OpenGL Settings
- if (fog)
- glEnable(GL_FOG);
- else
- glDisable(GL_FOG);
-
- if (texture2D)
- glEnable(GL_TEXTURE_2D);
- else
- glDisable(GL_TEXTURE_2D);
- if (light)
- glEnable(GL_LIGHTING);
- else
- glDisable(GL_LIGHTING);
-}
-
-
-void GPC_RenderTools::RenderText3D( int fontid,
- const char* text,
- int size,
- int dpi,
- float* color,
- double* mat,
- float aspect)
-{
- glPolygonMode(GL_FRONT_AND_BACK, GL_FILL); /* needed for texture fonts otherwise they render as wireframe */
-
- if (GLEW_ARB_multitexture) {
- for (int i=0; i<MAXTEX; i++) {
- glActiveTextureARB(GL_TEXTURE0_ARB+i);
-
- if (GLEW_ARB_texture_cube_map)
- if (glIsEnabled(GL_TEXTURE_CUBE_MAP_ARB))
- glDisable(GL_TEXTURE_CUBE_MAP_ARB);
-
- if (glIsEnabled(GL_TEXTURE_2D))
- glDisable(GL_TEXTURE_2D);
- }
-
- glActiveTextureARB(GL_TEXTURE0_ARB);
- }
- else {
- if (GLEW_ARB_texture_cube_map)
- if (glIsEnabled(GL_TEXTURE_CUBE_MAP_ARB))
- glDisable(GL_TEXTURE_CUBE_MAP_ARB);
-
- if (glIsEnabled(GL_TEXTURE_2D))
- glDisable(GL_TEXTURE_2D);
- }
-
- /* the actual drawing */
- glColor4fv(color);
-
- /* multiply the text matrix by the object matrix */
- BLF_enable(fontid, BLF_MATRIX|BLF_ASPECT);
- BLF_matrix(fontid, mat);
-
- /* aspect is the inverse scale that allows you to increase */
- /* your resolution without sizing the final text size */
- /* the bigger the size, the smaller the aspect */
- BLF_aspect(fontid, aspect, aspect, aspect);
-
- BLF_size(fontid, size, dpi);
- BLF_position(fontid, 0, 0, 0);
- BLF_draw(fontid, text, 65535);
-
- BLF_disable(fontid, BLF_MATRIX|BLF_ASPECT);
- glEnable(GL_DEPTH_TEST);
-}
-
-
-
-void GPC_RenderTools::RenderText2D(RAS_TEXT_RENDER_MODE mode,
- const char* text,
- int xco,
- int yco,
- int width,
- int height)
-{
- /*
- STR_String tmpstr(text);
- char* s = tmpstr.Ptr(); */
-
- // Save and change OpenGL settings
- int texture2D;
- glGetIntegerv(GL_TEXTURE_2D, (GLint*)&texture2D);
- glDisable(GL_TEXTURE_2D);
- int fog;
- glGetIntegerv(GL_FOG, (GLint*)&fog);
- glDisable(GL_FOG);
-
- int light;
- glGetIntegerv(GL_LIGHTING, (GLint*)&light);
- glDisable(GL_LIGHTING);
-
- glDisable(GL_DEPTH_TEST);
-
- // Set up viewing settings
- glMatrixMode(GL_PROJECTION);
- glPushMatrix();
- glLoadIdentity();
- glOrtho(0, width, 0, height, -1, 1);
- glMatrixMode(GL_MODELVIEW);
- glPushMatrix();
- glLoadIdentity();
-
- // Actual drawing (draw black first if padded)
- if (mode == RAS_IRenderTools::RAS_TEXT_PADDED)
- {
- glColor3ub(0, 0, 0);
- BLF_draw_default(xco+1, height-yco-1, 0.f, text, 65536);
- }
-
- glColor3ub(255, 255, 255);
- BLF_draw_default(xco, height-yco, 0.f, text, 65536);
-
- // Restore view settings
- glMatrixMode(GL_PROJECTION);
- glPopMatrix();
- glMatrixMode(GL_MODELVIEW);
- glPopMatrix();
-
- // Restore OpenGL Settings
- if (fog)
- glEnable(GL_FOG);
- else
- glDisable(GL_FOG);
-
- if (texture2D)
- glEnable(GL_TEXTURE_2D);
- else
- glDisable(GL_TEXTURE_2D);
- if (light)
- glEnable(GL_LIGHTING);
- else
- glDisable(GL_LIGHTING);
-}
-
-/* Render Text renders text into a (series of) polygon, using a texture font,
- * Each character consists of one polygon (one quad or two triangles) */
-
-void GPC_RenderTools::RenderText(
- int mode,
- RAS_IPolyMaterial* polymat,
- float v1[3], float v2[3], float v3[3], float v4[3], int glattrib)
-{
- const STR_String &mytext = ((CValue *)m_clientobject)->GetPropertyText("Text");
-
- const unsigned int flag = polymat->GetFlag();
- struct MTFace* tface = 0;
- unsigned int *col = 0;
-
- if (flag & RAS_BLENDERMAT) {
- KX_BlenderMaterial *bl_mat = static_cast<KX_BlenderMaterial*>(polymat);
- tface = bl_mat->GetMTFace();
- col = bl_mat->GetMCol();
- } else {
- KX_PolygonMaterial* blenderpoly = static_cast<KX_PolygonMaterial*>(polymat);
- tface = blenderpoly->GetMTFace();
- col = blenderpoly->GetMCol();
- }
-
- GPU_render_text(tface, mode, mytext, mytext.Length(), col, v1, v2, v3, v4, glattrib);
-}
-
-
-void GPC_RenderTools::PushMatrix()
-{
- glPushMatrix();
-}
-
-void GPC_RenderTools::PopMatrix()
-{
- glPopMatrix();
-}
-
-
-int GPC_RenderTools::applyLights(int objectlayer, const MT_Transform& viewmat)
-{
- // taken from blender source, incompatibility between Blender Object / GameObject
- KX_Scene* kxscene = (KX_Scene*)m_auxilaryClientInfo;
- float glviewmat[16];
- unsigned int count;
- std::vector<struct RAS_LightObject*>::iterator lit = m_lights.begin();
-
- for (count=0; count<m_numgllights; count++)
- glDisable((GLenum)(GL_LIGHT0+count));
-
- viewmat.getValue(glviewmat);
-
- glPushMatrix();
- glLoadMatrixf(glviewmat);
- for (lit = m_lights.begin(), count = 0; !(lit==m_lights.end()) && count < m_numgllights; ++lit)
- {
- RAS_LightObject* lightdata = (*lit);
- KX_LightObject *kxlight = (KX_LightObject*)lightdata->m_light;
-
- if (kxlight->ApplyLight(kxscene, objectlayer, count))
- count++;
- }
- glPopMatrix();
-
- return count;
-}
-
-void GPC_RenderTools::MotionBlur(RAS_IRasterizer* rasterizer)
-{
- int state = rasterizer->GetMotionBlurState();
- float motionblurvalue;
- if (state)
- {
- motionblurvalue = rasterizer->GetMotionBlurValue();
- if (state==1)
- {
- //bugfix:load color buffer into accum buffer for the first time(state=1)
- glAccum(GL_LOAD, 1.0);
- rasterizer->SetMotionBlurState(2);
- }
- else if (motionblurvalue >= 0.0f && motionblurvalue <= 1.0f) {
- glAccum(GL_MULT, motionblurvalue);
- glAccum(GL_ACCUM, 1-motionblurvalue);
- glAccum(GL_RETURN, 1.0);
- glFlush();
- }
- }
-}
-