diff options
author | Andre Susano Pinto <andresusanopinto@gmail.com> | 2008-09-19 16:05:45 +0400 |
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committer | Andre Susano Pinto <andresusanopinto@gmail.com> | 2008-09-19 16:05:45 +0400 |
commit | 2f9f0710d140466f3b8030b66f4637b7f12b9d4a (patch) | |
tree | e6d677c854c99f0416045d8c31577082d2bc6061 /source/gameengine/GamePlayer/common | |
parent | 27de7cc2e178167ec51d2f3706ad6cadf2c68e65 (diff) |
Revert last merge from trunk
svn merge -r 16539:16538 https://svn.blender.org/svnroot/bf-blender/branches/soc-2008-jaguarandi/
Diffstat (limited to 'source/gameengine/GamePlayer/common')
6 files changed, 444 insertions, 275 deletions
diff --git a/source/gameengine/GamePlayer/common/CMakeLists.txt b/source/gameengine/GamePlayer/common/CMakeLists.txt index 0c6c4179e2d..e26f8b9d69a 100644 --- a/source/gameengine/GamePlayer/common/CMakeLists.txt +++ b/source/gameengine/GamePlayer/common/CMakeLists.txt @@ -30,6 +30,7 @@ SET(SRC GPC_Engine.cpp GPC_KeyboardDevice.cpp GPC_MouseDevice.cpp + GPC_PolygonMaterial.cpp GPC_RawImage.cpp GPC_RawLoadDotBlendArray.cpp GPC_RawLogoArrays.cpp @@ -68,7 +69,6 @@ SET(INC ../../../../source/gameengine/GamePlayer/ghost ../../../../source/blender/misc ../../../../source/blender/blenloader - ../../../../source/blender/gpu ../../../../extern/glew/include ${PYTHON_INC} ${SOLID_INC} diff --git a/source/gameengine/GamePlayer/common/GPC_RenderTools.cpp b/source/gameengine/GamePlayer/common/GPC_RenderTools.cpp index 78d8eaf2aa3..8b828393c67 100644 --- a/source/gameengine/GamePlayer/common/GPC_RenderTools.cpp +++ b/source/gameengine/GamePlayer/common/GPC_RenderTools.cpp @@ -27,256 +27,141 @@ * ***** END GPL LICENSE BLOCK ***** */ +#include <assert.h> + +#ifdef WIN32 +#pragma warning (disable : 4786) +#include <windows.h> +#endif + #include "GL/glew.h" +#include <iostream> + +#include "GPC_RenderTools.h" + #include "RAS_IRenderTools.h" #include "RAS_IRasterizer.h" #include "RAS_LightObject.h" #include "RAS_ICanvas.h" #include "RAS_GLExtensionManager.h" +// next two includes/dependencies come from the shadow feature +// it needs the gameobject and the sumo physics scene for a raycast #include "KX_GameObject.h" -#include "KX_PolygonMaterial.h" -#include "KX_BlenderMaterial.h" -#include "KX_RayCast.h" -#include "KX_IPhysicsController.h" -#include "PHY_IPhysicsEnvironment.h" +#include "GPC_PolygonMaterial.h" +#include "KX_PolygonMaterial.h" +#include "Value.h" +//#include "KX_BlenderGL.h" // for text printing +//#include "KX_BlenderClientObject.h" #include "STR_String.h" - -#include "GPU_draw.h" - -#include "BKE_bmfont.h" // for text printing +#include "RAS_BucketManager.h" // for polymaterial (needed for textprinting) + + +// Blender includes +/* This list includes only data type definitions */ +#include "DNA_object_types.h" +#include "DNA_material_types.h" +#include "DNA_image_types.h" +#include "DNA_lamp_types.h" +#include "DNA_group_types.h" +#include "DNA_scene_types.h" +#include "DNA_camera_types.h" +#include "DNA_property_types.h" +#include "DNA_text_types.h" +#include "DNA_sensor_types.h" +#include "DNA_controller_types.h" +#include "DNA_actuator_types.h" +#include "DNA_mesh_types.h" +#include "DNA_meshdata_types.h" +#include "DNA_view3d_types.h" +#include "DNA_world_types.h" + +#include "BKE_global.h" +#include "BKE_image.h" +#include "BKE_bmfont.h" #include "BKE_bmfont_types.h" +#include "BKE_main.h" -#include "GPC_RenderTools.h" +#include "IMB_imbuf_types.h" +// End of Blender includes -unsigned int GPC_RenderTools::m_numgllights; +#include "KX_Scene.h" +#include "KX_RayCast.h" +#include "KX_IPhysicsController.h" +#include "PHY_IPhysicsEnvironment.h" +#include "KX_BlenderMaterial.h" GPC_RenderTools::GPC_RenderTools() { m_font = BMF_GetFont(BMF_kHelvetica10); - 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_lastlighting = false; - 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(int layer, const MT_Transform& viewmat) +void GPC_RenderTools::BeginFrame(RAS_IRasterizer* rasty) { - if(m_lastlightlayer == layer) - return; + m_clientobject=NULL; + m_modified=true; + DisableOpenGLLights(); - m_lastlightlayer = layer; +} - bool enable = false; +int GPC_RenderTools::ProcessLighting(int layer) +{ + int result = false; - if (layer >= 0) + if (layer < 0) + { + DisableOpenGLLights(); + result = false; + } else { if (m_clientobject) - { - if (layer == RAS_LIGHT_OBJECT_LAYER) - layer = static_cast<KX_GameObject*>(m_clientobject)->GetLayer(); - - enable = applyLights(layer, viewmat); + { + if (applyLights(layer)) + { + EnableOpenGLLights(); + result = true; + } else + { + DisableOpenGLLights(); + result = false; + } } } - - if(enable) - EnableOpenGLLights(); - else - DisableOpenGLLights(); + return result; } void GPC_RenderTools::EnableOpenGLLights() { - 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, true); + glColorMaterial(GL_FRONT_AND_BACK,GL_DIFFUSE); 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; - 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()->GetLocalScale(); - - 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 - { - - // 'normal' object - glMultMatrixd(oglmatrix); - } - } -} - - -void GPC_RenderTools::RenderText2D(RAS_TEXT_RENDER_MODE mode, - const char* text, - int xco, - int yco, - int width, - int height) +void GPC_RenderTools::RenderText2D(RAS_TEXT_RENDER_MODE mode, + const char* text, + int xco, + int yco, + int width, + int height) { STR_String tmpstr(text); int lines; @@ -349,19 +234,21 @@ void GPC_RenderTools::RenderText2D(RAS_TEXT_RENDER_MODE mode, 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) */ - +/** + * Copied from KX_BlenderRenderTools.cpp in KX_blenderhook + * Renders text into a (series of) polygon(s), 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) + float v1[3], float v2[3], float v3[3], float v4[3]) { STR_String mytext = ((CValue*)m_clientobject)->GetPropertyText("Text"); const unsigned int flag = polymat->GetFlag(); struct MTFace* tface = 0; - unsigned int *col = 0; + unsigned int* col = 0; if(flag & RAS_BLENDERMAT) { KX_BlenderMaterial *bl_mat = static_cast<KX_BlenderMaterial*>(polymat); @@ -372,29 +259,110 @@ void GPC_RenderTools::RenderText( tface = blenderpoly->GetMTFace(); col = blenderpoly->GetMCol(); } - - GPU_render_text(tface, mode, mytext, mytext.Length(), col, v1, v2, v3, v4, glattrib); + + BL_RenderText(mode, mytext, mytext.Length(), tface, col, v1, v2, v3, v4); } -void GPC_RenderTools::PushMatrix() + +/** + * Copied from KX_BlenderGL.cpp in KX_blenderhook + */ +void GPC_RenderTools::BL_RenderText( + int mode, + const char* textstr, + int textlen, + struct MTFace* tface, + unsigned int* col, + float v1[3],float v2[3],float v3[3],float v4[3]) { - glPushMatrix(); + struct Image* ima; + + if (mode & TF_BMFONT) { + //char string[MAX_PROPSTRING]; +// float tmat[4][4]; + int characters, index, character; + float centerx, centery, sizex, sizey, transx, transy, movex, movey, advance; + +// bProperty *prop; + + // string = "Frank van Beek"; + + characters = textlen; + + ima = (struct Image*) tface->tpage; + if (ima == NULL) { + characters = 0; + } + + if(!col) glColor3f(1.0f, 1.0f, 1.0f); + + glPushMatrix(); + for (index = 0; index < characters; index++) { + // lets calculate offset stuff + character = textstr[index]; + + // space starts at offset 1 + // character = character - ' ' + 1; + + matrixGlyph((ImBuf *)ima->ibufs.first, character, & centerx, ¢ery, &sizex, &sizey, &transx, &transy, &movex, &movey, &advance); + + glBegin(GL_POLYGON); + // printf(" %c %f %f %f %f\n", character, tface->uv[0][0], tface->uv[0][1], ); + // glTexCoord2f((tface->uv[0][0] - centerx) * sizex + transx, (tface->uv[0][1] - centery) * sizey + transy); + glTexCoord2f((tface->uv[0][0] - centerx) * sizex + transx, (tface->uv[0][1] - centery) * sizey + transy); + + if(col) BL_spack(col[0]); + // glVertex3fv(v1); + glVertex3f(sizex * v1[0] + movex, sizey * v1[1] + movey, v1[2]); + + glTexCoord2f((tface->uv[1][0] - centerx) * sizex + transx, (tface->uv[1][1] - centery) * sizey + transy); + if(col) BL_spack(col[1]); + // glVertex3fv(v2); + glVertex3f(sizex * v2[0] + movex, sizey * v2[1] + movey, v2[2]); + + glTexCoord2f((tface->uv[2][0] - centerx) * sizex + transx, (tface->uv[2][1] - centery) * sizey + transy); + if(col) BL_spack(col[2]); + // glVertex3fv(v3); + glVertex3f(sizex * v3[0] + movex, sizey * v3[1] + movey, v3[2]); + + if(v4) { + // glTexCoord2f((tface->uv[3][0] - centerx) * sizex + transx, 1.0 - (1.0 - tface->uv[3][1]) * sizey - transy); + glTexCoord2f((tface->uv[3][0] - centerx) * sizex + transx, (tface->uv[3][1] - centery) * sizey + transy); + if(col) BL_spack(col[3]); + // glVertex3fv(v4); + glVertex3f(sizex * v4[0] + movex, sizey * v4[1] + movey, v4[2]); + } + glEnd(); + + glTranslatef(advance, 0.0, 0.0); + } + glPopMatrix(); + + } } -void GPC_RenderTools::PopMatrix() + +RAS_IPolyMaterial* GPC_RenderTools::CreateBlenderPolyMaterial( + const STR_String &texname, + bool ba,const STR_String& matname,int tile,int tilexrep,int tileyrep,int mode,bool transparant, bool zsort, + int lightlayer,bool bIsTriangle,void* clientobject,void* tface) { - glPopMatrix(); + assert(!"Deprecated"); +/* return new GPC_PolygonMaterial(texname, ba,matname,tile,tilexrep,tileyrep, + mode,transparant,zsort,lightlayer,bIsTriangle,clientobject,tface); + */ + return NULL; } -int GPC_RenderTools::applyLights(int objectlayer, const MT_Transform& viewmat) +int GPC_RenderTools::applyLights(int objectlayer) { - // taken from blender source, incompatibility between Blender Object / GameObject - float glviewmat[16]; - unsigned int count; - float vec[4]; +// taken from blender source, incompatibility between Blender Object / GameObject + int count; + float vec[4]; + vec[3]= 1.0; for(count=0; count<m_numgllights; count++) @@ -403,20 +371,23 @@ int GPC_RenderTools::applyLights(int objectlayer, const MT_Transform& viewmat) //std::vector<struct RAS_LightObject*> m_lights; std::vector<struct RAS_LightObject*>::iterator lit = m_lights.begin(); - 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); if (lightdata->m_layer & objectlayer) { + + glPushMatrix(); + glLoadMatrixf(m_viewmat); + + vec[0] = (*(lightdata->m_worldmatrix))(0,3); vec[1] = (*(lightdata->m_worldmatrix))(1,3); vec[2] = (*(lightdata->m_worldmatrix))(2,3); vec[3] = 1; + if(lightdata->m_type==RAS_LightObject::LIGHT_SUN) { vec[0] = (*(lightdata->m_worldmatrix))(0,2); @@ -472,16 +443,142 @@ int GPC_RenderTools::applyLights(int objectlayer, const MT_Transform& viewmat) } glLightfv((GLenum)(GL_LIGHT0+count), GL_SPECULAR, vec); glEnable((GLenum)(GL_LIGHT0+count)); - + count++; + + glPopMatrix(); } } - glPopMatrix(); return count; } +void GPC_RenderTools::SetClientObject(void* obj) +{ + if (m_clientobject != obj) + { + if (obj == NULL || !((KX_GameObject*)obj)->IsNegativeScaling()) + { + glFrontFace(GL_CCW); + } else + { + glFrontFace(GL_CW); + } + m_clientobject = obj; + m_modified = true; + } +} + +bool GPC_RenderTools::RayHit(KX_ClientObjectInfo* client, MT_Point3& hit_point, MT_Vector3& hit_normal, void * const data) +{ + double* const oglmatrix = (double* const) data; + MT_Point3 resultpoint(hit_point); + MT_Vector3 resultnormal(hit_normal); + 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 ) +{ + 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()->GetLocalScale(); + + 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(); + + MT_Point3 resultpoint; + MT_Vector3 resultnormal; + if (!KX_RayCast::RayTest(physics_controller, physics_environment, frompoint, topoint, resultpoint, resultnormal, KX_RayCast::Callback<GPC_RenderTools>(this, oglmatrix))) + { + // couldn't find something to cast the shadow on... + glMultMatrixd(oglmatrix); + } + } else + { + + // 'normal' object + glMultMatrixd(oglmatrix); + } + } +} + void GPC_RenderTools::MotionBlur(RAS_IRasterizer* rasterizer) { int state = rasterizer->GetMotionBlurState(); @@ -512,6 +609,7 @@ void GPC_RenderTools::Update2DFilter(vector<STR_String>& propNames, void* gameOb void GPC_RenderTools::Render2DFilters(RAS_ICanvas* canvas) { - m_filtermanager.RenderFilters(canvas); + m_filtermanager.RenderFilters( canvas); } +unsigned int GPC_RenderTools::m_numgllights; diff --git a/source/gameengine/GamePlayer/common/GPC_RenderTools.h b/source/gameengine/GamePlayer/common/GPC_RenderTools.h index 382956e73ea..8fae3d2b305 100644 --- a/source/gameengine/GamePlayer/common/GPC_RenderTools.h +++ b/source/gameengine/GamePlayer/common/GPC_RenderTools.h @@ -31,67 +31,114 @@ #define __GPC_RENDERTOOLS_H #ifdef WIN32 -// don't show stl-warnings -#pragma warning (disable:4786) -#include <windows.h> + #include <windows.h> #endif // WIN32 +#include "GL/glew.h" + #include "RAS_IRenderTools.h" #include "BMF_Api.h" struct KX_ClientObjectInfo; -class KX_RayCast; -/* BlenderRenderTools are a set of tools to apply 2D/3D graphics effects, which - * are not part of the (polygon) Rasterizer. Effects like 2D text, 3D (polygon) - * text, lighting. - * - * Most of this code is duplicated in KX_BlenderRenderTools, so this should be - * moved to some common location to avoid duplication. */ class GPC_RenderTools : public RAS_IRenderTools { - int m_lastlightlayer; - bool m_lastlighting; - static unsigned int m_numgllights; - - BMF_Font* m_font; - public: - GPC_RenderTools(); - virtual ~GPC_RenderTools(); - - void EndFrame(RAS_IRasterizer* rasty); - void BeginFrame(RAS_IRasterizer* rasty); - - void EnableOpenGLLights(); - void DisableOpenGLLights(); - void ProcessLighting(int layer, const MT_Transform& viewmat); - - /* @attention mode is ignored here */ - void RenderText2D(RAS_TEXT_RENDER_MODE mode, - const char* text, - int xco, - int yco, - int width, - int height); - void RenderText(int mode, - class RAS_IPolyMaterial* polymat, - float v1[3], - float v2[3], - float v3[3], - float v4[3], - int glattrib); - - void applyTransform(RAS_IRasterizer* rasty, double* oglmatrix, int objectdrawmode); - int applyLights(int objectlayer, const MT_Transform& viewmat); - - void PushMatrix(); - void PopMatrix(); - - bool RayHit(KX_ClientObjectInfo* client, KX_RayCast* result, void * const data); - bool NeedRayCast(KX_ClientObjectInfo* client) { return true; } + GPC_RenderTools(); + virtual ~GPC_RenderTools(); + + virtual void EndFrame(RAS_IRasterizer* rasty); + virtual void BeginFrame(RAS_IRasterizer* rasty); + + void DisableOpenGLLights() + { + glDisable(GL_LIGHTING); + glDisable(GL_COLOR_MATERIAL); + } + + void EnableOpenGLLights(); + + int ProcessLighting(int layer); + + void Perspective(int a, int width, int height, float mat[4][4], float viewmat[4][4]) + { + if(a== 0) + { + glMatrixMode(GL_PROJECTION); + glMatrixMode(GL_MODELVIEW); + glLoadIdentity(); + } + else + { + if(a== 1) + { + glMatrixMode(GL_PROJECTION); + glMatrixMode(GL_MODELVIEW); + } + } + } + + /** + * @attention mode is ignored here + */ + virtual void RenderText2D( + RAS_TEXT_RENDER_MODE mode, + const char* text, + int xco, + int yco, + int width, + int height); + + /** + * Renders text into a (series of) polygon(s), using a texture font, + * Each character consists of one polygon (one quad or two triangles) + */ + virtual void RenderText( + int mode, + RAS_IPolyMaterial* polymat, + float v1[3], + float v2[3], + float v3[3], + float v4[3]); + + void Render(RAS_IRasterizer* rasty,double* oglmatrix,int objectdrawmode) + { + glPopMatrix(); + glPushMatrix(); + glMultMatrixd(oglmatrix); + } + + void applyTransform(RAS_IRasterizer* rasty, double* oglmatrix, int objectdrawmode); + + virtual void PushMatrix() + { + glPushMatrix(); + } + + virtual void PopMatrix() + { + glPopMatrix(); + } + + virtual class RAS_IPolyMaterial* CreateBlenderPolyMaterial( + const STR_String &texname, + bool ba, + const STR_String& matname, + int tile, + int tilexrep,int tileyrep, + int mode, + bool transparant, + bool zsort, + int lightlayer, + bool bIsTriangle, + void* clientobject, + void* tface); + + int applyLights(int objectlayer); + + bool RayHit(KX_ClientObjectInfo* client, MT_Point3& hit_point, MT_Vector3& hit_normal, void * const data); virtual void MotionBlur(RAS_IRasterizer* rasterizer); @@ -99,7 +146,28 @@ public: virtual void Render2DFilters(RAS_ICanvas* canvas); - virtual void SetClientObject(RAS_IRasterizer *rasty, void* obj); + virtual void SetClientObject(void* obj); + +protected: + /** + * Copied from KX_BlenderGL.cpp in KX_blenderhook + */ + void BL_RenderText( + int mode, + const char* textstr, + int textlen, + struct MTFace* tface, + unsigned int* col, + float v1[3],float v2[3],float v3[3],float v4[3]); + void BL_spack(unsigned int ucol) + { + char *cp = (char *)&ucol; + glColor3ub(cp[3], cp[2], cp[1]); + } + + + BMF_Font* m_font; + static unsigned int m_numgllights; }; #endif // __GPC_RENDERTOOLS_H diff --git a/source/gameengine/GamePlayer/common/Makefile b/source/gameengine/GamePlayer/common/Makefile index 6a12e659be6..19d792ddbdb 100644 --- a/source/gameengine/GamePlayer/common/Makefile +++ b/source/gameengine/GamePlayer/common/Makefile @@ -43,7 +43,6 @@ CPPFLAGS += -I../../../blender/blenloader CPPFLAGS += -I../../../blender/blenlib CPPFLAGS += -I../../../blender/imbuf CPPFLAGS += -I../../../blender/makesdna -CPPFLAGS += -I../../../blender/gpu CPPFLAGS += -I../../../kernel/gen_system CPPFLAGS += -I$(NAN_GUARDEDALLOC)/include @@ -73,6 +72,10 @@ CPPFLAGS += -I../../../gameengine/Rasterizer/RAS_OpenGLRasterizer CPPFLAGS += -I../../../gameengine/Physics/Sumo CPPFLAGS += -I../../../gameengine/Physics/common +ifeq ($(WITH_BF_GLEXT),true) + CPPFLAGS += -DWITH_GLEXT +endif + ############################### SOURCEDIR = source/gameengine/GamePlayer/common diff --git a/source/gameengine/GamePlayer/common/SConscript b/source/gameengine/GamePlayer/common/SConscript index 30f20a670d3..3b2367d2592 100644 --- a/source/gameengine/GamePlayer/common/SConscript +++ b/source/gameengine/GamePlayer/common/SConscript @@ -8,6 +8,7 @@ source_files = ['bmfont.cpp', 'GPC_Engine.cpp', 'GPC_KeyboardDevice.cpp', 'GPC_MouseDevice.cpp', + 'GPC_PolygonMaterial.cpp', 'GPC_RawImage.cpp', 'GPC_RawLoadDotBlendArray.cpp', 'GPC_RawLogoArrays.cpp', @@ -45,7 +46,6 @@ incs = ['.', '#source/gameengine/GamePlayer/ghost', '#source/blender/misc', '#source/blender/blenloader', - '#source/blender/gpu', '#extern/glew/include'] #This is all plugin stuff! diff --git a/source/gameengine/GamePlayer/common/unix/GPU_PolygonMaterial.h b/source/gameengine/GamePlayer/common/unix/GPU_PolygonMaterial.h index e5ed7f39811..fee729a84ac 100644 --- a/source/gameengine/GamePlayer/common/unix/GPU_PolygonMaterial.h +++ b/source/gameengine/GamePlayer/common/unix/GPU_PolygonMaterial.h @@ -37,9 +37,9 @@ class GPU_PolygonMaterial : public BP_PolygonMaterial public: GPUPolygonMaterial(const STR_String& texname, bool ba,const STR_String& matname, int tile, int tileXrep, int tileYrep, int mode, int transparant, - int lightlayer,,void* tpage) : + int lightlayer,bool bIsTriangle,void* clientobject,void* tpage) : BP_PolygonMaterial(texname, ba,matname, tile, tileXrep, tileYrep, - mode, transparant, lightlayer), + mode, transparant, lightlayer, bIsTriangle, clientobject), m_tface(tpage) { } |