diff options
author | Mitchell Stokes <mogurijin@gmail.com> | 2013-11-04 23:21:07 +0400 |
---|---|---|
committer | Mitchell Stokes <mogurijin@gmail.com> | 2013-11-04 23:21:07 +0400 |
commit | cf9fe8f329cee363439c90a3b86dc99e25377088 (patch) | |
tree | 5b36a01d66da3688d1de9d6c2d905e4b31f768f3 /source/gameengine/GamePlayer/common | |
parent | f4762eb12ba5474fd883aa29d09bc23f0db5d076 (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')
-rw-r--r-- | source/gameengine/GamePlayer/common/CMakeLists.txt | 2 | ||||
-rw-r--r-- | source/gameengine/GamePlayer/common/GPC_RenderTools.cpp | 577 | ||||
-rw-r--r-- | source/gameengine/GamePlayer/common/GPC_RenderTools.h | 115 |
3 files changed, 0 insertions, 694 deletions
diff --git a/source/gameengine/GamePlayer/common/CMakeLists.txt b/source/gameengine/GamePlayer/common/CMakeLists.txt index 4f2531cec2a..2fc4df86332 100644 --- a/source/gameengine/GamePlayer/common/CMakeLists.txt +++ b/source/gameengine/GamePlayer/common/CMakeLists.txt @@ -63,12 +63,10 @@ set(SRC GPC_Canvas.cpp GPC_KeyboardDevice.cpp GPC_MouseDevice.cpp - GPC_RenderTools.cpp GPC_Canvas.h GPC_KeyboardDevice.h GPC_MouseDevice.h - GPC_RenderTools.h ) add_definitions(-DGLEW_STATIC) 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(); - } - } -} - diff --git a/source/gameengine/GamePlayer/common/GPC_RenderTools.h b/source/gameengine/GamePlayer/common/GPC_RenderTools.h deleted file mode 100644 index f4dcddd3250..00000000000 --- a/source/gameengine/GamePlayer/common/GPC_RenderTools.h +++ /dev/null @@ -1,115 +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 GPC_RenderTools.h - * \ingroup player - */ - -#ifndef __GPC_RENDERTOOLS_H__ -#define __GPC_RENDERTOOLS_H__ - -#ifdef WIN32 -// don't show stl-warnings -#pragma warning (disable:4786) -#include <windows.h> -#endif /* WIN32 */ - -#include "RAS_IRenderTools.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; - void *m_lastauxinfo; - static unsigned int m_numgllights; - -// XXX BMF_Font* m_font; - -public: - GPC_RenderTools(); - virtual ~GPC_RenderTools(); - - void EndFrame(RAS_IRasterizer* rasty); - void BeginFrame(RAS_IRasterizer* rasty); - - void EnableOpenGLLights(RAS_IRasterizer *rasty); - void DisableOpenGLLights(); - void ProcessLighting(RAS_IRasterizer *rasty, bool uselights, const MT_Transform& viewmat); - - void RenderBox2D(int xco, - int yco, - int width, - int height, - float percentage); - - void RenderText3D(int fontid, - const char* text, - int size, - int dpi, - float* color, - double* mat, - float aspect); - /* \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; } - - virtual void MotionBlur(RAS_IRasterizer* rasterizer); - - virtual void SetClientObject(RAS_IRasterizer *rasty, void* obj); -}; - -#endif /* __GPC_RENDERTOOLS_H__ */ |