diff options
author | Dalai Felinto <dfelinto@gmail.com> | 2018-04-16 15:07:42 +0300 |
---|---|---|
committer | Dalai Felinto <dfelinto@gmail.com> | 2018-04-17 18:51:28 +0300 |
commit | 159806140fd33e6ddab951c0f6f180cfbf927d38 (patch) | |
tree | da076be3baa4d987fb5935e220a3d901c926e0e7 /source/gameengine/Rasterizer/RAS_OpenGLRasterizer/RAS_OpenGLRasterizer.cpp | |
parent | 28b996a9d2090efdd74115a653629ef9d7d871f7 (diff) |
Removing Blender Game Engine from Blender 2.8
Folders removed entirely:
* //extern/recastnavigation
* //intern/decklink
* //intern/moto
* //source/blender/editors/space_logic
* //source/blenderplayer
* //source/gameengine
This includes DNA data and any reference to the BGE code in Blender itself.
We are bumping the subversion.
Pending tasks:
* Tile/clamp code in image editor draw code.
* Viewport drawing code (so much of this will go away because of BI removal
that we can wait until then to remove this.
Diffstat (limited to 'source/gameengine/Rasterizer/RAS_OpenGLRasterizer/RAS_OpenGLRasterizer.cpp')
-rw-r--r-- | source/gameengine/Rasterizer/RAS_OpenGLRasterizer/RAS_OpenGLRasterizer.cpp | 1694 |
1 files changed, 0 insertions, 1694 deletions
diff --git a/source/gameengine/Rasterizer/RAS_OpenGLRasterizer/RAS_OpenGLRasterizer.cpp b/source/gameengine/Rasterizer/RAS_OpenGLRasterizer/RAS_OpenGLRasterizer.cpp deleted file mode 100644 index d1c3162f752..00000000000 --- a/source/gameengine/Rasterizer/RAS_OpenGLRasterizer/RAS_OpenGLRasterizer.cpp +++ /dev/null @@ -1,1694 +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/Rasterizer/RAS_OpenGLRasterizer/RAS_OpenGLRasterizer.cpp - * \ingroup bgerastogl - */ - - -#include <math.h> -#include <stdlib.h> - -#include "RAS_OpenGLRasterizer.h" - -#include "GPU_glew.h" - -#include "RAS_ICanvas.h" -#include "RAS_Rect.h" -#include "RAS_TexVert.h" -#include "RAS_MeshObject.h" -#include "RAS_Polygon.h" -#include "RAS_ILightObject.h" -#include "MT_CmMatrix4x4.h" - -#include "RAS_OpenGLLight.h" -#include "RAS_OpenGLOffScreen.h" -#include "RAS_OpenGLSync.h" - -#include "RAS_StorageVA.h" -#include "RAS_StorageVBO.h" - -#include "GPU_draw.h" -#include "GPU_extensions.h" -#include "GPU_material.h" -#include "GPU_shader.h" - -extern "C"{ - #include "BLF_api.h" - #include "BKE_DerivedMesh.h" - #include "DNA_material_types.h" -} - - -// XXX Clean these up <<< -#include "EXP_Value.h" -#include "KX_Scene.h" -#include "KX_RayCast.h" -#include "KX_GameObject.h" -// >>> - -#ifndef M_PI -#define M_PI 3.14159265358979323846 -#endif - -/** - * 32x32 bit masks for vinterlace stereo mode - */ -static GLuint left_eye_vinterlace_mask[32]; -static GLuint right_eye_vinterlace_mask[32]; - -/** - * 32x32 bit masks for hinterlace stereo mode. - * Left eye = &hinterlace_mask[0] - * Right eye = &hinterlace_mask[1] - */ -static GLuint hinterlace_mask[33]; - -RAS_OpenGLRasterizer::RAS_OpenGLRasterizer(RAS_ICanvas* canvas, RAS_STORAGE_TYPE storage) - :RAS_IRasterizer(canvas), - m_2DCanvas(canvas), - m_fogenabled(false), - m_time(0.0f), - m_campos(0.0f, 0.0f, 0.0f), - m_camortho(false), - m_camnegscale(false), - m_stereomode(RAS_STEREO_NOSTEREO), - m_curreye(RAS_STEREO_LEFTEYE), - m_eyeseparation(0.0f), - m_focallength(0.0f), - m_setfocallength(false), - m_noOfScanlines(32), - m_motionblur(0), - m_motionblurvalue(-1.0f), - m_usingoverrideshader(false), - m_clientobject(NULL), - m_auxilaryClientInfo(NULL), - m_drawingmode(KX_TEXTURED), - m_texco_num(0), - m_attrib_num(0), - //m_last_alphablend(GPU_BLEND_SOLID), - m_last_frontface(true), - m_materialCachingInfo(0), - m_storage_type(storage) -{ - m_viewmatrix.setIdentity(); - m_viewinvmatrix.setIdentity(); - - for (int i = 0; i < 32; i++) - { - left_eye_vinterlace_mask[i] = 0x55555555; - right_eye_vinterlace_mask[i] = 0xAAAAAAAA; - hinterlace_mask[i] = (i&1)*0xFFFFFFFF; - } - hinterlace_mask[32] = 0; - - m_prevafvalue = GPU_get_anisotropic(); - - if (m_storage_type == RAS_VBO /*|| m_storage_type == RAS_AUTO_STORAGE && GLEW_ARB_vertex_buffer_object*/) { - m_storage = new RAS_StorageVBO(&m_texco_num, m_texco, &m_attrib_num, m_attrib, m_attrib_layer); - } - else if ((m_storage_type == RAS_VA) || (m_storage_type == RAS_AUTO_STORAGE)) { - m_storage = new RAS_StorageVA(&m_texco_num, m_texco, &m_attrib_num, m_attrib, m_attrib_layer); - } - else { - printf("Unknown rasterizer storage type, falling back to vertex arrays\n"); - m_storage = new RAS_StorageVA(&m_texco_num, m_texco, &m_attrib_num, m_attrib, m_attrib_layer); - } - - glGetIntegerv(GL_MAX_LIGHTS, (GLint *) &m_numgllights); - if (m_numgllights < 8) - m_numgllights = 8; -} - - - -RAS_OpenGLRasterizer::~RAS_OpenGLRasterizer() -{ - // Restore the previous AF value - GPU_set_anisotropic(m_prevafvalue); - - if (m_storage) - delete m_storage; -} - -bool RAS_OpenGLRasterizer::Init() -{ - bool storage_init; - GPU_state_init(); - - - m_ambr = 0.0f; - m_ambg = 0.0f; - m_ambb = 0.0f; - - glDisable(GL_BLEND); - glDisable(GL_ALPHA_TEST); - //m_last_alphablend = GPU_BLEND_SOLID; - GPU_set_material_alpha_blend(GPU_BLEND_SOLID); - - glFrontFace(GL_CCW); - m_last_frontface = true; - - m_redback = 0.4375f; - m_greenback = 0.4375f; - m_blueback = 0.4375f; - m_alphaback = 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); - - - glShadeModel(GL_SMOOTH); - - storage_init = m_storage->Init(); - - return true && storage_init; -} - - -void RAS_OpenGLRasterizer::SetAmbientColor(float color[3]) -{ - m_ambr = color[0]; - m_ambg = color[1]; - m_ambb = color[2]; -} - -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 color[3]) -{ - m_redback = color[0]; - m_greenback = color[1]; - m_blueback = color[2]; - m_alphaback = 0.0f; -} - -void RAS_OpenGLRasterizer::SetFog(short type, float start, float dist, float intensity, float color[3]) -{ - float params[4] = {color[0], color[1], color[2], 1.0f}; - glFogi(GL_FOG_MODE, GL_LINEAR); - glFogf(GL_FOG_DENSITY, intensity / 10.0f); - glFogf(GL_FOG_START, start); - glFogf(GL_FOG_END, start + dist); - glFogfv(GL_FOG_COLOR, params); -} - -void RAS_OpenGLRasterizer::EnableFog(bool enable) -{ - m_fogenabled = enable; -} - -void RAS_OpenGLRasterizer::DisplayFog() -{ - if ((m_drawingmode >= KX_SOLID) && m_fogenabled) { - glEnable(GL_FOG); - } - else { - glDisable(GL_FOG); - } -} - -bool RAS_OpenGLRasterizer::SetMaterial(const RAS_IPolyMaterial& mat) -{ - return mat.Activate(this, m_materialCachingInfo); -} - - - -void RAS_OpenGLRasterizer::Exit() -{ - m_storage->Exit(); - - glEnable(GL_CULL_FACE); - glEnable(GL_DEPTH_TEST); - glClearDepth(1.0f); - glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE); - glClearColor(m_redback, m_greenback, m_blueback, m_alphaback); - glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); - glDepthMask (GL_TRUE); - glDepthFunc(GL_LEQUAL); - glBlendFunc(GL_ONE, GL_ZERO); - - glDisable(GL_POLYGON_STIPPLE); - - glDisable(GL_LIGHTING); - if (GLEW_EXT_separate_specular_color || GLEW_VERSION_1_2) - glLightModeli(GL_LIGHT_MODEL_COLOR_CONTROL, GL_SINGLE_COLOR); - - EndFrame(); -} - -bool RAS_OpenGLRasterizer::BeginFrame(double time) -{ - m_time = time; - - // Blender camera routine destroys the settings - if (m_drawingmode < KX_SOLID) - { - glDisable(GL_CULL_FACE); - glDisable(GL_DEPTH_TEST); - } - else - { - glEnable(GL_DEPTH_TEST); - glEnable(GL_CULL_FACE); - } - - glDisable(GL_BLEND); - glDisable(GL_ALPHA_TEST); - //m_last_alphablend = GPU_BLEND_SOLID; - GPU_set_material_alpha_blend(GPU_BLEND_SOLID); - - glFrontFace(GL_CCW); - m_last_frontface = true; - - glShadeModel(GL_SMOOTH); - - glEnable(GL_MULTISAMPLE_ARB); - - m_2DCanvas->BeginFrame(); - - // Render Tools - m_clientobject = NULL; - m_lastlightlayer = -1; - m_lastauxinfo = NULL; - m_lastlighting = true; /* force disable in DisableOpenGLLights() */ - DisableOpenGLLights(); - - return true; -} - - - -void RAS_OpenGLRasterizer::SetDrawingMode(int drawingmode) -{ - m_drawingmode = drawingmode; - - if (m_drawingmode == KX_WIREFRAME) - glDisable(GL_CULL_FACE); - - m_storage->SetDrawingMode(drawingmode); -} - -int RAS_OpenGLRasterizer::GetDrawingMode() -{ - return m_drawingmode; -} - - -void RAS_OpenGLRasterizer::SetDepthMask(DepthMask depthmask) -{ - glDepthMask(depthmask == KX_DEPTHMASK_DISABLED ? GL_FALSE : GL_TRUE); -} - - -void RAS_OpenGLRasterizer::ClearColorBuffer() -{ - m_2DCanvas->ClearColor(m_redback,m_greenback,m_blueback,m_alphaback); - m_2DCanvas->ClearBuffer(RAS_ICanvas::COLOR_BUFFER); -} - - -void RAS_OpenGLRasterizer::ClearDepthBuffer() -{ - m_2DCanvas->ClearBuffer(RAS_ICanvas::DEPTH_BUFFER); -} - - -void RAS_OpenGLRasterizer::ClearCachingInfo(void) -{ - m_materialCachingInfo = 0; -} - -void RAS_OpenGLRasterizer::FlushDebugShapes(SCA_IScene *scene) -{ - std::vector<OglDebugShape> &debugShapes = m_debugShapes[scene]; - if (debugShapes.empty()) - return; - - // DrawDebugLines - GLboolean light, tex; - - light= glIsEnabled(GL_LIGHTING); - tex= glIsEnabled(GL_TEXTURE_2D); - - if (light) glDisable(GL_LIGHTING); - if (tex) glDisable(GL_TEXTURE_2D); - - // draw lines - glBegin(GL_LINES); - for (unsigned int i = 0; i < debugShapes.size(); i++) { - if (debugShapes[i].m_type != OglDebugShape::LINE) - continue; - glColor4f(debugShapes[i].m_color[0], debugShapes[i].m_color[1], debugShapes[i].m_color[2], 1.0f); - const MT_Scalar *fromPtr = &debugShapes[i].m_pos.x(); - const MT_Scalar *toPtr= &debugShapes[i].m_param.x(); - glVertex3fv(fromPtr); - glVertex3fv(toPtr); - } - glEnd(); - - // draw circles - for (unsigned int i = 0; i < debugShapes.size(); i++) { - if (debugShapes[i].m_type != OglDebugShape::CIRCLE) - continue; - glBegin(GL_LINE_LOOP); - glColor4f(debugShapes[i].m_color[0], debugShapes[i].m_color[1], debugShapes[i].m_color[2], 1.0f); - - static const MT_Vector3 worldUp(0.0f, 0.0f, 1.0f); - MT_Vector3 norm = debugShapes[i].m_param; - MT_Matrix3x3 tr; - if (norm.fuzzyZero() || norm == worldUp) - { - tr.setIdentity(); - } - else - { - MT_Vector3 xaxis, yaxis; - xaxis = MT_cross(norm, worldUp); - yaxis = MT_cross(xaxis, norm); - tr.setValue(xaxis.x(), xaxis.y(), xaxis.z(), - yaxis.x(), yaxis.y(), yaxis.z(), - norm.x(), norm.y(), norm.z()); - } - MT_Scalar rad = debugShapes[i].m_param2.x(); - int n = (int)debugShapes[i].m_param2.y(); - for (int j = 0; j<n; j++) - { - MT_Scalar theta = j*(float)M_PI*2/n; - MT_Vector3 pos(cosf(theta) * rad, sinf(theta) * rad, 0.0f); - pos = pos*tr; - pos += debugShapes[i].m_pos; - const MT_Scalar* posPtr = &pos.x(); - glVertex3fv(posPtr); - } - glEnd(); - } - - if (light) glEnable(GL_LIGHTING); - if (tex) glEnable(GL_TEXTURE_2D); - - debugShapes.clear(); -} - -void RAS_OpenGLRasterizer::EndFrame() -{ - glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE); - - glDisable(GL_MULTISAMPLE_ARB); - - m_2DCanvas->EndFrame(); -} - -void RAS_OpenGLRasterizer::SetRenderArea() -{ - RAS_Rect area; - // only above/below stereo method needs viewport adjustment - switch (m_stereomode) - { - case RAS_STEREO_ABOVEBELOW: - switch (m_curreye) { - case RAS_STEREO_LEFTEYE: - // upper half of window - area.SetLeft(0); - area.SetBottom(m_2DCanvas->GetHeight() - - int(m_2DCanvas->GetHeight() - m_noOfScanlines) / 2); - - area.SetRight(int(m_2DCanvas->GetWidth())); - area.SetTop(int(m_2DCanvas->GetHeight())); - m_2DCanvas->SetDisplayArea(&area); - break; - case RAS_STEREO_RIGHTEYE: - // lower half of window - area.SetLeft(0); - area.SetBottom(0); - area.SetRight(int(m_2DCanvas->GetWidth())); - area.SetTop(int(m_2DCanvas->GetHeight() - m_noOfScanlines) / 2); - m_2DCanvas->SetDisplayArea(&area); - break; - } - break; - case RAS_STEREO_3DTVTOPBOTTOM: - switch (m_curreye) { - case RAS_STEREO_LEFTEYE: - // upper half of window - area.SetLeft(0); - area.SetBottom(m_2DCanvas->GetHeight() - - m_2DCanvas->GetHeight() / 2); - - area.SetRight(m_2DCanvas->GetWidth()); - area.SetTop(m_2DCanvas->GetHeight()); - m_2DCanvas->SetDisplayArea(&area); - break; - case RAS_STEREO_RIGHTEYE: - // lower half of window - area.SetLeft(0); - area.SetBottom(0); - area.SetRight(m_2DCanvas->GetWidth()); - area.SetTop(m_2DCanvas->GetHeight() / 2); - m_2DCanvas->SetDisplayArea(&area); - break; - } - break; - case RAS_STEREO_SIDEBYSIDE: - switch (m_curreye) - { - case RAS_STEREO_LEFTEYE: - // Left half of window - area.SetLeft(0); - area.SetBottom(0); - area.SetRight(m_2DCanvas->GetWidth()/2); - area.SetTop(m_2DCanvas->GetHeight()); - m_2DCanvas->SetDisplayArea(&area); - break; - case RAS_STEREO_RIGHTEYE: - // Right half of window - area.SetLeft(m_2DCanvas->GetWidth()/2); - area.SetBottom(0); - area.SetRight(m_2DCanvas->GetWidth()); - area.SetTop(m_2DCanvas->GetHeight()); - m_2DCanvas->SetDisplayArea(&area); - break; - } - break; - default: - // every available pixel - area.SetLeft(0); - area.SetBottom(0); - area.SetRight(int(m_2DCanvas->GetWidth())); - area.SetTop(int(m_2DCanvas->GetHeight())); - m_2DCanvas->SetDisplayArea(&area); - break; - } -} - -void RAS_OpenGLRasterizer::SetStereoMode(const StereoMode stereomode) -{ - m_stereomode = stereomode; -} - -RAS_IRasterizer::StereoMode RAS_OpenGLRasterizer::GetStereoMode() -{ - return m_stereomode; -} - -bool RAS_OpenGLRasterizer::Stereo() -{ - if (m_stereomode > RAS_STEREO_NOSTEREO) // > 0 - return true; - else - return false; -} - -bool RAS_OpenGLRasterizer::InterlacedStereo() -{ - return m_stereomode == RAS_STEREO_VINTERLACE || m_stereomode == RAS_STEREO_INTERLACED; -} - -void RAS_OpenGLRasterizer::SetEye(const StereoEye eye) -{ - m_curreye = eye; - switch (m_stereomode) - { - case RAS_STEREO_QUADBUFFERED: - glDrawBuffer(m_curreye == RAS_STEREO_LEFTEYE ? GL_BACK_LEFT : GL_BACK_RIGHT); - break; - case RAS_STEREO_ANAGLYPH: - if (m_curreye == RAS_STEREO_LEFTEYE) { - glColorMask(GL_TRUE, GL_FALSE, GL_FALSE, GL_FALSE); - } - else { - //glAccum(GL_LOAD, 1.0f); - glColorMask(GL_FALSE, GL_TRUE, GL_TRUE, GL_FALSE); - ClearDepthBuffer(); - } - break; - case RAS_STEREO_VINTERLACE: - { - // OpenGL stippling is deprecated, it is no longer possible to affect all shaders - // this way, offscreen rendering and then compositing may be the better solution - glEnable(GL_POLYGON_STIPPLE); - glPolygonStipple((const GLubyte*) ((m_curreye == RAS_STEREO_LEFTEYE) ? left_eye_vinterlace_mask : right_eye_vinterlace_mask)); - if (m_curreye == RAS_STEREO_RIGHTEYE) - ClearDepthBuffer(); - break; - } - case RAS_STEREO_INTERLACED: - { - glEnable(GL_POLYGON_STIPPLE); - glPolygonStipple((const GLubyte*) &hinterlace_mask[m_curreye == RAS_STEREO_LEFTEYE?0:1]); - if (m_curreye == RAS_STEREO_RIGHTEYE) - ClearDepthBuffer(); - break; - } - default: - break; - } -} - -RAS_IRasterizer::StereoEye RAS_OpenGLRasterizer::GetEye() -{ - return m_curreye; -} - - -void RAS_OpenGLRasterizer::SetEyeSeparation(const float eyeseparation) -{ - m_eyeseparation = eyeseparation; -} - -float RAS_OpenGLRasterizer::GetEyeSeparation() -{ - return m_eyeseparation; -} - -void RAS_OpenGLRasterizer::SetFocalLength(const float focallength) -{ - m_focallength = focallength; - m_setfocallength = true; -} - -float RAS_OpenGLRasterizer::GetFocalLength() -{ - return m_focallength; -} - -RAS_IOffScreen *RAS_OpenGLRasterizer::CreateOffScreen(int width, int height, int samples, int target) -{ - RAS_IOffScreen *ofs; - - ofs = new RAS_OpenGLOffScreen(m_2DCanvas); - - if (!ofs->Create(width, height, samples, (RAS_IOffScreen::RAS_OFS_RENDER_TARGET)target)) { - delete ofs; - return NULL; - } - return ofs; -} - -RAS_ISync *RAS_OpenGLRasterizer::CreateSync(int type) -{ - RAS_ISync *sync; - - sync = new RAS_OpenGLSync(); - - if (!sync->Create((RAS_ISync::RAS_SYNC_TYPE)type)) { - delete sync; - return NULL; - } - return sync; -} - -void RAS_OpenGLRasterizer::SwapBuffers() -{ - m_2DCanvas->SwapBuffers(); -} - - - -const MT_Matrix4x4& RAS_OpenGLRasterizer::GetViewMatrix() const -{ - return m_viewmatrix; -} - -const MT_Matrix4x4& RAS_OpenGLRasterizer::GetViewInvMatrix() const -{ - return m_viewinvmatrix; -} - -void RAS_OpenGLRasterizer::IndexPrimitives_3DText(RAS_MeshSlot& ms, - class RAS_IPolyMaterial* polymat) -{ - bool obcolor = ms.m_bObjectColor; - MT_Vector4& rgba = ms.m_RGBAcolor; - RAS_MeshSlot::iterator it; - - const STR_String& mytext = ((CValue*)m_clientobject)->GetPropertyText("Text"); - - // handle object color - if (obcolor) { - glDisableClientState(GL_COLOR_ARRAY); - glColor4d(rgba[0], rgba[1], rgba[2], rgba[3]); - } - else - glEnableClientState(GL_COLOR_ARRAY); - - for (ms.begin(it); !ms.end(it); ms.next(it)) { - RAS_TexVert *vertex; - size_t i, j, numvert; - - numvert = it.array->m_type; - - if (it.array->m_type == RAS_DisplayArray::LINE) { - // line drawing, no text - glBegin(GL_LINES); - - for (i=0; i<it.totindex; i+=2) - { - vertex = &it.vertex[it.index[i]]; - glVertex3fv(vertex->getXYZ()); - - vertex = &it.vertex[it.index[i+1]]; - glVertex3fv(vertex->getXYZ()); - } - - glEnd(); - } - else { - // triangle and quad text drawing - for (i=0; i<it.totindex; i+=numvert) - { - float v[4][3]; - const float *v_ptr[4] = {NULL}; - const float *uv_ptr[4] = {NULL}; - int glattrib, unit; - - for (j=0; j<numvert; j++) { - vertex = &it.vertex[it.index[i+j]]; - - v[j][0] = vertex->getXYZ()[0]; - v[j][1] = vertex->getXYZ()[1]; - v[j][2] = vertex->getXYZ()[2]; - v_ptr[j] = v[j]; - - uv_ptr[j] = vertex->getUV(0); - } - - // find the right opengl attribute - glattrib = -1; - if (GLEW_ARB_vertex_program) - for (unit=0; unit<m_attrib_num; unit++) - if (m_attrib[unit] == RAS_TEXCO_UV) - glattrib = unit; - - GPU_render_text( - polymat->GetDrawingMode(), mytext, mytext.Length(), polymat->GetMCol(), - v_ptr, uv_ptr, glattrib); - - ClearCachingInfo(); - } - } - } - - glDisableClientState(GL_COLOR_ARRAY); -} - -void RAS_OpenGLRasterizer::SetTexCoordNum(int num) -{ - m_texco_num = num; - if (m_texco_num > RAS_MAX_TEXCO) - m_texco_num = RAS_MAX_TEXCO; -} - -void RAS_OpenGLRasterizer::SetAttribNum(int num) -{ - m_attrib_num = num; - if (m_attrib_num > RAS_MAX_ATTRIB) - m_attrib_num = RAS_MAX_ATTRIB; -} - -void RAS_OpenGLRasterizer::SetTexCoord(TexCoGen coords, int unit) -{ - // this changes from material to material - if (unit < RAS_MAX_TEXCO) - m_texco[unit] = coords; -} - -void RAS_OpenGLRasterizer::SetAttrib(TexCoGen coords, int unit, int layer) -{ - // this changes from material to material - if (unit < RAS_MAX_ATTRIB) { - m_attrib[unit] = coords; - m_attrib_layer[unit] = layer; - } -} - -void RAS_OpenGLRasterizer::IndexPrimitives(RAS_MeshSlot& ms) -{ - if (ms.m_pDerivedMesh) - DrawDerivedMesh(ms); - else - m_storage->IndexPrimitives(ms); -} - -// Code for hooking into Blender's mesh drawing for derived meshes. -// If/when we use more of Blender's drawing code, we may be able to -// clean this up -static bool current_wireframe; -static RAS_MaterialBucket *current_bucket; -static RAS_IPolyMaterial *current_polymat; -static RAS_MeshSlot *current_ms; -static RAS_MeshObject *current_mesh; -static int current_blmat_nr; -static GPUVertexAttribs current_gpu_attribs; -static int CheckMaterialDM(int matnr, void *attribs) -{ - // only draw the current material - if (matnr != current_blmat_nr) - return 0; - GPUVertexAttribs *gattribs = (GPUVertexAttribs *)attribs; - if (gattribs) - memcpy(gattribs, ¤t_gpu_attribs, sizeof(GPUVertexAttribs)); - return 1; -} - -void RAS_OpenGLRasterizer::DrawDerivedMesh(class RAS_MeshSlot &ms) -{ - // mesh data is in derived mesh - current_bucket = ms.m_bucket; - current_polymat = current_bucket->GetPolyMaterial(); - current_ms = &ms; - current_mesh = ms.m_mesh; - current_wireframe = m_drawingmode <= RAS_IRasterizer::KX_WIREFRAME; - // MCol *mcol = (MCol*)ms.m_pDerivedMesh->getFaceDataArray(ms.m_pDerivedMesh, CD_MCOL); /* UNUSED */ - - // handle two-side - if (current_polymat->GetDrawingMode() & RAS_IRasterizer::KX_BACKCULL) - this->SetCullFace(true); - else - this->SetCullFace(false); - -#if 0 - if (current_polymat->GetFlag() & RAS_BLENDERGLSL) -#endif - { - // GetMaterialIndex return the original mface material index, - // increment by 1 to match what derived mesh is doing - current_blmat_nr = current_polymat->GetMaterialIndex()+1; - // For GLSL we need to retrieve the GPU material attribute - Material* blmat = current_polymat->GetBlenderMaterial(); - Scene* blscene = current_polymat->GetBlenderScene(); - if (!current_wireframe && blscene && blmat) - GPU_material_vertex_attributes(GPU_material_from_blender(blscene, blmat, false), ¤t_gpu_attribs); - else - memset(¤t_gpu_attribs, 0, sizeof(current_gpu_attribs)); - // DM draw can mess up blending mode, restore at the end - int current_blend_mode = GPU_get_material_alpha_blend(); - ms.m_pDerivedMesh->drawFacesGLSL(ms.m_pDerivedMesh, CheckMaterialDM); - GPU_set_material_alpha_blend(current_blend_mode); - } -} - -void RAS_OpenGLRasterizer::SetProjectionMatrix(MT_CmMatrix4x4 &mat) -{ - glMatrixMode(GL_PROJECTION); - float* matrix = &mat(0, 0); - glLoadMatrixf(matrix); - - m_camortho = (mat(3, 3) != 0.0f); -} - -void RAS_OpenGLRasterizer::SetProjectionMatrix(const MT_Matrix4x4 & mat) -{ - glMatrixMode(GL_PROJECTION); - float matrix[16]; - /* Get into argument. Looks a bit dodgy, but it's ok. */ - mat.getValue(matrix); - glLoadMatrixf(matrix); - - m_camortho = (mat[3][3] != 0.0f); -} - -MT_Matrix4x4 RAS_OpenGLRasterizer::GetFrustumMatrix( - float left, - float right, - float bottom, - float top, - float frustnear, - float frustfar, - float focallength, - bool -) { - MT_Matrix4x4 result; - float mat[16]; - - // correction for stereo - if (Stereo()) - { - float near_div_focallength; - float offset; - - // if Rasterizer.setFocalLength is not called we use the camera focallength - if (!m_setfocallength) - // if focallength is null we use a value known to be reasonable - m_focallength = (focallength == 0.f) ? m_eyeseparation * 30.0f - : focallength; - - near_div_focallength = frustnear / m_focallength; - offset = 0.5f * m_eyeseparation * near_div_focallength; - switch (m_curreye) { - case RAS_STEREO_LEFTEYE: - left += offset; - right += offset; - break; - case RAS_STEREO_RIGHTEYE: - left -= offset; - right -= offset; - break; - } - // leave bottom and top untouched - if (m_stereomode == RAS_STEREO_3DTVTOPBOTTOM) { - // restore the vertical frustum because the 3DTV will - // expand the top and bottom part to the full size of the screen - bottom *= 2.0f; - top *= 2.0f; - } - } - - glMatrixMode(GL_PROJECTION); - glLoadIdentity(); - glFrustum(left, right, bottom, top, frustnear, frustfar); - - glGetFloatv(GL_PROJECTION_MATRIX, mat); - result.setValue(mat); - - return result; -} - -MT_Matrix4x4 RAS_OpenGLRasterizer::GetOrthoMatrix( - float left, - float right, - float bottom, - float top, - float frustnear, - float frustfar -) { - MT_Matrix4x4 result; - float mat[16]; - - // stereo is meaningless for orthographic, disable it - glMatrixMode(GL_PROJECTION); - glLoadIdentity(); - glOrtho(left, right, bottom, top, frustnear, frustfar); - - glGetFloatv(GL_PROJECTION_MATRIX, mat); - result.setValue(mat); - - return result; -} - - -// next arguments probably contain redundant info, for later... -void RAS_OpenGLRasterizer::SetViewMatrix(const MT_Matrix4x4 &mat, - const MT_Matrix3x3 & camOrientMat3x3, - const MT_Point3 & pos, - const MT_Vector3 &scale, - bool perspective) -{ - m_viewmatrix = mat; - - // correction for stereo - if (Stereo() && perspective) - { - MT_Vector3 unitViewDir(0.0f, -1.0f, 0.0f); // minus y direction, Blender convention - MT_Vector3 unitViewupVec(0.0f, 0.0f, 1.0f); - MT_Vector3 viewDir, viewupVec; - MT_Vector3 eyeline; - - // actual viewDir - viewDir = camOrientMat3x3 * unitViewDir; // this is the moto convention, vector on right hand side - // actual viewup vec - viewupVec = camOrientMat3x3 * unitViewupVec; - - // vector between eyes - eyeline = viewDir.cross(viewupVec); - - switch (m_curreye) { - case RAS_STEREO_LEFTEYE: - { - // translate to left by half the eye distance - MT_Transform transform; - transform.setIdentity(); - transform.translate(-(eyeline * m_eyeseparation / 2.0f)); - m_viewmatrix *= transform; - } - break; - case RAS_STEREO_RIGHTEYE: - { - // translate to right by half the eye distance - MT_Transform transform; - transform.setIdentity(); - transform.translate(eyeline * m_eyeseparation / 2.0f); - m_viewmatrix *= transform; - } - break; - } - } - - bool negX = (scale[0] < 0.0f); - bool negY = (scale[1] < 0.0f); - bool negZ = (scale[2] < 0.0f); - if (negX || negY || negZ) { - m_viewmatrix.tscale((negX)?-1.0f:1.0f, (negY)?-1.0f:1.0f, (negZ)?-1.0f:1.0f, 1.0); - } - m_viewinvmatrix = m_viewmatrix; - m_viewinvmatrix.invert(); - - // note: getValue gives back column major as needed by OpenGL - MT_Scalar glviewmat[16]; - m_viewmatrix.getValue(glviewmat); - - glMatrixMode(GL_MODELVIEW); - glLoadMatrixf(glviewmat); - m_campos = pos; - m_camnegscale = negX ^ negY ^ negZ; -} - - -const MT_Point3& RAS_OpenGLRasterizer::GetCameraPosition() -{ - return m_campos; -} - -bool RAS_OpenGLRasterizer::GetCameraOrtho() -{ - return m_camortho; -} - -void RAS_OpenGLRasterizer::SetCullFace(bool enable) -{ - if (enable) - glEnable(GL_CULL_FACE); - else - glDisable(GL_CULL_FACE); -} - -void RAS_OpenGLRasterizer::SetLines(bool enable) -{ - if (enable) - glPolygonMode(GL_FRONT_AND_BACK, GL_LINE); - else - glPolygonMode(GL_FRONT_AND_BACK, GL_FILL); -} - -void RAS_OpenGLRasterizer::SetSpecularity(float specX, - float specY, - float specZ, - float specval) -{ - GLfloat mat_specular[] = {specX, specY, specZ, specval}; - glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, mat_specular); -} - - - -void RAS_OpenGLRasterizer::SetShinyness(float shiny) -{ - GLfloat mat_shininess[] = { shiny }; - glMaterialfv(GL_FRONT_AND_BACK, GL_SHININESS, mat_shininess); -} - - - -void RAS_OpenGLRasterizer::SetDiffuse(float difX,float difY,float difZ,float diffuse) -{ - GLfloat mat_diffuse [] = {difX, difY,difZ, diffuse}; - 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; -} - -void RAS_OpenGLRasterizer::SetPolygonOffset(float mult, float add) -{ - glPolygonOffset(mult, add); - GLint mode = GL_POLYGON_OFFSET_FILL; - if (m_drawingmode < KX_SHADED) - mode = GL_POLYGON_OFFSET_LINE; - if (mult != 0.0f || add != 0.0f) - glEnable(mode); - else - glDisable(mode); -} - -void RAS_OpenGLRasterizer::EnableMotionBlur(float motionblurvalue) -{ - /* don't just set m_motionblur to 1, but check if it is 0 so - * we don't reset a motion blur that is already enabled */ - if (m_motionblur == 0) - m_motionblur = 1; - m_motionblurvalue = motionblurvalue; -} - -void RAS_OpenGLRasterizer::DisableMotionBlur() -{ - m_motionblur = 0; - m_motionblurvalue = -1.0f; -} - -void RAS_OpenGLRasterizer::SetAlphaBlend(int alphablend) -{ - /* Variance shadow maps don't handle alpha well, best to not allow it for now */ - if (m_drawingmode == KX_SHADOW && m_usingoverrideshader) - GPU_set_material_alpha_blend(GPU_BLEND_SOLID); - else - GPU_set_material_alpha_blend(alphablend); -/* - if (alphablend == m_last_alphablend) - return; - - if (alphablend == GPU_BLEND_SOLID) { - glDisable(GL_BLEND); - glDisable(GL_ALPHA_TEST); - glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); - } - else if (alphablend == GPU_BLEND_ADD) { - glBlendFunc(GL_ONE, GL_ONE); - glEnable(GL_BLEND); - glDisable(GL_ALPHA_TEST); - } - else if (alphablend == GPU_BLEND_ALPHA) { - glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); - glEnable(GL_BLEND); - glEnable(GL_ALPHA_TEST); - glAlphaFunc(GL_GREATER, 0.0f); - } - else if (alphablend == GPU_BLEND_CLIP) { - glDisable(GL_BLEND); - glEnable(GL_ALPHA_TEST); - glAlphaFunc(GL_GREATER, 0.5f); - } - - m_last_alphablend = alphablend; -*/ -} - -void RAS_OpenGLRasterizer::SetFrontFace(bool ccw) -{ - if (m_camnegscale) - ccw = !ccw; - - if (m_last_frontface == ccw) - return; - - if (ccw) - glFrontFace(GL_CCW); - else - glFrontFace(GL_CW); - - m_last_frontface = ccw; -} - -void RAS_OpenGLRasterizer::SetAnisotropicFiltering(short level) -{ - GPU_set_anisotropic((float)level); -} - -short RAS_OpenGLRasterizer::GetAnisotropicFiltering() -{ - return (short)GPU_get_anisotropic(); -} - -void RAS_OpenGLRasterizer::SetMipmapping(MipmapOption val) -{ - if (val == RAS_IRasterizer::RAS_MIPMAP_LINEAR) - { - GPU_set_linear_mipmap(1); - GPU_set_mipmap(1); - } - else if (val == RAS_IRasterizer::RAS_MIPMAP_NEAREST) - { - GPU_set_linear_mipmap(0); - GPU_set_mipmap(1); - } - else - { - GPU_set_linear_mipmap(0); - GPU_set_mipmap(0); - } -} - -RAS_IRasterizer::MipmapOption RAS_OpenGLRasterizer::GetMipmapping() -{ - if (GPU_get_mipmap()) { - if (GPU_get_linear_mipmap()) { - return RAS_IRasterizer::RAS_MIPMAP_LINEAR; - } - else { - return RAS_IRasterizer::RAS_MIPMAP_NEAREST; - } - } - else { - return RAS_IRasterizer::RAS_MIPMAP_NONE; - } -} - -void RAS_OpenGLRasterizer::SetUsingOverrideShader(bool val) -{ - m_usingoverrideshader = val; -} - -bool RAS_OpenGLRasterizer::GetUsingOverrideShader() -{ - return m_usingoverrideshader; -} - -/** - * Render Tools - */ - -/* 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 RAS_OpenGLRasterizer::ProcessLighting(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); - // taken from blender source, incompatibility between Blender Object / GameObject - KX_Scene* kxscene = (KX_Scene*)m_auxilaryClientInfo; - float glviewmat[16]; - unsigned int count; - std::vector<RAS_OpenGLLight*>::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_OpenGLLight* light = (*lit); - - if (light->ApplyFixedFunctionLighting(kxscene, layer, count)) - count++; - } - glPopMatrix(); - - enable = count > 0; - } - - if (enable) - EnableOpenGLLights(); - else - DisableOpenGLLights(); -} - -void RAS_OpenGLRasterizer::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, GL_TRUE); - glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, (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 RAS_OpenGLRasterizer::DisableOpenGLLights() -{ - if (m_lastlighting == false) - return; - - glDisable(GL_LIGHTING); - glDisable(GL_COLOR_MATERIAL); - - m_lastlighting = false; -} - -RAS_ILightObject *RAS_OpenGLRasterizer::CreateLight() -{ - return new RAS_OpenGLLight(this); -} - -void RAS_OpenGLRasterizer::AddLight(RAS_ILightObject* lightobject) -{ - RAS_OpenGLLight* gllight = dynamic_cast<RAS_OpenGLLight*>(lightobject); - assert(gllight); - m_lights.push_back(gllight); -} - -void RAS_OpenGLRasterizer::RemoveLight(RAS_ILightObject* lightobject) -{ - RAS_OpenGLLight* gllight = dynamic_cast<RAS_OpenGLLight*>(lightobject); - assert(gllight); - - std::vector<RAS_OpenGLLight*>::iterator lit = - std::find(m_lights.begin(),m_lights.end(),gllight); - - if (!(lit==m_lights.end())) - m_lights.erase(lit); -} - -bool RAS_OpenGLRasterizer::RayHit(struct KX_ClientObjectInfo *client, KX_RayCast *result, float *oglmatrix) -{ - if (result->m_hitMesh) { - - RAS_Polygon* poly = result->m_hitMesh->GetPolygon(result->m_hitPolygon); - if (!poly->IsVisible()) - return false; - - 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 - - float 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}; - - glTranslatef(oglmatrix[12],oglmatrix[13],oglmatrix[14]); - //glMultMatrixd(oglmatrix); - glMultMatrixf(maat); - return true; - } - else { - return false; - } -} - -void RAS_OpenGLRasterizer::applyTransform(float* 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 RAS_OpenGLRasterizer::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 (1.0f, 0.0f, 0.0f) - // 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 = GetCameraPosition(); - MT_Vector3 dir = (campos - objpos).safe_normalized(); - MT_Vector3 up(0,0,1.0f); - - KX_GameObject* gameobj = (KX_GameObject*)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 = (up.cross(left)).normalized(); - - // we have calculated the row vectors, now we keep - // local scaling into account: - - left *= size[0]; - dir *= size[1]; - up *= size[2]; - - float 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}; - - glTranslatef(objpos[0],objpos[1],objpos[2]); - glMultMatrixf(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*)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(); - PHY_IPhysicsController* physics_controller = gameobj->GetPhysicsController(); - - KX_GameObject *parent = gameobj->GetParent(); - if (!physics_controller && parent) - physics_controller = parent->GetPhysicsController(); - - KX_RayCast::Callback<RAS_OpenGLRasterizer, float> callback(this, physics_controller, oglmatrix); - if (!KX_RayCast::RayTest(physics_environment, frompoint, topoint, callback)) - { - // couldn't find something to cast the shadow on... - glMultMatrixf(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 - glMultMatrixf(oglmatrix); - } - } -} - -static void DisableForText() -{ - glPolygonMode(GL_FRONT_AND_BACK, GL_FILL); /* needed for texture fonts otherwise they render as wireframe */ - - glDisable(GL_BLEND); - glDisable(GL_ALPHA_TEST); - - glDisable(GL_LIGHTING); - glDisable(GL_COLOR_MATERIAL); - - if (GLEW_ARB_multitexture) { - for (int i=0; i<RAS_MAX_TEXCO; i++) { - glActiveTextureARB(GL_TEXTURE0_ARB+i); - - if (GLEW_ARB_texture_cube_map) { - glDisable(GL_TEXTURE_CUBE_MAP_ARB); - glDisable(GL_TEXTURE_GEN_S); - glDisable(GL_TEXTURE_GEN_T); - glDisable(GL_TEXTURE_GEN_Q); - glDisable(GL_TEXTURE_GEN_R); - } - glDisable(GL_TEXTURE_2D); - } - - glActiveTextureARB(GL_TEXTURE0_ARB); - } - else { - if (GLEW_ARB_texture_cube_map) - glDisable(GL_TEXTURE_CUBE_MAP_ARB); - - glDisable(GL_TEXTURE_2D); - } -} - -void RAS_OpenGLRasterizer::RenderBox2D(int xco, - int yco, - int width, - int height, - float percentage) -{ - /* This is a rather important line :( The gl-mode hasn't been left - * behind quite as neatly as we'd have wanted to. I don't know - * what cause it, though :/ .*/ - glDisable(GL_DEPTH_TEST); - - glMatrixMode(GL_PROJECTION); - glPushMatrix(); - glLoadIdentity(); - - glOrtho(0, width, 0, height, -100, 100); - - 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(); - - glMatrixMode(GL_PROJECTION); - glPopMatrix(); - glMatrixMode(GL_MODELVIEW); - glPopMatrix(); - glEnable(GL_DEPTH_TEST); -} - -void RAS_OpenGLRasterizer::RenderText3D( - int fontid, const char *text, int size, int dpi, - const float color[4], const float mat[16], float aspect) -{ - /* gl prepping */ - DisableForText(); - - /* 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); -} - -void RAS_OpenGLRasterizer::RenderText2D( - RAS_TEXT_RENDER_MODE mode, - const char* text, - int xco, int yco, - int width, int height) -{ - /* This is a rather important line :( The gl-mode hasn't been left - * behind quite as neatly as we'd have wanted to. I don't know - * what cause it, though :/ .*/ - DisableForText(); - glDisable(GL_DEPTH_TEST); - - glMatrixMode(GL_PROJECTION); - glPushMatrix(); - glLoadIdentity(); - - glOrtho(0, width, 0, height, -100, 100); - - glMatrixMode(GL_MODELVIEW); - glPushMatrix(); - glLoadIdentity(); - - if (mode == RAS_TEXT_PADDED) { - /* draw in black first */ - glColor3ub(0, 0, 0); - BLF_size(blf_mono_font, 11, 72); - BLF_position(blf_mono_font, (float)xco+1, (float)(height-yco-1), 0.0f); - BLF_draw(blf_mono_font, text, 65535); /* XXX, use real len */ - } - - /* the actual drawing */ - glColor3ub(255, 255, 255); - BLF_size(blf_mono_font, 11, 72); - BLF_position(blf_mono_font, (float)xco, (float)(height-yco), 0.0f); - BLF_draw(blf_mono_font, text, 65535); /* XXX, use real len */ - - glMatrixMode(GL_PROJECTION); - glPopMatrix(); - glMatrixMode(GL_MODELVIEW); - glPopMatrix(); - glEnable(GL_DEPTH_TEST); -} - -void RAS_OpenGLRasterizer::PushMatrix() -{ - glPushMatrix(); -} - -void RAS_OpenGLRasterizer::PopMatrix() -{ - glPopMatrix(); -} - -void RAS_OpenGLRasterizer::MotionBlur() -{ - int state = GetMotionBlurState(); - float motionblurvalue; - if (state) - { - motionblurvalue = GetMotionBlurValue(); - if (state==1) - { - // bugfix:load color buffer into accum buffer for the first time(state=1) - glAccum(GL_LOAD, 1.0f); - SetMotionBlurState(2); - } - else if (motionblurvalue >= 0.0f && motionblurvalue <= 1.0f) { - glAccum(GL_MULT, motionblurvalue); - glAccum(GL_ACCUM, 1-motionblurvalue); - glAccum(GL_RETURN, 1.0f); - glFlush(); - } - } -} - -void RAS_OpenGLRasterizer::SetClientObject(void* obj) -{ - if (m_clientobject != obj) - { - bool ccw = (obj == NULL || !((KX_GameObject*)obj)->IsNegativeScaling()); - SetFrontFace(ccw); - - m_clientobject = obj; - } -} - -void RAS_OpenGLRasterizer::SetAuxilaryClientInfo(void* inf) -{ - m_auxilaryClientInfo = inf; -} - -void RAS_OpenGLRasterizer::PrintHardwareInfo() -{ - #define pprint(x) std::cout << x << std::endl; - - pprint("GL_VENDOR: " << glGetString(GL_VENDOR)); - pprint("GL_RENDERER: " << glGetString(GL_RENDERER)); - pprint("GL_VERSION: " << glGetString(GL_VERSION)); - bool support=0; - pprint("Supported Extensions..."); - pprint(" GL_ARB_shader_objects supported? "<< (GLEW_ARB_shader_objects?"yes.":"no.")); - - support= GLEW_ARB_vertex_shader; - pprint(" GL_ARB_vertex_shader supported? "<< (support?"yes.":"no.")); - if (support) { - pprint(" ----------Details----------"); - int max=0; - glGetIntegerv(GL_MAX_VERTEX_UNIFORM_COMPONENTS_ARB, (GLint*)&max); - pprint(" Max uniform components." << max); - - glGetIntegerv(GL_MAX_VARYING_FLOATS_ARB, (GLint*)&max); - pprint(" Max varying floats." << max); - - glGetIntegerv(GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS_ARB, (GLint*)&max); - pprint(" Max vertex texture units." << max); - - glGetIntegerv(GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS_ARB, (GLint*)&max); - pprint(" Max combined texture units." << max); - pprint(""); - } - - support=GLEW_ARB_fragment_shader; - pprint(" GL_ARB_fragment_shader supported? "<< (support?"yes.":"no.")); - if (support) { - pprint(" ----------Details----------"); - int max=0; - glGetIntegerv(GL_MAX_FRAGMENT_UNIFORM_COMPONENTS_ARB, (GLint*)&max); - pprint(" Max uniform components." << max); - pprint(""); - } - - support = GLEW_ARB_texture_cube_map; - pprint(" GL_ARB_texture_cube_map supported? "<< (support?"yes.":"no.")); - if (support) { - pprint(" ----------Details----------"); - int size=0; - glGetIntegerv(GL_MAX_CUBE_MAP_TEXTURE_SIZE_ARB, (GLint*)&size); - pprint(" Max cubemap size." << size); - pprint(""); - } - - support = GLEW_ARB_multitexture; - pprint(" GL_ARB_multitexture supported? "<< (support?"yes.":"no.")); - if (support) { - pprint(" ----------Details----------"); - int units=0; - glGetIntegerv(GL_MAX_TEXTURE_UNITS_ARB, (GLint*)&units); - pprint(" Max texture units available. " << units); - pprint(""); - } - - pprint(" GL_ARB_texture_env_combine supported? "<< (GLEW_ARB_texture_env_combine?"yes.":"no.")); - - pprint(" GL_ARB_texture_non_power_of_two supported " << (GPU_full_non_power_of_two_support()?"yes.":"no.")); -} - |