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/Rasterizer/RAS_OpenGLRasterizer/RAS_OpenGLRasterizer.cpp | |
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/Rasterizer/RAS_OpenGLRasterizer/RAS_OpenGLRasterizer.cpp')
-rw-r--r-- | source/gameengine/Rasterizer/RAS_OpenGLRasterizer/RAS_OpenGLRasterizer.cpp | 506 |
1 files changed, 502 insertions, 4 deletions
diff --git a/source/gameengine/Rasterizer/RAS_OpenGLRasterizer/RAS_OpenGLRasterizer.cpp b/source/gameengine/Rasterizer/RAS_OpenGLRasterizer/RAS_OpenGLRasterizer.cpp index bfc74e0c6dc..9d1fb3ba63c 100644 --- a/source/gameengine/Rasterizer/RAS_OpenGLRasterizer/RAS_OpenGLRasterizer.cpp +++ b/source/gameengine/Rasterizer/RAS_OpenGLRasterizer/RAS_OpenGLRasterizer.cpp @@ -40,8 +40,8 @@ #include "RAS_Rect.h" #include "RAS_TexVert.h" #include "RAS_MeshObject.h" +#include "RAS_LightObject.h" #include "MT_CmMatrix4x4.h" -#include "RAS_IRenderTools.h" // rendering text #include "RAS_StorageIM.h" #include "RAS_StorageVA.h" @@ -59,8 +59,21 @@ extern "C"{ #include "BLI_utildefines.h" #include "BKE_DerivedMesh.h" + #include "BLF_api.h" } + +// XXX Clean these up <<< +#include "BL_Material.h" // MAXTEX +#include "Value.h" +#include "KX_BlenderMaterial.h" +#include "KX_PolygonMaterial.h" +#include "KX_Light.h" +#include "KX_Scene.h" +#include "KX_RayCast.h" +#include "KX_GameObject.h" +// >>> + #ifndef M_PI #define M_PI 3.14159265358979323846 #endif @@ -94,6 +107,8 @@ RAS_OpenGLRasterizer::RAS_OpenGLRasterizer(RAS_ICanvas* canvas, int storage) m_motionblur(0), m_motionblurvalue(-1.0), m_usingoverrideshader(false), + m_clientobject(NULL), + m_auxilaryClientInfo(NULL), m_texco_num(0), m_attrib_num(0), //m_last_alphablend(GPU_BLEND_SOLID), @@ -131,6 +146,10 @@ RAS_OpenGLRasterizer::RAS_OpenGLRasterizer(RAS_ICanvas* canvas, int storage) m_storage = m_failsafe_storage = new RAS_StorageIM(&m_texco_num, m_texco, &m_attrib_num, m_attrib, m_attrib_layer); m_storage_type = RAS_IMMEDIATE; } + + glGetIntegerv(GL_MAX_LIGHTS, (GLint *) &m_numgllights); + if (m_numgllights < 8) + m_numgllights = 8; } @@ -350,6 +369,13 @@ bool RAS_OpenGLRasterizer::BeginFrame(int drawingmode, double time) 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; } @@ -650,8 +676,7 @@ const MT_Matrix4x4& RAS_OpenGLRasterizer::GetViewInvMatrix() const } void RAS_OpenGLRasterizer::IndexPrimitives_3DText(RAS_MeshSlot& ms, - class RAS_IPolyMaterial* polymat, - class RAS_IRenderTools* rendertools) + class RAS_IPolyMaterial* polymat) { bool obcolor = ms.m_bObjectColor; MT_Vector4& rgba = ms.m_RGBAcolor; @@ -708,7 +733,7 @@ void RAS_OpenGLRasterizer::IndexPrimitives_3DText(RAS_MeshSlot& ms, if (m_attrib[unit] == RAS_TEXCO_UV) glattrib = unit; - rendertools->RenderText(polymat->GetDrawingMode(), polymat, + RenderText(polymat->GetDrawingMode(), polymat, v[0], v[1], v[2], (numvert == 4)? v[3]: NULL, glattrib); ClearCachingInfo(); @@ -1107,3 +1132,476 @@ 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); + + 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; +} + +void RAS_OpenGLRasterizer::AddLight(struct RAS_LightObject* lightobject) +{ + m_lights.push_back(lightobject); +} + +void RAS_OpenGLRasterizer::RemoveLight(struct RAS_LightObject* lightobject) +{ + std::vector<struct RAS_LightObject*>::iterator lit = + std::find(m_lights.begin(),m_lights.end(),lightobject); + + if (!(lit==m_lights.end())) + m_lights.erase(lit); +} + +bool RAS_OpenGLRasterizer::RayHit(class 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 RAS_OpenGLRasterizer::applyTransform(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 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 (1.0, 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 = GetCameraPosition(); + MT_Vector3 dir = (campos - objpos).safe_normalized(); + MT_Vector3 up(0,0,1.0); + + 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]; + + 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*)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<RAS_OpenGLRasterizer> 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); + } + } +} + +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<MAXTEX; i++) { + glActiveTextureARB(GL_TEXTURE0_ARB+i); + + if (GLEW_ARB_texture_cube_map) + glDisable(GL_TEXTURE_CUBE_MAP_ARB); + + 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, + float* color, + double* mat, + 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, (char *)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, (char *)text, 65535);/* XXX, use real len */ + + glColor3ub(255, 255, 255); + BLF_position(blf_mono_font, (float)xco, (float)(height-yco), 0.0f); + BLF_draw(blf_mono_font, (char *)text, 65535); + } else { + /* 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, (char *)text, 65535); /* XXX, use real len */ + } + + glMatrixMode(GL_PROJECTION); + glPopMatrix(); + glMatrixMode(GL_MODELVIEW); + glPopMatrix(); + glEnable(GL_DEPTH_TEST); +} + +/* 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 RAS_OpenGLRasterizer::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 RAS_OpenGLRasterizer::PushMatrix() +{ + glPushMatrix(); +} + +void RAS_OpenGLRasterizer::PopMatrix() +{ + glPopMatrix(); +} + + +int RAS_OpenGLRasterizer::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 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, 1.0); + 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(); + } + } +} + +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; +} + |