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authorMitchell Stokes <mogurijin@gmail.com>2013-11-04 23:21:07 +0400
committerMitchell Stokes <mogurijin@gmail.com>2013-11-04 23:21:07 +0400
commitcf9fe8f329cee363439c90a3b86dc99e25377088 (patch)
tree5b36a01d66da3688d1de9d6c2d905e4b31f768f3 /source/gameengine/Rasterizer
parentf4762eb12ba5474fd883aa29d09bc23f0db5d076 (diff)
BGE Rasterizer Cleanup: Removing RAS_IRenderTools and moving the functionality to RAS_IRasterizer. RAS_OpenGLRasterizer is a bit of a mess now with references to Ketsji and other modules it shouldn't be accessing.
Diffstat (limited to 'source/gameengine/Rasterizer')
-rw-r--r--source/gameengine/Rasterizer/CMakeLists.txt2
-rw-r--r--source/gameengine/Rasterizer/RAS_BucketManager.cpp38
-rw-r--r--source/gameengine/Rasterizer/RAS_BucketManager.h11
-rw-r--r--source/gameengine/Rasterizer/RAS_IRasterizer.h93
-rw-r--r--source/gameengine/Rasterizer/RAS_IRenderTools.cpp59
-rw-r--r--source/gameengine/Rasterizer/RAS_IRenderTools.h227
-rw-r--r--source/gameengine/Rasterizer/RAS_MaterialBucket.cpp17
-rw-r--r--source/gameengine/Rasterizer/RAS_MaterialBucket.h6
-rw-r--r--source/gameengine/Rasterizer/RAS_OpenGLRasterizer/CMakeLists.txt6
-rw-r--r--source/gameengine/Rasterizer/RAS_OpenGLRasterizer/RAS_OpenGLRasterizer.cpp506
-rw-r--r--source/gameengine/Rasterizer/RAS_OpenGLRasterizer/RAS_OpenGLRasterizer.h74
11 files changed, 699 insertions, 340 deletions
diff --git a/source/gameengine/Rasterizer/CMakeLists.txt b/source/gameengine/Rasterizer/CMakeLists.txt
index 9061532ba5d..879115add47 100644
--- a/source/gameengine/Rasterizer/CMakeLists.txt
+++ b/source/gameengine/Rasterizer/CMakeLists.txt
@@ -47,7 +47,6 @@ set(SRC
RAS_BucketManager.cpp
RAS_FramingManager.cpp
RAS_IPolygonMaterial.cpp
- RAS_IRenderTools.cpp
RAS_MaterialBucket.cpp
RAS_MeshObject.cpp
RAS_Polygon.cpp
@@ -62,7 +61,6 @@ set(SRC
RAS_ICanvas.h
RAS_IPolygonMaterial.h
RAS_IRasterizer.h
- RAS_IRenderTools.h
RAS_LightObject.h
RAS_MaterialBucket.h
RAS_MeshObject.h
diff --git a/source/gameengine/Rasterizer/RAS_BucketManager.cpp b/source/gameengine/Rasterizer/RAS_BucketManager.cpp
index 713d324bf17..02c50df3dd3 100644
--- a/source/gameengine/Rasterizer/RAS_BucketManager.cpp
+++ b/source/gameengine/Rasterizer/RAS_BucketManager.cpp
@@ -38,7 +38,6 @@
#include "STR_HashedString.h"
#include "RAS_MeshObject.h"
#include "RAS_IRasterizer.h"
-#include "RAS_IRenderTools.h"
#include "RAS_BucketManager.h"
@@ -139,8 +138,7 @@ void RAS_BucketManager::OrderBuckets(const MT_Transform& cameratrans, BucketList
sort(slots.begin(), slots.end(), fronttoback());
}
-void RAS_BucketManager::RenderAlphaBuckets(
- const MT_Transform& cameratrans, RAS_IRasterizer* rasty, RAS_IRenderTools* rendertools)
+void RAS_BucketManager::RenderAlphaBuckets(const MT_Transform& cameratrans, RAS_IRasterizer* rasty)
{
vector<sortedmeshslot> slots;
vector<sortedmeshslot>::iterator sit;
@@ -154,10 +152,10 @@ void RAS_BucketManager::RenderAlphaBuckets(
OrderBuckets(cameratrans, m_AlphaBuckets, slots, true);
for (sit=slots.begin(); sit!=slots.end(); ++sit) {
- rendertools->SetClientObject(rasty, sit->m_ms->m_clientObj);
+ rasty->SetClientObject(sit->m_ms->m_clientObj);
- while (sit->m_bucket->ActivateMaterial(cameratrans, rasty, rendertools))
- sit->m_bucket->RenderMeshSlot(cameratrans, rasty, rendertools, *(sit->m_ms));
+ while (sit->m_bucket->ActivateMaterial(cameratrans, rasty))
+ sit->m_bucket->RenderMeshSlot(cameratrans, rasty, *(sit->m_ms));
// make this mesh slot culled automatically for next frame
// it will be culled out by frustrum culling
@@ -167,8 +165,7 @@ void RAS_BucketManager::RenderAlphaBuckets(
rasty->SetDepthMask(RAS_IRasterizer::KX_DEPTHMASK_ENABLED);
}
-void RAS_BucketManager::RenderSolidBuckets(
- const MT_Transform& cameratrans, RAS_IRasterizer* rasty, RAS_IRenderTools* rendertools)
+void RAS_BucketManager::RenderSolidBuckets(const MT_Transform& cameratrans, RAS_IRasterizer* rasty)
{
BucketList::iterator bit;
@@ -180,9 +177,9 @@ void RAS_BucketManager::RenderSolidBuckets(
RAS_MeshSlot* ms;
// remove the mesh slot form the list, it culls them automatically for next frame
while ((ms = bucket->GetNextActiveMeshSlot())) {
- rendertools->SetClientObject(rasty, ms->m_clientObj);
- while (bucket->ActivateMaterial(cameratrans, rasty, rendertools))
- bucket->RenderMeshSlot(cameratrans, rasty, rendertools, *ms);
+ rasty->SetClientObject(ms->m_clientObj);
+ while (bucket->ActivateMaterial(cameratrans, rasty))
+ bucket->RenderMeshSlot(cameratrans, rasty, *ms);
// make this mesh slot culled automatically for next frame
// it will be culled out by frustrum culling
@@ -194,10 +191,10 @@ void RAS_BucketManager::RenderSolidBuckets(
if (mit->IsCulled())
continue;
- rendertools->SetClientObject(rasty, mit->m_clientObj);
+ rasty->SetClientObject(rasty, mit->m_clientObj);
- while ((*bit)->ActivateMaterial(cameratrans, rasty, rendertools))
- (*bit)->RenderMeshSlot(cameratrans, rasty, rendertools, *mit);
+ while ((*bit)->ActivateMaterial(cameratrans, rasty))
+ (*bit)->RenderMeshSlot(cameratrans, rasty, *mit);
// make this mesh slot culled automatically for next frame
// it will be culled out by frustrum culling
@@ -218,20 +215,19 @@ void RAS_BucketManager::RenderSolidBuckets(
for (sit=slots.begin(); sit!=slots.end(); ++sit) {
rendertools->SetClientObject(rasty, sit->m_ms->m_clientObj);
- while (sit->m_bucket->ActivateMaterial(cameratrans, rasty, rendertools))
- sit->m_bucket->RenderMeshSlot(cameratrans, rasty, rendertools, *(sit->m_ms));
+ while (sit->m_bucket->ActivateMaterial(cameratrans, rasty))
+ sit->m_bucket->RenderMeshSlot(cameratrans, rasty, *(sit->m_ms));
}
#endif
}
-void RAS_BucketManager::Renderbuckets(
- const MT_Transform& cameratrans, RAS_IRasterizer* rasty, RAS_IRenderTools* rendertools)
+void RAS_BucketManager::Renderbuckets(const MT_Transform& cameratrans, RAS_IRasterizer* rasty)
{
/* beginning each frame, clear (texture/material) caching information */
rasty->ClearCachingInfo();
- RenderSolidBuckets(cameratrans, rasty, rendertools);
- RenderAlphaBuckets(cameratrans, rasty, rendertools);
+ RenderSolidBuckets(cameratrans, rasty);
+ RenderAlphaBuckets(cameratrans, rasty);
/* All meshes should be up to date now */
/* Don't do this while processing buckets because some meshes are split between buckets */
@@ -259,7 +255,7 @@ void RAS_BucketManager::Renderbuckets(
}
- rendertools->SetClientObject(rasty, NULL);
+ rasty->SetClientObject(NULL);
}
RAS_MaterialBucket *RAS_BucketManager::FindBucket(RAS_IPolyMaterial *material, bool &bucketCreated)
diff --git a/source/gameengine/Rasterizer/RAS_BucketManager.h b/source/gameengine/Rasterizer/RAS_BucketManager.h
index bf88da6f1ba..f8c6375d474 100644
--- a/source/gameengine/Rasterizer/RAS_BucketManager.h
+++ b/source/gameengine/Rasterizer/RAS_BucketManager.h
@@ -51,8 +51,7 @@ public:
RAS_BucketManager();
virtual ~RAS_BucketManager();
- void Renderbuckets(const MT_Transform & cameratrans,
- RAS_IRasterizer* rasty, RAS_IRenderTools* rendertools);
+ void Renderbuckets(const MT_Transform & cameratrans, RAS_IRasterizer* rasty);
RAS_MaterialBucket* FindBucket(RAS_IPolyMaterial *material, bool &bucketCreated);
void OptimizeBuckets(MT_Scalar distance);
@@ -78,10 +77,10 @@ public:
private:
void OrderBuckets(const MT_Transform& cameratrans, BucketList& buckets, vector<sortedmeshslot>& slots, bool alpha);
- void RenderSolidBuckets(const MT_Transform& cameratrans,
- RAS_IRasterizer* rasty, RAS_IRenderTools* rendertools);
- void RenderAlphaBuckets(const MT_Transform& cameratrans,
- RAS_IRasterizer* rasty, RAS_IRenderTools* rendertools);
+ void RenderSolidBuckets(const MT_Transform& cameratrans,
+ RAS_IRasterizer* rasty);
+ void RenderAlphaBuckets(const MT_Transform& cameratrans,
+ RAS_IRasterizer* rasty);
#ifdef WITH_CXX_GUARDEDALLOC
diff --git a/source/gameengine/Rasterizer/RAS_IRasterizer.h b/source/gameengine/Rasterizer/RAS_IRasterizer.h
index ace91f6dd51..8291b9a2d5b 100644
--- a/source/gameengine/Rasterizer/RAS_IRasterizer.h
+++ b/source/gameengine/Rasterizer/RAS_IRasterizer.h
@@ -65,6 +65,13 @@ typedef vector< KX_IndexArray* > vecIndexArrays;
class RAS_IRasterizer
{
public:
+ enum RAS_TEXT_RENDER_MODE {
+ RAS_TEXT_RENDER_NODEF = 0,
+ RAS_TEXT_NORMAL,
+ RAS_TEXT_PADDED,
+ RAS_TEXT_MAX
+ };
+
RAS_IRasterizer(RAS_ICanvas* canv) {};
virtual ~RAS_IRasterizer() {};
@@ -247,11 +254,9 @@ public:
/**
* IndexPrimitives_3DText will render text into the polygons.
- * The text to be rendered is from \param rendertools client object's text property.
*/
virtual void IndexPrimitives_3DText(class RAS_MeshSlot& ms,
- class RAS_IPolyMaterial* polymat,
- class RAS_IRenderTools* rendertools)=0;
+ class RAS_IPolyMaterial* polymat)=0;
virtual void SetProjectionMatrix(MT_CmMatrix4x4 & mat)=0;
/* This one should become our final version, methinks. */
@@ -434,6 +439,88 @@ public:
virtual void SetUsingOverrideShader(bool val)=0;
virtual bool GetUsingOverrideShader()=0;
+ /**
+ * Render Tools
+ */
+ virtual void applyTransform(double* oglmatrix, int drawingmode)=0;
+
+ /**
+ * Renders 2D boxes.
+ * \param xco Position on the screen (origin in lower left corner).
+ * \param yco Position on the screen (origin in lower left corner).
+ * \param width Width of the canvas to draw to.
+ * \param height Height of the canvas to draw to.
+ * \param percentage Percentage of bar.
+ */
+ virtual void RenderBox2D(int xco,
+ int yco,
+ int width,
+ int height,
+ float percentage) = 0;
+
+ /**
+ * Renders 3D text string using BFL.
+ * \param fontid The id of the font.
+ * \param text The string to render.
+ * \param size The size of the text.
+ * \param dpi The resolution of the text.
+ * \param color The color of the object.
+ * \param mat The Matrix of the text object.
+ * \param aspect A scaling factor to compensate for the size.
+ */
+ virtual void RenderText3D(int fontid,
+ const char* text,
+ int size,
+ int dpi,
+ float* color,
+ double* mat,
+ float aspect
+ ) = 0;
+
+
+ /**
+ * Renders 2D text string.
+ * \param mode The type of text
+ * \param text The string to render.
+ * \param xco Position on the screen (origin in lower left corner).
+ * \param yco Position on the screen (origin in lower left corner).
+ * \param width Width of the canvas to draw to.
+ * \param height Height of the canvas to draw to.
+ */
+ virtual void RenderText2D(RAS_TEXT_RENDER_MODE mode,
+ const char* text,
+ int xco,
+ int yco,
+ int width,
+ int height
+ ) = 0;
+
+ // 3d text, mapped on polygon
+ virtual void RenderText(int mode,
+ RAS_IPolyMaterial* polymat,
+ float v1[3],
+ float v2[3],
+ float v3[3],
+ float v4[3],
+ int glattrib
+ )=0;
+
+ virtual void ProcessLighting(bool uselights, const MT_Transform& trans)=0;
+
+ virtual void PushMatrix()=0;
+
+ virtual void PopMatrix()=0;
+
+ virtual void AddLight(struct RAS_LightObject* lightobject)=0;
+
+ virtual void RemoveLight(struct RAS_LightObject* lightobject)=0;
+
+ virtual void MotionBlur()=0;
+
+ virtual void SetClientObject(void* obj)=0;
+
+ virtual void SetAuxilaryClientInfo(void* inf)=0;
+
#ifdef WITH_CXX_GUARDEDALLOC
MEM_CXX_CLASS_ALLOC_FUNCS("GE:RAS_IRasterizer")
#endif
diff --git a/source/gameengine/Rasterizer/RAS_IRenderTools.cpp b/source/gameengine/Rasterizer/RAS_IRenderTools.cpp
deleted file mode 100644
index 045373eff85..00000000000
--- a/source/gameengine/Rasterizer/RAS_IRenderTools.cpp
+++ /dev/null
@@ -1,59 +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_IRenderTools.cpp
- * \ingroup bgerast
- */
-
-
-#include "RAS_IRenderTools.h"
-
-void RAS_IRenderTools::SetClientObject(RAS_IRasterizer* rasty, void *obj)
-{
- if (m_clientobject != obj)
- m_clientobject = obj;
-}
-
-void RAS_IRenderTools::SetAuxilaryClientInfo(void* inf)
-{
- m_auxilaryClientInfo = inf;
-}
-
-void RAS_IRenderTools::AddLight(struct RAS_LightObject* lightobject)
-{
- m_lights.push_back(lightobject);
-}
-
-void RAS_IRenderTools::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);
-}
-
diff --git a/source/gameengine/Rasterizer/RAS_IRenderTools.h b/source/gameengine/Rasterizer/RAS_IRenderTools.h
deleted file mode 100644
index 6131abc0650..00000000000
--- a/source/gameengine/Rasterizer/RAS_IRenderTools.h
+++ /dev/null
@@ -1,227 +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 RAS_IRenderTools.h
- * \ingroup bgerast
- */
-
-#ifndef __RAS_IRENDERTOOLS_H__
-#define __RAS_IRENDERTOOLS_H__
-
-#include "MT_Transform.h"
-#include "RAS_IRasterizer.h"
-#include "RAS_2DFilterManager.h"
-
-#include <vector>
-#include <algorithm>
-
-#ifdef WITH_CXX_GUARDEDALLOC
-#include "MEM_guardedalloc.h"
-#endif
-
-class RAS_IPolyMaterial;
-struct RAS_LightObject;
-
-
-class RAS_IRenderTools
-{
-
-protected:
- void* m_clientobject;
- void* m_auxilaryClientInfo;
-
- std::vector<struct RAS_LightObject*> m_lights;
-
- RAS_2DFilterManager m_filtermanager;
-
-public:
- enum RAS_TEXT_RENDER_MODE {
- RAS_TEXT_RENDER_NODEF = 0,
- RAS_TEXT_NORMAL,
- RAS_TEXT_PADDED,
- RAS_TEXT_MAX
- };
-
- RAS_IRenderTools(
- ) :
- m_clientobject(NULL)
- {
- };
-
- virtual
- ~RAS_IRenderTools(
- ) {};
-
- virtual
- void
- BeginFrame(
- RAS_IRasterizer* rasty
- )=0;
-
- virtual
- void
- EndFrame(
- RAS_IRasterizer* rasty
- )=0;
-
- // the following function was formerly called 'Render'
- // by it doesn't render anymore
- // It only sets the transform for the rasterizer
- // so must be renamed to 'applyTransform' or something
-
- virtual
- void
- applyTransform(
- class RAS_IRasterizer* rasty,
- double* oglmatrix,
- int drawingmode
- )=0;
-
- /**
- * Renders 2D boxes.
- * \param xco Position on the screen (origin in lower left corner).
- * \param yco Position on the screen (origin in lower left corner).
- * \param width Width of the canvas to draw to.
- * \param height Height of the canvas to draw to.
- * \param percentage Percentage of bar.
- */
- virtual
- void
- RenderBox2D(int xco,
- int yco,
- int width,
- int height,
- float percentage) = 0;
-
- /**
- * Renders 3D text string using BFL.
- * \param fontid The id of the font.
- * \param text The string to render.
- * \param size The size of the text.
- * \param dpi The resolution of the text.
- * \param color The color of the object.
- * \param mat The Matrix of the text object.
- * \param aspect A scaling factor to compensate for the size.
- */
- virtual
- void
- RenderText3D(int fontid,
- const char* text,
- int size,
- int dpi,
- float* color,
- double* mat,
- float aspect
- ) = 0;
-
-
- /**
- * Renders 2D text string.
- * \param mode The type of text
- * \param text The string to render.
- * \param xco Position on the screen (origin in lower left corner).
- * \param yco Position on the screen (origin in lower left corner).
- * \param width Width of the canvas to draw to.
- * \param height Height of the canvas to draw to.
- */
- virtual
- void
- RenderText2D(
- RAS_TEXT_RENDER_MODE mode,
- const char* text,
- int xco,
- int yco,
- int width,
- int height
- ) = 0;
-
- // 3d text, mapped on polygon
- virtual
- void
- RenderText(
- int mode,
- RAS_IPolyMaterial* polymat,
- float v1[3],
- float v2[3],
- float v3[3],
- float v4[3],
- int glattrib
- )=0;
-
- virtual
- void
- ProcessLighting(
- RAS_IRasterizer *rasty,
- bool uselights,
- const MT_Transform& trans
- )=0;
-
- virtual
- void
- SetClientObject(
- RAS_IRasterizer* rasty,
- void* obj
- );
-
- void
- SetAuxilaryClientInfo(
- void* inf
- );
-
- virtual
- void
- PushMatrix(
- )=0;
-
- virtual
- void
- PopMatrix(
- )=0;
-
- virtual
- void
- AddLight(
- struct RAS_LightObject* lightobject
- );
-
- virtual
- void
- RemoveLight(
- struct RAS_LightObject* lightobject
- );
-
- virtual
- void
- MotionBlur(RAS_IRasterizer* rasterizer)=0;
-
-
-#ifdef WITH_CXX_GUARDEDALLOC
- MEM_CXX_CLASS_ALLOC_FUNCS("GE:RAS_IRenderTools")
-#endif
-};
-
-#endif /* __RAS_IRENDERTOOLS_H__ */
diff --git a/source/gameengine/Rasterizer/RAS_MaterialBucket.cpp b/source/gameengine/Rasterizer/RAS_MaterialBucket.cpp
index 8ea09029a35..726b9106340 100644
--- a/source/gameengine/Rasterizer/RAS_MaterialBucket.cpp
+++ b/source/gameengine/Rasterizer/RAS_MaterialBucket.cpp
@@ -43,7 +43,6 @@
#include "RAS_Polygon.h"
#include "RAS_TexVert.h"
#include "RAS_IRasterizer.h"
-#include "RAS_IRenderTools.h"
#include "RAS_MeshObject.h"
#include "RAS_Deformer.h" // __NLA
@@ -581,8 +580,7 @@ list<RAS_MeshSlot>::iterator RAS_MaterialBucket::msEnd()
return m_meshSlots.end();
}
-bool RAS_MaterialBucket::ActivateMaterial(const MT_Transform& cameratrans, RAS_IRasterizer* rasty,
- RAS_IRenderTools *rendertools)
+bool RAS_MaterialBucket::ActivateMaterial(const MT_Transform& cameratrans, RAS_IRasterizer* rasty)
{
bool uselights;
@@ -593,13 +591,12 @@ bool RAS_MaterialBucket::ActivateMaterial(const MT_Transform& cameratrans, RAS_I
return false;
uselights= m_material->UsesLighting(rasty);
- rendertools->ProcessLighting(rasty, uselights, cameratrans);
+ rasty->ProcessLighting(uselights, cameratrans);
return true;
}
-void RAS_MaterialBucket::RenderMeshSlot(const MT_Transform& cameratrans, RAS_IRasterizer* rasty,
- RAS_IRenderTools* rendertools, RAS_MeshSlot &ms)
+void RAS_MaterialBucket::RenderMeshSlot(const MT_Transform& cameratrans, RAS_IRasterizer* rasty, RAS_MeshSlot &ms)
{
m_material->ActivateMeshSlot(ms, rasty);
@@ -613,10 +610,10 @@ void RAS_MaterialBucket::RenderMeshSlot(const MT_Transform& cameratrans, RAS_IRa
if (IsZSort() && rasty->GetDrawingMode() >= RAS_IRasterizer::KX_SOLID)
ms.m_mesh->SortPolygons(ms, cameratrans*MT_Transform(ms.m_OpenGLMatrix));
- rendertools->PushMatrix();
+ rasty->PushMatrix();
if (!ms.m_pDeformer || !ms.m_pDeformer->SkipVertexTransform())
{
- rendertools->applyTransform(rasty,ms.m_OpenGLMatrix,m_material->GetDrawingMode());
+ rasty->applyTransform(ms.m_OpenGLMatrix,m_material->GetDrawingMode());
}
if (rasty->QueryLists())
@@ -641,7 +638,7 @@ void RAS_MaterialBucket::RenderMeshSlot(const MT_Transform& cameratrans, RAS_IRa
// for text drawing using faces
if (m_material->GetDrawingMode() & RAS_IRasterizer::RAS_RENDER_3DPOLYGON_TEXT)
- rasty->IndexPrimitives_3DText(ms, m_material, rendertools);
+ rasty->IndexPrimitives_3DText(ms, m_material);
// for multitexturing
else if ((m_material->GetFlag() & (RAS_MULTITEX|RAS_BLENDERGLSL)))
rasty->IndexPrimitivesMulti(ms);
@@ -649,7 +646,7 @@ void RAS_MaterialBucket::RenderMeshSlot(const MT_Transform& cameratrans, RAS_IRa
else
rasty->IndexPrimitives(ms);
- rendertools->PopMatrix();
+ rasty->PopMatrix();
}
void RAS_MaterialBucket::Optimize(MT_Scalar distance)
diff --git a/source/gameengine/Rasterizer/RAS_MaterialBucket.h b/source/gameengine/Rasterizer/RAS_MaterialBucket.h
index 4c72f128817..c112d44f774 100644
--- a/source/gameengine/Rasterizer/RAS_MaterialBucket.h
+++ b/source/gameengine/Rasterizer/RAS_MaterialBucket.h
@@ -219,10 +219,8 @@ public:
bool IsZSort() const;
/* Rendering */
- bool ActivateMaterial(const MT_Transform& cameratrans, RAS_IRasterizer* rasty,
- RAS_IRenderTools *rendertools);
- void RenderMeshSlot(const MT_Transform& cameratrans, RAS_IRasterizer* rasty,
- RAS_IRenderTools* rendertools, RAS_MeshSlot &ms);
+ bool ActivateMaterial(const MT_Transform& cameratrans, RAS_IRasterizer* rasty);
+ void RenderMeshSlot(const MT_Transform& cameratrans, RAS_IRasterizer* rasty, RAS_MeshSlot &ms);
/* Mesh Slot Access */
list<RAS_MeshSlot>::iterator msBegin();
diff --git a/source/gameengine/Rasterizer/RAS_OpenGLRasterizer/CMakeLists.txt b/source/gameengine/Rasterizer/RAS_OpenGLRasterizer/CMakeLists.txt
index 6b53990770f..76ac6316e38 100644
--- a/source/gameengine/Rasterizer/RAS_OpenGLRasterizer/CMakeLists.txt
+++ b/source/gameengine/Rasterizer/RAS_OpenGLRasterizer/CMakeLists.txt
@@ -25,9 +25,15 @@
set(INC
..
+ # XXX Remove these <<<
../../BlenderRoutines
+ ../../Expressions
+ ../../GameLogic
../../Ketsji
+ ../../Physics/common
+ # >>>
../../SceneGraph
+ ../../../blender/blenfont
../../../blender/blenkernel
../../../blender/blenlib
../../../blender/gpu
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;
+}
+
diff --git a/source/gameengine/Rasterizer/RAS_OpenGLRasterizer/RAS_OpenGLRasterizer.h b/source/gameengine/Rasterizer/RAS_OpenGLRasterizer/RAS_OpenGLRasterizer.h
index c638c40d34b..bd9e479464a 100644
--- a/source/gameengine/Rasterizer/RAS_OpenGLRasterizer/RAS_OpenGLRasterizer.h
+++ b/source/gameengine/Rasterizer/RAS_OpenGLRasterizer/RAS_OpenGLRasterizer.h
@@ -105,6 +105,15 @@ class RAS_OpenGLRasterizer : public RAS_IRasterizer
bool m_usingoverrideshader;
+ // Render tools
+ void* m_clientobject;
+ void* m_auxilaryClientInfo;
+ std::vector<struct RAS_LightObject*> m_lights;
+ int m_lastlightlayer;
+ bool m_lastlighting;
+ void *m_lastauxinfo;
+ unsigned int m_numgllights;
+
protected:
int m_drawingmode;
TexCoGen m_texco[RAS_MAX_TEXCO];
@@ -171,10 +180,8 @@ public:
virtual void IndexPrimitives(class RAS_MeshSlot& ms);
virtual void IndexPrimitivesMulti(class RAS_MeshSlot& ms);
- virtual void IndexPrimitives_3DText(
- class RAS_MeshSlot& ms,
- class RAS_IPolyMaterial* polymat,
- class RAS_IRenderTools* rendertools);
+ virtual void IndexPrimitives_3DText(class RAS_MeshSlot& ms,
+ class RAS_IPolyMaterial* polymat);
virtual void SetProjectionMatrix(MT_CmMatrix4x4 & mat);
virtual void SetProjectionMatrix(const MT_Matrix4x4 & mat);
@@ -330,6 +337,65 @@ public:
virtual void SetUsingOverrideShader(bool val);
virtual bool GetUsingOverrideShader();
+ /**
+ * Render Tools
+ */
+ void EnableOpenGLLights();
+ void DisableOpenGLLights();
+ void ProcessLighting(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);
+
+ 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(double* oglmatrix, int objectdrawmode);
+ int applyLights(int objectlayer, const MT_Transform& viewmat);
+
+ void PushMatrix();
+ void PopMatrix();
+
+ bool RayHit(class KX_ClientObjectInfo* client, class KX_RayCast* result, void * const data);
+ bool NeedRayCast(class KX_ClientObjectInfo*) { return true; }
+
+
+ void AddLight(struct RAS_LightObject* lightobject);
+
+ void RemoveLight(struct RAS_LightObject* lightobject);
+ int ApplyLights(int objectlayer, const MT_Transform& viewmat);
+
+ void MotionBlur();
+
+ void SetClientObject(void* obj);
+
+ void SetAuxilaryClientInfo(void* inf);
+
+
#ifdef WITH_CXX_GUARDEDALLOC
MEM_CXX_CLASS_ALLOC_FUNCS("GE:RAS_OpenGLRasterizer")
#endif