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-rw-r--r--source/gameengine/BlenderRoutines/BL_KetsjiEmbedStart.cpp12
-rw-r--r--source/gameengine/BlenderRoutines/CMakeLists.txt2
-rw-r--r--source/gameengine/BlenderRoutines/KX_BlenderGL.cpp163
-rw-r--r--source/gameengine/BlenderRoutines/KX_BlenderGL.h5
-rw-r--r--source/gameengine/BlenderRoutines/KX_BlenderRenderTools.cpp410
-rw-r--r--source/gameengine/BlenderRoutines/KX_BlenderRenderTools.h122
-rw-r--r--source/gameengine/Converter/BL_BlenderDataConversion.cpp9
-rw-r--r--source/gameengine/Converter/BL_BlenderDataConversion.h2
-rw-r--r--source/gameengine/Converter/KX_BlenderSceneConverter.cpp2
-rw-r--r--source/gameengine/Converter/KX_BlenderSceneConverter.h2
-rw-r--r--source/gameengine/GamePlayer/common/CMakeLists.txt2
-rw-r--r--source/gameengine/GamePlayer/common/GPC_RenderTools.cpp577
-rw-r--r--source/gameengine/GamePlayer/common/GPC_RenderTools.h115
-rw-r--r--source/gameengine/GamePlayer/ghost/GPG_Application.cpp18
-rw-r--r--source/gameengine/GamePlayer/ghost/GPG_Application.h3
-rw-r--r--source/gameengine/Ketsji/KX_Dome.cpp5
-rw-r--r--source/gameengine/Ketsji/KX_Dome.h3
-rw-r--r--source/gameengine/Ketsji/KX_FontObject.cpp8
-rw-r--r--source/gameengine/Ketsji/KX_FontObject.h6
-rw-r--r--source/gameengine/Ketsji/KX_ISceneConverter.h2
-rw-r--r--source/gameengine/Ketsji/KX_KetsjiEngine.cpp59
-rw-r--r--source/gameengine/Ketsji/KX_KetsjiEngine.h3
-rw-r--r--source/gameengine/Ketsji/KX_Light.cpp11
-rw-r--r--source/gameengine/Ketsji/KX_Light.h10
-rw-r--r--source/gameengine/Ketsji/KX_Scene.cpp5
-rw-r--r--source/gameengine/Ketsji/KX_Scene.h3
-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
-rw-r--r--source/gameengine/VideoTexture/ImageRender.cpp7
-rw-r--r--source/gameengine/VideoTexture/ImageRender.h3
39 files changed, 756 insertions, 1852 deletions
diff --git a/source/gameengine/BlenderRoutines/BL_KetsjiEmbedStart.cpp b/source/gameengine/BlenderRoutines/BL_KetsjiEmbedStart.cpp
index 484e51c4ed1..5479a5e7a6e 100644
--- a/source/gameengine/BlenderRoutines/BL_KetsjiEmbedStart.cpp
+++ b/source/gameengine/BlenderRoutines/BL_KetsjiEmbedStart.cpp
@@ -46,7 +46,6 @@
#include "KX_BlenderCanvas.h"
#include "KX_BlenderKeyboardDevice.h"
#include "KX_BlenderMouseDevice.h"
-#include "KX_BlenderRenderTools.h"
#include "KX_BlenderSystem.h"
#include "BL_Material.h"
@@ -276,7 +275,7 @@ extern "C" void StartKetsjiShell(struct bContext *C, struct ARegion *ar, rcti *c
if (animation_record) usefixed= false; /* override since you don't want to run full-speed for sim recording */
- // create the canvas, rasterizer and rendertools
+ // create the canvas and rasterizer
RAS_ICanvas* canvas = new KX_BlenderCanvas(wm, win, area_rect, ar);
// default mouse state set on render panel
@@ -292,7 +291,6 @@ extern "C" void StartKetsjiShell(struct bContext *C, struct ARegion *ar, rcti *c
else
canvas->SetSwapInterval((startscene->gm.vsync == VSYNC_ON) ? 1 : 0);
- RAS_IRenderTools* rendertools = new KX_BlenderRenderTools();
RAS_IRasterizer* rasterizer = NULL;
//Don't use displaylists with VBOs
//If auto starts using VBOs, make sure to check for that here
@@ -324,7 +322,6 @@ extern "C" void StartKetsjiShell(struct bContext *C, struct ARegion *ar, rcti *c
ketsjiengine->SetMouseDevice(mousedevice);
ketsjiengine->SetNetworkDevice(networkdevice);
ketsjiengine->SetCanvas(canvas);
- ketsjiengine->SetRenderTools(rendertools);
ketsjiengine->SetRasterizer(rasterizer);
ketsjiengine->SetUseFixedTime(usefixed);
ketsjiengine->SetTimingDisplay(frameRate, profile, properties);
@@ -518,7 +515,7 @@ extern "C" void StartKetsjiShell(struct bContext *C, struct ARegion *ar, rcti *c
// convert and add scene
sceneconverter->ConvertScene(
startscene,
- rendertools,
+ rasterizer,
canvas);
ketsjiengine->AddScene(startscene);
@@ -664,11 +661,6 @@ extern "C" void StartKetsjiShell(struct bContext *C, struct ARegion *ar, rcti *c
delete rasterizer;
rasterizer = NULL;
}
- if (rendertools)
- {
- delete rendertools;
- rendertools = NULL;
- }
if (canvas)
{
canvas->SetSwapInterval(previous_vsync); // Set the swap interval back
diff --git a/source/gameengine/BlenderRoutines/CMakeLists.txt b/source/gameengine/BlenderRoutines/CMakeLists.txt
index 67739706e3c..1f323a798ce 100644
--- a/source/gameengine/BlenderRoutines/CMakeLists.txt
+++ b/source/gameengine/BlenderRoutines/CMakeLists.txt
@@ -43,7 +43,6 @@ set(SRC
KX_BlenderInputDevice.cpp
KX_BlenderKeyboardDevice.cpp
KX_BlenderMouseDevice.cpp
- KX_BlenderRenderTools.cpp
KX_BlenderSystem.cpp
BL_System.h
@@ -52,7 +51,6 @@ set(SRC
KX_BlenderInputDevice.h
KX_BlenderKeyboardDevice.h
KX_BlenderMouseDevice.h
- KX_BlenderRenderTools.h
KX_BlenderSystem.h
)
diff --git a/source/gameengine/BlenderRoutines/KX_BlenderGL.cpp b/source/gameengine/BlenderRoutines/KX_BlenderGL.cpp
index 6ed4866579c..3770d81f4d5 100644
--- a/source/gameengine/BlenderRoutines/KX_BlenderGL.cpp
+++ b/source/gameengine/BlenderRoutines/KX_BlenderGL.cpp
@@ -108,169 +108,6 @@ int BL_GetSwapInterval(struct wmWindow *win)
return wm_window_get_swap_interval(win);
}
-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 BL_draw_gamedebug_box(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);
-}
-
-/* Print 3D text */
-void BL_print_game_line(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 BL_print_gamedebug_line(const char *text, int xco, int yco, int width, int height)
-{
- /* gl prepping */
- DisableForText();
- glDisable(GL_DEPTH_TEST);
-
- glMatrixMode(GL_PROJECTION);
- glPushMatrix();
- glLoadIdentity();
-
- glOrtho(0, width, 0, height, -100, 100);
-
- glMatrixMode(GL_MODELVIEW);
- glPushMatrix();
- glLoadIdentity();
-
- /* 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);
-}
-
-void BL_print_gamedebug_line_padded(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();
-
- /* 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);
-
- glMatrixMode(GL_PROJECTION);
- glPopMatrix();
- glMatrixMode(GL_MODELVIEW);
- glPopMatrix();
- glEnable(GL_DEPTH_TEST);
-}
-
void BL_HideMouse(wmWindow *win)
{
WM_cursor_set(win, CURSOR_NONE);
diff --git a/source/gameengine/BlenderRoutines/KX_BlenderGL.h b/source/gameengine/BlenderRoutines/KX_BlenderGL.h
index 8032d9a594a..13d563a687b 100644
--- a/source/gameengine/BlenderRoutines/KX_BlenderGL.h
+++ b/source/gameengine/BlenderRoutines/KX_BlenderGL.h
@@ -56,11 +56,6 @@ void BL_HideMouse(struct wmWindow *win);
void BL_NormalMouse(struct wmWindow *win);
void BL_WaitMouse(struct wmWindow *win);
-void BL_draw_gamedebug_box(int xco, int yco, int width, int height, float percentage);
-void BL_print_game_line(int fontid, const char* text, int size, int dpi, float* color, double* mat, float aspect);
-void BL_print_gamedebug_line(const char* text, int xco, int yco, int width, int height);
-void BL_print_gamedebug_line_padded(const char* text, int xco, int yco, int width, int height);
-
#ifdef __cplusplus
diff --git a/source/gameengine/BlenderRoutines/KX_BlenderRenderTools.cpp b/source/gameengine/BlenderRoutines/KX_BlenderRenderTools.cpp
deleted file mode 100644
index bcc62a341f8..00000000000
--- a/source/gameengine/BlenderRoutines/KX_BlenderRenderTools.cpp
+++ /dev/null
@@ -1,410 +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/BlenderRoutines/KX_BlenderRenderTools.cpp
- * \ingroup blroutines
- */
-
-
-#include "GL/glew.h"
-
-#include "RAS_IRenderTools.h"
-#include "RAS_IRasterizer.h"
-#include "RAS_LightObject.h"
-#include "RAS_ICanvas.h"
-#include "RAS_GLExtensionManager.h"
-#include "RAS_MeshObject.h"
-
-#include "KX_GameObject.h"
-#include "KX_PolygonMaterial.h"
-#include "KX_BlenderMaterial.h"
-#include "KX_RayCast.h"
-#include "KX_IPhysicsController.h"
-#include "KX_Light.h"
-
-#include "PHY_IPhysicsEnvironment.h"
-
-#include "STR_String.h"
-
-#include "GPU_draw.h"
-
-#include "KX_BlenderGL.h" // for text printing
-#include "KX_BlenderRenderTools.h"
-
-unsigned int KX_BlenderRenderTools::m_numgllights;
-
-KX_BlenderRenderTools::KX_BlenderRenderTools()
-{
- glGetIntegerv(GL_MAX_LIGHTS, (GLint *) &m_numgllights);
- if (m_numgllights < 8)
- m_numgllights = 8;
-}
-
-KX_BlenderRenderTools::~KX_BlenderRenderTools()
-{
-}
-
-void KX_BlenderRenderTools::BeginFrame(RAS_IRasterizer* rasty)
-{
- m_clientobject = NULL;
- m_lastlightlayer = -1;
- m_lastauxinfo = NULL;
- m_lastlighting = true; /* force disable in DisableOpenGLLights() */
- DisableOpenGLLights();
-}
-
-void KX_BlenderRenderTools::EndFrame(RAS_IRasterizer* rasty)
-{
-}
-
-/* ProcessLighting performs lighting on objects. the layer is a bitfield that
- * contains layer information. There are 20 'official' layers in blender. A
- * light is applied on an object only when they are in the same layer. OpenGL
- * has a maximum of 8 lights (simultaneous), so 20 * 8 lights are possible in
- * a scene. */
-
-void KX_BlenderRenderTools::ProcessLighting(RAS_IRasterizer *rasty, bool uselights, const MT_Transform& viewmat)
-{
- bool enable = false;
- int layer= -1;
-
- /* find the layer */
- if (uselights) {
- if (m_clientobject)
- layer = static_cast<KX_GameObject*>(m_clientobject)->GetLayer();
- }
-
- /* avoid state switching */
- if (m_lastlightlayer == layer && m_lastauxinfo == m_auxilaryClientInfo)
- return;
-
- m_lastlightlayer = layer;
- m_lastauxinfo = m_auxilaryClientInfo;
-
- /* enable/disable lights as needed */
- if (layer >= 0)
- enable = applyLights(layer, viewmat);
-
- if (enable)
- EnableOpenGLLights(rasty);
- else
- DisableOpenGLLights();
-}
-
-void KX_BlenderRenderTools::EnableOpenGLLights(RAS_IRasterizer *rasty)
-{
- if (m_lastlighting == true)
- return;
-
- glEnable(GL_LIGHTING);
- glEnable(GL_COLOR_MATERIAL);
-
- glColorMaterial(GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE);
- glLightModeli(GL_LIGHT_MODEL_TWO_SIDE, GL_TRUE);
- glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, (rasty->GetCameraOrtho())? GL_FALSE: GL_TRUE);
- if (GLEW_EXT_separate_specular_color || GLEW_VERSION_1_2)
- glLightModeli(GL_LIGHT_MODEL_COLOR_CONTROL, GL_SEPARATE_SPECULAR_COLOR);
-
- m_lastlighting = true;
-}
-
-void KX_BlenderRenderTools::DisableOpenGLLights()
-{
- if (m_lastlighting == false)
- return;
-
- glDisable(GL_LIGHTING);
- glDisable(GL_COLOR_MATERIAL);
-
- m_lastlighting = false;
-}
-
-
-void KX_BlenderRenderTools::SetClientObject(RAS_IRasterizer *rasty, void* obj)
-{
- if (m_clientobject != obj)
- {
- bool ccw = (obj == NULL || !((KX_GameObject*)obj)->IsNegativeScaling());
- rasty->SetFrontFace(ccw);
-
- m_clientobject = obj;
- }
-}
-
-bool KX_BlenderRenderTools::RayHit(KX_ClientObjectInfo *client, KX_RayCast *result, void * const data)
-{
- double* const oglmatrix = (double* const) data;
-
- RAS_Polygon* poly = result->m_hitMesh->GetPolygon(result->m_hitPolygon);
- if (!poly->IsVisible())
- return false;
-
- MT_Point3 resultpoint(result->m_hitPoint);
- MT_Vector3 resultnormal(result->m_hitNormal);
- MT_Vector3 left(oglmatrix[0],oglmatrix[1],oglmatrix[2]);
- MT_Vector3 dir = -(left.cross(resultnormal)).safe_normalized();
- left = (dir.cross(resultnormal)).safe_normalized();
- // for the up vector, we take the 'resultnormal' returned by the physics
-
- double maat[16] = {left[0], left[1], left[2], 0,
- dir[0], dir[1], dir[2], 0,
- resultnormal[0], resultnormal[1], resultnormal[2], 0,
- 0, 0, 0, 1};
-
- glTranslated(resultpoint[0],resultpoint[1],resultpoint[2]);
- //glMultMatrixd(oglmatrix);
- glMultMatrixd(maat);
- return true;
-}
-
-void KX_BlenderRenderTools::applyTransform(RAS_IRasterizer* rasty,double* oglmatrix,int objectdrawmode )
-{
- /* FIXME:
- blender: intern/moto/include/MT_Vector3.inl:42: MT_Vector3 operator/(const
- MT_Vector3&, double): Assertion `!MT_fuzzyZero(s)' failed.
-
- Program received signal SIGABRT, Aborted.
- [Switching to Thread 16384 (LWP 1519)]
- 0x40477571 in kill () from /lib/libc.so.6
- (gdb) bt
- #7 0x08334368 in MT_Vector3::normalized() const ()
- #8 0x0833e6ec in KX_BlenderRenderTools::applyTransform(RAS_IRasterizer*, double*, int) ()
- */
-
- if (objectdrawmode & RAS_IPolyMaterial::BILLBOARD_SCREENALIGNED ||
- objectdrawmode & RAS_IPolyMaterial::BILLBOARD_AXISALIGNED)
- {
- // rotate the billboard/halo
- //page 360/361 3D Game Engine Design, David Eberly for a discussion
- // on screen aligned and axis aligned billboards
- // assumed is that the preprocessor transformed all billboard polygons
- // so that their normal points into the positive x direction (1.0, 0.0, 0.0)
- // when new parenting for objects is done, this rotation
- // will be moved into the object
-
- MT_Point3 objpos (oglmatrix[12],oglmatrix[13],oglmatrix[14]);
- MT_Point3 campos = rasty->GetCameraPosition();
- MT_Vector3 dir = (campos - objpos).safe_normalized();
- MT_Vector3 up(0,0,1.0);
-
- KX_GameObject* gameobj = (KX_GameObject *)this->m_clientobject;
- // get scaling of halo object
- MT_Vector3 size = gameobj->GetSGNode()->GetWorldScaling();
-
- bool screenaligned = (objectdrawmode & RAS_IPolyMaterial::BILLBOARD_SCREENALIGNED)!=0;//false; //either screen or axisaligned
- if (screenaligned)
- {
- up = (up - up.dot(dir) * dir).safe_normalized();
- } else
- {
- dir = (dir - up.dot(dir)*up).safe_normalized();
- }
-
- MT_Vector3 left = dir.normalized();
- dir = (left.cross(up)).normalized();
-
- // we have calculated the row vectors, now we keep
- // local scaling into account:
-
- left *= size[0];
- dir *= size[1];
- up *= size[2];
-
- double maat[16] = {left[0], left[1], left[2], 0,
- dir[0], dir[1], dir[2], 0,
- up[0], up[1], up[2], 0,
- 0, 0, 0, 1};
-
- glTranslated(objpos[0],objpos[1],objpos[2]);
- glMultMatrixd(maat);
- }
- else {
- if (objectdrawmode & RAS_IPolyMaterial::SHADOW)
- {
- // shadow must be cast to the ground, physics system needed here!
- MT_Point3 frompoint(oglmatrix[12],oglmatrix[13],oglmatrix[14]);
- KX_GameObject *gameobj = (KX_GameObject *)this->m_clientobject;
- MT_Vector3 direction = MT_Vector3(0,0,-1);
-
- direction.normalize();
- direction *= 100000;
-
- MT_Point3 topoint = frompoint + direction;
-
- KX_Scene* kxscene = (KX_Scene*) m_auxilaryClientInfo;
- PHY_IPhysicsEnvironment* physics_environment = kxscene->GetPhysicsEnvironment();
- KX_IPhysicsController* physics_controller = gameobj->GetPhysicsController();
-
- KX_GameObject *parent = gameobj->GetParent();
- if (!physics_controller && parent)
- physics_controller = parent->GetPhysicsController();
- if (parent)
- parent->Release();
-
- KX_RayCast::Callback<KX_BlenderRenderTools> callback(this, physics_controller, oglmatrix);
- if (!KX_RayCast::RayTest(physics_environment, frompoint, topoint, callback))
- {
- // couldn't find something to cast the shadow on...
- glMultMatrixd(oglmatrix);
- }
- else
- { // we found the "ground", but the cast matrix doesn't take
- // scaling in consideration, so we must apply the object scale
- MT_Vector3 size = gameobj->GetSGNode()->GetLocalScale();
- glScalef(size[0], size[1], size[2]);
- }
- } else
- {
-
- // 'normal' object
- glMultMatrixd(oglmatrix);
- }
- }
-}
-
-void KX_BlenderRenderTools::RenderBox2D(int xco,
- int yco,
- int width,
- int height,
- float percentage)
-{
- BL_draw_gamedebug_box(xco, yco, width, height, percentage);
-}
-
-void KX_BlenderRenderTools::RenderText3D(int fontid,
- const char* text,
- int size,
- int dpi,
- float* color,
- double* mat,
- float aspect)
-{
- BL_print_game_line(fontid, text, size, dpi, color, mat, aspect);
-}
-
-void KX_BlenderRenderTools::RenderText2D(RAS_TEXT_RENDER_MODE mode,
- const char* text,
- int xco,
- int yco,
- int width,
- int height)
-{
- if (mode == RAS_IRenderTools::RAS_TEXT_PADDED)
- BL_print_gamedebug_line_padded(text, xco, yco, width, height);
- else
- BL_print_gamedebug_line(text, xco, yco, width, height);
-}
-
-/* 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 KX_BlenderRenderTools::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 KX_BlenderRenderTools::PushMatrix()
-{
- glPushMatrix();
-}
-
-void KX_BlenderRenderTools::PopMatrix()
-{
- glPopMatrix();
-}
-
-
-int KX_BlenderRenderTools::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 KX_BlenderRenderTools::MotionBlur(RAS_IRasterizer* rasterizer)
-{
- int state = rasterizer->GetMotionBlurState();
- float motionblurvalue;
- if (state)
- {
- motionblurvalue = rasterizer->GetMotionBlurValue();
- if (state==1)
- {
- //bugfix:load color buffer into accum buffer for the first time(state=1)
- glAccum(GL_LOAD, 1.0);
- rasterizer->SetMotionBlurState(2);
- }
- else if (motionblurvalue >= 0.0f && motionblurvalue <= 1.0f) {
- glAccum(GL_MULT, motionblurvalue);
- glAccum(GL_ACCUM, 1-motionblurvalue);
- glAccum(GL_RETURN, 1.0);
- glFlush();
- }
- }
-}
-
diff --git a/source/gameengine/BlenderRoutines/KX_BlenderRenderTools.h b/source/gameengine/BlenderRoutines/KX_BlenderRenderTools.h
deleted file mode 100644
index 228763e7d2d..00000000000
--- a/source/gameengine/BlenderRoutines/KX_BlenderRenderTools.h
+++ /dev/null
@@ -1,122 +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 KX_BlenderRenderTools.h
- * \ingroup blroutines
- */
-
-#ifndef __KX_BLENDERRENDERTOOLS_H__
-#define __KX_BLENDERRENDERTOOLS_H__
-
-#ifdef _MSC_VER
- /* don't show stl-warnings */
-# pragma warning (disable:4786)
-#endif
-
-#include "RAS_IRenderTools.h"
-
-#ifdef WITH_CXX_GUARDEDALLOC
-#include "MEM_guardedalloc.h"
-#endif
-
-struct KX_ClientObjectInfo;
-class KX_RayCast;
-
-/* BlenderRenderTools are a set of tools to apply 2D/3D graphics effects, which
- * are not part of the (polygon) Rasterizer. Effects like 2D text, 3D (polygon)
- * text, lighting.
- *
- * Most of this code is duplicated in GPC_RenderTools, so this should be
- * moved to some common location to avoid duplication. */
-
-class KX_BlenderRenderTools : public RAS_IRenderTools
-{
- int m_lastlightlayer;
- bool m_lastlighting;
- void *m_lastauxinfo;
- static unsigned int m_numgllights;
-
-public:
- KX_BlenderRenderTools();
- virtual ~KX_BlenderRenderTools();
-
- void EndFrame(RAS_IRasterizer* rasty);
- void BeginFrame(RAS_IRasterizer* rasty);
-
- void EnableOpenGLLights(RAS_IRasterizer *rasty);
- void DisableOpenGLLights();
- void ProcessLighting(RAS_IRasterizer *rasty, bool uselights, const MT_Transform& viewmat);
-
- void RenderBox2D(int xco,
- int yco,
- int width,
- int height,
- float percentage);
-
-
- void RenderText3D(int fontid,
- const char* text,
- int size,
- int dpi,
- float* color,
- double* mat,
- float aspect);
-
- void RenderText2D(RAS_TEXT_RENDER_MODE mode,
- const char* text,
- int xco,
- int yco,
- int width,
- int height);
- void RenderText(int mode,
- class RAS_IPolyMaterial* polymat,
- float v1[3],
- float v2[3],
- float v3[3],
- float v4[3],
- int glattrib);
-
- void applyTransform(RAS_IRasterizer* rasty, double* oglmatrix, int objectdrawmode);
- int applyLights(int objectlayer, const MT_Transform& viewmat);
-
- void PushMatrix();
- void PopMatrix();
-
- bool RayHit(KX_ClientObjectInfo* client, class KX_RayCast* result, void * const data);
- bool NeedRayCast(KX_ClientObjectInfo*) { return true; }
-
- virtual void MotionBlur(RAS_IRasterizer* rasterizer);
-
- virtual void SetClientObject(RAS_IRasterizer *rasty, void* obj);
-
-
-#ifdef WITH_CXX_GUARDEDALLOC
- MEM_CXX_CLASS_ALLOC_FUNCS("GE:KX_BlenderRenderTools")
-#endif
-};
-
-#endif /* __KX_BLENDERRENDERTOOLS_H__ */
diff --git a/source/gameengine/Converter/BL_BlenderDataConversion.cpp b/source/gameengine/Converter/BL_BlenderDataConversion.cpp
index b0555abbea4..7456670fcdb 100644
--- a/source/gameengine/Converter/BL_BlenderDataConversion.cpp
+++ b/source/gameengine/Converter/BL_BlenderDataConversion.cpp
@@ -80,7 +80,6 @@
#include "RAS_Polygon.h"
#include "RAS_TexVert.h"
#include "RAS_BucketManager.h"
-#include "RAS_IRenderTools.h"
#include "BL_Material.h"
#include "KX_BlenderMaterial.h"
#include "BL_Texture.h"
@@ -1874,7 +1873,7 @@ static void BL_CreatePhysicsObjectNew(KX_GameObject* gameobj,
-static KX_LightObject *gamelight_from_blamp(Object *ob, Lamp *la, unsigned int layerflag, KX_Scene *kxscene, RAS_IRenderTools *rendertools, KX_BlenderSceneConverter *converter)
+static KX_LightObject *gamelight_from_blamp(Object *ob, Lamp *la, unsigned int layerflag, KX_Scene *kxscene, RAS_IRasterizer *rasterizer, KX_BlenderSceneConverter *converter)
{
RAS_LightObject lightobj;
KX_LightObject *gamelight;
@@ -1913,7 +1912,7 @@ static KX_LightObject *gamelight_from_blamp(Object *ob, Lamp *la, unsigned int l
lightobj.m_type = RAS_LightObject::LIGHT_NORMAL;
}
- gamelight = new KX_LightObject(kxscene, KX_Scene::m_callbacks, rendertools,
+ gamelight = new KX_LightObject(kxscene, KX_Scene::m_callbacks, rasterizer,
lightobj, glslmat);
return gamelight;
@@ -1934,7 +1933,7 @@ static KX_Camera *gamecamera_from_bcamera(Object *ob, KX_Scene *kxscene, KX_Blen
static KX_GameObject *gameobject_from_blenderobject(
Object *ob,
KX_Scene *kxscene,
- RAS_IRenderTools *rendertools,
+ RAS_IRasterizer *rendertools,
KX_BlenderSceneConverter *converter,
bool libloading)
{
@@ -2359,7 +2358,7 @@ void BL_ConvertBlenderObjects(struct Main* maggie,
KX_Scene* kxscene,
KX_KetsjiEngine* ketsjiEngine,
e_PhysicsEngine physics_engine,
- RAS_IRenderTools* rendertools,
+ RAS_IRasterizer* rendertools,
RAS_ICanvas* canvas,
KX_BlenderSceneConverter* converter,
bool alwaysUseExpandFraming,
diff --git a/source/gameengine/Converter/BL_BlenderDataConversion.h b/source/gameengine/Converter/BL_BlenderDataConversion.h
index f3a680929fb..6bd77954b88 100644
--- a/source/gameengine/Converter/BL_BlenderDataConversion.h
+++ b/source/gameengine/Converter/BL_BlenderDataConversion.h
@@ -44,7 +44,7 @@ void BL_ConvertBlenderObjects(struct Main* maggie,
class KX_Scene* kxscene,
class KX_KetsjiEngine* ketsjiEngine,
e_PhysicsEngine physics_engine,
- class RAS_IRenderTools* rendertools,
+ class RAS_IRasterizer* rendertools,
class RAS_ICanvas* canvas,
class KX_BlenderSceneConverter* sceneconverter,
bool alwaysUseExpandFraming,
diff --git a/source/gameengine/Converter/KX_BlenderSceneConverter.cpp b/source/gameengine/Converter/KX_BlenderSceneConverter.cpp
index 98af99825e1..05a2c344c1a 100644
--- a/source/gameengine/Converter/KX_BlenderSceneConverter.cpp
+++ b/source/gameengine/Converter/KX_BlenderSceneConverter.cpp
@@ -313,7 +313,7 @@ struct BlenderDebugDraw : public btIDebugDraw
#endif
void KX_BlenderSceneConverter::ConvertScene(class KX_Scene* destinationscene,
- class RAS_IRenderTools* rendertools,
+ class RAS_IRasterizer* rendertools,
class RAS_ICanvas* canvas,
bool libloading)
{
diff --git a/source/gameengine/Converter/KX_BlenderSceneConverter.h b/source/gameengine/Converter/KX_BlenderSceneConverter.h
index 7ed75ad7614..3ae90301553 100644
--- a/source/gameengine/Converter/KX_BlenderSceneConverter.h
+++ b/source/gameengine/Converter/KX_BlenderSceneConverter.h
@@ -111,7 +111,7 @@ public:
*/
virtual void ConvertScene(
class KX_Scene* destinationscene,
- class RAS_IRenderTools* rendertools,
+ class RAS_IRasterizer* rendertools,
class RAS_ICanvas* canvas,
bool libloading=false
);
diff --git a/source/gameengine/GamePlayer/common/CMakeLists.txt b/source/gameengine/GamePlayer/common/CMakeLists.txt
index 4f2531cec2a..2fc4df86332 100644
--- a/source/gameengine/GamePlayer/common/CMakeLists.txt
+++ b/source/gameengine/GamePlayer/common/CMakeLists.txt
@@ -63,12 +63,10 @@ set(SRC
GPC_Canvas.cpp
GPC_KeyboardDevice.cpp
GPC_MouseDevice.cpp
- GPC_RenderTools.cpp
GPC_Canvas.h
GPC_KeyboardDevice.h
GPC_MouseDevice.h
- GPC_RenderTools.h
)
add_definitions(-DGLEW_STATIC)
diff --git a/source/gameengine/GamePlayer/common/GPC_RenderTools.cpp b/source/gameengine/GamePlayer/common/GPC_RenderTools.cpp
deleted file mode 100644
index 0d851c4f10d..00000000000
--- a/source/gameengine/GamePlayer/common/GPC_RenderTools.cpp
+++ /dev/null
@@ -1,577 +0,0 @@
-/*
- * ***** BEGIN GPL LICENSE BLOCK *****
- *
- * This program is free software; you can redistribute it and/or
- * modify it under the terms of the GNU General Public License
- * as published by the Free Software Foundation; either version 2
- * of the License, or (at your option) any later version.
- *
- * This program is distributed in the hope that it will be useful,
- * but WITHOUT ANY WARRANTY; without even the implied warranty of
- * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
- * GNU General Public License for more details.
- *
- * You should have received a copy of the GNU General Public License
- * along with this program; if not, write to the Free Software Foundation,
- * Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
- *
- * The Original Code is Copyright (C) 2001-2002 by NaN Holding BV.
- * All rights reserved.
- *
- * The Original Code is: all of this file.
- *
- * Contributor(s): none yet.
- *
- * ***** END GPL LICENSE BLOCK *****
- */
-
-/** \file gameengine/GamePlayer/common/GPC_RenderTools.cpp
- * \ingroup player
- */
-
-
-#include "GL/glew.h"
-
-#include "RAS_IRenderTools.h"
-#include "RAS_IRasterizer.h"
-#include "RAS_LightObject.h"
-#include "RAS_ICanvas.h"
-#include "RAS_GLExtensionManager.h"
-#include "RAS_MeshObject.h"
-
-#include "KX_GameObject.h"
-#include "KX_PolygonMaterial.h"
-#include "KX_BlenderMaterial.h"
-#include "KX_RayCast.h"
-#include "KX_IPhysicsController.h"
-#include "KX_Light.h"
-
-#include "PHY_IPhysicsEnvironment.h"
-
-#include "STR_String.h"
-
-#include "GPU_draw.h"
-
-#include "BKE_bmfont.h" // for text printing
-#include "BKE_bmfont_types.h"
-
-#include "GPC_RenderTools.h"
-
-extern "C" {
-#include "BLF_api.h"
-}
-
-
-unsigned int GPC_RenderTools::m_numgllights;
-
-GPC_RenderTools::GPC_RenderTools()
-{
- glGetIntegerv(GL_MAX_LIGHTS, (GLint *) &m_numgllights);
- if (m_numgllights < 8)
- m_numgllights = 8;
-}
-
-GPC_RenderTools::~GPC_RenderTools()
-{
-}
-
-void GPC_RenderTools::BeginFrame(RAS_IRasterizer* rasty)
-{
- m_clientobject = NULL;
- m_lastlightlayer = -1;
- m_lastauxinfo = NULL;
- m_lastlighting = true; /* force disable in DisableOpenGLLights() */
- DisableOpenGLLights();
-}
-
-void GPC_RenderTools::EndFrame(RAS_IRasterizer* rasty)
-{
-}
-
-/* ProcessLighting performs lighting on objects. the layer is a bitfield that
- * contains layer information. There are 20 'official' layers in blender. A
- * light is applied on an object only when they are in the same layer. OpenGL
- * has a maximum of 8 lights (simultaneous), so 20 * 8 lights are possible in
- * a scene. */
-
-void GPC_RenderTools::ProcessLighting(RAS_IRasterizer *rasty, bool uselights, const MT_Transform& viewmat)
-{
- bool enable = false;
- int layer= -1;
-
- /* find the layer */
- if (uselights) {
- if (m_clientobject)
- layer = static_cast<KX_GameObject*>(m_clientobject)->GetLayer();
- }
-
- /* avoid state switching */
- if (m_lastlightlayer == layer && m_lastauxinfo == m_auxilaryClientInfo)
- return;
-
- m_lastlightlayer = layer;
- m_lastauxinfo = m_auxilaryClientInfo;
-
- /* enable/disable lights as needed */
- if (layer >= 0)
- enable = applyLights(layer, viewmat);
-
- if (enable)
- EnableOpenGLLights(rasty);
- else
- DisableOpenGLLights();
-}
-
-void GPC_RenderTools::EnableOpenGLLights(RAS_IRasterizer *rasty)
-{
- if (m_lastlighting == true)
- return;
-
- glEnable(GL_LIGHTING);
- glEnable(GL_COLOR_MATERIAL);
-
- glColorMaterial(GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE);
- glLightModeli(GL_LIGHT_MODEL_TWO_SIDE, GL_TRUE);
- glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, (rasty->GetCameraOrtho())? GL_FALSE: GL_TRUE);
- if (GLEW_EXT_separate_specular_color || GLEW_VERSION_1_2)
- glLightModeli(GL_LIGHT_MODEL_COLOR_CONTROL, GL_SEPARATE_SPECULAR_COLOR);
-
- m_lastlighting = true;
-}
-
-void GPC_RenderTools::DisableOpenGLLights()
-{
- if (m_lastlighting == false)
- return;
-
- glDisable(GL_LIGHTING);
- glDisable(GL_COLOR_MATERIAL);
-
- m_lastlighting = false;
-}
-
-
-void GPC_RenderTools::SetClientObject(RAS_IRasterizer *rasty, void* obj)
-{
- if (m_clientobject != obj)
- {
- bool ccw = (obj == NULL || !((KX_GameObject*)obj)->IsNegativeScaling());
- rasty->SetFrontFace(ccw);
-
- m_clientobject = obj;
- }
-}
-
-bool GPC_RenderTools::RayHit(KX_ClientObjectInfo *client, KX_RayCast *result, void * const data)
-{
- double* const oglmatrix = (double* const) data;
-
- RAS_Polygon* poly = result->m_hitMesh->GetPolygon(result->m_hitPolygon);
- if (!poly->IsVisible())
- return false;
-
- MT_Point3 resultpoint(result->m_hitPoint);
- MT_Vector3 resultnormal(result->m_hitNormal);
- MT_Vector3 left(oglmatrix[0],oglmatrix[1],oglmatrix[2]);
- MT_Vector3 dir = -(left.cross(resultnormal)).safe_normalized();
- left = (dir.cross(resultnormal)).safe_normalized();
- // for the up vector, we take the 'resultnormal' returned by the physics
-
- double maat[16] = {left[0], left[1], left[2], 0,
- dir[0], dir[1], dir[2], 0,
- resultnormal[0], resultnormal[1], resultnormal[2], 0,
- 0, 0, 0, 1};
-
- glTranslated(resultpoint[0],resultpoint[1],resultpoint[2]);
- //glMultMatrixd(oglmatrix);
- glMultMatrixd(maat);
- return true;
-}
-
-void GPC_RenderTools::applyTransform(RAS_IRasterizer* rasty,double* oglmatrix,int objectdrawmode )
-{
- /* FIXME:
- blender: intern/moto/include/MT_Vector3.inl:42: MT_Vector3 operator/(const
- MT_Vector3&, double): Assertion `!MT_fuzzyZero(s)' failed.
-
- Program received signal SIGABRT, Aborted.
- [Switching to Thread 16384 (LWP 1519)]
- 0x40477571 in kill () from /lib/libc.so.6
- (gdb) bt
- #7 0x08334368 in MT_Vector3::normalized() const ()
- #8 0x0833e6ec in GPC_RenderTools::applyTransform(RAS_IRasterizer*, double*, int) ()
- */
-
- if (objectdrawmode & RAS_IPolyMaterial::BILLBOARD_SCREENALIGNED ||
- objectdrawmode & RAS_IPolyMaterial::BILLBOARD_AXISALIGNED)
- {
- // rotate the billboard/halo
- //page 360/361 3D Game Engine Design, David Eberly for a discussion
- // on screen aligned and axis aligned billboards
- // assumed is that the preprocessor transformed all billboard polygons
- // so that their normal points into the positive x direction (1.0, 0.0, 0.0)
- // when new parenting for objects is done, this rotation
- // will be moved into the object
-
- MT_Point3 objpos (oglmatrix[12],oglmatrix[13],oglmatrix[14]);
- MT_Point3 campos = rasty->GetCameraPosition();
- MT_Vector3 dir = (campos - objpos).safe_normalized();
- MT_Vector3 up(0,0,1.0);
-
- KX_GameObject* gameobj = (KX_GameObject *)this->m_clientobject;
- // get scaling of halo object
- MT_Vector3 size = gameobj->GetSGNode()->GetWorldScaling();
-
- bool screenaligned = (objectdrawmode & RAS_IPolyMaterial::BILLBOARD_SCREENALIGNED)!=0;//false; //either screen or axisaligned
- if (screenaligned)
- {
- up = (up - up.dot(dir) * dir).safe_normalized();
- } else
- {
- dir = (dir - up.dot(dir)*up).safe_normalized();
- }
-
- MT_Vector3 left = dir.normalized();
- dir = (left.cross(up)).normalized();
-
- // we have calculated the row vectors, now we keep
- // local scaling into account:
-
- left *= size[0];
- dir *= size[1];
- up *= size[2];
-
- double maat[16] = {left[0], left[1], left[2], 0,
- dir[0], dir[1], dir[2], 0,
- up[0], up[1], up[2], 0,
- 0, 0, 0, 1};
-
- glTranslated(objpos[0],objpos[1],objpos[2]);
- glMultMatrixd(maat);
- }
- else {
- if (objectdrawmode & RAS_IPolyMaterial::SHADOW)
- {
- // shadow must be cast to the ground, physics system needed here!
- MT_Point3 frompoint(oglmatrix[12],oglmatrix[13],oglmatrix[14]);
- KX_GameObject *gameobj = (KX_GameObject *)this->m_clientobject;
- MT_Vector3 direction = MT_Vector3(0,0,-1);
-
- direction.normalize();
- direction *= 100000;
-
- MT_Point3 topoint = frompoint + direction;
-
- KX_Scene* kxscene = (KX_Scene*) m_auxilaryClientInfo;
- PHY_IPhysicsEnvironment* physics_environment = kxscene->GetPhysicsEnvironment();
- KX_IPhysicsController* physics_controller = gameobj->GetPhysicsController();
-
- KX_GameObject *parent = gameobj->GetParent();
- if (!physics_controller && parent)
- physics_controller = parent->GetPhysicsController();
- if (parent)
- parent->Release();
-
- KX_RayCast::Callback<GPC_RenderTools> callback(this, physics_controller, oglmatrix);
- if (!KX_RayCast::RayTest(physics_environment, frompoint, topoint, callback))
- {
- // couldn't find something to cast the shadow on...
- glMultMatrixd(oglmatrix);
- }
- else
- { // we found the "ground", but the cast matrix doesn't take
- // scaling in consideration, so we must apply the object scale
- MT_Vector3 size = gameobj->GetSGNode()->GetLocalScale();
- glScalef(size[0], size[1], size[2]);
- }
- } else
- {
-
- // 'normal' object
- glMultMatrixd(oglmatrix);
- }
- }
-}
-
-void GPC_RenderTools::RenderBox2D(int xco,
- int yco,
- int width,
- int height,
- float percentage)
-{
- // Save and change OpenGL settings
- int texture2D;
- glGetIntegerv(GL_TEXTURE_2D, (GLint*)&texture2D);
- glDisable(GL_TEXTURE_2D);
- int fog;
- glGetIntegerv(GL_FOG, (GLint*)&fog);
- glDisable(GL_FOG);
-
- int light;
- glGetIntegerv(GL_LIGHTING, (GLint*)&light);
- glDisable(GL_LIGHTING);
-
- glDisable(GL_DEPTH_TEST);
-
- // Set up viewing settings
- glMatrixMode(GL_PROJECTION);
- glPushMatrix();
- glLoadIdentity();
- glOrtho(0, width, 0, height, -1, 1);
- glMatrixMode(GL_MODELVIEW);
- glPushMatrix();
- glLoadIdentity();
-
- yco = height - yco;
- int barsize = 50;
-
- // draw in black first
- glColor3ub(0, 0, 0);
- glBegin(GL_QUADS);
- glVertex2f(xco + 1 + 1 + barsize * percentage, yco - 1 + 10);
- glVertex2f(xco + 1, yco - 1 + 10);
- glVertex2f(xco + 1, yco - 1);
- glVertex2f(xco + 1 + 1 + barsize * percentage, yco - 1);
- glEnd();
-
- glColor3ub(255, 255, 255);
- glBegin(GL_QUADS);
- glVertex2f(xco + 1 + barsize * percentage, yco + 10);
- glVertex2f(xco, yco + 10);
- glVertex2f(xco, yco);
- glVertex2f(xco + 1 + barsize * percentage, yco);
- glEnd();
-
- // Restore view settings
- glMatrixMode(GL_PROJECTION);
- glPopMatrix();
- glMatrixMode(GL_MODELVIEW);
- glPopMatrix();
-
- // Restore OpenGL Settings
- if (fog)
- glEnable(GL_FOG);
- else
- glDisable(GL_FOG);
-
- if (texture2D)
- glEnable(GL_TEXTURE_2D);
- else
- glDisable(GL_TEXTURE_2D);
- if (light)
- glEnable(GL_LIGHTING);
- else
- glDisable(GL_LIGHTING);
-}
-
-
-void GPC_RenderTools::RenderText3D( int fontid,
- const char* text,
- int size,
- int dpi,
- float* color,
- double* mat,
- float aspect)
-{
- glPolygonMode(GL_FRONT_AND_BACK, GL_FILL); /* needed for texture fonts otherwise they render as wireframe */
-
- if (GLEW_ARB_multitexture) {
- for (int i=0; i<MAXTEX; i++) {
- glActiveTextureARB(GL_TEXTURE0_ARB+i);
-
- if (GLEW_ARB_texture_cube_map)
- if (glIsEnabled(GL_TEXTURE_CUBE_MAP_ARB))
- glDisable(GL_TEXTURE_CUBE_MAP_ARB);
-
- if (glIsEnabled(GL_TEXTURE_2D))
- glDisable(GL_TEXTURE_2D);
- }
-
- glActiveTextureARB(GL_TEXTURE0_ARB);
- }
- else {
- if (GLEW_ARB_texture_cube_map)
- if (glIsEnabled(GL_TEXTURE_CUBE_MAP_ARB))
- glDisable(GL_TEXTURE_CUBE_MAP_ARB);
-
- if (glIsEnabled(GL_TEXTURE_2D))
- glDisable(GL_TEXTURE_2D);
- }
-
- /* the actual drawing */
- glColor4fv(color);
-
- /* multiply the text matrix by the object matrix */
- BLF_enable(fontid, BLF_MATRIX|BLF_ASPECT);
- BLF_matrix(fontid, mat);
-
- /* aspect is the inverse scale that allows you to increase */
- /* your resolution without sizing the final text size */
- /* the bigger the size, the smaller the aspect */
- BLF_aspect(fontid, aspect, aspect, aspect);
-
- BLF_size(fontid, size, dpi);
- BLF_position(fontid, 0, 0, 0);
- BLF_draw(fontid, text, 65535);
-
- BLF_disable(fontid, BLF_MATRIX|BLF_ASPECT);
- glEnable(GL_DEPTH_TEST);
-}
-
-
-
-void GPC_RenderTools::RenderText2D(RAS_TEXT_RENDER_MODE mode,
- const char* text,
- int xco,
- int yco,
- int width,
- int height)
-{
- /*
- STR_String tmpstr(text);
- char* s = tmpstr.Ptr(); */
-
- // Save and change OpenGL settings
- int texture2D;
- glGetIntegerv(GL_TEXTURE_2D, (GLint*)&texture2D);
- glDisable(GL_TEXTURE_2D);
- int fog;
- glGetIntegerv(GL_FOG, (GLint*)&fog);
- glDisable(GL_FOG);
-
- int light;
- glGetIntegerv(GL_LIGHTING, (GLint*)&light);
- glDisable(GL_LIGHTING);
-
- glDisable(GL_DEPTH_TEST);
-
- // Set up viewing settings
- glMatrixMode(GL_PROJECTION);
- glPushMatrix();
- glLoadIdentity();
- glOrtho(0, width, 0, height, -1, 1);
- glMatrixMode(GL_MODELVIEW);
- glPushMatrix();
- glLoadIdentity();
-
- // Actual drawing (draw black first if padded)
- if (mode == RAS_IRenderTools::RAS_TEXT_PADDED)
- {
- glColor3ub(0, 0, 0);
- BLF_draw_default(xco+1, height-yco-1, 0.f, text, 65536);
- }
-
- glColor3ub(255, 255, 255);
- BLF_draw_default(xco, height-yco, 0.f, text, 65536);
-
- // Restore view settings
- glMatrixMode(GL_PROJECTION);
- glPopMatrix();
- glMatrixMode(GL_MODELVIEW);
- glPopMatrix();
-
- // Restore OpenGL Settings
- if (fog)
- glEnable(GL_FOG);
- else
- glDisable(GL_FOG);
-
- if (texture2D)
- glEnable(GL_TEXTURE_2D);
- else
- glDisable(GL_TEXTURE_2D);
- if (light)
- glEnable(GL_LIGHTING);
- else
- glDisable(GL_LIGHTING);
-}
-
-/* Render Text renders text into a (series of) polygon, using a texture font,
- * Each character consists of one polygon (one quad or two triangles) */
-
-void GPC_RenderTools::RenderText(
- int mode,
- RAS_IPolyMaterial* polymat,
- float v1[3], float v2[3], float v3[3], float v4[3], int glattrib)
-{
- const STR_String &mytext = ((CValue *)m_clientobject)->GetPropertyText("Text");
-
- const unsigned int flag = polymat->GetFlag();
- struct MTFace* tface = 0;
- unsigned int *col = 0;
-
- if (flag & RAS_BLENDERMAT) {
- KX_BlenderMaterial *bl_mat = static_cast<KX_BlenderMaterial*>(polymat);
- tface = bl_mat->GetMTFace();
- col = bl_mat->GetMCol();
- } else {
- KX_PolygonMaterial* blenderpoly = static_cast<KX_PolygonMaterial*>(polymat);
- tface = blenderpoly->GetMTFace();
- col = blenderpoly->GetMCol();
- }
-
- GPU_render_text(tface, mode, mytext, mytext.Length(), col, v1, v2, v3, v4, glattrib);
-}
-
-
-void GPC_RenderTools::PushMatrix()
-{
- glPushMatrix();
-}
-
-void GPC_RenderTools::PopMatrix()
-{
- glPopMatrix();
-}
-
-
-int GPC_RenderTools::applyLights(int objectlayer, const MT_Transform& viewmat)
-{
- // taken from blender source, incompatibility between Blender Object / GameObject
- KX_Scene* kxscene = (KX_Scene*)m_auxilaryClientInfo;
- float glviewmat[16];
- unsigned int count;
- std::vector<struct RAS_LightObject*>::iterator lit = m_lights.begin();
-
- for (count=0; count<m_numgllights; count++)
- glDisable((GLenum)(GL_LIGHT0+count));
-
- viewmat.getValue(glviewmat);
-
- glPushMatrix();
- glLoadMatrixf(glviewmat);
- for (lit = m_lights.begin(), count = 0; !(lit==m_lights.end()) && count < m_numgllights; ++lit)
- {
- RAS_LightObject* lightdata = (*lit);
- KX_LightObject *kxlight = (KX_LightObject*)lightdata->m_light;
-
- if (kxlight->ApplyLight(kxscene, objectlayer, count))
- count++;
- }
- glPopMatrix();
-
- return count;
-}
-
-void GPC_RenderTools::MotionBlur(RAS_IRasterizer* rasterizer)
-{
- int state = rasterizer->GetMotionBlurState();
- float motionblurvalue;
- if (state)
- {
- motionblurvalue = rasterizer->GetMotionBlurValue();
- if (state==1)
- {
- //bugfix:load color buffer into accum buffer for the first time(state=1)
- glAccum(GL_LOAD, 1.0);
- rasterizer->SetMotionBlurState(2);
- }
- else if (motionblurvalue >= 0.0f && motionblurvalue <= 1.0f) {
- glAccum(GL_MULT, motionblurvalue);
- glAccum(GL_ACCUM, 1-motionblurvalue);
- glAccum(GL_RETURN, 1.0);
- glFlush();
- }
- }
-}
-
diff --git a/source/gameengine/GamePlayer/common/GPC_RenderTools.h b/source/gameengine/GamePlayer/common/GPC_RenderTools.h
deleted file mode 100644
index f4dcddd3250..00000000000
--- a/source/gameengine/GamePlayer/common/GPC_RenderTools.h
+++ /dev/null
@@ -1,115 +0,0 @@
-/*
- * ***** BEGIN GPL LICENSE BLOCK *****
- *
- * This program is free software; you can redistribute it and/or
- * modify it under the terms of the GNU General Public License
- * as published by the Free Software Foundation; either version 2
- * of the License, or (at your option) any later version.
- *
- * This program is distributed in the hope that it will be useful,
- * but WITHOUT ANY WARRANTY; without even the implied warranty of
- * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
- * GNU General Public License for more details.
- *
- * You should have received a copy of the GNU General Public License
- * along with this program; if not, write to the Free Software Foundation,
- * Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
- *
- * The Original Code is Copyright (C) 2001-2002 by NaN Holding BV.
- * All rights reserved.
- *
- * The Original Code is: all of this file.
- *
- * Contributor(s): none yet.
- *
- * ***** END GPL LICENSE BLOCK *****
- */
-
-/** \file GPC_RenderTools.h
- * \ingroup player
- */
-
-#ifndef __GPC_RENDERTOOLS_H__
-#define __GPC_RENDERTOOLS_H__
-
-#ifdef WIN32
-// don't show stl-warnings
-#pragma warning (disable:4786)
-#include <windows.h>
-#endif /* WIN32 */
-
-#include "RAS_IRenderTools.h"
-
-struct KX_ClientObjectInfo;
-class KX_RayCast;
-
-/* BlenderRenderTools are a set of tools to apply 2D/3D graphics effects, which
- * are not part of the (polygon) Rasterizer. Effects like 2D text, 3D (polygon)
- * text, lighting.
- *
- * Most of this code is duplicated in KX_BlenderRenderTools, so this should be
- * moved to some common location to avoid duplication. */
-
-class GPC_RenderTools : public RAS_IRenderTools
-{
- int m_lastlightlayer;
- bool m_lastlighting;
- void *m_lastauxinfo;
- static unsigned int m_numgllights;
-
-// XXX BMF_Font* m_font;
-
-public:
- GPC_RenderTools();
- virtual ~GPC_RenderTools();
-
- void EndFrame(RAS_IRasterizer* rasty);
- void BeginFrame(RAS_IRasterizer* rasty);
-
- void EnableOpenGLLights(RAS_IRasterizer *rasty);
- void DisableOpenGLLights();
- void ProcessLighting(RAS_IRasterizer *rasty, bool uselights, const MT_Transform& viewmat);
-
- void RenderBox2D(int xco,
- int yco,
- int width,
- int height,
- float percentage);
-
- void RenderText3D(int fontid,
- const char* text,
- int size,
- int dpi,
- float* color,
- double* mat,
- float aspect);
- /* \attention mode is ignored here */
- void RenderText2D(RAS_TEXT_RENDER_MODE mode,
- const char* text,
- int xco,
- int yco,
- int width,
- int height);
- void RenderText(int mode,
- class RAS_IPolyMaterial* polymat,
- float v1[3],
- float v2[3],
- float v3[3],
- float v4[3],
- int glattrib);
-
- void applyTransform(RAS_IRasterizer* rasty, double* oglmatrix, int objectdrawmode);
- int applyLights(int objectlayer, const MT_Transform& viewmat);
-
- void PushMatrix();
- void PopMatrix();
-
- bool RayHit(KX_ClientObjectInfo* client, KX_RayCast* result, void * const data);
- bool NeedRayCast(KX_ClientObjectInfo* client) { return true; }
-
- virtual void MotionBlur(RAS_IRasterizer* rasterizer);
-
- virtual void SetClientObject(RAS_IRasterizer *rasty, void* obj);
-};
-
-#endif /* __GPC_RENDERTOOLS_H__ */
diff --git a/source/gameengine/GamePlayer/ghost/GPG_Application.cpp b/source/gameengine/GamePlayer/ghost/GPG_Application.cpp
index c74e3daf7b2..d8eb224d5f7 100644
--- a/source/gameengine/GamePlayer/ghost/GPG_Application.cpp
+++ b/source/gameengine/GamePlayer/ghost/GPG_Application.cpp
@@ -86,7 +86,6 @@ extern "C"
#include "NG_LoopBackNetworkDeviceInterface.h"
#include "GPC_MouseDevice.h"
-#include "GPC_RenderTools.h"
#include "GPG_Canvas.h"
#include "GPG_KeyboardDevice.h"
#include "GPG_System.h"
@@ -126,8 +125,7 @@ GPG_Application::GPG_Application(GHOST_ISystem* system)
m_kxsystem(0),
m_keyboard(0),
m_mouse(0),
- m_canvas(0),
- m_rendertools(0),
+ m_canvas(0),
m_rasterizer(0),
m_sceneconverter(0),
m_networkdevice(0),
@@ -591,10 +589,6 @@ bool GPG_Application::initEngine(GHOST_IWindow* window, const int stereoMode)
m_canvas->Init();
if (gm->flag & GAME_SHOW_MOUSE)
m_canvas->SetMouseState(RAS_ICanvas::MOUSE_NORMAL);
-
- m_rendertools = new GPC_RenderTools();
- if (!m_rendertools)
- goto initFailed;
//Don't use displaylists with VBOs
//If auto starts using VBOs, make sure to check for that here
@@ -639,7 +633,6 @@ bool GPG_Application::initEngine(GHOST_IWindow* window, const int stereoMode)
m_ketsjiengine->SetMouseDevice(m_mouse);
m_ketsjiengine->SetNetworkDevice(m_networkdevice);
m_ketsjiengine->SetCanvas(m_canvas);
- m_ketsjiengine->SetRenderTools(m_rendertools);
m_ketsjiengine->SetRasterizer(m_rasterizer);
KX_KetsjiEngine::SetExitKey(ConvertKeyCode(gm->exitkey));
@@ -667,10 +660,8 @@ initFailed:
delete m_mouse;
delete m_keyboard;
delete m_rasterizer;
- delete m_rendertools;
delete m_canvas;
m_canvas = NULL;
- m_rendertools = NULL;
m_rasterizer = NULL;
m_keyboard = NULL;
m_mouse = NULL;
@@ -752,7 +743,7 @@ bool GPG_Application::startEngine(void)
#endif
m_sceneconverter->ConvertScene(
startscene,
- m_rendertools,
+ m_rasterizer,
m_canvas);
m_ketsjiengine->AddScene(startscene);
@@ -870,11 +861,6 @@ void GPG_Application::exitEngine()
delete m_rasterizer;
m_rasterizer = 0;
}
- if (m_rendertools)
- {
- delete m_rendertools;
- m_rendertools = 0;
- }
if (m_canvas)
{
delete m_canvas;
diff --git a/source/gameengine/GamePlayer/ghost/GPG_Application.h b/source/gameengine/GamePlayer/ghost/GPG_Application.h
index f141443e738..2d21b50e664 100644
--- a/source/gameengine/GamePlayer/ghost/GPG_Application.h
+++ b/source/gameengine/GamePlayer/ghost/GPG_Application.h
@@ -48,7 +48,6 @@ class GHOST_ISystem;
class GHOST_ITimerTask;
class GHOST_IWindow;
class GPC_MouseDevice;
-class GPC_RenderTools;
class GPG_Canvas;
class GPG_KeyboardDevice;
class GPG_System;
@@ -151,8 +150,6 @@ protected:
GPC_MouseDevice* m_mouse;
/** The game engine's canvas abstraction. */
GPG_Canvas* m_canvas;
- /** The game engine's platform dependent render tools. */
- GPC_RenderTools* m_rendertools;
/** the rasterizer */
RAS_IRasterizer* m_rasterizer;
/** Converts Blender data files. */
diff --git a/source/gameengine/Ketsji/KX_Dome.cpp b/source/gameengine/Ketsji/KX_Dome.cpp
index 85fa0b2b3ce..f87d4799abc 100644
--- a/source/gameengine/Ketsji/KX_Dome.cpp
+++ b/source/gameengine/Ketsji/KX_Dome.cpp
@@ -48,8 +48,6 @@ KX_Dome::KX_Dome (
RAS_ICanvas* canvas,
/// rasterizer
RAS_IRasterizer* rasterizer,
- /// render tools
- RAS_IRenderTools* rendertools,
/// engine
KX_KetsjiEngine* engine,
@@ -71,7 +69,6 @@ KX_Dome::KX_Dome (
m_tilt(tilt),
m_canvas(canvas),
m_rasterizer(rasterizer),
- m_rendertools(rendertools),
m_engine(engine)
{
warp.usemesh = false;
@@ -2047,6 +2044,6 @@ void KX_Dome::RenderDomeFrame(KX_Scene* scene, KX_Camera* cam, int i)
cam->NodeUpdateGS(0.f);
scene->CalculateVisibleMeshes(m_rasterizer,cam);
- scene->RenderBuckets(camtrans, m_rasterizer, m_rendertools);
+ scene->RenderBuckets(camtrans, m_rasterizer);
}
diff --git a/source/gameengine/Ketsji/KX_Dome.h b/source/gameengine/Ketsji/KX_Dome.h
index 3bc90bf6c35..a7e798a3944 100644
--- a/source/gameengine/Ketsji/KX_Dome.h
+++ b/source/gameengine/Ketsji/KX_Dome.h
@@ -36,7 +36,6 @@
#include "DNA_screen_types.h"
#include "RAS_ICanvas.h"
#include "RAS_IRasterizer.h"
-#include "RAS_IRenderTools.h"
#include "KX_KetsjiEngine.h"
#include "GL/glew.h"
@@ -62,8 +61,6 @@ public:
KX_Dome (RAS_ICanvas* m_canvas,
/// rasterizer
RAS_IRasterizer* m_rasterizer,
- /// render tools
- RAS_IRenderTools* m_rendertools,
/// engine
KX_KetsjiEngine* m_engine,
diff --git a/source/gameengine/Ketsji/KX_FontObject.cpp b/source/gameengine/Ketsji/KX_FontObject.cpp
index c6d1041a12a..a0266a54411 100644
--- a/source/gameengine/Ketsji/KX_FontObject.cpp
+++ b/source/gameengine/Ketsji/KX_FontObject.cpp
@@ -31,10 +31,12 @@
#include "KX_FontObject.h"
#include "DNA_curve_types.h"
+#include "DNA_vfont_types.h"
#include "KX_Scene.h"
#include "KX_PythonInit.h"
#include "BLI_math.h"
#include "StringValue.h"
+#include "RAS_IRasterizer.h"
/* paths needed for font load */
#include "BLI_blenlib.h"
@@ -75,14 +77,14 @@ static std::vector<STR_String> split_string(STR_String str)
KX_FontObject::KX_FontObject(void* sgReplicationInfo,
SG_Callbacks callbacks,
- RAS_IRenderTools* rendertools,
+ RAS_IRasterizer* rasterizer,
Object *ob,
bool do_color_management):
KX_GameObject(sgReplicationInfo, callbacks),
m_object(ob),
m_dpi(72),
m_resolution(1.f),
- m_rendertools(rendertools),
+ m_rasterizer(rasterizer),
m_do_color_management(do_color_management)
{
Curve *text = static_cast<Curve *> (ob->data);
@@ -212,7 +214,7 @@ void KX_FontObject::DrawText()
mat[13] -= spacing[1];
mat[14] -= spacing[2];
}
- m_rendertools->RenderText3D(m_fontid, m_text[i], int(size), m_dpi, color, mat, aspect);
+ m_rasterizer->RenderText3D(m_fontid, m_text[i], int(size), m_dpi, color, mat, aspect);
}
}
diff --git a/source/gameengine/Ketsji/KX_FontObject.h b/source/gameengine/Ketsji/KX_FontObject.h
index 3d8c1d99dcc..8b66accb797 100644
--- a/source/gameengine/Ketsji/KX_FontObject.h
+++ b/source/gameengine/Ketsji/KX_FontObject.h
@@ -32,8 +32,6 @@
#ifndef __KX_FONTOBJECT_H__
#define __KX_FONTOBJECT_H__
#include "KX_GameObject.h"
-#include "DNA_vfont_types.h"
-#include "RAS_IRenderTools.h"
class KX_FontObject : public KX_GameObject
{
@@ -41,7 +39,7 @@ public:
Py_Header
KX_FontObject(void* sgReplicationInfo,
SG_Callbacks callbacks,
- RAS_IRenderTools* rendertools,
+ RAS_IRasterizer* rasterizer,
Object *ob,
bool do_color_management);
@@ -68,7 +66,7 @@ protected:
float m_line_spacing;
MT_Vector3 m_offset;
- class RAS_IRenderTools* m_rendertools; //needed for drawing routine
+ class RAS_IRasterizer* m_rasterizer; //needed for drawing routine
bool m_do_color_management;
diff --git a/source/gameengine/Ketsji/KX_ISceneConverter.h b/source/gameengine/Ketsji/KX_ISceneConverter.h
index 616895a8269..a07d4b2195c 100644
--- a/source/gameengine/Ketsji/KX_ISceneConverter.h
+++ b/source/gameengine/Ketsji/KX_ISceneConverter.h
@@ -56,7 +56,7 @@ public:
*/
virtual void ConvertScene(
class KX_Scene* destinationscene,
- class RAS_IRenderTools* rendertools,
+ class RAS_IRasterizer* rendertools,
class RAS_ICanvas* canvas,
bool libloading=false)=0;
diff --git a/source/gameengine/Ketsji/KX_KetsjiEngine.cpp b/source/gameengine/Ketsji/KX_KetsjiEngine.cpp
index c685dcfe068..48ef8cdd50d 100644
--- a/source/gameengine/Ketsji/KX_KetsjiEngine.cpp
+++ b/source/gameengine/Ketsji/KX_KetsjiEngine.cpp
@@ -48,7 +48,6 @@
#include "RAS_BucketManager.h"
#include "RAS_Rect.h"
#include "RAS_IRasterizer.h"
-#include "RAS_IRenderTools.h"
#include "RAS_ICanvas.h"
#include "MT_Vector3.h"
#include "MT_Transform.h"
@@ -121,7 +120,6 @@ KX_KetsjiEngine::KX_KetsjiEngine(KX_ISystem* system)
: m_canvas(NULL),
m_rasterizer(NULL),
m_kxsystem(system),
- m_rendertools(NULL),
m_sceneconverter(NULL),
m_networkdevice(NULL),
#ifdef WITH_PYTHON
@@ -237,14 +235,6 @@ void KX_KetsjiEngine::SetCanvas(RAS_ICanvas* canvas)
-void KX_KetsjiEngine::SetRenderTools(RAS_IRenderTools* rendertools)
-{
- MT_assert(rendertools);
- m_rendertools = rendertools;
-}
-
-
-
void KX_KetsjiEngine::SetRasterizer(RAS_IRasterizer* rasterizer)
{
MT_assert(rasterizer);
@@ -278,7 +268,7 @@ void KX_KetsjiEngine::SetSceneConverter(KX_ISceneConverter* sceneconverter)
void KX_KetsjiEngine::InitDome(short res, short mode, short angle, float resbuf, short tilt, struct Text* text)
{
- m_dome = new KX_Dome(m_canvas, m_rasterizer, m_rendertools,this, res, mode, angle, resbuf, tilt, text);
+ m_dome = new KX_Dome(m_canvas, m_rasterizer,this, res, mode, angle, resbuf, tilt, text);
m_usedome = true;
}
@@ -319,7 +309,6 @@ void KX_KetsjiEngine::RenderDome()
scene = *sceneit;
KX_Camera* cam = scene->GetActiveCamera();
- m_rendertools->BeginFrame(m_rasterizer);
// pass the scene's worldsettings to the rasterizer
SetWorldSettings(scene->GetWorldInfo());
@@ -333,7 +322,7 @@ void KX_KetsjiEngine::RenderDome()
if (scene->IsClearingZBuffer())
m_rasterizer->ClearDepthBuffer();
- m_rendertools->SetAuxilaryClientInfo(scene);
+ m_rasterizer->SetAuxilaryClientInfo(scene);
// do the rendering
m_dome->RenderDomeFrame(scene,cam, i);
@@ -351,7 +340,7 @@ void KX_KetsjiEngine::RenderDome()
if (scene->IsClearingZBuffer())
m_rasterizer->ClearDepthBuffer();
- m_rendertools->SetAuxilaryClientInfo(scene);
+ m_rasterizer->SetAuxilaryClientInfo(scene);
// do the rendering
m_dome->RenderDomeFrame(scene, (*it),i);
@@ -362,7 +351,7 @@ void KX_KetsjiEngine::RenderDome()
it++;
}
// Part of PostRenderScene()
- m_rendertools->MotionBlur(m_rasterizer);
+ m_rasterizer->MotionBlur();
scene->Render2DFilters(m_canvas);
// no RunDrawingCallBacks
// no FlushDebugLines
@@ -499,7 +488,6 @@ bool KX_KetsjiEngine::BeginFrame()
ClearFrame();
m_rasterizer->BeginFrame(m_drawingmode , m_kxsystem->GetTimeInSeconds());
- m_rendertools->BeginFrame(m_rasterizer);
return true;
}
@@ -510,7 +498,7 @@ bool KX_KetsjiEngine::BeginFrame()
void KX_KetsjiEngine::EndFrame()
{
- m_rendertools->MotionBlur(m_rasterizer);
+ m_rasterizer->MotionBlur();
// Show profiling info
m_logger->StartLog(tc_overhead, m_kxsystem->GetTimeInSeconds(), true);
@@ -546,9 +534,6 @@ void KX_KetsjiEngine::EndFrame()
m_logger->StartLog(tc_latency, m_kxsystem->GetTimeInSeconds(), true);
m_rasterizer->SwapBuffers();
m_logger->StartLog(tc_rasterizer, m_kxsystem->GetTimeInSeconds(), true);
-
- m_rendertools->EndFrame(m_rasterizer);
-
m_canvas->EndDraw();
}
@@ -905,7 +890,7 @@ void KX_KetsjiEngine::Render()
if (scene->IsClearingZBuffer())
m_rasterizer->ClearDepthBuffer();
- m_rendertools->SetAuxilaryClientInfo(scene);
+ m_rasterizer->SetAuxilaryClientInfo(scene);
// do the rendering
RenderFrame(scene, cam);
@@ -921,7 +906,7 @@ void KX_KetsjiEngine::Render()
if (scene->IsClearingZBuffer())
m_rasterizer->ClearDepthBuffer();
- m_rendertools->SetAuxilaryClientInfo(scene);
+ m_rasterizer->SetAuxilaryClientInfo(scene);
// do the rendering
RenderFrame(scene, (*it));
@@ -954,7 +939,7 @@ void KX_KetsjiEngine::Render()
m_rasterizer->ClearDepthBuffer();
//pass the scene, for picking and raycasting (shadows)
- m_rendertools->SetAuxilaryClientInfo(scene);
+ m_rasterizer->SetAuxilaryClientInfo(scene);
// do the rendering
//RenderFrame(scene);
@@ -970,7 +955,7 @@ void KX_KetsjiEngine::Render()
if (scene->IsClearingZBuffer())
m_rasterizer->ClearDepthBuffer();
- m_rendertools->SetAuxilaryClientInfo(scene);
+ m_rasterizer->SetAuxilaryClientInfo(scene);
// do the rendering
RenderFrame(scene, (*it));
@@ -1172,7 +1157,7 @@ void KX_KetsjiEngine::RenderShadowBuffers(KX_Scene *scene)
CListValue *lightlist = scene->GetLightList();
int i, drawmode;
- m_rendertools->SetAuxilaryClientInfo(scene);
+ m_rasterizer->SetAuxilaryClientInfo(scene);
for (i=0; i<lightlist->GetCount(); i++) {
KX_GameObject *gameobj = (KX_GameObject*)lightlist->GetValue(i);
@@ -1202,7 +1187,7 @@ void KX_KetsjiEngine::RenderShadowBuffers(KX_Scene *scene)
/* render */
m_rasterizer->ClearDepthBuffer();
m_rasterizer->ClearColorBuffer();
- scene->RenderBuckets(camtrans, m_rasterizer, m_rendertools);
+ scene->RenderBuckets(camtrans, m_rasterizer);
/* unbind framebuffer object, restore drawmode, free camera */
light->UnbindShadowBuffer(m_rasterizer);
@@ -1338,7 +1323,7 @@ void KX_KetsjiEngine::RenderFrame(KX_Scene* scene, KX_Camera* cam)
scene->RunDrawingCallbacks(scene->GetPreDrawCB());
#endif
- scene->RenderBuckets(camtrans, m_rasterizer, m_rendertools);
+ scene->RenderBuckets(camtrans, m_rasterizer);
//render all the font objects for this scene
scene->RenderFonts();
@@ -1475,7 +1460,7 @@ void KX_KetsjiEngine::RenderDebugProperties()
if (m_show_framerate || m_show_profile) {
/* Title for profiling("Profile") */
- m_rendertools->RenderText2D(RAS_IRenderTools::RAS_TEXT_PADDED,
+ m_rasterizer->RenderText2D(RAS_IRasterizer::RAS_TEXT_PADDED,
"Profile",
xcoord + const_xindent + title_xmargin, // Adds the constant x indent (0 for now) to the title x margin
ycoord,
@@ -1490,7 +1475,7 @@ void KX_KetsjiEngine::RenderDebugProperties()
/* Framerate display */
if (m_show_framerate) {
- m_rendertools->RenderText2D(RAS_IRenderTools::RAS_TEXT_PADDED,
+ m_rasterizer->RenderText2D(RAS_IRasterizer::RAS_TEXT_PADDED,
"Frametime :",
xcoord + const_xindent,
ycoord,
@@ -1498,7 +1483,7 @@ void KX_KetsjiEngine::RenderDebugProperties()
m_canvas->GetHeight() /* RdV, TODO ?? */);
debugtxt.Format("%5.1fms (%.1ffps)", tottime * 1000.f, 1.0/tottime);
- m_rendertools->RenderText2D(RAS_IRenderTools::RAS_TEXT_PADDED,
+ m_rasterizer->RenderText2D(RAS_IRasterizer::RAS_TEXT_PADDED,
debugtxt.ReadPtr(),
xcoord + const_xindent + profile_indent,
ycoord,
@@ -1511,7 +1496,7 @@ void KX_KetsjiEngine::RenderDebugProperties()
/* Profile display */
if (m_show_profile) {
for (int j = tc_first; j < tc_numCategories; j++) {
- m_rendertools->RenderText2D(RAS_IRenderTools::RAS_TEXT_PADDED,
+ m_rasterizer->RenderText2D(RAS_IRasterizer::RAS_TEXT_PADDED,
m_profileLabels[j],
xcoord + const_xindent,
ycoord,
@@ -1521,13 +1506,13 @@ void KX_KetsjiEngine::RenderDebugProperties()
double time = m_logger->GetAverage((KX_TimeCategory)j);
debugtxt.Format("%5.2fms | %d%%", time*1000.f, (int)(time/tottime * 100.f));
- m_rendertools->RenderText2D(RAS_IRenderTools::RAS_TEXT_PADDED,
+ m_rasterizer->RenderText2D(RAS_IRasterizer::RAS_TEXT_PADDED,
debugtxt.ReadPtr(),
xcoord + const_xindent + profile_indent, ycoord,
m_canvas->GetWidth(),
m_canvas->GetHeight());
- m_rendertools->RenderBox2D(xcoord + (int)(2.2 * profile_indent), ycoord, m_canvas->GetWidth(), m_canvas->GetHeight(), time/tottime);
+ m_rasterizer->RenderBox2D(xcoord + (int)(2.2 * profile_indent), ycoord, m_canvas->GetWidth(), m_canvas->GetHeight(), time/tottime);
ycoord += const_ysize;
}
}
@@ -1538,7 +1523,7 @@ void KX_KetsjiEngine::RenderDebugProperties()
if (m_show_debug_properties) {
/* Title for debugging("Debug properties") */
- m_rendertools->RenderText2D(RAS_IRenderTools::RAS_TEXT_PADDED,
+ m_rasterizer->RenderText2D(RAS_IRasterizer::RAS_TEXT_PADDED,
"Debug Properties",
xcoord + const_xindent + title_xmargin, // Adds the constant x indent (0 for now) to the title x margin
ycoord,
@@ -1584,7 +1569,7 @@ void KX_KetsjiEngine::RenderDebugProperties()
first = false;
}
}
- m_rendertools->RenderText2D(RAS_IRenderTools::RAS_TEXT_PADDED,
+ m_rasterizer->RenderText2D(RAS_IRasterizer::RAS_TEXT_PADDED,
debugtxt.ReadPtr(),
xcoord + const_xindent,
ycoord,
@@ -1597,7 +1582,7 @@ void KX_KetsjiEngine::RenderDebugProperties()
if (propval) {
STR_String text = propval->GetText();
debugtxt = objname + ": '" + propname + "' = " + text;
- m_rendertools->RenderText2D(RAS_IRenderTools::RAS_TEXT_PADDED,
+ m_rasterizer->RenderText2D(RAS_IRasterizer::RAS_TEXT_PADDED,
debugtxt.ReadPtr(),
xcoord + const_xindent,
ycoord,
@@ -1704,7 +1689,7 @@ KX_Scene* KX_KetsjiEngine::CreateScene(Scene *scene, bool libloading)
m_canvas);
m_sceneconverter->ConvertScene(tmpscene,
- m_rendertools,
+ m_rasterizer,
m_canvas,
libloading);
diff --git a/source/gameengine/Ketsji/KX_KetsjiEngine.h b/source/gameengine/Ketsji/KX_KetsjiEngine.h
index d5d7262a418..e7fb250c2d9 100644
--- a/source/gameengine/Ketsji/KX_KetsjiEngine.h
+++ b/source/gameengine/Ketsji/KX_KetsjiEngine.h
@@ -74,7 +74,6 @@ private:
class RAS_ICanvas* m_canvas; // 2D Canvas (2D Rendering Device Context)
class RAS_IRasterizer* m_rasterizer; // 3D Rasterizer (3D Rendering)
class KX_ISystem* m_kxsystem;
- class RAS_IRenderTools* m_rendertools;
class KX_ISceneConverter* m_sceneconverter;
class NG_NetworkDeviceInterface* m_networkdevice;
#ifdef WITH_PYTHON
@@ -217,7 +216,6 @@ public:
void SetMouseDevice(SCA_IInputDevice* mousedevice);
void SetNetworkDevice(NG_NetworkDeviceInterface* networkdevice);
void SetCanvas(RAS_ICanvas* canvas);
- void SetRenderTools(RAS_IRenderTools* rendertools);
void SetRasterizer(RAS_IRasterizer* rasterizer);
#ifdef WITH_PYTHON
void SetPyNamespace(PyObject *pythondictionary);
@@ -229,7 +227,6 @@ public:
RAS_IRasterizer* GetRasterizer() { return m_rasterizer; }
RAS_ICanvas* GetCanvas() { return m_canvas; }
- RAS_IRenderTools* GetRenderTools() { return m_rendertools; }
SCA_IInputDevice* GetKeyboardDevice() { return m_keyboarddevice; }
SCA_IInputDevice* GetMouseDevice() { return m_mousedevice; }
diff --git a/source/gameengine/Ketsji/KX_Light.cpp b/source/gameengine/Ketsji/KX_Light.cpp
index 0e4db0d351e..1d314c577ca 100644
--- a/source/gameengine/Ketsji/KX_Light.cpp
+++ b/source/gameengine/Ketsji/KX_Light.cpp
@@ -40,7 +40,6 @@
#include "KX_Light.h"
#include "KX_Camera.h"
#include "RAS_IRasterizer.h"
-#include "RAS_IRenderTools.h"
#include "KX_PyMath.h"
@@ -53,16 +52,16 @@
#include "MEM_guardedalloc.h"
KX_LightObject::KX_LightObject(void* sgReplicationInfo,SG_Callbacks callbacks,
- class RAS_IRenderTools* rendertools,
+ RAS_IRasterizer* rasterizer,
const RAS_LightObject& lightobj,
bool glsl)
: KX_GameObject(sgReplicationInfo,callbacks),
- m_rendertools(rendertools)
+ m_rasterizer(rasterizer)
{
m_lightobj = lightobj;
m_lightobj.m_scene = sgReplicationInfo;
m_lightobj.m_light = this;
- m_rendertools->AddLight(&m_lightobj);
+ m_rasterizer->AddLight(&m_lightobj);
m_glsl = glsl;
m_blenderscene = ((KX_Scene*)sgReplicationInfo)->GetBlenderScene();
m_base = NULL;
@@ -81,7 +80,7 @@ KX_LightObject::~KX_LightObject()
GPU_lamp_update_spot(lamp, la->spotsize, la->spotblend);
}
- m_rendertools->RemoveLight(&m_lightobj);
+ m_rasterizer->RemoveLight(&m_lightobj);
if (m_base) {
BKE_scene_base_unlink(m_blenderscene, m_base);
@@ -98,7 +97,7 @@ CValue* KX_LightObject::GetReplica()
replica->ProcessReplica();
replica->m_lightobj.m_light = replica;
- m_rendertools->AddLight(&replica->m_lightobj);
+ m_rasterizer->AddLight(&replica->m_lightobj);
return replica;
}
diff --git a/source/gameengine/Ketsji/KX_Light.h b/source/gameengine/Ketsji/KX_Light.h
index 43421a3faf3..9a81388d43b 100644
--- a/source/gameengine/Ketsji/KX_Light.h
+++ b/source/gameengine/Ketsji/KX_Light.h
@@ -38,9 +38,9 @@
struct GPULamp;
struct Scene;
struct Base;
+struct RAS_LightObject;
class KX_Camera;
class RAS_IRasterizer;
-class RAS_IRenderTools;
class MT_Transform;
class KX_LightObject : public KX_GameObject
@@ -48,13 +48,13 @@ class KX_LightObject : public KX_GameObject
Py_Header
protected:
RAS_LightObject m_lightobj;
- class RAS_IRenderTools* m_rendertools; //needed for registering and replication of lightobj
+ class RAS_IRasterizer* m_rasterizer; //needed for registering and replication of lightobj
bool m_glsl;
Scene* m_blenderscene;
Base* m_base;
public:
- KX_LightObject(void* sgReplicationInfo,SG_Callbacks callbacks,class RAS_IRenderTools* rendertools,const struct RAS_LightObject& lightobj, bool glsl);
+ KX_LightObject(void* sgReplicationInfo,SG_Callbacks callbacks,RAS_IRasterizer* rasterizer,const RAS_LightObject& lightobj, bool glsl);
virtual ~KX_LightObject();
virtual CValue* GetReplica();
RAS_LightObject* GetLightData() { return &m_lightobj;}
@@ -66,8 +66,8 @@ public:
struct GPULamp *GetGPULamp();
bool HasShadowBuffer();
int GetShadowLayer();
- void BindShadowBuffer(class RAS_IRasterizer *ras, class RAS_ICanvas *canvas, class KX_Camera *cam, class MT_Transform& camtrans);
- void UnbindShadowBuffer(class RAS_IRasterizer *ras);
+ void BindShadowBuffer(RAS_IRasterizer *ras, class RAS_ICanvas *canvas, class KX_Camera *cam, class MT_Transform& camtrans);
+ void UnbindShadowBuffer(RAS_IRasterizer *ras);
struct Image *GetTextureImage(short texslot);
void Update();
diff --git a/source/gameengine/Ketsji/KX_Scene.cpp b/source/gameengine/Ketsji/KX_Scene.cpp
index 4fa51b48ab8..dba26d4e3a7 100644
--- a/source/gameengine/Ketsji/KX_Scene.cpp
+++ b/source/gameengine/Ketsji/KX_Scene.cpp
@@ -1678,10 +1678,9 @@ RAS_MaterialBucket* KX_Scene::FindBucket(class RAS_IPolyMaterial* polymat, bool
void KX_Scene::RenderBuckets(const MT_Transform & cameratransform,
- class RAS_IRasterizer* rasty,
- class RAS_IRenderTools* rendertools)
+ class RAS_IRasterizer* rasty)
{
- m_bucketmanager->Renderbuckets(cameratransform,rasty,rendertools);
+ m_bucketmanager->Renderbuckets(cameratransform,rasty);
KX_BlenderMaterial::EndFrame();
}
diff --git a/source/gameengine/Ketsji/KX_Scene.h b/source/gameengine/Ketsji/KX_Scene.h
index edaa0663b22..ee2a994d53c 100644
--- a/source/gameengine/Ketsji/KX_Scene.h
+++ b/source/gameengine/Ketsji/KX_Scene.h
@@ -309,8 +309,7 @@ public:
RAS_BucketManager* GetBucketManager();
RAS_MaterialBucket* FindBucket(RAS_IPolyMaterial* polymat, bool &bucketCreated);
void RenderBuckets(const MT_Transform& cameratransform,
- RAS_IRasterizer* rasty,
- RAS_IRenderTools* rendertools);
+ RAS_IRasterizer* rasty);
/**
* Update all transforms according to the scenegraph.
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
diff --git a/source/gameengine/VideoTexture/ImageRender.cpp b/source/gameengine/VideoTexture/ImageRender.cpp
index d83cd2dc6fd..68adb07b1f8 100644
--- a/source/gameengine/VideoTexture/ImageRender.cpp
+++ b/source/gameengine/VideoTexture/ImageRender.cpp
@@ -80,7 +80,6 @@ ImageRender::ImageRender (KX_Scene *scene, KX_Camera * camera) :
m_engine = KX_GetActiveEngine();
m_rasterizer = m_engine->GetRasterizer();
m_canvas = m_engine->GetCanvas();
- m_rendertools = m_engine->GetRenderTools();
}
// destructor
@@ -200,9 +199,8 @@ void ImageRender::Render()
m_canvas->ClearColor(m_background[0], m_background[1], m_background[2], m_background[3]);
m_canvas->ClearBuffer(RAS_ICanvas::COLOR_BUFFER|RAS_ICanvas::DEPTH_BUFFER);
m_rasterizer->BeginFrame(RAS_IRasterizer::KX_TEXTURED,m_engine->GetClockTime());
- m_rendertools->BeginFrame(m_rasterizer);
m_engine->SetWorldSettings(m_scene->GetWorldInfo());
- m_rendertools->SetAuxilaryClientInfo(m_scene);
+ m_rasterizer->SetAuxilaryClientInfo(m_scene);
m_rasterizer->DisplayFog();
// matrix calculation, don't apply any of the stereo mode
m_rasterizer->SetStereoMode(RAS_IRasterizer::RAS_STEREO_NOSTEREO);
@@ -275,7 +273,7 @@ void ImageRender::Render()
m_scene->CalculateVisibleMeshes(m_rasterizer,m_camera);
- m_scene->RenderBuckets(camtrans, m_rasterizer, m_rendertools);
+ m_scene->RenderBuckets(camtrans, m_rasterizer);
m_scene->RenderFonts();
@@ -595,7 +593,6 @@ ImageRender::ImageRender (KX_Scene *scene, KX_GameObject *observer, KX_GameObjec
m_engine = KX_GetActiveEngine();
m_rasterizer = m_engine->GetRasterizer();
m_canvas = m_engine->GetCanvas();
- m_rendertools = m_engine->GetRenderTools();
// locate the vertex assigned to mat and do following calculation in mesh coordinates
for (int meshIndex = 0; meshIndex < mirror->GetMeshCount(); meshIndex++)
{
diff --git a/source/gameengine/VideoTexture/ImageRender.h b/source/gameengine/VideoTexture/ImageRender.h
index 680e1cc1d89..98dceeaafe1 100644
--- a/source/gameengine/VideoTexture/ImageRender.h
+++ b/source/gameengine/VideoTexture/ImageRender.h
@@ -39,7 +39,6 @@
#include "DNA_screen_types.h"
#include "RAS_ICanvas.h"
#include "RAS_IRasterizer.h"
-#include "RAS_IRenderTools.h"
#include "ImageViewport.h"
@@ -88,8 +87,6 @@ protected:
RAS_ICanvas* m_canvas;
/// rasterizer
RAS_IRasterizer* m_rasterizer;
- /// render tools
- RAS_IRenderTools* m_rendertools;
/// engine
KX_KetsjiEngine* m_engine;