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Diffstat (limited to 'source/blender/freestyle/intern/rendering/GLRenderer.cpp')
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diff --git a/source/blender/freestyle/intern/rendering/GLRenderer.cpp b/source/blender/freestyle/intern/rendering/GLRenderer.cpp
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+++ b/source/blender/freestyle/intern/rendering/GLRenderer.cpp
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+
+//
+// Copyright (C) : Please refer to the COPYRIGHT file distributed
+// with this source distribution.
+//
+// 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., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
+//
+///////////////////////////////////////////////////////////////////////////////
+
+#include "../stroke/Stroke.h"
+#include "../scene_graph/IndexedFaceSet.h"
+#include "../scene_graph/NodeDrawingStyle.h"
+#include "../scene_graph/NodeLight.h"
+#include "../scene_graph/NodeCamera.h"
+#include "../scene_graph/NodeTransform.h"
+#include "../scene_graph/NodeShape.h"
+#include "../scene_graph/OrientedLineRep.h"
+#include "../scene_graph/VertexRep.h"
+
+#include "../scene_graph/TriangleRep.h"
+
+#include "GLRenderer.h"
+
+static GLenum lights[8] = {GL_LIGHT0,
+ GL_LIGHT1,
+ GL_LIGHT2,
+ GL_LIGHT3,
+ GL_LIGHT4,
+ GL_LIGHT5,
+ GL_LIGHT6,
+ GL_LIGHT7};
+
+void GLRenderer::visitIndexedFaceSet(IndexedFaceSet& ifs)
+{
+ /*GLuint dl = ifs.displayList();
+ if(dl != 0){
+ glCallList(dl);
+ return;
+ }*/
+ unsigned int fIndex = 0;
+
+ const real * vertices = ifs.vertices();
+ const real * normals = ifs.normals();
+ const real * texCoords = ifs.texCoords();
+ const FrsMaterial *const* frs_materials = ifs.frs_materials();
+ const unsigned *vindices = ifs.vindices();
+ const unsigned *nindices = ifs.nindices();
+ const unsigned *mindices = ifs.mindices();
+ const unsigned *tindices = ifs.tindices();
+ const unsigned numfaces = ifs.numFaces();
+ const IndexedFaceSet::TRIANGLES_STYLE * faceStyle = ifs.trianglesStyle();
+ const unsigned *numVertexPerFace = ifs.numVertexPerFaces();
+
+
+ const unsigned* pvi = vindices;
+ const unsigned* pni = nindices;
+ const unsigned* pmi = mindices;
+ const unsigned* pti = tindices;
+
+ //dl = glGenLists(1);
+ //glNewList(dl, GL_COMPILE_AND_EXECUTE);
+ for(fIndex=0; fIndex<numfaces; fIndex++)
+ {
+ switch(faceStyle[fIndex])
+ {
+ case IndexedFaceSet::TRIANGLE_STRIP:
+ RenderTriangleStrip(vertices, normals, frs_materials, texCoords, pvi, pni, pmi, pti, numVertexPerFace[fIndex]);
+ break;
+ case IndexedFaceSet::TRIANGLE_FAN:
+ RenderTriangleFan(vertices, normals, frs_materials, texCoords, pvi, pni, pmi, pti, numVertexPerFace[fIndex]);
+ break;
+ case IndexedFaceSet::TRIANGLES:
+ RenderTriangles(vertices, normals, frs_materials, texCoords, pvi, pni, pmi, pti, numVertexPerFace[fIndex]);
+ break;
+ }
+ pvi += numVertexPerFace[fIndex];
+ pni += numVertexPerFace[fIndex];
+ if(pmi)
+ pmi += numVertexPerFace[fIndex];
+ if(pti)
+ pti += numVertexPerFace[fIndex];
+ }
+ //glEndList();
+ //ifs.setDisplayList(dl);
+}
+
+void GLRenderer::visitNodeTransform(NodeTransform& tn) {
+ if(tn.scaled())
+ glEnable(GL_NORMALIZE);
+}
+
+void GLRenderer::visitNodeTransformBefore(NodeTransform& tn) {
+ glPushMatrix();
+
+ // Now apply transform
+ applyTransform(tn.matrix());
+}
+
+void GLRenderer::visitNodeTransformAfter(NodeTransform& tn) {
+ glPopMatrix();
+}
+
+void GLRenderer::visitNodeLight(NodeLight& ln)
+{
+ if(true != ln.isOn())
+ return;
+
+ int number = ln.number();
+
+ glLightfv(lights[number], GL_AMBIENT, ln.ambient());
+ glLightfv(lights[number], GL_DIFFUSE, ln.diffuse());
+ glLightfv(lights[number], GL_SPECULAR, ln.specular());
+ glLightfv(lights[number], GL_POSITION, ln.position());
+
+ glEnable(lights[number]);
+}
+
+void GLRenderer::visitNodeCamera(NodeCamera& cn)
+{
+ const double * mvm = cn.modelViewMatrix();
+ const double * pm = cn.projectionMatrix();
+
+ glMatrixMode(GL_PROJECTION);
+ glLoadIdentity();
+ glMultMatrixd(pm);
+
+ glMatrixMode(GL_MODELVIEW);
+ glLoadIdentity();
+ glMultMatrixd(mvm);
+
+
+}
+
+void GLRenderer::visitNodeDrawingStyleBefore(NodeDrawingStyle& ds) {
+ glPushAttrib(GL_ALL_ATTRIB_BITS);
+}
+
+void GLRenderer::visitNodeDrawingStyleAfter(NodeDrawingStyle&) {
+ glPopAttrib();
+}
+
+void GLRenderer::RenderTriangleStrip( const real *iVertices,
+ const real *iNormals,
+ const FrsMaterial *const* iMaterials,
+ const real *iTexCoords,
+ const unsigned* iVIndices,
+ const unsigned* iNIndices,
+ const unsigned* iMIndices,
+ const unsigned* iTIndices,
+ const unsigned iNVertices)
+{
+ unsigned index = -1;
+ glBegin(GL_TRIANGLE_STRIP);
+ for(unsigned int i=0; i<iNVertices; i++)
+ {
+ if(iMIndices){
+ if(iMIndices[i] != index){
+ visitFrsMaterial(*(iMaterials[iMIndices[i]]));
+ index = iMIndices[i];
+ }
+ }
+
+ if(iTIndices){
+ glTexCoord2f( iTexCoords[iTIndices[i]],
+ iTexCoords[iTIndices[i]+1]);
+ }
+
+ glNormal3r(iNormals[iNIndices[i]],
+ iNormals[iNIndices[i]+1],
+ iNormals[iNIndices[i]+2]);
+
+ glVertex3r( iVertices[iVIndices[i]],
+ iVertices[iVIndices[i]+1],
+ iVertices[iVIndices[i]+2]);
+ }
+ glEnd();
+}
+
+void GLRenderer::RenderTriangleFan( const real *iVertices,
+ const real *iNormals,
+ const FrsMaterial *const* iMaterials,
+ const real *iTexCoords,
+ const unsigned* iVIndices,
+ const unsigned* iNIndices,
+ const unsigned* iMIndices,
+ const unsigned* iTIndices,
+ const unsigned iNVertices)
+{
+ unsigned index = -1;
+ glBegin(GL_TRIANGLE_FAN);
+ for(unsigned int i=0; i<iNVertices; i++)
+ {
+ if(iMIndices){
+ if(iMIndices[i] != index){
+ visitFrsMaterial(*(iMaterials[iMIndices[i]]));
+ index = iMIndices[i];
+ }
+ }
+ if(iTIndices){
+ glTexCoord2f( iTexCoords[iTIndices[i]],
+ iTexCoords[iTIndices[i]+1]);
+ }
+
+ glNormal3r(iNormals[iNIndices[i]],
+ iNormals[iNIndices[i]+1],
+ iNormals[iNIndices[i]+2]);
+
+ glVertex3r( iVertices[iVIndices[i]],
+ iVertices[iVIndices[i]+1],
+ iVertices[iVIndices[i]+2]);
+ }
+ glEnd();
+}
+
+void GLRenderer::RenderTriangles( const real *iVertices,
+ const real *iNormals,
+ const FrsMaterial *const* iMaterials,
+ const real *iTexCoords,
+ const unsigned* iVIndices,
+ const unsigned* iNIndices,
+ const unsigned* iMIndices,
+ const unsigned* iTIndices,
+ const unsigned iNVertices)
+{
+ unsigned index = -1;
+ glBegin(GL_TRIANGLES);
+ for(unsigned int i=0; i<iNVertices; i++)
+ {
+ if(iMIndices){
+ if(iMIndices[i] != index){
+ visitFrsMaterial(*(iMaterials[iMIndices[i]]));
+ index = iMIndices[i];
+ }
+ }
+ if(iTIndices){
+ glTexCoord2f( iTexCoords[iTIndices[i]],
+ iTexCoords[iTIndices[i]+1]);
+ }
+
+ glNormal3r(iNormals[iNIndices[i]],
+ iNormals[iNIndices[i]+1],
+ iNormals[iNIndices[i]+2]);
+
+ glVertex3r( iVertices[iVIndices[i]],
+ iVertices[iVIndices[i]+1],
+ iVertices[iVIndices[i]+2]);
+ }
+ glEnd();
+}
+
+void GLRenderer::visitLineRep( LineRep& iLine)
+{
+ if(iLine.width() != 0)
+ glLineWidth(iLine.width());
+
+ switch(iLine.style())
+ {
+ case LineRep::LINES:
+ glBegin(GL_LINES);
+ break;
+ case LineRep::LINE_STRIP:
+ glBegin(GL_LINE_STRIP);
+ break;
+ case LineRep::LINE_LOOP:
+ glBegin(GL_LINE_LOOP);
+ break;
+ default:
+ return;
+ }
+
+ const vector<Vec3r>& vertices = iLine.vertices();
+ //soc unused float step=1.f/vertices.size();
+ vector<Vec3r>::const_iterator v;
+
+ for(v=vertices.begin(); v!=vertices.end(); v++)
+ glVertex3r((*v)[0], (*v)[1], (*v)[2]);
+
+ glEnd();
+}
+
+
+void GLRenderer::visitTriangleRep( TriangleRep& iTriangle)
+{
+ glPushAttrib(GL_ALL_ATTRIB_BITS);
+ switch(iTriangle.style())
+ {
+ case TriangleRep::FILL:
+ glPolygonMode(GL_FRONT, GL_FILL);
+ break;
+ case TriangleRep::LINES:
+ glPolygonMode(GL_FRONT, GL_LINES);
+ break;
+ default:
+ return;
+ }
+
+ glBegin(GL_TRIANGLES);
+ for(int i=0; i<3; ++i)
+ {
+ glColor3f(iTriangle.color(i)[0], iTriangle.color(i)[1], iTriangle.color(i)[2]);
+ glVertex3r(iTriangle.vertex(i)[0], iTriangle.vertex(i)[1], iTriangle.vertex(i)[2]);
+ }
+
+ glEnd();
+
+
+
+ glPopAttrib();
+
+}
+
+void GLRenderer::visitOrientedLineRep(OrientedLineRep& iLine)
+{
+ switch(iLine.style())
+ {
+ case LineRep::LINES:
+ glBegin(GL_LINES);
+ break;
+ case LineRep::LINE_STRIP:
+ glBegin(GL_LINE_STRIP);
+ break;
+ case LineRep::LINE_LOOP:
+ glBegin(GL_LINE_LOOP);
+ break;
+ default:
+ return;
+ }
+
+ int i=0;
+ int ncolor = iLine.getId().getFirst()%3;
+
+ const vector<Vec3r>& vertices = iLine.vertices();
+ float step=1.f/vertices.size();
+ vector<Vec3r>::const_iterator v;
+ for(v=vertices.begin(); v!=vertices.end(); v++)
+ {
+ switch(ncolor)
+ {
+ case 0:
+ glColor3f(i*step,0.f,0.f);
+ break;
+ case 1:
+ glColor3f(0.f, i*step, 0.f);
+ break;
+ case 2:
+ glColor3f(0.f, 0.f, i*step);
+ break;
+ default:
+ glColor3f(i*step, i*step,i*step);
+ break;
+ }
+ i++;
+ glVertex3r((*v)[0], (*v)[1], (*v)[2]);
+ }
+
+ glEnd();
+}
+
+void GLRenderer::visitVertexRep( VertexRep& iVertex)
+{
+ if(iVertex.pointSize() != 0.f)
+ glPointSize(iVertex.pointSize());
+
+ glBegin(GL_POINTS);
+ glVertex3r(iVertex.x(), iVertex.y(), iVertex.z());
+ glEnd();
+}
+
+void GLRenderer::visitDrawingStyle(DrawingStyle& iDrawingStyle)
+{
+
+ // Drawing Style management
+ switch(iDrawingStyle.style())
+ {
+ case DrawingStyle::FILLED:
+ glPolygonMode(GL_FRONT, GL_FILL);
+ glShadeModel(GL_SMOOTH);
+ break;
+
+ case DrawingStyle::LINES:
+ glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
+ glEnable(GL_BLEND);
+ glEnable(GL_LINE_SMOOTH);
+ glPolygonMode(GL_FRONT, GL_LINE);
+ glLineWidth(iDrawingStyle.lineWidth());
+ break;
+
+ case DrawingStyle::POINTS:
+ glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
+ glEnable(GL_BLEND);
+ glEnable(GL_POINT_SMOOTH);
+ glPolygonMode(GL_FRONT, GL_POINT);
+ glPointSize(iDrawingStyle.pointSize());
+ break;
+
+ case DrawingStyle::INVISIBLE:
+ glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE);
+ glDepthMask(0);
+ break;
+
+ default:
+ break;
+ }
+
+ glLineWidth(iDrawingStyle.lineWidth());
+ glPointSize(iDrawingStyle.pointSize());
+
+ // FIXME
+ if(true == iDrawingStyle.lightingEnabled())
+ glEnable(GL_LIGHTING);
+ else
+ glDisable(GL_LIGHTING);
+}
+
+void GLRenderer::visitFrsMaterial(FrsMaterial& m) {
+ const float* diff = m.diffuse();
+ const float* amb = m.ambient();
+ const float* spec = m.specular();
+ const float* em = m.emission();
+
+ RenderColor(diff);
+ glMaterialfv(GL_FRONT, GL_AMBIENT, amb);
+ glMaterialfv(GL_FRONT, GL_DIFFUSE, diff);
+ glMaterialfv(GL_FRONT, GL_SPECULAR, spec);
+ glMaterialfv(GL_FRONT, GL_EMISSION, em);
+ glMaterialf(GL_FRONT, GL_SHININESS, m.shininess());
+}
+
+void GLRenderer::visitFrsMaterial(const FrsMaterial& m) {
+ const float* diff = m.diffuse();
+ const float* amb = m.ambient();
+ const float* spec = m.specular();
+ const float* em = m.emission();
+
+ RenderColor(diff);
+ glMaterialfv(GL_FRONT, GL_AMBIENT, amb);
+ glMaterialfv(GL_FRONT, GL_DIFFUSE, diff);
+ glMaterialfv(GL_FRONT, GL_SPECULAR, spec);
+ glMaterialfv(GL_FRONT, GL_EMISSION, em);
+ glMaterialf(GL_FRONT, GL_SHININESS, m.shininess());
+}
+void GLRenderer::applyTransform( const Matrix44r &iMatrix)
+{
+ real m[16];
+ for(int lign=0; lign<4; lign++)
+ for(int column=0; column<4; column++)
+ m[column*4+lign] = iMatrix(lign, column);
+
+ glMultMatrixr(m);
+}
+
+void GLRenderer::RenderColor( const float *rgba)
+{
+ glColor4fv(rgba);
+}