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Diffstat (limited to 'source/gameengine/BlenderRoutines/KX_BlenderRenderTools.cpp')
-rw-r--r-- | source/gameengine/BlenderRoutines/KX_BlenderRenderTools.cpp | 411 |
1 files changed, 411 insertions, 0 deletions
diff --git a/source/gameengine/BlenderRoutines/KX_BlenderRenderTools.cpp b/source/gameengine/BlenderRoutines/KX_BlenderRenderTools.cpp new file mode 100644 index 00000000000..4fdb9aafc33 --- /dev/null +++ b/source/gameengine/BlenderRoutines/KX_BlenderRenderTools.cpp @@ -0,0 +1,411 @@ +/** + * $Id$ + * ***** BEGIN GPL/BL DUAL 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. The Blender + * Foundation also sells licenses for use in proprietary software under + * the Blender License. See http://www.blender.org/BL/ for information + * about this. + * + * 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. + * + * 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/BL DUAL LICENSE BLOCK ***** + */ + +#include "KX_BlenderRenderTools.h" + +#ifdef WIN32 +// OpenGL gl.h needs 'windows.h' on windows platforms +#include <windows.h> +#endif //WIN32 +#include "GL/gl.h" + +#include "RAS_IRenderTools.h" +#include "RAS_IRasterizer.h" +#include "RAS_LightObject.h" +#include "RAS_ICanvas.h" + + +// next two includes/dependencies come from the shadow feature +// it needs the gameobject and the sumo physics scene for a raycast +#include "KX_GameObject.h" + +#include "KX_BlenderPolyMaterial.h" +#include "Value.h" + +#include "KX_BlenderGL.h" // for text printing +#include "STR_String.h" +#include "RAS_BucketManager.h" // for polymaterial (needed for textprinting) + +KX_BlenderRenderTools::KX_BlenderRenderTools() +{ +} + +/** +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. +*/ + +int KX_BlenderRenderTools::ProcessLighting(int layer) +{ + + int result = false; + + if (layer < 0) + { + DisableOpenGLLights(); + result = false; + } else + { + if (m_clientobject) + { + + + if (applyLights(layer)) + { + EnableOpenGLLights(); + result = true; + } else + { + DisableOpenGLLights(); + result = false; + } + + + } + } + return result; + + +} + + +void KX_BlenderRenderTools::BeginFrame(RAS_IRasterizer* rasty) +{ + m_clientobject = NULL; + m_lastblenderobject = NULL; + m_lastblenderlights = false; + m_lastlayer = -1; + m_lastlighting = false; + m_modified = true; + DisableOpenGLLights(); + + +} + + +void KX_BlenderRenderTools::applyTransform(RAS_IRasterizer* rasty,double* oglmatrix,int objectdrawmode ) +{ + 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()->GetLocalScale(); + + 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! + KX_GameObject* gameobj = (KX_GameObject*) this->m_clientobject; + MT_Point3 frompoint(oglmatrix[12],oglmatrix[13],oglmatrix[14]); + MT_Vector3 direction = MT_Vector3(0,0,-1); + + + direction.normalize(); + direction *= 100000; + + MT_Point3 topoint = frompoint + direction; + MT_Point3 resultpoint; + MT_Vector3 resultnormal; + + //todo: + //use physics abstraction + + + //SM_Scene* scene = (SM_Scene*) m_auxilaryClientInfo; + + //SM_Object* hitObj = scene->rayTest(gameobj->GetSumoObject(),frompoint,topoint, + // resultpoint, resultnormal); + + + if (0) //hitObj) + { + MT_Vector3 left(oglmatrix[0],oglmatrix[1],oglmatrix[2]); + MT_Vector3 dir = -(left.cross(resultnormal)).normalized(); + left = (dir.cross(resultnormal)).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(maat); + // glMultMatrixd(oglmatrix); + } else + { + glMultMatrixd(oglmatrix); + } + + + } else + { + + // 'normal' object + glMultMatrixd(oglmatrix); + } + } +} + + +/** +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]) +{ + + STR_String mytext = ((CValue*)m_clientobject)->GetPropertyText("Text"); + + KX_BlenderPolyMaterial* blenderpoly = (KX_BlenderPolyMaterial*)polymat; + struct TFace* tface = blenderpoly->GetTFace(); + + BL_RenderText( mode,mytext,mytext.Length(),tface,v1,v2,v3,v4); + +} + + + +KX_BlenderRenderTools::~KX_BlenderRenderTools() +{ +}; + + +void KX_BlenderRenderTools::EndFrame(RAS_IRasterizer* rasty) +{ +} + + + +void KX_BlenderRenderTools::DisableOpenGLLights() +{ + glDisable(GL_LIGHTING); + glDisable(GL_COLOR_MATERIAL); +#ifndef SLOWPAINT + glDisableClientState(GL_NORMAL_ARRAY); +#endif //SLOWPAINT +} + + +void KX_BlenderRenderTools::EnableOpenGLLights() +{ + glEnable(GL_LIGHTING); + + glColorMaterial(GL_FRONT_AND_BACK,GL_DIFFUSE); + glEnable(GL_COLOR_MATERIAL); +#ifndef SLOWPAINT + glEnableClientState(GL_NORMAL_ARRAY); +#endif //SLOWPAINT + glLightModeli(GL_LIGHT_MODEL_TWO_SIDE, false); +} + + +/** + * Rendering text using 2D bitmap functionality. + */ +void KX_BlenderRenderTools::RenderText2D(RAS_TEXT_RENDER_MODE mode, + const char* text, + int xco, + int yco, + int width, + int height) +{ + switch (mode) { + case RAS_IRenderTools::RAS_TEXT_PADDED: { + STR_String tmpstr(text); + BL_print_gamedebug_line_padded(tmpstr.Ptr(),xco,yco,width,height); + break; + } + default: { + STR_String tmpstr(text); + BL_print_gamedebug_line(tmpstr.Ptr(),xco,yco,width,height); + } + } +} + + + +void KX_BlenderRenderTools::PushMatrix() +{ + glPushMatrix(); +} + +void KX_BlenderRenderTools::PopMatrix() +{ + glPopMatrix(); +} + + + +int KX_BlenderRenderTools::applyLights(int objectlayer) +{ +// taken from blender source, incompatibility between Blender Object / GameObject + + int count; + float vec[4]; + + vec[3]= 1.0; + + for(count=0; count<8; count++) + glDisable((GLenum)(GL_LIGHT0+count)); + + count= 0; + + //std::vector<struct RAS_LightObject*> m_lights; + std::vector<struct RAS_LightObject*>::iterator lit = m_lights.begin(); + + + for (lit = m_lights.begin(); !(lit==m_lights.end()); ++lit) + { + RAS_LightObject* lightdata = (*lit); + if (lightdata->m_layer & objectlayer) + { + + glPushMatrix(); + glLoadMatrixf(m_viewmat); + + + vec[0] = (*(lightdata->m_worldmatrix))(0,3); + vec[1] = (*(lightdata->m_worldmatrix))(1,3); + vec[2] = (*(lightdata->m_worldmatrix))(2,3); + vec[3] = 1; + + + if(lightdata->m_type==RAS_LightObject::LIGHT_SUN) { + + vec[0] = (*(lightdata->m_worldmatrix))(0,2); + vec[1] = (*(lightdata->m_worldmatrix))(1,2); + vec[2] = (*(lightdata->m_worldmatrix))(2,2); + //vec[0]= base->object->obmat[2][0]; + //vec[1]= base->object->obmat[2][1]; + //vec[2]= base->object->obmat[2][2]; + vec[3]= 0.0; + glLightfv((GLenum)(GL_LIGHT0+count), GL_POSITION, vec); + } + else { + //vec[3]= 1.0; + glLightfv((GLenum)(GL_LIGHT0+count), GL_POSITION, vec); + glLightf((GLenum)(GL_LIGHT0+count), GL_CONSTANT_ATTENUATION, 1.0); + glLightf((GLenum)(GL_LIGHT0+count), GL_LINEAR_ATTENUATION, lightdata->m_att1/lightdata->m_distance); + // without this next line it looks backward compatible. + //attennuation still is acceptable + // glLightf((GLenum)(GL_LIGHT0+count), GL_QUADRATIC_ATTENUATION, la->att2/(la->dist*la->dist)); + + if(lightdata->m_type==RAS_LightObject::LIGHT_SPOT) { + vec[0] = -(*(lightdata->m_worldmatrix))(0,2); + vec[1] = -(*(lightdata->m_worldmatrix))(1,2); + vec[2] = -(*(lightdata->m_worldmatrix))(2,2); + //vec[0]= -base->object->obmat[2][0]; + //vec[1]= -base->object->obmat[2][1]; + //vec[2]= -base->object->obmat[2][2]; + glLightfv((GLenum)(GL_LIGHT0+count), GL_SPOT_DIRECTION, vec); + glLightf((GLenum)(GL_LIGHT0+count), GL_SPOT_CUTOFF, lightdata->m_spotsize/2.0); + glLightf((GLenum)(GL_LIGHT0+count), GL_SPOT_EXPONENT, 128.0*lightdata->m_spotblend); + } + else glLightf((GLenum)(GL_LIGHT0+count), GL_SPOT_CUTOFF, 180.0); + } + + vec[0]= lightdata->m_energy*lightdata->m_red; + vec[1]= lightdata->m_energy*lightdata->m_green; + vec[2]= lightdata->m_energy*lightdata->m_blue; + vec[3]= 1.0; + glLightfv((GLenum)(GL_LIGHT0+count), GL_DIFFUSE, vec); + glLightfv((GLenum)(GL_LIGHT0+count), GL_SPECULAR, vec); + glEnable((GLenum)(GL_LIGHT0+count)); + + glPopMatrix(); + + count++; + if(count>7) + break; + } + } + + return count; + +} + + + +RAS_IPolyMaterial* KX_BlenderRenderTools::CreateBlenderPolyMaterial( + const STR_String &texname, + bool ba,const STR_String& matname,int tile,int tilexrep,int tileyrep,int mode,int transparant,int lightlayer + ,bool bIsTriangle,void* clientobject,void* tface) +{ + return new KX_BlenderPolyMaterial( + + texname, + ba,matname,tile,tilexrep,tileyrep,mode,transparant,lightlayer + ,bIsTriangle,clientobject,(struct TFace*)tface); +} |