diff options
Diffstat (limited to 'source/gameengine/GamePlayer/common/GPC_RenderTools.cpp')
-rw-r--r-- | source/gameengine/GamePlayer/common/GPC_RenderTools.cpp | 200 |
1 files changed, 105 insertions, 95 deletions
diff --git a/source/gameengine/GamePlayer/common/GPC_RenderTools.cpp b/source/gameengine/GamePlayer/common/GPC_RenderTools.cpp index c0d6248a3ca..eafdb8a96bb 100644 --- a/source/gameengine/GamePlayer/common/GPC_RenderTools.cpp +++ b/source/gameengine/GamePlayer/common/GPC_RenderTools.cpp @@ -29,6 +29,10 @@ #include "GL/glew.h" +#include "BMF_Api.h" + +#include "DNA_scene_types.h" + #include "RAS_IRenderTools.h" #include "RAS_IRasterizer.h" #include "RAS_LightObject.h" @@ -52,6 +56,7 @@ #include "GPC_RenderTools.h" + unsigned int GPC_RenderTools::m_numgllights; GPC_RenderTools::GPC_RenderTools() @@ -72,6 +77,7 @@ void GPC_RenderTools::BeginFrame(RAS_IRasterizer* rasty) m_clientobject = NULL; m_lastlightlayer = -1; m_lastlighting = false; + m_lastauxinfo = NULL; DisableOpenGLLights(); } @@ -85,25 +91,27 @@ void GPC_RenderTools::EndFrame(RAS_IRasterizer* rasty) * has a maximum of 8 lights (simultaneous), so 20 * 8 lights are possible in * a scene. */ -void GPC_RenderTools::ProcessLighting(RAS_IRasterizer *rasty, int layer, const MT_Transform& viewmat) +void GPC_RenderTools::ProcessLighting(RAS_IRasterizer *rasty, bool uselights, const MT_Transform& viewmat) { - if(m_lastlightlayer == layer) - return; + bool enable = false; + int layer= -1; - m_lastlightlayer = layer; + /* find the layer */ + if(uselights) { + if(m_clientobject) + layer = static_cast<KX_GameObject*>(m_clientobject)->GetLayer(); + } - bool enable = false; + /* avoid state switching */ + if(m_lastlightlayer == layer && m_lastauxinfo == m_auxilaryClientInfo) + return; - if (layer >= 0) - { - if (m_clientobject) - { - if (layer == RAS_LIGHT_OBJECT_LAYER) - layer = static_cast<KX_GameObject*>(m_clientobject)->GetLayer(); + m_lastlightlayer = layer; + m_lastauxinfo = m_auxilaryClientInfo; - enable = applyLights(layer, viewmat); - } - } + /* enable/disable lights as needed */ + if(layer >= 0) + enable = applyLights(layer, viewmat); if(enable) EnableOpenGLLights(rasty); @@ -306,28 +314,19 @@ void GPC_RenderTools::RenderText2D(RAS_TEXT_RENDER_MODE mode, glMatrixMode(GL_MODELVIEW); glPushMatrix(); glLoadIdentity(); - - // Actual drawing - unsigned char colors[2][3] = { - {0x00, 0x00, 0x00}, - {0xFF, 0xFF, 0xFF} - }; - int numTimes = mode == RAS_TEXT_PADDED ? 2 : 1; - for (int i = 0; i < numTimes; i++) { - glColor3ub(colors[i][0], colors[i][1], colors[i][2]); - glRasterPos2i(xco, yco); - for (p = s, lines = 0; *p; p++) { - if (*p == '\n') - { - lines++; - glRasterPos2i(xco, yco-(lines*18)); - } - BMF_DrawCharacter(m_font, *p); - } - xco += 1; - yco += 1; + + // Actual drawing (draw black first if padded) + if (mode == RAS_IRenderTools::RAS_TEXT_PADDED) + { + glColor3ub(0, 0, 0); + glRasterPos2s(xco+1, height-yco-1); + BMF_DrawString(m_font, s); } + glColor3ub(255, 255, 255); + glRasterPos2s(xco, height-yco); + BMF_DrawString(m_font, s); + // Restore view settings glMatrixMode(GL_PROJECTION); glPopMatrix(); @@ -392,11 +391,16 @@ void GPC_RenderTools::PopMatrix() 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; + int scenelayer = ~0; float glviewmat[16]; unsigned int count; float vec[4]; vec[3]= 1.0; + + if(kxscene && kxscene->GetBlenderScene()) + scenelayer = kxscene->GetBlenderScene()->lay; for(count=0; count<m_numgllights; count++) glDisable((GLenum)(GL_LIGHT0+count)); @@ -411,71 +415,77 @@ int GPC_RenderTools::applyLights(int objectlayer, const MT_Transform& viewmat) for (lit = m_lights.begin(), count = 0; !(lit==m_lights.end()) && count < m_numgllights; ++lit) { RAS_LightObject* lightdata = (*lit); - if (lightdata->m_layer & objectlayer) - { - vec[0] = (*(lightdata->m_worldmatrix))(0,3); - vec[1] = (*(lightdata->m_worldmatrix))(1,3); - vec[2] = (*(lightdata->m_worldmatrix))(2,3); - vec[3] = 1; + KX_Scene* lightscene = (KX_Scene*)lightdata->m_scene; - 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, lightdata->m_att2/(lightdata->m_distance*lightdata->m_distance)); - - 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); - } + /* only use lights in the same layer as the object */ + if(!(lightdata->m_layer & objectlayer)) + continue; + /* only use lights in the same scene, and in a visible layer */ + if(kxscene != lightscene || !(lightdata->m_layer & scenelayer)) + continue; + + 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) { - if (lightdata->m_nodiffuse) - { - vec[0] = vec[1] = vec[2] = vec[3] = 0.0; - } else { - 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); - if (lightdata->m_nospecular) - { - vec[0] = vec[1] = vec[2] = vec[3] = 0.0; - } else if (lightdata->m_nodiffuse) { - 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; + 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, lightdata->m_att2/(lightdata->m_distance*lightdata->m_distance)); + + 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); } - glLightfv((GLenum)(GL_LIGHT0+count), GL_SPECULAR, vec); - glEnable((GLenum)(GL_LIGHT0+count)); - - count++; + else glLightf((GLenum)(GL_LIGHT0+count), GL_SPOT_CUTOFF, 180.0); + } + + if (lightdata->m_nodiffuse) + { + vec[0] = vec[1] = vec[2] = vec[3] = 0.0; + } else { + 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); + if (lightdata->m_nospecular) + { + vec[0] = vec[1] = vec[2] = vec[3] = 0.0; + } else if (lightdata->m_nodiffuse) { + 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_SPECULAR, vec); + glEnable((GLenum)(GL_LIGHT0+count)); + + count++; } glPopMatrix(); |