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Diffstat (limited to 'source/gameengine/GamePlayer/common/GPC_RenderTools.cpp')
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1 files changed, 498 insertions, 0 deletions
diff --git a/source/gameengine/GamePlayer/common/GPC_RenderTools.cpp b/source/gameengine/GamePlayer/common/GPC_RenderTools.cpp
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+/**
+ * $Id$
+ *
+ * ***** 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 *****
+ */
+
+
+#ifdef WIN32
+#pragma warning (disable : 4786)
+#include <windows.h>
+#endif
+
+#include <GL/gl.h>
+#include <iostream>
+
+#include "GPC_RenderTools.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 "GPC_PolygonMaterial.h"
+#include "Value.h"
+
+//#include "KX_BlenderGL.h" // for text printing
+//#include "KX_BlenderClientObject.h"
+#include "STR_String.h"
+#include "RAS_BucketManager.h" // for polymaterial (needed for textprinting)
+
+
+// Blender includes
+/* This list includes only data type definitions */
+#include "DNA_object_types.h"
+#include "DNA_material_types.h"
+#include "DNA_image_types.h"
+#include "DNA_lamp_types.h"
+#include "DNA_group_types.h"
+#include "DNA_scene_types.h"
+#include "DNA_camera_types.h"
+#include "DNA_property_types.h"
+#include "DNA_text_types.h"
+#include "DNA_sensor_types.h"
+#include "DNA_controller_types.h"
+#include "DNA_actuator_types.h"
+#include "DNA_mesh_types.h"
+#include "DNA_view3d_types.h"
+#include "DNA_world_types.h"
+
+#include "BKE_global.h"
+#include "BKE_image.h"
+#include "BKE_bmfont.h"
+#include "BKE_bmfont_types.h"
+#include "BKE_main.h"
+
+#include "IMB_imbuf_types.h"
+// End of Blender includes
+
+
+GPC_RenderTools::GPC_RenderTools()
+{
+ m_font = BMF_GetFont(BMF_kHelvetica10);
+}
+
+
+GPC_RenderTools::~GPC_RenderTools()
+{
+}
+
+
+void GPC_RenderTools::EndFrame(RAS_IRasterizer* rasty)
+{
+}
+
+
+void GPC_RenderTools::BeginFrame(RAS_IRasterizer* rasty)
+{
+ m_clientobject=NULL;
+ m_modified=true;
+ DisableOpenGLLights();
+
+}
+
+int GPC_RenderTools::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 GPC_RenderTools::RenderText2D(RAS_TEXT_RENDER_MODE mode,
+ const char* text,
+ int xco,
+ int yco,
+ int width,
+ int height)
+{
+ STR_String tmpstr(text);
+ int lines;
+ char* s = tmpstr.Ptr();
+ char* p;
+
+ // 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);
+
+ // Set up viewing settings
+ glMatrixMode(GL_PROJECTION);
+ glPushMatrix();
+ glLoadIdentity();
+ glOrtho(0, width, 0, height, -1, 1);
+ 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;
+ }
+
+ // Restore view settings
+ glMatrixMode(GL_PROJECTION);
+ glPopMatrix();
+ glMatrixMode(GL_MODELVIEW);
+ glPopMatrix();
+
+ // Restore OpenGL Settings
+ fog ? ::glEnable(GL_FOG) : ::glDisable(GL_FOG);
+ texture2D ? ::glEnable(GL_TEXTURE_2D) : ::glDisable(GL_TEXTURE_2D);
+}
+
+/**
+ * Copied from KX_BlenderRenderTools.cpp in KX_blenderhook
+ * Renders text into a (series of) polygon(s), 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])
+{
+ STR_String mytext = ((CValue*)m_clientobject)->GetPropertyText("Text");
+
+ GPC_PolygonMaterial* blenderpoly = (GPC_PolygonMaterial*)polymat;
+ struct TFace* tface = blenderpoly->GetTFace();
+
+ BL_RenderText(mode, mytext, mytext.Length(), tface, v1, v2, v3, v4);
+}
+
+
+
+/**
+ * Copied from KX_BlenderGL.cpp in KX_blenderhook
+ */
+void GPC_RenderTools::BL_RenderText(
+ int mode,
+ const char* textstr,
+ int textlen,
+ struct TFace* tface,
+ float v1[3],float v2[3],float v3[3],float v4[3])
+{
+ struct Image* ima;
+
+ if (mode & TF_BMFONT) {
+ //char string[MAX_PROPSTRING];
+// float tmat[4][4];
+ int characters, index, character;
+ float centerx, centery, sizex, sizey, transx, transy, movex, movey, advance;
+
+// bProperty *prop;
+
+ // string = "Frank van Beek";
+
+ characters = textlen;
+
+ ima = (struct Image*) tface->tpage;
+ if (ima == NULL) {
+ characters = 0;
+ }
+
+ glPushMatrix();
+ for (index = 0; index < characters; index++) {
+ // lets calculate offset stuff
+ character = textstr[index];
+
+ // space starts at offset 1
+ // character = character - ' ' + 1;
+
+ matrixGlyph(ima->ibuf, character, & centerx, &centery, &sizex, &sizey, &transx, &transy, &movex, &movey, &advance);
+
+ glBegin(GL_POLYGON);
+ // printf(" %c %f %f %f %f\n", character, tface->uv[0][0], tface->uv[0][1], );
+ // glTexCoord2f((tface->uv[0][0] - centerx) * sizex + transx, (tface->uv[0][1] - centery) * sizey + transy);
+ glTexCoord2f((tface->uv[0][0] - centerx) * sizex + transx, (tface->uv[0][1] - centery) * sizey + transy);
+
+ BL_spack(tface->col[0]);
+ // glVertex3fv(v1);
+ glVertex3f(sizex * v1[0] + movex, sizey * v1[1] + movey, v1[2]);
+
+ glTexCoord2f((tface->uv[1][0] - centerx) * sizex + transx, (tface->uv[1][1] - centery) * sizey + transy);
+ BL_spack(tface->col[1]);
+ // glVertex3fv(v2);
+ glVertex3f(sizex * v2[0] + movex, sizey * v2[1] + movey, v2[2]);
+
+ glTexCoord2f((tface->uv[2][0] - centerx) * sizex + transx, (tface->uv[2][1] - centery) * sizey + transy);
+ BL_spack(tface->col[2]);
+ // glVertex3fv(v3);
+ glVertex3f(sizex * v3[0] + movex, sizey * v3[1] + movey, v3[2]);
+
+ if(v4) {
+ // glTexCoord2f((tface->uv[3][0] - centerx) * sizex + transx, 1.0 - (1.0 - tface->uv[3][1]) * sizey - transy);
+ glTexCoord2f((tface->uv[3][0] - centerx) * sizex + transx, (tface->uv[3][1] - centery) * sizey + transy);
+ BL_spack(tface->col[3]);
+ // glVertex3fv(v4);
+ glVertex3f(sizex * v4[0] + movex, sizey * v4[1] + movey, v4[2]);
+ }
+ glEnd();
+
+ glTranslatef(advance, 0.0, 0.0);
+ }
+ glPopMatrix();
+
+ }
+}
+
+
+RAS_IPolyMaterial* GPC_RenderTools::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 GPC_PolygonMaterial(texname, ba,matname,tile,tilexrep,tileyrep,
+ mode,transparant,lightlayer,bIsTriangle,clientobject,tface);
+}
+
+
+int GPC_RenderTools::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;
+
+}
+
+
+void GPC_RenderTools::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: replace by physicsenvironment raycast
+
+ //SM_Scene* scene = (SM_Scene*) m_auxilaryClientInfo;
+
+ SM_Object* hitObj = 0;
+ //scene->rayTest(gameobj->GetSumoObject(),frompoint,topoint,
+ // resultpoint, resultnormal);
+
+
+ if (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);
+ }
+ }
+}