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Diffstat (limited to 'source/gameengine/GamePlayer/common/GPC_RenderTools.h')
-rw-r--r--source/gameengine/GamePlayer/common/GPC_RenderTools.h176
1 files changed, 176 insertions, 0 deletions
diff --git a/source/gameengine/GamePlayer/common/GPC_RenderTools.h b/source/gameengine/GamePlayer/common/GPC_RenderTools.h
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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 *****
+ */
+
+#ifndef __GPC_RENDERTOOLS_H
+#define __GPC_RENDERTOOLS_H
+
+#if defined(WIN32) || defined(__APPLE__)
+ #ifdef WIN32
+ #include <windows.h>
+ #include <GL/gl.h>
+ #else // WIN32
+ // __APPLE__ is defined
+ #include <AGL/gl.h>
+ #endif // WIN32
+#else //defined(WIN32) || defined(__APPLE__)
+ #include <GL/gl.h>
+#endif //defined(WIN32) || defined(__APPLE__)
+
+
+#include "RAS_IRenderTools.h"
+
+#include "BMF_Api.h"
+
+
+class GPC_RenderTools : public RAS_IRenderTools
+{
+public:
+ GPC_RenderTools();
+ virtual ~GPC_RenderTools();
+
+ virtual void EndFrame(RAS_IRasterizer* rasty);
+ virtual void BeginFrame(RAS_IRasterizer* rasty);
+
+ void DisableOpenGLLights()
+ {
+ glDisable(GL_LIGHTING);
+ glDisable(GL_COLOR_MATERIAL);
+ glDisableClientState(GL_NORMAL_ARRAY);
+ }
+
+ void EnableOpenGLLights()
+ {
+ glEnable(GL_LIGHTING);
+ glColorMaterial(GL_FRONT_AND_BACK,GL_DIFFUSE);
+ glEnable(GL_COLOR_MATERIAL);
+ glEnableClientState(GL_NORMAL_ARRAY);
+ }
+
+ int ProcessLighting(int layer);
+
+ void Perspective(int a, int width, int height, float mat[4][4], float viewmat[4][4])
+ {
+ if(a== 0)
+ {
+ glMatrixMode(GL_PROJECTION);
+ glMatrixMode(GL_MODELVIEW);
+ glLoadIdentity();
+ }
+ else
+ {
+ if(a== 1)
+ {
+ glMatrixMode(GL_PROJECTION);
+ glMatrixMode(GL_MODELVIEW);
+ }
+ }
+ }
+
+ /**
+ * @attention mode is ignored here
+ */
+ virtual void RenderText2D(
+ RAS_TEXT_RENDER_MODE mode,
+ const char* text,
+ int xco,
+ int yco,
+ int width,
+ int height);
+
+ /**
+ * Renders text into a (series of) polygon(s), using a texture font,
+ * Each character consists of one polygon (one quad or two triangles)
+ */
+ virtual void RenderText(
+ int mode,
+ RAS_IPolyMaterial* polymat,
+ float v1[3],
+ float v2[3],
+ float v3[3],
+ float v4[3]);
+
+ void Render(RAS_IRasterizer* rasty,double* oglmatrix,int objectdrawmode)
+ {
+ glPopMatrix();
+ glPushMatrix();
+ glMultMatrixd(oglmatrix);
+ }
+
+ void applyTransform(RAS_IRasterizer* rasty, double* oglmatrix, int objectdrawmode);
+
+ virtual void PushMatrix()
+ {
+ glPushMatrix();
+ }
+
+ virtual void PopMatrix()
+ {
+ glPopMatrix();
+ }
+
+ virtual class RAS_IPolyMaterial* 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);
+
+ int applyLights(int objectlayer);
+
+protected:
+ /**
+ * Copied from KX_BlenderGL.cpp in KX_blenderhook
+ */
+ void BL_RenderText(
+ int mode,
+ const char* textstr,
+ int textlen,
+ struct TFace* tface,
+ float v1[3],float v2[3],float v3[3],float v4[3]);
+ void BL_spack(unsigned int ucol)
+ {
+ char *cp = (char *)&ucol;
+ glColor3ub(cp[3], cp[2], cp[1]);
+ }
+
+
+ BMF_Font* m_font;
+};
+
+
+#endif // __GPC_RENDERTOOLS_H