Welcome to mirror list, hosted at ThFree Co, Russian Federation.

git.blender.org/blender.git - Unnamed repository; edit this file 'description' to name the repository.
summaryrefslogtreecommitdiff
diff options
context:
space:
mode:
Diffstat (limited to 'source/gameengine/GamePlayer')
-rw-r--r--source/gameengine/GamePlayer/common/CMakeLists.txt2
-rw-r--r--source/gameengine/GamePlayer/common/GPC_RenderTools.cpp537
-rw-r--r--source/gameengine/GamePlayer/common/GPC_RenderTools.h163
-rw-r--r--source/gameengine/GamePlayer/common/Makefile5
-rw-r--r--source/gameengine/GamePlayer/common/SConscript2
-rw-r--r--source/gameengine/GamePlayer/common/unix/GPU_PolygonMaterial.h4
-rw-r--r--source/gameengine/GamePlayer/ghost/CMakeLists.txt1
-rw-r--r--source/gameengine/GamePlayer/ghost/GPG_Application.cpp34
-rw-r--r--source/gameengine/GamePlayer/ghost/GPG_Application.h6
-rw-r--r--source/gameengine/GamePlayer/ghost/GPG_ghost.cpp16
-rw-r--r--source/gameengine/GamePlayer/ghost/Makefile5
-rw-r--r--source/gameengine/GamePlayer/ghost/SConscript4
12 files changed, 310 insertions, 469 deletions
diff --git a/source/gameengine/GamePlayer/common/CMakeLists.txt b/source/gameengine/GamePlayer/common/CMakeLists.txt
index e26f8b9d69a..0c6c4179e2d 100644
--- a/source/gameengine/GamePlayer/common/CMakeLists.txt
+++ b/source/gameengine/GamePlayer/common/CMakeLists.txt
@@ -30,7 +30,6 @@ SET(SRC
GPC_Engine.cpp
GPC_KeyboardDevice.cpp
GPC_MouseDevice.cpp
- GPC_PolygonMaterial.cpp
GPC_RawImage.cpp
GPC_RawLoadDotBlendArray.cpp
GPC_RawLogoArrays.cpp
@@ -69,6 +68,7 @@ SET(INC
../../../../source/gameengine/GamePlayer/ghost
../../../../source/blender/misc
../../../../source/blender/blenloader
+ ../../../../source/blender/gpu
../../../../extern/glew/include
${PYTHON_INC}
${SOLID_INC}
diff --git a/source/gameengine/GamePlayer/common/GPC_RenderTools.cpp b/source/gameengine/GamePlayer/common/GPC_RenderTools.cpp
index a64c85f6c17..78d8eaf2aa3 100644
--- a/source/gameengine/GamePlayer/common/GPC_RenderTools.cpp
+++ b/source/gameengine/GamePlayer/common/GPC_RenderTools.cpp
@@ -27,141 +27,256 @@
* ***** END GPL LICENSE BLOCK *****
*/
-#include <assert.h>
-
-#ifdef WIN32
-#pragma warning (disable : 4786)
-#include <windows.h>
-#endif
-
#include "GL/glew.h"
-#include <iostream>
-
-#include "GPC_RenderTools.h"
-
#include "RAS_IRenderTools.h"
#include "RAS_IRasterizer.h"
#include "RAS_LightObject.h"
#include "RAS_ICanvas.h"
#include "RAS_GLExtensionManager.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 "KX_PolygonMaterial.h"
-#include "Value.h"
+#include "KX_BlenderMaterial.h"
+#include "KX_RayCast.h"
+#include "KX_IPhysicsController.h"
+
+#include "PHY_IPhysicsEnvironment.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_meshdata_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 "GPU_draw.h"
+
+#include "BKE_bmfont.h" // for text printing
#include "BKE_bmfont_types.h"
-#include "BKE_main.h"
-#include "IMB_imbuf_types.h"
-// End of Blender includes
+#include "GPC_RenderTools.h"
-#include "KX_Scene.h"
-#include "KX_RayCast.h"
-#include "KX_IPhysicsController.h"
-#include "PHY_IPhysicsEnvironment.h"
-#include "KX_BlenderMaterial.h"
+unsigned int GPC_RenderTools::m_numgllights;
GPC_RenderTools::GPC_RenderTools()
{
m_font = BMF_GetFont(BMF_kHelvetica10);
+
glGetIntegerv(GL_MAX_LIGHTS, (GLint*) &m_numgllights);
if (m_numgllights < 8)
m_numgllights = 8;
}
-
GPC_RenderTools::~GPC_RenderTools()
{
}
+void GPC_RenderTools::BeginFrame(RAS_IRasterizer* rasty)
+{
+ m_clientobject = NULL;
+ m_lastlightlayer = -1;
+ m_lastlighting = false;
+ DisableOpenGLLights();
+}
void GPC_RenderTools::EndFrame(RAS_IRasterizer* rasty)
{
}
+/* 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. */
-void GPC_RenderTools::BeginFrame(RAS_IRasterizer* rasty)
+void GPC_RenderTools::ProcessLighting(int layer, const MT_Transform& viewmat)
{
- m_clientobject=NULL;
- m_modified=true;
- DisableOpenGLLights();
+ if(m_lastlightlayer == layer)
+ return;
-}
+ m_lastlightlayer = layer;
-int GPC_RenderTools::ProcessLighting(int layer)
-{
- int result = false;
+ bool enable = false;
- if (layer < 0)
- {
- DisableOpenGLLights();
- result = false;
- } else
+ if (layer >= 0)
{
if (m_clientobject)
- {
- if (applyLights(layer))
- {
- EnableOpenGLLights();
- result = true;
- } else
- {
- DisableOpenGLLights();
- result = false;
- }
+ {
+ if (layer == RAS_LIGHT_OBJECT_LAYER)
+ layer = static_cast<KX_GameObject*>(m_clientobject)->GetLayer();
+
+ enable = applyLights(layer, viewmat);
}
}
- return result;
+
+ if(enable)
+ EnableOpenGLLights();
+ else
+ DisableOpenGLLights();
}
void GPC_RenderTools::EnableOpenGLLights()
{
+ if(m_lastlighting == true)
+ return;
+
glEnable(GL_LIGHTING);
glEnable(GL_COLOR_MATERIAL);
- glColorMaterial(GL_FRONT_AND_BACK,GL_DIFFUSE);
+
+ glColorMaterial(GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE);
+ glLightModeli(GL_LIGHT_MODEL_TWO_SIDE, true);
if (GLEW_EXT_separate_specular_color || GLEW_VERSION_1_2)
glLightModeli(GL_LIGHT_MODEL_COLOR_CONTROL, GL_SEPARATE_SPECULAR_COLOR);
+
+ m_lastlighting = true;
}
-void GPC_RenderTools::RenderText2D(RAS_TEXT_RENDER_MODE mode,
- const char* text,
- int xco,
- int yco,
- int width,
- int height)
+void GPC_RenderTools::DisableOpenGLLights()
+{
+ if(m_lastlighting == false)
+ return;
+
+ glDisable(GL_LIGHTING);
+ glDisable(GL_COLOR_MATERIAL);
+
+ m_lastlighting = false;
+}
+
+
+void GPC_RenderTools::SetClientObject(RAS_IRasterizer *rasty, void* obj)
+{
+ if (m_clientobject != obj)
+ {
+ bool ccw = (obj == NULL || !((KX_GameObject*)obj)->IsNegativeScaling());
+ rasty->SetFrontFace(ccw);
+
+ m_clientobject = obj;
+ }
+}
+
+bool GPC_RenderTools::RayHit(KX_ClientObjectInfo* client, KX_RayCast* result, void * const data)
+{
+ double* const oglmatrix = (double* const) data;
+ MT_Point3 resultpoint(result->m_hitPoint);
+ MT_Vector3 resultnormal(result->m_hitNormal);
+ MT_Vector3 left(oglmatrix[0],oglmatrix[1],oglmatrix[2]);
+ MT_Vector3 dir = -(left.cross(resultnormal)).safe_normalized();
+ left = (dir.cross(resultnormal)).safe_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(oglmatrix);
+ glMultMatrixd(maat);
+ return true;
+}
+
+void GPC_RenderTools::applyTransform(RAS_IRasterizer* rasty,double* oglmatrix,int objectdrawmode )
+{
+ /* FIXME:
+ blender: intern/moto/include/MT_Vector3.inl:42: MT_Vector3 operator/(const
+ MT_Vector3&, double): Assertion `!MT_fuzzyZero(s)' failed.
+
+ Program received signal SIGABRT, Aborted.
+ [Switching to Thread 16384 (LWP 1519)]
+ 0x40477571 in kill () from /lib/libc.so.6
+ (gdb) bt
+ #7 0x08334368 in MT_Vector3::normalized() const ()
+ #8 0x0833e6ec in GPC_RenderTools::applyTransform(RAS_IRasterizer*, double*, int) ()
+ */
+
+ 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!
+ MT_Point3 frompoint(oglmatrix[12],oglmatrix[13],oglmatrix[14]);
+ KX_GameObject *gameobj = (KX_GameObject*) this->m_clientobject;
+ MT_Vector3 direction = MT_Vector3(0,0,-1);
+
+ direction.normalize();
+ direction *= 100000;
+
+ MT_Point3 topoint = frompoint + direction;
+
+ KX_Scene* kxscene = (KX_Scene*) m_auxilaryClientInfo;
+ PHY_IPhysicsEnvironment* physics_environment = kxscene->GetPhysicsEnvironment();
+ KX_IPhysicsController* physics_controller = gameobj->GetPhysicsController();
+
+ KX_GameObject *parent = gameobj->GetParent();
+ if (!physics_controller && parent)
+ physics_controller = parent->GetPhysicsController();
+ if (parent)
+ parent->Release();
+
+ KX_RayCast::Callback<GPC_RenderTools> callback(this, physics_controller, oglmatrix);
+ if (!KX_RayCast::RayTest(physics_environment, frompoint, topoint, callback))
+ {
+ // couldn't find something to cast the shadow on...
+ glMultMatrixd(oglmatrix);
+ }
+ } else
+ {
+
+ // 'normal' object
+ glMultMatrixd(oglmatrix);
+ }
+ }
+}
+
+
+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;
@@ -234,21 +349,19 @@ void GPC_RenderTools::RenderText2D(RAS_TEXT_RENDER_MODE mode,
glDisable(GL_LIGHTING);
}
-/**
- * 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)
- */
+/* 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 GPC_RenderTools::RenderText(
int mode,
RAS_IPolyMaterial* polymat,
- float v1[3], float v2[3], float v3[3], float v4[3])
+ float v1[3], float v2[3], float v3[3], float v4[3], int glattrib)
{
STR_String mytext = ((CValue*)m_clientobject)->GetPropertyText("Text");
const unsigned int flag = polymat->GetFlag();
struct MTFace* tface = 0;
- unsigned int* col = 0;
+ unsigned int *col = 0;
if(flag & RAS_BLENDERMAT) {
KX_BlenderMaterial *bl_mat = static_cast<KX_BlenderMaterial*>(polymat);
@@ -259,110 +372,29 @@ void GPC_RenderTools::RenderText(
tface = blenderpoly->GetMTFace();
col = blenderpoly->GetMCol();
}
-
- BL_RenderText(mode, mytext, mytext.Length(), tface, col, v1, v2, v3, v4);
+
+ GPU_render_text(tface, mode, mytext, mytext.Length(), col, v1, v2, v3, v4, glattrib);
}
-
-/**
- * Copied from KX_BlenderGL.cpp in KX_blenderhook
- */
-void GPC_RenderTools::BL_RenderText(
- int mode,
- const char* textstr,
- int textlen,
- struct MTFace* tface,
- unsigned int* col,
- float v1[3],float v2[3],float v3[3],float v4[3])
+void GPC_RenderTools::PushMatrix()
{
- 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;
- }
-
- if(!col) glColor3f(1.0f, 1.0f, 1.0f);
-
- glPushMatrix();
- for (index = 0; index < characters; index++) {
- // lets calculate offset stuff
- character = textstr[index];
-
- // space starts at offset 1
- // character = character - ' ' + 1;
-
- matrixGlyph((ImBuf *)ima->ibufs.first, 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);
-
- if(col) BL_spack(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);
- if(col) BL_spack(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);
- if(col) BL_spack(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);
- if(col) BL_spack(col[3]);
- // glVertex3fv(v4);
- glVertex3f(sizex * v4[0] + movex, sizey * v4[1] + movey, v4[2]);
- }
- glEnd();
-
- glTranslatef(advance, 0.0, 0.0);
- }
- glPopMatrix();
-
- }
+ glPushMatrix();
}
-
-RAS_IPolyMaterial* GPC_RenderTools::CreateBlenderPolyMaterial(
- const STR_String &texname,
- bool ba,const STR_String& matname,int tile,int tilexrep,int tileyrep,int mode,bool transparant, bool zsort,
- int lightlayer,bool bIsTriangle,void* clientobject,void* tface)
+void GPC_RenderTools::PopMatrix()
{
- assert(!"Deprecated");
-/* return new GPC_PolygonMaterial(texname, ba,matname,tile,tilexrep,tileyrep,
- mode,transparant,zsort,lightlayer,bIsTriangle,clientobject,tface);
- */
- return NULL;
+ glPopMatrix();
}
-int GPC_RenderTools::applyLights(int objectlayer)
+int GPC_RenderTools::applyLights(int objectlayer, const MT_Transform& viewmat)
{
-// taken from blender source, incompatibility between Blender Object / GameObject
-
- int count;
+ // taken from blender source, incompatibility between Blender Object / GameObject
+ float glviewmat[16];
+ unsigned int count;
float vec[4];
-
+
vec[3]= 1.0;
for(count=0; count<m_numgllights; count++)
@@ -371,23 +403,20 @@ int GPC_RenderTools::applyLights(int objectlayer)
//std::vector<struct RAS_LightObject*> m_lights;
std::vector<struct RAS_LightObject*>::iterator lit = m_lights.begin();
+ viewmat.getValue(glviewmat);
+ glPushMatrix();
+ glLoadMatrixf(glviewmat);
for (lit = m_lights.begin(), count = 0; !(lit==m_lights.end()) && count < m_numgllights; ++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);
@@ -443,141 +472,16 @@ int GPC_RenderTools::applyLights(int objectlayer)
}
glLightfv((GLenum)(GL_LIGHT0+count), GL_SPECULAR, vec);
glEnable((GLenum)(GL_LIGHT0+count));
-
- count++;
- glPopMatrix();
+ count++;
}
}
+ glPopMatrix();
return count;
}
-void GPC_RenderTools::SetClientObject(void* obj)
-{
- if (m_clientobject != obj)
- {
- if (obj == NULL || !((KX_GameObject*)obj)->IsNegativeScaling())
- {
- glFrontFace(GL_CCW);
- } else
- {
- glFrontFace(GL_CW);
- }
- m_clientobject = obj;
- m_modified = true;
- }
-}
-
-bool GPC_RenderTools::RayHit(KX_ClientObjectInfo* client, KX_RayCast* result, void * const data)
-{
- double* const oglmatrix = (double* const) data;
- MT_Point3 resultpoint(result->m_hitPoint);
- MT_Vector3 resultnormal(result->m_hitNormal);
- MT_Vector3 left(oglmatrix[0],oglmatrix[1],oglmatrix[2]);
- MT_Vector3 dir = -(left.cross(resultnormal)).safe_normalized();
- left = (dir.cross(resultnormal)).safe_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(oglmatrix);
- glMultMatrixd(maat);
- return true;
-}
-
-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!
- MT_Point3 frompoint(oglmatrix[12],oglmatrix[13],oglmatrix[14]);
- KX_GameObject *gameobj = (KX_GameObject*) this->m_clientobject;
- MT_Vector3 direction = MT_Vector3(0,0,-1);
-
- direction.normalize();
- direction *= 100000;
-
- MT_Point3 topoint = frompoint + direction;
-
- KX_Scene* kxscene = (KX_Scene*) m_auxilaryClientInfo;
- PHY_IPhysicsEnvironment* physics_environment = kxscene->GetPhysicsEnvironment();
- KX_IPhysicsController* physics_controller = gameobj->GetPhysicsController();
-
- KX_GameObject *parent = gameobj->GetParent();
- if (!physics_controller && parent)
- physics_controller = parent->GetPhysicsController();
- if (parent)
- parent->Release();
-
- KX_RayCast::Callback<GPC_RenderTools> callback(this, physics_controller, oglmatrix);
- if (!KX_RayCast::RayTest(physics_environment, frompoint, topoint, callback))
- {
- // couldn't find something to cast the shadow on...
- glMultMatrixd(oglmatrix);
- }
- } else
- {
-
- // 'normal' object
- glMultMatrixd(oglmatrix);
- }
- }
-}
-
void GPC_RenderTools::MotionBlur(RAS_IRasterizer* rasterizer)
{
int state = rasterizer->GetMotionBlurState();
@@ -608,7 +512,6 @@ void GPC_RenderTools::Update2DFilter(vector<STR_String>& propNames, void* gameOb
void GPC_RenderTools::Render2DFilters(RAS_ICanvas* canvas)
{
- m_filtermanager.RenderFilters( canvas);
+ m_filtermanager.RenderFilters(canvas);
}
-unsigned int GPC_RenderTools::m_numgllights;
diff --git a/source/gameengine/GamePlayer/common/GPC_RenderTools.h b/source/gameengine/GamePlayer/common/GPC_RenderTools.h
index 9f70f67caf2..382956e73ea 100644
--- a/source/gameengine/GamePlayer/common/GPC_RenderTools.h
+++ b/source/gameengine/GamePlayer/common/GPC_RenderTools.h
@@ -31,11 +31,11 @@
#define __GPC_RENDERTOOLS_H
#ifdef WIN32
- #include <windows.h>
+// don't show stl-warnings
+#pragma warning (disable:4786)
+#include <windows.h>
#endif // WIN32
-#include "GL/glew.h"
-
#include "RAS_IRenderTools.h"
#include "BMF_Api.h"
@@ -43,100 +43,52 @@
struct KX_ClientObjectInfo;
class KX_RayCast;
+/* BlenderRenderTools are a set of tools to apply 2D/3D graphics effects, which
+ * are not part of the (polygon) Rasterizer. Effects like 2D text, 3D (polygon)
+ * text, lighting.
+ *
+ * Most of this code is duplicated in KX_BlenderRenderTools, so this should be
+ * moved to some common location to avoid duplication. */
+
class GPC_RenderTools : public RAS_IRenderTools
{
+ int m_lastlightlayer;
+ bool m_lastlighting;
+ static unsigned int m_numgllights;
+
+ BMF_Font* m_font;
+
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);
- }
-
- void EnableOpenGLLights();
-
- 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,
- bool transparant,
- bool zsort,
- int lightlayer,
- bool bIsTriangle,
- void* clientobject,
- void* tface);
-
- int applyLights(int objectlayer);
+ GPC_RenderTools();
+ virtual ~GPC_RenderTools();
+
+ void EndFrame(RAS_IRasterizer* rasty);
+ void BeginFrame(RAS_IRasterizer* rasty);
+
+ void EnableOpenGLLights();
+ void DisableOpenGLLights();
+ void ProcessLighting(int layer, const MT_Transform& viewmat);
+
+ /* @attention mode is ignored here */
+ void RenderText2D(RAS_TEXT_RENDER_MODE mode,
+ const char* text,
+ int xco,
+ int yco,
+ int width,
+ int height);
+ void RenderText(int mode,
+ class RAS_IPolyMaterial* polymat,
+ float v1[3],
+ float v2[3],
+ float v3[3],
+ float v4[3],
+ int glattrib);
+
+ void applyTransform(RAS_IRasterizer* rasty, double* oglmatrix, int objectdrawmode);
+ int applyLights(int objectlayer, const MT_Transform& viewmat);
+
+ void PushMatrix();
+ void PopMatrix();
bool RayHit(KX_ClientObjectInfo* client, KX_RayCast* result, void * const data);
bool NeedRayCast(KX_ClientObjectInfo* client) { return true; }
@@ -147,28 +99,7 @@ public:
virtual void Render2DFilters(RAS_ICanvas* canvas);
- virtual void SetClientObject(void* obj);
-
-protected:
- /**
- * Copied from KX_BlenderGL.cpp in KX_blenderhook
- */
- void BL_RenderText(
- int mode,
- const char* textstr,
- int textlen,
- struct MTFace* tface,
- unsigned int* col,
- 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;
- static unsigned int m_numgllights;
+ virtual void SetClientObject(RAS_IRasterizer *rasty, void* obj);
};
#endif // __GPC_RENDERTOOLS_H
diff --git a/source/gameengine/GamePlayer/common/Makefile b/source/gameengine/GamePlayer/common/Makefile
index 19d792ddbdb..6a12e659be6 100644
--- a/source/gameengine/GamePlayer/common/Makefile
+++ b/source/gameengine/GamePlayer/common/Makefile
@@ -43,6 +43,7 @@ CPPFLAGS += -I../../../blender/blenloader
CPPFLAGS += -I../../../blender/blenlib
CPPFLAGS += -I../../../blender/imbuf
CPPFLAGS += -I../../../blender/makesdna
+CPPFLAGS += -I../../../blender/gpu
CPPFLAGS += -I../../../kernel/gen_system
CPPFLAGS += -I$(NAN_GUARDEDALLOC)/include
@@ -72,10 +73,6 @@ CPPFLAGS += -I../../../gameengine/Rasterizer/RAS_OpenGLRasterizer
CPPFLAGS += -I../../../gameengine/Physics/Sumo
CPPFLAGS += -I../../../gameengine/Physics/common
-ifeq ($(WITH_BF_GLEXT),true)
- CPPFLAGS += -DWITH_GLEXT
-endif
-
###############################
SOURCEDIR = source/gameengine/GamePlayer/common
diff --git a/source/gameengine/GamePlayer/common/SConscript b/source/gameengine/GamePlayer/common/SConscript
index 3b2367d2592..30f20a670d3 100644
--- a/source/gameengine/GamePlayer/common/SConscript
+++ b/source/gameengine/GamePlayer/common/SConscript
@@ -8,7 +8,6 @@ source_files = ['bmfont.cpp',
'GPC_Engine.cpp',
'GPC_KeyboardDevice.cpp',
'GPC_MouseDevice.cpp',
- 'GPC_PolygonMaterial.cpp',
'GPC_RawImage.cpp',
'GPC_RawLoadDotBlendArray.cpp',
'GPC_RawLogoArrays.cpp',
@@ -46,6 +45,7 @@ incs = ['.',
'#source/gameengine/GamePlayer/ghost',
'#source/blender/misc',
'#source/blender/blenloader',
+ '#source/blender/gpu',
'#extern/glew/include']
#This is all plugin stuff!
diff --git a/source/gameengine/GamePlayer/common/unix/GPU_PolygonMaterial.h b/source/gameengine/GamePlayer/common/unix/GPU_PolygonMaterial.h
index fee729a84ac..e5ed7f39811 100644
--- a/source/gameengine/GamePlayer/common/unix/GPU_PolygonMaterial.h
+++ b/source/gameengine/GamePlayer/common/unix/GPU_PolygonMaterial.h
@@ -37,9 +37,9 @@ class GPU_PolygonMaterial : public BP_PolygonMaterial
public:
GPUPolygonMaterial(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* tpage) :
+ int lightlayer,,void* tpage) :
BP_PolygonMaterial(texname, ba,matname, tile, tileXrep, tileYrep,
- mode, transparant, lightlayer, bIsTriangle, clientobject),
+ mode, transparant, lightlayer),
m_tface(tpage)
{
}
diff --git a/source/gameengine/GamePlayer/ghost/CMakeLists.txt b/source/gameengine/GamePlayer/ghost/CMakeLists.txt
index d9f0675001f..5e0ca93ac06 100644
--- a/source/gameengine/GamePlayer/ghost/CMakeLists.txt
+++ b/source/gameengine/GamePlayer/ghost/CMakeLists.txt
@@ -64,6 +64,7 @@ SET(INC
../../../../source/gameengine/GamePlayer/common
../../../../source/blender/misc
../../../../source/blender/blenloader
+ ../../../../source/blender/gpu
../../../../extern/solid
../../../../extern/glew/include
${PYTHON_INC}
diff --git a/source/gameengine/GamePlayer/ghost/GPG_Application.cpp b/source/gameengine/GamePlayer/ghost/GPG_Application.cpp
index c56a6d0da23..a690beb9f38 100644
--- a/source/gameengine/GamePlayer/ghost/GPG_Application.cpp
+++ b/source/gameengine/GamePlayer/ghost/GPG_Application.cpp
@@ -38,6 +38,7 @@
#endif
#include "GL/glew.h"
+#include "GPU_extensions.h"
#include "GPG_Application.h"
@@ -104,9 +105,10 @@ static void frameTimerProc(GHOST_ITimerTask* task, GHOST_TUns64 time);
static GHOST_ISystem* fSystem = 0;
static const int kTimerFreq = 10;
-GPG_Application::GPG_Application(GHOST_ISystem* system, struct Main* maggie, STR_String startSceneName)
- : m_startSceneName(startSceneName),
- m_maggie(maggie),
+GPG_Application::GPG_Application(GHOST_ISystem* system)
+ : m_startSceneName(""),
+ m_startScene(0),
+ m_maggie(0),
m_exitRequested(0),
m_system(system),
m_mainWindow(0),
@@ -142,15 +144,16 @@ GPG_Application::~GPG_Application(void)
-bool GPG_Application::SetGameEngineData(struct Main* maggie, STR_String startSceneName)
+bool GPG_Application::SetGameEngineData(struct Main* maggie, Scene *scene)
{
bool result = false;
- if (maggie != NULL && startSceneName != "")
+ if (maggie != NULL && scene != NULL)
{
- G.scene = (Scene*)maggie->scene.first;
+ G.scene = scene;
m_maggie = maggie;
- m_startSceneName = startSceneName;
+ m_startSceneName = scene->id.name+2;
+ m_startScene = scene;
result = true;
}
@@ -480,7 +483,7 @@ bool GPG_Application::initEngine(GHOST_IWindow* window, const int stereoMode)
{
if (!m_engineInitialized)
{
- glewInit();
+ GPU_extensions_init();
bgl::InitExtensions(true);
// get and set the preferences
@@ -499,12 +502,18 @@ bool GPG_Application::initEngine(GHOST_IWindow* window, const int stereoMode)
bool fixed_framerate= (SYS_GetCommandLineInt(syshandle, "fixed_framerate", fixedFr) != 0);
bool frameRate = (SYS_GetCommandLineInt(syshandle, "show_framerate", 0) != 0);
- bool useLists = (SYS_GetCommandLineInt(syshandle, "displaylists", G.fileflags & G_FILE_DIAPLAY_LISTS) != 0);
+ bool useLists = (SYS_GetCommandLineInt(syshandle, "displaylists", G.fileflags & G_FILE_DISPLAY_LISTS) != 0);
if(GLEW_ARB_multitexture && GLEW_VERSION_1_1) {
int gameflag =(G.fileflags & G_FILE_GAME_MAT);
m_blendermat = (SYS_GetCommandLineInt(syshandle, "blender_material", gameflag) != 0);
}
+
+ if(GPU_extensions_minimum_support()) {
+ int gameflag = (G.fileflags & G_FILE_GAME_MAT_GLSL);
+
+ m_blenderglslmat = (SYS_GetCommandLineInt(syshandle, "blender_glsl_material", gameflag) != 0);
+ }
// create the canvas, rasterizer and rendertools
m_canvas = new GPG_Canvas(window);
@@ -640,14 +649,15 @@ bool GPG_Application::startEngine(void)
m_mouse,
m_networkdevice,
m_audiodevice,
- startscenename);
+ startscenename,
+ m_startScene);
// some python things
PyObject* dictionaryobject = initGamePlayerPythonScripting("Ketsji", psl_Lowest);
m_ketsjiengine->SetPythonDictionary(dictionaryobject);
initRasterizer(m_rasterizer, m_canvas);
- PyObject *gameLogic = initGameLogic(startscene);
+ PyObject *gameLogic = initGameLogic(m_ketsjiengine, startscene);
PyDict_SetItemString(dictionaryobject, "GameLogic", gameLogic); // Same as importing the module
initGameKeys();
initPythonConstraintBinding();
@@ -745,6 +755,8 @@ void GPG_Application::stopEngine()
void GPG_Application::exitEngine()
{
+ GPU_extensions_exit();
+
if (m_ketsjiengine)
{
stopEngine();
diff --git a/source/gameengine/GamePlayer/ghost/GPG_Application.h b/source/gameengine/GamePlayer/ghost/GPG_Application.h
index 31f5eb75e52..5242a419808 100644
--- a/source/gameengine/GamePlayer/ghost/GPG_Application.h
+++ b/source/gameengine/GamePlayer/ghost/GPG_Application.h
@@ -50,14 +50,15 @@ class GPG_Canvas;
class GPG_KeyboardDevice;
class GPG_System;
struct Main;
+struct Scene;
class GPG_Application : public GHOST_IEventConsumer
{
public:
- GPG_Application(GHOST_ISystem* system, struct Main* maggie, STR_String startSceneName);
+ GPG_Application(GHOST_ISystem* system);
~GPG_Application(void);
- bool SetGameEngineData(struct Main* maggie,STR_String startSceneName);
+ bool SetGameEngineData(struct Main* maggie, struct Scene* scene);
bool startWindow(STR_String& title, int windowLeft, int windowTop, int windowWidth, int windowHeight,
const bool stereoVisual, const int stereoMode);
bool startFullScreen(int width, int height, int bpp, int frequency, const bool stereoVisual, const int stereoMode);
@@ -123,6 +124,7 @@ protected:
/* The game data */
STR_String m_startSceneName;
+ struct Scene* m_startScene;
struct Main* m_maggie;
/* Exit state. */
diff --git a/source/gameengine/GamePlayer/ghost/GPG_ghost.cpp b/source/gameengine/GamePlayer/ghost/GPG_ghost.cpp
index 26a85128025..cc781a38bbb 100644
--- a/source/gameengine/GamePlayer/ghost/GPG_ghost.cpp
+++ b/source/gameengine/GamePlayer/ghost/GPG_ghost.cpp
@@ -64,13 +64,15 @@ extern "C"
#ifdef __cplusplus
}
#endif // __cplusplus
+
+#include "GPU_draw.h"
+
/**********************************
* End Blender include block
**********************************/
#include "SYS_System.h"
#include "GPG_Application.h"
-#include "GPC_PolygonMaterial.h"
#include "GHOST_ISystem.h"
#include "RAS_IRasterizer.h"
@@ -282,7 +284,7 @@ int main(int argc, char** argv)
bool fullScreenParFound = false;
bool windowParFound = false;
bool closeConsole = true;
- RAS_IRasterizer::StereoMode stereomode;
+ RAS_IRasterizer::StereoMode stereomode = RAS_IRasterizer::RAS_STEREO_NOSTEREO;
bool stereoWindow = false;
bool stereoParFound = false;
int windowLeft = 100;
@@ -525,8 +527,6 @@ int main(int argc, char** argv)
return 0;
}
- if (!stereoParFound) stereomode = RAS_IRasterizer::RAS_STEREO_NOSTEREO;
-
#ifdef WIN32
if (scr_saver_mode != SCREEN_SAVER_MODE_CONFIGURATION)
#endif
@@ -539,7 +539,7 @@ int main(int argc, char** argv)
if (SYS_GetCommandLineInt(syshandle, "nomipmap", 0))
{
- GPC_PolygonMaterial::SetMipMappingEnabled(0);
+ GPU_set_mipmap(0);
}
// Create the system
@@ -561,7 +561,7 @@ int main(int argc, char** argv)
{
int exitcode = KX_EXIT_REQUEST_NO_REQUEST;
STR_String exitstring = "";
- GPG_Application app(system, NULL, exitstring);
+ GPG_Application app(system);
bool firstTimeRunning = true;
char *filename = get_filename(argc, argv);
char *titlename;
@@ -619,7 +619,7 @@ int main(int argc, char** argv)
#endif // WIN32
Main *maggie = bfd->main;
Scene *scene = bfd->curscene;
- char *startscenename = scene->id.name + 2;
+ G.main = maggie;
G.fileflags = bfd->fileflags;
//Seg Fault; icon.c gIcons == 0
@@ -661,7 +661,7 @@ int main(int argc, char** argv)
}
// GPG_Application app (system, maggie, startscenename);
- app.SetGameEngineData(maggie, startscenename);
+ app.SetGameEngineData(maggie, scene);
if (firstTimeRunning)
{
diff --git a/source/gameengine/GamePlayer/ghost/Makefile b/source/gameengine/GamePlayer/ghost/Makefile
index 13940ac3fc8..0b187791734 100644
--- a/source/gameengine/GamePlayer/ghost/Makefile
+++ b/source/gameengine/GamePlayer/ghost/Makefile
@@ -69,6 +69,7 @@ CPPFLAGS += -I../../../blender/blenloader
CPPFLAGS += -I../../../blender/imbuf
CPPFLAGS += -I../../../blender/makesdna
CPPFLAGS += -I../../../blender/readblenfile
+CPPFLAGS += -I../../../blender/gpu
CPPFLAGS += -I../../../gameengine/BlenderRoutines
@@ -80,7 +81,3 @@ CPPFLAGS += -I$(NAN_STRING)/include
CPPFLAGS += -I$(NAN_GHOST)/include
CPPFLAGS += -I$(NAN_PYTHON)/include/python$(NAN_PYTHON_VERSION)
-ifeq ($(WITH_BF_GLEXT),true)
- CPPFLAGS += -DWITH_GLEXT
-endif
-
diff --git a/source/gameengine/GamePlayer/ghost/SConscript b/source/gameengine/GamePlayer/ghost/SConscript
index f3cce6c7443..33cf07b6211 100644
--- a/source/gameengine/GamePlayer/ghost/SConscript
+++ b/source/gameengine/GamePlayer/ghost/SConscript
@@ -40,6 +40,7 @@ incs = ['.',
'#source/gameengine/GamePlayer/common',
'#source/blender/misc',
'#source/blender/blenloader',
+ '#source/blender/gpu',
'#extern/glew/include']
incs += Split(env['BF_PYTHON_INC'])
@@ -48,8 +49,5 @@ cflags = []
if env['OURPLATFORM']=='win32-vc':
cflags = ['/GR']
-if env['WITH_BF_GLEXT'] == 1:
- env['CPPFLAGS'].append('-DWITH_GLEXT')
-
env.BlenderLib (libname='gp_ghost', sources=source_files, includes = incs, defines = [], libtype='player',priority=0, compileflags=cflags)