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Diffstat (limited to 'source/gameengine/Rasterizer/RAS_OpenGLRasterizer/RAS_OpenGLRasterizer.cpp')
-rw-r--r--source/gameengine/Rasterizer/RAS_OpenGLRasterizer/RAS_OpenGLRasterizer.cpp782
1 files changed, 187 insertions, 595 deletions
diff --git a/source/gameengine/Rasterizer/RAS_OpenGLRasterizer/RAS_OpenGLRasterizer.cpp b/source/gameengine/Rasterizer/RAS_OpenGLRasterizer/RAS_OpenGLRasterizer.cpp
index 1dcc6e70934..87a0a1d8b9e 100644
--- a/source/gameengine/Rasterizer/RAS_OpenGLRasterizer/RAS_OpenGLRasterizer.cpp
+++ b/source/gameengine/Rasterizer/RAS_OpenGLRasterizer/RAS_OpenGLRasterizer.cpp
@@ -38,6 +38,9 @@
#include "MT_CmMatrix4x4.h"
#include "RAS_IRenderTools.h" // rendering text
+#include "GPU_draw.h"
+#include "GPU_material.h"
+
/**
* 32x32 bit masks for vinterlace stereo mode
*/
@@ -67,10 +70,12 @@ RAS_OpenGLRasterizer::RAS_OpenGLRasterizer(RAS_ICanvas* canvas)
m_motionblurvalue(-1.0),
m_texco_num(0),
m_attrib_num(0),
- m_last_blendmode(0),
+ m_last_blendmode(GPU_BLEND_SOLID),
+ m_last_frontface(true),
m_materialCachingInfo(0)
{
- m_viewmatrix.Identity();
+ m_viewmatrix.setIdentity();
+ m_viewinvmatrix.setIdentity();
for (int i = 0; i < 32; i++)
{
@@ -87,81 +92,9 @@ RAS_OpenGLRasterizer::~RAS_OpenGLRasterizer()
{
}
-
-
-static void Myinit_gl_stuff(void)
-{
- float mat_specular[] = { 0.5, 0.5, 0.5, 1.0 };
- float mat_shininess[] = { 35.0 };
-/* float one= 1.0; */
- int a, x, y;
- GLubyte pat[32*32];
- const GLubyte *patc= pat;
-
- glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, mat_specular);
- glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, mat_specular);
- glMaterialfv(GL_FRONT_AND_BACK, GL_SHININESS, mat_shininess);
-
-
-#if defined(__FreeBSD) || defined(__linux__)
- glDisable(GL_DITHER); /* op sgi/sun hardware && 12 bits */
-#endif
-
- /* no local viewer, looks ugly in ortho mode */
- /* glLightModelfv(GL_LIGHT_MODEL_LOCAL_VIEWER, &one); */
-
- glDepthFunc(GL_LEQUAL);
- /* scaling matrices */
- glEnable(GL_NORMALIZE);
-
- glShadeModel(GL_FLAT);
-
- glDisable(GL_ALPHA_TEST);
- glDisable(GL_BLEND);
- glDisable(GL_DEPTH_TEST);
- glDisable(GL_FOG);
- glDisable(GL_LIGHTING);
- glDisable(GL_LOGIC_OP);
- glDisable(GL_STENCIL_TEST);
- glDisable(GL_TEXTURE_1D);
- glDisable(GL_TEXTURE_2D);
-
- glEnableClientState(GL_VERTEX_ARRAY);
- glEnableClientState(GL_NORMAL_ARRAY);
-
- glPixelTransferi(GL_MAP_COLOR, GL_FALSE);
- glPixelTransferi(GL_RED_SCALE, 1);
- glPixelTransferi(GL_RED_BIAS, 0);
- glPixelTransferi(GL_GREEN_SCALE, 1);
- glPixelTransferi(GL_GREEN_BIAS, 0);
- glPixelTransferi(GL_BLUE_SCALE, 1);
- glPixelTransferi(GL_BLUE_BIAS, 0);
- glPixelTransferi(GL_ALPHA_SCALE, 1);
- glPixelTransferi(GL_ALPHA_BIAS, 0);
-
- a = 0;
- for(x=0; x<32; x++)
- {
- for(y=0; y<4; y++)
- {
- if( (x) & 1) pat[a++]= 0x88;
- else pat[a++]= 0x22;
- }
- }
-
- glPolygonStipple(patc);
-
- glFrontFace(GL_CCW);
- glCullFace(GL_BACK);
- glEnable(GL_CULL_FACE);
-}
-
-
-
bool RAS_OpenGLRasterizer::Init()
{
-
- Myinit_gl_stuff();
+ GPU_state_init();
m_redback = 0.4375;
m_greenback = 0.4375;
@@ -172,7 +105,12 @@ bool RAS_OpenGLRasterizer::Init()
m_ambg = 0.0f;
m_ambb = 0.0f;
- SetBlendingMode(0);
+ glDisable(GL_BLEND);
+ glDisable(GL_ALPHA_TEST);
+ m_last_blendmode = GPU_BLEND_SOLID;
+
+ glFrontFace(GL_CCW);
+ m_last_frontface = true;
glClearColor(m_redback,m_greenback,m_blueback,m_alphaback);
glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
@@ -316,21 +254,10 @@ void RAS_OpenGLRasterizer::Exit()
EndFrame();
}
-bool RAS_OpenGLRasterizer::InterlacedStereo() const
-{
- return m_stereomode == RAS_STEREO_VINTERLACE || m_stereomode == RAS_STEREO_INTERLACED;
-}
-
bool RAS_OpenGLRasterizer::BeginFrame(int drawingmode, double time)
{
m_time = time;
m_drawingmode = drawingmode;
-
- if (!InterlacedStereo() || m_curreye == RAS_STEREO_LEFTEYE)
- {
- m_2DCanvas->ClearColor(m_redback,m_greenback,m_blueback,m_alphaback);
- m_2DCanvas->ClearBuffer(RAS_ICanvas::COLOR_BUFFER);
- }
// Blender camera routine destroys the settings
if (m_drawingmode < KX_SOLID)
@@ -344,7 +271,12 @@ bool RAS_OpenGLRasterizer::BeginFrame(int drawingmode, double time)
glEnable (GL_CULL_FACE);
}
- SetBlendingMode(0);
+ glDisable(GL_BLEND);
+ glDisable(GL_ALPHA_TEST);
+ m_last_blendmode = GPU_BLEND_SOLID;
+
+ glFrontFace(GL_CCW);
+ m_last_frontface = true;
glShadeModel(GL_SMOOTH);
@@ -359,34 +291,28 @@ void RAS_OpenGLRasterizer::SetDrawingMode(int drawingmode)
{
m_drawingmode = drawingmode;
- switch (m_drawingmode)
- {
- case KX_WIREFRAME:
- {
- glDisable (GL_CULL_FACE);
- break;
- }
- default:
- {
- }
- }
+ if(m_drawingmode == KX_WIREFRAME)
+ glDisable(GL_CULL_FACE);
}
-
-
int RAS_OpenGLRasterizer::GetDrawingMode()
{
return m_drawingmode;
}
-
void RAS_OpenGLRasterizer::SetDepthMask(DepthMask depthmask)
{
glDepthMask(depthmask == KX_DEPTHMASK_DISABLED ? GL_FALSE : GL_TRUE);
}
+void RAS_OpenGLRasterizer::ClearColorBuffer()
+{
+ m_2DCanvas->ClearColor(m_redback,m_greenback,m_blueback,m_alphaback);
+ m_2DCanvas->ClearBuffer(RAS_ICanvas::COLOR_BUFFER);
+}
+
void RAS_OpenGLRasterizer::ClearDepthBuffer()
{
@@ -497,6 +423,10 @@ bool RAS_OpenGLRasterizer::Stereo()
return true;
}
+bool RAS_OpenGLRasterizer::InterlacedStereo()
+{
+ return m_stereomode == RAS_STEREO_VINTERLACE || m_stereomode == RAS_STEREO_INTERLACED;
+}
void RAS_OpenGLRasterizer::SetEye(const StereoEye eye)
{
@@ -573,294 +503,84 @@ void RAS_OpenGLRasterizer::SwapBuffers()
-void RAS_OpenGLRasterizer::GetViewMatrix(MT_Matrix4x4 &mat) const
+const MT_Matrix4x4& RAS_OpenGLRasterizer::GetViewMatrix() const
{
- float viewmat[16];
- glGetFloatv(GL_MODELVIEW_MATRIX, viewmat);
- mat.setValue(viewmat);
+ return m_viewmatrix;
}
-
-
-void RAS_OpenGLRasterizer::IndexPrimitives(const vecVertexArray & vertexarrays,
- const vecIndexArrays & indexarrays,
- DrawMode mode,
- bool useObjectColor,
- const MT_Vector4& rgbacolor,
- class KX_ListSlot** slot
- )
-{
- const RAS_TexVert* vertexarray;
- unsigned int numindices, vt;
-
- for (vt=0;vt<vertexarrays.size();vt++)
- {
- vertexarray = &((*vertexarrays[vt]) [0]);
- const KX_IndexArray & indexarray = (*indexarrays[vt]);
- numindices = indexarray.size();
-
- if (!numindices)
- break;
-
- int vindex=0;
- switch (mode)
- {
- case KX_MODE_LINES:
- {
- glBegin(GL_LINES);
- vindex=0;
- for (unsigned int i=0;i<numindices;i+=2)
- {
- glVertex3fv(vertexarray[(indexarray[vindex++])].getLocalXYZ());
- glVertex3fv(vertexarray[(indexarray[vindex++])].getLocalXYZ());
- }
- glEnd();
- }
- break;
- case KX_MODE_QUADS:
- {
- glBegin(GL_QUADS);
- vindex=0;
- if (useObjectColor)
- {
- for (unsigned int i=0;i<numindices;i+=4)
- {
-
- glColor4d(rgbacolor[0], rgbacolor[1], rgbacolor[2], rgbacolor[3]);
-
- glNormal3fv(vertexarray[(indexarray[vindex])].getNormal());
- glTexCoord2fv(vertexarray[(indexarray[vindex])].getUV1());
- glVertex3fv(vertexarray[(indexarray[vindex])].getLocalXYZ());
- vindex++;
-
- glNormal3fv(vertexarray[(indexarray[vindex])].getNormal());
- glTexCoord2fv(vertexarray[(indexarray[vindex])].getUV1());
- glVertex3fv(vertexarray[(indexarray[vindex])].getLocalXYZ());
- vindex++;
-
- glNormal3fv(vertexarray[(indexarray[vindex])].getNormal());
- glTexCoord2fv(vertexarray[(indexarray[vindex])].getUV1());
- glVertex3fv(vertexarray[(indexarray[vindex])].getLocalXYZ());
- vindex++;
-
- glNormal3fv(vertexarray[(indexarray[vindex])].getNormal());
- glTexCoord2fv(vertexarray[(indexarray[vindex])].getUV1());
- glVertex3fv(vertexarray[(indexarray[vindex])].getLocalXYZ());
- vindex++;
- }
- }
- else
- {
- for (unsigned int i=0;i<numindices;i+=4)
- {
- // This looks curiously endian unsafe to me.
- // However it depends on the way the colors are packed into
- // the m_rgba field of RAS_TexVert
-
- glColor4ubv((const GLubyte *)(vertexarray[(indexarray[vindex])].getRGBA()));
- glNormal3fv(vertexarray[(indexarray[vindex])].getNormal());
- glTexCoord2fv(vertexarray[(indexarray[vindex])].getUV1());
- glVertex3fv(vertexarray[(indexarray[vindex])].getLocalXYZ());
- vindex++;
-
- glColor4ubv((const GLubyte *)(vertexarray[(indexarray[vindex])].getRGBA()));
- glNormal3fv(vertexarray[(indexarray[vindex])].getNormal());
- glTexCoord2fv(vertexarray[(indexarray[vindex])].getUV1());
- glVertex3fv(vertexarray[(indexarray[vindex])].getLocalXYZ());
- vindex++;
-
- glColor4ubv((const GLubyte *)(vertexarray[(indexarray[vindex])].getRGBA()));
- glNormal3fv(vertexarray[(indexarray[vindex])].getNormal());
- glTexCoord2fv(vertexarray[(indexarray[vindex])].getUV1());
- glVertex3fv(vertexarray[(indexarray[vindex])].getLocalXYZ());
- vindex++;
-
- glColor4ubv((const GLubyte *)(vertexarray[(indexarray[vindex])].getRGBA()));
- glNormal3fv(vertexarray[(indexarray[vindex])].getNormal());
- glTexCoord2fv(vertexarray[(indexarray[vindex])].getUV1());
- glVertex3fv(vertexarray[(indexarray[vindex])].getLocalXYZ());
- vindex++;
- }
- }
- glEnd();
- break;
- }
- case KX_MODE_TRIANGLES:
- {
- glBegin(GL_TRIANGLES);
- vindex=0;
- if (useObjectColor)
- {
- for (unsigned int i=0;i<numindices;i+=3)
- {
-
- glColor4d(rgbacolor[0], rgbacolor[1], rgbacolor[2], rgbacolor[3]);
-
- glNormal3fv(vertexarray[(indexarray[vindex])].getNormal());
- glTexCoord2fv(vertexarray[(indexarray[vindex])].getUV1());
- glVertex3fv(vertexarray[(indexarray[vindex])].getLocalXYZ());
- vindex++;
-
- glNormal3fv(vertexarray[(indexarray[vindex])].getNormal());
- glTexCoord2fv(vertexarray[(indexarray[vindex])].getUV1());
- glVertex3fv(vertexarray[(indexarray[vindex])].getLocalXYZ());
- vindex++;
-
- glNormal3fv(vertexarray[(indexarray[vindex])].getNormal());
- glTexCoord2fv(vertexarray[(indexarray[vindex])].getUV1());
- glVertex3fv(vertexarray[(indexarray[vindex])].getLocalXYZ());
- vindex++;
- }
- }
- else
- {
- for (unsigned int i=0;i<numindices;i+=3)
- {
-
- glColor4ubv((const GLubyte *)(vertexarray[(indexarray[vindex])].getRGBA()));
- glNormal3fv(vertexarray[(indexarray[vindex])].getNormal());
- glTexCoord2fv(vertexarray[(indexarray[vindex])].getUV1());
- glVertex3fv(vertexarray[(indexarray[vindex])].getLocalXYZ());
- vindex++;
-
- glColor4ubv((const GLubyte *)(vertexarray[(indexarray[vindex])].getRGBA()));
- glNormal3fv(vertexarray[(indexarray[vindex])].getNormal());
- glTexCoord2fv(vertexarray[(indexarray[vindex])].getUV1());
- glVertex3fv(vertexarray[(indexarray[vindex])].getLocalXYZ());
- vindex++;
-
- glColor4ubv((const GLubyte *)(vertexarray[(indexarray[vindex])].getRGBA()));
- glNormal3fv(vertexarray[(indexarray[vindex])].getNormal());
- glTexCoord2fv(vertexarray[(indexarray[vindex])].getUV1());
- glVertex3fv(vertexarray[(indexarray[vindex])].getLocalXYZ());
- vindex++;
- }
- }
- glEnd();
- break;
- }
- default:
- {
- }
-
- } // switch
- } // for each vertexarray
-
+const MT_Matrix4x4& RAS_OpenGLRasterizer::GetViewInvMatrix() const
+{
+ return m_viewinvmatrix;
}
-void RAS_OpenGLRasterizer::IndexPrimitives_3DText(const vecVertexArray & vertexarrays,
- const vecIndexArrays & indexarrays,
- DrawMode mode,
+void RAS_OpenGLRasterizer::IndexPrimitives_3DText(RAS_MeshSlot& ms,
class RAS_IPolyMaterial* polymat,
- class RAS_IRenderTools* rendertools,
- bool useObjectColor,
- const MT_Vector4& rgbacolor
- )
+ class RAS_IRenderTools* rendertools)
{
- const RAS_TexVert* vertexarray;
- unsigned int numindices, vt;
-
- if (useObjectColor)
- {
+ bool obcolor = ms.m_bObjectColor;
+ MT_Vector4& rgba = ms.m_RGBAcolor;
+ RAS_MeshSlot::iterator it;
+
+ // handle object color
+ if (obcolor) {
glDisableClientState(GL_COLOR_ARRAY);
- glColor4d(rgbacolor[0], rgbacolor[1], rgbacolor[2], rgbacolor[3]);
+ glColor4d(rgba[0], rgba[1], rgba[2], rgba[3]);
}
else
- {
glEnableClientState(GL_COLOR_ARRAY);
- }
-
- for (vt=0;vt<vertexarrays.size();vt++)
- {
- vertexarray = &((*vertexarrays[vt]) [0]);
- const KX_IndexArray & indexarray = (*indexarrays[vt]);
- numindices = indexarray.size();
-
- if (!numindices)
- break;
+
+ for(ms.begin(it); !ms.end(it); ms.next(it)) {
+ RAS_TexVert *vertex;
+ size_t i, j, numvert;
- int vindex=0;
- switch (mode)
- {
- case KX_MODE_LINES:
- {
- glBegin(GL_LINES);
- vindex=0;
- for (unsigned int i=0;i<numindices;i+=2)
- {
- glVertex3fv(vertexarray[(indexarray[vindex++])].getLocalXYZ());
- glVertex3fv(vertexarray[(indexarray[vindex++])].getLocalXYZ());
- }
- glEnd();
- }
- break;
- case KX_MODE_QUADS:
+ numvert = it.array->m_type;
+
+ if(it.array->m_type == RAS_DisplayArray::LINE) {
+ // line drawing, no text
+ glBegin(GL_LINES);
+
+ for(i=0; i<it.totindex; i+=2)
{
- vindex=0;
- for (unsigned int i=0;i<numindices;i+=4)
- {
- float v1[3],v2[3],v3[3],v4[3];
-
- v1[0] = vertexarray[(indexarray[vindex])].getLocalXYZ()[0];
- v1[1] = vertexarray[(indexarray[vindex])].getLocalXYZ()[1];
- v1[2] = vertexarray[(indexarray[vindex])].getLocalXYZ()[2];
- vindex++;
-
- v2[0] = vertexarray[(indexarray[vindex])].getLocalXYZ()[0];
- v2[1] = vertexarray[(indexarray[vindex])].getLocalXYZ()[1];
- v2[2] = vertexarray[(indexarray[vindex])].getLocalXYZ()[2];
- vindex++;
-
- v3[0] = vertexarray[(indexarray[vindex])].getLocalXYZ()[0];
- v3[1] = vertexarray[(indexarray[vindex])].getLocalXYZ()[1];
- v3[2] = vertexarray[(indexarray[vindex])].getLocalXYZ()[2];
- vindex++;
-
- v4[0] = vertexarray[(indexarray[vindex])].getLocalXYZ()[0];
- v4[1] = vertexarray[(indexarray[vindex])].getLocalXYZ()[1];
- v4[2] = vertexarray[(indexarray[vindex])].getLocalXYZ()[2];
-
- vindex++;
-
- rendertools->RenderText(polymat->GetDrawingMode(),polymat,v1,v2,v3,v4);
- ClearCachingInfo();
- }
- break;
+ vertex = &it.vertex[it.index[i]];
+ glVertex3fv(vertex->getXYZ());
+
+ vertex = &it.vertex[it.index[i+1]];
+ glVertex3fv(vertex->getXYZ());
}
- case KX_MODE_TRIANGLES:
+
+ glEnd();
+ }
+ else {
+ // triangle and quad text drawing
+ for(i=0; i<it.totindex; i+=numvert)
{
- glBegin(GL_TRIANGLES);
- vindex=0;
- for (unsigned int i=0;i<numindices;i+=3)
- {
- float v1[3],v2[3],v3[3];
-
- v1[0] = vertexarray[(indexarray[vindex])].getLocalXYZ()[0];
- v1[1] = vertexarray[(indexarray[vindex])].getLocalXYZ()[1];
- v1[2] = vertexarray[(indexarray[vindex])].getLocalXYZ()[2];
- vindex++;
-
- v2[0] = vertexarray[(indexarray[vindex])].getLocalXYZ()[0];
- v2[1] = vertexarray[(indexarray[vindex])].getLocalXYZ()[1];
- v2[2] = vertexarray[(indexarray[vindex])].getLocalXYZ()[2];
- vindex++;
-
- v3[0] = vertexarray[(indexarray[vindex])].getLocalXYZ()[0];
- v3[1] = vertexarray[(indexarray[vindex])].getLocalXYZ()[1];
- v3[2] = vertexarray[(indexarray[vindex])].getLocalXYZ()[2];
- vindex++;
-
- rendertools->RenderText(polymat->GetDrawingMode(),polymat,v1,v2,v3,NULL);
- ClearCachingInfo();
+ float v[4][3];
+ int glattrib, unit;
+
+ for(j=0; j<numvert; j++) {
+ vertex = &it.vertex[it.index[i+j]];
+
+ v[j][0] = vertex->getXYZ()[0];
+ v[j][1] = vertex->getXYZ()[1];
+ v[j][2] = vertex->getXYZ()[2];
}
- glEnd();
- break;
- }
- default:
- {
+
+ // find the right opengl attribute
+ glattrib = -1;
+ if(GLEW_ARB_vertex_program)
+ for(unit=0; unit<m_attrib_num; unit++)
+ if(m_attrib[unit] == RAS_TEXCO_UV1)
+ glattrib = unit;
+
+ rendertools->RenderText(polymat->GetDrawingMode(), polymat,
+ v[0], v[1], v[2], (numvert == 4)? v[3]: NULL, glattrib);
+
+ ClearCachingInfo();
}
- } //switch
- } //for each vertexarray
+ }
+ }
+
+ glDisableClientState(GL_COLOR_ARRAY);
}
void RAS_OpenGLRasterizer::SetTexCoordNum(int num)
@@ -897,14 +617,14 @@ void RAS_OpenGLRasterizer::TexCoord(const RAS_TexVert &tv)
if(GLEW_ARB_multitexture) {
for(unit=0; unit<m_texco_num; unit++) {
- if(tv.getFlag() & TV_2NDUV && (int)tv.getUnit() == unit) {
+ if(tv.getFlag() & RAS_TexVert::SECOND_UV && (int)tv.getUnit() == unit) {
glMultiTexCoord2fvARB(GL_TEXTURE0_ARB+unit, tv.getUV2());
continue;
}
switch(m_texco[unit]) {
case RAS_TEXCO_ORCO:
case RAS_TEXCO_GLOB:
- glMultiTexCoord3fvARB(GL_TEXTURE0_ARB+unit, tv.getLocalXYZ());
+ glMultiTexCoord3fvARB(GL_TEXTURE0_ARB+unit, tv.getXYZ());
break;
case RAS_TEXCO_UV1:
glMultiTexCoord2fvARB(GL_TEXTURE0_ARB+unit, tv.getUV1());
@@ -929,7 +649,7 @@ void RAS_OpenGLRasterizer::TexCoord(const RAS_TexVert &tv)
switch(m_attrib[unit]) {
case RAS_TEXCO_ORCO:
case RAS_TEXCO_GLOB:
- glVertexAttrib3fvARB(unit, tv.getLocalXYZ());
+ glVertexAttrib3fvARB(unit, tv.getXYZ());
break;
case RAS_TEXCO_UV1:
glVertexAttrib2fvARB(unit, tv.getUV1());
@@ -953,211 +673,80 @@ void RAS_OpenGLRasterizer::TexCoord(const RAS_TexVert &tv)
}
}
-void RAS_OpenGLRasterizer::Tangent( const RAS_TexVert& v1,
- const RAS_TexVert& v2,
- const RAS_TexVert& v3,
- const MT_Vector3 &no)
+
+void RAS_OpenGLRasterizer::IndexPrimitives(RAS_MeshSlot& ms)
{
- // TODO: set for deformer...
- MT_Vector3 x1(v1.getLocalXYZ()), x2(v2.getLocalXYZ()), x3(v3.getLocalXYZ());
- MT_Vector2 uv1(v1.getUV1()), uv2(v2.getUV1()), uv3(v3.getUV1());
- MT_Vector3 dx1(x2 - x1), dx2(x3 - x1);
- MT_Vector2 duv1(uv2 - uv1), duv2(uv3 - uv1);
-
- MT_Scalar r = 1.0 / (duv1.x() * duv2.y() - duv2.x() * duv1.y());
- duv1 *= r;
- duv2 *= r;
- MT_Vector3 sdir(duv2.y() * dx1 - duv1.y() * dx2);
- MT_Vector3 tdir(duv1.x() * dx2 - duv2.x() * dx1);
-
- // Gram-Schmidt orthogonalize
- MT_Vector3 t(sdir - no.cross(no.cross(sdir)));
- if (!MT_fuzzyZero(t)) t /= t.length();
-
- float tangent[4];
- t.getValue(tangent);
- // Calculate handedness
- tangent[3] = no.dot(sdir.cross(tdir)) < 0.0 ? -1.0 : 1.0;
+ IndexPrimitivesInternal(ms, false);
}
+void RAS_OpenGLRasterizer::IndexPrimitivesMulti(RAS_MeshSlot& ms)
+{
+ IndexPrimitivesInternal(ms, true);
+}
-void RAS_OpenGLRasterizer::IndexPrimitivesMulti(
- const vecVertexArray& vertexarrays,
- const vecIndexArrays & indexarrays,
- DrawMode mode,
- bool useObjectColor,
- const MT_Vector4& rgbacolor,
- class KX_ListSlot** slot
- )
+void RAS_OpenGLRasterizer::IndexPrimitivesInternal(RAS_MeshSlot& ms, bool multi)
{
+ bool obcolor = ms.m_bObjectColor;
+ bool wireframe = m_drawingmode <= KX_WIREFRAME;
+ MT_Vector4& rgba = ms.m_RGBAcolor;
+ RAS_MeshSlot::iterator it;
+
+ // iterate over display arrays, each containing an index + vertex array
+ for(ms.begin(it); !ms.end(it); ms.next(it)) {
+ RAS_TexVert *vertex;
+ size_t i, j, numvert;
+
+ numvert = it.array->m_type;
- const RAS_TexVert* vertexarray;
- unsigned int numindices,vt;
-
- for (vt=0;vt<vertexarrays.size();vt++)
- {
- vertexarray = &((*vertexarrays[vt]) [0]);
- const KX_IndexArray & indexarray = (*indexarrays[vt]);
- numindices = indexarray.size();
-
- if (!numindices)
- break;
+ if(it.array->m_type == RAS_DisplayArray::LINE) {
+ // line drawing
+ glBegin(GL_LINES);
- int vindex=0;
- switch (mode)
- {
- case KX_MODE_LINES:
+ for(i=0; i<it.totindex; i+=2)
{
- glBegin(GL_LINES);
- vindex=0;
- for (unsigned int i=0;i<numindices;i+=2)
- {
- glVertex3fv(vertexarray[(indexarray[vindex++])].getLocalXYZ());
- glVertex3fv(vertexarray[(indexarray[vindex++])].getLocalXYZ());
- }
- glEnd();
+ vertex = &it.vertex[it.index[i]];
+ glVertex3fv(vertex->getXYZ());
+
+ vertex = &it.vertex[it.index[i+1]];
+ glVertex3fv(vertex->getXYZ());
}
- break;
- case KX_MODE_QUADS:
- {
+
+ glEnd();
+ }
+ else {
+ // triangle and quad drawing
+ if(it.array->m_type == RAS_DisplayArray::TRIANGLE)
+ glBegin(GL_TRIANGLES);
+ else
glBegin(GL_QUADS);
- vindex=0;
- if (useObjectColor)
- {
- for (unsigned int i=0;i<numindices;i+=4)
- {
-
- glColor4d(rgbacolor[0], rgbacolor[1], rgbacolor[2], rgbacolor[3]);
-
- //
- glNormal3fv(vertexarray[(indexarray[vindex])].getNormal());
- TexCoord(vertexarray[(indexarray[vindex])]);
- glVertex3fv(vertexarray[(indexarray[vindex])].getLocalXYZ());
- vindex++;
-
- //
- glNormal3fv(vertexarray[(indexarray[vindex])].getNormal());
- TexCoord(vertexarray[(indexarray[vindex])]);
- glVertex3fv(vertexarray[(indexarray[vindex])].getLocalXYZ());
- vindex++;
-
- //
- glNormal3fv(vertexarray[(indexarray[vindex])].getNormal());
- TexCoord(vertexarray[(indexarray[vindex])]);
- glVertex3fv(vertexarray[(indexarray[vindex])].getLocalXYZ());
- vindex++;
-
- //
- glNormal3fv(vertexarray[(indexarray[vindex])].getNormal());
- TexCoord(vertexarray[(indexarray[vindex])]);
- glVertex3fv(vertexarray[(indexarray[vindex])].getLocalXYZ());
- vindex++;
- }
- }
- else
- {
- for (unsigned int i=0;i<numindices;i+=4)
- {
- // This looks curiously endian unsafe to me.
- // However it depends on the way the colors are packed into
- // the m_rgba field of RAS_TexVert
-
- //
- glColor4ubv((const GLubyte *)(vertexarray[(indexarray[vindex])].getRGBA()));
-
- glNormal3fv(vertexarray[(indexarray[vindex])].getNormal());
- TexCoord(vertexarray[(indexarray[vindex])]);
- glVertex3fv(vertexarray[(indexarray[vindex])].getLocalXYZ());
- vindex++;
-
- //
- glColor4ubv((const GLubyte *)(vertexarray[(indexarray[vindex])].getRGBA()));
- glNormal3fv(vertexarray[(indexarray[vindex])].getNormal());
- TexCoord(vertexarray[(indexarray[vindex])]);
- glVertex3fv(vertexarray[(indexarray[vindex])].getLocalXYZ());
- vindex++;
-
- //
- glColor4ubv((const GLubyte *)(vertexarray[(indexarray[vindex])].getRGBA()));
- glNormal3fv(vertexarray[(indexarray[vindex])].getNormal());
- TexCoord(vertexarray[(indexarray[vindex])]);
- glVertex3fv(vertexarray[(indexarray[vindex])].getLocalXYZ());
- vindex++;
-
- //
- glColor4ubv((const GLubyte *)(vertexarray[(indexarray[vindex])].getRGBA()));
- glNormal3fv(vertexarray[(indexarray[vindex])].getNormal());
- TexCoord(vertexarray[(indexarray[vindex])]);
- glVertex3fv(vertexarray[(indexarray[vindex])].getLocalXYZ());
- vindex++;
- }
- }
- glEnd();
- break;
- }
- case KX_MODE_TRIANGLES:
+
+ for(i=0; i<it.totindex; i+=numvert)
{
- glBegin(GL_TRIANGLES);
- vindex=0;
- if (useObjectColor)
- {
- for (unsigned int i=0;i<numindices;i+=3)
- {
-
- glColor4d(rgbacolor[0], rgbacolor[1], rgbacolor[2], rgbacolor[3]);
- //
- glNormal3fv(vertexarray[(indexarray[vindex])].getNormal());
- TexCoord(vertexarray[(indexarray[vindex])]);
- glVertex3fv(vertexarray[(indexarray[vindex])].getLocalXYZ());
- vindex++;
-
- //
- glNormal3fv(vertexarray[(indexarray[vindex])].getNormal());
- TexCoord(vertexarray[(indexarray[vindex])]);
- glVertex3fv(vertexarray[(indexarray[vindex])].getLocalXYZ());
- vindex++;
-
- //
- glNormal3fv(vertexarray[(indexarray[vindex])].getNormal());
- TexCoord(vertexarray[(indexarray[vindex])]);
- glVertex3fv(vertexarray[(indexarray[vindex])].getLocalXYZ());
- vindex++;
- }
- }
- else
- {
- for (unsigned int i=0;i<numindices;i+=3)
- {
- //
- glColor4ubv((const GLubyte *)(vertexarray[(indexarray[vindex])].getRGBA()));
- glNormal3fv(vertexarray[(indexarray[vindex])].getNormal());
- TexCoord(vertexarray[(indexarray[vindex])]);
- glVertex3fv(vertexarray[(indexarray[vindex])].getLocalXYZ());
- vindex++;
-
- //
- glColor4ubv((const GLubyte *)(vertexarray[(indexarray[vindex])].getRGBA()));
- glNormal3fv(vertexarray[(indexarray[vindex])].getNormal());
- TexCoord(vertexarray[(indexarray[vindex])]);
- glVertex3fv(vertexarray[(indexarray[vindex])].getLocalXYZ());
- vindex++;
-
- //
- glColor4ubv((const GLubyte *)(vertexarray[(indexarray[vindex])].getRGBA()));
- glNormal3fv(vertexarray[(indexarray[vindex])].getNormal());
- TexCoord(vertexarray[(indexarray[vindex])]);
- glVertex3fv(vertexarray[(indexarray[vindex])].getLocalXYZ());
- vindex++;
+ if(obcolor)
+ glColor4d(rgba[0], rgba[1], rgba[2], rgba[3]);
+
+ for(j=0; j<numvert; j++) {
+ vertex = &it.vertex[it.index[i+j]];
+
+ if(!wireframe) {
+ if(!obcolor)
+ glColor4ubv((const GLubyte *)(vertex->getRGBA()));
+
+ glNormal3fv(vertex->getNormal());
+
+ if(multi)
+ TexCoord(*vertex);
+ else
+ glTexCoord2fv(vertex->getUV1());
}
+
+ glVertex3fv(vertex->getXYZ());
}
- glEnd();
- break;
}
- default:
- {
- }
- } // switch
- } // for each vertexarray
+
+ glEnd();
+ }
+ }
}
void RAS_OpenGLRasterizer::SetProjectionMatrix(MT_CmMatrix4x4 &mat)
@@ -1232,7 +821,7 @@ MT_Matrix4x4 RAS_OpenGLRasterizer::GetFrustumMatrix(
void RAS_OpenGLRasterizer::SetViewMatrix(const MT_Matrix4x4 &mat, const MT_Vector3& campos,
const MT_Point3 &, const MT_Quaternion &camOrientQuat)
{
- MT_Matrix4x4 viewMat = mat;
+ m_viewmatrix = mat;
// correction for stereo
if(m_stereomode != RAS_STEREO_NOSTEREO)
@@ -1259,7 +848,7 @@ void RAS_OpenGLRasterizer::SetViewMatrix(const MT_Matrix4x4 &mat, const MT_Vecto
MT_Transform transform;
transform.setIdentity();
transform.translate(-(eyeline * m_eyeseparation / 2.0));
- viewMat *= transform;
+ m_viewmatrix *= transform;
}
break;
case RAS_STEREO_RIGHTEYE:
@@ -1268,20 +857,21 @@ void RAS_OpenGLRasterizer::SetViewMatrix(const MT_Matrix4x4 &mat, const MT_Vecto
MT_Transform transform;
transform.setIdentity();
transform.translate(eyeline * m_eyeseparation / 2.0);
- viewMat *= transform;
+ m_viewmatrix *= transform;
}
break;
}
}
- // convert row major matrix 'viewMat' to column major for OpenGL
- MT_Scalar cammat[16];
- viewMat.getValue(cammat);
- MT_CmMatrix4x4 viewCmmat = cammat;
+ m_viewinvmatrix = m_viewmatrix;
+ m_viewinvmatrix.invert();
+
+ // note: getValue gives back column major as needed by OpenGL
+ MT_Scalar glviewmat[16];
+ m_viewmatrix.getValue(glviewmat);
glMatrixMode(GL_MODELVIEW);
- m_viewmatrix = viewCmmat;
- glLoadMatrixd(&m_viewmatrix(0,0));
+ glLoadMatrixd(glviewmat);
m_campos = campos;
}
@@ -1292,20 +882,6 @@ const MT_Point3& RAS_OpenGLRasterizer::GetCameraPosition()
}
-
-void RAS_OpenGLRasterizer::LoadViewMatrix()
-{
- glLoadMatrixd(&m_viewmatrix(0,0));
-}
-
-
-
-void RAS_OpenGLRasterizer::EnableTextures(bool enable)
-{
-}
-
-
-
void RAS_OpenGLRasterizer::SetCullFace(bool enable)
{
if (enable)
@@ -1373,7 +949,10 @@ void RAS_OpenGLRasterizer::SetPolygonOffset(float mult, float add)
void RAS_OpenGLRasterizer::EnableMotionBlur(float motionblurvalue)
{
- m_motionblur = 1;
+ /* don't just set m_motionblur to 1, but check if it is 0 so
+ * we don't reset a motion blur that is already enabled */
+ if(m_motionblur == 0)
+ m_motionblur = 1;
m_motionblurvalue = motionblurvalue;
}
@@ -1388,23 +967,23 @@ void RAS_OpenGLRasterizer::SetBlendingMode(int blendmode)
if(blendmode == m_last_blendmode)
return;
- if(blendmode == 0) {
+ if(blendmode == GPU_BLEND_SOLID) {
glDisable(GL_BLEND);
glDisable(GL_ALPHA_TEST);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
}
- else if(blendmode == 1) {
+ else if(blendmode == GPU_BLEND_ADD) {
glBlendFunc(GL_ONE, GL_ONE);
glEnable(GL_BLEND);
glDisable(GL_ALPHA_TEST);
}
- else if(blendmode == 2) {
+ else if(blendmode == GPU_BLEND_ALPHA) {
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glEnable(GL_BLEND);
glEnable(GL_ALPHA_TEST);
glAlphaFunc(GL_GREATER, 0.0f);
}
- else if(blendmode == 4) {
+ else if(blendmode == GPU_BLEND_CLIP) {
glDisable(GL_BLEND);
glEnable(GL_ALPHA_TEST);
glAlphaFunc(GL_GREATER, 0.5f);
@@ -1413,3 +992,16 @@ void RAS_OpenGLRasterizer::SetBlendingMode(int blendmode)
m_last_blendmode = blendmode;
}
+void RAS_OpenGLRasterizer::SetFrontFace(bool ccw)
+{
+ if(m_last_frontface == ccw)
+ return;
+
+ if(ccw)
+ glFrontFace(GL_CCW);
+ else
+ glFrontFace(GL_CW);
+
+ m_last_frontface = ccw;
+}
+