diff options
Diffstat (limited to 'source/gameengine/Rasterizer/RAS_OpenGLRasterizer/RAS_OpenGLRasterizer.cpp')
-rw-r--r-- | source/gameengine/Rasterizer/RAS_OpenGLRasterizer/RAS_OpenGLRasterizer.cpp | 1226 |
1 files changed, 1226 insertions, 0 deletions
diff --git a/source/gameengine/Rasterizer/RAS_OpenGLRasterizer/RAS_OpenGLRasterizer.cpp b/source/gameengine/Rasterizer/RAS_OpenGLRasterizer/RAS_OpenGLRasterizer.cpp new file mode 100644 index 00000000000..32b5852137b --- /dev/null +++ b/source/gameengine/Rasterizer/RAS_OpenGLRasterizer/RAS_OpenGLRasterizer.cpp @@ -0,0 +1,1226 @@ +#include "RAS_OpenGLRasterizer.h" + +#ifdef WIN32 +#include <windows.h> +#endif // WIN32 +#include "GL/gl.h" + +#include "RAS_Rect.h" +#include "RAS_TexVert.h" +#include "MT_CmMatrix4x4.h" +#include "RAS_IRenderTools.h" // rendering text + + +RAS_OpenGLRasterizer::RAS_OpenGLRasterizer(RAS_ICanvas* canvas) + :RAS_IRasterizer(canvas), + m_2DCanvas(canvas), + m_fogenabled(false), + m_materialCachingInfo(0), + m_noOfScanlines(32) +{ + m_viewmatrix.Identity(); + m_stereomode = RAS_STEREO_NOSTEREO; +} + + + +RAS_OpenGLRasterizer::~RAS_OpenGLRasterizer() +{ +} + + + +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); + + 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); +} + + + +bool RAS_OpenGLRasterizer::Init() +{ + + Myinit_gl_stuff(); + + m_redback = 0.4375; + m_greenback = 0.4375; + m_blueback = 0.4375; + m_alphaback = 0.0; + + // enable both vertexcolor AND lighting color + glEnable(GL_COLOR_MATERIAL); + + glClearColor(m_redback,m_greenback,m_blueback,m_alphaback); + glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); + + glShadeModel(GL_SMOOTH); + + return true; +} + + + +void RAS_OpenGLRasterizer::SetBackColor(float red, + float green, + float blue, + float alpha) +{ + m_redback = red; + m_greenback = green; + m_blueback = blue; + m_alphaback = alpha; +} + + + +void RAS_OpenGLRasterizer::SetFogColor(float r, + float g, + float b) +{ + m_fogr = r; + m_fogg = g; + m_fogb = b; + m_fogenabled = true; +} + + + +void RAS_OpenGLRasterizer::SetFogStart(float start) +{ + m_fogstart = start; + m_fogenabled = true; +} + + + +void RAS_OpenGLRasterizer::SetFogEnd(float fogend) +{ + m_fogdist = fogend; + m_fogenabled = true; +} + + + +void RAS_OpenGLRasterizer::SetFog(float start, + float dist, + float r, + float g, + float b) +{ + m_fogstart = start; + m_fogdist = dist; + m_fogr = r; + m_fogg = g; + m_fogb = b; + m_fogenabled = true; +} + + + +void RAS_OpenGLRasterizer::DisableFog() +{ + m_fogenabled = false; +} + + + +void RAS_OpenGLRasterizer::DisplayFog() +{ + if ((m_drawingmode >= KX_SOLID) && m_fogenabled) + { + float params[5]; + glFogi(GL_FOG_MODE, GL_LINEAR); + glFogf(GL_FOG_DENSITY, 0.1f); + glFogf(GL_FOG_START, m_fogstart); + glFogf(GL_FOG_END, m_fogstart + m_fogdist); + params[0]= m_fogr; + params[1]= m_fogg; + params[2]= m_fogb; + params[3]= 0.0; + glFogfv(GL_FOG_COLOR, params); + glEnable(GL_FOG); + } + else + { + glDisable(GL_FOG); + } +} + + + +void RAS_OpenGLRasterizer::SetMaterial(const RAS_IPolyMaterial& mat) +{ + if (mat.GetCachingInfo() != m_materialCachingInfo) + { + mat.Activate(this, m_materialCachingInfo); + } +} + + + +void RAS_OpenGLRasterizer::Exit() +{ + + glEnable(GL_CULL_FACE); + glEnable(GL_DEPTH_TEST); + glClearDepth(1.0); + glClearColor(m_redback, m_greenback, m_blueback, m_alphaback); + glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); + glDepthMask (GL_TRUE); + glDepthFunc(GL_LEQUAL); + glBlendFunc(GL_ONE, GL_ZERO); + + glDisable(GL_LIGHTING); + + EndFrame(); +} + + + +bool RAS_OpenGLRasterizer::BeginFrame(int drawingmode, double time) +{ + m_time = time; + m_drawingmode = drawingmode; + + 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) + { + glDisable (GL_CULL_FACE); + glDisable (GL_DEPTH_TEST); + } + else + { + glEnable(GL_DEPTH_TEST); + glEnable (GL_CULL_FACE); + } + + glShadeModel(GL_SMOOTH); + + m_2DCanvas->BeginFrame(); + + return true; +} + + + +void RAS_OpenGLRasterizer::SetDrawingMode(int drawingmode) +{ + m_drawingmode = drawingmode; + + switch (m_drawingmode) + { + case KX_BOUNDINGBOX: + { + } + case KX_WIREFRAME: + { + glDisable (GL_CULL_FACE); + break; + } + case KX_TEXTURED: + { + } + case KX_SHADED: + { + } + case KX_SOLID: + { + } + default: + { + } + } +} + + + +int RAS_OpenGLRasterizer::GetDrawingMode() +{ + return m_drawingmode; +} + + + +void RAS_OpenGLRasterizer::SetDepthMask(int depthmask) +{ + switch (depthmask) + { + case KX_DEPTHMASK_ENABLED: + { + glDepthMask(GL_TRUE); + break; + }; + case KX_DEPTHMASK_DISABLED: + { + glDepthMask(GL_FALSE); + break; + }; + default: + { + //printf("someone made a mistake, RAS_OpenGLRasterizer::SetDepthMask(int depthmask)\n"); + exit(0); + } + } +} + + + +void RAS_OpenGLRasterizer::ClearDepthBuffer() +{ + m_2DCanvas->ClearBuffer(RAS_ICanvas::DEPTH_BUFFER); +} + + +void RAS_OpenGLRasterizer::ClearCachingInfo(void) +{ + m_materialCachingInfo = 0; +} + + +void RAS_OpenGLRasterizer::EndFrame() +{ + m_2DCanvas->EndFrame(); +} + + +void RAS_OpenGLRasterizer::SetRenderArea() +{ + // only above/below stereo method needs viewport adjustment + if(m_stereomode == RAS_STEREO_ABOVEBELOW) + { + switch(m_curreye) + { + case RAS_STEREO_LEFTEYE: + // upper half of window + m_2DCanvas->GetDisplayArea().SetLeft(0); + m_2DCanvas->GetDisplayArea().SetBottom(m_2DCanvas->GetHeight() - + int(m_2DCanvas->GetHeight() - m_noOfScanlines) / 2); + + m_2DCanvas->GetDisplayArea().SetRight(int(m_2DCanvas->GetWidth())); + m_2DCanvas->GetDisplayArea().SetTop(int(m_2DCanvas->GetHeight())); + break; + case RAS_STEREO_RIGHTEYE: + // lower half of window + m_2DCanvas->GetDisplayArea().SetLeft(0); + m_2DCanvas->GetDisplayArea().SetBottom(0); + m_2DCanvas->GetDisplayArea().SetRight(int(m_2DCanvas->GetWidth())); + m_2DCanvas->GetDisplayArea().SetTop(int(m_2DCanvas->GetHeight() - m_noOfScanlines) / 2); + break; + } + } + else + { + // every available pixel + m_2DCanvas->GetDisplayArea().SetLeft(0); + m_2DCanvas->GetDisplayArea().SetBottom(0); + m_2DCanvas->GetDisplayArea().SetRight(int(m_2DCanvas->GetWidth())); + m_2DCanvas->GetDisplayArea().SetTop(int(m_2DCanvas->GetHeight())); + } +} + + +void RAS_OpenGLRasterizer::SetStereoMode(const int stereomode) +{ + m_stereomode = stereomode; +} + + + +bool RAS_OpenGLRasterizer::Stereo() +{ + if(m_stereomode == RAS_STEREO_NOSTEREO) + return false; + else + return true; +} + + +void RAS_OpenGLRasterizer::SetEye(int eye) +{ + m_curreye = eye; + if(m_stereomode == RAS_STEREO_QUADBUFFERED) { + if(m_curreye == RAS_STEREO_LEFTEYE) + glDrawBuffer(GL_BACK_LEFT); + else + glDrawBuffer(GL_BACK_RIGHT); + } +} + + +void RAS_OpenGLRasterizer::SetEyeSeparation(float eyeseparation) +{ + m_eyeseparation = eyeseparation; +} + + +void RAS_OpenGLRasterizer::SetFocalLength(float focallength) +{ + m_focallength = focallength; +} + + +void RAS_OpenGLRasterizer::SwapBuffers() +{ + m_2DCanvas->SwapBuffers(); +} + + + +void RAS_OpenGLRasterizer::IndexPrimitives(const vecVertexArray & vertexarrays, + const vecIndexArrays & indexarrays, + int mode, + class RAS_IPolyMaterial* polymat, + class RAS_IRenderTools* rendertools, + bool useObjectColor, + const MT_Vector4& rgbacolor + ) +{ + static const GLsizei vtxstride = sizeof(RAS_TexVert); + GLenum drawmode; + switch (mode) + { + case 0: + drawmode = GL_TRIANGLES; + break; + case 1: + drawmode = GL_LINES; + break; + case 2: + drawmode = GL_QUADS; + break; + default: + drawmode = GL_LINES; + break; + } + + const RAS_TexVert* vertexarray ; + int numindices,vt; + + for (vt=0;vt<vertexarrays.size();vt++) + { + vertexarray = &((*vertexarrays[vt]) [0]); + const KX_IndexArray & indexarray = (*indexarrays[vt]); + numindices = indexarray.size(); + + int numverts = vertexarrays[vt]->size(); + + if (!numindices) + break; + + int vindex=0; + switch (mode) + { + case 1: + { + glBegin(GL_LINES); + vindex=0; + for (int i=0;i<numindices;i+=2) + { + glVertex3fv(vertexarray[(indexarray[vindex++])].getLocalXYZ()); + glVertex3fv(vertexarray[(indexarray[vindex++])].getLocalXYZ()); + } + glEnd(); + } + break; + case 2: + { + glBegin(GL_QUADS); + vindex=0; + if (useObjectColor) + { + for (int i=0;i<numindices;i+=4) + { + + glColor4d(rgbacolor[0], rgbacolor[1], rgbacolor[2], rgbacolor[3]); + + glNormal3sv(vertexarray[(indexarray[vindex])].getNormal()); + glTexCoord2fv(vertexarray[(indexarray[vindex])].getUV1()); + glVertex3fv(vertexarray[(indexarray[vindex])].getLocalXYZ()); + vindex++; + + glNormal3sv(vertexarray[(indexarray[vindex])].getNormal()); + glTexCoord2fv(vertexarray[(indexarray[vindex])].getUV1()); + glVertex3fv(vertexarray[(indexarray[vindex])].getLocalXYZ()); + vindex++; + + glNormal3sv(vertexarray[(indexarray[vindex])].getNormal()); + glTexCoord2fv(vertexarray[(indexarray[vindex])].getUV1()); + glVertex3fv(vertexarray[(indexarray[vindex])].getLocalXYZ()); + vindex++; + + glNormal3sv(vertexarray[(indexarray[vindex])].getNormal()); + glTexCoord2fv(vertexarray[(indexarray[vindex])].getUV1()); + glVertex3fv(vertexarray[(indexarray[vindex])].getLocalXYZ()); + vindex++; + } + } + else + { + for (int i=0;i<numindices;i+=4) + { + char *cp= (char *)&(vertexarray[(indexarray[vindex])].getRGBA()); + // 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 + + glColor4ub(cp[0], cp[1], cp[2], cp[3]); + glNormal3sv(vertexarray[(indexarray[vindex])].getNormal()); + glTexCoord2fv(vertexarray[(indexarray[vindex])].getUV1()); + glVertex3fv(vertexarray[(indexarray[vindex])].getLocalXYZ()); + vindex++; + + cp= (char *)&(vertexarray[(indexarray[vindex])].getRGBA()); + glColor4ub(cp[0], cp[1], cp[2], cp[3]); + glNormal3sv(vertexarray[(indexarray[vindex])].getNormal()); + glTexCoord2fv(vertexarray[(indexarray[vindex])].getUV1()); + glVertex3fv(vertexarray[(indexarray[vindex])].getLocalXYZ()); + vindex++; + + cp= (char *)&(vertexarray[(indexarray[vindex])].getRGBA()); + glColor4ub(cp[0], cp[1], cp[2], cp[3]); + glNormal3sv(vertexarray[(indexarray[vindex])].getNormal()); + glTexCoord2fv(vertexarray[(indexarray[vindex])].getUV1()); + glVertex3fv(vertexarray[(indexarray[vindex])].getLocalXYZ()); + vindex++; + + cp= (char *)&(vertexarray[(indexarray[vindex])].getRGBA()); + glColor4ub(cp[0], cp[1], cp[2], cp[3]); + glNormal3sv(vertexarray[(indexarray[vindex])].getNormal()); + glTexCoord2fv(vertexarray[(indexarray[vindex])].getUV1()); + glVertex3fv(vertexarray[(indexarray[vindex])].getLocalXYZ()); + vindex++; + } + } + glEnd(); + break; + } + case 0: + { + glBegin(GL_TRIANGLES); + vindex=0; + if (useObjectColor) + { + for (int i=0;i<numindices;i+=3) + { + + glColor4d(rgbacolor[0], rgbacolor[1], rgbacolor[2], rgbacolor[3]); + + glNormal3sv(vertexarray[(indexarray[vindex])].getNormal()); + glTexCoord2fv(vertexarray[(indexarray[vindex])].getUV1()); + glVertex3fv(vertexarray[(indexarray[vindex])].getLocalXYZ()); + vindex++; + + glNormal3sv(vertexarray[(indexarray[vindex])].getNormal()); + glTexCoord2fv(vertexarray[(indexarray[vindex])].getUV1()); + glVertex3fv(vertexarray[(indexarray[vindex])].getLocalXYZ()); + vindex++; + + glNormal3sv(vertexarray[(indexarray[vindex])].getNormal()); + glTexCoord2fv(vertexarray[(indexarray[vindex])].getUV1()); + glVertex3fv(vertexarray[(indexarray[vindex])].getLocalXYZ()); + vindex++; + } + } + else + { + for (int i=0;i<numindices;i+=3) + { + + char *cp= (char *)&(vertexarray[(indexarray[vindex])].getRGBA()); + glColor4ub(cp[0], cp[1], cp[2], cp[3]); + glNormal3sv(vertexarray[(indexarray[vindex])].getNormal()); + glTexCoord2fv(vertexarray[(indexarray[vindex])].getUV1()); + glVertex3fv(vertexarray[(indexarray[vindex])].getLocalXYZ()); + vindex++; + + cp= (char *)&(vertexarray[(indexarray[vindex])].getRGBA()); + glColor4ub(cp[0], cp[1], cp[2], cp[3]); + glNormal3sv(vertexarray[(indexarray[vindex])].getNormal()); + glTexCoord2fv(vertexarray[(indexarray[vindex])].getUV1()); + glVertex3fv(vertexarray[(indexarray[vindex])].getLocalXYZ()); + vindex++; + + cp= (char *)&(vertexarray[(indexarray[vindex])].getRGBA()); + glColor4ub(cp[0], cp[1], cp[2], cp[3]); + glNormal3sv(vertexarray[(indexarray[vindex])].getNormal()); + glTexCoord2fv(vertexarray[(indexarray[vindex])].getUV1()); + glVertex3fv(vertexarray[(indexarray[vindex])].getLocalXYZ()); + vindex++; + } + } + glEnd(); + break; + } + default: + { + } + + } // switch + } // for each vertexarray + +} + +void RAS_OpenGLRasterizer::IndexPrimitives_Ex(const vecVertexArray & vertexarrays, + const vecIndexArrays & indexarrays, + int mode, + class RAS_IPolyMaterial* polymat, + class RAS_IRenderTools* rendertools, + bool useObjectColor, + const MT_Vector4& rgbacolor + ) +{ + bool recalc; + static const GLsizei vtxstride = sizeof(RAS_TexVert); + GLenum drawmode; + switch (mode) + { + case 0: + drawmode = GL_TRIANGLES; + break; + case 1: + drawmode = GL_LINES; + break; + case 2: + drawmode = GL_QUADS; + break; + default: + drawmode = GL_LINES; + break; + } + + const RAS_TexVert* vertexarray ; + int numindices,vt; + + for (vt=0;vt<vertexarrays.size();vt++) + { + vertexarray = &((*vertexarrays[vt]) [0]); + const KX_IndexArray & indexarray = (*indexarrays[vt]); + numindices = indexarray.size(); + + int numverts = vertexarrays[vt]->size(); + + if (!numindices) + break; + + int vindex=0; + switch (mode) + { + case 1: + { + glBegin(GL_LINES); + vindex=0; + for (int i=0;i<numindices;i+=2) + { + glVertex3fv(vertexarray[(indexarray[vindex++])].getLocalXYZ()); + glVertex3fv(vertexarray[(indexarray[vindex++])].getLocalXYZ()); + } + glEnd(); + } + break; + case 2: + { + glBegin(GL_QUADS); + vindex=0; + if (useObjectColor) + { + for (int i=0;i<numindices;i+=4) + { + MT_Point3 mv1, mv2, mv3, mv4, fnor; + /* Calc a new face normal */ + + if (vertexarray[(indexarray[vindex])].getFlag() & TV_CALCFACENORMAL) + recalc= true; + else + recalc=false; + + if (recalc){ + mv1 = MT_Point3(vertexarray[(indexarray[vindex])].getLocalXYZ()); + mv2 = MT_Point3(vertexarray[(indexarray[vindex+1])].getLocalXYZ()); + mv3 = MT_Point3(vertexarray[(indexarray[vindex+2])].getLocalXYZ()); + mv4 = MT_Point3(vertexarray[(indexarray[vindex+2])].getLocalXYZ()); + + fnor = (((mv2-mv1).cross(mv3-mv2))+((mv4-mv3).cross(mv1-mv4))).safe_normalized(); + + glNormal3f(fnor[0], fnor[1], fnor[2]); + } + + glColor4d(rgbacolor[0], rgbacolor[1], rgbacolor[2], rgbacolor[3]); + + if (!recalc) + glNormal3sv(vertexarray[(indexarray[vindex])].getNormal()); + glTexCoord2fv(vertexarray[(indexarray[vindex])].getUV1()); + glVertex3fv(vertexarray[(indexarray[vindex])].getLocalXYZ()); + vindex++; + + if (!recalc) + glNormal3sv(vertexarray[(indexarray[vindex])].getNormal()); + glTexCoord2fv(vertexarray[(indexarray[vindex])].getUV1()); + glVertex3fv(vertexarray[(indexarray[vindex])].getLocalXYZ()); + vindex++; + + if (!recalc) + glNormal3sv(vertexarray[(indexarray[vindex])].getNormal()); + glTexCoord2fv(vertexarray[(indexarray[vindex])].getUV1()); + glVertex3fv(vertexarray[(indexarray[vindex])].getLocalXYZ()); + vindex++; + + if (!recalc) + glNormal3sv(vertexarray[(indexarray[vindex])].getNormal()); + glTexCoord2fv(vertexarray[(indexarray[vindex])].getUV1()); + glVertex3fv(vertexarray[(indexarray[vindex])].getLocalXYZ()); + vindex++; + } + } + else + { + for (int i=0;i<numindices;i+=4) + { + char *cp= (char *)&(vertexarray[(indexarray[vindex])].getRGBA()); + // 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 + MT_Point3 mv1, mv2, mv3, mv4, fnor; + /* Calc a new face normal */ + + if (vertexarray[(indexarray[vindex])].getFlag() & TV_CALCFACENORMAL) + recalc= true; + else + recalc=false; + + + if (recalc){ + mv1 = MT_Point3(vertexarray[(indexarray[vindex])].getLocalXYZ()); + mv2 = MT_Point3(vertexarray[(indexarray[vindex+1])].getLocalXYZ()); + mv3 = MT_Point3(vertexarray[(indexarray[vindex+2])].getLocalXYZ()); + mv4 = MT_Point3(vertexarray[(indexarray[vindex+2])].getLocalXYZ()); + + fnor = (((mv2-mv1).cross(mv3-mv2))+((mv4-mv3).cross(mv1-mv4))).safe_normalized(); + + glNormal3f(fnor[0], fnor[1], fnor[2]); + } + + glColor4ub(cp[0], cp[1], cp[2], cp[3]); + if (!recalc) + glNormal3sv(vertexarray[(indexarray[vindex])].getNormal()); + glTexCoord2fv(vertexarray[(indexarray[vindex])].getUV1()); + glVertex3fv(vertexarray[(indexarray[vindex])].getLocalXYZ()); + vindex++; + + cp= (char *)&(vertexarray[(indexarray[vindex])].getRGBA()); + glColor4ub(cp[0], cp[1], cp[2], cp[3]); + if (!recalc) + glNormal3sv(vertexarray[(indexarray[vindex])].getNormal()); + glTexCoord2fv(vertexarray[(indexarray[vindex])].getUV1()); + glVertex3fv(vertexarray[(indexarray[vindex])].getLocalXYZ()); + vindex++; + + cp= (char *)&(vertexarray[(indexarray[vindex])].getRGBA()); + glColor4ub(cp[0], cp[1], cp[2], cp[3]); + if (!recalc) + glNormal3sv(vertexarray[(indexarray[vindex])].getNormal()); + glTexCoord2fv(vertexarray[(indexarray[vindex])].getUV1()); + glVertex3fv(vertexarray[(indexarray[vindex])].getLocalXYZ()); + vindex++; + + cp= (char *)&(vertexarray[(indexarray[vindex])].getRGBA()); + glColor4ub(cp[0], cp[1], cp[2], cp[3]); + if (!recalc) + glNormal3sv(vertexarray[(indexarray[vindex])].getNormal()); + glTexCoord2fv(vertexarray[(indexarray[vindex])].getUV1()); + glVertex3fv(vertexarray[(indexarray[vindex])].getLocalXYZ()); + vindex++; + } + } + glEnd(); + break; + } + case 0: + { + glBegin(GL_TRIANGLES); + vindex=0; + if (useObjectColor) + { + for (int i=0;i<numindices;i+=3) + { + MT_Point3 mv1, mv2, mv3, fnor; + /* Calc a new face normal */ + + if (vertexarray[(indexarray[vindex])].getFlag() & TV_CALCFACENORMAL) + recalc= true; + else + recalc=false; + + if (recalc){ + mv1 = MT_Point3(vertexarray[(indexarray[vindex])].getLocalXYZ()); + mv2 = MT_Point3(vertexarray[(indexarray[vindex+1])].getLocalXYZ()); + mv3 = MT_Point3(vertexarray[(indexarray[vindex+2])].getLocalXYZ()); + + fnor = ((mv2-mv1).cross(mv3-mv2)).safe_normalized(); + glNormal3f(fnor[0], fnor[1], fnor[2]); + } + + glColor4d(rgbacolor[0], rgbacolor[1], rgbacolor[2], rgbacolor[3]); + + if (!recalc) + glNormal3sv(vertexarray[(indexarray[vindex])].getNormal()); + glTexCoord2fv(vertexarray[(indexarray[vindex])].getUV1()); + glVertex3fv(vertexarray[(indexarray[vindex])].getLocalXYZ()); + vindex++; + + if (!recalc) + glNormal3sv(vertexarray[(indexarray[vindex])].getNormal()); + glTexCoord2fv(vertexarray[(indexarray[vindex])].getUV1()); + glVertex3fv(vertexarray[(indexarray[vindex])].getLocalXYZ()); + vindex++; + + if (!recalc) + glNormal3sv(vertexarray[(indexarray[vindex])].getNormal()); + glTexCoord2fv(vertexarray[(indexarray[vindex])].getUV1()); + glVertex3fv(vertexarray[(indexarray[vindex])].getLocalXYZ()); + vindex++; + } + } + else + { + for (int i=0;i<numindices;i+=3) + { + MT_Point3 mv1, mv2, mv3, fnor; + /* Calc a new face normal */ + + if (vertexarray[(indexarray[vindex])].getFlag() & TV_CALCFACENORMAL) + recalc= true; + else + recalc=false; + + + if (recalc){ + mv1 = MT_Point3(vertexarray[(indexarray[vindex])].getLocalXYZ()); + mv2 = MT_Point3(vertexarray[(indexarray[vindex+1])].getLocalXYZ()); + mv3 = MT_Point3(vertexarray[(indexarray[vindex+2])].getLocalXYZ()); + + fnor = ((mv2-mv1).cross(mv3-mv2)).safe_normalized(); + glNormal3f(fnor[0], fnor[1], fnor[2]); + } + + char *cp= (char *)&(vertexarray[(indexarray[vindex])].getRGBA()); + glColor4ub(cp[0], cp[1], cp[2], cp[3]); + if (!recalc) + glNormal3sv(vertexarray[(indexarray[vindex])].getNormal()); + glTexCoord2fv(vertexarray[(indexarray[vindex])].getUV1()); + glVertex3fv(vertexarray[(indexarray[vindex])].getLocalXYZ()); + vindex++; + + cp= (char *)&(vertexarray[(indexarray[vindex])].getRGBA()); + glColor4ub(cp[0], cp[1], cp[2], cp[3]); + if (!recalc) + glNormal3sv(vertexarray[(indexarray[vindex])].getNormal()); + glTexCoord2fv(vertexarray[(indexarray[vindex])].getUV1()); + glVertex3fv(vertexarray[(indexarray[vindex])].getLocalXYZ()); + vindex++; + + cp= (char *)&(vertexarray[(indexarray[vindex])].getRGBA()); + glColor4ub(cp[0], cp[1], cp[2], cp[3]); + if (!recalc) + glNormal3sv(vertexarray[(indexarray[vindex])].getNormal()); + glTexCoord2fv(vertexarray[(indexarray[vindex])].getUV1()); + glVertex3fv(vertexarray[(indexarray[vindex])].getLocalXYZ()); + vindex++; + } + } + glEnd(); + break; + } + default: + { + } + + } // switch + } // for each vertexarray + +} + + + +void RAS_OpenGLRasterizer::IndexPrimitives_3DText(const vecVertexArray & vertexarrays, + const vecIndexArrays & indexarrays, + int mode, + class RAS_IPolyMaterial* polymat, + class RAS_IRenderTools* rendertools, + bool useObjectColor, + const MT_Vector4& rgbacolor + ) +{ + unsigned char* mypointer=NULL; + static const GLsizei vtxstride = sizeof(RAS_TexVert); + GLenum drawmode; + switch (mode) + { + case 0: + drawmode = GL_TRIANGLES; + break; + case 1: + drawmode = GL_LINES; + break; + case 2: + drawmode = GL_QUADS; + break; + default: + drawmode = GL_LINES; + break; + } + + const RAS_TexVert* vertexarray ; + + int numindices ; + int vt; + + if (useObjectColor) + { + glDisableClientState(GL_COLOR_ARRAY); + glColor4d(rgbacolor[0], rgbacolor[1], rgbacolor[2], rgbacolor[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(); + + int numverts = vertexarrays[vt]->size(); + + if (!numindices) + break; + + int vindex=0; + switch (mode) + { + case 1: + { + glBegin(GL_LINES); + vindex=0; + for (int i=0;i<numindices;i+=2) + { + glVertex3fv(vertexarray[(indexarray[vindex++])].getLocalXYZ()); + glVertex3fv(vertexarray[(indexarray[vindex++])].getLocalXYZ()); + } + glEnd(); + } + break; + case 2: + { + vindex=0; + for (int i=0;i<numindices;i+=4) + { + float v1[3],v2[3],v3[3],v4[3]; + + char *cp= (char *)&(vertexarray[(indexarray[vindex])].getRGBA()); + v1[0] = vertexarray[(indexarray[vindex])].getLocalXYZ()[0]; + v1[1] = vertexarray[(indexarray[vindex])].getLocalXYZ()[1]; + v1[2] = vertexarray[(indexarray[vindex])].getLocalXYZ()[2]; + vindex++; + + cp= (char *)&(vertexarray[(indexarray[vindex])].getRGBA()); + v2[0] = vertexarray[(indexarray[vindex])].getLocalXYZ()[0]; + v2[1] = vertexarray[(indexarray[vindex])].getLocalXYZ()[1]; + v2[2] = vertexarray[(indexarray[vindex])].getLocalXYZ()[2]; + vindex++; + + cp= (char *)&(vertexarray[(indexarray[vindex])].getRGBA()); + v3[0] = vertexarray[(indexarray[vindex])].getLocalXYZ()[0]; + v3[1] = vertexarray[(indexarray[vindex])].getLocalXYZ()[1]; + v3[2] = vertexarray[(indexarray[vindex])].getLocalXYZ()[2]; + vindex++; + + cp= (char *)&(vertexarray[(indexarray[vindex])].getRGBA()); + 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; + } + case 0: + { + glBegin(GL_TRIANGLES); + vindex=0; + for (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(); + } + glEnd(); + break; + } + default: + { + } + } //switch + } //for each vertexarray +} + + + +void RAS_OpenGLRasterizer::SetProjectionMatrix(MT_CmMatrix4x4 &mat) +{ + glMatrixMode(GL_PROJECTION); + double* matrix = &mat(0,0); + glLoadMatrixd(matrix); +} + + +void RAS_OpenGLRasterizer::SetProjectionMatrix(MT_Matrix4x4 & mat) +{ + glMatrixMode(GL_PROJECTION); + double matrix[16]; + /* Get into argument. Looks a bit dodgy, but it's ok. */ + mat.getValue(matrix); + /* Internally, MT_Matrix4x4 uses doubles (MT_Scalar). */ + glLoadMatrixd(matrix); +} + +MT_Matrix4x4 RAS_OpenGLRasterizer::GetFrustumMatrix( + float left, + float right, + float bottom, + float top, + float frustnear, + float frustfar +){ + MT_Matrix4x4 result; + double mat[16]; + + // correction for stereo + if(m_stereomode != RAS_STEREO_NOSTEREO) + { + float near_div_focallength; + // next 2 params should be specified on command line and in Blender publisher + m_focallength = 1.5 * right; // derived from example + m_eyeseparation = 0.18 * right; // just a guess... + + near_div_focallength = frustnear / m_focallength; + switch(m_curreye) + { + case RAS_STEREO_LEFTEYE: + left += 0.5 * m_eyeseparation * near_div_focallength; + right += 0.5 * m_eyeseparation * near_div_focallength; + break; + case RAS_STEREO_RIGHTEYE: + left -= 0.5 * m_eyeseparation * near_div_focallength; + right -= 0.5 * m_eyeseparation * near_div_focallength; + break; + } + // leave bottom, top, bottom and top untouched + } + + glMatrixMode(GL_PROJECTION); + glLoadIdentity(); + glFrustum(left, right, bottom, top, frustnear, frustfar); + glGetDoublev(GL_PROJECTION_MATRIX, mat); + result.setValue(mat); + + return result; +} + + +// next arguments probably contain redundant info, for later... +void RAS_OpenGLRasterizer::SetViewMatrix(const MT_Matrix4x4 &mat, const MT_Vector3& campos, + const MT_Point3 &camLoc, const MT_Quaternion &camOrientQuat) +{ + MT_Matrix4x4 viewMat = mat; + + // correction for stereo + if(m_stereomode != RAS_STEREO_NOSTEREO) + { + MT_Matrix3x3 camOrientMat3x3(camOrientQuat); + MT_Vector3 unitViewDir(0.0, -1.0, 0.0); // minus y direction, Blender convention + MT_Vector3 unitViewupVec(0.0, 0.0, 1.0); + MT_Vector3 viewDir, viewupVec; + MT_Vector3 eyeline; + + // actual viewDir + viewDir = camOrientMat3x3 * unitViewDir; // this is the moto convention, vector on right hand side + // actual viewup vec + viewupVec = camOrientMat3x3 * unitViewupVec; + + // vector between eyes + eyeline = viewDir.cross(viewupVec); + + switch(m_curreye) + { + case RAS_STEREO_LEFTEYE: + { + // translate to left by half the eye distance + MT_Transform transform; + transform.setIdentity(); + transform.translate(-(eyeline * m_eyeseparation / 2.0)); + viewMat *= transform; + } + break; + case RAS_STEREO_RIGHTEYE: + { + // translate to right by half the eye distance + MT_Transform transform; + transform.setIdentity(); + transform.translate(eyeline * m_eyeseparation / 2.0); + viewMat *= transform; + } + break; + } + } + + // convert row major matrix 'viewMat' to column major for OpenGL + MT_Scalar cammat[16]; + viewMat.getValue(cammat); + MT_CmMatrix4x4 viewCmmat = cammat; + + glMatrixMode(GL_MODELVIEW); + m_viewmatrix = viewCmmat; + glLoadMatrixd(&m_viewmatrix(0,0)); + m_campos = campos; +} + + +const MT_Point3& RAS_OpenGLRasterizer::GetCameraPosition() +{ + return m_campos; +} + + + +void RAS_OpenGLRasterizer::LoadViewMatrix() +{ + glLoadMatrixd(&m_viewmatrix(0,0)); +} + + + +void RAS_OpenGLRasterizer::EnableTextures(bool enable) +{ +} + + + +void RAS_OpenGLRasterizer::SetCullFace(bool enable) +{ + if (enable) + glEnable(GL_CULL_FACE); + else + glDisable(GL_CULL_FACE); +} + + + +void RAS_OpenGLRasterizer::SetSpecularity(float specX, + float specY, + float specZ, + float specval) +{ + GLfloat mat_specular[] = {specX, specY, specZ, specval}; + glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, mat_specular); +} + + + +void RAS_OpenGLRasterizer::SetShinyness(float shiny) +{ + GLfloat mat_shininess[] = { shiny }; + glMaterialfv(GL_FRONT_AND_BACK, GL_SHININESS, mat_shininess); +} + + + +void RAS_OpenGLRasterizer::SetDiffuse(float difX,float difY,float difZ,float diffuse) +{ + GLfloat mat_diffuse [] = {difX, difY,difZ, diffuse}; + glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, mat_diffuse); +} + +double RAS_OpenGLRasterizer::GetTime() +{ + return m_time; +} + + |