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Diffstat (limited to 'source/gameengine/Rasterizer/RAS_OpenGLRasterizer')
-rw-r--r--source/gameengine/Rasterizer/RAS_OpenGLRasterizer/CMakeLists.txt6
-rw-r--r--source/gameengine/Rasterizer/RAS_OpenGLRasterizer/RAS_GLExtensionManager.cpp2
-rw-r--r--source/gameengine/Rasterizer/RAS_OpenGLRasterizer/RAS_GLExtensionManager.h2
-rw-r--r--source/gameengine/Rasterizer/RAS_OpenGLRasterizer/RAS_IStorage.h17
-rw-r--r--source/gameengine/Rasterizer/RAS_OpenGLRasterizer/RAS_OpenGLRasterizer.cpp482
-rw-r--r--source/gameengine/Rasterizer/RAS_OpenGLRasterizer/RAS_OpenGLRasterizer.h78
-rw-r--r--source/gameengine/Rasterizer/RAS_OpenGLRasterizer/RAS_StorageIM.cpp5
-rw-r--r--source/gameengine/Rasterizer/RAS_OpenGLRasterizer/SConscript6
8 files changed, 561 insertions, 37 deletions
diff --git a/source/gameengine/Rasterizer/RAS_OpenGLRasterizer/CMakeLists.txt b/source/gameengine/Rasterizer/RAS_OpenGLRasterizer/CMakeLists.txt
index 6b53990770f..76ac6316e38 100644
--- a/source/gameengine/Rasterizer/RAS_OpenGLRasterizer/CMakeLists.txt
+++ b/source/gameengine/Rasterizer/RAS_OpenGLRasterizer/CMakeLists.txt
@@ -25,9 +25,15 @@
set(INC
..
+ # XXX Remove these <<<
../../BlenderRoutines
+ ../../Expressions
+ ../../GameLogic
../../Ketsji
+ ../../Physics/common
+ # >>>
../../SceneGraph
+ ../../../blender/blenfont
../../../blender/blenkernel
../../../blender/blenlib
../../../blender/gpu
diff --git a/source/gameengine/Rasterizer/RAS_OpenGLRasterizer/RAS_GLExtensionManager.cpp b/source/gameengine/Rasterizer/RAS_OpenGLRasterizer/RAS_GLExtensionManager.cpp
index 665053984e6..32cc4ba9fea 100644
--- a/source/gameengine/Rasterizer/RAS_OpenGLRasterizer/RAS_GLExtensionManager.cpp
+++ b/source/gameengine/Rasterizer/RAS_OpenGLRasterizer/RAS_GLExtensionManager.cpp
@@ -32,6 +32,8 @@
#include <iostream>
+#include "GL/glew.h"
+
#include "RAS_GLExtensionManager.h"
namespace bgl
diff --git a/source/gameengine/Rasterizer/RAS_OpenGLRasterizer/RAS_GLExtensionManager.h b/source/gameengine/Rasterizer/RAS_OpenGLRasterizer/RAS_GLExtensionManager.h
index 1b4d3219335..9f2039b4c6f 100644
--- a/source/gameengine/Rasterizer/RAS_OpenGLRasterizer/RAS_GLExtensionManager.h
+++ b/source/gameengine/Rasterizer/RAS_OpenGLRasterizer/RAS_GLExtensionManager.h
@@ -32,8 +32,6 @@
#ifndef __RAS_GLEXTENSIONMANAGER_H__
#define __RAS_GLEXTENSIONMANAGER_H__
-#include "GL/glew.h"
-
/** Note: this used to have a lot more code, but now extension handling
* is done by GLEW, so it does mostly debug stuff */
diff --git a/source/gameengine/Rasterizer/RAS_OpenGLRasterizer/RAS_IStorage.h b/source/gameengine/Rasterizer/RAS_OpenGLRasterizer/RAS_IStorage.h
index f5c16bc8cd8..bfa6e1a6cb7 100644
--- a/source/gameengine/Rasterizer/RAS_OpenGLRasterizer/RAS_IStorage.h
+++ b/source/gameengine/Rasterizer/RAS_OpenGLRasterizer/RAS_IStorage.h
@@ -28,14 +28,11 @@
#ifndef __KX_STORAGE
#define __KX_STORAGE
-#include "RAS_MaterialBucket.h"
+#ifdef WITH_CXX_GUARDEDALLOC
+ #include "MEM_guardedalloc.h"
+#endif
-enum RAS_STORAGE_TYPE {
- RAS_AUTO_STORAGE,
- RAS_IMMEDIATE,
- RAS_VA,
- RAS_VBO
-};
+class RAS_MeshSlot;
class RAS_IStorage
{
@@ -47,15 +44,13 @@ public:
virtual void Exit()=0;
virtual void IndexPrimitives(RAS_MeshSlot& ms)=0;
- virtual void IndexPrimitivesMulti(class RAS_MeshSlot& ms)=0;
+ virtual void IndexPrimitivesMulti(RAS_MeshSlot& ms)=0;
virtual void SetDrawingMode(int drawingmode)=0;
#ifdef WITH_CXX_GUARDEDALLOC
-public:
- void *operator new(size_t num_bytes) { return MEM_mallocN(num_bytes, "GE:RAS_IStorage"); }
- void operator delete( void *mem ) { MEM_freeN(mem); }
+ MEM_CXX_CLASS_ALLOC_FUNCS("GE:RAS_IStorage")
#endif
};
diff --git a/source/gameengine/Rasterizer/RAS_OpenGLRasterizer/RAS_OpenGLRasterizer.cpp b/source/gameengine/Rasterizer/RAS_OpenGLRasterizer/RAS_OpenGLRasterizer.cpp
index bfc74e0c6dc..2884983a17e 100644
--- a/source/gameengine/Rasterizer/RAS_OpenGLRasterizer/RAS_OpenGLRasterizer.cpp
+++ b/source/gameengine/Rasterizer/RAS_OpenGLRasterizer/RAS_OpenGLRasterizer.cpp
@@ -37,11 +37,13 @@
#include "GL/glew.h"
+#include "RAS_ICanvas.h"
#include "RAS_Rect.h"
#include "RAS_TexVert.h"
#include "RAS_MeshObject.h"
+#include "RAS_Polygon.h"
+#include "RAS_LightObject.h"
#include "MT_CmMatrix4x4.h"
-#include "RAS_IRenderTools.h" // rendering text
#include "RAS_StorageIM.h"
#include "RAS_StorageVA.h"
@@ -49,18 +51,20 @@
#include "GPU_draw.h"
#include "GPU_material.h"
-#include "GPU_extensions.h"
-
-#include "DNA_image_types.h"
-#include "DNA_meshdata_types.h"
-#include "DNA_material_types.h"
-#include "DNA_scene_types.h"
extern "C"{
- #include "BLI_utildefines.h"
- #include "BKE_DerivedMesh.h"
+ #include "BLF_api.h"
}
+
+// XXX Clean these up <<<
+#include "Value.h"
+#include "KX_Light.h"
+#include "KX_Scene.h"
+#include "KX_RayCast.h"
+#include "KX_GameObject.h"
+// >>>
+
#ifndef M_PI
#define M_PI 3.14159265358979323846
#endif
@@ -94,6 +98,8 @@ RAS_OpenGLRasterizer::RAS_OpenGLRasterizer(RAS_ICanvas* canvas, int storage)
m_motionblur(0),
m_motionblurvalue(-1.0),
m_usingoverrideshader(false),
+ m_clientobject(NULL),
+ m_auxilaryClientInfo(NULL),
m_texco_num(0),
m_attrib_num(0),
//m_last_alphablend(GPU_BLEND_SOLID),
@@ -131,6 +137,10 @@ RAS_OpenGLRasterizer::RAS_OpenGLRasterizer(RAS_ICanvas* canvas, int storage)
m_storage = m_failsafe_storage = new RAS_StorageIM(&m_texco_num, m_texco, &m_attrib_num, m_attrib, m_attrib_layer);
m_storage_type = RAS_IMMEDIATE;
}
+
+ glGetIntegerv(GL_MAX_LIGHTS, (GLint *) &m_numgllights);
+ if (m_numgllights < 8)
+ m_numgllights = 8;
}
@@ -350,6 +360,13 @@ bool RAS_OpenGLRasterizer::BeginFrame(int drawingmode, double time)
glEnable(GL_MULTISAMPLE_ARB);
m_2DCanvas->BeginFrame();
+
+ // Render Tools
+ m_clientobject = NULL;
+ m_lastlightlayer = -1;
+ m_lastauxinfo = NULL;
+ m_lastlighting = true; /* force disable in DisableOpenGLLights() */
+ DisableOpenGLLights();
return true;
}
@@ -650,13 +667,14 @@ const MT_Matrix4x4& RAS_OpenGLRasterizer::GetViewInvMatrix() const
}
void RAS_OpenGLRasterizer::IndexPrimitives_3DText(RAS_MeshSlot& ms,
- class RAS_IPolyMaterial* polymat,
- class RAS_IRenderTools* rendertools)
+ class RAS_IPolyMaterial* polymat)
{
bool obcolor = ms.m_bObjectColor;
MT_Vector4& rgba = ms.m_RGBAcolor;
RAS_MeshSlot::iterator it;
+ const STR_String& mytext = ((CValue*)m_clientobject)->GetPropertyText("Text");
+
// handle object color
if (obcolor) {
glDisableClientState(GL_COLOR_ARRAY);
@@ -707,9 +725,8 @@ void RAS_OpenGLRasterizer::IndexPrimitives_3DText(RAS_MeshSlot& ms,
for (unit=0; unit<m_attrib_num; unit++)
if (m_attrib[unit] == RAS_TEXCO_UV)
glattrib = unit;
-
- rendertools->RenderText(polymat->GetDrawingMode(), polymat,
- v[0], v[1], v[2], (numvert == 4)? v[3]: NULL, glattrib);
+
+ GPU_render_text(polymat->GetMTFace(), polymat->GetDrawingMode(), mytext, mytext.Length(), polymat->GetMCol(), v[0], v[1], v[2], v[3], glattrib);
ClearCachingInfo();
}
@@ -1107,3 +1124,440 @@ bool RAS_OpenGLRasterizer::GetUsingOverrideShader()
return m_usingoverrideshader;
}
+/**
+ * Render Tools
+ */
+
+/* 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 RAS_OpenGLRasterizer::ProcessLighting(bool uselights, const MT_Transform& viewmat)
+{
+ bool enable = false;
+ int layer= -1;
+
+ /* find the layer */
+ if (uselights) {
+ if (m_clientobject)
+ layer = static_cast<KX_GameObject*>(m_clientobject)->GetLayer();
+ }
+
+ /* avoid state switching */
+ if (m_lastlightlayer == layer && m_lastauxinfo == m_auxilaryClientInfo)
+ return;
+
+ m_lastlightlayer = layer;
+ m_lastauxinfo = m_auxilaryClientInfo;
+
+ /* enable/disable lights as needed */
+ if (layer >= 0) {
+ //enable = ApplyLights(layer, viewmat);
+ // taken from blender source, incompatibility between Blender Object / GameObject
+ KX_Scene* kxscene = (KX_Scene*)m_auxilaryClientInfo;
+ float glviewmat[16];
+ unsigned int count;
+ std::vector<struct RAS_LightObject*>::iterator lit = m_lights.begin();
+
+ for (count=0; count<m_numgllights; count++)
+ glDisable((GLenum)(GL_LIGHT0+count));
+
+ 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);
+ KX_LightObject *kxlight = (KX_LightObject*)lightdata->m_light;
+
+ if (kxlight->ApplyLight(kxscene, layer, count))
+ count++;
+ }
+ glPopMatrix();
+
+ enable = count > 0;
+ }
+
+ if (enable)
+ EnableOpenGLLights();
+ else
+ DisableOpenGLLights();
+}
+
+void RAS_OpenGLRasterizer::EnableOpenGLLights()
+{
+ if (m_lastlighting == true)
+ return;
+
+ glEnable(GL_LIGHTING);
+ glEnable(GL_COLOR_MATERIAL);
+
+ glColorMaterial(GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE);
+ glLightModeli(GL_LIGHT_MODEL_TWO_SIDE, GL_TRUE);
+ glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, (GetCameraOrtho())? GL_FALSE: GL_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 RAS_OpenGLRasterizer::DisableOpenGLLights()
+{
+ if (m_lastlighting == false)
+ return;
+
+ glDisable(GL_LIGHTING);
+ glDisable(GL_COLOR_MATERIAL);
+
+ m_lastlighting = false;
+}
+
+void RAS_OpenGLRasterizer::AddLight(struct RAS_LightObject* lightobject)
+{
+ m_lights.push_back(lightobject);
+}
+
+void RAS_OpenGLRasterizer::RemoveLight(struct RAS_LightObject* lightobject)
+{
+ std::vector<struct RAS_LightObject*>::iterator lit =
+ std::find(m_lights.begin(),m_lights.end(),lightobject);
+
+ if (!(lit==m_lights.end()))
+ m_lights.erase(lit);
+}
+
+bool RAS_OpenGLRasterizer::RayHit(struct KX_ClientObjectInfo *client, KX_RayCast *result, void * const data)
+{
+ double* const oglmatrix = (double* const) data;
+
+ RAS_Polygon* poly = result->m_hitMesh->GetPolygon(result->m_hitPolygon);
+ if (!poly->IsVisible())
+ return false;
+
+ 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 RAS_OpenGLRasterizer::applyTransform(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 RAS_OpenGLRasterizer::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 = GetCameraPosition();
+ MT_Vector3 dir = (campos - objpos).safe_normalized();
+ MT_Vector3 up(0,0,1.0);
+
+ KX_GameObject* gameobj = (KX_GameObject*)m_clientobject;
+ // get scaling of halo object
+ MT_Vector3 size = gameobj->GetSGNode()->GetWorldScaling();
+
+ 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 = (up.cross(left)).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*)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();
+ PHY_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<RAS_OpenGLRasterizer> 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
+ { // we found the "ground", but the cast matrix doesn't take
+ // scaling in consideration, so we must apply the object scale
+ MT_Vector3 size = gameobj->GetSGNode()->GetLocalScale();
+ glScalef(size[0], size[1], size[2]);
+ }
+ } else
+ {
+
+ // 'normal' object
+ glMultMatrixd(oglmatrix);
+ }
+ }
+}
+
+static void DisableForText()
+{
+ glPolygonMode(GL_FRONT_AND_BACK, GL_FILL); /* needed for texture fonts otherwise they render as wireframe */
+
+ glDisable(GL_BLEND);
+ glDisable(GL_ALPHA_TEST);
+
+ glDisable(GL_LIGHTING);
+ glDisable(GL_COLOR_MATERIAL);
+
+ if (GLEW_ARB_multitexture) {
+ for (int i=0; i<RAS_MAX_TEXCO; i++) {
+ glActiveTextureARB(GL_TEXTURE0_ARB+i);
+
+ if (GLEW_ARB_texture_cube_map)
+ glDisable(GL_TEXTURE_CUBE_MAP_ARB);
+
+ glDisable(GL_TEXTURE_2D);
+ }
+
+ glActiveTextureARB(GL_TEXTURE0_ARB);
+ }
+ else {
+ if (GLEW_ARB_texture_cube_map)
+ glDisable(GL_TEXTURE_CUBE_MAP_ARB);
+
+ glDisable(GL_TEXTURE_2D);
+ }
+}
+
+void RAS_OpenGLRasterizer::RenderBox2D(int xco,
+ int yco,
+ int width,
+ int height,
+ float percentage)
+{
+ /* This is a rather important line :( The gl-mode hasn't been left
+ * behind quite as neatly as we'd have wanted to. I don't know
+ * what cause it, though :/ .*/
+ glDisable(GL_DEPTH_TEST);
+
+ glMatrixMode(GL_PROJECTION);
+ glPushMatrix();
+ glLoadIdentity();
+
+ glOrtho(0, width, 0, height, -100, 100);
+
+ glMatrixMode(GL_MODELVIEW);
+ glPushMatrix();
+ glLoadIdentity();
+
+ yco = height - yco;
+ int barsize = 50;
+
+ /* draw in black first*/
+ glColor3ub(0, 0, 0);
+ glBegin(GL_QUADS);
+ glVertex2f(xco + 1 + 1 + barsize * percentage, yco - 1 + 10);
+ glVertex2f(xco + 1, yco - 1 + 10);
+ glVertex2f(xco + 1, yco - 1);
+ glVertex2f(xco + 1 + 1 + barsize * percentage, yco - 1);
+ glEnd();
+
+ glColor3ub(255, 255, 255);
+ glBegin(GL_QUADS);
+ glVertex2f(xco + 1 + barsize * percentage, yco + 10);
+ glVertex2f(xco, yco + 10);
+ glVertex2f(xco, yco);
+ glVertex2f(xco + 1 + barsize * percentage, yco);
+ glEnd();
+
+ glMatrixMode(GL_PROJECTION);
+ glPopMatrix();
+ glMatrixMode(GL_MODELVIEW);
+ glPopMatrix();
+ glEnable(GL_DEPTH_TEST);
+}
+
+void RAS_OpenGLRasterizer::RenderText3D(int fontid,
+ const char* text,
+ int size,
+ int dpi,
+ float* color,
+ double* mat,
+ float aspect)
+{
+ /* gl prepping */
+ DisableForText();
+
+ /* the actual drawing */
+ glColor4fv(color);
+
+ /* multiply the text matrix by the object matrix */
+ BLF_enable(fontid, BLF_MATRIX|BLF_ASPECT);
+ BLF_matrix(fontid, mat);
+
+ /* aspect is the inverse scale that allows you to increase */
+ /* your resolution without sizing the final text size */
+ /* the bigger the size, the smaller the aspect */
+ BLF_aspect(fontid, aspect, aspect, aspect);
+
+ BLF_size(fontid, size, dpi);
+ BLF_position(fontid, 0, 0, 0);
+ BLF_draw(fontid, (char *)text, 65535);
+
+ BLF_disable(fontid, BLF_MATRIX|BLF_ASPECT);
+}
+
+void RAS_OpenGLRasterizer::RenderText2D(RAS_TEXT_RENDER_MODE mode,
+ const char* text,
+ int xco,
+ int yco,
+ int width,
+ int height)
+{
+ /* This is a rather important line :( The gl-mode hasn't been left
+ * behind quite as neatly as we'd have wanted to. I don't know
+ * what cause it, though :/ .*/
+ DisableForText();
+ glDisable(GL_DEPTH_TEST);
+
+ glMatrixMode(GL_PROJECTION);
+ glPushMatrix();
+ glLoadIdentity();
+
+ glOrtho(0, width, 0, height, -100, 100);
+
+ glMatrixMode(GL_MODELVIEW);
+ glPushMatrix();
+ glLoadIdentity();
+
+ if (mode == RAS_TEXT_PADDED) {
+ /* draw in black first*/
+ glColor3ub(0, 0, 0);
+ BLF_size(blf_mono_font, 11, 72);
+ BLF_position(blf_mono_font, (float)xco+1, (float)(height-yco-1), 0.0f);
+ BLF_draw(blf_mono_font, (char *)text, 65535);/* XXX, use real len */
+ }
+
+ /* the actual drawing */
+ glColor3ub(255, 255, 255);
+ BLF_size(blf_mono_font, 11, 72);
+ BLF_position(blf_mono_font, (float)xco, (float)(height-yco), 0.0f);
+ BLF_draw(blf_mono_font, (char *)text, 65535); /* XXX, use real len */
+
+ glMatrixMode(GL_PROJECTION);
+ glPopMatrix();
+ glMatrixMode(GL_MODELVIEW);
+ glPopMatrix();
+ glEnable(GL_DEPTH_TEST);
+}
+
+void RAS_OpenGLRasterizer::PushMatrix()
+{
+ glPushMatrix();
+}
+
+void RAS_OpenGLRasterizer::PopMatrix()
+{
+ glPopMatrix();
+}
+
+void RAS_OpenGLRasterizer::MotionBlur()
+{
+ int state = GetMotionBlurState();
+ float motionblurvalue;
+ if (state)
+ {
+ motionblurvalue = GetMotionBlurValue();
+ if (state==1)
+ {
+ //bugfix:load color buffer into accum buffer for the first time(state=1)
+ glAccum(GL_LOAD, 1.0);
+ SetMotionBlurState(2);
+ }
+ else if (motionblurvalue >= 0.0f && motionblurvalue <= 1.0f) {
+ glAccum(GL_MULT, motionblurvalue);
+ glAccum(GL_ACCUM, 1-motionblurvalue);
+ glAccum(GL_RETURN, 1.0);
+ glFlush();
+ }
+ }
+}
+
+void RAS_OpenGLRasterizer::SetClientObject(void* obj)
+{
+ if (m_clientobject != obj)
+ {
+ bool ccw = (obj == NULL || !((KX_GameObject*)obj)->IsNegativeScaling());
+ SetFrontFace(ccw);
+
+ m_clientobject = obj;
+ }
+}
+
+void RAS_OpenGLRasterizer::SetAuxilaryClientInfo(void* inf)
+{
+ m_auxilaryClientInfo = inf;
+}
+
diff --git a/source/gameengine/Rasterizer/RAS_OpenGLRasterizer/RAS_OpenGLRasterizer.h b/source/gameengine/Rasterizer/RAS_OpenGLRasterizer/RAS_OpenGLRasterizer.h
index c638c40d34b..01c42050b36 100644
--- a/source/gameengine/Rasterizer/RAS_OpenGLRasterizer/RAS_OpenGLRasterizer.h
+++ b/source/gameengine/Rasterizer/RAS_OpenGLRasterizer/RAS_OpenGLRasterizer.h
@@ -41,13 +41,22 @@
using namespace std;
#include "RAS_IRasterizer.h"
-#include "RAS_IStorage.h"
#include "RAS_MaterialBucket.h"
-#include "RAS_ICanvas.h"
+#include "RAS_IPolygonMaterial.h"
+
+class RAS_IStorage;
+class RAS_ICanvas;
#define RAS_MAX_TEXCO 8 // match in BL_Material
#define RAS_MAX_ATTRIB 16 // match in BL_BlenderShader
+enum RAS_STORAGE_TYPE {
+ RAS_AUTO_STORAGE,
+ RAS_IMMEDIATE,
+ RAS_VA,
+ RAS_VBO
+};
+
struct OglDebugShape
{
enum SHAPE_TYPE{
@@ -105,6 +114,15 @@ class RAS_OpenGLRasterizer : public RAS_IRasterizer
bool m_usingoverrideshader;
+ // Render tools
+ void* m_clientobject;
+ void* m_auxilaryClientInfo;
+ std::vector<struct RAS_LightObject*> m_lights;
+ int m_lastlightlayer;
+ bool m_lastlighting;
+ void *m_lastauxinfo;
+ unsigned int m_numgllights;
+
protected:
int m_drawingmode;
TexCoGen m_texco[RAS_MAX_TEXCO];
@@ -171,10 +189,8 @@ public:
virtual void IndexPrimitives(class RAS_MeshSlot& ms);
virtual void IndexPrimitivesMulti(class RAS_MeshSlot& ms);
- virtual void IndexPrimitives_3DText(
- class RAS_MeshSlot& ms,
- class RAS_IPolyMaterial* polymat,
- class RAS_IRenderTools* rendertools);
+ virtual void IndexPrimitives_3DText(class RAS_MeshSlot& ms,
+ class RAS_IPolyMaterial* polymat);
virtual void SetProjectionMatrix(MT_CmMatrix4x4 & mat);
virtual void SetProjectionMatrix(const MT_Matrix4x4 & mat);
@@ -330,6 +346,56 @@ public:
virtual void SetUsingOverrideShader(bool val);
virtual bool GetUsingOverrideShader();
+ /**
+ * Render Tools
+ */
+ void EnableOpenGLLights();
+ void DisableOpenGLLights();
+ void ProcessLighting(bool uselights, const MT_Transform& viewmat);
+
+ void RenderBox2D(int xco,
+ int yco,
+ int width,
+ int height,
+ float percentage);
+
+
+ void RenderText3D(int fontid,
+ const char* text,
+ int size,
+ int dpi,
+ float* color,
+ double* mat,
+ float aspect);
+
+ void RenderText2D(RAS_TEXT_RENDER_MODE mode,
+ const char* text,
+ int xco,
+ int yco,
+ int width,
+ int height);
+
+ void applyTransform(double* oglmatrix, int objectdrawmode);
+
+ void PushMatrix();
+ void PopMatrix();
+
+ bool RayHit(struct KX_ClientObjectInfo* client, class KX_RayCast* result, void * const data);
+ bool NeedRayCast(struct KX_ClientObjectInfo*) { return true; }
+
+
+ void AddLight(struct RAS_LightObject* lightobject);
+
+ void RemoveLight(struct RAS_LightObject* lightobject);
+ int ApplyLights(int objectlayer, const MT_Transform& viewmat);
+
+ void MotionBlur();
+
+ void SetClientObject(void* obj);
+
+ void SetAuxilaryClientInfo(void* inf);
+
+
#ifdef WITH_CXX_GUARDEDALLOC
MEM_CXX_CLASS_ALLOC_FUNCS("GE:RAS_OpenGLRasterizer")
#endif
diff --git a/source/gameengine/Rasterizer/RAS_OpenGLRasterizer/RAS_StorageIM.cpp b/source/gameengine/Rasterizer/RAS_OpenGLRasterizer/RAS_StorageIM.cpp
index 77bd540a039..40afcf04aac 100644
--- a/source/gameengine/Rasterizer/RAS_OpenGLRasterizer/RAS_StorageIM.cpp
+++ b/source/gameengine/Rasterizer/RAS_OpenGLRasterizer/RAS_StorageIM.cpp
@@ -26,16 +26,15 @@
*/
#include "RAS_StorageIM.h"
+#include "RAS_MaterialBucket.h"
+#include "RAS_IPolygonMaterial.h"
#include "GL/glew.h"
#include "GPU_draw.h"
#include "GPU_extensions.h"
#include "GPU_material.h"
-#include "DNA_meshdata_types.h"
-
extern "C"{
- #include "BLI_utildefines.h"
#include "BKE_DerivedMesh.h"
}
diff --git a/source/gameengine/Rasterizer/RAS_OpenGLRasterizer/SConscript b/source/gameengine/Rasterizer/RAS_OpenGLRasterizer/SConscript
index ce2f98b3837..0a7417656c6 100644
--- a/source/gameengine/Rasterizer/RAS_OpenGLRasterizer/SConscript
+++ b/source/gameengine/Rasterizer/RAS_OpenGLRasterizer/SConscript
@@ -13,13 +13,17 @@ incs = [
'#extern/glew/include',
'#intern/moto/include',
'#source/blender/blenkernel',
+ '#source/blender/blenfont',
'#source/blender/blenlib',
'#source/blender/gpu',
'#source/blender/makesdna',
'#source/gameengine/BlenderRoutines',
+ '#source/gameengine/Expressions',
+ '#source/gameengine/GameLogic',
+ '#source/gameengine/Physics/common',
'#source/gameengine/Rasterizer',
'#source/gameengine/SceneGraph',
- '#source/blender/gameengine/Ketsji',
+ '#source/gameengine/Ketsji',
env['BF_OPENGL_INC'],
]
incs = ' '.join(incs)