diff options
Diffstat (limited to 'source/gameengine/Rasterizer')
23 files changed, 721 insertions, 414 deletions
diff --git a/source/gameengine/Rasterizer/CMakeLists.txt b/source/gameengine/Rasterizer/CMakeLists.txt index 9061532ba5d..879115add47 100644 --- a/source/gameengine/Rasterizer/CMakeLists.txt +++ b/source/gameengine/Rasterizer/CMakeLists.txt @@ -47,7 +47,6 @@ set(SRC RAS_BucketManager.cpp RAS_FramingManager.cpp RAS_IPolygonMaterial.cpp - RAS_IRenderTools.cpp RAS_MaterialBucket.cpp RAS_MeshObject.cpp RAS_Polygon.cpp @@ -62,7 +61,6 @@ set(SRC RAS_ICanvas.h RAS_IPolygonMaterial.h RAS_IRasterizer.h - RAS_IRenderTools.h RAS_LightObject.h RAS_MaterialBucket.h RAS_MeshObject.h diff --git a/source/gameengine/Rasterizer/RAS_2DFilterManager.h b/source/gameengine/Rasterizer/RAS_2DFilterManager.h index a637baa3d09..bb727fe3b29 100644 --- a/source/gameengine/Rasterizer/RAS_2DFilterManager.h +++ b/source/gameengine/Rasterizer/RAS_2DFilterManager.h @@ -32,13 +32,14 @@ #ifndef __RAS_2DFILTERMANAGER_H__ #define __RAS_2DFILTERMANAGER_H__ -#include "RAS_ICanvas.h" #define MAX_RENDER_PASS 100 #ifdef WITH_CXX_GUARDEDALLOC #include "MEM_guardedalloc.h" #endif +class RAS_ICanvas; + class RAS_2DFilterManager { private: diff --git a/source/gameengine/Rasterizer/RAS_BucketManager.cpp b/source/gameengine/Rasterizer/RAS_BucketManager.cpp index 713d324bf17..eaa9b3df494 100644 --- a/source/gameengine/Rasterizer/RAS_BucketManager.cpp +++ b/source/gameengine/Rasterizer/RAS_BucketManager.cpp @@ -35,16 +35,14 @@ #endif #include "RAS_MaterialBucket.h" -#include "STR_HashedString.h" #include "RAS_MeshObject.h" +#include "RAS_Polygon.h" +#include "RAS_IPolygonMaterial.h" #include "RAS_IRasterizer.h" -#include "RAS_IRenderTools.h" #include "RAS_BucketManager.h" #include <algorithm> -#include <set> - /* sorting */ struct RAS_BucketManager::sortedmeshslot @@ -139,8 +137,7 @@ void RAS_BucketManager::OrderBuckets(const MT_Transform& cameratrans, BucketList sort(slots.begin(), slots.end(), fronttoback()); } -void RAS_BucketManager::RenderAlphaBuckets( - const MT_Transform& cameratrans, RAS_IRasterizer* rasty, RAS_IRenderTools* rendertools) +void RAS_BucketManager::RenderAlphaBuckets(const MT_Transform& cameratrans, RAS_IRasterizer* rasty) { vector<sortedmeshslot> slots; vector<sortedmeshslot>::iterator sit; @@ -154,10 +151,10 @@ void RAS_BucketManager::RenderAlphaBuckets( OrderBuckets(cameratrans, m_AlphaBuckets, slots, true); for (sit=slots.begin(); sit!=slots.end(); ++sit) { - rendertools->SetClientObject(rasty, sit->m_ms->m_clientObj); + rasty->SetClientObject(sit->m_ms->m_clientObj); - while (sit->m_bucket->ActivateMaterial(cameratrans, rasty, rendertools)) - sit->m_bucket->RenderMeshSlot(cameratrans, rasty, rendertools, *(sit->m_ms)); + while (sit->m_bucket->ActivateMaterial(cameratrans, rasty)) + sit->m_bucket->RenderMeshSlot(cameratrans, rasty, *(sit->m_ms)); // make this mesh slot culled automatically for next frame // it will be culled out by frustrum culling @@ -167,8 +164,7 @@ void RAS_BucketManager::RenderAlphaBuckets( rasty->SetDepthMask(RAS_IRasterizer::KX_DEPTHMASK_ENABLED); } -void RAS_BucketManager::RenderSolidBuckets( - const MT_Transform& cameratrans, RAS_IRasterizer* rasty, RAS_IRenderTools* rendertools) +void RAS_BucketManager::RenderSolidBuckets(const MT_Transform& cameratrans, RAS_IRasterizer* rasty) { BucketList::iterator bit; @@ -180,9 +176,9 @@ void RAS_BucketManager::RenderSolidBuckets( RAS_MeshSlot* ms; // remove the mesh slot form the list, it culls them automatically for next frame while ((ms = bucket->GetNextActiveMeshSlot())) { - rendertools->SetClientObject(rasty, ms->m_clientObj); - while (bucket->ActivateMaterial(cameratrans, rasty, rendertools)) - bucket->RenderMeshSlot(cameratrans, rasty, rendertools, *ms); + rasty->SetClientObject(ms->m_clientObj); + while (bucket->ActivateMaterial(cameratrans, rasty)) + bucket->RenderMeshSlot(cameratrans, rasty, *ms); // make this mesh slot culled automatically for next frame // it will be culled out by frustrum culling @@ -194,10 +190,10 @@ void RAS_BucketManager::RenderSolidBuckets( if (mit->IsCulled()) continue; - rendertools->SetClientObject(rasty, mit->m_clientObj); + rasty->SetClientObject(rasty, mit->m_clientObj); - while ((*bit)->ActivateMaterial(cameratrans, rasty, rendertools)) - (*bit)->RenderMeshSlot(cameratrans, rasty, rendertools, *mit); + while ((*bit)->ActivateMaterial(cameratrans, rasty)) + (*bit)->RenderMeshSlot(cameratrans, rasty, *mit); // make this mesh slot culled automatically for next frame // it will be culled out by frustrum culling @@ -218,20 +214,19 @@ void RAS_BucketManager::RenderSolidBuckets( for (sit=slots.begin(); sit!=slots.end(); ++sit) { rendertools->SetClientObject(rasty, sit->m_ms->m_clientObj); - while (sit->m_bucket->ActivateMaterial(cameratrans, rasty, rendertools)) - sit->m_bucket->RenderMeshSlot(cameratrans, rasty, rendertools, *(sit->m_ms)); + while (sit->m_bucket->ActivateMaterial(cameratrans, rasty)) + sit->m_bucket->RenderMeshSlot(cameratrans, rasty, *(sit->m_ms)); } #endif } -void RAS_BucketManager::Renderbuckets( - const MT_Transform& cameratrans, RAS_IRasterizer* rasty, RAS_IRenderTools* rendertools) +void RAS_BucketManager::Renderbuckets(const MT_Transform& cameratrans, RAS_IRasterizer* rasty) { /* beginning each frame, clear (texture/material) caching information */ rasty->ClearCachingInfo(); - RenderSolidBuckets(cameratrans, rasty, rendertools); - RenderAlphaBuckets(cameratrans, rasty, rendertools); + RenderSolidBuckets(cameratrans, rasty); + RenderAlphaBuckets(cameratrans, rasty); /* All meshes should be up to date now */ /* Don't do this while processing buckets because some meshes are split between buckets */ @@ -259,7 +254,7 @@ void RAS_BucketManager::Renderbuckets( } - rendertools->SetClientObject(rasty, NULL); + rasty->SetClientObject(NULL); } RAS_MaterialBucket *RAS_BucketManager::FindBucket(RAS_IPolyMaterial *material, bool &bucketCreated) diff --git a/source/gameengine/Rasterizer/RAS_BucketManager.h b/source/gameengine/Rasterizer/RAS_BucketManager.h index bf88da6f1ba..f8c6375d474 100644 --- a/source/gameengine/Rasterizer/RAS_BucketManager.h +++ b/source/gameengine/Rasterizer/RAS_BucketManager.h @@ -51,8 +51,7 @@ public: RAS_BucketManager(); virtual ~RAS_BucketManager(); - void Renderbuckets(const MT_Transform & cameratrans, - RAS_IRasterizer* rasty, RAS_IRenderTools* rendertools); + void Renderbuckets(const MT_Transform & cameratrans, RAS_IRasterizer* rasty); RAS_MaterialBucket* FindBucket(RAS_IPolyMaterial *material, bool &bucketCreated); void OptimizeBuckets(MT_Scalar distance); @@ -78,10 +77,10 @@ public: private: void OrderBuckets(const MT_Transform& cameratrans, BucketList& buckets, vector<sortedmeshslot>& slots, bool alpha); - void RenderSolidBuckets(const MT_Transform& cameratrans, - RAS_IRasterizer* rasty, RAS_IRenderTools* rendertools); - void RenderAlphaBuckets(const MT_Transform& cameratrans, - RAS_IRasterizer* rasty, RAS_IRenderTools* rendertools); + void RenderSolidBuckets(const MT_Transform& cameratrans, + RAS_IRasterizer* rasty); + void RenderAlphaBuckets(const MT_Transform& cameratrans, + RAS_IRasterizer* rasty); #ifdef WITH_CXX_GUARDEDALLOC diff --git a/source/gameengine/Rasterizer/RAS_IPolygonMaterial.cpp b/source/gameengine/Rasterizer/RAS_IPolygonMaterial.cpp index ddadd97b567..47e52318b33 100644 --- a/source/gameengine/Rasterizer/RAS_IPolygonMaterial.cpp +++ b/source/gameengine/Rasterizer/RAS_IPolygonMaterial.cpp @@ -33,8 +33,6 @@ #include "RAS_IPolygonMaterial.h" #include "RAS_IRasterizer.h" -#include "DNA_image_types.h" -#include "DNA_meshdata_types.h" #include "DNA_material_types.h" void RAS_IPolyMaterial::Initialize( @@ -235,6 +233,15 @@ Image *RAS_IPolyMaterial::GetBlenderImage() const { return NULL; } +MTFace *RAS_IPolyMaterial::GetMTFace() const +{ + return NULL; +} + +unsigned int *RAS_IPolyMaterial::GetMCol() const +{ + return NULL; +} Scene* RAS_IPolyMaterial::GetBlenderScene() const { diff --git a/source/gameengine/Rasterizer/RAS_IPolygonMaterial.h b/source/gameengine/Rasterizer/RAS_IPolygonMaterial.h index 7aeeb364b47..2db71c3a2fe 100644 --- a/source/gameengine/Rasterizer/RAS_IPolygonMaterial.h +++ b/source/gameengine/Rasterizer/RAS_IPolygonMaterial.h @@ -35,7 +35,6 @@ #include "STR_HashedString.h" #include "MT_Vector3.h" -#include "STR_HashedString.h" #ifdef WITH_CXX_GUARDEDALLOC #include "MEM_guardedalloc.h" @@ -167,6 +166,8 @@ public: virtual Material* GetBlenderMaterial() const; virtual Image* GetBlenderImage() const; + virtual MTFace* GetMTFace() const; + virtual unsigned int* GetMCol() const; virtual Scene* GetBlenderScene() const; virtual void ReleaseMaterial(); virtual void GetMaterialRGBAColor(unsigned char *rgba) const; diff --git a/source/gameengine/Rasterizer/RAS_IRasterizer.h b/source/gameengine/Rasterizer/RAS_IRasterizer.h index ace91f6dd51..034ea7f87a9 100644 --- a/source/gameengine/Rasterizer/RAS_IRasterizer.h +++ b/source/gameengine/Rasterizer/RAS_IRasterizer.h @@ -65,6 +65,13 @@ typedef vector< KX_IndexArray* > vecIndexArrays; class RAS_IRasterizer { public: + enum RAS_TEXT_RENDER_MODE { + RAS_TEXT_RENDER_NODEF = 0, + RAS_TEXT_NORMAL, + RAS_TEXT_PADDED, + RAS_TEXT_MAX + }; + RAS_IRasterizer(RAS_ICanvas* canv) {}; virtual ~RAS_IRasterizer() {}; @@ -247,11 +254,9 @@ public: /** * IndexPrimitives_3DText will render text into the polygons. - * The text to be rendered is from \param rendertools client object's text property. */ virtual void IndexPrimitives_3DText(class RAS_MeshSlot& ms, - class RAS_IPolyMaterial* polymat, - class RAS_IRenderTools* rendertools)=0; + class RAS_IPolyMaterial* polymat)=0; virtual void SetProjectionMatrix(MT_CmMatrix4x4 & mat)=0; /* This one should become our final version, methinks. */ @@ -434,6 +439,78 @@ public: virtual void SetUsingOverrideShader(bool val)=0; virtual bool GetUsingOverrideShader()=0; + /** + * Render Tools + */ + virtual void applyTransform(double* oglmatrix, int drawingmode)=0; + + /** + * Renders 2D boxes. + * \param xco Position on the screen (origin in lower left corner). + * \param yco Position on the screen (origin in lower left corner). + * \param width Width of the canvas to draw to. + * \param height Height of the canvas to draw to. + * \param percentage Percentage of bar. + */ + virtual void RenderBox2D(int xco, + int yco, + int width, + int height, + float percentage) = 0; + + /** + * Renders 3D text string using BFL. + * \param fontid The id of the font. + * \param text The string to render. + * \param size The size of the text. + * \param dpi The resolution of the text. + * \param color The color of the object. + * \param mat The Matrix of the text object. + * \param aspect A scaling factor to compensate for the size. + */ + virtual void RenderText3D(int fontid, + const char* text, + int size, + int dpi, + float* color, + double* mat, + float aspect + ) = 0; + + + /** + * Renders 2D text string. + * \param mode The type of text + * \param text The string to render. + * \param xco Position on the screen (origin in lower left corner). + * \param yco Position on the screen (origin in lower left corner). + * \param width Width of the canvas to draw to. + * \param height Height of the canvas to draw to. + */ + virtual void RenderText2D(RAS_TEXT_RENDER_MODE mode, + const char* text, + int xco, + int yco, + int width, + int height + ) = 0; + + virtual void ProcessLighting(bool uselights, const MT_Transform& trans)=0; + + virtual void PushMatrix()=0; + + virtual void PopMatrix()=0; + + virtual void AddLight(struct RAS_LightObject* lightobject)=0; + + virtual void RemoveLight(struct RAS_LightObject* lightobject)=0; + + virtual void MotionBlur()=0; + + virtual void SetClientObject(void* obj)=0; + + virtual void SetAuxilaryClientInfo(void* inf)=0; + #ifdef WITH_CXX_GUARDEDALLOC MEM_CXX_CLASS_ALLOC_FUNCS("GE:RAS_IRasterizer") #endif diff --git a/source/gameengine/Rasterizer/RAS_IRenderTools.cpp b/source/gameengine/Rasterizer/RAS_IRenderTools.cpp deleted file mode 100644 index 045373eff85..00000000000 --- a/source/gameengine/Rasterizer/RAS_IRenderTools.cpp +++ /dev/null @@ -1,59 +0,0 @@ -/* - * ***** BEGIN GPL LICENSE BLOCK ***** - * - * This program is free software; you can redistribute it and/or - * modify it under the terms of the GNU General Public License - * as published by the Free Software Foundation; either version 2 - * of the License, or (at your option) any later version. - * - * This program is distributed in the hope that it will be useful, - * but WITHOUT ANY WARRANTY; without even the implied warranty of - * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the - * GNU General Public License for more details. - * - * You should have received a copy of the GNU General Public License - * along with this program; if not, write to the Free Software Foundation, - * Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. - * - * The Original Code is Copyright (C) 2001-2002 by NaN Holding BV. - * All rights reserved. - * - * The Original Code is: all of this file. - * - * Contributor(s): none yet. - * - * ***** END GPL LICENSE BLOCK ***** - */ - -/** \file gameengine/Rasterizer/RAS_IRenderTools.cpp - * \ingroup bgerast - */ - - -#include "RAS_IRenderTools.h" - -void RAS_IRenderTools::SetClientObject(RAS_IRasterizer* rasty, void *obj) -{ - if (m_clientobject != obj) - m_clientobject = obj; -} - -void RAS_IRenderTools::SetAuxilaryClientInfo(void* inf) -{ - m_auxilaryClientInfo = inf; -} - -void RAS_IRenderTools::AddLight(struct RAS_LightObject* lightobject) -{ - m_lights.push_back(lightobject); -} - -void RAS_IRenderTools::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); -} - diff --git a/source/gameengine/Rasterizer/RAS_IRenderTools.h b/source/gameengine/Rasterizer/RAS_IRenderTools.h deleted file mode 100644 index 6131abc0650..00000000000 --- a/source/gameengine/Rasterizer/RAS_IRenderTools.h +++ /dev/null @@ -1,227 +0,0 @@ -/* - * ***** BEGIN GPL LICENSE BLOCK ***** - * - * This program is free software; you can redistribute it and/or - * modify it under the terms of the GNU General Public License - * as published by the Free Software Foundation; either version 2 - * of the License, or (at your option) any later version. - * - * This program is distributed in the hope that it will be useful, - * but WITHOUT ANY WARRANTY; without even the implied warranty of - * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the - * GNU General Public License for more details. - * - * You should have received a copy of the GNU General Public License - * along with this program; if not, write to the Free Software Foundation, - * Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. - * - * The Original Code is Copyright (C) 2001-2002 by NaN Holding BV. - * All rights reserved. - * - * The Original Code is: all of this file. - * - * Contributor(s): none yet. - * - * ***** END GPL LICENSE BLOCK ***** - */ - -/** \file RAS_IRenderTools.h - * \ingroup bgerast - */ - -#ifndef __RAS_IRENDERTOOLS_H__ -#define __RAS_IRENDERTOOLS_H__ - -#include "MT_Transform.h" -#include "RAS_IRasterizer.h" -#include "RAS_2DFilterManager.h" - -#include <vector> -#include <algorithm> - -#ifdef WITH_CXX_GUARDEDALLOC -#include "MEM_guardedalloc.h" -#endif - -class RAS_IPolyMaterial; -struct RAS_LightObject; - - -class RAS_IRenderTools -{ - -protected: - void* m_clientobject; - void* m_auxilaryClientInfo; - - std::vector<struct RAS_LightObject*> m_lights; - - RAS_2DFilterManager m_filtermanager; - -public: - enum RAS_TEXT_RENDER_MODE { - RAS_TEXT_RENDER_NODEF = 0, - RAS_TEXT_NORMAL, - RAS_TEXT_PADDED, - RAS_TEXT_MAX - }; - - RAS_IRenderTools( - ) : - m_clientobject(NULL) - { - }; - - virtual - ~RAS_IRenderTools( - ) {}; - - virtual - void - BeginFrame( - RAS_IRasterizer* rasty - )=0; - - virtual - void - EndFrame( - RAS_IRasterizer* rasty - )=0; - - // the following function was formerly called 'Render' - // by it doesn't render anymore - // It only sets the transform for the rasterizer - // so must be renamed to 'applyTransform' or something - - virtual - void - applyTransform( - class RAS_IRasterizer* rasty, - double* oglmatrix, - int drawingmode - )=0; - - /** - * Renders 2D boxes. - * \param xco Position on the screen (origin in lower left corner). - * \param yco Position on the screen (origin in lower left corner). - * \param width Width of the canvas to draw to. - * \param height Height of the canvas to draw to. - * \param percentage Percentage of bar. - */ - virtual - void - RenderBox2D(int xco, - int yco, - int width, - int height, - float percentage) = 0; - - /** - * Renders 3D text string using BFL. - * \param fontid The id of the font. - * \param text The string to render. - * \param size The size of the text. - * \param dpi The resolution of the text. - * \param color The color of the object. - * \param mat The Matrix of the text object. - * \param aspect A scaling factor to compensate for the size. - */ - virtual - void - RenderText3D(int fontid, - const char* text, - int size, - int dpi, - float* color, - double* mat, - float aspect - ) = 0; - - - /** - * Renders 2D text string. - * \param mode The type of text - * \param text The string to render. - * \param xco Position on the screen (origin in lower left corner). - * \param yco Position on the screen (origin in lower left corner). - * \param width Width of the canvas to draw to. - * \param height Height of the canvas to draw to. - */ - virtual - void - RenderText2D( - RAS_TEXT_RENDER_MODE mode, - const char* text, - int xco, - int yco, - int width, - int height - ) = 0; - - // 3d text, mapped on polygon - virtual - void - RenderText( - int mode, - RAS_IPolyMaterial* polymat, - float v1[3], - float v2[3], - float v3[3], - float v4[3], - int glattrib - )=0; - - virtual - void - ProcessLighting( - RAS_IRasterizer *rasty, - bool uselights, - const MT_Transform& trans - )=0; - - virtual - void - SetClientObject( - RAS_IRasterizer* rasty, - void* obj - ); - - void - SetAuxilaryClientInfo( - void* inf - ); - - virtual - void - PushMatrix( - )=0; - - virtual - void - PopMatrix( - )=0; - - virtual - void - AddLight( - struct RAS_LightObject* lightobject - ); - - virtual - void - RemoveLight( - struct RAS_LightObject* lightobject - ); - - virtual - void - MotionBlur(RAS_IRasterizer* rasterizer)=0; - - -#ifdef WITH_CXX_GUARDEDALLOC - MEM_CXX_CLASS_ALLOC_FUNCS("GE:RAS_IRenderTools") -#endif -}; - -#endif /* __RAS_IRENDERTOOLS_H__ */ diff --git a/source/gameengine/Rasterizer/RAS_MaterialBucket.cpp b/source/gameengine/Rasterizer/RAS_MaterialBucket.cpp index 8ea09029a35..0c715524218 100644 --- a/source/gameengine/Rasterizer/RAS_MaterialBucket.cpp +++ b/source/gameengine/Rasterizer/RAS_MaterialBucket.cpp @@ -40,10 +40,9 @@ #include <windows.h> #endif // WIN32 -#include "RAS_Polygon.h" +#include "RAS_IPolygonMaterial.h" #include "RAS_TexVert.h" #include "RAS_IRasterizer.h" -#include "RAS_IRenderTools.h" #include "RAS_MeshObject.h" #include "RAS_Deformer.h" // __NLA @@ -581,8 +580,7 @@ list<RAS_MeshSlot>::iterator RAS_MaterialBucket::msEnd() return m_meshSlots.end(); } -bool RAS_MaterialBucket::ActivateMaterial(const MT_Transform& cameratrans, RAS_IRasterizer* rasty, - RAS_IRenderTools *rendertools) +bool RAS_MaterialBucket::ActivateMaterial(const MT_Transform& cameratrans, RAS_IRasterizer* rasty) { bool uselights; @@ -593,13 +591,12 @@ bool RAS_MaterialBucket::ActivateMaterial(const MT_Transform& cameratrans, RAS_I return false; uselights= m_material->UsesLighting(rasty); - rendertools->ProcessLighting(rasty, uselights, cameratrans); + rasty->ProcessLighting(uselights, cameratrans); return true; } -void RAS_MaterialBucket::RenderMeshSlot(const MT_Transform& cameratrans, RAS_IRasterizer* rasty, - RAS_IRenderTools* rendertools, RAS_MeshSlot &ms) +void RAS_MaterialBucket::RenderMeshSlot(const MT_Transform& cameratrans, RAS_IRasterizer* rasty, RAS_MeshSlot &ms) { m_material->ActivateMeshSlot(ms, rasty); @@ -613,10 +610,10 @@ void RAS_MaterialBucket::RenderMeshSlot(const MT_Transform& cameratrans, RAS_IRa if (IsZSort() && rasty->GetDrawingMode() >= RAS_IRasterizer::KX_SOLID) ms.m_mesh->SortPolygons(ms, cameratrans*MT_Transform(ms.m_OpenGLMatrix)); - rendertools->PushMatrix(); + rasty->PushMatrix(); if (!ms.m_pDeformer || !ms.m_pDeformer->SkipVertexTransform()) { - rendertools->applyTransform(rasty,ms.m_OpenGLMatrix,m_material->GetDrawingMode()); + rasty->applyTransform(ms.m_OpenGLMatrix,m_material->GetDrawingMode()); } if (rasty->QueryLists()) @@ -641,7 +638,7 @@ void RAS_MaterialBucket::RenderMeshSlot(const MT_Transform& cameratrans, RAS_IRa // for text drawing using faces if (m_material->GetDrawingMode() & RAS_IRasterizer::RAS_RENDER_3DPOLYGON_TEXT) - rasty->IndexPrimitives_3DText(ms, m_material, rendertools); + rasty->IndexPrimitives_3DText(ms, m_material); // for multitexturing else if ((m_material->GetFlag() & (RAS_MULTITEX|RAS_BLENDERGLSL))) rasty->IndexPrimitivesMulti(ms); @@ -649,7 +646,7 @@ void RAS_MaterialBucket::RenderMeshSlot(const MT_Transform& cameratrans, RAS_IRa else rasty->IndexPrimitives(ms); - rendertools->PopMatrix(); + rasty->PopMatrix(); } void RAS_MaterialBucket::Optimize(MT_Scalar distance) diff --git a/source/gameengine/Rasterizer/RAS_MaterialBucket.h b/source/gameengine/Rasterizer/RAS_MaterialBucket.h index 4c72f128817..007fdf240c4 100644 --- a/source/gameengine/Rasterizer/RAS_MaterialBucket.h +++ b/source/gameengine/Rasterizer/RAS_MaterialBucket.h @@ -34,17 +34,23 @@ #include "RAS_TexVert.h" #include "CTR_Map.h" -#include "STR_HashedString.h" #include "SG_QList.h" #include "MT_Transform.h" -#include "RAS_IPolygonMaterial.h" -#include "RAS_IRasterizer.h" -#include "RAS_Deformer.h" +#include "MT_Matrix4x4.h" #include <vector> #include <set> #include <list> + +class RAS_MaterialBucket; +struct DerivedMesh; +class CTR_HashedPtr; +class RAS_Deformer; +class RAS_IPolyMaterial; +class RAS_IRasterizer; +class RAS_MeshObject; + using namespace std; /* Display List Slot */ @@ -69,12 +75,6 @@ public: virtual void SetModified(bool mod)=0; }; -class RAS_DisplayArray; -class RAS_MeshSlot; -class RAS_MeshMaterial; -class RAS_MaterialBucket; -struct DerivedMesh; - /* An array with data used for OpenGL drawing */ class RAS_DisplayArray @@ -219,10 +219,8 @@ public: bool IsZSort() const; /* Rendering */ - bool ActivateMaterial(const MT_Transform& cameratrans, RAS_IRasterizer* rasty, - RAS_IRenderTools *rendertools); - void RenderMeshSlot(const MT_Transform& cameratrans, RAS_IRasterizer* rasty, - RAS_IRenderTools* rendertools, RAS_MeshSlot &ms); + bool ActivateMaterial(const MT_Transform& cameratrans, RAS_IRasterizer* rasty); + void RenderMeshSlot(const MT_Transform& cameratrans, RAS_IRasterizer* rasty, RAS_MeshSlot &ms); /* Mesh Slot Access */ list<RAS_MeshSlot>::iterator msBegin(); diff --git a/source/gameengine/Rasterizer/RAS_MeshObject.cpp b/source/gameengine/Rasterizer/RAS_MeshObject.cpp index 8a9672f0092..ff909b5955f 100644 --- a/source/gameengine/Rasterizer/RAS_MeshObject.cpp +++ b/source/gameengine/Rasterizer/RAS_MeshObject.cpp @@ -29,23 +29,19 @@ * \ingroup bgerast */ -#include "MEM_guardedalloc.h" - -#include "DNA_object_types.h" #include "DNA_key_types.h" #include "DNA_mesh_types.h" -#include "DNA_meshdata_types.h" + +#include "CTR_HashedPtr.h" #include "RAS_MeshObject.h" -#include "RAS_IRasterizer.h" -#include "MT_MinMax.h" +#include "RAS_Polygon.h" +#include "RAS_IPolygonMaterial.h" +#include "RAS_Deformer.h" #include "MT_Point3.h" #include <algorithm> -extern "C" { -# include "BKE_deform.h" -} /* polygon sorting */ @@ -540,6 +536,16 @@ void RAS_MeshObject::SortPolygons(RAS_MeshSlot& ms, const MT_Transform &transfor } +bool RAS_MeshObject::HasColliderPolygon() +{ + int numpolys= NumPolygons(); + for (int p=0; p<numpolys; p++) + if (m_Polygons[p]->IsCollider()) + return true; + + return false; +} + void RAS_MeshObject::SchedulePolygons(int drawingmode) { if (m_bModified) diff --git a/source/gameengine/Rasterizer/RAS_MeshObject.h b/source/gameengine/Rasterizer/RAS_MeshObject.h index e5ae78d006e..4f352379d39 100644 --- a/source/gameengine/Rasterizer/RAS_MeshObject.h +++ b/source/gameengine/Rasterizer/RAS_MeshObject.h @@ -38,17 +38,15 @@ #endif #include <vector> -#include <set> #include <list> -#include "RAS_Polygon.h" #include "RAS_MaterialBucket.h" #include "MT_Transform.h" - -#include "CTR_HashedPtr.h" +#include "STR_String.h" struct Mesh; class RAS_Deformer; +class RAS_Polygon; /* RAS_MeshObject is a mesh used for rendering. It stores polygons, * but the actual vertices and index arrays are stored in material @@ -65,7 +63,7 @@ private: STR_String m_name; static STR_String s_emptyname; - vector<class RAS_Polygon*> m_Polygons; + vector<RAS_Polygon*> m_Polygons; /* polygon sorting */ struct polygonSlot; @@ -150,14 +148,7 @@ public: void SortPolygons(RAS_MeshSlot& ms, const MT_Transform &transform); - bool HasColliderPolygon() { - int numpolys= NumPolygons(); - for (int p=0; p<numpolys; p++) - if (m_Polygons[p]->IsCollider()) - return true; - - return false; - } + bool HasColliderPolygon(); /* for construction to find shared vertices */ struct SharedVertex { 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) diff --git a/source/gameengine/Rasterizer/RAS_Polygon.cpp b/source/gameengine/Rasterizer/RAS_Polygon.cpp index 72e09c9667d..1f23df90753 100644 --- a/source/gameengine/Rasterizer/RAS_Polygon.cpp +++ b/source/gameengine/Rasterizer/RAS_Polygon.cpp @@ -34,6 +34,7 @@ #endif #include "RAS_Polygon.h" +#include "RAS_MaterialBucket.h" RAS_Polygon::RAS_Polygon(RAS_MaterialBucket* bucket, RAS_DisplayArray *darray, int numvert) { diff --git a/source/gameengine/Rasterizer/RAS_Polygon.h b/source/gameengine/Rasterizer/RAS_Polygon.h index 088bdbd6844..b18477a72d2 100644 --- a/source/gameengine/Rasterizer/RAS_Polygon.h +++ b/source/gameengine/Rasterizer/RAS_Polygon.h @@ -32,11 +32,9 @@ #ifndef __RAS_POLYGON_H__ #define __RAS_POLYGON_H__ -#include "RAS_TexVert.h" -#include "RAS_MaterialBucket.h" - -#include <vector> -using namespace std; +class RAS_DisplayArray; +class RAS_MaterialBucket; +class RAS_TexVert; #ifdef WITH_CXX_GUARDEDALLOC #include "MEM_guardedalloc.h" |