/** * $Id$ * * ***** BEGIN GPL/BL DUAL 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. The Blender * Foundation also sells licenses for use in proprietary software under * the Blender License. See http://www.blender.org/BL/ for information * about this. * * 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., 59 Temple Place - Suite 330, Boston, MA 02111-1307, 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/BL DUAL LICENSE BLOCK ***** */ #ifndef __RAS_IRASTERIZER #define __RAS_IRASTERIZER #ifdef WIN32 #pragma warning (disable:4786) #endif #include "MT_CmMatrix4x4.h" #include "MT_Matrix4x4.h" class RAS_ICanvas; class RAS_IPolyMaterial; #include "RAS_MaterialBucket.h" /** * 3D rendering device context interface. */ class RAS_IRasterizer { public: RAS_IRasterizer(RAS_ICanvas* canv){}; virtual ~RAS_IRasterizer(){}; enum { RAS_RENDER_3DPOLYGON_TEXT = 16384 }; enum { KX_BOUNDINGBOX = 1, KX_WIREFRAME, KX_SOLID, KX_SHADED, KX_TEXTURED }; enum { KX_DEPTHMASK_ENABLED =1, KX_DEPTHMASK_DISABLED, }; enum { RAS_STEREO_NOSTEREO = 1, RAS_STEREO_QUADBUFFERED, RAS_STEREO_ABOVEBELOW, RAS_STEREO_INTERLACED, }; enum { RAS_STEREO_LEFTEYE = 1, RAS_STEREO_RIGHTEYE, }; virtual void SetDepthMask(int depthmask)=0; virtual void SetMaterial(const RAS_IPolyMaterial& mat)=0; virtual bool Init()=0; virtual void Exit()=0; virtual bool BeginFrame(int drawingmode, double time)=0; virtual void ClearDepthBuffer()=0; virtual void ClearCachingInfo(void)=0; virtual void EndFrame()=0; virtual void SetRenderArea()=0; virtual void SetStereoMode(const int stereomode)=0; virtual bool Stereo()=0; virtual void SetEye(const int eye)=0; virtual void SetEyeSeparation(const float eyeseparation)=0; virtual void SetFocalLength(const float focallength)=0; virtual void SwapBuffers()=0; virtual void IndexPrimitives( const vecVertexArray& vertexarrays, const vecIndexArrays & indexarrays, int mode, class RAS_IPolyMaterial* polymat, class RAS_IRenderTools* rendertools, bool useObjectColor, const MT_Vector4& rgbacolor)=0; virtual void IndexPrimitives_Ex( const vecVertexArray& vertexarrays, const vecIndexArrays & indexarrays, int mode, class RAS_IPolyMaterial* polymat, class RAS_IRenderTools* rendertools, bool useObjectColor, const MT_Vector4& rgbacolor)=0; virtual void IndexPrimitives_3DText( const vecVertexArray& vertexarrays, const vecIndexArrays & indexarrays, int mode, class RAS_IPolyMaterial* polymat, class RAS_IRenderTools* rendertools, bool useObjectColor, const MT_Vector4& rgbacolor)=0; virtual void SetProjectionMatrix(MT_CmMatrix4x4 & mat)=0; /* This one should become our final version, methinks. */ /** * Set the projection matrix for the rasterizer. This projects * from camera coordinates to window coordinates. * @param mat The projection matrix. */ virtual void SetProjectionMatrix(MT_Matrix4x4 & mat)=0; virtual void SetViewMatrix(const MT_Matrix4x4 & mat, const MT_Vector3& campos, const MT_Point3 &camLoc, const MT_Quaternion &camOrientQuat)=0; virtual const MT_Point3& GetCameraPosition()=0; virtual void LoadViewMatrix()=0; virtual void SetFog(float start, float dist, float r, float g, float b)=0; virtual void SetFogColor(float r, float g, float b)=0; virtual void SetFogStart(float start)=0; virtual void SetFogEnd(float end)=0; virtual void DisplayFog()=0; virtual void DisableFog()=0; virtual void SetBackColor(float red, float green, float blue, float alpha)=0; virtual void SetDrawingMode(int drawingmode)=0; virtual int GetDrawingMode()=0; virtual void EnableTextures(bool enable)=0; virtual void SetCullFace(bool enable)=0; virtual double GetTime()=0; virtual MT_Matrix4x4 GetFrustumMatrix( float left, float right, float bottom, float top, float frustnear, float frustfar )=0; virtual void SetSpecularity(float specX, float specY, float specZ, float specval)=0; virtual void SetShinyness(float shiny)=0; virtual void SetDiffuse(float difX, float difY, float difZ, float diffuse)=0; }; #endif //__RAS_IRASTERIZER