Welcome to mirror list, hosted at ThFree Co, Russian Federation.

KX_BlenderGL.cpp « BlenderRoutines « gameengine « source - git.blender.org/blender.git - Unnamed repository; edit this file 'description' to name the repository.
summaryrefslogtreecommitdiff
blob: 5cf696fe1468af43cf12c73411234041c2f4cb05 (plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
/**
 * $Id$
 * ***** 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., 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 LICENSE BLOCK *****
 */

#include "KX_BlenderGL.h"

#ifdef __cplusplus
extern "C" {
#endif
#include "BLF_api.h"
#ifdef __cplusplus
}
#endif

#ifdef HAVE_CONFIG_H
#include <config.h>
#endif

/* 
 * This little block needed for linking to Blender... 
 */
#ifdef WIN32
#include "BLI_winstuff.h"
#endif

#include <stdlib.h>
#include <string.h>

#include "GL/glew.h"

#include "BL_Material.h" // MAXTEX

/* Data types encoding the game world: */
#include "DNA_object_types.h"
#include "DNA_scene_types.h"
#include "DNA_screen_types.h"
#include "DNA_camera_types.h"
#include "DNA_world_types.h"
#include "DNA_mesh_types.h"
#include "DNA_meshdata_types.h"
#include "DNA_image_types.h"
#include "DNA_view3d_types.h"
#include "DNA_material_types.h"
#include "DNA_windowmanager_types.h"

#include "BKE_global.h"
#include "BKE_bmfont.h"
#include "BKE_image.h"

extern "C" {
//XXX #include "BDR_drawmesh.h"
//XXX #include "BIF_mywindow.h"
//XXX #include "BIF_toolbox.h"
//XXX #include "BIF_graphics.h" /* For CURSOR_NONE CURSOR_WAIT CURSOR_STD */
void wm_window_swap_buffers(wmWindow *win); // wm_window.h
}

/* end of blender block */

/* was in drawmesh.c */
void spack(unsigned int ucol)
{
	char *cp= (char *)&ucol;
        
	glColor3ub(cp[3], cp[2], cp[1]);
}

void BL_warp_pointer(int x,int y)
{
	//XXX warp_pointer(x,y);
}

void BL_SwapBuffers(wmWindow *win)
{
	//wmWindow *window= CTX_wm_window(C);
	wm_window_swap_buffers(win);
	//XXX myswapbuffers();
}

void DisableForText()
{
	if(glIsEnabled(GL_BLEND)) glDisable(GL_BLEND);
	if(glIsEnabled(GL_ALPHA_TEST)) glDisable(GL_ALPHA_TEST);

	if(glIsEnabled(GL_LIGHTING)) {
		glDisable(GL_LIGHTING);
		glDisable(GL_COLOR_MATERIAL);
	}

	if(GLEW_ARB_multitexture) {
		for(int i=0; i<MAXTEX; i++) {
			glActiveTextureARB(GL_TEXTURE0_ARB+i);

			if(GLEW_ARB_texture_cube_map)
				if(glIsEnabled(GL_TEXTURE_CUBE_MAP_ARB))
					glDisable(GL_TEXTURE_CUBE_MAP_ARB);

			if(glIsEnabled(GL_TEXTURE_2D))
				glDisable(GL_TEXTURE_2D);
		}

		glActiveTextureARB(GL_TEXTURE0_ARB);
	}
	else {
		if(GLEW_ARB_texture_cube_map)
			if(glIsEnabled(GL_TEXTURE_CUBE_MAP_ARB))
				glDisable(GL_TEXTURE_CUBE_MAP_ARB);

		if(glIsEnabled(GL_TEXTURE_2D))
			glDisable(GL_TEXTURE_2D);
	}
}

void BL_print_gamedebug_line(char* text, int xco, int yco, int width, int height)
{	
	/* gl prepping */
	DisableForText();
	//glDisable(GL_TEXTURE_2D);

	glMatrixMode(GL_PROJECTION);
	glPushMatrix();
	glLoadIdentity();
	
	glOrtho(0, width,
			0, height, 0, 1);
	
	glMatrixMode(GL_MODELVIEW);
	glPushMatrix();
	glLoadIdentity();
	glMatrixMode(GL_TEXTURE);
	glPushMatrix();
	glLoadIdentity();

	/* the actual drawing */
	glColor3ub(255, 255, 255);
	BLF_draw_default(xco, height-yco, 0.0f, text);

	glMatrixMode(GL_TEXTURE);
	glPopMatrix();
	glMatrixMode(GL_PROJECTION);
	glPopMatrix();
	glMatrixMode(GL_MODELVIEW);
	glPopMatrix();
	glEnable(GL_DEPTH_TEST);
}

void BL_print_gamedebug_line_padded(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_TEXTURE_2D);

	glMatrixMode(GL_PROJECTION);
	glPushMatrix();
	glLoadIdentity();
	
	glOrtho(0, width,
			0, height, 0, 1);
	
	glMatrixMode(GL_MODELVIEW);
	glPushMatrix();
	glLoadIdentity();
	glMatrixMode(GL_TEXTURE);
	glPushMatrix();
	glLoadIdentity();

	/* draw in black first*/
	glColor3ub(0, 0, 0);
	BLF_draw_default(xco+1, height-yco-1, 0.0f, text);
	glColor3ub(255, 255, 255);
	BLF_draw_default(xco, height-yco, 0.0f, text);

	glMatrixMode(GL_TEXTURE);
	glPopMatrix();
	glMatrixMode(GL_PROJECTION);
	glPopMatrix();
	glMatrixMode(GL_MODELVIEW);
	glPopMatrix();
	glEnable(GL_DEPTH_TEST);
}

void BL_HideMouse()
{
	//XXX set_cursor(CURSOR_NONE);
}


void BL_WaitMouse()
{
	//XXX set_cursor(CURSOR_WAIT);
}


void BL_NormalMouse()
{
	//XXX set_cursor(CURSOR_STD);
}
#define MAX_FILE_LENGTH 512


void BL_MakeScreenShot(struct ARegion *ar, const char* filename)
{
	char copyfilename[MAX_FILE_LENGTH];
	strcpy(copyfilename,filename);

	// filename read - only
	
	  /* XXX will need to change at some point */
	//XXX BIF_screendump(0);

	// write+read filename
	//XXX write_screendump((char*) copyfilename);
}