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GPC_RenderTools.cpp « common « GamePlayer « gameengine « source - git.blender.org/blender.git - Unnamed repository; edit this file 'description' to name the repository.
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/**
 * $Id$
 *
 * ***** 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 *****
 */


#ifdef WIN32
#pragma warning (disable : 4786)
#include <windows.h>
#endif 

#include <GL/gl.h>
#include <iostream>

#include "GPC_RenderTools.h"

#include "RAS_IRenderTools.h"
#include "RAS_IRasterizer.h"
#include "RAS_LightObject.h"
#include "RAS_ICanvas.h"

// next two includes/dependencies come from the shadow feature
// it needs the gameobject and the sumo physics scene for a raycast
#include "KX_GameObject.h"

#include "GPC_PolygonMaterial.h"
#include "Value.h"

//#include "KX_BlenderGL.h" // for text printing
//#include "KX_BlenderClientObject.h"
#include "STR_String.h"
#include "RAS_BucketManager.h" // for polymaterial (needed for textprinting)


// Blender includes
/* This list includes only data type definitions */
#include "DNA_object_types.h"
#include "DNA_material_types.h"
#include "DNA_image_types.h"
#include "DNA_lamp_types.h"
#include "DNA_group_types.h"
#include "DNA_scene_types.h"
#include "DNA_camera_types.h"
#include "DNA_property_types.h"
#include "DNA_text_types.h"
#include "DNA_sensor_types.h"
#include "DNA_controller_types.h"
#include "DNA_actuator_types.h"
#include "DNA_mesh_types.h"
#include "DNA_view3d_types.h"
#include "DNA_world_types.h"

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

#include "IMB_imbuf_types.h"
// End of Blender includes


GPC_RenderTools::GPC_RenderTools()
{
	m_font = BMF_GetFont(BMF_kHelvetica10);
}


GPC_RenderTools::~GPC_RenderTools()
{
}


void GPC_RenderTools::EndFrame(RAS_IRasterizer* rasty)
{
}


void GPC_RenderTools::BeginFrame(RAS_IRasterizer* rasty)
{
	m_clientobject=NULL;
	m_modified=true;
	DisableOpenGLLights();

}

int GPC_RenderTools::ProcessLighting(int layer)
{
	int result = false;

	if (layer < 0)
	{
		DisableOpenGLLights();
		result = false;
	} else
	{
		if (m_clientobject)
		{	
			if (applyLights(layer))
			{
				EnableOpenGLLights();
				result = true;
			} else
			{
				DisableOpenGLLights();
				result = false;
			}
		}
	}
	return result;
}


void GPC_RenderTools::RenderText2D(RAS_TEXT_RENDER_MODE mode, 
								   const char* text, 
								   int xco, 
								   int yco, 
								   int width, 
								   int height)
{
	STR_String tmpstr(text);
	int lines;
	char* s = tmpstr.Ptr();
	char* p;

	// Save and change OpenGL settings
	int texture2D;
	glGetIntegerv(GL_TEXTURE_2D, (GLint*)&texture2D);
	glDisable(GL_TEXTURE_2D);
	int fog;
	glGetIntegerv(GL_FOG, (GLint*)&fog);
	glDisable(GL_FOG);
	
	// Set up viewing settings
	glMatrixMode(GL_PROJECTION);
	glPushMatrix();
	glLoadIdentity();
	glOrtho(0, width, 0, height, -1, 1);
	glMatrixMode(GL_MODELVIEW);
	glPushMatrix();
	glLoadIdentity();
	
	// Actual drawing
	unsigned char colors[2][3] = {
		{0x00, 0x00, 0x00},
		{0xFF, 0xFF, 0xFF}
	};
	int numTimes = mode == RAS_TEXT_PADDED ? 2 : 1;
	for (int i = 0; i < numTimes; i++) {
		glColor3ub(colors[i][0], colors[i][1], colors[i][2]);
		glRasterPos2i(xco, yco);
		for (p = s, lines = 0; *p; p++) {
			if (*p == '\n')
			{
				lines++;
				glRasterPos2i(xco, yco-(lines*18));
			}
			BMF_DrawCharacter(m_font, *p);
		}
		xco += 1;
		yco += 1;
	}

	// Restore view settings
	glMatrixMode(GL_PROJECTION);
	glPopMatrix();
	glMatrixMode(GL_MODELVIEW);
	glPopMatrix();

	// Restore OpenGL Settings
	fog ? ::glEnable(GL_FOG) : ::glDisable(GL_FOG);
	texture2D ? ::glEnable(GL_TEXTURE_2D) : ::glDisable(GL_TEXTURE_2D);
}

/**
 * Copied from KX_BlenderRenderTools.cpp in KX_blenderhook
 * Renders text into a (series of) polygon(s), using a texture font,
 * Each character consists of one polygon (one quad or two triangles)
 */
void GPC_RenderTools::RenderText(
	int mode,
	RAS_IPolyMaterial* polymat,
	float v1[3], float v2[3], float v3[3], float v4[3])
{
	STR_String mytext = ((CValue*)m_clientobject)->GetPropertyText("Text");
	
	GPC_PolygonMaterial* blenderpoly = (GPC_PolygonMaterial*)polymat;
	struct TFace* tface = blenderpoly->GetTFace();
	
	BL_RenderText(mode, mytext, mytext.Length(), tface, v1, v2, v3, v4);
}



/**
 * Copied from KX_BlenderGL.cpp in KX_blenderhook
 */
void GPC_RenderTools::BL_RenderText(
	int mode,
	const char* textstr,
	int textlen,
	struct TFace* tface,
	float v1[3],float v2[3],float v3[3],float v4[3])
{
	struct Image* ima;

	if (mode & TF_BMFONT) {
			//char string[MAX_PROPSTRING];
//			float tmat[4][4];
			int characters, index, character;
			float centerx, centery, sizex, sizey, transx, transy, movex, movey, advance;
			
//			bProperty *prop;

			// string = "Frank van Beek";

			characters = textlen;

			ima = (struct Image*) tface->tpage;
			if (ima == NULL) {
				characters = 0;
			}

			glPushMatrix();
			for (index = 0; index < characters; index++) {
				// lets calculate offset stuff
				character = textstr[index];
				
				// space starts at offset 1
				// character = character - ' ' + 1;
				
				matrixGlyph(ima->ibuf, character, & centerx, &centery, &sizex, &sizey, &transx, &transy, &movex, &movey, &advance);
				
				glBegin(GL_POLYGON);
				// printf(" %c %f %f %f %f\n", character, tface->uv[0][0], tface->uv[0][1], );
				// glTexCoord2f((tface->uv[0][0] - centerx) * sizex + transx, (tface->uv[0][1] - centery) * sizey + transy);
				glTexCoord2f((tface->uv[0][0] - centerx) * sizex + transx, (tface->uv[0][1] - centery) * sizey + transy);

				BL_spack(tface->col[0]);
				// glVertex3fv(v1);
				glVertex3f(sizex * v1[0] + movex, sizey * v1[1] + movey, v1[2]);
				
				glTexCoord2f((tface->uv[1][0] - centerx) * sizex + transx, (tface->uv[1][1] - centery) * sizey + transy);
				BL_spack(tface->col[1]);
				// glVertex3fv(v2);
				glVertex3f(sizex * v2[0] + movex, sizey * v2[1] + movey, v2[2]);
	
				glTexCoord2f((tface->uv[2][0] - centerx) * sizex + transx, (tface->uv[2][1] - centery) * sizey + transy);
				BL_spack(tface->col[2]);
				// glVertex3fv(v3);
				glVertex3f(sizex * v3[0] + movex, sizey * v3[1] + movey, v3[2]);
	
				if(v4) {
					// glTexCoord2f((tface->uv[3][0] - centerx) * sizex + transx, 1.0 - (1.0 - tface->uv[3][1]) * sizey - transy);
					glTexCoord2f((tface->uv[3][0] - centerx) * sizex + transx, (tface->uv[3][1] - centery) * sizey + transy);
					BL_spack(tface->col[3]);
					// glVertex3fv(v4);
					glVertex3f(sizex * v4[0] + movex, sizey * v4[1] + movey, v4[2]);
				}
				glEnd();

				glTranslatef(advance, 0.0, 0.0);
			}
			glPopMatrix();

		}
}


RAS_IPolyMaterial* GPC_RenderTools::CreateBlenderPolyMaterial(
			const STR_String &texname,
			bool ba,const STR_String& matname,int tile,int tilexrep,int tileyrep,int mode,int transparant,int lightlayer
			,bool bIsTriangle,void* clientobject,void* tface)
{
	return new GPC_PolygonMaterial(texname, ba,matname,tile,tilexrep,tileyrep,
			mode,transparant,lightlayer,bIsTriangle,clientobject,tface);
}


int GPC_RenderTools::applyLights(int objectlayer)
{
// taken from blender source, incompatibility between Blender Object / GameObject	

	int count;
	float vec[4];
	
	vec[3]= 1.0;
	
	for(count=0; count<8; count++)
		glDisable((GLenum)(GL_LIGHT0+count));
	
	count= 0;

	//std::vector<struct	RAS_LightObject*> m_lights;
	std::vector<struct	RAS_LightObject*>::iterator lit = m_lights.begin();

	
	for (lit = m_lights.begin(); !(lit==m_lights.end()); ++lit)
	{
		RAS_LightObject* lightdata = (*lit);
		if (lightdata->m_layer & objectlayer)
		{

			glPushMatrix();
			glLoadMatrixf(m_viewmat);
			
			
			vec[0] = (*(lightdata->m_worldmatrix))(0,3);
			vec[1] = (*(lightdata->m_worldmatrix))(1,3);
			vec[2] = (*(lightdata->m_worldmatrix))(2,3);
			vec[3] = 1;


			if(lightdata->m_type==RAS_LightObject::LIGHT_SUN) {
				
				vec[0] = (*(lightdata->m_worldmatrix))(0,2);
				vec[1] = (*(lightdata->m_worldmatrix))(1,2);
				vec[2] = (*(lightdata->m_worldmatrix))(2,2);
				//vec[0]= base->object->obmat[2][0];
				//vec[1]= base->object->obmat[2][1];
				//vec[2]= base->object->obmat[2][2];
				vec[3]= 0.0;
				glLightfv((GLenum)(GL_LIGHT0+count), GL_POSITION, vec); 
			}
			else {
				//vec[3]= 1.0;
				glLightfv((GLenum)(GL_LIGHT0+count), GL_POSITION, vec); 
				glLightf((GLenum)(GL_LIGHT0+count), GL_CONSTANT_ATTENUATION, 1.0);
				glLightf((GLenum)(GL_LIGHT0+count), GL_LINEAR_ATTENUATION, lightdata->m_att1/lightdata->m_distance);
						// without this next line it looks backward compatible.
						//attennuation still is acceptable 
						// glLightf((GLenum)(GL_LIGHT0+count), GL_QUADRATIC_ATTENUATION, la->att2/(la->dist*la->dist)); 
				
				if(lightdata->m_type==RAS_LightObject::LIGHT_SPOT) {
					vec[0] = -(*(lightdata->m_worldmatrix))(0,2);
					vec[1] = -(*(lightdata->m_worldmatrix))(1,2);
					vec[2] = -(*(lightdata->m_worldmatrix))(2,2);
					//vec[0]= -base->object->obmat[2][0];
					//vec[1]= -base->object->obmat[2][1];
					//vec[2]= -base->object->obmat[2][2];
					glLightfv((GLenum)(GL_LIGHT0+count), GL_SPOT_DIRECTION, vec);
					glLightf((GLenum)(GL_LIGHT0+count), GL_SPOT_CUTOFF, lightdata->m_spotsize/2.0);
					glLightf((GLenum)(GL_LIGHT0+count), GL_SPOT_EXPONENT, 128.0*lightdata->m_spotblend);
				}
				else glLightf((GLenum)(GL_LIGHT0+count), GL_SPOT_CUTOFF, 180.0);
			}
			
			vec[0]= lightdata->m_energy*lightdata->m_red;
			vec[1]= lightdata->m_energy*lightdata->m_green;
			vec[2]= lightdata->m_energy*lightdata->m_blue;
			vec[3]= 1.0;
			glLightfv((GLenum)(GL_LIGHT0+count), GL_DIFFUSE, vec); 
			glLightfv((GLenum)(GL_LIGHT0+count), GL_SPECULAR, vec);
			glEnable((GLenum)(GL_LIGHT0+count));

			glPopMatrix();

			count++;
			if(count>7) 
				break;
		}
	}

	return count;

}


void GPC_RenderTools::applyTransform(RAS_IRasterizer* rasty,double* oglmatrix,int objectdrawmode )
{
	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 = rasty->GetCameraPosition();
		MT_Vector3 dir = (campos - objpos).safe_normalized();
		MT_Vector3 up(0,0,1.0);

		KX_GameObject* gameobj = (KX_GameObject*) this->m_clientobject;
		// get scaling of halo object
		MT_Vector3  size = gameobj->GetSGNode()->GetLocalScale();
		
		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 = (left.cross(up)).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!
			KX_GameObject* gameobj = (KX_GameObject*) this->m_clientobject;
			MT_Point3 frompoint(oglmatrix[12],oglmatrix[13],oglmatrix[14]);
			MT_Vector3 direction = MT_Vector3(0,0,-1);

			
			direction.normalize();
			direction *= 100000;

			MT_Point3 topoint = frompoint + direction;
			MT_Point3 resultpoint;
			MT_Vector3 resultnormal;

			//todo: replace by physicsenvironment raycast

			//SM_Scene* scene = (SM_Scene*) m_auxilaryClientInfo;

			SM_Object* hitObj = 0;
			//scene->rayTest(gameobj->GetSumoObject(),frompoint,topoint,
			//										 resultpoint, resultnormal);

			
			if (hitObj)
			{
				MT_Vector3 left(oglmatrix[0],oglmatrix[1],oglmatrix[2]);
				MT_Vector3 dir = -(left.cross(resultnormal)).normalized();
				left = (dir.cross(resultnormal)).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(maat);
					//	glMultMatrixd(oglmatrix);
			} else
			{
				glMultMatrixd(oglmatrix);
			}

			
		} else
		{

			// 'normal' object
			glMultMatrixd(oglmatrix);
		}
	}
}