ce8badeb18
other scenes, for texture face / multitexture materials. Fix for bug #18428: BGE lights on hidden layers were still used, for all material types, now they have no effect
189 lines
3.4 KiB
C++
189 lines
3.4 KiB
C++
/**
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* $Id$
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*
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* ***** BEGIN GPL LICENSE BLOCK *****
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*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software Foundation,
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* Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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*
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* The Original Code is Copyright (C) 2001-2002 by NaN Holding BV.
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* All rights reserved.
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*
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* The Original Code is: all of this file.
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*
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* Contributor(s): none yet.
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*
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* ***** END GPL LICENSE BLOCK *****
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*/
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#ifndef __RAS_IRENDERTOOLS
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#define __RAS_IRENDERTOOLS
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#include "MT_Transform.h"
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#include "RAS_IRasterizer.h"
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#include "RAS_2DFilterManager.h"
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#include <vector>
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#include <algorithm>
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class RAS_IPolyMaterial;
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struct RAS_LightObject;
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class RAS_IRenderTools
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{
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protected:
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void* m_clientobject;
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void* m_auxilaryClientInfo;
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std::vector<struct RAS_LightObject*> m_lights;
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RAS_2DFilterManager m_filtermanager;
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public:
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enum RAS_TEXT_RENDER_MODE {
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RAS_TEXT_RENDER_NODEF = 0,
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RAS_TEXT_NORMAL,
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RAS_TEXT_PADDED,
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RAS_TEXT_MAX
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};
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RAS_IRenderTools(
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) :
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m_clientobject(NULL)
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{
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};
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virtual
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~RAS_IRenderTools(
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) {};
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virtual
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void
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BeginFrame(
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RAS_IRasterizer* rasty
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)=0;
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virtual
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void
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EndFrame(
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RAS_IRasterizer* rasty
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)=0;
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// the following function was formerly called 'Render'
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// by it doesn't render anymore
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// It only sets the transform for the rasterizer
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// so must be renamed to 'applyTransform' or something
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virtual
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void
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applyTransform(
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class RAS_IRasterizer* rasty,
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double* oglmatrix,
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int drawingmode
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)=0;
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/**
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* Renders 2D text string.
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* @param mode The type of text
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* @param text The string to render.
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* @param xco Position on the screen (origin in lower left corner).
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* @param yco Position on the screen (origin in lower left corner).
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* @param width Width of the canvas to draw to.
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* @param height Height of the canvas to draw to.
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*/
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virtual
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void
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RenderText2D(
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RAS_TEXT_RENDER_MODE mode,
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const char* text,
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int xco,
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int yco,
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int width,
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int height
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) = 0;
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// 3d text, mapped on polygon
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virtual
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void
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RenderText(
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int mode,
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RAS_IPolyMaterial* polymat,
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float v1[3],
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float v2[3],
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float v3[3],
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float v4[3],
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int glattrib
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)=0;
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virtual
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void
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ProcessLighting(
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RAS_IRasterizer *rasty,
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bool uselights,
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const MT_Transform& trans
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)=0;
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virtual
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void
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SetClientObject(
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RAS_IRasterizer* rasty,
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void* obj
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);
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void
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SetAuxilaryClientInfo(
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void* inf
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);
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virtual
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void
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PushMatrix(
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)=0;
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virtual
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void
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PopMatrix(
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)=0;
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virtual
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void
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AddLight(
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struct RAS_LightObject* lightobject
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);
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virtual
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void
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RemoveLight(
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struct RAS_LightObject* lightobject
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);
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virtual
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void
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MotionBlur(RAS_IRasterizer* rasterizer)=0;
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virtual
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void
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Update2DFilter(vector<STR_String>& propNames, void* gameObj, RAS_2DFilterManager::RAS_2DFILTER_MODE filtermode, int pass, STR_String& text)=0;
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virtual
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void
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Render2DFilters(RAS_ICanvas* canvas)=0;
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};
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#endif //__RAS_IRENDERTOOLS
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