704fef314a
* Fix issue with add transparency mode with blender materials. * Possible fix at frontface flip in the game engine. * Fix color buffering clearing for multiple viewports, it used to clear as if there was one. * Fix for zoom level in user defined viewports, it was based on the full window before, now it is based on the viewport itself. * For user defined viewports, always use Expose instead of Letterbox with bars, the latter doesn't make sense then.
388 lines
9.5 KiB
C++
388 lines
9.5 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_IRASTERIZER
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#define __RAS_IRASTERIZER
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#ifdef WIN32
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#pragma warning (disable:4786)
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#endif
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#include "STR_HashedString.h"
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#include "MT_CmMatrix4x4.h"
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#include "MT_Matrix4x4.h"
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#include "RAS_TexVert.h"
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#include <vector>
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using namespace std;
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class RAS_ICanvas;
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class RAS_IPolyMaterial;
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typedef vector<unsigned short> KX_IndexArray;
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typedef vector<RAS_TexVert> KX_VertexArray;
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typedef vector< KX_VertexArray* > vecVertexArray;
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typedef vector< KX_IndexArray* > vecIndexArrays;
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/**
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* 3D rendering device context interface.
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*/
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class RAS_IRasterizer
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{
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public:
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RAS_IRasterizer(RAS_ICanvas* canv){};
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virtual ~RAS_IRasterizer(){};
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/**
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*/
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enum {
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RAS_RENDER_3DPOLYGON_TEXT = 16384
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};
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/**
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* Drawing types
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*/
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enum DrawType {
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KX_BOUNDINGBOX = 1,
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KX_WIREFRAME,
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KX_SOLID,
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KX_SHADED,
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KX_TEXTURED,
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KX_SHADOW
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};
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/**
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* Drawing modes
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*/
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enum DrawMode {
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KX_MODE_LINES = 1,
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KX_MODE_TRIANGLES,
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KX_MODE_QUADS
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};
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/**
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* Valid SetDepthMask parameters
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*/
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enum DepthMask {
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KX_DEPTHMASK_ENABLED =1,
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KX_DEPTHMASK_DISABLED
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};
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/**
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*/
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enum {
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KX_TWOSIDE = 512,
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KX_LINES = 32768
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};
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/**
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* Stereo mode types
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*/
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enum StereoMode {
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RAS_STEREO_NOSTEREO = 1,
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RAS_STEREO_QUADBUFFERED,
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RAS_STEREO_ABOVEBELOW,
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RAS_STEREO_INTERLACED,
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RAS_STEREO_ANAGLYPH,
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RAS_STEREO_SIDEBYSIDE,
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RAS_STEREO_VINTERLACE,
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RAS_STEREO_MAXSTEREO
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};
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/**
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* Texture gen modes.
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*/
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enum TexCoGen {
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RAS_TEXCO_GEN, //< GPU will generate texture coordinates
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RAS_TEXCO_ORCO, //< Vertex coordinates (object space)
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RAS_TEXCO_GLOB, //< Vertex coordinates (world space)
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RAS_TEXCO_UV1, //< UV coordinates
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RAS_TEXCO_OBJECT, //< Use another object's position as coordinates
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RAS_TEXCO_LAVECTOR, //< Light vector as coordinates
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RAS_TEXCO_VIEW, //< View vector as coordinates
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RAS_TEXCO_STICKY, //< Sticky coordinates
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RAS_TEXCO_WINDOW, //< Window coordinates
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RAS_TEXCO_NORM, //< Normal coordinates
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RAS_TEXTANGENT, //<
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RAS_TEXCO_UV2, //<
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RAS_TEXCO_VCOL, //< Vertex Color
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RAS_TEXCO_DISABLE //< Disable this texture unit (cached)
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};
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/**
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* Render pass identifiers for stereo.
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*/
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enum StereoEye {
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RAS_STEREO_LEFTEYE = 1,
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RAS_STEREO_RIGHTEYE
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};
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/**
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* SetDepthMask enables or disables writing a fragment's depth value
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* to the Z buffer.
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*/
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virtual void SetDepthMask(DepthMask depthmask)=0;
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/**
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* SetMaterial sets the material settings for subsequent primitives
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* to be rendered with.
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* The material will be cached.
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*/
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virtual bool SetMaterial(const RAS_IPolyMaterial& mat)=0;
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/**
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* Init initialises the renderer.
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*/
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virtual bool Init()=0;
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/**
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* Exit cleans up the renderer.
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*/
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virtual void Exit()=0;
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/**
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* BeginFrame is called at the start of each frame.
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*/
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virtual bool BeginFrame(int drawingmode, double time)=0;
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/**
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* ClearColorBuffer clears the color buffer.
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*/
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virtual void ClearColorBuffer()=0;
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/**
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* ClearDepthBuffer clears the depth buffer.
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*/
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virtual void ClearDepthBuffer()=0;
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/**
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* ClearCachingInfo clears the currently cached material.
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*/
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virtual void ClearCachingInfo(void)=0;
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/**
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* EndFrame is called at the end of each frame.
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*/
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virtual void EndFrame()=0;
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/**
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* SetRenderArea sets the render area from the 2d canvas.
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* Returns true if only of subset of the canvas is used.
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*/
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virtual void SetRenderArea()=0;
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// Stereo Functions
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/**
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* SetStereoMode will set the stereo mode
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*/
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virtual void SetStereoMode(const StereoMode stereomode)=0;
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/**
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* Stereo can be used to query if the rasterizer is in stereo mode.
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* @return true if stereo mode is enabled.
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*/
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virtual bool Stereo()=0;
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virtual bool InterlacedStereo()=0;
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/**
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* Sets which eye buffer subsequent primitives will be rendered to.
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*/
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virtual void SetEye(const StereoEye eye)=0;
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virtual StereoEye GetEye()=0;
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/**
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* Sets the distance between eyes for stereo mode.
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*/
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virtual void SetEyeSeparation(const float eyeseparation)=0;
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virtual float GetEyeSeparation() = 0;
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/**
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* Sets the focal length for stereo mode.
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*/
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virtual void SetFocalLength(const float focallength)=0;
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virtual float GetFocalLength() = 0;
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/**
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* SwapBuffers swaps the back buffer with the front buffer.
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*/
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virtual void SwapBuffers()=0;
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// Drawing Functions
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/**
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* IndexPrimitives: Renders primitives from mesh slot.
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*/
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virtual void IndexPrimitives(class RAS_MeshSlot& ms)=0;
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virtual void IndexPrimitivesMulti(class RAS_MeshSlot& ms)=0;
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/**
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* IndexPrimitives_3DText will render text into the polygons.
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* The text to be rendered is from @param rendertools client object's text property.
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*/
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virtual void IndexPrimitives_3DText(class RAS_MeshSlot& ms,
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class RAS_IPolyMaterial* polymat,
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class RAS_IRenderTools* rendertools)=0;
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virtual void SetProjectionMatrix(MT_CmMatrix4x4 & mat)=0;
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/* This one should become our final version, methinks. */
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/**
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* Set the projection matrix for the rasterizer. This projects
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* from camera coordinates to window coordinates.
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* @param mat The projection matrix.
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*/
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virtual void SetProjectionMatrix(const MT_Matrix4x4 & mat)=0;
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/**
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* Sets the modelview matrix.
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*/
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virtual void SetViewMatrix(const MT_Matrix4x4 & mat,
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const MT_Vector3& campos,
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const MT_Point3 &camLoc,
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const MT_Quaternion &camOrientQuat)=0;
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/**
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*/
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virtual const MT_Point3& GetCameraPosition()=0;
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/**
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*/
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virtual void SetFog(float start,
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float dist,
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float r,
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float g,
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float b)=0;
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virtual void SetFogColor(float r,
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float g,
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float b)=0;
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virtual void SetFogStart(float start)=0;
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/**
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*/
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virtual void SetFogEnd(float end)=0;
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/**
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*/
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virtual void DisplayFog()=0;
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/**
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*/
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virtual void DisableFog()=0;
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virtual void SetBackColor(float red,
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float green,
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float blue,
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float alpha)=0;
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/**
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* @param drawingmode = KX_BOUNDINGBOX, KX_WIREFRAME, KX_SOLID, KX_SHADED or KX_TEXTURED.
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*/
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virtual void SetDrawingMode(int drawingmode)=0;
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/**
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* @return the current drawing mode: KX_BOUNDINGBOX, KX_WIREFRAME, KX_SOLID, KX_SHADED or KX_TEXTURED.
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*/
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virtual int GetDrawingMode()=0;
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/**
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* Sets face culling
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*/
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virtual void SetCullFace(bool enable)=0;
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/**
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* Sets wireframe mode.
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*/
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virtual void SetLines(bool enable)=0;
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/**
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*/
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virtual double GetTime()=0;
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/**
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* Generates a projection matrix from the specified frustum.
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* @param left the left clipping plane
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* @param right the right clipping plane
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* @param bottom the bottom clipping plane
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* @param top the top clipping plane
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* @param frustnear the near clipping plane
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* @param frustfar the far clipping plane
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* @return a 4x4 matrix representing the projection transform.
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*/
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virtual MT_Matrix4x4 GetFrustumMatrix(
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float left,
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float right,
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float bottom,
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float top,
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float frustnear,
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float frustfar,
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float focallength = 0.0f,
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bool perspective = true
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)=0;
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/**
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* Sets the specular color component of the lighting equation.
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*/
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virtual void SetSpecularity(float specX,
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float specY,
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float specZ,
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float specval)=0;
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/**
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* Sets the specular exponent component of the lighting equation.
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*/
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virtual void SetShinyness(float shiny)=0;
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/**
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* Sets the diffuse color component of the lighting equation.
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*/
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virtual void SetDiffuse(float difX,
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float difY,
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float difZ,
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float diffuse)=0;
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/**
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* Sets the emissive color component of the lighting equation.
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*/
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virtual void SetEmissive(float eX,
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float eY,
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float eZ,
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float e
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)=0;
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virtual void SetAmbientColor(float red, float green, float blue)=0;
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virtual void SetAmbient(float factor)=0;
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/**
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* Sets a polygon offset. z depth will be: z1 = mult*z0 + add
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*/
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virtual void SetPolygonOffset(float mult, float add) = 0;
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virtual void DrawDebugLine(const MT_Vector3& from,const MT_Vector3& to,const MT_Vector3& color)=0;
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virtual void SetTexCoordNum(int num) = 0;
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virtual void SetAttribNum(int num) = 0;
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virtual void SetTexCoord(TexCoGen coords, int unit) = 0;
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virtual void SetAttrib(TexCoGen coords, int unit) = 0;
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virtual const MT_Matrix4x4& GetViewMatrix() const = 0;
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virtual const MT_Matrix4x4& GetViewInvMatrix() const = 0;
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virtual bool QueryLists(){return false;}
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virtual bool QueryArrays(){return false;}
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virtual void EnableMotionBlur(float motionblurvalue)=0;
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virtual void DisableMotionBlur()=0;
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virtual float GetMotionBlurValue()=0;
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virtual int GetMotionBlurState()=0;
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virtual void SetMotionBlurState(int newstate)=0;
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virtual void SetBlendingMode(int blendmode)=0;
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virtual void SetFrontFace(bool ccw)=0;
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};
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#endif //__RAS_IRASTERIZER
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