blender/source/gameengine/BlenderRoutines/KX_BlenderGL.cpp
Daniel Dunbar aedf456938 - split the data structures that actually constitute a mesh
(MVert,MFace,etc) off into DNA_meshdata_types.h, to isolate areas
    of source that actually edit mesh *data* vs. areas that just edit
    mesh object information.
2004-03-20 22:55:42 +00:00

267 lines
6.3 KiB
C++

/**
* $Id$
* ***** 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 *****
*/
#include "KX_BlenderGL.h"
#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 "BMF_Api.h"
/* 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 "BKE_global.h"
#include "BKE_bmfont.h"
#include "BIF_gl.h"
extern "C" {
#include "BDR_drawmesh.h"
#include "BIF_mywindow.h"
#include "BIF_toolbox.h"
#include "BIF_graphics.h" /* For CURSOR_NONE CURSOR_WAIT CURSOR_STD */
}
/* end of blender block */
#ifdef __APPLE__
#include <OpenGL/gl.h>
#else
#include <GL/gl.h>
#endif
void BL_warp_pointer(int x,int y)
{
warp_pointer(x,y);
}
void BL_SwapBuffers()
{
myswapbuffers();
}
void BL_RenderText(int mode,const char* textstr,int textlen,struct TFace* tface,
float v1[3],float v2[3],float v3[3],float v4[3])
{
Image* ima;
if(mode & TF_BMFONT) {
//char string[MAX_PROPSTRING];
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);
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);
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);
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);
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();
}
}
void BL_print_gamedebug_line(char* text, int xco, int yco, int width, int height)
{
/* gl prepping */
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);
glRasterPos2s(xco, height-yco);
BMF_DrawString(G.fonts, 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 :/ .*/
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);
glRasterPos2s(xco+1, height-yco-1);
BMF_DrawString(G.fonts, text);
glColor3ub(255, 255, 255);
glRasterPos2s(xco, height-yco);
BMF_DrawString(G.fonts, text);
glMatrixMode(GL_TEXTURE);
glPopMatrix();
glMatrixMode(GL_PROJECTION);
glPopMatrix();
glMatrixMode(GL_MODELVIEW);
glPopMatrix();
glEnable(GL_DEPTH_TEST);
}
void BL_HideMouse()
{
set_cursor(CURSOR_NONE);
}
void BL_WaitMouse()
{
set_cursor(CURSOR_WAIT);
}
void BL_NormalMouse()
{
set_cursor(CURSOR_STD);
}
#define MAX_FILE_LENGTH 512
void BL_MakeScreenShot(struct ScrArea *area, const char* filename)
{
char copyfilename[MAX_FILE_LENGTH];
strcpy(copyfilename,filename);
// filename read - only
/* XXX will need to change at some point */
BIF_screendump();
/* BIF_screendump(area); */
// write+read filename
write_screendump((char*) copyfilename);
}