cb89decfdc
the features that are needed to run the game. Compile tested with scons, make, but not cmake, that seems to have an issue not related to these changes. The changes include: * GLSL support in the viewport and game engine, enable in the game menu in textured draw mode. * Synced and merged part of the duplicated blender and gameengine/ gameplayer drawing code. * Further refactoring of game engine drawing code, especially mesh storage changed a lot. * Optimizations in game engine armatures to avoid recomputations. * A python function to get the framerate estimate in game. * An option take object color into account in materials. * An option to restrict shadow casters to a lamp's layers. * Increase from 10 to 18 texture slots for materials, lamps, word. An extra texture slot shows up once the last slot is used. * Memory limit for undo, not enabled by default yet because it needs the .B.blend to be changed. * Multiple undo for image painting. * An offset for dupligroups, so not all objects in a group have to be at the origin.
103 lines
3.0 KiB
C++
103 lines
3.0 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 __KX_BLENDERRENDERTOOLS
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#define __KX_BLENDERRENDERTOOLS
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#ifdef WIN32
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// don't show stl-warnings
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#pragma warning (disable:4786)
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#endif
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#include "RAS_IRenderTools.h"
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struct KX_ClientObjectInfo;
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class KX_RayCast;
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/* BlenderRenderTools are a set of tools to apply 2D/3D graphics effects, which
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* are not part of the (polygon) Rasterizer. Effects like 2D text, 3D (polygon)
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* text, lighting.
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*
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* Most of this code is duplicated in GPC_RenderTools, so this should be
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* moved to some common location to avoid duplication. */
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class KX_BlenderRenderTools : public RAS_IRenderTools
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{
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int m_lastlightlayer;
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bool m_lastlighting;
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static unsigned int m_numgllights;
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public:
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KX_BlenderRenderTools();
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virtual ~KX_BlenderRenderTools();
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void EndFrame(RAS_IRasterizer* rasty);
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void BeginFrame(RAS_IRasterizer* rasty);
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void EnableOpenGLLights();
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void DisableOpenGLLights();
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void ProcessLighting(int layer, const MT_Transform& viewmat);
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void RenderText2D(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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void RenderText(int mode,
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class 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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void applyTransform(RAS_IRasterizer* rasty, double* oglmatrix, int objectdrawmode);
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int applyLights(int objectlayer, const MT_Transform& viewmat);
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void PushMatrix();
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void PopMatrix();
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bool RayHit(KX_ClientObjectInfo* client, class KX_RayCast* result, void * const data);
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bool NeedRayCast(KX_ClientObjectInfo*) { return true; }
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virtual void MotionBlur(RAS_IRasterizer* rasterizer);
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virtual void Update2DFilter(vector<STR_String>& propNames, void* gameObj, RAS_2DFilterManager::RAS_2DFILTER_MODE filtermode, int pass, STR_String& text);
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virtual void Render2DFilters(RAS_ICanvas* canvas);
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virtual void SetClientObject(RAS_IRasterizer *rasty, void* obj);
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};
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#endif //__KX_BLENDERRENDERTOOLS
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