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
104 lines
3.0 KiB
C++
104 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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void *m_lastauxinfo;
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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(RAS_IRasterizer *rasty);
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void DisableOpenGLLights();
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void ProcessLighting(RAS_IRasterizer *rasty, bool uselights, 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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