e0189e3a96
this gameengine source file that depends on it.
273 lines
6.4 KiB
C++
273 lines
6.4 KiB
C++
/**
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* $Id$
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* ***** BEGIN GPL/BL DUAL 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. The Blender
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* Foundation also sells licenses for use in proprietary software under
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* the Blender License. See http://www.blender.org/BL/ for information
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* about this.
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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/BL DUAL LICENSE BLOCK *****
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*/
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#include "KX_BlenderGL.h"
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#ifdef HAVE_CONFIG_H
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#include <config.h>
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#endif
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/*
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* This little block needed for linking to Blender...
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*/
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#ifdef WIN32
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#include "BLI_winstuff.h"
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#endif
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#include <stdlib.h>
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#include <string.h>
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#include "BMF_Api.h"
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/* Data types encoding the game world: */
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#include "DNA_object_types.h"
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#include "DNA_scene_types.h"
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#include "DNA_screen_types.h"
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#include "DNA_camera_types.h"
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#include "DNA_world_types.h"
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#include "DNA_mesh_types.h"
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#include "DNA_meshdata_types.h"
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#include "DNA_image_types.h"
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#include "DNA_view3d_types.h"
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#include "DNA_material_types.h"
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#include "BKE_global.h"
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#include "BKE_bmfont.h"
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#include "BIF_gl.h"
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extern "C" {
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#include "BDR_drawmesh.h"
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#include "BIF_mywindow.h"
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#include "BIF_toolbox.h"
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#include "BIF_graphics.h" /* For CURSOR_NONE CURSOR_WAIT CURSOR_STD */
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}
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/* end of blender block */
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#ifdef __APPLE__
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#include <OpenGL/gl.h>
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#else
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#include <GL/gl.h>
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#endif
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/* was in drawmesh.c */
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void spack(unsigned int ucol)
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{
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char *cp= (char *)&ucol;
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glColor3ub(cp[3], cp[2], cp[1]);
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}
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void BL_warp_pointer(int x,int y)
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{
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warp_pointer(x,y);
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}
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void BL_SwapBuffers()
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{
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myswapbuffers();
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}
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void BL_RenderText(int mode,const char* textstr,int textlen,struct TFace* tface,
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float v1[3],float v2[3],float v3[3],float v4[3])
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{
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Image* ima;
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if(mode & TF_BMFONT) {
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//char string[MAX_PROPSTRING];
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int characters, index, character;
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float centerx, centery, sizex, sizey, transx, transy, movex, movey, advance;
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// bProperty *prop;
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// string = "Frank van Beek";
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characters = textlen;
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ima = (struct Image*) tface->tpage;
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if (ima == NULL) {
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characters = 0;
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}
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glPushMatrix();
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for (index = 0; index < characters; index++) {
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// lets calculate offset stuff
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character = textstr[index];
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// space starts at offset 1
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// character = character - ' ' + 1;
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matrixGlyph(ima->ibuf, character, & centerx, ¢ery, &sizex, &sizey, &transx, &transy, &movex, &movey, &advance);
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glBegin(GL_POLYGON);
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// printf(" %c %f %f %f %f\n", character, tface->uv[0][0], tface->uv[0][1], );
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// glTexCoord2f((tface->uv[0][0] - centerx) * sizex + transx, (tface->uv[0][1] - centery) * sizey + transy);
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glTexCoord2f((tface->uv[0][0] - centerx) * sizex + transx, (tface->uv[0][1] - centery) * sizey + transy);
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spack(tface->col[0]);
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// glVertex3fv(v1);
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glVertex3f(sizex * v1[0] + movex, sizey * v1[1] + movey, v1[2]);
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glTexCoord2f((tface->uv[1][0] - centerx) * sizex + transx, (tface->uv[1][1] - centery) * sizey + transy);
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spack(tface->col[1]);
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// glVertex3fv(v2);
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glVertex3f(sizex * v2[0] + movex, sizey * v2[1] + movey, v2[2]);
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glTexCoord2f((tface->uv[2][0] - centerx) * sizex + transx, (tface->uv[2][1] - centery) * sizey + transy);
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spack(tface->col[2]);
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// glVertex3fv(v3);
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glVertex3f(sizex * v3[0] + movex, sizey * v3[1] + movey, v3[2]);
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if(v4) {
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// glTexCoord2f((tface->uv[3][0] - centerx) * sizex + transx, 1.0 - (1.0 - tface->uv[3][1]) * sizey - transy);
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glTexCoord2f((tface->uv[3][0] - centerx) * sizex + transx, (tface->uv[3][1] - centery) * sizey + transy);
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spack(tface->col[3]);
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// glVertex3fv(v4);
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glVertex3f(sizex * v4[0] + movex, sizey * v4[1] + movey, v4[2]);
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}
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glEnd();
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glTranslatef(advance, 0.0, 0.0);
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}
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glPopMatrix();
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}
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}
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void BL_print_gamedebug_line(char* text, int xco, int yco, int width, int height)
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{
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/* gl prepping */
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glDisable(GL_TEXTURE_2D);
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glMatrixMode(GL_PROJECTION);
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glPushMatrix();
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glLoadIdentity();
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glOrtho(0, width,
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0, height, 0, 1);
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glMatrixMode(GL_MODELVIEW);
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glPushMatrix();
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glLoadIdentity();
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glMatrixMode(GL_TEXTURE);
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glPushMatrix();
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glLoadIdentity();
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/* the actual drawing */
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glColor3ub(255, 255, 255);
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glRasterPos2s(xco, height-yco);
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BMF_DrawString(G.fonts, text);
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glMatrixMode(GL_TEXTURE);
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glPopMatrix();
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glMatrixMode(GL_PROJECTION);
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glPopMatrix();
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glMatrixMode(GL_MODELVIEW);
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glPopMatrix();
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glEnable(GL_DEPTH_TEST);
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}
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void BL_print_gamedebug_line_padded(char* text, int xco, int yco, int width, int height)
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{
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/* This is a rather important line :( The gl-mode hasn't been left
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* behind quite as neatly as we'd have wanted to. I don't know
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* what cause it, though :/ .*/
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glDisable(GL_TEXTURE_2D);
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glMatrixMode(GL_PROJECTION);
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glPushMatrix();
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glLoadIdentity();
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glOrtho(0, width,
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0, height, 0, 1);
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glMatrixMode(GL_MODELVIEW);
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glPushMatrix();
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glLoadIdentity();
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glMatrixMode(GL_TEXTURE);
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glPushMatrix();
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glLoadIdentity();
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/* draw in black first*/
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glColor3ub(0, 0, 0);
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glRasterPos2s(xco+1, height-yco-1);
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BMF_DrawString(G.fonts, text);
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glColor3ub(255, 255, 255);
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glRasterPos2s(xco, height-yco);
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BMF_DrawString(G.fonts, text);
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glMatrixMode(GL_TEXTURE);
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glPopMatrix();
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glMatrixMode(GL_PROJECTION);
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glPopMatrix();
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glMatrixMode(GL_MODELVIEW);
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glPopMatrix();
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glEnable(GL_DEPTH_TEST);
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}
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void BL_HideMouse()
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{
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set_cursor(CURSOR_NONE);
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}
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void BL_WaitMouse()
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{
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set_cursor(CURSOR_WAIT);
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}
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void BL_NormalMouse()
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{
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set_cursor(CURSOR_STD);
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}
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#define MAX_FILE_LENGTH 512
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void BL_MakeScreenShot(struct ScrArea *area, const char* filename)
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{
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char copyfilename[MAX_FILE_LENGTH];
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strcpy(copyfilename,filename);
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// filename read - only
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/* XXX will need to change at some point */
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BIF_screendump(0);
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// write+read filename
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write_screendump((char*) copyfilename);
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}
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