blender/source/gameengine/BlenderRoutines/KX_BlenderRenderTools.cpp
Nathan Letwory 00291b5cf4 [GameEngine] Commit all Kester's changes made to the gameengine to restore 2.25 like physics.
[SCons] Build with Solid as default when enabling the gameengine in the build process
[SCons] Build solid and qhull from the extern directory and link statically against them

That was about it.

There are a few things that needs double checking:

* Makefiles
* Projectfiles
* All the other systems than Linux and Windows on which the build (with scons) has been successfully tested.
2004-03-22 22:02:18 +00:00

426 lines
11 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_BlenderRenderTools.h"
#ifdef HAVE_CONFIG_H
#include <config.h>
#endif
#ifdef WIN32
// OpenGL gl.h needs 'windows.h' on windows platforms
#include <windows.h>
#endif //WIN32
#ifdef __APPLE__
#include <OpenGL/gl.h>
#else
#include <GL/gl.h>
#endif
#include "RAS_IRenderTools.h"
#include "RAS_IRasterizer.h"
#include "RAS_LightObject.h"
#include "RAS_ICanvas.h"
// next two includes/dependencies come from the shadow feature
// it needs the gameobject and the sumo physics scene for a raycast
#include "KX_GameObject.h"
#include "KX_BlenderPolyMaterial.h"
#include "Value.h"
#include "KX_BlenderGL.h" // for text printing
#include "STR_String.h"
#include "RAS_BucketManager.h" // for polymaterial (needed for textprinting)
#include "SM_Scene.h"
#include "SumoPhysicsEnvironment.h"
#include "KX_SumoPhysicsController.h"
#include "KX_Scene.h"
KX_BlenderRenderTools::KX_BlenderRenderTools()
{
}
/**
ProcessLighting performs lighting on objects. the layer is a bitfield that contains layer information.
There are 20 'official' layers in blender.
A light is applied on an object only when they are in the same layer.
OpenGL has a maximum of 8 lights (simultaneous), so 20 * 8 lights are possible in a scene.
*/
int KX_BlenderRenderTools::ProcessLighting(int layer)
{
int result = false;
if (layer < 0)
{
DisableOpenGLLights();
result = false;
} else
{
if (m_clientobject)
{
if (applyLights(layer))
{
EnableOpenGLLights();
result = true;
} else
{
DisableOpenGLLights();
result = false;
}
}
}
return result;
}
void KX_BlenderRenderTools::BeginFrame(RAS_IRasterizer* rasty)
{
m_clientobject = NULL;
m_lastblenderobject = NULL;
m_lastblenderlights = false;
m_lastlayer = -1;
m_lastlighting = false;
m_modified = true;
DisableOpenGLLights();
}
void KX_BlenderRenderTools::applyTransform(RAS_IRasterizer* rasty,double* oglmatrix,int objectdrawmode )
{
if (objectdrawmode & RAS_IPolyMaterial::BILLBOARD_SCREENALIGNED ||
objectdrawmode & RAS_IPolyMaterial::BILLBOARD_AXISALIGNED)
{
// rotate the billboard/halo
//page 360/361 3D Game Engine Design, David Eberly for a discussion
// on screen aligned and axis aligned billboards
// assumed is that the preprocessor transformed all billboard polygons
// so that their normal points into the positive x direction (1.0 , 0.0 , 0.0)
// when new parenting for objects is done, this rotation
// will be moved into the object
MT_Point3 objpos (oglmatrix[12],oglmatrix[13],oglmatrix[14]);
MT_Point3 campos = rasty->GetCameraPosition();
MT_Vector3 dir = (campos - objpos).safe_normalized();
MT_Vector3 up(0,0,1.0);
KX_GameObject* gameobj = (KX_GameObject*) this->m_clientobject;
// get scaling of halo object
MT_Vector3 size = gameobj->GetSGNode()->GetLocalScale();
bool screenaligned = (objectdrawmode & RAS_IPolyMaterial::BILLBOARD_SCREENALIGNED)!=0;//false; //either screen or axisaligned
if (screenaligned)
{
up = (up - up.dot(dir) * dir).safe_normalized();
} else
{
dir = (dir - up.dot(dir)*up).safe_normalized();
}
MT_Vector3 left = dir.normalized();
dir = (left.cross(up)).normalized();
// we have calculated the row vectors, now we keep
// local scaling into account:
left *= size[0];
dir *= size[1];
up *= size[2];
double maat[16]={
left[0], left[1],left[2], 0,
dir[0], dir[1],dir[2],0,
up[0],up[1],up[2],0,
0,0,0,1};
glTranslated(objpos[0],objpos[1],objpos[2]);
glMultMatrixd(maat);
} else
{
if (objectdrawmode & RAS_IPolyMaterial::SHADOW)
{
// shadow must be cast to the ground, physics system needed here!
MT_Point3 frompoint(oglmatrix[12],oglmatrix[13],oglmatrix[14]);
KX_GameObject *gameobj = (KX_GameObject*) this->m_clientobject;
MT_Vector3 direction = MT_Vector3(0,0,-1);
direction.normalize();
direction *= 100000;
MT_Point3 topoint = frompoint + direction;
MT_Point3 resultpoint;
MT_Vector3 resultnormal;
//todo:
//use physics abstraction
KX_Scene* kxscene = (KX_Scene*) m_auxilaryClientInfo;
SumoPhysicsEnvironment *spe = dynamic_cast<SumoPhysicsEnvironment *>( kxscene->GetPhysicsEnvironment());
SM_Scene *scene = spe->GetSumoScene();
KX_SumoPhysicsController *spc = dynamic_cast<KX_SumoPhysicsController *>( gameobj->GetPhysicsController());
KX_GameObject *parent = gameobj->GetParent();
if (!spc && parent)
spc = dynamic_cast<KX_SumoPhysicsController *>(parent->GetPhysicsController());
if (parent)
parent->Release();
SM_Object *thisObj = spc?spc->GetSumoObject():NULL;
if (scene->rayTest(thisObj, frompoint, topoint, resultpoint, resultnormal))
{
MT_Vector3 left(oglmatrix[0],oglmatrix[1],oglmatrix[2]);
MT_Vector3 dir = -(left.cross(resultnormal)).normalized();
left = (dir.cross(resultnormal)).normalized();
// for the up vector, we take the 'resultnormal' returned by the physics
double maat[16]={
left[0], left[1], left[2], 0,
dir[0], dir[1], dir[2], 0,
resultnormal[0],resultnormal[1],resultnormal[2], 0,
0, 0, 0, 1};
glTranslated(resultpoint[0],resultpoint[1],resultpoint[2]);
//glMultMatrixd(oglmatrix);
glMultMatrixd(maat);
} else
{
glMultMatrixd(oglmatrix);
}
} else
{
// 'normal' object
glMultMatrixd(oglmatrix);
}
}
}
/**
Render Text renders text into a (series of) polygon, using a texture font,
Each character consists of one polygon (one quad or two triangles)
*/
void KX_BlenderRenderTools::RenderText(int mode,RAS_IPolyMaterial* polymat,float v1[3],float v2[3],float v3[3],float v4[3])
{
STR_String mytext = ((CValue*)m_clientobject)->GetPropertyText("Text");
KX_BlenderPolyMaterial* blenderpoly = (KX_BlenderPolyMaterial*)polymat;
struct TFace* tface = blenderpoly->GetTFace();
BL_RenderText( mode,mytext,mytext.Length(),tface,v1,v2,v3,v4);
}
KX_BlenderRenderTools::~KX_BlenderRenderTools()
{
};
void KX_BlenderRenderTools::EndFrame(RAS_IRasterizer* rasty)
{
}
void KX_BlenderRenderTools::DisableOpenGLLights()
{
glDisable(GL_LIGHTING);
glDisable(GL_COLOR_MATERIAL);
#ifndef SLOWPAINT
glDisableClientState(GL_NORMAL_ARRAY);
#endif //SLOWPAINT
}
void KX_BlenderRenderTools::EnableOpenGLLights()
{
glEnable(GL_LIGHTING);
glColorMaterial(GL_FRONT_AND_BACK,GL_DIFFUSE);
glEnable(GL_COLOR_MATERIAL);
#ifndef SLOWPAINT
glEnableClientState(GL_NORMAL_ARRAY);
#endif //SLOWPAINT
glLightModeli(GL_LIGHT_MODEL_TWO_SIDE, false);
}
/**
* Rendering text using 2D bitmap functionality.
*/
void KX_BlenderRenderTools::RenderText2D(RAS_TEXT_RENDER_MODE mode,
const char* text,
int xco,
int yco,
int width,
int height)
{
switch (mode) {
case RAS_IRenderTools::RAS_TEXT_PADDED: {
STR_String tmpstr(text);
BL_print_gamedebug_line_padded(tmpstr.Ptr(),xco,yco,width,height);
break;
}
default: {
STR_String tmpstr(text);
BL_print_gamedebug_line(tmpstr.Ptr(),xco,yco,width,height);
}
}
}
void KX_BlenderRenderTools::PushMatrix()
{
glPushMatrix();
}
void KX_BlenderRenderTools::PopMatrix()
{
glPopMatrix();
}
int KX_BlenderRenderTools::applyLights(int objectlayer)
{
// taken from blender source, incompatibility between Blender Object / GameObject
int count;
float vec[4];
vec[3]= 1.0;
for(count=0; count<8; count++)
glDisable((GLenum)(GL_LIGHT0+count));
count= 0;
//std::vector<struct RAS_LightObject*> m_lights;
std::vector<struct RAS_LightObject*>::iterator lit = m_lights.begin();
for (lit = m_lights.begin(); !(lit==m_lights.end()); ++lit)
{
RAS_LightObject* lightdata = (*lit);
if (lightdata->m_layer & objectlayer)
{
glPushMatrix();
glLoadMatrixf(m_viewmat);
vec[0] = (*(lightdata->m_worldmatrix))(0,3);
vec[1] = (*(lightdata->m_worldmatrix))(1,3);
vec[2] = (*(lightdata->m_worldmatrix))(2,3);
vec[3] = 1;
if(lightdata->m_type==RAS_LightObject::LIGHT_SUN) {
vec[0] = (*(lightdata->m_worldmatrix))(0,2);
vec[1] = (*(lightdata->m_worldmatrix))(1,2);
vec[2] = (*(lightdata->m_worldmatrix))(2,2);
//vec[0]= base->object->obmat[2][0];
//vec[1]= base->object->obmat[2][1];
//vec[2]= base->object->obmat[2][2];
vec[3]= 0.0;
glLightfv((GLenum)(GL_LIGHT0+count), GL_POSITION, vec);
}
else {
//vec[3]= 1.0;
glLightfv((GLenum)(GL_LIGHT0+count), GL_POSITION, vec);
glLightf((GLenum)(GL_LIGHT0+count), GL_CONSTANT_ATTENUATION, 1.0);
glLightf((GLenum)(GL_LIGHT0+count), GL_LINEAR_ATTENUATION, lightdata->m_att1/lightdata->m_distance);
// without this next line it looks backward compatible.
//attennuation still is acceptable
// glLightf((GLenum)(GL_LIGHT0+count), GL_QUADRATIC_ATTENUATION, la->att2/(la->dist*la->dist));
if(lightdata->m_type==RAS_LightObject::LIGHT_SPOT) {
vec[0] = -(*(lightdata->m_worldmatrix))(0,2);
vec[1] = -(*(lightdata->m_worldmatrix))(1,2);
vec[2] = -(*(lightdata->m_worldmatrix))(2,2);
//vec[0]= -base->object->obmat[2][0];
//vec[1]= -base->object->obmat[2][1];
//vec[2]= -base->object->obmat[2][2];
glLightfv((GLenum)(GL_LIGHT0+count), GL_SPOT_DIRECTION, vec);
glLightf((GLenum)(GL_LIGHT0+count), GL_SPOT_CUTOFF, lightdata->m_spotsize/2.0);
glLightf((GLenum)(GL_LIGHT0+count), GL_SPOT_EXPONENT, 128.0*lightdata->m_spotblend);
}
else glLightf((GLenum)(GL_LIGHT0+count), GL_SPOT_CUTOFF, 180.0);
}
vec[0]= lightdata->m_energy*lightdata->m_red;
vec[1]= lightdata->m_energy*lightdata->m_green;
vec[2]= lightdata->m_energy*lightdata->m_blue;
vec[3]= 1.0;
glLightfv((GLenum)(GL_LIGHT0+count), GL_DIFFUSE, vec);
glLightfv((GLenum)(GL_LIGHT0+count), GL_SPECULAR, vec);
glEnable((GLenum)(GL_LIGHT0+count));
glPopMatrix();
count++;
if(count>7)
break;
}
}
return count;
}
RAS_IPolyMaterial* KX_BlenderRenderTools::CreateBlenderPolyMaterial(
const STR_String &texname,
bool ba,const STR_String& matname,int tile,int tilexrep,int tileyrep,int mode,int transparant,int lightlayer
,bool bIsTriangle,void* clientobject,void* tface)
{
return new KX_BlenderPolyMaterial(
texname,
ba,matname,tile,tilexrep,tileyrep,mode,transparant,lightlayer
,bIsTriangle,clientobject,(struct TFace*)tface);
}