blender/source/gameengine/Rasterizer/RAS_OpenGLRasterizer/RAS_OpenGLRasterizer.h

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/*
* ***** BEGIN GPL LICENSE BLOCK *****
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*
* 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.
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*
* 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,
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* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*
* 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 LICENSE BLOCK *****
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*/
/** \file RAS_OpenGLRasterizer.h
* \ingroup bgerastogl
*/
#ifndef __RAS_OPENGLRASTERIZER_H__
#define __RAS_OPENGLRASTERIZER_H__
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#ifdef _MSC_VER
# pragma warning (disable:4786)
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#endif
#include "MT_CmMatrix4x4.h"
#include <vector>
using namespace std;
#include "RAS_IRasterizer.h"
#include "RAS_MaterialBucket.h"
#include "RAS_IPolygonMaterial.h"
class RAS_IStorage;
class RAS_ICanvas;
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#define RAS_MAX_TEXCO 8 /* match in BL_Material */
#define RAS_MAX_ATTRIB 16 /* match in BL_BlenderShader */
enum RAS_STORAGE_TYPE {
RAS_AUTO_STORAGE,
RAS_IMMEDIATE,
RAS_VA,
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RAS_VBO,
};
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struct OglDebugShape
{
enum SHAPE_TYPE{
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LINE,
CIRCLE,
};
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SHAPE_TYPE m_type;
MT_Vector3 m_pos;
MT_Vector3 m_param;
MT_Vector3 m_param2;
MT_Vector3 m_color;
};
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/**
* 3D rendering device context.
*/
class RAS_OpenGLRasterizer : public RAS_IRasterizer
{
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RAS_ICanvas *m_2DCanvas;
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/* fogging vars */
bool m_fogenabled;
float m_fogstart;
float m_fogdist;
float m_fogr;
float m_fogg;
float m_fogb;
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float m_redback;
float m_greenback;
float m_blueback;
float m_alphaback;
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float m_ambr;
float m_ambg;
float m_ambb;
double m_time;
MT_Matrix4x4 m_viewmatrix;
MT_Matrix4x4 m_viewinvmatrix;
MT_Point3 m_campos;
bool m_camortho;
StereoMode m_stereomode;
StereoEye m_curreye;
float m_eyeseparation;
float m_focallength;
bool m_setfocallength;
int m_noOfScanlines;
short m_prevafvalue;
/* motion blur */
int m_motionblur;
float m_motionblurvalue;
bool m_usingoverrideshader;
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/* Render tools */
void *m_clientobject;
void *m_auxilaryClientInfo;
std::vector<struct RAS_LightObject *> m_lights;
int m_lastlightlayer;
bool m_lastlighting;
void *m_lastauxinfo;
unsigned int m_numgllights;
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protected:
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int m_drawingmode;
TexCoGen m_texco[RAS_MAX_TEXCO];
TexCoGen m_attrib[RAS_MAX_ATTRIB];
int m_attrib_layer[RAS_MAX_ATTRIB];
int m_texco_num;
int m_attrib_num;
/* int m_last_alphablend; */
bool m_last_frontface;
/* Stores the caching information for the last material activated. */
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RAS_IPolyMaterial::TCachingInfo m_materialCachingInfo;
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/* Making use of a Strategy design pattern for storage behavior.
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* Examples of concrete strategies: Vertex Arrays, VBOs, Immediate Mode*/
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int m_storage_type;
RAS_IStorage *m_storage;
RAS_IStorage *m_failsafe_storage; /* So derived mesh can use immediate mode */
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public:
double GetTime();
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RAS_OpenGLRasterizer(RAS_ICanvas *canv, int storage=RAS_AUTO_STORAGE);
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virtual ~RAS_OpenGLRasterizer();
/*enum DrawType
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{
KX_BOUNDINGBOX = 1,
KX_WIREFRAME,
KX_SOLID,
KX_SHADED,
KX_TEXTURED
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};
enum DepthMask
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{
KX_DEPTHMASK_ENABLED =1,
KX_DEPTHMASK_DISABLED,
};*/
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virtual void SetDepthMask(DepthMask depthmask);
virtual bool SetMaterial(const RAS_IPolyMaterial &mat);
virtual bool Init();
virtual void Exit();
virtual bool BeginFrame(int drawingmode, double time);
virtual void ClearColorBuffer();
virtual void ClearDepthBuffer();
virtual void ClearCachingInfo(void);
virtual void EndFrame();
virtual void SetRenderArea();
virtual void SetStereoMode(const StereoMode stereomode);
virtual RAS_IRasterizer::StereoMode GetStereoMode();
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virtual bool Stereo();
virtual bool InterlacedStereo();
virtual void SetEye(const StereoEye eye);
virtual StereoEye GetEye();
virtual void SetEyeSeparation(const float eyeseparation);
virtual float GetEyeSeparation();
virtual void SetFocalLength(const float focallength);
virtual float GetFocalLength();
virtual void SwapBuffers();
virtual void IndexPrimitives(class RAS_MeshSlot &ms);
virtual void IndexPrimitivesMulti(class RAS_MeshSlot &ms);
virtual void IndexPrimitives_3DText(class RAS_MeshSlot &ms, class RAS_IPolyMaterial *polymat);
virtual void SetProjectionMatrix(MT_CmMatrix4x4 &mat);
virtual void SetProjectionMatrix(const MT_Matrix4x4 &mat);
virtual void SetViewMatrix(const MT_Matrix4x4 &mat, const MT_Matrix3x3 &ori, const MT_Point3 &pos, bool perspective);
virtual const MT_Point3& GetCameraPosition();
virtual bool GetCameraOrtho();
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virtual void SetFog(float start, float dist, float r, float g, float b);
virtual void SetFogColor(float r, float g, float b);
virtual void SetFogStart(float fogstart);
virtual void SetFogEnd(float fogend);
void DisableFog();
virtual void DisplayFog();
virtual bool IsFogEnabled();
virtual void SetBackColor(float red, float green, float blue, float alpha);
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virtual void SetDrawingMode(int drawingmode);
virtual int GetDrawingMode();
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virtual void SetCullFace(bool enable);
virtual void SetLines(bool enable);
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virtual MT_Matrix4x4 GetFrustumMatrix(
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float left, float right, float bottom, float top,
float frustnear, float frustfar,
float focallength, bool perspective);
virtual MT_Matrix4x4 GetOrthoMatrix(
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float left, float right, float bottom, float top,
float frustnear, float frustfar);
virtual void SetSpecularity(float specX, float specY, float specZ, float specval);
virtual void SetShinyness(float shiny);
virtual void SetDiffuse(float difX, float difY, float difZ, float diffuse);
virtual void SetEmissive(float eX, float eY, float eZ, float e);
virtual void SetAmbientColor(float red, float green, float blue);
virtual void SetAmbient(float factor);
virtual void SetPolygonOffset(float mult, float add);
virtual void FlushDebugShapes();
virtual void DrawDebugLine(const MT_Vector3 &from,const MT_Vector3 &to, const MT_Vector3 &color)
{
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OglDebugShape line;
line.m_type = OglDebugShape::LINE;
line.m_pos= from;
line.m_param = to;
line.m_color = color;
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m_debugShapes.push_back(line);
}
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virtual void DrawDebugCircle(const MT_Vector3 &center, const MT_Scalar radius, const MT_Vector3 &color,
const MT_Vector3 &normal, int nsector)
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{
OglDebugShape line;
line.m_type = OglDebugShape::CIRCLE;
line.m_pos= center;
line.m_param = normal;
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line.m_color = color;
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line.m_param2.x() = radius;
line.m_param2.y() = (float) nsector;
m_debugShapes.push_back(line);
}
std::vector <OglDebugShape> m_debugShapes;
Merge of apricot branch game engine changes into trunk, excluding GLSL. GLEW ==== Added the GLEW opengl extension library into extern/, always compiled into Blender now. This is much nicer than doing this kind of extension management manually, and will be used in the game engine, for GLSL, and other opengl extensions. * According to the GLEW website it works on Windows, Linux, Mac OS X, FreeBSD, Irix, and Solaris. There might still be platform specific issues due to this commit, so let me know and I'll look into it. * This means also that all extensions will now always be compiled in, regardless of the glext.h on the platform where compilation happens. Game Engine =========== Refactoring of the use of opengl extensions and other drawing code in the game engine, and cleaning up some hacks related to GLSL integration. These changes will be merged into trunk too after this. The game engine graphics demos & apricot level survived my tests, but this could use some good testing of course. For users: please test with the options "Generate Display Lists" and "Vertex Arrays" enabled, these should be the fastest and are supposed to be "unreliable", but if that's the case that's probably due to bugs that can be fixed. * The game engine now also uses GLEW for extensions, replacing the custom opengl extensions code that was there. Removes a lot of #ifdef's, but the runtime checks stay of course. * Removed the WITHOUT_GLEXT environment variable. This was added to work around a specific bug and only disabled multitexturing anyway. It might also have caused a slowdown since it was retrieving the environment variable for every vertex in immediate mode (bug #13680). * Refactored the code to allow drawing skinned meshes with vertex arrays too, removing some specific immediate mode drawing functions for this that only did extra normal calculation. Now it always splits vertices of flat faces instead. * Refactored normal recalculation with some minor optimizations, required for the above change. * Removed some outdated code behind the __NLA_OLDDEFORM #ifdef. * Fixed various bugs in setting of multitexture coordinates and vertex attributes for vertex arrays. These were not being enabled/disabled correct according to the opengl spec, leading to crashes. Also tangent attributes used an immediate mode call for vertex arrays, which can't work. * Fixed use of uninitialized variable in RAS_TexVert. * Exporting skinned meshes was doing O(n^2) lookups for vertices and deform weights, now uses same trick as regular meshes.
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virtual void SetTexCoordNum(int num);
virtual void SetAttribNum(int num);
virtual void SetTexCoord(TexCoGen coords, int unit);
virtual void SetAttrib(TexCoGen coords, int unit, int layer = 0);
Merge of apricot branch game engine changes into trunk, excluding GLSL. GLEW ==== Added the GLEW opengl extension library into extern/, always compiled into Blender now. This is much nicer than doing this kind of extension management manually, and will be used in the game engine, for GLSL, and other opengl extensions. * According to the GLEW website it works on Windows, Linux, Mac OS X, FreeBSD, Irix, and Solaris. There might still be platform specific issues due to this commit, so let me know and I'll look into it. * This means also that all extensions will now always be compiled in, regardless of the glext.h on the platform where compilation happens. Game Engine =========== Refactoring of the use of opengl extensions and other drawing code in the game engine, and cleaning up some hacks related to GLSL integration. These changes will be merged into trunk too after this. The game engine graphics demos & apricot level survived my tests, but this could use some good testing of course. For users: please test with the options "Generate Display Lists" and "Vertex Arrays" enabled, these should be the fastest and are supposed to be "unreliable", but if that's the case that's probably due to bugs that can be fixed. * The game engine now also uses GLEW for extensions, replacing the custom opengl extensions code that was there. Removes a lot of #ifdef's, but the runtime checks stay of course. * Removed the WITHOUT_GLEXT environment variable. This was added to work around a specific bug and only disabled multitexturing anyway. It might also have caused a slowdown since it was retrieving the environment variable for every vertex in immediate mode (bug #13680). * Refactored the code to allow drawing skinned meshes with vertex arrays too, removing some specific immediate mode drawing functions for this that only did extra normal calculation. Now it always splits vertices of flat faces instead. * Refactored normal recalculation with some minor optimizations, required for the above change. * Removed some outdated code behind the __NLA_OLDDEFORM #ifdef. * Fixed various bugs in setting of multitexture coordinates and vertex attributes for vertex arrays. These were not being enabled/disabled correct according to the opengl spec, leading to crashes. Also tangent attributes used an immediate mode call for vertex arrays, which can't work. * Fixed use of uninitialized variable in RAS_TexVert. * Exporting skinned meshes was doing O(n^2) lookups for vertices and deform weights, now uses same trick as regular meshes.
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void TexCoord(const RAS_TexVert &tv);
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const MT_Matrix4x4 &GetViewMatrix() const;
const MT_Matrix4x4 &GetViewInvMatrix() const;
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virtual void EnableMotionBlur(float motionblurvalue);
virtual void DisableMotionBlur();
virtual float GetMotionBlurValue() { return m_motionblurvalue; }
virtual int GetMotionBlurState() { return m_motionblur; }
virtual void SetMotionBlurState(int newstate)
{
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if (newstate < 0)
m_motionblur = 0;
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else if (newstate > 2)
m_motionblur = 2;
else
m_motionblur = newstate;
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}
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virtual void SetAlphaBlend(int alphablend);
virtual void SetFrontFace(bool ccw);
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virtual void SetAnisotropicFiltering(short level);
virtual short GetAnisotropicFiltering();
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virtual void SetMipmapping(MipmapOption val);
virtual MipmapOption GetMipmapping();
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virtual void SetUsingOverrideShader(bool val);
virtual bool GetUsingOverrideShader();
/**
* Render Tools
*/
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void EnableOpenGLLights();
void DisableOpenGLLights();
void ProcessLighting(bool uselights, const MT_Transform &viewmat);
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void RenderBox2D(int xco, int yco, int width, int height, float percentage);
void RenderText3D(int fontid, const char *text, int size, int dpi,
const float color[4], const double mat[16], float aspect);
void RenderText2D(RAS_TEXT_RENDER_MODE mode, const char *text,
int xco, int yco, int width, int height);
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void applyTransform(double *oglmatrix, int objectdrawmode);
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void PushMatrix();
void PopMatrix();
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bool RayHit(struct KX_ClientObjectInfo *client, class KX_RayCast *result, void * const data);
bool NeedRayCast(struct KX_ClientObjectInfo *) { return true; }
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void AddLight(struct RAS_LightObject *lightobject);
void RemoveLight(struct RAS_LightObject *lightobject);
int ApplyLights(int objectlayer, const MT_Transform &viewmat);
void MotionBlur();
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void SetClientObject(void *obj);
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void SetAuxilaryClientInfo(void *inf);
#ifdef WITH_CXX_GUARDEDALLOC
MEM_CXX_CLASS_ALLOC_FUNCS("GE:RAS_OpenGLRasterizer")
#endif
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};
#endif /* __RAS_OPENGLRASTERIZER_H__ */