blender/source/gameengine/GamePlayer/common/GPC_Canvas.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 GPC_Canvas.h
* \ingroup player
*/
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#ifndef _GPC_CANVAS_H_
#define _GPC_CANVAS_H_
#include "RAS_ICanvas.h"
#include "RAS_Rect.h"
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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#ifdef WIN32
#pragma warning (disable:4786) // suppress stl-MSVC debug info warning
#include <windows.h>
#endif // WIN32
#include "GL/glew.h"
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#include <map>
class GPC_Canvas : public RAS_ICanvas
{
public:
/**
* Used to position banners in the canvas.
*/
typedef enum {
alignTopLeft,
alignBottomRight
} TBannerAlignment;
typedef int TBannerId;
protected:
/**
* Used to store info for banners drawn on top of the canvas.
*/
typedef struct {
/** Where the banner will be displayed. */
TBannerAlignment alignment;
/** Banner display enabled. */
bool enabled;
/** Banner display width. */
unsigned int displayWidth;
/** Banner display height. */
unsigned int displayHeight;
/** Banner image width. */
unsigned int imageWidth;
/** Banner image height. */
unsigned int imageHeight;
/** Banner image data. */
unsigned char* imageData;
/** Banner OpenGL texture name. */
unsigned int textureName;
} TBannerData;
typedef std::map<TBannerId, TBannerData> TBannerMap;
/** Width of the context. */
int m_width;
/** Height of the context. */
int m_height;
/** Rect that defines the area used for rendering,
relative to the context */
RAS_Rect m_displayarea;
/** Storage for the banners to display. */
TBannerMap m_banners;
/** State of banner display. */
bool m_bannersEnabled;
public:
GPC_Canvas(int width, int height);
virtual ~GPC_Canvas();
void Resize(int width, int height);
/**
* @section Methods inherited from abstract base class RAS_ICanvas.
*/
int
GetWidth(
) const {
return m_width;
}
int
GetHeight(
) const {
return m_height;
}
const
RAS_Rect &
GetDisplayArea(
) const {
return m_displayarea;
};
void
SetDisplayArea(
RAS_Rect *rect
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) {
m_displayarea= *rect;
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};
RAS_Rect &
GetWindowArea(
) {
return m_displayarea;
}
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void
BeginFrame(
) {};
/**
* Draws overlay banners and progress bars.
*/
void
EndFrame(
);
void SetViewPort(int x1, int y1, int x2, int y2);
void ClearColor(float r, float g, float b, float a);
/**
* @section Methods inherited from abstract base class RAS_ICanvas.
* Semantics are not yet honoured.
*/
void SetMouseState(RAS_MouseState mousestate)
{
// not yet
}
void SetMousePosition(int x, int y)
{
// not yet
}
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virtual void MakeScreenShot(const char* filename);
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void ClearBuffer(int type);
/**
* @section Services provided by this class.
*/
/**
* Enables display of a banner.
* The image data is copied inside.
* @param bannerWidth Display width of the banner.
* @param bannerHeight Display height of the banner.
* @param imageWidth Width of the banner image in pixels.
* @param imageHeight Height of the banner image in pixels.
* @param imageData Pointer to the pixels of the image to display.
* @param alignement Where the banner will be positioned on the canvas.
* @param enabled Whether the banner will be displayed intiallly.
* @return A banner id.
*/
TBannerId AddBanner(
unsigned int bannerWidth, unsigned int bannerHeight,
unsigned int imageWidth, unsigned int imageHeight,
unsigned char* imageData, TBannerAlignment alignment = alignTopLeft,
bool enabled = true);
/**
* Disposes a banner.
* @param id Bannner to be disposed.
*/
void DisposeBanner(TBannerId id);
/**
* Disposes all the banners.
*/
void DisposeAllBanners();
/**
* Enables or disables display of a banner.
* @param id Banner id of the banner to be enabled/disabled.
* @param enabled New state of the banner.
*/
void SetBannerEnabled(TBannerId id, bool enabled = true);
/**
* Enables or disables display of all banners.
* @param enabled New state of the banners.
*/
void SetBannerDisplayEnabled(bool enabled = true);
protected:
/**
* Disposes a banner.
* @param it Bannner to be disposed.
*/
void DisposeBanner(TBannerData& banner);
/**
* Draws all the banners enabled.
*/
void DrawAllBanners(void);
/**
* Draws a banner.
*/
void DrawBanner(TBannerData& banner);
struct CanvasRenderState {
int oldLighting;
int oldDepthTest;
int oldFog;
int oldTexture2D;
int oldBlend;
int oldBlendSrc;
int oldBlendDst;
float oldColor[4];
int oldWriteMask;
};
void
PushRenderState(
CanvasRenderState & render_state
);
void
PopRenderState(
const CanvasRenderState & render_state
);
/**
* Set up an orthogonal viewing,model and texture matrix
* for banners and progress bars.
*/
void
SetOrthoProjection(
);
static TBannerId s_bannerId;
};
#endif // _GPC_CANVAS_H_