blender/source/gameengine/Rasterizer/RAS_OpenGLRasterizer/RAS_OpenGLRasterizer.cpp

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2002-10-12 11:37:38 +00:00
#include "RAS_OpenGLRasterizer.h"
#ifdef HAVE_CONFIG_H
#include <config.h>
#endif
2002-10-12 11:37:38 +00:00
#ifdef WIN32
#include <windows.h>
#endif // WIN32
#include "GL/gl.h"
#include "RAS_Rect.h"
#include "RAS_TexVert.h"
#include "MT_CmMatrix4x4.h"
#include "RAS_IRenderTools.h" // rendering text
RAS_OpenGLRasterizer::RAS_OpenGLRasterizer(RAS_ICanvas* canvas)
:RAS_IRasterizer(canvas),
m_2DCanvas(canvas),
m_fogenabled(false),
m_materialCachingInfo(0),
m_noOfScanlines(32)
{
m_viewmatrix.Identity();
m_stereomode = RAS_STEREO_NOSTEREO;
}
RAS_OpenGLRasterizer::~RAS_OpenGLRasterizer()
{
}
void Myinit_gl_stuff(void)
{
float mat_specular[] = { 0.5, 0.5, 0.5, 1.0 };
float mat_shininess[] = { 35.0 };
/* float one= 1.0; */
int a, x, y;
GLubyte pat[32*32];
const GLubyte *patc= pat;
glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, mat_specular);
glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, mat_specular);
glMaterialfv(GL_FRONT_AND_BACK, GL_SHININESS, mat_shininess);
#if defined(__FreeBSD) || defined(__linux__)
glDisable(GL_DITHER); /* op sgi/sun hardware && 12 bits */
#endif
/* no local viewer, looks ugly in ortho mode */
/* glLightModelfv(GL_LIGHT_MODEL_LOCAL_VIEWER, &one); */
glDepthFunc(GL_LEQUAL);
/* scaling matrices */
glEnable(GL_NORMALIZE);
glShadeModel(GL_FLAT);
glDisable(GL_ALPHA_TEST);
glDisable(GL_BLEND);
glDisable(GL_DEPTH_TEST);
glDisable(GL_FOG);
glDisable(GL_LIGHTING);
glDisable(GL_LOGIC_OP);
glDisable(GL_STENCIL_TEST);
glDisable(GL_TEXTURE_1D);
glDisable(GL_TEXTURE_2D);
glPixelTransferi(GL_MAP_COLOR, GL_FALSE);
glPixelTransferi(GL_RED_SCALE, 1);
glPixelTransferi(GL_RED_BIAS, 0);
glPixelTransferi(GL_GREEN_SCALE, 1);
glPixelTransferi(GL_GREEN_BIAS, 0);
glPixelTransferi(GL_BLUE_SCALE, 1);
glPixelTransferi(GL_BLUE_BIAS, 0);
glPixelTransferi(GL_ALPHA_SCALE, 1);
glPixelTransferi(GL_ALPHA_BIAS, 0);
a = 0;
for(x=0; x<32; x++)
{
for(y=0; y<4; y++)
{
if( (x) & 1) pat[a++]= 0x88;
else pat[a++]= 0x22;
}
}
glPolygonStipple(patc);
}
bool RAS_OpenGLRasterizer::Init()
{
Myinit_gl_stuff();
m_redback = 0.4375;
m_greenback = 0.4375;
m_blueback = 0.4375;
m_alphaback = 0.0;
// enable both vertexcolor AND lighting color
glEnable(GL_COLOR_MATERIAL);
glClearColor(m_redback,m_greenback,m_blueback,m_alphaback);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glShadeModel(GL_SMOOTH);
return true;
}
void RAS_OpenGLRasterizer::SetBackColor(float red,
float green,
float blue,
float alpha)
{
m_redback = red;
m_greenback = green;
m_blueback = blue;
m_alphaback = alpha;
}
void RAS_OpenGLRasterizer::SetFogColor(float r,
float g,
float b)
{
m_fogr = r;
m_fogg = g;
m_fogb = b;
m_fogenabled = true;
}
void RAS_OpenGLRasterizer::SetFogStart(float start)
{
m_fogstart = start;
m_fogenabled = true;
}
void RAS_OpenGLRasterizer::SetFogEnd(float fogend)
{
m_fogdist = fogend;
m_fogenabled = true;
}
void RAS_OpenGLRasterizer::SetFog(float start,
float dist,
float r,
float g,
float b)
{
m_fogstart = start;
m_fogdist = dist;
m_fogr = r;
m_fogg = g;
m_fogb = b;
m_fogenabled = true;
}
void RAS_OpenGLRasterizer::DisableFog()
{
m_fogenabled = false;
}
void RAS_OpenGLRasterizer::DisplayFog()
{
if ((m_drawingmode >= KX_SOLID) && m_fogenabled)
{
float params[5];
glFogi(GL_FOG_MODE, GL_LINEAR);
glFogf(GL_FOG_DENSITY, 0.1f);
glFogf(GL_FOG_START, m_fogstart);
glFogf(GL_FOG_END, m_fogstart + m_fogdist);
params[0]= m_fogr;
params[1]= m_fogg;
params[2]= m_fogb;
params[3]= 0.0;
glFogfv(GL_FOG_COLOR, params);
glEnable(GL_FOG);
}
else
{
glDisable(GL_FOG);
}
}
void RAS_OpenGLRasterizer::SetMaterial(const RAS_IPolyMaterial& mat)
{
if (mat.GetCachingInfo() != m_materialCachingInfo)
{
mat.Activate(this, m_materialCachingInfo);
}
}
void RAS_OpenGLRasterizer::Exit()
{
glEnable(GL_CULL_FACE);
glEnable(GL_DEPTH_TEST);
glClearDepth(1.0);
glClearColor(m_redback, m_greenback, m_blueback, m_alphaback);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glDepthMask (GL_TRUE);
glDepthFunc(GL_LEQUAL);
glBlendFunc(GL_ONE, GL_ZERO);
glDisable(GL_LIGHTING);
EndFrame();
}
bool RAS_OpenGLRasterizer::BeginFrame(int drawingmode, double time)
{
m_time = time;
m_drawingmode = drawingmode;
m_2DCanvas->ClearColor(m_redback,m_greenback,m_blueback,m_alphaback);
m_2DCanvas->ClearBuffer(RAS_ICanvas::COLOR_BUFFER);
// Blender camera routine destroys the settings
if (m_drawingmode < KX_SOLID)
{
glDisable (GL_CULL_FACE);
glDisable (GL_DEPTH_TEST);
}
else
{
glEnable(GL_DEPTH_TEST);
glEnable (GL_CULL_FACE);
}
glShadeModel(GL_SMOOTH);
m_2DCanvas->BeginFrame();
return true;
}
void RAS_OpenGLRasterizer::SetDrawingMode(int drawingmode)
{
m_drawingmode = drawingmode;
switch (m_drawingmode)
{
case KX_BOUNDINGBOX:
{
}
case KX_WIREFRAME:
{
glDisable (GL_CULL_FACE);
break;
}
case KX_TEXTURED:
{
}
case KX_SHADED:
{
}
case KX_SOLID:
{
}
default:
{
}
}
}
int RAS_OpenGLRasterizer::GetDrawingMode()
{
return m_drawingmode;
}
void RAS_OpenGLRasterizer::SetDepthMask(int depthmask)
{
switch (depthmask)
{
case KX_DEPTHMASK_ENABLED:
{
glDepthMask(GL_TRUE);
break;
};
case KX_DEPTHMASK_DISABLED:
{
glDepthMask(GL_FALSE);
break;
};
default:
{
//printf("someone made a mistake, RAS_OpenGLRasterizer::SetDepthMask(int depthmask)\n");
exit(0);
}
}
}
void RAS_OpenGLRasterizer::ClearDepthBuffer()
{
m_2DCanvas->ClearBuffer(RAS_ICanvas::DEPTH_BUFFER);
}
void RAS_OpenGLRasterizer::ClearCachingInfo(void)
{
m_materialCachingInfo = 0;
}
void RAS_OpenGLRasterizer::EndFrame()
{
m_2DCanvas->EndFrame();
}
void RAS_OpenGLRasterizer::SetRenderArea()
{
// only above/below stereo method needs viewport adjustment
if(m_stereomode == RAS_STEREO_ABOVEBELOW)
{
switch(m_curreye)
{
case RAS_STEREO_LEFTEYE:
// upper half of window
m_2DCanvas->GetDisplayArea().SetLeft(0);
m_2DCanvas->GetDisplayArea().SetBottom(m_2DCanvas->GetHeight() -
int(m_2DCanvas->GetHeight() - m_noOfScanlines) / 2);
m_2DCanvas->GetDisplayArea().SetRight(int(m_2DCanvas->GetWidth()));
m_2DCanvas->GetDisplayArea().SetTop(int(m_2DCanvas->GetHeight()));
break;
case RAS_STEREO_RIGHTEYE:
// lower half of window
m_2DCanvas->GetDisplayArea().SetLeft(0);
m_2DCanvas->GetDisplayArea().SetBottom(0);
m_2DCanvas->GetDisplayArea().SetRight(int(m_2DCanvas->GetWidth()));
m_2DCanvas->GetDisplayArea().SetTop(int(m_2DCanvas->GetHeight() - m_noOfScanlines) / 2);
break;
}
}
else
{
// every available pixel
m_2DCanvas->GetDisplayArea().SetLeft(0);
m_2DCanvas->GetDisplayArea().SetBottom(0);
m_2DCanvas->GetDisplayArea().SetRight(int(m_2DCanvas->GetWidth()));
m_2DCanvas->GetDisplayArea().SetTop(int(m_2DCanvas->GetHeight()));
}
}
void RAS_OpenGLRasterizer::SetStereoMode(const int stereomode)
{
m_stereomode = stereomode;
}
bool RAS_OpenGLRasterizer::Stereo()
{
if(m_stereomode == RAS_STEREO_NOSTEREO)
return false;
else
return true;
}
void RAS_OpenGLRasterizer::SetEye(int eye)
{
m_curreye = eye;
if(m_stereomode == RAS_STEREO_QUADBUFFERED) {
if(m_curreye == RAS_STEREO_LEFTEYE)
glDrawBuffer(GL_BACK_LEFT);
else
glDrawBuffer(GL_BACK_RIGHT);
}
}
void RAS_OpenGLRasterizer::SetEyeSeparation(float eyeseparation)
{
m_eyeseparation = eyeseparation;
}
void RAS_OpenGLRasterizer::SetFocalLength(float focallength)
{
m_focallength = focallength;
}
void RAS_OpenGLRasterizer::SwapBuffers()
{
m_2DCanvas->SwapBuffers();
}
void RAS_OpenGLRasterizer::IndexPrimitives(const vecVertexArray & vertexarrays,
const vecIndexArrays & indexarrays,
int mode,
class RAS_IPolyMaterial* polymat,
class RAS_IRenderTools* rendertools,
bool useObjectColor,
const MT_Vector4& rgbacolor
)
{
static const GLsizei vtxstride = sizeof(RAS_TexVert);
GLenum drawmode;
switch (mode)
{
case 0:
drawmode = GL_TRIANGLES;
break;
case 1:
drawmode = GL_LINES;
break;
case 2:
drawmode = GL_QUADS;
break;
default:
drawmode = GL_LINES;
break;
}
const RAS_TexVert* vertexarray ;
int numindices,vt;
for (vt=0;vt<vertexarrays.size();vt++)
{
vertexarray = &((*vertexarrays[vt]) [0]);
const KX_IndexArray & indexarray = (*indexarrays[vt]);
numindices = indexarray.size();
int numverts = vertexarrays[vt]->size();
if (!numindices)
break;
int vindex=0;
switch (mode)
{
case 1:
{
glBegin(GL_LINES);
vindex=0;
for (int i=0;i<numindices;i+=2)
{
glVertex3fv(vertexarray[(indexarray[vindex++])].getLocalXYZ());
glVertex3fv(vertexarray[(indexarray[vindex++])].getLocalXYZ());
}
glEnd();
}
break;
case 2:
{
glBegin(GL_QUADS);
vindex=0;
if (useObjectColor)
{
for (int i=0;i<numindices;i+=4)
{
glColor4d(rgbacolor[0], rgbacolor[1], rgbacolor[2], rgbacolor[3]);
glNormal3sv(vertexarray[(indexarray[vindex])].getNormal());
glTexCoord2fv(vertexarray[(indexarray[vindex])].getUV1());
glVertex3fv(vertexarray[(indexarray[vindex])].getLocalXYZ());
vindex++;
glNormal3sv(vertexarray[(indexarray[vindex])].getNormal());
glTexCoord2fv(vertexarray[(indexarray[vindex])].getUV1());
glVertex3fv(vertexarray[(indexarray[vindex])].getLocalXYZ());
vindex++;
glNormal3sv(vertexarray[(indexarray[vindex])].getNormal());
glTexCoord2fv(vertexarray[(indexarray[vindex])].getUV1());
glVertex3fv(vertexarray[(indexarray[vindex])].getLocalXYZ());
vindex++;
glNormal3sv(vertexarray[(indexarray[vindex])].getNormal());
glTexCoord2fv(vertexarray[(indexarray[vindex])].getUV1());
glVertex3fv(vertexarray[(indexarray[vindex])].getLocalXYZ());
vindex++;
}
}
else
{
for (int i=0;i<numindices;i+=4)
{
char *cp= (char *)&(vertexarray[(indexarray[vindex])].getRGBA());
// This looks curiously endian unsafe to me.
// However it depends on the way the colors are packed into
// the m_rgba field of RAS_TexVert
glColor4ub(cp[0], cp[1], cp[2], cp[3]);
glNormal3sv(vertexarray[(indexarray[vindex])].getNormal());
glTexCoord2fv(vertexarray[(indexarray[vindex])].getUV1());
glVertex3fv(vertexarray[(indexarray[vindex])].getLocalXYZ());
vindex++;
cp= (char *)&(vertexarray[(indexarray[vindex])].getRGBA());
glColor4ub(cp[0], cp[1], cp[2], cp[3]);
glNormal3sv(vertexarray[(indexarray[vindex])].getNormal());
glTexCoord2fv(vertexarray[(indexarray[vindex])].getUV1());
glVertex3fv(vertexarray[(indexarray[vindex])].getLocalXYZ());
vindex++;
cp= (char *)&(vertexarray[(indexarray[vindex])].getRGBA());
glColor4ub(cp[0], cp[1], cp[2], cp[3]);
glNormal3sv(vertexarray[(indexarray[vindex])].getNormal());
glTexCoord2fv(vertexarray[(indexarray[vindex])].getUV1());
glVertex3fv(vertexarray[(indexarray[vindex])].getLocalXYZ());
vindex++;
cp= (char *)&(vertexarray[(indexarray[vindex])].getRGBA());
glColor4ub(cp[0], cp[1], cp[2], cp[3]);
glNormal3sv(vertexarray[(indexarray[vindex])].getNormal());
glTexCoord2fv(vertexarray[(indexarray[vindex])].getUV1());
glVertex3fv(vertexarray[(indexarray[vindex])].getLocalXYZ());
vindex++;
}
}
glEnd();
break;
}
case 0:
{
glBegin(GL_TRIANGLES);
vindex=0;
if (useObjectColor)
{
for (int i=0;i<numindices;i+=3)
{
glColor4d(rgbacolor[0], rgbacolor[1], rgbacolor[2], rgbacolor[3]);
glNormal3sv(vertexarray[(indexarray[vindex])].getNormal());
glTexCoord2fv(vertexarray[(indexarray[vindex])].getUV1());
glVertex3fv(vertexarray[(indexarray[vindex])].getLocalXYZ());
vindex++;
glNormal3sv(vertexarray[(indexarray[vindex])].getNormal());
glTexCoord2fv(vertexarray[(indexarray[vindex])].getUV1());
glVertex3fv(vertexarray[(indexarray[vindex])].getLocalXYZ());
vindex++;
glNormal3sv(vertexarray[(indexarray[vindex])].getNormal());
glTexCoord2fv(vertexarray[(indexarray[vindex])].getUV1());
glVertex3fv(vertexarray[(indexarray[vindex])].getLocalXYZ());
vindex++;
}
}
else
{
for (int i=0;i<numindices;i+=3)
{
char *cp= (char *)&(vertexarray[(indexarray[vindex])].getRGBA());
glColor4ub(cp[0], cp[1], cp[2], cp[3]);
glNormal3sv(vertexarray[(indexarray[vindex])].getNormal());
glTexCoord2fv(vertexarray[(indexarray[vindex])].getUV1());
glVertex3fv(vertexarray[(indexarray[vindex])].getLocalXYZ());
vindex++;
cp= (char *)&(vertexarray[(indexarray[vindex])].getRGBA());
glColor4ub(cp[0], cp[1], cp[2], cp[3]);
glNormal3sv(vertexarray[(indexarray[vindex])].getNormal());
glTexCoord2fv(vertexarray[(indexarray[vindex])].getUV1());
glVertex3fv(vertexarray[(indexarray[vindex])].getLocalXYZ());
vindex++;
cp= (char *)&(vertexarray[(indexarray[vindex])].getRGBA());
glColor4ub(cp[0], cp[1], cp[2], cp[3]);
glNormal3sv(vertexarray[(indexarray[vindex])].getNormal());
glTexCoord2fv(vertexarray[(indexarray[vindex])].getUV1());
glVertex3fv(vertexarray[(indexarray[vindex])].getLocalXYZ());
vindex++;
}
}
glEnd();
break;
}
default:
{
}
} // switch
} // for each vertexarray
}
void RAS_OpenGLRasterizer::IndexPrimitives_Ex(const vecVertexArray & vertexarrays,
const vecIndexArrays & indexarrays,
int mode,
class RAS_IPolyMaterial* polymat,
class RAS_IRenderTools* rendertools,
bool useObjectColor,
const MT_Vector4& rgbacolor
)
{
bool recalc;
static const GLsizei vtxstride = sizeof(RAS_TexVert);
GLenum drawmode;
switch (mode)
{
case 0:
drawmode = GL_TRIANGLES;
break;
case 1:
drawmode = GL_LINES;
break;
case 2:
drawmode = GL_QUADS;
break;
default:
drawmode = GL_LINES;
break;
}
const RAS_TexVert* vertexarray ;
int numindices,vt;
for (vt=0;vt<vertexarrays.size();vt++)
{
vertexarray = &((*vertexarrays[vt]) [0]);
const KX_IndexArray & indexarray = (*indexarrays[vt]);
numindices = indexarray.size();
int numverts = vertexarrays[vt]->size();
if (!numindices)
break;
int vindex=0;
switch (mode)
{
case 1:
{
glBegin(GL_LINES);
vindex=0;
for (int i=0;i<numindices;i+=2)
{
glVertex3fv(vertexarray[(indexarray[vindex++])].getLocalXYZ());
glVertex3fv(vertexarray[(indexarray[vindex++])].getLocalXYZ());
}
glEnd();
}
break;
case 2:
{
glBegin(GL_QUADS);
vindex=0;
if (useObjectColor)
{
for (int i=0;i<numindices;i+=4)
{
MT_Point3 mv1, mv2, mv3, mv4, fnor;
/* Calc a new face normal */
if (vertexarray[(indexarray[vindex])].getFlag() & TV_CALCFACENORMAL)
recalc= true;
else
recalc=false;
if (recalc){
mv1 = MT_Point3(vertexarray[(indexarray[vindex])].getLocalXYZ());
mv2 = MT_Point3(vertexarray[(indexarray[vindex+1])].getLocalXYZ());
mv3 = MT_Point3(vertexarray[(indexarray[vindex+2])].getLocalXYZ());
mv4 = MT_Point3(vertexarray[(indexarray[vindex+2])].getLocalXYZ());
fnor = (((mv2-mv1).cross(mv3-mv2))+((mv4-mv3).cross(mv1-mv4))).safe_normalized();
glNormal3f(fnor[0], fnor[1], fnor[2]);
}
glColor4d(rgbacolor[0], rgbacolor[1], rgbacolor[2], rgbacolor[3]);
if (!recalc)
glNormal3sv(vertexarray[(indexarray[vindex])].getNormal());
glTexCoord2fv(vertexarray[(indexarray[vindex])].getUV1());
glVertex3fv(vertexarray[(indexarray[vindex])].getLocalXYZ());
vindex++;
if (!recalc)
glNormal3sv(vertexarray[(indexarray[vindex])].getNormal());
glTexCoord2fv(vertexarray[(indexarray[vindex])].getUV1());
glVertex3fv(vertexarray[(indexarray[vindex])].getLocalXYZ());
vindex++;
if (!recalc)
glNormal3sv(vertexarray[(indexarray[vindex])].getNormal());
glTexCoord2fv(vertexarray[(indexarray[vindex])].getUV1());
glVertex3fv(vertexarray[(indexarray[vindex])].getLocalXYZ());
vindex++;
if (!recalc)
glNormal3sv(vertexarray[(indexarray[vindex])].getNormal());
glTexCoord2fv(vertexarray[(indexarray[vindex])].getUV1());
glVertex3fv(vertexarray[(indexarray[vindex])].getLocalXYZ());
vindex++;
}
}
else
{
for (int i=0;i<numindices;i+=4)
{
char *cp= (char *)&(vertexarray[(indexarray[vindex])].getRGBA());
// This looks curiously endian unsafe to me.
// However it depends on the way the colors are packed into
// the m_rgba field of RAS_TexVert
MT_Point3 mv1, mv2, mv3, mv4, fnor;
/* Calc a new face normal */
if (vertexarray[(indexarray[vindex])].getFlag() & TV_CALCFACENORMAL)
recalc= true;
else
recalc=false;
if (recalc){
mv1 = MT_Point3(vertexarray[(indexarray[vindex])].getLocalXYZ());
mv2 = MT_Point3(vertexarray[(indexarray[vindex+1])].getLocalXYZ());
mv3 = MT_Point3(vertexarray[(indexarray[vindex+2])].getLocalXYZ());
mv4 = MT_Point3(vertexarray[(indexarray[vindex+2])].getLocalXYZ());
fnor = (((mv2-mv1).cross(mv3-mv2))+((mv4-mv3).cross(mv1-mv4))).safe_normalized();
glNormal3f(fnor[0], fnor[1], fnor[2]);
}
glColor4ub(cp[0], cp[1], cp[2], cp[3]);
if (!recalc)
glNormal3sv(vertexarray[(indexarray[vindex])].getNormal());
glTexCoord2fv(vertexarray[(indexarray[vindex])].getUV1());
glVertex3fv(vertexarray[(indexarray[vindex])].getLocalXYZ());
vindex++;
cp= (char *)&(vertexarray[(indexarray[vindex])].getRGBA());
glColor4ub(cp[0], cp[1], cp[2], cp[3]);
if (!recalc)
glNormal3sv(vertexarray[(indexarray[vindex])].getNormal());
glTexCoord2fv(vertexarray[(indexarray[vindex])].getUV1());
glVertex3fv(vertexarray[(indexarray[vindex])].getLocalXYZ());
vindex++;
cp= (char *)&(vertexarray[(indexarray[vindex])].getRGBA());
glColor4ub(cp[0], cp[1], cp[2], cp[3]);
if (!recalc)
glNormal3sv(vertexarray[(indexarray[vindex])].getNormal());
glTexCoord2fv(vertexarray[(indexarray[vindex])].getUV1());
glVertex3fv(vertexarray[(indexarray[vindex])].getLocalXYZ());
vindex++;
cp= (char *)&(vertexarray[(indexarray[vindex])].getRGBA());
glColor4ub(cp[0], cp[1], cp[2], cp[3]);
if (!recalc)
glNormal3sv(vertexarray[(indexarray[vindex])].getNormal());
glTexCoord2fv(vertexarray[(indexarray[vindex])].getUV1());
glVertex3fv(vertexarray[(indexarray[vindex])].getLocalXYZ());
vindex++;
}
}
glEnd();
break;
}
case 0:
{
glBegin(GL_TRIANGLES);
vindex=0;
if (useObjectColor)
{
for (int i=0;i<numindices;i+=3)
{
MT_Point3 mv1, mv2, mv3, fnor;
/* Calc a new face normal */
if (vertexarray[(indexarray[vindex])].getFlag() & TV_CALCFACENORMAL)
recalc= true;
else
recalc=false;
if (recalc){
mv1 = MT_Point3(vertexarray[(indexarray[vindex])].getLocalXYZ());
mv2 = MT_Point3(vertexarray[(indexarray[vindex+1])].getLocalXYZ());
mv3 = MT_Point3(vertexarray[(indexarray[vindex+2])].getLocalXYZ());
fnor = ((mv2-mv1).cross(mv3-mv2)).safe_normalized();
glNormal3f(fnor[0], fnor[1], fnor[2]);
}
glColor4d(rgbacolor[0], rgbacolor[1], rgbacolor[2], rgbacolor[3]);
if (!recalc)
glNormal3sv(vertexarray[(indexarray[vindex])].getNormal());
glTexCoord2fv(vertexarray[(indexarray[vindex])].getUV1());
glVertex3fv(vertexarray[(indexarray[vindex])].getLocalXYZ());
vindex++;
if (!recalc)
glNormal3sv(vertexarray[(indexarray[vindex])].getNormal());
glTexCoord2fv(vertexarray[(indexarray[vindex])].getUV1());
glVertex3fv(vertexarray[(indexarray[vindex])].getLocalXYZ());
vindex++;
if (!recalc)
glNormal3sv(vertexarray[(indexarray[vindex])].getNormal());
glTexCoord2fv(vertexarray[(indexarray[vindex])].getUV1());
glVertex3fv(vertexarray[(indexarray[vindex])].getLocalXYZ());
vindex++;
}
}
else
{
for (int i=0;i<numindices;i+=3)
{
MT_Point3 mv1, mv2, mv3, fnor;
/* Calc a new face normal */
if (vertexarray[(indexarray[vindex])].getFlag() & TV_CALCFACENORMAL)
recalc= true;
else
recalc=false;
if (recalc){
mv1 = MT_Point3(vertexarray[(indexarray[vindex])].getLocalXYZ());
mv2 = MT_Point3(vertexarray[(indexarray[vindex+1])].getLocalXYZ());
mv3 = MT_Point3(vertexarray[(indexarray[vindex+2])].getLocalXYZ());
fnor = ((mv2-mv1).cross(mv3-mv2)).safe_normalized();
glNormal3f(fnor[0], fnor[1], fnor[2]);
}
char *cp= (char *)&(vertexarray[(indexarray[vindex])].getRGBA());
glColor4ub(cp[0], cp[1], cp[2], cp[3]);
if (!recalc)
glNormal3sv(vertexarray[(indexarray[vindex])].getNormal());
glTexCoord2fv(vertexarray[(indexarray[vindex])].getUV1());
glVertex3fv(vertexarray[(indexarray[vindex])].getLocalXYZ());
vindex++;
cp= (char *)&(vertexarray[(indexarray[vindex])].getRGBA());
glColor4ub(cp[0], cp[1], cp[2], cp[3]);
if (!recalc)
glNormal3sv(vertexarray[(indexarray[vindex])].getNormal());
glTexCoord2fv(vertexarray[(indexarray[vindex])].getUV1());
glVertex3fv(vertexarray[(indexarray[vindex])].getLocalXYZ());
vindex++;
cp= (char *)&(vertexarray[(indexarray[vindex])].getRGBA());
glColor4ub(cp[0], cp[1], cp[2], cp[3]);
if (!recalc)
glNormal3sv(vertexarray[(indexarray[vindex])].getNormal());
glTexCoord2fv(vertexarray[(indexarray[vindex])].getUV1());
glVertex3fv(vertexarray[(indexarray[vindex])].getLocalXYZ());
vindex++;
}
}
glEnd();
break;
}
default:
{
}
} // switch
} // for each vertexarray
}
void RAS_OpenGLRasterizer::IndexPrimitives_3DText(const vecVertexArray & vertexarrays,
const vecIndexArrays & indexarrays,
int mode,
class RAS_IPolyMaterial* polymat,
class RAS_IRenderTools* rendertools,
bool useObjectColor,
const MT_Vector4& rgbacolor
)
{
unsigned char* mypointer=NULL;
static const GLsizei vtxstride = sizeof(RAS_TexVert);
GLenum drawmode;
switch (mode)
{
case 0:
drawmode = GL_TRIANGLES;
break;
case 1:
drawmode = GL_LINES;
break;
case 2:
drawmode = GL_QUADS;
break;
default:
drawmode = GL_LINES;
break;
}
const RAS_TexVert* vertexarray ;
int numindices ;
int vt;
if (useObjectColor)
{
glDisableClientState(GL_COLOR_ARRAY);
glColor4d(rgbacolor[0], rgbacolor[1], rgbacolor[2], rgbacolor[3]);
}
else
{
glEnableClientState(GL_COLOR_ARRAY);
}
for (vt=0;vt<vertexarrays.size();vt++)
{
vertexarray = &((*vertexarrays[vt]) [0]);
const KX_IndexArray & indexarray = (*indexarrays[vt]);
numindices = indexarray.size();
int numverts = vertexarrays[vt]->size();
if (!numindices)
break;
int vindex=0;
switch (mode)
{
case 1:
{
glBegin(GL_LINES);
vindex=0;
for (int i=0;i<numindices;i+=2)
{
glVertex3fv(vertexarray[(indexarray[vindex++])].getLocalXYZ());
glVertex3fv(vertexarray[(indexarray[vindex++])].getLocalXYZ());
}
glEnd();
}
break;
case 2:
{
vindex=0;
for (int i=0;i<numindices;i+=4)
{
float v1[3],v2[3],v3[3],v4[3];
char *cp= (char *)&(vertexarray[(indexarray[vindex])].getRGBA());
v1[0] = vertexarray[(indexarray[vindex])].getLocalXYZ()[0];
v1[1] = vertexarray[(indexarray[vindex])].getLocalXYZ()[1];
v1[2] = vertexarray[(indexarray[vindex])].getLocalXYZ()[2];
vindex++;
cp= (char *)&(vertexarray[(indexarray[vindex])].getRGBA());
v2[0] = vertexarray[(indexarray[vindex])].getLocalXYZ()[0];
v2[1] = vertexarray[(indexarray[vindex])].getLocalXYZ()[1];
v2[2] = vertexarray[(indexarray[vindex])].getLocalXYZ()[2];
vindex++;
cp= (char *)&(vertexarray[(indexarray[vindex])].getRGBA());
v3[0] = vertexarray[(indexarray[vindex])].getLocalXYZ()[0];
v3[1] = vertexarray[(indexarray[vindex])].getLocalXYZ()[1];
v3[2] = vertexarray[(indexarray[vindex])].getLocalXYZ()[2];
vindex++;
cp= (char *)&(vertexarray[(indexarray[vindex])].getRGBA());
v4[0] = vertexarray[(indexarray[vindex])].getLocalXYZ()[0];
v4[1] = vertexarray[(indexarray[vindex])].getLocalXYZ()[1];
v4[2] = vertexarray[(indexarray[vindex])].getLocalXYZ()[2];
vindex++;
rendertools->RenderText(polymat->GetDrawingMode(),polymat,v1,v2,v3,v4);
ClearCachingInfo();
}
break;
}
case 0:
{
glBegin(GL_TRIANGLES);
vindex=0;
for (int i=0;i<numindices;i+=3)
{
float v1[3],v2[3],v3[3];
v1[0] = vertexarray[(indexarray[vindex])].getLocalXYZ()[0];
v1[1] = vertexarray[(indexarray[vindex])].getLocalXYZ()[1];
v1[2] = vertexarray[(indexarray[vindex])].getLocalXYZ()[2];
vindex++;
v2[0] = vertexarray[(indexarray[vindex])].getLocalXYZ()[0];
v2[1] = vertexarray[(indexarray[vindex])].getLocalXYZ()[1];
v2[2] = vertexarray[(indexarray[vindex])].getLocalXYZ()[2];
vindex++;
v3[0] = vertexarray[(indexarray[vindex])].getLocalXYZ()[0];
v3[1] = vertexarray[(indexarray[vindex])].getLocalXYZ()[1];
v3[2] = vertexarray[(indexarray[vindex])].getLocalXYZ()[2];
vindex++;
rendertools->RenderText(polymat->GetDrawingMode(),polymat,v1,v2,v3,NULL);
ClearCachingInfo();
}
glEnd();
break;
}
default:
{
}
} //switch
} //for each vertexarray
}
void RAS_OpenGLRasterizer::SetProjectionMatrix(MT_CmMatrix4x4 &mat)
{
glMatrixMode(GL_PROJECTION);
double* matrix = &mat(0,0);
glLoadMatrixd(matrix);
}
void RAS_OpenGLRasterizer::SetProjectionMatrix(MT_Matrix4x4 & mat)
{
glMatrixMode(GL_PROJECTION);
double matrix[16];
/* Get into argument. Looks a bit dodgy, but it's ok. */
mat.getValue(matrix);
/* Internally, MT_Matrix4x4 uses doubles (MT_Scalar). */
glLoadMatrixd(matrix);
}
MT_Matrix4x4 RAS_OpenGLRasterizer::GetFrustumMatrix(
float left,
float right,
float bottom,
float top,
float frustnear,
float frustfar
){
MT_Matrix4x4 result;
double mat[16];
// correction for stereo
if(m_stereomode != RAS_STEREO_NOSTEREO)
{
float near_div_focallength;
// next 2 params should be specified on command line and in Blender publisher
m_focallength = 1.5 * right; // derived from example
m_eyeseparation = 0.18 * right; // just a guess...
near_div_focallength = frustnear / m_focallength;
switch(m_curreye)
{
case RAS_STEREO_LEFTEYE:
left += 0.5 * m_eyeseparation * near_div_focallength;
right += 0.5 * m_eyeseparation * near_div_focallength;
break;
case RAS_STEREO_RIGHTEYE:
left -= 0.5 * m_eyeseparation * near_div_focallength;
right -= 0.5 * m_eyeseparation * near_div_focallength;
break;
}
// leave bottom, top, bottom and top untouched
}
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
glFrustum(left, right, bottom, top, frustnear, frustfar);
glGetDoublev(GL_PROJECTION_MATRIX, mat);
result.setValue(mat);
return result;
}
// next arguments probably contain redundant info, for later...
void RAS_OpenGLRasterizer::SetViewMatrix(const MT_Matrix4x4 &mat, const MT_Vector3& campos,
const MT_Point3 &camLoc, const MT_Quaternion &camOrientQuat)
{
MT_Matrix4x4 viewMat = mat;
// correction for stereo
if(m_stereomode != RAS_STEREO_NOSTEREO)
{
MT_Matrix3x3 camOrientMat3x3(camOrientQuat);
MT_Vector3 unitViewDir(0.0, -1.0, 0.0); // minus y direction, Blender convention
MT_Vector3 unitViewupVec(0.0, 0.0, 1.0);
MT_Vector3 viewDir, viewupVec;
MT_Vector3 eyeline;
// actual viewDir
viewDir = camOrientMat3x3 * unitViewDir; // this is the moto convention, vector on right hand side
// actual viewup vec
viewupVec = camOrientMat3x3 * unitViewupVec;
// vector between eyes
eyeline = viewDir.cross(viewupVec);
switch(m_curreye)
{
case RAS_STEREO_LEFTEYE:
{
// translate to left by half the eye distance
MT_Transform transform;
transform.setIdentity();
transform.translate(-(eyeline * m_eyeseparation / 2.0));
viewMat *= transform;
}
break;
case RAS_STEREO_RIGHTEYE:
{
// translate to right by half the eye distance
MT_Transform transform;
transform.setIdentity();
transform.translate(eyeline * m_eyeseparation / 2.0);
viewMat *= transform;
}
break;
}
}
// convert row major matrix 'viewMat' to column major for OpenGL
MT_Scalar cammat[16];
viewMat.getValue(cammat);
MT_CmMatrix4x4 viewCmmat = cammat;
glMatrixMode(GL_MODELVIEW);
m_viewmatrix = viewCmmat;
glLoadMatrixd(&m_viewmatrix(0,0));
m_campos = campos;
}
const MT_Point3& RAS_OpenGLRasterizer::GetCameraPosition()
{
return m_campos;
}
void RAS_OpenGLRasterizer::LoadViewMatrix()
{
glLoadMatrixd(&m_viewmatrix(0,0));
}
void RAS_OpenGLRasterizer::EnableTextures(bool enable)
{
}
void RAS_OpenGLRasterizer::SetCullFace(bool enable)
{
if (enable)
glEnable(GL_CULL_FACE);
else
glDisable(GL_CULL_FACE);
}
void RAS_OpenGLRasterizer::SetSpecularity(float specX,
float specY,
float specZ,
float specval)
{
GLfloat mat_specular[] = {specX, specY, specZ, specval};
glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, mat_specular);
}
void RAS_OpenGLRasterizer::SetShinyness(float shiny)
{
GLfloat mat_shininess[] = { shiny };
glMaterialfv(GL_FRONT_AND_BACK, GL_SHININESS, mat_shininess);
}
void RAS_OpenGLRasterizer::SetDiffuse(float difX,float difY,float difZ,float diffuse)
{
GLfloat mat_diffuse [] = {difX, difY,difZ, diffuse};
glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, mat_diffuse);
}
double RAS_OpenGLRasterizer::GetTime()
{
return m_time;
}