blender/source/gameengine/Rasterizer/RAS_IRenderTools.h

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/**
* $Id$
*
* ***** 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,
* 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 LICENSE BLOCK *****
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*/
#ifndef __RAS_IRENDERTOOLS
#define __RAS_IRENDERTOOLS
#include "MT_Transform.h"
#include "RAS_IRasterizer.h"
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#include "RAS_2DFilterManager.h"
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#include <vector>
#include <algorithm>
class RAS_IPolyMaterial;
struct RAS_LightObject;
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class RAS_IRenderTools
{
protected:
void* m_clientobject;
void* m_auxilaryClientInfo;
std::vector<struct RAS_LightObject*> m_lights;
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RAS_2DFilterManager m_filtermanager;
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public:
enum RAS_TEXT_RENDER_MODE {
RAS_TEXT_RENDER_NODEF = 0,
RAS_TEXT_NORMAL,
RAS_TEXT_PADDED,
RAS_TEXT_MAX
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};
enum RAS_LIGHT_MODE {
RAS_LIGHT_NONE = -1,
RAS_LIGHT_OBJECT_LAYER = 0
};
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RAS_IRenderTools(
) :
m_clientobject(NULL)
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{
};
virtual
~RAS_IRenderTools(
) {};
virtual
void
BeginFrame(
RAS_IRasterizer* rasty
)=0;
virtual
void
EndFrame(
RAS_IRasterizer* rasty
)=0;
// the following function was formerly called 'Render'
// by it doesn't render anymore
// It only sets the transform for the rasterizer
// so must be renamed to 'applyTransform' or something
virtual
void
applyTransform(
class RAS_IRasterizer* rasty,
double* oglmatrix,
int drawingmode
)=0;
/**
* Renders 2D text string.
* @param mode The type of text
* @param text The string to render.
* @param xco Position on the screen (origin in lower left corner).
* @param yco Position on the screen (origin in lower left corner).
* @param width Width of the canvas to draw to.
* @param height Height of the canvas to draw to.
*/
virtual
void
RenderText2D(
RAS_TEXT_RENDER_MODE mode,
const char* text,
int xco,
int yco,
int width,
int height
) = 0;
// 3d text, mapped on polygon
virtual
void
RenderText(
int mode,
RAS_IPolyMaterial* polymat,
float v1[3],
float v2[3],
float v3[3],
float v4[3],
int glattrib
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)=0;
virtual
void
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ProcessLighting(
int layer,
const MT_Transform& trans
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)=0;
virtual
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void
SetClientObject(
RAS_IRasterizer* rasty,
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void* obj
);
void
SetAuxilaryClientInfo(
void* inf
);
virtual
void
PushMatrix(
)=0;
virtual
void
PopMatrix(
)=0;
virtual
void
AddLight(
struct RAS_LightObject* lightobject
);
virtual
void
RemoveLight(
struct RAS_LightObject* lightobject
);
virtual
void
MotionBlur(RAS_IRasterizer* rasterizer)=0;
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virtual
void
Update2DFilter(vector<STR_String>& propNames, void* gameObj, RAS_2DFilterManager::RAS_2DFILTER_MODE filtermode, int pass, STR_String& text)=0;
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virtual
void
Render2DFilters(RAS_ICanvas* canvas)=0;
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};
#endif //__RAS_IRENDERTOOLS
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