blender/source/gameengine/Rasterizer/RAS_OpenGLRasterizer/RAS_OpenGLRasterizer.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_OPENGLRASTERIZER
#define __RAS_OPENGLRASTERIZER
#ifdef WIN32
#pragma warning (disable:4786)
#endif
#include "MT_CmMatrix4x4.h"
#include <vector>
using namespace std;
#include "RAS_IRasterizer.h"
#include "RAS_MaterialBucket.h"
#include "RAS_ICanvas.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.
2008-06-17 10:27:34 +00:00
#define RAS_MAX_TEXCO 3 // match in BL_Material
#define RAS_MAX_ATTRIB 16 // match in BL_BlenderShader
struct OglDebugLine
{
MT_Vector3 m_from;
MT_Vector3 m_to;
MT_Vector3 m_color;
};
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/**
* 3D rendering device context.
*/
class RAS_OpenGLRasterizer : public RAS_IRasterizer
{
RAS_ICanvas* m_2DCanvas;
// fogging vars
bool m_fogenabled;
float m_fogstart;
float m_fogdist;
float m_fogr;
float m_fogg;
float m_fogb;
float m_redback;
float m_greenback;
float m_blueback;
float m_alphaback;
float m_ambr;
float m_ambg;
float m_ambb;
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double m_time;
MT_CmMatrix4x4 m_viewmatrix;
MT_Point3 m_campos;
StereoMode m_stereomode;
StereoEye m_curreye;
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float m_eyeseparation;
bool m_seteyesep;
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float m_focallength;
bool m_setfocallength;
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int m_noOfScanlines;
bool InterlacedStereo() const;
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//motion blur
int m_motionblur;
float m_motionblurvalue;
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protected:
int m_drawingmode;
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.
2008-06-17 10:27:34 +00:00
TexCoGen m_texco[RAS_MAX_TEXCO];
TexCoGen m_attrib[RAS_MAX_ATTRIB];
int m_texco_num;
int m_attrib_num;
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/** Stores the caching information for the last material activated. */
RAS_IPolyMaterial::TCachingInfo m_materialCachingInfo;
public:
double GetTime();
RAS_OpenGLRasterizer(RAS_ICanvas* canv);
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,
};*/
virtual void SetDepthMask(DepthMask depthmask);
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virtual bool SetMaterial(const RAS_IPolyMaterial& mat);
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virtual bool Init();
virtual void Exit();
virtual bool BeginFrame(int drawingmode, double time);
virtual void ClearDepthBuffer();
virtual void ClearCachingInfo(void);
virtual void EndFrame();
virtual void SetRenderArea();
virtual void SetStereoMode(const StereoMode stereomode);
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virtual bool Stereo();
virtual void SetEye(const StereoEye eye);
virtual StereoEye GetEye();
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virtual void SetEyeSeparation(const float eyeseparation);
virtual float GetEyeSeparation();
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virtual void SetFocalLength(const float focallength);
virtual float GetFocalLength();
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virtual void SetAlphaTest(bool enable);
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virtual void SwapBuffers();
virtual void IndexPrimitives(
const vecVertexArray& vertexarrays,
const vecIndexArrays & indexarrays,
DrawMode mode,
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bool useObjectColor,
const MT_Vector4& rgbacolor,
class KX_ListSlot** slot
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);
virtual void IndexPrimitives_3DText(
const vecVertexArray& vertexarrays,
const vecIndexArrays & indexarrays,
DrawMode mode,
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class RAS_IPolyMaterial* polymat,
class RAS_IRenderTools* rendertools,
bool useObjectColor,
const MT_Vector4& rgbacolor
);
virtual void IndexPrimitivesMulti(
const vecVertexArray& vertexarrays,
const vecIndexArrays & indexarrays,
DrawMode mode,
bool useObjectColor,
const MT_Vector4& rgbacolor,
class KX_ListSlot** slot);
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virtual void SetProjectionMatrix(MT_CmMatrix4x4 & mat);
virtual void SetProjectionMatrix(const MT_Matrix4x4 & mat);
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virtual void SetViewMatrix(
const MT_Matrix4x4 & mat,
const MT_Vector3& campos,
const MT_Point3 &camLoc,
const MT_Quaternion &camOrientQuat
);
virtual const MT_Point3& GetCameraPosition();
virtual void LoadViewMatrix();
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 void SetBackColor(
float red,
float green,
float blue,
float alpha
);
virtual void SetDrawingMode(int drawingmode);
virtual int GetDrawingMode();
virtual void EnableTextures(bool enable);
virtual void SetCullFace(bool enable);
virtual void SetLines(bool enable);
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virtual MT_Matrix4x4 GetFrustumMatrix(
float left,
float right,
float bottom,
float top,
float frustnear,
float frustfar,
float focallength,
bool perspective
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);
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);
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virtual void DrawDebugLine(const MT_Vector3& from,const MT_Vector3& to,const MT_Vector3& color)
{
OglDebugLine line;
line.m_from = from;
line.m_to = to;
line.m_color = color;
m_debugLines.push_back(line);
}
std::vector <OglDebugLine> m_debugLines;
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.
2008-06-17 10:27:34 +00:00
virtual void SetTexCoordNum(int num);
virtual void SetAttribNum(int num);
virtual void SetTexCoord(TexCoGen coords, int unit);
virtual void SetAttrib(TexCoGen coords, int unit);
void TexCoord(const RAS_TexVert &tv);
virtual void GetViewMatrix(MT_Matrix4x4 &mat) const;
void Tangent(const RAS_TexVert& v1,
const RAS_TexVert& v2,
const RAS_TexVert& v3,
const MT_Vector3 &no);
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)
{
if(newstate<0)
m_motionblur = 0;
else if(newstate>2)
m_motionblur = 2;
else
m_motionblur = newstate;
};
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};
#endif //__RAS_OPENGLRASTERIZER