2011-02-22 12:42:55 +00:00
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/*
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2008-04-16 22:40:48 +00:00
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* ***** BEGIN GPL LICENSE BLOCK *****
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2002-10-12 11:37:38 +00:00
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*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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2008-04-16 22:40:48 +00:00
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* of the License, or (at your option) any later version.
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2002-10-12 11:37:38 +00:00
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software Foundation,
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2010-02-12 13:34:04 +00:00
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* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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2002-10-12 11:37:38 +00:00
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*
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* The Original Code is Copyright (C) 2001-2002 by NaN Holding BV.
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* All rights reserved.
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*
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* The Original Code is: all of this file.
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*
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* Contributor(s): none yet.
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*
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2008-04-16 22:40:48 +00:00
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* ***** END GPL LICENSE BLOCK *****
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2002-10-12 11:37:38 +00:00
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*/
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2011-02-22 12:42:55 +00:00
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/** \file RAS_OpenGLRasterizer.h
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* \ingroup bgerastogl
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*/
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2002-10-12 11:37:38 +00:00
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#ifndef __RAS_OPENGLRASTERIZER
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#define __RAS_OPENGLRASTERIZER
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2010-09-15 16:13:32 +00:00
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#if defined(WIN32) && !defined(FREE_WINDOWS)
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2002-10-12 11:37:38 +00:00
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#pragma warning (disable:4786)
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#endif
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#include "MT_CmMatrix4x4.h"
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#include <vector>
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using namespace std;
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#include "RAS_IRasterizer.h"
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#include "RAS_MaterialBucket.h"
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#include "RAS_ICanvas.h"
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Merge of first part of changes from the apricot branch, especially
the features that are needed to run the game. Compile tested with
scons, make, but not cmake, that seems to have an issue not related
to these changes. The changes include:
* GLSL support in the viewport and game engine, enable in the game
menu in textured draw mode.
* Synced and merged part of the duplicated blender and gameengine/
gameplayer drawing code.
* Further refactoring of game engine drawing code, especially mesh
storage changed a lot.
* Optimizations in game engine armatures to avoid recomputations.
* A python function to get the framerate estimate in game.
* An option take object color into account in materials.
* An option to restrict shadow casters to a lamp's layers.
* Increase from 10 to 18 texture slots for materials, lamps, word.
An extra texture slot shows up once the last slot is used.
* Memory limit for undo, not enabled by default yet because it
needs the .B.blend to be changed.
* Multiple undo for image painting.
* An offset for dupligroups, so not all objects in a group have to
be at the origin.
2008-09-04 20:51:28 +00:00
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#define RAS_MAX_TEXCO 8 // match in BL_Material
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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
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#define RAS_MAX_ATTRIB 16 // match in BL_BlenderShader
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2006-02-13 05:45:32 +00:00
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2010-06-10 00:25:04 +00:00
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struct OglDebugShape
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2005-07-27 09:30:53 +00:00
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{
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2010-06-10 00:25:04 +00:00
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enum SHAPE_TYPE{
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LINE, CIRCLE
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};
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SHAPE_TYPE m_type;
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MT_Vector3 m_pos;
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MT_Vector3 m_param;
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MT_Vector3 m_param2;
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2005-07-27 09:30:53 +00:00
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MT_Vector3 m_color;
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};
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2002-10-12 11:37:38 +00:00
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/**
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* 3D rendering device context.
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*/
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class RAS_OpenGLRasterizer : public RAS_IRasterizer
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{
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RAS_ICanvas* m_2DCanvas;
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// fogging vars
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bool m_fogenabled;
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float m_fogstart;
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float m_fogdist;
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float m_fogr;
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float m_fogg;
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float m_fogb;
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float m_redback;
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float m_greenback;
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float m_blueback;
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float m_alphaback;
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2006-01-06 03:46:54 +00:00
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float m_ambr;
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float m_ambg;
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float m_ambb;
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2002-10-12 11:37:38 +00:00
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double m_time;
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Merge of first part of changes from the apricot branch, especially
the features that are needed to run the game. Compile tested with
scons, make, but not cmake, that seems to have an issue not related
to these changes. The changes include:
* GLSL support in the viewport and game engine, enable in the game
menu in textured draw mode.
* Synced and merged part of the duplicated blender and gameengine/
gameplayer drawing code.
* Further refactoring of game engine drawing code, especially mesh
storage changed a lot.
* Optimizations in game engine armatures to avoid recomputations.
* A python function to get the framerate estimate in game.
* An option take object color into account in materials.
* An option to restrict shadow casters to a lamp's layers.
* Increase from 10 to 18 texture slots for materials, lamps, word.
An extra texture slot shows up once the last slot is used.
* Memory limit for undo, not enabled by default yet because it
needs the .B.blend to be changed.
* Multiple undo for image painting.
* An offset for dupligroups, so not all objects in a group have to
be at the origin.
2008-09-04 20:51:28 +00:00
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MT_Matrix4x4 m_viewmatrix;
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MT_Matrix4x4 m_viewinvmatrix;
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2002-10-12 11:37:38 +00:00
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MT_Point3 m_campos;
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2009-02-06 19:21:24 +00:00
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bool m_camortho;
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2002-10-12 11:37:38 +00:00
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2004-08-10 11:34:12 +00:00
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StereoMode m_stereomode;
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StereoEye m_curreye;
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2002-10-12 11:37:38 +00:00
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float m_eyeseparation;
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float m_focallength;
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2004-10-24 23:50:44 +00:00
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bool m_setfocallength;
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2002-10-12 11:37:38 +00:00
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int m_noOfScanlines;
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2011-08-31 05:51:51 +00:00
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short m_prevafvalue;
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2007-09-29 18:51:01 +00:00
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//motion blur
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int m_motionblur;
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float m_motionblurvalue;
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2002-10-12 11:37:38 +00:00
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protected:
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int m_drawingmode;
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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
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TexCoGen m_texco[RAS_MAX_TEXCO];
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TexCoGen m_attrib[RAS_MAX_ATTRIB];
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int m_texco_num;
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int m_attrib_num;
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TexFace to Material Settings big patch
Summary:
========
The idea here is to move the texface options into the material panel.
For images with the change please visit:
http://code.blender.org/index.php/2011/09/bge-material-texface-changes
1 - Some of the legacy problems 2.49 and 2.5x has with the texface system:
==========================================================================
1.1) Shadow, Bilboard and Halo are mutual exclusive (in the code), yet you can
select a face to be more than one mode.
1.2) Sort only works for blend Alpha yet it's an option regardless of the
Transparency Blend you pick.
1.3) Shared doesn't affect anything in BGE.
1.4) ObColor only works for Text objects (old bitmap texts) when using Texture
Face Materials. (not address yet, I so far ignored obcolor)
2 - Notes:
============
2.1) Now "Use Face Textures" in material Option panel will work in Multitexture
even if there is no texture channel.
2.2) In FaceTexture mode it will use TexFace all the time, even if you don't
check the "Use Texture Face" option in the UI. It's a matter of decision, since
the code for either way is there. I decided by the solution that makes the
creation of a material fast - in this mode the user doesn't need to mess with
textures or this "Use Texture Face" option at all. I'm not strong in my opinion
here. But I think if we don't have this then what is the point of the Texture
Face mode?
2.3) I kept references for tface only when we need the image, UV or the tiling
setting. It should help later when/if we split the Image and UV layers from the
tface struct (Campbell and Brecht proposal).
3 - Changes in a Nutshell:
==========================
3.1) "Texture Face" panel (in the Mesh/Object Data panel) no longer exists. Those settings are all part of the material properties, visible when Game Render is set.
3.2) "Texture Face" Shading mode (in the Render panel) is now called “Single Texture”, it needs a material for special settings (e.g. Billboard, Alpha Sort, …).
3.3) New options in the Material Panel
* Shadeless option in the Material panel is now supported for all three Shading modes.
* Physics is now toggleable, this is the old Collision option.
* Two Side (on) is now called Back Culling (off).
* Alpha Sort is one of the Alpha options, together (and mutually exclusive) to Alpha Blend, Alpha Clip, Add and Opaque (i.e. solid).
* Shadow, Billboard and Halo are grouped in the “Face Orientation” property.
* "Face Textures" and "Face Textures Alpha" (under Options) can be used for all but GLSL shading mode (to be supported in GLSL eventually).
* The backend in the game engine is still the same as before. The only changes are in the interface and in the way you need to think your materials. The bottomline is: It’s no longer possible to share materials between faces that do not share the same game properties.
4 - Acknowledgment:
==================
Mike Pan for the design discussions, and testing along the whole development process.
Vitor Balbio for the first hands-on code with the interface changes. That helped me a lot to push me into work on that.
Benoit Bolsee and Brecht van Lommel for patch review (* no one reviewed the whole patch, or the latest iteractions, so I still hold liability for any problems).
Blender artists that gave feedback and helped testing the patch.
Patch review and original documentation can be found here:
http://wiki.blender.org/index.php/User:Dfelinto/TexFace
http://codereview.appspot.com/4289041/
2011-09-19 19:55:59 +00:00
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//int m_last_alphablend;
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Merge of first part of changes from the apricot branch, especially
the features that are needed to run the game. Compile tested with
scons, make, but not cmake, that seems to have an issue not related
to these changes. The changes include:
* GLSL support in the viewport and game engine, enable in the game
menu in textured draw mode.
* Synced and merged part of the duplicated blender and gameengine/
gameplayer drawing code.
* Further refactoring of game engine drawing code, especially mesh
storage changed a lot.
* Optimizations in game engine armatures to avoid recomputations.
* A python function to get the framerate estimate in game.
* An option take object color into account in materials.
* An option to restrict shadow casters to a lamp's layers.
* Increase from 10 to 18 texture slots for materials, lamps, word.
An extra texture slot shows up once the last slot is used.
* Memory limit for undo, not enabled by default yet because it
needs the .B.blend to be changed.
* Multiple undo for image painting.
* An offset for dupligroups, so not all objects in a group have to
be at the origin.
2008-09-04 20:51:28 +00:00
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bool m_last_frontface;
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2006-04-02 21:04:20 +00:00
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2002-10-12 11:37:38 +00:00
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/** Stores the caching information for the last material activated. */
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RAS_IPolyMaterial::TCachingInfo m_materialCachingInfo;
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public:
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double GetTime();
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RAS_OpenGLRasterizer(RAS_ICanvas* canv);
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virtual ~RAS_OpenGLRasterizer();
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2004-08-10 11:34:12 +00:00
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/*enum DrawType
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2002-10-12 11:37:38 +00:00
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{
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KX_BOUNDINGBOX = 1,
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KX_WIREFRAME,
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KX_SOLID,
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KX_SHADED,
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2004-03-22 22:02:18 +00:00
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KX_TEXTURED
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2002-10-12 11:37:38 +00:00
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};
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2004-08-10 11:34:12 +00:00
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enum DepthMask
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2002-10-12 11:37:38 +00:00
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{
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KX_DEPTHMASK_ENABLED =1,
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KX_DEPTHMASK_DISABLED,
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2004-08-10 11:34:12 +00:00
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};*/
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virtual void SetDepthMask(DepthMask depthmask);
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2002-10-12 11:37:38 +00:00
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2005-01-16 06:02:06 +00:00
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virtual bool SetMaterial(const RAS_IPolyMaterial& mat);
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2002-10-12 11:37:38 +00:00
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virtual bool Init();
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virtual void Exit();
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virtual bool BeginFrame(int drawingmode, double time);
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2008-09-14 00:32:18 +00:00
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virtual void ClearColorBuffer();
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2002-10-12 11:37:38 +00:00
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virtual void ClearDepthBuffer();
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virtual void ClearCachingInfo(void);
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virtual void EndFrame();
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virtual void SetRenderArea();
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2004-08-10 11:34:12 +00:00
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virtual void SetStereoMode(const StereoMode stereomode);
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2011-10-06 22:04:01 +00:00
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virtual RAS_IRasterizer::StereoMode GetStereoMode();
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2002-10-12 11:37:38 +00:00
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virtual bool Stereo();
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2008-09-14 00:32:18 +00:00
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virtual bool InterlacedStereo();
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2004-08-10 11:34:12 +00:00
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virtual void SetEye(const StereoEye eye);
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2004-10-24 11:03:18 +00:00
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virtual StereoEye GetEye();
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2002-10-12 11:37:38 +00:00
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virtual void SetEyeSeparation(const float eyeseparation);
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2004-10-24 11:03:18 +00:00
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virtual float GetEyeSeparation();
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2002-10-12 11:37:38 +00:00
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virtual void SetFocalLength(const float focallength);
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2004-10-24 11:03:18 +00:00
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virtual float GetFocalLength();
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2002-10-12 11:37:38 +00:00
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virtual void SwapBuffers();
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Merge of first part of changes from the apricot branch, especially
the features that are needed to run the game. Compile tested with
scons, make, but not cmake, that seems to have an issue not related
to these changes. The changes include:
* GLSL support in the viewport and game engine, enable in the game
menu in textured draw mode.
* Synced and merged part of the duplicated blender and gameengine/
gameplayer drawing code.
* Further refactoring of game engine drawing code, especially mesh
storage changed a lot.
* Optimizations in game engine armatures to avoid recomputations.
* A python function to get the framerate estimate in game.
* An option take object color into account in materials.
* An option to restrict shadow casters to a lamp's layers.
* Increase from 10 to 18 texture slots for materials, lamps, word.
An extra texture slot shows up once the last slot is used.
* Memory limit for undo, not enabled by default yet because it
needs the .B.blend to be changed.
* Multiple undo for image painting.
* An offset for dupligroups, so not all objects in a group have to
be at the origin.
2008-09-04 20:51:28 +00:00
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virtual void IndexPrimitives(class RAS_MeshSlot& ms);
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virtual void IndexPrimitivesMulti(class RAS_MeshSlot& ms);
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2002-10-12 11:37:38 +00:00
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virtual void IndexPrimitives_3DText(
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Merge of first part of changes from the apricot branch, especially
the features that are needed to run the game. Compile tested with
scons, make, but not cmake, that seems to have an issue not related
to these changes. The changes include:
* GLSL support in the viewport and game engine, enable in the game
menu in textured draw mode.
* Synced and merged part of the duplicated blender and gameengine/
gameplayer drawing code.
* Further refactoring of game engine drawing code, especially mesh
storage changed a lot.
* Optimizations in game engine armatures to avoid recomputations.
* A python function to get the framerate estimate in game.
* An option take object color into account in materials.
* An option to restrict shadow casters to a lamp's layers.
* Increase from 10 to 18 texture slots for materials, lamps, word.
An extra texture slot shows up once the last slot is used.
* Memory limit for undo, not enabled by default yet because it
needs the .B.blend to be changed.
* Multiple undo for image painting.
* An offset for dupligroups, so not all objects in a group have to
be at the origin.
2008-09-04 20:51:28 +00:00
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class RAS_MeshSlot& ms,
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2002-10-12 11:37:38 +00:00
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class RAS_IPolyMaterial* polymat,
|
Merge of first part of changes from the apricot branch, especially
the features that are needed to run the game. Compile tested with
scons, make, but not cmake, that seems to have an issue not related
to these changes. The changes include:
* GLSL support in the viewport and game engine, enable in the game
menu in textured draw mode.
* Synced and merged part of the duplicated blender and gameengine/
gameplayer drawing code.
* Further refactoring of game engine drawing code, especially mesh
storage changed a lot.
* Optimizations in game engine armatures to avoid recomputations.
* A python function to get the framerate estimate in game.
* An option take object color into account in materials.
* An option to restrict shadow casters to a lamp's layers.
* Increase from 10 to 18 texture slots for materials, lamps, word.
An extra texture slot shows up once the last slot is used.
* Memory limit for undo, not enabled by default yet because it
needs the .B.blend to be changed.
* Multiple undo for image painting.
* An offset for dupligroups, so not all objects in a group have to
be at the origin.
2008-09-04 20:51:28 +00:00
|
|
|
class RAS_IRenderTools* rendertools);
|
2006-01-06 03:46:54 +00:00
|
|
|
|
Merge of first part of changes from the apricot branch, especially
the features that are needed to run the game. Compile tested with
scons, make, but not cmake, that seems to have an issue not related
to these changes. The changes include:
* GLSL support in the viewport and game engine, enable in the game
menu in textured draw mode.
* Synced and merged part of the duplicated blender and gameengine/
gameplayer drawing code.
* Further refactoring of game engine drawing code, especially mesh
storage changed a lot.
* Optimizations in game engine armatures to avoid recomputations.
* A python function to get the framerate estimate in game.
* An option take object color into account in materials.
* An option to restrict shadow casters to a lamp's layers.
* Increase from 10 to 18 texture slots for materials, lamps, word.
An extra texture slot shows up once the last slot is used.
* Memory limit for undo, not enabled by default yet because it
needs the .B.blend to be changed.
* Multiple undo for image painting.
* An offset for dupligroups, so not all objects in a group have to
be at the origin.
2008-09-04 20:51:28 +00:00
|
|
|
void IndexPrimitivesInternal(RAS_MeshSlot& ms, bool multi);
|
2006-01-06 03:46:54 +00:00
|
|
|
|
2002-10-12 11:37:38 +00:00
|
|
|
virtual void SetProjectionMatrix(MT_CmMatrix4x4 & mat);
|
2004-05-16 12:55:21 +00:00
|
|
|
virtual void SetProjectionMatrix(const MT_Matrix4x4 & mat);
|
2002-10-12 11:37:38 +00:00
|
|
|
virtual void SetViewMatrix(
|
|
|
|
const MT_Matrix4x4 & mat,
|
2009-06-08 20:08:19 +00:00
|
|
|
const MT_Matrix3x3 & ori,
|
|
|
|
const MT_Point3 & pos,
|
|
|
|
bool perspective
|
2002-10-12 11:37:38 +00:00
|
|
|
);
|
|
|
|
|
|
|
|
virtual const MT_Point3& GetCameraPosition();
|
2009-02-06 19:21:24 +00:00
|
|
|
virtual bool GetCameraOrtho();
|
2002-10-12 11:37:38 +00:00
|
|
|
|
|
|
|
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();
|
2009-06-08 20:08:19 +00:00
|
|
|
virtual bool IsFogEnabled();
|
2002-10-12 11:37:38 +00:00
|
|
|
|
|
|
|
virtual void SetBackColor(
|
|
|
|
float red,
|
|
|
|
float green,
|
|
|
|
float blue,
|
|
|
|
float alpha
|
|
|
|
);
|
|
|
|
|
|
|
|
virtual void SetDrawingMode(int drawingmode);
|
|
|
|
virtual int GetDrawingMode();
|
|
|
|
|
|
|
|
virtual void SetCullFace(bool enable);
|
2004-03-22 22:02:18 +00:00
|
|
|
virtual void SetLines(bool enable);
|
2002-10-12 11:37:38 +00:00
|
|
|
|
|
|
|
virtual MT_Matrix4x4 GetFrustumMatrix(
|
|
|
|
float left,
|
|
|
|
float right,
|
|
|
|
float bottom,
|
|
|
|
float top,
|
|
|
|
float frustnear,
|
2004-04-11 02:50:02 +00:00
|
|
|
float frustfar,
|
2008-05-24 08:34:04 +00:00
|
|
|
float focallength,
|
2004-04-11 02:50:02 +00:00
|
|
|
bool perspective
|
2002-10-12 11:37:38 +00:00
|
|
|
);
|
|
|
|
|
2009-06-08 20:08:19 +00:00
|
|
|
virtual MT_Matrix4x4 GetOrthoMatrix(
|
|
|
|
float left,
|
|
|
|
float right,
|
|
|
|
float bottom,
|
|
|
|
float top,
|
|
|
|
float frustnear,
|
|
|
|
float frustfar
|
|
|
|
);
|
|
|
|
|
2002-10-12 11:37:38 +00:00
|
|
|
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
|
|
|
|
);
|
2006-01-06 03:46:54 +00:00
|
|
|
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);
|
|
|
|
|
2005-01-16 06:02:06 +00:00
|
|
|
virtual void SetPolygonOffset(float mult, float add);
|
2002-10-12 11:37:38 +00:00
|
|
|
|
2010-06-10 00:25:04 +00:00
|
|
|
virtual void FlushDebugShapes();
|
2009-03-09 05:01:16 +00:00
|
|
|
|
2011-02-16 17:07:18 +00:00
|
|
|
virtual void DrawDebugLine(const MT_Vector3& from,const MT_Vector3& to,const MT_Vector3& color)
|
2005-07-27 09:30:53 +00:00
|
|
|
{
|
2011-02-16 17:07:18 +00:00
|
|
|
OglDebugShape line;
|
|
|
|
line.m_type = OglDebugShape::LINE;
|
|
|
|
line.m_pos= from;
|
|
|
|
line.m_param = to;
|
2005-07-27 09:30:53 +00:00
|
|
|
line.m_color = color;
|
2011-02-16 17:07:18 +00:00
|
|
|
m_debugShapes.push_back(line);
|
|
|
|
}
|
|
|
|
|
|
|
|
virtual void DrawDebugCircle(const MT_Vector3& center, const MT_Scalar radius, const MT_Vector3& color,
|
|
|
|
const MT_Vector3& normal, int nsector)
|
|
|
|
{
|
|
|
|
OglDebugShape line;
|
|
|
|
line.m_type = OglDebugShape::CIRCLE;
|
|
|
|
line.m_pos= center;
|
|
|
|
line.m_param = normal;
|
|
|
|
line.m_color = color;
|
|
|
|
line.m_param2.x() = radius;
|
|
|
|
line.m_param2.y() = (float) nsector;
|
|
|
|
m_debugShapes.push_back(line);
|
2005-07-27 09:30:53 +00:00
|
|
|
}
|
2010-06-10 00:25:04 +00:00
|
|
|
|
|
|
|
std::vector <OglDebugShape> m_debugShapes;
|
2005-07-27 09:30:53 +00:00
|
|
|
|
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);
|
|
|
|
|
Merge of first part of changes from the apricot branch, especially
the features that are needed to run the game. Compile tested with
scons, make, but not cmake, that seems to have an issue not related
to these changes. The changes include:
* GLSL support in the viewport and game engine, enable in the game
menu in textured draw mode.
* Synced and merged part of the duplicated blender and gameengine/
gameplayer drawing code.
* Further refactoring of game engine drawing code, especially mesh
storage changed a lot.
* Optimizations in game engine armatures to avoid recomputations.
* A python function to get the framerate estimate in game.
* An option take object color into account in materials.
* An option to restrict shadow casters to a lamp's layers.
* Increase from 10 to 18 texture slots for materials, lamps, word.
An extra texture slot shows up once the last slot is used.
* Memory limit for undo, not enabled by default yet because it
needs the .B.blend to be changed.
* Multiple undo for image painting.
* An offset for dupligroups, so not all objects in a group have to
be at the origin.
2008-09-04 20:51:28 +00:00
|
|
|
void TexCoord(const RAS_TexVert &tv);
|
2006-02-13 05:45:32 +00:00
|
|
|
|
Merge of first part of changes from the apricot branch, especially
the features that are needed to run the game. Compile tested with
scons, make, but not cmake, that seems to have an issue not related
to these changes. The changes include:
* GLSL support in the viewport and game engine, enable in the game
menu in textured draw mode.
* Synced and merged part of the duplicated blender and gameengine/
gameplayer drawing code.
* Further refactoring of game engine drawing code, especially mesh
storage changed a lot.
* Optimizations in game engine armatures to avoid recomputations.
* A python function to get the framerate estimate in game.
* An option take object color into account in materials.
* An option to restrict shadow casters to a lamp's layers.
* Increase from 10 to 18 texture slots for materials, lamps, word.
An extra texture slot shows up once the last slot is used.
* Memory limit for undo, not enabled by default yet because it
needs the .B.blend to be changed.
* Multiple undo for image painting.
* An offset for dupligroups, so not all objects in a group have to
be at the origin.
2008-09-04 20:51:28 +00:00
|
|
|
const MT_Matrix4x4& GetViewMatrix() const;
|
|
|
|
const MT_Matrix4x4& GetViewInvMatrix() const;
|
2007-09-29 18:51:01 +00:00
|
|
|
|
|
|
|
virtual void EnableMotionBlur(float motionblurvalue);
|
|
|
|
virtual void DisableMotionBlur();
|
|
|
|
virtual float GetMotionBlurValue(){return m_motionblurvalue;};
|
2008-07-29 15:48:31 +00:00
|
|
|
virtual int GetMotionBlurState(){return m_motionblur;};
|
|
|
|
virtual void SetMotionBlurState(int newstate)
|
2007-09-29 18:51:01 +00:00
|
|
|
{
|
|
|
|
if(newstate<0)
|
|
|
|
m_motionblur = 0;
|
|
|
|
else if(newstate>2)
|
|
|
|
m_motionblur = 2;
|
|
|
|
else
|
|
|
|
m_motionblur = newstate;
|
|
|
|
};
|
2008-07-29 15:48:31 +00:00
|
|
|
|
TexFace to Material Settings big patch
Summary:
========
The idea here is to move the texface options into the material panel.
For images with the change please visit:
http://code.blender.org/index.php/2011/09/bge-material-texface-changes
1 - Some of the legacy problems 2.49 and 2.5x has with the texface system:
==========================================================================
1.1) Shadow, Bilboard and Halo are mutual exclusive (in the code), yet you can
select a face to be more than one mode.
1.2) Sort only works for blend Alpha yet it's an option regardless of the
Transparency Blend you pick.
1.3) Shared doesn't affect anything in BGE.
1.4) ObColor only works for Text objects (old bitmap texts) when using Texture
Face Materials. (not address yet, I so far ignored obcolor)
2 - Notes:
============
2.1) Now "Use Face Textures" in material Option panel will work in Multitexture
even if there is no texture channel.
2.2) In FaceTexture mode it will use TexFace all the time, even if you don't
check the "Use Texture Face" option in the UI. It's a matter of decision, since
the code for either way is there. I decided by the solution that makes the
creation of a material fast - in this mode the user doesn't need to mess with
textures or this "Use Texture Face" option at all. I'm not strong in my opinion
here. But I think if we don't have this then what is the point of the Texture
Face mode?
2.3) I kept references for tface only when we need the image, UV or the tiling
setting. It should help later when/if we split the Image and UV layers from the
tface struct (Campbell and Brecht proposal).
3 - Changes in a Nutshell:
==========================
3.1) "Texture Face" panel (in the Mesh/Object Data panel) no longer exists. Those settings are all part of the material properties, visible when Game Render is set.
3.2) "Texture Face" Shading mode (in the Render panel) is now called “Single Texture”, it needs a material for special settings (e.g. Billboard, Alpha Sort, …).
3.3) New options in the Material Panel
* Shadeless option in the Material panel is now supported for all three Shading modes.
* Physics is now toggleable, this is the old Collision option.
* Two Side (on) is now called Back Culling (off).
* Alpha Sort is one of the Alpha options, together (and mutually exclusive) to Alpha Blend, Alpha Clip, Add and Opaque (i.e. solid).
* Shadow, Billboard and Halo are grouped in the “Face Orientation” property.
* "Face Textures" and "Face Textures Alpha" (under Options) can be used for all but GLSL shading mode (to be supported in GLSL eventually).
* The backend in the game engine is still the same as before. The only changes are in the interface and in the way you need to think your materials. The bottomline is: It’s no longer possible to share materials between faces that do not share the same game properties.
4 - Acknowledgment:
==================
Mike Pan for the design discussions, and testing along the whole development process.
Vitor Balbio for the first hands-on code with the interface changes. That helped me a lot to push me into work on that.
Benoit Bolsee and Brecht van Lommel for patch review (* no one reviewed the whole patch, or the latest iteractions, so I still hold liability for any problems).
Blender artists that gave feedback and helped testing the patch.
Patch review and original documentation can be found here:
http://wiki.blender.org/index.php/User:Dfelinto/TexFace
http://codereview.appspot.com/4289041/
2011-09-19 19:55:59 +00:00
|
|
|
virtual void SetAlphaBlend(int alphablend);
|
Merge of first part of changes from the apricot branch, especially
the features that are needed to run the game. Compile tested with
scons, make, but not cmake, that seems to have an issue not related
to these changes. The changes include:
* GLSL support in the viewport and game engine, enable in the game
menu in textured draw mode.
* Synced and merged part of the duplicated blender and gameengine/
gameplayer drawing code.
* Further refactoring of game engine drawing code, especially mesh
storage changed a lot.
* Optimizations in game engine armatures to avoid recomputations.
* A python function to get the framerate estimate in game.
* An option take object color into account in materials.
* An option to restrict shadow casters to a lamp's layers.
* Increase from 10 to 18 texture slots for materials, lamps, word.
An extra texture slot shows up once the last slot is used.
* Memory limit for undo, not enabled by default yet because it
needs the .B.blend to be changed.
* Multiple undo for image painting.
* An offset for dupligroups, so not all objects in a group have to
be at the origin.
2008-09-04 20:51:28 +00:00
|
|
|
virtual void SetFrontFace(bool ccw);
|
2009-08-18 15:37:31 +00:00
|
|
|
|
2011-08-31 05:51:51 +00:00
|
|
|
virtual void SetAnisotropicFiltering(short level);
|
|
|
|
virtual short GetAnisotropicFiltering();
|
|
|
|
|
2009-08-18 15:37:31 +00:00
|
|
|
|
|
|
|
#ifdef WITH_CXX_GUARDEDALLOC
|
|
|
|
public:
|
2010-06-06 01:15:44 +00:00
|
|
|
void *operator new(size_t num_bytes) { return MEM_mallocN(num_bytes, "GE:RAS_OpenGLRasterizer"); }
|
2009-08-18 15:37:31 +00:00
|
|
|
void operator delete( void *mem ) { MEM_freeN(mem); }
|
|
|
|
#endif
|
2002-10-12 11:37:38 +00:00
|
|
|
};
|
|
|
|
|
|
|
|
#endif //__RAS_OPENGLRASTERIZER
|
2002-10-30 02:07:20 +00:00
|
|
|
|
2007-09-29 18:51:01 +00:00
|
|
|
|