/* * $Id$ * * ***** BEGIN GPL LICENSE BLOCK ***** * * 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. * * 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., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, 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 ***** */ /** \file gameengine/GamePlayer/common/GPC_RenderTools.cpp * \ingroup player */ #include "GL/glew.h" #include "RAS_IRenderTools.h" #include "RAS_IRasterizer.h" #include "RAS_LightObject.h" #include "RAS_ICanvas.h" #include "RAS_GLExtensionManager.h" #include "KX_GameObject.h" #include "KX_PolygonMaterial.h" #include "KX_BlenderMaterial.h" #include "KX_RayCast.h" #include "KX_IPhysicsController.h" #include "KX_Light.h" #include "PHY_IPhysicsEnvironment.h" #include "STR_String.h" #include "GPU_draw.h" #include "BKE_bmfont.h" // for text printing #include "BKE_bmfont_types.h" #include "GPC_RenderTools.h" extern "C" { #include "BLF_api.h" } unsigned int GPC_RenderTools::m_numgllights; GPC_RenderTools::GPC_RenderTools() { // XXX m_font = BMF_GetFont(BMF_kHelvetica10); glGetIntegerv(GL_MAX_LIGHTS, (GLint*) &m_numgllights); if (m_numgllights < 8) m_numgllights = 8; } GPC_RenderTools::~GPC_RenderTools() { } void GPC_RenderTools::BeginFrame(RAS_IRasterizer* rasty) { m_clientobject = NULL; m_lastlightlayer = -1; m_lastauxinfo = NULL; m_lastlighting = true; /* force disable in DisableOpenGLLights() */ DisableOpenGLLights(); } void GPC_RenderTools::EndFrame(RAS_IRasterizer* rasty) { } /* ProcessLighting performs lighting on objects. the layer is a bitfield that * contains layer information. There are 20 'official' layers in blender. A * light is applied on an object only when they are in the same layer. OpenGL * has a maximum of 8 lights (simultaneous), so 20 * 8 lights are possible in * a scene. */ void GPC_RenderTools::ProcessLighting(RAS_IRasterizer *rasty, bool uselights, const MT_Transform& viewmat) { bool enable = false; int layer= -1; /* find the layer */ if(uselights) { if(m_clientobject) layer = static_cast(m_clientobject)->GetLayer(); } /* avoid state switching */ if(m_lastlightlayer == layer && m_lastauxinfo == m_auxilaryClientInfo) return; m_lastlightlayer = layer; m_lastauxinfo = m_auxilaryClientInfo; /* enable/disable lights as needed */ if(layer >= 0) enable = applyLights(layer, viewmat); if(enable) EnableOpenGLLights(rasty); else DisableOpenGLLights(); } void GPC_RenderTools::EnableOpenGLLights(RAS_IRasterizer *rasty) { if(m_lastlighting == true) return; glEnable(GL_LIGHTING); glEnable(GL_COLOR_MATERIAL); glColorMaterial(GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE); glLightModeli(GL_LIGHT_MODEL_TWO_SIDE, GL_TRUE); glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, (rasty->GetCameraOrtho())? GL_FALSE: GL_TRUE); if (GLEW_EXT_separate_specular_color || GLEW_VERSION_1_2) glLightModeli(GL_LIGHT_MODEL_COLOR_CONTROL, GL_SEPARATE_SPECULAR_COLOR); m_lastlighting = true; } void GPC_RenderTools::DisableOpenGLLights() { if(m_lastlighting == false) return; glDisable(GL_LIGHTING); glDisable(GL_COLOR_MATERIAL); m_lastlighting = false; } void GPC_RenderTools::SetClientObject(RAS_IRasterizer *rasty, void* obj) { if (m_clientobject != obj) { bool ccw = (obj == NULL || !((KX_GameObject*)obj)->IsNegativeScaling()); rasty->SetFrontFace(ccw); m_clientobject = obj; } } bool GPC_RenderTools::RayHit(KX_ClientObjectInfo* client, KX_RayCast* result, void * const data) { double* const oglmatrix = (double* const) data; MT_Point3 resultpoint(result->m_hitPoint); MT_Vector3 resultnormal(result->m_hitNormal); MT_Vector3 left(oglmatrix[0],oglmatrix[1],oglmatrix[2]); MT_Vector3 dir = -(left.cross(resultnormal)).safe_normalized(); left = (dir.cross(resultnormal)).safe_normalized(); // for the up vector, we take the 'resultnormal' returned by the physics double maat[16]={ left[0], left[1], left[2], 0, dir[0], dir[1], dir[2], 0, resultnormal[0],resultnormal[1],resultnormal[2], 0, 0, 0, 0, 1}; glTranslated(resultpoint[0],resultpoint[1],resultpoint[2]); //glMultMatrixd(oglmatrix); glMultMatrixd(maat); return true; } void GPC_RenderTools::applyTransform(RAS_IRasterizer* rasty,double* oglmatrix,int objectdrawmode ) { /* FIXME: blender: intern/moto/include/MT_Vector3.inl:42: MT_Vector3 operator/(const MT_Vector3&, double): Assertion `!MT_fuzzyZero(s)' failed. Program received signal SIGABRT, Aborted. [Switching to Thread 16384 (LWP 1519)] 0x40477571 in kill () from /lib/libc.so.6 (gdb) bt #7 0x08334368 in MT_Vector3::normalized() const () #8 0x0833e6ec in GPC_RenderTools::applyTransform(RAS_IRasterizer*, double*, int) () */ if (objectdrawmode & RAS_IPolyMaterial::BILLBOARD_SCREENALIGNED || objectdrawmode & RAS_IPolyMaterial::BILLBOARD_AXISALIGNED) { // rotate the billboard/halo //page 360/361 3D Game Engine Design, David Eberly for a discussion // on screen aligned and axis aligned billboards // assumed is that the preprocessor transformed all billboard polygons // so that their normal points into the positive x direction (1.0 , 0.0 , 0.0) // when new parenting for objects is done, this rotation // will be moved into the object MT_Point3 objpos (oglmatrix[12],oglmatrix[13],oglmatrix[14]); MT_Point3 campos = rasty->GetCameraPosition(); MT_Vector3 dir = (campos - objpos).safe_normalized(); MT_Vector3 up(0,0,1.0); KX_GameObject* gameobj = (KX_GameObject*) this->m_clientobject; // get scaling of halo object MT_Vector3 size = gameobj->GetSGNode()->GetLocalScale(); bool screenaligned = (objectdrawmode & RAS_IPolyMaterial::BILLBOARD_SCREENALIGNED)!=0;//false; //either screen or axisaligned if (screenaligned) { up = (up - up.dot(dir) * dir).safe_normalized(); } else { dir = (dir - up.dot(dir)*up).safe_normalized(); } MT_Vector3 left = dir.normalized(); dir = (left.cross(up)).normalized(); // we have calculated the row vectors, now we keep // local scaling into account: left *= size[0]; dir *= size[1]; up *= size[2]; double maat[16]={ left[0], left[1],left[2], 0, dir[0], dir[1],dir[2],0, up[0],up[1],up[2],0, 0,0,0,1}; glTranslated(objpos[0],objpos[1],objpos[2]); glMultMatrixd(maat); } else { if (objectdrawmode & RAS_IPolyMaterial::SHADOW) { // shadow must be cast to the ground, physics system needed here! MT_Point3 frompoint(oglmatrix[12],oglmatrix[13],oglmatrix[14]); KX_GameObject *gameobj = (KX_GameObject*) this->m_clientobject; MT_Vector3 direction = MT_Vector3(0,0,-1); direction.normalize(); direction *= 100000; MT_Point3 topoint = frompoint + direction; KX_Scene* kxscene = (KX_Scene*) m_auxilaryClientInfo; PHY_IPhysicsEnvironment* physics_environment = kxscene->GetPhysicsEnvironment(); KX_IPhysicsController* physics_controller = gameobj->GetPhysicsController(); KX_GameObject *parent = gameobj->GetParent(); if (!physics_controller && parent) physics_controller = parent->GetPhysicsController(); if (parent) parent->Release(); KX_RayCast::Callback callback(this, physics_controller, oglmatrix); if (!KX_RayCast::RayTest(physics_environment, frompoint, topoint, callback)) { // couldn't find something to cast the shadow on... glMultMatrixd(oglmatrix); } } else { // 'normal' object glMultMatrixd(oglmatrix); } } } void GPC_RenderTools::RenderText3D( int fontid, const char* text, int size, int dpi, float* color, double* mat, float aspect) { /* the actual drawing */ glColor3fv(color); /* multiply the text matrix by the object matrix */ BLF_enable(fontid, BLF_MATRIX|BLF_ASPECT); BLF_matrix(fontid, mat); /* aspect is the inverse scale that allows you to increase */ /* your resolution without sizing the final text size */ /* the bigger the size, the smaller the aspect */ BLF_aspect(fontid, aspect, aspect, aspect); BLF_size(fontid, size, dpi); BLF_position(fontid, 0, 0, 0); BLF_draw(fontid, (char *)text, strlen(text)); BLF_disable(fontid, BLF_MATRIX|BLF_ASPECT); glEnable(GL_DEPTH_TEST); } void GPC_RenderTools::RenderText2D(RAS_TEXT_RENDER_MODE mode, const char* text, int xco, int yco, int width, int height) { /* STR_String tmpstr(text); char* s = tmpstr.Ptr(); */ // Save and change OpenGL settings int texture2D; glGetIntegerv(GL_TEXTURE_2D, (GLint*)&texture2D); glDisable(GL_TEXTURE_2D); int fog; glGetIntegerv(GL_FOG, (GLint*)&fog); glDisable(GL_FOG); int light; glGetIntegerv(GL_LIGHTING, (GLint*)&light); glDisable(GL_LIGHTING); // Set up viewing settings glMatrixMode(GL_PROJECTION); glPushMatrix(); glLoadIdentity(); glOrtho(0, width, 0, height, -1, 1); glMatrixMode(GL_MODELVIEW); glPushMatrix(); glLoadIdentity(); // Actual drawing (draw black first if padded) if (mode == RAS_IRenderTools::RAS_TEXT_PADDED) { glColor3ub(0, 0, 0); BLF_draw_default(xco+1, height-yco-1, 0.f, text, strlen(text)); } glColor3ub(255, 255, 255); BLF_draw_default(xco, height-yco, 0.f, text, strlen(text)); // Restore view settings glMatrixMode(GL_PROJECTION); glPopMatrix(); glMatrixMode(GL_MODELVIEW); glPopMatrix(); // Restore OpenGL Settings if (fog) glEnable(GL_FOG); else glDisable(GL_FOG); if (texture2D) glEnable(GL_TEXTURE_2D); else glDisable(GL_TEXTURE_2D); if (light) glEnable(GL_LIGHTING); else glDisable(GL_LIGHTING); } /* Render Text renders text into a (series of) polygon, using a texture font, * Each character consists of one polygon (one quad or two triangles) */ void GPC_RenderTools::RenderText( int mode, RAS_IPolyMaterial* polymat, float v1[3], float v2[3], float v3[3], float v4[3], int glattrib) { STR_String mytext = ((CValue*)m_clientobject)->GetPropertyText("Text"); const unsigned int flag = polymat->GetFlag(); struct MTFace* tface = 0; unsigned int *col = 0; if(flag & RAS_BLENDERMAT) { KX_BlenderMaterial *bl_mat = static_cast(polymat); tface = bl_mat->GetMTFace(); col = bl_mat->GetMCol(); } else { KX_PolygonMaterial* blenderpoly = static_cast(polymat); tface = blenderpoly->GetMTFace(); col = blenderpoly->GetMCol(); } GPU_render_text(tface, mode, mytext, mytext.Length(), col, v1, v2, v3, v4, glattrib); } void GPC_RenderTools::PushMatrix() { glPushMatrix(); } void GPC_RenderTools::PopMatrix() { glPopMatrix(); } int GPC_RenderTools::applyLights(int objectlayer, const MT_Transform& viewmat) { // taken from blender source, incompatibility between Blender Object / GameObject KX_Scene* kxscene = (KX_Scene*)m_auxilaryClientInfo; float glviewmat[16]; unsigned int count; std::vector::iterator lit = m_lights.begin(); for(count=0; countm_light; if(kxlight->ApplyLight(kxscene, objectlayer, count)) count++; } glPopMatrix(); return count; } void GPC_RenderTools::MotionBlur(RAS_IRasterizer* rasterizer) { int state = rasterizer->GetMotionBlurState(); float motionblurvalue; if(state) { motionblurvalue = rasterizer->GetMotionBlurValue(); if(state==1) { //bugfix:load color buffer into accum buffer for the first time(state=1) glAccum(GL_LOAD, 1.0); rasterizer->SetMotionBlurState(2); } else if(motionblurvalue>=0.0 && motionblurvalue<=1.0) { glAccum(GL_MULT, motionblurvalue); glAccum(GL_ACCUM, 1-motionblurvalue); glAccum(GL_RETURN, 1.0); glFlush(); } } }