/** * $Id$ * ***** 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., 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 ***** */ #include #include #include "RAS_OpenGLRasterizer.h" #include "GL/glew.h" #include "RAS_Rect.h" #include "RAS_TexVert.h" #include "RAS_MeshObject.h" #include "MT_CmMatrix4x4.h" #include "RAS_IRenderTools.h" // rendering text #include "GPU_draw.h" #include "GPU_material.h" #include "GPU_extensions.h" #include "DNA_image_types.h" #include "DNA_meshdata_types.h" #include "DNA_material_types.h" #include "DNA_scene_types.h" #include "BKE_DerivedMesh.h" /** * 32x32 bit masks for vinterlace stereo mode */ static GLuint left_eye_vinterlace_mask[32]; static GLuint right_eye_vinterlace_mask[32]; /** * 32x32 bit masks for hinterlace stereo mode. * Left eye = &hinterlace_mask[0] * Right eye = &hinterlace_mask[1] */ static GLuint hinterlace_mask[33]; RAS_OpenGLRasterizer::RAS_OpenGLRasterizer(RAS_ICanvas* canvas) :RAS_IRasterizer(canvas), m_2DCanvas(canvas), m_fogenabled(false), m_time(0.0), m_campos(0.0f, 0.0f, 0.0f), m_camortho(false), m_stereomode(RAS_STEREO_NOSTEREO), m_curreye(RAS_STEREO_LEFTEYE), m_eyeseparation(0.0), m_focallength(0.0), m_setfocallength(false), m_noOfScanlines(32), m_motionblur(0), m_motionblurvalue(-1.0), m_texco_num(0), m_attrib_num(0), //m_last_blendmode(GPU_BLEND_SOLID), m_last_frontface(true), m_materialCachingInfo(0) { m_viewmatrix.setIdentity(); m_viewinvmatrix.setIdentity(); for (int i = 0; i < 32; i++) { left_eye_vinterlace_mask[i] = 0x55555555; right_eye_vinterlace_mask[i] = 0xAAAAAAAA; hinterlace_mask[i] = (i&1)*0xFFFFFFFF; } hinterlace_mask[32] = 0; } RAS_OpenGLRasterizer::~RAS_OpenGLRasterizer() { } bool RAS_OpenGLRasterizer::Init() { GPU_state_init(); m_ambr = 0.0f; m_ambg = 0.0f; m_ambb = 0.0f; glDisable(GL_BLEND); glDisable(GL_ALPHA_TEST); //m_last_blendmode = GPU_BLEND_SOLID; GPU_set_material_blend_mode(GPU_BLEND_SOLID); glFrontFace(GL_CCW); m_last_frontface = true; glClearColor(m_redback,m_greenback,m_blueback,m_alphaback); glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE); glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); m_redback = 0.4375; m_greenback = 0.4375; m_blueback = 0.4375; m_alphaback = 0.0; glShadeModel(GL_SMOOTH); return true; } void RAS_OpenGLRasterizer::SetAmbientColor(float red, float green, float blue) { m_ambr = red; m_ambg = green; m_ambb = blue; } void RAS_OpenGLRasterizer::SetAmbient(float factor) { float ambient[] = { m_ambr*factor, m_ambg*factor, m_ambb*factor, 1.0f }; glLightModelfv(GL_LIGHT_MODEL_AMBIENT, ambient); } 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; } bool RAS_OpenGLRasterizer::IsFogEnabled() { return m_fogenabled; } 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); } } bool RAS_OpenGLRasterizer::SetMaterial(const RAS_IPolyMaterial& mat) { return mat.Activate(this, m_materialCachingInfo); } void RAS_OpenGLRasterizer::Exit() { glEnable(GL_CULL_FACE); glEnable(GL_DEPTH_TEST); glClearDepth(1.0); glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE); 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_POLYGON_STIPPLE); glDisable(GL_LIGHTING); if (GLEW_EXT_separate_specular_color || GLEW_VERSION_1_2) glLightModeli(GL_LIGHT_MODEL_COLOR_CONTROL, GL_SINGLE_COLOR); EndFrame(); } bool RAS_OpenGLRasterizer::BeginFrame(int drawingmode, double time) { m_time = time; m_drawingmode = drawingmode; // 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); } glDisable(GL_BLEND); glDisable(GL_ALPHA_TEST); //m_last_blendmode = GPU_BLEND_SOLID; GPU_set_material_blend_mode(GPU_BLEND_SOLID); glFrontFace(GL_CCW); m_last_frontface = true; glShadeModel(GL_SMOOTH); m_2DCanvas->BeginFrame(); return true; } void RAS_OpenGLRasterizer::SetDrawingMode(int drawingmode) { m_drawingmode = drawingmode; if(m_drawingmode == KX_WIREFRAME) glDisable(GL_CULL_FACE); } int RAS_OpenGLRasterizer::GetDrawingMode() { return m_drawingmode; } void RAS_OpenGLRasterizer::SetDepthMask(DepthMask depthmask) { glDepthMask(depthmask == KX_DEPTHMASK_DISABLED ? GL_FALSE : GL_TRUE); } void RAS_OpenGLRasterizer::ClearColorBuffer() { m_2DCanvas->ClearColor(m_redback,m_greenback,m_blueback,m_alphaback); m_2DCanvas->ClearBuffer(RAS_ICanvas::COLOR_BUFFER); } void RAS_OpenGLRasterizer::ClearDepthBuffer() { m_2DCanvas->ClearBuffer(RAS_ICanvas::DEPTH_BUFFER); } void RAS_OpenGLRasterizer::ClearCachingInfo(void) { m_materialCachingInfo = 0; } void RAS_OpenGLRasterizer::FlushDebugLines() { if(!m_debugLines.size()) return; // DrawDebugLines GLboolean light, tex; light= glIsEnabled(GL_LIGHTING); tex= glIsEnabled(GL_TEXTURE_2D); if(light) glDisable(GL_LIGHTING); if(tex) glDisable(GL_TEXTURE_2D); glBegin(GL_LINES); for (unsigned int i=0;iEndFrame(); } void RAS_OpenGLRasterizer::SetRenderArea() { RAS_Rect area; // only above/below stereo method needs viewport adjustment switch (m_stereomode) { case RAS_STEREO_ABOVEBELOW: switch(m_curreye) { case RAS_STEREO_LEFTEYE: // upper half of window area.SetLeft(0); area.SetBottom(m_2DCanvas->GetHeight() - int(m_2DCanvas->GetHeight() - m_noOfScanlines) / 2); area.SetRight(int(m_2DCanvas->GetWidth())); area.SetTop(int(m_2DCanvas->GetHeight())); m_2DCanvas->SetDisplayArea(&area); break; case RAS_STEREO_RIGHTEYE: // lower half of window area.SetLeft(0); area.SetBottom(0); area.SetRight(int(m_2DCanvas->GetWidth())); area.SetTop(int(m_2DCanvas->GetHeight() - m_noOfScanlines) / 2); m_2DCanvas->SetDisplayArea(&area); break; } break; case RAS_STEREO_SIDEBYSIDE: switch (m_curreye) { case RAS_STEREO_LEFTEYE: // Left half of window area.SetLeft(0); area.SetBottom(0); area.SetRight(m_2DCanvas->GetWidth()/2); area.SetTop(m_2DCanvas->GetHeight()); m_2DCanvas->SetDisplayArea(&area); break; case RAS_STEREO_RIGHTEYE: // Right half of window area.SetLeft(m_2DCanvas->GetWidth()/2); area.SetBottom(0); area.SetRight(m_2DCanvas->GetWidth()); area.SetTop(m_2DCanvas->GetHeight()); m_2DCanvas->SetDisplayArea(&area); break; } break; default: // every available pixel area.SetLeft(0); area.SetBottom(0); area.SetRight(int(m_2DCanvas->GetWidth())); area.SetTop(int(m_2DCanvas->GetHeight())); m_2DCanvas->SetDisplayArea(&area); break; } } void RAS_OpenGLRasterizer::SetStereoMode(const StereoMode stereomode) { m_stereomode = stereomode; } RAS_IRasterizer::StereoMode RAS_OpenGLRasterizer::GetStereoMode() { return m_stereomode; } bool RAS_OpenGLRasterizer::Stereo() { if(m_stereomode > RAS_STEREO_NOSTEREO) // > 0 return true; else return false; } bool RAS_OpenGLRasterizer::InterlacedStereo() { return m_stereomode == RAS_STEREO_VINTERLACE || m_stereomode == RAS_STEREO_INTERLACED; } void RAS_OpenGLRasterizer::SetEye(const StereoEye eye) { m_curreye = eye; switch (m_stereomode) { case RAS_STEREO_QUADBUFFERED: glDrawBuffer(m_curreye == RAS_STEREO_LEFTEYE ? GL_BACK_LEFT : GL_BACK_RIGHT); break; case RAS_STEREO_ANAGLYPH: if (m_curreye == RAS_STEREO_LEFTEYE) { glColorMask(GL_FALSE, GL_TRUE, GL_TRUE, GL_FALSE); } else { //glAccum(GL_LOAD, 1.0); glColorMask(GL_TRUE, GL_FALSE, GL_FALSE, GL_FALSE); ClearDepthBuffer(); } break; case RAS_STEREO_VINTERLACE: { glEnable(GL_POLYGON_STIPPLE); glPolygonStipple((const GLubyte*) ((m_curreye == RAS_STEREO_LEFTEYE) ? left_eye_vinterlace_mask : right_eye_vinterlace_mask)); if (m_curreye == RAS_STEREO_RIGHTEYE) ClearDepthBuffer(); break; } case RAS_STEREO_INTERLACED: { glEnable(GL_POLYGON_STIPPLE); glPolygonStipple((const GLubyte*) &hinterlace_mask[m_curreye == RAS_STEREO_LEFTEYE?0:1]); if (m_curreye == RAS_STEREO_RIGHTEYE) ClearDepthBuffer(); break; } default: break; } } RAS_IRasterizer::StereoEye RAS_OpenGLRasterizer::GetEye() { return m_curreye; } void RAS_OpenGLRasterizer::SetEyeSeparation(const float eyeseparation) { m_eyeseparation = eyeseparation; } float RAS_OpenGLRasterizer::GetEyeSeparation() { return m_eyeseparation; } void RAS_OpenGLRasterizer::SetFocalLength(const float focallength) { m_focallength = focallength; m_setfocallength = true; } float RAS_OpenGLRasterizer::GetFocalLength() { return m_focallength; } void RAS_OpenGLRasterizer::SwapBuffers() { m_2DCanvas->SwapBuffers(); } const MT_Matrix4x4& RAS_OpenGLRasterizer::GetViewMatrix() const { return m_viewmatrix; } const MT_Matrix4x4& RAS_OpenGLRasterizer::GetViewInvMatrix() const { return m_viewinvmatrix; } void RAS_OpenGLRasterizer::IndexPrimitives_3DText(RAS_MeshSlot& ms, class RAS_IPolyMaterial* polymat, class RAS_IRenderTools* rendertools) { bool obcolor = ms.m_bObjectColor; MT_Vector4& rgba = ms.m_RGBAcolor; RAS_MeshSlot::iterator it; // handle object color if (obcolor) { glDisableClientState(GL_COLOR_ARRAY); glColor4d(rgba[0], rgba[1], rgba[2], rgba[3]); } else glEnableClientState(GL_COLOR_ARRAY); for(ms.begin(it); !ms.end(it); ms.next(it)) { RAS_TexVert *vertex; size_t i, j, numvert; numvert = it.array->m_type; if(it.array->m_type == RAS_DisplayArray::LINE) { // line drawing, no text glBegin(GL_LINES); for(i=0; igetXYZ()); vertex = &it.vertex[it.index[i+1]]; glVertex3fv(vertex->getXYZ()); } glEnd(); } else { // triangle and quad text drawing for(i=0; igetXYZ()[0]; v[j][1] = vertex->getXYZ()[1]; v[j][2] = vertex->getXYZ()[2]; } // find the right opengl attribute glattrib = -1; if(GLEW_ARB_vertex_program) for(unit=0; unitRenderText(polymat->GetDrawingMode(), polymat, v[0], v[1], v[2], (numvert == 4)? v[3]: NULL, glattrib); ClearCachingInfo(); } } } glDisableClientState(GL_COLOR_ARRAY); } void RAS_OpenGLRasterizer::SetTexCoordNum(int num) { m_texco_num = num; if(m_texco_num > RAS_MAX_TEXCO) m_texco_num = RAS_MAX_TEXCO; } void RAS_OpenGLRasterizer::SetAttribNum(int num) { m_attrib_num = num; if(m_attrib_num > RAS_MAX_ATTRIB) m_attrib_num = RAS_MAX_ATTRIB; } void RAS_OpenGLRasterizer::SetTexCoord(TexCoGen coords, int unit) { // this changes from material to material if(unit < RAS_MAX_TEXCO) m_texco[unit] = coords; } void RAS_OpenGLRasterizer::SetAttrib(TexCoGen coords, int unit) { // this changes from material to material if(unit < RAS_MAX_ATTRIB) m_attrib[unit] = coords; } void RAS_OpenGLRasterizer::TexCoord(const RAS_TexVert &tv) { int unit; if(GLEW_ARB_multitexture) { for(unit=0; unit= 0 && index < current_mesh->NumPolygons()) ? current_mesh->GetPolygon(index) : NULL; if (polygon && polygon->GetMaterial() == current_bucket) { // must handle color. if (current_wireframe) return 2; if (current_ms->m_bObjectColor) { MT_Vector4& rgba = current_ms->m_RGBAcolor; glColor4d(rgba[0], rgba[1], rgba[2], rgba[3]); // don't use mcol return 2; } if (!mcol) { // we have to set the color from the material unsigned char rgba[4]; current_polymat->GetMaterialRGBAColor(rgba); glColor4ubv((const GLubyte *)rgba); return 2; } return 1; } return 0; } void RAS_OpenGLRasterizer::IndexPrimitivesInternal(RAS_MeshSlot& ms, bool multi) { bool obcolor = ms.m_bObjectColor; bool wireframe = m_drawingmode <= KX_WIREFRAME; MT_Vector4& rgba = ms.m_RGBAcolor; RAS_MeshSlot::iterator it; if (ms.m_pDerivedMesh) { // mesh data is in derived mesh, current_bucket = ms.m_bucket; current_polymat = current_bucket->GetPolyMaterial(); current_ms = &ms; current_mesh = ms.m_mesh; current_wireframe = wireframe; MCol *mcol = (MCol*)ms.m_pDerivedMesh->getFaceDataArray(ms.m_pDerivedMesh, CD_MCOL); if (current_polymat->GetFlag() & RAS_BLENDERGLSL) { // GetMaterialIndex return the original mface material index, // increment by 1 to match what derived mesh is doing current_blmat_nr = current_polymat->GetMaterialIndex()+1; // For GLSL we need to retrieve the GPU material attribute Material* blmat = current_polymat->GetBlenderMaterial(); Scene* blscene = current_polymat->GetBlenderScene(); if (!wireframe && blscene && blmat) GPU_material_vertex_attributes(GPU_material_from_blender(blscene, blmat), ¤t_gpu_attribs); else memset(¤t_gpu_attribs, 0, sizeof(current_gpu_attribs)); // DM draw can mess up blending mode, restore at the end int current_blend_mode = GPU_get_material_blend_mode(); ms.m_pDerivedMesh->drawFacesGLSL(ms.m_pDerivedMesh, CheckMaterialDM); GPU_set_material_blend_mode(current_blend_mode); } else { ms.m_pDerivedMesh->drawMappedFacesTex(ms.m_pDerivedMesh, CheckTexfaceDM, mcol); } return; } // iterate over display arrays, each containing an index + vertex array for(ms.begin(it); !ms.end(it); ms.next(it)) { RAS_TexVert *vertex; size_t i, j, numvert; numvert = it.array->m_type; if(it.array->m_type == RAS_DisplayArray::LINE) { // line drawing glBegin(GL_LINES); for(i=0; igetXYZ()); vertex = &it.vertex[it.index[i+1]]; glVertex3fv(vertex->getXYZ()); } glEnd(); } else { // triangle and quad drawing if(it.array->m_type == RAS_DisplayArray::TRIANGLE) glBegin(GL_TRIANGLES); else glBegin(GL_QUADS); for(i=0; igetRGBA())); glNormal3fv(vertex->getNormal()); if(multi) TexCoord(*vertex); else glTexCoord2fv(vertex->getUV1()); } glVertex3fv(vertex->getXYZ()); } } glEnd(); } } } void RAS_OpenGLRasterizer::SetProjectionMatrix(MT_CmMatrix4x4 &mat) { glMatrixMode(GL_PROJECTION); double* matrix = &mat(0,0); glLoadMatrixd(matrix); m_camortho= (mat(3, 3) != 0.0f); } void RAS_OpenGLRasterizer::SetProjectionMatrix(const 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); m_camortho= (mat[3][3] != 0.0f); } MT_Matrix4x4 RAS_OpenGLRasterizer::GetFrustumMatrix( float left, float right, float bottom, float top, float frustnear, float frustfar, float focallength, bool ){ MT_Matrix4x4 result; double mat[16]; // correction for stereo if(Stereo()) { float near_div_focallength; float offset; // if Rasterizer.setFocalLength is not called we use the camera focallength if (!m_setfocallength) m_focallength = focallength; near_div_focallength = frustnear / m_focallength; offset = 0.5 * m_eyeseparation * near_div_focallength; switch(m_curreye) { case RAS_STEREO_LEFTEYE: left += offset; right += offset; break; case RAS_STEREO_RIGHTEYE: left -= offset; right -= offset; break; } // leave 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; } MT_Matrix4x4 RAS_OpenGLRasterizer::GetOrthoMatrix( float left, float right, float bottom, float top, float frustnear, float frustfar ){ MT_Matrix4x4 result; double mat[16]; // stereo is meaning less for orthographic, disable it glMatrixMode(GL_PROJECTION); glLoadIdentity(); glOrtho(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_Matrix3x3 & camOrientMat3x3, const MT_Point3 & pos, bool perspective) { m_viewmatrix = mat; // correction for stereo if(Stereo() && perspective) { 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)); m_viewmatrix *= 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); m_viewmatrix *= transform; } break; } } m_viewinvmatrix = m_viewmatrix; m_viewinvmatrix.invert(); // note: getValue gives back column major as needed by OpenGL MT_Scalar glviewmat[16]; m_viewmatrix.getValue(glviewmat); glMatrixMode(GL_MODELVIEW); glLoadMatrixd(glviewmat); m_campos = pos; } const MT_Point3& RAS_OpenGLRasterizer::GetCameraPosition() { return m_campos; } bool RAS_OpenGLRasterizer::GetCameraOrtho() { return m_camortho; } void RAS_OpenGLRasterizer::SetCullFace(bool enable) { if (enable) glEnable(GL_CULL_FACE); else glDisable(GL_CULL_FACE); } void RAS_OpenGLRasterizer::SetLines(bool enable) { if (enable) glPolygonMode(GL_FRONT_AND_BACK, GL_LINE); else glPolygonMode(GL_FRONT_AND_BACK, GL_FILL); } 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); } void RAS_OpenGLRasterizer::SetEmissive(float eX, float eY, float eZ, float e) { GLfloat mat_emit [] = {eX,eY,eZ,e}; glMaterialfv(GL_FRONT_AND_BACK, GL_EMISSION, mat_emit); } double RAS_OpenGLRasterizer::GetTime() { return m_time; } void RAS_OpenGLRasterizer::SetPolygonOffset(float mult, float add) { glPolygonOffset(mult, add); GLint mode = GL_POLYGON_OFFSET_FILL; if (m_drawingmode < KX_SHADED) mode = GL_POLYGON_OFFSET_LINE; if (mult != 0.0f || add != 0.0f) glEnable(mode); else glDisable(mode); } void RAS_OpenGLRasterizer::EnableMotionBlur(float motionblurvalue) { /* don't just set m_motionblur to 1, but check if it is 0 so * we don't reset a motion blur that is already enabled */ if(m_motionblur == 0) m_motionblur = 1; m_motionblurvalue = motionblurvalue; } void RAS_OpenGLRasterizer::DisableMotionBlur() { m_motionblur = 0; m_motionblurvalue = -1.0; } void RAS_OpenGLRasterizer::SetBlendingMode(int blendmode) { GPU_set_material_blend_mode(blendmode); /* if(blendmode == m_last_blendmode) return; if(blendmode == GPU_BLEND_SOLID) { glDisable(GL_BLEND); glDisable(GL_ALPHA_TEST); glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); } else if(blendmode == GPU_BLEND_ADD) { glBlendFunc(GL_ONE, GL_ONE); glEnable(GL_BLEND); glDisable(GL_ALPHA_TEST); } else if(blendmode == GPU_BLEND_ALPHA) { glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); glEnable(GL_BLEND); glEnable(GL_ALPHA_TEST); glAlphaFunc(GL_GREATER, 0.0f); } else if(blendmode == GPU_BLEND_CLIP) { glDisable(GL_BLEND); glEnable(GL_ALPHA_TEST); glAlphaFunc(GL_GREATER, 0.5f); } m_last_blendmode = blendmode; */ } void RAS_OpenGLRasterizer::SetFrontFace(bool ccw) { if(m_last_frontface == ccw) return; if(ccw) glFrontFace(GL_CCW); else glFrontFace(GL_CW); m_last_frontface = ccw; }