blender/source/gameengine/BlenderRoutines/KX_BlenderGL.cpp
Campbell Barton 0e2c8cdcdd move image settings into their own structure so the interface can be shared where image saving settings are needed.
currently file out node and render output share this struct & UI.
2011-11-21 20:19:58 +00:00

281 lines
6.7 KiB
C++

/*
* ***** 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/BlenderRoutines/KX_BlenderGL.cpp
* \ingroup blroutines
*/
#include "KX_BlenderGL.h"
/*
* This little block needed for linking to Blender...
*/
#ifdef WIN32
#include <vector>
#include "BLI_winstuff.h"
#endif
#include <stdlib.h>
#include <string.h>
#include "GL/glew.h"
#include "MEM_guardedalloc.h"
#include "BL_Material.h" // MAXTEX
/* Data types encoding the game world: */
#include "DNA_object_types.h"
#include "DNA_scene_types.h"
#include "DNA_screen_types.h"
#include "DNA_camera_types.h"
#include "DNA_world_types.h"
#include "DNA_mesh_types.h"
#include "DNA_meshdata_types.h"
#include "DNA_image_types.h"
#include "DNA_view3d_types.h"
#include "DNA_material_types.h"
#include "DNA_windowmanager_types.h"
#include "BKE_global.h"
#include "BKE_main.h"
#include "BKE_bmfont.h"
#include "BKE_image.h"
#include "BLI_path_util.h"
extern "C" {
#include "IMB_imbuf_types.h"
#include "IMB_imbuf.h"
#include "WM_api.h"
#include "WM_types.h"
#include "wm_event_system.h"
#include "wm_cursors.h"
#include "wm_window.h"
#include "BLF_api.h"
}
/* end of blender block */
void BL_warp_pointer(wmWindow *win, int x,int y)
{
WM_cursor_warp(win, x, y);
}
void BL_SwapBuffers(wmWindow *win)
{
wm_window_swap_buffers(win);
}
void DisableForText()
{
glPolygonMode(GL_FRONT_AND_BACK, GL_FILL); /* needed for texture fonts otherwise they render as wireframe */
if(glIsEnabled(GL_BLEND)) glDisable(GL_BLEND);
if(glIsEnabled(GL_ALPHA_TEST)) glDisable(GL_ALPHA_TEST);
if(glIsEnabled(GL_LIGHTING)) {
glDisable(GL_LIGHTING);
glDisable(GL_COLOR_MATERIAL);
}
if(GLEW_ARB_multitexture) {
for(int i=0; i<MAXTEX; i++) {
glActiveTextureARB(GL_TEXTURE0_ARB+i);
if(GLEW_ARB_texture_cube_map)
if(glIsEnabled(GL_TEXTURE_CUBE_MAP_ARB))
glDisable(GL_TEXTURE_CUBE_MAP_ARB);
if(glIsEnabled(GL_TEXTURE_2D))
glDisable(GL_TEXTURE_2D);
}
glActiveTextureARB(GL_TEXTURE0_ARB);
}
else {
if(GLEW_ARB_texture_cube_map)
if(glIsEnabled(GL_TEXTURE_CUBE_MAP_ARB))
glDisable(GL_TEXTURE_CUBE_MAP_ARB);
if(glIsEnabled(GL_TEXTURE_2D))
glDisable(GL_TEXTURE_2D);
}
}
/* Print 3D text */
void BL_print_game_line(int fontid, const char* text, int size, int dpi, float* color, double* mat, float aspect)
{
/* gl prepping */
DisableForText();
/* the actual drawing */
glColor4fv(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);
}
void BL_print_gamedebug_line(const char* text, int xco, int yco, int width, int height)
{
/* gl prepping */
DisableForText();
glDisable(GL_DEPTH_TEST);
glMatrixMode(GL_PROJECTION);
glPushMatrix();
glLoadIdentity();
glOrtho(0, width, 0, height, -100, 100);
glMatrixMode(GL_MODELVIEW);
glPushMatrix();
glLoadIdentity();
/* the actual drawing */
glColor3ub(255, 255, 255);
BLF_draw_default((float)xco, (float)(height-yco), 0.0f, (char *)text, 65535); /* XXX, use real len */
glMatrixMode(GL_PROJECTION);
glPopMatrix();
glMatrixMode(GL_MODELVIEW);
glPopMatrix();
glEnable(GL_DEPTH_TEST);
}
void BL_print_gamedebug_line_padded(const char* text, int xco, int yco, int width, int height)
{
/* This is a rather important line :( The gl-mode hasn't been left
* behind quite as neatly as we'd have wanted to. I don't know
* what cause it, though :/ .*/
DisableForText();
glDisable(GL_DEPTH_TEST);
glMatrixMode(GL_PROJECTION);
glPushMatrix();
glLoadIdentity();
glOrtho(0, width, 0, height, -100, 100);
glMatrixMode(GL_MODELVIEW);
glPushMatrix();
glLoadIdentity();
/* draw in black first*/
glColor3ub(0, 0, 0);
BLF_draw_default((float)(xco+2), (float)(height-yco-2), 0.0f, text, 65535); /* XXX, use real len */
glColor3ub(255, 255, 255);
BLF_draw_default((float)xco, (float)(height-yco), 0.0f, text, 65535); /* XXX, use real len */
glMatrixMode(GL_PROJECTION);
glPopMatrix();
glMatrixMode(GL_MODELVIEW);
glPopMatrix();
glEnable(GL_DEPTH_TEST);
}
void BL_HideMouse(wmWindow *win)
{
WM_cursor_set(win, CURSOR_NONE);
}
void BL_WaitMouse(wmWindow *win)
{
WM_cursor_set(win, CURSOR_WAIT);
}
void BL_NormalMouse(wmWindow *win)
{
WM_cursor_set(win, CURSOR_STD);
}
#define MAX_FILE_LENGTH 512
/* get shot from frontbuffer sort of a copy from screendump.c */
static unsigned int *screenshot(ScrArea *curarea, int *dumpsx, int *dumpsy)
{
int x=0, y=0;
unsigned int *dumprect= NULL;
x= curarea->totrct.xmin;
y= curarea->totrct.ymin;
*dumpsx= curarea->totrct.xmax-x;
*dumpsy= curarea->totrct.ymax-y;
if (*dumpsx && *dumpsy) {
dumprect= (unsigned int *)MEM_mallocN(sizeof(int) * (*dumpsx) * (*dumpsy), "dumprect");
glReadBuffer(GL_FRONT);
glReadPixels(x, y, *dumpsx, *dumpsy, GL_RGBA, GL_UNSIGNED_BYTE, dumprect);
glFinish();
glReadBuffer(GL_BACK);
}
return dumprect;
}
/* based on screendump.c::screenshot_exec */
void BL_MakeScreenShot(ScrArea *curarea, const char* filename)
{
char path[MAX_FILE_LENGTH];
strcpy(path,filename);
unsigned int *dumprect;
int dumpsx, dumpsy;
dumprect= screenshot(curarea, &dumpsx, &dumpsy);
if(dumprect) {
ImBuf *ibuf;
BLI_path_abs(path, G.main->name);
/* BKE_add_image_extension() checks for if extension was already set */
BKE_add_image_extension(path, R_PNG); /* scene->r.im_format.imtype */
ibuf= IMB_allocImBuf(dumpsx, dumpsy, 24, 0);
ibuf->rect= dumprect;
ibuf->ftype= PNG;
IMB_saveiff(ibuf, path, IB_rect);
ibuf->rect= NULL;
IMB_freeImBuf(ibuf);
MEM_freeN(dumprect);
}
}