forked from bartvdbraak/blender
b263aefb0e
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/
1262 lines
28 KiB
C++
1262 lines
28 KiB
C++
/*
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* $Id$
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* ***** BEGIN GPL LICENSE BLOCK *****
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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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* of the License, or (at your option) any later version.
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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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* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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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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* ***** END GPL LICENSE BLOCK *****
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*/
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/** \file gameengine/Rasterizer/RAS_OpenGLRasterizer/RAS_OpenGLRasterizer.cpp
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* \ingroup bgerastogl
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*/
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#include <math.h>
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#include <stdlib.h>
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#include "RAS_OpenGLRasterizer.h"
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#include "GL/glew.h"
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#include "RAS_Rect.h"
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#include "RAS_TexVert.h"
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#include "RAS_MeshObject.h"
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#include "MT_CmMatrix4x4.h"
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#include "RAS_IRenderTools.h" // rendering text
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#include "GPU_draw.h"
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#include "GPU_material.h"
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#include "GPU_extensions.h"
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#include "DNA_image_types.h"
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#include "DNA_meshdata_types.h"
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#include "DNA_material_types.h"
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#include "DNA_scene_types.h"
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#include "BKE_DerivedMesh.h"
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#ifndef M_PI
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#define M_PI 3.14159265358979323846
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#endif
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/**
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* 32x32 bit masks for vinterlace stereo mode
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*/
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static GLuint left_eye_vinterlace_mask[32];
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static GLuint right_eye_vinterlace_mask[32];
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/**
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* 32x32 bit masks for hinterlace stereo mode.
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* Left eye = &hinterlace_mask[0]
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* Right eye = &hinterlace_mask[1]
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*/
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static GLuint hinterlace_mask[33];
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RAS_OpenGLRasterizer::RAS_OpenGLRasterizer(RAS_ICanvas* canvas)
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:RAS_IRasterizer(canvas),
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m_2DCanvas(canvas),
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m_fogenabled(false),
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m_time(0.0),
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m_campos(0.0f, 0.0f, 0.0f),
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m_camortho(false),
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m_stereomode(RAS_STEREO_NOSTEREO),
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m_curreye(RAS_STEREO_LEFTEYE),
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m_eyeseparation(0.0),
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m_focallength(0.0),
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m_setfocallength(false),
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m_noOfScanlines(32),
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m_motionblur(0),
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m_motionblurvalue(-1.0),
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m_texco_num(0),
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m_attrib_num(0),
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//m_last_alphablend(GPU_BLEND_SOLID),
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m_last_frontface(true),
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m_materialCachingInfo(0)
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{
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m_viewmatrix.setIdentity();
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m_viewinvmatrix.setIdentity();
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for (int i = 0; i < 32; i++)
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{
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left_eye_vinterlace_mask[i] = 0x55555555;
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right_eye_vinterlace_mask[i] = 0xAAAAAAAA;
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hinterlace_mask[i] = (i&1)*0xFFFFFFFF;
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}
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hinterlace_mask[32] = 0;
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m_prevafvalue = GPU_get_anisotropic();
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}
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RAS_OpenGLRasterizer::~RAS_OpenGLRasterizer()
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{
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// Restore the previous AF value
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GPU_set_anisotropic(m_prevafvalue);
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}
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bool RAS_OpenGLRasterizer::Init()
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{
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GPU_state_init();
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m_ambr = 0.0f;
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m_ambg = 0.0f;
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m_ambb = 0.0f;
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glDisable(GL_BLEND);
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glDisable(GL_ALPHA_TEST);
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//m_last_alphablend = GPU_BLEND_SOLID;
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GPU_set_material_alpha_blend(GPU_BLEND_SOLID);
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glFrontFace(GL_CCW);
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m_last_frontface = true;
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m_redback = 0.4375;
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m_greenback = 0.4375;
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m_blueback = 0.4375;
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m_alphaback = 0.0;
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glClearColor(m_redback,m_greenback,m_blueback,m_alphaback);
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glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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glShadeModel(GL_SMOOTH);
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return true;
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}
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void RAS_OpenGLRasterizer::SetAmbientColor(float red, float green, float blue)
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{
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m_ambr = red;
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m_ambg = green;
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m_ambb = blue;
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}
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void RAS_OpenGLRasterizer::SetAmbient(float factor)
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{
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float ambient[] = { m_ambr*factor, m_ambg*factor, m_ambb*factor, 1.0f };
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glLightModelfv(GL_LIGHT_MODEL_AMBIENT, ambient);
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}
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void RAS_OpenGLRasterizer::SetBackColor(float red,
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float green,
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float blue,
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float alpha)
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{
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m_redback = red;
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m_greenback = green;
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m_blueback = blue;
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m_alphaback = alpha;
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}
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void RAS_OpenGLRasterizer::SetFogColor(float r,
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float g,
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float b)
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{
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m_fogr = r;
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m_fogg = g;
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m_fogb = b;
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m_fogenabled = true;
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}
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void RAS_OpenGLRasterizer::SetFogStart(float start)
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{
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m_fogstart = start;
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m_fogenabled = true;
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}
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void RAS_OpenGLRasterizer::SetFogEnd(float fogend)
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{
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m_fogdist = fogend;
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m_fogenabled = true;
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}
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void RAS_OpenGLRasterizer::SetFog(float start,
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float dist,
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float r,
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float g,
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float b)
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{
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m_fogstart = start;
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m_fogdist = dist;
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m_fogr = r;
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m_fogg = g;
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m_fogb = b;
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m_fogenabled = true;
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}
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void RAS_OpenGLRasterizer::DisableFog()
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{
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m_fogenabled = false;
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}
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bool RAS_OpenGLRasterizer::IsFogEnabled()
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{
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return m_fogenabled;
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}
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void RAS_OpenGLRasterizer::DisplayFog()
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{
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if ((m_drawingmode >= KX_SOLID) && m_fogenabled)
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{
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float params[5];
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glFogi(GL_FOG_MODE, GL_LINEAR);
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glFogf(GL_FOG_DENSITY, 0.1f);
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glFogf(GL_FOG_START, m_fogstart);
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glFogf(GL_FOG_END, m_fogstart + m_fogdist);
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params[0]= m_fogr;
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params[1]= m_fogg;
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params[2]= m_fogb;
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params[3]= 0.0;
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glFogfv(GL_FOG_COLOR, params);
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glEnable(GL_FOG);
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}
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else
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{
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glDisable(GL_FOG);
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}
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}
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bool RAS_OpenGLRasterizer::SetMaterial(const RAS_IPolyMaterial& mat)
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{
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return mat.Activate(this, m_materialCachingInfo);
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}
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void RAS_OpenGLRasterizer::Exit()
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{
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glEnable(GL_CULL_FACE);
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glEnable(GL_DEPTH_TEST);
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glClearDepth(1.0);
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glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
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glClearColor(m_redback, m_greenback, m_blueback, m_alphaback);
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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glDepthMask (GL_TRUE);
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glDepthFunc(GL_LEQUAL);
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glBlendFunc(GL_ONE, GL_ZERO);
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glDisable(GL_POLYGON_STIPPLE);
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glDisable(GL_LIGHTING);
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if (GLEW_EXT_separate_specular_color || GLEW_VERSION_1_2)
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glLightModeli(GL_LIGHT_MODEL_COLOR_CONTROL, GL_SINGLE_COLOR);
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EndFrame();
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}
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bool RAS_OpenGLRasterizer::BeginFrame(int drawingmode, double time)
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{
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m_time = time;
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m_drawingmode = drawingmode;
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// Blender camera routine destroys the settings
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if (m_drawingmode < KX_SOLID)
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{
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glDisable (GL_CULL_FACE);
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glDisable (GL_DEPTH_TEST);
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}
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else
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{
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glEnable(GL_DEPTH_TEST);
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glEnable (GL_CULL_FACE);
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}
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glDisable(GL_BLEND);
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glDisable(GL_ALPHA_TEST);
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//m_last_alphablend = GPU_BLEND_SOLID;
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GPU_set_material_alpha_blend(GPU_BLEND_SOLID);
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glFrontFace(GL_CCW);
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m_last_frontface = true;
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glShadeModel(GL_SMOOTH);
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glEnable(GL_MULTISAMPLE_ARB);
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m_2DCanvas->BeginFrame();
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return true;
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}
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void RAS_OpenGLRasterizer::SetDrawingMode(int drawingmode)
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{
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m_drawingmode = drawingmode;
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if(m_drawingmode == KX_WIREFRAME)
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glDisable(GL_CULL_FACE);
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}
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int RAS_OpenGLRasterizer::GetDrawingMode()
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{
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return m_drawingmode;
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}
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void RAS_OpenGLRasterizer::SetDepthMask(DepthMask depthmask)
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{
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glDepthMask(depthmask == KX_DEPTHMASK_DISABLED ? GL_FALSE : GL_TRUE);
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}
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void RAS_OpenGLRasterizer::ClearColorBuffer()
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{
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m_2DCanvas->ClearColor(m_redback,m_greenback,m_blueback,m_alphaback);
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m_2DCanvas->ClearBuffer(RAS_ICanvas::COLOR_BUFFER);
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}
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void RAS_OpenGLRasterizer::ClearDepthBuffer()
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{
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m_2DCanvas->ClearBuffer(RAS_ICanvas::DEPTH_BUFFER);
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}
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void RAS_OpenGLRasterizer::ClearCachingInfo(void)
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{
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m_materialCachingInfo = 0;
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}
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void RAS_OpenGLRasterizer::FlushDebugShapes()
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{
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if(!m_debugShapes.size())
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return;
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// DrawDebugLines
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GLboolean light, tex;
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light= glIsEnabled(GL_LIGHTING);
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tex= glIsEnabled(GL_TEXTURE_2D);
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if(light) glDisable(GL_LIGHTING);
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if(tex) glDisable(GL_TEXTURE_2D);
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//draw lines
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glBegin(GL_LINES);
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for (unsigned int i=0;i<m_debugShapes.size();i++)
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{
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if (m_debugShapes[i].m_type != OglDebugShape::LINE)
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continue;
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glColor4f(m_debugShapes[i].m_color[0],m_debugShapes[i].m_color[1],m_debugShapes[i].m_color[2],1.f);
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const MT_Scalar* fromPtr = &m_debugShapes[i].m_pos.x();
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const MT_Scalar* toPtr= &m_debugShapes[i].m_param.x();
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glVertex3dv(fromPtr);
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glVertex3dv(toPtr);
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}
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glEnd();
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//draw circles
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for (unsigned int i=0;i<m_debugShapes.size();i++)
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{
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if (m_debugShapes[i].m_type != OglDebugShape::CIRCLE)
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continue;
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glBegin(GL_LINE_LOOP);
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glColor4f(m_debugShapes[i].m_color[0],m_debugShapes[i].m_color[1],m_debugShapes[i].m_color[2],1.f);
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static const MT_Vector3 worldUp(0.,0.,1.);
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MT_Vector3 norm = m_debugShapes[i].m_param;
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MT_Matrix3x3 tr;
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if (norm.fuzzyZero() || norm == worldUp)
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{
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tr.setIdentity();
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}
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else
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{
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MT_Vector3 xaxis, yaxis;
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xaxis = MT_cross(norm, worldUp);
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yaxis = MT_cross(xaxis, norm);
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tr.setValue(xaxis.x(), xaxis.y(), xaxis.z(),
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yaxis.x(), yaxis.y(), yaxis.z(),
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norm.x(), norm.y(), norm.z());
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}
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MT_Scalar rad = m_debugShapes[i].m_param2.x();
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int n = (int) m_debugShapes[i].m_param2.y();
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for (int j = 0; j<n; j++)
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{
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MT_Scalar theta = j*M_PI*2/n;
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MT_Vector3 pos(cos(theta)*rad, sin(theta)*rad, 0.);
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pos = pos*tr;
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pos += m_debugShapes[i].m_pos;
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const MT_Scalar* posPtr = &pos.x();
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glVertex3dv(posPtr);
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}
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glEnd();
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}
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if(light) glEnable(GL_LIGHTING);
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if(tex) glEnable(GL_TEXTURE_2D);
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m_debugShapes.clear();
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}
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void RAS_OpenGLRasterizer::EndFrame()
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{
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FlushDebugShapes();
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glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
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glDisable(GL_MULTISAMPLE_ARB);
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m_2DCanvas->EndFrame();
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}
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void RAS_OpenGLRasterizer::SetRenderArea()
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{
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RAS_Rect area;
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// only above/below stereo method needs viewport adjustment
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switch (m_stereomode)
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{
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case RAS_STEREO_ABOVEBELOW:
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switch(m_curreye)
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{
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case RAS_STEREO_LEFTEYE:
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// upper half of window
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area.SetLeft(0);
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area.SetBottom(m_2DCanvas->GetHeight() -
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int(m_2DCanvas->GetHeight() - m_noOfScanlines) / 2);
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area.SetRight(int(m_2DCanvas->GetWidth()));
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area.SetTop(int(m_2DCanvas->GetHeight()));
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m_2DCanvas->SetDisplayArea(&area);
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break;
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case RAS_STEREO_RIGHTEYE:
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// lower half of window
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area.SetLeft(0);
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area.SetBottom(0);
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area.SetRight(int(m_2DCanvas->GetWidth()));
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area.SetTop(int(m_2DCanvas->GetHeight() - m_noOfScanlines) / 2);
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m_2DCanvas->SetDisplayArea(&area);
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break;
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}
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break;
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case RAS_STEREO_SIDEBYSIDE:
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switch (m_curreye)
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{
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case RAS_STEREO_LEFTEYE:
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// Left half of window
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area.SetLeft(0);
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area.SetBottom(0);
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area.SetRight(m_2DCanvas->GetWidth()/2);
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area.SetTop(m_2DCanvas->GetHeight());
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m_2DCanvas->SetDisplayArea(&area);
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break;
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|
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; i<it.totindex; i+=2)
|
|
{
|
|
vertex = &it.vertex[it.index[i]];
|
|
glVertex3fv(vertex->getXYZ());
|
|
|
|
vertex = &it.vertex[it.index[i+1]];
|
|
glVertex3fv(vertex->getXYZ());
|
|
}
|
|
|
|
glEnd();
|
|
}
|
|
else {
|
|
// triangle and quad text drawing
|
|
for(i=0; i<it.totindex; i+=numvert)
|
|
{
|
|
float v[4][3];
|
|
int glattrib, unit;
|
|
|
|
for(j=0; j<numvert; j++) {
|
|
vertex = &it.vertex[it.index[i+j]];
|
|
|
|
v[j][0] = vertex->getXYZ()[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; unit<m_attrib_num; unit++)
|
|
if(m_attrib[unit] == RAS_TEXCO_UV1)
|
|
glattrib = unit;
|
|
|
|
rendertools->RenderText(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<m_texco_num; unit++) {
|
|
if(tv.getFlag() & RAS_TexVert::SECOND_UV && (int)tv.getUnit() == unit) {
|
|
glMultiTexCoord2fvARB(GL_TEXTURE0_ARB+unit, tv.getUV2());
|
|
continue;
|
|
}
|
|
switch(m_texco[unit]) {
|
|
case RAS_TEXCO_ORCO:
|
|
case RAS_TEXCO_GLOB:
|
|
glMultiTexCoord3fvARB(GL_TEXTURE0_ARB+unit, tv.getXYZ());
|
|
break;
|
|
case RAS_TEXCO_UV1:
|
|
glMultiTexCoord2fvARB(GL_TEXTURE0_ARB+unit, tv.getUV1());
|
|
break;
|
|
case RAS_TEXCO_NORM:
|
|
glMultiTexCoord3fvARB(GL_TEXTURE0_ARB+unit, tv.getNormal());
|
|
break;
|
|
case RAS_TEXTANGENT:
|
|
glMultiTexCoord4fvARB(GL_TEXTURE0_ARB+unit, tv.getTangent());
|
|
break;
|
|
case RAS_TEXCO_UV2:
|
|
glMultiTexCoord2fvARB(GL_TEXTURE0_ARB+unit, tv.getUV2());
|
|
break;
|
|
default:
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|
|
if(GLEW_ARB_vertex_program) {
|
|
for(unit=0; unit<m_attrib_num; unit++) {
|
|
switch(m_attrib[unit]) {
|
|
case RAS_TEXCO_ORCO:
|
|
case RAS_TEXCO_GLOB:
|
|
glVertexAttrib3fvARB(unit, tv.getXYZ());
|
|
break;
|
|
case RAS_TEXCO_UV1:
|
|
glVertexAttrib2fvARB(unit, tv.getUV1());
|
|
break;
|
|
case RAS_TEXCO_NORM:
|
|
glVertexAttrib3fvARB(unit, tv.getNormal());
|
|
break;
|
|
case RAS_TEXTANGENT:
|
|
glVertexAttrib4fvARB(unit, tv.getTangent());
|
|
break;
|
|
case RAS_TEXCO_UV2:
|
|
glVertexAttrib2fvARB(unit, tv.getUV2());
|
|
break;
|
|
case RAS_TEXCO_VCOL:
|
|
glVertexAttrib4ubvARB(unit, tv.getRGBA());
|
|
break;
|
|
default:
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|
|
}
|
|
|
|
void RAS_OpenGLRasterizer::IndexPrimitives(RAS_MeshSlot& ms)
|
|
{
|
|
IndexPrimitivesInternal(ms, false);
|
|
}
|
|
|
|
void RAS_OpenGLRasterizer::IndexPrimitivesMulti(RAS_MeshSlot& ms)
|
|
{
|
|
IndexPrimitivesInternal(ms, true);
|
|
}
|
|
|
|
static bool current_wireframe;
|
|
static RAS_MaterialBucket *current_bucket;
|
|
static RAS_IPolyMaterial *current_polymat;
|
|
static RAS_MeshSlot *current_ms;
|
|
static RAS_MeshObject *current_mesh;
|
|
static int current_blmat_nr;
|
|
static GPUVertexAttribs current_gpu_attribs;
|
|
static Image *current_image;
|
|
static int CheckMaterialDM(int matnr, void *attribs)
|
|
{
|
|
// only draw the current material
|
|
if (matnr != current_blmat_nr)
|
|
return 0;
|
|
GPUVertexAttribs *gattribs = (GPUVertexAttribs *)attribs;
|
|
if (gattribs)
|
|
memcpy(gattribs, ¤t_gpu_attribs, sizeof(GPUVertexAttribs));
|
|
return 1;
|
|
}
|
|
|
|
/*
|
|
static int CheckTexfaceDM(void *mcol, int index)
|
|
{
|
|
|
|
// index is the original face index, retrieve the polygon
|
|
RAS_Polygon* polygon = (index >= 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;
|
|
}
|
|
*/
|
|
|
|
static int CheckTexDM(MTFace *tface, MCol *mcol, int matnr)
|
|
{
|
|
|
|
// index is the original face index, retrieve the polygon
|
|
if (matnr == current_blmat_nr &&
|
|
(tface == NULL || tface->tpage == current_image)) {
|
|
// 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); /* UNUSED */
|
|
|
|
// handle two-side
|
|
if (current_polymat->GetDrawingMode() & RAS_IRasterizer::KX_BACKCULL)
|
|
this->SetCullFace(true);
|
|
else
|
|
this->SetCullFace(false);
|
|
|
|
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_alpha_blend();
|
|
ms.m_pDerivedMesh->drawFacesGLSL(ms.m_pDerivedMesh, CheckMaterialDM);
|
|
GPU_set_material_alpha_blend(current_blend_mode);
|
|
} else {
|
|
//ms.m_pDerivedMesh->drawMappedFacesTex(ms.m_pDerivedMesh, CheckTexfaceDM, mcol);
|
|
current_blmat_nr = current_polymat->GetMaterialIndex();
|
|
current_image = current_polymat->GetBlenderImage();
|
|
ms.m_pDerivedMesh->drawFacesTex(ms.m_pDerivedMesh, CheckTexDM);
|
|
}
|
|
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; i<it.totindex; i+=2)
|
|
{
|
|
vertex = &it.vertex[it.index[i]];
|
|
glVertex3fv(vertex->getXYZ());
|
|
|
|
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; i<it.totindex; i+=numvert)
|
|
{
|
|
if(obcolor)
|
|
glColor4d(rgba[0], rgba[1], rgba[2], rgba[3]);
|
|
|
|
for(j=0; j<numvert; j++) {
|
|
vertex = &it.vertex[it.index[i+j]];
|
|
|
|
if(!wireframe) {
|
|
if(!obcolor)
|
|
glColor4ubv((const GLubyte *)(vertex->getRGBA()));
|
|
|
|
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)
|
|
// if focallength is null we use a value known to be reasonable
|
|
m_focallength = (focallength == 0.f) ? m_eyeseparation * 30.0
|
|
: 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::SetAlphaBlend(int alphablend)
|
|
{
|
|
GPU_set_material_alpha_blend(alphablend);
|
|
/*
|
|
if(alphablend == m_last_alphablend)
|
|
return;
|
|
|
|
if(alphablend == GPU_BLEND_SOLID) {
|
|
glDisable(GL_BLEND);
|
|
glDisable(GL_ALPHA_TEST);
|
|
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
|
|
}
|
|
else if(alphablend == GPU_BLEND_ADD) {
|
|
glBlendFunc(GL_ONE, GL_ONE);
|
|
glEnable(GL_BLEND);
|
|
glDisable(GL_ALPHA_TEST);
|
|
}
|
|
else if(alphablend == 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(alphablend == GPU_BLEND_CLIP) {
|
|
glDisable(GL_BLEND);
|
|
glEnable(GL_ALPHA_TEST);
|
|
glAlphaFunc(GL_GREATER, 0.5f);
|
|
}
|
|
|
|
m_last_alphablend = alphablend;
|
|
*/
|
|
}
|
|
|
|
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;
|
|
}
|
|
|
|
void RAS_OpenGLRasterizer::SetAnisotropicFiltering(short level)
|
|
{
|
|
GPU_set_anisotropic((float)level);
|
|
}
|
|
|
|
short RAS_OpenGLRasterizer::GetAnisotropicFiltering()
|
|
{
|
|
return (short)GPU_get_anisotropic();
|
|
}
|