forked from bartvdbraak/blender
229 lines
5.0 KiB
C++
229 lines
5.0 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., 59 Temple Place - Suite 330, Boston, MA 02111-1307, 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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#include "KX_BlenderGL.h"
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#ifdef __cplusplus
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extern "C" {
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#endif
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#include "BLF_api.h"
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#ifdef __cplusplus
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}
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#endif
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#ifdef HAVE_CONFIG_H
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#include <config.h>
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#endif
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/*
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* This little block needed for linking to Blender...
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*/
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#ifdef WIN32
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#include "BLI_winstuff.h"
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#endif
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#include <stdlib.h>
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#include <string.h>
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#include "GL/glew.h"
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#include "BL_Material.h" // MAXTEX
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/* Data types encoding the game world: */
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#include "DNA_object_types.h"
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#include "DNA_scene_types.h"
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#include "DNA_screen_types.h"
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#include "DNA_camera_types.h"
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#include "DNA_world_types.h"
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#include "DNA_mesh_types.h"
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#include "DNA_meshdata_types.h"
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#include "DNA_image_types.h"
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#include "DNA_view3d_types.h"
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#include "DNA_material_types.h"
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#include "DNA_windowmanager_types.h"
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#include "BKE_global.h"
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#include "BKE_bmfont.h"
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#include "BKE_image.h"
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extern "C" {
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//XXX #include "BDR_drawmesh.h"
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//XXX #include "BIF_mywindow.h"
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//XXX #include "BIF_toolbox.h"
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//XXX #include "BIF_graphics.h" /* For CURSOR_NONE CURSOR_WAIT CURSOR_STD */
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void wm_window_swap_buffers(wmWindow *win); // wm_window.h
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}
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/* end of blender block */
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/* was in drawmesh.c */
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void spack(unsigned int ucol)
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{
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char *cp= (char *)&ucol;
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glColor3ub(cp[3], cp[2], cp[1]);
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}
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void BL_warp_pointer(int x,int y)
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{
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//XXX warp_pointer(x,y);
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}
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void BL_SwapBuffers(wmWindow *win)
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{
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//wmWindow *window= CTX_wm_window(C);
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wm_window_swap_buffers(win);
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//XXX myswapbuffers();
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}
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void DisableForText()
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{
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glPolygonMode(GL_FRONT_AND_BACK, GL_FILL); /* needed for texture fonts otherwise they render as wireframe */
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if(glIsEnabled(GL_BLEND)) glDisable(GL_BLEND);
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if(glIsEnabled(GL_ALPHA_TEST)) glDisable(GL_ALPHA_TEST);
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if(glIsEnabled(GL_LIGHTING)) {
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glDisable(GL_LIGHTING);
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glDisable(GL_COLOR_MATERIAL);
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}
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if(GLEW_ARB_multitexture) {
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for(int i=0; i<MAXTEX; i++) {
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glActiveTextureARB(GL_TEXTURE0_ARB+i);
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if(GLEW_ARB_texture_cube_map)
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if(glIsEnabled(GL_TEXTURE_CUBE_MAP_ARB))
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glDisable(GL_TEXTURE_CUBE_MAP_ARB);
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if(glIsEnabled(GL_TEXTURE_2D))
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glDisable(GL_TEXTURE_2D);
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}
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glActiveTextureARB(GL_TEXTURE0_ARB);
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}
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else {
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if(GLEW_ARB_texture_cube_map)
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if(glIsEnabled(GL_TEXTURE_CUBE_MAP_ARB))
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glDisable(GL_TEXTURE_CUBE_MAP_ARB);
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if(glIsEnabled(GL_TEXTURE_2D))
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glDisable(GL_TEXTURE_2D);
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}
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}
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void BL_print_gamedebug_line(const char* text, int xco, int yco, int width, int height)
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{
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/* gl prepping */
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DisableForText();
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glMatrixMode(GL_PROJECTION);
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glPushMatrix();
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glLoadIdentity();
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glOrtho(0, width, 0, height, -100, 100);
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glMatrixMode(GL_MODELVIEW);
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glPushMatrix();
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glLoadIdentity();
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/* the actual drawing */
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glColor3ub(255, 255, 255);
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BLF_draw_default(xco, height-yco, 0.0f, (char *)text);
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glMatrixMode(GL_PROJECTION);
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glPopMatrix();
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glMatrixMode(GL_MODELVIEW);
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glPopMatrix();
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glEnable(GL_DEPTH_TEST);
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}
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void BL_print_gamedebug_line_padded(const char* text, int xco, int yco, int width, int height)
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{
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/* This is a rather important line :( The gl-mode hasn't been left
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* behind quite as neatly as we'd have wanted to. I don't know
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* what cause it, though :/ .*/
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DisableForText();
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glMatrixMode(GL_PROJECTION);
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glPushMatrix();
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glLoadIdentity();
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glOrtho(0, width, 0, height, -100, 100);
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glMatrixMode(GL_MODELVIEW);
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glPushMatrix();
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glLoadIdentity();
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/* draw in black first*/
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glColor3ub(0, 0, 0);
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BLF_draw_default(xco+2, height-yco-2, 0.0f, (char *)text);
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glColor3ub(255, 255, 255);
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BLF_draw_default(xco, height-yco, 0.0f, (char *)text);
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glMatrixMode(GL_PROJECTION);
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glPopMatrix();
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glMatrixMode(GL_MODELVIEW);
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glPopMatrix();
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glEnable(GL_DEPTH_TEST);
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}
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void BL_HideMouse()
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{
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//XXX set_cursor(CURSOR_NONE);
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}
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void BL_WaitMouse()
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{
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//XXX set_cursor(CURSOR_WAIT);
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}
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void BL_NormalMouse()
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{
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//XXX set_cursor(CURSOR_STD);
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}
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#define MAX_FILE_LENGTH 512
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void BL_MakeScreenShot(struct ARegion *ar, const char* filename)
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{
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char copyfilename[MAX_FILE_LENGTH];
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strcpy(copyfilename,filename);
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// filename read - only
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/* XXX will need to change at some point */
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//XXX BIF_screendump(0);
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// write+read filename
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//XXX write_screendump((char*) copyfilename);
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}
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