forked from bartvdbraak/blender
574 lines
16 KiB
C++
574 lines
16 KiB
C++
/**
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* $Id$
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*
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* ***** BEGIN GPL/BL DUAL 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. The Blender
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* Foundation also sells licenses for use in proprietary software under
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* the Blender License. See http://www.blender.org/BL/ for information
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* about this.
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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/BL DUAL LICENSE BLOCK *****
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*/
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#include <assert.h>
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#ifdef WIN32
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#pragma warning (disable : 4786)
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#include <windows.h>
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#endif
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#ifdef __APPLE__
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#define GL_GLEXT_LEGACY 1
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#include <OpenGL/gl.h>
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#else
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#include <GL/gl.h>
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#endif
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#include <iostream>
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#include "GPC_RenderTools.h"
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#include "RAS_IRenderTools.h"
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#include "RAS_IRasterizer.h"
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#include "RAS_LightObject.h"
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#include "RAS_ICanvas.h"
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#include "RAS_GLExtensionManager.h"
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// next two includes/dependencies come from the shadow feature
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// it needs the gameobject and the sumo physics scene for a raycast
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#include "KX_GameObject.h"
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#include "GPC_PolygonMaterial.h"
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#include "KX_PolygonMaterial.h"
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#include "Value.h"
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//#include "KX_BlenderGL.h" // for text printing
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//#include "KX_BlenderClientObject.h"
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#include "STR_String.h"
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#include "RAS_BucketManager.h" // for polymaterial (needed for textprinting)
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// Blender includes
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/* This list includes only data type definitions */
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#include "DNA_object_types.h"
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#include "DNA_material_types.h"
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#include "DNA_image_types.h"
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#include "DNA_lamp_types.h"
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#include "DNA_group_types.h"
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#include "DNA_scene_types.h"
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#include "DNA_camera_types.h"
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#include "DNA_property_types.h"
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#include "DNA_text_types.h"
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#include "DNA_sensor_types.h"
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#include "DNA_controller_types.h"
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#include "DNA_actuator_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_view3d_types.h"
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#include "DNA_world_types.h"
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#include "BKE_global.h"
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#include "BKE_image.h"
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#include "BKE_bmfont.h"
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#include "BKE_bmfont_types.h"
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#include "BKE_main.h"
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#include "IMB_imbuf_types.h"
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// End of Blender includes
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#include "KX_Scene.h"
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#include "KX_RayCast.h"
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#include "KX_IPhysicsController.h"
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#include "PHY_IPhysicsEnvironment.h"
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#include "KX_BlenderMaterial.h"
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GPC_RenderTools::GPC_RenderTools()
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{
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m_font = BMF_GetFont(BMF_kHelvetica10);
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glGetIntegerv(GL_MAX_LIGHTS, (GLint*) &m_numgllights);
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if (m_numgllights < 8)
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m_numgllights = 8;
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}
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GPC_RenderTools::~GPC_RenderTools()
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{
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}
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void GPC_RenderTools::EndFrame(RAS_IRasterizer* rasty)
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{
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}
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void GPC_RenderTools::BeginFrame(RAS_IRasterizer* rasty)
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{
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m_clientobject=NULL;
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m_modified=true;
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DisableOpenGLLights();
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}
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int GPC_RenderTools::ProcessLighting(int layer)
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{
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int result = false;
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if (layer < 0)
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{
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DisableOpenGLLights();
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result = false;
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} else
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{
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if (m_clientobject)
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{
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if (applyLights(layer))
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{
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EnableOpenGLLights();
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result = true;
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} else
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{
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DisableOpenGLLights();
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result = false;
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}
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}
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}
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return result;
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}
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void GPC_RenderTools::EnableOpenGLLights()
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{
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glEnable(GL_LIGHTING);
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glEnable(GL_COLOR_MATERIAL);
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glColorMaterial(GL_FRONT_AND_BACK,GL_DIFFUSE);
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if (bgl::QueryExtension(bgl::_GL_EXT_separate_specular_color) || bgl::QueryVersion(1, 2))
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glLightModeli(GL_LIGHT_MODEL_COLOR_CONTROL, GL_SEPARATE_SPECULAR_COLOR);
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}
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void GPC_RenderTools::RenderText2D(RAS_TEXT_RENDER_MODE mode,
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const char* text,
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int xco,
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int yco,
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int width,
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int height)
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{
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STR_String tmpstr(text);
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int lines;
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char* s = tmpstr.Ptr();
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char* p;
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// Save and change OpenGL settings
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int texture2D;
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glGetIntegerv(GL_TEXTURE_2D, (GLint*)&texture2D);
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glDisable(GL_TEXTURE_2D);
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int fog;
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glGetIntegerv(GL_FOG, (GLint*)&fog);
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glDisable(GL_FOG);
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int light;
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glGetIntegerv(GL_LIGHTING, (GLint*)&light);
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glDisable(GL_LIGHTING);
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// Set up viewing settings
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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, -1, 1);
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glMatrixMode(GL_MODELVIEW);
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glPushMatrix();
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glLoadIdentity();
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// Actual drawing
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unsigned char colors[2][3] = {
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{0x00, 0x00, 0x00},
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{0xFF, 0xFF, 0xFF}
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};
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int numTimes = mode == RAS_TEXT_PADDED ? 2 : 1;
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for (int i = 0; i < numTimes; i++) {
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glColor3ub(colors[i][0], colors[i][1], colors[i][2]);
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glRasterPos2i(xco, yco);
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for (p = s, lines = 0; *p; p++) {
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if (*p == '\n')
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{
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lines++;
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glRasterPos2i(xco, yco-(lines*18));
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}
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BMF_DrawCharacter(m_font, *p);
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}
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xco += 1;
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yco += 1;
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}
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// Restore view settings
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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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// Restore OpenGL Settings
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if (fog)
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glEnable(GL_FOG);
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else
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glDisable(GL_FOG);
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if (texture2D)
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glEnable(GL_TEXTURE_2D);
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else
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glDisable(GL_TEXTURE_2D);
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if (light)
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glEnable(GL_LIGHTING);
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else
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glDisable(GL_LIGHTING);
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}
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/**
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* Copied from KX_BlenderRenderTools.cpp in KX_blenderhook
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* Renders text into a (series of) polygon(s), using a texture font,
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* Each character consists of one polygon (one quad or two triangles)
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*/
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void GPC_RenderTools::RenderText(
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int mode,
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RAS_IPolyMaterial* polymat,
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float v1[3], float v2[3], float v3[3], float v4[3])
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{
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STR_String mytext = ((CValue*)m_clientobject)->GetPropertyText("Text");
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const unsigned int flag = polymat->GetFlag();
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struct MTFace* tface = 0;
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unsigned int* col = 0;
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if(flag & RAS_BLENDERMAT) {
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KX_BlenderMaterial *bl_mat = static_cast<KX_BlenderMaterial*>(polymat);
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tface = bl_mat->GetMTFace();
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col = bl_mat->GetMCol();
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} else {
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KX_PolygonMaterial* blenderpoly = static_cast<KX_PolygonMaterial*>(polymat);
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tface = blenderpoly->GetMTFace();
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col = blenderpoly->GetMCol();
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}
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BL_RenderText(mode, mytext, mytext.Length(), tface, col, v1, v2, v3, v4);
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}
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/**
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* Copied from KX_BlenderGL.cpp in KX_blenderhook
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*/
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void GPC_RenderTools::BL_RenderText(
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int mode,
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const char* textstr,
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int textlen,
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struct MTFace* tface,
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unsigned int* col,
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float v1[3],float v2[3],float v3[3],float v4[3])
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{
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struct Image* ima;
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if (mode & TF_BMFONT) {
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//char string[MAX_PROPSTRING];
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// float tmat[4][4];
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int characters, index, character;
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float centerx, centery, sizex, sizey, transx, transy, movex, movey, advance;
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// bProperty *prop;
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// string = "Frank van Beek";
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characters = textlen;
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ima = (struct Image*) tface->tpage;
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if (ima == NULL) {
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characters = 0;
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}
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if(!col) glColor3f(1.0f, 1.0f, 1.0f);
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glPushMatrix();
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for (index = 0; index < characters; index++) {
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// lets calculate offset stuff
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character = textstr[index];
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// space starts at offset 1
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// character = character - ' ' + 1;
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matrixGlyph((ImBuf *)ima->ibufs.first, character, & centerx, ¢ery, &sizex, &sizey, &transx, &transy, &movex, &movey, &advance);
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glBegin(GL_POLYGON);
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// printf(" %c %f %f %f %f\n", character, tface->uv[0][0], tface->uv[0][1], );
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// glTexCoord2f((tface->uv[0][0] - centerx) * sizex + transx, (tface->uv[0][1] - centery) * sizey + transy);
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glTexCoord2f((tface->uv[0][0] - centerx) * sizex + transx, (tface->uv[0][1] - centery) * sizey + transy);
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if(col) BL_spack(col[0]);
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// glVertex3fv(v1);
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glVertex3f(sizex * v1[0] + movex, sizey * v1[1] + movey, v1[2]);
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glTexCoord2f((tface->uv[1][0] - centerx) * sizex + transx, (tface->uv[1][1] - centery) * sizey + transy);
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if(col) BL_spack(col[1]);
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// glVertex3fv(v2);
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glVertex3f(sizex * v2[0] + movex, sizey * v2[1] + movey, v2[2]);
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glTexCoord2f((tface->uv[2][0] - centerx) * sizex + transx, (tface->uv[2][1] - centery) * sizey + transy);
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if(col) BL_spack(col[2]);
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// glVertex3fv(v3);
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glVertex3f(sizex * v3[0] + movex, sizey * v3[1] + movey, v3[2]);
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if(v4) {
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// glTexCoord2f((tface->uv[3][0] - centerx) * sizex + transx, 1.0 - (1.0 - tface->uv[3][1]) * sizey - transy);
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glTexCoord2f((tface->uv[3][0] - centerx) * sizex + transx, (tface->uv[3][1] - centery) * sizey + transy);
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if(col) BL_spack(col[3]);
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// glVertex3fv(v4);
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glVertex3f(sizex * v4[0] + movex, sizey * v4[1] + movey, v4[2]);
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}
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glEnd();
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glTranslatef(advance, 0.0, 0.0);
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}
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glPopMatrix();
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}
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}
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RAS_IPolyMaterial* GPC_RenderTools::CreateBlenderPolyMaterial(
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const STR_String &texname,
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bool ba,const STR_String& matname,int tile,int tilexrep,int tileyrep,int mode,bool transparant, bool zsort,
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int lightlayer,bool bIsTriangle,void* clientobject,void* tface)
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{
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assert(!"Deprecated");
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/* return new GPC_PolygonMaterial(texname, ba,matname,tile,tilexrep,tileyrep,
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mode,transparant,zsort,lightlayer,bIsTriangle,clientobject,tface);
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*/
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return NULL;
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}
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int GPC_RenderTools::applyLights(int objectlayer)
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{
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// taken from blender source, incompatibility between Blender Object / GameObject
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int count;
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float vec[4];
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vec[3]= 1.0;
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for(count=0; count<m_numgllights; count++)
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glDisable((GLenum)(GL_LIGHT0+count));
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//std::vector<struct RAS_LightObject*> m_lights;
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std::vector<struct RAS_LightObject*>::iterator lit = m_lights.begin();
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for (lit = m_lights.begin(), count = 0; !(lit==m_lights.end()) && count < m_numgllights; ++lit)
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{
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RAS_LightObject* lightdata = (*lit);
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if (lightdata->m_layer & objectlayer)
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{
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glPushMatrix();
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glLoadMatrixf(m_viewmat);
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vec[0] = (*(lightdata->m_worldmatrix))(0,3);
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vec[1] = (*(lightdata->m_worldmatrix))(1,3);
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vec[2] = (*(lightdata->m_worldmatrix))(2,3);
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vec[3] = 1;
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if(lightdata->m_type==RAS_LightObject::LIGHT_SUN) {
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vec[0] = (*(lightdata->m_worldmatrix))(0,2);
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vec[1] = (*(lightdata->m_worldmatrix))(1,2);
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vec[2] = (*(lightdata->m_worldmatrix))(2,2);
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//vec[0]= base->object->obmat[2][0];
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//vec[1]= base->object->obmat[2][1];
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//vec[2]= base->object->obmat[2][2];
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vec[3]= 0.0;
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glLightfv((GLenum)(GL_LIGHT0+count), GL_POSITION, vec);
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}
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else {
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//vec[3]= 1.0;
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glLightfv((GLenum)(GL_LIGHT0+count), GL_POSITION, vec);
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glLightf((GLenum)(GL_LIGHT0+count), GL_CONSTANT_ATTENUATION, 1.0);
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glLightf((GLenum)(GL_LIGHT0+count), GL_LINEAR_ATTENUATION, lightdata->m_att1/lightdata->m_distance);
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// without this next line it looks backward compatible.
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//attennuation still is acceptable
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glLightf((GLenum)(GL_LIGHT0+count), GL_QUADRATIC_ATTENUATION, lightdata->m_att2/(lightdata->m_distance*lightdata->m_distance));
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if(lightdata->m_type==RAS_LightObject::LIGHT_SPOT) {
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vec[0] = -(*(lightdata->m_worldmatrix))(0,2);
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vec[1] = -(*(lightdata->m_worldmatrix))(1,2);
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vec[2] = -(*(lightdata->m_worldmatrix))(2,2);
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//vec[0]= -base->object->obmat[2][0];
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//vec[1]= -base->object->obmat[2][1];
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//vec[2]= -base->object->obmat[2][2];
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glLightfv((GLenum)(GL_LIGHT0+count), GL_SPOT_DIRECTION, vec);
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glLightf((GLenum)(GL_LIGHT0+count), GL_SPOT_CUTOFF, lightdata->m_spotsize/2.0);
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glLightf((GLenum)(GL_LIGHT0+count), GL_SPOT_EXPONENT, 128.0*lightdata->m_spotblend);
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}
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else glLightf((GLenum)(GL_LIGHT0+count), GL_SPOT_CUTOFF, 180.0);
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}
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if (lightdata->m_nodiffuse)
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{
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vec[0] = vec[1] = vec[2] = vec[3] = 0.0;
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} else {
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vec[0]= lightdata->m_energy*lightdata->m_red;
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vec[1]= lightdata->m_energy*lightdata->m_green;
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vec[2]= lightdata->m_energy*lightdata->m_blue;
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vec[3]= 1.0;
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}
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glLightfv((GLenum)(GL_LIGHT0+count), GL_DIFFUSE, vec);
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if (lightdata->m_nospecular)
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{
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vec[0] = vec[1] = vec[2] = vec[3] = 0.0;
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} else if (lightdata->m_nodiffuse) {
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vec[0]= lightdata->m_energy*lightdata->m_red;
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vec[1]= lightdata->m_energy*lightdata->m_green;
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vec[2]= lightdata->m_energy*lightdata->m_blue;
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vec[3]= 1.0;
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}
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glLightfv((GLenum)(GL_LIGHT0+count), GL_SPECULAR, vec);
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glEnable((GLenum)(GL_LIGHT0+count));
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count++;
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glPopMatrix();
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}
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}
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return count;
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}
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bool GPC_RenderTools::RayHit(KX_ClientObjectInfo* client, MT_Point3& hit_point, MT_Vector3& hit_normal, void * const data)
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{
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double* const oglmatrix = (double* const) data;
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MT_Point3 resultpoint(hit_point);
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MT_Vector3 resultnormal(hit_normal);
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MT_Vector3 left(oglmatrix[0],oglmatrix[1],oglmatrix[2]);
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MT_Vector3 dir = -(left.cross(resultnormal)).safe_normalized();
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left = (dir.cross(resultnormal)).safe_normalized();
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// for the up vector, we take the 'resultnormal' returned by the physics
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double maat[16]={
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left[0], left[1], left[2], 0,
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dir[0], dir[1], dir[2], 0,
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resultnormal[0],resultnormal[1],resultnormal[2], 0,
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0, 0, 0, 1};
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glTranslated(resultpoint[0],resultpoint[1],resultpoint[2]);
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//glMultMatrixd(oglmatrix);
|
|
glMultMatrixd(maat);
|
|
return true;
|
|
}
|
|
|
|
void GPC_RenderTools::applyTransform(RAS_IRasterizer* rasty,double* oglmatrix,int objectdrawmode )
|
|
{
|
|
if (objectdrawmode & RAS_IPolyMaterial::BILLBOARD_SCREENALIGNED ||
|
|
objectdrawmode & RAS_IPolyMaterial::BILLBOARD_AXISALIGNED)
|
|
{
|
|
// rotate the billboard/halo
|
|
//page 360/361 3D Game Engine Design, David Eberly for a discussion
|
|
// on screen aligned and axis aligned billboards
|
|
// assumed is that the preprocessor transformed all billboard polygons
|
|
// so that their normal points into the positive x direction (1.0 , 0.0 , 0.0)
|
|
// when new parenting for objects is done, this rotation
|
|
// will be moved into the object
|
|
|
|
MT_Point3 objpos (oglmatrix[12],oglmatrix[13],oglmatrix[14]);
|
|
MT_Point3 campos = rasty->GetCameraPosition();
|
|
MT_Vector3 dir = (campos - objpos).safe_normalized();
|
|
MT_Vector3 up(0,0,1.0);
|
|
|
|
KX_GameObject* gameobj = (KX_GameObject*) this->m_clientobject;
|
|
// get scaling of halo object
|
|
MT_Vector3 size = gameobj->GetSGNode()->GetLocalScale();
|
|
|
|
bool screenaligned = (objectdrawmode & RAS_IPolyMaterial::BILLBOARD_SCREENALIGNED)!=0;//false; //either screen or axisaligned
|
|
if (screenaligned)
|
|
{
|
|
up = (up - up.dot(dir) * dir).safe_normalized();
|
|
} else
|
|
{
|
|
dir = (dir - up.dot(dir)*up).safe_normalized();
|
|
}
|
|
|
|
MT_Vector3 left = dir.normalized();
|
|
dir = (left.cross(up)).normalized();
|
|
|
|
// we have calculated the row vectors, now we keep
|
|
// local scaling into account:
|
|
|
|
left *= size[0];
|
|
dir *= size[1];
|
|
up *= size[2];
|
|
double maat[16]={
|
|
left[0], left[1],left[2], 0,
|
|
dir[0], dir[1],dir[2],0,
|
|
up[0],up[1],up[2],0,
|
|
0,0,0,1};
|
|
glTranslated(objpos[0],objpos[1],objpos[2]);
|
|
glMultMatrixd(maat);
|
|
|
|
} else
|
|
{
|
|
if (objectdrawmode & RAS_IPolyMaterial::SHADOW)
|
|
{
|
|
// shadow must be cast to the ground, physics system needed here!
|
|
MT_Point3 frompoint(oglmatrix[12],oglmatrix[13],oglmatrix[14]);
|
|
KX_GameObject *gameobj = (KX_GameObject*) this->m_clientobject;
|
|
MT_Vector3 direction = MT_Vector3(0,0,-1);
|
|
|
|
direction.normalize();
|
|
direction *= 100000;
|
|
|
|
MT_Point3 topoint = frompoint + direction;
|
|
|
|
KX_Scene* kxscene = (KX_Scene*) m_auxilaryClientInfo;
|
|
PHY_IPhysicsEnvironment* physics_environment = kxscene->GetPhysicsEnvironment();
|
|
KX_IPhysicsController* physics_controller = gameobj->GetPhysicsController();
|
|
|
|
KX_GameObject *parent = gameobj->GetParent();
|
|
if (!physics_controller && parent)
|
|
physics_controller = parent->GetPhysicsController();
|
|
if (parent)
|
|
parent->Release();
|
|
|
|
MT_Point3 resultpoint;
|
|
MT_Vector3 resultnormal;
|
|
if (!KX_RayCast::RayTest(physics_controller, physics_environment, frompoint, topoint, resultpoint, resultnormal, KX_RayCast::Callback<GPC_RenderTools>(this, oglmatrix)))
|
|
{
|
|
// couldn't find something to cast the shadow on...
|
|
glMultMatrixd(oglmatrix);
|
|
}
|
|
} else
|
|
{
|
|
|
|
// 'normal' object
|
|
glMultMatrixd(oglmatrix);
|
|
}
|
|
}
|
|
}
|
|
|
|
unsigned int GPC_RenderTools::m_numgllights;
|