blender/source/gameengine/Rasterizer/RAS_OpenGLRasterizer/RAS_VAOpenGLRasterizer.cpp
Kent Mein 209a2ede2c Last of the config.h mods...
#ifdef HAVE_CONFIG_H
#include <config.h>
#endif

added to these files.

Kent
--
mein@cs.umn.edu
2002-11-25 15:29:57 +00:00

217 lines
4.2 KiB
C++

#ifdef HAVE_CONFIG_H
#include <config.h>
#endif
#ifdef WIN32
#include "RAS_VAOpenGLRasterizer.h"
#include <windows.h>
#include "GL/gl.h"
typedef void (APIENTRY *GLLOCKARRAYSEXTPTR)(GLint first,GLsizei count);
typedef void (APIENTRY *GLUNLOCKARRAYSEXTPTR)(void);
void APIENTRY RAS_lockfunc(GLint first,GLsizei count) {};
void APIENTRY RAS_unlockfunc() {};
GLLOCKARRAYSEXTPTR glLockArraysEXT=RAS_lockfunc;
GLUNLOCKARRAYSEXTPTR glUnlockArraysEXT=RAS_unlockfunc;
#include "STR_String.h"
#include "RAS_TexVert.h"
#include "MT_CmMatrix4x4.h"
#include "RAS_IRenderTools.h" // rendering text
RAS_VAOpenGLRasterizer::RAS_VAOpenGLRasterizer(RAS_ICanvas* canvas)
:RAS_OpenGLRasterizer(canvas)
{
int i = 0;
}
RAS_VAOpenGLRasterizer::~RAS_VAOpenGLRasterizer()
{
}
bool RAS_VAOpenGLRasterizer::Init()
{
bool result = RAS_OpenGLRasterizer::Init();
if (result)
{
// if possible, add extensions to other platforms too, if this
// rasterizer becomes messy just derive one for each platform
// (ie. KX_Win32Rasterizer, KX_LinuxRasterizer etc.)
glUnlockArraysEXT = reinterpret_cast<GLUNLOCKARRAYSEXTPTR>(wglGetProcAddress("glUnlockArraysEXT"));
if (!glUnlockArraysEXT)
result = false;
glLockArraysEXT = reinterpret_cast<GLLOCKARRAYSEXTPTR>(wglGetProcAddress("glLockArraysEXT"));
if (!glLockArraysEXT)
result=false;
glEnableClientState(GL_VERTEX_ARRAY);
glDisableClientState(GL_TEXTURE_COORD_ARRAY);
glDisableClientState(GL_NORMAL_ARRAY);
glDisableClientState(GL_COLOR_ARRAY);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
}
return result;
}
void RAS_VAOpenGLRasterizer::SetDrawingMode(int drawingmode)
{
m_drawingmode = drawingmode;
switch (m_drawingmode)
{
case KX_BOUNDINGBOX:
{
}
case KX_WIREFRAME:
{
glDisable (GL_CULL_FACE);
break;
}
case KX_TEXTURED:
{
}
case KX_SHADED:
{
glEnableClientState(GL_COLOR_ARRAY);
}
case KX_SOLID:
{
break;
}
default:
{
}
}
}
void RAS_VAOpenGLRasterizer::Exit()
{
glDisableClientState(GL_VERTEX_ARRAY);
glDisableClientState(GL_TEXTURE_COORD_ARRAY);
glDisableClientState(GL_COLOR_ARRAY);
glDisableClientState(GL_NORMAL_ARRAY);
glDisable(GL_COLOR_MATERIAL);
RAS_OpenGLRasterizer::Exit();
}
void RAS_VAOpenGLRasterizer::IndexPrimitives( const vecVertexArray& vertexarrays,
const vecIndexArrays & indexarrays,
int mode,
class RAS_IPolyMaterial* polymat,
class RAS_IRenderTools* rendertools,
bool useObjectColor,
const MT_Vector4& rgbacolor)
{
unsigned char* mypointer=NULL;
static const GLsizei vtxstride = sizeof(RAS_TexVert);
GLenum drawmode;
switch (mode)
{
case 0:
{
drawmode = GL_TRIANGLES;
break;
}
case 2:
{
drawmode = GL_QUADS;
break;
}
case 1: //lines
{
}
default:
{
drawmode = GL_LINES;
break;
}
}
const RAS_TexVert* vertexarray;
int numindices,vt;
if (drawmode != GL_LINES)
{
if (useObjectColor)
{
glDisableClientState(GL_COLOR_ARRAY);
glColor4d(rgbacolor[0], rgbacolor[1], rgbacolor[2], rgbacolor[3]);
} else
{
glColor4d(0,0,0,1.0);
glEnableClientState(GL_COLOR_ARRAY);
}
}
else
{
glColor3d(0,0,0);
}
// use glDrawElements to draw each vertexarray
for (vt=0;vt<vertexarrays.size();vt++)
{
vertexarray = &((*vertexarrays[vt]) [0]);
const KX_IndexArray & indexarray = (*indexarrays[vt]);
numindices = indexarray.size();
int numverts = vertexarrays[vt]->size();
if (!numindices)
break;
mypointer = (unsigned char*)(vertexarray);
glVertexPointer(3,GL_FLOAT,vtxstride,mypointer);
mypointer+= 3*sizeof(float);
glTexCoordPointer(2,GL_FLOAT,vtxstride,mypointer);
mypointer+= 2*sizeof(float);
glColorPointer(4,GL_UNSIGNED_BYTE,vtxstride,mypointer);
mypointer += sizeof(int);
glNormalPointer(GL_SHORT,vtxstride,mypointer);
glLockArraysEXT(0,numverts);
// here the actual drawing takes places
glDrawElements(drawmode,numindices,GL_UNSIGNED_INT,&(indexarray[0]));
glUnlockArraysEXT();
}
}
void RAS_VAOpenGLRasterizer::EnableTextures(bool enable)
{
if (enable)
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
else
glDisableClientState(GL_TEXTURE_COORD_ARRAY);
}
bool RAS_VAOpenGLRasterizer::Stereo()
{
/*
if(m_stereomode == RAS_STEREO_NOSTEREO)
return false;
else
return true;
*/
return false;
}
#endif //WIN32