blender/source/gameengine/BlenderRoutines/KX_BlenderGL.cpp
Brecht Van Lommel 272a91f754 Merge of apricot branch game engine changes into trunk, excluding GLSL.
GLEW
====

Added the GLEW opengl extension library into extern/, always compiled
into Blender now. This is much nicer than doing this kind of extension
management manually, and will be used in the game engine, for GLSL, and
other opengl extensions.

* According to the GLEW website it works on Windows, Linux, Mac OS X,
  FreeBSD, Irix, and Solaris. There might still be platform specific
  issues due to this commit, so let me know and I'll look into it.
* This means also that all extensions will now always be compiled in,
  regardless of the glext.h on the platform where compilation happens.

Game Engine
===========

Refactoring of the use of opengl extensions and other drawing code
in the game engine, and cleaning up some hacks related to GLSL
integration. These changes will be merged into trunk too after this.

The game engine graphics demos & apricot level survived my tests,
but this could use some good testing of course.

For users: please test with the options "Generate Display Lists" and
"Vertex Arrays" enabled, these should be the fastest and are supposed
to be "unreliable", but if that's the case that's probably due to bugs
that can be fixed.

* The game engine now also uses GLEW for extensions, replacing the
  custom opengl extensions code that was there. Removes a lot of
  #ifdef's, but the runtime checks stay of course.
* Removed the WITHOUT_GLEXT environment variable. This was added to
  work around a specific bug and only disabled multitexturing anyway.
  It might also have caused a slowdown since it was retrieving the
  environment variable for every vertex in immediate mode (bug #13680).

* Refactored the code to allow drawing skinned meshes with vertex
  arrays too, removing some specific immediate mode drawing functions
  for this that only did extra normal calculation. Now it always splits
  vertices of flat faces instead.
* Refactored normal recalculation with some minor optimizations,
  required for the above change.
* Removed some outdated code behind the __NLA_OLDDEFORM #ifdef.
* Fixed various bugs in setting of multitexture coordinates and vertex
  attributes for vertex arrays. These were not being enabled/disabled
  correct according to the opengl spec, leading to crashes. Also tangent
  attributes used an immediate mode call for vertex arrays, which can't
  work.
* Fixed use of uninitialized variable in RAS_TexVert.
* Exporting skinned meshes was doing O(n^2) lookups for vertices and
  deform weights, now uses same trick as regular meshes.
2008-06-17 10:27:34 +00:00

297 lines
7.0 KiB
C++

/**
* $Id$
* ***** BEGIN GPL LICENSE BLOCK *****
*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software Foundation,
* Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
*
* The Original Code is Copyright (C) 2001-2002 by NaN Holding BV.
* All rights reserved.
*
* The Original Code is: all of this file.
*
* Contributor(s): none yet.
*
* ***** END GPL LICENSE BLOCK *****
*/
#include "KX_BlenderGL.h"
#ifdef HAVE_CONFIG_H
#include <config.h>
#endif
/*
* This little block needed for linking to Blender...
*/
#ifdef WIN32
#include "BLI_winstuff.h"
#endif
#include <stdlib.h>
#include <string.h>
#include "BMF_Api.h"
#include "GL/glew.h"
#include "BIF_gl.h"
#include "BL_Material.h" // MAXTEX
/* Data types encoding the game world: */
#include "DNA_object_types.h"
#include "DNA_scene_types.h"
#include "DNA_screen_types.h"
#include "DNA_camera_types.h"
#include "DNA_world_types.h"
#include "DNA_mesh_types.h"
#include "DNA_meshdata_types.h"
#include "DNA_image_types.h"
#include "DNA_view3d_types.h"
#include "DNA_material_types.h"
#include "BKE_global.h"
#include "BKE_bmfont.h"
#include "BKE_image.h"
extern "C" {
#include "BDR_drawmesh.h"
#include "BIF_mywindow.h"
#include "BIF_toolbox.h"
#include "BIF_graphics.h" /* For CURSOR_NONE CURSOR_WAIT CURSOR_STD */
}
/* end of blender block */
/* was in drawmesh.c */
void spack(unsigned int ucol)
{
char *cp= (char *)&ucol;
glColor3ub(cp[3], cp[2], cp[1]);
}
void BL_warp_pointer(int x,int y)
{
warp_pointer(x,y);
}
void BL_SwapBuffers()
{
myswapbuffers();
}
void BL_RenderText(int mode,const char* textstr,int textlen,struct MTFace* tface,
unsigned int *col,float v1[3],float v2[3],float v3[3],float v4[3])
{
Image* ima;
if(mode & TF_BMFONT) {
//char string[MAX_PROPSTRING];
int characters, index, character;
float centerx, centery, sizex, sizey, transx, transy, movex, movey, advance;
// bProperty *prop;
// string = "Frank van Beek";
characters = textlen;
ima = (struct Image*) tface->tpage;
if (ima == NULL) {
characters = 0;
}
/* When OBCOL flag is on the color is set in IndexPrimitives_3DText */
if (tface->mode & TF_OBCOL) { /* Color has been set */
col= NULL;
} else {
if(!col) glColor3f(1.0f, 1.0f, 1.0f);
}
glPushMatrix();
for (index = 0; index < characters; index++) {
// lets calculate offset stuff
character = textstr[index];
// space starts at offset 1
// character = character - ' ' + 1;
matrixGlyph((ImBuf *)ima->ibufs.first, character, & centerx, &centery, &sizex, &sizey, &transx, &transy, &movex, &movey, &advance);
glBegin(GL_POLYGON);
// printf(" %c %f %f %f %f\n", character, tface->uv[0][0], tface->uv[0][1], );
// glTexCoord2f((tface->uv[0][0] - centerx) * sizex + transx, (tface->uv[0][1] - centery) * sizey + transy);
glTexCoord2f((tface->uv[0][0] - centerx) * sizex + transx, (tface->uv[0][1] - centery) * sizey + transy);
if(col) spack(col[0]);
// glVertex3fv(v1);
glVertex3f(sizex * v1[0] + movex, sizey * v1[1] + movey, v1[2]);
glTexCoord2f((tface->uv[1][0] - centerx) * sizex + transx, (tface->uv[1][1] - centery) * sizey + transy);
if(col) spack(col[1]);
// glVertex3fv(v2);
glVertex3f(sizex * v2[0] + movex, sizey * v2[1] + movey, v2[2]);
glTexCoord2f((tface->uv[2][0] - centerx) * sizex + transx, (tface->uv[2][1] - centery) * sizey + transy);
if(col) spack(col[2]);
// glVertex3fv(v3);
glVertex3f(sizex * v3[0] + movex, sizey * v3[1] + movey, v3[2]);
if(v4) {
// glTexCoord2f((tface->uv[3][0] - centerx) * sizex + transx, 1.0 - (1.0 - tface->uv[3][1]) * sizey - transy);
glTexCoord2f((tface->uv[3][0] - centerx) * sizex + transx, (tface->uv[3][1] - centery) * sizey + transy);
if(col) spack(col[3]);
// glVertex3fv(v4);
glVertex3f(sizex * v4[0] + movex, sizey * v4[1] + movey, v4[2]);
}
glEnd();
glTranslatef(advance, 0.0, 0.0);
}
glPopMatrix();
}
}
void DisableForText()
{
if(glIsEnabled(GL_BLEND)) glDisable(GL_BLEND);
if(glIsEnabled(GL_LIGHTING)) {
glDisable(GL_LIGHTING);
glDisable(GL_COLOR_MATERIAL);
}
if(GLEW_ARB_multitexture)
for(int i=0; i<MAXTEX; i++)
glActiveTextureARB(GL_TEXTURE0_ARB+i);
if(GLEW_ARB_texture_cube_map)
if(glIsEnabled(GL_TEXTURE_CUBE_MAP_ARB))
glDisable(GL_TEXTURE_CUBE_MAP_ARB);
if(glIsEnabled(GL_TEXTURE_2D))
glDisable(GL_TEXTURE_2D);
}
void BL_print_gamedebug_line(char* text, int xco, int yco, int width, int height)
{
/* gl prepping */
DisableForText();
//glDisable(GL_TEXTURE_2D);
glMatrixMode(GL_PROJECTION);
glPushMatrix();
glLoadIdentity();
glOrtho(0, width,
0, height, 0, 1);
glMatrixMode(GL_MODELVIEW);
glPushMatrix();
glLoadIdentity();
glMatrixMode(GL_TEXTURE);
glPushMatrix();
glLoadIdentity();
/* the actual drawing */
glColor3ub(255, 255, 255);
glRasterPos2s(xco, height-yco);
BMF_DrawString(G.fonts, text);
glMatrixMode(GL_TEXTURE);
glPopMatrix();
glMatrixMode(GL_PROJECTION);
glPopMatrix();
glMatrixMode(GL_MODELVIEW);
glPopMatrix();
glEnable(GL_DEPTH_TEST);
}
void BL_print_gamedebug_line_padded(char* text, int xco, int yco, int width, int height)
{
/* This is a rather important line :( The gl-mode hasn't been left
* behind quite as neatly as we'd have wanted to. I don't know
* what cause it, though :/ .*/
DisableForText();
//glDisable(GL_TEXTURE_2D);
glMatrixMode(GL_PROJECTION);
glPushMatrix();
glLoadIdentity();
glOrtho(0, width,
0, height, 0, 1);
glMatrixMode(GL_MODELVIEW);
glPushMatrix();
glLoadIdentity();
glMatrixMode(GL_TEXTURE);
glPushMatrix();
glLoadIdentity();
/* draw in black first*/
glColor3ub(0, 0, 0);
glRasterPos2s(xco+1, height-yco-1);
BMF_DrawString(G.fonts, text);
glColor3ub(255, 255, 255);
glRasterPos2s(xco, height-yco);
BMF_DrawString(G.fonts, text);
glMatrixMode(GL_TEXTURE);
glPopMatrix();
glMatrixMode(GL_PROJECTION);
glPopMatrix();
glMatrixMode(GL_MODELVIEW);
glPopMatrix();
glEnable(GL_DEPTH_TEST);
}
void BL_HideMouse()
{
set_cursor(CURSOR_NONE);
}
void BL_WaitMouse()
{
set_cursor(CURSOR_WAIT);
}
void BL_NormalMouse()
{
set_cursor(CURSOR_STD);
}
#define MAX_FILE_LENGTH 512
void BL_MakeScreenShot(struct ScrArea *area, const char* filename)
{
char copyfilename[MAX_FILE_LENGTH];
strcpy(copyfilename,filename);
// filename read - only
/* XXX will need to change at some point */
BIF_screendump(0);
// write+read filename
write_screendump((char*) copyfilename);
}