forked from bartvdbraak/blender
497 lines
14 KiB
C++
497 lines
14 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_BlenderRenderTools.h"
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#include "GL/glew.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 "KX_BlenderPolyMaterial.h"
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#include "KX_PolygonMaterial.h"
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#include "KX_BlenderMaterial.h"
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#include "Value.h"
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#include "KX_BlenderGL.h" // for text printing
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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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#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_Scene.h"
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KX_BlenderRenderTools::KX_BlenderRenderTools()
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{
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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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/**
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ProcessLighting performs lighting on objects. the layer is a bitfield that contains layer information.
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There are 20 'official' layers in blender.
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A light is applied on an object only when they are in the same layer.
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OpenGL has a maximum of 8 lights (simultaneous), so 20 * 8 lights are possible in a scene.
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*/
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int KX_BlenderRenderTools::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 (layer == RAS_LIGHT_OBJECT_LAYER)
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{
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layer = static_cast<KX_GameObject*>(m_clientobject)->GetLayer();
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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 KX_BlenderRenderTools::BeginFrame(RAS_IRasterizer* rasty)
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{
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m_clientobject = NULL;
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m_lastblenderobject = NULL;
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m_lastblenderlights = false;
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m_lastlayer = -1;
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m_lastlighting = false;
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m_modified = true;
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DisableOpenGLLights();
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}
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void KX_BlenderRenderTools::SetClientObject(void* obj)
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{
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if (m_clientobject != obj)
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{
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if (obj == NULL || !((KX_GameObject*)obj)->IsNegativeScaling())
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{
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glFrontFace(GL_CCW);
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} else
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{
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glFrontFace(GL_CW);
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}
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m_clientobject = obj;
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m_modified = true;
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}
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}
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bool KX_BlenderRenderTools::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);
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glMultMatrixd(maat);
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return true;
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}
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void KX_BlenderRenderTools::applyTransform(RAS_IRasterizer* rasty,double* oglmatrix,int objectdrawmode )
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{
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/* FIXME:
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blender: intern/moto/include/MT_Vector3.inl:42: MT_Vector3 operator/(const
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MT_Vector3&, double): Assertion `!MT_fuzzyZero(s)' failed.
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Program received signal SIGABRT, Aborted.
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[Switching to Thread 16384 (LWP 1519)]
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0x40477571 in kill () from /lib/libc.so.6
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(gdb) bt
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#7 0x08334368 in MT_Vector3::normalized() const ()
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#8 0x0833e6ec in KX_BlenderRenderTools::applyTransform(RAS_IRasterizer*, double*, int) ()
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*/
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if (objectdrawmode & RAS_IPolyMaterial::BILLBOARD_SCREENALIGNED ||
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objectdrawmode & RAS_IPolyMaterial::BILLBOARD_AXISALIGNED)
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{
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// rotate the billboard/halo
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//page 360/361 3D Game Engine Design, David Eberly for a discussion
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// on screen aligned and axis aligned billboards
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// assumed is that the preprocessor transformed all billboard polygons
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// so that their normal points into the positive x direction (1.0 , 0.0 , 0.0)
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// when new parenting for objects is done, this rotation
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// will be moved into the object
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MT_Point3 objpos (oglmatrix[12],oglmatrix[13],oglmatrix[14]);
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MT_Point3 campos = rasty->GetCameraPosition();
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MT_Vector3 dir = (campos - objpos).safe_normalized();
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MT_Vector3 up(0,0,1.0);
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KX_GameObject* gameobj = (KX_GameObject*) this->m_clientobject;
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// get scaling of halo object
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MT_Vector3 size = gameobj->GetSGNode()->GetLocalScale();
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bool screenaligned = (objectdrawmode & RAS_IPolyMaterial::BILLBOARD_SCREENALIGNED)!=0;//false; //either screen or axisaligned
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if (screenaligned)
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{
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up = (up - up.dot(dir) * dir).safe_normalized();
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} else
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{
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dir = (dir - up.dot(dir)*up).safe_normalized();
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}
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MT_Vector3 left = dir.normalized();
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dir = (left.cross(up)).normalized();
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// we have calculated the row vectors, now we keep
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// local scaling into account:
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left *= size[0];
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dir *= size[1];
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up *= size[2];
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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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up[0],up[1],up[2],0,
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0,0,0,1};
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glTranslated(objpos[0],objpos[1],objpos[2]);
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glMultMatrixd(maat);
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} else
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{
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if (objectdrawmode & RAS_IPolyMaterial::SHADOW)
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{
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// shadow must be cast to the ground, physics system needed here!
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MT_Point3 frompoint(oglmatrix[12],oglmatrix[13],oglmatrix[14]);
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KX_GameObject *gameobj = (KX_GameObject*) this->m_clientobject;
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MT_Vector3 direction = MT_Vector3(0,0,-1);
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direction.normalize();
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direction *= 100000;
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MT_Point3 topoint = frompoint + direction;
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KX_Scene* kxscene = (KX_Scene*) m_auxilaryClientInfo;
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PHY_IPhysicsEnvironment* physics_environment = kxscene->GetPhysicsEnvironment();
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KX_IPhysicsController* physics_controller = gameobj->GetPhysicsController();
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KX_GameObject *parent = gameobj->GetParent();
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if (!physics_controller && parent)
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physics_controller = parent->GetPhysicsController();
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if (parent)
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parent->Release();
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MT_Point3 resultpoint;
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MT_Vector3 resultnormal;
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if (!KX_RayCast::RayTest(physics_controller, physics_environment, frompoint, topoint, resultpoint, resultnormal, KX_RayCast::Callback<KX_BlenderRenderTools>(this, oglmatrix)))
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{
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// couldn't find something to cast the shadow on...
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glMultMatrixd(oglmatrix);
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}
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} else
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{
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// 'normal' object
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glMultMatrixd(oglmatrix);
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}
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}
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}
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/**
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Render Text renders text into a (series of) polygon, 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 KX_BlenderRenderTools::RenderText(int mode,RAS_IPolyMaterial* polymat,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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KX_BlenderRenderTools::~KX_BlenderRenderTools()
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{
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};
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void KX_BlenderRenderTools::EndFrame(RAS_IRasterizer* rasty)
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{
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}
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void KX_BlenderRenderTools::DisableOpenGLLights()
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{
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glDisable(GL_LIGHTING);
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glDisable(GL_COLOR_MATERIAL);
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}
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void KX_BlenderRenderTools::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_AMBIENT_AND_DIFFUSE);
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glLightModeli(GL_LIGHT_MODEL_TWO_SIDE, true);
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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_SEPARATE_SPECULAR_COLOR);
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}
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/**
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* Rendering text using 2D bitmap functionality.
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*/
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void KX_BlenderRenderTools::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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switch (mode) {
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case RAS_IRenderTools::RAS_TEXT_PADDED: {
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STR_String tmpstr(text);
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BL_print_gamedebug_line_padded(tmpstr.Ptr(),xco,yco,width,height);
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break;
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}
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default: {
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STR_String tmpstr(text);
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BL_print_gamedebug_line(tmpstr.Ptr(),xco,yco,width,height);
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}
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}
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}
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void KX_BlenderRenderTools::PushMatrix()
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{
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glPushMatrix();
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}
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void KX_BlenderRenderTools::PopMatrix()
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{
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glPopMatrix();
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}
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int KX_BlenderRenderTools::applyLights(int objectlayer)
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{
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// taken from blender source, incompatibility between Blender Object / GameObject
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unsigned 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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glPushMatrix();
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glLoadMatrixf(m_viewmat);
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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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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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}
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}
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glPopMatrix();
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return count;
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}
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RAS_IPolyMaterial* KX_BlenderRenderTools::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, int lightlayer
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,bool bIsTriangle,void* clientobject,void* tface)
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{
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assert(!"Deprecated");
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/* return new KX_BlenderPolyMaterial(
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texname,
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ba,matname,tile,tilexrep,tileyrep,mode,transparant,zsort, lightlayer
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,bIsTriangle,clientobject,(struct MTFace*)tface);*/
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return NULL;
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}
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void KX_BlenderRenderTools::MotionBlur(RAS_IRasterizer* rasterizer)
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{
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int state = rasterizer->GetMotionBlurState();
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float motionblurvalue;
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if(state)
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{
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motionblurvalue = rasterizer->GetMotionBlurValue();
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if(state==1)
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{
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//bugfix:load color buffer into accum buffer for the first time(state=1)
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glAccum(GL_LOAD, 1.0);
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rasterizer->SetMotionBlurState(2);
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}
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else if(motionblurvalue>=0.0 && motionblurvalue<=1.0)
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{
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glAccum(GL_MULT, motionblurvalue);
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glAccum(GL_ACCUM, 1-motionblurvalue);
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glAccum(GL_RETURN, 1.0);
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glFlush();
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}
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}
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}
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void KX_BlenderRenderTools::Update2DFilter(RAS_2DFilterManager::RAS_2DFILTER_MODE filtermode, int pass, STR_String& text, short texture_flag)
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{
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m_filtermanager.EnableFilter(filtermode, pass, text, texture_flag);
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}
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void KX_BlenderRenderTools::Render2DFilters(RAS_ICanvas* canvas)
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{
|
|
m_filtermanager.RenderFilters(canvas);
|
|
}
|
|
|
|
unsigned int KX_BlenderRenderTools::m_numgllights;
|