forked from bartvdbraak/blender
436 lines
12 KiB
C++
436 lines
12 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., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, 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 "GL/glew.h"
|
|
|
|
#include "RAS_IRenderTools.h"
|
|
#include "RAS_IRasterizer.h"
|
|
#include "RAS_LightObject.h"
|
|
#include "RAS_ICanvas.h"
|
|
#include "RAS_GLExtensionManager.h"
|
|
|
|
#include "KX_GameObject.h"
|
|
#include "KX_PolygonMaterial.h"
|
|
#include "KX_BlenderMaterial.h"
|
|
#include "KX_RayCast.h"
|
|
#include "KX_IPhysicsController.h"
|
|
#include "KX_Light.h"
|
|
|
|
#include "PHY_IPhysicsEnvironment.h"
|
|
|
|
#include "STR_String.h"
|
|
|
|
#include "GPU_draw.h"
|
|
|
|
#include "BKE_bmfont.h" // for text printing
|
|
#include "BKE_bmfont_types.h"
|
|
|
|
#include "GPC_RenderTools.h"
|
|
|
|
|
|
unsigned int GPC_RenderTools::m_numgllights;
|
|
|
|
GPC_RenderTools::GPC_RenderTools()
|
|
{
|
|
// XXX m_font = BMF_GetFont(BMF_kHelvetica10);
|
|
|
|
glGetIntegerv(GL_MAX_LIGHTS, (GLint*) &m_numgllights);
|
|
if (m_numgllights < 8)
|
|
m_numgllights = 8;
|
|
}
|
|
|
|
GPC_RenderTools::~GPC_RenderTools()
|
|
{
|
|
}
|
|
|
|
void GPC_RenderTools::BeginFrame(RAS_IRasterizer* rasty)
|
|
{
|
|
m_clientobject = NULL;
|
|
m_lastlightlayer = -1;
|
|
m_lastauxinfo = NULL;
|
|
m_lastlighting = true; /* force disable in DisableOpenGLLights() */
|
|
DisableOpenGLLights();
|
|
}
|
|
|
|
void GPC_RenderTools::EndFrame(RAS_IRasterizer* rasty)
|
|
{
|
|
}
|
|
|
|
/* ProcessLighting performs lighting on objects. the layer is a bitfield that
|
|
* contains layer information. There are 20 'official' layers in blender. A
|
|
* light is applied on an object only when they are in the same layer. OpenGL
|
|
* has a maximum of 8 lights (simultaneous), so 20 * 8 lights are possible in
|
|
* a scene. */
|
|
|
|
void GPC_RenderTools::ProcessLighting(RAS_IRasterizer *rasty, bool uselights, const MT_Transform& viewmat)
|
|
{
|
|
bool enable = false;
|
|
int layer= -1;
|
|
|
|
/* find the layer */
|
|
if(uselights) {
|
|
if(m_clientobject)
|
|
layer = static_cast<KX_GameObject*>(m_clientobject)->GetLayer();
|
|
}
|
|
|
|
/* avoid state switching */
|
|
if(m_lastlightlayer == layer && m_lastauxinfo == m_auxilaryClientInfo)
|
|
return;
|
|
|
|
m_lastlightlayer = layer;
|
|
m_lastauxinfo = m_auxilaryClientInfo;
|
|
|
|
/* enable/disable lights as needed */
|
|
if(layer >= 0)
|
|
enable = applyLights(layer, viewmat);
|
|
|
|
if(enable)
|
|
EnableOpenGLLights(rasty);
|
|
else
|
|
DisableOpenGLLights();
|
|
}
|
|
|
|
void GPC_RenderTools::EnableOpenGLLights(RAS_IRasterizer *rasty)
|
|
{
|
|
if(m_lastlighting == true)
|
|
return;
|
|
|
|
glEnable(GL_LIGHTING);
|
|
glEnable(GL_COLOR_MATERIAL);
|
|
|
|
glColorMaterial(GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE);
|
|
glLightModeli(GL_LIGHT_MODEL_TWO_SIDE, GL_TRUE);
|
|
glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, (rasty->GetCameraOrtho())? GL_FALSE: GL_TRUE);
|
|
if (GLEW_EXT_separate_specular_color || GLEW_VERSION_1_2)
|
|
glLightModeli(GL_LIGHT_MODEL_COLOR_CONTROL, GL_SEPARATE_SPECULAR_COLOR);
|
|
|
|
m_lastlighting = true;
|
|
}
|
|
|
|
void GPC_RenderTools::DisableOpenGLLights()
|
|
{
|
|
if(m_lastlighting == false)
|
|
return;
|
|
|
|
glDisable(GL_LIGHTING);
|
|
glDisable(GL_COLOR_MATERIAL);
|
|
|
|
m_lastlighting = false;
|
|
}
|
|
|
|
|
|
void GPC_RenderTools::SetClientObject(RAS_IRasterizer *rasty, void* obj)
|
|
{
|
|
if (m_clientobject != obj)
|
|
{
|
|
bool ccw = (obj == NULL || !((KX_GameObject*)obj)->IsNegativeScaling());
|
|
rasty->SetFrontFace(ccw);
|
|
|
|
m_clientobject = obj;
|
|
}
|
|
}
|
|
|
|
bool GPC_RenderTools::RayHit(KX_ClientObjectInfo* client, KX_RayCast* result, void * const data)
|
|
{
|
|
double* const oglmatrix = (double* const) data;
|
|
MT_Point3 resultpoint(result->m_hitPoint);
|
|
MT_Vector3 resultnormal(result->m_hitNormal);
|
|
MT_Vector3 left(oglmatrix[0],oglmatrix[1],oglmatrix[2]);
|
|
MT_Vector3 dir = -(left.cross(resultnormal)).safe_normalized();
|
|
left = (dir.cross(resultnormal)).safe_normalized();
|
|
// for the up vector, we take the 'resultnormal' returned by the physics
|
|
|
|
double maat[16]={
|
|
left[0], left[1], left[2], 0,
|
|
dir[0], dir[1], dir[2], 0,
|
|
resultnormal[0],resultnormal[1],resultnormal[2], 0,
|
|
0, 0, 0, 1};
|
|
glTranslated(resultpoint[0],resultpoint[1],resultpoint[2]);
|
|
//glMultMatrixd(oglmatrix);
|
|
glMultMatrixd(maat);
|
|
return true;
|
|
}
|
|
|
|
void GPC_RenderTools::applyTransform(RAS_IRasterizer* rasty,double* oglmatrix,int objectdrawmode )
|
|
{
|
|
/* FIXME:
|
|
blender: intern/moto/include/MT_Vector3.inl:42: MT_Vector3 operator/(const
|
|
MT_Vector3&, double): Assertion `!MT_fuzzyZero(s)' failed.
|
|
|
|
Program received signal SIGABRT, Aborted.
|
|
[Switching to Thread 16384 (LWP 1519)]
|
|
0x40477571 in kill () from /lib/libc.so.6
|
|
(gdb) bt
|
|
#7 0x08334368 in MT_Vector3::normalized() const ()
|
|
#8 0x0833e6ec in GPC_RenderTools::applyTransform(RAS_IRasterizer*, double*, int) ()
|
|
*/
|
|
|
|
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();
|
|
|
|
KX_RayCast::Callback<GPC_RenderTools> callback(this, physics_controller, oglmatrix);
|
|
if (!KX_RayCast::RayTest(physics_environment, frompoint, topoint, callback))
|
|
{
|
|
// couldn't find something to cast the shadow on...
|
|
glMultMatrixd(oglmatrix);
|
|
}
|
|
} else
|
|
{
|
|
|
|
// 'normal' object
|
|
glMultMatrixd(oglmatrix);
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
void GPC_RenderTools::RenderText2D(RAS_TEXT_RENDER_MODE mode,
|
|
const char* text,
|
|
int xco,
|
|
int yco,
|
|
int width,
|
|
int height)
|
|
{
|
|
STR_String tmpstr(text);
|
|
char* s = tmpstr.Ptr();
|
|
|
|
// Save and change OpenGL settings
|
|
int texture2D;
|
|
glGetIntegerv(GL_TEXTURE_2D, (GLint*)&texture2D);
|
|
glDisable(GL_TEXTURE_2D);
|
|
int fog;
|
|
glGetIntegerv(GL_FOG, (GLint*)&fog);
|
|
glDisable(GL_FOG);
|
|
|
|
int light;
|
|
glGetIntegerv(GL_LIGHTING, (GLint*)&light);
|
|
glDisable(GL_LIGHTING);
|
|
|
|
|
|
// Set up viewing settings
|
|
glMatrixMode(GL_PROJECTION);
|
|
glPushMatrix();
|
|
glLoadIdentity();
|
|
glOrtho(0, width, 0, height, -1, 1);
|
|
glMatrixMode(GL_MODELVIEW);
|
|
glPushMatrix();
|
|
glLoadIdentity();
|
|
|
|
// Actual drawing (draw black first if padded)
|
|
if (mode == RAS_IRenderTools::RAS_TEXT_PADDED)
|
|
{
|
|
glColor3ub(0, 0, 0);
|
|
glRasterPos2s(xco+1, height-yco-1);
|
|
// XXX BMF_DrawString(m_font, s);
|
|
}
|
|
|
|
glColor3ub(255, 255, 255);
|
|
glRasterPos2s(xco, height-yco);
|
|
// XXX BMF_DrawString(m_font, s);
|
|
|
|
// Restore view settings
|
|
glMatrixMode(GL_PROJECTION);
|
|
glPopMatrix();
|
|
glMatrixMode(GL_MODELVIEW);
|
|
glPopMatrix();
|
|
|
|
// Restore OpenGL Settings
|
|
if (fog)
|
|
glEnable(GL_FOG);
|
|
else
|
|
glDisable(GL_FOG);
|
|
|
|
if (texture2D)
|
|
glEnable(GL_TEXTURE_2D);
|
|
else
|
|
glDisable(GL_TEXTURE_2D);
|
|
if (light)
|
|
glEnable(GL_LIGHTING);
|
|
else
|
|
glDisable(GL_LIGHTING);
|
|
}
|
|
|
|
/* Render Text renders text into a (series of) polygon, using a texture font,
|
|
* Each character consists of one polygon (one quad or two triangles) */
|
|
|
|
void GPC_RenderTools::RenderText(
|
|
int mode,
|
|
RAS_IPolyMaterial* polymat,
|
|
float v1[3], float v2[3], float v3[3], float v4[3], int glattrib)
|
|
{
|
|
STR_String mytext = ((CValue*)m_clientobject)->GetPropertyText("Text");
|
|
|
|
const unsigned int flag = polymat->GetFlag();
|
|
struct MTFace* tface = 0;
|
|
unsigned int *col = 0;
|
|
|
|
if(flag & RAS_BLENDERMAT) {
|
|
KX_BlenderMaterial *bl_mat = static_cast<KX_BlenderMaterial*>(polymat);
|
|
tface = bl_mat->GetMTFace();
|
|
col = bl_mat->GetMCol();
|
|
} else {
|
|
KX_PolygonMaterial* blenderpoly = static_cast<KX_PolygonMaterial*>(polymat);
|
|
tface = blenderpoly->GetMTFace();
|
|
col = blenderpoly->GetMCol();
|
|
}
|
|
|
|
GPU_render_text(tface, mode, mytext, mytext.Length(), col, v1, v2, v3, v4, glattrib);
|
|
}
|
|
|
|
|
|
void GPC_RenderTools::PushMatrix()
|
|
{
|
|
glPushMatrix();
|
|
}
|
|
|
|
void GPC_RenderTools::PopMatrix()
|
|
{
|
|
glPopMatrix();
|
|
}
|
|
|
|
|
|
int GPC_RenderTools::applyLights(int objectlayer, const MT_Transform& viewmat)
|
|
{
|
|
// taken from blender source, incompatibility between Blender Object / GameObject
|
|
KX_Scene* kxscene = (KX_Scene*)m_auxilaryClientInfo;
|
|
float glviewmat[16];
|
|
unsigned int count;
|
|
std::vector<struct RAS_LightObject*>::iterator lit = m_lights.begin();
|
|
|
|
for(count=0; count<m_numgllights; count++)
|
|
glDisable((GLenum)(GL_LIGHT0+count));
|
|
|
|
viewmat.getValue(glviewmat);
|
|
|
|
glPushMatrix();
|
|
glLoadMatrixf(glviewmat);
|
|
for (lit = m_lights.begin(), count = 0; !(lit==m_lights.end()) && count < m_numgllights; ++lit)
|
|
{
|
|
RAS_LightObject* lightdata = (*lit);
|
|
KX_LightObject *kxlight = (KX_LightObject*)lightdata->m_light;
|
|
|
|
if(kxlight->ApplyLight(kxscene, objectlayer, count))
|
|
count++;
|
|
}
|
|
glPopMatrix();
|
|
|
|
return count;
|
|
}
|
|
|
|
void GPC_RenderTools::MotionBlur(RAS_IRasterizer* rasterizer)
|
|
{
|
|
int state = rasterizer->GetMotionBlurState();
|
|
float motionblurvalue;
|
|
if(state)
|
|
{
|
|
motionblurvalue = rasterizer->GetMotionBlurValue();
|
|
if(state==1)
|
|
{
|
|
//bugfix:load color buffer into accum buffer for the first time(state=1)
|
|
glAccum(GL_LOAD, 1.0);
|
|
rasterizer->SetMotionBlurState(2);
|
|
}
|
|
else if(motionblurvalue>=0.0 && motionblurvalue<=1.0)
|
|
{
|
|
glAccum(GL_MULT, motionblurvalue);
|
|
glAccum(GL_ACCUM, 1-motionblurvalue);
|
|
glAccum(GL_RETURN, 1.0);
|
|
glFlush();
|
|
}
|
|
}
|
|
}
|
|
|