forked from bartvdbraak/blender
cb89decfdc
the features that are needed to run the game. Compile tested with scons, make, but not cmake, that seems to have an issue not related to these changes. The changes include: * GLSL support in the viewport and game engine, enable in the game menu in textured draw mode. * Synced and merged part of the duplicated blender and gameengine/ gameplayer drawing code. * Further refactoring of game engine drawing code, especially mesh storage changed a lot. * Optimizations in game engine armatures to avoid recomputations. * A python function to get the framerate estimate in game. * An option take object color into account in materials. * An option to restrict shadow casters to a lamp's layers. * Increase from 10 to 18 texture slots for materials, lamps, word. An extra texture slot shows up once the last slot is used. * Memory limit for undo, not enabled by default yet because it needs the .B.blend to be changed. * Multiple undo for image painting. * An offset for dupligroups, so not all objects in a group have to be at the origin.
192 lines
3.5 KiB
C++
192 lines
3.5 KiB
C++
/**
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* $Id$
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*
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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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#ifndef __RAS_IRENDERTOOLS
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#define __RAS_IRENDERTOOLS
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#include "MT_Transform.h"
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#include "RAS_IRasterizer.h"
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#include "RAS_2DFilterManager.h"
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#include <vector>
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#include <algorithm>
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class RAS_IPolyMaterial;
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struct RAS_LightObject;
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class RAS_IRenderTools
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{
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protected:
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void* m_clientobject;
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void* m_auxilaryClientInfo;
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std::vector<struct RAS_LightObject*> m_lights;
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RAS_2DFilterManager m_filtermanager;
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public:
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enum RAS_TEXT_RENDER_MODE {
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RAS_TEXT_RENDER_NODEF = 0,
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RAS_TEXT_NORMAL,
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RAS_TEXT_PADDED,
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RAS_TEXT_MAX
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};
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enum RAS_LIGHT_MODE {
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RAS_LIGHT_NONE = -1,
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RAS_LIGHT_OBJECT_LAYER = 0
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};
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RAS_IRenderTools(
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) :
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m_clientobject(NULL)
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{
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};
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virtual
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~RAS_IRenderTools(
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) {};
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virtual
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void
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BeginFrame(
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RAS_IRasterizer* rasty
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)=0;
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virtual
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void
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EndFrame(
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RAS_IRasterizer* rasty
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)=0;
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// the following function was formerly called 'Render'
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// by it doesn't render anymore
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// It only sets the transform for the rasterizer
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// so must be renamed to 'applyTransform' or something
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virtual
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void
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applyTransform(
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class RAS_IRasterizer* rasty,
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double* oglmatrix,
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int drawingmode
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)=0;
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/**
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* Renders 2D text string.
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* @param mode The type of text
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* @param text The string to render.
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* @param xco Position on the screen (origin in lower left corner).
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* @param yco Position on the screen (origin in lower left corner).
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* @param width Width of the canvas to draw to.
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* @param height Height of the canvas to draw to.
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*/
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virtual
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void
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RenderText2D(
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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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) = 0;
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// 3d text, mapped on polygon
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virtual
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void
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RenderText(
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int mode,
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RAS_IPolyMaterial* polymat,
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float v1[3],
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float v2[3],
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float v3[3],
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float v4[3],
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int glattrib
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)=0;
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virtual
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void
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ProcessLighting(
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int layer,
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const MT_Transform& trans
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)=0;
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virtual
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void
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SetClientObject(
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RAS_IRasterizer* rasty,
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void* obj
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);
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void
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SetAuxilaryClientInfo(
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void* inf
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);
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virtual
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void
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PushMatrix(
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)=0;
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virtual
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void
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PopMatrix(
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)=0;
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virtual
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void
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AddLight(
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struct RAS_LightObject* lightobject
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);
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virtual
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void
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RemoveLight(
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struct RAS_LightObject* lightobject
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);
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virtual
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void
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MotionBlur(RAS_IRasterizer* rasterizer)=0;
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virtual
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void
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Update2DFilter(vector<STR_String>& propNames, void* gameObj, RAS_2DFilterManager::RAS_2DFILTER_MODE filtermode, int pass, STR_String& text)=0;
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virtual
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void
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Render2DFilters(RAS_ICanvas* canvas)=0;
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};
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#endif //__RAS_IRENDERTOOLS
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