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.
223 lines
4.6 KiB
C++
223 lines
4.6 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_BlenderGL.h"
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#ifdef HAVE_CONFIG_H
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#include <config.h>
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#endif
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/*
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* This little block needed for linking to Blender...
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*/
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#ifdef WIN32
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#include "BLI_winstuff.h"
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#endif
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#include <stdlib.h>
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#include <string.h>
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#include "BMF_Api.h"
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#include "BIF_gl.h"
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#include "BL_Material.h" // MAXTEX
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/* Data types encoding the game world: */
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#include "DNA_object_types.h"
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#include "DNA_scene_types.h"
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#include "DNA_screen_types.h"
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#include "DNA_camera_types.h"
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#include "DNA_world_types.h"
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#include "DNA_mesh_types.h"
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#include "DNA_meshdata_types.h"
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#include "DNA_image_types.h"
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#include "DNA_view3d_types.h"
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#include "DNA_material_types.h"
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#include "BKE_global.h"
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#include "BKE_bmfont.h"
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#include "BKE_image.h"
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extern "C" {
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#include "BDR_drawmesh.h"
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#include "BIF_mywindow.h"
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#include "BIF_toolbox.h"
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#include "BIF_graphics.h" /* For CURSOR_NONE CURSOR_WAIT CURSOR_STD */
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}
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/* end of blender block */
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/* was in drawmesh.c */
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void spack(unsigned int ucol)
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{
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char *cp= (char *)&ucol;
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glColor3ub(cp[3], cp[2], cp[1]);
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}
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void BL_warp_pointer(int x,int y)
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{
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warp_pointer(x,y);
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}
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void BL_SwapBuffers()
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{
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myswapbuffers();
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}
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void DisableForText()
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{
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if(glIsEnabled(GL_BLEND)) glDisable(GL_BLEND);
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if(glIsEnabled(GL_ALPHA_TEST)) glDisable(GL_ALPHA_TEST);
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if(glIsEnabled(GL_LIGHTING)) {
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glDisable(GL_LIGHTING);
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glDisable(GL_COLOR_MATERIAL);
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}
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if(GLEW_ARB_multitexture)
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for(int i=0; i<MAXTEX; i++)
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glActiveTextureARB(GL_TEXTURE0_ARB+i);
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if(GLEW_ARB_texture_cube_map)
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if(glIsEnabled(GL_TEXTURE_CUBE_MAP_ARB))
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glDisable(GL_TEXTURE_CUBE_MAP_ARB);
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if(glIsEnabled(GL_TEXTURE_2D))
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glDisable(GL_TEXTURE_2D);
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}
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void BL_print_gamedebug_line(char* text, int xco, int yco, int width, int height)
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{
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/* gl prepping */
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DisableForText();
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//glDisable(GL_TEXTURE_2D);
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glMatrixMode(GL_PROJECTION);
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glPushMatrix();
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glLoadIdentity();
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glOrtho(0, width,
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0, height, 0, 1);
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glMatrixMode(GL_MODELVIEW);
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glPushMatrix();
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glLoadIdentity();
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glMatrixMode(GL_TEXTURE);
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glPushMatrix();
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glLoadIdentity();
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/* the actual drawing */
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glColor3ub(255, 255, 255);
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glRasterPos2s(xco, height-yco);
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BMF_DrawString(G.fonts, text);
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glMatrixMode(GL_TEXTURE);
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glPopMatrix();
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glMatrixMode(GL_PROJECTION);
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glPopMatrix();
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glMatrixMode(GL_MODELVIEW);
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glPopMatrix();
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glEnable(GL_DEPTH_TEST);
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}
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void BL_print_gamedebug_line_padded(char* text, int xco, int yco, int width, int height)
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{
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/* This is a rather important line :( The gl-mode hasn't been left
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* behind quite as neatly as we'd have wanted to. I don't know
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* what cause it, though :/ .*/
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DisableForText();
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//glDisable(GL_TEXTURE_2D);
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glMatrixMode(GL_PROJECTION);
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glPushMatrix();
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glLoadIdentity();
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glOrtho(0, width,
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0, height, 0, 1);
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glMatrixMode(GL_MODELVIEW);
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glPushMatrix();
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glLoadIdentity();
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glMatrixMode(GL_TEXTURE);
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glPushMatrix();
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glLoadIdentity();
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/* draw in black first*/
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glColor3ub(0, 0, 0);
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glRasterPos2s(xco+1, height-yco-1);
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BMF_DrawString(G.fonts, text);
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glColor3ub(255, 255, 255);
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glRasterPos2s(xco, height-yco);
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BMF_DrawString(G.fonts, text);
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glMatrixMode(GL_TEXTURE);
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glPopMatrix();
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glMatrixMode(GL_PROJECTION);
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glPopMatrix();
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glMatrixMode(GL_MODELVIEW);
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glPopMatrix();
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glEnable(GL_DEPTH_TEST);
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}
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void BL_HideMouse()
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{
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set_cursor(CURSOR_NONE);
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}
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void BL_WaitMouse()
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{
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set_cursor(CURSOR_WAIT);
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}
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void BL_NormalMouse()
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{
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set_cursor(CURSOR_STD);
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}
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#define MAX_FILE_LENGTH 512
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void BL_MakeScreenShot(struct ScrArea *area, const char* filename)
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{
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char copyfilename[MAX_FILE_LENGTH];
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strcpy(copyfilename,filename);
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// filename read - only
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/* XXX will need to change at some point */
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BIF_screendump(0);
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// write+read filename
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write_screendump((char*) copyfilename);
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}
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