blender/source/gameengine/BlenderRoutines/KX_BlenderGL.cpp

229 lines
5.0 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 __cplusplus
extern "C" {
#endif
#include "BLF_api.h"
#ifdef __cplusplus
}
#endif
#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 "GL/glew.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 "DNA_windowmanager_types.h"
#include "BKE_global.h"
#include "BKE_bmfont.h"
#include "BKE_image.h"
extern "C" {
//XXX #include "BDR_drawmesh.h"
//XXX #include "BIF_mywindow.h"
//XXX #include "BIF_toolbox.h"
//XXX #include "BIF_graphics.h" /* For CURSOR_NONE CURSOR_WAIT CURSOR_STD */
void wm_window_swap_buffers(wmWindow *win); // wm_window.h
}
/* 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)
{
//XXX warp_pointer(x,y);
}
void BL_SwapBuffers(wmWindow *win)
{
//wmWindow *window= CTX_wm_window(C);
wm_window_swap_buffers(win);
//XXX myswapbuffers();
}
void DisableForText()
{
glPolygonMode(GL_FRONT_AND_BACK, GL_FILL); /* needed for texture fonts otherwise they render as wireframe */
if(glIsEnabled(GL_BLEND)) glDisable(GL_BLEND);
if(glIsEnabled(GL_ALPHA_TEST)) glDisable(GL_ALPHA_TEST);
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);
}
glActiveTextureARB(GL_TEXTURE0_ARB);
}
else {
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(const char* text, int xco, int yco, int width, int height)
{
/* gl prepping */
DisableForText();
glMatrixMode(GL_PROJECTION);
glPushMatrix();
glLoadIdentity();
glOrtho(0, width, 0, height, -100, 100);
glMatrixMode(GL_MODELVIEW);
glPushMatrix();
glLoadIdentity();
/* the actual drawing */
glColor3ub(255, 255, 255);
BLF_draw_default(xco, height-yco, 0.0f, (char *)text);
glMatrixMode(GL_PROJECTION);
glPopMatrix();
glMatrixMode(GL_MODELVIEW);
glPopMatrix();
glEnable(GL_DEPTH_TEST);
}
void BL_print_gamedebug_line_padded(const 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();
glMatrixMode(GL_PROJECTION);
glPushMatrix();
glLoadIdentity();
glOrtho(0, width, 0, height, -100, 100);
glMatrixMode(GL_MODELVIEW);
glPushMatrix();
glLoadIdentity();
/* draw in black first*/
glColor3ub(0, 0, 0);
BLF_draw_default(xco+2, height-yco-2, 0.0f, (char *)text);
glColor3ub(255, 255, 255);
BLF_draw_default(xco, height-yco, 0.0f, (char *)text);
glMatrixMode(GL_PROJECTION);
glPopMatrix();
glMatrixMode(GL_MODELVIEW);
glPopMatrix();
glEnable(GL_DEPTH_TEST);
}
void BL_HideMouse()
{
//XXX set_cursor(CURSOR_NONE);
}
void BL_WaitMouse()
{
//XXX set_cursor(CURSOR_WAIT);
}
void BL_NormalMouse()
{
//XXX set_cursor(CURSOR_STD);
}
#define MAX_FILE_LENGTH 512
void BL_MakeScreenShot(struct ARegion *ar, const char* filename)
{
char copyfilename[MAX_FILE_LENGTH];
strcpy(copyfilename,filename);
// filename read - only
/* XXX will need to change at some point */
//XXX BIF_screendump(0);
// write+read filename
//XXX write_screendump((char*) copyfilename);
}