blender/source/gameengine/BlenderRoutines/KX_BlenderRenderTools.h
Hamed Zaghaghi a49c9c458a improvement of 2d-filter custom shader,
some bugfixes,
now you can use depth buffer and luminance buffer without any settings,
also you can use object's properties in a shader
2008-07-12 10:21:37 +00:00

116 lines
3.2 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 *****
*/
#ifndef __KX_BLENDERRENDERTOOLS
#define __KX_BLENDERRENDERTOOLS
#ifdef WIN32
// don't show stl-warnings
#pragma warning (disable:4786)
#endif
#include "RAS_IRenderTools.h"
struct KX_ClientObjectInfo;
/**
BlenderRenderTools are a set of tools to apply 2D/3D graphics effects, which are not
part of the (polygon) Rasterizer.
Effects like 2D text, 3D (polygon) text, lighting.
*/
class KX_BlenderRenderTools : public RAS_IRenderTools
{
bool m_lastblenderlights;
void* m_lastblenderobject;
int m_lastlayer;
bool m_lastlighting;
static unsigned int m_numgllights;
public:
KX_BlenderRenderTools();
virtual ~KX_BlenderRenderTools();
virtual void EndFrame(class RAS_IRasterizer* rasty);
virtual void BeginFrame(class RAS_IRasterizer* rasty);
void DisableOpenGLLights();
void EnableOpenGLLights();
int ProcessLighting(int layer);
virtual void RenderText2D(RAS_TEXT_RENDER_MODE mode,
const char* text,
int xco,
int yco,
int width,
int height);
virtual void RenderText(int mode,
class RAS_IPolyMaterial* polymat,
float v1[3],
float v2[3],
float v3[3],
float v4[3]);
void applyTransform(class RAS_IRasterizer* rasty,
double* oglmatrix,
int objectdrawmode );
int applyLights(int objectlayer);
virtual void PushMatrix();
virtual void PopMatrix();
virtual class RAS_IPolyMaterial* CreateBlenderPolyMaterial(const STR_String &texname,
bool ba,
const STR_String& matname,
int tile,
int tilexrep,
int tileyrep,
int mode,
bool transparant,
bool zsort,
int lightlayer,
bool bIsTriangle,
void* clientobject,
void* tface);
bool RayHit(KX_ClientObjectInfo* client, MT_Point3& hit_point, MT_Vector3& hit_normal, void * const data);
virtual void MotionBlur(RAS_IRasterizer* rasterizer);
virtual void Update2DFilter(vector<STR_String>& propNames, void* gameObj, RAS_2DFilterManager::RAS_2DFILTER_MODE filtermode, int pass, STR_String& text);
virtual void Render2DFilters(RAS_ICanvas* canvas);
virtual void SetClientObject(void* obj);
};
#endif //__KX_BLENDERRENDERTOOLS