blender/source/gameengine/BlenderRoutines/KX_BlenderCanvas.h
Mitchell Stokes 244ce92dbd BGE: Setting up the RAS_ICanvas interface as the primary way to alter the OpenGL
viewport. This helps to eliminate OpenGL calls in weird places like the physics
code and to reduce glGet calls, which are expensive.

There should be no functional changes (except maybe a very slight speed improvement).
2012-10-08 03:28:11 +00:00

206 lines
3.2 KiB
C++

/*
* ***** 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 *****
*/
/** \file KX_BlenderCanvas.h
* \ingroup blroutines
*/
#ifndef __KX_BLENDERCANVAS_H__
#define __KX_BLENDERCANVAS_H__
#ifdef WIN32
#include <windows.h>
#endif
#include "GL/glew.h"
#include "RAS_ICanvas.h"
#include "RAS_Rect.h"
#include "KX_BlenderGL.h"
#ifdef WITH_CXX_GUARDEDALLOC
#include "MEM_guardedalloc.h"
#endif
struct ARegion;
struct wmWindow;
/**
* 2D Blender device context abstraction.
* The connection from 3d rendercontext to 2d Blender surface embedding.
*/
class KX_BlenderCanvas : public RAS_ICanvas
{
private:
/** Rect that defines the area used for rendering,
relative to the context */
RAS_Rect m_displayarea;
int m_viewport[4];
public:
/* Construct a new canvas.
*
* \param area The Blender ARegion to run the game within.
*/
KX_BlenderCanvas(struct wmWindow* win, class RAS_Rect &rect, struct ARegion* ar);
~KX_BlenderCanvas();
void
Init(
);
void
SwapBuffers(
);
void
ResizeWindow(
int width,
int height
);
void
BeginFrame(
);
void
EndFrame(
);
void
ClearColor(
float r,
float g,
float b,
float a
);
void
ClearBuffer(
int type
);
int
GetWidth(
) const;
int
GetHeight(
) const;
int
GetMouseX(int x
);
int
GetMouseY(int y
);
float
GetMouseNormalizedX(int x
);
float
GetMouseNormalizedY(int y
);
const
RAS_Rect &
GetDisplayArea(
) const {
return m_displayarea;
};
void
SetDisplayArea(RAS_Rect *rect
) {
m_displayarea= *rect;
};
RAS_Rect &
GetWindowArea(
);
void
SetViewPort(
int x1, int y1,
int x2, int y2
);
const int*
GetViewPort();
void
SetMouseState(
RAS_MouseState mousestate
);
void
SetMousePosition(
int x,
int y
);
void
MakeScreenShot(
const char* filename
);
/**
* Nothing needs be done for BlenderCanvas
* Begin/End Draw, as the game engine GL context
* is always current/active.
*/
bool
BeginDraw(
) {
return true;
};
void
EndDraw(
) {
};
private:
/** Blender area the game engine is running within */
struct wmWindow* m_win;
RAS_Rect m_frame_rect;
RAS_Rect m_area_rect;
short m_area_left;
short m_area_top;
#ifdef WITH_CXX_GUARDEDALLOC
MEM_CXX_CLASS_ALLOC_FUNCS("GE:KX_BlenderCanvas")
#endif
};
#endif // __KX_BLENDERCANVAS_H__