blender/source/gameengine/BlenderRoutines/KX_BlenderRenderTools.cpp
Dalai Felinto 0890b80ed9 Patch:[#25163] BGE support for Blender Font objects - unicode support
Problem/Bug:
------------
There were no way to have proper unicode characters (e.g. Japanese) in Blender Game Engine. Now we can :)
You can see a sample here: http://blog.mikepan.com/multi-language-support-in-blender/

Functionality Explanation:
--------------------------
This patch converts the Blender Font Objects to a new BGE type: KX_FontObject
This object inherits KX_GameObject.cpp and has the following properties:
- text (the text of the object)
- size (taken from the Blender object, usually is 1.0)
- resolution (1.0 by default, maybe not really needed, but at least for debugging/the time being it's nice to have) 

The way we deal with linked objects is different than Blender. In Blender the text and size are a property of the Text databock. Therefore linked objects necessarily share the same text (and size, although the size of the object datablock affects that too). In BGE they are stored and accessed per object. Without that it would be problematic to have addObject adding texts that don't share the same data.

Known problems/limitations/ToDo:
--------------------------------
1) support for packed font and the <builtin>
2) figure why some fonts are displayed in a different size in 3DView/BGE (BLF)
3) investigate some glitches I see some times
4) support for multiline
5) support for more Blender Font Object options (text aligment, text boxes, ...)

[1] Diego (bdiego) evantually will help on that. For the time being we are using the "default" (ui) font to replace the <builtin>.
[2] but not all of them. I need to cross check who is calculating the size/dpi in/correctly - Blender or BLF. (e.g. fonts that work well - MS Gothic)
[3] I think this may be related to the resolution we are drawing the font
[4] It can't/will not be handled inside BFL. So the way I see it is to implement a mini text library/api that works as a middlelayer between the drawing step and BLF. 
    So instead of:
      BLF_draw(fontid, (char *)text, strlen(text));
    We would do:
      MAGIC_ROUTINE_IM_NOT_BLF_draw(fontir, (char *)text, styleflag, width, height);
[5] don't hold your breath ... but if someone wants to have fun in the holidays the (4) and (5) are part of the same problem.

Code Explanation:
-----------------
The patch should be simple to read. They are three may parts:
1) BL_BlenderDataConversion.cpp:: converts the OB_FONT object into a KX_FontObject.cpp and store it in the KX_Scene->m_fonts
2) KetsjiEngine.cpp::RenderFonts:: loop through the texts and call their internal drawing routine.
3) KX_FontObject.cpp::
  a) constructor: load the font of the object, and store other values.
  b) DrawText: calculate the aspect for the given size (sounds hacky but this is how blf works) and call the render routine in RenderTools
4) KX_BlenderGL.cpp (called from rendertools) ::BL_print_game_line:: Draws the text. Using the BLF API

*) In order to handle visibility of the object added with AddObject I'm adding to the m_scene.m_fonts list only the Fonts in a visible layer - unlike Cameras and Lamps where all the objects are added.

Acknowledgements:
----------------
Thanks Benoit for the review and adjustment suggestions.
Thanks Diego for the BFL expertise, patches and support (Latin community ftw)
Thanks my boss for letting me do part of this patch during work time. Good thing we are starting a project in a partnership with a Japanese Foundation and eventual will need unicode in BGE :) for more details on that - www.nereusprogram.org - let's call it the main sponsor of this "bug feature" ;)
2010-12-16 10:25:41 +00:00

391 lines
11 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., 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 *****
*/
#include "GL/glew.h"
#include "RAS_IRenderTools.h"
#include "RAS_IRasterizer.h"
#include "RAS_LightObject.h"
#include "RAS_ICanvas.h"
#include "RAS_GLExtensionManager.h"
#include "KX_GameObject.h"
#include "KX_PolygonMaterial.h"
#include "KX_BlenderMaterial.h"
#include "KX_RayCast.h"
#include "KX_IPhysicsController.h"
#include "KX_Light.h"
#include "PHY_IPhysicsEnvironment.h"
#include "STR_String.h"
#include "GPU_draw.h"
#include "KX_BlenderGL.h" // for text printing
#include "KX_BlenderRenderTools.h"
unsigned int KX_BlenderRenderTools::m_numgllights;
KX_BlenderRenderTools::KX_BlenderRenderTools()
{
glGetIntegerv(GL_MAX_LIGHTS, (GLint*) &m_numgllights);
if (m_numgllights < 8)
m_numgllights = 8;
}
KX_BlenderRenderTools::~KX_BlenderRenderTools()
{
}
void KX_BlenderRenderTools::BeginFrame(RAS_IRasterizer* rasty)
{
m_clientobject = NULL;
m_lastlightlayer = -1;
m_lastauxinfo = NULL;
m_lastlighting = true; /* force disable in DisableOpenGLLights() */
DisableOpenGLLights();
}
void KX_BlenderRenderTools::EndFrame(RAS_IRasterizer* rasty)
{
}
/* ProcessLighting performs lighting on objects. the layer is a bitfield that
* contains layer information. There are 20 'official' layers in blender. A
* light is applied on an object only when they are in the same layer. OpenGL
* has a maximum of 8 lights (simultaneous), so 20 * 8 lights are possible in
* a scene. */
void KX_BlenderRenderTools::ProcessLighting(RAS_IRasterizer *rasty, bool uselights, const MT_Transform& viewmat)
{
bool enable = false;
int layer= -1;
/* find the layer */
if(uselights) {
if(m_clientobject)
layer = static_cast<KX_GameObject*>(m_clientobject)->GetLayer();
}
/* avoid state switching */
if(m_lastlightlayer == layer && m_lastauxinfo == m_auxilaryClientInfo)
return;
m_lastlightlayer = layer;
m_lastauxinfo = m_auxilaryClientInfo;
/* enable/disable lights as needed */
if(layer >= 0)
enable = applyLights(layer, viewmat);
if(enable)
EnableOpenGLLights(rasty);
else
DisableOpenGLLights();
}
void KX_BlenderRenderTools::EnableOpenGLLights(RAS_IRasterizer *rasty)
{
if(m_lastlighting == true)
return;
glEnable(GL_LIGHTING);
glEnable(GL_COLOR_MATERIAL);
glColorMaterial(GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE);
glLightModeli(GL_LIGHT_MODEL_TWO_SIDE, GL_TRUE);
glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, (rasty->GetCameraOrtho())? GL_FALSE: GL_TRUE);
if (GLEW_EXT_separate_specular_color || GLEW_VERSION_1_2)
glLightModeli(GL_LIGHT_MODEL_COLOR_CONTROL, GL_SEPARATE_SPECULAR_COLOR);
m_lastlighting = true;
}
void KX_BlenderRenderTools::DisableOpenGLLights()
{
if(m_lastlighting == false)
return;
glDisable(GL_LIGHTING);
glDisable(GL_COLOR_MATERIAL);
m_lastlighting = false;
}
void KX_BlenderRenderTools::SetClientObject(RAS_IRasterizer *rasty, void* obj)
{
if (m_clientobject != obj)
{
bool ccw = (obj == NULL || !((KX_GameObject*)obj)->IsNegativeScaling());
rasty->SetFrontFace(ccw);
m_clientobject = obj;
}
}
bool KX_BlenderRenderTools::RayHit(KX_ClientObjectInfo* client, KX_RayCast* result, void * const data)
{
double* const oglmatrix = (double* const) data;
MT_Point3 resultpoint(result->m_hitPoint);
MT_Vector3 resultnormal(result->m_hitNormal);
MT_Vector3 left(oglmatrix[0],oglmatrix[1],oglmatrix[2]);
MT_Vector3 dir = -(left.cross(resultnormal)).safe_normalized();
left = (dir.cross(resultnormal)).safe_normalized();
// for the up vector, we take the 'resultnormal' returned by the physics
double maat[16]={
left[0], left[1], left[2], 0,
dir[0], dir[1], dir[2], 0,
resultnormal[0],resultnormal[1],resultnormal[2], 0,
0, 0, 0, 1};
glTranslated(resultpoint[0],resultpoint[1],resultpoint[2]);
//glMultMatrixd(oglmatrix);
glMultMatrixd(maat);
return true;
}
void KX_BlenderRenderTools::applyTransform(RAS_IRasterizer* rasty,double* oglmatrix,int objectdrawmode )
{
/* FIXME:
blender: intern/moto/include/MT_Vector3.inl:42: MT_Vector3 operator/(const
MT_Vector3&, double): Assertion `!MT_fuzzyZero(s)' failed.
Program received signal SIGABRT, Aborted.
[Switching to Thread 16384 (LWP 1519)]
0x40477571 in kill () from /lib/libc.so.6
(gdb) bt
#7 0x08334368 in MT_Vector3::normalized() const ()
#8 0x0833e6ec in KX_BlenderRenderTools::applyTransform(RAS_IRasterizer*, double*, int) ()
*/
if (objectdrawmode & RAS_IPolyMaterial::BILLBOARD_SCREENALIGNED ||
objectdrawmode & RAS_IPolyMaterial::BILLBOARD_AXISALIGNED)
{
// rotate the billboard/halo
//page 360/361 3D Game Engine Design, David Eberly for a discussion
// on screen aligned and axis aligned billboards
// assumed is that the preprocessor transformed all billboard polygons
// so that their normal points into the positive x direction (1.0 , 0.0 , 0.0)
// when new parenting for objects is done, this rotation
// will be moved into the object
MT_Point3 objpos (oglmatrix[12],oglmatrix[13],oglmatrix[14]);
MT_Point3 campos = rasty->GetCameraPosition();
MT_Vector3 dir = (campos - objpos).safe_normalized();
MT_Vector3 up(0,0,1.0);
KX_GameObject* gameobj = (KX_GameObject*)m_clientobject;
// get scaling of halo object
MT_Vector3 size = gameobj->GetSGNode()->GetLocalScale();
bool screenaligned = (objectdrawmode & RAS_IPolyMaterial::BILLBOARD_SCREENALIGNED)!=0;//false; //either screen or axisaligned
if (screenaligned)
{
up = (up - up.dot(dir) * dir).safe_normalized();
} else
{
dir = (dir - up.dot(dir)*up).safe_normalized();
}
MT_Vector3 left = dir.normalized();
dir = (left.cross(up)).normalized();
// we have calculated the row vectors, now we keep
// local scaling into account:
left *= size[0];
dir *= size[1];
up *= size[2];
double maat[16]={
left[0], left[1],left[2], 0,
dir[0], dir[1],dir[2],0,
up[0],up[1],up[2],0,
0,0,0,1};
glTranslated(objpos[0],objpos[1],objpos[2]);
glMultMatrixd(maat);
} else
{
if (objectdrawmode & RAS_IPolyMaterial::SHADOW)
{
// shadow must be cast to the ground, physics system needed here!
MT_Point3 frompoint(oglmatrix[12],oglmatrix[13],oglmatrix[14]);
KX_GameObject *gameobj = (KX_GameObject*)m_clientobject;
MT_Vector3 direction = MT_Vector3(0,0,-1);
direction.normalize();
direction *= 100000;
MT_Point3 topoint = frompoint + direction;
KX_Scene* kxscene = (KX_Scene*) m_auxilaryClientInfo;
PHY_IPhysicsEnvironment* physics_environment = kxscene->GetPhysicsEnvironment();
KX_IPhysicsController* physics_controller = gameobj->GetPhysicsController();
KX_GameObject *parent = gameobj->GetParent();
if (!physics_controller && parent)
physics_controller = parent->GetPhysicsController();
if (parent)
parent->Release();
KX_RayCast::Callback<KX_BlenderRenderTools> callback(this, physics_controller, oglmatrix);
if (!KX_RayCast::RayTest(physics_environment, frompoint, topoint, callback))
{
// couldn't find something to cast the shadow on...
glMultMatrixd(oglmatrix);
}
else
{ // we found the "ground", but the cast matrix doesn't take
// scaling in consideration, so we must apply the object scale
MT_Vector3 size = gameobj->GetSGNode()->GetLocalScale();
glScalef(size[0], size[1], size[2]);
}
} else
{
// 'normal' object
glMultMatrixd(oglmatrix);
}
}
}
void KX_BlenderRenderTools::RenderText3D(int fontid,
const char* text,
int size,
int dpi,
float* color,
double* mat,
float aspect)
{
BL_print_game_line(fontid, text, size, dpi, color, mat, aspect);
}
void KX_BlenderRenderTools::RenderText2D(RAS_TEXT_RENDER_MODE mode,
const char* text,
int xco,
int yco,
int width,
int height)
{
if(mode == RAS_IRenderTools::RAS_TEXT_PADDED)
BL_print_gamedebug_line_padded(text, xco, yco, width, height);
else
BL_print_gamedebug_line(text, xco, yco, width, height);
}
/* Render Text renders text into a (series of) polygon, using a texture font,
* Each character consists of one polygon (one quad or two triangles) */
void KX_BlenderRenderTools::RenderText(
int mode,
RAS_IPolyMaterial* polymat,
float v1[3], float v2[3], float v3[3], float v4[3], int glattrib)
{
const STR_String& mytext = ((CValue*)m_clientobject)->GetPropertyText("Text");
const unsigned int flag = polymat->GetFlag();
struct MTFace* tface = 0;
unsigned int *col = 0;
if(flag & RAS_BLENDERMAT) {
KX_BlenderMaterial *bl_mat = static_cast<KX_BlenderMaterial*>(polymat);
tface = bl_mat->GetMTFace();
col = bl_mat->GetMCol();
} else {
KX_PolygonMaterial* blenderpoly = static_cast<KX_PolygonMaterial*>(polymat);
tface = blenderpoly->GetMTFace();
col = blenderpoly->GetMCol();
}
GPU_render_text(tface, mode, mytext, mytext.Length(), col, v1, v2, v3, v4, glattrib);
}
void KX_BlenderRenderTools::PushMatrix()
{
glPushMatrix();
}
void KX_BlenderRenderTools::PopMatrix()
{
glPopMatrix();
}
int KX_BlenderRenderTools::applyLights(int objectlayer, const MT_Transform& viewmat)
{
// taken from blender source, incompatibility between Blender Object / GameObject
KX_Scene* kxscene = (KX_Scene*)m_auxilaryClientInfo;
float glviewmat[16];
unsigned int count;
std::vector<struct RAS_LightObject*>::iterator lit = m_lights.begin();
for(count=0; count<m_numgllights; count++)
glDisable((GLenum)(GL_LIGHT0+count));
viewmat.getValue(glviewmat);
glPushMatrix();
glLoadMatrixf(glviewmat);
for (lit = m_lights.begin(), count = 0; !(lit==m_lights.end()) && count < m_numgllights; ++lit)
{
RAS_LightObject* lightdata = (*lit);
KX_LightObject *kxlight = (KX_LightObject*)lightdata->m_light;
if(kxlight->ApplyLight(kxscene, objectlayer, count))
count++;
}
glPopMatrix();
return count;
}
void KX_BlenderRenderTools::MotionBlur(RAS_IRasterizer* rasterizer)
{
int state = rasterizer->GetMotionBlurState();
float motionblurvalue;
if(state)
{
motionblurvalue = rasterizer->GetMotionBlurValue();
if(state==1)
{
//bugfix:load color buffer into accum buffer for the first time(state=1)
glAccum(GL_LOAD, 1.0);
rasterizer->SetMotionBlurState(2);
}
else if(motionblurvalue>=0.0 && motionblurvalue<=1.0)
{
glAccum(GL_MULT, motionblurvalue);
glAccum(GL_ACCUM, 1-motionblurvalue);
glAccum(GL_RETURN, 1.0);
glFlush();
}
}
}