forked from bartvdbraak/blender
f1c4f705a1
So we should be all set now :) Kent -- mein@cs.umn.edu
192 lines
5.0 KiB
C++
192 lines
5.0 KiB
C++
/**
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* $Id$
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*
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* ***** BEGIN GPL/BL DUAL 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. The Blender
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* Foundation also sells licenses for use in proprietary software under
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* the Blender License. See http://www.blender.org/BL/ for information
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* about this.
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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/BL DUAL LICENSE BLOCK *****
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*/
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#ifndef __RAS_IRASTERIZER
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#define __RAS_IRASTERIZER
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#ifdef WIN32
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#pragma warning (disable:4786)
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#endif
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#include "MT_CmMatrix4x4.h"
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#include "MT_Matrix4x4.h"
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class RAS_ICanvas;
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class RAS_IPolyMaterial;
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#include "RAS_MaterialBucket.h"
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/**
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* 3D rendering device context interface.
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*/
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class RAS_IRasterizer
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{
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public:
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RAS_IRasterizer(RAS_ICanvas* canv){};
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virtual ~RAS_IRasterizer(){};
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enum {
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RAS_RENDER_3DPOLYGON_TEXT = 16384
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};
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enum {
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KX_BOUNDINGBOX = 1,
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KX_WIREFRAME,
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KX_SOLID,
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KX_SHADED,
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KX_TEXTURED
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};
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enum {
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KX_DEPTHMASK_ENABLED =1,
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KX_DEPTHMASK_DISABLED,
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};
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enum {
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RAS_STEREO_NOSTEREO = 1,
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RAS_STEREO_QUADBUFFERED,
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RAS_STEREO_ABOVEBELOW,
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RAS_STEREO_INTERLACED,
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};
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enum {
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RAS_STEREO_LEFTEYE = 1,
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RAS_STEREO_RIGHTEYE,
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};
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virtual void SetDepthMask(int depthmask)=0;
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virtual void SetMaterial(const RAS_IPolyMaterial& mat)=0;
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virtual bool Init()=0;
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virtual void Exit()=0;
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virtual bool BeginFrame(int drawingmode, double time)=0;
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virtual void ClearDepthBuffer()=0;
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virtual void ClearCachingInfo(void)=0;
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virtual void EndFrame()=0;
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virtual void SetRenderArea()=0;
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virtual void SetStereoMode(const int stereomode)=0;
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virtual bool Stereo()=0;
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virtual void SetEye(const int eye)=0;
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virtual void SetEyeSeparation(const float eyeseparation)=0;
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virtual void SetFocalLength(const float focallength)=0;
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virtual void SwapBuffers()=0;
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virtual void IndexPrimitives( const vecVertexArray& vertexarrays,
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const vecIndexArrays & indexarrays,
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int mode,
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class RAS_IPolyMaterial* polymat,
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class RAS_IRenderTools* rendertools,
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bool useObjectColor,
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const MT_Vector4& rgbacolor)=0;
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virtual void IndexPrimitives_Ex( const vecVertexArray& vertexarrays,
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const vecIndexArrays & indexarrays,
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int mode,
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class RAS_IPolyMaterial* polymat,
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class RAS_IRenderTools* rendertools,
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bool useObjectColor,
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const MT_Vector4& rgbacolor)=0;
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virtual void IndexPrimitives_3DText( const vecVertexArray& vertexarrays,
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const vecIndexArrays & indexarrays,
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int mode,
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class RAS_IPolyMaterial* polymat,
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class RAS_IRenderTools* rendertools,
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bool useObjectColor,
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const MT_Vector4& rgbacolor)=0;
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virtual void SetProjectionMatrix(MT_CmMatrix4x4 & mat)=0;
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/* This one should become our final version, methinks. */
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/**
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* Set the projection matrix for the rasterizer. This projects
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* from camera coordinates to window coordinates.
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* @param mat The projection matrix.
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*/
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virtual void SetProjectionMatrix(MT_Matrix4x4 & mat)=0;
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virtual void SetViewMatrix(const MT_Matrix4x4 & mat,
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const MT_Vector3& campos,
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const MT_Point3 &camLoc,
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const MT_Quaternion &camOrientQuat)=0;
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virtual const MT_Point3& GetCameraPosition()=0;
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virtual void LoadViewMatrix()=0;
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virtual void SetFog(float start,
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float dist,
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float r,
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float g,
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float b)=0;
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virtual void SetFogColor(float r,
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float g,
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float b)=0;
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virtual void SetFogStart(float start)=0;
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virtual void SetFogEnd(float end)=0;
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virtual void DisplayFog()=0;
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virtual void DisableFog()=0;
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virtual void SetBackColor(float red,
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float green,
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float blue,
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float alpha)=0;
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virtual void SetDrawingMode(int drawingmode)=0;
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virtual int GetDrawingMode()=0;
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virtual void EnableTextures(bool enable)=0;
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virtual void SetCullFace(bool enable)=0;
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virtual double GetTime()=0;
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virtual MT_Matrix4x4 GetFrustumMatrix(
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float left,
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float right,
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float bottom,
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float top,
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float frustnear,
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float frustfar
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)=0;
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virtual void SetSpecularity(float specX,
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float specY,
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float specZ,
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float specval)=0;
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virtual void SetShinyness(float shiny)=0;
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virtual void SetDiffuse(float difX,
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float difY,
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float difZ,
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float diffuse)=0;
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};
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#endif //__RAS_IRASTERIZER
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