forked from bartvdbraak/blender
908337bee1
======================================= Alpha blending + sorting was revised, to fix bugs and get it to work more predictable. * A new per texture face "Sort" setting defines if the face is alpha sorted or not, instead of abusing the "ZTransp" setting as it did before. * Existing files are converted to hopefully match the old behavior as much as possible with a version patch. * On new meshes the Sort flag is disabled by the default, to avoid unexpected and hard to find slowdowns. * Alpha sorting for faces was incredibly slow. Sorting faces in a mesh with 600 faces lowered the framerate from 200 to 70 fps in my test.. the sorting there case goes about 15x faster now, but it is still advised to use Clip Alpha if possible instead of regular Alpha. * There still various limitations in the alpha sorting code, I've added some comments to the code about this. Some docs at the bottom of the page: http://www.blender.org/development/current-projects/changes-since-246/realtime-glsl-materials/ Merged some fixes from the apricot branch, most important change is that tangents are now exactly the same as the rest of Blender, instead of being computed in the game engine with a different algorithm. Also, the subversion was bumped to 1.
298 lines
7.0 KiB
C++
298 lines
7.0 KiB
C++
/**
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* $Id$
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* ***** BEGIN GPL 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.
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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 LICENSE BLOCK *****
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*/
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#include "GL/glew.h"
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#include "KX_BlenderGL.h"
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#ifdef HAVE_CONFIG_H
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#include <config.h>
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#endif
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/*
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* This little block needed for linking to Blender...
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*/
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#ifdef WIN32
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#include "BLI_winstuff.h"
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#endif
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#include <stdlib.h>
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#include <string.h>
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#include "BMF_Api.h"
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#include "BIF_gl.h"
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#include "BL_Material.h" // MAXTEX
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/* Data types encoding the game world: */
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#include "DNA_object_types.h"
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#include "DNA_scene_types.h"
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#include "DNA_screen_types.h"
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#include "DNA_camera_types.h"
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#include "DNA_world_types.h"
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#include "DNA_mesh_types.h"
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#include "DNA_meshdata_types.h"
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#include "DNA_image_types.h"
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#include "DNA_view3d_types.h"
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#include "DNA_material_types.h"
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#include "BKE_global.h"
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#include "BKE_bmfont.h"
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#include "BKE_image.h"
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extern "C" {
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#include "BDR_drawmesh.h"
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#include "BIF_mywindow.h"
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#include "BIF_toolbox.h"
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#include "BIF_graphics.h" /* For CURSOR_NONE CURSOR_WAIT CURSOR_STD */
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}
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/* end of blender block */
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/* was in drawmesh.c */
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void spack(unsigned int ucol)
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{
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char *cp= (char *)&ucol;
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glColor3ub(cp[3], cp[2], cp[1]);
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}
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void BL_warp_pointer(int x,int y)
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{
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warp_pointer(x,y);
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}
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void BL_SwapBuffers()
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{
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myswapbuffers();
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}
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void BL_RenderText(int mode,const char* textstr,int textlen,struct MTFace* tface,
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unsigned int *col,float v1[3],float v2[3],float v3[3],float v4[3])
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{
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Image* ima;
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if(mode & TF_BMFONT) {
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//char string[MAX_PROPSTRING];
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int characters, index, character;
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float centerx, centery, sizex, sizey, transx, transy, movex, movey, advance;
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// bProperty *prop;
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// string = "Frank van Beek";
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characters = textlen;
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ima = (struct Image*) tface->tpage;
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if (ima == NULL) {
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characters = 0;
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}
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/* When OBCOL flag is on the color is set in IndexPrimitives_3DText */
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if (tface->mode & TF_OBCOL) { /* Color has been set */
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col= NULL;
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} else {
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if(!col) glColor3f(1.0f, 1.0f, 1.0f);
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}
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glPushMatrix();
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for (index = 0; index < characters; index++) {
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// lets calculate offset stuff
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character = textstr[index];
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// space starts at offset 1
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// character = character - ' ' + 1;
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matrixGlyph((ImBuf *)ima->ibufs.first, character, & centerx, ¢ery, &sizex, &sizey, &transx, &transy, &movex, &movey, &advance);
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glBegin(GL_POLYGON);
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// printf(" %c %f %f %f %f\n", character, tface->uv[0][0], tface->uv[0][1], );
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// glTexCoord2f((tface->uv[0][0] - centerx) * sizex + transx, (tface->uv[0][1] - centery) * sizey + transy);
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glTexCoord2f((tface->uv[0][0] - centerx) * sizex + transx, (tface->uv[0][1] - centery) * sizey + transy);
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if(col) spack(col[0]);
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// glVertex3fv(v1);
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glVertex3f(sizex * v1[0] + movex, sizey * v1[1] + movey, v1[2]);
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glTexCoord2f((tface->uv[1][0] - centerx) * sizex + transx, (tface->uv[1][1] - centery) * sizey + transy);
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if(col) spack(col[1]);
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// glVertex3fv(v2);
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glVertex3f(sizex * v2[0] + movex, sizey * v2[1] + movey, v2[2]);
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glTexCoord2f((tface->uv[2][0] - centerx) * sizex + transx, (tface->uv[2][1] - centery) * sizey + transy);
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if(col) spack(col[2]);
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// glVertex3fv(v3);
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glVertex3f(sizex * v3[0] + movex, sizey * v3[1] + movey, v3[2]);
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if(v4) {
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// glTexCoord2f((tface->uv[3][0] - centerx) * sizex + transx, 1.0 - (1.0 - tface->uv[3][1]) * sizey - transy);
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glTexCoord2f((tface->uv[3][0] - centerx) * sizex + transx, (tface->uv[3][1] - centery) * sizey + transy);
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if(col) spack(col[3]);
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// glVertex3fv(v4);
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glVertex3f(sizex * v4[0] + movex, sizey * v4[1] + movey, v4[2]);
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}
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glEnd();
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glTranslatef(advance, 0.0, 0.0);
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}
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glPopMatrix();
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}
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}
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void DisableForText()
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{
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if(glIsEnabled(GL_BLEND)) glDisable(GL_BLEND);
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if(glIsEnabled(GL_ALPHA_TEST)) glDisable(GL_ALPHA_TEST);
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if(glIsEnabled(GL_LIGHTING)) {
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glDisable(GL_LIGHTING);
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glDisable(GL_COLOR_MATERIAL);
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}
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if(GLEW_ARB_multitexture)
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for(int i=0; i<MAXTEX; i++)
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glActiveTextureARB(GL_TEXTURE0_ARB+i);
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if(GLEW_ARB_texture_cube_map)
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if(glIsEnabled(GL_TEXTURE_CUBE_MAP_ARB))
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glDisable(GL_TEXTURE_CUBE_MAP_ARB);
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if(glIsEnabled(GL_TEXTURE_2D))
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glDisable(GL_TEXTURE_2D);
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}
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void BL_print_gamedebug_line(char* text, int xco, int yco, int width, int height)
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{
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/* gl prepping */
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DisableForText();
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//glDisable(GL_TEXTURE_2D);
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glMatrixMode(GL_PROJECTION);
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glPushMatrix();
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glLoadIdentity();
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glOrtho(0, width,
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0, height, 0, 1);
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glMatrixMode(GL_MODELVIEW);
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glPushMatrix();
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glLoadIdentity();
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glMatrixMode(GL_TEXTURE);
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glPushMatrix();
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glLoadIdentity();
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/* the actual drawing */
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glColor3ub(255, 255, 255);
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glRasterPos2s(xco, height-yco);
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BMF_DrawString(G.fonts, text);
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glMatrixMode(GL_TEXTURE);
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glPopMatrix();
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glMatrixMode(GL_PROJECTION);
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glPopMatrix();
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glMatrixMode(GL_MODELVIEW);
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glPopMatrix();
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glEnable(GL_DEPTH_TEST);
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}
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void BL_print_gamedebug_line_padded(char* text, int xco, int yco, int width, int height)
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{
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/* This is a rather important line :( The gl-mode hasn't been left
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* behind quite as neatly as we'd have wanted to. I don't know
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* what cause it, though :/ .*/
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DisableForText();
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//glDisable(GL_TEXTURE_2D);
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glMatrixMode(GL_PROJECTION);
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glPushMatrix();
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glLoadIdentity();
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glOrtho(0, width,
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0, height, 0, 1);
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glMatrixMode(GL_MODELVIEW);
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glPushMatrix();
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glLoadIdentity();
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glMatrixMode(GL_TEXTURE);
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glPushMatrix();
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glLoadIdentity();
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/* draw in black first*/
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glColor3ub(0, 0, 0);
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glRasterPos2s(xco+1, height-yco-1);
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BMF_DrawString(G.fonts, text);
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glColor3ub(255, 255, 255);
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glRasterPos2s(xco, height-yco);
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BMF_DrawString(G.fonts, text);
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glMatrixMode(GL_TEXTURE);
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glPopMatrix();
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glMatrixMode(GL_PROJECTION);
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glPopMatrix();
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glMatrixMode(GL_MODELVIEW);
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glPopMatrix();
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glEnable(GL_DEPTH_TEST);
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}
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void BL_HideMouse()
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{
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set_cursor(CURSOR_NONE);
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}
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void BL_WaitMouse()
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{
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set_cursor(CURSOR_WAIT);
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}
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void BL_NormalMouse()
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{
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set_cursor(CURSOR_STD);
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}
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#define MAX_FILE_LENGTH 512
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void BL_MakeScreenShot(struct ScrArea *area, const char* filename)
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{
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char copyfilename[MAX_FILE_LENGTH];
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strcpy(copyfilename,filename);
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// filename read - only
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/* XXX will need to change at some point */
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BIF_screendump(0);
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// write+read filename
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write_screendump((char*) copyfilename);
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}
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