blender/source/gameengine/GamePlayer/common/GPC_RenderTools.h
Kester Maddock 38de9559bc Fix for reflection mapping unlit faces: normals were not being sent, hence reflection maps weren't being rendered properly (bf-bug #1385)
Set the diffuse material colour - lighting brightness should match blender better. (bf-bug #1385)
2004-06-23 01:12:11 +00:00

172 lines
3.7 KiB
C++

/**
* $Id$
*
* ***** BEGIN GPL/BL DUAL 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. The Blender
* Foundation also sells licenses for use in proprietary software under
* the Blender License. See http://www.blender.org/BL/ for information
* about this.
*
* 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/BL DUAL LICENSE BLOCK *****
*/
#ifndef __GPC_RENDERTOOLS_H
#define __GPC_RENDERTOOLS_H
#if defined(WIN32) || defined(__APPLE__)
#ifdef WIN32
#include <windows.h>
#include <GL/gl.h>
#else // WIN32
// __APPLE__ is defined
#include <AGL/gl.h>
#endif // WIN32
#else //defined(WIN32) || defined(__APPLE__)
#include <GL/gl.h>
#endif //defined(WIN32) || defined(__APPLE__)
#include "RAS_IRenderTools.h"
#include "BMF_Api.h"
class GPC_RenderTools : public RAS_IRenderTools
{
public:
GPC_RenderTools();
virtual ~GPC_RenderTools();
virtual void EndFrame(RAS_IRasterizer* rasty);
virtual void BeginFrame(RAS_IRasterizer* rasty);
void DisableOpenGLLights()
{
glDisable(GL_LIGHTING);
glDisable(GL_COLOR_MATERIAL);
}
void EnableOpenGLLights();
int ProcessLighting(int layer);
void Perspective(int a, int width, int height, float mat[4][4], float viewmat[4][4])
{
if(a== 0)
{
glMatrixMode(GL_PROJECTION);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
}
else
{
if(a== 1)
{
glMatrixMode(GL_PROJECTION);
glMatrixMode(GL_MODELVIEW);
}
}
}
/**
* @attention mode is ignored here
*/
virtual void RenderText2D(
RAS_TEXT_RENDER_MODE mode,
const char* text,
int xco,
int yco,
int width,
int height);
/**
* Renders text into a (series of) polygon(s), using a texture font,
* Each character consists of one polygon (one quad or two triangles)
*/
virtual void RenderText(
int mode,
RAS_IPolyMaterial* polymat,
float v1[3],
float v2[3],
float v3[3],
float v4[3]);
void Render(RAS_IRasterizer* rasty,double* oglmatrix,int objectdrawmode)
{
glPopMatrix();
glPushMatrix();
glMultMatrixd(oglmatrix);
}
void applyTransform(RAS_IRasterizer* rasty, double* oglmatrix, int objectdrawmode);
virtual void PushMatrix()
{
glPushMatrix();
}
virtual void PopMatrix()
{
glPopMatrix();
}
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);
int applyLights(int objectlayer);
protected:
/**
* Copied from KX_BlenderGL.cpp in KX_blenderhook
*/
void BL_RenderText(
int mode,
const char* textstr,
int textlen,
struct TFace* tface,
float v1[3],float v2[3],float v3[3],float v4[3]);
void BL_spack(unsigned int ucol)
{
char *cp = (char *)&ucol;
glColor3ub(cp[3], cp[2], cp[1]);
}
BMF_Font* m_font;
static unsigned int m_numgllights;
};
#endif // __GPC_RENDERTOOLS_H