forked from bartvdbraak/blender
38de9559bc
Set the diffuse material colour - lighting brightness should match blender better. (bf-bug #1385)
172 lines
3.7 KiB
C++
172 lines
3.7 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 __GPC_RENDERTOOLS_H
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#define __GPC_RENDERTOOLS_H
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#if defined(WIN32) || defined(__APPLE__)
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#ifdef WIN32
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#include <windows.h>
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#include <GL/gl.h>
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#else // WIN32
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// __APPLE__ is defined
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#include <AGL/gl.h>
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#endif // WIN32
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#else //defined(WIN32) || defined(__APPLE__)
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#include <GL/gl.h>
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#endif //defined(WIN32) || defined(__APPLE__)
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#include "RAS_IRenderTools.h"
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#include "BMF_Api.h"
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class GPC_RenderTools : public RAS_IRenderTools
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{
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public:
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GPC_RenderTools();
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virtual ~GPC_RenderTools();
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virtual void EndFrame(RAS_IRasterizer* rasty);
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virtual void BeginFrame(RAS_IRasterizer* rasty);
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void DisableOpenGLLights()
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{
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glDisable(GL_LIGHTING);
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glDisable(GL_COLOR_MATERIAL);
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}
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void EnableOpenGLLights();
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int ProcessLighting(int layer);
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void Perspective(int a, int width, int height, float mat[4][4], float viewmat[4][4])
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{
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if(a== 0)
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{
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glMatrixMode(GL_PROJECTION);
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glMatrixMode(GL_MODELVIEW);
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glLoadIdentity();
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}
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else
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{
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if(a== 1)
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{
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glMatrixMode(GL_PROJECTION);
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glMatrixMode(GL_MODELVIEW);
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}
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}
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}
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/**
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* @attention mode is ignored here
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*/
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virtual void RenderText2D(
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RAS_TEXT_RENDER_MODE mode,
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const char* text,
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int xco,
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int yco,
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int width,
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int height);
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/**
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* Renders text into a (series of) polygon(s), using a texture font,
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* Each character consists of one polygon (one quad or two triangles)
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*/
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virtual void RenderText(
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int mode,
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RAS_IPolyMaterial* polymat,
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float v1[3],
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float v2[3],
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float v3[3],
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float v4[3]);
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void Render(RAS_IRasterizer* rasty,double* oglmatrix,int objectdrawmode)
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{
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glPopMatrix();
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glPushMatrix();
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glMultMatrixd(oglmatrix);
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}
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void applyTransform(RAS_IRasterizer* rasty, double* oglmatrix, int objectdrawmode);
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virtual void PushMatrix()
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{
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glPushMatrix();
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}
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virtual void PopMatrix()
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{
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glPopMatrix();
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}
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virtual class RAS_IPolyMaterial* CreateBlenderPolyMaterial(
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const STR_String &texname,
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bool ba,
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const STR_String& matname,
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int tile,
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int tilexrep,int tileyrep,
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int mode,
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bool transparant,
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bool zsort,
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int lightlayer,
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bool bIsTriangle,
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void* clientobject,
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void* tface);
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int applyLights(int objectlayer);
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protected:
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/**
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* Copied from KX_BlenderGL.cpp in KX_blenderhook
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*/
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void BL_RenderText(
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int mode,
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const char* textstr,
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int textlen,
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struct TFace* tface,
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float v1[3],float v2[3],float v3[3],float v4[3]);
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void BL_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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BMF_Font* m_font;
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static unsigned int m_numgllights;
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};
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#endif // __GPC_RENDERTOOLS_H
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