forked from bartvdbraak/blender
cb89decfdc
the features that are needed to run the game. Compile tested with scons, make, but not cmake, that seems to have an issue not related to these changes. The changes include: * GLSL support in the viewport and game engine, enable in the game menu in textured draw mode. * Synced and merged part of the duplicated blender and gameengine/ gameplayer drawing code. * Further refactoring of game engine drawing code, especially mesh storage changed a lot. * Optimizations in game engine armatures to avoid recomputations. * A python function to get the framerate estimate in game. * An option take object color into account in materials. * An option to restrict shadow casters to a lamp's layers. * Increase from 10 to 18 texture slots for materials, lamps, word. An extra texture slot shows up once the last slot is used. * Memory limit for undo, not enabled by default yet because it needs the .B.blend to be changed. * Multiple undo for image painting. * An offset for dupligroups, so not all objects in a group have to be at the origin.
373 lines
9.5 KiB
C++
373 lines
9.5 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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#ifdef HAVE_CONFIG_H
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#include <config.h>
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#endif
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#include "RAS_VAOpenGLRasterizer.h"
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#include <stdlib.h>
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#include "GL/glew.h"
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#include "GPU_extensions.h"
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#include "STR_String.h"
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#include "RAS_TexVert.h"
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#include "MT_CmMatrix4x4.h"
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#include "RAS_IRenderTools.h" // rendering text
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RAS_VAOpenGLRasterizer::RAS_VAOpenGLRasterizer(RAS_ICanvas* canvas, bool lock)
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: RAS_OpenGLRasterizer(canvas),
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m_Lock(lock && GLEW_EXT_compiled_vertex_array),
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m_last_texco_num(0),
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m_last_attrib_num(0)
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{
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}
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RAS_VAOpenGLRasterizer::~RAS_VAOpenGLRasterizer()
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{
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}
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bool RAS_VAOpenGLRasterizer::Init(void)
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{
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bool result = RAS_OpenGLRasterizer::Init();
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if (result)
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{
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glEnableClientState(GL_VERTEX_ARRAY);
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glEnableClientState(GL_NORMAL_ARRAY);
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glDisableClientState(GL_COLOR_ARRAY);
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glDisableClientState(GL_TEXTURE_COORD_ARRAY);
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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}
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return result;
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}
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void RAS_VAOpenGLRasterizer::SetDrawingMode(int drawingmode)
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{
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m_drawingmode = drawingmode;
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switch (m_drawingmode)
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{
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case KX_BOUNDINGBOX:
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case KX_WIREFRAME:
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//glDisableClientState(GL_COLOR_ARRAY);
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//glDisable(GL_CULL_FACE);
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break;
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case KX_SOLID:
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//glDisableClientState(GL_COLOR_ARRAY);
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break;
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case KX_TEXTURED:
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case KX_SHADED:
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case KX_SHADOW:
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//glEnableClientState(GL_COLOR_ARRAY);
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default:
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break;
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}
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}
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void RAS_VAOpenGLRasterizer::Exit()
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{
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glEnableClientState(GL_VERTEX_ARRAY);
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glEnableClientState(GL_NORMAL_ARRAY);
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glDisableClientState(GL_TEXTURE_COORD_ARRAY);
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glDisableClientState(GL_COLOR_ARRAY);
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RAS_OpenGLRasterizer::Exit();
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}
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void RAS_VAOpenGLRasterizer::IndexPrimitives(RAS_MeshSlot& ms)
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{
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static const GLsizei stride = sizeof(RAS_TexVert);
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bool wireframe = m_drawingmode <= KX_WIREFRAME;
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RAS_MeshSlot::iterator it;
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GLenum drawmode;
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if(!wireframe)
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glEnableClientState(GL_TEXTURE_COORD_ARRAY);
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// use glDrawElements to draw each vertexarray
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for(ms.begin(it); !ms.end(it); ms.next(it)) {
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if(it.totindex == 0)
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continue;
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// drawing mode
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if(it.array->m_type == RAS_DisplayArray::TRIANGLE)
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drawmode = GL_TRIANGLES;
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else if(it.array->m_type == RAS_DisplayArray::QUAD)
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drawmode = GL_QUADS;
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else
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drawmode = GL_LINES;
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// colors
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if (drawmode != GL_LINES && !wireframe) {
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if (ms.m_bObjectColor) {
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const MT_Vector4& rgba = ms.m_RGBAcolor;
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glDisableClientState(GL_COLOR_ARRAY);
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glColor4d(rgba[0], rgba[1], rgba[2], rgba[3]);
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}
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else {
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glColor4f(0.0f, 0.0f, 0.0f, 1.0f);
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glEnableClientState(GL_COLOR_ARRAY);
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}
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}
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else
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glColor4f(0.0f, 0.0f, 0.0f, 1.0f);
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glVertexPointer(3, GL_FLOAT, stride, it.vertex->getXYZ());
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glNormalPointer(GL_FLOAT, stride, it.vertex->getNormal());
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if(!wireframe) {
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glTexCoordPointer(2, GL_FLOAT, stride, it.vertex->getUV1());
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if(glIsEnabled(GL_COLOR_ARRAY))
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glColorPointer(4, GL_UNSIGNED_BYTE, stride, it.vertex->getRGBA());
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}
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// here the actual drawing takes places
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glDrawElements(drawmode, it.totindex, GL_UNSIGNED_SHORT, it.index);
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}
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if(!wireframe) {
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glDisableClientState(GL_TEXTURE_COORD_ARRAY);
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glDisableClientState(GL_COLOR_ARRAY);
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}
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}
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void RAS_VAOpenGLRasterizer::IndexPrimitivesMulti(RAS_MeshSlot& ms)
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{
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static const GLsizei stride = sizeof(RAS_TexVert);
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bool wireframe = m_drawingmode <= KX_WIREFRAME;
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RAS_MeshSlot::iterator it;
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GLenum drawmode;
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if(!wireframe)
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EnableTextures(true);
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// use glDrawElements to draw each vertexarray
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for(ms.begin(it); !ms.end(it); ms.next(it)) {
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if(it.totindex == 0)
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continue;
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// drawing mode
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if(it.array->m_type == RAS_DisplayArray::TRIANGLE)
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drawmode = GL_TRIANGLES;
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else if(it.array->m_type == RAS_DisplayArray::QUAD)
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drawmode = GL_QUADS;
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else
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drawmode = GL_LINES;
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// colors
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if (drawmode != GL_LINES && !wireframe) {
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if (ms.m_bObjectColor) {
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const MT_Vector4& rgba = ms.m_RGBAcolor;
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glDisableClientState(GL_COLOR_ARRAY);
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glColor4d(rgba[0], rgba[1], rgba[2], rgba[3]);
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}
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else {
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glColor4f(0.0f, 0.0f, 0.0f, 1.0f);
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glEnableClientState(GL_COLOR_ARRAY);
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}
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}
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else
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glColor4f(0.0f, 0.0f, 0.0f, 1.0f);
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glVertexPointer(3, GL_FLOAT, stride, it.vertex->getXYZ());
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glNormalPointer(GL_FLOAT, stride, it.vertex->getNormal());
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if(!wireframe) {
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TexCoordPtr(it.vertex);
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if(glIsEnabled(GL_COLOR_ARRAY))
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glColorPointer(4, GL_UNSIGNED_BYTE, stride, it.vertex->getRGBA());
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}
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// here the actual drawing takes places
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glDrawElements(drawmode, it.totindex, GL_UNSIGNED_SHORT, it.index);
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}
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if(!wireframe) {
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glDisableClientState(GL_COLOR_ARRAY);
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EnableTextures(false);
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}
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}
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void RAS_VAOpenGLRasterizer::TexCoordPtr(const RAS_TexVert *tv)
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{
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/* note: this function must closely match EnableTextures to enable/disable
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* the right arrays, otherwise coordinate and attribute pointers from other
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* materials can still be used and cause crashes */
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int unit;
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if(GLEW_ARB_multitexture)
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{
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for(unit=0; unit<m_texco_num; unit++)
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{
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glClientActiveTextureARB(GL_TEXTURE0_ARB+unit);
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if(tv->getFlag() & RAS_TexVert::SECOND_UV && (int)tv->getUnit() == unit) {
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glEnableClientState(GL_TEXTURE_COORD_ARRAY);
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glTexCoordPointer(2, GL_FLOAT, sizeof(RAS_TexVert), tv->getUV2());
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continue;
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}
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switch(m_texco[unit])
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{
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case RAS_TEXCO_ORCO:
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case RAS_TEXCO_GLOB:
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glTexCoordPointer(3, GL_FLOAT, sizeof(RAS_TexVert),tv->getXYZ());
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break;
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case RAS_TEXCO_UV1:
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glTexCoordPointer(2, GL_FLOAT, sizeof(RAS_TexVert),tv->getUV1());
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break;
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case RAS_TEXCO_NORM:
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glTexCoordPointer(3, GL_FLOAT, sizeof(RAS_TexVert),tv->getNormal());
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break;
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case RAS_TEXTANGENT:
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glTexCoordPointer(4, GL_FLOAT, sizeof(RAS_TexVert),tv->getTangent());
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break;
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case RAS_TEXCO_UV2:
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glTexCoordPointer(2, GL_FLOAT, sizeof(RAS_TexVert),tv->getUV2());
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break;
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default:
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break;
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}
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}
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glClientActiveTextureARB(GL_TEXTURE0_ARB);
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}
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if(GLEW_ARB_vertex_program) {
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for(unit=0; unit<m_attrib_num; unit++) {
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switch(m_attrib[unit]) {
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case RAS_TEXCO_ORCO:
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case RAS_TEXCO_GLOB:
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glVertexAttribPointerARB(unit, 3, GL_FLOAT, GL_FALSE, sizeof(RAS_TexVert), tv->getXYZ());
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break;
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case RAS_TEXCO_UV1:
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glVertexAttribPointerARB(unit, 2, GL_FLOAT, GL_FALSE, sizeof(RAS_TexVert), tv->getUV1());
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break;
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case RAS_TEXCO_NORM:
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glVertexAttribPointerARB(unit, 3, GL_FLOAT, GL_FALSE, sizeof(RAS_TexVert), tv->getNormal());
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break;
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case RAS_TEXTANGENT:
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glVertexAttribPointerARB(unit, 4, GL_FLOAT, GL_FALSE, sizeof(RAS_TexVert), tv->getTangent());
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break;
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case RAS_TEXCO_UV2:
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glVertexAttribPointerARB(unit, 2, GL_FLOAT, GL_FALSE, sizeof(RAS_TexVert), tv->getUV2());
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break;
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case RAS_TEXCO_VCOL:
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glVertexAttribPointerARB(unit, 4, GL_UNSIGNED_BYTE, GL_FALSE, sizeof(RAS_TexVert), tv->getRGBA());
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break;
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default:
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break;
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}
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}
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}
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}
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void RAS_VAOpenGLRasterizer::EnableTextures(bool enable)
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{
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TexCoGen *texco, *attrib;
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int unit, texco_num, attrib_num;
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/* we cache last texcoords and attribs to ensure we disable the ones that
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* were actually last set */
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if(enable) {
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texco = m_texco;
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texco_num = m_texco_num;
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attrib = m_attrib;
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attrib_num = m_attrib_num;
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memcpy(m_last_texco, m_texco, sizeof(TexCoGen)*m_texco_num);
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m_last_texco_num = m_texco_num;
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memcpy(m_last_attrib, m_attrib, sizeof(TexCoGen)*m_attrib_num);
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m_last_attrib_num = m_attrib_num;
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}
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else {
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texco = m_last_texco;
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texco_num = m_last_texco_num;
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attrib = m_last_attrib;
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attrib_num = m_last_attrib_num;
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}
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if(GLEW_ARB_multitexture) {
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for(unit=0; unit<texco_num; unit++) {
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glClientActiveTextureARB(GL_TEXTURE0_ARB+unit);
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switch(texco[unit])
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{
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case RAS_TEXCO_ORCO:
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case RAS_TEXCO_GLOB:
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case RAS_TEXCO_UV1:
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case RAS_TEXCO_NORM:
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case RAS_TEXTANGENT:
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case RAS_TEXCO_UV2:
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if(enable) glEnableClientState(GL_TEXTURE_COORD_ARRAY);
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else glDisableClientState(GL_TEXTURE_COORD_ARRAY);
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break;
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default:
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glDisableClientState(GL_TEXTURE_COORD_ARRAY);
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break;
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}
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}
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glClientActiveTextureARB(GL_TEXTURE0_ARB);
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}
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else {
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if(texco_num) {
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if(enable) glEnableClientState(GL_TEXTURE_COORD_ARRAY);
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else glDisableClientState(GL_TEXTURE_COORD_ARRAY);
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}
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}
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if(GLEW_ARB_vertex_program) {
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for(unit=0; unit<attrib_num; unit++) {
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switch(attrib[unit]) {
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case RAS_TEXCO_ORCO:
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case RAS_TEXCO_GLOB:
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case RAS_TEXCO_UV1:
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case RAS_TEXCO_NORM:
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case RAS_TEXTANGENT:
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case RAS_TEXCO_UV2:
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case RAS_TEXCO_VCOL:
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if(enable) glEnableVertexAttribArrayARB(unit);
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else glDisableVertexAttribArrayARB(unit);
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break;
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default:
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glDisableVertexAttribArrayARB(unit);
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break;
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}
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}
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}
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if(!enable) {
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m_last_texco_num = 0;
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m_last_attrib_num = 0;
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}
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}
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