blender/source/gameengine/GamePlayer/common/GPC_RenderTools.h
Kester Maddock e5cc9abceb Fix Bug #1309 Disabling Actor leaves Ghost, Dynamic and Rigid Body etc enabled.
Depth sorting for Transparent polygons.  Use ZTransp in Material buttons to enable.
This will cause an object's polygons to be sorted (back to front for alpha polygons, front to back for solid polygons.)
2004-05-26 12:01:08 +00:00

179 lines
3.9 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);
glDisableClientState(GL_NORMAL_ARRAY);
}
void EnableOpenGLLights()
{
glEnable(GL_LIGHTING);
glColorMaterial(GL_FRONT_AND_BACK,GL_DIFFUSE);
glEnable(GL_COLOR_MATERIAL);
glEnableClientState(GL_NORMAL_ARRAY);
}
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