forked from bartvdbraak/blender
3531f874e0
#ifdef __APPLE__ #include <OpenGL/gl.h> #else #include <GL/gl.h> #endif (also for <GL/glu.h>) so that people don't have to create symlinks in /System/Library/Frameworks/OpenGL.framework on Mac OS X (Charles Wardlaw)
1235 lines
30 KiB
C++
1235 lines
30 KiB
C++
#include "RAS_OpenGLRasterizer.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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#ifdef WIN32
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#include <windows.h>
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#endif // WIN32
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#ifdef __APPLE__
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#include <OpenGL/gl.h>
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#else
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#include <GL/gl.h>
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#endif
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#include "RAS_Rect.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_OpenGLRasterizer::RAS_OpenGLRasterizer(RAS_ICanvas* canvas)
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:RAS_IRasterizer(canvas),
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m_2DCanvas(canvas),
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m_fogenabled(false),
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m_materialCachingInfo(0),
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m_noOfScanlines(32)
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{
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m_viewmatrix.Identity();
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m_stereomode = RAS_STEREO_NOSTEREO;
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}
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RAS_OpenGLRasterizer::~RAS_OpenGLRasterizer()
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{
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}
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void Myinit_gl_stuff(void)
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{
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float mat_specular[] = { 0.5, 0.5, 0.5, 1.0 };
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float mat_shininess[] = { 35.0 };
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/* float one= 1.0; */
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int a, x, y;
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GLubyte pat[32*32];
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const GLubyte *patc= pat;
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glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, mat_specular);
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glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, mat_specular);
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glMaterialfv(GL_FRONT_AND_BACK, GL_SHININESS, mat_shininess);
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#if defined(__FreeBSD) || defined(__linux__)
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glDisable(GL_DITHER); /* op sgi/sun hardware && 12 bits */
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#endif
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/* no local viewer, looks ugly in ortho mode */
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/* glLightModelfv(GL_LIGHT_MODEL_LOCAL_VIEWER, &one); */
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glDepthFunc(GL_LEQUAL);
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/* scaling matrices */
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glEnable(GL_NORMALIZE);
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glShadeModel(GL_FLAT);
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glDisable(GL_ALPHA_TEST);
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glDisable(GL_BLEND);
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glDisable(GL_DEPTH_TEST);
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glDisable(GL_FOG);
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glDisable(GL_LIGHTING);
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glDisable(GL_LOGIC_OP);
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glDisable(GL_STENCIL_TEST);
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glDisable(GL_TEXTURE_1D);
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glDisable(GL_TEXTURE_2D);
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glPixelTransferi(GL_MAP_COLOR, GL_FALSE);
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glPixelTransferi(GL_RED_SCALE, 1);
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glPixelTransferi(GL_RED_BIAS, 0);
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glPixelTransferi(GL_GREEN_SCALE, 1);
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glPixelTransferi(GL_GREEN_BIAS, 0);
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glPixelTransferi(GL_BLUE_SCALE, 1);
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glPixelTransferi(GL_BLUE_BIAS, 0);
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glPixelTransferi(GL_ALPHA_SCALE, 1);
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glPixelTransferi(GL_ALPHA_BIAS, 0);
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a = 0;
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for(x=0; x<32; x++)
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{
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for(y=0; y<4; y++)
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{
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if( (x) & 1) pat[a++]= 0x88;
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else pat[a++]= 0x22;
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}
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}
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glPolygonStipple(patc);
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}
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bool RAS_OpenGLRasterizer::Init()
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{
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Myinit_gl_stuff();
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m_redback = 0.4375;
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m_greenback = 0.4375;
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m_blueback = 0.4375;
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m_alphaback = 0.0;
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// enable both vertexcolor AND lighting color
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glEnable(GL_COLOR_MATERIAL);
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glClearColor(m_redback,m_greenback,m_blueback,m_alphaback);
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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glShadeModel(GL_SMOOTH);
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return true;
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}
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void RAS_OpenGLRasterizer::SetBackColor(float red,
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float green,
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float blue,
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float alpha)
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{
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m_redback = red;
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m_greenback = green;
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m_blueback = blue;
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m_alphaback = alpha;
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}
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void RAS_OpenGLRasterizer::SetFogColor(float r,
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float g,
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float b)
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{
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m_fogr = r;
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m_fogg = g;
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m_fogb = b;
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m_fogenabled = true;
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}
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void RAS_OpenGLRasterizer::SetFogStart(float start)
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{
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m_fogstart = start;
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m_fogenabled = true;
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}
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void RAS_OpenGLRasterizer::SetFogEnd(float fogend)
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{
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m_fogdist = fogend;
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m_fogenabled = true;
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}
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void RAS_OpenGLRasterizer::SetFog(float start,
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float dist,
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float r,
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float g,
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float b)
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{
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m_fogstart = start;
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m_fogdist = dist;
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m_fogr = r;
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m_fogg = g;
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m_fogb = b;
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m_fogenabled = true;
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}
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void RAS_OpenGLRasterizer::DisableFog()
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{
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m_fogenabled = false;
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}
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void RAS_OpenGLRasterizer::DisplayFog()
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{
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if ((m_drawingmode >= KX_SOLID) && m_fogenabled)
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{
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float params[5];
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glFogi(GL_FOG_MODE, GL_LINEAR);
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glFogf(GL_FOG_DENSITY, 0.1f);
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glFogf(GL_FOG_START, m_fogstart);
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glFogf(GL_FOG_END, m_fogstart + m_fogdist);
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params[0]= m_fogr;
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params[1]= m_fogg;
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params[2]= m_fogb;
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params[3]= 0.0;
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glFogfv(GL_FOG_COLOR, params);
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glEnable(GL_FOG);
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}
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else
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{
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glDisable(GL_FOG);
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}
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}
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void RAS_OpenGLRasterizer::SetMaterial(const RAS_IPolyMaterial& mat)
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{
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if (mat.GetCachingInfo() != m_materialCachingInfo)
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{
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mat.Activate(this, m_materialCachingInfo);
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}
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}
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void RAS_OpenGLRasterizer::Exit()
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{
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glEnable(GL_CULL_FACE);
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glEnable(GL_DEPTH_TEST);
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glClearDepth(1.0);
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glClearColor(m_redback, m_greenback, m_blueback, m_alphaback);
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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glDepthMask (GL_TRUE);
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glDepthFunc(GL_LEQUAL);
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glBlendFunc(GL_ONE, GL_ZERO);
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glDisable(GL_LIGHTING);
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EndFrame();
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}
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bool RAS_OpenGLRasterizer::BeginFrame(int drawingmode, double time)
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{
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m_time = time;
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m_drawingmode = drawingmode;
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m_2DCanvas->ClearColor(m_redback,m_greenback,m_blueback,m_alphaback);
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m_2DCanvas->ClearBuffer(RAS_ICanvas::COLOR_BUFFER);
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// Blender camera routine destroys the settings
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if (m_drawingmode < KX_SOLID)
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{
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glDisable (GL_CULL_FACE);
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glDisable (GL_DEPTH_TEST);
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}
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else
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{
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glEnable(GL_DEPTH_TEST);
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glEnable (GL_CULL_FACE);
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}
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glShadeModel(GL_SMOOTH);
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m_2DCanvas->BeginFrame();
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return true;
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}
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void RAS_OpenGLRasterizer::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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{
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}
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case KX_WIREFRAME:
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{
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glDisable (GL_CULL_FACE);
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break;
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}
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case KX_TEXTURED:
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{
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}
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case KX_SHADED:
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{
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}
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case KX_SOLID:
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{
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}
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default:
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{
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}
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}
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}
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int RAS_OpenGLRasterizer::GetDrawingMode()
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{
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return m_drawingmode;
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}
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void RAS_OpenGLRasterizer::SetDepthMask(int depthmask)
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{
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switch (depthmask)
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{
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case KX_DEPTHMASK_ENABLED:
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{
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glDepthMask(GL_TRUE);
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break;
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};
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case KX_DEPTHMASK_DISABLED:
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{
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glDepthMask(GL_FALSE);
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break;
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};
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default:
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{
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//printf("someone made a mistake, RAS_OpenGLRasterizer::SetDepthMask(int depthmask)\n");
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exit(0);
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}
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}
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}
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void RAS_OpenGLRasterizer::ClearDepthBuffer()
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{
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m_2DCanvas->ClearBuffer(RAS_ICanvas::DEPTH_BUFFER);
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}
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void RAS_OpenGLRasterizer::ClearCachingInfo(void)
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{
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m_materialCachingInfo = 0;
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}
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void RAS_OpenGLRasterizer::EndFrame()
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{
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m_2DCanvas->EndFrame();
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}
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void RAS_OpenGLRasterizer::SetRenderArea()
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{
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// only above/below stereo method needs viewport adjustment
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if(m_stereomode == RAS_STEREO_ABOVEBELOW)
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{
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switch(m_curreye)
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{
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case RAS_STEREO_LEFTEYE:
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// upper half of window
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m_2DCanvas->GetDisplayArea().SetLeft(0);
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m_2DCanvas->GetDisplayArea().SetBottom(m_2DCanvas->GetHeight() -
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int(m_2DCanvas->GetHeight() - m_noOfScanlines) / 2);
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m_2DCanvas->GetDisplayArea().SetRight(int(m_2DCanvas->GetWidth()));
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m_2DCanvas->GetDisplayArea().SetTop(int(m_2DCanvas->GetHeight()));
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break;
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case RAS_STEREO_RIGHTEYE:
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// lower half of window
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m_2DCanvas->GetDisplayArea().SetLeft(0);
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m_2DCanvas->GetDisplayArea().SetBottom(0);
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m_2DCanvas->GetDisplayArea().SetRight(int(m_2DCanvas->GetWidth()));
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m_2DCanvas->GetDisplayArea().SetTop(int(m_2DCanvas->GetHeight() - m_noOfScanlines) / 2);
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break;
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}
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}
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else
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{
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// every available pixel
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m_2DCanvas->GetDisplayArea().SetLeft(0);
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m_2DCanvas->GetDisplayArea().SetBottom(0);
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m_2DCanvas->GetDisplayArea().SetRight(int(m_2DCanvas->GetWidth()));
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m_2DCanvas->GetDisplayArea().SetTop(int(m_2DCanvas->GetHeight()));
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}
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}
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void RAS_OpenGLRasterizer::SetStereoMode(const int stereomode)
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{
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m_stereomode = stereomode;
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}
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bool RAS_OpenGLRasterizer::Stereo()
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{
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if(m_stereomode == RAS_STEREO_NOSTEREO)
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return false;
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else
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return true;
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}
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void RAS_OpenGLRasterizer::SetEye(int eye)
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{
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m_curreye = eye;
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if(m_stereomode == RAS_STEREO_QUADBUFFERED) {
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if(m_curreye == RAS_STEREO_LEFTEYE)
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glDrawBuffer(GL_BACK_LEFT);
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else
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glDrawBuffer(GL_BACK_RIGHT);
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}
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}
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void RAS_OpenGLRasterizer::SetEyeSeparation(float eyeseparation)
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{
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m_eyeseparation = eyeseparation;
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}
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void RAS_OpenGLRasterizer::SetFocalLength(float focallength)
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{
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m_focallength = focallength;
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}
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void RAS_OpenGLRasterizer::SwapBuffers()
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{
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m_2DCanvas->SwapBuffers();
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}
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void RAS_OpenGLRasterizer::IndexPrimitives(const vecVertexArray & vertexarrays,
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const vecIndexArrays & indexarrays,
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int mode,
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class RAS_IPolyMaterial* polymat,
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class RAS_IRenderTools* rendertools,
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bool useObjectColor,
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const MT_Vector4& rgbacolor
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)
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{
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static const GLsizei vtxstride = sizeof(RAS_TexVert);
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GLenum drawmode;
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switch (mode)
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{
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case 0:
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drawmode = GL_TRIANGLES;
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break;
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case 1:
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drawmode = GL_LINES;
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break;
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case 2:
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drawmode = GL_QUADS;
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break;
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default:
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drawmode = GL_LINES;
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break;
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}
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const RAS_TexVert* vertexarray ;
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int numindices,vt;
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for (vt=0;vt<vertexarrays.size();vt++)
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{
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vertexarray = &((*vertexarrays[vt]) [0]);
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const KX_IndexArray & indexarray = (*indexarrays[vt]);
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numindices = indexarray.size();
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int numverts = vertexarrays[vt]->size();
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if (!numindices)
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break;
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int vindex=0;
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switch (mode)
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{
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case 1:
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{
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glBegin(GL_LINES);
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vindex=0;
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for (int i=0;i<numindices;i+=2)
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{
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glVertex3fv(vertexarray[(indexarray[vindex++])].getLocalXYZ());
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glVertex3fv(vertexarray[(indexarray[vindex++])].getLocalXYZ());
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}
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glEnd();
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}
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break;
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case 2:
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{
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glBegin(GL_QUADS);
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vindex=0;
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if (useObjectColor)
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{
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for (int i=0;i<numindices;i+=4)
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{
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glColor4d(rgbacolor[0], rgbacolor[1], rgbacolor[2], rgbacolor[3]);
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glNormal3sv(vertexarray[(indexarray[vindex])].getNormal());
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glTexCoord2fv(vertexarray[(indexarray[vindex])].getUV1());
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glVertex3fv(vertexarray[(indexarray[vindex])].getLocalXYZ());
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vindex++;
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glNormal3sv(vertexarray[(indexarray[vindex])].getNormal());
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glTexCoord2fv(vertexarray[(indexarray[vindex])].getUV1());
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glVertex3fv(vertexarray[(indexarray[vindex])].getLocalXYZ());
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vindex++;
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glNormal3sv(vertexarray[(indexarray[vindex])].getNormal());
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glTexCoord2fv(vertexarray[(indexarray[vindex])].getUV1());
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glVertex3fv(vertexarray[(indexarray[vindex])].getLocalXYZ());
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vindex++;
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glNormal3sv(vertexarray[(indexarray[vindex])].getNormal());
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glTexCoord2fv(vertexarray[(indexarray[vindex])].getUV1());
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glVertex3fv(vertexarray[(indexarray[vindex])].getLocalXYZ());
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vindex++;
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}
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}
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else
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{
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for (int i=0;i<numindices;i+=4)
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{
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char *cp= (char *)&(vertexarray[(indexarray[vindex])].getRGBA());
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// This looks curiously endian unsafe to me.
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// However it depends on the way the colors are packed into
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// the m_rgba field of RAS_TexVert
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glColor4ub(cp[0], cp[1], cp[2], cp[3]);
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glNormal3sv(vertexarray[(indexarray[vindex])].getNormal());
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glTexCoord2fv(vertexarray[(indexarray[vindex])].getUV1());
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glVertex3fv(vertexarray[(indexarray[vindex])].getLocalXYZ());
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vindex++;
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cp= (char *)&(vertexarray[(indexarray[vindex])].getRGBA());
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glColor4ub(cp[0], cp[1], cp[2], cp[3]);
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glNormal3sv(vertexarray[(indexarray[vindex])].getNormal());
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glTexCoord2fv(vertexarray[(indexarray[vindex])].getUV1());
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glVertex3fv(vertexarray[(indexarray[vindex])].getLocalXYZ());
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vindex++;
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cp= (char *)&(vertexarray[(indexarray[vindex])].getRGBA());
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glColor4ub(cp[0], cp[1], cp[2], cp[3]);
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glNormal3sv(vertexarray[(indexarray[vindex])].getNormal());
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glTexCoord2fv(vertexarray[(indexarray[vindex])].getUV1());
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glVertex3fv(vertexarray[(indexarray[vindex])].getLocalXYZ());
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vindex++;
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cp= (char *)&(vertexarray[(indexarray[vindex])].getRGBA());
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glColor4ub(cp[0], cp[1], cp[2], cp[3]);
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glNormal3sv(vertexarray[(indexarray[vindex])].getNormal());
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glTexCoord2fv(vertexarray[(indexarray[vindex])].getUV1());
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glVertex3fv(vertexarray[(indexarray[vindex])].getLocalXYZ());
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vindex++;
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}
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}
|
|
glEnd();
|
|
break;
|
|
}
|
|
case 0:
|
|
{
|
|
glBegin(GL_TRIANGLES);
|
|
vindex=0;
|
|
if (useObjectColor)
|
|
{
|
|
for (int i=0;i<numindices;i+=3)
|
|
{
|
|
|
|
glColor4d(rgbacolor[0], rgbacolor[1], rgbacolor[2], rgbacolor[3]);
|
|
|
|
glNormal3sv(vertexarray[(indexarray[vindex])].getNormal());
|
|
glTexCoord2fv(vertexarray[(indexarray[vindex])].getUV1());
|
|
glVertex3fv(vertexarray[(indexarray[vindex])].getLocalXYZ());
|
|
vindex++;
|
|
|
|
glNormal3sv(vertexarray[(indexarray[vindex])].getNormal());
|
|
glTexCoord2fv(vertexarray[(indexarray[vindex])].getUV1());
|
|
glVertex3fv(vertexarray[(indexarray[vindex])].getLocalXYZ());
|
|
vindex++;
|
|
|
|
glNormal3sv(vertexarray[(indexarray[vindex])].getNormal());
|
|
glTexCoord2fv(vertexarray[(indexarray[vindex])].getUV1());
|
|
glVertex3fv(vertexarray[(indexarray[vindex])].getLocalXYZ());
|
|
vindex++;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
for (int i=0;i<numindices;i+=3)
|
|
{
|
|
|
|
char *cp= (char *)&(vertexarray[(indexarray[vindex])].getRGBA());
|
|
glColor4ub(cp[0], cp[1], cp[2], cp[3]);
|
|
glNormal3sv(vertexarray[(indexarray[vindex])].getNormal());
|
|
glTexCoord2fv(vertexarray[(indexarray[vindex])].getUV1());
|
|
glVertex3fv(vertexarray[(indexarray[vindex])].getLocalXYZ());
|
|
vindex++;
|
|
|
|
cp= (char *)&(vertexarray[(indexarray[vindex])].getRGBA());
|
|
glColor4ub(cp[0], cp[1], cp[2], cp[3]);
|
|
glNormal3sv(vertexarray[(indexarray[vindex])].getNormal());
|
|
glTexCoord2fv(vertexarray[(indexarray[vindex])].getUV1());
|
|
glVertex3fv(vertexarray[(indexarray[vindex])].getLocalXYZ());
|
|
vindex++;
|
|
|
|
cp= (char *)&(vertexarray[(indexarray[vindex])].getRGBA());
|
|
glColor4ub(cp[0], cp[1], cp[2], cp[3]);
|
|
glNormal3sv(vertexarray[(indexarray[vindex])].getNormal());
|
|
glTexCoord2fv(vertexarray[(indexarray[vindex])].getUV1());
|
|
glVertex3fv(vertexarray[(indexarray[vindex])].getLocalXYZ());
|
|
vindex++;
|
|
}
|
|
}
|
|
glEnd();
|
|
break;
|
|
}
|
|
default:
|
|
{
|
|
}
|
|
|
|
} // switch
|
|
} // for each vertexarray
|
|
|
|
}
|
|
|
|
void RAS_OpenGLRasterizer::IndexPrimitives_Ex(const vecVertexArray & vertexarrays,
|
|
const vecIndexArrays & indexarrays,
|
|
int mode,
|
|
class RAS_IPolyMaterial* polymat,
|
|
class RAS_IRenderTools* rendertools,
|
|
bool useObjectColor,
|
|
const MT_Vector4& rgbacolor
|
|
)
|
|
{
|
|
bool recalc;
|
|
static const GLsizei vtxstride = sizeof(RAS_TexVert);
|
|
GLenum drawmode;
|
|
switch (mode)
|
|
{
|
|
case 0:
|
|
drawmode = GL_TRIANGLES;
|
|
break;
|
|
case 1:
|
|
drawmode = GL_LINES;
|
|
break;
|
|
case 2:
|
|
drawmode = GL_QUADS;
|
|
break;
|
|
default:
|
|
drawmode = GL_LINES;
|
|
break;
|
|
}
|
|
|
|
const RAS_TexVert* vertexarray ;
|
|
int numindices,vt;
|
|
|
|
for (vt=0;vt<vertexarrays.size();vt++)
|
|
{
|
|
vertexarray = &((*vertexarrays[vt]) [0]);
|
|
const KX_IndexArray & indexarray = (*indexarrays[vt]);
|
|
numindices = indexarray.size();
|
|
|
|
int numverts = vertexarrays[vt]->size();
|
|
|
|
if (!numindices)
|
|
break;
|
|
|
|
int vindex=0;
|
|
switch (mode)
|
|
{
|
|
case 1:
|
|
{
|
|
glBegin(GL_LINES);
|
|
vindex=0;
|
|
for (int i=0;i<numindices;i+=2)
|
|
{
|
|
glVertex3fv(vertexarray[(indexarray[vindex++])].getLocalXYZ());
|
|
glVertex3fv(vertexarray[(indexarray[vindex++])].getLocalXYZ());
|
|
}
|
|
glEnd();
|
|
}
|
|
break;
|
|
case 2:
|
|
{
|
|
glBegin(GL_QUADS);
|
|
vindex=0;
|
|
if (useObjectColor)
|
|
{
|
|
for (int i=0;i<numindices;i+=4)
|
|
{
|
|
MT_Point3 mv1, mv2, mv3, mv4, fnor;
|
|
/* Calc a new face normal */
|
|
|
|
if (vertexarray[(indexarray[vindex])].getFlag() & TV_CALCFACENORMAL)
|
|
recalc= true;
|
|
else
|
|
recalc=false;
|
|
|
|
if (recalc){
|
|
mv1 = MT_Point3(vertexarray[(indexarray[vindex])].getLocalXYZ());
|
|
mv2 = MT_Point3(vertexarray[(indexarray[vindex+1])].getLocalXYZ());
|
|
mv3 = MT_Point3(vertexarray[(indexarray[vindex+2])].getLocalXYZ());
|
|
mv4 = MT_Point3(vertexarray[(indexarray[vindex+2])].getLocalXYZ());
|
|
|
|
fnor = (((mv2-mv1).cross(mv3-mv2))+((mv4-mv3).cross(mv1-mv4))).safe_normalized();
|
|
|
|
glNormal3f(fnor[0], fnor[1], fnor[2]);
|
|
}
|
|
|
|
glColor4d(rgbacolor[0], rgbacolor[1], rgbacolor[2], rgbacolor[3]);
|
|
|
|
if (!recalc)
|
|
glNormal3sv(vertexarray[(indexarray[vindex])].getNormal());
|
|
glTexCoord2fv(vertexarray[(indexarray[vindex])].getUV1());
|
|
glVertex3fv(vertexarray[(indexarray[vindex])].getLocalXYZ());
|
|
vindex++;
|
|
|
|
if (!recalc)
|
|
glNormal3sv(vertexarray[(indexarray[vindex])].getNormal());
|
|
glTexCoord2fv(vertexarray[(indexarray[vindex])].getUV1());
|
|
glVertex3fv(vertexarray[(indexarray[vindex])].getLocalXYZ());
|
|
vindex++;
|
|
|
|
if (!recalc)
|
|
glNormal3sv(vertexarray[(indexarray[vindex])].getNormal());
|
|
glTexCoord2fv(vertexarray[(indexarray[vindex])].getUV1());
|
|
glVertex3fv(vertexarray[(indexarray[vindex])].getLocalXYZ());
|
|
vindex++;
|
|
|
|
if (!recalc)
|
|
glNormal3sv(vertexarray[(indexarray[vindex])].getNormal());
|
|
glTexCoord2fv(vertexarray[(indexarray[vindex])].getUV1());
|
|
glVertex3fv(vertexarray[(indexarray[vindex])].getLocalXYZ());
|
|
vindex++;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
for (int i=0;i<numindices;i+=4)
|
|
{
|
|
char *cp= (char *)&(vertexarray[(indexarray[vindex])].getRGBA());
|
|
// This looks curiously endian unsafe to me.
|
|
// However it depends on the way the colors are packed into
|
|
// the m_rgba field of RAS_TexVert
|
|
MT_Point3 mv1, mv2, mv3, mv4, fnor;
|
|
/* Calc a new face normal */
|
|
|
|
if (vertexarray[(indexarray[vindex])].getFlag() & TV_CALCFACENORMAL)
|
|
recalc= true;
|
|
else
|
|
recalc=false;
|
|
|
|
|
|
if (recalc){
|
|
mv1 = MT_Point3(vertexarray[(indexarray[vindex])].getLocalXYZ());
|
|
mv2 = MT_Point3(vertexarray[(indexarray[vindex+1])].getLocalXYZ());
|
|
mv3 = MT_Point3(vertexarray[(indexarray[vindex+2])].getLocalXYZ());
|
|
mv4 = MT_Point3(vertexarray[(indexarray[vindex+2])].getLocalXYZ());
|
|
|
|
fnor = (((mv2-mv1).cross(mv3-mv2))+((mv4-mv3).cross(mv1-mv4))).safe_normalized();
|
|
|
|
glNormal3f(fnor[0], fnor[1], fnor[2]);
|
|
}
|
|
|
|
glColor4ub(cp[0], cp[1], cp[2], cp[3]);
|
|
if (!recalc)
|
|
glNormal3sv(vertexarray[(indexarray[vindex])].getNormal());
|
|
glTexCoord2fv(vertexarray[(indexarray[vindex])].getUV1());
|
|
glVertex3fv(vertexarray[(indexarray[vindex])].getLocalXYZ());
|
|
vindex++;
|
|
|
|
cp= (char *)&(vertexarray[(indexarray[vindex])].getRGBA());
|
|
glColor4ub(cp[0], cp[1], cp[2], cp[3]);
|
|
if (!recalc)
|
|
glNormal3sv(vertexarray[(indexarray[vindex])].getNormal());
|
|
glTexCoord2fv(vertexarray[(indexarray[vindex])].getUV1());
|
|
glVertex3fv(vertexarray[(indexarray[vindex])].getLocalXYZ());
|
|
vindex++;
|
|
|
|
cp= (char *)&(vertexarray[(indexarray[vindex])].getRGBA());
|
|
glColor4ub(cp[0], cp[1], cp[2], cp[3]);
|
|
if (!recalc)
|
|
glNormal3sv(vertexarray[(indexarray[vindex])].getNormal());
|
|
glTexCoord2fv(vertexarray[(indexarray[vindex])].getUV1());
|
|
glVertex3fv(vertexarray[(indexarray[vindex])].getLocalXYZ());
|
|
vindex++;
|
|
|
|
cp= (char *)&(vertexarray[(indexarray[vindex])].getRGBA());
|
|
glColor4ub(cp[0], cp[1], cp[2], cp[3]);
|
|
if (!recalc)
|
|
glNormal3sv(vertexarray[(indexarray[vindex])].getNormal());
|
|
glTexCoord2fv(vertexarray[(indexarray[vindex])].getUV1());
|
|
glVertex3fv(vertexarray[(indexarray[vindex])].getLocalXYZ());
|
|
vindex++;
|
|
}
|
|
}
|
|
glEnd();
|
|
break;
|
|
}
|
|
case 0:
|
|
{
|
|
glBegin(GL_TRIANGLES);
|
|
vindex=0;
|
|
if (useObjectColor)
|
|
{
|
|
for (int i=0;i<numindices;i+=3)
|
|
{
|
|
MT_Point3 mv1, mv2, mv3, fnor;
|
|
/* Calc a new face normal */
|
|
|
|
if (vertexarray[(indexarray[vindex])].getFlag() & TV_CALCFACENORMAL)
|
|
recalc= true;
|
|
else
|
|
recalc=false;
|
|
|
|
if (recalc){
|
|
mv1 = MT_Point3(vertexarray[(indexarray[vindex])].getLocalXYZ());
|
|
mv2 = MT_Point3(vertexarray[(indexarray[vindex+1])].getLocalXYZ());
|
|
mv3 = MT_Point3(vertexarray[(indexarray[vindex+2])].getLocalXYZ());
|
|
|
|
fnor = ((mv2-mv1).cross(mv3-mv2)).safe_normalized();
|
|
glNormal3f(fnor[0], fnor[1], fnor[2]);
|
|
}
|
|
|
|
glColor4d(rgbacolor[0], rgbacolor[1], rgbacolor[2], rgbacolor[3]);
|
|
|
|
if (!recalc)
|
|
glNormal3sv(vertexarray[(indexarray[vindex])].getNormal());
|
|
glTexCoord2fv(vertexarray[(indexarray[vindex])].getUV1());
|
|
glVertex3fv(vertexarray[(indexarray[vindex])].getLocalXYZ());
|
|
vindex++;
|
|
|
|
if (!recalc)
|
|
glNormal3sv(vertexarray[(indexarray[vindex])].getNormal());
|
|
glTexCoord2fv(vertexarray[(indexarray[vindex])].getUV1());
|
|
glVertex3fv(vertexarray[(indexarray[vindex])].getLocalXYZ());
|
|
vindex++;
|
|
|
|
if (!recalc)
|
|
glNormal3sv(vertexarray[(indexarray[vindex])].getNormal());
|
|
glTexCoord2fv(vertexarray[(indexarray[vindex])].getUV1());
|
|
glVertex3fv(vertexarray[(indexarray[vindex])].getLocalXYZ());
|
|
vindex++;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
for (int i=0;i<numindices;i+=3)
|
|
{
|
|
MT_Point3 mv1, mv2, mv3, fnor;
|
|
/* Calc a new face normal */
|
|
|
|
if (vertexarray[(indexarray[vindex])].getFlag() & TV_CALCFACENORMAL)
|
|
recalc= true;
|
|
else
|
|
recalc=false;
|
|
|
|
|
|
if (recalc){
|
|
mv1 = MT_Point3(vertexarray[(indexarray[vindex])].getLocalXYZ());
|
|
mv2 = MT_Point3(vertexarray[(indexarray[vindex+1])].getLocalXYZ());
|
|
mv3 = MT_Point3(vertexarray[(indexarray[vindex+2])].getLocalXYZ());
|
|
|
|
fnor = ((mv2-mv1).cross(mv3-mv2)).safe_normalized();
|
|
glNormal3f(fnor[0], fnor[1], fnor[2]);
|
|
}
|
|
|
|
char *cp= (char *)&(vertexarray[(indexarray[vindex])].getRGBA());
|
|
glColor4ub(cp[0], cp[1], cp[2], cp[3]);
|
|
if (!recalc)
|
|
glNormal3sv(vertexarray[(indexarray[vindex])].getNormal());
|
|
glTexCoord2fv(vertexarray[(indexarray[vindex])].getUV1());
|
|
glVertex3fv(vertexarray[(indexarray[vindex])].getLocalXYZ());
|
|
vindex++;
|
|
|
|
cp= (char *)&(vertexarray[(indexarray[vindex])].getRGBA());
|
|
glColor4ub(cp[0], cp[1], cp[2], cp[3]);
|
|
if (!recalc)
|
|
glNormal3sv(vertexarray[(indexarray[vindex])].getNormal());
|
|
glTexCoord2fv(vertexarray[(indexarray[vindex])].getUV1());
|
|
glVertex3fv(vertexarray[(indexarray[vindex])].getLocalXYZ());
|
|
vindex++;
|
|
|
|
cp= (char *)&(vertexarray[(indexarray[vindex])].getRGBA());
|
|
glColor4ub(cp[0], cp[1], cp[2], cp[3]);
|
|
if (!recalc)
|
|
glNormal3sv(vertexarray[(indexarray[vindex])].getNormal());
|
|
glTexCoord2fv(vertexarray[(indexarray[vindex])].getUV1());
|
|
glVertex3fv(vertexarray[(indexarray[vindex])].getLocalXYZ());
|
|
vindex++;
|
|
}
|
|
}
|
|
glEnd();
|
|
break;
|
|
}
|
|
default:
|
|
{
|
|
}
|
|
|
|
} // switch
|
|
} // for each vertexarray
|
|
|
|
}
|
|
|
|
|
|
|
|
void RAS_OpenGLRasterizer::IndexPrimitives_3DText(const vecVertexArray & vertexarrays,
|
|
const vecIndexArrays & indexarrays,
|
|
int mode,
|
|
class RAS_IPolyMaterial* polymat,
|
|
class RAS_IRenderTools* rendertools,
|
|
bool useObjectColor,
|
|
const MT_Vector4& rgbacolor
|
|
)
|
|
{
|
|
unsigned char* mypointer=NULL;
|
|
static const GLsizei vtxstride = sizeof(RAS_TexVert);
|
|
GLenum drawmode;
|
|
switch (mode)
|
|
{
|
|
case 0:
|
|
drawmode = GL_TRIANGLES;
|
|
break;
|
|
case 1:
|
|
drawmode = GL_LINES;
|
|
break;
|
|
case 2:
|
|
drawmode = GL_QUADS;
|
|
break;
|
|
default:
|
|
drawmode = GL_LINES;
|
|
break;
|
|
}
|
|
|
|
const RAS_TexVert* vertexarray ;
|
|
|
|
int numindices ;
|
|
int vt;
|
|
|
|
if (useObjectColor)
|
|
{
|
|
glDisableClientState(GL_COLOR_ARRAY);
|
|
glColor4d(rgbacolor[0], rgbacolor[1], rgbacolor[2], rgbacolor[3]);
|
|
}
|
|
else
|
|
{
|
|
glEnableClientState(GL_COLOR_ARRAY);
|
|
}
|
|
|
|
for (vt=0;vt<vertexarrays.size();vt++)
|
|
{
|
|
vertexarray = &((*vertexarrays[vt]) [0]);
|
|
const KX_IndexArray & indexarray = (*indexarrays[vt]);
|
|
numindices = indexarray.size();
|
|
|
|
int numverts = vertexarrays[vt]->size();
|
|
|
|
if (!numindices)
|
|
break;
|
|
|
|
int vindex=0;
|
|
switch (mode)
|
|
{
|
|
case 1:
|
|
{
|
|
glBegin(GL_LINES);
|
|
vindex=0;
|
|
for (int i=0;i<numindices;i+=2)
|
|
{
|
|
glVertex3fv(vertexarray[(indexarray[vindex++])].getLocalXYZ());
|
|
glVertex3fv(vertexarray[(indexarray[vindex++])].getLocalXYZ());
|
|
}
|
|
glEnd();
|
|
}
|
|
break;
|
|
case 2:
|
|
{
|
|
vindex=0;
|
|
for (int i=0;i<numindices;i+=4)
|
|
{
|
|
float v1[3],v2[3],v3[3],v4[3];
|
|
|
|
char *cp= (char *)&(vertexarray[(indexarray[vindex])].getRGBA());
|
|
v1[0] = vertexarray[(indexarray[vindex])].getLocalXYZ()[0];
|
|
v1[1] = vertexarray[(indexarray[vindex])].getLocalXYZ()[1];
|
|
v1[2] = vertexarray[(indexarray[vindex])].getLocalXYZ()[2];
|
|
vindex++;
|
|
|
|
cp= (char *)&(vertexarray[(indexarray[vindex])].getRGBA());
|
|
v2[0] = vertexarray[(indexarray[vindex])].getLocalXYZ()[0];
|
|
v2[1] = vertexarray[(indexarray[vindex])].getLocalXYZ()[1];
|
|
v2[2] = vertexarray[(indexarray[vindex])].getLocalXYZ()[2];
|
|
vindex++;
|
|
|
|
cp= (char *)&(vertexarray[(indexarray[vindex])].getRGBA());
|
|
v3[0] = vertexarray[(indexarray[vindex])].getLocalXYZ()[0];
|
|
v3[1] = vertexarray[(indexarray[vindex])].getLocalXYZ()[1];
|
|
v3[2] = vertexarray[(indexarray[vindex])].getLocalXYZ()[2];
|
|
vindex++;
|
|
|
|
cp= (char *)&(vertexarray[(indexarray[vindex])].getRGBA());
|
|
v4[0] = vertexarray[(indexarray[vindex])].getLocalXYZ()[0];
|
|
v4[1] = vertexarray[(indexarray[vindex])].getLocalXYZ()[1];
|
|
v4[2] = vertexarray[(indexarray[vindex])].getLocalXYZ()[2];
|
|
|
|
vindex++;
|
|
|
|
rendertools->RenderText(polymat->GetDrawingMode(),polymat,v1,v2,v3,v4);
|
|
ClearCachingInfo();
|
|
}
|
|
break;
|
|
}
|
|
case 0:
|
|
{
|
|
glBegin(GL_TRIANGLES);
|
|
vindex=0;
|
|
for (int i=0;i<numindices;i+=3)
|
|
{
|
|
float v1[3],v2[3],v3[3];
|
|
|
|
v1[0] = vertexarray[(indexarray[vindex])].getLocalXYZ()[0];
|
|
v1[1] = vertexarray[(indexarray[vindex])].getLocalXYZ()[1];
|
|
v1[2] = vertexarray[(indexarray[vindex])].getLocalXYZ()[2];
|
|
vindex++;
|
|
|
|
v2[0] = vertexarray[(indexarray[vindex])].getLocalXYZ()[0];
|
|
v2[1] = vertexarray[(indexarray[vindex])].getLocalXYZ()[1];
|
|
v2[2] = vertexarray[(indexarray[vindex])].getLocalXYZ()[2];
|
|
vindex++;
|
|
|
|
v3[0] = vertexarray[(indexarray[vindex])].getLocalXYZ()[0];
|
|
v3[1] = vertexarray[(indexarray[vindex])].getLocalXYZ()[1];
|
|
v3[2] = vertexarray[(indexarray[vindex])].getLocalXYZ()[2];
|
|
vindex++;
|
|
|
|
rendertools->RenderText(polymat->GetDrawingMode(),polymat,v1,v2,v3,NULL);
|
|
ClearCachingInfo();
|
|
}
|
|
glEnd();
|
|
break;
|
|
}
|
|
default:
|
|
{
|
|
}
|
|
} //switch
|
|
} //for each vertexarray
|
|
}
|
|
|
|
|
|
|
|
void RAS_OpenGLRasterizer::SetProjectionMatrix(MT_CmMatrix4x4 &mat)
|
|
{
|
|
glMatrixMode(GL_PROJECTION);
|
|
double* matrix = &mat(0,0);
|
|
glLoadMatrixd(matrix);
|
|
}
|
|
|
|
|
|
void RAS_OpenGLRasterizer::SetProjectionMatrix(MT_Matrix4x4 & mat)
|
|
{
|
|
glMatrixMode(GL_PROJECTION);
|
|
double matrix[16];
|
|
/* Get into argument. Looks a bit dodgy, but it's ok. */
|
|
mat.getValue(matrix);
|
|
/* Internally, MT_Matrix4x4 uses doubles (MT_Scalar). */
|
|
glLoadMatrixd(matrix);
|
|
}
|
|
|
|
MT_Matrix4x4 RAS_OpenGLRasterizer::GetFrustumMatrix(
|
|
float left,
|
|
float right,
|
|
float bottom,
|
|
float top,
|
|
float frustnear,
|
|
float frustfar
|
|
){
|
|
MT_Matrix4x4 result;
|
|
double mat[16];
|
|
|
|
// correction for stereo
|
|
if(m_stereomode != RAS_STEREO_NOSTEREO)
|
|
{
|
|
float near_div_focallength;
|
|
// next 2 params should be specified on command line and in Blender publisher
|
|
m_focallength = 1.5 * right; // derived from example
|
|
m_eyeseparation = 0.18 * right; // just a guess...
|
|
|
|
near_div_focallength = frustnear / m_focallength;
|
|
switch(m_curreye)
|
|
{
|
|
case RAS_STEREO_LEFTEYE:
|
|
left += 0.5 * m_eyeseparation * near_div_focallength;
|
|
right += 0.5 * m_eyeseparation * near_div_focallength;
|
|
break;
|
|
case RAS_STEREO_RIGHTEYE:
|
|
left -= 0.5 * m_eyeseparation * near_div_focallength;
|
|
right -= 0.5 * m_eyeseparation * near_div_focallength;
|
|
break;
|
|
}
|
|
// leave bottom, top, bottom and top untouched
|
|
}
|
|
|
|
glMatrixMode(GL_PROJECTION);
|
|
glLoadIdentity();
|
|
glFrustum(left, right, bottom, top, frustnear, frustfar);
|
|
glGetDoublev(GL_PROJECTION_MATRIX, mat);
|
|
result.setValue(mat);
|
|
|
|
return result;
|
|
}
|
|
|
|
|
|
// next arguments probably contain redundant info, for later...
|
|
void RAS_OpenGLRasterizer::SetViewMatrix(const MT_Matrix4x4 &mat, const MT_Vector3& campos,
|
|
const MT_Point3 &camLoc, const MT_Quaternion &camOrientQuat)
|
|
{
|
|
MT_Matrix4x4 viewMat = mat;
|
|
|
|
// correction for stereo
|
|
if(m_stereomode != RAS_STEREO_NOSTEREO)
|
|
{
|
|
MT_Matrix3x3 camOrientMat3x3(camOrientQuat);
|
|
MT_Vector3 unitViewDir(0.0, -1.0, 0.0); // minus y direction, Blender convention
|
|
MT_Vector3 unitViewupVec(0.0, 0.0, 1.0);
|
|
MT_Vector3 viewDir, viewupVec;
|
|
MT_Vector3 eyeline;
|
|
|
|
// actual viewDir
|
|
viewDir = camOrientMat3x3 * unitViewDir; // this is the moto convention, vector on right hand side
|
|
// actual viewup vec
|
|
viewupVec = camOrientMat3x3 * unitViewupVec;
|
|
|
|
// vector between eyes
|
|
eyeline = viewDir.cross(viewupVec);
|
|
|
|
switch(m_curreye)
|
|
{
|
|
case RAS_STEREO_LEFTEYE:
|
|
{
|
|
// translate to left by half the eye distance
|
|
MT_Transform transform;
|
|
transform.setIdentity();
|
|
transform.translate(-(eyeline * m_eyeseparation / 2.0));
|
|
viewMat *= transform;
|
|
}
|
|
break;
|
|
case RAS_STEREO_RIGHTEYE:
|
|
{
|
|
// translate to right by half the eye distance
|
|
MT_Transform transform;
|
|
transform.setIdentity();
|
|
transform.translate(eyeline * m_eyeseparation / 2.0);
|
|
viewMat *= transform;
|
|
}
|
|
break;
|
|
}
|
|
}
|
|
|
|
// convert row major matrix 'viewMat' to column major for OpenGL
|
|
MT_Scalar cammat[16];
|
|
viewMat.getValue(cammat);
|
|
MT_CmMatrix4x4 viewCmmat = cammat;
|
|
|
|
glMatrixMode(GL_MODELVIEW);
|
|
m_viewmatrix = viewCmmat;
|
|
glLoadMatrixd(&m_viewmatrix(0,0));
|
|
m_campos = campos;
|
|
}
|
|
|
|
|
|
const MT_Point3& RAS_OpenGLRasterizer::GetCameraPosition()
|
|
{
|
|
return m_campos;
|
|
}
|
|
|
|
|
|
|
|
void RAS_OpenGLRasterizer::LoadViewMatrix()
|
|
{
|
|
glLoadMatrixd(&m_viewmatrix(0,0));
|
|
}
|
|
|
|
|
|
|
|
void RAS_OpenGLRasterizer::EnableTextures(bool enable)
|
|
{
|
|
}
|
|
|
|
|
|
|
|
void RAS_OpenGLRasterizer::SetCullFace(bool enable)
|
|
{
|
|
if (enable)
|
|
glEnable(GL_CULL_FACE);
|
|
else
|
|
glDisable(GL_CULL_FACE);
|
|
}
|
|
|
|
|
|
|
|
void RAS_OpenGLRasterizer::SetSpecularity(float specX,
|
|
float specY,
|
|
float specZ,
|
|
float specval)
|
|
{
|
|
GLfloat mat_specular[] = {specX, specY, specZ, specval};
|
|
glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, mat_specular);
|
|
}
|
|
|
|
|
|
|
|
void RAS_OpenGLRasterizer::SetShinyness(float shiny)
|
|
{
|
|
GLfloat mat_shininess[] = { shiny };
|
|
glMaterialfv(GL_FRONT_AND_BACK, GL_SHININESS, mat_shininess);
|
|
}
|
|
|
|
|
|
|
|
void RAS_OpenGLRasterizer::SetDiffuse(float difX,float difY,float difZ,float diffuse)
|
|
{
|
|
GLfloat mat_diffuse [] = {difX, difY,difZ, diffuse};
|
|
glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, mat_diffuse);
|
|
}
|
|
|
|
double RAS_OpenGLRasterizer::GetTime()
|
|
{
|
|
return m_time;
|
|
}
|
|
|
|
|