forked from bartvdbraak/blender
494 lines
13 KiB
C++
494 lines
13 KiB
C++
/*
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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., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, 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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/** \file gameengine/GamePlayer/common/GPC_RenderTools.cpp
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* \ingroup player
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*/
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#include "GL/glew.h"
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#include "RAS_IRenderTools.h"
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#include "RAS_IRasterizer.h"
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#include "RAS_LightObject.h"
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#include "RAS_ICanvas.h"
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#include "RAS_GLExtensionManager.h"
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#include "KX_GameObject.h"
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#include "KX_PolygonMaterial.h"
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#include "KX_BlenderMaterial.h"
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#include "KX_RayCast.h"
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#include "KX_IPhysicsController.h"
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#include "KX_Light.h"
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#include "PHY_IPhysicsEnvironment.h"
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#include "STR_String.h"
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#include "GPU_draw.h"
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#include "BKE_bmfont.h" // for text printing
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#include "BKE_bmfont_types.h"
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#include "GPC_RenderTools.h"
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extern "C" {
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#include "BLF_api.h"
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}
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unsigned int GPC_RenderTools::m_numgllights;
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GPC_RenderTools::GPC_RenderTools()
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{
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// XXX m_font = BMF_GetFont(BMF_kHelvetica10);
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glGetIntegerv(GL_MAX_LIGHTS, (GLint*) &m_numgllights);
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if (m_numgllights < 8)
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m_numgllights = 8;
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}
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GPC_RenderTools::~GPC_RenderTools()
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{
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}
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void GPC_RenderTools::BeginFrame(RAS_IRasterizer* rasty)
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{
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m_clientobject = NULL;
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m_lastlightlayer = -1;
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m_lastauxinfo = NULL;
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m_lastlighting = true; /* force disable in DisableOpenGLLights() */
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DisableOpenGLLights();
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}
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void GPC_RenderTools::EndFrame(RAS_IRasterizer* rasty)
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{
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}
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/* ProcessLighting performs lighting on objects. the layer is a bitfield that
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* contains layer information. There are 20 'official' layers in blender. A
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* light is applied on an object only when they are in the same layer. OpenGL
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* has a maximum of 8 lights (simultaneous), so 20 * 8 lights are possible in
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* a scene. */
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void GPC_RenderTools::ProcessLighting(RAS_IRasterizer *rasty, bool uselights, const MT_Transform& viewmat)
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{
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bool enable = false;
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int layer= -1;
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/* find the layer */
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if (uselights) {
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if (m_clientobject)
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layer = static_cast<KX_GameObject*>(m_clientobject)->GetLayer();
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}
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/* avoid state switching */
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if (m_lastlightlayer == layer && m_lastauxinfo == m_auxilaryClientInfo)
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return;
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m_lastlightlayer = layer;
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m_lastauxinfo = m_auxilaryClientInfo;
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/* enable/disable lights as needed */
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if (layer >= 0)
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enable = applyLights(layer, viewmat);
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if (enable)
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EnableOpenGLLights(rasty);
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else
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DisableOpenGLLights();
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}
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void GPC_RenderTools::EnableOpenGLLights(RAS_IRasterizer *rasty)
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{
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if (m_lastlighting == true)
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return;
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glEnable(GL_LIGHTING);
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glEnable(GL_COLOR_MATERIAL);
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glColorMaterial(GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE);
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glLightModeli(GL_LIGHT_MODEL_TWO_SIDE, GL_TRUE);
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glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, (rasty->GetCameraOrtho())? GL_FALSE: GL_TRUE);
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if (GLEW_EXT_separate_specular_color || GLEW_VERSION_1_2)
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glLightModeli(GL_LIGHT_MODEL_COLOR_CONTROL, GL_SEPARATE_SPECULAR_COLOR);
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m_lastlighting = true;
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}
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void GPC_RenderTools::DisableOpenGLLights()
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{
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if (m_lastlighting == false)
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return;
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glDisable(GL_LIGHTING);
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glDisable(GL_COLOR_MATERIAL);
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m_lastlighting = false;
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}
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void GPC_RenderTools::SetClientObject(RAS_IRasterizer *rasty, void* obj)
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{
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if (m_clientobject != obj)
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{
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bool ccw = (obj == NULL || !((KX_GameObject*)obj)->IsNegativeScaling());
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rasty->SetFrontFace(ccw);
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m_clientobject = obj;
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}
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}
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bool GPC_RenderTools::RayHit(KX_ClientObjectInfo* client, KX_RayCast* result, void * const data)
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{
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double* const oglmatrix = (double* const) data;
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MT_Point3 resultpoint(result->m_hitPoint);
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MT_Vector3 resultnormal(result->m_hitNormal);
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MT_Vector3 left(oglmatrix[0],oglmatrix[1],oglmatrix[2]);
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MT_Vector3 dir = -(left.cross(resultnormal)).safe_normalized();
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left = (dir.cross(resultnormal)).safe_normalized();
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// for the up vector, we take the 'resultnormal' returned by the physics
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double maat[16]={
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left[0], left[1], left[2], 0,
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dir[0], dir[1], dir[2], 0,
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resultnormal[0],resultnormal[1],resultnormal[2], 0,
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0, 0, 0, 1};
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glTranslated(resultpoint[0],resultpoint[1],resultpoint[2]);
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//glMultMatrixd(oglmatrix);
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glMultMatrixd(maat);
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return true;
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}
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void GPC_RenderTools::applyTransform(RAS_IRasterizer* rasty,double* oglmatrix,int objectdrawmode )
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{
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/* FIXME:
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blender: intern/moto/include/MT_Vector3.inl:42: MT_Vector3 operator/(const
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MT_Vector3&, double): Assertion `!MT_fuzzyZero(s)' failed.
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Program received signal SIGABRT, Aborted.
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[Switching to Thread 16384 (LWP 1519)]
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0x40477571 in kill () from /lib/libc.so.6
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(gdb) bt
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#7 0x08334368 in MT_Vector3::normalized() const ()
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#8 0x0833e6ec in GPC_RenderTools::applyTransform(RAS_IRasterizer*, double*, int) ()
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*/
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if (objectdrawmode & RAS_IPolyMaterial::BILLBOARD_SCREENALIGNED ||
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objectdrawmode & RAS_IPolyMaterial::BILLBOARD_AXISALIGNED)
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{
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// rotate the billboard/halo
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//page 360/361 3D Game Engine Design, David Eberly for a discussion
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// on screen aligned and axis aligned billboards
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// assumed is that the preprocessor transformed all billboard polygons
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// so that their normal points into the positive x direction (1.0 , 0.0 , 0.0)
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// when new parenting for objects is done, this rotation
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// will be moved into the object
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MT_Point3 objpos (oglmatrix[12],oglmatrix[13],oglmatrix[14]);
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MT_Point3 campos = rasty->GetCameraPosition();
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MT_Vector3 dir = (campos - objpos).safe_normalized();
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MT_Vector3 up(0,0,1.0);
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KX_GameObject* gameobj = (KX_GameObject*) this->m_clientobject;
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// get scaling of halo object
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MT_Vector3 size = gameobj->GetSGNode()->GetLocalScale();
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bool screenaligned = (objectdrawmode & RAS_IPolyMaterial::BILLBOARD_SCREENALIGNED)!=0;//false; //either screen or axisaligned
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if (screenaligned)
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{
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up = (up - up.dot(dir) * dir).safe_normalized();
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} else
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{
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dir = (dir - up.dot(dir)*up).safe_normalized();
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}
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MT_Vector3 left = dir.normalized();
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dir = (left.cross(up)).normalized();
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// we have calculated the row vectors, now we keep
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// local scaling into account:
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left *= size[0];
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dir *= size[1];
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up *= size[2];
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double maat[16]={
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left[0], left[1],left[2], 0,
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dir[0], dir[1],dir[2],0,
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up[0],up[1],up[2],0,
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0,0,0,1};
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glTranslated(objpos[0],objpos[1],objpos[2]);
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glMultMatrixd(maat);
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} else
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{
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if (objectdrawmode & RAS_IPolyMaterial::SHADOW)
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{
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// shadow must be cast to the ground, physics system needed here!
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MT_Point3 frompoint(oglmatrix[12],oglmatrix[13],oglmatrix[14]);
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KX_GameObject *gameobj = (KX_GameObject*) this->m_clientobject;
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MT_Vector3 direction = MT_Vector3(0,0,-1);
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direction.normalize();
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direction *= 100000;
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MT_Point3 topoint = frompoint + direction;
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KX_Scene* kxscene = (KX_Scene*) m_auxilaryClientInfo;
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PHY_IPhysicsEnvironment* physics_environment = kxscene->GetPhysicsEnvironment();
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KX_IPhysicsController* physics_controller = gameobj->GetPhysicsController();
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KX_GameObject *parent = gameobj->GetParent();
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if (!physics_controller && parent)
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physics_controller = parent->GetPhysicsController();
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if (parent)
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parent->Release();
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KX_RayCast::Callback<GPC_RenderTools> callback(this, physics_controller, oglmatrix);
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if (!KX_RayCast::RayTest(physics_environment, frompoint, topoint, callback))
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{
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// couldn't find something to cast the shadow on...
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glMultMatrixd(oglmatrix);
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}
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} else
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{
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// 'normal' object
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glMultMatrixd(oglmatrix);
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}
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}
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}
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void GPC_RenderTools::RenderText3D( int fontid,
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const char* text,
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int size,
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int dpi,
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float* color,
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double* mat,
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float aspect)
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{
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if (GLEW_ARB_multitexture) {
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for (int i=0; i<MAXTEX; i++) {
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glActiveTextureARB(GL_TEXTURE0_ARB+i);
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if (GLEW_ARB_texture_cube_map)
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if (glIsEnabled(GL_TEXTURE_CUBE_MAP_ARB))
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glDisable(GL_TEXTURE_CUBE_MAP_ARB);
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if (glIsEnabled(GL_TEXTURE_2D))
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glDisable(GL_TEXTURE_2D);
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}
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glActiveTextureARB(GL_TEXTURE0_ARB);
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}
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else {
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if (GLEW_ARB_texture_cube_map)
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if (glIsEnabled(GL_TEXTURE_CUBE_MAP_ARB))
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glDisable(GL_TEXTURE_CUBE_MAP_ARB);
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if (glIsEnabled(GL_TEXTURE_2D))
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glDisable(GL_TEXTURE_2D);
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}
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/* the actual drawing */
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glColor4fv(color);
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/* multiply the text matrix by the object matrix */
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BLF_enable(fontid, BLF_MATRIX|BLF_ASPECT);
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BLF_matrix(fontid, mat);
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/* aspect is the inverse scale that allows you to increase */
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/* your resolution without sizing the final text size */
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/* the bigger the size, the smaller the aspect */
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BLF_aspect(fontid, aspect, aspect, aspect);
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BLF_size(fontid, size, dpi);
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BLF_position(fontid, 0, 0, 0);
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BLF_draw(fontid, text, 65535);
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BLF_disable(fontid, BLF_MATRIX|BLF_ASPECT);
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glEnable(GL_DEPTH_TEST);
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}
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void GPC_RenderTools::RenderText2D(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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/*
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STR_String tmpstr(text);
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char* s = tmpstr.Ptr(); */
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// Save and change OpenGL settings
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int texture2D;
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glGetIntegerv(GL_TEXTURE_2D, (GLint*)&texture2D);
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glDisable(GL_TEXTURE_2D);
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int fog;
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glGetIntegerv(GL_FOG, (GLint*)&fog);
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glDisable(GL_FOG);
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int light;
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glGetIntegerv(GL_LIGHTING, (GLint*)&light);
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glDisable(GL_LIGHTING);
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// Set up viewing settings
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glMatrixMode(GL_PROJECTION);
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glPushMatrix();
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glLoadIdentity();
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glOrtho(0, width, 0, height, -1, 1);
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glMatrixMode(GL_MODELVIEW);
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glPushMatrix();
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glLoadIdentity();
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// Actual drawing (draw black first if padded)
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if (mode == RAS_IRenderTools::RAS_TEXT_PADDED)
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{
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glColor3ub(0, 0, 0);
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BLF_draw_default(xco+1, height-yco-1, 0.f, text, 65536);
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}
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glColor3ub(255, 255, 255);
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BLF_draw_default(xco, height-yco, 0.f, text, 65536);
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// Restore view settings
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glMatrixMode(GL_PROJECTION);
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glPopMatrix();
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glMatrixMode(GL_MODELVIEW);
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glPopMatrix();
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// Restore OpenGL Settings
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if (fog)
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glEnable(GL_FOG);
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else
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glDisable(GL_FOG);
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if (texture2D)
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glEnable(GL_TEXTURE_2D);
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else
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glDisable(GL_TEXTURE_2D);
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if (light)
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glEnable(GL_LIGHTING);
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else
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glDisable(GL_LIGHTING);
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}
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/* Render Text renders text into a (series of) polygon, using a texture font,
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* Each character consists of one polygon (one quad or two triangles) */
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void GPC_RenderTools::RenderText(
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int mode,
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RAS_IPolyMaterial* polymat,
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float v1[3], float v2[3], float v3[3], float v4[3], int glattrib)
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{
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STR_String mytext = ((CValue*)m_clientobject)->GetPropertyText("Text");
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const unsigned int flag = polymat->GetFlag();
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struct MTFace* tface = 0;
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unsigned int *col = 0;
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if (flag & RAS_BLENDERMAT) {
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KX_BlenderMaterial *bl_mat = static_cast<KX_BlenderMaterial*>(polymat);
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tface = bl_mat->GetMTFace();
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col = bl_mat->GetMCol();
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} else {
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KX_PolygonMaterial* blenderpoly = static_cast<KX_PolygonMaterial*>(polymat);
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tface = blenderpoly->GetMTFace();
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col = blenderpoly->GetMCol();
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}
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GPU_render_text(tface, mode, mytext, mytext.Length(), col, v1, v2, v3, v4, glattrib);
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}
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void GPC_RenderTools::PushMatrix()
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{
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glPushMatrix();
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}
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void GPC_RenderTools::PopMatrix()
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{
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glPopMatrix();
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}
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int GPC_RenderTools::applyLights(int objectlayer, const MT_Transform& viewmat)
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{
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// taken from blender source, incompatibility between Blender Object / GameObject
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KX_Scene* kxscene = (KX_Scene*)m_auxilaryClientInfo;
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float glviewmat[16];
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unsigned int count;
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std::vector<struct RAS_LightObject*>::iterator lit = m_lights.begin();
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for (count=0; count<m_numgllights; count++)
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glDisable((GLenum)(GL_LIGHT0+count));
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viewmat.getValue(glviewmat);
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glPushMatrix();
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glLoadMatrixf(glviewmat);
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for (lit = m_lights.begin(), count = 0; !(lit==m_lights.end()) && count < m_numgllights; ++lit)
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{
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RAS_LightObject* lightdata = (*lit);
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KX_LightObject *kxlight = (KX_LightObject*)lightdata->m_light;
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if (kxlight->ApplyLight(kxscene, objectlayer, count))
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count++;
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}
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glPopMatrix();
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return count;
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}
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void GPC_RenderTools::MotionBlur(RAS_IRasterizer* rasterizer)
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{
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int state = rasterizer->GetMotionBlurState();
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float motionblurvalue;
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if (state)
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{
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motionblurvalue = rasterizer->GetMotionBlurValue();
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if (state==1)
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{
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//bugfix:load color buffer into accum buffer for the first time(state=1)
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glAccum(GL_LOAD, 1.0);
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rasterizer->SetMotionBlurState(2);
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}
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else if (motionblurvalue>=0.0 && motionblurvalue<=1.0)
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{
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glAccum(GL_MULT, motionblurvalue);
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glAccum(GL_ACCUM, 1-motionblurvalue);
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glAccum(GL_RETURN, 1.0);
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glFlush();
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}
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}
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}
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