blender/source/gameengine/GamePlayer/common/GPC_Canvas.h

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/*
* ***** BEGIN GPL LICENSE BLOCK *****
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*
* 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.
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*
* 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,
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* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*
* 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 LICENSE BLOCK *****
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*/
/** \file GPC_Canvas.h
* \ingroup player
*/
#ifndef __GPC_CANVAS_H__
#define __GPC_CANVAS_H__
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#include "RAS_ICanvas.h"
#include "RAS_Rect.h"
Merge of apricot branch game engine changes into trunk, excluding GLSL. GLEW ==== Added the GLEW opengl extension library into extern/, always compiled into Blender now. This is much nicer than doing this kind of extension management manually, and will be used in the game engine, for GLSL, and other opengl extensions. * According to the GLEW website it works on Windows, Linux, Mac OS X, FreeBSD, Irix, and Solaris. There might still be platform specific issues due to this commit, so let me know and I'll look into it. * This means also that all extensions will now always be compiled in, regardless of the glext.h on the platform where compilation happens. Game Engine =========== Refactoring of the use of opengl extensions and other drawing code in the game engine, and cleaning up some hacks related to GLSL integration. These changes will be merged into trunk too after this. The game engine graphics demos & apricot level survived my tests, but this could use some good testing of course. For users: please test with the options "Generate Display Lists" and "Vertex Arrays" enabled, these should be the fastest and are supposed to be "unreliable", but if that's the case that's probably due to bugs that can be fixed. * The game engine now also uses GLEW for extensions, replacing the custom opengl extensions code that was there. Removes a lot of #ifdef's, but the runtime checks stay of course. * Removed the WITHOUT_GLEXT environment variable. This was added to work around a specific bug and only disabled multitexturing anyway. It might also have caused a slowdown since it was retrieving the environment variable for every vertex in immediate mode (bug #13680). * Refactored the code to allow drawing skinned meshes with vertex arrays too, removing some specific immediate mode drawing functions for this that only did extra normal calculation. Now it always splits vertices of flat faces instead. * Refactored normal recalculation with some minor optimizations, required for the above change. * Removed some outdated code behind the __NLA_OLDDEFORM #ifdef. * Fixed various bugs in setting of multitexture coordinates and vertex attributes for vertex arrays. These were not being enabled/disabled correct according to the opengl spec, leading to crashes. Also tangent attributes used an immediate mode call for vertex arrays, which can't work. * Fixed use of uninitialized variable in RAS_TexVert. * Exporting skinned meshes was doing O(n^2) lookups for vertices and deform weights, now uses same trick as regular meshes.
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#ifdef WIN32
# pragma warning (disable:4786) // suppress stl-MSVC debug info warning
# include <windows.h>
#endif /* WIN32 */
Merge of apricot branch game engine changes into trunk, excluding GLSL. GLEW ==== Added the GLEW opengl extension library into extern/, always compiled into Blender now. This is much nicer than doing this kind of extension management manually, and will be used in the game engine, for GLSL, and other opengl extensions. * According to the GLEW website it works on Windows, Linux, Mac OS X, FreeBSD, Irix, and Solaris. There might still be platform specific issues due to this commit, so let me know and I'll look into it. * This means also that all extensions will now always be compiled in, regardless of the glext.h on the platform where compilation happens. Game Engine =========== Refactoring of the use of opengl extensions and other drawing code in the game engine, and cleaning up some hacks related to GLSL integration. These changes will be merged into trunk too after this. The game engine graphics demos & apricot level survived my tests, but this could use some good testing of course. For users: please test with the options "Generate Display Lists" and "Vertex Arrays" enabled, these should be the fastest and are supposed to be "unreliable", but if that's the case that's probably due to bugs that can be fixed. * The game engine now also uses GLEW for extensions, replacing the custom opengl extensions code that was there. Removes a lot of #ifdef's, but the runtime checks stay of course. * Removed the WITHOUT_GLEXT environment variable. This was added to work around a specific bug and only disabled multitexturing anyway. It might also have caused a slowdown since it was retrieving the environment variable for every vertex in immediate mode (bug #13680). * Refactored the code to allow drawing skinned meshes with vertex arrays too, removing some specific immediate mode drawing functions for this that only did extra normal calculation. Now it always splits vertices of flat faces instead. * Refactored normal recalculation with some minor optimizations, required for the above change. * Removed some outdated code behind the __NLA_OLDDEFORM #ifdef. * Fixed various bugs in setting of multitexture coordinates and vertex attributes for vertex arrays. These were not being enabled/disabled correct according to the opengl spec, leading to crashes. Also tangent attributes used an immediate mode call for vertex arrays, which can't work. * Fixed use of uninitialized variable in RAS_TexVert. * Exporting skinned meshes was doing O(n^2) lookups for vertices and deform weights, now uses same trick as regular meshes.
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#include "GL/glew.h"
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#include <map>
class GPC_Canvas : public RAS_ICanvas
{
protected:
/** Width of the context. */
int m_width;
/** Height of the context. */
int m_height;
/** Rect that defines the area used for rendering,
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* relative to the context */
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RAS_Rect m_displayarea;
int m_viewport[4];
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public:
GPC_Canvas(int width, int height);
virtual ~GPC_Canvas();
void Resize(int width, int height);
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virtual void ResizeWindow(int width, int height) {}
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/**
* \section Methods inherited from abstract base class RAS_ICanvas.
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*/
int
GetWidth(
) const {
return m_width;
}
int
GetHeight(
) const {
return m_height;
}
const
RAS_Rect &
GetDisplayArea(
) const {
return m_displayarea;
};
void
SetDisplayArea(
RAS_Rect *rect
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) {
m_displayarea= *rect;
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};
RAS_Rect &
GetWindowArea(
) {
return m_displayarea;
}
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void
BeginFrame(
) {};
/**
* Draws overlay banners and progress bars.
*/
void
EndFrame(
) {};
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void SetViewPort(int x1, int y1, int x2, int y2);
void UpdateViewPort(int x1, int y1, int x2, int y2);
const int *GetViewPort();
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void ClearColor(float r, float g, float b, float a);
/**
* \section Methods inherited from abstract base class RAS_ICanvas.
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* Semantics are not yet honored.
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*/
void SetMouseState(RAS_MouseState mousestate)
{
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// not yet
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}
void SetMousePosition(int x, int y)
{
// not yet
}
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virtual void MakeScreenShot(const char* filename);
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void ClearBuffer(int type);
};
#endif /* __GPC_CANVAS_H__ */