forked from bartvdbraak/blender
349 lines
8.2 KiB
C++
349 lines
8.2 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/BlenderRoutines/KX_BlenderGL.cpp
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* \ingroup blroutines
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*/
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#include "KX_BlenderGL.h"
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/*
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* This little block needed for linking to Blender...
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*/
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#ifdef WIN32
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#include <vector>
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#include "BLI_winstuff.h"
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#endif
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#include <stdlib.h>
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#include <string.h>
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#include "GL/glew.h"
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#include "MEM_guardedalloc.h"
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#include "BL_Material.h" // MAXTEX
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/* Data types encoding the game world: */
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#include "DNA_object_types.h"
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#include "DNA_scene_types.h"
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#include "DNA_screen_types.h"
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#include "DNA_camera_types.h"
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#include "DNA_world_types.h"
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#include "DNA_mesh_types.h"
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#include "DNA_meshdata_types.h"
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#include "DNA_image_types.h"
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#include "DNA_view3d_types.h"
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#include "DNA_material_types.h"
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#include "DNA_space_types.h"
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#include "DNA_windowmanager_types.h"
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#include "BKE_global.h"
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#include "BKE_main.h"
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#include "BKE_bmfont.h"
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#include "BKE_image.h"
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#include "BLI_path_util.h"
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#include "BLI_string.h"
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extern "C" {
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#include "IMB_imbuf_types.h"
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#include "IMB_imbuf.h"
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#include "WM_api.h"
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#include "WM_types.h"
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#include "wm_event_system.h"
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#include "wm_cursors.h"
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#include "wm_window.h"
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#include "BLF_api.h"
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}
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/* end of blender block */
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void BL_warp_pointer(wmWindow *win, int x,int y)
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{
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WM_cursor_warp(win, x, y);
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}
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void BL_SwapBuffers(wmWindow *win)
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{
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wm_window_swap_buffers(win);
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}
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void BL_MakeDrawable(wmWindowManager *wm, wmWindow *win)
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{
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wm_window_make_drawable(wm, win);
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}
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void BL_SetSwapInterval(struct wmWindow *win, int interval)
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{
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wm_window_set_swap_interval(win, interval);
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}
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int BL_GetSwapInterval(struct wmWindow *win)
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{
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return wm_window_get_swap_interval(win);
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}
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static void DisableForText()
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{
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glPolygonMode(GL_FRONT_AND_BACK, GL_FILL); /* needed for texture fonts otherwise they render as wireframe */
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glDisable(GL_BLEND);
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glDisable(GL_ALPHA_TEST);
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glDisable(GL_LIGHTING);
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glDisable(GL_COLOR_MATERIAL);
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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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glDisable(GL_TEXTURE_CUBE_MAP_ARB);
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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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glDisable(GL_TEXTURE_CUBE_MAP_ARB);
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glDisable(GL_TEXTURE_2D);
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}
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}
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void BL_draw_gamedebug_box(int xco, int yco, int width, int height, float percentage)
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{
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/* This is a rather important line :( The gl-mode hasn't been left
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* behind quite as neatly as we'd have wanted to. I don't know
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* what cause it, though :/ .*/
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glDisable(GL_DEPTH_TEST);
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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, -100, 100);
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glMatrixMode(GL_MODELVIEW);
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glPushMatrix();
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glLoadIdentity();
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yco = height - yco;
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int barsize = 50;
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/* draw in black first*/
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glColor3ub(0, 0, 0);
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glBegin(GL_QUADS);
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glVertex2f(xco + 1 + 1 + barsize * percentage, yco - 1 + 10);
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glVertex2f(xco + 1, yco - 1 + 10);
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glVertex2f(xco + 1, yco - 1);
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glVertex2f(xco + 1 + 1 + barsize * percentage, yco - 1);
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glEnd();
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glColor3ub(255, 255, 255);
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glBegin(GL_QUADS);
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glVertex2f(xco + 1 + barsize * percentage, yco + 10);
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glVertex2f(xco, yco + 10);
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glVertex2f(xco, yco);
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glVertex2f(xco + 1 + barsize * percentage, yco);
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glEnd();
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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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glEnable(GL_DEPTH_TEST);
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}
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/* Print 3D text */
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void BL_print_game_line(int fontid, const char *text, int size, int dpi, float *color, double *mat, float aspect)
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{
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/* gl prepping */
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DisableForText();
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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, (char *)text, 65535);
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BLF_disable(fontid, BLF_MATRIX|BLF_ASPECT);
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}
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void BL_print_gamedebug_line(const char *text, int xco, int yco, int width, int height)
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{
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/* gl prepping */
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DisableForText();
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glDisable(GL_DEPTH_TEST);
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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, -100, 100);
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glMatrixMode(GL_MODELVIEW);
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glPushMatrix();
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glLoadIdentity();
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/* the actual drawing */
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glColor3ub(255, 255, 255);
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BLF_size(blf_mono_font, 11, 72);
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BLF_position(blf_mono_font, (float)xco, (float)(height-yco), 0.0f);
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BLF_draw(blf_mono_font, (char *)text, 65535); /* XXX, use real len */
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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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glEnable(GL_DEPTH_TEST);
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}
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void BL_print_gamedebug_line_padded(const char *text, int xco, int yco, int width, int height)
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{
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/* This is a rather important line :( The gl-mode hasn't been left
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* behind quite as neatly as we'd have wanted to. I don't know
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* what cause it, though :/ .*/
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DisableForText();
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glDisable(GL_DEPTH_TEST);
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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, -100, 100);
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glMatrixMode(GL_MODELVIEW);
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glPushMatrix();
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glLoadIdentity();
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/* draw in black first*/
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glColor3ub(0, 0, 0);
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BLF_size(blf_mono_font, 11, 72);
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BLF_position(blf_mono_font, (float)xco+1, (float)(height-yco-1), 0.0f);
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BLF_draw(blf_mono_font, (char *)text, 65535);/* XXX, use real len */
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glColor3ub(255, 255, 255);
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BLF_position(blf_mono_font, (float)xco, (float)(height-yco), 0.0f);
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BLF_draw(blf_mono_font, (char *)text, 65535);
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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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glEnable(GL_DEPTH_TEST);
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}
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void BL_HideMouse(wmWindow *win)
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{
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WM_cursor_set(win, CURSOR_NONE);
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}
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void BL_WaitMouse(wmWindow *win)
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{
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WM_cursor_set(win, CURSOR_WAIT);
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}
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void BL_NormalMouse(wmWindow *win)
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{
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WM_cursor_set(win, CURSOR_STD);
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}
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/* get shot from frontbuffer sort of a copy from screendump.c */
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static unsigned int *screenshot(ScrArea *curarea, int *dumpsx, int *dumpsy)
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{
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int x=0, y=0;
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unsigned int *dumprect= NULL;
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x= curarea->totrct.xmin;
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y= curarea->totrct.ymin;
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*dumpsx= curarea->totrct.xmax-x;
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*dumpsy= curarea->totrct.ymax-y;
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if (*dumpsx && *dumpsy) {
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dumprect= (unsigned int *)MEM_mallocN(sizeof(int) * (*dumpsx) * (*dumpsy), "dumprect");
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glReadBuffer(GL_FRONT);
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glReadPixels(x, y, *dumpsx, *dumpsy, GL_RGBA, GL_UNSIGNED_BYTE, dumprect);
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glFinish();
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glReadBuffer(GL_BACK);
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}
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return dumprect;
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}
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/* based on screendump.c::screenshot_exec */
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void BL_MakeScreenShot(bScreen *screen, ScrArea *curarea, const char *filename)
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{
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unsigned int *dumprect;
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int dumpsx, dumpsy;
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dumprect = screenshot(curarea, &dumpsx, &dumpsy);
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if (dumprect) {
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/* initialize image file format data */
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Scene *scene = (screen)? screen->scene: NULL;
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ImageFormatData im_format;
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if (scene)
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im_format = scene->r.im_format;
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else
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BKE_imformat_defaults(&im_format);
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/* create file path */
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char path[FILE_MAX];
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BLI_strncpy(path, filename, sizeof(path));
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BLI_path_abs(path, G.main->name);
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BKE_add_image_extension_from_type(path, im_format.imtype);
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/* create and save imbuf */
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ImBuf *ibuf = IMB_allocImBuf(dumpsx, dumpsy, 24, 0);
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ibuf->rect = dumprect;
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BKE_imbuf_write_as(ibuf, path, &im_format, false);
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ibuf->rect = NULL;
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IMB_freeImBuf(ibuf);
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MEM_freeN(dumprect);
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}
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}
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