blender/source/gameengine/Rasterizer/RAS_OpenGLRasterizer/RAS_OpenGLRasterizer.h
2013-06-25 22:58:23 +00:00

339 lines
8.1 KiB
C++

/*
* ***** BEGIN GPL LICENSE BLOCK *****
*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software Foundation,
* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*
* The Original Code is Copyright (C) 2001-2002 by NaN Holding BV.
* All rights reserved.
*
* The Original Code is: all of this file.
*
* Contributor(s): none yet.
*
* ***** END GPL LICENSE BLOCK *****
*/
/** \file RAS_OpenGLRasterizer.h
* \ingroup bgerastogl
*/
#ifndef __RAS_OPENGLRASTERIZER_H__
#define __RAS_OPENGLRASTERIZER_H__
#ifdef _MSC_VER
# pragma warning (disable:4786)
#endif
#include "MT_CmMatrix4x4.h"
#include <vector>
using namespace std;
#include "RAS_IRasterizer.h"
#include "RAS_IStorage.h"
#include "RAS_MaterialBucket.h"
#include "RAS_ICanvas.h"
#define RAS_MAX_TEXCO 8 // match in BL_Material
#define RAS_MAX_ATTRIB 16 // match in BL_BlenderShader
struct OglDebugShape
{
enum SHAPE_TYPE{
LINE, CIRCLE
};
SHAPE_TYPE m_type;
MT_Vector3 m_pos;
MT_Vector3 m_param;
MT_Vector3 m_param2;
MT_Vector3 m_color;
};
/**
* 3D rendering device context.
*/
class RAS_OpenGLRasterizer : public RAS_IRasterizer
{
RAS_ICanvas* m_2DCanvas;
// fogging vars
bool m_fogenabled;
float m_fogstart;
float m_fogdist;
float m_fogr;
float m_fogg;
float m_fogb;
float m_redback;
float m_greenback;
float m_blueback;
float m_alphaback;
float m_ambr;
float m_ambg;
float m_ambb;
double m_time;
MT_Matrix4x4 m_viewmatrix;
MT_Matrix4x4 m_viewinvmatrix;
MT_Point3 m_campos;
bool m_camortho;
StereoMode m_stereomode;
StereoEye m_curreye;
float m_eyeseparation;
float m_focallength;
bool m_setfocallength;
int m_noOfScanlines;
short m_prevafvalue;
//motion blur
int m_motionblur;
float m_motionblurvalue;
bool m_usingoverrideshader;
protected:
int m_drawingmode;
TexCoGen m_texco[RAS_MAX_TEXCO];
TexCoGen m_attrib[RAS_MAX_ATTRIB];
int m_attrib_layer[RAS_MAX_ATTRIB];
int m_texco_num;
int m_attrib_num;
//int m_last_alphablend;
bool m_last_frontface;
/** Stores the caching information for the last material activated. */
RAS_IPolyMaterial::TCachingInfo m_materialCachingInfo;
/**
* Making use of a Strategy design pattern for storage behavior.
* Examples of concrete strategies: Vertex Arrays, VBOs, Immediate Mode*/
int m_storage_type;
RAS_IStorage* m_storage;
RAS_IStorage* m_failsafe_storage; //So derived mesh can use immediate mode
public:
double GetTime();
RAS_OpenGLRasterizer(RAS_ICanvas* canv, int storage=RAS_AUTO_STORAGE);
virtual ~RAS_OpenGLRasterizer();
/*enum DrawType
{
KX_BOUNDINGBOX = 1,
KX_WIREFRAME,
KX_SOLID,
KX_SHADED,
KX_TEXTURED
};
enum DepthMask
{
KX_DEPTHMASK_ENABLED =1,
KX_DEPTHMASK_DISABLED,
};*/
virtual void SetDepthMask(DepthMask depthmask);
virtual bool SetMaterial(const RAS_IPolyMaterial& mat);
virtual bool Init();
virtual void Exit();
virtual bool BeginFrame(int drawingmode, double time);
virtual void ClearColorBuffer();
virtual void ClearDepthBuffer();
virtual void ClearCachingInfo(void);
virtual void EndFrame();
virtual void SetRenderArea();
virtual void SetStereoMode(const StereoMode stereomode);
virtual RAS_IRasterizer::StereoMode GetStereoMode();
virtual bool Stereo();
virtual bool InterlacedStereo();
virtual void SetEye(const StereoEye eye);
virtual StereoEye GetEye();
virtual void SetEyeSeparation(const float eyeseparation);
virtual float GetEyeSeparation();
virtual void SetFocalLength(const float focallength);
virtual float GetFocalLength();
virtual void SwapBuffers();
virtual void IndexPrimitives(class RAS_MeshSlot& ms);
virtual void IndexPrimitivesMulti(class RAS_MeshSlot& ms);
virtual void IndexPrimitives_3DText(
class RAS_MeshSlot& ms,
class RAS_IPolyMaterial* polymat,
class RAS_IRenderTools* rendertools);
virtual void SetProjectionMatrix(MT_CmMatrix4x4 & mat);
virtual void SetProjectionMatrix(const MT_Matrix4x4 & mat);
virtual void SetViewMatrix(
const MT_Matrix4x4 & mat,
const MT_Matrix3x3 & ori,
const MT_Point3 & pos,
bool perspective
);
virtual const MT_Point3& GetCameraPosition();
virtual bool GetCameraOrtho();
virtual void SetFog(
float start,
float dist,
float r,
float g,
float b
);
virtual void SetFogColor(
float r,
float g,
float b
);
virtual void SetFogStart(float fogstart);
virtual void SetFogEnd(float fogend);
void DisableFog();
virtual void DisplayFog();
virtual bool IsFogEnabled();
virtual void SetBackColor(
float red,
float green,
float blue,
float alpha
);
virtual void SetDrawingMode(int drawingmode);
virtual int GetDrawingMode();
virtual void SetCullFace(bool enable);
virtual void SetLines(bool enable);
virtual MT_Matrix4x4 GetFrustumMatrix(
float left,
float right,
float bottom,
float top,
float frustnear,
float frustfar,
float focallength,
bool perspective
);
virtual MT_Matrix4x4 GetOrthoMatrix(
float left,
float right,
float bottom,
float top,
float frustnear,
float frustfar
);
virtual void SetSpecularity(
float specX,
float specY,
float specZ,
float specval
);
virtual void SetShinyness(float shiny);
virtual void SetDiffuse(
float difX,
float difY,
float difZ,
float diffuse
);
virtual void SetEmissive(float eX,
float eY,
float eZ,
float e
);
virtual void SetAmbientColor(float red, float green, float blue);
virtual void SetAmbient(float factor);
virtual void SetPolygonOffset(float mult, float add);
virtual void FlushDebugShapes();
virtual void DrawDebugLine(const MT_Vector3& from,const MT_Vector3& to,const MT_Vector3& color)
{
OglDebugShape line;
line.m_type = OglDebugShape::LINE;
line.m_pos= from;
line.m_param = to;
line.m_color = color;
m_debugShapes.push_back(line);
}
virtual void DrawDebugCircle(const MT_Vector3& center, const MT_Scalar radius, const MT_Vector3& color,
const MT_Vector3& normal, int nsector)
{
OglDebugShape line;
line.m_type = OglDebugShape::CIRCLE;
line.m_pos= center;
line.m_param = normal;
line.m_color = color;
line.m_param2.x() = radius;
line.m_param2.y() = (float) nsector;
m_debugShapes.push_back(line);
}
std::vector <OglDebugShape> m_debugShapes;
virtual void SetTexCoordNum(int num);
virtual void SetAttribNum(int num);
virtual void SetTexCoord(TexCoGen coords, int unit);
virtual void SetAttrib(TexCoGen coords, int unit, int layer = 0);
void TexCoord(const RAS_TexVert &tv);
const MT_Matrix4x4& GetViewMatrix() const;
const MT_Matrix4x4& GetViewInvMatrix() const;
virtual void EnableMotionBlur(float motionblurvalue);
virtual void DisableMotionBlur();
virtual float GetMotionBlurValue() { return m_motionblurvalue; }
virtual int GetMotionBlurState() { return m_motionblur; }
virtual void SetMotionBlurState(int newstate)
{
if (newstate < 0)
m_motionblur = 0;
else if (newstate > 2)
m_motionblur = 2;
else
m_motionblur = newstate;
};
virtual void SetAlphaBlend(int alphablend);
virtual void SetFrontFace(bool ccw);
virtual void SetAnisotropicFiltering(short level);
virtual short GetAnisotropicFiltering();
virtual void SetMipmapping(MipmapOption val);
virtual MipmapOption GetMipmapping();
virtual void SetUsingOverrideShader(bool val);
virtual bool GetUsingOverrideShader();
#ifdef WITH_CXX_GUARDEDALLOC
MEM_CXX_CLASS_ALLOC_FUNCS("GE:RAS_OpenGLRasterizer")
#endif
};
#endif /* __RAS_OPENGLRASTERIZER_H__ */