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

110 lines
3.1 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 GPC_RenderTools.h
* \ingroup player
*/
#ifndef __GPC_RENDERTOOLS_H__
#define __GPC_RENDERTOOLS_H__
#ifdef WIN32
// don't show stl-warnings
#pragma warning (disable:4786)
#include <windows.h>
#endif /* WIN32 */
#include "RAS_IRenderTools.h"
struct KX_ClientObjectInfo;
class KX_RayCast;
/* BlenderRenderTools are a set of tools to apply 2D/3D graphics effects, which
* are not part of the (polygon) Rasterizer. Effects like 2D text, 3D (polygon)
* text, lighting.
*
* Most of this code is duplicated in KX_BlenderRenderTools, so this should be
* moved to some common location to avoid duplication. */
class GPC_RenderTools : public RAS_IRenderTools
{
int m_lastlightlayer;
bool m_lastlighting;
void *m_lastauxinfo;
static unsigned int m_numgllights;
// XXX BMF_Font* m_font;
public:
GPC_RenderTools();
virtual ~GPC_RenderTools();
void EndFrame(RAS_IRasterizer* rasty);
void BeginFrame(RAS_IRasterizer* rasty);
void EnableOpenGLLights(RAS_IRasterizer *rasty);
void DisableOpenGLLights();
void ProcessLighting(RAS_IRasterizer *rasty, bool uselights, const MT_Transform& viewmat);
void RenderText3D(int fontid,
const char* text,
int size,
int dpi,
float* color,
double* mat,
float aspect);
/* \attention mode is ignored here */
void RenderText2D(RAS_TEXT_RENDER_MODE mode,
const char* text,
int xco,
int yco,
int width,
int height);
void RenderText(int mode,
class RAS_IPolyMaterial* polymat,
float v1[3],
float v2[3],
float v3[3],
float v4[3],
int glattrib);
void applyTransform(RAS_IRasterizer* rasty, double* oglmatrix, int objectdrawmode);
int applyLights(int objectlayer, const MT_Transform& viewmat);
void PushMatrix();
void PopMatrix();
bool RayHit(KX_ClientObjectInfo* client, KX_RayCast* result, void * const data);
bool NeedRayCast(KX_ClientObjectInfo* client) { return true; }
virtual void MotionBlur(RAS_IRasterizer* rasterizer);
virtual void SetClientObject(RAS_IRasterizer *rasty, void* obj);
};
#endif /* __GPC_RENDERTOOLS_H__ */