forked from bartvdbraak/blender
48bc598658
added a casts to: blender/blenlib/intern/BLI_memarena.c gameengine/Rasterizer/RAS_TexVert.cpp Removed unused vars from: blender/python/api2_2x/vector.c gameengine/Ketsji/KX_PyMath.cpp gameengine/Ketsji/KX_Scene.cpp gameengine/Physics/Sumo/Fuzzics/src/SM_Object.cpp gameengine/Rasterizer/RAS_FramingManager.cpp gameengine/Rasterizer/RAS_Polygon.cpp gameengine/Rasterizer/RAS_OpenGLRasterizer/RAS_VAOpenGLRasterizer.cpp Kent
214 lines
4.4 KiB
C++
214 lines
4.4 KiB
C++
/**
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* $Id$
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* ***** BEGIN GPL/BL DUAL 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. The Blender
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* Foundation also sells licenses for use in proprietary software under
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* the Blender License. See http://www.blender.org/BL/ for information
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* about this.
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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., 59 Temple Place - Suite 330, Boston, MA 02111-1307, 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/BL DUAL LICENSE BLOCK *****
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*/
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#ifdef HAVE_CONFIG_H
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#include <config.h>
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#endif
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#include "RAS_VAOpenGLRasterizer.h"
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#ifdef WIN32
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#include <windows.h>
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#endif // WIN32
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#ifdef __APPLE__
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#include <OpenGL/gl.h>
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#else
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#include <GL/gl.h>
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#endif
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#include "STR_String.h"
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#include "RAS_TexVert.h"
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#include "MT_CmMatrix4x4.h"
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#include "RAS_IRenderTools.h" // rendering text
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#include "RAS_GLExtensionManager.h"
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using namespace bgl;
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RAS_VAOpenGLRasterizer::RAS_VAOpenGLRasterizer(RAS_ICanvas* canvas)
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:RAS_OpenGLRasterizer(canvas)
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{
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}
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RAS_VAOpenGLRasterizer::~RAS_VAOpenGLRasterizer()
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{
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}
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bool RAS_VAOpenGLRasterizer::Init(void)
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{
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bool result = RAS_OpenGLRasterizer::Init();
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if (result)
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{
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glEnableClientState(GL_VERTEX_ARRAY);
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glDisableClientState(GL_TEXTURE_COORD_ARRAY);
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glEnableClientState(GL_NORMAL_ARRAY);
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glDisableClientState(GL_COLOR_ARRAY);
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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}
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return result;
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}
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void RAS_VAOpenGLRasterizer::SetDrawingMode(int drawingmode)
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{
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m_drawingmode = drawingmode;
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switch (m_drawingmode)
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{
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case KX_BOUNDINGBOX:
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{
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}
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case KX_WIREFRAME:
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{
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glDisable (GL_CULL_FACE);
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break;
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}
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case KX_TEXTURED:
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{
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}
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case KX_SHADED:
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{
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glEnableClientState(GL_COLOR_ARRAY);
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}
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case KX_SOLID:
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{
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break;
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}
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default:
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{
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}
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}
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}
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void RAS_VAOpenGLRasterizer::Exit()
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{
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glDisableClientState(GL_VERTEX_ARRAY);
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glDisableClientState(GL_TEXTURE_COORD_ARRAY);
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glDisableClientState(GL_COLOR_ARRAY);
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glDisableClientState(GL_NORMAL_ARRAY);
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RAS_OpenGLRasterizer::Exit();
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}
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void RAS_VAOpenGLRasterizer::IndexPrimitives( const vecVertexArray& vertexarrays,
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const vecIndexArrays & indexarrays,
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int mode,
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class RAS_IPolyMaterial* polymat,
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class RAS_IRenderTools* rendertools,
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bool useObjectColor,
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const MT_Vector4& rgbacolor)
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{
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static const GLsizei vtxstride = sizeof(RAS_TexVert);
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GLenum drawmode;
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switch (mode)
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{
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case 0:
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{
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drawmode = GL_TRIANGLES;
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break;
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}
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case 2:
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{
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drawmode = GL_QUADS;
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break;
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}
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case 1: //lines
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{
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}
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default:
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{
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drawmode = GL_LINES;
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break;
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}
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}
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const RAS_TexVert* vertexarray;
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unsigned int numindices, vt;
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if (drawmode != GL_LINES)
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{
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if (useObjectColor)
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{
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glDisableClientState(GL_COLOR_ARRAY);
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glColor4d(rgbacolor[0], rgbacolor[1], rgbacolor[2], rgbacolor[3]);
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} else
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{
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glColor4d(0,0,0,1.0);
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glEnableClientState(GL_COLOR_ARRAY);
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}
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}
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else
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{
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glColor3d(0,0,0);
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}
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// use glDrawElements to draw each vertexarray
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for (vt=0;vt<vertexarrays.size();vt++)
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{
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vertexarray = &((*vertexarrays[vt]) [0]);
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const KX_IndexArray & indexarray = (*indexarrays[vt]);
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numindices = indexarray.size();
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// int numverts = vertexarrays[vt]->size();
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if (!numindices)
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continue;
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glVertexPointer(3,GL_FLOAT,vtxstride,vertexarray->getLocalXYZ());
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glTexCoordPointer(2,GL_FLOAT,vtxstride,vertexarray->getUV1());
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glColorPointer(4,GL_UNSIGNED_BYTE,vtxstride,vertexarray->getRGBA());
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glNormalPointer(GL_FLOAT,vtxstride,vertexarray->getNormal());
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//glLockArraysEXT(0,numverts);
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// here the actual drawing takes places
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glDrawElements(drawmode,numindices,GL_UNSIGNED_SHORT,&(indexarray[0]));
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//glUnlockArraysEXT();
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}
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}
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void RAS_VAOpenGLRasterizer::EnableTextures(bool enable)
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{
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if (enable)
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glEnableClientState(GL_TEXTURE_COORD_ARRAY);
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else
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glDisableClientState(GL_TEXTURE_COORD_ARRAY);
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}
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