forked from bartvdbraak/blender
1106 lines
24 KiB
C++
1106 lines
24 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/Rasterizer/RAS_OpenGLRasterizer/RAS_OpenGLRasterizer.cpp
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* \ingroup bgerastogl
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*/
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#include <math.h>
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#include <stdlib.h>
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#include "RAS_OpenGLRasterizer.h"
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#include "GL/glew.h"
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#include "RAS_Rect.h"
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#include "RAS_TexVert.h"
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#include "RAS_MeshObject.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_StorageIM.h"
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#include "RAS_StorageVA.h"
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#include "RAS_StorageVBO.h"
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#include "GPU_draw.h"
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#include "GPU_material.h"
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#include "GPU_extensions.h"
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#include "DNA_image_types.h"
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#include "DNA_meshdata_types.h"
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#include "DNA_material_types.h"
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#include "DNA_scene_types.h"
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extern "C"{
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#include "BLI_utildefines.h"
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#include "BKE_DerivedMesh.h"
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}
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#ifndef M_PI
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#define M_PI 3.14159265358979323846
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#endif
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/**
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* 32x32 bit masks for vinterlace stereo mode
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*/
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static GLuint left_eye_vinterlace_mask[32];
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static GLuint right_eye_vinterlace_mask[32];
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/**
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* 32x32 bit masks for hinterlace stereo mode.
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* Left eye = &hinterlace_mask[0]
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* Right eye = &hinterlace_mask[1]
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*/
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static GLuint hinterlace_mask[33];
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RAS_OpenGLRasterizer::RAS_OpenGLRasterizer(RAS_ICanvas* canvas, int storage)
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:RAS_IRasterizer(canvas),
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m_2DCanvas(canvas),
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m_fogenabled(false),
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m_time(0.0),
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m_campos(0.0f, 0.0f, 0.0f),
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m_camortho(false),
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m_stereomode(RAS_STEREO_NOSTEREO),
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m_curreye(RAS_STEREO_LEFTEYE),
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m_eyeseparation(0.0),
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m_focallength(0.0),
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m_setfocallength(false),
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m_noOfScanlines(32),
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m_motionblur(0),
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m_motionblurvalue(-1.0),
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m_usingoverrideshader(false),
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m_texco_num(0),
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m_attrib_num(0),
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//m_last_alphablend(GPU_BLEND_SOLID),
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m_last_frontface(true),
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m_materialCachingInfo(0),
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m_storage_type(storage)
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{
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m_viewmatrix.setIdentity();
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m_viewinvmatrix.setIdentity();
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for (int i = 0; i < 32; i++)
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{
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left_eye_vinterlace_mask[i] = 0x55555555;
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right_eye_vinterlace_mask[i] = 0xAAAAAAAA;
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hinterlace_mask[i] = (i&1)*0xFFFFFFFF;
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}
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hinterlace_mask[32] = 0;
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m_prevafvalue = GPU_get_anisotropic();
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if (m_storage_type == RAS_VBO /*|| m_storage_type == RAS_AUTO_STORAGE && GLEW_ARB_vertex_buffer_object*/)
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{
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m_storage = new RAS_StorageVBO(&m_texco_num, m_texco, &m_attrib_num, m_attrib, m_attrib_layer);
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m_failsafe_storage = new RAS_StorageIM(&m_texco_num, m_texco, &m_attrib_num, m_attrib, m_attrib_layer);
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m_storage_type = RAS_VBO;
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}
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else if ((m_storage_type == RAS_VA) || (m_storage_type == RAS_AUTO_STORAGE && GLEW_VERSION_1_1))
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{
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m_storage = new RAS_StorageVA(&m_texco_num, m_texco, &m_attrib_num, m_attrib, m_attrib_layer);
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m_failsafe_storage = new RAS_StorageIM(&m_texco_num, m_texco, &m_attrib_num, m_attrib, m_attrib_layer);
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m_storage_type = RAS_VA;
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}
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else
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{
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m_storage = m_failsafe_storage = new RAS_StorageIM(&m_texco_num, m_texco, &m_attrib_num, m_attrib, m_attrib_layer);
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m_storage_type = RAS_IMMEDIATE;
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}
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}
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RAS_OpenGLRasterizer::~RAS_OpenGLRasterizer()
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{
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// Restore the previous AF value
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GPU_set_anisotropic(m_prevafvalue);
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if (m_failsafe_storage && m_failsafe_storage != m_storage)
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delete m_failsafe_storage;
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if (m_storage)
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delete m_storage;
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}
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bool RAS_OpenGLRasterizer::Init()
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{
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bool storage_init;
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GPU_state_init();
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m_ambr = 0.0f;
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m_ambg = 0.0f;
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m_ambb = 0.0f;
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glDisable(GL_BLEND);
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glDisable(GL_ALPHA_TEST);
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//m_last_alphablend = GPU_BLEND_SOLID;
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GPU_set_material_alpha_blend(GPU_BLEND_SOLID);
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glFrontFace(GL_CCW);
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m_last_frontface = true;
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m_redback = 0.4375;
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m_greenback = 0.4375;
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m_blueback = 0.4375;
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m_alphaback = 0.0;
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glClearColor(m_redback,m_greenback,m_blueback,m_alphaback);
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glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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glShadeModel(GL_SMOOTH);
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storage_init = m_storage->Init();
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return true && storage_init;
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}
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void RAS_OpenGLRasterizer::SetAmbientColor(float red, float green, float blue)
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{
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m_ambr = red;
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m_ambg = green;
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m_ambb = blue;
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}
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void RAS_OpenGLRasterizer::SetAmbient(float factor)
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{
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float ambient[] = { m_ambr*factor, m_ambg*factor, m_ambb*factor, 1.0f };
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glLightModelfv(GL_LIGHT_MODEL_AMBIENT, ambient);
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}
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void RAS_OpenGLRasterizer::SetBackColor(float red,
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float green,
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float blue,
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float alpha)
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{
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m_redback = red;
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m_greenback = green;
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m_blueback = blue;
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m_alphaback = alpha;
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}
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void RAS_OpenGLRasterizer::SetFogColor(float r,
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float g,
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float b)
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{
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m_fogr = r;
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m_fogg = g;
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m_fogb = b;
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m_fogenabled = true;
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}
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void RAS_OpenGLRasterizer::SetFogStart(float start)
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{
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m_fogstart = start;
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m_fogenabled = true;
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}
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void RAS_OpenGLRasterizer::SetFogEnd(float fogend)
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{
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m_fogdist = fogend;
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m_fogenabled = true;
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}
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void RAS_OpenGLRasterizer::SetFog(float start,
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float dist,
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float r,
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float g,
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float b)
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{
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m_fogstart = start;
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m_fogdist = dist;
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m_fogr = r;
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m_fogg = g;
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m_fogb = b;
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m_fogenabled = true;
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}
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void RAS_OpenGLRasterizer::DisableFog()
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{
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m_fogenabled = false;
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}
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bool RAS_OpenGLRasterizer::IsFogEnabled()
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{
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return m_fogenabled;
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}
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void RAS_OpenGLRasterizer::DisplayFog()
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{
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if ((m_drawingmode >= KX_SOLID) && m_fogenabled)
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{
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float params[5];
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glFogi(GL_FOG_MODE, GL_LINEAR);
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glFogf(GL_FOG_DENSITY, 0.1f);
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glFogf(GL_FOG_START, m_fogstart);
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glFogf(GL_FOG_END, m_fogstart + m_fogdist);
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params[0] = m_fogr;
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params[1] = m_fogg;
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params[2] = m_fogb;
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params[3] = 0.0;
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glFogfv(GL_FOG_COLOR, params);
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glEnable(GL_FOG);
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}
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else
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{
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glDisable(GL_FOG);
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}
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}
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bool RAS_OpenGLRasterizer::SetMaterial(const RAS_IPolyMaterial& mat)
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{
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return mat.Activate(this, m_materialCachingInfo);
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}
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void RAS_OpenGLRasterizer::Exit()
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{
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m_storage->Exit();
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glEnable(GL_CULL_FACE);
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glEnable(GL_DEPTH_TEST);
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glClearDepth(1.0);
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glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
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glClearColor(m_redback, m_greenback, m_blueback, m_alphaback);
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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glDepthMask (GL_TRUE);
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glDepthFunc(GL_LEQUAL);
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glBlendFunc(GL_ONE, GL_ZERO);
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glDisable(GL_POLYGON_STIPPLE);
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glDisable(GL_LIGHTING);
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if (GLEW_EXT_separate_specular_color || GLEW_VERSION_1_2)
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glLightModeli(GL_LIGHT_MODEL_COLOR_CONTROL, GL_SINGLE_COLOR);
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EndFrame();
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}
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bool RAS_OpenGLRasterizer::BeginFrame(int drawingmode, double time)
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{
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m_time = time;
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SetDrawingMode(drawingmode);
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// Blender camera routine destroys the settings
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if (m_drawingmode < KX_SOLID)
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{
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glDisable(GL_CULL_FACE);
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glDisable(GL_DEPTH_TEST);
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}
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else
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{
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glEnable(GL_DEPTH_TEST);
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glEnable(GL_CULL_FACE);
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}
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glDisable(GL_BLEND);
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glDisable(GL_ALPHA_TEST);
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//m_last_alphablend = GPU_BLEND_SOLID;
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GPU_set_material_alpha_blend(GPU_BLEND_SOLID);
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glFrontFace(GL_CCW);
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m_last_frontface = true;
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glShadeModel(GL_SMOOTH);
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glEnable(GL_MULTISAMPLE_ARB);
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m_2DCanvas->BeginFrame();
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return true;
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}
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void RAS_OpenGLRasterizer::SetDrawingMode(int drawingmode)
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{
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m_drawingmode = drawingmode;
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if (m_drawingmode == KX_WIREFRAME)
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glDisable(GL_CULL_FACE);
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m_storage->SetDrawingMode(drawingmode);
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if (m_failsafe_storage && m_failsafe_storage != m_storage) {
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m_failsafe_storage->SetDrawingMode(drawingmode);
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}
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}
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int RAS_OpenGLRasterizer::GetDrawingMode()
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{
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return m_drawingmode;
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}
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void RAS_OpenGLRasterizer::SetDepthMask(DepthMask depthmask)
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{
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glDepthMask(depthmask == KX_DEPTHMASK_DISABLED ? GL_FALSE : GL_TRUE);
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}
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void RAS_OpenGLRasterizer::ClearColorBuffer()
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{
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m_2DCanvas->ClearColor(m_redback,m_greenback,m_blueback,m_alphaback);
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m_2DCanvas->ClearBuffer(RAS_ICanvas::COLOR_BUFFER);
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}
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void RAS_OpenGLRasterizer::ClearDepthBuffer()
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{
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m_2DCanvas->ClearBuffer(RAS_ICanvas::DEPTH_BUFFER);
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}
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void RAS_OpenGLRasterizer::ClearCachingInfo(void)
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{
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m_materialCachingInfo = 0;
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}
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void RAS_OpenGLRasterizer::FlushDebugShapes()
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{
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if (m_debugShapes.empty())
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return;
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// DrawDebugLines
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GLboolean light, tex;
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light= glIsEnabled(GL_LIGHTING);
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tex= glIsEnabled(GL_TEXTURE_2D);
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if (light) glDisable(GL_LIGHTING);
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if (tex) glDisable(GL_TEXTURE_2D);
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//draw lines
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glBegin(GL_LINES);
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for (unsigned int i=0;i<m_debugShapes.size();i++)
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{
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if (m_debugShapes[i].m_type != OglDebugShape::LINE)
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continue;
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glColor4f(m_debugShapes[i].m_color[0],m_debugShapes[i].m_color[1],m_debugShapes[i].m_color[2],1.f);
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const MT_Scalar* fromPtr = &m_debugShapes[i].m_pos.x();
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const MT_Scalar* toPtr= &m_debugShapes[i].m_param.x();
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glVertex3dv(fromPtr);
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glVertex3dv(toPtr);
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}
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glEnd();
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//draw circles
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for (unsigned int i=0;i<m_debugShapes.size();i++)
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{
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if (m_debugShapes[i].m_type != OglDebugShape::CIRCLE)
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continue;
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glBegin(GL_LINE_LOOP);
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glColor4f(m_debugShapes[i].m_color[0],m_debugShapes[i].m_color[1],m_debugShapes[i].m_color[2],1.f);
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static const MT_Vector3 worldUp(0.0, 0.0, 1.0);
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MT_Vector3 norm = m_debugShapes[i].m_param;
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MT_Matrix3x3 tr;
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if (norm.fuzzyZero() || norm == worldUp)
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{
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tr.setIdentity();
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}
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else
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{
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MT_Vector3 xaxis, yaxis;
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xaxis = MT_cross(norm, worldUp);
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yaxis = MT_cross(xaxis, norm);
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tr.setValue(xaxis.x(), xaxis.y(), xaxis.z(),
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yaxis.x(), yaxis.y(), yaxis.z(),
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norm.x(), norm.y(), norm.z());
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}
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MT_Scalar rad = m_debugShapes[i].m_param2.x();
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int n = (int) m_debugShapes[i].m_param2.y();
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for (int j = 0; j<n; j++)
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{
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MT_Scalar theta = j*M_PI*2/n;
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MT_Vector3 pos(cos(theta) * rad, sin(theta) * rad, 0.0);
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pos = pos*tr;
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pos += m_debugShapes[i].m_pos;
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const MT_Scalar* posPtr = &pos.x();
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glVertex3dv(posPtr);
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}
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glEnd();
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}
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if (light) glEnable(GL_LIGHTING);
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if (tex) glEnable(GL_TEXTURE_2D);
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m_debugShapes.clear();
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}
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void RAS_OpenGLRasterizer::EndFrame()
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{
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FlushDebugShapes();
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glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
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glDisable(GL_MULTISAMPLE_ARB);
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m_2DCanvas->EndFrame();
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}
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void RAS_OpenGLRasterizer::SetRenderArea()
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{
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RAS_Rect area;
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// only above/below stereo method needs viewport adjustment
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switch (m_stereomode)
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{
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case RAS_STEREO_ABOVEBELOW:
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switch (m_curreye) {
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case RAS_STEREO_LEFTEYE:
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// upper half of window
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area.SetLeft(0);
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area.SetBottom(m_2DCanvas->GetHeight() -
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int(m_2DCanvas->GetHeight() - m_noOfScanlines) / 2);
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area.SetRight(int(m_2DCanvas->GetWidth()));
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area.SetTop(int(m_2DCanvas->GetHeight()));
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m_2DCanvas->SetDisplayArea(&area);
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break;
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case RAS_STEREO_RIGHTEYE:
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// lower half of window
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area.SetLeft(0);
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area.SetBottom(0);
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area.SetRight(int(m_2DCanvas->GetWidth()));
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area.SetTop(int(m_2DCanvas->GetHeight() - m_noOfScanlines) / 2);
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m_2DCanvas->SetDisplayArea(&area);
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break;
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}
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break;
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case RAS_STEREO_SIDEBYSIDE:
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switch (m_curreye)
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{
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case RAS_STEREO_LEFTEYE:
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// Left half of window
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area.SetLeft(0);
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area.SetBottom(0);
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area.SetRight(m_2DCanvas->GetWidth()/2);
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area.SetTop(m_2DCanvas->GetHeight());
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m_2DCanvas->SetDisplayArea(&area);
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break;
|
|
case RAS_STEREO_RIGHTEYE:
|
|
// Right half of window
|
|
area.SetLeft(m_2DCanvas->GetWidth()/2);
|
|
area.SetBottom(0);
|
|
area.SetRight(m_2DCanvas->GetWidth());
|
|
area.SetTop(m_2DCanvas->GetHeight());
|
|
m_2DCanvas->SetDisplayArea(&area);
|
|
break;
|
|
}
|
|
break;
|
|
default:
|
|
// every available pixel
|
|
area.SetLeft(0);
|
|
area.SetBottom(0);
|
|
area.SetRight(int(m_2DCanvas->GetWidth()));
|
|
area.SetTop(int(m_2DCanvas->GetHeight()));
|
|
m_2DCanvas->SetDisplayArea(&area);
|
|
break;
|
|
}
|
|
}
|
|
|
|
void RAS_OpenGLRasterizer::SetStereoMode(const StereoMode stereomode)
|
|
{
|
|
m_stereomode = stereomode;
|
|
}
|
|
|
|
RAS_IRasterizer::StereoMode RAS_OpenGLRasterizer::GetStereoMode()
|
|
{
|
|
return m_stereomode;
|
|
}
|
|
|
|
bool RAS_OpenGLRasterizer::Stereo()
|
|
{
|
|
if (m_stereomode > RAS_STEREO_NOSTEREO) // > 0
|
|
return true;
|
|
else
|
|
return false;
|
|
}
|
|
|
|
bool RAS_OpenGLRasterizer::InterlacedStereo()
|
|
{
|
|
return m_stereomode == RAS_STEREO_VINTERLACE || m_stereomode == RAS_STEREO_INTERLACED;
|
|
}
|
|
|
|
void RAS_OpenGLRasterizer::SetEye(const StereoEye eye)
|
|
{
|
|
m_curreye = eye;
|
|
switch (m_stereomode)
|
|
{
|
|
case RAS_STEREO_QUADBUFFERED:
|
|
glDrawBuffer(m_curreye == RAS_STEREO_LEFTEYE ? GL_BACK_LEFT : GL_BACK_RIGHT);
|
|
break;
|
|
case RAS_STEREO_ANAGLYPH:
|
|
if (m_curreye == RAS_STEREO_LEFTEYE) {
|
|
glColorMask(GL_FALSE, GL_TRUE, GL_TRUE, GL_FALSE);
|
|
}
|
|
else {
|
|
//glAccum(GL_LOAD, 1.0);
|
|
glColorMask(GL_TRUE, GL_FALSE, GL_FALSE, GL_FALSE);
|
|
ClearDepthBuffer();
|
|
}
|
|
break;
|
|
case RAS_STEREO_VINTERLACE:
|
|
{
|
|
glEnable(GL_POLYGON_STIPPLE);
|
|
glPolygonStipple((const GLubyte*) ((m_curreye == RAS_STEREO_LEFTEYE) ? left_eye_vinterlace_mask : right_eye_vinterlace_mask));
|
|
if (m_curreye == RAS_STEREO_RIGHTEYE)
|
|
ClearDepthBuffer();
|
|
break;
|
|
}
|
|
case RAS_STEREO_INTERLACED:
|
|
{
|
|
glEnable(GL_POLYGON_STIPPLE);
|
|
glPolygonStipple((const GLubyte*) &hinterlace_mask[m_curreye == RAS_STEREO_LEFTEYE?0:1]);
|
|
if (m_curreye == RAS_STEREO_RIGHTEYE)
|
|
ClearDepthBuffer();
|
|
break;
|
|
}
|
|
default:
|
|
break;
|
|
}
|
|
}
|
|
|
|
RAS_IRasterizer::StereoEye RAS_OpenGLRasterizer::GetEye()
|
|
{
|
|
return m_curreye;
|
|
}
|
|
|
|
|
|
void RAS_OpenGLRasterizer::SetEyeSeparation(const float eyeseparation)
|
|
{
|
|
m_eyeseparation = eyeseparation;
|
|
}
|
|
|
|
float RAS_OpenGLRasterizer::GetEyeSeparation()
|
|
{
|
|
return m_eyeseparation;
|
|
}
|
|
|
|
void RAS_OpenGLRasterizer::SetFocalLength(const float focallength)
|
|
{
|
|
m_focallength = focallength;
|
|
m_setfocallength = true;
|
|
}
|
|
|
|
float RAS_OpenGLRasterizer::GetFocalLength()
|
|
{
|
|
return m_focallength;
|
|
}
|
|
|
|
|
|
void RAS_OpenGLRasterizer::SwapBuffers()
|
|
{
|
|
m_2DCanvas->SwapBuffers();
|
|
}
|
|
|
|
|
|
|
|
const MT_Matrix4x4& RAS_OpenGLRasterizer::GetViewMatrix() const
|
|
{
|
|
return m_viewmatrix;
|
|
}
|
|
|
|
const MT_Matrix4x4& RAS_OpenGLRasterizer::GetViewInvMatrix() const
|
|
{
|
|
return m_viewinvmatrix;
|
|
}
|
|
|
|
void RAS_OpenGLRasterizer::IndexPrimitives_3DText(RAS_MeshSlot& ms,
|
|
class RAS_IPolyMaterial* polymat,
|
|
class RAS_IRenderTools* rendertools)
|
|
{
|
|
bool obcolor = ms.m_bObjectColor;
|
|
MT_Vector4& rgba = ms.m_RGBAcolor;
|
|
RAS_MeshSlot::iterator it;
|
|
|
|
// handle object color
|
|
if (obcolor) {
|
|
glDisableClientState(GL_COLOR_ARRAY);
|
|
glColor4d(rgba[0], rgba[1], rgba[2], rgba[3]);
|
|
}
|
|
else
|
|
glEnableClientState(GL_COLOR_ARRAY);
|
|
|
|
for (ms.begin(it); !ms.end(it); ms.next(it)) {
|
|
RAS_TexVert *vertex;
|
|
size_t i, j, numvert;
|
|
|
|
numvert = it.array->m_type;
|
|
|
|
if (it.array->m_type == RAS_DisplayArray::LINE) {
|
|
// line drawing, no text
|
|
glBegin(GL_LINES);
|
|
|
|
for (i=0; i<it.totindex; i+=2)
|
|
{
|
|
vertex = &it.vertex[it.index[i]];
|
|
glVertex3fv(vertex->getXYZ());
|
|
|
|
vertex = &it.vertex[it.index[i+1]];
|
|
glVertex3fv(vertex->getXYZ());
|
|
}
|
|
|
|
glEnd();
|
|
}
|
|
else {
|
|
// triangle and quad text drawing
|
|
for (i=0; i<it.totindex; i+=numvert)
|
|
{
|
|
float v[4][3];
|
|
int glattrib, unit;
|
|
|
|
for (j=0; j<numvert; j++) {
|
|
vertex = &it.vertex[it.index[i+j]];
|
|
|
|
v[j][0] = vertex->getXYZ()[0];
|
|
v[j][1] = vertex->getXYZ()[1];
|
|
v[j][2] = vertex->getXYZ()[2];
|
|
}
|
|
|
|
// find the right opengl attribute
|
|
glattrib = -1;
|
|
if (GLEW_ARB_vertex_program)
|
|
for (unit=0; unit<m_attrib_num; unit++)
|
|
if (m_attrib[unit] == RAS_TEXCO_UV)
|
|
glattrib = unit;
|
|
|
|
rendertools->RenderText(polymat->GetDrawingMode(), polymat,
|
|
v[0], v[1], v[2], (numvert == 4)? v[3]: NULL, glattrib);
|
|
|
|
ClearCachingInfo();
|
|
}
|
|
}
|
|
}
|
|
|
|
glDisableClientState(GL_COLOR_ARRAY);
|
|
}
|
|
|
|
void RAS_OpenGLRasterizer::SetTexCoordNum(int num)
|
|
{
|
|
m_texco_num = num;
|
|
if (m_texco_num > RAS_MAX_TEXCO)
|
|
m_texco_num = RAS_MAX_TEXCO;
|
|
}
|
|
|
|
void RAS_OpenGLRasterizer::SetAttribNum(int num)
|
|
{
|
|
m_attrib_num = num;
|
|
if (m_attrib_num > RAS_MAX_ATTRIB)
|
|
m_attrib_num = RAS_MAX_ATTRIB;
|
|
}
|
|
|
|
void RAS_OpenGLRasterizer::SetTexCoord(TexCoGen coords, int unit)
|
|
{
|
|
// this changes from material to material
|
|
if (unit < RAS_MAX_TEXCO)
|
|
m_texco[unit] = coords;
|
|
}
|
|
|
|
void RAS_OpenGLRasterizer::SetAttrib(TexCoGen coords, int unit, int layer)
|
|
{
|
|
// this changes from material to material
|
|
if (unit < RAS_MAX_ATTRIB) {
|
|
m_attrib[unit] = coords;
|
|
m_attrib_layer[unit] = layer;
|
|
}
|
|
}
|
|
|
|
void RAS_OpenGLRasterizer::IndexPrimitives(RAS_MeshSlot& ms)
|
|
{
|
|
if (ms.m_pDerivedMesh)
|
|
m_failsafe_storage->IndexPrimitives(ms);
|
|
else
|
|
m_storage->IndexPrimitives(ms);
|
|
}
|
|
|
|
void RAS_OpenGLRasterizer::IndexPrimitivesMulti(RAS_MeshSlot& ms)
|
|
{
|
|
if (ms.m_pDerivedMesh)
|
|
m_failsafe_storage->IndexPrimitivesMulti(ms);
|
|
else
|
|
m_storage->IndexPrimitivesMulti(ms);
|
|
}
|
|
|
|
void RAS_OpenGLRasterizer::SetProjectionMatrix(MT_CmMatrix4x4 &mat)
|
|
{
|
|
glMatrixMode(GL_PROJECTION);
|
|
double* matrix = &mat(0, 0);
|
|
glLoadMatrixd(matrix);
|
|
|
|
m_camortho = (mat(3, 3) != 0.0);
|
|
}
|
|
|
|
void RAS_OpenGLRasterizer::SetProjectionMatrix(const MT_Matrix4x4 & mat)
|
|
{
|
|
glMatrixMode(GL_PROJECTION);
|
|
double matrix[16];
|
|
/* Get into argument. Looks a bit dodgy, but it's ok. */
|
|
mat.getValue(matrix);
|
|
/* Internally, MT_Matrix4x4 uses doubles (MT_Scalar). */
|
|
glLoadMatrixd(matrix);
|
|
|
|
m_camortho= (mat[3][3] != 0.0);
|
|
}
|
|
|
|
MT_Matrix4x4 RAS_OpenGLRasterizer::GetFrustumMatrix(
|
|
float left,
|
|
float right,
|
|
float bottom,
|
|
float top,
|
|
float frustnear,
|
|
float frustfar,
|
|
float focallength,
|
|
bool
|
|
) {
|
|
MT_Matrix4x4 result;
|
|
double mat[16];
|
|
|
|
// correction for stereo
|
|
if (Stereo())
|
|
{
|
|
float near_div_focallength;
|
|
float offset;
|
|
|
|
// if Rasterizer.setFocalLength is not called we use the camera focallength
|
|
if (!m_setfocallength)
|
|
// if focallength is null we use a value known to be reasonable
|
|
m_focallength = (focallength == 0.f) ? m_eyeseparation * 30.0f
|
|
: focallength;
|
|
|
|
near_div_focallength = frustnear / m_focallength;
|
|
offset = 0.5f * m_eyeseparation * near_div_focallength;
|
|
switch (m_curreye) {
|
|
case RAS_STEREO_LEFTEYE:
|
|
left += offset;
|
|
right += offset;
|
|
break;
|
|
case RAS_STEREO_RIGHTEYE:
|
|
left -= offset;
|
|
right -= offset;
|
|
break;
|
|
}
|
|
// leave bottom and top untouched
|
|
}
|
|
|
|
glMatrixMode(GL_PROJECTION);
|
|
glLoadIdentity();
|
|
glFrustum(left, right, bottom, top, frustnear, frustfar);
|
|
|
|
glGetDoublev(GL_PROJECTION_MATRIX, mat);
|
|
result.setValue(mat);
|
|
|
|
return result;
|
|
}
|
|
|
|
MT_Matrix4x4 RAS_OpenGLRasterizer::GetOrthoMatrix(
|
|
float left,
|
|
float right,
|
|
float bottom,
|
|
float top,
|
|
float frustnear,
|
|
float frustfar
|
|
) {
|
|
MT_Matrix4x4 result;
|
|
double mat[16];
|
|
|
|
// stereo is meaning less for orthographic, disable it
|
|
glMatrixMode(GL_PROJECTION);
|
|
glLoadIdentity();
|
|
glOrtho(left, right, bottom, top, frustnear, frustfar);
|
|
|
|
glGetDoublev(GL_PROJECTION_MATRIX, mat);
|
|
result.setValue(mat);
|
|
|
|
return result;
|
|
}
|
|
|
|
|
|
// next arguments probably contain redundant info, for later...
|
|
void RAS_OpenGLRasterizer::SetViewMatrix(const MT_Matrix4x4 &mat,
|
|
const MT_Matrix3x3 & camOrientMat3x3,
|
|
const MT_Point3 & pos,
|
|
bool perspective)
|
|
{
|
|
m_viewmatrix = mat;
|
|
|
|
// correction for stereo
|
|
if (Stereo() && perspective)
|
|
{
|
|
MT_Vector3 unitViewDir(0.0, -1.0, 0.0); // minus y direction, Blender convention
|
|
MT_Vector3 unitViewupVec(0.0, 0.0, 1.0);
|
|
MT_Vector3 viewDir, viewupVec;
|
|
MT_Vector3 eyeline;
|
|
|
|
// actual viewDir
|
|
viewDir = camOrientMat3x3 * unitViewDir; // this is the moto convention, vector on right hand side
|
|
// actual viewup vec
|
|
viewupVec = camOrientMat3x3 * unitViewupVec;
|
|
|
|
// vector between eyes
|
|
eyeline = viewDir.cross(viewupVec);
|
|
|
|
switch (m_curreye) {
|
|
case RAS_STEREO_LEFTEYE:
|
|
{
|
|
// translate to left by half the eye distance
|
|
MT_Transform transform;
|
|
transform.setIdentity();
|
|
transform.translate(-(eyeline * m_eyeseparation / 2.0));
|
|
m_viewmatrix *= transform;
|
|
}
|
|
break;
|
|
case RAS_STEREO_RIGHTEYE:
|
|
{
|
|
// translate to right by half the eye distance
|
|
MT_Transform transform;
|
|
transform.setIdentity();
|
|
transform.translate(eyeline * m_eyeseparation / 2.0);
|
|
m_viewmatrix *= transform;
|
|
}
|
|
break;
|
|
}
|
|
}
|
|
|
|
m_viewinvmatrix = m_viewmatrix;
|
|
m_viewinvmatrix.invert();
|
|
|
|
// note: getValue gives back column major as needed by OpenGL
|
|
MT_Scalar glviewmat[16];
|
|
m_viewmatrix.getValue(glviewmat);
|
|
|
|
glMatrixMode(GL_MODELVIEW);
|
|
glLoadMatrixd(glviewmat);
|
|
m_campos = pos;
|
|
}
|
|
|
|
|
|
const MT_Point3& RAS_OpenGLRasterizer::GetCameraPosition()
|
|
{
|
|
return m_campos;
|
|
}
|
|
|
|
bool RAS_OpenGLRasterizer::GetCameraOrtho()
|
|
{
|
|
return m_camortho;
|
|
}
|
|
|
|
void RAS_OpenGLRasterizer::SetCullFace(bool enable)
|
|
{
|
|
if (enable)
|
|
glEnable(GL_CULL_FACE);
|
|
else
|
|
glDisable(GL_CULL_FACE);
|
|
}
|
|
|
|
void RAS_OpenGLRasterizer::SetLines(bool enable)
|
|
{
|
|
if (enable)
|
|
glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
|
|
else
|
|
glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
|
|
}
|
|
|
|
void RAS_OpenGLRasterizer::SetSpecularity(float specX,
|
|
float specY,
|
|
float specZ,
|
|
float specval)
|
|
{
|
|
GLfloat mat_specular[] = {specX, specY, specZ, specval};
|
|
glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, mat_specular);
|
|
}
|
|
|
|
|
|
|
|
void RAS_OpenGLRasterizer::SetShinyness(float shiny)
|
|
{
|
|
GLfloat mat_shininess[] = { shiny };
|
|
glMaterialfv(GL_FRONT_AND_BACK, GL_SHININESS, mat_shininess);
|
|
}
|
|
|
|
|
|
|
|
void RAS_OpenGLRasterizer::SetDiffuse(float difX,float difY,float difZ,float diffuse)
|
|
{
|
|
GLfloat mat_diffuse [] = {difX, difY,difZ, diffuse};
|
|
glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, mat_diffuse);
|
|
}
|
|
|
|
void RAS_OpenGLRasterizer::SetEmissive(float eX, float eY, float eZ, float e)
|
|
{
|
|
GLfloat mat_emit [] = {eX,eY,eZ,e};
|
|
glMaterialfv(GL_FRONT_AND_BACK, GL_EMISSION, mat_emit);
|
|
}
|
|
|
|
|
|
double RAS_OpenGLRasterizer::GetTime()
|
|
{
|
|
return m_time;
|
|
}
|
|
|
|
void RAS_OpenGLRasterizer::SetPolygonOffset(float mult, float add)
|
|
{
|
|
glPolygonOffset(mult, add);
|
|
GLint mode = GL_POLYGON_OFFSET_FILL;
|
|
if (m_drawingmode < KX_SHADED)
|
|
mode = GL_POLYGON_OFFSET_LINE;
|
|
if (mult != 0.0f || add != 0.0f)
|
|
glEnable(mode);
|
|
else
|
|
glDisable(mode);
|
|
}
|
|
|
|
void RAS_OpenGLRasterizer::EnableMotionBlur(float motionblurvalue)
|
|
{
|
|
/* don't just set m_motionblur to 1, but check if it is 0 so
|
|
* we don't reset a motion blur that is already enabled */
|
|
if (m_motionblur == 0)
|
|
m_motionblur = 1;
|
|
m_motionblurvalue = motionblurvalue;
|
|
}
|
|
|
|
void RAS_OpenGLRasterizer::DisableMotionBlur()
|
|
{
|
|
m_motionblur = 0;
|
|
m_motionblurvalue = -1.0;
|
|
}
|
|
|
|
void RAS_OpenGLRasterizer::SetAlphaBlend(int alphablend)
|
|
{
|
|
GPU_set_material_alpha_blend(alphablend);
|
|
/*
|
|
if (alphablend == m_last_alphablend)
|
|
return;
|
|
|
|
if (alphablend == GPU_BLEND_SOLID) {
|
|
glDisable(GL_BLEND);
|
|
glDisable(GL_ALPHA_TEST);
|
|
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
|
|
}
|
|
else if (alphablend == GPU_BLEND_ADD) {
|
|
glBlendFunc(GL_ONE, GL_ONE);
|
|
glEnable(GL_BLEND);
|
|
glDisable(GL_ALPHA_TEST);
|
|
}
|
|
else if (alphablend == GPU_BLEND_ALPHA) {
|
|
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
|
|
glEnable(GL_BLEND);
|
|
glEnable(GL_ALPHA_TEST);
|
|
glAlphaFunc(GL_GREATER, 0.0f);
|
|
}
|
|
else if (alphablend == GPU_BLEND_CLIP) {
|
|
glDisable(GL_BLEND);
|
|
glEnable(GL_ALPHA_TEST);
|
|
glAlphaFunc(GL_GREATER, 0.5f);
|
|
}
|
|
|
|
m_last_alphablend = alphablend;
|
|
*/
|
|
}
|
|
|
|
void RAS_OpenGLRasterizer::SetFrontFace(bool ccw)
|
|
{
|
|
if (m_last_frontface == ccw)
|
|
return;
|
|
|
|
if (ccw)
|
|
glFrontFace(GL_CCW);
|
|
else
|
|
glFrontFace(GL_CW);
|
|
|
|
m_last_frontface = ccw;
|
|
}
|
|
|
|
void RAS_OpenGLRasterizer::SetAnisotropicFiltering(short level)
|
|
{
|
|
GPU_set_anisotropic((float)level);
|
|
}
|
|
|
|
short RAS_OpenGLRasterizer::GetAnisotropicFiltering()
|
|
{
|
|
return (short)GPU_get_anisotropic();
|
|
}
|
|
|
|
void RAS_OpenGLRasterizer::SetMipmapping(MipmapOption val)
|
|
{
|
|
if (val == RAS_IRasterizer::RAS_MIPMAP_LINEAR)
|
|
{
|
|
GPU_set_linear_mipmap(1);
|
|
GPU_set_mipmap(1);
|
|
}
|
|
else if (val == RAS_IRasterizer::RAS_MIPMAP_NEAREST)
|
|
{
|
|
GPU_set_linear_mipmap(0);
|
|
GPU_set_mipmap(1);
|
|
}
|
|
else
|
|
{
|
|
GPU_set_linear_mipmap(0);
|
|
GPU_set_mipmap(0);
|
|
}
|
|
}
|
|
|
|
RAS_IRasterizer::MipmapOption RAS_OpenGLRasterizer::GetMipmapping()
|
|
{
|
|
if (GPU_get_linear_mipmap())
|
|
return RAS_IRasterizer::RAS_MIPMAP_LINEAR;
|
|
else if (GPU_get_mipmap())
|
|
return RAS_IRasterizer::RAS_MIPMAP_NEAREST;
|
|
else
|
|
return RAS_IRasterizer::RAS_MIPMAP_NONE;
|
|
}
|
|
|
|
void RAS_OpenGLRasterizer::SetUsingOverrideShader(bool val)
|
|
{
|
|
m_usingoverrideshader = val;
|
|
}
|
|
|
|
bool RAS_OpenGLRasterizer::GetUsingOverrideShader()
|
|
{
|
|
return m_usingoverrideshader;
|
|
}
|
|
|