forked from bartvdbraak/blender
e0189e3a96
this gameengine source file that depends on it.
273 lines
6.4 KiB
C++
273 lines
6.4 KiB
C++
/**
|
|
* $Id$
|
|
* ***** BEGIN GPL/BL DUAL 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. The Blender
|
|
* Foundation also sells licenses for use in proprietary software under
|
|
* the Blender License. See http://www.blender.org/BL/ for information
|
|
* about this.
|
|
*
|
|
* 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., 59 Temple Place - Suite 330, Boston, MA 02111-1307, 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/BL DUAL LICENSE BLOCK *****
|
|
*/
|
|
|
|
#include "KX_BlenderGL.h"
|
|
|
|
#ifdef HAVE_CONFIG_H
|
|
#include <config.h>
|
|
#endif
|
|
|
|
/*
|
|
* This little block needed for linking to Blender...
|
|
*/
|
|
#ifdef WIN32
|
|
#include "BLI_winstuff.h"
|
|
#endif
|
|
|
|
#include <stdlib.h>
|
|
#include <string.h>
|
|
|
|
#include "BMF_Api.h"
|
|
|
|
|
|
|
|
/* Data types encoding the game world: */
|
|
#include "DNA_object_types.h"
|
|
#include "DNA_scene_types.h"
|
|
#include "DNA_screen_types.h"
|
|
#include "DNA_camera_types.h"
|
|
#include "DNA_world_types.h"
|
|
#include "DNA_mesh_types.h"
|
|
#include "DNA_meshdata_types.h"
|
|
#include "DNA_image_types.h"
|
|
#include "DNA_view3d_types.h"
|
|
#include "DNA_material_types.h"
|
|
|
|
#include "BKE_global.h"
|
|
#include "BKE_bmfont.h"
|
|
|
|
#include "BIF_gl.h"
|
|
extern "C" {
|
|
#include "BDR_drawmesh.h"
|
|
#include "BIF_mywindow.h"
|
|
#include "BIF_toolbox.h"
|
|
#include "BIF_graphics.h" /* For CURSOR_NONE CURSOR_WAIT CURSOR_STD */
|
|
|
|
}
|
|
|
|
/* end of blender block */
|
|
|
|
#ifdef __APPLE__
|
|
#include <OpenGL/gl.h>
|
|
#else
|
|
#include <GL/gl.h>
|
|
#endif
|
|
|
|
/* was in drawmesh.c */
|
|
void spack(unsigned int ucol)
|
|
{
|
|
char *cp= (char *)&ucol;
|
|
|
|
glColor3ub(cp[3], cp[2], cp[1]);
|
|
}
|
|
|
|
void BL_warp_pointer(int x,int y)
|
|
{
|
|
warp_pointer(x,y);
|
|
}
|
|
|
|
void BL_SwapBuffers()
|
|
{
|
|
myswapbuffers();
|
|
}
|
|
|
|
void BL_RenderText(int mode,const char* textstr,int textlen,struct TFace* tface,
|
|
float v1[3],float v2[3],float v3[3],float v4[3])
|
|
{
|
|
Image* ima;
|
|
|
|
if(mode & TF_BMFONT) {
|
|
//char string[MAX_PROPSTRING];
|
|
int characters, index, character;
|
|
float centerx, centery, sizex, sizey, transx, transy, movex, movey, advance;
|
|
|
|
// bProperty *prop;
|
|
|
|
// string = "Frank van Beek";
|
|
|
|
characters = textlen;
|
|
|
|
ima = (struct Image*) tface->tpage;
|
|
if (ima == NULL) {
|
|
characters = 0;
|
|
}
|
|
|
|
glPushMatrix();
|
|
for (index = 0; index < characters; index++) {
|
|
// lets calculate offset stuff
|
|
character = textstr[index];
|
|
|
|
// space starts at offset 1
|
|
// character = character - ' ' + 1;
|
|
|
|
matrixGlyph(ima->ibuf, character, & centerx, ¢ery, &sizex, &sizey, &transx, &transy, &movex, &movey, &advance);
|
|
|
|
glBegin(GL_POLYGON);
|
|
// printf(" %c %f %f %f %f\n", character, tface->uv[0][0], tface->uv[0][1], );
|
|
// glTexCoord2f((tface->uv[0][0] - centerx) * sizex + transx, (tface->uv[0][1] - centery) * sizey + transy);
|
|
glTexCoord2f((tface->uv[0][0] - centerx) * sizex + transx, (tface->uv[0][1] - centery) * sizey + transy);
|
|
|
|
spack(tface->col[0]);
|
|
// glVertex3fv(v1);
|
|
glVertex3f(sizex * v1[0] + movex, sizey * v1[1] + movey, v1[2]);
|
|
|
|
glTexCoord2f((tface->uv[1][0] - centerx) * sizex + transx, (tface->uv[1][1] - centery) * sizey + transy);
|
|
spack(tface->col[1]);
|
|
// glVertex3fv(v2);
|
|
glVertex3f(sizex * v2[0] + movex, sizey * v2[1] + movey, v2[2]);
|
|
|
|
glTexCoord2f((tface->uv[2][0] - centerx) * sizex + transx, (tface->uv[2][1] - centery) * sizey + transy);
|
|
spack(tface->col[2]);
|
|
// glVertex3fv(v3);
|
|
glVertex3f(sizex * v3[0] + movex, sizey * v3[1] + movey, v3[2]);
|
|
|
|
if(v4) {
|
|
// glTexCoord2f((tface->uv[3][0] - centerx) * sizex + transx, 1.0 - (1.0 - tface->uv[3][1]) * sizey - transy);
|
|
glTexCoord2f((tface->uv[3][0] - centerx) * sizex + transx, (tface->uv[3][1] - centery) * sizey + transy);
|
|
spack(tface->col[3]);
|
|
// glVertex3fv(v4);
|
|
glVertex3f(sizex * v4[0] + movex, sizey * v4[1] + movey, v4[2]);
|
|
}
|
|
glEnd();
|
|
|
|
glTranslatef(advance, 0.0, 0.0);
|
|
}
|
|
glPopMatrix();
|
|
|
|
}
|
|
}
|
|
|
|
|
|
void BL_print_gamedebug_line(char* text, int xco, int yco, int width, int height)
|
|
{
|
|
/* gl prepping */
|
|
glDisable(GL_TEXTURE_2D);
|
|
|
|
glMatrixMode(GL_PROJECTION);
|
|
glPushMatrix();
|
|
glLoadIdentity();
|
|
|
|
glOrtho(0, width,
|
|
0, height, 0, 1);
|
|
|
|
glMatrixMode(GL_MODELVIEW);
|
|
glPushMatrix();
|
|
glLoadIdentity();
|
|
glMatrixMode(GL_TEXTURE);
|
|
glPushMatrix();
|
|
glLoadIdentity();
|
|
|
|
/* the actual drawing */
|
|
glColor3ub(255, 255, 255);
|
|
glRasterPos2s(xco, height-yco);
|
|
BMF_DrawString(G.fonts, text);
|
|
|
|
glMatrixMode(GL_TEXTURE);
|
|
glPopMatrix();
|
|
glMatrixMode(GL_PROJECTION);
|
|
glPopMatrix();
|
|
glMatrixMode(GL_MODELVIEW);
|
|
glPopMatrix();
|
|
glEnable(GL_DEPTH_TEST);
|
|
}
|
|
|
|
void BL_print_gamedebug_line_padded(char* text, int xco, int yco, int width, int height)
|
|
{
|
|
/* This is a rather important line :( The gl-mode hasn't been left
|
|
* behind quite as neatly as we'd have wanted to. I don't know
|
|
* what cause it, though :/ .*/
|
|
glDisable(GL_TEXTURE_2D);
|
|
|
|
glMatrixMode(GL_PROJECTION);
|
|
glPushMatrix();
|
|
glLoadIdentity();
|
|
|
|
glOrtho(0, width,
|
|
0, height, 0, 1);
|
|
|
|
glMatrixMode(GL_MODELVIEW);
|
|
glPushMatrix();
|
|
glLoadIdentity();
|
|
glMatrixMode(GL_TEXTURE);
|
|
glPushMatrix();
|
|
glLoadIdentity();
|
|
|
|
/* draw in black first*/
|
|
glColor3ub(0, 0, 0);
|
|
glRasterPos2s(xco+1, height-yco-1);
|
|
BMF_DrawString(G.fonts, text);
|
|
glColor3ub(255, 255, 255);
|
|
glRasterPos2s(xco, height-yco);
|
|
BMF_DrawString(G.fonts, text);
|
|
|
|
glMatrixMode(GL_TEXTURE);
|
|
glPopMatrix();
|
|
glMatrixMode(GL_PROJECTION);
|
|
glPopMatrix();
|
|
glMatrixMode(GL_MODELVIEW);
|
|
glPopMatrix();
|
|
glEnable(GL_DEPTH_TEST);
|
|
}
|
|
|
|
void BL_HideMouse()
|
|
{
|
|
set_cursor(CURSOR_NONE);
|
|
}
|
|
|
|
|
|
void BL_WaitMouse()
|
|
{
|
|
set_cursor(CURSOR_WAIT);
|
|
}
|
|
|
|
|
|
void BL_NormalMouse()
|
|
{
|
|
set_cursor(CURSOR_STD);
|
|
}
|
|
#define MAX_FILE_LENGTH 512
|
|
|
|
|
|
void BL_MakeScreenShot(struct ScrArea *area, const char* filename)
|
|
{
|
|
char copyfilename[MAX_FILE_LENGTH];
|
|
strcpy(copyfilename,filename);
|
|
|
|
// filename read - only
|
|
|
|
/* XXX will need to change at some point */
|
|
BIF_screendump(0);
|
|
|
|
// write+read filename
|
|
write_screendump((char*) copyfilename);
|
|
}
|
|
|