blender/source/gameengine/Rasterizer/RAS_IRasterizer.h
Erwin Coumans 2e6d576182 Sorry to break the cvs-closed status, so if you really need to make a new 2.40 build, just disable the game engine if it doesn't compile for a platform. Again, sorry if this breaks non-windows platforms, but I hope people help to get this amazing fix working for all platforms. Armature-fixing contribution from Snailrose. Also lots of cool things from Snailrose and Lagan.
Armatures are back
Split screen
Double sided lightning
Ambient lighting
Alpha test
Material IPO support (one per object atm)
Blender materials
GLSL shaders - Python access
Up to three texture samplers from the material panel ( 2D & Cube map )
Python access to a second set of uv coordinates

See http://www.elysiun.com/forum/viewtopic.php?t=58057
2006-01-06 03:46:54 +00:00

376 lines
9.5 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 *****
*/
#ifndef __RAS_IRASTERIZER
#define __RAS_IRASTERIZER
#ifdef WIN32
#pragma warning (disable:4786)
#endif
#include "MT_CmMatrix4x4.h"
#include "MT_Matrix4x4.h"
class RAS_ICanvas;
class RAS_IPolyMaterial;
#include "RAS_MaterialBucket.h"
/**
* 3D rendering device context interface.
*/
class RAS_IRasterizer
{
public:
RAS_IRasterizer(RAS_ICanvas* canv){};
virtual ~RAS_IRasterizer(){};
/**
*/
enum {
RAS_RENDER_3DPOLYGON_TEXT = 16384
};
/**
* Drawing types
*/
enum DrawType {
KX_BOUNDINGBOX = 1,
KX_WIREFRAME,
KX_SOLID,
KX_SHADED,
KX_TEXTURED
};
/**
* Valid SetDepthMask parameters
*/
enum DepthMask {
KX_DEPTHMASK_ENABLED =1,
KX_DEPTHMASK_DISABLED
};
/**
*/
enum {
KX_TWOSIDE = 512,
KX_LINES = 32768
};
/**
* Stereo mode types
*/
enum StereoMode {
RAS_STEREO_NOSTEREO = 1,
RAS_STEREO_QUADBUFFERED,
RAS_STEREO_ABOVEBELOW,
RAS_STEREO_INTERLACED,
RAS_STEREO_ANAGLYPH,
RAS_STEREO_SIDEBYSIDE,
RAS_STEREO_VINTERLACE,
RAS_STEREO_MAXSTEREO
};
/**
* Render pass identifiers for stereo.
*/
enum StereoEye {
RAS_STEREO_LEFTEYE = 1,
RAS_STEREO_RIGHTEYE
};
/**
* SetDepthMask enables or disables writing a fragment's depth value
* to the Z buffer.
*/
virtual void SetDepthMask(DepthMask depthmask)=0;
/**
* SetMaterial sets the material settings for subsequent primitives
* to be rendered with.
* The material will be cached.
*/
virtual bool SetMaterial(const RAS_IPolyMaterial& mat)=0;
/**
* Init initialises the renderer.
*/
virtual bool Init()=0;
/**
* Exit cleans up the renderer.
*/
virtual void Exit()=0;
/**
* BeginFrame is called at the start of each frame.
*/
virtual bool BeginFrame(int drawingmode, double time)=0;
/**
* ClearDepthBuffer clears the depth buffer.
*/
virtual void ClearDepthBuffer()=0;
/**
* ClearCachingInfo clears the currently cached material.
*/
virtual void ClearCachingInfo(void)=0;
/**
* EndFrame is called at the end of each frame.
*/
virtual void EndFrame()=0;
/**
* SetRenderArea sets the render area from the 2d canvas
*/
virtual void SetRenderArea()=0;
// Stereo Functions
/**
* SetStereoMode will set the stereo mode
*/
virtual void SetStereoMode(const StereoMode stereomode)=0;
/**
* Stereo can be used to query if the rasterizer is in stereo mode.
* @return true if stereo mode is enabled.
*/
virtual bool Stereo()=0;
/**
* Sets which eye buffer subsequent primitives will be rendered to.
*/
virtual void SetEye(const StereoEye eye)=0;
virtual StereoEye GetEye()=0;
/**
* Sets the distance between eyes for stereo mode.
*/
virtual void SetEyeSeparation(const float eyeseparation)=0;
virtual float GetEyeSeparation() = 0;
/**
* Sets the focal length for stereo mode.
*/
virtual void SetFocalLength(const float focallength)=0;
virtual float GetFocalLength() = 0;
/**
* SwapBuffers swaps the back buffer with the front buffer.
*/
virtual void SwapBuffers()=0;
// Drawing Functions
/**
* IndexPrimitives: Renders primitives.
* @param vertexarrays is an array of vertex arrays
* @param indexarrays is an array of index arrays
* @param mode determines the type of primitive stored in the vertex/index arrays:
* 0 triangles
* 1 lines (default)
* 2 quads
* @param polymat (reserved)
* @param useObjectColor will render the object using @param rgbacolor instead of
* vertex colours.
*/
virtual void IndexPrimitives( const vecVertexArray& vertexarrays,
const vecIndexArrays & indexarrays,
int mode,
class RAS_IPolyMaterial* polymat,
class RAS_IRenderTools* rendertools,
bool useObjectColor,
const MT_Vector4& rgbacolor)=0;
/**
* @copydoc IndexPrimitives
* IndexPrimitivesEx will renormalize faces if @param vertexarrays[i].getFlag() & TV_CALCFACENORMAL
*/
virtual void IndexPrimitives_Ex( const vecVertexArray& vertexarrays,
const vecIndexArrays & indexarrays,
int mode,
class RAS_IPolyMaterial* polymat,
class RAS_IRenderTools* rendertools,
bool useObjectColor,
const MT_Vector4& rgbacolor)=0;
/**
* IndexPrimitives_3DText will render text into the polygons.
* The text to be rendered is from @param rendertools client object's text property.
*/
virtual void IndexPrimitives_3DText( const vecVertexArray& vertexarrays,
const vecIndexArrays & indexarrays,
int mode,
class RAS_IPolyMaterial* polymat,
class RAS_IRenderTools* rendertools,
bool useObjectColor,
const MT_Vector4& rgbacolor)=0;
virtual void IndexPrimitivesMulti(
const vecVertexArray& vertexarrays,
const vecIndexArrays & indexarrays,
int mode,
class RAS_IPolyMaterial* polymat,
class RAS_IRenderTools* rendertools,
bool useObjectColor,
const MT_Vector4& rgbacolor)=0;
virtual void IndexPrimitivesMulti_Ex(
const vecVertexArray& vertexarrays,
const vecIndexArrays & indexarrays,
int mode,
class RAS_IPolyMaterial* polymat,
class RAS_IRenderTools* rendertools,
bool useObjectColor,
const MT_Vector4& rgbacolor)=0;
virtual void SetProjectionMatrix(MT_CmMatrix4x4 & mat)=0;
/* This one should become our final version, methinks. */
/**
* Set the projection matrix for the rasterizer. This projects
* from camera coordinates to window coordinates.
* @param mat The projection matrix.
*/
virtual void SetProjectionMatrix(const MT_Matrix4x4 & mat)=0;
/**
* Sets the modelview matrix.
*/
virtual void SetViewMatrix(const MT_Matrix4x4 & mat,
const MT_Vector3& campos,
const MT_Point3 &camLoc,
const MT_Quaternion &camOrientQuat)=0;
/**
*/
virtual const MT_Point3& GetCameraPosition()=0;
/**
*/
virtual void LoadViewMatrix()=0;
/**
*/
virtual void SetFog(float start,
float dist,
float r,
float g,
float b)=0;
virtual void SetFogColor(float r,
float g,
float b)=0;
virtual void SetFogStart(float start)=0;
/**
*/
virtual void SetFogEnd(float end)=0;
/**
*/
virtual void DisplayFog()=0;
/**
*/
virtual void DisableFog()=0;
virtual void SetBackColor(float red,
float green,
float blue,
float alpha)=0;
/**
* @param drawingmode = KX_BOUNDINGBOX, KX_WIREFRAME, KX_SOLID, KX_SHADED or KX_TEXTURED.
*/
virtual void SetDrawingMode(int drawingmode)=0;
/**
* @return the current drawing mode: KX_BOUNDINGBOX, KX_WIREFRAME, KX_SOLID, KX_SHADED or KX_TEXTURED.
*/
virtual int GetDrawingMode()=0;
/**
*/
virtual void EnableTextures(bool enable)=0;
/**
* Sets face culling
*/
virtual void SetCullFace(bool enable)=0;
/**
* Sets wireframe mode.
*/
virtual void SetLines(bool enable)=0;
/**
*/
virtual double GetTime()=0;
/**
* Generates a projection matrix from the specified frustum.
* @param left the left clipping plane
* @param right the right clipping plane
* @param bottom the bottom clipping plane
* @param top the top clipping plane
* @param frustnear the near clipping plane
* @param frustfar the far clipping plane
* @return a 4x4 matrix representing the projection transform.
*/
virtual MT_Matrix4x4 GetFrustumMatrix(
float left,
float right,
float bottom,
float top,
float frustnear,
float frustfar,
bool perspective = true
)=0;
/**
* Sets the specular colour component of the lighting equation.
*/
virtual void SetSpecularity(float specX,
float specY,
float specZ,
float specval)=0;
/**
* Sets the specular exponent component of the lighting equation.
*/
virtual void SetShinyness(float shiny)=0;
/**
* Sets the diffuse colour component of the lighting equation.
*/
virtual void SetDiffuse(float difX,
float difY,
float difZ,
float diffuse)=0;
/**
* Sets the emissive colour component of the lighting equation.
*/
virtual void SetEmissive(float eX,
float eY,
float eZ,
float e
)=0;
virtual void SetAmbientColor(float red, float green, float blue)=0;
virtual void SetAmbient(float factor)=0;
/**
* Sets alpha testing
*/
virtual void SetAlphaTest(bool enable)=0;
/**
* Sets a polygon offset. z depth will be: z1 = mult*z0 + add
*/
virtual void SetPolygonOffset(float mult, float add) = 0;
virtual void DrawDebugLine(const MT_Vector3& from,const MT_Vector3& to,const MT_Vector3& color)=0;
};
#endif //__RAS_IRASTERIZER