blender/source/gameengine/BlenderRoutines/KX_BlenderGL.cpp

349 lines
8.2 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 gameengine/BlenderRoutines/KX_BlenderGL.cpp
* \ingroup blroutines
*/
#include "KX_BlenderGL.h"
/*
* This little block needed for linking to Blender...
*/
#ifdef WIN32
#include <vector>
#include "BLI_winstuff.h"
#endif
#include <stdlib.h>
#include <string.h>
#include "GL/glew.h"
#include "MEM_guardedalloc.h"
#include "BL_Material.h" // MAXTEX
/* 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 "DNA_space_types.h"
#include "DNA_windowmanager_types.h"
#include "BKE_global.h"
#include "BKE_main.h"
#include "BKE_bmfont.h"
#include "BKE_image.h"
#include "BLI_path_util.h"
#include "BLI_string.h"
extern "C" {
#include "IMB_imbuf_types.h"
#include "IMB_imbuf.h"
#include "WM_api.h"
#include "WM_types.h"
#include "wm_event_system.h"
#include "wm_cursors.h"
#include "wm_window.h"
#include "BLF_api.h"
}
/* end of blender block */
void BL_warp_pointer(wmWindow *win, int x,int y)
{
WM_cursor_warp(win, x, y);
}
void BL_SwapBuffers(wmWindow *win)
{
wm_window_swap_buffers(win);
}
void BL_MakeDrawable(wmWindowManager *wm, wmWindow *win)
{
wm_window_make_drawable(wm, win);
}
void BL_SetSwapInterval(struct wmWindow *win, int interval)
{
wm_window_set_swap_interval(win, interval);
}
int BL_GetSwapInterval(struct wmWindow *win)
{
return wm_window_get_swap_interval(win);
}
static void DisableForText()
{
glPolygonMode(GL_FRONT_AND_BACK, GL_FILL); /* needed for texture fonts otherwise they render as wireframe */
glDisable(GL_BLEND);
glDisable(GL_ALPHA_TEST);
glDisable(GL_LIGHTING);
glDisable(GL_COLOR_MATERIAL);
if (GLEW_ARB_multitexture) {
for (int i=0; i<MAXTEX; i++) {
glActiveTextureARB(GL_TEXTURE0_ARB+i);
if (GLEW_ARB_texture_cube_map)
glDisable(GL_TEXTURE_CUBE_MAP_ARB);
glDisable(GL_TEXTURE_2D);
}
glActiveTextureARB(GL_TEXTURE0_ARB);
}
else {
if (GLEW_ARB_texture_cube_map)
glDisable(GL_TEXTURE_CUBE_MAP_ARB);
glDisable(GL_TEXTURE_2D);
}
}
void BL_draw_gamedebug_box(int xco, int yco, int width, int height, float percentage)
{
/* 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_DEPTH_TEST);
glMatrixMode(GL_PROJECTION);
glPushMatrix();
glLoadIdentity();
glOrtho(0, width, 0, height, -100, 100);
glMatrixMode(GL_MODELVIEW);
glPushMatrix();
glLoadIdentity();
yco = height - yco;
int barsize = 50;
/* draw in black first*/
glColor3ub(0, 0, 0);
glBegin(GL_QUADS);
glVertex2f(xco + 1 + 1 + barsize * percentage, yco - 1 + 10);
glVertex2f(xco + 1, yco - 1 + 10);
glVertex2f(xco + 1, yco - 1);
glVertex2f(xco + 1 + 1 + barsize * percentage, yco - 1);
glEnd();
glColor3ub(255, 255, 255);
glBegin(GL_QUADS);
glVertex2f(xco + 1 + barsize * percentage, yco + 10);
glVertex2f(xco, yco + 10);
glVertex2f(xco, yco);
glVertex2f(xco + 1 + barsize * percentage, yco);
glEnd();
glMatrixMode(GL_PROJECTION);
glPopMatrix();
glMatrixMode(GL_MODELVIEW);
glPopMatrix();
glEnable(GL_DEPTH_TEST);
}
/* Print 3D text */
void BL_print_game_line(int fontid, const char *text, int size, int dpi, float *color, double *mat, float aspect)
{
/* gl prepping */
DisableForText();
/* the actual drawing */
glColor4fv(color);
/* multiply the text matrix by the object matrix */
BLF_enable(fontid, BLF_MATRIX|BLF_ASPECT);
BLF_matrix(fontid, mat);
/* aspect is the inverse scale that allows you to increase */
/* your resolution without sizing the final text size */
/* the bigger the size, the smaller the aspect */
BLF_aspect(fontid, aspect, aspect, aspect);
BLF_size(fontid, size, dpi);
BLF_position(fontid, 0, 0, 0);
BLF_draw(fontid, (char *)text, 65535);
BLF_disable(fontid, BLF_MATRIX|BLF_ASPECT);
}
void BL_print_gamedebug_line(const char *text, int xco, int yco, int width, int height)
{
/* gl prepping */
DisableForText();
glDisable(GL_DEPTH_TEST);
glMatrixMode(GL_PROJECTION);
glPushMatrix();
glLoadIdentity();
glOrtho(0, width, 0, height, -100, 100);
glMatrixMode(GL_MODELVIEW);
glPushMatrix();
glLoadIdentity();
/* the actual drawing */
glColor3ub(255, 255, 255);
BLF_size(blf_mono_font, 11, 72);
BLF_position(blf_mono_font, (float)xco, (float)(height-yco), 0.0f);
BLF_draw(blf_mono_font, (char *)text, 65535); /* XXX, use real len */
glMatrixMode(GL_PROJECTION);
glPopMatrix();
glMatrixMode(GL_MODELVIEW);
glPopMatrix();
glEnable(GL_DEPTH_TEST);
}
void BL_print_gamedebug_line_padded(const 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 :/ .*/
DisableForText();
glDisable(GL_DEPTH_TEST);
glMatrixMode(GL_PROJECTION);
glPushMatrix();
glLoadIdentity();
glOrtho(0, width, 0, height, -100, 100);
glMatrixMode(GL_MODELVIEW);
glPushMatrix();
glLoadIdentity();
/* draw in black first*/
glColor3ub(0, 0, 0);
BLF_size(blf_mono_font, 11, 72);
BLF_position(blf_mono_font, (float)xco+1, (float)(height-yco-1), 0.0f);
BLF_draw(blf_mono_font, (char *)text, 65535);/* XXX, use real len */
glColor3ub(255, 255, 255);
BLF_position(blf_mono_font, (float)xco, (float)(height-yco), 0.0f);
BLF_draw(blf_mono_font, (char *)text, 65535);
glMatrixMode(GL_PROJECTION);
glPopMatrix();
glMatrixMode(GL_MODELVIEW);
glPopMatrix();
glEnable(GL_DEPTH_TEST);
}
void BL_HideMouse(wmWindow *win)
{
WM_cursor_set(win, CURSOR_NONE);
}
void BL_WaitMouse(wmWindow *win)
{
WM_cursor_set(win, CURSOR_WAIT);
}
void BL_NormalMouse(wmWindow *win)
{
WM_cursor_set(win, CURSOR_STD);
}
/* get shot from frontbuffer sort of a copy from screendump.c */
static unsigned int *screenshot(ScrArea *curarea, int *dumpsx, int *dumpsy)
{
int x=0, y=0;
unsigned int *dumprect= NULL;
x= curarea->totrct.xmin;
y= curarea->totrct.ymin;
*dumpsx= curarea->totrct.xmax-x;
*dumpsy= curarea->totrct.ymax-y;
if (*dumpsx && *dumpsy) {
dumprect= (unsigned int *)MEM_mallocN(sizeof(int) * (*dumpsx) * (*dumpsy), "dumprect");
glReadBuffer(GL_FRONT);
glReadPixels(x, y, *dumpsx, *dumpsy, GL_RGBA, GL_UNSIGNED_BYTE, dumprect);
glFinish();
glReadBuffer(GL_BACK);
}
return dumprect;
}
/* based on screendump.c::screenshot_exec */
void BL_MakeScreenShot(bScreen *screen, ScrArea *curarea, const char *filename)
{
unsigned int *dumprect;
int dumpsx, dumpsy;
dumprect = screenshot(curarea, &dumpsx, &dumpsy);
if (dumprect) {
/* initialize image file format data */
Scene *scene = (screen)? screen->scene: NULL;
ImageFormatData im_format;
if (scene)
im_format = scene->r.im_format;
else
BKE_imformat_defaults(&im_format);
/* create file path */
char path[FILE_MAX];
BLI_strncpy(path, filename, sizeof(path));
BLI_path_abs(path, G.main->name);
BKE_add_image_extension_from_type(path, im_format.imtype);
/* create and save imbuf */
ImBuf *ibuf = IMB_allocImBuf(dumpsx, dumpsy, 24, 0);
ibuf->rect = dumprect;
BKE_imbuf_write_as(ibuf, path, &im_format, false);
ibuf->rect = NULL;
IMB_freeImBuf(ibuf);
MEM_freeN(dumprect);
}
}