forked from bartvdbraak/blender
1148 lines
26 KiB
C++
1148 lines
26 KiB
C++
/**
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* $Id$
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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., 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 LICENSE BLOCK *****
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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 "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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#include "BKE_DerivedMesh.h"
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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)
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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_seteyesep(false),
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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_texco_num(0),
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m_attrib_num(0),
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//m_last_blendmode(GPU_BLEND_SOLID),
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m_last_frontface(true),
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m_materialCachingInfo(0)
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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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}
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RAS_OpenGLRasterizer::~RAS_OpenGLRasterizer()
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{
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}
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bool RAS_OpenGLRasterizer::Init()
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{
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GPU_state_init();
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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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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_blendmode = GPU_BLEND_SOLID;
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GPU_set_material_blend_mode(GPU_BLEND_SOLID);
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glFrontFace(GL_CCW);
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m_last_frontface = true;
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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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return true;
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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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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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m_drawingmode = 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_blendmode = GPU_BLEND_SOLID;
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GPU_set_material_blend_mode(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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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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}
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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::FlushDebugLines()
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{
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if(!m_debugLines.size())
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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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glBegin(GL_LINES);
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for (unsigned int i=0;i<m_debugLines.size();i++)
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{
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glColor4f(m_debugLines[i].m_color[0],m_debugLines[i].m_color[1],m_debugLines[i].m_color[2],1.f);
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const MT_Scalar* fromPtr = &m_debugLines[i].m_from.x();
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const MT_Scalar* toPtr= &m_debugLines[i].m_to.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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if(light) glEnable(GL_LIGHTING);
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if(tex) glEnable(GL_TEXTURE_2D);
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m_debugLines.clear();
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}
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void RAS_OpenGLRasterizer::EndFrame()
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{
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FlushDebugLines();
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glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
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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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// 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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{
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case RAS_STEREO_LEFTEYE:
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// upper half of window
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m_2DCanvas->GetDisplayArea().SetLeft(0);
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m_2DCanvas->GetDisplayArea().SetBottom(m_2DCanvas->GetHeight() -
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int(m_2DCanvas->GetHeight() - m_noOfScanlines) / 2);
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m_2DCanvas->GetDisplayArea().SetRight(int(m_2DCanvas->GetWidth()));
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m_2DCanvas->GetDisplayArea().SetTop(int(m_2DCanvas->GetHeight()));
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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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m_2DCanvas->GetDisplayArea().SetLeft(0);
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m_2DCanvas->GetDisplayArea().SetBottom(0);
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m_2DCanvas->GetDisplayArea().SetRight(int(m_2DCanvas->GetWidth()));
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m_2DCanvas->GetDisplayArea().SetTop(int(m_2DCanvas->GetHeight() - m_noOfScanlines) / 2);
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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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m_2DCanvas->GetDisplayArea().SetLeft(0);
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m_2DCanvas->GetDisplayArea().SetBottom(0);
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m_2DCanvas->GetDisplayArea().SetRight(m_2DCanvas->GetWidth()/2);
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m_2DCanvas->GetDisplayArea().SetTop(m_2DCanvas->GetHeight());
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break;
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case RAS_STEREO_RIGHTEYE:
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// Right half of window
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m_2DCanvas->GetDisplayArea().SetLeft(m_2DCanvas->GetWidth()/2);
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m_2DCanvas->GetDisplayArea().SetBottom(0);
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m_2DCanvas->GetDisplayArea().SetRight(m_2DCanvas->GetWidth());
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m_2DCanvas->GetDisplayArea().SetTop(m_2DCanvas->GetHeight());
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break;
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}
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break;
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default:
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// every available pixel
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m_2DCanvas->GetDisplayArea().SetLeft(0);
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m_2DCanvas->GetDisplayArea().SetBottom(0);
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m_2DCanvas->GetDisplayArea().SetRight(int(m_2DCanvas->GetWidth()));
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m_2DCanvas->GetDisplayArea().SetTop(int(m_2DCanvas->GetHeight()));
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break;
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}
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}
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void RAS_OpenGLRasterizer::SetStereoMode(const StereoMode stereomode)
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{
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m_stereomode = stereomode;
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}
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RAS_IRasterizer::StereoMode RAS_OpenGLRasterizer::GetStereoMode()
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{
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return m_stereomode;
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}
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bool RAS_OpenGLRasterizer::Stereo()
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{
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if(m_stereomode > RAS_STEREO_NOSTEREO) // > 0
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return true;
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else
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return false;
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}
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bool RAS_OpenGLRasterizer::InterlacedStereo()
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{
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return m_stereomode == RAS_STEREO_VINTERLACE || m_stereomode == RAS_STEREO_INTERLACED;
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}
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void RAS_OpenGLRasterizer::SetEye(const StereoEye eye)
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{
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m_curreye = eye;
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switch (m_stereomode)
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{
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case RAS_STEREO_QUADBUFFERED:
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glDrawBuffer(m_curreye == RAS_STEREO_LEFTEYE ? GL_BACK_LEFT : GL_BACK_RIGHT);
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break;
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case RAS_STEREO_ANAGLYPH:
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if (m_curreye == RAS_STEREO_LEFTEYE)
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{
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glColorMask(GL_FALSE, GL_TRUE, GL_TRUE, GL_FALSE);
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} else {
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//glAccum(GL_LOAD, 1.0);
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glColorMask(GL_TRUE, GL_FALSE, GL_FALSE, GL_FALSE);
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ClearDepthBuffer();
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}
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break;
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case RAS_STEREO_VINTERLACE:
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{
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glEnable(GL_POLYGON_STIPPLE);
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glPolygonStipple((const GLubyte*) ((m_curreye == RAS_STEREO_LEFTEYE) ? left_eye_vinterlace_mask : right_eye_vinterlace_mask));
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if (m_curreye == RAS_STEREO_RIGHTEYE)
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ClearDepthBuffer();
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break;
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}
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case RAS_STEREO_INTERLACED:
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{
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glEnable(GL_POLYGON_STIPPLE);
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glPolygonStipple((const GLubyte*) &hinterlace_mask[m_curreye == RAS_STEREO_LEFTEYE?0:1]);
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if (m_curreye == RAS_STEREO_RIGHTEYE)
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ClearDepthBuffer();
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break;
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}
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default:
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break;
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}
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}
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RAS_IRasterizer::StereoEye RAS_OpenGLRasterizer::GetEye()
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{
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return m_curreye;
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}
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void RAS_OpenGLRasterizer::SetEyeSeparation(const float eyeseparation)
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{
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m_eyeseparation = eyeseparation;
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m_seteyesep = true;
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}
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float RAS_OpenGLRasterizer::GetEyeSeparation()
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{
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return m_eyeseparation;
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}
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void RAS_OpenGLRasterizer::SetFocalLength(const float focallength)
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{
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m_focallength = focallength;
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m_setfocallength = true;
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}
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float RAS_OpenGLRasterizer::GetFocalLength()
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{
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return m_focallength;
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}
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void RAS_OpenGLRasterizer::SwapBuffers()
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{
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m_2DCanvas->SwapBuffers();
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}
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|
|
|
|
|
|
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_UV1)
|
|
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)
|
|
{
|
|
// this changes from material to material
|
|
if(unit < RAS_MAX_ATTRIB)
|
|
m_attrib[unit] = coords;
|
|
}
|
|
|
|
void RAS_OpenGLRasterizer::TexCoord(const RAS_TexVert &tv)
|
|
{
|
|
int unit;
|
|
|
|
if(GLEW_ARB_multitexture) {
|
|
for(unit=0; unit<m_texco_num; unit++) {
|
|
if(tv.getFlag() & RAS_TexVert::SECOND_UV && (int)tv.getUnit() == unit) {
|
|
glMultiTexCoord2fvARB(GL_TEXTURE0_ARB+unit, tv.getUV2());
|
|
continue;
|
|
}
|
|
switch(m_texco[unit]) {
|
|
case RAS_TEXCO_ORCO:
|
|
case RAS_TEXCO_GLOB:
|
|
glMultiTexCoord3fvARB(GL_TEXTURE0_ARB+unit, tv.getXYZ());
|
|
break;
|
|
case RAS_TEXCO_UV1:
|
|
glMultiTexCoord2fvARB(GL_TEXTURE0_ARB+unit, tv.getUV1());
|
|
break;
|
|
case RAS_TEXCO_NORM:
|
|
glMultiTexCoord3fvARB(GL_TEXTURE0_ARB+unit, tv.getNormal());
|
|
break;
|
|
case RAS_TEXTANGENT:
|
|
glMultiTexCoord4fvARB(GL_TEXTURE0_ARB+unit, tv.getTangent());
|
|
break;
|
|
case RAS_TEXCO_UV2:
|
|
glMultiTexCoord2fvARB(GL_TEXTURE0_ARB+unit, tv.getUV2());
|
|
break;
|
|
default:
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|
|
if(GLEW_ARB_vertex_program) {
|
|
for(unit=0; unit<m_attrib_num; unit++) {
|
|
switch(m_attrib[unit]) {
|
|
case RAS_TEXCO_ORCO:
|
|
case RAS_TEXCO_GLOB:
|
|
glVertexAttrib3fvARB(unit, tv.getXYZ());
|
|
break;
|
|
case RAS_TEXCO_UV1:
|
|
glVertexAttrib2fvARB(unit, tv.getUV1());
|
|
break;
|
|
case RAS_TEXCO_NORM:
|
|
glVertexAttrib3fvARB(unit, tv.getNormal());
|
|
break;
|
|
case RAS_TEXTANGENT:
|
|
glVertexAttrib4fvARB(unit, tv.getTangent());
|
|
break;
|
|
case RAS_TEXCO_UV2:
|
|
glVertexAttrib2fvARB(unit, tv.getUV2());
|
|
break;
|
|
case RAS_TEXCO_VCOL:
|
|
glVertexAttrib4ubvARB(unit, tv.getRGBA());
|
|
break;
|
|
default:
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|
|
}
|
|
|
|
void RAS_OpenGLRasterizer::IndexPrimitives(RAS_MeshSlot& ms)
|
|
{
|
|
IndexPrimitivesInternal(ms, false);
|
|
}
|
|
|
|
void RAS_OpenGLRasterizer::IndexPrimitivesMulti(RAS_MeshSlot& ms)
|
|
{
|
|
IndexPrimitivesInternal(ms, true);
|
|
}
|
|
|
|
static bool current_wireframe;
|
|
static RAS_MaterialBucket *current_bucket;
|
|
static RAS_IPolyMaterial *current_polymat;
|
|
static RAS_MeshSlot *current_ms;
|
|
static RAS_MeshObject *current_mesh;
|
|
static int current_blmat_nr;
|
|
static GPUVertexAttribs current_gpu_attribs;
|
|
static int CheckMaterialDM(int matnr, void *attribs)
|
|
{
|
|
// only draw the current material
|
|
if (matnr != current_blmat_nr)
|
|
return 0;
|
|
GPUVertexAttribs *gattribs = (GPUVertexAttribs *)attribs;
|
|
if (gattribs)
|
|
memcpy(gattribs, ¤t_gpu_attribs, sizeof(GPUVertexAttribs));
|
|
return 1;
|
|
}
|
|
static int CheckTexfaceDM(void *mcol, int index)
|
|
{
|
|
|
|
// index is the original face index, retrieve the polygon
|
|
RAS_Polygon* polygon = (index >= 0 && index < current_mesh->NumPolygons()) ?
|
|
current_mesh->GetPolygon(index) : NULL;
|
|
if (polygon && polygon->GetMaterial() == current_bucket) {
|
|
// must handle color.
|
|
if (current_wireframe)
|
|
return 2;
|
|
if (current_ms->m_bObjectColor) {
|
|
MT_Vector4& rgba = current_ms->m_RGBAcolor;
|
|
glColor4d(rgba[0], rgba[1], rgba[2], rgba[3]);
|
|
// don't use mcol
|
|
return 2;
|
|
}
|
|
if (!mcol) {
|
|
// we have to set the color from the material
|
|
unsigned char rgba[4];
|
|
current_polymat->GetMaterialRGBAColor(rgba);
|
|
glColor4ubv((const GLubyte *)rgba);
|
|
return 2;
|
|
}
|
|
return 1;
|
|
}
|
|
return 0;
|
|
}
|
|
|
|
void RAS_OpenGLRasterizer::IndexPrimitivesInternal(RAS_MeshSlot& ms, bool multi)
|
|
{
|
|
bool obcolor = ms.m_bObjectColor;
|
|
bool wireframe = m_drawingmode <= KX_WIREFRAME;
|
|
MT_Vector4& rgba = ms.m_RGBAcolor;
|
|
RAS_MeshSlot::iterator it;
|
|
|
|
if (ms.m_pDerivedMesh) {
|
|
// mesh data is in derived mesh,
|
|
current_bucket = ms.m_bucket;
|
|
current_polymat = current_bucket->GetPolyMaterial();
|
|
current_ms = &ms;
|
|
current_mesh = ms.m_mesh;
|
|
current_wireframe = wireframe;
|
|
MCol *mcol = (MCol*)ms.m_pDerivedMesh->getTessFaceDataArray(ms.m_pDerivedMesh, CD_MCOL);
|
|
if (current_polymat->GetFlag() & RAS_BLENDERGLSL) {
|
|
// GetMaterialIndex return the original mface material index,
|
|
// increment by 1 to match what derived mesh is doing
|
|
current_blmat_nr = current_polymat->GetMaterialIndex()+1;
|
|
// For GLSL we need to retrieve the GPU material attribute
|
|
Material* blmat = current_polymat->GetBlenderMaterial();
|
|
Scene* blscene = current_polymat->GetBlenderScene();
|
|
if (!wireframe && blscene && blmat)
|
|
GPU_material_vertex_attributes(GPU_material_from_blender(blscene, blmat), ¤t_gpu_attribs);
|
|
else
|
|
memset(¤t_gpu_attribs, 0, sizeof(current_gpu_attribs));
|
|
// DM draw can mess up blending mode, restore at the end
|
|
int current_blend_mode = GPU_get_material_blend_mode();
|
|
ms.m_pDerivedMesh->drawFacesGLSL(ms.m_pDerivedMesh, CheckMaterialDM);
|
|
GPU_set_material_blend_mode(current_blend_mode);
|
|
} else {
|
|
ms.m_pDerivedMesh->drawMappedFacesTex(ms.m_pDerivedMesh, CheckTexfaceDM, mcol);
|
|
}
|
|
return;
|
|
}
|
|
// iterate over display arrays, each containing an index + vertex 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
|
|
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 drawing
|
|
if(it.array->m_type == RAS_DisplayArray::TRIANGLE)
|
|
glBegin(GL_TRIANGLES);
|
|
else
|
|
glBegin(GL_QUADS);
|
|
|
|
for(i=0; i<it.totindex; i+=numvert)
|
|
{
|
|
if(obcolor)
|
|
glColor4d(rgba[0], rgba[1], rgba[2], rgba[3]);
|
|
|
|
for(j=0; j<numvert; j++) {
|
|
vertex = &it.vertex[it.index[i+j]];
|
|
|
|
if(!wireframe) {
|
|
if(!obcolor)
|
|
glColor4ubv((const GLubyte *)(vertex->getRGBA()));
|
|
|
|
glNormal3fv(vertex->getNormal());
|
|
|
|
if(multi)
|
|
TexCoord(*vertex);
|
|
else
|
|
glTexCoord2fv(vertex->getUV1());
|
|
}
|
|
|
|
glVertex3fv(vertex->getXYZ());
|
|
}
|
|
}
|
|
|
|
glEnd();
|
|
}
|
|
}
|
|
}
|
|
|
|
void RAS_OpenGLRasterizer::SetProjectionMatrix(MT_CmMatrix4x4 &mat)
|
|
{
|
|
glMatrixMode(GL_PROJECTION);
|
|
double* matrix = &mat(0,0);
|
|
glLoadMatrixd(matrix);
|
|
|
|
m_camortho= (mat(3, 3) != 0.0f);
|
|
}
|
|
|
|
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] != 0.0f);
|
|
}
|
|
|
|
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;
|
|
// next 2 params should be specified on command line and in Blender publisher
|
|
if (!m_setfocallength)
|
|
m_focallength = (focallength == 0.f) ? 1.5 * right // derived from example
|
|
: focallength;
|
|
if (!m_seteyesep)
|
|
m_eyeseparation = m_focallength/30; // reasonable value...
|
|
|
|
near_div_focallength = frustnear / m_focallength;
|
|
switch(m_curreye)
|
|
{
|
|
case RAS_STEREO_LEFTEYE:
|
|
left += 0.5 * m_eyeseparation * near_div_focallength;
|
|
right += 0.5 * m_eyeseparation * near_div_focallength;
|
|
break;
|
|
case RAS_STEREO_RIGHTEYE:
|
|
left -= 0.5 * m_eyeseparation * near_div_focallength;
|
|
right -= 0.5 * m_eyeseparation * near_div_focallength;
|
|
break;
|
|
}
|
|
// leave bottom, top, 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::SetBlendingMode(int blendmode)
|
|
{
|
|
GPU_set_material_blend_mode(blendmode);
|
|
/*
|
|
if(blendmode == m_last_blendmode)
|
|
return;
|
|
|
|
if(blendmode == GPU_BLEND_SOLID) {
|
|
glDisable(GL_BLEND);
|
|
glDisable(GL_ALPHA_TEST);
|
|
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
|
|
}
|
|
else if(blendmode == GPU_BLEND_ADD) {
|
|
glBlendFunc(GL_ONE, GL_ONE);
|
|
glEnable(GL_BLEND);
|
|
glDisable(GL_ALPHA_TEST);
|
|
}
|
|
else if(blendmode == 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(blendmode == GPU_BLEND_CLIP) {
|
|
glDisable(GL_BLEND);
|
|
glEnable(GL_ALPHA_TEST);
|
|
glAlphaFunc(GL_GREATER, 0.5f);
|
|
}
|
|
|
|
m_last_blendmode = blendmode;
|
|
*/
|
|
}
|
|
|
|
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;
|
|
}
|
|
|