[GameEngine] Commit all Kester's changes made to the gameengine to restore 2.25 like physics.

[SCons] Build with Solid as default when enabling the gameengine in the build process
[SCons] Build solid and qhull from the extern directory and link statically against them

That was about it.

There are a few things that needs double checking:

* Makefiles
* Projectfiles
* All the other systems than Linux and Windows on which the build (with scons) has been successfully tested.
This commit is contained in:
Nathan Letwory
2004-03-22 22:02:18 +00:00
parent 5b90aafbd6
commit 00291b5cf4
133 changed files with 9550 additions and 1534 deletions

View File

@@ -1,3 +1,33 @@
/**
* $Id$
* ***** 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 "RAS_OpenGLRasterizer.h"
#ifdef HAVE_CONFIG_H
@@ -23,8 +53,8 @@ RAS_OpenGLRasterizer::RAS_OpenGLRasterizer(RAS_ICanvas* canvas)
:RAS_IRasterizer(canvas),
m_2DCanvas(canvas),
m_fogenabled(false),
m_materialCachingInfo(0),
m_noOfScanlines(32)
m_noOfScanlines(32),
m_materialCachingInfo(0)
{
m_viewmatrix.Identity();
m_stereomode = RAS_STEREO_NOSTEREO;
@@ -314,11 +344,14 @@ void RAS_OpenGLRasterizer::SetDepthMask(int depthmask)
case KX_DEPTHMASK_ENABLED:
{
glDepthMask(GL_TRUE);
//glDisable ( GL_ALPHA_TEST );
break;
};
case KX_DEPTHMASK_DISABLED:
{
glDepthMask(GL_FALSE);
//glAlphaFunc ( GL_GREATER, 0.0 ) ;
//glEnable ( GL_ALPHA_TEST ) ;
break;
};
default:
@@ -441,7 +474,6 @@ void RAS_OpenGLRasterizer::IndexPrimitives(const vecVertexArray & vertexarrays,
const MT_Vector4& rgbacolor
)
{
static const GLsizei vtxstride = sizeof(RAS_TexVert);
GLenum drawmode;
switch (mode)
{
@@ -460,7 +492,7 @@ void RAS_OpenGLRasterizer::IndexPrimitives(const vecVertexArray & vertexarrays,
}
const RAS_TexVert* vertexarray ;
int numindices,vt;
unsigned int numindices,vt;
for (vt=0;vt<vertexarrays.size();vt++)
{
@@ -468,8 +500,6 @@ void RAS_OpenGLRasterizer::IndexPrimitives(const vecVertexArray & vertexarrays,
const KX_IndexArray & indexarray = (*indexarrays[vt]);
numindices = indexarray.size();
int numverts = vertexarrays[vt]->size();
if (!numindices)
break;
@@ -480,7 +510,7 @@ void RAS_OpenGLRasterizer::IndexPrimitives(const vecVertexArray & vertexarrays,
{
glBegin(GL_LINES);
vindex=0;
for (int i=0;i<numindices;i+=2)
for (unsigned int i=0;i<numindices;i+=2)
{
glVertex3fv(vertexarray[(indexarray[vindex++])].getLocalXYZ());
glVertex3fv(vertexarray[(indexarray[vindex++])].getLocalXYZ());
@@ -494,7 +524,7 @@ void RAS_OpenGLRasterizer::IndexPrimitives(const vecVertexArray & vertexarrays,
vindex=0;
if (useObjectColor)
{
for (int i=0;i<numindices;i+=4)
for (unsigned int i=0;i<numindices;i+=4)
{
glColor4d(rgbacolor[0], rgbacolor[1], rgbacolor[2], rgbacolor[3]);
@@ -509,7 +539,7 @@ void RAS_OpenGLRasterizer::IndexPrimitives(const vecVertexArray & vertexarrays,
glVertex3fv(vertexarray[(indexarray[vindex])].getLocalXYZ());
vindex++;
glNormal3sv(vertexarray[(indexarray[vindex])].getNormal());
glNormal3sv(vertexarray[(indexarray[vindex])].getNormal());
glTexCoord2fv(vertexarray[(indexarray[vindex])].getUV1());
glVertex3fv(vertexarray[(indexarray[vindex])].getLocalXYZ());
vindex++;
@@ -522,35 +552,31 @@ void RAS_OpenGLRasterizer::IndexPrimitives(const vecVertexArray & vertexarrays,
}
else
{
for (int i=0;i<numindices;i+=4)
for (unsigned int i=0;i<numindices;i+=4)
{
char *cp= (char *)&(vertexarray[(indexarray[vindex])].getRGBA());
// This looks curiously endian unsafe to me.
// However it depends on the way the colors are packed into
// the m_rgba field of RAS_TexVert
glColor4ub(cp[0], cp[1], cp[2], cp[3]);
glColor4ubv((const GLubyte *)&(vertexarray[(indexarray[vindex])].getRGBA()));
glNormal3sv(vertexarray[(indexarray[vindex])].getNormal());
glTexCoord2fv(vertexarray[(indexarray[vindex])].getUV1());
glVertex3fv(vertexarray[(indexarray[vindex])].getLocalXYZ());
vindex++;
cp= (char *)&(vertexarray[(indexarray[vindex])].getRGBA());
glColor4ub(cp[0], cp[1], cp[2], cp[3]);
glColor4ubv((const GLubyte *)&(vertexarray[(indexarray[vindex])].getRGBA()));
glNormal3sv(vertexarray[(indexarray[vindex])].getNormal());
glTexCoord2fv(vertexarray[(indexarray[vindex])].getUV1());
glVertex3fv(vertexarray[(indexarray[vindex])].getLocalXYZ());
vindex++;
cp= (char *)&(vertexarray[(indexarray[vindex])].getRGBA());
glColor4ub(cp[0], cp[1], cp[2], cp[3]);
glColor4ubv((const GLubyte *)&(vertexarray[(indexarray[vindex])].getRGBA()));
glNormal3sv(vertexarray[(indexarray[vindex])].getNormal());
glTexCoord2fv(vertexarray[(indexarray[vindex])].getUV1());
glVertex3fv(vertexarray[(indexarray[vindex])].getLocalXYZ());
vindex++;
cp= (char *)&(vertexarray[(indexarray[vindex])].getRGBA());
glColor4ub(cp[0], cp[1], cp[2], cp[3]);
glColor4ubv((const GLubyte *)&(vertexarray[(indexarray[vindex])].getRGBA()));
glNormal3sv(vertexarray[(indexarray[vindex])].getNormal());
glTexCoord2fv(vertexarray[(indexarray[vindex])].getUV1());
glVertex3fv(vertexarray[(indexarray[vindex])].getLocalXYZ());
@@ -566,7 +592,7 @@ void RAS_OpenGLRasterizer::IndexPrimitives(const vecVertexArray & vertexarrays,
vindex=0;
if (useObjectColor)
{
for (int i=0;i<numindices;i+=3)
for (unsigned int i=0;i<numindices;i+=3)
{
glColor4d(rgbacolor[0], rgbacolor[1], rgbacolor[2], rgbacolor[3]);
@@ -589,25 +615,22 @@ void RAS_OpenGLRasterizer::IndexPrimitives(const vecVertexArray & vertexarrays,
}
else
{
for (int i=0;i<numindices;i+=3)
for (unsigned int i=0;i<numindices;i+=3)
{
char *cp= (char *)&(vertexarray[(indexarray[vindex])].getRGBA());
glColor4ub(cp[0], cp[1], cp[2], cp[3]);
glColor4ubv((const GLubyte *)&(vertexarray[(indexarray[vindex])].getRGBA()));
glNormal3sv(vertexarray[(indexarray[vindex])].getNormal());
glTexCoord2fv(vertexarray[(indexarray[vindex])].getUV1());
glVertex3fv(vertexarray[(indexarray[vindex])].getLocalXYZ());
vindex++;
cp= (char *)&(vertexarray[(indexarray[vindex])].getRGBA());
glColor4ub(cp[0], cp[1], cp[2], cp[3]);
glColor4ubv((const GLubyte *)&(vertexarray[(indexarray[vindex])].getRGBA()));
glNormal3sv(vertexarray[(indexarray[vindex])].getNormal());
glTexCoord2fv(vertexarray[(indexarray[vindex])].getUV1());
glVertex3fv(vertexarray[(indexarray[vindex])].getLocalXYZ());
vindex++;
cp= (char *)&(vertexarray[(indexarray[vindex])].getRGBA());
glColor4ub(cp[0], cp[1], cp[2], cp[3]);
glColor4ubv((const GLubyte *)&(vertexarray[(indexarray[vindex])].getRGBA()));
glNormal3sv(vertexarray[(indexarray[vindex])].getNormal());
glTexCoord2fv(vertexarray[(indexarray[vindex])].getUV1());
glVertex3fv(vertexarray[(indexarray[vindex])].getLocalXYZ());
@@ -636,7 +659,6 @@ void RAS_OpenGLRasterizer::IndexPrimitives_Ex(const vecVertexArray & vertexarray
)
{
bool recalc;
static const GLsizei vtxstride = sizeof(RAS_TexVert);
GLenum drawmode;
switch (mode)
{
@@ -655,7 +677,7 @@ void RAS_OpenGLRasterizer::IndexPrimitives_Ex(const vecVertexArray & vertexarray
}
const RAS_TexVert* vertexarray ;
int numindices,vt;
unsigned int numindices,vt;
for (vt=0;vt<vertexarrays.size();vt++)
{
@@ -663,8 +685,6 @@ void RAS_OpenGLRasterizer::IndexPrimitives_Ex(const vecVertexArray & vertexarray
const KX_IndexArray & indexarray = (*indexarrays[vt]);
numindices = indexarray.size();
int numverts = vertexarrays[vt]->size();
if (!numindices)
break;
@@ -675,7 +695,7 @@ void RAS_OpenGLRasterizer::IndexPrimitives_Ex(const vecVertexArray & vertexarray
{
glBegin(GL_LINES);
vindex=0;
for (int i=0;i<numindices;i+=2)
for (unsigned int i=0;i<numindices;i+=2)
{
glVertex3fv(vertexarray[(indexarray[vindex++])].getLocalXYZ());
glVertex3fv(vertexarray[(indexarray[vindex++])].getLocalXYZ());
@@ -689,7 +709,7 @@ void RAS_OpenGLRasterizer::IndexPrimitives_Ex(const vecVertexArray & vertexarray
vindex=0;
if (useObjectColor)
{
for (int i=0;i<numindices;i+=4)
for (unsigned int i=0;i<numindices;i+=4)
{
MT_Point3 mv1, mv2, mv3, mv4, fnor;
/* Calc a new face normal */
@@ -739,9 +759,8 @@ void RAS_OpenGLRasterizer::IndexPrimitives_Ex(const vecVertexArray & vertexarray
}
else
{
for (int i=0;i<numindices;i+=4)
for (unsigned int i=0;i<numindices;i+=4)
{
char *cp= (char *)&(vertexarray[(indexarray[vindex])].getRGBA());
// This looks curiously endian unsafe to me.
// However it depends on the way the colors are packed into
// the m_rgba field of RAS_TexVert
@@ -765,31 +784,28 @@ void RAS_OpenGLRasterizer::IndexPrimitives_Ex(const vecVertexArray & vertexarray
glNormal3f(fnor[0], fnor[1], fnor[2]);
}
glColor4ub(cp[0], cp[1], cp[2], cp[3]);
glColor4ubv((const GLubyte *)&(vertexarray[(indexarray[vindex])].getRGBA()));
if (!recalc)
glNormal3sv(vertexarray[(indexarray[vindex])].getNormal());
glTexCoord2fv(vertexarray[(indexarray[vindex])].getUV1());
glVertex3fv(vertexarray[(indexarray[vindex])].getLocalXYZ());
vindex++;
cp= (char *)&(vertexarray[(indexarray[vindex])].getRGBA());
glColor4ub(cp[0], cp[1], cp[2], cp[3]);
glColor4ubv((const GLubyte *)&(vertexarray[(indexarray[vindex])].getRGBA()));
if (!recalc)
glNormal3sv(vertexarray[(indexarray[vindex])].getNormal());
glTexCoord2fv(vertexarray[(indexarray[vindex])].getUV1());
glVertex3fv(vertexarray[(indexarray[vindex])].getLocalXYZ());
vindex++;
cp= (char *)&(vertexarray[(indexarray[vindex])].getRGBA());
glColor4ub(cp[0], cp[1], cp[2], cp[3]);
glColor4ubv((const GLubyte *)&(vertexarray[(indexarray[vindex])].getRGBA()));
if (!recalc)
glNormal3sv(vertexarray[(indexarray[vindex])].getNormal());
glTexCoord2fv(vertexarray[(indexarray[vindex])].getUV1());
glVertex3fv(vertexarray[(indexarray[vindex])].getLocalXYZ());
vindex++;
cp= (char *)&(vertexarray[(indexarray[vindex])].getRGBA());
glColor4ub(cp[0], cp[1], cp[2], cp[3]);
glColor4ubv((const GLubyte *)&(vertexarray[(indexarray[vindex])].getRGBA()));
if (!recalc)
glNormal3sv(vertexarray[(indexarray[vindex])].getNormal());
glTexCoord2fv(vertexarray[(indexarray[vindex])].getUV1());
@@ -806,7 +822,7 @@ void RAS_OpenGLRasterizer::IndexPrimitives_Ex(const vecVertexArray & vertexarray
vindex=0;
if (useObjectColor)
{
for (int i=0;i<numindices;i+=3)
for (unsigned int i=0;i<numindices;i+=3)
{
MT_Point3 mv1, mv2, mv3, fnor;
/* Calc a new face normal */
@@ -848,7 +864,7 @@ void RAS_OpenGLRasterizer::IndexPrimitives_Ex(const vecVertexArray & vertexarray
}
else
{
for (int i=0;i<numindices;i+=3)
for (unsigned int i=0;i<numindices;i+=3)
{
MT_Point3 mv1, mv2, mv3, fnor;
/* Calc a new face normal */
@@ -868,24 +884,21 @@ void RAS_OpenGLRasterizer::IndexPrimitives_Ex(const vecVertexArray & vertexarray
glNormal3f(fnor[0], fnor[1], fnor[2]);
}
char *cp= (char *)&(vertexarray[(indexarray[vindex])].getRGBA());
glColor4ub(cp[0], cp[1], cp[2], cp[3]);
glColor4ubv((const GLubyte *)&(vertexarray[(indexarray[vindex])].getRGBA()));
if (!recalc)
glNormal3sv(vertexarray[(indexarray[vindex])].getNormal());
glTexCoord2fv(vertexarray[(indexarray[vindex])].getUV1());
glVertex3fv(vertexarray[(indexarray[vindex])].getLocalXYZ());
vindex++;
cp= (char *)&(vertexarray[(indexarray[vindex])].getRGBA());
glColor4ub(cp[0], cp[1], cp[2], cp[3]);
glColor4ubv((const GLubyte *)&(vertexarray[(indexarray[vindex])].getRGBA()));
if (!recalc)
glNormal3sv(vertexarray[(indexarray[vindex])].getNormal());
glTexCoord2fv(vertexarray[(indexarray[vindex])].getUV1());
glVertex3fv(vertexarray[(indexarray[vindex])].getLocalXYZ());
vindex++;
cp= (char *)&(vertexarray[(indexarray[vindex])].getRGBA());
glColor4ub(cp[0], cp[1], cp[2], cp[3]);
glColor4ubv((const GLubyte *)&(vertexarray[(indexarray[vindex])].getRGBA()));
if (!recalc)
glNormal3sv(vertexarray[(indexarray[vindex])].getNormal());
glTexCoord2fv(vertexarray[(indexarray[vindex])].getUV1());
@@ -916,8 +929,6 @@ void RAS_OpenGLRasterizer::IndexPrimitives_3DText(const vecVertexArray & vertexa
const MT_Vector4& rgbacolor
)
{
unsigned char* mypointer=NULL;
static const GLsizei vtxstride = sizeof(RAS_TexVert);
GLenum drawmode;
switch (mode)
{
@@ -937,8 +948,7 @@ void RAS_OpenGLRasterizer::IndexPrimitives_3DText(const vecVertexArray & vertexa
const RAS_TexVert* vertexarray ;
int numindices ;
int vt;
unsigned int numindices, vt;
if (useObjectColor)
{
@@ -956,8 +966,6 @@ void RAS_OpenGLRasterizer::IndexPrimitives_3DText(const vecVertexArray & vertexa
const KX_IndexArray & indexarray = (*indexarrays[vt]);
numindices = indexarray.size();
int numverts = vertexarrays[vt]->size();
if (!numindices)
break;
@@ -968,7 +976,7 @@ void RAS_OpenGLRasterizer::IndexPrimitives_3DText(const vecVertexArray & vertexa
{
glBegin(GL_LINES);
vindex=0;
for (int i=0;i<numindices;i+=2)
for (unsigned int i=0;i<numindices;i+=2)
{
glVertex3fv(vertexarray[(indexarray[vindex++])].getLocalXYZ());
glVertex3fv(vertexarray[(indexarray[vindex++])].getLocalXYZ());
@@ -979,7 +987,7 @@ void RAS_OpenGLRasterizer::IndexPrimitives_3DText(const vecVertexArray & vertexa
case 2:
{
vindex=0;
for (int i=0;i<numindices;i+=4)
for (unsigned int i=0;i<numindices;i+=4)
{
float v1[3],v2[3],v3[3],v4[3];
@@ -1017,7 +1025,7 @@ void RAS_OpenGLRasterizer::IndexPrimitives_3DText(const vecVertexArray & vertexa
{
glBegin(GL_TRIANGLES);
vindex=0;
for (int i=0;i<numindices;i+=3)
for (unsigned int i=0;i<numindices;i+=3)
{
float v1[3],v2[3],v3[3];
@@ -1199,7 +1207,13 @@ void RAS_OpenGLRasterizer::SetCullFace(bool enable)
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,