Initial revision
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#ifdef WIN32
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#include "RAS_VAOpenGLRasterizer.h"
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#include <windows.h>
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#include "GL/gl.h"
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typedef void (APIENTRY *GLLOCKARRAYSEXTPTR)(GLint first,GLsizei count);
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typedef void (APIENTRY *GLUNLOCKARRAYSEXTPTR)(void);
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void APIENTRY RAS_lockfunc(GLint first,GLsizei count) {};
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void APIENTRY RAS_unlockfunc() {};
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GLLOCKARRAYSEXTPTR glLockArraysEXT=RAS_lockfunc;
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GLUNLOCKARRAYSEXTPTR glUnlockArraysEXT=RAS_unlockfunc;
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#include "STR_String.h"
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#include "RAS_TexVert.h"
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#include "MT_CmMatrix4x4.h"
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#include "RAS_IRenderTools.h" // rendering text
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RAS_VAOpenGLRasterizer::RAS_VAOpenGLRasterizer(RAS_ICanvas* canvas)
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:RAS_OpenGLRasterizer(canvas)
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{
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int i = 0;
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}
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RAS_VAOpenGLRasterizer::~RAS_VAOpenGLRasterizer()
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{
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}
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bool RAS_VAOpenGLRasterizer::Init()
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{
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bool result = RAS_OpenGLRasterizer::Init();
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if (result)
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{
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// if possible, add extensions to other platforms too, if this
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// rasterizer becomes messy just derive one for each platform
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// (ie. KX_Win32Rasterizer, KX_LinuxRasterizer etc.)
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glUnlockArraysEXT = reinterpret_cast<GLUNLOCKARRAYSEXTPTR>(wglGetProcAddress("glUnlockArraysEXT"));
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if (!glUnlockArraysEXT)
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result = false;
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glLockArraysEXT = reinterpret_cast<GLLOCKARRAYSEXTPTR>(wglGetProcAddress("glLockArraysEXT"));
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if (!glLockArraysEXT)
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result=false;
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glEnableClientState(GL_VERTEX_ARRAY);
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glDisableClientState(GL_TEXTURE_COORD_ARRAY);
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glDisableClientState(GL_NORMAL_ARRAY);
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glDisableClientState(GL_COLOR_ARRAY);
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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}
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return result;
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}
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void RAS_VAOpenGLRasterizer::SetDrawingMode(int drawingmode)
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{
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m_drawingmode = drawingmode;
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switch (m_drawingmode)
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{
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case KX_BOUNDINGBOX:
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{
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}
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case KX_WIREFRAME:
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{
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glDisable (GL_CULL_FACE);
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break;
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}
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case KX_TEXTURED:
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{
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}
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case KX_SHADED:
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{
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glEnableClientState(GL_COLOR_ARRAY);
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}
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case KX_SOLID:
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{
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break;
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}
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default:
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{
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}
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}
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}
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void RAS_VAOpenGLRasterizer::Exit()
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{
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glDisableClientState(GL_VERTEX_ARRAY);
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glDisableClientState(GL_TEXTURE_COORD_ARRAY);
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glDisableClientState(GL_COLOR_ARRAY);
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glDisableClientState(GL_NORMAL_ARRAY);
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glDisable(GL_COLOR_MATERIAL);
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RAS_OpenGLRasterizer::Exit();
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}
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void RAS_VAOpenGLRasterizer::IndexPrimitives( const vecVertexArray& vertexarrays,
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const vecIndexArrays & indexarrays,
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int mode,
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class RAS_IPolyMaterial* polymat,
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class RAS_IRenderTools* rendertools,
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bool useObjectColor,
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const MT_Vector4& rgbacolor)
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{
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unsigned char* mypointer=NULL;
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static const GLsizei vtxstride = sizeof(RAS_TexVert);
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GLenum drawmode;
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switch (mode)
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{
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case 0:
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{
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drawmode = GL_TRIANGLES;
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break;
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}
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case 2:
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{
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drawmode = GL_QUADS;
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break;
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}
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case 1: //lines
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{
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}
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default:
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{
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drawmode = GL_LINES;
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break;
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}
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}
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const RAS_TexVert* vertexarray;
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int numindices,vt;
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if (drawmode != GL_LINES)
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{
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if (useObjectColor)
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{
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glDisableClientState(GL_COLOR_ARRAY);
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glColor4d(rgbacolor[0], rgbacolor[1], rgbacolor[2], rgbacolor[3]);
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} else
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{
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glColor4d(0,0,0,1.0);
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glEnableClientState(GL_COLOR_ARRAY);
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}
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}
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else
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{
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glColor3d(0,0,0);
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}
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// use glDrawElements to draw each vertexarray
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for (vt=0;vt<vertexarrays.size();vt++)
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{
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vertexarray = &((*vertexarrays[vt]) [0]);
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const KX_IndexArray & indexarray = (*indexarrays[vt]);
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numindices = indexarray.size();
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int numverts = vertexarrays[vt]->size();
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if (!numindices)
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break;
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mypointer = (unsigned char*)(vertexarray);
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glVertexPointer(3,GL_FLOAT,vtxstride,mypointer);
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mypointer+= 3*sizeof(float);
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glTexCoordPointer(2,GL_FLOAT,vtxstride,mypointer);
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mypointer+= 2*sizeof(float);
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glColorPointer(4,GL_UNSIGNED_BYTE,vtxstride,mypointer);
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mypointer += sizeof(int);
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glNormalPointer(GL_SHORT,vtxstride,mypointer);
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glLockArraysEXT(0,numverts);
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// here the actual drawing takes places
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glDrawElements(drawmode,numindices,GL_UNSIGNED_INT,&(indexarray[0]));
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glUnlockArraysEXT();
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}
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}
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void RAS_VAOpenGLRasterizer::EnableTextures(bool enable)
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{
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if (enable)
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glEnableClientState(GL_TEXTURE_COORD_ARRAY);
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else
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glDisableClientState(GL_TEXTURE_COORD_ARRAY);
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}
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bool RAS_VAOpenGLRasterizer::Stereo()
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{
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/*
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if(m_stereomode == RAS_STEREO_NOSTEREO)
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return false;
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else
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return true;
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*/
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return false;
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}
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#endif //WIN32
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