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
This commit is contained in:
Erwin Coumans
2006-01-06 03:46:54 +00:00
parent ef520a8cc9
commit 2e6d576182
69 changed files with 6100 additions and 367 deletions

View File

@@ -177,6 +177,10 @@ bool RAS_OpenGLRasterizer::Init()
m_blueback = 0.4375;
m_alphaback = 0.0;
m_ambr = 0.0f;
m_ambg = 0.0f;
m_ambb = 0.0f;
glClearColor(m_redback,m_greenback,m_blueback,m_alphaback);
glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
@@ -187,6 +191,32 @@ bool RAS_OpenGLRasterizer::Init()
}
void RAS_OpenGLRasterizer::SetAmbientColor(float red, float green, float blue)
{
m_ambr = red;
m_ambg = green;
m_ambb = blue;
}
void RAS_OpenGLRasterizer::SetAlphaTest(bool enable)
{
if (enable)
{
glEnable(GL_ALPHA_TEST);
glAlphaFunc(GL_GREATER, 0.6f);
}
else glDisable(GL_ALPHA_TEST);
}
void RAS_OpenGLRasterizer::SetAmbient(float factor)
{
float ambient[] = { m_ambr*factor, m_ambg*factor, m_ambb*factor, 1.0f };
glLightModelfv(GL_LIGHT_MODEL_AMBIENT, ambient);
}
void RAS_OpenGLRasterizer::SetBackColor(float red,
float green,
@@ -1160,6 +1190,768 @@ void RAS_OpenGLRasterizer::IndexPrimitives_3DText(const vecVertexArray & vertexa
} //for each vertexarray
}
void RAS_OpenGLRasterizer::IndexPrimitivesMulti(
const vecVertexArray& vertexarrays,
const vecIndexArrays & indexarrays,
int mode,
class RAS_IPolyMaterial* polymat,
class RAS_IRenderTools* rendertools,
bool useObjectColor,
const MT_Vector4& rgbacolor
)
{
#ifdef GL_ARB_multitexture
GLenum drawmode;
switch (mode)
{
case 0:
drawmode = GL_TRIANGLES;
break;
case 1:
drawmode = GL_LINES;
break;
case 2:
drawmode = GL_QUADS;
break;
default:
drawmode = GL_LINES;
break;
}
const RAS_TexVert* vertexarray ;
unsigned int numindices,vt;
for (vt=0;vt<vertexarrays.size();vt++)
{
vertexarray = &((*vertexarrays[vt]) [0]);
const KX_IndexArray & indexarray = (*indexarrays[vt]);
numindices = indexarray.size();
const unsigned int enabled = polymat->GetEnabled();
unsigned int unit;
if (!numindices)
break;
int vindex=0;
switch (mode)
{
case 1:
{
glBegin(GL_LINES);
vindex=0;
for (unsigned int i=0;i<numindices;i+=2)
{
glVertex3fv(vertexarray[(indexarray[vindex++])].getLocalXYZ());
glVertex3fv(vertexarray[(indexarray[vindex++])].getLocalXYZ());
}
glEnd();
}
break;
case 2:
{
glBegin(GL_QUADS);
vindex=0;
if (useObjectColor)
{
for (unsigned int i=0;i<numindices;i+=4)
{
glColor4d(rgbacolor[0], rgbacolor[1], rgbacolor[2], rgbacolor[3]);
glNormal3fv(vertexarray[(indexarray[vindex])].getNormal());
// ------------------------------
for(unit =0; unit<enabled; unit++) {
if( vertexarray[(indexarray[vindex])].getFlag() & TV_2NDUV &&
vertexarray[(indexarray[vindex])].getUnit() == unit )
{
bgl::glMultiTexCoord2fvARB(GL_TEXTURE0_ARB+unit, vertexarray[(indexarray[vindex])].getUV2());
continue;
}
bgl::glMultiTexCoord2fvARB(GL_TEXTURE0_ARB+unit, vertexarray[(indexarray[vindex])].getUV1());
}
// ------------------------------
glVertex3fv(vertexarray[(indexarray[vindex])].getLocalXYZ());
vindex++;
glNormal3fv(vertexarray[(indexarray[vindex])].getNormal());
// ------------------------------
for(unit =0; unit<enabled; unit++) {
if( vertexarray[(indexarray[vindex])].getFlag() & TV_2NDUV &&
vertexarray[(indexarray[vindex])].getUnit() == unit )
{
bgl::glMultiTexCoord2fvARB(GL_TEXTURE0_ARB+unit, vertexarray[(indexarray[vindex])].getUV2());
continue;
}
bgl::glMultiTexCoord2fvARB(GL_TEXTURE0_ARB+unit, vertexarray[(indexarray[vindex])].getUV1());
}
// ------------------------------
glVertex3fv(vertexarray[(indexarray[vindex])].getLocalXYZ());
vindex++;
glNormal3fv(vertexarray[(indexarray[vindex])].getNormal());
// ------------------------------
for(unit =0; unit<enabled; unit++) {
if( vertexarray[(indexarray[vindex])].getFlag() & TV_2NDUV &&
vertexarray[(indexarray[vindex])].getUnit() == unit )
{
bgl::glMultiTexCoord2fvARB(GL_TEXTURE0_ARB+unit, vertexarray[(indexarray[vindex])].getUV2());
continue;
}
bgl::glMultiTexCoord2fvARB(GL_TEXTURE0_ARB+unit, vertexarray[(indexarray[vindex])].getUV1());
}
// ------------------------------
glVertex3fv(vertexarray[(indexarray[vindex])].getLocalXYZ());
vindex++;
glNormal3fv(vertexarray[(indexarray[vindex])].getNormal());
// ------------------------------
for(unit =0; unit<enabled; unit++) {
if( vertexarray[(indexarray[vindex])].getFlag() & TV_2NDUV &&
vertexarray[(indexarray[vindex])].getUnit() == unit )
{
bgl::glMultiTexCoord2fvARB(GL_TEXTURE0_ARB+unit, vertexarray[(indexarray[vindex])].getUV2());
continue;
}
bgl::glMultiTexCoord2fvARB(GL_TEXTURE0_ARB+unit, vertexarray[(indexarray[vindex])].getUV1());
}
// ------------------------------
glVertex3fv(vertexarray[(indexarray[vindex])].getLocalXYZ());
vindex++;
}
}
else
{
for (unsigned int i=0;i<numindices;i+=4)
{
// 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
glColor4ubv((const GLubyte *)(vertexarray[(indexarray[vindex])].getRGBA()));
glNormal3fv(vertexarray[(indexarray[vindex])].getNormal());
// ------------------------------
for(unit =0; unit<enabled; unit++) {
if( vertexarray[(indexarray[vindex])].getFlag() & TV_2NDUV &&
vertexarray[(indexarray[vindex])].getUnit() == unit )
{
bgl::glMultiTexCoord2fvARB(GL_TEXTURE0_ARB+unit, vertexarray[(indexarray[vindex])].getUV2());
continue;
}
bgl::glMultiTexCoord2fvARB(GL_TEXTURE0_ARB+unit, vertexarray[(indexarray[vindex])].getUV1());
}
// ------------------------------
glVertex3fv(vertexarray[(indexarray[vindex])].getLocalXYZ());
vindex++;
glColor4ubv((const GLubyte *)(vertexarray[(indexarray[vindex])].getRGBA()));
glNormal3fv(vertexarray[(indexarray[vindex])].getNormal());
// ------------------------------
for(unit =0; unit<enabled; unit++) {
if( vertexarray[(indexarray[vindex])].getFlag() & TV_2NDUV &&
vertexarray[(indexarray[vindex])].getUnit() == unit )
{
bgl::glMultiTexCoord2fvARB(GL_TEXTURE0_ARB+unit, vertexarray[(indexarray[vindex])].getUV2());
continue;
}
bgl::glMultiTexCoord2fvARB(GL_TEXTURE0_ARB+unit, vertexarray[(indexarray[vindex])].getUV1());
}
// ------------------------------
glVertex3fv(vertexarray[(indexarray[vindex])].getLocalXYZ());
vindex++;
glColor4ubv((const GLubyte *)(vertexarray[(indexarray[vindex])].getRGBA()));
glNormal3fv(vertexarray[(indexarray[vindex])].getNormal());
// ------------------------------
for(unit =0; unit<enabled; unit++) {
if( vertexarray[(indexarray[vindex])].getFlag() & TV_2NDUV &&
vertexarray[(indexarray[vindex])].getUnit() == unit )
{
bgl::glMultiTexCoord2fvARB(GL_TEXTURE0_ARB+unit, vertexarray[(indexarray[vindex])].getUV2());
continue;
}
bgl::glMultiTexCoord2fvARB(GL_TEXTURE0_ARB+unit, vertexarray[(indexarray[vindex])].getUV1());
}
// ------------------------------
glVertex3fv(vertexarray[(indexarray[vindex])].getLocalXYZ());
vindex++;
glColor4ubv((const GLubyte *)(vertexarray[(indexarray[vindex])].getRGBA()));
glNormal3fv(vertexarray[(indexarray[vindex])].getNormal());
// ------------------------------
for(unit =0; unit<enabled; unit++) {
if( vertexarray[(indexarray[vindex])].getFlag() & TV_2NDUV &&
vertexarray[(indexarray[vindex])].getUnit() == unit )
{
bgl::glMultiTexCoord2fvARB(GL_TEXTURE0_ARB+unit, vertexarray[(indexarray[vindex])].getUV2());
continue;
}
bgl::glMultiTexCoord2fvARB(GL_TEXTURE0_ARB+unit, vertexarray[(indexarray[vindex])].getUV1());
}
// ------------------------------
glVertex3fv(vertexarray[(indexarray[vindex])].getLocalXYZ());
vindex++;
}
}
glEnd();
break;
}
case 0:
{
glBegin(GL_TRIANGLES);
vindex=0;
if (useObjectColor)
{
for (unsigned int i=0;i<numindices;i+=3)
{
glColor4d(rgbacolor[0], rgbacolor[1], rgbacolor[2], rgbacolor[3]);
glNormal3fv(vertexarray[(indexarray[vindex])].getNormal());
// ------------------------------
for(unit =0; unit<enabled; unit++) {
if( vertexarray[(indexarray[vindex])].getFlag() & TV_2NDUV &&
vertexarray[(indexarray[vindex])].getUnit() == unit )
{
bgl::glMultiTexCoord2fvARB(GL_TEXTURE0_ARB+unit, vertexarray[(indexarray[vindex])].getUV2());
continue;
}
bgl::glMultiTexCoord2fvARB(GL_TEXTURE0_ARB+unit, vertexarray[(indexarray[vindex])].getUV1());
}
// ------------------------------
glVertex3fv(vertexarray[(indexarray[vindex])].getLocalXYZ());
vindex++;
glNormal3fv(vertexarray[(indexarray[vindex])].getNormal());
// ------------------------------
for(unit =0; unit<enabled; unit++) {
if( vertexarray[(indexarray[vindex])].getFlag() & TV_2NDUV &&
vertexarray[(indexarray[vindex])].getUnit() == unit )
{
bgl::glMultiTexCoord2fvARB(GL_TEXTURE0_ARB+unit, vertexarray[(indexarray[vindex])].getUV2());
continue;
}
bgl::glMultiTexCoord2fvARB(GL_TEXTURE0_ARB+unit, vertexarray[(indexarray[vindex])].getUV1());
}
// ------------------------------
glVertex3fv(vertexarray[(indexarray[vindex])].getLocalXYZ());
vindex++;
glNormal3fv(vertexarray[(indexarray[vindex])].getNormal());
// ------------------------------
for(unit =0; unit<enabled; unit++) {
if( vertexarray[(indexarray[vindex])].getFlag() & TV_2NDUV &&
vertexarray[(indexarray[vindex])].getUnit() == unit )
{
bgl::glMultiTexCoord2fvARB(GL_TEXTURE0_ARB+unit, vertexarray[(indexarray[vindex])].getUV2());
continue;
}
bgl::glMultiTexCoord2fvARB(GL_TEXTURE0_ARB+unit, vertexarray[(indexarray[vindex])].getUV1());
}
// ------------------------------
glVertex3fv(vertexarray[(indexarray[vindex])].getLocalXYZ());
vindex++;
}
}
else
{
for (unsigned int i=0;i<numindices;i+=3)
{
glColor4ubv((const GLubyte *)(vertexarray[(indexarray[vindex])].getRGBA()));
glNormal3fv(vertexarray[(indexarray[vindex])].getNormal());
// ------------------------------
for(unit =0; unit<enabled; unit++) {
if( vertexarray[(indexarray[vindex])].getFlag() & TV_2NDUV &&
vertexarray[(indexarray[vindex])].getUnit() == unit )
{
bgl::glMultiTexCoord2fvARB(GL_TEXTURE0_ARB+unit, vertexarray[(indexarray[vindex])].getUV2());
continue;
}
bgl::glMultiTexCoord2fvARB(GL_TEXTURE0_ARB+unit, vertexarray[(indexarray[vindex])].getUV1());
}
// ------------------------------
glVertex3fv(vertexarray[(indexarray[vindex])].getLocalXYZ());
vindex++;
glColor4ubv((const GLubyte *)(vertexarray[(indexarray[vindex])].getRGBA()));
glNormal3fv(vertexarray[(indexarray[vindex])].getNormal());
// ------------------------------
for(unit =0; unit<enabled; unit++) {
if( vertexarray[(indexarray[vindex])].getFlag() & TV_2NDUV &&
vertexarray[(indexarray[vindex])].getUnit() == unit )
{
bgl::glMultiTexCoord2fvARB(GL_TEXTURE0_ARB+unit, vertexarray[(indexarray[vindex])].getUV2());
continue;
}
bgl::glMultiTexCoord2fvARB(GL_TEXTURE0_ARB+unit, vertexarray[(indexarray[vindex])].getUV1());
}
// ------------------------------
glVertex3fv(vertexarray[(indexarray[vindex])].getLocalXYZ());
vindex++;
glColor4ubv((const GLubyte *)(vertexarray[(indexarray[vindex])].getRGBA()));
glNormal3fv(vertexarray[(indexarray[vindex])].getNormal());
// ------------------------------
for(unit =0; unit<enabled; unit++) {
if( vertexarray[(indexarray[vindex])].getFlag() & TV_2NDUV &&
vertexarray[(indexarray[vindex])].getUnit() == unit )
{
bgl::glMultiTexCoord2fvARB(GL_TEXTURE0_ARB+unit, vertexarray[(indexarray[vindex])].getUV2());
continue;
}
bgl::glMultiTexCoord2fvARB(GL_TEXTURE0_ARB+unit, vertexarray[(indexarray[vindex])].getUV1());
}
// ------------------------------
glVertex3fv(vertexarray[(indexarray[vindex])].getLocalXYZ());
vindex++;
}
}
glEnd();
break;
}
default:
{
}
} // switch
} // for each vertexarray
#endif// GL_ARB_multitexture
}
void RAS_OpenGLRasterizer::IndexPrimitivesMulti_Ex(const vecVertexArray & vertexarrays,
const vecIndexArrays & indexarrays,
int mode,
class RAS_IPolyMaterial* polymat,
class RAS_IRenderTools* rendertools,
bool useObjectColor,
const MT_Vector4& rgbacolor
)
{
#ifdef GL_ARB_multitexture
bool recalc;
GLenum drawmode;
switch (mode)
{
case 0:
drawmode = GL_TRIANGLES;
break;
case 1:
drawmode = GL_LINES;
break;
case 2:
drawmode = GL_QUADS;
break;
default:
drawmode = GL_LINES;
break;
}
const RAS_TexVert* vertexarray ;
unsigned int numindices,vt;
for (vt=0;vt<vertexarrays.size();vt++)
{
vertexarray = &((*vertexarrays[vt]) [0]);
const KX_IndexArray & indexarray = (*indexarrays[vt]);
numindices = indexarray.size();
const unsigned int enabled = polymat->GetEnabled();
unsigned int unit;
if (!numindices)
continue;
int vindex=0;
switch (mode)
{
case 1:
{
glBegin(GL_LINES);
vindex=0;
for (unsigned int i=0;i<numindices;i+=2)
{
glVertex3fv(vertexarray[(indexarray[vindex++])].getLocalXYZ());
glVertex3fv(vertexarray[(indexarray[vindex++])].getLocalXYZ());
}
glEnd();
}
break;
case 2:
{
glBegin(GL_QUADS);
vindex=0;
if (useObjectColor)
{
for (unsigned int i=0;i<numindices;i+=4)
{
MT_Point3 mv1, mv2, mv3, mv4, fnor;
/* Calc a new face normal */
if (vertexarray[(indexarray[vindex])].getFlag() & TV_CALCFACENORMAL)
recalc= true;
else
recalc=false;
if (recalc){
mv1 = MT_Point3(vertexarray[(indexarray[vindex])].getLocalXYZ());
mv2 = MT_Point3(vertexarray[(indexarray[vindex+1])].getLocalXYZ());
mv3 = MT_Point3(vertexarray[(indexarray[vindex+2])].getLocalXYZ());
mv4 = MT_Point3(vertexarray[(indexarray[vindex+2])].getLocalXYZ());
fnor = (((mv2-mv1).cross(mv3-mv2))+((mv4-mv3).cross(mv1-mv4))).safe_normalized();
glNormal3f(fnor[0], fnor[1], fnor[2]);
}
glColor4d(rgbacolor[0], rgbacolor[1], rgbacolor[2], rgbacolor[3]);
if (!recalc)
glNormal3fv(vertexarray[(indexarray[vindex])].getNormal());
// ------------------------------
for(unit =0; unit<enabled; unit++) {
if( vertexarray[(indexarray[vindex])].getFlag() & TV_2NDUV &&
vertexarray[(indexarray[vindex])].getUnit() == unit )
{
bgl::glMultiTexCoord2fvARB(GL_TEXTURE0_ARB+unit, vertexarray[(indexarray[vindex])].getUV2());
continue;
}
bgl::glMultiTexCoord2fvARB(GL_TEXTURE0_ARB+unit, vertexarray[(indexarray[vindex])].getUV1());
}
// ------------------------------
glVertex3fv(vertexarray[(indexarray[vindex])].getLocalXYZ());
vindex++;
if (!recalc)
glNormal3fv(vertexarray[(indexarray[vindex])].getNormal());
// ------------------------------
for(unit =0; unit<enabled; unit++) {
if( vertexarray[(indexarray[vindex])].getFlag() & TV_2NDUV &&
vertexarray[(indexarray[vindex])].getUnit() == unit )
{
bgl::glMultiTexCoord2fvARB(GL_TEXTURE0_ARB+unit, vertexarray[(indexarray[vindex])].getUV2());
continue;
}
bgl::glMultiTexCoord2fvARB(GL_TEXTURE0_ARB+unit, vertexarray[(indexarray[vindex])].getUV1());
}
// ------------------------------
glVertex3fv(vertexarray[(indexarray[vindex])].getLocalXYZ());
vindex++;
if (!recalc)
glNormal3fv(vertexarray[(indexarray[vindex])].getNormal());
// ------------------------------
for(unit =0; unit<enabled; unit++) {
if( vertexarray[(indexarray[vindex])].getFlag() & TV_2NDUV &&
vertexarray[(indexarray[vindex])].getUnit() == unit )
{
bgl::glMultiTexCoord2fvARB(GL_TEXTURE0_ARB+unit, vertexarray[(indexarray[vindex])].getUV2());
continue;
}
bgl::glMultiTexCoord2fvARB(GL_TEXTURE0_ARB+unit, vertexarray[(indexarray[vindex])].getUV1());
}
// ------------------------------
glVertex3fv(vertexarray[(indexarray[vindex])].getLocalXYZ());
vindex++;
if (!recalc)
glNormal3fv(vertexarray[(indexarray[vindex])].getNormal());
// ------------------------------
for(unit =0; unit<enabled; unit++) {
if( vertexarray[(indexarray[vindex])].getFlag() & TV_2NDUV &&
vertexarray[(indexarray[vindex])].getUnit() == unit )
{
bgl::glMultiTexCoord2fvARB(GL_TEXTURE0_ARB+unit, vertexarray[(indexarray[vindex])].getUV2());
continue;
}
bgl::glMultiTexCoord2fvARB(GL_TEXTURE0_ARB+unit, vertexarray[(indexarray[vindex])].getUV1());
}
// ------------------------------
glVertex3fv(vertexarray[(indexarray[vindex])].getLocalXYZ());
vindex++;
}
}
else
{
for (unsigned int i=0;i<numindices;i+=4)
{
// 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
MT_Point3 mv1, mv2, mv3, mv4, fnor;
/* Calc a new face normal */
if (vertexarray[(indexarray[vindex])].getFlag() & TV_CALCFACENORMAL)
recalc= true;
else
recalc=false;
if (recalc){
mv1 = MT_Point3(vertexarray[(indexarray[vindex])].getLocalXYZ());
mv2 = MT_Point3(vertexarray[(indexarray[vindex+1])].getLocalXYZ());
mv3 = MT_Point3(vertexarray[(indexarray[vindex+2])].getLocalXYZ());
mv4 = MT_Point3(vertexarray[(indexarray[vindex+3])].getLocalXYZ());
fnor = (((mv2-mv1).cross(mv3-mv2))+((mv4-mv3).cross(mv1-mv4))).safe_normalized();
glNormal3f(fnor[0], fnor[1], fnor[2]);
}
glColor4ubv((const GLubyte *)(vertexarray[(indexarray[vindex])].getRGBA()));
if (!recalc)
glNormal3fv(vertexarray[(indexarray[vindex])].getNormal());
// ------------------------------
for(unit =0; unit<enabled; unit++) {
if( vertexarray[(indexarray[vindex])].getFlag() & TV_2NDUV &&
vertexarray[(indexarray[vindex])].getUnit() == unit )
{
bgl::glMultiTexCoord2fvARB(GL_TEXTURE0_ARB+unit, vertexarray[(indexarray[vindex])].getUV2());
continue;
}
bgl::glMultiTexCoord2fvARB(GL_TEXTURE0_ARB+unit, vertexarray[(indexarray[vindex])].getUV1());
}
// ------------------------------
glVertex3fv(vertexarray[(indexarray[vindex])].getLocalXYZ());
vindex++;
glColor4ubv((const GLubyte *)(vertexarray[(indexarray[vindex])].getRGBA()));
if (!recalc)
glNormal3fv(vertexarray[(indexarray[vindex])].getNormal());
// ------------------------------
for(unit =0; unit<enabled; unit++) {
if( vertexarray[(indexarray[vindex])].getFlag() & TV_2NDUV &&
vertexarray[(indexarray[vindex])].getUnit() == unit )
{
bgl::glMultiTexCoord2fvARB(GL_TEXTURE0_ARB+unit, vertexarray[(indexarray[vindex])].getUV2());
continue;
}
bgl::glMultiTexCoord2fvARB(GL_TEXTURE0_ARB+unit, vertexarray[(indexarray[vindex])].getUV1());
}
// ------------------------------
glVertex3fv(vertexarray[(indexarray[vindex])].getLocalXYZ());
vindex++;
glColor4ubv((const GLubyte *)(vertexarray[(indexarray[vindex])].getRGBA()));
if (!recalc)
glNormal3fv(vertexarray[(indexarray[vindex])].getNormal());
// ------------------------------
for(unit =0; unit<enabled; unit++) {
if( vertexarray[(indexarray[vindex])].getFlag() & TV_2NDUV &&
vertexarray[(indexarray[vindex])].getUnit() == unit )
{
bgl::glMultiTexCoord2fvARB(GL_TEXTURE0_ARB+unit, vertexarray[(indexarray[vindex])].getUV2());
continue;
}
bgl::glMultiTexCoord2fvARB(GL_TEXTURE0_ARB+unit, vertexarray[(indexarray[vindex])].getUV1());
}
// ------------------------------
glVertex3fv(vertexarray[(indexarray[vindex])].getLocalXYZ());
vindex++;
glColor4ubv((const GLubyte *)(vertexarray[(indexarray[vindex])].getRGBA()));
if (!recalc)
glNormal3fv(vertexarray[(indexarray[vindex])].getNormal());
// ------------------------------
for(unit =0; unit<enabled; unit++) {
if( vertexarray[(indexarray[vindex])].getFlag() & TV_2NDUV &&
vertexarray[(indexarray[vindex])].getUnit() == unit )
{
bgl::glMultiTexCoord2fvARB(GL_TEXTURE0_ARB+unit, vertexarray[(indexarray[vindex])].getUV2());
continue;
}
bgl::glMultiTexCoord2fvARB(GL_TEXTURE0_ARB+unit, vertexarray[(indexarray[vindex])].getUV1());
}
// ------------------------------
glVertex3fv(vertexarray[(indexarray[vindex])].getLocalXYZ());
vindex++;
}
}
glEnd();
break;
}
case 0:
{
glBegin(GL_TRIANGLES);
vindex=0;
if (useObjectColor)
{
for (unsigned int i=0;i<numindices;i+=3)
{
MT_Point3 mv1, mv2, mv3, fnor;
/* Calc a new face normal */
if (vertexarray[(indexarray[vindex])].getFlag() & TV_CALCFACENORMAL)
recalc= true;
else
recalc=false;
if (recalc){
mv1 = MT_Point3(vertexarray[(indexarray[vindex])].getLocalXYZ());
mv2 = MT_Point3(vertexarray[(indexarray[vindex+1])].getLocalXYZ());
mv3 = MT_Point3(vertexarray[(indexarray[vindex+2])].getLocalXYZ());
fnor = ((mv2-mv1).cross(mv3-mv2)).safe_normalized();
glNormal3f(fnor[0], fnor[1], fnor[2]);
}
glColor4d(rgbacolor[0], rgbacolor[1], rgbacolor[2], rgbacolor[3]);
if (!recalc)
glNormal3fv(vertexarray[(indexarray[vindex])].getNormal());
// ------------------------------
for(unit =0; unit<enabled; unit++) {
if( vertexarray[(indexarray[vindex])].getFlag() & TV_2NDUV &&
vertexarray[(indexarray[vindex])].getUnit() == unit )
{
bgl::glMultiTexCoord2fvARB(GL_TEXTURE0_ARB+unit, vertexarray[(indexarray[vindex])].getUV2());
continue;
}
bgl::glMultiTexCoord2fvARB(GL_TEXTURE0_ARB+unit, vertexarray[(indexarray[vindex])].getUV1());
}
// ------------------------------
glVertex3fv(vertexarray[(indexarray[vindex])].getLocalXYZ());
vindex++;
if (!recalc)
glNormal3fv(vertexarray[(indexarray[vindex])].getNormal());
// ------------------------------
for(unit =0; unit<enabled; unit++) {
if( vertexarray[(indexarray[vindex])].getFlag() & TV_2NDUV &&
vertexarray[(indexarray[vindex])].getUnit() == unit )
{
bgl::glMultiTexCoord2fvARB(GL_TEXTURE0_ARB+unit, vertexarray[(indexarray[vindex])].getUV2());
continue;
}
bgl::glMultiTexCoord2fvARB(GL_TEXTURE0_ARB+unit, vertexarray[(indexarray[vindex])].getUV1());
}
// ------------------------------
glVertex3fv(vertexarray[(indexarray[vindex])].getLocalXYZ());
vindex++;
if (!recalc)
glNormal3fv(vertexarray[(indexarray[vindex])].getNormal());
// ------------------------------
for(unit =0; unit<enabled; unit++) {
if( vertexarray[(indexarray[vindex])].getFlag() & TV_2NDUV &&
vertexarray[(indexarray[vindex])].getUnit() == unit )
{
bgl::glMultiTexCoord2fvARB(GL_TEXTURE0_ARB+unit, vertexarray[(indexarray[vindex])].getUV2());
continue;
}
bgl::glMultiTexCoord2fvARB(GL_TEXTURE0_ARB+unit, vertexarray[(indexarray[vindex])].getUV1());
}
// ------------------------------
glVertex3fv(vertexarray[(indexarray[vindex])].getLocalXYZ());
vindex++;
}
}
else
{
for (unsigned int i=0;i<numindices;i+=3)
{
MT_Point3 mv1, mv2, mv3, fnor;
/* Calc a new face normal */
if (vertexarray[(indexarray[vindex])].getFlag() & TV_CALCFACENORMAL)
recalc= true;
else
recalc=false;
if (recalc){
mv1 = MT_Point3(vertexarray[(indexarray[vindex])].getLocalXYZ());
mv2 = MT_Point3(vertexarray[(indexarray[vindex+1])].getLocalXYZ());
mv3 = MT_Point3(vertexarray[(indexarray[vindex+2])].getLocalXYZ());
fnor = ((mv2-mv1).cross(mv3-mv2)).safe_normalized();
glNormal3f(fnor[0], fnor[1], fnor[2]);
}
glColor4ubv((const GLubyte *)(vertexarray[(indexarray[vindex])].getRGBA()));
if (!recalc)
glNormal3fv(vertexarray[(indexarray[vindex])].getNormal());
// ------------------------------
for(unit =0; unit<enabled; unit++) {
if( vertexarray[(indexarray[vindex])].getFlag() & TV_2NDUV &&
vertexarray[(indexarray[vindex])].getUnit() == unit )
{
bgl::glMultiTexCoord2fvARB(GL_TEXTURE0_ARB+unit, vertexarray[(indexarray[vindex])].getUV2());
continue;
}
bgl::glMultiTexCoord2fvARB(GL_TEXTURE0_ARB+unit, vertexarray[(indexarray[vindex])].getUV1());
}
// ------------------------------
glVertex3fv(vertexarray[(indexarray[vindex])].getLocalXYZ());
vindex++;
glColor4ubv((const GLubyte *)(vertexarray[(indexarray[vindex])].getRGBA()));
if (!recalc)
glNormal3fv(vertexarray[(indexarray[vindex])].getNormal());
// ------------------------------
for(unit =0; unit<enabled; unit++) {
if( vertexarray[(indexarray[vindex])].getFlag() & TV_2NDUV &&
vertexarray[(indexarray[vindex])].getUnit() == unit )
{
bgl::glMultiTexCoord2fvARB(GL_TEXTURE0_ARB+unit, vertexarray[(indexarray[vindex])].getUV2());
continue;
}
bgl::glMultiTexCoord2fvARB(GL_TEXTURE0_ARB+unit, vertexarray[(indexarray[vindex])].getUV1());
}
// ------------------------------
glVertex3fv(vertexarray[(indexarray[vindex])].getLocalXYZ());
vindex++;
glColor4ubv((const GLubyte *)(vertexarray[(indexarray[vindex])].getRGBA()));
if (!recalc)
glNormal3fv(vertexarray[(indexarray[vindex])].getNormal());
// ------------------------------
for(unit =0; unit<enabled; unit++) {
if( vertexarray[(indexarray[vindex])].getFlag() & TV_2NDUV &&
vertexarray[(indexarray[vindex])].getUnit() == unit )
{
bgl::glMultiTexCoord2fvARB(GL_TEXTURE0_ARB+unit, vertexarray[(indexarray[vindex])].getUV2());
continue;
}
bgl::glMultiTexCoord2fvARB(GL_TEXTURE0_ARB+unit, vertexarray[(indexarray[vindex])].getUV1());
}
// ------------------------------
glVertex3fv(vertexarray[(indexarray[vindex])].getLocalXYZ());
vindex++;
}
}
glEnd();
break;
}
default:
{
}
} // switch
} // for each vertexarray
#endif
}
void RAS_OpenGLRasterizer::SetProjectionMatrix(MT_CmMatrix4x4 &mat)
@@ -1347,6 +2139,13 @@ void RAS_OpenGLRasterizer::SetDiffuse(float difX,float difY,float difZ,float dif
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;