BGE Rasterizer Cleanup: Removing RAS_IRenderTools and moving the functionality to RAS_IRasterizer. RAS_OpenGLRasterizer is a bit of a mess now with references to Ketsji and other modules it shouldn't be accessing.
This commit is contained in:
@@ -40,8 +40,8 @@
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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 "RAS_LightObject.h"
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#include "MT_CmMatrix4x4.h"
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#include "RAS_IRenderTools.h" // rendering text
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#include "RAS_StorageIM.h"
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#include "RAS_StorageVA.h"
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@@ -59,8 +59,21 @@
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extern "C"{
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#include "BLI_utildefines.h"
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#include "BKE_DerivedMesh.h"
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#include "BLF_api.h"
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}
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// XXX Clean these up <<<
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#include "BL_Material.h" // MAXTEX
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#include "Value.h"
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#include "KX_BlenderMaterial.h"
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#include "KX_PolygonMaterial.h"
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#include "KX_Light.h"
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#include "KX_Scene.h"
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#include "KX_RayCast.h"
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#include "KX_GameObject.h"
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// >>>
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#ifndef M_PI
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#define M_PI 3.14159265358979323846
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#endif
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@@ -94,6 +107,8 @@ RAS_OpenGLRasterizer::RAS_OpenGLRasterizer(RAS_ICanvas* canvas, int storage)
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m_motionblur(0),
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m_motionblurvalue(-1.0),
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m_usingoverrideshader(false),
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m_clientobject(NULL),
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m_auxilaryClientInfo(NULL),
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m_texco_num(0),
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m_attrib_num(0),
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//m_last_alphablend(GPU_BLEND_SOLID),
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@@ -131,6 +146,10 @@ RAS_OpenGLRasterizer::RAS_OpenGLRasterizer(RAS_ICanvas* canvas, int storage)
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m_storage = m_failsafe_storage = new RAS_StorageIM(&m_texco_num, m_texco, &m_attrib_num, m_attrib, m_attrib_layer);
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m_storage_type = RAS_IMMEDIATE;
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}
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glGetIntegerv(GL_MAX_LIGHTS, (GLint *) &m_numgllights);
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if (m_numgllights < 8)
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m_numgllights = 8;
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}
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@@ -350,6 +369,13 @@ bool RAS_OpenGLRasterizer::BeginFrame(int drawingmode, double time)
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glEnable(GL_MULTISAMPLE_ARB);
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m_2DCanvas->BeginFrame();
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// Render Tools
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m_clientobject = NULL;
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m_lastlightlayer = -1;
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m_lastauxinfo = NULL;
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m_lastlighting = true; /* force disable in DisableOpenGLLights() */
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DisableOpenGLLights();
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return true;
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}
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@@ -650,8 +676,7 @@ const MT_Matrix4x4& RAS_OpenGLRasterizer::GetViewInvMatrix() const
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}
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void RAS_OpenGLRasterizer::IndexPrimitives_3DText(RAS_MeshSlot& ms,
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class RAS_IPolyMaterial* polymat,
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class RAS_IRenderTools* rendertools)
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class RAS_IPolyMaterial* polymat)
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{
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bool obcolor = ms.m_bObjectColor;
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MT_Vector4& rgba = ms.m_RGBAcolor;
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@@ -708,7 +733,7 @@ void RAS_OpenGLRasterizer::IndexPrimitives_3DText(RAS_MeshSlot& ms,
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if (m_attrib[unit] == RAS_TEXCO_UV)
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glattrib = unit;
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rendertools->RenderText(polymat->GetDrawingMode(), polymat,
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RenderText(polymat->GetDrawingMode(), polymat,
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v[0], v[1], v[2], (numvert == 4)? v[3]: NULL, glattrib);
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ClearCachingInfo();
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@@ -1107,3 +1132,476 @@ bool RAS_OpenGLRasterizer::GetUsingOverrideShader()
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return m_usingoverrideshader;
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}
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/**
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* Render Tools
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*/
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/* ProcessLighting performs lighting on objects. the layer is a bitfield that
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* contains layer information. There are 20 'official' layers in blender. A
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* light is applied on an object only when they are in the same layer. OpenGL
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* has a maximum of 8 lights (simultaneous), so 20 * 8 lights are possible in
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* a scene. */
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void RAS_OpenGLRasterizer::ProcessLighting(bool uselights, const MT_Transform& viewmat)
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{
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bool enable = false;
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int layer= -1;
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/* find the layer */
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if (uselights) {
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if (m_clientobject)
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layer = static_cast<KX_GameObject*>(m_clientobject)->GetLayer();
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}
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/* avoid state switching */
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if (m_lastlightlayer == layer && m_lastauxinfo == m_auxilaryClientInfo)
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return;
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m_lastlightlayer = layer;
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m_lastauxinfo = m_auxilaryClientInfo;
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/* enable/disable lights as needed */
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if (layer >= 0)
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enable = ApplyLights(layer, viewmat);
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if (enable)
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EnableOpenGLLights();
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else
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DisableOpenGLLights();
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}
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void RAS_OpenGLRasterizer::EnableOpenGLLights()
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{
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if (m_lastlighting == true)
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return;
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glEnable(GL_LIGHTING);
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glEnable(GL_COLOR_MATERIAL);
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glColorMaterial(GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE);
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glLightModeli(GL_LIGHT_MODEL_TWO_SIDE, GL_TRUE);
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glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, (GetCameraOrtho())? GL_FALSE: GL_TRUE);
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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_SEPARATE_SPECULAR_COLOR);
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m_lastlighting = true;
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}
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void RAS_OpenGLRasterizer::DisableOpenGLLights()
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{
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if (m_lastlighting == false)
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return;
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glDisable(GL_LIGHTING);
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glDisable(GL_COLOR_MATERIAL);
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m_lastlighting = false;
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}
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void RAS_OpenGLRasterizer::AddLight(struct RAS_LightObject* lightobject)
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{
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m_lights.push_back(lightobject);
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}
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void RAS_OpenGLRasterizer::RemoveLight(struct RAS_LightObject* lightobject)
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{
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std::vector<struct RAS_LightObject*>::iterator lit =
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std::find(m_lights.begin(),m_lights.end(),lightobject);
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if (!(lit==m_lights.end()))
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m_lights.erase(lit);
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}
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bool RAS_OpenGLRasterizer::RayHit(class KX_ClientObjectInfo *client, KX_RayCast *result, void * const data)
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{
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double* const oglmatrix = (double* const) data;
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RAS_Polygon* poly = result->m_hitMesh->GetPolygon(result->m_hitPolygon);
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if (!poly->IsVisible())
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return false;
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MT_Point3 resultpoint(result->m_hitPoint);
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MT_Vector3 resultnormal(result->m_hitNormal);
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MT_Vector3 left(oglmatrix[0],oglmatrix[1],oglmatrix[2]);
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MT_Vector3 dir = -(left.cross(resultnormal)).safe_normalized();
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left = (dir.cross(resultnormal)).safe_normalized();
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// for the up vector, we take the 'resultnormal' returned by the physics
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double maat[16] = {left[0], left[1], left[2], 0,
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dir[0], dir[1], dir[2], 0,
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resultnormal[0], resultnormal[1], resultnormal[2], 0,
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0, 0, 0, 1};
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glTranslated(resultpoint[0],resultpoint[1],resultpoint[2]);
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//glMultMatrixd(oglmatrix);
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glMultMatrixd(maat);
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return true;
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}
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void RAS_OpenGLRasterizer::applyTransform(double* oglmatrix,int objectdrawmode )
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{
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/* FIXME:
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blender: intern/moto/include/MT_Vector3.inl:42: MT_Vector3 operator/(const
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MT_Vector3&, double): Assertion `!MT_fuzzyZero(s)' failed.
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Program received signal SIGABRT, Aborted.
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[Switching to Thread 16384 (LWP 1519)]
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0x40477571 in kill () from /lib/libc.so.6
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(gdb) bt
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#7 0x08334368 in MT_Vector3::normalized() const ()
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#8 0x0833e6ec in RAS_OpenGLRasterizer::applyTransform(RAS_IRasterizer*, double*, int) ()
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*/
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if (objectdrawmode & RAS_IPolyMaterial::BILLBOARD_SCREENALIGNED ||
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objectdrawmode & RAS_IPolyMaterial::BILLBOARD_AXISALIGNED)
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{
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// rotate the billboard/halo
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//page 360/361 3D Game Engine Design, David Eberly for a discussion
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// on screen aligned and axis aligned billboards
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// assumed is that the preprocessor transformed all billboard polygons
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// so that their normal points into the positive x direction (1.0, 0.0, 0.0)
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// when new parenting for objects is done, this rotation
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// will be moved into the object
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MT_Point3 objpos (oglmatrix[12],oglmatrix[13],oglmatrix[14]);
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MT_Point3 campos = GetCameraPosition();
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MT_Vector3 dir = (campos - objpos).safe_normalized();
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MT_Vector3 up(0,0,1.0);
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KX_GameObject* gameobj = (KX_GameObject*)m_clientobject;
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// get scaling of halo object
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MT_Vector3 size = gameobj->GetSGNode()->GetWorldScaling();
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bool screenaligned = (objectdrawmode & RAS_IPolyMaterial::BILLBOARD_SCREENALIGNED)!=0;//false; //either screen or axisaligned
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if (screenaligned)
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{
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up = (up - up.dot(dir) * dir).safe_normalized();
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} else
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{
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dir = (dir - up.dot(dir)*up).safe_normalized();
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}
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MT_Vector3 left = dir.normalized();
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dir = (up.cross(left)).normalized();
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// we have calculated the row vectors, now we keep
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// local scaling into account:
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left *= size[0];
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dir *= size[1];
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up *= size[2];
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double maat[16] = {left[0], left[1], left[2], 0,
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dir[0], dir[1], dir[2], 0,
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up[0], up[1], up[2], 0,
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0, 0, 0, 1};
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glTranslated(objpos[0],objpos[1],objpos[2]);
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glMultMatrixd(maat);
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}
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else {
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if (objectdrawmode & RAS_IPolyMaterial::SHADOW)
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{
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// shadow must be cast to the ground, physics system needed here!
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MT_Point3 frompoint(oglmatrix[12],oglmatrix[13],oglmatrix[14]);
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KX_GameObject *gameobj = (KX_GameObject*)m_clientobject;
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MT_Vector3 direction = MT_Vector3(0,0,-1);
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direction.normalize();
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direction *= 100000;
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MT_Point3 topoint = frompoint + direction;
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KX_Scene* kxscene = (KX_Scene*) m_auxilaryClientInfo;
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PHY_IPhysicsEnvironment* physics_environment = kxscene->GetPhysicsEnvironment();
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KX_IPhysicsController* physics_controller = gameobj->GetPhysicsController();
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KX_GameObject *parent = gameobj->GetParent();
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if (!physics_controller && parent)
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physics_controller = parent->GetPhysicsController();
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if (parent)
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parent->Release();
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KX_RayCast::Callback<RAS_OpenGLRasterizer> callback(this, physics_controller, oglmatrix);
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if (!KX_RayCast::RayTest(physics_environment, frompoint, topoint, callback))
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{
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// couldn't find something to cast the shadow on...
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glMultMatrixd(oglmatrix);
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}
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else
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{ // we found the "ground", but the cast matrix doesn't take
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// scaling in consideration, so we must apply the object scale
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MT_Vector3 size = gameobj->GetSGNode()->GetLocalScale();
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glScalef(size[0], size[1], size[2]);
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}
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} else
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{
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// 'normal' object
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glMultMatrixd(oglmatrix);
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}
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}
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}
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static void DisableForText()
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{
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glPolygonMode(GL_FRONT_AND_BACK, GL_FILL); /* needed for texture fonts otherwise they render as wireframe */
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glDisable(GL_BLEND);
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glDisable(GL_ALPHA_TEST);
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glDisable(GL_LIGHTING);
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glDisable(GL_COLOR_MATERIAL);
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if (GLEW_ARB_multitexture) {
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for (int i=0; i<MAXTEX; i++) {
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glActiveTextureARB(GL_TEXTURE0_ARB+i);
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if (GLEW_ARB_texture_cube_map)
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glDisable(GL_TEXTURE_CUBE_MAP_ARB);
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glDisable(GL_TEXTURE_2D);
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}
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glActiveTextureARB(GL_TEXTURE0_ARB);
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}
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else {
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if (GLEW_ARB_texture_cube_map)
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glDisable(GL_TEXTURE_CUBE_MAP_ARB);
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glDisable(GL_TEXTURE_2D);
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}
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}
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void RAS_OpenGLRasterizer::RenderBox2D(int xco,
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int yco,
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int width,
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int height,
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float percentage)
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{
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/* This is a rather important line :( The gl-mode hasn't been left
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* behind quite as neatly as we'd have wanted to. I don't know
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* what cause it, though :/ .*/
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glDisable(GL_DEPTH_TEST);
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glMatrixMode(GL_PROJECTION);
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glPushMatrix();
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glLoadIdentity();
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glOrtho(0, width, 0, height, -100, 100);
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glMatrixMode(GL_MODELVIEW);
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glPushMatrix();
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glLoadIdentity();
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yco = height - yco;
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int barsize = 50;
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/* draw in black first*/
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glColor3ub(0, 0, 0);
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glBegin(GL_QUADS);
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glVertex2f(xco + 1 + 1 + barsize * percentage, yco - 1 + 10);
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glVertex2f(xco + 1, yco - 1 + 10);
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glVertex2f(xco + 1, yco - 1);
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glVertex2f(xco + 1 + 1 + barsize * percentage, yco - 1);
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glEnd();
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glColor3ub(255, 255, 255);
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glBegin(GL_QUADS);
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glVertex2f(xco + 1 + barsize * percentage, yco + 10);
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glVertex2f(xco, yco + 10);
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glVertex2f(xco, yco);
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glVertex2f(xco + 1 + barsize * percentage, yco);
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glEnd();
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glMatrixMode(GL_PROJECTION);
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glPopMatrix();
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glMatrixMode(GL_MODELVIEW);
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glPopMatrix();
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glEnable(GL_DEPTH_TEST);
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}
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void RAS_OpenGLRasterizer::RenderText3D(int fontid,
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const char* text,
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int size,
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int dpi,
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float* color,
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double* mat,
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float aspect)
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{
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/* gl prepping */
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DisableForText();
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/* the actual drawing */
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glColor4fv(color);
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/* multiply the text matrix by the object matrix */
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BLF_enable(fontid, BLF_MATRIX|BLF_ASPECT);
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BLF_matrix(fontid, mat);
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/* aspect is the inverse scale that allows you to increase */
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/* your resolution without sizing the final text size */
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/* the bigger the size, the smaller the aspect */
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BLF_aspect(fontid, aspect, aspect, aspect);
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BLF_size(fontid, size, dpi);
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BLF_position(fontid, 0, 0, 0);
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BLF_draw(fontid, (char *)text, 65535);
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BLF_disable(fontid, BLF_MATRIX|BLF_ASPECT);
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}
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void RAS_OpenGLRasterizer::RenderText2D(RAS_TEXT_RENDER_MODE mode,
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const char* text,
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int xco,
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int yco,
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int width,
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int height)
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{
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/* This is a rather important line :( The gl-mode hasn't been left
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* behind quite as neatly as we'd have wanted to. I don't know
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* what cause it, though :/ .*/
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DisableForText();
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glDisable(GL_DEPTH_TEST);
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glMatrixMode(GL_PROJECTION);
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glPushMatrix();
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glLoadIdentity();
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glOrtho(0, width, 0, height, -100, 100);
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glMatrixMode(GL_MODELVIEW);
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glPushMatrix();
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glLoadIdentity();
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if (mode == RAS_TEXT_PADDED) {
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/* draw in black first*/
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glColor3ub(0, 0, 0);
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BLF_size(blf_mono_font, 11, 72);
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BLF_position(blf_mono_font, (float)xco+1, (float)(height-yco-1), 0.0f);
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BLF_draw(blf_mono_font, (char *)text, 65535);/* XXX, use real len */
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glColor3ub(255, 255, 255);
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BLF_position(blf_mono_font, (float)xco, (float)(height-yco), 0.0f);
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BLF_draw(blf_mono_font, (char *)text, 65535);
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} else {
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/* the actual drawing */
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glColor3ub(255, 255, 255);
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BLF_size(blf_mono_font, 11, 72);
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BLF_position(blf_mono_font, (float)xco, (float)(height-yco), 0.0f);
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BLF_draw(blf_mono_font, (char *)text, 65535); /* XXX, use real len */
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}
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glMatrixMode(GL_PROJECTION);
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glPopMatrix();
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glMatrixMode(GL_MODELVIEW);
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glPopMatrix();
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glEnable(GL_DEPTH_TEST);
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}
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/* Render Text renders text into a (series of) polygon, using a texture font,
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||||
* Each character consists of one polygon (one quad or two triangles) */
|
||||
|
||||
void RAS_OpenGLRasterizer::RenderText(
|
||||
int mode,
|
||||
RAS_IPolyMaterial* polymat,
|
||||
float v1[3], float v2[3], float v3[3], float v4[3], int glattrib)
|
||||
{
|
||||
const STR_String& mytext = ((CValue*)m_clientobject)->GetPropertyText("Text");
|
||||
|
||||
const unsigned int flag = polymat->GetFlag();
|
||||
struct MTFace* tface = 0;
|
||||
unsigned int *col = 0;
|
||||
|
||||
if (flag & RAS_BLENDERMAT) {
|
||||
KX_BlenderMaterial *bl_mat = static_cast<KX_BlenderMaterial*>(polymat);
|
||||
tface = bl_mat->GetMTFace();
|
||||
col = bl_mat->GetMCol();
|
||||
} else {
|
||||
KX_PolygonMaterial* blenderpoly = static_cast<KX_PolygonMaterial*>(polymat);
|
||||
tface = blenderpoly->GetMTFace();
|
||||
col = blenderpoly->GetMCol();
|
||||
}
|
||||
|
||||
GPU_render_text(tface, mode, mytext, mytext.Length(), col, v1, v2, v3, v4, glattrib);
|
||||
}
|
||||
|
||||
|
||||
void RAS_OpenGLRasterizer::PushMatrix()
|
||||
{
|
||||
glPushMatrix();
|
||||
}
|
||||
|
||||
void RAS_OpenGLRasterizer::PopMatrix()
|
||||
{
|
||||
glPopMatrix();
|
||||
}
|
||||
|
||||
|
||||
int RAS_OpenGLRasterizer::ApplyLights(int objectlayer, const MT_Transform& viewmat)
|
||||
{
|
||||
// taken from blender source, incompatibility between Blender Object / GameObject
|
||||
KX_Scene* kxscene = (KX_Scene*)m_auxilaryClientInfo;
|
||||
float glviewmat[16];
|
||||
unsigned int count;
|
||||
std::vector<struct RAS_LightObject*>::iterator lit = m_lights.begin();
|
||||
|
||||
for (count=0; count<m_numgllights; count++)
|
||||
glDisable((GLenum)(GL_LIGHT0+count));
|
||||
|
||||
viewmat.getValue(glviewmat);
|
||||
|
||||
glPushMatrix();
|
||||
glLoadMatrixf(glviewmat);
|
||||
for (lit = m_lights.begin(), count = 0; !(lit==m_lights.end()) && count < m_numgllights; ++lit)
|
||||
{
|
||||
RAS_LightObject* lightdata = (*lit);
|
||||
KX_LightObject *kxlight = (KX_LightObject*)lightdata->m_light;
|
||||
|
||||
if (kxlight->ApplyLight(kxscene, objectlayer, count))
|
||||
count++;
|
||||
}
|
||||
glPopMatrix();
|
||||
|
||||
return count;
|
||||
}
|
||||
|
||||
void RAS_OpenGLRasterizer::MotionBlur()
|
||||
{
|
||||
int state = GetMotionBlurState();
|
||||
float motionblurvalue;
|
||||
if (state)
|
||||
{
|
||||
motionblurvalue = GetMotionBlurValue();
|
||||
if (state==1)
|
||||
{
|
||||
//bugfix:load color buffer into accum buffer for the first time(state=1)
|
||||
glAccum(GL_LOAD, 1.0);
|
||||
SetMotionBlurState(2);
|
||||
}
|
||||
else if (motionblurvalue >= 0.0f && motionblurvalue <= 1.0f) {
|
||||
glAccum(GL_MULT, motionblurvalue);
|
||||
glAccum(GL_ACCUM, 1-motionblurvalue);
|
||||
glAccum(GL_RETURN, 1.0);
|
||||
glFlush();
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void RAS_OpenGLRasterizer::SetClientObject(void* obj)
|
||||
{
|
||||
if (m_clientobject != obj)
|
||||
{
|
||||
bool ccw = (obj == NULL || !((KX_GameObject*)obj)->IsNegativeScaling());
|
||||
SetFrontFace(ccw);
|
||||
|
||||
m_clientobject = obj;
|
||||
}
|
||||
}
|
||||
|
||||
void RAS_OpenGLRasterizer::SetAuxilaryClientInfo(void* inf)
|
||||
{
|
||||
m_auxilaryClientInfo = inf;
|
||||
}
|
||||
|
||||
|
Reference in New Issue
Block a user