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:
Mitchell Stokes
2013-11-04 19:21:07 +00:00
parent f4762eb12b
commit cf9fe8f329
39 changed files with 756 additions and 1852 deletions

View File

@@ -40,8 +40,8 @@
#include "RAS_Rect.h"
#include "RAS_TexVert.h"
#include "RAS_MeshObject.h"
#include "RAS_LightObject.h"
#include "MT_CmMatrix4x4.h"
#include "RAS_IRenderTools.h" // rendering text
#include "RAS_StorageIM.h"
#include "RAS_StorageVA.h"
@@ -59,8 +59,21 @@
extern "C"{
#include "BLI_utildefines.h"
#include "BKE_DerivedMesh.h"
#include "BLF_api.h"
}
// XXX Clean these up <<<
#include "BL_Material.h" // MAXTEX
#include "Value.h"
#include "KX_BlenderMaterial.h"
#include "KX_PolygonMaterial.h"
#include "KX_Light.h"
#include "KX_Scene.h"
#include "KX_RayCast.h"
#include "KX_GameObject.h"
// >>>
#ifndef M_PI
#define M_PI 3.14159265358979323846
#endif
@@ -94,6 +107,8 @@ RAS_OpenGLRasterizer::RAS_OpenGLRasterizer(RAS_ICanvas* canvas, int storage)
m_motionblur(0),
m_motionblurvalue(-1.0),
m_usingoverrideshader(false),
m_clientobject(NULL),
m_auxilaryClientInfo(NULL),
m_texco_num(0),
m_attrib_num(0),
//m_last_alphablend(GPU_BLEND_SOLID),
@@ -131,6 +146,10 @@ RAS_OpenGLRasterizer::RAS_OpenGLRasterizer(RAS_ICanvas* canvas, int storage)
m_storage = m_failsafe_storage = new RAS_StorageIM(&m_texco_num, m_texco, &m_attrib_num, m_attrib, m_attrib_layer);
m_storage_type = RAS_IMMEDIATE;
}
glGetIntegerv(GL_MAX_LIGHTS, (GLint *) &m_numgllights);
if (m_numgllights < 8)
m_numgllights = 8;
}
@@ -350,6 +369,13 @@ bool RAS_OpenGLRasterizer::BeginFrame(int drawingmode, double time)
glEnable(GL_MULTISAMPLE_ARB);
m_2DCanvas->BeginFrame();
// Render Tools
m_clientobject = NULL;
m_lastlightlayer = -1;
m_lastauxinfo = NULL;
m_lastlighting = true; /* force disable in DisableOpenGLLights() */
DisableOpenGLLights();
return true;
}
@@ -650,8 +676,7 @@ const MT_Matrix4x4& RAS_OpenGLRasterizer::GetViewInvMatrix() const
}
void RAS_OpenGLRasterizer::IndexPrimitives_3DText(RAS_MeshSlot& ms,
class RAS_IPolyMaterial* polymat,
class RAS_IRenderTools* rendertools)
class RAS_IPolyMaterial* polymat)
{
bool obcolor = ms.m_bObjectColor;
MT_Vector4& rgba = ms.m_RGBAcolor;
@@ -708,7 +733,7 @@ void RAS_OpenGLRasterizer::IndexPrimitives_3DText(RAS_MeshSlot& ms,
if (m_attrib[unit] == RAS_TEXCO_UV)
glattrib = unit;
rendertools->RenderText(polymat->GetDrawingMode(), polymat,
RenderText(polymat->GetDrawingMode(), polymat,
v[0], v[1], v[2], (numvert == 4)? v[3]: NULL, glattrib);
ClearCachingInfo();
@@ -1107,3 +1132,476 @@ bool RAS_OpenGLRasterizer::GetUsingOverrideShader()
return m_usingoverrideshader;
}
/**
* Render Tools
*/
/* ProcessLighting performs lighting on objects. the layer is a bitfield that
* contains layer information. There are 20 'official' layers in blender. A
* light is applied on an object only when they are in the same layer. OpenGL
* has a maximum of 8 lights (simultaneous), so 20 * 8 lights are possible in
* a scene. */
void RAS_OpenGLRasterizer::ProcessLighting(bool uselights, const MT_Transform& viewmat)
{
bool enable = false;
int layer= -1;
/* find the layer */
if (uselights) {
if (m_clientobject)
layer = static_cast<KX_GameObject*>(m_clientobject)->GetLayer();
}
/* avoid state switching */
if (m_lastlightlayer == layer && m_lastauxinfo == m_auxilaryClientInfo)
return;
m_lastlightlayer = layer;
m_lastauxinfo = m_auxilaryClientInfo;
/* enable/disable lights as needed */
if (layer >= 0)
enable = ApplyLights(layer, viewmat);
if (enable)
EnableOpenGLLights();
else
DisableOpenGLLights();
}
void RAS_OpenGLRasterizer::EnableOpenGLLights()
{
if (m_lastlighting == true)
return;
glEnable(GL_LIGHTING);
glEnable(GL_COLOR_MATERIAL);
glColorMaterial(GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE);
glLightModeli(GL_LIGHT_MODEL_TWO_SIDE, GL_TRUE);
glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, (GetCameraOrtho())? GL_FALSE: GL_TRUE);
if (GLEW_EXT_separate_specular_color || GLEW_VERSION_1_2)
glLightModeli(GL_LIGHT_MODEL_COLOR_CONTROL, GL_SEPARATE_SPECULAR_COLOR);
m_lastlighting = true;
}
void RAS_OpenGLRasterizer::DisableOpenGLLights()
{
if (m_lastlighting == false)
return;
glDisable(GL_LIGHTING);
glDisable(GL_COLOR_MATERIAL);
m_lastlighting = false;
}
void RAS_OpenGLRasterizer::AddLight(struct RAS_LightObject* lightobject)
{
m_lights.push_back(lightobject);
}
void RAS_OpenGLRasterizer::RemoveLight(struct RAS_LightObject* lightobject)
{
std::vector<struct RAS_LightObject*>::iterator lit =
std::find(m_lights.begin(),m_lights.end(),lightobject);
if (!(lit==m_lights.end()))
m_lights.erase(lit);
}
bool RAS_OpenGLRasterizer::RayHit(class KX_ClientObjectInfo *client, KX_RayCast *result, void * const data)
{
double* const oglmatrix = (double* const) data;
RAS_Polygon* poly = result->m_hitMesh->GetPolygon(result->m_hitPolygon);
if (!poly->IsVisible())
return false;
MT_Point3 resultpoint(result->m_hitPoint);
MT_Vector3 resultnormal(result->m_hitNormal);
MT_Vector3 left(oglmatrix[0],oglmatrix[1],oglmatrix[2]);
MT_Vector3 dir = -(left.cross(resultnormal)).safe_normalized();
left = (dir.cross(resultnormal)).safe_normalized();
// for the up vector, we take the 'resultnormal' returned by the physics
double maat[16] = {left[0], left[1], left[2], 0,
dir[0], dir[1], dir[2], 0,
resultnormal[0], resultnormal[1], resultnormal[2], 0,
0, 0, 0, 1};
glTranslated(resultpoint[0],resultpoint[1],resultpoint[2]);
//glMultMatrixd(oglmatrix);
glMultMatrixd(maat);
return true;
}
void RAS_OpenGLRasterizer::applyTransform(double* oglmatrix,int objectdrawmode )
{
/* FIXME:
blender: intern/moto/include/MT_Vector3.inl:42: MT_Vector3 operator/(const
MT_Vector3&, double): Assertion `!MT_fuzzyZero(s)' failed.
Program received signal SIGABRT, Aborted.
[Switching to Thread 16384 (LWP 1519)]
0x40477571 in kill () from /lib/libc.so.6
(gdb) bt
#7 0x08334368 in MT_Vector3::normalized() const ()
#8 0x0833e6ec in RAS_OpenGLRasterizer::applyTransform(RAS_IRasterizer*, double*, int) ()
*/
if (objectdrawmode & RAS_IPolyMaterial::BILLBOARD_SCREENALIGNED ||
objectdrawmode & RAS_IPolyMaterial::BILLBOARD_AXISALIGNED)
{
// rotate the billboard/halo
//page 360/361 3D Game Engine Design, David Eberly for a discussion
// on screen aligned and axis aligned billboards
// assumed is that the preprocessor transformed all billboard polygons
// so that their normal points into the positive x direction (1.0, 0.0, 0.0)
// when new parenting for objects is done, this rotation
// will be moved into the object
MT_Point3 objpos (oglmatrix[12],oglmatrix[13],oglmatrix[14]);
MT_Point3 campos = GetCameraPosition();
MT_Vector3 dir = (campos - objpos).safe_normalized();
MT_Vector3 up(0,0,1.0);
KX_GameObject* gameobj = (KX_GameObject*)m_clientobject;
// get scaling of halo object
MT_Vector3 size = gameobj->GetSGNode()->GetWorldScaling();
bool screenaligned = (objectdrawmode & RAS_IPolyMaterial::BILLBOARD_SCREENALIGNED)!=0;//false; //either screen or axisaligned
if (screenaligned)
{
up = (up - up.dot(dir) * dir).safe_normalized();
} else
{
dir = (dir - up.dot(dir)*up).safe_normalized();
}
MT_Vector3 left = dir.normalized();
dir = (up.cross(left)).normalized();
// we have calculated the row vectors, now we keep
// local scaling into account:
left *= size[0];
dir *= size[1];
up *= size[2];
double maat[16] = {left[0], left[1], left[2], 0,
dir[0], dir[1], dir[2], 0,
up[0], up[1], up[2], 0,
0, 0, 0, 1};
glTranslated(objpos[0],objpos[1],objpos[2]);
glMultMatrixd(maat);
}
else {
if (objectdrawmode & RAS_IPolyMaterial::SHADOW)
{
// shadow must be cast to the ground, physics system needed here!
MT_Point3 frompoint(oglmatrix[12],oglmatrix[13],oglmatrix[14]);
KX_GameObject *gameobj = (KX_GameObject*)m_clientobject;
MT_Vector3 direction = MT_Vector3(0,0,-1);
direction.normalize();
direction *= 100000;
MT_Point3 topoint = frompoint + direction;
KX_Scene* kxscene = (KX_Scene*) m_auxilaryClientInfo;
PHY_IPhysicsEnvironment* physics_environment = kxscene->GetPhysicsEnvironment();
KX_IPhysicsController* physics_controller = gameobj->GetPhysicsController();
KX_GameObject *parent = gameobj->GetParent();
if (!physics_controller && parent)
physics_controller = parent->GetPhysicsController();
if (parent)
parent->Release();
KX_RayCast::Callback<RAS_OpenGLRasterizer> callback(this, physics_controller, oglmatrix);
if (!KX_RayCast::RayTest(physics_environment, frompoint, topoint, callback))
{
// couldn't find something to cast the shadow on...
glMultMatrixd(oglmatrix);
}
else
{ // we found the "ground", but the cast matrix doesn't take
// scaling in consideration, so we must apply the object scale
MT_Vector3 size = gameobj->GetSGNode()->GetLocalScale();
glScalef(size[0], size[1], size[2]);
}
} else
{
// 'normal' object
glMultMatrixd(oglmatrix);
}
}
}
static void DisableForText()
{
glPolygonMode(GL_FRONT_AND_BACK, GL_FILL); /* needed for texture fonts otherwise they render as wireframe */
glDisable(GL_BLEND);
glDisable(GL_ALPHA_TEST);
glDisable(GL_LIGHTING);
glDisable(GL_COLOR_MATERIAL);
if (GLEW_ARB_multitexture) {
for (int i=0; i<MAXTEX; i++) {
glActiveTextureARB(GL_TEXTURE0_ARB+i);
if (GLEW_ARB_texture_cube_map)
glDisable(GL_TEXTURE_CUBE_MAP_ARB);
glDisable(GL_TEXTURE_2D);
}
glActiveTextureARB(GL_TEXTURE0_ARB);
}
else {
if (GLEW_ARB_texture_cube_map)
glDisable(GL_TEXTURE_CUBE_MAP_ARB);
glDisable(GL_TEXTURE_2D);
}
}
void RAS_OpenGLRasterizer::RenderBox2D(int xco,
int yco,
int width,
int height,
float percentage)
{
/* This is a rather important line :( The gl-mode hasn't been left
* behind quite as neatly as we'd have wanted to. I don't know
* what cause it, though :/ .*/
glDisable(GL_DEPTH_TEST);
glMatrixMode(GL_PROJECTION);
glPushMatrix();
glLoadIdentity();
glOrtho(0, width, 0, height, -100, 100);
glMatrixMode(GL_MODELVIEW);
glPushMatrix();
glLoadIdentity();
yco = height - yco;
int barsize = 50;
/* draw in black first*/
glColor3ub(0, 0, 0);
glBegin(GL_QUADS);
glVertex2f(xco + 1 + 1 + barsize * percentage, yco - 1 + 10);
glVertex2f(xco + 1, yco - 1 + 10);
glVertex2f(xco + 1, yco - 1);
glVertex2f(xco + 1 + 1 + barsize * percentage, yco - 1);
glEnd();
glColor3ub(255, 255, 255);
glBegin(GL_QUADS);
glVertex2f(xco + 1 + barsize * percentage, yco + 10);
glVertex2f(xco, yco + 10);
glVertex2f(xco, yco);
glVertex2f(xco + 1 + barsize * percentage, yco);
glEnd();
glMatrixMode(GL_PROJECTION);
glPopMatrix();
glMatrixMode(GL_MODELVIEW);
glPopMatrix();
glEnable(GL_DEPTH_TEST);
}
void RAS_OpenGLRasterizer::RenderText3D(int fontid,
const char* text,
int size,
int dpi,
float* color,
double* mat,
float aspect)
{
/* gl prepping */
DisableForText();
/* the actual drawing */
glColor4fv(color);
/* multiply the text matrix by the object matrix */
BLF_enable(fontid, BLF_MATRIX|BLF_ASPECT);
BLF_matrix(fontid, mat);
/* aspect is the inverse scale that allows you to increase */
/* your resolution without sizing the final text size */
/* the bigger the size, the smaller the aspect */
BLF_aspect(fontid, aspect, aspect, aspect);
BLF_size(fontid, size, dpi);
BLF_position(fontid, 0, 0, 0);
BLF_draw(fontid, (char *)text, 65535);
BLF_disable(fontid, BLF_MATRIX|BLF_ASPECT);
}
void RAS_OpenGLRasterizer::RenderText2D(RAS_TEXT_RENDER_MODE mode,
const char* text,
int xco,
int yco,
int width,
int height)
{
/* This is a rather important line :( The gl-mode hasn't been left
* behind quite as neatly as we'd have wanted to. I don't know
* what cause it, though :/ .*/
DisableForText();
glDisable(GL_DEPTH_TEST);
glMatrixMode(GL_PROJECTION);
glPushMatrix();
glLoadIdentity();
glOrtho(0, width, 0, height, -100, 100);
glMatrixMode(GL_MODELVIEW);
glPushMatrix();
glLoadIdentity();
if (mode == RAS_TEXT_PADDED) {
/* draw in black first*/
glColor3ub(0, 0, 0);
BLF_size(blf_mono_font, 11, 72);
BLF_position(blf_mono_font, (float)xco+1, (float)(height-yco-1), 0.0f);
BLF_draw(blf_mono_font, (char *)text, 65535);/* XXX, use real len */
glColor3ub(255, 255, 255);
BLF_position(blf_mono_font, (float)xco, (float)(height-yco), 0.0f);
BLF_draw(blf_mono_font, (char *)text, 65535);
} else {
/* the actual drawing */
glColor3ub(255, 255, 255);
BLF_size(blf_mono_font, 11, 72);
BLF_position(blf_mono_font, (float)xco, (float)(height-yco), 0.0f);
BLF_draw(blf_mono_font, (char *)text, 65535); /* XXX, use real len */
}
glMatrixMode(GL_PROJECTION);
glPopMatrix();
glMatrixMode(GL_MODELVIEW);
glPopMatrix();
glEnable(GL_DEPTH_TEST);
}
/* Render Text renders text into a (series of) polygon, using a texture font,
* 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;
}