Files
blender/source/gameengine/Rasterizer/RAS_OpenGLRasterizer/RAS_OpenGLRasterizer.cpp
Brecht Van Lommel 2822a14e5d Fix #34483: game engine multi UV glsl materials not working correct after changes
to support more than 2 UV maps. This code indirectly depended on the order of
OpenGL attribute ID's assigned by the OpenGL driver being the same as the
attributes being declared in the GLSL shader code, which is not always the case.
2013-03-01 20:45:42 +00:00

1077 lines
24 KiB
C++

/*
* ***** BEGIN GPL 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.
*
* 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., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, 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 LICENSE BLOCK *****
*/
/** \file gameengine/Rasterizer/RAS_OpenGLRasterizer/RAS_OpenGLRasterizer.cpp
* \ingroup bgerastogl
*/
#include <math.h>
#include <stdlib.h>
#include "RAS_OpenGLRasterizer.h"
#include "GL/glew.h"
#include "RAS_Rect.h"
#include "RAS_TexVert.h"
#include "RAS_MeshObject.h"
#include "MT_CmMatrix4x4.h"
#include "RAS_IRenderTools.h" // rendering text
#include "RAS_StorageIM.h"
#include "RAS_StorageVA.h"
#include "RAS_StorageVBO.h"
#include "GPU_draw.h"
#include "GPU_material.h"
#include "GPU_extensions.h"
#include "DNA_image_types.h"
#include "DNA_meshdata_types.h"
#include "DNA_material_types.h"
#include "DNA_scene_types.h"
extern "C"{
#include "BLI_utildefines.h"
#include "BKE_DerivedMesh.h"
}
#ifndef M_PI
#define M_PI 3.14159265358979323846
#endif
/**
* 32x32 bit masks for vinterlace stereo mode
*/
static GLuint left_eye_vinterlace_mask[32];
static GLuint right_eye_vinterlace_mask[32];
/**
* 32x32 bit masks for hinterlace stereo mode.
* Left eye = &hinterlace_mask[0]
* Right eye = &hinterlace_mask[1]
*/
static GLuint hinterlace_mask[33];
RAS_OpenGLRasterizer::RAS_OpenGLRasterizer(RAS_ICanvas* canvas, int storage)
:RAS_IRasterizer(canvas),
m_2DCanvas(canvas),
m_fogenabled(false),
m_time(0.0),
m_campos(0.0f, 0.0f, 0.0f),
m_camortho(false),
m_stereomode(RAS_STEREO_NOSTEREO),
m_curreye(RAS_STEREO_LEFTEYE),
m_eyeseparation(0.0),
m_focallength(0.0),
m_setfocallength(false),
m_noOfScanlines(32),
m_motionblur(0),
m_motionblurvalue(-1.0),
m_usingoverrideshader(false),
m_texco_num(0),
m_attrib_num(0),
//m_last_alphablend(GPU_BLEND_SOLID),
m_last_frontface(true),
m_materialCachingInfo(0),
m_storage_type(storage)
{
m_viewmatrix.setIdentity();
m_viewinvmatrix.setIdentity();
for (int i = 0; i < 32; i++)
{
left_eye_vinterlace_mask[i] = 0x55555555;
right_eye_vinterlace_mask[i] = 0xAAAAAAAA;
hinterlace_mask[i] = (i&1)*0xFFFFFFFF;
}
hinterlace_mask[32] = 0;
m_prevafvalue = GPU_get_anisotropic();
if (m_storage_type == RAS_VBO /*|| m_storage_type == RAS_AUTO_STORAGE && GLEW_ARB_vertex_buffer_object*/)
{
m_storage = new RAS_StorageVBO(&m_texco_num, m_texco, &m_attrib_num, m_attrib, m_attrib_layer);
m_failsafe_storage = new RAS_StorageIM(&m_texco_num, m_texco, &m_attrib_num, m_attrib, m_attrib_layer);
m_storage_type = RAS_VBO;
}
else if ((m_storage_type == RAS_VA) || (m_storage_type == RAS_AUTO_STORAGE && GLEW_VERSION_1_1))
{
m_storage = new RAS_StorageVA(&m_texco_num, m_texco, &m_attrib_num, m_attrib, m_attrib_layer);
m_failsafe_storage = new RAS_StorageIM(&m_texco_num, m_texco, &m_attrib_num, m_attrib, m_attrib_layer);
m_storage_type = RAS_VA;
}
else
{
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;
}
}
RAS_OpenGLRasterizer::~RAS_OpenGLRasterizer()
{
// Restore the previous AF value
GPU_set_anisotropic(m_prevafvalue);
if (m_failsafe_storage && m_failsafe_storage != m_storage)
delete m_failsafe_storage;
if (m_storage)
delete m_storage;
}
bool RAS_OpenGLRasterizer::Init()
{
bool storage_init;
GPU_state_init();
m_ambr = 0.0f;
m_ambg = 0.0f;
m_ambb = 0.0f;
glDisable(GL_BLEND);
glDisable(GL_ALPHA_TEST);
//m_last_alphablend = GPU_BLEND_SOLID;
GPU_set_material_alpha_blend(GPU_BLEND_SOLID);
glFrontFace(GL_CCW);
m_last_frontface = true;
m_redback = 0.4375;
m_greenback = 0.4375;
m_blueback = 0.4375;
m_alphaback = 0.0;
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);
glShadeModel(GL_SMOOTH);
storage_init = m_storage->Init();
return true && storage_init;
}
void RAS_OpenGLRasterizer::SetAmbientColor(float red, float green, float blue)
{
m_ambr = red;
m_ambg = green;
m_ambb = blue;
}
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,
float blue,
float alpha)
{
m_redback = red;
m_greenback = green;
m_blueback = blue;
m_alphaback = alpha;
}
void RAS_OpenGLRasterizer::SetFogColor(float r,
float g,
float b)
{
m_fogr = r;
m_fogg = g;
m_fogb = b;
m_fogenabled = true;
}
void RAS_OpenGLRasterizer::SetFogStart(float start)
{
m_fogstart = start;
m_fogenabled = true;
}
void RAS_OpenGLRasterizer::SetFogEnd(float fogend)
{
m_fogdist = fogend;
m_fogenabled = true;
}
void RAS_OpenGLRasterizer::SetFog(float start,
float dist,
float r,
float g,
float b)
{
m_fogstart = start;
m_fogdist = dist;
m_fogr = r;
m_fogg = g;
m_fogb = b;
m_fogenabled = true;
}
void RAS_OpenGLRasterizer::DisableFog()
{
m_fogenabled = false;
}
bool RAS_OpenGLRasterizer::IsFogEnabled()
{
return m_fogenabled;
}
void RAS_OpenGLRasterizer::DisplayFog()
{
if ((m_drawingmode >= KX_SOLID) && m_fogenabled)
{
float params[5];
glFogi(GL_FOG_MODE, GL_LINEAR);
glFogf(GL_FOG_DENSITY, 0.1f);
glFogf(GL_FOG_START, m_fogstart);
glFogf(GL_FOG_END, m_fogstart + m_fogdist);
params[0] = m_fogr;
params[1] = m_fogg;
params[2] = m_fogb;
params[3] = 0.0;
glFogfv(GL_FOG_COLOR, params);
glEnable(GL_FOG);
}
else
{
glDisable(GL_FOG);
}
}
bool RAS_OpenGLRasterizer::SetMaterial(const RAS_IPolyMaterial& mat)
{
return mat.Activate(this, m_materialCachingInfo);
}
void RAS_OpenGLRasterizer::Exit()
{
m_storage->Exit();
glEnable(GL_CULL_FACE);
glEnable(GL_DEPTH_TEST);
glClearDepth(1.0);
glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
glClearColor(m_redback, m_greenback, m_blueback, m_alphaback);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glDepthMask (GL_TRUE);
glDepthFunc(GL_LEQUAL);
glBlendFunc(GL_ONE, GL_ZERO);
glDisable(GL_POLYGON_STIPPLE);
glDisable(GL_LIGHTING);
if (GLEW_EXT_separate_specular_color || GLEW_VERSION_1_2)
glLightModeli(GL_LIGHT_MODEL_COLOR_CONTROL, GL_SINGLE_COLOR);
EndFrame();
}
bool RAS_OpenGLRasterizer::BeginFrame(int drawingmode, double time)
{
m_time = time;
SetDrawingMode(drawingmode);
// Blender camera routine destroys the settings
if (m_drawingmode < KX_SOLID)
{
glDisable (GL_CULL_FACE);
glDisable (GL_DEPTH_TEST);
}
else
{
glEnable(GL_DEPTH_TEST);
glEnable (GL_CULL_FACE);
}
glDisable(GL_BLEND);
glDisable(GL_ALPHA_TEST);
//m_last_alphablend = GPU_BLEND_SOLID;
GPU_set_material_alpha_blend(GPU_BLEND_SOLID);
glFrontFace(GL_CCW);
m_last_frontface = true;
glShadeModel(GL_SMOOTH);
glEnable(GL_MULTISAMPLE_ARB);
m_2DCanvas->BeginFrame();
return true;
}
void RAS_OpenGLRasterizer::SetDrawingMode(int drawingmode)
{
m_drawingmode = drawingmode;
if (m_drawingmode == KX_WIREFRAME)
glDisable(GL_CULL_FACE);
m_storage->SetDrawingMode(drawingmode);
if (m_failsafe_storage && m_failsafe_storage != m_storage) {
m_failsafe_storage->SetDrawingMode(drawingmode);
}
}
int RAS_OpenGLRasterizer::GetDrawingMode()
{
return m_drawingmode;
}
void RAS_OpenGLRasterizer::SetDepthMask(DepthMask depthmask)
{
glDepthMask(depthmask == KX_DEPTHMASK_DISABLED ? GL_FALSE : GL_TRUE);
}
void RAS_OpenGLRasterizer::ClearColorBuffer()
{
m_2DCanvas->ClearColor(m_redback,m_greenback,m_blueback,m_alphaback);
m_2DCanvas->ClearBuffer(RAS_ICanvas::COLOR_BUFFER);
}
void RAS_OpenGLRasterizer::ClearDepthBuffer()
{
m_2DCanvas->ClearBuffer(RAS_ICanvas::DEPTH_BUFFER);
}
void RAS_OpenGLRasterizer::ClearCachingInfo(void)
{
m_materialCachingInfo = 0;
}
void RAS_OpenGLRasterizer::FlushDebugShapes()
{
if (m_debugShapes.empty())
return;
// DrawDebugLines
GLboolean light, tex;
light= glIsEnabled(GL_LIGHTING);
tex= glIsEnabled(GL_TEXTURE_2D);
if (light) glDisable(GL_LIGHTING);
if (tex) glDisable(GL_TEXTURE_2D);
//draw lines
glBegin(GL_LINES);
for (unsigned int i=0;i<m_debugShapes.size();i++)
{
if (m_debugShapes[i].m_type != OglDebugShape::LINE)
continue;
glColor4f(m_debugShapes[i].m_color[0],m_debugShapes[i].m_color[1],m_debugShapes[i].m_color[2],1.f);
const MT_Scalar* fromPtr = &m_debugShapes[i].m_pos.x();
const MT_Scalar* toPtr= &m_debugShapes[i].m_param.x();
glVertex3dv(fromPtr);
glVertex3dv(toPtr);
}
glEnd();
//draw circles
for (unsigned int i=0;i<m_debugShapes.size();i++)
{
if (m_debugShapes[i].m_type != OglDebugShape::CIRCLE)
continue;
glBegin(GL_LINE_LOOP);
glColor4f(m_debugShapes[i].m_color[0],m_debugShapes[i].m_color[1],m_debugShapes[i].m_color[2],1.f);
static const MT_Vector3 worldUp(0.0, 0.0, 1.0);
MT_Vector3 norm = m_debugShapes[i].m_param;
MT_Matrix3x3 tr;
if (norm.fuzzyZero() || norm == worldUp)
{
tr.setIdentity();
}
else
{
MT_Vector3 xaxis, yaxis;
xaxis = MT_cross(norm, worldUp);
yaxis = MT_cross(xaxis, norm);
tr.setValue(xaxis.x(), xaxis.y(), xaxis.z(),
yaxis.x(), yaxis.y(), yaxis.z(),
norm.x(), norm.y(), norm.z());
}
MT_Scalar rad = m_debugShapes[i].m_param2.x();
int n = (int) m_debugShapes[i].m_param2.y();
for (int j = 0; j<n; j++)
{
MT_Scalar theta = j*M_PI*2/n;
MT_Vector3 pos(cos(theta) * rad, sin(theta) * rad, 0.0);
pos = pos*tr;
pos += m_debugShapes[i].m_pos;
const MT_Scalar* posPtr = &pos.x();
glVertex3dv(posPtr);
}
glEnd();
}
if (light) glEnable(GL_LIGHTING);
if (tex) glEnable(GL_TEXTURE_2D);
m_debugShapes.clear();
}
void RAS_OpenGLRasterizer::EndFrame()
{
FlushDebugShapes();
glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
glDisable(GL_MULTISAMPLE_ARB);
m_2DCanvas->EndFrame();
}
void RAS_OpenGLRasterizer::SetRenderArea()
{
RAS_Rect area;
// only above/below stereo method needs viewport adjustment
switch (m_stereomode)
{
case RAS_STEREO_ABOVEBELOW:
switch (m_curreye) {
case RAS_STEREO_LEFTEYE:
// upper half of window
area.SetLeft(0);
area.SetBottom(m_2DCanvas->GetHeight() -
int(m_2DCanvas->GetHeight() - m_noOfScanlines) / 2);
area.SetRight(int(m_2DCanvas->GetWidth()));
area.SetTop(int(m_2DCanvas->GetHeight()));
m_2DCanvas->SetDisplayArea(&area);
break;
case RAS_STEREO_RIGHTEYE:
// lower half of window
area.SetLeft(0);
area.SetBottom(0);
area.SetRight(int(m_2DCanvas->GetWidth()));
area.SetTop(int(m_2DCanvas->GetHeight() - m_noOfScanlines) / 2);
m_2DCanvas->SetDisplayArea(&area);
break;
}
break;
case RAS_STEREO_SIDEBYSIDE:
switch (m_curreye)
{
case RAS_STEREO_LEFTEYE:
// Left half of window
area.SetLeft(0);
area.SetBottom(0);
area.SetRight(m_2DCanvas->GetWidth()/2);
area.SetTop(m_2DCanvas->GetHeight());
m_2DCanvas->SetDisplayArea(&area);
break;
case RAS_STEREO_RIGHTEYE:
// Right half of window
area.SetLeft(m_2DCanvas->GetWidth()/2);
area.SetBottom(0);
area.SetRight(m_2DCanvas->GetWidth());
area.SetTop(m_2DCanvas->GetHeight());
m_2DCanvas->SetDisplayArea(&area);
break;
}
break;
default:
// every available pixel
area.SetLeft(0);
area.SetBottom(0);
area.SetRight(int(m_2DCanvas->GetWidth()));
area.SetTop(int(m_2DCanvas->GetHeight()));
m_2DCanvas->SetDisplayArea(&area);
break;
}
}
void RAS_OpenGLRasterizer::SetStereoMode(const StereoMode stereomode)
{
m_stereomode = stereomode;
}
RAS_IRasterizer::StereoMode RAS_OpenGLRasterizer::GetStereoMode()
{
return m_stereomode;
}
bool RAS_OpenGLRasterizer::Stereo()
{
if (m_stereomode > RAS_STEREO_NOSTEREO) // > 0
return true;
else
return false;
}
bool RAS_OpenGLRasterizer::InterlacedStereo()
{
return m_stereomode == RAS_STEREO_VINTERLACE || m_stereomode == RAS_STEREO_INTERLACED;
}
void RAS_OpenGLRasterizer::SetEye(const StereoEye eye)
{
m_curreye = eye;
switch (m_stereomode)
{
case RAS_STEREO_QUADBUFFERED:
glDrawBuffer(m_curreye == RAS_STEREO_LEFTEYE ? GL_BACK_LEFT : GL_BACK_RIGHT);
break;
case RAS_STEREO_ANAGLYPH:
if (m_curreye == RAS_STEREO_LEFTEYE) {
glColorMask(GL_FALSE, GL_TRUE, GL_TRUE, GL_FALSE);
}
else {
//glAccum(GL_LOAD, 1.0);
glColorMask(GL_TRUE, GL_FALSE, GL_FALSE, GL_FALSE);
ClearDepthBuffer();
}
break;
case RAS_STEREO_VINTERLACE:
{
glEnable(GL_POLYGON_STIPPLE);
glPolygonStipple((const GLubyte*) ((m_curreye == RAS_STEREO_LEFTEYE) ? left_eye_vinterlace_mask : right_eye_vinterlace_mask));
if (m_curreye == RAS_STEREO_RIGHTEYE)
ClearDepthBuffer();
break;
}
case RAS_STEREO_INTERLACED:
{
glEnable(GL_POLYGON_STIPPLE);
glPolygonStipple((const GLubyte*) &hinterlace_mask[m_curreye == RAS_STEREO_LEFTEYE?0:1]);
if (m_curreye == RAS_STEREO_RIGHTEYE)
ClearDepthBuffer();
break;
}
default:
break;
}
}
RAS_IRasterizer::StereoEye RAS_OpenGLRasterizer::GetEye()
{
return m_curreye;
}
void RAS_OpenGLRasterizer::SetEyeSeparation(const float eyeseparation)
{
m_eyeseparation = eyeseparation;
}
float RAS_OpenGLRasterizer::GetEyeSeparation()
{
return m_eyeseparation;
}
void RAS_OpenGLRasterizer::SetFocalLength(const float focallength)
{
m_focallength = focallength;
m_setfocallength = true;
}
float RAS_OpenGLRasterizer::GetFocalLength()
{
return m_focallength;
}
void RAS_OpenGLRasterizer::SwapBuffers()
{
m_2DCanvas->SwapBuffers();
}
const MT_Matrix4x4& RAS_OpenGLRasterizer::GetViewMatrix() const
{
return m_viewmatrix;
}
const MT_Matrix4x4& RAS_OpenGLRasterizer::GetViewInvMatrix() const
{
return m_viewinvmatrix;
}
void RAS_OpenGLRasterizer::IndexPrimitives_3DText(RAS_MeshSlot& ms,
class RAS_IPolyMaterial* polymat,
class RAS_IRenderTools* rendertools)
{
bool obcolor = ms.m_bObjectColor;
MT_Vector4& rgba = ms.m_RGBAcolor;
RAS_MeshSlot::iterator it;
// handle object color
if (obcolor) {
glDisableClientState(GL_COLOR_ARRAY);
glColor4d(rgba[0], rgba[1], rgba[2], rgba[3]);
}
else
glEnableClientState(GL_COLOR_ARRAY);
for (ms.begin(it); !ms.end(it); ms.next(it)) {
RAS_TexVert *vertex;
size_t i, j, numvert;
numvert = it.array->m_type;
if (it.array->m_type == RAS_DisplayArray::LINE) {
// line drawing, no text
glBegin(GL_LINES);
for (i=0; i<it.totindex; i+=2)
{
vertex = &it.vertex[it.index[i]];
glVertex3fv(vertex->getXYZ());
vertex = &it.vertex[it.index[i+1]];
glVertex3fv(vertex->getXYZ());
}
glEnd();
}
else {
// triangle and quad text drawing
for (i=0; i<it.totindex; i+=numvert)
{
float v[4][3];
int glattrib, unit;
for (j=0; j<numvert; j++) {
vertex = &it.vertex[it.index[i+j]];
v[j][0] = vertex->getXYZ()[0];
v[j][1] = vertex->getXYZ()[1];
v[j][2] = vertex->getXYZ()[2];
}
// find the right opengl attribute
glattrib = -1;
if (GLEW_ARB_vertex_program)
for (unit=0; unit<m_attrib_num; unit++)
if (m_attrib[unit] == RAS_TEXCO_UV)
glattrib = unit;
rendertools->RenderText(polymat->GetDrawingMode(), polymat,
v[0], v[1], v[2], (numvert == 4)? v[3]: NULL, glattrib);
ClearCachingInfo();
}
}
}
glDisableClientState(GL_COLOR_ARRAY);
}
void RAS_OpenGLRasterizer::SetTexCoordNum(int num)
{
m_texco_num = num;
if (m_texco_num > RAS_MAX_TEXCO)
m_texco_num = RAS_MAX_TEXCO;
}
void RAS_OpenGLRasterizer::SetAttribNum(int num)
{
m_attrib_num = num;
if (m_attrib_num > RAS_MAX_ATTRIB)
m_attrib_num = RAS_MAX_ATTRIB;
}
void RAS_OpenGLRasterizer::SetTexCoord(TexCoGen coords, int unit)
{
// this changes from material to material
if (unit < RAS_MAX_TEXCO)
m_texco[unit] = coords;
}
void RAS_OpenGLRasterizer::SetAttrib(TexCoGen coords, int unit, int layer)
{
// this changes from material to material
if (unit < RAS_MAX_ATTRIB) {
m_attrib[unit] = coords;
m_attrib_layer[unit] = layer;
}
}
void RAS_OpenGLRasterizer::IndexPrimitives(RAS_MeshSlot& ms)
{
if (ms.m_pDerivedMesh)
m_failsafe_storage->IndexPrimitives(ms);
else
m_storage->IndexPrimitives(ms);
}
void RAS_OpenGLRasterizer::IndexPrimitivesMulti(RAS_MeshSlot& ms)
{
if (ms.m_pDerivedMesh)
m_failsafe_storage->IndexPrimitivesMulti(ms);
else
m_storage->IndexPrimitivesMulti(ms);
}
void RAS_OpenGLRasterizer::SetProjectionMatrix(MT_CmMatrix4x4 &mat)
{
glMatrixMode(GL_PROJECTION);
double* matrix = &mat(0, 0);
glLoadMatrixd(matrix);
m_camortho = (mat(3, 3) != 0.0);
}
void RAS_OpenGLRasterizer::SetProjectionMatrix(const MT_Matrix4x4 & mat)
{
glMatrixMode(GL_PROJECTION);
double matrix[16];
/* Get into argument. Looks a bit dodgy, but it's ok. */
mat.getValue(matrix);
/* Internally, MT_Matrix4x4 uses doubles (MT_Scalar). */
glLoadMatrixd(matrix);
m_camortho= (mat[3][3] != 0.0);
}
MT_Matrix4x4 RAS_OpenGLRasterizer::GetFrustumMatrix(
float left,
float right,
float bottom,
float top,
float frustnear,
float frustfar,
float focallength,
bool
) {
MT_Matrix4x4 result;
double mat[16];
// correction for stereo
if (Stereo())
{
float near_div_focallength;
float offset;
// if Rasterizer.setFocalLength is not called we use the camera focallength
if (!m_setfocallength)
// if focallength is null we use a value known to be reasonable
m_focallength = (focallength == 0.f) ? m_eyeseparation * 30.0f
: focallength;
near_div_focallength = frustnear / m_focallength;
offset = 0.5f * m_eyeseparation * near_div_focallength;
switch (m_curreye) {
case RAS_STEREO_LEFTEYE:
left += offset;
right += offset;
break;
case RAS_STEREO_RIGHTEYE:
left -= offset;
right -= offset;
break;
}
// leave bottom and top untouched
}
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
glFrustum(left, right, bottom, top, frustnear, frustfar);
glGetDoublev(GL_PROJECTION_MATRIX, mat);
result.setValue(mat);
return result;
}
MT_Matrix4x4 RAS_OpenGLRasterizer::GetOrthoMatrix(
float left,
float right,
float bottom,
float top,
float frustnear,
float frustfar
) {
MT_Matrix4x4 result;
double mat[16];
// stereo is meaning less for orthographic, disable it
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
glOrtho(left, right, bottom, top, frustnear, frustfar);
glGetDoublev(GL_PROJECTION_MATRIX, mat);
result.setValue(mat);
return result;
}
// next arguments probably contain redundant info, for later...
void RAS_OpenGLRasterizer::SetViewMatrix(const MT_Matrix4x4 &mat,
const MT_Matrix3x3 & camOrientMat3x3,
const MT_Point3 & pos,
bool perspective)
{
m_viewmatrix = mat;
// correction for stereo
if (Stereo() && perspective)
{
MT_Vector3 unitViewDir(0.0, -1.0, 0.0); // minus y direction, Blender convention
MT_Vector3 unitViewupVec(0.0, 0.0, 1.0);
MT_Vector3 viewDir, viewupVec;
MT_Vector3 eyeline;
// actual viewDir
viewDir = camOrientMat3x3 * unitViewDir; // this is the moto convention, vector on right hand side
// actual viewup vec
viewupVec = camOrientMat3x3 * unitViewupVec;
// vector between eyes
eyeline = viewDir.cross(viewupVec);
switch (m_curreye) {
case RAS_STEREO_LEFTEYE:
{
// translate to left by half the eye distance
MT_Transform transform;
transform.setIdentity();
transform.translate(-(eyeline * m_eyeseparation / 2.0));
m_viewmatrix *= transform;
}
break;
case RAS_STEREO_RIGHTEYE:
{
// translate to right by half the eye distance
MT_Transform transform;
transform.setIdentity();
transform.translate(eyeline * m_eyeseparation / 2.0);
m_viewmatrix *= transform;
}
break;
}
}
m_viewinvmatrix = m_viewmatrix;
m_viewinvmatrix.invert();
// note: getValue gives back column major as needed by OpenGL
MT_Scalar glviewmat[16];
m_viewmatrix.getValue(glviewmat);
glMatrixMode(GL_MODELVIEW);
glLoadMatrixd(glviewmat);
m_campos = pos;
}
const MT_Point3& RAS_OpenGLRasterizer::GetCameraPosition()
{
return m_campos;
}
bool RAS_OpenGLRasterizer::GetCameraOrtho()
{
return m_camortho;
}
void RAS_OpenGLRasterizer::SetCullFace(bool enable)
{
if (enable)
glEnable(GL_CULL_FACE);
else
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,
float specZ,
float specval)
{
GLfloat mat_specular[] = {specX, specY, specZ, specval};
glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, mat_specular);
}
void RAS_OpenGLRasterizer::SetShinyness(float shiny)
{
GLfloat mat_shininess[] = { shiny };
glMaterialfv(GL_FRONT_AND_BACK, GL_SHININESS, mat_shininess);
}
void RAS_OpenGLRasterizer::SetDiffuse(float difX,float difY,float difZ,float diffuse)
{
GLfloat mat_diffuse [] = {difX, difY,difZ, diffuse};
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;
}
void RAS_OpenGLRasterizer::SetPolygonOffset(float mult, float add)
{
glPolygonOffset(mult, add);
GLint mode = GL_POLYGON_OFFSET_FILL;
if (m_drawingmode < KX_SHADED)
mode = GL_POLYGON_OFFSET_LINE;
if (mult != 0.0f || add != 0.0f)
glEnable(mode);
else
glDisable(mode);
}
void RAS_OpenGLRasterizer::EnableMotionBlur(float motionblurvalue)
{
/* don't just set m_motionblur to 1, but check if it is 0 so
* we don't reset a motion blur that is already enabled */
if (m_motionblur == 0)
m_motionblur = 1;
m_motionblurvalue = motionblurvalue;
}
void RAS_OpenGLRasterizer::DisableMotionBlur()
{
m_motionblur = 0;
m_motionblurvalue = -1.0;
}
void RAS_OpenGLRasterizer::SetAlphaBlend(int alphablend)
{
GPU_set_material_alpha_blend(alphablend);
/*
if (alphablend == m_last_alphablend)
return;
if (alphablend == GPU_BLEND_SOLID) {
glDisable(GL_BLEND);
glDisable(GL_ALPHA_TEST);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
}
else if (alphablend == GPU_BLEND_ADD) {
glBlendFunc(GL_ONE, GL_ONE);
glEnable(GL_BLEND);
glDisable(GL_ALPHA_TEST);
}
else if (alphablend == GPU_BLEND_ALPHA) {
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glEnable(GL_BLEND);
glEnable(GL_ALPHA_TEST);
glAlphaFunc(GL_GREATER, 0.0f);
}
else if (alphablend == GPU_BLEND_CLIP) {
glDisable(GL_BLEND);
glEnable(GL_ALPHA_TEST);
glAlphaFunc(GL_GREATER, 0.5f);
}
m_last_alphablend = alphablend;
*/
}
void RAS_OpenGLRasterizer::SetFrontFace(bool ccw)
{
if (m_last_frontface == ccw)
return;
if (ccw)
glFrontFace(GL_CCW);
else
glFrontFace(GL_CW);
m_last_frontface = ccw;
}
void RAS_OpenGLRasterizer::SetAnisotropicFiltering(short level)
{
GPU_set_anisotropic((float)level);
}
short RAS_OpenGLRasterizer::GetAnisotropicFiltering()
{
return (short)GPU_get_anisotropic();
}
void RAS_OpenGLRasterizer::SetUsingOverrideShader(bool val)
{
m_usingoverrideshader = val;
}
bool RAS_OpenGLRasterizer::GetUsingOverrideShader()
{
return m_usingoverrideshader;
}