Files
blender/source/gameengine/Rasterizer/RAS_OpenGLRasterizer/RAS_VAOpenGLRasterizer.cpp
Kester Maddock 44f45894c2 Miscellaneous Fixes:
Add Python Mapping method to CListValue
Fix Bernoulli bool distribution python method for random actuator
Fix Python IpoActuator methods setProperty and force acts local
Make data objects private
Better sort method for polygon materials - much easier to understand
2004-06-04 03:00:13 +00:00

227 lines
4.6 KiB
C++

/**
* $Id$
* ***** BEGIN GPL/BL DUAL 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. The Blender
* Foundation also sells licenses for use in proprietary software under
* the Blender License. See http://www.blender.org/BL/ for information
* about this.
*
* 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., 59 Temple Place - Suite 330, Boston, MA 02111-1307, 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/BL DUAL LICENSE BLOCK *****
*/
#ifdef HAVE_CONFIG_H
#include <config.h>
#endif
#include "RAS_VAOpenGLRasterizer.h"
#ifdef WIN32
#include <windows.h>
#endif // WIN32
#ifdef __APPLE__
#include <OpenGL/gl.h>
#else
#include <GL/gl.h>
#endif
#include "STR_String.h"
#include "RAS_TexVert.h"
#include "MT_CmMatrix4x4.h"
#include "RAS_IRenderTools.h" // rendering text
#include "RAS_GLExtensionManager.h"
using namespace bgl;
RAS_VAOpenGLRasterizer::RAS_VAOpenGLRasterizer(RAS_ICanvas* canvas)
:RAS_OpenGLRasterizer(canvas)
{
}
RAS_VAOpenGLRasterizer::~RAS_VAOpenGLRasterizer()
{
}
bool RAS_VAOpenGLRasterizer::Init(void)
{
bool result = RAS_OpenGLRasterizer::Init();
if (result)
{
glEnableClientState(GL_VERTEX_ARRAY);
glDisableClientState(GL_TEXTURE_COORD_ARRAY);
glDisableClientState(GL_NORMAL_ARRAY);
glDisableClientState(GL_COLOR_ARRAY);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
}
return result;
}
void RAS_VAOpenGLRasterizer::SetDrawingMode(int drawingmode)
{
m_drawingmode = drawingmode;
switch (m_drawingmode)
{
case KX_BOUNDINGBOX:
{
}
case KX_WIREFRAME:
{
glDisable (GL_CULL_FACE);
break;
}
case KX_TEXTURED:
{
}
case KX_SHADED:
{
glEnableClientState(GL_COLOR_ARRAY);
}
case KX_SOLID:
{
break;
}
default:
{
}
}
}
void RAS_VAOpenGLRasterizer::Exit()
{
glDisableClientState(GL_VERTEX_ARRAY);
glDisableClientState(GL_TEXTURE_COORD_ARRAY);
glDisableClientState(GL_COLOR_ARRAY);
glDisableClientState(GL_NORMAL_ARRAY);
glDisable(GL_COLOR_MATERIAL);
RAS_OpenGLRasterizer::Exit();
}
void RAS_VAOpenGLRasterizer::IndexPrimitives( const vecVertexArray& vertexarrays,
const vecIndexArrays & indexarrays,
int mode,
class RAS_IPolyMaterial* polymat,
class RAS_IRenderTools* rendertools,
bool useObjectColor,
const MT_Vector4& rgbacolor)
{
unsigned char* mypointer=NULL;
static const GLsizei vtxstride = sizeof(RAS_TexVert);
GLenum drawmode;
switch (mode)
{
case 0:
{
drawmode = GL_TRIANGLES;
break;
}
case 2:
{
drawmode = GL_QUADS;
break;
}
case 1: //lines
{
}
default:
{
drawmode = GL_LINES;
break;
}
}
const RAS_TexVert* vertexarray;
unsigned int numindices, vt;
if (drawmode != GL_LINES)
{
if (useObjectColor)
{
glDisableClientState(GL_COLOR_ARRAY);
glColor4d(rgbacolor[0], rgbacolor[1], rgbacolor[2], rgbacolor[3]);
} else
{
glColor4d(0,0,0,1.0);
glEnableClientState(GL_COLOR_ARRAY);
}
}
else
{
glColor3d(0,0,0);
}
// use glDrawElements to draw each vertexarray
for (vt=0;vt<vertexarrays.size();vt++)
{
vertexarray = &((*vertexarrays[vt]) [0]);
const KX_IndexArray & indexarray = (*indexarrays[vt]);
numindices = indexarray.size();
int numverts = vertexarrays[vt]->size();
if (!numindices)
continue;
glVertexPointer(3,GL_FLOAT,vtxstride,vertexarray->getLocalXYZ());
glTexCoordPointer(2,GL_FLOAT,vtxstride,vertexarray->getUV1());
glColorPointer(4,GL_UNSIGNED_BYTE,vtxstride,&vertexarray->getRGBA());
glNormalPointer(GL_SHORT,vtxstride,vertexarray->getNormal());
//glLockArraysEXT(0,numverts);
// here the actual drawing takes places
glDrawElements(drawmode,numindices,GL_UNSIGNED_INT,&(indexarray[0]));
//glUnlockArraysEXT();
}
}
void RAS_VAOpenGLRasterizer::EnableTextures(bool enable)
{
if (enable)
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
else
glDisableClientState(GL_TEXTURE_COORD_ARRAY);
}
bool RAS_VAOpenGLRasterizer::Stereo()
{
/*
if(m_stereomode == RAS_STEREO_NOSTEREO)
return false;
else
return true;
*/
return false;
}