
Realtime modifiers applied on mesh objects will be supported in the game engine with the following limitations: - Only real time modifiers are supported (basically all of them!) - Virtual modifiers resulting from parenting are not supported: armature, curve, lattice. You can still use these modifiers (armature is really not recommended) but in non parent mode. The BGE has it's own parenting capability for armature. - Modifiers are computed on the host (using blender modifier stack). - Modifiers are statically evaluated: any possible time dependency in the modifiers is not supported (don't know enough about modifiers to be more specific). - Modifiers are reevaluated if the underlying mesh is deformed due to shape action or armature action. Beware that this is very CPU intensive; modifiers should really be used for static objects only. - Physics is still based on the original mesh: if you have a mirror modifier, the physic shape will be limited to one half of the resulting object. Therefore, the modifiers should preferably be used on graphic objects. - Scripts have no access to the modified mesh. - Modifiers that are based on objects interaction (boolean,..) will not be dependent on the objects position in the GE. What you see in the 3D view is what you get in the GE regardless on the object position, velocity, etc. Besides that, the feature is compatible with all the BGE features that affect meshes: armature action, shape action, relace mesh, VideoTexture, add object, dupligroup. Known problems: - This feature is a bit hacky: the BGE uses the derived mesh draw functions to display the object. This drawing method is a bit slow and is not 100% compatible with the BGE. There may be some problems in multi-texture mode: the multi-texture coordinates are not sent to the GPU. Texface and GLSL on the other hand should be fully supported. - Culling is still based on the extend of the original mesh. If you have a modifer that extends the size of the mesh, the object may disappear while still in the view frustrum. - Derived mesh is not shared between replicas. The derived mesh is allocated and computed for each object with modifiers, regardless if they are static replicas. - Display list are not created on objects with modifiers. I should be able to fix the above problems before release. However, the feature is already useful for game development. Once you are ready to release the game, you can apply the modifiers to get back display list support and mesh sharing capability. MSVC, scons, Cmake, makefile updated. Enjoy /benoit
1113 lines
25 KiB
C++
1113 lines
25 KiB
C++
/**
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* $Id$
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* ***** BEGIN GPL LICENSE BLOCK *****
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*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software Foundation,
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* Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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*
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* The Original Code is Copyright (C) 2001-2002 by NaN Holding BV.
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* All rights reserved.
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*
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* The Original Code is: all of this file.
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*
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* Contributor(s): none yet.
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*
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* ***** END GPL LICENSE BLOCK *****
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*/
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#include <math.h>
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#include <stdlib.h>
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#include "RAS_OpenGLRasterizer.h"
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#include "GL/glew.h"
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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 "MT_CmMatrix4x4.h"
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#include "RAS_IRenderTools.h" // rendering text
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#include "GPU_draw.h"
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#include "GPU_material.h"
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#include "GPU_extensions.h"
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#include "DNA_image_types.h"
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#include "DNA_meshdata_types.h"
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#include "DNA_material_types.h"
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#include "DNA_scene_types.h"
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#include "BKE_DerivedMesh.h"
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/**
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* 32x32 bit masks for vinterlace stereo mode
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*/
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static GLuint left_eye_vinterlace_mask[32];
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static GLuint right_eye_vinterlace_mask[32];
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/**
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* 32x32 bit masks for hinterlace stereo mode.
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* Left eye = &hinterlace_mask[0]
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* Right eye = &hinterlace_mask[1]
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*/
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static GLuint hinterlace_mask[33];
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RAS_OpenGLRasterizer::RAS_OpenGLRasterizer(RAS_ICanvas* canvas)
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:RAS_IRasterizer(canvas),
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m_2DCanvas(canvas),
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m_fogenabled(false),
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m_time(0.0),
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m_campos(0.0f, 0.0f, 0.0f),
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m_camortho(false),
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m_stereomode(RAS_STEREO_NOSTEREO),
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m_curreye(RAS_STEREO_LEFTEYE),
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m_eyeseparation(0.0),
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m_seteyesep(false),
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m_focallength(0.0),
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m_setfocallength(false),
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m_noOfScanlines(32),
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m_motionblur(0),
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m_motionblurvalue(-1.0),
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m_texco_num(0),
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m_attrib_num(0),
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m_last_blendmode(GPU_BLEND_SOLID),
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m_last_frontface(true),
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m_materialCachingInfo(0)
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{
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m_viewmatrix.setIdentity();
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m_viewinvmatrix.setIdentity();
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for (int i = 0; i < 32; i++)
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{
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left_eye_vinterlace_mask[i] = 0x55555555;
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right_eye_vinterlace_mask[i] = 0xAAAAAAAA;
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hinterlace_mask[i] = (i&1)*0xFFFFFFFF;
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}
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hinterlace_mask[32] = 0;
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}
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RAS_OpenGLRasterizer::~RAS_OpenGLRasterizer()
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{
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}
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bool RAS_OpenGLRasterizer::Init()
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{
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GPU_state_init();
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m_redback = 0.4375;
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m_greenback = 0.4375;
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m_blueback = 0.4375;
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m_alphaback = 0.0;
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m_ambr = 0.0f;
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m_ambg = 0.0f;
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m_ambb = 0.0f;
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glDisable(GL_BLEND);
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glDisable(GL_ALPHA_TEST);
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m_last_blendmode = GPU_BLEND_SOLID;
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glFrontFace(GL_CCW);
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m_last_frontface = true;
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glClearColor(m_redback,m_greenback,m_blueback,m_alphaback);
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glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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glShadeModel(GL_SMOOTH);
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return true;
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}
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void RAS_OpenGLRasterizer::SetAmbientColor(float red, float green, float blue)
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{
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m_ambr = red;
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m_ambg = green;
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m_ambb = blue;
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}
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void RAS_OpenGLRasterizer::SetAmbient(float factor)
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{
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float ambient[] = { m_ambr*factor, m_ambg*factor, m_ambb*factor, 1.0f };
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glLightModelfv(GL_LIGHT_MODEL_AMBIENT, ambient);
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}
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void RAS_OpenGLRasterizer::SetBackColor(float red,
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float green,
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float blue,
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float alpha)
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{
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m_redback = red;
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m_greenback = green;
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m_blueback = blue;
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m_alphaback = alpha;
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}
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void RAS_OpenGLRasterizer::SetFogColor(float r,
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float g,
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float b)
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{
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m_fogr = r;
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m_fogg = g;
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m_fogb = b;
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m_fogenabled = true;
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}
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void RAS_OpenGLRasterizer::SetFogStart(float start)
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{
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m_fogstart = start;
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m_fogenabled = true;
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}
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void RAS_OpenGLRasterizer::SetFogEnd(float fogend)
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{
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m_fogdist = fogend;
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m_fogenabled = true;
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}
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void RAS_OpenGLRasterizer::SetFog(float start,
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float dist,
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float r,
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float g,
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float b)
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{
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m_fogstart = start;
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m_fogdist = dist;
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m_fogr = r;
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m_fogg = g;
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m_fogb = b;
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m_fogenabled = true;
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}
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void RAS_OpenGLRasterizer::DisableFog()
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{
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m_fogenabled = false;
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}
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void RAS_OpenGLRasterizer::DisplayFog()
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{
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if ((m_drawingmode >= KX_SOLID) && m_fogenabled)
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{
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float params[5];
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glFogi(GL_FOG_MODE, GL_LINEAR);
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glFogf(GL_FOG_DENSITY, 0.1f);
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glFogf(GL_FOG_START, m_fogstart);
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glFogf(GL_FOG_END, m_fogstart + m_fogdist);
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params[0]= m_fogr;
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params[1]= m_fogg;
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params[2]= m_fogb;
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params[3]= 0.0;
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glFogfv(GL_FOG_COLOR, params);
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glEnable(GL_FOG);
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}
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else
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{
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glDisable(GL_FOG);
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}
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}
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bool RAS_OpenGLRasterizer::SetMaterial(const RAS_IPolyMaterial& mat)
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{
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return mat.Activate(this, m_materialCachingInfo);
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}
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void RAS_OpenGLRasterizer::Exit()
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{
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glEnable(GL_CULL_FACE);
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glEnable(GL_DEPTH_TEST);
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glClearDepth(1.0);
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glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
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glClearColor(m_redback, m_greenback, m_blueback, m_alphaback);
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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glDepthMask (GL_TRUE);
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glDepthFunc(GL_LEQUAL);
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glBlendFunc(GL_ONE, GL_ZERO);
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glDisable(GL_POLYGON_STIPPLE);
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glDisable(GL_LIGHTING);
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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_SINGLE_COLOR);
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EndFrame();
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}
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bool RAS_OpenGLRasterizer::BeginFrame(int drawingmode, double time)
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{
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m_time = time;
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m_drawingmode = drawingmode;
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// Blender camera routine destroys the settings
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if (m_drawingmode < KX_SOLID)
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{
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glDisable (GL_CULL_FACE);
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glDisable (GL_DEPTH_TEST);
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}
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else
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{
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glEnable(GL_DEPTH_TEST);
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glEnable (GL_CULL_FACE);
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}
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glDisable(GL_BLEND);
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glDisable(GL_ALPHA_TEST);
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m_last_blendmode = GPU_BLEND_SOLID;
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glFrontFace(GL_CCW);
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m_last_frontface = true;
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glShadeModel(GL_SMOOTH);
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m_2DCanvas->BeginFrame();
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return true;
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}
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void RAS_OpenGLRasterizer::SetDrawingMode(int drawingmode)
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{
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m_drawingmode = drawingmode;
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if(m_drawingmode == KX_WIREFRAME)
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glDisable(GL_CULL_FACE);
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}
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int RAS_OpenGLRasterizer::GetDrawingMode()
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{
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return m_drawingmode;
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}
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void RAS_OpenGLRasterizer::SetDepthMask(DepthMask depthmask)
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{
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glDepthMask(depthmask == KX_DEPTHMASK_DISABLED ? GL_FALSE : GL_TRUE);
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}
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void RAS_OpenGLRasterizer::ClearColorBuffer()
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{
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m_2DCanvas->ClearColor(m_redback,m_greenback,m_blueback,m_alphaback);
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m_2DCanvas->ClearBuffer(RAS_ICanvas::COLOR_BUFFER);
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}
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void RAS_OpenGLRasterizer::ClearDepthBuffer()
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{
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m_2DCanvas->ClearBuffer(RAS_ICanvas::DEPTH_BUFFER);
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}
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void RAS_OpenGLRasterizer::ClearCachingInfo(void)
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{
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m_materialCachingInfo = 0;
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}
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void RAS_OpenGLRasterizer::FlushDebugLines()
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{
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if(!m_debugLines.size())
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return;
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// DrawDebugLines
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GLboolean light, tex;
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light= glIsEnabled(GL_LIGHTING);
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tex= glIsEnabled(GL_TEXTURE_2D);
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if(light) glDisable(GL_LIGHTING);
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if(tex) glDisable(GL_TEXTURE_2D);
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glBegin(GL_LINES);
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for (unsigned int i=0;i<m_debugLines.size();i++)
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{
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glColor4f(m_debugLines[i].m_color[0],m_debugLines[i].m_color[1],m_debugLines[i].m_color[2],1.f);
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const MT_Scalar* fromPtr = &m_debugLines[i].m_from.x();
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const MT_Scalar* toPtr= &m_debugLines[i].m_to.x();
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glVertex3dv(fromPtr);
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glVertex3dv(toPtr);
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}
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glEnd();
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if(light) glEnable(GL_LIGHTING);
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if(tex) glEnable(GL_TEXTURE_2D);
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m_debugLines.clear();
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}
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void RAS_OpenGLRasterizer::EndFrame()
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{
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FlushDebugLines();
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glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
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m_2DCanvas->EndFrame();
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}
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void RAS_OpenGLRasterizer::SetRenderArea()
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{
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// only above/below stereo method needs viewport adjustment
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switch (m_stereomode)
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{
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case RAS_STEREO_ABOVEBELOW:
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switch(m_curreye)
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{
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case RAS_STEREO_LEFTEYE:
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// upper half of window
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m_2DCanvas->GetDisplayArea().SetLeft(0);
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m_2DCanvas->GetDisplayArea().SetBottom(m_2DCanvas->GetHeight() -
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int(m_2DCanvas->GetHeight() - m_noOfScanlines) / 2);
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m_2DCanvas->GetDisplayArea().SetRight(int(m_2DCanvas->GetWidth()));
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m_2DCanvas->GetDisplayArea().SetTop(int(m_2DCanvas->GetHeight()));
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break;
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case RAS_STEREO_RIGHTEYE:
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// lower half of window
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m_2DCanvas->GetDisplayArea().SetLeft(0);
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m_2DCanvas->GetDisplayArea().SetBottom(0);
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m_2DCanvas->GetDisplayArea().SetRight(int(m_2DCanvas->GetWidth()));
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m_2DCanvas->GetDisplayArea().SetTop(int(m_2DCanvas->GetHeight() - m_noOfScanlines) / 2);
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break;
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}
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break;
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case RAS_STEREO_SIDEBYSIDE:
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switch (m_curreye)
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{
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case RAS_STEREO_LEFTEYE:
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// Left half of window
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m_2DCanvas->GetDisplayArea().SetLeft(0);
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m_2DCanvas->GetDisplayArea().SetBottom(0);
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m_2DCanvas->GetDisplayArea().SetRight(m_2DCanvas->GetWidth()/2);
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m_2DCanvas->GetDisplayArea().SetTop(m_2DCanvas->GetHeight());
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break;
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case RAS_STEREO_RIGHTEYE:
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// Right half of window
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m_2DCanvas->GetDisplayArea().SetLeft(m_2DCanvas->GetWidth()/2);
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m_2DCanvas->GetDisplayArea().SetBottom(0);
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m_2DCanvas->GetDisplayArea().SetRight(m_2DCanvas->GetWidth());
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m_2DCanvas->GetDisplayArea().SetTop(m_2DCanvas->GetHeight());
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break;
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}
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break;
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default:
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// every available pixel
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m_2DCanvas->GetDisplayArea().SetLeft(0);
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m_2DCanvas->GetDisplayArea().SetBottom(0);
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m_2DCanvas->GetDisplayArea().SetRight(int(m_2DCanvas->GetWidth()));
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m_2DCanvas->GetDisplayArea().SetTop(int(m_2DCanvas->GetHeight()));
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break;
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}
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}
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void RAS_OpenGLRasterizer::SetStereoMode(const StereoMode stereomode)
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{
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m_stereomode = stereomode;
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}
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RAS_IRasterizer::StereoMode RAS_OpenGLRasterizer::GetStereoMode()
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{
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return m_stereomode;
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}
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bool RAS_OpenGLRasterizer::Stereo()
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{
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if(m_stereomode == RAS_STEREO_NOSTEREO || m_stereomode == RAS_STEREO_DOME)
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return false;
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else
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return true;
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}
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bool RAS_OpenGLRasterizer::InterlacedStereo()
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{
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return m_stereomode == RAS_STEREO_VINTERLACE || m_stereomode == RAS_STEREO_INTERLACED;
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}
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void RAS_OpenGLRasterizer::SetEye(const StereoEye eye)
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{
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m_curreye = eye;
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switch (m_stereomode)
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{
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case RAS_STEREO_QUADBUFFERED:
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glDrawBuffer(m_curreye == RAS_STEREO_LEFTEYE ? GL_BACK_LEFT : GL_BACK_RIGHT);
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break;
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case RAS_STEREO_ANAGLYPH:
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if (m_curreye == RAS_STEREO_LEFTEYE)
|
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{
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glColorMask(GL_FALSE, GL_TRUE, GL_TRUE, GL_FALSE);
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} else {
|
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//glAccum(GL_LOAD, 1.0);
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glColorMask(GL_TRUE, GL_FALSE, GL_FALSE, GL_FALSE);
|
|
ClearDepthBuffer();
|
|
}
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break;
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case RAS_STEREO_VINTERLACE:
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{
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glEnable(GL_POLYGON_STIPPLE);
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glPolygonStipple((const GLubyte*) ((m_curreye == RAS_STEREO_LEFTEYE) ? left_eye_vinterlace_mask : right_eye_vinterlace_mask));
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if (m_curreye == RAS_STEREO_RIGHTEYE)
|
|
ClearDepthBuffer();
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|
break;
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|
}
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|
case RAS_STEREO_INTERLACED:
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|
{
|
|
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:
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break;
|
|
}
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|
}
|
|
|
|
RAS_IRasterizer::StereoEye RAS_OpenGLRasterizer::GetEye()
|
|
{
|
|
return m_curreye;
|
|
}
|
|
|
|
|
|
void RAS_OpenGLRasterizer::SetEyeSeparation(const float eyeseparation)
|
|
{
|
|
m_eyeseparation = eyeseparation;
|
|
m_seteyesep = true;
|
|
}
|
|
|
|
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_UV1)
|
|
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)
|
|
{
|
|
// this changes from material to material
|
|
if(unit < RAS_MAX_ATTRIB)
|
|
m_attrib[unit] = coords;
|
|
}
|
|
|
|
void RAS_OpenGLRasterizer::TexCoord(const RAS_TexVert &tv)
|
|
{
|
|
int unit;
|
|
|
|
if(GLEW_ARB_multitexture) {
|
|
for(unit=0; unit<m_texco_num; unit++) {
|
|
if(tv.getFlag() & RAS_TexVert::SECOND_UV && (int)tv.getUnit() == unit) {
|
|
glMultiTexCoord2fvARB(GL_TEXTURE0_ARB+unit, tv.getUV2());
|
|
continue;
|
|
}
|
|
switch(m_texco[unit]) {
|
|
case RAS_TEXCO_ORCO:
|
|
case RAS_TEXCO_GLOB:
|
|
glMultiTexCoord3fvARB(GL_TEXTURE0_ARB+unit, tv.getXYZ());
|
|
break;
|
|
case RAS_TEXCO_UV1:
|
|
glMultiTexCoord2fvARB(GL_TEXTURE0_ARB+unit, tv.getUV1());
|
|
break;
|
|
case RAS_TEXCO_NORM:
|
|
glMultiTexCoord3fvARB(GL_TEXTURE0_ARB+unit, tv.getNormal());
|
|
break;
|
|
case RAS_TEXTANGENT:
|
|
glMultiTexCoord4fvARB(GL_TEXTURE0_ARB+unit, tv.getTangent());
|
|
break;
|
|
case RAS_TEXCO_UV2:
|
|
glMultiTexCoord2fvARB(GL_TEXTURE0_ARB+unit, tv.getUV2());
|
|
break;
|
|
default:
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|
|
if(GLEW_ARB_vertex_program) {
|
|
for(unit=0; unit<m_attrib_num; unit++) {
|
|
switch(m_attrib[unit]) {
|
|
case RAS_TEXCO_ORCO:
|
|
case RAS_TEXCO_GLOB:
|
|
glVertexAttrib3fvARB(unit, tv.getXYZ());
|
|
break;
|
|
case RAS_TEXCO_UV1:
|
|
glVertexAttrib2fvARB(unit, tv.getUV1());
|
|
break;
|
|
case RAS_TEXCO_NORM:
|
|
glVertexAttrib3fvARB(unit, tv.getNormal());
|
|
break;
|
|
case RAS_TEXTANGENT:
|
|
glVertexAttrib4fvARB(unit, tv.getTangent());
|
|
break;
|
|
case RAS_TEXCO_UV2:
|
|
glVertexAttrib2fvARB(unit, tv.getUV2());
|
|
break;
|
|
case RAS_TEXCO_VCOL:
|
|
glVertexAttrib4ubvARB(unit, tv.getRGBA());
|
|
break;
|
|
default:
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|
|
}
|
|
|
|
void RAS_OpenGLRasterizer::IndexPrimitives(RAS_MeshSlot& ms)
|
|
{
|
|
IndexPrimitivesInternal(ms, false);
|
|
}
|
|
|
|
void RAS_OpenGLRasterizer::IndexPrimitivesMulti(RAS_MeshSlot& ms)
|
|
{
|
|
IndexPrimitivesInternal(ms, true);
|
|
}
|
|
|
|
static bool current_wireframe;
|
|
static RAS_MaterialBucket *current_bucket;
|
|
static RAS_IPolyMaterial *current_polymat;
|
|
static RAS_MeshSlot *current_ms;
|
|
static RAS_MeshObject *current_mesh;
|
|
static int current_blmat_nr;
|
|
static GPUVertexAttribs current_gpu_attribs;
|
|
static int CheckMaterialDM(int matnr, void *attribs)
|
|
{
|
|
// only draw the current material
|
|
if (matnr != current_blmat_nr)
|
|
return 0;
|
|
GPUVertexAttribs *gattribs = (GPUVertexAttribs *)attribs;
|
|
if (gattribs)
|
|
memcpy(gattribs, ¤t_gpu_attribs, sizeof(GPUVertexAttribs));
|
|
return 1;
|
|
}
|
|
static int CheckTexfaceDM(void *mcol, int index)
|
|
{
|
|
|
|
// index is the original face index, retrieve the polygon
|
|
RAS_Polygon* polygon = (index >= 0 && index < current_mesh->NumPolygons()) ?
|
|
current_mesh->GetPolygon(index) : NULL;
|
|
if (polygon && polygon->GetMaterial() == current_bucket) {
|
|
// must handle color.
|
|
if (current_wireframe)
|
|
return 2;
|
|
if (current_ms->m_bObjectColor) {
|
|
MT_Vector4& rgba = current_ms->m_RGBAcolor;
|
|
glColor4d(rgba[0], rgba[1], rgba[2], rgba[3]);
|
|
// don't use mcol
|
|
return 2;
|
|
}
|
|
if (!mcol) {
|
|
// we have to set the color from the material
|
|
unsigned char rgba[4];
|
|
current_polymat->GetMaterialRGBAColor(rgba);
|
|
glColor4ubv((const GLubyte *)rgba);
|
|
return 2;
|
|
}
|
|
return 1;
|
|
}
|
|
return 0;
|
|
}
|
|
|
|
void RAS_OpenGLRasterizer::IndexPrimitivesInternal(RAS_MeshSlot& ms, bool multi)
|
|
{
|
|
bool obcolor = ms.m_bObjectColor;
|
|
bool wireframe = m_drawingmode <= KX_WIREFRAME;
|
|
MT_Vector4& rgba = ms.m_RGBAcolor;
|
|
RAS_MeshSlot::iterator it;
|
|
|
|
if (ms.m_pDerivedMesh) {
|
|
// mesh data is in derived mesh,
|
|
current_bucket = ms.m_bucket;
|
|
current_polymat = current_bucket->GetPolyMaterial();
|
|
current_ms = &ms;
|
|
current_mesh = ms.m_mesh;
|
|
current_wireframe = wireframe;
|
|
MCol *mcol = (MCol*)ms.m_pDerivedMesh->getFaceDataArray(ms.m_pDerivedMesh, CD_MCOL);
|
|
if (current_polymat->GetFlag() & RAS_BLENDERGLSL) {
|
|
// GetMaterialIndex return the original mface material index,
|
|
// increment by 1 to match what derived mesh is doing
|
|
current_blmat_nr = current_polymat->GetMaterialIndex()+1;
|
|
// For GLSL we need to retrieve the GPU material attribute
|
|
Material* blmat = current_polymat->GetBlenderMaterial();
|
|
Scene* blscene = current_polymat->GetBlenderScene();
|
|
if (!wireframe && blscene && blmat)
|
|
GPU_material_vertex_attributes(GPU_material_from_blender(blscene, blmat), ¤t_gpu_attribs);
|
|
else
|
|
memset(¤t_gpu_attribs, 0, sizeof(current_gpu_attribs));
|
|
ms.m_pDerivedMesh->drawFacesGLSL(ms.m_pDerivedMesh, CheckMaterialDM);
|
|
} else {
|
|
ms.m_pDerivedMesh->drawMappedFacesTex(ms.m_pDerivedMesh, CheckTexfaceDM, mcol);
|
|
}
|
|
return;
|
|
}
|
|
// iterate over display arrays, each containing an index + vertex 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
|
|
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 drawing
|
|
if(it.array->m_type == RAS_DisplayArray::TRIANGLE)
|
|
glBegin(GL_TRIANGLES);
|
|
else
|
|
glBegin(GL_QUADS);
|
|
|
|
for(i=0; i<it.totindex; i+=numvert)
|
|
{
|
|
if(obcolor)
|
|
glColor4d(rgba[0], rgba[1], rgba[2], rgba[3]);
|
|
|
|
for(j=0; j<numvert; j++) {
|
|
vertex = &it.vertex[it.index[i+j]];
|
|
|
|
if(!wireframe) {
|
|
if(!obcolor)
|
|
glColor4ubv((const GLubyte *)(vertex->getRGBA()));
|
|
|
|
glNormal3fv(vertex->getNormal());
|
|
|
|
if(multi)
|
|
TexCoord(*vertex);
|
|
else
|
|
glTexCoord2fv(vertex->getUV1());
|
|
}
|
|
|
|
glVertex3fv(vertex->getXYZ());
|
|
}
|
|
}
|
|
|
|
glEnd();
|
|
}
|
|
}
|
|
}
|
|
|
|
void RAS_OpenGLRasterizer::SetProjectionMatrix(MT_CmMatrix4x4 &mat)
|
|
{
|
|
glMatrixMode(GL_PROJECTION);
|
|
double* matrix = &mat(0,0);
|
|
glLoadMatrixd(matrix);
|
|
|
|
m_camortho= (mat(3, 3) != 0.0f);
|
|
}
|
|
|
|
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] != 0.0f);
|
|
}
|
|
|
|
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;
|
|
// next 2 params should be specified on command line and in Blender publisher
|
|
if (!m_setfocallength)
|
|
m_focallength = (focallength == 0.f) ? 1.5 * right // derived from example
|
|
: focallength;
|
|
if (!m_seteyesep)
|
|
m_eyeseparation = m_focallength/30; // reasonable value...
|
|
|
|
near_div_focallength = frustnear / m_focallength;
|
|
switch(m_curreye)
|
|
{
|
|
case RAS_STEREO_LEFTEYE:
|
|
left += 0.5 * m_eyeseparation * near_div_focallength;
|
|
right += 0.5 * m_eyeseparation * near_div_focallength;
|
|
break;
|
|
case RAS_STEREO_RIGHTEYE:
|
|
left -= 0.5 * m_eyeseparation * near_div_focallength;
|
|
right -= 0.5 * m_eyeseparation * near_div_focallength;
|
|
break;
|
|
}
|
|
// leave bottom, top, 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;
|
|
}
|
|
|
|
|
|
// next arguments probably contain redundant info, for later...
|
|
void RAS_OpenGLRasterizer::SetViewMatrix(const MT_Matrix4x4 &mat, const MT_Vector3& campos,
|
|
const MT_Point3 &, const MT_Quaternion &camOrientQuat)
|
|
{
|
|
m_viewmatrix = mat;
|
|
|
|
// correction for stereo
|
|
if(Stereo())
|
|
{
|
|
MT_Matrix3x3 camOrientMat3x3(camOrientQuat);
|
|
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 = campos;
|
|
}
|
|
|
|
|
|
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)
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{
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GLfloat mat_diffuse [] = {difX, difY,difZ, diffuse};
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glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, mat_diffuse);
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}
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void RAS_OpenGLRasterizer::SetEmissive(float eX, float eY, float eZ, float e)
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{
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GLfloat mat_emit [] = {eX,eY,eZ,e};
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glMaterialfv(GL_FRONT_AND_BACK, GL_EMISSION, mat_emit);
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}
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double RAS_OpenGLRasterizer::GetTime()
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{
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return m_time;
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}
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void RAS_OpenGLRasterizer::SetPolygonOffset(float mult, float add)
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{
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glPolygonOffset(mult, add);
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GLint mode = GL_POLYGON_OFFSET_FILL;
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if (m_drawingmode < KX_SHADED)
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mode = GL_POLYGON_OFFSET_LINE;
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if (mult != 0.0f || add != 0.0f)
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glEnable(mode);
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else
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glDisable(mode);
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}
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void RAS_OpenGLRasterizer::EnableMotionBlur(float motionblurvalue)
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|
{
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/* don't just set m_motionblur to 1, but check if it is 0 so
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* we don't reset a motion blur that is already enabled */
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|
if(m_motionblur == 0)
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m_motionblur = 1;
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m_motionblurvalue = motionblurvalue;
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}
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void RAS_OpenGLRasterizer::DisableMotionBlur()
|
|
{
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|
m_motionblur = 0;
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m_motionblurvalue = -1.0;
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}
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void RAS_OpenGLRasterizer::SetBlendingMode(int blendmode)
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|
{
|
|
if(blendmode == m_last_blendmode)
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|
return;
|
|
|
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if(blendmode == GPU_BLEND_SOLID) {
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|
glDisable(GL_BLEND);
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|
glDisable(GL_ALPHA_TEST);
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|
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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}
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|
else if(blendmode == GPU_BLEND_ADD) {
|
|
glBlendFunc(GL_ONE, GL_ONE);
|
|
glEnable(GL_BLEND);
|
|
glDisable(GL_ALPHA_TEST);
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|
}
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|
else if(blendmode == GPU_BLEND_ALPHA) {
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|
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
|
|
glEnable(GL_BLEND);
|
|
glEnable(GL_ALPHA_TEST);
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|
glAlphaFunc(GL_GREATER, 0.0f);
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|
}
|
|
else if(blendmode == GPU_BLEND_CLIP) {
|
|
glDisable(GL_BLEND);
|
|
glEnable(GL_ALPHA_TEST);
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|
glAlphaFunc(GL_GREATER, 0.5f);
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|
}
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|
|
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m_last_blendmode = blendmode;
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|
}
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|
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void RAS_OpenGLRasterizer::SetFrontFace(bool ccw)
|
|
{
|
|
if(m_last_frontface == ccw)
|
|
return;
|
|
|
|
if(ccw)
|
|
glFrontFace(GL_CCW);
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|
else
|
|
glFrontFace(GL_CW);
|
|
|
|
m_last_frontface = ccw;
|
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}
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