Blender V2.61 - r43446
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00001 /* 00002 * ***** BEGIN GPL LICENSE BLOCK ***** 00003 * 00004 * This program is free software; you can redistribute it and/or 00005 * modify it under the terms of the GNU General Public License 00006 * as published by the Free Software Foundation; either version 2 00007 * of the License, or (at your option) any later version. 00008 * 00009 * This program is distributed in the hope that it will be useful, 00010 * but WITHOUT ANY WARRANTY; without even the implied warranty of 00011 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 00012 * GNU General Public License for more details. 00013 * 00014 * You should have received a copy of the GNU General Public License 00015 * along with this program; if not, write to the Free Software Foundation, 00016 * Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. 00017 * 00018 * The Original Code is Copyright (C) 2001-2002 by NaN Holding BV. 00019 * All rights reserved. 00020 * 00021 * The Original Code is: all of this file. 00022 * 00023 * Contributor(s): none yet. 00024 * 00025 * ***** END GPL LICENSE BLOCK ***** 00026 */ 00027 00033 #include "GL/glew.h" 00034 00035 #include "RAS_IRenderTools.h" 00036 #include "RAS_IRasterizer.h" 00037 #include "RAS_LightObject.h" 00038 #include "RAS_ICanvas.h" 00039 #include "RAS_GLExtensionManager.h" 00040 00041 #include "KX_GameObject.h" 00042 #include "KX_PolygonMaterial.h" 00043 #include "KX_BlenderMaterial.h" 00044 #include "KX_RayCast.h" 00045 #include "KX_IPhysicsController.h" 00046 #include "KX_Light.h" 00047 00048 #include "PHY_IPhysicsEnvironment.h" 00049 00050 #include "STR_String.h" 00051 00052 #include "GPU_draw.h" 00053 00054 #include "BKE_bmfont.h" // for text printing 00055 #include "BKE_bmfont_types.h" 00056 00057 #include "GPC_RenderTools.h" 00058 00059 extern "C" { 00060 #include "BLF_api.h" 00061 } 00062 00063 00064 unsigned int GPC_RenderTools::m_numgllights; 00065 00066 GPC_RenderTools::GPC_RenderTools() 00067 { 00068 // XXX m_font = BMF_GetFont(BMF_kHelvetica10); 00069 00070 glGetIntegerv(GL_MAX_LIGHTS, (GLint*) &m_numgllights); 00071 if (m_numgllights < 8) 00072 m_numgllights = 8; 00073 } 00074 00075 GPC_RenderTools::~GPC_RenderTools() 00076 { 00077 } 00078 00079 void GPC_RenderTools::BeginFrame(RAS_IRasterizer* rasty) 00080 { 00081 m_clientobject = NULL; 00082 m_lastlightlayer = -1; 00083 m_lastauxinfo = NULL; 00084 m_lastlighting = true; /* force disable in DisableOpenGLLights() */ 00085 DisableOpenGLLights(); 00086 } 00087 00088 void GPC_RenderTools::EndFrame(RAS_IRasterizer* rasty) 00089 { 00090 } 00091 00092 /* ProcessLighting performs lighting on objects. the layer is a bitfield that 00093 * contains layer information. There are 20 'official' layers in blender. A 00094 * light is applied on an object only when they are in the same layer. OpenGL 00095 * has a maximum of 8 lights (simultaneous), so 20 * 8 lights are possible in 00096 * a scene. */ 00097 00098 void GPC_RenderTools::ProcessLighting(RAS_IRasterizer *rasty, bool uselights, const MT_Transform& viewmat) 00099 { 00100 bool enable = false; 00101 int layer= -1; 00102 00103 /* find the layer */ 00104 if(uselights) { 00105 if(m_clientobject) 00106 layer = static_cast<KX_GameObject*>(m_clientobject)->GetLayer(); 00107 } 00108 00109 /* avoid state switching */ 00110 if(m_lastlightlayer == layer && m_lastauxinfo == m_auxilaryClientInfo) 00111 return; 00112 00113 m_lastlightlayer = layer; 00114 m_lastauxinfo = m_auxilaryClientInfo; 00115 00116 /* enable/disable lights as needed */ 00117 if(layer >= 0) 00118 enable = applyLights(layer, viewmat); 00119 00120 if(enable) 00121 EnableOpenGLLights(rasty); 00122 else 00123 DisableOpenGLLights(); 00124 } 00125 00126 void GPC_RenderTools::EnableOpenGLLights(RAS_IRasterizer *rasty) 00127 { 00128 if(m_lastlighting == true) 00129 return; 00130 00131 glEnable(GL_LIGHTING); 00132 glEnable(GL_COLOR_MATERIAL); 00133 00134 glColorMaterial(GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE); 00135 glLightModeli(GL_LIGHT_MODEL_TWO_SIDE, GL_TRUE); 00136 glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, (rasty->GetCameraOrtho())? GL_FALSE: GL_TRUE); 00137 if (GLEW_EXT_separate_specular_color || GLEW_VERSION_1_2) 00138 glLightModeli(GL_LIGHT_MODEL_COLOR_CONTROL, GL_SEPARATE_SPECULAR_COLOR); 00139 00140 m_lastlighting = true; 00141 } 00142 00143 void GPC_RenderTools::DisableOpenGLLights() 00144 { 00145 if(m_lastlighting == false) 00146 return; 00147 00148 glDisable(GL_LIGHTING); 00149 glDisable(GL_COLOR_MATERIAL); 00150 00151 m_lastlighting = false; 00152 } 00153 00154 00155 void GPC_RenderTools::SetClientObject(RAS_IRasterizer *rasty, void* obj) 00156 { 00157 if (m_clientobject != obj) 00158 { 00159 bool ccw = (obj == NULL || !((KX_GameObject*)obj)->IsNegativeScaling()); 00160 rasty->SetFrontFace(ccw); 00161 00162 m_clientobject = obj; 00163 } 00164 } 00165 00166 bool GPC_RenderTools::RayHit(KX_ClientObjectInfo* client, KX_RayCast* result, void * const data) 00167 { 00168 double* const oglmatrix = (double* const) data; 00169 MT_Point3 resultpoint(result->m_hitPoint); 00170 MT_Vector3 resultnormal(result->m_hitNormal); 00171 MT_Vector3 left(oglmatrix[0],oglmatrix[1],oglmatrix[2]); 00172 MT_Vector3 dir = -(left.cross(resultnormal)).safe_normalized(); 00173 left = (dir.cross(resultnormal)).safe_normalized(); 00174 // for the up vector, we take the 'resultnormal' returned by the physics 00175 00176 double maat[16]={ 00177 left[0], left[1], left[2], 0, 00178 dir[0], dir[1], dir[2], 0, 00179 resultnormal[0],resultnormal[1],resultnormal[2], 0, 00180 0, 0, 0, 1}; 00181 glTranslated(resultpoint[0],resultpoint[1],resultpoint[2]); 00182 //glMultMatrixd(oglmatrix); 00183 glMultMatrixd(maat); 00184 return true; 00185 } 00186 00187 void GPC_RenderTools::applyTransform(RAS_IRasterizer* rasty,double* oglmatrix,int objectdrawmode ) 00188 { 00189 /* FIXME: 00190 blender: intern/moto/include/MT_Vector3.inl:42: MT_Vector3 operator/(const 00191 MT_Vector3&, double): Assertion `!MT_fuzzyZero(s)' failed. 00192 00193 Program received signal SIGABRT, Aborted. 00194 [Switching to Thread 16384 (LWP 1519)] 00195 0x40477571 in kill () from /lib/libc.so.6 00196 (gdb) bt 00197 #7 0x08334368 in MT_Vector3::normalized() const () 00198 #8 0x0833e6ec in GPC_RenderTools::applyTransform(RAS_IRasterizer*, double*, int) () 00199 */ 00200 00201 if (objectdrawmode & RAS_IPolyMaterial::BILLBOARD_SCREENALIGNED || 00202 objectdrawmode & RAS_IPolyMaterial::BILLBOARD_AXISALIGNED) 00203 { 00204 // rotate the billboard/halo 00205 //page 360/361 3D Game Engine Design, David Eberly for a discussion 00206 // on screen aligned and axis aligned billboards 00207 // assumed is that the preprocessor transformed all billboard polygons 00208 // so that their normal points into the positive x direction (1.0 , 0.0 , 0.0) 00209 // when new parenting for objects is done, this rotation 00210 // will be moved into the object 00211 00212 MT_Point3 objpos (oglmatrix[12],oglmatrix[13],oglmatrix[14]); 00213 MT_Point3 campos = rasty->GetCameraPosition(); 00214 MT_Vector3 dir = (campos - objpos).safe_normalized(); 00215 MT_Vector3 up(0,0,1.0); 00216 00217 KX_GameObject* gameobj = (KX_GameObject*) this->m_clientobject; 00218 // get scaling of halo object 00219 MT_Vector3 size = gameobj->GetSGNode()->GetLocalScale(); 00220 00221 bool screenaligned = (objectdrawmode & RAS_IPolyMaterial::BILLBOARD_SCREENALIGNED)!=0;//false; //either screen or axisaligned 00222 if (screenaligned) 00223 { 00224 up = (up - up.dot(dir) * dir).safe_normalized(); 00225 } else 00226 { 00227 dir = (dir - up.dot(dir)*up).safe_normalized(); 00228 } 00229 00230 MT_Vector3 left = dir.normalized(); 00231 dir = (left.cross(up)).normalized(); 00232 00233 // we have calculated the row vectors, now we keep 00234 // local scaling into account: 00235 00236 left *= size[0]; 00237 dir *= size[1]; 00238 up *= size[2]; 00239 double maat[16]={ 00240 left[0], left[1],left[2], 0, 00241 dir[0], dir[1],dir[2],0, 00242 up[0],up[1],up[2],0, 00243 0,0,0,1}; 00244 glTranslated(objpos[0],objpos[1],objpos[2]); 00245 glMultMatrixd(maat); 00246 00247 } else 00248 { 00249 if (objectdrawmode & RAS_IPolyMaterial::SHADOW) 00250 { 00251 // shadow must be cast to the ground, physics system needed here! 00252 MT_Point3 frompoint(oglmatrix[12],oglmatrix[13],oglmatrix[14]); 00253 KX_GameObject *gameobj = (KX_GameObject*) this->m_clientobject; 00254 MT_Vector3 direction = MT_Vector3(0,0,-1); 00255 00256 direction.normalize(); 00257 direction *= 100000; 00258 00259 MT_Point3 topoint = frompoint + direction; 00260 00261 KX_Scene* kxscene = (KX_Scene*) m_auxilaryClientInfo; 00262 PHY_IPhysicsEnvironment* physics_environment = kxscene->GetPhysicsEnvironment(); 00263 KX_IPhysicsController* physics_controller = gameobj->GetPhysicsController(); 00264 00265 KX_GameObject *parent = gameobj->GetParent(); 00266 if (!physics_controller && parent) 00267 physics_controller = parent->GetPhysicsController(); 00268 if (parent) 00269 parent->Release(); 00270 00271 KX_RayCast::Callback<GPC_RenderTools> callback(this, physics_controller, oglmatrix); 00272 if (!KX_RayCast::RayTest(physics_environment, frompoint, topoint, callback)) 00273 { 00274 // couldn't find something to cast the shadow on... 00275 glMultMatrixd(oglmatrix); 00276 } 00277 } else 00278 { 00279 00280 // 'normal' object 00281 glMultMatrixd(oglmatrix); 00282 } 00283 } 00284 } 00285 00286 void GPC_RenderTools::RenderText3D( int fontid, 00287 const char* text, 00288 int size, 00289 int dpi, 00290 float* color, 00291 double* mat, 00292 float aspect) 00293 { 00294 /* the actual drawing */ 00295 glColor3fv(color); 00296 00297 /* multiply the text matrix by the object matrix */ 00298 BLF_enable(fontid, BLF_MATRIX|BLF_ASPECT); 00299 BLF_matrix(fontid, mat); 00300 00301 /* aspect is the inverse scale that allows you to increase */ 00302 /* your resolution without sizing the final text size */ 00303 /* the bigger the size, the smaller the aspect */ 00304 BLF_aspect(fontid, aspect, aspect, aspect); 00305 00306 BLF_size(fontid, size, dpi); 00307 BLF_position(fontid, 0, 0, 0); 00308 BLF_draw(fontid, text, 65535); 00309 00310 BLF_disable(fontid, BLF_MATRIX|BLF_ASPECT); 00311 glEnable(GL_DEPTH_TEST); 00312 } 00313 00314 00315 00316 void GPC_RenderTools::RenderText2D(RAS_TEXT_RENDER_MODE mode, 00317 const char* text, 00318 int xco, 00319 int yco, 00320 int width, 00321 int height) 00322 { 00323 /* 00324 STR_String tmpstr(text); 00325 char* s = tmpstr.Ptr(); */ 00326 00327 // Save and change OpenGL settings 00328 int texture2D; 00329 glGetIntegerv(GL_TEXTURE_2D, (GLint*)&texture2D); 00330 glDisable(GL_TEXTURE_2D); 00331 int fog; 00332 glGetIntegerv(GL_FOG, (GLint*)&fog); 00333 glDisable(GL_FOG); 00334 00335 int light; 00336 glGetIntegerv(GL_LIGHTING, (GLint*)&light); 00337 glDisable(GL_LIGHTING); 00338 00339 00340 // Set up viewing settings 00341 glMatrixMode(GL_PROJECTION); 00342 glPushMatrix(); 00343 glLoadIdentity(); 00344 glOrtho(0, width, 0, height, -1, 1); 00345 glMatrixMode(GL_MODELVIEW); 00346 glPushMatrix(); 00347 glLoadIdentity(); 00348 00349 // Actual drawing (draw black first if padded) 00350 if (mode == RAS_IRenderTools::RAS_TEXT_PADDED) 00351 { 00352 glColor3ub(0, 0, 0); 00353 BLF_draw_default(xco+1, height-yco-1, 0.f, text, 65536); 00354 } 00355 00356 glColor3ub(255, 255, 255); 00357 BLF_draw_default(xco, height-yco, 0.f, text, 65536); 00358 00359 // Restore view settings 00360 glMatrixMode(GL_PROJECTION); 00361 glPopMatrix(); 00362 glMatrixMode(GL_MODELVIEW); 00363 glPopMatrix(); 00364 00365 // Restore OpenGL Settings 00366 if (fog) 00367 glEnable(GL_FOG); 00368 else 00369 glDisable(GL_FOG); 00370 00371 if (texture2D) 00372 glEnable(GL_TEXTURE_2D); 00373 else 00374 glDisable(GL_TEXTURE_2D); 00375 if (light) 00376 glEnable(GL_LIGHTING); 00377 else 00378 glDisable(GL_LIGHTING); 00379 } 00380 00381 /* Render Text renders text into a (series of) polygon, using a texture font, 00382 * Each character consists of one polygon (one quad or two triangles) */ 00383 00384 void GPC_RenderTools::RenderText( 00385 int mode, 00386 RAS_IPolyMaterial* polymat, 00387 float v1[3], float v2[3], float v3[3], float v4[3], int glattrib) 00388 { 00389 STR_String mytext = ((CValue*)m_clientobject)->GetPropertyText("Text"); 00390 00391 const unsigned int flag = polymat->GetFlag(); 00392 struct MTFace* tface = 0; 00393 unsigned int *col = 0; 00394 00395 if(flag & RAS_BLENDERMAT) { 00396 KX_BlenderMaterial *bl_mat = static_cast<KX_BlenderMaterial*>(polymat); 00397 tface = bl_mat->GetMTFace(); 00398 col = bl_mat->GetMCol(); 00399 } else { 00400 KX_PolygonMaterial* blenderpoly = static_cast<KX_PolygonMaterial*>(polymat); 00401 tface = blenderpoly->GetMTFace(); 00402 col = blenderpoly->GetMCol(); 00403 } 00404 00405 GPU_render_text(tface, mode, mytext, mytext.Length(), col, v1, v2, v3, v4, glattrib); 00406 } 00407 00408 00409 void GPC_RenderTools::PushMatrix() 00410 { 00411 glPushMatrix(); 00412 } 00413 00414 void GPC_RenderTools::PopMatrix() 00415 { 00416 glPopMatrix(); 00417 } 00418 00419 00420 int GPC_RenderTools::applyLights(int objectlayer, const MT_Transform& viewmat) 00421 { 00422 // taken from blender source, incompatibility between Blender Object / GameObject 00423 KX_Scene* kxscene = (KX_Scene*)m_auxilaryClientInfo; 00424 float glviewmat[16]; 00425 unsigned int count; 00426 std::vector<struct RAS_LightObject*>::iterator lit = m_lights.begin(); 00427 00428 for(count=0; count<m_numgllights; count++) 00429 glDisable((GLenum)(GL_LIGHT0+count)); 00430 00431 viewmat.getValue(glviewmat); 00432 00433 glPushMatrix(); 00434 glLoadMatrixf(glviewmat); 00435 for (lit = m_lights.begin(), count = 0; !(lit==m_lights.end()) && count < m_numgllights; ++lit) 00436 { 00437 RAS_LightObject* lightdata = (*lit); 00438 KX_LightObject *kxlight = (KX_LightObject*)lightdata->m_light; 00439 00440 if(kxlight->ApplyLight(kxscene, objectlayer, count)) 00441 count++; 00442 } 00443 glPopMatrix(); 00444 00445 return count; 00446 } 00447 00448 void GPC_RenderTools::MotionBlur(RAS_IRasterizer* rasterizer) 00449 { 00450 int state = rasterizer->GetMotionBlurState(); 00451 float motionblurvalue; 00452 if(state) 00453 { 00454 motionblurvalue = rasterizer->GetMotionBlurValue(); 00455 if(state==1) 00456 { 00457 //bugfix:load color buffer into accum buffer for the first time(state=1) 00458 glAccum(GL_LOAD, 1.0); 00459 rasterizer->SetMotionBlurState(2); 00460 } 00461 else if(motionblurvalue>=0.0 && motionblurvalue<=1.0) 00462 { 00463 glAccum(GL_MULT, motionblurvalue); 00464 glAccum(GL_ACCUM, 1-motionblurvalue); 00465 glAccum(GL_RETURN, 1.0); 00466 glFlush(); 00467 } 00468 } 00469 } 00470