Blender  V2.59
KX_BlenderRenderTools.cpp
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00001 /*
00002  * $Id: KX_BlenderRenderTools.cpp 35166 2011-02-25 13:29:48Z jesterking $
00003  * ***** BEGIN GPL LICENSE BLOCK *****
00004  *
00005  * This program is free software; you can redistribute it and/or
00006  * modify it under the terms of the GNU General Public License
00007  * as published by the Free Software Foundation; either version 2
00008  * of the License, or (at your option) any later version.
00009  *
00010  * This program is distributed in the hope that it will be useful,
00011  * but WITHOUT ANY WARRANTY; without even the implied warranty of
00012  * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
00013  * GNU General Public License for more details.
00014  *
00015  * You should have received a copy of the GNU General Public License
00016  * along with this program; if not, write to the Free Software Foundation,
00017  * Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
00018  *
00019  * The Original Code is Copyright (C) 2001-2002 by NaN Holding BV.
00020  * All rights reserved.
00021  *
00022  * The Original Code is: all of this file.
00023  *
00024  * Contributor(s): none yet.
00025  *
00026  * ***** END GPL LICENSE BLOCK *****
00027  */
00028 
00034 #include "GL/glew.h"
00035 
00036 #include "RAS_IRenderTools.h"
00037 #include "RAS_IRasterizer.h"
00038 #include "RAS_LightObject.h"
00039 #include "RAS_ICanvas.h"
00040 #include "RAS_GLExtensionManager.h"
00041 
00042 #include "KX_GameObject.h"
00043 #include "KX_PolygonMaterial.h"
00044 #include "KX_BlenderMaterial.h"
00045 #include "KX_RayCast.h"
00046 #include "KX_IPhysicsController.h"
00047 #include "KX_Light.h"
00048 
00049 #include "PHY_IPhysicsEnvironment.h"
00050 
00051 #include "STR_String.h"
00052 
00053 #include "GPU_draw.h"
00054 
00055 #include "KX_BlenderGL.h" // for text printing
00056 #include "KX_BlenderRenderTools.h"
00057 
00058 unsigned int KX_BlenderRenderTools::m_numgllights;
00059 
00060 KX_BlenderRenderTools::KX_BlenderRenderTools()
00061 {
00062         glGetIntegerv(GL_MAX_LIGHTS, (GLint*) &m_numgllights);
00063         if (m_numgllights < 8)
00064                 m_numgllights = 8;
00065 }
00066 
00067 KX_BlenderRenderTools::~KX_BlenderRenderTools()
00068 {
00069 }
00070 
00071 void KX_BlenderRenderTools::BeginFrame(RAS_IRasterizer* rasty)
00072 {
00073         m_clientobject = NULL;
00074         m_lastlightlayer = -1;
00075         m_lastauxinfo = NULL;
00076         m_lastlighting = true; /* force disable in DisableOpenGLLights() */
00077         DisableOpenGLLights();
00078 }
00079 
00080 void KX_BlenderRenderTools::EndFrame(RAS_IRasterizer* rasty)
00081 {
00082 }
00083 
00084 /* ProcessLighting performs lighting on objects. the layer is a bitfield that
00085  * contains layer information. There are 20 'official' layers in blender. A
00086  * light is applied on an object only when they are in the same layer. OpenGL
00087  * has a maximum of 8 lights (simultaneous), so 20 * 8 lights are possible in
00088  * a scene. */
00089 
00090 void KX_BlenderRenderTools::ProcessLighting(RAS_IRasterizer *rasty, bool uselights, const MT_Transform& viewmat)
00091 {
00092         bool enable = false;
00093         int layer= -1;
00094 
00095         /* find the layer */
00096         if(uselights) {
00097                 if(m_clientobject)
00098                         layer = static_cast<KX_GameObject*>(m_clientobject)->GetLayer();
00099         }
00100 
00101         /* avoid state switching */
00102         if(m_lastlightlayer == layer && m_lastauxinfo == m_auxilaryClientInfo)
00103                 return;
00104 
00105         m_lastlightlayer = layer;
00106         m_lastauxinfo = m_auxilaryClientInfo;
00107 
00108         /* enable/disable lights as needed */
00109         if(layer >= 0)
00110                 enable = applyLights(layer, viewmat);
00111 
00112         if(enable)
00113                 EnableOpenGLLights(rasty);
00114         else
00115                 DisableOpenGLLights();
00116 }
00117 
00118 void KX_BlenderRenderTools::EnableOpenGLLights(RAS_IRasterizer *rasty)
00119 {
00120         if(m_lastlighting == true)
00121                 return;
00122 
00123         glEnable(GL_LIGHTING);
00124         glEnable(GL_COLOR_MATERIAL);
00125 
00126         glColorMaterial(GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE);
00127         glLightModeli(GL_LIGHT_MODEL_TWO_SIDE, GL_TRUE);
00128         glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, (rasty->GetCameraOrtho())? GL_FALSE: GL_TRUE);
00129         if (GLEW_EXT_separate_specular_color || GLEW_VERSION_1_2)
00130                 glLightModeli(GL_LIGHT_MODEL_COLOR_CONTROL, GL_SEPARATE_SPECULAR_COLOR);
00131         
00132         m_lastlighting = true;
00133 }
00134 
00135 void KX_BlenderRenderTools::DisableOpenGLLights()
00136 {
00137         if(m_lastlighting == false)
00138                 return;
00139 
00140         glDisable(GL_LIGHTING);
00141         glDisable(GL_COLOR_MATERIAL);
00142 
00143         m_lastlighting = false;
00144 }
00145 
00146 
00147 void KX_BlenderRenderTools::SetClientObject(RAS_IRasterizer *rasty, void* obj)
00148 {
00149         if (m_clientobject != obj)
00150         {
00151                 bool ccw = (obj == NULL || !((KX_GameObject*)obj)->IsNegativeScaling());
00152                 rasty->SetFrontFace(ccw);
00153 
00154                 m_clientobject = obj;
00155         }
00156 }
00157 
00158 bool KX_BlenderRenderTools::RayHit(KX_ClientObjectInfo* client, KX_RayCast* result, void * const data)
00159 {
00160         double* const oglmatrix = (double* const) data;
00161         MT_Point3 resultpoint(result->m_hitPoint);
00162         MT_Vector3 resultnormal(result->m_hitNormal);
00163         MT_Vector3 left(oglmatrix[0],oglmatrix[1],oglmatrix[2]);
00164         MT_Vector3 dir = -(left.cross(resultnormal)).safe_normalized();
00165         left = (dir.cross(resultnormal)).safe_normalized();
00166         // for the up vector, we take the 'resultnormal' returned by the physics
00167         
00168         double maat[16]={
00169                         left[0],        left[1],        left[2], 0,
00170                                 dir[0],         dir[1],         dir[2], 0,
00171                 resultnormal[0],resultnormal[1],resultnormal[2], 0,
00172                                 0,              0,              0, 1};
00173         glTranslated(resultpoint[0],resultpoint[1],resultpoint[2]);
00174         //glMultMatrixd(oglmatrix);
00175         glMultMatrixd(maat);
00176         return true;
00177 }
00178 
00179 void KX_BlenderRenderTools::applyTransform(RAS_IRasterizer* rasty,double* oglmatrix,int objectdrawmode )
00180 {
00181         /* FIXME:
00182         blender: intern/moto/include/MT_Vector3.inl:42: MT_Vector3 operator/(const
00183         MT_Vector3&, double): Assertion `!MT_fuzzyZero(s)' failed. 
00184         
00185         Program received signal SIGABRT, Aborted. 
00186         [Switching to Thread 16384 (LWP 1519)] 
00187         0x40477571 in kill () from /lib/libc.so.6 
00188         (gdb) bt 
00189         #7  0x08334368 in MT_Vector3::normalized() const () 
00190         #8  0x0833e6ec in KX_BlenderRenderTools::applyTransform(RAS_IRasterizer*, double*, int) () 
00191         */
00192 
00193         if (objectdrawmode & RAS_IPolyMaterial::BILLBOARD_SCREENALIGNED ||
00194                 objectdrawmode & RAS_IPolyMaterial::BILLBOARD_AXISALIGNED)
00195         {
00196                 // rotate the billboard/halo
00197                 //page 360/361 3D Game Engine Design, David Eberly for a discussion
00198                 // on screen aligned and axis aligned billboards
00199                 // assumed is that the preprocessor transformed all billboard polygons
00200                 // so that their normal points into the positive x direction (1.0 , 0.0 , 0.0)
00201                 // when new parenting for objects is done, this rotation
00202                 // will be moved into the object
00203                 
00204                 MT_Point3 objpos (oglmatrix[12],oglmatrix[13],oglmatrix[14]);
00205                 MT_Point3 campos = rasty->GetCameraPosition();
00206                 MT_Vector3 dir = (campos - objpos).safe_normalized();
00207                 MT_Vector3 up(0,0,1.0);
00208 
00209                 KX_GameObject* gameobj = (KX_GameObject*)m_clientobject;
00210                 // get scaling of halo object
00211                 MT_Vector3  size = gameobj->GetSGNode()->GetLocalScale();
00212                 
00213                 bool screenaligned = (objectdrawmode & RAS_IPolyMaterial::BILLBOARD_SCREENALIGNED)!=0;//false; //either screen or axisaligned
00214                 if (screenaligned)
00215                 {
00216                         up = (up - up.dot(dir) * dir).safe_normalized();
00217                 } else
00218                 {
00219                         dir = (dir - up.dot(dir)*up).safe_normalized();
00220                 }
00221 
00222                 MT_Vector3 left = dir.normalized();
00223                 dir = (left.cross(up)).normalized();
00224 
00225                 // we have calculated the row vectors, now we keep
00226                 // local scaling into account:
00227 
00228                 left *= size[0];
00229                 dir  *= size[1];
00230                 up   *= size[2];
00231                 double maat[16]={
00232                         left[0], left[1],left[2], 0,
00233                                 dir[0], dir[1],dir[2],0,
00234                                 up[0],up[1],up[2],0,
00235                                 0,0,0,1};
00236                         glTranslated(objpos[0],objpos[1],objpos[2]);
00237                         glMultMatrixd(maat);
00238                         
00239         } else
00240         {
00241                 if (objectdrawmode & RAS_IPolyMaterial::SHADOW)
00242                 {
00243                         // shadow must be cast to the ground, physics system needed here!
00244                         MT_Point3 frompoint(oglmatrix[12],oglmatrix[13],oglmatrix[14]);
00245                         KX_GameObject *gameobj = (KX_GameObject*)m_clientobject;
00246                         MT_Vector3 direction = MT_Vector3(0,0,-1);
00247 
00248                         direction.normalize();
00249                         direction *= 100000;
00250 
00251                         MT_Point3 topoint = frompoint + direction;
00252 
00253                         KX_Scene* kxscene = (KX_Scene*) m_auxilaryClientInfo;
00254                         PHY_IPhysicsEnvironment* physics_environment = kxscene->GetPhysicsEnvironment();
00255                         KX_IPhysicsController* physics_controller = gameobj->GetPhysicsController();
00256                         
00257                         KX_GameObject *parent = gameobj->GetParent();
00258                         if (!physics_controller && parent)
00259                                 physics_controller = parent->GetPhysicsController();
00260                         if (parent)
00261                                 parent->Release();
00262                                 
00263                         KX_RayCast::Callback<KX_BlenderRenderTools> callback(this, physics_controller, oglmatrix);
00264                         if (!KX_RayCast::RayTest(physics_environment, frompoint, topoint, callback))
00265                         {
00266                                 // couldn't find something to cast the shadow on...
00267                                 glMultMatrixd(oglmatrix);
00268                         }
00269                         else
00270                         { // we found the "ground", but the cast matrix doesn't take
00271                           // scaling in consideration, so we must apply the object scale
00272                                 MT_Vector3  size = gameobj->GetSGNode()->GetLocalScale();
00273                                 glScalef(size[0], size[1], size[2]);
00274                         }
00275                 } else
00276                 {
00277 
00278                         // 'normal' object
00279                         glMultMatrixd(oglmatrix);
00280                 }
00281         }
00282 }
00283 void KX_BlenderRenderTools::RenderText3D(int fontid,
00284                                                                                  const char* text,
00285                                                                                  int size,
00286                                                                                  int dpi,
00287                                                                                  float* color,
00288                                                                                  double* mat,
00289                                                                                  float aspect)
00290 {
00291         BL_print_game_line(fontid, text, size, dpi, color, mat, aspect);
00292 }
00293 
00294 void KX_BlenderRenderTools::RenderText2D(RAS_TEXT_RENDER_MODE mode,
00295                                                                                  const char* text,
00296                                                                                  int xco,
00297                                                                                  int yco,                                                                        
00298                                                                                  int width,
00299                                                                                  int height)
00300 {
00301         if(mode == RAS_IRenderTools::RAS_TEXT_PADDED)
00302                 BL_print_gamedebug_line_padded(text, xco, yco, width, height);
00303         else
00304                 BL_print_gamedebug_line(text, xco, yco, width, height);
00305 }
00306 
00307 /* Render Text renders text into a (series of) polygon, using a texture font,
00308  * Each character consists of one polygon (one quad or two triangles) */
00309 
00310 void KX_BlenderRenderTools::RenderText(
00311         int mode,
00312         RAS_IPolyMaterial* polymat,
00313         float v1[3], float v2[3], float v3[3], float v4[3], int glattrib)
00314 {
00315         const STR_String& mytext = ((CValue*)m_clientobject)->GetPropertyText("Text");
00316         
00317         const unsigned int flag = polymat->GetFlag();
00318         struct MTFace* tface = 0;
00319         unsigned int *col = 0;
00320 
00321         if(flag & RAS_BLENDERMAT) {
00322                 KX_BlenderMaterial *bl_mat = static_cast<KX_BlenderMaterial*>(polymat);
00323                 tface = bl_mat->GetMTFace();
00324                 col = bl_mat->GetMCol();
00325         } else {
00326                 KX_PolygonMaterial* blenderpoly = static_cast<KX_PolygonMaterial*>(polymat);
00327                 tface = blenderpoly->GetMTFace();
00328                 col = blenderpoly->GetMCol();
00329         }
00330         
00331         GPU_render_text(tface, mode, mytext, mytext.Length(), col, v1, v2, v3, v4, glattrib);
00332 }
00333 
00334 
00335 void KX_BlenderRenderTools::PushMatrix()
00336 {
00337         glPushMatrix();
00338 }
00339 
00340 void KX_BlenderRenderTools::PopMatrix()
00341 {
00342         glPopMatrix();
00343 }
00344 
00345 
00346 int KX_BlenderRenderTools::applyLights(int objectlayer, const MT_Transform& viewmat)
00347 {
00348         // taken from blender source, incompatibility between Blender Object / GameObject       
00349         KX_Scene* kxscene = (KX_Scene*)m_auxilaryClientInfo;
00350         float glviewmat[16];
00351         unsigned int count;
00352         std::vector<struct      RAS_LightObject*>::iterator lit = m_lights.begin();
00353 
00354         for(count=0; count<m_numgllights; count++)
00355                 glDisable((GLenum)(GL_LIGHT0+count));
00356 
00357         viewmat.getValue(glviewmat);
00358         
00359         glPushMatrix();
00360         glLoadMatrixf(glviewmat);
00361         for (lit = m_lights.begin(), count = 0; !(lit==m_lights.end()) && count < m_numgllights; ++lit)
00362         {
00363                 RAS_LightObject* lightdata = (*lit);
00364                 KX_LightObject *kxlight = (KX_LightObject*)lightdata->m_light;
00365 
00366                 if(kxlight->ApplyLight(kxscene, objectlayer, count))
00367                         count++;
00368         }
00369         glPopMatrix();
00370 
00371         return count;
00372 }
00373 
00374 void KX_BlenderRenderTools::MotionBlur(RAS_IRasterizer* rasterizer)
00375 {
00376         int state = rasterizer->GetMotionBlurState();
00377         float motionblurvalue;
00378         if(state)
00379         {
00380                 motionblurvalue = rasterizer->GetMotionBlurValue();
00381                 if(state==1)
00382                 {
00383                         //bugfix:load color buffer into accum buffer for the first time(state=1)
00384                         glAccum(GL_LOAD, 1.0);
00385                         rasterizer->SetMotionBlurState(2);
00386                 }
00387                 else if(motionblurvalue>=0.0 && motionblurvalue<=1.0)
00388                 {
00389                         glAccum(GL_MULT, motionblurvalue);
00390                         glAccum(GL_ACCUM, 1-motionblurvalue);
00391                         glAccum(GL_RETURN, 1.0);
00392                         glFlush();
00393                 }
00394         }
00395 }