Blender  V2.59
RAS_OpenGLRasterizer.cpp
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00001 /*
00002  * $Id: RAS_OpenGLRasterizer.cpp 36470 2011-05-04 01:50:17Z dfelinto $
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 <math.h>
00035 #include <stdlib.h>
00036  
00037 #include "RAS_OpenGLRasterizer.h"
00038 
00039 #include "GL/glew.h"
00040 
00041 #include "RAS_Rect.h"
00042 #include "RAS_TexVert.h"
00043 #include "RAS_MeshObject.h"
00044 #include "MT_CmMatrix4x4.h"
00045 #include "RAS_IRenderTools.h" // rendering text
00046 
00047 #include "GPU_draw.h"
00048 #include "GPU_material.h"
00049 #include "GPU_extensions.h"
00050 
00051 #include "DNA_image_types.h"
00052 #include "DNA_meshdata_types.h"
00053 #include "DNA_material_types.h"
00054 #include "DNA_scene_types.h"
00055 
00056 #include "BKE_DerivedMesh.h"
00057 
00061 static GLuint left_eye_vinterlace_mask[32];
00062 static GLuint right_eye_vinterlace_mask[32];
00063 
00069 static GLuint hinterlace_mask[33];
00070 
00071 RAS_OpenGLRasterizer::RAS_OpenGLRasterizer(RAS_ICanvas* canvas)
00072         :RAS_IRasterizer(canvas),
00073         m_2DCanvas(canvas),
00074         m_fogenabled(false),
00075         m_time(0.0),
00076         m_campos(0.0f, 0.0f, 0.0f),
00077         m_camortho(false),
00078         m_stereomode(RAS_STEREO_NOSTEREO),
00079         m_curreye(RAS_STEREO_LEFTEYE),
00080         m_eyeseparation(0.0),
00081         m_focallength(0.0),
00082         m_setfocallength(false),
00083         m_noOfScanlines(32),
00084         m_motionblur(0),
00085         m_motionblurvalue(-1.0),
00086         m_texco_num(0),
00087         m_attrib_num(0),
00088         //m_last_blendmode(GPU_BLEND_SOLID),
00089         m_last_frontface(true),
00090         m_materialCachingInfo(0)
00091 {
00092         m_viewmatrix.setIdentity();
00093         m_viewinvmatrix.setIdentity();
00094         
00095         for (int i = 0; i < 32; i++)
00096         {
00097                 left_eye_vinterlace_mask[i] = 0x55555555;
00098                 right_eye_vinterlace_mask[i] = 0xAAAAAAAA;
00099                 hinterlace_mask[i] = (i&1)*0xFFFFFFFF;
00100         }
00101         hinterlace_mask[32] = 0;
00102 }
00103 
00104 
00105 
00106 RAS_OpenGLRasterizer::~RAS_OpenGLRasterizer()
00107 {
00108 }
00109 
00110 bool RAS_OpenGLRasterizer::Init()
00111 {
00112         GPU_state_init();
00113 
00114 
00115         m_ambr = 0.0f;
00116         m_ambg = 0.0f;
00117         m_ambb = 0.0f;
00118 
00119         glDisable(GL_BLEND);
00120         glDisable(GL_ALPHA_TEST);
00121         //m_last_blendmode = GPU_BLEND_SOLID;
00122         GPU_set_material_blend_mode(GPU_BLEND_SOLID);
00123 
00124         glFrontFace(GL_CCW);
00125         m_last_frontface = true;
00126 
00127         m_redback = 0.4375;
00128         m_greenback = 0.4375;
00129         m_blueback = 0.4375;
00130         m_alphaback = 0.0;
00131 
00132         glClearColor(m_redback,m_greenback,m_blueback,m_alphaback);
00133         glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
00134         glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
00135 
00136 
00137         glShadeModel(GL_SMOOTH);
00138 
00139         return true;
00140 }
00141 
00142 
00143 void RAS_OpenGLRasterizer::SetAmbientColor(float red, float green, float blue)
00144 {
00145         m_ambr = red;
00146         m_ambg = green;
00147         m_ambb = blue;
00148 }
00149 
00150 
00151 void RAS_OpenGLRasterizer::SetAmbient(float factor)
00152 {
00153         float ambient[] = { m_ambr*factor, m_ambg*factor, m_ambb*factor, 1.0f };
00154         glLightModelfv(GL_LIGHT_MODEL_AMBIENT, ambient);
00155 }
00156 
00157 
00158 void RAS_OpenGLRasterizer::SetBackColor(float red,
00159                                                                                 float green,
00160                                                                                 float blue,
00161                                                                                 float alpha)
00162 {
00163         m_redback = red;
00164         m_greenback = green;
00165         m_blueback = blue;
00166         m_alphaback = alpha;
00167 }
00168 
00169 
00170 
00171 void RAS_OpenGLRasterizer::SetFogColor(float r,
00172                                                                            float g,
00173                                                                            float b)
00174 {
00175         m_fogr = r;
00176         m_fogg = g;
00177         m_fogb = b;
00178         m_fogenabled = true;
00179 }
00180 
00181 
00182 
00183 void RAS_OpenGLRasterizer::SetFogStart(float start)
00184 {
00185         m_fogstart = start;
00186         m_fogenabled = true;
00187 }
00188 
00189 
00190 
00191 void RAS_OpenGLRasterizer::SetFogEnd(float fogend)
00192 {
00193         m_fogdist = fogend;
00194         m_fogenabled = true;
00195 }
00196 
00197 
00198 
00199 void RAS_OpenGLRasterizer::SetFog(float start,
00200                                                                   float dist,
00201                                                                   float r,
00202                                                                   float g,
00203                                                                   float b)
00204 {
00205         m_fogstart = start;
00206         m_fogdist = dist;
00207         m_fogr = r;
00208         m_fogg = g;
00209         m_fogb = b;
00210         m_fogenabled = true;
00211 }
00212 
00213 
00214 
00215 void RAS_OpenGLRasterizer::DisableFog()
00216 {
00217         m_fogenabled = false;
00218 }
00219 
00220 bool RAS_OpenGLRasterizer::IsFogEnabled()
00221 {
00222         return m_fogenabled;
00223 }
00224 
00225 
00226 void RAS_OpenGLRasterizer::DisplayFog()
00227 {
00228         if ((m_drawingmode >= KX_SOLID) && m_fogenabled)
00229         {
00230                 float params[5];
00231                 glFogi(GL_FOG_MODE, GL_LINEAR);
00232                 glFogf(GL_FOG_DENSITY, 0.1f);
00233                 glFogf(GL_FOG_START, m_fogstart);
00234                 glFogf(GL_FOG_END, m_fogstart + m_fogdist);
00235                 params[0]= m_fogr;
00236                 params[1]= m_fogg;
00237                 params[2]= m_fogb;
00238                 params[3]= 0.0;
00239                 glFogfv(GL_FOG_COLOR, params); 
00240                 glEnable(GL_FOG);
00241         } 
00242         else
00243         {
00244                 glDisable(GL_FOG);
00245         }
00246 }
00247 
00248 
00249 
00250 bool RAS_OpenGLRasterizer::SetMaterial(const RAS_IPolyMaterial& mat)
00251 {
00252         return mat.Activate(this, m_materialCachingInfo);
00253 }
00254 
00255 
00256 
00257 void RAS_OpenGLRasterizer::Exit()
00258 {
00259 
00260         glEnable(GL_CULL_FACE);
00261         glEnable(GL_DEPTH_TEST);
00262         glClearDepth(1.0); 
00263         glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
00264         glClearColor(m_redback, m_greenback, m_blueback, m_alphaback);
00265         glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
00266         glDepthMask (GL_TRUE);
00267         glDepthFunc(GL_LEQUAL);
00268         glBlendFunc(GL_ONE, GL_ZERO);
00269         
00270         glDisable(GL_POLYGON_STIPPLE);
00271         
00272         glDisable(GL_LIGHTING);
00273         if (GLEW_EXT_separate_specular_color || GLEW_VERSION_1_2)
00274                 glLightModeli(GL_LIGHT_MODEL_COLOR_CONTROL, GL_SINGLE_COLOR);
00275         
00276         EndFrame();
00277 }
00278 
00279 bool RAS_OpenGLRasterizer::BeginFrame(int drawingmode, double time)
00280 {
00281         m_time = time;
00282         m_drawingmode = drawingmode;
00283 
00284         // Blender camera routine destroys the settings
00285         if (m_drawingmode < KX_SOLID)
00286         {
00287                 glDisable (GL_CULL_FACE);
00288                 glDisable (GL_DEPTH_TEST);
00289         }
00290         else
00291         {
00292                 glEnable(GL_DEPTH_TEST);
00293                 glEnable (GL_CULL_FACE);
00294         }
00295 
00296         glDisable(GL_BLEND);
00297         glDisable(GL_ALPHA_TEST);
00298         //m_last_blendmode = GPU_BLEND_SOLID;
00299         GPU_set_material_blend_mode(GPU_BLEND_SOLID);
00300 
00301         glFrontFace(GL_CCW);
00302         m_last_frontface = true;
00303 
00304         glShadeModel(GL_SMOOTH);
00305 
00306         glEnable(GL_MULTISAMPLE_ARB);
00307 
00308         m_2DCanvas->BeginFrame();
00309         
00310         return true;
00311 }
00312 
00313 
00314 
00315 void RAS_OpenGLRasterizer::SetDrawingMode(int drawingmode)
00316 {
00317         m_drawingmode = drawingmode;
00318 
00319         if(m_drawingmode == KX_WIREFRAME)
00320                 glDisable(GL_CULL_FACE);
00321 }
00322 
00323 int RAS_OpenGLRasterizer::GetDrawingMode()
00324 {
00325         return m_drawingmode;
00326 }
00327 
00328 
00329 void RAS_OpenGLRasterizer::SetDepthMask(DepthMask depthmask)
00330 {
00331         glDepthMask(depthmask == KX_DEPTHMASK_DISABLED ? GL_FALSE : GL_TRUE);
00332 }
00333 
00334 
00335 void RAS_OpenGLRasterizer::ClearColorBuffer()
00336 {
00337         m_2DCanvas->ClearColor(m_redback,m_greenback,m_blueback,m_alphaback);
00338         m_2DCanvas->ClearBuffer(RAS_ICanvas::COLOR_BUFFER);
00339 }
00340 
00341 
00342 void RAS_OpenGLRasterizer::ClearDepthBuffer()
00343 {
00344         m_2DCanvas->ClearBuffer(RAS_ICanvas::DEPTH_BUFFER);
00345 }
00346 
00347 
00348 void RAS_OpenGLRasterizer::ClearCachingInfo(void)
00349 {
00350         m_materialCachingInfo = 0;
00351 }
00352 
00353 void RAS_OpenGLRasterizer::FlushDebugLines()
00354 {
00355         if(!m_debugLines.size())
00356                 return;
00357 
00358         // DrawDebugLines
00359         GLboolean light, tex;
00360 
00361         light= glIsEnabled(GL_LIGHTING);
00362         tex= glIsEnabled(GL_TEXTURE_2D);
00363 
00364         if(light) glDisable(GL_LIGHTING);
00365         if(tex) glDisable(GL_TEXTURE_2D);
00366 
00367         glBegin(GL_LINES);
00368         for (unsigned int i=0;i<m_debugLines.size();i++)
00369         {
00370                 glColor4f(m_debugLines[i].m_color[0],m_debugLines[i].m_color[1],m_debugLines[i].m_color[2],1.f);
00371                 const MT_Scalar* fromPtr = &m_debugLines[i].m_from.x();
00372                 const MT_Scalar* toPtr= &m_debugLines[i].m_to.x();
00373 
00374                 glVertex3dv(fromPtr);
00375                 glVertex3dv(toPtr);
00376         }
00377         glEnd();
00378 
00379         if(light) glEnable(GL_LIGHTING);
00380         if(tex) glEnable(GL_TEXTURE_2D);
00381 
00382         m_debugLines.clear();
00383 }
00384 
00385 void RAS_OpenGLRasterizer::EndFrame()
00386 {
00387         
00388 
00389         FlushDebugLines();
00390 
00391         glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
00392 
00393         glDisable(GL_MULTISAMPLE_ARB);
00394 
00395         m_2DCanvas->EndFrame();
00396 }       
00397 
00398 void RAS_OpenGLRasterizer::SetRenderArea()
00399 {
00400         RAS_Rect area;
00401         // only above/below stereo method needs viewport adjustment
00402         switch (m_stereomode)
00403         {
00404                 case RAS_STEREO_ABOVEBELOW:
00405                         switch(m_curreye)
00406                         {
00407                                 case RAS_STEREO_LEFTEYE:
00408                                         // upper half of window
00409                                         area.SetLeft(0);
00410                                         area.SetBottom(m_2DCanvas->GetHeight() -
00411                                                 int(m_2DCanvas->GetHeight() - m_noOfScanlines) / 2);
00412         
00413                                         area.SetRight(int(m_2DCanvas->GetWidth()));
00414                                         area.SetTop(int(m_2DCanvas->GetHeight()));
00415                                         m_2DCanvas->SetDisplayArea(&area);
00416                                         break;
00417                                 case RAS_STEREO_RIGHTEYE:
00418                                         // lower half of window
00419                                         area.SetLeft(0);
00420                                         area.SetBottom(0);
00421                                         area.SetRight(int(m_2DCanvas->GetWidth()));
00422                                         area.SetTop(int(m_2DCanvas->GetHeight() - m_noOfScanlines) / 2);
00423                                         m_2DCanvas->SetDisplayArea(&area);
00424                                         break;
00425                         }
00426                         break;
00427                 case RAS_STEREO_SIDEBYSIDE:
00428                         switch (m_curreye)
00429                         {
00430                                 case RAS_STEREO_LEFTEYE:
00431                                         // Left half of window
00432                                         area.SetLeft(0);
00433                                         area.SetBottom(0);
00434                                         area.SetRight(m_2DCanvas->GetWidth()/2);
00435                                         area.SetTop(m_2DCanvas->GetHeight());
00436                                         m_2DCanvas->SetDisplayArea(&area);
00437                                         break;
00438                                 case RAS_STEREO_RIGHTEYE:
00439                                         // Right half of window
00440                                         area.SetLeft(m_2DCanvas->GetWidth()/2);
00441                                         area.SetBottom(0);
00442                                         area.SetRight(m_2DCanvas->GetWidth());
00443                                         area.SetTop(m_2DCanvas->GetHeight());
00444                                         m_2DCanvas->SetDisplayArea(&area);
00445                                         break;
00446                         }
00447                         break;
00448                 default:
00449                         // every available pixel
00450                         area.SetLeft(0);
00451                         area.SetBottom(0);
00452                         area.SetRight(int(m_2DCanvas->GetWidth()));
00453                         area.SetTop(int(m_2DCanvas->GetHeight()));
00454                         m_2DCanvas->SetDisplayArea(&area);
00455                         break;
00456         }
00457 }
00458         
00459 void RAS_OpenGLRasterizer::SetStereoMode(const StereoMode stereomode)
00460 {
00461         m_stereomode = stereomode;
00462 }
00463 
00464 RAS_IRasterizer::StereoMode RAS_OpenGLRasterizer::GetStereoMode()
00465 {
00466         return m_stereomode;
00467 }
00468 
00469 bool RAS_OpenGLRasterizer::Stereo()
00470 {
00471         if(m_stereomode > RAS_STEREO_NOSTEREO) // > 0
00472                 return true;
00473         else
00474                 return false;
00475 }
00476 
00477 bool RAS_OpenGLRasterizer::InterlacedStereo()
00478 {
00479         return m_stereomode == RAS_STEREO_VINTERLACE || m_stereomode == RAS_STEREO_INTERLACED;
00480 }
00481 
00482 void RAS_OpenGLRasterizer::SetEye(const StereoEye eye)
00483 {
00484         m_curreye = eye;
00485         switch (m_stereomode)
00486         {
00487                 case RAS_STEREO_QUADBUFFERED:
00488                         glDrawBuffer(m_curreye == RAS_STEREO_LEFTEYE ? GL_BACK_LEFT : GL_BACK_RIGHT);
00489                         break;
00490                 case RAS_STEREO_ANAGLYPH:
00491                         if (m_curreye == RAS_STEREO_LEFTEYE)
00492                         {
00493                                 glColorMask(GL_FALSE, GL_TRUE, GL_TRUE, GL_FALSE);
00494                         } else {
00495                                 //glAccum(GL_LOAD, 1.0);
00496                                 glColorMask(GL_TRUE, GL_FALSE, GL_FALSE, GL_FALSE);
00497                                 ClearDepthBuffer();
00498                         }
00499                         break;
00500                 case RAS_STEREO_VINTERLACE:
00501                 {
00502                         glEnable(GL_POLYGON_STIPPLE);
00503                         glPolygonStipple((const GLubyte*) ((m_curreye == RAS_STEREO_LEFTEYE) ? left_eye_vinterlace_mask : right_eye_vinterlace_mask));
00504                         if (m_curreye == RAS_STEREO_RIGHTEYE)
00505                                 ClearDepthBuffer();
00506                         break;
00507                 }
00508                 case RAS_STEREO_INTERLACED:
00509                 {
00510                         glEnable(GL_POLYGON_STIPPLE);
00511                         glPolygonStipple((const GLubyte*) &hinterlace_mask[m_curreye == RAS_STEREO_LEFTEYE?0:1]);
00512                         if (m_curreye == RAS_STEREO_RIGHTEYE)
00513                                 ClearDepthBuffer();
00514                         break;
00515                 }
00516                 default:
00517                         break;
00518         }
00519 }
00520 
00521 RAS_IRasterizer::StereoEye RAS_OpenGLRasterizer::GetEye()
00522 {
00523         return m_curreye;
00524 }
00525 
00526 
00527 void RAS_OpenGLRasterizer::SetEyeSeparation(const float eyeseparation)
00528 {
00529         m_eyeseparation = eyeseparation;
00530 }
00531 
00532 float RAS_OpenGLRasterizer::GetEyeSeparation()
00533 {
00534         return m_eyeseparation;
00535 }
00536 
00537 void RAS_OpenGLRasterizer::SetFocalLength(const float focallength)
00538 {
00539         m_focallength = focallength;
00540         m_setfocallength = true;
00541 }
00542 
00543 float RAS_OpenGLRasterizer::GetFocalLength()
00544 {
00545         return m_focallength;
00546 }
00547 
00548 
00549 void RAS_OpenGLRasterizer::SwapBuffers()
00550 {
00551         m_2DCanvas->SwapBuffers();
00552 }
00553 
00554 
00555 
00556 const MT_Matrix4x4& RAS_OpenGLRasterizer::GetViewMatrix() const
00557 {
00558         return m_viewmatrix;
00559 }
00560 
00561 const MT_Matrix4x4& RAS_OpenGLRasterizer::GetViewInvMatrix() const
00562 {
00563         return m_viewinvmatrix;
00564 }
00565 
00566 void RAS_OpenGLRasterizer::IndexPrimitives_3DText(RAS_MeshSlot& ms,
00567                                                                         class RAS_IPolyMaterial* polymat,
00568                                                                         class RAS_IRenderTools* rendertools)
00569 { 
00570         bool obcolor = ms.m_bObjectColor;
00571         MT_Vector4& rgba = ms.m_RGBAcolor;
00572         RAS_MeshSlot::iterator it;
00573 
00574         // handle object color
00575         if (obcolor) {
00576                 glDisableClientState(GL_COLOR_ARRAY);
00577                 glColor4d(rgba[0], rgba[1], rgba[2], rgba[3]);
00578         }
00579         else
00580                 glEnableClientState(GL_COLOR_ARRAY);
00581 
00582         for(ms.begin(it); !ms.end(it); ms.next(it)) {
00583                 RAS_TexVert *vertex;
00584                 size_t i, j, numvert;
00585                 
00586                 numvert = it.array->m_type;
00587 
00588                 if(it.array->m_type == RAS_DisplayArray::LINE) {
00589                         // line drawing, no text
00590                         glBegin(GL_LINES);
00591 
00592                         for(i=0; i<it.totindex; i+=2)
00593                         {
00594                                 vertex = &it.vertex[it.index[i]];
00595                                 glVertex3fv(vertex->getXYZ());
00596 
00597                                 vertex = &it.vertex[it.index[i+1]];
00598                                 glVertex3fv(vertex->getXYZ());
00599                         }
00600 
00601                         glEnd();
00602                 }
00603                 else {
00604                         // triangle and quad text drawing
00605                         for(i=0; i<it.totindex; i+=numvert)
00606                         {
00607                                 float v[4][3];
00608                                 int glattrib, unit;
00609 
00610                                 for(j=0; j<numvert; j++) {
00611                                         vertex = &it.vertex[it.index[i+j]];
00612 
00613                                         v[j][0] = vertex->getXYZ()[0];
00614                                         v[j][1] = vertex->getXYZ()[1];
00615                                         v[j][2] = vertex->getXYZ()[2];
00616                                 }
00617 
00618                                 // find the right opengl attribute
00619                                 glattrib = -1;
00620                                 if(GLEW_ARB_vertex_program)
00621                                         for(unit=0; unit<m_attrib_num; unit++)
00622                                                 if(m_attrib[unit] == RAS_TEXCO_UV1)
00623                                                         glattrib = unit;
00624                                 
00625                                 rendertools->RenderText(polymat->GetDrawingMode(), polymat,
00626                                         v[0], v[1], v[2], (numvert == 4)? v[3]: NULL, glattrib);
00627 
00628                                 ClearCachingInfo();
00629                         }
00630                 }
00631         }
00632 
00633         glDisableClientState(GL_COLOR_ARRAY);
00634 }
00635 
00636 void RAS_OpenGLRasterizer::SetTexCoordNum(int num)
00637 {
00638         m_texco_num = num;
00639         if(m_texco_num > RAS_MAX_TEXCO)
00640                 m_texco_num = RAS_MAX_TEXCO;
00641 }
00642 
00643 void RAS_OpenGLRasterizer::SetAttribNum(int num)
00644 {
00645         m_attrib_num = num;
00646         if(m_attrib_num > RAS_MAX_ATTRIB)
00647                 m_attrib_num = RAS_MAX_ATTRIB;
00648 }
00649 
00650 void RAS_OpenGLRasterizer::SetTexCoord(TexCoGen coords, int unit)
00651 {
00652         // this changes from material to material
00653         if(unit < RAS_MAX_TEXCO)
00654                 m_texco[unit] = coords;
00655 }
00656 
00657 void RAS_OpenGLRasterizer::SetAttrib(TexCoGen coords, int unit)
00658 {
00659         // this changes from material to material
00660         if(unit < RAS_MAX_ATTRIB)
00661                 m_attrib[unit] = coords;
00662 }
00663 
00664 void RAS_OpenGLRasterizer::TexCoord(const RAS_TexVert &tv)
00665 {
00666         int unit;
00667 
00668         if(GLEW_ARB_multitexture) {
00669                 for(unit=0; unit<m_texco_num; unit++) {
00670                         if(tv.getFlag() & RAS_TexVert::SECOND_UV && (int)tv.getUnit() == unit) {
00671                                 glMultiTexCoord2fvARB(GL_TEXTURE0_ARB+unit, tv.getUV2());
00672                                 continue;
00673                         }
00674                         switch(m_texco[unit]) {
00675                         case RAS_TEXCO_ORCO:
00676                         case RAS_TEXCO_GLOB:
00677                                 glMultiTexCoord3fvARB(GL_TEXTURE0_ARB+unit, tv.getXYZ());
00678                                 break;
00679                         case RAS_TEXCO_UV1:
00680                                 glMultiTexCoord2fvARB(GL_TEXTURE0_ARB+unit, tv.getUV1());
00681                                 break;
00682                         case RAS_TEXCO_NORM:
00683                                 glMultiTexCoord3fvARB(GL_TEXTURE0_ARB+unit, tv.getNormal());
00684                                 break;
00685                         case RAS_TEXTANGENT:
00686                                 glMultiTexCoord4fvARB(GL_TEXTURE0_ARB+unit, tv.getTangent());
00687                                 break;
00688                         case RAS_TEXCO_UV2:
00689                                 glMultiTexCoord2fvARB(GL_TEXTURE0_ARB+unit, tv.getUV2());
00690                                 break;
00691                         default:
00692                                 break;
00693                         }
00694                 }
00695         }
00696 
00697         if(GLEW_ARB_vertex_program) {
00698                 for(unit=0; unit<m_attrib_num; unit++) {
00699                         switch(m_attrib[unit]) {
00700                         case RAS_TEXCO_ORCO:
00701                         case RAS_TEXCO_GLOB:
00702                                 glVertexAttrib3fvARB(unit, tv.getXYZ());
00703                                 break;
00704                         case RAS_TEXCO_UV1:
00705                                 glVertexAttrib2fvARB(unit, tv.getUV1());
00706                                 break;
00707                         case RAS_TEXCO_NORM:
00708                                 glVertexAttrib3fvARB(unit, tv.getNormal());
00709                                 break;
00710                         case RAS_TEXTANGENT:
00711                                 glVertexAttrib4fvARB(unit, tv.getTangent());
00712                                 break;
00713                         case RAS_TEXCO_UV2:
00714                                 glVertexAttrib2fvARB(unit, tv.getUV2());
00715                                 break;
00716                         case RAS_TEXCO_VCOL:
00717                                 glVertexAttrib4ubvARB(unit, tv.getRGBA());
00718                                 break;
00719                         default:
00720                                 break;
00721                         }
00722                 }
00723         }
00724 
00725 }
00726 
00727 void RAS_OpenGLRasterizer::IndexPrimitives(RAS_MeshSlot& ms)
00728 {
00729         IndexPrimitivesInternal(ms, false);
00730 }
00731 
00732 void RAS_OpenGLRasterizer::IndexPrimitivesMulti(RAS_MeshSlot& ms)
00733 {
00734         IndexPrimitivesInternal(ms, true);
00735 }
00736 
00737 static bool current_wireframe;
00738 static RAS_MaterialBucket *current_bucket;
00739 static RAS_IPolyMaterial *current_polymat;
00740 static RAS_MeshSlot *current_ms;
00741 static RAS_MeshObject *current_mesh;
00742 static int current_blmat_nr;
00743 static GPUVertexAttribs current_gpu_attribs;
00744 static Image *current_image;
00745 static int CheckMaterialDM(int matnr, void *attribs)
00746 {
00747         // only draw the current material
00748         if (matnr != current_blmat_nr)
00749                 return 0;
00750         GPUVertexAttribs *gattribs = (GPUVertexAttribs *)attribs;
00751         if (gattribs)
00752                 memcpy(gattribs, &current_gpu_attribs, sizeof(GPUVertexAttribs));
00753         return 1;
00754 }
00755 
00756 /*
00757 static int CheckTexfaceDM(void *mcol, int index)
00758 {
00759 
00760         // index is the original face index, retrieve the polygon
00761         RAS_Polygon* polygon = (index >= 0 && index < current_mesh->NumPolygons()) ?
00762                 current_mesh->GetPolygon(index) : NULL;
00763         if (polygon && polygon->GetMaterial() == current_bucket) {
00764                 // must handle color.
00765                 if (current_wireframe)
00766                         return 2;
00767                 if (current_ms->m_bObjectColor) {
00768                         MT_Vector4& rgba = current_ms->m_RGBAcolor;
00769                         glColor4d(rgba[0], rgba[1], rgba[2], rgba[3]);
00770                         // don't use mcol
00771                         return 2;
00772                 }
00773                 if (!mcol) {
00774                         // we have to set the color from the material
00775                         unsigned char rgba[4];
00776                         current_polymat->GetMaterialRGBAColor(rgba);
00777                         glColor4ubv((const GLubyte *)rgba);
00778                         return 2;
00779                 }
00780                 return 1;
00781         }
00782         return 0;
00783 }
00784 */
00785 
00786 static int CheckTexDM(MTFace *tface, MCol *mcol, int matnr)
00787 {
00788 
00789         // index is the original face index, retrieve the polygon
00790         if (matnr == current_blmat_nr &&
00791                 (tface == NULL || tface->tpage == current_image)) {
00792                 // must handle color.
00793                 if (current_wireframe)
00794                         return 2;
00795                 if (current_ms->m_bObjectColor) {
00796                         MT_Vector4& rgba = current_ms->m_RGBAcolor;
00797                         glColor4d(rgba[0], rgba[1], rgba[2], rgba[3]);
00798                         // don't use mcol
00799                         return 2;
00800                 }
00801                 if (!mcol) {
00802                         // we have to set the color from the material
00803                         unsigned char rgba[4];
00804                         current_polymat->GetMaterialRGBAColor(rgba);
00805                         glColor4ubv((const GLubyte *)rgba);
00806                         return 2;
00807                 }
00808                 return 1;
00809         }
00810         return 0;
00811 }
00812 
00813 void RAS_OpenGLRasterizer::IndexPrimitivesInternal(RAS_MeshSlot& ms, bool multi)
00814 { 
00815         bool obcolor = ms.m_bObjectColor;
00816         bool wireframe = m_drawingmode <= KX_WIREFRAME;
00817         MT_Vector4& rgba = ms.m_RGBAcolor;
00818         RAS_MeshSlot::iterator it;
00819 
00820         if (ms.m_pDerivedMesh) {
00821                 // mesh data is in derived mesh, 
00822                 current_bucket = ms.m_bucket;
00823                 current_polymat = current_bucket->GetPolyMaterial();
00824                 current_ms = &ms;
00825                 current_mesh = ms.m_mesh;
00826                 current_wireframe = wireframe;
00827                 // MCol *mcol = (MCol*)ms.m_pDerivedMesh->getFaceDataArray(ms.m_pDerivedMesh, CD_MCOL); /* UNUSED */
00828 
00829                 // handle two-side
00830                 if (current_polymat->GetDrawingMode() & RAS_IRasterizer::KX_TWOSIDE)
00831                         this->SetCullFace(false);
00832                 else
00833                         this->SetCullFace(true);
00834 
00835                 if (current_polymat->GetFlag() & RAS_BLENDERGLSL) {
00836                         // GetMaterialIndex return the original mface material index, 
00837                         // increment by 1 to match what derived mesh is doing
00838                         current_blmat_nr = current_polymat->GetMaterialIndex()+1;
00839                         // For GLSL we need to retrieve the GPU material attribute
00840                         Material* blmat = current_polymat->GetBlenderMaterial();
00841                         Scene* blscene = current_polymat->GetBlenderScene();
00842                         if (!wireframe && blscene && blmat)
00843                                 GPU_material_vertex_attributes(GPU_material_from_blender(blscene, blmat), &current_gpu_attribs);
00844                         else
00845                                 memset(&current_gpu_attribs, 0, sizeof(current_gpu_attribs));
00846                         // DM draw can mess up blending mode, restore at the end
00847                         int current_blend_mode = GPU_get_material_blend_mode();
00848                         ms.m_pDerivedMesh->drawFacesGLSL(ms.m_pDerivedMesh, CheckMaterialDM);
00849                         GPU_set_material_blend_mode(current_blend_mode);
00850                 } else {
00851                         //ms.m_pDerivedMesh->drawMappedFacesTex(ms.m_pDerivedMesh, CheckTexfaceDM, mcol);
00852                         current_blmat_nr = current_polymat->GetMaterialIndex();
00853                         current_image = current_polymat->GetBlenderImage();
00854                         ms.m_pDerivedMesh->drawFacesTex(ms.m_pDerivedMesh, CheckTexDM);
00855                 }
00856                 return;
00857         }
00858         // iterate over display arrays, each containing an index + vertex array
00859         for(ms.begin(it); !ms.end(it); ms.next(it)) {
00860                 RAS_TexVert *vertex;
00861                 size_t i, j, numvert;
00862                 
00863                 numvert = it.array->m_type;
00864 
00865                 if(it.array->m_type == RAS_DisplayArray::LINE) {
00866                         // line drawing
00867                         glBegin(GL_LINES);
00868 
00869                         for(i=0; i<it.totindex; i+=2)
00870                         {
00871                                 vertex = &it.vertex[it.index[i]];
00872                                 glVertex3fv(vertex->getXYZ());
00873 
00874                                 vertex = &it.vertex[it.index[i+1]];
00875                                 glVertex3fv(vertex->getXYZ());
00876                         }
00877 
00878                         glEnd();
00879                 }
00880                 else {
00881                         // triangle and quad drawing
00882                         if(it.array->m_type == RAS_DisplayArray::TRIANGLE)
00883                                 glBegin(GL_TRIANGLES);
00884                         else
00885                                 glBegin(GL_QUADS);
00886 
00887                         for(i=0; i<it.totindex; i+=numvert)
00888                         {
00889                                 if(obcolor)
00890                                         glColor4d(rgba[0], rgba[1], rgba[2], rgba[3]);
00891 
00892                                 for(j=0; j<numvert; j++) {
00893                                         vertex = &it.vertex[it.index[i+j]];
00894 
00895                                         if(!wireframe) {
00896                                                 if(!obcolor)
00897                                                         glColor4ubv((const GLubyte *)(vertex->getRGBA()));
00898 
00899                                                 glNormal3fv(vertex->getNormal());
00900 
00901                                                 if(multi)
00902                                                         TexCoord(*vertex);
00903                                                 else
00904                                                         glTexCoord2fv(vertex->getUV1());
00905                                         }
00906 
00907                                         glVertex3fv(vertex->getXYZ());
00908                                 }
00909                         }
00910 
00911                         glEnd();
00912                 }
00913         }
00914 }
00915 
00916 void RAS_OpenGLRasterizer::SetProjectionMatrix(MT_CmMatrix4x4 &mat)
00917 {
00918         glMatrixMode(GL_PROJECTION);
00919         double* matrix = &mat(0,0);
00920         glLoadMatrixd(matrix);
00921 
00922         m_camortho= (mat(3, 3) != 0.0f);
00923 }
00924 
00925 void RAS_OpenGLRasterizer::SetProjectionMatrix(const MT_Matrix4x4 & mat)
00926 {
00927         glMatrixMode(GL_PROJECTION);
00928         double matrix[16];
00929         /* Get into argument. Looks a bit dodgy, but it's ok. */
00930         mat.getValue(matrix);
00931         /* Internally, MT_Matrix4x4 uses doubles (MT_Scalar). */
00932         glLoadMatrixd(matrix);  
00933 
00934         m_camortho= (mat[3][3] != 0.0f);
00935 }
00936 
00937 MT_Matrix4x4 RAS_OpenGLRasterizer::GetFrustumMatrix(
00938         float left,
00939         float right,
00940         float bottom,
00941         float top,
00942         float frustnear,
00943         float frustfar,
00944         float focallength,
00945         bool 
00946 ){
00947         MT_Matrix4x4 result;
00948         double mat[16];
00949 
00950         // correction for stereo
00951         if(Stereo())
00952         {
00953                         float near_div_focallength;
00954                         float offset;
00955 
00956                         // if Rasterizer.setFocalLength is not called we use the camera focallength
00957                         if (!m_setfocallength)
00958                                 // if focallength is null we use a value known to be reasonable
00959                                 m_focallength = (focallength == 0.f) ? m_eyeseparation * 30.0
00960                                         : focallength;
00961 
00962                         near_div_focallength = frustnear / m_focallength;
00963                         offset = 0.5 * m_eyeseparation * near_div_focallength;
00964                         switch(m_curreye)
00965                         {
00966                                 case RAS_STEREO_LEFTEYE:
00967                                                 left += offset;
00968                                                 right += offset;
00969                                                 break;
00970                                 case RAS_STEREO_RIGHTEYE:
00971                                                 left -= offset;
00972                                                 right -= offset;
00973                                                 break;
00974                         }
00975                         // leave bottom and top untouched
00976         }
00977         
00978         glMatrixMode(GL_PROJECTION);
00979         glLoadIdentity();
00980         glFrustum(left, right, bottom, top, frustnear, frustfar);
00981                 
00982         glGetDoublev(GL_PROJECTION_MATRIX, mat);
00983         result.setValue(mat);
00984 
00985         return result;
00986 }
00987 
00988 MT_Matrix4x4 RAS_OpenGLRasterizer::GetOrthoMatrix(
00989         float left,
00990         float right,
00991         float bottom,
00992         float top,
00993         float frustnear,
00994         float frustfar
00995 ){
00996         MT_Matrix4x4 result;
00997         double mat[16];
00998 
00999         // stereo is meaning less for orthographic, disable it
01000         glMatrixMode(GL_PROJECTION);
01001         glLoadIdentity();
01002         glOrtho(left, right, bottom, top, frustnear, frustfar);
01003                 
01004         glGetDoublev(GL_PROJECTION_MATRIX, mat);
01005         result.setValue(mat);
01006 
01007         return result;
01008 }
01009 
01010 
01011 // next arguments probably contain redundant info, for later...
01012 void RAS_OpenGLRasterizer::SetViewMatrix(const MT_Matrix4x4 &mat, 
01013                                                                                  const MT_Matrix3x3 & camOrientMat3x3,
01014                                                                                  const MT_Point3 & pos,
01015                                                                                  bool perspective)
01016 {
01017         m_viewmatrix = mat;
01018 
01019         // correction for stereo
01020         if(Stereo() && perspective)
01021         {
01022                 MT_Vector3 unitViewDir(0.0, -1.0, 0.0);  // minus y direction, Blender convention
01023                 MT_Vector3 unitViewupVec(0.0, 0.0, 1.0);
01024                 MT_Vector3 viewDir, viewupVec;
01025                 MT_Vector3 eyeline;
01026 
01027                 // actual viewDir
01028                 viewDir = camOrientMat3x3 * unitViewDir;  // this is the moto convention, vector on right hand side
01029                 // actual viewup vec
01030                 viewupVec = camOrientMat3x3 * unitViewupVec;
01031 
01032                 // vector between eyes
01033                 eyeline = viewDir.cross(viewupVec);
01034 
01035                 switch(m_curreye)
01036                 {
01037                         case RAS_STEREO_LEFTEYE:
01038                                 {
01039                                 // translate to left by half the eye distance
01040                                 MT_Transform transform;
01041                                 transform.setIdentity();
01042                                 transform.translate(-(eyeline * m_eyeseparation / 2.0));
01043                                 m_viewmatrix *= transform;
01044                                 }
01045                                 break;
01046                         case RAS_STEREO_RIGHTEYE:
01047                                 {
01048                                 // translate to right by half the eye distance
01049                                 MT_Transform transform;
01050                                 transform.setIdentity();
01051                                 transform.translate(eyeline * m_eyeseparation / 2.0);
01052                                 m_viewmatrix *= transform;
01053                                 }
01054                                 break;
01055                 }
01056         }
01057 
01058         m_viewinvmatrix = m_viewmatrix;
01059         m_viewinvmatrix.invert();
01060 
01061         // note: getValue gives back column major as needed by OpenGL
01062         MT_Scalar glviewmat[16];
01063         m_viewmatrix.getValue(glviewmat);
01064 
01065         glMatrixMode(GL_MODELVIEW);
01066         glLoadMatrixd(glviewmat);
01067         m_campos = pos;
01068 }
01069 
01070 
01071 const MT_Point3& RAS_OpenGLRasterizer::GetCameraPosition()
01072 {
01073         return m_campos;
01074 }
01075 
01076 bool RAS_OpenGLRasterizer::GetCameraOrtho()
01077 {
01078         return m_camortho;
01079 }
01080 
01081 void RAS_OpenGLRasterizer::SetCullFace(bool enable)
01082 {
01083         if (enable)
01084                 glEnable(GL_CULL_FACE);
01085         else
01086                 glDisable(GL_CULL_FACE);
01087 }
01088 
01089 void RAS_OpenGLRasterizer::SetLines(bool enable)
01090 {
01091         if (enable)
01092                 glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
01093         else
01094                 glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
01095 }
01096 
01097 void RAS_OpenGLRasterizer::SetSpecularity(float specX,
01098                                                                                   float specY,
01099                                                                                   float specZ,
01100                                                                                   float specval)
01101 {
01102         GLfloat mat_specular[] = {specX, specY, specZ, specval};
01103         glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, mat_specular);
01104 }
01105 
01106 
01107 
01108 void RAS_OpenGLRasterizer::SetShinyness(float shiny)
01109 {
01110         GLfloat mat_shininess[] = {     shiny };
01111         glMaterialfv(GL_FRONT_AND_BACK, GL_SHININESS, mat_shininess);
01112 }
01113 
01114 
01115 
01116 void RAS_OpenGLRasterizer::SetDiffuse(float difX,float difY,float difZ,float diffuse)
01117 {
01118         GLfloat mat_diffuse [] = {difX, difY,difZ, diffuse};
01119         glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, mat_diffuse);
01120 }
01121 
01122 void RAS_OpenGLRasterizer::SetEmissive(float eX, float eY, float eZ, float e)
01123 {
01124         GLfloat mat_emit [] = {eX,eY,eZ,e};
01125         glMaterialfv(GL_FRONT_AND_BACK, GL_EMISSION, mat_emit);
01126 }
01127 
01128 
01129 double RAS_OpenGLRasterizer::GetTime()
01130 {
01131         return m_time;
01132 }
01133 
01134 void RAS_OpenGLRasterizer::SetPolygonOffset(float mult, float add)
01135 {
01136         glPolygonOffset(mult, add);
01137         GLint mode = GL_POLYGON_OFFSET_FILL;
01138         if (m_drawingmode < KX_SHADED)
01139                 mode = GL_POLYGON_OFFSET_LINE;
01140         if (mult != 0.0f || add != 0.0f)
01141                 glEnable(mode);
01142         else
01143                 glDisable(mode);
01144 }
01145 
01146 void RAS_OpenGLRasterizer::EnableMotionBlur(float motionblurvalue)
01147 {
01148         /* don't just set m_motionblur to 1, but check if it is 0 so
01149          * we don't reset a motion blur that is already enabled */
01150         if(m_motionblur == 0)
01151                 m_motionblur = 1;
01152         m_motionblurvalue = motionblurvalue;
01153 }
01154 
01155 void RAS_OpenGLRasterizer::DisableMotionBlur()
01156 {
01157         m_motionblur = 0;
01158         m_motionblurvalue = -1.0;
01159 }
01160 
01161 void RAS_OpenGLRasterizer::SetBlendingMode(int blendmode)
01162 {
01163         GPU_set_material_blend_mode(blendmode);
01164 /*
01165         if(blendmode == m_last_blendmode)
01166                 return;
01167 
01168         if(blendmode == GPU_BLEND_SOLID) {
01169                 glDisable(GL_BLEND);
01170                 glDisable(GL_ALPHA_TEST);
01171                 glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
01172         }
01173         else if(blendmode == GPU_BLEND_ADD) {
01174                 glBlendFunc(GL_ONE, GL_ONE);
01175                 glEnable(GL_BLEND);
01176                 glDisable(GL_ALPHA_TEST);
01177         }
01178         else if(blendmode == GPU_BLEND_ALPHA) {
01179                 glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
01180                 glEnable(GL_BLEND);
01181                 glEnable(GL_ALPHA_TEST);
01182                 glAlphaFunc(GL_GREATER, 0.0f);
01183         }
01184         else if(blendmode == GPU_BLEND_CLIP) {
01185                 glDisable(GL_BLEND); 
01186                 glEnable(GL_ALPHA_TEST);
01187                 glAlphaFunc(GL_GREATER, 0.5f);
01188         }
01189 
01190         m_last_blendmode = blendmode;
01191 */
01192 }
01193 
01194 void RAS_OpenGLRasterizer::SetFrontFace(bool ccw)
01195 {
01196         if(m_last_frontface == ccw)
01197                 return;
01198 
01199         if(ccw)
01200                 glFrontFace(GL_CCW);
01201         else
01202                 glFrontFace(GL_CW);
01203         
01204         m_last_frontface = ccw;
01205 }
01206