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Blender
V2.59
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00001 /* 00002 * $Id: KX_BlenderGL.cpp 36083 2011-04-10 09:37:04Z campbellbarton $ 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 "KX_BlenderGL.h" 00035 00036 /* 00037 * This little block needed for linking to Blender... 00038 */ 00039 #ifdef WIN32 00040 #include <vector> 00041 #include "BLI_winstuff.h" 00042 #endif 00043 00044 #include <stdlib.h> 00045 #include <string.h> 00046 00047 #include "GL/glew.h" 00048 00049 #include "MEM_guardedalloc.h" 00050 00051 #include "BL_Material.h" // MAXTEX 00052 00053 /* Data types encoding the game world: */ 00054 #include "DNA_object_types.h" 00055 #include "DNA_scene_types.h" 00056 #include "DNA_screen_types.h" 00057 #include "DNA_camera_types.h" 00058 #include "DNA_world_types.h" 00059 #include "DNA_mesh_types.h" 00060 #include "DNA_meshdata_types.h" 00061 #include "DNA_image_types.h" 00062 #include "DNA_view3d_types.h" 00063 #include "DNA_material_types.h" 00064 #include "DNA_windowmanager_types.h" 00065 00066 #include "BKE_global.h" 00067 #include "BKE_main.h" 00068 #include "BKE_bmfont.h" 00069 #include "BKE_image.h" 00070 00071 #include "BLI_path_util.h" 00072 00073 extern "C" { 00074 #include "IMB_imbuf_types.h" 00075 #include "IMB_imbuf.h" 00076 #include "WM_api.h" 00077 #include "WM_types.h" 00078 #include "wm_event_system.h" 00079 #include "wm_cursors.h" 00080 #include "wm_window.h" 00081 #include "BLF_api.h" 00082 } 00083 00084 /* end of blender block */ 00085 void BL_warp_pointer(wmWindow *win, int x,int y) 00086 { 00087 WM_cursor_warp(win, x, y); 00088 } 00089 00090 void BL_SwapBuffers(wmWindow *win) 00091 { 00092 wm_window_swap_buffers(win); 00093 } 00094 00095 void DisableForText() 00096 { 00097 glPolygonMode(GL_FRONT_AND_BACK, GL_FILL); /* needed for texture fonts otherwise they render as wireframe */ 00098 00099 if(glIsEnabled(GL_BLEND)) glDisable(GL_BLEND); 00100 if(glIsEnabled(GL_ALPHA_TEST)) glDisable(GL_ALPHA_TEST); 00101 00102 if(glIsEnabled(GL_LIGHTING)) { 00103 glDisable(GL_LIGHTING); 00104 glDisable(GL_COLOR_MATERIAL); 00105 } 00106 00107 if(GLEW_ARB_multitexture) { 00108 for(int i=0; i<MAXTEX; i++) { 00109 glActiveTextureARB(GL_TEXTURE0_ARB+i); 00110 00111 if(GLEW_ARB_texture_cube_map) 00112 if(glIsEnabled(GL_TEXTURE_CUBE_MAP_ARB)) 00113 glDisable(GL_TEXTURE_CUBE_MAP_ARB); 00114 00115 if(glIsEnabled(GL_TEXTURE_2D)) 00116 glDisable(GL_TEXTURE_2D); 00117 } 00118 00119 glActiveTextureARB(GL_TEXTURE0_ARB); 00120 } 00121 else { 00122 if(GLEW_ARB_texture_cube_map) 00123 if(glIsEnabled(GL_TEXTURE_CUBE_MAP_ARB)) 00124 glDisable(GL_TEXTURE_CUBE_MAP_ARB); 00125 00126 if(glIsEnabled(GL_TEXTURE_2D)) 00127 glDisable(GL_TEXTURE_2D); 00128 } 00129 } 00130 00131 /* Print 3D text */ 00132 void BL_print_game_line(int fontid, const char* text, int size, int dpi, float* color, double* mat, float aspect) 00133 { 00134 /* gl prepping */ 00135 DisableForText(); 00136 00137 /* the actual drawing */ 00138 glColor4fv(color); 00139 00140 /* multiply the text matrix by the object matrix */ 00141 BLF_enable(fontid, BLF_MATRIX|BLF_ASPECT); 00142 BLF_matrix(fontid, mat); 00143 00144 /* aspect is the inverse scale that allows you to increase */ 00145 /* your resolution without sizing the final text size */ 00146 /* the bigger the size, the smaller the aspect */ 00147 BLF_aspect(fontid, aspect, aspect, aspect); 00148 00149 BLF_size(fontid, size, dpi); 00150 BLF_position(fontid, 0, 0, 0); 00151 BLF_draw(fontid, (char *)text, strlen(text)); 00152 00153 BLF_disable(fontid, BLF_MATRIX|BLF_ASPECT); 00154 } 00155 00156 void BL_print_gamedebug_line(const char* text, int xco, int yco, int width, int height) 00157 { 00158 /* gl prepping */ 00159 DisableForText(); 00160 glDisable(GL_DEPTH_TEST); 00161 00162 glMatrixMode(GL_PROJECTION); 00163 glPushMatrix(); 00164 glLoadIdentity(); 00165 00166 glOrtho(0, width, 0, height, -100, 100); 00167 00168 glMatrixMode(GL_MODELVIEW); 00169 glPushMatrix(); 00170 glLoadIdentity(); 00171 00172 /* the actual drawing */ 00173 glColor3ub(255, 255, 255); 00174 BLF_draw_default((float)xco, (float)(height-yco), 0.0f, (char *)text, 65535); /* XXX, use real len */ 00175 00176 glMatrixMode(GL_PROJECTION); 00177 glPopMatrix(); 00178 glMatrixMode(GL_MODELVIEW); 00179 glPopMatrix(); 00180 glEnable(GL_DEPTH_TEST); 00181 } 00182 00183 void BL_print_gamedebug_line_padded(const char* text, int xco, int yco, int width, int height) 00184 { 00185 /* This is a rather important line :( The gl-mode hasn't been left 00186 * behind quite as neatly as we'd have wanted to. I don't know 00187 * what cause it, though :/ .*/ 00188 DisableForText(); 00189 glDisable(GL_DEPTH_TEST); 00190 00191 glMatrixMode(GL_PROJECTION); 00192 glPushMatrix(); 00193 glLoadIdentity(); 00194 00195 glOrtho(0, width, 0, height, -100, 100); 00196 00197 glMatrixMode(GL_MODELVIEW); 00198 glPushMatrix(); 00199 glLoadIdentity(); 00200 00201 /* draw in black first*/ 00202 glColor3ub(0, 0, 0); 00203 BLF_draw_default((float)(xco+2), (float)(height-yco-2), 0.0f, text, 65535); /* XXX, use real len */ 00204 glColor3ub(255, 255, 255); 00205 BLF_draw_default((float)xco, (float)(height-yco), 0.0f, text, 65535); /* XXX, use real len */ 00206 00207 glMatrixMode(GL_PROJECTION); 00208 glPopMatrix(); 00209 glMatrixMode(GL_MODELVIEW); 00210 glPopMatrix(); 00211 glEnable(GL_DEPTH_TEST); 00212 } 00213 00214 void BL_HideMouse(wmWindow *win) 00215 { 00216 WM_cursor_set(win, CURSOR_NONE); 00217 } 00218 00219 00220 void BL_WaitMouse(wmWindow *win) 00221 { 00222 WM_cursor_set(win, CURSOR_WAIT); 00223 } 00224 00225 00226 void BL_NormalMouse(wmWindow *win) 00227 { 00228 WM_cursor_set(win, CURSOR_STD); 00229 } 00230 #define MAX_FILE_LENGTH 512 00231 00232 /* get shot from frontbuffer sort of a copy from screendump.c */ 00233 static unsigned int *screenshot(ScrArea *curarea, int *dumpsx, int *dumpsy) 00234 { 00235 int x=0, y=0; 00236 unsigned int *dumprect= NULL; 00237 00238 x= curarea->totrct.xmin; 00239 y= curarea->totrct.ymin; 00240 *dumpsx= curarea->totrct.xmax-x; 00241 *dumpsy= curarea->totrct.ymax-y; 00242 00243 if (*dumpsx && *dumpsy) { 00244 00245 dumprect= (unsigned int *)MEM_mallocN(sizeof(int) * (*dumpsx) * (*dumpsy), "dumprect"); 00246 glReadBuffer(GL_FRONT); 00247 glReadPixels(x, y, *dumpsx, *dumpsy, GL_RGBA, GL_UNSIGNED_BYTE, dumprect); 00248 glFinish(); 00249 glReadBuffer(GL_BACK); 00250 } 00251 00252 return dumprect; 00253 } 00254 00255 /* based on screendump.c::screenshot_exec */ 00256 void BL_MakeScreenShot(ScrArea *curarea, const char* filename) 00257 { 00258 char path[MAX_FILE_LENGTH]; 00259 strcpy(path,filename); 00260 00261 unsigned int *dumprect; 00262 int dumpsx, dumpsy; 00263 00264 dumprect= screenshot(curarea, &dumpsx, &dumpsy); 00265 if(dumprect) { 00266 ImBuf *ibuf; 00267 BLI_path_abs(path, G.main->name); 00268 /* BKE_add_image_extension() checks for if extension was already set */ 00269 BKE_add_image_extension(path, R_PNG); /* scene->r.imtype */ 00270 ibuf= IMB_allocImBuf(dumpsx, dumpsy, 24, 0); 00271 ibuf->rect= dumprect; 00272 ibuf->ftype= PNG; 00273 00274 IMB_saveiff(ibuf, path, IB_rect); 00275 00276 ibuf->rect= NULL; 00277 IMB_freeImBuf(ibuf); 00278 MEM_freeN(dumprect); 00279 } 00280 } 00281