applied Charlies patch for game engine graphics. display list support, and bumpmappin...
[blender.git] / source / gameengine / BlenderRoutines / KX_BlenderRenderTools.cpp
1 /**
2  * $Id$
3  * ***** BEGIN GPL/BL DUAL LICENSE BLOCK *****
4  *
5  * This program is free software; you can redistribute it and/or
6  * modify it under the terms of the GNU General Public License
7  * as published by the Free Software Foundation; either version 2
8  * of the License, or (at your option) any later version. The Blender
9  * Foundation also sells licenses for use in proprietary software under
10  * the Blender License.  See http://www.blender.org/BL/ for information
11  * about this.
12  *
13  * This program is distributed in the hope that it will be useful,
14  * but WITHOUT ANY WARRANTY; without even the implied warranty of
15  * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
16  * GNU General Public License for more details.
17  *
18  * You should have received a copy of the GNU General Public License
19  * along with this program; if not, write to the Free Software Foundation,
20  * Inc., 59 Temple Place - Suite 330, Boston, MA  02111-1307, USA.
21  *
22  * The Original Code is Copyright (C) 2001-2002 by NaN Holding BV.
23  * All rights reserved.
24  *
25  * The Original Code is: all of this file.
26  *
27  * Contributor(s): none yet.
28  *
29  * ***** END GPL/BL DUAL LICENSE BLOCK *****
30  */
31
32 #include "KX_BlenderRenderTools.h"
33
34 #ifdef WIN32
35 // OpenGL gl.h needs 'windows.h' on windows platforms 
36 #include <windows.h>
37 #endif //WIN32
38 #ifdef __APPLE__
39 #define GL_GLEXT_LEGACY 1
40 #include <OpenGL/gl.h>
41 #else
42 #include <GL/gl.h>
43 #endif
44
45 #include "RAS_IRenderTools.h"
46 #include "RAS_IRasterizer.h"
47 #include "RAS_LightObject.h"
48 #include "RAS_ICanvas.h"
49 #include "RAS_GLExtensionManager.h"
50
51 // next two includes/dependencies come from the shadow feature
52 // it needs the gameobject and the sumo physics scene for a raycast
53 #include "KX_GameObject.h"
54
55 #include "KX_BlenderPolyMaterial.h"
56 #include "KX_PolygonMaterial.h"
57 #include "KX_BlenderMaterial.h"
58
59 #include "Value.h"
60
61 #include "KX_BlenderGL.h" // for text printing
62 #include "STR_String.h"
63 #include "RAS_BucketManager.h" // for polymaterial (needed for textprinting)
64
65 #include "KX_RayCast.h"
66 #include "KX_IPhysicsController.h"
67 #include "PHY_IPhysicsEnvironment.h"
68 #include "KX_Scene.h"
69
70 KX_BlenderRenderTools::KX_BlenderRenderTools()
71 {
72         glGetIntegerv(GL_MAX_LIGHTS, (GLint*) &m_numgllights);
73         if (m_numgllights < 8)
74                 m_numgllights = 8;
75 }
76
77 /**
78 ProcessLighting performs lighting on objects. the layer is a bitfield that contains layer information.
79 There are 20 'official' layers in blender.
80 A light is applied on an object only when they are in the same layer.
81 OpenGL has a maximum of 8 lights (simultaneous), so 20 * 8 lights are possible in a scene.
82 */
83
84 int     KX_BlenderRenderTools::ProcessLighting(int layer) 
85 {
86         
87         int result = false;
88
89         if (layer < 0)
90         {
91                 DisableOpenGLLights();
92                 result = false;
93         } else
94         {
95                 if (m_clientobject)
96                 {
97                         if (applyLights(layer))
98                         {
99                                 EnableOpenGLLights();
100                                 result = true;
101                         } else
102                         {
103                                 DisableOpenGLLights();
104                                 result = false;
105                         }                       
106                 }
107         }
108         return result;
109         
110         
111 }
112
113
114 void KX_BlenderRenderTools::BeginFrame(RAS_IRasterizer* rasty)
115 {
116         m_clientobject = NULL;
117         m_lastblenderobject = NULL;
118         m_lastblenderlights = false;
119         m_lastlayer = -1;
120         m_lastlighting = false;
121         m_modified = true;
122         DisableOpenGLLights();
123
124
125 }
126
127 bool KX_BlenderRenderTools::RayHit(KX_ClientObjectInfo* client, MT_Point3& hit_point, MT_Vector3& hit_normal, void * const data)
128 {
129         double* const oglmatrix = (double* const) data;
130         MT_Point3 resultpoint(hit_point);
131         MT_Vector3 resultnormal(hit_normal);
132         MT_Vector3 left(oglmatrix[0],oglmatrix[1],oglmatrix[2]);
133         MT_Vector3 dir = -(left.cross(resultnormal)).safe_normalized();
134         left = (dir.cross(resultnormal)).safe_normalized();
135         // for the up vector, we take the 'resultnormal' returned by the physics
136         
137         double maat[16]={
138                         left[0],        left[1],        left[2], 0,
139                                 dir[0],         dir[1],         dir[2], 0,
140                 resultnormal[0],resultnormal[1],resultnormal[2], 0,
141                                 0,              0,              0, 1};
142         glTranslated(resultpoint[0],resultpoint[1],resultpoint[2]);
143         //glMultMatrixd(oglmatrix);
144         glMultMatrixd(maat);
145         return true;
146 }
147
148 void KX_BlenderRenderTools::applyTransform(RAS_IRasterizer* rasty,double* oglmatrix,int objectdrawmode )
149 {
150         /* FIXME:
151         blender: intern/moto/include/MT_Vector3.inl:42: MT_Vector3 operator/(const
152         MT_Vector3&, double): Assertion `!MT_fuzzyZero(s)' failed. 
153         
154         Program received signal SIGABRT, Aborted. 
155         [Switching to Thread 16384 (LWP 1519)] 
156         0x40477571 in kill () from /lib/libc.so.6 
157         (gdb) bt 
158         #7  0x08334368 in MT_Vector3::normalized() const () 
159         #8  0x0833e6ec in KX_BlenderRenderTools::applyTransform(RAS_IRasterizer*, double*, int) () 
160         */
161
162         if (objectdrawmode & RAS_IPolyMaterial::BILLBOARD_SCREENALIGNED ||
163                 objectdrawmode & RAS_IPolyMaterial::BILLBOARD_AXISALIGNED)
164         {
165                 // rotate the billboard/halo
166                 //page 360/361 3D Game Engine Design, David Eberly for a discussion
167                 // on screen aligned and axis aligned billboards
168                 // assumed is that the preprocessor transformed all billboard polygons
169                 // so that their normal points into the positive x direction (1.0 , 0.0 , 0.0)
170                 // when new parenting for objects is done, this rotation
171                 // will be moved into the object
172                 
173                 MT_Point3 objpos (oglmatrix[12],oglmatrix[13],oglmatrix[14]);
174                 MT_Point3 campos = rasty->GetCameraPosition();
175                 MT_Vector3 dir = (campos - objpos).safe_normalized();
176                 MT_Vector3 up(0,0,1.0);
177
178                 KX_GameObject* gameobj = (KX_GameObject*) this->m_clientobject;
179                 // get scaling of halo object
180                 MT_Vector3  size = gameobj->GetSGNode()->GetLocalScale();
181                 
182                 bool screenaligned = (objectdrawmode & RAS_IPolyMaterial::BILLBOARD_SCREENALIGNED)!=0;//false; //either screen or axisaligned
183                 if (screenaligned)
184                 {
185                         up = (up - up.dot(dir) * dir).safe_normalized();
186                 } else
187                 {
188                         dir = (dir - up.dot(dir)*up).safe_normalized();
189                 }
190
191                 MT_Vector3 left = dir.normalized();
192                 dir = (left.cross(up)).normalized();
193
194                 // we have calculated the row vectors, now we keep
195                 // local scaling into account:
196
197                 left *= size[0];
198                 dir  *= size[1];
199                 up   *= size[2];
200                 double maat[16]={
201                         left[0], left[1],left[2], 0,
202                                 dir[0], dir[1],dir[2],0,
203                                 up[0],up[1],up[2],0,
204                                 0,0,0,1};
205                         glTranslated(objpos[0],objpos[1],objpos[2]);
206                         glMultMatrixd(maat);
207                         
208         } else
209         {
210                 if (objectdrawmode & RAS_IPolyMaterial::SHADOW)
211                 {
212                         // shadow must be cast to the ground, physics system needed here!
213                         MT_Point3 frompoint(oglmatrix[12],oglmatrix[13],oglmatrix[14]);
214                         KX_GameObject *gameobj = (KX_GameObject*) this->m_clientobject;
215                         MT_Vector3 direction = MT_Vector3(0,0,-1);
216
217                         direction.normalize();
218                         direction *= 100000;
219
220                         MT_Point3 topoint = frompoint + direction;
221
222                         KX_Scene* kxscene = (KX_Scene*) m_auxilaryClientInfo;
223                         PHY_IPhysicsEnvironment* physics_environment = kxscene->GetPhysicsEnvironment();
224                         KX_IPhysicsController* physics_controller = gameobj->GetPhysicsController();
225                         
226                         KX_GameObject *parent = gameobj->GetParent();
227                         if (!physics_controller && parent)
228                                 physics_controller = parent->GetPhysicsController();
229                         if (parent)
230                                 parent->Release();
231                                 
232                         MT_Point3 resultpoint;
233                         MT_Vector3 resultnormal;
234                         if (!KX_RayCast::RayTest(physics_controller, physics_environment, frompoint, topoint, resultpoint, resultnormal, KX_RayCast::Callback<KX_BlenderRenderTools>(this, oglmatrix)))
235                         {
236                                 // couldn't find something to cast the shadow on...
237                                 glMultMatrixd(oglmatrix);
238                         }
239                 } else
240                 {
241
242                         // 'normal' object
243                         glMultMatrixd(oglmatrix);
244                 }
245         }
246 }
247
248
249 /**
250 Render Text renders text into a (series of) polygon, using a texture font,
251 Each character consists of one polygon (one quad or two triangles)
252 */
253 void    KX_BlenderRenderTools::RenderText(int mode,RAS_IPolyMaterial* polymat,float v1[3],float v2[3],float v3[3],float v4[3])
254 {
255                 
256         STR_String mytext = ((CValue*)m_clientobject)->GetPropertyText("Text");
257         
258         const unsigned int flag = polymat->GetFlag();
259         struct TFace* tface = 0;
260
261         if(flag & RAS_BLENDERMAT) {
262                 KX_BlenderMaterial *bl_mat = static_cast<KX_BlenderMaterial*>(polymat);
263                 tface = bl_mat->GetTFace();
264         } else {
265                 KX_PolygonMaterial* blenderpoly = static_cast<KX_PolygonMaterial*>(polymat);
266                 tface = blenderpoly->GetTFace();
267         }
268         
269         BL_RenderText( mode,mytext,mytext.Length(),tface,v1,v2,v3,v4);
270         
271 }
272
273
274
275 KX_BlenderRenderTools::~KX_BlenderRenderTools()
276 {
277 };
278         
279         
280 void    KX_BlenderRenderTools::EndFrame(RAS_IRasterizer* rasty)
281 {
282 }
283         
284
285         
286 void KX_BlenderRenderTools::DisableOpenGLLights()
287 {
288         glDisable(GL_LIGHTING);
289         glDisable(GL_COLOR_MATERIAL);
290 }
291
292         
293 void KX_BlenderRenderTools::EnableOpenGLLights()
294 {
295         glEnable(GL_LIGHTING);
296         
297         glEnable(GL_COLOR_MATERIAL);
298         glColorMaterial(GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE);
299         glLightModeli(GL_LIGHT_MODEL_TWO_SIDE, true);
300         if (bgl::QueryExtension(bgl::_GL_EXT_separate_specular_color) || bgl::QueryVersion(1, 2))
301                 glLightModeli(GL_LIGHT_MODEL_COLOR_CONTROL, GL_SEPARATE_SPECULAR_COLOR);
302
303 }
304         
305
306 /**
307  * Rendering text using 2D bitmap functionality.  
308  */
309 void KX_BlenderRenderTools::RenderText2D(RAS_TEXT_RENDER_MODE mode,
310                                                                                  const char* text,
311                                                                                  int xco,
312                                                                                  int yco,                                                                        
313                                                                                  int width,
314                                                                                  int height)
315 {
316         switch (mode) {
317         case RAS_IRenderTools::RAS_TEXT_PADDED: {
318                 STR_String tmpstr(text);
319                 BL_print_gamedebug_line_padded(tmpstr.Ptr(),xco,yco,width,height);
320                 break;
321         }
322         default: {
323                 STR_String tmpstr(text);
324                 BL_print_gamedebug_line(tmpstr.Ptr(),xco,yco,width,height);
325         }
326         }
327 }
328
329         
330
331 void KX_BlenderRenderTools::PushMatrix()
332 {
333         glPushMatrix();
334 }
335
336 void KX_BlenderRenderTools::PopMatrix()
337 {
338         glPopMatrix();
339 }
340
341
342
343 int     KX_BlenderRenderTools::applyLights(int objectlayer)
344 {
345 // taken from blender source, incompatibility between Blender Object / GameObject       
346         
347         unsigned int count;
348         float vec[4];
349                 
350         vec[3]= 1.0;
351         
352         for(count=0; count<m_numgllights; count++)
353                 glDisable((GLenum)(GL_LIGHT0+count));
354         
355         //std::vector<struct    RAS_LightObject*> m_lights;
356         std::vector<struct      RAS_LightObject*>::iterator lit = m_lights.begin();
357         
358         glPushMatrix();
359         glLoadMatrixf(m_viewmat);
360         for (lit = m_lights.begin(), count = 0; !(lit==m_lights.end()) && count < m_numgllights; ++lit)
361         {
362                 RAS_LightObject* lightdata = (*lit);
363                 if (lightdata->m_layer & objectlayer)
364                 {
365                         vec[0] = (*(lightdata->m_worldmatrix))(0,3);
366                         vec[1] = (*(lightdata->m_worldmatrix))(1,3);
367                         vec[2] = (*(lightdata->m_worldmatrix))(2,3);
368                         vec[3] = 1;
369
370                         if(lightdata->m_type==RAS_LightObject::LIGHT_SUN) {
371                                 
372                                 vec[0] = (*(lightdata->m_worldmatrix))(0,2);
373                                 vec[1] = (*(lightdata->m_worldmatrix))(1,2);
374                                 vec[2] = (*(lightdata->m_worldmatrix))(2,2);
375                                 //vec[0]= base->object->obmat[2][0];
376                                 //vec[1]= base->object->obmat[2][1];
377                                 //vec[2]= base->object->obmat[2][2];
378                                 vec[3]= 0.0;
379                                 glLightfv((GLenum)(GL_LIGHT0+count), GL_POSITION, vec); 
380                         }
381                         else {
382                                 //vec[3]= 1.0;
383                                 glLightfv((GLenum)(GL_LIGHT0+count), GL_POSITION, vec); 
384                                 glLightf((GLenum)(GL_LIGHT0+count), GL_CONSTANT_ATTENUATION, 1.0);
385                                 glLightf((GLenum)(GL_LIGHT0+count), GL_LINEAR_ATTENUATION, lightdata->m_att1/lightdata->m_distance);
386                                 // without this next line it looks backward compatible.
387                                 //attennuation still is acceptable 
388                                 glLightf((GLenum)(GL_LIGHT0+count), GL_QUADRATIC_ATTENUATION, lightdata->m_att2/(lightdata->m_distance*lightdata->m_distance)); 
389                                 
390                                 if(lightdata->m_type==RAS_LightObject::LIGHT_SPOT) {
391                                         vec[0] = -(*(lightdata->m_worldmatrix))(0,2);
392                                         vec[1] = -(*(lightdata->m_worldmatrix))(1,2);
393                                         vec[2] = -(*(lightdata->m_worldmatrix))(2,2);
394                                         //vec[0]= -base->object->obmat[2][0];
395                                         //vec[1]= -base->object->obmat[2][1];
396                                         //vec[2]= -base->object->obmat[2][2];
397                                         glLightfv((GLenum)(GL_LIGHT0+count), GL_SPOT_DIRECTION, vec);
398                                         glLightf((GLenum)(GL_LIGHT0+count), GL_SPOT_CUTOFF, lightdata->m_spotsize/2.0);
399                                         glLightf((GLenum)(GL_LIGHT0+count), GL_SPOT_EXPONENT, 128.0*lightdata->m_spotblend);
400                                 }
401                                 else glLightf((GLenum)(GL_LIGHT0+count), GL_SPOT_CUTOFF, 180.0);
402                         }
403                         
404                         if (lightdata->m_nodiffuse)
405                         {
406                                 vec[0] = vec[1] = vec[2] = vec[3] = 0.0;
407                         } else {
408                                 vec[0]= lightdata->m_energy*lightdata->m_red;
409                                 vec[1]= lightdata->m_energy*lightdata->m_green;
410                                 vec[2]= lightdata->m_energy*lightdata->m_blue;
411                                 vec[3]= 1.0;
412                         }
413                         glLightfv((GLenum)(GL_LIGHT0+count), GL_DIFFUSE, vec);
414                         if (lightdata->m_nospecular)
415                         {
416                                 vec[0] = vec[1] = vec[2] = vec[3] = 0.0;
417                         } else if (lightdata->m_nodiffuse) {
418                                 vec[0]= lightdata->m_energy*lightdata->m_red;
419                                 vec[1]= lightdata->m_energy*lightdata->m_green;
420                                 vec[2]= lightdata->m_energy*lightdata->m_blue;
421                                 vec[3]= 1.0;
422                         }
423                         glLightfv((GLenum)(GL_LIGHT0+count), GL_SPECULAR, vec);
424                         glEnable((GLenum)(GL_LIGHT0+count));
425
426                         count++;
427                         
428                 }
429         }
430         glPopMatrix();
431
432         return count;
433
434 }
435
436
437
438 RAS_IPolyMaterial* KX_BlenderRenderTools::CreateBlenderPolyMaterial(
439                 const STR_String &texname,
440                 bool ba,const STR_String& matname,int tile,int tilexrep,int tileyrep,int mode,bool transparant,bool zsort, int lightlayer
441                 ,bool bIsTriangle,void* clientobject,void* tface)
442 {
443         assert(!"Deprecated");
444 /*      return new KX_BlenderPolyMaterial(
445
446                 texname,
447                 ba,matname,tile,tilexrep,tileyrep,mode,transparant,zsort, lightlayer
448                 ,bIsTriangle,clientobject,(struct TFace*)tface);*/
449         return NULL;
450 }
451
452 unsigned int KX_BlenderRenderTools::m_numgllights;