Tuesday merger of bf-blender into orange branch.
[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 #include <OpenGL/gl.h>
40 #else
41 #include <GL/gl.h>
42 #endif
43
44 #include "RAS_IRenderTools.h"
45 #include "RAS_IRasterizer.h"
46 #include "RAS_LightObject.h"
47 #include "RAS_ICanvas.h"
48 #include "RAS_GLExtensionManager.h"
49
50 // next two includes/dependencies come from the shadow feature
51 // it needs the gameobject and the sumo physics scene for a raycast
52 #include "KX_GameObject.h"
53
54 #include "KX_BlenderPolyMaterial.h"
55 #include "KX_PolygonMaterial.h"
56 #include "KX_BlenderMaterial.h"
57
58 #include "Value.h"
59
60 #include "KX_BlenderGL.h" // for text printing
61 #include "STR_String.h"
62 #include "RAS_BucketManager.h" // for polymaterial (needed for textprinting)
63
64 #include "KX_RayCast.h"
65 #include "KX_IPhysicsController.h"
66 #include "PHY_IPhysicsEnvironment.h"
67 #include "KX_Scene.h"
68
69 KX_BlenderRenderTools::KX_BlenderRenderTools()
70 {
71         glGetIntegerv(GL_MAX_LIGHTS, (GLint*) &m_numgllights);
72         if (m_numgllights < 8)
73                 m_numgllights = 8;
74 }
75
76 /**
77 ProcessLighting performs lighting on objects. the layer is a bitfield that contains layer information.
78 There are 20 'official' layers in blender.
79 A light is applied on an object only when they are in the same layer.
80 OpenGL has a maximum of 8 lights (simultaneous), so 20 * 8 lights are possible in a scene.
81 */
82
83 int     KX_BlenderRenderTools::ProcessLighting(int layer) 
84 {
85         
86         int result = false;
87
88         if (layer < 0)
89         {
90                 DisableOpenGLLights();
91                 result = false;
92         } else
93         {
94                 if (m_clientobject)
95                 {
96
97                         
98                         if (applyLights(layer))
99                         {
100                                 EnableOpenGLLights();
101                                 result = true;
102                         } else
103                         {
104                                 DisableOpenGLLights();
105                                 result = false;
106                         }
107
108                         
109                 }
110         }
111         return result;
112         
113         
114 }
115
116
117 void KX_BlenderRenderTools::BeginFrame(RAS_IRasterizer* rasty)
118 {
119         m_clientobject = NULL;
120         m_lastblenderobject = NULL;
121         m_lastblenderlights = false;
122         m_lastlayer = -1;
123         m_lastlighting = false;
124         m_modified = true;
125         DisableOpenGLLights();
126
127
128 }
129
130 bool KX_BlenderRenderTools::RayHit(KX_ClientObjectInfo* client, MT_Point3& hit_point, MT_Vector3& hit_normal, void * const data)
131 {
132         double* const oglmatrix = (double* const) data;
133         MT_Point3 resultpoint(hit_point);
134         MT_Vector3 resultnormal(hit_normal);
135         MT_Vector3 left(oglmatrix[0],oglmatrix[1],oglmatrix[2]);
136         MT_Vector3 dir = -(left.cross(resultnormal)).safe_normalized();
137         left = (dir.cross(resultnormal)).safe_normalized();
138         // for the up vector, we take the 'resultnormal' returned by the physics
139         
140         double maat[16]={
141                         left[0],        left[1],        left[2], 0,
142                                 dir[0],         dir[1],         dir[2], 0,
143                 resultnormal[0],resultnormal[1],resultnormal[2], 0,
144                                 0,              0,              0, 1};
145         glTranslated(resultpoint[0],resultpoint[1],resultpoint[2]);
146         //glMultMatrixd(oglmatrix);
147         glMultMatrixd(maat);
148         return true;
149 }
150
151 void KX_BlenderRenderTools::applyTransform(RAS_IRasterizer* rasty,double* oglmatrix,int objectdrawmode )
152 {
153         /* FIXME:
154         blender: intern/moto/include/MT_Vector3.inl:42: MT_Vector3 operator/(const
155         MT_Vector3&, double): Assertion `!MT_fuzzyZero(s)' failed. 
156         
157         Program received signal SIGABRT, Aborted. 
158         [Switching to Thread 16384 (LWP 1519)] 
159         0x40477571 in kill () from /lib/libc.so.6 
160         (gdb) bt 
161         #7  0x08334368 in MT_Vector3::normalized() const () 
162         #8  0x0833e6ec in KX_BlenderRenderTools::applyTransform(RAS_IRasterizer*, double*, int) () 
163         */
164
165         if (objectdrawmode & RAS_IPolyMaterial::BILLBOARD_SCREENALIGNED ||
166                 objectdrawmode & RAS_IPolyMaterial::BILLBOARD_AXISALIGNED)
167         {
168                 // rotate the billboard/halo
169                 //page 360/361 3D Game Engine Design, David Eberly for a discussion
170                 // on screen aligned and axis aligned billboards
171                 // assumed is that the preprocessor transformed all billboard polygons
172                 // so that their normal points into the positive x direction (1.0 , 0.0 , 0.0)
173                 // when new parenting for objects is done, this rotation
174                 // will be moved into the object
175                 
176                 MT_Point3 objpos (oglmatrix[12],oglmatrix[13],oglmatrix[14]);
177                 MT_Point3 campos = rasty->GetCameraPosition();
178                 MT_Vector3 dir = (campos - objpos).safe_normalized();
179                 MT_Vector3 up(0,0,1.0);
180
181                 KX_GameObject* gameobj = (KX_GameObject*) this->m_clientobject;
182                 // get scaling of halo object
183                 MT_Vector3  size = gameobj->GetSGNode()->GetLocalScale();
184                 
185                 bool screenaligned = (objectdrawmode & RAS_IPolyMaterial::BILLBOARD_SCREENALIGNED)!=0;//false; //either screen or axisaligned
186                 if (screenaligned)
187                 {
188                         up = (up - up.dot(dir) * dir).safe_normalized();
189                 } else
190                 {
191                         dir = (dir - up.dot(dir)*up).safe_normalized();
192                 }
193
194                 MT_Vector3 left = dir.normalized();
195                 dir = (left.cross(up)).normalized();
196
197                 // we have calculated the row vectors, now we keep
198                 // local scaling into account:
199
200                 left *= size[0];
201                 dir  *= size[1];
202                 up   *= size[2];
203                 double maat[16]={
204                         left[0], left[1],left[2], 0,
205                                 dir[0], dir[1],dir[2],0,
206                                 up[0],up[1],up[2],0,
207                                 0,0,0,1};
208                         glTranslated(objpos[0],objpos[1],objpos[2]);
209                         glMultMatrixd(maat);
210                         
211         } else
212         {
213                 if (objectdrawmode & RAS_IPolyMaterial::SHADOW)
214                 {
215                         // shadow must be cast to the ground, physics system needed here!
216                         MT_Point3 frompoint(oglmatrix[12],oglmatrix[13],oglmatrix[14]);
217                         KX_GameObject *gameobj = (KX_GameObject*) this->m_clientobject;
218                         MT_Vector3 direction = MT_Vector3(0,0,-1);
219
220                         direction.normalize();
221                         direction *= 100000;
222
223                         MT_Point3 topoint = frompoint + direction;
224
225                         KX_Scene* kxscene = (KX_Scene*) m_auxilaryClientInfo;
226                         PHY_IPhysicsEnvironment* physics_environment = kxscene->GetPhysicsEnvironment();
227                         KX_IPhysicsController* physics_controller = gameobj->GetPhysicsController();
228                         
229                         KX_GameObject *parent = gameobj->GetParent();
230                         if (!physics_controller && parent)
231                                 physics_controller = parent->GetPhysicsController();
232                         if (parent)
233                                 parent->Release();
234                                 
235                         MT_Point3 resultpoint;
236                         MT_Vector3 resultnormal;
237                         if (!KX_RayCast::RayTest(physics_controller, physics_environment, frompoint, topoint, resultpoint, resultnormal, KX_RayCast::Callback<KX_BlenderRenderTools>(this, oglmatrix)))
238                         {
239                                 // couldn't find something to cast the shadow on...
240                                 glMultMatrixd(oglmatrix);
241                         }
242                 } else
243                 {
244
245                         // 'normal' object
246                         glMultMatrixd(oglmatrix);
247                 }
248         }
249 }
250
251
252 /**
253 Render Text renders text into a (series of) polygon, using a texture font,
254 Each character consists of one polygon (one quad or two triangles)
255 */
256 void    KX_BlenderRenderTools::RenderText(int mode,RAS_IPolyMaterial* polymat,float v1[3],float v2[3],float v3[3],float v4[3])
257 {
258                 
259         STR_String mytext = ((CValue*)m_clientobject)->GetPropertyText("Text");
260         
261         const unsigned int flag = polymat->GetFlag();
262         struct TFace* tface = 0;
263
264         if(flag & RAS_BLENDERMAT) {
265                 KX_BlenderMaterial *bl_mat = static_cast<KX_BlenderMaterial*>(polymat);
266                 tface = bl_mat->GetTFace();
267         } else {
268                 KX_PolygonMaterial* blenderpoly = static_cast<KX_PolygonMaterial*>(polymat);
269                 tface = blenderpoly->GetTFace();
270         }
271         
272         BL_RenderText( mode,mytext,mytext.Length(),tface,v1,v2,v3,v4);
273         
274 }
275
276
277
278 KX_BlenderRenderTools::~KX_BlenderRenderTools()
279 {
280 };
281         
282         
283 void    KX_BlenderRenderTools::EndFrame(RAS_IRasterizer* rasty)
284 {
285 }
286         
287
288         
289 void KX_BlenderRenderTools::DisableOpenGLLights()
290 {
291         glDisable(GL_LIGHTING);
292         glDisable(GL_COLOR_MATERIAL);
293 }
294
295         
296 void KX_BlenderRenderTools::EnableOpenGLLights()
297 {
298         glEnable(GL_LIGHTING);
299         
300         glEnable(GL_COLOR_MATERIAL);
301         glColorMaterial(GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE);
302         glLightModeli(GL_LIGHT_MODEL_TWO_SIDE, true);
303         if (bgl::QueryExtension(bgl::_GL_EXT_separate_specular_color) || bgl::QueryVersion(1, 2))
304                 glLightModeli(GL_LIGHT_MODEL_COLOR_CONTROL, GL_SEPARATE_SPECULAR_COLOR);
305
306 }
307         
308
309 /**
310  * Rendering text using 2D bitmap functionality.  
311  */
312 void KX_BlenderRenderTools::RenderText2D(RAS_TEXT_RENDER_MODE mode,
313                                                                                  const char* text,
314                                                                                  int xco,
315                                                                                  int yco,                                                                        
316                                                                                  int width,
317                                                                                  int height)
318 {
319         switch (mode) {
320         case RAS_IRenderTools::RAS_TEXT_PADDED: {
321                 STR_String tmpstr(text);
322                 BL_print_gamedebug_line_padded(tmpstr.Ptr(),xco,yco,width,height);
323                 break;
324         }
325         default: {
326                 STR_String tmpstr(text);
327                 BL_print_gamedebug_line(tmpstr.Ptr(),xco,yco,width,height);
328         }
329         }
330 }
331
332         
333
334 void KX_BlenderRenderTools::PushMatrix()
335 {
336         glPushMatrix();
337 }
338
339 void KX_BlenderRenderTools::PopMatrix()
340 {
341         glPopMatrix();
342 }
343
344
345
346 int     KX_BlenderRenderTools::applyLights(int objectlayer)
347 {
348 // taken from blender source, incompatibility between Blender Object / GameObject       
349         
350         unsigned int count;
351         float vec[4];
352                 
353         vec[3]= 1.0;
354         
355         for(count=0; count<m_numgllights; count++)
356                 glDisable((GLenum)(GL_LIGHT0+count));
357         
358         //std::vector<struct    RAS_LightObject*> m_lights;
359         std::vector<struct      RAS_LightObject*>::iterator lit = m_lights.begin();
360         
361         glPushMatrix();
362         glLoadMatrixf(m_viewmat);
363         for (lit = m_lights.begin(), count = 0; !(lit==m_lights.end()) && count < m_numgllights; ++lit)
364         {
365                 RAS_LightObject* lightdata = (*lit);
366                 if (lightdata->m_layer & objectlayer)
367                 {
368                         vec[0] = (*(lightdata->m_worldmatrix))(0,3);
369                         vec[1] = (*(lightdata->m_worldmatrix))(1,3);
370                         vec[2] = (*(lightdata->m_worldmatrix))(2,3);
371                         vec[3] = 1;
372
373                         if(lightdata->m_type==RAS_LightObject::LIGHT_SUN) {
374                                 
375                                 vec[0] = (*(lightdata->m_worldmatrix))(0,2);
376                                 vec[1] = (*(lightdata->m_worldmatrix))(1,2);
377                                 vec[2] = (*(lightdata->m_worldmatrix))(2,2);
378                                 //vec[0]= base->object->obmat[2][0];
379                                 //vec[1]= base->object->obmat[2][1];
380                                 //vec[2]= base->object->obmat[2][2];
381                                 vec[3]= 0.0;
382                                 glLightfv((GLenum)(GL_LIGHT0+count), GL_POSITION, vec); 
383                         }
384                         else {
385                                 //vec[3]= 1.0;
386                                 glLightfv((GLenum)(GL_LIGHT0+count), GL_POSITION, vec); 
387                                 glLightf((GLenum)(GL_LIGHT0+count), GL_CONSTANT_ATTENUATION, 1.0);
388                                 glLightf((GLenum)(GL_LIGHT0+count), GL_LINEAR_ATTENUATION, lightdata->m_att1/lightdata->m_distance);
389                                 // without this next line it looks backward compatible.
390                                 //attennuation still is acceptable 
391                                 glLightf((GLenum)(GL_LIGHT0+count), GL_QUADRATIC_ATTENUATION, lightdata->m_att2/(lightdata->m_distance*lightdata->m_distance)); 
392                                 
393                                 if(lightdata->m_type==RAS_LightObject::LIGHT_SPOT) {
394                                         vec[0] = -(*(lightdata->m_worldmatrix))(0,2);
395                                         vec[1] = -(*(lightdata->m_worldmatrix))(1,2);
396                                         vec[2] = -(*(lightdata->m_worldmatrix))(2,2);
397                                         //vec[0]= -base->object->obmat[2][0];
398                                         //vec[1]= -base->object->obmat[2][1];
399                                         //vec[2]= -base->object->obmat[2][2];
400                                         glLightfv((GLenum)(GL_LIGHT0+count), GL_SPOT_DIRECTION, vec);
401                                         glLightf((GLenum)(GL_LIGHT0+count), GL_SPOT_CUTOFF, lightdata->m_spotsize/2.0);
402                                         glLightf((GLenum)(GL_LIGHT0+count), GL_SPOT_EXPONENT, 128.0*lightdata->m_spotblend);
403                                 }
404                                 else glLightf((GLenum)(GL_LIGHT0+count), GL_SPOT_CUTOFF, 180.0);
405                         }
406                         
407                         if (lightdata->m_nodiffuse)
408                         {
409                                 vec[0] = vec[1] = vec[2] = vec[3] = 0.0;
410                         } else {
411                                 vec[0]= lightdata->m_energy*lightdata->m_red;
412                                 vec[1]= lightdata->m_energy*lightdata->m_green;
413                                 vec[2]= lightdata->m_energy*lightdata->m_blue;
414                                 vec[3]= 1.0;
415                         }
416                         glLightfv((GLenum)(GL_LIGHT0+count), GL_DIFFUSE, vec);
417                         if (lightdata->m_nospecular)
418                         {
419                                 vec[0] = vec[1] = vec[2] = vec[3] = 0.0;
420                         } else if (lightdata->m_nodiffuse) {
421                                 vec[0]= lightdata->m_energy*lightdata->m_red;
422                                 vec[1]= lightdata->m_energy*lightdata->m_green;
423                                 vec[2]= lightdata->m_energy*lightdata->m_blue;
424                                 vec[3]= 1.0;
425                         }
426                         glLightfv((GLenum)(GL_LIGHT0+count), GL_SPECULAR, vec);
427                         glEnable((GLenum)(GL_LIGHT0+count));
428
429                         count++;
430                         
431                 }
432         }
433         glPopMatrix();
434
435         return count;
436
437 }
438
439
440
441 RAS_IPolyMaterial* KX_BlenderRenderTools::CreateBlenderPolyMaterial(
442                 const STR_String &texname,
443                 bool ba,const STR_String& matname,int tile,int tilexrep,int tileyrep,int mode,bool transparant,bool zsort, int lightlayer
444                 ,bool bIsTriangle,void* clientobject,void* tface)
445 {
446         assert(!"Deprecated");
447 /*      return new KX_BlenderPolyMaterial(
448
449                 texname,
450                 ba,matname,tile,tilexrep,tileyrep,mode,transparant,zsort, lightlayer
451                 ,bIsTriangle,clientobject,(struct TFace*)tface);*/
452         return NULL;
453 }
454
455 unsigned int KX_BlenderRenderTools::m_numgllights;