BGE: Multitexture world (mist, ambient) fix
[blender.git] / source / gameengine / Rasterizer / RAS_OpenGLRasterizer / RAS_OpenGLRasterizer.cpp
index 0186e99f78a09ac04d466dd0b2d49d2a478bd76e..14a184bbe7f59075cb455705c0eb8520d66eedcd 100644 (file)
  
 #include "RAS_OpenGLRasterizer.h"
 
-#include "GL/glew.h"
+#include "glew-mx.h"
 
+#include "RAS_ICanvas.h"
 #include "RAS_Rect.h"
 #include "RAS_TexVert.h"
 #include "RAS_MeshObject.h"
+#include "RAS_Polygon.h"
+#include "RAS_ILightObject.h"
 #include "MT_CmMatrix4x4.h"
-#include "RAS_IRenderTools.h" // rendering text
+
+#include "RAS_OpenGLLight.h"
 
 #include "RAS_StorageIM.h"
 #include "RAS_StorageVA.h"
 
 #include "GPU_draw.h"
 #include "GPU_material.h"
-#include "GPU_extensions.h"
-
-#include "DNA_image_types.h"
-#include "DNA_meshdata_types.h"
-#include "DNA_material_types.h"
-#include "DNA_scene_types.h"
 
 extern "C"{
-       #include "BLI_utildefines.h"
-       #include "BKE_DerivedMesh.h"
+       #include "BLF_api.h"
 }
 
+
+// XXX Clean these up <<<
+#include "Value.h"
+#include "KX_Scene.h"
+#include "KX_RayCast.h"
+#include "KX_GameObject.h"
+// >>>
+
 #ifndef M_PI
 #define M_PI           3.14159265358979323846
 #endif
@@ -94,6 +99,9 @@ RAS_OpenGLRasterizer::RAS_OpenGLRasterizer(RAS_ICanvas* canvas, int storage)
        m_motionblur(0),
        m_motionblurvalue(-1.0),
        m_usingoverrideshader(false),
+    m_clientobject(NULL),
+    m_auxilaryClientInfo(NULL),
+    m_drawingmode(KX_TEXTURED),
        m_texco_num(0),
        m_attrib_num(0),
        //m_last_alphablend(GPU_BLEND_SOLID),
@@ -116,21 +124,25 @@ RAS_OpenGLRasterizer::RAS_OpenGLRasterizer(RAS_ICanvas* canvas, int storage)
 
        if (m_storage_type == RAS_VBO /*|| m_storage_type == RAS_AUTO_STORAGE && GLEW_ARB_vertex_buffer_object*/)
        {
-               m_storage = new RAS_StorageVBO(&m_texco_num, m_texco, &m_attrib_num, m_attrib);
-               m_failsafe_storage = new RAS_StorageIM(&m_texco_num, m_texco, &m_attrib_num, m_attrib);
+               m_storage = new RAS_StorageVBO(&m_texco_num, m_texco, &m_attrib_num, m_attrib, m_attrib_layer);
+               m_failsafe_storage = new RAS_StorageIM(&m_texco_num, m_texco, &m_attrib_num, m_attrib, m_attrib_layer);
                m_storage_type = RAS_VBO;
        }
        else if ((m_storage_type == RAS_VA) || (m_storage_type == RAS_AUTO_STORAGE && GLEW_VERSION_1_1))
        {
-               m_storage = new RAS_StorageVA(&m_texco_num, m_texco, &m_attrib_num, m_attrib);
-               m_failsafe_storage = new RAS_StorageIM(&m_texco_num, m_texco, &m_attrib_num, m_attrib);
+               m_storage = new RAS_StorageVA(&m_texco_num, m_texco, &m_attrib_num, m_attrib, m_attrib_layer);
+               m_failsafe_storage = new RAS_StorageIM(&m_texco_num, m_texco, &m_attrib_num, m_attrib, m_attrib_layer);
                m_storage_type = RAS_VA;
        }
        else
        {
-               m_storage = m_failsafe_storage = new RAS_StorageIM(&m_texco_num, m_texco, &m_attrib_num, m_attrib);
+               m_storage = m_failsafe_storage = new RAS_StorageIM(&m_texco_num, m_texco, &m_attrib_num, m_attrib, m_attrib_layer);
                m_storage_type = RAS_IMMEDIATE;
        }
+
+       glGetIntegerv(GL_MAX_LIGHTS, (GLint *) &m_numgllights);
+       if (m_numgllights < 8)
+               m_numgllights = 8;
 }
 
 
@@ -217,7 +229,6 @@ void RAS_OpenGLRasterizer::SetFogColor(float r,
        m_fogr = r;
        m_fogg = g;
        m_fogb = b;
-       m_fogenabled = true;
 }
 
 
@@ -225,7 +236,6 @@ void RAS_OpenGLRasterizer::SetFogColor(float r,
 void RAS_OpenGLRasterizer::SetFogStart(float start)
 {
        m_fogstart = start;
-       m_fogenabled = true;
 }
 
 
@@ -233,7 +243,6 @@ void RAS_OpenGLRasterizer::SetFogStart(float start)
 void RAS_OpenGLRasterizer::SetFogEnd(float fogend)
 {
        m_fogdist = fogend;
-       m_fogenabled = true;
 }
 
 
@@ -249,14 +258,13 @@ void RAS_OpenGLRasterizer::SetFog(float start,
        m_fogr = r;
        m_fogg = g;
        m_fogb = b;
-       m_fogenabled = true;
 }
 
 
 
-void RAS_OpenGLRasterizer::DisableFog()
+void RAS_OpenGLRasterizer::EnableFog(bool enable)
 {
-       m_fogenabled = false;
+       m_fogenabled = enable;
 }
 
 bool RAS_OpenGLRasterizer::IsFogEnabled()
@@ -269,16 +277,12 @@ void RAS_OpenGLRasterizer::DisplayFog()
 {
        if ((m_drawingmode >= KX_SOLID) && m_fogenabled)
        {
-               float params[5];
+               float params[4] = {m_fogr, m_fogg, m_fogb, 1.0f};
                glFogi(GL_FOG_MODE, GL_LINEAR);
                glFogf(GL_FOG_DENSITY, 0.1f);
                glFogf(GL_FOG_START, m_fogstart);
                glFogf(GL_FOG_END, m_fogstart + m_fogdist);
-               params[0] = m_fogr;
-               params[1] = m_fogg;
-               params[2] = m_fogb;
-               params[3] = 0.0;
-               glFogfv(GL_FOG_COLOR, params); 
+               glFogfv(GL_FOG_COLOR, params);
                glEnable(GL_FOG);
        } 
        else
@@ -320,21 +324,20 @@ void RAS_OpenGLRasterizer::Exit()
        EndFrame();
 }
 
-bool RAS_OpenGLRasterizer::BeginFrame(int drawingmode, double time)
+bool RAS_OpenGLRasterizer::BeginFrame(double time)
 {
        m_time = time;
-       SetDrawingMode(drawingmode);
 
        // Blender camera routine destroys the settings
        if (m_drawingmode < KX_SOLID)
        {
-               glDisable (GL_CULL_FACE);
-               glDisable (GL_DEPTH_TEST);
+               glDisable(GL_CULL_FACE);
+               glDisable(GL_DEPTH_TEST);
        }
        else
        {
                glEnable(GL_DEPTH_TEST);
-               glEnable (GL_CULL_FACE);
+               glEnable(GL_CULL_FACE);
        }
 
        glDisable(GL_BLEND);
@@ -350,6 +353,13 @@ bool RAS_OpenGLRasterizer::BeginFrame(int drawingmode, double time)
        glEnable(GL_MULTISAMPLE_ARB);
 
        m_2DCanvas->BeginFrame();
+
+       // Render Tools
+       m_clientobject = NULL;
+       m_lastlightlayer = -1;
+       m_lastauxinfo = NULL;
+       m_lastlighting = true; /* force disable in DisableOpenGLLights() */
+       DisableOpenGLLights();
        
        return true;
 }
@@ -510,6 +520,28 @@ void RAS_OpenGLRasterizer::SetRenderArea()
                                        break;
                        }
                        break;
+               case RAS_STEREO_3DTVTOPBOTTOM:
+                       switch (m_curreye) {
+                               case RAS_STEREO_LEFTEYE:
+                                       // upper half of window
+                                       area.SetLeft(0);
+                                       area.SetBottom(m_2DCanvas->GetHeight() -
+                                               m_2DCanvas->GetHeight() / 2);
+       
+                                       area.SetRight(m_2DCanvas->GetWidth());
+                                       area.SetTop(m_2DCanvas->GetHeight());
+                                       m_2DCanvas->SetDisplayArea(&area);
+                                       break;
+                               case RAS_STEREO_RIGHTEYE:
+                                       // lower half of window
+                                       area.SetLeft(0);
+                                       area.SetBottom(0);
+                                       area.SetRight(m_2DCanvas->GetWidth());
+                                       area.SetTop(m_2DCanvas->GetHeight() / 2);
+                                       m_2DCanvas->SetDisplayArea(&area);
+                                       break;
+                       }
+                       break;
                case RAS_STEREO_SIDEBYSIDE:
                        switch (m_curreye)
                        {
@@ -575,11 +607,11 @@ void RAS_OpenGLRasterizer::SetEye(const StereoEye eye)
                        break;
                case RAS_STEREO_ANAGLYPH:
                        if (m_curreye == RAS_STEREO_LEFTEYE) {
-                               glColorMask(GL_FALSE, GL_TRUE, GL_TRUE, GL_FALSE);
+                               glColorMask(GL_TRUE, GL_FALSE, GL_FALSE, GL_FALSE);
                        }
                        else {
                                //glAccum(GL_LOAD, 1.0);
-                               glColorMask(GL_TRUE, GL_FALSE, GL_FALSE, GL_FALSE);
+                               glColorMask(GL_FALSE, GL_TRUE, GL_TRUE, GL_FALSE);
                                ClearDepthBuffer();
                        }
                        break;
@@ -650,13 +682,14 @@ const MT_Matrix4x4& RAS_OpenGLRasterizer::GetViewInvMatrix() const
 }
 
 void RAS_OpenGLRasterizer::IndexPrimitives_3DText(RAS_MeshSlot& ms,
-                                                                       class RAS_IPolyMaterial* polymat,
-                                                                       class RAS_IRenderTools* rendertools)
+                                                                       class RAS_IPolyMaterial* polymat)
 { 
        bool obcolor = ms.m_bObjectColor;
        MT_Vector4& rgba = ms.m_RGBAcolor;
        RAS_MeshSlot::iterator it;
 
+       const STR_String& mytext = ((CValue*)m_clientobject)->GetPropertyText("Text");
+
        // handle object color
        if (obcolor) {
                glDisableClientState(GL_COLOR_ARRAY);
@@ -707,9 +740,8 @@ void RAS_OpenGLRasterizer::IndexPrimitives_3DText(RAS_MeshSlot& ms,
                                        for (unit=0; unit<m_attrib_num; unit++)
                                                if (m_attrib[unit] == RAS_TEXCO_UV)
                                                        glattrib = unit;
-                               
-                               rendertools->RenderText(polymat->GetDrawingMode(), polymat,
-                                       v[0], v[1], v[2], (numvert == 4)? v[3]: NULL, glattrib);
+
+                               GPU_render_text(polymat->GetMTFace(), polymat->GetDrawingMode(), mytext, mytext.Length(), polymat->GetMCol(), v[0], v[1], v[2], v[3], glattrib);
 
                                ClearCachingInfo();
                        }
@@ -740,11 +772,13 @@ void RAS_OpenGLRasterizer::SetTexCoord(TexCoGen coords, int unit)
                m_texco[unit] = coords;
 }
 
-void RAS_OpenGLRasterizer::SetAttrib(TexCoGen coords, int unit)
+void RAS_OpenGLRasterizer::SetAttrib(TexCoGen coords, int unit, int layer)
 {
        // this changes from material to material
-       if (unit < RAS_MAX_ATTRIB)
+       if (unit < RAS_MAX_ATTRIB) {
                m_attrib[unit] = coords;
+               m_attrib_layer[unit] = layer;
+       }
 }
 
 void RAS_OpenGLRasterizer::IndexPrimitives(RAS_MeshSlot& ms)
@@ -822,6 +856,12 @@ MT_Matrix4x4 RAS_OpenGLRasterizer::GetFrustumMatrix(
                                                break;
                        }
                        // leave bottom and top untouched
+                       if (m_stereomode == RAS_STEREO_3DTVTOPBOTTOM) {
+                               // restore the vertical frustrum because the 3DTV will 
+                               // expande the top and bottom part to the full size of the screen
+                               bottom *= 2.0f;
+                               top *= 2.0f;
+                       }
        }
        
        glMatrixMode(GL_PROJECTION);
@@ -1008,7 +1048,11 @@ void RAS_OpenGLRasterizer::DisableMotionBlur()
 
 void RAS_OpenGLRasterizer::SetAlphaBlend(int alphablend)
 {
-       GPU_set_material_alpha_blend(alphablend);
+       /* Variance shadow maps don't handle alpha well, best to not allow it for now  */
+       if (m_drawingmode == KX_SHADOW && m_usingoverrideshader)
+               GPU_set_material_alpha_blend(GPU_BLEND_SOLID);
+       else
+               GPU_set_material_alpha_blend(alphablend);
 /*
        if (alphablend == m_last_alphablend)
                return;
@@ -1062,6 +1106,35 @@ short RAS_OpenGLRasterizer::GetAnisotropicFiltering()
        return (short)GPU_get_anisotropic();
 }
 
+void RAS_OpenGLRasterizer::SetMipmapping(MipmapOption val)
+{
+       if (val == RAS_IRasterizer::RAS_MIPMAP_LINEAR)
+       {
+               GPU_set_linear_mipmap(1);
+               GPU_set_mipmap(1);
+       }
+       else if (val == RAS_IRasterizer::RAS_MIPMAP_NEAREST)
+       {
+               GPU_set_linear_mipmap(0);
+               GPU_set_mipmap(1);
+       }
+       else
+       {
+               GPU_set_linear_mipmap(0);
+               GPU_set_mipmap(0);
+       }
+}
+
+RAS_IRasterizer::MipmapOption RAS_OpenGLRasterizer::GetMipmapping()
+{
+       if (GPU_get_linear_mipmap())
+               return RAS_IRasterizer::RAS_MIPMAP_LINEAR;
+       else if (GPU_get_mipmap())
+               return RAS_IRasterizer::RAS_MIPMAP_NEAREST;
+       else
+               return RAS_IRasterizer::RAS_MIPMAP_NONE;
+}
+
 void RAS_OpenGLRasterizer::SetUsingOverrideShader(bool val)
 {
        m_usingoverrideshader = val;
@@ -1072,3 +1145,446 @@ bool RAS_OpenGLRasterizer::GetUsingOverrideShader()
        return m_usingoverrideshader;
 }
 
+/**
+ * Render Tools
+ */
+
+/* ProcessLighting performs lighting on objects. the layer is a bitfield that
+ * contains layer information. There are 20 'official' layers in blender. A
+ * light is applied on an object only when they are in the same layer. OpenGL
+ * has a maximum of 8 lights (simultaneous), so 20 * 8 lights are possible in
+ * a scene. */
+
+void RAS_OpenGLRasterizer::ProcessLighting(bool uselights, const MT_Transform& viewmat)
+{
+       bool enable = false;
+       int layer= -1;
+
+       /* find the layer */
+       if (uselights) {
+               if (m_clientobject)
+                       layer = static_cast<KX_GameObject*>(m_clientobject)->GetLayer();
+       }
+
+       /* avoid state switching */
+       if (m_lastlightlayer == layer && m_lastauxinfo == m_auxilaryClientInfo)
+               return;
+
+       m_lastlightlayer = layer;
+       m_lastauxinfo = m_auxilaryClientInfo;
+
+       /* enable/disable lights as needed */
+       if (layer >= 0) {
+               //enable = ApplyLights(layer, viewmat);
+               // taken from blender source, incompatibility between Blender Object / GameObject
+               KX_Scene* kxscene = (KX_Scene*)m_auxilaryClientInfo;
+               float glviewmat[16];
+               unsigned int count;
+               std::vector<RAS_OpenGLLight*>::iterator lit = m_lights.begin();
+
+               for (count=0; count<m_numgllights; count++)
+                       glDisable((GLenum)(GL_LIGHT0+count));
+
+               viewmat.getValue(glviewmat);
+
+               glPushMatrix();
+               glLoadMatrixf(glviewmat);
+               for (lit = m_lights.begin(), count = 0; !(lit==m_lights.end()) && count < m_numgllights; ++lit)
+               {
+                       RAS_OpenGLLight* light = (*lit);
+
+                       if (light->ApplyFixedFunctionLighting(kxscene, layer, count))
+                               count++;
+               }
+               glPopMatrix();
+
+               enable = count > 0;
+       }
+
+       if (enable)
+               EnableOpenGLLights();
+       else
+               DisableOpenGLLights();
+}
+
+void RAS_OpenGLRasterizer::EnableOpenGLLights()
+{
+       if (m_lastlighting == true)
+               return;
+
+       glEnable(GL_LIGHTING);
+       glEnable(GL_COLOR_MATERIAL);
+
+       glColorMaterial(GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE);
+       glLightModeli(GL_LIGHT_MODEL_TWO_SIDE, GL_TRUE);
+       glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, (GetCameraOrtho())? GL_FALSE: GL_TRUE);
+       if (GLEW_EXT_separate_specular_color || GLEW_VERSION_1_2)
+               glLightModeli(GL_LIGHT_MODEL_COLOR_CONTROL, GL_SEPARATE_SPECULAR_COLOR);
+
+       m_lastlighting = true;
+}
+
+void RAS_OpenGLRasterizer::DisableOpenGLLights()
+{
+       if (m_lastlighting == false)
+               return;
+
+       glDisable(GL_LIGHTING);
+       glDisable(GL_COLOR_MATERIAL);
+
+       m_lastlighting = false;
+}
+
+RAS_ILightObject *RAS_OpenGLRasterizer::CreateLight()
+{
+       return new RAS_OpenGLLight(this);
+}
+
+void RAS_OpenGLRasterizer::AddLight(RAS_ILightObject* lightobject)
+{
+       RAS_OpenGLLight* gllight = dynamic_cast<RAS_OpenGLLight*>(lightobject);
+       assert(gllight);
+       m_lights.push_back(gllight);
+}
+
+void RAS_OpenGLRasterizer::RemoveLight(RAS_ILightObject* lightobject)
+{
+       RAS_OpenGLLight* gllight = dynamic_cast<RAS_OpenGLLight*>(lightobject);
+       assert(gllight);
+
+       std::vector<RAS_OpenGLLight*>::iterator lit =
+               std::find(m_lights.begin(),m_lights.end(),gllight);
+
+       if (!(lit==m_lights.end()))
+               m_lights.erase(lit);
+}
+
+bool RAS_OpenGLRasterizer::RayHit(struct KX_ClientObjectInfo *client, KX_RayCast *result, void * const data)
+{
+       if (result->m_hitMesh) {
+               double* const oglmatrix = (double* const) data;
+
+               RAS_Polygon* poly = result->m_hitMesh->GetPolygon(result->m_hitPolygon);
+               if (!poly->IsVisible())
+                       return false;
+
+               MT_Vector3 resultnormal(result->m_hitNormal);
+               MT_Vector3 left(oglmatrix[0],oglmatrix[1],oglmatrix[2]);
+               MT_Vector3 dir = -(left.cross(resultnormal)).safe_normalized();
+               left = (dir.cross(resultnormal)).safe_normalized();
+               // for the up vector, we take the 'resultnormal' returned by the physics
+
+               double maat[16] = {left[0],         left[1],         left[2],         0,
+                                      dir[0],          dir[1],          dir[2],          0,
+                                          resultnormal[0], resultnormal[1], resultnormal[2], 0,
+                                              0,               0,               0,               1};
+
+               glTranslated(oglmatrix[12],oglmatrix[13],oglmatrix[14]);
+               //glMultMatrixd(oglmatrix);
+               glMultMatrixd(maat);
+               return true;
+       }
+       else {
+               return false;
+       }
+}
+
+void RAS_OpenGLRasterizer::applyTransform(double* oglmatrix,int objectdrawmode )
+{
+       /* FIXME:
+       blender: intern/moto/include/MT_Vector3.inl:42: MT_Vector3 operator/(const
+       MT_Vector3&, double): Assertion `!MT_fuzzyZero(s)' failed.
+
+       Program received signal SIGABRT, Aborted.
+       [Switching to Thread 16384 (LWP 1519)]
+       0x40477571 in kill () from /lib/libc.so.6
+       (gdb) bt
+       #7  0x08334368 in MT_Vector3::normalized() const ()
+       #8  0x0833e6ec in RAS_OpenGLRasterizer::applyTransform(RAS_IRasterizer*, double*, int) ()
+       */
+
+       if (objectdrawmode & RAS_IPolyMaterial::BILLBOARD_SCREENALIGNED ||
+               objectdrawmode & RAS_IPolyMaterial::BILLBOARD_AXISALIGNED)
+       {
+               // rotate the billboard/halo
+               //page 360/361 3D Game Engine Design, David Eberly for a discussion
+               // on screen aligned and axis aligned billboards
+               // assumed is that the preprocessor transformed all billboard polygons
+               // so that their normal points into the positive x direction (1.0, 0.0, 0.0)
+               // when new parenting for objects is done, this rotation
+               // will be moved into the object
+
+               MT_Point3 objpos (oglmatrix[12],oglmatrix[13],oglmatrix[14]);
+               MT_Point3 campos = GetCameraPosition();
+               MT_Vector3 dir = (campos - objpos).safe_normalized();
+               MT_Vector3 up(0,0,1.0);
+
+               KX_GameObject* gameobj = (KX_GameObject*)m_clientobject;
+               // get scaling of halo object
+               MT_Vector3  size = gameobj->GetSGNode()->GetWorldScaling();
+
+               bool screenaligned = (objectdrawmode & RAS_IPolyMaterial::BILLBOARD_SCREENALIGNED)!=0;//false; //either screen or axisaligned
+               if (screenaligned)
+               {
+                       up = (up - up.dot(dir) * dir).safe_normalized();
+               } else
+               {
+                       dir = (dir - up.dot(dir)*up).safe_normalized();
+               }
+
+               MT_Vector3 left = dir.normalized();
+               dir = (up.cross(left)).normalized();
+
+               // we have calculated the row vectors, now we keep
+               // local scaling into account:
+
+               left *= size[0];
+               dir  *= size[1];
+               up   *= size[2];
+
+               double maat[16] = {left[0], left[1], left[2], 0,
+                                  dir[0],  dir[1],  dir[2],  0,
+                                  up[0],   up[1],   up[2],   0,
+                                  0,       0,       0,       1};
+
+               glTranslated(objpos[0],objpos[1],objpos[2]);
+               glMultMatrixd(maat);
+
+       }
+       else {
+               if (objectdrawmode & RAS_IPolyMaterial::SHADOW)
+               {
+                       // shadow must be cast to the ground, physics system needed here!
+                       MT_Point3 frompoint(oglmatrix[12],oglmatrix[13],oglmatrix[14]);
+                       KX_GameObject *gameobj = (KX_GameObject*)m_clientobject;
+                       MT_Vector3 direction = MT_Vector3(0,0,-1);
+
+                       direction.normalize();
+                       direction *= 100000;
+
+                       MT_Point3 topoint = frompoint + direction;
+
+                       KX_Scene* kxscene = (KX_Scene*) m_auxilaryClientInfo;
+                       PHY_IPhysicsEnvironment* physics_environment = kxscene->GetPhysicsEnvironment();
+                       PHY_IPhysicsController* physics_controller = gameobj->GetPhysicsController();
+
+                       KX_GameObject *parent = gameobj->GetParent();
+                       if (!physics_controller && parent)
+                               physics_controller = parent->GetPhysicsController();
+
+                       KX_RayCast::Callback<RAS_OpenGLRasterizer> callback(this, physics_controller, oglmatrix);
+                       if (!KX_RayCast::RayTest(physics_environment, frompoint, topoint, callback))
+                       {
+                               // couldn't find something to cast the shadow on...
+                               glMultMatrixd(oglmatrix);
+                       }
+                       else
+                       { // we found the "ground", but the cast matrix doesn't take
+                         // scaling in consideration, so we must apply the object scale
+                               MT_Vector3  size = gameobj->GetSGNode()->GetLocalScale();
+                               glScalef(size[0], size[1], size[2]);
+                       }
+               } else
+               {
+
+                       // 'normal' object
+                       glMultMatrixd(oglmatrix);
+               }
+       }
+}
+
+static void DisableForText()
+{
+       glPolygonMode(GL_FRONT_AND_BACK, GL_FILL); /* needed for texture fonts otherwise they render as wireframe */
+
+       glDisable(GL_BLEND);
+       glDisable(GL_ALPHA_TEST);
+
+       glDisable(GL_LIGHTING);
+       glDisable(GL_COLOR_MATERIAL);
+
+       if (GLEW_ARB_multitexture) {
+               for (int i=0; i<RAS_MAX_TEXCO; i++) {
+                       glActiveTextureARB(GL_TEXTURE0_ARB+i);
+
+                       if (GLEW_ARB_texture_cube_map)
+                               glDisable(GL_TEXTURE_CUBE_MAP_ARB);
+
+                       glDisable(GL_TEXTURE_2D);
+               }
+
+               glActiveTextureARB(GL_TEXTURE0_ARB);
+       }
+       else {
+               if (GLEW_ARB_texture_cube_map)
+                       glDisable(GL_TEXTURE_CUBE_MAP_ARB);
+
+               glDisable(GL_TEXTURE_2D);
+       }
+}
+
+void RAS_OpenGLRasterizer::RenderBox2D(int xco,
+                       int yco,
+                       int width,
+                       int height,
+                       float percentage)
+{
+       /* This is a rather important line :( The gl-mode hasn't been left
+        * behind quite as neatly as we'd have wanted to. I don't know
+        * what cause it, though :/ .*/
+       glDisable(GL_DEPTH_TEST);
+
+       glMatrixMode(GL_PROJECTION);
+       glPushMatrix();
+       glLoadIdentity();
+
+       glOrtho(0, width, 0, height, -100, 100);
+
+       glMatrixMode(GL_MODELVIEW);
+       glPushMatrix();
+       glLoadIdentity();
+
+       yco = height - yco;
+       int barsize = 50;
+
+       /* draw in black first*/
+       glColor3ub(0, 0, 0);
+       glBegin(GL_QUADS);
+       glVertex2f(xco + 1 + 1 + barsize * percentage, yco - 1 + 10);
+       glVertex2f(xco + 1, yco - 1 + 10);
+       glVertex2f(xco + 1, yco - 1);
+       glVertex2f(xco + 1 + 1 + barsize * percentage, yco - 1);
+       glEnd();
+
+       glColor3ub(255, 255, 255);
+       glBegin(GL_QUADS);
+       glVertex2f(xco + 1 + barsize * percentage, yco + 10);
+       glVertex2f(xco, yco + 10);
+       glVertex2f(xco, yco);
+       glVertex2f(xco + 1 + barsize * percentage, yco);
+       glEnd();
+
+       glMatrixMode(GL_PROJECTION);
+       glPopMatrix();
+       glMatrixMode(GL_MODELVIEW);
+       glPopMatrix();
+       glEnable(GL_DEPTH_TEST);
+}
+
+void RAS_OpenGLRasterizer::RenderText3D(
+        int fontid, const char *text, int size, int dpi,
+        const float color[4], const double mat[16], float aspect)
+{
+       /* gl prepping */
+       DisableForText();
+
+       /* the actual drawing */
+       glColor4fv(color);
+
+       /* multiply the text matrix by the object matrix */
+       BLF_enable(fontid, BLF_MATRIX|BLF_ASPECT);
+       BLF_matrix(fontid, mat);
+
+       /* aspect is the inverse scale that allows you to increase */
+       /* your resolution without sizing the final text size      */
+       /* the bigger the size, the smaller the aspect             */
+       BLF_aspect(fontid, aspect, aspect, aspect);
+
+       BLF_size(fontid, size, dpi);
+       BLF_position(fontid, 0, 0, 0);
+       BLF_draw(fontid, text, 65535);
+
+       BLF_disable(fontid, BLF_MATRIX|BLF_ASPECT);
+}
+
+void RAS_OpenGLRasterizer::RenderText2D(
+        RAS_TEXT_RENDER_MODE mode,
+        const char* text,
+        int xco, int yco,
+        int width, int height)
+{
+       /* This is a rather important line :( The gl-mode hasn't been left
+        * behind quite as neatly as we'd have wanted to. I don't know
+        * what cause it, though :/ .*/
+       DisableForText();
+       glDisable(GL_DEPTH_TEST);
+
+       glMatrixMode(GL_PROJECTION);
+       glPushMatrix();
+       glLoadIdentity();
+
+       glOrtho(0, width, 0, height, -100, 100);
+
+       glMatrixMode(GL_MODELVIEW);
+       glPushMatrix();
+       glLoadIdentity();
+
+       if (mode == RAS_TEXT_PADDED) {
+               /* draw in black first*/
+               glColor3ub(0, 0, 0);
+               BLF_size(blf_mono_font, 11, 72);
+               BLF_position(blf_mono_font, (float)xco+1, (float)(height-yco-1), 0.0f);
+               BLF_draw(blf_mono_font, text, 65535); /* XXX, use real len */
+       }
+
+       /* the actual drawing */
+       glColor3ub(255, 255, 255);
+       BLF_size(blf_mono_font, 11, 72);
+       BLF_position(blf_mono_font, (float)xco, (float)(height-yco), 0.0f);
+       BLF_draw(blf_mono_font, text, 65535); /* XXX, use real len */
+
+       glMatrixMode(GL_PROJECTION);
+       glPopMatrix();
+       glMatrixMode(GL_MODELVIEW);
+       glPopMatrix();
+       glEnable(GL_DEPTH_TEST);
+}
+
+void RAS_OpenGLRasterizer::PushMatrix()
+{
+       glPushMatrix();
+}
+
+void RAS_OpenGLRasterizer::PopMatrix()
+{
+       glPopMatrix();
+}
+
+void RAS_OpenGLRasterizer::MotionBlur()
+{
+       int state = GetMotionBlurState();
+       float motionblurvalue;
+       if (state)
+       {
+               motionblurvalue = GetMotionBlurValue();
+               if (state==1)
+               {
+                       //bugfix:load color buffer into accum buffer for the first time(state=1)
+                       glAccum(GL_LOAD, 1.0);
+                       SetMotionBlurState(2);
+               }
+               else if (motionblurvalue >= 0.0f && motionblurvalue <= 1.0f) {
+                       glAccum(GL_MULT, motionblurvalue);
+                       glAccum(GL_ACCUM, 1-motionblurvalue);
+                       glAccum(GL_RETURN, 1.0);
+                       glFlush();
+               }
+       }
+}
+
+void RAS_OpenGLRasterizer::SetClientObject(void* obj)
+{
+       if (m_clientobject != obj)
+       {
+               bool ccw = (obj == NULL || !((KX_GameObject*)obj)->IsNegativeScaling());
+               SetFrontFace(ccw);
+
+               m_clientobject = obj;
+       }
+}
+
+void RAS_OpenGLRasterizer::SetAuxilaryClientInfo(void* inf)
+{
+       m_auxilaryClientInfo = inf;
+}
+