BGE: Multitexture world (mist, ambient) fix
[blender.git] / source / gameengine / Rasterizer / RAS_OpenGLRasterizer / RAS_OpenGLRasterizer.cpp
index b769fc4b70351bc1af9c51e24053ad28cdf2063c..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 "RAS_StorageVBO.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 "BLF_api.h"
+}
+
 
-#include "BKE_DerivedMesh.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
@@ -71,7 +83,7 @@ static GLuint right_eye_vinterlace_mask[32];
  */
 static GLuint hinterlace_mask[33];
 
-RAS_OpenGLRasterizer::RAS_OpenGLRasterizer(RAS_ICanvas* canvas)
+RAS_OpenGLRasterizer::RAS_OpenGLRasterizer(RAS_ICanvas* canvas, int storage)
        :RAS_IRasterizer(canvas),
        m_2DCanvas(canvas),
        m_fogenabled(false),
@@ -86,11 +98,16 @@ RAS_OpenGLRasterizer::RAS_OpenGLRasterizer(RAS_ICanvas* canvas)
        m_noOfScanlines(32),
        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),
        m_last_frontface(true),
-       m_materialCachingInfo(0)
+       m_materialCachingInfo(0),
+       m_storage_type(storage)
 {
        m_viewmatrix.setIdentity();
        m_viewinvmatrix.setIdentity();
@@ -104,6 +121,28 @@ RAS_OpenGLRasterizer::RAS_OpenGLRasterizer(RAS_ICanvas* canvas)
        hinterlace_mask[32] = 0;
 
        m_prevafvalue = GPU_get_anisotropic();
+
+       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_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_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_attrib_layer);
+               m_storage_type = RAS_IMMEDIATE;
+       }
+
+       glGetIntegerv(GL_MAX_LIGHTS, (GLint *) &m_numgllights);
+       if (m_numgllights < 8)
+               m_numgllights = 8;
 }
 
 
@@ -112,10 +151,16 @@ RAS_OpenGLRasterizer::~RAS_OpenGLRasterizer()
 {
        // Restore the previous AF value
        GPU_set_anisotropic(m_prevafvalue);
+       if (m_failsafe_storage && m_failsafe_storage != m_storage)
+               delete m_failsafe_storage;
+
+       if (m_storage)
+               delete m_storage;
 }
 
 bool RAS_OpenGLRasterizer::Init()
 {
+       bool storage_init;
        GPU_state_init();
 
 
@@ -143,7 +188,9 @@ bool RAS_OpenGLRasterizer::Init()
 
        glShadeModel(GL_SMOOTH);
 
-       return true;
+       storage_init = m_storage->Init();
+
+       return true && storage_init;
 }
 
 
@@ -182,7 +229,6 @@ void RAS_OpenGLRasterizer::SetFogColor(float r,
        m_fogr = r;
        m_fogg = g;
        m_fogb = b;
-       m_fogenabled = true;
 }
 
 
@@ -190,7 +236,6 @@ void RAS_OpenGLRasterizer::SetFogColor(float r,
 void RAS_OpenGLRasterizer::SetFogStart(float start)
 {
        m_fogstart = start;
-       m_fogenabled = true;
 }
 
 
@@ -198,7 +243,6 @@ void RAS_OpenGLRasterizer::SetFogStart(float start)
 void RAS_OpenGLRasterizer::SetFogEnd(float fogend)
 {
        m_fogdist = fogend;
-       m_fogenabled = true;
 }
 
 
@@ -214,14 +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()
@@ -234,16 +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
@@ -264,6 +303,8 @@ bool RAS_OpenGLRasterizer::SetMaterial(const RAS_IPolyMaterial& mat)
 void RAS_OpenGLRasterizer::Exit()
 {
 
+       m_storage->Exit();
+
        glEnable(GL_CULL_FACE);
        glEnable(GL_DEPTH_TEST);
        glClearDepth(1.0); 
@@ -283,21 +324,20 @@ void RAS_OpenGLRasterizer::Exit()
        EndFrame();
 }
 
-bool RAS_OpenGLRasterizer::BeginFrame(int drawingmode, double time)
+bool RAS_OpenGLRasterizer::BeginFrame(double time)
 {
        m_time = time;
-       m_drawingmode = 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);
@@ -313,6 +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;
 }
@@ -325,6 +372,11 @@ void RAS_OpenGLRasterizer::SetDrawingMode(int drawingmode)
 
        if (m_drawingmode == KX_WIREFRAME)
                glDisable(GL_CULL_FACE);
+
+       m_storage->SetDrawingMode(drawingmode);
+       if (m_failsafe_storage && m_failsafe_storage != m_storage) {
+               m_failsafe_storage->SetDrawingMode(drawingmode);
+       }
 }
 
 int RAS_OpenGLRasterizer::GetDrawingMode()
@@ -359,7 +411,7 @@ void RAS_OpenGLRasterizer::ClearCachingInfo(void)
 
 void RAS_OpenGLRasterizer::FlushDebugShapes()
 {
-       if (!m_debugShapes.size())
+       if (m_debugShapes.empty())
                return;
 
        // DrawDebugLines
@@ -438,7 +490,7 @@ void RAS_OpenGLRasterizer::EndFrame()
        glDisable(GL_MULTISAMPLE_ARB);
 
        m_2DCanvas->EndFrame();
-}      
+}
 
 void RAS_OpenGLRasterizer::SetRenderArea()
 {
@@ -447,8 +499,7 @@ void RAS_OpenGLRasterizer::SetRenderArea()
        switch (m_stereomode)
        {
                case RAS_STEREO_ABOVEBELOW:
-                       switch(m_curreye)
-                       {
+                       switch (m_curreye) {
                                case RAS_STEREO_LEFTEYE:
                                        // upper half of window
                                        area.SetLeft(0);
@@ -469,6 +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)
                        {
@@ -534,11 +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;
@@ -609,13 +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);
@@ -664,11 +738,10 @@ void RAS_OpenGLRasterizer::IndexPrimitives_3DText(RAS_MeshSlot& ms,
                                glattrib = -1;
                                if (GLEW_ARB_vertex_program)
                                        for (unit=0; unit<m_attrib_num; unit++)
-                                               if (m_attrib[unit] == RAS_TEXCO_UV1)
+                                               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();
                        }
@@ -699,264 +772,29 @@ 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;
-}
-
-void RAS_OpenGLRasterizer::TexCoord(const RAS_TexVert &tv)
-{
-       int unit;
-
-       if (GLEW_ARB_multitexture) {
-               for (unit=0; unit<m_texco_num; unit++) {
-                       if (tv.getFlag() & RAS_TexVert::SECOND_UV && (int)tv.getUnit() == unit) {
-                               glMultiTexCoord2fvARB(GL_TEXTURE0_ARB+unit, tv.getUV2());
-                               continue;
-                       }
-                       switch(m_texco[unit]) {
-                       case RAS_TEXCO_ORCO:
-                       case RAS_TEXCO_GLOB:
-                               glMultiTexCoord3fvARB(GL_TEXTURE0_ARB+unit, tv.getXYZ());
-                               break;
-                       case RAS_TEXCO_UV1:
-                               glMultiTexCoord2fvARB(GL_TEXTURE0_ARB+unit, tv.getUV1());
-                               break;
-                       case RAS_TEXCO_NORM:
-                               glMultiTexCoord3fvARB(GL_TEXTURE0_ARB+unit, tv.getNormal());
-                               break;
-                       case RAS_TEXTANGENT:
-                               glMultiTexCoord4fvARB(GL_TEXTURE0_ARB+unit, tv.getTangent());
-                               break;
-                       case RAS_TEXCO_UV2:
-                               glMultiTexCoord2fvARB(GL_TEXTURE0_ARB+unit, tv.getUV2());
-                               break;
-                       default:
-                               break;
-                       }
-               }
+               m_attrib_layer[unit] = layer;
        }
-
-       if (GLEW_ARB_vertex_program) {
-               for (unit=0; unit<m_attrib_num; unit++) {
-                       switch(m_attrib[unit]) {
-                       case RAS_TEXCO_ORCO:
-                       case RAS_TEXCO_GLOB:
-                               glVertexAttrib3fvARB(unit, tv.getXYZ());
-                               break;
-                       case RAS_TEXCO_UV1:
-                               glVertexAttrib2fvARB(unit, tv.getUV1());
-                               break;
-                       case RAS_TEXCO_NORM:
-                               glVertexAttrib3fvARB(unit, tv.getNormal());
-                               break;
-                       case RAS_TEXTANGENT:
-                               glVertexAttrib4fvARB(unit, tv.getTangent());
-                               break;
-                       case RAS_TEXCO_UV2:
-                               glVertexAttrib2fvARB(unit, tv.getUV2());
-                               break;
-                       case RAS_TEXCO_VCOL:
-                               glVertexAttrib4ubvARB(unit, tv.getRGBA());
-                               break;
-                       default:
-                               break;
-                       }
-               }
-       }
-
 }
 
 void RAS_OpenGLRasterizer::IndexPrimitives(RAS_MeshSlot& ms)
 {
-       IndexPrimitivesInternal(ms, false);
+       if (ms.m_pDerivedMesh)
+               m_failsafe_storage->IndexPrimitives(ms);
+       else
+               m_storage->IndexPrimitives(ms);
 }
 
 void RAS_OpenGLRasterizer::IndexPrimitivesMulti(RAS_MeshSlot& ms)
 {
-       IndexPrimitivesInternal(ms, true);
-}
-
-static bool current_wireframe;
-static RAS_MaterialBucket *current_bucket;
-static RAS_IPolyMaterial *current_polymat;
-static RAS_MeshSlot *current_ms;
-static RAS_MeshObject *current_mesh;
-static int current_blmat_nr;
-static GPUVertexAttribs current_gpu_attribs;
-static Image *current_image;
-static int CheckMaterialDM(int matnr, void *attribs)
-{
-       // only draw the current material
-       if (matnr != current_blmat_nr)
-               return 0;
-       GPUVertexAttribs *gattribs = (GPUVertexAttribs *)attribs;
-       if (gattribs)
-               memcpy(gattribs, &current_gpu_attribs, sizeof(GPUVertexAttribs));
-       return 1;
-}
-
-/*
-static int CheckTexfaceDM(void *mcol, int index)
-{
-
-       // index is the original face index, retrieve the polygon
-       RAS_Polygon* polygon = (index >= 0 && index < current_mesh->NumPolygons()) ?
-               current_mesh->GetPolygon(index) : NULL;
-       if (polygon && polygon->GetMaterial() == current_bucket) {
-               // must handle color.
-               if (current_wireframe)
-                       return 2;
-               if (current_ms->m_bObjectColor) {
-                       MT_Vector4& rgba = current_ms->m_RGBAcolor;
-                       glColor4d(rgba[0], rgba[1], rgba[2], rgba[3]);
-                       // don't use mcol
-                       return 2;
-               }
-               if (!mcol) {
-                       // we have to set the color from the material
-                       unsigned char rgba[4];
-                       current_polymat->GetMaterialRGBAColor(rgba);
-                       glColor4ubv((const GLubyte *)rgba);
-                       return 2;
-               }
-               return 1;
-       }
-       return 0;
-}
-*/
-
-static DMDrawOption CheckTexDM(MTFace *tface, int has_mcol, int matnr)
-{
-
-       // index is the original face index, retrieve the polygon
-       if (matnr == current_blmat_nr &&
-               (tface == NULL || tface->tpage == current_image)) {
-               // must handle color.
-               if (current_wireframe)
-                       return DM_DRAW_OPTION_NO_MCOL;
-               if (current_ms->m_bObjectColor) {
-                       MT_Vector4& rgba = current_ms->m_RGBAcolor;
-                       glColor4d(rgba[0], rgba[1], rgba[2], rgba[3]);
-                       // don't use mcol
-                       return DM_DRAW_OPTION_NO_MCOL;
-               }
-               if (!has_mcol) {
-                       // we have to set the color from the material
-                       unsigned char rgba[4];
-                       current_polymat->GetMaterialRGBAColor(rgba);
-                       glColor4ubv((const GLubyte *)rgba);
-                       return DM_DRAW_OPTION_NO_MCOL;
-               }
-               return DM_DRAW_OPTION_NORMAL;
-       }
-       return DM_DRAW_OPTION_SKIP;
-}
-
-void RAS_OpenGLRasterizer::IndexPrimitivesInternal(RAS_MeshSlot& ms, bool multi)
-{ 
-       bool obcolor = ms.m_bObjectColor;
-       bool wireframe = m_drawingmode <= KX_WIREFRAME;
-       MT_Vector4& rgba = ms.m_RGBAcolor;
-       RAS_MeshSlot::iterator it;
-
-       if (ms.m_pDerivedMesh) {
-               // mesh data is in derived mesh, 
-               current_bucket = ms.m_bucket;
-               current_polymat = current_bucket->GetPolyMaterial();
-               current_ms = &ms;
-               current_mesh = ms.m_mesh;
-               current_wireframe = wireframe;
-               // MCol *mcol = (MCol*)ms.m_pDerivedMesh->getFaceDataArray(ms.m_pDerivedMesh, CD_MCOL); /* UNUSED */
-
-               // handle two-side
-               if (current_polymat->GetDrawingMode() & RAS_IRasterizer::KX_BACKCULL)
-                       this->SetCullFace(true);
-               else
-                       this->SetCullFace(false);
-
-               if (current_polymat->GetFlag() & RAS_BLENDERGLSL) {
-                       // GetMaterialIndex return the original mface material index, 
-                       // increment by 1 to match what derived mesh is doing
-                       current_blmat_nr = current_polymat->GetMaterialIndex()+1;
-                       // For GLSL we need to retrieve the GPU material attribute
-                       Material* blmat = current_polymat->GetBlenderMaterial();
-                       Scene* blscene = current_polymat->GetBlenderScene();
-                       if (!wireframe && blscene && blmat)
-                               GPU_material_vertex_attributes(GPU_material_from_blender(blscene, blmat), &current_gpu_attribs);
-                       else
-                               memset(&current_gpu_attribs, 0, sizeof(current_gpu_attribs));
-                       // DM draw can mess up blending mode, restore at the end
-                       int current_blend_mode = GPU_get_material_alpha_blend();
-                       ms.m_pDerivedMesh->drawFacesGLSL(ms.m_pDerivedMesh, CheckMaterialDM);
-                       GPU_set_material_alpha_blend(current_blend_mode);
-               }
-               else {
-                       //ms.m_pDerivedMesh->drawMappedFacesTex(ms.m_pDerivedMesh, CheckTexfaceDM, mcol);
-                       current_blmat_nr = current_polymat->GetMaterialIndex();
-                       current_image = current_polymat->GetBlenderImage();
-                       ms.m_pDerivedMesh->drawFacesTex(ms.m_pDerivedMesh, CheckTexDM, NULL, NULL);
-               }
-               return;
-       }
-       // iterate over display arrays, each containing an index + vertex array
-       for (ms.begin(it); !ms.end(it); ms.next(it)) {
-               RAS_TexVert *vertex;
-               size_t i, j, numvert;
-               
-               numvert = it.array->m_type;
-
-               if (it.array->m_type == RAS_DisplayArray::LINE) {
-                       // line drawing
-                       glBegin(GL_LINES);
-
-                       for (i=0; i<it.totindex; i+=2)
-                       {
-                               vertex = &it.vertex[it.index[i]];
-                               glVertex3fv(vertex->getXYZ());
-
-                               vertex = &it.vertex[it.index[i+1]];
-                               glVertex3fv(vertex->getXYZ());
-                       }
-
-                       glEnd();
-               }
-               else {
-                       // triangle and quad drawing
-                       if (it.array->m_type == RAS_DisplayArray::TRIANGLE)
-                               glBegin(GL_TRIANGLES);
-                       else
-                               glBegin(GL_QUADS);
-
-                       for (i=0; i<it.totindex; i+=numvert)
-                       {
-                               if (obcolor)
-                                       glColor4d(rgba[0], rgba[1], rgba[2], rgba[3]);
-
-                               for (j=0; j<numvert; j++) {
-                                       vertex = &it.vertex[it.index[i+j]];
-
-                                       if (!wireframe) {
-                                               if (!obcolor)
-                                                       glColor4ubv((const GLubyte *)(vertex->getRGBA()));
-
-                                               glNormal3fv(vertex->getNormal());
-
-                                               if (multi)
-                                                       TexCoord(*vertex);
-                                               else
-                                                       glTexCoord2fv(vertex->getUV1());
-                                       }
-
-                                       glVertex3fv(vertex->getXYZ());
-                               }
-                       }
-
-                       glEnd();
-               }
-       }
+       if (ms.m_pDerivedMesh)
+               m_failsafe_storage->IndexPrimitivesMulti(ms);
+       else
+               m_storage->IndexPrimitivesMulti(ms);
 }
 
 void RAS_OpenGLRasterizer::SetProjectionMatrix(MT_CmMatrix4x4 &mat)
@@ -975,7 +813,7 @@ void RAS_OpenGLRasterizer::SetProjectionMatrix(const MT_Matrix4x4 & mat)
        /* Get into argument. Looks a bit dodgy, but it's ok. */
        mat.getValue(matrix);
        /* Internally, MT_Matrix4x4 uses doubles (MT_Scalar). */
-       glLoadMatrixd(matrix);  
+       glLoadMatrixd(matrix);
 
        m_camortho= (mat[3][3] != 0.0);
 }
@@ -1007,8 +845,7 @@ MT_Matrix4x4 RAS_OpenGLRasterizer::GetFrustumMatrix(
 
                        near_div_focallength = frustnear / m_focallength;
                        offset = 0.5f * m_eyeseparation * near_div_focallength;
-                       switch(m_curreye)
-                       {
+                       switch (m_curreye) {
                                case RAS_STEREO_LEFTEYE:
                                                left += offset;
                                                right += offset;
@@ -1019,6 +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);
@@ -1078,8 +921,7 @@ void RAS_OpenGLRasterizer::SetViewMatrix(const MT_Matrix4x4 &mat,
                // vector between eyes
                eyeline = viewDir.cross(viewupVec);
 
-               switch(m_curreye)
-               {
+               switch (m_curreye) {
                        case RAS_STEREO_LEFTEYE:
                                {
                                // translate to left by half the eye distance
@@ -1206,7 +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;
@@ -1259,3 +1105,486 @@ 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;
+}
+
+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;
+}
+