BGE Rasterizer Cleanup: Removing RAS_IRenderTools and moving the functionality to...
authorMitchell Stokes <mogurijin@gmail.com>
Mon, 4 Nov 2013 19:21:07 +0000 (19:21 +0000)
committerMitchell Stokes <mogurijin@gmail.com>
Mon, 4 Nov 2013 19:21:07 +0000 (19:21 +0000)
39 files changed:
source/gameengine/BlenderRoutines/BL_KetsjiEmbedStart.cpp
source/gameengine/BlenderRoutines/CMakeLists.txt
source/gameengine/BlenderRoutines/KX_BlenderGL.cpp
source/gameengine/BlenderRoutines/KX_BlenderGL.h
source/gameengine/BlenderRoutines/KX_BlenderRenderTools.cpp [deleted file]
source/gameengine/BlenderRoutines/KX_BlenderRenderTools.h [deleted file]
source/gameengine/Converter/BL_BlenderDataConversion.cpp
source/gameengine/Converter/BL_BlenderDataConversion.h
source/gameengine/Converter/KX_BlenderSceneConverter.cpp
source/gameengine/Converter/KX_BlenderSceneConverter.h
source/gameengine/GamePlayer/common/CMakeLists.txt
source/gameengine/GamePlayer/common/GPC_RenderTools.cpp [deleted file]
source/gameengine/GamePlayer/common/GPC_RenderTools.h [deleted file]
source/gameengine/GamePlayer/ghost/GPG_Application.cpp
source/gameengine/GamePlayer/ghost/GPG_Application.h
source/gameengine/Ketsji/KX_Dome.cpp
source/gameengine/Ketsji/KX_Dome.h
source/gameengine/Ketsji/KX_FontObject.cpp
source/gameengine/Ketsji/KX_FontObject.h
source/gameengine/Ketsji/KX_ISceneConverter.h
source/gameengine/Ketsji/KX_KetsjiEngine.cpp
source/gameengine/Ketsji/KX_KetsjiEngine.h
source/gameengine/Ketsji/KX_Light.cpp
source/gameengine/Ketsji/KX_Light.h
source/gameengine/Ketsji/KX_Scene.cpp
source/gameengine/Ketsji/KX_Scene.h
source/gameengine/Rasterizer/CMakeLists.txt
source/gameengine/Rasterizer/RAS_BucketManager.cpp
source/gameengine/Rasterizer/RAS_BucketManager.h
source/gameengine/Rasterizer/RAS_IRasterizer.h
source/gameengine/Rasterizer/RAS_IRenderTools.cpp [deleted file]
source/gameengine/Rasterizer/RAS_IRenderTools.h [deleted file]
source/gameengine/Rasterizer/RAS_MaterialBucket.cpp
source/gameengine/Rasterizer/RAS_MaterialBucket.h
source/gameengine/Rasterizer/RAS_OpenGLRasterizer/CMakeLists.txt
source/gameengine/Rasterizer/RAS_OpenGLRasterizer/RAS_OpenGLRasterizer.cpp
source/gameengine/Rasterizer/RAS_OpenGLRasterizer/RAS_OpenGLRasterizer.h
source/gameengine/VideoTexture/ImageRender.cpp
source/gameengine/VideoTexture/ImageRender.h

index 484e51c4ed1b7be85b20e27d67bb28bf37d214a6..5479a5e7a6ee474e772c40f7404e761140262efe 100644 (file)
@@ -46,7 +46,6 @@
 #include "KX_BlenderCanvas.h"
 #include "KX_BlenderKeyboardDevice.h"
 #include "KX_BlenderMouseDevice.h"
-#include "KX_BlenderRenderTools.h"
 #include "KX_BlenderSystem.h"
 #include "BL_Material.h"
 
@@ -276,7 +275,7 @@ extern "C" void StartKetsjiShell(struct bContext *C, struct ARegion *ar, rcti *c
 
                if (animation_record) usefixed= false; /* override since you don't want to run full-speed for sim recording */
 
-               // create the canvas, rasterizer and rendertools
+               // create the canvas and rasterizer
                RAS_ICanvas* canvas = new KX_BlenderCanvas(wm, win, area_rect, ar);
                
                // default mouse state set on render panel
@@ -292,7 +291,6 @@ extern "C" void StartKetsjiShell(struct bContext *C, struct ARegion *ar, rcti *c
                else
                        canvas->SetSwapInterval((startscene->gm.vsync == VSYNC_ON) ? 1 : 0);
 
-               RAS_IRenderTools* rendertools = new KX_BlenderRenderTools();
                RAS_IRasterizer* rasterizer = NULL;
                //Don't use displaylists with VBOs
                //If auto starts using VBOs, make sure to check for that here
@@ -324,7 +322,6 @@ extern "C" void StartKetsjiShell(struct bContext *C, struct ARegion *ar, rcti *c
                ketsjiengine->SetMouseDevice(mousedevice);
                ketsjiengine->SetNetworkDevice(networkdevice);
                ketsjiengine->SetCanvas(canvas);
-               ketsjiengine->SetRenderTools(rendertools);
                ketsjiengine->SetRasterizer(rasterizer);
                ketsjiengine->SetUseFixedTime(usefixed);
                ketsjiengine->SetTimingDisplay(frameRate, profile, properties);
@@ -518,7 +515,7 @@ extern "C" void StartKetsjiShell(struct bContext *C, struct ARegion *ar, rcti *c
                                // convert and add scene
                                sceneconverter->ConvertScene(
                                        startscene,
-                                       rendertools,
+                                   rasterizer,
                                        canvas);
                                ketsjiengine->AddScene(startscene);
                                
@@ -664,11 +661,6 @@ extern "C" void StartKetsjiShell(struct bContext *C, struct ARegion *ar, rcti *c
                        delete rasterizer;
                        rasterizer = NULL;
                }
-               if (rendertools)
-               {
-                       delete rendertools;
-                       rendertools = NULL;
-               }
                if (canvas)
                {
                        canvas->SetSwapInterval(previous_vsync); // Set the swap interval back
index 67739706e3c3b1cf96ddd0235dd308a45c82a82b..1f323a798ce5509c6ed6a5f34753a41c3daaf87b 100644 (file)
@@ -43,7 +43,6 @@ set(SRC
        KX_BlenderInputDevice.cpp
        KX_BlenderKeyboardDevice.cpp
        KX_BlenderMouseDevice.cpp
-       KX_BlenderRenderTools.cpp
        KX_BlenderSystem.cpp
 
        BL_System.h
@@ -52,7 +51,6 @@ set(SRC
        KX_BlenderInputDevice.h
        KX_BlenderKeyboardDevice.h
        KX_BlenderMouseDevice.h
-       KX_BlenderRenderTools.h
        KX_BlenderSystem.h
 )
 
index 6ed4866579cccc66337e89e9be3c06100a0e4fe0..3770d81f4d5070864f701d433cbdc0ad166657cd 100644 (file)
@@ -108,169 +108,6 @@ int BL_GetSwapInterval(struct wmWindow *win)
        return wm_window_get_swap_interval(win);
 }
 
-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<MAXTEX; 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 BL_draw_gamedebug_box(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);
-}
-
-/* Print 3D text */
-void BL_print_game_line(int fontid, const char *text, int size, int dpi, float *color, double *mat, 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, (char *)text, 65535);
-
-       BLF_disable(fontid, BLF_MATRIX|BLF_ASPECT);
-}
-
-void BL_print_gamedebug_line(const char *text, int xco, int yco, int width, int height)
-{
-       /* gl prepping */
-       DisableForText();
-       glDisable(GL_DEPTH_TEST);
-
-       glMatrixMode(GL_PROJECTION);
-       glPushMatrix();
-       glLoadIdentity();
-
-       glOrtho(0, width, 0, height, -100, 100);
-
-       glMatrixMode(GL_MODELVIEW);
-       glPushMatrix();
-       glLoadIdentity();
-
-       /* 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, (char *)text, 65535); /* XXX, use real len */
-
-       glMatrixMode(GL_PROJECTION);
-       glPopMatrix();
-       glMatrixMode(GL_MODELVIEW);
-       glPopMatrix();
-       glEnable(GL_DEPTH_TEST);
-}
-
-void BL_print_gamedebug_line_padded(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();
-
-       /* 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, (char *)text, 65535);/* XXX, use real len */
-       
-       glColor3ub(255, 255, 255);
-       BLF_position(blf_mono_font, (float)xco, (float)(height-yco), 0.0f);
-       BLF_draw(blf_mono_font, (char *)text, 65535);
-
-       glMatrixMode(GL_PROJECTION);
-       glPopMatrix();
-       glMatrixMode(GL_MODELVIEW);
-       glPopMatrix();
-       glEnable(GL_DEPTH_TEST);
-}
-
 void BL_HideMouse(wmWindow *win)
 {
        WM_cursor_set(win, CURSOR_NONE);
index 8032d9a594abb4820ac4457853491db9567a39cc..13d563a687b0a2ea53774b72e81c94ebc68fda3c 100644 (file)
@@ -56,11 +56,6 @@ void BL_HideMouse(struct wmWindow *win);
 void   BL_NormalMouse(struct wmWindow *win);
 void   BL_WaitMouse(struct wmWindow *win);
 
-void BL_draw_gamedebug_box(int xco, int yco, int width, int height, float percentage);
-void BL_print_game_line(int fontid, const char* text, int size, int dpi, float* color, double* mat, float aspect);
-void BL_print_gamedebug_line(const char* text, int xco, int yco, int width, int height);
-void BL_print_gamedebug_line_padded(const char* text, int xco, int yco, int width, int height);
-
 
 
 #ifdef __cplusplus
diff --git a/source/gameengine/BlenderRoutines/KX_BlenderRenderTools.cpp b/source/gameengine/BlenderRoutines/KX_BlenderRenderTools.cpp
deleted file mode 100644 (file)
index bcc62a3..0000000
+++ /dev/null
@@ -1,410 +0,0 @@
-/*
- * ***** BEGIN GPL LICENSE BLOCK *****
- *
- * This program is free software; you can redistribute it and/or
- * modify it under the terms of the GNU General Public License
- * as published by the Free Software Foundation; either version 2
- * of the License, or (at your option) any later version.
- *
- * This program is distributed in the hope that it will be useful,
- * but WITHOUT ANY WARRANTY; without even the implied warranty of
- * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
- * GNU General Public License for more details.
- *
- * You should have received a copy of the GNU General Public License
- * along with this program; if not, write to the Free Software Foundation,
- * Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
- *
- * The Original Code is Copyright (C) 2001-2002 by NaN Holding BV.
- * All rights reserved.
- *
- * The Original Code is: all of this file.
- *
- * Contributor(s): none yet.
- *
- * ***** END GPL LICENSE BLOCK *****
- */
-
-/** \file gameengine/BlenderRoutines/KX_BlenderRenderTools.cpp
- *  \ingroup blroutines
- */
-
-
-#include "GL/glew.h"
-
-#include "RAS_IRenderTools.h"
-#include "RAS_IRasterizer.h"
-#include "RAS_LightObject.h"
-#include "RAS_ICanvas.h"
-#include "RAS_GLExtensionManager.h"
-#include "RAS_MeshObject.h"
-
-#include "KX_GameObject.h"
-#include "KX_PolygonMaterial.h"
-#include "KX_BlenderMaterial.h"
-#include "KX_RayCast.h"
-#include "KX_IPhysicsController.h"
-#include "KX_Light.h"
-
-#include "PHY_IPhysicsEnvironment.h"
-
-#include "STR_String.h"
-
-#include "GPU_draw.h"
-
-#include "KX_BlenderGL.h" // for text printing
-#include "KX_BlenderRenderTools.h"
-
-unsigned int KX_BlenderRenderTools::m_numgllights;
-
-KX_BlenderRenderTools::KX_BlenderRenderTools()
-{
-       glGetIntegerv(GL_MAX_LIGHTS, (GLint *) &m_numgllights);
-       if (m_numgllights < 8)
-               m_numgllights = 8;
-}
-
-KX_BlenderRenderTools::~KX_BlenderRenderTools()
-{
-}
-
-void KX_BlenderRenderTools::BeginFrame(RAS_IRasterizer* rasty)
-{
-       m_clientobject = NULL;
-       m_lastlightlayer = -1;
-       m_lastauxinfo = NULL;
-       m_lastlighting = true; /* force disable in DisableOpenGLLights() */
-       DisableOpenGLLights();
-}
-
-void KX_BlenderRenderTools::EndFrame(RAS_IRasterizer* rasty)
-{
-}
-
-/* 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 KX_BlenderRenderTools::ProcessLighting(RAS_IRasterizer *rasty, 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);
-
-       if (enable)
-               EnableOpenGLLights(rasty);
-       else
-               DisableOpenGLLights();
-}
-
-void KX_BlenderRenderTools::EnableOpenGLLights(RAS_IRasterizer *rasty)
-{
-       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, (rasty->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 KX_BlenderRenderTools::DisableOpenGLLights()
-{
-       if (m_lastlighting == false)
-               return;
-
-       glDisable(GL_LIGHTING);
-       glDisable(GL_COLOR_MATERIAL);
-
-       m_lastlighting = false;
-}
-
-
-void KX_BlenderRenderTools::SetClientObject(RAS_IRasterizer *rasty, void* obj)
-{
-       if (m_clientobject != obj)
-       {
-               bool ccw = (obj == NULL || !((KX_GameObject*)obj)->IsNegativeScaling());
-               rasty->SetFrontFace(ccw);
-
-               m_clientobject = obj;
-       }
-}
-
-bool KX_BlenderRenderTools::RayHit(KX_ClientObjectInfo *client, KX_RayCast *result, void * const data)
-{
-       double* const oglmatrix = (double* const) data;
-
-       RAS_Polygon* poly = result->m_hitMesh->GetPolygon(result->m_hitPolygon);
-       if (!poly->IsVisible())
-               return false;
-
-       MT_Point3 resultpoint(result->m_hitPoint);
-       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(resultpoint[0],resultpoint[1],resultpoint[2]);
-       //glMultMatrixd(oglmatrix);
-       glMultMatrixd(maat);
-       return true;
-}
-
-void KX_BlenderRenderTools::applyTransform(RAS_IRasterizer* rasty,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 KX_BlenderRenderTools::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 = rasty->GetCameraPosition();
-               MT_Vector3 dir = (campos - objpos).safe_normalized();
-               MT_Vector3 up(0,0,1.0);
-
-               KX_GameObject* gameobj = (KX_GameObject *)this->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 = (left.cross(up)).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 *)this->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();
-                       KX_IPhysicsController* physics_controller = gameobj->GetPhysicsController();
-                       
-                       KX_GameObject *parent = gameobj->GetParent();
-                       if (!physics_controller && parent)
-                               physics_controller = parent->GetPhysicsController();
-                       if (parent)
-                               parent->Release();
-                               
-                       KX_RayCast::Callback<KX_BlenderRenderTools> 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);
-               }
-       }
-}
-
-void KX_BlenderRenderTools::RenderBox2D(int xco,
-                       int yco,
-                       int width,
-                       int height,
-                       float percentage)
-{
-       BL_draw_gamedebug_box(xco, yco, width, height, percentage);
-}
-
-void KX_BlenderRenderTools::RenderText3D(int fontid,
-                                                                                const char* text,
-                                                                                int size,
-                                                                                int dpi,
-                                                                                float* color,
-                                                                                double* mat,
-                                                                                float aspect)
-{
-       BL_print_game_line(fontid, text, size, dpi, color, mat, aspect);
-}
-
-void KX_BlenderRenderTools::RenderText2D(RAS_TEXT_RENDER_MODE mode,
-                                                                                const char* text,
-                                                                                int xco,
-                                                                                int yco,                                                                        
-                                                                                int width,
-                                                                                int height)
-{
-       if (mode == RAS_IRenderTools::RAS_TEXT_PADDED)
-               BL_print_gamedebug_line_padded(text, xco, yco, width, height);
-       else
-               BL_print_gamedebug_line(text, xco, yco, width, height);
-}
-
-/* Render Text renders text into a (series of) polygon, using a texture font,
- * Each character consists of one polygon (one quad or two triangles) */
-
-void KX_BlenderRenderTools::RenderText(
-       int mode,
-       RAS_IPolyMaterial* polymat,
-       float v1[3], float v2[3], float v3[3], float v4[3], int glattrib)
-{
-       const STR_String &mytext = ((CValue *)m_clientobject)->GetPropertyText("Text");
-       
-       const unsigned int flag = polymat->GetFlag();
-       struct MTFace* tface = 0;
-       unsigned int *col = 0;
-
-       if (flag & RAS_BLENDERMAT) {
-               KX_BlenderMaterial *bl_mat = static_cast<KX_BlenderMaterial*>(polymat);
-               tface = bl_mat->GetMTFace();
-               col = bl_mat->GetMCol();
-       } else {
-               KX_PolygonMaterial* blenderpoly = static_cast<KX_PolygonMaterial*>(polymat);
-               tface = blenderpoly->GetMTFace();
-               col = blenderpoly->GetMCol();
-       }
-       
-       GPU_render_text(tface, mode, mytext, mytext.Length(), col, v1, v2, v3, v4, glattrib);
-}
-
-
-void KX_BlenderRenderTools::PushMatrix()
-{
-       glPushMatrix();
-}
-
-void KX_BlenderRenderTools::PopMatrix()
-{
-       glPopMatrix();
-}
-
-
-int KX_BlenderRenderTools::applyLights(int objectlayer, const MT_Transform& 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<struct      RAS_LightObject*>::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_LightObject* lightdata = (*lit);
-               KX_LightObject *kxlight = (KX_LightObject*)lightdata->m_light;
-
-               if (kxlight->ApplyLight(kxscene, objectlayer, count))
-                       count++;
-       }
-       glPopMatrix();
-
-       return count;
-}
-
-void KX_BlenderRenderTools::MotionBlur(RAS_IRasterizer* rasterizer)
-{
-       int state = rasterizer->GetMotionBlurState();
-       float motionblurvalue;
-       if (state)
-       {
-               motionblurvalue = rasterizer->GetMotionBlurValue();
-               if (state==1)
-               {
-                       //bugfix:load color buffer into accum buffer for the first time(state=1)
-                       glAccum(GL_LOAD, 1.0);
-                       rasterizer->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();
-               }
-       }
-}
-
diff --git a/source/gameengine/BlenderRoutines/KX_BlenderRenderTools.h b/source/gameengine/BlenderRoutines/KX_BlenderRenderTools.h
deleted file mode 100644 (file)
index 228763e..0000000
+++ /dev/null
@@ -1,122 +0,0 @@
-/*
- * ***** BEGIN GPL LICENSE BLOCK *****
- *
- * This program is free software; you can redistribute it and/or
- * modify it under the terms of the GNU General Public License
- * as published by the Free Software Foundation; either version 2
- * of the License, or (at your option) any later version.
- *
- * This program is distributed in the hope that it will be useful,
- * but WITHOUT ANY WARRANTY; without even the implied warranty of
- * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
- * GNU General Public License for more details.
- *
- * You should have received a copy of the GNU General Public License
- * along with this program; if not, write to the Free Software Foundation,
- * Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
- *
- * The Original Code is Copyright (C) 2001-2002 by NaN Holding BV.
- * All rights reserved.
- *
- * The Original Code is: all of this file.
- *
- * Contributor(s): none yet.
- *
- * ***** END GPL LICENSE BLOCK *****
- */
-
-/** \file KX_BlenderRenderTools.h
- *  \ingroup blroutines
- */
-
-#ifndef __KX_BLENDERRENDERTOOLS_H__
-#define __KX_BLENDERRENDERTOOLS_H__
-
-#ifdef _MSC_VER
-   /* don't show stl-warnings */
-#  pragma warning (disable:4786)
-#endif
-
-#include "RAS_IRenderTools.h"
-
-#ifdef WITH_CXX_GUARDEDALLOC
-#include "MEM_guardedalloc.h"
-#endif
-
-struct KX_ClientObjectInfo;
-class KX_RayCast;
-
-/* BlenderRenderTools are a set of tools to apply 2D/3D graphics effects, which
- * are not part of the (polygon) Rasterizer. Effects like 2D text, 3D (polygon)
- * text, lighting.
- *
- * Most of this code is duplicated in GPC_RenderTools, so this should be
- * moved to some common location to avoid duplication. */
-
-class KX_BlenderRenderTools  : public RAS_IRenderTools
-{
-       int             m_lastlightlayer;
-       bool    m_lastlighting;
-       void    *m_lastauxinfo;
-       static unsigned int m_numgllights;
-
-public:
-                                               KX_BlenderRenderTools();
-       virtual                         ~KX_BlenderRenderTools();
-
-       void                            EndFrame(RAS_IRasterizer* rasty);
-       void                            BeginFrame(RAS_IRasterizer* rasty);
-
-       void                            EnableOpenGLLights(RAS_IRasterizer *rasty);
-       void                            DisableOpenGLLights();
-       void                            ProcessLighting(RAS_IRasterizer *rasty, bool uselights, const MT_Transform& viewmat);
-
-       void                            RenderBox2D(int xco,
-                                                                       int yco,
-                                                                       int width,
-                                                                       int height,
-                                                                       float percentage);
-
-       
-       void                            RenderText3D(int fontid,
-                                        const char* text,
-                                        int size,
-                                        int dpi,
-                                        float* color,
-                                        double* mat,
-                                        float aspect);
-
-       void            RenderText2D(RAS_TEXT_RENDER_MODE mode,
-                                const char* text,
-                                int xco,
-                                int yco,
-                                int width,
-                                int height);
-       void                            RenderText(int mode,
-                                      class RAS_IPolyMaterial* polymat,
-                                      float v1[3],
-                                      float v2[3],
-                                      float v3[3],
-                                      float v4[3],
-                                      int glattrib);
-
-       void                            applyTransform(RAS_IRasterizer* rasty, double* oglmatrix, int objectdrawmode);
-       int                                     applyLights(int objectlayer, const MT_Transform& viewmat);
-
-       void                            PushMatrix();
-       void                            PopMatrix();
-
-       bool RayHit(KX_ClientObjectInfo* client, class KX_RayCast* result, void * const data);
-       bool NeedRayCast(KX_ClientObjectInfo*) { return true; }
-
-       virtual void MotionBlur(RAS_IRasterizer* rasterizer);
-
-       virtual void SetClientObject(RAS_IRasterizer *rasty, void* obj);
-       
-       
-#ifdef WITH_CXX_GUARDEDALLOC
-       MEM_CXX_CLASS_ALLOC_FUNCS("GE:KX_BlenderRenderTools")
-#endif
-};
-
-#endif  /* __KX_BLENDERRENDERTOOLS_H__ */
index b0555abbea4c9962609c25243ac23c110f3f22e7..7456670fcdbf1aae3f32735b8dbe743776310665 100644 (file)
@@ -80,7 +80,6 @@
 #include "RAS_Polygon.h"
 #include "RAS_TexVert.h"
 #include "RAS_BucketManager.h"
-#include "RAS_IRenderTools.h"
 #include "BL_Material.h"
 #include "KX_BlenderMaterial.h"
 #include "BL_Texture.h"
@@ -1874,7 +1873,7 @@ static void BL_CreatePhysicsObjectNew(KX_GameObject* gameobj,
 
 
 
-static KX_LightObject *gamelight_from_blamp(Object *ob, Lamp *la, unsigned int layerflag, KX_Scene *kxscene, RAS_IRenderTools *rendertools, KX_BlenderSceneConverter *converter)
+static KX_LightObject *gamelight_from_blamp(Object *ob, Lamp *la, unsigned int layerflag, KX_Scene *kxscene, RAS_IRasterizer *rasterizer, KX_BlenderSceneConverter *converter)
 {
        RAS_LightObject lightobj;
        KX_LightObject *gamelight;
@@ -1913,7 +1912,7 @@ static KX_LightObject *gamelight_from_blamp(Object *ob, Lamp *la, unsigned int l
                lightobj.m_type = RAS_LightObject::LIGHT_NORMAL;
        }
 
-       gamelight = new KX_LightObject(kxscene, KX_Scene::m_callbacks, rendertools,
+       gamelight = new KX_LightObject(kxscene, KX_Scene::m_callbacks, rasterizer,
                lightobj, glslmat);
        
        return gamelight;
@@ -1934,7 +1933,7 @@ static KX_Camera *gamecamera_from_bcamera(Object *ob, KX_Scene *kxscene, KX_Blen
 static KX_GameObject *gameobject_from_blenderobject(
                                                                Object *ob, 
                                                                KX_Scene *kxscene, 
-                                                               RAS_IRenderTools *rendertools, 
+                                                               RAS_IRasterizer *rendertools,
                                                                KX_BlenderSceneConverter *converter,
                                                                bool libloading) 
 {
@@ -2359,7 +2358,7 @@ void BL_ConvertBlenderObjects(struct Main* maggie,
                                                          KX_Scene* kxscene,
                                                          KX_KetsjiEngine* ketsjiEngine,
                                                          e_PhysicsEngine       physics_engine,
-                                                         RAS_IRenderTools* rendertools,
+                                                         RAS_IRasterizer* rendertools,
                                                          RAS_ICanvas* canvas,
                                                          KX_BlenderSceneConverter* converter,
                                                          bool alwaysUseExpandFraming,
index f3a680929fbcc319e99d8748e81eac6cb7f1642b..6bd77954b88795f0e8e244996ee20cdd5afac9eb 100644 (file)
@@ -44,7 +44,7 @@ void BL_ConvertBlenderObjects(struct Main* maggie,
                                                          class KX_Scene* kxscene,
                                                          class KX_KetsjiEngine* ketsjiEngine,
                                                          e_PhysicsEngine       physics_engine,
-                                                         class RAS_IRenderTools* rendertools,
+                                                         class RAS_IRasterizer* rendertools,
                                                          class RAS_ICanvas* canvas, 
                                                          class KX_BlenderSceneConverter* sceneconverter, 
                                                          bool alwaysUseExpandFraming,
index 98af99825e1fc96f002400f5829cf825a7f48bd5..05a2c344c1a569f1f79e7d333c702e51a37bcfb9 100644 (file)
@@ -313,7 +313,7 @@ struct      BlenderDebugDraw : public btIDebugDraw
 #endif
 
 void KX_BlenderSceneConverter::ConvertScene(class KX_Scene* destinationscene,
-                                                                                       class RAS_IRenderTools* rendertools,
+                                                                                       class RAS_IRasterizer* rendertools,
                                                                                        class RAS_ICanvas* canvas,
                                                                                        bool libloading)
 {
index 7ed75ad76141d4925c556ac890ded32f164762de..3ae90301553c5986ea640563480b644a05f84276 100644 (file)
@@ -111,7 +111,7 @@ public:
         */
        virtual void    ConvertScene(
                                                class KX_Scene* destinationscene,
-                                               class RAS_IRenderTools* rendertools,
+                                               class RAS_IRasterizer* rendertools,
                                                class RAS_ICanvas* canvas,
                                                bool libloading=false
                                        );
index 4f2531cec2a0c3d4e076527d0ab3caa82d0311e5..2fc4df86332d39fe81c787a57d5bc5e20719d062 100644 (file)
@@ -63,12 +63,10 @@ set(SRC
        GPC_Canvas.cpp
        GPC_KeyboardDevice.cpp
        GPC_MouseDevice.cpp
-       GPC_RenderTools.cpp
 
        GPC_Canvas.h
        GPC_KeyboardDevice.h
        GPC_MouseDevice.h
-       GPC_RenderTools.h
 )
 
 add_definitions(-DGLEW_STATIC)
diff --git a/source/gameengine/GamePlayer/common/GPC_RenderTools.cpp b/source/gameengine/GamePlayer/common/GPC_RenderTools.cpp
deleted file mode 100644 (file)
index 0d851c4..0000000
+++ /dev/null
@@ -1,577 +0,0 @@
-/*
- * ***** BEGIN GPL LICENSE BLOCK *****
- *
- * This program is free software; you can redistribute it and/or
- * modify it under the terms of the GNU General Public License
- * as published by the Free Software Foundation; either version 2
- * of the License, or (at your option) any later version.
- *
- * This program is distributed in the hope that it will be useful,
- * but WITHOUT ANY WARRANTY; without even the implied warranty of
- * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
- * GNU General Public License for more details.
- *
- * You should have received a copy of the GNU General Public License
- * along with this program; if not, write to the Free Software Foundation,
- * Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
- *
- * The Original Code is Copyright (C) 2001-2002 by NaN Holding BV.
- * All rights reserved.
- *
- * The Original Code is: all of this file.
- *
- * Contributor(s): none yet.
- *
- * ***** END GPL LICENSE BLOCK *****
- */
-
-/** \file gameengine/GamePlayer/common/GPC_RenderTools.cpp
- *  \ingroup player
- */
-
-
-#include "GL/glew.h"
-
-#include "RAS_IRenderTools.h"
-#include "RAS_IRasterizer.h"
-#include "RAS_LightObject.h"
-#include "RAS_ICanvas.h"
-#include "RAS_GLExtensionManager.h"
-#include "RAS_MeshObject.h"
-
-#include "KX_GameObject.h"
-#include "KX_PolygonMaterial.h"
-#include "KX_BlenderMaterial.h"
-#include "KX_RayCast.h"
-#include "KX_IPhysicsController.h"
-#include "KX_Light.h"
-
-#include "PHY_IPhysicsEnvironment.h"
-
-#include "STR_String.h"
-
-#include "GPU_draw.h"
-
-#include "BKE_bmfont.h" // for text printing
-#include "BKE_bmfont_types.h"
-
-#include "GPC_RenderTools.h"
-
-extern "C" {
-#include "BLF_api.h"
-}
-
-
-unsigned int GPC_RenderTools::m_numgllights;
-
-GPC_RenderTools::GPC_RenderTools()
-{
-       glGetIntegerv(GL_MAX_LIGHTS, (GLint *) &m_numgllights);
-       if (m_numgllights < 8)
-               m_numgllights = 8;
-}
-
-GPC_RenderTools::~GPC_RenderTools()
-{
-}
-
-void GPC_RenderTools::BeginFrame(RAS_IRasterizer* rasty)
-{
-       m_clientobject = NULL;
-       m_lastlightlayer = -1;
-       m_lastauxinfo = NULL;
-       m_lastlighting = true; /* force disable in DisableOpenGLLights() */
-       DisableOpenGLLights();
-}
-
-void GPC_RenderTools::EndFrame(RAS_IRasterizer* rasty)
-{
-}
-
-/* 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 GPC_RenderTools::ProcessLighting(RAS_IRasterizer *rasty, 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);
-
-       if (enable)
-               EnableOpenGLLights(rasty);
-       else
-               DisableOpenGLLights();
-}
-
-void GPC_RenderTools::EnableOpenGLLights(RAS_IRasterizer *rasty)
-{
-       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, (rasty->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 GPC_RenderTools::DisableOpenGLLights()
-{
-       if (m_lastlighting == false)
-               return;
-
-       glDisable(GL_LIGHTING);
-       glDisable(GL_COLOR_MATERIAL);
-
-       m_lastlighting = false;
-}
-
-
-void GPC_RenderTools::SetClientObject(RAS_IRasterizer *rasty, void* obj)
-{
-       if (m_clientobject != obj)
-       {
-               bool ccw = (obj == NULL || !((KX_GameObject*)obj)->IsNegativeScaling());
-               rasty->SetFrontFace(ccw);
-
-               m_clientobject = obj;
-       }
-}
-
-bool GPC_RenderTools::RayHit(KX_ClientObjectInfo *client, KX_RayCast *result, void * const data)
-{
-       double* const oglmatrix = (double* const) data;
-
-       RAS_Polygon* poly = result->m_hitMesh->GetPolygon(result->m_hitPolygon);
-       if (!poly->IsVisible())
-               return false;
-
-       MT_Point3 resultpoint(result->m_hitPoint);
-       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(resultpoint[0],resultpoint[1],resultpoint[2]);
-       //glMultMatrixd(oglmatrix);
-       glMultMatrixd(maat);
-       return true;
-}
-
-void GPC_RenderTools::applyTransform(RAS_IRasterizer* rasty,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 GPC_RenderTools::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 = rasty->GetCameraPosition();
-               MT_Vector3 dir = (campos - objpos).safe_normalized();
-               MT_Vector3 up(0,0,1.0);
-
-               KX_GameObject* gameobj = (KX_GameObject *)this->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 = (left.cross(up)).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 *)this->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();
-                       KX_IPhysicsController* physics_controller = gameobj->GetPhysicsController();
-                       
-                       KX_GameObject *parent = gameobj->GetParent();
-                       if (!physics_controller && parent)
-                               physics_controller = parent->GetPhysicsController();
-                       if (parent)
-                               parent->Release();
-                               
-                       KX_RayCast::Callback<GPC_RenderTools> 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);
-               }
-       }
-}
-
-void GPC_RenderTools::RenderBox2D(int xco,
-                                                                               int yco,
-                                                                               int width,
-                                                                               int height,
-                                                                               float percentage)
-{
-       // Save and change OpenGL settings
-       int texture2D;
-       glGetIntegerv(GL_TEXTURE_2D, (GLint*)&texture2D);
-       glDisable(GL_TEXTURE_2D);
-       int fog;
-       glGetIntegerv(GL_FOG, (GLint*)&fog);
-       glDisable(GL_FOG);
-       
-       int light;
-       glGetIntegerv(GL_LIGHTING, (GLint*)&light);
-       glDisable(GL_LIGHTING);
-       
-       glDisable(GL_DEPTH_TEST);
-       
-       // Set up viewing settings
-       glMatrixMode(GL_PROJECTION);
-       glPushMatrix();
-       glLoadIdentity();
-       glOrtho(0, width, 0, height, -1, 1);
-       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();
-       
-       // Restore view settings
-       glMatrixMode(GL_PROJECTION);
-       glPopMatrix();
-       glMatrixMode(GL_MODELVIEW);
-       glPopMatrix();
-       
-       // Restore OpenGL Settings
-       if (fog)
-               glEnable(GL_FOG);
-       else
-               glDisable(GL_FOG);
-       
-       if (texture2D)
-               glEnable(GL_TEXTURE_2D);
-       else
-               glDisable(GL_TEXTURE_2D);
-       if (light)
-               glEnable(GL_LIGHTING);
-       else
-               glDisable(GL_LIGHTING);
-}
-
-
-void GPC_RenderTools::RenderText3D(    int fontid,
-                                                                       const char* text,
-                                                                       int size,
-                                                                       int dpi,
-                                                                       float* color,
-                                                                       double* mat,
-                                                                       float aspect)
-{
-       glPolygonMode(GL_FRONT_AND_BACK, GL_FILL); /* needed for texture fonts otherwise they render as wireframe */
-
-       if (GLEW_ARB_multitexture) {
-               for (int i=0; i<MAXTEX; i++) {
-                       glActiveTextureARB(GL_TEXTURE0_ARB+i);
-
-                       if (GLEW_ARB_texture_cube_map)
-                               if (glIsEnabled(GL_TEXTURE_CUBE_MAP_ARB))
-                                       glDisable(GL_TEXTURE_CUBE_MAP_ARB);
-
-                       if (glIsEnabled(GL_TEXTURE_2D))
-                               glDisable(GL_TEXTURE_2D);
-               }
-
-               glActiveTextureARB(GL_TEXTURE0_ARB);
-       }
-       else {
-               if (GLEW_ARB_texture_cube_map)
-                       if (glIsEnabled(GL_TEXTURE_CUBE_MAP_ARB))
-                               glDisable(GL_TEXTURE_CUBE_MAP_ARB);
-
-               if (glIsEnabled(GL_TEXTURE_2D))
-                       glDisable(GL_TEXTURE_2D);
-       }
-
-       /* 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);
-       glEnable(GL_DEPTH_TEST);
-}
-
-
-
-void GPC_RenderTools::RenderText2D(RAS_TEXT_RENDER_MODE mode,
-                                                                                const char* text,
-                                                                                int xco,
-                                                                                int yco,                                                                        
-                                                                                int width,
-                                                                                int height)
-{
-       /*
-       STR_String tmpstr(text);
-       char* s = tmpstr.Ptr(); */
-
-       // Save and change OpenGL settings
-       int texture2D;
-       glGetIntegerv(GL_TEXTURE_2D, (GLint*)&texture2D);
-       glDisable(GL_TEXTURE_2D);
-       int fog;
-       glGetIntegerv(GL_FOG, (GLint*)&fog);
-       glDisable(GL_FOG);
-       
-       int light;
-       glGetIntegerv(GL_LIGHTING, (GLint*)&light);
-       glDisable(GL_LIGHTING);
-
-       glDisable(GL_DEPTH_TEST);
-
-       // Set up viewing settings
-       glMatrixMode(GL_PROJECTION);
-       glPushMatrix();
-       glLoadIdentity();
-       glOrtho(0, width, 0, height, -1, 1);
-       glMatrixMode(GL_MODELVIEW);
-       glPushMatrix();
-       glLoadIdentity();
-
-       // Actual drawing (draw black first if padded)
-       if (mode == RAS_IRenderTools::RAS_TEXT_PADDED)
-       {
-               glColor3ub(0, 0, 0);
-               BLF_draw_default(xco+1, height-yco-1, 0.f, text, 65536);
-       }
-
-       glColor3ub(255, 255, 255);
-       BLF_draw_default(xco, height-yco, 0.f, text, 65536);
-
-       // Restore view settings
-       glMatrixMode(GL_PROJECTION);
-       glPopMatrix();
-       glMatrixMode(GL_MODELVIEW);
-       glPopMatrix();
-
-       // Restore OpenGL Settings
-       if (fog)
-               glEnable(GL_FOG);
-       else
-               glDisable(GL_FOG);
-       
-       if (texture2D)
-               glEnable(GL_TEXTURE_2D);
-       else
-               glDisable(GL_TEXTURE_2D);
-       if (light)
-               glEnable(GL_LIGHTING);
-       else
-               glDisable(GL_LIGHTING);
-}
-
-/* Render Text renders text into a (series of) polygon, using a texture font,
- * Each character consists of one polygon (one quad or two triangles) */
-
-void GPC_RenderTools::RenderText(
-       int mode,
-       RAS_IPolyMaterial* polymat,
-       float v1[3], float v2[3], float v3[3], float v4[3], int glattrib)
-{
-       const STR_String &mytext = ((CValue *)m_clientobject)->GetPropertyText("Text");
-       
-       const unsigned int flag = polymat->GetFlag();
-       struct MTFace* tface = 0;
-       unsigned int *col = 0;
-
-       if (flag & RAS_BLENDERMAT) {
-               KX_BlenderMaterial *bl_mat = static_cast<KX_BlenderMaterial*>(polymat);
-               tface = bl_mat->GetMTFace();
-               col = bl_mat->GetMCol();
-       } else {
-               KX_PolygonMaterial* blenderpoly = static_cast<KX_PolygonMaterial*>(polymat);
-               tface = blenderpoly->GetMTFace();
-               col = blenderpoly->GetMCol();
-       }
-       
-       GPU_render_text(tface, mode, mytext, mytext.Length(), col, v1, v2, v3, v4, glattrib);
-}
-
-
-void GPC_RenderTools::PushMatrix()
-{
-       glPushMatrix();
-}
-
-void GPC_RenderTools::PopMatrix()
-{
-       glPopMatrix();
-}
-
-
-int GPC_RenderTools::applyLights(int objectlayer, const MT_Transform& 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<struct      RAS_LightObject*>::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_LightObject* lightdata = (*lit);
-               KX_LightObject *kxlight = (KX_LightObject*)lightdata->m_light;
-
-               if (kxlight->ApplyLight(kxscene, objectlayer, count))
-                       count++;
-       }
-       glPopMatrix();
-
-       return count;
-}
-
-void GPC_RenderTools::MotionBlur(RAS_IRasterizer* rasterizer)
-{
-       int state = rasterizer->GetMotionBlurState();
-       float motionblurvalue;
-       if (state)
-       {
-               motionblurvalue = rasterizer->GetMotionBlurValue();
-               if (state==1)
-               {
-                       //bugfix:load color buffer into accum buffer for the first time(state=1)
-                       glAccum(GL_LOAD, 1.0);
-                       rasterizer->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();
-               }
-       }
-}
-
diff --git a/source/gameengine/GamePlayer/common/GPC_RenderTools.h b/source/gameengine/GamePlayer/common/GPC_RenderTools.h
deleted file mode 100644 (file)
index f4dcddd..0000000
+++ /dev/null
@@ -1,115 +0,0 @@
-/*
- * ***** BEGIN GPL LICENSE BLOCK *****
- *
- * This program is free software; you can redistribute it and/or
- * modify it under the terms of the GNU General Public License
- * as published by the Free Software Foundation; either version 2
- * of the License, or (at your option) any later version.
- *
- * This program is distributed in the hope that it will be useful,
- * but WITHOUT ANY WARRANTY; without even the implied warranty of
- * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
- * GNU General Public License for more details.
- *
- * You should have received a copy of the GNU General Public License
- * along with this program; if not, write to the Free Software Foundation,
- * Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
- *
- * The Original Code is Copyright (C) 2001-2002 by NaN Holding BV.
- * All rights reserved.
- *
- * The Original Code is: all of this file.
- *
- * Contributor(s): none yet.
- *
- * ***** END GPL LICENSE BLOCK *****
- */
-
-/** \file GPC_RenderTools.h
- *  \ingroup player
- */
-
-#ifndef __GPC_RENDERTOOLS_H__
-#define __GPC_RENDERTOOLS_H__
-
-#ifdef WIN32
-// don't show stl-warnings
-#pragma warning (disable:4786)
-#include <windows.h>
-#endif  /* WIN32 */
-
-#include "RAS_IRenderTools.h"
-
-struct KX_ClientObjectInfo;
-class KX_RayCast;
-
-/* BlenderRenderTools are a set of tools to apply 2D/3D graphics effects, which
- * are not part of the (polygon) Rasterizer. Effects like 2D text, 3D (polygon)
- * text, lighting.
- *
- * Most of this code is duplicated in KX_BlenderRenderTools, so this should be
- * moved to some common location to avoid duplication. */
-
-class GPC_RenderTools : public RAS_IRenderTools
-{
-       int             m_lastlightlayer;
-       bool    m_lastlighting;
-       void    *m_lastauxinfo;
-       static unsigned int m_numgllights;
-
-// XXX BMF_Font* m_font;
-
-public:
-                                               GPC_RenderTools();
-       virtual                         ~GPC_RenderTools();
-
-       void                            EndFrame(RAS_IRasterizer* rasty);
-       void                            BeginFrame(RAS_IRasterizer* rasty);
-
-       void                            EnableOpenGLLights(RAS_IRasterizer *rasty);
-       void                            DisableOpenGLLights();
-       void                            ProcessLighting(RAS_IRasterizer *rasty, bool uselights, const MT_Transform& viewmat);
-
-       void                            RenderBox2D(int xco,
-                                               int yco,
-                                               int width,
-                                               int height,
-                                               float percentage);
-
-       void                            RenderText3D(int fontid,
-                                                                        const char* text,
-                                                                        int size,
-                                                                        int dpi,
-                                                                        float* color,
-                                                                        double* mat,
-                                                                        float aspect);
-       /* \attention mode is ignored here */
-       void                        RenderText2D(RAS_TEXT_RENDER_MODE mode,
-                                                                        const char* text,
-                                                                        int xco,
-                                                                        int yco,
-                                                                        int width,
-                                                                        int height);
-       void                            RenderText(int mode,
-                                                                  class RAS_IPolyMaterial* polymat,
-                                                                  float v1[3],
-                                                                  float v2[3],
-                                                                  float v3[3],
-                                                                  float v4[3],
-                                                                  int glattrib);
-
-       void                            applyTransform(RAS_IRasterizer* rasty, double* oglmatrix, int objectdrawmode);
-       int                                     applyLights(int objectlayer, const MT_Transform& viewmat);
-
-       void                            PushMatrix();
-       void                            PopMatrix();
-
-       bool RayHit(KX_ClientObjectInfo* client, KX_RayCast* result, void * const data);
-       bool NeedRayCast(KX_ClientObjectInfo* client) { return true; }
-
-       virtual void MotionBlur(RAS_IRasterizer* rasterizer);
-
-       virtual void SetClientObject(RAS_IRasterizer *rasty, void* obj);
-};
-
-#endif  /* __GPC_RENDERTOOLS_H__ */
index c74e3daf7b2bac682d93fff9e678a62ea6c2816c..d8eb224d5f71c223fe55894e68080fd82c6ba3a2 100644 (file)
@@ -86,7 +86,6 @@ extern "C"
 #include "NG_LoopBackNetworkDeviceInterface.h"
 
 #include "GPC_MouseDevice.h"
-#include "GPC_RenderTools.h"
 #include "GPG_Canvas.h" 
 #include "GPG_KeyboardDevice.h"
 #include "GPG_System.h"
@@ -126,8 +125,7 @@ GPG_Application::GPG_Application(GHOST_ISystem* system)
          m_kxsystem(0), 
          m_keyboard(0), 
          m_mouse(0), 
-         m_canvas(0), 
-         m_rendertools(0), 
+         m_canvas(0),
          m_rasterizer(0), 
          m_sceneconverter(0),
          m_networkdevice(0),
@@ -591,10 +589,6 @@ bool GPG_Application::initEngine(GHOST_IWindow* window, const int stereoMode)
                m_canvas->Init();
                if (gm->flag & GAME_SHOW_MOUSE)
                        m_canvas->SetMouseState(RAS_ICanvas::MOUSE_NORMAL);
-
-               m_rendertools = new GPC_RenderTools();
-               if (!m_rendertools)
-                       goto initFailed;
                
                //Don't use displaylists with VBOs
                //If auto starts using VBOs, make sure to check for that here
@@ -639,7 +633,6 @@ bool GPG_Application::initEngine(GHOST_IWindow* window, const int stereoMode)
                m_ketsjiengine->SetMouseDevice(m_mouse);
                m_ketsjiengine->SetNetworkDevice(m_networkdevice);
                m_ketsjiengine->SetCanvas(m_canvas);
-               m_ketsjiengine->SetRenderTools(m_rendertools);
                m_ketsjiengine->SetRasterizer(m_rasterizer);
 
                KX_KetsjiEngine::SetExitKey(ConvertKeyCode(gm->exitkey));
@@ -667,10 +660,8 @@ initFailed:
        delete m_mouse;
        delete m_keyboard;
        delete m_rasterizer;
-       delete m_rendertools;
        delete m_canvas;
        m_canvas = NULL;
-       m_rendertools = NULL;
        m_rasterizer = NULL;
        m_keyboard = NULL;
        m_mouse = NULL;
@@ -752,7 +743,7 @@ bool GPG_Application::startEngine(void)
 #endif
                m_sceneconverter->ConvertScene(
                        startscene,
-                       m_rendertools,
+                       m_rasterizer,
                        m_canvas);
                m_ketsjiengine->AddScene(startscene);
                
@@ -870,11 +861,6 @@ void GPG_Application::exitEngine()
                delete m_rasterizer;
                m_rasterizer = 0;
        }
-       if (m_rendertools)
-       {
-               delete m_rendertools;
-               m_rendertools = 0;
-       }
        if (m_canvas)
        {
                delete m_canvas;
index f141443e738cf3b9f3f5d00c53eb9a41ba802ab7..2d21b50e664e3b88371e0847e706161f76a63552 100644 (file)
@@ -48,7 +48,6 @@ class GHOST_ISystem;
 class GHOST_ITimerTask;
 class GHOST_IWindow;
 class GPC_MouseDevice;
-class GPC_RenderTools;
 class GPG_Canvas;
 class GPG_KeyboardDevice;
 class GPG_System;
@@ -151,8 +150,6 @@ protected:
        GPC_MouseDevice* m_mouse;
        /** The game engine's canvas abstraction. */
        GPG_Canvas* m_canvas;
-       /** The game engine's platform dependent render tools. */
-       GPC_RenderTools* m_rendertools;
        /** the rasterizer */
        RAS_IRasterizer* m_rasterizer;
        /** Converts Blender data files. */
index 85fa0b2b3ce7798189b575222bfc55b54e2cd735..f87d4799abc58b016dee50df599912d2afcb039a 100644 (file)
@@ -48,8 +48,6 @@ KX_Dome::KX_Dome (
         RAS_ICanvas* canvas,
         /// rasterizer
         RAS_IRasterizer* rasterizer,
-        /// render tools
-        RAS_IRenderTools* rendertools,
         /// engine
         KX_KetsjiEngine* engine,
 
@@ -71,7 +69,6 @@ KX_Dome::KX_Dome (
     m_tilt(tilt),
     m_canvas(canvas),
     m_rasterizer(rasterizer),
-    m_rendertools(rendertools),
     m_engine(engine)
 {
        warp.usemesh = false;
@@ -2047,6 +2044,6 @@ void KX_Dome::RenderDomeFrame(KX_Scene* scene, KX_Camera* cam, int i)
        cam->NodeUpdateGS(0.f);
 
        scene->CalculateVisibleMeshes(m_rasterizer,cam);
-       scene->RenderBuckets(camtrans, m_rasterizer, m_rendertools);
+       scene->RenderBuckets(camtrans, m_rasterizer);
 }
 
index 3bc90bf6c35cb259a4c18ad1d914bdb46e3a107e..a7e798a394431f612556d6f5e1fb5f8f6e06d5c2 100644 (file)
@@ -36,7 +36,6 @@
 #include "DNA_screen_types.h"
 #include "RAS_ICanvas.h"
 #include "RAS_IRasterizer.h"
-#include "RAS_IRenderTools.h"
 #include "KX_KetsjiEngine.h"
 
 #include "GL/glew.h"
@@ -62,8 +61,6 @@ public:
        KX_Dome (RAS_ICanvas* m_canvas,
                 /// rasterizer
                 RAS_IRasterizer* m_rasterizer,
-                /// render tools
-                RAS_IRenderTools* m_rendertools,
                 /// engine
                 KX_KetsjiEngine* m_engine,
 
index c6d1041a12aca95727328181825d6a2e7073a684..a0266a54411464b82409061f77e8f8a24f3253c6 100644 (file)
 
 #include "KX_FontObject.h"
 #include "DNA_curve_types.h"
+#include "DNA_vfont_types.h"
 #include "KX_Scene.h"
 #include "KX_PythonInit.h"
 #include "BLI_math.h"
 #include "StringValue.h"
+#include "RAS_IRasterizer.h"
 
 /* paths needed for font load */
 #include "BLI_blenlib.h"
@@ -75,14 +77,14 @@ static std::vector<STR_String> split_string(STR_String str)
 
 KX_FontObject::KX_FontObject(void* sgReplicationInfo,
                              SG_Callbacks callbacks,
-                             RAS_IRenderTools* rendertools,
+                             RAS_IRasterizer* rasterizer,
                              Object *ob,
                              bool do_color_management):
        KX_GameObject(sgReplicationInfo, callbacks),
        m_object(ob),
        m_dpi(72),
        m_resolution(1.f),
-       m_rendertools(rendertools),
+       m_rasterizer(rasterizer),
        m_do_color_management(do_color_management)
 {
        Curve *text = static_cast<Curve *> (ob->data);
@@ -212,7 +214,7 @@ void KX_FontObject::DrawText()
                        mat[13] -= spacing[1];
                        mat[14] -= spacing[2];
                }
-               m_rendertools->RenderText3D(m_fontid, m_text[i], int(size), m_dpi, color, mat, aspect);
+               m_rasterizer->RenderText3D(m_fontid, m_text[i], int(size), m_dpi, color, mat, aspect);
        }
 }
 
index 3d8c1d99dcc572f8288d06f8f048eb5764cd8158..8b66accb79799f1557583d134649e9b8055c34d7 100644 (file)
@@ -32,8 +32,6 @@
 #ifndef __KX_FONTOBJECT_H__
 #define  __KX_FONTOBJECT_H__
 #include "KX_GameObject.h"
-#include "DNA_vfont_types.h"
-#include "RAS_IRenderTools.h"
 
 class KX_FontObject : public KX_GameObject
 {
@@ -41,7 +39,7 @@ public:
        Py_Header
        KX_FontObject(void* sgReplicationInfo,
                      SG_Callbacks callbacks,
-                     RAS_IRenderTools* rendertools,
+                     RAS_IRasterizer* rasterizer,
                      Object *ob,
                                  bool do_color_management);
 
@@ -68,7 +66,7 @@ protected:
        float                   m_line_spacing;
        MT_Vector3              m_offset;
 
-       class RAS_IRenderTools* m_rendertools;  //needed for drawing routine
+       class RAS_IRasterizer*  m_rasterizer;   //needed for drawing routine
 
        bool            m_do_color_management;
 
index 616895a82692cd668a187a3ff9e2f6635f79955f..a07d4b2195c6aec73fd7aaf1c4e750d32dc3d1e2 100644 (file)
@@ -56,7 +56,7 @@ public:
         */
        virtual void ConvertScene(
                class KX_Scene* destinationscene,
-               class RAS_IRenderTools* rendertools, 
+               class RAS_IRasterizer* rendertools,
                class RAS_ICanvas*  canvas,
                bool libloading=false)=0;
        
index c685dcfe068e071eb36cb516f6d2aec4223c9b68..48ef8cdd50d4b5e7ff2d801ee85f82e6bd176ef9 100644 (file)
@@ -48,7 +48,6 @@
 #include "RAS_BucketManager.h"
 #include "RAS_Rect.h"
 #include "RAS_IRasterizer.h"
-#include "RAS_IRenderTools.h"
 #include "RAS_ICanvas.h"
 #include "MT_Vector3.h"
 #include "MT_Transform.h"
@@ -121,7 +120,6 @@ KX_KetsjiEngine::KX_KetsjiEngine(KX_ISystem* system)
        :       m_canvas(NULL),
        m_rasterizer(NULL),
        m_kxsystem(system),
-       m_rendertools(NULL),
        m_sceneconverter(NULL),
        m_networkdevice(NULL),
 #ifdef WITH_PYTHON
@@ -237,14 +235,6 @@ void KX_KetsjiEngine::SetCanvas(RAS_ICanvas* canvas)
 
 
 
-void KX_KetsjiEngine::SetRenderTools(RAS_IRenderTools* rendertools)
-{
-       MT_assert(rendertools);
-       m_rendertools = rendertools;
-}
-
-
-
 void KX_KetsjiEngine::SetRasterizer(RAS_IRasterizer* rasterizer)
 {
        MT_assert(rasterizer);
@@ -278,7 +268,7 @@ void KX_KetsjiEngine::SetSceneConverter(KX_ISceneConverter* sceneconverter)
 
 void KX_KetsjiEngine::InitDome(short res, short mode, short angle, float resbuf, short tilt, struct Text* text)
 {
-       m_dome = new KX_Dome(m_canvas, m_rasterizer, m_rendertools,this, res, mode, angle, resbuf, tilt, text);
+       m_dome = new KX_Dome(m_canvas, m_rasterizer,this, res, mode, angle, resbuf, tilt, text);
        m_usedome = true;
 }
 
@@ -319,7 +309,6 @@ void KX_KetsjiEngine::RenderDome()
                        scene = *sceneit;
                        KX_Camera* cam = scene->GetActiveCamera();
 
-                       m_rendertools->BeginFrame(m_rasterizer);
                        // pass the scene's worldsettings to the rasterizer
                        SetWorldSettings(scene->GetWorldInfo());
 
@@ -333,7 +322,7 @@ void KX_KetsjiEngine::RenderDome()
                                if (scene->IsClearingZBuffer())
                                        m_rasterizer->ClearDepthBuffer();
                
-                               m_rendertools->SetAuxilaryClientInfo(scene);
+                               m_rasterizer->SetAuxilaryClientInfo(scene);
                
                                // do the rendering
                                m_dome->RenderDomeFrame(scene,cam, i);
@@ -351,7 +340,7 @@ void KX_KetsjiEngine::RenderDome()
                                        if (scene->IsClearingZBuffer())
                                                m_rasterizer->ClearDepthBuffer();
                        
-                                       m_rendertools->SetAuxilaryClientInfo(scene);
+                                       m_rasterizer->SetAuxilaryClientInfo(scene);
                        
                                        // do the rendering
                                        m_dome->RenderDomeFrame(scene, (*it),i);
@@ -362,7 +351,7 @@ void KX_KetsjiEngine::RenderDome()
                                it++;
                        }
                        // Part of PostRenderScene()
-                       m_rendertools->MotionBlur(m_rasterizer);
+                       m_rasterizer->MotionBlur();
                        scene->Render2DFilters(m_canvas);
                        // no RunDrawingCallBacks
                        // no FlushDebugLines
@@ -499,7 +488,6 @@ bool KX_KetsjiEngine::BeginFrame()
                ClearFrame();
 
                m_rasterizer->BeginFrame(m_drawingmode , m_kxsystem->GetTimeInSeconds());
-               m_rendertools->BeginFrame(m_rasterizer);
 
                return true;
        }
@@ -510,7 +498,7 @@ bool KX_KetsjiEngine::BeginFrame()
 
 void KX_KetsjiEngine::EndFrame()
 {
-       m_rendertools->MotionBlur(m_rasterizer);
+       m_rasterizer->MotionBlur();
 
        // Show profiling info
        m_logger->StartLog(tc_overhead, m_kxsystem->GetTimeInSeconds(), true);
@@ -546,9 +534,6 @@ void KX_KetsjiEngine::EndFrame()
        m_logger->StartLog(tc_latency, m_kxsystem->GetTimeInSeconds(), true);
        m_rasterizer->SwapBuffers();
        m_logger->StartLog(tc_rasterizer, m_kxsystem->GetTimeInSeconds(), true);
-
-       m_rendertools->EndFrame(m_rasterizer);
-
        
        m_canvas->EndDraw();
 }
@@ -905,7 +890,7 @@ void KX_KetsjiEngine::Render()
                        if (scene->IsClearingZBuffer())
                                m_rasterizer->ClearDepthBuffer();
        
-                       m_rendertools->SetAuxilaryClientInfo(scene);
+                       m_rasterizer->SetAuxilaryClientInfo(scene);
        
                        // do the rendering
                        RenderFrame(scene, cam);
@@ -921,7 +906,7 @@ void KX_KetsjiEngine::Render()
                                if (scene->IsClearingZBuffer())
                                        m_rasterizer->ClearDepthBuffer();
                
-                               m_rendertools->SetAuxilaryClientInfo(scene);
+                               m_rasterizer->SetAuxilaryClientInfo(scene);
                
                                // do the rendering
                                RenderFrame(scene, (*it));
@@ -954,7 +939,7 @@ void KX_KetsjiEngine::Render()
                                m_rasterizer->ClearDepthBuffer();
 
                        //pass the scene, for picking and raycasting (shadows)
-                       m_rendertools->SetAuxilaryClientInfo(scene);
+                       m_rasterizer->SetAuxilaryClientInfo(scene);
 
                        // do the rendering
                        //RenderFrame(scene);
@@ -970,7 +955,7 @@ void KX_KetsjiEngine::Render()
                                        if (scene->IsClearingZBuffer())
                                                m_rasterizer->ClearDepthBuffer();
                        
-                                       m_rendertools->SetAuxilaryClientInfo(scene);
+                                       m_rasterizer->SetAuxilaryClientInfo(scene);
                        
                                        // do the rendering
                                        RenderFrame(scene, (*it));
@@ -1172,7 +1157,7 @@ void KX_KetsjiEngine::RenderShadowBuffers(KX_Scene *scene)
        CListValue *lightlist = scene->GetLightList();
        int i, drawmode;
 
-       m_rendertools->SetAuxilaryClientInfo(scene);
+       m_rasterizer->SetAuxilaryClientInfo(scene);
 
        for (i=0; i<lightlist->GetCount(); i++) {
                KX_GameObject *gameobj = (KX_GameObject*)lightlist->GetValue(i);
@@ -1202,7 +1187,7 @@ void KX_KetsjiEngine::RenderShadowBuffers(KX_Scene *scene)
                        /* render */
                        m_rasterizer->ClearDepthBuffer();
                        m_rasterizer->ClearColorBuffer();
-                       scene->RenderBuckets(camtrans, m_rasterizer, m_rendertools);
+                       scene->RenderBuckets(camtrans, m_rasterizer);
 
                        /* unbind framebuffer object, restore drawmode, free camera */
                        light->UnbindShadowBuffer(m_rasterizer);
@@ -1338,7 +1323,7 @@ void KX_KetsjiEngine::RenderFrame(KX_Scene* scene, KX_Camera* cam)
        scene->RunDrawingCallbacks(scene->GetPreDrawCB());
 #endif
 
-       scene->RenderBuckets(camtrans, m_rasterizer, m_rendertools);
+       scene->RenderBuckets(camtrans, m_rasterizer);
 
        //render all the font objects for this scene
        scene->RenderFonts();
@@ -1475,7 +1460,7 @@ void KX_KetsjiEngine::RenderDebugProperties()
        
        if (m_show_framerate || m_show_profile) {
                /* Title for profiling("Profile") */
-               m_rendertools->RenderText2D(RAS_IRenderTools::RAS_TEXT_PADDED,
+               m_rasterizer->RenderText2D(RAS_IRasterizer::RAS_TEXT_PADDED,
                                            "Profile",
                                            xcoord + const_xindent + title_xmargin, // Adds the constant x indent (0 for now) to the title x margin
                                            ycoord,
@@ -1490,7 +1475,7 @@ void KX_KetsjiEngine::RenderDebugProperties()
 
        /* Framerate display */
        if (m_show_framerate) {
-               m_rendertools->RenderText2D(RAS_IRenderTools::RAS_TEXT_PADDED,
+               m_rasterizer->RenderText2D(RAS_IRasterizer::RAS_TEXT_PADDED,
                                            "Frametime :",
                                            xcoord + const_xindent,
                                            ycoord,
@@ -1498,7 +1483,7 @@ void KX_KetsjiEngine::RenderDebugProperties()
                                            m_canvas->GetHeight() /* RdV, TODO ?? */);
                
                debugtxt.Format("%5.1fms (%.1ffps)", tottime * 1000.f, 1.0/tottime);
-               m_rendertools->RenderText2D(RAS_IRenderTools::RAS_TEXT_PADDED,
+               m_rasterizer->RenderText2D(RAS_IRasterizer::RAS_TEXT_PADDED,
                                            debugtxt.ReadPtr(),
                                            xcoord + const_xindent + profile_indent,
                                            ycoord,
@@ -1511,7 +1496,7 @@ void KX_KetsjiEngine::RenderDebugProperties()
        /* Profile display */
        if (m_show_profile) {
                for (int j = tc_first; j < tc_numCategories; j++) {
-                       m_rendertools->RenderText2D(RAS_IRenderTools::RAS_TEXT_PADDED,
+                       m_rasterizer->RenderText2D(RAS_IRasterizer::RAS_TEXT_PADDED,
                                                    m_profileLabels[j],
                                                    xcoord + const_xindent,
                                                    ycoord,
@@ -1521,13 +1506,13 @@ void KX_KetsjiEngine::RenderDebugProperties()
                        double time = m_logger->GetAverage((KX_TimeCategory)j);
 
                        debugtxt.Format("%5.2fms | %d%%", time*1000.f, (int)(time/tottime * 100.f));
-                       m_rendertools->RenderText2D(RAS_IRenderTools::RAS_TEXT_PADDED,
+                       m_rasterizer->RenderText2D(RAS_IRasterizer::RAS_TEXT_PADDED,
                                                    debugtxt.ReadPtr(),
                                                    xcoord + const_xindent + profile_indent, ycoord,
                                                    m_canvas->GetWidth(),
                                                    m_canvas->GetHeight());
 
-                       m_rendertools->RenderBox2D(xcoord + (int)(2.2 * profile_indent), ycoord, m_canvas->GetWidth(), m_canvas->GetHeight(), time/tottime);
+                       m_rasterizer->RenderBox2D(xcoord + (int)(2.2 * profile_indent), ycoord, m_canvas->GetWidth(), m_canvas->GetHeight(), time/tottime);
                        ycoord += const_ysize;
                }
        }
@@ -1538,7 +1523,7 @@ void KX_KetsjiEngine::RenderDebugProperties()
        if (m_show_debug_properties) {
 
                /* Title for debugging("Debug properties") */
-               m_rendertools->RenderText2D(RAS_IRenderTools::RAS_TEXT_PADDED,
+               m_rasterizer->RenderText2D(RAS_IRasterizer::RAS_TEXT_PADDED,
                                            "Debug Properties",
                                            xcoord + const_xindent + title_xmargin, // Adds the constant x indent (0 for now) to the title x margin
                                            ycoord,
@@ -1584,7 +1569,7 @@ void KX_KetsjiEngine::RenderDebugProperties()
                                                        first = false;
                                                }
                                        }
-                                       m_rendertools->RenderText2D(RAS_IRenderTools::RAS_TEXT_PADDED,
+                                       m_rasterizer->RenderText2D(RAS_IRasterizer::RAS_TEXT_PADDED,
                                                                    debugtxt.ReadPtr(),
                                                                    xcoord + const_xindent,
                                                                    ycoord,
@@ -1597,7 +1582,7 @@ void KX_KetsjiEngine::RenderDebugProperties()
                                        if (propval) {
                                                STR_String text = propval->GetText();
                                                debugtxt = objname + ": '" + propname + "' = " + text;
-                                               m_rendertools->RenderText2D(RAS_IRenderTools::RAS_TEXT_PADDED,
+                                               m_rasterizer->RenderText2D(RAS_IRasterizer::RAS_TEXT_PADDED,
                                                                            debugtxt.ReadPtr(),
                                                                            xcoord + const_xindent,
                                                                            ycoord,
@@ -1704,7 +1689,7 @@ KX_Scene* KX_KetsjiEngine::CreateScene(Scene *scene, bool libloading)
                                                                          m_canvas);
 
        m_sceneconverter->ConvertScene(tmpscene,
-                                                         m_rendertools,
+                                                         m_rasterizer,
                                                          m_canvas,
                                                          libloading);
 
index d5d7262a4189b6cab42c71879d4a92159ed93351..e7fb250c2d9a0503913539ad9612f14b0354cb53 100644 (file)
@@ -74,7 +74,6 @@ private:
        class RAS_ICanvas*                                      m_canvas; // 2D Canvas (2D Rendering Device Context)
        class RAS_IRasterizer*                          m_rasterizer;  // 3D Rasterizer (3D Rendering)
        class KX_ISystem*                                       m_kxsystem;
-       class RAS_IRenderTools*                         m_rendertools;
        class KX_ISceneConverter*                       m_sceneconverter;
        class NG_NetworkDeviceInterface*        m_networkdevice;
 #ifdef WITH_PYTHON
@@ -217,7 +216,6 @@ public:
        void                    SetMouseDevice(SCA_IInputDevice* mousedevice);
        void                    SetNetworkDevice(NG_NetworkDeviceInterface* networkdevice);
        void                    SetCanvas(RAS_ICanvas* canvas);
-       void                    SetRenderTools(RAS_IRenderTools* rendertools);
        void                    SetRasterizer(RAS_IRasterizer* rasterizer);
 #ifdef WITH_PYTHON
        void                    SetPyNamespace(PyObject *pythondictionary);
@@ -229,7 +227,6 @@ public:
 
        RAS_IRasterizer*                GetRasterizer() { return m_rasterizer; }
        RAS_ICanvas*                GetCanvas() { return m_canvas; }
-       RAS_IRenderTools*           GetRenderTools() { return m_rendertools; }
        SCA_IInputDevice*               GetKeyboardDevice() { return m_keyboarddevice; }
        SCA_IInputDevice*               GetMouseDevice() { return m_mousedevice; }
 
index 0e4db0d351e661babc9187e5d8ccef74f16633b3..1d314c577caa35aab541d465d8beabc6de583803 100644 (file)
@@ -40,7 +40,6 @@
 #include "KX_Light.h"
 #include "KX_Camera.h"
 #include "RAS_IRasterizer.h"
-#include "RAS_IRenderTools.h"
 
 #include "KX_PyMath.h"
 
 #include "MEM_guardedalloc.h"
  
 KX_LightObject::KX_LightObject(void* sgReplicationInfo,SG_Callbacks callbacks,
-                               class RAS_IRenderTools* rendertools,
+                               RAS_IRasterizer* rasterizer,
                                const RAS_LightObject&  lightobj,
                                bool glsl)
        : KX_GameObject(sgReplicationInfo,callbacks),
-         m_rendertools(rendertools)
+         m_rasterizer(rasterizer)
 {
        m_lightobj = lightobj;
        m_lightobj.m_scene = sgReplicationInfo;
        m_lightobj.m_light = this;
-       m_rendertools->AddLight(&m_lightobj);
+       m_rasterizer->AddLight(&m_lightobj);
        m_glsl = glsl;
        m_blenderscene = ((KX_Scene*)sgReplicationInfo)->GetBlenderScene();
        m_base = NULL;
@@ -81,7 +80,7 @@ KX_LightObject::~KX_LightObject()
                GPU_lamp_update_spot(lamp, la->spotsize, la->spotblend);
        }
 
-       m_rendertools->RemoveLight(&m_lightobj);
+       m_rasterizer->RemoveLight(&m_lightobj);
 
        if (m_base) {
                BKE_scene_base_unlink(m_blenderscene, m_base);
@@ -98,7 +97,7 @@ CValue*               KX_LightObject::GetReplica()
        replica->ProcessReplica();
        
        replica->m_lightobj.m_light = replica;
-       m_rendertools->AddLight(&replica->m_lightobj);
+       m_rasterizer->AddLight(&replica->m_lightobj);
 
        return replica;
 }
index 43421a3faf37c4399d419a2e240626ebb52a2b5a..9a81388d43b5476cb49ab1a577b35f6e3651e63f 100644 (file)
@@ -38,9 +38,9 @@
 struct GPULamp;
 struct Scene;
 struct Base;
+struct RAS_LightObject;
 class KX_Camera;
 class RAS_IRasterizer;
-class RAS_IRenderTools;
 class MT_Transform;
 
 class KX_LightObject : public KX_GameObject
@@ -48,13 +48,13 @@ class KX_LightObject : public KX_GameObject
        Py_Header
 protected:
        RAS_LightObject         m_lightobj;
-       class RAS_IRenderTools* m_rendertools;  //needed for registering and replication of lightobj
+       class RAS_IRasterizer*  m_rasterizer;   //needed for registering and replication of lightobj
        bool                            m_glsl;
        Scene*                          m_blenderscene;
        Base*                           m_base;
 
 public:
-       KX_LightObject(void* sgReplicationInfo,SG_Callbacks callbacks,class RAS_IRenderTools* rendertools,const struct RAS_LightObject& lightobj, bool glsl);
+       KX_LightObject(void* sgReplicationInfo,SG_Callbacks callbacks,RAS_IRasterizer* rasterizer,const RAS_LightObject&        lightobj, bool glsl);
        virtual ~KX_LightObject();
        virtual CValue*         GetReplica();
        RAS_LightObject*        GetLightData() { return &m_lightobj;}
@@ -66,8 +66,8 @@ public:
        struct GPULamp *GetGPULamp();
        bool HasShadowBuffer();
        int GetShadowLayer();
-       void BindShadowBuffer(class RAS_IRasterizer *ras, class RAS_ICanvas *canvas, class KX_Camera *cam, class MT_Transform& camtrans);
-       void UnbindShadowBuffer(class RAS_IRasterizer *ras);
+       void BindShadowBuffer(RAS_IRasterizer *ras, class RAS_ICanvas *canvas, class KX_Camera *cam, class MT_Transform& camtrans);
+       void UnbindShadowBuffer(RAS_IRasterizer *ras);
        struct Image *GetTextureImage(short texslot);
        void Update();
        
index 4fa51b48ab802785f9103c0d09a8302346f71e1e..dba26d4e3a73c26c7de7518bc1d0d51075789da2 100644 (file)
@@ -1678,10 +1678,9 @@ RAS_MaterialBucket* KX_Scene::FindBucket(class RAS_IPolyMaterial* polymat, bool
 
 
 void KX_Scene::RenderBuckets(const MT_Transform & cameratransform,
-                             class RAS_IRasterizer* rasty,
-                             class RAS_IRenderTools* rendertools)
+                             class RAS_IRasterizer* rasty)
 {
-       m_bucketmanager->Renderbuckets(cameratransform,rasty,rendertools);
+       m_bucketmanager->Renderbuckets(cameratransform,rasty);
        KX_BlenderMaterial::EndFrame();
 }
 
index edaa0663b222d427e10ff319538fdce471f7930b..ee2a994d53c32e0738978524132535a64b3bb52e 100644 (file)
@@ -309,8 +309,7 @@ public:
        RAS_BucketManager* GetBucketManager();
        RAS_MaterialBucket*     FindBucket(RAS_IPolyMaterial* polymat, bool &bucketCreated);
        void RenderBuckets(const MT_Transform& cameratransform,
-                          RAS_IRasterizer* rasty,
-                          RAS_IRenderTools* rendertools);
+                          RAS_IRasterizer* rasty);
 
        /**
         * Update all transforms according to the scenegraph.
index 9061532ba5d158c97c771714aa59c180ac53c68d..879115add477b9430e7c45db86de25c74af1edc4 100644 (file)
@@ -47,7 +47,6 @@ set(SRC
        RAS_BucketManager.cpp
        RAS_FramingManager.cpp
        RAS_IPolygonMaterial.cpp
-       RAS_IRenderTools.cpp
        RAS_MaterialBucket.cpp
        RAS_MeshObject.cpp
        RAS_Polygon.cpp
@@ -62,7 +61,6 @@ set(SRC
        RAS_ICanvas.h
        RAS_IPolygonMaterial.h
        RAS_IRasterizer.h
-       RAS_IRenderTools.h
        RAS_LightObject.h
        RAS_MaterialBucket.h
        RAS_MeshObject.h
index 713d324bf17e392b21763a0ae847b9ba313c127b..02c50df3dd3ba08641c3bec0d8cf62a96c6548e6 100644 (file)
@@ -38,7 +38,6 @@
 #include "STR_HashedString.h"
 #include "RAS_MeshObject.h"
 #include "RAS_IRasterizer.h"
-#include "RAS_IRenderTools.h"
 
 #include "RAS_BucketManager.h"
 
@@ -139,8 +138,7 @@ void RAS_BucketManager::OrderBuckets(const MT_Transform& cameratrans, BucketList
                sort(slots.begin(), slots.end(), fronttoback());
 }
 
-void RAS_BucketManager::RenderAlphaBuckets(
-       const MT_Transform& cameratrans, RAS_IRasterizer* rasty, RAS_IRenderTools* rendertools)
+void RAS_BucketManager::RenderAlphaBuckets(const MT_Transform& cameratrans, RAS_IRasterizer* rasty)
 {
        vector<sortedmeshslot> slots;
        vector<sortedmeshslot>::iterator sit;
@@ -154,10 +152,10 @@ void RAS_BucketManager::RenderAlphaBuckets(
        OrderBuckets(cameratrans, m_AlphaBuckets, slots, true);
        
        for (sit=slots.begin(); sit!=slots.end(); ++sit) {
-               rendertools->SetClientObject(rasty, sit->m_ms->m_clientObj);
+               rasty->SetClientObject(sit->m_ms->m_clientObj);
 
-               while (sit->m_bucket->ActivateMaterial(cameratrans, rasty, rendertools))
-                       sit->m_bucket->RenderMeshSlot(cameratrans, rasty, rendertools, *(sit->m_ms));
+               while (sit->m_bucket->ActivateMaterial(cameratrans, rasty))
+                       sit->m_bucket->RenderMeshSlot(cameratrans, rasty, *(sit->m_ms));
 
                // make this mesh slot culled automatically for next frame
                // it will be culled out by frustrum culling
@@ -167,8 +165,7 @@ void RAS_BucketManager::RenderAlphaBuckets(
        rasty->SetDepthMask(RAS_IRasterizer::KX_DEPTHMASK_ENABLED);
 }
 
-void RAS_BucketManager::RenderSolidBuckets(
-       const MT_Transform& cameratrans, RAS_IRasterizer* rasty, RAS_IRenderTools* rendertools)
+void RAS_BucketManager::RenderSolidBuckets(const MT_Transform& cameratrans, RAS_IRasterizer* rasty)
 {
        BucketList::iterator bit;
 
@@ -180,9 +177,9 @@ void RAS_BucketManager::RenderSolidBuckets(
                RAS_MeshSlot* ms;
                // remove the mesh slot form the list, it culls them automatically for next frame
                while ((ms = bucket->GetNextActiveMeshSlot())) {
-                       rendertools->SetClientObject(rasty, ms->m_clientObj);
-                       while (bucket->ActivateMaterial(cameratrans, rasty, rendertools))
-                               bucket->RenderMeshSlot(cameratrans, rasty, rendertools, *ms);
+                       rasty->SetClientObject(ms->m_clientObj);
+                       while (bucket->ActivateMaterial(cameratrans, rasty))
+                               bucket->RenderMeshSlot(cameratrans, rasty, *ms);
 
                        // make this mesh slot culled automatically for next frame
                        // it will be culled out by frustrum culling
@@ -194,10 +191,10 @@ void RAS_BucketManager::RenderSolidBuckets(
                        if (mit->IsCulled())
                                continue;
 
-                       rendertools->SetClientObject(rasty, mit->m_clientObj);
+                       rasty->SetClientObject(rasty, mit->m_clientObj);
 
-                       while ((*bit)->ActivateMaterial(cameratrans, rasty, rendertools))
-                               (*bit)->RenderMeshSlot(cameratrans, rasty, rendertools, *mit);
+                       while ((*bit)->ActivateMaterial(cameratrans, rasty))
+                               (*bit)->RenderMeshSlot(cameratrans, rasty, *mit);
 
                        // make this mesh slot culled automatically for next frame
                        // it will be culled out by frustrum culling
@@ -218,20 +215,19 @@ void RAS_BucketManager::RenderSolidBuckets(
        for (sit=slots.begin(); sit!=slots.end(); ++sit) {
                rendertools->SetClientObject(rasty, sit->m_ms->m_clientObj);
 
-               while (sit->m_bucket->ActivateMaterial(cameratrans, rasty, rendertools))
-                       sit->m_bucket->RenderMeshSlot(cameratrans, rasty, rendertools, *(sit->m_ms));
+               while (sit->m_bucket->ActivateMaterial(cameratrans, rasty))
+                       sit->m_bucket->RenderMeshSlot(cameratrans, rasty, *(sit->m_ms));
        }
 #endif
 }
 
-void RAS_BucketManager::Renderbuckets(
-       const MT_Transform& cameratrans, RAS_IRasterizer* rasty, RAS_IRenderTools* rendertools)
+void RAS_BucketManager::Renderbuckets(const MT_Transform& cameratrans, RAS_IRasterizer* rasty)
 {
        /* beginning each frame, clear (texture/material) caching information */
        rasty->ClearCachingInfo();
 
-       RenderSolidBuckets(cameratrans, rasty, rendertools);
-       RenderAlphaBuckets(cameratrans, rasty, rendertools);
+       RenderSolidBuckets(cameratrans, rasty);
+       RenderAlphaBuckets(cameratrans, rasty);
 
        /* All meshes should be up to date now */
        /* Don't do this while processing buckets because some meshes are split between buckets */
@@ -259,7 +255,7 @@ void RAS_BucketManager::Renderbuckets(
        }
        
 
-       rendertools->SetClientObject(rasty, NULL);
+       rasty->SetClientObject(NULL);
 }
 
 RAS_MaterialBucket *RAS_BucketManager::FindBucket(RAS_IPolyMaterial *material, bool &bucketCreated)
index bf88da6f1ba24560afa11ab083d96e24ed2b3910..f8c6375d4748a66d0a3d409d447d9affb2dba591 100644 (file)
@@ -51,8 +51,7 @@ public:
        RAS_BucketManager();
        virtual ~RAS_BucketManager();
 
-       void Renderbuckets(const MT_Transform & cameratrans,
-               RAS_IRasterizer* rasty, RAS_IRenderTools* rendertools);
+       void Renderbuckets(const MT_Transform & cameratrans, RAS_IRasterizer* rasty);
 
        RAS_MaterialBucket* FindBucket(RAS_IPolyMaterial *material, bool &bucketCreated);
        void OptimizeBuckets(MT_Scalar distance);
@@ -78,10 +77,10 @@ public:
 private:
        void OrderBuckets(const MT_Transform& cameratrans, BucketList& buckets, vector<sortedmeshslot>& slots, bool alpha);
 
-       void RenderSolidBuckets(const MT_Transform& cameratrans, 
-               RAS_IRasterizer* rasty, RAS_IRenderTools* rendertools);
-       void RenderAlphaBuckets(const MT_Transform& cameratrans, 
-               RAS_IRasterizer* rasty, RAS_IRenderTools* rendertools);
+       void RenderSolidBuckets(const MT_Transform& cameratrans,
+               RAS_IRasterizer* rasty);
+       void RenderAlphaBuckets(const MT_Transform& cameratrans,
+               RAS_IRasterizer* rasty);
 
 
 #ifdef WITH_CXX_GUARDEDALLOC
index ace91f6dd51e0334661ab7a4592471b8c82be253..8291b9a2d5bc7eea8f68e714803739490f970143 100644 (file)
@@ -65,6 +65,13 @@ typedef vector< KX_IndexArray* > vecIndexArrays;
 class RAS_IRasterizer
 {
 public:
+       enum RAS_TEXT_RENDER_MODE {
+               RAS_TEXT_RENDER_NODEF = 0,
+               RAS_TEXT_NORMAL,
+               RAS_TEXT_PADDED,
+               RAS_TEXT_MAX
+       };
+
        RAS_IRasterizer(RAS_ICanvas* canv) {};
        virtual ~RAS_IRasterizer() {};
 
@@ -247,11 +254,9 @@ public:
 
        /**
         * IndexPrimitives_3DText will render text into the polygons.
-        * The text to be rendered is from \param rendertools client object's text property.
         */
        virtual void    IndexPrimitives_3DText(class RAS_MeshSlot& ms,
-                                                       class RAS_IPolyMaterial* polymat,
-                                                       class RAS_IRenderTools* rendertools)=0;
+                                                       class RAS_IPolyMaterial* polymat)=0;
 
        virtual void    SetProjectionMatrix(MT_CmMatrix4x4 & mat)=0;
        /* This one should become our final version, methinks. */
@@ -434,6 +439,88 @@ public:
        virtual void    SetUsingOverrideShader(bool val)=0;
        virtual bool    GetUsingOverrideShader()=0;
 
+       /**
+        * Render Tools
+        */
+       virtual void applyTransform(double* oglmatrix, int drawingmode)=0;
+
+       /**
+        * Renders 2D boxes.
+        * \param xco                   Position on the screen (origin in lower left corner).
+        * \param yco                   Position on the screen (origin in lower left corner).
+        * \param width                 Width of the canvas to draw to.
+        * \param height                Height of the canvas to draw to.
+        * \param percentage    Percentage of bar.
+        */
+       virtual void RenderBox2D(int xco,
+                                                        int yco,
+                                                        int width,
+                                                        int height,
+                                                        float percentage) = 0;
+
+       /**
+        * Renders 3D text string using BFL.
+        * \param fontid        The id of the font.
+        * \param text          The string to render.
+        * \param size          The size of the text.
+        * \param dpi           The resolution of the text.
+        * \param color         The color of the object.
+        * \param mat           The Matrix of the text object.
+        * \param aspect        A scaling factor to compensate for the size.
+        */
+       virtual void RenderText3D(int fontid,
+                                                        const char* text,
+                                                        int size,
+                                                        int dpi,
+                                                        float* color,
+                                                        double* mat,
+                                                        float aspect
+                                                        ) = 0;
+
+
+       /**
+        * Renders 2D text string.
+        * \param mode      The type of text
+        * \param text          The string to render.
+        * \param xco           Position on the screen (origin in lower left corner).
+        * \param yco           Position on the screen (origin in lower left corner).
+        * \param width         Width of the canvas to draw to.
+        * \param height        Height of the canvas to draw to.
+        */
+       virtual void RenderText2D(RAS_TEXT_RENDER_MODE mode,
+                                                       const char* text,
+                                                       int xco,
+                                                       int yco,
+                                                       int width,
+                                                       int height
+                                               ) = 0;
+
+       // 3d text, mapped on polygon
+       virtual void RenderText(int mode,
+                                                       RAS_IPolyMaterial* polymat,
+                                                       float v1[3],
+                                                       float v2[3],
+                                                       float v3[3],
+                                                       float v4[3],
+                                                       int glattrib
+                                               )=0;
+
+       virtual void ProcessLighting(bool uselights, const MT_Transform& trans)=0;
+
+       virtual void PushMatrix()=0;
+
+       virtual void PopMatrix()=0;
+
+       virtual void AddLight(struct RAS_LightObject* lightobject)=0;
+
+       virtual void RemoveLight(struct RAS_LightObject* lightobject)=0;
+
+       virtual void MotionBlur()=0;
+
+       virtual void SetClientObject(void* obj)=0;
+
+       virtual void SetAuxilaryClientInfo(void* inf)=0;
+
 #ifdef WITH_CXX_GUARDEDALLOC
        MEM_CXX_CLASS_ALLOC_FUNCS("GE:RAS_IRasterizer")
 #endif
diff --git a/source/gameengine/Rasterizer/RAS_IRenderTools.cpp b/source/gameengine/Rasterizer/RAS_IRenderTools.cpp
deleted file mode 100644 (file)
index 045373e..0000000
+++ /dev/null
@@ -1,59 +0,0 @@
-/*
- * ***** BEGIN GPL LICENSE BLOCK *****
- *
- * This program is free software; you can redistribute it and/or
- * modify it under the terms of the GNU General Public License
- * as published by the Free Software Foundation; either version 2
- * of the License, or (at your option) any later version.
- *
- * This program is distributed in the hope that it will be useful,
- * but WITHOUT ANY WARRANTY; without even the implied warranty of
- * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
- * GNU General Public License for more details.
- *
- * You should have received a copy of the GNU General Public License
- * along with this program; if not, write to the Free Software Foundation,
- * Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
- *
- * The Original Code is Copyright (C) 2001-2002 by NaN Holding BV.
- * All rights reserved.
- *
- * The Original Code is: all of this file.
- *
- * Contributor(s): none yet.
- *
- * ***** END GPL LICENSE BLOCK *****
- */
-
-/** \file gameengine/Rasterizer/RAS_IRenderTools.cpp
- *  \ingroup bgerast
- */
-
-
-#include "RAS_IRenderTools.h"
-
-void RAS_IRenderTools::SetClientObject(RAS_IRasterizer* rasty, void *obj)
-{
-       if (m_clientobject != obj)
-               m_clientobject = obj;
-}
-
-void RAS_IRenderTools::SetAuxilaryClientInfo(void* inf)
-{
-       m_auxilaryClientInfo = inf;
-}
-
-void RAS_IRenderTools::AddLight(struct RAS_LightObject* lightobject)
-{
-       m_lights.push_back(lightobject);
-}
-
-void RAS_IRenderTools::RemoveLight(struct RAS_LightObject* lightobject)
-{
-       std::vector<struct      RAS_LightObject*>::iterator lit = 
-               std::find(m_lights.begin(),m_lights.end(),lightobject);
-
-       if (!(lit==m_lights.end()))
-               m_lights.erase(lit);
-}
-
diff --git a/source/gameengine/Rasterizer/RAS_IRenderTools.h b/source/gameengine/Rasterizer/RAS_IRenderTools.h
deleted file mode 100644 (file)
index 6131abc..0000000
+++ /dev/null
@@ -1,227 +0,0 @@
-/*
- * ***** BEGIN GPL LICENSE BLOCK *****
- *
- * This program is free software; you can redistribute it and/or
- * modify it under the terms of the GNU General Public License
- * as published by the Free Software Foundation; either version 2
- * of the License, or (at your option) any later version.
- *
- * This program is distributed in the hope that it will be useful,
- * but WITHOUT ANY WARRANTY; without even the implied warranty of
- * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
- * GNU General Public License for more details.
- *
- * You should have received a copy of the GNU General Public License
- * along with this program; if not, write to the Free Software Foundation,
- * Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
- *
- * The Original Code is Copyright (C) 2001-2002 by NaN Holding BV.
- * All rights reserved.
- *
- * The Original Code is: all of this file.
- *
- * Contributor(s): none yet.
- *
- * ***** END GPL LICENSE BLOCK *****
- */
-
-/** \file RAS_IRenderTools.h
- *  \ingroup bgerast
- */
-
-#ifndef __RAS_IRENDERTOOLS_H__
-#define __RAS_IRENDERTOOLS_H__
-
-#include "MT_Transform.h"
-#include "RAS_IRasterizer.h"
-#include "RAS_2DFilterManager.h"
-
-#include <vector>
-#include <algorithm>
-
-#ifdef WITH_CXX_GUARDEDALLOC
-#include "MEM_guardedalloc.h"
-#endif
-
-class          RAS_IPolyMaterial;
-struct         RAS_LightObject;
-
-
-class RAS_IRenderTools
-{
-
-protected:
-       void*   m_clientobject;
-       void*   m_auxilaryClientInfo;
-
-       std::vector<struct      RAS_LightObject*> m_lights;
-       
-       RAS_2DFilterManager m_filtermanager;
-
-public:
-       enum RAS_TEXT_RENDER_MODE {
-               RAS_TEXT_RENDER_NODEF = 0,
-               RAS_TEXT_NORMAL,
-               RAS_TEXT_PADDED,
-               RAS_TEXT_MAX
-       };
-
-       RAS_IRenderTools(
-       ) :
-               m_clientobject(NULL)
-       {
-       };
-
-       virtual
-       ~RAS_IRenderTools(
-       ) {};
-
-       virtual 
-               void
-       BeginFrame(
-               RAS_IRasterizer* rasty
-       )=0;
-
-       virtual 
-               void
-       EndFrame(
-               RAS_IRasterizer* rasty
-       )=0;
-
-       // the following function was formerly called 'Render'
-       // by it doesn't render anymore
-       // It only sets the transform for the rasterizer
-       // so must be renamed to 'applyTransform' or something
-
-       virtual 
-               void
-       applyTransform(
-               class RAS_IRasterizer* rasty,
-               double* oglmatrix,
-               int drawingmode
-       )=0;
-       
-       /**
-        * Renders 2D boxes.
-        * \param xco                   Position on the screen (origin in lower left corner).
-        * \param yco                   Position on the screen (origin in lower left corner).
-        * \param width                 Width of the canvas to draw to.
-        * \param height                Height of the canvas to draw to.
-        * \param percentage    Percentage of bar.
-        */
-       virtual
-               void
-               RenderBox2D(int xco,
-                                       int yco,
-                                       int width,
-                                       int height,
-                                       float percentage) = 0;
-
-       /**
-        * Renders 3D text string using BFL.
-        * \param fontid        The id of the font.
-        * \param text          The string to render.
-        * \param size          The size of the text.
-        * \param dpi           The resolution of the text.
-        * \param color         The color of the object.
-        * \param mat           The Matrix of the text object.
-        * \param aspect        A scaling factor to compensate for the size.
-        */
-       virtual 
-               void
-               RenderText3D(int fontid,
-                            const char* text,
-                            int size,
-                            int dpi,
-                            float* color,
-                            double* mat,
-                            float aspect
-                            ) = 0;
-
-
-       /**
-        * Renders 2D text string.
-        * \param mode      The type of text
-        * \param text          The string to render.
-        * \param xco           Position on the screen (origin in lower left corner).
-        * \param yco           Position on the screen (origin in lower left corner).
-        * \param width         Width of the canvas to draw to.
-        * \param height        Height of the canvas to draw to.
-        */
-       virtual 
-               void
-       RenderText2D(
-               RAS_TEXT_RENDER_MODE mode,
-               const char* text,
-               int xco,
-               int yco,
-               int width,
-               int height
-       ) = 0;
-
-       // 3d text, mapped on polygon
-       virtual 
-               void
-       RenderText(
-               int mode,
-               RAS_IPolyMaterial* polymat,
-               float v1[3],
-               float v2[3],
-               float v3[3],
-               float v4[3],
-               int glattrib
-       )=0;
-
-       virtual
-               void
-       ProcessLighting(
-               RAS_IRasterizer *rasty,
-               bool uselights,
-               const MT_Transform& trans
-       )=0;
-
-       virtual
-               void
-       SetClientObject(
-               RAS_IRasterizer* rasty,
-               void* obj
-       );
-
-               void
-       SetAuxilaryClientInfo(
-               void* inf
-       );
-
-       virtual 
-               void
-       PushMatrix(
-       )=0;
-
-       virtual 
-               void
-       PopMatrix(
-       )=0;
-
-       virtual 
-               void
-       AddLight(
-               struct  RAS_LightObject* lightobject
-       );
-
-       virtual 
-               void
-       RemoveLight(
-               struct RAS_LightObject* lightobject
-       );
-
-       virtual
-               void
-       MotionBlur(RAS_IRasterizer* rasterizer)=0;
-
-
-#ifdef WITH_CXX_GUARDEDALLOC
-       MEM_CXX_CLASS_ALLOC_FUNCS("GE:RAS_IRenderTools")
-#endif
-};
-
-#endif  /* __RAS_IRENDERTOOLS_H__ */
index 8ea09029a35692dfa766b1375929101665c59686..726b9106340fd97de56bf66d44eeb480d0817cb2 100644 (file)
@@ -43,7 +43,6 @@
 #include "RAS_Polygon.h"
 #include "RAS_TexVert.h"
 #include "RAS_IRasterizer.h"
-#include "RAS_IRenderTools.h"
 #include "RAS_MeshObject.h"
 #include "RAS_Deformer.h"      // __NLA
 
@@ -581,8 +580,7 @@ list<RAS_MeshSlot>::iterator RAS_MaterialBucket::msEnd()
        return m_meshSlots.end();
 }
 
-bool RAS_MaterialBucket::ActivateMaterial(const MT_Transform& cameratrans, RAS_IRasterizer* rasty,
-       RAS_IRenderTools *rendertools)
+bool RAS_MaterialBucket::ActivateMaterial(const MT_Transform& cameratrans, RAS_IRasterizer* rasty)
 {
        bool uselights;
        
@@ -593,13 +591,12 @@ bool RAS_MaterialBucket::ActivateMaterial(const MT_Transform& cameratrans, RAS_I
                return false;
        
        uselights= m_material->UsesLighting(rasty);
-       rendertools->ProcessLighting(rasty, uselights, cameratrans);
+       rasty->ProcessLighting(uselights, cameratrans);
        
        return true;
 }
 
-void RAS_MaterialBucket::RenderMeshSlot(const MT_Transform& cameratrans, RAS_IRasterizer* rasty,
-       RAS_IRenderTools* rendertools, RAS_MeshSlot &ms)
+void RAS_MaterialBucket::RenderMeshSlot(const MT_Transform& cameratrans, RAS_IRasterizer* rasty, RAS_MeshSlot &ms)
 {
        m_material->ActivateMeshSlot(ms, rasty);
 
@@ -613,10 +610,10 @@ void RAS_MaterialBucket::RenderMeshSlot(const MT_Transform& cameratrans, RAS_IRa
        if (IsZSort() && rasty->GetDrawingMode() >= RAS_IRasterizer::KX_SOLID)
                ms.m_mesh->SortPolygons(ms, cameratrans*MT_Transform(ms.m_OpenGLMatrix));
 
-       rendertools->PushMatrix();
+       rasty->PushMatrix();
        if (!ms.m_pDeformer || !ms.m_pDeformer->SkipVertexTransform())
        {
-               rendertools->applyTransform(rasty,ms.m_OpenGLMatrix,m_material->GetDrawingMode());
+               rasty->applyTransform(ms.m_OpenGLMatrix,m_material->GetDrawingMode());
        }
 
        if (rasty->QueryLists())
@@ -641,7 +638,7 @@ void RAS_MaterialBucket::RenderMeshSlot(const MT_Transform& cameratrans, RAS_IRa
 
        // for text drawing using faces
        if (m_material->GetDrawingMode() & RAS_IRasterizer::RAS_RENDER_3DPOLYGON_TEXT)
-               rasty->IndexPrimitives_3DText(ms, m_material, rendertools);
+               rasty->IndexPrimitives_3DText(ms, m_material);
        // for multitexturing
        else if ((m_material->GetFlag() & (RAS_MULTITEX|RAS_BLENDERGLSL)))
                rasty->IndexPrimitivesMulti(ms);
@@ -649,7 +646,7 @@ void RAS_MaterialBucket::RenderMeshSlot(const MT_Transform& cameratrans, RAS_IRa
        else
                rasty->IndexPrimitives(ms);
 
-       rendertools->PopMatrix();
+       rasty->PopMatrix();
 }
 
 void RAS_MaterialBucket::Optimize(MT_Scalar distance)
index 4c72f1288177961c34f142321cb53392676a58c2..c112d44f7743048151ddebe6768adb1d211f8387 100644 (file)
@@ -219,10 +219,8 @@ public:
        bool                                    IsZSort() const;
                
        /* Rendering */
-       bool ActivateMaterial(const MT_Transform& cameratrans, RAS_IRasterizer* rasty,
-               RAS_IRenderTools *rendertools);
-       void RenderMeshSlot(const MT_Transform& cameratrans, RAS_IRasterizer* rasty,
-               RAS_IRenderTools* rendertools, RAS_MeshSlot &ms);
+       bool ActivateMaterial(const MT_Transform& cameratrans, RAS_IRasterizer* rasty);
+       void RenderMeshSlot(const MT_Transform& cameratrans, RAS_IRasterizer* rasty, RAS_MeshSlot &ms);
        
        /* Mesh Slot Access */
        list<RAS_MeshSlot>::iterator msBegin();
index 6b53990770f139c6b29f1954b78e82e84bc334ef..76ac6316e3834476bb810c2c003d1e8a8f8e857d 100644 (file)
 
 set(INC
        ..
+       # XXX Remove these <<<
        ../../BlenderRoutines
+       ../../Expressions
+       ../../GameLogic
        ../../Ketsji
+       ../../Physics/common
+       # >>>
        ../../SceneGraph
+       ../../../blender/blenfont
        ../../../blender/blenkernel
        ../../../blender/blenlib
        ../../../blender/gpu
index bfc74e0c6dcc11729c46ae6389d968b885be0304..9d1fb3ba63c5126d55acfd41cfa9be22117213e0 100644 (file)
@@ -40,8 +40,8 @@
 #include "RAS_Rect.h"
 #include "RAS_TexVert.h"
 #include "RAS_MeshObject.h"
+#include "RAS_LightObject.h"
 #include "MT_CmMatrix4x4.h"
-#include "RAS_IRenderTools.h" // rendering text
 
 #include "RAS_StorageIM.h"
 #include "RAS_StorageVA.h"
 extern "C"{
        #include "BLI_utildefines.h"
        #include "BKE_DerivedMesh.h"
+       #include "BLF_api.h"
 }
 
+
+// XXX Clean these up <<<
+#include "BL_Material.h" // MAXTEX
+#include "Value.h"
+#include "KX_BlenderMaterial.h"
+#include "KX_PolygonMaterial.h"
+#include "KX_Light.h"
+#include "KX_Scene.h"
+#include "KX_RayCast.h"
+#include "KX_GameObject.h"
+// >>>
+
 #ifndef M_PI
 #define M_PI           3.14159265358979323846
 #endif
@@ -94,6 +107,8 @@ 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_texco_num(0),
        m_attrib_num(0),
        //m_last_alphablend(GPU_BLEND_SOLID),
@@ -131,6 +146,10 @@ RAS_OpenGLRasterizer::RAS_OpenGLRasterizer(RAS_ICanvas* canvas, int storage)
                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;
 }
 
 
@@ -350,6 +369,13 @@ 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;
 }
@@ -650,8 +676,7 @@ 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;
@@ -708,7 +733,7 @@ void RAS_OpenGLRasterizer::IndexPrimitives_3DText(RAS_MeshSlot& ms,
                                                if (m_attrib[unit] == RAS_TEXCO_UV)
                                                        glattrib = unit;
                                
-                               rendertools->RenderText(polymat->GetDrawingMode(), polymat,
+                               RenderText(polymat->GetDrawingMode(), polymat,
                                        v[0], v[1], v[2], (numvert == 4)? v[3]: NULL, glattrib);
 
                                ClearCachingInfo();
@@ -1107,3 +1132,476 @@ 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);
+
+       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;
+}
+
+void RAS_OpenGLRasterizer::AddLight(struct RAS_LightObject* lightobject)
+{
+       m_lights.push_back(lightobject);
+}
+
+void RAS_OpenGLRasterizer::RemoveLight(struct RAS_LightObject* lightobject)
+{
+       std::vector<struct      RAS_LightObject*>::iterator lit =
+               std::find(m_lights.begin(),m_lights.end(),lightobject);
+
+       if (!(lit==m_lights.end()))
+               m_lights.erase(lit);
+}
+
+bool RAS_OpenGLRasterizer::RayHit(class KX_ClientObjectInfo *client, KX_RayCast *result, void * const data)
+{
+       double* const oglmatrix = (double* const) data;
+
+       RAS_Polygon* poly = result->m_hitMesh->GetPolygon(result->m_hitPolygon);
+       if (!poly->IsVisible())
+               return false;
+
+       MT_Point3 resultpoint(result->m_hitPoint);
+       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(resultpoint[0],resultpoint[1],resultpoint[2]);
+       //glMultMatrixd(oglmatrix);
+       glMultMatrixd(maat);
+       return true;
+}
+
+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();
+                       KX_IPhysicsController* physics_controller = gameobj->GetPhysicsController();
+
+                       KX_GameObject *parent = gameobj->GetParent();
+                       if (!physics_controller && parent)
+                               physics_controller = parent->GetPhysicsController();
+                       if (parent)
+                               parent->Release();
+
+                       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<MAXTEX; 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,
+                                                                                float* color,
+                                                                                double* mat,
+                                                                                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, (char *)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, (char *)text, 65535);/* XXX, use real len */
+
+               glColor3ub(255, 255, 255);
+               BLF_position(blf_mono_font, (float)xco, (float)(height-yco), 0.0f);
+               BLF_draw(blf_mono_font, (char *)text, 65535);
+       } else {
+               /* 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, (char *)text, 65535); /* XXX, use real len */
+       }
+
+       glMatrixMode(GL_PROJECTION);
+       glPopMatrix();
+       glMatrixMode(GL_MODELVIEW);
+       glPopMatrix();
+       glEnable(GL_DEPTH_TEST);
+}
+
+/* Render Text renders text into a (series of) polygon, using a texture font,
+ * Each character consists of one polygon (one quad or two triangles) */
+
+void RAS_OpenGLRasterizer::RenderText(
+       int mode,
+       RAS_IPolyMaterial* polymat,
+       float v1[3], float v2[3], float v3[3], float v4[3], int glattrib)
+{
+       const STR_String& mytext = ((CValue*)m_clientobject)->GetPropertyText("Text");
+
+       const unsigned int flag = polymat->GetFlag();
+       struct MTFace* tface = 0;
+       unsigned int *col = 0;
+
+       if (flag & RAS_BLENDERMAT) {
+               KX_BlenderMaterial *bl_mat = static_cast<KX_BlenderMaterial*>(polymat);
+               tface = bl_mat->GetMTFace();
+               col = bl_mat->GetMCol();
+       } else {
+               KX_PolygonMaterial* blenderpoly = static_cast<KX_PolygonMaterial*>(polymat);
+               tface = blenderpoly->GetMTFace();
+               col = blenderpoly->GetMCol();
+       }
+
+       GPU_render_text(tface, mode, mytext, mytext.Length(), col, v1, v2, v3, v4, glattrib);
+}
+
+
+void RAS_OpenGLRasterizer::PushMatrix()
+{
+       glPushMatrix();
+}
+
+void RAS_OpenGLRasterizer::PopMatrix()
+{
+       glPopMatrix();
+}
+
+
+int RAS_OpenGLRasterizer::ApplyLights(int objectlayer, const MT_Transform& 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<struct      RAS_LightObject*>::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_LightObject* lightdata = (*lit);
+               KX_LightObject *kxlight = (KX_LightObject*)lightdata->m_light;
+
+               if (kxlight->ApplyLight(kxscene, objectlayer, count))
+                       count++;
+       }
+       glPopMatrix();
+
+       return count;
+}
+
+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;
+}
+
index c638c40d34b460d9a5dfd6500e190ad2a6d7b525..bd9e479464a0dadc6f45922abc22bf9cfe376688 100644 (file)
@@ -105,6 +105,15 @@ class RAS_OpenGLRasterizer : public RAS_IRasterizer
 
        bool m_usingoverrideshader;
 
+       // Render tools
+       void*   m_clientobject;
+       void*   m_auxilaryClientInfo;
+       std::vector<struct      RAS_LightObject*> m_lights;
+       int             m_lastlightlayer;
+       bool    m_lastlighting;
+       void    *m_lastauxinfo;
+       unsigned int m_numgllights;
+
 protected:
        int                             m_drawingmode;
        TexCoGen                m_texco[RAS_MAX_TEXCO];
@@ -171,10 +180,8 @@ public:
 
        virtual void    IndexPrimitives(class RAS_MeshSlot& ms);
        virtual void    IndexPrimitivesMulti(class RAS_MeshSlot& ms);
-       virtual void    IndexPrimitives_3DText(
-                                               class RAS_MeshSlot& ms,
-                                               class RAS_IPolyMaterial* polymat,
-                                               class RAS_IRenderTools* rendertools);
+       virtual void    IndexPrimitives_3DText(class RAS_MeshSlot& ms,
+                                               class RAS_IPolyMaterial* polymat);
 
        virtual void    SetProjectionMatrix(MT_CmMatrix4x4 & mat);
        virtual void    SetProjectionMatrix(const MT_Matrix4x4 & mat);
@@ -330,6 +337,65 @@ public:
        virtual void    SetUsingOverrideShader(bool val);
        virtual bool    GetUsingOverrideShader();
 
+       /**
+        * Render Tools
+        */
+       void    EnableOpenGLLights();
+       void    DisableOpenGLLights();
+       void    ProcessLighting(bool uselights, const MT_Transform& viewmat);
+
+       void    RenderBox2D(int xco,
+                                               int yco,
+                                               int width,
+                                               int height,
+                                               float percentage);
+
+
+       void    RenderText3D(int fontid,
+                                                const char* text,
+                                                int size,
+                                                int dpi,
+                                                float* color,
+                                                double* mat,
+                                                float aspect);
+
+       void    RenderText2D(RAS_TEXT_RENDER_MODE mode,
+                                                const char* text,
+                                                int xco,
+                                                int yco,
+                                                int width,
+                                                int height);
+
+       void    RenderText(int mode,
+                                          class RAS_IPolyMaterial* polymat,
+                                          float v1[3],
+                                          float v2[3],
+                                          float v3[3],
+                                          float v4[3],
+                                          int glattrib);
+
+       void    applyTransform(double* oglmatrix, int objectdrawmode);
+       int             applyLights(int objectlayer, const MT_Transform& viewmat);
+
+       void    PushMatrix();
+       void    PopMatrix();
+
+       bool RayHit(class KX_ClientObjectInfo* client, class KX_RayCast* result, void * const data);
+       bool NeedRayCast(class KX_ClientObjectInfo*) { return true; }
+
+
+       void AddLight(struct RAS_LightObject* lightobject);
+
+       void RemoveLight(struct RAS_LightObject* lightobject);
+       int ApplyLights(int objectlayer, const MT_Transform& viewmat);
+
+       void MotionBlur();
+
+       void SetClientObject(void* obj);
+
+       void SetAuxilaryClientInfo(void* inf);
+
+
 #ifdef WITH_CXX_GUARDEDALLOC
        MEM_CXX_CLASS_ALLOC_FUNCS("GE:RAS_OpenGLRasterizer")
 #endif
index d83cd2dc6fd0e266ae6028e886e074ec688242f3..68adb07b1f8f0806555d8f64976fb7546766acff 100644 (file)
@@ -80,7 +80,6 @@ ImageRender::ImageRender (KX_Scene *scene, KX_Camera * camera) :
        m_engine = KX_GetActiveEngine();
        m_rasterizer = m_engine->GetRasterizer();
        m_canvas = m_engine->GetCanvas();
-       m_rendertools = m_engine->GetRenderTools();
 }
 
 // destructor
@@ -200,9 +199,8 @@ void ImageRender::Render()
        m_canvas->ClearColor(m_background[0], m_background[1], m_background[2], m_background[3]);
        m_canvas->ClearBuffer(RAS_ICanvas::COLOR_BUFFER|RAS_ICanvas::DEPTH_BUFFER);
        m_rasterizer->BeginFrame(RAS_IRasterizer::KX_TEXTURED,m_engine->GetClockTime());
-       m_rendertools->BeginFrame(m_rasterizer);
        m_engine->SetWorldSettings(m_scene->GetWorldInfo());
-       m_rendertools->SetAuxilaryClientInfo(m_scene);
+       m_rasterizer->SetAuxilaryClientInfo(m_scene);
        m_rasterizer->DisplayFog();
        // matrix calculation, don't apply any of the stereo mode
        m_rasterizer->SetStereoMode(RAS_IRasterizer::RAS_STEREO_NOSTEREO);
@@ -275,7 +273,7 @@ void ImageRender::Render()
 
        m_scene->CalculateVisibleMeshes(m_rasterizer,m_camera);
 
-       m_scene->RenderBuckets(camtrans, m_rasterizer, m_rendertools);
+       m_scene->RenderBuckets(camtrans, m_rasterizer);
 
        m_scene->RenderFonts();
 
@@ -595,7 +593,6 @@ ImageRender::ImageRender (KX_Scene *scene, KX_GameObject *observer, KX_GameObjec
        m_engine = KX_GetActiveEngine();
        m_rasterizer = m_engine->GetRasterizer();
        m_canvas = m_engine->GetCanvas();
-       m_rendertools = m_engine->GetRenderTools();
        // locate the vertex assigned to mat and do following calculation in mesh coordinates
        for (int meshIndex = 0; meshIndex < mirror->GetMeshCount(); meshIndex++)
        {
index 680e1cc1d894f71a54d5ee7962552437ff4bc4d2..98dceeaafe1ff027183e1c3cea19b4b096915b4e 100644 (file)
@@ -39,7 +39,6 @@
 #include "DNA_screen_types.h"
 #include "RAS_ICanvas.h"
 #include "RAS_IRasterizer.h"
-#include "RAS_IRenderTools.h"
 
 #include "ImageViewport.h"
 
@@ -88,8 +87,6 @@ protected:
        RAS_ICanvas* m_canvas;
        /// rasterizer
        RAS_IRasterizer* m_rasterizer;
-       /// render tools
-       RAS_IRenderTools* m_rendertools;
        /// engine
        KX_KetsjiEngine* m_engine;