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KX_BlenderGL.cpp

/**
 * $Id: KX_BlenderGL.cpp,v 1.7 2004/09/29 16:27:12 sirdude Exp $
 * ***** BEGIN GPL/BL DUAL 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. The Blender
 * Foundation also sells licenses for use in proprietary software under
 * the Blender License.  See http://www.blender.org/BL/ for information
 * about this.
 *
 * 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., 59 Temple Place - Suite 330, Boston, MA  02111-1307, 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/BL DUAL LICENSE BLOCK *****
 */

#include "KX_BlenderGL.h"

#ifdef HAVE_CONFIG_H
#include <config.h>
#endif

/* 
 * This little block needed for linking to Blender... 
 */
#ifdef WIN32
#include "BLI_winstuff.h"
#endif

#include <stdlib.h>
#include <string.h>

#include "BMF_Api.h"



/* Data types encoding the game world: */
#include "DNA_object_types.h"
#include "DNA_scene_types.h"
#include "DNA_screen_types.h"
#include "DNA_camera_types.h"
#include "DNA_world_types.h"
#include "DNA_mesh_types.h"
#include "DNA_meshdata_types.h"
#include "DNA_image_types.h"
#include "DNA_view3d_types.h"
#include "DNA_material_types.h"

#include "BKE_global.h"
#include "BKE_bmfont.h"

#include "BIF_gl.h"
extern "C" {
#include "BDR_drawmesh.h"
#include "BIF_mywindow.h"
#include "BIF_toolbox.h"
#include "BIF_graphics.h" /* For CURSOR_NONE CURSOR_WAIT CURSOR_STD */

}

/* end of blender block */

#ifdef __APPLE__
#include <OpenGL/gl.h>
#else
#include <GL/gl.h>
#endif


void BL_warp_pointer(int x,int y)
{
      warp_pointer(x,y);
}

void BL_SwapBuffers()
{
      myswapbuffers();
}

void BL_RenderText(int mode,const char* textstr,int textlen,struct TFace* tface,
                           float v1[3],float v2[3],float v3[3],float v4[3])
{
      Image* ima;

      if(mode & TF_BMFONT) {
                  //char string[MAX_PROPSTRING];
                  int characters, index, character;
                  float centerx, centery, sizex, sizey, transx, transy, movex, movey, advance;
                  
//                bProperty *prop;

                  // string = "Frank van Beek";

                  characters = textlen;

                  ima = (struct Image*) tface->tpage;
                  if (ima == NULL) {
                        characters = 0;
                  }

                  glPushMatrix();
                  for (index = 0; index < characters; index++) {
                        // lets calculate offset stuff
                        character = textstr[index];
                        
                        // space starts at offset 1
                        // character = character - ' ' + 1;
                        
                        matrixGlyph(ima->ibuf, character, & centerx, &centery, &sizex, &sizey, &transx, &transy, &movex, &movey, &advance);
                        
                        glBegin(GL_POLYGON);
                        // printf(" %c %f %f %f %f\n", character, tface->uv[0][0], tface->uv[0][1], );
                        // glTexCoord2f((tface->uv[0][0] - centerx) * sizex + transx, (tface->uv[0][1] - centery) * sizey + transy);
                        glTexCoord2f((tface->uv[0][0] - centerx) * sizex + transx, (tface->uv[0][1] - centery) * sizey + transy);

                        spack(tface->col[0]);
                        // glVertex3fv(v1);
                        glVertex3f(sizex * v1[0] + movex, sizey * v1[1] + movey, v1[2]);
                        
                        glTexCoord2f((tface->uv[1][0] - centerx) * sizex + transx, (tface->uv[1][1] - centery) * sizey + transy);
                        spack(tface->col[1]);
                        // glVertex3fv(v2);
                        glVertex3f(sizex * v2[0] + movex, sizey * v2[1] + movey, v2[2]);
      
                        glTexCoord2f((tface->uv[2][0] - centerx) * sizex + transx, (tface->uv[2][1] - centery) * sizey + transy);
                        spack(tface->col[2]);
                        // glVertex3fv(v3);
                        glVertex3f(sizex * v3[0] + movex, sizey * v3[1] + movey, v3[2]);
      
                        if(v4) {
                              // glTexCoord2f((tface->uv[3][0] - centerx) * sizex + transx, 1.0 - (1.0 - tface->uv[3][1]) * sizey - transy);
                              glTexCoord2f((tface->uv[3][0] - centerx) * sizex + transx, (tface->uv[3][1] - centery) * sizey + transy);
                              spack(tface->col[3]);
                              // glVertex3fv(v4);
                              glVertex3f(sizex * v4[0] + movex, sizey * v4[1] + movey, v4[2]);
                        }
                        glEnd();

                        glTranslatef(advance, 0.0, 0.0);
                  }
                  glPopMatrix();

            }
}


void BL_print_gamedebug_line(char* text, int xco, int yco, int width, int height)
{     
      /* gl prepping */
      glDisable(GL_TEXTURE_2D);

      glMatrixMode(GL_PROJECTION);
      glPushMatrix();
      glLoadIdentity();
      
      glOrtho(0, width,
                  0, height, 0, 1);
      
      glMatrixMode(GL_MODELVIEW);
      glPushMatrix();
      glLoadIdentity();
      glMatrixMode(GL_TEXTURE);
      glPushMatrix();
      glLoadIdentity();

      /* the actual drawing */
      glColor3ub(255, 255, 255);
      glRasterPos2s(xco, height-yco);
      BMF_DrawString(G.fonts, text);

      glMatrixMode(GL_TEXTURE);
      glPopMatrix();
      glMatrixMode(GL_PROJECTION);
      glPopMatrix();
      glMatrixMode(GL_MODELVIEW);
      glPopMatrix();
      glEnable(GL_DEPTH_TEST);
}

void BL_print_gamedebug_line_padded(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 :/ .*/
      glDisable(GL_TEXTURE_2D);

      glMatrixMode(GL_PROJECTION);
      glPushMatrix();
      glLoadIdentity();
      
      glOrtho(0, width,
                  0, height, 0, 1);
      
      glMatrixMode(GL_MODELVIEW);
      glPushMatrix();
      glLoadIdentity();
      glMatrixMode(GL_TEXTURE);
      glPushMatrix();
      glLoadIdentity();

      /* draw in black first*/
      glColor3ub(0, 0, 0);
      glRasterPos2s(xco+1, height-yco-1);
      BMF_DrawString(G.fonts, text);
      glColor3ub(255, 255, 255);
      glRasterPos2s(xco, height-yco);
      BMF_DrawString(G.fonts, text);

      glMatrixMode(GL_TEXTURE);
      glPopMatrix();
      glMatrixMode(GL_PROJECTION);
      glPopMatrix();
      glMatrixMode(GL_MODELVIEW);
      glPopMatrix();
      glEnable(GL_DEPTH_TEST);
}

void BL_HideMouse()
{
      set_cursor(CURSOR_NONE);
}


void BL_WaitMouse()
{
      set_cursor(CURSOR_WAIT);
}


void BL_NormalMouse()
{
      set_cursor(CURSOR_STD);
}
#define MAX_FILE_LENGTH 512


void BL_MakeScreenShot(struct ScrArea *area, const char* filename)
{
      char copyfilename[MAX_FILE_LENGTH];
      strcpy(copyfilename,filename);

      // filename read - only
      
        /* XXX will need to change at some point */
      BIF_screendump(0);

      // write+read filename
      write_screendump((char*) copyfilename);
}


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