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KX_BlenderRenderTools.cpp

/**
 * $Id: KX_BlenderRenderTools.cpp,v 1.11 2004/06/23 01:12:10 kester 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_BlenderRenderTools.h"

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

#ifdef WIN32
// OpenGL gl.h needs 'windows.h' on windows platforms 
#include <windows.h>
#endif //WIN32
#ifdef __APPLE__
#include <OpenGL/gl.h>
#else
#include <GL/gl.h>
#endif

#include "RAS_IRenderTools.h"
#include "RAS_IRasterizer.h"
#include "RAS_LightObject.h"
#include "RAS_ICanvas.h"
#include "RAS_GLExtensionManager.h"


// next two includes/dependencies come from the shadow feature
// it needs the gameobject and the sumo physics scene for a raycast
#include "KX_GameObject.h"

#include "KX_BlenderPolyMaterial.h"
#include "Value.h"

#include "KX_BlenderGL.h" // for text printing
#include "STR_String.h"
#include "RAS_BucketManager.h" // for polymaterial (needed for textprinting)

#include "SM_Scene.h"
#include "SumoPhysicsEnvironment.h"
#include "KX_SumoPhysicsController.h"
#include "KX_Scene.h"

00071 KX_BlenderRenderTools::KX_BlenderRenderTools()
{
      glGetIntegerv(GL_MAX_LIGHTS, (GLint*) &m_numgllights);
      if (m_numgllights < 8)
            m_numgllights = 8;
}

/**
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.
*/

00085 int   KX_BlenderRenderTools::ProcessLighting(int layer) 
{
      
      int result = false;

      if (layer < 0)
      {
            DisableOpenGLLights();
            result = false;
      } else
      {
            if (m_clientobject)
            {

                  
                  if (applyLights(layer))
                  {
                        EnableOpenGLLights();
                        result = true;
                  } else
                  {
                        DisableOpenGLLights();
                        result = false;
                  }

                  
            }
      }
      return result;
      
      
}


void KX_BlenderRenderTools::BeginFrame(RAS_IRasterizer* rasty)
{
      m_clientobject = NULL;
      m_lastblenderobject = NULL;
      m_lastblenderlights = false;
      m_lastlayer = -1;
      m_lastlighting = false;
      m_modified = true;
      DisableOpenGLLights();


}
      

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()->GetLocalScale();
            
            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;
                  MT_Point3 resultpoint;
                  MT_Vector3 resultnormal;

                  //todo:
                  //use physics abstraction
                  KX_Scene* kxscene = (KX_Scene*) m_auxilaryClientInfo;
                  SumoPhysicsEnvironment *spe = dynamic_cast<SumoPhysicsEnvironment *>( kxscene->GetPhysicsEnvironment());
                  SM_Scene *scene = spe->GetSumoScene();
                  KX_SumoPhysicsController *spc = dynamic_cast<KX_SumoPhysicsController *>( gameobj->GetPhysicsController());
                  KX_GameObject *parent = gameobj->GetParent();
                  if (!spc && parent)
                        spc = dynamic_cast<KX_SumoPhysicsController *>(parent->GetPhysicsController());
                  if (parent)
                        parent->Release();
                  SM_Object *thisObj = spc?spc->GetSumoObject():NULL;
                  
                  if (scene->rayTest(thisObj, frompoint, topoint, resultpoint, resultnormal))
                  {
                        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);
                  } else
                  {
                        glMultMatrixd(oglmatrix);
                  }
            } else
            {

                  // 'normal' object
                  glMultMatrixd(oglmatrix);
            }
      }
}


/**
Render Text renders text into a (series of) polygon, using a texture font,
Each character consists of one polygon (one quad or two triangles)
*/
00256 void  KX_BlenderRenderTools::RenderText(int mode,RAS_IPolyMaterial* polymat,float v1[3],float v2[3],float v3[3],float v4[3])
{
            
      STR_String mytext = ((CValue*)m_clientobject)->GetPropertyText("Text");
      
      KX_BlenderPolyMaterial* blenderpoly = (KX_BlenderPolyMaterial*)polymat;
      struct TFace* tface = blenderpoly->GetTFace();
      
      BL_RenderText( mode,mytext,mytext.Length(),tface,v1,v2,v3,v4);
      
}



KX_BlenderRenderTools::~KX_BlenderRenderTools()
{
};
      
      
void  KX_BlenderRenderTools::EndFrame(RAS_IRasterizer* rasty)
{
}
      

      
void KX_BlenderRenderTools::DisableOpenGLLights()
{
      glDisable(GL_LIGHTING);
      glDisable(GL_COLOR_MATERIAL);
}

      
void KX_BlenderRenderTools::EnableOpenGLLights()
{
      glEnable(GL_LIGHTING);
      
      glEnable(GL_COLOR_MATERIAL);
      glColorMaterial(GL_FRONT_AND_BACK,GL_DIFFUSE);
      glLightModeli(GL_LIGHT_MODEL_TWO_SIDE, false);
      if (bgl::QueryExtension(bgl::_GL_EXT_separate_specular_color) || bgl::QueryVersion(1, 2))
            glLightModeli(GL_LIGHT_MODEL_COLOR_CONTROL, GL_SEPARATE_SPECULAR_COLOR);

}
      

/**
 * Rendering text using 2D bitmap functionality.  
 */
00304 void KX_BlenderRenderTools::RenderText2D(RAS_TEXT_RENDER_MODE mode,
                                                             const char* text,
                                                             int xco,
                                                             int yco,                                                    
                                                             int width,
                                                             int height)
{
      switch (mode) {
      case RAS_IRenderTools::RAS_TEXT_PADDED: {
            STR_String tmpstr(text);
            BL_print_gamedebug_line_padded(tmpstr.Ptr(),xco,yco,width,height);
            break;
      }
      default: {
            STR_String tmpstr(text);
            BL_print_gamedebug_line(tmpstr.Ptr(),xco,yco,width,height);
      }
      }
}

      

void KX_BlenderRenderTools::PushMatrix()
{
      glPushMatrix();
}

void KX_BlenderRenderTools::PopMatrix()
{
      glPopMatrix();
}



int   KX_BlenderRenderTools::applyLights(int objectlayer)
{
// taken from blender source, incompatibility between Blender Object / GameObject   
      
      int count;
      float vec[4];
            
      vec[3]= 1.0;
      
      for(count=0; count<m_numgllights; count++)
            glDisable((GLenum)(GL_LIGHT0+count));
      
      //std::vector<struct    RAS_LightObject*> m_lights;
      std::vector<struct      RAS_LightObject*>::iterator lit = m_lights.begin();
      
      glPushMatrix();
      glLoadMatrixf(m_viewmat);
      for (lit = m_lights.begin(), count = 0; !(lit==m_lights.end()) && count < m_numgllights; ++lit)
      {
            RAS_LightObject* lightdata = (*lit);
            if (lightdata->m_layer & objectlayer)
            {
                  vec[0] = (*(lightdata->m_worldmatrix))(0,3);
                  vec[1] = (*(lightdata->m_worldmatrix))(1,3);
                  vec[2] = (*(lightdata->m_worldmatrix))(2,3);
                  vec[3] = 1;

                  if(lightdata->m_type==RAS_LightObject::LIGHT_SUN) {
                        
                        vec[0] = (*(lightdata->m_worldmatrix))(0,2);
                        vec[1] = (*(lightdata->m_worldmatrix))(1,2);
                        vec[2] = (*(lightdata->m_worldmatrix))(2,2);
                        //vec[0]= base->object->obmat[2][0];
                        //vec[1]= base->object->obmat[2][1];
                        //vec[2]= base->object->obmat[2][2];
                        vec[3]= 0.0;
                        glLightfv((GLenum)(GL_LIGHT0+count), GL_POSITION, vec); 
                  }
                  else {
                        //vec[3]= 1.0;
                        glLightfv((GLenum)(GL_LIGHT0+count), GL_POSITION, vec); 
                        glLightf((GLenum)(GL_LIGHT0+count), GL_CONSTANT_ATTENUATION, 1.0);
                        glLightf((GLenum)(GL_LIGHT0+count), GL_LINEAR_ATTENUATION, lightdata->m_att1/lightdata->m_distance);
                        // without this next line it looks backward compatible.
                        //attennuation still is acceptable 
                        glLightf((GLenum)(GL_LIGHT0+count), GL_QUADRATIC_ATTENUATION, lightdata->m_att2/(lightdata->m_distance*lightdata->m_distance)); 
                        
                        if(lightdata->m_type==RAS_LightObject::LIGHT_SPOT) {
                              vec[0] = -(*(lightdata->m_worldmatrix))(0,2);
                              vec[1] = -(*(lightdata->m_worldmatrix))(1,2);
                              vec[2] = -(*(lightdata->m_worldmatrix))(2,2);
                              //vec[0]= -base->object->obmat[2][0];
                              //vec[1]= -base->object->obmat[2][1];
                              //vec[2]= -base->object->obmat[2][2];
                              glLightfv((GLenum)(GL_LIGHT0+count), GL_SPOT_DIRECTION, vec);
                              glLightf((GLenum)(GL_LIGHT0+count), GL_SPOT_CUTOFF, lightdata->m_spotsize/2.0);
                              glLightf((GLenum)(GL_LIGHT0+count), GL_SPOT_EXPONENT, 128.0*lightdata->m_spotblend);
                        }
                        else glLightf((GLenum)(GL_LIGHT0+count), GL_SPOT_CUTOFF, 180.0);
                  }
                  
                  if (lightdata->m_nodiffuse)
                  {
                        vec[0] = vec[1] = vec[2] = vec[3] = 0.0;
                  } else {
                        vec[0]= lightdata->m_energy*lightdata->m_red;
                        vec[1]= lightdata->m_energy*lightdata->m_green;
                        vec[2]= lightdata->m_energy*lightdata->m_blue;
                        vec[3]= 1.0;
                  }
                  glLightfv((GLenum)(GL_LIGHT0+count), GL_DIFFUSE, vec);
                  if (lightdata->m_nospecular)
                  {
                        vec[0] = vec[1] = vec[2] = vec[3] = 0.0;
                  } else if (lightdata->m_nodiffuse) {
                        vec[0]= lightdata->m_energy*lightdata->m_red;
                        vec[1]= lightdata->m_energy*lightdata->m_green;
                        vec[2]= lightdata->m_energy*lightdata->m_blue;
                        vec[3]= 1.0;
                  }
                  glLightfv((GLenum)(GL_LIGHT0+count), GL_SPECULAR, vec);
                  glEnable((GLenum)(GL_LIGHT0+count));

                  count++;
                  
            }
      }
      glPopMatrix();

      return count;

}



RAS_IPolyMaterial* KX_BlenderRenderTools::CreateBlenderPolyMaterial(
            const STR_String &texname,
            bool ba,const STR_String& matname,int tile,int tilexrep,int tileyrep,int mode,bool transparant,bool zsort, int lightlayer
            ,bool bIsTriangle,void* clientobject,void* tface)
{
      return new KX_BlenderPolyMaterial(

            texname,
            ba,matname,tile,tilexrep,tileyrep,mode,transparant,zsort, lightlayer
            ,bIsTriangle,clientobject,(struct TFace*)tface);
}

unsigned int KX_BlenderRenderTools::m_numgllights;

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