void RAS_StorageIM::TexCoord(const RAS_TexVert &tv)
{
	int unit;

	if (GLEW_ARB_multitexture) {
		for (unit = 0; unit < *m_texco_num; unit++) {
			switch (m_texco[unit]) {
				case RAS_IRasterizer::RAS_TEXCO_ORCO:
				case RAS_IRasterizer::RAS_TEXCO_GLOB:
					glMultiTexCoord3fvARB(GL_TEXTURE0_ARB + unit, tv.getXYZ());
					break;
				case RAS_IRasterizer::RAS_TEXCO_UV:
					glMultiTexCoord2fvARB(GL_TEXTURE0_ARB + unit, tv.getUV(unit));
					break;
				case RAS_IRasterizer::RAS_TEXCO_NORM:
					glMultiTexCoord3fvARB(GL_TEXTURE0_ARB + unit, tv.getNormal());
					break;
				case RAS_IRasterizer::RAS_TEXTANGENT:
					glMultiTexCoord4fvARB(GL_TEXTURE0_ARB + unit, tv.getTangent());
					break;
				default:
					break;
			}
		}
	}

	if (GLEW_ARB_vertex_program) {
		for (unit = 0; unit < *m_attrib_num; unit++) {
			switch (m_attrib[unit]) {
				case RAS_IRasterizer::RAS_TEXCO_ORCO:
				case RAS_IRasterizer::RAS_TEXCO_GLOB:
					glVertexAttrib3fvARB(unit, tv.getXYZ());
					break;
				case RAS_IRasterizer::RAS_TEXCO_UV:
					glVertexAttrib2fvARB(unit, tv.getUV(m_attrib_layer[unit]));
					break;
				case RAS_IRasterizer::RAS_TEXCO_NORM:
					glVertexAttrib3fvARB(unit, tv.getNormal());
					break;
				case RAS_IRasterizer::RAS_TEXTANGENT:
					glVertexAttrib4fvARB(unit, tv.getTangent());
					break;
				case RAS_IRasterizer::RAS_TEXCO_VCOL:
					glVertexAttrib4ubvARB(unit, tv.getRGBA());
					break;
				default:
					break;
			}
		}
	}

}
void RAS_OpenGLRasterizer::IndexPrimitives_3DText(RAS_MeshSlot& ms,
									class RAS_IPolyMaterial* polymat)
{ 
	bool obcolor = ms.m_bObjectColor;
	MT_Vector4& rgba = ms.m_RGBAcolor;
	RAS_MeshSlot::iterator it;

	const STR_String& mytext = ((CValue*)m_clientobject)->GetPropertyText("Text");

	// handle object color
	if (obcolor) {
		glDisableClientState(GL_COLOR_ARRAY);
		glColor4d(rgba[0], rgba[1], rgba[2], rgba[3]);
	}
	else
		glEnableClientState(GL_COLOR_ARRAY);

	for (ms.begin(it); !ms.end(it); ms.next(it)) {
		RAS_TexVert *vertex;
		size_t i, j, numvert;
		
		numvert = it.array->m_type;

		if (it.array->m_type == RAS_DisplayArray::LINE) {
			// line drawing, no text
			glBegin(GL_LINES);

			for (i=0; i<it.totindex; i+=2)
			{
				vertex = &it.vertex[it.index[i]];
				glVertex3fv(vertex->getXYZ());

				vertex = &it.vertex[it.index[i+1]];
				glVertex3fv(vertex->getXYZ());
			}

			glEnd();
		}
		else {
			// triangle and quad text drawing
			for (i=0; i<it.totindex; i+=numvert)
			{
				float v[4][3];
				int glattrib, unit;

				for (j=0; j<numvert; j++) {
					vertex = &it.vertex[it.index[i+j]];

					v[j][0] = vertex->getXYZ()[0];
					v[j][1] = vertex->getXYZ()[1];
					v[j][2] = vertex->getXYZ()[2];
				}

				// find the right opengl attribute
				glattrib = -1;
				if (GLEW_ARB_vertex_program)
					for (unit=0; unit<m_attrib_num; unit++)
						if (m_attrib[unit] == RAS_TEXCO_UV)
							glattrib = unit;

				GPU_render_text(polymat->GetMTFace(), polymat->GetDrawingMode(), mytext, mytext.Length(), polymat->GetMCol(), v[0], v[1], v[2], v[3], glattrib);

				ClearCachingInfo();
			}
		}
	}

	glDisableClientState(GL_COLOR_ARRAY);
}
Exemple #3
0
PyObject *KX_MeshProxy::PyTransformUV(PyObject *args, PyObject *kwds)
{
	int matindex;
	PyObject *pymat;
	int uvindex = -1;
	int uvindex_from = -1;
	bool ok = false;

	MT_Matrix4x4 transform;

	if (!PyArg_ParseTuple(args,"iO|iii:transformUV", &matindex, &pymat, &uvindex, &uvindex_from) ||
	    !PyMatTo(pymat, transform))
	{
		return NULL;
	}

	if (uvindex < -1 || uvindex > 1) {
		PyErr_Format(PyExc_ValueError,
		             "mesh.transformUV(...): invalid uv_index %d", uvindex);
		return NULL;
	}
	if (uvindex_from < -1 || uvindex_from > 1) {
		PyErr_Format(PyExc_ValueError,
		             "mesh.transformUV(...): invalid uv_index_from %d", uvindex);
		return NULL;
	}
	if (uvindex_from == uvindex) {
		uvindex_from = -1;
	}

	/* transform mesh verts */
	unsigned int mit_index = 0;
	for (list<RAS_MeshMaterial>::iterator mit = m_meshobj->GetFirstMaterial();
	     (mit != m_meshobj->GetLastMaterial());
	     ++mit, ++mit_index)
	{
		if (matindex == -1) {
			/* always transform */
		}
		else if (matindex == mit_index) {
			/* we found the right index! */
		}
		else {
			continue;
		}

		RAS_MeshSlot *slot = mit->m_baseslot;
		RAS_MeshSlot::iterator it;
		ok = true;

		for (slot->begin(it); !slot->end(it); slot->next(it)) {
			size_t i;

			for (i = it.startvertex; i < it.endvertex; i++) {
				RAS_TexVert *vert = &it.vertex[i];
				if (uvindex_from != -1) {
					if (uvindex_from == 0) vert->SetUV(1, vert->getUV(0));
					else                   vert->SetUV(0, vert->getUV(1));
				}

				switch (uvindex) {
					case 0:
						vert->TransformUV(0, transform);
						break;
					case 1:
						vert->TransformUV(1, transform);
						break;
					case -1:
						vert->TransformUV(0, transform);
						vert->TransformUV(1, transform);
						break;
				}
			}
		}

		/* if we set a material index, quit when done */
		if (matindex == mit_index) {
			break;
		}
	}

	if (ok == false) {
		PyErr_Format(PyExc_ValueError,
		             "mesh.transformUV(...): invalid material index %d", matindex);
		return NULL;
	}

	m_meshobj->SetMeshModified(true);

	Py_RETURN_NONE;
}
Exemple #4
0
PyObject *KX_MeshProxy::PyTransform(PyObject *args, PyObject *kwds)
{
	int matindex;
	PyObject *pymat;
	bool ok = false;

	MT_Matrix4x4 transform;

	if (!PyArg_ParseTuple(args,"iO:transform", &matindex, &pymat) ||
	    !PyMatTo(pymat, transform))
	{
		return NULL;
	}

	MT_Matrix4x4 ntransform = transform.inverse().transposed();
	ntransform[0][3] = ntransform[1][3] = ntransform[2][3] = 0.0f;

	/* transform mesh verts */
	unsigned int mit_index = 0;
	for (list<RAS_MeshMaterial>::iterator mit = m_meshobj->GetFirstMaterial();
	     (mit != m_meshobj->GetLastMaterial());
	     ++mit, ++mit_index)
	{
		if (matindex == -1) {
			/* always transform */
		}
		else if (matindex == mit_index) {
			/* we found the right index! */
		}
		else {
			continue;
		}

		RAS_MeshSlot *slot = mit->m_baseslot;
		RAS_MeshSlot::iterator it;
		ok = true;

		for (slot->begin(it); !slot->end(it); slot->next(it)) {
			size_t i;
			for (i = it.startvertex; i < it.endvertex; i++) {
				RAS_TexVert *vert = &it.vertex[i];
				vert->Transform(transform, ntransform);
			}
		}

		/* if we set a material index, quit when done */
		if (matindex == mit_index) {
			break;
		}
	}

	if (ok == false) {
		PyErr_Format(PyExc_ValueError,
		             "mesh.transform(...): invalid material index %d", matindex);
		return NULL;
	}

	m_meshobj->SetMeshModified(true);

	Py_RETURN_NONE;
}
void RAS_StorageIM::IndexPrimitivesInternal(RAS_MeshSlot& ms, bool multi)
{ 
	bool obcolor = ms.m_bObjectColor;
	bool wireframe = m_drawingmode <= RAS_IRasterizer::KX_WIREFRAME;
	MT_Vector4& rgba = ms.m_RGBAcolor;
	RAS_MeshSlot::iterator it;

	if (ms.m_pDerivedMesh) {
		// mesh data is in derived mesh, 
		current_bucket = ms.m_bucket;
		current_polymat = current_bucket->GetPolyMaterial();
		current_ms = &ms;
		current_mesh = ms.m_mesh;
		current_wireframe = wireframe;
		// MCol *mcol = (MCol*)ms.m_pDerivedMesh->getFaceDataArray(ms.m_pDerivedMesh, CD_MCOL); /* UNUSED */

		// handle two-side
		if (current_polymat->GetDrawingMode() & RAS_IRasterizer::KX_BACKCULL)
			this->SetCullFace(true);
		else
			this->SetCullFace(false);

		if (current_polymat->GetFlag() & RAS_BLENDERGLSL) {
			// GetMaterialIndex return the original mface material index, 
			// increment by 1 to match what derived mesh is doing
			current_blmat_nr = current_polymat->GetMaterialIndex()+1;
			// For GLSL we need to retrieve the GPU material attribute
			Material* blmat = current_polymat->GetBlenderMaterial();
			Scene* blscene = current_polymat->GetBlenderScene();
			if (!wireframe && blscene && blmat)
				GPU_material_vertex_attributes(GPU_material_from_blender(blscene, blmat), &current_gpu_attribs);
			else
				memset(&current_gpu_attribs, 0, sizeof(current_gpu_attribs));
			// DM draw can mess up blending mode, restore at the end
			int current_blend_mode = GPU_get_material_alpha_blend();
			ms.m_pDerivedMesh->drawFacesGLSL(ms.m_pDerivedMesh, CheckMaterialDM);
			GPU_set_material_alpha_blend(current_blend_mode);
		} else {
			//ms.m_pDerivedMesh->drawMappedFacesTex(ms.m_pDerivedMesh, CheckTexfaceDM, mcol);
			current_blmat_nr = current_polymat->GetMaterialIndex();
			current_image = current_polymat->GetBlenderImage();
			ms.m_pDerivedMesh->drawFacesTex(ms.m_pDerivedMesh, CheckTexDM, NULL, NULL, DM_DRAW_USE_ACTIVE_UV);
		}
		return;
	}
	// iterate over display arrays, each containing an index + vertex array
	for (ms.begin(it); !ms.end(it); ms.next(it)) {
		RAS_TexVert *vertex;
		size_t i, j, numvert;
		
		numvert = it.array->m_type;

		if (it.array->m_type == RAS_DisplayArray::LINE) {
			// line drawing
			glBegin(GL_LINES);

			for (i = 0; i < it.totindex; i += 2)
			{
				vertex = &it.vertex[it.index[i]];
				glVertex3fv(vertex->getXYZ());

				vertex = &it.vertex[it.index[i+1]];
				glVertex3fv(vertex->getXYZ());
			}

			glEnd();
		}
		else {
			// triangle and quad drawing
			if (it.array->m_type == RAS_DisplayArray::TRIANGLE)
				glBegin(GL_TRIANGLES);
			else
				glBegin(GL_QUADS);

			for (i = 0; i < it.totindex; i += numvert)
			{
				if (obcolor)
					glColor4d(rgba[0], rgba[1], rgba[2], rgba[3]);

				for (j = 0; j < numvert; j++) {
					vertex = &it.vertex[it.index[i+j]];

					if (!wireframe) {
						if (!obcolor)
							glColor4ubv((const GLubyte *)(vertex->getRGBA()));

						glNormal3fv(vertex->getNormal());

						if (multi)
							TexCoord(*vertex);
						else
							glTexCoord2fv(vertex->getUV(0));
					}

					glVertex3fv(vertex->getXYZ());
				}
			}

			glEnd();
		}
	}
}