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Viewing changes to source/gameengine/Rasterizer/RAS_OpenGLRasterizer/RAS_VAOpenGLRasterizer.cpp

  • Committer: Bazaar Package Importer
  • Author(s): Florian Ernst
  • Date: 2005-11-06 12:40:03 UTC
  • mfrom: (1.1.2 upstream)
  • Revision ID: james.westby@ubuntu.com-20051106124003-3pgs7tcg5rox96xg
Tags: 2.37a-1.1
* Non-maintainer upload.
* Split out parts of 01_SConstruct_debian.dpatch again: root_build_dir
  really needs to get adjusted before the clean target runs - closes: #333958,
  see #288882 for reference

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/**
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 * $Id: RAS_VAOpenGLRasterizer.cpp,v 1.5 2004/04/11 02:50:02 kester Exp $
 
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 * $Id: RAS_VAOpenGLRasterizer.cpp,v 1.12 2005/01/03 18:05:24 sirdude Exp $
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 * ***** BEGIN GPL/BL DUAL LICENSE BLOCK *****
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 *
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 * This program is free software; you can redistribute it and/or
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        {
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                glEnableClientState(GL_VERTEX_ARRAY);
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                glDisableClientState(GL_TEXTURE_COORD_ARRAY);
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                glDisableClientState(GL_NORMAL_ARRAY);
 
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                glEnableClientState(GL_NORMAL_ARRAY);
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                glDisableClientState(GL_COLOR_ARRAY);
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                glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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        glDisableClientState(GL_TEXTURE_COORD_ARRAY);
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        glDisableClientState(GL_COLOR_ARRAY);
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        glDisableClientState(GL_NORMAL_ARRAY);
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        glDisable(GL_COLOR_MATERIAL);
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        RAS_OpenGLRasterizer::Exit();
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}
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                                                        bool useObjectColor,
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                                                        const MT_Vector4& rgbacolor)
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{
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        unsigned char* mypointer=NULL;
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        static const GLsizei vtxstride = sizeof(RAS_TexVert);
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        GLenum drawmode;
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        switch (mode)
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                glColor3d(0,0,0);
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        }
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        // use glDrawElements to draw each vertexarray
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        static bool doWarning = true;
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        if (vertexarrays.size() > 1 && doWarning)
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        {
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                /* TODO: if vertexarrays.size() == 1 then if we are multitexturing
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                   we can glLockArraysEXT the vertex arrays - GL will be able to cache
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                   the vertex transforms. */
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                std::cout << "# vertex arrays: " << vertexarrays.size() << std::endl;
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                std::cout << "I wondered if this could happen: please inform the proper authorities." << std::endl;
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                doWarning = false;
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        }
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        for (vt=0;vt<vertexarrays.size();vt++)
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        {
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                vertexarray = &((*vertexarrays[vt]) [0]);
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                const KX_IndexArray & indexarray = (*indexarrays[vt]);
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                numindices = indexarray.size();
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                int numverts = vertexarrays[vt]->size();
 
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                // int numverts = vertexarrays[vt]->size();
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                if (!numindices)
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                        break;
 
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                        continue;
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                glVertexPointer(3,GL_FLOAT,vtxstride,vertexarray->getLocalXYZ());
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                glTexCoordPointer(2,GL_FLOAT,vtxstride,vertexarray->getUV1());
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                glColorPointer(4,GL_UNSIGNED_BYTE,vtxstride,&vertexarray->getRGBA());
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                glNormalPointer(GL_SHORT,vtxstride,vertexarray->getNormal());
 
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                glColorPointer(4,GL_UNSIGNED_BYTE,vtxstride,vertexarray->getRGBA());
 
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                glNormalPointer(GL_FLOAT,vtxstride,vertexarray->getNormal());
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                //glLockArraysEXT(0,numverts);
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                // here the actual drawing takes places
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                glDrawElements(drawmode,numindices,GL_UNSIGNED_INT,&(indexarray[0]));
 
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                glDrawElements(drawmode,numindices,GL_UNSIGNED_SHORT,&(indexarray[0]));
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                //glUnlockArraysEXT();
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        }
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}
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                glDisableClientState(GL_TEXTURE_COORD_ARRAY);
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}
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bool RAS_VAOpenGLRasterizer::Stereo()
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{
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/*
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        if(m_stereomode == RAS_STEREO_NOSTEREO)
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                return false;
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        else
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                return true;
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*/
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        return false;
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}
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