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# -*- indent-tabs-mode: t -*-
# Soya 3D
# Copyright (C) 2003-2004 Jean-Baptiste LAMY -- jiba@tuxfamily.org
#
# 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., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
# XXX does not allows None/NULL as a valid context, use a default context instead
cdef class Context:
#cdef lights
#cdef _Atmosphere atmosphere
#cdef _Portal portal
def __init__(self):
self.lights = []
cdef class Renderer:
#cdef int engine_option
#cdef int state
#cdef _World root_object
#cdef _Camera current_camera
#cdef _Material current_material
#cdef Frustum* root_frustum
#cdef Chunk* frustums
#cdef CoordSyst current_coordsyst
# contexts
#cdef Context current_context
#cdef contexts
#cdef int nb_contexts
#cdef int max_contexts
#cdef _Atmosphere root_atmosphere # root atmosphere (the one to clear the screen with)
# list of collected objects to render
#cdef Chunk* opaque
#cdef Chunk* secondpass
#cdef Chunk* alpha
#cdef Chunk* specials # objects that are rendered after the shadows (= not shadowed)
#cdef top_lights # contain top level activated lights
#cdef worlds_made # list of world whose context has been made (used by portals to determine if a world must be batched or not)
#cdef portals # a list of encountered portals to clear_part the atmosphere before any other rendering and to draw fog at the end
#cdef watercubes #watercube must be rendered at last cause there is a hack with the depth buffer
# mesh renderer
#cdef Chunk* data
#cdef Chunk* used_opaque_packs, *used_secondpass_packs, *used_alpha_packs
#cdef float** colors
# screen
#cdef SDL_Surface* screen
#cdef int screen_width, screen_height
#cdef float delta_time
def __init__(self):
self.engine_option = USE_MIPMAP | SHADOWS
self.root_frustum = <Frustum*> malloc(sizeof(Frustum))
self.top_lights = []
self.worlds_made = []
self.portals = []
self.watercubes = []
self.contexts = []
self.opaque = get_chunk()
self.secondpass = get_chunk()
self.alpha = get_chunk()
self.specials = get_chunk()
self.data = get_chunk()
self.frustums = get_chunk()
self.used_opaque_packs = get_chunk()
self.used_secondpass_packs = get_chunk()
self.used_alpha_packs = get_chunk()
self.current_material = _DEFAULT_MATERIAL
def __dealloc__(self):
free(self.root_frustum)
chunk_dealloc(self.data)
chunk_dealloc(self.frustums)
cdef Frustum* _frustum(self, CoordSyst coordsyst):
if coordsyst is None: return self.root_frustum
if coordsyst._frustum_id == -1:
coordsyst._frustum_id = chunk_register(self.frustums, sizeof(Frustum))
frustum_by_matrix(<Frustum*> (self.frustums.content + coordsyst._frustum_id), self.root_frustum, coordsyst._inverted_root_matrix())
return <Frustum*> (self.frustums.content + coordsyst._frustum_id)
cdef Context _context(self):
cdef Context context
context = Context()
self.contexts.append(context)
return context
cdef void _activate_context_over(self, Context old, Context new):
# XXX TODO activate / inactivate light only if necessary ?
cdef _Light light
if not old is None:
# inactivate previous lights
for light in old.lights:
if light._id != -1:
light._gl_id_enabled = 0
glDisable(GL_LIGHT0 + light._id)
if (not old.portal is None) and (old.portal._option & (PORTAL_USE_4_CLIP_PLANES | PORTAL_USE_5_CLIP_PLANES)):
glDisable(GL_CLIP_PLANE0)
glDisable(GL_CLIP_PLANE1)
glDisable(GL_CLIP_PLANE2)
glDisable(GL_CLIP_PLANE3)
if old.portal._option & PORTAL_USE_5_CLIP_PLANES: glDisable(GL_CLIP_PLANE4)
# activate new context
if not new is None:
if (not new.atmosphere is None) and ((old is None) or (not new.atmosphere is old.atmosphere)): new.atmosphere._render()
for light in new.lights: light._activate()
# re-activate top level lights that may have been inactivated due to too many lights
for light in renderer.top_lights:
if light._id == -1: light.render(None)
# active portal clip plane
if (not new is None) and (not new.portal is None) and (new.portal._option & (PORTAL_USE_4_CLIP_PLANES | PORTAL_USE_5_CLIP_PLANES)):
glLoadIdentity() # the clip planes must be defined in the camera coordsys... so identity
glClipPlane(GL_CLIP_PLANE0, new.portal._equation)
glClipPlane(GL_CLIP_PLANE1, new.portal._equation + 4)
glClipPlane(GL_CLIP_PLANE2, new.portal._equation + 8)
glClipPlane(GL_CLIP_PLANE3, new.portal._equation + 12)
glEnable(GL_CLIP_PLANE0)
glEnable(GL_CLIP_PLANE1)
glEnable(GL_CLIP_PLANE2)
glEnable(GL_CLIP_PLANE3)
if new.portal._option & PORTAL_USE_5_CLIP_PLANES:
glClipPlane(GL_CLIP_PLANE4, new.portal._equation + 16)
glEnable(GL_CLIP_PLANE4)
cdef void _reset(self):
cdef _World world
self.root_atmosphere = None
disable_all_lights()
for world in self.worlds_made: world._option = world._option - WORLD_BATCHED
self.contexts .__imul__(0)
self.top_lights .__imul__(0)
self.worlds_made.__imul__(0)
self.portals .__imul__(0)
self.watercubes .__imul__(0)
self.opaque .nb = 0
self.secondpass .nb = 0
self.alpha .nb = 0
self.specials .nb = 0
self.data .nb = 0
self.delta_time = 0.0
cdef void _batch(self, Chunk* list, obj, CoordSyst coordsyst, int data):
chunk_add_ptr(list, <void*> obj)
chunk_add_ptr(list, <void*> coordsyst)
chunk_add_ptr(list, <void*> renderer.current_context)
chunk_add_int(list, data)
cdef void _render(self):
cdef Context ctxt
cdef _Portal portal
cdef _World world
cdef _Light light
#renderer.frustums = get_chunk()
renderer.frustums.nb = 0
# RENDERING STEP 1 : BATCH
ctxt = self.current_context = self._context()
self.root_object._batch(self.current_camera)
# RENDERING STEP 2 : RENDER
# clear
if not self.root_atmosphere is None: self.root_atmosphere._clear()
else: self._clear_screen(NULL)
# draw the atmosphere of the worlds that are seen through portals
self.portals.reverse()
for portal in self.portals:
if portal._option & PORTAL_BOUND_ATMOSPHERE: portal._atmosphere_clear_part()
# activate top lights
for light in self.top_lights: light._activate()
# current context have been changed during batching -> reinitialize
self.current_context = None
# render collected objects
# draw opaque stuff first
self.state = RENDERER_STATE_OPAQUE
self._render_list(self.opaque)
# then draw secondpass
self.state = RENDERER_STATE_SECONDPASS
self._render_list(self.secondpass)
# finally draw alpha
self.state = RENDERER_STATE_ALPHA
glEnable(GL_BLEND)
glDepthMask(GL_FALSE)
self._render_list(self.alpha)
# reset a part of the renderer here cause it's needed for rendering the portal fog
_DEFAULT_MATERIAL._activate()
self._activate_context_over(self.current_context, None)
self.current_context = None
# draw fog for portal if necessary
for portal in self.portals:
if portal._option & PORTAL_BOUND_ATMOSPHERE:
# get previous/parent atmosphere
world = <_World> portal._parent
while (not world is None) and (world._atmosphere is None): world = <_World> world._parent
if (not world._atmosphere is None) and (world._atmosphere._option & ATMOSPHERE_FOG):
portal._draw_fog(world._atmosphere)
# render shadow
# XXX don't call it if shadows are enabled, but none are currently used !!!
if self.engine_option & SHADOWS: self._render_shadows()
# render specials: objects that are not shadowed (sprite, particules)
self.state = RENDERER_STATE_SPECIAL
self._render_list (self.specials)
# render watercube
#for watercube in self.watercubes: watercube._render_watercube()
# end of OpenGL rendering
glDepthMask(GL_TRUE)
glDisable(GL_BLEND)
if self.engine_option & FX_INITED: fx_advance_time()
# auto-reset renderer
self._reset()
#drop_chunk(self.frustums)
cdef void _render_list(self, Chunk* list):
cdef CoordSyst coordsyst
cdef Context context
cdef int i, nb
cdef _CObj obj
nb = list.nb
list.nb = 0
while list.nb < nb:
obj = <_CObj> chunk_get_ptr(list)
coordsyst = <CoordSyst> chunk_get_ptr(list)
context = <Context> chunk_get_ptr(list)
self.data.nb = chunk_get_int(list)
# context
if not context is self.current_context:
self._activate_context_over(self.current_context, context)
self.current_context = context
# coordsyst
self.current_coordsyst = coordsyst
if not coordsyst is None:
glLoadMatrixf(coordsyst._render_matrix)
if coordsyst._render_matrix[17] != 1.0: glEnable(GL_NORMALIZE)
if isinstance(obj, _Model): (<_Model> obj)._render(coordsyst)
else: (<CoordSyst> obj)._render(coordsyst)
if (not coordsyst is None) and (coordsyst._render_matrix[17] != 1.0): glDisable(GL_NORMALIZE)
cdef void _clear_screen(self, float* color):
cdef int* size
if (self.current_camera._option & CAMERA_PARTIAL):
size = self.current_camera._viewport
glDisable(GL_LIGHTING)
glDisable(GL_FOG)
glDisable(GL_TEXTURE_2D)
glDisable(GL_CULL_FACE)
glDepthMask (GL_FALSE)
if (color == NULL): glColor3f (0.0, 0.0, 0.0)
else: glColor4fv(color)
glLoadIdentity()
glMatrixMode(GL_PROJECTION)
glPushMatrix()
glLoadIdentity()
glOrtho(0.0, <GLfloat> size[2], <GLfloat> size[3], 0.0, -1.0, 1.0)
glBegin(GL_QUADS)
glVertex2i(0, 0)
glVertex2i(size[2], 0)
glVertex2i(size[2], size[3])
glVertex2i(0, size[3])
glEnd()
glMatrixMode(GL_PROJECTION)
glPopMatrix()
glMatrixMode(GL_MODELVIEW)
glEnable(GL_CULL_FACE)
glEnable(GL_TEXTURE_2D)
glEnable(GL_FOG)
glEnable(GL_LIGHTING)
glDepthMask(GL_TRUE)
glClear(GL_DEPTH_BUFFER_BIT)
else:
if color == NULL: glClearColor(0.0, 0.0, 0.0, 1.0)
else: glClearColor(color[0], color[1], color[2], color[3])
glClear(GL_DEPTH_BUFFER_BIT | GL_COLOR_BUFFER_BIT)
cdef void _render_shadows(self):
cdef _Light light
cdef float p[12]
cdef float* ptrf
ptrf = self.current_camera._frustum.points
# compute screen surface rectangle
# we can't just take the frustum points cause their depth are equal to
# the front of the camera and some OpenGL implementation won't draw the quad
p[ 0] = (ptrf[0] + ptrf[12]) * 0.5
p[ 1] = (ptrf[1] + ptrf[13]) * 0.5
p[ 2] = (ptrf[2] + ptrf[14]) * 0.5
p[ 3] = - p[0]
p[ 4] = p[1]
p[ 5] = p[2]
p[ 6] = - p[0]
p[ 7] = - p[1]
p[ 8] = p[2]
p[ 9] = p[0]
p[10] = - p[1]
p[11] = p[2]
glEnableClientState(GL_VERTEX_ARRAY)
glVertexPointer (3, GL_FLOAT, 0, p)
glDisable (GL_LIGHTING)
glDisable (GL_TEXTURE_2D)
glDisable (GL_FOG)
glDepthFunc (GL_LEQUAL)
glPushMatrix ()
glEnable (GL_CULL_FACE)
for light in LIGHTS: # XXX LIGHTS, really ???
if (light is None) or (light._option & LIGHT_NO_SHADOW): continue
glStencilMask (0xFFFFFFFF)
glClearStencil(0)
glClear (GL_STENCIL_BUFFER_BIT)
glEnable (GL_STENCIL_TEST)
glColorMask (GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE)
# draw shadow body
if self.root_object._shadow(None, light):
# draw stencil buffer on screen
glStencilMask (0)
glColorMask (GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE)
glColor4fv (light._colors + 12)
glStencilFunc (GL_NOTEQUAL, 0, 0xFFFFFFFF)
glStencilOp (GL_KEEP, GL_KEEP, GL_KEEP)
glDisable (GL_CULL_FACE)
# Avoid casting shadows on the camera back plane:
# Draws only if the depth value is different than 1.0
# (the most far possible value).
glEnable (GL_DEPTH_TEST)
glDepthFunc (GL_NOTEQUAL)
glDepthRange (1.0, 1.0)
glLoadIdentity()
glDrawArrays (GL_QUADS, 0, 4)
glEnable (GL_DEPTH_TEST)
glEnable (GL_CULL_FACE)
glDepthFunc (GL_LEQUAL)
glDepthRange (0.0, 1.0)
else:
glStencilMask (0)
glColorMask (GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE)
glPopMatrix ()
glEnable (GL_LIGHTING)
glEnable (GL_FOG)
glEnable (GL_TEXTURE_2D)
glDepthFunc (GL_LESS)
glDisable (GL_STENCIL_TEST)
glDisableClientState(GL_VERTEX_ARRAY)
def get_renderer():
return renderer
root_widget = None
class GLError(StandardError):
pass
def check_error(): return check_gl_error()
cdef int check_gl_error() except -1:
cdef GLenum error
error = glGetError()
if error != GL_NO_ERROR:
if error == GL_INVALID_ENUM : print "GL_INVALID_ENUM" ; raise GLError("GL_INVALID_ENUM")
elif error == GL_INVALID_OPERATION: print "GL_INVALID_OPERATION"; raise GLError("GL_INVALID_OPERATION")
elif error == GL_STACK_OVERFLOW : print "GL_STACK_OVERFLOW" ; raise GLError("GL_STACK_OVERFLOW")
elif error == GL_STACK_UNDERFLOW : print "GL_STACK_UNDERFLOW" ; raise GLError("GL_STACK_UNDERFLOW")
elif error == GL_OUT_OF_MEMORY : print "GL_OUT_OF_MEMORY" ; raise GLError("GL_OUT_OF_MEMORY")
else: print "Unknown GL_ERROR" ; raise GLError("Unknown GL_Error")
def set_root_widget(widget):
"""set_root_widget(widget)
Sets the root widget of Soya3D. The root widget is the one used for rendering.
It is typically a camera, or a group of widget (soya.widget.Group) which includes
a camera."""
global root_widget
root_widget = widget
if root_widget:
root_widget.resize(0, 0, renderer.screen_width, renderer.screen_height)
def render(int swap_buffer = 1):
"""render()
Renders the 3D scene. Use set_root_widget() to choose which camera is used."""
if root_widget and (renderer.engine_option & INITED):
root_widget.render()
check_gl_error()
if swap_buffer: SDL_GL_SwapBuffers()
def get_screen_width (): return renderer.screen_width
def get_screen_height(): return renderer.screen_height
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