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41 results

RAS_OpenGLRasterizer.cpp

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    Nathan Letwory authored
    doxygen: add bullet to extern libs, some small changes in page names, and fixes around license blocks
    5e41760a
    History
    RAS_OpenGLRasterizer.cpp 26.52 KiB
    /*
     * $Id$
     * ***** BEGIN GPL 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.
     *
     * 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., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, 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 LICENSE BLOCK *****
     */
     
    #include <math.h>
    #include <stdlib.h>
     
    #include "RAS_OpenGLRasterizer.h"
    
    #include "GL/glew.h"
    
    #include "RAS_Rect.h"
    #include "RAS_TexVert.h"
    #include "RAS_MeshObject.h"
    #include "MT_CmMatrix4x4.h"
    #include "RAS_IRenderTools.h" // rendering text
    
    #include "GPU_draw.h"
    #include "GPU_material.h"
    #include "GPU_extensions.h"
    
    #include "DNA_image_types.h"
    #include "DNA_meshdata_types.h"
    #include "DNA_material_types.h"
    #include "DNA_scene_types.h"
    
    #include "BKE_DerivedMesh.h"
    
    /**
     *  32x32 bit masks for vinterlace stereo mode
     */
    static GLuint left_eye_vinterlace_mask[32];
    static GLuint right_eye_vinterlace_mask[32];
    
    /**
     *  32x32 bit masks for hinterlace stereo mode.
     *  Left eye = &hinterlace_mask[0]
     *  Right eye = &hinterlace_mask[1]
     */
    static GLuint hinterlace_mask[33];
    
    RAS_OpenGLRasterizer::RAS_OpenGLRasterizer(RAS_ICanvas* canvas)
    	:RAS_IRasterizer(canvas),
    	m_2DCanvas(canvas),
    	m_fogenabled(false),
    	m_time(0.0),
    	m_campos(0.0f, 0.0f, 0.0f),
    	m_camortho(false),
    	m_stereomode(RAS_STEREO_NOSTEREO),
    	m_curreye(RAS_STEREO_LEFTEYE),
    	m_eyeseparation(0.0),
    	m_focallength(0.0),
    	m_setfocallength(false),
    	m_noOfScanlines(32),
    	m_motionblur(0),
    	m_motionblurvalue(-1.0),
    	m_texco_num(0),
    	m_attrib_num(0),
    	//m_last_blendmode(GPU_BLEND_SOLID),
    	m_last_frontface(true),
    	m_materialCachingInfo(0)
    {
    	m_viewmatrix.setIdentity();
    	m_viewinvmatrix.setIdentity();
    	
    	for (int i = 0; i < 32; i++)
    	{
    		left_eye_vinterlace_mask[i] = 0x55555555;
    		right_eye_vinterlace_mask[i] = 0xAAAAAAAA;
    		hinterlace_mask[i] = (i&1)*0xFFFFFFFF;
    	}
    	hinterlace_mask[32] = 0;
    }
    
    
    
    RAS_OpenGLRasterizer::~RAS_OpenGLRasterizer()
    {
    }
    
    bool RAS_OpenGLRasterizer::Init()
    {
    	GPU_state_init();
    
    
    	m_ambr = 0.0f;
    	m_ambg = 0.0f;
    	m_ambb = 0.0f;
    
    	glDisable(GL_BLEND);
    	glDisable(GL_ALPHA_TEST);
    	//m_last_blendmode = GPU_BLEND_SOLID;
    	GPU_set_material_blend_mode(GPU_BLEND_SOLID);
    
    	glFrontFace(GL_CCW);
    	m_last_frontface = true;
    
    	glClearColor(m_redback,m_greenback,m_blueback,m_alphaback);
    	glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
    	glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
    
    
    	m_redback = 0.4375;
    	m_greenback = 0.4375;
    	m_blueback = 0.4375;
    	m_alphaback = 0.0;
    
    	glShadeModel(GL_SMOOTH);
    
    	return true;
    }
    
    
    void RAS_OpenGLRasterizer::SetAmbientColor(float red, float green, float blue)
    {
    	m_ambr = red;
    	m_ambg = green;
    	m_ambb = blue;
    }
    
    
    void RAS_OpenGLRasterizer::SetAmbient(float factor)
    {
    	float ambient[] = { m_ambr*factor, m_ambg*factor, m_ambb*factor, 1.0f };
    	glLightModelfv(GL_LIGHT_MODEL_AMBIENT, ambient);
    }
    
    
    void RAS_OpenGLRasterizer::SetBackColor(float red,
    										float green,
    										float blue,
    										float alpha)
    {
    	m_redback = red;
    	m_greenback = green;
    	m_blueback = blue;
    	m_alphaback = alpha;
    }
    
    
    
    void RAS_OpenGLRasterizer::SetFogColor(float r,
    									   float g,
    									   float b)
    {
    	m_fogr = r;
    	m_fogg = g;
    	m_fogb = b;
    	m_fogenabled = true;
    }
    
    
    
    void RAS_OpenGLRasterizer::SetFogStart(float start)
    {
    	m_fogstart = start;
    	m_fogenabled = true;
    }
    
    
    
    void RAS_OpenGLRasterizer::SetFogEnd(float fogend)
    {
    	m_fogdist = fogend;
    	m_fogenabled = true;
    }
    
    
    
    void RAS_OpenGLRasterizer::SetFog(float start,
    								  float dist,
    								  float r,
    								  float g,
    								  float b)
    {
    	m_fogstart = start;
    	m_fogdist = dist;
    	m_fogr = r;
    	m_fogg = g;
    	m_fogb = b;
    	m_fogenabled = true;
    }
    
    
    
    void RAS_OpenGLRasterizer::DisableFog()
    {
    	m_fogenabled = false;
    }
    
    bool RAS_OpenGLRasterizer::IsFogEnabled()
    {
    	return m_fogenabled;
    }
    
    
    void RAS_OpenGLRasterizer::DisplayFog()
    {
    	if ((m_drawingmode >= KX_SOLID) && m_fogenabled)
    	{
    		float params[5];
    		glFogi(GL_FOG_MODE, GL_LINEAR);
    		glFogf(GL_FOG_DENSITY, 0.1f);
    		glFogf(GL_FOG_START, m_fogstart);
    		glFogf(GL_FOG_END, m_fogstart + m_fogdist);
    		params[0]= m_fogr;
    		params[1]= m_fogg;
    		params[2]= m_fogb;
    		params[3]= 0.0;
    		glFogfv(GL_FOG_COLOR, params); 
    		glEnable(GL_FOG);
    	} 
    	else
    	{
    		glDisable(GL_FOG);
    	}
    }
    
    
    
    bool RAS_OpenGLRasterizer::SetMaterial(const RAS_IPolyMaterial& mat)
    {
    	return mat.Activate(this, m_materialCachingInfo);
    }
    
    
    
    void RAS_OpenGLRasterizer::Exit()
    {
    
    	glEnable(GL_CULL_FACE);
    	glEnable(GL_DEPTH_TEST);
    	glClearDepth(1.0); 
    	glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
    	glClearColor(m_redback, m_greenback, m_blueback, m_alphaback);
    	glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
    	glDepthMask (GL_TRUE);
    	glDepthFunc(GL_LEQUAL);
    	glBlendFunc(GL_ONE, GL_ZERO);
    	
    	glDisable(GL_POLYGON_STIPPLE);
    	
    	glDisable(GL_LIGHTING);
    	if (GLEW_EXT_separate_specular_color || GLEW_VERSION_1_2)
    		glLightModeli(GL_LIGHT_MODEL_COLOR_CONTROL, GL_SINGLE_COLOR);
    	
    	EndFrame();
    }
    
    bool RAS_OpenGLRasterizer::BeginFrame(int drawingmode, double time)
    {
    	m_time = time;
    	m_drawingmode = drawingmode;
    
    	// Blender camera routine destroys the settings
    	if (m_drawingmode < KX_SOLID)
    	{
    		glDisable (GL_CULL_FACE);
    		glDisable (GL_DEPTH_TEST);
    	}
    	else
    	{
    		glEnable(GL_DEPTH_TEST);
    		glEnable (GL_CULL_FACE);
    	}
    
    	glDisable(GL_BLEND);
    	glDisable(GL_ALPHA_TEST);
    	//m_last_blendmode = GPU_BLEND_SOLID;
    	GPU_set_material_blend_mode(GPU_BLEND_SOLID);
    
    	glFrontFace(GL_CCW);
    	m_last_frontface = true;
    
    	glShadeModel(GL_SMOOTH);
    
    	m_2DCanvas->BeginFrame();
    	
    	return true;
    }
    
    
    
    void RAS_OpenGLRasterizer::SetDrawingMode(int drawingmode)
    {
    	m_drawingmode = drawingmode;
    
    	if(m_drawingmode == KX_WIREFRAME)
    		glDisable(GL_CULL_FACE);
    }
    
    int RAS_OpenGLRasterizer::GetDrawingMode()
    {
    	return m_drawingmode;
    }
    
    
    void RAS_OpenGLRasterizer::SetDepthMask(DepthMask depthmask)
    {
    	glDepthMask(depthmask == KX_DEPTHMASK_DISABLED ? GL_FALSE : GL_TRUE);
    }
    
    
    void RAS_OpenGLRasterizer::ClearColorBuffer()
    {
    	m_2DCanvas->ClearColor(m_redback,m_greenback,m_blueback,m_alphaback);
    	m_2DCanvas->ClearBuffer(RAS_ICanvas::COLOR_BUFFER);
    }
    
    
    void RAS_OpenGLRasterizer::ClearDepthBuffer()
    {
    	m_2DCanvas->ClearBuffer(RAS_ICanvas::DEPTH_BUFFER);
    }
    
    
    void RAS_OpenGLRasterizer::ClearCachingInfo(void)
    {
    	m_materialCachingInfo = 0;
    }
    
    void RAS_OpenGLRasterizer::FlushDebugLines()
    {
    	if(!m_debugLines.size())
    		return;
    
    	// DrawDebugLines
    	GLboolean light, tex;
    
    	light= glIsEnabled(GL_LIGHTING);
    	tex= glIsEnabled(GL_TEXTURE_2D);
    
    	if(light) glDisable(GL_LIGHTING);
    	if(tex) glDisable(GL_TEXTURE_2D);
    
    	glBegin(GL_LINES);
    	for (unsigned int i=0;i<m_debugLines.size();i++)
    	{
    		glColor4f(m_debugLines[i].m_color[0],m_debugLines[i].m_color[1],m_debugLines[i].m_color[2],1.f);
    		const MT_Scalar* fromPtr = &m_debugLines[i].m_from.x();
    		const MT_Scalar* toPtr= &m_debugLines[i].m_to.x();
    
    		glVertex3dv(fromPtr);
    		glVertex3dv(toPtr);
    	}
    	glEnd();
    
    	if(light) glEnable(GL_LIGHTING);
    	if(tex) glEnable(GL_TEXTURE_2D);
    
    	m_debugLines.clear();
    }
    
    void RAS_OpenGLRasterizer::EndFrame()
    {
    	
    
    	FlushDebugLines();
    
    	glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
    	m_2DCanvas->EndFrame();
    }	
    
    void RAS_OpenGLRasterizer::SetRenderArea()
    {
    	RAS_Rect area;
    	// only above/below stereo method needs viewport adjustment
    	switch (m_stereomode)
    	{
    		case RAS_STEREO_ABOVEBELOW:
    			switch(m_curreye)
    			{
    				case RAS_STEREO_LEFTEYE:
    					// upper half of window
    					area.SetLeft(0);
    					area.SetBottom(m_2DCanvas->GetHeight() -
    						int(m_2DCanvas->GetHeight() - m_noOfScanlines) / 2);
    	
    					area.SetRight(int(m_2DCanvas->GetWidth()));
    					area.SetTop(int(m_2DCanvas->GetHeight()));
    					m_2DCanvas->SetDisplayArea(&area);
    					break;
    				case RAS_STEREO_RIGHTEYE:
    					// lower half of window
    					area.SetLeft(0);
    					area.SetBottom(0);
    					area.SetRight(int(m_2DCanvas->GetWidth()));
    					area.SetTop(int(m_2DCanvas->GetHeight() - m_noOfScanlines) / 2);
    					m_2DCanvas->SetDisplayArea(&area);
    					break;
    			}
    			break;
    		case RAS_STEREO_SIDEBYSIDE:
    			switch (m_curreye)
    			{
    				case RAS_STEREO_LEFTEYE:
    					// Left half of window
    					area.SetLeft(0);
    					area.SetBottom(0);
    					area.SetRight(m_2DCanvas->GetWidth()/2);
    					area.SetTop(m_2DCanvas->GetHeight());
    					m_2DCanvas->SetDisplayArea(&area);
    					break;
    				case RAS_STEREO_RIGHTEYE:
    					// Right half of window
    					area.SetLeft(m_2DCanvas->GetWidth()/2);
    					area.SetBottom(0);
    					area.SetRight(m_2DCanvas->GetWidth());
    					area.SetTop(m_2DCanvas->GetHeight());
    					m_2DCanvas->SetDisplayArea(&area);
    					break;
    			}
    			break;
    		default:
    			// every available pixel
    			area.SetLeft(0);
    			area.SetBottom(0);
    			area.SetRight(int(m_2DCanvas->GetWidth()));
    			area.SetTop(int(m_2DCanvas->GetHeight()));
    			m_2DCanvas->SetDisplayArea(&area);
    			break;
    	}
    }
    	
    void RAS_OpenGLRasterizer::SetStereoMode(const StereoMode stereomode)
    {
    	m_stereomode = stereomode;
    }
    
    RAS_IRasterizer::StereoMode RAS_OpenGLRasterizer::GetStereoMode()
    {
    	return m_stereomode;
    }
    
    bool RAS_OpenGLRasterizer::Stereo()
    {
    	if(m_stereomode > RAS_STEREO_NOSTEREO) // > 0
    		return true;
    	else
    		return false;
    }
    
    bool RAS_OpenGLRasterizer::InterlacedStereo()
    {
    	return m_stereomode == RAS_STEREO_VINTERLACE || m_stereomode == RAS_STEREO_INTERLACED;
    }
    
    void RAS_OpenGLRasterizer::SetEye(const StereoEye eye)
    {
    	m_curreye = eye;
    	switch (m_stereomode)
    	{
    		case RAS_STEREO_QUADBUFFERED:
    			glDrawBuffer(m_curreye == RAS_STEREO_LEFTEYE ? GL_BACK_LEFT : GL_BACK_RIGHT);
    			break;
    		case RAS_STEREO_ANAGLYPH:
    			if (m_curreye == RAS_STEREO_LEFTEYE)
    			{
    				glColorMask(GL_FALSE, GL_TRUE, GL_TRUE, GL_FALSE);
    			} else {
    				//glAccum(GL_LOAD, 1.0);
    				glColorMask(GL_TRUE, GL_FALSE, GL_FALSE, GL_FALSE);
    				ClearDepthBuffer();
    			}
    			break;
    		case RAS_STEREO_VINTERLACE:
    		{
    			glEnable(GL_POLYGON_STIPPLE);
    			glPolygonStipple((const GLubyte*) ((m_curreye == RAS_STEREO_LEFTEYE) ? left_eye_vinterlace_mask : right_eye_vinterlace_mask));
    			if (m_curreye == RAS_STEREO_RIGHTEYE)
    				ClearDepthBuffer();
    			break;
    		}
    		case RAS_STEREO_INTERLACED:
    		{
    			glEnable(GL_POLYGON_STIPPLE);
    			glPolygonStipple((const GLubyte*) &hinterlace_mask[m_curreye == RAS_STEREO_LEFTEYE?0:1]);
    			if (m_curreye == RAS_STEREO_RIGHTEYE)
    				ClearDepthBuffer();
    			break;
    		}
    		default:
    			break;
    	}
    }
    
    RAS_IRasterizer::StereoEye RAS_OpenGLRasterizer::GetEye()
    {
    	return m_curreye;
    }
    
    
    void RAS_OpenGLRasterizer::SetEyeSeparation(const float eyeseparation)
    {
    	m_eyeseparation = eyeseparation;
    }
    
    float RAS_OpenGLRasterizer::GetEyeSeparation()
    {
    	return m_eyeseparation;
    }
    
    void RAS_OpenGLRasterizer::SetFocalLength(const float focallength)
    {
    	m_focallength = focallength;
    	m_setfocallength = true;
    }
    
    float RAS_OpenGLRasterizer::GetFocalLength()
    {
    	return m_focallength;
    }
    
    
    void RAS_OpenGLRasterizer::SwapBuffers()
    {
    	m_2DCanvas->SwapBuffers();
    }
    
    
    
    const MT_Matrix4x4& RAS_OpenGLRasterizer::GetViewMatrix() const
    {
    	return m_viewmatrix;
    }
    
    const MT_Matrix4x4& RAS_OpenGLRasterizer::GetViewInvMatrix() const
    {
    	return m_viewinvmatrix;
    }
    
    void RAS_OpenGLRasterizer::IndexPrimitives_3DText(RAS_MeshSlot& ms,
    									class RAS_IPolyMaterial* polymat,
    									class RAS_IRenderTools* rendertools)
    { 
    	bool obcolor = ms.m_bObjectColor;
    	MT_Vector4& rgba = ms.m_RGBAcolor;
    	RAS_MeshSlot::iterator it;
    
    	// 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_UV1)
    							glattrib = unit;
    				
    				rendertools->RenderText(polymat->GetDrawingMode(), polymat,
    					v[0], v[1], v[2], (numvert == 4)? v[3]: NULL, glattrib);
    
    				ClearCachingInfo();
    			}
    		}
    	}
    
    	glDisableClientState(GL_COLOR_ARRAY);
    }
    
    void RAS_OpenGLRasterizer::SetTexCoordNum(int num)
    {
    	m_texco_num = num;
    	if(m_texco_num > RAS_MAX_TEXCO)
    		m_texco_num = RAS_MAX_TEXCO;
    }
    
    void RAS_OpenGLRasterizer::SetAttribNum(int num)
    {
    	m_attrib_num = num;
    	if(m_attrib_num > RAS_MAX_ATTRIB)
    		m_attrib_num = RAS_MAX_ATTRIB;
    }
    
    void RAS_OpenGLRasterizer::SetTexCoord(TexCoGen coords, int unit)
    {
    	// this changes from material to material
    	if(unit < RAS_MAX_TEXCO)
    		m_texco[unit] = coords;
    }
    
    void RAS_OpenGLRasterizer::SetAttrib(TexCoGen coords, int unit)
    {
    	// this changes from material to material
    	if(unit < RAS_MAX_ATTRIB)
    		m_attrib[unit] = coords;
    }
    
    void RAS_OpenGLRasterizer::TexCoord(const RAS_TexVert &tv)
    {
    	int unit;
    
    	if(GLEW_ARB_multitexture) {
    		for(unit=0; unit<m_texco_num; unit++) {
    			if(tv.getFlag() & RAS_TexVert::SECOND_UV && (int)tv.getUnit() == unit) {
    				glMultiTexCoord2fvARB(GL_TEXTURE0_ARB+unit, tv.getUV2());
    				continue;
    			}
    			switch(m_texco[unit]) {
    			case RAS_TEXCO_ORCO:
    			case RAS_TEXCO_GLOB:
    				glMultiTexCoord3fvARB(GL_TEXTURE0_ARB+unit, tv.getXYZ());
    				break;
    			case RAS_TEXCO_UV1:
    				glMultiTexCoord2fvARB(GL_TEXTURE0_ARB+unit, tv.getUV1());
    				break;
    			case RAS_TEXCO_NORM:
    				glMultiTexCoord3fvARB(GL_TEXTURE0_ARB+unit, tv.getNormal());
    				break;
    			case RAS_TEXTANGENT:
    				glMultiTexCoord4fvARB(GL_TEXTURE0_ARB+unit, tv.getTangent());
    				break;
    			case RAS_TEXCO_UV2:
    				glMultiTexCoord2fvARB(GL_TEXTURE0_ARB+unit, tv.getUV2());
    				break;
    			default:
    				break;
    			}
    		}
    	}
    
    	if(GLEW_ARB_vertex_program) {
    		for(unit=0; unit<m_attrib_num; unit++) {
    			switch(m_attrib[unit]) {
    			case RAS_TEXCO_ORCO:
    			case RAS_TEXCO_GLOB:
    				glVertexAttrib3fvARB(unit, tv.getXYZ());
    				break;
    			case RAS_TEXCO_UV1:
    				glVertexAttrib2fvARB(unit, tv.getUV1());
    				break;
    			case RAS_TEXCO_NORM:
    				glVertexAttrib3fvARB(unit, tv.getNormal());
    				break;
    			case RAS_TEXTANGENT:
    				glVertexAttrib4fvARB(unit, tv.getTangent());
    				break;
    			case RAS_TEXCO_UV2:
    				glVertexAttrib2fvARB(unit, tv.getUV2());
    				break;
    			case RAS_TEXCO_VCOL:
    				glVertexAttrib4ubvARB(unit, tv.getRGBA());
    				break;
    			default:
    				break;
    			}
    		}
    	}
    
    }
    
    void RAS_OpenGLRasterizer::IndexPrimitives(RAS_MeshSlot& ms)
    {
    	IndexPrimitivesInternal(ms, false);
    }
    
    void RAS_OpenGLRasterizer::IndexPrimitivesMulti(RAS_MeshSlot& ms)
    {
    	IndexPrimitivesInternal(ms, true);
    }
    
    static bool current_wireframe;
    static RAS_MaterialBucket *current_bucket;
    static RAS_IPolyMaterial *current_polymat;
    static RAS_MeshSlot *current_ms;
    static RAS_MeshObject *current_mesh;
    static int current_blmat_nr;
    static GPUVertexAttribs current_gpu_attribs;
    static Image *current_image;
    static int CheckMaterialDM(int matnr, void *attribs)
    {
    	// only draw the current material
    	if (matnr != current_blmat_nr)
    		return 0;
    	GPUVertexAttribs *gattribs = (GPUVertexAttribs *)attribs;
    	if (gattribs)
    		memcpy(gattribs, &current_gpu_attribs, sizeof(GPUVertexAttribs));
    	return 1;
    }
    
    /*
    static int CheckTexfaceDM(void *mcol, int index)
    {
    
    	// index is the original face index, retrieve the polygon
    	RAS_Polygon* polygon = (index >= 0 && index < current_mesh->NumPolygons()) ?
    		current_mesh->GetPolygon(index) : NULL;
    	if (polygon && polygon->GetMaterial() == current_bucket) {
    		// must handle color.
    		if (current_wireframe)
    			return 2;
    		if (current_ms->m_bObjectColor) {
    			MT_Vector4& rgba = current_ms->m_RGBAcolor;
    			glColor4d(rgba[0], rgba[1], rgba[2], rgba[3]);
    			// don't use mcol
    			return 2;
    		}
    		if (!mcol) {
    			// we have to set the color from the material
    			unsigned char rgba[4];
    			current_polymat->GetMaterialRGBAColor(rgba);
    			glColor4ubv((const GLubyte *)rgba);
    			return 2;
    		}
    		return 1;
    	}
    	return 0;
    }
    */
    
    static int CheckTexDM(MTFace *tface, MCol *mcol, int matnr)
    {
    
    	// index is the original face index, retrieve the polygon
    	if (matnr == current_blmat_nr &&
    		(tface == NULL || tface->tpage == current_image)) {
    		// must handle color.
    		if (current_wireframe)
    			return 2;
    		if (current_ms->m_bObjectColor) {
    			MT_Vector4& rgba = current_ms->m_RGBAcolor;
    			glColor4d(rgba[0], rgba[1], rgba[2], rgba[3]);
    			// don't use mcol
    			return 2;
    		}
    		if (!mcol) {
    			// we have to set the color from the material
    			unsigned char rgba[4];
    			current_polymat->GetMaterialRGBAColor(rgba);
    			glColor4ubv((const GLubyte *)rgba);
    			return 2;
    		}
    		return 1;
    	}
    	return 0;
    }
    
    void RAS_OpenGLRasterizer::IndexPrimitivesInternal(RAS_MeshSlot& ms, bool multi)
    { 
    	bool obcolor = ms.m_bObjectColor;
    	bool wireframe = m_drawingmode <= 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_TWOSIDE)
    			this->SetCullFace(false);
    		else
    			this->SetCullFace(true);
    
    		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_blend_mode();
    			ms.m_pDerivedMesh->drawFacesGLSL(ms.m_pDerivedMesh, CheckMaterialDM);
    			GPU_set_material_blend_mode(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);
    		}
    		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->getUV1());
    					}
    
    					glVertex3fv(vertex->getXYZ());
    				}
    			}
    
    			glEnd();
    		}
    	}
    }
    
    void RAS_OpenGLRasterizer::SetProjectionMatrix(MT_CmMatrix4x4 &mat)
    {
    	glMatrixMode(GL_PROJECTION);
    	double* matrix = &mat(0,0);
    	glLoadMatrixd(matrix);
    
    	m_camortho= (mat(3, 3) != 0.0f);
    }
    
    void RAS_OpenGLRasterizer::SetProjectionMatrix(const MT_Matrix4x4 & mat)
    {
    	glMatrixMode(GL_PROJECTION);
    	double matrix[16];
    	/* Get into argument. Looks a bit dodgy, but it's ok. */
    	mat.getValue(matrix);
    	/* Internally, MT_Matrix4x4 uses doubles (MT_Scalar). */
    	glLoadMatrixd(matrix);	
    
    	m_camortho= (mat[3][3] != 0.0f);
    }
    
    MT_Matrix4x4 RAS_OpenGLRasterizer::GetFrustumMatrix(
    	float left,
    	float right,
    	float bottom,
    	float top,
    	float frustnear,
    	float frustfar,
    	float focallength,
    	bool 
    ){
    	MT_Matrix4x4 result;
    	double mat[16];
    
    	// correction for stereo
    	if(Stereo())
    	{
    			float near_div_focallength;
    			float offset;
    
    			// if Rasterizer.setFocalLength is not called we use the camera focallength
    			if (!m_setfocallength)
    				// if focallength is null we use a value known to be reasonable
    				m_focallength = (focallength == 0.f) ? m_eyeseparation * 30.0
    					: focallength;
    
    			near_div_focallength = frustnear / m_focallength;
    			offset = 0.5 * m_eyeseparation * near_div_focallength;
    			switch(m_curreye)
    			{
    				case RAS_STEREO_LEFTEYE:
    						left += offset;
    						right += offset;
    						break;
    				case RAS_STEREO_RIGHTEYE:
    						left -= offset;
    						right -= offset;
    						break;
    			}
    			// leave bottom and top untouched
    	}
    	
    	glMatrixMode(GL_PROJECTION);
    	glLoadIdentity();
    	glFrustum(left, right, bottom, top, frustnear, frustfar);
    		
    	glGetDoublev(GL_PROJECTION_MATRIX, mat);
    	result.setValue(mat);
    
    	return result;
    }
    
    MT_Matrix4x4 RAS_OpenGLRasterizer::GetOrthoMatrix(
    	float left,
    	float right,
    	float bottom,
    	float top,
    	float frustnear,
    	float frustfar
    ){
    	MT_Matrix4x4 result;
    	double mat[16];
    
    	// stereo is meaning less for orthographic, disable it
    	glMatrixMode(GL_PROJECTION);
    	glLoadIdentity();
    	glOrtho(left, right, bottom, top, frustnear, frustfar);
    		
    	glGetDoublev(GL_PROJECTION_MATRIX, mat);
    	result.setValue(mat);
    
    	return result;
    }
    
    
    // next arguments probably contain redundant info, for later...
    void RAS_OpenGLRasterizer::SetViewMatrix(const MT_Matrix4x4 &mat, 
    										 const MT_Matrix3x3 & camOrientMat3x3,
    										 const MT_Point3 & pos,
    										 bool perspective)
    {
    	m_viewmatrix = mat;
    
    	// correction for stereo
    	if(Stereo() && perspective)
    	{
    		MT_Vector3 unitViewDir(0.0, -1.0, 0.0);  // minus y direction, Blender convention
    		MT_Vector3 unitViewupVec(0.0, 0.0, 1.0);
    		MT_Vector3 viewDir, viewupVec;
    		MT_Vector3 eyeline;
    
    		// actual viewDir
    		viewDir = camOrientMat3x3 * unitViewDir;  // this is the moto convention, vector on right hand side
    		// actual viewup vec
    		viewupVec = camOrientMat3x3 * unitViewupVec;
    
    		// vector between eyes
    		eyeline = viewDir.cross(viewupVec);
    
    		switch(m_curreye)
    		{
    			case RAS_STEREO_LEFTEYE:
    				{
    				// translate to left by half the eye distance
    				MT_Transform transform;
    				transform.setIdentity();
    				transform.translate(-(eyeline * m_eyeseparation / 2.0));
    				m_viewmatrix *= transform;
    				}
    				break;
    			case RAS_STEREO_RIGHTEYE:
    				{
    				// translate to right by half the eye distance
    				MT_Transform transform;
    				transform.setIdentity();
    				transform.translate(eyeline * m_eyeseparation / 2.0);
    				m_viewmatrix *= transform;
    				}
    				break;
    		}
    	}
    
    	m_viewinvmatrix = m_viewmatrix;
    	m_viewinvmatrix.invert();
    
    	// note: getValue gives back column major as needed by OpenGL
    	MT_Scalar glviewmat[16];
    	m_viewmatrix.getValue(glviewmat);
    
    	glMatrixMode(GL_MODELVIEW);
    	glLoadMatrixd(glviewmat);
    	m_campos = pos;
    }
    
    
    const MT_Point3& RAS_OpenGLRasterizer::GetCameraPosition()
    {
    	return m_campos;
    }
    
    bool RAS_OpenGLRasterizer::GetCameraOrtho()
    {
    	return m_camortho;
    }
    
    void RAS_OpenGLRasterizer::SetCullFace(bool enable)
    {
    	if (enable)
    		glEnable(GL_CULL_FACE);
    	else
    		glDisable(GL_CULL_FACE);
    }
    
    void RAS_OpenGLRasterizer::SetLines(bool enable)
    {
    	if (enable)
    		glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
    	else
    		glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
    }
    
    void RAS_OpenGLRasterizer::SetSpecularity(float specX,
    										  float specY,
    										  float specZ,
    										  float specval)
    {
    	GLfloat mat_specular[] = {specX, specY, specZ, specval};
    	glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, mat_specular);
    }
    
    
    
    void RAS_OpenGLRasterizer::SetShinyness(float shiny)
    {
    	GLfloat mat_shininess[] = {	shiny };
    	glMaterialfv(GL_FRONT_AND_BACK, GL_SHININESS, mat_shininess);
    }
    
    
    
    void RAS_OpenGLRasterizer::SetDiffuse(float difX,float difY,float difZ,float diffuse)
    {
    	GLfloat mat_diffuse [] = {difX, difY,difZ, diffuse};
    	glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, mat_diffuse);
    }
    
    void RAS_OpenGLRasterizer::SetEmissive(float eX, float eY, float eZ, float e)
    {
    	GLfloat mat_emit [] = {eX,eY,eZ,e};
    	glMaterialfv(GL_FRONT_AND_BACK, GL_EMISSION, mat_emit);
    }
    
    
    double RAS_OpenGLRasterizer::GetTime()
    {
    	return m_time;
    }
    
    void RAS_OpenGLRasterizer::SetPolygonOffset(float mult, float add)
    {
    	glPolygonOffset(mult, add);
    	GLint mode = GL_POLYGON_OFFSET_FILL;
    	if (m_drawingmode < KX_SHADED)
    		mode = GL_POLYGON_OFFSET_LINE;
    	if (mult != 0.0f || add != 0.0f)
    		glEnable(mode);
    	else
    		glDisable(mode);
    }
    
    void RAS_OpenGLRasterizer::EnableMotionBlur(float motionblurvalue)
    {
    	/* don't just set m_motionblur to 1, but check if it is 0 so
    	 * we don't reset a motion blur that is already enabled */
    	if(m_motionblur == 0)
    		m_motionblur = 1;
    	m_motionblurvalue = motionblurvalue;
    }
    
    void RAS_OpenGLRasterizer::DisableMotionBlur()
    {
    	m_motionblur = 0;
    	m_motionblurvalue = -1.0;
    }
    
    void RAS_OpenGLRasterizer::SetBlendingMode(int blendmode)
    {
    	GPU_set_material_blend_mode(blendmode);
    /*
    	if(blendmode == m_last_blendmode)
    		return;
    
    	if(blendmode == GPU_BLEND_SOLID) {
    		glDisable(GL_BLEND);
    		glDisable(GL_ALPHA_TEST);
    		glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
    	}
    	else if(blendmode == GPU_BLEND_ADD) {
    		glBlendFunc(GL_ONE, GL_ONE);
    		glEnable(GL_BLEND);
    		glDisable(GL_ALPHA_TEST);
    	}
    	else if(blendmode == GPU_BLEND_ALPHA) {
    		glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
    		glEnable(GL_BLEND);
    		glEnable(GL_ALPHA_TEST);
    		glAlphaFunc(GL_GREATER, 0.0f);
    	}
    	else if(blendmode == GPU_BLEND_CLIP) {
    		glDisable(GL_BLEND); 
    		glEnable(GL_ALPHA_TEST);
    		glAlphaFunc(GL_GREATER, 0.5f);
    	}
    
    	m_last_blendmode = blendmode;
    */
    }
    
    void RAS_OpenGLRasterizer::SetFrontFace(bool ccw)
    {
    	if(m_last_frontface == ccw)
    		return;
    
    	if(ccw)
    		glFrontFace(GL_CCW);
    	else
    		glFrontFace(GL_CW);
    	
    	m_last_frontface = ccw;
    }