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KX_BlenderGL.h

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00001 #ifndef __BLENDERGL
00002 #define __BLENDERGL
00003 
00004 #ifdef __cplusplus
00005 extern "C" {
00006 #endif //__cplusplus
00007 
00008 typedef float BL_Mat4x4[4][4];
00009 
00010 // some blender specific state save/restore
00011 void    BL_RestoreState();
00012 int             BL_SaveState();
00013 
00014 // blender routines that updates realtime textures
00015 void    BL_FixedUpdate();
00016 
00017 // special swapbuffers, that takes care of which area (viewport) needs to be swapped
00018 void    BL_SwapBuffers();
00019 
00020 void BL_warp_pointer(int x,int y);
00021 
00022 // current sector visibility init, found in sector.c
00023 void    BL_InitSectorVisibility();
00024 void    BL_ExitSectorVisibility(int restore);
00025 
00026 void    BL_RenderDebugInfo();
00027 
00028 // Blender viewport issues
00029 void    BL_BeginFrame();
00030 void    BL_EndFrame();
00031 void    BL_RenderScene();
00032 
00033 void    BL_setviewmatrixview3d();
00034 float*  BL_GetViewMatrix(struct Global* glob);
00035 float BL_GetViewDistance(struct Global* glob);
00036 
00037 struct Object*  BL_GetCameraObject(struct Global* glob);
00038 const BL_Mat4x4*        BL_GetProjectionMatrix(struct ScrArea* area) ;
00039 
00040 
00041 // display wireframe of the camera, when not in perspective view
00042 void    BL_DisplayCamera();
00043 void    BL_DoDebugColors(struct Object* ob);
00044 void    BL_DisplaySymbolicShapes(struct Object* ob,int dt);
00045 void    BL_DisplayBoundingBox(struct Object* ob);
00046 void    BL_DrawShadow(struct Object* blenderobject,int drawingmode,bool wireframe);
00047 void    BL_DisplaySolid(struct Object* blenderobject,int drawingmode);
00048 int             BL_set_gl_light(int layer,float* viewmat,int dummy);
00049 
00050 int     BL_GetDrawType(struct Global* glob);
00051 
00052 bool BL_ExternalCameraPerspective();
00053 
00057 struct BL_BlenderWorldInfo
00058 {
00059         bool    hasworld;
00060         float   backcolor_red;
00061         float   backcolor_green;
00062         float   backcolor_blue;
00063         
00064         bool    hasmist;
00065         
00066         float   backcolor_miststart;
00067         float   backcolor_mistdistance;
00068         float   backcolor_mistcolor_red;
00069         float   backcolor_mistcolor_green;
00070         float   backcolor_mistcolor_blue;
00071 
00072         float   gravity;
00073 };
00074 
00075 int     BL_GetWindowHeight();
00076 int BL_GetWindowWidth();
00077 int     BL_GetWindowMinX();
00078 int BL_GetWindowMinY();
00079 
00080 BL_BlenderWorldInfo BL_GetBlenderWorldInfo(struct Global* glob);
00081 
00082 void BL_RenderText(int mode,const char* textstr,int textlen,struct TFace* tface,
00083                                    float v1[3],float v2[3],float v3[3],float v4[3]);
00084 
00085 void BL_print_gamedebug_line(char* text,int xco,int yco);
00086 
00087 
00088 
00089 void BL_BuildSectorList();
00090 
00091 int BL_getlayer(struct Object* ob);
00092 
00093 
00094 #ifdef __cplusplus
00095 }
00096 #endif //__cplusplus
00097 
00098 
00099 #endif //__BLENDERGL
00100 

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