272a91f754
GLEW ==== Added the GLEW opengl extension library into extern/, always compiled into Blender now. This is much nicer than doing this kind of extension management manually, and will be used in the game engine, for GLSL, and other opengl extensions. * According to the GLEW website it works on Windows, Linux, Mac OS X, FreeBSD, Irix, and Solaris. There might still be platform specific issues due to this commit, so let me know and I'll look into it. * This means also that all extensions will now always be compiled in, regardless of the glext.h on the platform where compilation happens. Game Engine =========== Refactoring of the use of opengl extensions and other drawing code in the game engine, and cleaning up some hacks related to GLSL integration. These changes will be merged into trunk too after this. The game engine graphics demos & apricot level survived my tests, but this could use some good testing of course. For users: please test with the options "Generate Display Lists" and "Vertex Arrays" enabled, these should be the fastest and are supposed to be "unreliable", but if that's the case that's probably due to bugs that can be fixed. * The game engine now also uses GLEW for extensions, replacing the custom opengl extensions code that was there. Removes a lot of #ifdef's, but the runtime checks stay of course. * Removed the WITHOUT_GLEXT environment variable. This was added to work around a specific bug and only disabled multitexturing anyway. It might also have caused a slowdown since it was retrieving the environment variable for every vertex in immediate mode (bug #13680). * Refactored the code to allow drawing skinned meshes with vertex arrays too, removing some specific immediate mode drawing functions for this that only did extra normal calculation. Now it always splits vertices of flat faces instead. * Refactored normal recalculation with some minor optimizations, required for the above change. * Removed some outdated code behind the __NLA_OLDDEFORM #ifdef. * Fixed various bugs in setting of multitexture coordinates and vertex attributes for vertex arrays. These were not being enabled/disabled correct according to the opengl spec, leading to crashes. Also tangent attributes used an immediate mode call for vertex arrays, which can't work. * Fixed use of uninitialized variable in RAS_TexVert. * Exporting skinned meshes was doing O(n^2) lookups for vertices and deform weights, now uses same trick as regular meshes.
158 lines
5.2 KiB
C++
158 lines
5.2 KiB
C++
/**
|
|
* $Id$
|
|
*
|
|
* ***** 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., 59 Temple Place - Suite 330, Boston, MA 02111-1307, 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 *****
|
|
*/
|
|
#ifndef __KX_BLENDERSCENECONVERTER_H
|
|
#define __KX_BLENDERSCENECONVERTER_H
|
|
|
|
#include "KX_HashedPtr.h"
|
|
#include "GEN_Map.h"
|
|
|
|
#include "KX_ISceneConverter.h"
|
|
#include "KX_IpoConvert.h"
|
|
|
|
class KX_WorldInfo;
|
|
class SCA_IActuator;
|
|
class SCA_IController;
|
|
class RAS_MeshObject;
|
|
class RAS_IPolyMaterial;
|
|
class BL_InterpolatorList;
|
|
class BL_Material;
|
|
struct IpoCurve;
|
|
struct Main;
|
|
struct SpaceIpo;
|
|
|
|
class KX_BlenderSceneConverter : public KX_ISceneConverter
|
|
{
|
|
// Use vector of pairs to allow removal of entities between scene switch
|
|
vector<pair<KX_Scene*,KX_WorldInfo*> > m_worldinfos;
|
|
vector<pair<KX_Scene*,RAS_IPolyMaterial*> > m_polymaterials;
|
|
vector<pair<KX_Scene*,RAS_MeshObject*> > m_meshobjects;
|
|
vector<pair<KX_Scene*,BL_Material *> > m_materials;
|
|
// Should also have a list of collision shapes.
|
|
// For the time being this is held in KX_Scene::m_shapes
|
|
|
|
GEN_Map<CHashedPtr,struct Object*> m_map_gameobject_to_blender;
|
|
GEN_Map<CHashedPtr,KX_GameObject*> m_map_blender_to_gameobject;
|
|
|
|
GEN_Map<CHashedPtr,RAS_MeshObject*> m_map_mesh_to_gamemesh;
|
|
// GEN_Map<CHashedPtr,DT_ShapeHandle> m_map_gamemesh_to_sumoshape;
|
|
|
|
GEN_Map<CHashedPtr,SCA_IActuator*> m_map_blender_to_gameactuator;
|
|
GEN_Map<CHashedPtr,SCA_IController*> m_map_blender_to_gamecontroller;
|
|
|
|
GEN_Map<CHashedPtr,BL_InterpolatorList*> m_map_blender_to_gameipolist;
|
|
|
|
Main* m_maggie;
|
|
SpaceIpo* m_sipo;
|
|
|
|
STR_String m_newfilename;
|
|
class KX_KetsjiEngine* m_ketsjiEngine;
|
|
class KX_Scene* m_currentScene; // Scene being converted
|
|
bool m_alwaysUseExpandFraming;
|
|
bool m_usemat;
|
|
bool m_useglslmat;
|
|
|
|
void localDel_ipoCurve ( IpoCurve * icu ,struct SpaceIpo* sipo);
|
|
// struct Ipo* findIpoForName(char* objName);
|
|
|
|
public:
|
|
KX_BlenderSceneConverter(
|
|
Main* maggie,
|
|
SpaceIpo *sipo,
|
|
class KX_KetsjiEngine* engine
|
|
);
|
|
|
|
virtual ~KX_BlenderSceneConverter();
|
|
|
|
/* Scenename: name of the scene to be converted.
|
|
* destinationscene: pass an empty scene, everything goes into this
|
|
* dictobj: python dictionary (for pythoncontrollers)
|
|
*/
|
|
virtual void ConvertScene(
|
|
const STR_String& scenename,
|
|
class KX_Scene* destinationscene,
|
|
PyObject* dictobj,
|
|
class SCA_IInputDevice* keyinputdev,
|
|
class RAS_IRenderTools* rendertools,
|
|
class RAS_ICanvas* canvas
|
|
);
|
|
virtual void RemoveScene(class KX_Scene *scene);
|
|
|
|
void SetNewFileName(const STR_String& filename);
|
|
bool TryAndLoadNewFile();
|
|
|
|
void SetAlwaysUseExpandFraming(bool to_what);
|
|
|
|
void RegisterGameObject(KX_GameObject *gameobject, struct Object *for_blenderobject);
|
|
void UnregisterGameObject(KX_GameObject *gameobject);
|
|
KX_GameObject *FindGameObject(struct Object *for_blenderobject);
|
|
struct Object *FindBlenderObject(KX_GameObject *for_gameobject);
|
|
|
|
void RegisterGameMesh(RAS_MeshObject *gamemesh, struct Mesh *for_blendermesh);
|
|
RAS_MeshObject *FindGameMesh(struct Mesh *for_blendermesh, unsigned int onlayer);
|
|
|
|
// void RegisterSumoShape(DT_ShapeHandle shape, RAS_MeshObject *for_gamemesh);
|
|
// DT_ShapeHandle FindSumoShape(RAS_MeshObject *for_gamemesh);
|
|
|
|
void RegisterPolyMaterial(RAS_IPolyMaterial *polymat);
|
|
|
|
void RegisterBlenderMaterial(BL_Material *mat);
|
|
|
|
void RegisterInterpolatorList(BL_InterpolatorList *ipoList, struct Ipo *for_ipo);
|
|
BL_InterpolatorList *FindInterpolatorList(struct Ipo *for_ipo);
|
|
|
|
void RegisterGameActuator(SCA_IActuator *act, struct bActuator *for_actuator);
|
|
SCA_IActuator *FindGameActuator(struct bActuator *for_actuator);
|
|
|
|
void RegisterGameController(SCA_IController *cont, struct bController *for_controller);
|
|
SCA_IController *FindGameController(struct bController *for_controller);
|
|
|
|
void RegisterWorldInfo(KX_WorldInfo *worldinfo);
|
|
|
|
virtual void ResetPhysicsObjectsAnimationIpo(bool clearIpo);
|
|
|
|
///this is for reseting the position,rotation and scale of the gameobjet that is not dynamic
|
|
virtual void resetNoneDynamicObjectToIpo();
|
|
|
|
///this generates ipo curves for position, rotation, allowing to use game physics in animation
|
|
virtual void WritePhysicsObjectToAnimationIpo(int frameNumber);
|
|
virtual void TestHandlesPhysicsObjectToAnimationIpo();
|
|
|
|
// use blender materials
|
|
virtual void SetMaterials(bool val);
|
|
virtual bool GetMaterials();
|
|
|
|
// use blender glsl materials
|
|
virtual void SetGLSLMaterials(bool val);
|
|
virtual bool GetGLSLMaterials();
|
|
|
|
};
|
|
|
|
#endif //__KX_BLENDERSCENECONVERTER_H
|
|
|