2011-02-22 10:33:14 +00:00
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/*
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2002-10-12 11:37:38 +00:00
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* $Id$
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*
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2008-04-16 22:40:48 +00:00
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* ***** BEGIN GPL LICENSE BLOCK *****
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2002-10-12 11:37:38 +00:00
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*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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2008-04-16 22:40:48 +00:00
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* of the License, or (at your option) any later version.
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2002-10-12 11:37:38 +00:00
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software Foundation,
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2010-02-12 13:34:04 +00:00
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* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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2002-10-12 11:37:38 +00:00
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*
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* The Original Code is Copyright (C) 2001-2002 by NaN Holding BV.
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* All rights reserved.
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*
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* The Original Code is: all of this file.
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*
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* Contributor(s): none yet.
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*
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2008-04-16 22:40:48 +00:00
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* ***** END GPL LICENSE BLOCK *****
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2002-10-12 11:37:38 +00:00
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*/
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2011-02-22 10:33:14 +00:00
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/** \file KX_BlenderSceneConverter.h
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* \ingroup bgeconv
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*/
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2002-10-12 11:37:38 +00:00
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#ifndef __KX_BLENDERSCENECONVERTER_H
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#define __KX_BLENDERSCENECONVERTER_H
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2005-03-22 13:34:31 +00:00
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#include "KX_HashedPtr.h"
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2011-05-06 20:18:42 +00:00
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#include "CTR_Map.h"
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2009-11-21 13:47:16 +00:00
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#include <stdio.h>
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2002-10-12 11:37:38 +00:00
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#include "KX_ISceneConverter.h"
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#include "KX_IpoConvert.h"
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class KX_WorldInfo;
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class SCA_IActuator;
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class SCA_IController;
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class RAS_MeshObject;
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class RAS_IPolyMaterial;
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class BL_InterpolatorList;
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2006-01-06 03:46:54 +00:00
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class BL_Material;
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2005-08-23 13:16:02 +00:00
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struct Main;
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Merge of first part of changes from the apricot branch, especially
the features that are needed to run the game. Compile tested with
scons, make, but not cmake, that seems to have an issue not related
to these changes. The changes include:
* GLSL support in the viewport and game engine, enable in the game
menu in textured draw mode.
* Synced and merged part of the duplicated blender and gameengine/
gameplayer drawing code.
* Further refactoring of game engine drawing code, especially mesh
storage changed a lot.
* Optimizations in game engine armatures to avoid recomputations.
* A python function to get the framerate estimate in game.
* An option take object color into account in materials.
* An option to restrict shadow casters to a lamp's layers.
* Increase from 10 to 18 texture slots for materials, lamps, word.
An extra texture slot shows up once the last slot is used.
* Memory limit for undo, not enabled by default yet because it
needs the .B.blend to be changed.
* Multiple undo for image painting.
* An offset for dupligroups, so not all objects in a group have to
be at the origin.
2008-09-04 20:51:28 +00:00
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struct Scene;
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2002-10-12 11:37:38 +00:00
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class KX_BlenderSceneConverter : public KX_ISceneConverter
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{
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2008-03-09 21:42:03 +00:00
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// Use vector of pairs to allow removal of entities between scene switch
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vector<pair<KX_Scene*,KX_WorldInfo*> > m_worldinfos;
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vector<pair<KX_Scene*,RAS_IPolyMaterial*> > m_polymaterials;
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vector<pair<KX_Scene*,RAS_MeshObject*> > m_meshobjects;
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vector<pair<KX_Scene*,BL_Material *> > m_materials;
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// Should also have a list of collision shapes.
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// For the time being this is held in KX_Scene::m_shapes
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2002-10-12 11:37:38 +00:00
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2011-05-06 20:18:42 +00:00
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CTR_Map<CHashedPtr,KX_GameObject*> m_map_blender_to_gameobject; /* cleared after conversion */
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CTR_Map<CHashedPtr,RAS_MeshObject*> m_map_mesh_to_gamemesh; /* cleared after conversion */
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CTR_Map<CHashedPtr,SCA_IActuator*> m_map_blender_to_gameactuator; /* cleared after conversion */
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CTR_Map<CHashedPtr,SCA_IController*>m_map_blender_to_gamecontroller; /* cleared after conversion */
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2002-10-12 11:37:38 +00:00
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2011-05-06 20:18:42 +00:00
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CTR_Map<CHashedPtr,BL_InterpolatorList*> m_map_blender_to_gameAdtList;
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2002-10-12 11:37:38 +00:00
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2005-08-23 13:16:02 +00:00
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Main* m_maggie;
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2009-11-15 23:58:56 +00:00
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vector<struct Main*> m_DynamicMaggie;
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2005-08-23 13:16:02 +00:00
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2002-10-12 11:37:38 +00:00
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STR_String m_newfilename;
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class KX_KetsjiEngine* m_ketsjiEngine;
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2008-03-09 21:42:03 +00:00
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class KX_Scene* m_currentScene; // Scene being converted
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2002-10-12 11:37:38 +00:00
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bool m_alwaysUseExpandFraming;
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2006-01-06 03:46:54 +00:00
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bool m_usemat;
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Merge of apricot branch game engine changes into trunk, excluding GLSL.
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.
2008-06-17 10:27:34 +00:00
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bool m_useglslmat;
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2006-01-06 03:46:54 +00:00
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2002-10-12 11:37:38 +00:00
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public:
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KX_BlenderSceneConverter(
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2005-08-23 13:16:02 +00:00
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Main* maggie,
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2002-10-12 11:37:38 +00:00
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class KX_KetsjiEngine* engine
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);
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virtual ~KX_BlenderSceneConverter();
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/* Scenename: name of the scene to be converted.
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* destinationscene: pass an empty scene, everything goes into this
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* dictobj: python dictionary (for pythoncontrollers)
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*/
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virtual void ConvertScene(
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class KX_Scene* destinationscene,
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class RAS_IRenderTools* rendertools,
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class RAS_ICanvas* canvas
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);
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2008-03-09 21:42:03 +00:00
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virtual void RemoveScene(class KX_Scene *scene);
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2002-10-12 11:37:38 +00:00
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void SetNewFileName(const STR_String& filename);
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bool TryAndLoadNewFile();
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void SetAlwaysUseExpandFraming(bool to_what);
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void RegisterGameObject(KX_GameObject *gameobject, struct Object *for_blenderobject);
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2008-03-09 21:42:03 +00:00
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void UnregisterGameObject(KX_GameObject *gameobject);
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2002-10-12 11:37:38 +00:00
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KX_GameObject *FindGameObject(struct Object *for_blenderobject);
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void RegisterGameMesh(RAS_MeshObject *gamemesh, struct Mesh *for_blendermesh);
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2009-05-23 14:46:43 +00:00
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RAS_MeshObject *FindGameMesh(struct Mesh *for_blendermesh/*, unsigned int onlayer*/);
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2002-10-12 11:37:38 +00:00
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void RegisterPolyMaterial(RAS_IPolyMaterial *polymat);
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2006-01-06 03:46:54 +00:00
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void RegisterBlenderMaterial(BL_Material *mat);
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2002-10-12 11:37:38 +00:00
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2011-08-07 04:57:23 +00:00
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void RegisterInterpolatorList(BL_InterpolatorList *actList, struct bAction *for_act);
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BL_InterpolatorList *FindInterpolatorList(struct bAction *for_act);
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2002-10-12 11:37:38 +00:00
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void RegisterGameActuator(SCA_IActuator *act, struct bActuator *for_actuator);
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SCA_IActuator *FindGameActuator(struct bActuator *for_actuator);
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void RegisterGameController(SCA_IController *cont, struct bController *for_controller);
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SCA_IController *FindGameController(struct bController *for_controller);
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void RegisterWorldInfo(KX_WorldInfo *worldinfo);
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2005-08-22 15:47:56 +00:00
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2006-11-30 00:19:27 +00:00
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virtual void ResetPhysicsObjectsAnimationIpo(bool clearIpo);
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2005-08-22 15:47:56 +00:00
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2006-12-16 05:50:38 +00:00
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///this is for reseting the position,rotation and scale of the gameobjet that is not dynamic
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virtual void resetNoneDynamicObjectToIpo();
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2005-08-22 15:47:56 +00:00
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///this generates ipo curves for position, rotation, allowing to use game physics in animation
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virtual void WritePhysicsObjectToAnimationIpo(int frameNumber);
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2005-11-06 16:50:22 +00:00
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virtual void TestHandlesPhysicsObjectToAnimationIpo();
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2006-01-06 03:46:54 +00:00
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// use blender materials
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virtual void SetMaterials(bool val);
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virtual bool GetMaterials();
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2005-08-22 15:47:56 +00:00
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Merge of apricot branch game engine changes into trunk, excluding GLSL.
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.
2008-06-17 10:27:34 +00:00
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// use blender glsl materials
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virtual void SetGLSLMaterials(bool val);
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virtual bool GetGLSLMaterials();
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Merge of first part of changes from the apricot branch, especially
the features that are needed to run the game. Compile tested with
scons, make, but not cmake, that seems to have an issue not related
to these changes. The changes include:
* GLSL support in the viewport and game engine, enable in the game
menu in textured draw mode.
* Synced and merged part of the duplicated blender and gameengine/
gameplayer drawing code.
* Further refactoring of game engine drawing code, especially mesh
storage changed a lot.
* Optimizations in game engine armatures to avoid recomputations.
* A python function to get the framerate estimate in game.
* An option take object color into account in materials.
* An option to restrict shadow casters to a lamp's layers.
* Increase from 10 to 18 texture slots for materials, lamps, word.
An extra texture slot shows up once the last slot is used.
* Memory limit for undo, not enabled by default yet because it
needs the .B.blend to be changed.
* Multiple undo for image painting.
* An offset for dupligroups, so not all objects in a group have to
be at the origin.
2008-09-04 20:51:28 +00:00
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struct Scene* GetBlenderSceneForName(const STR_String& name);
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2009-07-31 09:05:13 +00:00
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2009-11-15 23:58:56 +00:00
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// struct Main* GetMain() { return m_maggie; };
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struct Main* GetMainDynamicPath(const char *path);
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vector<struct Main*> &GetMainDynamic();
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2011-03-22 02:39:08 +00:00
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bool LinkBlendFileMemory(void *data, int length, const char *path, char *group, KX_Scene *scene_merge, char **err_str, short options);
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bool LinkBlendFilePath(const char *path, char *group, KX_Scene *scene_merge, char **err_str, short options);
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bool LinkBlendFile(struct BlendHandle *bpy_openlib, const char *path, char *group, KX_Scene *scene_merge, char **err_str, short options);
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2009-11-15 23:58:56 +00:00
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bool MergeScene(KX_Scene *to, KX_Scene *from);
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RAS_MeshObject *ConvertMeshSpecial(KX_Scene* kx_scene, Main *maggie, const char *name);
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bool FreeBlendFile(struct Main *maggie);
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bool FreeBlendFile(const char *path);
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void PrintStats() {
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printf("BGE STATS!\n");
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printf("\nAssets...\n");
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2009-12-13 11:49:17 +00:00
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printf("\t m_worldinfos: %d\n", (int)m_worldinfos.size());
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printf("\t m_polymaterials: %d\n", (int)m_polymaterials.size());
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printf("\t m_meshobjects: %d\n", (int)m_meshobjects.size());
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printf("\t m_materials: %d\n", (int)m_materials.size());
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2009-11-15 23:58:56 +00:00
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printf("\nMappings...\n");
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2009-12-13 11:49:17 +00:00
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printf("\t m_map_blender_to_gameobject: %d\n", (int)m_map_blender_to_gameobject.size());
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printf("\t m_map_mesh_to_gamemesh: %d\n", (int)m_map_mesh_to_gamemesh.size());
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printf("\t m_map_blender_to_gameactuator: %d\n", (int)m_map_blender_to_gameactuator.size());
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printf("\t m_map_blender_to_gamecontroller: %d\n", (int)m_map_blender_to_gamecontroller.size());
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printf("\t m_map_blender_to_gameAdtList: %d\n", (int)m_map_blender_to_gameAdtList.size());
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2009-11-15 23:58:56 +00:00
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#ifdef WITH_CXX_GUARDEDALLOC
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MEM_printmemlist_pydict();
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#endif
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// /printf("\t m_ketsjiEngine->m_scenes: %d\n", m_ketsjiEngine->CurrentScenes()->size());
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}
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2011-03-22 02:39:08 +00:00
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/* LibLoad Options */
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enum
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{
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LIB_LOAD_LOAD_ACTIONS = 1,
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LIB_LOAD_VERBOSE = 2,
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};
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2009-11-15 23:58:56 +00:00
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2009-07-31 09:05:13 +00:00
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2010-10-31 04:11:39 +00:00
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#ifdef WITH_PYTHON
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2009-09-29 22:49:33 +00:00
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PyObject *GetPyNamespace();
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#endif
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2009-08-18 15:37:31 +00:00
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#ifdef WITH_CXX_GUARDEDALLOC
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public:
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2010-06-06 01:15:44 +00:00
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void *operator new(size_t num_bytes) { return MEM_mallocN(num_bytes, "GE:KX_BlenderSceneConverter"); }
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2009-08-18 15:37:31 +00:00
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void operator delete( void *mem ) { MEM_freeN(mem); }
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#endif
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2002-10-12 11:37:38 +00:00
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};
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#endif //__KX_BLENDERSCENECONVERTER_H
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2002-10-30 02:07:20 +00:00
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