blender/source/gameengine/BlenderRoutines/KX_BlenderRenderTools.h
Dalai Felinto 0cad3ae24c BGE 2D Filters: filters run per scene now (fix for [#18152]) - it (slightly) breaks backward compatibility !!!
Originally we had 2DFilters (m_filtermanager) stored in RenderTools. That way filters were stored globally and were being called once per each scene. This was producing two big problems: (1) performance and (2) flexibility of use.

(1) Performance - To run the filters 2X == 2X slower
(2) flexibility of use - Very often we want the filter in the scene but not in the UI for example.

For those reasons I believe that 2DFilters with multiple scenes was very useless or unpredictable. I hope they work fine now.
To make it work as before (2.4) you can simply recreate the 2dfilter actuators across the scenes.

* * * * *

Imagine that we have:
(a) Main Scene
(b) Overlay Scene

in Main Scene the Z Buffer and RGB will be from the main scene.
in Overlay Scene the Z Buffer will be from the Overlay Scene and the RBG buffer is from both [(a + 2D Filter) + b].

So in pseudo code if we have a,b,c,d,e scenes we have: (2DFilterE(2DFilterD(2DFilterC(2DFilterB(2DFilterA(a) + b) + c) + d) + e)
2010-03-03 06:38:47 +00:00

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/**
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#ifndef __KX_BLENDERRENDERTOOLS
#define __KX_BLENDERRENDERTOOLS
#ifdef WIN32
// don't show stl-warnings
#pragma warning (disable:4786)
#endif
#include "RAS_IRenderTools.h"
#ifdef WITH_CXX_GUARDEDALLOC
#include "MEM_guardedalloc.h"
#endif
struct KX_ClientObjectInfo;
class KX_RayCast;
/* BlenderRenderTools are a set of tools to apply 2D/3D graphics effects, which
* are not part of the (polygon) Rasterizer. Effects like 2D text, 3D (polygon)
* text, lighting.
*
* Most of this code is duplicated in GPC_RenderTools, so this should be
* moved to some common location to avoid duplication. */
class KX_BlenderRenderTools : public RAS_IRenderTools
{
int m_lastlightlayer;
bool m_lastlighting;
void *m_lastauxinfo;
static unsigned int m_numgllights;
public:
KX_BlenderRenderTools();
virtual ~KX_BlenderRenderTools();
void EndFrame(RAS_IRasterizer* rasty);
void BeginFrame(RAS_IRasterizer* rasty);
void EnableOpenGLLights(RAS_IRasterizer *rasty);
void DisableOpenGLLights();
void ProcessLighting(RAS_IRasterizer *rasty, bool uselights, const MT_Transform& viewmat);
void RenderText2D(RAS_TEXT_RENDER_MODE mode,
const char* text,
int xco,
int yco,
int width,
int height);
void RenderText(int mode,
class RAS_IPolyMaterial* polymat,
float v1[3],
float v2[3],
float v3[3],
float v4[3],
int glattrib);
void applyTransform(RAS_IRasterizer* rasty, double* oglmatrix, int objectdrawmode);
int applyLights(int objectlayer, const MT_Transform& viewmat);
void PushMatrix();
void PopMatrix();
bool RayHit(KX_ClientObjectInfo* client, class KX_RayCast* result, void * const data);
bool NeedRayCast(KX_ClientObjectInfo*) { return true; }
virtual void MotionBlur(RAS_IRasterizer* rasterizer);
virtual void SetClientObject(RAS_IRasterizer *rasty, void* obj);
#ifdef WITH_CXX_GUARDEDALLOC
public:
void *operator new( unsigned int num_bytes) { return MEM_mallocN(num_bytes, "GE:KX_BlenderRenderTools"); }
void operator delete( void *mem ) { MEM_freeN(mem); }
#endif
};
#endif //__KX_BLENDERRENDERTOOLS