blender/source/gameengine/Ketsji/KX_ISceneConverter.h
Mitchell Stokes ef0473994b BGE: Some as of yet unmerged work I did in the Swiss branch. These changes include:
* Cleaning up the conversion code to avoid a per-face material conversion. Materials are now stored in buckets and only converted if a new material is found. This replaces some of Campbell's earlier work on the subject. His work wasn't as thorough, but it was much safer for a release.
  * Shaders are only compiled for LibLoaded materials once. Before they could be compiled twice, which could really slow things down.
  * Refactoring the rasterizer code to use a strategy design pattern to handle different geometry rendering methods such as immediate mode, vertex arrays and vertex buffer objects. VBOs are added, but they will be disabled in a following commit since they are still slower than vertex arrays with display lists. However, VBOs are still useful for mobile, so it's good to keep them around.
  * Better multi-uv support. The BGE should now be able to handle more than two UV layers, which should help it better match the viewport.
2012-12-18 20:56:25 +00:00

98 lines
2.9 KiB
C++

/*
* ***** 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 *****
*/
/** \file KX_ISceneConverter.h
* \ingroup ketsji
*/
#ifndef __KX_ISCENECONVERTER_H__
#define __KX_ISCENECONVERTER_H__
#include "STR_String.h"
#include "KX_Python.h"
#ifdef WITH_CXX_GUARDEDALLOC
#include "MEM_guardedalloc.h"
#endif
struct Scene;
class KX_ISceneConverter
{
public:
KX_ISceneConverter() :addInitFromFrame(false) {}//this addInitFromFrame is a back hack, todo remove
virtual ~KX_ISceneConverter () {};
/*
* scenename: name of the scene to be converted,
* if the scenename is empty, convert the 'default' scene (whatever this means)
* destinationscene: pass an empty scene, everything goes into this
* dictobj: python dictionary (for pythoncontrollers)
*/
virtual void ConvertScene(
class KX_Scene* destinationscene,
class RAS_IRenderTools* rendertools,
class RAS_ICanvas* canvas,
bool libloading=false)=0;
virtual void RemoveScene(class KX_Scene *scene)=0;
virtual void SetAlwaysUseExpandFraming(bool to_what) = 0;
virtual void SetNewFileName(const STR_String& filename) = 0;
virtual bool TryAndLoadNewFile() = 0;
bool addInitFromFrame;//rcruiz
virtual void ResetPhysicsObjectsAnimationIpo(bool clearIpo) = 0;
///this generates ipo curves for position, rotation, allowing to use game physics in animation
virtual void WritePhysicsObjectToAnimationIpo(int frameNumber) = 0;
virtual void TestHandlesPhysicsObjectToAnimationIpo() = 0;
///this is for reseting the position,rotation and scale of the gameobjet that is not dynamic
virtual void resetNoneDynamicObjectToIpo()=0;
// use blender materials
virtual void SetMaterials(bool val) =0;
virtual bool GetMaterials()=0;
// use blender glsl materials
virtual void SetGLSLMaterials(bool val) =0;
virtual bool GetGLSLMaterials()=0;
virtual struct Scene* GetBlenderSceneForName(const STR_String& name)=0;
#ifdef WITH_CXX_GUARDEDALLOC
MEM_CXX_CLASS_ALLOC_FUNCS("GE:KX_ISceneConverter")
#endif
};
#endif /* __KX_ISCENECONVERTER_H__ */