forked from bartvdbraak/blender
a1c9241797
This commit adds a UI option in the Render properties to enable the new material caching in the converter. This caching can cause problems with Singletexture and Multitexture materials when texface is being used to handle materials. By default this option is enabled and users with broken games have two options: 1) Fix up their materials so they are properly using textures 2) Disable the material caching and take a speed hit during conversion time Regardless of the setting, caching is always enabled for GLSL materials.
228 lines
7.8 KiB
C++
228 lines
7.8 KiB
C++
/*
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* ***** BEGIN GPL LICENSE BLOCK *****
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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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* of the License, or (at your option) any later version.
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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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* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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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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* ***** END GPL LICENSE BLOCK *****
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*/
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/** \file KX_BlenderSceneConverter.h
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* \ingroup bgeconv
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*/
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#ifndef __KX_BLENDERSCENECONVERTER_H__
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#define __KX_BLENDERSCENECONVERTER_H__
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#include "KX_HashedPtr.h"
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#include "CTR_Map.h"
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#include <stdio.h>
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#include "KX_ISceneConverter.h"
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#include "KX_IpoConvert.h"
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#include <map>
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using namespace std;
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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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class BL_Material;
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struct Main;
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struct Scene;
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struct ThreadInfo;
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class KX_BlenderSceneConverter : public KX_ISceneConverter
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{
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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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vector<class KX_LibLoadStatus*> m_mergequeue;
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ThreadInfo *m_threadinfo;
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// Cached material conversions
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map<struct Material*, BL_Material*> m_mat_cache;
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map<struct Material*, RAS_IPolyMaterial*> m_polymat_cache;
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// Saved KX_LibLoadStatus objects
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map<char *, class KX_LibLoadStatus*> m_status_map;
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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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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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CTR_Map<CHashedPtr,BL_InterpolatorList*> m_map_blender_to_gameAdtList;
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Main* m_maggie;
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vector<struct Main*> m_DynamicMaggie;
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STR_String m_newfilename;
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class KX_KetsjiEngine* m_ketsjiEngine;
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class KX_Scene* m_currentScene; // Scene being converted
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bool m_alwaysUseExpandFraming;
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bool m_usemat;
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bool m_useglslmat;
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bool m_use_mat_cache;
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public:
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KX_BlenderSceneConverter(
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Main* maggie,
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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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bool libloading=false
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);
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virtual void RemoveScene(class KX_Scene *scene);
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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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void UnregisterGameObject(KX_GameObject *gameobject);
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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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RAS_MeshObject *FindGameMesh(struct Mesh *for_blendermesh/*, unsigned int onlayer*/);
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void RegisterPolyMaterial(RAS_IPolyMaterial *polymat);
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void CachePolyMaterial(struct Material *mat, RAS_IPolyMaterial *polymat);
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RAS_IPolyMaterial *FindCachedPolyMaterial(struct Material *mat);
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void RegisterBlenderMaterial(BL_Material *mat);
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void CacheBlenderMaterial(struct Material *mat, BL_Material *blmat);
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BL_Material *FindCachedBlenderMaterial(struct Material *mat);
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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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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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virtual void ResetPhysicsObjectsAnimationIpo(bool clearIpo);
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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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///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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virtual void TestHandlesPhysicsObjectToAnimationIpo();
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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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// use blender glsl materials
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virtual void SetGLSLMaterials(bool val);
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virtual bool GetGLSLMaterials();
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// cache materials during conversion
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virtual void SetCacheMaterials(bool val);
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virtual bool GetCacheMaterials();
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struct Scene* GetBlenderSceneForName(const STR_String& name);
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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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class KX_LibLoadStatus *LinkBlendFileMemory(void *data, int length, const char *path, char *group, KX_Scene *scene_merge, char **err_str, short options);
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class KX_LibLoadStatus *LinkBlendFilePath(const char *path, char *group, KX_Scene *scene_merge, char **err_str, short options);
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class KX_LibLoadStatus *LinkBlendFile(struct BlendHandle *bpy_openlib, const char *path, char *group, KX_Scene *scene_merge, char **err_str, short options);
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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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virtual void MergeAsyncLoads();
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void AddScenesToMergeQueue(class KX_LibLoadStatus *status);
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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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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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printf("\nMappings...\n");
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printf("\t m_map_blender_to_gameobject: %d\n", m_map_blender_to_gameobject.size());
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printf("\t m_map_mesh_to_gamemesh: %d\n", m_map_mesh_to_gamemesh.size());
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printf("\t m_map_blender_to_gameactuator: %d\n", m_map_blender_to_gameactuator.size());
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printf("\t m_map_blender_to_gamecontroller: %d\n", m_map_blender_to_gamecontroller.size());
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printf("\t m_map_blender_to_gameAdtList: %d\n", m_map_blender_to_gameAdtList.size());
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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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/* 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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LIB_LOAD_LOAD_SCRIPTS = 4,
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LIB_LOAD_ASYNC = 8,
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};
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#ifdef WITH_PYTHON
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PyObject *GetPyNamespace();
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#endif
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#ifdef WITH_CXX_GUARDEDALLOC
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MEM_CXX_CLASS_ALLOC_FUNCS("GE:KX_BlenderSceneConverter")
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#endif
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};
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#endif /* __KX_BLENDERSCENECONVERTER_H__ */
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