forked from bartvdbraak/blender
ef0473994b
* 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.
57 lines
1.9 KiB
C++
57 lines
1.9 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 BL_BlenderDataConversion.h
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* \ingroup bgeconv
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*/
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#ifndef __BL_BLENDERDATACONVERSION_H__
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#define __BL_BLENDERDATACONVERSION_H__
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#include "CTR_HashedPtr.h"
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#include "STR_String.h"
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#include "KX_Python.h"
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#include "KX_PhysicsEngineEnums.h"
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#include "SCA_IInputDevice.h"
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class RAS_MeshObject* BL_ConvertMesh(struct Mesh* mesh,struct Object* lightobj,class KX_Scene* scene, class KX_BlenderSceneConverter *converter, bool libloading);
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void BL_ConvertBlenderObjects(struct Main* maggie,
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class KX_Scene* kxscene,
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class KX_KetsjiEngine* ketsjiEngine,
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e_PhysicsEngine physics_engine,
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class RAS_IRenderTools* rendertools,
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class RAS_ICanvas* canvas,
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class KX_BlenderSceneConverter* sceneconverter,
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bool alwaysUseExpandFraming,
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bool libloading=false
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);
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SCA_IInputDevice::KX_EnumInputs ConvertKeyCode(int key_code);
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#endif /* __BL_BLENDERDATACONVERSION_H__ */
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