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authorBrecht Van Lommel <brechtvanlommel@pandora.be>2008-09-05 00:51:28 +0400
committerBrecht Van Lommel <brechtvanlommel@pandora.be>2008-09-05 00:51:28 +0400
commitcb89decfdcf5e6b2f26376d416633f4ccf0c532d (patch)
treea299a5c8729dd0cb4359d57501fd9e6970141e5d /source/gameengine/Converter/BL_BlenderDataConversion.cpp
parent2167e5c341f656b2f664b1052d181e8aa32fe698 (diff)
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.
Diffstat (limited to 'source/gameengine/Converter/BL_BlenderDataConversion.cpp')
-rw-r--r--source/gameengine/Converter/BL_BlenderDataConversion.cpp140
1 files changed, 52 insertions, 88 deletions
diff --git a/source/gameengine/Converter/BL_BlenderDataConversion.cpp b/source/gameengine/Converter/BL_BlenderDataConversion.cpp
index edc14dabc70..def4938b053 100644
--- a/source/gameengine/Converter/BL_BlenderDataConversion.cpp
+++ b/source/gameengine/Converter/BL_BlenderDataConversion.cpp
@@ -601,7 +601,6 @@ BL_Material* ConvertMaterial(
(tface->mode & TF_INVISIBLE)
)?POLY_VIS:0;
- material->ras_mode |= ( (tface->mode & TF_DYNAMIC)!= 0 )?COLLIDER:0;
material->transp = tface->transp;
material->tile = tface->tile;
material->mode = tface->mode;
@@ -617,7 +616,7 @@ BL_Material* ConvertMaterial(
}
else {
// nothing at all
- material->ras_mode |= (COLLIDER|POLY_VIS| (validmat?0:USE_LIGHT));
+ material->ras_mode |= (POLY_VIS| (validmat?0:USE_LIGHT));
material->mode = default_face_mode;
material->transp = TF_SOLID;
material->tile = 0;
@@ -627,13 +626,19 @@ BL_Material* ConvertMaterial(
if(validmat && (mat->mode & MA_ZTRA) && (material->transp == TF_SOLID))
material->transp = TF_ALPHA;
- // always zsort alpha + add
- if((material->transp == TF_ALPHA || material->transp == TF_ADD || texalpha)
- && (material->transp != TF_CLIP)) {
+ // always zsort alpha + add
+ if((material->transp == TF_ALPHA || texalpha) && (material->transp != TF_CLIP)) {
material->ras_mode |= ALPHA;
material->ras_mode |= (material->mode & TF_ALPHASORT)? ZSORT: 0;
}
+ // collider or not?
+ material->ras_mode |= (material->mode & TF_DYNAMIC)? COLLIDER: 0;
+
+ // these flags are irrelevant at this point, remove so they
+ // don't hurt material bucketing
+ material->mode &= ~(TF_DYNAMIC|TF_ALPHASORT|TF_TEX);
+
// get uv sets
if(validmat)
{
@@ -644,6 +649,7 @@ BL_Material* ConvertMaterial(
for (int vind = 0; vind<material->num_enabled; vind++)
{
BL_Mapping &map = material->mapping[vind];
+
if (map.uvCoName.IsEmpty())
isFirstSet = false;
else
@@ -673,7 +679,7 @@ BL_Material* ConvertMaterial(
isFirstSet = false;
uvName = layer.name;
}
- else
+ else if(strcmp(layer.name, uvName) != 0)
{
uv2[0] = uvSet[0]; uv2[1] = uvSet[1];
uv2[2] = uvSet[2]; uv2[3] = uvSet[3];
@@ -702,7 +708,6 @@ BL_Material* ConvertMaterial(
material->SetConversionUV(uvName, uv);
material->SetConversionUV2(uv2Name, uv2);
- material->ras_mode |= (mface->v4==0)?TRIANGLE:0;
if(validmat)
material->matname =(mat->id.name);
@@ -767,7 +772,7 @@ RAS_MeshObject* BL_ConvertMesh(Mesh* mesh, Object* blenderobj, RAS_IRenderTools*
}
meshobj->SetName(mesh->id.name);
- meshobj->m_xyz_index_to_vertex_index_mapping.resize(totvert);
+ meshobj->m_sharedvertex_map.resize(totvert);
for (int f=0;f<totface;f++,mface++)
{
@@ -830,7 +835,7 @@ RAS_MeshObject* BL_ConvertMesh(Mesh* mesh, Object* blenderobj, RAS_IRenderTools*
ma = give_current_material(blenderobj, mface->mat_nr+1);
{
- bool polyvisible = true;
+ bool visible = true;
RAS_IPolyMaterial* polymat = NULL;
BL_Material *bl_mat = NULL;
@@ -845,7 +850,7 @@ RAS_MeshObject* BL_ConvertMesh(Mesh* mesh, Object* blenderobj, RAS_IRenderTools*
bl_mat->material_index = (int)mface->mat_nr;
- polyvisible = ((bl_mat->ras_mode & POLY_VIS)!=0);
+ visible = ((bl_mat->ras_mode & POLY_VIS)!=0);
collider = ((bl_mat->ras_mode & COLLIDER)!=0);
/* vertex colors and uv's were stored in bl_mat temporarily */
@@ -862,7 +867,7 @@ RAS_MeshObject* BL_ConvertMesh(Mesh* mesh, Object* blenderobj, RAS_IRenderTools*
uv22 = uv[2]; uv23 = uv[3];
/* then the KX_BlenderMaterial */
- polymat = new KX_BlenderMaterial(scene, bl_mat, skinMesh, lightlayer, blenderobj );
+ polymat = new KX_BlenderMaterial(scene, bl_mat, skinMesh, lightlayer);
}
else {
/* do Texture Face materials */
@@ -886,7 +891,7 @@ RAS_MeshObject* BL_ConvertMesh(Mesh* mesh, Object* blenderobj, RAS_IRenderTools*
tile = tface->tile;
mode = tface->mode;
- polyvisible = !((mface->flag & ME_HIDE)||(tface->mode & TF_INVISIBLE));
+ visible = !((mface->flag & ME_HIDE)||(tface->mode & TF_INVISIBLE));
uv0 = MT_Point2(tface->uv[0]);
uv1 = MT_Point2(tface->uv[1]);
@@ -940,15 +945,13 @@ RAS_MeshObject* BL_ConvertMesh(Mesh* mesh, Object* blenderobj, RAS_IRenderTools*
rgb3 = KX_rgbaint2uint_new(color);
}
- bool istriangle = (mface->v4==0);
-
// only zsort alpha + add
bool alpha = (transp == TF_ALPHA || transp == TF_ADD);
bool zsort = (mode & TF_ALPHASORT)? alpha: 0;
polymat = new KX_PolygonMaterial(imastr, ma,
tile, tilexrep, tileyrep,
- mode, transp, alpha, zsort, lightlayer, istriangle, blenderobj, tface, (unsigned int*)mcol);
+ mode, transp, alpha, zsort, lightlayer, tface, (unsigned int*)mcol);
if (ma) {
polymat->m_specular = MT_Vector3(ma->specr, ma->specg, ma->specb)*ma->spec;
@@ -961,6 +964,9 @@ RAS_MeshObject* BL_ConvertMesh(Mesh* mesh, Object* blenderobj, RAS_IRenderTools*
}
}
+ /* mark face as flat, so vertices are split */
+ bool flat = (mface->flag & ME_SMOOTH) == 0;
+
// see if a bucket was reused or a new one was created
// this way only one KX_BlenderMaterial object has to exist per bucket
bool bucketCreated;
@@ -981,49 +987,19 @@ RAS_MeshObject* BL_ConvertMesh(Mesh* mesh, Object* blenderobj, RAS_IRenderTools*
polymat = bucket->GetPolyMaterial();
}
- int nverts = mface->v4?4:3;
- int vtxarray = meshobj->FindVertexArray(nverts,polymat);
- RAS_Polygon* poly = new RAS_Polygon(bucket,polyvisible,nverts,vtxarray);
-
- bool flat;
-
- if (skinMesh) {
- /* If the face is set to solid, all fnors are the same */
- if (mface->flag & ME_SMOOTH)
- flat = false;
- else
- flat = true;
- }
- else
- flat = false;
+ int nverts = (mface->v4)? 4: 3;
+ RAS_Polygon *poly = meshobj->AddPolygon(bucket, nverts);
- poly->SetVertex(0,meshobj->FindOrAddVertex(vtxarray,pt0,uv0,uv20,tan0,rgb0,no0,flat,polymat,mface->v1));
- poly->SetVertex(1,meshobj->FindOrAddVertex(vtxarray,pt1,uv1,uv21,tan1,rgb1,no1,flat,polymat,mface->v2));
- poly->SetVertex(2,meshobj->FindOrAddVertex(vtxarray,pt2,uv2,uv22,tan2,rgb2,no2,flat,polymat,mface->v3));
- if (nverts==4)
- poly->SetVertex(3,meshobj->FindOrAddVertex(vtxarray,pt3,uv3,uv23,tan3,rgb3,no3,flat,polymat,mface->v4));
-
- meshobj->AddPolygon(poly);
- if (poly->IsCollider())
- {
- RAS_TriangleIndex idx;
- idx.m_index[0] = mface->v1;
- idx.m_index[1] = mface->v2;
- idx.m_index[2] = mface->v3;
- idx.m_collider = collider;
- meshobj->m_triangle_indices.push_back(idx);
- if (nverts==4)
- {
- idx.m_index[0] = mface->v1;
- idx.m_index[1] = mface->v3;
- idx.m_index[2] = mface->v4;
- idx.m_collider = collider;
- meshobj->m_triangle_indices.push_back(idx);
- }
- }
-
-// poly->SetVisibleWireframeEdges(mface->edcode);
+ poly->SetVisible(visible);
poly->SetCollider(collider);
+ //poly->SetEdgeCode(mface->edcode);
+
+ meshobj->AddVertex(poly,0,pt0,uv0,uv20,tan0,rgb0,no0,flat,mface->v1);
+ meshobj->AddVertex(poly,1,pt1,uv1,uv21,tan1,rgb1,no1,flat,mface->v2);
+ meshobj->AddVertex(poly,2,pt2,uv2,uv22,tan2,rgb2,no2,flat,mface->v3);
+
+ if (nverts==4)
+ meshobj->AddVertex(poly,3,pt3,uv3,uv23,tan3,rgb3,no3,flat,mface->v4);
}
if (tface)
@@ -1039,13 +1015,12 @@ RAS_MeshObject* BL_ConvertMesh(Mesh* mesh, Object* blenderobj, RAS_IRenderTools*
layer.face++;
}
}
- meshobj->m_xyz_index_to_vertex_index_mapping.clear();
- meshobj->UpdateMaterialList();
+ meshobj->m_sharedvertex_map.clear();
// pre calculate texture generation
- for(RAS_MaterialBucket::Set::iterator mit = meshobj->GetFirstMaterial();
+ for(list<RAS_MeshMaterial>::iterator mit = meshobj->GetFirstMaterial();
mit != meshobj->GetLastMaterial(); ++ mit) {
- (*mit)->GetPolyMaterial()->OnConstruction();
+ mit->m_bucket->GetPolyMaterial()->OnConstruction();
}
if (layers)
@@ -1490,14 +1465,9 @@ static KX_LightObject *gamelight_from_blamp(Object *ob, Lamp *la, unsigned int l
lightobj.m_type = RAS_LightObject::LIGHT_NORMAL;
}
-#ifdef BLENDER_GLSL
- if(converter->GetGLSLMaterials())
- GPU_lamp_from_blender(ob, la);
-
- gamelight = new KX_LightObject(kxscene, KX_Scene::m_callbacks, rendertools, lightobj, ob->gpulamp);
-#else
- gamelight = new KX_LightObject(kxscene, KX_Scene::m_callbacks, rendertools, lightobj, NULL);
-#endif
+ gamelight = new KX_LightObject(kxscene, KX_Scene::m_callbacks, rendertools,
+ lightobj, converter->GetGLSLMaterials());
+
BL_ConvertLampIpos(la, gamelight, converter);
return gamelight;
@@ -1534,7 +1504,7 @@ static KX_GameObject *gameobject_from_blenderobject(
gamelight->AddRef();
kxscene->GetLightList()->Add(gamelight);
-
+
break;
}
@@ -1643,20 +1613,6 @@ struct parentChildLink {
SG_Node* m_gamechildnode;
};
- /**
- * Find the specified scene by name, or the first
- * scene if nothing matches (shouldn't happen).
- */
-static struct Scene *GetSceneForName(struct Main *maggie, const STR_String& scenename) {
- Scene *sce;
-
- for (sce= (Scene*) maggie->scene.first; sce; sce= (Scene*) sce->id.next)
- if (scenename == (sce->id.name+2))
- return sce;
-
- return (Scene*) maggie->scene.first;
-}
-
#include "DNA_constraint_types.h"
#include "BIF_editconstraint.h"
@@ -1755,7 +1711,7 @@ void BL_ConvertBlenderObjects(struct Main* maggie,
)
{
- Scene *blenderscene = GetSceneForName(maggie, scenename);
+ Scene *blenderscene = converter->GetBlenderSceneForName(scenename);
// for SETLOOPER
Scene *sce;
Base *base;
@@ -1990,7 +1946,7 @@ void BL_ConvertBlenderObjects(struct Main* maggie,
//tf.Add(gameobj->GetSGNode());
gameobj->NodeUpdateGS(0,true);
- gameobj->Bucketize();
+ gameobj->AddMeshUser();
}
else
@@ -2187,7 +2143,7 @@ void BL_ConvertBlenderObjects(struct Main* maggie,
//tf.Add(gameobj->GetSGNode());
gameobj->NodeUpdateGS(0,true);
- gameobj->Bucketize();
+ gameobj->AddMeshUser();
}
else
@@ -2273,8 +2229,11 @@ void BL_ConvertBlenderObjects(struct Main* maggie,
{
// parent this to a bone
Bone *parent_bone = get_named_bone(get_armature(blenderchild->parent), blenderchild->parsubstr);
- KX_BoneParentRelation *bone_parent_relation = KX_BoneParentRelation::New(parent_bone);
- pcit->m_gamechildnode->SetParentRelation(bone_parent_relation);
+
+ if(parent_bone) {
+ KX_BoneParentRelation *bone_parent_relation = KX_BoneParentRelation::New(parent_bone);
+ pcit->m_gamechildnode->SetParentRelation(bone_parent_relation);
+ }
break;
}
@@ -2511,5 +2470,10 @@ void BL_ConvertBlenderObjects(struct Main* maggie,
kxscene->DupliGroupRecurse(gameobj, 0);
}
}
+
+ KX_Camera *activecam = kxscene->GetActiveCamera();
+ MT_Scalar distance = (activecam)? activecam->GetCameraFar() - activecam->GetCameraNear(): 100.0f;
+ RAS_BucketManager *bucketmanager = kxscene->GetBucketManager();
+ bucketmanager->OptimizeBuckets(distance);
}