diff options
author | Erwin Coumans <blender@erwincoumans.com> | 2006-01-06 06:46:54 +0300 |
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committer | Erwin Coumans <blender@erwincoumans.com> | 2006-01-06 06:46:54 +0300 |
commit | 2e6d57618232b8b4ce8e5afe84fd278041cbbbfe (patch) | |
tree | c0f05e6b59aada420dd600f1138e9149b97d9e9d /source/gameengine/Converter/KX_IpoConvert.cpp | |
parent | ef520a8cc9e863aa234be0ee60d1038e7ec8fc44 (diff) |
Sorry to break the cvs-closed status, so if you really need to make a new 2.40 build, just disable the game engine if it doesn't compile for a platform. Again, sorry if this breaks non-windows platforms, but I hope people help to get this amazing fix working for all platforms. Armature-fixing contribution from Snailrose. Also lots of cool things from Snailrose and Lagan.
Armatures are back
Split screen
Double sided lightning
Ambient lighting
Alpha test
Material IPO support (one per object atm)
Blender materials
GLSL shaders - Python access
Up to three texture samplers from the material panel ( 2D & Cube map )
Python access to a second set of uv coordinates
See http://www.elysiun.com/forum/viewtopic.php?t=58057
Diffstat (limited to 'source/gameengine/Converter/KX_IpoConvert.cpp')
-rw-r--r-- | source/gameengine/Converter/KX_IpoConvert.cpp | 194 |
1 files changed, 194 insertions, 0 deletions
diff --git a/source/gameengine/Converter/KX_IpoConvert.cpp b/source/gameengine/Converter/KX_IpoConvert.cpp index 56eda51384b..defcdffb6fc 100644 --- a/source/gameengine/Converter/KX_IpoConvert.cpp +++ b/source/gameengine/Converter/KX_IpoConvert.cpp @@ -59,6 +59,7 @@ #include "DNA_lamp_types.h" #include "DNA_world_types.h" #include "DNA_camera_types.h" +#include "DNA_material_types.h" /* end of blender include block */ #include "KX_IPO_SGController.h" @@ -66,6 +67,7 @@ #include "KX_CameraIpoSGController.h" #include "KX_WorldIpoController.h" #include "KX_ObColorIpoSGController.h" +#include "KX_MaterialIpoController.h" #include "SG_Node.h" @@ -561,3 +563,195 @@ void BL_ConvertWorldIpos(struct World* blenderworld,KX_BlenderSceneConverter *co } } + +void BL_ConvertMaterialIpos( + Material* blendermaterial, + KX_GameObject* gameobj, + KX_BlenderSceneConverter *converter + ) +{ + if (blendermaterial->ipo) { + + KX_MaterialIpoController* ipocontr = new KX_MaterialIpoController(); + gameobj->GetSGNode()->AddSGController(ipocontr); + ipocontr->SetObject(gameobj->GetSGNode()); + + BL_InterpolatorList *ipoList= GetIpoList(blendermaterial->ipo, converter); + + + ipocontr->m_rgba[0] = blendermaterial->r; + ipocontr->m_rgba[1] = blendermaterial->g; + ipocontr->m_rgba[2] = blendermaterial->b; + ipocontr->m_rgba[3] = blendermaterial->alpha; + + ipocontr->m_specrgb[0] = blendermaterial->specr; + ipocontr->m_specrgb[1] = blendermaterial->specg; + ipocontr->m_specrgb[2] = blendermaterial->specb; + + ipocontr->m_hard = blendermaterial->har; + ipocontr->m_spec = blendermaterial->spec; + ipocontr->m_ref = blendermaterial->ref; + ipocontr->m_emit = blendermaterial->emit; + ipocontr->m_alpha = blendermaterial->alpha; + KX_IScalarInterpolator *ipo; + + // -- + ipo = ipoList->GetScalarInterpolator(MA_COL_R); + if (ipo) { + if (!ipocontr) { + ipocontr = new KX_MaterialIpoController(); + gameobj->GetSGNode()->AddSGController(ipocontr); + ipocontr->SetObject(gameobj->GetSGNode()); + } + KX_IInterpolator *interpolator = + new KX_ScalarInterpolator( + &ipocontr->m_rgba[0], + ipo); + ipocontr->AddInterpolator(interpolator); + } + + ipo = ipoList->GetScalarInterpolator(MA_COL_G); + if (ipo) { + if (!ipocontr) { + ipocontr = new KX_MaterialIpoController(); + gameobj->GetSGNode()->AddSGController(ipocontr); + ipocontr->SetObject(gameobj->GetSGNode()); + } + KX_IInterpolator *interpolator = + new KX_ScalarInterpolator( + &ipocontr->m_rgba[1], + ipo); + ipocontr->AddInterpolator(interpolator); + } + + ipo = ipoList->GetScalarInterpolator(MA_COL_B); + if (ipo) { + if (!ipocontr) { + ipocontr = new KX_MaterialIpoController(); + gameobj->GetSGNode()->AddSGController(ipocontr); + ipocontr->SetObject(gameobj->GetSGNode()); + } + KX_IInterpolator *interpolator = + new KX_ScalarInterpolator( + &ipocontr->m_rgba[2], + ipo); + ipocontr->AddInterpolator(interpolator); + } + + ipo = ipoList->GetScalarInterpolator(MA_ALPHA); + if (ipo) { + if (!ipocontr) { + ipocontr = new KX_MaterialIpoController(); + gameobj->GetSGNode()->AddSGController(ipocontr); + ipocontr->SetObject(gameobj->GetSGNode()); + } + KX_IInterpolator *interpolator = + new KX_ScalarInterpolator( + &ipocontr->m_rgba[3], + ipo); + ipocontr->AddInterpolator(interpolator); + } + // -- + + ipo = ipoList->GetScalarInterpolator(MA_SPEC_R ); + if (ipo) { + if (!ipocontr) { + ipocontr = new KX_MaterialIpoController(); + gameobj->GetSGNode()->AddSGController(ipocontr); + ipocontr->SetObject(gameobj->GetSGNode()); + } + KX_IInterpolator *interpolator = + new KX_ScalarInterpolator( + &ipocontr->m_specrgb[0], + ipo); + ipocontr->AddInterpolator(interpolator); + } + + ipo = ipoList->GetScalarInterpolator(MA_SPEC_G); + if (ipo) { + if (!ipocontr) { + ipocontr = new KX_MaterialIpoController(); + gameobj->GetSGNode()->AddSGController(ipocontr); + ipocontr->SetObject(gameobj->GetSGNode()); + } + KX_IInterpolator *interpolator = + new KX_ScalarInterpolator( + &ipocontr->m_specrgb[1], + ipo); + ipocontr->AddInterpolator(interpolator); + } + + ipo = ipoList->GetScalarInterpolator(MA_SPEC_B); + if (ipo) { + if (!ipocontr) { + ipocontr = new KX_MaterialIpoController(); + gameobj->GetSGNode()->AddSGController(ipocontr); + ipocontr->SetObject(gameobj->GetSGNode()); + } + KX_IInterpolator *interpolator = + new KX_ScalarInterpolator( + &ipocontr->m_specrgb[2], + ipo); + ipocontr->AddInterpolator(interpolator); + } + + // -- + ipo = ipoList->GetScalarInterpolator(MA_HARD); + if (ipo) { + if (!ipocontr) { + ipocontr = new KX_MaterialIpoController(); + gameobj->GetSGNode()->AddSGController(ipocontr); + ipocontr->SetObject(gameobj->GetSGNode()); + } + KX_IInterpolator *interpolator = + new KX_ScalarInterpolator( + &ipocontr->m_hard, + ipo); + ipocontr->AddInterpolator(interpolator); + } + + ipo = ipoList->GetScalarInterpolator(MA_SPEC); + if (ipo) { + if (!ipocontr) { + ipocontr = new KX_MaterialIpoController(); + gameobj->GetSGNode()->AddSGController(ipocontr); + ipocontr->SetObject(gameobj->GetSGNode()); + } + KX_IInterpolator *interpolator = + new KX_ScalarInterpolator( + &ipocontr->m_spec, + ipo); + ipocontr->AddInterpolator(interpolator); + } + + + ipo = ipoList->GetScalarInterpolator(MA_REF); + if (ipo) { + if (!ipocontr) { + ipocontr = new KX_MaterialIpoController(); + gameobj->GetSGNode()->AddSGController(ipocontr); + ipocontr->SetObject(gameobj->GetSGNode()); + } + KX_IInterpolator *interpolator = + new KX_ScalarInterpolator( + &ipocontr->m_ref, + ipo); + ipocontr->AddInterpolator(interpolator); + } + + ipo = ipoList->GetScalarInterpolator(MA_EMIT); + if (ipo) { + if (!ipocontr) { + ipocontr = new KX_MaterialIpoController(); + gameobj->GetSGNode()->AddSGController(ipocontr); + ipocontr->SetObject(gameobj->GetSGNode()); + } + KX_IInterpolator *interpolator = + new KX_ScalarInterpolator( + &ipocontr->m_emit, + ipo); + ipocontr->AddInterpolator(interpolator); + } + } +} + |