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authorBrecht Van Lommel <brechtvanlommel@pandora.be>2008-06-17 14:27:34 +0400
committerBrecht Van Lommel <brechtvanlommel@pandora.be>2008-06-17 14:27:34 +0400
commit272a91f754fd215f2ad9b48ba80fe56ee0564d7a (patch)
treef34afc9fd09b6a2bbcacd0709190969d09dc748f /source/gameengine/GamePlayer/ghost
parentc9d1924ea5575ae2a4ce2cc7fd16e63e6ef14d84 (diff)
Merge of apricot branch game engine changes into trunk, excluding GLSL.
GLEW ==== Added the GLEW opengl extension library into extern/, always compiled into Blender now. This is much nicer than doing this kind of extension management manually, and will be used in the game engine, for GLSL, and other opengl extensions. * According to the GLEW website it works on Windows, Linux, Mac OS X, FreeBSD, Irix, and Solaris. There might still be platform specific issues due to this commit, so let me know and I'll look into it. * This means also that all extensions will now always be compiled in, regardless of the glext.h on the platform where compilation happens. Game Engine =========== Refactoring of the use of opengl extensions and other drawing code in the game engine, and cleaning up some hacks related to GLSL integration. These changes will be merged into trunk too after this. The game engine graphics demos & apricot level survived my tests, but this could use some good testing of course. For users: please test with the options "Generate Display Lists" and "Vertex Arrays" enabled, these should be the fastest and are supposed to be "unreliable", but if that's the case that's probably due to bugs that can be fixed. * The game engine now also uses GLEW for extensions, replacing the custom opengl extensions code that was there. Removes a lot of #ifdef's, but the runtime checks stay of course. * Removed the WITHOUT_GLEXT environment variable. This was added to work around a specific bug and only disabled multitexturing anyway. It might also have caused a slowdown since it was retrieving the environment variable for every vertex in immediate mode (bug #13680). * Refactored the code to allow drawing skinned meshes with vertex arrays too, removing some specific immediate mode drawing functions for this that only did extra normal calculation. Now it always splits vertices of flat faces instead. * Refactored normal recalculation with some minor optimizations, required for the above change. * Removed some outdated code behind the __NLA_OLDDEFORM #ifdef. * Fixed various bugs in setting of multitexture coordinates and vertex attributes for vertex arrays. These were not being enabled/disabled correct according to the opengl spec, leading to crashes. Also tangent attributes used an immediate mode call for vertex arrays, which can't work. * Fixed use of uninitialized variable in RAS_TexVert. * Exporting skinned meshes was doing O(n^2) lookups for vertices and deform weights, now uses same trick as regular meshes.
Diffstat (limited to 'source/gameengine/GamePlayer/ghost')
-rw-r--r--source/gameengine/GamePlayer/ghost/CMakeLists.txt1
-rw-r--r--source/gameengine/GamePlayer/ghost/GPG_Application.cpp43
-rw-r--r--source/gameengine/GamePlayer/ghost/GPG_Application.h1
-rw-r--r--source/gameengine/GamePlayer/ghost/Makefile1
-rw-r--r--source/gameengine/GamePlayer/ghost/SConscript3
5 files changed, 15 insertions, 34 deletions
diff --git a/source/gameengine/GamePlayer/ghost/CMakeLists.txt b/source/gameengine/GamePlayer/ghost/CMakeLists.txt
index 3d17cd2cfdd..d9f0675001f 100644
--- a/source/gameengine/GamePlayer/ghost/CMakeLists.txt
+++ b/source/gameengine/GamePlayer/ghost/CMakeLists.txt
@@ -65,6 +65,7 @@ SET(INC
../../../../source/blender/misc
../../../../source/blender/blenloader
../../../../extern/solid
+ ../../../../extern/glew/include
${PYTHON_INC}
)
diff --git a/source/gameengine/GamePlayer/ghost/GPG_Application.cpp b/source/gameengine/GamePlayer/ghost/GPG_Application.cpp
index dfd15227501..c4cf698d5ee 100644
--- a/source/gameengine/GamePlayer/ghost/GPG_Application.cpp
+++ b/source/gameengine/GamePlayer/ghost/GPG_Application.cpp
@@ -37,18 +37,7 @@
#include <windows.h>
#endif
-#ifdef __APPLE__
-#define GL_GLEXT_LEGACY 1
-#include <OpenGL/gl.h>
-#include <OpenGL/glu.h>
-#else
-#include <GL/gl.h>
-#if defined(__sun__) && !defined(__sparc__)
-#include <mesa/glu.h>
-#else
-#include <GL/glu.h>
-#endif
-#endif
+#include "GL/glew.h"
#include "GPG_Application.h"
@@ -134,7 +123,8 @@ GPG_Application::GPG_Application(GHOST_ISystem* system, struct Main* maggie, STR
m_sceneconverter(0),
m_networkdevice(0),
m_audiodevice(0),
- m_blendermat(0)
+ m_blendermat(0),
+ m_blenderglslmat(0)
{
fSystem = system;
}
@@ -487,7 +477,8 @@ bool GPG_Application::initEngine(GHOST_IWindow* window, const int stereoMode)
{
if (!m_engineInitialized)
{
- bgl::InitExtensions(1);
+ glewInit();
+ bgl::InitExtensions(true);
// get and set the preferences
SYS_SystemHandle syshandle = SYS_GetSystem();
@@ -508,26 +499,10 @@ bool GPG_Application::initEngine(GHOST_IWindow* window, const int stereoMode)
bool useVertexArrays = SYS_GetCommandLineInt(syshandle,"vertexarrays",1) != 0;
bool useLists = (SYS_GetCommandLineInt(syshandle, "displaylists", G.fileflags & G_FILE_DIAPLAY_LISTS) != 0);
-#if defined(GL_ARB_multitexture) && defined(WITH_GLEXT)
- if (!getenv("WITHOUT_GLEXT")) {
+ if(GLEW_ARB_multitexture && GLEW_VERSION_1_1) {
int gameflag =(G.fileflags & G_FILE_GAME_MAT);
-
- if(bgl::RAS_EXT_support._ARB_multitexture && bgl::QueryVersion(1, 1)) {
- m_blendermat = (SYS_GetCommandLineInt(syshandle, "blender_material", gameflag) != 0);
- int unitmax=0;
- glGetIntegerv(GL_MAX_TEXTURE_UNITS_ARB, (GLint*)&unitmax);
- bgl::max_texture_units = MAXTEX>unitmax?unitmax:MAXTEX;
- //std::cout << "using(" << bgl::max_texture_units << ") of(" << unitmax << ") texture units." << std::endl;
- } else {
- bgl::max_texture_units = 0;
- }
- } else {
- m_blendermat=0;
+ m_blendermat = (SYS_GetCommandLineInt(syshandle, "blender_material", gameflag) != 0);
}
-#else
- m_blendermat=0;
-#endif//GL_ARB_multitexture
- // ----------------------------------
// create the canvas, rasterizer and rendertools
m_canvas = new GPG_Canvas(window);
@@ -545,7 +520,7 @@ bool GPG_Application::initEngine(GHOST_IWindow* window, const int stereoMode)
} else {
m_rasterizer = new RAS_ListRasterizer(m_canvas);
}
- else if (useVertexArrays && bgl::QueryVersion(1, 1))
+ else if (useVertexArrays && GLEW_VERSION_1_1)
m_rasterizer = new RAS_VAOpenGLRasterizer(m_canvas);
else
m_rasterizer = new RAS_OpenGLRasterizer(m_canvas);
@@ -655,6 +630,8 @@ bool GPG_Application::startEngine(void)
// sceneconverter->SetAlwaysUseExpandFraming(true);
if(m_blendermat)
m_sceneconverter->SetMaterials(true);
+ if(m_blenderglslmat)
+ m_sceneconverter->SetGLSLMaterials(true);
KX_Scene* startscene = new KX_Scene(m_keyboard,
m_mouse,
diff --git a/source/gameengine/GamePlayer/ghost/GPG_Application.h b/source/gameengine/GamePlayer/ghost/GPG_Application.h
index 024ca1dbf32..17f5add8b19 100644
--- a/source/gameengine/GamePlayer/ghost/GPG_Application.h
+++ b/source/gameengine/GamePlayer/ghost/GPG_Application.h
@@ -141,6 +141,7 @@ protected:
SND_IAudioDevice* m_audiodevice;
bool m_blendermat;
+ bool m_blenderglslmat;
};
diff --git a/source/gameengine/GamePlayer/ghost/Makefile b/source/gameengine/GamePlayer/ghost/Makefile
index d5aae181396..13940ac3fc8 100644
--- a/source/gameengine/GamePlayer/ghost/Makefile
+++ b/source/gameengine/GamePlayer/ghost/Makefile
@@ -36,6 +36,7 @@ include nan_compile.mk
CCFLAGS += $(LEVEL_1_CPP_WARNINGS)
# OpenGL header files
+CPPFLAGS += -I$(NAN_GLEW)/include
CPPFLAGS += -I$(OPENGL_HEADERS)
CPPFLAGS += -I$(NAN_STRING)/include
CPPFLAGS += -I$(NAN_BMFONT)/include
diff --git a/source/gameengine/GamePlayer/ghost/SConscript b/source/gameengine/GamePlayer/ghost/SConscript
index bd37777031e..f3cce6c7443 100644
--- a/source/gameengine/GamePlayer/ghost/SConscript
+++ b/source/gameengine/GamePlayer/ghost/SConscript
@@ -39,7 +39,8 @@ incs = ['.',
'#source/gameengine/Network/LoopBackNetwork',
'#source/gameengine/GamePlayer/common',
'#source/blender/misc',
- '#source/blender/blenloader']
+ '#source/blender/blenloader',
+ '#extern/glew/include']
incs += Split(env['BF_PYTHON_INC'])
incs += Split(env['BF_SOLID_INC'])