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-rw-r--r--source/blender/blenloader/intern/readfile.c2
-rw-r--r--source/gameengine/Converter/BL_BlenderDataConversion.cpp2
-rw-r--r--source/gameengine/GamePlayer/ghost/GPG_ghost.cpp3
-rw-r--r--source/gameengine/Ketsji/KX_KetsjiEngine.cpp142
-rw-r--r--source/gameengine/Ketsji/KX_KetsjiEngine.h3
-rw-r--r--source/gameengine/Rasterizer/RAS_BucketManager.cpp21
-rw-r--r--source/gameengine/Rasterizer/RAS_FramingManager.h15
-rw-r--r--source/gameengine/Rasterizer/RAS_IRasterizer.h8
-rw-r--r--source/gameengine/Rasterizer/RAS_OpenGLRasterizer/RAS_OpenGLRasterizer.cpp37
-rw-r--r--source/gameengine/Rasterizer/RAS_OpenGLRasterizer/RAS_OpenGLRasterizer.h3
10 files changed, 143 insertions, 93 deletions
diff --git a/source/blender/blenloader/intern/readfile.c b/source/blender/blenloader/intern/readfile.c
index 6b720851b0d..da85a264a0c 100644
--- a/source/blender/blenloader/intern/readfile.c
+++ b/source/blender/blenloader/intern/readfile.c
@@ -7762,7 +7762,7 @@ static void do_versions(FileData *fd, Library *lib, Main *main)
}
}
- if(main->versionfile <= 246 && main->subversionfile < 1){
+ if(main->versionfile < 246 || (main->versionfile == 246 && main->subversionfile < 1)) {
Mesh *me;
for(me=main->mesh.first; me; me= me->id.next)
diff --git a/source/gameengine/Converter/BL_BlenderDataConversion.cpp b/source/gameengine/Converter/BL_BlenderDataConversion.cpp
index 05d4f45b634..7a04a42e90d 100644
--- a/source/gameengine/Converter/BL_BlenderDataConversion.cpp
+++ b/source/gameengine/Converter/BL_BlenderDataConversion.cpp
@@ -627,7 +627,7 @@ BL_Material* ConvertMaterial(
material->transp = TF_ALPHA;
// always zsort alpha + add
- if((material->transp == TF_ALPHA || texalpha) && (material->transp != TF_CLIP)) {
+ if((material->transp == TF_ALPHA || material->transp == TF_ADD || texalpha) && (material->transp != TF_CLIP)) {
material->ras_mode |= ALPHA;
material->ras_mode |= (material->mode & TF_ALPHASORT)? ZSORT: 0;
}
diff --git a/source/gameengine/GamePlayer/ghost/GPG_ghost.cpp b/source/gameengine/GamePlayer/ghost/GPG_ghost.cpp
index 0b4fde61e1c..4d24ba195cc 100644
--- a/source/gameengine/GamePlayer/ghost/GPG_ghost.cpp
+++ b/source/gameengine/GamePlayer/ghost/GPG_ghost.cpp
@@ -629,7 +629,8 @@ int main(int argc, char** argv)
char pathname[160];
get_filename(argc, argv, filename);
- make_absolute_filename(filename);
+ if(filename[0])
+ make_absolute_filename(filename);
do
{
diff --git a/source/gameengine/Ketsji/KX_KetsjiEngine.cpp b/source/gameengine/Ketsji/KX_KetsjiEngine.cpp
index cf98bb72601..4d83853537e 100644
--- a/source/gameengine/Ketsji/KX_KetsjiEngine.cpp
+++ b/source/gameengine/Ketsji/KX_KetsjiEngine.cpp
@@ -276,30 +276,73 @@ void KX_KetsjiEngine::StartEngine(bool clearIpo)
}
-bool KX_KetsjiEngine::BeginFrame()
+void KX_KetsjiEngine::ClearFrame()
{
- bool result = false;
+ // clear unless we're drawing overlapping stereo
+ if(m_rasterizer->InterlacedStereo() &&
+ m_rasterizer->GetEye() == RAS_IRasterizer::RAS_STEREO_RIGHTEYE)
+ return;
- RAS_Rect vp;
- KX_Scene* firstscene = *m_scenes.begin();
- const RAS_FrameSettings &framesettings = firstscene->GetFramingType();
+ // clear the viewports with the background color of the first scene
+ bool doclear = false;
+ KX_SceneList::iterator sceneit;
+ RAS_Rect clearvp, area, viewport;
- // set the area used for rendering
- m_rasterizer->SetRenderArea();
+ for (sceneit = m_scenes.begin(); sceneit != m_scenes.end(); sceneit++)
+ {
+ KX_Scene* scene = *sceneit;
+ //const RAS_FrameSettings &framesettings = scene->GetFramingType();
+ list<class KX_Camera*>* cameras = scene->GetCameras();
+
+ list<KX_Camera*>::iterator it;
+ for(it = cameras->begin(); it != cameras->end(); it++)
+ {
+ SetupViewport(scene, (*it), area, viewport);
+
+ if(!doclear) {
+ clearvp = viewport;
+ doclear = true;
+ }
+ else {
+ if(viewport.GetLeft() < clearvp.GetLeft())
+ clearvp.SetLeft(viewport.GetLeft());
+ if(viewport.GetBottom() < clearvp.GetBottom())
+ clearvp.SetBottom(viewport.GetBottom());
+ if(viewport.GetRight() > clearvp.GetRight())
+ clearvp.SetRight(viewport.GetRight());
+ if(viewport.GetTop() > clearvp.GetTop())
+ clearvp.SetTop(viewport.GetTop());
+
+ }
+ }
+ }
+
+ if(doclear) {
+ KX_Scene* firstscene = *m_scenes.begin();
+ SetBackGround(firstscene->GetWorldInfo());
+
+ m_canvas->SetViewPort(clearvp.GetLeft(), clearvp.GetBottom(),
+ clearvp.GetRight(), clearvp.GetTop());
+ m_rasterizer->ClearColorBuffer();
+ }
+}
- RAS_FramingManager::ComputeViewport(framesettings, m_canvas->GetDisplayArea(), vp);
+bool KX_KetsjiEngine::BeginFrame()
+{
+ // set the area used for rendering (stereo can assign only a subset)
+ m_rasterizer->SetRenderArea();
if (m_canvas->BeginDraw())
{
- result = true;
+ ClearFrame();
+
+ m_rasterizer->BeginFrame(m_drawingmode , m_kxsystem->GetTimeInSeconds());
+ m_rendertools->BeginFrame(m_rasterizer);
- m_canvas->SetViewPort(vp.GetLeft(), vp.GetBottom(), vp.GetRight(), vp.GetTop());
- SetBackGround( firstscene->GetWorldInfo() );
- m_rasterizer->BeginFrame( m_drawingmode , m_kxsystem->GetTimeInSeconds());
- m_rendertools->BeginFrame( m_rasterizer);
+ return true;
}
- return result;
+ return false;
}
@@ -606,7 +649,7 @@ void KX_KetsjiEngine::Render()
);
}
// clear the -whole- viewport
- m_canvas->ClearBuffer(RAS_ICanvas::COLOR_BUFFER);
+ m_canvas->ClearBuffer(RAS_ICanvas::COLOR_BUFFER|RAS_ICanvas::DEPTH_BUFFER);
}
m_rasterizer->SetEye(RAS_IRasterizer::RAS_STEREO_LEFTEYE);
@@ -635,9 +678,6 @@ void KX_KetsjiEngine::Render()
m_rendertools->SetAuxilaryClientInfo(scene);
- //Initialize scene viewport.
- SetupRenderFrame(scene, cam);
-
// do the rendering
RenderFrame(scene, cam);
}
@@ -655,9 +695,6 @@ void KX_KetsjiEngine::Render()
m_rendertools->SetAuxilaryClientInfo(scene);
- //Initialize scene viewport.
- SetupRenderFrame(scene, (*it));
-
// do the rendering
RenderFrame(scene, (*it));
}
@@ -690,10 +727,6 @@ void KX_KetsjiEngine::Render()
//pass the scene, for picking and raycasting (shadows)
m_rendertools->SetAuxilaryClientInfo(scene);
- //Initialize scene viewport.
- //SetupRenderFrame(scene);
- SetupRenderFrame(scene, cam);
-
// do the rendering
//RenderFrame(scene);
RenderFrame(scene, cam);
@@ -854,7 +887,7 @@ void KX_KetsjiEngine::SetCameraOverrideViewMatrix(const MT_CmMatrix4x4& mat)
}
-void KX_KetsjiEngine::SetupRenderFrame(KX_Scene *scene, KX_Camera* cam)
+void KX_KetsjiEngine::SetupViewport(KX_Scene *scene, KX_Camera* cam, RAS_Rect& area, RAS_Rect& viewport)
{
// In this function we make sure the rasterizer settings are upto
// date. We compute the viewport so that logic
@@ -862,17 +895,26 @@ void KX_KetsjiEngine::SetupRenderFrame(KX_Scene *scene, KX_Camera* cam)
// Note we postpone computation of the projection matrix
// so that we are using the latest camera position.
+ if (cam->GetViewport()) {
+ RAS_Rect userviewport;
- RAS_Rect viewport;
+ userviewport.SetLeft(cam->GetViewportLeft());
+ userviewport.SetBottom(cam->GetViewportBottom());
+ userviewport.SetRight(cam->GetViewportRight());
+ userviewport.SetTop(cam->GetViewportTop());
- if (!cam)
- return;
+ // Don't do bars on user specified viewport
+ RAS_FrameSettings settings = scene->GetFramingType();
+ if(settings.FrameType() == RAS_FrameSettings::e_frame_bars)
+ settings.SetFrameType(RAS_FrameSettings::e_frame_extend);
- if (cam->GetViewport()) {
- viewport.SetLeft(cam->GetViewportLeft());
- viewport.SetBottom(cam->GetViewportBottom());
- viewport.SetRight(cam->GetViewportRight());
- viewport.SetTop(cam->GetViewportTop());
+ RAS_FramingManager::ComputeViewport(
+ scene->GetFramingType(),
+ userviewport,
+ viewport
+ );
+
+ area = userviewport;
}
else if ( m_overrideCam || (scene->GetName() != m_overrideSceneName) || m_overrideCamUseOrtho ) {
RAS_FramingManager::ComputeViewport(
@@ -880,24 +922,16 @@ void KX_KetsjiEngine::SetupRenderFrame(KX_Scene *scene, KX_Camera* cam)
m_canvas->GetDisplayArea(),
viewport
);
+
+ area = m_canvas->GetDisplayArea();
} else {
viewport.SetLeft(0);
viewport.SetBottom(0);
viewport.SetRight(int(m_canvas->GetWidth()));
viewport.SetTop(int(m_canvas->GetHeight()));
- }
- // store the computed viewport in the scene
-
- scene->SetSceneViewport(viewport);
-
- // set the viewport for this frame and scene
- m_canvas->SetViewPort(
- viewport.GetLeft(),
- viewport.GetBottom(),
- viewport.GetRight(),
- viewport.GetTop()
- );
+ area = m_canvas->GetDisplayArea();
+ }
}
void KX_KetsjiEngine::RenderShadowBuffers(KX_Scene *scene)
@@ -951,12 +985,22 @@ void KX_KetsjiEngine::RenderShadowBuffers(KX_Scene *scene)
// update graphics
void KX_KetsjiEngine::RenderFrame(KX_Scene* scene, KX_Camera* cam)
{
+ RAS_Rect viewport, area;
float left, right, bottom, top, nearfrust, farfrust, focallength;
const float ortho = 100.0;
// KX_Camera* cam = scene->GetActiveCamera();
if (!cam)
return;
+
+ SetupViewport(scene, cam, area, viewport);
+
+ // store the computed viewport in the scene
+ scene->SetSceneViewport(viewport);
+
+ // set the viewport for this frame and scene
+ m_canvas->SetViewPort(viewport.GetLeft(), viewport.GetBottom(),
+ viewport.GetRight(), viewport.GetTop());
// see KX_BlenderMaterial::Activate
//m_rasterizer->SetAmbient();
@@ -985,8 +1029,8 @@ void KX_KetsjiEngine::RenderFrame(KX_Scene* scene, KX_Camera* cam)
RAS_FramingManager::ComputeFrustum(
scene->GetFramingType(),
- m_canvas->GetDisplayArea(),
- scene->GetSceneViewport(),
+ area,
+ viewport,
lens,
nearfrust,
farfrust,
@@ -1002,7 +1046,7 @@ void KX_KetsjiEngine::RenderFrame(KX_Scene* scene, KX_Camera* cam)
MT_Matrix4x4 projmat = m_rasterizer->GetFrustumMatrix(
left, right, bottom, top, nearfrust, farfrust, focallength);
-
+
cam->SetProjectionMatrix(projmat);
// Otherwise the projection matrix for each eye will be the same...
diff --git a/source/gameengine/Ketsji/KX_KetsjiEngine.h b/source/gameengine/Ketsji/KX_KetsjiEngine.h
index 97458362f0f..89f6fe55045 100644
--- a/source/gameengine/Ketsji/KX_KetsjiEngine.h
+++ b/source/gameengine/Ketsji/KX_KetsjiEngine.h
@@ -177,7 +177,7 @@ private:
/** Blue component of framing bar color. */
float m_overrideFrameColorB;
- void SetupRenderFrame(KX_Scene *scene, KX_Camera* cam);
+ void SetupViewport(KX_Scene *scene, KX_Camera* cam, RAS_Rect& area, RAS_Rect& viewport);
void RenderFrame(KX_Scene* scene, KX_Camera* cam);
void PostRenderFrame();
void RenderDebugProperties();
@@ -355,6 +355,7 @@ protected:
KX_Scene* CreateScene(const STR_String& scenename);
bool BeginFrame();
+ void ClearFrame();
void EndFrame();
};
diff --git a/source/gameengine/Rasterizer/RAS_BucketManager.cpp b/source/gameengine/Rasterizer/RAS_BucketManager.cpp
index 9fb21a3c17b..f7938bb62e6 100644
--- a/source/gameengine/Rasterizer/RAS_BucketManager.cpp
+++ b/source/gameengine/Rasterizer/RAS_BucketManager.cpp
@@ -130,9 +130,6 @@ void RAS_BucketManager::OrderBuckets(const MT_Transform& cameratrans, BucketList
sort(slots.begin(), slots.end(), fronttoback());
}
-//static int TOTASLOT = 0;
-//static int TOTSLOT = 0;
-
void RAS_BucketManager::RenderAlphaBuckets(
const MT_Transform& cameratrans, RAS_IRasterizer* rasty, RAS_IRenderTools* rendertools)
{
@@ -149,10 +146,8 @@ void RAS_BucketManager::RenderAlphaBuckets(
for(sit=slots.begin(); sit!=slots.end(); ++sit) {
rendertools->SetClientObject(rasty, sit->m_ms->m_clientObj);
- while(sit->m_bucket->ActivateMaterial(cameratrans, rasty, rendertools)) {
+ while(sit->m_bucket->ActivateMaterial(cameratrans, rasty, rendertools))
sit->m_bucket->RenderMeshSlot(cameratrans, rasty, rendertools, *(sit->m_ms));
- //TOTASLOT++;
- }
}
rasty->SetDepthMask(RAS_IRasterizer::KX_DEPTHMASK_ENABLED);
@@ -173,13 +168,14 @@ void RAS_BucketManager::RenderSolidBuckets(
rendertools->SetClientObject(rasty, mit->m_clientObj);
- while ((*bit)->ActivateMaterial(cameratrans, rasty, rendertools)) {
+ while ((*bit)->ActivateMaterial(cameratrans, rasty, rendertools))
(*bit)->RenderMeshSlot(cameratrans, rasty, rendertools, *mit);
- //TOTSLOT++;
- }
}
}
+ /* this code draws meshes order front-to-back instead to reduce overdraw.
+ * it turned out slower due to much material state switching, a more clever
+ * algorithm might do better. */
#if 0
vector<sortedmeshslot> slots;
vector<sortedmeshslot>::iterator sit;
@@ -198,17 +194,12 @@ void RAS_BucketManager::RenderSolidBuckets(
void RAS_BucketManager::Renderbuckets(
const MT_Transform& cameratrans, RAS_IRasterizer* rasty, RAS_IRenderTools* rendertools)
{
- // beginning each frame, clear (texture/material) caching information
+ /* beginning each frame, clear (texture/material) caching information */
rasty->ClearCachingInfo();
- //TOTASLOT = 0;
- //TOTSLOT = 0;
-
RenderSolidBuckets(cameratrans, rasty, rendertools);
RenderAlphaBuckets(cameratrans, rasty, rendertools);
- //printf("total slots = %d = %d + %d\n", TOTSLOT + TOTASLOT, TOTSLOT, TOTASLOT);
-
rendertools->SetClientObject(rasty, NULL);
}
diff --git a/source/gameengine/Rasterizer/RAS_FramingManager.h b/source/gameengine/Rasterizer/RAS_FramingManager.h
index dcb48c1c2a0..9cb59f300f7 100644
--- a/source/gameengine/Rasterizer/RAS_FramingManager.h
+++ b/source/gameengine/Rasterizer/RAS_FramingManager.h
@@ -108,6 +108,13 @@ public :
) const {
return m_frame_type;
};
+
+ void
+ SetFrameType(
+ RAS_FrameType type
+ ) {
+ m_frame_type = type;
+ };
float
BarRed(
@@ -140,14 +147,6 @@ public :
};
private :
-
- /**
- * private to force use of public constructor
- */
-
- RAS_FrameSettings(
- const RAS_FrameSettings &
- );
RAS_FrameType m_frame_type;
float m_bar_r;
diff --git a/source/gameengine/Rasterizer/RAS_IRasterizer.h b/source/gameengine/Rasterizer/RAS_IRasterizer.h
index 1d18d02a583..411b28fa3b7 100644
--- a/source/gameengine/Rasterizer/RAS_IRasterizer.h
+++ b/source/gameengine/Rasterizer/RAS_IRasterizer.h
@@ -169,6 +169,10 @@ public:
*/
virtual bool BeginFrame(int drawingmode, double time)=0;
/**
+ * ClearColorBuffer clears the color buffer.
+ */
+ virtual void ClearColorBuffer()=0;
+ /**
* ClearDepthBuffer clears the depth buffer.
*/
virtual void ClearDepthBuffer()=0;
@@ -181,7 +185,8 @@ public:
*/
virtual void EndFrame()=0;
/**
- * SetRenderArea sets the render area from the 2d canvas
+ * SetRenderArea sets the render area from the 2d canvas.
+ * Returns true if only of subset of the canvas is used.
*/
virtual void SetRenderArea()=0;
@@ -195,6 +200,7 @@ public:
* @return true if stereo mode is enabled.
*/
virtual bool Stereo()=0;
+ virtual bool InterlacedStereo()=0;
/**
* Sets which eye buffer subsequent primitives will be rendered to.
*/
diff --git a/source/gameengine/Rasterizer/RAS_OpenGLRasterizer/RAS_OpenGLRasterizer.cpp b/source/gameengine/Rasterizer/RAS_OpenGLRasterizer/RAS_OpenGLRasterizer.cpp
index 62ee2edb731..4f31ae7fcbc 100644
--- a/source/gameengine/Rasterizer/RAS_OpenGLRasterizer/RAS_OpenGLRasterizer.cpp
+++ b/source/gameengine/Rasterizer/RAS_OpenGLRasterizer/RAS_OpenGLRasterizer.cpp
@@ -105,8 +105,12 @@ bool RAS_OpenGLRasterizer::Init()
m_ambg = 0.0f;
m_ambb = 0.0f;
- SetBlendingMode(GPU_BLEND_SOLID);
- SetFrontFace(true);
+ glDisable(GL_BLEND);
+ glDisable(GL_ALPHA_TEST);
+ m_last_blendmode = GPU_BLEND_SOLID;
+
+ glFrontFace(GL_CCW);
+ m_last_frontface = true;
glClearColor(m_redback,m_greenback,m_blueback,m_alphaback);
glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
@@ -250,21 +254,10 @@ void RAS_OpenGLRasterizer::Exit()
EndFrame();
}
-bool RAS_OpenGLRasterizer::InterlacedStereo() const
-{
- return m_stereomode == RAS_STEREO_VINTERLACE || m_stereomode == RAS_STEREO_INTERLACED;
-}
-
bool RAS_OpenGLRasterizer::BeginFrame(int drawingmode, double time)
{
m_time = time;
m_drawingmode = drawingmode;
-
- if (!InterlacedStereo() || m_curreye == RAS_STEREO_LEFTEYE)
- {
- m_2DCanvas->ClearColor(m_redback,m_greenback,m_blueback,m_alphaback);
- m_2DCanvas->ClearBuffer(RAS_ICanvas::COLOR_BUFFER);
- }
// Blender camera routine destroys the settings
if (m_drawingmode < KX_SOLID)
@@ -278,8 +271,12 @@ bool RAS_OpenGLRasterizer::BeginFrame(int drawingmode, double time)
glEnable (GL_CULL_FACE);
}
- SetBlendingMode(GPU_BLEND_SOLID);
- SetFrontFace(true);
+ glDisable(GL_BLEND);
+ glDisable(GL_ALPHA_TEST);
+ m_last_blendmode = GPU_BLEND_SOLID;
+
+ glFrontFace(GL_CCW);
+ m_last_frontface = true;
glShadeModel(GL_SMOOTH);
@@ -310,6 +307,12 @@ void RAS_OpenGLRasterizer::SetDepthMask(DepthMask depthmask)
}
+void RAS_OpenGLRasterizer::ClearColorBuffer()
+{
+ m_2DCanvas->ClearColor(m_redback,m_greenback,m_blueback,m_alphaback);
+ m_2DCanvas->ClearBuffer(RAS_ICanvas::COLOR_BUFFER);
+}
+
void RAS_OpenGLRasterizer::ClearDepthBuffer()
{
@@ -420,6 +423,10 @@ bool RAS_OpenGLRasterizer::Stereo()
return true;
}
+bool RAS_OpenGLRasterizer::InterlacedStereo()
+{
+ return m_stereomode == RAS_STEREO_VINTERLACE || m_stereomode == RAS_STEREO_INTERLACED;
+}
void RAS_OpenGLRasterizer::SetEye(const StereoEye eye)
{
diff --git a/source/gameengine/Rasterizer/RAS_OpenGLRasterizer/RAS_OpenGLRasterizer.h b/source/gameengine/Rasterizer/RAS_OpenGLRasterizer/RAS_OpenGLRasterizer.h
index 368bd4312ac..0717cce0ce8 100644
--- a/source/gameengine/Rasterizer/RAS_OpenGLRasterizer/RAS_OpenGLRasterizer.h
+++ b/source/gameengine/Rasterizer/RAS_OpenGLRasterizer/RAS_OpenGLRasterizer.h
@@ -88,7 +88,6 @@ class RAS_OpenGLRasterizer : public RAS_IRasterizer
float m_focallength;
bool m_setfocallength;
int m_noOfScanlines;
- bool InterlacedStereo() const;
//motion blur
int m_motionblur;
@@ -131,6 +130,7 @@ public:
virtual bool Init();
virtual void Exit();
virtual bool BeginFrame(int drawingmode, double time);
+ virtual void ClearColorBuffer();
virtual void ClearDepthBuffer();
virtual void ClearCachingInfo(void);
virtual void EndFrame();
@@ -138,6 +138,7 @@ public:
virtual void SetStereoMode(const StereoMode stereomode);
virtual bool Stereo();
+ virtual bool InterlacedStereo();
virtual void SetEye(const StereoEye eye);
virtual StereoEye GetEye();
virtual void SetEyeSeparation(const float eyeseparation);