From ef0473994b6b21aa49bbfab26a483d90d0fef004 Mon Sep 17 00:00:00 2001 From: Mitchell Stokes Date: Tue, 18 Dec 2012 20:56:25 +0000 Subject: BGE: Some as of yet unmerged work I did in the Swiss branch. These changes include: * 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. --- .../Converter/BL_BlenderDataConversion.cpp | 726 ++++++++++----------- .../Converter/BL_BlenderDataConversion.h | 5 +- .../Converter/KX_BlenderSceneConverter.cpp | 55 +- .../Converter/KX_BlenderSceneConverter.h | 14 +- .../gameengine/Converter/KX_ConvertActuators.cpp | 3 +- 5 files changed, 419 insertions(+), 384 deletions(-) (limited to 'source/gameengine/Converter') diff --git a/source/gameengine/Converter/BL_BlenderDataConversion.cpp b/source/gameengine/Converter/BL_BlenderDataConversion.cpp index ab0630bf398..15fc5ba76c7 100644 --- a/source/gameengine/Converter/BL_BlenderDataConversion.cpp +++ b/source/gameengine/Converter/BL_BlenderDataConversion.cpp @@ -423,55 +423,61 @@ static void SetDefaultLightMode(Scene* scene) // -- -static void GetRGB( - const bool use_mcol, - MFace *mface, - MCol *mmcol, - Material *mat, - unsigned int &c0, - unsigned int &c1, - unsigned int &c2, - unsigned int &c3) +static void GetRGB(short type, + MFace* mface, + MCol* mmcol, + Material *mat, + unsigned int c[4]) { unsigned int color = 0xFFFFFFFFL; - if (use_mcol) { - // vertex colors - - if (mmcol) { - c0 = KX_Mcol2uint_new(mmcol[0]); - c1 = KX_Mcol2uint_new(mmcol[1]); - c2 = KX_Mcol2uint_new(mmcol[2]); + switch (type) { + case 0: // vertex colors + { + if (mmcol) { + c[0] = KX_Mcol2uint_new(mmcol[0]); + c[1] = KX_Mcol2uint_new(mmcol[1]); + c[2] = KX_Mcol2uint_new(mmcol[2]); + if (mface->v4) + c[3] = KX_Mcol2uint_new(mmcol[3]); + } + else { // backup white + c[0] = KX_rgbaint2uint_new(color); + c[1] = KX_rgbaint2uint_new(color); + c[2] = KX_rgbaint2uint_new(color); + if (mface->v4) + c[3] = KX_rgbaint2uint_new( color ); + } + } break; + + + case 1: // material rgba + { + if (mat) { + union { + unsigned char cp[4]; + unsigned int integer; + } col_converter; + col_converter.cp[3] = (unsigned char) (mat->r * 255.0f); + col_converter.cp[2] = (unsigned char) (mat->g * 255.0f); + col_converter.cp[1] = (unsigned char) (mat->b * 255.0f); + col_converter.cp[0] = (unsigned char) (mat->alpha * 255.0f); + color = col_converter.integer; + } + c[0] = KX_rgbaint2uint_new(color); + c[1] = KX_rgbaint2uint_new(color); + c[2] = KX_rgbaint2uint_new(color); if (mface->v4) - c3 = KX_Mcol2uint_new(mmcol[3]); - } - else { // backup white - c0 = KX_rgbaint2uint_new(color); - c1 = KX_rgbaint2uint_new(color); - c2 = KX_rgbaint2uint_new(color); + c[3] = KX_rgbaint2uint_new(color); + } break; + + default: // white + { + c[0] = KX_rgbaint2uint_new(color); + c[1] = KX_rgbaint2uint_new(color); + c[2] = KX_rgbaint2uint_new(color); if (mface->v4) - c3 = KX_rgbaint2uint_new( color ); - } - } - else { - // material rgba - if (mat) { - union { - unsigned char cp[4]; - unsigned int integer; - } col_converter; - col_converter.cp[3] = (unsigned char) (mat->r * 255.0f); - col_converter.cp[2] = (unsigned char) (mat->g * 255.0f); - col_converter.cp[1] = (unsigned char) (mat->b * 255.0f); - col_converter.cp[0] = (unsigned char) (mat->alpha * 255.0f); - color = col_converter.integer; - } - // backup white is fallback - - c0 = KX_rgbaint2uint_new(color); - c1 = KX_rgbaint2uint_new(color); - c2 = KX_rgbaint2uint_new(color); - if (mface->v4) - c3 = KX_rgbaint2uint_new(color); + c[3] = KX_rgbaint2uint_new(color); + } break; } } @@ -480,42 +486,67 @@ typedef struct MTF_localLayer { const char *name; } MTF_localLayer; -static void tface_to_uv_bge(const MFace *mface, const MTFace *tface, MT_Point2 uv[4]) +static void GetUVs(BL_Material *material, MTF_localLayer *layers, MFace *mface, MTFace *tface, MT_Point2 uvs[4][MAXTEX]) { - uv[0].setValue(tface->uv[0]); - uv[1].setValue(tface->uv[1]); - uv[2].setValue(tface->uv[2]); - if (mface->v4) { - uv[3].setValue(tface->uv[3]); + int unit = 0; + if (tface) + { + + uvs[0][0].setValue(tface->uv[0]); + uvs[1][0].setValue(tface->uv[1]); + uvs[2][0].setValue(tface->uv[2]); + + if (mface->v4) + uvs[3][0].setValue(tface->uv[3]); } -} + else + { + uvs[0][0] = uvs[1][0] = uvs[2][0] = uvs[3][0] = MT_Point2(0.f, 0.f); + } + + for (int vind = 0; vindmapping[vind]; -static void GetUV( - MFace *mface, - MTFace *tface, - MTF_localLayer *layers, - const int layer_uv[2], - MT_Point2 uv[4], - MT_Point2 uv2[4]) -{ - bool validface = (tface != NULL); + if (!(map.mapping & USEUV)) continue; - uv2[0] = uv2[1] = uv2[2] = uv2[3] = MT_Point2(0.0f, 0.0f); + //If no UVSet is specified, try grabbing one from the UV/Image editor + if (map.uvCoName.IsEmpty() && tface) + { + uvs[0][unit].setValue(tface->uv[0]); + uvs[1][unit].setValue(tface->uv[1]); + uvs[2][unit].setValue(tface->uv[2]); - /* No material, what to do? let's see what is in the UV and set the material accordingly - * light and visible is always on */ - if (layer_uv[0] != -1) { - tface_to_uv_bge(mface, layers[layer_uv[0]].face, uv); - if (layer_uv[1] != -1) { - tface_to_uv_bge(mface, layers[layer_uv[1]].face, uv2); + if (mface->v4) + uvs[3][unit].setValue(tface->uv[3]); + + ++unit; + continue; + } + + + for (int lay=0; layuv[0]); + uvs[1][unit].setValue(layer.face->uv[1]); + uvs[2][unit].setValue(layer.face->uv[2]); + + if (mface->v4) + uvs[3][unit].setValue(layer.face->uv[3]); + else + uvs[3][unit].setValue(0.0f, 0.0f); + + ++unit; + break; + } } - } - else if (validface) { - tface_to_uv_bge(mface, tface, uv); - } - else { - // nothing at all - uv[0] = uv[1] = uv[2] = uv[3] = MT_Point2(0.0f, 0.0f); } } @@ -526,25 +557,29 @@ static bool ConvertMaterial( MTFace* tface, const char *tfaceName, MFace* mface, - MCol* mmcol, /* only for text, use first mcol, weak */ - MTF_localLayer *layers, - int layer_uv[2], - const bool glslmat) + MCol* mmcol, + bool glslmat) { material->Initialize(); - int numchan = -1, texalpha = 0; + int texalpha = 0; bool validmat = (mat!=0); bool validface = (tface!=0); + short type = 0; + if ( validmat ) + type = 1; // material color + material->IdMode = DEFAULT_BLENDER; material->glslmat = (validmat)? glslmat: false; material->materialindex = mface->mat_nr; - /* default value for being unset */ - layer_uv[0] = layer_uv[1] = -1; - // -------------------------------- if (validmat) { + + // use vertex colors by explicitly setting + if (mat->mode &MA_VERTEXCOLP || glslmat) + type = 0; + // use lighting? material->ras_mode |= ( mat->mode & MA_SHLESS )?0:USE_LIGHT; material->ras_mode |= ( mat->game.flag & GEMAT_BACKCULL )?0:TWOSIDED; @@ -552,7 +587,6 @@ static bool ConvertMaterial( // cast shadows? material->ras_mode |= ( mat->mode & MA_SHADBUF )?CAST_SHADOW:0; MTex *mttmp = 0; - numchan = getNumTexChannels(mat); int valid_index = 0; /* In Multitexture use the face texture if and only if @@ -561,12 +595,9 @@ static bool ConvertMaterial( bool facetex = false; if (validface && mat->mode &MA_FACETEXTURE) facetex = true; - - numchan = numchan>MAXTEX?MAXTEX:numchan; - if (facetex && numchan == 0) numchan = 1; // foreach MTex - for (int i=0; iras_mode |= USE_LIGHT; } - const char *uvName = "", *uv2Name = ""; - /* No material, what to do? let's see what is in the UV and set the material accordingly * light and visible is always on */ if ( validface ) { material->tile = tface->tile; - uvName = tfaceName; - } + } else { // nothing at all material->alphablend = GEMAT_SOLID; @@ -826,45 +854,19 @@ static bool ConvertMaterial( material->ras_mode |= (mat && (mat->game.alpha_blend & GEMAT_ALPHA_SORT))? ZSORT: 0; } - // get uv sets - if (validmat) { - bool isFirstSet = true; - - // only two sets implemented, but any of the eight - // sets can make up the two layers - for (int vind = 0; vindnum_enabled; vind++) { - BL_Mapping &map = material->mapping[vind]; + // XXX The RGB values here were meant to be temporary storage for the conversion process, + // but fonts now make use of them too, so we leave them in for now. + unsigned int rgb[4]; + GetRGB(type,mface,mmcol,mat,rgb); - if (map.uvCoName.IsEmpty()) { - isFirstSet = false; - } - else { - for (int lay=0; laym_mcol = *(unsigned int *)mmcol; + // swap the material color, so MCol on bitmap font works + if (validmat && type==1 && (mat->game.flag & GEMAT_TEXT)) + { + rgb[0] = KX_rgbaint2uint_new(rgb[0]); + rgb[1] = KX_rgbaint2uint_new(rgb[1]); + rgb[2] = KX_rgbaint2uint_new(rgb[2]); + rgb[3] = KX_rgbaint2uint_new(rgb[3]); } - material->SetUVLayerName(uvName); - material->SetUVLayerName2(uv2Name); if (validmat) material->matname =(mat->id.name); @@ -879,8 +881,189 @@ static bool ConvertMaterial( return true; } +RAS_MaterialBucket* material_from_mesh(Material *ma, MFace *mface, MTFace *tface, MCol *mcol, MTF_localLayer *layers, int lightlayer, unsigned int *rgb, MT_Point2 uvs[4][RAS_TexVert::MAX_UNIT], const char *tfaceName, KX_Scene* scene, KX_BlenderSceneConverter *converter) +{ + RAS_IPolyMaterial* polymat = converter->FindCachedPolyMaterial(ma); + BL_Material* bl_mat = converter->FindCachedBlenderMaterial(ma); + KX_BlenderMaterial* kx_blmat = NULL; + KX_PolygonMaterial* kx_polymat = NULL; + + if (converter->GetMaterials()) { + /* do Blender Multitexture and Blender GLSL materials */ + + /* first is the BL_Material */ + if (!bl_mat) + { + bl_mat = new BL_Material(); + + ConvertMaterial(bl_mat, ma, tface, tfaceName, mface, mcol, + converter->GetGLSLMaterials()); + + converter->CacheBlenderMaterial(ma, bl_mat); + } + + + short type = (ma) ? ((ma->mode & MA_VERTEXCOLP || bl_mat->glslmat) ? 0 : 1) : 0; + GetRGB(type,mface,mcol,ma,rgb); + + GetUVs(bl_mat, layers, mface, tface, uvs); + + /* then the KX_BlenderMaterial */ + if (polymat == NULL) + { + kx_blmat = new KX_BlenderMaterial(); + + kx_blmat->Initialize(scene, bl_mat, (ma?&ma->game:NULL), lightlayer); + polymat = static_cast(kx_blmat); + converter->CachePolyMaterial(ma, polymat); + } + } + else { + /* do Texture Face materials */ + Image* bima = (tface)? (Image*)tface->tpage: NULL; + STR_String imastr = (tface)? (bima? (bima)->id.name : "" ) : ""; + + char alpha_blend=0; + short tile=0; + int tilexrep=4,tileyrep = 4; + + /* set material properties - old TexFace */ + if (ma) { + alpha_blend = ma->game.alpha_blend; + /* Commented out for now. If we ever get rid of + * "Texture Face/Singletexture" we can then think about it */ + + /* Texture Face mode ignores texture but requires "Face Textures to be True "*/ + #if 0 + if ((ma->mode &MA_FACETEXTURE)==0 && (ma->game.flag &GEMAT_TEXT)==0) { + bima = NULL; + imastr = ""; + alpha_blend = GEMAT_SOLID; + } + else { + alpha_blend = ma->game.alpha_blend; + } + #endif + } + /* check for tface tex to fallback on */ + else { + if (bima) { + /* see if depth of the image is 32 */ + if (BKE_image_has_alpha(bima)) + alpha_blend = GEMAT_ALPHA; + else + alpha_blend = GEMAT_SOLID; + } + else { + alpha_blend = GEMAT_SOLID; + } + } + + if (bima) { + tilexrep = bima->xrep; + tileyrep = bima->yrep; + } + + /* set UV properties */ + if (tface) { + uvs[0][0].setValue(tface->uv[0]); + uvs[1][0].setValue(tface->uv[1]); + uvs[2][0].setValue(tface->uv[2]); + + if (mface->v4) + uvs[3][0].setValue(tface->uv[3]); + + tile = tface->tile; + } + else { + /* no texfaces */ + tile = 0; + } + + /* get vertex colors */ + if (mcol) { + /* we have vertex colors */ + rgb[0] = KX_Mcol2uint_new(mcol[0]); + rgb[1] = KX_Mcol2uint_new(mcol[1]); + rgb[2] = KX_Mcol2uint_new(mcol[2]); + + if (mface->v4) + rgb[3] = KX_Mcol2uint_new(mcol[3]); + } + else { + /* no vertex colors, take from material, otherwise white */ + unsigned int color = 0xFFFFFFFFL; + + if (ma) + { + union + { + unsigned char cp[4]; + unsigned int integer; + } col_converter; + + col_converter.cp[3] = (unsigned char) (ma->r*255.0); + col_converter.cp[2] = (unsigned char) (ma->g*255.0); + col_converter.cp[1] = (unsigned char) (ma->b*255.0); + col_converter.cp[0] = (unsigned char) (ma->alpha*255.0); + + color = col_converter.integer; + } + + rgb[0] = KX_rgbaint2uint_new(color); + rgb[1] = KX_rgbaint2uint_new(color); + rgb[2] = KX_rgbaint2uint_new(color); + + if (mface->v4) + rgb[3] = KX_rgbaint2uint_new(color); + } + + // only zsort alpha + add + bool alpha = ELEM3(alpha_blend, GEMAT_ALPHA, GEMAT_ADD, GEMAT_ALPHA_SORT); + bool zsort = (alpha_blend == GEMAT_ALPHA_SORT); + bool light = (ma)?(ma->mode & MA_SHLESS)==0:default_light_mode; + + // don't need zort anymore, deal as if it it's alpha blend + if (alpha_blend == GEMAT_ALPHA_SORT) alpha_blend = GEMAT_ALPHA; + + if (polymat == NULL) + { + kx_polymat = new KX_PolygonMaterial(); + kx_polymat->Initialize(imastr, ma, (int)mface->mat_nr, + tile, tilexrep, tileyrep, + alpha_blend, alpha, zsort, light, lightlayer, tface, (unsigned int*)mcol); + polymat = static_cast(kx_polymat); + + if (ma) { + polymat->m_specular = MT_Vector3(ma->specr, ma->specg, ma->specb)*ma->spec; + polymat->m_shininess = (float)ma->har/4.0f; // 0 < ma->har <= 512 + polymat->m_diffuse = MT_Vector3(ma->r, ma->g, ma->b)*(ma->emit + ma->ref); + } + else { + polymat->m_specular.setValue(0.0f,0.0f,0.0f); + polymat->m_shininess = 35.0; + } + + converter->CachePolyMaterial(ma, polymat); + } + } + + // 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; + RAS_MaterialBucket* bucket = scene->FindBucket(polymat, bucketCreated); + if (bucketCreated) { + // this is needed to free up memory afterwards + converter->RegisterPolyMaterial(polymat); + if (converter->GetMaterials()) + converter->RegisterBlenderMaterial(bl_mat); + } + + return bucket; +} + /* blenderobj can be NULL, make sure its checked for */ -RAS_MeshObject* BL_ConvertMesh(Mesh* mesh, Object* blenderobj, KX_Scene* scene, KX_BlenderSceneConverter *converter) +RAS_MeshObject* BL_ConvertMesh(Mesh* mesh, Object* blenderobj, KX_Scene* scene, KX_BlenderSceneConverter *converter, bool libloading) { RAS_MeshObject *meshobj; int lightlayer = blenderobj ? blenderobj->lay:(1<<20)-1; // all layers if no object. @@ -910,7 +1093,6 @@ RAS_MeshObject* BL_ConvertMesh(Mesh* mesh, Object* blenderobj, KX_Scene* scene, // Extract avaiable layers MTF_localLayer *layers = new MTF_localLayer[MAX_MTFACE]; - int layer_uv[2]; /* store uv1, uv2 layers */ for (int lay=0; laySetName(mesh->id.name + 2); meshobj->m_sharedvertex_map.resize(totvert); - RAS_IPolyMaterial* polymat = NULL; - STR_String imastr; - // These pointers will hold persistent material structure during the conversion - // to avoid countless allocation/deallocation of memory. - BL_Material* bl_mat = NULL; - KX_BlenderMaterial* kx_blmat = NULL; - KX_PolygonMaterial* kx_polymat = NULL; - for (int f=0;fv1].co); - pt1.setValue(mvert[mface->v2].co); - pt2.setValue(mvert[mface->v3].co); - if (mface->v4) pt3.setValue(mvert[mface->v4].co); + pt[0].setValue(mvert[mface->v1].co); + pt[1].setValue(mvert[mface->v2].co); + pt[2].setValue(mvert[mface->v3].co); + if (mface->v4) pt[3].setValue(mvert[mface->v4].co); if (mface->flag & ME_SMOOTH) { float n0[3], n1[3], n2[3], n3[3]; @@ -965,13 +1139,13 @@ RAS_MeshObject* BL_ConvertMesh(Mesh* mesh, Object* blenderobj, KX_Scene* scene, normal_short_to_float_v3(n0, mvert[mface->v1].no); normal_short_to_float_v3(n1, mvert[mface->v2].no); normal_short_to_float_v3(n2, mvert[mface->v3].no); - no0 = n0; - no1 = n1; - no2 = n2; + no[0] = n0; + no[1] = n1; + no[2] = n2; if (mface->v4) { normal_short_to_float_v3(n3, mvert[mface->v4].no); - no3 = n3; + no[3] = n3; } } else { @@ -982,16 +1156,16 @@ RAS_MeshObject* BL_ConvertMesh(Mesh* mesh, Object* blenderobj, KX_Scene* scene, else normal_tri_v3(fno,mvert[mface->v1].co, mvert[mface->v2].co, mvert[mface->v3].co); - no0 = no1 = no2 = no3 = MT_Vector3(fno); + no[0] = no[1] = no[2] = no[3] = MT_Vector3(fno); } if (tangent) { - tan0 = tangent[f*4 + 0]; - tan1 = tangent[f*4 + 1]; - tan2 = tangent[f*4 + 2]; + tan[0] = tangent[f*4 + 0]; + tan[1] = tangent[f*4 + 1]; + tan[2] = tangent[f*4 + 2]; if (mface->v4) - tan3 = tangent[f*4 + 3]; + tan[3] = tangent[f*4 + 3]; } if (blenderobj) ma = give_current_material(blenderobj, mface->mat_nr+1); @@ -1007,171 +1181,7 @@ RAS_MeshObject* BL_ConvertMesh(Mesh* mesh, Object* blenderobj, KX_Scene* scene, bool visible = true; bool twoside = false; - if (converter->GetMaterials()) { - const bool is_bl_mat_new = (bl_mat == NULL); - //const bool is_kx_blmat_new = (kx_blmat == NULL); - const bool glslmat = converter->GetGLSLMaterials(); - const bool use_mcol = ma ? (ma->mode & MA_VERTEXCOLP || glslmat) : true; - /* do Blender Multitexture and Blender GLSL materials */ - MT_Point2 uv_1[4]; - MT_Point2 uv_2[4]; - - /* first is the BL_Material */ - if (!bl_mat) { - bl_mat = new BL_Material(); - } - - /* only */ - if (is_bl_mat_new || (bl_mat->material != ma)) { - ConvertMaterial(bl_mat, ma, tface, tfaceName, mface, mcol, - layers, layer_uv, glslmat); - } - - /* vertex colors and uv's from the faces */ - GetRGB(use_mcol, mface, mcol, ma, rgb0, rgb1, rgb2, rgb3); - GetUV(mface, tface, layers, layer_uv, uv_1, uv_2); - - uv0 = uv_1[0]; uv1 = uv_1[1]; - uv2 = uv_1[2]; uv3 = uv_1[3]; - - uv20 = uv_2[0]; uv21 = uv_2[1]; - uv22 = uv_2[2]; uv23 = uv_2[3]; - - /* then the KX_BlenderMaterial */ - if (kx_blmat == NULL) - kx_blmat = new KX_BlenderMaterial(); - - //if (is_kx_blmat_new || !kx_blmat->IsMaterial(bl_mat)) { - kx_blmat->Initialize(scene, bl_mat, (ma ? &ma->game : NULL)); - //} - - polymat = static_cast(kx_blmat); - } - else { - /* do Texture Face materials */ - Image* bima = (tface)? (Image*)tface->tpage: NULL; - imastr = (tface)? (bima? (bima)->id.name : "" ) : ""; - - char alpha_blend=0; - short tile=0; - int tilexrep=4,tileyrep = 4; - - /* set material properties - old TexFace */ - if (ma) { - alpha_blend = ma->game.alpha_blend; - /* Commented out for now. If we ever get rid of - * "Texture Face/Singletexture" we can then think about it */ - - /* Texture Face mode ignores texture but requires "Face Textures to be True "*/ -#if 0 - if ((ma->mode &MA_FACETEXTURE)==0 && (ma->game.flag &GEMAT_TEXT)==0) { - bima = NULL; - imastr = ""; - alpha_blend = GEMAT_SOLID; - } - else { - alpha_blend = ma->game.alpha_blend; - } -#endif - } - /* check for tface tex to fallback on */ - else { - if (bima) { - /* see if depth of the image is 32 */ - if (BKE_image_has_alpha(bima)) - alpha_blend = GEMAT_ALPHA; - else - alpha_blend = GEMAT_SOLID; - } - else { - alpha_blend = GEMAT_SOLID; - } - } - - if (bima) { - tilexrep = bima->xrep; - tileyrep = bima->yrep; - } - - /* set UV properties */ - if (tface) { - uv0.setValue(tface->uv[0]); - uv1.setValue(tface->uv[1]); - uv2.setValue(tface->uv[2]); - - if (mface->v4) - uv3.setValue(tface->uv[3]); - - tile = tface->tile; - } - else { - /* no texfaces */ - tile = 0; - } - - /* get vertex colors */ - if (mcol) { - /* we have vertex colors */ - rgb0 = KX_Mcol2uint_new(mcol[0]); - rgb1 = KX_Mcol2uint_new(mcol[1]); - rgb2 = KX_Mcol2uint_new(mcol[2]); - - if (mface->v4) - rgb3 = KX_Mcol2uint_new(mcol[3]); - } - else { - /* no vertex colors, take from material, otherwise white */ - unsigned int color = 0xFFFFFFFFL; - - if (ma) - { - union - { - unsigned char cp[4]; - unsigned int integer; - } col_converter; - - col_converter.cp[3] = (unsigned char) (ma->r * 255.0f); - col_converter.cp[2] = (unsigned char) (ma->g * 255.0f); - col_converter.cp[1] = (unsigned char) (ma->b * 255.0f); - col_converter.cp[0] = (unsigned char) (ma->alpha * 255.0f); - - color = col_converter.integer; - } - - rgb0 = KX_rgbaint2uint_new(color); - rgb1 = KX_rgbaint2uint_new(color); - rgb2 = KX_rgbaint2uint_new(color); - - if (mface->v4) - rgb3 = KX_rgbaint2uint_new(color); - } - - // only zsort alpha + add - bool alpha = ELEM3(alpha_blend, GEMAT_ALPHA, GEMAT_ADD, GEMAT_ALPHA_SORT); - bool zsort = (alpha_blend == GEMAT_ALPHA_SORT); - bool light = (ma)?(ma->mode & MA_SHLESS)==0:default_light_mode; - - // don't need zort anymore, deal as if it it's alpha blend - if (alpha_blend == GEMAT_ALPHA_SORT) alpha_blend = GEMAT_ALPHA; - - if (kx_polymat == NULL) - kx_polymat = new KX_PolygonMaterial(); - kx_polymat->Initialize(imastr, ma, (int)mface->mat_nr, - tile, tilexrep, tileyrep, - alpha_blend, alpha, zsort, light, lightlayer, tface, (unsigned int*)mcol); - polymat = static_cast(kx_polymat); - - if (ma) { - polymat->m_specular = MT_Vector3(ma->specr, ma->specg, ma->specb)*ma->spec; - polymat->m_shininess = (float)ma->har/4.0f; // 0 < ma->har <= 512 - polymat->m_diffuse = MT_Vector3(ma->r, ma->g, ma->b)*(ma->emit + ma->ref); - } - else { - polymat->m_specular.setValue(0.0f,0.0f,0.0f); - polymat->m_shininess = 35.0; - } - } + RAS_MaterialBucket* bucket = material_from_mesh(ma, mface, tface, mcol, layers, lightlayer, rgb, uvs, tfaceName, scene, converter); // set render flags if (ma) @@ -1188,30 +1198,9 @@ RAS_MeshObject* BL_ConvertMesh(Mesh* mesh, Object* blenderobj, KX_Scene* scene, /* 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; - RAS_MaterialBucket* bucket = scene->FindBucket(polymat, bucketCreated); - if (bucketCreated) { - // this is needed to free up memory afterwards - converter->RegisterPolyMaterial(polymat); - if (converter->GetMaterials()) { - converter->RegisterBlenderMaterial(bl_mat); - // the poly material has been stored in the bucket, next time we must create a new one - bl_mat = NULL; - kx_blmat = NULL; - } else { - // the poly material has been stored in the bucket, next time we must create a new one - kx_polymat = NULL; - } - } else { - // from now on, use the polygon material from the material bucket - polymat = bucket->GetPolyMaterial(); - // keep the material pointers, they will be reused for next face - } - + int nverts = (mface->v4)? 4: 3; + RAS_Polygon *poly = meshobj->AddPolygon(bucket, nverts); poly->SetVisible(visible); @@ -1219,12 +1208,12 @@ RAS_MeshObject* BL_ConvertMesh(Mesh* mesh, Object* blenderobj, KX_Scene* scene, poly->SetTwoside(twoside); //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); + meshobj->AddVertex(poly,0,pt[0],uvs[0],tan[0],rgb[0],no[0],flat,mface->v1); + meshobj->AddVertex(poly,1,pt[1],uvs[1],tan[1],rgb[1],no[1],flat,mface->v2); + meshobj->AddVertex(poly,2,pt[2],uvs[2],tan[2],rgb[2],no[2],flat,mface->v3); if (nverts==4) - meshobj->AddVertex(poly,3,pt3,uv3,uv23,tan3,rgb3,no3,flat,mface->v4); + meshobj->AddVertex(poly,3,pt[3],uvs[3],tan[3],rgb[3],no[3],flat,mface->v4); } if (tface) @@ -1246,22 +1235,19 @@ RAS_MeshObject* BL_ConvertMesh(Mesh* mesh, Object* blenderobj, KX_Scene* scene, meshobj->EndConversion(); // pre calculate texture generation - for (list::iterator mit = meshobj->GetFirstMaterial(); - mit != meshobj->GetLastMaterial(); ++ mit) { - mit->m_bucket->GetPolyMaterial()->OnConstruction(lightlayer); + // However, we want to delay this if we're libloading so we can make sure we have the right scene. + if (!libloading) { + for (list::iterator mit = meshobj->GetFirstMaterial(); + mit != meshobj->GetLastMaterial(); ++ mit) { + mit->m_bucket->GetPolyMaterial()->OnConstruction(); + } } if (layers) delete []layers; dm->release(dm); - // cleanup material - if (bl_mat) - delete bl_mat; - if (kx_blmat) - delete kx_blmat; - if (kx_polymat) - delete kx_polymat; + converter->RegisterGameMesh(meshobj, mesh); return meshobj; } @@ -1921,7 +1907,8 @@ static KX_GameObject *gameobject_from_blenderobject( Object *ob, KX_Scene *kxscene, RAS_IRenderTools *rendertools, - KX_BlenderSceneConverter *converter) + KX_BlenderSceneConverter *converter, + bool libloading) { KX_GameObject *gameobj = NULL; Scene *blenderscene = kxscene->GetBlenderScene(); @@ -1958,7 +1945,7 @@ static KX_GameObject *gameobject_from_blenderobject( Mesh* mesh = static_cast(ob->data); float center[3], extents[3]; float radius = my_boundbox_mesh((Mesh*) ob->data, center, extents); - RAS_MeshObject* meshobj = BL_ConvertMesh(mesh,ob,kxscene,converter); + RAS_MeshObject* meshobj = BL_ConvertMesh(mesh,ob,kxscene,converter, libloading); // needed for python scripting kxscene->GetLogicManager()->RegisterMeshName(meshobj->GetName(),meshobj); @@ -2332,7 +2319,8 @@ void BL_ConvertBlenderObjects(struct Main* maggie, RAS_IRenderTools* rendertools, RAS_ICanvas* canvas, KX_BlenderSceneConverter* converter, - bool alwaysUseExpandFraming + bool alwaysUseExpandFraming, + bool libloading ) { @@ -2442,7 +2430,8 @@ void BL_ConvertBlenderObjects(struct Main* maggie, base->object, kxscene, rendertools, - converter); + converter, + libloading); bool isInActiveLayer = (blenderobject->lay & activeLayerBitInfo) !=0; bool addobj=true; @@ -2501,7 +2490,8 @@ void BL_ConvertBlenderObjects(struct Main* maggie, blenderobject, kxscene, rendertools, - converter); + converter, + libloading); // this code is copied from above except that // object from groups are never in active layer diff --git a/source/gameengine/Converter/BL_BlenderDataConversion.h b/source/gameengine/Converter/BL_BlenderDataConversion.h index 2a7efaac898..f3a680929fb 100644 --- a/source/gameengine/Converter/BL_BlenderDataConversion.h +++ b/source/gameengine/Converter/BL_BlenderDataConversion.h @@ -38,7 +38,7 @@ #include "KX_PhysicsEngineEnums.h" #include "SCA_IInputDevice.h" -class RAS_MeshObject* BL_ConvertMesh(struct Mesh* mesh,struct Object* lightobj,class KX_Scene* scene, class KX_BlenderSceneConverter *converter); +class RAS_MeshObject* BL_ConvertMesh(struct Mesh* mesh,struct Object* lightobj,class KX_Scene* scene, class KX_BlenderSceneConverter *converter, bool libloading); void BL_ConvertBlenderObjects(struct Main* maggie, class KX_Scene* kxscene, @@ -47,7 +47,8 @@ void BL_ConvertBlenderObjects(struct Main* maggie, class RAS_IRenderTools* rendertools, class RAS_ICanvas* canvas, class KX_BlenderSceneConverter* sceneconverter, - bool alwaysUseExpandFraming + bool alwaysUseExpandFraming, + bool libloading=false ); SCA_IInputDevice::KX_EnumInputs ConvertKeyCode(int key_code); diff --git a/source/gameengine/Converter/KX_BlenderSceneConverter.cpp b/source/gameengine/Converter/KX_BlenderSceneConverter.cpp index d1684db0f5a..260ca9ede96 100644 --- a/source/gameengine/Converter/KX_BlenderSceneConverter.cpp +++ b/source/gameengine/Converter/KX_BlenderSceneConverter.cpp @@ -151,6 +151,7 @@ KX_BlenderSceneConverter::~KX_BlenderSceneConverter() vector >::iterator itp = m_polymaterials.begin(); while (itp != m_polymaterials.end()) { + m_polymat_cache.erase((*itp).second->GetBlenderMaterial()); delete (*itp).second; itp++; } @@ -158,6 +159,7 @@ KX_BlenderSceneConverter::~KX_BlenderSceneConverter() // delete after RAS_IPolyMaterial vector >::iterator itmat = m_materials.begin(); while (itmat != m_materials.end()) { + m_mat_cache.erase((*itmat).second->material); delete (*itmat).second; itmat++; } @@ -286,7 +288,8 @@ struct BlenderDebugDraw : public btIDebugDraw void KX_BlenderSceneConverter::ConvertScene(class KX_Scene* destinationscene, class RAS_IRenderTools* rendertools, - class RAS_ICanvas* canvas) + class RAS_ICanvas* canvas, + bool libloading) { //find out which physics engine Scene *blenderscene = destinationscene->GetBlenderScene(); @@ -355,7 +358,8 @@ void KX_BlenderSceneConverter::ConvertScene(class KX_Scene* destinationscene, rendertools, canvas, this, - m_alwaysUseExpandFraming + m_alwaysUseExpandFraming, + libloading ); //These lookup are not needed during game @@ -406,6 +410,7 @@ void KX_BlenderSceneConverter::RemoveScene(KX_Scene *scene) size = m_polymaterials.size(); for (i=0, polymit=m_polymaterials.begin(); iGetBlenderMaterial()); delete (*polymit).second; *polymit = m_polymaterials.back(); m_polymaterials.pop_back(); @@ -420,6 +425,7 @@ void KX_BlenderSceneConverter::RemoveScene(KX_Scene *scene) size = m_materials.size(); for (i=0, matit=m_materials.begin(); imaterial); delete (*matit).second; *matit = m_materials.back(); m_materials.pop_back(); @@ -470,6 +476,12 @@ bool KX_BlenderSceneConverter::GetGLSLMaterials() void KX_BlenderSceneConverter::RegisterBlenderMaterial(BL_Material *mat) { + // First make sure we don't register the material twice + vector >::iterator it; + for (it = m_materials.begin(); it != m_materials.end(); ++it) + if (it->second == mat) + return; + m_materials.push_back(pair(m_currentScene,mat)); } @@ -540,19 +552,37 @@ RAS_MeshObject *KX_BlenderSceneConverter::FindGameMesh( } else { return NULL; } -} - - - - - +} void KX_BlenderSceneConverter::RegisterPolyMaterial(RAS_IPolyMaterial *polymat) { + // First make sure we don't register the material twice + vector >::iterator it; + for (it = m_polymaterials.begin(); it != m_polymaterials.end(); ++it) + if (it->second == polymat) + return; m_polymaterials.push_back(pair(m_currentScene,polymat)); } +void KX_BlenderSceneConverter::CachePolyMaterial(struct Material *mat, RAS_IPolyMaterial *polymat) +{ + m_polymat_cache[mat] = polymat; +} + +RAS_IPolyMaterial *KX_BlenderSceneConverter::FindCachedPolyMaterial(struct Material *mat) +{ + return m_polymat_cache[mat]; +} +void KX_BlenderSceneConverter::CacheBlenderMaterial(struct Material *mat, BL_Material *blmat) +{ + m_mat_cache[mat] = blmat; +} + +BL_Material *KX_BlenderSceneConverter::FindCachedBlenderMaterial(struct Material *mat) +{ + return m_mat_cache[mat]; +} void KX_BlenderSceneConverter::RegisterInterpolatorList( BL_InterpolatorList *actList, @@ -1016,7 +1046,7 @@ bool KX_BlenderSceneConverter::LinkBlendFile(BlendHandle *bpy_openlib, const cha for (mesh= (ID *)main_newlib->mesh.first; mesh; mesh= (ID *)mesh->next ) { if (options & LIB_LOAD_VERBOSE) printf("MeshName: %s\n", mesh->name+2); - RAS_MeshObject *meshobj = BL_ConvertMesh((Mesh *)mesh, NULL, scene_merge, this); + RAS_MeshObject *meshobj = BL_ConvertMesh((Mesh *)mesh, NULL, scene_merge, this, false); // For now only use the libloading option for scenes, which need to handle materials/shaders scene_merge->GetLogicManager()->RegisterMeshName(meshobj->GetName(),meshobj); } } @@ -1038,7 +1068,7 @@ bool KX_BlenderSceneConverter::LinkBlendFile(BlendHandle *bpy_openlib, const cha printf("SceneName: %s\n", scene->name+2); /* merge into the base scene */ - KX_Scene* other= m_ketsjiEngine->CreateScene((Scene *)scene); + KX_Scene* other= m_ketsjiEngine->CreateScene((Scene *)scene, true); scene_merge->MergeScene(other); // RemoveScene(other); // Don't run this, it frees the entire scene converter data, just delete the scene @@ -1302,7 +1332,7 @@ bool KX_BlenderSceneConverter::FreeBlendFile(struct Main *maggie) } if (IS_TAGGED(bmat)) { - + m_polymat_cache.erase((*polymit).second->GetBlenderMaterial()); delete (*polymit).second; *polymit = m_polymaterials.back(); m_polymaterials.pop_back(); @@ -1320,6 +1350,7 @@ bool KX_BlenderSceneConverter::FreeBlendFile(struct Main *maggie) for (i=0, matit=m_materials.begin(); imaterial)) { + m_mat_cache.erase((*matit).second->material); delete (*matit).second; *matit = m_materials.back(); m_materials.pop_back(); @@ -1469,7 +1500,7 @@ RAS_MeshObject *KX_BlenderSceneConverter::ConvertMeshSpecial(KX_Scene* kx_scene, } } - RAS_MeshObject *meshobj = BL_ConvertMesh((Mesh *)me, NULL, kx_scene, this); + RAS_MeshObject *meshobj = BL_ConvertMesh((Mesh *)me, NULL, kx_scene, this, false); kx_scene->GetLogicManager()->RegisterMeshName(meshobj->GetName(),meshobj); m_map_mesh_to_gamemesh.clear(); /* This is at runtime so no need to keep this, BL_ConvertMesh adds */ return meshobj; diff --git a/source/gameengine/Converter/KX_BlenderSceneConverter.h b/source/gameengine/Converter/KX_BlenderSceneConverter.h index 34a1117a0eb..eddb377dbc7 100644 --- a/source/gameengine/Converter/KX_BlenderSceneConverter.h +++ b/source/gameengine/Converter/KX_BlenderSceneConverter.h @@ -39,6 +39,8 @@ #include "KX_ISceneConverter.h" #include "KX_IpoConvert.h" +#include + using namespace std; class KX_WorldInfo; @@ -58,6 +60,11 @@ class KX_BlenderSceneConverter : public KX_ISceneConverter vector > m_polymaterials; vector > m_meshobjects; vector > m_materials; + + // Cached material conversions + map m_mat_cache; + map m_polymat_cache; + // Should also have a list of collision shapes. // For the time being this is held in KX_Scene::m_shapes @@ -93,7 +100,8 @@ public: virtual void ConvertScene( class KX_Scene* destinationscene, class RAS_IRenderTools* rendertools, - class RAS_ICanvas* canvas + class RAS_ICanvas* canvas, + bool libloading=false ); virtual void RemoveScene(class KX_Scene *scene); @@ -110,8 +118,12 @@ public: RAS_MeshObject *FindGameMesh(struct Mesh *for_blendermesh/*, unsigned int onlayer*/); void RegisterPolyMaterial(RAS_IPolyMaterial *polymat); + void CachePolyMaterial(struct Material *mat, RAS_IPolyMaterial *polymat); + RAS_IPolyMaterial *FindCachedPolyMaterial(struct Material *mat); void RegisterBlenderMaterial(BL_Material *mat); + void CacheBlenderMaterial(struct Material *mat, BL_Material *blmat); + BL_Material *FindCachedBlenderMaterial(struct Material *mat); void RegisterInterpolatorList(BL_InterpolatorList *actList, struct bAction *for_act); BL_InterpolatorList *FindInterpolatorList(struct bAction *for_act); diff --git a/source/gameengine/Converter/KX_ConvertActuators.cpp b/source/gameengine/Converter/KX_ConvertActuators.cpp index 06399642edd..695bf0c4dc8 100644 --- a/source/gameengine/Converter/KX_ConvertActuators.cpp +++ b/source/gameengine/Converter/KX_ConvertActuators.cpp @@ -523,7 +523,8 @@ void BL_ConvertActuators(const char* maggiename, editobact->me, blenderobject, scene, - converter + converter, + false ); KX_SCA_ReplaceMeshActuator* tmpreplaceact = new KX_SCA_ReplaceMeshActuator( -- cgit v1.2.3