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.
This commit is contained in:
@@ -79,10 +79,12 @@ KX_GameObject::KX_GameObject(
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m_bDyna(false),
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m_layer(0),
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m_pBlenderObject(NULL),
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m_pBlenderGroupObject(NULL),
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m_bSuspendDynamics(false),
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m_bUseObjectColor(false),
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m_bIsNegativeScaling(false),
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m_bVisible(true),
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m_bCulled(true),
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m_pPhysicsController1(NULL),
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m_pPhysicsEnvironment(NULL),
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m_xray(false),
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@@ -101,8 +103,11 @@ KX_GameObject::KX_GameObject(
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};
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KX_GameObject::~KX_GameObject()
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{
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RemoveMeshes();
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// is this delete somewhere ?
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//if (m_sumoObj)
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// delete m_sumoObj;
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@@ -164,7 +169,6 @@ STR_String KX_GameObject::GetName()
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void KX_GameObject::SetName(STR_String name)
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{
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m_name = name;
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}; // Set the name of the value
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@@ -285,11 +289,11 @@ void KX_GameObject::ProcessReplica(KX_GameObject* replica)
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CValue* KX_GameObject::GetReplica()
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{
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KX_GameObject* replica = new KX_GameObject(*this);
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// this will copy properties and so on...
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CValue::AddDataToReplica(replica);
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ProcessReplica(replica);
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return replica;
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}
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@@ -355,24 +359,26 @@ double* KX_GameObject::GetOpenGLMatrix()
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return fl;
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}
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void KX_GameObject::AddMeshUser()
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{
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for (size_t i=0;i<m_meshes.size();i++)
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m_meshes[i]->AddMeshUser(this);
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UpdateBuckets();
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}
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void KX_GameObject::Bucketize()
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void KX_GameObject::UpdateBuckets()
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{
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double* fl = GetOpenGLMatrix();
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for (size_t i=0;i<m_meshes.size();i++)
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m_meshes[i]->Bucketize(fl, this, m_bUseObjectColor, m_objectColor);
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m_meshes[i]->UpdateBuckets(this, fl, m_bUseObjectColor, m_objectColor, m_bVisible, m_bCulled);
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}
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void KX_GameObject::RemoveMeshes()
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{
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double* fl = GetOpenGLMatrix();
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for (size_t i=0;i<m_meshes.size();i++)
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m_meshes[i]->RemoveFromBuckets(fl, this);
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m_meshes[i]->RemoveFromBuckets(this);
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//note: meshes can be shared, and are deleted by KX_BlenderSceneConverter
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@@ -455,13 +461,14 @@ KX_GameObject::UpdateMaterialData(
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)
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{
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int mesh = 0;
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if (((unsigned int)mesh < m_meshes.size()) && mesh >= 0) {
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RAS_MaterialBucket::Set::iterator mit = m_meshes[mesh]->GetFirstMaterial();
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list<RAS_MeshMaterial>::iterator mit = m_meshes[mesh]->GetFirstMaterial();
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for(; mit != m_meshes[mesh]->GetLastMaterial(); ++mit)
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{
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RAS_IPolyMaterial* poly = (*mit)->GetPolyMaterial();
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if(poly->GetFlag() & RAS_BLENDERMAT)
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RAS_IPolyMaterial* poly = mit->m_bucket->GetPolyMaterial();
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if(poly->GetFlag() & RAS_BLENDERMAT )
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{
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KX_BlenderMaterial *m = static_cast<KX_BlenderMaterial*>(poly);
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@@ -469,8 +476,7 @@ KX_GameObject::UpdateMaterialData(
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{
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m->UpdateIPO(rgba, specrgb,hard,spec,ref,emit, alpha);
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// if mesh has only one material attached to it then use original hack with no need to edit vertices (better performance)
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if(!(poly->GetFlag() & RAS_BLENDERGLSL))
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SetObjectColor(rgba);
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SetObjectColor(rgba);
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}
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else
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{
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@@ -504,6 +510,23 @@ KX_GameObject::SetVisible(
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m_bVisible = v;
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}
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bool
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KX_GameObject::GetCulled(
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void
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)
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{
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return m_bCulled;
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}
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void
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KX_GameObject::SetCulled(
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bool c
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)
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{
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m_bCulled = c;
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}
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void
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KX_GameObject::SetLayer(
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int l
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@@ -520,44 +543,6 @@ KX_GameObject::GetLayer(
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return m_layer;
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}
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// used by Python, and the actuatorshould _not_ be misused by the
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// scene!
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void
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KX_GameObject::MarkVisible(
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bool visible
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)
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{
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/* If explicit visibility settings are used, this is
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* determined on this level. Maybe change this to mesh level
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* later on? */
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double* fl = GetOpenGLMatrixPtr()->getPointer();
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for (size_t i=0;i<m_meshes.size();i++)
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{
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m_meshes[i]->MarkVisible(fl,this,visible,m_bUseObjectColor,m_objectColor);
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}
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}
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// Always use the flag?
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void
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KX_GameObject::MarkVisible(
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void
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)
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{
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double* fl = GetOpenGLMatrixPtr()->getPointer();
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for (size_t i=0;i<m_meshes.size();i++)
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{
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m_meshes[i]->MarkVisible(fl,
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this,
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m_bVisible,
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m_bUseObjectColor,
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m_objectColor
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);
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}
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}
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void KX_GameObject::addLinearVelocity(const MT_Vector3& lin_vel,bool local)
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{
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if (m_pPhysicsController1)
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@@ -1052,6 +1037,7 @@ int KX_GameObject::_setattr(const STR_String& attr, PyObject *value) // _setattr
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if (attr == "visible")
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{
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SetVisible(val != 0);
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UpdateBuckets();
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return 0;
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}
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}
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@@ -1221,8 +1207,8 @@ PyObject* KX_GameObject::PySetVisible(PyObject* self, PyObject* value)
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return NULL;
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}
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MarkVisible(visible!=0);
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m_bVisible = (visible!=0);
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SetVisible(visible != 0);
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UpdateBuckets();
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Py_RETURN_NONE;
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}
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