BGE: Adding partial support for LibLoaded lights with GLSL materials.

Any GLSL materials loaded after lights are LibLoaded will now use the lights in
heir shaders. This includes materials loaded from the same scene as the LibLoaded
lights. We could later add a new flag to LibLoad to recompile all existing shaders,
but this commit should offer a lot more flexibility as is.
This commit is contained in:
Mitchell Stokes
2013-08-17 04:37:25 +00:00
parent 51bca0d7dc
commit 82c845425f
6 changed files with 26 additions and 21 deletions

View File

@@ -86,13 +86,6 @@ public:
void ReloadMaterial();
int GetAlphaBlend();
void SetScene(KX_Scene *scene)
{
mScene = scene;
mBlenderScene = scene->GetBlenderScene();
ReloadMaterial();
}
bool Equals(BL_BlenderShader *blshader);

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@@ -808,9 +808,7 @@ void KX_BlenderMaterial::UpdateIPO(
void KX_BlenderMaterial::Replace_IScene(SCA_IScene *val)
{
mScene= static_cast<KX_Scene *>(val);
if (mBlenderShader)
mBlenderShader->SetScene(mScene);
OnConstruction();
}

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@@ -48,6 +48,9 @@
#include "DNA_scene_types.h"
#include "DNA_lamp_types.h"
#include "GPU_material.h"
#include "BKE_scene.h"
#include "MEM_guardedalloc.h"
KX_LightObject::KX_LightObject(void* sgReplicationInfo,SG_Callbacks callbacks,
class RAS_IRenderTools* rendertools,
@@ -62,6 +65,7 @@ KX_LightObject::KX_LightObject(void* sgReplicationInfo,SG_Callbacks callbacks,
m_rendertools->AddLight(&m_lightobj);
m_glsl = glsl;
m_blenderscene = ((KX_Scene*)sgReplicationInfo)->GetBlenderScene();
m_base = NULL;
};
@@ -78,6 +82,11 @@ KX_LightObject::~KX_LightObject()
}
m_rendertools->RemoveLight(&m_lightobj);
if (m_base) {
BKE_scene_base_unlink(m_blenderscene, m_base);
MEM_freeN(m_base);
}
}
@@ -216,6 +225,13 @@ void KX_LightObject::Update()
}
}
void KX_LightObject::UpdateScene(KX_Scene *kxscene)
{
m_lightobj.m_scene = (void*)kxscene;
m_blenderscene = kxscene->GetBlenderScene();
m_base = BKE_scene_base_add(m_blenderscene, GetBlenderObject());
}
bool KX_LightObject::HasShadowBuffer()
{
GPULamp *lamp;

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@@ -37,6 +37,7 @@
struct GPULamp;
struct Scene;
struct Base;
class KX_Camera;
class RAS_IRasterizer;
class RAS_IRenderTools;
@@ -50,6 +51,7 @@ protected:
class RAS_IRenderTools* m_rendertools; //needed for registering and replication of lightobj
bool m_glsl;
Scene* m_blenderscene;
Base* m_base;
public:
KX_LightObject(void* sgReplicationInfo,SG_Callbacks callbacks,class RAS_IRenderTools* rendertools,const struct RAS_LightObject& lightobj, bool glsl);
@@ -69,7 +71,7 @@ public:
struct Image *GetTextureImage(short texslot);
void Update();
void UpdateScene(class KX_Scene *kxscene) {m_lightobj.m_scene = (void*)kxscene;}
void UpdateScene(class KX_Scene *kxscene);
virtual int GetGameObjectType() { return OBJ_LIGHT; }

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@@ -1953,8 +1953,6 @@ bool KX_Scene::MergeScene(KX_Scene *other)
GetBucketManager()->MergeBucketManager(other->GetBucketManager(), this);
/* move materials across, assume they both use the same scene-converters */
GetSceneConverter()->MergeScene(this, other);
/* active + inactive == all ??? - lets hope so */
for (int i = 0; i < other->GetObjectList()->GetCount(); i++)
@@ -1991,7 +1989,12 @@ bool KX_Scene::MergeScene(KX_Scene *other)
if (env) /* bullet scene? - dummy scenes don't need touching */
env->MergeEnvironment(env_other);
#endif
/* move materials across, assume they both use the same scene-converters
* Do this after lights are merged so materials can use the lights in shaders
*/
GetSceneConverter()->MergeScene(this, other);
/* merge logic */
{
SCA_LogicManager *logicmgr= GetLogicManager();

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@@ -378,17 +378,10 @@ void RAS_BucketManager::MergeBucketManager(RAS_BucketManager *other, SCA_IScene
{
/* concatinate lists */
// printf("BEFORE %d %d\n", GetSolidBuckets().size(), GetAlphaBuckets().size());
BucketList::iterator it;
for (it = other->GetSolidBuckets().begin(); it != other->GetSolidBuckets().end(); ++it)
(*it)->GetPolyMaterial()->Replace_IScene(scene);
GetSolidBuckets().insert( GetSolidBuckets().end(), other->GetSolidBuckets().begin(), other->GetSolidBuckets().end() );
other->GetSolidBuckets().clear();
for (it = other->GetAlphaBuckets().begin(); it != other->GetAlphaBuckets().end(); ++it)
(*it)->GetPolyMaterial()->Replace_IScene(scene);
GetAlphaBuckets().insert( GetAlphaBuckets().end(), other->GetAlphaBuckets().begin(), other->GetAlphaBuckets().end() );
other->GetAlphaBuckets().clear();
//printf("AFTER %d %d\n", GetSolidBuckets().size(), GetAlphaBuckets().size());