[Bf-blender-cvs] SVN commit: /data/svn/bf-blender [27231] trunk/blender: BGE 2D Filters: filters run per scene now (fix for [#18152]) - it (slightly) breaks backward compatibility !!!
Dalai Felinto
dfelinto at gmail.com
Wed Mar 3 07:40:59 CET 2010
oops. I sent way too much files :/ going to revert the extra ones now ...
sorry
2010/3/2 Dalai Felinto <dfelinto at gmail.com>
> Revision: 27231
>
> http://projects.blender.org/plugins/scmsvn/viewcvs.php?view=rev&root=bf-blender&revision=27231
> Author: dfelinto
> Date: 2010-03-03 07:38:47 +0100 (Wed, 03 Mar 2010)
>
> Log Message:
> -----------
> BGE 2D Filters: filters run per scene now (fix for [#18152]) - it
> (slightly) breaks backward compatibility !!!
>
> Originally we had 2DFilters (m_filtermanager) stored in RenderTools. That
> way filters were stored globally and were being called once per each scene.
> This was producing two big problems: (1) performance and (2) flexibility of
> use.
>
> (1) Performance - To run the filters 2X == 2X slower
> (2) flexibility of use - Very often we want the filter in the scene but not
> in the UI for example.
>
> For those reasons I believe that 2DFilters with multiple scenes was very
> useless or unpredictable. I hope they work fine now.
> To make it work as before (2.4) you can simply recreate the 2dfilter
> actuators across the scenes.
>
> * * * * *
>
> Imagine that we have:
> (a) Main Scene
> (b) Overlay Scene
>
> in Main Scene the Z Buffer and RGB will be from the main scene.
> in Overlay Scene the Z Buffer will be from the Overlay Scene and the RBG
> buffer is from both [(a + 2D Filter) + b].
>
> So in pseudo code if we have a,b,c,d,e scenes we have:
> (2DFilterE(2DFilterD(2DFilterC(2DFilterB(2DFilterA(a) + b) + c) + d) + e)
>
> Modified Paths:
> --------------
> trunk/blender/CMakeLists.txt
> trunk/blender/source/blender/editors/screen/screen_ops.c
>
> trunk/blender/source/gameengine/BlenderRoutines/KX_BlenderRenderTools.cpp
> trunk/blender/source/gameengine/BlenderRoutines/KX_BlenderRenderTools.h
> trunk/blender/source/gameengine/Converter/KX_ConvertActuators.cpp
> trunk/blender/source/gameengine/GameLogic/CMakeLists.txt
> trunk/blender/source/gameengine/GameLogic/Makefile
> trunk/blender/source/gameengine/GameLogic/SCA_2DFilterActuator.cpp
> trunk/blender/source/gameengine/GameLogic/SCA_2DFilterActuator.h
> trunk/blender/source/gameengine/GameLogic/SConscript
> trunk/blender/source/gameengine/GamePlayer/common/GPC_RenderTools.cpp
> trunk/blender/source/gameengine/GamePlayer/common/GPC_RenderTools.h
> trunk/blender/source/gameengine/Ketsji/KX_KetsjiEngine.cpp
> trunk/blender/source/gameengine/Ketsji/KX_KetsjiEngine.h
> trunk/blender/source/gameengine/Ketsji/KX_Scene.cpp
> trunk/blender/source/gameengine/Ketsji/KX_Scene.h
> trunk/blender/source/gameengine/Rasterizer/CMakeLists.txt
> trunk/blender/source/gameengine/Rasterizer/Makefile
> trunk/blender/source/gameengine/Rasterizer/RAS_2DFilterManager.h
> trunk/blender/source/gameengine/Rasterizer/RAS_IRenderTools.h
>
> Modified: trunk/blender/CMakeLists.txt
> ===================================================================
> --- trunk/blender/CMakeLists.txt 2010-03-03 00:32:51 UTC (rev 27230)
> +++ trunk/blender/CMakeLists.txt 2010-03-03 06:38:47 UTC (rev 27231)
> @@ -261,7 +261,7 @@
> # this file is included anyway when building under Windows with
> cl.exe
> # INCLUDE(${CMAKE_ROOT}/Modules/Platform/Windows-cl.cmake)
>
> - SET(LIBDIR ${CMAKE_SOURCE_DIR}/../lib/windows)
> + SET(LIBDIR ${CMAKE_SOURCE_DIR}/../../../lib/windows)
>
> # Setup 64bit and 64bit windows systems
> IF(CMAKE_CL_64)
>
> Modified: trunk/blender/source/blender/editors/screen/screen_ops.c
> ===================================================================
> --- trunk/blender/source/blender/editors/screen/screen_ops.c 2010-03-03
> 00:32:51 UTC (rev 27230)
> +++ trunk/blender/source/blender/editors/screen/screen_ops.c 2010-03-03
> 06:38:47 UTC (rev 27231)
> @@ -2250,7 +2250,53 @@
> ot->poll= ED_operator_areaactive;
> ot->flag= 0;
> }
> +/* ************** header pan to left + mouse over editor changes operator
> ***************************** */
> +// This is a hacky, or a workaround if you prefer
> +// I like being able to quickly switch Editors (ALT+MOUSEWHEEL)
> +// Since the editor switcher is not always visible (and it should IMHO)
> this operator helps you with that :)
>
> +static int header_focus_exec(bContext *C, wmOperator *op)
> +{
> + int i;
> + int bounds[4] = {0,20,0,0};
> + ARegion *ar= CTX_wm_region(C);
> +
> + /* find the header region
> + * - try context first, but upon failing, search all regions
> in area...
> + */
> + if((ar == NULL) || (ar->regiontype != RGN_TYPE_HEADER)) {
> + ScrArea *sa= CTX_wm_area(C);
> +
> + /* loop over all regions until a matching one is found */
> + for (ar= sa->regionbase.first; ar; ar= ar->next) {
> + if(ar->regiontype == RGN_TYPE_HEADER)
> + break;
> + }
> +
> + /* don't do anything if no region */
> + if(ar == NULL)
> + return OPERATOR_CANCELLED;
> + }
> + for (i =0; i <40; i++){
> + WM_operator_name_call(C, "VIEW2D_OT_scroll_left",
> WM_OP_INVOKE_DEFAULT, NULL);
> + }
> +
> + return OPERATOR_FINISHED;
> +}
> +
> +static void SCREEN_OT_header_focus(wmOperatorType *ot)
> +{
> + /* identifiers */
> + ot->name= "Header Focus";
> + ot->idname= "SCREEN_OT_header_focus";
> +
> + /* api callbacks */
> + ot->exec= header_focus_exec;
> +
> + ot->poll= ED_operator_areaactive;
> + ot->flag= 0;
> +}
> +
> /* ************** header flip operator ***************************** */
>
> /* flip a header region alignment */
> @@ -2325,7 +2371,7 @@
> uiItemO(layout, "Flip to Bottom", 0,
> "SCREEN_OT_header_flip");
> else
> uiItemO(layout, "Flip to Top", 0, "SCREEN_OT_header_flip");
> -
> + uiItemO(layout, "Focus on Editor Type", 0,
> "SCREEN_OT_header_focus");
> uiItemS(layout);
>
> /* file browser should be fullscreen all the time, but other regions
> can be maximised/restored... */
> @@ -3996,6 +4042,7 @@
> WM_operatortype_append(SCREEN_OT_region_flip);
> WM_operatortype_append(SCREEN_OT_header_flip);
> WM_operatortype_append(SCREEN_OT_header_toolbox);
> + WM_operatortype_append(SCREEN_OT_header_focus);
> WM_operatortype_append(SCREEN_OT_screen_set);
> WM_operatortype_append(SCREEN_OT_screen_full_area);
> WM_operatortype_append(SCREEN_OT_back_to_previous);
> @@ -4080,6 +4127,7 @@
> keymap= WM_keymap_find(keyconf, "Header", 0, 0);
>
> WM_keymap_add_item(keymap, "SCREEN_OT_header_toolbox", RIGHTMOUSE,
> KM_PRESS, 0, 0);
> + WM_keymap_add_item(keymap, "SCREEN_OT_header_focus", MIDDLEMOUSE,
> KM_PRESS, KM_ALT, 0);
>
> /* Screen General ------------------------------------------------
> */
> keymap= WM_keymap_find(keyconf, "Screen", 0, 0);
>
> Modified:
> trunk/blender/source/gameengine/BlenderRoutines/KX_BlenderRenderTools.cpp
> ===================================================================
> ---
> trunk/blender/source/gameengine/BlenderRoutines/KX_BlenderRenderTools.cpp
> 2010-03-03 00:32:51 UTC (rev 27230)
> +++
> trunk/blender/source/gameengine/BlenderRoutines/KX_BlenderRenderTools.cpp
> 2010-03-03 06:38:47 UTC (rev 27231)
> @@ -379,13 +379,3 @@
> }
> }
> }
> -
> -void KX_BlenderRenderTools::Update2DFilter(vector<STR_String>& propNames,
> void* gameObj, RAS_2DFilterManager::RAS_2DFILTER_MODE filtermode, int pass,
> STR_String& text)
> -{
> - m_filtermanager.EnableFilter(propNames, gameObj, filtermode, pass,
> text);
> -}
> -
> -void KX_BlenderRenderTools::Render2DFilters(RAS_ICanvas* canvas)
> -{
> - m_filtermanager.RenderFilters(canvas);
> -}
>
> Modified:
> trunk/blender/source/gameengine/BlenderRoutines/KX_BlenderRenderTools.h
> ===================================================================
> --- trunk/blender/source/gameengine/BlenderRoutines/KX_BlenderRenderTools.h
> 2010-03-03 00:32:51 UTC (rev 27230)
> +++ trunk/blender/source/gameengine/BlenderRoutines/KX_BlenderRenderTools.h
> 2010-03-03 06:38:47 UTC (rev 27231)
> @@ -94,10 +94,6 @@
>
> virtual void MotionBlur(RAS_IRasterizer* rasterizer);
>
> - virtual void Update2DFilter(vector<STR_String>& propNames, void*
> gameObj, RAS_2DFilterManager::RAS_2DFILTER_MODE filtermode, int pass,
> STR_String& text);
> -
> - virtual void Render2DFilters(RAS_ICanvas* canvas);
> -
> virtual void SetClientObject(RAS_IRasterizer *rasty, void* obj);
>
>
>
> Modified: trunk/blender/source/gameengine/Converter/KX_ConvertActuators.cpp
> ===================================================================
> --- trunk/blender/source/gameengine/Converter/KX_ConvertActuators.cpp
> 2010-03-03 00:32:51 UTC (rev 27230)
> +++ trunk/blender/source/gameengine/Converter/KX_ConvertActuators.cpp
> 2010-03-03 06:38:47 UTC (rev 27231)
> @@ -969,7 +969,7 @@
> }
>
> tmp = new SCA_2DFilterActuator(gameobj, filtermode,
> _2dfilter->flag,
> -
> _2dfilter->float_arg,_2dfilter->int_arg,ketsjiEngine->GetRasterizer(),rendertools);
> +
> _2dfilter->float_arg,_2dfilter->int_arg,ketsjiEngine->GetRasterizer(),scene);
>
> if (_2dfilter->text)
> {
>
> Modified: trunk/blender/source/gameengine/GameLogic/CMakeLists.txt
> ===================================================================
> --- trunk/blender/source/gameengine/GameLogic/CMakeLists.txt 2010-03-03
> 00:32:51 UTC (rev 27230)
> +++ trunk/blender/source/gameengine/GameLogic/CMakeLists.txt 2010-03-03
> 06:38:47 UTC (rev 27231)
> @@ -32,6 +32,7 @@
> ../../../intern/string
> ../../../source/gameengine/Expressions
> ../../../source/gameengine/SceneGraph
> + ../../../source/gameengine/Ketsji
> ../../../intern/moto/include
> ../../../source/gameengine/Rasterizer
> )
>
> Modified: trunk/blender/source/gameengine/GameLogic/Makefile
> ===================================================================
> --- trunk/blender/source/gameengine/GameLogic/Makefile 2010-03-03 00:32:51
> UTC (rev 27230)
> +++ trunk/blender/source/gameengine/GameLogic/Makefile 2010-03-03 06:38:47
> UTC (rev 27231)
> @@ -41,6 +41,7 @@
> CPPFLAGS += -I../Expressions
> CPPFLAGS += -I../SceneGraph
> CPPFLAGS += -I../Rasterizer
> +CPPFLAGS += -I../Ketsji
> CPPFLAGS += -I$(NAN_STRING)/include
> CPPFLAGS += -I$(NAN_MOTO)/include
> CPPFLAGS += -I../../blender/makesdna
>
> Modified:
> trunk/blender/source/gameengine/GameLogic/SCA_2DFilterActuator.cpp
> ===================================================================
> --- trunk/blender/source/gameengine/GameLogic/SCA_2DFilterActuator.cpp
> 2010-03-03 00:32:51 UTC (rev 27230)
> +++ trunk/blender/source/gameengine/GameLogic/SCA_2DFilterActuator.cpp
> 2010-03-03 06:38:47 UTC (rev 27231)
> @@ -42,14 +42,14 @@
> float float_arg,
> int int_arg,
> RAS_IRasterizer* rasterizer,
> - RAS_IRenderTools* rendertools)
> + KX_Scene* scene)
> : SCA_IActuator(gameobj, KX_ACT_2DFILTER),
> m_type(type),
> m_disableMotionBlur(flag),
> m_float_arg(float_arg),
> m_int_arg(int_arg),
> m_rasterizer(rasterizer),
> - m_rendertools(rendertools)
> + m_scene(scene)
> {
> m_gameObj = NULL;
> if(gameobj){
> @@ -87,7 +87,7 @@
> }
> else if(m_type <
> RAS_2DFilterManager::RAS_2DFILTER_NUMBER_OF_FILTERS)
> {
> - m_rendertools->Update2DFilter(m_propNames, m_gameObj,
> m_type, m_int_arg, m_shaderText);
> + m_scene->Update2DFilter(m_propNames, m_gameObj, m_type,
> m_int_arg, m_shaderText);
> }
> // once the filter is in place, no need to update it again =>
> disable the actuator
> return false;
>
> Modified: trunk/blender/source/gameengine/GameLogic/SCA_2DFilterActuator.h
> ===================================================================
> --- trunk/blender/source/gameengine/GameLogic/SCA_2DFilterActuator.h
> 2010-03-03 00:32:51 UTC (rev 27230)
> +++ trunk/blender/source/gameengine/GameLogic/SCA_2DFilterActuator.h
> 2010-03-03 06:38:47 UTC (rev 27231)
> @@ -29,8 +29,8 @@
> #define __SCA_2DFILETRACTUATOR_H__
>
> #include "RAS_IRasterizer.h"
> -#include "RAS_IRenderTools.h"
> #include "SCA_IActuator.h"
> +#include "KX_Scene.h"
>
> class SCA_2DFilterActuator : public SCA_IActuator
> {
> @@ -45,7 +45,7 @@
> int m_int_arg;
> STR_String m_shaderText;
> RAS_IRasterizer* m_rasterizer;
> - RAS_IRenderTools* m_rendertools;
> + KX_Scene* m_scene;
>
> public:
>
> @@ -56,7 +56,7 @@
> float float_arg,
> int int_arg,
> RAS_IRasterizer* rasterizer,
> - RAS_IRenderTools* rendertools);
> + KX_Scene* scene);
>
> void SetShaderText(const char *text);
> virtual ~SCA_2DFilterActuator();
>
> Modified: trunk/blender/source/gameengine/GameLogic/SConscript
> ===================================================================
> --- trunk/blender/source/gameengine/GameLogic/SConscript 2010-03-03
> 00:32:51 UTC (rev 27230)
> +++ trunk/blender/source/gameengine/GameLogic/SConscript 2010-03-03
> 06:38:47 UTC (rev 27231)
> @@ -6,6 +6,7 @@
> incs = '. #/source/kernel/gen_system #/intern/string'
> incs += ' #/source/gameengine/Expressions #/intern/moto/include'
> incs += ' #/source/gameengine/Rasterizer #/source/gameengine/SceneGraph'
> +incs += ' #/source/gameengine/Ketsji'
>
> defs = []
>
>
> Modified:
> trunk/blender/source/gameengine/GamePlayer/common/GPC_RenderTools.cpp
> ===================================================================
> --- trunk/blender/source/gameengine/GamePlayer/common/GPC_RenderTools.cpp
> 2010-03-03 00:32:51 UTC (rev 27230)
> +++ trunk/blender/source/gameengine/GamePlayer/common/GPC_RenderTools.cpp
> 2010-03-03 06:38:47 UTC (rev 27231)
> @@ -433,13 +433,3 @@
> }
> }
>
> -void GPC_RenderTools::Update2DFilter(vector<STR_String>& propNames, void*
> gameObj, RAS_2DFilterManager::RAS_2DFILTER_MODE filtermode, int pass,
> STR_String& text)
> -{
> - m_filtermanager.EnableFilter(propNames, gameObj, filtermode, pass,
> text);
> -}
> -
> -void GPC_RenderTools::Render2DFilters(RAS_ICanvas* canvas)
> -{
> - m_filtermanager.RenderFilters(canvas);
> -}
> -
>
> Modified:
> trunk/blender/source/gameengine/GamePlayer/common/GPC_RenderTools.h
> ===================================================================
>
> @@ Diff output truncated at 10240 characters. @@
>
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