[Bf-blender-cvs] SVN commit: /data/svn/bf-blender [52081] trunk/blender/source/gameengine: - property sensor was converting floating point values to text then back to float - for floating point properties .
Campbell Barton
ideasman42 at gmail.com
Sat Nov 10 23:32:15 CET 2012
Revision: 52081
http://projects.blender.org/scm/viewvc.php?view=rev&root=bf-blender&revision=52081
Author: campbellbarton
Date: 2012-11-10 22:32:15 +0000 (Sat, 10 Nov 2012)
Log Message:
-----------
- property sensor was converting floating point values to text then back to float - for floating point properties.
- IntValue's GetNumber() was convert int -> float -> double.
- BL_Shader was using STR_String rather then char*, where most callers had a char*, use a char* to avoid STR_String conversion-and-alloc on shader access.
Modified Paths:
--------------
trunk/blender/source/gameengine/Expressions/IntValue.cpp
trunk/blender/source/gameengine/GameLogic/SCA_PropertySensor.cpp
trunk/blender/source/gameengine/Ketsji/BL_Shader.cpp
trunk/blender/source/gameengine/Ketsji/BL_Shader.h
Modified: trunk/blender/source/gameengine/Expressions/IntValue.cpp
===================================================================
--- trunk/blender/source/gameengine/Expressions/IntValue.cpp 2012-11-10 22:31:29 UTC (rev 52080)
+++ trunk/blender/source/gameengine/Expressions/IntValue.cpp 2012-11-10 22:32:15 UTC (rev 52081)
@@ -286,7 +286,7 @@
double CIntValue::GetNumber()
{
- return (float) m_int;
+ return (double) m_int;
}
Modified: trunk/blender/source/gameengine/GameLogic/SCA_PropertySensor.cpp
===================================================================
--- trunk/blender/source/gameengine/GameLogic/SCA_PropertySensor.cpp 2012-11-10 22:31:29 UTC (rev 52080)
+++ trunk/blender/source/gameengine/GameLogic/SCA_PropertySensor.cpp 2012-11-10 22:32:15 UTC (rev 52081)
@@ -126,7 +126,6 @@
bool SCA_PropertySensor::CheckPropertyCondition()
{
-
m_recentresult=false;
bool result=false;
bool reverse = false;
@@ -174,7 +173,7 @@
case KX_PROPSENSOR_EXPRESSION:
{
- /*
+#if 0
if (m_rightexpr)
{
CValue* resultval = m_rightexpr->Calculate();
@@ -189,7 +188,7 @@
result = resultval->GetNumber() != 0;
}
}
- */
+#endif
break;
}
case KX_PROPSENSOR_INTERVAL:
@@ -197,8 +196,17 @@
CValue* orgprop = GetParent()->FindIdentifier(m_checkpropname);
if (!orgprop->IsError())
{
- float val = orgprop->GetText().ToFloat(), min = m_checkpropval.ToFloat(), max = m_checkpropmaxval.ToFloat();
+ const float min = m_checkpropval.ToFloat();
+ const float max = m_checkpropmaxval.ToFloat();
+ float val;
+ if (dynamic_cast<CStringValue *>(orgprop) == NULL) {
+ val = orgprop->GetNumber();
+ }
+ else {
+ val = orgprop->GetText().ToFloat();
+ }
+
result = (min <= val) && (val <= max);
}
Modified: trunk/blender/source/gameengine/Ketsji/BL_Shader.cpp
===================================================================
--- trunk/blender/source/gameengine/Ketsji/BL_Shader.cpp 2012-11-10 22:31:29 UTC (rev 52080)
+++ trunk/blender/source/gameengine/Ketsji/BL_Shader.cpp 2012-11-10 22:32:15 UTC (rev 52081)
@@ -571,41 +571,39 @@
}
-int BL_Shader::GetAttribLocation(const STR_String& name)
+int BL_Shader::GetAttribLocation(const char *name)
{
- if ( GLEW_ARB_fragment_shader &&
- GLEW_ARB_vertex_shader &&
- GLEW_ARB_shader_objects
- )
+ if (GLEW_ARB_fragment_shader &&
+ GLEW_ARB_vertex_shader &&
+ GLEW_ARB_shader_objects)
{
- return glGetAttribLocationARB(mShader, name.ReadPtr());
+ return glGetAttribLocationARB(mShader, name);
}
return -1;
}
-void BL_Shader::BindAttribute(const STR_String& attr, int loc)
+void BL_Shader::BindAttribute(const char *attr, int loc)
{
- if ( GLEW_ARB_fragment_shader &&
- GLEW_ARB_vertex_shader &&
- GLEW_ARB_shader_objects
- )
+ if (GLEW_ARB_fragment_shader &&
+ GLEW_ARB_vertex_shader &&
+ GLEW_ARB_shader_objects )
{
- glBindAttribLocationARB(mShader, loc, attr.ReadPtr());
+ glBindAttribLocationARB(mShader, loc, attr);
}
}
-int BL_Shader::GetUniformLocation(const STR_String& name)
+int BL_Shader::GetUniformLocation(const char *name)
{
if ( GLEW_ARB_fragment_shader &&
GLEW_ARB_vertex_shader &&
- GLEW_ARB_shader_objects
+ GLEW_ARB_shader_objects
)
{
MT_assert(mShader!=0);
- int location = glGetUniformLocationARB(mShader, name.ReadPtr());
+ int location = glGetUniformLocationARB(mShader, name);
if (location == -1)
- spit("Invalid uniform value: " << name.ReadPtr() << ".");
+ spit("Invalid uniform value: " << name << ".");
return location;
}
@@ -900,7 +898,7 @@
Py_RETURN_NONE;
}
- const char *uniform="";
+ const char *uniform;
int index=-1;
if (PyArg_ParseTuple(args, "si:setSampler", &uniform, &index))
{
@@ -941,7 +939,7 @@
Py_RETURN_NONE;
}
- const char *uniform="";
+ const char *uniform;
float value=0;
if (PyArg_ParseTuple(args, "sf:setUniform1f", &uniform, &value ))
{
@@ -965,7 +963,7 @@
if (mError) {
Py_RETURN_NONE;
}
- const char *uniform="";
+ const char *uniform;
float array[2] = {0, 0};
if (PyArg_ParseTuple(args, "sff:setUniform2f", &uniform, &array[0],&array[1] ))
{
@@ -989,7 +987,7 @@
if (mError) {
Py_RETURN_NONE;
}
- const char *uniform="";
+ const char *uniform;
float array[3] = {0, 0, 0};
if (PyArg_ParseTuple(args, "sfff:setUniform3f", &uniform, &array[0],&array[1],&array[2]))
{
@@ -1014,7 +1012,7 @@
if (mError) {
Py_RETURN_NONE;
}
- const char *uniform="";
+ const char *uniform;
float array[4] = {0, 0, 0, 0};
if (PyArg_ParseTuple(args, "sffff:setUniform4f", &uniform, &array[0],&array[1],&array[2], &array[3]))
{
@@ -1038,7 +1036,7 @@
if (mError) {
Py_RETURN_NONE;
}
- const char *uniform="";
+ const char *uniform;
int value=0;
if (PyArg_ParseTuple(args, "si:setUniform1i", &uniform, &value ))
{
@@ -1062,7 +1060,7 @@
if (mError) {
Py_RETURN_NONE;
}
- const char *uniform="";
+ const char *uniform;
int array[2] = {0, 0};
if (PyArg_ParseTuple(args, "sii:setUniform2i", &uniform, &array[0],&array[1] ))
{
@@ -1087,7 +1085,7 @@
Py_RETURN_NONE;
}
- const char *uniform="";
+ const char *uniform;
int array[3] = {0, 0, 0};
if (PyArg_ParseTuple(args, "siii:setUniform3i", &uniform, &array[0],&array[1],&array[2]))
{
@@ -1110,7 +1108,7 @@
if (mError) {
Py_RETURN_NONE;
}
- const char *uniform="";
+ const char *uniform;
int array[4] = {0, 0, 0, 0};
if (PyArg_ParseTuple(args, "siiii:setUniform4i", &uniform, &array[0],&array[1],&array[2], &array[3] ))
{
@@ -1296,7 +1294,7 @@
0,0,0,1
};
- const char *uniform="";
+ const char *uniform;
PyObject *matrix=0;
int transp=0; // python use column major by default, so no transpose....
@@ -1342,7 +1340,7 @@
0,0,1,
};
- const char *uniform="";
+ const char *uniform;
PyObject *matrix=0;
int transp=0; // python use column major by default, so no transpose....
if (!PyArg_ParseTuple(args, "sO|i:setUniformMatrix3",&uniform, &matrix,&transp))
@@ -1404,9 +1402,9 @@
Py_RETURN_NONE;
}
- const char *uniform="";
+ const char *uniform;
int nloc=0;
- if (PyArg_ParseTuple(args, "si:setUniformDef",&uniform, &nloc))
+ if (PyArg_ParseTuple(args, "si:setUniformDef", &uniform, &nloc))
{
int loc = GetUniformLocation(uniform);
if (loc != -1)
Modified: trunk/blender/source/gameengine/Ketsji/BL_Shader.h
===================================================================
--- trunk/blender/source/gameengine/Ketsji/BL_Shader.h 2012-11-10 22:31:29 UTC (rev 52080)
+++ trunk/blender/source/gameengine/Ketsji/BL_Shader.h 2012-11-10 22:32:15 UTC (rev 52081)
@@ -205,9 +205,9 @@
void SetUniformfv(int location,int type, float *param, int size,bool transpose=false);
void SetUniformiv(int location,int type, int *param, int size,bool transpose=false);
- int GetAttribLocation(const STR_String& name);
- void BindAttribute(const STR_String& attr, int loc);
- int GetUniformLocation(const STR_String& name);
+ int GetAttribLocation(const char *name);
+ void BindAttribute(const char *attr, int loc);
+ int GetUniformLocation(const char *name);
void SetUniform(int uniform, const MT_Tuple2& vec);
void SetUniform(int uniform, const MT_Tuple3& vec);
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