Improved OpenGL Shader Language support for game engine. The python interface is much simplified. Drawback is that scripts need to be updated next release. Testfiles:
http://www.continuousphysics.com/ftp/pub/test/index.php?dir=blender/&file=demos-2.42.zip patch by Charlie Carley (snailrose @ elysiun.com)
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@@ -73,6 +73,7 @@
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#include "SND_DeviceManager.h"
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#include "RAS_OpenGLRasterizer/RAS_GLExtensionManager.h"
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#include "BL_Shader.h"
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#include "KX_PyMath.h"
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@@ -756,6 +757,23 @@ PyObject* initGameLogic(KX_Scene* scene) // quick hack to get gravity hook
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KX_MACRO_addTypesToDict(d, BL_ONE_MINUS_DST_ALPHA, GL_ONE_MINUS_DST_ALPHA);
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KX_MACRO_addTypesToDict(d, BL_SRC_ALPHA_SATURATE, GL_SRC_ALPHA_SATURATE);
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/* 9. UniformTypes */
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KX_MACRO_addTypesToDict(d, SHD_TANGENT, BL_Shader::SHD_TANGENT);
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KX_MACRO_addTypesToDict(d, MODELVIEWMATRIX, BL_Shader::MODELVIEWMATRIX);
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KX_MACRO_addTypesToDict(d, MODELVIEWMATRIX_TRANSPOSE, BL_Shader::MODELVIEWMATRIX_TRANSPOSE);
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KX_MACRO_addTypesToDict(d, MODELVIEWMATRIX_INVERSE, BL_Shader::MODELVIEWMATRIX_INVERSE);
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KX_MACRO_addTypesToDict(d, MODELVIEWMATRIX_INVERSETRANSPOSE, BL_Shader::MODELVIEWMATRIX_INVERSETRANSPOSE);
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KX_MACRO_addTypesToDict(d, MODELMATRIX, BL_Shader::MODELMATRIX);
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KX_MACRO_addTypesToDict(d, MODELMATRIX_TRANSPOSE, BL_Shader::MODELMATRIX_TRANSPOSE);
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KX_MACRO_addTypesToDict(d, MODELMATRIX_INVERSE, BL_Shader::MODELMATRIX_INVERSE);
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KX_MACRO_addTypesToDict(d, MODELMATRIX_INVERSETRANSPOSE, BL_Shader::MODELMATRIX_INVERSETRANSPOSE);
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KX_MACRO_addTypesToDict(d, VIEWMATRIX, BL_Shader::VIEWMATRIX);
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KX_MACRO_addTypesToDict(d, VIEWMATRIX_TRANSPOSE, BL_Shader::VIEWMATRIX_TRANSPOSE);
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KX_MACRO_addTypesToDict(d, VIEWMATRIX_INVERSE, BL_Shader::VIEWMATRIX_INVERSE);
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KX_MACRO_addTypesToDict(d, VIEWMATRIX_INVERSETRANSPOSE, BL_Shader::VIEWMATRIX_INVERSETRANSPOSE);
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KX_MACRO_addTypesToDict(d, CAM_POS, BL_Shader::CAM_POS);
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// Check for errors
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if (PyErr_Occurred())
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{
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