Revision: 49131
          
http://projects.blender.org/scm/viewvc.php?view=rev&root=bf-blender&revision=49131
Author:   kupoman
Date:     2012-07-23 02:10:15 +0000 (Mon, 23 Jul 2012)
Log Message:
-----------
A 2D filter set in the UI is now used in the game engine. Custom uniforms are 
not yet supported

Modified Paths:
--------------
    branches/ge_harmony/source/gameengine/Converter/KX_BlenderSceneConverter.cpp
    branches/ge_harmony/source/gameengine/Rasterizer/RAS_2DFilterManager.cpp

Modified: 
branches/ge_harmony/source/gameengine/Converter/KX_BlenderSceneConverter.cpp
===================================================================
--- 
branches/ge_harmony/source/gameengine/Converter/KX_BlenderSceneConverter.cpp    
    2012-07-23 02:05:40 UTC (rev 49130)
+++ 
branches/ge_harmony/source/gameengine/Converter/KX_BlenderSceneConverter.cpp    
    2012-07-23 02:10:15 UTC (rev 49131)
@@ -39,6 +39,7 @@
 #include "KX_BlenderSceneConverter.h"
 #include "KX_IpoConvert.h"
 #include "RAS_MeshObject.h"
+#include "RAS_2DFilterManager.h"
 #include "KX_PhysicsEngineEnums.h"
 #include "PHY_IPhysicsEnvironment.h"
 #include "KX_KetsjiEngine.h"
@@ -83,6 +84,7 @@
 #include "DNA_curve_types.h"
 #include "DNA_mesh_types.h"
 #include "DNA_material_types.h"
+#include "DNA_shader_types.h"
 #include "BLI_blenlib.h"
 #include "MEM_guardedalloc.h"
 #include "BKE_global.h"
@@ -357,6 +359,18 @@
                m_alwaysUseExpandFraming
                );
 
+       //Convert Post-process 2D Filters
+       ShaderLink *link;
+       int i;
+       for (link = (ShaderLink *)blenderscene->gm.postfilters.first, i=0; 
link; link = link->next, i++) {
+               Shader *shader = link->shader;
+               if (shader) {
+                       STR_String text = STR_String(shader->source);
+                       destinationscene->Update2DFilter(vector<STR_String>(), 
NULL, RAS_2DFilterManager::RAS_2DFILTER_CUSTOMFILTER, i, text);
+               }
+       }
+       
+
        //These lookup are not needed during game
        m_map_blender_to_gameactuator.clear();
        m_map_blender_to_gamecontroller.clear();

Modified: 
branches/ge_harmony/source/gameengine/Rasterizer/RAS_2DFilterManager.cpp
===================================================================
--- branches/ge_harmony/source/gameengine/Rasterizer/RAS_2DFilterManager.cpp    
2012-07-23 02:05:40 UTC (rev 49130)
+++ branches/ge_harmony/source/gameengine/Rasterizer/RAS_2DFilterManager.cpp    
2012-07-23 02:10:15 UTC (rev 49131)
@@ -510,7 +510,10 @@
                        glDeleteObjectARB(m_filters[pass]);
                m_filters[pass] = CreateShaderProgram(text.Ptr());
                m_gameObjects[pass] = gameObj;
-               AnalyseShader(pass, propNames);
+               if (gameObj)
+                       AnalyseShader(pass, 
((CValue*)gameObj)->GetPropertyNames());
+               else
+                       AnalyseShader(pass, vector<STR_String>());
                m_enabled[pass] = 1;
                return;
        }
@@ -520,6 +523,6 @@
                glDeleteObjectARB(m_filters[pass]);
        m_filters[pass] = CreateShaderProgram(mode);
        m_gameObjects[pass] = NULL;
-       AnalyseShader(pass, propNames);
+       AnalyseShader(pass, vector<STR_String>());
        m_enabled[pass] = 1;
 }

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