2002-10-12 11:37:38 +00:00
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/**
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* $Id$
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*
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2008-04-16 22:40:48 +00:00
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* ***** BEGIN GPL LICENSE BLOCK *****
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2002-10-12 11:37:38 +00:00
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*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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2008-04-16 22:40:48 +00:00
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* of the License, or (at your option) any later version.
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2002-10-12 11:37:38 +00:00
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software Foundation,
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* Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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*
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* The Original Code is Copyright (C) 2001-2002 by NaN Holding BV.
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* All rights reserved.
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*
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* The Original Code is: all of this file.
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*
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* Contributor(s): none yet.
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*
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2008-04-16 22:40:48 +00:00
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* ***** END GPL LICENSE BLOCK *****
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2002-10-12 11:37:38 +00:00
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* Blender's Ketsji startpoint
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*/
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2002-11-25 15:29:57 +00:00
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#ifdef HAVE_CONFIG_H
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#include <config.h>
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#endif
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2004-10-16 11:41:50 +00:00
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#include <signal.h>
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2008-04-16 17:40:59 +00:00
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#include <stdlib.h>
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2004-10-16 11:41:50 +00:00
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2002-10-12 11:37:38 +00:00
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#ifdef WIN32
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// don't show stl-warnings
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#pragma warning (disable:4786)
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#endif
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Merge of apricot branch game engine changes into trunk, excluding GLSL.
GLEW
====
Added the GLEW opengl extension library into extern/, always compiled
into Blender now. This is much nicer than doing this kind of extension
management manually, and will be used in the game engine, for GLSL, and
other opengl extensions.
* According to the GLEW website it works on Windows, Linux, Mac OS X,
FreeBSD, Irix, and Solaris. There might still be platform specific
issues due to this commit, so let me know and I'll look into it.
* This means also that all extensions will now always be compiled in,
regardless of the glext.h on the platform where compilation happens.
Game Engine
===========
Refactoring of the use of opengl extensions and other drawing code
in the game engine, and cleaning up some hacks related to GLSL
integration. These changes will be merged into trunk too after this.
The game engine graphics demos & apricot level survived my tests,
but this could use some good testing of course.
For users: please test with the options "Generate Display Lists" and
"Vertex Arrays" enabled, these should be the fastest and are supposed
to be "unreliable", but if that's the case that's probably due to bugs
that can be fixed.
* The game engine now also uses GLEW for extensions, replacing the
custom opengl extensions code that was there. Removes a lot of
#ifdef's, but the runtime checks stay of course.
* Removed the WITHOUT_GLEXT environment variable. This was added to
work around a specific bug and only disabled multitexturing anyway.
It might also have caused a slowdown since it was retrieving the
environment variable for every vertex in immediate mode (bug #13680).
* Refactored the code to allow drawing skinned meshes with vertex
arrays too, removing some specific immediate mode drawing functions
for this that only did extra normal calculation. Now it always splits
vertices of flat faces instead.
* Refactored normal recalculation with some minor optimizations,
required for the above change.
* Removed some outdated code behind the __NLA_OLDDEFORM #ifdef.
* Fixed various bugs in setting of multitexture coordinates and vertex
attributes for vertex arrays. These were not being enabled/disabled
correct according to the opengl spec, leading to crashes. Also tangent
attributes used an immediate mode call for vertex arrays, which can't
work.
* Fixed use of uninitialized variable in RAS_TexVert.
* Exporting skinned meshes was doing O(n^2) lookups for vertices and
deform weights, now uses same trick as regular meshes.
2008-06-17 10:27:34 +00:00
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#include "GL/glew.h"
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2006-01-16 22:27:30 +00:00
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2002-10-12 11:37:38 +00:00
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#include "KX_BlenderGL.h"
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#include "KX_BlenderCanvas.h"
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#include "KX_BlenderKeyboardDevice.h"
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#include "KX_BlenderMouseDevice.h"
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#include "KX_BlenderRenderTools.h"
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#include "KX_BlenderSystem.h"
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2006-01-06 03:46:54 +00:00
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#include "BL_Material.h"
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2002-10-12 11:37:38 +00:00
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#include "KX_KetsjiEngine.h"
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#include "KX_BlenderSceneConverter.h"
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#include "KX_PythonInit.h"
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#include "KX_PyConstraintBinding.h"
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Merge of apricot branch game engine changes into trunk, excluding GLSL.
GLEW
====
Added the GLEW opengl extension library into extern/, always compiled
into Blender now. This is much nicer than doing this kind of extension
management manually, and will be used in the game engine, for GLSL, and
other opengl extensions.
* According to the GLEW website it works on Windows, Linux, Mac OS X,
FreeBSD, Irix, and Solaris. There might still be platform specific
issues due to this commit, so let me know and I'll look into it.
* This means also that all extensions will now always be compiled in,
regardless of the glext.h on the platform where compilation happens.
Game Engine
===========
Refactoring of the use of opengl extensions and other drawing code
in the game engine, and cleaning up some hacks related to GLSL
integration. These changes will be merged into trunk too after this.
The game engine graphics demos & apricot level survived my tests,
but this could use some good testing of course.
For users: please test with the options "Generate Display Lists" and
"Vertex Arrays" enabled, these should be the fastest and are supposed
to be "unreliable", but if that's the case that's probably due to bugs
that can be fixed.
* The game engine now also uses GLEW for extensions, replacing the
custom opengl extensions code that was there. Removes a lot of
#ifdef's, but the runtime checks stay of course.
* Removed the WITHOUT_GLEXT environment variable. This was added to
work around a specific bug and only disabled multitexturing anyway.
It might also have caused a slowdown since it was retrieving the
environment variable for every vertex in immediate mode (bug #13680).
* Refactored the code to allow drawing skinned meshes with vertex
arrays too, removing some specific immediate mode drawing functions
for this that only did extra normal calculation. Now it always splits
vertices of flat faces instead.
* Refactored normal recalculation with some minor optimizations,
required for the above change.
* Removed some outdated code behind the __NLA_OLDDEFORM #ifdef.
* Fixed various bugs in setting of multitexture coordinates and vertex
attributes for vertex arrays. These were not being enabled/disabled
correct according to the opengl spec, leading to crashes. Also tangent
attributes used an immediate mode call for vertex arrays, which can't
work.
* Fixed use of uninitialized variable in RAS_TexVert.
* Exporting skinned meshes was doing O(n^2) lookups for vertices and
deform weights, now uses same trick as regular meshes.
2008-06-17 10:27:34 +00:00
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#include "RAS_GLExtensionManager.h"
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2002-10-12 11:37:38 +00:00
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#include "RAS_OpenGLRasterizer.h"
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#include "RAS_VAOpenGLRasterizer.h"
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2006-04-02 21:04:20 +00:00
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#include "RAS_ListRasterizer.h"
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2002-10-12 11:37:38 +00:00
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#include "NG_LoopBackNetworkDeviceInterface.h"
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#include "SND_DeviceManager.h"
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#include "SYS_System.h"
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/***/
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#include "DNA_view3d_types.h"
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#include "DNA_screen_types.h"
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#include "BKE_global.h"
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#include "BIF_screen.h"
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#include "BIF_scrarea.h"
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#include "BKE_main.h"
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#include "BLI_blenlib.h"
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#include "BLO_readfile.h"
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#include "DNA_scene_types.h"
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/***/
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2006-12-16 05:50:38 +00:00
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#ifdef __cplusplus
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extern "C" {
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#endif
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#include "BSE_headerbuttons.h"
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void update_for_newframe();
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#ifdef __cplusplus
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}
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#endif
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2002-10-12 11:37:38 +00:00
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static BlendFileData *load_game_data(char *filename) {
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BlendReadError error;
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2008-08-18 23:48:59 +00:00
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BlendFileData *bfd= BLO_read_from_file(filename, &error);
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2002-10-12 11:37:38 +00:00
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if (!bfd) {
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printf("Loading %s failed: %s\n", filename, BLO_bre_as_string(error));
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}
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return bfd;
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}
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extern "C" void StartKetsjiShell(struct ScrArea *area,
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char* scenename,
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2006-05-22 21:03:43 +00:00
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struct Main* maggie1,
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2005-08-23 13:16:02 +00:00
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struct SpaceIpo *sipo,
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2002-10-12 11:37:38 +00:00
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int always_use_expand_framing)
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{
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int exitrequested = KX_EXIT_REQUEST_NO_REQUEST;
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2005-08-23 13:16:02 +00:00
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2006-05-22 21:03:43 +00:00
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Main* blenderdata = maggie1;
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2005-08-23 13:16:02 +00:00
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2002-10-12 11:37:38 +00:00
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char* startscenename = scenename;
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char pathname[160];
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2006-05-22 21:03:43 +00:00
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strcpy (pathname, blenderdata->name);
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2002-10-12 11:37:38 +00:00
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STR_String exitstring = "";
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BlendFileData *bfd= NULL;
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2006-01-06 03:46:54 +00:00
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2008-02-23 12:05:28 +00:00
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// Acquire Python's GIL (global interpreter lock)
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// so we can safely run Python code and API calls
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PyGILState_STATE gilstate = PyGILState_Ensure();
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Merge of apricot branch game engine changes into trunk, excluding GLSL.
GLEW
====
Added the GLEW opengl extension library into extern/, always compiled
into Blender now. This is much nicer than doing this kind of extension
management manually, and will be used in the game engine, for GLSL, and
other opengl extensions.
* According to the GLEW website it works on Windows, Linux, Mac OS X,
FreeBSD, Irix, and Solaris. There might still be platform specific
issues due to this commit, so let me know and I'll look into it.
* This means also that all extensions will now always be compiled in,
regardless of the glext.h on the platform where compilation happens.
Game Engine
===========
Refactoring of the use of opengl extensions and other drawing code
in the game engine, and cleaning up some hacks related to GLSL
integration. These changes will be merged into trunk too after this.
The game engine graphics demos & apricot level survived my tests,
but this could use some good testing of course.
For users: please test with the options "Generate Display Lists" and
"Vertex Arrays" enabled, these should be the fastest and are supposed
to be "unreliable", but if that's the case that's probably due to bugs
that can be fixed.
* The game engine now also uses GLEW for extensions, replacing the
custom opengl extensions code that was there. Removes a lot of
#ifdef's, but the runtime checks stay of course.
* Removed the WITHOUT_GLEXT environment variable. This was added to
work around a specific bug and only disabled multitexturing anyway.
It might also have caused a slowdown since it was retrieving the
environment variable for every vertex in immediate mode (bug #13680).
* Refactored the code to allow drawing skinned meshes with vertex
arrays too, removing some specific immediate mode drawing functions
for this that only did extra normal calculation. Now it always splits
vertices of flat faces instead.
* Refactored normal recalculation with some minor optimizations,
required for the above change.
* Removed some outdated code behind the __NLA_OLDDEFORM #ifdef.
* Fixed various bugs in setting of multitexture coordinates and vertex
attributes for vertex arrays. These were not being enabled/disabled
correct according to the opengl spec, leading to crashes. Also tangent
attributes used an immediate mode call for vertex arrays, which can't
work.
* Fixed use of uninitialized variable in RAS_TexVert.
* Exporting skinned meshes was doing O(n^2) lookups for vertices and
deform weights, now uses same trick as regular meshes.
2008-06-17 10:27:34 +00:00
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bgl::InitExtensions(true);
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2002-10-12 11:37:38 +00:00
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do
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{
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View3D *v3d= (View3D*) area->spacedata.first;
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Merge of apricot branch game engine changes into trunk, excluding GLSL.
GLEW
====
Added the GLEW opengl extension library into extern/, always compiled
into Blender now. This is much nicer than doing this kind of extension
management manually, and will be used in the game engine, for GLSL, and
other opengl extensions.
* According to the GLEW website it works on Windows, Linux, Mac OS X,
FreeBSD, Irix, and Solaris. There might still be platform specific
issues due to this commit, so let me know and I'll look into it.
* This means also that all extensions will now always be compiled in,
regardless of the glext.h on the platform where compilation happens.
Game Engine
===========
Refactoring of the use of opengl extensions and other drawing code
in the game engine, and cleaning up some hacks related to GLSL
integration. These changes will be merged into trunk too after this.
The game engine graphics demos & apricot level survived my tests,
but this could use some good testing of course.
For users: please test with the options "Generate Display Lists" and
"Vertex Arrays" enabled, these should be the fastest and are supposed
to be "unreliable", but if that's the case that's probably due to bugs
that can be fixed.
* The game engine now also uses GLEW for extensions, replacing the
custom opengl extensions code that was there. Removes a lot of
#ifdef's, but the runtime checks stay of course.
* Removed the WITHOUT_GLEXT environment variable. This was added to
work around a specific bug and only disabled multitexturing anyway.
It might also have caused a slowdown since it was retrieving the
environment variable for every vertex in immediate mode (bug #13680).
* Refactored the code to allow drawing skinned meshes with vertex
arrays too, removing some specific immediate mode drawing functions
for this that only did extra normal calculation. Now it always splits
vertices of flat faces instead.
* Refactored normal recalculation with some minor optimizations,
required for the above change.
* Removed some outdated code behind the __NLA_OLDDEFORM #ifdef.
* Fixed various bugs in setting of multitexture coordinates and vertex
attributes for vertex arrays. These were not being enabled/disabled
correct according to the opengl spec, leading to crashes. Also tangent
attributes used an immediate mode call for vertex arrays, which can't
work.
* Fixed use of uninitialized variable in RAS_TexVert.
* Exporting skinned meshes was doing O(n^2) lookups for vertices and
deform weights, now uses same trick as regular meshes.
2008-06-17 10:27:34 +00:00
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2002-10-12 11:37:38 +00:00
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// get some preferences
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SYS_SystemHandle syshandle = SYS_GetSystem();
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bool properties = (SYS_GetCommandLineInt(syshandle, "show_properties", 0) != 0);
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bool usefixed = (SYS_GetCommandLineInt(syshandle, "fixedtime", 0) != 0);
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bool profile = (SYS_GetCommandLineInt(syshandle, "show_profile", 0) != 0);
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bool frameRate = (SYS_GetCommandLineInt(syshandle, "show_framerate", 0) != 0);
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2005-08-23 13:16:02 +00:00
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bool game2ipo = (SYS_GetCommandLineInt(syshandle, "game2ipo", 0) != 0);
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2006-04-02 21:04:20 +00:00
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bool displaylists = (SYS_GetCommandLineInt(syshandle, "displaylists", 0) != 0);
|
Merge of apricot branch game engine changes into trunk, excluding GLSL.
GLEW
====
Added the GLEW opengl extension library into extern/, always compiled
into Blender now. This is much nicer than doing this kind of extension
management manually, and will be used in the game engine, for GLSL, and
other opengl extensions.
* According to the GLEW website it works on Windows, Linux, Mac OS X,
FreeBSD, Irix, and Solaris. There might still be platform specific
issues due to this commit, so let me know and I'll look into it.
* This means also that all extensions will now always be compiled in,
regardless of the glext.h on the platform where compilation happens.
Game Engine
===========
Refactoring of the use of opengl extensions and other drawing code
in the game engine, and cleaning up some hacks related to GLSL
integration. These changes will be merged into trunk too after this.
The game engine graphics demos & apricot level survived my tests,
but this could use some good testing of course.
For users: please test with the options "Generate Display Lists" and
"Vertex Arrays" enabled, these should be the fastest and are supposed
to be "unreliable", but if that's the case that's probably due to bugs
that can be fixed.
* The game engine now also uses GLEW for extensions, replacing the
custom opengl extensions code that was there. Removes a lot of
#ifdef's, but the runtime checks stay of course.
* Removed the WITHOUT_GLEXT environment variable. This was added to
work around a specific bug and only disabled multitexturing anyway.
It might also have caused a slowdown since it was retrieving the
environment variable for every vertex in immediate mode (bug #13680).
* Refactored the code to allow drawing skinned meshes with vertex
arrays too, removing some specific immediate mode drawing functions
for this that only did extra normal calculation. Now it always splits
vertices of flat faces instead.
* Refactored normal recalculation with some minor optimizations,
required for the above change.
* Removed some outdated code behind the __NLA_OLDDEFORM #ifdef.
* Fixed various bugs in setting of multitexture coordinates and vertex
attributes for vertex arrays. These were not being enabled/disabled
correct according to the opengl spec, leading to crashes. Also tangent
attributes used an immediate mode call for vertex arrays, which can't
work.
* Fixed use of uninitialized variable in RAS_TexVert.
* Exporting skinned meshes was doing O(n^2) lookups for vertices and
deform weights, now uses same trick as regular meshes.
2008-06-17 10:27:34 +00:00
|
|
|
bool usemat = false, useglslmat = false;
|
2006-01-06 03:46:54 +00:00
|
|
|
|
Merge of apricot branch game engine changes into trunk, excluding GLSL.
GLEW
====
Added the GLEW opengl extension library into extern/, always compiled
into Blender now. This is much nicer than doing this kind of extension
management manually, and will be used in the game engine, for GLSL, and
other opengl extensions.
* According to the GLEW website it works on Windows, Linux, Mac OS X,
FreeBSD, Irix, and Solaris. There might still be platform specific
issues due to this commit, so let me know and I'll look into it.
* This means also that all extensions will now always be compiled in,
regardless of the glext.h on the platform where compilation happens.
Game Engine
===========
Refactoring of the use of opengl extensions and other drawing code
in the game engine, and cleaning up some hacks related to GLSL
integration. These changes will be merged into trunk too after this.
The game engine graphics demos & apricot level survived my tests,
but this could use some good testing of course.
For users: please test with the options "Generate Display Lists" and
"Vertex Arrays" enabled, these should be the fastest and are supposed
to be "unreliable", but if that's the case that's probably due to bugs
that can be fixed.
* The game engine now also uses GLEW for extensions, replacing the
custom opengl extensions code that was there. Removes a lot of
#ifdef's, but the runtime checks stay of course.
* Removed the WITHOUT_GLEXT environment variable. This was added to
work around a specific bug and only disabled multitexturing anyway.
It might also have caused a slowdown since it was retrieving the
environment variable for every vertex in immediate mode (bug #13680).
* Refactored the code to allow drawing skinned meshes with vertex
arrays too, removing some specific immediate mode drawing functions
for this that only did extra normal calculation. Now it always splits
vertices of flat faces instead.
* Refactored normal recalculation with some minor optimizations,
required for the above change.
* Removed some outdated code behind the __NLA_OLDDEFORM #ifdef.
* Fixed various bugs in setting of multitexture coordinates and vertex
attributes for vertex arrays. These were not being enabled/disabled
correct according to the opengl spec, leading to crashes. Also tangent
attributes used an immediate mode call for vertex arrays, which can't
work.
* Fixed use of uninitialized variable in RAS_TexVert.
* Exporting skinned meshes was doing O(n^2) lookups for vertices and
deform weights, now uses same trick as regular meshes.
2008-06-17 10:27:34 +00:00
|
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|
if(GLEW_ARB_multitexture && GLEW_VERSION_1_1)
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usemat = (SYS_GetCommandLineInt(syshandle, "blender_material", 0) != 0);
|
2005-08-23 13:16:02 +00:00
|
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|
2002-10-12 11:37:38 +00:00
|
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|
// create the canvas, rasterizer and rendertools
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RAS_ICanvas* canvas = new KX_BlenderCanvas(area);
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canvas->SetMouseState(RAS_ICanvas::MOUSE_INVISIBLE);
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RAS_IRenderTools* rendertools = new KX_BlenderRenderTools();
|
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RAS_IRasterizer* rasterizer = NULL;
|
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|
2008-06-29 21:51:27 +00:00
|
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|
if(displaylists) {
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if (GLEW_VERSION_1_1)
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|
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|
rasterizer = new RAS_ListRasterizer(canvas, true, true);
|
Merge of apricot branch game engine changes into trunk, excluding GLSL.
GLEW
====
Added the GLEW opengl extension library into extern/, always compiled
into Blender now. This is much nicer than doing this kind of extension
management manually, and will be used in the game engine, for GLSL, and
other opengl extensions.
* According to the GLEW website it works on Windows, Linux, Mac OS X,
FreeBSD, Irix, and Solaris. There might still be platform specific
issues due to this commit, so let me know and I'll look into it.
* This means also that all extensions will now always be compiled in,
regardless of the glext.h on the platform where compilation happens.
Game Engine
===========
Refactoring of the use of opengl extensions and other drawing code
in the game engine, and cleaning up some hacks related to GLSL
integration. These changes will be merged into trunk too after this.
The game engine graphics demos & apricot level survived my tests,
but this could use some good testing of course.
For users: please test with the options "Generate Display Lists" and
"Vertex Arrays" enabled, these should be the fastest and are supposed
to be "unreliable", but if that's the case that's probably due to bugs
that can be fixed.
* The game engine now also uses GLEW for extensions, replacing the
custom opengl extensions code that was there. Removes a lot of
#ifdef's, but the runtime checks stay of course.
* Removed the WITHOUT_GLEXT environment variable. This was added to
work around a specific bug and only disabled multitexturing anyway.
It might also have caused a slowdown since it was retrieving the
environment variable for every vertex in immediate mode (bug #13680).
* Refactored the code to allow drawing skinned meshes with vertex
arrays too, removing some specific immediate mode drawing functions
for this that only did extra normal calculation. Now it always splits
vertices of flat faces instead.
* Refactored normal recalculation with some minor optimizations,
required for the above change.
* Removed some outdated code behind the __NLA_OLDDEFORM #ifdef.
* Fixed various bugs in setting of multitexture coordinates and vertex
attributes for vertex arrays. These were not being enabled/disabled
correct according to the opengl spec, leading to crashes. Also tangent
attributes used an immediate mode call for vertex arrays, which can't
work.
* Fixed use of uninitialized variable in RAS_TexVert.
* Exporting skinned meshes was doing O(n^2) lookups for vertices and
deform weights, now uses same trick as regular meshes.
2008-06-17 10:27:34 +00:00
|
|
|
else
|
2007-11-06 18:39:16 +00:00
|
|
|
rasterizer = new RAS_ListRasterizer(canvas);
|
Merge of apricot branch game engine changes into trunk, excluding GLSL.
GLEW
====
Added the GLEW opengl extension library into extern/, always compiled
into Blender now. This is much nicer than doing this kind of extension
management manually, and will be used in the game engine, for GLSL, and
other opengl extensions.
* According to the GLEW website it works on Windows, Linux, Mac OS X,
FreeBSD, Irix, and Solaris. There might still be platform specific
issues due to this commit, so let me know and I'll look into it.
* This means also that all extensions will now always be compiled in,
regardless of the glext.h on the platform where compilation happens.
Game Engine
===========
Refactoring of the use of opengl extensions and other drawing code
in the game engine, and cleaning up some hacks related to GLSL
integration. These changes will be merged into trunk too after this.
The game engine graphics demos & apricot level survived my tests,
but this could use some good testing of course.
For users: please test with the options "Generate Display Lists" and
"Vertex Arrays" enabled, these should be the fastest and are supposed
to be "unreliable", but if that's the case that's probably due to bugs
that can be fixed.
* The game engine now also uses GLEW for extensions, replacing the
custom opengl extensions code that was there. Removes a lot of
#ifdef's, but the runtime checks stay of course.
* Removed the WITHOUT_GLEXT environment variable. This was added to
work around a specific bug and only disabled multitexturing anyway.
It might also have caused a slowdown since it was retrieving the
environment variable for every vertex in immediate mode (bug #13680).
* Refactored the code to allow drawing skinned meshes with vertex
arrays too, removing some specific immediate mode drawing functions
for this that only did extra normal calculation. Now it always splits
vertices of flat faces instead.
* Refactored normal recalculation with some minor optimizations,
required for the above change.
* Removed some outdated code behind the __NLA_OLDDEFORM #ifdef.
* Fixed various bugs in setting of multitexture coordinates and vertex
attributes for vertex arrays. These were not being enabled/disabled
correct according to the opengl spec, leading to crashes. Also tangent
attributes used an immediate mode call for vertex arrays, which can't
work.
* Fixed use of uninitialized variable in RAS_TexVert.
* Exporting skinned meshes was doing O(n^2) lookups for vertices and
deform weights, now uses same trick as regular meshes.
2008-06-17 10:27:34 +00:00
|
|
|
}
|
2008-06-29 21:51:27 +00:00
|
|
|
else if (GLEW_VERSION_1_1)
|
|
|
|
rasterizer = new RAS_VAOpenGLRasterizer(canvas, false);
|
2002-10-12 11:37:38 +00:00
|
|
|
else
|
|
|
|
rasterizer = new RAS_OpenGLRasterizer(canvas);
|
|
|
|
|
|
|
|
// create the inputdevices
|
|
|
|
KX_BlenderKeyboardDevice* keyboarddevice = new KX_BlenderKeyboardDevice();
|
|
|
|
KX_BlenderMouseDevice* mousedevice = new KX_BlenderMouseDevice();
|
|
|
|
|
|
|
|
// create a networkdevice
|
|
|
|
NG_NetworkDeviceInterface* networkdevice = new
|
|
|
|
NG_LoopBackNetworkDeviceInterface();
|
|
|
|
|
|
|
|
// get an audiodevice
|
|
|
|
SND_DeviceManager::Subscribe();
|
|
|
|
SND_IAudioDevice* audiodevice = SND_DeviceManager::Instance();
|
|
|
|
audiodevice->UseCD();
|
|
|
|
|
|
|
|
// create a ketsji/blendersystem (only needed for timing and stuff)
|
|
|
|
KX_BlenderSystem* kxsystem = new KX_BlenderSystem();
|
|
|
|
|
|
|
|
// create the ketsjiengine
|
|
|
|
KX_KetsjiEngine* ketsjiengine = new KX_KetsjiEngine(kxsystem);
|
|
|
|
|
|
|
|
// set the devices
|
|
|
|
ketsjiengine->SetKeyboardDevice(keyboarddevice);
|
|
|
|
ketsjiengine->SetMouseDevice(mousedevice);
|
|
|
|
ketsjiengine->SetNetworkDevice(networkdevice);
|
|
|
|
ketsjiengine->SetCanvas(canvas);
|
|
|
|
ketsjiengine->SetRenderTools(rendertools);
|
|
|
|
ketsjiengine->SetRasterizer(rasterizer);
|
|
|
|
ketsjiengine->SetNetworkDevice(networkdevice);
|
|
|
|
ketsjiengine->SetAudioDevice(audiodevice);
|
|
|
|
ketsjiengine->SetUseFixedTime(usefixed);
|
|
|
|
ketsjiengine->SetTimingDisplay(frameRate, profile, properties);
|
2005-08-23 13:16:02 +00:00
|
|
|
|
2002-10-12 11:37:38 +00:00
|
|
|
|
2005-08-23 13:16:02 +00:00
|
|
|
|
2002-10-12 11:37:38 +00:00
|
|
|
// some blender stuff
|
|
|
|
MT_CmMatrix4x4 projmat;
|
|
|
|
MT_CmMatrix4x4 viewmat;
|
|
|
|
int i;
|
|
|
|
|
|
|
|
for (i = 0; i < 16; i++)
|
|
|
|
{
|
|
|
|
float *viewmat_linear= (float*) v3d->viewmat;
|
|
|
|
viewmat.setElem(i, viewmat_linear[i]);
|
|
|
|
}
|
|
|
|
for (i = 0; i < 16; i++)
|
|
|
|
{
|
|
|
|
float *projmat_linear = (float*) area->winmat;
|
|
|
|
projmat.setElem(i, projmat_linear[i]);
|
|
|
|
}
|
|
|
|
|
|
|
|
float camzoom = (1.41421 + (v3d->camzoom / 50.0));
|
|
|
|
camzoom *= camzoom;
|
|
|
|
camzoom = 4.0 / camzoom;
|
|
|
|
|
|
|
|
ketsjiengine->SetDrawType(v3d->drawtype);
|
|
|
|
ketsjiengine->SetCameraZoom(camzoom);
|
|
|
|
|
|
|
|
// if we got an exitcode 3 (KX_EXIT_REQUEST_START_OTHER_GAME) load a different file
|
|
|
|
if (exitrequested == KX_EXIT_REQUEST_START_OTHER_GAME || exitrequested == KX_EXIT_REQUEST_RESTART_GAME)
|
|
|
|
{
|
|
|
|
exitrequested = KX_EXIT_REQUEST_NO_REQUEST;
|
|
|
|
if (bfd) BLO_blendfiledata_free(bfd);
|
|
|
|
|
2008-03-30 16:18:01 +00:00
|
|
|
char basedpath[240];
|
2002-10-12 11:37:38 +00:00
|
|
|
// base the actuator filename with respect
|
|
|
|
// to the original file working directory
|
|
|
|
if (exitstring != "")
|
|
|
|
strcpy(basedpath, exitstring.Ptr());
|
|
|
|
|
2008-05-04 11:09:30 +00:00
|
|
|
BLI_convertstringcode(basedpath, pathname);
|
2002-10-12 11:37:38 +00:00
|
|
|
bfd = load_game_data(basedpath);
|
|
|
|
|
|
|
|
// if it wasn't loaded, try it forced relative
|
|
|
|
if (!bfd)
|
|
|
|
{
|
|
|
|
// just add "//" in front of it
|
2008-03-30 16:18:01 +00:00
|
|
|
char temppath[242];
|
2002-10-12 11:37:38 +00:00
|
|
|
strcpy(temppath, "//");
|
|
|
|
strcat(temppath, basedpath);
|
|
|
|
|
2008-05-04 11:09:30 +00:00
|
|
|
BLI_convertstringcode(temppath, pathname);
|
2002-10-12 11:37:38 +00:00
|
|
|
bfd = load_game_data(temppath);
|
|
|
|
}
|
|
|
|
|
|
|
|
// if we got a loaded blendfile, proceed
|
|
|
|
if (bfd)
|
|
|
|
{
|
|
|
|
blenderdata = bfd->main;
|
|
|
|
startscenename = bfd->curscene->id.name + 2;
|
|
|
|
}
|
|
|
|
// else forget it, we can't find it
|
|
|
|
else
|
|
|
|
{
|
|
|
|
exitrequested = KX_EXIT_REQUEST_QUIT_GAME;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
2004-10-16 11:41:50 +00:00
|
|
|
Scene *blscene = NULL;
|
|
|
|
if (!bfd)
|
|
|
|
{
|
2006-05-22 21:03:43 +00:00
|
|
|
blscene = (Scene*) blenderdata->scene.first;
|
|
|
|
for (Scene *sce= (Scene*) blenderdata->scene.first; sce; sce= (Scene*) sce->id.next)
|
2004-10-16 11:41:50 +00:00
|
|
|
{
|
|
|
|
if (startscenename == (sce->id.name+2))
|
|
|
|
{
|
|
|
|
blscene = sce;
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
} else {
|
|
|
|
blscene = bfd->curscene;
|
|
|
|
}
|
|
|
|
|
2005-08-23 13:16:02 +00:00
|
|
|
if (blscene)
|
|
|
|
{
|
|
|
|
int startFrame = blscene->r.cfra;
|
|
|
|
ketsjiengine->SetGame2IpoMode(game2ipo,startFrame);
|
|
|
|
}
|
|
|
|
|
|
|
|
|
2004-10-16 11:41:50 +00:00
|
|
|
// Quad buffered needs a special window.
|
|
|
|
if (blscene->r.stereomode != RAS_IRasterizer::RAS_STEREO_QUADBUFFERED)
|
|
|
|
rasterizer->SetStereoMode((RAS_IRasterizer::StereoMode) blscene->r.stereomode);
|
|
|
|
|
2002-10-12 11:37:38 +00:00
|
|
|
if (exitrequested != KX_EXIT_REQUEST_QUIT_GAME)
|
|
|
|
{
|
2008-04-16 08:48:49 +00:00
|
|
|
if (v3d->persp != V3D_CAMOB)
|
2002-10-12 11:37:38 +00:00
|
|
|
{
|
|
|
|
ketsjiengine->EnableCameraOverride(startscenename);
|
2008-04-16 08:48:49 +00:00
|
|
|
ketsjiengine->SetCameraOverrideUseOrtho((v3d->persp == V3D_ORTHO));
|
2002-10-12 11:37:38 +00:00
|
|
|
ketsjiengine->SetCameraOverrideProjectionMatrix(projmat);
|
|
|
|
ketsjiengine->SetCameraOverrideViewMatrix(viewmat);
|
|
|
|
}
|
|
|
|
|
|
|
|
// create a scene converter, create and convert the startingscene
|
2006-05-22 21:03:43 +00:00
|
|
|
KX_ISceneConverter* sceneconverter = new KX_BlenderSceneConverter(blenderdata,sipo, ketsjiengine);
|
2002-10-12 11:37:38 +00:00
|
|
|
ketsjiengine->SetSceneConverter(sceneconverter);
|
2006-12-16 05:50:38 +00:00
|
|
|
sceneconverter->addInitFromFrame=false;
|
2002-10-12 11:37:38 +00:00
|
|
|
if (always_use_expand_framing)
|
|
|
|
sceneconverter->SetAlwaysUseExpandFraming(true);
|
|
|
|
|
2006-01-06 03:46:54 +00:00
|
|
|
if(usemat)
|
|
|
|
sceneconverter->SetMaterials(true);
|
Merge of apricot branch game engine changes into trunk, excluding GLSL.
GLEW
====
Added the GLEW opengl extension library into extern/, always compiled
into Blender now. This is much nicer than doing this kind of extension
management manually, and will be used in the game engine, for GLSL, and
other opengl extensions.
* According to the GLEW website it works on Windows, Linux, Mac OS X,
FreeBSD, Irix, and Solaris. There might still be platform specific
issues due to this commit, so let me know and I'll look into it.
* This means also that all extensions will now always be compiled in,
regardless of the glext.h on the platform where compilation happens.
Game Engine
===========
Refactoring of the use of opengl extensions and other drawing code
in the game engine, and cleaning up some hacks related to GLSL
integration. These changes will be merged into trunk too after this.
The game engine graphics demos & apricot level survived my tests,
but this could use some good testing of course.
For users: please test with the options "Generate Display Lists" and
"Vertex Arrays" enabled, these should be the fastest and are supposed
to be "unreliable", but if that's the case that's probably due to bugs
that can be fixed.
* The game engine now also uses GLEW for extensions, replacing the
custom opengl extensions code that was there. Removes a lot of
#ifdef's, but the runtime checks stay of course.
* Removed the WITHOUT_GLEXT environment variable. This was added to
work around a specific bug and only disabled multitexturing anyway.
It might also have caused a slowdown since it was retrieving the
environment variable for every vertex in immediate mode (bug #13680).
* Refactored the code to allow drawing skinned meshes with vertex
arrays too, removing some specific immediate mode drawing functions
for this that only did extra normal calculation. Now it always splits
vertices of flat faces instead.
* Refactored normal recalculation with some minor optimizations,
required for the above change.
* Removed some outdated code behind the __NLA_OLDDEFORM #ifdef.
* Fixed various bugs in setting of multitexture coordinates and vertex
attributes for vertex arrays. These were not being enabled/disabled
correct according to the opengl spec, leading to crashes. Also tangent
attributes used an immediate mode call for vertex arrays, which can't
work.
* Fixed use of uninitialized variable in RAS_TexVert.
* Exporting skinned meshes was doing O(n^2) lookups for vertices and
deform weights, now uses same trick as regular meshes.
2008-06-17 10:27:34 +00:00
|
|
|
if(useglslmat)
|
|
|
|
sceneconverter->SetGLSLMaterials(true);
|
2006-01-06 03:46:54 +00:00
|
|
|
|
2002-10-12 11:37:38 +00:00
|
|
|
KX_Scene* startscene = new KX_Scene(keyboarddevice,
|
|
|
|
mousedevice,
|
|
|
|
networkdevice,
|
|
|
|
audiodevice,
|
|
|
|
startscenename);
|
|
|
|
|
|
|
|
// some python things
|
|
|
|
PyObject* dictionaryobject = initGamePythonScripting("Ketsji", psl_Lowest);
|
|
|
|
ketsjiengine->SetPythonDictionary(dictionaryobject);
|
|
|
|
initRasterizer(rasterizer, canvas);
|
2006-05-13 23:31:36 +00:00
|
|
|
PyObject *gameLogic = initGameLogic(startscene);
|
2008-07-14 00:47:07 +00:00
|
|
|
PyDict_SetItemString(dictionaryobject, "GameLogic", gameLogic); // Same as importing the module.
|
2002-10-12 11:37:38 +00:00
|
|
|
initGameKeys();
|
|
|
|
initPythonConstraintBinding();
|
2008-08-05 22:26:00 +00:00
|
|
|
initMathutils();
|
2008-03-09 21:37:01 +00:00
|
|
|
|
2002-10-12 11:37:38 +00:00
|
|
|
if (sceneconverter)
|
|
|
|
{
|
|
|
|
// convert and add scene
|
|
|
|
sceneconverter->ConvertScene(
|
|
|
|
startscenename,
|
|
|
|
startscene,
|
|
|
|
dictionaryobject,
|
|
|
|
keyboarddevice,
|
|
|
|
rendertools,
|
|
|
|
canvas);
|
|
|
|
ketsjiengine->AddScene(startscene);
|
|
|
|
|
|
|
|
// init the rasterizer
|
|
|
|
rasterizer->Init();
|
|
|
|
|
|
|
|
// start the engine
|
2006-11-30 00:19:27 +00:00
|
|
|
ketsjiengine->StartEngine(true);
|
2002-10-12 11:37:38 +00:00
|
|
|
|
2008-06-17 10:06:38 +00:00
|
|
|
|
|
|
|
// Set the animation playback rate for ipo's and actions
|
|
|
|
// the framerate below should patch with FPS macro defined in blendef.h
|
|
|
|
// Could be in StartEngine set the framerate, we need the scene to do this
|
|
|
|
ketsjiengine->SetAnimFrameRate( (((double) blscene->r.frs_sec) / blscene->r.frs_sec_base) );
|
|
|
|
|
2002-10-12 11:37:38 +00:00
|
|
|
// the mainloop
|
|
|
|
while (!exitrequested)
|
|
|
|
{
|
|
|
|
// first check if we want to exit
|
|
|
|
exitrequested = ketsjiengine->GetExitCode();
|
|
|
|
|
|
|
|
// kick the engine
|
2006-12-02 22:25:47 +00:00
|
|
|
bool render = ketsjiengine->NextFrame();
|
2002-10-12 11:37:38 +00:00
|
|
|
|
2006-12-02 22:25:47 +00:00
|
|
|
if (render)
|
|
|
|
{
|
|
|
|
// render the frame
|
|
|
|
ketsjiengine->Render();
|
|
|
|
}
|
2002-10-12 11:37:38 +00:00
|
|
|
|
|
|
|
// test for the ESC key
|
|
|
|
while (qtest())
|
|
|
|
{
|
|
|
|
short val;
|
|
|
|
unsigned short event = extern_qread(&val);
|
|
|
|
|
|
|
|
if (keyboarddevice->ConvertBlenderEvent(event,val))
|
|
|
|
exitrequested = KX_EXIT_REQUEST_BLENDER_ESC;
|
|
|
|
|
|
|
|
/* Coordinate conversion... where
|
|
|
|
* should this really be?
|
|
|
|
*/
|
|
|
|
if (event==MOUSEX) {
|
|
|
|
val = val - scrarea_get_win_x(area);
|
|
|
|
} else if (event==MOUSEY) {
|
|
|
|
val = scrarea_get_win_height(area) - (val - scrarea_get_win_y(area)) - 1;
|
|
|
|
}
|
|
|
|
|
|
|
|
mousedevice->ConvertBlenderEvent(event,val);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
exitstring = ketsjiengine->GetExitString();
|
|
|
|
|
|
|
|
// when exiting the mainloop
|
2008-07-14 00:47:07 +00:00
|
|
|
|
|
|
|
// Clears the dictionary by hand:
|
|
|
|
// This prevents, extra references to global variables
|
|
|
|
// inside the GameLogic dictionary when the python interpreter is finalized.
|
|
|
|
// which allows the scene to safely delete them :)
|
|
|
|
// see: (space.c)->start_game
|
|
|
|
PyDict_Clear(PyModule_GetDict(gameLogic));
|
|
|
|
|
2002-10-12 11:37:38 +00:00
|
|
|
ketsjiengine->StopEngine();
|
2006-05-14 03:39:07 +00:00
|
|
|
exitGamePythonScripting();
|
2002-10-12 11:37:38 +00:00
|
|
|
networkdevice->Disconnect();
|
|
|
|
}
|
|
|
|
if (sceneconverter)
|
|
|
|
{
|
|
|
|
delete sceneconverter;
|
|
|
|
sceneconverter = NULL;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
// set the cursor back to normal
|
|
|
|
canvas->SetMouseState(RAS_ICanvas::MOUSE_NORMAL);
|
|
|
|
|
|
|
|
// clean up some stuff
|
|
|
|
audiodevice->StopCD();
|
|
|
|
|
|
|
|
if (ketsjiengine)
|
|
|
|
{
|
|
|
|
delete ketsjiengine;
|
|
|
|
ketsjiengine = NULL;
|
|
|
|
}
|
|
|
|
if (kxsystem)
|
|
|
|
{
|
|
|
|
delete kxsystem;
|
|
|
|
kxsystem = NULL;
|
|
|
|
}
|
|
|
|
if (networkdevice)
|
|
|
|
{
|
|
|
|
delete networkdevice;
|
|
|
|
networkdevice = NULL;
|
|
|
|
}
|
|
|
|
if (keyboarddevice)
|
|
|
|
{
|
|
|
|
delete keyboarddevice;
|
|
|
|
keyboarddevice = NULL;
|
|
|
|
}
|
|
|
|
if (mousedevice)
|
|
|
|
{
|
|
|
|
delete mousedevice;
|
|
|
|
mousedevice = NULL;
|
|
|
|
}
|
|
|
|
if (rasterizer)
|
|
|
|
{
|
|
|
|
delete rasterizer;
|
|
|
|
rasterizer = NULL;
|
|
|
|
}
|
|
|
|
if (rendertools)
|
|
|
|
{
|
|
|
|
delete rendertools;
|
|
|
|
rendertools = NULL;
|
|
|
|
}
|
|
|
|
if (canvas)
|
|
|
|
{
|
|
|
|
delete canvas;
|
|
|
|
canvas = NULL;
|
|
|
|
}
|
2005-03-25 10:33:39 +00:00
|
|
|
SND_DeviceManager::Unsubscribe();
|
|
|
|
|
2002-10-12 11:37:38 +00:00
|
|
|
} while (exitrequested == KX_EXIT_REQUEST_RESTART_GAME || exitrequested == KX_EXIT_REQUEST_START_OTHER_GAME);
|
|
|
|
|
|
|
|
if (bfd) BLO_blendfiledata_free(bfd);
|
2008-02-23 12:05:28 +00:00
|
|
|
|
|
|
|
// Release Python's GIL
|
|
|
|
PyGILState_Release(gilstate);
|
2002-10-12 11:37:38 +00:00
|
|
|
}
|
2006-11-30 00:19:27 +00:00
|
|
|
|
|
|
|
extern "C" void StartKetsjiShellSimulation(struct ScrArea *area,
|
|
|
|
char* scenename,
|
|
|
|
struct Main* maggie,
|
|
|
|
struct SpaceIpo *sipo,
|
|
|
|
int always_use_expand_framing)
|
|
|
|
{
|
|
|
|
int exitrequested = KX_EXIT_REQUEST_NO_REQUEST;
|
|
|
|
|
|
|
|
Main* blenderdata = maggie;
|
|
|
|
|
|
|
|
char* startscenename = scenename;
|
|
|
|
char pathname[160];
|
|
|
|
strcpy (pathname, maggie->name);
|
|
|
|
STR_String exitstring = "";
|
|
|
|
BlendFileData *bfd= NULL;
|
|
|
|
|
2008-02-23 12:05:28 +00:00
|
|
|
// Acquire Python's GIL (global interpreter lock)
|
|
|
|
// so we can safely run Python code and API calls
|
|
|
|
PyGILState_STATE gilstate = PyGILState_Ensure();
|
|
|
|
|
Merge of apricot branch game engine changes into trunk, excluding GLSL.
GLEW
====
Added the GLEW opengl extension library into extern/, always compiled
into Blender now. This is much nicer than doing this kind of extension
management manually, and will be used in the game engine, for GLSL, and
other opengl extensions.
* According to the GLEW website it works on Windows, Linux, Mac OS X,
FreeBSD, Irix, and Solaris. There might still be platform specific
issues due to this commit, so let me know and I'll look into it.
* This means also that all extensions will now always be compiled in,
regardless of the glext.h on the platform where compilation happens.
Game Engine
===========
Refactoring of the use of opengl extensions and other drawing code
in the game engine, and cleaning up some hacks related to GLSL
integration. These changes will be merged into trunk too after this.
The game engine graphics demos & apricot level survived my tests,
but this could use some good testing of course.
For users: please test with the options "Generate Display Lists" and
"Vertex Arrays" enabled, these should be the fastest and are supposed
to be "unreliable", but if that's the case that's probably due to bugs
that can be fixed.
* The game engine now also uses GLEW for extensions, replacing the
custom opengl extensions code that was there. Removes a lot of
#ifdef's, but the runtime checks stay of course.
* Removed the WITHOUT_GLEXT environment variable. This was added to
work around a specific bug and only disabled multitexturing anyway.
It might also have caused a slowdown since it was retrieving the
environment variable for every vertex in immediate mode (bug #13680).
* Refactored the code to allow drawing skinned meshes with vertex
arrays too, removing some specific immediate mode drawing functions
for this that only did extra normal calculation. Now it always splits
vertices of flat faces instead.
* Refactored normal recalculation with some minor optimizations,
required for the above change.
* Removed some outdated code behind the __NLA_OLDDEFORM #ifdef.
* Fixed various bugs in setting of multitexture coordinates and vertex
attributes for vertex arrays. These were not being enabled/disabled
correct according to the opengl spec, leading to crashes. Also tangent
attributes used an immediate mode call for vertex arrays, which can't
work.
* Fixed use of uninitialized variable in RAS_TexVert.
* Exporting skinned meshes was doing O(n^2) lookups for vertices and
deform weights, now uses same trick as regular meshes.
2008-06-17 10:27:34 +00:00
|
|
|
bgl::InitExtensions(true);
|
2006-11-30 00:19:27 +00:00
|
|
|
|
|
|
|
do
|
|
|
|
{
|
|
|
|
|
|
|
|
// get some preferences
|
|
|
|
SYS_SystemHandle syshandle = SYS_GetSystem();
|
|
|
|
bool properties = (SYS_GetCommandLineInt(syshandle, "show_properties", 0) != 0);
|
|
|
|
bool usefixed = (SYS_GetCommandLineInt(syshandle, "fixedtime", 0) != 0);
|
|
|
|
bool profile = (SYS_GetCommandLineInt(syshandle, "show_profile", 0) != 0);
|
|
|
|
bool frameRate = (SYS_GetCommandLineInt(syshandle, "show_framerate", 0) != 0);
|
|
|
|
bool game2ipo = true;//(SYS_GetCommandLineInt(syshandle, "game2ipo", 0) != 0);
|
|
|
|
bool displaylists = (SYS_GetCommandLineInt(syshandle, "displaylists", 0) != 0);
|
|
|
|
bool usemat = false;
|
|
|
|
|
|
|
|
// create the canvas, rasterizer and rendertools
|
|
|
|
RAS_ICanvas* canvas = new KX_BlenderCanvas(area);
|
|
|
|
//canvas->SetMouseState(RAS_ICanvas::MOUSE_INVISIBLE);
|
|
|
|
RAS_IRenderTools* rendertools = new KX_BlenderRenderTools();
|
|
|
|
RAS_IRasterizer* rasterizer = NULL;
|
|
|
|
|
2008-06-29 21:51:27 +00:00
|
|
|
if(displaylists) {
|
|
|
|
if (GLEW_VERSION_1_1)
|
|
|
|
rasterizer = new RAS_ListRasterizer(canvas, true, true);
|
|
|
|
else
|
|
|
|
rasterizer = new RAS_ListRasterizer(canvas);
|
|
|
|
}
|
|
|
|
else if (GLEW_VERSION_1_1)
|
|
|
|
rasterizer = new RAS_VAOpenGLRasterizer(canvas, false);
|
2006-11-30 00:19:27 +00:00
|
|
|
else
|
|
|
|
rasterizer = new RAS_OpenGLRasterizer(canvas);
|
|
|
|
|
|
|
|
// create the inputdevices
|
|
|
|
KX_BlenderKeyboardDevice* keyboarddevice = new KX_BlenderKeyboardDevice();
|
|
|
|
KX_BlenderMouseDevice* mousedevice = new KX_BlenderMouseDevice();
|
|
|
|
|
|
|
|
// create a networkdevice
|
|
|
|
NG_NetworkDeviceInterface* networkdevice = new
|
|
|
|
NG_LoopBackNetworkDeviceInterface();
|
|
|
|
|
|
|
|
// get an audiodevice
|
|
|
|
SND_DeviceManager::Subscribe();
|
|
|
|
SND_IAudioDevice* audiodevice = SND_DeviceManager::Instance();
|
|
|
|
audiodevice->UseCD();
|
|
|
|
|
|
|
|
// create a ketsji/blendersystem (only needed for timing and stuff)
|
|
|
|
KX_BlenderSystem* kxsystem = new KX_BlenderSystem();
|
|
|
|
|
|
|
|
// create the ketsjiengine
|
|
|
|
KX_KetsjiEngine* ketsjiengine = new KX_KetsjiEngine(kxsystem);
|
|
|
|
|
|
|
|
int i;
|
|
|
|
|
|
|
|
Scene *blscene = NULL;
|
|
|
|
if (!bfd)
|
|
|
|
{
|
|
|
|
blscene = (Scene*) maggie->scene.first;
|
|
|
|
for (Scene *sce= (Scene*) maggie->scene.first; sce; sce= (Scene*) sce->id.next)
|
|
|
|
{
|
|
|
|
if (startscenename == (sce->id.name+2))
|
|
|
|
{
|
|
|
|
blscene = sce;
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
} else {
|
|
|
|
blscene = bfd->curscene;
|
|
|
|
}
|
|
|
|
int cframe,startFrame;
|
|
|
|
if (blscene)
|
|
|
|
{
|
|
|
|
cframe=blscene->r.cfra;
|
|
|
|
startFrame = blscene->r.sfra;
|
|
|
|
blscene->r.cfra=startFrame;
|
|
|
|
update_for_newframe();
|
|
|
|
ketsjiengine->SetGame2IpoMode(game2ipo,startFrame);
|
|
|
|
}
|
|
|
|
|
|
|
|
// Quad buffered needs a special window.
|
|
|
|
if (blscene->r.stereomode != RAS_IRasterizer::RAS_STEREO_QUADBUFFERED)
|
|
|
|
rasterizer->SetStereoMode((RAS_IRasterizer::StereoMode) blscene->r.stereomode);
|
|
|
|
|
|
|
|
if (exitrequested != KX_EXIT_REQUEST_QUIT_GAME)
|
|
|
|
{
|
|
|
|
// create a scene converter, create and convert the startingscene
|
|
|
|
KX_ISceneConverter* sceneconverter = new KX_BlenderSceneConverter(maggie,sipo, ketsjiengine);
|
|
|
|
ketsjiengine->SetSceneConverter(sceneconverter);
|
2006-12-16 05:50:38 +00:00
|
|
|
sceneconverter->addInitFromFrame=true;
|
|
|
|
|
2006-11-30 00:19:27 +00:00
|
|
|
if (always_use_expand_framing)
|
|
|
|
sceneconverter->SetAlwaysUseExpandFraming(true);
|
|
|
|
|
|
|
|
if(usemat)
|
|
|
|
sceneconverter->SetMaterials(true);
|
|
|
|
|
|
|
|
KX_Scene* startscene = new KX_Scene(keyboarddevice,
|
|
|
|
mousedevice,
|
|
|
|
networkdevice,
|
|
|
|
audiodevice,
|
|
|
|
startscenename);
|
|
|
|
// some python things
|
|
|
|
PyObject* dictionaryobject = initGamePythonScripting("Ketsji", psl_Lowest);
|
|
|
|
ketsjiengine->SetPythonDictionary(dictionaryobject);
|
|
|
|
initRasterizer(rasterizer, canvas);
|
|
|
|
PyObject *gameLogic = initGameLogic(startscene);
|
2008-07-14 00:47:07 +00:00
|
|
|
PyDict_SetItemString(dictionaryobject, "GameLogic", gameLogic); // Same as importing the module
|
2006-11-30 00:19:27 +00:00
|
|
|
initGameKeys();
|
|
|
|
initPythonConstraintBinding();
|
2008-08-05 22:26:00 +00:00
|
|
|
initMathutils();
|
2006-11-30 00:19:27 +00:00
|
|
|
|
|
|
|
if (sceneconverter)
|
|
|
|
{
|
|
|
|
// convert and add scene
|
|
|
|
sceneconverter->ConvertScene(
|
|
|
|
startscenename,
|
|
|
|
startscene,
|
|
|
|
dictionaryobject,
|
|
|
|
keyboarddevice,
|
|
|
|
rendertools,
|
|
|
|
canvas);
|
|
|
|
ketsjiengine->AddScene(startscene);
|
|
|
|
|
|
|
|
// start the engine
|
|
|
|
ketsjiengine->StartEngine(false);
|
2007-01-07 04:54:29 +00:00
|
|
|
|
|
|
|
ketsjiengine->SetUseFixedTime(true);
|
|
|
|
|
== Core ==
This adds fractional FPS support to blender and should finally
make NTSC work correctly.
NTSC has an FPS of 30.0/1.001 which is approximately 29.97 FPS.
Therefore, it is not enough to simply make frs_sec a float, since
you can't represent this accurately enough.
I added a seperate variable frs_sec_base and FPS is now
frs_sec / frs_sec_base.
I changed all the places, where frs_sec was used to my best knowledge.
For convenience sake, I added several macros, that should make life
easier in the future:
FRA2TIME(a) : convert frame number to a double precision time in seconds
TIME2FRA(a) : the same in the opposite direction
FPS : return current FPS as a double precision number
(last resort)
This closes bug #6715
Standard framerates not supported / breaks sync -- 23.967 29.967 etc.
https://projects.blender.org/tracker/?func=detail&aid=6715&group_id=9&atid=125
Please give this heavy testing with NTSC files, quicktime in/export
and the python interface.
Errors are most probably only spotted on longer timelines, so that is
also important.
The patch was tested by Troy Sobotka and me, so it most probably should
work out of the box, but wider testing is important, since errors are
very subtle.
Enjoy!
2007-10-21 15:42:08 +00:00
|
|
|
ketsjiengine->SetTicRate(
|
|
|
|
(double) blscene->r.frs_sec /
|
|
|
|
(double) blscene->r.frs_sec_base);
|
2006-11-30 00:19:27 +00:00
|
|
|
|
|
|
|
// the mainloop
|
|
|
|
while ((blscene->r.cfra<=blscene->r.efra)&&(!exitrequested))
|
|
|
|
{
|
|
|
|
printf("frame %i\n",blscene->r.cfra);
|
|
|
|
// first check if we want to exit
|
|
|
|
exitrequested = ketsjiengine->GetExitCode();
|
2006-12-16 05:50:38 +00:00
|
|
|
|
2006-11-30 00:19:27 +00:00
|
|
|
// kick the engine
|
|
|
|
ketsjiengine->NextFrame();
|
|
|
|
blscene->r.cfra=blscene->r.cfra+1;
|
|
|
|
update_for_newframe();
|
2006-12-16 05:50:38 +00:00
|
|
|
|
2006-11-30 00:19:27 +00:00
|
|
|
}
|
|
|
|
exitstring = ketsjiengine->GetExitString();
|
|
|
|
}
|
|
|
|
if (sceneconverter)
|
|
|
|
{
|
|
|
|
delete sceneconverter;
|
|
|
|
sceneconverter = NULL;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
blscene->r.cfra=cframe;
|
|
|
|
// set the cursor back to normal
|
|
|
|
canvas->SetMouseState(RAS_ICanvas::MOUSE_NORMAL);
|
|
|
|
|
|
|
|
// clean up some stuff
|
|
|
|
audiodevice->StopCD();
|
|
|
|
if (ketsjiengine)
|
|
|
|
{
|
|
|
|
delete ketsjiengine;
|
|
|
|
ketsjiengine = NULL;
|
|
|
|
}
|
|
|
|
if (kxsystem)
|
|
|
|
{
|
|
|
|
delete kxsystem;
|
|
|
|
kxsystem = NULL;
|
|
|
|
}
|
|
|
|
if (networkdevice)
|
|
|
|
{
|
|
|
|
delete networkdevice;
|
|
|
|
networkdevice = NULL;
|
|
|
|
}
|
|
|
|
if (keyboarddevice)
|
|
|
|
{
|
|
|
|
delete keyboarddevice;
|
|
|
|
keyboarddevice = NULL;
|
|
|
|
}
|
|
|
|
if (mousedevice)
|
|
|
|
{
|
|
|
|
delete mousedevice;
|
|
|
|
mousedevice = NULL;
|
|
|
|
}
|
|
|
|
SND_DeviceManager::Unsubscribe();
|
|
|
|
|
|
|
|
} while (exitrequested == KX_EXIT_REQUEST_RESTART_GAME || exitrequested == KX_EXIT_REQUEST_START_OTHER_GAME);
|
|
|
|
if (bfd) BLO_blendfiledata_free(bfd);
|
2008-02-23 12:05:28 +00:00
|
|
|
|
|
|
|
// Release Python's GIL
|
|
|
|
PyGILState_Release(gilstate);
|
== Core ==
This adds fractional FPS support to blender and should finally
make NTSC work correctly.
NTSC has an FPS of 30.0/1.001 which is approximately 29.97 FPS.
Therefore, it is not enough to simply make frs_sec a float, since
you can't represent this accurately enough.
I added a seperate variable frs_sec_base and FPS is now
frs_sec / frs_sec_base.
I changed all the places, where frs_sec was used to my best knowledge.
For convenience sake, I added several macros, that should make life
easier in the future:
FRA2TIME(a) : convert frame number to a double precision time in seconds
TIME2FRA(a) : the same in the opposite direction
FPS : return current FPS as a double precision number
(last resort)
This closes bug #6715
Standard framerates not supported / breaks sync -- 23.967 29.967 etc.
https://projects.blender.org/tracker/?func=detail&aid=6715&group_id=9&atid=125
Please give this heavy testing with NTSC files, quicktime in/export
and the python interface.
Errors are most probably only spotted on longer timelines, so that is
also important.
The patch was tested by Troy Sobotka and me, so it most probably should
work out of the box, but wider testing is important, since errors are
very subtle.
Enjoy!
2007-10-21 15:42:08 +00:00
|
|
|
}
|