blender/source/gameengine/BlenderRoutines/BL_KetsjiEmbedStart.cpp
Mike Erwin 33ef28068a BGE: remove calls to GLSL support query (it's always supported)
Reworked logic in the few places that still called this. Deleted the "GLSL not supported" fallbacks.

Also removed some nearby checks for ARB_multitexture and OpenGL 1.1. Blender 2.77 removed checks like this, but game engine still has some.
2016-10-10 01:19:10 -04:00

684 lines
20 KiB
C++

/*
* ***** BEGIN GPL LICENSE BLOCK *****
*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software Foundation,
* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*
* The Original Code is Copyright (C) 2001-2002 by NaN Holding BV.
* All rights reserved.
*
* The Original Code is: all of this file.
*
* Contributor(s): none yet.
*
* ***** END GPL LICENSE BLOCK *****
* Blender's Ketsji startpoint
*/
/** \file gameengine/BlenderRoutines/BL_KetsjiEmbedStart.cpp
* \ingroup blroutines
*/
#include <signal.h>
#include <stdlib.h>
#include <stdio.h>
#ifdef _MSC_VER
/* don't show stl-warnings */
# pragma warning (disable:4786)
#endif
#include "glew-mx.h"
#include "KX_BlenderCanvas.h"
#include "KX_BlenderKeyboardDevice.h"
#include "KX_BlenderMouseDevice.h"
#include "KX_BlenderSystem.h"
#include "BL_Material.h"
#include "KX_KetsjiEngine.h"
#include "KX_BlenderSceneConverter.h"
#include "KX_PythonInit.h"
#include "KX_PyConstraintBinding.h"
#include "KX_PythonMain.h"
#include "RAS_OpenGLRasterizer.h"
#include "RAS_ListRasterizer.h"
#include "NG_LoopBackNetworkDeviceInterface.h"
#include "BL_System.h"
#include "GPU_extensions.h"
#include "EXP_Value.h"
extern "C" {
#include "DNA_object_types.h"
#include "DNA_view3d_types.h"
#include "DNA_screen_types.h"
#include "DNA_userdef_types.h"
#include "DNA_scene_types.h"
#include "DNA_windowmanager_types.h"
#include "BKE_global.h"
#include "BKE_report.h"
#include "BKE_ipo.h"
#include "BKE_main.h"
#include "BKE_context.h"
#include "BKE_sound.h"
/* avoid c++ conflict with 'new' */
#define new _new
#include "BKE_screen.h"
#undef new
#include "MEM_guardedalloc.h"
#include "BLI_blenlib.h"
#include "BLO_readfile.h"
#include "../../blender/windowmanager/WM_types.h"
#include "../../blender/windowmanager/wm_window.h"
/* avoid more includes (not used by BGE) */
typedef void * wmUIHandlerFunc;
typedef void * wmUIHandlerRemoveFunc;
#include "../../blender/windowmanager/wm_event_system.h"
}
#ifdef WITH_AUDASPACE
# include AUD_DEVICE_H
#endif
static BlendFileData *load_game_data(char *filename)
{
ReportList reports;
BlendFileData *bfd;
BKE_reports_init(&reports, RPT_STORE);
bfd= BLO_read_from_file(filename, &reports);
if (!bfd) {
printf("Loading %s failed: ", filename);
BKE_reports_print(&reports, RPT_ERROR);
}
BKE_reports_clear(&reports);
return bfd;
}
static int BL_KetsjiNextFrame(KX_KetsjiEngine *ketsjiengine, bContext *C, wmWindow *win, Scene *scene, ARegion *ar,
KX_BlenderKeyboardDevice* keyboarddevice, KX_BlenderMouseDevice* mousedevice, int draw_letterbox)
{
int exitrequested;
// first check if we want to exit
exitrequested = ketsjiengine->GetExitCode();
// kick the engine
bool render = ketsjiengine->NextFrame();
if (render) {
if (draw_letterbox) {
// Clear screen to border color
// We do this here since we set the canvas to be within the frames. This means the engine
// itself is unaware of the extra space, so we clear the whole region for it.
glClearColor(scene->gm.framing.col[0], scene->gm.framing.col[1], scene->gm.framing.col[2], 1.0f);
glViewport(ar->winrct.xmin, ar->winrct.ymin,
BLI_rcti_size_x(&ar->winrct), BLI_rcti_size_y(&ar->winrct));
glClear(GL_COLOR_BUFFER_BIT);
}
// render the frame
ketsjiengine->Render();
}
wm_window_process_events_nosleep();
// test for the ESC key
//XXX while (qtest())
while (wmEvent *event= (wmEvent *)win->queue.first) {
short val = 0;
//unsigned short event = 0; //XXX extern_qread(&val);
unsigned int unicode = event->utf8_buf[0] ? BLI_str_utf8_as_unicode(event->utf8_buf) : event->ascii;
if (keyboarddevice->ConvertBlenderEvent(event->type, event->val, unicode))
exitrequested = KX_EXIT_REQUEST_BLENDER_ESC;
/* Coordinate conversion... where
* should this really be?
*/
if (event->type == MOUSEMOVE) {
/* Note, not nice! XXX 2.5 event hack */
val = event->x - ar->winrct.xmin;
mousedevice->ConvertBlenderEvent(MOUSEX, val, 0);
val = ar->winy - (event->y - ar->winrct.ymin) - 1;
mousedevice->ConvertBlenderEvent(MOUSEY, val, 0);
}
else {
mousedevice->ConvertBlenderEvent(event->type, event->val, 0);
}
BLI_remlink(&win->queue, event);
wm_event_free(event);
}
if (win != CTX_wm_window(C)) {
exitrequested= KX_EXIT_REQUEST_OUTSIDE; /* window closed while bge runs */
}
return exitrequested;
}
#ifdef WITH_PYTHON
static struct BL_KetsjiNextFrameState {
class KX_KetsjiEngine* ketsjiengine;
struct bContext *C;
struct wmWindow* win;
struct Scene* scene;
struct ARegion *ar;
KX_BlenderKeyboardDevice* keyboarddevice;
KX_BlenderMouseDevice* mousedevice;
int draw_letterbox;
} ketsjinextframestate;
static int BL_KetsjiPyNextFrame(void *state0)
{
BL_KetsjiNextFrameState *state = (BL_KetsjiNextFrameState *) state0;
return BL_KetsjiNextFrame(
state->ketsjiengine,
state->C,
state->win,
state->scene,
state->ar,
state->keyboarddevice,
state->mousedevice,
state->draw_letterbox);
}
#endif
extern "C" void StartKetsjiShell(struct bContext *C, struct ARegion *ar, rcti *cam_frame, int always_use_expand_framing)
{
/* context values */
struct wmWindowManager *wm= CTX_wm_manager(C);
struct wmWindow *win= CTX_wm_window(C);
struct Scene *startscene= CTX_data_scene(C);
struct Main* maggie1= CTX_data_main(C);
RAS_Rect area_rect;
area_rect.SetLeft(cam_frame->xmin);
area_rect.SetBottom(cam_frame->ymin);
area_rect.SetRight(cam_frame->xmax);
area_rect.SetTop(cam_frame->ymax);
int exitrequested = KX_EXIT_REQUEST_NO_REQUEST;
Main* blenderdata = maggie1;
char* startscenename = startscene->id.name+2;
char pathname[FILE_MAXDIR+FILE_MAXFILE], oldsce[FILE_MAXDIR+FILE_MAXFILE];
STR_String exitstring = "";
BlendFileData *bfd= NULL;
BLI_strncpy(pathname, blenderdata->name, sizeof(pathname));
BLI_strncpy(oldsce, G.main->name, sizeof(oldsce));
#ifdef WITH_PYTHON
resetGamePythonPath(); // need this so running a second time wont use an old blendfiles path
setGamePythonPath(G.main->name);
// Acquire Python's GIL (global interpreter lock)
// so we can safely run Python code and API calls
PyGILState_STATE gilstate = PyGILState_Ensure();
PyObject *pyGlobalDict = PyDict_New(); /* python utility storage, spans blend file loading */
#endif
// Globals to be carried on over blender files
GlobalSettings gs;
gs.matmode= startscene->gm.matmode;
gs.glslflag= startscene->gm.flag;
do
{
View3D *v3d= CTX_wm_view3d(C);
RegionView3D *rv3d= CTX_wm_region_view3d(C);
// 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 animation_record = (SYS_GetCommandLineInt(syshandle, "animation_record", 0) != 0);
bool displaylists = (SYS_GetCommandLineInt(syshandle, "displaylists", 0) != 0) && GPU_display_list_support();
#ifdef WITH_PYTHON
bool nodepwarnings = (SYS_GetCommandLineInt(syshandle, "ignore_deprecation_warnings", 0) != 0);
#endif
// bool novertexarrays = (SYS_GetCommandLineInt(syshandle, "novertexarrays", 0) != 0);
bool mouse_state = (startscene->gm.flag & GAME_SHOW_MOUSE) != 0;
bool restrictAnimFPS = (startscene->gm.flag & GAME_RESTRICT_ANIM_UPDATES) != 0;
short drawtype = v3d->drawtype;
/* we do not support material mode in game engine, force change to texture mode */
if (drawtype == OB_MATERIAL) drawtype = OB_TEXTURE;
if (animation_record) usefixed= false; /* override since you don't want to run full-speed for sim recording */
// create the canvas and rasterizer
RAS_ICanvas* canvas = new KX_BlenderCanvas(wm, win, area_rect, ar);
// default mouse state set on render panel
if (mouse_state)
canvas->SetMouseState(RAS_ICanvas::MOUSE_NORMAL);
else
canvas->SetMouseState(RAS_ICanvas::MOUSE_INVISIBLE);
// Setup vsync
int previous_vsync = 0;
canvas->GetSwapInterval(previous_vsync);
if (startscene->gm.vsync == VSYNC_ADAPTIVE)
canvas->SetSwapInterval(-1);
else
canvas->SetSwapInterval((startscene->gm.vsync == VSYNC_ON) ? 1 : 0);
RAS_IRasterizer* rasterizer = NULL;
RAS_STORAGE_TYPE raster_storage = RAS_AUTO_STORAGE;
if (startscene->gm.raster_storage == RAS_STORE_VBO) {
raster_storage = RAS_VBO;
}
else if (startscene->gm.raster_storage == RAS_STORE_VA) {
raster_storage = RAS_VA;
}
//Don't use displaylists with VBOs
//If auto starts using VBOs, make sure to check for that here
if (displaylists && raster_storage != RAS_VBO)
rasterizer = new RAS_ListRasterizer(canvas, true, raster_storage);
else
rasterizer = new RAS_OpenGLRasterizer(canvas, raster_storage);
RAS_IRasterizer::MipmapOption mipmapval = rasterizer->GetMipmapping();
// create the inputdevices
KX_BlenderKeyboardDevice* keyboarddevice = new KX_BlenderKeyboardDevice();
KX_BlenderMouseDevice* mousedevice = new KX_BlenderMouseDevice();
// create a networkdevice
NG_NetworkDeviceInterface* networkdevice = new
NG_LoopBackNetworkDeviceInterface();
//
// 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->SetRasterizer(rasterizer);
ketsjiengine->SetUseFixedTime(usefixed);
ketsjiengine->SetTimingDisplay(frameRate, profile, properties);
ketsjiengine->SetRestrictAnimationFPS(restrictAnimFPS);
ketsjiengine->SetRender(true);
KX_KetsjiEngine::SetExitKey(ConvertKeyCode(startscene->gm.exitkey));
//set the global settings (carried over if restart/load new files)
ketsjiengine->SetGlobalSettings(&gs);
#ifdef WITH_PYTHON
CValue::SetDeprecationWarnings(nodepwarnings);
#endif
//lock frame and camera enabled - storing global values
int tmp_lay= startscene->lay;
Object *tmp_camera = startscene->camera;
if (v3d->scenelock==0) {
startscene->lay= v3d->lay;
startscene->camera= v3d->camera;
}
// some blender stuff
float camzoom = 1.0f;
int draw_letterbox = 0;
if (rv3d->persp==RV3D_CAMOB) {
if (startscene->gm.framing.type == SCE_GAMEFRAMING_BARS) { /* Letterbox */
draw_letterbox = 1;
}
else {
camzoom = 1.0f / BKE_screen_view3d_zoom_to_fac(rv3d->camzoom);
}
}
rasterizer->SetDrawingMode(drawtype);
ketsjiengine->SetCameraZoom(camzoom);
ketsjiengine->SetCameraOverrideZoom(2.0f);
// 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);
char basedpath[FILE_MAX];
// base the actuator filename with respect
// to the original file working directory
if (exitstring != "")
BLI_strncpy(basedpath, exitstring.ReadPtr(), sizeof(basedpath));
// load relative to the last loaded file, this used to be relative
// to the first file but that makes no sense, relative paths in
// blend files should be relative to that file, not some other file
// that happened to be loaded first
BLI_path_abs(basedpath, pathname);
bfd = load_game_data(basedpath);
// if it wasn't loaded, try it forced relative
if (!bfd)
{
// just add "//" in front of it
char temppath[FILE_MAX] = "//";
BLI_strncpy(temppath + 2, basedpath, FILE_MAX - 2);
BLI_path_abs(temppath, pathname);
bfd = load_game_data(temppath);
}
// if we got a loaded blendfile, proceed
if (bfd)
{
blenderdata = bfd->main;
startscenename = bfd->curscene->id.name + 2;
if (blenderdata) {
BLI_strncpy(G.main->name, blenderdata->name, sizeof(G.main->name));
BLI_strncpy(pathname, blenderdata->name, sizeof(pathname));
#ifdef WITH_PYTHON
setGamePythonPath(G.main->name);
#endif
}
}
// else forget it, we can't find it
else
{
exitrequested = KX_EXIT_REQUEST_QUIT_GAME;
}
}
Scene *scene= bfd ? bfd->curscene : (Scene *)BLI_findstring(&blenderdata->scene, startscenename, offsetof(ID, name) + 2);
if (scene)
{
int startFrame = scene->r.cfra;
ketsjiengine->SetAnimRecordMode(animation_record, startFrame);
// Quad buffered needs a special window.
if (scene->gm.stereoflag == STEREO_ENABLED) {
if (scene->gm.stereomode != RAS_IRasterizer::RAS_STEREO_QUADBUFFERED)
rasterizer->SetStereoMode((RAS_IRasterizer::StereoMode) scene->gm.stereomode);
rasterizer->SetEyeSeparation(scene->gm.eyeseparation);
}
rasterizer->SetBackColor(scene->gm.framing.col);
}
if (exitrequested != KX_EXIT_REQUEST_QUIT_GAME)
{
if (rv3d->persp != RV3D_CAMOB)
{
ketsjiengine->EnableCameraOverride(startscenename);
ketsjiengine->SetCameraOverrideUseOrtho((rv3d->persp == RV3D_ORTHO));
ketsjiengine->SetCameraOverrideProjectionMatrix(MT_CmMatrix4x4(rv3d->winmat));
ketsjiengine->SetCameraOverrideViewMatrix(MT_CmMatrix4x4(rv3d->viewmat));
ketsjiengine->SetCameraOverrideClipping(v3d->near, v3d->far);
ketsjiengine->SetCameraOverrideLens(v3d->lens);
}
// create a scene converter, create and convert the startingscene
KX_ISceneConverter* sceneconverter = new KX_BlenderSceneConverter(blenderdata, ketsjiengine);
ketsjiengine->SetSceneConverter(sceneconverter);
if (always_use_expand_framing)
sceneconverter->SetAlwaysUseExpandFraming(true);
sceneconverter->SetMaterials(true);
if (gs.matmode == GAME_MAT_GLSL)
sceneconverter->SetGLSLMaterials(true);
if (scene->gm.flag & GAME_NO_MATERIAL_CACHING)
sceneconverter->SetCacheMaterials(false);
KX_Scene* startscene = new KX_Scene(keyboarddevice,
mousedevice,
networkdevice,
startscenename,
scene,
canvas);
#ifdef WITH_PYTHON
// some python things
PyObject *gameLogic, *gameLogic_keys;
setupGamePython(ketsjiengine, startscene, blenderdata, pyGlobalDict, &gameLogic, &gameLogic_keys, 0, NULL);
#endif // WITH_PYTHON
//initialize Dome Settings
if (scene->gm.stereoflag == STEREO_DOME)
ketsjiengine->InitDome(scene->gm.dome.res, scene->gm.dome.mode, scene->gm.dome.angle, scene->gm.dome.resbuf, scene->gm.dome.tilt, scene->gm.dome.warptext);
// initialize 3D Audio Settings
AUD_Device* device = BKE_sound_get_device();
AUD_Device_setSpeedOfSound(device, scene->audio.speed_of_sound);
AUD_Device_setDopplerFactor(device, scene->audio.doppler_factor);
AUD_Device_setDistanceModel(device, AUD_DistanceModel(scene->audio.distance_model));
// from see blender.c:
// FIXME: this version patching should really be part of the file-reading code,
// but we still get too many unrelated data-corruption crashes otherwise...
if (blenderdata->versionfile < 250)
do_versions_ipos_to_animato(blenderdata);
if (sceneconverter)
{
// convert and add scene
sceneconverter->ConvertScene(
startscene,
rasterizer,
canvas);
ketsjiengine->AddScene(startscene);
// init the rasterizer
rasterizer->Init();
// start the engine
ketsjiengine->StartEngine(true);
// 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(FPS);
#ifdef WITH_PYTHON
char *python_main = NULL;
pynextframestate.state = NULL;
pynextframestate.func = NULL;
python_main = KX_GetPythonMain(scene);
// the mainloop
printf("\nBlender Game Engine Started\n");
if (python_main) {
char *python_code = KX_GetPythonCode(blenderdata, python_main);
if (python_code) {
// Set python environement variable.
KX_SetActiveScene(startscene);
PHY_SetActiveEnvironment(startscene->GetPhysicsEnvironment());
ketsjinextframestate.ketsjiengine = ketsjiengine;
ketsjinextframestate.C = C;
ketsjinextframestate.win = win;
ketsjinextframestate.scene = scene;
ketsjinextframestate.ar = ar;
ketsjinextframestate.keyboarddevice = keyboarddevice;
ketsjinextframestate.mousedevice = mousedevice;
ketsjinextframestate.draw_letterbox = draw_letterbox;
pynextframestate.state = &ketsjinextframestate;
pynextframestate.func = &BL_KetsjiPyNextFrame;
printf("Yielding control to Python script '%s'...\n", python_main);
PyRun_SimpleString(python_code);
printf("Exit Python script '%s'\n", python_main);
MEM_freeN(python_code);
}
}
else
#endif /* WITH_PYTHON */
{
while (!exitrequested)
{
exitrequested = BL_KetsjiNextFrame(ketsjiengine, C, win, scene, ar, keyboarddevice, mousedevice, draw_letterbox);
}
}
printf("Blender Game Engine Finished\n");
exitstring = ketsjiengine->GetExitString();
#ifdef WITH_PYTHON
if (python_main) MEM_freeN(python_main);
#endif /* WITH_PYTHON */
gs = *(ketsjiengine->GetGlobalSettings());
// when exiting the mainloop
#ifdef WITH_PYTHON
// 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));
// Keep original items, means python plugins will autocomplete members
PyObject *gameLogic_keys_new = PyDict_Keys(PyModule_GetDict(gameLogic));
const Py_ssize_t numitems= PyList_GET_SIZE(gameLogic_keys_new);
Py_ssize_t listIndex;
for (listIndex=0; listIndex < numitems; listIndex++) {
PyObject *item = PyList_GET_ITEM(gameLogic_keys_new, listIndex);
if (!PySequence_Contains(gameLogic_keys, item)) {
PyDict_DelItem( PyModule_GetDict(gameLogic), item);
}
}
Py_DECREF(gameLogic_keys_new);
gameLogic_keys_new = NULL;
#endif
ketsjiengine->StopEngine();
#ifdef WITH_PYTHON
exitGamePythonScripting();
#endif
networkdevice->Disconnect();
}
if (sceneconverter)
{
delete sceneconverter;
sceneconverter = NULL;
}
#ifdef WITH_PYTHON
Py_DECREF(gameLogic_keys);
gameLogic_keys = NULL;
#endif
}
//lock frame and camera enabled - restoring global values
if (v3d->scenelock==0) {
startscene->lay= tmp_lay;
startscene->camera= tmp_camera;
}
if (exitrequested != KX_EXIT_REQUEST_OUTSIDE)
{
// set the cursor back to normal
canvas->SetMouseState(RAS_ICanvas::MOUSE_NORMAL);
// set mipmap setting back to its original value
rasterizer->SetMipmapping(mipmapval);
}
// clean up some stuff
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 (canvas)
{
canvas->SetSwapInterval(previous_vsync); // Set the swap interval back
delete canvas;
canvas = NULL;
}
// stop all remaining playing sounds
AUD_Device_stopAll(BKE_sound_get_device());
} while (exitrequested == KX_EXIT_REQUEST_RESTART_GAME || exitrequested == KX_EXIT_REQUEST_START_OTHER_GAME);
if (bfd) BLO_blendfiledata_free(bfd);
BLI_strncpy(G.main->name, oldsce, sizeof(G.main->name));
#ifdef WITH_PYTHON
PyDict_Clear(pyGlobalDict);
Py_DECREF(pyGlobalDict);
// Release Python's GIL
PyGILState_Release(gilstate);
#endif
}