blender/source/gameengine/BlenderRoutines/BL_KetsjiEmbedStart.cpp

749 lines
21 KiB
C++

/**
* $Id$
*
* ***** 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., 59 Temple Place - Suite 330, Boston, MA 02111-1307, 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
*/
#ifdef HAVE_CONFIG_H
#include <config.h>
#endif
#include <signal.h>
#include <stdlib.h>
#ifdef WIN32
// don't show stl-warnings
#pragma warning (disable:4786)
#endif
#include "GL/glew.h"
#include "KX_BlenderGL.h"
#include "KX_BlenderCanvas.h"
#include "KX_BlenderKeyboardDevice.h"
#include "KX_BlenderMouseDevice.h"
#include "KX_BlenderRenderTools.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 "RAS_GLExtensionManager.h"
#include "RAS_OpenGLRasterizer.h"
#include "RAS_VAOpenGLRasterizer.h"
#include "RAS_ListRasterizer.h"
#include "NG_LoopBackNetworkDeviceInterface.h"
#include "SND_DeviceManager.h"
#include "SYS_System.h"
/***/
#include "DNA_view3d_types.h"
#include "DNA_screen_types.h"
#include "BKE_global.h"
#include "BKE_utildefines.h"
#include "BIF_screen.h"
#include "BIF_scrarea.h"
#include "BKE_main.h"
#include "BLI_blenlib.h"
#include "BLO_readfile.h"
#include "DNA_scene_types.h"
/***/
#include "GPU_extensions.h"
#include "Value.h"
#ifdef __cplusplus
extern "C" {
#endif
#include "BSE_headerbuttons.h"
void update_for_newframe();
#ifdef __cplusplus
}
#endif
static BlendFileData *load_game_data(char *filename) {
BlendReadError error;
BlendFileData *bfd= BLO_read_from_file(filename, &error);
if (!bfd) {
printf("Loading %s failed: %s\n", filename, BLO_bre_as_string(error));
}
return bfd;
}
extern "C" void StartKetsjiShell(struct ScrArea *area,
char* scenename,
struct Main* maggie1,
struct SpaceIpo *sipo,
int always_use_expand_framing)
{
int exitrequested = KX_EXIT_REQUEST_NO_REQUEST;
Main* blenderdata = maggie1;
char* startscenename = scenename;
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.sce, sizeof(oldsce));
setGamePythonPath(G.sce);
// 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 */
bgl::InitExtensions(true);
do
{
View3D *v3d= (View3D*) area->spacedata.first;
// 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 = (SYS_GetCommandLineInt(syshandle, "game2ipo", 0) != 0);
bool displaylists = (SYS_GetCommandLineInt(syshandle, "displaylists", 0) != 0);
bool nodepwarnings = (SYS_GetCommandLineInt(syshandle, "ignore_deprecation_warnings", 0) != 0);
// 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;
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);
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();
//
SYS_SystemHandle hSystem = SYS_GetSystem();
bool noaudio = SYS_GetCommandLineInt(hSystem,"noaudio",0);
if (noaudio)/*(noaudio) intrr: disable game engine audio (openal) */
SND_DeviceManager::SetDeviceType(snd_e_dummydevice);
// 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);
CValue::SetDeprecationWarnings(nodepwarnings);
//lock frame and camera enabled - storing global values
int tmp_lay= G.scene->lay;
Object *tmp_camera = G.scene->camera;
if (G.vd->scenelock==0){
G.scene->lay= v3d->lay;
G.scene->camera= v3d->camera;
}
// some blender stuff
MT_CmMatrix4x4 projmat;
MT_CmMatrix4x4 viewmat;
float camzoom;
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]);
}
if(v3d->persp==V3D_CAMOB) {
camzoom = (1.41421 + (v3d->camzoom / 50.0));
camzoom *= camzoom;
}
else
camzoom = 2.0;
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);
char basedpath[240];
// base the actuator filename with respect
// to the original file working directory
if (exitstring != "")
strcpy(basedpath, exitstring.Ptr());
// 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_convertstringcode(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[242];
strcpy(temppath, "//");
strcat(temppath, basedpath);
BLI_convertstringcode(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.sce, blenderdata->name, sizeof(G.sce));
BLI_strncpy(pathname, blenderdata->name, sizeof(pathname));
}
}
// else forget it, we can't find it
else
{
exitrequested = KX_EXIT_REQUEST_QUIT_GAME;
}
}
Scene *blscene = NULL;
if (!bfd)
{
blscene = (Scene*) blenderdata->scene.first;
for (Scene *sce= (Scene*) blenderdata->scene.first; sce; sce= (Scene*) sce->id.next)
{
if (startscenename == (sce->id.name+2))
{
blscene = sce;
break;
}
}
} else {
blscene = bfd->curscene;
}
if (blscene)
{
int startFrame = blscene->r.cfra;
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)
{
if (v3d->persp != V3D_CAMOB)
{
ketsjiengine->EnableCameraOverride(startscenename);
ketsjiengine->SetCameraOverrideUseOrtho((v3d->persp == V3D_ORTHO));
ketsjiengine->SetCameraOverrideProjectionMatrix(projmat);
ketsjiengine->SetCameraOverrideViewMatrix(viewmat);
ketsjiengine->SetCameraOverrideClipping(v3d->near, v3d->far);
}
// create a scene converter, create and convert the startingscene
KX_ISceneConverter* sceneconverter = new KX_BlenderSceneConverter(blenderdata,sipo, ketsjiengine);
ketsjiengine->SetSceneConverter(sceneconverter);
sceneconverter->addInitFromFrame=false;
if (always_use_expand_framing)
sceneconverter->SetAlwaysUseExpandFraming(true);
bool usemat = false, useglslmat = false;
if(GLEW_ARB_multitexture && GLEW_VERSION_1_1)
usemat = true;
if(GPU_extensions_minimum_support())
useglslmat = true;
else if(G.fileflags & G_FILE_GAME_MAT_GLSL)
usemat = false;
if(usemat && (G.fileflags & G_FILE_GAME_MAT))
sceneconverter->SetMaterials(true);
if(useglslmat && (G.fileflags & G_FILE_GAME_MAT_GLSL))
sceneconverter->SetGLSLMaterials(true);
KX_Scene* startscene = new KX_Scene(keyboarddevice,
mousedevice,
networkdevice,
audiodevice,
startscenename,
blscene);
// some python things
PyObject* dictionaryobject = initGamePythonScripting("Ketsji", psl_Lowest);
ketsjiengine->SetPythonDictionary(dictionaryobject);
initRasterizer(rasterizer, canvas);
PyObject *gameLogic = initGameLogic(ketsjiengine, startscene);
PyDict_SetItemString(PyModule_GetDict(gameLogic), "globalDict", pyGlobalDict); // Same as importing the module.
PyObject *gameLogic_keys = PyDict_Keys(PyModule_GetDict(gameLogic));
PyDict_SetItemString(dictionaryobject, "GameLogic", gameLogic); // Same as importing the module.
initGameKeys();
initPythonConstraintBinding();
initMathutils();
#ifdef WITH_FFMPEG
initVideoTexture();
#endif
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
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( (((double) blscene->r.frs_sec) / blscene->r.frs_sec_base) );
// the mainloop
printf("\nBlender Game Engine Started\n\n");
while (!exitrequested)
{
// first check if we want to exit
exitrequested = ketsjiengine->GetExitCode();
// kick the engine
bool render = ketsjiengine->NextFrame();
if (render)
{
// render the frame
ketsjiengine->Render();
}
// 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);
}
}
printf("\nBlender Game Engine Finished\n\n");
exitstring = ketsjiengine->GetExitString();
// when exiting the mainloop
// 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
int listIndex;
PyObject *gameLogic_keys_new = PyDict_Keys(PyModule_GetDict(gameLogic));
for (listIndex=0; listIndex < PyList_Size(gameLogic_keys_new); 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;
ketsjiengine->StopEngine();
exitGamePythonScripting();
networkdevice->Disconnect();
}
if (sceneconverter)
{
delete sceneconverter;
sceneconverter = NULL;
}
Py_DECREF(gameLogic_keys);
gameLogic_keys = NULL;
}
//lock frame and camera enabled - restoring global values
if (G.vd->scenelock==0){
G.scene->lay= tmp_lay;
G.scene->camera= tmp_camera;
}
// 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;
}
SND_DeviceManager::Unsubscribe();
} while (exitrequested == KX_EXIT_REQUEST_RESTART_GAME || exitrequested == KX_EXIT_REQUEST_START_OTHER_GAME);
if (bfd) BLO_blendfiledata_free(bfd);
BLI_strncpy(G.sce, oldsce, sizeof(G.sce));
// Release Python's GIL
PyGILState_Release(gilstate);
}
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[FILE_MAXDIR+FILE_MAXFILE];
STR_String exitstring = "";
BLI_strncpy(pathname, blenderdata->name, sizeof(pathname));
// Acquire Python's GIL (global interpreter lock)
// so we can safely run Python code and API calls
PyGILState_STATE gilstate = PyGILState_Ensure();
bgl::InitExtensions(true);
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;
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);
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);
Scene *blscene = NULL;
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;
}
}
int cframe = 1, 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);
sceneconverter->addInitFromFrame=true;
if (always_use_expand_framing)
sceneconverter->SetAlwaysUseExpandFraming(true);
if(usemat)
sceneconverter->SetMaterials(true);
KX_Scene* startscene = new KX_Scene(keyboarddevice,
mousedevice,
networkdevice,
audiodevice,
startscenename,
blscene);
// some python things
PyObject* dictionaryobject = initGamePythonScripting("Ketsji", psl_Lowest);
ketsjiengine->SetPythonDictionary(dictionaryobject);
initRasterizer(rasterizer, canvas);
PyObject *gameLogic = initGameLogic(ketsjiengine, startscene);
PyDict_SetItemString(dictionaryobject, "GameLogic", gameLogic); // Same as importing the module
initGameKeys();
initPythonConstraintBinding();
initMathutils();
#ifdef WITH_FFMPEG
initVideoTexture();
#endif
if (sceneconverter)
{
// convert and add scene
sceneconverter->ConvertScene(
startscenename,
startscene,
dictionaryobject,
keyboarddevice,
rendertools,
canvas);
ketsjiengine->AddScene(startscene);
// start the engine
ketsjiengine->StartEngine(false);
ketsjiengine->SetUseFixedTime(true);
ketsjiengine->SetTicRate(
(double) blscene->r.frs_sec /
(double) blscene->r.frs_sec_base);
// 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();
// kick the engine
ketsjiengine->NextFrame();
blscene->r.cfra=blscene->r.cfra+1;
update_for_newframe();
}
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);
// Release Python's GIL
PyGILState_Release(gilstate);
}