blender/source/gameengine/BlenderRoutines/BL_KetsjiEmbedStart.cpp

628 lines
18 KiB
C++
Raw Normal View History

/*
* ***** BEGIN GPL LICENSE BLOCK *****
2002-10-12 11:37:38 +00:00
*
* 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.
2002-10-12 11:37:38 +00:00
*
* 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,
2010-02-12 13:34:04 +00:00
* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
2002-10-12 11:37:38 +00:00
*
* 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 *****
2002-10-12 11:37:38 +00:00
* Blender's Ketsji startpoint
*/
/** \file gameengine/BlenderRoutines/BL_KetsjiEmbedStart.cpp
* \ingroup blroutines
*/
#include <signal.h>
#include <stdlib.h>
#include <stdio.h>
#if defined(WIN32) && !defined(FREE_WINDOWS)
2002-10-12 11:37:38 +00:00
// don't show stl-warnings
#pragma warning (disable:4786)
#endif
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
#include "GL/glew.h"
2002-10-12 11:37:38 +00:00
#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"
2002-10-12 11:37:38 +00:00
#include "KX_KetsjiEngine.h"
#include "KX_BlenderSceneConverter.h"
#include "KX_PythonInit.h"
#include "KX_PyConstraintBinding.h"
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
#include "RAS_GLExtensionManager.h"
2002-10-12 11:37:38 +00:00
#include "RAS_OpenGLRasterizer.h"
#include "RAS_VAOpenGLRasterizer.h"
#include "RAS_ListRasterizer.h"
2002-10-12 11:37:38 +00:00
#include "NG_LoopBackNetworkDeviceInterface.h"
#include "BL_System.h"
2002-10-12 11:37:38 +00:00
#include "GPU_extensions.h"
#include "Value.h"
#ifdef __cplusplus
extern "C" {
#endif
2002-10-12 11:37:38 +00:00
/***/
#include "DNA_view3d_types.h"
#include "DNA_screen_types.h"
#include "DNA_userdef_types.h"
#include "DNA_windowmanager_types.h"
2002-10-12 11:37:38 +00:00
#include "BKE_global.h"
#include "BKE_report.h"
/* #include "BKE_screen.h" */ /* cant include this because of 'new' function name */
extern float BKE_screen_view3d_zoom_to_fac(float camzoom);
//XXX #include "BIF_screen.h"
//XXX #include "BIF_scrarea.h"
2002-10-12 11:37:38 +00:00
#include "BKE_main.h"
2002-10-12 11:37:38 +00:00
#include "BLI_blenlib.h"
#include "BLO_readfile.h"
#include "DNA_scene_types.h"
#include "BKE_ipo.h"
2002-10-12 11:37:38 +00:00
/***/
//XXX #include "BSE_headerbuttons.h"
#include "BKE_context.h"
#include "../../blender/windowmanager/WM_types.h"
#include "../../blender/windowmanager/wm_window.h"
#include "../../blender/windowmanager/wm_event_system.h"
#ifdef __cplusplus
}
#endif
#ifdef WITH_AUDASPACE
# include "AUD_C-API.h"
# include "AUD_I3DDevice.h"
# include "AUD_IDevice.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);
2002-10-12 11:37:38 +00:00
if (!bfd) {
printf("Loading %s failed: ", filename);
BKE_reports_print(&reports, RPT_ERROR);
2002-10-12 11:37:38 +00:00
}
BKE_reports_clear(&reports);
2002-10-12 11:37:38 +00:00
return bfd;
}
extern "C" void StartKetsjiShell(struct bContext *C, struct ARegion *ar, rcti *cam_frame, int always_use_expand_framing)
2002-10-12 11:37:38 +00:00
{
/* context values */
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);
2002-10-12 11:37:38 +00:00
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];
2002-10-12 11:37:38 +00:00
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
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);
// VBO code for derived mesh is not compatible with BGE (couldn't find why), so disable
int disableVBO = (U.gameflags & USER_DISABLE_VBO);
U.gameflags |= USER_DISABLE_VBO;
bugfix: [bf-blender-Game Engine][28167] Restart game actuator don't get changed material mode http://projects.blender.org/tracker/?func=detail&aid=28167&group_id=9&atid=306 Game Actuator (restart or load a new file) will not keep some settings alive (as we had in 2.49). In 2.49 the solution used was to use Blender globals (G.fileflags) to get/set those settings. That was causing the blender file to change if you change the material mode from the game. In 2.5 this never worked, and the implementation was buggy (it's relying in the scene settings, which get reset ever time we restart/load a new file). My idea for fixing this is to create a new struct (GlobalSettings) where we store any setting to be preserver during the course of the game. This is specially important for options that require the game to restart/load new file (graphic ones). But it later can be expanded to support other things such as audio settings (e.g. volume), ... I'm also planning to expand it for stereo and dome settings, but I prefer to first get this committed and then build a new patch on top of that. I had some problems in finding a correct way for build/link the blenderplayer changes, so although it's working I'm not sure this is the best code (e.g. I couldn't make forward declaration to work in GPG_Application.h for the struct GlobalSettings so I ended up including KX_KetsjiEngine.h) [note: I talked with Brecht and he find this is an ok solution. He implemented it originally so it's good to have his go. However I still think there must be a way to make forward declaration to work. I will see with other devs if there is a better solution] [also I'm likely renaming glsl to flags later if there are more settings stored in the flags to be used. But for now we are only handling glsl flags]
2011-09-11 05:54:07 +00:00
// Globals to be carried on over blender files
GlobalSettings gs;
gs.matmode= startscene->gm.matmode;
gs.glslflag= startscene->gm.flag;
2002-10-12 11:37:38 +00:00
do
{
View3D *v3d= CTX_wm_view3d(C);
RegionView3D *rv3d= CTX_wm_region_view3d(C);
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
2002-10-12 11:37:38 +00:00
// 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);
#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;
bool restrictAnimFPS = startscene->gm.flag & GAME_RESTRICT_ANIM_UPDATES;
if (animation_record) usefixed= true; /* override since you's always want fixed time for sim recording */
2002-10-12 11:37:38 +00:00
// create the canvas, rasterizer and rendertools
RAS_ICanvas* canvas = new KX_BlenderCanvas(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);
2002-10-12 11:37:38 +00:00
RAS_IRenderTools* rendertools = new KX_BlenderRenderTools();
RAS_IRasterizer* rasterizer = NULL;
if (displaylists) {
if (GLEW_VERSION_1_1 && !novertexarrays)
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
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
}
else if (GLEW_VERSION_1_1 && !novertexarrays)
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();
//
2002-10-12 11:37:38 +00:00
// 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->SetUseFixedTime(usefixed);
ketsjiengine->SetTimingDisplay(frameRate, profile, properties);
ketsjiengine->SetRestrictAnimationFPS(restrictAnimFPS);
Cucumber, first batch of merge - UI changes and custom exit key --------------------------------------------------------------- This was a test drive to see how painful the merge will be. Next batches are: - use desktop option for fullscreen - multisampling option - bullet collision mask - python - storage (vbo, dl, ...) - lighting [lighting still needs review] [python could use review, although it should be straightforward] [storage should be tested more I think] Merged /branches/soc-2011-cucumber:r 36991,37059,37157,37416,37497-37499,37501,37522,39036,40593 36991: ==UI== * Made some options available in Blender Game that were only available in Blender Render (camera resolution, animation fps) * Created a panel for the embedded player * Renamed the FPS option for the standalone player to Refresh Rate * Moved framing options to display * Made a button to launch the blender player from within blender (only tested on windows for now) 37059: ==UI== * Added the option to change the exit key for the BGE. The UI currently just sets a number, and this feature most likely does not work for blenderplayer yet. More work on this to come. * Removed the physics settings from the scene panel for the BGE. * Added an Add menu in the logic brick header. 37157: Making the bake options available in Blender Game 37416: Making the exit key UI element accept key presses instead of numbers. It still does not work for the Blenderplayer, and it does not limit the input to key presses (other events don't work for exiting) 37497: Some more work on getting the exit key to work in the Blenderplayer. Input is now restricted to keyboard events only for the exit key UI. 37498: Some clean up from the last commit. The exit key setting affects the Blenderplayer now. 37499: Cleaning up some duplicate code. Now the reverseTranslateTable for converting blender key codes to ketsji key codes is only defined in BL_BlenderDataConverter. 37501: Centralizing the exit key methods to the keyboard devices. This should make it easier to get exit key control to the python API. [37517: committed previously] 37522: Moved control of the exit key away from the keyboard devices, and moved it to ketsjiengine. Added setExitKey and getExitKey to the python API 39036: A couple of the doversions were in the wrong spot. This should fix some issues with the exit key not being set. [not committed entirely, see below]] 40552: space_logic.py (* fixed an error in space_logic.py *) 40593: launch blenderplayer from ui not working in OSX fix - by Daniel Stokes and me ######################################################## code left behind (to be included in next commit): ######################################################## { /* Initialize default values for collision masks */ Object *ob; for(ob=main->object.first; ob; ob=ob->id.next) ob->col_group = ob->col_mask = 1; }
2011-12-20 03:11:56 +00:00
KX_KetsjiEngine::SetExitKey(ConvertKeyCode(startscene->gm.exitkey));
bugfix: [bf-blender-Game Engine][28167] Restart game actuator don't get changed material mode http://projects.blender.org/tracker/?func=detail&aid=28167&group_id=9&atid=306 Game Actuator (restart or load a new file) will not keep some settings alive (as we had in 2.49). In 2.49 the solution used was to use Blender globals (G.fileflags) to get/set those settings. That was causing the blender file to change if you change the material mode from the game. In 2.5 this never worked, and the implementation was buggy (it's relying in the scene settings, which get reset ever time we restart/load a new file). My idea for fixing this is to create a new struct (GlobalSettings) where we store any setting to be preserver during the course of the game. This is specially important for options that require the game to restart/load new file (graphic ones). But it later can be expanded to support other things such as audio settings (e.g. volume), ... I'm also planning to expand it for stereo and dome settings, but I prefer to first get this committed and then build a new patch on top of that. I had some problems in finding a correct way for build/link the blenderplayer changes, so although it's working I'm not sure this is the best code (e.g. I couldn't make forward declaration to work in GPG_Application.h for the struct GlobalSettings so I ended up including KX_KetsjiEngine.h) [note: I talked with Brecht and he find this is an ok solution. He implemented it originally so it's good to have his go. However I still think there must be a way to make forward declaration to work. I will see with other devs if there is a better solution] [also I'm likely renaming glsl to flags later if there are more settings stored in the flags to be used. But for now we are only handling glsl flags]
2011-09-11 05:54:07 +00:00
//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;
2012-03-28 05:03:24 +00:00
if (v3d->scenelock==0) {
startscene->lay= v3d->lay;
startscene->camera= v3d->camera;
}
2002-10-12 11:37:38 +00:00
// some blender stuff
float camzoom;
int draw_letterbox = 0;
2002-10-12 11:37:38 +00:00
if (rv3d->persp==RV3D_CAMOB) {
if (startscene->gm.framing.type == SCE_GAMEFRAMING_BARS) { /* Letterbox */
camzoom = 1.0f;
draw_letterbox = 1;
}
else {
camzoom = 1.0f / BKE_screen_view3d_zoom_to_fac(rv3d->camzoom);
}
}
else {
camzoom = 2.0;
}
2002-10-12 11:37:38 +00:00
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[FILE_MAX];
2002-10-12 11:37:38 +00:00
// base the actuator filename with respect
// to the original file working directory
2002-10-12 11:37:38 +00:00
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_path_abs(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
char temppath[242];
2002-10-12 11:37:38 +00:00
strcpy(temppath, "//");
strcat(temppath, basedpath);
BLI_path_abs(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;
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
}
2002-10-12 11:37:38 +00:00
}
// 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.
2012-03-28 05:03:24 +00:00
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[0], scene->gm.framing.col[1], scene->gm.framing.col[2], 0.0f);
}
2002-10-12 11:37:38 +00:00
if (exitrequested != KX_EXIT_REQUEST_QUIT_GAME)
{
if (rv3d->persp != RV3D_CAMOB)
2002-10-12 11:37:38 +00:00
{
ketsjiengine->EnableCameraOverride(startscenename);
ketsjiengine->SetCameraOverrideUseOrtho((rv3d->persp == RV3D_ORTHO));
ketsjiengine->SetCameraOverrideProjectionMatrix(MT_CmMatrix4x4(rv3d->winmat));
ketsjiengine->SetCameraOverrideViewMatrix(MT_CmMatrix4x4(rv3d->viewmat));
if (rv3d->persp == RV3D_ORTHO)
{
ketsjiengine->SetCameraOverrideClipping(-v3d->far, v3d->far);
}
else
{
ketsjiengine->SetCameraOverrideClipping(v3d->near, v3d->far);
}
ketsjiengine->SetCameraOverrideLens(v3d->lens);
2002-10-12 11:37:38 +00:00
}
// create a scene converter, create and convert the startingscene
KX_ISceneConverter* sceneconverter = new KX_BlenderSceneConverter(blenderdata, ketsjiengine);
2002-10-12 11:37:38 +00:00
ketsjiengine->SetSceneConverter(sceneconverter);
sceneconverter->addInitFromFrame=false;
2002-10-12 11:37:38 +00:00
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_glsl_support())
useglslmat = true;
else if (gs.matmode == GAME_MAT_GLSL)
usemat = false;
if (usemat && (gs.matmode != GAME_MAT_TEXFACE))
sceneconverter->SetMaterials(true);
if (useglslmat && (gs.matmode == GAME_MAT_GLSL))
sceneconverter->SetGLSLMaterials(true);
2002-10-12 11:37:38 +00:00
KX_Scene* startscene = new KX_Scene(keyboarddevice,
mousedevice,
networkdevice,
startscenename,
scene,
canvas);
#ifdef WITH_PYTHON
2002-10-12 11:37:38 +00:00
// some python things
PyObject *gameLogic, *gameLogic_keys;
setupGamePython(ketsjiengine, startscene, blenderdata, pyGlobalDict, &gameLogic, &gameLogic_keys, 0, NULL);
#endif // WITH_PYTHON
2002-10-12 11:37:38 +00:00
//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);
2009-09-20 18:35:14 +00:00
// initialize 3D Audio Settings
AUD_I3DDevice* dev = AUD_get3DDevice();
if (dev)
{
dev->setSpeedOfSound(scene->audio.speed_of_sound);
dev->setDopplerFactor(scene->audio.doppler_factor);
dev->setDistanceModel(AUD_DistanceModel(scene->audio.distance_model));
}
2009-09-20 18:35:14 +00:00
// 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);
2002-10-12 11:37:38 +00:00
if (sceneconverter)
{
// convert and add scene
sceneconverter->ConvertScene(
startscene,
rendertools,
canvas);
ketsjiengine->AddScene(startscene);
// init the rasterizer
rasterizer->Init();
// start the engine
ketsjiengine->StartEngine(true);
2002-10-12 11:37:38 +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(FPS);
2002-10-12 11:37:38 +00:00
// the mainloop
printf("\nBlender Game Engine Started\n");
2002-10-12 11:37:38 +00:00
while (!exitrequested)
{
// first check if we want to exit
exitrequested = ketsjiengine->GetExitCode();
// kick the engine
bool render = ketsjiengine->NextFrame();
2002-10-12 11:37:38 +00:00
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,
ar->winrct.xmax - ar->winrct.xmin, ar->winrct.ymax - ar->winrct.ymin);
glClear(GL_COLOR_BUFFER_BIT);
}
// render the frame
ketsjiengine->Render();
}
2002-10-12 11:37:38 +00:00
wm_window_process_events_nosleep();
2002-10-12 11:37:38 +00:00
// test for the ESC key
//XXX while (qtest())
while(wmEvent *event= (wmEvent *)win->queue.first)
2002-10-12 11:37:38 +00:00
{
short val = 0;
//unsigned short event = 0; //XXX extern_qread(&val);
2002-10-12 11:37:38 +00:00
if (keyboarddevice->ConvertBlenderEvent(event->type,event->val))
2002-10-12 11:37:38 +00:00
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);
val = ar->winy - (event->y - ar->winrct.ymin) - 1;
mousedevice->ConvertBlenderEvent(MOUSEY, val);
}
else {
mousedevice->ConvertBlenderEvent(event->type,event->val);
2002-10-12 11:37:38 +00:00
}
BLI_remlink(&win->queue, event);
wm_event_free(event);
2002-10-12 11:37:38 +00:00
}
if (win != CTX_wm_window(C)) {
exitrequested= KX_EXIT_REQUEST_OUTSIDE; /* window closed while bge runs */
}
2002-10-12 11:37:38 +00:00
}
printf("Blender Game Engine Finished\n");
2002-10-12 11:37:38 +00:00
exitstring = ketsjiengine->GetExitString();
bugfix: [bf-blender-Game Engine][28167] Restart game actuator don't get changed material mode http://projects.blender.org/tracker/?func=detail&aid=28167&group_id=9&atid=306 Game Actuator (restart or load a new file) will not keep some settings alive (as we had in 2.49). In 2.49 the solution used was to use Blender globals (G.fileflags) to get/set those settings. That was causing the blender file to change if you change the material mode from the game. In 2.5 this never worked, and the implementation was buggy (it's relying in the scene settings, which get reset ever time we restart/load a new file). My idea for fixing this is to create a new struct (GlobalSettings) where we store any setting to be preserver during the course of the game. This is specially important for options that require the game to restart/load new file (graphic ones). But it later can be expanded to support other things such as audio settings (e.g. volume), ... I'm also planning to expand it for stereo and dome settings, but I prefer to first get this committed and then build a new patch on top of that. I had some problems in finding a correct way for build/link the blenderplayer changes, so although it's working I'm not sure this is the best code (e.g. I couldn't make forward declaration to work in GPG_Application.h for the struct GlobalSettings so I ended up including KX_KetsjiEngine.h) [note: I talked with Brecht and he find this is an ok solution. He implemented it originally so it's good to have his go. However I still think there must be a way to make forward declaration to work. I will see with other devs if there is a better solution] [also I'm likely renaming glsl to flags later if there are more settings stored in the flags to be used. But for now we are only handling glsl flags]
2011-09-11 05:54:07 +00:00
gs = *(ketsjiengine->GetGlobalSettings());
2002-10-12 11:37:38 +00:00
// 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
2002-10-12 11:37:38 +00:00
ketsjiengine->StopEngine();
#ifdef WITH_PYTHON
exitGamePythonScripting();
#endif
2002-10-12 11:37:38 +00:00
networkdevice->Disconnect();
}
if (sceneconverter)
{
delete sceneconverter;
sceneconverter = NULL;
}
#ifdef WITH_PYTHON
Py_DECREF(gameLogic_keys);
gameLogic_keys = NULL;
#endif
2002-10-12 11:37:38 +00:00
}
//lock frame and camera enabled - restoring global values
2012-03-28 05:03:24 +00:00
if (v3d->scenelock==0) {
startscene->lay= tmp_lay;
startscene->camera= tmp_camera;
2002-10-12 11:37:38 +00:00
}
if (exitrequested != KX_EXIT_REQUEST_OUTSIDE)
{
// set the cursor back to normal
canvas->SetMouseState(RAS_ICanvas::MOUSE_NORMAL);
}
2002-10-12 11:37:38 +00:00
// 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 (rendertools)
{
delete rendertools;
rendertools = NULL;
}
if (canvas)
{
delete canvas;
canvas = NULL;
}
// stop all remaining playing sounds
AUD_getDevice()->stopAll();
2002-10-12 11:37:38 +00:00
} while (exitrequested == KX_EXIT_REQUEST_RESTART_GAME || exitrequested == KX_EXIT_REQUEST_START_OTHER_GAME);
if (!disableVBO)
U.gameflags &= ~USER_DISABLE_VBO;
2002-10-12 11:37:38 +00:00
if (bfd) BLO_blendfiledata_free(bfd);
BLI_strncpy(G.main->name, oldsce, sizeof(G.main->name));
#ifdef WITH_PYTHON
Py_DECREF(pyGlobalDict);
// Release Python's GIL
PyGILState_Release(gilstate);
#endif
2002-10-12 11:37:38 +00:00
}