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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2008-01-07 19:13:47 +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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2008-01-07 19:13:47 +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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2010-02-12 13:34:04 +00:00
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* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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2002-10-12 11:37:38 +00:00
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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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2008-01-07 19:13:47 +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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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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2009-09-29 21:42:40 +00:00
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#include <stdio.h>
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2004-10-16 11:41:50 +00:00
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2010-09-15 16:13:32 +00:00
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#if defined(WIN32) && !defined(FREE_WINDOWS)
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2002-10-12 11:37:38 +00:00
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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 "SYS_System.h"
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2009-06-27 23:54:20 +00:00
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#include "GPU_extensions.h"
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#include "Value.h"
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#ifdef __cplusplus
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extern "C" {
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#endif
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2002-10-12 11:37:38 +00:00
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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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2010-08-23 20:53:02 +00:00
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#include "DNA_userdef_types.h"
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2009-06-13 20:58:43 +00:00
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#include "DNA_windowmanager_types.h"
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2002-10-12 11:37:38 +00:00
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#include "BKE_global.h"
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2008-12-19 00:50:21 +00:00
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#include "BKE_report.h"
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2009-06-13 20:58:43 +00:00
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2008-10-11 00:56:49 +00:00
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#include "BKE_utildefines.h"
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2008-01-01 19:20:49 +00:00
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//XXX #include "BIF_screen.h"
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//XXX #include "BIF_scrarea.h"
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2002-10-12 11:37:38 +00:00
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2009-06-13 20:58:43 +00:00
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#include "BKE_main.h"
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2002-10-12 11:37:38 +00:00
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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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2010-06-19 10:47:24 +00:00
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#include "BKE_ipo.h"
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2002-10-12 11:37:38 +00:00
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/***/
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2009-09-20 18:35:14 +00:00
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#include "AUD_C-API.h"
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2008-01-01 19:20:49 +00:00
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//XXX #include "BSE_headerbuttons.h"
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2009-06-27 23:54:20 +00:00
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#include "BKE_context.h"
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2009-06-13 20:58:43 +00:00
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#include "../../blender/windowmanager/WM_types.h"
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#include "../../blender/windowmanager/wm_window.h"
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#include "../../blender/windowmanager/wm_event_system.h"
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2006-12-16 05:50:38 +00:00
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#ifdef __cplusplus
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}
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#endif
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2009-06-13 17:25:54 +00:00
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2008-12-19 00:50:21 +00:00
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static BlendFileData *load_game_data(char *filename)
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{
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ReportList reports;
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BlendFileData *bfd;
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BKE_reports_init(&reports, RPT_STORE);
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bfd= BLO_read_from_file(filename, &reports);
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2002-10-12 11:37:38 +00:00
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if (!bfd) {
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2008-12-19 00:50:21 +00:00
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printf("Loading %s failed: ", filename);
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BKE_reports_print(&reports, RPT_ERROR);
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2002-10-12 11:37:38 +00:00
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}
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2008-12-19 00:50:21 +00:00
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BKE_reports_clear(&reports);
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2002-10-12 11:37:38 +00:00
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return bfd;
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}
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2009-10-27 00:25:38 +00:00
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extern "C" void StartKetsjiShell(struct bContext *C, struct ARegion *ar, rcti *cam_frame, int always_use_expand_framing)
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2002-10-12 11:37:38 +00:00
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{
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2009-06-13 20:58:43 +00:00
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/* context values */
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struct wmWindow *win= CTX_wm_window(C);
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2010-06-19 10:47:24 +00:00
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struct Scene *startscene= CTX_data_scene(C);
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2009-06-13 20:58:43 +00:00
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struct Main* maggie1= CTX_data_main(C);
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2009-10-27 00:25:38 +00:00
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2009-10-26 23:00:06 +00:00
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RAS_Rect area_rect;
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2009-10-27 00:25:38 +00:00
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area_rect.SetLeft(cam_frame->xmin);
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area_rect.SetBottom(cam_frame->ymin);
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area_rect.SetRight(cam_frame->xmax);
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area_rect.SetTop(cam_frame->ymax);
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2009-10-26 23:00:06 +00:00
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2002-10-12 11:37:38 +00:00
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int exitrequested = KX_EXIT_REQUEST_NO_REQUEST;
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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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2010-06-19 10:47:24 +00:00
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char* startscenename = startscene->id.name+2;
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2008-10-11 00:56:49 +00:00
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char pathname[FILE_MAXDIR+FILE_MAXFILE], oldsce[FILE_MAXDIR+FILE_MAXFILE];
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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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2008-10-11 00:56:49 +00:00
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BLI_strncpy(pathname, blenderdata->name, sizeof(pathname));
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2010-10-18 06:41:16 +00:00
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BLI_strncpy(oldsce, G.main->name, sizeof(oldsce));
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2010-10-31 04:11:39 +00:00
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#ifdef WITH_PYTHON
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2009-06-08 20:08:19 +00:00
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resetGamePythonPath(); // need this so running a second time wont use an old blendfiles path
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2010-10-18 06:41:16 +00:00
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setGamePythonPath(G.main->name);
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2008-10-11 00:56:49 +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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2008-08-19 11:53:24 +00:00
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PyObject *pyGlobalDict = PyDict_New(); /* python utility storage, spans blend file loading */
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2009-09-29 21:42:40 +00:00
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#endif
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2004-10-16 11:41:50 +00:00
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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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2010-08-23 20:53:02 +00:00
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// VBO code for derived mesh is not compatible with BGE (couldn't find why), so disable
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int disableVBO = (U.gameflags & USER_DISABLE_VBO);
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U.gameflags |= USER_DISABLE_VBO;
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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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2009-06-27 23:54:20 +00:00
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View3D *v3d= CTX_wm_view3d(C);
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|
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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
|
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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);
|
2010-02-22 12:25:58 +00:00
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|
bool animation_record = (SYS_GetCommandLineInt(syshandle, "animation_record", 0) != 0);
|
2006-04-02 21:04:20 +00:00
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|
bool displaylists = (SYS_GetCommandLineInt(syshandle, "displaylists", 0) != 0);
|
2010-10-31 04:11:39 +00:00
|
|
|
#ifdef WITH_PYTHON
|
2009-01-26 08:34:40 +00:00
|
|
|
bool nodepwarnings = (SYS_GetCommandLineInt(syshandle, "ignore_deprecation_warnings", 0) != 0);
|
2010-06-06 01:15:44 +00:00
|
|
|
#endif
|
2009-06-08 20:08:19 +00:00
|
|
|
bool novertexarrays = (SYS_GetCommandLineInt(syshandle, "novertexarrays", 0) != 0);
|
2010-02-23 09:39:47 +00:00
|
|
|
if(animation_record) usefixed= true; /* override since you's always want fixed time for sim recording */
|
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|
2002-10-12 11:37:38 +00:00
|
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|
// create the canvas, rasterizer and rendertools
|
2010-04-23 22:48:26 +00:00
|
|
|
RAS_ICanvas* canvas = new KX_BlenderCanvas(win, area_rect, ar);
|
2002-10-12 11:37:38 +00:00
|
|
|
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) {
|
2009-06-08 20:08:19 +00:00
|
|
|
if (GLEW_VERSION_1_1 && !novertexarrays)
|
2008-06-29 21:51:27 +00:00
|
|
|
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
|
|
|
}
|
2009-06-08 20:08:19 +00:00
|
|
|
else if (GLEW_VERSION_1_1 && !novertexarrays)
|
2008-06-29 21:51:27 +00:00
|
|
|
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();
|
2008-09-28 03:07:13 +00:00
|
|
|
|
2009-08-09 21:16:39 +00:00
|
|
|
//
|
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->SetNetworkDevice(networkdevice);
|
|
|
|
ketsjiengine->SetUseFixedTime(usefixed);
|
|
|
|
ketsjiengine->SetTimingDisplay(frameRate, profile, properties);
|
2005-08-23 13:16:02 +00:00
|
|
|
|
2010-10-31 04:11:39 +00:00
|
|
|
#ifdef WITH_PYTHON
|
2009-01-26 08:34:40 +00:00
|
|
|
CValue::SetDeprecationWarnings(nodepwarnings);
|
2009-09-29 21:42:40 +00:00
|
|
|
#endif
|
2008-10-10 07:20:42 +00:00
|
|
|
|
|
|
|
//lock frame and camera enabled - storing global values
|
2010-06-19 10:47:24 +00:00
|
|
|
int tmp_lay= startscene->lay;
|
|
|
|
Object *tmp_camera = startscene->camera;
|
2008-10-10 07:20:42 +00:00
|
|
|
|
2008-12-19 19:11:02 +00:00
|
|
|
if (v3d->scenelock==0){
|
2010-06-19 10:47:24 +00:00
|
|
|
startscene->lay= v3d->lay;
|
|
|
|
startscene->camera= v3d->camera;
|
2008-10-10 07:20:42 +00:00
|
|
|
}
|
|
|
|
|
2002-10-12 11:37:38 +00:00
|
|
|
// some blender stuff
|
|
|
|
MT_CmMatrix4x4 projmat;
|
|
|
|
MT_CmMatrix4x4 viewmat;
|
2008-09-15 00:11:30 +00:00
|
|
|
float camzoom;
|
2002-10-12 11:37:38 +00:00
|
|
|
int i;
|
2009-06-27 23:54:20 +00:00
|
|
|
|
2002-10-12 11:37:38 +00:00
|
|
|
for (i = 0; i < 16; i++)
|
|
|
|
{
|
2.5
View3D has been split now in a local part (RegionView3D) and a
per-area part (old View3D). Currently local is:
- view transform
- camera zoom/offset
- gpencil (todo)
- custom clipping planes
Rest is in Area still, like active camera, draw type, layers,
localview, custom centers, around-settings, transform widget,
gridlines, and so on (mostly stuff as available in header).
To see it work; also added new feature for region split,
press SHIFT+ALT+CTRL+S for four-split.
The idea is to make a preset 4-split, configured to stick
to top/right/front views for three views.
Another cool idea to explore is to then box-clip all drawing
based on these 3 views.
Note about the code:
- currently view3d still stores some depricated settings, to
convert from older files. Not all settings are copied over
though, like custom clip planes or the 'lock view to object'.
- since some view3d ops are now on area level, the operators
for it should keep track of that.
Bugfix in transform: quat initialize in operator-invoke missed
one zero.
Als brought back GE to compile for missing Ipos and channels.
2009-01-19 16:54:41 +00:00
|
|
|
float *viewmat_linear= (float*) rv3d->viewmat;
|
2002-10-12 11:37:38 +00:00
|
|
|
viewmat.setElem(i, viewmat_linear[i]);
|
|
|
|
}
|
|
|
|
for (i = 0; i < 16; i++)
|
|
|
|
{
|
2009-06-13 17:25:54 +00:00
|
|
|
float *projmat_linear= (float*) rv3d->winmat;
|
2002-10-12 11:37:38 +00:00
|
|
|
projmat.setElem(i, projmat_linear[i]);
|
|
|
|
}
|
|
|
|
|
2009-10-27 02:54:25 +00:00
|
|
|
if(rv3d->persp==RV3D_CAMOB) {
|
2010-06-19 10:47:24 +00:00
|
|
|
if(startscene->gm.framing.type == SCE_GAMEFRAMING_BARS) { /* Letterbox */
|
2009-10-27 00:25:38 +00:00
|
|
|
camzoom = 1.0f;
|
|
|
|
}
|
|
|
|
else {
|
|
|
|
camzoom = (1.41421 + (rv3d->camzoom / 50.0));
|
|
|
|
camzoom *= camzoom;
|
|
|
|
camzoom = 4.0 / camzoom;
|
|
|
|
}
|
2008-09-15 00:11:30 +00:00
|
|
|
}
|
2009-10-27 00:25:38 +00:00
|
|
|
else {
|
2008-09-15 00:11:30 +00:00
|
|
|
camzoom = 2.0;
|
2009-10-27 00:25:38 +00:00
|
|
|
}
|
2008-09-15 00:11:30 +00:00
|
|
|
|
2002-10-12 11:37:38 +00:00
|
|
|
|
2009-10-27 00:25:38 +00:00
|
|
|
|
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);
|
|
|
|
|
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
|
2008-10-11 00:56:49 +00:00
|
|
|
|
2002-10-12 11:37:38 +00:00
|
|
|
if (exitstring != "")
|
|
|
|
strcpy(basedpath, exitstring.Ptr());
|
|
|
|
|
2008-10-11 00:56:49 +00:00
|
|
|
// 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
|
2010-03-09 17:36:23 +00:00
|
|
|
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
|
2008-03-30 16:18:01 +00:00
|
|
|
char temppath[242];
|
2002-10-12 11:37:38 +00:00
|
|
|
strcpy(temppath, "//");
|
|
|
|
strcat(temppath, basedpath);
|
|
|
|
|
2010-03-09 17:36:23 +00:00
|
|
|
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;
|
2008-10-11 00:56:49 +00:00
|
|
|
|
|
|
|
if(blenderdata) {
|
2010-10-18 06:41:16 +00:00
|
|
|
BLI_strncpy(G.main->name, blenderdata->name, sizeof(G.main->name));
|
2008-10-11 00:56:49 +00:00
|
|
|
BLI_strncpy(pathname, blenderdata->name, sizeof(pathname));
|
2010-10-31 04:11:39 +00:00
|
|
|
#ifdef WITH_PYTHON
|
2010-10-18 06:41:16 +00:00
|
|
|
setGamePythonPath(G.main->name);
|
2009-09-29 21:42:40 +00:00
|
|
|
#endif
|
2008-10-11 00:56:49 +00:00
|
|
|
}
|
2002-10-12 11:37:38 +00:00
|
|
|
}
|
|
|
|
// else forget it, we can't find it
|
|
|
|
else
|
|
|
|
{
|
|
|
|
exitrequested = KX_EXIT_REQUEST_QUIT_GAME;
|
|
|
|
}
|
|
|
|
}
|
2010-02-22 09:22:36 +00:00
|
|
|
|
2010-06-19 10:47:24 +00:00
|
|
|
Scene *scene= bfd ? bfd->curscene : (Scene *)BLI_findstring(&blenderdata->scene, startscenename, offsetof(ID, name) + 2);
|
2004-10-16 11:41:50 +00:00
|
|
|
|
2010-06-19 10:47:24 +00:00
|
|
|
if (scene)
|
2005-08-23 13:16:02 +00:00
|
|
|
{
|
2010-06-19 10:47:24 +00:00
|
|
|
int startFrame = scene->r.cfra;
|
2010-02-22 12:25:58 +00:00
|
|
|
ketsjiengine->SetAnimRecordMode(animation_record, startFrame);
|
2009-06-08 20:08:19 +00:00
|
|
|
|
|
|
|
// Quad buffered needs a special window.
|
2010-06-19 10:47:24 +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);
|
2009-12-29 15:47:20 +00:00
|
|
|
|
2010-06-19 10:47:24 +00:00
|
|
|
rasterizer->SetEyeSeparation(scene->gm.eyeseparation);
|
2009-07-20 22:36:56 +00:00
|
|
|
}
|
2009-10-27 00:25:38 +00:00
|
|
|
|
2010-06-19 10:47:24 +00:00
|
|
|
rasterizer->SetBackColor(scene->gm.framing.col[0], scene->gm.framing.col[1], scene->gm.framing.col[2], 0.0f);
|
2005-08-23 13:16:02 +00:00
|
|
|
}
|
2004-10-16 11:41:50 +00:00
|
|
|
|
2002-10-12 11:37:38 +00:00
|
|
|
if (exitrequested != KX_EXIT_REQUEST_QUIT_GAME)
|
|
|
|
{
|
2009-10-27 02:54:25 +00:00
|
|
|
if (rv3d->persp != RV3D_CAMOB)
|
2002-10-12 11:37:38 +00:00
|
|
|
{
|
|
|
|
ketsjiengine->EnableCameraOverride(startscenename);
|
2009-10-27 02:54:25 +00:00
|
|
|
ketsjiengine->SetCameraOverrideUseOrtho((rv3d->persp == RV3D_ORTHO));
|
2002-10-12 11:37:38 +00:00
|
|
|
ketsjiengine->SetCameraOverrideProjectionMatrix(projmat);
|
|
|
|
ketsjiengine->SetCameraOverrideViewMatrix(viewmat);
|
2008-09-15 00:11:30 +00:00
|
|
|
ketsjiengine->SetCameraOverrideClipping(v3d->near, v3d->far);
|
2009-06-09 22:56:43 +00:00
|
|
|
ketsjiengine->SetCameraOverrideLens(v3d->lens);
|
2002-10-12 11:37:38 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
// create a scene converter, create and convert the startingscene
|
2009-06-13 13:02:01 +00:00
|
|
|
KX_ISceneConverter* sceneconverter = new KX_BlenderSceneConverter(blenderdata, 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);
|
2008-09-13 19:19:51 +00:00
|
|
|
|
2008-10-04 17:04:23 +00:00
|
|
|
bool usemat = false, useglslmat = false;
|
|
|
|
|
|
|
|
if(GLEW_ARB_multitexture && GLEW_VERSION_1_1)
|
|
|
|
usemat = true;
|
|
|
|
|
2009-10-19 10:10:05 +00:00
|
|
|
if(GPU_glsl_support())
|
2008-10-04 17:04:23 +00:00
|
|
|
useglslmat = true;
|
2010-06-19 10:47:24 +00:00
|
|
|
else if(scene->gm.matmode == GAME_MAT_GLSL)
|
2008-10-04 17:04:23 +00:00
|
|
|
usemat = false;
|
|
|
|
|
2010-06-19 10:47:24 +00:00
|
|
|
if(usemat && (scene->gm.matmode != GAME_MAT_TEXFACE))
|
2006-01-06 03:46:54 +00:00
|
|
|
sceneconverter->SetMaterials(true);
|
2010-06-19 10:47:24 +00:00
|
|
|
if(useglslmat && (scene->gm.matmode == GAME_MAT_GLSL))
|
2008-10-11 23:48:37 +00:00
|
|
|
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,
|
Merge of first part of changes from the apricot branch, especially
the features that are needed to run the game. Compile tested with
scons, make, but not cmake, that seems to have an issue not related
to these changes. The changes include:
* GLSL support in the viewport and game engine, enable in the game
menu in textured draw mode.
* Synced and merged part of the duplicated blender and gameengine/
gameplayer drawing code.
* Further refactoring of game engine drawing code, especially mesh
storage changed a lot.
* Optimizations in game engine armatures to avoid recomputations.
* A python function to get the framerate estimate in game.
* An option take object color into account in materials.
* An option to restrict shadow casters to a lamp's layers.
* Increase from 10 to 18 texture slots for materials, lamps, word.
An extra texture slot shows up once the last slot is used.
* Memory limit for undo, not enabled by default yet because it
needs the .B.blend to be changed.
* Multiple undo for image painting.
* An offset for dupligroups, so not all objects in a group have to
be at the origin.
2008-09-04 20:51:28 +00:00
|
|
|
startscenename,
|
2010-06-19 10:47:24 +00:00
|
|
|
scene,
|
2010-04-23 22:48:26 +00:00
|
|
|
canvas);
|
2009-09-29 21:42:40 +00:00
|
|
|
|
2010-10-31 04:11:39 +00:00
|
|
|
#ifdef WITH_PYTHON
|
2002-10-12 11:37:38 +00:00
|
|
|
// some python things
|
2010-01-10 22:03:26 +00:00
|
|
|
PyObject *gameLogic, *gameLogic_keys;
|
|
|
|
setupGamePython(ketsjiengine, startscene, blenderdata, pyGlobalDict, &gameLogic, &gameLogic_keys, 0, NULL);
|
2010-10-31 04:11:39 +00:00
|
|
|
#endif // WITH_PYTHON
|
2002-10-12 11:37:38 +00:00
|
|
|
|
2009-04-20 15:06:46 +00:00
|
|
|
//initialize Dome Settings
|
2010-06-19 10:47:24 +00:00
|
|
|
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);
|
2009-04-20 15:06:46 +00:00
|
|
|
|
2009-09-20 18:35:14 +00:00
|
|
|
// initialize 3D Audio Settings
|
2010-07-30 22:20:08 +00:00
|
|
|
AUD_setSpeedOfSound(scene->audio.speed_of_sound);
|
|
|
|
AUD_setDopplerFactor(scene->audio.doppler_factor);
|
|
|
|
AUD_setDistanceModel(AUD_DistanceModel(scene->audio.distance_model));
|
2009-09-20 18:35:14 +00:00
|
|
|
|
2010-07-08 17:47:46 +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
|
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
|
2010-02-22 12:25:58 +00:00
|
|
|
ketsjiengine->SetAnimFrameRate(FPS);
|
2008-06-17 10:06:38 +00:00
|
|
|
|
2002-10-12 11:37:38 +00:00
|
|
|
// the mainloop
|
2010-10-09 13:46:34 +00:00
|
|
|
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
|
2009-06-13 17:25:54 +00:00
|
|
|
bool render = ketsjiengine->NextFrame(); // XXX 2.5 Bug, This is never true! FIXME- Campbell
|
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
|
|
|
|
2010-10-16 02:40:31 +00:00
|
|
|
wm_window_process_events_nosleep();
|
2009-06-13 20:58:43 +00:00
|
|
|
|
2002-10-12 11:37:38 +00:00
|
|
|
// test for the ESC key
|
2009-06-13 20:58:43 +00:00
|
|
|
//XXX while (qtest())
|
|
|
|
while(wmEvent *event= (wmEvent *)win->queue.first)
|
2002-10-12 11:37:38 +00:00
|
|
|
{
|
2009-06-13 17:25:54 +00:00
|
|
|
short val = 0;
|
2009-06-13 20:58:43 +00:00
|
|
|
//unsigned short event = 0; //XXX extern_qread(&val);
|
2002-10-12 11:37:38 +00:00
|
|
|
|
2009-06-13 20:58:43 +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?
|
|
|
|
*/
|
2009-06-13 20:58:43 +00:00
|
|
|
if (event->type==MOUSEMOVE) {
|
2010-02-22 09:22:36 +00:00
|
|
|
/* Note, not nice! XXX 2.5 event hack */
|
2009-06-13 20:58:43 +00:00
|
|
|
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
|
|
|
}
|
|
|
|
|
2009-06-13 20:58:43 +00:00
|
|
|
BLI_remlink(&win->queue, event);
|
|
|
|
wm_event_free(event);
|
2002-10-12 11:37:38 +00:00
|
|
|
}
|
2009-06-13 20:58:43 +00:00
|
|
|
|
2002-10-12 11:37:38 +00:00
|
|
|
}
|
2010-10-09 13:46:34 +00:00
|
|
|
printf("Blender Game Engine Finished\n");
|
2002-10-12 11:37:38 +00:00
|
|
|
exitstring = ketsjiengine->GetExitString();
|
2008-10-10 07:20:42 +00:00
|
|
|
|
|
|
|
|
2002-10-12 11:37:38 +00:00
|
|
|
// when exiting the mainloop
|
2010-10-31 04:11:39 +00:00
|
|
|
#ifdef WITH_PYTHON
|
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
|
2008-09-23 00:37:19 +00:00
|
|
|
|
|
|
|
//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;
|
2009-09-29 21:42:40 +00:00
|
|
|
#endif
|
2002-10-12 11:37:38 +00:00
|
|
|
ketsjiengine->StopEngine();
|
2010-10-31 04:11:39 +00:00
|
|
|
#ifdef WITH_PYTHON
|
2006-05-14 03:39:07 +00:00
|
|
|
exitGamePythonScripting();
|
2009-09-29 21:42:40 +00:00
|
|
|
#endif
|
2002-10-12 11:37:38 +00:00
|
|
|
networkdevice->Disconnect();
|
|
|
|
}
|
|
|
|
if (sceneconverter)
|
|
|
|
{
|
|
|
|
delete sceneconverter;
|
|
|
|
sceneconverter = NULL;
|
|
|
|
}
|
2009-09-29 21:42:40 +00:00
|
|
|
|
2010-10-31 04:11:39 +00:00
|
|
|
#ifdef WITH_PYTHON
|
2008-09-23 00:37:19 +00:00
|
|
|
Py_DECREF(gameLogic_keys);
|
|
|
|
gameLogic_keys = NULL;
|
2009-09-29 21:42:40 +00:00
|
|
|
#endif
|
2002-10-12 11:37:38 +00:00
|
|
|
}
|
2008-10-10 07:20:42 +00:00
|
|
|
//lock frame and camera enabled - restoring global values
|
2008-12-19 19:11:02 +00:00
|
|
|
if (v3d->scenelock==0){
|
2010-06-19 10:47:24 +00:00
|
|
|
startscene->lay= tmp_lay;
|
|
|
|
startscene->camera= tmp_camera;
|
2002-10-12 11:37:38 +00:00
|
|
|
}
|
2008-10-10 07:20:42 +00:00
|
|
|
|
2002-10-12 11:37:38 +00:00
|
|
|
// set the cursor back to normal
|
|
|
|
canvas->SetMouseState(RAS_ICanvas::MOUSE_NORMAL);
|
|
|
|
|
|
|
|
// 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;
|
2009-08-10 15:39:11 +00:00
|
|
|
}
|
2005-03-25 10:33:39 +00:00
|
|
|
|
2002-10-12 11:37:38 +00:00
|
|
|
} while (exitrequested == KX_EXIT_REQUEST_RESTART_GAME || exitrequested == KX_EXIT_REQUEST_START_OTHER_GAME);
|
2009-04-20 15:06:46 +00:00
|
|
|
|
2010-08-23 20:53:02 +00:00
|
|
|
if (!disableVBO)
|
|
|
|
U.gameflags &= ~USER_DISABLE_VBO;
|
|
|
|
|
2002-10-12 11:37:38 +00:00
|
|
|
if (bfd) BLO_blendfiledata_free(bfd);
|
2008-02-23 12:05:28 +00:00
|
|
|
|
2010-10-18 06:41:16 +00:00
|
|
|
BLI_strncpy(G.main->name, oldsce, sizeof(G.main->name));
|
2008-10-11 00:56:49 +00:00
|
|
|
|
2010-10-31 04:11:39 +00:00
|
|
|
#ifdef WITH_PYTHON
|
2009-09-29 21:42:40 +00:00
|
|
|
Py_DECREF(pyGlobalDict);
|
|
|
|
|
2008-02-23 12:05:28 +00:00
|
|
|
// Release Python's GIL
|
|
|
|
PyGILState_Release(gilstate);
|
2009-09-29 21:42:40 +00:00
|
|
|
#endif
|
|
|
|
|
2002-10-12 11:37:38 +00:00
|
|
|
}
|