blender/source/gameengine/GamePlayer/ghost/GPG_ghost.cpp

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/*
* ***** BEGIN GPL LICENSE BLOCK *****
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*
* 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.
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*
* 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,
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* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*
* 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 *****
* Start up of the Blender Player on GHOST.
*/
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/** \file gameengine/GamePlayer/ghost/GPG_ghost.cpp
* \ingroup player
*/
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#include <iostream>
#include <math.h>
#ifdef __linux__
#ifdef __alpha__
#include <signal.h>
#endif /* __alpha__ */
#endif /* __linux__ */
#ifdef __APPLE__
// Can't use Carbon right now because of double defined type ID (In Carbon.h and DNA_ID.h, sigh)
//#include <Carbon/Carbon.h>
//#include <CFBundle.h>
#endif // __APPLE__
#include "KX_KetsjiEngine.h"
#include "KX_PythonInit.h"
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/**********************************
* Begin Blender include block
**********************************/
#ifdef __cplusplus
extern "C"
{
#endif // __cplusplus
#include "MEM_guardedalloc.h"
#include "BKE_blender.h"
#include "BKE_global.h"
#include "BKE_icons.h"
#include "BKE_node.h"
#include "BKE_report.h"
#include "BKE_library.h"
#include "BLI_threads.h"
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#include "BLI_blenlib.h"
#include "DNA_scene_types.h"
#include "DNA_userdef_types.h"
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#include "BLO_readfile.h"
#include "BLO_runtime.h"
#include "IMB_imbuf.h"
#include "BKE_text.h"
#include "BKE_sound.h"
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int GHOST_HACK_getFirstFile(char buf[]);
// For BLF
#include "BLF_api.h"
#include "BLF_translation.h"
extern int datatoc_bfont_ttf_size;
extern char datatoc_bfont_ttf[];
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#ifdef __cplusplus
}
#endif // __cplusplus
#include "GPU_draw.h"
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/**********************************
* End Blender include block
**********************************/
#include "BL_System.h"
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#include "GPG_Application.h"
#include "GHOST_ISystem.h"
#include "RAS_IRasterizer.h"
#include "BKE_main.h"
#include "BKE_utildefines.h"
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#include "RNA_define.h"
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#ifdef WIN32
#include <windows.h>
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#if !defined(DEBUG)
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#include <wincon.h>
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#endif // !defined(DEBUG)
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#endif // WIN32
const int kMinWindowWidth = 100;
const int kMinWindowHeight = 100;
static void mem_error_cb(const char *errorStr)
{
fprintf(stderr, "%s", errorStr);
fflush(stderr);
}
#ifdef WIN32
typedef enum
{
SCREEN_SAVER_MODE_NONE = 0,
SCREEN_SAVER_MODE_PREVIEW,
SCREEN_SAVER_MODE_SAVER,
SCREEN_SAVER_MODE_CONFIGURATION,
SCREEN_SAVER_MODE_PASSWORD,
} ScreenSaverMode;
static ScreenSaverMode scr_saver_mode = SCREEN_SAVER_MODE_NONE;
static HWND scr_saver_hwnd = NULL;
static BOOL scr_saver_init(int argc, char **argv)
{
scr_saver_mode = SCREEN_SAVER_MODE_NONE;
scr_saver_hwnd = NULL;
BOOL ret = FALSE;
int len = ::strlen(argv[0]);
if (len > 4 && !::stricmp(".scr", argv[0] + len - 4))
{
scr_saver_mode = SCREEN_SAVER_MODE_CONFIGURATION;
ret = TRUE;
if (argc >= 2)
{
if (argc >= 3)
{
scr_saver_hwnd = (HWND) ::atoi(argv[2]);
}
if (!::stricmp("/c", argv[1]))
{
scr_saver_mode = SCREEN_SAVER_MODE_CONFIGURATION;
if (scr_saver_hwnd == NULL)
scr_saver_hwnd = ::GetForegroundWindow();
}
else if (!::stricmp("/s", argv[1]))
{
scr_saver_mode = SCREEN_SAVER_MODE_SAVER;
}
else if (!::stricmp("/a", argv[1]))
{
scr_saver_mode = SCREEN_SAVER_MODE_PASSWORD;
}
else if (!::stricmp("/p", argv[1])
|| !::stricmp("/l", argv[1]))
{
scr_saver_mode = SCREEN_SAVER_MODE_PREVIEW;
}
}
}
return ret;
}
#endif /* WIN32 */
void usage(const char* program, bool isBlenderPlayer)
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{
const char * consoleoption;
const char * example_filename = "";
const char * example_pathname = "";
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#ifdef _WIN32
consoleoption = "-c ";
#else
consoleoption = "";
#endif
if (isBlenderPlayer) {
example_filename = "filename.blend";
#ifdef _WIN32
example_pathname = "c:\\";
#else
example_pathname = "/home/user/";
#endif
}
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printf("usage: %s [-w [w h l t]] [-f [fw fh fb ff]] %s[-g gamengineoptions] "
"[-s stereomode] [-m aasamples] %s\n", program, consoleoption, example_filename);
printf(" -h: Prints this command summary\n\n");
printf(" -w: display in a window\n");
printf(" --Optional parameters--\n");
printf(" w = window width\n");
printf(" h = window height\n\n");
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printf(" l = window left coordinate\n");
printf(" t = window top coordinate\n");
printf(" Note: If w or h is defined, both must be defined.\n");
printf(" Also, if l or t is defined, all options must be used.\n\n");
printf(" -f: start game in full screen mode\n");
printf(" --Optional parameters--\n");
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printf(" fw = full screen mode pixel width\n");
printf(" fh = full screen mode pixel height\n\n");
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printf(" fb = full screen mode bits per pixel\n");
printf(" ff = full screen mode frequency\n");
printf(" Note: If fw or fh is defined, both must be defined.\n");
printf(" Also, if fb is used, fw and fh must be used. ff requires all options.\n\n");
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printf(" -s: start player in stereo\n");
printf(" stereomode: hwpageflip (Quad buffered shutter glasses)\n");
printf(" syncdoubling (Above Below)\n");
printf(" sidebyside (Left Right)\n");
printf(" anaglyph (Red-Blue glasses)\n");
printf(" vinterlace (Vertical interlace for autostereo display)\n");
printf(" depending on the type of stereo you want\n\n");
printf(" -D: start player in dome mode\n");
printf(" --Optional parameters--\n");
printf(" angle = field of view in degrees\n");
printf(" tilt = tilt angle in degrees\n");
printf(" warpdata = a file to use for warping the image (absolute path)\n");
printf(" mode: fisheye (Fisheye)\n");
printf(" truncatedfront (Front-Truncated)\n");
printf(" truncatedrear (Rear-Truncated)\n");
printf(" cubemap (Cube Map)\n");
printf(" sphericalpanoramic (Spherical Panoramic)\n");
printf(" depending on the type of dome you are using\n\n");
Patch [#26799] 2.5x blenderplayer (BGE) anti-aliasing & embedding by Sebastian Korczak (with some small tweaks) + adding GHOST_PRINTF The patch can also be found in http://codereview.appspot.com/4431072/ ############## This patch fix anti-aliasing (multisampling) implementation for win32 platform. It also gives opportunity to embed blenderplayer inside parent window. Usage: blenderplayer.exe -i 123456 -m 16 file.blend where: 123456 - parent window handler (integer, default: 0) 16 - multisample level (integer, default: 0, max: 16. Put there maximum level you want. If not supported, player will automatically try 15,14,13,...,3,2,1) ############## This patch was originally created as part of the Burster (aka webplugin) project but benefit any one embedding the bge in a custom OpenGL context. By the way, to embed the BGE in a .Net application is really straightforward now =) The Multisampling work for blenderplayer as a whole. Missing functionalities: - to expose the multisampling to the ui (so far it only works in console) - window focus and keyboard messages for embedded blenderplayer (supported in their previous patch for 2.49, yet to be ported over) - handle resizing (to be investigated, indeed the changes in getState() in GHOST_WindowWin32.cpp are going to get in the way of that if I'm not mistaken. To be addressed together. Doxygen documentation to be added whenever I sort out how to do so. Sorry Nathan too many stuff to deal with at the same time. The sooner this patch gets in, the sooner the missing functionalities can be patched on top of that.
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printf(" -m: maximum anti-aliasing (eg. 2,4,8,16)\n\n");
printf(" -i: parent windows ID \n\n");
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#ifdef _WIN32
printf(" -c: keep console window open\n\n");
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#endif
printf(" -d: turn debugging on\n\n");
printf(" -g: game engine options:\n\n");
printf(" Name Default Description\n");
printf(" ------------------------------------------------------------------------\n");
printf(" fixedtime 0 \"Enable all frames\"\n");
printf(" nomipmap 0 Disable mipmaps\n");
printf(" show_framerate 0 Show the frame rate\n");
printf(" show_properties 0 Show debug properties\n");
printf(" show_profile 0 Show profiling information\n");
printf(" blender_material 0 Enable material settings\n");
printf(" ignore_deprecation_warnings 1 Ignore deprecation warnings\n");
printf("\n");
printf(" - : all arguments after this are ignored, allowing python to access them from sys.argv\n");
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printf("\n");
printf("example: %s -w 320 200 10 10 -g noaudio%s%s\n", program, example_pathname, example_filename);
printf("example: %s -g show_framerate = 0 %s%s\n", program, example_pathname, example_filename);
printf("example: %s -i 232421 -m 16 %s%s\n\n", program, example_pathname, example_filename);
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}
static void get_filename(int argc, char **argv, char *filename)
{
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#ifdef __APPLE__
/* On Mac we park the game file (called game.blend) in the application bundle.
* The executable is located in the bundle as well.
* Therefore, we can locate the game relative to the executable.
*/
int srclen = ::strlen(argv[0]);
int len = 0;
char *gamefile = NULL;
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filename[0] = '\0';
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if (argc > 1) {
if (BLI_exists(argv[argc-1])) {
BLI_strncpy(filename, argv[argc-1], FILE_MAXDIR + FILE_MAXFILE);
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}
if (::strncmp(argv[argc-1], "-psn_", 5)==0) {
static char firstfilebuf[512];
if (GHOST_HACK_getFirstFile(firstfilebuf)) {
BLI_strncpy(filename, firstfilebuf, FILE_MAXDIR + FILE_MAXFILE);
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}
}
}
srclen -= ::strlen("MacOS/blenderplayer");
if (srclen > 0) {
len = srclen + ::strlen("Resources/game.blend");
gamefile = new char [len + 1];
::strcpy(gamefile, argv[0]);
::strcpy(gamefile + srclen, "Resources/game.blend");
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//::printf("looking for file: %s\n", filename);
if (BLI_exists(gamefile))
BLI_strncpy(filename, gamefile, FILE_MAXDIR + FILE_MAXFILE);
delete [] gamefile;
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}
#else
filename[0] = '\0';
if(argc > 1)
BLI_strncpy(filename, argv[argc-1], FILE_MAXDIR + FILE_MAXFILE);
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#endif // !_APPLE
}
static BlendFileData *load_game_data(const char *progname, char *filename = NULL, char *relativename = NULL)
{
ReportList reports;
BlendFileData *bfd = NULL;
BKE_reports_init(&reports, RPT_STORE);
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/* try to load ourself, will only work if we are a runtime */
if (BLO_is_a_runtime(progname)) {
bfd= BLO_read_runtime(progname, &reports);
if (bfd) {
bfd->type= BLENFILETYPE_RUNTIME;
BLI_strncpy(bfd->main->name, progname, sizeof(bfd->main->name));
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}
} else {
bfd= BLO_read_from_file(progname, &reports);
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}
if (!bfd && filename) {
bfd = load_game_data(filename);
if (!bfd) {
printf("Loading %s failed: ", filename);
BKE_reports_print(&reports, RPT_ERROR);
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}
}
BKE_reports_clear(&reports);
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return bfd;
}
int main(int argc, char** argv)
{
int i;
int argc_py_clamped= argc; /* use this so python args can be added after ' - ' */
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bool error = false;
SYS_SystemHandle syshandle = SYS_GetSystem();
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bool fullScreen = false;
bool fullScreenParFound = false;
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bool windowParFound = false;
#ifdef WIN32
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bool closeConsole = true;
#endif
RAS_IRasterizer::StereoMode stereomode = RAS_IRasterizer::RAS_STEREO_NOSTEREO;
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bool stereoWindow = false;
bool stereoParFound = false;
int stereoFlag = STEREO_NOSTEREO;
int domeFov = -1;
int domeTilt = -200;
int domeMode = 0;
char* domeWarp = NULL;
Text *domeText = NULL;
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int windowLeft = 100;
int windowTop = 100;
int windowWidth = 640;
int windowHeight = 480;
GHOST_TUns32 fullScreenWidth = 0;
GHOST_TUns32 fullScreenHeight= 0;
int fullScreenBpp = 32;
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int fullScreenFrequency = 60;
GHOST_TEmbedderWindowID parentWindow = 0;
bool isBlenderPlayer = false;
int validArguments=0;
bool samplesParFound = false;
Patch [#26799] 2.5x blenderplayer (BGE) anti-aliasing & embedding by Sebastian Korczak (with some small tweaks) + adding GHOST_PRINTF The patch can also be found in http://codereview.appspot.com/4431072/ ############## This patch fix anti-aliasing (multisampling) implementation for win32 platform. It also gives opportunity to embed blenderplayer inside parent window. Usage: blenderplayer.exe -i 123456 -m 16 file.blend where: 123456 - parent window handler (integer, default: 0) 16 - multisample level (integer, default: 0, max: 16. Put there maximum level you want. If not supported, player will automatically try 15,14,13,...,3,2,1) ############## This patch was originally created as part of the Burster (aka webplugin) project but benefit any one embedding the bge in a custom OpenGL context. By the way, to embed the BGE in a .Net application is really straightforward now =) The Multisampling work for blenderplayer as a whole. Missing functionalities: - to expose the multisampling to the ui (so far it only works in console) - window focus and keyboard messages for embedded blenderplayer (supported in their previous patch for 2.49, yet to be ported over) - handle resizing (to be investigated, indeed the changes in getState() in GHOST_WindowWin32.cpp are going to get in the way of that if I'm not mistaken. To be addressed together. Doxygen documentation to be added whenever I sort out how to do so. Sorry Nathan too many stuff to deal with at the same time. The sooner this patch gets in, the sooner the missing functionalities can be patched on top of that.
2011-05-04 01:50:17 +00:00
GHOST_TUns16 aasamples = 0;
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#ifdef __linux__
#ifdef __alpha__
signal (SIGFPE, SIG_IGN);
#endif /* __alpha__ */
#endif /* __linux__ */
BLI_init_program_path(argv[0]);
BLI_init_temporary_dir(NULL);
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#ifdef __APPLE__
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// Can't use Carbon right now because of double defined type ID (In Carbon.h and DNA_ID.h, sigh)
/*
IBNibRef nibRef;
WindowRef window;
OSStatus err;
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// Create a Nib reference passing the name of the nib file (without the .nib extension)
// CreateNibReference only searches into the application bundle.
err = ::CreateNibReference(CFSTR("main"), &nibRef);
if (err) return -1;
// Once the nib reference is created, set the menu bar. "MainMenu" is the name of the menu bar
// object. This name is set in InterfaceBuilder when the nib is created.
err = ::SetMenuBarFromNib(nibRef, CFSTR("MenuBar"));
if (err) return -1;
// We don't need the nib reference anymore.
::DisposeNibReference(nibRef);
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*/
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#endif // __APPLE__
// We don't use threads directly in the BGE, but we need to call this so things like
// freeing up GPU_Textures works correctly.
BLI_threadapi_init();
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RNA_init();
init_nodesystem();
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initglobals();
// Blender's VBOs cause odd problems with modifiers (we have our own vbo code)
U.gameflags |= USER_DISABLE_VBO;
// We load our own G.main, so free the one that initglobals() gives us
free_main(G.main);
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G.main = NULL;
IMB_init();
// Setup builtin font for BLF (mostly copied from creator.c, wm_init_exit.c and interface_style.c)
BLF_init(11, U.dpi);
BLF_lang_init();
BLF_lang_encoding("");
BLF_lang_set("");
BLF_load_mem("default", (unsigned char*)datatoc_bfont_ttf, datatoc_bfont_ttf_size);
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// Parse command line options
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#if defined(DEBUG)
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printf("argv[0] = '%s'\n", argv[0]);
#endif
#ifdef WIN32
if (scr_saver_init(argc, argv))
{
switch (scr_saver_mode)
{
case SCREEN_SAVER_MODE_CONFIGURATION:
MessageBox(scr_saver_hwnd, "This screen saver has no options that you can set", "Screen Saver", MB_OK);
break;
case SCREEN_SAVER_MODE_PASSWORD:
/* This is W95 only, which we currently do not support.
Fall-back to normal screen saver behaviour in that case... */
case SCREEN_SAVER_MODE_SAVER:
fullScreen = true;
fullScreenParFound = true;
break;
case SCREEN_SAVER_MODE_PREVIEW:
/* This will actually be handled somewhere below... */
break;
}
}
#endif
// XXX add the ability to change this values to the command line parsing.
U.mixbufsize = 2048;
U.audiodevice = 2;
U.audiorate = 44100;
U.audioformat = 0x24;
U.audiochannels = 2;
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// XXX this one too
U.anisotropic_filter = 2;
sound_init_once();
/* if running blenderplayer the last argument can't be parsed since it has to be the filename. */
isBlenderPlayer = !BLO_is_a_runtime(argv[0]);
if (isBlenderPlayer)
validArguments = argc - 1;
else
validArguments = argc;
for (i = 1; (i < validArguments) && !error
#ifdef WIN32
&& scr_saver_mode == SCREEN_SAVER_MODE_NONE
#endif
;)
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{
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#if defined(DEBUG)
printf("argv[%d] = '%s' , %i\n", i, argv[i],argc);
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#endif
if (argv[i][0] == '-')
{
/* ignore all args after " - ", allow python to have own args */
if (argv[i][1]=='\0') {
argc_py_clamped= i;
break;
}
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switch (argv[i][1])
{
case 'g':
// Parse game options
{
i++;
if (i <= validArguments)
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{
char* paramname = argv[i];
// Check for single value versus assignment
if (i+1 <= validArguments && (*(argv[i+1]) == '='))
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{
i++;
if (i + 1 <= validArguments)
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{
i++;
// Assignment
SYS_WriteCommandLineInt(syshandle, paramname, atoi(argv[i]));
SYS_WriteCommandLineFloat(syshandle, paramname, atof(argv[i]));
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SYS_WriteCommandLineString(syshandle, paramname, argv[i]);
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#if defined(DEBUG)
printf("%s = '%s'\n", paramname, argv[i]);
#endif
i++;
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}
else
{
error = true;
printf("error: argument assignment %s without value.\n", paramname);
}
}
else
{
// SYS_WriteCommandLineInt(syshandle, argv[i++], 1);
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}
}
}
break;
case 'd':
i++;
G.f |= G_DEBUG; /* std output printf's */
MEM_set_memory_debug();
break;
case 'f':
i++;
fullScreen = true;
fullScreenParFound = true;
if ((i + 2) <= validArguments && argv[i][0] != '-' && argv[i+1][0] != '-')
{
fullScreenWidth = atoi(argv[i++]);
fullScreenHeight = atoi(argv[i++]);
if ((i + 1) <= validArguments && argv[i][0] != '-')
{
fullScreenBpp = atoi(argv[i++]);
if ((i + 1) <= validArguments && argv[i][0] != '-')
fullScreenFrequency = atoi(argv[i++]);
}
}
break;
case 'w':
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// Parse window position and size options
i++;
fullScreen = false;
windowParFound = true;
if ((i + 2) <= validArguments && argv[i][0] != '-' && argv[i+1][0] != '-')
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{
windowWidth = atoi(argv[i++]);
windowHeight = atoi(argv[i++]);
if ((i + 2) <= validArguments && argv[i][0] != '-' && argv[i+1][0] != '-')
{
windowLeft = atoi(argv[i++]);
windowTop = atoi(argv[i++]);
}
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}
break;
case 'h':
usage(argv[0], isBlenderPlayer);
return 0;
break;
case 'i':
i++;
if ( (i + 1) <= validArguments )
parentWindow = atoi(argv[i++]);
else {
error = true;
printf("error: too few options for parent window argument.\n");
}
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#if defined(DEBUG)
printf("XWindows ID = %d\n", parentWindow);
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#endif // defined(DEBUG)
Patch [#26799] 2.5x blenderplayer (BGE) anti-aliasing & embedding by Sebastian Korczak (with some small tweaks) + adding GHOST_PRINTF The patch can also be found in http://codereview.appspot.com/4431072/ ############## This patch fix anti-aliasing (multisampling) implementation for win32 platform. It also gives opportunity to embed blenderplayer inside parent window. Usage: blenderplayer.exe -i 123456 -m 16 file.blend where: 123456 - parent window handler (integer, default: 0) 16 - multisample level (integer, default: 0, max: 16. Put there maximum level you want. If not supported, player will automatically try 15,14,13,...,3,2,1) ############## This patch was originally created as part of the Burster (aka webplugin) project but benefit any one embedding the bge in a custom OpenGL context. By the way, to embed the BGE in a .Net application is really straightforward now =) The Multisampling work for blenderplayer as a whole. Missing functionalities: - to expose the multisampling to the ui (so far it only works in console) - window focus and keyboard messages for embedded blenderplayer (supported in their previous patch for 2.49, yet to be ported over) - handle resizing (to be investigated, indeed the changes in getState() in GHOST_WindowWin32.cpp are going to get in the way of that if I'm not mistaken. To be addressed together. Doxygen documentation to be added whenever I sort out how to do so. Sorry Nathan too many stuff to deal with at the same time. The sooner this patch gets in, the sooner the missing functionalities can be patched on top of that.
2011-05-04 01:50:17 +00:00
break;
case 'm':
i++;
samplesParFound = true;
Patch [#26799] 2.5x blenderplayer (BGE) anti-aliasing & embedding by Sebastian Korczak (with some small tweaks) + adding GHOST_PRINTF The patch can also be found in http://codereview.appspot.com/4431072/ ############## This patch fix anti-aliasing (multisampling) implementation for win32 platform. It also gives opportunity to embed blenderplayer inside parent window. Usage: blenderplayer.exe -i 123456 -m 16 file.blend where: 123456 - parent window handler (integer, default: 0) 16 - multisample level (integer, default: 0, max: 16. Put there maximum level you want. If not supported, player will automatically try 15,14,13,...,3,2,1) ############## This patch was originally created as part of the Burster (aka webplugin) project but benefit any one embedding the bge in a custom OpenGL context. By the way, to embed the BGE in a .Net application is really straightforward now =) The Multisampling work for blenderplayer as a whole. Missing functionalities: - to expose the multisampling to the ui (so far it only works in console) - window focus and keyboard messages for embedded blenderplayer (supported in their previous patch for 2.49, yet to be ported over) - handle resizing (to be investigated, indeed the changes in getState() in GHOST_WindowWin32.cpp are going to get in the way of that if I'm not mistaken. To be addressed together. Doxygen documentation to be added whenever I sort out how to do so. Sorry Nathan too many stuff to deal with at the same time. The sooner this patch gets in, the sooner the missing functionalities can be patched on top of that.
2011-05-04 01:50:17 +00:00
if ((i+1) <= validArguments )
aasamples = atoi(argv[i++]);
else
{
error = true;
printf("error: No argument supplied for -m");
}
Patch [#26799] 2.5x blenderplayer (BGE) anti-aliasing & embedding by Sebastian Korczak (with some small tweaks) + adding GHOST_PRINTF The patch can also be found in http://codereview.appspot.com/4431072/ ############## This patch fix anti-aliasing (multisampling) implementation for win32 platform. It also gives opportunity to embed blenderplayer inside parent window. Usage: blenderplayer.exe -i 123456 -m 16 file.blend where: 123456 - parent window handler (integer, default: 0) 16 - multisample level (integer, default: 0, max: 16. Put there maximum level you want. If not supported, player will automatically try 15,14,13,...,3,2,1) ############## This patch was originally created as part of the Burster (aka webplugin) project but benefit any one embedding the bge in a custom OpenGL context. By the way, to embed the BGE in a .Net application is really straightforward now =) The Multisampling work for blenderplayer as a whole. Missing functionalities: - to expose the multisampling to the ui (so far it only works in console) - window focus and keyboard messages for embedded blenderplayer (supported in their previous patch for 2.49, yet to be ported over) - handle resizing (to be investigated, indeed the changes in getState() in GHOST_WindowWin32.cpp are going to get in the way of that if I'm not mistaken. To be addressed together. Doxygen documentation to be added whenever I sort out how to do so. Sorry Nathan too many stuff to deal with at the same time. The sooner this patch gets in, the sooner the missing functionalities can be patched on top of that.
2011-05-04 01:50:17 +00:00
break;
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case 'c':
i++;
#ifdef WIN32
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closeConsole = false;
#endif
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break;
case 's': // stereo
i++;
if ((i + 1) <= validArguments)
2002-10-12 11:37:38 +00:00
{
stereomode = (RAS_IRasterizer::StereoMode) atoi(argv[i]);
if (stereomode < RAS_IRasterizer::RAS_STEREO_NOSTEREO || stereomode >= RAS_IRasterizer::RAS_STEREO_MAXSTEREO)
stereomode = RAS_IRasterizer::RAS_STEREO_NOSTEREO;
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if(!strcmp(argv[i], "nostereo")) // ok, redundant but clear
stereomode = RAS_IRasterizer::RAS_STEREO_NOSTEREO;
// only the hardware pageflip method needs a stereo window
else if(!strcmp(argv[i], "hwpageflip")) {
2002-10-12 11:37:38 +00:00
stereomode = RAS_IRasterizer::RAS_STEREO_QUADBUFFERED;
stereoWindow = true;
}
else if(!strcmp(argv[i], "syncdoubling"))
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stereomode = RAS_IRasterizer::RAS_STEREO_ABOVEBELOW;
else if(!strcmp(argv[i], "anaglyph"))
stereomode = RAS_IRasterizer::RAS_STEREO_ANAGLYPH;
else if(!strcmp(argv[i], "sidebyside"))
stereomode = RAS_IRasterizer::RAS_STEREO_SIDEBYSIDE;
else if(!strcmp(argv[i], "vinterlace"))
stereomode = RAS_IRasterizer::RAS_STEREO_VINTERLACE;
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#if 0
// future stuff
else if(!strcmp(argv[i], "stencil")
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stereomode = RAS_STEREO_STENCIL;
#endif
i++;
stereoParFound = true;
stereoFlag = STEREO_ENABLED;
2002-10-12 11:37:38 +00:00
}
else
{
error = true;
printf("error: too few options for stereo argument.\n");
}
break;
case 'D':
stereoFlag = STEREO_DOME;
stereomode = RAS_IRasterizer::RAS_STEREO_DOME;
i++;
if ((i + 1) <= validArguments)
{
if(!strcmp(argv[i], "angle")){
i++;
domeFov = atoi(argv[i++]);
}
if(!strcmp(argv[i], "tilt")){
i++;
domeTilt = atoi(argv[i++]);
}
if(!strcmp(argv[i], "warpdata")){
i++;
domeWarp = argv[i++];
}
if(!strcmp(argv[i], "mode")){
i++;
if(!strcmp(argv[i], "fisheye"))
domeMode = DOME_FISHEYE;
else if(!strcmp(argv[i], "truncatedfront"))
domeMode = DOME_TRUNCATED_FRONT;
else if(!strcmp(argv[i], "truncatedrear"))
domeMode = DOME_TRUNCATED_REAR;
else if(!strcmp(argv[i], "cubemap"))
domeMode = DOME_ENVMAP;
else if(!strcmp(argv[i], "sphericalpanoramic"))
domeMode = DOME_PANORAM_SPH;
else
printf("error: %s is not a valid dome mode.\n", argv[i]);
}
i++;
}
break;
default:
printf("Unknown argument: %s\n", argv[i++]);
break;
2002-10-12 11:37:38 +00:00
}
}
else
{
i++;
2002-10-12 11:37:38 +00:00
}
}
if ((windowWidth < kMinWindowWidth) || (windowHeight < kMinWindowHeight))
{
error = true;
printf("error: window size too small.\n");
}
if (error )
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{
usage(argv[0], isBlenderPlayer);
return 0;
2002-10-12 11:37:38 +00:00
}
#ifdef WIN32
if (scr_saver_mode != SCREEN_SAVER_MODE_CONFIGURATION)
#endif
2002-10-12 11:37:38 +00:00
{
#ifdef __APPLE__
//SYS_WriteCommandLineInt(syshandle, "show_framerate", 1);
//SYS_WriteCommandLineInt(syshandle, "nomipmap", 1);
2002-10-12 11:37:38 +00:00
//fullScreen = false; // Can't use full screen
#endif
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if (SYS_GetCommandLineInt(syshandle, "nomipmap", 0))
{
GPU_set_mipmap(0);
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}
2011-06-24 03:30:50 +00:00
GPU_set_anisotropic(U.anisotropic_filter);
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// Create the system
if (GHOST_ISystem::createSystem() == GHOST_kSuccess)
{
GHOST_ISystem* system = GHOST_ISystem::getSystem();
assertd(system);
if (!fullScreenWidth || !fullScreenHeight)
system->getMainDisplayDimensions(fullScreenWidth, fullScreenHeight);
2002-10-12 11:37:38 +00:00
// process first batch of events. If the user
// drops a file on top off the blenderplayer icon, we
// receive an event with the filename
2002-10-12 11:37:38 +00:00
system->processEvents(0);
// this bracket is needed for app (see below) to get out
// of scope before GHOST_ISystem::disposeSystem() is called.
{
int exitcode = KX_EXIT_REQUEST_NO_REQUEST;
STR_String exitstring = "";
GPG_Application app(system);
2002-10-12 11:37:38 +00:00
bool firstTimeRunning = true;
char filename[FILE_MAXDIR + FILE_MAXFILE];
char pathname[FILE_MAXDIR + FILE_MAXFILE];
char *titlename;
get_filename(argc_py_clamped, argv, filename);
if(filename[0])
BLI_path_cwd(filename);
2002-10-12 11:37:38 +00:00
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
// fill the GlobalSettings with the first scene files
// those may change during the game and persist after using Game Actuator
GlobalSettings gs;
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do
{
// Read the Blender file
BlendFileData *bfd;
// if we got an exitcode 3 (KX_EXIT_REQUEST_START_OTHER_GAME) load a different file
if (exitcode == KX_EXIT_REQUEST_START_OTHER_GAME)
{
char basedpath[240];
2002-10-12 11:37:38 +00:00
// base the actuator filename relative to the last file
BLI_strncpy(basedpath, exitstring.Ptr(), sizeof(basedpath));
BLI_path_abs(basedpath, pathname);
2002-10-12 11:37:38 +00:00
bfd = load_game_data(basedpath);
if (!bfd)
{
// just add "//" in front of it
char temppath[242];
strcpy(temppath, "//");
strcat(temppath, basedpath);
BLI_path_abs(temppath, pathname);
bfd = load_game_data(temppath);
}
2002-10-12 11:37:38 +00:00
}
else
{
bfd = load_game_data(BLI_program_path(), filename[0]? filename: NULL);
2002-10-12 11:37:38 +00:00
}
//::printf("game data loaded from %s\n", filename);
if (!bfd) {
usage(argv[0], isBlenderPlayer);
2002-10-12 11:37:38 +00:00
error = true;
exitcode = KX_EXIT_REQUEST_QUIT_GAME;
}
else
{
#ifdef WIN32
2010-10-18 06:52:10 +00:00
#if !defined(DEBUG)
2002-10-12 11:37:38 +00:00
if (closeConsole)
{
//::FreeConsole(); // Close a console window
2002-10-12 11:37:38 +00:00
}
2010-10-18 06:52:10 +00:00
#endif // !defined(DEBUG)
2002-10-12 11:37:38 +00:00
#endif // WIN32
Main *maggie = bfd->main;
Scene *scene = bfd->curscene;
G.main = maggie;
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
if (firstTimeRunning) {
G.fileflags = bfd->fileflags;
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.matmode= scene->gm.matmode;
gs.glslflag= scene->gm.flag;
}
//Seg Fault; icon.c gIcons == 0
BKE_icons_init(1);
2002-10-12 11:37:38 +00:00
titlename = maggie->name;
// Check whether the game should be displayed full-screen
if ((!fullScreenParFound) && (!windowParFound))
{
// Only use file settings when command line did not override
if ((scene->gm.playerflag & GAME_PLAYER_FULLSCREEN)) {
2002-10-12 11:37:38 +00:00
//printf("fullscreen option found in Blender file\n");
fullScreen = true;
fullScreenWidth= scene->gm.xplay;
fullScreenHeight= scene->gm.yplay;
fullScreenFrequency= scene->gm.freqplay;
fullScreenBpp = scene->gm.depth;
2002-10-12 11:37:38 +00:00
}
else
{
fullScreen = false;
windowWidth = scene->gm.xplay;
windowHeight = scene->gm.yplay;
2002-10-12 11:37:38 +00:00
}
}
// Check whether the game should be displayed in stereo
if (!stereoParFound)
{
if(scene->gm.stereoflag == STEREO_ENABLED){
stereomode = (RAS_IRasterizer::StereoMode) scene->gm.stereomode;
if (stereomode != RAS_IRasterizer::RAS_STEREO_QUADBUFFERED)
stereoWindow = true;
}
2002-10-12 11:37:38 +00:00
}
else
scene->gm.stereoflag = STEREO_ENABLED;
if (!samplesParFound)
aasamples = scene->gm.aasamples;
if (stereoFlag == STEREO_DOME){
stereomode = RAS_IRasterizer::RAS_STEREO_DOME;
scene->gm.stereoflag = STEREO_DOME;
if (domeFov > 89)
scene->gm.dome.angle = domeFov;
if (domeTilt > -180)
scene->gm.dome.tilt = domeTilt;
if (domeMode > 0)
scene->gm.dome.mode = domeMode;
if (domeWarp)
{
//XXX to do: convert relative to absolute path
domeText= add_text(domeWarp, "");
if(!domeText)
printf("error: invalid warpdata text file - %s\n", domeWarp);
else
scene->gm.dome.warptext = domeText;
}
}
2002-10-12 11:37:38 +00:00
// GPG_Application app (system, maggie, startscenename);
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
app.SetGameEngineData(maggie, scene, &gs, argc, argv); /* this argc cant be argc_py_clamped, since python uses it */
BLI_strncpy(pathname, maggie->name, sizeof(pathname));
if(G.main != maggie) {
BLI_strncpy(G.main->name, maggie->name, sizeof(G.main->name));
}
#ifdef WITH_PYTHON
setGamePythonPath(G.main->name);
#endif
2002-10-12 11:37:38 +00:00
if (firstTimeRunning)
{
firstTimeRunning = false;
2002-10-12 11:37:38 +00:00
if (fullScreen)
{
#ifdef WIN32
if (scr_saver_mode == SCREEN_SAVER_MODE_SAVER)
{
app.startScreenSaverFullScreen(fullScreenWidth, fullScreenHeight, fullScreenBpp, fullScreenFrequency,
Patch [#26799] 2.5x blenderplayer (BGE) anti-aliasing & embedding by Sebastian Korczak (with some small tweaks) + adding GHOST_PRINTF The patch can also be found in http://codereview.appspot.com/4431072/ ############## This patch fix anti-aliasing (multisampling) implementation for win32 platform. It also gives opportunity to embed blenderplayer inside parent window. Usage: blenderplayer.exe -i 123456 -m 16 file.blend where: 123456 - parent window handler (integer, default: 0) 16 - multisample level (integer, default: 0, max: 16. Put there maximum level you want. If not supported, player will automatically try 15,14,13,...,3,2,1) ############## This patch was originally created as part of the Burster (aka webplugin) project but benefit any one embedding the bge in a custom OpenGL context. By the way, to embed the BGE in a .Net application is really straightforward now =) The Multisampling work for blenderplayer as a whole. Missing functionalities: - to expose the multisampling to the ui (so far it only works in console) - window focus and keyboard messages for embedded blenderplayer (supported in their previous patch for 2.49, yet to be ported over) - handle resizing (to be investigated, indeed the changes in getState() in GHOST_WindowWin32.cpp are going to get in the way of that if I'm not mistaken. To be addressed together. Doxygen documentation to be added whenever I sort out how to do so. Sorry Nathan too many stuff to deal with at the same time. The sooner this patch gets in, the sooner the missing functionalities can be patched on top of that.
2011-05-04 01:50:17 +00:00
stereoWindow, stereomode, aasamples);
}
else
#endif
{
app.startFullScreen(fullScreenWidth, fullScreenHeight, fullScreenBpp, fullScreenFrequency,
stereoWindow, stereomode, aasamples, (scene->gm.playerflag & GAME_PLAYER_DESKTOP_RESOLUTION));
}
2002-10-12 11:37:38 +00:00
}
else
{
#ifdef __APPLE__
// on Mac's we'll show the executable name instead of the 'game.blend' name
char tempname[1024], *appstring;
::strcpy(tempname, titlename);
appstring = strstr(tempname, ".app/");
if (appstring) {
appstring[2] = 0;
titlename = &tempname[0];
}
#endif
// Strip the path so that we have the name of the game file
STR_String path = titlename;
#ifndef WIN32
vector<STR_String> parts = path.Explode('/');
#else // WIN32
vector<STR_String> parts = path.Explode('\\');
#endif // WIN32
STR_String title;
if (parts.size())
{
title = parts[parts.size()-1];
parts = title.Explode('.');
if (parts.size() > 1)
{
title = parts[0];
}
}
else
{
title = "blenderplayer";
}
#ifdef WIN32
if (scr_saver_mode == SCREEN_SAVER_MODE_PREVIEW)
{
Patch [#26799] 2.5x blenderplayer (BGE) anti-aliasing & embedding by Sebastian Korczak (with some small tweaks) + adding GHOST_PRINTF The patch can also be found in http://codereview.appspot.com/4431072/ ############## This patch fix anti-aliasing (multisampling) implementation for win32 platform. It also gives opportunity to embed blenderplayer inside parent window. Usage: blenderplayer.exe -i 123456 -m 16 file.blend where: 123456 - parent window handler (integer, default: 0) 16 - multisample level (integer, default: 0, max: 16. Put there maximum level you want. If not supported, player will automatically try 15,14,13,...,3,2,1) ############## This patch was originally created as part of the Burster (aka webplugin) project but benefit any one embedding the bge in a custom OpenGL context. By the way, to embed the BGE in a .Net application is really straightforward now =) The Multisampling work for blenderplayer as a whole. Missing functionalities: - to expose the multisampling to the ui (so far it only works in console) - window focus and keyboard messages for embedded blenderplayer (supported in their previous patch for 2.49, yet to be ported over) - handle resizing (to be investigated, indeed the changes in getState() in GHOST_WindowWin32.cpp are going to get in the way of that if I'm not mistaken. To be addressed together. Doxygen documentation to be added whenever I sort out how to do so. Sorry Nathan too many stuff to deal with at the same time. The sooner this patch gets in, the sooner the missing functionalities can be patched on top of that.
2011-05-04 01:50:17 +00:00
app.startScreenSaverPreview(scr_saver_hwnd, stereoWindow, stereomode, aasamples);
}
else
#endif
{
if (parentWindow != 0)
Patch [#26799] 2.5x blenderplayer (BGE) anti-aliasing & embedding by Sebastian Korczak (with some small tweaks) + adding GHOST_PRINTF The patch can also be found in http://codereview.appspot.com/4431072/ ############## This patch fix anti-aliasing (multisampling) implementation for win32 platform. It also gives opportunity to embed blenderplayer inside parent window. Usage: blenderplayer.exe -i 123456 -m 16 file.blend where: 123456 - parent window handler (integer, default: 0) 16 - multisample level (integer, default: 0, max: 16. Put there maximum level you want. If not supported, player will automatically try 15,14,13,...,3,2,1) ############## This patch was originally created as part of the Burster (aka webplugin) project but benefit any one embedding the bge in a custom OpenGL context. By the way, to embed the BGE in a .Net application is really straightforward now =) The Multisampling work for blenderplayer as a whole. Missing functionalities: - to expose the multisampling to the ui (so far it only works in console) - window focus and keyboard messages for embedded blenderplayer (supported in their previous patch for 2.49, yet to be ported over) - handle resizing (to be investigated, indeed the changes in getState() in GHOST_WindowWin32.cpp are going to get in the way of that if I'm not mistaken. To be addressed together. Doxygen documentation to be added whenever I sort out how to do so. Sorry Nathan too many stuff to deal with at the same time. The sooner this patch gets in, the sooner the missing functionalities can be patched on top of that.
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app.startEmbeddedWindow(title, parentWindow, stereoWindow, stereomode, aasamples);
else
app.startWindow(title, windowLeft, windowTop, windowWidth, windowHeight,
Patch [#26799] 2.5x blenderplayer (BGE) anti-aliasing & embedding by Sebastian Korczak (with some small tweaks) + adding GHOST_PRINTF The patch can also be found in http://codereview.appspot.com/4431072/ ############## This patch fix anti-aliasing (multisampling) implementation for win32 platform. It also gives opportunity to embed blenderplayer inside parent window. Usage: blenderplayer.exe -i 123456 -m 16 file.blend where: 123456 - parent window handler (integer, default: 0) 16 - multisample level (integer, default: 0, max: 16. Put there maximum level you want. If not supported, player will automatically try 15,14,13,...,3,2,1) ############## This patch was originally created as part of the Burster (aka webplugin) project but benefit any one embedding the bge in a custom OpenGL context. By the way, to embed the BGE in a .Net application is really straightforward now =) The Multisampling work for blenderplayer as a whole. Missing functionalities: - to expose the multisampling to the ui (so far it only works in console) - window focus and keyboard messages for embedded blenderplayer (supported in their previous patch for 2.49, yet to be ported over) - handle resizing (to be investigated, indeed the changes in getState() in GHOST_WindowWin32.cpp are going to get in the way of that if I'm not mistaken. To be addressed together. Doxygen documentation to be added whenever I sort out how to do so. Sorry Nathan too many stuff to deal with at the same time. The sooner this patch gets in, the sooner the missing functionalities can be patched on top of that.
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stereoWindow, stereomode, aasamples);
}
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}
}
else
{
app.StartGameEngine(stereomode);
exitcode = KX_EXIT_REQUEST_NO_REQUEST;
}
// Add the application as event consumer
system->addEventConsumer(&app);
// Enter main loop
bool run = true;
while (run)
{
system->processEvents(false);
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system->dispatchEvents();
if ((exitcode = app.getExitRequested()))
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{
run = false;
exitstring = app.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]
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gs = *app.getGlobalSettings();
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}
}
app.StopGameEngine();
/* 'app' is freed automatic when out of scope.
* removal is needed else the system will free an already freed value */
system->removeEventConsumer(&app);
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BLO_blendfiledata_free(bfd);
}
} while (exitcode == KX_EXIT_REQUEST_RESTART_GAME || exitcode == KX_EXIT_REQUEST_START_OTHER_GAME);
}
// Seg Fault; icon.c gIcons == 0
BKE_icons_free();
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// Dispose the system
GHOST_ISystem::disposeSystem();
} else {
error = true;
printf("error: couldn't create a system.\n");
}
}
// Cleanup
RNA_exit();
BLF_exit();
#ifdef WITH_INTERNATIONAL
BLF_free_unifont();
#endif
IMB_exit();
free_nodesystem();
SYS_DeleteSystem(syshandle);
int totblock= MEM_get_memory_blocks_in_use();
if(totblock!=0) {
printf("Error Totblock: %d\n",totblock);
MEM_set_error_callback(mem_error_cb);
MEM_printmemlist();
}
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return error ? -1 : 0;
}