/** * $Id$ * * ***** BEGIN GPL LICENSE BLOCK ***** * * This program is free software; you can redistribute it and/or * modify it under the terms of the GNU General Public License * as published by the Free Software Foundation; either version 2 * of the License, or (at your option) any later version. * * This program is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with this program; if not, write to the Free Software Foundation, * Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. * * The Original Code is Copyright (C) 2001-2002 by NaN Holding BV. * All rights reserved. * * The Original Code is: all of this file. * * Contributor(s): none yet. * * ***** END GPL LICENSE BLOCK ***** * Blender's Ketsji startpoint */ #ifdef HAVE_CONFIG_H #include #endif #include #include #ifdef WIN32 // don't show stl-warnings #pragma warning (disable:4786) #endif #include "GL/glew.h" #include "KX_BlenderGL.h" #include "KX_BlenderCanvas.h" #include "KX_BlenderKeyboardDevice.h" #include "KX_BlenderMouseDevice.h" #include "KX_BlenderRenderTools.h" #include "KX_BlenderSystem.h" #include "BL_Material.h" #include "KX_KetsjiEngine.h" #include "KX_BlenderSceneConverter.h" #include "KX_PythonInit.h" #include "KX_PyConstraintBinding.h" #include "RAS_GLExtensionManager.h" #include "RAS_OpenGLRasterizer.h" #include "RAS_VAOpenGLRasterizer.h" #include "RAS_ListRasterizer.h" #include "NG_LoopBackNetworkDeviceInterface.h" #include "SYS_System.h" #include "GPU_extensions.h" #include "Value.h" #ifdef __cplusplus extern "C" { #endif /***/ #include "DNA_view3d_types.h" #include "DNA_screen_types.h" #include "DNA_windowmanager_types.h" #include "BKE_global.h" #include "BKE_report.h" #include "BKE_utildefines.h" //XXX #include "BIF_screen.h" //XXX #include "BIF_scrarea.h" #include "BKE_main.h" #include "BLI_blenlib.h" #include "BLO_readfile.h" #include "DNA_scene_types.h" /***/ //XXX #include "BSE_headerbuttons.h" #include "BKE_context.h" #include "../../blender/windowmanager/WM_types.h" #include "../../blender/windowmanager/wm_window.h" #include "../../blender/windowmanager/wm_event_system.h" #ifdef __cplusplus } #endif static BlendFileData *load_game_data(char *filename) { ReportList reports; BlendFileData *bfd; BKE_reports_init(&reports, RPT_STORE); bfd= BLO_read_from_file(filename, &reports); if (!bfd) { printf("Loading %s failed: ", filename); BKE_reports_print(&reports, RPT_ERROR); } BKE_reports_clear(&reports); return bfd; } extern "C" void StartKetsjiShell(struct bContext *C, struct ARegion *ar, int always_use_expand_framing) { /* context values */ struct wmWindow *win= CTX_wm_window(C); struct Scene *scene= CTX_data_scene(C); struct Main* maggie1= CTX_data_main(C); int exitrequested = KX_EXIT_REQUEST_NO_REQUEST; Main* blenderdata = maggie1; char* startscenename = scene->id.name+2; char pathname[FILE_MAXDIR+FILE_MAXFILE], oldsce[FILE_MAXDIR+FILE_MAXFILE]; STR_String exitstring = ""; BlendFileData *bfd= NULL; BLI_strncpy(pathname, blenderdata->name, sizeof(pathname)); BLI_strncpy(oldsce, G.sce, sizeof(oldsce)); resetGamePythonPath(); // need this so running a second time wont use an old blendfiles path setGamePythonPath(G.sce); // Acquire Python's GIL (global interpreter lock) // so we can safely run Python code and API calls PyGILState_STATE gilstate = PyGILState_Ensure(); PyObject *pyGlobalDict = PyDict_New(); /* python utility storage, spans blend file loading */ bgl::InitExtensions(true); do { View3D *v3d= CTX_wm_view3d(C); RegionView3D *rv3d= CTX_wm_region_view3d(C); // get some preferences SYS_SystemHandle syshandle = SYS_GetSystem(); bool properties = (SYS_GetCommandLineInt(syshandle, "show_properties", 0) != 0); bool usefixed = (SYS_GetCommandLineInt(syshandle, "fixedtime", 0) != 0); bool profile = (SYS_GetCommandLineInt(syshandle, "show_profile", 0) != 0); bool frameRate = (SYS_GetCommandLineInt(syshandle, "show_framerate", 0) != 0); bool game2ipo = (SYS_GetCommandLineInt(syshandle, "game2ipo", 0) != 0); bool displaylists = (SYS_GetCommandLineInt(syshandle, "displaylists", 0) != 0); bool nodepwarnings = (SYS_GetCommandLineInt(syshandle, "ignore_deprecation_warnings", 0) != 0); bool novertexarrays = (SYS_GetCommandLineInt(syshandle, "novertexarrays", 0) != 0); // create the canvas, rasterizer and rendertools RAS_ICanvas* canvas = new KX_BlenderCanvas(win, ar); canvas->SetMouseState(RAS_ICanvas::MOUSE_INVISIBLE); RAS_IRenderTools* rendertools = new KX_BlenderRenderTools(); RAS_IRasterizer* rasterizer = NULL; if(displaylists) { if (GLEW_VERSION_1_1 && !novertexarrays) rasterizer = new RAS_ListRasterizer(canvas, true, true); else rasterizer = new RAS_ListRasterizer(canvas); } else if (GLEW_VERSION_1_1 && !novertexarrays) rasterizer = new RAS_VAOpenGLRasterizer(canvas, false); else rasterizer = new RAS_OpenGLRasterizer(canvas); // create the inputdevices KX_BlenderKeyboardDevice* keyboarddevice = new KX_BlenderKeyboardDevice(); KX_BlenderMouseDevice* mousedevice = new KX_BlenderMouseDevice(); // create a networkdevice NG_NetworkDeviceInterface* networkdevice = new NG_LoopBackNetworkDeviceInterface(); // // 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); CValue::SetDeprecationWarnings(nodepwarnings); //lock frame and camera enabled - storing global values int tmp_lay= scene->lay; Object *tmp_camera = scene->camera; if (v3d->scenelock==0){ scene->lay= v3d->lay; scene->camera= v3d->camera; } // some blender stuff MT_CmMatrix4x4 projmat; MT_CmMatrix4x4 viewmat; float camzoom; int i; for (i = 0; i < 16; i++) { float *viewmat_linear= (float*) rv3d->viewmat; viewmat.setElem(i, viewmat_linear[i]); } for (i = 0; i < 16; i++) { float *projmat_linear= (float*) rv3d->winmat; projmat.setElem(i, projmat_linear[i]); } if(rv3d->persp==V3D_CAMOB) { camzoom = (1.41421 + (rv3d->camzoom / 50.0)); camzoom *= camzoom; } else camzoom = 2.0; camzoom = 4.0 / camzoom; ketsjiengine->SetDrawType(v3d->drawtype); ketsjiengine->SetCameraZoom(camzoom); // if we got an exitcode 3 (KX_EXIT_REQUEST_START_OTHER_GAME) load a different file if (exitrequested == KX_EXIT_REQUEST_START_OTHER_GAME || exitrequested == KX_EXIT_REQUEST_RESTART_GAME) { exitrequested = KX_EXIT_REQUEST_NO_REQUEST; if (bfd) BLO_blendfiledata_free(bfd); char basedpath[240]; // base the actuator filename with respect // to the original file working directory if (exitstring != "") strcpy(basedpath, exitstring.Ptr()); // load relative to the last loaded file, this used to be relative // to the first file but that makes no sense, relative paths in // blend files should be relative to that file, not some other file // that happened to be loaded first BLI_convertstringcode(basedpath, pathname); bfd = load_game_data(basedpath); // if it wasn't loaded, try it forced relative if (!bfd) { // just add "//" in front of it char temppath[242]; strcpy(temppath, "//"); strcat(temppath, basedpath); BLI_convertstringcode(temppath, pathname); bfd = load_game_data(temppath); } // if we got a loaded blendfile, proceed if (bfd) { blenderdata = bfd->main; startscenename = bfd->curscene->id.name + 2; if(blenderdata) { BLI_strncpy(G.sce, blenderdata->name, sizeof(G.sce)); BLI_strncpy(pathname, blenderdata->name, sizeof(pathname)); setGamePythonPath(G.sce); } } // else forget it, we can't find it else { exitrequested = KX_EXIT_REQUEST_QUIT_GAME; } } Scene *blscene = NULL; if (!bfd) { blscene = (Scene*) blenderdata->scene.first; for (Scene *sce= (Scene*) blenderdata->scene.first; sce; sce= (Scene*) sce->id.next) { if (startscenename == (sce->id.name+2)) { blscene = sce; break; } } } else { blscene = bfd->curscene; } if (blscene) { int startFrame = blscene->r.cfra; ketsjiengine->SetGame2IpoMode(game2ipo,startFrame); // Quad buffered needs a special window. if(blscene->gm.stereoflag == STEREO_ENABLED){ if (blscene->gm.stereomode != RAS_IRasterizer::RAS_STEREO_QUADBUFFERED) rasterizer->SetStereoMode((RAS_IRasterizer::StereoMode) blscene->gm.stereomode); } } if (exitrequested != KX_EXIT_REQUEST_QUIT_GAME) { if (rv3d->persp != V3D_CAMOB) { ketsjiengine->EnableCameraOverride(startscenename); ketsjiengine->SetCameraOverrideUseOrtho((rv3d->persp == V3D_ORTHO)); ketsjiengine->SetCameraOverrideProjectionMatrix(projmat); ketsjiengine->SetCameraOverrideViewMatrix(viewmat); ketsjiengine->SetCameraOverrideClipping(v3d->near, v3d->far); ketsjiengine->SetCameraOverrideLens(v3d->lens); } // create a scene converter, create and convert the startingscene KX_ISceneConverter* sceneconverter = new KX_BlenderSceneConverter(blenderdata, ketsjiengine); ketsjiengine->SetSceneConverter(sceneconverter); sceneconverter->addInitFromFrame=false; if (always_use_expand_framing) sceneconverter->SetAlwaysUseExpandFraming(true); bool usemat = false, useglslmat = false; if(GLEW_ARB_multitexture && GLEW_VERSION_1_1) usemat = true; if(GPU_extensions_minimum_support()) useglslmat = true; else if(blscene->gm.matmode == GAME_MAT_GLSL) usemat = false; if(usemat && (blscene->gm.matmode != GAME_MAT_TEXFACE)) sceneconverter->SetMaterials(true); if(useglslmat && (blscene->gm.matmode == GAME_MAT_GLSL)) sceneconverter->SetGLSLMaterials(true); KX_Scene* startscene = new KX_Scene(keyboarddevice, mousedevice, networkdevice, startscenename, blscene); // some python things PyObject* dictionaryobject = initGamePythonScripting("Ketsji", psl_Lowest, blenderdata); ketsjiengine->SetPythonDictionary(dictionaryobject); initRasterizer(rasterizer, canvas); PyObject *gameLogic = initGameLogic(ketsjiengine, startscene); PyDict_SetItemString(PyModule_GetDict(gameLogic), "globalDict", pyGlobalDict); // Same as importing the module. PyObject *gameLogic_keys = PyDict_Keys(PyModule_GetDict(gameLogic)); PyDict_SetItemString(dictionaryobject, "GameLogic", gameLogic); // Same as importing the module. initGameKeys(); initPythonConstraintBinding(); initMathutils(); initGeometry(); initBGL(); #ifdef WITH_FFMPEG initVideoTexture(); #endif //initialize Dome Settings if(blscene->gm.stereoflag == STEREO_DOME) ketsjiengine->InitDome(blscene->gm.dome.res, blscene->gm.dome.mode, blscene->gm.dome.angle, blscene->gm.dome.resbuf, blscene->gm.dome.tilt, blscene->gm.dome.warptext); if (sceneconverter) { // convert and add scene sceneconverter->ConvertScene( startscene, dictionaryobject, rendertools, canvas); ketsjiengine->AddScene(startscene); // init the rasterizer rasterizer->Init(); // start the engine ketsjiengine->StartEngine(true); // Set the animation playback rate for ipo's and actions // the framerate below should patch with FPS macro defined in blendef.h // Could be in StartEngine set the framerate, we need the scene to do this ketsjiengine->SetAnimFrameRate( (((double) blscene->r.frs_sec) / blscene->r.frs_sec_base) ); // the mainloop printf("\nBlender Game Engine Started\n\n"); while (!exitrequested) { // first check if we want to exit exitrequested = ketsjiengine->GetExitCode(); // kick the engine bool render = ketsjiengine->NextFrame(); // XXX 2.5 Bug, This is never true! FIXME- Campbell if (render) { // render the frame ketsjiengine->Render(); } wm_window_process_events_nosleep(C); // test for the ESC key //XXX while (qtest()) while(wmEvent *event= (wmEvent *)win->queue.first) { short val = 0; //unsigned short event = 0; //XXX extern_qread(&val); if (keyboarddevice->ConvertBlenderEvent(event->type,event->val)) exitrequested = KX_EXIT_REQUEST_BLENDER_ESC; /* Coordinate conversion... where * should this really be? */ if (event->type==MOUSEMOVE) { /* Note nice! XXX 2.5 event hack */ val = event->x - ar->winrct.xmin; mousedevice->ConvertBlenderEvent(MOUSEX, val); val = ar->winy - (event->y - ar->winrct.ymin) - 1; mousedevice->ConvertBlenderEvent(MOUSEY, val); } else { mousedevice->ConvertBlenderEvent(event->type,event->val); } BLI_remlink(&win->queue, event); wm_event_free(event); } } printf("\nBlender Game Engine Finished\n\n"); exitstring = ketsjiengine->GetExitString(); // when exiting the mainloop // Clears the dictionary by hand: // This prevents, extra references to global variables // inside the GameLogic dictionary when the python interpreter is finalized. // which allows the scene to safely delete them :) // see: (space.c)->start_game //PyDict_Clear(PyModule_GetDict(gameLogic)); // Keep original items, means python plugins will autocomplete members int listIndex; PyObject *gameLogic_keys_new = PyDict_Keys(PyModule_GetDict(gameLogic)); for (listIndex=0; listIndex < PyList_Size(gameLogic_keys_new); listIndex++) { PyObject* item = PyList_GET_ITEM(gameLogic_keys_new, listIndex); if (!PySequence_Contains(gameLogic_keys, item)) { PyDict_DelItem( PyModule_GetDict(gameLogic), item); } } Py_DECREF(gameLogic_keys_new); gameLogic_keys_new = NULL; ketsjiengine->StopEngine(); exitGamePythonScripting(); networkdevice->Disconnect(); } if (sceneconverter) { delete sceneconverter; sceneconverter = NULL; } Py_DECREF(gameLogic_keys); gameLogic_keys = NULL; } //lock frame and camera enabled - restoring global values if (v3d->scenelock==0){ scene->lay= tmp_lay; scene->camera= tmp_camera; } // 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; } } while (exitrequested == KX_EXIT_REQUEST_RESTART_GAME || exitrequested == KX_EXIT_REQUEST_START_OTHER_GAME); Py_DECREF(pyGlobalDict); if (bfd) BLO_blendfiledata_free(bfd); BLI_strncpy(G.sce, oldsce, sizeof(G.sce)); // Release Python's GIL PyGILState_Release(gilstate); } extern "C" void StartKetsjiShellSimulation(struct wmWindow *win, struct ARegion *ar, char* scenename, struct Main* maggie, int always_use_expand_framing) { int exitrequested = KX_EXIT_REQUEST_NO_REQUEST; Main* blenderdata = maggie; char* startscenename = scenename; char pathname[FILE_MAXDIR+FILE_MAXFILE]; STR_String exitstring = ""; BLI_strncpy(pathname, blenderdata->name, sizeof(pathname)); // Acquire Python's GIL (global interpreter lock) // so we can safely run Python code and API calls PyGILState_STATE gilstate = PyGILState_Ensure(); bgl::InitExtensions(true); do { // get some preferences SYS_SystemHandle syshandle = SYS_GetSystem(); /* bool properties = (SYS_GetCommandLineInt(syshandle, "show_properties", 0) != 0); bool usefixed = (SYS_GetCommandLineInt(syshandle, "fixedtime", 0) != 0); bool profile = (SYS_GetCommandLineInt(syshandle, "show_profile", 0) != 0); bool frameRate = (SYS_GetCommandLineInt(syshandle, "show_framerate", 0) != 0); */ bool game2ipo = true;//(SYS_GetCommandLineInt(syshandle, "game2ipo", 0) != 0); bool displaylists = (SYS_GetCommandLineInt(syshandle, "displaylists", 0) != 0); bool usemat = false; // create the canvas, rasterizer and rendertools RAS_ICanvas* canvas = new KX_BlenderCanvas(win, ar); //canvas->SetMouseState(RAS_ICanvas::MOUSE_INVISIBLE); RAS_IRenderTools* rendertools = new KX_BlenderRenderTools(); RAS_IRasterizer* rasterizer = NULL; if(displaylists) { if (GLEW_VERSION_1_1) rasterizer = new RAS_ListRasterizer(canvas, true, true); else rasterizer = new RAS_ListRasterizer(canvas); } else if (GLEW_VERSION_1_1) rasterizer = new RAS_VAOpenGLRasterizer(canvas, false); else rasterizer = new RAS_OpenGLRasterizer(canvas); // create the inputdevices KX_BlenderKeyboardDevice* keyboarddevice = new KX_BlenderKeyboardDevice(); KX_BlenderMouseDevice* mousedevice = new KX_BlenderMouseDevice(); // create a networkdevice NG_NetworkDeviceInterface* networkdevice = new NG_LoopBackNetworkDeviceInterface(); // create a ketsji/blendersystem (only needed for timing and stuff) KX_BlenderSystem* kxsystem = new KX_BlenderSystem(); // create the ketsjiengine KX_KetsjiEngine* ketsjiengine = new KX_KetsjiEngine(kxsystem); Scene *blscene = NULL; blscene = (Scene*) maggie->scene.first; for (Scene *sce= (Scene*) maggie->scene.first; sce; sce= (Scene*) sce->id.next) { if (startscenename == (sce->id.name+2)) { blscene = sce; break; } } int cframe = 1, startFrame; if (blscene) { cframe=blscene->r.cfra; startFrame = blscene->r.sfra; blscene->r.cfra=startFrame; // update_for_newframe(); // XXX scene_update_for_newframe wont cut it! ketsjiengine->SetGame2IpoMode(game2ipo,startFrame); } // Quad buffered needs a special window. if(blscene->gm.stereoflag == STEREO_ENABLED){ if (blscene->gm.stereomode != RAS_IRasterizer::RAS_STEREO_QUADBUFFERED) rasterizer->SetStereoMode((RAS_IRasterizer::StereoMode) blscene->gm.stereomode); } if (exitrequested != KX_EXIT_REQUEST_QUIT_GAME) { // create a scene converter, create and convert the startingscene KX_ISceneConverter* sceneconverter = new KX_BlenderSceneConverter(maggie, ketsjiengine); ketsjiengine->SetSceneConverter(sceneconverter); sceneconverter->addInitFromFrame=true; if (always_use_expand_framing) sceneconverter->SetAlwaysUseExpandFraming(true); if(usemat) sceneconverter->SetMaterials(true); KX_Scene* startscene = new KX_Scene(keyboarddevice, mousedevice, networkdevice, startscenename, blscene); // some python things PyObject* dictionaryobject = initGamePythonScripting("Ketsji", psl_Lowest, blenderdata); ketsjiengine->SetPythonDictionary(dictionaryobject); initRasterizer(rasterizer, canvas); PyObject *gameLogic = initGameLogic(ketsjiengine, startscene); PyDict_SetItemString(dictionaryobject, "GameLogic", gameLogic); // Same as importing the module initGameKeys(); initPythonConstraintBinding(); initMathutils(); initGeometry(); initBGL(); #ifdef WITH_FFMPEG initVideoTexture(); #endif if (sceneconverter) { // convert and add scene sceneconverter->ConvertScene( startscene, dictionaryobject, rendertools, canvas); ketsjiengine->AddScene(startscene); // start the engine ketsjiengine->StartEngine(false); ketsjiengine->SetUseFixedTime(true); ketsjiengine->SetTicRate( (double) blscene->r.frs_sec / (double) blscene->r.frs_sec_base); // the mainloop while ((blscene->r.cfra<=blscene->r.efra)&&(!exitrequested)) { printf("frame %i\n",blscene->r.cfra); // first check if we want to exit exitrequested = ketsjiengine->GetExitCode(); // kick the engine ketsjiengine->NextFrame(); blscene->r.cfra=blscene->r.cfra+1; // update_for_newframe(); // XXX scene_update_for_newframe wont cut it } exitstring = ketsjiengine->GetExitString(); } if (sceneconverter) { delete sceneconverter; sceneconverter = NULL; } } blscene->r.cfra=cframe; // set the cursor back to normal canvas->SetMouseState(RAS_ICanvas::MOUSE_NORMAL); // clean up some stuff 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; } } while (exitrequested == KX_EXIT_REQUEST_RESTART_GAME || exitrequested == KX_EXIT_REQUEST_START_OTHER_GAME); // Release Python's GIL PyGILState_Release(gilstate); }