blender/source/gameengine/BlenderRoutines/BL_KetsjiEmbedStart.cpp
Campbell Barton 89c9aaaa25 remove references to BKE_utildefines where its not needed.
- move GS() define into DNA_ID.h
- add BLI_utildefines as an automatic include with makesrna generated files.
2011-01-07 19:18:31 +00:00

577 lines
16 KiB
C++

/**
* $Id$
*
* ***** BEGIN GPL LICENSE BLOCK *****
*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software Foundation,
* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, 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
*/
#include <signal.h>
#include <stdlib.h>
#include <stdio.h>
#if defined(WIN32) && !defined(FREE_WINDOWS)
// 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_userdef_types.h"
#include "DNA_windowmanager_types.h"
#include "BKE_global.h"
#include "BKE_report.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"
#include "BKE_ipo.h"
/***/
#include "AUD_C-API.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, rcti *cam_frame, int always_use_expand_framing)
{
/* context values */
struct wmWindow *win= CTX_wm_window(C);
struct Scene *startscene= CTX_data_scene(C);
struct Main* maggie1= CTX_data_main(C);
RAS_Rect area_rect;
area_rect.SetLeft(cam_frame->xmin);
area_rect.SetBottom(cam_frame->ymin);
area_rect.SetRight(cam_frame->xmax);
area_rect.SetTop(cam_frame->ymax);
int exitrequested = KX_EXIT_REQUEST_NO_REQUEST;
Main* blenderdata = maggie1;
char* startscenename = startscene->id.name+2;
char pathname[FILE_MAXDIR+FILE_MAXFILE], oldsce[FILE_MAXDIR+FILE_MAXFILE];
STR_String exitstring = "";
BlendFileData *bfd= NULL;
BLI_strncpy(pathname, blenderdata->name, sizeof(pathname));
BLI_strncpy(oldsce, G.main->name, sizeof(oldsce));
#ifdef WITH_PYTHON
resetGamePythonPath(); // need this so running a second time wont use an old blendfiles path
setGamePythonPath(G.main->name);
// Acquire Python's GIL (global interpreter lock)
// so we can safely run Python code and API calls
PyGILState_STATE gilstate = PyGILState_Ensure();
PyObject *pyGlobalDict = PyDict_New(); /* python utility storage, spans blend file loading */
#endif
bgl::InitExtensions(true);
// VBO code for derived mesh is not compatible with BGE (couldn't find why), so disable
int disableVBO = (U.gameflags & USER_DISABLE_VBO);
U.gameflags |= USER_DISABLE_VBO;
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 animation_record = (SYS_GetCommandLineInt(syshandle, "animation_record", 0) != 0);
bool displaylists = (SYS_GetCommandLineInt(syshandle, "displaylists", 0) != 0);
#ifdef WITH_PYTHON
bool nodepwarnings = (SYS_GetCommandLineInt(syshandle, "ignore_deprecation_warnings", 0) != 0);
#endif
bool novertexarrays = (SYS_GetCommandLineInt(syshandle, "novertexarrays", 0) != 0);
if(animation_record) usefixed= true; /* override since you's always want fixed time for sim recording */
// create the canvas, rasterizer and rendertools
RAS_ICanvas* canvas = new KX_BlenderCanvas(win, area_rect, 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);
#ifdef WITH_PYTHON
CValue::SetDeprecationWarnings(nodepwarnings);
#endif
//lock frame and camera enabled - storing global values
int tmp_lay= startscene->lay;
Object *tmp_camera = startscene->camera;
if (v3d->scenelock==0){
startscene->lay= v3d->lay;
startscene->camera= v3d->camera;
}
// some blender stuff
float camzoom;
if(rv3d->persp==RV3D_CAMOB) {
if(startscene->gm.framing.type == SCE_GAMEFRAMING_BARS) { /* Letterbox */
camzoom = 1.0f;
}
else {
camzoom = (1.41421 + (rv3d->camzoom / 50.0));
camzoom *= camzoom;
camzoom = 4.0 / camzoom;
}
}
else {
camzoom = 2.0;
}
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_path_abs(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_path_abs(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.main->name, blenderdata->name, sizeof(G.main->name));
BLI_strncpy(pathname, blenderdata->name, sizeof(pathname));
#ifdef WITH_PYTHON
setGamePythonPath(G.main->name);
#endif
}
}
// else forget it, we can't find it
else
{
exitrequested = KX_EXIT_REQUEST_QUIT_GAME;
}
}
Scene *scene= bfd ? bfd->curscene : (Scene *)BLI_findstring(&blenderdata->scene, startscenename, offsetof(ID, name) + 2);
if (scene)
{
int startFrame = scene->r.cfra;
ketsjiengine->SetAnimRecordMode(animation_record, startFrame);
// Quad buffered needs a special window.
if(scene->gm.stereoflag == STEREO_ENABLED){
if (scene->gm.stereomode != RAS_IRasterizer::RAS_STEREO_QUADBUFFERED)
rasterizer->SetStereoMode((RAS_IRasterizer::StereoMode) scene->gm.stereomode);
rasterizer->SetEyeSeparation(scene->gm.eyeseparation);
}
rasterizer->SetBackColor(scene->gm.framing.col[0], scene->gm.framing.col[1], scene->gm.framing.col[2], 0.0f);
}
if (exitrequested != KX_EXIT_REQUEST_QUIT_GAME)
{
if (rv3d->persp != RV3D_CAMOB)
{
ketsjiengine->EnableCameraOverride(startscenename);
ketsjiengine->SetCameraOverrideUseOrtho((rv3d->persp == RV3D_ORTHO));
ketsjiengine->SetCameraOverrideProjectionMatrix(MT_CmMatrix4x4(rv3d->winmat));
ketsjiengine->SetCameraOverrideViewMatrix(MT_CmMatrix4x4(rv3d->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_glsl_support())
useglslmat = true;
else if(scene->gm.matmode == GAME_MAT_GLSL)
usemat = false;
if(usemat && (scene->gm.matmode != GAME_MAT_TEXFACE))
sceneconverter->SetMaterials(true);
if(useglslmat && (scene->gm.matmode == GAME_MAT_GLSL))
sceneconverter->SetGLSLMaterials(true);
KX_Scene* startscene = new KX_Scene(keyboarddevice,
mousedevice,
networkdevice,
startscenename,
scene,
canvas);
#ifdef WITH_PYTHON
// some python things
PyObject *gameLogic, *gameLogic_keys;
setupGamePython(ketsjiengine, startscene, blenderdata, pyGlobalDict, &gameLogic, &gameLogic_keys, 0, NULL);
#endif // WITH_PYTHON
//initialize Dome Settings
if(scene->gm.stereoflag == STEREO_DOME)
ketsjiengine->InitDome(scene->gm.dome.res, scene->gm.dome.mode, scene->gm.dome.angle, scene->gm.dome.resbuf, scene->gm.dome.tilt, scene->gm.dome.warptext);
// initialize 3D Audio Settings
AUD_setSpeedOfSound(scene->audio.speed_of_sound);
AUD_setDopplerFactor(scene->audio.doppler_factor);
AUD_setDistanceModel(AUD_DistanceModel(scene->audio.distance_model));
// 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);
if (sceneconverter)
{
// convert and add scene
sceneconverter->ConvertScene(
startscene,
rendertools,
canvas);
ketsjiengine->AddScene(startscene);
// init the rasterizer
rasterizer->Init();
// start the engine
ketsjiengine->StartEngine(true);
// Set the animation playback rate for ipo's and actions
// the framerate below should patch with FPS macro defined in blendef.h
// Could be in StartEngine set the framerate, we need the scene to do this
ketsjiengine->SetAnimFrameRate(FPS);
// the mainloop
printf("\nBlender Game Engine Started\n");
while (!exitrequested)
{
// first check if we want to exit
exitrequested = ketsjiengine->GetExitCode();
// kick the engine
bool render = ketsjiengine->NextFrame();
if (render)
{
// render the frame
ketsjiengine->Render();
}
wm_window_process_events_nosleep();
// 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, not nice! XXX 2.5 event hack */
val = event->x - ar->winrct.xmin;
mousedevice->ConvertBlenderEvent(MOUSEX, val);
val = ar->winy - (event->y - ar->winrct.ymin) - 1;
mousedevice->ConvertBlenderEvent(MOUSEY, val);
}
else {
mousedevice->ConvertBlenderEvent(event->type,event->val);
}
BLI_remlink(&win->queue, event);
wm_event_free(event);
}
if(win != CTX_wm_window(C)) {
exitrequested= KX_EXIT_REQUEST_OUTSIDE; /* window closed while bge runs */
}
}
printf("Blender Game Engine Finished\n");
exitstring = ketsjiengine->GetExitString();
// when exiting the mainloop
#ifdef WITH_PYTHON
// Clears the dictionary by hand:
// This prevents, extra references to global variables
// inside the GameLogic dictionary when the python interpreter is finalized.
// which allows the scene to safely delete them :)
// see: (space.c)->start_game
//PyDict_Clear(PyModule_GetDict(gameLogic));
// Keep original items, means python plugins will autocomplete members
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;
#endif
ketsjiengine->StopEngine();
#ifdef WITH_PYTHON
exitGamePythonScripting();
#endif
networkdevice->Disconnect();
}
if (sceneconverter)
{
delete sceneconverter;
sceneconverter = NULL;
}
#ifdef WITH_PYTHON
Py_DECREF(gameLogic_keys);
gameLogic_keys = NULL;
#endif
}
//lock frame and camera enabled - restoring global values
if (v3d->scenelock==0){
startscene->lay= tmp_lay;
startscene->camera= tmp_camera;
}
if(exitrequested != KX_EXIT_REQUEST_OUTSIDE)
{
// 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);
if (!disableVBO)
U.gameflags &= ~USER_DISABLE_VBO;
if (bfd) BLO_blendfiledata_free(bfd);
BLI_strncpy(G.main->name, oldsce, sizeof(G.main->name));
#ifdef WITH_PYTHON
Py_DECREF(pyGlobalDict);
// Release Python's GIL
PyGILState_Release(gilstate);
#endif
}