blender/source/gameengine/BlenderRoutines/BL_KetsjiEmbedStart.cpp
Brecht Van Lommel cb89decfdc 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

675 lines
18 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., 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 <config.h>
#endif
#include <signal.h>
#include <stdlib.h>
#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 "SND_DeviceManager.h"
#include "SYS_System.h"
/***/
#include "DNA_view3d_types.h"
#include "DNA_screen_types.h"
#include "BKE_global.h"
#include "BIF_screen.h"
#include "BIF_scrarea.h"
#include "BKE_main.h"
#include "BLI_blenlib.h"
#include "BLO_readfile.h"
#include "DNA_scene_types.h"
/***/
#include "GPU_extensions.h"
#ifdef __cplusplus
extern "C" {
#endif
#include "BSE_headerbuttons.h"
void update_for_newframe();
#ifdef __cplusplus
}
#endif
static BlendFileData *load_game_data(char *filename) {
BlendReadError error;
BlendFileData *bfd= BLO_read_from_file(filename, &error);
if (!bfd) {
printf("Loading %s failed: %s\n", filename, BLO_bre_as_string(error));
}
return bfd;
}
extern "C" void StartKetsjiShell(struct ScrArea *area,
char* scenename,
struct Main* maggie1,
struct SpaceIpo *sipo,
int always_use_expand_framing)
{
int exitrequested = KX_EXIT_REQUEST_NO_REQUEST;
Main* blenderdata = maggie1;
char* startscenename = scenename;
char pathname[160];
strcpy (pathname, blenderdata->name);
STR_String exitstring = "";
BlendFileData *bfd= NULL;
// 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= (View3D*) area->spacedata.first;
// 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 usemat = false, useglslmat = false;
if(GLEW_ARB_multitexture && GLEW_VERSION_1_1)
usemat = (SYS_GetCommandLineInt(syshandle, "blender_material", 0) != 0);
if(GPU_extensions_minimum_support())
useglslmat = (SYS_GetCommandLineInt(syshandle, "blender_glsl_material", 0) != 0);
// create the canvas, rasterizer and rendertools
RAS_ICanvas* canvas = new KX_BlenderCanvas(area);
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();
// get an audiodevice
SND_DeviceManager::Subscribe();
SND_IAudioDevice* audiodevice = SND_DeviceManager::Instance();
audiodevice->UseCD();
// 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->SetAudioDevice(audiodevice);
ketsjiengine->SetUseFixedTime(usefixed);
ketsjiengine->SetTimingDisplay(frameRate, profile, properties);
// some blender stuff
MT_CmMatrix4x4 projmat;
MT_CmMatrix4x4 viewmat;
int i;
for (i = 0; i < 16; i++)
{
float *viewmat_linear= (float*) v3d->viewmat;
viewmat.setElem(i, viewmat_linear[i]);
}
for (i = 0; i < 16; i++)
{
float *projmat_linear = (float*) area->winmat;
projmat.setElem(i, projmat_linear[i]);
}
float camzoom = (1.41421 + (v3d->camzoom / 50.0));
camzoom *= camzoom;
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());
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;
}
// 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->r.stereomode != RAS_IRasterizer::RAS_STEREO_QUADBUFFERED)
rasterizer->SetStereoMode((RAS_IRasterizer::StereoMode) blscene->r.stereomode);
if (exitrequested != KX_EXIT_REQUEST_QUIT_GAME)
{
if (v3d->persp != V3D_CAMOB)
{
ketsjiengine->EnableCameraOverride(startscenename);
ketsjiengine->SetCameraOverrideUseOrtho((v3d->persp == V3D_ORTHO));
ketsjiengine->SetCameraOverrideProjectionMatrix(projmat);
ketsjiengine->SetCameraOverrideViewMatrix(viewmat);
}
// create a scene converter, create and convert the startingscene
KX_ISceneConverter* sceneconverter = new KX_BlenderSceneConverter(blenderdata,sipo, ketsjiengine);
ketsjiengine->SetSceneConverter(sceneconverter);
sceneconverter->addInitFromFrame=false;
if (always_use_expand_framing)
sceneconverter->SetAlwaysUseExpandFraming(true);
if(usemat)
sceneconverter->SetMaterials(true);
if(useglslmat)
sceneconverter->SetGLSLMaterials(true);
KX_Scene* startscene = new KX_Scene(keyboarddevice,
mousedevice,
networkdevice,
audiodevice,
startscenename,
blscene);
// some python things
PyObject* dictionaryobject = initGamePythonScripting("Ketsji", psl_Lowest);
ketsjiengine->SetPythonDictionary(dictionaryobject);
initRasterizer(rasterizer, canvas);
PyObject *gameLogic = initGameLogic(ketsjiengine, startscene);
PyDict_SetItemString(dictionaryobject, "GameLogic", gameLogic); // Same as importing the module.
PyDict_SetItemString(PyModule_GetDict(gameLogic), "globalDict", pyGlobalDict); // Same as importing the module.
initGameKeys();
initPythonConstraintBinding();
initMathutils();
if (sceneconverter)
{
// convert and add scene
sceneconverter->ConvertScene(
startscenename,
startscene,
dictionaryobject,
keyboarddevice,
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
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();
}
// test for the ESC key
while (qtest())
{
short val;
unsigned short event = extern_qread(&val);
if (keyboarddevice->ConvertBlenderEvent(event,val))
exitrequested = KX_EXIT_REQUEST_BLENDER_ESC;
/* Coordinate conversion... where
* should this really be?
*/
if (event==MOUSEX) {
val = val - scrarea_get_win_x(area);
} else if (event==MOUSEY) {
val = scrarea_get_win_height(area) - (val - scrarea_get_win_y(area)) - 1;
}
mousedevice->ConvertBlenderEvent(event,val);
}
}
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));
PyDict_SetItemString(PyModule_GetDict(gameLogic), "globalDict", pyGlobalDict);
ketsjiengine->StopEngine();
exitGamePythonScripting();
networkdevice->Disconnect();
}
if (sceneconverter)
{
delete sceneconverter;
sceneconverter = NULL;
}
}
// set the cursor back to normal
canvas->SetMouseState(RAS_ICanvas::MOUSE_NORMAL);
// clean up some stuff
audiodevice->StopCD();
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;
}
SND_DeviceManager::Unsubscribe();
} while (exitrequested == KX_EXIT_REQUEST_RESTART_GAME || exitrequested == KX_EXIT_REQUEST_START_OTHER_GAME);
if (bfd) BLO_blendfiledata_free(bfd);
// Release Python's GIL
PyGILState_Release(gilstate);
}
extern "C" void StartKetsjiShellSimulation(struct ScrArea *area,
char* scenename,
struct Main* maggie,
struct SpaceIpo *sipo,
int always_use_expand_framing)
{
int exitrequested = KX_EXIT_REQUEST_NO_REQUEST;
Main* blenderdata = maggie;
char* startscenename = scenename;
char pathname[160];
strcpy (pathname, maggie->name);
STR_String exitstring = "";
BlendFileData *bfd= NULL;
// 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(area);
//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();
// get an audiodevice
SND_DeviceManager::Subscribe();
SND_IAudioDevice* audiodevice = SND_DeviceManager::Instance();
audiodevice->UseCD();
// 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;
if (!bfd)
{
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;
}
}
} else {
blscene = bfd->curscene;
}
int cframe = 1, startFrame;
if (blscene)
{
cframe=blscene->r.cfra;
startFrame = blscene->r.sfra;
blscene->r.cfra=startFrame;
update_for_newframe();
ketsjiengine->SetGame2IpoMode(game2ipo,startFrame);
}
// Quad buffered needs a special window.
if (blscene->r.stereomode != RAS_IRasterizer::RAS_STEREO_QUADBUFFERED)
rasterizer->SetStereoMode((RAS_IRasterizer::StereoMode) blscene->r.stereomode);
if (exitrequested != KX_EXIT_REQUEST_QUIT_GAME)
{
// create a scene converter, create and convert the startingscene
KX_ISceneConverter* sceneconverter = new KX_BlenderSceneConverter(maggie,sipo, 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,
audiodevice,
startscenename,
blscene);
// some python things
PyObject* dictionaryobject = initGamePythonScripting("Ketsji", psl_Lowest);
ketsjiengine->SetPythonDictionary(dictionaryobject);
initRasterizer(rasterizer, canvas);
PyObject *gameLogic = initGameLogic(ketsjiengine, startscene);
PyDict_SetItemString(dictionaryobject, "GameLogic", gameLogic); // Same as importing the module
initGameKeys();
initPythonConstraintBinding();
initMathutils();
if (sceneconverter)
{
// convert and add scene
sceneconverter->ConvertScene(
startscenename,
startscene,
dictionaryobject,
keyboarddevice,
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();
}
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
audiodevice->StopCD();
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;
}
SND_DeviceManager::Unsubscribe();
} while (exitrequested == KX_EXIT_REQUEST_RESTART_GAME || exitrequested == KX_EXIT_REQUEST_START_OTHER_GAME);
if (bfd) BLO_blendfiledata_free(bfd);
// Release Python's GIL
PyGILState_Release(gilstate);
}