2002-10-12 11:37:38 +00:00
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/**
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* $Id$
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*
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2008-04-16 22:40:48 +00:00
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* ***** BEGIN GPL LICENSE BLOCK *****
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2002-10-12 11:37:38 +00:00
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*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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2008-04-16 22:40:48 +00:00
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* of the License, or (at your option) any later version.
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2002-10-12 11:37:38 +00:00
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software Foundation,
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* Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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*
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* The Original Code is Copyright (C) 2001-2002 by NaN Holding BV.
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* All rights reserved.
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*
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* The Original Code is: all of this file.
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*
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* Contributor(s): none yet.
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*
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2008-04-16 22:40:48 +00:00
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* ***** END GPL LICENSE BLOCK *****
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2002-10-12 11:37:38 +00:00
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* GHOST Blender Player application implementation file.
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*/
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2002-11-25 15:29:57 +00:00
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#ifdef HAVE_CONFIG_H
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#include <config.h>
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#endif
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2002-10-12 11:37:38 +00:00
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#ifdef WIN32
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#pragma warning (disable:4786) // suppress stl-MSVC debug info warning
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2004-06-26 09:15:41 +00:00
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#include <windows.h>
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#endif
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|
Merge of apricot branch game engine changes into trunk, excluding GLSL.
GLEW
====
Added the GLEW opengl extension library into extern/, always compiled
into Blender now. This is much nicer than doing this kind of extension
management manually, and will be used in the game engine, for GLSL, and
other opengl extensions.
* According to the GLEW website it works on Windows, Linux, Mac OS X,
FreeBSD, Irix, and Solaris. There might still be platform specific
issues due to this commit, so let me know and I'll look into it.
* This means also that all extensions will now always be compiled in,
regardless of the glext.h on the platform where compilation happens.
Game Engine
===========
Refactoring of the use of opengl extensions and other drawing code
in the game engine, and cleaning up some hacks related to GLSL
integration. These changes will be merged into trunk too after this.
The game engine graphics demos & apricot level survived my tests,
but this could use some good testing of course.
For users: please test with the options "Generate Display Lists" and
"Vertex Arrays" enabled, these should be the fastest and are supposed
to be "unreliable", but if that's the case that's probably due to bugs
that can be fixed.
* The game engine now also uses GLEW for extensions, replacing the
custom opengl extensions code that was there. Removes a lot of
#ifdef's, but the runtime checks stay of course.
* Removed the WITHOUT_GLEXT environment variable. This was added to
work around a specific bug and only disabled multitexturing anyway.
It might also have caused a slowdown since it was retrieving the
environment variable for every vertex in immediate mode (bug #13680).
* Refactored the code to allow drawing skinned meshes with vertex
arrays too, removing some specific immediate mode drawing functions
for this that only did extra normal calculation. Now it always splits
vertices of flat faces instead.
* Refactored normal recalculation with some minor optimizations,
required for the above change.
* Removed some outdated code behind the __NLA_OLDDEFORM #ifdef.
* Fixed various bugs in setting of multitexture coordinates and vertex
attributes for vertex arrays. These were not being enabled/disabled
correct according to the opengl spec, leading to crashes. Also tangent
attributes used an immediate mode call for vertex arrays, which can't
work.
* Fixed use of uninitialized variable in RAS_TexVert.
* Exporting skinned meshes was doing O(n^2) lookups for vertices and
deform weights, now uses same trick as regular meshes.
2008-06-17 10:27:34 +00:00
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|
#include "GL/glew.h"
|
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
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#include "GPU_extensions.h"
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2002-10-12 11:37:38 +00:00
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#include "GPG_Application.h"
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#include <iostream>
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2005-03-25 10:33:39 +00:00
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#include <MT_assert.h>
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2008-04-16 17:40:59 +00:00
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#include <stdlib.h>
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2002-10-12 11:37:38 +00:00
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/**********************************
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* Begin Blender include block
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**********************************/
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#ifdef __cplusplus
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extern "C"
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{
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#endif // __cplusplus
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#include "BLI_blenlib.h"
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#include "BLO_readfile.h"
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2006-01-06 03:46:54 +00:00
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#include "BKE_global.h"
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#include "BKE_main.h"
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2008-09-26 14:54:21 +00:00
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#include "IMB_imbuf.h"
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2008-08-06 04:09:10 +00:00
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#include "DNA_scene_types.h"
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2002-10-12 11:37:38 +00:00
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#ifdef __cplusplus
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}
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#endif // __cplusplus
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/**********************************
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* End Blender include block
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**********************************/
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#include "SYS_System.h"
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#include "KX_KetsjiEngine.h"
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// include files needed by "KX_BlenderSceneConverter.h"
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#include "GEN_Map.h"
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#include "SCA_IActuator.h"
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#include "RAS_MeshObject.h"
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#include "RAS_OpenGLRasterizer.h"
|
2004-04-24 06:40:15 +00:00
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#include "RAS_VAOpenGLRasterizer.h"
|
2006-04-02 21:04:20 +00:00
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#include "RAS_ListRasterizer.h"
|
2004-04-24 06:40:15 +00:00
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#include "RAS_GLExtensionManager.h"
|
2002-10-12 11:37:38 +00:00
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#include "KX_PythonInit.h"
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#include "KX_PyConstraintBinding.h"
|
2006-01-06 03:46:54 +00:00
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#include "BL_Material.h" // MAXTEX
|
2002-10-12 11:37:38 +00:00
|
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#include "KX_BlenderSceneConverter.h"
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#include "NG_LoopBackNetworkDeviceInterface.h"
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#include "SND_DeviceManager.h"
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#include "GPC_MouseDevice.h"
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#include "GPC_RenderTools.h"
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#include "GPG_Canvas.h"
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#include "GPG_KeyboardDevice.h"
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#include "GPG_System.h"
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#include "STR_String.h"
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#include "GHOST_ISystem.h"
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#include "GHOST_IEvent.h"
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#include "GHOST_IEventConsumer.h"
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#include "GHOST_IWindow.h"
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|
#include "GHOST_Rect.h"
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static void frameTimerProc(GHOST_ITimerTask* task, GHOST_TUns64 time);
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static GHOST_ISystem* fSystem = 0;
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static const int kTimerFreq = 10;
|
|
|
|
|
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
|
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|
GPG_Application::GPG_Application(GHOST_ISystem* system)
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: m_startSceneName(""),
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m_startScene(0),
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m_maggie(0),
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2004-07-17 05:28:23 +00:00
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m_exitRequested(0),
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m_system(system),
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m_mainWindow(0),
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m_frameTimer(0),
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m_cursor(GHOST_kStandardCursorFirstCursor),
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m_engineInitialized(0),
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m_engineRunning(0),
|
2008-09-16 19:25:35 +00:00
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m_isEmbedded(false),
|
2004-07-17 05:28:23 +00:00
|
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m_ketsjiengine(0),
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m_kxsystem(0),
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m_keyboard(0),
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m_mouse(0),
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m_canvas(0),
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m_rendertools(0),
|
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m_rasterizer(0),
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m_sceneconverter(0),
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m_networkdevice(0),
|
2006-01-06 03:46:54 +00:00
|
|
|
m_audiodevice(0),
|
Merge of apricot branch game engine changes into trunk, excluding GLSL.
GLEW
====
Added the GLEW opengl extension library into extern/, always compiled
into Blender now. This is much nicer than doing this kind of extension
management manually, and will be used in the game engine, for GLSL, and
other opengl extensions.
* According to the GLEW website it works on Windows, Linux, Mac OS X,
FreeBSD, Irix, and Solaris. There might still be platform specific
issues due to this commit, so let me know and I'll look into it.
* This means also that all extensions will now always be compiled in,
regardless of the glext.h on the platform where compilation happens.
Game Engine
===========
Refactoring of the use of opengl extensions and other drawing code
in the game engine, and cleaning up some hacks related to GLSL
integration. These changes will be merged into trunk too after this.
The game engine graphics demos & apricot level survived my tests,
but this could use some good testing of course.
For users: please test with the options "Generate Display Lists" and
"Vertex Arrays" enabled, these should be the fastest and are supposed
to be "unreliable", but if that's the case that's probably due to bugs
that can be fixed.
* The game engine now also uses GLEW for extensions, replacing the
custom opengl extensions code that was there. Removes a lot of
#ifdef's, but the runtime checks stay of course.
* Removed the WITHOUT_GLEXT environment variable. This was added to
work around a specific bug and only disabled multitexturing anyway.
It might also have caused a slowdown since it was retrieving the
environment variable for every vertex in immediate mode (bug #13680).
* Refactored the code to allow drawing skinned meshes with vertex
arrays too, removing some specific immediate mode drawing functions
for this that only did extra normal calculation. Now it always splits
vertices of flat faces instead.
* Refactored normal recalculation with some minor optimizations,
required for the above change.
* Removed some outdated code behind the __NLA_OLDDEFORM #ifdef.
* Fixed various bugs in setting of multitexture coordinates and vertex
attributes for vertex arrays. These were not being enabled/disabled
correct according to the opengl spec, leading to crashes. Also tangent
attributes used an immediate mode call for vertex arrays, which can't
work.
* Fixed use of uninitialized variable in RAS_TexVert.
* Exporting skinned meshes was doing O(n^2) lookups for vertices and
deform weights, now uses same trick as regular meshes.
2008-06-17 10:27:34 +00:00
|
|
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m_blendermat(0),
|
2008-08-20 06:11:11 +00:00
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m_blenderglslmat(0),
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m_pyGlobalDictString(0),
|
2008-09-16 19:25:35 +00:00
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m_pyGlobalDictString_Length(0)
|
2002-10-12 11:37:38 +00:00
|
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|
{
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fSystem = system;
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}
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GPG_Application::~GPG_Application(void)
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{
|
2008-09-16 19:25:35 +00:00
|
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if(m_pyGlobalDictString) {
|
2008-09-17 01:29:54 +00:00
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delete [] m_pyGlobalDictString;
|
2008-09-16 19:25:35 +00:00
|
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m_pyGlobalDictString = 0;
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m_pyGlobalDictString_Length = 0;
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}
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2002-10-12 11:37:38 +00:00
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|
exitEngine();
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fSystem->disposeWindow(m_mainWindow);
|
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|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
|
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
|
|
|
bool GPG_Application::SetGameEngineData(struct Main* maggie, Scene *scene)
|
2002-10-12 11:37:38 +00:00
|
|
|
{
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|
|
|
bool result = false;
|
|
|
|
|
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
|
|
|
if (maggie != NULL && scene != NULL)
|
2002-10-12 11:37:38 +00:00
|
|
|
{
|
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
|
|
|
G.scene = scene;
|
2002-10-12 11:37:38 +00:00
|
|
|
m_maggie = maggie;
|
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
|
|
|
m_startSceneName = scene->id.name+2;
|
|
|
|
m_startScene = scene;
|
2002-10-12 11:37:38 +00:00
|
|
|
result = true;
|
|
|
|
}
|
|
|
|
|
|
|
|
return result;
|
|
|
|
}
|
|
|
|
|
|
|
|
|
2004-12-01 08:35:38 +00:00
|
|
|
#ifdef WIN32
|
|
|
|
#define SCR_SAVE_MOUSE_MOVE_THRESHOLD 15
|
|
|
|
|
|
|
|
static HWND found_ghost_window_hwnd;
|
|
|
|
static GHOST_IWindow* ghost_window_to_find;
|
|
|
|
static WNDPROC ghost_wnd_proc;
|
|
|
|
static POINT scr_save_mouse_pos;
|
|
|
|
|
|
|
|
static LRESULT CALLBACK screenSaverWindowProc(HWND hwnd, UINT uMsg, WPARAM wParam, LPARAM lParam)
|
|
|
|
{
|
|
|
|
BOOL close = FALSE;
|
|
|
|
switch (uMsg)
|
|
|
|
{
|
|
|
|
case WM_MOUSEMOVE:
|
|
|
|
{
|
|
|
|
POINT pt;
|
|
|
|
GetCursorPos(&pt);
|
|
|
|
LONG dx = scr_save_mouse_pos.x - pt.x;
|
|
|
|
LONG dy = scr_save_mouse_pos.y - pt.y;
|
|
|
|
if (abs(dx) > SCR_SAVE_MOUSE_MOVE_THRESHOLD
|
|
|
|
|| abs(dy) > SCR_SAVE_MOUSE_MOVE_THRESHOLD)
|
|
|
|
{
|
|
|
|
close = TRUE;
|
|
|
|
}
|
|
|
|
scr_save_mouse_pos = pt;
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
case WM_LBUTTONDOWN:
|
|
|
|
case WM_MBUTTONDOWN:
|
|
|
|
case WM_RBUTTONDOWN:
|
|
|
|
case WM_KEYDOWN:
|
|
|
|
close = TRUE;
|
|
|
|
}
|
|
|
|
if (close)
|
|
|
|
PostMessage(hwnd,WM_CLOSE,0,0);
|
|
|
|
return CallWindowProc(ghost_wnd_proc, hwnd, uMsg, wParam, lParam);
|
|
|
|
}
|
|
|
|
|
|
|
|
BOOL CALLBACK findGhostWindowHWNDProc(HWND hwnd, LPARAM lParam)
|
|
|
|
{
|
|
|
|
GHOST_IWindow *p = (GHOST_IWindow*) GetWindowLong(hwnd, GWL_USERDATA);
|
|
|
|
BOOL ret = TRUE;
|
|
|
|
if (p == ghost_window_to_find)
|
|
|
|
{
|
|
|
|
found_ghost_window_hwnd = hwnd;
|
|
|
|
ret = FALSE;
|
|
|
|
}
|
|
|
|
return ret;
|
|
|
|
}
|
|
|
|
|
|
|
|
static HWND findGhostWindowHWND(GHOST_IWindow* window)
|
|
|
|
{
|
|
|
|
found_ghost_window_hwnd = NULL;
|
|
|
|
ghost_window_to_find = window;
|
|
|
|
EnumWindows(findGhostWindowHWNDProc, NULL);
|
|
|
|
return found_ghost_window_hwnd;
|
|
|
|
}
|
|
|
|
|
|
|
|
bool GPG_Application::startScreenSaverPreview(
|
|
|
|
HWND parentWindow,
|
|
|
|
const bool stereoVisual,
|
|
|
|
const int stereoMode)
|
|
|
|
{
|
|
|
|
bool success = false;
|
|
|
|
|
|
|
|
RECT rc;
|
|
|
|
if (GetWindowRect(parentWindow, &rc))
|
|
|
|
{
|
|
|
|
int windowWidth = rc.right - rc.left;
|
|
|
|
int windowHeight = rc.bottom - rc.top;
|
|
|
|
STR_String title = "";
|
|
|
|
|
|
|
|
m_mainWindow = fSystem->createWindow(title, 0, 0, windowWidth, windowHeight, GHOST_kWindowStateMinimized,
|
|
|
|
GHOST_kDrawingContextTypeOpenGL, stereoVisual);
|
|
|
|
if (!m_mainWindow) {
|
|
|
|
printf("error: could not create main window\n");
|
|
|
|
exit(-1);
|
|
|
|
}
|
|
|
|
|
|
|
|
HWND ghost_hwnd = findGhostWindowHWND(m_mainWindow);
|
|
|
|
if (!ghost_hwnd) {
|
|
|
|
printf("error: could find main window\n");
|
|
|
|
exit(-1);
|
|
|
|
}
|
|
|
|
|
|
|
|
SetParent(ghost_hwnd, parentWindow);
|
|
|
|
LONG style = GetWindowLong(ghost_hwnd, GWL_STYLE);
|
|
|
|
LONG exstyle = GetWindowLong(ghost_hwnd, GWL_EXSTYLE);
|
|
|
|
|
|
|
|
RECT adjrc = { 0, 0, windowWidth, windowHeight };
|
|
|
|
AdjustWindowRectEx(&adjrc, style, FALSE, exstyle);
|
|
|
|
|
|
|
|
style = (style & (~(WS_POPUP|WS_OVERLAPPEDWINDOW|WS_OVERLAPPED|WS_CAPTION|WS_SYSMENU|WS_THICKFRAME|WS_MINIMIZEBOX|WS_MAXIMIZEBOX|WS_TILEDWINDOW ))) | WS_CHILD;
|
|
|
|
SetWindowLong(ghost_hwnd, GWL_STYLE, style);
|
|
|
|
SetWindowPos(ghost_hwnd, NULL, adjrc.left, adjrc.top, 0, 0, SWP_NOZORDER|SWP_NOSIZE|SWP_NOACTIVATE);
|
|
|
|
|
|
|
|
/* Check the size of the client rectangle of the window and resize the window
|
|
|
|
* so that the client rectangle has the size requested.
|
|
|
|
*/
|
|
|
|
m_mainWindow->setClientSize(windowWidth, windowHeight);
|
|
|
|
|
|
|
|
success = initEngine(m_mainWindow, stereoMode);
|
|
|
|
if (success) {
|
|
|
|
success = startEngine();
|
|
|
|
}
|
|
|
|
|
|
|
|
}
|
|
|
|
return success;
|
|
|
|
}
|
|
|
|
|
|
|
|
bool GPG_Application::startScreenSaverFullScreen(
|
|
|
|
int width,
|
|
|
|
int height,
|
|
|
|
int bpp,int frequency,
|
|
|
|
const bool stereoVisual,
|
|
|
|
const int stereoMode)
|
|
|
|
{
|
|
|
|
bool ret = startFullScreen(width, height, bpp, frequency, stereoVisual, stereoMode);
|
|
|
|
if (ret)
|
|
|
|
{
|
|
|
|
HWND ghost_hwnd = findGhostWindowHWND(m_mainWindow);
|
|
|
|
if (ghost_hwnd != NULL)
|
|
|
|
{
|
|
|
|
GetCursorPos(&scr_save_mouse_pos);
|
|
|
|
ghost_wnd_proc = (WNDPROC) GetWindowLong(ghost_hwnd, GWL_WNDPROC);
|
|
|
|
SetWindowLong(ghost_hwnd,GWL_WNDPROC, (LONG) screenSaverWindowProc);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
return ret;
|
|
|
|
}
|
|
|
|
|
|
|
|
#endif
|
2002-10-12 11:37:38 +00:00
|
|
|
|
|
|
|
bool GPG_Application::startWindow(STR_String& title,
|
|
|
|
int windowLeft,
|
|
|
|
int windowTop,
|
|
|
|
int windowWidth,
|
|
|
|
int windowHeight,
|
|
|
|
const bool stereoVisual,
|
|
|
|
const int stereoMode)
|
|
|
|
{
|
|
|
|
bool success;
|
|
|
|
// Create the main window
|
|
|
|
//STR_String title ("Blender Player - GHOST");
|
|
|
|
m_mainWindow = fSystem->createWindow(title, windowLeft, windowTop, windowWidth, windowHeight, GHOST_kWindowStateNormal,
|
|
|
|
GHOST_kDrawingContextTypeOpenGL, stereoVisual);
|
2004-04-11 02:50:02 +00:00
|
|
|
if (!m_mainWindow) {
|
2002-10-12 11:37:38 +00:00
|
|
|
printf("error: could not create main window\n");
|
2004-04-11 02:50:02 +00:00
|
|
|
exit(-1);
|
|
|
|
}
|
2002-10-12 11:37:38 +00:00
|
|
|
|
|
|
|
/* Check the size of the client rectangle of the window and resize the window
|
|
|
|
* so that the client rectangle has the size requested.
|
|
|
|
*/
|
|
|
|
m_mainWindow->setClientSize(windowWidth, windowHeight);
|
2004-03-22 22:02:18 +00:00
|
|
|
m_mainWindow->setCursorVisibility(false);
|
2002-10-12 11:37:38 +00:00
|
|
|
|
|
|
|
success = initEngine(m_mainWindow, stereoMode);
|
|
|
|
if (success) {
|
|
|
|
success = startEngine();
|
|
|
|
}
|
|
|
|
return success;
|
|
|
|
}
|
|
|
|
|
2008-09-09 21:15:30 +00:00
|
|
|
bool GPG_Application::startEmbeddedWindow(STR_String& title,
|
|
|
|
const GHOST_TEmbedderWindowID parentWindow,
|
|
|
|
const bool stereoVisual,
|
|
|
|
const int stereoMode) {
|
|
|
|
|
|
|
|
m_mainWindow = fSystem->createWindow(title, 0, 0, 0, 0, GHOST_kWindowStateNormal,
|
|
|
|
GHOST_kDrawingContextTypeOpenGL, stereoVisual, parentWindow);
|
|
|
|
|
|
|
|
if (!m_mainWindow) {
|
|
|
|
printf("error: could not create main window\n");
|
|
|
|
exit(-1);
|
|
|
|
}
|
|
|
|
m_isEmbedded = true;
|
|
|
|
|
|
|
|
bool success = initEngine(m_mainWindow, stereoMode);
|
|
|
|
if (success) {
|
|
|
|
success = startEngine();
|
|
|
|
}
|
|
|
|
return success;
|
|
|
|
}
|
2002-10-12 11:37:38 +00:00
|
|
|
|
|
|
|
|
|
|
|
bool GPG_Application::startFullScreen(
|
|
|
|
int width,
|
|
|
|
int height,
|
|
|
|
int bpp,int frequency,
|
|
|
|
const bool stereoVisual,
|
|
|
|
const int stereoMode)
|
|
|
|
{
|
|
|
|
bool success;
|
|
|
|
// Create the main window
|
|
|
|
GHOST_DisplaySetting setting;
|
|
|
|
setting.xPixels = width;
|
|
|
|
setting.yPixels = height;
|
|
|
|
setting.bpp = bpp;
|
|
|
|
setting.frequency = frequency;
|
|
|
|
|
|
|
|
fSystem->beginFullScreen(setting, &m_mainWindow, stereoVisual);
|
2004-03-22 22:02:18 +00:00
|
|
|
m_mainWindow->setCursorVisibility(false);
|
2002-10-12 11:37:38 +00:00
|
|
|
|
|
|
|
success = initEngine(m_mainWindow, stereoMode);
|
|
|
|
if (success) {
|
|
|
|
success = startEngine();
|
|
|
|
}
|
|
|
|
return success;
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
|
2006-07-19 06:39:11 +00:00
|
|
|
|
2002-10-12 11:37:38 +00:00
|
|
|
bool GPG_Application::StartGameEngine(int stereoMode)
|
|
|
|
{
|
|
|
|
bool success = initEngine(m_mainWindow, stereoMode);
|
|
|
|
|
|
|
|
if (success)
|
|
|
|
success = startEngine();
|
|
|
|
|
|
|
|
return success;
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
void GPG_Application::StopGameEngine()
|
|
|
|
{
|
|
|
|
exitEngine();
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
bool GPG_Application::processEvent(GHOST_IEvent* event)
|
|
|
|
{
|
|
|
|
bool handled = true;
|
|
|
|
|
|
|
|
switch (event->getType())
|
|
|
|
{
|
|
|
|
case GHOST_kEventUnknown:
|
|
|
|
break;
|
|
|
|
|
|
|
|
case GHOST_kEventButtonDown:
|
|
|
|
handled = handleButton(event, true);
|
|
|
|
break;
|
|
|
|
|
|
|
|
case GHOST_kEventButtonUp:
|
|
|
|
handled = handleButton(event, false);
|
|
|
|
break;
|
2004-05-02 23:45:03 +00:00
|
|
|
|
|
|
|
case GHOST_kEventWheel:
|
|
|
|
handled = handleWheel(event);
|
|
|
|
break;
|
2002-10-12 11:37:38 +00:00
|
|
|
|
|
|
|
case GHOST_kEventCursorMove:
|
|
|
|
handled = handleCursorMove(event);
|
|
|
|
break;
|
|
|
|
|
|
|
|
case GHOST_kEventKeyDown:
|
|
|
|
handleKey(event, true);
|
|
|
|
break;
|
|
|
|
|
|
|
|
case GHOST_kEventKeyUp:
|
|
|
|
handleKey(event, false);
|
|
|
|
break;
|
|
|
|
|
|
|
|
|
|
|
|
case GHOST_kEventWindowClose:
|
|
|
|
m_exitRequested = KX_EXIT_REQUEST_OUTSIDE;
|
|
|
|
break;
|
|
|
|
|
|
|
|
case GHOST_kEventWindowActivate:
|
|
|
|
handled = false;
|
|
|
|
break;
|
|
|
|
case GHOST_kEventWindowDeactivate:
|
|
|
|
handled = false;
|
|
|
|
break;
|
|
|
|
|
|
|
|
case GHOST_kEventWindowUpdate:
|
|
|
|
{
|
|
|
|
GHOST_IWindow* window = event->getWindow();
|
|
|
|
if (!m_system->validWindow(window)) break;
|
|
|
|
// Update the state of the game engine
|
|
|
|
if (m_kxsystem && !m_exitRequested)
|
|
|
|
{
|
|
|
|
// Proceed to next frame
|
|
|
|
window->activateDrawingContext();
|
|
|
|
|
|
|
|
// first check if we want to exit
|
|
|
|
m_exitRequested = m_ketsjiengine->GetExitCode();
|
|
|
|
|
|
|
|
// kick the engine
|
2006-12-26 22:02:31 +00:00
|
|
|
bool renderFrame = m_ketsjiengine->NextFrame();
|
|
|
|
if (renderFrame)
|
|
|
|
{
|
|
|
|
// render the frame
|
|
|
|
m_ketsjiengine->Render();
|
|
|
|
}
|
2002-10-12 11:37:38 +00:00
|
|
|
}
|
|
|
|
m_exitString = m_ketsjiengine->GetExitString();
|
|
|
|
}
|
|
|
|
break;
|
|
|
|
|
|
|
|
case GHOST_kEventWindowSize:
|
|
|
|
{
|
|
|
|
GHOST_IWindow* window = event->getWindow();
|
|
|
|
if (!m_system->validWindow(window)) break;
|
|
|
|
if (m_canvas) {
|
|
|
|
GHOST_Rect bnds;
|
|
|
|
window->getClientBounds(bnds);
|
|
|
|
m_canvas->Resize(bnds.getWidth(), bnds.getHeight());
|
|
|
|
}
|
|
|
|
}
|
|
|
|
break;
|
|
|
|
|
|
|
|
default:
|
|
|
|
handled = false;
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
return handled;
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
int GPG_Application::getExitRequested(void)
|
|
|
|
{
|
|
|
|
return m_exitRequested;
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
const STR_String& GPG_Application::getExitString(void)
|
|
|
|
{
|
|
|
|
return m_exitString;
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
bool GPG_Application::initEngine(GHOST_IWindow* window, const int stereoMode)
|
|
|
|
{
|
|
|
|
if (!m_engineInitialized)
|
|
|
|
{
|
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
|
|
|
GPU_extensions_init();
|
Merge of apricot branch game engine changes into trunk, excluding GLSL.
GLEW
====
Added the GLEW opengl extension library into extern/, always compiled
into Blender now. This is much nicer than doing this kind of extension
management manually, and will be used in the game engine, for GLSL, and
other opengl extensions.
* According to the GLEW website it works on Windows, Linux, Mac OS X,
FreeBSD, Irix, and Solaris. There might still be platform specific
issues due to this commit, so let me know and I'll look into it.
* This means also that all extensions will now always be compiled in,
regardless of the glext.h on the platform where compilation happens.
Game Engine
===========
Refactoring of the use of opengl extensions and other drawing code
in the game engine, and cleaning up some hacks related to GLSL
integration. These changes will be merged into trunk too after this.
The game engine graphics demos & apricot level survived my tests,
but this could use some good testing of course.
For users: please test with the options "Generate Display Lists" and
"Vertex Arrays" enabled, these should be the fastest and are supposed
to be "unreliable", but if that's the case that's probably due to bugs
that can be fixed.
* The game engine now also uses GLEW for extensions, replacing the
custom opengl extensions code that was there. Removes a lot of
#ifdef's, but the runtime checks stay of course.
* Removed the WITHOUT_GLEXT environment variable. This was added to
work around a specific bug and only disabled multitexturing anyway.
It might also have caused a slowdown since it was retrieving the
environment variable for every vertex in immediate mode (bug #13680).
* Refactored the code to allow drawing skinned meshes with vertex
arrays too, removing some specific immediate mode drawing functions
for this that only did extra normal calculation. Now it always splits
vertices of flat faces instead.
* Refactored normal recalculation with some minor optimizations,
required for the above change.
* Removed some outdated code behind the __NLA_OLDDEFORM #ifdef.
* Fixed various bugs in setting of multitexture coordinates and vertex
attributes for vertex arrays. These were not being enabled/disabled
correct according to the opengl spec, leading to crashes. Also tangent
attributes used an immediate mode call for vertex arrays, which can't
work.
* Fixed use of uninitialized variable in RAS_TexVert.
* Exporting skinned meshes was doing O(n^2) lookups for vertices and
deform weights, now uses same trick as regular meshes.
2008-06-17 10:27:34 +00:00
|
|
|
bgl::InitExtensions(true);
|
2004-04-24 06:40:15 +00:00
|
|
|
|
2002-10-12 11:37:38 +00:00
|
|
|
// get and set the preferences
|
|
|
|
SYS_SystemHandle syshandle = SYS_GetSystem();
|
2004-04-24 06:40:15 +00:00
|
|
|
if (!syshandle)
|
|
|
|
return false;
|
|
|
|
|
|
|
|
// SYS_WriteCommandLineInt(syshandle, "fixedtime", 0);
|
2004-06-07 11:01:31 +00:00
|
|
|
// SYS_WriteCommandLineInt(syshandle, "vertexarrays",1);
|
2004-08-10 11:34:12 +00:00
|
|
|
bool properties = (SYS_GetCommandLineInt(syshandle, "show_properties", 0) != 0);
|
|
|
|
bool profile = (SYS_GetCommandLineInt(syshandle, "show_profile", 0) != 0);
|
2006-07-19 06:39:11 +00:00
|
|
|
bool fixedFr = (G.fileflags & G_FILE_ENABLE_ALL_FRAMES);
|
|
|
|
|
2006-12-26 22:02:31 +00:00
|
|
|
bool showPhysics = (G.fileflags & G_FILE_SHOW_PHYSICS);
|
|
|
|
SYS_WriteCommandLineInt(syshandle, "show_physics", showPhysics);
|
|
|
|
|
2006-07-19 06:39:11 +00:00
|
|
|
bool fixed_framerate= (SYS_GetCommandLineInt(syshandle, "fixed_framerate", fixedFr) != 0);
|
2004-04-24 06:40:15 +00:00
|
|
|
bool frameRate = (SYS_GetCommandLineInt(syshandle, "show_framerate", 0) != 0);
|
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
|
|
|
bool useLists = (SYS_GetCommandLineInt(syshandle, "displaylists", G.fileflags & G_FILE_DISPLAY_LISTS) != 0);
|
2008-04-16 17:40:59 +00:00
|
|
|
|
2008-09-13 19:19:51 +00:00
|
|
|
if(GLEW_ARB_multitexture && GLEW_VERSION_1_1)
|
|
|
|
m_blendermat = (SYS_GetCommandLineInt(syshandle, "blender_material", 1) != 0);
|
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
|
|
|
|
2008-09-13 19:19:51 +00:00
|
|
|
if(GPU_extensions_minimum_support())
|
|
|
|
m_blenderglslmat = (SYS_GetCommandLineInt(syshandle, "blender_glsl_material", 1) != 0);
|
|
|
|
else if(G.fileflags & G_FILE_GAME_MAT_GLSL)
|
|
|
|
m_blendermat = false;
|
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
|
|
|
|
2004-04-24 06:40:15 +00:00
|
|
|
// create the canvas, rasterizer and rendertools
|
|
|
|
m_canvas = new GPG_Canvas(window);
|
|
|
|
if (!m_canvas)
|
|
|
|
return false;
|
|
|
|
|
|
|
|
m_canvas->Init();
|
|
|
|
m_rendertools = new GPC_RenderTools();
|
|
|
|
if (!m_rendertools)
|
|
|
|
goto initFailed;
|
2006-04-02 21:04:20 +00:00
|
|
|
|
2008-06-29 21:51:27 +00:00
|
|
|
if(useLists) {
|
|
|
|
if(GLEW_VERSION_1_1)
|
2007-11-06 18:39:16 +00:00
|
|
|
m_rasterizer = new RAS_ListRasterizer(m_canvas, true);
|
2008-06-29 21:51:27 +00:00
|
|
|
else
|
2007-11-06 18:39:16 +00:00
|
|
|
m_rasterizer = new RAS_ListRasterizer(m_canvas);
|
2008-06-29 21:51:27 +00:00
|
|
|
}
|
|
|
|
else if (GLEW_VERSION_1_1)
|
2004-04-24 06:40:15 +00:00
|
|
|
m_rasterizer = new RAS_VAOpenGLRasterizer(m_canvas);
|
|
|
|
else
|
|
|
|
m_rasterizer = new RAS_OpenGLRasterizer(m_canvas);
|
2008-06-29 21:51:27 +00:00
|
|
|
|
2004-08-10 11:34:12 +00:00
|
|
|
m_rasterizer->SetStereoMode((RAS_IRasterizer::StereoMode) stereoMode);
|
2004-04-24 06:40:15 +00:00
|
|
|
if (!m_rasterizer)
|
|
|
|
goto initFailed;
|
|
|
|
|
|
|
|
// create the inputdevices
|
|
|
|
m_keyboard = new GPG_KeyboardDevice();
|
|
|
|
if (!m_keyboard)
|
|
|
|
goto initFailed;
|
2002-10-12 11:37:38 +00:00
|
|
|
|
2004-04-24 06:40:15 +00:00
|
|
|
m_mouse = new GPC_MouseDevice();
|
|
|
|
if (!m_mouse)
|
|
|
|
goto initFailed;
|
|
|
|
|
|
|
|
// create a networkdevice
|
|
|
|
m_networkdevice = new NG_LoopBackNetworkDeviceInterface();
|
|
|
|
if (!m_networkdevice)
|
|
|
|
goto initFailed;
|
|
|
|
|
|
|
|
// get an audiodevice
|
|
|
|
SND_DeviceManager::Subscribe();
|
|
|
|
m_audiodevice = SND_DeviceManager::Instance();
|
|
|
|
if (!m_audiodevice)
|
|
|
|
goto initFailed;
|
|
|
|
m_audiodevice->UseCD();
|
|
|
|
|
|
|
|
// create a ketsjisystem (only needed for timing and stuff)
|
|
|
|
m_kxsystem = new GPG_System (m_system);
|
|
|
|
if (!m_kxsystem)
|
|
|
|
goto initFailed;
|
|
|
|
|
|
|
|
// create the ketsjiengine
|
|
|
|
m_ketsjiengine = new KX_KetsjiEngine(m_kxsystem);
|
|
|
|
|
|
|
|
// set the devices
|
|
|
|
m_ketsjiengine->SetKeyboardDevice(m_keyboard);
|
|
|
|
m_ketsjiengine->SetMouseDevice(m_mouse);
|
|
|
|
m_ketsjiengine->SetNetworkDevice(m_networkdevice);
|
|
|
|
m_ketsjiengine->SetCanvas(m_canvas);
|
|
|
|
m_ketsjiengine->SetRenderTools(m_rendertools);
|
|
|
|
m_ketsjiengine->SetRasterizer(m_rasterizer);
|
|
|
|
m_ketsjiengine->SetNetworkDevice(m_networkdevice);
|
|
|
|
m_ketsjiengine->SetAudioDevice(m_audiodevice);
|
|
|
|
m_ketsjiengine->SetTimingDisplay(frameRate, false, false);
|
|
|
|
|
2006-05-19 22:55:12 +00:00
|
|
|
m_ketsjiengine->SetUseFixedTime(fixed_framerate);
|
2004-08-10 11:34:12 +00:00
|
|
|
m_ketsjiengine->SetTimingDisplay(frameRate, profile, properties);
|
2004-04-24 06:40:15 +00:00
|
|
|
|
|
|
|
m_engineInitialized = true;
|
2002-10-12 11:37:38 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
return m_engineInitialized;
|
2004-04-24 06:40:15 +00:00
|
|
|
initFailed:
|
|
|
|
delete m_kxsystem;
|
|
|
|
delete m_audiodevice;
|
|
|
|
delete m_networkdevice;
|
|
|
|
delete m_mouse;
|
|
|
|
delete m_keyboard;
|
|
|
|
delete m_rasterizer;
|
|
|
|
delete m_rendertools;
|
|
|
|
delete m_canvas;
|
|
|
|
m_canvas = NULL;
|
|
|
|
m_rendertools = NULL;
|
|
|
|
m_rasterizer = NULL;
|
|
|
|
m_keyboard = NULL;
|
|
|
|
m_mouse = NULL;
|
|
|
|
m_networkdevice = NULL;
|
|
|
|
m_audiodevice = NULL;
|
|
|
|
m_kxsystem = NULL;
|
|
|
|
return false;
|
2002-10-12 11:37:38 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
bool GPG_Application::startEngine(void)
|
|
|
|
{
|
|
|
|
if (m_engineRunning) {
|
|
|
|
return false;
|
|
|
|
}
|
|
|
|
|
|
|
|
// Temporary hack to disable banner display for NaN approved content.
|
2004-04-24 06:40:15 +00:00
|
|
|
/*
|
2002-10-12 11:37:38 +00:00
|
|
|
m_canvas->SetBannerDisplayEnabled(true);
|
2004-04-24 06:40:15 +00:00
|
|
|
Camera* cam;
|
2002-10-12 11:37:38 +00:00
|
|
|
cam = (Camera*)G.scene->camera->data;
|
|
|
|
if (cam) {
|
2004-04-24 06:40:15 +00:00
|
|
|
if (((cam->flag) & 48)==48) {
|
|
|
|
m_canvas->SetBannerDisplayEnabled(false);
|
|
|
|
}
|
2002-10-12 11:37:38 +00:00
|
|
|
}
|
|
|
|
else {
|
|
|
|
showError(CString("Camera data invalid."));
|
|
|
|
return false;
|
|
|
|
}
|
|
|
|
*/
|
|
|
|
|
|
|
|
// create a scene converter, create and convert the stratingscene
|
2005-08-23 13:16:02 +00:00
|
|
|
m_sceneconverter = new KX_BlenderSceneConverter(m_maggie,0, m_ketsjiengine);
|
2002-10-12 11:37:38 +00:00
|
|
|
if (m_sceneconverter)
|
|
|
|
{
|
|
|
|
STR_String startscenename = m_startSceneName.Ptr();
|
|
|
|
m_ketsjiengine->SetSceneConverter(m_sceneconverter);
|
2008-09-13 19:19:51 +00:00
|
|
|
|
2002-10-12 11:37:38 +00:00
|
|
|
// if (always_use_expand_framing)
|
|
|
|
// sceneconverter->SetAlwaysUseExpandFraming(true);
|
2008-09-13 19:19:51 +00:00
|
|
|
if(m_blendermat && (G.fileflags & G_FILE_GAME_MAT))
|
2006-01-06 03:46:54 +00:00
|
|
|
m_sceneconverter->SetMaterials(true);
|
2008-09-13 19:19:51 +00:00
|
|
|
if(m_blenderglslmat && (G.fileflags & G_FILE_GAME_MAT_GLSL))
|
Merge of apricot branch game engine changes into trunk, excluding GLSL.
GLEW
====
Added the GLEW opengl extension library into extern/, always compiled
into Blender now. This is much nicer than doing this kind of extension
management manually, and will be used in the game engine, for GLSL, and
other opengl extensions.
* According to the GLEW website it works on Windows, Linux, Mac OS X,
FreeBSD, Irix, and Solaris. There might still be platform specific
issues due to this commit, so let me know and I'll look into it.
* This means also that all extensions will now always be compiled in,
regardless of the glext.h on the platform where compilation happens.
Game Engine
===========
Refactoring of the use of opengl extensions and other drawing code
in the game engine, and cleaning up some hacks related to GLSL
integration. These changes will be merged into trunk too after this.
The game engine graphics demos & apricot level survived my tests,
but this could use some good testing of course.
For users: please test with the options "Generate Display Lists" and
"Vertex Arrays" enabled, these should be the fastest and are supposed
to be "unreliable", but if that's the case that's probably due to bugs
that can be fixed.
* The game engine now also uses GLEW for extensions, replacing the
custom opengl extensions code that was there. Removes a lot of
#ifdef's, but the runtime checks stay of course.
* Removed the WITHOUT_GLEXT environment variable. This was added to
work around a specific bug and only disabled multitexturing anyway.
It might also have caused a slowdown since it was retrieving the
environment variable for every vertex in immediate mode (bug #13680).
* Refactored the code to allow drawing skinned meshes with vertex
arrays too, removing some specific immediate mode drawing functions
for this that only did extra normal calculation. Now it always splits
vertices of flat faces instead.
* Refactored normal recalculation with some minor optimizations,
required for the above change.
* Removed some outdated code behind the __NLA_OLDDEFORM #ifdef.
* Fixed various bugs in setting of multitexture coordinates and vertex
attributes for vertex arrays. These were not being enabled/disabled
correct according to the opengl spec, leading to crashes. Also tangent
attributes used an immediate mode call for vertex arrays, which can't
work.
* Fixed use of uninitialized variable in RAS_TexVert.
* Exporting skinned meshes was doing O(n^2) lookups for vertices and
deform weights, now uses same trick as regular meshes.
2008-06-17 10:27:34 +00:00
|
|
|
m_sceneconverter->SetGLSLMaterials(true);
|
2002-10-12 11:37:38 +00:00
|
|
|
|
|
|
|
KX_Scene* startscene = new KX_Scene(m_keyboard,
|
|
|
|
m_mouse,
|
|
|
|
m_networkdevice,
|
|
|
|
m_audiodevice,
|
Merge of first part of changes from the apricot branch, especially
the features that are needed to run the game. Compile tested with
scons, make, but not cmake, that seems to have an issue not related
to these changes. The changes include:
* GLSL support in the viewport and game engine, enable in the game
menu in textured draw mode.
* Synced and merged part of the duplicated blender and gameengine/
gameplayer drawing code.
* Further refactoring of game engine drawing code, especially mesh
storage changed a lot.
* Optimizations in game engine armatures to avoid recomputations.
* A python function to get the framerate estimate in game.
* An option take object color into account in materials.
* An option to restrict shadow casters to a lamp's layers.
* Increase from 10 to 18 texture slots for materials, lamps, word.
An extra texture slot shows up once the last slot is used.
* Memory limit for undo, not enabled by default yet because it
needs the .B.blend to be changed.
* Multiple undo for image painting.
* An offset for dupligroups, so not all objects in a group have to
be at the origin.
2008-09-04 20:51:28 +00:00
|
|
|
startscenename,
|
|
|
|
m_startScene);
|
2002-10-12 11:37:38 +00:00
|
|
|
|
2006-07-06 07:58:07 +00:00
|
|
|
|
2002-10-12 11:37:38 +00:00
|
|
|
// some python things
|
2006-07-19 05:12:59 +00:00
|
|
|
PyObject* dictionaryobject = initGamePlayerPythonScripting("Ketsji", psl_Lowest);
|
2006-07-06 07:58:07 +00:00
|
|
|
m_ketsjiengine->SetPythonDictionary(dictionaryobject);
|
2002-10-12 11:37:38 +00:00
|
|
|
initRasterizer(m_rasterizer, m_canvas);
|
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
|
|
|
PyObject *gameLogic = initGameLogic(m_ketsjiengine, startscene);
|
2008-08-20 06:11:11 +00:00
|
|
|
PyDict_SetItemString(dictionaryobject, "GameLogic", gameLogic); // Same as importing the module
|
2002-10-12 11:37:38 +00:00
|
|
|
initGameKeys();
|
|
|
|
initPythonConstraintBinding();
|
2008-08-05 22:26:00 +00:00
|
|
|
initMathutils();
|
2008-12-15 20:53:45 +00:00
|
|
|
#ifdef WITH_FFMPEG
|
2008-11-10 22:17:40 +00:00
|
|
|
initVideoTexture();
|
2008-12-15 20:53:45 +00:00
|
|
|
#endif
|
2008-09-16 19:25:35 +00:00
|
|
|
// Set the GameLogic.globalDict from marshal'd data, so we can
|
|
|
|
// load new blend files and keep data in GameLogic.globalDict
|
2008-09-12 02:15:16 +00:00
|
|
|
loadGamePythonConfig(m_pyGlobalDictString, m_pyGlobalDictString_Length);
|
2008-08-20 06:11:11 +00:00
|
|
|
|
2002-10-12 11:37:38 +00:00
|
|
|
m_sceneconverter->ConvertScene(
|
|
|
|
startscenename,
|
|
|
|
startscene,
|
2006-07-06 07:58:07 +00:00
|
|
|
dictionaryobject,
|
2002-10-12 11:37:38 +00:00
|
|
|
m_keyboard,
|
|
|
|
m_rendertools,
|
|
|
|
m_canvas);
|
|
|
|
m_ketsjiengine->AddScene(startscene);
|
|
|
|
|
|
|
|
// Create a timer that is used to kick the engine
|
|
|
|
if (!m_frameTimer) {
|
|
|
|
m_frameTimer = m_system->installTimer(0, kTimerFreq, frameTimerProc, m_mainWindow);
|
|
|
|
}
|
|
|
|
m_rasterizer->Init();
|
2006-11-30 00:19:27 +00:00
|
|
|
m_ketsjiengine->StartEngine(true);
|
2002-10-12 11:37:38 +00:00
|
|
|
m_engineRunning = true;
|
|
|
|
|
2008-08-06 04:09:10 +00:00
|
|
|
// Set the animation playback rate for ipo's and actions
|
|
|
|
// the framerate below should patch with FPS macro defined in blendef.h
|
|
|
|
// Could be in StartEngine set the framerate, we need the scene to do this
|
|
|
|
m_ketsjiengine->SetAnimFrameRate( (((double) G.scene->r.frs_sec) / G.scene->r.frs_sec_base) );
|
|
|
|
|
2002-10-12 11:37:38 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
if (!m_engineRunning)
|
|
|
|
{
|
|
|
|
stopEngine();
|
|
|
|
}
|
|
|
|
|
|
|
|
return m_engineRunning;
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
void GPG_Application::stopEngine()
|
|
|
|
{
|
2008-09-16 19:25:35 +00:00
|
|
|
// GameLogic.globalDict gets converted into a buffer, and sorted in
|
|
|
|
// m_pyGlobalDictString so we can restore after python has stopped
|
|
|
|
// and started between .blend file loads.
|
|
|
|
if(m_pyGlobalDictString) {
|
2008-09-17 01:29:54 +00:00
|
|
|
delete [] m_pyGlobalDictString;
|
2008-09-16 19:25:35 +00:00
|
|
|
m_pyGlobalDictString = 0;
|
|
|
|
}
|
|
|
|
|
|
|
|
m_pyGlobalDictString_Length = saveGamePythonConfig(&m_pyGlobalDictString);
|
2008-08-20 06:11:11 +00:00
|
|
|
|
2002-10-12 11:37:38 +00:00
|
|
|
// when exiting the mainloop
|
|
|
|
exitGamePythonScripting();
|
|
|
|
m_ketsjiengine->StopEngine();
|
|
|
|
m_networkdevice->Disconnect();
|
|
|
|
|
|
|
|
if (m_sceneconverter) {
|
|
|
|
delete m_sceneconverter;
|
|
|
|
m_sceneconverter = 0;
|
|
|
|
}
|
|
|
|
if (m_system && m_frameTimer) {
|
|
|
|
m_system->removeTimer(m_frameTimer);
|
|
|
|
m_frameTimer = 0;
|
|
|
|
}
|
|
|
|
m_engineRunning = false;
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
void GPG_Application::exitEngine()
|
|
|
|
{
|
|
|
|
if (m_ketsjiengine)
|
|
|
|
{
|
|
|
|
stopEngine();
|
|
|
|
delete m_ketsjiengine;
|
|
|
|
m_ketsjiengine = 0;
|
|
|
|
}
|
|
|
|
if (m_kxsystem)
|
|
|
|
{
|
|
|
|
delete m_kxsystem;
|
|
|
|
m_kxsystem = 0;
|
|
|
|
}
|
|
|
|
if (m_audiodevice)
|
|
|
|
{
|
|
|
|
SND_DeviceManager::Unsubscribe();
|
|
|
|
m_audiodevice = 0;
|
|
|
|
}
|
|
|
|
if (m_networkdevice)
|
|
|
|
{
|
|
|
|
delete m_networkdevice;
|
|
|
|
m_networkdevice = 0;
|
|
|
|
}
|
|
|
|
if (m_mouse)
|
|
|
|
{
|
|
|
|
delete m_mouse;
|
|
|
|
m_mouse = 0;
|
|
|
|
}
|
|
|
|
if (m_keyboard)
|
|
|
|
{
|
|
|
|
delete m_keyboard;
|
|
|
|
m_keyboard = 0;
|
|
|
|
}
|
|
|
|
if (m_rasterizer)
|
|
|
|
{
|
|
|
|
delete m_rasterizer;
|
|
|
|
m_rasterizer = 0;
|
|
|
|
}
|
|
|
|
if (m_rendertools)
|
|
|
|
{
|
|
|
|
delete m_rendertools;
|
|
|
|
m_rendertools = 0;
|
|
|
|
}
|
|
|
|
if (m_canvas)
|
|
|
|
{
|
|
|
|
delete m_canvas;
|
|
|
|
m_canvas = 0;
|
|
|
|
}
|
|
|
|
|
2008-09-26 14:54:21 +00:00
|
|
|
libtiff_exit();
|
|
|
|
#ifdef WITH_QUICKTIME
|
|
|
|
quicktime_exit();
|
|
|
|
#endif
|
|
|
|
GPU_extensions_exit();
|
|
|
|
|
2002-10-12 11:37:38 +00:00
|
|
|
m_exitRequested = 0;
|
|
|
|
m_engineInitialized = false;
|
|
|
|
}
|
|
|
|
|
2004-05-02 23:45:03 +00:00
|
|
|
bool GPG_Application::handleWheel(GHOST_IEvent* event)
|
|
|
|
{
|
|
|
|
bool handled = false;
|
2005-03-25 10:33:39 +00:00
|
|
|
MT_assert(event);
|
2004-05-02 23:45:03 +00:00
|
|
|
if (m_mouse)
|
|
|
|
{
|
|
|
|
GHOST_TEventDataPtr eventData = ((GHOST_IEvent*)event)->getData();
|
|
|
|
GHOST_TEventWheelData* wheelData = static_cast<GHOST_TEventWheelData*>(eventData);
|
|
|
|
GPC_MouseDevice::TButtonId button;
|
|
|
|
if (wheelData->z > 0)
|
|
|
|
button = GPC_MouseDevice::buttonWheelUp;
|
|
|
|
else
|
|
|
|
button = GPC_MouseDevice::buttonWheelDown;
|
|
|
|
m_mouse->ConvertButtonEvent(button, true);
|
|
|
|
handled = true;
|
|
|
|
}
|
|
|
|
return handled;
|
|
|
|
}
|
2002-10-12 11:37:38 +00:00
|
|
|
|
|
|
|
bool GPG_Application::handleButton(GHOST_IEvent* event, bool isDown)
|
|
|
|
{
|
|
|
|
bool handled = false;
|
2005-03-25 10:33:39 +00:00
|
|
|
MT_assert(event);
|
2002-10-12 11:37:38 +00:00
|
|
|
if (m_mouse)
|
|
|
|
{
|
|
|
|
GHOST_TEventDataPtr eventData = ((GHOST_IEvent*)event)->getData();
|
|
|
|
GHOST_TEventButtonData* buttonData = static_cast<GHOST_TEventButtonData*>(eventData);
|
|
|
|
GPC_MouseDevice::TButtonId button;
|
|
|
|
switch (buttonData->button)
|
|
|
|
{
|
|
|
|
case GHOST_kButtonMaskMiddle:
|
|
|
|
button = GPC_MouseDevice::buttonMiddle;
|
|
|
|
break;
|
|
|
|
case GHOST_kButtonMaskRight:
|
|
|
|
button = GPC_MouseDevice::buttonRight;
|
|
|
|
break;
|
|
|
|
case GHOST_kButtonMaskLeft:
|
|
|
|
default:
|
|
|
|
button = GPC_MouseDevice::buttonLeft;
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
m_mouse->ConvertButtonEvent(button, isDown);
|
|
|
|
handled = true;
|
|
|
|
}
|
|
|
|
return handled;
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
bool GPG_Application::handleCursorMove(GHOST_IEvent* event)
|
|
|
|
{
|
|
|
|
bool handled = false;
|
2005-03-25 10:33:39 +00:00
|
|
|
MT_assert(event);
|
2002-10-12 11:37:38 +00:00
|
|
|
if (m_mouse && m_mainWindow)
|
|
|
|
{
|
|
|
|
GHOST_TEventDataPtr eventData = ((GHOST_IEvent*)event)->getData();
|
|
|
|
GHOST_TEventCursorData* cursorData = static_cast<GHOST_TEventCursorData*>(eventData);
|
|
|
|
GHOST_TInt32 x, y;
|
|
|
|
m_mainWindow->screenToClient(cursorData->x, cursorData->y, x, y);
|
|
|
|
m_mouse->ConvertMoveEvent(x, y);
|
|
|
|
handled = true;
|
|
|
|
}
|
|
|
|
return handled;
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
bool GPG_Application::handleKey(GHOST_IEvent* event, bool isDown)
|
|
|
|
{
|
|
|
|
bool handled = false;
|
2005-03-25 10:33:39 +00:00
|
|
|
MT_assert(event);
|
2002-10-12 11:37:38 +00:00
|
|
|
if (m_keyboard)
|
|
|
|
{
|
|
|
|
GHOST_TEventDataPtr eventData = ((GHOST_IEvent*)event)->getData();
|
|
|
|
GHOST_TEventKeyData* keyData = static_cast<GHOST_TEventKeyData*>(eventData);
|
2008-04-12 21:18:58 +00:00
|
|
|
//no need for this test
|
|
|
|
//if (fSystem->getFullScreen()) {
|
2008-09-09 21:15:30 +00:00
|
|
|
if (keyData->key == GHOST_kKeyEsc && !m_keyboard->m_hookesc && !m_isEmbedded) {
|
2002-10-12 11:37:38 +00:00
|
|
|
m_exitRequested = KX_EXIT_REQUEST_OUTSIDE;
|
|
|
|
}
|
2008-04-12 21:18:58 +00:00
|
|
|
//}
|
2002-10-12 11:37:38 +00:00
|
|
|
m_keyboard->ConvertEvent(keyData->key, isDown);
|
|
|
|
handled = true;
|
|
|
|
}
|
|
|
|
return handled;
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
static void frameTimerProc(GHOST_ITimerTask* task, GHOST_TUns64 time)
|
|
|
|
{
|
|
|
|
GHOST_IWindow* window = (GHOST_IWindow*)task->getUserData();
|
|
|
|
if (fSystem->validWindow(window)) {
|
|
|
|
window->invalidate();
|
|
|
|
}
|
|
|
|
}
|