2011-02-22 10:33:14 +00:00
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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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2010-02-12 13:34:04 +00:00
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* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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2002-10-12 11:37:38 +00:00
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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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2011-02-22 10:33:14 +00:00
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*/
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/** \file GPG_Application.h
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* \ingroup player
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* \brief GHOST Blender Player application declaration file.
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2002-10-12 11:37:38 +00:00
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*/
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#include "GHOST_IEventConsumer.h"
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#include "STR_String.h"
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2004-12-01 08:35:38 +00:00
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#ifdef WIN32
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#include <wtypes.h>
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#endif
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2011-09-11 05:54:07 +00:00
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#include "KX_KetsjiEngine.h"
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2002-10-12 11:37:38 +00:00
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class KX_KetsjiEngine;
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class KX_ISceneConverter;
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class NG_LoopBackNetworkDeviceInterface;
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class RAS_IRasterizer;
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class GHOST_IEvent;
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class GHOST_ISystem;
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class GHOST_ITimerTask;
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class GHOST_IWindow;
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class GPC_MouseDevice;
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class GPG_Canvas;
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class GPG_KeyboardDevice;
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class GPG_System;
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struct Main;
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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
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struct Scene;
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2002-10-12 11:37:38 +00:00
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class GPG_Application : public GHOST_IEventConsumer
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{
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public:
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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
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GPG_Application(GHOST_ISystem* system);
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2002-10-12 11:37:38 +00:00
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~GPG_Application(void);
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2013-02-24 10:50:33 +00:00
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bool SetGameEngineData(struct Main* maggie, struct Scene* scene, GlobalSettings* gs, int argc, char** argv);
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bool startWindow(STR_String& title,
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int windowLeft, int windowTop,
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int windowWidth, int windowHeight,
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const bool stereoVisual, const int stereoMode, const GHOST_TUns16 samples=0);
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bool startFullScreen(int width, int height,
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int bpp, int frequency,
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const bool stereoVisual, const int stereoMode,
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const GHOST_TUns16 samples=0, bool useDesktop=false);
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bool startEmbeddedWindow(STR_String& title, const GHOST_TEmbedderWindowID parent_window,
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const bool stereoVisual, const int stereoMode, const GHOST_TUns16 samples=0);
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2004-12-01 08:35:38 +00:00
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#ifdef WIN32
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2013-02-24 10:50:33 +00:00
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bool startScreenSaverFullScreen(int width, int height,
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int bpp, int frequency,
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const bool stereoVisual, const int stereoMode, const GHOST_TUns16 samples=0);
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bool startScreenSaverPreview(HWND parentWindow,
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const bool stereoVisual, const int stereoMode, const GHOST_TUns16 samples=0);
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2004-12-01 08:35:38 +00:00
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#endif
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2002-10-12 11:37:38 +00:00
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virtual bool processEvent(GHOST_IEvent* event);
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2013-02-24 10:50:33 +00:00
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int getExitRequested(void);
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const STR_String& getExitString(void);
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GlobalSettings* getGlobalSettings(void);
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bool StartGameEngine(int stereoMode);
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void StopGameEngine();
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void EngineNextFrame();
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2002-10-12 11:37:38 +00:00
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protected:
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2004-05-02 23:45:03 +00:00
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bool handleWheel(GHOST_IEvent* event);
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2002-10-12 11:37:38 +00:00
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bool handleButton(GHOST_IEvent* event, bool isDown);
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bool handleCursorMove(GHOST_IEvent* event);
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bool handleKey(GHOST_IEvent* event, bool isDown);
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/**
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* Initializes the game engine.
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*/
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bool initEngine(GHOST_IWindow* window, int stereoMode);
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/**
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* Starts the game engine.
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*/
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bool startEngine(void);
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/**
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* Stop the game engine.
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*/
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void stopEngine(void);
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/**
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* Shuts the game engine down.
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*/
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void exitEngine(void);
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Cucumber, first batch of merge - UI changes and custom exit key
---------------------------------------------------------------
This was a test drive to see how painful the merge will be.
Next batches are:
- use desktop option for fullscreen
- multisampling option
- bullet collision mask
- python
- storage (vbo, dl, ...)
- lighting
[lighting still needs review]
[python could use review, although it should be straightforward]
[storage should be tested more I think]
Merged /branches/soc-2011-cucumber:r
36991,37059,37157,37416,37497-37499,37501,37522,39036,40593
36991:
==UI==
* Made some options available in Blender Game that were only available in Blender Render (camera resolution, animation fps)
* Created a panel for the embedded player
* Renamed the FPS option for the standalone player to Refresh Rate
* Moved framing options to display
* Made a button to launch the blender player from within blender (only tested on windows for now)
37059:
==UI==
* Added the option to change the exit key for the BGE. The UI currently just sets a number, and this feature most likely does not work for blenderplayer yet. More work on this to come.
* Removed the physics settings from the scene panel for the BGE.
* Added an Add menu in the logic brick header.
37157:
Making the bake options available in Blender Game
37416:
Making the exit key UI element accept key presses instead of numbers. It still does not work for the Blenderplayer, and it does not limit the input to key presses (other events don't work for exiting)
37497:
Some more work on getting the exit key to work in the Blenderplayer.
Input is now restricted to keyboard events only for the exit key UI.
37498:
Some clean up from the last commit.
The exit key setting affects the Blenderplayer now.
37499:
Cleaning up some duplicate code. Now the reverseTranslateTable for converting blender key codes to ketsji key codes is only defined in BL_BlenderDataConverter.
37501:
Centralizing the exit key methods to the keyboard devices. This should make it easier to get exit key control to the python API.
[37517: committed previously]
37522:
Moved control of the exit key away from the keyboard devices, and moved it to ketsjiengine.
Added setExitKey and getExitKey to the python API
39036:
A couple of the doversions were in the wrong spot. This should fix some issues with the exit key not being set.
[not committed entirely, see below]]
40552: space_logic.py (* fixed an error in space_logic.py *)
40593:
launch blenderplayer from ui not working in OSX fix - by Daniel Stokes and me
########################################################
code left behind (to be included in next commit):
########################################################
{
/* Initialize default values for collision masks */
Object *ob;
for(ob=main->object.first; ob; ob=ob->id.next)
ob->col_group = ob->col_mask = 1;
}
2011-12-20 03:11:56 +00:00
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short m_exitkey;
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2002-10-12 11:37:38 +00:00
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/* The game data */
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STR_String m_startSceneName;
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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
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struct Scene* m_startScene;
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2002-10-12 11:37:38 +00:00
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struct Main* m_maggie;
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/* Exit state. */
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int m_exitRequested;
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STR_String m_exitString;
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2011-09-11 05:54:07 +00:00
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GlobalSettings* m_globalSettings;
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2002-10-12 11:37:38 +00:00
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/* GHOST system abstraction. */
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GHOST_ISystem* m_system;
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/* Main window. */
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GHOST_IWindow* m_mainWindow;
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/* Timer to advance frames. */
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GHOST_ITimerTask* m_frameTimer;
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/* The cursor shape displayed. */
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GHOST_TStandardCursor m_cursor;
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/** Engine construction state. */
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bool m_engineInitialized;
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/** Engine state. */
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bool m_engineRunning;
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2008-09-09 21:15:30 +00:00
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/** Running on embedded window */
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bool m_isEmbedded;
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2002-10-12 11:37:38 +00:00
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/** the gameengine itself */
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KX_KetsjiEngine* m_ketsjiengine;
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/** The game engine's system abstraction. */
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GPG_System* m_kxsystem;
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/** The game engine's keyboard abstraction. */
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GPG_KeyboardDevice* m_keyboard;
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/** The game engine's mouse abstraction. */
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GPC_MouseDevice* m_mouse;
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/** The game engine's canvas abstraction. */
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GPG_Canvas* m_canvas;
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/** the rasterizer */
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RAS_IRasterizer* m_rasterizer;
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/** Converts Blender data files. */
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KX_ISceneConverter* m_sceneconverter;
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/** Network interface. */
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NG_LoopBackNetworkDeviceInterface* m_networkdevice;
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2006-01-06 03:46:54 +00:00
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bool m_blendermat;
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Merge of apricot branch game engine changes into trunk, excluding GLSL.
GLEW
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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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bool m_blenderglslmat;
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2008-08-20 06:11:11 +00:00
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/*
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* GameLogic.globalDict as a string so that loading new blend files can use the same dict.
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* Do this because python starts/stops when loading blend files.
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*/
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char* m_pyGlobalDictString;
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int m_pyGlobalDictString_Length;
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2009-04-20 15:06:46 +00:00
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/* argc and argv need to be passed on to python */
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int m_argc;
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char** m_argv;
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2002-10-12 11:37:38 +00:00
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};
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