2.5: Game Engine

* Added Shading and Performance panels in the scene buttons,
  containing the options previously in the 2.4x game menu.
* Added show framerate/debug/physics/warnings back in game menu.
* Moved these settings from G.fileflags to scene GameData.
* Enabled Display Lists by default.
* Some other small game scene button tweaks.
This commit is contained in:
Brecht Van Lommel
2009-08-18 15:27:48 +00:00
parent ede954b938
commit 3682624616
15 changed files with 273 additions and 83 deletions

View File

@@ -92,6 +92,7 @@ extern "C" {
/* we only need this to get a list of libraries from the main struct */
#include "DNA_ID.h"
#include "DNA_scene_types.h"
#include "marshal.h" /* python header for loading/saving dicts */
@@ -206,8 +207,6 @@ static PyObject* gPySendMessage(PyObject*, PyObject* args)
Py_RETURN_NONE;
}
static bool usedsp = false;
// this gets a pointer to an array filled with floats
static PyObject* gPyGetSpectrum(PyObject*)
{
@@ -769,17 +768,17 @@ static PyObject* gPyDisableMotionBlur(PyObject*)
int getGLSLSettingFlag(char *setting)
{
if(strcmp(setting, "lights") == 0)
return G_FILE_GLSL_NO_LIGHTS;
return GAME_GLSL_NO_LIGHTS;
else if(strcmp(setting, "shaders") == 0)
return G_FILE_GLSL_NO_SHADERS;
return GAME_GLSL_NO_SHADERS;
else if(strcmp(setting, "shadows") == 0)
return G_FILE_GLSL_NO_SHADOWS;
return GAME_GLSL_NO_SHADOWS;
else if(strcmp(setting, "ramps") == 0)
return G_FILE_GLSL_NO_RAMPS;
return GAME_GLSL_NO_RAMPS;
else if(strcmp(setting, "nodes") == 0)
return G_FILE_GLSL_NO_NODES;
return GAME_GLSL_NO_NODES;
else if(strcmp(setting, "extra_textures") == 0)
return G_FILE_GLSL_NO_EXTRA_TEX;
return GAME_GLSL_NO_EXTRA_TEX;
else
return -1;
}
@@ -788,8 +787,9 @@ static PyObject* gPySetGLSLMaterialSetting(PyObject*,
PyObject* args,
PyObject*)
{
GameData *gm= &(gp_KetsjiScene->GetBlenderScene()->gm);
char *setting;
int enable, flag, fileflags;
int enable, flag, sceneflag;
if (!PyArg_ParseTuple(args,"si:setGLSLMaterialSetting",&setting,&enable))
return NULL;
@@ -801,15 +801,15 @@ static PyObject* gPySetGLSLMaterialSetting(PyObject*,
return NULL;
}
fileflags = G.fileflags;
sceneflag= gm->flag;
if (enable)
G.fileflags &= ~flag;
gm->flag &= ~flag;
else
G.fileflags |= flag;
gm->flag |= flag;
/* display lists and GLSL materials need to be remade */
if(G.fileflags != fileflags) {
if(sceneflag != gm->flag) {
GPU_materials_free();
if(gp_KetsjiEngine) {
KX_SceneList *scenes = gp_KetsjiEngine->CurrentScenes();
@@ -830,6 +830,7 @@ static PyObject* gPyGetGLSLMaterialSetting(PyObject*,
PyObject* args,
PyObject*)
{
GameData *gm= &(gp_KetsjiScene->GetBlenderScene()->gm);
char *setting;
int enabled = 0, flag;
@@ -843,7 +844,7 @@ static PyObject* gPyGetGLSLMaterialSetting(PyObject*,
return NULL;
}
enabled = ((G.fileflags & flag) != 0);
enabled = ((gm->flag & flag) != 0);
return PyLong_FromSsize_t(enabled);
}
@@ -855,35 +856,34 @@ static PyObject* gPySetMaterialType(PyObject*,
PyObject* args,
PyObject*)
{
int flag, type;
GameData *gm= &(gp_KetsjiScene->GetBlenderScene()->gm);
int type;
if (!PyArg_ParseTuple(args,"i:setMaterialType",&type))
return NULL;
if(type == KX_BLENDER_GLSL_MATERIAL)
flag = G_FILE_GAME_MAT|G_FILE_GAME_MAT_GLSL;
gm->matmode= GAME_MAT_GLSL;
else if(type == KX_BLENDER_MULTITEX_MATERIAL)
flag = G_FILE_GAME_MAT;
gm->matmode= GAME_MAT_MULTITEX;
else if(type == KX_TEXFACE_MATERIAL)
flag = 0;
gm->matmode= GAME_MAT_TEXFACE;
else {
PyErr_SetString(PyExc_ValueError, "Rasterizer.setMaterialType(int): material type is not known");
return NULL;
}
G.fileflags &= ~(G_FILE_GAME_MAT|G_FILE_GAME_MAT_GLSL);
G.fileflags |= flag;
Py_RETURN_NONE;
}
static PyObject* gPyGetMaterialType(PyObject*)
{
GameData *gm= &(gp_KetsjiScene->GetBlenderScene()->gm);
int flag;
if(G.fileflags & G_FILE_GAME_MAT_GLSL)
if(gm->matmode == GAME_MAT_GLSL)
flag = KX_BLENDER_GLSL_MATERIAL;
else if(G.fileflags & G_FILE_GAME_MAT)
else if(gm->matmode == GAME_MAT_MULTITEX)
flag = KX_BLENDER_MULTITEX_MATERIAL;
else
flag = KX_TEXFACE_MATERIAL;