bugfix: [bf-blender-Game Engine][28167] Restart game actuator don't get changed material mode

http://projects.blender.org/tracker/?func=detail&aid=28167&group_id=9&atid=306
Game Actuator (restart or load a new file) will not keep some settings alive (as
we had in 2.49).

In 2.49 the solution used was to use Blender globals (G.fileflags) to get/set
those settings. That was causing the blender file to change if you change the
material mode from the game.

In 2.5 this never worked, and the implementation was buggy (it's relying in the
scene settings, which get reset ever time we restart/load a new file).

My idea for fixing this is to create a new struct (GlobalSettings) where we
store any setting to be preserver during the course of the game. This is
specially important for options that require the game to restart/load new file
(graphic ones). But it later can be expanded to support other things such as
audio settings (e.g. volume), ...
I'm also planning to expand it for stereo and dome settings, but I prefer to
first get this committed and then build a new patch on top of that.


I had some problems in finding a correct way for build/link the blenderplayer
changes, so although it's working I'm not sure this is the best code (e.g. I
couldn't make forward declaration to work in GPG_Application.h for the struct
GlobalSettings so I ended up including KX_KetsjiEngine.h)

[note: I talked with Brecht and he find this is an ok solution. He implemented
it originally so it's good to have his go. However I still think there must be a way to make forward declaration to work. I will see with other devs if there is a better solution]
[also I'm likely renaming glsl to flags later if there are more settings stored in the flags to be used. But for now we are only handling glsl flags]
This commit is contained in:
Dalai Felinto
2011-09-11 05:54:07 +00:00
parent cfa83b0888
commit 5184476fe1
7 changed files with 82 additions and 25 deletions

View File

@@ -1113,7 +1113,7 @@ static PyObject* gPySetGLSLMaterialSetting(PyObject*,
PyObject* args,
PyObject*)
{
GameData *gm= &(gp_KetsjiScene->GetBlenderScene()->gm);
GlobalSettings *gs= gp_KetsjiEngine->GetGlobalSettings();
char *setting;
int enable, flag, sceneflag;
@@ -1127,15 +1127,15 @@ static PyObject* gPySetGLSLMaterialSetting(PyObject*,
return NULL;
}
sceneflag= gm->flag;
sceneflag= gs->glslflag;
if (enable)
gm->flag &= ~flag;
gs->glslflag &= ~flag;
else
gm->flag |= flag;
gs->glslflag |= flag;
/* display lists and GLSL materials need to be remade */
if(sceneflag != gm->flag) {
if(sceneflag != gs->glslflag) {
GPU_materials_free();
if(gp_KetsjiEngine) {
KX_SceneList *scenes = gp_KetsjiEngine->CurrentScenes();
@@ -1156,7 +1156,7 @@ static PyObject* gPyGetGLSLMaterialSetting(PyObject*,
PyObject* args,
PyObject*)
{
GameData *gm= &(gp_KetsjiScene->GetBlenderScene()->gm);
GlobalSettings *gs= gp_KetsjiEngine->GetGlobalSettings();
char *setting;
int enabled = 0, flag;
@@ -1170,7 +1170,7 @@ static PyObject* gPyGetGLSLMaterialSetting(PyObject*,
return NULL;
}
enabled = ((gm->flag & flag) != 0);
enabled = ((gs->glslflag & flag) != 0);
return PyLong_FromSsize_t(enabled);
}
@@ -1182,18 +1182,18 @@ static PyObject* gPySetMaterialType(PyObject*,
PyObject* args,
PyObject*)
{
GameData *gm= &(gp_KetsjiScene->GetBlenderScene()->gm);
GlobalSettings *gs= gp_KetsjiEngine->GetGlobalSettings();
int type;
if (!PyArg_ParseTuple(args,"i:setMaterialType",&type))
return NULL;
if(type == KX_BLENDER_GLSL_MATERIAL)
gm->matmode= GAME_MAT_GLSL;
gs->matmode= GAME_MAT_GLSL;
else if(type == KX_BLENDER_MULTITEX_MATERIAL)
gm->matmode= GAME_MAT_MULTITEX;
gs->matmode= GAME_MAT_MULTITEX;
else if(type == KX_TEXFACE_MATERIAL)
gm->matmode= GAME_MAT_TEXFACE;
gs->matmode= GAME_MAT_TEXFACE;
else {
PyErr_SetString(PyExc_ValueError, "Rasterizer.setMaterialType(int): material type is not known");
return NULL;
@@ -1204,12 +1204,12 @@ static PyObject* gPySetMaterialType(PyObject*,
static PyObject* gPyGetMaterialType(PyObject*)
{
GameData *gm= &(gp_KetsjiScene->GetBlenderScene()->gm);
GlobalSettings *gs= gp_KetsjiEngine->GetGlobalSettings();
int flag;
if(gm->matmode == GAME_MAT_GLSL)
if(gs->matmode == GAME_MAT_GLSL)
flag = KX_BLENDER_GLSL_MATERIAL;
else if(gm->matmode == GAME_MAT_MULTITEX)
else if(gs->matmode == GAME_MAT_MULTITEX)
flag = KX_BLENDER_MULTITEX_MATERIAL;
else
flag = KX_TEXFACE_MATERIAL;