
bge.logic.setRender(flag) to enable/disable render. The render pass is enabled by default but it can be disabled with bge.logic.setRender(False). Once disabled, the render pass is skipped and a new logic frame starts immediately. Note that VSync no longer limits the fps when render is off but the 'Use Frame Rate' option in the Render Properties still does. To run as many frames as possible, untick the option This function is useful when you don't need the default render, e.g. when doing offscreen render to an alternate device than the monitor. Note that without VSync, you must limit the frame rate by other means. fbo = bge.render.offScreenCreate(width,height,[,samples=0][,target=bge.render.RAS_OFS_RENDER_BUFFER]) Use this method to create an offscreen buffer of given size, with given MSAA samples and targetting either a render buffer (bge.render.RAS_OFS_RENDER_BUFFER) or a texture (bge.render.RAS_OFS_RENDER_TEXTURE). Use the former if you want to retrieve the frame buffer on the host and the latter if you want to pass the render to another context (texture are proper OGL object, render buffers aren't) The object created by this function can only be used as a parameter of the bge.texture.ImageRender() constructor to send the the render to the FBO rather than to the frame buffer. This is best suited when you want to create a render of specific size, or if you need an image with an alpha channel. bge.texture.<imagetype>.refresh(buffer=None, format="RGBA", ts=-1.0) Without arg, the refresh method of the image objects is pretty much a no-op, it simply invalidates the image so that on next texture refresh, the image will be recalculated. It is now possible to pass an optional buffer object to transfer the image (and recalculate it if it was invalid) to an external object. The object must implement the 'buffer protocol'. The image will be transfered as "RGBA" or "BGRA" pixels depending on format argument (only those 2 formats are supported) and ts is an optional timestamp in the image depends on it (e.g. VideoFFmpeg playing a video file). With this function you don't need anymore to link the image object to a Texture object to use: the image object is self-sufficient. bge.texture.ImageRender(scene, camera, fbo=None) Render to buffer is possible by passing a FBO object (see offScreenCreate). bge.texture.ImageRender.render() Allows asynchronous render: call this method to render the scene but without extracting the pixels yet. The function returns as soon as the render commands have been send to the GPU. The render will proceed asynchronously in the GPU while the host can perform other tasks. To complete the render, you can either call refresh() directly of refresh the texture to which this object is the source. Asynchronous render is useful to achieve optimal performance: call render() on frame N and refresh() on frame N+1 to give as much as time as possible to the GPU to render the frame while the game engine can perform other tasks. Support negative scale on camera. Camera scale was previously ignored in the BGE. It is now injected in the modelview matrix as a vertical or horizontal flip of the scene (respectively if scaleY<0 and scaleX<0). Note that the actual value of the scale is not used, only the sign. This allows to flip the image produced by ImageRender() without any performance degradation: the flip is integrated in the render itself. Optimized image transfer from ImageRender to buffer. Previously, images that were transferred to the host were always going through buffers in VideoTexture. It is now possible to transfer ImageRender images to external buffer without intermediate copy (i.e. directly from OGL to buffer) if the attributes of the ImageRender objects are set as follow: flip=False, alpha=True, scale=False, depth=False, zbuff=False. (if you need to flip the image, use camera negative scale)
694 lines
21 KiB
C++
694 lines
21 KiB
C++
/*
|
|
* ***** BEGIN GPL LICENSE BLOCK *****
|
|
*
|
|
* This program is free software; you can redistribute it and/or
|
|
* modify it under the terms of the GNU General Public License
|
|
* as published by the Free Software Foundation; either version 2
|
|
* of the License, or (at your option) any later version.
|
|
*
|
|
* This program is distributed in the hope that it will be useful,
|
|
* but WITHOUT ANY WARRANTY; without even the implied warranty of
|
|
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
|
|
* GNU General Public License for more details.
|
|
*
|
|
* You should have received a copy of the GNU General Public License
|
|
* along with this program; if not, write to the Free Software Foundation,
|
|
* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
|
|
*
|
|
* The Original Code is Copyright (C) 2001-2002 by NaN Holding BV.
|
|
* All rights reserved.
|
|
*
|
|
* The Original Code is: all of this file.
|
|
*
|
|
* Contributor(s): none yet.
|
|
*
|
|
* ***** END GPL LICENSE BLOCK *****
|
|
* Blender's Ketsji startpoint
|
|
*/
|
|
|
|
/** \file gameengine/BlenderRoutines/BL_KetsjiEmbedStart.cpp
|
|
* \ingroup blroutines
|
|
*/
|
|
|
|
|
|
#include <signal.h>
|
|
#include <stdlib.h>
|
|
#include <stdio.h>
|
|
|
|
#ifdef _MSC_VER
|
|
/* don't show stl-warnings */
|
|
# pragma warning (disable:4786)
|
|
#endif
|
|
|
|
#include "glew-mx.h"
|
|
|
|
#include "KX_BlenderCanvas.h"
|
|
#include "KX_BlenderKeyboardDevice.h"
|
|
#include "KX_BlenderMouseDevice.h"
|
|
#include "KX_BlenderSystem.h"
|
|
#include "BL_Material.h"
|
|
|
|
#include "KX_KetsjiEngine.h"
|
|
#include "KX_BlenderSceneConverter.h"
|
|
#include "KX_PythonInit.h"
|
|
#include "KX_PyConstraintBinding.h"
|
|
#include "KX_PythonMain.h"
|
|
|
|
#include "RAS_OpenGLRasterizer.h"
|
|
#include "RAS_ListRasterizer.h"
|
|
|
|
#include "NG_LoopBackNetworkDeviceInterface.h"
|
|
|
|
#include "BL_System.h"
|
|
|
|
#include "GPU_extensions.h"
|
|
#include "EXP_Value.h"
|
|
|
|
|
|
extern "C" {
|
|
#include "DNA_object_types.h"
|
|
#include "DNA_view3d_types.h"
|
|
#include "DNA_screen_types.h"
|
|
#include "DNA_userdef_types.h"
|
|
#include "DNA_scene_types.h"
|
|
#include "DNA_windowmanager_types.h"
|
|
|
|
#include "BKE_global.h"
|
|
#include "BKE_report.h"
|
|
#include "BKE_ipo.h"
|
|
#include "BKE_main.h"
|
|
#include "BKE_context.h"
|
|
#include "BKE_sound.h"
|
|
|
|
/* avoid c++ conflict with 'new' */
|
|
#define new _new
|
|
#include "BKE_screen.h"
|
|
#undef new
|
|
|
|
#include "MEM_guardedalloc.h"
|
|
|
|
#include "BLI_blenlib.h"
|
|
#include "BLO_readfile.h"
|
|
|
|
#include "../../blender/windowmanager/WM_types.h"
|
|
#include "../../blender/windowmanager/wm_window.h"
|
|
|
|
/* avoid more includes (not used by BGE) */
|
|
typedef void * wmUIHandlerFunc;
|
|
typedef void * wmUIHandlerRemoveFunc;
|
|
|
|
#include "../../blender/windowmanager/wm_event_system.h"
|
|
}
|
|
|
|
#ifdef WITH_AUDASPACE
|
|
# include AUD_DEVICE_H
|
|
#endif
|
|
|
|
static BlendFileData *load_game_data(char *filename)
|
|
{
|
|
ReportList reports;
|
|
BlendFileData *bfd;
|
|
|
|
BKE_reports_init(&reports, RPT_STORE);
|
|
bfd= BLO_read_from_file(filename, &reports);
|
|
|
|
if (!bfd) {
|
|
printf("Loading %s failed: ", filename);
|
|
BKE_reports_print(&reports, RPT_ERROR);
|
|
}
|
|
|
|
BKE_reports_clear(&reports);
|
|
|
|
return bfd;
|
|
}
|
|
|
|
static int BL_KetsjiNextFrame(KX_KetsjiEngine *ketsjiengine, bContext *C, wmWindow *win, Scene *scene, ARegion *ar,
|
|
KX_BlenderKeyboardDevice* keyboarddevice, KX_BlenderMouseDevice* mousedevice, int draw_letterbox)
|
|
{
|
|
int exitrequested;
|
|
|
|
// first check if we want to exit
|
|
exitrequested = ketsjiengine->GetExitCode();
|
|
|
|
// kick the engine
|
|
bool render = ketsjiengine->NextFrame();
|
|
|
|
if (render) {
|
|
if (draw_letterbox) {
|
|
// Clear screen to border color
|
|
// We do this here since we set the canvas to be within the frames. This means the engine
|
|
// itself is unaware of the extra space, so we clear the whole region for it.
|
|
glClearColor(scene->gm.framing.col[0], scene->gm.framing.col[1], scene->gm.framing.col[2], 1.0f);
|
|
glViewport(ar->winrct.xmin, ar->winrct.ymin,
|
|
BLI_rcti_size_x(&ar->winrct), BLI_rcti_size_y(&ar->winrct));
|
|
glClear(GL_COLOR_BUFFER_BIT);
|
|
}
|
|
|
|
// render the frame
|
|
ketsjiengine->Render();
|
|
}
|
|
|
|
wm_window_process_events_nosleep();
|
|
|
|
// test for the ESC key
|
|
//XXX while (qtest())
|
|
while (wmEvent *event= (wmEvent *)win->queue.first) {
|
|
short val = 0;
|
|
//unsigned short event = 0; //XXX extern_qread(&val);
|
|
unsigned int unicode = event->utf8_buf[0] ? BLI_str_utf8_as_unicode(event->utf8_buf) : event->ascii;
|
|
|
|
if (keyboarddevice->ConvertBlenderEvent(event->type, event->val, unicode))
|
|
exitrequested = KX_EXIT_REQUEST_BLENDER_ESC;
|
|
|
|
/* Coordinate conversion... where
|
|
* should this really be?
|
|
*/
|
|
if (event->type == MOUSEMOVE) {
|
|
/* Note, not nice! XXX 2.5 event hack */
|
|
val = event->x - ar->winrct.xmin;
|
|
mousedevice->ConvertBlenderEvent(MOUSEX, val, 0);
|
|
|
|
val = ar->winy - (event->y - ar->winrct.ymin) - 1;
|
|
mousedevice->ConvertBlenderEvent(MOUSEY, val, 0);
|
|
}
|
|
else {
|
|
mousedevice->ConvertBlenderEvent(event->type, event->val, 0);
|
|
}
|
|
|
|
BLI_remlink(&win->queue, event);
|
|
wm_event_free(event);
|
|
}
|
|
|
|
if (win != CTX_wm_window(C)) {
|
|
exitrequested= KX_EXIT_REQUEST_OUTSIDE; /* window closed while bge runs */
|
|
}
|
|
return exitrequested;
|
|
}
|
|
|
|
|
|
#ifdef WITH_PYTHON
|
|
static struct BL_KetsjiNextFrameState {
|
|
class KX_KetsjiEngine* ketsjiengine;
|
|
struct bContext *C;
|
|
struct wmWindow* win;
|
|
struct Scene* scene;
|
|
struct ARegion *ar;
|
|
KX_BlenderKeyboardDevice* keyboarddevice;
|
|
KX_BlenderMouseDevice* mousedevice;
|
|
int draw_letterbox;
|
|
} ketsjinextframestate;
|
|
|
|
static int BL_KetsjiPyNextFrame(void *state0)
|
|
{
|
|
BL_KetsjiNextFrameState *state = (BL_KetsjiNextFrameState *) state0;
|
|
return BL_KetsjiNextFrame(
|
|
state->ketsjiengine,
|
|
state->C,
|
|
state->win,
|
|
state->scene,
|
|
state->ar,
|
|
state->keyboarddevice,
|
|
state->mousedevice,
|
|
state->draw_letterbox);
|
|
}
|
|
#endif
|
|
|
|
|
|
extern "C" void StartKetsjiShell(struct bContext *C, struct ARegion *ar, rcti *cam_frame, int always_use_expand_framing)
|
|
{
|
|
/* context values */
|
|
struct wmWindowManager *wm= CTX_wm_manager(C);
|
|
struct wmWindow *win= CTX_wm_window(C);
|
|
struct Scene *startscene= CTX_data_scene(C);
|
|
struct Main* maggie1= CTX_data_main(C);
|
|
|
|
|
|
RAS_Rect area_rect;
|
|
area_rect.SetLeft(cam_frame->xmin);
|
|
area_rect.SetBottom(cam_frame->ymin);
|
|
area_rect.SetRight(cam_frame->xmax);
|
|
area_rect.SetTop(cam_frame->ymax);
|
|
|
|
int exitrequested = KX_EXIT_REQUEST_NO_REQUEST;
|
|
Main* blenderdata = maggie1;
|
|
|
|
char* startscenename = startscene->id.name+2;
|
|
char pathname[FILE_MAXDIR+FILE_MAXFILE], oldsce[FILE_MAXDIR+FILE_MAXFILE];
|
|
STR_String exitstring = "";
|
|
BlendFileData *bfd= NULL;
|
|
|
|
BLI_strncpy(pathname, blenderdata->name, sizeof(pathname));
|
|
BLI_strncpy(oldsce, G.main->name, sizeof(oldsce));
|
|
#ifdef WITH_PYTHON
|
|
resetGamePythonPath(); // need this so running a second time wont use an old blendfiles path
|
|
setGamePythonPath(G.main->name);
|
|
|
|
// Acquire Python's GIL (global interpreter lock)
|
|
// so we can safely run Python code and API calls
|
|
PyGILState_STATE gilstate = PyGILState_Ensure();
|
|
|
|
PyObject *pyGlobalDict = PyDict_New(); /* python utility storage, spans blend file loading */
|
|
#endif
|
|
|
|
// Globals to be carried on over blender files
|
|
GlobalSettings gs;
|
|
gs.matmode= startscene->gm.matmode;
|
|
gs.glslflag= startscene->gm.flag;
|
|
|
|
do
|
|
{
|
|
View3D *v3d= CTX_wm_view3d(C);
|
|
RegionView3D *rv3d= CTX_wm_region_view3d(C);
|
|
|
|
// get some preferences
|
|
SYS_SystemHandle syshandle = SYS_GetSystem();
|
|
bool properties = (SYS_GetCommandLineInt(syshandle, "show_properties", 0) != 0);
|
|
bool usefixed = (SYS_GetCommandLineInt(syshandle, "fixedtime", 0) != 0);
|
|
bool profile = (SYS_GetCommandLineInt(syshandle, "show_profile", 0) != 0);
|
|
bool frameRate = (SYS_GetCommandLineInt(syshandle, "show_framerate", 0) != 0);
|
|
bool animation_record = (SYS_GetCommandLineInt(syshandle, "animation_record", 0) != 0);
|
|
bool displaylists = (SYS_GetCommandLineInt(syshandle, "displaylists", 0) != 0) && GPU_display_list_support();
|
|
#ifdef WITH_PYTHON
|
|
bool nodepwarnings = (SYS_GetCommandLineInt(syshandle, "ignore_deprecation_warnings", 0) != 0);
|
|
#endif
|
|
// bool novertexarrays = (SYS_GetCommandLineInt(syshandle, "novertexarrays", 0) != 0);
|
|
bool mouse_state = (startscene->gm.flag & GAME_SHOW_MOUSE) != 0;
|
|
bool restrictAnimFPS = (startscene->gm.flag & GAME_RESTRICT_ANIM_UPDATES) != 0;
|
|
|
|
short drawtype = v3d->drawtype;
|
|
|
|
/* we do not support material mode in game engine, force change to texture mode */
|
|
if (drawtype == OB_MATERIAL) drawtype = OB_TEXTURE;
|
|
if (animation_record) usefixed= false; /* override since you don't want to run full-speed for sim recording */
|
|
|
|
// create the canvas and rasterizer
|
|
RAS_ICanvas* canvas = new KX_BlenderCanvas(wm, win, area_rect, ar);
|
|
|
|
// default mouse state set on render panel
|
|
if (mouse_state)
|
|
canvas->SetMouseState(RAS_ICanvas::MOUSE_NORMAL);
|
|
else
|
|
canvas->SetMouseState(RAS_ICanvas::MOUSE_INVISIBLE);
|
|
|
|
// Setup vsync
|
|
int previous_vsync = 0;
|
|
canvas->GetSwapInterval(previous_vsync);
|
|
if (startscene->gm.vsync == VSYNC_ADAPTIVE)
|
|
canvas->SetSwapInterval(-1);
|
|
else
|
|
canvas->SetSwapInterval((startscene->gm.vsync == VSYNC_ON) ? 1 : 0);
|
|
|
|
RAS_IRasterizer* rasterizer = NULL;
|
|
RAS_STORAGE_TYPE raster_storage = RAS_AUTO_STORAGE;
|
|
|
|
if (startscene->gm.raster_storage == RAS_STORE_VBO) {
|
|
raster_storage = RAS_VBO;
|
|
}
|
|
else if (startscene->gm.raster_storage == RAS_STORE_VA) {
|
|
raster_storage = RAS_VA;
|
|
}
|
|
//Don't use displaylists with VBOs
|
|
//If auto starts using VBOs, make sure to check for that here
|
|
if (displaylists && raster_storage != RAS_VBO)
|
|
rasterizer = new RAS_ListRasterizer(canvas, true, raster_storage);
|
|
else
|
|
rasterizer = new RAS_OpenGLRasterizer(canvas, raster_storage);
|
|
|
|
RAS_IRasterizer::MipmapOption mipmapval = rasterizer->GetMipmapping();
|
|
|
|
|
|
// create the inputdevices
|
|
KX_BlenderKeyboardDevice* keyboarddevice = new KX_BlenderKeyboardDevice();
|
|
KX_BlenderMouseDevice* mousedevice = new KX_BlenderMouseDevice();
|
|
|
|
// create a networkdevice
|
|
NG_NetworkDeviceInterface* networkdevice = new
|
|
NG_LoopBackNetworkDeviceInterface();
|
|
|
|
//
|
|
// create a ketsji/blendersystem (only needed for timing and stuff)
|
|
KX_BlenderSystem* kxsystem = new KX_BlenderSystem();
|
|
|
|
// create the ketsjiengine
|
|
KX_KetsjiEngine* ketsjiengine = new KX_KetsjiEngine(kxsystem);
|
|
|
|
// set the devices
|
|
ketsjiengine->SetKeyboardDevice(keyboarddevice);
|
|
ketsjiengine->SetMouseDevice(mousedevice);
|
|
ketsjiengine->SetNetworkDevice(networkdevice);
|
|
ketsjiengine->SetCanvas(canvas);
|
|
ketsjiengine->SetRasterizer(rasterizer);
|
|
ketsjiengine->SetUseFixedTime(usefixed);
|
|
ketsjiengine->SetTimingDisplay(frameRate, profile, properties);
|
|
ketsjiengine->SetRestrictAnimationFPS(restrictAnimFPS);
|
|
ketsjiengine->SetRender(true);
|
|
KX_KetsjiEngine::SetExitKey(ConvertKeyCode(startscene->gm.exitkey));
|
|
|
|
//set the global settings (carried over if restart/load new files)
|
|
ketsjiengine->SetGlobalSettings(&gs);
|
|
|
|
#ifdef WITH_PYTHON
|
|
CValue::SetDeprecationWarnings(nodepwarnings);
|
|
#endif
|
|
|
|
//lock frame and camera enabled - storing global values
|
|
int tmp_lay= startscene->lay;
|
|
Object *tmp_camera = startscene->camera;
|
|
|
|
if (v3d->scenelock==0) {
|
|
startscene->lay= v3d->lay;
|
|
startscene->camera= v3d->camera;
|
|
}
|
|
|
|
// some blender stuff
|
|
float camzoom = 1.0f;
|
|
int draw_letterbox = 0;
|
|
|
|
if (rv3d->persp==RV3D_CAMOB) {
|
|
if (startscene->gm.framing.type == SCE_GAMEFRAMING_BARS) { /* Letterbox */
|
|
draw_letterbox = 1;
|
|
}
|
|
else {
|
|
camzoom = 1.0f / BKE_screen_view3d_zoom_to_fac(rv3d->camzoom);
|
|
}
|
|
}
|
|
|
|
rasterizer->SetDrawingMode(drawtype);
|
|
ketsjiengine->SetCameraZoom(camzoom);
|
|
ketsjiengine->SetCameraOverrideZoom(2.0f);
|
|
|
|
// if we got an exitcode 3 (KX_EXIT_REQUEST_START_OTHER_GAME) load a different file
|
|
if (exitrequested == KX_EXIT_REQUEST_START_OTHER_GAME || exitrequested == KX_EXIT_REQUEST_RESTART_GAME)
|
|
{
|
|
exitrequested = KX_EXIT_REQUEST_NO_REQUEST;
|
|
if (bfd) BLO_blendfiledata_free(bfd);
|
|
|
|
char basedpath[FILE_MAX];
|
|
// base the actuator filename with respect
|
|
// to the original file working directory
|
|
|
|
if (exitstring != "")
|
|
BLI_strncpy(basedpath, exitstring.ReadPtr(), sizeof(basedpath));
|
|
|
|
// load relative to the last loaded file, this used to be relative
|
|
// to the first file but that makes no sense, relative paths in
|
|
// blend files should be relative to that file, not some other file
|
|
// that happened to be loaded first
|
|
BLI_path_abs(basedpath, pathname);
|
|
bfd = load_game_data(basedpath);
|
|
|
|
// if it wasn't loaded, try it forced relative
|
|
if (!bfd)
|
|
{
|
|
// just add "//" in front of it
|
|
char temppath[FILE_MAX] = "//";
|
|
BLI_strncpy(temppath + 2, basedpath, FILE_MAX - 2);
|
|
|
|
BLI_path_abs(temppath, pathname);
|
|
bfd = load_game_data(temppath);
|
|
}
|
|
|
|
// if we got a loaded blendfile, proceed
|
|
if (bfd)
|
|
{
|
|
blenderdata = bfd->main;
|
|
startscenename = bfd->curscene->id.name + 2;
|
|
|
|
if (blenderdata) {
|
|
BLI_strncpy(G.main->name, blenderdata->name, sizeof(G.main->name));
|
|
BLI_strncpy(pathname, blenderdata->name, sizeof(pathname));
|
|
#ifdef WITH_PYTHON
|
|
setGamePythonPath(G.main->name);
|
|
#endif
|
|
}
|
|
}
|
|
// else forget it, we can't find it
|
|
else
|
|
{
|
|
exitrequested = KX_EXIT_REQUEST_QUIT_GAME;
|
|
}
|
|
}
|
|
|
|
Scene *scene= bfd ? bfd->curscene : (Scene *)BLI_findstring(&blenderdata->scene, startscenename, offsetof(ID, name) + 2);
|
|
|
|
if (scene)
|
|
{
|
|
int startFrame = scene->r.cfra;
|
|
ketsjiengine->SetAnimRecordMode(animation_record, startFrame);
|
|
|
|
// Quad buffered needs a special window.
|
|
if (scene->gm.stereoflag == STEREO_ENABLED) {
|
|
if (scene->gm.stereomode != RAS_IRasterizer::RAS_STEREO_QUADBUFFERED)
|
|
rasterizer->SetStereoMode((RAS_IRasterizer::StereoMode) scene->gm.stereomode);
|
|
|
|
rasterizer->SetEyeSeparation(scene->gm.eyeseparation);
|
|
}
|
|
|
|
rasterizer->SetBackColor(scene->gm.framing.col);
|
|
}
|
|
|
|
if (exitrequested != KX_EXIT_REQUEST_QUIT_GAME)
|
|
{
|
|
if (rv3d->persp != RV3D_CAMOB)
|
|
{
|
|
ketsjiengine->EnableCameraOverride(startscenename);
|
|
ketsjiengine->SetCameraOverrideUseOrtho((rv3d->persp == RV3D_ORTHO));
|
|
ketsjiengine->SetCameraOverrideProjectionMatrix(MT_CmMatrix4x4(rv3d->winmat));
|
|
ketsjiengine->SetCameraOverrideViewMatrix(MT_CmMatrix4x4(rv3d->viewmat));
|
|
ketsjiengine->SetCameraOverrideClipping(v3d->near, v3d->far);
|
|
ketsjiengine->SetCameraOverrideLens(v3d->lens);
|
|
}
|
|
|
|
// create a scene converter, create and convert the startingscene
|
|
KX_ISceneConverter* sceneconverter = new KX_BlenderSceneConverter(blenderdata, ketsjiengine);
|
|
ketsjiengine->SetSceneConverter(sceneconverter);
|
|
if (always_use_expand_framing)
|
|
sceneconverter->SetAlwaysUseExpandFraming(true);
|
|
|
|
bool usemat = false, useglslmat = false;
|
|
|
|
if (GLEW_ARB_multitexture && GLEW_VERSION_1_1)
|
|
usemat = true;
|
|
|
|
if (GPU_glsl_support())
|
|
useglslmat = true;
|
|
else if (gs.matmode == GAME_MAT_GLSL)
|
|
usemat = false;
|
|
|
|
if (usemat)
|
|
sceneconverter->SetMaterials(true);
|
|
if (useglslmat && (gs.matmode == GAME_MAT_GLSL))
|
|
sceneconverter->SetGLSLMaterials(true);
|
|
if (scene->gm.flag & GAME_NO_MATERIAL_CACHING)
|
|
sceneconverter->SetCacheMaterials(false);
|
|
|
|
KX_Scene* startscene = new KX_Scene(keyboarddevice,
|
|
mousedevice,
|
|
networkdevice,
|
|
startscenename,
|
|
scene,
|
|
canvas);
|
|
|
|
#ifdef WITH_PYTHON
|
|
// some python things
|
|
PyObject *gameLogic, *gameLogic_keys;
|
|
setupGamePython(ketsjiengine, startscene, blenderdata, pyGlobalDict, &gameLogic, &gameLogic_keys, 0, NULL);
|
|
#endif // WITH_PYTHON
|
|
|
|
//initialize Dome Settings
|
|
if (scene->gm.stereoflag == STEREO_DOME)
|
|
ketsjiengine->InitDome(scene->gm.dome.res, scene->gm.dome.mode, scene->gm.dome.angle, scene->gm.dome.resbuf, scene->gm.dome.tilt, scene->gm.dome.warptext);
|
|
|
|
// initialize 3D Audio Settings
|
|
AUD_Device* device = BKE_sound_get_device();
|
|
AUD_Device_setSpeedOfSound(device, scene->audio.speed_of_sound);
|
|
AUD_Device_setDopplerFactor(device, scene->audio.doppler_factor);
|
|
AUD_Device_setDistanceModel(device, AUD_DistanceModel(scene->audio.distance_model));
|
|
|
|
// from see blender.c:
|
|
// FIXME: this version patching should really be part of the file-reading code,
|
|
// but we still get too many unrelated data-corruption crashes otherwise...
|
|
if (blenderdata->versionfile < 250)
|
|
do_versions_ipos_to_animato(blenderdata);
|
|
|
|
if (sceneconverter)
|
|
{
|
|
// convert and add scene
|
|
sceneconverter->ConvertScene(
|
|
startscene,
|
|
rasterizer,
|
|
canvas);
|
|
ketsjiengine->AddScene(startscene);
|
|
|
|
// init the rasterizer
|
|
rasterizer->Init();
|
|
|
|
// start the engine
|
|
ketsjiengine->StartEngine(true);
|
|
|
|
|
|
// Set the animation playback rate for ipo's and actions
|
|
// the framerate below should patch with FPS macro defined in blendef.h
|
|
// Could be in StartEngine set the framerate, we need the scene to do this
|
|
ketsjiengine->SetAnimFrameRate(FPS);
|
|
|
|
#ifdef WITH_PYTHON
|
|
char *python_main = NULL;
|
|
pynextframestate.state = NULL;
|
|
pynextframestate.func = NULL;
|
|
python_main = KX_GetPythonMain(scene);
|
|
|
|
// the mainloop
|
|
printf("\nBlender Game Engine Started\n");
|
|
if (python_main) {
|
|
char *python_code = KX_GetPythonCode(blenderdata, python_main);
|
|
if (python_code) {
|
|
// Set python environement variable.
|
|
KX_SetActiveScene(startscene);
|
|
PHY_SetActiveEnvironment(startscene->GetPhysicsEnvironment());
|
|
|
|
ketsjinextframestate.ketsjiengine = ketsjiengine;
|
|
ketsjinextframestate.C = C;
|
|
ketsjinextframestate.win = win;
|
|
ketsjinextframestate.scene = scene;
|
|
ketsjinextframestate.ar = ar;
|
|
ketsjinextframestate.keyboarddevice = keyboarddevice;
|
|
ketsjinextframestate.mousedevice = mousedevice;
|
|
ketsjinextframestate.draw_letterbox = draw_letterbox;
|
|
|
|
pynextframestate.state = &ketsjinextframestate;
|
|
pynextframestate.func = &BL_KetsjiPyNextFrame;
|
|
printf("Yielding control to Python script '%s'...\n", python_main);
|
|
PyRun_SimpleString(python_code);
|
|
printf("Exit Python script '%s'\n", python_main);
|
|
MEM_freeN(python_code);
|
|
}
|
|
}
|
|
else
|
|
#endif /* WITH_PYTHON */
|
|
{
|
|
while (!exitrequested)
|
|
{
|
|
exitrequested = BL_KetsjiNextFrame(ketsjiengine, C, win, scene, ar, keyboarddevice, mousedevice, draw_letterbox);
|
|
}
|
|
}
|
|
printf("Blender Game Engine Finished\n");
|
|
exitstring = ketsjiengine->GetExitString();
|
|
#ifdef WITH_PYTHON
|
|
if (python_main) MEM_freeN(python_main);
|
|
#endif /* WITH_PYTHON */
|
|
|
|
gs = *(ketsjiengine->GetGlobalSettings());
|
|
|
|
// when exiting the mainloop
|
|
#ifdef WITH_PYTHON
|
|
// Clears the dictionary by hand:
|
|
// This prevents, extra references to global variables
|
|
// inside the GameLogic dictionary when the python interpreter is finalized.
|
|
// which allows the scene to safely delete them :)
|
|
// see: (space.c)->start_game
|
|
|
|
//PyDict_Clear(PyModule_GetDict(gameLogic));
|
|
|
|
// Keep original items, means python plugins will autocomplete members
|
|
PyObject *gameLogic_keys_new = PyDict_Keys(PyModule_GetDict(gameLogic));
|
|
const Py_ssize_t numitems= PyList_GET_SIZE(gameLogic_keys_new);
|
|
Py_ssize_t listIndex;
|
|
for (listIndex=0; listIndex < numitems; listIndex++) {
|
|
PyObject *item = PyList_GET_ITEM(gameLogic_keys_new, listIndex);
|
|
if (!PySequence_Contains(gameLogic_keys, item)) {
|
|
PyDict_DelItem( PyModule_GetDict(gameLogic), item);
|
|
}
|
|
}
|
|
Py_DECREF(gameLogic_keys_new);
|
|
gameLogic_keys_new = NULL;
|
|
#endif
|
|
ketsjiengine->StopEngine();
|
|
#ifdef WITH_PYTHON
|
|
exitGamePythonScripting();
|
|
#endif
|
|
networkdevice->Disconnect();
|
|
}
|
|
if (sceneconverter)
|
|
{
|
|
delete sceneconverter;
|
|
sceneconverter = NULL;
|
|
}
|
|
|
|
#ifdef WITH_PYTHON
|
|
Py_DECREF(gameLogic_keys);
|
|
gameLogic_keys = NULL;
|
|
#endif
|
|
}
|
|
//lock frame and camera enabled - restoring global values
|
|
if (v3d->scenelock==0) {
|
|
startscene->lay= tmp_lay;
|
|
startscene->camera= tmp_camera;
|
|
}
|
|
|
|
if (exitrequested != KX_EXIT_REQUEST_OUTSIDE)
|
|
{
|
|
// set the cursor back to normal
|
|
canvas->SetMouseState(RAS_ICanvas::MOUSE_NORMAL);
|
|
|
|
// set mipmap setting back to its original value
|
|
rasterizer->SetMipmapping(mipmapval);
|
|
}
|
|
|
|
// clean up some stuff
|
|
if (ketsjiengine)
|
|
{
|
|
delete ketsjiengine;
|
|
ketsjiengine = NULL;
|
|
}
|
|
if (kxsystem)
|
|
{
|
|
delete kxsystem;
|
|
kxsystem = NULL;
|
|
}
|
|
if (networkdevice)
|
|
{
|
|
delete networkdevice;
|
|
networkdevice = NULL;
|
|
}
|
|
if (keyboarddevice)
|
|
{
|
|
delete keyboarddevice;
|
|
keyboarddevice = NULL;
|
|
}
|
|
if (mousedevice)
|
|
{
|
|
delete mousedevice;
|
|
mousedevice = NULL;
|
|
}
|
|
if (rasterizer)
|
|
{
|
|
delete rasterizer;
|
|
rasterizer = NULL;
|
|
}
|
|
if (canvas)
|
|
{
|
|
canvas->SetSwapInterval(previous_vsync); // Set the swap interval back
|
|
delete canvas;
|
|
canvas = NULL;
|
|
}
|
|
|
|
// stop all remaining playing sounds
|
|
AUD_Device_stopAll(BKE_sound_get_device());
|
|
|
|
} while (exitrequested == KX_EXIT_REQUEST_RESTART_GAME || exitrequested == KX_EXIT_REQUEST_START_OTHER_GAME);
|
|
|
|
if (bfd) BLO_blendfiledata_free(bfd);
|
|
|
|
BLI_strncpy(G.main->name, oldsce, sizeof(G.main->name));
|
|
|
|
#ifdef WITH_PYTHON
|
|
PyDict_Clear(pyGlobalDict);
|
|
Py_DECREF(pyGlobalDict);
|
|
|
|
// Release Python's GIL
|
|
PyGILState_Release(gilstate);
|
|
#endif
|
|
|
|
}
|