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blender-archive/source/gameengine/GamePlayer/ghost/GPG_Application.cpp
Benoit Bolsee 40f1c4f343 BGE: Various render improvements.
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)
2016-06-11 22:05:20 +02:00

1002 lines
25 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 *****
* GHOST Blender Player application implementation file.
*/
/** \file gameengine/GamePlayer/ghost/GPG_Application.cpp
* \ingroup player
*/
#ifdef WIN32
# pragma warning (disable:4786) // suppress stl-MSVC debug info warning
# include <windows.h>
#endif
#include "glew-mx.h"
#include "GPU_extensions.h"
#include "GPU_init_exit.h"
#include "GPG_Application.h"
#include "BL_BlenderDataConversion.h"
#include <iostream>
#include <MT_assert.h>
#include <stdlib.h>
/**********************************
* Begin Blender include block
**********************************/
#ifdef __cplusplus
extern "C"
{
#endif // __cplusplus
#include "BLI_blenlib.h"
#include "BLO_readfile.h"
#include "BKE_global.h"
#include "BKE_main.h"
#include "BKE_sound.h"
#include "IMB_imbuf.h"
#include "DNA_scene_types.h"
#ifdef __cplusplus
}
#endif // __cplusplus
/**********************************
* End Blender include block
**********************************/
#include "BL_System.h"
#include "KX_KetsjiEngine.h"
// include files needed by "KX_BlenderSceneConverter.h"
#include "CTR_Map.h"
#include "SCA_IActuator.h"
#include "RAS_MeshObject.h"
#include "RAS_OpenGLRasterizer.h"
#include "RAS_ListRasterizer.h"
#include "KX_PythonInit.h"
#include "KX_PyConstraintBinding.h"
#include "BL_Material.h" // MAXTEX
#include "KX_BlenderSceneConverter.h"
#include "NG_LoopBackNetworkDeviceInterface.h"
#include "GPC_MouseDevice.h"
#include "GPG_Canvas.h"
#include "GPG_KeyboardDevice.h"
#include "GPG_System.h"
#include "STR_String.h"
#include "GHOST_ISystem.h"
#include "GHOST_IEvent.h"
#include "GHOST_IEventConsumer.h"
#include "GHOST_IWindow.h"
#include "GHOST_Rect.h"
#ifdef WITH_AUDASPACE
# include AUD_DEVICE_H
#endif
static void frameTimerProc(GHOST_ITimerTask* task, GHOST_TUns64 time);
static GHOST_ISystem* fSystem = 0;
static const int kTimerFreq = 10;
GPG_Application::GPG_Application(GHOST_ISystem* system)
: m_startSceneName(""),
m_startScene(0),
m_maggie(0),
m_kxStartScene(NULL),
m_exitRequested(0),
m_system(system),
m_mainWindow(0),
m_frameTimer(0),
m_cursor(GHOST_kStandardCursorFirstCursor),
m_engineInitialized(0),
m_engineRunning(0),
m_isEmbedded(false),
m_ketsjiengine(0),
m_kxsystem(0),
m_keyboard(0),
m_mouse(0),
m_canvas(0),
m_rasterizer(0),
m_sceneconverter(0),
m_networkdevice(0),
m_blendermat(0),
m_blenderglslmat(0),
m_pyGlobalDictString(0),
m_pyGlobalDictString_Length(0)
{
fSystem = system;
}
GPG_Application::~GPG_Application(void)
{
if (m_pyGlobalDictString) {
delete [] m_pyGlobalDictString;
m_pyGlobalDictString = 0;
m_pyGlobalDictString_Length = 0;
}
exitEngine();
fSystem->disposeWindow(m_mainWindow);
}
bool GPG_Application::SetGameEngineData(struct Main* maggie, Scene *scene, GlobalSettings *gs, int argc, char **argv)
{
bool result = false;
if (maggie != NULL && scene != NULL)
{
// XXX G.scene = scene;
m_maggie = maggie;
m_startSceneName = scene->id.name+2;
m_startScene = scene;
result = true;
}
/* Python needs these */
m_argc= argc;
m_argv= argv;
/* Global Settings */
m_globalSettings= gs;
return result;
}
#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*) GetWindowLongPtr(hwnd, GWLP_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,
const GHOST_TUns16 samples)
{
bool success = false;
RECT rc;
if (GetWindowRect(parentWindow, &rc))
{
int windowWidth = rc.right - rc.left;
int windowHeight = rc.bottom - rc.top;
STR_String title = "";
GHOST_GLSettings glSettings = {0};
if (stereoVisual) {
glSettings.flags |= GHOST_glStereoVisual;
}
glSettings.numOfAASamples = samples;
m_mainWindow = fSystem->createWindow(title, 0, 0, windowWidth, windowHeight, GHOST_kWindowStateMinimized,
GHOST_kDrawingContextTypeOpenGL, glSettings);
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_PTR style = GetWindowLongPtr(ghost_hwnd, GWL_STYLE);
LONG_PTR exstyle = GetWindowLongPtr(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;
SetWindowLongPtr(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,
const GHOST_TUns16 samples)
{
bool ret = startFullScreen(width, height, bpp, frequency, stereoVisual, stereoMode, 0, samples);
if (ret)
{
HWND ghost_hwnd = findGhostWindowHWND(m_mainWindow);
if (ghost_hwnd != NULL)
{
GetCursorPos(&scr_save_mouse_pos);
ghost_wnd_proc = (WNDPROC) GetWindowLongPtr(ghost_hwnd, GWLP_WNDPROC);
SetWindowLongPtr(ghost_hwnd,GWLP_WNDPROC, (uintptr_t) screenSaverWindowProc);
}
}
return ret;
}
#endif
bool GPG_Application::startWindow(
STR_String& title,
int windowLeft,
int windowTop,
int windowWidth,
int windowHeight,
const bool stereoVisual,
const int stereoMode,
const int alphaBackground,
const GHOST_TUns16 samples)
{
GHOST_GLSettings glSettings = {0};
bool success;
// Create the main window
//STR_String title ("Blender Player - GHOST");
if (stereoVisual)
glSettings.flags |= GHOST_glStereoVisual;
if (alphaBackground)
glSettings.flags |= GHOST_glAlphaBackground;
glSettings.numOfAASamples = samples;
m_mainWindow = fSystem->createWindow(title, windowLeft, windowTop, windowWidth, windowHeight, GHOST_kWindowStateNormal,
GHOST_kDrawingContextTypeOpenGL, glSettings);
if (!m_mainWindow) {
printf("error: could not create main window\n");
exit(-1);
}
/* 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);
m_mainWindow->setCursorVisibility(false);
success = initEngine(m_mainWindow, stereoMode);
if (success) {
success = startEngine();
}
return success;
}
bool GPG_Application::startEmbeddedWindow(
STR_String& title,
const GHOST_TEmbedderWindowID parentWindow,
const bool stereoVisual,
const int stereoMode,
const int alphaBackground,
const GHOST_TUns16 samples)
{
GHOST_TWindowState state = GHOST_kWindowStateNormal;
GHOST_GLSettings glSettings = {0};
if (stereoVisual)
glSettings.flags |= GHOST_glStereoVisual;
if (alphaBackground)
glSettings.flags |= GHOST_glAlphaBackground;
glSettings.numOfAASamples = samples;
if (parentWindow != 0)
state = GHOST_kWindowStateEmbedded;
m_mainWindow = fSystem->createWindow(title, 0, 0, 0, 0, state,
GHOST_kDrawingContextTypeOpenGL, glSettings, 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;
}
bool GPG_Application::startFullScreen(
int width,
int height,
int bpp,int frequency,
const bool stereoVisual,
const int stereoMode,
const int alphaBackground,
const GHOST_TUns16 samples,
bool useDesktop)
{
bool success;
GHOST_TUns32 sysWidth=0, sysHeight=0;
fSystem->getMainDisplayDimensions(sysWidth, sysHeight);
// Create the main window
GHOST_DisplaySetting setting;
setting.xPixels = (useDesktop) ? sysWidth : width;
setting.yPixels = (useDesktop) ? sysHeight : height;
setting.bpp = bpp;
setting.frequency = frequency;
fSystem->beginFullScreen(setting, &m_mainWindow, stereoVisual, alphaBackground, samples);
m_mainWindow->setCursorVisibility(false);
/* note that X11 ignores this (it uses a window internally for fullscreen) */
m_mainWindow->setState(GHOST_kWindowStateFullScreen);
success = initEngine(m_mainWindow, stereoMode);
if (success) {
success = startEngine();
}
return success;
}
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;
case GHOST_kEventWheel:
handled = handleWheel(event);
break;
case GHOST_kEventCursorMove:
handled = handleCursorMove(event);
break;
case GHOST_kEventKeyDown:
handleKey(event, true);
break;
case GHOST_kEventKeyUp:
handleKey(event, false);
break;
case GHOST_kEventWindowClose:
case GHOST_kEventQuit:
m_exitRequested = KX_EXIT_REQUEST_OUTSIDE;
break;
case GHOST_kEventWindowActivate:
handled = false;
break;
case GHOST_kEventWindowDeactivate:
handled = false;
break;
// The player now runs as often as it can (repsecting vsync and fixedtime).
// This allows the player to break 100fps, but this code is being left here
// as reference. (see EngineNextFrame)
//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
// bool renderFrame = m_ketsjiengine->NextFrame();
// if (renderFrame)
// {
// // render the frame
// m_ketsjiengine->Render();
// }
// }
// 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());
m_ketsjiengine->Resize();
}
}
break;
default:
handled = false;
break;
}
return handled;
}
int GPG_Application::getExitRequested(void)
{
return m_exitRequested;
}
GlobalSettings* GPG_Application::getGlobalSettings(void)
{
return m_ketsjiengine->GetGlobalSettings();
}
const STR_String& GPG_Application::getExitString(void)
{
return m_exitString;
}
bool GPG_Application::initEngine(GHOST_IWindow* window, const int stereoMode)
{
if (!m_engineInitialized)
{
GPU_init();
// get and set the preferences
SYS_SystemHandle syshandle = SYS_GetSystem();
if (!syshandle)
return false;
// SYS_WriteCommandLineInt(syshandle, "fixedtime", 0);
// SYS_WriteCommandLineInt(syshandle, "vertexarrays",1);
GameData *gm= &m_startScene->gm;
bool properties = (SYS_GetCommandLineInt(syshandle, "show_properties", 0) != 0);
bool profile = (SYS_GetCommandLineInt(syshandle, "show_profile", 0) != 0);
bool showPhysics = (gm->flag & GAME_SHOW_PHYSICS);
SYS_WriteCommandLineInt(syshandle, "show_physics", showPhysics);
bool fixed_framerate= (SYS_GetCommandLineInt(syshandle, "fixedtime", (gm->flag & GAME_ENABLE_ALL_FRAMES)) != 0);
bool frameRate = (SYS_GetCommandLineInt(syshandle, "show_framerate", 0) != 0);
bool useLists = (SYS_GetCommandLineInt(syshandle, "displaylists", gm->flag & GAME_DISPLAY_LISTS) != 0) && GPU_display_list_support();
bool nodepwarnings = (SYS_GetCommandLineInt(syshandle, "ignore_deprecation_warnings", 1) != 0);
bool restrictAnimFPS = (gm->flag & GAME_RESTRICT_ANIM_UPDATES) != 0;
if (GLEW_ARB_multitexture && GLEW_VERSION_1_1)
m_blendermat = (SYS_GetCommandLineInt(syshandle, "blender_material", 1) != 0);
if (GPU_glsl_support())
m_blenderglslmat = (SYS_GetCommandLineInt(syshandle, "blender_glsl_material", 1) != 0);
else if (m_globalSettings->matmode == GAME_MAT_GLSL)
m_blendermat = false;
// create the canvas, rasterizer and rendertools
m_canvas = new GPG_Canvas(window);
if (!m_canvas)
return false;
if (gm->vsync == VSYNC_ADAPTIVE)
m_canvas->SetSwapInterval(-1);
else
m_canvas->SetSwapInterval((gm->vsync == VSYNC_ON) ? 1 : 0);
m_canvas->Init();
if (gm->flag & GAME_SHOW_MOUSE)
m_canvas->SetMouseState(RAS_ICanvas::MOUSE_NORMAL);
RAS_STORAGE_TYPE raster_storage = RAS_AUTO_STORAGE;
if (gm->raster_storage == RAS_STORE_VBO) {
raster_storage = RAS_VBO;
}
else if (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 (useLists && raster_storage != RAS_VBO)
m_rasterizer = new RAS_ListRasterizer(m_canvas, true, raster_storage);
else
m_rasterizer = new RAS_OpenGLRasterizer(m_canvas, raster_storage);
/* Stereo parameters - Eye Separation from the UI - stereomode from the command-line/UI */
m_rasterizer->SetStereoMode((RAS_IRasterizer::StereoMode) stereoMode);
m_rasterizer->SetEyeSeparation(m_startScene->gm.eyeseparation);
if (!m_rasterizer)
goto initFailed;
// create the inputdevices
m_keyboard = new GPG_KeyboardDevice();
if (!m_keyboard)
goto initFailed;
m_mouse = new GPC_MouseDevice();
if (!m_mouse)
goto initFailed;
// create a networkdevice
m_networkdevice = new NG_LoopBackNetworkDeviceInterface();
if (!m_networkdevice)
goto initFailed;
BKE_sound_init(m_maggie);
// 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->SetRasterizer(m_rasterizer);
KX_KetsjiEngine::SetExitKey(ConvertKeyCode(gm->exitkey));
#ifdef WITH_PYTHON
CValue::SetDeprecationWarnings(nodepwarnings);
#else
(void)nodepwarnings;
#endif
m_ketsjiengine->SetUseFixedTime(fixed_framerate);
m_ketsjiengine->SetTimingDisplay(frameRate, profile, properties);
m_ketsjiengine->SetRestrictAnimationFPS(restrictAnimFPS);
//set the global settings (carried over if restart/load new files)
m_ketsjiengine->SetGlobalSettings(m_globalSettings);
m_ketsjiengine->SetRender(true);
m_engineInitialized = true;
}
return m_engineInitialized;
initFailed:
BKE_sound_exit();
delete m_kxsystem;
delete m_networkdevice;
delete m_mouse;
delete m_keyboard;
delete m_rasterizer;
delete m_canvas;
m_canvas = NULL;
m_rasterizer = NULL;
m_keyboard = NULL;
m_mouse = NULL;
m_networkdevice = NULL;
m_kxsystem = NULL;
return false;
}
bool GPG_Application::startEngine(void)
{
if (m_engineRunning) {
return false;
}
// Temporary hack to disable banner display for NaN approved content.
/*
m_canvas->SetBannerDisplayEnabled(true);
Camera* cam;
cam = (Camera*)scene->camera->data;
if (cam) {
if (((cam->flag) & 48)==48) {
m_canvas->SetBannerDisplayEnabled(false);
}
}
else {
showError(CString("Camera data invalid."));
return false;
}
*/
// create a scene converter, create and convert the stratingscene
m_sceneconverter = new KX_BlenderSceneConverter(m_maggie, m_ketsjiengine);
if (m_sceneconverter)
{
STR_String m_kxStartScenename = m_startSceneName.Ptr();
m_ketsjiengine->SetSceneConverter(m_sceneconverter);
// if (always_use_expand_framing)
// sceneconverter->SetAlwaysUseExpandFraming(true);
if (m_blendermat)
m_sceneconverter->SetMaterials(true);
if (m_blenderglslmat && (m_globalSettings->matmode == GAME_MAT_GLSL))
m_sceneconverter->SetGLSLMaterials(true);
if (m_startScene->gm.flag & GAME_NO_MATERIAL_CACHING)
m_sceneconverter->SetCacheMaterials(false);
m_kxStartScene = new KX_Scene(m_keyboard,
m_mouse,
m_networkdevice,
m_kxStartScenename,
m_startScene,
m_canvas);
#ifdef WITH_PYTHON
// some python things
PyObject *gameLogic, *gameLogic_keys;
setupGamePython(m_ketsjiengine, m_kxStartScene, m_maggie, NULL, &gameLogic, &gameLogic_keys, m_argc, m_argv);
#endif // WITH_PYTHON
//initialize Dome Settings
if (m_startScene->gm.stereoflag == STEREO_DOME)
m_ketsjiengine->InitDome(m_startScene->gm.dome.res, m_startScene->gm.dome.mode, m_startScene->gm.dome.angle, m_startScene->gm.dome.resbuf, m_startScene->gm.dome.tilt, m_startScene->gm.dome.warptext);
// initialize 3D Audio Settings
AUD_Device* device = BKE_sound_get_device();
AUD_Device_setSpeedOfSound(device, m_startScene->audio.speed_of_sound);
AUD_Device_setDopplerFactor(device, m_startScene->audio.doppler_factor);
AUD_Device_setDistanceModel(device, AUD_DistanceModel(m_startScene->audio.distance_model));
#ifdef WITH_PYTHON
// Set the GameLogic.globalDict from marshal'd data, so we can
// load new blend files and keep data in GameLogic.globalDict
loadGamePythonConfig(m_pyGlobalDictString, m_pyGlobalDictString_Length);
#endif
m_sceneconverter->ConvertScene(
m_kxStartScene,
m_rasterizer,
m_canvas);
m_ketsjiengine->AddScene(m_kxStartScene);
// 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();
m_ketsjiengine->StartEngine(true);
m_engineRunning = 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
Scene *scene= m_kxStartScene->GetBlenderScene(); // needed for macro
m_ketsjiengine->SetAnimFrameRate(FPS);
}
if (!m_engineRunning)
{
stopEngine();
}
return m_engineRunning;
}
void GPG_Application::stopEngine()
{
#ifdef WITH_PYTHON
// 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) {
delete [] m_pyGlobalDictString;
m_pyGlobalDictString = 0;
}
m_pyGlobalDictString_Length = saveGamePythonConfig(&m_pyGlobalDictString);
#endif
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::EngineNextFrame()
{
// Update the state of the game engine
if (m_kxsystem && !m_exitRequested)
{
// Proceed to next frame
if (m_mainWindow)
m_mainWindow->activateDrawingContext();
// first check if we want to exit
m_exitRequested = m_ketsjiengine->GetExitCode();
// kick the engine
bool renderFrame = m_ketsjiengine->NextFrame();
if (renderFrame && m_mainWindow)
{
// render the frame
m_ketsjiengine->Render();
}
}
m_exitString = m_ketsjiengine->GetExitString();
}
void GPG_Application::exitEngine()
{
// We only want to kill the engine if it has been initialized
if (!m_engineInitialized)
return;
BKE_sound_exit();
if (m_ketsjiengine)
{
stopEngine();
delete m_ketsjiengine;
m_ketsjiengine = 0;
}
if (m_kxsystem)
{
delete m_kxsystem;
m_kxsystem = 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_canvas)
{
delete m_canvas;
m_canvas = 0;
}
GPU_exit();
#ifdef WITH_PYTHON
// Call this after we're sure nothing needs Python anymore (e.g., destructors)
exitGamePlayerPythonScripting();
#endif
m_exitRequested = 0;
m_engineInitialized = false;
}
bool GPG_Application::handleWheel(GHOST_IEvent* event)
{
bool handled = false;
MT_assert(event);
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;
}
bool GPG_Application::handleButton(GHOST_IEvent* event, bool isDown)
{
bool handled = false;
MT_assert(event);
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;
MT_assert(event);
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;
MT_assert(event);
if (m_keyboard)
{
GHOST_TEventDataPtr eventData = ((GHOST_IEvent*)event)->getData();
GHOST_TEventKeyData* keyData = static_cast<GHOST_TEventKeyData*>(eventData);
unsigned int unicode = keyData->utf8_buf[0] ? BLI_str_utf8_as_unicode(keyData->utf8_buf) : keyData->ascii;
if (m_keyboard->ToNative(keyData->key) == KX_KetsjiEngine::GetExitKey() && !m_keyboard->m_hookesc && !m_isEmbedded) {
m_exitRequested = KX_EXIT_REQUEST_OUTSIDE;
}
m_keyboard->ConvertEvent(keyData->key, isDown, unicode);
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();
}
}