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blender-archive/source/gameengine/GamePlayer/ghost/GPG_ghost.cpp
Bastien Montagne 897e97f078 ID-Remap - Step one: core work (cleanup and rework of generic ID datablock handling).
This commit changes a lot of how IDs are handled internally, especially the unlinking/freeing
processes. So far, this was very fuzy, to summarize cleanly deleting or replacing a datablock
was pretty much impossible, except for a few special cases.

Also, unlinking was handled by each datatype, in a rather messy and prone-to-errors way (quite
a few ID usages were missed or wrongly handled that way).

One of the main goal of id-remap branch was to cleanup this, and fatorize ID links handling
by using library_query utils to allow generic handling of those, which is now the case
(now, generic ID links handling is only "knwon" from readfile.c and library_query.c).

This commit also adds backends to allow live replacement and deletion of datablocks in Blender
(so-called 'remapping' process, where we replace all usages of a given ID pointer by a new one,
or NULL one in case of unlinking).

This will allow nice new features, like ability to easily reload or relocate libraries, real immediate
deletion of datablocks in blender, replacement of one datablock by another, etc.
Some of those are for next commits.

A word of warning: this commit is highly risky, because it affects potentially a lot in Blender core.
Though it was tested rather deeply, being totally impossible to check all possible ID usage cases,
it's likely there are some remaining issues and bugs in new code... Please report them! ;)

Review task: D2027 (https://developer.blender.org/D2027).
Reviewed by campbellbarton, thanks a bunch.
2016-06-22 17:53:50 +02:00

1225 lines
34 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 *****
* Start up of the Blender Player on GHOST.
*/
/** \file gameengine/GamePlayer/ghost/GPG_ghost.cpp
* \ingroup player
*/
#include <iostream>
#include <math.h>
#ifdef __linux__
#ifdef __alpha__
#include <signal.h>
#endif /* __alpha__ */
#endif /* __linux__ */
#include "KX_KetsjiEngine.h"
#include "KX_PythonInit.h"
#include "KX_PythonMain.h"
#include "KX_PyConstraintBinding.h" // for PHY_SetActiveEnvironment
/**********************************
* Begin Blender include block
**********************************/
#ifdef __cplusplus
extern "C"
{
#endif // __cplusplus
#include "MEM_guardedalloc.h"
#include "MEM_CacheLimiterC-Api.h"
#include "BLI_threads.h"
#include "BLI_mempool.h"
#include "BLI_blenlib.h"
#include "DNA_scene_types.h"
#include "DNA_userdef_types.h"
#include "BLO_readfile.h"
#include "BLO_runtime.h"
#include "BKE_appdir.h"
#include "BKE_blender.h"
#include "BKE_depsgraph.h"
#include "BKE_global.h"
#include "BKE_icons.h"
#include "BKE_image.h"
#include "BKE_node.h"
#include "BKE_report.h"
#include "BKE_library.h"
#include "BKE_library_remap.h"
#include "BKE_modifier.h"
#include "BKE_material.h"
#include "BKE_text.h"
#include "BKE_sound.h"
#include "IMB_imbuf.h"
#include "IMB_moviecache.h"
#ifdef __APPLE__
int GHOST_HACK_getFirstFile(char buf[]);
#endif
// For BLF
#include "BLF_api.h"
#include "BLT_translation.h"
#include "BLT_lang.h"
extern int datatoc_bfont_ttf_size;
extern char datatoc_bfont_ttf[];
extern int datatoc_bmonofont_ttf_size;
extern char datatoc_bmonofont_ttf[];
#ifdef __cplusplus
}
#endif // __cplusplus
#include "GPU_draw.h"
/**********************************
* End Blender include block
**********************************/
#include "BL_System.h"
#include "GPG_Application.h"
#include "GHOST_ISystem.h"
#include "RAS_IRasterizer.h"
#include "BKE_main.h"
#include "RNA_define.h"
#ifdef WIN32
# include <windows.h>
# if !defined(DEBUG)
# include <wincon.h>
# endif // !defined(DEBUG)
# if defined(_MSC_VER) && defined(_M_X64)
# include <math.h> /* needed for _set_FMA3_enable */
# endif
# include "utfconv.h"
#endif // WIN32
#ifdef WITH_SDL_DYNLOAD
# include "sdlew.h"
#endif
const int kMinWindowWidth = 100;
const int kMinWindowHeight = 100;
static void mem_error_cb(const char *errorStr)
{
fprintf(stderr, "%s", errorStr);
fflush(stderr);
}
// library.c will only free window managers with a callback function.
// We don't actually use a wmWindowManager, but loading a blendfile
// loads wmWindows, so we need to free those.
static void wm_free(bContext *C, wmWindowManager *wm)
{
BLI_freelistN(&wm->windows);
}
#ifdef WIN32
typedef enum {
SCREEN_SAVER_MODE_NONE = 0,
SCREEN_SAVER_MODE_PREVIEW,
SCREEN_SAVER_MODE_SAVER,
SCREEN_SAVER_MODE_CONFIGURATION,
SCREEN_SAVER_MODE_PASSWORD,
} ScreenSaverMode;
static ScreenSaverMode scr_saver_mode = SCREEN_SAVER_MODE_NONE;
static HWND scr_saver_hwnd = NULL;
static BOOL scr_saver_init(int argc, char **argv)
{
scr_saver_mode = SCREEN_SAVER_MODE_NONE;
scr_saver_hwnd = NULL;
BOOL ret = false;
int len = ::strlen(argv[0]);
if (len > 4 && !::stricmp(".scr", argv[0] + len - 4))
{
scr_saver_mode = SCREEN_SAVER_MODE_CONFIGURATION;
ret = true;
if (argc >= 2)
{
if (argc >= 3)
{
scr_saver_hwnd = (HWND) ::atoi(argv[2]);
}
if (!::stricmp("/c", argv[1]))
{
scr_saver_mode = SCREEN_SAVER_MODE_CONFIGURATION;
if (scr_saver_hwnd == NULL)
scr_saver_hwnd = ::GetForegroundWindow();
}
else if (!::stricmp("/s", argv[1]))
{
scr_saver_mode = SCREEN_SAVER_MODE_SAVER;
}
else if (!::stricmp("/a", argv[1]))
{
scr_saver_mode = SCREEN_SAVER_MODE_PASSWORD;
}
else if (!::stricmp("/p", argv[1])
|| !::stricmp("/l", argv[1]))
{
scr_saver_mode = SCREEN_SAVER_MODE_PREVIEW;
}
}
}
return ret;
}
#endif /* WIN32 */
static void usage(const char* program, bool isBlenderPlayer)
{
const char * consoleoption;
const char * example_filename = "";
const char * example_pathname = "";
#ifdef _WIN32
consoleoption = "[-c] ";
#else
consoleoption = "";
#endif
if (isBlenderPlayer) {
example_filename = "filename.blend";
#ifdef _WIN32
example_pathname = "c:\\";
#else
example_pathname = "/home/user/";
#endif
}
printf("\n");
printf("usage: %s [--options] %s\n\n", program, example_filename);
printf("Available options are: [-w [w h l t]] [-f [fw fh fb ff]] %s[-g gamengineoptions] ", consoleoption);
printf("[-s stereomode] [-m aasamples]\n");
printf("Optional parameters must be passed in order.\n");
printf("Default values are set in the blend file.\n\n");
printf(" -h: Prints this command summary\n\n");
printf(" -w: display in a window\n");
printf(" --Optional parameters--\n");
printf(" w = window width\n");
printf(" h = window height\n");
printf(" l = window left coordinate\n");
printf(" t = window top coordinate\n");
printf(" Note: To define 'w' or 'h', both must be used.");
printf("Also, to define 'l' or 't', all four parameters must be used.\n");
printf(" Example: -w or -w 500 300 or -w 500 300 0 0\n\n");
printf(" -f: start game in fullscreen mode\n");
printf(" --Optional parameters--\n");
printf(" fw = fullscreen mode pixel width (use 0 to detect automatically)\n");
printf(" fh = fullscreen mode pixel height (use 0 to detect automatically)\n");
printf(" fb = fullscreen mode bits per pixel (default unless set in the blend file: 32)\n");
printf(" ff = fullscreen mode frequency (default unless set in the blend file: 60)\n");
printf(" Note: To define 'fw'' or 'fh'', both must be used.\n");
printf(" Example: -f or -f 1024 768 or -f 0 0 16 or -f 1024 728 16 30\n\n");
printf(" -s: start player in stereoscopy mode (requires 3D capable hardware)\n");
printf(" stereomode: nostereo (default unless stereo is set in the blend file)\n");
printf(" anaglyph (Red-Blue glasses)\n");
printf(" sidebyside (Left Right)\n");
printf(" syncdoubling (Above Below)\n");
printf(" 3dtvtopbottom (Squashed Top-Bottom for passive glasses)\n");
printf(" interlace (Interlace horizontally)\n");
printf(" vinterlace (Vertical interlace for autostereo display)\n");
printf(" hwpageflip (Quad buffered shutter glasses)\n");
printf(" Example: -s sidebyside or -s vinterlace\n\n");
printf(" -D: start player in dome mode\n");
printf(" --Optional parameters--\n");
printf(" angle = field of view in degrees\n");
printf(" tilt = tilt angle in degrees\n");
printf(" warpdata = a file to use for warping the image (absolute path)\n");
printf(" mode: fisheye (Fisheye)\n");
printf(" truncatedfront (Front-Truncated)\n");
printf(" truncatedrear (Rear-Truncated)\n");
printf(" cubemap (Cube Map)\n");
printf(" sphericalpanoramic (Spherical Panoramic)\n");
printf(" Example: -D or -D mode cubemap\n\n");
printf(" -m: maximum anti-aliasing (eg. 2,4,8,16)\n\n");
printf(" -i: parent window's ID\n\n");
#ifdef _WIN32
printf(" -c: keep console window open\n\n");
#endif
printf(" -d: turn debugging on\n\n");
printf(" -g: game engine options:\n\n");
printf(" Name Default Description\n");
printf(" ------------------------------------------------------------------------\n");
printf(" fixedtime 0 \"Enable all frames\"\n");
printf(" nomipmap 0 Disable mipmaps\n");
printf(" show_framerate 0 Show the frame rate\n");
printf(" show_properties 0 Show debug properties\n");
printf(" show_profile 0 Show profiling information\n");
printf(" blender_material 0 Enable material settings\n");
printf(" ignore_deprecation_warnings 1 Ignore deprecation warnings\n");
printf("\n");
printf(" - : all arguments after this are ignored, allowing python to access them from sys.argv\n");
printf("\n");
printf("example: %s -w 320 200 10 10 -g noaudio %s%s\n", program, example_pathname, example_filename);
printf("example: %s -g show_framerate = 0 %s%s\n", program, example_pathname, example_filename);
printf("example: %s -i 232421 -m 16 %s%s\n\n", program, example_pathname, example_filename);
}
static void get_filename(int argc, char **argv, char *filename)
{
#ifdef __APPLE__
/* On Mac we park the game file (called game.blend) in the application bundle.
* The executable is located in the bundle as well.
* Therefore, we can locate the game relative to the executable.
*/
int srclen = ::strlen(argv[0]);
int len = 0;
char *gamefile = NULL;
filename[0] = '\0';
if (argc > 1) {
if (BLI_exists(argv[argc-1])) {
BLI_strncpy(filename, argv[argc-1], FILE_MAX);
}
if (::strncmp(argv[argc-1], "-psn_", 5)==0) {
static char firstfilebuf[512];
if (GHOST_HACK_getFirstFile(firstfilebuf)) {
BLI_strncpy(filename, firstfilebuf, FILE_MAX);
}
}
}
srclen -= ::strlen("MacOS/blenderplayer");
if (srclen > 0) {
len = srclen + ::strlen("Resources/game.blend");
gamefile = new char [len + 1];
::strcpy(gamefile, argv[0]);
::strcpy(gamefile + srclen, "Resources/game.blend");
//::printf("looking for file: %s\n", filename);
if (BLI_exists(gamefile))
BLI_strncpy(filename, gamefile, FILE_MAX);
delete [] gamefile;
}
#else
filename[0] = '\0';
if (argc > 1)
BLI_strncpy(filename, argv[argc-1], FILE_MAX);
#endif // !_APPLE
}
static BlendFileData *load_game_data(const char *progname, char *filename = NULL, char *relativename = NULL)
{
ReportList reports;
BlendFileData *bfd = NULL;
BKE_reports_init(&reports, RPT_STORE);
/* try to load ourself, will only work if we are a runtime */
if (BLO_is_a_runtime(progname)) {
bfd= BLO_read_runtime(progname, &reports);
if (bfd) {
bfd->type= BLENFILETYPE_RUNTIME;
BLI_strncpy(bfd->main->name, progname, sizeof(bfd->main->name));
}
} else {
bfd= BLO_read_from_file(progname, &reports);
}
if (!bfd && filename) {
bfd = load_game_data(filename);
if (!bfd) {
printf("Loading %s failed: ", filename);
BKE_reports_print(&reports, RPT_ERROR);
}
}
BKE_reports_clear(&reports);
return bfd;
}
static bool GPG_NextFrame(GHOST_ISystem* system, GPG_Application *app, int &exitcode, STR_String &exitstring, GlobalSettings *gs)
{
bool run = true;
system->processEvents(false);
system->dispatchEvents();
app->EngineNextFrame();
if ((exitcode = app->getExitRequested())) {
run = false;
exitstring = app->getExitString();
*gs = *app->getGlobalSettings();
}
return run;
}
struct GPG_NextFrameState {
GHOST_ISystem* system;
GPG_Application *app;
GlobalSettings *gs;
} gpg_nextframestate;
static int GPG_PyNextFrame(void *state0)
{
GPG_NextFrameState *state = (GPG_NextFrameState *) state0;
int exitcode;
STR_String exitstring;
bool run = GPG_NextFrame(state->system, state->app, exitcode, exitstring, state->gs);
if (run) return 0;
else {
if (exitcode)
fprintf(stderr, "Exit code %d: %s\n", exitcode, exitstring.ReadPtr());
return 1;
}
}
int main(
int argc,
#ifdef WIN32
char **UNUSED(argv_c)
#else
char **argv
#endif
)
{
int i;
int argc_py_clamped= argc; /* use this so python args can be added after ' - ' */
bool error = false;
SYS_SystemHandle syshandle = SYS_GetSystem();
bool fullScreen = false;
bool fullScreenParFound = false;
bool windowParFound = false;
#ifdef WIN32
bool closeConsole = true;
#endif
RAS_IRasterizer::StereoMode stereomode = RAS_IRasterizer::RAS_STEREO_NOSTEREO;
bool stereoWindow = false;
bool stereoParFound = false;
int stereoFlag = STEREO_NOSTEREO;
int domeFov = -1;
int domeTilt = -200;
int domeMode = 0;
char* domeWarp = NULL;
Text *domeText = NULL;
int windowLeft = 100;
int windowTop = 100;
int windowWidth = 640;
int windowHeight = 480;
GHOST_TUns32 fullScreenWidth = 0;
GHOST_TUns32 fullScreenHeight= 0;
int fullScreenBpp = 32;
int fullScreenFrequency = 60;
GHOST_TEmbedderWindowID parentWindow = 0;
bool isBlenderPlayer = false; //true when lauching from blender or command line. false for bundled player
int validArguments=0;
bool samplesParFound = false;
GHOST_TUns16 aasamples = 0;
int alphaBackground = 0;
#ifdef WIN32
char **argv;
int argv_num;
/* We delay loading of openmp so we can set the policy here. */
# if defined(_MSC_VER)
_putenv_s("OMP_WAIT_POLICY", "PASSIVE");
# endif
/* FMA3 support in the 2013 CRT is broken on Vista and Windows 7 RTM (fixed in SP1). Just disable it. */
# if defined(_MSC_VER) && defined(_M_X64)
_set_FMA3_enable(0);
# endif
/* Win32 Unicode Args */
/* NOTE: cannot use guardedalloc malloc here, as it's not yet initialized
* (it depends on the args passed in, which is what we're getting here!)
*/
{
wchar_t **argv_16 = CommandLineToArgvW(GetCommandLineW(), &argc);
argv = (char**)malloc(argc * sizeof(char *));
for (argv_num = 0; argv_num < argc; argv_num++) {
argv[argv_num] = alloc_utf_8_from_16(argv_16[argv_num], 0);
}
LocalFree(argv_16);
}
#endif /* WIN32 */
#ifdef __linux__
#ifdef __alpha__
signal (SIGFPE, SIG_IGN);
#endif /* __alpha__ */
#endif /* __linux__ */
#ifdef WITH_SDL_DYNLOAD
sdlewInit();
#endif
BKE_appdir_program_path_init(argv[0]);
BKE_tempdir_init(NULL);
// We don't use threads directly in the BGE, but we need to call this so things like
// freeing up GPU_Textures works correctly.
BLI_threadapi_init();
RNA_init();
init_nodesystem();
BKE_blender_globals_init();
// We load our own G.main, so free the one that BKE_blender_globals_init() gives us
BKE_main_free(G.main);
G.main = NULL;
MEM_CacheLimiter_set_disabled(true);
IMB_init();
BKE_images_init();
BKE_modifier_init();
DAG_init();
#ifdef WITH_FFMPEG
IMB_ffmpeg_init();
#endif
// Setup builtin font for BLF (mostly copied from creator.c, wm_init_exit.c and interface_style.c)
BLF_init(11, U.dpi);
BLT_lang_init();
BLT_lang_set("");
BLF_load_mem("default", (unsigned char*)datatoc_bfont_ttf, datatoc_bfont_ttf_size);
if (blf_mono_font == -1)
blf_mono_font = BLF_load_mem_unique("monospace", (unsigned char*)datatoc_bmonofont_ttf, datatoc_bmonofont_ttf_size);
// Parse command line options
#if defined(DEBUG)
printf("argv[0] = '%s'\n", argv[0]);
#endif
#ifdef WIN32
if (scr_saver_init(argc, argv))
{
switch (scr_saver_mode)
{
case SCREEN_SAVER_MODE_CONFIGURATION:
MessageBox(scr_saver_hwnd, "This screen saver has no options that you can set", "Screen Saver", MB_OK);
break;
case SCREEN_SAVER_MODE_PASSWORD:
/* This is W95 only, which we currently do not support.
* Fall-back to normal screen saver behavior in that case... */
case SCREEN_SAVER_MODE_SAVER:
fullScreen = true;
fullScreenParFound = true;
break;
case SCREEN_SAVER_MODE_PREVIEW:
/* This will actually be handled somewhere below... */
break;
}
}
#endif
// XXX add the ability to change this values to the command line parsing.
U.mixbufsize = 2048;
U.audiodevice = 2;
U.audiorate = 44100;
U.audioformat = 0x24;
U.audiochannels = 2;
// XXX this one too
U.anisotropic_filter = 2;
// enable fast mipmap generation
U.use_gpu_mipmap = 1;
BKE_sound_init_once();
// Initialize a default material for meshes without materials.
init_def_material();
BKE_library_callback_free_window_manager_set(wm_free);
/* if running blenderplayer the last argument can't be parsed since it has to be the filename. else it is bundled */
isBlenderPlayer = !BLO_is_a_runtime(argv[0]);
if (isBlenderPlayer)
validArguments = argc - 1;
else
validArguments = argc;
/* Parsing command line arguments (can be set from WM_OT_blenderplayer_start) */
#if defined(DEBUG)
printf("Parsing command line arguments...\n");
printf("Num of arguments is: %i\n", validArguments-1); //-1 because i starts at 1
#endif
for (i = 1; (i < validArguments) && !error
#ifdef WIN32
&& scr_saver_mode == SCREEN_SAVER_MODE_NONE
#endif
;)
{
#if defined(DEBUG)
printf("argv[%d] = '%s'\n", i, argv[i]);
#endif
if (argv[i][0] == '-')
{
/* ignore all args after " - ", allow python to have own args */
if (argv[i][1]=='\0') {
argc_py_clamped= i;
break;
}
switch (argv[i][1])
{
case 'g': //game engine options (show_framerate, fixedtime, etc)
{
i++;
if (i <= validArguments)
{
char* paramname = argv[i];
// Check for single value versus assignment
if (i+1 <= validArguments && (*(argv[i+1]) == '='))
{
i++;
if (i + 1 <= validArguments)
{
i++;
// Assignment
SYS_WriteCommandLineInt(syshandle, paramname, atoi(argv[i]));
SYS_WriteCommandLineFloat(syshandle, paramname, atof(argv[i]));
SYS_WriteCommandLineString(syshandle, paramname, argv[i]);
#if defined(DEBUG)
printf("%s = '%s'\n", paramname, argv[i]);
#endif
i++;
}
else
{
error = true;
printf("error: argument assignment %s without value.\n", paramname);
}
}
else
{
// SYS_WriteCommandLineInt(syshandle, argv[i++], 1);
}
}
break;
}
case 'd': //debug on
{
i++;
G.debug |= G_DEBUG;
MEM_set_memory_debug();
#ifndef NDEBUG
BLI_mempool_set_memory_debug();
#endif
break;
}
case 'f': //fullscreen mode
{
i++;
fullScreen = true;
fullScreenParFound = true;
if ((i + 2) <= validArguments && argv[i][0] != '-' && argv[i+1][0] != '-')
{
fullScreenWidth = atoi(argv[i++]);
fullScreenHeight = atoi(argv[i++]);
if ((i + 1) <= validArguments && argv[i][0] != '-')
{
fullScreenBpp = atoi(argv[i++]);
if ((i + 1) <= validArguments && argv[i][0] != '-')
fullScreenFrequency = atoi(argv[i++]);
}
}
else if ((i + 1) <= validArguments && argv[i][0] != '-' && argv[i+1][0] != '-')
{
error = true;
printf("error: to define fullscreen width or height, both options must be used.\n");
}
break;
}
case 'w': //display in a window
{
i++;
fullScreen = false;
windowParFound = true;
// Parse window position and size options
if ((i + 2) <= validArguments && argv[i][0] != '-' && argv[i+1][0] != '-')
{
windowWidth = atoi(argv[i++]);
windowHeight = atoi(argv[i++]);
if ((i + 2) <= validArguments && argv[i][0] != '-' && argv[i+1][0] != '-')
{
windowLeft = atoi(argv[i++]);
windowTop = atoi(argv[i++]);
}
else if ((i + 1) <= validArguments && argv[i][0] != '-' && argv[i+1][0] != '-')
{
error = true;
printf("error: to define the window left or right coordinates, both options must be used.\n");
}
}
else if ((i + 1) <= validArguments && argv[i][0] != '-' && argv[i+1][0] != '-')
{
error = true;
printf("error: to define the window's width or height, both options must be used.\n");
}
break;
}
case 'h': //display help
{
usage(argv[0], isBlenderPlayer);
return 0;
break;
}
case 'i': //parent window ID
{
i++;
if ( (i + 1) <= validArguments )
parentWindow = atoi(argv[i++]);
else {
error = true;
printf("error: too few options for parent window argument.\n");
}
#if defined(DEBUG)
printf("XWindows ID = %d\n", parentWindow);
#endif // defined(DEBUG)
break;
}
case 'm': //maximum anti-aliasing (eg. 2,4,8,16)
{
i++;
samplesParFound = true;
if ((i+1) <= validArguments )
aasamples = atoi(argv[i++]);
else
{
error = true;
printf("error: No argument supplied for -m");
}
break;
}
case 'c': //keep console (windows only)
{
i++;
#ifdef WIN32
closeConsole = false;
#endif
break;
}
case 's': //stereo mode
{
i++;
if ((i + 1) <= validArguments)
{
stereoParFound = true;
stereoFlag = STEREO_ENABLED;
if (!strcmp(argv[i], "nostereo")) // may not be redundant if the file has different setting
{
stereomode = RAS_IRasterizer::RAS_STEREO_NOSTEREO;
stereoFlag = STEREO_NOSTEREO;
}
// only the hardware pageflip method needs a stereo window
else if (!strcmp(argv[i], "hwpageflip")) {
stereomode = RAS_IRasterizer::RAS_STEREO_QUADBUFFERED;
stereoWindow = true;
}
else if (!strcmp(argv[i], "syncdoubling"))
stereomode = RAS_IRasterizer::RAS_STEREO_ABOVEBELOW;
else if (!strcmp(argv[i], "3dtvtopbottom"))
stereomode = RAS_IRasterizer::RAS_STEREO_3DTVTOPBOTTOM;
else if (!strcmp(argv[i], "anaglyph"))
stereomode = RAS_IRasterizer::RAS_STEREO_ANAGLYPH;
else if (!strcmp(argv[i], "sidebyside"))
stereomode = RAS_IRasterizer::RAS_STEREO_SIDEBYSIDE;
else if (!strcmp(argv[i], "interlace"))
stereomode = RAS_IRasterizer::RAS_STEREO_INTERLACED;
else if (!strcmp(argv[i], "vinterlace"))
stereomode = RAS_IRasterizer::RAS_STEREO_VINTERLACE;
#if 0
// // future stuff
// else if (!strcmp(argv[i], "stencil")
// stereomode = RAS_STEREO_STENCIL;
#endif
else
{
error = true;
printf("error: stereomode '%s' unrecognized.\n", argv[i]);
}
i++;
}
else
{
error = true;
printf("error: too few options for stereo argument.\n");
}
break;
}
case 'D': //dome mode
{
stereoFlag = STEREO_DOME;
stereomode = RAS_IRasterizer::RAS_STEREO_DOME;
i++;
if ((i + 1) <= validArguments)
{
if (!strcmp(argv[i], "angle")) {
i++;
domeFov = atoi(argv[i++]);
}
if (!strcmp(argv[i], "tilt")) {
i++;
domeTilt = atoi(argv[i++]);
}
if (!strcmp(argv[i], "warpdata")) {
i++;
domeWarp = argv[i++];
}
if (!strcmp(argv[i], "mode")) {
i++;
if (!strcmp(argv[i], "fisheye"))
domeMode = DOME_FISHEYE;
else if (!strcmp(argv[i], "truncatedfront"))
domeMode = DOME_TRUNCATED_FRONT;
else if (!strcmp(argv[i], "truncatedrear"))
domeMode = DOME_TRUNCATED_REAR;
else if (!strcmp(argv[i], "cubemap"))
domeMode = DOME_ENVMAP;
else if (!strcmp(argv[i], "sphericalpanoramic"))
domeMode = DOME_PANORAM_SPH;
else
printf("error: %s is not a valid dome mode.\n", argv[i]);
}
i++;
}
break;
}
case 'a': // allow window to blend with display background
{
i++;
alphaBackground = 1;
break;
}
default: //not recognized
{
printf("Unknown argument: %s\n", argv[i++]);
break;
}
}
}
else
{
i++;
}
}
if ((windowWidth < kMinWindowWidth) || (windowHeight < kMinWindowHeight))
{
error = true;
printf("error: window size too small.\n");
}
if (error )
{
usage(argv[0], isBlenderPlayer);
return 0;
}
#ifdef WIN32
if (scr_saver_mode != SCREEN_SAVER_MODE_CONFIGURATION)
#endif
{
// Create the system
if (GHOST_ISystem::createSystem() == GHOST_kSuccess) {
GHOST_ISystem* system = GHOST_ISystem::getSystem();
assertd(system);
if (!fullScreenWidth || !fullScreenHeight)
system->getMainDisplayDimensions(fullScreenWidth, fullScreenHeight);
// process first batch of events. If the user
// drops a file on top off the blenderplayer icon, we
// receive an event with the filename
system->processEvents(0);
// this bracket is needed for app (see below) to get out
// of scope before GHOST_ISystem::disposeSystem() is called.
{
int exitcode = KX_EXIT_REQUEST_NO_REQUEST;
STR_String exitstring = "";
GPG_Application app(system);
bool firstTimeRunning = true;
char filename[FILE_MAX];
char pathname[FILE_MAX];
char *titlename;
get_filename(argc_py_clamped, argv, filename);
if (filename[0])
BLI_path_cwd(filename, sizeof(filename));
// fill the GlobalSettings with the first scene files
// those may change during the game and persist after using Game Actuator
GlobalSettings gs;
do {
// Read the Blender file
BlendFileData *bfd;
// if we got an exitcode 3 (KX_EXIT_REQUEST_START_OTHER_GAME) load a different file
if (exitcode == KX_EXIT_REQUEST_START_OTHER_GAME)
{
char basedpath[FILE_MAX];
// base the actuator filename relative to the last file
BLI_strncpy(basedpath, exitstring.Ptr(), sizeof(basedpath));
BLI_path_abs(basedpath, pathname);
bfd = load_game_data(basedpath);
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);
}
}
else {
bfd = load_game_data(BKE_appdir_program_path(), filename[0]? filename: NULL);
}
#if defined(DEBUG)
printf("Game data loaded from %s\n", filename);
#endif
if (!bfd) {
usage(argv[0], isBlenderPlayer);
error = true;
exitcode = KX_EXIT_REQUEST_QUIT_GAME;
}
else {
/* Setting options according to the blend file if not overriden in the command line */
#ifdef WIN32
#if !defined(DEBUG)
if (closeConsole) {
system->toggleConsole(0); // Close a console window
}
#endif // !defined(DEBUG)
#endif // WIN32
Main *maggie = bfd->main;
Scene *scene = bfd->curscene;
G.main = maggie;
if (firstTimeRunning) {
G.fileflags = bfd->fileflags;
gs.matmode= scene->gm.matmode;
gs.glslflag= scene->gm.flag;
}
//Seg Fault; icon.c gIcons == 0
BKE_icons_init(1);
titlename = maggie->name;
// Check whether the game should be displayed full-screen
if ((!fullScreenParFound) && (!windowParFound)) {
// Only use file settings when command line did not override
if ((scene->gm.playerflag & GAME_PLAYER_FULLSCREEN)) {
//printf("fullscreen option found in Blender file\n");
fullScreen = true;
fullScreenWidth= scene->gm.xplay;
fullScreenHeight= scene->gm.yplay;
fullScreenFrequency= scene->gm.freqplay;
fullScreenBpp = scene->gm.depth;
}
else
{
fullScreen = false;
windowWidth = scene->gm.xplay;
windowHeight = scene->gm.yplay;
}
}
// Check whether the game should be displayed in stereo (dome included)
if (!stereoParFound) {
// Only use file settings when command line did not override
if (scene->gm.stereoflag == STEREO_ENABLED) {
stereomode = (RAS_IRasterizer::StereoMode) scene->gm.stereomode;
if (stereomode == RAS_IRasterizer::RAS_STEREO_QUADBUFFERED)
stereoWindow = true;
}
}
else {
scene->gm.stereoflag = STEREO_ENABLED;
}
if (!samplesParFound)
aasamples = scene->gm.aasamples;
// Dome specific settings
if (stereoFlag == STEREO_DOME) {
stereomode = RAS_IRasterizer::RAS_STEREO_DOME;
scene->gm.stereoflag = STEREO_DOME;
if (domeFov > 89)
scene->gm.dome.angle = domeFov;
if (domeTilt > -180)
scene->gm.dome.tilt = domeTilt;
if (domeMode > 0)
scene->gm.dome.mode = domeMode;
if (domeWarp) {
//XXX to do: convert relative to absolute path
domeText= BKE_text_load(G.main, domeWarp, "");
if (!domeText)
printf("error: invalid warpdata text file - %s\n", domeWarp);
else
scene->gm.dome.warptext = domeText;
}
}
// GPG_Application app (system, maggie, startscenename);
app.SetGameEngineData(maggie, scene, &gs, argc, argv); /* this argc cant be argc_py_clamped, since python uses it */
BLI_strncpy(pathname, maggie->name, sizeof(pathname));
if (G.main != maggie) {
BLI_strncpy(G.main->name, maggie->name, sizeof(G.main->name));
}
#ifdef WITH_PYTHON
setGamePythonPath(G.main->name);
#endif
if (firstTimeRunning) {
firstTimeRunning = false;
if (fullScreen) {
#ifdef WIN32
if (scr_saver_mode == SCREEN_SAVER_MODE_SAVER)
{
app.startScreenSaverFullScreen(fullScreenWidth, fullScreenHeight, fullScreenBpp, fullScreenFrequency,
stereoWindow, stereomode, aasamples);
}
else
#endif
{
app.startFullScreen(fullScreenWidth, fullScreenHeight, fullScreenBpp, fullScreenFrequency,
stereoWindow, stereomode, alphaBackground, aasamples, (scene->gm.playerflag & GAME_PLAYER_DESKTOP_RESOLUTION));
}
}
else
{
#ifdef __APPLE__
// on Mac's we'll show the executable name instead of the 'game.blend' name
char tempname[1024], *appstring;
::strcpy(tempname, titlename);
appstring = strstr(tempname, ".app/");
if (appstring) {
appstring[2] = 0;
titlename = &tempname[0];
}
#endif
// Strip the path so that we have the name of the game file
STR_String path = titlename;
#ifndef WIN32
vector<STR_String> parts = path.Explode('/');
#else // WIN32
vector<STR_String> parts = path.Explode('\\');
#endif // WIN32
STR_String title;
if (parts.size()) {
title = parts[parts.size()-1];
parts = title.Explode('.');
if (parts.size() > 1)
{
title = parts[0];
}
}
else {
title = "blenderplayer";
}
#ifdef WIN32
if (scr_saver_mode == SCREEN_SAVER_MODE_PREVIEW)
{
app.startScreenSaverPreview(scr_saver_hwnd, stereoWindow, stereomode, aasamples);
}
else
#endif
{
if (parentWindow != 0)
app.startEmbeddedWindow(title, parentWindow, stereoWindow, stereomode, aasamples);
else
app.startWindow(title, windowLeft, windowTop, windowWidth, windowHeight,
stereoWindow, stereomode, alphaBackground, aasamples);
if (SYS_GetCommandLineInt(syshandle, "nomipmap", 0)) {
GPU_set_mipmap(0);
}
GPU_set_anisotropic(U.anisotropic_filter);
GPU_set_gpu_mipmapping(U.use_gpu_mipmap);
}
}
}
else {
app.StartGameEngine(stereomode);
exitcode = KX_EXIT_REQUEST_NO_REQUEST;
}
// Add the application as event consumer
system->addEventConsumer(&app);
// Enter main loop
bool run = true;
char *python_main = NULL;
pynextframestate.state = NULL;
pynextframestate.func = NULL;
#ifdef WITH_PYTHON
python_main = KX_GetPythonMain(scene);
#endif // WITH_PYTHON
if (python_main) {
char *python_code = KX_GetPythonCode(maggie, python_main);
if (python_code) {
#ifdef WITH_PYTHON
// Set python environement variable.
KX_Scene *startscene = app.GetStartScene();
KX_SetActiveScene(startscene);
PHY_SetActiveEnvironment(startscene->GetPhysicsEnvironment());
gpg_nextframestate.system = system;
gpg_nextframestate.app = &app;
gpg_nextframestate.gs = &gs;
pynextframestate.state = &gpg_nextframestate;
pynextframestate.func = &GPG_PyNextFrame;
printf("Yielding control to Python script '%s'...\n", python_main);
PyRun_SimpleString(python_code);
printf("Exit Python script '%s'\n", python_main);
#endif // WITH_PYTHON
MEM_freeN(python_code);
}
else {
fprintf(stderr, "ERROR: cannot yield control to Python: no Python text data block named '%s'\n", python_main);
}
}
else {
while (run) {
run = GPG_NextFrame(system, &app, exitcode, exitstring, &gs);
}
}
app.StopGameEngine();
/* 'app' is freed automatic when out of scope.
* removal is needed else the system will free an already freed value */
system->removeEventConsumer(&app);
BLO_blendfiledata_free(bfd);
/* G.main == bfd->main, it gets referenced in free_nodesystem so we can't have a dangling pointer */
G.main = NULL;
if (python_main) MEM_freeN(python_main);
}
} while (exitcode == KX_EXIT_REQUEST_RESTART_GAME || exitcode == KX_EXIT_REQUEST_START_OTHER_GAME);
}
// Seg Fault; icon.c gIcons == 0
BKE_icons_free();
// Dispose the system
GHOST_ISystem::disposeSystem();
}
else {
error = true;
printf("error: couldn't create a system.\n");
}
}
/* refer to WM_exit_ext() and BKE_blender_free(),
* these are not called in the player but we need to match some of there behavior here,
* if the order of function calls or blenders state isn't matching that of blender proper,
* we may get troubles later on */
free_nodesystem();
// Cleanup
RNA_exit();
BLF_exit();
#ifdef WITH_INTERNATIONAL
BLF_free_unifont();
BLF_free_unifont_mono();
BLT_lang_free();
#endif
IMB_exit();
BKE_images_exit();
DAG_exit();
IMB_moviecache_destruct();
SYS_DeleteSystem(syshandle);
int totblock= MEM_get_memory_blocks_in_use();
if (totblock!=0) {
printf("Error Totblock: %d\n",totblock);
MEM_set_error_callback(mem_error_cb);
MEM_printmemlist();
}
BKE_tempdir_session_purge();
#ifdef WIN32
while (argv_num) {
free(argv[--argv_num]);
}
free(argv);
argv = NULL;
#endif
return error ? -1 : 0;
}