extern "C" void StartKetsjiShell(struct bContext *C, struct ARegion *ar, rcti *cam_frame, int always_use_expand_framing) { /* context values */ 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 bgl::InitExtensions(true); // VBO code for derived mesh is not compatible with BGE (couldn't find why), so disable int disableVBO = (U.gameflags & USER_DISABLE_VBO); U.gameflags |= USER_DISABLE_VBO; // 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); #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; bool restrictAnimFPS = startscene->gm.flag & GAME_RESTRICT_ANIM_UPDATES; if(animation_record) usefixed= true; /* override since you's always want fixed time for sim recording */ // create the canvas, rasterizer and rendertools RAS_ICanvas* canvas = new KX_BlenderCanvas(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); RAS_IRenderTools* rendertools = new KX_BlenderRenderTools(); RAS_IRasterizer* rasterizer = NULL; if(displaylists) { if (GLEW_VERSION_1_1 && !novertexarrays) rasterizer = new RAS_ListRasterizer(canvas, true, true); else rasterizer = new RAS_ListRasterizer(canvas); } else if (GLEW_VERSION_1_1 && !novertexarrays) rasterizer = new RAS_VAOpenGLRasterizer(canvas, false); else rasterizer = new RAS_OpenGLRasterizer(canvas); // 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->SetRenderTools(rendertools); ketsjiengine->SetRasterizer(rasterizer); ketsjiengine->SetUseFixedTime(usefixed); ketsjiengine->SetTimingDisplay(frameRate, profile, properties); ketsjiengine->SetRestrictAnimationFPS(restrictAnimFPS); 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; int draw_letterbox = 0; if(rv3d->persp==RV3D_CAMOB) { if(startscene->gm.framing.type == SCE_GAMEFRAMING_BARS) { /* Letterbox */ camzoom = 1.0f; draw_letterbox = 1; } else { camzoom = 1.0 / BKE_screen_view3d_zoom_to_fac(rv3d->camzoom); } } else { camzoom = 2.0; } ketsjiengine->SetDrawType(v3d->drawtype); ketsjiengine->SetCameraZoom(camzoom); // 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 != "") strcpy(basedpath, exitstring.Ptr()); // 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[242]; strcpy(temppath, "//"); strcat(temppath, basedpath); 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[0], scene->gm.framing.col[1], scene->gm.framing.col[2], 0.0f); } 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)); if(rv3d->persp == RV3D_ORTHO) { ketsjiengine->SetCameraOverrideClipping(-v3d->far, v3d->far); } else { 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); sceneconverter->addInitFromFrame=false; 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 && (gs.matmode != GAME_MAT_TEXFACE)) sceneconverter->SetMaterials(true); if(useglslmat && (gs.matmode == GAME_MAT_GLSL)) sceneconverter->SetGLSLMaterials(true); 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_I3DDevice* dev = AUD_get3DDevice(); if(dev) { dev->setSpeedOfSound(scene->audio.speed_of_sound); dev->setDopplerFactor(scene->audio.doppler_factor); dev->setDistanceModel(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, rendertools, 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); // the mainloop printf("\nBlender Game Engine Started\n"); while (!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, ar->winrct.xmax - ar->winrct.xmin, ar->winrct.ymax - ar->winrct.ymin); 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); if (keyboarddevice->ConvertBlenderEvent(event->type,event->val)) 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); val = ar->winy - (event->y - ar->winrct.ymin) - 1; mousedevice->ConvertBlenderEvent(MOUSEY, val); } else { mousedevice->ConvertBlenderEvent(event->type,event->val); } 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 */ } } printf("Blender Game Engine Finished\n"); exitstring = ketsjiengine->GetExitString(); 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); } // 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 (rendertools) { delete rendertools; rendertools = NULL; } if (canvas) { delete canvas; canvas = NULL; } // stop all remaining playing sounds AUD_getDevice()->stopAll(); } while (exitrequested == KX_EXIT_REQUEST_RESTART_GAME || exitrequested == KX_EXIT_REQUEST_START_OTHER_GAME); if (!disableVBO) U.gameflags &= ~USER_DISABLE_VBO; if (bfd) BLO_blendfiledata_free(bfd); BLI_strncpy(G.main->name, oldsce, sizeof(G.main->name)); #ifdef WITH_PYTHON Py_DECREF(pyGlobalDict); // Release Python's GIL PyGILState_Release(gilstate); #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 bgl::InitExtensions(true); // VBO code for derived mesh is not compatible with BGE (couldn't find why), so disable int disableVBO = (U.gameflags & USER_DISABLE_VBO); U.gameflags |= USER_DISABLE_VBO; // 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; //Don't use displaylists with VBOs //If auto starts using VBOs, make sure to check for that here if (displaylists && startscene->gm.raster_storage != RAS_STORE_VBO) rasterizer = new RAS_ListRasterizer(canvas, true, startscene->gm.raster_storage); else rasterizer = new RAS_OpenGLRasterizer(canvas, startscene->gm.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); 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; int draw_letterbox = 0; if (rv3d->persp==RV3D_CAMOB) { if (startscene->gm.framing.type == SCE_GAMEFRAMING_BARS) { /* Letterbox */ camzoom = 1.0f; draw_letterbox = 1; } else { camzoom = 1.0f / BKE_screen_view3d_zoom_to_fac(rv3d->camzoom); } } else { camzoom = 2.0; } rasterizer->SetDrawingMode(drawtype); ketsjiengine->SetCameraZoom(camzoom); // 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_I3DDevice* dev = AUD_get3DDevice(); if (dev) { dev->setSpeedOfSound(scene->audio.speed_of_sound); dev->setDopplerFactor(scene->audio.doppler_factor); dev->setDistanceModel(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) { 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_getDevice()->stopAll(); } while (exitrequested == KX_EXIT_REQUEST_RESTART_GAME || exitrequested == KX_EXIT_REQUEST_START_OTHER_GAME); if (!disableVBO) U.gameflags &= ~USER_DISABLE_VBO; if (bfd) BLO_blendfiledata_free(bfd); BLI_strncpy(G.main->name, oldsce, sizeof(G.main->name)); #ifdef WITH_PYTHON Py_DECREF(pyGlobalDict); // Release Python's GIL PyGILState_Release(gilstate); #endif }
extern "C" void StartKetsjiShellSimulation(struct wmWindow *win, struct ARegion *ar, char* scenename, struct Main* maggie, int always_use_expand_framing) { int exitrequested = KX_EXIT_REQUEST_NO_REQUEST; Main* blenderdata = maggie; RAS_Rect area_rect; area_rect.SetLeft(ar->winrct.xmin); area_rect.SetBottom(ar->winrct.ymin); area_rect.SetRight(ar->winrct.xmax); area_rect.SetTop(ar->winrct.ymax); char* startscenename = scenename; char pathname[FILE_MAXDIR+FILE_MAXFILE]; STR_String exitstring = ""; BLI_strncpy(pathname, blenderdata->name, sizeof(pathname)); #ifndef DISABLE_PYTHON // Acquire Python's GIL (global interpreter lock) // so we can safely run Python code and API calls PyGILState_STATE gilstate = PyGILState_Ensure(); #endif bgl::InitExtensions(true); do { // 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 game2ipo = true;//(SYS_GetCommandLineInt(syshandle, "game2ipo", 0) != 0); bool displaylists = (SYS_GetCommandLineInt(syshandle, "displaylists", 0) != 0); bool usemat = false; // create the canvas, rasterizer and rendertools RAS_ICanvas* canvas = new KX_BlenderCanvas(win, area_rect); //canvas->SetMouseState(RAS_ICanvas::MOUSE_INVISIBLE); RAS_IRenderTools* rendertools = new KX_BlenderRenderTools(); RAS_IRasterizer* rasterizer = NULL; if(displaylists) { if (GLEW_VERSION_1_1) rasterizer = new RAS_ListRasterizer(canvas, true, true); else rasterizer = new RAS_ListRasterizer(canvas); } else if (GLEW_VERSION_1_1) rasterizer = new RAS_VAOpenGLRasterizer(canvas, false); else rasterizer = new RAS_OpenGLRasterizer(canvas); // 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); Scene *blscene = NULL; blscene = (Scene*) maggie->scene.first; for (Scene *sce= (Scene*) maggie->scene.first; sce; sce= (Scene*) sce->id.next) { if (startscenename == (sce->id.name+2)) { blscene = sce; break; } } int cframe = 1, startFrame; if (blscene) { cframe=blscene->r.cfra; startFrame = blscene->r.sfra; blscene->r.cfra=startFrame; // update_for_newframe(); // XXX scene_update_for_newframe wont cut it! ketsjiengine->SetGame2IpoMode(game2ipo,startFrame); } // Quad buffered needs a special window. if(blscene->gm.stereoflag == STEREO_ENABLED){ if (blscene->gm.stereomode != RAS_IRasterizer::RAS_STEREO_QUADBUFFERED) rasterizer->SetStereoMode((RAS_IRasterizer::StereoMode) blscene->gm.stereomode); } rasterizer->SetBackColor(blscene->gm.framing.col[0], blscene->gm.framing.col[1], blscene->gm.framing.col[2], 0.0f); if (exitrequested != KX_EXIT_REQUEST_QUIT_GAME) { // create a scene converter, create and convert the startingscene KX_ISceneConverter* sceneconverter = new KX_BlenderSceneConverter(maggie, ketsjiengine); ketsjiengine->SetSceneConverter(sceneconverter); sceneconverter->addInitFromFrame=true; if (always_use_expand_framing) sceneconverter->SetAlwaysUseExpandFraming(true); if(usemat) sceneconverter->SetMaterials(true); KX_Scene* startscene = new KX_Scene(keyboarddevice, mousedevice, networkdevice, startscenename, blscene); #ifndef DISABLE_PYTHON // some python things PyObject* dictionaryobject = initGamePythonScripting("Ketsji", psl_Lowest, blenderdata); ketsjiengine->SetPyNamespace(dictionaryobject); initRasterizer(rasterizer, canvas); PyObject *gameLogic = initGameLogic(ketsjiengine, startscene); PyDict_SetItemString(dictionaryobject, "GameLogic", gameLogic); // Same as importing the module initGameKeys(); initPythonConstraintBinding(); initMathutils(); initGeometry(); initBGL(); #ifdef WITH_FFMPEG initVideoTexture(); #endif #endif // DISABLE_PYTHON if (sceneconverter) { // convert and add scene sceneconverter->ConvertScene( startscene, rendertools, canvas); ketsjiengine->AddScene(startscene); // start the engine ketsjiengine->StartEngine(false); ketsjiengine->SetUseFixedTime(true); ketsjiengine->SetTicRate( (double) blscene->r.frs_sec / (double) blscene->r.frs_sec_base); // the mainloop while ((blscene->r.cfra<=blscene->r.efra)&&(!exitrequested)) { printf("frame %i\n",blscene->r.cfra); // first check if we want to exit exitrequested = ketsjiengine->GetExitCode(); // kick the engine ketsjiengine->NextFrame(); blscene->r.cfra=blscene->r.cfra+1; // update_for_newframe(); // XXX scene_update_for_newframe wont cut it } exitstring = ketsjiengine->GetExitString(); } if (sceneconverter) { delete sceneconverter; sceneconverter = NULL; } } blscene->r.cfra=cframe; // set the cursor back to normal canvas->SetMouseState(RAS_ICanvas::MOUSE_NORMAL); // 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 (rendertools) { delete rendertools; rendertools = NULL; } } while (exitrequested == KX_EXIT_REQUEST_RESTART_GAME || exitrequested == KX_EXIT_REQUEST_START_OTHER_GAME); #ifndef DISABLE_PYTHON // Release Python's GIL PyGILState_Release(gilstate); #endif }
extern "C" void StartKetsjiShell(struct bContext *C, struct ARegion *ar, rcti *cam_frame, int always_use_expand_framing) { /* context values */ struct wmWindow *win= CTX_wm_window(C); struct Scene *scene= 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 = scene->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.sce, sizeof(oldsce)); #ifndef DISABLE_PYTHON resetGamePythonPath(); // need this so running a second time wont use an old blendfiles path setGamePythonPath(G.sce); // 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 bgl::InitExtensions(true); 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 game2ipo = (SYS_GetCommandLineInt(syshandle, "game2ipo", 0) != 0); bool displaylists = (SYS_GetCommandLineInt(syshandle, "displaylists", 0) != 0); bool nodepwarnings = (SYS_GetCommandLineInt(syshandle, "ignore_deprecation_warnings", 0) != 0); bool novertexarrays = (SYS_GetCommandLineInt(syshandle, "novertexarrays", 0) != 0); // create the canvas, rasterizer and rendertools RAS_ICanvas* canvas = new KX_BlenderCanvas(win, area_rect); canvas->SetMouseState(RAS_ICanvas::MOUSE_INVISIBLE); RAS_IRenderTools* rendertools = new KX_BlenderRenderTools(); RAS_IRasterizer* rasterizer = NULL; if(displaylists) { if (GLEW_VERSION_1_1 && !novertexarrays) rasterizer = new RAS_ListRasterizer(canvas, true, true); else rasterizer = new RAS_ListRasterizer(canvas); } else if (GLEW_VERSION_1_1 && !novertexarrays) rasterizer = new RAS_VAOpenGLRasterizer(canvas, false); else rasterizer = new RAS_OpenGLRasterizer(canvas); // 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->SetRenderTools(rendertools); ketsjiengine->SetRasterizer(rasterizer); ketsjiengine->SetNetworkDevice(networkdevice); ketsjiengine->SetUseFixedTime(usefixed); ketsjiengine->SetTimingDisplay(frameRate, profile, properties); #ifndef DISABLE_PYTHON CValue::SetDeprecationWarnings(nodepwarnings); #endif //lock frame and camera enabled - storing global values int tmp_lay= scene->lay; Object *tmp_camera = scene->camera; if (v3d->scenelock==0){ scene->lay= v3d->lay; scene->camera= v3d->camera; } // some blender stuff MT_CmMatrix4x4 projmat; MT_CmMatrix4x4 viewmat; float camzoom; int i; for (i = 0; i < 16; i++) { float *viewmat_linear= (float*) rv3d->viewmat; viewmat.setElem(i, viewmat_linear[i]); } for (i = 0; i < 16; i++) { float *projmat_linear= (float*) rv3d->winmat; projmat.setElem(i, projmat_linear[i]); } if(rv3d->persp==RV3D_CAMOB) { if(scene->gm.framing.type == SCE_GAMEFRAMING_BARS) { /* Letterbox */ camzoom = 1.0f; } else { camzoom = (1.41421 + (rv3d->camzoom / 50.0)); camzoom *= camzoom; camzoom = 4.0 / camzoom; } } else { camzoom = 2.0; } ketsjiengine->SetDrawType(v3d->drawtype); ketsjiengine->SetCameraZoom(camzoom); // 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[240]; // base the actuator filename with respect // to the original file working directory if (exitstring != "") strcpy(basedpath, exitstring.Ptr()); // 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_convertstringcode(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[242]; strcpy(temppath, "//"); strcat(temppath, basedpath); BLI_convertstringcode(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.sce, blenderdata->name, sizeof(G.sce)); BLI_strncpy(pathname, blenderdata->name, sizeof(pathname)); #ifndef DISABLE_PYTHON setGamePythonPath(G.sce); #endif } } // else forget it, we can't find it else { exitrequested = KX_EXIT_REQUEST_QUIT_GAME; } } Scene *blscene = NULL; if (!bfd) { blscene = (Scene*) blenderdata->scene.first; for (Scene *sce= (Scene*) blenderdata->scene.first; sce; sce= (Scene*) sce->id.next) { if (startscenename == (sce->id.name+2)) { blscene = sce; break; } } } else { blscene = bfd->curscene; } if (blscene) { int startFrame = blscene->r.cfra; ketsjiengine->SetGame2IpoMode(game2ipo,startFrame); // Quad buffered needs a special window. if(blscene->gm.stereoflag == STEREO_ENABLED){ if (blscene->gm.stereomode != RAS_IRasterizer::RAS_STEREO_QUADBUFFERED) rasterizer->SetStereoMode((RAS_IRasterizer::StereoMode) blscene->gm.stereomode); } rasterizer->SetBackColor(blscene->gm.framing.col[0], blscene->gm.framing.col[1], blscene->gm.framing.col[2], 0.0f); } if (exitrequested != KX_EXIT_REQUEST_QUIT_GAME) { if (rv3d->persp != RV3D_CAMOB) { ketsjiengine->EnableCameraOverride(startscenename); ketsjiengine->SetCameraOverrideUseOrtho((rv3d->persp == RV3D_ORTHO)); ketsjiengine->SetCameraOverrideProjectionMatrix(projmat); ketsjiengine->SetCameraOverrideViewMatrix(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); sceneconverter->addInitFromFrame=false; 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(blscene->gm.matmode == GAME_MAT_GLSL) usemat = false; if(usemat && (blscene->gm.matmode != GAME_MAT_TEXFACE)) sceneconverter->SetMaterials(true); if(useglslmat && (blscene->gm.matmode == GAME_MAT_GLSL)) sceneconverter->SetGLSLMaterials(true); KX_Scene* startscene = new KX_Scene(keyboarddevice, mousedevice, networkdevice, startscenename, blscene); #ifndef DISABLE_PYTHON // some python things PyObject* dictionaryobject = initGamePythonScripting("Ketsji", psl_Lowest, blenderdata); ketsjiengine->SetPyNamespace(dictionaryobject); initRasterizer(rasterizer, canvas); PyObject *gameLogic = initGameLogic(ketsjiengine, startscene); PyDict_SetItemString(PyModule_GetDict(gameLogic), "globalDict", pyGlobalDict); // Same as importing the module. PyObject *gameLogic_keys = PyDict_Keys(PyModule_GetDict(gameLogic)); PyDict_SetItemString(dictionaryobject, "GameLogic", gameLogic); // Same as importing the module. initGameKeys(); initPythonConstraintBinding(); initMathutils(); initGeometry(); initBGL(); #ifdef WITH_FFMPEG initVideoTexture(); #endif #endif // DISABLE_PYTHON //initialize Dome Settings if(blscene->gm.stereoflag == STEREO_DOME) ketsjiengine->InitDome(blscene->gm.dome.res, blscene->gm.dome.mode, blscene->gm.dome.angle, blscene->gm.dome.resbuf, blscene->gm.dome.tilt, blscene->gm.dome.warptext); // initialize 3D Audio Settings AUD_set3DSetting(AUD_3DS_SPEED_OF_SOUND, blscene->audio.speed_of_sound); AUD_set3DSetting(AUD_3DS_DOPPLER_FACTOR, blscene->audio.doppler_factor); AUD_set3DSetting(AUD_3DS_DISTANCE_MODEL, blscene->audio.distance_model); if (sceneconverter) { // convert and add scene sceneconverter->ConvertScene( startscene, rendertools, 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( (((double) blscene->r.frs_sec) / blscene->r.frs_sec_base) ); // the mainloop printf("\nBlender Game Engine Started\n\n"); while (!exitrequested) { // first check if we want to exit exitrequested = ketsjiengine->GetExitCode(); // kick the engine bool render = ketsjiengine->NextFrame(); // XXX 2.5 Bug, This is never true! FIXME- Campbell if (render) { // render the frame ketsjiengine->Render(); } wm_window_process_events_nosleep(C); // 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); if (keyboarddevice->ConvertBlenderEvent(event->type,event->val)) exitrequested = KX_EXIT_REQUEST_BLENDER_ESC; /* Coordinate conversion... where * should this really be? */ if (event->type==MOUSEMOVE) { /* Note nice! XXX 2.5 event hack */ val = event->x - ar->winrct.xmin; mousedevice->ConvertBlenderEvent(MOUSEX, val); val = ar->winy - (event->y - ar->winrct.ymin) - 1; mousedevice->ConvertBlenderEvent(MOUSEY, val); } else { mousedevice->ConvertBlenderEvent(event->type,event->val); } BLI_remlink(&win->queue, event); wm_event_free(event); } } printf("\nBlender Game Engine Finished\n\n"); exitstring = ketsjiengine->GetExitString(); // when exiting the mainloop #ifndef DISABLE_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 int listIndex; PyObject *gameLogic_keys_new = PyDict_Keys(PyModule_GetDict(gameLogic)); for (listIndex=0; listIndex < PyList_Size(gameLogic_keys_new); 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(); #ifndef DISABLE_PYTHON exitGamePythonScripting(); #endif networkdevice->Disconnect(); } if (sceneconverter) { delete sceneconverter; sceneconverter = NULL; } #ifndef DISABLE_PYTHON Py_DECREF(gameLogic_keys); gameLogic_keys = NULL; #endif } //lock frame and camera enabled - restoring global values if (v3d->scenelock==0){ scene->lay= tmp_lay; scene->camera= tmp_camera; } // set the cursor back to normal canvas->SetMouseState(RAS_ICanvas::MOUSE_NORMAL); // 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 (rendertools) { delete rendertools; rendertools = NULL; } if (canvas) { delete canvas; canvas = NULL; } } while (exitrequested == KX_EXIT_REQUEST_RESTART_GAME || exitrequested == KX_EXIT_REQUEST_START_OTHER_GAME); if (bfd) BLO_blendfiledata_free(bfd); BLI_strncpy(G.sce, oldsce, sizeof(G.sce)); #ifndef DISABLE_PYTHON Py_DECREF(pyGlobalDict); // Release Python's GIL PyGILState_Release(gilstate); #endif }
// refresh texture PyObject * Texture_refresh (Texture * self, PyObject * args) { // get parameter - refresh source PyObject * param; double ts = -1.0; if (!PyArg_ParseTuple(args, "O|d:refresh", ¶m, &ts) || !PyBool_Check(param)) { // report error PyErr_SetString(PyExc_TypeError, "The value must be a bool"); return NULL; } // some trick here: we are in the business of loading a texture, // no use to do it if we are still in the same rendering frame. // We find this out by looking at the engine current clock time KX_KetsjiEngine* engine = KX_GetActiveEngine(); if (engine->GetClockTime() != self->m_lastClock) { self->m_lastClock = engine->GetClockTime(); // set source refresh bool refreshSource = (param == Py_True); // try to proces texture from source try { // if source is available if (self->m_source != NULL) { // check texture code if (!self->m_orgSaved) { self->m_orgSaved = true; // save original image code if (self->m_useMatTexture) self->m_orgTex = self->m_matTexture->swapTexture(self->m_actTex); else { self->m_orgTex = self->m_imgTexture->bindcode; self->m_imgTexture->bindcode = self->m_actTex; } } // get texture unsigned int * texture = self->m_source->m_image->getImage(self->m_actTex, ts); // if texture is available if (texture != NULL) { // get texture size short * orgSize = self->m_source->m_image->getSize(); // calc scaled sizes short size[] = {ImageBase::calcSize(orgSize[0]), ImageBase::calcSize(orgSize[1])}; // scale texture if needed if (size[0] != orgSize[0] || size[1] != orgSize[1]) { // if scaled image buffer is smaller than needed if (self->m_scaledImgSize < (unsigned int)(size[0] * size[1])) { // new size self->m_scaledImgSize = size[0] * size[1]; // allocate scaling image delete [] self->m_scaledImg; self->m_scaledImg = new unsigned int[self->m_scaledImgSize]; } // scale texture gluScaleImage(GL_RGBA, orgSize[0], orgSize[1], GL_UNSIGNED_BYTE, texture, size[0], size[1], GL_UNSIGNED_BYTE, self->m_scaledImg); // use scaled image instead original texture = self->m_scaledImg; } // load texture for rendering loadTexture (self->m_actTex, texture, size, self->m_mipmap); // refresh texture source, if required if (refreshSource) self->m_source->m_image->refresh(); } } } CATCH_EXCP; }
// refresh texture static PyObject *Texture_refresh(Texture *self, PyObject *args) { // get parameter - refresh source PyObject *param; double ts = -1.0; if (!PyArg_ParseTuple(args, "O|d:refresh", ¶m, &ts) || !PyBool_Check(param)) { // report error PyErr_SetString(PyExc_TypeError, "The value must be a bool"); return NULL; } // some trick here: we are in the business of loading a texture, // no use to do it if we are still in the same rendering frame. // We find this out by looking at the engine current clock time KX_KetsjiEngine* engine = KX_GetActiveEngine(); if (engine->GetClockTime() != self->m_lastClock) { self->m_lastClock = engine->GetClockTime(); // set source refresh bool refreshSource = (param == Py_True); // try to proces texture from source try { // if source is available if (self->m_source != NULL) { // check texture code if (!self->m_orgSaved) { self->m_orgSaved = true; // save original image code if (self->m_useMatTexture) self->m_orgTex = self->m_matTexture->swapTexture(self->m_actTex); else { // Swapping will work only if the GPU has already loaded the image. // If not, it will delete and overwrite our texture on next render. // To avoid that, we acquire the image buffer now. // WARNING: GPU has a ImageUser to pass, we don't. Using NULL // works on image file, not necessarily on other type of image. self->m_imgBuf = BKE_image_acquire_ibuf(self->m_imgTexture, NULL, NULL); self->m_orgTex = self->m_imgTexture->bindcode[TEXTARGET_TEXTURE_2D]; self->m_imgTexture->bindcode[TEXTARGET_TEXTURE_2D] = self->m_actTex; } } // get texture unsigned int * texture = self->m_source->m_image->getImage(self->m_actTex, ts); // if texture is available if (texture != NULL) { // get texture size short * orgSize = self->m_source->m_image->getSize(); // calc scaled sizes short size[2]; if (GLEW_ARB_texture_non_power_of_two) { size[0] = orgSize[0]; size[1] = orgSize[1]; } else { size[0] = ImageBase::calcSize(orgSize[0]); size[1] = ImageBase::calcSize(orgSize[1]); } // scale texture if needed if (size[0] != orgSize[0] || size[1] != orgSize[1]) { IMB_freeImBuf(self->m_scaledImBuf); self->m_scaledImBuf = IMB_allocFromBuffer(texture, NULL, orgSize[0], orgSize[1]); IMB_scaleImBuf(self->m_scaledImBuf, size[0], size[1]); // use scaled image instead original texture = self->m_scaledImBuf->rect; } // load texture for rendering loadTexture(self->m_actTex, texture, size, self->m_mipmap); } // refresh texture source, if required if (refreshSource) { self->m_source->m_image->refresh(); } } } CATCH_EXCP; }