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 }
int main(int argc, char** argv) { 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; #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(); initglobals(); U.gameflags |= USER_DISABLE_VBO; // We load our own G.main, so free the one that initglobals() 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); BLF_lang_init(); BLF_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; sound_init_once(); set_free_windowmanager_cb(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(); #ifdef DEBUG 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; } 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); // 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, 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, 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 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 free_blender(), * 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(); BLF_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(); return error ? -1 : 0; }