diff options
author | Brecht Van Lommel <brechtvanlommel@pandora.be> | 2008-09-05 00:51:28 +0400 |
---|---|---|
committer | Brecht Van Lommel <brechtvanlommel@pandora.be> | 2008-09-05 00:51:28 +0400 |
commit | cb89decfdcf5e6b2f26376d416633f4ccf0c532d (patch) | |
tree | a299a5c8729dd0cb4359d57501fd9e6970141e5d /source/gameengine/GamePlayer/ghost/GPG_Application.cpp | |
parent | 2167e5c341f656b2f664b1052d181e8aa32fe698 (diff) |
Merge of first part of changes from the apricot branch, especially
the features that are needed to run the game. Compile tested with
scons, make, but not cmake, that seems to have an issue not related
to these changes. The changes include:
* GLSL support in the viewport and game engine, enable in the game
menu in textured draw mode.
* Synced and merged part of the duplicated blender and gameengine/
gameplayer drawing code.
* Further refactoring of game engine drawing code, especially mesh
storage changed a lot.
* Optimizations in game engine armatures to avoid recomputations.
* A python function to get the framerate estimate in game.
* An option take object color into account in materials.
* An option to restrict shadow casters to a lamp's layers.
* Increase from 10 to 18 texture slots for materials, lamps, word.
An extra texture slot shows up once the last slot is used.
* Memory limit for undo, not enabled by default yet because it
needs the .B.blend to be changed.
* Multiple undo for image painting.
* An offset for dupligroups, so not all objects in a group have to
be at the origin.
Diffstat (limited to 'source/gameengine/GamePlayer/ghost/GPG_Application.cpp')
-rw-r--r-- | source/gameengine/GamePlayer/ghost/GPG_Application.cpp | 34 |
1 files changed, 23 insertions, 11 deletions
diff --git a/source/gameengine/GamePlayer/ghost/GPG_Application.cpp b/source/gameengine/GamePlayer/ghost/GPG_Application.cpp index c56a6d0da23..a690beb9f38 100644 --- a/source/gameengine/GamePlayer/ghost/GPG_Application.cpp +++ b/source/gameengine/GamePlayer/ghost/GPG_Application.cpp @@ -38,6 +38,7 @@ #endif #include "GL/glew.h" +#include "GPU_extensions.h" #include "GPG_Application.h" @@ -104,9 +105,10 @@ static void frameTimerProc(GHOST_ITimerTask* task, GHOST_TUns64 time); static GHOST_ISystem* fSystem = 0; static const int kTimerFreq = 10; -GPG_Application::GPG_Application(GHOST_ISystem* system, struct Main* maggie, STR_String startSceneName) - : m_startSceneName(startSceneName), - m_maggie(maggie), +GPG_Application::GPG_Application(GHOST_ISystem* system) + : m_startSceneName(""), + m_startScene(0), + m_maggie(0), m_exitRequested(0), m_system(system), m_mainWindow(0), @@ -142,15 +144,16 @@ GPG_Application::~GPG_Application(void) -bool GPG_Application::SetGameEngineData(struct Main* maggie, STR_String startSceneName) +bool GPG_Application::SetGameEngineData(struct Main* maggie, Scene *scene) { bool result = false; - if (maggie != NULL && startSceneName != "") + if (maggie != NULL && scene != NULL) { - G.scene = (Scene*)maggie->scene.first; + G.scene = scene; m_maggie = maggie; - m_startSceneName = startSceneName; + m_startSceneName = scene->id.name+2; + m_startScene = scene; result = true; } @@ -480,7 +483,7 @@ bool GPG_Application::initEngine(GHOST_IWindow* window, const int stereoMode) { if (!m_engineInitialized) { - glewInit(); + GPU_extensions_init(); bgl::InitExtensions(true); // get and set the preferences @@ -499,12 +502,18 @@ bool GPG_Application::initEngine(GHOST_IWindow* window, const int stereoMode) bool fixed_framerate= (SYS_GetCommandLineInt(syshandle, "fixed_framerate", fixedFr) != 0); bool frameRate = (SYS_GetCommandLineInt(syshandle, "show_framerate", 0) != 0); - bool useLists = (SYS_GetCommandLineInt(syshandle, "displaylists", G.fileflags & G_FILE_DIAPLAY_LISTS) != 0); + bool useLists = (SYS_GetCommandLineInt(syshandle, "displaylists", G.fileflags & G_FILE_DISPLAY_LISTS) != 0); if(GLEW_ARB_multitexture && GLEW_VERSION_1_1) { int gameflag =(G.fileflags & G_FILE_GAME_MAT); m_blendermat = (SYS_GetCommandLineInt(syshandle, "blender_material", gameflag) != 0); } + + if(GPU_extensions_minimum_support()) { + int gameflag = (G.fileflags & G_FILE_GAME_MAT_GLSL); + + m_blenderglslmat = (SYS_GetCommandLineInt(syshandle, "blender_glsl_material", gameflag) != 0); + } // create the canvas, rasterizer and rendertools m_canvas = new GPG_Canvas(window); @@ -640,14 +649,15 @@ bool GPG_Application::startEngine(void) m_mouse, m_networkdevice, m_audiodevice, - startscenename); + startscenename, + m_startScene); // some python things PyObject* dictionaryobject = initGamePlayerPythonScripting("Ketsji", psl_Lowest); m_ketsjiengine->SetPythonDictionary(dictionaryobject); initRasterizer(m_rasterizer, m_canvas); - PyObject *gameLogic = initGameLogic(startscene); + PyObject *gameLogic = initGameLogic(m_ketsjiengine, startscene); PyDict_SetItemString(dictionaryobject, "GameLogic", gameLogic); // Same as importing the module initGameKeys(); initPythonConstraintBinding(); @@ -745,6 +755,8 @@ void GPG_Application::stopEngine() void GPG_Application::exitEngine() { + GPU_extensions_exit(); + if (m_ketsjiengine) { stopEngine(); |