diff options
author | Brecht Van Lommel <brechtvanlommel@pandora.be> | 2013-04-18 20:28:39 +0400 |
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committer | Brecht Van Lommel <brechtvanlommel@pandora.be> | 2013-04-18 20:28:39 +0400 |
commit | feeab1ad53f1b7cd4496fb8e7f173f21e460aac0 (patch) | |
tree | 3c9142be45eaf2b7d85b8de2b88cdf4e2243769f /source/gameengine | |
parent | fb2b3155f72d3bc6d2025d332cb843befea78d75 (diff) |
Fix #34997: when starting the game engine in one window and switching to a second
window, the game would stop drawing in the first and mess up the OpenGL state of
the second.
Also fixes glPushAttrib/glPopAttrib getting out of sync in some cases.
Diffstat (limited to 'source/gameengine')
5 files changed, 32 insertions, 20 deletions
diff --git a/source/gameengine/BlenderRoutines/BL_KetsjiEmbedStart.cpp b/source/gameengine/BlenderRoutines/BL_KetsjiEmbedStart.cpp index 38302a51a45..dbb7cbc1816 100644 --- a/source/gameengine/BlenderRoutines/BL_KetsjiEmbedStart.cpp +++ b/source/gameengine/BlenderRoutines/BL_KetsjiEmbedStart.cpp @@ -210,6 +210,7 @@ static int BL_KetsjiPyNextFrame(void *state0) 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); @@ -276,7 +277,7 @@ extern "C" void StartKetsjiShell(struct bContext *C, struct ARegion *ar, rcti *c if (animation_record) usefixed= false; /* override since you don't want to run full-speed for sim recording */ // create the canvas, rasterizer and rendertools - RAS_ICanvas* canvas = new KX_BlenderCanvas(win, area_rect, ar); + RAS_ICanvas* canvas = new KX_BlenderCanvas(wm, win, area_rect, ar); // default mouse state set on render panel if (mouse_state) diff --git a/source/gameengine/BlenderRoutines/KX_BlenderCanvas.cpp b/source/gameengine/BlenderRoutines/KX_BlenderCanvas.cpp index b6c41064282..3bd1c02f12e 100644 --- a/source/gameengine/BlenderRoutines/KX_BlenderCanvas.cpp +++ b/source/gameengine/BlenderRoutines/KX_BlenderCanvas.cpp @@ -37,7 +37,8 @@ #include <assert.h> -KX_BlenderCanvas::KX_BlenderCanvas(struct wmWindow *win, RAS_Rect &rect, struct ARegion *ar) : +KX_BlenderCanvas::KX_BlenderCanvas(wmWindowManager *wm, wmWindow *win, RAS_Rect &rect, struct ARegion *ar) : +m_wm(wm), m_win(win), m_frame_rect(rect) { @@ -81,20 +82,29 @@ bool KX_BlenderCanvas::GetFullScreen() return false; } +bool KX_BlenderCanvas::BeginDraw() +{ + // in case of multi-window we need to ensure we are drawing to the correct + // window always, because it may change in window event handling + BL_MakeDrawable(m_wm, m_win); + return true; +} + + +void KX_BlenderCanvas::EndDraw() +{ + // nothing needs to be done here +} + void KX_BlenderCanvas::BeginFrame() { glEnable(GL_DEPTH_TEST); glDepthFunc(GL_LEQUAL); - } void KX_BlenderCanvas::EndFrame() { - // this is needed, else blender distorts a lot - glPopAttrib(); - glPushAttrib(GL_ALL_ATTRIB_BITS); - glDisable(GL_FOG); } diff --git a/source/gameengine/BlenderRoutines/KX_BlenderCanvas.h b/source/gameengine/BlenderRoutines/KX_BlenderCanvas.h index bc487504eeb..c201d866efe 100644 --- a/source/gameengine/BlenderRoutines/KX_BlenderCanvas.h +++ b/source/gameengine/BlenderRoutines/KX_BlenderCanvas.h @@ -49,6 +49,7 @@ struct ARegion; struct wmWindow; +struct wmWindowManager; /** * 2D Blender device context abstraction. @@ -69,7 +70,7 @@ public: * * \param area The Blender ARegion to run the game within. */ - KX_BlenderCanvas(struct wmWindow* win, class RAS_Rect &rect, struct ARegion* ar); + KX_BlenderCanvas(struct wmWindowManager *wm, struct wmWindow* win, class RAS_Rect &rect, struct ARegion* ar); ~KX_BlenderCanvas(); void @@ -186,25 +187,17 @@ public: const char* filename ); - /** - * Nothing needs be done for BlenderCanvas - * Begin/End Draw, as the game engine GL context - * is always current/active. - */ - bool BeginDraw( - ) { - return true; - }; + ); void EndDraw( - ) { - }; + ); private: /** Blender area the game engine is running within */ + struct wmWindowManager *m_wm; struct wmWindow* m_win; RAS_Rect m_frame_rect; RAS_Rect m_area_rect; diff --git a/source/gameengine/BlenderRoutines/KX_BlenderGL.cpp b/source/gameengine/BlenderRoutines/KX_BlenderGL.cpp index f43f8c30d57..61598995040 100644 --- a/source/gameengine/BlenderRoutines/KX_BlenderGL.cpp +++ b/source/gameengine/BlenderRoutines/KX_BlenderGL.cpp @@ -93,6 +93,11 @@ void BL_SwapBuffers(wmWindow *win) wm_window_swap_buffers(win); } +void BL_MakeDrawable(wmWindowManager *wm, wmWindow *win) +{ + wm_window_make_drawable(wm, win); +} + static void DisableForText() { glPolygonMode(GL_FRONT_AND_BACK, GL_FILL); /* needed for texture fonts otherwise they render as wireframe */ diff --git a/source/gameengine/BlenderRoutines/KX_BlenderGL.h b/source/gameengine/BlenderRoutines/KX_BlenderGL.h index 0f35494c73a..54e76ff6489 100644 --- a/source/gameengine/BlenderRoutines/KX_BlenderGL.h +++ b/source/gameengine/BlenderRoutines/KX_BlenderGL.h @@ -36,13 +36,16 @@ extern "C" { #endif /* __cplusplus */ -struct wmWindow; struct ARegion; struct bScreen; +struct wmWindow; +struct wmWindowManager; // special swapbuffers, that takes care of which area (viewport) needs to be swapped void BL_SwapBuffers(struct wmWindow *win); +void BL_MakeDrawable(struct wmWindowManager *wm, struct wmWindow *win); + void BL_warp_pointer(struct wmWindow *win,int x,int y); void BL_MakeScreenShot(struct bScreen *screen, struct ScrArea *curarea, const char *filename); |