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authorBrecht Van Lommel <brechtvanlommel@pandora.be>2009-08-18 19:27:48 +0400
committerBrecht Van Lommel <brechtvanlommel@pandora.be>2009-08-18 19:27:48 +0400
commit368262461641f23239c1a7bd2e6fa9d5057902e7 (patch)
treed16e6982db7cf207d380d06f354791ca78e71257 /source
parentede954b93821e3eda5e30ce362ce8472ee17368d (diff)
2.5: Game Engine
* Added Shading and Performance panels in the scene buttons, containing the options previously in the 2.4x game menu. * Added show framerate/debug/physics/warnings back in game menu. * Moved these settings from G.fileflags to scene GameData. * Enabled Display Lists by default. * Some other small game scene button tweaks.
Diffstat (limited to 'source')
-rw-r--r--source/blender/blenkernel/BKE_blender.h2
-rw-r--r--source/blender/blenkernel/BKE_global.h32
-rw-r--r--source/blender/blenkernel/intern/scene.c3
-rw-r--r--source/blender/blenloader/intern/readfile.c39
-rw-r--r--source/blender/blenloader/intern/readfile.h1
-rw-r--r--source/blender/editors/space_view3d/drawobject.c3
-rw-r--r--source/blender/editors/space_view3d/view3d_draw.c8
-rw-r--r--source/blender/gpu/intern/gpu_material.c38
-rw-r--r--source/blender/makesdna/DNA_scene_types.h22
-rw-r--r--source/blender/makesrna/intern/rna_scene.c82
-rw-r--r--source/gameengine/BlenderRoutines/BL_KetsjiEmbedStart.cpp6
-rw-r--r--source/gameengine/GamePlayer/ghost/GPG_Application.cpp13
-rw-r--r--source/gameengine/Ketsji/KX_PythonInit.cpp46
13 files changed, 215 insertions, 80 deletions
diff --git a/source/blender/blenkernel/BKE_blender.h b/source/blender/blenkernel/BKE_blender.h
index 4fe1eec55c0..42ee11587a7 100644
--- a/source/blender/blenkernel/BKE_blender.h
+++ b/source/blender/blenkernel/BKE_blender.h
@@ -43,7 +43,7 @@ struct bContext;
struct ReportList;
#define BLENDER_VERSION 250
-#define BLENDER_SUBVERSION 1
+#define BLENDER_SUBVERSION 2
#define BLENDER_MINVERSION 250
#define BLENDER_MINSUBVERSION 0
diff --git a/source/blender/blenkernel/BKE_global.h b/source/blender/blenkernel/BKE_global.h
index 7ce616c37c9..6323258ff43 100644
--- a/source/blender/blenkernel/BKE_global.h
+++ b/source/blender/blenkernel/BKE_global.h
@@ -126,26 +126,26 @@ typedef struct Global {
#define G_AUTOPACK (1 << 0)
#define G_FILE_COMPRESS (1 << 1)
#define G_FILE_AUTOPLAY (1 << 2)
-#define G_FILE_ENABLE_ALL_FRAMES (1 << 3)
-#define G_FILE_SHOW_DEBUG_PROPS (1 << 4)
-#define G_FILE_SHOW_FRAMERATE (1 << 5)
-#define G_FILE_SHOW_PROFILE (1 << 6)
+#define G_FILE_ENABLE_ALL_FRAMES (1 << 3) /* deprecated */
+#define G_FILE_SHOW_DEBUG_PROPS (1 << 4) /* deprecated */
+#define G_FILE_SHOW_FRAMERATE (1 << 5) /* deprecated */
+#define G_FILE_SHOW_PROFILE (1 << 6) /* deprecated */
#define G_FILE_LOCK (1 << 7)
#define G_FILE_SIGN (1 << 8)
#define G_FIle_PUBLISH (1 << 9)
#define G_FILE_NO_UI (1 << 10)
-#define G_FILE_GAME_TO_IPO (1 << 11)
-#define G_FILE_GAME_MAT (1 << 12)
-#define G_FILE_DISPLAY_LISTS (1 << 13)
-#define G_FILE_SHOW_PHYSICS (1 << 14)
-#define G_FILE_GAME_MAT_GLSL (1 << 15)
-#define G_FILE_GLSL_NO_LIGHTS (1 << 16)
-#define G_FILE_GLSL_NO_SHADERS (1 << 17)
-#define G_FILE_GLSL_NO_SHADOWS (1 << 18)
-#define G_FILE_GLSL_NO_RAMPS (1 << 19)
-#define G_FILE_GLSL_NO_NODES (1 << 20)
-#define G_FILE_GLSL_NO_EXTRA_TEX (1 << 21)
-#define G_FILE_IGNORE_DEPRECATION_WARNINGS (1 << 22)
+#define G_FILE_GAME_TO_IPO (1 << 11) /* deprecated */
+#define G_FILE_GAME_MAT (1 << 12) /* deprecated */
+#define G_FILE_DISPLAY_LISTS (1 << 13) /* deprecated */
+#define G_FILE_SHOW_PHYSICS (1 << 14) /* deprecated */
+#define G_FILE_GAME_MAT_GLSL (1 << 15) /* deprecated */
+#define G_FILE_GLSL_NO_LIGHTS (1 << 16) /* deprecated */
+#define G_FILE_GLSL_NO_SHADERS (1 << 17) /* deprecated */
+#define G_FILE_GLSL_NO_SHADOWS (1 << 18) /* deprecated */
+#define G_FILE_GLSL_NO_RAMPS (1 << 19) /* deprecated */
+#define G_FILE_GLSL_NO_NODES (1 << 20) /* deprecated */
+#define G_FILE_GLSL_NO_EXTRA_TEX (1 << 21) /* deprecated */
+#define G_FILE_IGNORE_DEPRECATION_WARNINGS (1 << 22) /* deprecated */
/* G.windowstate */
#define G_WINDOWSTATE_USERDEF 0
diff --git a/source/blender/blenkernel/intern/scene.c b/source/blender/blenkernel/intern/scene.c
index 8488d7ab247..2a8fd765386 100644
--- a/source/blender/blenkernel/intern/scene.c
+++ b/source/blender/blenkernel/intern/scene.c
@@ -442,6 +442,9 @@ Scene *add_scene(char *name)
sce->gm.physubstep = 1;
sce->gm.maxphystep = 5;
+ sce->gm.flag = GAME_DISPLAY_LISTS;
+ sce->gm.matmode = GAME_MAT_MULTITEX;
+
return sce;
}
diff --git a/source/blender/blenloader/intern/readfile.c b/source/blender/blenloader/intern/readfile.c
index 61f6cb8b44c..779a898bd6a 100644
--- a/source/blender/blenloader/intern/readfile.c
+++ b/source/blender/blenloader/intern/readfile.c
@@ -5345,6 +5345,9 @@ static BHead *read_global(BlendFileData *bfd, FileData *fd, BHead *bhead)
bfd->curscene= fg->curscene;
MEM_freeN(fg);
+
+ fd->globalf= bfd->globalf;
+ fd->fileflags= bfd->fileflags;
return blo_nextbhead(fd, bhead);
}
@@ -9560,6 +9563,42 @@ static void do_versions(FileData *fd, Library *lib, Main *main)
}
}
+ if (main->versionfile < 250 || (main->versionfile == 250 && main->subversionfile < 2)) {
+ Scene *sce;
+
+ for(sce = main->scene.first; sce; sce = sce->id.next) {
+ if(fd->fileflags & G_FILE_ENABLE_ALL_FRAMES)
+ sce->gm.flag |= GAME_ENABLE_ALL_FRAMES;
+ if(fd->fileflags & G_FILE_SHOW_DEBUG_PROPS)
+ sce->gm.flag |= GAME_SHOW_DEBUG_PROPS;
+ if(fd->fileflags & G_FILE_SHOW_FRAMERATE)
+ sce->gm.flag |= GAME_SHOW_FRAMERATE;
+ if(fd->fileflags & G_FILE_SHOW_PHYSICS)
+ sce->gm.flag |= GAME_SHOW_PHYSICS;
+ if(fd->fileflags & G_FILE_GLSL_NO_SHADOWS)
+ sce->gm.flag |= GAME_GLSL_NO_SHADOWS;
+ if(fd->fileflags & G_FILE_GLSL_NO_SHADERS)
+ sce->gm.flag |= GAME_GLSL_NO_SHADERS;
+ if(fd->fileflags & G_FILE_GLSL_NO_RAMPS)
+ sce->gm.flag |= GAME_GLSL_NO_RAMPS;
+ if(fd->fileflags & G_FILE_GLSL_NO_NODES)
+ sce->gm.flag |= GAME_GLSL_NO_NODES;
+ if(fd->fileflags & G_FILE_GLSL_NO_EXTRA_TEX)
+ sce->gm.flag |= GAME_GLSL_NO_EXTRA_TEX;
+ if(fd->fileflags & G_FILE_IGNORE_DEPRECATION_WARNINGS)
+ sce->gm.flag |= GAME_IGNORE_DEPRECATION_WARNINGS;
+
+ if(fd->fileflags & G_FILE_GAME_MAT_GLSL)
+ sce->gm.matmode= GAME_MAT_GLSL;
+ else if(fd->fileflags & G_FILE_GAME_MAT)
+ sce->gm.matmode= GAME_MAT_MULTITEX;
+ else
+ sce->gm.matmode= GAME_MAT_TEXFACE;
+
+ sce->gm.flag |= GAME_DISPLAY_LISTS;
+ }
+ }
+
/* put 2.50 compatibility code here until next subversion bump */
{
}
diff --git a/source/blender/blenloader/intern/readfile.h b/source/blender/blenloader/intern/readfile.h
index f0e00b75b67..e39fefa8205 100644
--- a/source/blender/blenloader/intern/readfile.h
+++ b/source/blender/blenloader/intern/readfile.h
@@ -69,6 +69,7 @@ typedef struct FileData {
int fileversion;
int id_name_offs; /* used to retrieve ID names from (bhead+1) */
+ int globalf, fileflags; /* for do_versions patching */
struct OldNewMap *datamap;
struct OldNewMap *globmap;
diff --git a/source/blender/editors/space_view3d/drawobject.c b/source/blender/editors/space_view3d/drawobject.c
index cb07796ed67..466b55ba862 100644
--- a/source/blender/editors/space_view3d/drawobject.c
+++ b/source/blender/editors/space_view3d/drawobject.c
@@ -216,8 +216,7 @@ int draw_glsl_material(Scene *scene, Object *ob, View3D *v3d, int dt)
if(ob==OBACT && (ob && ob->mode & OB_MODE_WEIGHT_PAINT))
return 0;
- return ((G.fileflags & G_FILE_GAME_MAT) &&
- (G.fileflags & G_FILE_GAME_MAT_GLSL) && (dt >= OB_SHADED));
+ return (scene->gm.matmode == GAME_MAT_GLSL) && (dt >= OB_SHADED);
}
static int check_material_alpha(Base *base, Mesh *me, int glsl)
diff --git a/source/blender/editors/space_view3d/view3d_draw.c b/source/blender/editors/space_view3d/view3d_draw.c
index 01bc330267d..3140ae76d4b 100644
--- a/source/blender/editors/space_view3d/view3d_draw.c
+++ b/source/blender/editors/space_view3d/view3d_draw.c
@@ -1855,7 +1855,7 @@ static void gpu_update_lamps_shadows(Scene *scene, View3D *v3d)
/* *********************** customdata **************** */
/* goes over all modes and view3d settings */
-static CustomDataMask get_viewedit_datamask(bScreen *screen, Object *ob)
+static CustomDataMask get_viewedit_datamask(bScreen *screen, Scene *scene, Object *ob)
{
CustomDataMask mask = CD_MASK_BAREMESH;
ScrArea *sa;
@@ -1875,10 +1875,8 @@ static CustomDataMask get_viewedit_datamask(bScreen *screen, Object *ob)
if((view->drawtype == OB_TEXTURE) || ((view->drawtype == OB_SOLID) && (view->flag2 & V3D_SOLID_TEX))) {
mask |= CD_MASK_MTFACE | CD_MASK_MCOL;
- if((G.fileflags & G_FILE_GAME_MAT) &&
- (G.fileflags & G_FILE_GAME_MAT_GLSL)) {
+ if(scene->gm.matmode == GAME_MAT_GLSL)
mask |= CD_MASK_ORCO;
- }
}
}
}
@@ -1909,7 +1907,7 @@ void view3d_main_area_draw(const bContext *C, ARegion *ar)
char *grid_unit= NULL;
/* from now on all object derived meshes check this */
- v3d->customdata_mask= get_viewedit_datamask(CTX_wm_screen(C), obact);
+ v3d->customdata_mask= get_viewedit_datamask(CTX_wm_screen(C), scene, obact);
/* shadow buffers, before we setup matrices */
if(draw_glsl_material(scene, NULL, v3d, v3d->drawtype))
diff --git a/source/blender/gpu/intern/gpu_material.c b/source/blender/gpu/intern/gpu_material.c
index c85e2b5a7f1..c0fb069fc41 100644
--- a/source/blender/gpu/intern/gpu_material.c
+++ b/source/blender/gpu/intern/gpu_material.c
@@ -500,7 +500,7 @@ static void ramp_diffuse_result(GPUShadeInput *shi, GPUNodeLink **diff)
GPUMaterial *mat= shi->gpumat;
GPUNodeLink *fac;
- if(!(G.fileflags & G_FILE_GLSL_NO_RAMPS)) {
+ if(!(mat->scene->gm.flag & GAME_GLSL_NO_RAMPS)) {
if(ma->ramp_col) {
if(ma->rampin_col==MA_RAMP_IN_RESULT) {
GPU_link(mat, "ramp_rgbtobw", *diff, &fac);
@@ -516,7 +516,7 @@ static void add_to_diffuse(GPUMaterial *mat, Material *ma, GPUShadeInput *shi, G
{
GPUNodeLink *fac, *tmp, *addcol;
- if(!(G.fileflags & G_FILE_GLSL_NO_RAMPS) &&
+ if(!(mat->scene->gm.flag & GAME_GLSL_NO_RAMPS) &&
ma->ramp_col && (ma->mode & MA_RAMP_COL)) {
/* MA_RAMP_IN_RESULT is exceptional */
if(ma->rampin_col==MA_RAMP_IN_RESULT) {
@@ -556,7 +556,7 @@ static void ramp_spec_result(GPUShadeInput *shi, GPUNodeLink **spec)
GPUMaterial *mat= shi->gpumat;
GPUNodeLink *fac;
- if(!(G.fileflags & G_FILE_GLSL_NO_RAMPS) &&
+ if(!(mat->scene->gm.flag & GAME_GLSL_NO_RAMPS) &&
ma->ramp_spec && ma->rampin_spec==MA_RAMP_IN_RESULT) {
GPU_link(mat, "ramp_rgbtobw", *spec, &fac);
@@ -644,7 +644,7 @@ static void shade_one_light(GPUShadeInput *shi, GPUShadeResult *shr, GPULamp *la
is= inp; /* Lambert */
- if(!(G.fileflags & G_FILE_GLSL_NO_SHADERS)) {
+ if(!(mat->scene->gm.flag & GAME_GLSL_NO_SHADERS)) {
if(ma->diff_shader==MA_DIFF_ORENNAYAR)
GPU_link(mat, "shade_diffuse_oren_nayer", inp, vn, lv, view, GPU_uniform(&ma->roughness), &is);
else if(ma->diff_shader==MA_DIFF_TOON)
@@ -656,7 +656,7 @@ static void shade_one_light(GPUShadeInput *shi, GPUShadeResult *shr, GPULamp *la
}
}
- if(!(G.fileflags & G_FILE_GLSL_NO_SHADERS))
+ if(!(mat->scene->gm.flag & GAME_GLSL_NO_SHADERS))
if(ma->shade_flag & MA_CUBIC)
GPU_link(mat, "shade_cubic", is, &is);
@@ -671,7 +671,7 @@ static void shade_one_light(GPUShadeInput *shi, GPUShadeResult *shr, GPULamp *la
// done in shade_visifac now, GPU_link(mat, "mtex_value_clamp_positive", i, &i);
if((ma->mode & MA_SHADOW) && GPU_lamp_has_shadow_buffer(lamp)) {
- if(!(G.fileflags & G_FILE_GLSL_NO_SHADOWS)) {
+ if(!(mat->scene->gm.flag & GAME_GLSL_NO_SHADOWS)) {
mat->dynproperty |= DYN_LAMP_PERSMAT;
GPU_link(mat, "test_shadowbuf",
@@ -700,7 +700,7 @@ static void shade_one_light(GPUShadeInput *shi, GPUShadeResult *shr, GPULamp *la
GPU_link(mat, "math_multiply", i, shadfac, &i);
}
}
- else if((G.fileflags & G_FILE_GLSL_NO_SHADOWS) && (lamp->mode & LA_ONLYSHADOW)) {
+ else if((mat->scene->gm.flag & GAME_GLSL_NO_SHADOWS) && (lamp->mode & LA_ONLYSHADOW)) {
add_user_list(&mat->lamps, lamp);
add_user_list(&lamp->materials, shi->gpumat->ma);
return;
@@ -716,7 +716,7 @@ static void shade_one_light(GPUShadeInput *shi, GPUShadeResult *shr, GPULamp *la
}
}
- if(G.fileflags & G_FILE_GLSL_NO_SHADERS);
+ if(mat->scene->gm.flag & GAME_GLSL_NO_SHADERS);
else if(!(lamp->mode & LA_NO_SPEC) && !(lamp->mode & LA_ONLYSHADOW) &&
(GPU_link_changed(shi->spec) || ma->spec != 0.0f)) {
if(lamp->type == LA_HEMI) {
@@ -1015,11 +1015,11 @@ static void do_material_tex(GPUShadeInput *shi)
if(mtex->mapto & MAP_COL)
texture_rgb_blend(mat, tcol, shi->rgb, tin, colfac, mtex->blendtype, &shi->rgb);
- if(!(G.fileflags & G_FILE_GLSL_NO_EXTRA_TEX) && (mtex->mapto & MAP_COLSPEC))
+ if(!(mat->scene->gm.flag & GAME_GLSL_NO_EXTRA_TEX) && (mtex->mapto & MAP_COLSPEC))
texture_rgb_blend(mat, tcol, shi->specrgb, tin, colfac, mtex->blendtype, &shi->specrgb);
}
- if(!(G.fileflags & G_FILE_GLSL_NO_EXTRA_TEX) && (mtex->mapto & MAP_NORM)) {
+ if(!(mat->scene->gm.flag & GAME_GLSL_NO_EXTRA_TEX) && (mtex->mapto & MAP_NORM)) {
if(mtex->maptoneg & MAP_NORM) tex->norfac= -mtex->norfac;
else tex->norfac= mtex->norfac;
@@ -1065,22 +1065,22 @@ static void do_material_tex(GPUShadeInput *shi)
GPU_link(mat, "mtex_rgbtoint", trgb, &tin);
}
- if(!(G.fileflags & G_FILE_GLSL_NO_EXTRA_TEX) && mtex->mapto & MAP_REF) {
+ if(!(mat->scene->gm.flag & GAME_GLSL_NO_EXTRA_TEX) && mtex->mapto & MAP_REF) {
int flip= mtex->maptoneg & MAP_REF;
texture_value_blend(mat, GPU_uniform(&mtex->def_var), shi->refl, tin, varfac, mtex->blendtype, flip, &shi->refl);
GPU_link(mat, "mtex_value_clamp_positive", shi->refl, &shi->refl);
}
- if(!(G.fileflags & G_FILE_GLSL_NO_EXTRA_TEX) && mtex->mapto & MAP_SPEC) {
+ if(!(mat->scene->gm.flag & GAME_GLSL_NO_EXTRA_TEX) && mtex->mapto & MAP_SPEC) {
int flip= mtex->maptoneg & MAP_SPEC;
texture_value_blend(mat, GPU_uniform(&mtex->def_var), shi->spec, tin, varfac, mtex->blendtype, flip, &shi->spec);
GPU_link(mat, "mtex_value_clamp_positive", shi->spec, &shi->spec);
}
- if(!(G.fileflags & G_FILE_GLSL_NO_EXTRA_TEX) && mtex->mapto & MAP_EMIT) {
+ if(!(mat->scene->gm.flag & GAME_GLSL_NO_EXTRA_TEX) && mtex->mapto & MAP_EMIT) {
int flip= mtex->maptoneg & MAP_EMIT;
texture_value_blend(mat, GPU_uniform(&mtex->def_var), shi->emit, tin, varfac, mtex->blendtype, flip, &shi->emit);
GPU_link(mat, "mtex_value_clamp_positive", shi->emit, &shi->emit);
}
- if(!(G.fileflags & G_FILE_GLSL_NO_EXTRA_TEX) && mtex->mapto & MAP_HAR) {
+ if(!(mat->scene->gm.flag & GAME_GLSL_NO_EXTRA_TEX) && mtex->mapto & MAP_HAR) {
int flip= mtex->maptoneg & MAP_HAR;
GPU_link(mat, "mtex_har_divide", shi->har, &shi->har);
texture_value_blend(mat, GPU_uniform(&mtex->def_var), shi->har, tin, varfac, mtex->blendtype, flip, &shi->har);
@@ -1091,7 +1091,7 @@ static void do_material_tex(GPUShadeInput *shi)
texture_value_blend(mat, GPU_uniform(&mtex->def_var), shi->alpha, tin, varfac, mtex->blendtype, flip, &shi->alpha);
GPU_link(mat, "mtex_value_clamp", shi->alpha, &shi->alpha);
}
- if(!(G.fileflags & G_FILE_GLSL_NO_EXTRA_TEX) && mtex->mapto & MAP_AMB) {
+ if(!(mat->scene->gm.flag & GAME_GLSL_NO_EXTRA_TEX) && mtex->mapto & MAP_AMB) {
int flip= mtex->maptoneg & MAP_AMB;
texture_value_blend(mat, GPU_uniform(&mtex->def_var), shi->amb, tin, varfac, mtex->blendtype, flip, &shi->amb);
GPU_link(mat, "mtex_value_clamp", shi->amb, &shi->amb);
@@ -1142,7 +1142,7 @@ void GPU_shaderesult_set(GPUShadeInput *shi, GPUShadeResult *shr)
if((ma->mode & MA_TRANSP) && (ma->mode & MA_ZTRANSP))
GPU_material_enable_alpha(mat);
- if((G.fileflags & G_FILE_GLSL_NO_LIGHTS) || (ma->mode & MA_SHLESS)) {
+ if((mat->scene->gm.flag & GAME_GLSL_NO_LIGHTS) || (ma->mode & MA_SHLESS)) {
shr->combined = shi->rgb;
shr->alpha = shi->alpha;
GPU_link(mat, "set_rgb", shi->rgb, &shr->diff);
@@ -1251,7 +1251,7 @@ GPUMaterial *GPU_material_from_blender(Scene *scene, Material *ma)
mat = GPU_material_construct_begin(ma);
mat->scene = scene;
- if(!(G.fileflags & G_FILE_GLSL_NO_NODES) && ma->nodetree && ma->use_nodes) {
+ if(!(scene->gm.flag & GAME_GLSL_NO_NODES) && ma->nodetree && ma->use_nodes) {
ntreeGPUMaterialNodes(ma->nodetree, mat);
}
else {
@@ -1458,8 +1458,8 @@ void GPU_lamp_free(Object *ob)
int GPU_lamp_has_shadow_buffer(GPULamp *lamp)
{
- return (!(G.fileflags & G_FILE_GLSL_NO_SHADOWS) &&
- !(G.fileflags & G_FILE_GLSL_NO_LIGHTS) &&
+ return (!(lamp->scene->gm.flag & GAME_GLSL_NO_SHADOWS) &&
+ !(lamp->scene->gm.flag & GAME_GLSL_NO_LIGHTS) &&
lamp->tex && lamp->fb);
}
diff --git a/source/blender/makesdna/DNA_scene_types.h b/source/blender/makesdna/DNA_scene_types.h
index f00813b58f1..4a3d555ca33 100644
--- a/source/blender/makesdna/DNA_scene_types.h
+++ b/source/blender/makesdna/DNA_scene_types.h
@@ -387,7 +387,7 @@ typedef struct GameData {
* bit 3: (gameengine): Activity culling is enabled.
* bit 5: (gameengine) : enable Bullet DBVT tree for view frustrum culling
*/
- short mode, pad11;
+ short mode, flag, matmode, pad[3];
short occlusionRes; /* resolution of occlusion Z buffer in pixel */
short physicsEngine;
short ticrate, maxlogicstep, physubstep, maxphystep;
@@ -401,6 +401,7 @@ typedef struct GameData {
struct GameDome dome;
short stereoflag, stereomode, xsch, ysch; //xsch and ysch can be deleted !!!
} GameData;
+
#define STEREO_NOSTEREO 1
#define STEREO_ENABLED 2
#define STEREO_DOME 3
@@ -422,6 +423,25 @@ typedef struct GameData {
#define WOPHY_ODE 4
#define WOPHY_BULLET 5
+/* GameData.flag */
+#define GAME_ENABLE_ALL_FRAMES (1 << 1)
+#define GAME_SHOW_DEBUG_PROPS (1 << 2)
+#define GAME_SHOW_FRAMERATE (1 << 3)
+#define GAME_SHOW_PHYSICS (1 << 4)
+#define GAME_DISPLAY_LISTS (1 << 5)
+#define GAME_GLSL_NO_LIGHTS (1 << 6)
+#define GAME_GLSL_NO_SHADERS (1 << 7)
+#define GAME_GLSL_NO_SHADOWS (1 << 8)
+#define GAME_GLSL_NO_RAMPS (1 << 9)
+#define GAME_GLSL_NO_NODES (1 << 10)
+#define GAME_GLSL_NO_EXTRA_TEX (1 << 11)
+#define GAME_IGNORE_DEPRECATION_WARNINGS (1 << 12)
+
+/* GameData.matmode */
+#define GAME_MAT_TEXFACE 0
+#define GAME_MAT_MULTITEX 1
+#define GAME_MAT_GLSL 2
+
typedef struct TimeMarker {
struct TimeMarker *next, *prev;
int frame;
diff --git a/source/blender/makesrna/intern/rna_scene.c b/source/blender/makesrna/intern/rna_scene.c
index bb6611205b6..c8be3c7afac 100644
--- a/source/blender/makesrna/intern/rna_scene.c
+++ b/source/blender/makesrna/intern/rna_scene.c
@@ -776,9 +776,9 @@ void rna_def_scene_game_data(BlenderRNA *brna)
PropertyRNA *prop;
static EnumPropertyItem framing_types_items[] ={
- {SCE_GAMEFRAMING_BARS, "BARS", 0, "Stretch", ""},
- {SCE_GAMEFRAMING_EXTEND, "EXTEND", 0, "Extend", ""},
- {SCE_GAMEFRAMING_SCALE, "SCALE", 0, "Scale", ""},
+ {SCE_GAMEFRAMING_BARS, "LETTERBOX", 0, "Letterbox", "Show the entire viewport in the display window, using bar horizontally or vertically"},
+ {SCE_GAMEFRAMING_EXTEND, "EXTEND", 0, "Extend", "Show the entire viewport in the display window, viewing more horizontally or vertically"},
+ {SCE_GAMEFRAMING_SCALE, "SCALE", 0, "Scale", "Stretch or squeeze the viewport to fill the display window"},
{0, NULL, 0, NULL, NULL}};
static EnumPropertyItem dome_modes_items[] ={
@@ -801,7 +801,7 @@ void rna_def_scene_game_data(BlenderRNA *brna)
{0, NULL, 0, NULL, NULL}};
static EnumPropertyItem stereo_items[] ={
- {STEREO_NOSTEREO, "NO_STEREO", 0, "No Stereo", ""},
+ {STEREO_NOSTEREO, "NONE", 0, "None", ""},
{STEREO_ENABLED, "STEREO", 0, "Stereo", ""},
{STEREO_DOME, "DOME", 0, "Dome", ""},
{0, NULL, 0, NULL, NULL}};
@@ -815,6 +815,12 @@ void rna_def_scene_game_data(BlenderRNA *brna)
{WOPHY_BULLET, "BULLET", 0, "Bullet", ""},
{0, NULL, 0, NULL, NULL}};
+ static EnumPropertyItem material_items[] ={
+ {GAME_MAT_TEXFACE, "TEXTURE_FACE", 0, "Texture Face", "Single texture face materials."},
+ {GAME_MAT_MULTITEX, "MULTITEXTURE", 0, "Multitexture", "Multitexture materials."},
+ {GAME_MAT_GLSL, "GLSL", 0, "GLSL", "OpenGL shading language shaders."},
+ {0, NULL, 0, NULL, NULL}};
+
srna= RNA_def_struct(brna, "SceneGameData", NULL);
RNA_def_struct_sdna(srna, "GameData");
RNA_def_struct_nested(brna, srna, "Scene");
@@ -979,6 +985,74 @@ void rna_def_scene_game_data(BlenderRNA *brna)
RNA_def_property_range(prop, 0.0, 1000.0);
RNA_def_property_ui_text(prop, "box radius", "Radius of the activity bubble, in Manhattan length. Objects outside the box are activity-culled");
RNA_def_property_update(prop, NC_SCENE, NULL);
+
+ /* booleans */
+ prop= RNA_def_property(srna, "all_frames", PROP_BOOLEAN, PROP_NONE);
+ RNA_def_property_boolean_sdna(prop, NULL, "flag", GAME_ENABLE_ALL_FRAMES);
+ RNA_def_property_ui_text(prop, "All Frames", "Render as many frames as possible, rather than respecting framerate.");
+ RNA_def_property_update(prop, NC_SCENE, NULL);
+
+ prop= RNA_def_property(srna, "show_debug_properties", PROP_BOOLEAN, PROP_NONE);
+ RNA_def_property_boolean_sdna(prop, NULL, "flag", GAME_SHOW_DEBUG_PROPS);
+ RNA_def_property_ui_text(prop, "Show Debug Properties", "Show properties marked for debugging while the game runs.");
+ RNA_def_property_update(prop, NC_SCENE, NULL);
+
+ prop= RNA_def_property(srna, "show_framerate_profile", PROP_BOOLEAN, PROP_NONE);
+ RNA_def_property_boolean_sdna(prop, NULL, "flag", GAME_SHOW_FRAMERATE);
+ RNA_def_property_ui_text(prop, "Show Framerate and Profile", "Show framerate and profiling information while the game runs.");
+ RNA_def_property_update(prop, NC_SCENE, NULL);
+
+ prop= RNA_def_property(srna, "show_physics_visualization", PROP_BOOLEAN, PROP_NONE);
+ RNA_def_property_boolean_sdna(prop, NULL, "flag", GAME_SHOW_PHYSICS);
+ RNA_def_property_ui_text(prop, "Show Physics Visualization", "Show a visualization of physics bounds and interactions.");
+ RNA_def_property_update(prop, NC_SCENE, NULL);
+
+ prop= RNA_def_property(srna, "display_lists", PROP_BOOLEAN, PROP_NONE);
+ RNA_def_property_boolean_sdna(prop, NULL, "flag", GAME_DISPLAY_LISTS);
+ RNA_def_property_ui_text(prop, "Display Lists", "Use display lists to speed up rendering by keeping geometry on the GPU.");
+ RNA_def_property_update(prop, NC_SCENE, NULL);
+
+ prop= RNA_def_property(srna, "deprecation_warnings", PROP_BOOLEAN, PROP_NONE);
+ RNA_def_property_boolean_negative_sdna(prop, NULL, "flag", GAME_IGNORE_DEPRECATION_WARNINGS);
+ RNA_def_property_ui_text(prop, "Deprecation Warnings", "Print warnings when using deprecated features in the python API.");
+ RNA_def_property_update(prop, NC_SCENE, NULL);
+
+ /* materials */
+ prop= RNA_def_property(srna, "material_mode", PROP_ENUM, PROP_NONE);
+ RNA_def_property_enum_sdna(prop, NULL, "matmode");
+ RNA_def_property_enum_items(prop, material_items);
+ RNA_def_property_ui_text(prop, "Material Mode", "Material mode to use for rendering.");
+ RNA_def_property_update(prop, NC_SCENE, NULL);
+
+ prop= RNA_def_property(srna, "glsl_lights", PROP_BOOLEAN, PROP_NONE);
+ RNA_def_property_boolean_negative_sdna(prop, NULL, "flag", GAME_GLSL_NO_LIGHTS);
+ RNA_def_property_ui_text(prop, "GLSL Lights", "Use lights for GLSL rendering.");
+ RNA_def_property_update(prop, NC_SCENE, NULL);
+
+ prop= RNA_def_property(srna, "glsl_shaders", PROP_BOOLEAN, PROP_NONE);
+ RNA_def_property_boolean_negative_sdna(prop, NULL, "flag", GAME_GLSL_NO_SHADERS);
+ RNA_def_property_ui_text(prop, "GLSL Shaders", "Use shaders for GLSL rendering.");
+ RNA_def_property_update(prop, NC_SCENE, NULL);
+
+ prop= RNA_def_property(srna, "glsl_shadows", PROP_BOOLEAN, PROP_NONE);
+ RNA_def_property_boolean_negative_sdna(prop, NULL, "flag", GAME_GLSL_NO_SHADOWS);
+ RNA_def_property_ui_text(prop, "GLSL Shadows", "Use shadows for GLSL rendering.");
+ RNA_def_property_update(prop, NC_SCENE, NULL);
+
+ prop= RNA_def_property(srna, "glsl_ramps", PROP_BOOLEAN, PROP_NONE);
+ RNA_def_property_boolean_negative_sdna(prop, NULL, "flag", GAME_GLSL_NO_RAMPS);
+ RNA_def_property_ui_text(prop, "GLSL Ramps", "Use ramps for GLSL rendering.");
+ RNA_def_property_update(prop, NC_SCENE, NULL);
+
+ prop= RNA_def_property(srna, "glsl_nodes", PROP_BOOLEAN, PROP_NONE);
+ RNA_def_property_boolean_negative_sdna(prop, NULL, "flag", GAME_GLSL_NO_NODES);
+ RNA_def_property_ui_text(prop, "GLSL Nodes", "Use nodes for GLSL rendering.");
+ RNA_def_property_update(prop, NC_SCENE, NULL);
+
+ prop= RNA_def_property(srna, "glsl_extra_textures", PROP_BOOLEAN, PROP_NONE);
+ RNA_def_property_boolean_negative_sdna(prop, NULL, "flag", GAME_GLSL_NO_EXTRA_TEX);
+ RNA_def_property_ui_text(prop, "GLSL Extra Textures", "Use extra textures like normal or specular maps for GLSL rendering.");
+ RNA_def_property_update(prop, NC_SCENE, NULL);
}
static void rna_def_scene_render_layer(BlenderRNA *brna)
diff --git a/source/gameengine/BlenderRoutines/BL_KetsjiEmbedStart.cpp b/source/gameengine/BlenderRoutines/BL_KetsjiEmbedStart.cpp
index 4efdf04890e..ae46f880711 100644
--- a/source/gameengine/BlenderRoutines/BL_KetsjiEmbedStart.cpp
+++ b/source/gameengine/BlenderRoutines/BL_KetsjiEmbedStart.cpp
@@ -350,12 +350,12 @@ extern "C" void StartKetsjiShell(struct bContext *C, struct ARegion *ar, int alw
if(GPU_extensions_minimum_support())
useglslmat = true;
- else if(G.fileflags & G_FILE_GAME_MAT_GLSL)
+ else if(blscene->gm.matmode == GAME_MAT_GLSL)
usemat = false;
- if(usemat && (G.fileflags & G_FILE_GAME_MAT))
+ if(usemat && (blscene->gm.matmode != GAME_MAT_TEXFACE))
sceneconverter->SetMaterials(true);
- if(useglslmat && (G.fileflags & G_FILE_GAME_MAT_GLSL))
+ if(useglslmat && (blscene->gm.matmode == GAME_MAT_GLSL))
sceneconverter->SetGLSLMaterials(true);
KX_Scene* startscene = new KX_Scene(keyboarddevice,
diff --git a/source/gameengine/GamePlayer/ghost/GPG_Application.cpp b/source/gameengine/GamePlayer/ghost/GPG_Application.cpp
index 4c824a8df40..c9a2e81bdae 100644
--- a/source/gameengine/GamePlayer/ghost/GPG_Application.cpp
+++ b/source/gameengine/GamePlayer/ghost/GPG_Application.cpp
@@ -524,16 +524,17 @@ bool GPG_Application::initEngine(GHOST_IWindow* window, const int stereoMode)
// SYS_WriteCommandLineInt(syshandle, "fixedtime", 0);
// SYS_WriteCommandLineInt(syshandle, "vertexarrays",1);
+ GameData *gm= &m_startScene->gm;
bool properties = (SYS_GetCommandLineInt(syshandle, "show_properties", 0) != 0);
bool profile = (SYS_GetCommandLineInt(syshandle, "show_profile", 0) != 0);
- bool fixedFr = (G.fileflags & G_FILE_ENABLE_ALL_FRAMES);
+ bool fixedFr = (gm->flag & GAME_ENABLE_ALL_FRAMES);
- bool showPhysics = (G.fileflags & G_FILE_SHOW_PHYSICS);
+ bool showPhysics = (gm->flag & GAME_SHOW_PHYSICS);
SYS_WriteCommandLineInt(syshandle, "show_physics", showPhysics);
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_DISPLAY_LISTS) != 0);
+ bool useLists = (SYS_GetCommandLineInt(syshandle, "displaylists", gm->flag & GAME_DISPLAY_LISTS) != 0);
bool nodepwarnings = (SYS_GetCommandLineInt(syshandle, "ignore_deprecation_warnings", 1) != 0);
if(GLEW_ARB_multitexture && GLEW_VERSION_1_1)
@@ -541,7 +542,7 @@ bool GPG_Application::initEngine(GHOST_IWindow* window, const int stereoMode)
if(GPU_extensions_minimum_support())
m_blenderglslmat = (SYS_GetCommandLineInt(syshandle, "blender_glsl_material", 1) != 0);
- else if(G.fileflags & G_FILE_GAME_MAT_GLSL)
+ else if(gm->matmode == GAME_MAT_GLSL)
m_blendermat = false;
// create the canvas, rasterizer and rendertools
@@ -671,9 +672,9 @@ bool GPG_Application::startEngine(void)
// if (always_use_expand_framing)
// sceneconverter->SetAlwaysUseExpandFraming(true);
- if(m_blendermat && (G.fileflags & G_FILE_GAME_MAT))
+ if(m_blendermat && (m_startScene->gm.matmode != GAME_MAT_TEXFACE))
m_sceneconverter->SetMaterials(true);
- if(m_blenderglslmat && (G.fileflags & G_FILE_GAME_MAT_GLSL))
+ if(m_blenderglslmat && (m_startScene->gm.matmode == GAME_MAT_GLSL))
m_sceneconverter->SetGLSLMaterials(true);
KX_Scene* startscene = new KX_Scene(m_keyboard,
diff --git a/source/gameengine/Ketsji/KX_PythonInit.cpp b/source/gameengine/Ketsji/KX_PythonInit.cpp
index 0eef33f927e..de3dcd0ebf8 100644
--- a/source/gameengine/Ketsji/KX_PythonInit.cpp
+++ b/source/gameengine/Ketsji/KX_PythonInit.cpp
@@ -92,6 +92,7 @@ extern "C" {
/* we only need this to get a list of libraries from the main struct */
#include "DNA_ID.h"
+#include "DNA_scene_types.h"
#include "marshal.h" /* python header for loading/saving dicts */
@@ -206,8 +207,6 @@ static PyObject* gPySendMessage(PyObject*, PyObject* args)
Py_RETURN_NONE;
}
-static bool usedsp = false;
-
// this gets a pointer to an array filled with floats
static PyObject* gPyGetSpectrum(PyObject*)
{
@@ -769,17 +768,17 @@ static PyObject* gPyDisableMotionBlur(PyObject*)
int getGLSLSettingFlag(char *setting)
{
if(strcmp(setting, "lights") == 0)
- return G_FILE_GLSL_NO_LIGHTS;
+ return GAME_GLSL_NO_LIGHTS;
else if(strcmp(setting, "shaders") == 0)
- return G_FILE_GLSL_NO_SHADERS;
+ return GAME_GLSL_NO_SHADERS;
else if(strcmp(setting, "shadows") == 0)
- return G_FILE_GLSL_NO_SHADOWS;
+ return GAME_GLSL_NO_SHADOWS;
else if(strcmp(setting, "ramps") == 0)
- return G_FILE_GLSL_NO_RAMPS;
+ return GAME_GLSL_NO_RAMPS;
else if(strcmp(setting, "nodes") == 0)
- return G_FILE_GLSL_NO_NODES;
+ return GAME_GLSL_NO_NODES;
else if(strcmp(setting, "extra_textures") == 0)
- return G_FILE_GLSL_NO_EXTRA_TEX;
+ return GAME_GLSL_NO_EXTRA_TEX;
else
return -1;
}
@@ -788,8 +787,9 @@ static PyObject* gPySetGLSLMaterialSetting(PyObject*,
PyObject* args,
PyObject*)
{
+ GameData *gm= &(gp_KetsjiScene->GetBlenderScene()->gm);
char *setting;
- int enable, flag, fileflags;
+ int enable, flag, sceneflag;
if (!PyArg_ParseTuple(args,"si:setGLSLMaterialSetting",&setting,&enable))
return NULL;
@@ -801,15 +801,15 @@ static PyObject* gPySetGLSLMaterialSetting(PyObject*,
return NULL;
}
- fileflags = G.fileflags;
+ sceneflag= gm->flag;
if (enable)
- G.fileflags &= ~flag;
+ gm->flag &= ~flag;
else
- G.fileflags |= flag;
+ gm->flag |= flag;
/* display lists and GLSL materials need to be remade */
- if(G.fileflags != fileflags) {
+ if(sceneflag != gm->flag) {
GPU_materials_free();
if(gp_KetsjiEngine) {
KX_SceneList *scenes = gp_KetsjiEngine->CurrentScenes();
@@ -830,6 +830,7 @@ static PyObject* gPyGetGLSLMaterialSetting(PyObject*,
PyObject* args,
PyObject*)
{
+ GameData *gm= &(gp_KetsjiScene->GetBlenderScene()->gm);
char *setting;
int enabled = 0, flag;
@@ -843,7 +844,7 @@ static PyObject* gPyGetGLSLMaterialSetting(PyObject*,
return NULL;
}
- enabled = ((G.fileflags & flag) != 0);
+ enabled = ((gm->flag & flag) != 0);
return PyLong_FromSsize_t(enabled);
}
@@ -855,35 +856,34 @@ static PyObject* gPySetMaterialType(PyObject*,
PyObject* args,
PyObject*)
{
- int flag, type;
+ GameData *gm= &(gp_KetsjiScene->GetBlenderScene()->gm);
+ int type;
if (!PyArg_ParseTuple(args,"i:setMaterialType",&type))
return NULL;
if(type == KX_BLENDER_GLSL_MATERIAL)
- flag = G_FILE_GAME_MAT|G_FILE_GAME_MAT_GLSL;
+ gm->matmode= GAME_MAT_GLSL;
else if(type == KX_BLENDER_MULTITEX_MATERIAL)
- flag = G_FILE_GAME_MAT;
+ gm->matmode= GAME_MAT_MULTITEX;
else if(type == KX_TEXFACE_MATERIAL)
- flag = 0;
+ gm->matmode= GAME_MAT_TEXFACE;
else {
PyErr_SetString(PyExc_ValueError, "Rasterizer.setMaterialType(int): material type is not known");
return NULL;
}
- G.fileflags &= ~(G_FILE_GAME_MAT|G_FILE_GAME_MAT_GLSL);
- G.fileflags |= flag;
-
Py_RETURN_NONE;
}
static PyObject* gPyGetMaterialType(PyObject*)
{
+ GameData *gm= &(gp_KetsjiScene->GetBlenderScene()->gm);
int flag;
- if(G.fileflags & G_FILE_GAME_MAT_GLSL)
+ if(gm->matmode == GAME_MAT_GLSL)
flag = KX_BLENDER_GLSL_MATERIAL;
- else if(G.fileflags & G_FILE_GAME_MAT)
+ else if(gm->matmode == GAME_MAT_MULTITEX)
flag = KX_BLENDER_MULTITEX_MATERIAL;
else
flag = KX_TEXFACE_MATERIAL;