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Diffstat (limited to 'source/gameengine/BlenderRoutines')
-rw-r--r--source/gameengine/BlenderRoutines/BL_KetsjiEmbedStart.cpp14
-rw-r--r--source/gameengine/BlenderRoutines/KX_BlenderGL.cpp2
-rw-r--r--source/gameengine/BlenderRoutines/KX_BlenderKeyboardDevice.cpp4
-rw-r--r--source/gameengine/BlenderRoutines/KX_BlenderRenderTools.cpp166
-rw-r--r--source/gameengine/BlenderRoutines/KX_BlenderRenderTools.h3
5 files changed, 107 insertions, 82 deletions
diff --git a/source/gameengine/BlenderRoutines/BL_KetsjiEmbedStart.cpp b/source/gameengine/BlenderRoutines/BL_KetsjiEmbedStart.cpp
index 90d5a1860aa..d8de24c610c 100644
--- a/source/gameengine/BlenderRoutines/BL_KetsjiEmbedStart.cpp
+++ b/source/gameengine/BlenderRoutines/BL_KetsjiEmbedStart.cpp
@@ -369,7 +369,7 @@ extern "C" void StartKetsjiShell(struct ScrArea *area,
blscene);
// some python things
- PyObject* dictionaryobject = initGamePythonScripting("Ketsji", psl_Lowest);
+ PyObject* dictionaryobject = initGamePythonScripting("Ketsji", psl_Lowest, blenderdata);
ketsjiengine->SetPythonDictionary(dictionaryobject);
initRasterizer(rasterizer, canvas);
PyObject *gameLogic = initGameLogic(ketsjiengine, startscene);
@@ -380,10 +380,15 @@ extern "C" void StartKetsjiShell(struct ScrArea *area,
initGameKeys();
initPythonConstraintBinding();
initMathutils();
+ initBGL();
#ifdef WITH_FFMPEG
initVideoTexture();
#endif
+ //initialize Dome Settings
+ if(blscene->r.stereomode == RAS_IRasterizer::RAS_STEREO_DOME)
+ ketsjiengine->InitDome(blscene->r.domesize, blscene->r.domeres, blscene->r.domemode, blscene->r.domeangle, blscene->r.domeresbuf, blscene->r.dometext);
+
if (sceneconverter)
{
// convert and add scene
@@ -539,7 +544,9 @@ extern "C" void StartKetsjiShell(struct ScrArea *area,
SND_DeviceManager::Unsubscribe();
} while (exitrequested == KX_EXIT_REQUEST_RESTART_GAME || exitrequested == KX_EXIT_REQUEST_START_OTHER_GAME);
-
+
+ Py_DECREF(pyGlobalDict);
+
if (bfd) BLO_blendfiledata_free(bfd);
BLI_strncpy(G.sce, oldsce, sizeof(G.sce));
@@ -669,7 +676,7 @@ extern "C" void StartKetsjiShellSimulation(struct ScrArea *area,
blscene);
// some python things
- PyObject* dictionaryobject = initGamePythonScripting("Ketsji", psl_Lowest);
+ PyObject* dictionaryobject = initGamePythonScripting("Ketsji", psl_Lowest, blenderdata);
ketsjiengine->SetPythonDictionary(dictionaryobject);
initRasterizer(rasterizer, canvas);
PyObject *gameLogic = initGameLogic(ketsjiengine, startscene);
@@ -677,6 +684,7 @@ extern "C" void StartKetsjiShellSimulation(struct ScrArea *area,
initGameKeys();
initPythonConstraintBinding();
initMathutils();
+ initBGL();
#ifdef WITH_FFMPEG
initVideoTexture();
#endif
diff --git a/source/gameengine/BlenderRoutines/KX_BlenderGL.cpp b/source/gameengine/BlenderRoutines/KX_BlenderGL.cpp
index b3b10e8bf07..648ad79210e 100644
--- a/source/gameengine/BlenderRoutines/KX_BlenderGL.cpp
+++ b/source/gameengine/BlenderRoutines/KX_BlenderGL.cpp
@@ -44,7 +44,7 @@
#include "BMF_Api.h"
-#include "BIF_gl.h"
+#include "GL/glew.h"
#include "BL_Material.h" // MAXTEX
diff --git a/source/gameengine/BlenderRoutines/KX_BlenderKeyboardDevice.cpp b/source/gameengine/BlenderRoutines/KX_BlenderKeyboardDevice.cpp
index 4b794380610..877a0d39acf 100644
--- a/source/gameengine/BlenderRoutines/KX_BlenderKeyboardDevice.cpp
+++ b/source/gameengine/BlenderRoutines/KX_BlenderKeyboardDevice.cpp
@@ -74,7 +74,7 @@ void KX_BlenderKeyboardDevice::NextFrame()
// now convert justpressed keyevents into regular (active) keyevents
int previousTable = 1-m_currentTable;
- for (int keyevent= KX_BEGINKEY; keyevent< KX_ENDKEY;keyevent++)
+ for (int keyevent= KX_BEGINKEY; keyevent<= KX_ENDKEY;keyevent++)
{
SCA_InputEvent& oldevent = m_eventStatusTables[previousTable][keyevent];
if (oldevent.m_status == SCA_InputEvent::KX_JUSTACTIVATED ||
@@ -100,7 +100,7 @@ bool KX_BlenderKeyboardDevice::ConvertBlenderEvent(unsigned short incode,short v
KX_EnumInputs kxevent = this->ToNative(incode);
// only process it, if it's a key
- if (kxevent >= KX_BEGINKEY && kxevent < KX_ENDKEY)
+ if (kxevent >= KX_BEGINKEY && kxevent <= KX_ENDKEY)
{
int previousTable = 1-m_currentTable;
diff --git a/source/gameengine/BlenderRoutines/KX_BlenderRenderTools.cpp b/source/gameengine/BlenderRoutines/KX_BlenderRenderTools.cpp
index 42ad7769cbd..9dbda3f195b 100644
--- a/source/gameengine/BlenderRoutines/KX_BlenderRenderTools.cpp
+++ b/source/gameengine/BlenderRoutines/KX_BlenderRenderTools.cpp
@@ -28,6 +28,8 @@
#include "GL/glew.h"
+#include "DNA_scene_types.h"
+
#include "RAS_IRenderTools.h"
#include "RAS_IRasterizer.h"
#include "RAS_LightObject.h"
@@ -67,6 +69,7 @@ void KX_BlenderRenderTools::BeginFrame(RAS_IRasterizer* rasty)
m_clientobject = NULL;
m_lastlightlayer = -1;
m_lastlighting = false;
+ m_lastauxinfo = NULL;
DisableOpenGLLights();
}
@@ -80,25 +83,27 @@ void KX_BlenderRenderTools::EndFrame(RAS_IRasterizer* rasty)
* has a maximum of 8 lights (simultaneous), so 20 * 8 lights are possible in
* a scene. */
-void KX_BlenderRenderTools::ProcessLighting(RAS_IRasterizer *rasty, int layer, const MT_Transform& viewmat)
+void KX_BlenderRenderTools::ProcessLighting(RAS_IRasterizer *rasty, bool uselights, const MT_Transform& viewmat)
{
- if(m_lastlightlayer == layer)
- return;
+ bool enable = false;
+ int layer= -1;
- m_lastlightlayer = layer;
+ /* find the layer */
+ if(uselights) {
+ if(m_clientobject)
+ layer = static_cast<KX_GameObject*>(m_clientobject)->GetLayer();
+ }
- bool enable = false;
+ /* avoid state switching */
+ if(m_lastlightlayer == layer && m_lastauxinfo == m_auxilaryClientInfo)
+ return;
- if (layer >= 0)
- {
- if (m_clientobject)
- {
- if (layer == RAS_LIGHT_OBJECT_LAYER)
- layer = static_cast<KX_GameObject*>(m_clientobject)->GetLayer();
+ m_lastlightlayer = layer;
+ m_lastauxinfo = m_auxilaryClientInfo;
- enable = applyLights(layer, viewmat);
- }
- }
+ /* enable/disable lights as needed */
+ if(layer >= 0)
+ enable = applyLights(layer, viewmat);
if(enable)
EnableOpenGLLights(rasty);
@@ -324,11 +329,16 @@ void KX_BlenderRenderTools::PopMatrix()
int KX_BlenderRenderTools::applyLights(int objectlayer, const MT_Transform& viewmat)
{
// taken from blender source, incompatibility between Blender Object / GameObject
+ KX_Scene* kxscene = (KX_Scene*)m_auxilaryClientInfo;
+ int scenelayer = ~0;
float glviewmat[16];
unsigned int count;
float vec[4];
vec[3]= 1.0;
+
+ if(kxscene && kxscene->GetBlenderScene())
+ scenelayer = kxscene->GetBlenderScene()->lay;
for(count=0; count<m_numgllights; count++)
glDisable((GLenum)(GL_LIGHT0+count));
@@ -343,71 +353,77 @@ int KX_BlenderRenderTools::applyLights(int objectlayer, const MT_Transform& view
for (lit = m_lights.begin(), count = 0; !(lit==m_lights.end()) && count < m_numgllights; ++lit)
{
RAS_LightObject* lightdata = (*lit);
- if (lightdata->m_layer & objectlayer)
- {
- vec[0] = (*(lightdata->m_worldmatrix))(0,3);
- vec[1] = (*(lightdata->m_worldmatrix))(1,3);
- vec[2] = (*(lightdata->m_worldmatrix))(2,3);
- vec[3] = 1;
+ KX_Scene* lightscene = (KX_Scene*)lightdata->m_scene;
- if(lightdata->m_type==RAS_LightObject::LIGHT_SUN) {
-
- vec[0] = (*(lightdata->m_worldmatrix))(0,2);
- vec[1] = (*(lightdata->m_worldmatrix))(1,2);
- vec[2] = (*(lightdata->m_worldmatrix))(2,2);
- //vec[0]= base->object->obmat[2][0];
- //vec[1]= base->object->obmat[2][1];
- //vec[2]= base->object->obmat[2][2];
- vec[3]= 0.0;
- glLightfv((GLenum)(GL_LIGHT0+count), GL_POSITION, vec);
- }
- else {
- //vec[3]= 1.0;
- glLightfv((GLenum)(GL_LIGHT0+count), GL_POSITION, vec);
- glLightf((GLenum)(GL_LIGHT0+count), GL_CONSTANT_ATTENUATION, 1.0);
- glLightf((GLenum)(GL_LIGHT0+count), GL_LINEAR_ATTENUATION, lightdata->m_att1/lightdata->m_distance);
- // without this next line it looks backward compatible.
- //attennuation still is acceptable
- glLightf((GLenum)(GL_LIGHT0+count), GL_QUADRATIC_ATTENUATION, lightdata->m_att2/(lightdata->m_distance*lightdata->m_distance));
-
- if(lightdata->m_type==RAS_LightObject::LIGHT_SPOT) {
- vec[0] = -(*(lightdata->m_worldmatrix))(0,2);
- vec[1] = -(*(lightdata->m_worldmatrix))(1,2);
- vec[2] = -(*(lightdata->m_worldmatrix))(2,2);
- //vec[0]= -base->object->obmat[2][0];
- //vec[1]= -base->object->obmat[2][1];
- //vec[2]= -base->object->obmat[2][2];
- glLightfv((GLenum)(GL_LIGHT0+count), GL_SPOT_DIRECTION, vec);
- glLightf((GLenum)(GL_LIGHT0+count), GL_SPOT_CUTOFF, lightdata->m_spotsize/2.0);
- glLightf((GLenum)(GL_LIGHT0+count), GL_SPOT_EXPONENT, 128.0*lightdata->m_spotblend);
- }
- else glLightf((GLenum)(GL_LIGHT0+count), GL_SPOT_CUTOFF, 180.0);
- }
+ /* only use lights in the same layer as the object */
+ if(!(lightdata->m_layer & objectlayer))
+ continue;
+ /* only use lights in the same scene, and in a visible layer */
+ if(kxscene != lightscene || !(lightdata->m_layer & scenelayer))
+ continue;
+
+ vec[0] = (*(lightdata->m_worldmatrix))(0,3);
+ vec[1] = (*(lightdata->m_worldmatrix))(1,3);
+ vec[2] = (*(lightdata->m_worldmatrix))(2,3);
+ vec[3] = 1;
+
+ if(lightdata->m_type==RAS_LightObject::LIGHT_SUN) {
- if (lightdata->m_nodiffuse)
- {
- vec[0] = vec[1] = vec[2] = vec[3] = 0.0;
- } else {
- vec[0]= lightdata->m_energy*lightdata->m_red;
- vec[1]= lightdata->m_energy*lightdata->m_green;
- vec[2]= lightdata->m_energy*lightdata->m_blue;
- vec[3]= 1.0;
- }
- glLightfv((GLenum)(GL_LIGHT0+count), GL_DIFFUSE, vec);
- if (lightdata->m_nospecular)
- {
- vec[0] = vec[1] = vec[2] = vec[3] = 0.0;
- } else if (lightdata->m_nodiffuse) {
- vec[0]= lightdata->m_energy*lightdata->m_red;
- vec[1]= lightdata->m_energy*lightdata->m_green;
- vec[2]= lightdata->m_energy*lightdata->m_blue;
- vec[3]= 1.0;
+ vec[0] = (*(lightdata->m_worldmatrix))(0,2);
+ vec[1] = (*(lightdata->m_worldmatrix))(1,2);
+ vec[2] = (*(lightdata->m_worldmatrix))(2,2);
+ //vec[0]= base->object->obmat[2][0];
+ //vec[1]= base->object->obmat[2][1];
+ //vec[2]= base->object->obmat[2][2];
+ vec[3]= 0.0;
+ glLightfv((GLenum)(GL_LIGHT0+count), GL_POSITION, vec);
+ }
+ else {
+ //vec[3]= 1.0;
+ glLightfv((GLenum)(GL_LIGHT0+count), GL_POSITION, vec);
+ glLightf((GLenum)(GL_LIGHT0+count), GL_CONSTANT_ATTENUATION, 1.0);
+ glLightf((GLenum)(GL_LIGHT0+count), GL_LINEAR_ATTENUATION, lightdata->m_att1/lightdata->m_distance);
+ // without this next line it looks backward compatible.
+ //attennuation still is acceptable
+ glLightf((GLenum)(GL_LIGHT0+count), GL_QUADRATIC_ATTENUATION, lightdata->m_att2/(lightdata->m_distance*lightdata->m_distance));
+
+ if(lightdata->m_type==RAS_LightObject::LIGHT_SPOT) {
+ vec[0] = -(*(lightdata->m_worldmatrix))(0,2);
+ vec[1] = -(*(lightdata->m_worldmatrix))(1,2);
+ vec[2] = -(*(lightdata->m_worldmatrix))(2,2);
+ //vec[0]= -base->object->obmat[2][0];
+ //vec[1]= -base->object->obmat[2][1];
+ //vec[2]= -base->object->obmat[2][2];
+ glLightfv((GLenum)(GL_LIGHT0+count), GL_SPOT_DIRECTION, vec);
+ glLightf((GLenum)(GL_LIGHT0+count), GL_SPOT_CUTOFF, lightdata->m_spotsize/2.0);
+ glLightf((GLenum)(GL_LIGHT0+count), GL_SPOT_EXPONENT, 128.0*lightdata->m_spotblend);
}
- glLightfv((GLenum)(GL_LIGHT0+count), GL_SPECULAR, vec);
- glEnable((GLenum)(GL_LIGHT0+count));
-
- count++;
+ else glLightf((GLenum)(GL_LIGHT0+count), GL_SPOT_CUTOFF, 180.0);
+ }
+
+ if (lightdata->m_nodiffuse)
+ {
+ vec[0] = vec[1] = vec[2] = vec[3] = 0.0;
+ } else {
+ vec[0]= lightdata->m_energy*lightdata->m_red;
+ vec[1]= lightdata->m_energy*lightdata->m_green;
+ vec[2]= lightdata->m_energy*lightdata->m_blue;
+ vec[3]= 1.0;
+ }
+ glLightfv((GLenum)(GL_LIGHT0+count), GL_DIFFUSE, vec);
+ if (lightdata->m_nospecular)
+ {
+ vec[0] = vec[1] = vec[2] = vec[3] = 0.0;
+ } else if (lightdata->m_nodiffuse) {
+ vec[0]= lightdata->m_energy*lightdata->m_red;
+ vec[1]= lightdata->m_energy*lightdata->m_green;
+ vec[2]= lightdata->m_energy*lightdata->m_blue;
+ vec[3]= 1.0;
}
+ glLightfv((GLenum)(GL_LIGHT0+count), GL_SPECULAR, vec);
+ glEnable((GLenum)(GL_LIGHT0+count));
+
+ count++;
}
glPopMatrix();
diff --git a/source/gameengine/BlenderRoutines/KX_BlenderRenderTools.h b/source/gameengine/BlenderRoutines/KX_BlenderRenderTools.h
index ebf7562503f..60130e6bfc9 100644
--- a/source/gameengine/BlenderRoutines/KX_BlenderRenderTools.h
+++ b/source/gameengine/BlenderRoutines/KX_BlenderRenderTools.h
@@ -51,6 +51,7 @@ class KX_BlenderRenderTools : public RAS_IRenderTools
{
int m_lastlightlayer;
bool m_lastlighting;
+ void *m_lastauxinfo;
static unsigned int m_numgllights;
public:
@@ -62,7 +63,7 @@ public:
void EnableOpenGLLights(RAS_IRasterizer *rasty);
void DisableOpenGLLights();
- void ProcessLighting(RAS_IRasterizer *rasty, int layer, const MT_Transform& viewmat);
+ void ProcessLighting(RAS_IRasterizer *rasty, bool uselights, const MT_Transform& viewmat);
void RenderText2D(RAS_TEXT_RENDER_MODE mode,
const char* text,