Cucumber - AA for blenderplayer and fullscreen

..............................................
svn merge ^/branches/soc-2011-cucumber -r 38968,38970,38973,39045,40845

Notes:
======
*  we replaced fullscreen by playerflag in DNA_scene.types.h. So no doversion here, I think this is a small reversion can't see any potential problem in forcuing users to re-check fullscreen. If the file is really old (<250) it will doversion though;

* (for after commit) it would be nice to gray out the width/height when desktop=True

* for a rainy day: it would be nice to have other ghost modes (e.g. screensaver) to support desktop + MSAA as well. It's not a huge deal given that I don't even know if anything else work (apart from windowed, fullscreen and embed) but it doesn't hurt to have it updated as well.

* there is something strange with outliner. I think space_outliner merge-info is not in sync with the ^/ folder. It's probably a wrong merge early in cucumber.

Commit Logs:
===========
# 40845 by dfelinto
remove desktop and fullscreen properties. They are both part of playerflag now
also I removed the fullscreen from the DNA completely. I don't think we need doversion that..

#39045 by kupoman
The Desktop option is now greyed out when fullscreen is not checked rather than disappearing from the UI completely.

#38973 by kupoman
Adding a checkbox to the UI to allow the full screen Blender Player to use the current desktop resolution instead of the resolution setting.

#38970 by kupoman
Multisampling now works in a fullscreen Blender Player.

#38968 by moguri
Committing a patch from Mitchell Stokes (Moguri) to include a setting in the UI for the Blenderplayer multisampling.
This commit is contained in:
Dalai Felinto 2012-01-11 20:53:22 +00:00
parent a2a8cc8798
commit de86d89a9f
11 changed files with 65 additions and 21 deletions

View File

@ -255,7 +255,7 @@ public:
* @return Indication of success.
*/
virtual GHOST_TSuccess beginFullScreen(const GHOST_DisplaySetting& setting, GHOST_IWindow** window,
const bool stereoVisual) = 0;
const bool stereoVisual, const GHOST_TUns16 numOfAASamples=0) = 0;
/**
* Ends full screen mode.

View File

@ -139,7 +139,7 @@ bool GHOST_System::validWindow(GHOST_IWindow* window)
GHOST_TSuccess GHOST_System::beginFullScreen(const GHOST_DisplaySetting& setting, GHOST_IWindow** window,
const bool stereoVisual)
const bool stereoVisual, const GHOST_TUns16 numOfAASamples)
{
GHOST_TSuccess success = GHOST_kFailure;
GHOST_ASSERT(m_windowManager, "GHOST_System::beginFullScreen(): invalid window manager")
@ -151,7 +151,7 @@ GHOST_TSuccess GHOST_System::beginFullScreen(const GHOST_DisplaySetting& setting
success = m_displayManager->setCurrentDisplaySetting(GHOST_DisplayManager::kMainDisplay, setting);
if (success == GHOST_kSuccess) {
//GHOST_PRINT("GHOST_System::beginFullScreen(): creating full-screen window\n");
success = createFullScreenWindow((GHOST_Window**)window, stereoVisual);
success = createFullScreenWindow((GHOST_Window**)window, stereoVisual, numOfAASamples);
if (success == GHOST_kSuccess) {
m_windowManager->beginFullScreen(*window, stereoVisual);
}
@ -333,7 +333,7 @@ GHOST_TSuccess GHOST_System::exit()
}
GHOST_TSuccess GHOST_System::createFullScreenWindow(GHOST_Window** window, const bool stereoVisual)
GHOST_TSuccess GHOST_System::createFullScreenWindow(GHOST_Window** window, const bool stereoVisual, const GHOST_TUns16 numOfAASamples)
{
GHOST_TSuccess success;
GHOST_ASSERT(m_displayManager, "GHOST_System::createFullScreenWindow(): invalid display manager")
@ -347,7 +347,8 @@ GHOST_TSuccess GHOST_System::createFullScreenWindow(GHOST_Window** window, const
0, 0, settings.xPixels, settings.yPixels,
GHOST_kWindowStateFullScreen,
GHOST_kDrawingContextTypeOpenGL,
stereoVisual);
stereoVisual,
numOfAASamples);
success = *window == 0 ? GHOST_kFailure : GHOST_kSuccess;
}
return success;

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@ -144,7 +144,7 @@ public:
* @return Indication of success.
*/
virtual GHOST_TSuccess beginFullScreen(const GHOST_DisplaySetting& setting, GHOST_IWindow** window,
const bool stereoVisual);
const bool stereoVisual, const GHOST_TUns16 numOfAASamples=0);
/**
* Ends full screen mode.
@ -308,7 +308,7 @@ protected:
* @return Indication of success.
*/
virtual GHOST_TSuccess createFullScreenWindow(GHOST_Window** window,
const bool stereoVisual);
const bool stereoVisual, const GHOST_TUns16 numOfAASamples=0);
/** The display manager (platform dependant). */
GHOST_DisplayManager* m_displayManager;

View File

@ -274,16 +274,23 @@ class RENDER_PT_game_player(RenderButtonsPanel, Panel):
row = layout.row()
row.operator("wm.blenderplayer_start", text="Start")
row.prop(gs, "show_fullscreen")
row.label()
row = layout.row()
row.label(text="Resolution:")
row = layout.row(align=True)
row.prop(gs, "resolution_x", slider=False, text="X")
row.prop(gs, "resolution_y", slider=False, text="Y")
row = layout.row()
col = row.column()
col.prop(gs, "show_fullscreen")
col = row.column()
col.prop(gs, "use_desktop")
col.active = gs.show_fullscreen
col = layout.column()
col.label(text="Quality:")
col.prop(gs, "samples")
col = layout.column(align=True)
col.prop(gs, "depth", text="Bit Depth", slider=False)
col.prop(gs, "frequency", text="Refresh Rate", slider=False)

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@ -10904,7 +10904,7 @@ static void do_versions(FileData *fd, Library *lib, Main *main)
sce->gm.dome.warptext = sce->r.dometext;
//Stand Alone
sce->gm.fullscreen = sce->r.fullscreen;
sce->gm.playerflag |= (sce->r.fullscreen?GAME_PLAYER_FULLSCREEN:0);
sce->gm.xplay = sce->r.xplay;
sce->gm.yplay = sce->r.yplay;
sce->gm.freqplay = sce->r.freqplay;

View File

@ -583,8 +583,9 @@ typedef struct GameData {
/* standalone player */
struct GameFraming framing;
short fullscreen, xplay, yplay, freqplay;
short playerflag, xplay, yplay, freqplay;
short depth, attrib, rt1, rt2;
short aasamples, pad4[3];
/* stereo/dome mode */
struct GameDome dome;
@ -661,6 +662,10 @@ typedef struct GameData {
#define GAME_SHOW_OBSTACLE_SIMULATION (1 << 16)
/* Note: GameData.flag is now an int (max 32 flags). A short could only take 16 flags */
/* GameData.playerflag */
#define GAME_PLAYER_FULLSCREEN (1 << 0)
#define GAME_PLAYER_DESKTOP_RESOLUTION (1 << 1)
/* GameData.matmode */
#define GAME_MAT_TEXFACE 0
#define GAME_MAT_MULTITEX 1

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@ -2036,6 +2036,14 @@ static void rna_def_scene_game_data(BlenderRNA *brna)
StructRNA *srna;
PropertyRNA *prop;
static EnumPropertyItem aasamples_items[] ={
{0, "SAMPLES_0", 0, "Off", ""},
{2, "SAMPLES_2", 0, "2x", ""},
{4, "SAMPLES_4", 0, "4x", ""},
{8, "SAMPLES_8", 0, "8x", ""},
{16, "SAMPLES_16", 0, "16x", ""},
{0, NULL, 0, NULL, NULL}};
static EnumPropertyItem framing_types_items[] ={
{SCE_GAMEFRAMING_BARS, "LETTERBOX", 0, "Letterbox",
"Show the entire viewport in the display window, using bar horizontally or vertically"},
@ -2105,6 +2113,11 @@ static void rna_def_scene_game_data(BlenderRNA *brna)
RNA_def_property_ui_text(prop, "Resolution Y", "Number of vertical pixels in the screen");
RNA_def_property_update(prop, NC_SCENE, NULL);
prop= RNA_def_property(srna, "samples", PROP_ENUM, PROP_NONE);
RNA_def_property_enum_sdna(prop, NULL, "aasamples");
RNA_def_property_enum_items(prop, aasamples_items);
RNA_def_property_ui_text(prop, "AA Samples", "The number of AA Samples to use for MSAA");
prop= RNA_def_property(srna, "depth", PROP_INT, PROP_UNSIGNED);
RNA_def_property_int_sdna(prop, NULL, "depth");
RNA_def_property_range(prop, 8, 32);
@ -2126,10 +2139,15 @@ static void rna_def_scene_game_data(BlenderRNA *brna)
RNA_def_property_update(prop, NC_SCENE, NULL);
prop= RNA_def_property(srna, "show_fullscreen", PROP_BOOLEAN, PROP_NONE);
RNA_def_property_boolean_sdna(prop, NULL, "fullscreen", 1.0);
RNA_def_property_boolean_sdna(prop, NULL, "playerflag", GAME_PLAYER_FULLSCREEN);
RNA_def_property_ui_text(prop, "Fullscreen", "Start player in a new fullscreen display");
RNA_def_property_update(prop, NC_SCENE, NULL);
prop= RNA_def_property(srna, "use_desktop", PROP_BOOLEAN, PROP_NONE);
RNA_def_property_boolean_sdna(prop, NULL, "playerflag", GAME_PLAYER_DESKTOP_RESOLUTION);
RNA_def_property_ui_text(prop, "Desktop", "Uses the current desktop resultion in fullscreen mode");
RNA_def_property_update(prop, NC_SCENE, NULL);
/* Framing */
prop= RNA_def_property(srna, "frame_type", PROP_ENUM, PROP_NONE);
RNA_def_property_enum_sdna(prop, NULL, "framing.type");

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@ -264,7 +264,7 @@ int WM_init_game(bContext *C)
}
/* Fullscreen */
if(scene->gm.fullscreen) {
if((scene->gm.playerflag & GAME_PLAYER_FULLSCREEN)) {
WM_operator_name_call(C, "WM_OT_window_fullscreen_toggle", WM_OP_EXEC_DEFAULT, NULL);
wm_get_screensize(&ar->winrct.xmax, &ar->winrct.ymax);
ar->winx = ar->winrct.xmax + 1;

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@ -372,17 +372,20 @@ bool GPG_Application::startFullScreen(
int bpp,int frequency,
const bool stereoVisual,
const int stereoMode,
const GHOST_TUns16 samples)
const GHOST_TUns16 samples,
bool useDesktop)
{
bool success;
GHOST_TUns32 sysWidth=0, sysHeight=0;
fSystem->getMainDisplayDimensions(sysWidth, sysHeight);
// Create the main window
GHOST_DisplaySetting setting;
setting.xPixels = width;
setting.yPixels = height;
setting.xPixels = (useDesktop) ? sysWidth : width;
setting.yPixels = (useDesktop) ? sysHeight : height;
setting.bpp = bpp;
setting.frequency = frequency;
fSystem->beginFullScreen(setting, &m_mainWindow, stereoVisual);
fSystem->beginFullScreen(setting, &m_mainWindow, stereoVisual, samples);
m_mainWindow->setCursorVisibility(false);
m_mainWindow->setState(GHOST_kWindowStateFullScreen);

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@ -64,7 +64,7 @@ public:
bool SetGameEngineData(struct Main* maggie, struct Scene* scene, GlobalSettings* gs, int argc, char** argv);
bool startWindow(STR_String& title, int windowLeft, int windowTop, int windowWidth, int windowHeight,
const bool stereoVisual, const int stereoMode, const GHOST_TUns16 samples=0);
bool startFullScreen(int width, int height, int bpp, int frequency, const bool stereoVisual, const int stereoMode, const GHOST_TUns16 samples=0);
bool startFullScreen(int width, int height, int bpp, int frequency, const bool stereoVisual, const int stereoMode, const GHOST_TUns16 samples=0, bool useDesktop=false);
bool startEmbeddedWindow(STR_String& title, const GHOST_TEmbedderWindowID parent_window, const bool stereoVisual, const int stereoMode, const GHOST_TUns16 samples=0);
#ifdef WIN32
bool startScreenSaverFullScreen(int width, int height, int bpp, int frequency, const bool stereoVisual, const int stereoMode, const GHOST_TUns16 samples=0);

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@ -365,6 +365,7 @@ int main(int argc, char** argv)
GHOST_TEmbedderWindowID parentWindow = 0;
bool isBlenderPlayer = false;
int validArguments=0;
bool samplesParFound = false;
GHOST_TUns16 aasamples = 0;
#ifdef __linux__
@ -582,8 +583,14 @@ int main(int argc, char** argv)
break;
case 'm':
i++;
samplesParFound = true;
if ((i+1) <= validArguments )
aasamples = atoi(argv[i++]);
aasamples = atoi(argv[i++]);
else
{
error = true;
printf("error: No argument supplied for -m");
}
break;
case 'c':
i++;
@ -819,7 +826,7 @@ int main(int argc, char** argv)
if ((!fullScreenParFound) && (!windowParFound))
{
// Only use file settings when command line did not override
if (scene->gm.fullscreen) {
if ((scene->gm.playerflag & GAME_PLAYER_FULLSCREEN)) {
//printf("fullscreen option found in Blender file\n");
fullScreen = true;
fullScreenWidth= scene->gm.xplay;
@ -848,6 +855,9 @@ int main(int argc, char** argv)
else
scene->gm.stereoflag = STEREO_ENABLED;
if (!samplesParFound)
aasamples = scene->gm.aasamples;
if (stereoFlag == STEREO_DOME){
stereomode = RAS_IRasterizer::RAS_STEREO_DOME;
scene->gm.stereoflag = STEREO_DOME;
@ -893,7 +903,7 @@ int main(int argc, char** argv)
#endif
{
app.startFullScreen(fullScreenWidth, fullScreenHeight, fullScreenBpp, fullScreenFrequency,
stereoWindow, stereomode, aasamples);
stereoWindow, stereomode, aasamples, (scene->gm.playerflag & GAME_PLAYER_DESKTOP_RESOLUTION));
}
}
else