blender/source/gameengine/Ketsji/KX_Scene.h
Benoit Bolsee 40f1c4f343 BGE: Various render improvements.
bge.logic.setRender(flag) to enable/disable render.
    The render pass is enabled by default but it can be disabled with
    bge.logic.setRender(False).
    Once disabled, the render pass is skipped and a new logic frame starts
    immediately. Note that VSync no longer limits the fps when render is off
    but the 'Use Frame Rate' option in the Render Properties still does.
    To run as many frames as possible, untick the option
    This function is useful when you don't need the default render, e.g.
    when doing offscreen render to an alternate device than the monitor.
    Note that without VSync, you must limit the frame rate by other means.

fbo = bge.render.offScreenCreate(width,height,[,samples=0][,target=bge.render.RAS_OFS_RENDER_BUFFER])
    Use this method to create an offscreen buffer of given size, with given MSAA
    samples and targetting either a render buffer (bge.render.RAS_OFS_RENDER_BUFFER)
    or a texture (bge.render.RAS_OFS_RENDER_TEXTURE). Use the former if you want to
    retrieve the frame buffer on the host and the latter if you want to pass the render
    to another context (texture are proper OGL object, render buffers aren't)
    The object created by this function can only be used as a parameter of the
    bge.texture.ImageRender() constructor to send the the render to the FBO rather
    than to the frame buffer. This is best suited when you want to create a render
    of specific size, or if you need an image with an alpha channel.

bge.texture.<imagetype>.refresh(buffer=None, format="RGBA", ts=-1.0)
    Without arg, the refresh method of the image objects is pretty much a no-op, it
    simply invalidates the image so that on next texture refresh, the image will
    be recalculated.
    It is now possible to pass an optional buffer object to transfer the image (and
    recalculate it if it was invalid) to an external object. The object must implement
    the 'buffer protocol'. The image will be transfered as "RGBA" or "BGRA" pixels
    depending on format argument (only those 2 formats are supported) and ts is an
    optional timestamp in the image depends on it (e.g. VideoFFmpeg playing a video file).
    With this function you don't need anymore to link the image object to a Texture
    object to use: the image object is self-sufficient.

bge.texture.ImageRender(scene, camera, fbo=None)
    Render to buffer is possible by passing a FBO object (see offScreenCreate).

bge.texture.ImageRender.render()
    Allows asynchronous render: call this method to render the scene but without
    extracting the pixels yet. The function returns as soon as the render commands
    have been send to the GPU. The render will proceed asynchronously in the GPU
    while the host can perform other tasks.
    To complete the render, you can either call refresh() directly of refresh the texture
    to which this object is the source. Asynchronous render is useful to achieve optimal
    performance: call render() on frame N and refresh() on frame N+1 to give as much as
    time as possible to the GPU to render the frame while the game engine can perform other tasks.

Support negative scale on camera.
    Camera scale was previously ignored in the BGE.
    It is now injected in the modelview matrix as a vertical or horizontal flip
    of the scene (respectively if scaleY<0 and scaleX<0).
    Note that the actual value of the scale is not used, only the sign.
    This allows to flip the image produced by ImageRender() without any performance
    degradation: the flip is integrated in the render itself.

Optimized image transfer from ImageRender to buffer.
    Previously, images that were transferred to the host were always going through
    buffers in VideoTexture. It is now possible to transfer ImageRender
    images to external buffer without intermediate copy (i.e. directly from OGL to buffer)
    if the attributes of the ImageRender objects are set as follow:
       flip=False, alpha=True, scale=False, depth=False, zbuff=False.
       (if you need to flip the image, use camera negative scale)
2016-06-11 22:05:20 +02:00

698 lines
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C++

/*
* ***** BEGIN GPL LICENSE BLOCK *****
*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software Foundation,
* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*
* The Original Code is Copyright (C) 2001-2002 by NaN Holding BV.
* All rights reserved.
*
* The Original Code is: all of this file.
*
* Contributor(s): none yet.
*
* ***** END GPL LICENSE BLOCK *****
*/
/** \file KX_Scene.h
* \ingroup ketsji
*/
#ifndef __KX_SCENE_H__
#define __KX_SCENE_H__
#include "KX_PhysicsEngineEnums.h"
#include <vector>
#include <set>
#include <list>
#include "CTR_Map.h"
#include "CTR_HashedPtr.h"
#include "SG_IObject.h"
#include "SCA_IScene.h"
#include "MT_Transform.h"
#include "RAS_FramingManager.h"
#include "RAS_Rect.h"
#include "EXP_PyObjectPlus.h"
#include "RAS_2DFilterManager.h"
/**
* \section Forward declarations
*/
struct SM_MaterialProps;
struct SM_ShapeProps;
struct Scene;
class CTR_HashedPtr;
class CListValue;
class CValue;
class SCA_LogicManager;
class SCA_KeyboardManager;
class SCA_TimeEventManager;
class SCA_MouseManager;
class SCA_ISystem;
class SCA_IInputDevice;
class NG_NetworkDeviceInterface;
class NG_NetworkScene;
class SG_IObject;
class SG_Node;
class SG_Tree;
class KX_WorldInfo;
class KX_Camera;
class KX_GameObject;
class KX_LightObject;
class RAS_BucketManager;
class RAS_MaterialBucket;
class RAS_IPolyMaterial;
class RAS_IRasterizer;
class RAS_IRenderTools;
class SCA_JoystickManager;
class btCollisionShape;
class KX_BlenderSceneConverter;
struct KX_ClientObjectInfo;
class KX_ObstacleSimulation;
#ifdef WITH_CXX_GUARDEDALLOC
#include "MEM_guardedalloc.h"
#endif
/* for ID freeing */
#define IS_TAGGED(_id) ((_id) && (((ID *)_id)->tag & LIB_TAG_DOIT))
/**
* The KX_Scene holds all data for an independent scene. It relates
* KX_Objects to the specific objects in the modules.
* */
class KX_Scene : public PyObjectPlus, public SCA_IScene
{
Py_Header
#ifdef WITH_PYTHON
PyObject* m_attr_dict;
PyObject* m_draw_call_pre;
PyObject* m_draw_call_post;
PyObject* m_draw_setup_call_pre;
#endif
struct CullingInfo {
int m_layer;
CullingInfo(int layer) : m_layer(layer) {}
};
protected:
RAS_BucketManager* m_bucketmanager;
CListValue* m_tempObjectList;
/**
* The list of objects which have been removed during the
* course of one frame. They are actually destroyed in
* LogicEndFrame() via a call to RemoveObject().
*/
CListValue* m_euthanasyobjects;
CListValue* m_objectlist;
CListValue* m_parentlist; // all 'root' parents
CListValue* m_lightlist;
CListValue* m_inactivelist; // all objects that are not in the active layer
CListValue* m_animatedlist; // all animated objects
SG_QList m_sghead; // list of nodes that needs scenegraph update
// the Dlist is not object that must be updated
// the Qlist is for objects that needs to be rescheduled
// for updates after udpate is over (slow parent, bone parent)
/**
* The set of cameras for this scene
*/
std::list<class KX_Camera*> m_cameras;
/**
* The set of fonts for this scene
*/
std::list<class KX_FontObject*> m_fonts;
/**
* Various SCA managers used by the scene
*/
SCA_LogicManager* m_logicmgr;
SCA_KeyboardManager* m_keyboardmgr;
SCA_MouseManager* m_mousemgr;
SCA_TimeEventManager* m_timemgr;
// Scene converter where many scene entities are registered
// Used to deregister objects that are deleted
class KX_BlenderSceneConverter* m_sceneConverter;
/**
* physics engine abstraction
*/
//e_PhysicsEngine m_physicsEngine; //who needs this ?
class PHY_IPhysicsEnvironment* m_physicsEnvironment;
/**
* Does this scene clear the z-buffer?
*/
bool m_isclearingZbuffer;
/**
* Does the shadow buffer needs calculing
*/
bool m_isShadowDone;
/**
* The name of the scene
*/
STR_String m_sceneName;
/**
* stores the world-settings for a scene
*/
KX_WorldInfo* m_worldinfo;
/**
* \section Different scenes, linked to ketsji scene
*/
/**
* Network scene.
*/
NG_NetworkDeviceInterface* m_networkDeviceInterface;
NG_NetworkScene* m_networkScene;
/**
* A temporary variable used to parent objects together on
* replication. Don't get confused by the name it is not
* the scene's root node!
*/
SG_Node* m_rootnode;
/**
* The active camera for the scene
*/
KX_Camera* m_active_camera;
/**
* Another temporary variable outstaying its welcome
* used in AddReplicaObject to map game objects to their
* replicas so pointers can be updated.
*/
CTR_Map <CTR_HashedPtr, void*> m_map_gameobject_to_replica;
/**
* Another temporary variable outstaying its welcome
* used in AddReplicaObject to keep a record of all added
* objects. Logic can only be updated when all objects
* have been updated. This stores a list of the new objects.
*/
std::vector<KX_GameObject*> m_logicHierarchicalGameObjects;
/**
* This temporary variable will contain the list of
* object that can be added during group instantiation.
* objects outside this list will not be added (can
* happen with children that are outside the group).
* Used in AddReplicaObject. If the list is empty, it
* means don't care.
*/
std::set<CValue*> m_groupGameObjects;
/**
* Pointer to system variable passed in in constructor
* only used in constructor so we do not need to keep it
* around in this class.
*/
SCA_ISystem* m_kxsystem;
/**
* The execution priority of replicated object actuators?
*/
int m_ueberExecutionPriority;
/**
* Activity 'bubble' settings :
* Suspend (freeze) the entire scene.
*/
bool m_suspend;
/**
* Radius in Manhattan distance of the box for activity culling.
*/
float m_activity_box_radius;
/**
* Toggle to enable or disable activity culling.
*/
bool m_activity_culling;
/**
* Toggle to enable or disable culling via DBVT broadphase of Bullet.
*/
bool m_dbvt_culling;
/**
* Occlusion culling resolution
*/
int m_dbvt_occlusion_res;
/**
* The framing settings used by this scene
*/
RAS_FrameSettings m_frame_settings;
/**
* This scenes viewport into the game engine
* canvas.Maintained externally, initially [0,0] -> [0,0]
*/
RAS_Rect m_viewport;
/**
* Visibility testing functions.
*/
void MarkVisible(SG_Tree *node, RAS_IRasterizer* rasty, KX_Camera*cam,int layer=0);
void MarkSubTreeVisible(SG_Tree *node, RAS_IRasterizer* rasty, bool visible, KX_Camera*cam,int layer=0);
void MarkVisible(RAS_IRasterizer* rasty, KX_GameObject* gameobj, KX_Camera*cam, int layer=0);
static void PhysicsCullingCallback(KX_ClientObjectInfo* objectInfo, void* cullingInfo);
double m_suspendedtime;
double m_suspendeddelta;
struct Scene* m_blenderScene;
RAS_2DFilterManager m_filtermanager;
KX_ObstacleSimulation* m_obstacleSimulation;
/**
* LOD Hysteresis settings
*/
bool m_isActivedHysteresis;
int m_lodHysteresisValue;
public:
KX_Scene(class SCA_IInputDevice* keyboarddevice,
class SCA_IInputDevice* mousedevice,
class NG_NetworkDeviceInterface* ndi,
const STR_String& scenename,
struct Scene* scene,
class RAS_ICanvas* canvas);
virtual
~KX_Scene();
RAS_BucketManager* GetBucketManager();
RAS_MaterialBucket* FindBucket(RAS_IPolyMaterial* polymat, bool &bucketCreated);
void RenderBuckets(const MT_Transform& cameratransform,
RAS_IRasterizer* rasty);
/**
* Update all transforms according to the scenegraph.
*/
static bool KX_ScenegraphUpdateFunc(SG_IObject* node,void* gameobj,void* scene);
static bool KX_ScenegraphRescheduleFunc(SG_IObject* node,void* gameobj,void* scene);
void UpdateParents(double curtime);
void DupliGroupRecurse(CValue* gameobj, int level);
bool IsObjectInGroup(CValue* gameobj)
{
return (m_groupGameObjects.empty() ||
m_groupGameObjects.find(gameobj) != m_groupGameObjects.end());
}
void AddObjectDebugProperties(class KX_GameObject* gameobj);
SCA_IObject* AddReplicaObject(CValue* gameobj,
CValue* locationobj,
int lifespan=0);
KX_GameObject* AddNodeReplicaObject(SG_IObject* node,
CValue* gameobj);
void RemoveNodeDestructObject(SG_IObject* node,
CValue* gameobj);
void RemoveObject(CValue* gameobj);
void RemoveDupliGroup(CValue *gameobj);
void DelayedRemoveObject(CValue* gameobj);
int NewRemoveObject(CValue* gameobj);
void ReplaceMesh(CValue* gameobj,
void* meshob, bool use_gfx, bool use_phys);
void AddAnimatedObject(CValue* gameobj);
/**
* \section Logic stuff
* Initiate an update of the logic system.
*/
void LogicBeginFrame(double curtime);
void LogicUpdateFrame(double curtime, bool frame);
void UpdateAnimations(double curtime);
void
LogicEndFrame(
);
CListValue*
GetTempObjectList(
);
CListValue*
GetObjectList(
);
CListValue*
GetInactiveList(
);
CListValue*
GetRootParentList(
);
CListValue*
GetLightList(
);
SCA_LogicManager *
GetLogicManager(
);
SCA_TimeEventManager *
GetTimeEventManager(
);
/** Font Routines */
/** Find a font in the scene by pointer. */
KX_FontObject*
FindFont(
KX_FontObject*
);
/** Add a camera to this scene. */
void
AddFont(
KX_FontObject*
);
/** Render the fonts in this scene. */
void
RenderFonts(
);
/** Camera Routines */
std::list<class KX_Camera*>*
GetCameras(
);
/** Find a camera in the scene by pointer. */
KX_Camera*
FindCamera(
KX_Camera*
);
/** Find a scene in the scene by name. */
KX_Camera*
FindCamera(
STR_String&
);
/** Add a camera to this scene. */
void
AddCamera(
KX_Camera*
);
/** Find the currently active camera. */
KX_Camera*
GetActiveCamera(
);
/**
* Set this camera to be the active camera in the scene. If the
* camera is not present in the camera list, it will be added
*/
void
SetActiveCamera(
class KX_Camera*
);
/**
* Move this camera to the end of the list so that it is rendered last.
* If the camera is not on the list, it will be added
*/
void
SetCameraOnTop(
class KX_Camera*
);
/**
* Activates new desired canvas width set at design time.
* \param width The new desired width.
*/
void
SetCanvasDesignWidth(
unsigned int width
);
/**
* Activates new desired canvas height set at design time.
* \param width The new desired height.
*/
void
SetCanvasDesignHeight(
unsigned int height
);
/**
* Returns the current desired canvas width set at design time.
* \return The desired width.
*/
unsigned int
GetCanvasDesignWidth(
void
) const;
/**
* Returns the current desired canvas height set at design time.
* \return The desired height.
*/
unsigned int
GetCanvasDesignHeight(
void
) const;
/**
* Set the framing options for this scene
*/
void
SetFramingType(
RAS_FrameSettings & frame_settings
);
/**
* Return a const reference to the framing
* type set by the above call.
* The contents are not guaranteed to be sensible
* if you don't call the above function.
*/
const
RAS_FrameSettings &
GetFramingType(
) const;
/**
* Store the current scene's viewport on the
* game engine canvas.
*/
void SetSceneViewport(const RAS_Rect &viewport);
/**
* Get the current scene's viewport on the
* game engine canvas. This maintained
* externally in KX_GameEngine
*/
const RAS_Rect& GetSceneViewport() const;
/**
* \section Accessors to different scenes of this scene
*/
void SetNetworkDeviceInterface(NG_NetworkDeviceInterface* newInterface);
void SetNetworkScene(NG_NetworkScene *newScene);
void SetWorldInfo(class KX_WorldInfo* wi);
KX_WorldInfo* GetWorldInfo();
void CalculateVisibleMeshes(RAS_IRasterizer* rasty, KX_Camera *cam, int layer=0);
KX_Camera* GetpCamera();
NG_NetworkDeviceInterface* GetNetworkDeviceInterface();
NG_NetworkScene* GetNetworkScene();
KX_BlenderSceneConverter *GetSceneConverter() { return m_sceneConverter; }
/**
* Replicate the logic bricks associated to this object.
*/
void ReplicateLogic(class KX_GameObject* newobj);
static SG_Callbacks m_callbacks;
const STR_String& GetName();
// Suspend the entire scene.
void Suspend();
// Resume a suspended scene.
void Resume();
// Update the mesh for objects based on level of detail settings
void UpdateObjectLods(void);
// LoD Hysteresis functions
void SetLodHysteresis(bool active);
bool IsActivedLodHysteresis();
void SetLodHysteresisValue(int hysteresisvalue);
int GetLodHysteresisValue();
// Update the activity box settings for objects in this scene, if needed.
void UpdateObjectActivity(void);
// Enable/disable activity culling.
void SetActivityCulling(bool b);
// Set the radius of the activity culling box.
void SetActivityCullingRadius(float f);
bool IsSuspended();
bool IsClearingZBuffer();
void EnableZBufferClearing(bool isclearingZbuffer);
bool IsShadowDone() { return m_isShadowDone; }
void SetShadowDone(bool b) { m_isShadowDone = b; }
// use of DBVT tree for camera culling
void SetDbvtCulling(bool b) { m_dbvt_culling = b; }
bool GetDbvtCulling() { return m_dbvt_culling; }
void SetDbvtOcclusionRes(int i) { m_dbvt_occlusion_res = i; }
int GetDbvtOcclusionRes() { return m_dbvt_occlusion_res; }
void SetSceneConverter(class KX_BlenderSceneConverter* sceneConverter);
class PHY_IPhysicsEnvironment* GetPhysicsEnvironment()
{
return m_physicsEnvironment;
}
void SetPhysicsEnvironment(class PHY_IPhysicsEnvironment* physEnv);
void SetGravity(const MT_Vector3& gravity);
MT_Vector3 GetGravity();
short GetAnimationFPS();
/**
* Sets the node tree for this scene.
*/
void SetNodeTree(SG_Tree* root);
/**
* 2D Filters
*/
void Update2DFilter(std::vector<STR_String>& propNames, void* gameObj, RAS_2DFilterManager::RAS_2DFILTER_MODE filtermode, int pass, STR_String& text);
void Render2DFilters(RAS_ICanvas* canvas);
KX_ObstacleSimulation* GetObstacleSimulation() { return m_obstacleSimulation; }
#ifdef WITH_PYTHON
/* --------------------------------------------------------------------- */
/* Python interface ---------------------------------------------------- */
/* --------------------------------------------------------------------- */
KX_PYMETHOD_DOC(KX_Scene, addObject);
KX_PYMETHOD_DOC(KX_Scene, end);
KX_PYMETHOD_DOC(KX_Scene, restart);
KX_PYMETHOD_DOC(KX_Scene, replace);
KX_PYMETHOD_DOC(KX_Scene, suspend);
KX_PYMETHOD_DOC(KX_Scene, resume);
KX_PYMETHOD_DOC(KX_Scene, get);
KX_PYMETHOD_DOC(KX_Scene, drawObstacleSimulation);
/* attributes */
static PyObject* pyattr_get_name(void* self_v, const KX_PYATTRIBUTE_DEF *attrdef);
static PyObject* pyattr_get_objects(void* self_v, const KX_PYATTRIBUTE_DEF *attrdef);
static PyObject* pyattr_get_objects_inactive(void* self_v, const KX_PYATTRIBUTE_DEF *attrdef);
static PyObject* pyattr_get_lights(void* self_v, const KX_PYATTRIBUTE_DEF *attrdef);
static PyObject* pyattr_get_cameras(void* self_v, const KX_PYATTRIBUTE_DEF *attrdef);
static PyObject* pyattr_get_world(void* self_v, const KX_PYATTRIBUTE_DEF *attrdef);
static PyObject* pyattr_get_active_camera(void* self_v, const KX_PYATTRIBUTE_DEF *attrdef);
static int pyattr_set_active_camera(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef, PyObject *value);
static PyObject* pyattr_get_drawing_callback_pre(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef);
static int pyattr_set_drawing_callback_pre(void *selv_v, const KX_PYATTRIBUTE_DEF *attrdef, PyObject *value);
static PyObject* pyattr_get_drawing_callback_post(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef);
static int pyattr_set_drawing_callback_post(void *selv_v, const KX_PYATTRIBUTE_DEF *attrdef, PyObject *value);
static PyObject* pyattr_get_drawing_setup_callback_pre(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef);
static int pyattr_set_drawing_setup_callback_pre(void *selv_v, const KX_PYATTRIBUTE_DEF *attrdef, PyObject *value);
static PyObject* pyattr_get_gravity(void* self_v, const KX_PYATTRIBUTE_DEF *attrdef);
static int pyattr_set_gravity(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef, PyObject *value);
virtual PyObject *py_repr(void) { return PyUnicode_From_STR_String(GetName()); }
/* getitem/setitem */
static PyMappingMethods Mapping;
static PySequenceMethods Sequence;
/**
* Run the registered python drawing functions.
*/
void RunDrawingCallbacks(PyObject *cb_list);
PyObject *GetPreDrawCB() { return m_draw_call_pre; }
PyObject *GetPostDrawCB() { return m_draw_call_post; }
PyObject *GetPreDrawSetupCB() { return m_draw_setup_call_pre; }
#endif
/**
* Sets the time the scene was suspended
*/
void setSuspendedTime(double suspendedtime);
/**
* Returns the "curtime" the scene was suspended
*/
double getSuspendedTime();
/**
* Sets the difference between the local time of the scene (when it
* was running and not suspended) and the "curtime"
*/
void setSuspendedDelta(double suspendeddelta);
/**
* Returns the difference between the local time of the scene (when it
* was running and not suspended) and the "curtime"
*/
double getSuspendedDelta();
/**
* Returns the Blender scene this was made from
*/
struct Scene *GetBlenderScene() { return m_blenderScene; }
bool MergeScene(KX_Scene *other);
//void PrintStats(int verbose_level) {
// m_bucketmanager->PrintStats(verbose_level)
//}
};
typedef std::vector<KX_Scene*> KX_SceneList;
#endif /* __KX_SCENE_H__ */