blender/source/gameengine/Ketsji/KX_KetsjiEngine.cpp
Dalai Felinto 822dcc48cd bgl/BGE: glCopyTexImage2D + bgl.buffer creation error more verbose + dome post_draw (it draw only for the last overlayed scene)
1) glCopyTexImage2D - www.opengl.org/sdk/docs/man/xhtml/glCopyTexImage2D.xml

2) dome post_draw. Now dome mode can also use scene.post_draw. It only runs for the last scene. It's really useful. I'm working on a nice showcase for this (a dome visualizer for the dome mode running with bgl. In the mean time this is a (lame) example of both working together (the buffer is being copied and draw on top of the window):
http://blenderecia.orgfree.com/blender/tmp/dome_bgl_copytex2d.jpg
2010-03-28 10:20:26 +00:00

1918 lines
47 KiB
C++

/*
* $Id$
*
* ***** 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 *****
* The engine ties all game modules together.
*/
#ifdef WIN32
#pragma warning (disable : 4786)
#endif //WIN32
#include <iostream>
#include "KX_KetsjiEngine.h"
#include "ListValue.h"
#include "IntValue.h"
#include "VectorValue.h"
#include "BoolValue.h"
#include "FloatValue.h"
#define KX_NUM_ITERATIONS 4
#include "RAS_BucketManager.h"
#include "RAS_Rect.h"
#include "RAS_IRasterizer.h"
#include "RAS_IRenderTools.h"
#include "RAS_ICanvas.h"
#include "STR_String.h"
#include "MT_Vector3.h"
#include "MT_Transform.h"
#include "SCA_IInputDevice.h"
#include "KX_Scene.h"
#include "MT_CmMatrix4x4.h"
#include "KX_Camera.h"
#include "KX_Dome.h"
#include "KX_Light.h"
#include "KX_PythonInit.h"
#include "KX_PyConstraintBinding.h"
#include "PHY_IPhysicsEnvironment.h"
#include "AUD_C-API.h"
#include "NG_NetworkScene.h"
#include "NG_NetworkDeviceInterface.h"
#include "KX_WorldInfo.h"
#include "KX_ISceneConverter.h"
#include "KX_TimeCategoryLogger.h"
#include "RAS_FramingManager.h"
#include "stdio.h"
#include "DNA_world_types.h"
#include "DNA_scene_types.h"
// If define: little test for Nzc: guarded drawing. If the canvas is
// not valid, skip rendering this frame.
//#define NZC_GUARDED_OUTPUT
#define DEFAULT_LOGIC_TIC_RATE 60.0
#define DEFAULT_PHYSICS_TIC_RATE 60.0
const char KX_KetsjiEngine::m_profileLabels[tc_numCategories][15] = {
"Physics:", // tc_physics
"Logic", // tc_logic
"Network:", // tc_network
"Scenegraph:", // tc_scenegraph
"Sound:", // tc_sound
"Rasterizer:", // tc_rasterizer
"Services:", // tc_services
"Overhead:", // tc_overhead
"Outside:" // tc_outside
};
double KX_KetsjiEngine::m_ticrate = DEFAULT_LOGIC_TIC_RATE;
int KX_KetsjiEngine::m_maxLogicFrame = 5;
int KX_KetsjiEngine::m_maxPhysicsFrame = 5;
double KX_KetsjiEngine::m_anim_framerate = 25.0;
double KX_KetsjiEngine::m_suspendedtime = 0.0;
double KX_KetsjiEngine::m_suspendeddelta = 0.0;
double KX_KetsjiEngine::m_average_framerate = 0.0;
/**
* Constructor of the Ketsji Engine
*/
KX_KetsjiEngine::KX_KetsjiEngine(KX_ISystem* system)
: m_canvas(NULL),
m_rasterizer(NULL),
m_kxsystem(system),
m_rendertools(NULL),
m_sceneconverter(NULL),
m_networkdevice(NULL),
#ifndef DISABLE_PYTHON
m_pythondictionary(NULL),
#endif
m_keyboarddevice(NULL),
m_mousedevice(NULL),
m_propertiesPresent(false),
m_bInitialized(false),
m_activecam(0),
m_bFixedTime(false),
m_firstframe(true),
m_frameTime(0.f),
m_clockTime(0.f),
m_previousClockTime(0.f),
m_exitcode(KX_EXIT_REQUEST_NO_REQUEST),
m_exitstring(""),
m_drawingmode(5),
m_cameraZoom(1.0),
m_overrideCam(false),
m_overrideCamUseOrtho(false),
m_overrideCamNear(0.0),
m_overrideCamFar(0.0),
m_stereo(false),
m_curreye(0),
m_logger(NULL),
// Set up timing info display variables
m_show_framerate(false),
m_show_profile(false),
m_showProperties(false),
m_showBackground(false),
m_show_debug_properties(false),
m_animation_record(false),
// Default behavior is to hide the cursor every frame.
m_hideCursor(false),
m_overrideFrameColor(false),
m_overrideFrameColorR(0.0),
m_overrideFrameColorG(0.0),
m_overrideFrameColorB(0.0),
m_usedome(false)
{
// Initialize the time logger
m_logger = new KX_TimeCategoryLogger (25);
for (int i = tc_first; i < tc_numCategories; i++)
m_logger->AddCategory((KX_TimeCategory)i);
}
/**
* Destructor of the Ketsji Engine, release all memory
*/
KX_KetsjiEngine::~KX_KetsjiEngine()
{
delete m_logger;
if(m_usedome)
delete m_dome;
}
void KX_KetsjiEngine::SetKeyboardDevice(SCA_IInputDevice* keyboarddevice)
{
MT_assert(keyboarddevice);
m_keyboarddevice = keyboarddevice;
}
void KX_KetsjiEngine::SetMouseDevice(SCA_IInputDevice* mousedevice)
{
MT_assert(mousedevice);
m_mousedevice = mousedevice;
}
void KX_KetsjiEngine::SetNetworkDevice(NG_NetworkDeviceInterface* networkdevice)
{
MT_assert(networkdevice);
m_networkdevice = networkdevice;
}
void KX_KetsjiEngine::SetCanvas(RAS_ICanvas* canvas)
{
MT_assert(canvas);
m_canvas = canvas;
}
void KX_KetsjiEngine::SetRenderTools(RAS_IRenderTools* rendertools)
{
MT_assert(rendertools);
m_rendertools = rendertools;
}
void KX_KetsjiEngine::SetRasterizer(RAS_IRasterizer* rasterizer)
{
MT_assert(rasterizer);
m_rasterizer = rasterizer;
}
#ifndef DISABLE_PYTHON
/*
* At the moment the GameLogic module is imported into 'pythondictionary' after this function is called.
* if this function ever changes to assign a copy, make sure the game logic module is imported into this dictionary before hand.
*/
void KX_KetsjiEngine::SetPyNamespace(PyObject* pythondictionary)
{
MT_assert(pythondictionary);
m_pythondictionary = pythondictionary;
}
#endif
void KX_KetsjiEngine::SetSceneConverter(KX_ISceneConverter* sceneconverter)
{
MT_assert(sceneconverter);
m_sceneconverter = sceneconverter;
}
void KX_KetsjiEngine::InitDome(short res, short mode, short angle, float resbuf, short tilt, struct Text* text)
{
m_dome = new KX_Dome(m_canvas, m_rasterizer, m_rendertools,this, res, mode, angle, resbuf, tilt, text);
m_usedome = true;
}
void KX_KetsjiEngine::RenderDome()
{
GLuint viewport[4]={0};
glGetIntegerv(GL_VIEWPORT,(GLint *)viewport);
m_dome->SetViewPort(viewport);
KX_Scene* firstscene = *m_scenes.begin();
const RAS_FrameSettings &framesettings = firstscene->GetFramingType();
m_logger->StartLog(tc_rasterizer, m_kxsystem->GetTimeInSeconds(), true);
// hiding mouse cursor each frame
// (came back when going out of focus and then back in again)
if (m_hideCursor)
m_canvas->SetMouseState(RAS_ICanvas::MOUSE_INVISIBLE);
// clear the entire game screen with the border color
// only once per frame
m_canvas->BeginDraw();
// BeginFrame() sets the actual drawing area. You can use a part of the window
if (!BeginFrame())
return;
KX_SceneList::iterator sceneit;
KX_Scene* scene;
int n_renders=m_dome->GetNumberRenders();// usually 4 or 6
for (int i=0;i<n_renders;i++){
m_canvas->ClearBuffer(RAS_ICanvas::COLOR_BUFFER|RAS_ICanvas::DEPTH_BUFFER);
for (sceneit = m_scenes.begin();sceneit != m_scenes.end(); sceneit++)
// for each scene, call the proceed functions
{
scene = *sceneit;
KX_Camera* cam = scene->GetActiveCamera();
m_rendertools->BeginFrame(m_rasterizer);
// pass the scene's worldsettings to the rasterizer
SetWorldSettings(scene->GetWorldInfo());
// shadow buffers
if (i == 0){
RenderShadowBuffers(scene);
}
// Avoid drawing the scene with the active camera twice when it's viewport is enabled
if(cam && !cam->GetViewport())
{
if (scene->IsClearingZBuffer())
m_rasterizer->ClearDepthBuffer();
m_rendertools->SetAuxilaryClientInfo(scene);
// do the rendering
m_dome->RenderDomeFrame(scene,cam, i);
}
list<class KX_Camera*>* cameras = scene->GetCameras();
// Draw the scene once for each camera with an enabled viewport
list<KX_Camera*>::iterator it = cameras->begin();
while(it != cameras->end())
{
if((*it)->GetViewport())
{
if (scene->IsClearingZBuffer())
m_rasterizer->ClearDepthBuffer();
m_rendertools->SetAuxilaryClientInfo(scene);
// do the rendering
m_dome->RenderDomeFrame(scene, (*it),i);
}
it++;
}
// Part of PostRenderScene()
m_rendertools->MotionBlur(m_rasterizer);
scene->Render2DFilters(m_canvas);
// no RunDrawingCallBacks
// no FlushDebugLines
}
m_dome->BindImages(i);
}
m_canvas->EndFrame();//XXX do we really need that?
m_canvas->SetViewPort(0, 0, m_canvas->GetWidth(), m_canvas->GetHeight());
if (m_overrideFrameColor) //XXX why do we want
{
// Do not use the framing bar color set in the Blender scenes
m_canvas->ClearColor(
m_overrideFrameColorR,
m_overrideFrameColorG,
m_overrideFrameColorB,
1.0
);
}
else
{
// Use the framing bar color set in the Blender scenes
m_canvas->ClearColor(
framesettings.BarRed(),
framesettings.BarGreen(),
framesettings.BarBlue(),
1.0
);
}
m_dome->Draw();
// Draw Callback for the last scene
#ifndef DISABLE_PYTHON
scene->RunDrawingCallbacks(scene->GetPostDrawCB());
#endif
EndFrame();
}
/**
* Ketsji Init(), Initializes datastructures and converts data from
* Blender into Ketsji native (realtime) format also sets up the
* graphics context
*/
void KX_KetsjiEngine::StartEngine(bool clearIpo)
{
m_clockTime = m_kxsystem->GetTimeInSeconds();
m_frameTime = m_kxsystem->GetTimeInSeconds();
m_previousClockTime = m_kxsystem->GetTimeInSeconds();
m_firstframe = true;
m_bInitialized = true;
// there is always one scene enabled at startup
Scene* scene = m_scenes[0]->GetBlenderScene();
if (scene)
{
m_ticrate = scene->gm.ticrate ? scene->gm.ticrate : DEFAULT_LOGIC_TIC_RATE;
m_maxLogicFrame = scene->gm.maxlogicstep ? scene->gm.maxlogicstep : 5;
m_maxPhysicsFrame = scene->gm.maxphystep ? scene->gm.maxlogicstep : 5;
}
else
{
m_ticrate = DEFAULT_LOGIC_TIC_RATE;
m_maxLogicFrame = 5;
m_maxPhysicsFrame = 5;
}
if (m_animation_record)
{
m_sceneconverter->ResetPhysicsObjectsAnimationIpo(clearIpo);
m_sceneconverter->WritePhysicsObjectToAnimationIpo(m_currentFrame);
}
}
void KX_KetsjiEngine::ClearFrame()
{
// clear unless we're drawing overlapping stereo
if(m_rasterizer->InterlacedStereo() &&
m_rasterizer->GetEye() == RAS_IRasterizer::RAS_STEREO_RIGHTEYE)
return;
// clear the viewports with the background color of the first scene
bool doclear = false;
KX_SceneList::iterator sceneit;
RAS_Rect clearvp, area, viewport;
for (sceneit = m_scenes.begin(); sceneit != m_scenes.end(); sceneit++)
{
KX_Scene* scene = *sceneit;
//const RAS_FrameSettings &framesettings = scene->GetFramingType();
list<class KX_Camera*>* cameras = scene->GetCameras();
list<KX_Camera*>::iterator it;
for(it = cameras->begin(); it != cameras->end(); it++)
{
GetSceneViewport(scene, (*it), area, viewport);
if(!doclear) {
clearvp = viewport;
doclear = true;
}
else {
if(viewport.GetLeft() < clearvp.GetLeft())
clearvp.SetLeft(viewport.GetLeft());
if(viewport.GetBottom() < clearvp.GetBottom())
clearvp.SetBottom(viewport.GetBottom());
if(viewport.GetRight() > clearvp.GetRight())
clearvp.SetRight(viewport.GetRight());
if(viewport.GetTop() > clearvp.GetTop())
clearvp.SetTop(viewport.GetTop());
}
}
}
if(doclear) {
KX_Scene* firstscene = *m_scenes.begin();
SetBackGround(firstscene->GetWorldInfo());
m_canvas->SetViewPort(clearvp.GetLeft(), clearvp.GetBottom(),
clearvp.GetRight(), clearvp.GetTop());
m_rasterizer->ClearColorBuffer();
}
}
bool KX_KetsjiEngine::BeginFrame()
{
// set the area used for rendering (stereo can assign only a subset)
m_rasterizer->SetRenderArea();
if (m_canvas->BeginDraw())
{
ClearFrame();
m_rasterizer->BeginFrame(m_drawingmode , m_kxsystem->GetTimeInSeconds());
m_rendertools->BeginFrame(m_rasterizer);
return true;
}
return false;
}
void KX_KetsjiEngine::EndFrame()
{
// Show profiling info
m_logger->StartLog(tc_overhead, m_kxsystem->GetTimeInSeconds(), true);
if (m_show_framerate || m_show_profile || (m_show_debug_properties && m_propertiesPresent))
{
RenderDebugProperties();
}
m_average_framerate = m_logger->GetAverage();
if (m_average_framerate < 1e-6)
m_average_framerate = 1e-6;
m_average_framerate = 1.0/m_average_framerate;
// Go to next profiling measurement, time spend after this call is shown in the next frame.
m_logger->NextMeasurement(m_kxsystem->GetTimeInSeconds());
m_logger->StartLog(tc_rasterizer, m_kxsystem->GetTimeInSeconds(), true);
m_rasterizer->EndFrame();
// swap backbuffer (drawing into this buffer) <-> front/visible buffer
m_rasterizer->SwapBuffers();
m_rendertools->EndFrame(m_rasterizer);
m_canvas->EndDraw();
}
//#include "PIL_time.h"
//#include "LinearMath/btQuickprof.h"
bool KX_KetsjiEngine::NextFrame()
{
double timestep = 1.0/m_ticrate;
double framestep = timestep;
// static hidden::Clock sClock;
m_logger->StartLog(tc_services, m_kxsystem->GetTimeInSeconds(),true);
//float dt = sClock.getTimeMicroseconds() * 0.000001f;
//sClock.reset();
if (m_bFixedTime)
m_clockTime += timestep;
else
{
// m_clockTime += dt;
m_clockTime = m_kxsystem->GetTimeInSeconds();
}
double deltatime = m_clockTime - m_frameTime;
if (deltatime<0.f)
{
printf("problem with clock\n");
deltatime = 0.f;
m_clockTime = 0.f;
m_frameTime = 0.f;
}
// Compute the number of logic frames to do each update (fixed tic bricks)
int frames =int(deltatime*m_ticrate+1e-6);
// if (frames>1)
// printf("****************************************");
// printf("dt = %f, deltatime = %f, frames = %d\n",dt, deltatime,frames);
// if (!frames)
// PIL_sleep_ms(1);
KX_SceneList::iterator sceneit;
if (frames>m_maxPhysicsFrame)
{
// printf("framedOut: %d\n",frames);
m_frameTime+=(frames-m_maxPhysicsFrame)*timestep;
frames = m_maxPhysicsFrame;
}
bool doRender = frames>0;
if (frames > m_maxLogicFrame)
{
framestep = (frames*timestep)/m_maxLogicFrame;
frames = m_maxLogicFrame;
}
while (frames)
{
m_frameTime += framestep;
for (sceneit = m_scenes.begin();sceneit != m_scenes.end(); ++sceneit)
// for each scene, call the proceed functions
{
KX_Scene* scene = *sceneit;
/* Suspension holds the physics and logic processing for an
* entire scene. Objects can be suspended individually, and
* the settings for that preceed the logic and physics
* update. */
m_logger->StartLog(tc_logic, m_kxsystem->GetTimeInSeconds(), true);
m_sceneconverter->resetNoneDynamicObjectToIpo();//this is for none dynamic objects with ipo
scene->UpdateObjectActivity();
if (!scene->IsSuspended())
{
// if the scene was suspended recalcutlate the delta tu "curtime"
m_suspendedtime = scene->getSuspendedTime();
if (scene->getSuspendedTime()!=0.0)
scene->setSuspendedDelta(scene->getSuspendedDelta()+m_clockTime-scene->getSuspendedTime());
m_suspendeddelta = scene->getSuspendedDelta();
m_logger->StartLog(tc_network, m_kxsystem->GetTimeInSeconds(), true);
SG_SetActiveStage(SG_STAGE_NETWORK);
scene->GetNetworkScene()->proceed(m_frameTime);
//m_logger->StartLog(tc_scenegraph, m_kxsystem->GetTimeInSeconds(), true);
//SG_SetActiveStage(SG_STAGE_NETWORK_UPDATE);
//scene->UpdateParents(m_frameTime);
m_logger->StartLog(tc_physics, m_kxsystem->GetTimeInSeconds(), true);
SG_SetActiveStage(SG_STAGE_PHYSICS1);
// set Python hooks for each scene
#ifndef DISABLE_PYTHON
PHY_SetActiveEnvironment(scene->GetPhysicsEnvironment());
#endif
KX_SetActiveScene(scene);
scene->GetPhysicsEnvironment()->endFrame();
// Update scenegraph after physics step. This maps physics calculations
// into node positions.
//m_logger->StartLog(tc_scenegraph, m_kxsystem->GetTimeInSeconds(), true);
//SG_SetActiveStage(SG_STAGE_PHYSICS1_UPDATE);
//scene->UpdateParents(m_frameTime);
// Process sensors, and controllers
m_logger->StartLog(tc_logic, m_kxsystem->GetTimeInSeconds(), true);
SG_SetActiveStage(SG_STAGE_CONTROLLER);
scene->LogicBeginFrame(m_frameTime);
// Scenegraph needs to be updated again, because Logic Controllers
// can affect the local matrices.
m_logger->StartLog(tc_scenegraph, m_kxsystem->GetTimeInSeconds(), true);
SG_SetActiveStage(SG_STAGE_CONTROLLER_UPDATE);
scene->UpdateParents(m_frameTime);
// Process actuators
// Do some cleanup work for this logic frame
m_logger->StartLog(tc_logic, m_kxsystem->GetTimeInSeconds(), true);
SG_SetActiveStage(SG_STAGE_ACTUATOR);
scene->LogicUpdateFrame(m_frameTime, true);
scene->LogicEndFrame();
// Actuators can affect the scenegraph
m_logger->StartLog(tc_scenegraph, m_kxsystem->GetTimeInSeconds(), true);
SG_SetActiveStage(SG_STAGE_ACTUATOR_UPDATE);
scene->UpdateParents(m_frameTime);
m_logger->StartLog(tc_physics, m_kxsystem->GetTimeInSeconds(), true);
SG_SetActiveStage(SG_STAGE_PHYSICS2);
scene->GetPhysicsEnvironment()->beginFrame();
// Perform physics calculations on the scene. This can involve
// many iterations of the physics solver.
scene->GetPhysicsEnvironment()->proceedDeltaTime(m_frameTime,timestep,framestep);//m_deltatimerealDeltaTime);
m_logger->StartLog(tc_scenegraph, m_kxsystem->GetTimeInSeconds(), true);
SG_SetActiveStage(SG_STAGE_PHYSICS2_UPDATE);
scene->UpdateParents(m_frameTime);
if (m_animation_record)
{
m_sceneconverter->WritePhysicsObjectToAnimationIpo(++m_currentFrame);
}
scene->setSuspendedTime(0.0);
} // suspended
else
if(scene->getSuspendedTime()==0.0)
scene->setSuspendedTime(m_clockTime);
DoSound(scene);
m_logger->StartLog(tc_services, m_kxsystem->GetTimeInSeconds(), true);
}
// update system devices
m_logger->StartLog(tc_logic, m_kxsystem->GetTimeInSeconds(), true);
if (m_keyboarddevice)
m_keyboarddevice->NextFrame();
if (m_mousedevice)
m_mousedevice->NextFrame();
if (m_networkdevice)
m_networkdevice->NextFrame();
// scene management
ProcessScheduledScenes();
frames--;
}
bool bUseAsyncLogicBricks= false;//true;
if (bUseAsyncLogicBricks)
{
// Logic update sub frame: this will let some logic bricks run at the
// full frame rate.
for (sceneit = m_scenes.begin();sceneit != m_scenes.end(); ++sceneit)
// for each scene, call the proceed functions
{
KX_Scene* scene = *sceneit;
if (!scene->IsSuspended())
{
// if the scene was suspended recalcutlate the delta tu "curtime"
m_suspendedtime = scene->getSuspendedTime();
if (scene->getSuspendedTime()!=0.0)
scene->setSuspendedDelta(scene->getSuspendedDelta()+m_clockTime-scene->getSuspendedTime());
m_suspendeddelta = scene->getSuspendedDelta();
// set Python hooks for each scene
#ifndef DISABLE_PYTHON
PHY_SetActiveEnvironment(scene->GetPhysicsEnvironment());
#endif
KX_SetActiveScene(scene);
m_logger->StartLog(tc_scenegraph, m_kxsystem->GetTimeInSeconds(), true);
SG_SetActiveStage(SG_STAGE_PHYSICS1);
scene->UpdateParents(m_clockTime);
// Perform physics calculations on the scene. This can involve
// many iterations of the physics solver.
m_logger->StartLog(tc_physics, m_kxsystem->GetTimeInSeconds(), true);
scene->GetPhysicsEnvironment()->proceedDeltaTime(m_clockTime,timestep,timestep);
// Update scenegraph after physics step. This maps physics calculations
// into node positions.
m_logger->StartLog(tc_scenegraph, m_kxsystem->GetTimeInSeconds(), true);
SG_SetActiveStage(SG_STAGE_PHYSICS2);
scene->UpdateParents(m_clockTime);
// Do some cleanup work for this logic frame
m_logger->StartLog(tc_logic, m_kxsystem->GetTimeInSeconds(), true);
scene->LogicUpdateFrame(m_clockTime, false);
// Actuators can affect the scenegraph
m_logger->StartLog(tc_scenegraph, m_kxsystem->GetTimeInSeconds(), true);
SG_SetActiveStage(SG_STAGE_ACTUATOR);
scene->UpdateParents(m_clockTime);
scene->setSuspendedTime(0.0);
} // suspended
else
if(scene->getSuspendedTime()==0.0)
scene->setSuspendedTime(m_clockTime);
DoSound(scene);
m_logger->StartLog(tc_services, m_kxsystem->GetTimeInSeconds(), true);
}
}
m_previousClockTime = m_clockTime;
// Start logging time spend outside main loop
m_logger->StartLog(tc_outside, m_kxsystem->GetTimeInSeconds(), true);
return doRender;
}
void KX_KetsjiEngine::Render()
{
if(m_usedome){
RenderDome();
return;
}
KX_Scene* firstscene = *m_scenes.begin();
const RAS_FrameSettings &framesettings = firstscene->GetFramingType();
m_logger->StartLog(tc_rasterizer, m_kxsystem->GetTimeInSeconds(), true);
SG_SetActiveStage(SG_STAGE_RENDER);
// hiding mouse cursor each frame
// (came back when going out of focus and then back in again)
if (m_hideCursor)
m_canvas->SetMouseState(RAS_ICanvas::MOUSE_INVISIBLE);
// clear the entire game screen with the border color
// only once per frame
m_canvas->BeginDraw();
if (m_drawingmode == RAS_IRasterizer::KX_TEXTURED) {
m_canvas->SetViewPort(0, 0, m_canvas->GetWidth(), m_canvas->GetHeight());
if (m_overrideFrameColor)
{
// Do not use the framing bar color set in the Blender scenes
m_canvas->ClearColor(
m_overrideFrameColorR,
m_overrideFrameColorG,
m_overrideFrameColorB,
1.0
);
}
else
{
// Use the framing bar color set in the Blender scenes
m_canvas->ClearColor(
framesettings.BarRed(),
framesettings.BarGreen(),
framesettings.BarBlue(),
1.0
);
}
// clear the -whole- viewport
m_canvas->ClearBuffer(RAS_ICanvas::COLOR_BUFFER|RAS_ICanvas::DEPTH_BUFFER);
}
m_rasterizer->SetEye(RAS_IRasterizer::RAS_STEREO_LEFTEYE);
// BeginFrame() sets the actual drawing area. You can use a part of the window
if (!BeginFrame())
return;
KX_SceneList::iterator sceneit;
for (sceneit = m_scenes.begin();sceneit != m_scenes.end(); sceneit++)
// for each scene, call the proceed functions
{
KX_Scene* scene = *sceneit;
KX_Camera* cam = scene->GetActiveCamera();
// pass the scene's worldsettings to the rasterizer
SetWorldSettings(scene->GetWorldInfo());
// this is now done incrementatlly in KX_Scene::CalculateVisibleMeshes
//scene->UpdateMeshTransformations();
// shadow buffers
RenderShadowBuffers(scene);
// Avoid drawing the scene with the active camera twice when it's viewport is enabled
if(cam && !cam->GetViewport())
{
if (scene->IsClearingZBuffer())
m_rasterizer->ClearDepthBuffer();
m_rendertools->SetAuxilaryClientInfo(scene);
// do the rendering
RenderFrame(scene, cam);
}
list<class KX_Camera*>* cameras = scene->GetCameras();
// Draw the scene once for each camera with an enabled viewport
list<KX_Camera*>::iterator it = cameras->begin();
while(it != cameras->end())
{
if((*it)->GetViewport())
{
if (scene->IsClearingZBuffer())
m_rasterizer->ClearDepthBuffer();
m_rendertools->SetAuxilaryClientInfo(scene);
// do the rendering
RenderFrame(scene, (*it));
}
it++;
}
PostRenderScene(scene);
}
// only one place that checks for stereo
if(m_rasterizer->Stereo())
{
m_rasterizer->SetEye(RAS_IRasterizer::RAS_STEREO_RIGHTEYE);
if (!BeginFrame())
return;
for (sceneit = m_scenes.begin();sceneit != m_scenes.end(); sceneit++)
// for each scene, call the proceed functions
{
KX_Scene* scene = *sceneit;
KX_Camera* cam = scene->GetActiveCamera();
// pass the scene's worldsettings to the rasterizer
SetWorldSettings(scene->GetWorldInfo());
if (scene->IsClearingZBuffer())
m_rasterizer->ClearDepthBuffer();
//pass the scene, for picking and raycasting (shadows)
m_rendertools->SetAuxilaryClientInfo(scene);
// do the rendering
//RenderFrame(scene);
RenderFrame(scene, cam);
list<class KX_Camera*>* cameras = scene->GetCameras();
// Draw the scene once for each camera with an enabled viewport
list<KX_Camera*>::iterator it = cameras->begin();
while(it != cameras->end())
{
if((*it)->GetViewport())
{
if (scene->IsClearingZBuffer())
m_rasterizer->ClearDepthBuffer();
m_rendertools->SetAuxilaryClientInfo(scene);
// do the rendering
RenderFrame(scene, (*it));
}
it++;
}
PostRenderScene(scene);
}
} // if(m_rasterizer->Stereo())
EndFrame();
}
void KX_KetsjiEngine::RequestExit(int exitrequestmode)
{
m_exitcode = exitrequestmode;
}
void KX_KetsjiEngine::SetNameNextGame(const STR_String& nextgame)
{
m_exitstring = nextgame;
}
int KX_KetsjiEngine::GetExitCode()
{
// if a gameactuator has set an exitcode or if there are no scenes left
if (!m_exitcode)
{
if (m_scenes.begin()==m_scenes.end())
m_exitcode = KX_EXIT_REQUEST_NO_SCENES_LEFT;
}
return m_exitcode;
}
const STR_String& KX_KetsjiEngine::GetExitString()
{
return m_exitstring;
}
void KX_KetsjiEngine::DoSound(KX_Scene* scene)
{
m_logger->StartLog(tc_sound, m_kxsystem->GetTimeInSeconds(), true);
KX_Camera* cam = scene->GetActiveCamera();
if (!cam)
return;
MT_Point3 listenerposition = cam->NodeGetWorldPosition();
MT_Vector3 listenervelocity = cam->GetLinearVelocity();
MT_Matrix3x3 listenerorientation = cam->NodeGetWorldOrientation();
{
AUD_3DData data;
float f;
listenerorientation.getValue3x3(data.orientation);
listenerposition.getValue(data.position);
listenervelocity.getValue(data.velocity);
f = data.position[1];
data.position[1] = data.position[2];
data.position[2] = -f;
f = data.velocity[1];
data.velocity[1] = data.velocity[2];
data.velocity[2] = -f;
f = data.orientation[1];
data.orientation[1] = data.orientation[2];
data.orientation[2] = -f;
f = data.orientation[3];
data.orientation[3] = -data.orientation[6];
data.orientation[6] = f;
f = data.orientation[4];
data.orientation[4] = -data.orientation[8];
data.orientation[8] = -f;
f = data.orientation[5];
data.orientation[5] = data.orientation[7];
data.orientation[7] = f;
AUD_updateListener(&data);
}
}
void KX_KetsjiEngine::SetBackGround(KX_WorldInfo* wi)
{
if (wi->hasWorld())
{
if (m_drawingmode == RAS_IRasterizer::KX_TEXTURED)
{
m_rasterizer->SetBackColor(
wi->getBackColorRed(),
wi->getBackColorGreen(),
wi->getBackColorBlue(),
0.0
);
}
}
}
void KX_KetsjiEngine::SetWorldSettings(KX_WorldInfo* wi)
{
if (wi->hasWorld())
{
// ...
m_rasterizer->SetAmbientColor(
wi->getAmbientColorRed(),
wi->getAmbientColorGreen(),
wi->getAmbientColorBlue()
);
if (m_drawingmode >= RAS_IRasterizer::KX_SOLID)
{
if (wi->hasMist())
{
m_rasterizer->SetFog(
wi->getMistStart(),
wi->getMistDistance(),
wi->getMistColorRed(),
wi->getMistColorGreen(),
wi->getMistColorBlue()
);
}
}
}
}
void KX_KetsjiEngine::SetDrawType(int drawingmode)
{
m_drawingmode = drawingmode;
}
void KX_KetsjiEngine::EnableCameraOverride(const STR_String& forscene)
{
m_overrideCam = true;
m_overrideSceneName = forscene;
}
void KX_KetsjiEngine::SetCameraZoom(float camzoom)
{
m_cameraZoom = camzoom;
}
void KX_KetsjiEngine::SetCameraOverrideUseOrtho(bool useOrtho)
{
m_overrideCamUseOrtho = useOrtho;
}
void KX_KetsjiEngine::SetCameraOverrideProjectionMatrix(const MT_CmMatrix4x4& mat)
{
m_overrideCamProjMat = mat;
}
void KX_KetsjiEngine::SetCameraOverrideViewMatrix(const MT_CmMatrix4x4& mat)
{
m_overrideCamViewMat = mat;
}
void KX_KetsjiEngine::SetCameraOverrideClipping(float near, float far)
{
m_overrideCamNear = near;
m_overrideCamFar = far;
}
void KX_KetsjiEngine::SetCameraOverrideLens(float lens)
{
m_overrideCamLens = lens;
}
void KX_KetsjiEngine::GetSceneViewport(KX_Scene *scene, KX_Camera* cam, RAS_Rect& area, RAS_Rect& viewport)
{
// In this function we make sure the rasterizer settings are upto
// date. We compute the viewport so that logic
// using this information is upto date.
// Note we postpone computation of the projection matrix
// so that we are using the latest camera position.
if (cam->GetViewport()) {
RAS_Rect userviewport;
userviewport.SetLeft(cam->GetViewportLeft());
userviewport.SetBottom(cam->GetViewportBottom());
userviewport.SetRight(cam->GetViewportRight());
userviewport.SetTop(cam->GetViewportTop());
// Don't do bars on user specified viewport
RAS_FrameSettings settings = scene->GetFramingType();
if(settings.FrameType() == RAS_FrameSettings::e_frame_bars)
settings.SetFrameType(RAS_FrameSettings::e_frame_extend);
RAS_FramingManager::ComputeViewport(
scene->GetFramingType(),
userviewport,
viewport
);
area = userviewport;
}
else if ( !m_overrideCam || (scene->GetName() != m_overrideSceneName) || m_overrideCamUseOrtho ) {
RAS_FramingManager::ComputeViewport(
scene->GetFramingType(),
m_canvas->GetDisplayArea(),
viewport
);
area = m_canvas->GetDisplayArea();
} else {
viewport.SetLeft(0);
viewport.SetBottom(0);
viewport.SetRight(int(m_canvas->GetWidth()));
viewport.SetTop(int(m_canvas->GetHeight()));
area = m_canvas->GetDisplayArea();
}
}
void KX_KetsjiEngine::RenderShadowBuffers(KX_Scene *scene)
{
CListValue *lightlist = scene->GetLightList();
int i, drawmode;
m_rendertools->SetAuxilaryClientInfo(scene);
for(i=0; i<lightlist->GetCount(); i++) {
KX_GameObject *gameobj = (KX_GameObject*)lightlist->GetValue(i);
KX_LightObject *light = (KX_LightObject*)gameobj;
light->Update();
if(m_drawingmode == RAS_IRasterizer::KX_TEXTURED && light->HasShadowBuffer()) {
/* make temporary camera */
RAS_CameraData camdata = RAS_CameraData();
KX_Camera *cam = new KX_Camera(scene, scene->m_callbacks, camdata, true, true);
cam->SetName("__shadow__cam__");
MT_Transform camtrans;
/* switch drawmode for speed */
drawmode = m_rasterizer->GetDrawingMode();
m_rasterizer->SetDrawingMode(RAS_IRasterizer::KX_SHADOW);
/* binds framebuffer object, sets up camera .. */
light->BindShadowBuffer(m_rasterizer, cam, camtrans);
/* update scene */
scene->CalculateVisibleMeshes(m_rasterizer, cam, light->GetShadowLayer());
/* render */
m_rasterizer->ClearDepthBuffer();
scene->RenderBuckets(camtrans, m_rasterizer, m_rendertools);
/* unbind framebuffer object, restore drawmode, free camera */
light->UnbindShadowBuffer(m_rasterizer);
m_rasterizer->SetDrawingMode(drawmode);
cam->Release();
}
}
}
// update graphics
void KX_KetsjiEngine::RenderFrame(KX_Scene* scene, KX_Camera* cam)
{
bool override_camera;
RAS_Rect viewport, area;
float nearfrust, farfrust, focallength;
// KX_Camera* cam = scene->GetActiveCamera();
if (!cam)
return;
GetSceneViewport(scene, cam, area, viewport);
// store the computed viewport in the scene
scene->SetSceneViewport(viewport);
// set the viewport for this frame and scene
m_canvas->SetViewPort(viewport.GetLeft(), viewport.GetBottom(),
viewport.GetRight(), viewport.GetTop());
// see KX_BlenderMaterial::Activate
//m_rasterizer->SetAmbient();
m_rasterizer->DisplayFog();
override_camera = m_overrideCam && (scene->GetName() == m_overrideSceneName);
override_camera = override_camera && (cam->GetName() == "__default__cam__");
if (override_camera && m_overrideCamUseOrtho) {
m_rasterizer->SetProjectionMatrix(m_overrideCamProjMat);
if (!cam->hasValidProjectionMatrix()) {
// needed to get frustrum planes for culling
MT_Matrix4x4 projmat;
projmat.setValue(m_overrideCamProjMat.getPointer());
cam->SetProjectionMatrix(projmat);
}
} else if (cam->hasValidProjectionMatrix() && !cam->GetViewport() )
{
m_rasterizer->SetProjectionMatrix(cam->GetProjectionMatrix());
} else
{
RAS_FrameFrustum frustum;
bool orthographic = !cam->GetCameraData()->m_perspective;
nearfrust = cam->GetCameraNear();
farfrust = cam->GetCameraFar();
focallength = cam->GetFocalLength();
MT_Matrix4x4 projmat;
if(override_camera) {
nearfrust = m_overrideCamNear;
farfrust = m_overrideCamFar;
}
if (orthographic) {
RAS_FramingManager::ComputeOrtho(
scene->GetFramingType(),
area,
viewport,
cam->GetScale(),
nearfrust,
farfrust,
frustum
);
if (!cam->GetViewport()) {
frustum.x1 *= m_cameraZoom;
frustum.x2 *= m_cameraZoom;
frustum.y1 *= m_cameraZoom;
frustum.y2 *= m_cameraZoom;
}
projmat = m_rasterizer->GetOrthoMatrix(
frustum.x1, frustum.x2, frustum.y1, frustum.y2, frustum.camnear, frustum.camfar);
} else {
RAS_FramingManager::ComputeFrustum(
scene->GetFramingType(),
area,
viewport,
cam->GetLens(),
nearfrust,
farfrust,
frustum
);
if (!cam->GetViewport()) {
frustum.x1 *= m_cameraZoom;
frustum.x2 *= m_cameraZoom;
frustum.y1 *= m_cameraZoom;
frustum.y2 *= m_cameraZoom;
}
projmat = m_rasterizer->GetFrustumMatrix(
frustum.x1, frustum.x2, frustum.y1, frustum.y2, frustum.camnear, frustum.camfar, focallength);
}
cam->SetProjectionMatrix(projmat);
// Otherwise the projection matrix for each eye will be the same...
if (!orthographic && m_rasterizer->Stereo())
cam->InvalidateProjectionMatrix();
}
MT_Transform camtrans(cam->GetWorldToCamera());
MT_Matrix4x4 viewmat(camtrans);
m_rasterizer->SetViewMatrix(viewmat, cam->NodeGetWorldOrientation(), cam->NodeGetWorldPosition(), cam->GetCameraData()->m_perspective);
cam->SetModelviewMatrix(viewmat);
// The following actually reschedules all vertices to be
// redrawn. There is a cache between the actual rescheduling
// and this call though. Visibility is imparted when this call
// runs through the individual objects.
m_logger->StartLog(tc_scenegraph, m_kxsystem->GetTimeInSeconds(), true);
SG_SetActiveStage(SG_STAGE_CULLING);
scene->CalculateVisibleMeshes(m_rasterizer,cam);
m_logger->StartLog(tc_rasterizer, m_kxsystem->GetTimeInSeconds(), true);
SG_SetActiveStage(SG_STAGE_RENDER);
#ifndef DISABLE_PYTHON
// Run any pre-drawing python callbacks
scene->RunDrawingCallbacks(scene->GetPreDrawCB());
#endif
scene->RenderBuckets(camtrans, m_rasterizer, m_rendertools);
if (scene->GetPhysicsEnvironment())
scene->GetPhysicsEnvironment()->debugDrawWorld();
}
/*
To run once per scene
*/
void KX_KetsjiEngine::PostRenderScene(KX_Scene* scene)
{
m_rendertools->MotionBlur(m_rasterizer);
scene->Render2DFilters(m_canvas);
#ifndef DISABLE_PYTHON
scene->RunDrawingCallbacks(scene->GetPostDrawCB());
#endif
m_rasterizer->FlushDebugLines();
}
void KX_KetsjiEngine::StopEngine()
{
if (m_bInitialized)
{
if (m_animation_record)
{
// printf("TestHandlesPhysicsObjectToAnimationIpo\n");
m_sceneconverter->TestHandlesPhysicsObjectToAnimationIpo();
}
KX_SceneList::iterator sceneit;
for (sceneit = m_scenes.begin();sceneit != m_scenes.end() ; sceneit++)
{
KX_Scene* scene = *sceneit;
m_sceneconverter->RemoveScene(scene);
}
m_scenes.clear();
// cleanup all the stuff
m_rasterizer->Exit();
}
}
// Scene Management is able to switch between scenes
// and have several scene's running in parallel
void KX_KetsjiEngine::AddScene(KX_Scene* scene)
{
m_scenes.push_back(scene);
PostProcessScene(scene);
SceneListsChanged();
}
void KX_KetsjiEngine::PostProcessScene(KX_Scene* scene)
{
bool override_camera = (m_overrideCam && (scene->GetName() == m_overrideSceneName));
SG_SetActiveStage(SG_STAGE_SCENE);
// if there is no activecamera, or the camera is being
// overridden we need to construct a temporarily camera
if (!scene->GetActiveCamera() || override_camera)
{
KX_Camera* activecam = NULL;
RAS_CameraData camdata = RAS_CameraData();
if (override_camera) camdata.m_lens = m_overrideCamLens;
activecam = new KX_Camera(scene,KX_Scene::m_callbacks,camdata);
activecam->SetName("__default__cam__");
// set transformation
if (override_camera) {
const MT_CmMatrix4x4& cammatdata = m_overrideCamViewMat;
MT_Transform trans = MT_Transform(cammatdata.getPointer());
MT_Transform camtrans;
camtrans.invert(trans);
activecam->NodeSetLocalPosition(camtrans.getOrigin());
activecam->NodeSetLocalOrientation(camtrans.getBasis());
activecam->NodeUpdateGS(0);
} else {
activecam->NodeSetLocalPosition(MT_Point3(0.0, 0.0, 0.0));
activecam->NodeSetLocalOrientation(MT_Vector3(0.0, 0.0, 0.0));
activecam->NodeUpdateGS(0);
}
scene->AddCamera(activecam);
scene->SetActiveCamera(activecam);
scene->GetObjectList()->Add(activecam->AddRef());
scene->GetRootParentList()->Add(activecam->AddRef());
//done with activecam
activecam->Release();
}
scene->UpdateParents(0.0);
}
void KX_KetsjiEngine::RenderDebugProperties()
{
STR_String debugtxt;
int xcoord = 10; // mmmm, these constants were taken from blender source
int ycoord = 14; // to 'mimic' behaviour
float tottime = m_logger->GetAverage();
if (tottime < 1e-6f) {
tottime = 1e-6f;
}
// Set viewport to entire canvas
RAS_Rect viewport;
m_canvas->SetViewPort(0, 0, int(m_canvas->GetWidth()), int(m_canvas->GetHeight()));
/* Framerate display */
if (m_show_framerate) {
debugtxt.Format("swap : %.3f (%.3f frames per second)", tottime, 1.0/tottime);
m_rendertools->RenderText2D(RAS_IRenderTools::RAS_TEXT_PADDED,
debugtxt.Ptr(),
xcoord,
ycoord,
m_canvas->GetWidth() /* RdV, TODO ?? */,
m_canvas->GetHeight() /* RdV, TODO ?? */);
ycoord += 14;
}
/* Profile and framerate display */
if (m_show_profile)
{
for (int j = tc_first; j < tc_numCategories; j++)
{
debugtxt.Format(m_profileLabels[j]);
m_rendertools->RenderText2D(RAS_IRenderTools::RAS_TEXT_PADDED,
debugtxt.Ptr(),
xcoord,ycoord,
m_canvas->GetWidth(),
m_canvas->GetHeight());
double time = m_logger->GetAverage((KX_TimeCategory)j);
debugtxt.Format("%.3fms (%2.2f %%)", time*1000.f, time/tottime * 100.f);
m_rendertools->RenderText2D(RAS_IRenderTools::RAS_TEXT_PADDED,
debugtxt.Ptr(),
xcoord + 60 ,ycoord,
m_canvas->GetWidth(),
m_canvas->GetHeight());
ycoord += 14;
}
}
/* Property display*/
if (m_show_debug_properties && m_propertiesPresent)
{
KX_SceneList::iterator sceneit;
for (sceneit = m_scenes.begin();sceneit != m_scenes.end() ; sceneit++)
{
KX_Scene* scene = *sceneit;
/* the 'normal' debug props */
vector<SCA_DebugProp*>& debugproplist = scene->GetDebugProperties();
for (vector<SCA_DebugProp*>::iterator it = debugproplist.begin();
!(it==debugproplist.end());it++)
{
CValue* propobj = (*it)->m_obj;
STR_String objname = propobj->GetName();
STR_String propname = (*it)->m_name;
if (propname == "__state__")
{
// reserve name for object state
KX_GameObject* gameobj = static_cast<KX_GameObject*>(propobj);
unsigned int state = gameobj->GetState();
debugtxt = objname + "." + propname + " = ";
bool first = true;
for (int statenum=1;state;state >>= 1, statenum++)
{
if (state & 1)
{
if (!first)
{
debugtxt += ",";
}
debugtxt += STR_String(statenum);
first = false;
}
}
m_rendertools->RenderText2D(RAS_IRenderTools::RAS_TEXT_PADDED,
debugtxt.Ptr(),
xcoord,
ycoord,
m_canvas->GetWidth(),
m_canvas->GetHeight());
ycoord += 14;
}
else
{
CValue* propval = propobj->GetProperty(propname);
if (propval)
{
STR_String text = propval->GetText();
debugtxt = objname + "." + propname + " = " + text;
m_rendertools->RenderText2D(RAS_IRenderTools::RAS_TEXT_PADDED,
debugtxt.Ptr(),
xcoord,
ycoord,
m_canvas->GetWidth(),
m_canvas->GetHeight());
ycoord += 14;
}
}
}
}
}
}
KX_SceneList* KX_KetsjiEngine::CurrentScenes()
{
return &m_scenes;
}
KX_Scene* KX_KetsjiEngine::FindScene(const STR_String& scenename)
{
KX_SceneList::iterator sceneit = m_scenes.begin();
// bit risky :) better to split the second clause
while ( (sceneit != m_scenes.end())
&& ((*sceneit)->GetName() != scenename))
{
sceneit++;
}
return ((sceneit == m_scenes.end()) ? NULL : *sceneit);
}
void KX_KetsjiEngine::ConvertAndAddScene(const STR_String& scenename,bool overlay)
{
// only add scene when it doesn't exist!
if (FindScene(scenename))
{
STR_String tmpname = scenename;
printf("warning: scene %s already exists, not added!\n",tmpname.Ptr());
}
else
{
if (overlay)
{
m_addingOverlayScenes.insert(scenename);
}
else
{
m_addingBackgroundScenes.insert(scenename);
}
}
}
void KX_KetsjiEngine::RemoveScene(const STR_String& scenename)
{
if (FindScene(scenename))
{
m_removingScenes.insert(scenename);
}
else
{
// STR_String tmpname = scenename;
std::cout << "warning: scene " << scenename << " does not exist, not removed!" << std::endl;
}
}
void KX_KetsjiEngine::RemoveScheduledScenes()
{
if (m_removingScenes.size())
{
set<STR_String>::iterator scenenameit;
for (scenenameit=m_removingScenes.begin();scenenameit != m_removingScenes.end();scenenameit++)
{
STR_String scenename = *scenenameit;
KX_SceneList::iterator sceneit;
for (sceneit = m_scenes.begin();sceneit != m_scenes.end() ; sceneit++)
{
KX_Scene* scene = *sceneit;
if (scene->GetName()==scenename)
{
m_sceneconverter->RemoveScene(scene);
m_scenes.erase(sceneit);
break;
}
}
}
m_removingScenes.clear();
}
}
KX_Scene* KX_KetsjiEngine::CreateScene(Scene *scene)
{
KX_Scene* tmpscene = new KX_Scene(m_keyboarddevice,
m_mousedevice,
m_networkdevice,
scene->id.name+2,
scene);
m_sceneconverter->ConvertScene(tmpscene,
m_rendertools,
m_canvas);
return tmpscene;
}
KX_Scene* KX_KetsjiEngine::CreateScene(const STR_String& scenename)
{
Scene *scene = m_sceneconverter->GetBlenderSceneForName(scenename);
return CreateScene(scene);
}
void KX_KetsjiEngine::AddScheduledScenes()
{
set<STR_String>::iterator scenenameit;
if (m_addingOverlayScenes.size())
{
for (scenenameit = m_addingOverlayScenes.begin();
scenenameit != m_addingOverlayScenes.end();
scenenameit++)
{
STR_String scenename = *scenenameit;
KX_Scene* tmpscene = CreateScene(scenename);
m_scenes.push_back(tmpscene);
PostProcessScene(tmpscene);
}
m_addingOverlayScenes.clear();
}
if (m_addingBackgroundScenes.size())
{
for (scenenameit = m_addingBackgroundScenes.begin();
scenenameit != m_addingBackgroundScenes.end();
scenenameit++)
{
STR_String scenename = *scenenameit;
KX_Scene* tmpscene = CreateScene(scenename);
m_scenes.insert(m_scenes.begin(),tmpscene);
PostProcessScene(tmpscene);
}
m_addingBackgroundScenes.clear();
}
}
void KX_KetsjiEngine::ReplaceScene(const STR_String& oldscene,const STR_String& newscene)
{
m_replace_scenes.insert(std::make_pair(oldscene,newscene));
}
// replace scene is not the same as removing and adding because the
// scene must be in exact the same place (to maintain drawingorder)
// (nzc) - should that not be done with a scene-display list? It seems
// stupid to rely on the mem allocation order...
void KX_KetsjiEngine::ReplaceScheduledScenes()
{
if (m_replace_scenes.size())
{
set<pair<STR_String,STR_String> >::iterator scenenameit;
for (scenenameit = m_replace_scenes.begin();
scenenameit != m_replace_scenes.end();
scenenameit++)
{
STR_String oldscenename = (*scenenameit).first;
STR_String newscenename = (*scenenameit).second;
int i=0;
/* Scenes are not supposed to be included twice... I think */
KX_SceneList::iterator sceneit;
for (sceneit = m_scenes.begin();sceneit != m_scenes.end() ; sceneit++)
{
KX_Scene* scene = *sceneit;
if (scene->GetName() == oldscenename)
{
m_sceneconverter->RemoveScene(scene);
KX_Scene* tmpscene = CreateScene(newscenename);
m_scenes[i]=tmpscene;
PostProcessScene(tmpscene);
}
i++;
}
}
m_replace_scenes.clear();
}
}
void KX_KetsjiEngine::SuspendScene(const STR_String& scenename)
{
KX_Scene* scene = FindScene(scenename);
if (scene) scene->Suspend();
}
void KX_KetsjiEngine::ResumeScene(const STR_String& scenename)
{
KX_Scene* scene = FindScene(scenename);
if (scene) scene->Resume();
}
void KX_KetsjiEngine::SetUseFixedTime(bool bUseFixedTime)
{
m_bFixedTime = bUseFixedTime;
}
void KX_KetsjiEngine::SetAnimRecordMode(bool animation_record, int startFrame)
{
m_animation_record = animation_record;
if (animation_record)
{
//when recording physics keyframes, always run at a fixed framerate
m_bFixedTime = true;
}
m_currentFrame = startFrame;
}
bool KX_KetsjiEngine::GetUseFixedTime(void) const
{
return m_bFixedTime;
}
double KX_KetsjiEngine::GetSuspendedDelta()
{
return m_suspendeddelta;
}
double KX_KetsjiEngine::GetTicRate()
{
return m_ticrate;
}
void KX_KetsjiEngine::SetTicRate(double ticrate)
{
m_ticrate = ticrate;
}
int KX_KetsjiEngine::GetMaxLogicFrame()
{
return m_maxLogicFrame;
}
void KX_KetsjiEngine::SetMaxLogicFrame(int frame)
{
m_maxLogicFrame = frame;
}
int KX_KetsjiEngine::GetMaxPhysicsFrame()
{
return m_maxPhysicsFrame;
}
void KX_KetsjiEngine::SetMaxPhysicsFrame(int frame)
{
m_maxPhysicsFrame = frame;
}
double KX_KetsjiEngine::GetAnimFrameRate()
{
return m_anim_framerate;
}
double KX_KetsjiEngine::GetClockTime(void) const
{
return m_clockTime;
}
double KX_KetsjiEngine::GetFrameTime(void) const
{
return m_frameTime;
}
double KX_KetsjiEngine::GetRealTime(void) const
{
return m_kxsystem->GetTimeInSeconds();
}
void KX_KetsjiEngine::SetAnimFrameRate(double framerate)
{
m_anim_framerate = framerate;
}
double KX_KetsjiEngine::GetAverageFrameRate()
{
return m_average_framerate;
}
void KX_KetsjiEngine::SetTimingDisplay(bool frameRate, bool profile, bool properties)
{
m_show_framerate = frameRate;
m_show_profile = profile;
m_show_debug_properties = properties;
}
void KX_KetsjiEngine::GetTimingDisplay(bool& frameRate, bool& profile, bool& properties) const
{
frameRate = m_show_framerate;
profile = m_show_profile;
properties = m_show_debug_properties;
}
void KX_KetsjiEngine::ProcessScheduledScenes(void)
{
// Check whether there will be changes to the list of scenes
if (m_addingOverlayScenes.size() ||
m_addingBackgroundScenes.size() ||
m_replace_scenes.size() ||
m_removingScenes.size()) {
// Change the scene list
ReplaceScheduledScenes();
RemoveScheduledScenes();
AddScheduledScenes();
// Notify
SceneListsChanged();
}
}
void KX_KetsjiEngine::SceneListsChanged(void)
{
m_propertiesPresent = false;
KX_SceneList::iterator sceneit = m_scenes.begin();
while ((sceneit != m_scenes.end()) && (!m_propertiesPresent))
{
KX_Scene* scene = *sceneit;
vector<SCA_DebugProp*>& debugproplist = scene->GetDebugProperties();
m_propertiesPresent = !debugproplist.empty();
sceneit++;
}
}
void KX_KetsjiEngine::SetHideCursor(bool hideCursor)
{
m_hideCursor = hideCursor;
}
bool KX_KetsjiEngine::GetHideCursor(void) const
{
return m_hideCursor;
}
void KX_KetsjiEngine::SetUseOverrideFrameColor(bool overrideFrameColor)
{
m_overrideFrameColor = overrideFrameColor;
}
bool KX_KetsjiEngine::GetUseOverrideFrameColor(void) const
{
return m_overrideFrameColor;
}
void KX_KetsjiEngine::SetOverrideFrameColor(float r, float g, float b)
{
m_overrideFrameColorR = r;
m_overrideFrameColorG = g;
m_overrideFrameColorB = b;
}
void KX_KetsjiEngine::GetOverrideFrameColor(float& r, float& g, float& b) const
{
r = m_overrideFrameColorR;
g = m_overrideFrameColorG;
b = m_overrideFrameColorB;
}