stk-code_catmod/src/graphics/irr_driver.cpp

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// $Id: irr_driver.cpp 694 2006-08-29 07:42:36Z hiker $
//
// SuperTuxKart - a fun racing game with go-kart
// Copyright (C) 2009 Joerg Henrichs
//
// 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 3
// 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., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
#include "graphics/irr_driver.hpp"
#ifdef HAVE_GLUT
# ifdef __APPLE__
# include <GLUT/glut.h>
# else
# include <GL/glut.h>
# endif
#endif
#include "config/user_config.hpp"
#include "graphics/camera.hpp"
#include "graphics/material_manager.hpp"
#include "guiengine/engine.hpp"
#include "guiengine/modaldialog.hpp"
#include "guiengine/screen.hpp"
#include "states_screens/state_manager.hpp"
#include "io/file_manager.hpp"
#include "items/item_manager.hpp"
#include "items/powerup_manager.hpp"
#include "items/attachment_manager.hpp"
#include "items/projectile_manager.hpp"
#include "karts/kart_properties_manager.hpp"
#include "modes/world.hpp"
#include "utils/constants.hpp"
using namespace irr::core;
using namespace irr::scene;
using namespace irr::video;
IrrDriver *irr_driver = NULL;
IrrDriver::IrrDriver()
{
file_manager->dropFileSystem();
initDevice();
} // IrrDriver
// ----------------------------------------------------------------------------
IrrDriver::~IrrDriver()
{
m_device->drop();
} // ~IrrDriver
// ----------------------------------------------------------------------------
void IrrDriver::initDevice()
{
static bool firstTime = true;
// ---- the first time, get a list of available video modes
if(firstTime)
{
m_device = createDevice(video::EDT_NULL);
video::IVideoModeList* modes = m_device->getVideoModeList();
const int count = modes->getVideoModeCount();
//std::cout << "--------------\n allowed modes \n--------------\n";
//std::cout << "Desktop depth : " << modes->getDesktopDepth() << std::endl;
//std::cout << "Desktop resolution : " << modes->getDesktopResolution().Width << "," << modes->getDesktopResolution().Height << std::endl;
//std::cout << "Found " << count << " valid modes\n";
for(int i=0; i<count; i++)
{
// only consider 32-bit resolutions for now
if(modes->getVideoModeDepth(i) >= 24)
{
VideoMode mode;
mode.width = modes->getVideoModeResolution(i).Width;
mode.height = modes->getVideoModeResolution(i).Height;
m_modes.push_back( mode );
}
//std::cout <<
//"bits : " << modes->getVideoModeDepth(i) <<
//" resolution=" << modes->getVideoModeResolution(i).Width <<
//"x" << modes->getVideoModeResolution(i).Height << std::endl;
}
m_device->closeDevice();
firstTime = false;
} // end if firstTime
int numDrivers = 5;
// Test if user has chosen a driver or if we should try all to find a woring
// one.
if( UserConfigParams::m_renderer != 0 )
{
numDrivers = 1;
}
// ---- open device
// Try different drivers: start with opengl, then DirectX
for(int driver_type=0; driver_type<numDrivers; driver_type++)
{
video::E_DRIVER_TYPE type;
// Test if user has chosen a driver or if we should try all to find a
// woring one.
if( UserConfigParams::m_renderer != 0 )
{
// Get the correct type.
type = getEngineDriverType( UserConfigParams::m_renderer );
} else {
// Get the correct type.
type = getEngineDriverType( driver_type );
}
// Try 32 and, upon failure, 24 then 16 bit per pixels
for(int bits=32; bits>15; bits -=8)
{
m_device = createDevice(type,
core::dimension2d<u32>(UserConfigParams::m_width,
UserConfigParams::m_height ),
bits, //bits per pixel
UserConfigParams::m_fullscreen,
false, // stencil buffers
false, // vsync
this // event receiver
);
if(m_device) break;
} // for bits=24, 16
if(m_device) break;
} // for edt_types
if(!m_device)
{
fprintf(stderr, "Couldn't initialise irrlicht device. Quitting.\n");
exit(-1);
}
// Stores the new file system pointer.
file_manager->setDevice(m_device);
m_device->setWindowCaption(L"SuperTuxKart");
m_scene_manager = m_device->getSceneManager();
// Force creation of mipmaps even if the mipmaps flag in a b3d file
// does not set the 'enable mipmap' flag.
m_scene_manager->getParameters()->setAttribute(scene::B3D_LOADER_IGNORE_MIPMAP_FLAG, true);
m_device->getVideoDriver()->setTextureCreationFlag(
video::ETCF_CREATE_MIP_MAPS,
true);
//m_device->getVideoDriver()->setTextureCreationFlag(
// video::ETCF_OPTIMIZED_FOR_SPEED ,
// true);
//m_device->getVideoDriver()->setTextureCreationFlag(
// video::ETCF_ALWAYS_16_BIT ,
// true);
m_gui_env = m_device->getGUIEnvironment();
m_video_driver = m_device->getVideoDriver();
const std::string &font = file_manager->getFontFile("DomesticManners.xml");
m_race_font = m_gui_env->getFont(font.c_str());
}
//-----------------------------------------------------------------------------
video::E_DRIVER_TYPE IrrDriver::getEngineDriverType( int index )
{
video::E_DRIVER_TYPE type;
std::string rendererName = "";
// Choose the driver type.
switch(index)
{
// TODO Change default renderer dependen on operating system?
// Direct3D9 for Windows and OpenGL for Unix like systems?
case 0:
type = video::EDT_OPENGL;
rendererName = "OpenGL";
break;
case 1:
type = video::EDT_OPENGL;
rendererName = "OpenGL";
break;
case 2:
type = video::EDT_DIRECT3D9;
rendererName = "Direct3D9";
break;
case 3:
type = video::EDT_DIRECT3D8;
rendererName = "Direct3D8";
break;
case 4:
type = video::EDT_SOFTWARE;
rendererName = "Software";
break;
case 5:
type = video::EDT_BURNINGSVIDEO;
rendererName = "Burning's Video Software";
break;
default:
type = video::EDT_NULL;
rendererName = "Null Device";
}
// Ouput which render will be tried.
std::cout << "Trying " << rendererName << " rendering." << std::endl;
return type;
}
//-----------------------------------------------------------------------------
void IrrDriver::showPointer()
{
this->getDevice()->getCursorControl()->setVisible(true);
} // showPointer
//-----------------------------------------------------------------------------
void IrrDriver::hidePointer()
{
this->getDevice()->getCursorControl()->setVisible(true);
} // hidePointer
//-----------------------------------------------------------------------------
void IrrDriver::changeResolution()
{
// show black before resolution switch so we don't see OpenGL's buffer garbage during switch
m_device->getVideoDriver()->beginScene(true, true, video::SColor(255,100,101,140));
m_device->getVideoDriver()->draw2DRectangle( SColor(255, 0, 0, 0),
core::rect<s32>(0, 0,
UserConfigParams::m_prev_width,
UserConfigParams::m_prev_height) );
m_device->getVideoDriver()->endScene();
// startScreen -> removeTextures();
attachment_manager -> removeTextures();
projectile_manager -> removeTextures();
item_manager -> removeTextures();
kart_properties_manager -> removeTextures();
powerup_manager -> removeTextures();
GUIEngine::clear();
GUIEngine::cleanUp();
m_device->closeDevice();
m_device->drop();
initDevice();
material_manager->reInit();
powerup_manager -> loadPowerups();
kart_properties_manager -> loadAllKarts();
item_manager -> loadDefaultItems();
projectile_manager -> loadData();
attachment_manager -> loadModels();
// Re-init GUI engine
IrrlichtDevice* device = irr_driver->getDevice();
video::IVideoDriver* driver = device->getVideoDriver();
GUIEngine::init(device, driver, StateManager::get());
GUIEngine::reshowCurrentScreen();
} // changeResolution
// ----------------------------------------------------------------------------
/** Loads an animated mesh and returns a pointer to it.
* \param filename File to load.
*/
scene::IAnimatedMesh *IrrDriver::getAnimatedMesh(const std::string &filename)
{
scene::IAnimatedMesh *m = m_scene_manager->getMesh(filename.c_str());
if(m) setAllMaterialFlags(m);
return m;
} // getAnimatedMesh
// ----------------------------------------------------------------------------
/** Loads a non-animated mesh and returns a pointer to it.
* \param filename File to load.
*/
scene::IMesh *IrrDriver::getMesh(const std::string &filename)
{
scene::IAnimatedMesh *m = m_scene_manager->getMesh(filename.c_str());
if(!m) return NULL;
setAllMaterialFlags(m);
return m->getMesh(0);
} // getMesh
// ----------------------------------------------------------------------------
/** Sets the material flags in this mesh depending on the settings in
* material_manager.
* \param mesh The mesh to change the settings in.
*/
void IrrDriver::setAllMaterialFlags(scene::IAnimatedMesh *mesh) const
{
unsigned int n=mesh->getMeshBufferCount();
for(unsigned int i=0; i<n; i++)
{
scene::IMeshBuffer *mb = mesh->getMeshBuffer(i);
video::SMaterial &irr_material=mb->getMaterial();
for(unsigned int j=0; j<video::MATERIAL_MAX_TEXTURES; j++)
{
video::ITexture* t=irr_material.getTexture(j);
if(!t) continue;
material_manager->setAllMaterialFlags(t, mb);
} // for j<MATERIAL_MAX_TEXTURES
material_manager->setAllUntexturedMaterialFlags(mb);
} // for i<getMeshBufferCount()
} // setAllMaterialFlags
// ----------------------------------------------------------------------------
/** Converts the mesh into a water scene node.
* \param mesh The mesh which is converted into a water scene node.
* \param wave_height Height of the water waves.
* \param wave_speed Speed of the water waves.
* \param wave_length Lenght of a water wave.
*/
scene::ISceneNode* IrrDriver::addWaterNode(scene::IMesh *mesh,
float wave_height,
float wave_speed,
float wave_length)
{
return m_scene_manager->addWaterSurfaceSceneNode(mesh,
wave_height, wave_speed,
wave_length);
} // addWaterNode
// ----------------------------------------------------------------------------
/** Adds a mesh that will be optimised using an oct tree.
* \param mesh Mesh to add.
*/
scene::ISceneNode *IrrDriver::addOctTree(scene::IMesh *mesh)
{
return m_scene_manager->addOctTreeSceneNode(mesh);
} // addOctTree
// ----------------------------------------------------------------------------
/** Adds a particle scene node.
*/
scene::IParticleSystemSceneNode *IrrDriver::addParticleNode(bool default_emitter)
{
return m_scene_manager->addParticleSystemSceneNode(default_emitter);
} // addParticleNode
// ----------------------------------------------------------------------------
/** Adds a static mesh to scene. This should be used for smaller objects,
* since the node is not optimised.
* \param mesh The mesh to add.
*/
scene::ISceneNode *IrrDriver::addMesh(scene::IMesh *mesh)
{
return m_scene_manager->addMeshSceneNode(mesh);
} // addMesh
// ----------------------------------------------------------------------------
/** Adds a billboard node to scene.
*/
scene::ISceneNode *IrrDriver::addBillboard(const core::dimension2d< f32 > size, video::ITexture *texture, scene::ISceneNode* parent)
{
scene::IBillboardSceneNode* node = m_scene_manager->addBillboardSceneNode(parent, size);
assert(node->getMaterialCount() > 0);
node->setMaterialTexture(0, texture);
return node;
} // addMesh
// ----------------------------------------------------------------------------
/** Creates a quad mesh buffer and adds it to the scene graph. (FIXME: wrong docs? I don't think it does)
*/
scene::IMesh *IrrDriver::createQuadMesh(const video::SMaterial *material,
bool create_one_quad)
{
scene::SMeshBuffer *buffer = new scene::SMeshBuffer();
if(create_one_quad)
{
video::S3DVertex v;
v.Pos = core::vector3df(0,0,0);
v.Normal = core::vector3df(1/sqrt(2.0f), 1/sqrt(2.0f), 0);
// Add the vertices
// ----------------
buffer->Vertices.push_back(v);
buffer->Vertices.push_back(v);
buffer->Vertices.push_back(v);
buffer->Vertices.push_back(v);
// Define the indices for the triangles
// ------------------------------------
buffer->Indices.push_back(0);
buffer->Indices.push_back(1);
buffer->Indices.push_back(2);
buffer->Indices.push_back(0);
buffer->Indices.push_back(2);
buffer->Indices.push_back(3);
}
if(material)
buffer->Material = *material;
SMesh *mesh = new SMesh();
mesh->addMeshBuffer(buffer);
mesh->recalculateBoundingBox();
buffer->drop();
return mesh;
} // createQuadMesh
/** Creates a quad mesh buffer
*/
scene::IMesh *IrrDriver::createTexturedQuadMesh(const video::SMaterial *material, const double w, const double h)
{
scene::SMeshBuffer *buffer = new scene::SMeshBuffer();
video::S3DVertex v1;
v1.Pos = core::vector3df(0,0,0);
v1.Normal = core::vector3df(1/sqrt(2.0f), 1/sqrt(2.0f), 0); // I hope normals are ok...
v1.TCoords = core::vector2d<f32>(0,1);
video::S3DVertex v2;
v2.Pos = core::vector3df(w,0,0);
v2.Normal = core::vector3df(1/sqrt(2.0f), 1/sqrt(2.0f), 0);
v2.TCoords = core::vector2d<f32>(1,1);
video::S3DVertex v3;
v3.Pos = core::vector3df(w,h,0);
v3.Normal = core::vector3df(1/sqrt(2.0f), 1/sqrt(2.0f), 0);
v3.TCoords = core::vector2d<f32>(1,0);
video::S3DVertex v4;
v4.Pos = core::vector3df(0,h,0);
v4.Normal = core::vector3df(1/sqrt(2.0f), 1/sqrt(2.0f), 0);
v4.TCoords = core::vector2d<f32>(0,0);
// Add the vertices
// ----------------
buffer->Vertices.push_back(v1);
buffer->Vertices.push_back(v2);
buffer->Vertices.push_back(v3);
buffer->Vertices.push_back(v4);
// Define the indices for the triangles
// ------------------------------------
buffer->Indices.push_back(0);
buffer->Indices.push_back(1);
buffer->Indices.push_back(2);
buffer->Indices.push_back(0);
buffer->Indices.push_back(2);
buffer->Indices.push_back(3);
if (material) buffer->Material = *material;
SMesh *mesh = new SMesh();
mesh->addMeshBuffer(buffer);
mesh->recalculateBoundingBox();
buffer->drop();
return mesh;
} // createQuadMesh
// ----------------------------------------------------------------------------
/** Removes a scene node from the scene.
* \param node The scene node to remove.
*/
void IrrDriver::removeNode(scene::ISceneNode *node)
{
node->remove();
} // removeMesh
// ----------------------------------------------------------------------------
/** Removes a mesh from the mesh cache, freeing the memory.
* \param mesh The mesh to remove.
*/
void IrrDriver::removeMesh(scene::IMesh *mesh)
{
m_scene_manager->getMeshCache()->removeMesh(mesh);
} // removeMesh
// ----------------------------------------------------------------------------
/** Removes a texture from irrlicht's texture cache.
* \param t The texture to remove.
*/
void IrrDriver::removeTexture(video::ITexture *t)
{
m_video_driver->removeTexture(t);
} // removeTexture
// ----------------------------------------------------------------------------
/** Adds an animated mesh to the scene.
* \param mesh The animated mesh to add.
*/
scene::IAnimatedMeshSceneNode *IrrDriver::addAnimatedMesh(scene::IAnimatedMesh *mesh)
{
return m_scene_manager->addAnimatedMeshSceneNode(mesh);
} // addAnimatedMesh
// ----------------------------------------------------------------------------
/** Adds a sky dome. Documentation from irrlicht:
* A skydome is a large (half-) sphere with a panoramic texture on the inside
* and is drawn around the camera position.
* \param texture: Texture for the dome.
* \param horiRes: Number of vertices of a horizontal layer of the sphere.
* \param vertRes: Number of vertices of a vertical layer of the sphere.
* \param texturePercentage: How much of the height of the texture is used.
* Should be between 0 and 1.
* \param spherePercentage: How much of the sphere is drawn. Value should be
* between 0 and 2, where 1 is an exact half-sphere and 2 is a full
* sphere.
*/
scene::ISceneNode *IrrDriver::addSkyDome(const std::string &texture_name,
int hori_res, int vert_res,
float texture_percent,
float sphere_percent)
{
ITexture *texture = getTexture(texture_name);
return m_scene_manager->addSkyDomeSceneNode(texture, hori_res, vert_res,
texture_percent,
sphere_percent);
} // addSkyDome
// ----------------------------------------------------------------------------
/** Adds a skybox using. Irrlicht documentation:
* A skybox is a big cube with 6 textures on it and is drawn around the camera
* position.
* \param top: Texture for the top plane of the box.
* \param bottom: Texture for the bottom plane of the box.
* \param left: Texture for the left plane of the box.
* \param right: Texture for the right plane of the box.
* \param front: Texture for the front plane of the box.
* \param back: Texture for the back plane of the box.
*/
scene::ISceneNode *IrrDriver::addSkyBox(const std::vector<std::string> &texture_names)
{
std::vector<video::ITexture*> t;
for(unsigned int i=0; i<texture_names.size(); i++)
{
t.push_back(getTexture(texture_names[i]));
}
return m_scene_manager->addSkyBoxSceneNode(t[0], t[1], t[2], t[3], t[4], t[5]);
} // addSkyBox
// ----------------------------------------------------------------------------
/** Adds a camera to the scene.
*/
scene::ICameraSceneNode *IrrDriver::addCameraSceneNode()
{
return m_scene_manager->addCameraSceneNode();
} // addCameraSceneNode
// ----------------------------------------------------------------------------
/** Removes a camera. This can't be done with removeNode() since the camera
* can be marked as active, meaning a drop will not delete it. While this
* doesn't really cause a memory leak (the camera is removed the next time
* a camera is added), it's a bit cleaner and easier to check for memory
* leaks, since the scene root should now always be empty.
*/
void IrrDriver::removeCameraSceneNode(scene::ICameraSceneNode *camera)
{
if(camera==m_scene_manager->getActiveCamera())
m_scene_manager->setActiveCamera(NULL); // basically causes a drop
camera->remove();
} // removeCameraSceneNode
// ----------------------------------------------------------------------------
/** Loads a texture from a file and returns the texture object.
* \param filename File name of the texture to load.
*/
video::ITexture *IrrDriver::getTexture(const std::string &filename)
{
return m_scene_manager->getVideoDriver()->getTexture(filename.c_str());
} // getTexture
// ----------------------------------------------------------------------------
/** Sets the ambient light.
* \param light The colour of the light to set.
*/
void IrrDriver::setAmbientLight(const video::SColor &light)
{
m_scene_manager->setAmbientLight(light);
} // setAmbientLight
// ----------------------------------------------------------------------------
/** Renders the bullet debug view using glut.
*/
void IrrDriver::renderBulletDebugView()
{
#ifdef HAVE_GLUT
// Use bullets debug drawer
GLfloat light_ambient[] = { 0.0, 0.0, 0.0, 1.0 };
GLfloat light_diffuse[] = { 1.0, 1.0, 1.0, 1.0 };
GLfloat light_specular[] = { 1.0, 1.0, 1.0, 1.0 };
/* light_position is NOT default value */
GLfloat light_position0[] = { 1.0, 1.0, 1.0, 0.0 };
GLfloat light_position1[] = { -1.0, -1.0, -1.0, 0.0 };
glLightfv(GL_LIGHT0, GL_AMBIENT, light_ambient);
glLightfv(GL_LIGHT0, GL_DIFFUSE, light_diffuse);
glLightfv(GL_LIGHT0, GL_SPECULAR, light_specular);
glLightfv(GL_LIGHT0, GL_POSITION, light_position0);
glLightfv(GL_LIGHT1, GL_AMBIENT, light_ambient);
glLightfv(GL_LIGHT1, GL_DIFFUSE, light_diffuse);
glLightfv(GL_LIGHT1, GL_SPECULAR, light_specular);
glLightfv(GL_LIGHT1, GL_POSITION, light_position1);
glEnable(GL_LIGHTING);
glEnable(GL_LIGHT0);
glEnable(GL_LIGHT1);
glShadeModel(GL_SMOOTH);
glEnable(GL_DEPTH_TEST);
glDepthFunc(GL_LESS);
glClearColor(0.8f,0.8f,0.8f,0);
glCullFace(GL_BACK);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
float f=2.0f;
glFrustum(-f, f, -f, f, 1.0, 1000.0);
const Kart *kart = RaceManager::getKart(race_manager->getNumKarts()-1);
Vec3 xyz = kart->getXYZ();
// Compute the camera position 5 units behind and 4 units higher than the kart
Vec3 cam_pos= kart->getTrans()(Vec3(0, -5, 4));
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
gluLookAt(cam_pos.getX(), cam_pos.getY(), cam_pos.getZ(),
xyz.getX(), xyz.getY(), xyz.getZ(),
0.0f, 0.0f, 1.0f );
for (unsigned int i = 0 ; i < race_manager->getNumKarts(); ++i)
{
Kart *kart=RaceManager::getKart((int)i);
if(!kart->isEliminated()) kart->draw();
}
RaceManager::getWorld()->getPhysics()->draw();
#endif
} // renderBulletDebugView
// ----------------------------------------------------------------------------
/** Displays the FPS on the screen.
*/
void IrrDriver::displayFPS()
{
gui::IGUIFont* font = getRaceFont();
const int fps = m_device->getVideoDriver()->getFPS();
// Min and max info tracking, per mode, so user can check game vs menus
bool current_state = StateManager::get()->getGameState() == GUIEngine::GAME;
static bool prev_state = false;
static int min = 999; // Absurd values for start will print first time
static int max = 0; // but no big issue, maybe even "invisible"
// Reset limits if state changes
if (prev_state != current_state)
{
min = 999;
max = 0;
prev_state = current_state;
}
if (min > fps && fps > 1) min = fps; // Start moments always give useless 1
if (max < fps) max = fps;
static char buffer[32];
sprintf(buffer, "FPS : %i/%i/%i", min, fps, max);
core::stringw fpsString = buffer;
static video::SColor fpsColor = video::SColor(255, 255, 0, 0);
font->draw( fpsString.c_str(), core::rect< s32 >(0,0,600,200), fpsColor, true );
} // updateFPS
// ----------------------------------------------------------------------------
/** Update, called once per frame.
* \param dt Time since last update
*/
void IrrDriver::update(float dt)
{
if(!m_device->run()) return;
m_device->getVideoDriver()->beginScene(false, true, video::SColor(255,100,101,140));
{ // Just to mark the beding/end scene block
GUIEngine::GameState state = StateManager::get()->getGameState();
if (state != GUIEngine::GAME)
{
// This code needs to go outside beginScene() / endScene() since
// the model view widget will do off-screen rendering there
const int updateAmount = GUIEngine::needsUpdate.size();
for(int n=0; n<updateAmount; n++)
{
GUIEngine::needsUpdate[n].update(dt);
}
}
const bool inRace = race_manager->raceIsActive();
if (inRace)
{
if (UserConfigParams::m_bullet_debug)
{
renderBulletDebugView();
}
else
{
RaceGUI *rg = RaceManager::getWorld()->getRaceGUI();
for(unsigned int i=0; i<race_manager->getNumLocalPlayers(); i++)
{
PlayerKart *pk=RaceManager::getWorld()->getLocalPlayerKart(i);
pk->activateCamera();
m_scene_manager->drawAll();
}
// To draw the race gui we set the viewport back to the full
// screen.
m_video_driver->setViewPort(core::recti(0, 0,
UserConfigParams::m_width,
UserConfigParams::m_height));
for(unsigned int i=0; i<race_manager->getNumLocalPlayers(); i++)
{
rg->renderPlayerView(i);
} // for i<getNumLocalPlayers
} // !bullet_debug
}
else
{
// render 3D stuff in cutscenes too
m_scene_manager->drawAll();
}
// Either render the gui, or the global elements of the race gui.
GUIEngine::render(dt);
// draw FPS if enabled
if ( UserConfigParams::m_display_fps ) displayFPS();
} // just to makr the begin/end scene block
m_device->getVideoDriver()->endScene();
} // update
// ----------------------------------------------------------------------------
// Irrlicht Event handler.
bool IrrDriver::OnEvent(const irr::SEvent &event)
{
switch (event.EventType)
{
case irr::EET_KEY_INPUT_EVENT: {
printf("key input event\n");
break;
} // keyboard
case irr::EET_GUI_EVENT: {
return false; }
case irr::EET_MOUSE_INPUT_EVENT: {
return false; }
case irr::EET_LOG_TEXT_EVENT:
{
// Ignore 'normal' messages
if(event.LogEvent.Level>0)
{
printf("Level %d: %s\n",
event.LogEvent.Level,event.LogEvent.Text);
}
return true;
}
default:
printf("Event: %d -> ",event.EventType);
return false;
} // switch
return false;
} // OnEvent
// ----------------------------------------------------------------------------
#if 0
#pragma mark -
#pragma mark RTT
#endif
// ----------------------------------------------------------------------------
/** Begins a rendering to a texture.
* \param dimension The size of the texture.
* \param name Name of the texture.
* \param dont_do_set_render_target This is a fix for the problem that 2d
* rendering doesn't work if setRenderTarget is called here, but 3d
* rendering doesn't work if it's not called here :(
*/
IrrDriver::RTTProvider::RTTProvider(const core::dimension2du &dimension,
const std::string &name)
{
m_video_driver = irr_driver->getVideoDriver();
m_render_target_texture = m_video_driver->addRenderTargetTexture(dimension,
name.c_str());
m_video_driver->setRenderTarget(m_render_target_texture);
m_rtt_main_node = NULL;
m_camera = NULL;
m_light = NULL;
} // RTTProvider
// ----------------------------------------------------------------------------
IrrDriver::RTTProvider::~RTTProvider()
{
tearDownRTTScene();
} // ~RTTProvider
// ----------------------------------------------------------------------------
/** Sets up a given vector of meshes for render-to-texture. Ideal to embed a 3D
* object inside the GUI. If there are multiple meshes, the first mesh is considered
* to be the root, and all following meshes will have their locations relative to
* the location of the first mesh.
*/
void IrrDriver::RTTProvider::setupRTTScene(ptr_vector<scene::IMesh, REF>& mesh,
std::vector<Vec3>& mesh_location,
const std::vector<int>& model_frames)
{
if (model_frames[0] == -1)
{
scene::ISceneNode* node = irr_driver->getSceneManager()->addMeshSceneNode(mesh.get(0), NULL);
node->setPosition( mesh_location[0].toIrrVector() );
m_rtt_main_node = node;
}
else
{
scene::IAnimatedMeshSceneNode* node = irr_driver->getSceneManager()->addAnimatedMeshSceneNode((IAnimatedMesh*)mesh.get(0), NULL);
node->setPosition( mesh_location[0].toIrrVector() );
node->setFrameLoop(model_frames[0], model_frames[0]);
node->setAnimationSpeed(0);
m_rtt_main_node = node;
//std::cout << "(((( set frame " << model_frames[0] << " ))))\n";
}
assert(m_rtt_main_node != NULL);
assert(mesh.size() == (int)mesh_location.size());
assert(mesh.size() == (int)model_frames.size());
const int mesh_amount = mesh.size();
for (int n=1; n<mesh_amount; n++)
{
if (model_frames[n] == -1)
{
scene::ISceneNode* node = irr_driver->getSceneManager()->addMeshSceneNode(mesh.get(n), m_rtt_main_node);
node->setPosition( mesh_location[n].toIrrVector() );
node->updateAbsolutePosition();
}
else
{
scene::IAnimatedMeshSceneNode* node = irr_driver->getSceneManager()->addAnimatedMeshSceneNode((IAnimatedMesh*)mesh.get(n), m_rtt_main_node);
node->setPosition( mesh_location[n].toIrrVector() );
node->setFrameLoop(model_frames[n], model_frames[n]);
node->setAnimationSpeed(0);
node->updateAbsolutePosition();
//std::cout << "(((( set frame " << model_frames[n] << " ))))\n";
}
}
m_rtt_main_node->setScale( core::vector3df(35.0f, 35.0f, 35.0f) );
//vector3d< f32 > modelsize = mesh->getBoundingBox().getExtent();
//std::cout << "box size " << modelsize.X*50.0 << ", " << modelsize.Y*50.0 << ", " << modelsize.Z*50.0 << std::endl;
irr_driver->getSceneManager()->setAmbientLight(video::SColor(255, 120, 120, 120));
const core::vector3df &sun_pos = core::vector3df( 0, 200, 100.0f );
m_light = irr_driver->getSceneManager()->addLightSceneNode(NULL, sun_pos, video::SColorf(1.0f,1.0f,1.0f), 10000.0f /* radius */);
m_light->getLightData().DiffuseColor = irr::video::SColorf(0.5f, 0.5f, 0.5f, 0.5f);
m_light->getLightData().SpecularColor = irr::video::SColorf(1.0f, 1.0f, 1.0f, 1.0f);
m_rtt_main_node->setMaterialFlag(EMF_GOURAUD_SHADING , true);
m_rtt_main_node->setMaterialFlag(EMF_LIGHTING, true);
const int materials = m_rtt_main_node->getMaterialCount();
for (int n=0; n<materials; n++)
{
m_rtt_main_node->getMaterial(n).setFlag(EMF_LIGHTING, true);
m_rtt_main_node->getMaterial(n).Shininess = 100.0f; // set size of specular highlights
m_rtt_main_node->getMaterial(n).SpecularColor.set(255,50,50,50);
m_rtt_main_node->getMaterial(n).DiffuseColor.set(255,150,150,150);
m_rtt_main_node->getMaterial(n).setFlag(EMF_GOURAUD_SHADING , true);
}
m_camera = irr_driver->getSceneManager()->addCameraSceneNode();
m_camera->setPosition( core::vector3df(0.0, 20.0f, 70.0f) );
m_camera->setUpVector( core::vector3df(0.0, 1.0, 0.0) );
m_camera->setTarget( core::vector3df(0, 10, 0.0f) );
m_camera->setFOV( DEGREE_TO_RAD*50.0f );
m_camera->updateAbsolutePosition();
// Detach the note from the scene so we can render it independently
m_rtt_main_node->setVisible(false);
m_light->setVisible(false);
} // setupRTTScene
// ----------------------------------------------------------------------------
void IrrDriver::RTTProvider::tearDownRTTScene()
{
//if (m_rtt_main_node != NULL) m_rtt_main_node->drop();
if (m_rtt_main_node != NULL) m_rtt_main_node->remove();
if (m_light != NULL) m_light->remove();
if (m_camera != NULL) m_camera->remove();
m_rtt_main_node = NULL;
m_camera = NULL;
m_light = NULL;
} // tearDownRTTScene
// ----------------------------------------------------------------------------
/**
* Performs the actual render-to-texture
* \param target The texture to render the meshes to.
* \param angle (Optional) heading for all meshes.
*/
ITexture* IrrDriver::RTTProvider::renderToTexture(float angle,
bool is_2d_render)
{
// Rendering a 2d only model (using direct opengl rendering)
// does not work if setRenderTarget is called here again.
// And rendering 3d only works if it is called here :(
if(!is_2d_render)
m_video_driver->setRenderTarget(m_render_target_texture);
if (angle != -1 && m_rtt_main_node != NULL) m_rtt_main_node->setRotation( core::vector3df(0, angle, 0) );
if (m_rtt_main_node == NULL)
{
irr_driver->getSceneManager()->drawAll();
}
else
{
m_rtt_main_node->setVisible(true);
m_light->setVisible(true);
irr_driver->getSceneManager()->drawAll();
m_rtt_main_node->setVisible(false);
m_light->setVisible(false);
}
m_video_driver->setRenderTarget(0, false, false);
return m_render_target_texture;
}