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/material_manager.hpp"
#include "gui/engine.hpp"
#include "gui/font.hpp"
#include "gui/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"
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(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
// ---- open device
// Try different drivers: start with opengl, then DirectX
for(int driver_type=0; driver_type<3; driver_type++)
{
video::E_DRIVER_TYPE type = driver_type==0
? video::EDT_OPENGL
: (driver_type==1
? video::EDT_DIRECT3D9
: video::EDT_DIRECT3D8);
// 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<s32>(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);
}
m_device->getVideoDriver()->setTextureCreationFlag(video::ETCF_CREATE_MIP_MAPS,true);
// Stores the new file system pointer.
file_manager->setDevice(m_device);
m_device->setWindowCaption(L"SuperTuxKart");
m_scene_manager = m_device->getSceneManager();
m_gui_env = m_device->getGUIEnvironment();
const std::string &font = file_manager->getFontFile("DomesticManners.xml");
m_race_font = m_gui_env->getFont(font.c_str());
}
//-----------------------------------------------------------------------------
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::cleanUp();
m_device->closeDevice();
m_device->drop();
initDevice();
material_manager->reInit();
powerup_manager -> loadPowerups();
kart_properties_manager -> loadKartData();
item_manager -> loadDefaultItems();
projectile_manager -> loadData();
attachment_manager -> loadModels();
//FIXME: the font reinit funcs should be inside the font class
//Reinit fonts
delete_fonts();
init_fonts();
StateManager::initGUI();
GUIEngine::reshowCurrentScreen();
// startScreen -> installMaterial();
}
// ----------------------------------------------------------------------------
/** 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
} // 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
void IrrDriver::renderToTexture(ptr_vector<scene::IMesh, REF>& mesh, std::vector<Vec3>& mesh_location, ITexture* target, float angle)
{
scene::ISceneNode* main_node = NULL;
const int mesh_amount = mesh.size();
for(int n=0; n<mesh_amount; n++)
{
scene::ISceneNode* node = addMesh(mesh.get(n));
if(main_node == NULL)
{
main_node = node;
}
else
{
node->setParent(main_node);
}
node->setPosition( mesh_location[n].toIrrVector() );
node->updateAbsolutePosition();
}
main_node->setScale( core::vector3df(50.0f, 50.0f, 50.0f) );
main_node->setRotation( core::vector3df(0, angle, 0) );
//vector3d< f32 > modelsize = mesh->getBoundingBox().getExtent();
//std::cout << "box size " << modelsize.X*50.0 << ", " << modelsize.Y*50.0 << ", " << modelsize.Z*50.0 << std::endl;
getSceneManager()->setAmbientLight(video::SColor(255, 120, 120, 120));
const core::vector3df &sun_pos = core::vector3df( 0, 200, 100.0f );
scene::ILightSceneNode* light = getSceneManager()->addLightSceneNode(NULL, sun_pos, video::SColorf(1.0f,1.0f,1.0f), 10000.0f /* radius */);
//light->setLightType(ELT_DIRECTIONAL); // ELT_DIRECTIONAL , ELT_POINT
//light->getLightData().AmbientColor = irr::video::SColorf(0.5f, 0.5f, 0.5f, 1.0f);
//light->getLightData().Attenuation = core::vector3df(10, 10, 10);
light->getLightData().DiffuseColor = irr::video::SColorf(1.0f, 1.0f, 1.0f, 1.0f);
light->getLightData().SpecularColor = irr::video::SColorf(1.0f, 1.0f, 1.0f, 1.0f);
main_node->setMaterialFlag(EMF_GOURAUD_SHADING , true);
main_node->setMaterialFlag(EMF_LIGHTING, true);
// node->setMaterialFlag(EMF_LIGHTING, true);
const int materials = main_node->getMaterialCount();
for(int n=0; n<materials; n++)
{
main_node->getMaterial(n).setFlag(EMF_LIGHTING, true);
main_node->getMaterial(n).Shininess = 200.0f; // set size of specular highlights
main_node->getMaterial(n).SpecularColor.set(255,150,150,150);
main_node->getMaterial(n).DiffuseColor.set(255,150,150,150);
//node->getMaterial(n).setFlag(EMF_NORMALIZE_NORMALS , true);
main_node->getMaterial(n).setFlag(EMF_GOURAUD_SHADING , true);
main_node->getMaterial(n).GouraudShading = true;
}
ICameraSceneNode* camera = m_scene_manager->addCameraSceneNode();
camera->setPosition( core::vector3df(0.0, 30.0f, 70.0f) );
camera->setUpVector( core::vector3df(0.0, -1.0, 0.0) );
camera->setTarget( core::vector3df(0, 10, 0.0f) );
camera->updateAbsolutePosition();
m_device->getVideoDriver()->setRenderTarget(target);
//m_device->getVideoDriver()->beginScene(true, true, video::SColor(0,0,0,0));
m_scene_manager->drawAll();
//m_device->getVideoDriver()->endScene();
removeNode(main_node);
removeNode(camera);
removeNode(light);
m_device->getVideoDriver()->setRenderTarget(0, false, false);
}
// ----------------------------------------------------------------------------
/** Creates a quad mesh buffer and adds it to the scene graph.
*/
scene::IMesh *IrrDriver::createQuadMesh(const video::SMaterial *material)
{
scene::SMeshBuffer *buffer = new scene::SMeshBuffer();
video::S3DVertex v;
v.Pos = core::vector3df(0,0,0);
// 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);
// Set the normals
// ---------------
core::vector3df n(1/sqrt(2.0f), 1/sqrt(2.0f), 0);
buffer->Vertices[0].Normal = n;
buffer->Vertices[1].Normal = n;
buffer->Vertices[2].Normal = n;
buffer->Vertices[3].Normal = n;
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
// ----------------------------------------------------------------------------
/** 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::addCamera()
{
return m_scene_manager->addCameraSceneNode();
} // addCamera
// ----------------------------------------------------------------------------
/** 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
// ----------------------------------------------------------------------------
/** 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(true, true, video::SColor(255,100,101,140));
if(!StateManager::isGameState())
{
// 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);
}
}
#ifdef HAVE_GLUT
if(UserConfigParams::m_bullet_debug && race_manager->raceIsActive())
{
// 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);
Vec3 xyz = RaceManager::getKart(race_manager->getNumKarts()-1)->getXYZ();
gluLookAt(xyz.getX(), xyz.getY()-5.f, xyz.getZ()+4,
xyz.getX(), xyz.getY(), xyz.getZ(),
0.0f, 0.0f, 1.0f);
glMatrixMode(GL_MODELVIEW);
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();
}
else
#endif
{
m_scene_manager->drawAll();
GUIEngine::render(dt);
}
// draw FPS if enabled
if ( UserConfigParams::m_display_fps )
{
// TODO : don't re-create string every frame
video::IVideoDriver* driver = irr_driver->getDevice()->getVideoDriver();
gui::IGUIFont* font = irr_driver->getRaceFont();
const int fps = driver->getFPS();
static char buffer[32];
sprintf(buffer, "FPS : %i", fps);
core::stringw fpsString = buffer;
//std::cout << "===== Drawing FPS " << fpsString.c_str() << "=====\n";
static video::SColor fpsColor = video::SColor(255, 255, 0, 0);
font->draw( fpsString.c_str(), core::rect< s32 >(0,0,600,200), fpsColor, true );
}
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
// ----------------------------------------------------------------------------