// $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 # else # include # 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 "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 "karts/player_kart.hpp" #include "main_loop.hpp" #include "modes/world.hpp" #include "states_screens/dialogs/confirm_resolution_dialog.hpp" #include "states_screens/state_manager.hpp" #include "utils/constants.hpp" using namespace irr::core; using namespace irr::scene; using namespace irr::video; /** singleton */ IrrDriver *irr_driver = NULL; const int MIN_SUPPORTED_HEIGHT = 480; //TODO: do some tests, 480 might be too small without a special menu const int MIN_SUPPORTED_WIDTH = 800; // ---------------------------------------------------------------------------- IrrDriver::IrrDriver() { m_res_switching = false; 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; igetVideoModeDepth(i) >= 24) { const int w = modes->getVideoModeResolution(i).Width; const int h = modes->getVideoModeResolution(i).Height; if (h < MIN_SUPPORTED_HEIGHT || w < MIN_SUPPORTED_WIDTH) continue; VideoMode mode; mode.width = w; mode.height = h; 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_type15; bits -=8) { m_device = createDevice(type, core::dimension2d(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()); #if (IRRLICHT_VERSION_MAJOR == 1) && (IRRLICHT_VERSION_MINOR >= 7) video::SMaterial& material2D = m_video_driver->getMaterial2D(); material2D.setFlag(video::EMF_ANTI_ALIASING, true); for (unsigned int n=0; nenableMaterial2D(); #endif // set cursor visible by default (what's the default is not too clearly documented, // so let's decide ourselves...) m_device->getCursorControl()->setVisible(true); m_pointer_shown = true; } //----------------------------------------------------------------------------- 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() { if (!m_pointer_shown) { m_pointer_shown = true; this->getDevice()->getCursorControl()->setVisible(true); } } // showPointer //----------------------------------------------------------------------------- void IrrDriver::hidePointer() { if (m_pointer_shown) { m_pointer_shown = false; this->getDevice()->getCursorControl()->setVisible(false); } } // hidePointer //----------------------------------------------------------------------------- void IrrDriver::changeResolution(const int w, const int h, const bool fullscreen) { // update user config values UserConfigParams::m_prev_width = UserConfigParams::m_width; UserConfigParams::m_prev_height = UserConfigParams::m_height; UserConfigParams::m_prev_fullscreen = UserConfigParams::m_fullscreen; UserConfigParams::m_width = w; UserConfigParams::m_height = h; UserConfigParams::m_fullscreen = fullscreen; doApplyResSettings(); new ConfirmResolutionDialog(); } //----------------------------------------------------------------------------- void IrrDriver::doApplyResSettings() { m_res_switching = true; // 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(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 -> unloadAllKarts(); powerup_manager -> removeTextures(); GUIEngine::clear(); GUIEngine::cleanUp(); m_device->closeDevice(); m_device->drop(); m_device = NULL; m_video_driver = NULL; m_gui_env = NULL; m_scene_manager = NULL; initDevice(); material_manager->reInit(); powerup_manager -> loadPowerups(); kart_properties_manager -> loadAllKarts(); item_manager -> loadDefaultItems(); projectile_manager -> loadData(); attachment_manager -> loadModels(); // Re-init GUI engine GUIEngine::init(m_device, m_video_driver, StateManager::get()); GUIEngine::reshowCurrentScreen(); } // changeResolution // ---------------------------------------------------------------------------- void IrrDriver::cancelResChange() { UserConfigParams::m_width = UserConfigParams::m_prev_width; UserConfigParams::m_height = UserConfigParams::m_prev_height; UserConfigParams::m_fullscreen = UserConfigParams::m_prev_fullscreen; doApplyResSettings(); } // cancelResChange // ---------------------------------------------------------------------------- /** Prints statistics about rendering, e.g. number of drawn and culled * triangles etc. Note that printing this information will also slow * down STK. */ void IrrDriver::printRenderStats() { io::IAttributes * attr = m_scene_manager->getParameters(); printf("[%ls], FPS:%03d Tri:%.03fm Cull %d/%d nodes (%d,%d,%d)\n", m_video_driver->getName(), m_video_driver->getFPS (), (f32) m_video_driver->getPrimitiveCountDrawn( 0 ) * ( 1.f / 1000000.f ), attr->getAttributeAsInt ( "culled" ), attr->getAttributeAsInt ( "calls" ), attr->getAttributeAsInt ( "drawn_solid" ), attr->getAttributeAsInt ( "drawn_transparent" ), attr->getAttributeAsInt ( "drawn_transparent_effect" ) ); } // printRenderStats // ---------------------------------------------------------------------------- /** 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; igetMeshBuffer(i); video::SMaterial &irr_material=mb->getMaterial(); for(unsigned int j=0; jsetAllMaterialFlags(t, mb); } // for jsetAllUntexturedMaterialFlags(mb); } // for iaddWaterSurfaceSceneNode(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) { #if (IRRLICHT_VERSION_MAJOR == 1) && (IRRLICHT_VERSION_MINOR == 7) return m_scene_manager->addOctreeSceneNode(mesh); #else return m_scene_manager->addOctTreeSceneNode(mesh); #endif } // 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(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(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(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(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 &texture_names) { std::vector t; for(unsigned int i=0; iaddSkyBoxSceneNode(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) { video::ITexture* out = m_scene_manager->getVideoDriver()->getTexture(filename.c_str()); #ifndef NDEBUG if (out == NULL) { printf("Put a breakpoint at line %s:%i to debug!\n", __FILE__, __LINE__ ); } #endif return out; } // 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() { // We will let pass some time to let things settle before trusting FPS counter // even if we also ignore fps = 1, which tends to happen in first checks #define NO_TRUST_COUNT 25 static int no_trust = NO_TRUST_COUNT; if(no_trust) { no_trust--; return; } gui::IGUIFont* font = GUIEngine::getFont(); 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; no_trust = NO_TRUST_COUNT; prev_state = current_state; } if (min > fps && fps > 1) min = fps; // Start moments sometimes 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()) { // FIXME: I have NO idea why, after performing resolution switch, the irrlicht device asks once to be deleted if (m_res_switching) m_res_switching = false; else main_loop->abort(); } const bool inRace = race_manager->raceIsActive(); // With bullet debug view we have to clear the back buffer, but // that's not necessary for non-debug bool back_buffer_clear = inRace && UserConfigParams::m_bullet_debug; m_device->getVideoDriver()->beginScene(back_buffer_clear, true, video::SColor(255,100,101,140)); { // Just to mark the begin/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; ngetRaceGUI(); for(unsigned int i=0; igetNumLocalPlayers(); 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; igetNumLocalPlayers(); i++) { rg->renderPlayerView(i); } // for idrawAll(); } // The render and displayFPS calls interfere with bullet debug // rendering, so they can not be called. if(!inRace || !UserConfigParams::m_bullet_debug) { // 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 mark the begin/end scene block m_device->getVideoDriver()->endScene(); // Enable this next print statement to get render information printed // E.g. number of triangles rendered, culled etc. //printRenderStats(); } // 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& mesh, std::vector& mesh_location, const std::vector& 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; ngetSceneManager()->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; ngetMaterial(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; }