/* * ORXONOX - the hottest 3D action shooter ever to exist * > www.orxonox.net < * * * License notice: * * 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. * * Author: * Reto Grieder * Co-authors: * ... * */ #include "OrxonoxStableHeaders.h" #include "GSGraphics.h" #include #include #include #include #include #include #include #include #include #include "util/Debug.h" #include "util/Exception.h" #include "core/ConsoleCommand.h" #include "core/ConfigValueIncludes.h" #include "core/CoreIncludes.h" #include "core/input/InputManager.h" #include "core/input/KeyBinder.h" #include "core/input/ExtendedInputState.h" #include "overlays/console/InGameConsole.h" #include "gui/GUIManager.h" #include "tools/WindowEventListener.h" #include "Settings.h" // for compatibility #include "GraphicsEngine.h" namespace orxonox { GSGraphics::GSGraphics() : GameState("graphics") , ogreRoot_(0) , inputManager_(0) , console_(0) , guiManager_(0) , masterKeyBinder_(0) , frameCount_(0) , statisticsRefreshCycle_(0) , statisticsStartTime_(0) , statisticsStartCount_(0) , tickTime_(0) { RegisterRootObject(GSGraphics); } GSGraphics::~GSGraphics() { } void GSGraphics::setConfigValues() { SetConfigValue(resourceFile_, "resources.cfg").description("Location of the resources file in the data path."); SetConfigValue(statisticsRefreshCycle_, 200000).description("Sets the time in microseconds interval at which average fps, etc. get updated."); } void GSGraphics::enter() { Settings::_getInstance().bShowsGraphics_ = true; setConfigValues(); this->ogreRoot_ = getParent()->getOgreRoot(); this->declareResources(); this->loadRenderer(); // creates the render window // TODO: Spread this so that this call only initialises things needed for the Console and GUI this->initialiseResources(); // HACK: temporary: GraphicsEngine* graphicsEngine = getParent()->getGraphicsEngine(); graphicsEngine->renderWindow_ = this->renderWindow_; graphicsEngine->root_ = this->ogreRoot_; graphicsEngine->viewport_ = this->viewport_; // Calls the InputManager which sets up the input devices. // The render window width and height are used to set up the mouse movement. inputManager_ = new InputManager(); size_t windowHnd = 0; this->renderWindow_->getCustomAttribute("WINDOW", &windowHnd); inputManager_->initialise(windowHnd, renderWindow_->getWidth(), renderWindow_->getHeight(), true); // Configure master input state with a KeyBinder //masterKeyBinder_ = new KeyBinder(); //inputManager_->getMasterInputState()->addKeyHandler(masterKeyBinder_); // Load the InGameConsole console_ = new InGameConsole(); console_->initialise(); // load the CEGUI interface guiManager_ = new GUIManager(); guiManager_->initialise(this->renderWindow_); // reset frame counter this->frameCount_ = 0; this->tickTime_ = 0; statisticsStartTime_ = 0; statisticsStartCount_ = 0; // add console commands FunctorMember* functor1 = createFunctor(&GSGraphics::printScreen); functor1->setObject(this); CommandExecutor::addConsoleCommandShortcut(createConsoleCommand(functor1, "printScreen")); } void GSGraphics::leave() { delete this->guiManager_; delete this->console_; //inputManager_->getMasterInputState()->removeKeyHandler(this->masterKeyBinder_); //delete this->masterKeyBinder_; delete this->inputManager_; this->ogreRoot_->detachRenderTarget(this->renderWindow_); delete this->renderWindow_; //this->ogreRoot_->shutdown // TODO: destroy render window Settings::_getInstance().bShowsGraphics_ = false; } /** Main loop of the orxonox game. We use the Ogre::Timer to measure time since it uses the most precise method an a platform (however the windows timer lacks time when under heavy kernel load!). There is a simple mechanism to measure the average time spent in our ticks as it may indicate performance issues. A note about the Ogre::FrameListener: Even though we don't use them, they still get called. However, the delta times are not correct (except for timeSinceLastFrame, which is the most important). A little research as shown that there is probably only one FrameListener that doesn't even need the time. So we shouldn't run into problems. */ void GSGraphics::ticked(const Clock& time) { unsigned long long timeBeforeTick = time.getRealMicroseconds(); float dt = time.getDeltaTime(); this->inputManager_->tick(dt); // tick console this->console_->tick(dt); this->tickChild(time); unsigned long long timeAfterTick = time.getRealMicroseconds(); tickTime_ += (unsigned int)(timeAfterTick - timeBeforeTick); if (timeAfterTick > statisticsStartTime_ + statisticsRefreshCycle_) { GraphicsEngine::getInstance().setAverageTickTime( (float)tickTime_ * 0.001f / (frameCount_ - statisticsStartCount_)); float avgFPS = (float)(frameCount_ - statisticsStartCount_) / (timeAfterTick - statisticsStartTime_) * 1000000.0; GraphicsEngine::getInstance().setAverageFramesPerSecond(avgFPS); tickTime_ = 0; statisticsStartCount_ = frameCount_; statisticsStartTime_ = timeAfterTick; } // don't forget to call _fireFrameStarted in ogre to make sure // everything goes smoothly Ogre::FrameEvent evt; evt.timeSinceLastFrame = dt; evt.timeSinceLastEvent = dt; // note: same time, but shouldn't matter anyway ogreRoot_->_fireFrameStarted(evt); // Pump messages in all registered RenderWindows // This calls the WindowEventListener objects. Ogre::WindowEventUtilities::messagePump(); // make sure the window stays active even when not focused // (probably only necessary on windows) this->renderWindow_->setActive(true); // render ogreRoot_->_updateAllRenderTargets(); // again, just to be sure ogre works fine ogreRoot_->_fireFrameEnded(evt); // note: uses the same time as _fireFrameStarted ++frameCount_; } void GSGraphics::declareResources() { CCOUT(4) << "Declaring Resources" << std::endl; //TODO: Specify layout of data file and maybe use xml-loader //TODO: Work with ressource groups (should be generated by a special loader) if (resourceFile_ == "") { COUT(2) << "Warning: Ogre resource file set to \"\". Defaulting to resources.cfg" << std::endl; ModifyConfigValue(resourceFile_, tset, "resources.cfg"); } // Load resource paths from data file using configfile ressource type Ogre::ConfigFile cf; try { cf.load(Settings::getDataPath() + resourceFile_); } catch (...) { //COUT(1) << ex.getFullDescription() << std::endl; COUT(0) << "Have you forgotten to set the data path in orxnox.ini?" << std::endl; throw; } // Go through all sections & settings in the file Ogre::ConfigFile::SectionIterator seci = cf.getSectionIterator(); std::string secName, typeName, archName; while (seci.hasMoreElements()) { try { secName = seci.peekNextKey(); Ogre::ConfigFile::SettingsMultiMap *settings = seci.getNext(); Ogre::ConfigFile::SettingsMultiMap::iterator i; for (i = settings->begin(); i != settings->end(); ++i) { typeName = i->first; // for instance "FileSystem" or "Zip" archName = i->second; // name (and location) of archive Ogre::ResourceGroupManager::getSingleton().addResourceLocation( std::string(Settings::getDataPath() + archName), typeName, secName); } } catch (Ogre::Exception& ex) { COUT(1) << ex.getFullDescription() << std::endl; } } } void GSGraphics::loadRenderer() { CCOUT(4) << "Configuring Renderer" << std::endl; if (!ogreRoot_->restoreConfig()) if (!ogreRoot_->showConfigDialog()) ThrowException(InitialisationFailed, "Could not show Ogre configuration dialogue."); CCOUT(4) << "Creating render window" << std::endl; this->renderWindow_ = ogreRoot_->initialise(true, "OrxonoxV2"); Ogre::WindowEventUtilities::addWindowEventListener(this->renderWindow_, this); //Ogre::TextureManager::getSingleton().setDefaultNumMipmaps(5); // create a full screen default viewport this->viewport_ = this->renderWindow_->addViewport(0, 0); } void GSGraphics::initialiseResources() { CCOUT(4) << "Initialising resources" << std::endl; //TODO: Do NOT load all the groups, why are we doing that? And do we really do that? initialise != load... try { Ogre::ResourceGroupManager::getSingleton().initialiseAllResourceGroups(); /*Ogre::StringVector str = Ogre::ResourceGroupManager::getSingleton().getResourceGroups(); for (unsigned int i = 0; i < str.size(); i++) { Ogre::ResourceGroupManager::getSingleton().loadResourceGroup(str[i]); }*/ } catch (...) { CCOUT(2) << "Error: There was a serious error when initialising the resources." << std::endl; throw; } } /** @brief Window has moved. @param rw The render window it occured in */ void GSGraphics::windowMoved(Ogre::RenderWindow *rw) { for (ObjectList::iterator it = ObjectList::begin(); it; ++it) it->windowMoved(); } /** @brief Window has resized. @param rw The render window it occured in @note GraphicsEngine has a render window stored itself. This is the same as rw. But we have to be careful when using multiple render windows! */ void GSGraphics::windowResized(Ogre::RenderWindow *rw) { for (ObjectList::iterator it = ObjectList::begin(); it; ++it) it->windowResized(this->renderWindow_->getWidth(), this->renderWindow_->getHeight()); } /** @brief Window focus has changed. @param rw The render window it occured in */ void GSGraphics::windowFocusChanged(Ogre::RenderWindow *rw) { for (ObjectList::iterator it = ObjectList::begin(); it; ++it) it->windowFocusChanged(); } /** @brief Window was closed. @param rw The render window it occured in */ void GSGraphics::windowClosed(Ogre::RenderWindow *rw) { // using CommandExecutor in order to avoid depending on Orxonox.h. //CommandExecutor::execute("exit", false); this->requestState("root"); } void GSGraphics::printScreen() { if (this->renderWindow_) { this->renderWindow_->writeContentsToTimestampedFile("shot_", ".jpg"); } } }