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source: orxonox.OLD/trunk/src/story_entities/game_world.cc @ 10561

Last change on this file since 10561 was 10523, checked in by patrick, 18 years ago

tried fixing the segfault on tardis, emitter mount point attach

File size: 19.5 KB
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[6352]1/*
2   orxonox - the future of 3D-vertical-scrollers
3
4   Copyright (C) 2004 orx
5
6   This program is free software; you can redistribute it and/or modify
7   it under the terms of the GNU General Public License as published by
8   the Free Software Foundation; either version 2, or (at your option)
9   any later version.
10
11   ### File Specific:
12   main-programmer: Patrick Boenzli
[10314]13   main-programmer: Benjamin Grauer
[6352]14   co-programmer: Christian Meyer
[10314]15
[6352]16*/
17
18#define DEBUG_SPECIAL_MODULE DEBUG_MODULE_WORLD
19
[6358]20#include "game_world.h"
[6402]21#include "game_world_data.h"
[6352]22
23#include "state.h"
24
[7193]25#include "util/loading/game_loader.h"
[7919]26#include "util/timer.h"
[6404]27
[6352]28#include "player.h"
29#include "camera.h"
30#include "environment.h"
31#include "terrain.h"
[7287]32#include "test_entity.h"
33#include "terrain.h"
[6404]34#include "playable.h"
[7785]35#include "environments/mapped_water.h"
[6404]36
[6352]37#include "light.h"
[6404]38
[7193]39#include "util/loading/factory.h"
[9869]40#include "util/loading/load_param_xml.h"
41#include "loading/fast_factory.h"
[6404]42#include "shell_command.h"
[6352]43
44#include "graphics_engine.h"
[9869]45#include "weather_effects/atmospheric_engine.h"
[6404]46#include "event_handler.h"
47#include "sound_engine.h"
48#include "cd_engine.h"
49#include "network_manager.h"
[6352]50#include "physics_engine.h"
51
52#include "glmenu_imagescreen.h"
[6404]53#include "shell.h"
[6352]54
55#include "ogg_player.h"
[6404]56#include "shader.h"
[10376]57#include "ai_engine.h"
[6352]58
[7369]59#include "animation_player.h"
60
[7035]61#include "game_rules.h"
[6352]62
[9110]63#include "script_class.h"
[9869]64ObjectListDefinition(GameWorld);
65CREATE_SCRIPTABLE_CLASS(GameWorld,
66                        addMethod("setPlaymode", Executor1<GameWorld, lua_State*,const std::string&>(&GameWorld::setPlaymode))
[10430]67                        ->addMethod("showText", Executor1<GameWorld, lua_State*, const std::string&>(&GameWorld::showText))
68                        ->addMethod("setSoundtrack", Executor1<GameWorld, lua_State*, const std::string&>(&GameWorld::setSoundtrack))
[10319]69                        ->addMethod("getStoryID", Executor0ret<StoryEntity, lua_State*, int>(&StoryEntity::getStoryID))
70                        ->addMethod("setNextStoryName", Executor1ret<StoryEntity, lua_State*, bool, const std::string&>(&StoryEntity::setNextStoryName))
71                        ->addMethod("stop", Executor0ret<GameWorld, lua_State*, bool>(&GameWorld::stop))
[9110]72                       );
[6352]73
[7412]74SHELL_COMMAND(speed, GameWorld, setSpeed) ->describe("set the Speed of the Level");
75SHELL_COMMAND(playmode, GameWorld, setPlaymode)
[7723]76->describe("Set the Playmode of the current Level")
77->completionPlugin(0, OrxShell::CompletorStringArray(Playable::playmodeNames, Playable::PlaymodeCount));
[7412]78
[7739]79SHELL_COMMAND(togglePNodeVisibility, GameWorld, togglePNodeVisibility);
80SHELL_COMMAND(showBVLevel, GameWorld, toggleBVVisibility);
[10314]81SHELL_COMMAND(showMountPoints, GameWorld, toggleMPVisibility);
[6352]82
83
[6989]84GameWorld::GameWorld()
[6402]85    : StoryEntity()
[6352]86{
[9869]87  this->registerObject(this, GameWorld::_objectList);
[6368]88  this->setName("Preloaded World - no name yet");
89
90  this->gameTime = 0.0f;
[6370]91  this->setSpeed(1.0f);
[6368]92  this->shell = NULL;
93
94  this->showPNodes = false;
95  this->showBV = false;
[7739]96  this->showBVLevel = 3;
[10314]97  this->showMPV = false;
[6368]98
[6845]99  this->dataXML = NULL;
[7391]100  this->gameRules = NULL;
[6352]101}
102
103/**
[6358]104 *  remove the GameWorld from memory
[6352]105 *
106 *  delete everything explicitly, that isn't contained in the parenting tree!
107 *  things contained in the tree are deleted automaticaly
108 */
[6358]109GameWorld::~GameWorld ()
[6352]110{
[6408]111  PRINTF(4)("Deleted GameWorld\n");
[7283]112
[6352]113}
114
115
116
117/**
[6358]118 * loads the parameters of a GameWorld from an XML-element
[6352]119 * @param root the XML-element to load from
120 */
[6358]121void GameWorld::loadParams(const TiXmlElement* root)
[6352]122{
[6512]123  StoryEntity::loadParams(root);
[6352]124
[6376]125  PRINTF(4)("Loaded GameWorld specific stuff\n");
[6352]126}
127
[6368]128
[6352]129/**
130 * this is executed just before load
131 *
132 * since the load function sometimes needs data, that has been initialized
133 * before the load and after the proceeding storyentity has finished
134*/
[6370]135ErrorMessage GameWorld::init()
[6352]136{
137  /* init the world interface */
[7374]138  this->shell = new OrxShell::Shell();
[6352]139
[6498]140  State::setCurrentStoryEntity(dynamic_cast<StoryEntity*>(this));
[6407]141  this->dataTank->init();
[7369]142
143  /* initialize some engines and graphical elements */
144  AnimationPlayer::getInstance();
145  PhysicsEngine::getInstance();
[10013]146  CoRe::CREngine::getInstance();
[8408]147
148  State::setScriptManager(&this->scriptManager);
149
[8717]150  return ErrorMessage();
[6352]151}
152
153/**
[6358]154 *  loads the GameWorld by initializing all resources, and set their default values.
[6352]155 */
[6372]156ErrorMessage GameWorld::loadData()
[6352]157{
[8408]158  this->displayLoadScreen();  State::setScriptManager(&this->scriptManager);
[6370]159
[8408]160
[9869]161  PRINTF(4)("Loading the GameWorld\n");
[6407]162
[7677]163  PRINTF(3)("> Loading world: '%s'\n", getLoadFile().c_str());
[9235]164  //  TiXmlElement* element;
165  //  GameLoader* loader = GameLoader::getInstance();
[6352]166
[7221]167  if( getLoadFile().empty())
[6402]168  {
[6634]169    PRINTF(1)("GameWorld has no path specified for loading\n");
[8717]170    return (ErrorMessage(213,"Path not specified","GameWorld::load()"));
[6402]171  }
[6352]172
[7287]173  TiXmlDocument* XMLDoc = new TiXmlDocument( getLoadFile());
[6402]174  // load the xml world file for further loading
[7287]175  if( !XMLDoc->LoadFile())
[6352]176  {
[7287]177    PRINTF(1)("loading XML File: %s @ %s:l%d:c%d\n", XMLDoc->ErrorDesc(), this->getLoadFile().c_str(), XMLDoc->ErrorRow(), XMLDoc->ErrorCol());
178    delete XMLDoc;
[8717]179    return ErrorMessage(213,"XML File parsing error","GameWorld::load()");
[6352]180  }
181  // check basic validity
[7287]182  TiXmlElement* root = XMLDoc->RootElement();
[6352]183  assert( root != NULL);
184  if( root == NULL || root->Value() == NULL || strcmp( root->Value(), "WorldDataFile"))
185  {
[6402]186    // report an error
187    PRINTF(1)("Specified XML File is not an orxonox world data file (WorldDataFile element missing)\n");
[7287]188    delete XMLDoc;
[8717]189    return ErrorMessage(213,"Path not a WorldDataFile","GameWorld::load()");
[6352]190  }
[6402]191  /* the whole loading process for the GameWorld */
[6407]192  this->dataTank->loadData(root);
[6845]193  this->dataXML = (TiXmlElement*)root->Clone();
[6352]194
[8408]195  //remove this after finished testing !!!!
[8711]196  //Object* obj= new Object();
197  //obj->setName("Obj");
198  //Account* a = new Account();
199  //a->setName("a");
200  //Account *b = new Account(30);
201  //b->setName("b");
[8717]202
[8740]203
[8271]204  LoadParamXML(root, "ScriptManager", &this->scriptManager, ScriptManager, loadParams);
205
[7287]206  delete XMLDoc;
[6386]207  this->releaseLoadScreen();
[8717]208
209  return ErrorMessage();
[6352]210}
211
212
213/**
[6387]214 *  unload the data of this GameWorld
215 */
216ErrorMessage GameWorld::unloadData()
217{
[8271]218
[7287]219  PRINTF(3)("GameWorld::~GameWorld() - unloading the current GameWorld\n");
[8271]220  this->scriptManager.flush();
221
[7370]222  delete this->shell;
[6387]223
[6981]224  this->dataTank->unloadData();
225
[7369]226  this->shell = NULL;
227  delete AnimationPlayer::getInstance();
228  delete PhysicsEngine::getInstance();
[10013]229  delete CoRe::CREngine::getInstance();
[7369]230
[6988]231  State::setCurrentStoryEntity(NULL);
[6845]232  if (this->dataXML)
233    delete this->dataXML;
[8717]234
235  return ErrorMessage();
[6387]236}
237
238
[9235]239void GameWorld::setSoundtrack(const std::string& soundTrack)
240{
241  if (this->dataTank != NULL)
242  {
243    this->dataTank->setSoundTrack(soundTrack);
244    this->dataTank->music->play();
245  }
246}
247
[10428]248void GameWorld::showText(const std::string& text)
249{
[10430]250  if ( this->dataTank->localPlayer != NULL)
[10428]251    this->dataTank->localPlayer->hud().notifyUser(text);
252}
[9235]253
[10428]254
[6387]255/**
[6358]256 *  starts the GameWorld
[6352]257 */
[6387]258bool GameWorld::start()
[6352]259{
[7283]260  this->bPaused = false;
261  this->bRunning = true;
[8408]262  State::setScriptManager(&this->scriptManager); //make sure we have the right script manager
[6387]263  this->run();
[8717]264
265  return true;
[6352]266}
267
[6402]268
[6352]269/**
270 *  stops the world.
[6402]271 */
[6387]272bool GameWorld::stop()
[6352]273{
[6358]274  PRINTF(3)("GameWorld::stop() - got stop signal\n");
[8408]275  State::setScriptManager(NULL);
[8717]276  return (this->bRunning = false);
[6352]277}
278
[6402]279
[6352]280/**
[6402]281 *  pauses the game
282 */
[6387]283bool GameWorld::pause()
[6352]284{
[8717]285  return (this->bPaused = true);
[6352]286}
287
[6402]288
[6352]289/**
290 *  ends the pause Phase
[6409]291 */
[6387]292bool GameWorld::resume()
[6352]293{
[8717]294  return(this->bPaused = false);
[6352]295}
296
297
298/**
[6402]299 *  main loop of the world: executing all world relevant function
300 *
301 * in this loop we synchronize (if networked), handle input events, give the heart-beat to
302 * all other member-entities of the world (tick to player, enemies etc.), checking for
303 * collisions drawing everything to the screen.
304 */
305void GameWorld::run()
[6352]306{
[6402]307  PRINTF(3)("GameWorld::mainLoop() - Entering main loop\n");
[6352]308
[7131]309  // initialize Timing
310  this->cycle = 0;
311  for (unsigned int i = 0; i < TICK_SMOOTH_VALUE; i++)
[7919]312    this->frameTimes[i] = 0.01f;
[7131]313  this->dtS = 0.0f;
[7919]314  this->lastFrame = Timer::getNow();
[7131]315
[7304]316  if (this->dataTank->music != NULL)
317    this->dataTank->music->play();
318
[10319]319  PNode::getNullParent()->updateNode(0.01);
320  PNode::getNullParent()->updateNode(0.01);
321
[10340]322  bool bNoDraw = true;
[10319]323
[7283]324  while( this->bRunning) /* @todo implement pause */
[6402]325  {
326    /* process intput */
327    this->handleInput ();
[7322]328    if( !this->bRunning)
329      break;
[6386]330
[6402]331    /* network synchronisation */
332    this->synchronize ();
[10515]333
334         /* perform ai check*/
335         this->checkAI();
336
337         this->update ();
[6402]338    /* process time */
339    this->tick ();
[8490]340
[8740]341
[8724]342    /* update the state */
[8740]343    //this->update (); /// LESS REDUNDANCY.
[9235]344    //      PNode::getNullParent()->updateNode(this->dtS);
[9061]345    PNode::getNullParent()->updateNode(this->dtS);
[8724]346
[8190]347    /* collision detection */
348    this->collisionDetection ();
349    /* collision reaction */
350    this->collisionReaction ();
[8490]351
[8724]352    /* check the game rules */
353    this->checkGameRules();
[8740]354
[6402]355    /* update the state */
356    this->update ();
357    /* draw everything */
[10340]358    if( bNoDraw)
359      this->display ();
[7306]360
[10340]361    bNoDraw= !bNoDraw;
[6402]362  }
363
[9869]364  PRINTF(4)("GameWorld::mainLoop() - Exiting the main loop\n");
[6352]365}
366
367
[7338]368void GameWorld::setPlaymode(Playable::Playmode playmode)
369{
370  if (this->dataTank->localPlayer &&
371      this->dataTank->localPlayer->getPlayable() &&
[7339]372      this->dataTank->localPlayer->getPlayable()->setPlaymode(playmode))
[7338]373  {
[10368]374    PRINTF(0)("Set Playmode to %d:%s\n", playmode, Playable::playmodeToString(playmode).c_str());
[7338]375  }
[7339]376  else
377  {
[10368]378    PRINTF(0)("Unable to set Playmode %d:'%s'\n", playmode, Playable::playmodeToString(playmode).c_str());
[7339]379  }
[7338]380}
381
[7339]382void GameWorld::setPlaymode(const std::string& playmode)
383{
384  this->setPlaymode(Playable::stringToPlaymode(playmode));
385}
[7338]386
[6352]387/**
388 *  synchronize local data with remote data
389*/
[6358]390void GameWorld::synchronize ()
[6402]391{}
[6352]392
393
394/**
395 *  run all input processing
396
397   the command node is the central input event dispatcher. the node uses the even-queue from
398   sdl and has its own event-passing-queue.
399*/
[6358]400void GameWorld::handleInput ()
[6352]401{
402  EventHandler::getInstance()->process();
403}
404
[6402]405
406/**
[7370]407 * @brief ticks a WorldEntity list
[6402]408 * @param entityList list of the WorldEntities
409 * @param dt time passed since last frame
410 */
[7370]411void GameWorld::tick(ObjectManager::EntityList entityList, float dt)
[6352]412{
[7370]413  ObjectManager::EntityList::iterator entity, next;
[6710]414  next = entityList.begin();
415  while (next != entityList.end())
416  {
417    entity = next++;
[6352]418    (*entity)->tick(dt);
[6710]419  }
[6352]420}
421
[7131]422
[6352]423/**
424 *  advance the timeline
[6402]425 *
426 * this calculates the time used to process one frame (with all input handling, drawing, etc)
427 * the time is mesured in ms and passed to all world-entities and other classes that need
428 * a heart-beat.
429 */
[6358]430void GameWorld::tick ()
[6352]431{
[7283]432  if( !this->bPaused)
[6402]433  {
[7131]434    // CALCULATE FRAMERATE
435    Uint32 frameTimesIndex;
436    Uint32 i;
[7919]437    double currentFrame = Timer::getNow();
[6402]438
[9494]439    if (currentFrame - this->lastFrame < .01)
440    {
[9869]441      SDL_Delay((int)(1000.0 * (0.01 - (currentFrame - lastFrame))));
[9494]442      currentFrame = Timer::getNow();
443    }
444
445
[7131]446    frameTimesIndex = this->cycle % TICK_SMOOTH_VALUE;
[7919]447    this->frameTimes[frameTimesIndex] = currentFrame - this->lastFrame;
448    this->lastFrame = currentFrame;
[7132]449    ++this->cycle;
[7919]450    this->dtS = 0.0;
[7132]451    for (i = 0; i < TICK_SMOOTH_VALUE; i++)
[7131]452      this->dtS += this->frameTimes[i];
[7919]453    this->dtS = this->dtS / TICK_SMOOTH_VALUE * speed;
[6352]454
[10456]455    // tick camera first
[10473]456    CameraMan* man = State::getCameraman();
457    (man->getCurrentCam())->tick(this->dtS);
[7131]458    // TICK everything
[7370]459    for (i = 0; i < this->dataTank->tickLists.size(); ++i)
[9869]460      this->tick(this->dataTank->objectManager->getEntityList(this->dataTank->tickLists[i]), this->dtS);
[6352]461
[6402]462    /* update tick the rest */
[10456]463
[6402]464    AnimationPlayer::getInstance()->tick(this->dtS);
465    PhysicsEngine::getInstance()->tick(this->dtS);
[6352]466
[6402]467    GraphicsEngine::getInstance()->tick(this->dtS);
[7810]468    AtmosphericEngine::getInstance()->tick(this->dtS);
[7035]469
470    if( likely(this->dataTank->gameRule != NULL))
471      this->dataTank->gameRule->tick(this->dtS);
[8717]472
[6402]473  }
[6352]474}
475
476
477/**
478 *  this function gives the world a consistant state
[6402]479 *
480 * after ticking (updating the world state) this will give a constistant
481 * state to the whole system.
482 */
[6358]483void GameWorld::update()
[6352]484{
485  PNode::getNullParent()->updateNode (this->dtS);
[7460]486  OrxSound::SoundEngine::getInstance()->update();
[8740]487
488  this->applyCameraSettings();
[7871]489  GraphicsEngine::getInstance()->update(this->dtS);
[6352]490}
491
492
[6402]493/**
494 * kicks the CDEngine to detect the collisions between the object groups in the world
495 */
[8190]496void GameWorld::collisionDetection()
[6352]497{
[8490]498  // object-object collision detection
[9869]499  CDEngine::getInstance()->checkCollisions(this->dataTank->objectManager->getEntityList(OM_GROUP_00),
500      this->dataTank->objectManager->getEntityList(OM_GROUP_01_PROJ));
501  CDEngine::getInstance()->checkCollisions(this->dataTank->objectManager->getEntityList(OM_GROUP_01),
502      this->dataTank->objectManager->getEntityList(OM_GROUP_00_PROJ));
503  CDEngine::getInstance()->checkCollisions(this->dataTank->objectManager->getEntityList(OM_GROUP_01),
504      this->dataTank->objectManager->getEntityList(OM_GROUP_00));
[6433]505
[9869]506  CDEngine::getInstance()->checkCollisions(this->dataTank->objectManager->getEntityList(OM_GROUP_01),
507      this->dataTank->objectManager->getEntityList(OM_GROUP_02));
508  CDEngine::getInstance()->checkCollisions(this->dataTank->objectManager->getEntityList(OM_GROUP_02),
509      this->dataTank->objectManager->getEntityList(OM_GROUP_01_PROJ));
[9235]510
511
[9869]512  CDEngine::getInstance()->checkCollisions(this->dataTank->objectManager->getEntityList(OM_GROUP_00),
513      this->dataTank->objectManager->getEntityList(OM_COMMON));
514  CDEngine::getInstance()->checkCollisions(this->dataTank->objectManager->getEntityList(OM_GROUP_01),
515      this->dataTank->objectManager->getEntityList(OM_COMMON));
[7083]516
[8490]517  // ground collision detection: BSP Model
[9869]518  CDEngine::getInstance()->checkCollisionGround(this->dataTank->objectManager->getEntityList(OM_GROUP_00));
519  CDEngine::getInstance()->checkCollisionGround(this->dataTank->objectManager->getEntityList(OM_GROUP_01));
[6352]520}
521
[7391]522
[8190]523void GameWorld::collisionReaction()
524{
[10013]525  CoRe::CREngine::getInstance()->handleCollisions();
[8190]526}
527
528
[10376]529
530void GameWorld::checkAI()
531{
532  AIEngine::getInstance()->tick(this->dtS);
533  //AIEngine::getInstance()->tick();
534}
535
536
[6352]537/**
[7391]538 *  check the game rules: winning conditions, etc.
539 *
540 */
541void GameWorld::checkGameRules()
542{
543  if( this->gameRules)
544    this->gameRules->tick(this->dtS);
545}
546
547
548/**
[6352]549 *  render the current frame
[6402]550 *
551 * clear all buffers and draw the world
552 */
[6358]553void GameWorld::display ()
[6352]554{
[9406]555
[9494]556  // if this server is a dedicated server the game workd does not need to be drawn
[9406]557  if( !GraphicsEngine::getInstance()->isDedicated())
558  {
[9494]559    // render the reflection texture
560    this->renderPassReflection();
561    // redner the refraction texture
562    this->renderPassRefraction();
[9406]563  }
[7785]564  // render all
565  this->renderPassAll();
566
[6352]567  // flip buffers
568  GraphicsEngine::swapBuffers();
569}
570
571
572/**
[7370]573 * @brief draws all entities in the list drawList
574 * @param drawList the List of entities to draw.
[6352]575 */
[7370]576void GameWorld::drawEntityList(const ObjectManager::EntityList& drawList) const
577{
578  ObjectManager::EntityList::const_iterator entity;
579  for (entity = drawList.begin(); entity != drawList.end(); entity++)
[10314]580  {
[7370]581    if ((*entity)->isVisible())
582      (*entity)->draw();
[10314]583
584    if( unlikely( this->showMPV))
585      (*entity)->debugDrawMountPoints();
586  }
[7370]587}
588
[7785]589
[8740]590void GameWorld::applyCameraSettings()
591{
[10473]592  CameraMan* man = State::getCameraman();
[10523]593  Camera* c = man->getCurrentCam();
594  if( c != NULL)
595  {
596    c->apply ();
597    c->project ();
598  }
[8740]599  GraphicsEngine::storeMatrices();
600}
[7785]601
[8740]602
603
[7370]604/**
[7785]605 * reflection rendering for water surfaces
[7370]606 */
[7785]607void GameWorld::renderPassReflection()
[6352]608{
[9235]609  // clear buffer
[7785]610  glClear( GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT);
[9235]611  //  glLoadIdentity();
[7785]612
613  MappedWater* mw;
614
[9869]615  for (ObjectList<MappedWater>::const_iterator it = MappedWater::objectList().begin();
616       it != MappedWater::objectList().end();
617       ++it)
[7785]618  {
[9869]619    mw =  (*it);
[7785]620
[9869]621    //camera and light
622    //this->dataTank->localCamera->apply ();
623    //this->dataTank->localCamera->project ();
[8312]624
[9869]625    LightManager::getInstance()->draw();
[8312]626
627
[9869]628    // prepare for reflection rendering
629    mw->activateReflection();
[8312]630
[9869]631    // draw everything to be included in the reflection
632    this->drawEntityList(State::getObjectManager()->getReflectionList());
633    //       for (unsigned int i = 0; i < this->dataTank->drawLists.size(); ++i)
634    //         this->drawEntityList(State::getObjectManager()->getEntityList(this->dataTank->drawLists[i]));
[7785]635
[9869]636    // clean up from reflection rendering
637    mw->deactivateReflection();
[7785]638  }
639
640}
641
642
643/**
644 *  refraction rendering for water surfaces
645 */
646void GameWorld::renderPassRefraction()
[8037]647{
[9235]648  // clear buffer
[8037]649  glClear( GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT);
[8740]650  //glLoadIdentity();
[7785]651
[8037]652  MappedWater* mw;
653
[9869]654  for (ObjectList<MappedWater>::const_iterator it = MappedWater::objectList().begin();
655       it != MappedWater::objectList().end();
656       ++it)
[8037]657  {
[9869]658    mw =  dynamic_cast<MappedWater*>(*it);
[8037]659
[9869]660    //camera and light
661    //this->dataTank->localCamera->apply ();
662    //this->dataTank->localCamera->project ();
663    // prepare for reflection rendering
664    mw->activateRefraction();
[8037]665
[8312]666
[9869]667    LightManager::getInstance()->draw();
668    // draw everything to be included in the reflection
669    this->drawEntityList(State::getObjectManager()->getReflectionList());
670    //       for (unsigned int i = 0; i < this->dataTank->drawLists.size(); ++i)
671    //         this->drawEntityList(State::getObjectManager()->getEntityList(this->dataTank->drawLists[i]));
[8037]672
[9869]673    // clean up from reflection rendering
674    mw->deactivateRefraction();
[8037]675  }
676}
677
678
[7785]679/**
680 *  this render pass renders the whole wolrd
681 */
682void GameWorld::renderPassAll()
683{
684  // clear buffer
685  glClear( GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT);
[6352]686  GraphicsEngine* engine = GraphicsEngine::getInstance();
[6402]687
[7919]688
[8740]689  // glEnable(GL_DEPTH_TEST);
690  // glEnable(GL_LIGHTING);
[7919]691
[8740]692  // set Lighting
[7108]693  LightManager::getInstance()->draw();
[6416]694
[9406]695  // only render the world if its not dedicated mode
696  if( !GraphicsEngine::getInstance()->isDedicated())
697  {
698    /* Draw the BackGround */
[9869]699    this->drawEntityList(State::getObjectManager()->getEntityList(OM_BACKGROUND));
[9406]700    engine->drawBackgroundElements();
[7840]701
[9406]702    /* draw all WorldEntiy groups */
703    for (unsigned int i = 0; i < this->dataTank->drawLists.size(); ++i)
[9869]704      this->drawEntityList(State::getObjectManager()->getEntityList(this->dataTank->drawLists[i]));
[6416]705
[9406]706    AtmosphericEngine::getInstance()->draw();
[8408]707
[9406]708    if( unlikely( this->showBV))
709    {
710      CDEngine* engine = CDEngine::getInstance();
711      for (unsigned int i = 0; i < this->dataTank->drawLists.size(); ++i)
[9869]712        engine->drawBV(State::getObjectManager()->getEntityList(this->dataTank->drawLists[i]), this->showBVLevel);
[9406]713    }
714
[10314]715
[9406]716    if( unlikely(this->showPNodes))
717      PNode::getNullParent()->debugDraw(0);
718
719    // draw the game ruls
720    if( likely(this->dataTank->gameRule != NULL))
721      this->dataTank->gameRule->draw();
[6402]722  }
[6416]723
[6780]724  engine->draw();
[6352]725}
726
[7785]727
[6352]728/**
[6402]729 *  shows the loading screen
730 */
731void GameWorld::displayLoadScreen ()
[6387]732{
[6402]733  PRINTF(3)("GameWorld::displayLoadScreen - start\n");
[6407]734  this->dataTank->glmis = new GLMenuImageScreen();
735  this->dataTank->glmis->setMaximum(8);
[6402]736  PRINTF(3)("GameWorld::displayLoadScreen - end\n");
[6387]737}
738
739
[6402]740/**
741 *  removes the loadscreen, and changes over to the game
742 */
[9869]743void GameWorld::releaseLoadScreen()
[6387]744{
[6402]745  PRINTF(3)("GameWorld::releaseLoadScreen - start\n");
[6407]746  this->dataTank->glmis->setValue(this->dataTank->glmis->getMaximum());
[6402]747  PRINTF(3)("GameWorld::releaseLoadScreen - end\n");
[6387]748}
749
[7004]750
751
752/**
753 * @brief toggles the PNode visibility in the world (drawn as boxes)
754 */
755void GameWorld::togglePNodeVisibility()
756{
[7723]757  this->showPNodes = !this->showPNodes;
[7004]758};
759
760
761/**
762 * @brief toggles the bounding volume (BV) visibility
763*/
[7739]764void GameWorld::toggleBVVisibility(int level)
[7004]765{
[7739]766  if( level < 1)
767    this->showBV = false;
768  else
769  {
770    this->showBV = true;
771    this->showBVLevel = level;
772  }
773
[7004]774};
775
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