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