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source: code/trunk/src/orxonox/gamestates/GSGraphics.cc @ 1820

Last change on this file since 1820 was 1820, checked in by rgrieder, 16 years ago

Temporarily disabled mipmaps to ensure functionality on tardis-d boxes

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File size: 12.5 KB
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1/*
2 *   ORXONOX - the hottest 3D action shooter ever to exist
3 *                    > www.orxonox.net <
4 *
5 *
6 *   License notice:
7 *
8 *   This program is free software; you can redistribute it and/or
9 *   modify it under the terms of the GNU General Public License
10 *   as published by the Free Software Foundation; either version 2
11 *   of the License, or (at your option) any later version.
12 *
13 *   This program is distributed in the hope that it will be useful,
14 *   but WITHOUT ANY WARRANTY; without even the implied warranty of
15 *   MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
16 *   GNU General Public License for more details.
17 *
18 *   You should have received a copy of the GNU General Public License
19 *   along with this program; if not, write to the Free Software
20 *   Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA  02110-1301, USA.
21 *
22 *   Author:
23 *      Reto Grieder
24 *   Co-authors:
25 *      ...
26 *
27 */
28
29#include "OrxonoxStableHeaders.h"
30#include "GSGraphics.h"
31
32#include <fstream>
33#include <OgreConfigFile.h>
34#include <OgreFrameListener.h>
35#include <OgreRoot.h>
36#include <OgreException.h>
37#include <OgreRenderWindow.h>
38#include <OgreTextureManager.h>
39#include <OgreViewport.h>
40#include <OgreWindowEventUtilities.h>
41
42#include "util/Debug.h"
43#include "util/Exception.h"
44#include "core/ConsoleCommand.h"
45#include "core/ConfigValueIncludes.h"
46#include "core/CoreIncludes.h"
47#include "core/input/InputManager.h"
48#include "core/input/KeyBinder.h"
49#include "core/input/ExtendedInputState.h"
50#include "overlays/console/InGameConsole.h"
51#include "gui/GUIManager.h"
52#include "tools/WindowEventListener.h"
53#include "Settings.h"
54
55// for compatibility
56#include "GraphicsEngine.h"
57
58namespace orxonox
59{
60    GSGraphics::GSGraphics()
61        : GameState<GSRoot>("graphics")
62        , ogreRoot_(0)
63        , inputManager_(0)
64        , console_(0)
65        , guiManager_(0)
66        , masterKeyBinder_(0)
67        , frameCount_(0)
68        , statisticsRefreshCycle_(0)
69        , statisticsStartTime_(0)
70        , statisticsStartCount_(0)
71        , tickTime_(0)
72    {
73        RegisterRootObject(GSGraphics);
74    }
75
76    GSGraphics::~GSGraphics()
77    {
78    }
79
80    void GSGraphics::setConfigValues()
81    {
82        SetConfigValue(resourceFile_, "resources.cfg").description("Location of the resources file in the data path.");
83        SetConfigValue(statisticsRefreshCycle_, 200000).description("Sets the time in microseconds interval at which average fps, etc. get updated.");
84    }
85
86    void GSGraphics::enter()
87    {
88        Settings::_getInstance().bShowsGraphics_ = true;
89
90        setConfigValues();
91
92        this->ogreRoot_ = getParent()->getOgreRoot();
93
94        this->declareResources();
95        this->loadRenderer();    // creates the render window
96        // TODO: Spread this so that this call only initialises things needed for the Console and GUI
97        this->initialiseResources();
98
99
100        // HACK: temporary:
101        GraphicsEngine* graphicsEngine = getParent()->getGraphicsEngine();
102        graphicsEngine->renderWindow_  = this->renderWindow_;
103        graphicsEngine->root_          = this->ogreRoot_;
104        graphicsEngine->viewport_      = this->viewport_;
105
106
107        // Calls the InputManager which sets up the input devices.
108        // The render window width and height are used to set up the mouse movement.
109        inputManager_ = new InputManager();
110        size_t windowHnd = 0;
111        this->renderWindow_->getCustomAttribute("WINDOW", &windowHnd);
112        inputManager_->initialise(windowHnd, renderWindow_->getWidth(), renderWindow_->getHeight(), true);
113        // Configure master input state with a KeyBinder
114        //masterKeyBinder_ = new KeyBinder();
115        //inputManager_->getMasterInputState()->addKeyHandler(masterKeyBinder_);
116
117        // Load the InGameConsole
118        console_ = new InGameConsole();
119        console_->initialise();
120
121        // load the CEGUI interface
122        guiManager_ = new GUIManager();
123        guiManager_->initialise(this->renderWindow_);
124
125        // reset frame counter
126        this->frameCount_ = 0;
127        this->tickTime_ = 0;
128        statisticsStartTime_ = 0;
129        statisticsStartCount_ = 0;
130
131        // add console commands
132        FunctorMember<GSGraphics>* functor1 = createFunctor(&GSGraphics::printScreen);
133        functor1->setObject(this);
134        CommandExecutor::addConsoleCommandShortcut(createConsoleCommand(functor1, "printScreen"));
135    }
136
137    void GSGraphics::leave()
138    {
139        delete this->guiManager_;
140
141        delete this->console_;
142
143        //inputManager_->getMasterInputState()->removeKeyHandler(this->masterKeyBinder_);
144        //delete this->masterKeyBinder_;
145        delete this->inputManager_;
146
147        this->ogreRoot_->detachRenderTarget(this->renderWindow_);
148        delete this->renderWindow_;
149        //this->ogreRoot_->shutdown
150        // TODO: destroy render window
151
152        Settings::_getInstance().bShowsGraphics_ = false;
153    }
154
155    /**
156        Main loop of the orxonox game.
157        We use the Ogre::Timer to measure time since it uses the most precise
158        method an a platform (however the windows timer lacks time when under
159        heavy kernel load!).
160        There is a simple mechanism to measure the average time spent in our
161        ticks as it may indicate performance issues.
162        A note about the Ogre::FrameListener: Even though we don't use them,
163        they still get called. However, the delta times are not correct (except
164        for timeSinceLastFrame, which is the most important). A little research
165        as shown that there is probably only one FrameListener that doesn't even
166        need the time. So we shouldn't run into problems.
167    */
168    void GSGraphics::ticked(const Clock& time)
169    {
170        unsigned long long timeBeforeTick = time.getRealMicroseconds();
171        float dt = time.getDeltaTime();
172
173        this->inputManager_->tick(dt);
174        // tick console
175        this->console_->tick(dt);
176        this->tickChild(time);
177       
178        unsigned long long timeAfterTick = time.getRealMicroseconds();
179
180        tickTime_ += (unsigned int)(timeAfterTick - timeBeforeTick);
181        if (timeAfterTick > statisticsStartTime_ + statisticsRefreshCycle_)
182        {
183            GraphicsEngine::getInstance().setAverageTickTime(
184                (float)tickTime_ * 0.001f / (frameCount_ - statisticsStartCount_));
185            float avgFPS = (float)(frameCount_ - statisticsStartCount_)
186                / (timeAfterTick - statisticsStartTime_) * 1000000.0;
187            GraphicsEngine::getInstance().setAverageFramesPerSecond(avgFPS);
188
189            tickTime_ = 0;
190            statisticsStartCount_ = frameCount_;
191            statisticsStartTime_  = timeAfterTick;
192        }
193
194        // don't forget to call _fireFrameStarted in ogre to make sure
195        // everything goes smoothly
196        Ogre::FrameEvent evt;
197        evt.timeSinceLastFrame = dt;
198        evt.timeSinceLastEvent = dt; // note: same time, but shouldn't matter anyway
199        ogreRoot_->_fireFrameStarted(evt);
200
201        // Pump messages in all registered RenderWindows
202        // This calls the WindowEventListener objects.
203        Ogre::WindowEventUtilities::messagePump();
204        // make sure the window stays active even when not focused
205        // (probably only necessary on windows)
206        this->renderWindow_->setActive(true);
207
208        // render
209        ogreRoot_->_updateAllRenderTargets();
210
211        // again, just to be sure ogre works fine
212        ogreRoot_->_fireFrameEnded(evt); // note: uses the same time as _fireFrameStarted
213
214        ++frameCount_;
215    }
216
217    void GSGraphics::declareResources()
218    {
219        CCOUT(4) << "Declaring Resources" << std::endl;
220        //TODO: Specify layout of data file and maybe use xml-loader
221        //TODO: Work with ressource groups (should be generated by a special loader)
222
223        if (resourceFile_ == "")
224        {
225            COUT(2) << "Warning: Ogre resource file set to \"\". Defaulting to resources.cfg" << std::endl;
226            ModifyConfigValue(resourceFile_, tset, "resources.cfg");
227        }
228
229        // Load resource paths from data file using configfile ressource type
230        Ogre::ConfigFile cf;
231        try
232        {
233            cf.load(Settings::getDataPath() + resourceFile_);
234        }
235        catch (...)
236        {
237            //COUT(1) << ex.getFullDescription() << std::endl;
238            COUT(0) << "Have you forgotten to set the data path in orxnox.ini?" << std::endl;
239            throw;
240        }
241
242        // Go through all sections & settings in the file
243        Ogre::ConfigFile::SectionIterator seci = cf.getSectionIterator();
244
245        std::string secName, typeName, archName;
246        while (seci.hasMoreElements())
247        {
248            try
249            {
250                secName = seci.peekNextKey();
251                Ogre::ConfigFile::SettingsMultiMap *settings = seci.getNext();
252                Ogre::ConfigFile::SettingsMultiMap::iterator i;
253                for (i = settings->begin(); i != settings->end(); ++i)
254                {
255                    typeName = i->first; // for instance "FileSystem" or "Zip"
256                    archName = i->second; // name (and location) of archive
257
258                    Ogre::ResourceGroupManager::getSingleton().addResourceLocation(
259                        std::string(Settings::getDataPath() + archName), typeName, secName);
260                }
261            }
262            catch (Ogre::Exception& ex)
263            {
264                COUT(1) << ex.getFullDescription() << std::endl;
265            }
266        }
267    }
268
269    void GSGraphics::loadRenderer()
270    {
271        CCOUT(4) << "Configuring Renderer" << std::endl;
272
273        if (!ogreRoot_->restoreConfig())
274            if (!ogreRoot_->showConfigDialog())
275                ThrowException(InitialisationFailed, "Could not show Ogre configuration dialogue.");
276
277        CCOUT(4) << "Creating render window" << std::endl;
278
279        this->renderWindow_ = ogreRoot_->initialise(true, "OrxonoxV2");
280
281        Ogre::WindowEventUtilities::addWindowEventListener(this->renderWindow_, this);
282
283        Ogre::TextureManager::getSingleton().setDefaultNumMipmaps(0);
284
285        // create a full screen default viewport
286        this->viewport_ = this->renderWindow_->addViewport(0, 0);
287    }
288
289    void GSGraphics::initialiseResources()
290    {
291        CCOUT(4) << "Initialising resources" << std::endl;
292        //TODO: Do NOT load all the groups, why are we doing that? And do we really do that? initialise != load...
293        try
294        {
295            Ogre::ResourceGroupManager::getSingleton().initialiseAllResourceGroups();
296            /*Ogre::StringVector str = Ogre::ResourceGroupManager::getSingleton().getResourceGroups();
297            for (unsigned int i = 0; i < str.size(); i++)
298            {
299            Ogre::ResourceGroupManager::getSingleton().loadResourceGroup(str[i]);
300            }*/
301        }
302        catch (...)
303        {
304            CCOUT(2) << "Error: There was a serious error when initialising the resources." << std::endl;
305            throw;
306        }
307    }
308
309
310    /**
311    @brief
312        Window has moved.
313    @param rw
314        The render window it occured in
315    */
316    void GSGraphics::windowMoved(Ogre::RenderWindow *rw)
317    {
318        for (ObjectList<orxonox::WindowEventListener>::iterator it = ObjectList<orxonox::WindowEventListener>::begin(); it; ++it)
319            it->windowMoved();
320    }
321
322    /**
323    @brief
324        Window has resized.
325    @param rw
326        The render window it occured in
327    @note
328        GraphicsEngine has a render window stored itself. This is the same
329        as rw. But we have to be careful when using multiple render windows!
330    */
331    void GSGraphics::windowResized(Ogre::RenderWindow *rw)
332    {
333        for (ObjectList<orxonox::WindowEventListener>::iterator it = ObjectList<orxonox::WindowEventListener>::begin(); it; ++it)
334            it->windowResized(this->renderWindow_->getWidth(), this->renderWindow_->getHeight());
335    }
336
337    /**
338    @brief
339        Window focus has changed.
340    @param rw
341        The render window it occured in
342    */
343    void GSGraphics::windowFocusChanged(Ogre::RenderWindow *rw)
344    {
345        for (ObjectList<orxonox::WindowEventListener>::iterator it = ObjectList<orxonox::WindowEventListener>::begin(); it; ++it)
346            it->windowFocusChanged();
347    }
348
349    /**
350    @brief
351        Window was closed.
352    @param rw
353        The render window it occured in
354    */
355    void GSGraphics::windowClosed(Ogre::RenderWindow *rw)
356    {
357        // using CommandExecutor in order to avoid depending on Orxonox.h.
358        //CommandExecutor::execute("exit", false);
359        this->requestState("root");
360    }
361
362    void GSGraphics::printScreen()
363    {
364        if (this->renderWindow_)
365        {
366            this->renderWindow_->writeContentsToTimestampedFile("shot_", ".jpg");
367        }
368    }
369}
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