// Ryzom - MMORPG Framework // Copyright (C) 2010 Winch Gate Property Limited // // This program is free software: you can redistribute it and/or modify // it under the terms of the GNU Affero General Public License as // published by the Free Software Foundation, either version 3 of the // License, or (at your option) any later version. // // This program is distributed in the hope that it will be useful, // but WITHOUT ANY WARRANTY; without even the implied warranty of // MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the // GNU Affero General Public License for more details. // // You should have received a copy of the GNU Affero General Public License // along with this program. If not, see . ///////////// // INCLUDE // ///////////// #include "stdpch.h" // Misc. #include "nel/misc/path.h" #include "nel/misc/i18n.h" #include "nel/misc/hierarchical_timer.h" #include "nel/misc/displayer.h" #include "nel/misc/value_smoother.h" #include "nel/misc/geom_ext.h" // Net #include "nel/net/module_manager.h" // 3D Interface. #include "nel/3d/bloom_effect.h" #include "nel/3d/u_driver.h" #include "nel/3d/u_scene.h" #include "nel/3d/u_landscape.h" #include "nel/3d/u_camera.h" #include "nel/3d/u_text_context.h" #include "nel/3d/u_instance.h" #include "nel/3d/u_material.h" #include "nel/3d/u_instance_material.h" #include "nel/3d/u_cloud_scape.h" #include "nel/3d/stereo_hmd.h" #include "nel/3d/render_target_manager.h" #include "nel/3d/driver_user.h" #include "nel/3d/fxaa.h" // game share #include "game_share/brick_types.h" #include "game_share/light_cycle.h" #include "game_share/time_weather_season/time_and_season.h" #include "game_share/bot_chat_types.h" // PACS #include "nel/pacs/u_global_position.h" // client sheets #include "client_sheets/weather_function_params_sheet.h" // std #include // Client #include "game_share/constants.h" #include "main_loop.h" #include "input.h" #include "client_cfg.h" #include "actions_client.h" #include "motion/user_controls.h" #include "entity_animation_manager.h" #include "pacs_client.h" #include "view.h" #include "time_client.h" #include "cursor_functions.h" #include "pacs_client.h" #include "entity_fx.h" #include "light_cycle_manager.h" #include "weather_manager_client.h" #include "weather.h" #include "game_share/time_weather_season/weather_predict.h" #include "entities.h" #include "net_manager.h" #include "world_database_manager.h" #include "continent_manager.h" #include "ig_callback.h" //#include "fog_map.h" #include "movie_shooter.h" #include "sound_manager.h" #include "graph.h" #include "interface_v3/interface_manager.h" #include "demo.h" #include "color_slot_manager.h" #include "interface_v3/input_handler_manager.h" #include "ingame_database_manager.h" #include "sky_render.h" #include "prim_file.h" #include "misc.h" #include "interface_v3/people_interraction.h" #include "debug_client.h" #include "nel/gui/action_handler.h" #include "interface_v3/action_handler_misc.h" #include "interface_v3/action_handler_item.h" #include "fx_manager.h" #include "ground_fx_manager.h" #include "string_manager_client.h" #include "interface_v3/group_in_scene_bubble.h" #include "game_context_menu.h" #include "init_main_loop.h" #include "micro_life_manager.h" #include "timed_fx_manager.h" #include "interface_v3/sphrase_manager.h" #include "outpost_manager.h" #include "sky.h" // new-style sky #include "sky_render.h" // new-style sky #include "interface_v3/music_player.h" #include "permanent_ban.h" #include "camera_recorder.h" #include "connection.h" #include "landscape_poly_drawer.h" #include "nel/gui/lua_ihm.h" #include "interface_v3/lua_ihm_ryzom.h" #include "far_tp.h" #include "session_browser_impl.h" #include "bg_downloader_access.h" #include "login_progress_post_thread.h" #include "npc_icon.h" // R2ED #include "r2/editor.h" #include "nel/misc/check_fpu.h" #ifdef USE_WATER_ENV_MAP #include "water_env_map_rdr.h" #endif // temp #include "precipitation.h" #include "interface_v3/bot_chat_manager.h" #include "string_manager_client.h" #include "nel/gui/lua_manager.h" #include "nel/gui/group_table.h" // pulled from main_loop.cpp #include "ping.h" #include "profiling.h" #include "camera.h" #include "main_loop_debug.h" #include "main_loop_temp.h" #include "main_loop_utilities.h" /////////// // USING // /////////// using namespace NLMISC; using namespace NL3D; using namespace NLPACS; using namespace NLNET; using namespace std; //////////// // EXTERN // //////////// extern UDriver *Driver; extern UScene *Scene; extern UScene *SceneRoot; extern ULandscape *Landscape; extern UCloudScape *CloudScape; extern bool InitCloudScape; extern CLandscapeIGManager LandscapeIGManager; extern UTextContext *TextContext; extern CEntityAnimationManager *EAM; extern TTime UniversalTime; extern UMaterial GenericMat; extern UCamera MainCam; extern CEventsListener EventsListener; extern CMatrix MainSceneViewMatrix; extern CMatrix InvMainSceneViewMatrix; extern std::vector LogoBitmaps; extern bool IsInRingSession; extern std::string UsedFSAddr; // temp extern NLMISC::CValueSmoother smoothFPS; extern NLMISC::CValueSmoother moreSmoothFPS; void loadBackgroundBitmap (TBackground background); void destroyLoadingBitmap (); void drawLoadingBitmap (float progress); void updateStatReport (); CFogState MainFogState; CFogState RootFogState; #define RYZOM_FIRST_FRAME_TO_SKIP 30 const float CANOPY_DEPTH_RANGE_START = 0.95f; const float SKY_DEPTH_RANGE_START = 0.99f; CRGBA ThunderColor; float SimulatedServerDate = 0.f; uint64 SimulatedServerTick = 0; ///////////// // GLOBALS // ///////////// bool game_exit = false; bool ryzom_exit = false; bool game_exit_request = false; bool ryzom_exit_request = false; bool paying_account_request = false; bool paying_account_already_request = false; bool game_exit_after_paying_account_request = false; bool Render = true; float MouseX; // Mouse pos X for the frame. float MouseY; // Mouse pos Y for the frame. float OldMouseX; // Mouse pos X of the last frame. float OldMouseY; // Mouse pos Y of the last frame. uint32 Width; // Width of the window. uint32 Height; // Height of the window. uint32 OldWidth; // Last Width of the window. uint32 OldHeight; // Last Height of the window. bool ShowInterface = true; // Do the Chat OSD have to be displayed. bool DebugUIView = false; bool DebugUICtrl = false; bool DebugUIGroup = false; std::string DebugUIFilter; bool ShowHelp = false; // Do the Help have to be displayed. uint8 ShowInfos = 0; // 0=no info 1=text info 2=graph info bool bZeroCpu = false; // For no Cpu use if application is minimize TODO: intercept minimize message, called by CTRL + Z at this bool MovieShooterSaving= false; // Are we in Shooting mode? bool DisplayWeatherFunction = false; // temp float DelayBeforeCloudUpdate = 0.f; // delay in s before cloud state must be recomputed const float CloudUpdatePeriod = 45.f; // period used for clouds update TScreenshotRequest ScreenshotRequest = ScreenshotRequestNone; // First frames to skip bool FirstFrame = false; uint SkipFrame = 0; // temp : for timed fxs test bool ShowTimedFX = false; CTimedFXManager::TDebugDisplayMode ShowTimedFXMode = CTimedFXManager::NoText; //CGraph FpsGraph ("frame rate (fps)", 10.0f, 110.0f, 100.0f, 100.0f, CRGBA(128,0,0,128), 1000, 60.0f); //CGraph SpfGraph ("mspf", 10.0f, 10.0f, 100.0f, 100.0f, CRGBA(0,128,0,128), 0, 800.0f); // TestYoyo //CGraph CameraThirPersonGraph ("Camera Thir Person", 300.0f, 460.0f, 200.0f, 200.0f, CRGBA(0,64,128,128), 0, 5.0f, 1); // DEBUG bool PACSBorders = false; bool DebugClusters = false; CVector LastDebugClusterCameraThirdPersonStart= CVector::Null; CVector LastDebugClusterCameraThirdPersonEnd= CVector::Null; CVector LastDebugClusterCameraThirdPersonTestStart= CVector::Null; CVector LastDebugClusterCameraThirdPersonPelvisPos= CVector::Null; CVector LastDebugClusterCameraThirdPersonResult= CVector::Null; bool LastDebugClusterCameraThirdPersonForceFPV= false; bool SoundBox = false; CPing Ping; sint CompassMode = 0; // 0: compass with regard to the user front, 1: to the camera direction. float BanMsgCountdown = 0.f; const float BanMsgRepeatTime = 5.f; CGameContextMenu GameContextMenu; static CRefPtr s_FpsLeaf; static CRefPtr s_UiDirectionLeaf; // Profile /* 0 : AllMeshNoVP 1 : AllMeshVP 2 : FX 3 : Landscape 4 : Vegetable 5 : Skeleton 6 : Water 7 : Cloud 8 : CoarseMesh*/ bool Filter3D[RYZOM_MAX_FILTER_3D] = {true, true, true, true, true, true, true, true, true, true}; bool Scene_Profile= false; // Hierarchical timer H_AUTO_DECL ( RZ_Client_Check_Actions ) H_AUTO_DECL ( RZ_Client_Main_Loop ) H_AUTO_DECL ( RZ_Client_Main_Loop_Zero_Cpu ) H_AUTO_DECL ( RZ_Client_Main_Loop_Cursor ) H_AUTO_DECL ( RZ_Client_Main_Loop_Time_Update ) H_AUTO_DECL ( RZ_Client_Main_Loop_Selection_FX ) H_AUTO_DECL ( RZ_Client_Main_Loop_Sky_And_Weather ) H_AUTO_DECL ( RZ_Client_Main_Loop_Render_Root ) H_AUTO_DECL ( RZ_Client_Main_Loop_Render_Main ) H_AUTO_DECL ( RZ_Client_Main_Loop_Anim_Cloud_Scape ) H_AUTO_DECL ( RZ_Client_Main_Loop_Update_Cloud_Scape ) H_AUTO_DECL ( RZ_Client_Main_Loop_Render_Cloud_Scape ) H_AUTO_DECL ( RZ_Client_Main_Loop_Debug ) H_AUTO_DECL ( RZ_Client_Main_Loop_Guild_Symbol ) H_AUTO_DECL ( RZ_Client_Main_Loop_Render_Thunder ) H_AUTO_DECL ( RZ_Client_Main_Loop_Interface ) H_AUTO_DECL ( RZ_Client_Main_Loop_Sound ) H_AUTO_DECL ( RZ_Client_Main_Loop_Net ) /////////////// // FUNCTIONS // /////////////// //update the sound manager (listener pos, user walk/run sound...) void updateSound(); void displaySpecialTextProgress(const char *text); void endMovieShooting(); void updateMovieShooting(); void updateLightDesc(); void updateClouds(); void displayPACSBorders(); void displayPACSPrimitive(); void displaySoundBox(); void displayDebugClusters(); void displaySceneProfiles(); // validate current dialogs (end them if the player is too far from its interlocutor) void validateDialogs(const CGameContextMenu &gcm); // *************************************************************************** enum TSkyMode { NoSky, OldSky, NewSky }; static TSkyMode s_SkyMode = NoSky; void preRenderNewSky () { CSky &sky = ContinentMngr.cur()->CurrentSky; // setup fog, lighting & sky object. We use the same light direction than with the main scene CClientDate cd = SmoothedClientDate; if (ClientCfg.R2EDEnabled && R2::getEditor().getFixedLighting()) { cd.Hour = 12.f; } sky.setup(cd, SmoothedClientDate, WeatherManager.getWeatherValue(), MainFogState.FogColor, Scene->getSunDirection(), false); } void commitCamera() { // Set the sky camera if (s_SkyMode == NewSky) { CSky &sky = ContinentMngr.cur()->CurrentSky; // setup camera CFrustum frust = MainCam.getFrustum(); UCamera camSky = sky.getScene()->getCam(); sky.getScene()->setViewport(Scene->getViewport()); camSky.setTransformMode(UTransform::DirectMatrix); // must have our own Far!!! frust.Far= SkyCameraZFar; camSky.setFrustum(frust); CMatrix skyCameraMatrix; skyCameraMatrix.identity(); skyCameraMatrix= MainCam.getMatrix(); skyCameraMatrix.setPos(CVector::Null); camSky.setMatrix(skyCameraMatrix); } // Set The Root Camera UCamera camRoot = SceneRoot->getCam(); if(!camRoot.empty()) { // Update Camera Position/Rotation. //camRoot.setPos(View.currentViewPos()); //camRoot.setRotQuat(View.currentViewQuat()); camRoot.setPos(MainCam.getPos()); camRoot.setRotQuat(MainCam.getRotQuat()); } } // *************************************************************************** void beginRenderCanopyPart() { SceneRoot->beginPartRender(); } void endRenderCanopyPart() { SceneRoot->endPartRender(false); } void beginRenderMainScenePart() { Scene->beginPartRender(); } void endRenderMainScenePart(bool keepTraversals) { Scene->endPartRender(!keepTraversals, true, keepTraversals); } void beginRenderSkyPart() { if (s_SkyMode == NewSky) { CSky &sky = ContinentMngr.cur()->CurrentSky; sky.getScene()->beginPartRender(); } } void endRenderSkyPart() { if (s_SkyMode == NewSky) { CSky &sky = ContinentMngr.cur()->CurrentSky; sky.getScene()->endPartRender(false); } } // *************************************************************************************************************************** // Render a part of the canopy static void renderCanopyPart(UScene::TRenderPart renderPart) { H_AUTO_USE ( RZ_Client_Main_Loop_Render_Root ) Driver->setDepthRange(CANOPY_DEPTH_RANGE_START, SKY_DEPTH_RANGE_START); ContinentMngr.getFogState(CanopyFog, LightCycleManager.getLightLevel(), LightCycleManager.getLightDesc().DuskRatio, LightCycleManager.getState(), View.viewPos(), RootFogState); RootFogState.setupInDriver(*Driver); // Render the root scene SceneRoot->renderPart(renderPart); } // *************************************************************************************************************************** // Render a part of the main scene static void renderMainScenePart(UScene::TRenderPart renderPart, bool wantTraversals, bool keepTraversals) { H_AUTO_USE ( RZ_Client_Main_Loop_Render_Main ) Driver->setDepthRange(0.f, CANOPY_DEPTH_RANGE_START); if(ClientCfg.Fog == false ) { Driver->enableFog (false); } else { MainFogState.setupInDriver (*Driver); } Scene->renderPart(renderPart, true, wantTraversals, keepTraversals); } // *************************************************************************************************************************** // Render a part of the sky static void renderSkyPart(UScene::TRenderPart renderPart) { nlassert(s_SkyMode != NoSky); Driver->setDepthRange(SKY_DEPTH_RANGE_START, 1.f); Driver->enableFog(false); if (s_SkyMode == NewSky) { CSky &sky = ContinentMngr.cur()->CurrentSky; sky.getScene()->renderPart(renderPart); } else { // old style sky renderSky(LightCycleManager, MainFogState.FogColor); } #ifdef RENDER_CLOUDS if (CloudScape != NULL && Filter3D[FilterCloud]) { H_AUTO_USE( RZ_Client_Main_Loop_Render_Cloud_Scape ) CloudScape->render (); } #endif } // *************************************************************************************************************************** // Utility to force full detail struct CForceFullDetail { public: void backup() { maxFullDetailChar = Scene->getMaxSkeletonsInNotCLodForm(); oldBalancingMode = Scene->getPolygonBalancingMode(); oldSkyBalancingMode = UScene::PolygonBalancingOff; UScene *skyScene = getSkyScene(); if (skyScene) oldSkyBalancingMode = skyScene->getPolygonBalancingMode(); } void set() { Scene->setMaxSkeletonsInNotCLodForm(1000000); Scene->setPolygonBalancingMode(UScene::PolygonBalancingOff); UScene *skyScene = getSkyScene(); if (skyScene) skyScene->setPolygonBalancingMode(UScene::PolygonBalancingOff); } void restore() { Scene->setMaxSkeletonsInNotCLodForm(maxFullDetailChar); Scene->setPolygonBalancingMode(oldBalancingMode); UScene *skyScene = getSkyScene(); if (skyScene) skyScene->setPolygonBalancingMode(oldSkyBalancingMode); } private: uint maxFullDetailChar; UScene::TPolygonBalancingMode oldBalancingMode; UScene::TPolygonBalancingMode oldSkyBalancingMode; }; static CForceFullDetail s_ForceFullDetail; void clearBuffers() { if (Render) { if (Driver->getPolygonMode() == UDriver::Filled) { Driver->clearZBuffer(); } // Sky is used to clear the frame buffer now, but if in line or point polygon mode, we should draw it if (Driver->getPolygonMode() != UDriver::Filled) { if (!Driver->isLost()) { Driver->clearBuffers (CRGBA(127, 127, 127)); } } } else { Driver->clearBuffers(ClientCfg.BGColor); } } void renderScene(bool forceFullDetail, bool bloom) { CTextureUser *effectRenderTarget = NULL; if (bloom) { // set bloom parameters before applying bloom effect CBloomEffect::getInstance().setSquareBloom(ClientCfg.SquareBloom); CBloomEffect::getInstance().setDensityBloom((uint8)ClientCfg.DensityBloom); // init effect render target Driver->beginDefaultRenderTarget(); } if (forceFullDetail) { s_ForceFullDetail.backup(); s_ForceFullDetail.set(); } clearBuffers(); doRenderScene(true, false); if (forceFullDetail) { s_ForceFullDetail.restore(); } if (bloom) { // apply bloom effect CBloomEffect::getInstance().applyBloom(); // draw final result to backbuffer Driver->endDefaultRenderTarget(Scene); } } // *************************************************************************************************************************** void updateWaterEnvMap() { #ifdef USE_WATER_ENV_MAP if (WaterEnvMapRefCount > 0) // water env map needed { if (!WaterEnvMap) { CSky &sky = ContinentMngr.cur()->CurrentSky; if (sky.getScene()) { nlassert(WaterEnvMapSkyCam.empty()); WaterEnvMapSkyCam = sky.getScene()->createCamera(); // deleted in unselect nlassert(WaterEnvMapCanopyCam.empty()); WaterEnvMapCanopyCam = SceneRoot->createCamera(); // deleted in unselect // Create water env map if not already created WaterEnvMap = Driver->createWaterEnvMap(); if(WaterEnvMap) { WaterEnvMap->init(128, 256, ClientCfg.WaterEnvMapUpdateTime); WaterEnvMap->setWaterEnvMapRenderCallback(&WaterEnvMapRdr); Scene->setWaterEnvMap(WaterEnvMap); } } } WaterEnvMapRdr.CurrDate = SmoothedClientDate; WaterEnvMapRdr.AnimationDate = SmoothedClientDate; if (ClientCfg.R2EDEnabled && R2::getEditor().getFixedLighting()) { WaterEnvMapRdr.CurrDate.Hour = 12.f; } WaterEnvMapRdr.CurrFogColor = MainFogState.FogColor; WaterEnvMapRdr.CurrTime = TimeInSec - FirstTimeInSec; WaterEnvMapRdr.CurrWeather = WeatherManager.getWeatherValue(); CSky &sky = ContinentMngr.cur()->CurrentSky; WaterEnvMap->setAlpha(sky.getWaterEnvMapAlpha()); Scene->updateWaterEnvMaps(TimeInSec - FirstTimeInSec); } #endif } // *************************************************************************************************************************** void updateWeather() { H_AUTO_USE ( RZ_Client_Main_Loop_Sky_And_Weather ) //HeightGrid.update(Scene->getCam().getPos()); // update description of light cycle updateLightDesc(); // server driven weather mgt updateDBDrivenWeatherValue(); // Update the weather manager updateWeatherManager(MainCam.getMatrix(), ContinentMngr.cur()); // compute thunder color ThunderColor.modulateFromui(WeatherManager.getCurrWeatherState().ThunderColor, (uint) (256.f * WeatherManager.getThunderLevel())); // Update the lighting LightCycleManager.setHour(DayNightCycleHour, WeatherManager, ThunderColor); #ifdef RENDER_CLOUDS if (Filter3D[FilterCloud]) { H_AUTO_USE ( RZ_Client_Main_Loop_Update_Cloud_Scape ); updateClouds(); } #endif ContinentMngr.getFogState(MainFog, LightCycleManager.getLightLevel(), LightCycleManager.getLightDesc().DuskRatio, LightCycleManager.getState(), View.viewPos(), MainFogState); // TODO: ZBuffer clear was originally before this, but should not be necessary normally. // The anim function renders new clouds. Ensure this does not break. // These are old-style nel clouds. #ifdef RENDER_CLOUDS if (CloudScape != NULL && Filter3D[FilterCloud]) { H_AUTO_USE ( RZ_Client_Main_Loop_Anim_Cloud_Scape ); Driver->enableFog (false); // Force polygon mode to filled NL3D::UDriver::TPolygonMode oldMode = Driver->getPolygonMode(); Driver->setPolygonMode(NL3D::UDriver::Filled); CloudScape->anim (DT); // WARNING this function work with screen Driver->enableFog (true); // Reset backuped polygon mode Driver->setPolygonMode(oldMode); } #endif // Update new sky s_SkyMode = NoSky; if (ContinentMngr.cur() && !ContinentMngr.cur()->Indoor) { if(Driver->getPolygonMode() == UDriver::Filled) { if (Filter3D[FilterSky]) { CSky &sky = ContinentMngr.cur()->CurrentSky; if (sky.getScene()) { s_SkyMode = NewSky; sky.getScene()->animate(TimeInSec-FirstTimeInSec); // Setup the sky camera preRenderNewSky(); } else { s_SkyMode = OldSky; } } } } } void beginRenderScene() { // Update Filter Flags Scene->enableElementRender(UScene::FilterAllMeshNoVP, Filter3D[FilterMeshNoVP]); Scene->enableElementRender(UScene::FilterAllMeshVP, Filter3D[FilterMeshVP]); Scene->enableElementRender(UScene::FilterFX, Filter3D[FilterFXs]); Scene->enableElementRender(UScene::FilterLandscape, Filter3D[FilterLandscape]); Scene->enableElementRender(UScene::FilterSkeleton, Filter3D[FilterSkeleton]); Scene->enableElementRender(UScene::FilterWater, Filter3D[FilterWater]); Scene->enableElementRender(UScene::FilterCoarseMesh, Filter3D[FilterCoarseMesh]); // profile this frame? if(Scene_Profile) Scene->profileNextRender(); // initialisation of polygons renderer CLandscapePolyDrawer::getInstance().beginRenderLandscapePolyPart(); // Start Part Rendering beginRenderCanopyPart(); beginRenderMainScenePart(); beginRenderSkyPart(); } void drawRenderScene(bool wantTraversals, bool keepTraversals) { // Render part // WARNING: always must begin rendering with at least UScene::RenderOpaque, // else dynamic shadows won't work renderCanopyPart(UScene::RenderOpaque); renderMainScenePart(UScene::RenderOpaque, wantTraversals, keepTraversals); // render of polygons on landscape CLandscapePolyDrawer::getInstance().renderLandscapePolyPart(); if (s_SkyMode != NoSky) renderSkyPart((UScene::TRenderPart) (UScene::RenderOpaque | UScene::RenderTransparent)); renderCanopyPart((UScene::TRenderPart) (UScene::RenderTransparent | UScene::RenderFlare)); renderMainScenePart((UScene::TRenderPart) (UScene::RenderTransparent | UScene::RenderFlare), wantTraversals, keepTraversals); if (s_SkyMode == NewSky) renderSkyPart(UScene::RenderFlare); } void endRenderScene(bool keepTraversals) { // End Part Rendering endRenderSkyPart(); endRenderMainScenePart(keepTraversals); endRenderCanopyPart(); // reset depth range Driver->setDepthRange(0.f, CANOPY_DEPTH_RANGE_START); } // *************************************************************************************************************************** // Render all scenes void doRenderScene(bool wantTraversals, bool keepTraversals) { beginRenderScene(); drawRenderScene(wantTraversals, keepTraversals); endRenderScene(keepTraversals); } // *************************************************************************** class CMusicFader { public: uint NFrameSkip; float TotalTime; bool Done; public: CMusicFader(uint nframeToSkip, float fadeTime) { NFrameSkip= nframeToSkip; // avoid div by zero fadeTime= max(fadeTime, 0.01f); TotalTime= fadeTime; Done= false; } void fade(); }; void CMusicFader::fade() { // ended? if(NFrameSkip==0 && Done) return; // else fade if(NFrameSkip==0) { // stop music (slow fade out of 3 secondes) if(SoundMngr) SoundMngr->stopMusic(uint(TotalTime*1000)); Done= true; } else NFrameSkip--; } // *************************************************************************** void updateGameQuitting() { static sint64 firstTimeLostConnection= 0; // Yoyo: prefer now leave the user press "Quit Now" if don't want to wait server /* // if want quiting, and if server stalled, quit now if(game_exit_request) { // abort until 10 seconds if connection lost if(!NetMngr.getConnectionQuality()) { if(!firstTimeLostConnection) firstTimeLostConnection= T1; } else { firstTimeLostConnection= 0; } // if connection lost until 10 seconds if(firstTimeLostConnection && T1-firstTimeLostConnection > 10000) { game_exit= true; ryzom_exit= ryzom_exit_request; } } else { // reset firstTimeLostConnection= 0; }*/ // update the window CInterfaceManager *pIM= CInterfaceManager::getInstance(); CInterfaceGroup *group= dynamic_cast(CWidgetManager::getInstance()->getElementFromId("ui:interface:free_trial_game_quitting")); if(group) { // if Free trial if(paying_account_request) { // if no current modal window, or if not the quit window if(group != CWidgetManager::getInstance()->getModalWindow()) { // disable CWidgetManager::getInstance()->disableModalWindow(); CWidgetManager::getInstance()->enableModalWindow(NULL, group); } } else { // if the current modal window is the quit window, disable if(group == CWidgetManager::getInstance()->getModalWindow()) { // disable CWidgetManager::getInstance()->disableModalWindow(); } } } group= dynamic_cast(CWidgetManager::getInstance()->getElementFromId("ui:interface:game_quitting")); if(group) { // if exit request if(game_exit_request && !paying_account_request) { // if no current modal window, or if not the quit window if(group != CWidgetManager::getInstance()->getModalWindow()) { // disable CWidgetManager::getInstance()->disableModalWindow(); CWidgetManager::getInstance()->enableModalWindow(NULL, group); bool farTPing = FarTP.isFarTPInProgress(); // Far TP: skipping not allowed (because we can't duplicate the avatar...), anyway the quit button would quit the game (no far tp) CInterfaceElement *quitNowButton = group->getElement(group->getId() + ":indent_middle:ryzom"); if (quitNowButton) quitNowButton->setActive(!farTPing); // From ring session or from mainland's ring access point: cancelling not allowed (would lead to inconsistencies with the SU & DSS) CInterfaceElement *backToGame = group->getElement(group->getId() + ":indent_middle:cancel"); if (backToGame) backToGame->setActive(!(farTPing && (IsInRingSession || FarTP.isFastDisconnectGranted()))); CInterfaceElement *quittingRules = group->getElement(group->getId() + ":text_mean"); if (quittingRules) quittingRules->setActive(!farTPing); CInterfaceElement *quittingText = group->getElement(group->getId() + ":text"); if (quittingText) quittingText->setActive(!farTPing); } } // else else { // if the current modal window is the quit window, disable if(group == CWidgetManager::getInstance()->getModalWindow()) { // disable CWidgetManager::getInstance()->disableModalWindow(); } } } } void setDefaultChatWindow(CChatWindow *defaultChatWindow) { if (defaultChatWindow) { CInterfaceManager *im = CInterfaceManager::getInstance(); if (defaultChatWindow->getContainer()) { CInterfaceGroup *ig = defaultChatWindow->getContainer()->getGroup("eb"); if (ig) CWidgetManager::getInstance()->setDefaultCaptureKeyboard(ig); } } } void updateDayNightCycleHour() { if (ClientCfg.R2EDEnabled && R2::getEditor().getFixedLighting()) { DayNightCycleHour = 12.f; } else { // if there's a forced time, apply it if( ForcedDayNightCycleHour < 0 ) DayNightCycleHour = (float)RT.getRyzomTime(); else DayNightCycleHour = ForcedDayNightCycleHour; } } // *************************************************************************** //--------------------------------------------------- // mainLoop : // Main loop of the application (displayer, input, ...). // Return true to exit the game, false to return to character selection //--------------------------------------------------- bool mainLoop() { resetIngameTime (); NLMISC::TTime initStart = ryzomGetLocalTime(); NLMISC::TTime initLast = initStart; NLMISC::TTime initCurrent = initLast; game_exit = false; game_exit_request = false; paying_account_request = false; paying_account_already_request = false; game_exit_after_paying_account_request = false; FarTP.setMainLoopEntered(); nlinfo ("Starting main loop...", (uint32)(initCurrent-initLast)/1000, (uint32)(initCurrent-initStart)/1000); // Get the Width and Height of the window and set the Old values.. Driver->getWindowSize(Width, Height); OldWidth = Width; OldHeight = Height; CGraph::init( Driver ); CGraph::Display = false; T1 = ryzomGetLocalTime (); //(sint64)CGDTime::getTime (); // \todo GUIGUI : VOIR COMMENT MANAGER LE TEMPS TSend = ((T1+DTSend)/DTSend)*DTSend; // initialize the structure for the ping. Ping.init(); // initialize screenshots directory initScreenshot(); // Call a function for a demo to init. if (ClientCfg.Local) { if (!ClientCfg.Light) initDemo(); } // Get the Connection State. CNetworkConnection::TConnectionState lastConnectionState = CNetworkConnection::Connected; CNetworkConnection::TConnectionState connectionState = NetMngr.getConnectionState(); updateLightDesc(); SetMouseFreeLook (); SetMouseCursor (); // Set the cursor. ContextCur.context("STAND BY"); UserControls.reset(); // set the default box for keyboard setDefaultChatWindow(PeopleInterraction.ChatGroup.Window); // Init GameContextMenu. GameContextMenu.init(""); // Active inputs Actions.enable(true); EditActions.enable(true); // For stoping the outgame music, start after 30 frames, and duration of 3 seconds CMusicFader outgameFader(60, 3); // check for banned player if (testPermanentBanMarkers()) { setPermanentBanMarkers(true); // re-set any marker that could have been removed by the trouble maker applyPermanentBanPunishment(); PermanentlyBanned = true; } { CNiceInputAuto niceInputs; // R2 editor and modules R2::getEditor().autoConfigInit(IsInRingSession); if (ClientCfg.BeepWhenLaunched) { beep( 680, 400 ); beep( 440, 400 ); Driver->showWindow(); } FPU_CHECKER_ONCE CurrSeason = computeCurrSeason(); initLast = initCurrent; initCurrent = ryzomGetLocalTime(); nlinfo ("PROFILE: %d seconds (%d total) for Starting main loop", (uint32)(initCurrent-initLast)/1000, (uint32)(initCurrent-initStart)/1000); if (ClientCfg.R2EDEnabled && !ClientCfg.Local) { R2::getEditor().waitScenario(); } CSessionBrowserImpl::getInstance().init(CLuaManager::getInstance().getLuaState()); } CLuaManager::getInstance().executeLuaScript("game:onMainLoopBegin()"); if (StartInitTime != 0) { CLoginProgressPostThread::getInstance().step(CLoginStep(LoginStep_InGameEntry, "login_step_game_entry&load_time=" + toString((NLMISC::CTime::getLocalTime() - StartInitTime) / 1000))); StartInitTime = 0; } ProgressBar.finish(); // Main loop. If the window is no more Active -> Exit. while( !UserEntity->permanentDeath() && !game_exit ) { // If an action handler execute. NB: MUST BE DONE BEFORE ANY THING ELSE PROFILE CRASH!!!!!!!!!!!!!!!!! testLaunchProfile(); // Test and may run a VBLock profile (only once) testLaunchProfileVBLock(); // Start Bench H_AUTO_USE ( RZ_Client_Main_Loop ) if (isBGDownloadEnabled()) { CBGDownloaderAccess &bgDownloader = CBGDownloaderAccess::getInstance(); // if the ui is frozen, wait for a few frame to allow client to do first frame load, // without having to compete with the downloader frame if (!FirstFrame && bgDownloader.isDownloaderUIFrozen() && SkipFrame == 0) { unpauseBGDownloader(); } } FPU_CHECKER_ONCE EGSPD::CSeason::TSeason newLocalSeason = computeCurrSeason(); if (newLocalSeason != CurrSeason) { LoadingBackground= TeleportKaravanBackground; beginLoading (LoadingBackground); extern void selectTipsOfTheDay (uint tips); selectTipsOfTheDay (rand()); UseEscapeDuringLoading = false; // #define BAR_STEP_TP 2 ProgressBar.reset (BAR_STEP_TP); ucstring nmsg("Loading..."); ProgressBar.newMessage ( ClientCfg.buildLoadingString(nmsg) ); ProgressBar.progress(0); ContinentMngr.select(UserEntity->pos(), ProgressBar); ProgressBar.finish(); CurrSeason = newLocalSeason; } if (ClientCfg.R2EDEnabled) { if (R2::ResetWanted) { R2::getEditor().reset(); R2::ResetWanted = false; } /* if (R2::ResetScenarioWanted) { R2::getEditor().resetScenario(); R2::ResetScenarioWanted = false; } if (R2::ReloadScenarioWanted) { R2::getEditor().reloadScenario(); R2::ReloadScenarioWanted = false; } */ } if (PermanentlyBanned) { if (UserEntity) { UserEntity->runVelocity(0); UserEntity->walkVelocity(0); } BanMsgCountdown -= DT; if (BanMsgCountdown < 0.f) { CInterfaceManager *pIM = CInterfaceManager::getInstance(); ucstring msg = CI18N::get("msgPermanentlyBanned"); string cat = getStringCategory(msg, msg); pIM->displaySystemInfo(msg, cat); BanMsgCountdown = BanMsgRepeatTime; } } { // Stop the Outgame music, with fade effect outgameFader.fade(); // update quit feature updateGameQuitting(); // update module manager NLNET::IModuleManager::getInstance().updateModules(); if (ClientCfg.R2EDEnabled) { R2::getEditor().getDMC().flushActions(); if (UserEntity) { UserEntity->updateNpcContolSpeed(); } } // update outpost stuff OutpostManager.update(); // flush observers IngameDbMngr.flushObserverCalls(); NLGUI::CDBManager::getInstance()->flushObserverCalls(); } EventsListener.setUIHandledButtonMask(NLMISC::noButton); // Fast mode. if(bZeroCpu) { H_AUTO_USE ( RZ_Client_Main_Loop_Zero_Cpu ) // Grab Inputs. CInputHandlerManager::getInstance()->pumpEventsNoIM(); // NetWork Update. NetMngr.update(); IngameDbMngr.flushObserverCalls(); NLGUI::CDBManager::getInstance()->flushObserverCalls(); // lets some CPU. NetMngr.send(); nlSleep(100); // End of the frame. continue; } CSessionBrowserImpl::getInstance().update(); ////////////////////////// // INITIALIZE THE FRAME // ////////////////////////// CInterfaceManager *pIMinstance; { if (ClientCfg.IsInvalidated) updateFromClientCfg(); // Update the event listener EventsListener.update (); EventsListener.updateMouseSmoothing(); // IMPORTANT: this should be called before updateClientTime && events handling in the frame // Update Time. updateClientTime(); // Grab Inputs. CInputHandlerManager::getInstance()->pumpEvents(); CLandscapePolyDrawer::getInstance().deletePolygons(); CDecalRenderList::getInstance().clearRenderList(); // Update the Interface Manager Events. pIMinstance = CInterfaceManager::getInstance(); // NB: must update frame events, even if ShowInterface==0, else may OutOfMemory (cause vector<> never cleared). pIMinstance->updateFrameEvents (); if ((ContinentMngr.cur()) && (UserEntity != NULL)) ContinentMngr.cur()->FoW.explore((float)UserEntity->pos().x, (float)UserEntity->pos().y); // Check if the window size has changed. OldWidth = Width; OldHeight = Height; Driver->getWindowSize(Width, Height); // if yes, must update the camera perspective if(OldWidth!=Width || OldHeight!=Height) updateCameraPerspective(); // Get Mouse Position. OldMouseX = MouseX; OldMouseY = MouseY; updateBGDownloaderUI(); } // Get the pointer pos if(pIMinstance) { H_AUTO_USE ( RZ_Client_Main_Loop_Cursor ) // Change only if screen is not minimized if(!CViewRenderer::getInstance()->isMinimized()) { // Get the cursor instance CViewPointer *cursor = static_cast< CViewPointer* >( CWidgetManager::getInstance()->getPointer() ); if(cursor) { // Get the pointer position (in pixel) sint32 x, y; cursor->getPointerPos(x, y); uint32 w, h; CViewRenderer &viewRender = *CViewRenderer::getInstance(); viewRender.getScreenSize(w, h); if(w) MouseX = (float)x/(float)w; else MouseX = 0; if(h) MouseY = (float)y/(float)h; else MouseY = 0; } } } /////////////////////// // PROCESS THE FRAME // /////////////////////// // NetWork Update. { NetMngr.update(); IngameDbMngr.flushObserverCalls(); NLGUI::CDBManager::getInstance()->flushObserverCalls(); bool prevDatabaseInitStatus = IngameDbMngr.initInProgress(); IngameDbMngr.setChangesProcessed(); bool newDatabaseInitStatus = IngameDbMngr.initInProgress(); if ((!newDatabaseInitStatus) && prevDatabaseInitStatus) { // When database received, activate allegiance buttons (for neutral state) in fame window CInterfaceManager *pIM = CInterfaceManager::getInstance(); CInterfaceGroup *group = dynamic_cast(CWidgetManager::getInstance()->getElementFromId("ui:interface:fame:content:you")); if (group) group->updateAllLinks(); // send a msg to lua for specific ui update CLuaManager::getInstance().executeLuaScript("game:onInGameDbInitialized()"); } } // For Debug (after netmngr update). Log entity stage change. EntitiesMngr.logStageChange(T1); // Update Ryzom Time. { H_AUTO_USE ( RZ_Client_Main_Loop_Time_Update ) if (!ClientCfg.Local) { if(NetMngr.getCurrentServerTick() > LastGameCycle) RT.updateRyzomClock(NetMngr.getCurrentServerTick()); } else if (ClientCfg.SimulateServerTick) { SimulatedServerDate += DT; uint numTicks = (uint) floor(SimulatedServerDate * 10); SimulatedServerTick += numTicks; SimulatedServerDate = (float)((double)SimulatedServerDate - (double) numTicks * 0.1); RT.updateRyzomClock((uint32)SimulatedServerTick); } updateDayNightCycleHour(); } updateSmoothedTime(); if (!ClientCfg.Light) { // Call a function for a demo to update. if(ClientCfg.Local) { updateDemo( (double)(T1-T0)*0.001 ); } } // R2ED pre render update if (ClientCfg.R2EDEnabled) { R2::getEditor().updatePreCamera(); } /* * Update position of all the primitives. Make a PACS move. */ EntitiesMngr.updatePreCamera(); // Snap the user entity on the ground UserEntity->snapToGround(); // update bot chat CBotChatManager::getInstance()->update(); IngameDbMngr.flushObserverCalls(); NLGUI::CDBManager::getInstance()->flushObserverCalls(); // updateItemEdition CInterfaceItemEdition::getInstance()->update(); /* * Update user controls and compute the camera position */ UserControls.update(); // Update Landscape RefineCenter if (Landscape) Landscape->setRefineCenterUser(View.refinePos()); // Update camera recorder, possibly replacing current view updateCameraRecorder(); // Update Camera Position/Orientation. CVector currViewPos = View.currentViewPos(); MainCam.setTransformMode(UTransformable::RotQuat); MainCam.setPos(currViewPos); MainCam.setRotQuat(View.currentViewQuat()); if (StereoHMD) { CMatrix camMatrix; camMatrix.translate(MainCam.getMatrix().getPos()); CVector dir = MainCam.getMatrix().getJ(); dir.z = 0; dir.normalize(); if (dir.y < 0) camMatrix.rotateZ(float(NLMISC::Pi+asin(dir.x))); else camMatrix.rotateZ(float(NLMISC::Pi+NLMISC::Pi-asin(dir.x))); StereoHMD->setInterfaceMatrix(camMatrix); NLMISC::CQuat hmdOrient = StereoHMD->getOrientation(); // NLMISC::CMatrix camMatrix = MainCam.getMatrix(); NLMISC::CMatrix hmdMatrix; hmdMatrix.setRot(hmdOrient); NLMISC::CMatrix posMatrix; // minimal head modeling, will be changed in the future posMatrix.translate(StereoHMD->getEyePosition()); NLMISC::CMatrix mat = ((camMatrix * hmdMatrix) * posMatrix); MainCam.setPos(mat.getPos()); MainCam.setRotQuat(mat.getRot()); if (true) // TODO: ClientCfg.Headphone { // NOTE: non-(StereoHMD+Headphone) impl in user_entity.cpp SoundMngr->setListenerPos(mat.getPos()); // TODO: Move ears back ... :) SoundMngr->setListenerOrientation(mat.getJ(), mat.getK()); } } if (StereoDisplay) { StereoDisplay->updateCamera(0, &MainCam); if (SceneRoot) { UCamera cam = SceneRoot->getCam(); StereoDisplay->updateCamera(1, &cam); } } // see if camera is below water (useful for sort order) if (ContinentMngr.cur()) { float waterHeight; bool splashEnabled; if (ContinentMngr.cur()->WaterMap.getWaterHeight(CVector2f(currViewPos.x, currViewPos.y), waterHeight, splashEnabled)) { // camera is above / below a water surface Scene->setLayersRenderingOrder(currViewPos.z > waterHeight); UserEntity->setOrderingLayer(currViewPos.z > waterHeight ? 0 : 2); } else { UserEntity->setOrderingLayer(2); Scene->setLayersRenderingOrder(true); } } // Build the camera clipping planes vector planes; buildCameraClippingPyramid (planes); /* * Clip the entities. * Update display for visible entities. * Update display for clipped entities at a lower frequency. */ static uint clippedUpdateTime = 0; EntitiesMngr.updatePostCamera(clippedUpdateTime, planes, MainCam.getPos()); clippedUpdateTime++; clippedUpdateTime&=RZ_CLIPPED_UPDATE_TIME_MASK; // Update the position for the vision. NetMngr.setReferencePosition(UserEntity->pos()); // For Debug (after entities update). Log entity stage change. EntitiesMngr.logStageChange(T1); if (!ClientCfg.Light) { // Animate all the playlists EAM->setup (TimeInSec); } // update the sound of the player (walk, run....) if sound is allocated. updateSound(); if (Landscape) { if (!ClientCfg.Light) { // Not in an indoor ? if (ContinentMngr.cur() && !ContinentMngr.cur()->Indoor) { // Load Zone in streaming according to the refine position (not necessarily the User Position); string zoneAdded, zoneRemoved; const R2::CScenarioEntryPoints::CCompleteIsland *ci = R2::CScenarioEntryPoints::getInstance().getCompleteIslandFromCoords(CVector2f((float) UserEntity->pos().x, (float) UserEntity->pos().y)); Landscape->refreshZonesAround(View.refinePos(), ClientCfg.Vision + ExtraZoneLoadingVision, zoneAdded, zoneRemoved, ci ? &(ci->ZoneIDs) : NULL); LandscapeIGManager.loadZoneIG(zoneAdded); LandscapeIGManager.unloadZoneIG(zoneRemoved); } } } // Update PACS if(GR) GR->refreshLrAround (View.refinePos(), LRRefeshRadius); // load / unload streamable obj (villages ...) if (ClientCfg.VillagesEnabled) { ContinentMngr.updateStreamable(View.refinePos()); } if (!ClientCfg.Light) { // Load / unload streaming Instances textures. Driver->updateAsyncTexture(); // Manage Fx manageFxEntities(); // Animate all systems in scene. Scene->animate(TimeInSec-FirstTimeInSec); } if (!ClientCfg.Light) { CClientDate newDate(RT.getRyzomDay(), DayNightCycleHour); if (newDate < CTimedFXManager::getInstance().getDate() || abs((sint32)RT.getRyzomDay() - CTimedFXManager::getInstance().getDate().Day) > 1) { // The manager make the assumption that no more than one day can occurs between 2 ticks // This only happens when date is changed manually if (IGCallbacks) { IGCallbacks->changeSeason(); // the season doesn't change, but this force fxs to be recreated } } CTimedFXManager::getInstance().update(newDate, CurrSeason, Scene->getCam().getPos()); CProjectileManager::getInstance().update(); // temp temp : for debug //TestGroundFX.update(); } // Set the right camera cluster. if(GR) { UInstanceGroup *pPlayerClusterSystem = NULL; // Normal Mode if(UserControls.mode() != CUserControls::ThirdMode) { // get the Pacs global position of the camera UGlobalPosition gPos; if((UserControls.mode() != CUserControls::AIMode) && UserEntity->getPrimitive()) UserEntity->getPrimitive()->getGlobalPosition(gPos, dynamicWI); else gPos = GR->retrievePosition(View.viewPos()); // get the cluster IG associated to this pacs position pPlayerClusterSystem = getCluster(gPos); MainCam.setClusterSystem(pPlayerClusterSystem); // important to update this each frame, for shadow map consideration against the "matis serre bug" CollisionManager->setPlayerInside(pPlayerClusterSystem!=NULL); } // Camera 3rd person complex mode else { UGlobalPosition gPos; if(UserEntity->getPrimitive()) UserEntity->getPrimitive()->getGlobalPosition(gPos, dynamicWI); // get the cluster IG associated to this pacs position pPlayerClusterSystem = getCluster(gPos); // set the one found in CView::updateCameraCollision() MainCam.setClusterSystem(View.getThirdPersonClusterSystem()); // important to update this each frame, for shadow map consideration against the "matis serre bug" CollisionManager->setPlayerInside(pPlayerClusterSystem!=NULL); // For debug only View.getCamera3rdPersonSetup(LastDebugClusterCameraThirdPersonStart, LastDebugClusterCameraThirdPersonEnd, LastDebugClusterCameraThirdPersonTestStart); LastDebugClusterCameraThirdPersonResult= View.currentViewPos(); LastDebugClusterCameraThirdPersonPelvisPos= View.viewPos() + CVector(0.f,0.f,1.f); LastDebugClusterCameraThirdPersonForceFPV= View.forceFirstPersonView(); // TestYoyo //CameraThirPersonGraph.addOneValue ((startPos - endPos).norm()); } // If we are flushing open all doors if (SkipFrame > 0) { // update only the cluster system where the player is! if (pPlayerClusterSystem != NULL) { static vector PortalsName; PortalsName.clear(); pPlayerClusterSystem->getDynamicPortals(PortalsName); for (uint32 i = 0; i < PortalsName.size(); ++i) pPlayerClusterSystem->setDynamicPortal (PortalsName[i], true); } } } // R2ED pre render update if (ClientCfg.R2EDEnabled) { R2::getEditor().updateBeforeRender(); } if (!ClientCfg.Light) { // Render if(Render) { // Update water env map (happens when continent changed etc) updateWaterEnvMap(); // Update weather updateWeather(); } } uint i = 0; CTextureUser *effectRenderTarget = NULL; bool haveEffects = Render && Driver->getPolygonMode() == UDriver::Filled && (ClientCfg.Bloom || FXAA); bool defaultRenderTarget = false; if (haveEffects) { if (!StereoDisplay) { Driver->beginDefaultRenderTarget(); defaultRenderTarget = true; } if (ClientCfg.Bloom) { CBloomEffect::getInstance().setSquareBloom(ClientCfg.SquareBloom); CBloomEffect::getInstance().setDensityBloom((uint8)ClientCfg.DensityBloom); } } bool fullDetail = false; while ((!StereoDisplay && i == 0) || (StereoDisplay && StereoDisplay->nextPass())) { ++i; /////////////////// // SETUP CAMERAS // /////////////////// if (StereoDisplay) { // modify cameras for stereo display const CViewport &vp = StereoDisplay->getCurrentViewport(); Driver->setViewport(vp); nlassert(Scene); Scene->setViewport(vp); if (SceneRoot) { SceneRoot->setViewport(vp); } //MainCam.setTransformMode(UTransformable::DirectMatrix); StereoDisplay->getCurrentMatrix(0, &MainCam); StereoDisplay->getCurrentFrustum(0, &MainCam); if (SceneRoot) { // matrix updated during commitCamera from maincam UCamera cam = SceneRoot->getCam(); StereoDisplay->getCurrentFrustum(1, &cam); } } // Commit camera changes commitCamera(); ////////////////////////// // RENDER THE FRAME 3D // ////////////////////////// bool stereoRenderTarget = (StereoDisplay != NULL) && StereoDisplay->beginRenderTarget(); if (!StereoDisplay || StereoDisplay->wantClear()) { // Clear buffers clearBuffers(); } if (!StereoDisplay || StereoDisplay->wantScene()) { if (!ClientCfg.Light && Render) { if (!StereoDisplay || StereoDisplay->isSceneFirst()) { // nb : force full detail if a screenshot is asked // todo : move outside render code if (!fullDetail) { fullDetail = ScreenshotRequest != ScreenshotRequestNone && ClientCfg.ScreenShotFullDetail; if (fullDetail) { s_ForceFullDetail.backup(); s_ForceFullDetail.set(); } } } // Render scene bool wantTraversals = !StereoDisplay || StereoDisplay->isSceneFirst(); bool keepTraversals = StereoDisplay && !StereoDisplay->isSceneLast(); doRenderScene(wantTraversals, keepTraversals); if (!StereoDisplay || StereoDisplay->isSceneLast()) { if (fullDetail) { s_ForceFullDetail.restore(); fullDetail = false; } } } } if (!StereoDisplay || StereoDisplay->wantSceneEffects()) { if (!ClientCfg.Light && Render && haveEffects) { if (StereoDisplay) Driver->setViewport(NL3D::CViewport()); UCamera pCam = Scene->getCam(); Driver->setMatrixMode2D11(); if (FXAA) FXAA->applyEffect(); if (ClientCfg.Bloom) CBloomEffect::instance().applyBloom(); Driver->setMatrixMode3D(pCam); if (StereoDisplay) Driver->setViewport(StereoDisplay->getCurrentViewport()); } } if (!StereoDisplay || StereoDisplay->wantInterface3D()) { if (!ClientCfg.Light) { // Render if (Render) { // for that frame and // tmp : display height grid //static volatile bool displayHeightGrid = true; /*if (displayHeightGrid) { HeightGrid.display(*Driver); }*/ // display results? if(Scene_Profile) { displaySceneProfiles(); Scene_Profile= false; } // Render the primitives { H_AUTO_USE ( RZ_Client_Main_Loop_Debug ) PrimFiles.display (*Driver); } } /* if (Render) */ // Draw Extra 3D Objects Driver->setMatrixMode3D(MainCam); Driver->setModelMatrix(CMatrix::Identity); // Display PACS borders. if (PACSBorders) { H_AUTO_USE ( RZ_Client_Main_Loop_Debug ) displayPACSBorders(); displayPACSPrimitive(); } // display Sound box if (SoundBox) { H_AUTO_USE ( RZ_Client_Main_Loop_Debug ) displaySoundBox(); } // display Debug of Clusters if (DebugClusters) { H_AUTO_USE ( RZ_Client_Main_Loop_Debug ) displayDebugClusters(); } } /* if (!ClientCfg.Light) */ else { // static UTextureFile *backgroundBitmap = NULL; // if (backgroundBitmap == NULL) // backgroundBitmap = Driver->createTextureFile("temp_background.tga"); // Driver->setMatrixMode2D11(); // Driver->drawBitmap (0.f, 0.f, 1024.f/1024.f, 1024.f/768.f, (UTexture&)*backgroundBitmap); // Driver->setMatrixMode3D(MainCam); Driver->clearBuffers(CRGBA (0,0,0,0)); displayPACSBorders(); displayPACSPrimitive(); } if (!ClientCfg.Light && !Landscape) { displayPACSBorders(); } // Display some things not in the scene like the name, the entity path, etc. EntitiesMngr.updatePostRender(); // Render the stat graphs if needed { H_AUTO_USE ( RZ_Client_Main_Loop_Debug ) CGraph::render (ShowInfos); } } /* if (!StereoDisplay || StereoDisplay->wantInterface3D()) */ if (!StereoDisplay || StereoDisplay->wantInterface2D()) { // Render in 2D Mode to display 2D Interfaces and 2D texts. Driver->setMatrixMode2D11(); // draw a big quad to represent thunder strokes /*if (Render && WeatherManager.getThunderLevel() != 0.f) { H_AUTO_USE ( RZ_Client_Main_Loop_Render_Thunder ) Driver->drawQuad(0, 0, 1, 1, ThunderColor); // TODO : boris : add sound here ! // Needs more explosions }*/ // Update the contextual menu { H_AUTO_USE ( RZ_Client_Main_Loop_Interface ) // Update the game cursor. ContextCur.check(); GameContextMenu.update(); // validate dialogs validateDialogs(GameContextMenu); // Display interface v3 Driver->enableFog (false); if (!Driver->isLost()) { if(ShowInterface) pIMinstance->updateFrameViews (MainCam); if(DebugUIView) pIMinstance->displayUIViewBBoxs(DebugUIFilter); if(DebugUICtrl) pIMinstance->displayUICtrlBBoxs(DebugUIFilter); if(DebugUIGroup) pIMinstance->displayUIGroupBBoxs(DebugUIFilter); } // special case in OpenGL : all scene has been display in render target, // now, final texture is display with a quad /*if (!ClientCfg.Light && ClientCfg.Bloom && Render && bloomStage == 2) // NO VR BLOOMZ { // End bloom effect system after drawing the 3d interface (z buffer related). if (StereoDisplay) Driver->setViewport(NL3D::CViewport()); CBloomEffect::instance().endInterfacesDisplayBloom(); if (StereoDisplay) Driver->setViewport(StereoDisplay->getCurrentViewport()); bloomStage = 0; }*/ } { H_AUTO_USE ( RZ_Client_Main_Loop_Debug ) if (!Driver->isLost()) { // If show information is Active. if(ShowInfos == 1) displayDebug(); // If show information is Active. if(ShowInfos == 2) displayNetDebug(); // If show information is Active. if(ShowInfos == 4) displayDebugFps(); // If show information is Active. if(ShowInfos == 5) displayDebugUIUnderMouse(); // If show information is Active. displayStreamingDebug(); // If Show Help is active -> Display an help. if(ShowHelp) displayHelp(); // Yoyo: indicate profiling state if( Profiling ) displaySpecialTextProgress("Profiling"); // Display frame rate // Create a shadow when displaying a text. TextContext->setShaded(true); TextContext->setShadeOutline(false); // Set the font size. TextContext->setFontSize(10); // Set the text color TextContext->setColor(CRGBA(255,255,255)); // temporary values for conversions float x, y, width, height; for(uint i = 0; i < ClientCfg.Logos.size(); i++) { std::vector res; explode(ClientCfg.Logos[i],std::string(":"), res); if(res.size()==9 && idrawBitmap(x/(float)ClientCfg.Width, y/(float)ClientCfg.Height, width/(float)ClientCfg.Width, height/(float)ClientCfg.Height, *LogoBitmaps[i]); } } } } // FPS { static TTicks oldTick = CTime::getPerformanceTime(); TTicks newTick = CTime::getPerformanceTime(); double deltaTime = CTime::ticksToSecond (newTick-oldTick); oldTick = newTick; smoothFPS.addValue((float)deltaTime); moreSmoothFPS.addValue((float)deltaTime); deltaTime = smoothFPS.getSmoothValue (); if (deltaTime > 0.0) { CCDBNodeLeaf *pNL = s_FpsLeaf ? &*s_FpsLeaf : &*(s_FpsLeaf = NLGUI::CDBManager::getInstance()->getDbProp("UI:VARIABLES:FPS")); pNL->setValue64((sint64)(1.f/deltaTime)); } } // R2ED post render update if (ClientCfg.R2EDEnabled) { // IMPORTANT : this should be called after CEntitiesMngr::updatePostRender() because // entity may be added / removed there ! R2::getEditor().updateAfterRender(); } // Update FXs (remove them). FXMngr.update(); // Detect disconnection / server down: display information text // but keep the rendering so that the player can remember where he is // and what he was doing. He can't move because the connection quality returns false. if ((connectionState == CNetworkConnection::Disconnect) && (lastConnectionState != CNetworkConnection::Disconnect) && (!FarTP.isFarTPInProgress())) { UserControls.stopFreeLook(); // let the player click on Exit pIMinstance->messageBoxWithHelp(CI18N::get("uiDisconnected")); // If we have started a Far TP sequence and are waiting for onServerQuitOK() // from the EGS, resume the sequence because the EGS is down and won't reply. FarTP.onServerQuitOk(); } // Yoyo: MovieShooter. if(MovieShooterSaving) { H_AUTO_USE ( RZ_Client_Main_Loop_Debug ) // Add the buffer frame to the movie. if(!MovieShooter.addFrame(TimeInSec, Driver)) { // Fail to add the frame => abort. endMovieShooting(); } else { // Ok, just add a display. displaySpecialTextProgress("MovieShooting"); } } if (isRecordingCamera()) { displaySpecialTextProgress("CameraRecording"); } // Temp for weather test if (ClientCfg.ManualWeatherSetup) { H_AUTO_USE ( RZ_Client_Main_Loop_Debug ) static float displayHourDelta = 0.04f; // static for edition during debug.. // Display weather function if (DisplayWeatherFunction) { uint64 currDay = RT.getRyzomDay(); float currHour = DayNightCycleHour; float singleHourDelta = fmodf(currHour, 1.f); uint32 wndWidth, wndHeight; Driver->getWindowSize(wndWidth, wndHeight); Driver->setMatrixMode2D(CFrustum(0, 800, 600, 0, 0, 1, false)); const float lineHeight = 100.f; // draw the weather function for(uint x = 0; x < wndWidth; ++x) { float weatherValue; if(ContinentMngr.cur()) weatherValue = ::getBlendedWeather(currDay, currHour, *WeatherFunctionParams, ContinentMngr.cur()->WeatherFunction); else weatherValue = ::getBlendedWeather(currDay, currHour, *WeatherFunctionParams, 0); NLMISC::clamp(weatherValue, 0.f, 1.f); CRGBA seasonToColor[EGSPD::CSeason::Invalid] = { CRGBA::Green, CRGBA::Yellow, CRGBA::Red, CRGBA::Blue }; Driver->drawLine((float) x, 0.f, (float) x, lineHeight * weatherValue, seasonToColor[CRyzomTime::getSeasonByDay((uint32)currDay)]); currHour += displayHourDelta; if (currHour >= 24.f) { ++currDay; currHour -= 24.f; } singleHourDelta += displayHourDelta; if (singleHourDelta >= 1.f) { singleHourDelta -= 1.f; Driver->drawLine((float) x, 100.f, (float) x, 130, CRGBA::Red); } } if(ContinentMngr.cur()) { // draw lines for current weather setups uint numWeatherSetups = ContinentMngr.cur()->WeatherFunction[CurrSeason].getNumWeatherSetups(); for (uint y = 0; y < numWeatherSetups; ++y) { float py = lineHeight * (y / (float) numWeatherSetups); Driver->drawLine(0.f, py, 800.f, py, CRGBA::Magenta); } } } // Ctrl+ & Ctrl- change the weather value if (Actions.valide ("inc_time")) { ManualWeatherValue += DT * 0.04f; } if (Actions.valide ("dec_time")) { ManualWeatherValue -= DT * 0.04f; } NLMISC::clamp(ManualWeatherValue, 0.f, 1.f); if (ForcedDayNightCycleHour < 0) // if time is forced then can't change it manually ... { // Ctrl-K increase hour if (Actions.valide ("inc_hour")) { RT.increaseTickOffset( (uint32)(2000 * displayHourDelta) ); RT.updateRyzomClock(NetMngr.getCurrentServerTick()); } // Ctrl-L decrease hour if (Actions.valide ("dec_hour")) { RT.decreaseTickOffset( (uint32)(2000 * displayHourDelta) ); RT.updateRyzomClock(NetMngr.getCurrentServerTick()); CTimedFXManager::getInstance().setDate(CClientDate(RT.getRyzomDay(), (float) RT.getRyzomTime())); if (IGCallbacks) { IGCallbacks->changeSeason(); // the season doesn't change, but this force fxs to be recreated } } } // Ctrl-M generate statistics in a file /* if (Actions.valide ("weather_stats")) { // Only usable if there is a continent loaded. if(ContinentMngr.cur()) CPredictWeather::generateWeatherStats("weather_stats.csv", WeatherFunctionParams, ContinentMngr.cur()->WeatherFunction); }*/ // Ctrl-B decrease display factor if (Actions.valide ("dec_display_factor")) { displayHourDelta *= 0.90f; } // Ctrl-J increase display factor if (Actions.valide ("inc_display_factor")) { displayHourDelta *= 1.1f; displayHourDelta = std::min(1000.f, displayHourDelta); } } // Ctrl-AltGR-Z show timed FXs if (ShowTimedFX) { if (!Driver->isLost()) { CTimedFXManager::getInstance().displayFXBoxes(ShowTimedFXMode); } } #if !FINAL_VERSION CVector2f camPos(Scene->getCam().getPos().x, Scene->getCam().getPos().y); if (!ClientCfg.Light) { if (DisplayMicroLifeZones) { CMicroLifeManager::getInstance().renderMLZones(camPos); } } if (DisplayWaterMap) { if (ContinentMngr.cur()) { ContinentMngr.cur()->WaterMap.render(camPos); } } #endif #ifdef NL_DEBUG if (!ClientCfg.Light) { if (DisplayMicroLifeActiveTiles) { CMicroLifeManager::getInstance().renderActiveTiles(); } } #endif // tmp : debug of ground fxs //TestGroundFX.displayFXBoxes(); // Temp for sound debug { H_AUTO_USE ( RZ_Client_Main_Loop_Debug ) if (SoundMngr != 0) { static bool drawSound = false; static float camHeigh = 150.0f; #if FINAL_VERSION if (ClientCfg.ExtendedCommands) #endif if (Actions.valide ("draw_sound")) drawSound = !drawSound; if (Actions.valide ("inc_camera_height")) camHeigh -= 10.0f; if (Actions.valide ("dec_camera_height")) camHeigh += 10.0f; if (drawSound) SoundMngr->drawSounds(camHeigh); } } } /* if (!StereoDisplay || StereoDisplay->wantInterface2D()) */ if (StereoDisplay) { StereoDisplay->endRenderTarget(); } } /* stereo pass */ if (defaultRenderTarget) { // draw final result to backbuffer Driver->endDefaultRenderTarget(Scene); } // Draw to screen. static CQuat MainCamOri; if (FirstFrame) { // Frame to skip before swap buffer SkipFrame = RYZOM_FIRST_FRAME_TO_SKIP; FirstFrame = false; MainCam.getRotQuat(MainCamOri); } if (SkipFrame == 0) { if (StartPlayTime == 0) { StartPlayTime = NLMISC::CTime::getLocalTime(); } // Start background sound play now ! (nb: restarted if load just ended, or if sound re-enabled) if (SoundMngr) { H_AUTO_USE ( RZ_Client_Main_Loop_Sound ) SoundMngr->playBackgroundSound(); } // Fade in Game Sound now (before endLoading) if(SoundMngr) { // fade out loading music if(LoadingMusic==SoundMngr->getEventMusicPlayed()) SoundMngr->stopEventMusic(LoadingMusic, CSoundManager::LoadingMusicXFade); // fade in game sound SoundMngr->fadeInGameSound(ClientCfg.SoundTPFade); } // end loading (if previous load) endLoading (); // if a screenshot request was made then do it now switch(ScreenshotRequest) { case ScreenshotRequestTGA: screenShotTGA(); ScreenshotRequest = ScreenshotRequestNone; break; case ScreenshotRequestJPG: screenShotJPG(); ScreenshotRequest = ScreenshotRequestNone; break; case ScreenshotRequestPNG: screenShotPNG(); ScreenshotRequest = ScreenshotRequestNone; break; default: break; } // TMP TMP static volatile bool dumpValidPolys = false; if (dumpValidPolys) { tempDumpValidPolys(); dumpValidPolys = false; } // TMP TMP static volatile bool dumpColPolys = false; if (dumpColPolys) { tempDumpColPolys(); } if (ClientCfg.R2EDEnabled) { R2::getEditor().updateBeforeSwapBuffer(); } Driver->swapBuffers(); if(Profiling) { ++ ProfileNumFrame; if (ProfileNumFrame == ClientCfg.NumFrameForProfile) { WantProfiling = true; } } // If the device is lost then no rendering will occur, so let some time to other applications if (Driver->isLost()) { nlSleep(50); nldebug("lost device"); } } else { SkipFrame--; // Turn the camera to make a 360 degree turn // UTransformable::TTransformMode m = MainCam.getTransformMode(); if (SkipFrame == 0) { MainCam.setRotQuat(MainCamOri); } else { CMatrix mat = CMatrix::Identity; mat.setRot(MainCamOri); mat.rotateZ(2*(float)Pi*((float)(SkipFrame)/(float)RYZOM_FIRST_FRAME_TO_SKIP)); CQuat qTmp; mat.getRot(qTmp); MainCam.setRotQuat(qTmp); } } // Force the client to sleep a bit. if(ClientCfg.Sleep >= 0) { H_AUTO_USE ( RZ_Client_Main_Loop_Debug ) nlSleep(ClientCfg.Sleep); } //++MainLoopCounter; // Send new data Only when server tick changed. if(NetMngr.getCurrentServerTick() > LastGameCycle) { H_AUTO_USE ( RZ_Client_Main_Loop_Net ) // Put here things you have to send to the server only once per tick like user position. // UPDATE COMPASS NLMISC::CCDBNodeLeaf *node = s_UiDirectionLeaf ? (&*s_UiDirectionLeaf) : &*(s_UiDirectionLeaf = NLGUI::CDBManager::getInstance()->getDbProp("UI:VARIABLES:DIRECTION")); CInterfaceProperty prop; prop.setNodePtr(node); if(CompassMode == 1) { double camDir = atan2(View.view().y, View.view().x); prop.setDouble(camDir); } else prop.setDouble(atan2(UserEntity->front().y, UserEntity->front().x)); // Update the server with our position and orientation. { CBitMemStream out; if(UserEntity->sendToServer(out)) NetMngr.push(out); } // Give information to the server about the combat position (ability to strike). { CBitMemStream out; if(UserEntity->msgForCombatPos(out)) NetMngr.push(out); } // Create the message for the server to move the user (except in combat mode). if(Ping.rdyToPing()) { CBitMemStream out; if(GenericMsgHeaderMngr.pushNameToStream("DEBUG:PING", out)) { const TTime mask = 0xFFFFFFFF; uint32 localTime = (uint32)(mask&ryzomGetLocalTime ()); out.serial(localTime); NetMngr.push(out); Ping.rdyToPing(false); } else nlwarning("mainloop: unknown message named 'DEBUG:PING'."); } // Send the Packet. NetMngr.send(NetMngr.getCurrentServerTick()); // Update the Last tick received from the server. LastGameCycle = NetMngr.getCurrentServerTick(); } if (ClientCfg.AutoReloadFiles) { // Check for files update. CFile::checkFileChange(); // Check for configuration files update. CConfigFile::checkConfigFiles(); } // Get the Connection State. lastConnectionState = connectionState; connectionState = NetMngr.getConnectionState(); // Update movie shooter updateMovieShooting(); // Update the bubble manager InSceneBubbleManager.update(); // Update the NPC icon system CNPCIconCache::getInstance().update(); // Update Phrase Manager CSPhraseManager *pPM= CSPhraseManager::getInstance(); pPM->updateEquipInvalidation(NetMngr.getCurrentServerTick()); pPM->updateAllActionRegen(); // Update ingame duration and stat report sending updateStatReport (); // Update the music player MusicPlayer.update (); // Memory Debug if (ClientCfg.CheckMemoryEveryNFrame != -1) { static int frameToSkip = ClientCfg.CheckMemoryEveryNFrame; if (frameToSkip == 0) { frameToSkip = ClientCfg.CheckMemoryEveryNFrame; //NLMEMORY::CheckHeap (true); } else frameToSkip--; } /////////////// // FAR_TP -> // /////////////// // Enter a network loop during the FarTP process, without doing the whole real main loop. // This code must remain at the very end of the main loop. if(LoginSM.getCurrentState() == CLoginStateMachine::st_enter_far_tp_main_loop) { CLuaManager::getInstance().executeLuaScript("game:onFarTpStart()"); // Will loop the network until the end of the relogging process FarTP.farTPmainLoop(); if( FarTP.isReselectingChar() ) { if ( game_exit ) // check if the user has decided to quit break; // we have just completed init main loop, after reselecting character // repeat the steps before the main loop itself // pre main loop in mainLoop resetIngameTime (); game_exit = false; game_exit_request = false; FarTP.setMainLoopEntered(); // Get the Width and Height of the window and set the Old values.. Driver->getWindowSize(Width, Height); OldWidth = Width; OldHeight = Height; CGraph::init( Driver ); CGraph::Display = false; T1 = ryzomGetLocalTime(); TSend = ((T1+DTSend)/DTSend)*DTSend; SetMouseFreeLook (); SetMouseCursor (); // Set the cursor. ContextCur.context("STAND BY"); UserControls.reset(); // set the default box for keyboard CChatWindow *defaultChatWindow; if (ClientCfg.R2EDEnabled) { defaultChatWindow = PeopleInterraction.DebugInfo; } else { defaultChatWindow = PeopleInterraction.ChatGroup.Window; } setDefaultChatWindow(defaultChatWindow); // Init GameContextMenu. GameContextMenu.init(""); // Active inputs Actions.enable(true); EditActions.enable(true); // For stoping the outgame music, start after 30 frames, and duration of 3 seconds // CMusicFader outgameFader(60, 3); // check for banned player if (testPermanentBanMarkers()) { setPermanentBanMarkers(true); // re-set any marker that could have been removed by the trouble maker applyPermanentBanPunishment(); PermanentlyBanned = true; } } // Short reinit of the main loop after farTP or character reselection Ping.init(); updateLightDesc(); // R2ED enabled ? R2::getEditor().autoConfigInit(IsInRingSession); CurrSeason = computeCurrSeason(); // Get the Connection State (must be done after any Far TP to prevent the uiDisconnected box to be displayed) lastConnectionState = CNetworkConnection::Connected; connectionState = NetMngr.getConnectionState(); CLuaManager::getInstance().executeLuaScript("game:onFarTpEnd()"); } /////////////// // <- FAR_TP // /////////////// } // end of main loop CInterfaceManager *im = CInterfaceManager::getInstance(); if (CLuaManager::getInstance().getLuaState()) { CLuaManager::getInstance().executeLuaScript("game:onMainLoopEnd()"); } // Stop Running Profiles (kick result) if(Profiling) { WantProfiling= false; Profiling= false; CHTimer::endBench(); Driver->endBench(); } if(ProfilingVBLock) { WantProfilingVBLock= false; ProfilingVBLock= false; vector strs; Driver->endProfileVBHardLock(strs); } if ( ! FarTP.isReselectingChar() ) // skip some parts if the user wants to quit in the middle of a char reselect { // Release the structure for the ping. Ping.release (); // Disable inputs Actions.enable(false); EditActions.enable(false); CWidgetManager::getInstance()->setDefaultCaptureKeyboard(NULL); // Interface saving CInterfaceManager::getInstance()->uninitInGame0(); ///////////////////////////////// // Display the end background. // ///////////////////////////////// // Create the loading texture. loadBackgroundBitmap (EndBackground); // TTime endTime = ryzomGetLocalTime () + (TTime)(ClientCfg.EndScreenTimeOut*1000.f); // do // { // // Grab Inputs. // CInputHandlerManager::getInstance()->pumpEventsNoIM(); // Display the background drawLoadingBitmap (0); // Display to screen. Driver->swapBuffers(); // } while(ryzomGetLocalTime () < endTime); // Destroy the Loading Background. destroyLoadingBitmap (); IngameDbMngr.resetInitState(); } ryzom_exit = true; return ryzom_exit || (Driver == NULL) || (!Driver->isActive ()); }// mainLoop // //--------------------------------------------------- // Just Display some text with ... anim at some place. //--------------------------------------------------- void displaySpecialTextProgress(const char *text) { // Create a shadow when displaying a text. TextContext->setShaded(true); TextContext->setShadeOutline(false); // Set the font size. TextContext->setFontSize(12); // Set the text color TextContext->setColor(CRGBA(255,255,255)); TextContext->setHotSpot(UTextContext::BottomLeft); // cool .... anim. const uint MaxDot= 8; static uint counter=0; counter= (counter+1) % (MaxDot+1); // format counter. char str[MaxDot+1]; uint i; for(i=0;iprintfAt(0.05f,0.80f,"%s%s", text, str ); } //--------------------------------------------------- // MovieShooter methods //--------------------------------------------------- void endMovieShooting() { MovieShooterSaving= false; } bool MovieShooterReplay = false; bool MovieShooterSave = false; void updateMovieShooting() { #ifdef _MOVIE_SHOOTER_ON_ if (MovieShooterReplay) { if(!MovieShooter.enabled()) { Driver->systemMessageBox("MovieShooter not enabled", "MovieShooter"); } else { if( !MovieShooterSaving ) { try { MovieShooter.replayMovie(Driver, TextContext); } catch (const Exception &e) { Driver->systemMessageBox(e.what(), "MovieShooter"); } } } MovieShooterReplay = false; } if (MovieShooterSave) { if(!MovieShooter.enabled()) { Driver->systemMessageBox("MovieShooter not enabled", "MovieShooter"); } else { if( !MovieShooterSaving ) { try { // Create a New Dir string theDir; uint num= 0; do { num++; char tmp[256]; sprintf(tmp, "%03d", num); theDir= ClientCfg.MovieShooterPath + "/" + "Movie" + tmp; } while( CFile::isDirectory(theDir) ); // create the dir CFile::createDirectory(theDir); // Save the movie. MovieShooter.saveMovie(Driver, TextContext, theDir.c_str(), ClientCfg.MovieShooterFramePeriod, ClientCfg.MovieShooterBlend, ClientCfg.MovieShooterPrefix.c_str()); } catch (const Exception &e) { Driver->systemMessageBox(e.what(), "MovieShooter"); } } } MovieShooterSave = false; } #endif // _MOVIE_SHOOTER_ON_ } //--------------------------------------------------- // updateSound : // update the listener pos and user walk/run/idle sound (stereo) //--------------------------------------------------- void updateSound() { if(SoundMngr) { SoundMngr->update (); } }// updateSound // //=================================================================================================== void updateLightDesc() { if (!ClientCfg.Light) { // Update the lighting description (when season change, or for first setup) static bool init = false; EGSPD::CSeason::TSeason season = CurrSeason; if (!init || season != CurrSeason) { CLightCycleDesc desc; buildLightCycleDesc(desc, CurrSeason); LightCycleManager.setLightDesc(desc); init = true; } if (CurrSeason != season) { CurrSeason = season; // also update seasonal fxs if (IGCallbacks) { IGCallbacks->changeSeason(); } } } } //=================================================================================================== static void updateCloudScape(const CCloudState &desc, const CWeatherContext &wc, float /* wind */, float dayNight, float updateDelay, bool mustInit) { if (!CloudScape) return; SCloudScapeSetup css; NLMISC::clamp(dayNight, 0.f, 1.f); css.CloudSpeed = desc.DiffusionSpeed; float duskRatio = LightCycleManager.getLightDesc().DuskRatio; switch(LightCycleManager.getState()) { case CLightCycleManager::DayToNight: if (dayNight < duskRatio) // day->dusk { float blendFactor = duskRatio != 0 ? dayNight / duskRatio : 0.f; css.Ambient.blendFromui(desc.AmbientDay, desc.AmbientDusk, (uint) (256.f * blendFactor)); css.Diffuse.blendFromui(desc.DiffuseDay, desc.DiffuseDusk, (uint) (256.f * blendFactor)); } else // dusk->night { float blendFactor = duskRatio != 1 ? (dayNight - duskRatio) / (1.f - duskRatio) : 0.f; css.Ambient.blendFromui(desc.AmbientDusk, desc.AmbientNight, (uint) (256.f * blendFactor)); css.Diffuse.blendFromui(desc.DiffuseDusk, desc.DiffuseNight, (uint) (256.f * blendFactor)); } break; default: // not a day->night transition, so no step for dusk css.Ambient.blendFromui(desc.AmbientDay, desc.AmbientNight, (uint) (256.f * dayNight)); css.Diffuse.blendFromui(desc.DiffuseDay, desc.DiffuseNight, (uint) (256.f * dayNight)); break; } css.NbCloud = desc.NumClouds; css.WindSpeed = WeatherManager.getCurrWeatherState().WindIntensity * wc.WFP->CloudWindSpeedFactor + wc.WFP->CloudMinSpeed; if (mustInit) { css.TimeToChange = 0; CloudScape->init(&css); CloudScape->setNbCloudToUpdateIn80ms (ClientCfg.CloudUpdate); CloudScape->setQuality (ClientCfg.CloudQuality); } else { css.TimeToChange = updateDelay; CloudScape->set(css); } } //=================================================================================================== void updateClouds() { // build a weather context CWeatherContext wc; wc.GR = GR; if(ContinentMngr.cur()) wc.WF = ContinentMngr.cur()->WeatherFunction; else wc.WF = NULL; if (ClientCfg.ManualWeatherSetup && !ForceTrueWeatherValue) { // Try to update the clouds quickly for manual test if (CloudScape) { CCloudState cs; WeatherManager.computeCloudState(ManualWeatherValue, CurrSeason, cs, wc.WF); updateCloudScape(cs, wc, WeatherManager.getCurrWeatherState().WindIntensity, LightCycleManager.getLightLevel(), 1.f, InitCloudScape); InitCloudScape = false; } } else { // update the clouds if (InitCloudScape) { InitCloudScape = false; // 1 ) set current state CCloudState cs; WeatherManager.computeCloudState(RT.getRyzomDay(), DayNightCycleHour, wc, cs); updateCloudScape(cs, wc, WeatherManager.getCurrWeatherState().WindIntensity, LightCycleManager.getLightLevel(), 0.f, true); // 2 )set next state // compute date of next update const CLightCycleDesc &lcd = LightCycleManager.getLightDesc(); float updateDelay = 0.f; if (lcd.RealDayLength != 0.f) { updateDelay = CloudUpdatePeriod / lcd.RealDayLength * lcd.NumHours; } WeatherManager.computeCloudState(RT.getRyzomDay(), DayNightCycleHour + updateDelay, wc, cs); updateCloudScape(cs, wc, WeatherManager.getCurrWeatherState().WindIntensity, LightCycleManager.getLightLevel(), 0.f, true); DelayBeforeCloudUpdate = CloudUpdatePeriod; } else { DelayBeforeCloudUpdate -= DT; if (DelayBeforeCloudUpdate <= 0.f) { DelayBeforeCloudUpdate += CloudUpdatePeriod; if (DelayBeforeCloudUpdate <= 0.f) { DelayBeforeCloudUpdate = CloudUpdatePeriod; } // set next state // compute date of next update const CLightCycleDesc &lcd = LightCycleManager.getLightDesc(); float updateDelay = 0.f; if (lcd.RealDayLength != 0.f) { updateDelay = DelayBeforeCloudUpdate / lcd.RealDayLength * lcd.NumHours; } CCloudState cs; WeatherManager.computeCloudState(RT.getRyzomDay(), DayNightCycleHour + updateDelay, wc, cs); updateCloudScape(cs, wc, WeatherManager.getCurrWeatherState().WindIntensity, LightCycleManager.getLightLevel(), updateDelay, false); } } } } //----------------------------------------------- // displayPACSBorders : // Display Borders from PACS. //----------------------------------------------- void displayPACSBorders() { static std::vector > edges; if(UserEntity->getPrimitive()) { UGlobalPosition gPos; UserEntity->getPrimitive()->getGlobalPosition(gPos, dynamicWI); if (GR) GR->getBorders(gPos, edges); CLineColor line; // ... for(uint i=0; idrawLine(line, GenericMat); } } // Clear the vetor. edges.clear(); }// displayPACSBorders // const uint PacsBoxPointCount = 24; CVector PacsBox[PacsBoxPointCount] = { CVector( -0.5f, -0.5f, 0), CVector( 0.5f, -0.5f, 0), CVector( 0.5f, -0.5f, 0), CVector( 0.5f, 0.5f, 0), CVector( 0.5f, 0.5f, 0), CVector( -0.5f, 0.5f, 0), CVector( -0.5f, 0.5f, 0), CVector( -0.5f, -0.5f, 0), CVector( -0.5f, -0.5f, 1), CVector( 0.5f, -0.5f, 1), CVector( 0.5f, -0.5f, 1), CVector( 0.5f, 0.5f, 1), CVector( 0.5f, 0.5f, 1), CVector( -0.5f, 0.5f, 1), CVector( -0.5f, 0.5f, 1), CVector( -0.5f, -0.5f, 1), CVector( -0.5f, -0.5f, 0), CVector( -0.5f, -0.5f, 1), CVector( 0.5f, -0.5f, 0), CVector( 0.5f, -0.5f, 1), CVector( 0.5f, 0.5f, 0), CVector( 0.5f, 0.5f, 1), CVector( -0.5f, 0.5f, 0), CVector( -0.5f, 0.5f, 1), }; const uint PacsCylPointCount = 48; CVector PacsCyl[PacsCylPointCount] = { CVector( 0, 1, 0),CVector( 0.7071067f, 0.7071067f, 0), CVector( 0.7071067f, 0.7071067f, 0),CVector( 1, 0, 0), CVector( 1, 0, 0),CVector( 0.7071067f, -0.7071067f,0), CVector( 0.7071067f, -0.7071067f,0),CVector( 0, -1, 0), CVector( 0, -1, 0),CVector( -0.7071067f,-0.7071067f,0), CVector( -0.7071067f,-0.7071067f,0),CVector( -1, 0, 0), CVector( -1, 0, 0),CVector( -0.7071067f,0.7071067f, 0), CVector( -0.7071067f,0.7071067f, 0),CVector( 0, 1, 0), CVector( 0, 1, 1),CVector( 0.7071067f, 0.7071067f, 1), CVector( 0.7071067f, 0.7071067f, 1),CVector( 1, 0, 1), CVector( 1, 0, 1),CVector( 0.7071067f, -0.7071067f,1), CVector( 0.7071067f, -0.7071067f,1),CVector( 0, -1, 1), CVector( 0, -1, 1),CVector( -0.7071067f,-0.7071067f,1), CVector( -0.7071067f,-0.7071067f,1),CVector( -1, 0, 1), CVector( -1, 0, 1),CVector( -0.7071067f,0.7071067f, 1), CVector( -0.7071067f,0.7071067f, 1),CVector( 0, 1, 1), CVector( 0, 1, 1),CVector( 0, 1, 0), CVector( 0.7071067f, 0.7071067f, 1),CVector( 0.7071067f, 0.7071067f, 0), CVector( 1, 0, 1),CVector( 1, 0, 0), CVector( 0.7071067f, -0.7071067f,1),CVector( 0.7071067f, -0.7071067f,0), CVector( 0, -1, 1),CVector( 0, -1, 0), CVector( -0.7071067f,-0.7071067f,1),CVector( -0.7071067f,-0.7071067f,0), CVector( -1, 0, 1),CVector( -1, 0, 0), CVector( -0.7071067f,0.7071067f, 1),CVector( -0.7071067f,0.7071067f, 0), }; void displayPACSPrimitive() { std::vector movePrimitives; // if no continent selected, skip if(!PACS) return; PACS->getPrimitives(movePrimitives); uint i; for (i=0; igetFirstWorldImageV(); // Distance CVector position = prim->getFinalPosition(wI); if ((position-UserEntity->pos()).sqrnorm() < (200*200)) { // Choose a color CLineColor line; if (prim->isCollisionable()) { // Static collision if (prim->getReactionType() == UMovePrimitive::DoNothing) { line.Color0 = CRGBA::Red; } else { line.Color0 = CRGBA::Yellow; } } else { // Trigger line.Color0 = CRGBA::White; } line.Color1 = line.Color0; // Lines CVector *lines; // Line count uint linecount; // Transform matrix CMatrix scale; scale.identity(); CMatrix rot; rot.identity(); // Draw the primitive if (prim->getPrimitiveType() == UMovePrimitive::_2DOrientedBox) { lines = PacsBox; linecount = PacsBoxPointCount/2; float width; float depth; prim->getSize (width, depth); scale.scale(CVector (width, depth, prim->getHeight())); rot.rotateZ((float)prim->getOrientation(wI)); } else { lines = PacsCyl; linecount = PacsCylPointCount/2; float radius = prim->getRadius (); scale.scale(CVector (radius, radius, prim->getHeight())); } CMatrix pos; pos.identity(); pos.setPos (position); pos = pos*rot*scale; // Draw the primitive uint j; for (j=0; jdrawLine(line, GenericMat); } } } } //----------------------------------------------- // displaySoundBox : //----------------------------------------------- void displaySoundBox() { if (SoundMngr != 0) { SoundMngr->drawSounds(50.f); } } //----------------------------------------------- // displaySceneProfiles(); // nlinfo the Scene Profile results //----------------------------------------------- string buildStrVBFormat(uint32 format) { // Yoyo: Uggly: hardcoded :) string res; if(format & 0x0001) res+= "Vertex"; if(format & 0x0002) res+= "|Normal"; if(format & 0x0004) res+= "|TexCoord0"; if(format & 0x0008) res+= "|TexCoord1 "; if(format & 0x0010) res+= "|TexCoord2"; if(format & 0x0020) res+= "|TexCoord3 "; if(format & 0x0040) res+= "|TexCoord4 "; if(format & 0x0080) res+= "|TexCoord5 "; if(format & 0x0100) res+= "|TexCoord6 "; if(format & 0x0200) res+= "|TexCoord7"; if(format & 0x0400) res+= "|PrimaryColor"; if(format & 0x0800) res+= "|SecondaryColor"; if(format & 0x1000) res+= "|Weight"; if(format & 0x2000) res+= "|PaletteSkin"; if(format & 0x4000) res+= "|Fog"; return res; } void displaySceneProfiles() { // **** Scene Profile UScene::CBenchResults res; Scene->getProfileResults(res); static uint id=0; nlinfo("****** Scene Profile Result: %d *******", id ); id++; // Display Mesh PerVertexFormat Benchs nlinfo(" * Mesh Per VertexFormat:"); std::map::iterator it; for(it=res.MeshProfileTriVBFormat.begin();it!=res.MeshProfileTriVBFormat.end();it++) { // build the format string format= buildStrVBFormat(it->first); nlinfo(" NumTris: %5d. Format: %s", it->second, format.c_str() ); } // Display MeshMRM PerVertexFormat Benchs nlinfo(" * MeshMRM Per VertexFormat:"); for(it=res.MeshMRMProfileTriVBFormat.begin();it!=res.MeshMRMProfileTriVBFormat.end();it++) { // build the format string format= buildStrVBFormat(it->first); nlinfo(" NumTris: %5d. Format: %s", it->second, format.c_str() ); } // Display BlockRendering Information nlinfo(" * Mesh BlockRender Info:"); nlinfo(" NumMeshRdrNormal: %d", res.NumMeshRdrNormal); nlinfo(" NumMeshRdrBlock: %d", res.NumMeshRdrBlock); nlinfo(" NumMeshRdrBlockWithVBHeap: %d", res.NumMeshRdrBlockWithVBHeap); nlinfo(" NumMeshRdrNormal TriCount: %d", res.NumMeshTriRdrNormal); nlinfo(" NumMeshRdrBlock TriCount: %d", res.NumMeshTriRdrBlock); nlinfo(" NumMeshRdrBlockWithVBHeap TriCount: %d", res.NumMeshTriRdrBlockWithVBHeap); nlinfo(" * MeshMRM BlockRender Info:"); nlinfo(" NumMeshMRMRdrNormal: %d", res.NumMeshMRMRdrNormal); nlinfo(" NumMeshMRMRdrBlock: %d", res.NumMeshMRMRdrBlock); nlinfo(" NumMeshMRMRdrBlockWithVBHeap: %d", res.NumMeshMRMRdrBlockWithVBHeap); nlinfo(" NumMeshMRMRdrNormal TriCount: %d", res.NumMeshMRMTriRdrNormal); nlinfo(" NumMeshMRMRdrBlock TriCount: %d", res.NumMeshMRMTriRdrBlock); nlinfo(" NumMeshMRMRdrBlockWithVBHeap TriCount: %d", res.NumMeshMRMTriRdrBlockWithVBHeap); // Display VBHard usage Information nlinfo(" * VBHard usage Info:"); nlinfo(" NumMeshVBufferStd: %d", res.NumMeshVBufferStd); nlinfo(" NumMeshVBufferHard: %d", res.NumMeshVBufferHard); nlinfo(" NumMeshMRMVBufferStd: %d", res.NumMeshMRMVBufferStd); nlinfo(" NumMeshMRMVBufferHard: %d", res.NumMeshMRMVBufferHard); nlinfo("****** END Scene Profile Result *******"); // **** Additionaly, display QuadGridClipManager profile Scene->profileQuadGridClipManager(); // **** Additionaly, display List of Landscape IG Loaded if (Landscape) { nlinfo("****** Land IG Profile *******"); std::vector > igList; LandscapeIGManager.getAllIGWithNames(igList); // For all ig for(uint i=0;itrader() != CLFECOMMON::INVALID_SLOT ) { CEntityCL * trader = EntitiesMngr.entity(UserEntity->trader()); if (trader) { CVectorD vect1 = trader->pos(); CVectorD vect2 = UserEntity->pos(); double distanceSquare = pow(vect1.x-vect2.x,2) + pow(vect1.y-vect2.y,2); if (gcm.isBuilding()) { if (distanceSquare > MaxTalkingOutpostBuildingDistSquare) { // Prevent also the Server of ending bot chat if (CBotChatManager::getInstance()->getCurrPage()) CBotChatManager::getInstance()->endDialog(); } } else { if(distanceSquare > MaxTalkingDistSquare) { // Prevent also the Server of ending bot chat if(CBotChatManager::getInstance()->getCurrPage()) CBotChatManager::getInstance()->endDialog(); } } } } } NLMISC_DYNVARIABLE(float, FPS, "The second smoothed frame rate per second") { if (get) *pointer = 1.0f/smoothFPS.getSmoothValue (); } // show hide all the debuging of ui NLMISC_COMMAND(debugUI, "Debug the ui : show/hide quads of bboxs and hotspots", "debugUI 1 or 0") { if (args.size() > 1) return false; bool on = true; DebugUIFilter.clear(); if (args.size() == 1) { if(!args[0].empty() && !isdigit(args[0][0])) { on= true; DebugUIFilter= args[0]; } else fromString(args[0], on); } CGroupCell::setDebugUICell( on ); DebugUIView = on; DebugUICtrl = on; DebugUIGroup = on; return true; } // show hide the debuging of ui NLMISC_COMMAND(debugUIView, "Debug the ui : show/hide quads of bboxs and hotspots for views", "") { DebugUIView = !DebugUIView; return true; } // show hide the debuging of ui NLMISC_COMMAND(debugUICtrl, "Debug the ui : show/hide quads of bboxs and hotspots for ctrl", "") { DebugUICtrl = !DebugUICtrl; return true; } // show hide the debuging of ui NLMISC_COMMAND(debugUIGroup, "Debug the ui : show/hide quads of bboxs and hotspots for group", "") { DebugUIGroup = !DebugUIGroup; return true; } // show hide the debuging of cells NLMISC_COMMAND(debugUICell, "Debug the ui : show/hide quads of bboxs for cells", "") { CGroupCell::setDebugUICell( !CGroupCell::getDebugUICell() ); return true; } // Set weather value NLMISC_COMMAND(setWeatherValue, "Set weather value", "") { if (args.size() != 1) return false; float value; fromString(args[0], value); ManualWeatherValue = value / (ContinentMngr.cur()->WeatherFunction[CurrSeason].getNumWeatherSetups() - 1); return true; } class CHandlerDebugUIGroup : public IActionHandler { virtual void execute (CCtrlBase * /* pCaller */, const std::string &/* sParams */) { DebugUIGroup = !DebugUIGroup; } }; REGISTER_ACTION_HANDLER( CHandlerDebugUIGroup, "debug_ui_group"); class CHandlerDebugUICtrl : public IActionHandler { virtual void execute (CCtrlBase * /* pCaller */, const std::string &/* sParams */) { DebugUICtrl = !DebugUICtrl; } }; REGISTER_ACTION_HANDLER( CHandlerDebugUICtrl, "debug_ui_ctrl"); class CHandlerDebugUIView : public IActionHandler { virtual void execute (CCtrlBase * /* pCaller */, const std::string &/* sParams */) { DebugUIView = !DebugUIView; } }; REGISTER_ACTION_HANDLER( CHandlerDebugUIView, "debug_ui_view"); class CAHShowTimedFX : public IActionHandler { void execute(CCtrlBase * /* pCaller */, const std::string &/* params */) { if (ShowTimedFX) { ShowTimedFXMode = (CTimedFXManager::TDebugDisplayMode) (ShowTimedFXMode + 1); if (ShowTimedFXMode == CTimedFXManager::DebugModeCount) { ShowTimedFX = false; } } else { ShowTimedFX = true; ShowTimedFXMode = CTimedFXManager::NoText; } } }; // *************************************************************************** REGISTER_ACTION_HANDLER (CAHShowTimedFX, "show_timed_fx"); // *************************************************************************** void displayDebugClusters() { // Get the Cluster system where the player (not the camera!) lies UGlobalPosition gPos; if(UserEntity->getPrimitive()) UserEntity->getPrimitive()->getGlobalPosition(gPos, dynamicWI); // get the cluster IG associated to this pacs position UInstanceGroup *ig = getCluster(gPos); // Then display debug for it! if(ig) ig->displayDebugClusters(Driver, TextContext); // Draw the last camera 3rd person setuped CLineColor line; // start to test start line.V0= LastDebugClusterCameraThirdPersonStart; line.V1= LastDebugClusterCameraThirdPersonTestStart; line.Color0= CRGBA::Blue; line.Color1= CRGBA::Green; Driver->drawLine(line, GenericMat); // test start to result line.V0= LastDebugClusterCameraThirdPersonTestStart; if(LastDebugClusterCameraThirdPersonForceFPV) line.V1= LastDebugClusterCameraThirdPersonEnd; else line.V1= LastDebugClusterCameraThirdPersonResult; line.Color0= CRGBA::Red; line.Color1= CRGBA::Green; Driver->drawLine(line, GenericMat); // result to end if(!LastDebugClusterCameraThirdPersonForceFPV) { line.V0= LastDebugClusterCameraThirdPersonResult; line.V1= LastDebugClusterCameraThirdPersonEnd; line.Color0= CRGBA::Yellow; line.Color1= CRGBA::Green; Driver->drawLine(line, GenericMat); } // pelvis pos to test start line.V0= LastDebugClusterCameraThirdPersonPelvisPos; line.V1= LastDebugClusterCameraThirdPersonTestStart; line.Color0= CRGBA::Magenta; line.Color1= CRGBA::Green; Driver->drawLine(line, GenericMat); } // *************************************************************************** void inGamePatchUncompleteWarning() { CInterfaceManager *im = CInterfaceManager::getInstance(); CLuaManager::getInstance().executeLuaScript("bgdownloader:inGamePatchUncompleteWarning()"); /* CInterfaceManager *im = CInterfaceManager::getInstance(); CGroupContainer *gc = dynamic_cast(CWidgetManager::getInstance()->getElementFromId("ui:interface:bg_downloader")); if (gc) { gc->setActive(true); CWidgetManager::getInstance()->setTopWindow(gc); gc->enableBlink(2); } im->messageBoxWithHelp(CI18N::get("uiBGD_InGamePatchIncomplete")); im->displaySystemInfo(CI18N::get("uiBGD_InGamePatchIncompleteBC"), "BC"); */ }