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Move some more updates out of the render code, see #43
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1 changed files with 49 additions and 44 deletions
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@ -1575,9 +1575,9 @@ bool mainLoop()
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}
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}
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//////////////////////////
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// RENDER THE FRAME 3D //
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//////////////////////////
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///////////////////
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// SETUP CAMERAS //
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///////////////////
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if (StereoDisplay)
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{
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@ -1602,6 +1602,10 @@ bool mainLoop()
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// Commit camera changes
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commitCamera();
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//////////////////////////
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// RENDER THE FRAME 3D //
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//////////////////////////
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if (!ClientCfg.Light)
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{
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@ -1711,17 +1715,6 @@ bool mainLoop()
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// Display some things not in the scene like the name, the entity path, etc.
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EntitiesMngr.updatePostRender();
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// R2ED pre render update
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if (ClientCfg.R2EDEnabled)
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{
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// IMPORTANT : this should be called after CEntitiesMngr::updatePostRender() because
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// entity may be added / removed there !
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R2::getEditor().updateAfterRender();
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}
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// Update FXs (remove them).
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FXMngr.update();
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// Render the stat graphs if needed
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{
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H_AUTO_USE ( RZ_Client_Main_Loop_Debug )
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@ -1738,6 +1731,7 @@ bool mainLoop()
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Driver->drawQuad(0, 0, 1, 1, ThunderColor);
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// TODO : boris : add sound here !
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// Needs more explosions
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}
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// Update the contextual menu
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@ -1827,39 +1821,50 @@ bool mainLoop()
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Driver->drawBitmap(x/(float)ClientCfg.Width, y/(float)ClientCfg.Height, width/(float)ClientCfg.Width, height/(float)ClientCfg.Height, *LogoBitmaps[i]);
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}
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}
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// FPS
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{
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static TTicks oldTick = CTime::getPerformanceTime();
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TTicks newTick = CTime::getPerformanceTime();
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double deltaTime = CTime::ticksToSecond (newTick-oldTick);
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oldTick = newTick;
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smoothFPS.addValue((float)deltaTime);
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moreSmoothFPS.addValue((float)deltaTime);
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deltaTime = smoothFPS.getSmoothValue ();
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if (deltaTime > 0.0)
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{
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CCDBNodeLeaf*pNL = NLGUI::CDBManager::getInstance()->getDbProp("UI:VARIABLES:FPS");
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pNL->setValue64((sint64)(1.f/deltaTime));
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}
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}
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// Detect disconnection / server down: display information text
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// but keep the rendering so that the player can remember where he is
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// and what he was doing. He can't move because the connection quality returns false.
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if ((connectionState == CNetworkConnection::Disconnect) && (lastConnectionState != CNetworkConnection::Disconnect) && (!FarTP.isFarTPInProgress()))
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{
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UserControls.stopFreeLook(); // let the player click on Exit
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pIMinstance->messageBoxWithHelp(CI18N::get("uiDisconnected"));
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// If we have started a Far TP sequence and are waiting for onServerQuitOK()
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// from the EGS, resume the sequence because the EGS is down and won't reply.
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FarTP.onServerQuitOk();
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}
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}
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}
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// FPS
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{
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static TTicks oldTick = CTime::getPerformanceTime();
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TTicks newTick = CTime::getPerformanceTime();
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double deltaTime = CTime::ticksToSecond (newTick-oldTick);
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oldTick = newTick;
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smoothFPS.addValue((float)deltaTime);
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moreSmoothFPS.addValue((float)deltaTime);
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deltaTime = smoothFPS.getSmoothValue ();
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if (deltaTime > 0.0)
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{
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CCDBNodeLeaf*pNL = NLGUI::CDBManager::getInstance()->getDbProp("UI:VARIABLES:FPS");
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pNL->setValue64((sint64)(1.f/deltaTime));
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}
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}
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// R2ED post render update
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if (ClientCfg.R2EDEnabled)
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{
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// IMPORTANT : this should be called after CEntitiesMngr::updatePostRender() because
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// entity may be added / removed there !
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R2::getEditor().updateAfterRender();
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}
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// Update FXs (remove them).
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FXMngr.update();
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// Detect disconnection / server down: display information text
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// but keep the rendering so that the player can remember where he is
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// and what he was doing. He can't move because the connection quality returns false.
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if ((connectionState == CNetworkConnection::Disconnect) && (lastConnectionState != CNetworkConnection::Disconnect) && (!FarTP.isFarTPInProgress()))
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{
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UserControls.stopFreeLook(); // let the player click on Exit
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pIMinstance->messageBoxWithHelp(CI18N::get("uiDisconnected"));
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// If we have started a Far TP sequence and are waiting for onServerQuitOK()
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// from the EGS, resume the sequence because the EGS is down and won't reply.
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FarTP.onServerQuitOk();
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}
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// Yoyo: MovieShooter.
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if(MovieShooterSaving)
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{
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