Move some more updates out of the render code, see #43

--HG--
branch : multipass-stereo
This commit is contained in:
kaetemi 2013-07-05 00:47:17 +02:00
parent 263e506551
commit ffe05eae62

View file

@ -1575,9 +1575,9 @@ bool mainLoop()
}
}
//////////////////////////
// RENDER THE FRAME 3D //
//////////////////////////
///////////////////
// SETUP CAMERAS //
///////////////////
if (StereoDisplay)
{
@ -1602,6 +1602,10 @@ bool mainLoop()
// Commit camera changes
commitCamera();
//////////////////////////
// RENDER THE FRAME 3D //
//////////////////////////
if (!ClientCfg.Light)
{
@ -1711,17 +1715,6 @@ bool mainLoop()
// Display some things not in the scene like the name, the entity path, etc.
EntitiesMngr.updatePostRender();
// R2ED pre 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();
// Render the stat graphs if needed
{
H_AUTO_USE ( RZ_Client_Main_Loop_Debug )
@ -1738,6 +1731,7 @@ bool mainLoop()
Driver->drawQuad(0, 0, 1, 1, ThunderColor);
// TODO : boris : add sound here !
// Needs more explosions
}
// Update the contextual menu
@ -1827,39 +1821,50 @@ bool mainLoop()
Driver->drawBitmap(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 = NLGUI::CDBManager::getInstance()->getDbProp("UI:VARIABLES:FPS");
pNL->setValue64((sint64)(1.f/deltaTime));
}
}
// 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();
}
}
}
// 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 = 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)
{