1 // Ryzom - MMORPG Framework <http://dev.ryzom.com/projects/ryzom/>
2 // Copyright (C) 2010 Winch Gate Property Limited
4 // This source file has been modified by the following contributors:
5 // Copyright (C) 2013 Laszlo KIS-ADAM (dfighter) <dfighter1985@gmail.com>
6 // Copyright (C) 2013-2020 Jan BOON (Kaetemi) <jan.boon@kaetemi.be>
8 // This program is free software: you can redistribute it and/or modify
9 // it under the terms of the GNU Affero General Public License as
10 // published by the Free Software Foundation, either version 3 of the
11 // License, or (at your option) any later version.
13 // This program is distributed in the hope that it will be useful,
14 // but WITHOUT ANY WARRANTY; without even the implied warranty of
15 // MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 // GNU Affero General Public License for more details.
18 // You should have received a copy of the GNU Affero General Public License
19 // along with this program. If not, see <http://www.gnu.org/licenses/>.
30 #include "nel/misc/path.h"
31 #include "nel/misc/i18n.h"
32 #include "nel/misc/hierarchical_timer.h"
33 #include "nel/misc/displayer.h"
34 #include "nel/misc/value_smoother.h"
35 #include "nel/misc/geom_ext.h"
37 #include "nel/net/module_manager.h"
39 #include "nel/3d/bloom_effect.h"
40 #include "nel/3d/u_driver.h"
41 #include "nel/3d/u_scene.h"
42 #include "nel/3d/u_landscape.h"
43 #include "nel/3d/u_camera.h"
44 #include "nel/3d/u_text_context.h"
45 #include "nel/3d/u_instance.h"
46 #include "nel/3d/u_material.h"
47 #include "nel/3d/u_instance_material.h"
48 #include "nel/3d/u_cloud_scape.h"
49 #include "nel/3d/stereo_hmd.h"
50 #include "nel/3d/render_target_manager.h"
51 #include "nel/3d/driver_user.h"
52 #include "nel/3d/fxaa.h"
54 #include "game_share/brick_types.h"
55 #include "game_share/light_cycle.h"
56 #include "game_share/time_weather_season/time_and_season.h"
57 #include "game_share/bot_chat_types.h"
59 #include "nel/pacs/u_global_position.h"
61 #include "client_sheets/weather_function_params_sheet.h"
65 #include "game_share/constants.h"
66 #include "main_loop.h"
68 #include "client_cfg.h"
69 #include "actions_client.h"
70 #include "motion/user_controls.h"
71 #include "entity_animation_manager.h"
72 #include "pacs_client.h"
74 #include "time_client.h"
75 #include "cursor_functions.h"
76 #include "pacs_client.h"
77 #include "entity_fx.h"
78 #include "light_cycle_manager.h"
79 #include "weather_manager_client.h"
81 #include "game_share/time_weather_season/weather_predict.h"
83 #include "net_manager.h"
84 #include "world_database_manager.h"
85 #include "continent_manager.h"
86 #include "ig_callback.h"
88 //#include "fog_map.h"
89 #include "movie_shooter.h"
90 #include "sound_manager.h"
92 #include "interface_v3/interface_manager.h"
94 #include "color_slot_manager.h"
95 #include "interface_v3/input_handler_manager.h"
96 #include "ingame_database_manager.h"
97 #include "sky_render.h"
98 #include "prim_file.h"
100 #include "interface_v3/people_interraction.h"
101 #include "debug_client.h"
102 #include "nel/gui/action_handler.h"
103 #include "interface_v3/action_handler_misc.h"
104 #include "interface_v3/action_handler_item.h"
105 #include "fx_manager.h"
106 #include "ground_fx_manager.h"
107 #include "string_manager_client.h"
108 #include "interface_v3/group_in_scene_bubble.h"
109 #include "game_context_menu.h"
110 #include "init_main_loop.h"
111 #include "micro_life_manager.h"
112 #include "timed_fx_manager.h"
113 #include "interface_v3/sphrase_manager.h"
114 #include "outpost_manager.h"
115 #include "sky.h" // new-style sky
116 #include "sky_render.h" // new-style sky
117 #include "interface_v3/music_player.h"
118 #include "permanent_ban.h"
119 #include "camera_recorder.h"
120 #include "connection.h"
121 #include "landscape_poly_drawer.h"
122 #include "nel/gui/lua_ihm.h"
123 #include "interface_v3/lua_ihm_ryzom.h"
125 #include "session_browser_impl.h"
126 #include "bg_downloader_access.h"
127 #include "login_progress_post_thread.h"
128 #include "npc_icon.h"
129 #include "item_group_manager.h"
131 #include "r2/editor.h"
133 #include "nel/misc/check_fpu.h"
137 #ifdef USE_WATER_ENV_MAP
138 #include "water_env_map_rdr.h"
142 #include "precipitation.h"
143 #include "interface_v3/bot_chat_manager.h"
144 #include "string_manager_client.h"
146 #include "nel/gui/lua_manager.h"
147 #include "nel/gui/group_table.h"
149 // pulled from main_loop.cpp
151 #include "profiling.h"
153 #include "main_loop_debug.h"
154 #include "main_loop_temp.h"
155 #include "main_loop_utilities.h"
161 using namespace NLMISC
;
162 using namespace NL3D
;
163 using namespace NLPACS
;
164 using namespace NLNET
;
168 #define new DEBUG_NEW
177 extern UDriver
*Driver
;
178 extern UScene
*Scene
;
179 extern UScene
*SceneRoot
;
180 extern ULandscape
*Landscape
;
181 extern UCloudScape
*CloudScape
;
182 extern bool InitCloudScape
;
183 extern CLandscapeIGManager LandscapeIGManager
;
184 extern UTextContext
*TextContext
;
185 extern CEntityAnimationManager
*EAM
;
186 extern TTime UniversalTime
;
187 extern UMaterial GenericMat
;
188 extern UCamera MainCam
;
189 extern CEventsListener EventsListener
;
190 extern CMatrix MainSceneViewMatrix
;
191 extern CMatrix InvMainSceneViewMatrix
;
192 extern std::vector
<UTextureFile
*> LogoBitmaps
;
193 extern bool IsInRingSession
;
194 extern std::string UsedFSAddr
;
197 extern NLMISC::CValueSmoother smoothFPS
;
198 extern NLMISC::CValueSmoother moreSmoothFPS
;
200 void loadBackgroundBitmap (TBackground background
);
201 void destroyLoadingBitmap ();
202 void drawLoadingBitmap (float progress
);
203 void updateStatReport ();
205 CFogState MainFogState
;
206 CFogState RootFogState
;
209 #define RYZOM_FIRST_FRAME_TO_SKIP 30
212 const float CANOPY_DEPTH_RANGE_START
= 0.95f
;
213 const float SKY_DEPTH_RANGE_START
= 0.99f
;
217 float SimulatedServerDate
= 0.f
;
218 uint64 SimulatedServerTick
= 0;
226 bool game_exit
= false;
227 bool ryzom_exit
= false;
228 bool game_exit_request
= false;
229 bool ryzom_exit_request
= false;
230 bool paying_account_request
= false;
231 bool paying_account_already_request
= false;
232 bool game_exit_after_paying_account_request
= false;
235 float MouseX
; // Mouse pos X for the frame.
236 float MouseY
; // Mouse pos Y for the frame.
237 float OldMouseX
; // Mouse pos X of the last frame.
238 float OldMouseY
; // Mouse pos Y of the last frame.
240 uint32 Width
; // Width of the window.
241 uint32 Height
; // Height of the window.
242 uint32 OldWidth
; // Last Width of the window.
243 uint32 OldHeight
; // Last Height of the window.
245 bool ShowInterface
= true; // Do the Chat OSD have to be displayed.
246 bool DebugUIView
= false;
247 bool DebugUICtrl
= false;
248 bool DebugUIGroup
= false;
249 std::string DebugUIFilter
;
250 bool ShowHelp
= false; // Do the Help have to be displayed.
251 uint8 ShowInfos
= 0; // 0=no info 1=text info 2=graph info
253 bool bZeroCpu
= false; // For no Cpu use if application is minimize TODO: intercept minimize message, called by CTRL + Z at this
255 bool MovieShooterSaving
= false; // Are we in Shooting mode?
258 bool DisplayWeatherFunction
= false;
261 float DelayBeforeCloudUpdate
= 0.f
; // delay in s before cloud state must be recomputed
262 const float CloudUpdatePeriod
= 45.f
; // period used for clouds update
264 TScreenshotRequest ScreenshotRequest
= ScreenshotRequestNone
;
267 // First frames to skip
268 bool FirstFrame
= false;
271 // temp : for timed fxs test
272 bool ShowTimedFX
= false;
273 CTimedFXManager::TDebugDisplayMode ShowTimedFXMode
= CTimedFXManager::NoText
;
275 //CGraph FpsGraph ("frame rate (fps)", 10.0f, 110.0f, 100.0f, 100.0f, CRGBA(128,0,0,128), 1000, 60.0f);
276 //CGraph SpfGraph ("mspf", 10.0f, 10.0f, 100.0f, 100.0f, CRGBA(0,128,0,128), 0, 800.0f);
278 //CGraph CameraThirPersonGraph ("Camera Thir Person", 300.0f, 460.0f, 200.0f, 200.0f, CRGBA(0,64,128,128), 0, 5.0f, 1);
281 bool PACSBorders
= false;
282 bool ARKPACSBorders
= false;
283 bool DebugClusters
= false;
284 CVector LastDebugClusterCameraThirdPersonStart
= CVector::Null
;
285 CVector LastDebugClusterCameraThirdPersonEnd
= CVector::Null
;
286 CVector LastDebugClusterCameraThirdPersonTestStart
= CVector::Null
;
287 CVector LastDebugClusterCameraThirdPersonPelvisPos
= CVector::Null
;
288 CVector LastDebugClusterCameraThirdPersonResult
= CVector::Null
;
289 bool LastDebugClusterCameraThirdPersonForceFPV
= false;
290 bool SoundBox
= false;
292 sint CompassMode
= 0; // 0: compass with regard to the user front, 1: to the camera direction.
294 float BanMsgCountdown
= 0.f
;
295 const float BanMsgRepeatTime
= 5.f
;
297 CGameContextMenu GameContextMenu
;
303 static CRefPtr
<CCDBNodeLeaf
> s_FpsLeaf
;
304 static CRefPtr
<CCDBNodeLeaf
> s_UiDirectionLeaf
;
318 bool Filter3D
[RYZOM_MAX_FILTER_3D
] = {true, true, true, true, true, true, true, true, true, true};
319 bool Scene_Profile
= false;
323 // Hierarchical timer
324 H_AUTO_DECL ( RZ_Client_Check_Actions
)
325 H_AUTO_DECL ( RZ_Client_Main_Loop
)
326 H_AUTO_DECL ( RZ_Client_Main_Loop_Zero_Cpu
)
327 H_AUTO_DECL ( RZ_Client_Main_Loop_Cursor
)
328 H_AUTO_DECL ( RZ_Client_Main_Loop_Time_Update
)
329 H_AUTO_DECL ( RZ_Client_Main_Loop_Selection_FX
)
330 H_AUTO_DECL ( RZ_Client_Main_Loop_Sky_And_Weather
)
331 H_AUTO_DECL ( RZ_Client_Main_Loop_Render_Root
)
332 H_AUTO_DECL ( RZ_Client_Main_Loop_Render_Main
)
333 H_AUTO_DECL ( RZ_Client_Main_Loop_Anim_Cloud_Scape
)
334 H_AUTO_DECL ( RZ_Client_Main_Loop_Update_Cloud_Scape
)
335 H_AUTO_DECL ( RZ_Client_Main_Loop_Render_Cloud_Scape
)
336 H_AUTO_DECL ( RZ_Client_Main_Loop_Debug
)
337 H_AUTO_DECL ( RZ_Client_Main_Loop_Guild_Symbol
)
338 H_AUTO_DECL ( RZ_Client_Main_Loop_Render_Thunder
)
339 H_AUTO_DECL ( RZ_Client_Main_Loop_Interface
)
340 H_AUTO_DECL ( RZ_Client_Main_Loop_Sound
)
341 H_AUTO_DECL ( RZ_Client_Main_Loop_Net
)
347 //update the sound manager (listener pos, user walk/run sound...)
350 void displaySpecialTextProgress(const char *text
);
352 void endMovieShooting();
353 void updateMovieShooting();
355 void updateLightDesc();
358 void displayPACSBorders();
359 void displayPACSPrimitive();
360 void displaySoundBox();
361 void displayDebugClusters();
363 void displaySceneProfiles();
365 // validate current dialogs (end them if the player is too far from its interlocutor)
366 void validateDialogs(const CGameContextMenu
&gcm
);
369 // ***************************************************************************
371 enum TSkyMode
{ NoSky
, OldSky
, NewSky
};
372 static TSkyMode s_SkyMode
= NoSky
;
374 void preRenderNewSky ()
376 CSky
&sky
= ContinentMngr
.cur()->CurrentSky
;
377 // setup fog, lighting & sky object. We use the same light direction than with the main scene
378 CClientDate cd
= SmoothedClientDate
;
379 if (ClientCfg
.R2EDEnabled
&& R2::getEditor().getFixedLighting())
383 sky
.setup(cd
, SmoothedClientDate
, WeatherManager
.getWeatherValue(), MainFogState
.FogColor
, Scene
->getSunDirection(), false);
388 // Set the sky camera
389 if (s_SkyMode
== NewSky
)
391 CSky
&sky
= ContinentMngr
.cur()->CurrentSky
;
393 CFrustum frust
= MainCam
.getFrustum();
394 UCamera camSky
= sky
.getScene()->getCam();
395 sky
.getScene()->setViewport(Scene
->getViewport());
396 camSky
.setTransformMode(UTransform::DirectMatrix
);
397 // must have our own Far!!!
398 frust
.Far
= SkyCameraZFar
;
399 camSky
.setFrustum(frust
);
400 CMatrix skyCameraMatrix
;
401 skyCameraMatrix
.identity();
402 skyCameraMatrix
= MainCam
.getMatrix();
403 skyCameraMatrix
.setPos(CVector::Null
);
404 camSky
.setMatrix(skyCameraMatrix
);
407 // Set The Root Camera
408 UCamera camRoot
= SceneRoot
->getCam();
411 // Update Camera Position/Rotation.
412 //camRoot.setPos(View.currentViewPos());
413 //camRoot.setRotQuat(View.currentViewQuat());
414 camRoot
.setPos(MainCam
.getPos());
415 camRoot
.setRotQuat(MainCam
.getRotQuat());
419 // ***************************************************************************
421 void beginRenderCanopyPart()
423 SceneRoot
->beginPartRender();
425 void endRenderCanopyPart()
427 SceneRoot
->endPartRender(false);
430 void beginRenderMainScenePart()
432 Scene
->beginPartRender();
434 void endRenderMainScenePart(bool keepTraversals
)
436 Scene
->endPartRender(!keepTraversals
, true, keepTraversals
);
439 void beginRenderSkyPart()
441 if (s_SkyMode
== NewSky
)
443 CSky
&sky
= ContinentMngr
.cur()->CurrentSky
;
444 sky
.getScene()->beginPartRender();
447 void endRenderSkyPart()
449 if (s_SkyMode
== NewSky
)
451 CSky
&sky
= ContinentMngr
.cur()->CurrentSky
;
452 sky
.getScene()->endPartRender(false);
457 // ***************************************************************************************************************************
458 // Render a part of the canopy
459 static void renderCanopyPart(UScene::TRenderPart renderPart
)
461 H_AUTO_USE ( RZ_Client_Main_Loop_Render_Root
)
462 Driver
->setDepthRange(CANOPY_DEPTH_RANGE_START
, SKY_DEPTH_RANGE_START
);
464 ContinentMngr
.getFogState(CanopyFog
, LightCycleManager
.getLightLevel(), LightCycleManager
.getLightDesc().DuskRatio
, LightCycleManager
.getState(), View
.viewPos(), RootFogState
);
465 RootFogState
.setupInDriver(*Driver
);
467 // Render the root scene
468 SceneRoot
->renderPart(renderPart
);
471 // ***************************************************************************************************************************
472 // Render a part of the main scene
473 static void renderMainScenePart(UScene::TRenderPart renderPart
, bool wantTraversals
, bool keepTraversals
)
475 H_AUTO_USE ( RZ_Client_Main_Loop_Render_Main
)
476 Driver
->setDepthRange(0.f
, CANOPY_DEPTH_RANGE_START
);
477 if(ClientCfg
.Fog
== false )
479 Driver
->enableFog (false);
483 MainFogState
.setupInDriver (*Driver
);
485 Scene
->renderPart(renderPart
, true, wantTraversals
, keepTraversals
);
489 // ***************************************************************************************************************************
490 // Render a part of the sky
491 static void renderSkyPart(UScene::TRenderPart renderPart
)
493 nlassert(s_SkyMode
!= NoSky
);
494 Driver
->setDepthRange(SKY_DEPTH_RANGE_START
, 1.f
);
495 Driver
->enableFog(false);
496 if (s_SkyMode
== NewSky
)
498 CSky
&sky
= ContinentMngr
.cur()->CurrentSky
;
499 sky
.getScene()->renderPart(renderPart
);
504 renderSky(LightCycleManager
, MainFogState
.FogColor
);
507 if (CloudScape
!= NULL
&& Filter3D
[FilterCloud
])
509 H_AUTO_USE( RZ_Client_Main_Loop_Render_Cloud_Scape
)
510 CloudScape
->render ();
515 // ***************************************************************************************************************************
516 // Utility to force full detail
517 struct CForceFullDetail
522 maxFullDetailChar
= Scene
->getMaxSkeletonsInNotCLodForm();
523 oldBalancingMode
= Scene
->getPolygonBalancingMode();
524 oldSkyBalancingMode
= UScene::PolygonBalancingOff
;
525 UScene
*skyScene
= getSkyScene();
526 if (skyScene
) oldSkyBalancingMode
= skyScene
->getPolygonBalancingMode();
530 Scene
->setMaxSkeletonsInNotCLodForm(1000000);
531 Scene
->setPolygonBalancingMode(UScene::PolygonBalancingOff
);
532 UScene
*skyScene
= getSkyScene();
533 if (skyScene
) skyScene
->setPolygonBalancingMode(UScene::PolygonBalancingOff
);
537 Scene
->setMaxSkeletonsInNotCLodForm(maxFullDetailChar
);
538 Scene
->setPolygonBalancingMode(oldBalancingMode
);
539 UScene
*skyScene
= getSkyScene();
540 if (skyScene
) skyScene
->setPolygonBalancingMode(oldSkyBalancingMode
);
543 uint maxFullDetailChar
;
544 UScene::TPolygonBalancingMode oldBalancingMode
;
545 UScene::TPolygonBalancingMode oldSkyBalancingMode
;
547 static CForceFullDetail s_ForceFullDetail
;
553 if (Driver
->getPolygonMode() == UDriver::Filled
)
555 Driver
->clearZBuffer();
558 // Sky is used to clear the frame buffer now, but if in line or point polygon mode, we should draw it
559 if (Driver
->getPolygonMode() != UDriver::Filled
|| !Filter3D
[FilterSky
])
561 if (!Driver
->isLost())
563 Driver
->clearBuffers (ClientCfg
.BGColor
);
569 Driver
->clearBuffers(ClientCfg
.BGColor
);
573 void renderScene(bool forceFullDetail
, bool bloom
)
575 CTextureUser
*effectRenderTarget
= NULL
;
578 // set bloom parameters before applying bloom effect
579 CBloomEffect::getInstance().setSquareBloom(ClientCfg
.SquareBloom
);
580 CBloomEffect::getInstance().setDensityBloom((uint8
)ClientCfg
.DensityBloom
);
582 // init effect render target
583 Driver
->beginDefaultRenderTarget();
587 s_ForceFullDetail
.backup();
588 s_ForceFullDetail
.set();
591 doRenderScene(true, false);
594 s_ForceFullDetail
.restore();
598 // apply bloom effect
599 CBloomEffect::getInstance().applyBloom();
601 // draw final result to backbuffer
602 Driver
->endDefaultRenderTarget(Scene
);
606 // ***************************************************************************************************************************
608 void updateWaterEnvMap()
610 #ifdef USE_WATER_ENV_MAP
611 if (WaterEnvMapRefCount
> 0) // water env map needed
615 CSky
&sky
= ContinentMngr
.cur()->CurrentSky
;
618 nlassert(WaterEnvMapSkyCam
.empty());
619 WaterEnvMapSkyCam
= sky
.getScene()->createCamera(); // deleted in unselect
620 nlassert(WaterEnvMapCanopyCam
.empty());
621 WaterEnvMapCanopyCam
= SceneRoot
->createCamera(); // deleted in unselect
622 // Create water env map if not already created
623 WaterEnvMap
= Driver
->createWaterEnvMap();
626 WaterEnvMap
->init(128, 256, ClientCfg
.WaterEnvMapUpdateTime
);
627 WaterEnvMap
->setWaterEnvMapRenderCallback(&WaterEnvMapRdr
);
628 Scene
->setWaterEnvMap(WaterEnvMap
);
632 WaterEnvMapRdr
.CurrDate
= SmoothedClientDate
;
633 WaterEnvMapRdr
.AnimationDate
= SmoothedClientDate
;
634 if (ClientCfg
.R2EDEnabled
&& R2::getEditor().getFixedLighting())
636 WaterEnvMapRdr
.CurrDate
.Hour
= 12.f
;
638 WaterEnvMapRdr
.CurrFogColor
= MainFogState
.FogColor
;
639 WaterEnvMapRdr
.CurrTime
= TimeInSec
- FirstTimeInSec
;
640 WaterEnvMapRdr
.CurrWeather
= WeatherManager
.getWeatherValue();
641 CSky
&sky
= ContinentMngr
.cur()->CurrentSky
;
642 WaterEnvMap
->setAlpha(sky
.getWaterEnvMapAlpha());
643 Scene
->updateWaterEnvMaps(TimeInSec
- FirstTimeInSec
);
648 // ***************************************************************************************************************************
652 H_AUTO_USE ( RZ_Client_Main_Loop_Sky_And_Weather
)
654 //HeightGrid.update(Scene->getCam().getPos());
656 // update description of light cycle
659 // server driven weather mgt
660 updateDBDrivenWeatherValue();
662 // Update the weather manager
663 updateWeatherManager(MainCam
.getMatrix(), ContinentMngr
.cur());
665 // compute thunder color
666 ThunderColor
.modulateFromui(WeatherManager
.getCurrWeatherState().ThunderColor
, (uint
) (256.f
* WeatherManager
.getThunderLevel()));
668 // Update the lighting
669 LightCycleManager
.setHour(DayNightCycleHour
, WeatherManager
, ThunderColor
);
672 if (Filter3D
[FilterCloud
])
674 H_AUTO_USE ( RZ_Client_Main_Loop_Update_Cloud_Scape
);
679 ContinentMngr
.getFogState(MainFog
, LightCycleManager
.getLightLevel(), LightCycleManager
.getLightDesc().DuskRatio
, LightCycleManager
.getState(), View
.viewPos(), MainFogState
);
681 // TODO: ZBuffer clear was originally before this, but should not be necessary normally.
682 // The anim function renders new clouds. Ensure this does not break.
683 // These are old-style nel clouds.
686 if (CloudScape
!= NULL
&& Filter3D
[FilterCloud
])
688 H_AUTO_USE ( RZ_Client_Main_Loop_Anim_Cloud_Scape
);
690 Driver
->enableFog (false);
692 // Force polygon mode to filled
693 NL3D::UDriver::TPolygonMode oldMode
= Driver
->getPolygonMode();
694 Driver
->setPolygonMode(NL3D::UDriver::Filled
);
696 CloudScape
->anim (DT
); // WARNING this function work with screen
698 Driver
->enableFog (true);
700 // Reset backuped polygon mode
701 Driver
->setPolygonMode(oldMode
);
707 if (ContinentMngr
.cur() && !ContinentMngr
.cur()->Indoor
)
709 if(Driver
->getPolygonMode() == UDriver::Filled
)
711 if (Filter3D
[FilterSky
])
713 CSky
&sky
= ContinentMngr
.cur()->CurrentSky
;
717 sky
.getScene()->animate(TimeInSec
-FirstTimeInSec
);
718 // Setup the sky camera
730 void beginRenderScene()
732 // Update Filter Flags
733 Scene
->enableElementRender(UScene::FilterAllMeshNoVP
, Filter3D
[FilterMeshNoVP
]);
734 Scene
->enableElementRender(UScene::FilterAllMeshVP
, Filter3D
[FilterMeshVP
]);
735 Scene
->enableElementRender(UScene::FilterFX
, Filter3D
[FilterFXs
]);
736 Scene
->enableElementRender(UScene::FilterLandscape
, Filter3D
[FilterLandscape
]);
737 Scene
->enableElementRender(UScene::FilterSkeleton
, Filter3D
[FilterSkeleton
]);
738 Scene
->enableElementRender(UScene::FilterWater
, Filter3D
[FilterWater
]);
739 Scene
->enableElementRender(UScene::FilterCoarseMesh
, Filter3D
[FilterCoarseMesh
]);
741 // profile this frame?
743 Scene
->profileNextRender();
745 // initialisation of polygons renderer
746 CLandscapePolyDrawer::getInstance().beginRenderLandscapePolyPart();
748 // Start Part Rendering
749 beginRenderCanopyPart();
750 beginRenderMainScenePart();
751 beginRenderSkyPart();
754 void drawRenderScene(bool wantTraversals
, bool keepTraversals
)
757 // WARNING: always must begin rendering with at least UScene::RenderOpaque,
758 // else dynamic shadows won't work
759 renderCanopyPart(UScene::RenderOpaque
);
760 renderMainScenePart(UScene::RenderOpaque
, wantTraversals
, keepTraversals
);
762 // render of polygons on landscape
763 CLandscapePolyDrawer::getInstance().renderLandscapePolyPart();
765 if (s_SkyMode
!= NoSky
) renderSkyPart((UScene::TRenderPart
) (UScene::RenderOpaque
| UScene::RenderTransparent
));
766 renderCanopyPart((UScene::TRenderPart
) (UScene::RenderTransparent
| UScene::RenderFlare
));
767 renderMainScenePart((UScene::TRenderPart
) (UScene::RenderTransparent
| UScene::RenderFlare
), wantTraversals
, keepTraversals
);
768 if (s_SkyMode
== NewSky
) renderSkyPart(UScene::RenderFlare
);
771 void endRenderScene(bool keepTraversals
)
773 // End Part Rendering
775 endRenderMainScenePart(keepTraversals
);
776 endRenderCanopyPart();
779 Driver
->setDepthRange(0.f
, CANOPY_DEPTH_RANGE_START
);
782 // ***************************************************************************************************************************
784 void doRenderScene(bool wantTraversals
, bool keepTraversals
)
787 drawRenderScene(wantTraversals
, keepTraversals
);
788 endRenderScene(keepTraversals
);
792 // ***************************************************************************
801 CMusicFader(uint nframeToSkip
, float fadeTime
)
803 NFrameSkip
= nframeToSkip
;
805 fadeTime
= max(fadeTime
, 0.01f
);
812 void CMusicFader::fade()
815 if(NFrameSkip
==0 && Done
)
821 // stop music (slow fade out of 3 secondes)
823 SoundMngr
->stopMusic(uint(TotalTime
*1000));
830 // ***************************************************************************
831 void updateGameQuitting()
833 static sint64 firstTimeLostConnection
= 0;
835 // Yoyo: prefer now leave the user press "Quit Now" if don't want to wait server
837 // if want quiting, and if server stalled, quit now
838 if(game_exit_request)
840 // abort until 10 seconds if connection lost
841 if(!NetMngr.getConnectionQuality())
843 if(!firstTimeLostConnection)
844 firstTimeLostConnection= T1;
848 firstTimeLostConnection= 0;
851 // if connection lost until 10 seconds
852 if(firstTimeLostConnection && T1-firstTimeLostConnection > 10000)
855 ryzom_exit= ryzom_exit_request;
861 firstTimeLostConnection= 0;
865 CInterfaceManager
*pIM
= CInterfaceManager::getInstance();
867 CInterfaceGroup
*group
= dynamic_cast<CInterfaceGroup
*>(CWidgetManager::getInstance()->getElementFromId("ui:interface:free_trial_game_quitting"));
871 if(paying_account_request
)
873 // if no current modal window, or if not the quit window
874 if(group
!= CWidgetManager::getInstance()->getModalWindow())
877 CWidgetManager::getInstance()->disableModalWindow();
878 CWidgetManager::getInstance()->enableModalWindow(NULL
, group
);
884 // if the current modal window is the quit window, disable
885 if(group
== CWidgetManager::getInstance()->getModalWindow())
888 CWidgetManager::getInstance()->disableModalWindow();
893 group
= dynamic_cast<CInterfaceGroup
*>(CWidgetManager::getInstance()->getElementFromId("ui:interface:game_quitting"));
897 if(game_exit_request
&& !paying_account_request
)
899 // if no current modal window, or if not the quit window
900 if(group
!= CWidgetManager::getInstance()->getModalWindow())
903 CWidgetManager::getInstance()->disableModalWindow();
904 CWidgetManager::getInstance()->enableModalWindow(NULL
, group
);
906 bool farTPing
= FarTP
.isFarTPInProgress();
907 // Far TP: skipping not allowed (because we can't duplicate the avatar...), anyway the quit button would quit the game (no far tp)
908 CInterfaceElement
*quitNowButton
= group
->getElement(group
->getId() + ":indent_middle:ryzom");
910 quitNowButton
->setActive(!farTPing
);
911 // From ring session or from mainland's ring access point: cancelling not allowed (would lead to inconsistencies with the SU & DSS)
912 CInterfaceElement
*backToGame
= group
->getElement(group
->getId() + ":indent_middle:cancel");
914 backToGame
->setActive(!(farTPing
&& (IsInRingSession
|| FarTP
.isFastDisconnectGranted())));
915 CInterfaceElement
*quittingRules
= group
->getElement(group
->getId() + ":text_mean");
917 quittingRules
->setActive(!farTPing
);
918 CInterfaceElement
*quittingText
= group
->getElement(group
->getId() + ":text");
920 quittingText
->setActive(!farTPing
);
926 // if the current modal window is the quit window, disable
927 if(group
== CWidgetManager::getInstance()->getModalWindow())
930 CWidgetManager::getInstance()->disableModalWindow();
937 void setDefaultChatWindow(CChatWindow
*defaultChatWindow
)
939 if (defaultChatWindow
)
941 CInterfaceManager
*im
= CInterfaceManager::getInstance();
942 if (defaultChatWindow
->getContainer())
944 CInterfaceGroup
*ig
= defaultChatWindow
->getContainer()->getGroup("eb");
945 if (ig
) CWidgetManager::getInstance()->setDefaultCaptureKeyboard(ig
);
950 void updateDayNightCycleHour()
952 if (ClientCfg
.R2EDEnabled
&& R2::getEditor().getFixedLighting())
954 DayNightCycleHour
= 12.f
;
958 // if there's a forced time, apply it
959 if( ForcedDayNightCycleHour
< 0 )
960 DayNightCycleHour
= (float)RT
.getRyzomTime();
962 DayNightCycleHour
= ForcedDayNightCycleHour
;
967 // ***************************************************************************
968 //---------------------------------------------------
970 // Main loop of the application (displayer, input, ...).
971 // Return true to exit the game, false to return to character selection
972 //---------------------------------------------------
977 NLMISC::TTime initStart
= ryzomGetLocalTime();
978 NLMISC::TTime initLast
= initStart
;
979 NLMISC::TTime initCurrent
= initLast
;
982 game_exit_request
= false;
983 paying_account_request
= false;
984 paying_account_already_request
= false;
985 game_exit_after_paying_account_request
= false;
986 FarTP
.setMainLoopEntered();
988 nlinfo ("Starting main loop...", (uint32
)(initCurrent
-initLast
)/1000, (uint32
)(initCurrent
-initStart
)/1000);
990 // Get the Width and Height of the window and set the Old values..
991 Driver
->getWindowSize(Width
, Height
);
992 OldWidth
= Width
; OldHeight
= Height
;
994 CGraph::init( Driver
);
995 CGraph::Display
= false;
997 T1
= ryzomGetLocalTime (); //(sint64)CGDTime::getTime (); // \todo GUIGUI : VOIR COMMENT MANAGER LE TEMPS
998 TSend
= ((T1
+DTSend
)/DTSend
)*DTSend
;
1000 // initialize the structure for the ping.
1003 // initialize screenshots directory
1006 // Call a function for a demo to init.
1008 if (ClientCfg
.Local
)
1010 if (!ClientCfg
.Light
)
1014 // Get the Connection State.
1015 CNetworkConnection::TConnectionState lastConnectionState
= CNetworkConnection::Connected
;
1016 CNetworkConnection::TConnectionState connectionState
= NetMngr
.getConnectionState();
1020 SetMouseFreeLook ();
1023 ContextCur
.context("STAND BY");
1024 UserControls
.reset();
1026 // set the default box for keyboard
1027 setDefaultChatWindow(PeopleInterraction
.ChatGroup
.Window
);
1030 // Init GameContextMenu.
1031 GameContextMenu
.init("");
1034 Actions
.enable(true);
1035 EditActions
.enable(true);
1037 // For stoping the outgame music, start after 30 frames, and duration of 3 seconds
1038 CMusicFader
outgameFader(60, 3);
1041 // check for banned player
1042 if (testPermanentBanMarkers())
1044 setPermanentBanMarkers(true); // re-set any marker that could have been removed by the trouble maker
1045 applyPermanentBanPunishment();
1046 PermanentlyBanned
= true;
1050 CNiceInputAuto niceInputs
;
1051 // R2 editor and modules
1052 R2::getEditor().autoConfigInit(IsInRingSession
);
1054 if (ClientCfg
.BeepWhenLaunched
)
1058 Driver
->showWindow();
1063 CurrSeason
= computeCurrSeason();
1065 initLast
= initCurrent
;
1066 initCurrent
= ryzomGetLocalTime();
1067 nlinfo ("PROFILE: %d seconds (%d total) for Starting main loop", (uint32
)(initCurrent
-initLast
)/1000, (uint32
)(initCurrent
-initStart
)/1000);
1069 if (ClientCfg
.R2EDEnabled
&& !ClientCfg
.Local
)
1071 R2::getEditor().waitScenario();
1074 CSessionBrowserImpl::getInstance().init(CLuaManager::getInstance().getLuaState());
1077 CLuaManager::getInstance().executeLuaScript("game:onMainLoopBegin()");
1080 if (StartInitTime
!= 0)
1082 CLoginProgressPostThread::getInstance().step(CLoginStep(LoginStep_InGameEntry
, "login_step_game_entry&load_time=" + toString((NLMISC::CTime::getLocalTime() - StartInitTime
) / 1000)));
1086 ProgressBar
.finish();
1088 bool musicTriggerAutoPlay
= true;
1090 // Main loop. If the window is no more Active -> Exit.
1091 while( !UserEntity
->permanentDeath()
1094 // If an action handler execute. NB: MUST BE DONE BEFORE ANY THING ELSE PROFILE CRASH!!!!!!!!!!!!!!!!!
1095 testLaunchProfile();
1097 // Test and may run a VBLock profile (only once)
1098 testLaunchProfileVBLock();
1101 H_AUTO_USE ( RZ_Client_Main_Loop
)
1103 #ifdef RYZOM_BG_DOWNLOADER
1104 if (isBGDownloadEnabled())
1106 CBGDownloaderAccess
&bgDownloader
= CBGDownloaderAccess::getInstance();
1107 // if the ui is frozen, wait for a few frame to allow client to do first frame load,
1108 // without having to compete with the downloader frame
1109 if (!FirstFrame
&& bgDownloader
.isDownloaderUIFrozen() && SkipFrame
== 0)
1111 unpauseBGDownloader();
1118 EGSPD::CSeason::TSeason newLocalSeason
= computeCurrSeason();
1119 if (newLocalSeason
!= CurrSeason
)
1121 LoadingBackground
= TeleportKaravanBackground
;
1122 beginLoading (LoadingBackground
);
1123 extern void selectTipsOfTheDay (uint tips
);
1124 selectTipsOfTheDay (rand());
1125 UseEscapeDuringLoading
= false;
1127 #define BAR_STEP_TP 2
1128 ProgressBar
.reset (BAR_STEP_TP
);
1129 string
nmsg("Loading...");
1130 ProgressBar
.newMessage ( ClientCfg
.buildLoadingString(nmsg
) );
1131 ProgressBar
.progress(0);
1132 ContinentMngr
.select(UserEntity
->pos(), ProgressBar
);
1133 ProgressBar
.finish();
1134 CurrSeason
= newLocalSeason
;
1137 if (ClientCfg
.R2EDEnabled
)
1139 if (R2::ResetWanted
)
1141 R2::getEditor().reset();
1142 R2::ResetWanted
= false;
1145 if (R2::ResetScenarioWanted)
1147 R2::getEditor().resetScenario();
1148 R2::ResetScenarioWanted = false;
1150 if (R2::ReloadScenarioWanted)
1152 R2::getEditor().reloadScenario();
1153 R2::ReloadScenarioWanted = false;
1159 if (PermanentlyBanned
)
1163 UserEntity
->runVelocity(0);
1164 UserEntity
->walkVelocity(0);
1166 BanMsgCountdown
-= DT
;
1167 if (BanMsgCountdown
< 0.f
)
1169 CInterfaceManager
*pIM
= CInterfaceManager::getInstance();
1170 string msg
= CI18N::get("msgPermanentlyBanned");
1171 string cat
= getStringCategory(msg
, msg
);
1172 pIM
->displaySystemInfo(msg
, cat
);
1173 BanMsgCountdown
= BanMsgRepeatTime
;
1179 // Stop the Outgame music, with fade effect
1180 outgameFader
.fade();
1182 // update quit feature
1183 updateGameQuitting();
1185 // update module manager
1186 NLNET::IModuleManager::getInstance().updateModules();
1188 if (ClientCfg
.R2EDEnabled
)
1190 R2::getEditor().getDMC().flushActions();
1192 if (UserEntity
) { UserEntity
->updateNpcContolSpeed(); }
1196 // update outpost stuff
1197 OutpostManager
.update();
1201 IngameDbMngr
.flushObserverCalls();
1202 NLGUI::CDBManager::getInstance()->flushObserverCalls();
1206 EventsListener
.setUIHandledButtonMask(NLMISC::noButton
);
1211 H_AUTO_USE ( RZ_Client_Main_Loop_Zero_Cpu
)
1214 CInputHandlerManager::getInstance()->pumpEventsNoIM();
1219 IngameDbMngr
.flushObserverCalls();
1220 NLGUI::CDBManager::getInstance()->flushObserverCalls();
1224 // End of the frame.
1232 CSessionBrowserImpl::getInstance().update();
1234 //////////////////////////
1235 // INITIALIZE THE FRAME //
1236 //////////////////////////
1237 CInterfaceManager
*pIMinstance
;
1240 if (ClientCfg
.IsInvalidated
)
1241 updateFromClientCfg();
1244 // Update the event listener
1245 EventsListener
.update ();
1249 EventsListener
.updateMouseSmoothing(); // IMPORTANT: this should be called before updateClientTime && events handling in the frame
1257 CInputHandlerManager::getInstance()->pumpEvents();
1259 CLandscapePolyDrawer::getInstance().deletePolygons();
1260 CDecalRenderList::getInstance().clearRenderList();
1263 // Update the Interface Manager Events.
1264 pIMinstance
= CInterfaceManager::getInstance();
1267 // NB: must update frame events, even if ShowInterface==0, else may OutOfMemory (cause vector<> never cleared).
1268 pIMinstance
->updateFrameEvents ();
1271 if ((ContinentMngr
.cur()) && (UserEntity
!= NULL
))
1272 ContinentMngr
.cur()->FoW
.explore((float)UserEntity
->pos().x
, (float)UserEntity
->pos().y
);
1274 // Check if the window size has changed.
1275 OldWidth
= Width
; OldHeight
= Height
;
1276 Driver
->getWindowSize(Width
, Height
);
1279 // if yes, must update the camera perspective
1280 if(OldWidth
!=Width
|| OldHeight
!=Height
)
1281 updateCameraPerspective();
1283 // Get Mouse Position.
1284 OldMouseX
= MouseX
; OldMouseY
= MouseY
;
1286 #ifdef RYZOM_BG_DOWNLOADER
1287 updateBGDownloaderUI();
1291 // Get the pointer pos
1294 H_AUTO_USE ( RZ_Client_Main_Loop_Cursor
)
1296 // Change only if screen is not minimized
1297 if(!CViewRenderer::getInstance()->isMinimized())
1299 // Get the cursor instance
1300 CViewPointer
*cursor
= static_cast< CViewPointer
* >( CWidgetManager::getInstance()->getPointer() );
1303 // Get the pointer position (in pixel)
1305 cursor
->getPointerPos(x
, y
);
1308 CViewRenderer
&viewRender
= *CViewRenderer::getInstance();
1309 viewRender
.getScreenSize(w
, h
);
1312 MouseX
= (float)x
/(float)w
;
1316 MouseY
= (float)y
/(float)h
;
1323 ///////////////////////
1324 // PROCESS THE FRAME //
1325 ///////////////////////
1331 IngameDbMngr
.flushObserverCalls();
1332 NLGUI::CDBManager::getInstance()->flushObserverCalls();
1333 bool prevDatabaseInitStatus
= IngameDbMngr
.initInProgress();
1334 IngameDbMngr
.setChangesProcessed();
1335 bool newDatabaseInitStatus
= IngameDbMngr
.initInProgress();
1336 if ((!newDatabaseInitStatus
) && prevDatabaseInitStatus
)
1338 // When database received, activate allegiance buttons (for neutral state) in fame window
1339 CInterfaceManager
*pIM
= CInterfaceManager::getInstance();
1340 CInterfaceGroup
*group
= dynamic_cast<CInterfaceGroup
*>(CWidgetManager::getInstance()->getElementFromId("ui:interface:fame:content:you"));
1342 group
->updateAllLinks();
1343 // send a msg to lua for specific ui update
1344 CLuaManager::getInstance().executeLuaScript("game:onInGameDbInitialized()");
1349 // For Debug (after netmngr update). Log entity stage change.
1350 EntitiesMngr
.logStageChange(T1
);
1352 // Update Ryzom Time.
1354 H_AUTO_USE ( RZ_Client_Main_Loop_Time_Update
)
1355 if (!ClientCfg
.Local
)
1357 if(NetMngr
.getCurrentServerTick() > LastGameCycle
)
1358 RT
.updateRyzomClock(NetMngr
.getCurrentServerTick());
1360 else if (ClientCfg
.SimulateServerTick
)
1362 SimulatedServerDate
+= DT
;
1363 uint numTicks
= (uint
) floor(SimulatedServerDate
* 10);
1364 SimulatedServerTick
+= numTicks
;
1365 SimulatedServerDate
= (float)((double)SimulatedServerDate
- (double) numTicks
* 0.1);
1366 RT
.updateRyzomClock((uint32
)SimulatedServerTick
);
1370 updateDayNightCycleHour();
1374 updateSmoothedTime();
1376 if (!ClientCfg
.Light
)
1378 // Call a function for a demo to update.
1381 updateDemo( (double)(T1
-T0
)*0.001 );
1385 // R2ED pre render update
1386 if (ClientCfg
.R2EDEnabled
)
1388 R2::getEditor().updatePreCamera();
1392 * Update position of all the primitives. Make a PACS move.
1394 EntitiesMngr
.updatePreCamera();
1396 // Snap the user entity on the ground
1397 UserEntity
->snapToGround();
1401 CBotChatManager::getInstance()->update();
1402 IngameDbMngr
.flushObserverCalls();
1403 NLGUI::CDBManager::getInstance()->flushObserverCalls();
1405 // updateItemEdition
1406 CInterfaceItemEdition::getInstance()->update();
1409 * Update user controls and compute the camera position
1411 UserControls
.update();
1413 // Update Landscape RefineCenter
1414 if (Landscape
) Landscape
->setRefineCenterUser(View
.refinePos());
1416 // Update camera recorder, possibly replacing current view
1417 updateCameraRecorder();
1419 // Update Camera Position/Orientation.
1420 CVector currViewPos
= View
.currentViewPos();
1421 MainCam
.setTransformMode(UTransformable::RotQuat
);
1422 MainCam
.setPos(currViewPos
);
1423 MainCam
.setRotQuat(View
.currentViewQuat());
1427 camMatrix
.translate(MainCam
.getMatrix().getPos());
1428 CVector dir
= MainCam
.getMatrix().getJ();
1432 camMatrix
.rotateZ(float(NLMISC::Pi
+asin(dir
.x
)));
1434 camMatrix
.rotateZ(float(NLMISC::Pi
+NLMISC::Pi
-asin(dir
.x
)));
1436 StereoHMD
->setInterfaceMatrix(camMatrix
);
1438 NLMISC::CQuat hmdOrient
= StereoHMD
->getOrientation();
1439 // NLMISC::CMatrix camMatrix = MainCam.getMatrix();
1440 NLMISC::CMatrix hmdMatrix
;
1441 hmdMatrix
.setRot(hmdOrient
);
1442 NLMISC::CMatrix posMatrix
; // minimal head modeling, will be changed in the future
1443 posMatrix
.translate(StereoHMD
->getEyePosition());
1444 NLMISC::CMatrix mat
= ((camMatrix
* hmdMatrix
) * posMatrix
);
1445 MainCam
.setPos(mat
.getPos());
1446 MainCam
.setRotQuat(mat
.getRot());
1448 if (true) // TODO: ClientCfg.Headphone
1450 // NOTE: non-(StereoHMD+Headphone) impl in user_entity.cpp
1451 SoundMngr
->setListenerPos(mat
.getPos()); // TODO: Move ears back ... :)
1452 SoundMngr
->setListenerOrientation(mat
.getJ(), mat
.getK());
1457 StereoDisplay
->updateCamera(0, &MainCam
);
1460 UCamera cam
= SceneRoot
->getCam();
1461 StereoDisplay
->updateCamera(1, &cam
);
1465 // see if camera is below water (useful for sort order)
1466 if (ContinentMngr
.cur())
1470 if (ContinentMngr
.cur()->WaterMap
.getWaterHeight(CVector2f(currViewPos
.x
, currViewPos
.y
), waterHeight
, splashEnabled
))
1472 // camera is above / below a water surface
1473 Scene
->setLayersRenderingOrder(currViewPos
.z
> waterHeight
);
1474 UserEntity
->setOrderingLayer(currViewPos
.z
> waterHeight
? 0 : 2);
1478 UserEntity
->setOrderingLayer(2);
1479 Scene
->setLayersRenderingOrder(true);
1483 // Build the camera clipping planes
1484 vector
<CPlane
> planes
;
1485 buildCameraClippingPyramid (planes
);
1488 * Clip the entities.
1489 * Update display for visible entities.
1490 * Update display for clipped entities at a lower frequency.
1492 static uint clippedUpdateTime
= 0;
1493 EntitiesMngr
.updatePostCamera(clippedUpdateTime
, planes
, MainCam
.getPos());
1494 clippedUpdateTime
++;
1495 clippedUpdateTime
&=RZ_CLIPPED_UPDATE_TIME_MASK
;
1497 // Update the position for the vision.
1498 NetMngr
.setReferencePosition(UserEntity
->pos());
1500 // For Debug (after entities update). Log entity stage change.
1501 EntitiesMngr
.logStageChange(T1
);
1503 if (!ClientCfg
.Light
)
1505 // Animate all the playlists
1506 EAM
->setup (TimeInSec
);
1510 // update the sound of the player (walk, run....) if sound is allocated.
1515 if (!ClientCfg
.Light
)
1517 // Not in an indoor ?
1518 if (ContinentMngr
.cur() && !ContinentMngr
.cur()->Indoor
)
1520 // Load Zone in streaming according to the refine position (not necessarily the User Position);
1521 string zoneAdded
, zoneRemoved
;
1522 const R2::CScenarioEntryPoints::CCompleteIsland
*ci
= R2::CScenarioEntryPoints::getInstance().getCompleteIslandFromCoords(CVector2f((float) UserEntity
->pos().x
, (float) UserEntity
->pos().y
));
1523 Landscape
->refreshZonesAround(View
.refinePos(), ClientCfg
.Vision
+ ExtraZoneLoadingVision
, zoneAdded
, zoneRemoved
, ci
? &(ci
->ZoneIDs
) : NULL
);
1524 LandscapeIGManager
.loadZoneIG(zoneAdded
);
1525 LandscapeIGManager
.unloadZoneIG(zoneRemoved
);
1532 GR
->refreshLrAround (View
.refinePos(), LRRefeshRadius
);
1534 // load / unload streamable obj (villages ...)
1535 if (ClientCfg
.VillagesEnabled
)
1537 ContinentMngr
.updateStreamable(View
.refinePos());
1540 if (!ClientCfg
.Light
)
1542 // Load / unload streaming Instances textures.
1543 Driver
->updateAsyncTexture();
1548 // Animate all systems in scene.
1549 Scene
->animate(TimeInSec
-FirstTimeInSec
);
1554 if (!ClientCfg
.Light
)
1556 CClientDate
newDate(RT
.getRyzomDay(), DayNightCycleHour
);
1557 if (newDate
< CTimedFXManager::getInstance().getDate() ||
1558 abs((sint32
)RT
.getRyzomDay() - CTimedFXManager::getInstance().getDate().Day
) > 1)
1560 // The manager make the assumption that no more than one day can occurs between 2 ticks
1561 // This only happens when date is changed manually
1564 IGCallbacks
->changeSeason(); // the season doesn't change, but this force fxs to be recreated
1567 CTimedFXManager::getInstance().update(newDate
, CurrSeason
, Scene
->getCam().getPos());
1569 CProjectileManager::getInstance().update();
1571 // temp temp : for debug
1572 //TestGroundFX.update();
1576 // Set the right camera cluster.
1579 UInstanceGroup
*pPlayerClusterSystem
= NULL
;
1582 if(UserControls
.mode() != CUserControls::ThirdMode
)
1584 // get the Pacs global position of the camera
1585 UGlobalPosition gPos
;
1586 if((UserControls
.mode() != CUserControls::AIMode
)
1587 && UserEntity
->getPrimitive())
1588 UserEntity
->getPrimitive()->getGlobalPosition(gPos
, dynamicWI
);
1590 gPos
= GR
->retrievePosition(View
.viewPos());
1592 // get the cluster IG associated to this pacs position
1593 pPlayerClusterSystem
= getCluster(gPos
);
1594 MainCam
.setClusterSystem(pPlayerClusterSystem
);
1596 // important to update this each frame, for shadow map consideration against the "matis serre bug"
1597 CollisionManager
->setPlayerInside(pPlayerClusterSystem
!=NULL
);
1599 // Camera 3rd person complex mode
1602 UGlobalPosition gPos
;
1603 if(UserEntity
->getPrimitive())
1604 UserEntity
->getPrimitive()->getGlobalPosition(gPos
, dynamicWI
);
1605 // get the cluster IG associated to this pacs position
1606 pPlayerClusterSystem
= getCluster(gPos
);
1608 // set the one found in CView::updateCameraCollision()
1609 MainCam
.setClusterSystem(View
.getThirdPersonClusterSystem());
1611 // important to update this each frame, for shadow map consideration against the "matis serre bug"
1612 CollisionManager
->setPlayerInside(pPlayerClusterSystem
!=NULL
);
1615 View
.getCamera3rdPersonSetup(LastDebugClusterCameraThirdPersonStart
,
1616 LastDebugClusterCameraThirdPersonEnd
,
1617 LastDebugClusterCameraThirdPersonTestStart
);
1618 LastDebugClusterCameraThirdPersonResult
= View
.currentViewPos();
1619 LastDebugClusterCameraThirdPersonPelvisPos
= View
.viewPos() + CVector(0.f
,0.f
,1.f
);
1620 LastDebugClusterCameraThirdPersonForceFPV
= View
.forceFirstPersonView();
1622 //CameraThirPersonGraph.addOneValue ((startPos - endPos).norm());
1625 // If we are flushing open all doors
1628 // update only the cluster system where the player is!
1629 if (pPlayerClusterSystem
!= NULL
)
1631 static vector
<string
> PortalsName
;
1632 PortalsName
.clear();
1633 pPlayerClusterSystem
->getDynamicPortals(PortalsName
);
1634 for (uint32 i
= 0; i
< PortalsName
.size(); ++i
)
1635 pPlayerClusterSystem
->setDynamicPortal (PortalsName
[i
], true);
1641 // R2ED pre render update
1642 if (ClientCfg
.R2EDEnabled
)
1644 R2::getEditor().updateBeforeRender();
1647 if (!ClientCfg
.Light
)
1652 // Update water env map (happens when continent changed etc)
1653 updateWaterEnvMap();
1661 CTextureUser
*effectRenderTarget
= NULL
;
1662 bool haveEffects
= Render
&& Driver
->getPolygonMode() == UDriver::Filled
1663 && (ClientCfg
.Bloom
|| FXAA
);
1664 bool defaultRenderTarget
= false;
1669 Driver
->beginDefaultRenderTarget();
1670 defaultRenderTarget
= true;
1672 if (ClientCfg
.Bloom
)
1674 CBloomEffect::getInstance().setSquareBloom(ClientCfg
.SquareBloom
);
1675 CBloomEffect::getInstance().setDensityBloom((uint8
)ClientCfg
.DensityBloom
);
1678 bool fullDetail
= false;
1679 while ((!StereoDisplay
&& i
== 0) || (StereoDisplay
&& StereoDisplay
->nextPass()))
1688 // modify cameras for stereo display
1689 const CViewport
&vp
= StereoDisplay
->getCurrentViewport();
1690 Driver
->setViewport(vp
);
1692 Scene
->setViewport(vp
);
1695 SceneRoot
->setViewport(vp
);
1697 //MainCam.setTransformMode(UTransformable::DirectMatrix);
1698 StereoDisplay
->getCurrentMatrix(0, &MainCam
);
1699 StereoDisplay
->getCurrentFrustum(0, &MainCam
);
1702 // matrix updated during commitCamera from maincam
1703 UCamera cam
= SceneRoot
->getCam();
1704 StereoDisplay
->getCurrentFrustum(1, &cam
);
1708 // Commit camera changes
1711 //////////////////////////
1712 // RENDER THE FRAME 3D //
1713 //////////////////////////
1715 bool stereoRenderTarget
= (StereoDisplay
!= NULL
) && StereoDisplay
->beginRenderTarget();
1717 if (!StereoDisplay
|| StereoDisplay
->wantClear())
1723 if (!StereoDisplay
|| StereoDisplay
->wantScene())
1725 if (!ClientCfg
.Light
&& Render
)
1727 if (!StereoDisplay
|| StereoDisplay
->isSceneFirst())
1729 // nb : force full detail if a screenshot is asked
1730 // todo : move outside render code
1733 fullDetail
= ScreenshotRequest
!= ScreenshotRequestNone
&& ClientCfg
.ScreenShotFullDetail
;
1736 s_ForceFullDetail
.backup();
1737 s_ForceFullDetail
.set();
1743 bool wantTraversals
= !StereoDisplay
|| StereoDisplay
->isSceneFirst();
1744 bool keepTraversals
= StereoDisplay
&& !StereoDisplay
->isSceneLast();
1745 doRenderScene(wantTraversals
, keepTraversals
);
1747 if (!StereoDisplay
|| StereoDisplay
->isSceneLast())
1751 s_ForceFullDetail
.restore();
1758 if (!StereoDisplay
|| StereoDisplay
->wantSceneEffects())
1760 if (!ClientCfg
.Light
&& Render
&& haveEffects
)
1762 if (StereoDisplay
) Driver
->setViewport(NL3D::CViewport());
1763 UCamera pCam
= Scene
->getCam();
1764 Driver
->setMatrixMode2D11();
1765 if (FXAA
) FXAA
->applyEffect();
1766 if (ClientCfg
.Bloom
) CBloomEffect::instance().applyBloom();
1767 Driver
->setMatrixMode3D(pCam
);
1768 if (StereoDisplay
) Driver
->setViewport(StereoDisplay
->getCurrentViewport());
1772 if (!StereoDisplay
|| StereoDisplay
->wantInterface3D())
1774 if (!ClientCfg
.Light
)
1779 // for that frame and
1780 // tmp : display height grid
1781 //static volatile bool displayHeightGrid = true;
1782 /*if (displayHeightGrid)
1784 HeightGrid.display(*Driver);
1789 displaySceneProfiles();
1790 Scene_Profile
= false;
1792 // Render the primitives
1794 H_AUTO_USE ( RZ_Client_Main_Loop_Debug
)
1795 PrimFiles
.display (*Driver
);
1799 // Draw Extra 3D Objects
1800 Driver
->setMatrixMode3D(MainCam
);
1801 Driver
->setModelMatrix(CMatrix::Identity
);
1803 // Display PACS borders.
1806 H_AUTO_USE ( RZ_Client_Main_Loop_Debug
)
1807 displayPACSBorders();
1808 displayPACSPrimitive();
1811 // Display PACS borders only (for ARK).
1814 displayPACSPrimitive();
1817 // display Sound box
1820 H_AUTO_USE ( RZ_Client_Main_Loop_Debug
)
1824 // display Debug of Clusters
1827 H_AUTO_USE ( RZ_Client_Main_Loop_Debug
)
1828 displayDebugClusters();
1830 } /* if (!ClientCfg.Light) */
1833 // static UTextureFile *backgroundBitmap = NULL;
1834 // if (backgroundBitmap == NULL)
1835 // backgroundBitmap = Driver->createTextureFile("temp_background.tga");
1836 // Driver->setMatrixMode2D11();
1837 // Driver->drawBitmap (0.f, 0.f, 1024.f/1024.f, 1024.f/768.f, (UTexture&)*backgroundBitmap);
1838 // Driver->setMatrixMode3D(MainCam);
1840 Driver
->clearBuffers(CRGBA (0,0,0,0));
1841 displayPACSBorders();
1842 displayPACSPrimitive();
1845 if (!ClientCfg
.Light
&& !Landscape
)
1847 displayPACSBorders();
1850 // Display some things not in the scene like the name, the entity path, etc.
1851 EntitiesMngr
.updatePostRender();
1853 // Render the stat graphs if needed
1855 H_AUTO_USE ( RZ_Client_Main_Loop_Debug
)
1856 CGraph::render (ShowInfos
);
1859 } /* if (!StereoDisplay || StereoDisplay->wantInterface3D()) */
1861 if (!StereoDisplay
|| StereoDisplay
->wantInterface2D())
1863 // Render in 2D Mode to display 2D Interfaces and 2D texts.
1864 Driver
->setMatrixMode2D11();
1866 // draw a big quad to represent thunder strokes
1867 /*if (Render && WeatherManager.getThunderLevel() != 0.f)
1869 H_AUTO_USE ( RZ_Client_Main_Loop_Render_Thunder )
1870 Driver->drawQuad(0, 0, 1, 1, ThunderColor);
1872 // TODO : boris : add sound here !
1873 // Needs more explosions
1876 // Update the contextual menu
1878 H_AUTO_USE ( RZ_Client_Main_Loop_Interface
)
1880 // Update the game cursor.
1882 GameContextMenu
.update();
1885 validateDialogs(GameContextMenu
);
1887 // Display interface v3
1888 Driver
->enableFog (false);
1889 if (!Driver
->isLost())
1892 pIMinstance
->updateFrameViews (MainCam
);
1894 pIMinstance
->displayUIViewBBoxs(DebugUIFilter
);
1896 pIMinstance
->displayUICtrlBBoxs(DebugUIFilter
);
1898 pIMinstance
->displayUIGroupBBoxs(DebugUIFilter
);
1901 // special case in OpenGL : all scene has been display in render target,
1902 // now, final texture is display with a quad
1903 /*if (!ClientCfg.Light && ClientCfg.Bloom && Render && bloomStage == 2) // NO VR BLOOMZ
1905 // End bloom effect system after drawing the 3d interface (z buffer related).
1906 if (StereoDisplay) Driver->setViewport(NL3D::CViewport());
1907 CBloomEffect::instance().endInterfacesDisplayBloom();
1908 if (StereoDisplay) Driver->setViewport(StereoDisplay->getCurrentViewport());
1914 H_AUTO_USE ( RZ_Client_Main_Loop_Debug
)
1915 if (!Driver
->isLost())
1917 // If show information is Active.
1921 // If show information is Active.
1925 // If show information is Active.
1929 // If show information is Active.
1931 displayDebugUIUnderMouse();
1933 // If show information is Active.
1934 displayStreamingDebug();
1936 // If Show Help is active -> Display an help.
1940 // Yoyo: indicate profiling state
1942 displaySpecialTextProgress("Profiling");
1944 // Display frame rate
1946 // Create a shadow when displaying a text.
1947 TextContext
->setShaded(true);
1948 TextContext
->setShadeOutline(false);
1949 // Set the font size.
1950 TextContext
->setFontSize(10);
1951 // Set the text color
1952 TextContext
->setColor(CRGBA(255,255,255));
1954 // temporary values for conversions
1955 float x
, y
, width
, height
;
1957 for(uint i
= 0; i
< ClientCfg
.Logos
.size(); i
++)
1959 std::vector
<string
> res
;
1960 explode(ClientCfg
.Logos
[i
],std::string(":"), res
);
1961 if(res
.size()==9 && i
<LogoBitmaps
.size() && LogoBitmaps
[i
]!=NULL
)
1963 fromString(res
[5], x
);
1964 fromString(res
[6], y
);
1965 fromString(res
[7], width
);
1966 fromString(res
[8], height
);
1967 Driver
->drawBitmap(x
/(float)ClientCfg
.Width
, y
/(float)ClientCfg
.Height
, width
/(float)ClientCfg
.Width
, height
/(float)ClientCfg
.Height
, *LogoBitmaps
[i
]);
1975 static TTicks oldTick
= CTime::getPerformanceTime();
1976 TTicks newTick
= CTime::getPerformanceTime();
1977 double deltaTime
= CTime::ticksToSecond (newTick
-oldTick
);
1979 smoothFPS
.addValue((float)deltaTime
);
1980 moreSmoothFPS
.addValue((float)deltaTime
);
1981 deltaTime
= smoothFPS
.getSmoothValue ();
1982 if (deltaTime
> 0.0)
1984 CCDBNodeLeaf
*pNL
= s_FpsLeaf
? &*s_FpsLeaf
1985 : &*(s_FpsLeaf
= NLGUI::CDBManager::getInstance()->getDbProp("UI:VARIABLES:FPS"));
1986 pNL
->setValue64((sint64
)(1.f
/deltaTime
));
1990 // R2ED post render update
1991 if (ClientCfg
.R2EDEnabled
)
1993 // IMPORTANT : this should be called after CEntitiesMngr::updatePostRender() because
1994 // entity may be added / removed there !
1995 R2::getEditor().updateAfterRender();
1998 // Update FXs (remove them).
2001 // Detect disconnection / server down: display information text
2002 // but keep the rendering so that the player can remember where he is
2003 // and what he was doing. He can't move because the connection quality returns false.
2005 if ((connectionState
== CNetworkConnection::Disconnect
) && (lastConnectionState
!= CNetworkConnection::Disconnect
) && (!FarTP
.isFarTPInProgress()))
2007 UserControls
.stopFreeLook(); // let the player click on Exit
2008 pIMinstance
->messageBoxWithHelp(CI18N::get("uiDisconnected"));
2010 // If we have started a Far TP sequence and are waiting for onServerQuitOK()
2011 // from the EGS, resume the sequence because the EGS is down and won't reply.
2012 FarTP
.onServerQuitOk();
2015 // Yoyo: MovieShooter.
2016 if(MovieShooterSaving
)
2018 H_AUTO_USE ( RZ_Client_Main_Loop_Debug
)
2020 // Add the buffer frame to the movie.
2021 if(!MovieShooter
.addFrame(TimeInSec
, Driver
))
2023 // Fail to add the frame => abort.
2028 // Ok, just add a display.
2029 displaySpecialTextProgress("MovieShooting");
2033 if (isRecordingCamera())
2035 displaySpecialTextProgress("CameraRecording");
2038 // Temp for weather test
2039 if (ClientCfg
.ManualWeatherSetup
)
2041 H_AUTO_USE ( RZ_Client_Main_Loop_Debug
)
2042 static float displayHourDelta
= 0.04f
; // static for edition during debug..
2044 // Display weather function
2045 if (DisplayWeatherFunction
)
2047 uint64 currDay
= RT
.getRyzomDay();
2048 float currHour
= DayNightCycleHour
;
2049 float singleHourDelta
= fmodf(currHour
, 1.f
);
2050 uint32 wndWidth
, wndHeight
;
2051 Driver
->getWindowSize(wndWidth
, wndHeight
);
2052 Driver
->setMatrixMode2D(CFrustum(0, 800, 600, 0, 0, 1, false));
2053 const float lineHeight
= 100.f
;
2055 // draw the weather function
2056 for(uint x
= 0; x
< wndWidth
; ++x
)
2059 if(ContinentMngr
.cur())
2060 weatherValue
= ::getBlendedWeather(currDay
, currHour
, *WeatherFunctionParams
, ContinentMngr
.cur()->WeatherFunction
);
2062 weatherValue
= ::getBlendedWeather(currDay
, currHour
, *WeatherFunctionParams
, 0);
2064 NLMISC::clamp(weatherValue
, 0.f
, 1.f
);
2065 CRGBA seasonToColor
[EGSPD::CSeason::Invalid
] =
2072 Driver
->drawLine((float) x
, 0.f
, (float) x
, lineHeight
* weatherValue
, seasonToColor
[CRyzomTime::getSeasonByDay((uint32
)currDay
)]);
2073 currHour
+= displayHourDelta
;
2074 if (currHour
>= 24.f
)
2079 singleHourDelta
+= displayHourDelta
;
2080 if (singleHourDelta
>= 1.f
)
2082 singleHourDelta
-= 1.f
;
2083 Driver
->drawLine((float) x
, 100.f
, (float) x
, 130, CRGBA::Red
);
2087 if(ContinentMngr
.cur())
2089 // draw lines for current weather setups
2090 uint numWeatherSetups
= ContinentMngr
.cur()->WeatherFunction
[CurrSeason
].getNumWeatherSetups();
2091 for (uint y
= 0; y
< numWeatherSetups
; ++y
)
2093 float py
= lineHeight
* (y
/ (float) numWeatherSetups
);
2094 Driver
->drawLine(0.f
, py
, 800.f
, py
, CRGBA::Magenta
);
2099 // Ctrl+ & Ctrl- change the weather value
2100 if (Actions
.valide ("inc_time"))
2102 ManualWeatherValue
+= DT
* 0.04f
;
2104 if (Actions
.valide ("dec_time"))
2106 ManualWeatherValue
-= DT
* 0.04f
;
2108 NLMISC::clamp(ManualWeatherValue
, 0.f
, 1.f
);
2110 if (ForcedDayNightCycleHour
< 0) // if time is forced then can't change it manually ...
2112 // Ctrl-K increase hour
2113 if (Actions
.valide ("inc_hour"))
2115 RT
.increaseTickOffset( (uint32
)(2000 * displayHourDelta
) );
2116 RT
.updateRyzomClock(NetMngr
.getCurrentServerTick());
2119 // Ctrl-L decrease hour
2120 if (Actions
.valide ("dec_hour"))
2122 RT
.decreaseTickOffset( (uint32
)(2000 * displayHourDelta
) );
2123 RT
.updateRyzomClock(NetMngr
.getCurrentServerTick());
2124 CTimedFXManager::getInstance().setDate(CClientDate(RT
.getRyzomDay(), (float) RT
.getRyzomTime()));
2127 IGCallbacks
->changeSeason(); // the season doesn't change, but this force fxs to be recreated
2132 // Ctrl-M generate statistics in a file
2134 if (Actions.valide ("weather_stats"))
2136 // Only usable if there is a continent loaded.
2137 if(ContinentMngr.cur())
2138 CPredictWeather::generateWeatherStats("weather_stats.csv", WeatherFunctionParams, ContinentMngr.cur()->WeatherFunction);
2141 // Ctrl-B decrease display factor
2142 if (Actions
.valide ("dec_display_factor"))
2144 displayHourDelta
*= 0.90f
;
2146 // Ctrl-J increase display factor
2147 if (Actions
.valide ("inc_display_factor"))
2149 displayHourDelta
*= 1.1f
;
2150 displayHourDelta
= std::min(1000.f
, displayHourDelta
);
2154 // Ctrl-AltGR-Z show timed FXs
2157 if (!Driver
->isLost())
2159 CTimedFXManager::getInstance().displayFXBoxes(ShowTimedFXMode
);
2164 CVector2f
camPos(Scene
->getCam().getPos().x
, Scene
->getCam().getPos().y
);
2165 if (!ClientCfg
.Light
)
2167 if (DisplayMicroLifeZones
)
2169 CMicroLifeManager::getInstance().renderMLZones(camPos
);
2172 if (DisplayWaterMap
)
2174 if (ContinentMngr
.cur())
2176 ContinentMngr
.cur()->WaterMap
.render(camPos
);
2182 if (!ClientCfg
.Light
)
2184 if (DisplayMicroLifeActiveTiles
)
2186 CMicroLifeManager::getInstance().renderActiveTiles();
2190 // tmp : debug of ground fxs
2191 //TestGroundFX.displayFXBoxes();
2193 // Temp for sound debug
2195 H_AUTO_USE ( RZ_Client_Main_Loop_Debug
)
2199 static bool drawSound
= false;
2200 static float camHeigh
= 150.0f
;
2203 if (ClientCfg
.ExtendedCommands
)
2205 if (Actions
.valide ("draw_sound"))
2206 drawSound
= !drawSound
;
2208 if (Actions
.valide ("inc_camera_height"))
2210 if (Actions
.valide ("dec_camera_height"))
2214 SoundMngr
->drawSounds(camHeigh
);
2217 } /* if (!StereoDisplay || StereoDisplay->wantInterface2D()) */
2221 StereoDisplay
->endRenderTarget();
2225 if (defaultRenderTarget
)
2227 // draw final result to backbuffer
2228 Driver
->endDefaultRenderTarget(Scene
);
2232 static CQuat MainCamOri
;
2235 // Frame to skip before swap buffer
2236 SkipFrame
= RYZOM_FIRST_FRAME_TO_SKIP
;
2238 MainCam
.getRotQuat(MainCamOri
);
2243 if (StartPlayTime
== 0)
2245 StartPlayTime
= NLMISC::CTime::getLocalTime();
2248 // Start background sound play now ! (nb: restarted if load just ended, or if sound re-enabled)
2251 H_AUTO_USE ( RZ_Client_Main_Loop_Sound
)
2253 // fade out loading music
2254 if (SoundMngr
->getEventMusicPlayed() == LoadingMusic
)
2256 SoundMngr
->stopEventMusic(LoadingMusic
, CSoundManager::LoadingMusicXFade
);
2259 SoundMngr
->playBackgroundSound();
2261 // Fade in Game Sound now (before endLoading)
2262 // fade in game sound
2263 SoundMngr
->fadeInGameSound(ClientCfg
.SoundTPFade
);
2266 // end loading (if previous load)
2269 // if a screenshot request was made then do it now
2270 switch(ScreenshotRequest
)
2272 case ScreenshotRequestTGA
:
2274 ScreenshotRequest
= ScreenshotRequestNone
;
2276 case ScreenshotRequestJPG
:
2278 ScreenshotRequest
= ScreenshotRequestNone
;
2280 case ScreenshotRequestPNG
:
2282 ScreenshotRequest
= ScreenshotRequestNone
;
2289 static volatile bool dumpValidPolys
= false;
2290 if (dumpValidPolys
) { tempDumpValidPolys(); dumpValidPolys
= false; }
2293 static volatile bool dumpColPolys
= false;
2294 if (dumpColPolys
) { tempDumpColPolys(); }
2296 if (ClientCfg
.R2EDEnabled
)
2298 R2::getEditor().updateBeforeSwapBuffer();
2301 Driver
->swapBuffers();
2306 if (ProfileNumFrame
== ClientCfg
.NumFrameForProfile
)
2308 WantProfiling
= true;
2312 // If the device is lost then no rendering will occur, so let some time to other applications
2313 if (Driver
->isLost())
2316 nldebug("lost device");
2323 // Turn the camera to make a 360 degree turn
2324 // UTransformable::TTransformMode m = MainCam.getTransformMode();
2327 MainCam
.setRotQuat(MainCamOri
);
2331 CMatrix mat
= CMatrix::Identity
;
2332 mat
.setRot(MainCamOri
);
2333 mat
.rotateZ(2*(float)Pi
*((float)(SkipFrame
)/(float)RYZOM_FIRST_FRAME_TO_SKIP
));
2336 MainCam
.setRotQuat(qTmp
);
2341 // Force the client to sleep a bit.
2342 if(ClientCfg
.Sleep
>= 0)
2344 H_AUTO_USE ( RZ_Client_Main_Loop_Debug
)
2345 nlSleep(ClientCfg
.Sleep
);
2348 //++MainLoopCounter;
2350 // Send new data Only when server tick changed.
2351 if(NetMngr
.getCurrentServerTick() > LastGameCycle
)
2353 H_AUTO_USE ( RZ_Client_Main_Loop_Net
)
2354 // Put here things you have to send to the server only once per tick like user position.
2356 NLMISC::CCDBNodeLeaf
*node
= s_UiDirectionLeaf
? (&*s_UiDirectionLeaf
)
2357 : &*(s_UiDirectionLeaf
= NLGUI::CDBManager::getInstance()->getDbProp("UI:VARIABLES:DIRECTION"));
2358 CInterfaceProperty prop
;
2359 prop
.setNodePtr(node
);
2360 if(CompassMode
== 1)
2362 double camDir
= atan2(View
.view().y
, View
.view().x
);
2363 prop
.setDouble(camDir
);
2366 prop
.setDouble(atan2(UserEntity
->front().y
, UserEntity
->front().x
));
2367 // Update the server with our position and orientation.
2370 if(UserEntity
->sendToServer(out
))
2373 // Give information to the server about the combat position (ability to strike).
2376 if(UserEntity
->msgForCombatPos(out
))
2380 // Create the message for the server to move the user (except in combat mode).
2381 if(Ping
.rdyToPing())
2384 if(GenericMsgHeaderMngr
.pushNameToStream("DEBUG:PING", out
))
2386 const TTime mask
= 0xFFFFFFFF;
2387 uint32 localTime
= (uint32
)(mask
&ryzomGetLocalTime ());
2388 out
.serial(localTime
);
2391 Ping
.rdyToPing(false);
2394 nlwarning("mainloop: unknown message named 'DEBUG:PING'.");
2398 NetMngr
.send(NetMngr
.getCurrentServerTick());
2399 // Update the Last tick received from the server.
2400 LastGameCycle
= NetMngr
.getCurrentServerTick();
2403 if (ClientCfg
.AutoReloadFiles
)
2405 // Check for files update.
2406 CFile::checkFileChange();
2408 // Check for configuration files update.
2409 CConfigFile::checkConfigFiles();
2412 // Get the Connection State.
2413 lastConnectionState
= connectionState
;
2414 connectionState
= NetMngr
.getConnectionState();
2416 // Update movie shooter
2417 updateMovieShooting();
2419 // Update the bubble manager
2420 InSceneBubbleManager
.update();
2422 // Update the NPC icon system
2423 CNPCIconCache::getInstance().update();
2425 // Update Phrase Manager
2426 CSPhraseManager
*pPM
= CSPhraseManager::getInstance();
2427 pPM
->updateEquipInvalidation(NetMngr
.getCurrentServerTick());
2428 pPM
->updateAllActionRegen();
2430 // Update ingame duration and stat report sending
2431 updateStatReport ();
2433 // Auto play once on character login
2434 if (musicTriggerAutoPlay
)
2436 musicTriggerAutoPlay
= false;
2437 if (ClientCfg
.SoundOn
&& ClientCfg
.MediaPlayerAutoPlay
)
2440 CAHManager::getInstance()->runActionHandler("music_player", NULL
, "play_songs");
2444 // Update the music player
2445 MusicPlayer
.update ();
2448 if (ClientCfg
.CheckMemoryEveryNFrame
!= -1)
2450 static int frameToSkip
= ClientCfg
.CheckMemoryEveryNFrame
;
2451 if (frameToSkip
== 0)
2453 frameToSkip
= ClientCfg
.CheckMemoryEveryNFrame
;
2454 //NLMEMORY::CheckHeap (true);
2463 // Enter a network loop during the FarTP process, without doing the whole real main loop.
2464 // This code must remain at the very end of the main loop.
2465 if(LoginSM
.getCurrentState() == CLoginStateMachine::st_enter_far_tp_main_loop
)
2467 CLuaManager::getInstance().executeLuaScript("game:onFarTpStart()");
2468 // Will loop the network until the end of the relogging process
2469 FarTP
.farTPmainLoop();
2471 if( FarTP
.isReselectingChar() )
2473 if ( game_exit
) // check if the user has decided to quit
2476 // we have just completed init main loop, after reselecting character
2477 // repeat the steps before the main loop itself
2479 // new char, retrigger music autoplay
2480 musicTriggerAutoPlay
= true;
2482 // pre main loop in mainLoop
2486 game_exit_request
= false;
2487 FarTP
.setMainLoopEntered();
2489 // Get the Width and Height of the window and set the Old values..
2490 Driver
->getWindowSize(Width
, Height
);
2491 OldWidth
= Width
; OldHeight
= Height
;
2493 CGraph::init( Driver
);
2494 CGraph::Display
= false;
2496 T1
= ryzomGetLocalTime();
2497 TSend
= ((T1
+DTSend
)/DTSend
)*DTSend
;
2499 SetMouseFreeLook ();
2502 ContextCur
.context("STAND BY");
2503 UserControls
.reset();
2505 // set the default box for keyboard
2506 CChatWindow
*defaultChatWindow
;
2507 if (ClientCfg
.R2EDEnabled
)
2509 defaultChatWindow
= PeopleInterraction
.DebugInfo
;
2513 defaultChatWindow
= PeopleInterraction
.ChatGroup
.Window
;
2515 setDefaultChatWindow(defaultChatWindow
);
2517 // Init GameContextMenu.
2518 GameContextMenu
.init("");
2521 Actions
.enable(true);
2522 EditActions
.enable(true);
2524 // check for banned player
2525 if (testPermanentBanMarkers())
2527 setPermanentBanMarkers(true); // re-set any marker that could have been removed by the trouble maker
2528 applyPermanentBanPunishment();
2529 PermanentlyBanned
= true;
2533 // For stoping the outgame music, start after 30 frames, and duration of 3 seconds
2534 outgameFader
= CMusicFader(60, 3);
2536 // Short reinit of the main loop after farTP or character reselection
2541 R2::getEditor().autoConfigInit(IsInRingSession
);
2543 // TODO: temporary commented, CEditor must be initialized before to call next lines
2544 // if (!IsInRingSession)
2545 // R2::getEditor().registerLuaFunc();
2547 CurrSeason
= computeCurrSeason();
2549 // Get the Connection State (must be done after any Far TP to prevent the uiDisconnected box to be displayed)
2550 lastConnectionState
= CNetworkConnection::Connected
;
2551 connectionState
= NetMngr
.getConnectionState();
2553 CLuaManager::getInstance().executeLuaScript("game:onFarTpEnd()");
2559 } // end of main loop
2561 CInterfaceManager
*im
= CInterfaceManager::getInstance();
2562 if (CLuaManager::getInstance().getLuaState())
2564 CLuaManager::getInstance().executeLuaScript("game:onMainLoopEnd()");
2567 // Stop Running Profiles (kick result)
2570 WantProfiling
= false;
2572 CHTimer::endBench();
2577 WantProfilingVBLock
= false;
2578 ProfilingVBLock
= false;
2579 vector
<string
> strs
;
2580 Driver
->endProfileVBHardLock(strs
);
2583 if ( ! FarTP
.isReselectingChar() ) // skip some parts if the user wants to quit in the middle of a char reselect
2585 // Saving ingame resolution when in windowed mode
2586 saveIngameResolution();
2588 // Release the structure for the ping.
2592 Actions
.enable(false);
2593 EditActions
.enable(false);
2595 CWidgetManager::getInstance()->setDefaultCaptureKeyboard(NULL
);
2598 CInterfaceManager::getInstance()->uninitInGame0();
2599 CItemGroupManager::getInstance()->uninit();
2601 /////////////////////////////////
2602 // Display the end background. //
2603 /////////////////////////////////
2604 // Create the loading texture.
2605 loadBackgroundBitmap (EndBackground
);
2607 // TTime endTime = ryzomGetLocalTime () + (TTime)(ClientCfg.EndScreenTimeOut*1000.f);
2611 // CInputHandlerManager::getInstance()->pumpEventsNoIM();
2612 // Display the background
2613 drawLoadingBitmap (0);
2614 // Display to screen.
2615 Driver
->swapBuffers();
2616 // } while(ryzomGetLocalTime () < endTime);
2618 // Destroy the Loading Background.
2619 destroyLoadingBitmap ();
2621 IngameDbMngr
.resetInitState();
2626 return ryzom_exit
|| (Driver
== NULL
) || (!Driver
->isActive ());
2629 //---------------------------------------------------
2630 // Just Display some text with ... anim at some place.
2631 //---------------------------------------------------
2632 void displaySpecialTextProgress(const char *text
)
2634 // Create a shadow when displaying a text.
2635 TextContext
->setShaded(true);
2636 TextContext
->setShadeOutline(false);
2637 // Set the font size.
2638 TextContext
->setFontSize(12);
2639 // Set the text color
2640 TextContext
->setColor(CRGBA(255,255,255));
2642 TextContext
->setHotSpot(UTextContext::BottomLeft
);
2645 const uint MaxDot
= 8;
2646 static uint counter
=0;
2647 counter
= (counter
+1) % (MaxDot
+1);
2651 for(i
=0;i
<counter
;i
++)
2655 TextContext
->printfAt(0.05f
,0.80f
,"%s%s", text
, str
);
2659 //---------------------------------------------------
2660 // MovieShooter methods
2661 //---------------------------------------------------
2664 void endMovieShooting()
2666 MovieShooterSaving
= false;
2669 bool MovieShooterReplay
= false;
2670 bool MovieShooterSave
= false;
2672 void updateMovieShooting()
2674 #ifdef _MOVIE_SHOOTER_ON_
2675 if (MovieShooterReplay
)
2677 if(!MovieShooter
.enabled())
2679 Driver
->systemMessageBox("MovieShooter not enabled", "MovieShooter");
2683 if( !MovieShooterSaving
)
2687 MovieShooter
.replayMovie(Driver
, TextContext
);
2689 catch (const Exception
&e
)
2691 Driver
->systemMessageBox(e
.what(), "MovieShooter");
2695 MovieShooterReplay
= false;
2698 if (MovieShooterSave
)
2700 if(!MovieShooter
.enabled())
2702 Driver
->systemMessageBox("MovieShooter not enabled", "MovieShooter");
2706 if( !MovieShooterSaving
)
2717 sprintf(tmp
, "%03d", num
);
2718 theDir
= ClientCfg
.MovieShooterPath
+ "/" + "Movie" + tmp
;
2720 while( CFile::isDirectory(theDir
) );
2722 CFile::createDirectory(theDir
);
2725 MovieShooter
.saveMovie(Driver
, TextContext
, theDir
.c_str(), ClientCfg
.MovieShooterFramePeriod
, ClientCfg
.MovieShooterBlend
, ClientCfg
.MovieShooterPrefix
.c_str());
2727 catch (const Exception
&e
)
2729 Driver
->systemMessageBox(e
.what(), "MovieShooter");
2733 MovieShooterSave
= false;
2735 #endif // _MOVIE_SHOOTER_ON_
2739 //---------------------------------------------------
2741 // update the listener pos and user walk/run/idle sound (stereo)
2742 //---------------------------------------------------
2747 SoundMngr
->update ();
2754 //===================================================================================================
2755 void updateLightDesc()
2757 if (!ClientCfg
.Light
)
2759 // Update the lighting description (when season change, or for first setup)
2760 static bool init
= false;
2761 EGSPD::CSeason::TSeason season
= CurrSeason
;
2762 if (!init
|| season
!= CurrSeason
)
2764 CLightCycleDesc desc
;
2765 buildLightCycleDesc(desc
, CurrSeason
);
2766 LightCycleManager
.setLightDesc(desc
);
2769 if (CurrSeason
!= season
)
2771 CurrSeason
= season
;
2772 // also update seasonal fxs
2775 IGCallbacks
->changeSeason();
2781 //===================================================================================================
2782 static void updateCloudScape(const CCloudState
&desc
, const CWeatherContext
&wc
, float /* wind */, float dayNight
, float updateDelay
, bool mustInit
)
2784 if (!CloudScape
) return;
2785 SCloudScapeSetup css
;
2786 NLMISC::clamp(dayNight
, 0.f
, 1.f
);
2787 css
.CloudSpeed
= desc
.DiffusionSpeed
;
2788 float duskRatio
= LightCycleManager
.getLightDesc().DuskRatio
;
2789 switch(LightCycleManager
.getState())
2791 case CLightCycleManager::DayToNight
:
2792 if (dayNight
< duskRatio
) // day->dusk
2794 float blendFactor
= duskRatio
!= 0 ? dayNight
/ duskRatio
: 0.f
;
2795 css
.Ambient
.blendFromui(desc
.AmbientDay
, desc
.AmbientDusk
, (uint
) (256.f
* blendFactor
));
2796 css
.Diffuse
.blendFromui(desc
.DiffuseDay
, desc
.DiffuseDusk
, (uint
) (256.f
* blendFactor
));
2800 float blendFactor
= duskRatio
!= 1 ? (dayNight
- duskRatio
) / (1.f
- duskRatio
) : 0.f
;
2801 css
.Ambient
.blendFromui(desc
.AmbientDusk
, desc
.AmbientNight
, (uint
) (256.f
* blendFactor
));
2802 css
.Diffuse
.blendFromui(desc
.DiffuseDusk
, desc
.DiffuseNight
, (uint
) (256.f
* blendFactor
));
2805 default: // not a day->night transition, so no step for dusk
2806 css
.Ambient
.blendFromui(desc
.AmbientDay
, desc
.AmbientNight
, (uint
) (256.f
* dayNight
));
2807 css
.Diffuse
.blendFromui(desc
.DiffuseDay
, desc
.DiffuseNight
, (uint
) (256.f
* dayNight
));
2811 css
.NbCloud
= desc
.NumClouds
;
2812 css
.WindSpeed
= WeatherManager
.getCurrWeatherState().WindIntensity
* wc
.WFP
->CloudWindSpeedFactor
+ wc
.WFP
->CloudMinSpeed
;
2815 css
.TimeToChange
= 0;
2816 CloudScape
->init(&css
);
2817 CloudScape
->setNbCloudToUpdateIn80ms (ClientCfg
.CloudUpdate
);
2818 CloudScape
->setQuality (ClientCfg
.CloudQuality
);
2822 css
.TimeToChange
= updateDelay
;
2823 CloudScape
->set(css
);
2827 //===================================================================================================
2830 // build a weather context
2833 if(ContinentMngr
.cur())
2834 wc
.WF
= ContinentMngr
.cur()->WeatherFunction
;
2838 if (ClientCfg
.ManualWeatherSetup
&& !ForceTrueWeatherValue
)
2840 // Try to update the clouds quickly for manual test
2844 WeatherManager
.computeCloudState(ManualWeatherValue
, CurrSeason
, cs
, wc
.WF
);
2845 updateCloudScape(cs
, wc
, WeatherManager
.getCurrWeatherState().WindIntensity
, LightCycleManager
.getLightLevel(), 1.f
, InitCloudScape
);
2846 InitCloudScape
= false;
2851 // update the clouds
2854 InitCloudScape
= false;
2855 // 1 ) set current state
2857 WeatherManager
.computeCloudState(RT
.getRyzomDay(), DayNightCycleHour
, wc
, cs
);
2858 updateCloudScape(cs
, wc
, WeatherManager
.getCurrWeatherState().WindIntensity
, LightCycleManager
.getLightLevel(), 0.f
, true);
2859 // 2 )set next state
2860 // compute date of next update
2861 const CLightCycleDesc
&lcd
= LightCycleManager
.getLightDesc();
2862 float updateDelay
= 0.f
;
2863 if (lcd
.RealDayLength
!= 0.f
)
2865 updateDelay
= CloudUpdatePeriod
/ lcd
.RealDayLength
* lcd
.NumHours
;
2867 WeatherManager
.computeCloudState(RT
.getRyzomDay(), DayNightCycleHour
+ updateDelay
, wc
, cs
);
2868 updateCloudScape(cs
, wc
, WeatherManager
.getCurrWeatherState().WindIntensity
, LightCycleManager
.getLightLevel(), 0.f
, true);
2869 DelayBeforeCloudUpdate
= CloudUpdatePeriod
;
2873 DelayBeforeCloudUpdate
-= DT
;
2874 if (DelayBeforeCloudUpdate
<= 0.f
)
2876 DelayBeforeCloudUpdate
+= CloudUpdatePeriod
;
2877 if (DelayBeforeCloudUpdate
<= 0.f
)
2879 DelayBeforeCloudUpdate
= CloudUpdatePeriod
;
2882 // compute date of next update
2883 const CLightCycleDesc
&lcd
= LightCycleManager
.getLightDesc();
2884 float updateDelay
= 0.f
;
2885 if (lcd
.RealDayLength
!= 0.f
)
2887 updateDelay
= DelayBeforeCloudUpdate
/ lcd
.RealDayLength
* lcd
.NumHours
;
2890 WeatherManager
.computeCloudState(RT
.getRyzomDay(), DayNightCycleHour
+ updateDelay
, wc
, cs
);
2891 updateCloudScape(cs
, wc
, WeatherManager
.getCurrWeatherState().WindIntensity
, LightCycleManager
.getLightLevel(), updateDelay
, false);
2898 //-----------------------------------------------
2899 // displayPACSBorders :
2900 // Display Borders from PACS.
2901 //-----------------------------------------------
2902 void displayPACSBorders()
2904 static std::vector
<std::pair
<NLMISC::CLine
, uint8
> > edges
;
2905 if(UserEntity
->getPrimitive())
2907 UGlobalPosition gPos
;
2908 UserEntity
->getPrimitive()->getGlobalPosition(gPos
, dynamicWI
);
2909 if (GR
) GR
->getBorders(gPos
, edges
);
2913 for(uint i
=0; i
<edges
.size(); ++i
)
2915 line
= (edges
[i
].first
);
2916 // Choose the color according to the edge type.
2917 switch(edges
[i
].second
)
2921 line
.Color0
= CRGBA::Red
;
2922 line
.Color1
= CRGBA::Red
;
2926 line
.Color0
= CRGBA::Green
;
2927 line
.Color1
= CRGBA::Green
;
2931 line
.Color0
= CRGBA::Yellow
;
2932 line
.Color1
= CRGBA::Yellow
;
2936 line
.Color0
= CRGBA::Blue
;
2937 line
.Color1
= CRGBA::Blue
;
2940 line
.Color0
= CRGBA::Magenta
;
2941 line
.Color1
= CRGBA::Magenta
;
2943 case 5: // Exterior door
2944 line
.Color0
= CRGBA(127, 127, 127);
2945 line
.Color1
= CRGBA(127, 127, 127);
2949 line
.Color0
= CRGBA::White
;
2950 line
.Color1
= CRGBA::White
;
2954 Driver
->drawLine(line
, GenericMat
);
2959 }// displayPACSBorders //
2961 const uint PacsBoxPointCount
= 24;
2963 CVector PacsBox
[PacsBoxPointCount
] =
2965 CVector( -0.5f
, -0.5f
, 0), CVector( 0.5f
, -0.5f
, 0),
2966 CVector( 0.5f
, -0.5f
, 0), CVector( 0.5f
, 0.5f
, 0),
2967 CVector( 0.5f
, 0.5f
, 0), CVector( -0.5f
, 0.5f
, 0),
2968 CVector( -0.5f
, 0.5f
, 0), CVector( -0.5f
, -0.5f
, 0),
2970 CVector( -0.5f
, -0.5f
, 1), CVector( 0.5f
, -0.5f
, 1),
2971 CVector( 0.5f
, -0.5f
, 1), CVector( 0.5f
, 0.5f
, 1),
2972 CVector( 0.5f
, 0.5f
, 1), CVector( -0.5f
, 0.5f
, 1),
2973 CVector( -0.5f
, 0.5f
, 1), CVector( -0.5f
, -0.5f
, 1),
2975 CVector( -0.5f
, -0.5f
, 0), CVector( -0.5f
, -0.5f
, 1),
2976 CVector( 0.5f
, -0.5f
, 0), CVector( 0.5f
, -0.5f
, 1),
2977 CVector( 0.5f
, 0.5f
, 0), CVector( 0.5f
, 0.5f
, 1),
2978 CVector( -0.5f
, 0.5f
, 0), CVector( -0.5f
, 0.5f
, 1),
2981 const uint PacsCylPointCount
= 48;
2983 CVector PacsCyl
[PacsCylPointCount
] =
2985 CVector( 0, 1, 0),CVector( 0.7071067f
, 0.7071067f
, 0),
2986 CVector( 0.7071067f
, 0.7071067f
, 0),CVector( 1, 0, 0),
2987 CVector( 1, 0, 0),CVector( 0.7071067f
, -0.7071067f
,0),
2988 CVector( 0.7071067f
, -0.7071067f
,0),CVector( 0, -1, 0),
2989 CVector( 0, -1, 0),CVector( -0.7071067f
,-0.7071067f
,0),
2990 CVector( -0.7071067f
,-0.7071067f
,0),CVector( -1, 0, 0),
2991 CVector( -1, 0, 0),CVector( -0.7071067f
,0.7071067f
, 0),
2992 CVector( -0.7071067f
,0.7071067f
, 0),CVector( 0, 1, 0),
2994 CVector( 0, 1, 1),CVector( 0.7071067f
, 0.7071067f
, 1),
2995 CVector( 0.7071067f
, 0.7071067f
, 1),CVector( 1, 0, 1),
2996 CVector( 1, 0, 1),CVector( 0.7071067f
, -0.7071067f
,1),
2997 CVector( 0.7071067f
, -0.7071067f
,1),CVector( 0, -1, 1),
2998 CVector( 0, -1, 1),CVector( -0.7071067f
,-0.7071067f
,1),
2999 CVector( -0.7071067f
,-0.7071067f
,1),CVector( -1, 0, 1),
3000 CVector( -1, 0, 1),CVector( -0.7071067f
,0.7071067f
, 1),
3001 CVector( -0.7071067f
,0.7071067f
, 1),CVector( 0, 1, 1),
3003 CVector( 0, 1, 1),CVector( 0, 1, 0),
3004 CVector( 0.7071067f
, 0.7071067f
, 1),CVector( 0.7071067f
, 0.7071067f
, 0),
3005 CVector( 1, 0, 1),CVector( 1, 0, 0),
3006 CVector( 0.7071067f
, -0.7071067f
,1),CVector( 0.7071067f
, -0.7071067f
,0),
3007 CVector( 0, -1, 1),CVector( 0, -1, 0),
3008 CVector( -0.7071067f
,-0.7071067f
,1),CVector( -0.7071067f
,-0.7071067f
,0),
3009 CVector( -1, 0, 1),CVector( -1, 0, 0),
3010 CVector( -0.7071067f
,0.7071067f
, 1),CVector( -0.7071067f
,0.7071067f
, 0),
3013 void displayPACSPrimitive()
3015 std::vector
<const UMovePrimitive
*> movePrimitives
;
3017 // if no continent selected, skip
3021 PACS
->getPrimitives(movePrimitives
);
3024 for (i
=0; i
<movePrimitives
.size(); i
++)
3027 const UMovePrimitive
*prim
= movePrimitives
[i
];
3028 uint8 wI
= prim
->getFirstWorldImageV();
3031 CVector position
= prim
->getFinalPosition(wI
);
3032 if ((position
-UserEntity
->pos()).sqrnorm() < (200*200))
3036 if (prim
->isCollisionable())
3039 if (prim
->getReactionType() == UMovePrimitive::DoNothing
)
3041 line
.Color0
= CRGBA::Red
;
3045 line
.Color0
= CRGBA::Yellow
;
3051 line
.Color0
= CRGBA::White
;
3053 line
.Color1
= line
.Color0
;
3067 // Draw the primitive
3068 if (prim
->getPrimitiveType() == UMovePrimitive::_2DOrientedBox
)
3071 linecount
= PacsBoxPointCount
/2;
3074 prim
->getSize (width
, depth
);
3075 scale
.scale(CVector (width
, depth
, prim
->getHeight()));
3076 rot
.rotateZ((float)prim
->getOrientation(wI
));
3081 linecount
= PacsCylPointCount
/2;
3082 float radius
= prim
->getRadius ();
3083 scale
.scale(CVector (radius
, radius
, prim
->getHeight()));
3088 pos
.setPos (position
);
3089 pos
= pos
*rot
*scale
;
3091 // Draw the primitive
3093 for (j
=0; j
<linecount
; j
++)
3095 line
.V0
= pos
* lines
[j
*2];
3096 line
.V1
= pos
* lines
[j
*2+1];
3099 Driver
->drawLine(line
, GenericMat
);
3105 //-----------------------------------------------
3106 // displaySoundBox :
3107 //-----------------------------------------------
3108 void displaySoundBox()
3112 SoundMngr
->drawSounds(50.f
);
3117 //-----------------------------------------------
3118 // displaySceneProfiles();
3119 // nlinfo the Scene Profile results
3120 //-----------------------------------------------
3121 string
buildStrVBFormat(uint32 format
)
3123 // Yoyo: Uggly: hardcoded :)
3133 res
+= "|TexCoord1 ";
3137 res
+= "|TexCoord3 ";
3139 res
+= "|TexCoord4 ";
3141 res
+= "|TexCoord5 ";
3143 res
+= "|TexCoord6 ";
3147 res
+= "|PrimaryColor";
3149 res
+= "|SecondaryColor";
3153 res
+= "|PaletteSkin";
3159 void displaySceneProfiles()
3161 // **** Scene Profile
3162 UScene::CBenchResults res
;
3163 Scene
->getProfileResults(res
);
3166 nlinfo("****** Scene Profile Result: %d *******", id
);
3169 // Display Mesh PerVertexFormat Benchs
3170 nlinfo(" * Mesh Per VertexFormat:");
3171 std::map
<uint32
, uint32
>::iterator it
;
3172 for(it
=res
.MeshProfileTriVBFormat
.begin();it
!=res
.MeshProfileTriVBFormat
.end();it
++)
3175 string format
= buildStrVBFormat(it
->first
);
3176 nlinfo(" NumTris: %5d. Format: %s", it
->second
, format
.c_str() );
3179 // Display MeshMRM PerVertexFormat Benchs
3180 nlinfo(" * MeshMRM Per VertexFormat:");
3181 for(it
=res
.MeshMRMProfileTriVBFormat
.begin();it
!=res
.MeshMRMProfileTriVBFormat
.end();it
++)
3184 string format
= buildStrVBFormat(it
->first
);
3185 nlinfo(" NumTris: %5d. Format: %s", it
->second
, format
.c_str() );
3188 // Display BlockRendering Information
3189 nlinfo(" * Mesh BlockRender Info:");
3190 nlinfo(" NumMeshRdrNormal: %d", res
.NumMeshRdrNormal
);
3191 nlinfo(" NumMeshRdrBlock: %d", res
.NumMeshRdrBlock
);
3192 nlinfo(" NumMeshRdrBlockWithVBHeap: %d", res
.NumMeshRdrBlockWithVBHeap
);
3193 nlinfo(" NumMeshRdrNormal TriCount: %d", res
.NumMeshTriRdrNormal
);
3194 nlinfo(" NumMeshRdrBlock TriCount: %d", res
.NumMeshTriRdrBlock
);
3195 nlinfo(" NumMeshRdrBlockWithVBHeap TriCount: %d", res
.NumMeshTriRdrBlockWithVBHeap
);
3197 nlinfo(" * MeshMRM BlockRender Info:");
3198 nlinfo(" NumMeshMRMRdrNormal: %d", res
.NumMeshMRMRdrNormal
);
3199 nlinfo(" NumMeshMRMRdrBlock: %d", res
.NumMeshMRMRdrBlock
);
3200 nlinfo(" NumMeshMRMRdrBlockWithVBHeap: %d", res
.NumMeshMRMRdrBlockWithVBHeap
);
3201 nlinfo(" NumMeshMRMRdrNormal TriCount: %d", res
.NumMeshMRMTriRdrNormal
);
3202 nlinfo(" NumMeshMRMRdrBlock TriCount: %d", res
.NumMeshMRMTriRdrBlock
);
3203 nlinfo(" NumMeshMRMRdrBlockWithVBHeap TriCount: %d", res
.NumMeshMRMTriRdrBlockWithVBHeap
);
3205 // Display VBHard usage Information
3206 nlinfo(" * VBHard usage Info:");
3207 nlinfo(" NumMeshVBufferStd: %d", res
.NumMeshVBufferStd
);
3208 nlinfo(" NumMeshVBufferHard: %d", res
.NumMeshVBufferHard
);
3209 nlinfo(" NumMeshMRMVBufferStd: %d", res
.NumMeshMRMVBufferStd
);
3210 nlinfo(" NumMeshMRMVBufferHard: %d", res
.NumMeshMRMVBufferHard
);
3213 nlinfo("****** END Scene Profile Result *******");
3215 // **** Additionaly, display QuadGridClipManager profile
3216 Scene
->profileQuadGridClipManager();
3218 // **** Additionaly, display List of Landscape IG Loaded
3221 nlinfo("****** Land IG Profile *******");
3222 std::vector
<std::pair
<UInstanceGroup
*, std::string
> > igList
;
3223 LandscapeIGManager
.getAllIGWithNames(igList
);
3225 for(uint i
=0;i
<igList
.size();i
++)
3227 string igName
= CFile::getFilenameWithoutExtension(igList
[i
].second
);
3228 if( LandscapeIGManager
.isIGAddedToScene(igName
) )
3229 nlinfo("%s", igList
[i
].second
.c_str() );
3232 nlinfo("****** END Land IG Profile *******");
3237 //-----------------------------------------------
3238 // validateDialogs();
3239 // validate current dialogs by checking the distance between the two talking entities. End dialogs if they are too far
3240 //-----------------------------------------------
3241 void validateDialogs(const CGameContextMenu
&gcm
)
3244 if ( UserEntity
->trader() != CLFECOMMON::INVALID_SLOT
)
3246 CEntityCL
* trader
= EntitiesMngr
.entity(UserEntity
->trader());
3249 CVectorD vect1
= trader
->pos();
3250 CVectorD vect2
= UserEntity
->pos();
3252 double distanceSquare
= pow(vect1
.x
-vect2
.x
,2) + pow(vect1
.y
-vect2
.y
,2);
3254 if (gcm
.isBuilding())
3256 if (distanceSquare
> MaxTalkingOutpostBuildingDistSquare
)
3258 // Prevent also the Server of ending bot chat
3259 if (CBotChatManager::getInstance()->getCurrPage())
3260 CBotChatManager::getInstance()->endDialog();
3265 if(distanceSquare
> MaxTalkingDistSquare
)
3267 // Prevent also the Server of ending bot chat
3268 if(CBotChatManager::getInstance()->getCurrPage())
3269 CBotChatManager::getInstance()->endDialog();
3276 NLMISC_DYNVARIABLE(float, FPS
, "The second smoothed frame rate per second")
3278 if (get
) *pointer
= 1.0f
/smoothFPS
.getSmoothValue ();
3281 // show hide all the debuging of ui
3282 NLMISC_COMMAND(debugUI
, "Debug the ui : show/hide quads of bboxs and hotspots", "debugUI 1 or 0")
3284 if (args
.size() > 1) return false;
3286 DebugUIFilter
.clear();
3287 if (args
.size() == 1)
3289 if(!args
[0].empty() && !isdigit(args
[0][0]))
3292 DebugUIFilter
= args
[0];
3295 fromString(args
[0], on
);
3298 CGroupCell::setDebugUICell( on
);
3306 // show hide the debuging of ui
3307 NLMISC_COMMAND(debugUIView
, "Debug the ui : show/hide quads of bboxs and hotspots for views", "")
3309 DebugUIView
= !DebugUIView
;
3313 // show hide the debuging of ui
3314 NLMISC_COMMAND(debugUICtrl
, "Debug the ui : show/hide quads of bboxs and hotspots for ctrl", "")
3316 DebugUICtrl
= !DebugUICtrl
;
3320 // show hide the debuging of ui
3321 NLMISC_COMMAND(debugUIGroup
, "Debug the ui : show/hide quads of bboxs and hotspots for group", "")
3323 DebugUIGroup
= !DebugUIGroup
;
3327 // show hide the debuging of cells
3328 NLMISC_COMMAND(debugUICell
, "Debug the ui : show/hide quads of bboxs for cells", "")
3330 CGroupCell::setDebugUICell( !CGroupCell::getDebugUICell() );
3334 // Set weather value
3335 NLMISC_COMMAND(setWeatherValue
, "Set weather value", "")
3337 if (args
.size() != 1) return false;
3339 fromString(args
[0], value
);
3340 ManualWeatherValue
= value
/ (ContinentMngr
.cur()->WeatherFunction
[CurrSeason
].getNumWeatherSetups() - 1);
3344 class CHandlerDebugUIGroup
: public IActionHandler
3346 virtual void execute (CCtrlBase
* /* pCaller */, const std::string
&/* sParams */)
3348 DebugUIGroup
= !DebugUIGroup
;
3351 REGISTER_ACTION_HANDLER( CHandlerDebugUIGroup
, "debug_ui_group");
3353 class CHandlerDebugUICtrl
: public IActionHandler
3355 virtual void execute (CCtrlBase
* /* pCaller */, const std::string
&/* sParams */)
3357 DebugUICtrl
= !DebugUICtrl
;
3360 REGISTER_ACTION_HANDLER( CHandlerDebugUICtrl
, "debug_ui_ctrl");
3362 class CHandlerDebugUIView
: public IActionHandler
3364 virtual void execute (CCtrlBase
* /* pCaller */, const std::string
&/* sParams */)
3366 DebugUIView
= !DebugUIView
;
3369 REGISTER_ACTION_HANDLER( CHandlerDebugUIView
, "debug_ui_view");
3372 class CAHShowTimedFX
: public IActionHandler
3374 void execute(CCtrlBase
* /* pCaller */, const std::string
&/* params */)
3378 ShowTimedFXMode
= (CTimedFXManager::TDebugDisplayMode
) (ShowTimedFXMode
+ 1);
3379 if (ShowTimedFXMode
== CTimedFXManager::DebugModeCount
)
3381 ShowTimedFX
= false;
3387 ShowTimedFXMode
= CTimedFXManager::NoText
;
3391 // ***************************************************************************
3392 REGISTER_ACTION_HANDLER (CAHShowTimedFX
, "show_timed_fx");
3395 // ***************************************************************************
3396 void displayDebugClusters()
3398 // Get the Cluster system where the player (not the camera!) lies
3399 UGlobalPosition gPos
;
3400 if(UserEntity
->getPrimitive())
3401 UserEntity
->getPrimitive()->getGlobalPosition(gPos
, dynamicWI
);
3402 // get the cluster IG associated to this pacs position
3403 UInstanceGroup
*ig
= getCluster(gPos
);
3405 // Then display debug for it!
3407 ig
->displayDebugClusters(Driver
, TextContext
);
3409 // Draw the last camera 3rd person setuped
3412 // start to test start
3413 line
.V0
= LastDebugClusterCameraThirdPersonStart
;
3414 line
.V1
= LastDebugClusterCameraThirdPersonTestStart
;
3415 line
.Color0
= CRGBA::Blue
;
3416 line
.Color1
= CRGBA::Green
;
3417 Driver
->drawLine(line
, GenericMat
);
3419 // test start to result
3420 line
.V0
= LastDebugClusterCameraThirdPersonTestStart
;
3421 if(LastDebugClusterCameraThirdPersonForceFPV
)
3422 line
.V1
= LastDebugClusterCameraThirdPersonEnd
;
3424 line
.V1
= LastDebugClusterCameraThirdPersonResult
;
3425 line
.Color0
= CRGBA::Red
;
3426 line
.Color1
= CRGBA::Green
;
3427 Driver
->drawLine(line
, GenericMat
);
3430 if(!LastDebugClusterCameraThirdPersonForceFPV
)
3432 line
.V0
= LastDebugClusterCameraThirdPersonResult
;
3433 line
.V1
= LastDebugClusterCameraThirdPersonEnd
;
3434 line
.Color0
= CRGBA::Yellow
;
3435 line
.Color1
= CRGBA::Green
;
3436 Driver
->drawLine(line
, GenericMat
);
3439 // pelvis pos to test start
3440 line
.V0
= LastDebugClusterCameraThirdPersonPelvisPos
;
3441 line
.V1
= LastDebugClusterCameraThirdPersonTestStart
;
3442 line
.Color0
= CRGBA::Magenta
;
3443 line
.Color1
= CRGBA::Green
;
3444 Driver
->drawLine(line
, GenericMat
);
3448 NLMISC_COMMAND(dumpFontTexture
, "Write font texture to file", "")
3450 CInterfaceManager
*im
= CInterfaceManager::getInstance();
3453 std::string fname
= CFile::findNewFile("font-texture.tga");
3454 TextContext
->dumpCacheTexture(fname
.c_str());
3455 im
->displaySystemInfo(fname
+ " created", "SYS");
3459 im
->displaySystemInfo("Error: TextContext == NULL", "SYS");
3465 // ***************************************************************************
3466 void inGamePatchUncompleteWarning()
3468 CInterfaceManager
*im
= CInterfaceManager::getInstance();
3469 CLuaManager::getInstance().executeLuaScript("bgdownloader:inGamePatchUncompleteWarning()");
3471 CInterfaceManager *im = CInterfaceManager::getInstance();
3472 CGroupContainer *gc = dynamic_cast<CGroupContainer *>(CWidgetManager::getInstance()->getElementFromId("ui:interface:bg_downloader"));
3475 gc->setActive(true);
3476 CWidgetManager::getInstance()->setTopWindow(gc);
3479 im->messageBoxWithHelp(CI18N::get("uiBGD_InGamePatchIncomplete"));
3480 im->displaySystemInfo(CI18N::get("uiBGD_InGamePatchIncompleteBC"), "BC");