/* Copyright (C) 2007, 2010 - Bit-Blot This file is part of Aquaria. Aquaria is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation; either version 2 of the License, or (at your option) any later version. This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with this program; if not, write to the Free Software Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. */ #include "Core.h" #include "Texture.h" #include "AfterEffect.h" #include "Particles.h" #include #include #ifdef BBGE_BUILD_UNIX #include #include #include #include #endif #include #if __APPLE__ #include #endif #if BBGE_BUILD_WINDOWS #include #endif #ifdef BBGE_BUILD_SDL #include "SDL_syswm.h" static SDL_Surface *gScreen=0; bool ignoreNextMouse=false; Vector unchange; #endif Core *core = 0; #ifdef BBGE_BUILD_WINDOWS HICON icon_windows = 0; #endif void Core::initIcon() { #ifdef BBGE_BUILD_WINDOWS HINSTANCE handle = ::GetModuleHandle(NULL); //if (icon_windows) // ::DestroyIcon(icon_windows); icon_windows = ::LoadIcon(handle, "icon"); SDL_SysWMinfo wminfo; SDL_VERSION(&wminfo.version) if (SDL_GetWMInfo(&wminfo) != 1) { //errorLog("wrong SDL version"); // error: wrong SDL version } HWND hwnd = wminfo.window; ::SetClassLong(hwnd, GCL_HICON, (LONG) icon_windows); #endif } void Core::resetCamera() { cameraPos = Vector(0,0); } ParticleEffect* Core::createParticleEffect(const std::string &name, const Vector &position, int layer, float rotz) { ParticleEffect *e = new ParticleEffect(); e->load(name); e->position = position; e->start(); e->setDie(true); e->rotation.z = rotz; core->getTopStateData()->addRenderObject(e, layer); return e; } void Core::unloadDevice() { for (int i = 0; i < renderObjectLayers.size(); i++) { RenderObjectLayer *r = &renderObjectLayers[i]; RenderObject *robj = r->getFirst(); while (robj) { robj->unloadDevice(); robj = r->getNext(); } } frameBuffer.unloadDevice(); if (afterEffectManager) afterEffectManager->unloadDevice(); } void Core::reloadDevice() { for (int i = 0; i < renderObjectLayers.size(); i++) { RenderObjectLayer *r = &renderObjectLayers[i]; r->reloadDevice(); RenderObject *robj = r->getFirst(); while (robj) { robj->reloadDevice(); robj = r->getNext(); } } frameBuffer.reloadDevice(); if (afterEffectManager) afterEffectManager->reloadDevice(); } void Core::resetGraphics(int w, int h, int fullscreen, int vsync, int bpp) { if (fullscreen == -1) fullscreen = _fullscreen; if (vsync == -1) vsync = _vsync; if (w == -1) w = width; if (h == -1) h = height; if (bpp == -1) bpp = _bpp; unloadDevice(); unloadResources(); shutdownGraphicsLibrary(); initGraphicsLibrary(w, h, fullscreen, vsync, bpp); enable2DWide(w, h); reloadResources(); reloadDevice(); resetTimer(); } void Core::toggleScreenMode(int t) { #ifdef BBGE_BUILD_GLFW /* glfwCloseWindow(); createWindow(800,600,32,false,""); initGraphicsLibrary(false, true); enable2D(800); //reloadResources(); */ #endif #ifdef BBGE_BUILD_SDL sound->pause(); resetGraphics(-1, -1, t); cacheRender(); resetTimer(); sound->resume(); #endif } void Core::updateCursorFromJoystick(float dt, int spd) { //debugLog("updating mouse from joystick"); core->mouse.position += joystick.position*dt*spd; /* if (!joystick.position.isZero()) setMousePosition(core->mouse.position); */ doMouseConstraint(); } void Core::setWindowCaption(const std::string &caption, const std::string &icon) { #ifdef BBGE_BUILD_SDL SDL_WM_SetCaption(caption.c_str(), icon.c_str()); #endif } RenderObjectLayer *Core::getRenderObjectLayer(int i) { if (i == LR_NONE) return 0; return &renderObjectLayers[i]; } #if defined(BBGE_BUILD_WINDOWS) && !defined(BBGE_BUILD_SDL) LPDIRECTINPUT8 g_pDI = NULL; // The DirectInput object LPDIRECTINPUTDEVICE8 g_pKeyboard = NULL; // The keyboard device LPDIRECTINPUTDEVICE8 g_pMouse = NULL; D3DCOLOR d3dColor =0xFFFFFFFF; #endif #ifdef BBGE_BUILD_DIRECTX __int64 timerStart=0, timerEnd=0, timerFreq=0; //Direct3D 9 interface IDirect3D9* d3d = NULL; //Capabilities of graphics adapter D3DCAPS9 d3dCaps; //Direct3D present parameters D3DPRESENT_PARAMETERS d3dPresent; LPDIRECT3DDEVICE9 g_pd3dDevice = NULL; // Our rendering device LPD3DXSPRITE d3dSprite = NULL; LPD3DXMATRIXSTACK d3dMatrixStack = NULL; IDirect3DVertexBuffer9* vertexBuffer = NULL; IDirect3DVertexBuffer9* preTransVertexBuffer = NULL; //Custom vertex struct TLVERTEX { float x; float y; float z; //float rhw; D3DCOLOR colour; float u; float v; }; const DWORD D3DFVF_TLVERTEX = D3DFVF_XYZ | D3DFVF_DIFFUSE | D3DFVF_TEX1; struct PTLVERTEX { float x; float y; float z; float rhw; D3DCOLOR colour; float u; float v; }; const DWORD D3DFVF_PTLVERTEX = D3DFVF_XYZRHW | D3DFVF_DIFFUSE | D3DFVF_TEX1; #endif #ifdef BBGE_BUILD_DIRECTX /* LPDIRECT3DVERTEXBUFFER9 g_pVB = NULL; // Buffer to hold vertices LPDIRECT3DTEXTURE9 g_pTexture = NULL; // Our texture */ // A structure for our custom vertex type struct CUSTOMVERTEX { FLOAT x, y, z, rhw; // The transformed position for the vertex DWORD color; // The vertex color }; // Our custom FVF, which describes our custom vertex structure #define D3DFVF_CUSTOMVERTEX (D3DFVF_XYZRHW|D3DFVF_DIFFUSE) LPD3DXMATRIXSTACK Core::getD3DMatrixStack() { return d3dMatrixStack; } LPDIRECT3DDEVICE9 Core::getD3DDevice() { return g_pd3dDevice; } LPD3DXSPRITE Core::getD3DSprite() { return d3dSprite; } LRESULT WINAPI MsgProc( HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam ) { switch( msg ) { case WM_DESTROY: //Cleanup(); PostQuitMessage( 0 ); return 0; } return DefWindowProc( hWnd, msg, wParam, lParam ); } void Core::blitD3DVerts(IDirect3DTexture9 *texture, float v1x, float v1y, float v2x, float v2y, float v3x, float v3y, float v4x, float v4y) { TLVERTEX* vertices; //Lock the vertex buffer vertexBuffer->Lock(0, 0, (void**)&vertices, NULL); vertices[0].colour = d3dColor; vertices[0].x = v1x; vertices[0].y = v1y; vertices[0].z = 1.0f; vertices[0].u = 0.0f; vertices[0].v = 1.0f-1.0f; vertices[1].colour = d3dColor; vertices[1].x = v2x; vertices[1].y = v2y; vertices[1].z = 1.0f; vertices[1].u = 1.0f; vertices[1].v = 1.0f-1.0f; vertices[2].colour = d3dColor; vertices[2].x = v3x; vertices[2].y = v3y; vertices[2].z = 1.0f; vertices[2].u = 1.0f; vertices[2].v = 1.0f-0.0f; vertices[3].colour = d3dColor; vertices[3].x = v4x; vertices[3].y = v4y; vertices[3].z = 1.0f; vertices[3].u = 0.0f; vertices[3].v = 1.0f-0.0f; //Unlock the vertex buffer vertexBuffer->Unlock(); //Set texture g_pd3dDevice->SetTexture (0, texture); //Draw image g_pd3dDevice->DrawPrimitive (D3DPT_TRIANGLEFAN, 0, 2); } void Core::blitD3DEx (IDirect3DTexture9 *texture, int w2, int h2, float u1, float v1, float u2, float v2) { TLVERTEX* vertices; /* int w2=width/2; int h2=height/2; */ //Lock the vertex buffer vertexBuffer->Lock(0, 0, (void**)&vertices, NULL); //Setup vertices //A -0.5f modifier is applied to vertex coordinates to match texture //and screen coords. Some drivers may compensate for this //automatically, but on others texture alignment errors are introduced //More information on this can be found in the Direct3D 9 documentation vertices[0].colour = d3dColor; vertices[0].x = -0.5f*w2; vertices[0].y = -0.5f*h2; vertices[0].z = 1.0f; //vertices[0].rhw = 1.0f; vertices[0].u = u1; vertices[0].v = 1.0f-v2; vertices[1].colour = d3dColor; vertices[1].x = 0.5f*w2; vertices[1].y = -0.5f*h2; vertices[1].z = 1.0f; //vertices[1].rhw = 1.0f; vertices[1].u = u2; vertices[1].v = 1.0f-v2; vertices[2].colour = d3dColor; vertices[2].x = 0.5f*w2; vertices[2].y = 0.5f*h2; vertices[2].z = 1.0f; //vertices[2].rhw = 1.0f; vertices[2].u = u2; vertices[2].v = 1.0f-v1; vertices[3].colour = d3dColor; vertices[3].x = -0.5f*w2; vertices[3].y = 0.5f*h2; vertices[3].z = 1.0f; //vertices[3].rhw = 1.0f; vertices[3].u = u1; vertices[3].v = 1.0f-v1; //Unlock the vertex buffer vertexBuffer->Unlock(); //Set texture g_pd3dDevice->SetTexture (0, texture); //Draw image g_pd3dDevice->DrawPrimitive (D3DPT_TRIANGLEFAN, 0, 2); } void Core::blitD3DGradient(D3DCOLOR ulc0, D3DCOLOR ulc1, D3DCOLOR ulc2, D3DCOLOR ulc3) { TLVERTEX* vertices; //Lock the vertex buffer vertexBuffer->Lock(0, 0, (void**)&vertices, NULL); vertices[0].colour = ulc0; vertices[0].x = -0.5f; vertices[0].y = -0.5f; vertices[0].z = 1.0f; //vertices[0].rhw = 1.0f; vertices[0].u = 0.0f; vertices[0].v = 1.0f-1.0f; vertices[1].colour = ulc1; vertices[1].x = 0.5f; vertices[1].y = -0.5f; vertices[1].z = 1.0f; //vertices[1].rhw = 1.0f; vertices[1].u = 1.0f; vertices[1].v = 1.0f-1.0f; vertices[2].colour = ulc2; vertices[2].x = 0.5f; vertices[2].y = 0.5f; vertices[2].z = 1.0f; //vertices[2].rhw = 1.0f; vertices[2].u = 1.0f; vertices[2].v = 1.0f-0.0f; vertices[3].colour = ulc3; vertices[3].x = -0.5f; vertices[3].y = 0.5f; vertices[3].z = 1.0f; //vertices[3].rhw = 1.0f; vertices[3].u = 0.0f; vertices[3].v = 1.0f-0.0f; //Unlock the vertex buffer vertexBuffer->Unlock(); //Set texture //g_pd3dDevice->SetTexture (0, texture); g_pd3dDevice->SetTexture (0, 0); //Draw image g_pd3dDevice->DrawPrimitive (D3DPT_TRIANGLEFAN, 0, 2); } void Core::blitD3DPreTrans(IDirect3DTexture9 *texture, float x, float y, int w2, int h2) { /* PTLVERTEX* vertices; //Lock the vertex buffer preTransVertexBuffer->Lock(0, 0, (void**)&vertices, NULL); */ TLVERTEX* vertices; //Lock the vertex buffer vertexBuffer->Lock(0, 0, (void**)&vertices, NULL); //Setup vertices //A -0.5f modifier is applied to vertex coordinates to match texture //and screen coords. Some drivers may compensate for this //automatically, but on others texture alignment errors are introduced //More information on this can be found in the Direct3D 9 documentation vertices[0].colour = d3dColor; vertices[0].x = x-0.5f*w2; vertices[0].y = y-0.5f*h2; vertices[0].z = 1.0f; //vertices[0].rhw = 1.0f; vertices[0].u = 0.0f; vertices[0].v = 1.0f-1.0f; vertices[1].colour = d3dColor; vertices[1].x = x+0.5f*w2; vertices[1].y = y-0.5f*h2; vertices[1].z = 1.0f; //vertices[1].rhw = 1.0f; vertices[1].u = 1.0f; vertices[1].v = 1.0f-1.0f; vertices[2].colour = d3dColor; vertices[2].x = x+0.5f*w2; vertices[2].y = y+0.5f*h2; vertices[2].z = 1.0f; //vertices[2].rhw = 1.0f; vertices[2].u = 1.0f; vertices[2].v = 1.0f-0.0f; vertices[3].colour = d3dColor; vertices[3].x = x-0.5f*w2; vertices[3].y = y+0.5f*h2; vertices[3].z = 1.0f; //vertices[3].rhw = 1.0f; vertices[3].u = 0.0f; vertices[3].v = 1.0f-0.0f; /* //Unlock the vertex buffer preTransVertexBuffer->Unlock(); */ vertexBuffer->Unlock(); //Set texture g_pd3dDevice->SetTexture (0, texture); //Draw image g_pd3dDevice->DrawPrimitive (D3DPT_TRIANGLEFAN, 0, 2); } void Core::blitD3D (IDirect3DTexture9 *texture, int w2, int h2) { TLVERTEX* vertices; //D3DCOLOR d3dColor = 0xFFFFFFFF; /* int w2=width/2; int h2=height/2; */ //Lock the vertex buffer vertexBuffer->Lock(0, 0, (void**)&vertices, NULL); //Setup verticeserr //A -0.5f modifier is applied to vertex coordinates to match texture //and screen coords. Some drivers may compensate for this //automatically, but on others texture alignment ors are introduced //More information on this can be found in the Direct3D 9 documentation vertices[0].colour = d3dColor; vertices[0].x = -0.5f*w2; vertices[0].y = -0.5f*h2; vertices[0].z = 1.0f; //vertices[0].rhw = 1.0f; vertices[0].u = 0.0f; vertices[0].v = 1.0f-1.0f; vertices[1].colour = d3dColor; vertices[1].x = 0.5f*w2; vertices[1].y = -0.5f*h2; vertices[1].z = 1.0f; //vertices[1].rhw = 1.0f; vertices[1].u = 1.0f; vertices[1].v = 1.0f-1.0f; vertices[2].colour = d3dColor; vertices[2].x = 0.5f*w2; vertices[2].y = 0.5f*h2; vertices[2].z = 1.0f; //vertices[2].rhw = 1.0f; vertices[2].u = 1.0f; vertices[2].v = 1.0f-0.0f; vertices[3].colour = d3dColor; vertices[3].x = -0.5f*w2; vertices[3].y = 0.5f*h2; vertices[3].z = 1.0f; //vertices[3].rhw = 1.0f; vertices[3].u = 0.0f; vertices[3].v = 1.0f-0.0f; //Unlock the vertex buffer vertexBuffer->Unlock(); //Set texture g_pd3dDevice->SetTexture (0, texture); //Draw image g_pd3dDevice->DrawPrimitive (D3DPT_TRIANGLEFAN, 0, 2); } HRESULT InitD3D( HWND hWnd, bool fullscreen, int vsync) { // Create the D3D object. HRESULT hr; //Make Direct3D object d3d = Direct3DCreate9(D3D_SDK_VERSION); //Make sure NULL pointer was not returned if (!d3d) return FALSE; //Get device capabilities ZeroMemory (&d3dCaps, sizeof(d3dCaps)); if (FAILED(d3d->GetDeviceCaps (D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, &d3dCaps))) return FALSE; //Setup present parameters ZeroMemory(&d3dPresent,sizeof(d3dPresent)); d3dPresent.hDeviceWindow = hWnd; //Check if windowed if (!fullscreen) { D3DDISPLAYMODE d3ddm; RECT rWindow; //Get display mode d3d->GetAdapterDisplayMode (D3DADAPTER_DEFAULT, &d3ddm); //Get window bounds GetClientRect (hWnd, &rWindow); //Setup screen dimensions core->width = rWindow.right - rWindow.left; core->height = rWindow.bottom - rWindow.top; //Setup backbuffer d3dPresent.Windowed = true; d3dPresent.BackBufferWidth = rWindow.right - rWindow.left; d3dPresent.BackBufferHeight = rWindow.bottom - rWindow.top; } else { d3dPresent.Windowed = false; d3dPresent.BackBufferWidth = core->width; d3dPresent.BackBufferHeight = core->height; } d3dPresent.BackBufferFormat = D3DFMT_A8R8G8B8; d3dPresent.BackBufferCount = 1; d3dPresent.SwapEffect = D3DSWAPEFFECT_DISCARD; if (vsync>0) d3dPresent.PresentationInterval = D3DPRESENT_INTERVAL_ONE; else d3dPresent.PresentationInterval = D3DPRESENT_INTERVAL_IMMEDIATE; //Check if hardware vertex processing is available if (d3dCaps.DevCaps & D3DDEVCAPS_HWTRANSFORMANDLIGHT) { debugLog("hardware T&L!"); //Create device with hardware vertex processing hr = d3d->CreateDevice(D3DADAPTER_DEFAULT,D3DDEVTYPE_HAL, hWnd, D3DCREATE_HARDWARE_VERTEXPROCESSING, &d3dPresent, &g_pd3dDevice); } else { debugLog("no hardware T&L."); //Create device with software vertex processing hr = d3d->CreateDevice(D3DADAPTER_DEFAULT,D3DDEVTYPE_HAL, hWnd, D3DCREATE_SOFTWARE_VERTEXPROCESSING, &d3dPresent, &g_pd3dDevice); } //Make sure device was created if (FAILED(hr)) { errorLog ("directx init failed"); return false; } g_pd3dDevice->SetSamplerState(0, D3DSAMP_MINFILTER, D3DTEXF_LINEAR); g_pd3dDevice->SetSamplerState(0, D3DSAMP_MAGFILTER, D3DTEXF_LINEAR); // Turn off culling g_pd3dDevice->SetRenderState( D3DRS_CULLMODE, D3DCULL_CCW ); /* D3DCULL_NONE = 1, D3DCULL_CW = 2, D3DCULL_CCW = 3, */ // Turn off D3D lighting g_pd3dDevice->SetRenderState( D3DRS_LIGHTING, FALSE ); // Turn on the zbuffer g_pd3dDevice->SetRenderState( D3DRS_ZENABLE, FALSE); D3DXCreateSprite(core->getD3DDevice(), &d3dSprite); D3DXCreateMatrixStack(0, &d3dMatrixStack); //Set vertex shader g_pd3dDevice->SetVertexShader(NULL); g_pd3dDevice->SetFVF(D3DFVF_TLVERTEX); //Create vertex buffer g_pd3dDevice->CreateVertexBuffer(sizeof(TLVERTEX) * 4, NULL, D3DFVF_TLVERTEX, D3DPOOL_MANAGED, &vertexBuffer, NULL); g_pd3dDevice->SetStreamSource(0, vertexBuffer, 0, sizeof(TLVERTEX)); /* g_pd3dDevice->CreateVertexBuffer(sizeof(PTLVERTEX) * 4, NULL, D3DFVF_TLVERTEX, D3DPOOL_MANAGED, &preTransVertexBuffer, NULL); g_pd3dDevice->SetStreamSource(0, preTransVertexBuffer, 0, sizeof(PTLVERTEX)); */ g_pd3dDevice->Clear(0, NULL, D3DCLEAR_TARGET, D3DCOLOR_XRGB(0,0,0), 1.0f, 0); g_pd3dDevice->SetRenderState( D3DRS_DIFFUSEMATERIALSOURCE, D3DMCS_COLOR1); g_pd3dDevice->SetTextureStageState(0, D3DTSS_ALPHAARG1, D3DTA_TEXTURE); g_pd3dDevice->SetTextureStageState(0, D3DTSS_ALPHAARG2, D3DTA_DIFFUSE); g_pd3dDevice->SetTextureStageState(0, D3DTSS_ALPHAOP, D3DTOP_MODULATE); return S_OK; } #endif void Core::setColor(float r, float g, float b, float a) { #ifdef BBGE_BUILD_OPENGL glColor4f(r, g, b, a); #endif #ifdef BBGE_BUILD_DIRECTX d3dColor = D3DCOLOR_RGBA(int(r*255), int(g*255), int(b*255), int(a*255)); #endif } void Core::bindTexture(int stage, unsigned int handle) { #ifdef BBGE_BUILD_DIRECTX getD3DDevice()->SetTexture(stage, (IDirect3DBaseTexture9*)handle); #endif #ifdef BBGE_BUILD_OPENGL //glBindTexture(GL_TEXTURE_2D, handle); #endif } void Core::translateMatrixStack(float x, float y, float z) { #ifdef BBGE_BUILD_OPENGL glTranslatef(x, y, z); #endif #ifdef BBGE_BUILD_DIRECTX /* D3DXMATRIX matTranslation; D3DXMatrixTranslation (&matTranslation, x, y, 0); */ /* float usex, usey; usex = x - (float)core->getWindowWidth() / 2; usey = -y + (float)core->getWindowHeight() / 2; */ //core->getD3DMatrixStack()->MultMatrixLocal(&matTranslation); core->getD3DMatrixStack()->TranslateLocal(x, y, z); #endif } void Core::scaleMatrixStack(float x, float y, float z) { #ifdef BBGE_BUILD_OPENGL glScalef(x, y, z); #endif #ifdef BBGE_BUILD_DIRECTX if (x != 1 || y != 1) core->getD3DMatrixStack()->ScaleLocal(x, y, 1); #endif } void Core::rotateMatrixStack(float x, float y, float z) { #ifdef BBGE_BUILD_OPENGL glRotatef(0, 0, 1, z); #endif #ifdef BBGE_BUILD_DIRECTX if (z != 0) { D3DXVECTOR3 axis(0,0,1); core->getD3DMatrixStack()->RotateAxisLocal(&axis,D3DXToRadian(z)); } #endif } void Core::applyMatrixStackToWorld() { #ifdef BBGE_BUILD_DIRECTX g_pd3dDevice->SetTransform(D3DTS_WORLD, core->getD3DMatrixStack()->GetTop()); #endif } void Core::rotateMatrixStack(float z) { #ifdef BBGE_BUILD_OPENGL glRotatef(0, 0, 1, z); #endif #ifdef BBGE_BUILD_DIRECTX //core->getD3DMatrixStack()->RotateAxis(0, 0, z); /* D3DXVECTOR3 axis(0,0,1); float angle = D3DXToRadian(z); if (angle == D3DX_PI) angle += 0.001f; core->getD3DMatrixStack()->RotateAxisLocal(&axis,angle); */ if (z != 0) { D3DXMATRIX mat; D3DXMatrixRotationZ(&mat,D3DXToRadian(z)); core->getD3DMatrixStack()->MultMatrixLocal(&mat); } #endif } bool Core::getShiftState() { return getKeyState(KEY_LSHIFT) || getKeyState(KEY_RSHIFT); } bool Core::getAltState() { return getKeyState(KEY_LALT) || getKeyState(KEY_RALT); } bool Core::getCtrlState() { return getKeyState(KEY_LCONTROL) || getKeyState(KEY_RCONTROL); } bool Core::getMetaState() { return getKeyState(KEY_LMETA) || getKeyState(KEY_RMETA); } void Core::errorLog(const std::string &s) { messageBox("Message", s); debugLog(s); } #if defined(BBGE_BUILD_MACOSX) void cocoaMessageBox(const std::string &title, const std::string &msg); #endif void Core::messageBox(const std::string &title, const std::string &msg) { #ifdef BBGE_BUILD_WINDOWS MessageBox (0,msg.c_str(),title.c_str(),MB_OK); #elif defined(BBGE_BUILD_MACOSX) cocoaMessageBox(title, msg); #elif defined(BBGE_BUILD_UNIX) // !!! FIXME: probably don't want the whole GTK+ dependency in here... fprintf(stderr, "%s: %s\n", title.c_str(), msg.c_str()); #else #error Please define your platform. #endif } void Core::debugLog(const std::string &s) { if (debugLogActive) { _logOut << s << std::endl; } #ifdef _DEBUG std::cout << s << std::endl; #endif } #ifdef BBGE_BUILD_WINDOWS static bool checkWritable(const std::string& path, bool warn, bool critical) { bool writeable = false; std::string f = path + "/~chk_wrt.tmp"; FILE *fh = fopen(f.c_str(), "w"); if(fh) { writeable = fwrite("abcdef", 5, 1, fh) == 1; fclose(fh); unlink(f.c_str()); } if(!writeable) { if(warn) { std::ostringstream os; os << "Trying to use \"" << path << "\" as user data path, but it is not writeable.\n" << "Please make sure the game is allowed to write to that directory.\n" << "You can move the game to another location and run it there,\n" << "or try running it as administrator, that may help as well."; if(critical) os << "\n\nWill now exit."; MessageBoxA(NULL, os.str().c_str(), "Need to write but can't!", MB_OK | MB_ICONERROR); } if(critical) exit(1); } return writeable; } #endif const float SORT_DELAY = 10; Core::Core(const std::string &filesystem, int numRenderLayers, const std::string &appName, int particleSize, std::string userDataSubFolder) : ActionMapper(), StateManager(), appName(appName) { sound = NULL; screenCapScale = Vector(1,1,1); timeUpdateType = TIMEUPDATE_DYNAMIC; fixedFPS = 60; if (userDataSubFolder.empty()) userDataSubFolder = appName; #if defined(BBGE_BUILD_UNIX) const char *envr = getenv("HOME"); if (envr == NULL) envr = "."; // oh well. const std::string home(envr); mkdir(home.c_str(), 0700); // just in case. // "/home/icculus/.Aquaria" or something. Spaces are okay. #ifdef BBGE_BUILD_MACOSX const std::string prefix("Library/Application Support/"); #else const std::string prefix("."); #endif userDataFolder = home + "/" + prefix + userDataSubFolder; mkdir(userDataFolder.c_str(), 0700); debugLogPath = userDataFolder + "/"; mkdir((userDataFolder + "/screenshots").c_str(), 0700); std::string prefpath(getPreferencesFolder()); mkdir(prefpath.c_str(), 0700); #else debugLogPath = ""; userDataFolder = "."; #ifdef BBGE_BUILD_WINDOWS { if(checkWritable(userDataFolder, true, true)) // working dir? { puts("Using working directory as user directory."); } // TODO: we may want to use a user-specific path under windows as well // if the code below gets actually used, pass 2x false to checkWritable() above. // not sure about this right now -- FG /*else { puts("Working directory is not writeable..."); char pathbuf[MAX_PATH]; if(SHGetSpecialFolderPathA(NULL, &pathbuf[0], CSIDL_APPDATA, 0)) { userDataFolder = pathbuf; userDataFolder += '/'; userDataFolder += userDataSubFolder; for(uint32 i = 0; i < userDataFolder.length(); ++i) if(userDataFolder[i] == '\\') userDataFolder[i] = '/'; debugLogPath = userDataFolder + "/"; puts(("Using \"" + userDataFolder + "\" as user directory.").c_str()); CreateDirectoryA(userDataFolder.c_str(), NULL); checkWritable(userDataFolder, true, true); } else puts("Failed to retrieve appdata path, using working dir."); // too bad, but can't do anything about it } */ } #endif #endif _logOut.open((debugLogPath + "debug.log").c_str()); debugLogActive = true; debugLogTextures = true; grabInputOnReentry = -1; srand(time(NULL)); old_dt = 0; aspectX = 4; aspectY = 3; virtualOffX = virtualOffY = 0; vw2 = 0; vh2 = 0; viewOffX = viewOffY = 0; /* aspectX = 1440; //4.0f; aspectY = 900; //3.0f; */ particleManager = new ParticleManager(particleSize); #ifdef BBGE_BUILD_SDL nowTicks = thenTicks = 0; #endif _hasFocus = false; lib_graphics = lib_sound = lib_input = false; clearColor = Vector(0,0,0); updateCursorFromMouse = true; mouseConstraint = false; mouseCircle = 0; overrideStartLayer = 0; overrideEndLayer = 0; coreVerboseDebug = false; frameOutputMode = false; updateMouse = true; particlesPaused = false; joystickAsMouse = false; currentLayerPass = 0; flipMouseButtons = 0; joystickOverrideMouse = false; joystickEnabled = false; doScreenshot = false; baseCullRadius = 1; width = height = 0; afterEffectManagerLayer = 0; renderObjectLayers.resize(1); invGlobalScale = 1.0; invGlobalScaleSqr = 1.0; renderObjectCount = 0; avgFPS.resize(1); minimized = false; sortFlag = true; sortTimer = SORT_DELAY; numSavedScreenshots = 0; shuttingDown = false; clearedGarbageFlag = false; nestedMains = 0; afterEffectManager = 0; loopDone = false; core = this; #ifdef BBGE_BUILD_WINDOWS hRC = 0; hDC = 0; hWnd = 0; #endif for (int i = 0; i < KEY_MAXARRAY; i++) { keys[i] = 0; } aspect = (aspectX/aspectY);//320.0f/240.0f; //1.3333334f; globalResolutionScale = globalScale = Vector(1,1,1); initRenderObjectLayers(numRenderLayers); initPlatform(filesystem); } void Core::initPlatform(const std::string &filesystem) { #if defined(BBGE_BUILD_MACOSX) && !defined(BBGE_BUILD_MACOSX_NOBUNDLEPATH) // FIXME: filesystem not handled CFBundleRef mainBundle = CFBundleGetMainBundle(); //CFURLRef resourcesURL = CFBundleCopyResourcesDirectoryURL(mainBundle); CFURLRef resourcesURL = CFBundleCopyBundleURL(mainBundle); char path[PATH_MAX]; if (!CFURLGetFileSystemRepresentation(resourcesURL, TRUE, (UInt8 *)path, PATH_MAX)) { // error! debugLog("CFURLGetFileSystemRepresentation"); } CFRelease(resourcesURL); debugLog(path); chdir(path); #elif defined(BBGE_BUILD_UNIX) if (!filesystem.empty()) { if (chdir(filesystem.c_str()) == 0) return; else debugLog("Failed to chdir to filesystem path " + filesystem); } #ifdef BBGE_DATA_PREFIX if (chdir(BBGE_DATA_PREFIX) == 0 && chdir(appName.c_str()) == 0) return; else debugLog("Failed to chdir to filesystem path " BBGE_DATA_PREFIX + appName); #endif char path[PATH_MAX]; // always a symlink to this process's binary, on modern Linux systems. const ssize_t rc = readlink("/proc/self/exe", path, sizeof (path)); if ( (rc == -1) || (rc >= sizeof (path)) ) { // error! debugLog("readlink"); } else { path[rc] = '\0'; char *ptr = strrchr(path, '/'); if (ptr != NULL) { *ptr = '\0'; debugLog(path); if (chdir(path) != 0) debugLog("Failed to chdir to executable path" + std::string(path)); } } #endif #ifdef BBGE_BUILD_WINDOWS // FIXME: filesystem not handled #endif } std::string Core::getPreferencesFolder() { #ifdef BBGE_BUILD_UNIX return userDataFolder + "/preferences"; #endif #ifdef BBGE_BUILD_WINDOWS return ""; #endif } std::string Core::getUserDataFolder() { return userDataFolder; } #if BBGE_BUILD_UNIX #include #include #include #include #include // based on code I wrote for PhysicsFS: http://icculus.org/physfs/ // the zlib license on physfs allows this cut-and-pasting. static int locateOneElement(char *buf) { char *ptr; DIR *dirp; if (access(buf, F_OK) == 0) return(1); // quick rejection: exists in current case. ptr = strrchr(buf, '/'); // find entry at end of path. if (ptr == NULL) { dirp = opendir("."); ptr = buf; } else { *ptr = '\0'; dirp = opendir(buf); *ptr = '/'; ptr++; // point past dirsep to entry itself. } struct dirent *dent; while ((dent = readdir(dirp)) != NULL) { if (strcasecmp(dent->d_name, ptr) == 0) { strcpy(ptr, dent->d_name); // found a match. Overwrite with this case. closedir(dirp); return(1); } } // no match at all... closedir(dirp); return(0); } #endif std::string Core::adjustFilenameCase(const char *_buf) { #ifdef BBGE_BUILD_UNIX // any case is fine if not Linux. int rc = 1; char *buf = (char *) alloca(strlen(_buf) + 1); strcpy(buf, _buf); char *ptr = buf; while ((ptr = strchr(ptr + 1, '/')) != 0) { *ptr = '\0'; // block this path section off rc = locateOneElement(buf); *ptr = '/'; // restore path separator if (!rc) break; // missing element in path. } // check final element... if (rc) rc = locateOneElement(buf); #if 0 if (strcmp(_buf, buf) != 0) { fprintf(stderr, "Corrected filename case: '%s' => '%s (%s)'\n", _buf, buf, rc ? "found" : "not found"); } #endif return std::string(buf); #else return std::string(_buf); #endif } Core::~Core() { if (particleManager) { delete particleManager; } if (sound) { delete sound; sound = 0; } debugLog("~Core()"); _logOut.close(); core = 0; } bool Core::hasFocus() { return _hasFocus; } void Core::setInputGrab(bool on) { if (isWindowFocus()) { #ifdef BBGE_BUILD_SDL SDL_WM_GrabInput(on?SDL_GRAB_ON:SDL_GRAB_OFF); #endif } } void Core::setReentryInputGrab(int on) { if (grabInputOnReentry == -1) { setInputGrab(on); } else { setInputGrab(grabInputOnReentry); } } bool Core::isFullscreen() { return _fullscreen; } bool Core::isShuttingDown() { return shuttingDown; } void Core::init() { flags.set(CF_CLEARBUFFERS); quitNestedMainFlag = false; #ifdef BBGE_BUILD_GLFW if (!glfwInit()) exit(0); #endif #ifdef BBGE_BUILD_SDL // Disable relative mouse motion at the edges of the screen, which breaks // mouse control for absolute input devices like Wacom tablets and touchscreens. SDL_putenv((char *) "SDL_MOUSE_RELATIVE=0"); if((SDL_Init(0))==-1) { exit(0); } #endif /* #ifdef BBGE_BUILD_DIRECTX if (!glfwInit()) exit(0); #endif */ loopDone = false; clearedGarbageFlag = false; initInputCodeMap(); //glfwSetWindowSizeCallback(lockWindowSize); } void Core::initRenderObjectLayers(int num) { renderObjectLayers.resize(num); renderObjectLayerOrder.resize(num); for (int i = 0; i < num; i++) { renderObjectLayerOrder[i] = i; } } bool Core::initSoundLibrary(const std::string &defaultDevice) { debugLog("Creating SoundManager"); sound = new SoundManager(defaultDevice); debugLog("Done"); return sound != 0; } Vector Core::getGameCursorPosition() { return core->cameraPos + mouse.position * Vector(1/core->globalScale.x, 1/core->globalScale.y, 1); } Vector Core::getGamePosition(const Vector &v) { return core->cameraPos + (v * Vector(1/core->globalScale.x, 1/core->globalScale.y, 1)); } bool Core::getMouseButtonState(int m) { #ifdef BBGE_BUILD_SDL int mcode=m; switch(m) { case 0: mcode=1; break; case 1: mcode=3; break; case 2: mcode=2; break; } Uint8 mousestate = SDL_GetMouseState(0,0); return mousestate & SDL_BUTTON(mcode); #endif return false; } bool Core::getKeyState(int k) { #ifdef BBGE_BUILD_GLFW return glfwGetKey(k)==GLFW_PRESS; #endif #ifdef BBGE_BUILD_SDL if (k >= KEY_MAXARRAY || k < 0) { return 0; } return keys[k]; #endif #ifdef BBGE_BUILD_WINDOWS if (k >= KEY_MAXARRAY || k < 0) { return 0; } return keys[k]; #endif return 0; } //#ifdef BBGE_BUILD_DIRECTX //float sensitivity = 1.0; Vector joychange; Vector lastjoy; void readJoystickData() { /* if (core->joystickEnabled && core->numJoysticks > 0) { //DIJOYSTATE2 js; core->joysticks[0]->poll(&core->joystate); Vector joy = Vector(core->joystate.lX, core->joystate.lY); joychange = joy-lastjoy; lastjoy = joy; core->joystickPosition = Vector(core->joystate.lX - (65536/2), core->joystate.lY - (65536/2)); core->joystickPosition /= (65536/2); // HACK: super hacky!! core->mouse.buttons.left = (core->joystate.rgbButtons[0] & 0x80) ? Buttons::DOWN : Buttons::UP; core->mouse.buttons.right = (core->joystate.rgbButtons[1] & 0x80) ? Buttons::DOWN : Buttons::UP; } */ } void readMouseData() { #if defined(BBGE_BUILD_WINDOWS) && !defined(BBGE_BUILD_SDL) if (!core->updateMouse) return; HRESULT hr; DIMOUSESTATE2 dims2; // DirectInput Mouse state structure if( NULL == g_pMouse ) return; // Get the input's device state, and put the state in dims ZeroMemory( &dims2, sizeof(dims2) ); hr = g_pMouse->GetDeviceState( sizeof(DIMOUSESTATE2), &dims2 ); if( FAILED(hr) ) { // DirectInput may be telling us that the input stream has been // interrupted. We aren't tracking any state between polls, so // we don't have any special reset that needs to be done. // We just re-acquire and try again. // If input is lost then acquire and keep trying hr = g_pMouse->Acquire(); while( hr == DIERR_INPUTLOST ) hr = g_pMouse->Acquire(); // hr may be DIERR_OTHERAPPHASPRIO or other errors. This // may occur when the app is minimized or in the process of // switching, so just try again later return; } //float sensitivity = float(core->width) / float(core->getVirtualWidth()); float sensitivity = 1; core->mouse.position.x += dims2.lX*sensitivity; core->mouse.position.y += dims2.lY*sensitivity; core->mouse.position.z += dims2.lZ; core->mouse.change.x = dims2.lX*sensitivity; core->mouse.change.y = dims2.lY*sensitivity; core->mouse.change.z = dims2.lZ; core->mouse.scrollWheelChange = dims2.lZ; if (!core->flipMouseButtons) { core->mouse.buttons.left = (dims2.rgbButtons[0] & 0x80) ? DOWN : UP; core->mouse.buttons.right = (dims2.rgbButtons[1] & 0x80) ? DOWN : UP; } else { core->mouse.buttons.left = (dims2.rgbButtons[1] & 0x80) ? DOWN : UP; core->mouse.buttons.right = (dims2.rgbButtons[0] & 0x80) ? DOWN : UP; } core->mouse.buttons.middle = (dims2.rgbButtons[2] & 0x80) ? DOWN : UP; #elif defined(BBGE_BUILD_SDL) //core->mouse.position += dMouse; #elif defined(BBGE_BUILD_GLFW) //HACK: may not always want 800x600 virtual /* static int lastx=400, lasty=300; int x, y; glfwGetMousePos(&x,&y); int mickeyx,mickeyy; mickeyx = x - lastx; mickeyy = y - lasty; lastx = x; lasty = y; core->mouse.position.x += mickeyx; core->mouse.position.y += mickeyy; */ int x,y; glfwGetMousePos(&x,&y); core->mouse.position = Vector(x, y); /* int mid_x = core->width / 2; int mid_y = core->height / 2; int dx=0,dy=0; int x,y; glfwGetMousePos(&x, &y); // Don't do anything if mouse hasn't moved if (x == mid_x && y == mid_y) { } else { dx = x - mid_x; dy = y - mid_y; } std::ostringstream os; os << "d(" << dx << ", " << dy <<")"; debugLog(os.str()); core->mouse.position += Vector(dx, dy); // Now move the mouse back to the middle, because // we don't care where it really is, just how much // it moves. glfwSetMousePos(mid_x, mid_y); */ core->mouse.buttons.left = glfwGetMouseButton(GLFW_MOUSE_BUTTON_LEFT) ? DOWN : UP; core->mouse.buttons.right = glfwGetMouseButton(GLFW_MOUSE_BUTTON_RIGHT) ? DOWN : UP; core->mouse.buttons.middle = glfwGetMouseButton(GLFW_MOUSE_BUTTON_MIDDLE) ? DOWN : UP; core->mouse.scrollWheel = glfwGetMouseWheel(); #endif } void readKeyData() { #if defined(BBGE_BUILD_WINDOWS) && !defined(BBGE_BUILD_SDL) if( NULL == g_pKeyboard ) return; HRESULT hr; BYTE diks[256]; // Get the input's device state, and put the state in dims ZeroMemory( diks, sizeof(diks) ); hr = g_pKeyboard->GetDeviceState( sizeof(diks), diks ); if( FAILED(hr) ) { // DirectInput may be telling us that the input stream has been // interrupted. We aren't tracking any state between polls, so // we don't have any special reset that needs to be done. // We just re-acquire and try again. // If input is lost then acquire and keep trying hr = g_pKeyboard->Acquire(); while( hr == DIERR_INPUTLOST ) hr = g_pKeyboard->Acquire(); // hr may be DIERR_OTHERAPPHASPRIO or other errors. This // may occur when the app is minimized or in the process of // switching, so just try again later return; } // Make a string of the index values of the keys that are down for(int i = 0; i < 256; i++ ) { core->keys[i] = ( diks[i] & 0x80 ); } #endif } //#endif bool Core::initJoystickLibrary(int numSticks) { //joystickEnabled = false; #ifdef BBGE_BUILD_SDL SDL_InitSubSystem(SDL_INIT_JOYSTICK); #endif if (numSticks > 0) joystick.init(0); joystickEnabled = true; /* numJoysticks = Joystick::deviceCount(); std::ostringstream os; os << "Found " << numJoysticks << " joysticks"; debugLog(os.str()); if (numJoysticks > 0) { if (numJoysticks > 4) numJoysticks = 4; // HACK: memory leak... add code to clean this up! for (int i = 0; i < numJoysticks; i++) { joysticks[i] = new Joystick(i); joysticks[i]->open(); // Print the name of the joystick. char name[MAX_PATH]; joysticks[i]->deviceName(name); std::ostringstream os; os << " Joystick " << i << ": " << name; debugLog(os.str()); } joystickEnabled = true; return true; } */ return true; } bool Core::initInputLibrary() { core->mouse.position = Vector(getWindowWidth()/2, getWindowHeight()/2); #ifdef BBGE_BUILD_GFLW glfwDisable(GLFW_MOUSE_CURSOR); //glfwEnable( GLFW_SYSTEM_KEYS ); #endif for (int i = 0; i < KEY_MAXARRAY; i++) { keys[i] = 0; } #if defined(BBGE_BUILD_WINDOWS) && !defined(BBGE_BUILD_SDL) HRESULT hr; BOOL bExclusive = true; BOOL bForeground = true; //BOOL bImmediate = true; BOOL bDisableWindowsKey = false; DWORD dwCoopFlags; if( bExclusive ) dwCoopFlags = DISCL_EXCLUSIVE; else dwCoopFlags = DISCL_NONEXCLUSIVE; if( bForeground ) dwCoopFlags |= DISCL_FOREGROUND; else dwCoopFlags |= DISCL_BACKGROUND; // Disabling the windows key is only allowed only if we are in foreground nonexclusive if( bDisableWindowsKey && !bExclusive && bForeground ) dwCoopFlags |= DISCL_NOWINKEY; // Create a DInput object if( FAILED( hr = DirectInput8Create( GetModuleHandle(NULL), DIRECTINPUT_VERSION, IID_IDirectInput8, (VOID**)&g_pDI, NULL ) ) ) return false; // Obtain an interface to the system keyboard device. if( FAILED( hr = g_pDI->CreateDevice( GUID_SysKeyboard, &g_pKeyboard, NULL ) ) ) return false; // Set the data format to "Keyboard format" - a predefined data format // // A data format specifies which controls on a device we // are interested in, and how they should be reported. // // This tells DirectInput that we will be passing an array // of 256 bytes to IDirectInputDevice::GetDeviceState. if( FAILED( hr = g_pKeyboard->SetDataFormat( &c_dfDIKeyboard ) ) ) return false; // Set the cooperativity level to let DirectInput know how // this device should interact with the system and with other // DirectInput applications. hr = g_pKeyboard->SetCooperativeLevel( this->hWnd, dwCoopFlags ); if( hr == DIERR_UNSUPPORTED && !bForeground && bExclusive ) { debugLog("could not set cooperative level"); //FreeDirectInput(); //errorLog ("failed to init input"); /* MessageBox( hDlg, _T("SetCooperativeLevel() returned DIERR_UNSUPPORTED.\n") _T("For security reasons, background exclusive Keyboard\n") _T("access is not allowed."), _T("Keyboard"), MB_OK ); */ //return false;; } /* if( FAILED(hr) ) { errorLog("failed to init input"); return false; } */ // Acquire the newly created device g_pKeyboard->Acquire(); //#ifdef BBGE_BUILD_DIRECTX if( FAILED( hr = g_pDI->CreateDevice( GUID_SysMouse, &g_pMouse, NULL ) ) ) return false; // Set the data format to "Mouse format" - a predefined data format // // A data format specifies which controls on a device we // are interested in, and how they should be reported. // // This tells DirectInput that we will be passing a // DIMOUSESTATE2 structure to IDirectInputDevice::GetDeviceState. if( FAILED( hr = g_pMouse->SetDataFormat( &c_dfDIMouse2 ) ) ) return false; // Set the cooperativity level to let DirectInput know how // this device should interact with the system and with other // DirectInput applications. hr = g_pMouse->SetCooperativeLevel( this->hWnd, dwCoopFlags ); if( hr == DIERR_UNSUPPORTED && !bForeground && bExclusive ) { //FreeDirectInput(); //errorLog ("mouse failed"); debugLog("could not set cooperative level"); //return false; } /* if( FAILED(hr) ) return false; */ // Acquire the newly created device g_pMouse->Acquire(); #endif // joystick init //#endif return true; } void Core::onUpdate(float dt) { if (minimized) return; ActionMapper::onUpdate(dt); StateManager::onUpdate(dt); core->mouse.lastPosition = core->mouse.position; core->mouse.lastScrollWheel = core->mouse.scrollWheel; readKeyData(); readMouseData(); readJoystickData(); pollEvents(); joystick.update(dt); /* std::ostringstream os; os << "x: " << joystate.lX << " y: " << joystate.lY; os << " frx: " << joystate.lFRx << " fry: " << joystate.lFRy; debugLog(os.str()); */ /* if (joystickOverrideMouse && !joychange.isZero()) { Vector joy(joystate.lX, joystate.lY); //core->mouse.position += joychange * 0.001f; core->mouse.position = Vector(400,300) + ((joy * 600) / (65536/2))-300; } */ /* */ /* if (mouse.position.x < 0) mouse.position.x = 0; if (mouse.position.x > core->getVirtualWidth()) mouse.position.x = core->getVirtualWidth(); if (mouse.position.y < 0) mouse.position.y = 0; if (mouse.position.y > core->getVirtualHeight()) mouse.position.y = core->getVirtualHeight(); */ onMouseInput(); /* #ifdef BBGE_BUILD_GLFW glfwSetMousePos(mouse.position.x, mouse.position.y); #endif */ #ifdef BBGE_BUILD_DIRECTX #endif //core->mouse.change = core->mouse.position - core->mouse.lastPosition; //core->mouse.scrollWheelChange = core->mouse.scrollWheel - core->mouse.lastScrollWheel; //script.update(dt); cameraPos.update(dt); cameraRot.update(dt); globalScale.update(dt); if (afterEffectManager) { afterEffectManager->update(dt); } if (!sortFlag) { if (sortTimer>0) { sortTimer -= dt; if (sortTimer <= 0) { sortTimer = SORT_DELAY; sort(); } } } } Vector Core::getClearColor() { return clearColor; } void Core::setClearColor(const Vector &c) { clearColor = c; #ifdef BBGE_BUILD_OPENGL glClearColor(c.x, c.y, c.z, 0.0); #endif #ifdef BBGE_BUILD_DIRECTX #endif } void Core::setSDLGLAttributes() { std::ostringstream os; os << "setting vsync: " << _vsync; debugLog(os.str()); #ifdef BBGE_BUILD_SDL SDL_GL_SetAttribute(SDL_GL_SWAP_CONTROL, _vsync); SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1); #endif } #ifdef GLAPIENTRY #undef GLAPIENTRY #endif #ifdef BBGE_BUILD_WINDOWS #define GLAPIENTRY APIENTRY #else #define GLAPIENTRY #endif #ifdef BBGE_BUILD_OPENGL_DYNAMIC #define GL_FUNC(ret,fn,params,call,rt) \ extern "C" { \ static ret (GLAPIENTRY *p##fn) params = NULL; \ ret GLAPIENTRY fn params { rt p##fn call; } \ } #include "OpenGLStubs.h" #undef GL_FUNC static bool lookup_glsym(const char *funcname, void **func) { *func = SDL_GL_GetProcAddress(funcname); if (*func == NULL) { std::ostringstream os; os << "Failed to find OpenGL symbol \"" << funcname << "\"\n"; errorLog(os.str()); return false; } return true; } static bool lookup_all_glsyms(void) { bool retval = true; #define GL_FUNC(ret,fn,params,call,rt) \ if (!lookup_glsym(#fn, (void **) &p##fn)) retval = false; #include "OpenGLStubs.h" #undef GL_FUNC return retval; } #endif bool Core::initGraphicsLibrary(int width, int height, bool fullscreen, int vsync, int bpp, bool recreate) { static bool didOnce = false; aspectX = width; aspectY = height; aspect = (aspectX/aspectY); this->width = width; this->height = height; _vsync = vsync; _fullscreen = fullscreen; _bpp = bpp; _hasFocus = false; #if defined(BBGE_BUILD_SDL) //setenv("SDL_VIDEO_CENTERED", "1", 1); //SDL_putenv("SDL_VIDEO_WINDOW_POS=400,300"); // have to cast away constness, since SDL_putenv() might be #defined to // putenv(), which takes a (char *), and freaks out newer GCC releases // when you try to pass a (const!) string literal here... --ryan. SDL_putenv((char *) "SDL_VIDEO_CENTERED=1"); if (recreate) { if (SDL_InitSubSystem(SDL_INIT_VIDEO) < 0) { errorLog(std::string("SDL Error: ") + std::string(SDL_GetError())); exit(0); } #if BBGE_BUILD_OPENGL_DYNAMIC if (SDL_GL_LoadLibrary(NULL) == -1) { errorLog(std::string("SDL_GL_LoadLibrary Error: ") + std::string(SDL_GetError())); SDL_Quit(); exit(0); } #endif } setWindowCaption(appName, appName); initIcon(); // Create window setSDLGLAttributes(); //if (!didOnce) { Uint32 flags = 0; flags = SDL_OPENGL; if (fullscreen) flags |= SDL_FULLSCREEN; gScreen = SDL_SetVideoMode(width, height, bpp, flags); if (gScreen == NULL) { std::ostringstream os; os << "Couldn't set resolution [" << width << "x" << height << "]\n" << SDL_GetError(); errorLog(os.str()); SDL_Quit(); exit(0); } #if BBGE_BUILD_OPENGL_DYNAMIC if (!lookup_all_glsyms()) { std::ostringstream os; os << "Couldn't load OpenGL symbols we need\n"; errorLog(os.str()); SDL_Quit(); exit(0); } #endif } setWindowCaption(appName, appName); SDL_WM_GrabInput(grabInputOnReentry==0 ? SDL_GRAB_OFF : SDL_GRAB_ON); char name[256]; SDL_VideoDriverName((char*)name, 256); glViewport(0, 0, width, height); glScissor(0, 0, width, height); std::ostringstream os2; os2 << "Video Driver Name [" << name << "]"; debugLog(os2.str()); SDL_ShowCursor(SDL_DISABLE); SDL_PumpEvents(); for (int i = 0; i < KEY_MAXARRAY; i++) { keys[i] = 0; } #ifdef BBGE_BUILD_WINDOWS SDL_SysWMinfo wmInfo; SDL_GetWMInfo(&wmInfo); hWnd = wmInfo.window; #endif #endif #if defined(BBGE_BUILD_OPENGL) glEnable(GL_TEXTURE_2D); // Enable Texture Mapping glClearColor(0.0f, 0.0f, 0.0f, 0.0f); // Black Background glClearDepth(1.0); // Depth Buffer Setup glDisable(GL_CULL_FACE); //glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST); //glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST); glLoadIdentity(); glFinish(); #ifdef BBGE_BUILD_GLFW glfwSwapInterval(vsync); #endif #endif #if defined(BBGE_BUILD_DIRECTX) // Initialize Direct3D if( SUCCEEDED( InitD3D( this->hWnd, fullscreen, vsync ) ) ) { // Show the window ShowWindow( this->hWnd, SW_SHOWDEFAULT ); UpdateWindow( this->hWnd ); //initPipeline(PT_NORMAL); } else { errorLog("Could not init D3D"); exit(-1); } #endif setClearColor(clearColor); clearBuffers(); showBuffer(); lib_graphics = true; _hasFocus = true; enumerateScreenModes(); if (!didOnce) didOnce = true; // init success return true; } void Core::enumerateScreenModes() { screenModes.clear(); #ifdef BBGE_BUILD_SDL SDL_Rect **modes; int i; modes=SDL_ListModes(NULL, SDL_FULLSCREEN|SDL_HWSURFACE); if(modes == (SDL_Rect **)0){ debugLog("No modes available!"); return; } if(modes == (SDL_Rect **)-1){ debugLog("All resolutions available."); } else{ int c=0; for(i=0;modes[i];++i){ c++; } for (i=c-1;i>=0;i--) { if (modes[i]->w > modes[i]->h) { screenModes.push_back(ScreenMode(i, modes[i]->w, modes[i]->h)); } } } #endif } void Core::shutdownSoundLibrary() { } void Core::shutdownGraphicsLibrary(bool killVideo) { #ifdef BBGE_BUILD_SDL glFinish(); if (killVideo) { SDL_QuitSubSystem(SDL_INIT_VIDEO); SDL_WM_GrabInput(SDL_GRAB_OFF); FrameBuffer::resetOpenGL(); gScreen = 0; #if BBGE_BUILD_OPENGL_DYNAMIC // reset all the entry points to NULL, so we know exactly what happened // if we call a GL function after shutdown. #define GL_FUNC(ret,fn,params,call,rt) \ p##fn = NULL; #include "OpenGLStubs.h" #undef GL_FUNC #endif } #endif _hasFocus = false; lib_graphics = false; #ifdef BBGE_BUILD_WINDOWS if (icon_windows) { ::DestroyIcon(icon_windows); icon_windows = 0; } #endif } void Core::quit() { enqueueJumpState("STATE_QUIT"); //loopDone = true; //popAllStates(); } void Core::applyState(const std::string &state) { if (nocasecmp(state, "state_quit")==0) { loopDone = true; } StateManager::applyState(state); } #ifdef BBGE_BUILD_GLFW void GLFWCALL windowResize(int w, int h) { // this gets called on minimize + restore? if (w == 0 && h == 0) { core->minimized = true; return; } else core->minimized = false; if (w != core->width || h != core->height) glfwSetWindowSize(core->width,core->height); } #endif #ifdef BBGE_BUILD_WINDOWS void centerWindow(HWND hwnd) { int x, y; HWND hwndDeskTop; RECT rcWnd, rcDeskTop; // Get a handle to the desktop window hwndDeskTop = ::GetDesktopWindow(); // Get dimension of desktop in a rect ::GetWindowRect(hwndDeskTop, &rcDeskTop); // Get dimension of main window in a rect ::GetWindowRect(hwnd, &rcWnd); // Find center of desktop x = (rcDeskTop.right - rcDeskTop.left)/2; y = (rcDeskTop.bottom - rcDeskTop.top)/2; x -= (rcWnd.right - rcWnd.left)/2; y -= (rcWnd.bottom - rcWnd.top)/2; // Set top and left to center main window on desktop ::SetWindowPos(hwnd, HWND_TOP, x, y, 0, 0, SWP_NOSIZE); // ::ShowWindow(hwnd, 1); } #endif void Core::adjustWindowPosition(int x, int y) { #ifdef BBGE_BUILD_WINDOWS RECT rcWnd; ::GetWindowRect(hWnd, &rcWnd); rcWnd.left += x; rcWnd.top += y; ::SetWindowPos(hWnd, HWND_TOP, rcWnd.left, rcWnd.top, 0, 0, SWP_NOSIZE); #endif } bool Core::createWindow(int width, int height, int bits, bool fullscreen, std::string windowTitle) { this->width = width; this->height = height; redBits = greenBits = blueBits = alphaBits = 0; #ifdef BBGE_BUILD_SDL return true; #endif #ifdef BBGE_BUILD_GLFW int redbits, greenbits, bluebits, alphabits; redbits = greenbits = bluebits = 8; alphabits = 0; switch(bits) { case 16: redbits = 5; greenbits = 6; bluebits = 5; break; case 24: redbits = 8; bluebits = 8; greenbits = 8; alphabits = 0; break; case 32: redbits = 8; greenbits = 8; bluebits = 8; alphabits = 8; break; case 8: redbits = 2; greenbits = 2; bluebits = 2; break; } if (glfwOpenWindow(width, height, redbits, greenbits, bluebits, 0, 0, 0, fullscreen ? GLFW_FULLSCREEN : GLFW_WINDOW) == GL_TRUE) { glfwSetWindowTitle(windowTitle.c_str()); resize(width,height); #ifdef BBGE_BUILD_WINDOWS this->hWnd = (HWND)glfwGetWindowHandle(); if (!fullscreen) centerWindow(hWnd); #endif glfwSetWindowSizeCallback(windowResize); redBits = glfwGetWindowParam(GLFW_RED_BITS); blueBits = glfwGetWindowParam(GLFW_BLUE_BITS); greenBits = glfwGetWindowParam(GLFW_GREEN_BITS); alphaBits = glfwGetWindowParam(GLFW_ALPHA_BITS); if (redBits < 8 && (bits == 32 || bits == 24)) { int sayBits = 32; std::ostringstream os; os << "(" << width << ", " << height << ") " << sayBits << "-bit mode could not be enabled. Please try setting your desktop to " << sayBits << "-bit color depth"; if (!fullscreen) os << ", or try running in fullscreen."; else os << "."; os << " This resolution may not be supported on your machine."; errorLog(os.str()); exit(0); return false; } return true; } else return false; #endif #ifdef BBGE_BUILD_DIRECTX // Register the window class WNDCLASSEX wc = { sizeof(WNDCLASSEX), CS_CLASSDC, MsgProc, 0L, 0L, GetModuleHandle(NULL), NULL, NULL, NULL, NULL, windowTitle.c_str(), NULL }; RegisterClassEx( &wc ); this->hWnd = CreateWindow( windowTitle.c_str(), windowTitle.c_str(), WS_OVERLAPPEDWINDOW, 100, 100, width, height+10, GetDesktopWindow(), NULL, wc.hInstance, NULL ); return true; #endif } // No longer part of C/C++ standard #ifndef M_PI #define M_PI 3.14159265358979323846 #endif static void bbgePerspective(float fovy, float aspect, float zNear, float zFar) { float sine, cotangent, deltaZ; float radians = fovy / 2.0f * M_PI / 180.0f; deltaZ = zFar - zNear; sine = sinf(radians); if ((deltaZ == 0.0f) || (sine == 0.0f) || (aspect == 0.0f)) { return; } cotangent = cosf(radians) / sine; GLfloat m[4][4] = { { 1.0f, 0.0f, 0.0f, 0.0f }, { 0.0f, 1.0f, 0.0f, 0.0f }, { 0.0f, 0.0f, 1.0f, 0.0f }, { 0.0f, 0.0f, 0.0f, 1.0f } }; m[0][0] = (GLfloat) (cotangent / aspect); m[1][1] = (GLfloat) cotangent; m[2][2] = (GLfloat) (-(zFar + zNear) / deltaZ); m[2][3] = -1.0f; m[3][2] = (GLfloat) (-2.0f * zNear * zFar / deltaZ); m[3][3] = 0.0f; glMultMatrixf(&m[0][0]); } void Core::setPixelScale(int pixelScaleX, int pixelScaleY) { /* piScaleX = pixelScaleX; piScaleY = pixelScaleY; */ virtualWidth = pixelScaleX; //MAX(virtualWidth, 800); virtualHeight = pixelScaleY;//int((pixelScale*aspectY)/aspectX); //assumes 4:3 aspect ratio this->baseCullRadius = sqrtf(sqr(getVirtualWidth()/2) + sqr(getVirtualHeight()/2)); std::ostringstream os; os << "virtual(" << virtualWidth << ", " << virtualHeight << ")"; debugLog(os.str()); vw2 = virtualWidth/2; vh2 = virtualHeight/2; center = Vector(baseVirtualWidth/2, baseVirtualHeight/2); virtualOffX = 0; virtualOffY = 0; int diff = 0; diff = virtualWidth-baseVirtualWidth; if (diff > 0) virtualOffX = ((virtualWidth-baseVirtualWidth)/2); else virtualOffX = 0; diff = virtualHeight-baseVirtualHeight; if (diff > 0) virtualOffY = ((virtualHeight-baseVirtualHeight)/2); else virtualOffY = 0; } // forcePixelScale used by Celu void Core::enable2DWide(int rx, int ry) { float aspect = float(rx) / float(ry); if (aspect >= 1.3f) { int vw = int(float(baseVirtualHeight) * (float(rx)/float(ry))); //vw = MAX(vw, baseVirtualWidth); core->enable2D(vw, baseVirtualHeight, 1); } else { int vh = int(float(baseVirtualWidth) * (float(ry)/float(rx))); //vh = MAX(vh, baseVirtualHeight); core->enable2D(baseVirtualWidth, vh, 1); } } static void bbgeOrtho2D(float left, float right, float bottom, float top) { glOrtho(left, right, bottom, top, -1.0, 1.0); } void Core::enable2D(int pixelScaleX, int pixelScaleY, bool forcePixelScale) { // why do this again? don't really get it /* if (mode == MODE_2D) { if (forcePixelScale || (pixelScaleX!=0 && core->width!=pixelScaleX) || (pixelScaleY!=0 && core->height!=pixelScaleY)) { float widthFactor = core->width/float(pixelScaleX); float heightFactor = core->height/float(pixelScaleY); core->globalResolutionScale = Vector(widthFactor,heightFactor,1.0f); setPixelScale(pixelScaleX, pixelScaleY); std::ostringstream os; os << "top of call: "; os << "widthFactor: " << widthFactor; os << "heightFactor: " << heightFactor; debugLog(os.str()); } return; } */ #ifdef BBGE_BUILD_OPENGL GLint viewPort[4]; glGetIntegerv(GL_VIEWPORT, viewPort); glMatrixMode(GL_PROJECTION); //glPushMatrix(); glLoadIdentity(); float vw=0,vh=0; viewOffX = viewOffY = 0; float aspect = float(width)/float(height); if (aspect >= 1.4f) { vw = float(baseVirtualWidth * viewPort[3]) / float(baseVirtualHeight); viewOffX = (viewPort[2] - vw) * 0.5f; } else if (aspect < 1.3f) { vh = float(baseVirtualHeight * viewPort[2]) / float(baseVirtualWidth); viewOffY = (viewPort[3] - vh) * 0.5f; } /* vh = float(baseVirtualHeight * viewPort[2]) / float(baseVirtualWidth); viewOffY = (viewPort[3] - vh) * 0.5f; */ /* std::ostringstream os; os << "vw: " << vw << " OFFX: " << viewOffX << " "; os << "vh: " << vh << " OFFY: " << viewOffY; debugLog(os.str()); */ /* float aspect = float(width) / float (height); if (aspect < 1.3f) { viewOffX *= 0.5f; } */ //#else // int offx=0,offy=0; //#endif //+offx //-offx //glOrtho(0.0f,viewPort[2],viewPort[3],0.0f,-1000.0f,1000.0f); //glOrtho(0.0f+offx,viewPort[2]+offx,viewPort[3]+offy,0.0f+offy,-1.0f,1.0f); bbgeOrtho2D(0.0f-viewOffX,viewPort[2]-viewOffX,viewPort[3]-viewOffY,0.0f-viewOffY); /* static bool doOnce = false; if (!doOnce) { glOrtho(0.0f,viewPort[2],viewPort[3],0.0f,-10.0f,10.0f); doOnce = true; } */ //glOrtho(-viewPort[2]/2,viewPort[2]/2,viewPort[3]/2,-viewPort[3]/2,-10.0f,10.0f); //glOrtho(0, viewPort[2], 0, viewPort[3], -100, 100); glMatrixMode(GL_MODELVIEW); //glPushMatrix(); glLoadIdentity(); setupRenderPositionAndScale(); #endif #ifdef BBGE_BUILD_DIRECTX D3DXMATRIX matOrtho; D3DXMATRIX matIdentity; //Setup orthographic projection matrix D3DXMatrixOrthoOffCenterLH(&matOrtho, 0, getWindowWidth(), getWindowHeight(), 0, 1, 10); //D3DXMatrixOrthoLH (&matOrtho, getWindowWidth(), getWindowHeight(), 1.0f, 10.0f); D3DXMatrixIdentity (&matIdentity); g_pd3dDevice->SetTransform (D3DTS_PROJECTION, &matOrtho); g_pd3dDevice->SetTransform (D3DTS_WORLD, &matIdentity); g_pd3dDevice->SetTransform (D3DTS_VIEW, &matIdentity); // For our world matrix, we will just leave it as the identity /* D3DXMATRIXA16 matWorld; D3DXMatrixIdentity( &matWorld ); //D3DXMatrixRotationX( &matWorld, 0/1000.0f ); g_pd3dDevice->SetTransform( D3DTS_WORLD, &matWorld ); // Set up our view matrix. A view matrix can be defined given an eye point, // a point to lookat, and a direction for which way is up. Here, we set the // eye five units back along the z-axis and up three units, look at the // origin, and define "up" to be in the y-direction. D3DXVECTOR3 vEyePt( 0.0f, 0.0f,0.0f ); D3DXVECTOR3 vLookatPt( 0.0f, 0.0f, 0.0f ); D3DXVECTOR3 vUpVec( 0.0f, 1.0f, 0.0f ); D3DXMATRIXA16 matView; D3DXMatrixLookAtLH( &matView, &vEyePt, &vLookatPt, &vUpVec ); g_pd3dDevice->SetTransform( D3DTS_VIEW, &matView ); // For the projection matrix, we set up a perspective transform (which // transforms geometry from 3D view space to 2D viewport space, with // a perspective divide making objects smaller in the distance). To build // a perpsective transform, we need the field of view (1/4 pi is common), // the aspect ratio, and the near and far clipping planes (which define at // what distances geometry should be no longer be rendered). ///LPDIRECT3DVIEWPORT3 Viewport; D3DVIEWPORT9 viewport; viewport.Width = core->getWindowWidth(); viewport.Height = core->getWindowHeight(); viewport.MaxZ = 5; viewport.MinZ = -5; viewport.X = 0; viewport.Y = 0; g_pd3dDevice->SetViewport( &viewport ); D3DXMATRIXA16 matProj; D3DXMatrixOrthoLH(&matProj, 800, 600, -5, 5); g_pd3dDevice->SetTransform( D3DTS_PROJECTION, &matProj ); */ // Create the viewport /* if (FAILED(g_pd3dDevice->CreateViewport(&Viewport,NULL))) { errorLog("Failed to create a viewport"); }; if (FAILED(g_pd3dDevice->AddViewport(Viewport))) { errorLog("Failed to add a viewport"); }; if (FAILED(g_pd3dDevice->SetViewport2(&Viewdata))) { errorLog("Failed to set Viewport data"); }; g_pd3dDevice->SetCurrentViewport(Viewport); */ /* D3DXMATRIXA16 matProj; D3DXMatrixOrthoLH(&matProj, 4, 3, -5, 5); g_pd3dDevice->SetTransform( D3DTS_PROJECTION, &matProj ); */ /* D3DVIEWPORT9 viewport; g_pd3dDevice->GetViewport(&viewport); D3DXMATRIX matProj; D3DXMatrixOrthoLH(&matProj, viewport.Width, viewport.Height, -10, 10); g_pd3dDevice->SetTransform( D3DTS_PROJECTION, &matProj ); */ #endif if (forcePixelScale || (pixelScaleX!=0 && core->width!=pixelScaleX) || (pixelScaleY!=0 && core->height!=pixelScaleY)) { /* float f = core->width/float(pixelScale); core->globalResolutionScale = Vector(f,f,1.0f); */ //debugLog("HEEEREEE"); float widthFactor = core->width/float(pixelScaleX); float heightFactor = core->height/float(pixelScaleY); //float heightFactor = core->globalResolutionScale = Vector(widthFactor,heightFactor,1.0f); setPixelScale(pixelScaleX, pixelScaleY); //core->globalResolutionScale = Vector(1.5,1.5,1); /* std::ostringstream os; os << "bottom of call: "; os << "widthFactor: " << widthFactor; os << " heightFactor: " << heightFactor; debugLog(os.str()); */ } setPixelScale(pixelScaleX, pixelScaleY); //core->globalResolutionScale.x = 1.6; //setupRenderPositionAndScale(); } void Core::quitNestedMain() { if (getNestedMains() > 1) { quitNestedMainFlag = true; } } void Core::resetTimer() { #ifdef BBGE_BUILD_GLFW glfwSetTime(0); #endif #ifdef BBGE_BUILD_SDL nowTicks = thenTicks = SDL_GetTicks(); #endif #ifdef BBGE_BUILD_DIRECTX QueryPerformanceCounter((LARGE_INTEGER*)&timerEnd); timerStart = timerEnd; #endif for (int i = 0; i < avgFPS.size(); i++) { avgFPS[i] = 0; } } void Core::setDockIcon(const std::string &ident) { } void Core::msg(const std::string &message) { #ifdef BBGE_BUILD_WINDOWS MessageBox(0, message.c_str(), "Message", MB_OK); #endif } void Core::setMousePosition(const Vector &p) { Vector lp = core->mouse.position; core->mouse.position = p; #if !defined(BBGE_BUILD_WINDOWS) && defined(BBGE_BUILD_GLFW) glfwSetMousePos(p.x,p.y); #endif #ifdef BBGE_BUILD_SDL float px = p.x + virtualOffX; float py = p.y;// + virtualOffY; SDL_WarpMouse( px * (float(width)/float(virtualWidth)), py * (float(height)/float(virtualHeight))); /* ignoreNextMouse = true; unchange = core->mouse.position - lp; */ #endif /* std::ostringstream os; os << "setting position (" << p.x << ", " << p.y << ")"; debugLog(os.str()); */ } // used to update all render objects either uniformly or as part of a time sliced update process void Core::updateRenderObjects(float dt) { //HACK: we may not always be assuming virtual 800x600 Vector cameraC = core->cameraPos + Vector(400,300); for (int c = 0; c < renderObjectLayers.size(); c++) { RenderObjectLayer *rl = &renderObjectLayers[c]; if (!rl->update) continue; for (RenderObject *r = rl->getFirst(); r; r = rl->getNext()) { r->update(dt); } } if (loopDone) return; if (clearedGarbageFlag) { clearedGarbageFlag = false; } } std::string Core::getEnqueuedJumpState() { return this->enqueuedJumpState; } int screenshotNum = 0; std::string getScreenshotFilename() { while (true) { std::ostringstream os; os << core->getUserDataFolder() << "/screenshots/screen" << screenshotNum << ".tga"; screenshotNum ++; std::string str(os.str()); if (!core->exists(str)) // keep going until we hit an unused filename. return str; } } uint32 Core::getTicks() { #ifdef BBGE_BUILD_SDL return SDL_GetTicks(); #endif return 0; } float Core::stopWatch(int d) { if (d) { stopWatchStartTime = getTicks()/1000.0f; return stopWatchStartTime; } else { return (getTicks()/1000.0f) - stopWatchStartTime; } return 0; } bool Core::isWindowFocus() { #ifdef BBGE_BUILD_SDL return ((SDL_GetAppState() & SDL_APPINPUTFOCUS) != 0); #endif return true; } void Core::main(float runTime) { bool verbose = coreVerboseDebug; if (verbose) debugLog("entered Core::main"); // cannot nest loops when the game is over if (loopDone) return; //QueryPerformanceCounter((LARGE_INTEGER*)&lastTime); //QueryPerformanceFrequency((LARGE_INTEGER*)&freq); float dt; float counter = 0; int frames = 0; float real_dt = 0; //std::ofstream out("debug.log"); #if (!defined(_DEBUG) || defined(BBGE_BUILD_UNIX)) && defined(BBGE_BUILD_SDL) bool wasInactive = false; #endif #ifdef BBGE_BUILD_GLFW if (runTime == -1) glfwSetTime(0); #endif #ifdef BBGE_BUILD_DIRECTX // HACK: find out how to use performance counter again Query if (verbose) debugLog("Performance Counter"); if (!QueryPerformanceFrequency((LARGE_INTEGER*)&freq)) { errorLog ("could not get clock freq"); return; } QueryPerformanceCounter((LARGE_INTEGER*)&timerStart); /* DWORD ticks = GetTickCount(); DWORD newTicks; */ #endif #ifdef BBGE_BUILD_SDL nowTicks = thenTicks = SDL_GetTicks(); #endif //int i; nestedMains++; // HACK: Why block this? /* if (nestedMains > 1 && runTime <= 0) return; */ #ifdef BBGE_BUILD_DIRECTX MSG msg; ZeroMemory( &msg, sizeof(msg) ); #endif while((runTime == -1 && !loopDone) || (runTime >0)) // Loop That Runs While done=FALSE { BBGE_PROF(Core_main); #ifdef BBGE_BUILD_DIRECTX if( PeekMessage( &msg, NULL, 0U, 0U, PM_REMOVE ) ) { TranslateMessage( &msg ); DispatchMessage( &msg ); } #endif #ifdef BBGE_BUILD_GLFW if (verbose) debugLog("glfwSetTime"); dt = glfwGetTime(); glfwSetTime(0); #endif #ifdef BBGE_BUILD_DIRECTX /* newTicks = GetTickCount(); */ QueryPerformanceCounter((LARGE_INTEGER*)&timerEnd); dt = (float(timerEnd-timerStart)/float(freq)); timerStart = timerEnd; // dt = float(newTicks)/1000.0f; //dt = float(newTicks - ticks)/1000.0f; //ticks = newTicks; #endif #ifdef BBGE_BUILD_SDL if (timeUpdateType == TIMEUPDATE_DYNAMIC) { nowTicks = SDL_GetTicks(); } /* else { if (nowTicks == 0) { nowTicks = SDL_GetTicks(); } } */ dt = (nowTicks-thenTicks)/1000.0; thenTicks = nowTicks; //thenTicks = SDL_GetTicks(); #endif if (verbose) debugLog("avgFPS"); if (!avgFPS.empty()) { /* if (avgFPS[0] <= 0) { for (int i = 0; i < avgFPS.size(); i++) avgFPS[i] = dt; } */ int i = 0; for (i = avgFPS.size()-1; i > 0; i--) { avgFPS[i] = avgFPS[i-1]; } avgFPS[0] = dt; float c=0; int n = 0; for (i = 0; i < avgFPS.size(); i++) { if (avgFPS[i] > 0) { c += avgFPS[i]; n ++; } } if (n > 0) // && n == avgFPS.size() ?? { c /= n; dt = c; } /* std::ostringstream os; os << dt; debugLog(os.str()); */ } #if (!defined(_DEBUG) || defined(BBGE_BUILD_UNIX)) && defined(BBGE_BUILD_SDL) if (verbose) debugLog("checking window active"); if (lib_graphics && (wasInactive || !settings.runInBackground)) { if (isWindowFocus()) { _hasFocus = true; if (wasInactive) { debugLog("WINDOW ACTIVE"); setReentryInputGrab(1); wasInactive = false; } } else { if (_hasFocus) { if (!wasInactive) debugLog("WINDOW INACTIVE"); wasInactive = true; _hasFocus = false; setReentryInputGrab(0); sound->pause(); core->joystick.rumble(0,0,0); while (!isWindowFocus()) { pollEvents(); //debugLog("app not in input focus"); SDL_Delay(200); resetTimer(); } debugLog("app back in focus, reset"); // Don't do this on Linux, it's not necessary and causes big stalls. // We don't actually _lose_ the device like Direct3D anyhow. #ifndef BBGE_BUILD_UNIX if (_fullscreen) { // calls reload device - reloadDevice() resetGraphics(width, height); } #endif resetTimer(); sound->resume(); resetTimer(); SDL_ShowCursor(SDL_DISABLE); continue; } } } #endif if (timeUpdateType == TIMEUPDATE_FIXED) { real_dt = dt; dt = 1.0f/float(fixedFPS); } old_dt = dt; if (verbose) debugLog("modify dt"); modifyDt(dt); if (verbose) debugLog("check runtime/quit"); if (quitNestedMainFlag) { quitNestedMainFlag = false; break; } if (runTime>0) { runTime -= dt; if (runTime < 0) runTime = 0; } // UPDATE if (verbose) debugLog("post processing fx update"); postProcessingFx.update(dt); if (verbose) debugLog("update eventQueue"); eventQueue.update(dt); if (verbose) debugLog("Update render objects"); updateRenderObjects(dt); if (verbose) debugLog("Update particle manager"); if (particleManager) particleManager->update(dt); if (verbose) debugLog("sound update"); sound->update(dt); if (verbose) debugLog("onUpdate"); onUpdate(dt); if (nestedMains == 1) clearGarbage(); if (loopDone) break; updateCullData(); if (settings.renderOn) { if (verbose) debugLog("dark layer prerender"); if (darkLayer.isUsed()) { darkLayer.preRender(); } if (verbose) debugLog("render"); render(); if (verbose) debugLog("showBuffer"); showBuffer(); BBGE_PROF(STOP); if (verbose) debugLog("clearGarbage"); if (nestedMains == 1) clearGarbage(); if (verbose) debugLog("frame counter"); frames++; counter += dt; if (counter > 1) { fps = frames; frames = counter = 0; } } if (doScreenshot) { if (verbose) debugLog("screenshot"); doScreenshot = false; saveScreenshotTGA(getScreenshotFilename()); prepScreen(0); } // wait if (timeUpdateType == TIMEUPDATE_FIXED) { static float avg_diff=0; static int avg_diff_count=0; float diff = (1.0f/float(fixedFPS)) - real_dt; avg_diff_count++; avg_diff += diff; char buf[256]; sprintf(buf, "real_dt: %5.4f \n realFPS: %5.4f \n fixedFPS: %5.4f \n diff: %5.4f \n delay: %5.4f \n avgdiff: %5.8f", float(real_dt), float(real_dt>0?(1.0f/real_dt):0.0f), float(fixedFPS), float(diff), float(diff*1000), float(avg_diff/(float)avg_diff_count)); fpsDebugString = buf; /* std::ostringstream os; os << "real_dt: " << real_dt << "\n realFPS: " << (1.0/real_dt) << "\n fixedFPS: " << fixedFPS << "\n diff: " << diff << "\n delay: " << diff*1000; fpsDebugString = os.str(); */ #ifdef BBGE_BUILD_SDL nowTicks = SDL_GetTicks(); if (diff > 0) { //Sleep(diff*1000); //SDL_Delay(diff*1000); while ((SDL_GetTicks() - nowTicks) < (diff*1000)) { //wend, bitch } } //nowTicks = SDL_GetTicks(); #endif } } if (verbose) debugLog("bottom of function"); quitNestedMainFlag = false; if (nestedMains==1) clearGarbage(); nestedMains--; if (verbose) debugLog("exit Core::main"); } // less than through pointer bool RenderObject_lt(RenderObject* x, RenderObject* y) { return x->getSortDepth() < y->getSortDepth(); } // greater than through pointer bool RenderObject_gt(RenderObject* x, RenderObject* y) { return x->getSortDepth() > y->getSortDepth(); } void Core::sortLayer(int layer) { if (layer >= 0 && layer < renderObjectLayers.size()) renderObjectLayers[layer].sort(); } void Core::sort() { /* if (sortEnabled) renderObjects.sort(RenderObject_lt); */ // sort layeres independantly /* for (int i = renderObjects.size()-1; i >= 0; i--) { bool flipped = false; for (int j = 0; j < i; j++) { //position.z //position.z //!renderObjects[j]->parent && !renderObjects[j+1]->parent && if (renderObjects[j]->getSortDepth() > renderObjects[j+1]->getSortDepth()) { RenderObject *temp; temp = renderObjects[j]; renderObjects[j] = renderObjects[j+1]; renderObjects[j+1] = temp; flipped = true; } } if (!flipped) break; } */ } void Core::clearBuffers() { if (flags.get(CF_CLEARBUFFERS)) { #ifdef BBGE_BUILD_OPENGL glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); // Clear The Screen And The Depth Buffer #endif #ifdef BBGE_BUILD_DIRECTX g_pd3dDevice->Clear( 0, NULL, D3DCLEAR_TARGET, D3DCOLOR_XRGB(int(clearColor.x*255),int(clearColor.y*255),int(clearColor.z*255)), 1.0f, 0 ); #endif } } void Core::setupRenderPositionAndScale() { #ifdef BBGE_BUILD_OPENGL //glRotatef(cameraRot.z, 0, 0, 1); glScalef(globalScale.x*globalResolutionScale.x*screenCapScale.x, globalScale.y*globalResolutionScale.y*screenCapScale.y, globalScale.z*globalResolutionScale.z); glTranslatef(-(cameraPos.x+cameraOffset.x), -(cameraPos.y+cameraOffset.y), -(cameraPos.z+cameraOffset.z)); //glRotatef(180, 0, 1, 0); #endif } void Core::setupGlobalResolutionScale() { glScalef(globalResolutionScale.x, globalResolutionScale.y, globalResolutionScale.z); } void Core::initFrameBuffer() { frameBuffer.init(-1, -1, true); } void Core::setMouseConstraint(bool on) { /* if (mouseConstraint && !on) { setMousePosition(mouse.position); } */ mouseConstraint = on; } void Core::setMouseConstraintCircle(int circle) { mouseConstraint = true; mouseCircle = circle; } /* void Core::clearKeys() { for (int i = 0; i < KEY_MAXARRAY; i++) { keys[i] = 0; } } */ int Core::getVirtualOffX() { return virtualOffX; } int Core::getVirtualOffY() { return virtualOffY; } void Core::centerMouse() { setMousePosition(Vector((virtualWidth/2) - core->getVirtualOffX(), virtualHeight/2)); } bool Core::doMouseConstraint() { if (mouseConstraint) { //- core->getVirtualOffX() //- virtualOffX Vector h = Vector(core->center.x , core->center.y); Vector d = mouse.position - h; if (!d.isLength2DIn(mouseCircle)) { d.setLength2D(mouseCircle); mouse.position = h+d; //warpMouse = true; return true; } } return false; } void Core::pollEvents() { #if defined(BBGE_BUILD_SDL) bool warpMouse=false; /* Uint8 *keystate = SDL_GetKeyState(NULL); for (int i = 0; i < KEY_MAXARRAY; i++) { keys[i] = keystate[i]; } */ if (updateMouse) { int x, y; Uint8 mousestate = SDL_GetMouseState(&x,&y); if (mouse.buttonsEnabled) { mouse.buttons.left = mousestate & SDL_BUTTON(1)?DOWN:UP; mouse.buttons.right = mousestate & SDL_BUTTON(3)?DOWN:UP; mouse.buttons.middle = mousestate & SDL_BUTTON(2)?DOWN:UP; mouse.pure_buttons = mouse.buttons; if (flipMouseButtons) { std::swap(mouse.buttons.left, mouse.buttons.right); } } else { mouse.buttons.left = mouse.buttons.right = mouse.buttons.middle = UP; } mouse.scrollWheelChange = 0; mouse.change = Vector(0,0); } SDL_Event event; while ( SDL_PollEvent (&event) ) { switch (event.type) { case SDL_KEYDOWN: { #if __APPLE__ if ((event.key.keysym.sym == SDLK_q) && (event.key.keysym.mod & KMOD_META)) #else if ((event.key.keysym.sym == SDLK_F4) && (event.key.keysym.mod & KMOD_ALT)) #endif { quitNestedMain(); quit(); } if ((event.key.keysym.sym == SDLK_g) && (event.key.keysym.mod & KMOD_CTRL)) { // toggle mouse grab with the magic hotkey. grabInputOnReentry = (grabInputOnReentry)?0:-1; setReentryInputGrab(1); } else if (_hasFocus) { int k = (int)event.key.keysym.sym; keys[k] = 1; } } break; case SDL_KEYUP: { if (_hasFocus) { int k = (int)event.key.keysym.sym; keys[k] = 0; } } break; case SDL_MOUSEMOTION: { if (_hasFocus && updateMouse) { mouse.lastPosition = mouse.position; mouse.position.x = ((event.motion.x) * (float(virtualWidth)/float(getWindowWidth()))) - getVirtualOffX(); mouse.position.y = event.motion.y * (float(virtualHeight)/float(getWindowHeight())); mouse.change = mouse.position - mouse.lastPosition; if (doMouseConstraint()) warpMouse = true; } } break; case SDL_MOUSEBUTTONDOWN: { if (_hasFocus && updateMouse) { switch(event.button.button) { case 4: mouse.scrollWheelChange = 1; break; case 5: mouse.scrollWheelChange = -1; break; } } } break; case SDL_MOUSEBUTTONUP: { if (_hasFocus && updateMouse) { switch(event.button.button) { case 4: mouse.scrollWheelChange = 1; break; case 5: mouse.scrollWheelChange = -1; break; } } } break; case SDL_QUIT: SDL_Quit(); _exit(0); //loopDone = true; //quit(); break; case SDL_SYSWMEVENT: { /* debugLog("SYSWM!"); if (event.syswm.type == WM_ACTIVATE) { debugLog("ACTIVE"); this->unloadDevice(); this->reloadDevice(); } else { debugLog("NOT ACTIVE"); this->unloadDevice(); } */ } break; default: break; } } if (updateMouse) { mouse.scrollWheel += mouse.scrollWheelChange; if (warpMouse) { setMousePosition(mouse.position); } } #endif } #define _VLN(x, y, x2, y2) glVertex2f(x, y); glVertex2f(x2, y2); void Core::print(int x, int y, const char *str, float sz) { //Prof(Core_print); /* glLoadIdentity(); core->setupRenderPositionAndScale(); */ ///glPushAttrib(GL_ALL_ATTRIB_BITS); #ifdef BBGE_BUILD_OPENGL glBindTexture(GL_TEXTURE_2D, 0); glPushMatrix(); //sz *= 8; //float osz = sz; float xx = x; float yy = y; glTranslatef(x, y-0.5f*sz, 0); x = y = 0; xx = 0; yy = 0; bool isLower = false, wasLower = false; int c=0; /* if (a == 1) glDisable(GL_BLEND); else glEnable(GL_BLEND); glColor4f(r,g,b,a); */ glLineWidth(1); glScalef(sz*0.75f, sz, 1); glBegin(GL_LINES); while (str[c] != '\0') { if (str[c] <= 'z' && str[c] >= 'a') isLower = true; else isLower = false; /* if (isLower) glScalef(sz*0.5f, sz*0.5f, 1); else if (wasLower) { glScalef(sz, sz, 1); wasLower = false; } */ switch(toupper(str[c])) { case '_': _VLN(xx, y+1, xx+1, y+1) break; case '-': _VLN(xx, y+0.5f, xx+1, y+0.5f) break; case '~': _VLN(xx, y+0.5f, xx+0.25f, y+0.4f) _VLN(xx+0.25f, y+0.4f, xx+0.75f, y+0.6f) _VLN(xx+0.75f, y+0.6f, xx+1, y+0.5f) break; case 'A': _VLN(xx, y, xx+1, y) _VLN(xx+1, y, xx+1, y+1) _VLN(xx, y, xx, y+1) _VLN(xx, y+0.5f, xx+1, y+0.5f) break; case 'B': _VLN(xx, y, xx+1, y) _VLN(xx+1, y, xx+1, y+1) _VLN(xx, y, xx, y+1) _VLN(xx, y+0.5f, xx+1, y+0.5f) _VLN(xx, y+1, xx+1, y+1) break; case 'C': _VLN(xx, y, xx+1, y) _VLN(xx, y, xx, y+1) _VLN(xx, y+1, xx+1, y+1) break; case 'D': _VLN(xx, y, xx+1, y+0.2f) _VLN(xx, y, xx, y+1) _VLN(xx, y+1, xx+1, y+1) _VLN(xx+1, y+0.2f, xx+1, y+1) break; case 'E': _VLN(xx, y, xx+1, y) _VLN(xx, y, xx, y+1) _VLN(xx, y+0.5f, xx+1, y+0.5f) _VLN(xx, y+1, xx+1, y+1) break; case 'F': _VLN(xx, y, xx+1, y) _VLN(xx, y, xx, y+1) _VLN(xx, y+0.5f, xx+1, y+0.5f) break; case 'G': _VLN(xx, y, xx+1, y) _VLN(xx, y, xx, y+1) _VLN(xx, y+1, xx+1, y+1) _VLN(xx+1, y+0.5f, xx+1, y+1) break; case 'H': _VLN(xx, y, xx, y+1) _VLN(xx, y+0.5f, xx+1, y+0.5f) _VLN(xx+1, y, xx+1, y+1) break; case 'I': _VLN(xx+0.5f, y, xx+0.5f, y+1) _VLN(xx, y, xx+1, y) _VLN(xx, y+1, xx+1, y+1) break; case 'J': _VLN(xx+1, y, xx+1, y+1) _VLN(xx, y, xx+1, y) _VLN(xx, y+1, xx+1, y+1) _VLN(xx, y+1, xx, y+0.75f) break; case 'K': _VLN(xx, y, xx, y+1) _VLN(xx, y+0.25f, xx+1, y) _VLN(xx, y+0.25f, xx+1, y+1) break; case 'L': _VLN(xx, y, xx, y+1) _VLN(xx, y+1, xx+1, y+1) break; case 'M': _VLN(xx, y, xx, y+1) _VLN(xx+1, y, xx+1, y+1) _VLN(xx, y, xx+0.5f, y+0.5f) _VLN(xx+1, y, xx+0.5f, y+0.5f) break; case 'N': _VLN(xx, y, xx, y+1) _VLN(xx+1, y, xx+1, y+1) _VLN(xx, y, xx+1, y+1) break; case 'O': _VLN(xx, y, xx, y+1) _VLN(xx+1, y, xx+1, y+1) _VLN(xx, y+1, xx+1, y+1) _VLN(xx, y, xx+1, y) break; case 'P': _VLN(xx, y, xx+1, y) _VLN(xx, y, xx, y+1) _VLN(xx, y+0.5f, xx+1, y+0.5f) _VLN(xx+1, y+0.5f, xx+1, y) break; case 'Q': _VLN(xx, y, xx, y+1) _VLN(xx+1, y, xx+1, y+1) _VLN(xx, y+1, xx+1, y+1) _VLN(xx, y, xx+1, y) _VLN(xx, y+0.5f, xx+1.25f, y+1.25f) break; case 'R': _VLN(xx, y, xx+1, y) _VLN(xx, y, xx, y+1) _VLN(xx, y+0.5f, xx+1, y+0.5f) _VLN(xx+1, y+0.5f, xx+1, y) _VLN(xx, y+0.5f, xx+1, y+1) break; case 'S': _VLN(xx, y, xx+1, y) _VLN(xx, y, xx, y+0.5f) _VLN(xx, y+0.5f, xx+1, y+0.5f) _VLN(xx+1, y+0.5f, xx+1, y+1) _VLN(xx, y+1, xx+1, y+1) break; case 'T': _VLN(xx, y, xx+1, y) _VLN(xx+0.5f, y, xx+0.5f, y+1) break; case 'U': _VLN(xx, y+1, xx+1, y+1) _VLN(xx, y, xx, y+1) _VLN(xx+1, y, xx+1, y+1) break; case 'V': _VLN(xx, y, xx+0.5f, y+1) _VLN(xx+1, y, xx+0.5f, y+1) break; case 'W': _VLN(xx, y, xx+0.25f, y+1) _VLN(xx+0.25f, y+1, xx+0.5f, y+0.5f) _VLN(xx+0.5f, y+0.5f, xx+0.75f, y+1) _VLN(xx+1, y, xx+0.75f, y+1) break; case 'X': _VLN(xx, y, xx+1, y+1) _VLN(xx+1, y, xx, y+1) break; case 'Y': _VLN(xx, y, xx+0.5f, y+0.5f) _VLN(xx+1, y, xx+0.5f, y+0.5f) _VLN(xx+0.5f, y+0.5f, xx+0.5f, y+1) break; case 'Z': _VLN(xx, y, xx+1, y) _VLN(xx, y+1, xx+1, y) _VLN(xx, y+1, xx+1, y+1) break; case '1': _VLN(xx+0.5f, y, xx+0.5f, y+1) _VLN(xx, y+1, xx+1, y+1) _VLN(xx+0.5f, y, xx+0.25f, y+0.25f) break; case '2': _VLN(xx, y, xx+1, y) _VLN(xx+1, y, xx+1, y+0.5f) _VLN(xx+1, y+0.5f, xx, y+0.5f) _VLN(xx, y+0.5f, xx, y+1) _VLN(xx, y+1, xx+1, y+1) break; case '3': _VLN(xx, y, xx+1, y) _VLN(xx, y+1, xx+1, y+1) _VLN(xx, y+0.5f, xx+1, y+0.5f) _VLN(xx+1, y, xx+1, y+1) break; case '4': _VLN(xx+1, y, xx+1, y+1) _VLN(xx+1, y, xx, y+0.5f) _VLN(xx, y+0.5f, xx+1, y+0.5f) break; case '5': _VLN(xx, y, xx+1, y) _VLN(xx, y, xx, y+0.5f) _VLN(xx+1, y+0.5f, xx, y+0.5f) _VLN(xx+1, y+0.5f, xx+1, y+1) _VLN(xx, y+1, xx+1, y+1) break; case '6': _VLN(xx, y, xx+1, y) _VLN(xx, y, xx, y+1) _VLN(xx+1, y+0.5f, xx, y+0.5f) _VLN(xx+1, y+0.5f, xx+1, y+1) _VLN(xx, y+1, xx+1, y+1) break; case '7': _VLN(xx+1, y, xx+0.5f, y+1) _VLN(xx, y, xx+1, y) break; case '8': _VLN(xx, y, xx+1, y) _VLN(xx+1, y, xx+1, y+1) _VLN(xx, y, xx, y+1) _VLN(xx, y+0.5f, xx+1, y+0.5f) _VLN(xx, y+1, xx+1, y+1) break; case '9': _VLN(xx, y, xx+1, y) _VLN(xx+1, y, xx+1, y+1) _VLN(xx, y+0.5f, xx+1, y+0.5f) _VLN(xx, y+0.5f, xx, y) break; case '0': _VLN(xx, y, xx, y+1) _VLN(xx+1, y, xx+1, y+1) _VLN(xx, y+1, xx+1, y+1) _VLN(xx, y, xx+1, y) _VLN(xx, y, xx+1, y+1) break; case '.': _VLN(xx+0.4f, y+1, xx+0.6f, y+1) break; case ',': _VLN(xx+0.5f, y+0.75f, xx+0.5f, y+1.0f); _VLN(xx+0.5f, y+1.0f, xx+0.2f, y+1.25f); break; case ' ': break; case '(': case '[': _VLN(xx, y, xx, y+1); _VLN(xx, y, xx+0.25f, y); _VLN(xx, y+1, xx+0.25f, y+1); break; case ')': case ']': _VLN(xx+1, y, xx+1, y+1); _VLN(xx+1, y, xx+0.75f, y); _VLN(xx+1, y+1, xx+0.75f, y+1); break; case ':': _VLN(xx+0.5f, y, xx+0.5f, y+0.25f); _VLN(xx+0.5f, y+0.75f, xx+0.5f, y+1); break; case '/': _VLN(xx, y+1, xx+1, y); break; default: /* std::ostringstream os; os << "Core::print doesn't know char: " << str[c]; debugLog(os.str()); */ break; } if (isLower) { wasLower = true; } c++; xx += 1.4f; } glEnd(); glPopMatrix(); //glPopAttrib(); #endif } void Core::cacheRender() { render(); // what if the screen was full white? then you wouldn't want to clear buffers //clearBuffers(); showBuffer(); resetTimer(); } void Core::updateCullData() { // update cull data //this->cullRadius = int((getVirtualWidth())*invGlobalScale); this->cullRadius = baseCullRadius * invGlobalScale; this->cullRadiusSqr = (float)this->cullRadius * (float)this->cullRadius; this->cullCenter = cameraPos + Vector(400.0f*invGlobalScale,300.0f*invGlobalScale); screenCullX1 = cameraPos.x; screenCullX2 = cameraPos.x + 800*invGlobalScale; screenCullY1 = cameraPos.y; screenCullY2 = cameraPos.y + 600*invGlobalScale; int cx = core->cameraPos.x + 400*invGlobalScale; int cy = core->cameraPos.y + 300*invGlobalScale; screenCenter = Vector(cx, cy); } void Core::render(int startLayer, int endLayer, bool useFrameBufferIfAvail) { BBGE_PROF(Core_render); //HWND hwnd = _glfwWin.Wnd; if (startLayer == -1 && endLayer == -1 && overrideStartLayer != 0) { startLayer = overrideStartLayer; endLayer = overrideEndLayer; } if (core->minimized) return; onRender(); invGlobalScale = 1.0f/globalScale.x; invGlobalScaleSqr = invGlobalScale * invGlobalScale; RenderObject::lastTextureApplied = 0; updateCullData(); renderObjectCount = 0; processedRenderObjectCount = 0; totalRenderObjectCount = 0; #ifdef BBGE_BUILD_OPENGL glBindTexture(GL_TEXTURE_2D, 0); glLoadIdentity(); // Reset The View clearBuffers(); if (afterEffectManager && frameBuffer.isInited() && useFrameBufferIfAvail) { frameBuffer.startCapture(); } setupRenderPositionAndScale(); #endif #ifdef BBGE_BUILD_DIRECTX bool doRender = false; core->getD3DMatrixStack()->LoadIdentity(); core->scaleMatrixStack(globalScale.x*globalResolutionScale.x, globalScale.y*globalResolutionScale.y); core->translateMatrixStack(-(cameraPos.x+cameraOffset.x), -(cameraPos.y+cameraOffset.y)); clearBuffers(); if( SUCCEEDED( g_pd3dDevice->BeginScene() ) ) { doRender = true; //d3dSprite->Begin(D3DXSPRITE_BILLBOARD | D3DXSPRITE_ALPHABLEND); } #endif /* //default if (renderObjectLayerOrder.empty()) { renderObjectLayerOrder.resize(renderObjectLayers.size()); for (int i = 0; i < renderObjectLayerOrder.size(); i++) { renderObjectLayerOrder[i] = i; } } */ RenderObject::rlayer = 0; for (int c = 0; c < renderObjectLayerOrder.size(); c++) //for (int i = 0; i < renderObjectLayers.size(); i++) { int i = renderObjectLayerOrder[c]; if (i == -1) continue; if ((startLayer != -1 && endLayer != -1) && (i < startLayer || i > endLayer)) continue; if (afterEffectManager && afterEffectManager->active && i == afterEffectManagerLayer) { afterEffectManager->render(); } if (i == postProcessingFx.layer) { postProcessingFx.preRender(); } if (i == postProcessingFx.renderLayer) { postProcessingFx.render(); } if (darkLayer.isUsed() ) { /* if (i == darkLayer.getLayer()) { darkLayer.preRender(); } */ if (i == darkLayer.getRenderLayer()) { darkLayer.render(); } if (i == darkLayer.getLayer() && startLayer != i) { continue; } } RenderObjectLayer *r = &renderObjectLayers[i]; RenderObject::rlayer = r; if (r->visible) { if (r->startPass == r->endPass) { r->renderPass(RenderObject::RENDER_ALL); } else { for (int pass = r->startPass; pass <= r->endPass; pass++) { r->renderPass(pass); } } } } #ifdef BBGE_BUILD_DIRECTX if (doRender) { // End the scene //d3dSprite->End(); //core->getD3DMatrixStack()->Pop(); g_pd3dDevice->EndScene(); } #endif } void Core::showBuffer() { BBGE_PROF(Core_showBuffer); #ifdef BBGE_BUILD_SDL SDL_GL_SwapBuffers(); //glFlush(); #endif #ifdef BBGE_BUILD_GLFW glfwSwapBuffers(); //_glfwPlatSwapBuffers(); #endif #ifdef BBGE_BUILD_DIRECTX // Present the backbuffer contents to the display g_pd3dDevice->Present( NULL, NULL, NULL, NULL ); #endif } // WARNING: only for use during shutdown // otherwise, textures will try to remove themselves // when destroy is called on them void Core::clearResources() { std::vector deletedResources; int i; for (i = 0; i < resources.size(); i++) { int j = 0; for (j = 0; j < deletedResources.size(); j++) { if (deletedResources[j] == resources[i]) break; } if (j == deletedResources.size()) { deletedResources.push_back (resources[i]); Resource *r = resources[i]; try { r->destroy(); delete r; } catch(...) { errorLog("Resource could not be deleted " + resourceNames[i]); } } } resourceNames.clear(); resources.clear(); } void Core::shutdownInputLibrary() { #if defined(BBGE_BUILD_WINDOWS) && !defined(BBGE_BUILD_SDL) g_pKeyboard->Unacquire(); g_pKeyboard->Release(); g_pKeyboard = 0; g_pMouse->Unacquire(); g_pMouse->Release(); g_pMouse = 0; #endif } void Core::shutdownJoystickLibrary() { if (joystickEnabled) { joystick.shutdown(); #ifdef BBGE_BUIDL_SDL SDL_QuitSubSystem(SDL_INIT_JOYSTICK); #endif joystickEnabled = false; } } void Core::clearRenderObjects() { for (int i = 0; i < renderObjectLayers.size(); i++) { /* for (int j = 0; j < renderObjectLayers[i].renderObjects.size(); j++) { RenderObject *r = renderObjectLayers[i].renderObjects[j]; */ RenderObject *r = renderObjectLayers[i].getFirst(); while (r) { if (r) { removeRenderObject(r, DESTROY_RENDER_OBJECT); } r = renderObjectLayers[i].getNext(); } } } void Core::shutdown() { // pop all the states debugLog("Core::shutdown"); shuttingDown = true; debugLog("Shutdown Joystick Library..."); shutdownJoystickLibrary(); debugLog("OK"); debugLog("Shutdown Input Library..."); shutdownInputLibrary(); debugLog("OK"); debugLog("Shutdown All States..."); popAllStates(); debugLog("OK"); debugLog("Clear State Instances..."); clearStateInstances(); debugLog("OK"); debugLog("Clear All Remaining RenderObjects..."); clearRenderObjects(); debugLog("OK"); debugLog("Clear All Resources..."); clearResources(); debugLog("OK"); debugLog("Clear State Objects..."); clearStateObjects(); debugLog("OK"); if (afterEffectManager) { debugLog("Delete AEManager..."); delete afterEffectManager; afterEffectManager = 0; debugLog("OK"); } if (sound) { debugLog("Shutdown Sound Library..."); sound->stopAll(); delete sound; sound = 0; debugLog("OK"); } debugLog("Core's framebuffer..."); frameBuffer.unloadDevice(); debugLog("OK"); debugLog("Shutdown Graphics Library..."); shutdownGraphicsLibrary(); debugLog("OK"); #ifdef BBGE_BUILD_GLFW debugLog("Terminate GLFW..."); //killGlWindow(); glfwTerminate(); debugLog("OK"); #endif #ifdef BBGE_BUILD_SDL debugLog("SDL Quit..."); SDL_Quit(); debugLog("OK"); #endif } //util funcs void Core::instantQuit() { #ifdef BBGE_BUILD_SDL SDL_Event event; event.type = SDL_QUIT; SDL_PushEvent(&event); #endif } bool Core::exists(const std::string &filename) { return ::exists(filename, false); // defined in Base.cpp } Resource* Core::findResource(const std::string &name) { for (int i = 0; i < resources.size(); i++) { if (resources[i]->name == name) { return resources[i]; } } return 0; } Texture* Core::findTexture(const std::string &name) { //stringToUpper(name); //std::ofstream out("texturefind.log"); int sz = resources.size(); for (int i = 0; i < sz; i++) { //out << resources[i]->name << " is " << name << " ?" << std::endl; //NOTE: ensure all names are lowercase before this point if (resources[i]->name == name) { return (Texture*)resources[i]; } } return 0; } std::string Core::getInternalTextureName(const std::string &name) { std::string n = name; stringToUpper(n); return n; } // This handles unix/win32 relative paths: ./rel/path // Unix abs paths: /home/user/... // Win32 abs paths: C:/Stuff/.. and also C:\Stuff\... #define ISPATHROOT(x) (x[0] == '.' || x[0] == '/' || ((x).length() > 1 && x[1] == ':')) std::string Core::getTextureLoadName(const std::string &texture) { std::string loadName = texture; if (texture.empty() || !ISPATHROOT(texture)) { if (texture.find(baseTextureDirectory) == std::string::npos) loadName = baseTextureDirectory + texture; } return loadName; } Texture *Core::doTextureAdd(const std::string &texture, const std::string &loadName, std::string internalTextureName) { if (texture.empty() || !ISPATHROOT(texture)) { if (texture.find(baseTextureDirectory) != std::string::npos) internalTextureName = internalTextureName.substr(baseTextureDirectory.size(), internalTextureName.size()); } if (internalTextureName.size() > 4) { if (internalTextureName[internalTextureName.size()-4] == '.') { internalTextureName = internalTextureName.substr(0, internalTextureName.size()-4); } } stringToLowerUserData(internalTextureName); Texture *t = core->findTexture(internalTextureName); if (t) { t->addRef(); Texture::textureError = TEXERR_OK; /* std::ostringstream os; os << "reference texture: " << internalTextureName << " ref: " << t->getRef(); debugLog(os.str()); */ //msg ("found texture " + internalTextureName); return t; } t = new Texture; t->name = internalTextureName; t->load(loadName); t->addRef(); //resources.push_back (t); addResource(t); if (debugLogTextures) { std::ostringstream os; os << "LOADED TEXTURE FROM DISK: [" << internalTextureName << "] ref: " << t->getRef() << " idx: " << resources.size()-1; debugLog(os.str()); } return t; } Texture* Core::addTexture(const std::string &textureName) { if (textureName.empty()) return 0; BBGE_PROF(Core_addTexture); Texture *texPointer = 0; std::string texture = textureName; stringToLowerUserData(texture); std::string internalTextureName = texture; std::string loadName = getTextureLoadName(texture); if (!texture.empty() && texture[0] == '@') { texture = secondaryTexturePath + texture.substr(1, texture.size()); loadName = texture; } else if (!secondaryTexturePath.empty() && texture[0] != '.' && texture[0] != '/') { std::string t = texture; std::string ln = loadName; texture = secondaryTexturePath + texture; loadName = texture; texPointer = doTextureAdd(texture, loadName, internalTextureName); if (Texture::textureError != TEXERR_OK) { if (texPointer) { texPointer->destroy(); texPointer = 0; } texPointer = doTextureAdd(t, ln, internalTextureName); } } else texPointer = doTextureAdd(texture, loadName, internalTextureName); return texPointer; } void Core::removeTexture(std::string texture) { //std::string internalName = baseTextureDirectory + texture; removeResource(texture, DESTROY); } void Core::addRenderObject(RenderObject *o, int layer) { if (!o) return; o->layer = layer; if (layer < 0 || layer >= renderObjectLayers.size()) { std::ostringstream os; os << "attempted to add render object to invalid layer [" << layer << "]"; errorLog(os.str()); } renderObjectLayers[layer].add(o); } void Core::switchRenderObjectLayer(RenderObject *o, int toLayer) { if (!o) return; renderObjectLayers[o->layer].remove(o); renderObjectLayers[toLayer].add(o); o->layer = toLayer; } void Core::unloadResources() { for (int i = 0; i < resources.size(); i++) { resources[i]->unload(); } } void Core::onReloadResources() { } void Core::reloadResources() { for (int i = 0; i < resources.size(); i++) { resources[i]->reload(); } onReloadResources(); } void Core::addResource(Resource *r) { resources.push_back(r); resourceNames.push_back(r->name); if (r->name.empty()) { debugLog("Empty name resource added"); } } void Core::removeResource(std::string name, RemoveResource removeFlag) { //Resource *r = findResource(name); //int idx = 0; int i = 0; std::vectorcopy; copy = resources; resources.clear(); std::vector copyNames; copyNames = resourceNames; resourceNames.clear(); bool isDestroyed = false; for (i = 0; i < copy.size(); i++) { #ifdef _DEBUG std::string s = copy[i]->name; #endif if (!isDestroyed && copy[i]->name == name) { if (removeFlag == DESTROY) { copy[i]->destroy(); delete copy[i]; isDestroyed = true; } continue; } // also remove other entries of the same resource else if (isDestroyed && copyNames[i] == name) { continue; } else { resources.push_back(copy[i]); resourceNames.push_back(copy[i]->name); } } } void Core::deleteRenderObjectMemory(RenderObject *r) { //if (!r->allocStatic) delete r; } void Core::removeRenderObject(RenderObject *r, RemoveRenderObjectFlag flag) { if (r) { if (r->layer != LR_NONE && !renderObjectLayers[r->layer].empty()) { renderObjectLayers[r->layer].remove(r); } if (flag != DO_NOT_DESTROY_RENDER_OBJECT ) { r->destroy(); deleteRenderObjectMemory(r); } } } void Core::enqueueRenderObjectDeletion(RenderObject *object) { if (!object->_dead) // && !object->staticallyAllocated) { garbage.push_back (object); object->_dead = true; } } void Core::clearGarbage() { BBGE_PROF(Core_clearGarbage); // HACK: optimize this (use a list instead of a queue) for (RenderObjectList::iterator i = garbage.begin(); i != garbage.end(); i++) { removeRenderObject(*i, DO_NOT_DESTROY_RENDER_OBJECT); (*i)->destroy(); } for (RenderObjectList::iterator i = garbage.begin(); i != garbage.end(); i++) { deleteRenderObjectMemory(*i); } garbage.clear(); // to clear resources for (std::vector::iterator i = resources.begin(); i != resources.end(); ) { if ((*i)->getRef() == 0) { clearedGarbageFlag = true; delete (*i); i = resources.erase(i); continue; } if ((*i)->getRef() < 0) { errorLog("Texture ref < 0"); } i++; } } bool Core::canChangeState() { return (nestedMains<=1); } /* int Core::getVirtualWidth() { return virtualWidth; } int Core::getVirtualHeight() { return virtualHeight; } */ // Take a screenshot of the specified region of the screen and store it // in a 32bpp pixel buffer. delete[] the returned buffer when it's no // longer needed. unsigned char *Core::grabScreenshot(int x, int y, int w, int h) { #ifdef BBGE_BUILD_OPENGL unsigned char *imageData; unsigned int size = sizeof(unsigned char) * w * h * 4; imageData = new unsigned char[size]; glPushAttrib(GL_ALL_ATTRIB_BITS); glDisable(GL_BLEND); glDisable(GL_ALPHA_TEST); glDisable(GL_BLEND); glDisable(GL_DEPTH_TEST); glDisable(GL_DITHER); glDisable(GL_FOG); glDisable(GL_LIGHTING); glDisable(GL_LOGIC_OP); glDisable(GL_STENCIL_TEST); glDisable(GL_TEXTURE_1D); glDisable(GL_TEXTURE_2D); glPixelTransferi(GL_MAP_COLOR, GL_FALSE); glPixelTransferi(GL_RED_SCALE, 1); glPixelTransferi(GL_RED_BIAS, 0); glPixelTransferi(GL_GREEN_SCALE, 1); glPixelTransferi(GL_GREEN_BIAS, 0); glPixelTransferi(GL_BLUE_SCALE, 1); glPixelTransferi(GL_BLUE_BIAS, 0); glPixelTransferi(GL_ALPHA_SCALE, 1); glPixelTransferi(GL_ALPHA_BIAS, 0); glRasterPos2i(0, 0); glReadPixels(x, y, w, h, GL_RGBA, GL_UNSIGNED_BYTE, (GLvoid*)imageData); glPopAttrib(); // Force all alpha values to 255. unsigned char *c = imageData; for (int x = 0; x < w; x++) { for (int y = 0; y < h; y++, c += 4) { c[3] = 255; } } return imageData; #else #warning FIXME: Need to implement non-GL grabScreenshot(). // Avoid crashing, at least. return new unsigned char[sizeof(unsigned char) * w * h * 4]; #endif } // Like grabScreenshot(), but grab from the center of the screen. unsigned char *Core::grabCenteredScreenshot(int w, int h) { return grabScreenshot(core->width/2 - w/2, core->height/2 - h/2, w, h); } // takes a screen shot and saves it to a TGA image int Core::saveScreenshotTGA(const std::string &filename) { int w = getWindowWidth(), h = getWindowHeight(); unsigned char *imageData = grabCenteredScreenshot(w, h); return tgaSave(filename.c_str(),w,h,32,imageData); } void Core::saveCenteredScreenshotTGA(const std::string &filename, int sz) { int w=sz, h=sz; int hsm = (w * 3.0f) / 4.0f; unsigned char *imageData = grabCenteredScreenshot(w, hsm); int imageDataSize = sizeof(unsigned char) * w * hsm * 4; int tgaImageSize = sizeof(unsigned char) * w * h * 4; unsigned char *tgaImage = new unsigned char[tgaImageSize]; memcpy(tgaImage, imageData, imageDataSize); memset(tgaImage + imageDataSize, 0, tgaImageSize - imageDataSize); delete[] imageData; int savebits = 32; tgaSave(filename.c_str(),w,h,savebits,tgaImage); } void Core::saveSizedScreenshotTGA(const std::string &filename, int sz, int crop34) { debugLog("saveSizedScreenshot"); int w, h; unsigned char *imageData; w = sz; h = sz; float fsz = (float)sz; unsigned int size = sizeof(unsigned char) * w * h * 3; imageData = (unsigned char *)malloc(size); float wbit = fsz;//+1; float hbit = ((fsz)*(3.0f/4.0f)); int width = core->width-1; int height = core->height-1; int diff = 0; if (crop34) { width = int((core->height*4.0f)/3.0f); diff = (core->width - width)/2; width--; } float zx = wbit/(float)width; float zy = hbit/(float)height; float copyw = w*(1/zx); float copyh = h*(1/zy); std::ostringstream os; os << "wbit: " << wbit << " hbit: " << hbit << std::endl; os << "zx: " << zx << " zy: " << zy << std::endl; os << "w: " << w << " h: " << h << std::endl; os << "width: " << width << " height: " << height << std::endl; os << "copyw: " << copyw << " copyh: " << copyh << std::endl; debugLog(os.str()); glRasterPos2i(0, 0); /* glPushAttrib(GL_ALL_ATTRIB_BITS); glDisable(GL_BLEND); glDisable(GL_ALPHA_TEST); glDisable(GL_BLEND); glDisable(GL_DEPTH_TEST); glDisable(GL_DITHER); glDisable(GL_FOG); glDisable(GL_LIGHTING); glDisable(GL_LOGIC_OP); glDisable(GL_STENCIL_TEST); glDisable(GL_TEXTURE_1D); glDisable(GL_TEXTURE_2D); glPixelTransferi(GL_MAP_COLOR, GL_FALSE); glPixelTransferi(GL_RED_SCALE, 1); glPixelTransferi(GL_RED_BIAS, 0); glPixelTransferi(GL_GREEN_SCALE, 1); glPixelTransferi(GL_GREEN_BIAS, 0); glPixelTransferi(GL_BLUE_SCALE, 1); glPixelTransferi(GL_BLUE_BIAS, 0); glPixelTransferi(GL_ALPHA_SCALE, 1); glPixelTransferi(GL_ALPHA_BIAS, 0); */ //glPixelStorei(GL_PACK_ALIGNMENT, 1); debugLog("pixel zoom"); glPixelZoom(zx,zy); glFlush(); glPixelZoom(1,1); debugLog("copy pixels"); glCopyPixels(diff, 0, width, height, GL_COLOR); glFlush(); debugLog("read pixels"); glReadPixels(0, 0, w, h, GL_RGB, GL_UNSIGNED_BYTE, (GLvoid*)imageData); glFlush(); int savebits = 24; debugLog("saving bpp"); tgaSave(filename.c_str(),w,h,savebits,imageData); debugLog("pop"); //glPopAttrib(); debugLog("done"); } void Core::save64x64ScreenshotTGA(const std::string &filename) { #ifdef BBGE_BUILD_OPENGL int w, h; unsigned char *imageData; // compute width and heidth of the image //w = xmax - xmin; //h = ymax - ymin; w = 64; h = 64; // allocate memory for the pixels imageData = (unsigned char *)malloc(sizeof(unsigned char) * w * h * 4); // read the pixels from the frame buffer //glReadPixels(xmin,ymin,xmax,ymax,GL_RGBA,GL_UNSIGNED_BYTE, (GLvoid *)imageData); glPixelZoom(64.0f/(float)getVirtualWidth(), 48.0f/(float)getVirtualHeight()); glCopyPixels(0, 0, getVirtualWidth(), getVirtualHeight(), GL_COLOR); glReadPixels(0,0,64,64,GL_RGBA,GL_UNSIGNED_BYTE, (GLvoid *)imageData); unsigned char *c = imageData; for (int x=0; x < w; x++) { for (int y=0; y< h; y++) { c += 3; (*c) = 255; c ++; } } // save the image tgaSave(filename.c_str(),64,64,32,imageData); glPixelZoom(1,1); #endif // do NOT free imageData here // it IS freed in tgaSave //free(imageData); } // saves an array of pixels as a TGA image (frees the image data passed in) int Core::tgaSave( const char *filename, short int width, short int height, unsigned char pixelDepth, unsigned char *imageData) { unsigned char cGarbage = 0, type,mode,aux; short int iGarbage = 0; int i; FILE *file; // open file and check for errors file = fopen(adjustFilenameCase(filename).c_str(), "wb"); if (file == NULL) { delete [] imageData; return (int)false; } // compute image type: 2 for RGB(A), 3 for greyscale mode = pixelDepth / 8; if ((pixelDepth == 24) || (pixelDepth == 32)) type = 2; else type = 3; // write the header if (fwrite(&cGarbage, sizeof(unsigned char), 1, file) != 1 || fwrite(&cGarbage, sizeof(unsigned char), 1, file) != 1 || fwrite(&type, sizeof(unsigned char), 1, file) != 1 || fwrite(&iGarbage, sizeof(short int), 1, file) != 1 || fwrite(&iGarbage, sizeof(short int), 1, file) != 1 || fwrite(&cGarbage, sizeof(unsigned char), 1, file) != 1 || fwrite(&iGarbage, sizeof(short int), 1, file) != 1 || fwrite(&iGarbage, sizeof(short int), 1, file) != 1 || fwrite(&width, sizeof(short int), 1, file) != 1 || fwrite(&height, sizeof(short int), 1, file) != 1 || fwrite(&pixelDepth, sizeof(unsigned char), 1, file) != 1 || fwrite(&cGarbage, sizeof(unsigned char), 1, file) != 1) { fclose(file); delete [] imageData; return (int)false; } // convert the image data from RGB(A) to BGR(A) if (mode >= 3) for (i=0; i < width * height * mode ; i+= mode) { aux = imageData[i]; imageData[i] = imageData[i+2]; imageData[i+2] = aux; } // save the image data if (fwrite(imageData, sizeof(unsigned char), width * height * mode, file) != width * height * mode) { fclose(file); delete [] imageData; return (int)false; } fclose(file); delete [] imageData; return (int)true; } // saves a series of files with names "filenameX" int Core::tgaSaveSeries(char *filename, short int width, short int height, unsigned char pixelDepth, unsigned char *imageData) { char *newFilename; int status; // compute the new filename by adding the // series number and the extension newFilename = (char *)malloc(sizeof(char) * strlen(filename)+8); sprintf(newFilename,"%s%d",filename,numSavedScreenshots); // save the image status = tgaSave(newFilename,width,height,pixelDepth,imageData); //increase the counter if (status == (int)true) numSavedScreenshots++; free(newFilename); return(status); } void Core::screenshot() { doScreenshot = true; // ilutGLScreenie(); }