void KX_KetsjiEngine::PostProcessScene(KX_Scene* scene) { bool override_camera = (m_overrideCam && (scene->GetName() == m_overrideSceneName)); SG_SetActiveStage(SG_STAGE_SCENE); // if there is no activecamera, or the camera is being // overridden we need to construct a temporarily camera if (!scene->GetActiveCamera() || override_camera) { KX_Camera* activecam = NULL; RAS_CameraData camdata = RAS_CameraData(); if (override_camera) { camdata.m_lens = m_overrideCamLens; camdata.m_clipstart = m_overrideCamNear; camdata.m_clipend = m_overrideCamFar; camdata.m_perspective= !m_overrideCamUseOrtho; } activecam = new KX_Camera(scene,KX_Scene::m_callbacks,camdata); activecam->SetName("__default__cam__"); // set transformation if (override_camera) { const MT_CmMatrix4x4& cammatdata = m_overrideCamViewMat; MT_Transform trans = MT_Transform(cammatdata.getPointer()); MT_Transform camtrans; camtrans.invert(trans); activecam->NodeSetLocalPosition(camtrans.getOrigin()); activecam->NodeSetLocalOrientation(camtrans.getBasis()); activecam->NodeUpdateGS(0); } else { activecam->NodeSetLocalPosition(MT_Point3(0.0, 0.0, 0.0)); activecam->NodeSetLocalOrientation(MT_Vector3(0.0, 0.0, 0.0)); activecam->NodeUpdateGS(0); } scene->AddCamera(activecam); scene->SetActiveCamera(activecam); scene->GetObjectList()->Add(activecam->AddRef()); scene->GetRootParentList()->Add(activecam->AddRef()); //done with activecam activecam->Release(); } scene->UpdateParents(0.0); }
void KX_KetsjiEngine::Render() { if(m_usedome){ RenderDome(); return; } KX_Scene* firstscene = *m_scenes.begin(); const RAS_FrameSettings &framesettings = firstscene->GetFramingType(); m_logger->StartLog(tc_rasterizer, m_kxsystem->GetTimeInSeconds(), true); SG_SetActiveStage(SG_STAGE_RENDER); // hiding mouse cursor each frame // (came back when going out of focus and then back in again) if (m_hideCursor) m_canvas->SetMouseState(RAS_ICanvas::MOUSE_INVISIBLE); // clear the entire game screen with the border color // only once per frame m_canvas->BeginDraw(); if (m_drawingmode == RAS_IRasterizer::KX_TEXTURED) { m_canvas->SetViewPort(0, 0, m_canvas->GetWidth(), m_canvas->GetHeight()); if (m_overrideFrameColor) { // Do not use the framing bar color set in the Blender scenes m_canvas->ClearColor( m_overrideFrameColorR, m_overrideFrameColorG, m_overrideFrameColorB, 1.0 ); } else { // Use the framing bar color set in the Blender scenes m_canvas->ClearColor( framesettings.BarRed(), framesettings.BarGreen(), framesettings.BarBlue(), 1.0 ); } // clear the -whole- viewport m_canvas->ClearBuffer(RAS_ICanvas::COLOR_BUFFER|RAS_ICanvas::DEPTH_BUFFER); } m_rasterizer->SetEye(RAS_IRasterizer::RAS_STEREO_LEFTEYE); // BeginFrame() sets the actual drawing area. You can use a part of the window if (!BeginFrame()) return; KX_SceneList::iterator sceneit; for (sceneit = m_scenes.begin();sceneit != m_scenes.end(); sceneit++) // for each scene, call the proceed functions { KX_Scene* scene = *sceneit; KX_Camera* cam = scene->GetActiveCamera(); // pass the scene's worldsettings to the rasterizer SetWorldSettings(scene->GetWorldInfo()); // this is now done incrementatlly in KX_Scene::CalculateVisibleMeshes //scene->UpdateMeshTransformations(); // shadow buffers RenderShadowBuffers(scene); // Avoid drawing the scene with the active camera twice when it's viewport is enabled if(cam && !cam->GetViewport()) { if (scene->IsClearingZBuffer()) m_rasterizer->ClearDepthBuffer(); m_rendertools->SetAuxilaryClientInfo(scene); // do the rendering RenderFrame(scene, cam); } list<class KX_Camera*>* cameras = scene->GetCameras(); // Draw the scene once for each camera with an enabled viewport list<KX_Camera*>::iterator it = cameras->begin(); while(it != cameras->end()) { if((*it)->GetViewport()) { if (scene->IsClearingZBuffer()) m_rasterizer->ClearDepthBuffer(); m_rendertools->SetAuxilaryClientInfo(scene); // do the rendering RenderFrame(scene, (*it)); } it++; } } // only one place that checks for stereo if(m_rasterizer->Stereo()) { m_rasterizer->SetEye(RAS_IRasterizer::RAS_STEREO_RIGHTEYE); if (!BeginFrame()) return; for (sceneit = m_scenes.begin();sceneit != m_scenes.end(); sceneit++) // for each scene, call the proceed functions { KX_Scene* scene = *sceneit; KX_Camera* cam = scene->GetActiveCamera(); // pass the scene's worldsettings to the rasterizer SetWorldSettings(scene->GetWorldInfo()); if (scene->IsClearingZBuffer()) m_rasterizer->ClearDepthBuffer(); //pass the scene, for picking and raycasting (shadows) m_rendertools->SetAuxilaryClientInfo(scene); // do the rendering //RenderFrame(scene); RenderFrame(scene, cam); list<class KX_Camera*>* cameras = scene->GetCameras(); // Draw the scene once for each camera with an enabled viewport list<KX_Camera*>::iterator it = cameras->begin(); while(it != cameras->end()) { if((*it)->GetViewport()) { if (scene->IsClearingZBuffer()) m_rasterizer->ClearDepthBuffer(); m_rendertools->SetAuxilaryClientInfo(scene); // do the rendering RenderFrame(scene, (*it)); } it++; } } } // if(m_rasterizer->Stereo()) EndFrame(); }
bool KX_KetsjiEngine::NextFrame() { double timestep = 1.0/m_ticrate; double framestep = timestep; // static hidden::Clock sClock; m_logger->StartLog(tc_services, m_kxsystem->GetTimeInSeconds(),true); //float dt = sClock.getTimeMicroseconds() * 0.000001f; //sClock.reset(); if (m_bFixedTime) m_clockTime += timestep; else { // m_clockTime += dt; m_clockTime = m_kxsystem->GetTimeInSeconds(); } double deltatime = m_clockTime - m_frameTime; if (deltatime<0.f) { printf("problem with clock\n"); deltatime = 0.f; m_clockTime = 0.f; m_frameTime = 0.f; } // Compute the number of logic frames to do each update (fixed tic bricks) int frames =int(deltatime*m_ticrate+1e-6); // if (frames>1) // printf("****************************************"); // printf("dt = %f, deltatime = %f, frames = %d\n",dt, deltatime,frames); // if (!frames) // PIL_sleep_ms(1); KX_SceneList::iterator sceneit; if (frames>m_maxPhysicsFrame) { // printf("framedOut: %d\n",frames); m_frameTime+=(frames-m_maxPhysicsFrame)*timestep; frames = m_maxPhysicsFrame; } bool doRender = frames>0; if (frames > m_maxLogicFrame) { framestep = (frames*timestep)/m_maxLogicFrame; frames = m_maxLogicFrame; } while (frames) { m_frameTime += framestep; for (sceneit = m_scenes.begin();sceneit != m_scenes.end(); ++sceneit) // for each scene, call the proceed functions { KX_Scene* scene = *sceneit; /* Suspension holds the physics and logic processing for an * entire scene. Objects can be suspended individually, and * the settings for that preceed the logic and physics * update. */ m_logger->StartLog(tc_logic, m_kxsystem->GetTimeInSeconds(), true); m_sceneconverter->resetNoneDynamicObjectToIpo();//this is for none dynamic objects with ipo scene->UpdateObjectActivity(); if (!scene->IsSuspended()) { // if the scene was suspended recalcutlate the delta tu "curtime" m_suspendedtime = scene->getSuspendedTime(); if (scene->getSuspendedTime()!=0.0) scene->setSuspendedDelta(scene->getSuspendedDelta()+m_clockTime-scene->getSuspendedTime()); m_suspendeddelta = scene->getSuspendedDelta(); m_logger->StartLog(tc_network, m_kxsystem->GetTimeInSeconds(), true); SG_SetActiveStage(SG_STAGE_NETWORK); scene->GetNetworkScene()->proceed(m_frameTime); //m_logger->StartLog(tc_scenegraph, m_kxsystem->GetTimeInSeconds(), true); //SG_SetActiveStage(SG_STAGE_NETWORK_UPDATE); //scene->UpdateParents(m_frameTime); m_logger->StartLog(tc_physics, m_kxsystem->GetTimeInSeconds(), true); SG_SetActiveStage(SG_STAGE_PHYSICS1); // set Python hooks for each scene #ifndef DISABLE_PYTHON PHY_SetActiveEnvironment(scene->GetPhysicsEnvironment()); #endif KX_SetActiveScene(scene); scene->GetPhysicsEnvironment()->endFrame(); // Update scenegraph after physics step. This maps physics calculations // into node positions. //m_logger->StartLog(tc_scenegraph, m_kxsystem->GetTimeInSeconds(), true); //SG_SetActiveStage(SG_STAGE_PHYSICS1_UPDATE); //scene->UpdateParents(m_frameTime); // Process sensors, and controllers m_logger->StartLog(tc_logic, m_kxsystem->GetTimeInSeconds(), true); SG_SetActiveStage(SG_STAGE_CONTROLLER); scene->LogicBeginFrame(m_frameTime); // Scenegraph needs to be updated again, because Logic Controllers // can affect the local matrices. m_logger->StartLog(tc_scenegraph, m_kxsystem->GetTimeInSeconds(), true); SG_SetActiveStage(SG_STAGE_CONTROLLER_UPDATE); scene->UpdateParents(m_frameTime); // Process actuators // Do some cleanup work for this logic frame m_logger->StartLog(tc_logic, m_kxsystem->GetTimeInSeconds(), true); SG_SetActiveStage(SG_STAGE_ACTUATOR); scene->LogicUpdateFrame(m_frameTime, true); scene->LogicEndFrame(); // Actuators can affect the scenegraph m_logger->StartLog(tc_scenegraph, m_kxsystem->GetTimeInSeconds(), true); SG_SetActiveStage(SG_STAGE_ACTUATOR_UPDATE); scene->UpdateParents(m_frameTime); m_logger->StartLog(tc_physics, m_kxsystem->GetTimeInSeconds(), true); SG_SetActiveStage(SG_STAGE_PHYSICS2); scene->GetPhysicsEnvironment()->beginFrame(); // Perform physics calculations on the scene. This can involve // many iterations of the physics solver. scene->GetPhysicsEnvironment()->proceedDeltaTime(m_frameTime,timestep,framestep);//m_deltatimerealDeltaTime); m_logger->StartLog(tc_scenegraph, m_kxsystem->GetTimeInSeconds(), true); SG_SetActiveStage(SG_STAGE_PHYSICS2_UPDATE); scene->UpdateParents(m_frameTime); if (m_game2ipo) { m_sceneconverter->WritePhysicsObjectToAnimationIpo(++m_currentFrame); } scene->setSuspendedTime(0.0); } // suspended else if(scene->getSuspendedTime()==0.0) scene->setSuspendedTime(m_clockTime); DoSound(scene); m_logger->StartLog(tc_services, m_kxsystem->GetTimeInSeconds(), true); } // update system devices m_logger->StartLog(tc_logic, m_kxsystem->GetTimeInSeconds(), true); if (m_keyboarddevice) m_keyboarddevice->NextFrame(); if (m_mousedevice) m_mousedevice->NextFrame(); if (m_networkdevice) m_networkdevice->NextFrame(); // scene management ProcessScheduledScenes(); frames--; } bool bUseAsyncLogicBricks= false;//true; if (bUseAsyncLogicBricks) { // Logic update sub frame: this will let some logic bricks run at the // full frame rate. for (sceneit = m_scenes.begin();sceneit != m_scenes.end(); ++sceneit) // for each scene, call the proceed functions { KX_Scene* scene = *sceneit; if (!scene->IsSuspended()) { // if the scene was suspended recalcutlate the delta tu "curtime" m_suspendedtime = scene->getSuspendedTime(); if (scene->getSuspendedTime()!=0.0) scene->setSuspendedDelta(scene->getSuspendedDelta()+m_clockTime-scene->getSuspendedTime()); m_suspendeddelta = scene->getSuspendedDelta(); // set Python hooks for each scene #ifndef DISABLE_PYTHON PHY_SetActiveEnvironment(scene->GetPhysicsEnvironment()); #endif KX_SetActiveScene(scene); m_logger->StartLog(tc_scenegraph, m_kxsystem->GetTimeInSeconds(), true); SG_SetActiveStage(SG_STAGE_PHYSICS1); scene->UpdateParents(m_clockTime); // Perform physics calculations on the scene. This can involve // many iterations of the physics solver. m_logger->StartLog(tc_physics, m_kxsystem->GetTimeInSeconds(), true); scene->GetPhysicsEnvironment()->proceedDeltaTime(m_clockTime,timestep,timestep); // Update scenegraph after physics step. This maps physics calculations // into node positions. m_logger->StartLog(tc_scenegraph, m_kxsystem->GetTimeInSeconds(), true); SG_SetActiveStage(SG_STAGE_PHYSICS2); scene->UpdateParents(m_clockTime); // Do some cleanup work for this logic frame m_logger->StartLog(tc_logic, m_kxsystem->GetTimeInSeconds(), true); scene->LogicUpdateFrame(m_clockTime, false); // Actuators can affect the scenegraph m_logger->StartLog(tc_scenegraph, m_kxsystem->GetTimeInSeconds(), true); SG_SetActiveStage(SG_STAGE_ACTUATOR); scene->UpdateParents(m_clockTime); scene->setSuspendedTime(0.0); } // suspended else if(scene->getSuspendedTime()==0.0) scene->setSuspendedTime(m_clockTime); DoSound(scene); m_logger->StartLog(tc_services, m_kxsystem->GetTimeInSeconds(), true); } } m_previousClockTime = m_clockTime; // Start logging time spend outside main loop m_logger->StartLog(tc_outside, m_kxsystem->GetTimeInSeconds(), true); return doRender; }
// update graphics void KX_KetsjiEngine::RenderFrame(KX_Scene* scene, KX_Camera* cam) { bool override_camera; RAS_Rect viewport, area; float nearfrust, farfrust, focallength; // KX_Camera* cam = scene->GetActiveCamera(); if (!cam) return; GetSceneViewport(scene, cam, area, viewport); // store the computed viewport in the scene scene->SetSceneViewport(viewport); // set the viewport for this frame and scene m_canvas->SetViewPort(viewport.GetLeft(), viewport.GetBottom(), viewport.GetRight(), viewport.GetTop()); // see KX_BlenderMaterial::Activate //m_rasterizer->SetAmbient(); m_rasterizer->DisplayFog(); override_camera = m_overrideCam && (scene->GetName() == m_overrideSceneName); override_camera = override_camera && (cam->GetName() == "__default__cam__"); if (override_camera && m_overrideCamUseOrtho) { m_rasterizer->SetProjectionMatrix(m_overrideCamProjMat); if (!cam->hasValidProjectionMatrix()) { // needed to get frustrum planes for culling MT_Matrix4x4 projmat; projmat.setValue(m_overrideCamProjMat.getPointer()); cam->SetProjectionMatrix(projmat); } } else if (cam->hasValidProjectionMatrix() && !cam->GetViewport() ) { m_rasterizer->SetProjectionMatrix(cam->GetProjectionMatrix()); } else { RAS_FrameFrustum frustum; bool orthographic = !cam->GetCameraData()->m_perspective; nearfrust = cam->GetCameraNear(); farfrust = cam->GetCameraFar(); focallength = cam->GetFocalLength(); MT_Matrix4x4 projmat; if(override_camera) { nearfrust = m_overrideCamNear; farfrust = m_overrideCamFar; } if (orthographic) { RAS_FramingManager::ComputeOrtho( scene->GetFramingType(), area, viewport, cam->GetScale(), nearfrust, farfrust, frustum ); if (!cam->GetViewport()) { frustum.x1 *= m_cameraZoom; frustum.x2 *= m_cameraZoom; frustum.y1 *= m_cameraZoom; frustum.y2 *= m_cameraZoom; } projmat = m_rasterizer->GetOrthoMatrix( frustum.x1, frustum.x2, frustum.y1, frustum.y2, frustum.camnear, frustum.camfar); } else { RAS_FramingManager::ComputeFrustum( scene->GetFramingType(), area, viewport, cam->GetLens(), nearfrust, farfrust, frustum ); if (!cam->GetViewport()) { frustum.x1 *= m_cameraZoom; frustum.x2 *= m_cameraZoom; frustum.y1 *= m_cameraZoom; frustum.y2 *= m_cameraZoom; } projmat = m_rasterizer->GetFrustumMatrix( frustum.x1, frustum.x2, frustum.y1, frustum.y2, frustum.camnear, frustum.camfar, focallength); } cam->SetProjectionMatrix(projmat); // Otherwise the projection matrix for each eye will be the same... if (!orthographic && m_rasterizer->Stereo()) cam->InvalidateProjectionMatrix(); } MT_Transform camtrans(cam->GetWorldToCamera()); MT_Matrix4x4 viewmat(camtrans); m_rasterizer->SetViewMatrix(viewmat, cam->NodeGetWorldOrientation(), cam->NodeGetWorldPosition(), cam->GetCameraData()->m_perspective); cam->SetModelviewMatrix(viewmat); // The following actually reschedules all vertices to be // redrawn. There is a cache between the actual rescheduling // and this call though. Visibility is imparted when this call // runs through the individual objects. m_logger->StartLog(tc_scenegraph, m_kxsystem->GetTimeInSeconds(), true); SG_SetActiveStage(SG_STAGE_CULLING); scene->CalculateVisibleMeshes(m_rasterizer,cam); m_logger->StartLog(tc_rasterizer, m_kxsystem->GetTimeInSeconds(), true); SG_SetActiveStage(SG_STAGE_RENDER); scene->RenderBuckets(camtrans, m_rasterizer, m_rendertools); if (scene->GetPhysicsEnvironment()) scene->GetPhysicsEnvironment()->debugDrawWorld(); m_rasterizer->FlushDebugLines(); //it's running once for every scene (i.e. overlay scenes have it running twice). That's not the ideal. PostRenderFrame(); }
void KX_BlenderSceneConverter::ConvertScene(class KX_Scene* destinationscene, class RAS_IRenderTools* rendertools, class RAS_ICanvas* canvas) { //find out which physics engine Scene *blenderscene = destinationscene->GetBlenderScene(); e_PhysicsEngine physics_engine = UseBullet; bool useDbvtCulling = false; // hook for registration function during conversion. m_currentScene = destinationscene; destinationscene->SetSceneConverter(this); SG_SetActiveStage(SG_STAGE_CONVERTER); if (blenderscene) { switch (blenderscene->gm.physicsEngine) { case WOPHY_BULLET: { physics_engine = UseBullet; useDbvtCulling = (blenderscene->gm.mode & WO_DBVT_CULLING) != 0; break; } default: case WOPHY_NONE: { physics_engine = UseNone; break; } } } switch (physics_engine) { #ifdef USE_BULLET case UseBullet: { CcdPhysicsEnvironment* ccdPhysEnv = new CcdPhysicsEnvironment(useDbvtCulling); ccdPhysEnv->setDebugDrawer(new BlenderDebugDraw()); ccdPhysEnv->setDeactivationLinearTreshold(0.8f); // default, can be overridden by Python ccdPhysEnv->setDeactivationAngularTreshold(1.0f); // default, can be overridden by Python SYS_SystemHandle syshandle = SYS_GetSystem(); /*unused*/ int visualizePhysics = SYS_GetCommandLineInt(syshandle,"show_physics",0); if (visualizePhysics) ccdPhysEnv->setDebugMode(btIDebugDraw::DBG_DrawWireframe|btIDebugDraw::DBG_DrawAabb|btIDebugDraw::DBG_DrawContactPoints|btIDebugDraw::DBG_DrawText|btIDebugDraw::DBG_DrawConstraintLimits|btIDebugDraw::DBG_DrawConstraints); //todo: get a button in blender ? //disable / enable debug drawing (contact points, aabb's etc) //ccdPhysEnv->setDebugMode(1); destinationscene->SetPhysicsEnvironment(ccdPhysEnv); break; } #endif default: case UseNone: physics_engine = UseNone; destinationscene ->SetPhysicsEnvironment(new DummyPhysicsEnvironment()); break; } BL_ConvertBlenderObjects(m_maggie, destinationscene, m_ketsjiEngine, physics_engine, rendertools, canvas, this, m_alwaysUseExpandFraming ); //These lookup are not needed during game m_map_blender_to_gameactuator.clear(); m_map_blender_to_gamecontroller.clear(); m_map_blender_to_gameobject.clear(); //Clearing this lookup table has the effect of disabling the cache of meshes //between scenes, even if they are shared in the blend file. //This cache mecanism is buggy so I leave it disable and the memory leak //that would result from this is fixed in RemoveScene() m_map_mesh_to_gamemesh.clear(); #ifndef USE_BULLET /* quiet compiler warning */ (void)useDbvtCulling; #endif }