Esempio n. 1
0
    //
    // Display
    //
    void Display( Bool simFrame)
    {
      Vid::RenderBegin();
      Vid::RenderClear();

      if (Vid::Config::TrilinearOff())
      {
        // turn trilinear back on for terrain

        U32 filter = *Vid::Var::varFilter ? Vid::filterFILTER : 0;
        if (*Vid::Var::varMipmap)
        {
          filter |= Vid::filterMIPMAP;
        }
        if (*Vid::Var::varMipfilter)
        {
          filter |= Vid::filterMIPFILTER;
        }
        Vid::SetFilterStateI( filter);
      }

      if (Vid::renderState.status.mirror)
      {
        DisplayMirror();
      }

      // Inform client
      PERF_S("BuildDisplayList")
      MapObjCtrl::BuildDisplayList(Team::GetDisplayTeam(), simFrame);
      PERF_E("BuildDisplayList")

      // Render
      PERF_S("Terrain::Render");
      Terrain::Sky::Render();
      Client::Display::PreTerrain();
      Terrain::Render();
      Environment::Render();
      Vid::FlushBuckets();
      PERF_E("Terrain::Render");

      if (Vid::Config::TrilinearOff())
      {
        // turn trilinear filtering off for models

        Vid::SetFilterStateI( Vid::renderState.status.filter & ~Vid::filterMIPFILTER);
      }

      PERF_S("MapObjCtrl::Render");
      MapObjCtrl::Render();
      Vid::FlushBuckets();
      PERF_E("MapObjCtrl::Render");

      PERF_S("Particles::Render");
      ParticleSystem::Render(Vid::CurCamera());
      PERF_E("Particles::Render");

      PERF_S("Client::Render");
      Client::Display::Render();
      PERF_E("Client::Render");
    }
Esempio n. 2
0
    //
    // Display
    //
    void DisplayMirror()
    {
      if (!Vid::Mirror::Start())
      {
        return;
      }

      while (U32 val = Vid::Mirror::LoopStart())
      {
        Terrain::Sky::Render();

//      if (val > 1)
        {
          // test for clip against mirror plane 
          //
          MapObjCtrl::BuildMirrorList();

          // Render
          PERF_S("Terrain::Render");

          if (Vid::renderState.status.mirTerrain)
          {
            Terrain::Render();
          }
          Vid::FlushBuckets();
          PERF_E("Terrain::Render");

          PERF_S("MapObjCtrl::Render");
          if (Vid::renderState.status.mirObjects)
          {
            MapObjCtrl::RenderMirror();
          }
          Vid::FlushBuckets();
          PERF_E("MapObjCtrl::Render");

          PERF_S("Particles::Render");
          if (Vid::renderState.status.mirParticles)
          {
            ParticleSystem::Render(Vid::CurCamera());
          }
          PERF_E("Particles::Render");
        }

        Vid::Mirror::LoopStop();
      }
      Vid::Mirror::Stop();
    }
Esempio n. 3
0
    //
    // Display
    //
    void DisplayMirror()
    {
      if (!Vid::Mirror::Start())
      {
        return;
      }

      while (U32 val = Vid::Mirror::LoopStart())
      {
        // test for clip against mirror plane 
        //
        MapObjCtrl::BuildMirrorList();

        Terrain::Sky::Render();

//     if (val > 1)
        {
          PERF_S("Terrain::Render");
          if (Vid::renderState.status.mirTerrain)
          {
            Terrain::Render();
          }
          if (Vid::renderState.status.mirEnvironment)
          {
            Environment::Render();
          }
          Vid::FlushBuckets();
          PERF_E("Terrain::Render");

          PERF_S("MapObjCtrl::Render");
          if (Vid::renderState.status.mirObjects)
          {
            MapObjCtrl::RenderMirror();
          }
          PERF_E("MapObjCtrl::Render");
        }

        Vid::Mirror::LoopStop();
      }

      Vid::Mirror::Stop();
    }
Esempio n. 4
0
      //
      // Process
      //
      void Process()
      {
        switch (migration)
        {
          case NORMAL:
          {

            // Sample game speed
            frameRate.Sample(Main::elapTime);

            // Process the client
            Client::Events::Process();

            // Process real time camera things independent of display
            Viewer::GameTimeSim();

            if (Viewer::movie)
            {
              GameTime::Test();
              PERF_S("RenderFlush");
              Vid::RenderFlush();
              PERF_E("RenderFlush");
              return;
            }

            // Should we display or skip this frame
            Bool display = Vid::isStatus.active && GameTime::DisplayCount();
            Bool disPost = *Vid::Var::varRenderPostSim && display;
            U32 displayTime = 0;

            if (display)
            {
              Client::Display::PreRender();

              if (!*Vid::Var::varRenderPostSim)
              {
                PERF_S("Render");
                {
                  U32 start = Clock::Time::UsLwr();
                  Display( TRUE);
                  displayTime += Clock::Time::UsLwr() - start;

                  // Post render parallel code - NON SYNC
                  if (!GameTime::Paused())
                  {
                    Terrain::Simulate( Main::elapSecs);
                  }
                }
                PERF_E("Render");
              }
            }

            // update auto mrm error factor
            //
            //Mesh::Manager::UpdateMRMFactor();

            // Pause when a modal control is active
            if (allowModalPause)
            {
              if (IFace::GetModal())
              {
                if (!GameTime::Paused())
                {
                  GameTime::Pause(FALSE);
                  modalPause = TRUE;
                }
              }
              else
              {
                if (GameTime::Paused() && modalPause)
                {
                  GameTime::Pause(FALSE);
                  modalPause = FALSE;
                }
              }
            }

            // Reset mode BEFORE GameTime::Test
            Utils::FP::Reset();

            // Is it time to do the next game processing
            U32 gameTest = GameTime::Test();

            if (gameTest)
            {
              SYNC_BRUTAL("Mode: " << Utils::FP::GetState() << " Random: " << Random::sync.Raw())

              // Blip an order
              #ifdef SYNC_BRUTAL_ACTIVE
                if (!Missions::ShellActive())
                {
                  Orders::SendBlip();
                }
              #endif

              #ifdef SYNC_BRUTAL_ACTIVE
                SYNC(" === SIM START ===")
                Sync::SyncObjects(TRUE);
                SYNC(" ___ SIM START ___")
              #endif

              PERF_S("Simulation");

              // prepare state0 world matrices and state1 anim targets for this frame
              //
              PERF_S("UpdateMapPos");
              MapObjCtrl::UpdateMapPos();
              PERF_E("UpdateMapPos");

              PERF_S("SimulateInt");
              MapObjCtrl::SimulateInt( GameTime::SimTime());
              PERF_E("SimulateInt");

              SYNC_BRUTAL("Mode: " << Utils::FP::GetState())
            }

            if (disPost)
            {
              PERF_S("Render");
              U32 start = Clock::Time::UsLwr();
              Display( gameTest);
              displayTime += Clock::Time::UsLwr() - start;

              // Post render parallel code - NON SYNC
              if (!GameTime::Paused())
              {
                Terrain::Simulate( Main::elapSecs);
              }
              PERF_E("Render");
            }

            if (gameTest)
            {
              // Reset mode
              Utils::FP::Reset();

              SYNC_BRUTAL("Mode: " << Utils::FP::GetState())

              // Sync vars which should be synced
              SYNC
              (
                Vid::Var::Terrain::shroud
              )

              // Process Environment
              PERF_S("Environment");
              Environment::Process();
              PERF_E("Environment");

              // Perform AI Processing
              PERF_S("AI");
              AI::Process();
              PERF_E("AI");

              // Perform Game Object Thinking
              PERF_S("ObjectThought");
              GameObjCtrl::ProcessObjectThought();
              PERF_E("ObjectThought");

              // FX processing
              // MUST be before particle and mesheffect processing
              // MUST be before GameObjCtrl::DeleteDyingObjects
              // MUST be after ProcessObjectThought
              //
              PERF_S("FX");
              FX::Process();
              PERF_E("FX");

              GameObjCtrl::DeleteDyingObjects();

              // Perform Path Searching
              PERF_S("PathSearching");
              PathSearch::ProcessRequests();
              PERF_E("PathSearching");

              // Movement collision resolution
              PERF_S("Movement::Mediate");
              Movement::Mediator::Process();
              PERF_E("Movement::Mediate");

              // Do all per-cycle object processing
              MapObjCtrl::ProcessObjects();

              // Perform collision fixups
              //
              // this resets the world matrices
              // should be after all object position updates
              //
              PERF_S("Collision Resolve");
              CollisionCtrl::Resolve();
              PERF_E("Collision Resolve");

              // Perform Particle Processing
              PERF_S("ParticleSimulate");
              ParticleSystem::Simulate( GameTime::SimTime());
              ParticleSystem::SimulateInt( Main::elapSecs);
              PERF_E("ParticleSimulate");

              // Perform Team Processing
              PERF_S("Team");
              Team::ProcessAll();
              PERF_E("Team");

              #ifdef SYNC_BRUTAL_ACTIVE
                SYNC(" === SIM END ===")
                Sync::SyncObjects(TRUE);
                SYNC(" ___ SIM END ___")
              #endif

              SYNC_BRUTAL("Mode: " << Utils::FP::GetState())

              // Update line of sight display
              PERF_S("Sight::DetachedList");
              Sight::ProcessDetachedList();
              PERF_E("Sight::DetachedList");

              // Update line of sight display
              PERF_S("Sight Display");
              Sight::UpdateDisplay( Team::GetDisplayTeam());
              PERF_E("Sight Display");

              // Tell game time to recompute the display cycles per game cycle
              GameTime::Compute();

              // NON-SYNC client side processing that is done at the sim rate
              PERF_S("Demo");
              Demo::Process();
              PERF_E("Demo");

              PERF_E("Simulation");
            }
            else 
        
            // Process interpolation
            if (Vid::renderState.status.interpMesh && !GameTime::Paused() && !GameTime::IsStalled())
            {
              PERF_S("Interpolate");
              MapObjCtrl::SimulateInt( Main::elapSecs);
              PERF_E("Interpolate");

              if (disPost)
              {
                PERF_S("Render");

                U32 start = Clock::Time::UsLwr();
                Display( FALSE);
                displayTime += Clock::Time::UsLwr() - start;

                // Post render parallel code - NON SYNC
                if (!GameTime::Paused())
                {
                  Terrain::Simulate( Main::elapSecs);
                }
                PERF_E("Render");
              }

              ParticleSystem::SimulateInt( Main::elapSecs);
            }

            // Main rendering code
            if (display)
            {
              PERF_S("PostRender");

              U32 start = Clock::Time::UsLwr();

              // Finish render
              Vid::RenderEnd();

              PERF_S("RenderFlush");
              Vid::RenderFlush();
              PERF_E("RenderFlush");

              displayTime += Clock::Time::UsLwr() - start;

              PERF_E("PostRender");

              // Notify client that rendering is finished
              Client::Display::PostRender();

              // Report display time to GameTime
              GameTime::DisplaySample(displayTime);

              displayRate.Sample(displayTime / 1000);
              triCount.Sample(Main::triCount);
            }
            break;
          }

          case MIGRATING:

            if (!MultiPlayer::Data::Online())
            {
              migration = NORMAL;
              LOG_DIAG(("Switching to NORMAL"))
              return;
            }

            // Process input events
            if (Main::active)
            {
              IFace::Process();
            }

            if (!MultiPlayer::Data::Online())
            {
              migration = NORMAL;
              LOG_DIAG(("Switching to NORMAL"))
              return;
            }
Esempio n. 5
0
    //
    // Display
    //
    void Display()
    {
      Vid::RenderBegin();
      Vid::RenderClear();

      if (Vid::Config::TrilinearOff())
      {
        // turn trilinear back on for terrain

        U32 filter = *Vid::Var::varFilter ? Vid::filterFILTER : 0;
        if (*Vid::Var::varMipmap)
        {
          filter |= Vid::filterMIPMAP;
        }
        if (*Vid::Var::varMipfilter)
        {
          filter |= Vid::filterMIPFILTER;
        }
        Vid::SetFilterStateI( filter);
      }

      if (Vid::renderState.status.mirror)
      {
        DisplayMirror();
      }

      MapObjCtrl::BuildDisplayList( NULL, TRUE);

      PERF_S("Terrain::Render");
      Terrain::Sky::Render();
      Terrain::Render();
      Environment::Render();
      Vid::FlushBuckets();
      PERF_E("Terrain::Render");

      if (Vid::Config::TrilinearOff())
      {
        // turn trilinear filtering off for models

        Vid::SetFilterStateI( Vid::renderState.status.filter & ~Vid::filterMIPFILTER);
      }

      MapObjCtrl::Render();

      PERF_S("Flush buckets");
      Vid::FlushBuckets();    
      PERF_E("Flush buckets");

      ParticleSystem::Render(Vid::CurCamera());

      // Display debug information
      #ifdef DEVELOPMENT

      Common::Display::RenderDebug();

      #endif

      // Notify the brush to do all predrawing
      data.brush->Notify("System::PreDraw");

      PERF_S("Flush buckets");
      Vid::FlushBuckets();
      Vid::FlushTranBuckets();
      PERF_E("Flush buckets");

      // Render interface
      IFace::Render();

      // Notify the brush to do all postdrawing
      data.brush->Notify("System::PostDraw");

      // Finish 3D rendering
      Vid::RenderEnd();

    }
  //
  // Object::Process
  //
  // Perform processing for this strategic object
  //
  void Object::Process()
  {
    // Transfer the notifications to a processing list to prevent recursion
    NList<Notification> process(&Notification::node);
    notifications.Transfer(process);

    // Process Notifications
    Notification *notification;
    NList<Notification>::Iterator n(&process);

    while ((notification = n++) != NULL)
    {
      // Send it to the base manager
      baseManager.Notify(*notification);

      // Send it to the script manager
      scriptManager.Notify(*notification);

      // Send it to the transport manager
      transportManager.Notify(*notification);

      // Dispose of the notification
      process.Dispose(notification);
    }

    U32 i;

    PERF_S("Asset");

    // Process Asset Manager
    for (i = 0; i < ITERATIONS_ASSET_MANAGER; i++)
    {
      assetManager.Process();
    }

    PERF_E("Asset");

    PERF_S("Base");

    // Process Base Manager
    for (i = 0; i < ITERATIONS_BASE_MANAGER; i++)
    {
      baseManager.Process();
    }

    PERF_E("Base");

    PERF_S("Bombardier");

    // Process the Bombardier manager
    for (i = 0; i < ITERATIONS_BOMBARDIER_MANAGER; i++)
    {
      bombardierManager.Process();
    }

    PERF_E("Bombardier");

    PERF_S("Intel");

    // Process the Intel manager
    for (i = 0; i < ITERATIONS_INTEL_MANAGER; i++)
    {
      intelManager.Process();
    }

    PERF_E("Intel");

    PERF_S("Placement");

    // Process the Placement manager
    for (i = 0; i < ITERATIONS_PLACEMENT_MANAGER; i++)
    {
      placementManager.Process();
    }

    PERF_E("Placement");

    PERF_S("Resource");

    // Process the Resource manager
    for (i = 0; i < ITERATIONS_RESOURCE_MANAGER; i++)
    {
      resourceManager.Process();
    }

    PERF_E("Resource");

    PERF_S("Water");

    // Process the Resource manager
    for (i = 0; i < ITERATIONS_WATER_MANAGER; i++)
    {
      waterManager.Process();
    }

    PERF_E("Water");

    PERF_S("Rule");

    // Process the Rule manager
    for (i = 0; i < ITERATIONS_RULE_MANAGER; i++)
    {
      ruleManager.Process();
    }

    PERF_E("Rule");

    PERF_S("Script");

    // Process Script Manager
    for (i = 0; i < ITERATIONS_SCRIPT_MANAGER; i++)
    {
      scriptManager.Process();
    }

    PERF_E("Script");
  }
Esempio n. 7
0
//
// ProjectileObj::ProcessCycle
//
// Per-cycle processing
//
void ProjectileObj::ProcessCycle()
{
  PERF_S(("ProjectileObj"))

  Bool boom = FALSE;

  // Has a proximity distance been specifed ?
  F32 proximity2 = ProjectileType()->GetProximity2();

  if (proximity2 && GetTarget().Alive())
  {
    // Is the target close enough ?
    Vector target = GetTarget().GetLocation() - Position();

    // Proximity type checks
    switch (ProjectileType()->GetProximityType())
    {
      case ProjectileObjType::PROXIMITY_NORMAL:
        if (target.Magnitude2() < proximity2)
        {
          boom = TRUE;
        }
        break;

      case ProjectileObjType::PROXIMITY_XZ:
        if (target.MagnitudeXZ2() < proximity2)
        {
          boom = TRUE;
        }
        break;

      case ProjectileObjType::PROXIMITY_Y:
        if ((GetVelocity().y < 0.0F) && (fabs(target.y) < ProjectileType()->GetProximity()))
        {
          boom = TRUE;
        }
        break;
    }

    if (boom)
    {
      // Kaboom
      Detonate();
    }
  }

  // Has the fuse expired ?
  if 
  (
    !boom && !ProjectileType()->GetImpact() && 
    GameTime::SimTotalTime() - GetBirthTime() > ProjectileType()->GetFuse()
  )
  {
    // Kaboom
    Detonate();
  }

  // Perform type specific physics
  if (!deathNode.InUse())
  {
    Matrix m = WorldMatrix();
    Vector s;

    ProjectileType()->ProcessProjectilePhysics(*this, m, s);

    // Update odometer and position
    distTravelled += s.Magnitude();
    m.posit += s;
    SetSimTarget(m);

    // Register movement with the collision system
    CollisionCtrl::AddObject(this);
  }

  PERF_E(("ProjectileObj"))

  // Call base class
  MapObj::ProcessCycle();
}