ad5cd7b16a
match the genesis editor version 1.3.1.921.
247 lines
6.6 KiB
C++
247 lines
6.6 KiB
C++
/****************************************************************************
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Copyright (c) 2006, Radon Labs GmbH
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Copyright (c) 2011-2013,WebJet Business Division,CYOU
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http://www.genesis-3d.com.cn
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Permission is hereby granted, free of charge, to any person obtaining a copy
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of this software and associated documentation files (the "Software"), to deal
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in the Software without restriction, including without limitation the rights
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to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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copies of the Software, and to permit persons to whom the Software is
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furnished to do so, subject to the following conditions:
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The above copyright notice and this permission notice shall be included in
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all copies or substantial portions of the Software.
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THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
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THE SOFTWARE.
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****************************************************************************/
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#include "stdneb.h"
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#include "graphicfeature/graphicsfeature.h"
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#include "appframework/actormanager.h"
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#include "appframework/gameserver.h"
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#include "basegamefeature/managers/timesource.h"
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#include "components/cameracomponent.h"
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#include "graphicsystem/base/ImageFilters.h"
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#include "app/guifeature/guiserver.h"
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#include "graphicsystem/Camera/Camera.h"
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namespace App
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{
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__ImplementClass(GraphicsFeature, 'FGFX' , App::Feature);
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__ImplementImageSingleton(GraphicsFeature);
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using namespace Graphic;
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//------------------------------------------------------------------------------
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/**
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*/
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GraphicsFeature::GraphicsFeature()
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: mMainWindow(NULL)
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, mWebVersion(false)
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, mWindowSizeChanged(false)
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{
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__ConstructImageSingleton;
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mFeatureName = "Graphics";
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}
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//------------------------------------------------------------------------------
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/**
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*/
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GraphicsFeature::~GraphicsFeature()
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{
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__DestructImageSingleton;
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}
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//------------------------------------------------------------------------------
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/**
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*/
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void
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GraphicsFeature::OnActivate()
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{
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n_assert(!this->IsActive());
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// call parent class
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Super::OnActivate();
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n_assert( !Graphic::GraphicSystem::HasInstance() );
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#if __WIN32__
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n_assert( mMainWindow != NULL );
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#endif
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mGraphicSystem = Graphic::GraphicSystem::Create();
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mGraphicSystem->Open(mMainWindow, mWindowWidth, mWindowHeight, RenderBase::PixelFormat::X8R8G8B8);
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mMainViewPort = mGraphicSystem->GetMainViewPortWindow();
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#ifdef __OSX__
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#else
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mMainViewPort->eventViewportChange += Delegates::newDelegate(this, &GraphicsFeature::onMainViewPortChange);
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#endif
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}
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//------------------------------------------------------------------------------
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/**
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*/
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void
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GraphicsFeature::OnDeactivate()
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{
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n_assert(this->IsActive());
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//mDefaultCameraActor = NULL;
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ImageFiltrationSystem::Shutdown();
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n_assert( mGraphicSystem.isvalid() );
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mGraphicSystem->DestroyViewPortWindow(mMainViewPort);
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mMainViewPort = NULL;
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mGraphicSystem->Close();
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Super::OnDeactivate();
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}
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//------------------------------------------------------------------------------
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/**
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*/
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void
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GraphicsFeature::OnStart()
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{
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Super::OnStart();
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}
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////------------------------------------------------------------------------
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//void
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//GraphicsFeature::AssignDefaultCamera(const GPtr<App::Actor>& camActor)
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//{
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// mDefaultCameraActor = camActor;
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//}
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//------------------------------------------------------------------------------
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/**
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*/
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void
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GraphicsFeature::OnBeginFrame()
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{
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Graphic::GlobalMaterialParam* globalMaterialParam = Graphic::Material::GetGlobalMaterialParams();
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double curframe = GameTime::Instance()->GetTime();
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double wrapTime = GameTime::Instance()->GetWrapTime();
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Math::float4 g_time = globalMaterialParam->GetVectorParam(Graphic::eGShaderVecTime);
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g_time.x() = (float)curframe;
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g_time.y() = (float)wrapTime;
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globalMaterialParam->SetVectorParam( Graphic::eGShaderVecTime, g_time);
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mGraphicSystem->OnBeginFrame();
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Super::OnBeginFrame();
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}
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//------------------------------------------------------------------------------
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/**
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*/
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void
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GraphicsFeature::OnFrame()
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{
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n_assert(mGraphicSystem.isvalid());
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mGraphicSystem->OnUpateFrame();
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Super::OnFrame();
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}
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//------------------------------------------------------------------------------
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/**
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*/
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void
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GraphicsFeature::OnEndFrame()
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{
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mGraphicSystem->OnEndFrame();
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Super::OnEndFrame();
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}
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//------------------------------------------------------------------------------
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/**
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*/
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GPtr<Graphic::ViewPortWindow>&
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GraphicsFeature::GetMainViewPort()
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{
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return mMainViewPort;
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}
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//------------------------------------------------------------------------
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void GraphicsFeature::SetMainWindow(void* hWnd)
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{
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mMainWindow = hWnd;
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//mGraphicSystem->CreateViewPortWindow((HWND)hWnd);
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}
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//--------------------------------------------------------------------------------
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void GraphicsFeature::SetWindowSize( int width, int height)
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{
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mWindowWidth = width;
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mWindowHeight = height;
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}
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GPtr<Graphic::ViewPortWindow> GraphicsFeature::CreateViewPortWindow(WindHandle hWnd, const RenderBase::DisplayMode& mode)
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{
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return mGraphicSystem->CreateViewPortWindow(hWnd, mode);
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}
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void GraphicsFeature::DestroyViewPortWindow(GPtr<Graphic::ViewPortWindow>& view)
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{
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n_assert(view != mMainViewPort);//[zhongdaohuan]<5D><><EFBFBD>ӿڲ<D3BF>Ӧ<EFBFBD><D3A6><EFBFBD><EFBFBD><EFBFBD>ⲿ<EFBFBD><E2B2BF><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ĵ<C4B4><F2BFAABB><EFBFBD><EFBFBD>١<EFBFBD>
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mGraphicSystem->DestroyViewPortWindow(view);
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}
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void GraphicsFeature::onMainViewPortChange(Graphic::ViewPortWindow* sender)
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{
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ImageFiltrationSystem::ResizeWindow();
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if (GUIServer::HasInstance() && GUIServer::Instance()->IsOpen())
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{
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GUIServer::Instance()->OnWindowResized();
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}
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}
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GPtr<App::Actor> GraphicsFeature::GetDefaultCameraActor() const
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{
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Camera* camera = mGraphicSystem->GetSceneDefaultCamera();
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if(camera)
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{
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CameraComponent* cc = dynamic_cast<CameraComponent*>(camera->GetOwner());
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if (cc)
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{
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return GPtr<App::Actor>(cc->GetActor());
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}
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}
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return GPtr<App::Actor>();
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}
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void GraphicsFeature::OnDeviceLost()
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{
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mGraphicSystem->OnDeviceLost();
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}
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bool GraphicsFeature::CheckReset()
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{
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return mGraphicSystem->CheckReset();
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}
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void GraphicsFeature::OnDeviceReset()
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{
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mGraphicSystem->OnDeviceReset();
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eventDeviceReset(this);
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if (GUIServer::HasInstance())
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{
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if (GUIServer::Instance()->IsOpen())
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{
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GUIServer::Instance()->OnDeviceReseted();
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}
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}
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}
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} // namespace Game
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