Add support for interlaced polarized 3d screens

Add (experimental) support for topbottom as well as sidebyside 3d mode
This commit is contained in:
sapier 2014-04-27 16:09:21 +02:00
parent d9f6f9e7a8
commit 09970b7b6d
17 changed files with 910 additions and 424 deletions

@ -127,9 +127,15 @@
#view_bobbing_amount = 1.0
# Amount of fall bobbing (0 = no fall bobbing, 1.0 = normal, 2.0 = double)
#fall_bobbing_amount = 0.0
# Anaglyph stereo
#anaglyph = false
#anaglyph_strength = 0.1
# 3d support,
# right now:
# "none" = no 3d output,
# "anaglyph" = cyan/magenta color 3d,
# "interlaced" = odd/even line based polarisation screen support,
# "topbottom" = split screen top boton,
# "sidebyside" = split screen side by side
#3d_mode = none
#3d_paralax_strength = 0.025
# In-game chat console background color (R,G,B)
#console_color = (0,0,0)
# In-game chat console background alpha (opaqueness, between 0 and 255)

@ -460,6 +460,7 @@ set(minetest_SRCS
guiEngine.cpp
guiFileSelectMenu.cpp
convert_json.cpp
drawscene.cpp
${minetest_SCRIPT_SRCS}
)

@ -82,7 +82,9 @@ Camera::Camera(scene::ISceneManager* smgr, MapDrawControl& draw_control,
m_wield_change_timer(0.125),
m_wield_mesh_next(NULL),
m_previous_playeritem(-1),
m_previous_itemname("")
m_previous_itemname(""),
m_camera_mode(CAMERA_MODE_FIRST)
{
//dstream<<__FUNCTION_NAME<<std::endl;
@ -159,8 +161,10 @@ void Camera::step(f32 dtime)
if(m_wield_change_timer > 0.125)
m_wield_change_timer = 0.125;
if(m_wield_change_timer >= 0 && was_under_zero) {
if(m_wield_mesh_next) {
if(m_wield_change_timer >= 0 && was_under_zero)
{
if(m_wield_mesh_next)
{
m_wieldnode->setMesh(m_wield_mesh_next);
m_wieldnode->setVisible(true);
} else {
@ -189,11 +193,14 @@ void Camera::step(f32 dtime)
#endif
#if 1
// Animation is getting turned off
if(m_view_bobbing_anim < 0.25){
if(m_view_bobbing_anim < 0.25)
{
m_view_bobbing_anim -= offset;
} else if(m_view_bobbing_anim > 0.75) {
m_view_bobbing_anim += offset;
} if(m_view_bobbing_anim < 0.5){
}
if(m_view_bobbing_anim < 0.5)
{
m_view_bobbing_anim += offset;
if(m_view_bobbing_anim > 0.5)
m_view_bobbing_anim = 0.5;
@ -217,7 +224,8 @@ void Camera::step(f32 dtime)
bool step = (was == 0 ||
(was < 0.5f && m_view_bobbing_anim >= 0.5f) ||
(was > 0.5f && m_view_bobbing_anim <= 0.5f));
if(step){
if(step)
{
MtEvent *e = new SimpleTriggerEvent("ViewBobbingStep");
m_gamedef->event()->put(e);
}
@ -237,7 +245,8 @@ void Camera::step(f32 dtime)
float lim = 0.15;
if(m_digging_anim_was < lim && m_digging_anim >= lim)
{
if(m_digging_button == 0){
if(m_digging_button == 0)
{
MtEvent *e = new SimpleTriggerEvent("CameraPunchLeft");
m_gamedef->event()->put(e);
} else if(m_digging_button == 1) {
@ -249,8 +258,7 @@ void Camera::step(f32 dtime)
}
void Camera::update(LocalPlayer* player, f32 frametime, f32 busytime,
f32 tool_reload_ratio,
int current_camera_mode, ClientEnvironment &c_env)
f32 tool_reload_ratio, ClientEnvironment &c_env)
{
// Get player position
// Smooth the movement when walking up stairs
@ -278,7 +286,7 @@ void Camera::update(LocalPlayer* player, f32 frametime, f32 busytime,
// Fall bobbing animation
float fall_bobbing = 0;
if(player->camera_impact >= 1 && current_camera_mode < CAMERA_MODE_THIRD)
if(player->camera_impact >= 1 && m_camera_mode < CAMERA_MODE_THIRD)
{
if(m_view_bobbing_fall == -1) // Effect took place and has finished
player->camera_impact = m_view_bobbing_fall = 0;
@ -297,7 +305,7 @@ void Camera::update(LocalPlayer* player, f32 frametime, f32 busytime,
// Calculate players eye offset for different camera modes
v3f PlayerEyeOffset = player->getEyeOffset();
if (current_camera_mode == CAMERA_MODE_FIRST)
if (m_camera_mode == CAMERA_MODE_FIRST)
PlayerEyeOffset += player->eye_offset_first;
else
PlayerEyeOffset += player->eye_offset_third;
@ -312,7 +320,7 @@ void Camera::update(LocalPlayer* player, f32 frametime, f32 busytime,
v3f rel_cam_target = v3f(0,0,1);
v3f rel_cam_up = v3f(0,1,0);
if (m_view_bobbing_anim != 0 && current_camera_mode < CAMERA_MODE_THIRD)
if (m_view_bobbing_anim != 0 && m_camera_mode < CAMERA_MODE_THIRD)
{
f32 bobfrac = my_modf(m_view_bobbing_anim * 2);
f32 bobdir = (m_view_bobbing_anim < 0.5) ? 1.0 : -1.0;
@ -365,16 +373,17 @@ void Camera::update(LocalPlayer* player, f32 frametime, f32 busytime,
v3f my_cp = m_camera_position;
// Reposition the camera for third person view
if (current_camera_mode > CAMERA_MODE_FIRST) {
if (current_camera_mode == CAMERA_MODE_THIRD_FRONT)
if (m_camera_mode > CAMERA_MODE_FIRST)
{
if (m_camera_mode == CAMERA_MODE_THIRD_FRONT)
m_camera_direction *= -1;
my_cp.Y += 2;
// Calculate new position
bool abort = false;
for (int i = BS; i <= BS*2; i++) {
for (int i = BS; i <= BS*2; i++)
{
my_cp.X = m_camera_position.X + m_camera_direction.X*-i;
my_cp.Z = m_camera_position.Z + m_camera_direction.Z*-i;
if (i > 12)
@ -384,7 +393,8 @@ void Camera::update(LocalPlayer* player, f32 frametime, f32 busytime,
INodeDefManager *nodemgr = m_gamedef->ndef();
MapNode n = c_env.getClientMap().getNodeNoEx(floatToInt(my_cp, BS));
const ContentFeatures& features = nodemgr->get(n);
if(features.walkable) {
if(features.walkable)
{
my_cp.X += m_camera_direction.X*-1*-BS/2;
my_cp.Z += m_camera_direction.Z*-1*-BS/2;
my_cp.Y += m_camera_direction.Y*-1*-BS/2;
@ -413,7 +423,7 @@ void Camera::update(LocalPlayer* player, f32 frametime, f32 busytime,
m_cameranode->setTarget(my_cp-intToFloat(m_camera_offset, BS) + 100 * m_camera_direction);
// update the camera position in front-view mode to render blocks behind player
if (current_camera_mode == CAMERA_MODE_THIRD_FRONT)
if (m_camera_mode == CAMERA_MODE_THIRD_FRONT)
m_camera_position = my_cp;
// Get FOV setting
@ -439,7 +449,8 @@ void Camera::update(LocalPlayer* player, f32 frametime, f32 busytime,
wield_position.Y -= 40 + m_wield_change_timer*320;
else
wield_position.Y -= 40 - m_wield_change_timer*320;
if(m_digging_anim < 0.05 || m_digging_anim > 0.5){
if(m_digging_anim < 0.05 || m_digging_anim > 0.5)
{
f32 frac = 1.0;
if(m_digging_anim > 0.5)
frac = 2.0 * (m_digging_anim - 0.5);
@ -468,8 +479,7 @@ void Camera::update(LocalPlayer* player, f32 frametime, f32 busytime,
quat_slerp.slerp(quat_begin, quat_end, sin(digfrac * M_PI));
quat_slerp.toEuler(wield_rotation);
wield_rotation *= core::RADTODEG;
}
else {
} else {
f32 bobfrac = my_modf(m_view_bobbing_anim);
wield_position.X -= sin(bobfrac*M_PI*2.0) * 3.0;
wield_position.Y += sin(my_modf(bobfrac*2.0)*M_PI) * 3.0;
@ -654,12 +664,14 @@ void Camera::wield(const ItemStack &item, u16 playeritem)
std::string itemname = item.getDefinition(idef).name;
m_wield_mesh_next = idef->getWieldMesh(itemname, m_gamedef);
if(playeritem != m_previous_playeritem &&
!(m_previous_itemname == "" && itemname == "")) {
!(m_previous_itemname == "" && itemname == ""))
{
m_previous_playeritem = playeritem;
m_previous_itemname = itemname;
if(m_wield_change_timer >= 0.125)
m_wield_change_timer = -0.125;
else if(m_wield_change_timer > 0) {
else if(m_wield_change_timer > 0)
{
m_wield_change_timer = -m_wield_change_timer;
}
} else {
@ -670,7 +682,8 @@ void Camera::wield(const ItemStack &item, u16 playeritem)
m_wieldnode->setVisible(false);
}
m_wield_mesh_next = NULL;
if(m_previous_itemname != itemname) {
if(m_previous_itemname != itemname)
{
m_previous_itemname = itemname;
m_wield_change_timer = 0;
}
@ -679,7 +692,7 @@ void Camera::wield(const ItemStack &item, u16 playeritem)
}
}
void Camera::drawWieldedTool()
void Camera::drawWieldedTool(irr::core::matrix4* translation)
{
// Set vertex colors of wield mesh according to light level
u8 li = m_wieldlight;
@ -695,5 +708,17 @@ void Camera::drawWieldedTool()
cam->setFOV(72.0*M_PI/180.0);
cam->setNearValue(0.1);
cam->setFarValue(100);
if (translation != NULL)
{
irr::core::matrix4 startMatrix = cam->getAbsoluteTransformation();
irr::core::vector3df focusPoint = (cam->getTarget()
- cam->getAbsolutePosition()).setLength(1)
+ cam->getAbsolutePosition();
irr::core::vector3df camera_pos =
(startMatrix * *translation).getTranslation();
cam->setPosition(camera_pos);
cam->setTarget(focusPoint);
}
m_wieldmgr->drawAll();
}

@ -33,7 +33,7 @@ class LocalPlayer;
struct MapDrawControl;
class IGameDef;
enum CameraModes {CAMERA_MODE_FIRST, CAMERA_MODE_THIRD, CAMERA_MODE_THIRD_FRONT};
enum CameraMode {CAMERA_MODE_FIRST, CAMERA_MODE_THIRD, CAMERA_MODE_THIRD_FRONT};
/*
Client camera class, manages the player and camera scene nodes, the viewing distance
@ -117,8 +117,7 @@ public:
// Update the camera from the local player's position.
// busytime is used to adjust the viewing range.
void update(LocalPlayer* player, f32 frametime, f32 busytime,
f32 tool_reload_ratio,
int current_camera_mode, ClientEnvironment &c_env);
f32 tool_reload_ratio, ClientEnvironment &c_env);
// Render distance feedback loop
void updateViewingRange(f32 frametime_in, f32 busytime_in);
@ -133,7 +132,23 @@ public:
// Draw the wielded tool.
// This has to happen *after* the main scene is drawn.
// Warning: This clears the Z buffer.
void drawWieldedTool();
void drawWieldedTool(irr::core::matrix4* translation=NULL);
// Toggle the current camera mode
void toggleCameraMode() {
if (m_camera_mode == CAMERA_MODE_FIRST)
m_camera_mode = CAMERA_MODE_THIRD;
else if (m_camera_mode == CAMERA_MODE_THIRD)
m_camera_mode = CAMERA_MODE_THIRD_FRONT;
else
m_camera_mode = CAMERA_MODE_FIRST;
}
//read the current camera mode
inline CameraMode getCameraMode()
{
return m_camera_mode;
}
private:
// Nodes
@ -196,6 +211,8 @@ private:
scene::IMesh *m_wield_mesh_next;
u16 m_previous_playeritem;
std::string m_previous_itemname;
CameraMode m_camera_mode;
};
#endif

@ -51,6 +51,9 @@ with this program; if not, write to the Free Software Foundation, Inc.,
#include "util/directiontables.h"
#include "util/pointedthing.h"
#include "version.h"
#include "drawscene.h"
extern gui::IGUIEnvironment* guienv;
/*
QueuedMeshUpdate
@ -2648,10 +2651,6 @@ float Client::mediaReceiveProgress()
return 1.0; // downloader only exists when not yet done
}
void draw_load_screen(const std::wstring &text,
IrrlichtDevice* device, gui::IGUIFont* font,
float dtime=0 ,int percent=0, bool clouds=true);
void Client::afterContentReceived(IrrlichtDevice *device, gui::IGUIFont* font)
{
infostream<<"Client::afterContentReceived() started"<<std::endl;
@ -2680,7 +2679,7 @@ void Client::afterContentReceived(IrrlichtDevice *device, gui::IGUIFont* font)
{
verbosestream<<"Updating item textures and meshes"<<std::endl;
wchar_t* text = wgettext("Item textures...");
draw_load_screen(text,device,font,0,0);
draw_load_screen(text, device, guienv, font, 0, 0);
std::set<std::string> names = m_itemdef->getAll();
size_t size = names.size();
size_t count = 0;
@ -2693,7 +2692,7 @@ void Client::afterContentReceived(IrrlichtDevice *device, gui::IGUIFont* font)
count++;
percent = count*100/size;
if (count%50 == 0) // only update every 50 item
draw_load_screen(text,device,font,0,percent);
draw_load_screen(text, device, guienv, font, 0, percent);
}
delete[] text;
}

@ -856,7 +856,7 @@ int ClientMap::getBackgroundBrightness(float max_d, u32 daylight_factor,
return ret;
}
void ClientMap::renderPostFx()
void ClientMap::renderPostFx(CameraMode cam_mode)
{
INodeDefManager *nodemgr = m_gamedef->ndef();
@ -867,8 +867,6 @@ void ClientMap::renderPostFx()
v3f camera_position = m_camera_position;
m_camera_mutex.Unlock();
LocalPlayer *player = m_client->getEnv().getLocalPlayer();
MapNode n = getNodeNoEx(floatToInt(camera_position, BS));
// - If the player is in a solid node, make everything black.
@ -876,7 +874,9 @@ void ClientMap::renderPostFx()
// - Do not if player is in third person mode
const ContentFeatures& features = nodemgr->get(n);
video::SColor post_effect_color = features.post_effect_color;
if(features.solidness == 2 && !(g_settings->getBool("noclip") && m_gamedef->checkLocalPrivilege("noclip")) && player->camera_mode == CAMERA_MODE_FIRST)
if(features.solidness == 2 && !(g_settings->getBool("noclip") &&
m_gamedef->checkLocalPrivilege("noclip")) &&
cam_mode == CAMERA_MODE_FIRST)
{
post_effect_color = video::SColor(255, 0, 0, 0);
}

@ -22,6 +22,7 @@ with this program; if not, write to the Free Software Foundation, Inc.,
#include "irrlichttypes_extrabloated.h"
#include "map.h"
#include "camera.h"
#include <set>
#include <map>
@ -126,7 +127,7 @@ public:
int getBackgroundBrightness(float max_d, u32 daylight_factor,
int oldvalue, bool *sunlight_seen_result);
void renderPostFx();
void renderPostFx(CameraMode cam_mode);
// For debug printing
virtual void PrintInfo(std::ostream &out);

@ -84,7 +84,8 @@ void SmoothTranslator::update(v3f vect_new, bool is_end_position, float update_i
aim_is_end = is_end_position;
vect_old = vect_show;
vect_aim = vect_new;
if(update_interval > 0){
if(update_interval > 0)
{
anim_time = update_interval;
} else {
if(anim_time < 0.001 || anim_time > 1.0)
@ -582,8 +583,10 @@ GenericCAO::GenericCAO(IGameDef *gamedef, ClientEnvironment *env):
ClientActiveObject::registerType(getType(), create);
}
bool GenericCAO::getCollisionBox(aabb3f *toset) {
if (m_prop.physical) {
bool GenericCAO::getCollisionBox(aabb3f *toset)
{
if (m_prop.physical)
{
//update collision box
toset->MinEdge = m_prop.collisionbox.MinEdge * BS;
toset->MaxEdge = m_prop.collisionbox.MaxEdge * BS;
@ -597,7 +600,8 @@ bool GenericCAO::getCollisionBox(aabb3f *toset) {
return false;
}
bool GenericCAO::collideWithObjects() {
bool GenericCAO::collideWithObjects()
{
return m_prop.collideWithObjects;
}
@ -635,7 +639,8 @@ void GenericCAO::initialize(const std::string &data)
return;
}
for(int i=0; i<num_messages; i++){
for(int i=0; i<num_messages; i++)
{
std::string message = deSerializeLongString(is);
processMessage(message);
}
@ -643,10 +648,17 @@ void GenericCAO::initialize(const std::string &data)
pos_translator.init(m_position);
updateNodePos();
if(m_is_player){
if(m_is_player)
{
Player *player = m_env->getPlayer(m_name.c_str());
if(player && player->isLocal()){
if(player && player->isLocal())
{
m_is_local_player = true;
m_is_visible = false;
LocalPlayer* localplayer = dynamic_cast<LocalPlayer*>(player);
assert( localplayer != NULL );
localplayer->setCAO(this);
}
m_env->addPlayerName(m_name.c_str());
}
@ -654,7 +666,8 @@ void GenericCAO::initialize(const std::string &data)
GenericCAO::~GenericCAO()
{
if(m_is_player){
if(m_is_player)
{
m_env->removePlayerName(m_name.c_str());
}
}
@ -668,7 +681,8 @@ core::aabbox3d<f32>* GenericCAO::getSelectionBox()
v3f GenericCAO::getPosition()
{
if(getParent() != NULL){
if(getParent() != NULL)
{
if(m_meshnode)
return m_meshnode->getAbsolutePosition();
if(m_animated_meshnode)
@ -711,9 +725,12 @@ ClientActiveObject* GenericCAO::getParent()
ClientActiveObject *obj = NULL;
for(std::vector<core::vector2d<int> >::const_iterator cii = m_env->attachment_list.begin(); cii != m_env->attachment_list.end(); cii++)
{
if(cii->X == getId()){ // This ID is our child
if(cii->Y > 0){ // A parent ID exists for our child
if(cii->X != cii->Y){ // The parent and child ID are not the same
if(cii->X == getId()) // This ID is our child
{
if(cii->Y > 0) // A parent ID exists for our child
{
if(cii->X != cii->Y) // The parent and child ID are not the same
{
obj = m_env->getActiveObject(cii->Y);
}
}
@ -730,18 +747,21 @@ void GenericCAO::removeFromScene(bool permanent)
if(permanent) // Should be true when removing the object permanently and false when refreshing (eg: updating visuals)
{
// Detach this object's children
for(std::vector<core::vector2d<int> >::iterator ii = m_env->attachment_list.begin(); ii != m_env->attachment_list.end(); ii++)
for(std::vector<core::vector2d<int> >::iterator ii = m_env->attachment_list.begin();
ii != m_env->attachment_list.end(); ii++)
{
if(ii->Y == getId()) // Is a child of our object
{
ii->Y = 0;
ClientActiveObject *obj = m_env->getActiveObject(ii->X); // Get the object of the child
// Get the object of the child
ClientActiveObject *obj = m_env->getActiveObject(ii->X);
if(obj)
obj->setAttachments();
}
}
// Delete this object from the attachments list
for(std::vector<core::vector2d<int> >::iterator ii = m_env->attachment_list.begin(); ii != m_env->attachment_list.end(); ii++)
for(std::vector<core::vector2d<int> >::iterator ii = m_env->attachment_list.begin();
ii != m_env->attachment_list.end(); ii++)
{
if(ii->X == getId()) // Is our object
{
@ -751,15 +771,18 @@ void GenericCAO::removeFromScene(bool permanent)
}
}
if(m_meshnode){
if(m_meshnode)
{
m_meshnode->remove();
m_meshnode = NULL;
}
if(m_animated_meshnode){
if(m_animated_meshnode)
{
m_animated_meshnode->remove();
m_animated_meshnode = NULL;
}
if(m_spritenode){
if(m_spritenode)
{
m_spritenode->remove();
m_spritenode = NULL;
}
@ -781,7 +804,8 @@ void GenericCAO::addToScene(scene::ISceneManager *smgr, ITextureSource *tsrc,
//video::IVideoDriver* driver = smgr->getVideoDriver();
if(m_prop.visual == "sprite"){
if(m_prop.visual == "sprite")
{
infostream<<"GenericCAO::addToScene(): single_sprite"<<std::endl;
m_spritenode = smgr->addBillboardSceneNode(
NULL, v2f(1, 1), v3f(0,0,0), -1);
@ -801,8 +825,7 @@ void GenericCAO::addToScene(scene::ISceneManager *smgr, ITextureSource *tsrc,
txs, tys, 0, 0);
}
}
else if(m_prop.visual == "upright_sprite")
{
else if(m_prop.visual == "upright_sprite") {
scene::SMesh *mesh = new scene::SMesh();
double dx = BS*m_prop.visual_size.X/2;
double dy = BS*m_prop.visual_size.Y/2;
@ -949,7 +972,8 @@ void GenericCAO::addToScene(scene::ISceneManager *smgr, ITextureSource *tsrc,
void GenericCAO::updateLight(u8 light_at_pos)
{
u8 li = decode_light(light_at_pos);
if(li != m_last_light){
if(li != m_last_light)
{
m_last_light = li;
video::SColor color(255,li,li,li);
if(m_meshnode)
@ -972,19 +996,22 @@ void GenericCAO::updateNodePos()
return;
v3s16 camera_offset = m_env->getCameraOffset();
if(m_meshnode){
if(m_meshnode)
{
m_meshnode->setPosition(pos_translator.vect_show-intToFloat(camera_offset, BS));
v3f rot = m_meshnode->getRotation();
rot.Y = -m_yaw;
m_meshnode->setRotation(rot);
}
if(m_animated_meshnode){
if(m_animated_meshnode)
{
m_animated_meshnode->setPosition(pos_translator.vect_show-intToFloat(camera_offset, BS));
v3f rot = m_animated_meshnode->getRotation();
rot.Y = -m_yaw;
m_animated_meshnode->setRotation(rot);
}
if(m_spritenode){
if(m_spritenode)
{
m_spritenode->setPosition(pos_translator.vect_show-intToFloat(camera_offset, BS));
}
}
@ -992,13 +1019,14 @@ void GenericCAO::updateNodePos()
void GenericCAO::step(float dtime, ClientEnvironment *env)
{
// Handel model of local player instantly to prevent lags
if(m_is_local_player) {
if(m_is_local_player)
{
LocalPlayer *player = m_env->getLocalPlayer();
if (player->camera_mode > CAMERA_MODE_FIRST) {
if (m_is_visible)
{
int old_anim = player->last_animation;
float old_anim_speed = player->last_animation_speed;
m_is_visible = true;
m_position = player->getPosition() + v3f(0,BS,0);
m_velocity = v3f(0,0,0);
m_acceleration = v3f(0,0,0);
@ -1026,7 +1054,8 @@ void GenericCAO::step(float dtime, ClientEnvironment *env)
if(controls.sneak && walking)
new_speed /= 2;
if(walking && (controls.LMB || controls.RMB)) {
if(walking && (controls.LMB || controls.RMB))
{
new_anim = player->local_animations[3];
player->last_animation = WD_ANIM;
} else if(walking) {
@ -1039,7 +1068,8 @@ void GenericCAO::step(float dtime, ClientEnvironment *env)
// Apply animations if input detected and not attached
// or set idle animation
if ((new_anim.X + new_anim.Y) > 0 && !player->isAttached) {
if ((new_anim.X + new_anim.Y) > 0 && !player->isAttached)
{
allow_update = true;
m_animation_range = new_anim;
m_animation_speed = new_speed;
@ -1047,36 +1077,42 @@ void GenericCAO::step(float dtime, ClientEnvironment *env)
} else {
player->last_animation = NO_ANIM;
if (old_anim != NO_ANIM) {
if (old_anim != NO_ANIM)
{
m_animation_range = player->local_animations[0];
updateAnimation();
}
}
// Update local player animations
if ((player->last_animation != old_anim || m_animation_speed != old_anim_speed) &&
if ((player->last_animation != old_anim ||
m_animation_speed != old_anim_speed) &&
player->last_animation != NO_ANIM && allow_update)
updateAnimation();
} else {
m_is_visible = false;
}
}
if(m_visuals_expired && m_smgr && m_irr){
m_visuals_expired = false;
// Attachments, part 1: All attached objects must be unparented first, or Irrlicht causes a segmentation fault
for(std::vector<core::vector2d<int> >::iterator ii = m_env->attachment_list.begin(); ii != m_env->attachment_list.end(); ii++)
// Attachments, part 1: All attached objects must be unparented first,
// or Irrlicht causes a segmentation fault
for(std::vector<core::vector2d<int> >::iterator ii = m_env->attachment_list.begin();
ii != m_env->attachment_list.end(); ii++)
{
if(ii->Y == getId()) // This is a child of our parent
{
ClientActiveObject *obj = m_env->getActiveObject(ii->X); // Get the object of the child
// Get the object of the child
ClientActiveObject *obj = m_env->getActiveObject(ii->X);
if(obj)
{
scene::IMeshSceneNode *m_child_meshnode = obj->getMeshSceneNode();
scene::IAnimatedMeshSceneNode *m_child_animated_meshnode = obj->getAnimatedMeshSceneNode();
scene::IBillboardSceneNode *m_child_spritenode = obj->getSpriteSceneNode();
scene::IMeshSceneNode *m_child_meshnode
= obj->getMeshSceneNode();
scene::IAnimatedMeshSceneNode *m_child_animated_meshnode
= obj->getAnimatedMeshSceneNode();
scene::IBillboardSceneNode *m_child_spritenode
= obj->getSpriteSceneNode();
if(m_child_meshnode)
m_child_meshnode->setParent(m_smgr->getRootSceneNode());
if(m_child_animated_meshnode)
@ -1091,11 +1127,13 @@ void GenericCAO::step(float dtime, ClientEnvironment *env)
addToScene(m_smgr, m_gamedef->tsrc(), m_irr);
// Attachments, part 2: Now that the parent has been refreshed, put its attachments back
for(std::vector<core::vector2d<int> >::iterator ii = m_env->attachment_list.begin(); ii != m_env->attachment_list.end(); ii++)
for(std::vector<core::vector2d<int> >::iterator ii = m_env->attachment_list.begin();
ii != m_env->attachment_list.end(); ii++)
{
if(ii->Y == getId()) // This is a child of our parent
{
ClientActiveObject *obj = m_env->getActiveObject(ii->X); // Get the object of the child
// Get the object of the child
ClientActiveObject *obj = m_env->getActiveObject(ii->X);
if(obj)
obj->setAttachments();
}
@ -1126,12 +1164,11 @@ void GenericCAO::step(float dtime, ClientEnvironment *env)
player->overridePosition = getParent()->getPosition();
m_env->getLocalPlayer()->parent = getParent();
}
}
else
{
} else {
v3f lastpos = pos_translator.vect_show;
if(m_prop.physical){
if(m_prop.physical)
{
core::aabbox3d<f32> box = m_prop.collisionbox;
box.MinEdge *= BS;
box.MaxEdge *= BS;
@ -1156,16 +1193,19 @@ void GenericCAO::step(float dtime, ClientEnvironment *env)
} else {
m_position += dtime * m_velocity + 0.5 * dtime * dtime * m_acceleration;
m_velocity += dtime * m_acceleration;
pos_translator.update(m_position, pos_translator.aim_is_end, pos_translator.anim_time);
pos_translator.update(m_position, pos_translator.aim_is_end,
pos_translator.anim_time);
pos_translator.translate(dtime);
updateNodePos();
}
float moved = lastpos.getDistanceFrom(pos_translator.vect_show);
m_step_distance_counter += moved;
if(m_step_distance_counter > 1.5*BS){
if(m_step_distance_counter > 1.5*BS)
{
m_step_distance_counter = 0;
if(!m_is_local_player && m_prop.makes_footstep_sound){
if(!m_is_local_player && m_prop.makes_footstep_sound)
{
INodeDefManager *ndef = m_gamedef->ndef();
v3s16 p = floatToInt(getPosition() + v3f(0,
(m_prop.collisionbox.MinEdge.Y-0.5)*BS, 0), BS);
@ -1177,7 +1217,8 @@ void GenericCAO::step(float dtime, ClientEnvironment *env)
}
m_anim_timer += dtime;
if(m_anim_timer >= m_anim_framelength){
if(m_anim_timer >= m_anim_framelength)
{
m_anim_timer -= m_anim_framelength;
m_anim_frame++;
if(m_anim_frame >= m_anim_num_frames)
@ -1186,28 +1227,33 @@ void GenericCAO::step(float dtime, ClientEnvironment *env)
updateTexturePos();
if(m_reset_textures_timer >= 0){
if(m_reset_textures_timer >= 0)
{
m_reset_textures_timer -= dtime;
if(m_reset_textures_timer <= 0){
m_reset_textures_timer = -1;
updateTextures("");
}
}
if(getParent() == NULL && fabs(m_prop.automatic_rotate) > 0.001){
if(getParent() == NULL && fabs(m_prop.automatic_rotate) > 0.001)
{
m_yaw += dtime * m_prop.automatic_rotate * 180 / M_PI;
updateNodePos();
}
if (getParent() == NULL && m_prop.automatic_face_movement_dir &&
(fabs(m_velocity.Z) > 0.001 || fabs(m_velocity.X) > 0.001)){
m_yaw = atan2(m_velocity.Z,m_velocity.X) * 180 / M_PI + m_prop.automatic_face_movement_dir_offset;
(fabs(m_velocity.Z) > 0.001 || fabs(m_velocity.X) > 0.001))
{
m_yaw = atan2(m_velocity.Z,m_velocity.X) * 180 / M_PI
+ m_prop.automatic_face_movement_dir_offset;
updateNodePos();
}
}
void GenericCAO::updateTexturePos()
{
if(m_spritenode){
if(m_spritenode)
{
scene::ICameraSceneNode* camera =
m_spritenode->getSceneManager()->getActiveCamera();
if(!camera)
@ -1226,7 +1272,8 @@ void GenericCAO::updateTexturePos()
else if(cam_to_entity.Y < -0.75)
col += 4;
else{
float mob_dir = atan2(cam_to_entity.Z, cam_to_entity.X) / M_PI * 180.;
float mob_dir =
atan2(cam_to_entity.Z, cam_to_entity.X) / M_PI * 180.;
float dir = mob_dir - m_yaw;
dir = wrapDegrees_180(dir);
//infostream<<"id="<<m_id<<" dir="<<dir<<std::endl;
@ -1291,7 +1338,8 @@ void GenericCAO::updateTextures(const std::string &mod)
{
if(m_prop.visual == "mesh")
{
for (u32 i = 0; i < m_prop.textures.size() && i < m_animated_meshnode->getMaterialCount(); ++i)
for (u32 i = 0; i < m_prop.textures.size() &&
i < m_animated_meshnode->getMaterialCount(); ++i)
{
std::string texturestring = m_prop.textures[i];
if(texturestring == "")
@ -1310,11 +1358,15 @@ void GenericCAO::updateTextures(const std::string &mod)
material.setFlag(video::EMF_LIGHTING, false);
material.setFlag(video::EMF_BILINEAR_FILTER, false);
m_animated_meshnode->getMaterial(i).setFlag(video::EMF_TRILINEAR_FILTER, use_trilinear_filter);
m_animated_meshnode->getMaterial(i).setFlag(video::EMF_BILINEAR_FILTER, use_bilinear_filter);
m_animated_meshnode->getMaterial(i).setFlag(video::EMF_ANISOTROPIC_FILTER, use_anisotropic_filter);
m_animated_meshnode->getMaterial(i)
.setFlag(video::EMF_TRILINEAR_FILTER, use_trilinear_filter);
m_animated_meshnode->getMaterial(i)
.setFlag(video::EMF_BILINEAR_FILTER, use_bilinear_filter);
m_animated_meshnode->getMaterial(i)
.setFlag(video::EMF_ANISOTROPIC_FILTER, use_anisotropic_filter);
}
for (u32 i = 0; i < m_prop.colors.size() && i < m_animated_meshnode->getMaterialCount(); ++i)
for (u32 i = 0; i < m_prop.colors.size() &&
i < m_animated_meshnode->getMaterialCount(); ++i)
{
// This allows setting per-material colors. However, until a real lighting
// system is added, the code below will have no effect. Once MineTest
@ -1436,7 +1488,10 @@ void GenericCAO::updateBonePosition()
return;
m_animated_meshnode->setJointMode(irr::scene::EJUOR_CONTROL); // To write positions to the mesh on render
for(std::map<std::string, core::vector2d<v3f> >::const_iterator ii = m_bone_position.begin(); ii != m_bone_position.end(); ++ii){
for(std::map<std::string,
core::vector2d<v3f> >::const_iterator ii = m_bone_position.begin();
ii != m_bone_position.end(); ++ii)
{
std::string bone_name = (*ii).first;
v3f bone_pos = (*ii).second.X;
v3f bone_rot = (*ii).second.Y;
@ -1450,9 +1505,15 @@ void GenericCAO::updateBonePosition()
}
void GenericCAO::updateAttachments()
{
// localplayer itself can't be attached to localplayer
if (!m_is_local_player)
{
m_attached_to_local = getParent() != NULL && getParent()->isLocalPlayer();
m_is_visible = !m_attached_to_local; // Objects attached to the local player should always be hidden
// Objects attached to the local player should always be hidden
m_is_visible = !m_attached_to_local;
}
if(getParent() == NULL || m_attached_to_local) // Detach or don't attach
{
@ -1503,12 +1564,17 @@ void GenericCAO::updateAttachments()
scene::IBoneSceneNode *parent_bone = NULL;
if(parent_animated_mesh && m_attachment_bone != "")
parent_bone = parent_animated_mesh->getJointNode(m_attachment_bone.c_str());
// The spaghetti code below makes sure attaching works if either the parent or child is a spritenode, meshnode, or animatedmeshnode
{
parent_bone =
parent_animated_mesh->getJointNode(m_attachment_bone.c_str());
}
// The spaghetti code below makes sure attaching works if either the
// parent or child is a spritenode, meshnode, or animatedmeshnode
// TODO: Perhaps use polymorphism here to save code duplication
if(m_meshnode){
if(parent_bone){
if(m_meshnode)
{
if(parent_bone)
{
m_meshnode->setParent(parent_bone);
m_meshnode->setPosition(m_attachment_position);
m_meshnode->setRotation(m_attachment_rotation);
@ -1516,7 +1582,8 @@ void GenericCAO::updateAttachments()
}
else
{
if(parent_mesh){
if(parent_mesh)
{
m_meshnode->setParent(parent_mesh);
m_meshnode->setPosition(m_attachment_position);
m_meshnode->setRotation(m_attachment_rotation);
@ -1536,8 +1603,10 @@ void GenericCAO::updateAttachments()
}
}
}
if(m_animated_meshnode){
if(parent_bone){
if(m_animated_meshnode)
{
if(parent_bone)
{
m_animated_meshnode->setParent(parent_bone);
m_animated_meshnode->setPosition(m_attachment_position);
m_animated_meshnode->setRotation(m_attachment_rotation);
@ -1545,19 +1614,18 @@ void GenericCAO::updateAttachments()
}
else
{
if(parent_mesh){
if(parent_mesh)
{
m_animated_meshnode->setParent(parent_mesh);
m_animated_meshnode->setPosition(m_attachment_position);
m_animated_meshnode->setRotation(m_attachment_rotation);
m_animated_meshnode->updateAbsolutePosition();
}
else if(parent_animated_mesh){
} else if(parent_animated_mesh) {
m_animated_meshnode->setParent(parent_animated_mesh);
m_animated_meshnode->setPosition(m_attachment_position);
m_animated_meshnode->setRotation(m_attachment_rotation);
m_animated_meshnode->updateAbsolutePosition();
}
else if(parent_sprite){
} else if(parent_sprite) {
m_animated_meshnode->setParent(parent_sprite);
m_animated_meshnode->setPosition(m_attachment_position);
m_animated_meshnode->setRotation(m_attachment_rotation);
@ -1565,16 +1633,17 @@ void GenericCAO::updateAttachments()
}
}
}
if(m_spritenode){
if(parent_bone){
if(m_spritenode)
{
if(parent_bone)
{
m_spritenode->setParent(parent_bone);
m_spritenode->setPosition(m_attachment_position);
m_spritenode->setRotation(m_attachment_rotation);
m_spritenode->updateAbsolutePosition();
}
else
} else {
if(parent_mesh)
{
if(parent_mesh){
m_spritenode->setParent(parent_mesh);
m_spritenode->setPosition(m_attachment_position);
m_spritenode->setRotation(m_attachment_rotation);
@ -1649,7 +1718,8 @@ void GenericCAO::processMessage(const std::string &data)
if(getParent() != NULL) // Just in case
return;
if(do_interpolate){
if(do_interpolate)
{
if(!m_prop.physical)
pos_translator.update(m_position, is_end_position, update_interval);
} else {
@ -1657,13 +1727,11 @@ void GenericCAO::processMessage(const std::string &data)
}
updateNodePos();
}
else if(cmd == GENERIC_CMD_SET_TEXTURE_MOD)
{
else if(cmd == GENERIC_CMD_SET_TEXTURE_MOD) {
std::string mod = deSerializeString(is);
updateTextures(mod);
}
else if(cmd == GENERIC_CMD_SET_SPRITE)
{
else if(cmd == GENERIC_CMD_SET_SPRITE) {
v2s16 p = readV2S16(is);
int num_frames = readU16(is);
float framelength = readF1000(is);
@ -1676,8 +1744,7 @@ void GenericCAO::processMessage(const std::string &data)
updateTexturePos();
}
else if(cmd == GENERIC_CMD_SET_PHYSICS_OVERRIDE)
{
else if(cmd == GENERIC_CMD_SET_PHYSICS_OVERRIDE) {
float override_speed = readF1000(is);
float override_jump = readF1000(is);
float override_gravity = readF1000(is);
@ -1696,8 +1763,7 @@ void GenericCAO::processMessage(const std::string &data)
player->physics_override_sneak_glitch = sneak_glitch;
}
}
else if(cmd == GENERIC_CMD_SET_ANIMATION)
{
else if(cmd == GENERIC_CMD_SET_ANIMATION) {
// TODO: change frames send as v2s32 value
v2f range = readV2F1000(is);
if (!m_is_local_player) {
@ -1707,7 +1773,8 @@ void GenericCAO::processMessage(const std::string &data)
updateAnimation();
} else {
LocalPlayer *player = m_env->getLocalPlayer();
if(player->last_animation == NO_ANIM) {
if(player->last_animation == NO_ANIM)
{
m_animation_range = v2s32((s32)range.X, (s32)range.Y);
m_animation_speed = readF1000(is);
m_animation_blend = readF1000(is);
@ -1715,7 +1782,8 @@ void GenericCAO::processMessage(const std::string &data)
// update animation only if local animations present
// and received animation is unknown (except idle animation)
bool is_known = false;
for (int i = 1;i<4;i++) {
for (int i = 1;i<4;i++)
{
if(m_animation_range.Y == player->local_animations[i].Y)
is_known = true;
}
@ -1726,8 +1794,7 @@ void GenericCAO::processMessage(const std::string &data)
}
}
}
else if(cmd == GENERIC_CMD_SET_BONE_POSITION)
{
else if(cmd == GENERIC_CMD_SET_BONE_POSITION) {
std::string bone = deSerializeString(is);
v3f position = readV3F1000(is);
v3f rotation = readV3F1000(is);
@ -1735,8 +1802,7 @@ void GenericCAO::processMessage(const std::string &data)
updateBonePosition();
}
else if(cmd == GENERIC_CMD_SET_ATTACHMENT)
{
else if(cmd == GENERIC_CMD_SET_ATTACHMENT) {
// If an entry already exists for this object, delete it first to avoid duplicates
for(std::vector<core::vector2d<int> >::iterator ii = m_env->attachment_list.begin(); ii != m_env->attachment_list.end(); ii++)
{
@ -1753,8 +1819,7 @@ void GenericCAO::processMessage(const std::string &data)
updateAttachments();
}
else if(cmd == GENERIC_CMD_PUNCHED)
{
else if(cmd == GENERIC_CMD_PUNCHED) {
/*s16 damage =*/ readS16(is);
s16 result_hp = readS16(is);
@ -1763,8 +1828,10 @@ void GenericCAO::processMessage(const std::string &data)
m_hp = result_hp;
if (damage > 0) {
if (m_hp <= 0) {
if (damage > 0)
{
if (m_hp <= 0)
{
// TODO: Execute defined fast response
// As there is no definition, make a smoke puff
ClientSimpleObject *simple = createSmokePuff(
@ -1781,11 +1848,11 @@ void GenericCAO::processMessage(const std::string &data)
}
}
}
else if(cmd == GENERIC_CMD_UPDATE_ARMOR_GROUPS)
{
else if(cmd == GENERIC_CMD_UPDATE_ARMOR_GROUPS) {
m_armor_groups.clear();
int armor_groups_size = readU16(is);
for(int i=0; i<armor_groups_size; i++){
for(int i=0; i<armor_groups_size; i++)
{
std::string name = deSerializeString(is);
int rating = readS16(is);
m_armor_groups[name] = rating;
@ -1807,7 +1874,8 @@ bool GenericCAO::directReportPunch(v3f dir, const ItemStack *punchitem,
if(result.did_punch && result.damage != 0)
{
if(result.damage < m_hp){
if(result.damage < m_hp)
{
m_hp -= result.damage;
} else {
m_hp = 0;
@ -1835,7 +1903,8 @@ std::string GenericCAO::debugInfoText()
os<<"GenericCAO hp="<<m_hp<<"\n";
os<<"armor={";
for(ItemGroupList::const_iterator i = m_armor_groups.begin();
i != m_armor_groups.end(); i++){
i != m_armor_groups.end(); i++)
{
os<<i->first<<"="<<i->second<<", ";
}
os<<"}";

@ -56,8 +56,8 @@ void set_default_settings(Settings *settings)
settings->setDefault("keymap_camera_mode", "KEY_F7");
settings->setDefault("keymap_increase_viewing_range_min", "+");
settings->setDefault("keymap_decrease_viewing_range_min", "-");
settings->setDefault("anaglyph", "false");
settings->setDefault("anaglyph_strength", "0.1");
settings->setDefault("3d_mode", "none");
settings->setDefault("3d_paralax_strength", "0.025");
settings->setDefault("aux1_descends", "false");
settings->setDefault("doubletap_jump", "false");
settings->setDefault("always_fly_fast", "true");

529
src/drawscene.cpp Normal file

@ -0,0 +1,529 @@
/*
Minetest
Copyright (C) 2010-2014 celeron55, Perttu Ahola <celeron55@gmail.com>
This program is free software; you can redistribute it and/or modify
it under the terms of the GNU Lesser General Public License as published by
the Free Software Foundation; either version 2.1 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 Lesser General Public License for more details.
You should have received a copy of the GNU Lesser General Public License along
with this program; if not, write to the Free Software Foundation, Inc.,
51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
*/
#include "drawscene.h"
#include "main.h" // for g_settings
#include "settings.h"
#include "clouds.h"
#include "util/timetaker.h"
typedef enum {
LEFT = -1,
RIGHT = 1,
EYECOUNT = 2
} paralax_sign;
void draw_selectionbox(video::IVideoDriver* driver, Hud& hud,
std::vector<aabb3f>& hilightboxes, bool show_hud)
{
if (!show_hud)
return;
video::SMaterial oldmaterial = driver->getMaterial2D();
video::SMaterial m;
m.Thickness = 3;
m.Lighting = false;
driver->setMaterial(m);
hud.drawSelectionBoxes(hilightboxes);
driver->setMaterial(oldmaterial);
}
void draw_anaglyph_3d_mode(Camera& camera, bool show_hud, Hud& hud,
std::vector<aabb3f> hilightboxes, video::IVideoDriver* driver,
scene::ISceneManager* smgr, bool draw_wield_tool, Client& client,
gui::IGUIEnvironment* guienv )
{
/* preserve old setup*/
irr::core::vector3df oldPosition = camera.getCameraNode()->getPosition();
irr::core::vector3df oldTarget = camera.getCameraNode()->getTarget();
irr::core::matrix4 startMatrix =
camera.getCameraNode()->getAbsoluteTransformation();
irr::core::vector3df focusPoint = (camera.getCameraNode()->getTarget()
- camera.getCameraNode()->getAbsolutePosition()).setLength(1)
+ camera.getCameraNode()->getAbsolutePosition();
//Left eye...
irr::core::vector3df leftEye;
irr::core::matrix4 leftMove;
leftMove.setTranslation(
irr::core::vector3df(-g_settings->getFloat("3d_paralax_strength"),
0.0f, 0.0f));
leftEye = (startMatrix * leftMove).getTranslation();
//clear the depth buffer, and color
driver->beginScene( true, true, irr::video::SColor(0, 200, 200, 255));
driver->getOverrideMaterial().Material.ColorMask = irr::video::ECP_RED;
driver->getOverrideMaterial().EnableFlags = irr::video::EMF_COLOR_MASK;
driver->getOverrideMaterial().EnablePasses = irr::scene::ESNRP_SKY_BOX
+ irr::scene::ESNRP_SOLID + irr::scene::ESNRP_TRANSPARENT
+ irr::scene::ESNRP_TRANSPARENT_EFFECT + irr::scene::ESNRP_SHADOW;
camera.getCameraNode()->setPosition(leftEye);
camera.getCameraNode()->setTarget(focusPoint);
smgr->drawAll();
driver->setTransform(video::ETS_WORLD, core::IdentityMatrix);
if (show_hud)
{
draw_selectionbox(driver, hud, hilightboxes, show_hud);
if (draw_wield_tool)
camera.drawWieldedTool(&leftMove);
}
guienv->drawAll();
//Right eye...
irr::core::vector3df rightEye;
irr::core::matrix4 rightMove;
rightMove.setTranslation(
irr::core::vector3df(g_settings->getFloat("3d_paralax_strength"),
0.0f, 0.0f));
rightEye = (startMatrix * rightMove).getTranslation();
//clear the depth buffer
driver->clearZBuffer();
driver->getOverrideMaterial().Material.ColorMask = irr::video::ECP_GREEN
+ irr::video::ECP_BLUE;
driver->getOverrideMaterial().EnableFlags = irr::video::EMF_COLOR_MASK;
driver->getOverrideMaterial().EnablePasses = irr::scene::ESNRP_SKY_BOX
+ irr::scene::ESNRP_SOLID + irr::scene::ESNRP_TRANSPARENT
+ irr::scene::ESNRP_TRANSPARENT_EFFECT + irr::scene::ESNRP_SHADOW;
camera.getCameraNode()->setPosition(rightEye);
camera.getCameraNode()->setTarget(focusPoint);
smgr->drawAll();
driver->setTransform(video::ETS_WORLD, core::IdentityMatrix);
if (show_hud)
{
draw_selectionbox(driver, hud, hilightboxes, show_hud);
if (draw_wield_tool)
camera.drawWieldedTool(&rightMove);
}
guienv->drawAll();
driver->getOverrideMaterial().Material.ColorMask = irr::video::ECP_ALL;
driver->getOverrideMaterial().EnableFlags = 0;
driver->getOverrideMaterial().EnablePasses = 0;
camera.getCameraNode()->setPosition(oldPosition);
camera.getCameraNode()->setTarget(oldTarget);
}
void init_texture(video::IVideoDriver* driver, const v2u32& screensize,
video::ITexture** texture)
{
static v2u32 last_screensize = v2u32(0,0);
if (( *texture == NULL ) || (screensize != last_screensize))
{
if (*texture != NULL)
{
driver->removeTexture(*texture);
}
*texture = driver->addRenderTargetTexture(
core::dimension2d<u32>(screensize.X, screensize.Y));
last_screensize = screensize;
}
}
video::ITexture* draw_image(const v2u32& screensize,
paralax_sign psign, const irr::core::matrix4& startMatrix,
const irr::core::vector3df& focusPoint, bool show_hud,
video::IVideoDriver* driver, Camera& camera, scene::ISceneManager* smgr,
Hud& hud, std::vector<aabb3f>& hilightboxes,
bool draw_wield_tool, Client& client, gui::IGUIEnvironment* guienv,
video::SColor skycolor )
{
static video::ITexture* images[2] = { NULL, NULL };
video::ITexture* image = NULL;
if (psign == RIGHT)
{
init_texture(driver, screensize, &images[1]);
image = images[1];
} else {
init_texture(driver, screensize, &images[0]);
image = images[0];
}
driver->setRenderTarget(image, true, true,
irr::video::SColor(255,
skycolor.getRed(), skycolor.getGreen(), skycolor.getBlue()));
irr::core::vector3df eye_pos;
irr::core::matrix4 movement;
movement.setTranslation(
irr::core::vector3df((int) psign *
g_settings->getFloat("3d_paralax_strength"), 0.0f, 0.0f));
eye_pos = (startMatrix * movement).getTranslation();
//clear the depth buffer
driver->clearZBuffer();
camera.getCameraNode()->setPosition(eye_pos);
camera.getCameraNode()->setTarget(focusPoint);
smgr->drawAll();
driver->setTransform(video::ETS_WORLD, core::IdentityMatrix);
if (show_hud)
{
draw_selectionbox(driver, hud, hilightboxes, show_hud);
if (draw_wield_tool)
camera.drawWieldedTool(&movement);
}
guienv->drawAll();
/* switch back to real renderer */
driver->setRenderTarget(0, true, true,
irr::video::SColor(0,
skycolor.getRed(), skycolor.getGreen(), skycolor.getBlue()));
return image;
}
video::ITexture* draw_hud(video::IVideoDriver* driver, const v2u32& screensize,
bool show_hud, Hud& hud, Client& client, bool draw_crosshair,
video::SColor skycolor, gui::IGUIEnvironment* guienv, Camera& camera )
{
static video::ITexture* image = NULL;
init_texture(driver, screensize, &image);
driver->setRenderTarget(image, true, true,
irr::video::SColor(255,0,0,0));
if (show_hud)
{
if (draw_crosshair)
hud.drawCrosshair();
hud.drawHotbar(client.getPlayerItem());
hud.drawLuaElements(camera.getOffset());
guienv->drawAll();
}
driver->setRenderTarget(0, true, true,
irr::video::SColor(0,
skycolor.getRed(), skycolor.getGreen(), skycolor.getBlue()));
return image;
}
void draw_interlaced_3d_mode(Camera& camera, bool show_hud,
Hud& hud, std::vector<aabb3f> hilightboxes, video::IVideoDriver* driver,
scene::ISceneManager* smgr, const v2u32& screensize,
bool draw_wield_tool, Client& client, gui::IGUIEnvironment* guienv,
video::SColor skycolor )
{
/* save current info */
irr::core::vector3df oldPosition = camera.getCameraNode()->getPosition();
irr::core::vector3df oldTarget = camera.getCameraNode()->getTarget();
irr::core::matrix4 startMatrix =
camera.getCameraNode()->getAbsoluteTransformation();
irr::core::vector3df focusPoint = (camera.getCameraNode()->getTarget()
- camera.getCameraNode()->getAbsolutePosition()).setLength(1)
+ camera.getCameraNode()->getAbsolutePosition();
/* create left view */
video::ITexture* left_image = draw_image(screensize, LEFT, startMatrix,
focusPoint, show_hud, driver, camera, smgr, hud, hilightboxes,
draw_wield_tool, client, guienv, skycolor);
//Right eye...
irr::core::vector3df rightEye;
irr::core::matrix4 rightMove;
rightMove.setTranslation(
irr::core::vector3df(g_settings->getFloat("3d_paralax_strength"),
0.0f, 0.0f));
rightEye = (startMatrix * rightMove).getTranslation();
//clear the depth buffer
driver->clearZBuffer();
camera.getCameraNode()->setPosition(rightEye);
camera.getCameraNode()->setTarget(focusPoint);
smgr->drawAll();
driver->setTransform(video::ETS_WORLD, core::IdentityMatrix);
if (show_hud)
{
draw_selectionbox(driver, hud, hilightboxes, show_hud);
if(draw_wield_tool)
camera.drawWieldedTool(&rightMove);
}
guienv->drawAll();
for (unsigned int i = 0; i < screensize.Y; i+=2 ) {
driver->draw2DImage(left_image, irr::core::position2d<s32>(0, screensize.Y-i),
irr::core::rect<s32>(0, i,screensize.X, i+1), 0,
irr::video::SColor(255, 255, 255, 255),
false);
}
/* cleanup */
camera.getCameraNode()->setPosition(oldPosition);
camera.getCameraNode()->setTarget(oldTarget);
}
void draw_sidebyside_3d_mode(Camera& camera, bool show_hud,
Hud& hud, std::vector<aabb3f> hilightboxes, video::IVideoDriver* driver,
scene::ISceneManager* smgr, const v2u32& screensize,
bool draw_wield_tool, Client& client, gui::IGUIEnvironment* guienv,
video::SColor skycolor )
{
/* save current info */
irr::core::vector3df oldPosition = camera.getCameraNode()->getPosition();
irr::core::vector3df oldTarget = camera.getCameraNode()->getTarget();
irr::core::matrix4 startMatrix =
camera.getCameraNode()->getAbsoluteTransformation();
irr::core::vector3df focusPoint = (camera.getCameraNode()->getTarget()
- camera.getCameraNode()->getAbsolutePosition()).setLength(1)
+ camera.getCameraNode()->getAbsolutePosition();
/* create left view */
video::ITexture* left_image = draw_image(screensize, LEFT, startMatrix,
focusPoint, show_hud, driver, camera, smgr, hud, hilightboxes,
draw_wield_tool, client, guienv, skycolor);
/* create right view */
video::ITexture* right_image = draw_image(screensize, RIGHT, startMatrix,
focusPoint, show_hud, driver, camera, smgr, hud, hilightboxes,
draw_wield_tool, client, guienv, skycolor);
/* create hud overlay */
video::ITexture* hudtexture = draw_hud(driver, screensize, show_hud, hud, client,
false, skycolor, guienv, camera );
driver->makeColorKeyTexture(hudtexture, irr::video::SColor(255, 0, 0, 0));
//makeColorKeyTexture mirrors texture so we do it twice to get it right again
driver->makeColorKeyTexture(hudtexture, irr::video::SColor(255, 0, 0, 0));
driver->draw2DImage(left_image,
irr::core::rect<s32>(0, 0, screensize.X/2, screensize.Y),
irr::core::rect<s32>(0, 0, screensize.X, screensize.Y), 0, 0, false);
driver->draw2DImage(hudtexture,
irr::core::rect<s32>(0, 0, screensize.X/2, screensize.Y),
irr::core::rect<s32>(0, 0, screensize.X, screensize.Y), 0, 0, true);
driver->draw2DImage(right_image,
irr::core::rect<s32>(screensize.X/2, 0, screensize.X, screensize.Y),
irr::core::rect<s32>(0, 0, screensize.X, screensize.Y), 0, 0, false);
driver->draw2DImage(hudtexture,
irr::core::rect<s32>(screensize.X/2, 0, screensize.X, screensize.Y),
irr::core::rect<s32>(0, 0, screensize.X, screensize.Y), 0, 0, true);
left_image = NULL;
right_image = NULL;
/* cleanup */
camera.getCameraNode()->setPosition(oldPosition);
camera.getCameraNode()->setTarget(oldTarget);
}
void draw_top_bottom_3d_mode(Camera& camera, bool show_hud,
Hud& hud, std::vector<aabb3f> hilightboxes, video::IVideoDriver* driver,
scene::ISceneManager* smgr, const v2u32& screensize,
bool draw_wield_tool, Client& client, gui::IGUIEnvironment* guienv,
video::SColor skycolor )
{
/* save current info */
irr::core::vector3df oldPosition = camera.getCameraNode()->getPosition();
irr::core::vector3df oldTarget = camera.getCameraNode()->getTarget();
irr::core::matrix4 startMatrix =
camera.getCameraNode()->getAbsoluteTransformation();
irr::core::vector3df focusPoint = (camera.getCameraNode()->getTarget()
- camera.getCameraNode()->getAbsolutePosition()).setLength(1)
+ camera.getCameraNode()->getAbsolutePosition();
/* create left view */
video::ITexture* left_image = draw_image(screensize, LEFT, startMatrix,
focusPoint, show_hud, driver, camera, smgr, hud, hilightboxes,
draw_wield_tool, client, guienv, skycolor);
/* create right view */
video::ITexture* right_image = draw_image(screensize, RIGHT, startMatrix,
focusPoint, show_hud, driver, camera, smgr, hud, hilightboxes,
draw_wield_tool, client, guienv, skycolor);
/* create hud overlay */
video::ITexture* hudtexture = draw_hud(driver, screensize, show_hud, hud, client,
false, skycolor, guienv, camera );
driver->makeColorKeyTexture(hudtexture, irr::video::SColor(255, 0, 0, 0));
//makeColorKeyTexture mirrors texture so we do it twice to get it right again
driver->makeColorKeyTexture(hudtexture, irr::video::SColor(255, 0, 0, 0));
driver->draw2DImage(left_image,
irr::core::rect<s32>(0, 0, screensize.X, screensize.Y/2),
irr::core::rect<s32>(0, 0, screensize.X, screensize.Y), 0, 0, false);
driver->draw2DImage(hudtexture,
irr::core::rect<s32>(0, 0, screensize.X, screensize.Y/2),
irr::core::rect<s32>(0, 0, screensize.X, screensize.Y), 0, 0, true);
driver->draw2DImage(right_image,
irr::core::rect<s32>(0, screensize.Y/2, screensize.X, screensize.Y),
irr::core::rect<s32>(0, 0, screensize.X, screensize.Y), 0, 0, false);
driver->draw2DImage(hudtexture,
irr::core::rect<s32>(0, screensize.Y/2, screensize.X, screensize.Y),
irr::core::rect<s32>(0, 0, screensize.X, screensize.Y), 0, 0, true);
left_image = NULL;
right_image = NULL;
/* cleanup */
camera.getCameraNode()->setPosition(oldPosition);
camera.getCameraNode()->setTarget(oldTarget);
}
void draw_plain(Camera& camera, bool show_hud, Hud& hud,
std::vector<aabb3f> hilightboxes, video::IVideoDriver* driver,
bool draw_wield_tool, Client& client, gui::IGUIEnvironment* guienv)
{
draw_selectionbox(driver, hud, hilightboxes, show_hud);
if(draw_wield_tool)
camera.drawWieldedTool();
}
void draw_scene(video::IVideoDriver* driver, scene::ISceneManager* smgr,
Camera& camera, Client& client, LocalPlayer* player, Hud& hud,
gui::IGUIEnvironment* guienv, std::vector<aabb3f> hilightboxes,
const v2u32& screensize, video::SColor skycolor, bool show_hud)
{
//TODO check if usefull
u32 scenetime = 0;
{
TimeTaker timer("smgr");
bool draw_wield_tool = (show_hud &&
(player->hud_flags & HUD_FLAG_WIELDITEM_VISIBLE) &&
camera.getCameraMode() < CAMERA_MODE_THIRD );
bool draw_crosshair = ((player->hud_flags & HUD_FLAG_CROSSHAIR_VISIBLE) &&
(camera.getCameraMode() != CAMERA_MODE_THIRD_FRONT));
std::string draw_mode = g_settings->get("3d_mode");
smgr->drawAll();
if (draw_mode == "anaglyph")
{
draw_anaglyph_3d_mode(camera, show_hud, hud, hilightboxes, driver,
smgr, draw_wield_tool, client, guienv);
draw_crosshair = false;
}
else if (draw_mode == "interlaced")
{
draw_interlaced_3d_mode(camera, show_hud, hud, hilightboxes, driver,
smgr, screensize, draw_wield_tool, client, guienv, skycolor);
draw_crosshair = false;
}
else if (draw_mode == "sidebyside")
{
draw_sidebyside_3d_mode(camera, show_hud, hud, hilightboxes, driver,
smgr, screensize, draw_wield_tool, client, guienv, skycolor);
show_hud = false;
}
else if (draw_mode == "topbottom")
{
draw_top_bottom_3d_mode(camera, show_hud, hud, hilightboxes, driver,
smgr, screensize, draw_wield_tool, client, guienv, skycolor);
show_hud = false;
}
else {
draw_plain(camera, show_hud, hud, hilightboxes, driver,
draw_wield_tool, client, guienv);
}
//TODO how to make those 3d too
if (show_hud)
{
if (draw_crosshair)
hud.drawCrosshair();
hud.drawHotbar(client.getPlayerItem());
hud.drawLuaElements(camera.getOffset());
guienv->drawAll();
}
scenetime = timer.stop(true);
}
}
/*
Draws a screen with a single text on it.
Text will be removed when the screen is drawn the next time.
Additionally, a progressbar can be drawn when percent is set between 0 and 100.
*/
/*gui::IGUIStaticText **/
void draw_load_screen(const std::wstring &text, IrrlichtDevice* device,
gui::IGUIEnvironment* guienv, gui::IGUIFont* font, float dtime,
int percent, bool clouds )
{
video::IVideoDriver* driver = device->getVideoDriver();
v2u32 screensize = driver->getScreenSize();
const wchar_t *loadingtext = text.c_str();
core::vector2d<u32> textsize_u = font->getDimension(loadingtext);
core::vector2d<s32> textsize(textsize_u.X,textsize_u.Y);
core::vector2d<s32> center(screensize.X/2, screensize.Y/2);
core::rect<s32> textrect(center - textsize/2, center + textsize/2);
gui::IGUIStaticText *guitext = guienv->addStaticText(
loadingtext, textrect, false, false);
guitext->setTextAlignment(gui::EGUIA_CENTER, gui::EGUIA_UPPERLEFT);
bool cloud_menu_background = clouds && g_settings->getBool("menu_clouds");
if (cloud_menu_background)
{
g_menuclouds->step(dtime*3);
g_menuclouds->render();
driver->beginScene(true, true, video::SColor(255,140,186,250));
g_menucloudsmgr->drawAll();
}
else
driver->beginScene(true, true, video::SColor(255,0,0,0));
if (percent >= 0 && percent <= 100) // draw progress bar
{
core::vector2d<s32> barsize(256,32);
core::rect<s32> barrect(center-barsize/2, center+barsize/2);
driver->draw2DRectangle(video::SColor(255,255,255,255),barrect, NULL); // border
driver->draw2DRectangle(video::SColor(255,64,64,64), core::rect<s32> (
barrect.UpperLeftCorner+1,
barrect.LowerRightCorner-1), NULL); // black inside the bar
driver->draw2DRectangle(video::SColor(255,128,128,128), core::rect<s32> (
barrect.UpperLeftCorner+1,
core::vector2d<s32>(
barrect.LowerRightCorner.X-(barsize.X-1)+percent*(barsize.X-2)/100,
barrect.LowerRightCorner.Y-1)), NULL); // the actual progress
}
guienv->drawAll();
driver->endScene();
guitext->remove();
//return guitext;
}

37
src/drawscene.h Normal file

@ -0,0 +1,37 @@
/*
Minetest
Copyright (C) 2010-2014 celeron55, Perttu Ahola <celeron55@gmail.com>
This program is free software; you can redistribute it and/or modify
it under the terms of the GNU Lesser General Public License as published by
the Free Software Foundation; either version 2.1 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 Lesser General Public License for more details.
You should have received a copy of the GNU Lesser General Public License along
with this program; if not, write to the Free Software Foundation, Inc.,
51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
*/
#ifndef DRAWSCENE_H_
#define DRAWSCENE_H_
#include "camera.h"
#include "hud.h"
#include "irrlichttypes_extrabloated.h"
void draw_load_screen(const std::wstring &text, IrrlichtDevice* device,
gui::IGUIEnvironment* guienv, gui::IGUIFont* font, float dtime=0,
int percent=0, bool clouds=true);
void draw_scene(video::IVideoDriver* driver, scene::ISceneManager* smgr,
Camera& camera, Client& client, LocalPlayer* player, Hud& hud,
gui::IGUIEnvironment* guienv, std::vector<aabb3f> hilightboxes,
const v2u32& screensize, video::SColor skycolor, bool show_hud);
#endif /* DRAWSCENE_H_ */

@ -68,6 +68,8 @@ with this program; if not, write to the Free Software Foundation, Inc.,
#include <list>
#include "util/directiontables.h"
#include "util/pointedthing.h"
#include "drawscene.h"
#include "content_cao.h"
/*
Text input system
@ -418,59 +420,6 @@ PointedThing getPointedThing(Client *client, v3f player_position,
return result;
}
/*
Draws a screen with a single text on it.
Text will be removed when the screen is drawn the next time.
Additionally, a progressbar can be drawn when percent is set between 0 and 100.
*/
/*gui::IGUIStaticText **/
void draw_load_screen(const std::wstring &text, IrrlichtDevice* device,
gui::IGUIFont* font, float dtime=0 ,int percent=0, bool clouds=true)
{
video::IVideoDriver* driver = device->getVideoDriver();
v2u32 screensize = driver->getScreenSize();
const wchar_t *loadingtext = text.c_str();
core::vector2d<u32> textsize_u = font->getDimension(loadingtext);
core::vector2d<s32> textsize(textsize_u.X,textsize_u.Y);
core::vector2d<s32> center(screensize.X/2, screensize.Y/2);
core::rect<s32> textrect(center - textsize/2, center + textsize/2);
gui::IGUIStaticText *guitext = guienv->addStaticText(
loadingtext, textrect, false, false);
guitext->setTextAlignment(gui::EGUIA_CENTER, gui::EGUIA_UPPERLEFT);
bool cloud_menu_background = clouds && g_settings->getBool("menu_clouds");
if (cloud_menu_background)
{
g_menuclouds->step(dtime*3);
g_menuclouds->render();
driver->beginScene(true, true, video::SColor(255,140,186,250));
g_menucloudsmgr->drawAll();
}
else
driver->beginScene(true, true, video::SColor(255,0,0,0));
if (percent >= 0 && percent <= 100) // draw progress bar
{
core::vector2d<s32> barsize(256,32);
core::rect<s32> barrect(center-barsize/2, center+barsize/2);
driver->draw2DRectangle(video::SColor(255,255,255,255),barrect, NULL); // border
driver->draw2DRectangle(video::SColor(255,64,64,64), core::rect<s32> (
barrect.UpperLeftCorner+1,
barrect.LowerRightCorner-1), NULL); // black inside the bar
driver->draw2DRectangle(video::SColor(255,128,128,128), core::rect<s32> (
barrect.UpperLeftCorner+1,
core::vector2d<s32>(
barrect.LowerRightCorner.X-(barsize.X-1)+percent*(barsize.X-2)/100,
barrect.LowerRightCorner.Y-1)), NULL); // the actual progress
}
guienv->drawAll();
driver->endScene();
guitext->remove();
//return guitext;
}
/* Profiler display */
void update_profiler_gui(gui::IGUIStaticText *guitext_profiler,
@ -1113,7 +1062,7 @@ void the_game(bool &kill, bool random_input, InputHandler *input,
{
wchar_t* text = wgettext("Loading...");
draw_load_screen(text, device, font,0,0);
draw_load_screen(text, device, guienv, font, 0, 0);
delete[] text;
}
@ -1173,7 +1122,7 @@ void the_game(bool &kill, bool random_input, InputHandler *input,
if(address == ""){
wchar_t* text = wgettext("Creating server....");
draw_load_screen(text, device, font,0,25);
draw_load_screen(text, device, guienv, font, 0, 25);
delete[] text;
infostream<<"Creating server"<<std::endl;
@ -1216,7 +1165,7 @@ void the_game(bool &kill, bool random_input, InputHandler *input,
{
wchar_t* text = wgettext("Creating client...");
draw_load_screen(text, device, font,0,50);
draw_load_screen(text, device, guienv, font, 0, 50);
delete[] text;
}
infostream<<"Creating client"<<std::endl;
@ -1225,7 +1174,7 @@ void the_game(bool &kill, bool random_input, InputHandler *input,
{
wchar_t* text = wgettext("Resolving address...");
draw_load_screen(text, device, font,0,75);
draw_load_screen(text, device, guienv, font, 0, 75);
delete[] text;
}
Address connect_address(0,0,0,0, port);
@ -1324,7 +1273,7 @@ void the_game(bool &kill, bool random_input, InputHandler *input,
// Display status
{
wchar_t* text = wgettext("Connecting to server...");
draw_load_screen(text, device, font, dtime, 100);
draw_load_screen(text, device, guienv, font, dtime, 100);
delete[] text;
}
@ -1428,14 +1377,14 @@ void the_game(bool &kill, bool random_input, InputHandler *input,
{
wchar_t* text = wgettext("Item definitions...");
progress = 0;
draw_load_screen(text, device, font, dtime, progress);
draw_load_screen(text, device, guienv, font, dtime, progress);
delete[] text;
}
else if (!client.nodedefReceived())
{
wchar_t* text = wgettext("Node definitions...");
progress = 25;
draw_load_screen(text, device, font, dtime, progress);
draw_load_screen(text, device, guienv, font, dtime, progress);
delete[] text;
}
else
@ -1457,7 +1406,8 @@ void the_game(bool &kill, bool random_input, InputHandler *input,
message << " ( " << cur << cur_unit << " )";
}
progress = 50+client.mediaReceiveProgress()*50+0.5;
draw_load_screen(narrow_to_wide(message.str().c_str()), device, font, dtime, progress);
draw_load_screen(narrow_to_wide(message.str().c_str()), device,
guienv, font, dtime, progress);
}
// On some computers framerate doesn't seem to be
@ -1513,8 +1463,6 @@ void the_game(bool &kill, bool random_input, InputHandler *input,
f32 camera_yaw = 0; // "right/left"
f32 camera_pitch = 0; // "up/down"
int current_camera_mode = CAMERA_MODE_FIRST; // start in first-person view
/*
Clouds
*/
@ -1530,7 +1478,7 @@ void the_game(bool &kill, bool random_input, InputHandler *input,
*/
Sky *sky = NULL;
sky = new Sky(smgr->getRootSceneNode(), smgr, -1, client.getEnv().getLocalPlayer());
sky = new Sky(smgr->getRootSceneNode(), smgr, -1);
scene::ISceneNode* skybox = NULL;
@ -1605,7 +1553,6 @@ void the_game(bool &kill, bool random_input, InputHandler *input,
*/
u32 drawtime = 0;
u32 beginscenetime = 0;
u32 scenetime = 0;
u32 endscenetime = 0;
float recent_turn_speed = 0.0;
@ -2281,7 +2228,7 @@ void the_game(bool &kill, bool random_input, InputHandler *input,
else{
s32 dx = input->getMousePos().X - (driver->getScreenSize().Width/2);
s32 dy = input->getMousePos().Y - (driver->getScreenSize().Height/2);
if(invert_mouse || player->camera_mode == CAMERA_MODE_THIRD_FRONT) {
if(invert_mouse || camera.getCameraMode() == CAMERA_MODE_THIRD_FRONT) {
dy = -dy;
}
//infostream<<"window active, pos difference "<<dx<<","<<dy<<std::endl;
@ -2668,19 +2615,20 @@ void the_game(bool &kill, bool random_input, InputHandler *input,
float tool_reload_ratio = time_from_last_punch / full_punch_interval;
if(input->wasKeyDown(getKeySetting("keymap_camera_mode"))) {
camera.toggleCameraMode();
GenericCAO* playercao = player->getCAO();
if (current_camera_mode == CAMERA_MODE_FIRST)
current_camera_mode = CAMERA_MODE_THIRD;
else if (current_camera_mode == CAMERA_MODE_THIRD)
current_camera_mode = CAMERA_MODE_THIRD_FRONT;
else
current_camera_mode = CAMERA_MODE_FIRST;
assert( playercao != NULL );
if (camera.getCameraMode() > CAMERA_MODE_FIRST) {
playercao->setVisible(true);
}
else {
playercao->setVisible(false);
}
}
player->camera_mode = current_camera_mode;
tool_reload_ratio = MYMIN(tool_reload_ratio, 1.0);
camera.update(player, dtime, busytime, tool_reload_ratio,
current_camera_mode, client.getEnv());
client.getEnv());
camera.step(dtime);
v3f player_position = player->getPosition();
@ -2736,7 +2684,7 @@ void the_game(bool &kill, bool random_input, InputHandler *input,
camera_position + camera_direction * BS * (d+1));
// prevent player pointing anything in front-view
if (current_camera_mode == CAMERA_MODE_THIRD_FRONT)
if (camera.getCameraMode() == CAMERA_MODE_THIRD_FRONT)
shootline = core::line3d<f32>(0,0,0,0,0,0);
ClientActiveObject *selected_object = NULL;
@ -3148,7 +3096,8 @@ void the_game(bool &kill, bool random_input, InputHandler *input,
+ time_of_day * todsm;
sky->update(time_of_day_smooth, time_brightness, direct_brightness,
sunlight_seen);
sunlight_seen,camera.getCameraMode(), player->getYaw(),
player->getPitch());
video::SColor bgcolor = sky->getBgColor();
video::SColor skycolor = sky->getSkyColor();
@ -3417,141 +3366,22 @@ void the_game(bool &kill, bool random_input, InputHandler *input,
/*
Drawing begins
*/
TimeTaker tt_draw("mainloop: draw");
{
TimeTaker timer("beginScene");
//driver->beginScene(false, true, bgcolor);
//driver->beginScene(true, true, bgcolor);
driver->beginScene(true, true, skycolor);
beginscenetime = timer.stop(true);
}
//timer3.stop();
//infostream<<"smgr->drawAll()"<<std::endl;
{
TimeTaker timer("smgr");
smgr->drawAll();
if(g_settings->getBool("anaglyph"))
{
irr::core::vector3df oldPosition = camera.getCameraNode()->getPosition();
irr::core::vector3df oldTarget = camera.getCameraNode()->getTarget();
irr::core::matrix4 startMatrix = camera.getCameraNode()->getAbsoluteTransformation();
irr::core::vector3df focusPoint = (camera.getCameraNode()->getTarget() -
camera.getCameraNode()->getAbsolutePosition()).setLength(1) +
camera.getCameraNode()->getAbsolutePosition() ;
//Left eye...
irr::core::vector3df leftEye;
irr::core::matrix4 leftMove;
leftMove.setTranslation( irr::core::vector3df(-g_settings->getFloat("anaglyph_strength"),0.0f,0.0f) );
leftEye=(startMatrix*leftMove).getTranslation();
//clear the depth buffer, and color
driver->beginScene( true, true, irr::video::SColor(0,200,200,255) );
driver->getOverrideMaterial().Material.ColorMask = irr::video::ECP_RED;
driver->getOverrideMaterial().EnableFlags = irr::video::EMF_COLOR_MASK;
driver->getOverrideMaterial().EnablePasses = irr::scene::ESNRP_SKY_BOX +
irr::scene::ESNRP_SOLID +
irr::scene::ESNRP_TRANSPARENT +
irr::scene::ESNRP_TRANSPARENT_EFFECT +
irr::scene::ESNRP_SHADOW;
camera.getCameraNode()->setPosition( leftEye );
camera.getCameraNode()->setTarget( focusPoint );
smgr->drawAll(); // 'smgr->drawAll();' may go here
driver->setTransform(video::ETS_WORLD, core::IdentityMatrix);
if (show_hud)
hud.drawSelectionBoxes(hilightboxes);
//Right eye...
irr::core::vector3df rightEye;
irr::core::matrix4 rightMove;
rightMove.setTranslation( irr::core::vector3df(g_settings->getFloat("anaglyph_strength"),0.0f,0.0f) );
rightEye=(startMatrix*rightMove).getTranslation();
//clear the depth buffer
driver->clearZBuffer();
driver->getOverrideMaterial().Material.ColorMask = irr::video::ECP_GREEN + irr::video::ECP_BLUE;
driver->getOverrideMaterial().EnableFlags = irr::video::EMF_COLOR_MASK;
driver->getOverrideMaterial().EnablePasses = irr::scene::ESNRP_SKY_BOX +
irr::scene::ESNRP_SOLID +
irr::scene::ESNRP_TRANSPARENT +
irr::scene::ESNRP_TRANSPARENT_EFFECT +
irr::scene::ESNRP_SHADOW;
camera.getCameraNode()->setPosition( rightEye );
camera.getCameraNode()->setTarget( focusPoint );
smgr->drawAll(); // 'smgr->drawAll();' may go here
driver->setTransform(video::ETS_WORLD, core::IdentityMatrix);
if (show_hud)
hud.drawSelectionBoxes(hilightboxes);
//driver->endScene();
driver->getOverrideMaterial().Material.ColorMask=irr::video::ECP_ALL;
driver->getOverrideMaterial().EnableFlags=0;
driver->getOverrideMaterial().EnablePasses=0;
camera.getCameraNode()->setPosition( oldPosition );
camera.getCameraNode()->setTarget( oldTarget );
}
scenetime = timer.stop(true);
}
{
//TimeTaker timer9("auxiliary drawings");
// 0ms
//timer9.stop();
//TimeTaker //timer10("//timer10");
video::SMaterial m;
//m.Thickness = 10;
m.Thickness = 3;
m.Lighting = false;
driver->setMaterial(m);
driver->setTransform(video::ETS_WORLD, core::IdentityMatrix);
if((!g_settings->getBool("anaglyph")) && (show_hud))
{
hud.drawSelectionBoxes(hilightboxes);
}
/*
Wielded tool
*/
if(show_hud &&
(player->hud_flags & HUD_FLAG_WIELDITEM_VISIBLE) &&
current_camera_mode < CAMERA_MODE_THIRD)
{
// Warning: This clears the Z buffer.
camera.drawWieldedTool();
}
draw_scene(driver, smgr, camera, client, player, hud, guienv,
hilightboxes, screensize, skycolor, show_hud);
/*
Post effects
*/
{
client.getEnv().getClientMap().renderPostFx();
client.getEnv().getClientMap().renderPostFx(camera.getCameraMode());
}
/*
@ -3562,26 +3392,6 @@ void the_game(bool &kill, bool random_input, InputHandler *input,
graph.draw(10, screensize.Y - 10, driver, font);
}
/*
Draw crosshair
*/
if (show_hud)
hud.drawCrosshair();
} // timer
//timer10.stop();
//TimeTaker //timer11("//timer11");
/*
Draw hotbar
*/
if (show_hud)
{
hud.drawHotbar(client.getPlayerItem());
}
/*
Damage flash
*/
@ -3605,18 +3415,6 @@ void the_game(bool &kill, bool random_input, InputHandler *input,
player->hurt_tilt_strength = 0;
}
/*
Draw lua hud items
*/
if (show_hud)
hud.drawLuaElements(camera.getOffset());
/*
Draw gui
*/
// 0-1ms
guienv->drawAll();
/*
End scene
*/
@ -3659,7 +3457,7 @@ void the_game(bool &kill, bool random_input, InputHandler *input,
{
/*gui::IGUIStaticText *gui_shuttingdowntext = */
wchar_t* text = wgettext("Shutting down stuff...");
draw_load_screen(text, device, font, 0, -1, false);
draw_load_screen(text, device, guienv, font, 0, -1, false);
delete[] text;
/*driver->beginScene(true, true, video::SColor(255,0,0,0));
guienv->drawAll();
@ -3728,5 +3526,3 @@ void the_game(bool &kill, bool random_input, InputHandler *input,
<< driver-> getMaterialRendererCount ()
<< " (note: irrlicht doesn't support removing renderers)"<< std::endl;
}

@ -435,10 +435,6 @@ void Hud::drawHotbar(u16 playeritem) {
void Hud::drawCrosshair() {
if (!(player->hud_flags & HUD_FLAG_CROSSHAIR_VISIBLE) ||
(player->camera_mode == CAMERA_MODE_THIRD_FRONT)) {
return;
}
if (use_crosshair_image) {
video::ITexture *crosshair = tsrc->getTexture("crosshair.png");

@ -43,7 +43,6 @@ LocalPlayer::LocalPlayer(IGameDef *gamedef):
last_pitch(0),
last_yaw(0),
last_keyPressed(0),
camera_mode(0),
eye_offset_first(v3f(0,0,0)),
eye_offset_third(v3f(0,0,0)),
last_animation(NO_ANIM),
@ -54,7 +53,8 @@ LocalPlayer::LocalPlayer(IGameDef *gamedef):
m_old_node_below(32767,32767,32767),
m_old_node_below_type("air"),
m_need_to_get_new_sneak_node(true),
m_can_jump(false)
m_can_jump(false),
m_cao(NULL)
{
// Initialize hp to 0, so that no hearts will be shown if server
// doesn't support health points

@ -24,7 +24,7 @@ with this program; if not, write to the Free Software Foundation, Inc.,
#include <list>
class Environment;
class GenericCAO;
class ClientActiveObject;
enum LocalPlayerAnimations {NO_ANIM, WALK_ANIM, DIG_ANIM, WD_ANIM}; // no local animation, walking, digging, both
@ -62,7 +62,6 @@ public:
unsigned int last_keyPressed;
float camera_impact;
int camera_mode;
v3f eye_offset_first;
v3f eye_offset_third;
@ -72,6 +71,15 @@ public:
std::string hotbar_image;
std::string hotbar_selected_image;
GenericCAO* getCAO() const {
return m_cao;
}
void setCAO(GenericCAO* toset) {
assert( m_cao == NULL );
m_cao = toset;
}
private:
// This is used for determining the sneaking range
v3s16 m_sneak_node;
@ -84,6 +92,8 @@ private:
// Whether recalculation of the sneak node is needed
bool m_need_to_get_new_sneak_node;
bool m_can_jump;
GenericCAO* m_cao;
};
#endif

@ -13,7 +13,7 @@
#include "camera.h" // CameraModes
//! constructor
Sky::Sky(scene::ISceneNode* parent, scene::ISceneManager* mgr, s32 id, LocalPlayer* player):
Sky::Sky(scene::ISceneNode* parent, scene::ISceneManager* mgr, s32 id):
scene::ISceneNode(parent, mgr, id),
m_visible(true),
m_fallback_bg_color(255,255,255,255),
@ -22,8 +22,7 @@ Sky::Sky(scene::ISceneNode* parent, scene::ISceneManager* mgr, s32 id, LocalPlay
m_cloud_brightness(0.5),
m_bgcolor_bright_f(1,1,1,1),
m_skycolor_bright_f(1,1,1,1),
m_cloudcolor_bright_f(1,1,1,1),
m_player(player)
m_cloudcolor_bright_f(1,1,1,1)
{
setAutomaticCulling(scene::EAC_OFF);
Box.MaxEdge.set(0,0,0);
@ -485,7 +484,8 @@ void Sky::render()
}
void Sky::update(float time_of_day, float time_brightness,
float direct_brightness, bool sunlight_seen)
float direct_brightness, bool sunlight_seen,
CameraMode cam_mode, float yaw, float pitch)
{
// Stabilize initial brightness and color values by flooding updates
if(m_first_update){
@ -496,7 +496,7 @@ void Sky::update(float time_of_day, float time_brightness,
m_first_update = false;
for(u32 i=0; i<100; i++){
update(time_of_day, time_brightness, direct_brightness,
sunlight_seen);
sunlight_seen, cam_mode, yaw, pitch);
}
return;
}
@ -580,16 +580,16 @@ void Sky::update(float time_of_day, float time_brightness,
{
// calculate hemisphere value from yaw, (inverted in third person front view)
s8 dir_factor = 1;
if (m_player->camera_mode > CAMERA_MODE_THIRD)
if (cam_mode > CAMERA_MODE_THIRD)
dir_factor = -1;
f32 pointcolor_blend = wrapDegrees_0_360(m_player->getYaw()*dir_factor + 90);
f32 pointcolor_blend = wrapDegrees_0_360( yaw*dir_factor + 90);
if (pointcolor_blend > 180)
pointcolor_blend = 360 - pointcolor_blend;
pointcolor_blend /= 180;
// bound view angle to determine where transition starts and ends
pointcolor_blend = rangelim(1 - pointcolor_blend * 1.375, 0, 1 / 1.375) * 1.375;
// combine the colors when looking up or down, otherwise turning looks weird
pointcolor_blend += (0.5 - pointcolor_blend) * (1 - MYMIN((90 - std::abs(m_player->getPitch())) / 90 * 1.5, 1));
pointcolor_blend += (0.5 - pointcolor_blend) * (1 - MYMIN((90 - std::abs(pitch)) / 90 * 1.5, 1));
// invert direction to match where the sun and moon are rising
if (m_time_of_day > 0.5)
pointcolor_blend = 1 - pointcolor_blend;

@ -19,7 +19,7 @@ with this program; if not, write to the Free Software Foundation, Inc.,
#include "irrlichttypes_extrabloated.h"
#include <ISceneNode.h>
#include "localplayer.h"
#include "camera.h"
#ifndef SKY_HEADER
#define SKY_HEADER
@ -32,7 +32,7 @@ class Sky : public scene::ISceneNode
{
public:
//! constructor
Sky(scene::ISceneNode* parent, scene::ISceneManager* mgr, s32 id, LocalPlayer* player);
Sky(scene::ISceneNode* parent, scene::ISceneManager* mgr, s32 id);
virtual void OnRegisterSceneNode();
@ -50,7 +50,8 @@ public:
{ return SKY_MATERIAL_COUNT; }
void update(float m_time_of_day, float time_brightness,
float direct_brightness, bool sunlight_seen);
float direct_brightness, bool sunlight_seen, CameraMode cam_mode,
float yaw, float pitch);
float getBrightness(){ return m_brightness; }
@ -126,7 +127,6 @@ private:
video::SColorf m_cloudcolor_f;
v3f m_stars[SKY_STAR_COUNT];
video::S3DVertex m_star_vertices[SKY_STAR_COUNT*4];
LocalPlayer* m_player;
video::ITexture* m_sun_texture;
video::ITexture* m_moon_texture;
video::ITexture* m_sun_tonemap;