master #6

Merged
BRNSystems merged 85 commits from Mirrorlandia_minetest/minetest:master into master 2024-01-09 17:53:52 +01:00
Showing only changes of commit 7162b536eb - Show all commits

@ -821,6 +821,7 @@ protected:
const CameraOrientation &cam); const CameraOrientation &cam);
void updateClouds(float dtime); void updateClouds(float dtime);
void updateShadows(); void updateShadows();
void drawScene(ProfilerGraph *graph, RunStats *stats);
// Misc // Misc
void showOverlayMessage(const char *msg, float dtime, int percent, void showOverlayMessage(const char *msg, float dtime, int percent,
@ -4133,52 +4134,17 @@ void Game::updateFrame(ProfilerGraph *graph, RunStats *stats, f32 dtime,
/* /*
==================== Drawing begins ==================== ==================== Drawing begins ====================
*/ */
const video::SColor skycolor = sky->getSkyColor(); drawScene(graph, stats);
TimeTaker tt_draw("Draw scene", nullptr, PRECISION_MICRO);
driver->beginScene(true, true, skycolor);
bool draw_wield_tool = (m_game_ui->m_flags.show_hud &&
(player->hud_flags & HUD_FLAG_WIELDITEM_VISIBLE) &&
(camera->getCameraMode() == CAMERA_MODE_FIRST));
bool draw_crosshair = (
(player->hud_flags & HUD_FLAG_CROSSHAIR_VISIBLE) &&
(camera->getCameraMode() != CAMERA_MODE_THIRD_FRONT));
#ifdef HAVE_TOUCHSCREENGUI
if (isNoCrosshairAllowed())
draw_crosshair = false;
#endif
m_rendering_engine->draw_scene(skycolor, m_game_ui->m_flags.show_hud,
m_game_ui->m_flags.show_minimap, draw_wield_tool, draw_crosshair);
/*
Profiler graph
*/
v2u32 screensize = driver->getScreenSize();
if (m_game_ui->m_flags.show_profiler_graph)
graph->draw(10, screensize.Y - 10, driver, g_fontengine->getFont());
/*
Damage flash
*/
if (runData.damage_flash > 0.0f) {
video::SColor color(runData.damage_flash, 180, 0, 0);
driver->draw2DRectangle(color,
core::rect<s32>(0, 0, screensize.X, screensize.Y),
NULL);
runData.damage_flash -= 384.0f * dtime;
}
/* /*
==================== End scene ==================== ==================== End scene ====================
*/ */
driver->endScene(); // Damage flash is drawn in drawScene, but the timing update is done here to
// keep dtime out of the drawing code.
if (runData.damage_flash > 0.0f) {
runData.damage_flash -= 384.0f * dtime;
}
stats->drawtime = tt_draw.stop(true);
g_profiler->graphAdd("Draw scene [us]", stats->drawtime);
g_profiler->avg("Game::updateFrame(): update frame [ms]", tt_update.stop(true)); g_profiler->avg("Game::updateFrame(): update frame [ms]", tt_update.stop(true));
} }
@ -4246,6 +4212,52 @@ void Game::updateShadows()
shadow->getDirectionalLight().update_frustum(camera, client, m_camera_offset_changed); shadow->getDirectionalLight().update_frustum(camera, client, m_camera_offset_changed);
} }
void Game::drawScene(ProfilerGraph *graph, RunStats *stats)
{
const video::SColor skycolor = this->sky->getSkyColor();
TimeTaker tt_draw("Draw scene", nullptr, PRECISION_MICRO);
this->driver->beginScene(true, true, skycolor);
const LocalPlayer *player = this->client->getEnv().getLocalPlayer();
bool draw_wield_tool = (this->m_game_ui->m_flags.show_hud &&
(player->hud_flags & HUD_FLAG_WIELDITEM_VISIBLE) &&
(this->camera->getCameraMode() == CAMERA_MODE_FIRST));
bool draw_crosshair = (
(player->hud_flags & HUD_FLAG_CROSSHAIR_VISIBLE) &&
(this->camera->getCameraMode() != CAMERA_MODE_THIRD_FRONT));
#ifdef HAVE_TOUCHSCREENGUI
if (this->isNoCrosshairAllowed())
draw_crosshair = false;
#endif
this->m_rendering_engine->draw_scene(skycolor, this->m_game_ui->m_flags.show_hud,
this->m_game_ui->m_flags.show_minimap, draw_wield_tool, draw_crosshair);
/*
Profiler graph
*/
v2u32 screensize = this->driver->getScreenSize();
if (this->m_game_ui->m_flags.show_profiler_graph)
graph->draw(10, screensize.Y - 10, driver, g_fontengine->getFont());
/*
Damage flash
*/
if (this->runData.damage_flash > 0.0f) {
video::SColor color(this->runData.damage_flash, 180, 0, 0);
this->driver->draw2DRectangle(color,
core::rect<s32>(0, 0, screensize.X, screensize.Y),
NULL);
}
this->driver->endScene();
stats->drawtime = tt_draw.stop(true);
g_profiler->graphAdd("Draw scene [us]", stats->drawtime);
}
/**************************************************************************** /****************************************************************************
Misc Misc
****************************************************************************/ ****************************************************************************/