forked from Mirrorlandia_minetest/minetest
442e48b84f
Fixes indirect rendering modes such as some 3D modes mentioned in #11437 and undersampled rendering. Does not fully fix anaglyph 3d mode.
120 lines
3.1 KiB
C++
120 lines
3.1 KiB
C++
/*
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Minetest
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Copyright (C) 2010-2013 celeron55, Perttu Ahola <celeron55@gmail.com>
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Copyright (C) 2017 numzero, Lobachevskiy Vitaliy <numzer0@yandex.ru>
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This program is free software; you can redistribute it and/or modify
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it under the terms of the GNU Lesser General Public License as published by
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the Free Software Foundation; either version 2.1 of the License, or
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(at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU Lesser General Public License for more details.
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You should have received a copy of the GNU Lesser General Public License along
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with this program; if not, write to the Free Software Foundation, Inc.,
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51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
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*/
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#include "core.h"
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#include "client/camera.h"
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#include "client/client.h"
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#include "client/clientmap.h"
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#include "client/hud.h"
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#include "client/minimap.h"
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#include "client/shadows/dynamicshadowsrender.h"
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RenderingCore::RenderingCore(IrrlichtDevice *_device, Client *_client, Hud *_hud)
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: device(_device), driver(device->getVideoDriver()), smgr(device->getSceneManager()),
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guienv(device->getGUIEnvironment()), client(_client), camera(client->getCamera()),
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mapper(client->getMinimap()), hud(_hud),
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shadow_renderer(nullptr)
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{
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screensize = driver->getScreenSize();
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virtual_size = screensize;
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if (g_settings->getBool("enable_shaders") &&
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g_settings->getBool("enable_dynamic_shadows")) {
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shadow_renderer = new ShadowRenderer(device, client);
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}
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}
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RenderingCore::~RenderingCore()
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{
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clearTextures();
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delete shadow_renderer;
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}
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void RenderingCore::initialize()
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{
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// have to be called late as the VMT is not ready in the constructor:
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initTextures();
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if (shadow_renderer)
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shadow_renderer->initialize();
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}
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void RenderingCore::updateScreenSize()
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{
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virtual_size = screensize;
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clearTextures();
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initTextures();
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}
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void RenderingCore::draw(video::SColor _skycolor, bool _show_hud, bool _show_minimap,
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bool _draw_wield_tool, bool _draw_crosshair)
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{
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v2u32 ss = driver->getScreenSize();
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if (screensize != ss) {
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screensize = ss;
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updateScreenSize();
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}
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skycolor = _skycolor;
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show_hud = _show_hud;
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show_minimap = _show_minimap;
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draw_wield_tool = _draw_wield_tool;
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draw_crosshair = _draw_crosshair;
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if (shadow_renderer)
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shadow_renderer->update();
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beforeDraw();
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drawAll();
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}
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void RenderingCore::draw3D()
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{
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smgr->drawAll();
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if (shadow_renderer)
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shadow_renderer->drawDebug();
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driver->setTransform(video::ETS_WORLD, core::IdentityMatrix);
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if (!show_hud)
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return;
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hud->drawBlockBounds();
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hud->drawSelectionMesh();
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if (draw_wield_tool)
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camera->drawWieldedTool();
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}
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void RenderingCore::drawHUD()
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{
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if (show_hud) {
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if (draw_crosshair)
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hud->drawCrosshair();
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hud->drawHotbar(client->getEnv().getLocalPlayer()->getWieldIndex());
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hud->drawLuaElements(camera->getOffset());
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camera->drawNametags();
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if (mapper && show_minimap)
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mapper->drawMinimap();
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}
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guienv->drawAll();
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}
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void RenderingCore::drawPostFx()
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{
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client->getEnv().getClientMap().renderPostFx(camera->getCameraMode());
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}
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