minetest/src/gui/guiScene.cpp
Gregor Parzefall 7473e4cafd Expose all OpenGL filtering modes, use OpenGL names for them
Because of a review comment on the Irrlicht PR by numberZero.
2023-07-20 22:15:47 +02:00

277 lines
7.0 KiB
C++

/*
Minetest
Copyright (C) 2020 Jean-Patrick Guerrero <jeanpatrick.guerrero@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 "guiScene.h"
#include <SViewFrustum.h>
#include <IAnimatedMeshSceneNode.h>
#include "porting.h"
GUIScene::GUIScene(gui::IGUIEnvironment *env, scene::ISceneManager *smgr,
gui::IGUIElement *parent, core::recti rect, s32 id)
: IGUIElement(gui::EGUIET_ELEMENT, env, parent, id, rect)
{
m_driver = env->getVideoDriver();
m_smgr = smgr->createNewSceneManager(false);
m_cam = m_smgr->addCameraSceneNode(0, v3f(0.f, 0.f, -100.f), v3f(0.f));
m_cam->setFOV(30.f * core::DEGTORAD);
m_smgr->getParameters()->setAttribute(scene::ALLOW_ZWRITE_ON_TRANSPARENT, true);
}
GUIScene::~GUIScene()
{
setMesh(nullptr);
m_smgr->drop();
}
scene::IAnimatedMeshSceneNode *GUIScene::setMesh(scene::IAnimatedMesh *mesh)
{
if (m_mesh) {
m_mesh->remove();
m_mesh = nullptr;
}
if (!mesh)
return nullptr;
m_mesh = m_smgr->addAnimatedMeshSceneNode(mesh);
m_mesh->setPosition(-m_mesh->getBoundingBox().getCenter());
m_mesh->animateJoints();
return m_mesh;
}
void GUIScene::setTexture(u32 idx, video::ITexture *texture)
{
video::SMaterial &material = m_mesh->getMaterial(idx);
material.MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL;
material.MaterialTypeParam = 0.5f;
material.TextureLayers[0].Texture = texture;
material.Lighting = false;
material.FogEnable = true;
material.TextureLayers[0].MinFilter = video::ETMINF_NEAREST_MIPMAP_NEAREST;
material.TextureLayers[0].MagFilter = video::ETMAGF_NEAREST;
material.BackfaceCulling = false;
material.ZWriteEnable = video::EZW_AUTO;
}
void GUIScene::draw()
{
m_driver->clearBuffers(video::ECBF_DEPTH);
// Control rotation speed based on time
u64 new_time = porting::getTimeMs();
u64 dtime_ms = 0;
if (m_last_time != 0)
dtime_ms = porting::getDeltaMs(m_last_time, new_time);
m_last_time = new_time;
core::rect<s32> oldViewPort = m_driver->getViewPort();
m_driver->setViewPort(getAbsoluteClippingRect());
if (m_bgcolor != 0) {
core::recti borderRect =
Environment->getRootGUIElement()->getAbsoluteClippingRect();
Environment->getSkin()->draw3DSunkenPane(
this, m_bgcolor, false, true, borderRect, 0);
}
core::dimension2d<s32> size = getAbsoluteClippingRect().getSize();
m_smgr->getActiveCamera()->setAspectRatio((f32)size.Width / (f32)size.Height);
if (!m_target) {
updateCamera(m_smgr->addEmptySceneNode());
rotateCamera(v3f(0.f));
m_cam->bindTargetAndRotation(true);
}
cameraLoop();
// Continuous rotation
if (m_inf_rot)
rotateCamera(v3f(0.f, -0.03f * (float)dtime_ms, 0.f));
m_smgr->drawAll();
if (m_initial_rotation && m_mesh) {
rotateCamera(v3f(m_custom_rot.X, m_custom_rot.Y, 0.f));
calcOptimalDistance();
m_initial_rotation = false;
}
m_driver->setViewPort(oldViewPort);
}
bool GUIScene::OnEvent(const SEvent &event)
{
if (m_mouse_ctrl && event.EventType == EET_MOUSE_INPUT_EVENT) {
if (event.MouseInput.Event == EMIE_LMOUSE_PRESSED_DOWN) {
m_last_pos = v2f((f32)event.MouseInput.X, (f32)event.MouseInput.Y);
return true;
} else if (event.MouseInput.Event == EMIE_MOUSE_MOVED) {
if (event.MouseInput.isLeftPressed()) {
m_curr_pos = v2f((f32)event.MouseInput.X, (f32)event.MouseInput.Y);
rotateCamera(v3f(
m_last_pos.Y - m_curr_pos.Y,
m_curr_pos.X - m_last_pos.X, 0.f));
m_last_pos = m_curr_pos;
return true;
}
}
}
return gui::IGUIElement::OnEvent(event);
}
void GUIScene::setStyles(const std::array<StyleSpec, StyleSpec::NUM_STATES> &styles)
{
StyleSpec::State state = StyleSpec::STATE_DEFAULT;
StyleSpec style = StyleSpec::getStyleFromStatePropagation(styles, state);
setNotClipped(style.getBool(StyleSpec::NOCLIP, false));
setBackgroundColor(style.getColor(StyleSpec::BGCOLOR, m_bgcolor));
}
/**
* Sets the frame loop range for the mesh
*/
void GUIScene::setFrameLoop(s32 begin, s32 end)
{
if (m_mesh->getStartFrame() != begin || m_mesh->getEndFrame() != end)
m_mesh->setFrameLoop(begin, end);
}
/**
* Sets the animation speed (FPS) for the mesh
*/
void GUIScene::setAnimationSpeed(f32 speed)
{
m_mesh->setAnimationSpeed(speed);
}
/* Camera control functions */
inline void GUIScene::calcOptimalDistance()
{
core::aabbox3df box = m_mesh->getBoundingBox();
f32 width = box.MaxEdge.X - box.MinEdge.X;
f32 height = box.MaxEdge.Y - box.MinEdge.Y;
f32 depth = box.MaxEdge.Z - box.MinEdge.Z;
f32 max_width = width > depth ? width : depth;
const scene::SViewFrustum *f = m_cam->getViewFrustum();
f32 cam_far = m_cam->getFarValue();
f32 far_width = core::line3df(f->getFarLeftUp(), f->getFarRightUp()).getLength();
f32 far_height = core::line3df(f->getFarLeftUp(), f->getFarLeftDown()).getLength();
core::recti rect = getAbsolutePosition();
f32 zoomX = rect.getWidth() / max_width;
f32 zoomY = rect.getHeight() / height;
f32 dist;
if (zoomX < zoomY)
dist = (max_width / (far_width / cam_far)) + (0.5f * max_width);
else
dist = (height / (far_height / cam_far)) + (0.5f * max_width);
m_cam_distance = dist;
m_update_cam = true;
}
void GUIScene::updateCamera(scene::ISceneNode *target)
{
m_target = target;
updateTargetPos();
m_last_target_pos = m_target_pos;
updateCameraPos();
m_update_cam = true;
}
void GUIScene::updateTargetPos()
{
m_last_target_pos = m_target_pos;
m_target->updateAbsolutePosition();
m_target_pos = m_target->getAbsolutePosition();
}
void GUIScene::setCameraRotation(v3f rot)
{
correctBounds(rot);
core::matrix4 mat;
mat.setRotationDegrees(rot);
m_cam_pos = v3f(0.f, 0.f, m_cam_distance);
mat.rotateVect(m_cam_pos);
m_cam_pos += m_target_pos;
m_cam->setPosition(m_cam_pos);
m_update_cam = false;
}
bool GUIScene::correctBounds(v3f &rot)
{
const float ROTATION_MAX_1 = 60.0f;
const float ROTATION_MAX_2 = 300.0f;
// Limit and correct the rotation when needed
if (rot.X < 90.f) {
if (rot.X > ROTATION_MAX_1) {
rot.X = ROTATION_MAX_1;
return true;
}
} else if (rot.X < ROTATION_MAX_2) {
rot.X = ROTATION_MAX_2;
return true;
}
// Not modified
return false;
}
void GUIScene::cameraLoop()
{
updateCameraPos();
updateTargetPos();
if (m_target_pos != m_last_target_pos)
m_update_cam = true;
if (m_update_cam) {
m_cam_pos = m_target_pos + (m_cam_pos - m_target_pos).normalize() * m_cam_distance;
v3f rot = getCameraRotation();
if (correctBounds(rot))
setCameraRotation(rot);
m_cam->setPosition(m_cam_pos);
m_cam->setTarget(m_target_pos);
m_update_cam = false;
}
}