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https://github.com/minetest/minetest.git
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Share FpsControl code between game and menu
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@ -650,20 +650,6 @@ public:
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const static float object_hit_delay = 0.2;
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struct FpsControl {
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FpsControl() : last_time(0), busy_time(0), sleep_time(0) {}
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void reset();
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void limit(IrrlichtDevice *device, f32 *dtime);
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u32 getBusyMs() const { return busy_time / 1000; }
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// all values in microseconds (us)
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u64 last_time, busy_time, sleep_time;
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};
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/* The reason the following structs are not anonymous structs within the
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* class is that they are not used by the majority of member functions and
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* many functions that do require objects of thse types do not modify them
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@ -1201,7 +1187,7 @@ void Game::run()
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// Calculate dtime =
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// m_rendering_engine->run() from this iteration
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// + Sleep time until the wanted FPS are reached
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draw_times.limit(device, &dtime);
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draw_times.limit(device, &dtime, g_menumgr.pausesGame());
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const auto current_dynamic_info = ClientDynamicInfo::getCurrent();
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if (!current_dynamic_info.equal(client_display_info)) {
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@ -4330,48 +4316,6 @@ void Game::drawScene(ProfilerGraph *graph, RunStats *stats)
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Misc
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****************************************************************************/
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void FpsControl::reset()
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{
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last_time = porting::getTimeUs();
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}
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/*
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* On some computers framerate doesn't seem to be automatically limited
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*/
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void FpsControl::limit(IrrlichtDevice *device, f32 *dtime)
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{
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const float fps_limit = (device->isWindowFocused() && !g_menumgr.pausesGame())
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? g_settings->getFloat("fps_max")
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: g_settings->getFloat("fps_max_unfocused");
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const u64 frametime_min = 1000000.0f / std::max(fps_limit, 1.0f);
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u64 time = porting::getTimeUs();
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if (time > last_time) // Make sure time hasn't overflowed
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busy_time = time - last_time;
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else
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busy_time = 0;
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if (busy_time < frametime_min) {
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sleep_time = frametime_min - busy_time;
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if (sleep_time > 0)
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sleep_us(sleep_time);
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} else {
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sleep_time = 0;
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}
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// Read the timer again to accurately determine how long we actually slept,
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// rather than calculating it by adding sleep_time to time.
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time = porting::getTimeUs();
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if (time > last_time) // Make sure last_time hasn't overflowed
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*dtime = (time - last_time) / 1000000.0f;
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else
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*dtime = 0;
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last_time = time;
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}
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void Game::showOverlayMessage(const char *msg, float dtime, int percent, bool draw_sky)
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{
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m_rendering_engine->draw_load_screen(wstrgettext(msg), guienv, texture_src,
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@ -44,6 +44,46 @@ RenderingEngine *RenderingEngine::s_singleton = nullptr;
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const video::SColor RenderingEngine::MENU_SKY_COLOR = video::SColor(255, 140, 186, 250);
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const float RenderingEngine::BASE_BLOOM_STRENGTH = 1.0f;
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/* Helper stuff */
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void FpsControl::reset()
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{
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last_time = porting::getTimeUs();
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}
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void FpsControl::limit(IrrlichtDevice *device, f32 *dtime, bool assume_paused)
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{
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const float fps_limit = (device->isWindowFocused() && !assume_paused)
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? g_settings->getFloat("fps_max")
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: g_settings->getFloat("fps_max_unfocused");
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const u64 frametime_min = 1000000.0f / std::max(fps_limit, 1.0f);
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u64 time = porting::getTimeUs();
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if (time > last_time) // Make sure time hasn't overflowed
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busy_time = time - last_time;
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else
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busy_time = 0;
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if (busy_time < frametime_min) {
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sleep_time = frametime_min - busy_time;
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if (sleep_time > 0)
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sleep_us(sleep_time);
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} else {
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sleep_time = 0;
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}
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// Read the timer again to accurately determine how long we actually slept,
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// rather than calculating it by adding sleep_time to time.
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time = porting::getTimeUs();
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if (time > last_time) // Make sure last_time hasn't overflowed
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*dtime = (time - last_time) / 1000000.0f;
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else
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*dtime = 0;
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last_time = time;
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}
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static gui::GUISkin *createSkin(gui::IGUIEnvironment *environment,
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gui::EGUI_SKIN_TYPE type, video::IVideoDriver *driver)
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@ -66,7 +106,6 @@ static gui::GUISkin *createSkin(gui::IGUIEnvironment *environment,
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return skin;
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}
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static std::optional<video::E_DRIVER_TYPE> chooseVideoDriver()
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{
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auto &&configured_name = g_settings->get("video_driver");
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@ -106,6 +145,8 @@ static irr::IrrlichtDevice *createDevice(SIrrlichtCreationParameters params, std
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throw std::runtime_error("Could not initialize the device with any supported video driver");
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}
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/* RenderingEngine class */
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RenderingEngine::RenderingEngine(IEventReceiver *receiver)
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{
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sanity_check(!s_singleton);
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@ -46,6 +46,19 @@ class RenderingCore;
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// Instead of a mechanism to disable fog we just set it to be really far away
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#define FOG_RANGE_ALL (100000 * BS)
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struct FpsControl {
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FpsControl() : last_time(0), busy_time(0), sleep_time(0) {}
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void reset();
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void limit(IrrlichtDevice *device, f32 *dtime, bool assume_paused = false);
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u32 getBusyMs() const { return busy_time / 1000; }
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// all values in microseconds (us)
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u64 last_time, busy_time, sleep_time;
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};
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class RenderingEngine
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{
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public:
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@ -103,11 +116,6 @@ public:
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return s_singleton->m_device;
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}
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u32 get_timer_time()
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{
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return m_device->getTimer()->getTime();
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}
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gui::IGUIEnvironment *get_gui_env()
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{
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return m_device->getGUIEnvironment();
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@ -315,10 +315,15 @@ void GUIEngine::run()
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);
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const bool initial_window_maximized = g_settings->getBool("window_maximized");
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u64 t_last_frame = porting::getTimeUs();
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FpsControl fps_control;
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f32 dtime = 0.0f;
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while (m_rendering_engine->run() && (!m_startgame) && (!m_kill)) {
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fps_control.reset();
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while (m_rendering_engine->run() && !m_startgame && !m_kill) {
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fps_control.limit(device, &dtime);
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if (device->isWindowVisible()) {
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// check if we need to update the "upper left corner"-text
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if (text_height != g_fontengine->getTextHeight()) {
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@ -328,13 +333,12 @@ void GUIEngine::run()
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driver->beginScene(true, true, RenderingEngine::MENU_SKY_COLOR);
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if (m_clouds_enabled)
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{
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cloudPreProcess();
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if (m_clouds_enabled) {
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drawClouds(dtime);
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drawOverlay(driver);
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}
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else
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} else {
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drawBackground(driver);
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}
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drawFooter(driver);
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@ -349,22 +353,9 @@ void GUIEngine::run()
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driver->endScene();
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}
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u32 frametime_min = 1000 / (device->isWindowFocused()
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? g_settings->getFloat("fps_max")
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: g_settings->getFloat("fps_max_unfocused"));
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if (m_clouds_enabled)
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cloudPostProcess(frametime_min, device);
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else
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sleep_ms(frametime_min);
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u64 t_now = porting::getTimeUs();
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dtime = static_cast<f32>(t_now - t_last_frame) * 1.0e-6f;
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t_last_frame = t_now;
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m_script->step();
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sound_volume_control(m_sound_manager.get(), device->isWindowActive());
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m_sound_manager->step(dtime);
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#ifdef __ANDROID__
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@ -407,47 +398,16 @@ void GUIEngine::cloudInit()
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m_cloud.camera = m_smgr->addCameraSceneNode(0,
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v3f(0,0,0), v3f(0, 60, 100));
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m_cloud.camera->setFarValue(10000);
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m_cloud.lasttime = m_rendering_engine->get_timer_time();
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}
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/******************************************************************************/
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void GUIEngine::cloudPreProcess()
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void GUIEngine::drawClouds(float dtime)
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{
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u32 time = m_rendering_engine->get_timer_time();
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if(time > m_cloud.lasttime)
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m_cloud.dtime = (time - m_cloud.lasttime) / 1000.0;
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else
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m_cloud.dtime = 0;
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m_cloud.lasttime = time;
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m_cloud.clouds->step(m_cloud.dtime*3);
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m_cloud.clouds->step(dtime*3);
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m_cloud.clouds->render();
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m_smgr->drawAll();
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}
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/******************************************************************************/
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void GUIEngine::cloudPostProcess(u32 frametime_min, IrrlichtDevice *device)
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{
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// Time of frame without fps limit
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u32 busytime_u32;
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// not using getRealTime is necessary for wine
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u32 time = m_rendering_engine->get_timer_time();
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if(time > m_cloud.lasttime)
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busytime_u32 = time - m_cloud.lasttime;
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else
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busytime_u32 = 0;
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// FPS limit
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if (busytime_u32 < frametime_min) {
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u32 sleeptime = frametime_min - busytime_u32;
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device->sleep(sleeptime);
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}
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}
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/******************************************************************************/
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void GUIEngine::setFormspecPrepend(const std::string &fs)
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{
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@ -280,16 +280,10 @@ private:
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/** initialize cloud subsystem */
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void cloudInit();
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/** do preprocessing for cloud subsystem */
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void cloudPreProcess();
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/** do postprocessing for cloud subsystem */
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void cloudPostProcess(u32 frametime_min, IrrlichtDevice *device);
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void drawClouds(float dtime);
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/** internam data required for drawing clouds */
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struct clouddata {
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/** delta time since last cloud processing */
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f32 dtime;
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/** absolute time of last cloud processing */
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u32 lasttime;
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/** pointer to cloud class */
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irr_ptr<Clouds> clouds;
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/** camera required for drawing clouds */
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