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Avoid cloud jump when switching between mainmenu and loading screen (#15163)
... by using the same Clouds object for both. The mainmenu clouds already used shaders before. I had to choose between both or neither, so now both the mainmenu clouds and the loading screen clouds use shaders if available.
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@ -140,8 +140,10 @@ bool ClientLauncher::run(GameStartData &start_data, const Settings &cmd_args)
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// Create the menu clouds
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// This is only global so it can be used by RenderingEngine::draw_load_screen().
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assert(!g_menucloudsmgr && !g_menuclouds);
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std::unique_ptr<IWritableShaderSource> ssrc(createShaderSource());
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ssrc->addShaderConstantSetterFactory(new FogShaderConstantSetterFactory());
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g_menucloudsmgr = m_rendering_engine->get_scene_manager()->createNewSceneManager();
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g_menuclouds = new Clouds(g_menucloudsmgr, nullptr, -1, rand());
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g_menuclouds = new Clouds(g_menucloudsmgr, ssrc.get(), -1, rand());
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g_menuclouds->setHeight(100.0f);
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g_menuclouds->update(v3f(0, 0, 0), video::SColor(255, 240, 240, 255));
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scene::ICameraSceneNode* camera;
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@ -28,11 +28,9 @@ with this program; if not, write to the Free Software Foundation, Inc.,
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#include "settings.h"
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#include <cmath>
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// Menu clouds are created later
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class Clouds;
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Clouds *g_menuclouds = NULL;
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scene::ISceneManager *g_menucloudsmgr = NULL;
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scene::ISceneManager *g_menucloudsmgr = nullptr;
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Clouds *g_menuclouds = nullptr;
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// Constant for now
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static constexpr const float cloud_size = BS * 64.0f;
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@ -49,9 +47,8 @@ Clouds::Clouds(scene::ISceneManager* mgr, IShaderSource *ssrc,
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scene::ISceneNode(mgr->getRootSceneNode(), mgr, id),
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m_seed(seed)
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{
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assert(ssrc);
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m_enable_shaders = g_settings->getBool("enable_shaders");
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// menu clouds use shader-less clouds for simplicity (ssrc == NULL)
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m_enable_shaders = m_enable_shaders && ssrc;
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m_material.Lighting = false;
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m_material.BackfaceCulling = true;
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@ -36,11 +36,11 @@ namespace irr::scene
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}
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// Menu clouds
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// The mainmenu and the loading screen use the same Clouds object so that the
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// clouds don't jump when switching between the two.
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class Clouds;
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extern Clouds *g_menuclouds;
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// Scene manager used for menu clouds
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extern scene::ISceneManager *g_menucloudsmgr;
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extern Clouds *g_menuclouds;
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class Clouds : public scene::ISceneNode
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{
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@ -142,10 +142,6 @@ GUIEngine::GUIEngine(JoystickController *joystick,
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// create texture source
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m_texture_source = std::make_unique<MenuTextureSource>(rendering_engine->get_video_driver());
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// create shader source
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// (currently only used by clouds)
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m_shader_source.reset(createShaderSource());
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// create soundmanager
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#if USE_SOUND
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if (g_settings->getBool("enable_sound") && g_sound_manager_singleton.get()) {
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@ -296,10 +292,6 @@ void GUIEngine::run()
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IrrlichtDevice *device = m_rendering_engine->get_raw_device();
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video::IVideoDriver *driver = device->getVideoDriver();
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// Always create clouds because they may or may not be
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// needed based on the game selected
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cloudInit();
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unsigned int text_height = g_fontengine->getTextHeight();
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// Reset fog color
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@ -395,8 +387,6 @@ GUIEngine::~GUIEngine()
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m_irr_toplefttext->remove();
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m_cloud.clouds.reset();
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// delete textures
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for (image_definition &texture : m_textures) {
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if (texture.texture)
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@ -404,26 +394,11 @@ GUIEngine::~GUIEngine()
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}
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}
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/******************************************************************************/
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void GUIEngine::cloudInit()
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{
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m_shader_source->addShaderConstantSetterFactory(
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new FogShaderConstantSetterFactory());
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m_cloud.clouds = make_irr<Clouds>(m_smgr, m_shader_source.get(), -1, rand());
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m_cloud.clouds->setHeight(100.0f);
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m_cloud.clouds->update(v3f(0, 0, 0), video::SColor(255,240,240,255));
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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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}
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/******************************************************************************/
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void GUIEngine::drawClouds(float dtime)
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{
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m_cloud.clouds->step(dtime*3);
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m_smgr->drawAll();
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g_menuclouds->step(dtime * 3);
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g_menucloudsmgr->drawAll();
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}
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/******************************************************************************/
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@ -203,8 +203,6 @@ private:
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MainMenuData *m_data = nullptr;
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/** texture source */
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std::unique_ptr<ISimpleTextureSource> m_texture_source;
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/** shader source */
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std::unique_ptr<IWritableShaderSource> m_shader_source;
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/** sound manager */
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std::unique_ptr<ISoundManager> m_sound_manager;
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@ -279,23 +277,11 @@ private:
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/** and text that is in it */
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EnrichedString m_toplefttext;
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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 drawClouds(float dtime);
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/** internam data required for drawing clouds */
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struct clouddata {
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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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scene::ICameraSceneNode *camera = nullptr;
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};
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/** is drawing of clouds enabled atm */
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bool m_clouds_enabled = true;
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/** data used to draw clouds */
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clouddata m_cloud;
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static void fullscreenChangedCallback(const std::string &name, void *data);
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};
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