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Move drawing of wield tool into a dedicated step of the pipeline (#13338)
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09342c0811
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6cd2eea487
@ -635,11 +635,14 @@ void Camera::wield(const ItemStack &item)
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void Camera::drawWieldedTool(irr::core::matrix4* translation)
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{
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// Clear Z buffer so that the wielded tool stays in front of world geometry
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m_wieldmgr->getVideoDriver()->clearBuffers(video::ECBF_DEPTH);
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// Draw the wielded node (in a separate scene manager)
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scene::ICameraSceneNode* cam = m_wieldmgr->getActiveCamera();
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cam->setAspectRatio(m_cameranode->getAspectRatio());
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cam->setFOV(72.0*M_PI/180.0);
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cam->setNearValue(40); // give wield tool smaller z-depth than the world in most cases.
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cam->setNearValue(10);
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cam->setFarValue(1000);
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if (translation != NULL)
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{
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@ -73,19 +73,20 @@ void populateAnaglyphPipeline(RenderPipeline *pipeline, Client *client)
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step3D->setRenderTarget(enable_override_material);
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// left eye
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pipeline->addStep(pipeline->createOwned<OffsetCameraStep>(false));
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pipeline->addStep(pipeline->createOwned<SetColorMaskStep>(video::ECP_RED));
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pipeline->addStep<OffsetCameraStep>(false);
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pipeline->addStep<SetColorMaskStep>(video::ECP_RED);
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pipeline->addStep(step3D);
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// right eye
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pipeline->addStep(pipeline->createOwned<OffsetCameraStep>(true));
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pipeline->addStep(pipeline->createOwned<SetColorMaskStep>(video::ECP_GREEN | video::ECP_BLUE));
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pipeline->addStep<OffsetCameraStep>(true);
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pipeline->addStep<SetColorMaskStep>(video::ECP_GREEN | video::ECP_BLUE);
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pipeline->addStep(step3D);
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// reset
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pipeline->addStep(pipeline->createOwned<OffsetCameraStep>(0.0f));
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pipeline->addStep(pipeline->createOwned<SetColorMaskStep>(video::ECP_ALL));
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pipeline->addStep<OffsetCameraStep>(0.0f);
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pipeline->addStep<SetColorMaskStep>(video::ECP_ALL);
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pipeline->addStep(pipeline->createOwned<MapPostFxStep>());
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pipeline->addStep(pipeline->createOwned<DrawHUD>());
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pipeline->addStep<DrawWield>();
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pipeline->addStep<MapPostFxStep>();
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pipeline->addStep<DrawHUD>();
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}
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@ -69,6 +69,7 @@ void populateInterlacedPipeline(RenderPipeline *pipeline, Client *client)
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auto output = pipeline->createOwned<TextureBufferOutput>(buffer, right ? TEXTURE_RIGHT : TEXTURE_LEFT);
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pipeline->addStep<SetRenderTargetStep>(step3D, output);
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pipeline->addStep(step3D);
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pipeline->addStep<DrawWield>();
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pipeline->addStep<MapPostFxStep>();
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}
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@ -39,6 +39,13 @@ void Draw3D::run(PipelineContext &context)
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return;
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context.hud->drawBlockBounds();
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context.hud->drawSelectionMesh();
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}
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void DrawWield::run(PipelineContext &context)
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{
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if (m_target)
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m_target->activate(context);
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if (context.draw_wield_tool)
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context.client->getCamera()->drawWieldedTool();
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}
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@ -144,6 +151,7 @@ void populatePlainPipeline(RenderPipeline *pipeline, Client *client)
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auto downscale_factor = getDownscaleFactor();
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auto step3D = pipeline->own(create3DStage(client, downscale_factor));
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pipeline->addStep(step3D);
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pipeline->addStep<DrawWield>();
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pipeline->addStep<MapPostFxStep>();
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step3D = addUpscaling(pipeline, step3D, downscale_factor);
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@ -38,6 +38,19 @@ private:
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RenderTarget *m_target {nullptr};
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};
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class DrawWield : public RenderStep
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{
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public:
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virtual void setRenderSource(RenderSource *) override {}
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virtual void setRenderTarget(RenderTarget *target) override { m_target = target; }
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virtual void reset(PipelineContext &context) override {}
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virtual void run(PipelineContext &context) override;
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private:
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RenderTarget *m_target {nullptr};
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};
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/**
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* Implements a pipeline step that renders the game HUD
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*/
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@ -73,6 +73,7 @@ void populateSideBySidePipeline(RenderPipeline *pipeline, Client *client, bool h
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auto output = pipeline->createOwned<TextureBufferOutput>(buffer, right ? TEXTURE_RIGHT : TEXTURE_LEFT);
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pipeline->addStep<SetRenderTargetStep>(step3D, output);
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pipeline->addStep(step3D);
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pipeline->addStep<DrawWield>();
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pipeline->addStep<MapPostFxStep>();
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pipeline->addStep<DrawHUD>();
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}
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