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Extract Game::drawScene from Game::updateFrame
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ca1a723890
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@ -821,6 +821,7 @@ protected:
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const CameraOrientation &cam);
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const CameraOrientation &cam);
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void updateClouds(float dtime);
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void updateClouds(float dtime);
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void updateShadows();
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void updateShadows();
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void drawScene(ProfilerGraph *graph, RunStats *stats);
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// Misc
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// Misc
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void showOverlayMessage(const char *msg, float dtime, int percent,
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void showOverlayMessage(const char *msg, float dtime, int percent,
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@ -4133,52 +4134,17 @@ void Game::updateFrame(ProfilerGraph *graph, RunStats *stats, f32 dtime,
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/*
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/*
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==================== Drawing begins ====================
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==================== Drawing begins ====================
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*/
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*/
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const video::SColor skycolor = sky->getSkyColor();
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drawScene(graph, stats);
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TimeTaker tt_draw("Draw scene", nullptr, PRECISION_MICRO);
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driver->beginScene(true, true, skycolor);
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bool draw_wield_tool = (m_game_ui->m_flags.show_hud &&
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(player->hud_flags & HUD_FLAG_WIELDITEM_VISIBLE) &&
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(camera->getCameraMode() == CAMERA_MODE_FIRST));
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bool draw_crosshair = (
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(player->hud_flags & HUD_FLAG_CROSSHAIR_VISIBLE) &&
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(camera->getCameraMode() != CAMERA_MODE_THIRD_FRONT));
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#ifdef HAVE_TOUCHSCREENGUI
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if (isNoCrosshairAllowed())
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draw_crosshair = false;
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#endif
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m_rendering_engine->draw_scene(skycolor, m_game_ui->m_flags.show_hud,
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m_game_ui->m_flags.show_minimap, draw_wield_tool, draw_crosshair);
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/*
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Profiler graph
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*/
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v2u32 screensize = driver->getScreenSize();
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if (m_game_ui->m_flags.show_profiler_graph)
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graph->draw(10, screensize.Y - 10, driver, g_fontengine->getFont());
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/*
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Damage flash
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*/
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if (runData.damage_flash > 0.0f) {
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video::SColor color(runData.damage_flash, 180, 0, 0);
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driver->draw2DRectangle(color,
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core::rect<s32>(0, 0, screensize.X, screensize.Y),
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NULL);
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runData.damage_flash -= 384.0f * dtime;
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}
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/*
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/*
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==================== End scene ====================
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==================== End scene ====================
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*/
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*/
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driver->endScene();
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// Damage flash is drawn in drawScene, but the timing update is done here to
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// keep dtime out of the drawing code.
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if (runData.damage_flash > 0.0f) {
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runData.damage_flash -= 384.0f * dtime;
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}
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stats->drawtime = tt_draw.stop(true);
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g_profiler->graphAdd("Draw scene [us]", stats->drawtime);
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g_profiler->avg("Game::updateFrame(): update frame [ms]", tt_update.stop(true));
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g_profiler->avg("Game::updateFrame(): update frame [ms]", tt_update.stop(true));
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}
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}
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@ -4246,6 +4212,52 @@ void Game::updateShadows()
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shadow->getDirectionalLight().update_frustum(camera, client, m_camera_offset_changed);
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shadow->getDirectionalLight().update_frustum(camera, client, m_camera_offset_changed);
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}
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}
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void Game::drawScene(ProfilerGraph *graph, RunStats *stats)
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{
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const video::SColor skycolor = this->sky->getSkyColor();
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TimeTaker tt_draw("Draw scene", nullptr, PRECISION_MICRO);
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this->driver->beginScene(true, true, skycolor);
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const LocalPlayer *player = this->client->getEnv().getLocalPlayer();
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bool draw_wield_tool = (this->m_game_ui->m_flags.show_hud &&
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(player->hud_flags & HUD_FLAG_WIELDITEM_VISIBLE) &&
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(this->camera->getCameraMode() == CAMERA_MODE_FIRST));
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bool draw_crosshair = (
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(player->hud_flags & HUD_FLAG_CROSSHAIR_VISIBLE) &&
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(this->camera->getCameraMode() != CAMERA_MODE_THIRD_FRONT));
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#ifdef HAVE_TOUCHSCREENGUI
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if (this->isNoCrosshairAllowed())
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draw_crosshair = false;
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#endif
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this->m_rendering_engine->draw_scene(skycolor, this->m_game_ui->m_flags.show_hud,
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this->m_game_ui->m_flags.show_minimap, draw_wield_tool, draw_crosshair);
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/*
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Profiler graph
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*/
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v2u32 screensize = this->driver->getScreenSize();
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if (this->m_game_ui->m_flags.show_profiler_graph)
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graph->draw(10, screensize.Y - 10, driver, g_fontengine->getFont());
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/*
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Damage flash
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*/
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if (this->runData.damage_flash > 0.0f) {
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video::SColor color(this->runData.damage_flash, 180, 0, 0);
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this->driver->draw2DRectangle(color,
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core::rect<s32>(0, 0, screensize.X, screensize.Y),
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NULL);
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}
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this->driver->endScene();
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stats->drawtime = tt_draw.stop(true);
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g_profiler->graphAdd("Draw scene [us]", stats->drawtime);
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}
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/****************************************************************************
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/****************************************************************************
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Misc
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Misc
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****************************************************************************/
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****************************************************************************/
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