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authorsapier <sapier at gmx dot net>2012-02-04 12:41:25 +0100
committersapier <sapier at gmx dot net>2012-02-04 12:41:25 +0100
commit77df09540c4d7eadef760779e123af88a48aafaa (patch)
treefebf1009328d30c31a14a1a1ca1600e99b4c3e6b /src/camera.cpp
parent3454e6779337d8523ae76c7fa16eb8c565aa2381 (diff)
parenta1eb2836c0764829ebad1462432bb3c5f32750df (diff)
downloadminetest-77df09540c4d7eadef760779e123af88a48aafaa.tar.xz
Merge remote branch 'upstream/master' into sapier_experimental
Conflicts: src/scriptapi.cpp
Diffstat (limited to 'src/camera.cpp')
-rw-r--r--src/camera.cpp267
1 files changed, 49 insertions, 218 deletions
diff --git a/src/camera.cpp b/src/camera.cpp
index c0e171468..b36daf1d7 100644
--- a/src/camera.cpp
+++ b/src/camera.cpp
@@ -27,7 +27,7 @@ with this program; if not, write to the Free Software Foundation, Inc.,
#include "tile.h"
#include <cmath>
#include "settings.h"
-#include "nodedef.h" // For wield visualization
+#include "itemdef.h" // For wield visualization
Camera::Camera(scene::ISceneManager* smgr, MapDrawControl& draw_control):
m_smgr(smgr),
@@ -37,10 +37,9 @@ Camera::Camera(scene::ISceneManager* smgr, MapDrawControl& draw_control):
m_wieldmgr(NULL),
m_wieldnode(NULL),
+ m_wieldlight(0),
m_draw_control(draw_control),
- m_viewing_range_min(5.0),
- m_viewing_range_max(5.0),
m_camera_position(0,0,0),
m_camera_direction(0,0,0),
@@ -49,7 +48,6 @@ Camera::Camera(scene::ISceneManager* smgr, MapDrawControl& draw_control):
m_fov_x(1.0),
m_fov_y(1.0),
- m_wanted_frametime(0.0),
m_added_frametime(0),
m_added_frames(0),
m_range_old(0),
@@ -77,15 +75,13 @@ Camera::Camera(scene::ISceneManager* smgr, MapDrawControl& draw_control):
// all other 3D scene nodes and before the GUI.
m_wieldmgr = smgr->createNewSceneManager();
m_wieldmgr->addCameraSceneNode();
- m_wieldnode = new ExtrudedSpriteSceneNode(m_wieldmgr->getRootSceneNode(), m_wieldmgr);
-
- updateSettings();
+ m_wieldnode = m_wieldmgr->addMeshSceneNode(createCubeMesh(v3f(1,1,1)), NULL); // need a dummy mesh
}
Camera::~Camera()
{
+ m_wieldnode->setMesh(NULL);
m_wieldmgr->drop();
- m_wieldnode->drop();
}
bool Camera::successfullyCreated(std::wstring& error_message)
@@ -258,14 +254,17 @@ void Camera::update(LocalPlayer* player, f32 frametime, v2u32 screensize)
// *100.0 helps in large map coordinates
m_cameranode->setTarget(m_camera_position + 100 * m_camera_direction);
- // FOV and and aspect ratio
+ // Get FOV setting
+ f32 fov_degrees = g_settings->getFloat("fov");
+ fov_degrees = MYMAX(fov_degrees, 10.0);
+ fov_degrees = MYMIN(fov_degrees, 170.0);
+
+ // FOV and aspect ratio
m_aspect = (f32)screensize.X / (f32) screensize.Y;
+ m_fov_y = fov_degrees * PI / 180.0;
m_fov_x = 2 * atan(0.5 * m_aspect * tan(m_fov_y));
m_cameranode->setAspectRatio(m_aspect);
m_cameranode->setFOV(m_fov_y);
- // Just so big a value that everything rendered is visible
- // Some more allowance that m_viewing_range_max * BS because of active objects etc.
- m_cameranode->setFarValue(m_viewing_range_max * BS * 10);
// Position the wielded item
v3f wield_position = v3f(45, -35, 65);
@@ -292,7 +291,7 @@ void Camera::update(LocalPlayer* player, f32 frametime, v2u32 screensize)
}
m_wieldnode->setPosition(wield_position);
m_wieldnode->setRotation(wield_rotation);
- m_wieldnode->updateLight(player->light);
+ m_wieldlight = player->light;
// Render distance feedback loop
updateViewingRange(frametime);
@@ -342,7 +341,18 @@ void Camera::updateViewingRange(f32 frametime_in)
<<m_draw_control.blocks_would_have_drawn
<<std::endl;*/
- m_draw_control.wanted_min_range = m_viewing_range_min;
+ // Get current viewing range and FPS settings
+ f32 viewing_range_min = g_settings->getS16("viewing_range_nodes_min");
+ viewing_range_min = MYMAX(5.0, viewing_range_min);
+
+ f32 viewing_range_max = g_settings->getS16("viewing_range_nodes_max");
+ viewing_range_max = MYMAX(viewing_range_min, viewing_range_max);
+
+ f32 wanted_fps = g_settings->getFloat("wanted_fps");
+ wanted_fps = MYMAX(wanted_fps, 1.0);
+ f32 wanted_frametime = 1.0 / wanted_fps;
+
+ m_draw_control.wanted_min_range = viewing_range_min;
m_draw_control.wanted_max_blocks = (2.0*m_draw_control.blocks_would_have_drawn)+1;
if (m_draw_control.wanted_max_blocks < 10)
m_draw_control.wanted_max_blocks = 10;
@@ -361,13 +371,13 @@ void Camera::updateViewingRange(f32 frametime_in)
m_added_frametime = 0.0;
m_added_frames = 0;
- f32 wanted_frametime_change = m_wanted_frametime - frametime;
+ f32 wanted_frametime_change = wanted_frametime - frametime;
//dstream<<"wanted_frametime_change="<<wanted_frametime_change<<std::endl;
// If needed frametime change is small, just return
// This value was 0.4 for many months until 2011-10-18 by c55;
// Let's see how this works out.
- if (fabs(wanted_frametime_change) < m_wanted_frametime*0.33)
+ if (fabs(wanted_frametime_change) < wanted_frametime*0.33)
{
//dstream<<"ignoring small wanted_frametime_change"<<std::endl;
return;
@@ -420,8 +430,8 @@ void Camera::updateViewingRange(f32 frametime_in)
new_range += wanted_range_change;
//f32 new_range_unclamped = new_range;
- new_range = MYMAX(new_range, m_viewing_range_min);
- new_range = MYMIN(new_range, m_viewing_range_max);
+ new_range = MYMAX(new_range, viewing_range_min);
+ new_range = MYMIN(new_range, viewing_range_max);
/*dstream<<"new_range="<<new_range_unclamped
<<", clamped to "<<new_range<<std::endl;*/
@@ -429,82 +439,45 @@ void Camera::updateViewingRange(f32 frametime_in)
m_range_old = new_range;
m_frametime_old = frametime;
-}
-void Camera::updateSettings()
-{
- m_viewing_range_min = g_settings->getS16("viewing_range_nodes_min");
- m_viewing_range_min = MYMAX(5.0, m_viewing_range_min);
-
- m_viewing_range_max = g_settings->getS16("viewing_range_nodes_max");
- m_viewing_range_max = MYMAX(m_viewing_range_min, m_viewing_range_max);
-
- f32 fov_degrees = g_settings->getFloat("fov");
- fov_degrees = MYMAX(fov_degrees, 10.0);
- fov_degrees = MYMIN(fov_degrees, 170.0);
- m_fov_y = fov_degrees * PI / 180.0;
+ // Just so big a value that everything rendered is visible
+ // Some more allowance than viewing_range_max * BS because of active objects etc.
+ m_cameranode->setFarValue(viewing_range_max * BS * 10);
- f32 wanted_fps = g_settings->getFloat("wanted_fps");
- wanted_fps = MYMAX(wanted_fps, 1.0);
- m_wanted_frametime = 1.0 / wanted_fps;
}
-void Camera::wield(const InventoryItem* item, IGameDef *gamedef)
+void Camera::setDigging(s32 button)
{
- //ITextureSource *tsrc = gamedef->tsrc();
- INodeDefManager *ndef = gamedef->ndef();
+ if (m_digging_button == -1)
+ m_digging_button = button;
+}
- if (item != NULL)
+void Camera::wield(const ItemStack &item, IGameDef *gamedef)
+{
+ IItemDefManager *idef = gamedef->idef();
+ scene::IMesh *wield_mesh = item.getDefinition(idef).wield_mesh;
+ if(wield_mesh)
{
- bool isCube = false;
-
- // Try to make a MaterialItem cube.
- if (std::string(item->getName()) == "MaterialItem")
- {
- // A block-type material
- MaterialItem* mat_item = (MaterialItem*) item;
- content_t content = mat_item->getMaterial();
- switch(ndef->get(content).drawtype){
- case NDT_NORMAL:
- case NDT_LIQUID:
- case NDT_FLOWINGLIQUID:
- case NDT_GLASSLIKE:
- case NDT_ALLFACES:
- case NDT_ALLFACES_OPTIONAL:
- m_wieldnode->setCube(ndef->get(content).tiles);
- isCube = true;
- break;
- default:
- break;
- }
- }
-
- // If that failed, make an extruded sprite.
- if (!isCube)
- {
- m_wieldnode->setSprite(item->getImageRaw());
- }
-
+ m_wieldnode->setMesh(wield_mesh);
m_wieldnode->setVisible(true);
}
else
{
- // Bare hands
- m_wieldnode->setSprite(gamedef->tsrc()->getTextureRaw("wieldhand.png"));
- m_wieldnode->setVisible(true);
+ m_wieldnode->setVisible(false);
}
}
-void Camera::setDigging(s32 button)
-{
- if (m_digging_button == -1)
- m_digging_button = button;
-}
-
void Camera::drawWieldedTool()
{
+ // Set vertex colors of wield mesh according to light level
+ u8 li = decode_light(m_wieldlight);
+ video::SColor color(255,li,li,li);
+ setMeshColor(m_wieldnode->getMesh(), color);
+
+ // Clear Z buffer
m_wieldmgr->getVideoDriver()->clearZBuffer();
+ // Draw the wielded node (in a separate scene manager)
scene::ICameraSceneNode* cam = m_wieldmgr->getActiveCamera();
cam->setAspectRatio(m_cameranode->getAspectRatio());
cam->setFOV(m_cameranode->getFOV());
@@ -512,145 +485,3 @@ void Camera::drawWieldedTool()
cam->setFarValue(100);
m_wieldmgr->drawAll();
}
-
-
-ExtrudedSpriteSceneNode::ExtrudedSpriteSceneNode(
- scene::ISceneNode* parent,
- scene::ISceneManager* mgr,
- s32 id,
- const v3f& position,
- const v3f& rotation,
- const v3f& scale
-):
- ISceneNode(parent, mgr, id, position, rotation, scale)
-{
- m_meshnode = mgr->addMeshSceneNode(NULL, this, -1, v3f(0,0,0), v3f(0,0,0), v3f(1,1,1), true);
- m_cubemesh = NULL;
- m_is_cube = false;
- m_light = LIGHT_MAX;
-}
-
-ExtrudedSpriteSceneNode::~ExtrudedSpriteSceneNode()
-{
- removeChild(m_meshnode);
- if (m_cubemesh)
- m_cubemesh->drop();
-}
-
-void ExtrudedSpriteSceneNode::setSprite(video::ITexture* texture)
-{
- const v3f sprite_scale(40.0, 40.0, 4.0); // width, height, thickness
-
- if (texture == NULL)
- {
- m_meshnode->setVisible(false);
- return;
- }
-
- io::path name = getExtrudedName(texture);
- scene::IMeshCache* cache = SceneManager->getMeshCache();
- scene::IAnimatedMesh* mesh = cache->getMeshByName(name);
- if (mesh != NULL)
- {
- // Extruded texture has been found in cache.
- m_meshnode->setMesh(mesh);
- }
- else
- {
- // Texture was not yet extruded, do it now and save in cache
- mesh = createExtrudedMesh(texture,
- SceneManager->getVideoDriver(),
- sprite_scale);
- if (mesh == NULL)
- {
- dstream << "Warning: failed to extrude sprite" << std::endl;
- m_meshnode->setVisible(false);
- return;
- }
- cache->addMesh(name, mesh);
- m_meshnode->setMesh(mesh);
- mesh->drop();
- }
-
- m_meshnode->getMaterial(0).setTexture(0, texture);
- m_meshnode->getMaterial(0).setFlag(video::EMF_LIGHTING, false);
- m_meshnode->getMaterial(0).setFlag(video::EMF_BILINEAR_FILTER, false);
- m_meshnode->getMaterial(0).MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF;
- m_meshnode->setVisible(true);
- m_is_cube = false;
- updateLight(m_light);
-}
-
-void ExtrudedSpriteSceneNode::setCube(const TileSpec tiles[6])
-{
- const v3f cube_scale(30.0, 30.0, 30.0);
-
- if (m_cubemesh == NULL)
- {
- m_cubemesh = createCubeMesh(cube_scale);
- }
-
- m_meshnode->setMesh(m_cubemesh);
- for (int i = 0; i < 6; ++i)
- {
- // Get the tile texture and atlas transformation
- video::ITexture* atlas = tiles[i].texture.atlas;
- v2f pos = tiles[i].texture.pos;
- v2f size = tiles[i].texture.size;
-
- // Set material flags and texture
- video::SMaterial& material = m_meshnode->getMaterial(i);
- material.setFlag(video::EMF_LIGHTING, false);
- material.setFlag(video::EMF_BILINEAR_FILTER, false);
- tiles[i].applyMaterialOptions(material);
- material.setTexture(0, atlas);
- material.getTextureMatrix(0).setTextureTranslate(pos.X, pos.Y);
- material.getTextureMatrix(0).setTextureScale(size.X, size.Y);
- }
- m_meshnode->setVisible(true);
- m_is_cube = true;
- updateLight(m_light);
-}
-
-void ExtrudedSpriteSceneNode::updateLight(u8 light)
-{
- m_light = light;
-
- u8 li = decode_light(light);
- // Set brightness one lower than incoming light
- diminish_light(li);
- video::SColor color(255,li,li,li);
- setMeshColor(m_meshnode->getMesh(), color);
-}
-
-void ExtrudedSpriteSceneNode::removeSpriteFromCache(video::ITexture* texture)
-{
- scene::IMeshCache* cache = SceneManager->getMeshCache();
- scene::IAnimatedMesh* mesh = cache->getMeshByName(getExtrudedName(texture));
- if (mesh != NULL)
- cache->removeMesh(mesh);
-}
-
-const core::aabbox3d<f32>& ExtrudedSpriteSceneNode::getBoundingBox() const
-{
- return m_meshnode->getBoundingBox();
-}
-
-void ExtrudedSpriteSceneNode::OnRegisterSceneNode()
-{
- if (IsVisible)
- SceneManager->registerNodeForRendering(this);
- ISceneNode::OnRegisterSceneNode();
-}
-
-void ExtrudedSpriteSceneNode::render()
-{
- // do nothing
-}
-
-io::path ExtrudedSpriteSceneNode::getExtrudedName(video::ITexture* texture)
-{
- io::path path = texture->getName();
- path.append("/[extruded]");
- return path;
-}