diff options
author | sapier <sapier at gmx dot net> | 2012-02-04 12:41:25 +0100 |
---|---|---|
committer | sapier <sapier at gmx dot net> | 2012-02-04 12:41:25 +0100 |
commit | 77df09540c4d7eadef760779e123af88a48aafaa (patch) | |
tree | febf1009328d30c31a14a1a1ca1600e99b4c3e6b /src/camera.cpp | |
parent | 3454e6779337d8523ae76c7fa16eb8c565aa2381 (diff) | |
parent | a1eb2836c0764829ebad1462432bb3c5f32750df (diff) | |
download | minetest-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.cpp | 267 |
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; -} |