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path: root/src/client/render/core.cpp
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/*
Minetest
Copyright (C) 2010-2013 celeron55, Perttu Ahola <celeron55@gmail.com>
Copyright (C) 2017 numzero, Lobachevskiy Vitaliy <numzer0@yandex.ru>

This program is free software; you can redistribute it and/or modify
it under the terms of the GNU Lesser General Public License as published by
the Free Software Foundation; either version 2.1 of the License, or
(at your option) any later version.

This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
GNU Lesser General Public License for more details.

You should have received a copy of the GNU Lesser General Public License along
with this program; if not, write to the Free Software Foundation, Inc.,
51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
*/

#include "core.h"
#include "plain.h"
#include "client/shadows/dynamicshadowsrender.h"
#include "settings.h"

RenderingCore::RenderingCore(IrrlichtDevice *_device, Client *_client, Hud *_hud,
		ShadowRenderer *_shadow_renderer, RenderPipeline *_pipeline, v2f _virtual_size_scale)
	: device(_device), client(_client), hud(_hud), shadow_renderer(_shadow_renderer),
	pipeline(_pipeline), virtual_size_scale(_virtual_size_scale)
{
	auto light_node = device->getSceneManager()->addLightSceneNode();
	// FIXME: light should be directional, but when enabled, there are massive z-fighting issues
	// light_node->getLightData().Type = video::ELT_DIRECTIONAL;
	// TODO: sun angle
	// TODO: reasonable values for ambient, diffuse, specular
	light_node->setPosition(v3f(0, 700, 0));
	light_node->setRotation(v3f(90, 0, 0));
	light_node->setRadius(1000);
}

RenderingCore::~RenderingCore()
{
	delete pipeline;
	delete shadow_renderer;
}

void RenderingCore::draw(video::SColor _skycolor, bool _show_hud, bool _show_minimap,
		bool _draw_wield_tool, bool _draw_crosshair)
{
	v2u32 screensize = device->getVideoDriver()->getScreenSize();
	virtual_size = v2u32(screensize.X * virtual_size_scale.X, screensize.Y * virtual_size_scale.Y);

	PipelineContext context(device, client, hud, shadow_renderer, _skycolor, screensize);
	context.draw_crosshair = _draw_crosshair;
	context.draw_wield_tool = _draw_wield_tool;
	context.show_hud = _show_hud;
	context.show_minimap = _show_minimap;

	pipeline->reset(context);
	pipeline->run(context);
}

v2u32 RenderingCore::getVirtualSize() const
{
	return virtual_size;
}