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before adding day/night lighting

--HG--
rename : data/light.png => data/cloud.png
This commit is contained in:
Perttu Ahola 2010-12-18 13:10:37 +02:00
parent 385dd9917f
commit 15a43c5ed0
18 changed files with 662 additions and 487 deletions

View file

@ -27,50 +27,7 @@ NOTE: VBO cannot be turned on for fast-changing stuff because there
NOTE: iostream.imbue(std::locale("C")) is very slow
NOTE: Global locale is now set at initialization
SUGGESTION: add a second lighting value to the MS nibble of param of
air to tell how bright the air node is when there is no sunlight.
When day changes to night, these two values can be interpolated.
TODO: Fix address to be ipv6 compatible
TODO: ESC Pause mode in which the cursor is not kept at the center of window.
TODO: Stop player if focus of window is taken away (go to pause mode)
TODO: Optimize and fix makeFastFace or whatever it's called
- Face calculation is the source of CPU usage on the client
SUGGESTION: The client will calculate and send lighting changes and
the server will randomly check some of them and kick the client out
if it fails to calculate them right.
- Actually, it could just start ignoring them and calculate them
itself.
SUGGESTION: Combine MapBlock's face caches to so big pieces that VBO
gets used
- That is >500 vertices
TODO: Better dungeons
TODO: There should be very slight natural caves also, starting from
only a straightened-up cliff
TODO: Changing of block with mouse wheel or something
TODO: Menus
TODO: Mobs
- Server:
- One single map container with ids as keys
- Client:
- ?
TODO: - Keep track of the place of the mob in the last few hundreth's
of a second - then, if a player hits it, take the value that is
avg_rtt/2 before the moment the packet is received.
TODO: - Scripting
SUGGESTION: Modify client to calculate single changes asynchronously
TODO: Moving players more smoothly. Calculate moving animation
in a way that doesn't make the player jump to the right place
immediately when the server sends a new position
TODO: There are some lighting-related todos and fixmes in
ServerMap::emergeBlock
SUGG: Fix address to be ipv6 compatible
FIXME: When a new sector is generated, it may change the ground level
of it's and it's neighbors border that two blocks that are
@ -81,15 +38,7 @@ SUGGESTION: Use same technique for sector heightmaps as what we're
using for UnlimitedHeightmap? (getting all neighbors
when generating)
TODO: Proper handling of spawning place (try to find something that
is not in the middle of an ocean (some land to stand on at
least) and save it in map config.
SUGG: Set server to automatically find a good spawning place in some
place where there is water and land.
- Map to have a getWalkableNear(p)
- Is this a good idea? It's part of the game to find a good place.
TODO: Transfer more blocks in a single packet
SUGG: Transfer more blocks in a single packet
SUGG: A blockdata combiner class, to which blocks are added and at
destruction it sends all the stuff in as few packets as possible.
@ -100,53 +49,18 @@ SUGG: Expose Connection's seqnums and ACKs to server and client.
- This enables saving many packets and making a faster connection
- This also enables server to check if client has received the
most recent block sent, for example.
TODO: Add a sane bandwidth throttling system to Connection
SUGG: Add a sane bandwidth throttling system to Connection
SUGG: More fine-grained control of client's dumping of blocks from
memory
- ...What does this mean in the first place?
TODO: Make the amount of blocks sending to client and the total
amount of blocks dynamically limited. Transferring blocks is the
main network eater of this system, so it is the one that has
to be throttled so that RTTs stay low.
TODO: Server to load starting inventory from disk
TODO: PLayers to only be hidden when the client quits.
TODO: - Players to be saved on disk, with inventory
TODO: Players to be saved as text in map/players/<name>
SUGG: A map editing mode (similar to dedicated server mode)
TODO: Make fetching sector's blocks more efficient when rendering
sectors that have very large amounts of blocks (on client)
TODO: Make the video backend selectable
Block object server side:
- A "near blocks" buffer, in which some nearby blocks are stored.
- For all blocks in the buffer, objects are stepped(). This
means they are active.
- TODO: A global active buffer is needed for the server
- TODO: All blocks going in and out of the buffer are recorded.
- TODO: For outgoing blocks, a timestamp is written.
- TODO: For incoming blocks, the time difference is calculated and
objects are stepped according to it.
TODO: A timestamp to blocks
SUGG: Add a time value to the param of footstepped grass and check it
against a global timer when a block is accessed, to make old
steps fade away.
TODO: Add config parameters for server's sending and generating distance
TODO: Copy the text of the last picked sign to inventory in creative
mode
TODO: Untie client network operations from framerate
- Needs some input queues or something
SUGG: Make a copy of close-range environment on client for showing
on screen, with minimal mutexes to slow down the main loop
@ -161,15 +75,9 @@ SUGG: Split MapBlockObject serialization to to-client and to-disk
- This will allow saving ages of rats on disk but not sending
them to clients
TODO: Get rid of GotSplitPacketException
SUGG: Implement lighting using VoxelManipulator
- Would it be significantly faster?
TODO: Check what goes wrong with caching map to disk (Kray)
TODO: Remove LazyMeshUpdater. It is not used as supposed.
FIXME: Rats somehow go underground sometimes (you can see it in water)
- Does their position get saved to a border value or something?
- Does this happen anymore?
@ -184,9 +92,97 @@ SUGG: Implement a "Fast check queue" (a queue with a map for checking
SUGG: Signs could be done in the same way as torches. For this, blocks
need an additional metadata field for the texts
SUGG: Precalculate lighting translation table at runtime (at startup)
SUGG: A version number to blocks, which increments when the block is
modified (node add/remove, water update, lighting update)
- This can then be used to make sure the most recent version of
a block has been sent to client
TODO: Stop player if focus of window is taken away (go to pause mode)
TODO: Combine MapBlock's face caches to so big pieces that VBO
gets used
- That is >500 vertices
TODO: Better dungeons
TODO: Cliffs, arcs
TODO: Menus
TODO: Mobs
- Server:
- One single map container with ids as keys
- Client:
- ?
TODO: - Keep track of the place of the mob in the last few hundreth's
of a second - then, if a player hits it, take the value that is
avg_rtt/2 before the moment the packet is received.
TODO: - Scripting
TODO: Moving players more smoothly. Calculate moving animation
in a way that doesn't make the player jump to the right place
immediately when the server sends a new position
TODO: There are some lighting-related todos and fixmes in
ServerMap::emergeBlock
TODO: Proper handling of spawning place (try to find something that
is not in the middle of an ocean (some land to stand on at
least) and save it in map config.
TODO: Make the amount of blocks sending to client and the total
amount of blocks dynamically limited. Transferring blocks is the
main network eater of this system, so it is the one that has
to be throttled so that RTTs stay low.
TODO: Server to load starting inventory from disk
TODO: Players to only be hidden when the client quits.
TODO: - Players to be saved on disk, with inventory
TODO: Players to be saved as text in map/players/<name>
TODO: Make fetching sector's blocks more efficient when rendering
sectors that have very large amounts of blocks (on client)
TODO: Make the video backend selectable
Block object server side:
- A "near blocks" buffer, in which some nearby blocks are stored.
- For all blocks in the buffer, objects are stepped(). This
means they are active.
- TODO: A global active buffer is needed for the server
- TODO: A timestamp to blocks
- TODO: All blocks going in and out of the buffer are recorded.
- TODO: For outgoing blocks, timestamp is written.
- TODO: For incoming blocks, time difference is calculated and
objects are stepped according to it.
TODO: Add config parameters for server's sending and generating distance
TODO: Copy the text of the last picked sign to inventory in creative
mode
TODO: Untie client network operations from framerate
- Needs some input queues or something
TODO: Get rid of GotSplitPacketException
TODO: Check what goes wrong with caching map to disk (Kray)
TODO: Remove LazyMeshUpdater. It is not used as supposed.
TODO: Node cracking animation when digging
- TODO: A way to generate new textures by combining textures
- TODO: Mesh update to fetch cracked faces from the former
Doing now:
======================================================================
TODO: Add a second lighting value to the MS nibble of param of
air to tell how bright the air node is when there is no sunlight.
When day changes to night, these two values can be interpolated.
- The biggest job is to add support to the lighting routines
======================================================================
@ -486,6 +482,10 @@ public:
if(event.EventType == irr::EET_MOUSE_INPUT_EVENT)
{
left_active = event.MouseInput.isLeftPressed();
middle_active = event.MouseInput.isMiddlePressed();
right_active = event.MouseInput.isRightPressed();
if(event.MouseInput.Event == EMIE_LMOUSE_PRESSED_DOWN)
{
leftclicked = true;
@ -494,6 +494,14 @@ public:
{
rightclicked = true;
}
if(event.MouseInput.Event == EMIE_LMOUSE_LEFT_UP)
{
leftreleased = true;
}
if(event.MouseInput.Event == EMIE_RMOUSE_LEFT_UP)
{
rightreleased = true;
}
if(event.MouseInput.Event == EMIE_MOUSE_WHEEL)
{
/*dstream<<"event.MouseInput.Wheel="
@ -530,10 +538,23 @@ public:
keyIsDown[i] = false;
leftclicked = false;
rightclicked = false;
leftreleased = false;
rightreleased = false;
left_active = false;
middle_active = false;
right_active = false;
}
bool leftclicked;
bool rightclicked;
bool leftreleased;
bool rightreleased;
bool left_active;
bool middle_active;
bool right_active;
private:
// We use this array to store the current state of each key
bool keyIsDown[KEY_KEY_CODES_COUNT];
@ -550,13 +571,24 @@ public:
virtual ~InputHandler()
{
}
virtual bool isKeyDown(EKEY_CODE keyCode) = 0;
virtual v2s32 getMousePos() = 0;
virtual void setMousePos(s32 x, s32 y) = 0;
virtual bool getLeftState() = 0;
virtual bool getRightState() = 0;
virtual bool getLeftClicked() = 0;
virtual bool getRightClicked() = 0;
virtual void resetLeftClicked() = 0;
virtual void resetRightClicked() = 0;
virtual bool getLeftReleased() = 0;
virtual bool getRightReleased() = 0;
virtual void resetLeftReleased() = 0;
virtual void resetRightReleased() = 0;
virtual void step(float dtime) {};
@ -597,6 +629,15 @@ public:
m_device->getCursorControl()->setPosition(x, y);
}
virtual bool getLeftState()
{
return m_receiver->left_active;
}
virtual bool getRightState()
{
return m_receiver->right_active;
}
virtual bool getLeftClicked()
{
if(g_game_focused == false)
@ -618,6 +659,27 @@ public:
m_receiver->rightclicked = false;
}
virtual bool getLeftReleased()
{
if(g_game_focused == false)
return false;
return m_receiver->leftreleased;
}
virtual bool getRightReleased()
{
if(g_game_focused == false)
return false;
return m_receiver->rightreleased;
}
virtual void resetLeftReleased()
{
m_receiver->leftreleased = false;
}
virtual void resetRightReleased()
{
m_receiver->rightreleased = false;
}
void clear()
{
resetRightClicked();
@ -651,6 +713,15 @@ public:
mousepos = v2s32(x,y);
}
virtual bool getLeftState()
{
return false;
}
virtual bool getRightState()
{
return false;
}
virtual bool getLeftClicked()
{
return leftclicked;
@ -668,6 +739,21 @@ public:
rightclicked = false;
}
virtual bool getLeftReleased()
{
return false;
}
virtual bool getRightReleased()
{
return false;
}
virtual void resetLeftReleased()
{
}
virtual void resetRightReleased()
{
}
virtual void step(float dtime)
{
{
@ -1563,6 +1649,11 @@ int main(int argc, char *argv[])
//gui::IGUIWindow* input_window = NULL;
gui::IGUIStaticText* input_guitext = NULL;
/*
Digging animation
*/
//f32
/*
Main loop
*/
@ -1920,6 +2011,10 @@ int main(int argc, char *argv[])
}
else // selected_object == NULL
{
/*
Find out which node we are pointing at
*/
bool nodefound = false;
v3s16 nodepos;
@ -2066,6 +2161,9 @@ int main(int argc, char *argv[])
} // regular block
} // for coords
/*static v3s16 oldnodepos;
static bool oldnodefound = false;*/
if(nodefound)
{
//std::cout<<DTIME<<"nodefound == true"<<std::endl;
@ -2076,41 +2174,54 @@ int main(int argc, char *argv[])
if(nodepos != nodepos_old){
std::cout<<DTIME<<"Pointing at ("<<nodepos.X<<","
<<nodepos.Y<<","<<nodepos.Z<<")"<<std::endl;
nodepos_old = nodepos;
/*wchar_t positiontext[20];
swprintf(positiontext, 20, L"(%i,%i,%i)",
nodepos.X, nodepos.Y, nodepos.Z);
positiontextgui->setText(positiontext);*/
}
hilightboxes.push_back(nodefacebox);
if(g_input->getLeftClicked())
//if(g_input->getLeftClicked())
if(g_input->getLeftClicked() ||
(g_input->getLeftState() && nodepos != nodepos_old))
{
//std::cout<<DTIME<<"Removing node"<<std::endl;
//client.removeNode(nodepos);
std::cout<<DTIME<<"Ground left-clicked"<<std::endl;
client.pressGround(0, nodepos, neighbourpos, g_selected_item);
}
if(g_input->getRightClicked())
/*if(g_input->getRightClicked() ||
(g_input->getRightState() && nodepos != nodepos_old))*/
{
//std::cout<<DTIME<<"Placing node"<<std::endl;
//client.addNodeFromInventory(neighbourpos, g_selected_item);
std::cout<<DTIME<<"Ground right-clicked"<<std::endl;
client.pressGround(1, nodepos, neighbourpos, g_selected_item);
}
nodepos_old = nodepos;
}
else{
//std::cout<<DTIME<<"nodefound == false"<<std::endl;
//positiontextgui->setText(L"");
}
/*oldnodefound = nodefound;
oldnodepos = nodepos;*/
} // selected_object == NULL
g_input->resetLeftClicked();
g_input->resetRightClicked();
if(g_input->getLeftReleased())
{
std::cout<<DTIME<<"Left released"<<std::endl;
client.stopDigging();
}
if(g_input->getRightReleased())
{
//std::cout<<DTIME<<"Right released"<<std::endl;
// Nothing here
}
g_input->resetLeftReleased();
g_input->resetRightReleased();
/*
Calculate stuff for drawing
*/