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Move client-specific files to 'src/client' (#7902)

Update Android.mk
Remove 'src/client' from include_directories
This commit is contained in:
Quentin Bazin 2018-11-28 20:01:49 +01:00 committed by SmallJoker
parent ddd9317b73
commit 5f1cd555cd
85 changed files with 187 additions and 116 deletions

View file

@ -25,12 +25,37 @@ set(client_SRCS
${CMAKE_CURRENT_SOURCE_DIR}/render/plain.cpp
${CMAKE_CURRENT_SOURCE_DIR}/render/sidebyside.cpp
${CMAKE_CURRENT_SOURCE_DIR}/render/stereo.cpp
${CMAKE_CURRENT_SOURCE_DIR}/renderingengine.cpp
${CMAKE_CURRENT_SOURCE_DIR}/camera.cpp
${CMAKE_CURRENT_SOURCE_DIR}/client.cpp
${CMAKE_CURRENT_SOURCE_DIR}/clientenvironment.cpp
${CMAKE_CURRENT_SOURCE_DIR}/clientlauncher.cpp
${CMAKE_CURRENT_SOURCE_DIR}/clientmap.cpp
${CMAKE_CURRENT_SOURCE_DIR}/clientmedia.cpp
${CMAKE_CURRENT_SOURCE_DIR}/clientobject.cpp
${CMAKE_CURRENT_SOURCE_DIR}/clouds.cpp
${CMAKE_CURRENT_SOURCE_DIR}/content_cao.cpp
${CMAKE_CURRENT_SOURCE_DIR}/content_cso.cpp
${CMAKE_CURRENT_SOURCE_DIR}/content_mapblock.cpp
${CMAKE_CURRENT_SOURCE_DIR}/filecache.cpp
${CMAKE_CURRENT_SOURCE_DIR}/fontengine.cpp
${CMAKE_CURRENT_SOURCE_DIR}/game.cpp
${CMAKE_CURRENT_SOURCE_DIR}/gameui.cpp
${CMAKE_CURRENT_SOURCE_DIR}/inputhandler.cpp
${CMAKE_CURRENT_SOURCE_DIR}/tile.cpp
${CMAKE_CURRENT_SOURCE_DIR}/joystick_controller.cpp
${CMAKE_CURRENT_SOURCE_DIR}/guiscalingfilter.cpp
${CMAKE_CURRENT_SOURCE_DIR}/hud.cpp
${CMAKE_CURRENT_SOURCE_DIR}/imagefilters.cpp
${CMAKE_CURRENT_SOURCE_DIR}/inputhandler.cpp
${CMAKE_CURRENT_SOURCE_DIR}/joystick_controller.cpp
${CMAKE_CURRENT_SOURCE_DIR}/keycode.cpp
${CMAKE_CURRENT_SOURCE_DIR}/localplayer.cpp
${CMAKE_CURRENT_SOURCE_DIR}/mapblock_mesh.cpp
${CMAKE_CURRENT_SOURCE_DIR}/mesh.cpp
${CMAKE_CURRENT_SOURCE_DIR}/mesh_generator_thread.cpp
${CMAKE_CURRENT_SOURCE_DIR}/minimap.cpp
${CMAKE_CURRENT_SOURCE_DIR}/particles.cpp
${CMAKE_CURRENT_SOURCE_DIR}/renderingengine.cpp
${CMAKE_CURRENT_SOURCE_DIR}/shader.cpp
${CMAKE_CURRENT_SOURCE_DIR}/sky.cpp
${CMAKE_CURRENT_SOURCE_DIR}/tile.cpp
${CMAKE_CURRENT_SOURCE_DIR}/wieldmesh.cpp
PARENT_SCOPE
)

658
src/client/camera.cpp Normal file
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@ -0,0 +1,658 @@
/*
Minetest
Copyright (C) 2010-2013 celeron55, Perttu Ahola <celeron55@gmail.com>
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 "camera.h"
#include "debug.h"
#include "client.h"
#include "map.h"
#include "clientmap.h" // MapDrawControl
#include "player.h"
#include <cmath>
#include "client/renderingengine.h"
#include "settings.h"
#include "wieldmesh.h"
#include "noise.h" // easeCurve
#include "sound.h"
#include "event.h"
#include "nodedef.h"
#include "util/numeric.h"
#include "constants.h"
#include "fontengine.h"
#include "script/scripting_client.h"
#define CAMERA_OFFSET_STEP 200
#define WIELDMESH_OFFSET_X 55.0f
#define WIELDMESH_OFFSET_Y -35.0f
Camera::Camera(MapDrawControl &draw_control, Client *client):
m_draw_control(draw_control),
m_client(client)
{
scene::ISceneManager *smgr = RenderingEngine::get_scene_manager();
// note: making the camera node a child of the player node
// would lead to unexpected behaviour, so we don't do that.
m_playernode = smgr->addEmptySceneNode(smgr->getRootSceneNode());
m_headnode = smgr->addEmptySceneNode(m_playernode);
m_cameranode = smgr->addCameraSceneNode(smgr->getRootSceneNode());
m_cameranode->bindTargetAndRotation(true);
// This needs to be in its own scene manager. It is drawn after
// all other 3D scene nodes and before the GUI.
m_wieldmgr = smgr->createNewSceneManager();
m_wieldmgr->addCameraSceneNode();
m_wieldnode = new WieldMeshSceneNode(m_wieldmgr, -1, false);
m_wieldnode->setItem(ItemStack(), m_client);
m_wieldnode->drop(); // m_wieldmgr grabbed it
/* TODO: Add a callback function so these can be updated when a setting
* changes. At this point in time it doesn't matter (e.g. /set
* is documented to change server settings only)
*
* TODO: Local caching of settings is not optimal and should at some stage
* be updated to use a global settings object for getting thse values
* (as opposed to the this local caching). This can be addressed in
* a later release.
*/
m_cache_fall_bobbing_amount = g_settings->getFloat("fall_bobbing_amount");
m_cache_view_bobbing_amount = g_settings->getFloat("view_bobbing_amount");
// 45 degrees is the lowest FOV that doesn't cause the server to treat this
// as a zoom FOV and load world beyond the set server limits.
m_cache_fov = std::fmax(g_settings->getFloat("fov"), 45.0f);
m_arm_inertia = g_settings->getBool("arm_inertia");
m_nametags.clear();
}
Camera::~Camera()
{
m_wieldmgr->drop();
}
bool Camera::successfullyCreated(std::string &error_message)
{
if (!m_playernode) {
error_message = "Failed to create the player scene node";
} else if (!m_headnode) {
error_message = "Failed to create the head scene node";
} else if (!m_cameranode) {
error_message = "Failed to create the camera scene node";
} else if (!m_wieldmgr) {
error_message = "Failed to create the wielded item scene manager";
} else if (!m_wieldnode) {
error_message = "Failed to create the wielded item scene node";
} else {
error_message.clear();
}
if (g_settings->getBool("enable_client_modding")) {
m_client->getScript()->on_camera_ready(this);
}
return error_message.empty();
}
// Returns the fractional part of x
inline f32 my_modf(f32 x)
{
double dummy;
return modf(x, &dummy);
}
void Camera::step(f32 dtime)
{
if(m_view_bobbing_fall > 0)
{
m_view_bobbing_fall -= 3 * dtime;
if(m_view_bobbing_fall <= 0)
m_view_bobbing_fall = -1; // Mark the effect as finished
}
bool was_under_zero = m_wield_change_timer < 0;
m_wield_change_timer = MYMIN(m_wield_change_timer + dtime, 0.125);
if (m_wield_change_timer >= 0 && was_under_zero)
m_wieldnode->setItem(m_wield_item_next, m_client);
if (m_view_bobbing_state != 0)
{
//f32 offset = dtime * m_view_bobbing_speed * 0.035;
f32 offset = dtime * m_view_bobbing_speed * 0.030;
if (m_view_bobbing_state == 2) {
// Animation is getting turned off
if (m_view_bobbing_anim < 0.25) {
m_view_bobbing_anim -= offset;
} else if (m_view_bobbing_anim > 0.75) {
m_view_bobbing_anim += offset;
}
if (m_view_bobbing_anim < 0.5) {
m_view_bobbing_anim += offset;
if (m_view_bobbing_anim > 0.5)
m_view_bobbing_anim = 0.5;
} else {
m_view_bobbing_anim -= offset;
if (m_view_bobbing_anim < 0.5)
m_view_bobbing_anim = 0.5;
}
if (m_view_bobbing_anim <= 0 || m_view_bobbing_anim >= 1 ||
fabs(m_view_bobbing_anim - 0.5) < 0.01) {
m_view_bobbing_anim = 0;
m_view_bobbing_state = 0;
}
}
else {
float was = m_view_bobbing_anim;
m_view_bobbing_anim = my_modf(m_view_bobbing_anim + offset);
bool step = (was == 0 ||
(was < 0.5f && m_view_bobbing_anim >= 0.5f) ||
(was > 0.5f && m_view_bobbing_anim <= 0.5f));
if(step) {
m_client->getEventManager()->put(new SimpleTriggerEvent(MtEvent::VIEW_BOBBING_STEP));
}
}
}
if (m_digging_button != -1) {
f32 offset = dtime * 3.5f;
float m_digging_anim_was = m_digging_anim;
m_digging_anim += offset;
if (m_digging_anim >= 1)
{
m_digging_anim = 0;
m_digging_button = -1;
}
float lim = 0.15;
if(m_digging_anim_was < lim && m_digging_anim >= lim)
{
if (m_digging_button == 0) {
m_client->getEventManager()->put(new SimpleTriggerEvent(MtEvent::CAMERA_PUNCH_LEFT));
} else if(m_digging_button == 1) {
m_client->getEventManager()->put(new SimpleTriggerEvent(MtEvent::CAMERA_PUNCH_RIGHT));
}
}
}
}
static inline v2f dir(const v2f &pos_dist)
{
f32 x = pos_dist.X - WIELDMESH_OFFSET_X;
f32 y = pos_dist.Y - WIELDMESH_OFFSET_Y;
f32 x_abs = std::fabs(x);
f32 y_abs = std::fabs(y);
if (x_abs >= y_abs) {
y *= (1.0f / x_abs);
x /= x_abs;
}
if (y_abs >= x_abs) {
x *= (1.0f / y_abs);
y /= y_abs;
}
return v2f(std::fabs(x), std::fabs(y));
}
void Camera::addArmInertia(f32 player_yaw)
{
m_cam_vel.X = std::fabs(rangelim(m_last_cam_pos.X - player_yaw,
-100.0f, 100.0f) / 0.016f) * 0.01f;
m_cam_vel.Y = std::fabs((m_last_cam_pos.Y - m_camera_direction.Y) / 0.016f);
f32 gap_X = std::fabs(WIELDMESH_OFFSET_X - m_wieldmesh_offset.X);
f32 gap_Y = std::fabs(WIELDMESH_OFFSET_Y - m_wieldmesh_offset.Y);
if (m_cam_vel.X > 1.0f || m_cam_vel.Y > 1.0f) {
/*
The arm moves relative to the camera speed,
with an acceleration factor.
*/
if (m_cam_vel.X > 1.0f) {
if (m_cam_vel.X > m_cam_vel_old.X)
m_cam_vel_old.X = m_cam_vel.X;
f32 acc_X = 0.12f * (m_cam_vel.X - (gap_X * 0.1f));
m_wieldmesh_offset.X += m_last_cam_pos.X < player_yaw ? acc_X : -acc_X;
if (m_last_cam_pos.X != player_yaw)
m_last_cam_pos.X = player_yaw;
m_wieldmesh_offset.X = rangelim(m_wieldmesh_offset.X,
WIELDMESH_OFFSET_X - 7.0f, WIELDMESH_OFFSET_X + 7.0f);
}
if (m_cam_vel.Y > 1.0f) {
if (m_cam_vel.Y > m_cam_vel_old.Y)
m_cam_vel_old.Y = m_cam_vel.Y;
f32 acc_Y = 0.12f * (m_cam_vel.Y - (gap_Y * 0.1f));
m_wieldmesh_offset.Y +=
m_last_cam_pos.Y > m_camera_direction.Y ? acc_Y : -acc_Y;
if (m_last_cam_pos.Y != m_camera_direction.Y)
m_last_cam_pos.Y = m_camera_direction.Y;
m_wieldmesh_offset.Y = rangelim(m_wieldmesh_offset.Y,
WIELDMESH_OFFSET_Y - 10.0f, WIELDMESH_OFFSET_Y + 5.0f);
}
m_arm_dir = dir(m_wieldmesh_offset);
} else {
/*
Now the arm gets back to its default position when the camera stops,
following a vector, with a smooth deceleration factor.
*/
f32 dec_X = 0.12f * (m_cam_vel_old.X * (1.0f +
(1.0f - m_arm_dir.X))) * (gap_X / 20.0f);
f32 dec_Y = 0.06f * (m_cam_vel_old.Y * (1.0f +
(1.0f - m_arm_dir.Y))) * (gap_Y / 15.0f);
if (gap_X < 0.1f)
m_cam_vel_old.X = 0.0f;
m_wieldmesh_offset.X -=
m_wieldmesh_offset.X > WIELDMESH_OFFSET_X ? dec_X : -dec_X;
if (gap_Y < 0.1f)
m_cam_vel_old.Y = 0.0f;
m_wieldmesh_offset.Y -=
m_wieldmesh_offset.Y > WIELDMESH_OFFSET_Y ? dec_Y : -dec_Y;
}
}
void Camera::update(LocalPlayer* player, f32 frametime, f32 busytime, f32 tool_reload_ratio)
{
// Get player position
// Smooth the movement when walking up stairs
v3f old_player_position = m_playernode->getPosition();
v3f player_position = player->getPosition();
if (player->isAttached && player->parent)
player_position = player->parent->getPosition();
//if(player->touching_ground && player_position.Y > old_player_position.Y)
if(player->touching_ground &&
player_position.Y > old_player_position.Y)
{
f32 oldy = old_player_position.Y;
f32 newy = player_position.Y;
f32 t = std::exp(-23 * frametime);
player_position.Y = oldy * t + newy * (1-t);
}
// Set player node transformation
m_playernode->setPosition(player_position);
m_playernode->setRotation(v3f(0, -1 * player->getYaw(), 0));
m_playernode->updateAbsolutePosition();
// Get camera tilt timer (hurt animation)
float cameratilt = fabs(fabs(player->hurt_tilt_timer-0.75)-0.75);
// Fall bobbing animation
float fall_bobbing = 0;
if(player->camera_impact >= 1 && m_camera_mode < CAMERA_MODE_THIRD)
{
if(m_view_bobbing_fall == -1) // Effect took place and has finished
player->camera_impact = m_view_bobbing_fall = 0;
else if(m_view_bobbing_fall == 0) // Initialize effect
m_view_bobbing_fall = 1;
// Convert 0 -> 1 to 0 -> 1 -> 0
fall_bobbing = m_view_bobbing_fall < 0.5 ? m_view_bobbing_fall * 2 : -(m_view_bobbing_fall - 0.5) * 2 + 1;
// Smoothen and invert the above
fall_bobbing = sin(fall_bobbing * 0.5 * M_PI) * -1;
// Amplify according to the intensity of the impact
fall_bobbing *= (1 - rangelim(50 / player->camera_impact, 0, 1)) * 5;
fall_bobbing *= m_cache_fall_bobbing_amount;
}
// Calculate players eye offset for different camera modes
v3f PlayerEyeOffset = player->getEyeOffset();
if (m_camera_mode == CAMERA_MODE_FIRST)
PlayerEyeOffset += player->eye_offset_first;
else
PlayerEyeOffset += player->eye_offset_third;
// Set head node transformation
m_headnode->setPosition(PlayerEyeOffset+v3f(0,cameratilt*-player->hurt_tilt_strength+fall_bobbing,0));
m_headnode->setRotation(v3f(player->getPitch(), 0, cameratilt*player->hurt_tilt_strength));
m_headnode->updateAbsolutePosition();
// Compute relative camera position and target
v3f rel_cam_pos = v3f(0,0,0);
v3f rel_cam_target = v3f(0,0,1);
v3f rel_cam_up = v3f(0,1,0);
if (m_cache_view_bobbing_amount != 0.0f && m_view_bobbing_anim != 0.0f &&
m_camera_mode < CAMERA_MODE_THIRD) {
f32 bobfrac = my_modf(m_view_bobbing_anim * 2);
f32 bobdir = (m_view_bobbing_anim < 0.5) ? 1.0 : -1.0;
#if 1
f32 bobknob = 1.2;
f32 bobtmp = sin(pow(bobfrac, bobknob) * M_PI);
//f32 bobtmp2 = cos(pow(bobfrac, bobknob) * M_PI);
v3f bobvec = v3f(
0.3 * bobdir * sin(bobfrac * M_PI),
-0.28 * bobtmp * bobtmp,
0.);
//rel_cam_pos += 0.2 * bobvec;
//rel_cam_target += 0.03 * bobvec;
//rel_cam_up.rotateXYBy(0.02 * bobdir * bobtmp * M_PI);
float f = 1.0;
f *= m_cache_view_bobbing_amount;
rel_cam_pos += bobvec * f;
//rel_cam_target += 0.995 * bobvec * f;
rel_cam_target += bobvec * f;
rel_cam_target.Z -= 0.005 * bobvec.Z * f;
//rel_cam_target.X -= 0.005 * bobvec.X * f;
//rel_cam_target.Y -= 0.005 * bobvec.Y * f;
rel_cam_up.rotateXYBy(-0.03 * bobdir * bobtmp * M_PI * f);
#else
f32 angle_deg = 1 * bobdir * sin(bobfrac * M_PI);
f32 angle_rad = angle_deg * M_PI / 180;
f32 r = 0.05;
v3f off = v3f(
r * sin(angle_rad),
r * (cos(angle_rad) - 1),
0);
rel_cam_pos += off;
//rel_cam_target += off;
rel_cam_up.rotateXYBy(angle_deg);
#endif
}
// Compute absolute camera position and target
m_headnode->getAbsoluteTransformation().transformVect(m_camera_position, rel_cam_pos);
m_headnode->getAbsoluteTransformation().rotateVect(m_camera_direction, rel_cam_target - rel_cam_pos);
v3f abs_cam_up;
m_headnode->getAbsoluteTransformation().rotateVect(abs_cam_up, rel_cam_up);
// Seperate camera position for calculation
v3f my_cp = m_camera_position;
// Reposition the camera for third person view
if (m_camera_mode > CAMERA_MODE_FIRST)
{
if (m_camera_mode == CAMERA_MODE_THIRD_FRONT)
m_camera_direction *= -1;
my_cp.Y += 2;
// Calculate new position
bool abort = false;
for (int i = BS; i <= BS * 2.75; i++) {
my_cp.X = m_camera_position.X + m_camera_direction.X * -i;
my_cp.Z = m_camera_position.Z + m_camera_direction.Z * -i;
if (i > 12)
my_cp.Y = m_camera_position.Y + (m_camera_direction.Y * -i);
// Prevent camera positioned inside nodes
const NodeDefManager *nodemgr = m_client->ndef();
MapNode n = m_client->getEnv().getClientMap()
.getNodeNoEx(floatToInt(my_cp, BS));
const ContentFeatures& features = nodemgr->get(n);
if (features.walkable) {
my_cp.X += m_camera_direction.X*-1*-BS/2;
my_cp.Z += m_camera_direction.Z*-1*-BS/2;
my_cp.Y += m_camera_direction.Y*-1*-BS/2;
abort = true;
break;
}
}
// If node blocks camera position don't move y to heigh
if (abort && my_cp.Y > player_position.Y+BS*2)
my_cp.Y = player_position.Y+BS*2;
}
// Update offset if too far away from the center of the map
m_camera_offset.X += CAMERA_OFFSET_STEP*
(((s16)(my_cp.X/BS) - m_camera_offset.X)/CAMERA_OFFSET_STEP);
m_camera_offset.Y += CAMERA_OFFSET_STEP*
(((s16)(my_cp.Y/BS) - m_camera_offset.Y)/CAMERA_OFFSET_STEP);
m_camera_offset.Z += CAMERA_OFFSET_STEP*
(((s16)(my_cp.Z/BS) - m_camera_offset.Z)/CAMERA_OFFSET_STEP);
// Set camera node transformation
m_cameranode->setPosition(my_cp-intToFloat(m_camera_offset, BS));
m_cameranode->setUpVector(abs_cam_up);
// *100.0 helps in large map coordinates
m_cameranode->setTarget(my_cp-intToFloat(m_camera_offset, BS) + 100 * m_camera_direction);
// update the camera position in third-person mode to render blocks behind player
// and correctly apply liquid post FX.
if (m_camera_mode != CAMERA_MODE_FIRST)
m_camera_position = my_cp;
// Get FOV
f32 fov_degrees;
// Disable zoom with zoom FOV = 0
if (player->getPlayerControl().zoom && player->getZoomFOV() > 0.001f) {
fov_degrees = player->getZoomFOV();
} else {
fov_degrees = m_cache_fov;
}
fov_degrees = rangelim(fov_degrees, 1.0f, 160.0f);
// FOV and aspect ratio
const v2u32 &window_size = RenderingEngine::get_instance()->getWindowSize();
m_aspect = (f32) window_size.X / (f32) window_size.Y;
m_fov_y = fov_degrees * M_PI / 180.0;
// Increase vertical FOV on lower aspect ratios (<16:10)
m_fov_y *= MYMAX(1.0, MYMIN(1.4, sqrt(16./10. / m_aspect)));
m_fov_x = 2 * atan(m_aspect * tan(0.5 * m_fov_y));
m_cameranode->setAspectRatio(m_aspect);
m_cameranode->setFOV(m_fov_y);
if (m_arm_inertia)
addArmInertia(player->getYaw());
// Position the wielded item
//v3f wield_position = v3f(45, -35, 65);
v3f wield_position = v3f(m_wieldmesh_offset.X, m_wieldmesh_offset.Y, 65);
//v3f wield_rotation = v3f(-100, 120, -100);
v3f wield_rotation = v3f(-100, 120, -100);
wield_position.Y += fabs(m_wield_change_timer)*320 - 40;
if(m_digging_anim < 0.05 || m_digging_anim > 0.5)
{
f32 frac = 1.0;
if(m_digging_anim > 0.5)
frac = 2.0 * (m_digging_anim - 0.5);
// This value starts from 1 and settles to 0
f32 ratiothing = std::pow((1.0f - tool_reload_ratio), 0.5f);
//f32 ratiothing2 = pow(ratiothing, 0.5f);
f32 ratiothing2 = (easeCurve(ratiothing*0.5))*2.0;
wield_position.Y -= frac * 25.0 * pow(ratiothing2, 1.7f);
//wield_position.Z += frac * 5.0 * ratiothing2;
wield_position.X -= frac * 35.0 * pow(ratiothing2, 1.1f);
wield_rotation.Y += frac * 70.0 * pow(ratiothing2, 1.4f);
//wield_rotation.X -= frac * 15.0 * pow(ratiothing2, 1.4f);
//wield_rotation.Z += frac * 15.0 * pow(ratiothing2, 1.0f);
}
if (m_digging_button != -1)
{
f32 digfrac = m_digging_anim;
wield_position.X -= 50 * sin(pow(digfrac, 0.8f) * M_PI);
wield_position.Y += 24 * sin(digfrac * 1.8 * M_PI);
wield_position.Z += 25 * 0.5;
// Euler angles are PURE EVIL, so why not use quaternions?
core::quaternion quat_begin(wield_rotation * core::DEGTORAD);
core::quaternion quat_end(v3f(80, 30, 100) * core::DEGTORAD);
core::quaternion quat_slerp;
quat_slerp.slerp(quat_begin, quat_end, sin(digfrac * M_PI));
quat_slerp.toEuler(wield_rotation);
wield_rotation *= core::RADTODEG;
} else {
f32 bobfrac = my_modf(m_view_bobbing_anim);
wield_position.X -= sin(bobfrac*M_PI*2.0) * 3.0;
wield_position.Y += sin(my_modf(bobfrac*2.0)*M_PI) * 3.0;
}
m_wieldnode->setPosition(wield_position);
m_wieldnode->setRotation(wield_rotation);
m_wieldnode->setColor(player->light_color);
// Set render distance
updateViewingRange();
// If the player is walking, swimming, or climbing,
// view bobbing is enabled and free_move is off,
// start (or continue) the view bobbing animation.
const v3f &speed = player->getSpeed();
const bool movement_XZ = hypot(speed.X, speed.Z) > BS;
const bool movement_Y = fabs(speed.Y) > BS;
const bool walking = movement_XZ && player->touching_ground;
const bool swimming = (movement_XZ || player->swimming_vertical) && player->in_liquid;
const bool climbing = movement_Y && player->is_climbing;
if ((walking || swimming || climbing) &&
(!g_settings->getBool("free_move") || !m_client->checkLocalPrivilege("fly"))) {
// Start animation
m_view_bobbing_state = 1;
m_view_bobbing_speed = MYMIN(speed.getLength(), 70);
}
else if (m_view_bobbing_state == 1)
{
// Stop animation
m_view_bobbing_state = 2;
m_view_bobbing_speed = 60;
}
}
void Camera::updateViewingRange()
{
f32 viewing_range = g_settings->getFloat("viewing_range");
f32 near_plane = g_settings->getFloat("near_plane");
m_draw_control.wanted_range = std::fmin(adjustDist(viewing_range, getFovMax()), 4000);
m_cameranode->setNearValue(rangelim(near_plane, 0.0f, 0.5f) * BS);
if (m_draw_control.range_all) {
m_cameranode->setFarValue(100000.0);
return;
}
m_cameranode->setFarValue((viewing_range < 2000) ? 2000 * BS : viewing_range * BS);
}
void Camera::setDigging(s32 button)
{
if (m_digging_button == -1)
m_digging_button = button;
}
void Camera::wield(const ItemStack &item)
{
if (item.name != m_wield_item_next.name ||
item.metadata != m_wield_item_next.metadata) {
m_wield_item_next = item;
if (m_wield_change_timer > 0)
m_wield_change_timer = -m_wield_change_timer;
else if (m_wield_change_timer == 0)
m_wield_change_timer = -0.001;
}
}
void Camera::drawWieldedTool(irr::core::matrix4* translation)
{
// Clear Z buffer so that the wielded tool stay in front of world geometry
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(72.0*M_PI/180.0);
cam->setNearValue(10);
cam->setFarValue(1000);
if (translation != NULL)
{
irr::core::matrix4 startMatrix = cam->getAbsoluteTransformation();
irr::core::vector3df focusPoint = (cam->getTarget()
- cam->getAbsolutePosition()).setLength(1)
+ cam->getAbsolutePosition();
irr::core::vector3df camera_pos =
(startMatrix * *translation).getTranslation();
cam->setPosition(camera_pos);
cam->setTarget(focusPoint);
}
m_wieldmgr->drawAll();
}
void Camera::drawNametags()
{
core::matrix4 trans = m_cameranode->getProjectionMatrix();
trans *= m_cameranode->getViewMatrix();
for (std::list<Nametag *>::const_iterator
i = m_nametags.begin();
i != m_nametags.end(); ++i) {
Nametag *nametag = *i;
if (nametag->nametag_color.getAlpha() == 0) {
// Enforce hiding nametag,
// because if freetype is enabled, a grey
// shadow can remain.
continue;
}
v3f pos = nametag->parent_node->getAbsolutePosition() + nametag->nametag_pos * BS;
f32 transformed_pos[4] = { pos.X, pos.Y, pos.Z, 1.0f };
trans.multiplyWith1x4Matrix(transformed_pos);
if (transformed_pos[3] > 0) {
std::wstring nametag_colorless =
unescape_translate(utf8_to_wide(nametag->nametag_text));
core::dimension2d<u32> textsize =
g_fontengine->getFont()->getDimension(
nametag_colorless.c_str());
f32 zDiv = transformed_pos[3] == 0.0f ? 1.0f :
core::reciprocal(transformed_pos[3]);
v2u32 screensize = RenderingEngine::get_video_driver()->getScreenSize();
v2s32 screen_pos;
screen_pos.X = screensize.X *
(0.5 * transformed_pos[0] * zDiv + 0.5) - textsize.Width / 2;
screen_pos.Y = screensize.Y *
(0.5 - transformed_pos[1] * zDiv * 0.5) - textsize.Height / 2;
core::rect<s32> size(0, 0, textsize.Width, textsize.Height);
g_fontengine->getFont()->draw(
translate_string(utf8_to_wide(nametag->nametag_text)).c_str(),
size + screen_pos, nametag->nametag_color);
}
}
}
Nametag *Camera::addNametag(scene::ISceneNode *parent_node,
const std::string &nametag_text, video::SColor nametag_color,
const v3f &pos)
{
Nametag *nametag = new Nametag(parent_node, nametag_text, nametag_color, pos);
m_nametags.push_back(nametag);
return nametag;
}
void Camera::removeNametag(Nametag *nametag)
{
m_nametags.remove(nametag);
delete nametag;
}

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/*
Minetest
Copyright (C) 2010-2013 celeron55, Perttu Ahola <celeron55@gmail.com>
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.
*/
#pragma once
#include "irrlichttypes_extrabloated.h"
#include "inventory.h"
#include "client/tile.h"
#include <ICameraSceneNode.h>
#include <ISceneNode.h>
#include <list>
class LocalPlayer;
struct MapDrawControl;
class Client;
class WieldMeshSceneNode;
struct Nametag {
Nametag(scene::ISceneNode *a_parent_node,
const std::string &a_nametag_text,
const video::SColor &a_nametag_color,
const v3f &a_nametag_pos):
parent_node(a_parent_node),
nametag_text(a_nametag_text),
nametag_color(a_nametag_color),
nametag_pos(a_nametag_pos)
{
}
scene::ISceneNode *parent_node;
std::string nametag_text;
video::SColor nametag_color;
v3f nametag_pos;
};
enum CameraMode {CAMERA_MODE_FIRST, CAMERA_MODE_THIRD, CAMERA_MODE_THIRD_FRONT};
/*
Client camera class, manages the player and camera scene nodes, the viewing distance
and performs view bobbing etc. It also displays the wielded tool in front of the
first-person camera.
*/
class Camera
{
public:
Camera(MapDrawControl &draw_control, Client *client);
~Camera();
// Get camera scene node.
// It has the eye transformation, pitch and view bobbing applied.
inline scene::ICameraSceneNode* getCameraNode() const
{
return m_cameranode;
}
// Get the camera position (in absolute scene coordinates).
// This has view bobbing applied.
inline v3f getPosition() const
{
return m_camera_position;
}
// Get the camera direction (in absolute camera coordinates).
// This has view bobbing applied.
inline v3f getDirection() const
{
return m_camera_direction;
}
// Get the camera offset
inline v3s16 getOffset() const
{
return m_camera_offset;
}
// Horizontal field of view
inline f32 getFovX() const
{
return m_fov_x;
}
// Vertical field of view
inline f32 getFovY() const
{
return m_fov_y;
}
// Get maximum of getFovX() and getFovY()
inline f32 getFovMax() const
{
return MYMAX(m_fov_x, m_fov_y);
}
// Checks if the constructor was able to create the scene nodes
bool successfullyCreated(std::string &error_message);
// Step the camera: updates the viewing range and view bobbing.
void step(f32 dtime);
// Update the camera from the local player's position.
// busytime is used to adjust the viewing range.
void update(LocalPlayer* player, f32 frametime, f32 busytime,
f32 tool_reload_ratio);
// Update render distance
void updateViewingRange();
// Start digging animation
// Pass 0 for left click, 1 for right click
void setDigging(s32 button);
// Replace the wielded item mesh
void wield(const ItemStack &item);
// Draw the wielded tool.
// This has to happen *after* the main scene is drawn.
// Warning: This clears the Z buffer.
void drawWieldedTool(irr::core::matrix4* translation=NULL);
// Toggle the current camera mode
void toggleCameraMode() {
if (m_camera_mode == CAMERA_MODE_FIRST)
m_camera_mode = CAMERA_MODE_THIRD;
else if (m_camera_mode == CAMERA_MODE_THIRD)
m_camera_mode = CAMERA_MODE_THIRD_FRONT;
else
m_camera_mode = CAMERA_MODE_FIRST;
}
// Set the current camera mode
inline void setCameraMode(CameraMode mode)
{
m_camera_mode = mode;
}
//read the current camera mode
inline CameraMode getCameraMode()
{
return m_camera_mode;
}
Nametag *addNametag(scene::ISceneNode *parent_node,
const std::string &nametag_text, video::SColor nametag_color,
const v3f &pos);
void removeNametag(Nametag *nametag);
const std::list<Nametag *> &getNametags() { return m_nametags; }
void drawNametags();
inline void addArmInertia(f32 player_yaw);
private:
// Nodes
scene::ISceneNode *m_playernode = nullptr;
scene::ISceneNode *m_headnode = nullptr;
scene::ICameraSceneNode *m_cameranode = nullptr;
scene::ISceneManager *m_wieldmgr = nullptr;
WieldMeshSceneNode *m_wieldnode = nullptr;
// draw control
MapDrawControl& m_draw_control;
Client *m_client;
// Absolute camera position
v3f m_camera_position;
// Absolute camera direction
v3f m_camera_direction;
// Camera offset
v3s16 m_camera_offset;
v2f m_wieldmesh_offset = v2f(55.0f, -35.0f);
v2f m_arm_dir;
v2f m_cam_vel;
v2f m_cam_vel_old;
v2f m_last_cam_pos;
// Field of view and aspect ratio stuff
f32 m_aspect = 1.0f;
f32 m_fov_x = 1.0f;
f32 m_fov_y = 1.0f;
// View bobbing animation frame (0 <= m_view_bobbing_anim < 1)
f32 m_view_bobbing_anim = 0.0f;
// If 0, view bobbing is off (e.g. player is standing).
// If 1, view bobbing is on (player is walking).
// If 2, view bobbing is getting switched off.
s32 m_view_bobbing_state = 0;
// Speed of view bobbing animation
f32 m_view_bobbing_speed = 0.0f;
// Fall view bobbing
f32 m_view_bobbing_fall = 0.0f;
// Digging animation frame (0 <= m_digging_anim < 1)
f32 m_digging_anim = 0.0f;
// If -1, no digging animation
// If 0, left-click digging animation
// If 1, right-click digging animation
s32 m_digging_button = -1;
// Animation when changing wielded item
f32 m_wield_change_timer = 0.125f;
ItemStack m_wield_item_next;
CameraMode m_camera_mode = CAMERA_MODE_FIRST;
f32 m_cache_fall_bobbing_amount;
f32 m_cache_view_bobbing_amount;
f32 m_cache_fov;
bool m_arm_inertia;
std::list<Nametag *> m_nametags;
};

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/*
Minetest
Copyright (C) 2013 celeron55, Perttu Ahola <celeron55@gmail.com>
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.
*/
#pragma once
#include "clientenvironment.h"
#include "irrlichttypes_extrabloated.h"
#include <ostream>
#include <map>
#include <set>
#include <vector>
#include <unordered_set>
#include "clientobject.h"
#include "gamedef.h"
#include "inventorymanager.h"
#include "localplayer.h"
#include "client/hud.h"
#include "particles.h"
#include "mapnode.h"
#include "tileanimation.h"
#include "mesh_generator_thread.h"
#include "network/address.h"
#include "network/peerhandler.h"
#include <fstream>
#define CLIENT_CHAT_MESSAGE_LIMIT_PER_10S 10.0f
struct ClientEvent;
struct MeshMakeData;
struct ChatMessage;
class MapBlockMesh;
class IWritableTextureSource;
class IWritableShaderSource;
class IWritableItemDefManager;
class ISoundManager;
class NodeDefManager;
//class IWritableCraftDefManager;
class ClientMediaDownloader;
struct MapDrawControl;
class ModChannelMgr;
class MtEventManager;
struct PointedThing;
class MapDatabase;
class Minimap;
struct MinimapMapblock;
class Camera;
class NetworkPacket;
namespace con {
class Connection;
}
enum LocalClientState {
LC_Created,
LC_Init,
LC_Ready
};
/*
Packet counter
*/
class PacketCounter
{
public:
PacketCounter() = default;
void add(u16 command)
{
std::map<u16, u16>::iterator n = m_packets.find(command);
if(n == m_packets.end())
{
m_packets[command] = 1;
}
else
{
n->second++;
}
}
void clear()
{
for (auto &m_packet : m_packets) {
m_packet.second = 0;
}
}
void print(std::ostream &o)
{
for (const auto &m_packet : m_packets) {
o << "cmd "<< m_packet.first <<" count "<< m_packet.second << std::endl;
}
}
private:
// command, count
std::map<u16, u16> m_packets;
};
class ClientScripting;
class GameUI;
class Client : public con::PeerHandler, public InventoryManager, public IGameDef
{
public:
/*
NOTE: Nothing is thread-safe here.
*/
Client(
const char *playername,
const std::string &password,
const std::string &address_name,
MapDrawControl &control,
IWritableTextureSource *tsrc,
IWritableShaderSource *shsrc,
IWritableItemDefManager *itemdef,
NodeDefManager *nodedef,
ISoundManager *sound,
MtEventManager *event,
bool ipv6,
GameUI *game_ui
);
~Client();
DISABLE_CLASS_COPY(Client);
// Load local mods into memory
void scanModSubfolder(const std::string &mod_name, const std::string &mod_path,
std::string mod_subpath);
inline void scanModIntoMemory(const std::string &mod_name, const std::string &mod_path)
{
scanModSubfolder(mod_name, mod_path, "");
}
/*
request all threads managed by client to be stopped
*/
void Stop();
bool isShutdown();
/*
The name of the local player should already be set when
calling this, as it is sent in the initialization.
*/
void connect(Address address, bool is_local_server);
/*
Stuff that references the environment is valid only as
long as this is not called. (eg. Players)
If this throws a PeerNotFoundException, the connection has
timed out.
*/
void step(float dtime);
/*
* Command Handlers
*/
void handleCommand(NetworkPacket* pkt);
void handleCommand_Null(NetworkPacket* pkt) {};
void handleCommand_Deprecated(NetworkPacket* pkt);
void handleCommand_Hello(NetworkPacket* pkt);
void handleCommand_AuthAccept(NetworkPacket* pkt);
void handleCommand_AcceptSudoMode(NetworkPacket* pkt);
void handleCommand_DenySudoMode(NetworkPacket* pkt);
void handleCommand_AccessDenied(NetworkPacket* pkt);
void handleCommand_RemoveNode(NetworkPacket* pkt);
void handleCommand_AddNode(NetworkPacket* pkt);
void handleCommand_BlockData(NetworkPacket* pkt);
void handleCommand_Inventory(NetworkPacket* pkt);
void handleCommand_TimeOfDay(NetworkPacket* pkt);
void handleCommand_ChatMessage(NetworkPacket *pkt);
void handleCommand_ActiveObjectRemoveAdd(NetworkPacket* pkt);
void handleCommand_ActiveObjectMessages(NetworkPacket* pkt);
void handleCommand_Movement(NetworkPacket* pkt);
void handleCommand_HP(NetworkPacket* pkt);
void handleCommand_Breath(NetworkPacket* pkt);
void handleCommand_MovePlayer(NetworkPacket* pkt);
void handleCommand_DeathScreen(NetworkPacket* pkt);
void handleCommand_AnnounceMedia(NetworkPacket* pkt);
void handleCommand_Media(NetworkPacket* pkt);
void handleCommand_NodeDef(NetworkPacket* pkt);
void handleCommand_ItemDef(NetworkPacket* pkt);
void handleCommand_PlaySound(NetworkPacket* pkt);
void handleCommand_StopSound(NetworkPacket* pkt);
void handleCommand_FadeSound(NetworkPacket *pkt);
void handleCommand_Privileges(NetworkPacket* pkt);
void handleCommand_InventoryFormSpec(NetworkPacket* pkt);
void handleCommand_DetachedInventory(NetworkPacket* pkt);
void handleCommand_ShowFormSpec(NetworkPacket* pkt);
void handleCommand_SpawnParticle(NetworkPacket* pkt);
void handleCommand_AddParticleSpawner(NetworkPacket* pkt);
void handleCommand_DeleteParticleSpawner(NetworkPacket* pkt);
void handleCommand_HudAdd(NetworkPacket* pkt);
void handleCommand_HudRemove(NetworkPacket* pkt);
void handleCommand_HudChange(NetworkPacket* pkt);
void handleCommand_HudSetFlags(NetworkPacket* pkt);
void handleCommand_HudSetParam(NetworkPacket* pkt);
void handleCommand_HudSetSky(NetworkPacket* pkt);
void handleCommand_CloudParams(NetworkPacket* pkt);
void handleCommand_OverrideDayNightRatio(NetworkPacket* pkt);
void handleCommand_LocalPlayerAnimations(NetworkPacket* pkt);
void handleCommand_EyeOffset(NetworkPacket* pkt);
void handleCommand_UpdatePlayerList(NetworkPacket* pkt);
void handleCommand_ModChannelMsg(NetworkPacket *pkt);
void handleCommand_ModChannelSignal(NetworkPacket *pkt);
void handleCommand_SrpBytesSandB(NetworkPacket *pkt);
void handleCommand_FormspecPrepend(NetworkPacket *pkt);
void handleCommand_CSMRestrictionFlags(NetworkPacket *pkt);
void ProcessData(NetworkPacket *pkt);
void Send(NetworkPacket* pkt);
void interact(u8 action, const PointedThing& pointed);
void sendNodemetaFields(v3s16 p, const std::string &formname,
const StringMap &fields);
void sendInventoryFields(const std::string &formname,
const StringMap &fields);
void sendInventoryAction(InventoryAction *a);
void sendChatMessage(const std::wstring &message);
void clearOutChatQueue();
void sendChangePassword(const std::string &oldpassword,
const std::string &newpassword);
void sendDamage(u8 damage);
void sendRespawn();
void sendReady();
ClientEnvironment& getEnv() { return m_env; }
ITextureSource *tsrc() { return getTextureSource(); }
ISoundManager *sound() { return getSoundManager(); }
static const std::string &getBuiltinLuaPath();
static const std::string &getClientModsLuaPath();
const std::vector<ModSpec> &getMods() const override;
const ModSpec* getModSpec(const std::string &modname) const override;
// Causes urgent mesh updates (unlike Map::add/removeNodeWithEvent)
void removeNode(v3s16 p);
/**
* Helper function for Client Side Modding
* CSM restrictions are applied there, this should not be used for core engine
* @param p
* @param is_valid_position
* @return
*/
MapNode getNode(v3s16 p, bool *is_valid_position);
void addNode(v3s16 p, MapNode n, bool remove_metadata = true);
void setPlayerControl(PlayerControl &control);
void selectPlayerItem(u16 item);
u16 getPlayerItem() const
{ return m_playeritem; }
// Returns true if the inventory of the local player has been
// updated from the server. If it is true, it is set to false.
bool getLocalInventoryUpdated();
// Copies the inventory of the local player to parameter
void getLocalInventory(Inventory &dst);
/* InventoryManager interface */
Inventory* getInventory(const InventoryLocation &loc) override;
void inventoryAction(InventoryAction *a) override;
const std::list<std::string> &getConnectedPlayerNames()
{
return m_env.getPlayerNames();
}
float getAnimationTime();
int getCrackLevel();
v3s16 getCrackPos();
void setCrack(int level, v3s16 pos);
u16 getHP();
bool checkPrivilege(const std::string &priv) const
{ return (m_privileges.count(priv) != 0); }
const std::unordered_set<std::string> &getPrivilegeList() const
{ return m_privileges; }
bool getChatMessage(std::wstring &message);
void typeChatMessage(const std::wstring& message);
u64 getMapSeed(){ return m_map_seed; }
void addUpdateMeshTask(v3s16 blockpos, bool ack_to_server=false, bool urgent=false);
// Including blocks at appropriate edges
void addUpdateMeshTaskWithEdge(v3s16 blockpos, bool ack_to_server=false, bool urgent=false);
void addUpdateMeshTaskForNode(v3s16 nodepos, bool ack_to_server=false, bool urgent=false);
void updateCameraOffset(v3s16 camera_offset)
{ m_mesh_update_thread.m_camera_offset = camera_offset; }
bool hasClientEvents() const { return !m_client_event_queue.empty(); }
// Get event from queue. If queue is empty, it triggers an assertion failure.
ClientEvent * getClientEvent();
bool accessDenied() const { return m_access_denied; }
bool reconnectRequested() const { return m_access_denied_reconnect; }
void setFatalError(const std::string &reason)
{
m_access_denied = true;
m_access_denied_reason = reason;
}
// Renaming accessDeniedReason to better name could be good as it's used to
// disconnect client when CSM failed.
const std::string &accessDeniedReason() const { return m_access_denied_reason; }
bool itemdefReceived()
{ return m_itemdef_received; }
bool nodedefReceived()
{ return m_nodedef_received; }
bool mediaReceived()
{ return !m_media_downloader; }
u8 getProtoVersion()
{ return m_proto_ver; }
bool connectedToServer();
void confirmRegistration();
bool m_is_registration_confirmation_state = false;
bool m_simple_singleplayer_mode;
float mediaReceiveProgress();
void afterContentReceived();
float getRTT();
float getCurRate();
Minimap* getMinimap() { return m_minimap; }
void setCamera(Camera* camera) { m_camera = camera; }
Camera* getCamera () { return m_camera; }
bool shouldShowMinimap() const;
// IGameDef interface
IItemDefManager* getItemDefManager() override;
const NodeDefManager* getNodeDefManager() override;
ICraftDefManager* getCraftDefManager() override;
ITextureSource* getTextureSource();
virtual IShaderSource* getShaderSource();
u16 allocateUnknownNodeId(const std::string &name) override;
virtual ISoundManager* getSoundManager();
MtEventManager* getEventManager();
virtual ParticleManager* getParticleManager();
bool checkLocalPrivilege(const std::string &priv)
{ return checkPrivilege(priv); }
virtual scene::IAnimatedMesh* getMesh(const std::string &filename, bool cache = false);
const std::string* getModFile(const std::string &filename);
std::string getModStoragePath() const override;
bool registerModStorage(ModMetadata *meta) override;
void unregisterModStorage(const std::string &name) override;
// The following set of functions is used by ClientMediaDownloader
// Insert a media file appropriately into the appropriate manager
bool loadMedia(const std::string &data, const std::string &filename);
// Send a request for conventional media transfer
void request_media(const std::vector<std::string> &file_requests);
LocalClientState getState() { return m_state; }
void makeScreenshot();
inline void pushToChatQueue(ChatMessage *cec)
{
m_chat_queue.push(cec);
}
ClientScripting *getScript() { return m_script; }
const bool moddingEnabled() const { return m_modding_enabled; }
const bool modsLoaded() const { return m_mods_loaded; }
void pushToEventQueue(ClientEvent *event);
void showMinimap(bool show = true);
const Address getServerAddress();
const std::string &getAddressName() const
{
return m_address_name;
}
inline bool checkCSMRestrictionFlag(CSMRestrictionFlags flag) const
{
return m_csm_restriction_flags & flag;
}
u32 getCSMNodeRangeLimit() const
{
return m_csm_restriction_noderange;
}
inline std::unordered_map<u32, u32> &getHUDTranslationMap()
{
return m_hud_server_to_client;
}
bool joinModChannel(const std::string &channel) override;
bool leaveModChannel(const std::string &channel) override;
bool sendModChannelMessage(const std::string &channel,
const std::string &message) override;
ModChannel *getModChannel(const std::string &channel) override;
const std::string &getFormspecPrepend() const
{
return m_env.getLocalPlayer()->formspec_prepend;
}
private:
void loadMods();
bool checkBuiltinIntegrity();
// Virtual methods from con::PeerHandler
void peerAdded(con::Peer *peer) override;
void deletingPeer(con::Peer *peer, bool timeout) override;
void initLocalMapSaving(const Address &address,
const std::string &hostname,
bool is_local_server);
void ReceiveAll();
void Receive();
void sendPlayerPos();
// Send the item number 'item' as player item to the server
void sendPlayerItem(u16 item);
void deleteAuthData();
// helper method shared with clientpackethandler
static AuthMechanism choseAuthMech(const u32 mechs);
void sendInit(const std::string &playerName);
void promptConfirmRegistration(AuthMechanism chosen_auth_mechanism);
void startAuth(AuthMechanism chosen_auth_mechanism);
void sendDeletedBlocks(std::vector<v3s16> &blocks);
void sendGotBlocks(v3s16 block);
void sendRemovedSounds(std::vector<s32> &soundList);
// Helper function
inline std::string getPlayerName()
{ return m_env.getLocalPlayer()->getName(); }
bool canSendChatMessage() const;
float m_packetcounter_timer = 0.0f;
float m_connection_reinit_timer = 0.1f;
float m_avg_rtt_timer = 0.0f;
float m_playerpos_send_timer = 0.0f;
IntervalLimiter m_map_timer_and_unload_interval;
IWritableTextureSource *m_tsrc;
IWritableShaderSource *m_shsrc;
IWritableItemDefManager *m_itemdef;
NodeDefManager *m_nodedef;
ISoundManager *m_sound;
MtEventManager *m_event;
MeshUpdateThread m_mesh_update_thread;
ClientEnvironment m_env;
ParticleManager m_particle_manager;
std::unique_ptr<con::Connection> m_con;
std::string m_address_name;
Camera *m_camera = nullptr;
Minimap *m_minimap = nullptr;
bool m_minimap_disabled_by_server = false;
// Server serialization version
u8 m_server_ser_ver;
// Used version of the protocol with server
// Values smaller than 25 only mean they are smaller than 25,
// and aren't accurate. We simply just don't know, because
// the server didn't send the version back then.
// If 0, server init hasn't been received yet.
u8 m_proto_ver = 0;
u16 m_playeritem = 0;
bool m_inventory_updated = false;
Inventory *m_inventory_from_server = nullptr;
float m_inventory_from_server_age = 0.0f;
PacketCounter m_packetcounter;
// Block mesh animation parameters
float m_animation_time = 0.0f;
int m_crack_level = -1;
v3s16 m_crack_pos;
// 0 <= m_daynight_i < DAYNIGHT_CACHE_COUNT
//s32 m_daynight_i;
//u32 m_daynight_ratio;
std::queue<std::wstring> m_out_chat_queue;
u32 m_last_chat_message_sent;
float m_chat_message_allowance = 5.0f;
std::queue<ChatMessage *> m_chat_queue;
// The authentication methods we can use to enter sudo mode (=change password)
u32 m_sudo_auth_methods;
// The seed returned by the server in TOCLIENT_INIT is stored here
u64 m_map_seed = 0;
// Auth data
std::string m_playername;
std::string m_password;
// If set, this will be sent (and cleared) upon a TOCLIENT_ACCEPT_SUDO_MODE
std::string m_new_password;
// Usable by auth mechanisms.
AuthMechanism m_chosen_auth_mech;
void *m_auth_data = nullptr;
bool m_access_denied = false;
bool m_access_denied_reconnect = false;
std::string m_access_denied_reason = "";
std::queue<ClientEvent *> m_client_event_queue;
bool m_itemdef_received = false;
bool m_nodedef_received = false;
bool m_mods_loaded = false;
ClientMediaDownloader *m_media_downloader;
// time_of_day speed approximation for old protocol
bool m_time_of_day_set = false;
float m_last_time_of_day_f = -1.0f;
float m_time_of_day_update_timer = 0.0f;
// An interval for generally sending object positions and stuff
float m_recommended_send_interval = 0.1f;
// Sounds
float m_removed_sounds_check_timer = 0.0f;
// Mapping from server sound ids to our sound ids
std::unordered_map<s32, int> m_sounds_server_to_client;
// And the other way!
std::unordered_map<int, s32> m_sounds_client_to_server;
// And relations to objects
std::unordered_map<int, u16> m_sounds_to_objects;
// CSM/client IDs to SSM/server IDs Mapping
// Map server particle spawner IDs to client IDs
std::unordered_map<u32, u32> m_particles_server_to_client;
// Map server hud ids to client hud ids
std::unordered_map<u32, u32> m_hud_server_to_client;
// Privileges
std::unordered_set<std::string> m_privileges;
// Detached inventories
// key = name
std::unordered_map<std::string, Inventory*> m_detached_inventories;
// Storage for mesh data for creating multiple instances of the same mesh
StringMap m_mesh_data;
StringMap m_mod_files;
// own state
LocalClientState m_state;
GameUI *m_game_ui;
// Used for saving server map to disk client-side
MapDatabase *m_localdb = nullptr;
IntervalLimiter m_localdb_save_interval;
u16 m_cache_save_interval;
ClientScripting *m_script = nullptr;
bool m_modding_enabled;
std::unordered_map<std::string, ModMetadata *> m_mod_storages;
float m_mod_storage_save_timer = 10.0f;
std::vector<ModSpec> m_mods;
bool m_shutdown = false;
// CSM restrictions byteflag
u64 m_csm_restriction_flags = CSMRestrictionFlags::CSM_RF_NONE;
u32 m_csm_restriction_noderange = 8;
std::unique_ptr<ModChannelMgr> m_modchannel_mgr;
};

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/*
Minetest
Copyright (C) 2010-2017 celeron55, Perttu Ahola <celeron55@gmail.com>
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 "util/serialize.h"
#include "util/pointedthing.h"
#include "client.h"
#include "clientenvironment.h"
#include "clientsimpleobject.h"
#include "clientmap.h"
#include "scripting_client.h"
#include "mapblock_mesh.h"
#include "event.h"
#include "collision.h"
#include "nodedef.h"
#include "profiler.h"
#include "raycast.h"
#include "voxelalgorithms.h"
#include "settings.h"
#include "content_cao.h"
#include <algorithm>
#include "client/renderingengine.h"
/*
ClientEnvironment
*/
ClientEnvironment::ClientEnvironment(ClientMap *map,
ITextureSource *texturesource, Client *client):
Environment(client),
m_map(map),
m_texturesource(texturesource),
m_client(client)
{
char zero = 0;
memset(attachement_parent_ids, zero, sizeof(attachement_parent_ids));
}
ClientEnvironment::~ClientEnvironment()
{
// delete active objects
for (auto &active_object : m_active_objects) {
delete active_object.second;
}
for (auto &simple_object : m_simple_objects) {
delete simple_object;
}
// Drop/delete map
m_map->drop();
delete m_local_player;
}
Map & ClientEnvironment::getMap()
{
return *m_map;
}
ClientMap & ClientEnvironment::getClientMap()
{
return *m_map;
}
void ClientEnvironment::setLocalPlayer(LocalPlayer *player)
{
/*
It is a failure if already is a local player
*/
FATAL_ERROR_IF(m_local_player != NULL,
"Local player already allocated");
m_local_player = player;
}
void ClientEnvironment::step(float dtime)
{
/* Step time of day */
stepTimeOfDay(dtime);
// Get some settings
bool fly_allowed = m_client->checkLocalPrivilege("fly");
bool free_move = fly_allowed && g_settings->getBool("free_move");
// Get local player
LocalPlayer *lplayer = getLocalPlayer();
assert(lplayer);
// collision info queue
std::vector<CollisionInfo> player_collisions;
/*
Get the speed the player is going
*/
bool is_climbing = lplayer->is_climbing;
f32 player_speed = lplayer->getSpeed().getLength();
/*
Maximum position increment
*/
//f32 position_max_increment = 0.05*BS;
f32 position_max_increment = 0.1*BS;
// Maximum time increment (for collision detection etc)
// time = distance / speed
f32 dtime_max_increment = 1;
if(player_speed > 0.001)
dtime_max_increment = position_max_increment / player_speed;
// Maximum time increment is 10ms or lower
if(dtime_max_increment > 0.01)
dtime_max_increment = 0.01;
// Don't allow overly huge dtime
if(dtime > 0.5)
dtime = 0.5;
f32 dtime_downcount = dtime;
/*
Stuff that has a maximum time increment
*/
u32 loopcount = 0;
do
{
loopcount++;
f32 dtime_part;
if(dtime_downcount > dtime_max_increment)
{
dtime_part = dtime_max_increment;
dtime_downcount -= dtime_part;
}
else
{
dtime_part = dtime_downcount;
/*
Setting this to 0 (no -=dtime_part) disables an infinite loop
when dtime_part is so small that dtime_downcount -= dtime_part
does nothing
*/
dtime_downcount = 0;
}
/*
Handle local player
*/
{
// Apply physics
if (!free_move && !is_climbing) {
// Gravity
v3f speed = lplayer->getSpeed();
if (!lplayer->in_liquid)
speed.Y -= lplayer->movement_gravity *
lplayer->physics_override_gravity * dtime_part * 2.0f;
// Liquid floating / sinking
if (lplayer->in_liquid && !lplayer->swimming_vertical)
speed.Y -= lplayer->movement_liquid_sink * dtime_part * 2.0f;
// Liquid resistance
if (lplayer->in_liquid_stable || lplayer->in_liquid) {
// How much the node's viscosity blocks movement, ranges
// between 0 and 1. Should match the scale at which viscosity
// increase affects other liquid attributes.
static const f32 viscosity_factor = 0.3f;
v3f d_wanted = -speed / lplayer->movement_liquid_fluidity;
f32 dl = d_wanted.getLength();
if (dl > lplayer->movement_liquid_fluidity_smooth)
dl = lplayer->movement_liquid_fluidity_smooth;
dl *= (lplayer->liquid_viscosity * viscosity_factor) +
(1 - viscosity_factor);
v3f d = d_wanted.normalize() * (dl * dtime_part * 100.0f);
speed += d;
}
lplayer->setSpeed(speed);
}
/*
Move the lplayer.
This also does collision detection.
*/
lplayer->move(dtime_part, this, position_max_increment,
&player_collisions);
}
} while (dtime_downcount > 0.001);
bool player_immortal = lplayer->getCAO() && lplayer->getCAO()->isImmortal();
for (const CollisionInfo &info : player_collisions) {
v3f speed_diff = info.new_speed - info.old_speed;;
// Handle only fall damage
// (because otherwise walking against something in fast_move kills you)
if (speed_diff.Y < 0 || info.old_speed.Y >= 0)
continue;
// Get rid of other components
speed_diff.X = 0;
speed_diff.Z = 0;
f32 pre_factor = 1; // 1 hp per node/s
f32 tolerance = BS*14; // 5 without damage
f32 post_factor = 1; // 1 hp per node/s
if (info.type == COLLISION_NODE) {
const ContentFeatures &f = m_client->ndef()->
get(m_map->getNodeNoEx(info.node_p));
// Determine fall damage multiplier
int addp = itemgroup_get(f.groups, "fall_damage_add_percent");
pre_factor = 1.0f + (float)addp / 100.0f;
}
float speed = pre_factor * speed_diff.getLength();
if (speed > tolerance && !player_immortal) {
f32 damage_f = (speed - tolerance) / BS * post_factor;
u8 damage = (u8)MYMIN(damage_f + 0.5, 255);
if (damage != 0) {
damageLocalPlayer(damage, true);
m_client->getEventManager()->put(
new SimpleTriggerEvent(MtEvent::PLAYER_FALLING_DAMAGE));
}
}
}
if (m_client->modsLoaded())
m_script->environment_step(dtime);
// Update lighting on local player (used for wield item)
u32 day_night_ratio = getDayNightRatio();
{
// Get node at head
// On InvalidPositionException, use this as default
// (day: LIGHT_SUN, night: 0)
MapNode node_at_lplayer(CONTENT_AIR, 0x0f, 0);
v3s16 p = lplayer->getLightPosition();
node_at_lplayer = m_map->getNodeNoEx(p);
u16 light = getInteriorLight(node_at_lplayer, 0, m_client->ndef());
final_color_blend(&lplayer->light_color, light, day_night_ratio);
}
/*
Step active objects and update lighting of them
*/
g_profiler->avg("CEnv: num of objects", m_active_objects.size());
bool update_lighting = m_active_object_light_update_interval.step(dtime, 0.21);
for (auto &ao_it : m_active_objects) {
ClientActiveObject* obj = ao_it.second;
// Step object
obj->step(dtime, this);
if (update_lighting) {
// Update lighting
u8 light = 0;
bool pos_ok;
// Get node at head
v3s16 p = obj->getLightPosition();
MapNode n = m_map->getNodeNoEx(p, &pos_ok);
if (pos_ok)
light = n.getLightBlend(day_night_ratio, m_client->ndef());
else
light = blend_light(day_night_ratio, LIGHT_SUN, 0);
obj->updateLight(light);
}
}
/*
Step and handle simple objects
*/
g_profiler->avg("CEnv: num of simple objects", m_simple_objects.size());
for (auto i = m_simple_objects.begin(); i != m_simple_objects.end();) {
auto cur = i;
ClientSimpleObject *simple = *cur;
simple->step(dtime);
if(simple->m_to_be_removed) {
delete simple;
i = m_simple_objects.erase(cur);
}
else {
++i;
}
}
}
void ClientEnvironment::addSimpleObject(ClientSimpleObject *simple)
{
m_simple_objects.push_back(simple);
}
GenericCAO* ClientEnvironment::getGenericCAO(u16 id)
{
ClientActiveObject *obj = getActiveObject(id);
if (obj && obj->getType() == ACTIVEOBJECT_TYPE_GENERIC)
return (GenericCAO*) obj;
return NULL;
}
ClientActiveObject* ClientEnvironment::getActiveObject(u16 id)
{
auto n = m_active_objects.find(id);
if (n == m_active_objects.end())
return NULL;
return n->second;
}
bool isFreeClientActiveObjectId(const u16 id,
ClientActiveObjectMap &objects)
{
return id != 0 && objects.find(id) == objects.end();
}
u16 getFreeClientActiveObjectId(ClientActiveObjectMap &objects)
{
//try to reuse id's as late as possible
static u16 last_used_id = 0;
u16 startid = last_used_id;
for(;;) {
last_used_id ++;
if (isFreeClientActiveObjectId(last_used_id, objects))
return last_used_id;
if (last_used_id == startid)
return 0;
}
}
u16 ClientEnvironment::addActiveObject(ClientActiveObject *object)
{
assert(object); // Pre-condition
if(object->getId() == 0)
{
u16 new_id = getFreeClientActiveObjectId(m_active_objects);
if(new_id == 0)
{
infostream<<"ClientEnvironment::addActiveObject(): "
<<"no free ids available"<<std::endl;
delete object;
return 0;
}
object->setId(new_id);
}
if (!isFreeClientActiveObjectId(object->getId(), m_active_objects)) {
infostream<<"ClientEnvironment::addActiveObject(): "
<<"id is not free ("<<object->getId()<<")"<<std::endl;
delete object;
return 0;
}
infostream<<"ClientEnvironment::addActiveObject(): "
<<"added (id="<<object->getId()<<")"<<std::endl;
m_active_objects[object->getId()] = object;
object->addToScene(m_texturesource);
{ // Update lighting immediately
u8 light = 0;
bool pos_ok;
// Get node at head
v3s16 p = object->getLightPosition();
MapNode n = m_map->getNodeNoEx(p, &pos_ok);
if (pos_ok)
light = n.getLightBlend(getDayNightRatio(), m_client->ndef());
else
light = blend_light(getDayNightRatio(), LIGHT_SUN, 0);
object->updateLight(light);
}
return object->getId();
}
void ClientEnvironment::addActiveObject(u16 id, u8 type,
const std::string &init_data)
{
ClientActiveObject* obj =
ClientActiveObject::create((ActiveObjectType) type, m_client, this);
if(obj == NULL)
{
infostream<<"ClientEnvironment::addActiveObject(): "
<<"id="<<id<<" type="<<type<<": Couldn't create object"
<<std::endl;
return;
}
obj->setId(id);
try
{
obj->initialize(init_data);
}
catch(SerializationError &e)
{
errorstream<<"ClientEnvironment::addActiveObject():"
<<" id="<<id<<" type="<<type
<<": SerializationError in initialize(): "
<<e.what()
<<": init_data="<<serializeJsonString(init_data)
<<std::endl;
}
addActiveObject(obj);
}
void ClientEnvironment::removeActiveObject(u16 id)
{
verbosestream<<"ClientEnvironment::removeActiveObject(): "
<<"id="<<id<<std::endl;
ClientActiveObject* obj = getActiveObject(id);
if (obj == NULL) {
infostream<<"ClientEnvironment::removeActiveObject(): "
<<"id="<<id<<" not found"<<std::endl;
return;
}
obj->removeFromScene(true);
delete obj;
m_active_objects.erase(id);
}
void ClientEnvironment::processActiveObjectMessage(u16 id, const std::string &data)
{
ClientActiveObject *obj = getActiveObject(id);
if (obj == NULL) {
infostream << "ClientEnvironment::processActiveObjectMessage():"
<< " got message for id=" << id << ", which doesn't exist."
<< std::endl;
return;
}
try {
obj->processMessage(data);
} catch (SerializationError &e) {
errorstream<<"ClientEnvironment::processActiveObjectMessage():"
<< " id=" << id << " type=" << obj->getType()
<< " SerializationError in processMessage(): " << e.what()
<< std::endl;
}
}
/*
Callbacks for activeobjects
*/
void ClientEnvironment::damageLocalPlayer(u8 damage, bool handle_hp)
{
LocalPlayer *lplayer = getLocalPlayer();
assert(lplayer);
if (handle_hp) {
if (lplayer->hp > damage)
lplayer->hp -= damage;
else
lplayer->hp = 0;
}
ClientEnvEvent event;
event.type = CEE_PLAYER_DAMAGE;
event.player_damage.amount = damage;
event.player_damage.send_to_server = handle_hp;
m_client_event_queue.push(event);
}
/*
Client likes to call these
*/
void ClientEnvironment::getActiveObjects(v3f origin, f32 max_d,
std::vector<DistanceSortedActiveObject> &dest)
{
for (auto &ao_it : m_active_objects) {
ClientActiveObject* obj = ao_it.second;
f32 d = (obj->getPosition() - origin).getLength();
if (d > max_d)
continue;
dest.emplace_back(obj, d);
}
}
ClientEnvEvent ClientEnvironment::getClientEnvEvent()
{
FATAL_ERROR_IF(m_client_event_queue.empty(),
"ClientEnvironment::getClientEnvEvent(): queue is empty");
ClientEnvEvent event = m_client_event_queue.front();
m_client_event_queue.pop();
return event;
}
void ClientEnvironment::getSelectedActiveObjects(
const core::line3d<f32> &shootline_on_map,
std::vector<PointedThing> &objects)
{
std::vector<DistanceSortedActiveObject> allObjects;
getActiveObjects(shootline_on_map.start,
shootline_on_map.getLength() + 10.0f, allObjects);
const v3f line_vector = shootline_on_map.getVector();
for (const auto &allObject : allObjects) {
ClientActiveObject *obj = allObject.obj;
aabb3f selection_box;
if (!obj->getSelectionBox(&selection_box))
continue;
const v3f &pos = obj->getPosition();
aabb3f offsetted_box(selection_box.MinEdge + pos,
selection_box.MaxEdge + pos);
v3f current_intersection;
v3s16 current_normal;
if (boxLineCollision(offsetted_box, shootline_on_map.start, line_vector,
&current_intersection, &current_normal)) {
objects.emplace_back((s16) obj->getId(), current_intersection, current_normal,
(current_intersection - shootline_on_map.start).getLengthSQ());
}
}
}

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/*
Minetest
Copyright (C) 2010-2017 celeron55, Perttu Ahola <celeron55@gmail.com>
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.
*/
#pragma once
#include "environment.h"
#include <ISceneManager.h>
#include "clientobject.h"
#include "util/numeric.h"
class ClientSimpleObject;
class ClientMap;
class ClientScripting;
class ClientActiveObject;
class GenericCAO;
class LocalPlayer;
/*
The client-side environment.
This is not thread-safe.
Must be called from main (irrlicht) thread (uses the SceneManager)
Client uses an environment mutex.
*/
enum ClientEnvEventType
{
CEE_NONE,
CEE_PLAYER_DAMAGE
};
struct ClientEnvEvent
{
ClientEnvEventType type;
union {
//struct{
//} none;
struct{
u8 amount;
bool send_to_server;
} player_damage;
};
};
typedef std::unordered_map<u16, ClientActiveObject*> ClientActiveObjectMap;
class ClientEnvironment : public Environment
{
public:
ClientEnvironment(ClientMap *map, ITextureSource *texturesource, Client *client);
~ClientEnvironment();
Map & getMap();
ClientMap & getClientMap();
Client *getGameDef() { return m_client; }
void setScript(ClientScripting *script) { m_script = script; }
void step(f32 dtime);
virtual void setLocalPlayer(LocalPlayer *player);
LocalPlayer *getLocalPlayer() const { return m_local_player; }
/*
ClientSimpleObjects
*/
void addSimpleObject(ClientSimpleObject *simple);
/*
ActiveObjects
*/
GenericCAO* getGenericCAO(u16 id);
ClientActiveObject* getActiveObject(u16 id);
/*
Adds an active object to the environment.
Environment handles deletion of object.
Object may be deleted by environment immediately.
If id of object is 0, assigns a free id to it.
Returns the id of the object.
Returns 0 if not added and thus deleted.
*/
u16 addActiveObject(ClientActiveObject *object);
void addActiveObject(u16 id, u8 type, const std::string &init_data);
void removeActiveObject(u16 id);
void processActiveObjectMessage(u16 id, const std::string &data);
/*
Callbacks for activeobjects
*/
void damageLocalPlayer(u8 damage, bool handle_hp=true);
/*
Client likes to call these
*/
// Get all nearby objects
void getActiveObjects(v3f origin, f32 max_d,
std::vector<DistanceSortedActiveObject> &dest);
bool hasClientEnvEvents() const { return !m_client_event_queue.empty(); }
// Get event from queue. If queue is empty, it triggers an assertion failure.
ClientEnvEvent getClientEnvEvent();
virtual void getSelectedActiveObjects(
const core::line3d<f32> &shootline_on_map,
std::vector<PointedThing> &objects
);
u16 attachement_parent_ids[USHRT_MAX + 1];
const std::list<std::string> &getPlayerNames() { return m_player_names; }
void addPlayerName(const std::string &name) { m_player_names.push_back(name); }
void removePlayerName(const std::string &name) { m_player_names.remove(name); }
void updateCameraOffset(const v3s16 &camera_offset)
{ m_camera_offset = camera_offset; }
v3s16 getCameraOffset() const { return m_camera_offset; }
private:
ClientMap *m_map;
LocalPlayer *m_local_player = nullptr;
ITextureSource *m_texturesource;
Client *m_client;
ClientScripting *m_script = nullptr;
ClientActiveObjectMap m_active_objects;
std::vector<ClientSimpleObject*> m_simple_objects;
std::queue<ClientEnvEvent> m_client_event_queue;
IntervalLimiter m_active_object_light_update_interval;
std::list<std::string> m_player_names;
v3s16 m_camera_offset;
};

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/*
Minetest
Copyright (C) 2010-2013 celeron55, Perttu Ahola <celeron55@gmail.com>
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 "clientmap.h"
#include "client.h"
#include "mapblock_mesh.h"
#include <IMaterialRenderer.h>
#include <matrix4.h>
#include "mapsector.h"
#include "mapblock.h"
#include "profiler.h"
#include "settings.h"
#include "camera.h" // CameraModes
#include "util/basic_macros.h"
#include <algorithm>
#include "client/renderingengine.h"
ClientMap::ClientMap(
Client *client,
MapDrawControl &control,
s32 id
):
Map(dout_client, client),
scene::ISceneNode(RenderingEngine::get_scene_manager()->getRootSceneNode(),
RenderingEngine::get_scene_manager(), id),
m_client(client),
m_control(control)
{
m_box = aabb3f(-BS*1000000,-BS*1000000,-BS*1000000,
BS*1000000,BS*1000000,BS*1000000);
/* TODO: Add a callback function so these can be updated when a setting
* changes. At this point in time it doesn't matter (e.g. /set
* is documented to change server settings only)
*
* TODO: Local caching of settings is not optimal and should at some stage
* be updated to use a global settings object for getting thse values
* (as opposed to the this local caching). This can be addressed in
* a later release.
*/
m_cache_trilinear_filter = g_settings->getBool("trilinear_filter");
m_cache_bilinear_filter = g_settings->getBool("bilinear_filter");
m_cache_anistropic_filter = g_settings->getBool("anisotropic_filter");
}
MapSector * ClientMap::emergeSector(v2s16 p2d)
{
// Check that it doesn't exist already
try {
return getSectorNoGenerate(p2d);
} catch(InvalidPositionException &e) {
}
// Create a sector
MapSector *sector = new MapSector(this, p2d, m_gamedef);
m_sectors[p2d] = sector;
return sector;
}
void ClientMap::OnRegisterSceneNode()
{
if(IsVisible)
{
SceneManager->registerNodeForRendering(this, scene::ESNRP_SOLID);
SceneManager->registerNodeForRendering(this, scene::ESNRP_TRANSPARENT);
}
ISceneNode::OnRegisterSceneNode();
}
void ClientMap::getBlocksInViewRange(v3s16 cam_pos_nodes,
v3s16 *p_blocks_min, v3s16 *p_blocks_max)
{
v3s16 box_nodes_d = m_control.wanted_range * v3s16(1, 1, 1);
// Define p_nodes_min/max as v3s32 because 'cam_pos_nodes -/+ box_nodes_d'
// can exceed the range of v3s16 when a large view range is used near the
// world edges.
v3s32 p_nodes_min(
cam_pos_nodes.X - box_nodes_d.X,
cam_pos_nodes.Y - box_nodes_d.Y,
cam_pos_nodes.Z - box_nodes_d.Z);
v3s32 p_nodes_max(
cam_pos_nodes.X + box_nodes_d.X,
cam_pos_nodes.Y + box_nodes_d.Y,
cam_pos_nodes.Z + box_nodes_d.Z);
// Take a fair amount as we will be dropping more out later
// Umm... these additions are a bit strange but they are needed.
*p_blocks_min = v3s16(
p_nodes_min.X / MAP_BLOCKSIZE - 3,
p_nodes_min.Y / MAP_BLOCKSIZE - 3,
p_nodes_min.Z / MAP_BLOCKSIZE - 3);
*p_blocks_max = v3s16(
p_nodes_max.X / MAP_BLOCKSIZE + 1,
p_nodes_max.Y / MAP_BLOCKSIZE + 1,
p_nodes_max.Z / MAP_BLOCKSIZE + 1);
}
void ClientMap::updateDrawList()
{
ScopeProfiler sp(g_profiler, "CM::updateDrawList()", SPT_AVG);
g_profiler->add("CM::updateDrawList() count", 1);
for (auto &i : m_drawlist) {
MapBlock *block = i.second;
block->refDrop();
}
m_drawlist.clear();
v3f camera_position = m_camera_position;
v3f camera_direction = m_camera_direction;
f32 camera_fov = m_camera_fov;
// Use a higher fov to accomodate faster camera movements.
// Blocks are cropped better when they are drawn.
// Or maybe they aren't? Well whatever.
camera_fov *= 1.2;
v3s16 cam_pos_nodes = floatToInt(camera_position, BS);
v3s16 p_blocks_min;
v3s16 p_blocks_max;
getBlocksInViewRange(cam_pos_nodes, &p_blocks_min, &p_blocks_max);
// Number of blocks in rendering range
u32 blocks_in_range = 0;
// Number of blocks occlusion culled
u32 blocks_occlusion_culled = 0;
// Number of blocks in rendering range but don't have a mesh
u32 blocks_in_range_without_mesh = 0;
// Blocks that had mesh that would have been drawn according to
// rendering range (if max blocks limit didn't kick in)
u32 blocks_would_have_drawn = 0;
// Blocks that were drawn and had a mesh
u32 blocks_drawn = 0;
// Blocks which had a corresponding meshbuffer for this pass
//u32 blocks_had_pass_meshbuf = 0;
// Blocks from which stuff was actually drawn
//u32 blocks_without_stuff = 0;
// Distance to farthest drawn block
float farthest_drawn = 0;
// No occlusion culling when free_move is on and camera is
// inside ground
bool occlusion_culling_enabled = true;
if (g_settings->getBool("free_move")) {
MapNode n = getNodeNoEx(cam_pos_nodes);
if (n.getContent() == CONTENT_IGNORE ||
m_nodedef->get(n).solidness == 2)
occlusion_culling_enabled = false;
}
for (const auto &sector_it : m_sectors) {
MapSector *sector = sector_it.second;
v2s16 sp = sector->getPos();
if (!m_control.range_all) {
if (sp.X < p_blocks_min.X || sp.X > p_blocks_max.X ||
sp.Y < p_blocks_min.Z || sp.Y > p_blocks_max.Z)
continue;
}
MapBlockVect sectorblocks;
sector->getBlocks(sectorblocks);
/*
Loop through blocks in sector
*/
u32 sector_blocks_drawn = 0;
for (auto block : sectorblocks) {
/*
Compare block position to camera position, skip
if not seen on display
*/
if (block->mesh)
block->mesh->updateCameraOffset(m_camera_offset);
float range = 100000 * BS;
if (!m_control.range_all)
range = m_control.wanted_range * BS;
float d = 0.0;
if (!isBlockInSight(block->getPos(), camera_position,
camera_direction, camera_fov, range, &d))
continue;
blocks_in_range++;
/*
Ignore if mesh doesn't exist
*/
if (!block->mesh) {
blocks_in_range_without_mesh++;
continue;
}
/*
Occlusion culling
*/
if (occlusion_culling_enabled && isBlockOccluded(block, cam_pos_nodes)) {
blocks_occlusion_culled++;
continue;
}
// This block is in range. Reset usage timer.
block->resetUsageTimer();
// Limit block count in case of a sudden increase
blocks_would_have_drawn++;
if (blocks_drawn >= m_control.wanted_max_blocks &&
!m_control.range_all &&
d > m_control.wanted_range * BS)
continue;
// Add to set
block->refGrab();
m_drawlist[block->getPos()] = block;
sector_blocks_drawn++;
blocks_drawn++;
if (d / BS > farthest_drawn)
farthest_drawn = d / BS;
} // foreach sectorblocks
if (sector_blocks_drawn != 0)
m_last_drawn_sectors.insert(sp);
}
g_profiler->avg("CM: blocks in range", blocks_in_range);
g_profiler->avg("CM: blocks occlusion culled", blocks_occlusion_culled);
if (blocks_in_range != 0)
g_profiler->avg("CM: blocks in range without mesh (frac)",
(float)blocks_in_range_without_mesh / blocks_in_range);
g_profiler->avg("CM: blocks drawn", blocks_drawn);
g_profiler->avg("CM: farthest drawn", farthest_drawn);
g_profiler->avg("CM: wanted max blocks", m_control.wanted_max_blocks);
}
struct MeshBufList
{
video::SMaterial m;
std::vector<scene::IMeshBuffer*> bufs;
};
struct MeshBufListList
{
/*!
* Stores the mesh buffers of the world.
* The array index is the material's layer.
* The vector part groups vertices by material.
*/
std::vector<MeshBufList> lists[MAX_TILE_LAYERS];
void clear()
{
for (auto &list : lists)
list.clear();
}
void add(scene::IMeshBuffer *buf, u8 layer)
{
// Append to the correct layer
std::vector<MeshBufList> &list = lists[layer];
const video::SMaterial &m = buf->getMaterial();
for (MeshBufList &l : list) {
// comparing a full material is quite expensive so we don't do it if
// not even first texture is equal
if (l.m.TextureLayer[0].Texture != m.TextureLayer[0].Texture)
continue;
if (l.m == m) {
l.bufs.push_back(buf);
return;
}
}
MeshBufList l;
l.m = m;
l.bufs.push_back(buf);
list.push_back(l);
}
};
void ClientMap::renderMap(video::IVideoDriver* driver, s32 pass)
{
bool is_transparent_pass = pass == scene::ESNRP_TRANSPARENT;
std::string prefix;
if (pass == scene::ESNRP_SOLID)
prefix = "CM: solid: ";
else
prefix = "CM: transparent: ";
/*
This is called two times per frame, reset on the non-transparent one
*/
if (pass == scene::ESNRP_SOLID)
m_last_drawn_sectors.clear();
/*
Get time for measuring timeout.
Measuring time is very useful for long delays when the
machine is swapping a lot.
*/
std::time_t time1 = time(0);
/*
Get animation parameters
*/
float animation_time = m_client->getAnimationTime();
int crack = m_client->getCrackLevel();
u32 daynight_ratio = m_client->getEnv().getDayNightRatio();
v3f camera_position = m_camera_position;
v3f camera_direction = m_camera_direction;
f32 camera_fov = m_camera_fov;
/*
Get all blocks and draw all visible ones
*/
u32 vertex_count = 0;
u32 meshbuffer_count = 0;
// For limiting number of mesh animations per frame
u32 mesh_animate_count = 0;
u32 mesh_animate_count_far = 0;
// Blocks that were drawn and had a mesh
u32 blocks_drawn = 0;
// Blocks which had a corresponding meshbuffer for this pass
u32 blocks_had_pass_meshbuf = 0;
// Blocks from which stuff was actually drawn
u32 blocks_without_stuff = 0;
/*
Draw the selected MapBlocks
*/
{
ScopeProfiler sp(g_profiler, prefix + "drawing blocks", SPT_AVG);
MeshBufListList drawbufs;
for (auto &i : m_drawlist) {
MapBlock *block = i.second;
// If the mesh of the block happened to get deleted, ignore it
if (!block->mesh)
continue;
float d = 0.0;
if (!isBlockInSight(block->getPos(), camera_position,
camera_direction, camera_fov, 100000 * BS, &d))
continue;
// Mesh animation
if (pass == scene::ESNRP_SOLID) {
//MutexAutoLock lock(block->mesh_mutex);
MapBlockMesh *mapBlockMesh = block->mesh;
assert(mapBlockMesh);
// Pretty random but this should work somewhat nicely
bool faraway = d >= BS * 50;
//bool faraway = d >= m_control.wanted_range * BS;
if (mapBlockMesh->isAnimationForced() || !faraway ||
mesh_animate_count_far < (m_control.range_all ? 200 : 50)) {
bool animated = mapBlockMesh->animate(faraway, animation_time,
crack, daynight_ratio);
if (animated)
mesh_animate_count++;
if (animated && faraway)
mesh_animate_count_far++;
} else {
mapBlockMesh->decreaseAnimationForceTimer();
}
}
/*
Get the meshbuffers of the block
*/
{
//MutexAutoLock lock(block->mesh_mutex);
MapBlockMesh *mapBlockMesh = block->mesh;
assert(mapBlockMesh);
for (int layer = 0; layer < MAX_TILE_LAYERS; layer++) {
scene::IMesh *mesh = mapBlockMesh->getMesh(layer);
assert(mesh);
u32 c = mesh->getMeshBufferCount();
for (u32 i = 0; i < c; i++) {
scene::IMeshBuffer *buf = mesh->getMeshBuffer(i);
video::SMaterial& material = buf->getMaterial();
video::IMaterialRenderer* rnd =
driver->getMaterialRenderer(material.MaterialType);
bool transparent = (rnd && rnd->isTransparent());
if (transparent == is_transparent_pass) {
if (buf->getVertexCount() == 0)
errorstream << "Block [" << analyze_block(block)
<< "] contains an empty meshbuf" << std::endl;
material.setFlag(video::EMF_TRILINEAR_FILTER,
m_cache_trilinear_filter);
material.setFlag(video::EMF_BILINEAR_FILTER,
m_cache_bilinear_filter);
material.setFlag(video::EMF_ANISOTROPIC_FILTER,
m_cache_anistropic_filter);
material.setFlag(video::EMF_WIREFRAME,
m_control.show_wireframe);
drawbufs.add(buf, layer);
}
}
}
}
}
// Render all layers in order
for (auto &lists : drawbufs.lists) {
int timecheck_counter = 0;
for (MeshBufList &list : lists) {
timecheck_counter++;
if (timecheck_counter > 50) {
timecheck_counter = 0;
std::time_t time2 = time(0);
if (time2 > time1 + 4) {
infostream << "ClientMap::renderMap(): "
"Rendering takes ages, returning."
<< std::endl;
return;
}
}
driver->setMaterial(list.m);
for (scene::IMeshBuffer *buf : list.bufs) {
driver->drawMeshBuffer(buf);
vertex_count += buf->getVertexCount();
meshbuffer_count++;
}
}
}
} // ScopeProfiler
// Log only on solid pass because values are the same
if (pass == scene::ESNRP_SOLID) {
g_profiler->avg("CM: animated meshes", mesh_animate_count);
g_profiler->avg("CM: animated meshes (far)", mesh_animate_count_far);
}
g_profiler->avg(prefix + "vertices drawn", vertex_count);
if (blocks_had_pass_meshbuf != 0)
g_profiler->avg(prefix + "meshbuffers per block",
(float)meshbuffer_count / (float)blocks_had_pass_meshbuf);
if (blocks_drawn != 0)
g_profiler->avg(prefix + "empty blocks (frac)",
(float)blocks_without_stuff / blocks_drawn);
}
static bool getVisibleBrightness(Map *map, const v3f &p0, v3f dir, float step,
float step_multiplier, float start_distance, float end_distance,
const NodeDefManager *ndef, u32 daylight_factor, float sunlight_min_d,
int *result, bool *sunlight_seen)
{
int brightness_sum = 0;
int brightness_count = 0;
float distance = start_distance;
dir.normalize();
v3f pf = p0;
pf += dir * distance;
int noncount = 0;
bool nonlight_seen = false;
bool allow_allowing_non_sunlight_propagates = false;
bool allow_non_sunlight_propagates = false;
// Check content nearly at camera position
{
v3s16 p = floatToInt(p0 /*+ dir * 3*BS*/, BS);
MapNode n = map->getNodeNoEx(p);
if(ndef->get(n).param_type == CPT_LIGHT &&
!ndef->get(n).sunlight_propagates)
allow_allowing_non_sunlight_propagates = true;
}
// If would start at CONTENT_IGNORE, start closer
{
v3s16 p = floatToInt(pf, BS);
MapNode n = map->getNodeNoEx(p);
if(n.getContent() == CONTENT_IGNORE){
float newd = 2*BS;
pf = p0 + dir * 2*newd;
distance = newd;
sunlight_min_d = 0;
}
}
for (int i=0; distance < end_distance; i++) {
pf += dir * step;
distance += step;
step *= step_multiplier;
v3s16 p = floatToInt(pf, BS);
MapNode n = map->getNodeNoEx(p);
if (allow_allowing_non_sunlight_propagates && i == 0 &&
ndef->get(n).param_type == CPT_LIGHT &&
!ndef->get(n).sunlight_propagates) {
allow_non_sunlight_propagates = true;
}
if (ndef->get(n).param_type != CPT_LIGHT ||
(!ndef->get(n).sunlight_propagates &&
!allow_non_sunlight_propagates)){
nonlight_seen = true;
noncount++;
if(noncount >= 4)
break;
continue;
}
if (distance >= sunlight_min_d && !*sunlight_seen && !nonlight_seen)
if (n.getLight(LIGHTBANK_DAY, ndef) == LIGHT_SUN)
*sunlight_seen = true;
noncount = 0;
brightness_sum += decode_light(n.getLightBlend(daylight_factor, ndef));
brightness_count++;
}
*result = 0;
if(brightness_count == 0)
return false;
*result = brightness_sum / brightness_count;
/*std::cerr<<"Sampled "<<brightness_count<<" points; result="
<<(*result)<<std::endl;*/
return true;
}
int ClientMap::getBackgroundBrightness(float max_d, u32 daylight_factor,
int oldvalue, bool *sunlight_seen_result)
{
static v3f z_directions[50] = {
v3f(-100, 0, 0)
};
static f32 z_offsets[sizeof(z_directions)/sizeof(*z_directions)] = {
-1000,
};
if(z_directions[0].X < -99){
for(u32 i=0; i<sizeof(z_directions)/sizeof(*z_directions); i++){
// Assumes FOV of 72 and 16/9 aspect ratio
z_directions[i] = v3f(
0.02 * myrand_range(-100, 100),
1.0,
0.01 * myrand_range(-100, 100)
).normalize();
z_offsets[i] = 0.01 * myrand_range(0,100);
}
}
int sunlight_seen_count = 0;
float sunlight_min_d = max_d*0.8;
if(sunlight_min_d > 35*BS)
sunlight_min_d = 35*BS;
std::vector<int> values;
for(u32 i=0; i<sizeof(z_directions)/sizeof(*z_directions); i++){
v3f z_dir = z_directions[i];
core::CMatrix4<f32> a;
a.buildRotateFromTo(v3f(0,1,0), z_dir);
v3f dir = m_camera_direction;
a.rotateVect(dir);
int br = 0;
float step = BS*1.5;
if(max_d > 35*BS)
step = max_d / 35 * 1.5;
float off = step * z_offsets[i];
bool sunlight_seen_now = false;
bool ok = getVisibleBrightness(this, m_camera_position, dir,
step, 1.0, max_d*0.6+off, max_d, m_nodedef, daylight_factor,
sunlight_min_d,
&br, &sunlight_seen_now);
if(sunlight_seen_now)
sunlight_seen_count++;
if(!ok)
continue;
values.push_back(br);
// Don't try too much if being in the sun is clear
if(sunlight_seen_count >= 20)
break;
}
int brightness_sum = 0;
int brightness_count = 0;
std::sort(values.begin(), values.end());
u32 num_values_to_use = values.size();
if(num_values_to_use >= 10)
num_values_to_use -= num_values_to_use/2;
else if(num_values_to_use >= 7)
num_values_to_use -= num_values_to_use/3;
u32 first_value_i = (values.size() - num_values_to_use) / 2;
for (u32 i=first_value_i; i < first_value_i + num_values_to_use; i++) {
brightness_sum += values[i];
brightness_count++;
}
int ret = 0;
if(brightness_count == 0){
MapNode n = getNodeNoEx(floatToInt(m_camera_position, BS));
if(m_nodedef->get(n).param_type == CPT_LIGHT){
ret = decode_light(n.getLightBlend(daylight_factor, m_nodedef));
} else {
ret = oldvalue;
}
} else {
ret = brightness_sum / brightness_count;
}
*sunlight_seen_result = (sunlight_seen_count > 0);
return ret;
}
void ClientMap::renderPostFx(CameraMode cam_mode)
{
// Sadly ISceneManager has no "post effects" render pass, in that case we
// could just register for that and handle it in renderMap().
MapNode n = getNodeNoEx(floatToInt(m_camera_position, BS));
// - If the player is in a solid node, make everything black.
// - If the player is in liquid, draw a semi-transparent overlay.
// - Do not if player is in third person mode
const ContentFeatures& features = m_nodedef->get(n);
video::SColor post_effect_color = features.post_effect_color;
if(features.solidness == 2 && !(g_settings->getBool("noclip") &&
m_client->checkLocalPrivilege("noclip")) &&
cam_mode == CAMERA_MODE_FIRST)
{
post_effect_color = video::SColor(255, 0, 0, 0);
}
if (post_effect_color.getAlpha() != 0)
{
// Draw a full-screen rectangle
video::IVideoDriver* driver = SceneManager->getVideoDriver();
v2u32 ss = driver->getScreenSize();
core::rect<s32> rect(0,0, ss.X, ss.Y);
driver->draw2DRectangle(post_effect_color, rect);
}
}
void ClientMap::PrintInfo(std::ostream &out)
{
out<<"ClientMap: ";
}

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/*
Minetest
Copyright (C) 2010-2013 celeron55, Perttu Ahola <celeron55@gmail.com>
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.
*/
#pragma once
#include "irrlichttypes_extrabloated.h"
#include "map.h"
#include "camera.h"
#include <set>
#include <map>
struct MapDrawControl
{
// Overrides limits by drawing everything
bool range_all = false;
// Wanted drawing range
float wanted_range = 0.0f;
// Maximum number of blocks to draw
u32 wanted_max_blocks = 0;
// show a wire frame for debugging
bool show_wireframe = false;
};
class Client;
class ITextureSource;
/*
ClientMap
This is the only map class that is able to render itself on screen.
*/
class ClientMap : public Map, public scene::ISceneNode
{
public:
ClientMap(
Client *client,
MapDrawControl &control,
s32 id
);
virtual ~ClientMap() = default;
s32 mapType() const
{
return MAPTYPE_CLIENT;
}
void drop()
{
ISceneNode::drop();
}
void updateCamera(const v3f &pos, const v3f &dir, f32 fov, const v3s16 &offset)
{
m_camera_position = pos;
m_camera_direction = dir;
m_camera_fov = fov;
m_camera_offset = offset;
}
/*
Forcefully get a sector from somewhere
*/
MapSector * emergeSector(v2s16 p);
//void deSerializeSector(v2s16 p2d, std::istream &is);
/*
ISceneNode methods
*/
virtual void OnRegisterSceneNode();
virtual void render()
{
video::IVideoDriver* driver = SceneManager->getVideoDriver();
driver->setTransform(video::ETS_WORLD, AbsoluteTransformation);
renderMap(driver, SceneManager->getSceneNodeRenderPass());
}
virtual const aabb3f &getBoundingBox() const
{
return m_box;
}
void getBlocksInViewRange(v3s16 cam_pos_nodes,
v3s16 *p_blocks_min, v3s16 *p_blocks_max);
void updateDrawList();
void renderMap(video::IVideoDriver* driver, s32 pass);
int getBackgroundBrightness(float max_d, u32 daylight_factor,
int oldvalue, bool *sunlight_seen_result);
void renderPostFx(CameraMode cam_mode);
// For debug printing
virtual void PrintInfo(std::ostream &out);
const MapDrawControl & getControl() const { return m_control; }
f32 getCameraFov() const { return m_camera_fov; }
private:
Client *m_client;
aabb3f m_box = aabb3f(-BS * 1000000, -BS * 1000000, -BS * 1000000,
BS * 1000000, BS * 1000000, BS * 1000000);
MapDrawControl &m_control;
v3f m_camera_position = v3f(0,0,0);
v3f m_camera_direction = v3f(0,0,1);
f32 m_camera_fov = M_PI;
v3s16 m_camera_offset;
std::map<v3s16, MapBlock*> m_drawlist;
std::set<v2s16> m_last_drawn_sectors;
bool m_cache_trilinear_filter;
bool m_cache_bilinear_filter;
bool m_cache_anistropic_filter;
};

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/*
Minetest
Copyright (C) 2013 celeron55, Perttu Ahola <celeron55@gmail.com>
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 "clientmedia.h"
#include "httpfetch.h"
#include "client.h"
#include "filecache.h"
#include "filesys.h"
#include "log.h"
#include "porting.h"
#include "settings.h"
#include "util/hex.h"
#include "util/serialize.h"
#include "util/sha1.h"
#include "util/string.h"
static std::string getMediaCacheDir()
{
return porting::path_cache + DIR_DELIM + "media";
}
/*
ClientMediaDownloader
*/
ClientMediaDownloader::ClientMediaDownloader():
m_media_cache(getMediaCacheDir()),
m_httpfetch_caller(HTTPFETCH_DISCARD)
{
}
ClientMediaDownloader::~ClientMediaDownloader()
{
if (m_httpfetch_caller != HTTPFETCH_DISCARD)
httpfetch_caller_free(m_httpfetch_caller);
for (auto &file_it : m_files)
delete file_it.second;
for (auto &remote : m_remotes)
delete remote;
}
void ClientMediaDownloader::addFile(const std::string &name, const std::string &sha1)
{
assert(!m_initial_step_done); // pre-condition
// if name was already announced, ignore the new announcement
if (m_files.count(name) != 0) {
errorstream << "Client: ignoring duplicate media announcement "
<< "sent by server: \"" << name << "\""
<< std::endl;
return;
}
// if name is empty or contains illegal characters, ignore the file
if (name.empty() || !string_allowed(name, TEXTURENAME_ALLOWED_CHARS)) {
errorstream << "Client: ignoring illegal file name "
<< "sent by server: \"" << name << "\""
<< std::endl;
return;
}
// length of sha1 must be exactly 20 (160 bits), else ignore the file
if (sha1.size() != 20) {
errorstream << "Client: ignoring illegal SHA1 sent by server: "
<< hex_encode(sha1) << " \"" << name << "\""
<< std::endl;
return;
}
FileStatus *filestatus = new FileStatus();
filestatus->received = false;
filestatus->sha1 = sha1;
filestatus->current_remote = -1;
m_files.insert(std::make_pair(name, filestatus));
}
void ClientMediaDownloader::addRemoteServer(const std::string &baseurl)
{
assert(!m_initial_step_done); // pre-condition
#ifdef USE_CURL
if (g_settings->getBool("enable_remote_media_server")) {
infostream << "Client: Adding remote server \""
<< baseurl << "\" for media download" << std::endl;
RemoteServerStatus *remote = new RemoteServerStatus();
remote->baseurl = baseurl;
remote->active_count = 0;
remote->request_by_filename = false;
m_remotes.push_back(remote);
}
#else
infostream << "Client: Ignoring remote server \""
<< baseurl << "\" because cURL support is not compiled in"
<< std::endl;
#endif
}
void ClientMediaDownloader::step(Client *client)
{
if (!m_initial_step_done) {
initialStep(client);
m_initial_step_done = true;
}
// Remote media: check for completion of fetches
if (m_httpfetch_active) {
bool fetched_something = false;
HTTPFetchResult fetch_result;
while (httpfetch_async_get(m_httpfetch_caller, fetch_result)) {
m_httpfetch_active--;
fetched_something = true;
// Is this a hashset (index.mth) or a media file?
if (fetch_result.request_id < m_remotes.size())
remoteHashSetReceived(fetch_result);
else
remoteMediaReceived(fetch_result, client);
}
if (fetched_something)
startRemoteMediaTransfers();
// Did all remote transfers end and no new ones can be started?
// If so, request still missing files from the minetest server
// (Or report that we have all files.)
if (m_httpfetch_active == 0) {
if (m_uncached_received_count < m_uncached_count) {
infostream << "Client: Failed to remote-fetch "
<< (m_uncached_count-m_uncached_received_count)
<< " files. Requesting them"
<< " the usual way." << std::endl;
}
startConventionalTransfers(client);
}
}
}
void ClientMediaDownloader::initialStep(Client *client)
{
// Check media cache
m_uncached_count = m_files.size();
for (auto &file_it : m_files) {
std::string name = file_it.first;
FileStatus *filestatus = file_it.second;
const std::string &sha1 = filestatus->sha1;
std::ostringstream tmp_os(std::ios_base::binary);
bool found_in_cache = m_media_cache.load(hex_encode(sha1), tmp_os);
// If found in cache, try to load it from there
if (found_in_cache) {
bool success = checkAndLoad(name, sha1,
tmp_os.str(), true, client);
if (success) {
filestatus->received = true;
m_uncached_count--;
}
}
}
assert(m_uncached_received_count == 0);
// Create the media cache dir if we are likely to write to it
if (m_uncached_count != 0) {
bool did = fs::CreateAllDirs(getMediaCacheDir());
if (!did) {
errorstream << "Client: "
<< "Could not create media cache directory: "
<< getMediaCacheDir()
<< std::endl;
}
}
// If we found all files in the cache, report this fact to the server.
// If the server reported no remote servers, immediately start
// conventional transfers. Note: if cURL support is not compiled in,
// m_remotes is always empty, so "!USE_CURL" is redundant but may
// reduce the size of the compiled code
if (!USE_CURL || m_uncached_count == 0 || m_remotes.empty()) {
startConventionalTransfers(client);
}
else {
// Otherwise start off by requesting each server's sha1 set
// This is the first time we use httpfetch, so alloc a caller ID
m_httpfetch_caller = httpfetch_caller_alloc();
m_httpfetch_timeout = g_settings->getS32("curl_timeout");
// Set the active fetch limit to curl_parallel_limit or 84,
// whichever is greater. This gives us some leeway so that
// inefficiencies in communicating with the httpfetch thread
// don't slow down fetches too much. (We still want some limit
// so that when the first remote server returns its hash set,
// not all files are requested from that server immediately.)
// One such inefficiency is that ClientMediaDownloader::step()
// is only called a couple times per second, while httpfetch
// might return responses much faster than that.
// Note that httpfetch strictly enforces curl_parallel_limit
// but at no inter-thread communication cost. This however
// doesn't help with the aforementioned inefficiencies.
// The signifance of 84 is that it is 2*6*9 in base 13.
m_httpfetch_active_limit = g_settings->getS32("curl_parallel_limit");
m_httpfetch_active_limit = MYMAX(m_httpfetch_active_limit, 84);
// Write a list of hashes that we need. This will be POSTed
// to the server using Content-Type: application/octet-stream
std::string required_hash_set = serializeRequiredHashSet();
// minor fixme: this loop ignores m_httpfetch_active_limit
// another minor fixme, unlikely to matter in normal usage:
// these index.mth fetches do (however) count against
// m_httpfetch_active_limit when starting actual media file
// requests, so if there are lots of remote servers that are
// not responding, those will stall new media file transfers.
for (u32 i = 0; i < m_remotes.size(); ++i) {
assert(m_httpfetch_next_id == i);
RemoteServerStatus *remote = m_remotes[i];
actionstream << "Client: Contacting remote server \""
<< remote->baseurl << "\"" << std::endl;
HTTPFetchRequest fetch_request;
fetch_request.url =
remote->baseurl + MTHASHSET_FILE_NAME;
fetch_request.caller = m_httpfetch_caller;
fetch_request.request_id = m_httpfetch_next_id; // == i
fetch_request.timeout = m_httpfetch_timeout;
fetch_request.connect_timeout = m_httpfetch_timeout;
fetch_request.post_data = required_hash_set;
fetch_request.extra_headers.emplace_back(
"Content-Type: application/octet-stream");
httpfetch_async(fetch_request);
m_httpfetch_active++;
m_httpfetch_next_id++;
m_outstanding_hash_sets++;
}
}
}
void ClientMediaDownloader::remoteHashSetReceived(
const HTTPFetchResult &fetch_result)
{
u32 remote_id = fetch_result.request_id;
assert(remote_id < m_remotes.size());
RemoteServerStatus *remote = m_remotes[remote_id];
m_outstanding_hash_sets--;
if (fetch_result.succeeded) {
try {
// Server sent a list of file hashes that are
// available on it, try to parse the list
std::set<std::string> sha1_set;
deSerializeHashSet(fetch_result.data, sha1_set);
// Parsing succeeded: For every file that is
// available on this server, add this server
// to the available_remotes array
for(std::map<std::string, FileStatus*>::iterator
it = m_files.upper_bound(m_name_bound);
it != m_files.end(); ++it) {
FileStatus *f = it->second;
if (!f->received && sha1_set.count(f->sha1))
f->available_remotes.push_back(remote_id);
}
}
catch (SerializationError &e) {
infostream << "Client: Remote server \""
<< remote->baseurl << "\" sent invalid hash set: "
<< e.what() << std::endl;
}
}
// For compatibility: If index.mth is not found, assume that the
// server contains files named like the original files (not their sha1)
// Do NOT check for any particular response code (e.g. 404) here,
// because different servers respond differently
if (!fetch_result.succeeded && !fetch_result.timeout) {
infostream << "Client: Enabling compatibility mode for remote "
<< "server \"" << remote->baseurl << "\"" << std::endl;
remote->request_by_filename = true;
// Assume every file is available on this server
for(std::map<std::string, FileStatus*>::iterator
it = m_files.upper_bound(m_name_bound);
it != m_files.end(); ++it) {
FileStatus *f = it->second;
if (!f->received)
f->available_remotes.push_back(remote_id);
}
}
}
void ClientMediaDownloader::remoteMediaReceived(
const HTTPFetchResult &fetch_result,
Client *client)
{
// Some remote server sent us a file.
// -> decrement number of active fetches
// -> mark file as received if fetch succeeded
// -> try to load media
std::string name;
{
std::unordered_map<unsigned long, std::string>::iterator it =
m_remote_file_transfers.find(fetch_result.request_id);
assert(it != m_remote_file_transfers.end());
name = it->second;
m_remote_file_transfers.erase(it);
}
sanity_check(m_files.count(name) != 0);
FileStatus *filestatus = m_files[name];
sanity_check(!filestatus->received);
sanity_check(filestatus->current_remote >= 0);
RemoteServerStatus *remote = m_remotes[filestatus->current_remote];
filestatus->current_remote = -1;
remote->active_count--;
// If fetch succeeded, try to load media file
if (fetch_result.succeeded) {
bool success = checkAndLoad(name, filestatus->sha1,
fetch_result.data, false, client);
if (success) {
filestatus->received = true;
assert(m_uncached_received_count < m_uncached_count);
m_uncached_received_count++;
}
}
}
s32 ClientMediaDownloader::selectRemoteServer(FileStatus *filestatus)
{
// Pre-conditions
assert(filestatus != NULL);
assert(!filestatus->received);
assert(filestatus->current_remote < 0);
if (filestatus->available_remotes.empty())
return -1;
// Of all servers that claim to provide the file (and haven't
// been unsuccessfully tried before), find the one with the
// smallest number of currently active transfers
s32 best = 0;
s32 best_remote_id = filestatus->available_remotes[best];
s32 best_active_count = m_remotes[best_remote_id]->active_count;
for (u32 i = 1; i < filestatus->available_remotes.size(); ++i) {
s32 remote_id = filestatus->available_remotes[i];
s32 active_count = m_remotes[remote_id]->active_count;
if (active_count < best_active_count) {
best = i;
best_remote_id = remote_id;
best_active_count = active_count;
}
}
filestatus->available_remotes.erase(
filestatus->available_remotes.begin() + best);
return best_remote_id;
}
void ClientMediaDownloader::startRemoteMediaTransfers()
{
bool changing_name_bound = true;
for (std::map<std::string, FileStatus*>::iterator
files_iter = m_files.upper_bound(m_name_bound);
files_iter != m_files.end(); ++files_iter) {
// Abort if active fetch limit is exceeded
if (m_httpfetch_active >= m_httpfetch_active_limit)
break;
const std::string &name = files_iter->first;
FileStatus *filestatus = files_iter->second;
if (!filestatus->received && filestatus->current_remote < 0) {
// File has not been received yet and is not currently
// being transferred. Choose a server for it.
s32 remote_id = selectRemoteServer(filestatus);
if (remote_id >= 0) {
// Found a server, so start fetching
RemoteServerStatus *remote =
m_remotes[remote_id];
std::string url = remote->baseurl +
(remote->request_by_filename ? name :
hex_encode(filestatus->sha1));
verbosestream << "Client: "
<< "Requesting remote media file "
<< "\"" << name << "\" "
<< "\"" << url << "\"" << std::endl;
HTTPFetchRequest fetch_request;
fetch_request.url = url;
fetch_request.caller = m_httpfetch_caller;
fetch_request.request_id = m_httpfetch_next_id;
fetch_request.timeout = 0; // no data timeout!
fetch_request.connect_timeout =
m_httpfetch_timeout;
httpfetch_async(fetch_request);
m_remote_file_transfers.insert(std::make_pair(
m_httpfetch_next_id,
name));
filestatus->current_remote = remote_id;
remote->active_count++;
m_httpfetch_active++;
m_httpfetch_next_id++;
}
}
if (filestatus->received ||
(filestatus->current_remote < 0 &&
!m_outstanding_hash_sets)) {
// If we arrive here, we conclusively know that we
// won't fetch this file from a remote server in the
// future. So update the name bound if possible.
if (changing_name_bound)
m_name_bound = name;
}
else
changing_name_bound = false;
}
}
void ClientMediaDownloader::startConventionalTransfers(Client *client)
{
assert(m_httpfetch_active == 0); // pre-condition
if (m_uncached_received_count != m_uncached_count) {
// Some media files have not been received yet, use the
// conventional slow method (minetest protocol) to get them
std::vector<std::string> file_requests;
for (auto &file : m_files) {
if (!file.second->received)
file_requests.push_back(file.first);
}
assert((s32) file_requests.size() ==
m_uncached_count - m_uncached_received_count);
client->request_media(file_requests);
}
}
void ClientMediaDownloader::conventionalTransferDone(
const std::string &name,
const std::string &data,
Client *client)
{
// Check that file was announced
std::map<std::string, FileStatus*>::iterator
file_iter = m_files.find(name);
if (file_iter == m_files.end()) {
errorstream << "Client: server sent media file that was"
<< "not announced, ignoring it: \"" << name << "\""
<< std::endl;
return;
}
FileStatus *filestatus = file_iter->second;
assert(filestatus != NULL);
// Check that file hasn't already been received
if (filestatus->received) {
errorstream << "Client: server sent media file that we already"
<< "received, ignoring it: \"" << name << "\""
<< std::endl;
return;
}
// Mark file as received, regardless of whether loading it works and
// whether the checksum matches (because at this point there is no
// other server that could send a replacement)
filestatus->received = true;
assert(m_uncached_received_count < m_uncached_count);
m_uncached_received_count++;
// Check that received file matches announced checksum
// If so, load it
checkAndLoad(name, filestatus->sha1, data, false, client);
}
bool ClientMediaDownloader::checkAndLoad(
const std::string &name, const std::string &sha1,
const std::string &data, bool is_from_cache, Client *client)
{
const char *cached_or_received = is_from_cache ? "cached" : "received";
const char *cached_or_received_uc = is_from_cache ? "Cached" : "Received";
std::string sha1_hex = hex_encode(sha1);
// Compute actual checksum of data
std::string data_sha1;
{
SHA1 data_sha1_calculator;
data_sha1_calculator.addBytes(data.c_str(), data.size());
unsigned char *data_tmpdigest = data_sha1_calculator.getDigest();
data_sha1.assign((char*) data_tmpdigest, 20);
free(data_tmpdigest);
}
// Check that received file matches announced checksum
if (data_sha1 != sha1) {
std::string data_sha1_hex = hex_encode(data_sha1);
infostream << "Client: "
<< cached_or_received_uc << " media file "
<< sha1_hex << " \"" << name << "\" "
<< "mismatches actual checksum " << data_sha1_hex
<< std::endl;
return false;
}
// Checksum is ok, try loading the file
bool success = client->loadMedia(data, name);
if (!success) {
infostream << "Client: "
<< "Failed to load " << cached_or_received << " media: "
<< sha1_hex << " \"" << name << "\""
<< std::endl;
return false;
}
verbosestream << "Client: "
<< "Loaded " << cached_or_received << " media: "
<< sha1_hex << " \"" << name << "\""
<< std::endl;
// Update cache (unless we just loaded the file from the cache)
if (!is_from_cache)
m_media_cache.update(sha1_hex, data);
return true;
}
/*
Minetest Hashset File Format
All values are stored in big-endian byte order.
[u32] signature: 'MTHS'
[u16] version: 1
For each hash in set:
[u8*20] SHA1 hash
Version changes:
1 - Initial version
*/
std::string ClientMediaDownloader::serializeRequiredHashSet()
{
std::ostringstream os(std::ios::binary);
writeU32(os, MTHASHSET_FILE_SIGNATURE); // signature
writeU16(os, 1); // version
// Write list of hashes of files that have not been
// received (found in cache) yet
for (std::map<std::string, FileStatus*>::iterator
it = m_files.begin();
it != m_files.end(); ++it) {
if (!it->second->received) {
FATAL_ERROR_IF(it->second->sha1.size() != 20, "Invalid SHA1 size");
os << it->second->sha1;
}
}
return os.str();
}
void ClientMediaDownloader::deSerializeHashSet(const std::string &data,
std::set<std::string> &result)
{
if (data.size() < 6 || data.size() % 20 != 6) {
throw SerializationError(
"ClientMediaDownloader::deSerializeHashSet: "
"invalid hash set file size");
}
const u8 *data_cstr = (const u8*) data.c_str();
u32 signature = readU32(&data_cstr[0]);
if (signature != MTHASHSET_FILE_SIGNATURE) {
throw SerializationError(
"ClientMediaDownloader::deSerializeHashSet: "
"invalid hash set file signature");
}
u16 version = readU16(&data_cstr[4]);
if (version != 1) {
throw SerializationError(
"ClientMediaDownloader::deSerializeHashSet: "
"unsupported hash set file version");
}
for (u32 pos = 6; pos < data.size(); pos += 20) {
result.insert(data.substr(pos, 20));
}
}

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/*
Minetest
Copyright (C) 2013 celeron55, Perttu Ahola <celeron55@gmail.com>
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.
*/
#pragma once
#include "irrlichttypes.h"
#include "filecache.h"
#include <ostream>
#include <map>
#include <set>
#include <vector>
#include <unordered_map>
class Client;
struct HTTPFetchResult;
#define MTHASHSET_FILE_SIGNATURE 0x4d544853 // 'MTHS'
#define MTHASHSET_FILE_NAME "index.mth"
class ClientMediaDownloader
{
public:
ClientMediaDownloader();
~ClientMediaDownloader();
float getProgress() const {
if (m_uncached_count >= 1)
return 1.0f * m_uncached_received_count /
m_uncached_count;
return 0.0f;
}
bool isStarted() const {
return m_initial_step_done;
}
// If this returns true, the downloader is done and can be deleted
bool isDone() const {
return m_initial_step_done &&
m_uncached_received_count == m_uncached_count;
}
// Add a file to the list of required file (but don't fetch it yet)
void addFile(const std::string &name, const std::string &sha1);
// Add a remote server to the list; ignored if not built with cURL
void addRemoteServer(const std::string &baseurl);
// Steps the media downloader:
// - May load media into client by calling client->loadMedia()
// - May check media cache for files
// - May add files to media cache
// - May start remote transfers by calling httpfetch_async
// - May check for completion of current remote transfers
// - May start conventional transfers by calling client->request_media()
// - May inform server that all media has been loaded
// by calling client->received_media()
// After step has been called once, don't call addFile/addRemoteServer.
void step(Client *client);
// Must be called for each file received through TOCLIENT_MEDIA
void conventionalTransferDone(
const std::string &name,
const std::string &data,
Client *client);
private:
struct FileStatus {
bool received;
std::string sha1;
s32 current_remote;
std::vector<s32> available_remotes;
};
struct RemoteServerStatus {
std::string baseurl;
s32 active_count;
bool request_by_filename;
};
void initialStep(Client *client);
void remoteHashSetReceived(const HTTPFetchResult &fetch_result);
void remoteMediaReceived(const HTTPFetchResult &fetch_result,
Client *client);
s32 selectRemoteServer(FileStatus *filestatus);
void startRemoteMediaTransfers();
void startConventionalTransfers(Client *client);
bool checkAndLoad(const std::string &name, const std::string &sha1,
const std::string &data, bool is_from_cache,
Client *client);
std::string serializeRequiredHashSet();
static void deSerializeHashSet(const std::string &data,
std::set<std::string> &result);
// Maps filename to file status
std::map<std::string, FileStatus*> m_files;
// Array of remote media servers
std::vector<RemoteServerStatus*> m_remotes;
// Filesystem-based media cache
FileCache m_media_cache;
// Has an attempt been made to load media files from the file cache?
// Have hash sets been requested from remote servers?
bool m_initial_step_done = false;
// Total number of media files to load
s32 m_uncached_count = 0;
// Number of media files that have been received
s32 m_uncached_received_count = 0;
// Status of remote transfers
unsigned long m_httpfetch_caller;
unsigned long m_httpfetch_next_id = 0;
long m_httpfetch_timeout = 0;
s32 m_httpfetch_active = 0;
s32 m_httpfetch_active_limit = 0;
s32 m_outstanding_hash_sets = 0;
std::unordered_map<unsigned long, std::string> m_remote_file_transfers;
// All files up to this name have either been received from a
// remote server or failed on all remote servers, so those files
// don't need to be looked at again
// (use m_files.upper_bound(m_name_bound) to get an iterator)
std::string m_name_bound = "";
};

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/*
Minetest
Copyright (C) 2010-2013 celeron55, Perttu Ahola <celeron55@gmail.com>
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 "clientobject.h"
#include "debug.h"
#include "porting.h"
/*
ClientActiveObject
*/
ClientActiveObject::ClientActiveObject(u16 id, Client *client,
ClientEnvironment *env):
ActiveObject(id),
m_client(client),
m_env(env)
{
}
ClientActiveObject::~ClientActiveObject()
{
removeFromScene(true);
}
ClientActiveObject* ClientActiveObject::create(ActiveObjectType type,
Client *client, ClientEnvironment *env)
{
// Find factory function
auto n = m_types.find(type);
if (n == m_types.end()) {
// If factory is not found, just return.
warningstream << "ClientActiveObject: No factory for type="
<< (int)type << std::endl;
return NULL;
}
Factory f = n->second;
ClientActiveObject *object = (*f)(client, env);
return object;
}
void ClientActiveObject::registerType(u16 type, Factory f)
{
auto n = m_types.find(type);
if (n != m_types.end())
return;
m_types[type] = f;
}

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/*
Minetest
Copyright (C) 2010-2013 celeron55, Perttu Ahola <celeron55@gmail.com>
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.
*/
#pragma once
#include "irrlichttypes_extrabloated.h"
#include "activeobject.h"
#include <unordered_map>
class ClientEnvironment;
class ITextureSource;
class Client;
class IGameDef;
class LocalPlayer;
struct ItemStack;
class WieldMeshSceneNode;
class ClientActiveObject : public ActiveObject
{
public:
ClientActiveObject(u16 id, Client *client, ClientEnvironment *env);
virtual ~ClientActiveObject();
virtual void addToScene(ITextureSource *tsrc) {};
virtual void removeFromScene(bool permanent) {}
// 0 <= light_at_pos <= LIGHT_SUN
virtual void updateLight(u8 light_at_pos){}
virtual void updateLightNoCheck(u8 light_at_pos){}
virtual v3s16 getLightPosition(){return v3s16(0,0,0);}
virtual bool getCollisionBox(aabb3f *toset) const { return false; }
virtual bool getSelectionBox(aabb3f *toset) const { return false; }
virtual bool collideWithObjects() const { return false; }
virtual v3f getPosition(){ return v3f(0,0,0); }
virtual float getYaw() const { return 0; }
virtual scene::ISceneNode *getSceneNode() { return NULL; }
virtual scene::IAnimatedMeshSceneNode *getAnimatedMeshSceneNode() { return NULL; }
virtual bool isLocalPlayer() const {return false;}
virtual ClientActiveObject *getParent() const { return nullptr; };
virtual void setAttachments() {}
virtual bool doShowSelectionBox(){return true;}
// Step object in time
virtual void step(float dtime, ClientEnvironment *env){}
// Process a message sent by the server side object
virtual void processMessage(const std::string &data){}
virtual std::string infoText() {return "";}
virtual std::string debugInfoText() {return "";}
/*
This takes the return value of
ServerActiveObject::getClientInitializationData
*/
virtual void initialize(const std::string &data){}
// Create a certain type of ClientActiveObject
static ClientActiveObject* create(ActiveObjectType type, Client *client,
ClientEnvironment *env);
// If returns true, punch will not be sent to the server
virtual bool directReportPunch(v3f dir, const ItemStack *punchitem=NULL,
float time_from_last_punch=1000000)
{ return false; }
protected:
// Used for creating objects based on type
typedef ClientActiveObject* (*Factory)(Client *client, ClientEnvironment *env);
static void registerType(u16 type, Factory f);
Client *m_client;
ClientEnvironment *m_env;
private:
// Used for creating objects based on type
static std::unordered_map<u16, Factory> m_types;
};
struct DistanceSortedActiveObject
{
ClientActiveObject *obj;
f32 d;
DistanceSortedActiveObject(ClientActiveObject *a_obj, f32 a_d)
{
obj = a_obj;
d = a_d;
}
bool operator < (const DistanceSortedActiveObject &other) const
{
return d < other.d;
}
};

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/*
Minetest
Copyright (C) 2010-2013 celeron55, Perttu Ahola <celeron55@gmail.com>
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 "client/renderingengine.h"
#include "clouds.h"
#include "noise.h"
#include "constants.h"
#include "debug.h"
#include "profiler.h"
#include "settings.h"
#include <cmath>
// Menu clouds are created later
class Clouds;
Clouds *g_menuclouds = NULL;
irr::scene::ISceneManager *g_menucloudsmgr = NULL;
// Constant for now
static constexpr const float cloud_size = BS * 64.0f;
static void cloud_3d_setting_changed(const std::string &settingname, void *data)
{
((Clouds *)data)->readSettings();
}
Clouds::Clouds(scene::ISceneManager* mgr,
s32 id,
u32 seed
):
scene::ISceneNode(mgr->getRootSceneNode(), mgr, id),
m_seed(seed)
{
m_material.setFlag(video::EMF_LIGHTING, false);
//m_material.setFlag(video::EMF_BACK_FACE_CULLING, false);
m_material.setFlag(video::EMF_BACK_FACE_CULLING, true);
m_material.setFlag(video::EMF_BILINEAR_FILTER, false);
m_material.setFlag(video::EMF_FOG_ENABLE, true);
m_material.setFlag(video::EMF_ANTI_ALIASING, true);
//m_material.MaterialType = video::EMT_TRANSPARENT_VERTEX_ALPHA;
m_material.MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL;
m_params.height = 120;
m_params.density = 0.4f;
m_params.thickness = 16.0f;
m_params.color_bright = video::SColor(229, 240, 240, 255);
m_params.color_ambient = video::SColor(255, 0, 0, 0);
m_params.speed = v2f(0.0f, -2.0f);
readSettings();
g_settings->registerChangedCallback("enable_3d_clouds",
&cloud_3d_setting_changed, this);
updateBox();
}
Clouds::~Clouds()
{
g_settings->deregisterChangedCallback("enable_3d_clouds",
&cloud_3d_setting_changed, this);
}
void Clouds::OnRegisterSceneNode()
{
if(IsVisible)
{
SceneManager->registerNodeForRendering(this, scene::ESNRP_TRANSPARENT);
//SceneManager->registerNodeForRendering(this, scene::ESNRP_SOLID);
}
ISceneNode::OnRegisterSceneNode();
}
void Clouds::render()
{
if (m_params.density <= 0.0f)
return; // no need to do anything
video::IVideoDriver* driver = SceneManager->getVideoDriver();
if(SceneManager->getSceneNodeRenderPass() != scene::ESNRP_TRANSPARENT)
//if(SceneManager->getSceneNodeRenderPass() != scene::ESNRP_SOLID)
return;
ScopeProfiler sp(g_profiler, "Rendering of clouds, avg", SPT_AVG);
int num_faces_to_draw = m_enable_3d ? 6 : 1;
m_material.setFlag(video::EMF_BACK_FACE_CULLING, m_enable_3d);
driver->setTransform(video::ETS_WORLD, AbsoluteTransformation);
driver->setMaterial(m_material);
/*
Clouds move from Z+ towards Z-
*/
const float cloud_full_radius = cloud_size * m_cloud_radius_i;
v2f camera_pos_2d(m_camera_pos.X, m_camera_pos.Z);
// Position of cloud noise origin from the camera
v2f cloud_origin_from_camera_f = m_origin - camera_pos_2d;
// The center point of drawing in the noise
v2f center_of_drawing_in_noise_f = -cloud_origin_from_camera_f;
// The integer center point of drawing in the noise
v2s16 center_of_drawing_in_noise_i(
std::floor(center_of_drawing_in_noise_f.X / cloud_size),
std::floor(center_of_drawing_in_noise_f.Y / cloud_size)
);
// The world position of the integer center point of drawing in the noise
v2f world_center_of_drawing_in_noise_f = v2f(
center_of_drawing_in_noise_i.X * cloud_size,
center_of_drawing_in_noise_i.Y * cloud_size
) + m_origin;
/*video::SColor c_top(128,b*240,b*240,b*255);
video::SColor c_side_1(128,b*230,b*230,b*255);
video::SColor c_side_2(128,b*220,b*220,b*245);
video::SColor c_bottom(128,b*205,b*205,b*230);*/
video::SColorf c_top_f(m_color);
video::SColorf c_side_1_f(m_color);
video::SColorf c_side_2_f(m_color);
video::SColorf c_bottom_f(m_color);
c_side_1_f.r *= 0.95;
c_side_1_f.g *= 0.95;
c_side_1_f.b *= 0.95;
c_side_2_f.r *= 0.90;
c_side_2_f.g *= 0.90;
c_side_2_f.b *= 0.90;
c_bottom_f.r *= 0.80;
c_bottom_f.g *= 0.80;
c_bottom_f.b *= 0.80;
video::SColor c_top = c_top_f.toSColor();
video::SColor c_side_1 = c_side_1_f.toSColor();
video::SColor c_side_2 = c_side_2_f.toSColor();
video::SColor c_bottom = c_bottom_f.toSColor();
// Get fog parameters for setting them back later
video::SColor fog_color(0,0,0,0);
video::E_FOG_TYPE fog_type = video::EFT_FOG_LINEAR;
f32 fog_start = 0;
f32 fog_end = 0;
f32 fog_density = 0;
bool fog_pixelfog = false;
bool fog_rangefog = false;
driver->getFog(fog_color, fog_type, fog_start, fog_end, fog_density,
fog_pixelfog, fog_rangefog);
// Set our own fog
driver->setFog(fog_color, fog_type, cloud_full_radius * 0.5,
cloud_full_radius*1.2, fog_density, fog_pixelfog, fog_rangefog);
// Read noise
bool *grid = new bool[m_cloud_radius_i * 2 * m_cloud_radius_i * 2];
for(s16 zi = -m_cloud_radius_i; zi < m_cloud_radius_i; zi++) {
u32 si = (zi + m_cloud_radius_i) * m_cloud_radius_i * 2 + m_cloud_radius_i;
for (s16 xi = -m_cloud_radius_i; xi < m_cloud_radius_i; xi++) {
u32 i = si + xi;
grid[i] = gridFilled(
xi + center_of_drawing_in_noise_i.X,
zi + center_of_drawing_in_noise_i.Y
);
}
}
#define GETINDEX(x, z, radius) (((z)+(radius))*(radius)*2 + (x)+(radius))
#define INAREA(x, z, radius) \
((x) >= -(radius) && (x) < (radius) && (z) >= -(radius) && (z) < (radius))
for (s16 zi0= -m_cloud_radius_i; zi0 < m_cloud_radius_i; zi0++)
for (s16 xi0= -m_cloud_radius_i; xi0 < m_cloud_radius_i; xi0++)
{
s16 zi = zi0;
s16 xi = xi0;
// Draw from front to back (needed for transparency)
/*if(zi <= 0)
zi = -m_cloud_radius_i - zi;
if(xi <= 0)
xi = -m_cloud_radius_i - xi;*/
// Draw from back to front
if(zi >= 0)
zi = m_cloud_radius_i - zi - 1;
if(xi >= 0)
xi = m_cloud_radius_i - xi - 1;
u32 i = GETINDEX(xi, zi, m_cloud_radius_i);
if (!grid[i])
continue;
v2f p0 = v2f(xi,zi)*cloud_size + world_center_of_drawing_in_noise_f;
video::S3DVertex v[4] = {
video::S3DVertex(0,0,0, 0,0,0, c_top, 0, 1),
video::S3DVertex(0,0,0, 0,0,0, c_top, 1, 1),
video::S3DVertex(0,0,0, 0,0,0, c_top, 1, 0),
video::S3DVertex(0,0,0, 0,0,0, c_top, 0, 0)
};
/*if(zi <= 0 && xi <= 0){
v[0].Color.setBlue(255);
v[1].Color.setBlue(255);
v[2].Color.setBlue(255);
v[3].Color.setBlue(255);
}*/
f32 rx = cloud_size / 2.0f;
// if clouds are flat, the top layer should be at the given height
f32 ry = m_enable_3d ? m_params.thickness * BS : 0.0f;
f32 rz = cloud_size / 2;
for(int i=0; i<num_faces_to_draw; i++)
{
switch(i)
{
case 0: // top
for (video::S3DVertex &vertex : v) {
vertex.Normal.set(0,1,0);
}
v[0].Pos.set(-rx, ry,-rz);
v[1].Pos.set(-rx, ry, rz);
v[2].Pos.set( rx, ry, rz);
v[3].Pos.set( rx, ry,-rz);
break;
case 1: // back
if (INAREA(xi, zi - 1, m_cloud_radius_i)) {
u32 j = GETINDEX(xi, zi - 1, m_cloud_radius_i);
if(grid[j])
continue;
}
for (video::S3DVertex &vertex : v) {
vertex.Color = c_side_1;
vertex.Normal.set(0,0,-1);
}
v[0].Pos.set(-rx, ry,-rz);
v[1].Pos.set( rx, ry,-rz);
v[2].Pos.set( rx, 0,-rz);
v[3].Pos.set(-rx, 0,-rz);
break;
case 2: //right
if (INAREA(xi + 1, zi, m_cloud_radius_i)) {
u32 j = GETINDEX(xi+1, zi, m_cloud_radius_i);
if(grid[j])
continue;
}
for (video::S3DVertex &vertex : v) {
vertex.Color = c_side_2;
vertex.Normal.set(1,0,0);
}
v[0].Pos.set( rx, ry,-rz);
v[1].Pos.set( rx, ry, rz);
v[2].Pos.set( rx, 0, rz);
v[3].Pos.set( rx, 0,-rz);
break;
case 3: // front
if (INAREA(xi, zi + 1, m_cloud_radius_i)) {
u32 j = GETINDEX(xi, zi + 1, m_cloud_radius_i);
if(grid[j])
continue;
}
for (video::S3DVertex &vertex : v) {
vertex.Color = c_side_1;
vertex.Normal.set(0,0,-1);
}
v[0].Pos.set( rx, ry, rz);
v[1].Pos.set(-rx, ry, rz);
v[2].Pos.set(-rx, 0, rz);
v[3].Pos.set( rx, 0, rz);
break;
case 4: // left
if (INAREA(xi-1, zi, m_cloud_radius_i)) {
u32 j = GETINDEX(xi-1, zi, m_cloud_radius_i);
if(grid[j])
continue;
}
for (video::S3DVertex &vertex : v) {
vertex.Color = c_side_2;
vertex.Normal.set(-1,0,0);
}
v[0].Pos.set(-rx, ry, rz);
v[1].Pos.set(-rx, ry,-rz);
v[2].Pos.set(-rx, 0,-rz);
v[3].Pos.set(-rx, 0, rz);
break;
case 5: // bottom
for (video::S3DVertex &vertex : v) {
vertex.Color = c_bottom;
vertex.Normal.set(0,-1,0);
}
v[0].Pos.set( rx, 0, rz);
v[1].Pos.set(-rx, 0, rz);
v[2].Pos.set(-rx, 0,-rz);
v[3].Pos.set( rx, 0,-rz);
break;
}
v3f pos(p0.X, m_params.height * BS, p0.Y);
pos -= intToFloat(m_camera_offset, BS);
for (video::S3DVertex &vertex : v)
vertex.Pos += pos;
u16 indices[] = {0,1,2,2,3,0};
driver->drawVertexPrimitiveList(v, 4, indices, 2,
video::EVT_STANDARD, scene::EPT_TRIANGLES, video::EIT_16BIT);
}
}
delete[] grid;
// Restore fog settings
driver->setFog(fog_color, fog_type, fog_start, fog_end, fog_density,
fog_pixelfog, fog_rangefog);
}
void Clouds::step(float dtime)
{
m_origin = m_origin + dtime * BS * m_params.speed;
}
void Clouds::update(const v3f &camera_p, const video::SColorf &color_diffuse)
{
m_camera_pos = camera_p;
m_color.r = MYMIN(MYMAX(color_diffuse.r * m_params.color_bright.getRed(),
m_params.color_ambient.getRed()), 255) / 255.0f;
m_color.g = MYMIN(MYMAX(color_diffuse.g * m_params.color_bright.getGreen(),
m_params.color_ambient.getGreen()), 255) / 255.0f;
m_color.b = MYMIN(MYMAX(color_diffuse.b * m_params.color_bright.getBlue(),
m_params.color_ambient.getBlue()), 255) / 255.0f;
m_color.a = m_params.color_bright.getAlpha() / 255.0f;
// is the camera inside the cloud mesh?
m_camera_inside_cloud = false; // default
if (m_enable_3d) {
float camera_height = camera_p.Y;
if (camera_height >= m_box.MinEdge.Y &&
camera_height <= m_box.MaxEdge.Y) {
v2f camera_in_noise;
camera_in_noise.X = floor((camera_p.X - m_origin.X) / cloud_size + 0.5);
camera_in_noise.Y = floor((camera_p.Z - m_origin.Y) / cloud_size + 0.5);
bool filled = gridFilled(camera_in_noise.X, camera_in_noise.Y);
m_camera_inside_cloud = filled;
}
}
}
void Clouds::readSettings()
{
m_cloud_radius_i = g_settings->getU16("cloud_radius");
m_enable_3d = g_settings->getBool("enable_3d_clouds");
}
bool Clouds::gridFilled(int x, int y) const
{
float cloud_size_noise = cloud_size / (BS * 200.f);
float noise = noise2d_perlin(
(float)x * cloud_size_noise,
(float)y * cloud_size_noise,
m_seed, 3, 0.5);
// normalize to 0..1 (given 3 octaves)
static constexpr const float noise_bound = 1.0f + 0.5f + 0.25f;
float density = noise / noise_bound * 0.5f + 0.5f;
return (density < m_params.density);
}

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/*
Minetest
Copyright (C) 2010-2013 celeron55, Perttu Ahola <celeron55@gmail.com>
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.
*/
#pragma once
#include "irrlichttypes_extrabloated.h"
#include <iostream>
#include "constants.h"
#include "cloudparams.h"
// Menu clouds
class Clouds;
extern Clouds *g_menuclouds;
// Scene manager used for menu clouds
namespace irr{namespace scene{class ISceneManager;}}
extern irr::scene::ISceneManager *g_menucloudsmgr;
class Clouds : public scene::ISceneNode
{
public:
Clouds(scene::ISceneManager* mgr,
s32 id,
u32 seed
);
~Clouds();
/*
ISceneNode methods
*/
virtual void OnRegisterSceneNode();
virtual void render();
virtual const aabb3f &getBoundingBox() const
{
return m_box;
}
virtual u32 getMaterialCount() const
{
return 1;
}
virtual video::SMaterial& getMaterial(u32 i)
{
return m_material;
}
/*
Other stuff
*/
void step(float dtime);
void update(const v3f &camera_p, const video::SColorf &color);
void updateCameraOffset(const v3s16 &camera_offset)
{
m_camera_offset = camera_offset;
updateBox();
}
void readSettings();
void setDensity(float density)
{
m_params.density = density;
// currently does not need bounding
}
void setColorBright(const video::SColor &color_bright)
{
m_params.color_bright = color_bright;
}
void setColorAmbient(const video::SColor &color_ambient)
{
m_params.color_ambient = color_ambient;
}
void setHeight(float height)
{
m_params.height = height; // add bounding when necessary
updateBox();
}
void setSpeed(v2f speed)
{
m_params.speed = speed;
}
void setThickness(float thickness)
{
m_params.thickness = thickness;
updateBox();
}
bool isCameraInsideCloud() const { return m_camera_inside_cloud; }
const video::SColor getColor() const { return m_color.toSColor(); }
private:
void updateBox()
{
float height_bs = m_params.height * BS;
float thickness_bs = m_params.thickness * BS;
m_box = aabb3f(-BS * 1000000.0f, height_bs - BS * m_camera_offset.Y, -BS * 1000000.0f,
BS * 1000000.0f, height_bs + thickness_bs - BS * m_camera_offset.Y, BS * 1000000.0f);
}
bool gridFilled(int x, int y) const;
video::SMaterial m_material;
aabb3f m_box;
u16 m_cloud_radius_i;
bool m_enable_3d;
u32 m_seed;
v3f m_camera_pos;
v2f m_origin;
v3s16 m_camera_offset;
video::SColorf m_color = video::SColorf(1.0f, 1.0f, 1.0f, 1.0f);
CloudParams m_params;
bool m_camera_inside_cloud = false;
};

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/*
Minetest
Copyright (C) 2010-2013 celeron55, Perttu Ahola <celeron55@gmail.com>
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.
*/
#pragma once
#include <map>
#include "irrlichttypes_extrabloated.h"
#include "clientobject.h"
#include "object_properties.h"
#include "itemgroup.h"
#include "constants.h"
class Camera;
class Client;
struct Nametag;
/*
SmoothTranslator
*/
template<typename T>
struct SmoothTranslator
{
T val_old;
T val_current;
T val_target;
f32 anim_time = 0;
f32 anim_time_counter = 0;
bool aim_is_end = true;
SmoothTranslator() = default;
void init(T current);
void update(T new_target, bool is_end_position = false,
float update_interval = -1);
void translate(f32 dtime);
};
struct SmoothTranslatorWrapped : SmoothTranslator<f32>
{
void translate(f32 dtime);
};
struct SmoothTranslatorWrappedv3f : SmoothTranslator<v3f>
{
void translate(f32 dtime);
};
class GenericCAO : public ClientActiveObject
{
private:
// Only set at initialization
std::string m_name = "";
bool m_is_player = false;
bool m_is_local_player = false;
// Property-ish things
ObjectProperties m_prop;
//
scene::ISceneManager *m_smgr = nullptr;
Client *m_client = nullptr;
aabb3f m_selection_box = aabb3f(-BS/3.,-BS/3.,-BS/3., BS/3.,BS/3.,BS/3.);
scene::IMeshSceneNode *m_meshnode = nullptr;
scene::IAnimatedMeshSceneNode *m_animated_meshnode = nullptr;
WieldMeshSceneNode *m_wield_meshnode = nullptr;
scene::IBillboardSceneNode *m_spritenode = nullptr;
Nametag *m_nametag = nullptr;
v3f m_position = v3f(0.0f, 10.0f * BS, 0);
v3f m_velocity;
v3f m_acceleration;
v3f m_rotation;
s16 m_hp = 1;
SmoothTranslator<v3f> pos_translator;
SmoothTranslatorWrappedv3f rot_translator;
// Spritesheet/animation stuff
v2f m_tx_size = v2f(1,1);
v2s16 m_tx_basepos;
bool m_initial_tx_basepos_set = false;
bool m_tx_select_horiz_by_yawpitch = false;
v2s32 m_animation_range;
float m_animation_speed = 15.0f;
float m_animation_blend = 0.0f;
bool m_animation_loop = true;
// stores position and rotation for each bone name
std::unordered_map<std::string, core::vector2d<v3f>> m_bone_position;
std::string m_attachment_bone = "";
v3f m_attachment_position;
v3f m_attachment_rotation;
bool m_attached_to_local = false;
int m_anim_frame = 0;
int m_anim_num_frames = 1;
float m_anim_framelength = 0.2f;
float m_anim_timer = 0.0f;
ItemGroupList m_armor_groups;
float m_reset_textures_timer = -1.0f;
// stores texture modifier before punch update
std::string m_previous_texture_modifier = "";
// last applied texture modifier
std::string m_current_texture_modifier = "";
bool m_visuals_expired = false;
float m_step_distance_counter = 0.0f;
u8 m_last_light = 255;
bool m_is_visible = false;
s8 m_glow = 0;
std::vector<u16> m_children;
public:
GenericCAO(Client *client, ClientEnvironment *env);
~GenericCAO();
static ClientActiveObject* create(Client *client, ClientEnvironment *env)
{
return new GenericCAO(client, env);
}
inline ActiveObjectType getType() const
{
return ACTIVEOBJECT_TYPE_GENERIC;
}
inline const ItemGroupList &getGroups() const
{
return m_armor_groups;
}
void initialize(const std::string &data);
void processInitData(const std::string &data);
bool getCollisionBox(aabb3f *toset) const;
bool collideWithObjects() const;
virtual bool getSelectionBox(aabb3f *toset) const;
v3f getPosition();
inline const v3f &getRotation()
{
return m_rotation;
}
const bool isImmortal();
scene::ISceneNode *getSceneNode();
scene::IAnimatedMeshSceneNode *getAnimatedMeshSceneNode();
inline f32 getStepHeight() const
{
return m_prop.stepheight;
}
inline bool isLocalPlayer() const
{
return m_is_local_player;
}
inline bool isVisible() const
{
return m_is_visible;
}
inline void setVisible(bool toset)
{
m_is_visible = toset;
}
void setChildrenVisible(bool toset);
ClientActiveObject *getParent() const;
void setAttachments();
void removeFromScene(bool permanent);
void addToScene(ITextureSource *tsrc);
inline void expireVisuals()
{
m_visuals_expired = true;
}
void updateLight(u8 light_at_pos);
void updateLightNoCheck(u8 light_at_pos);
v3s16 getLightPosition();
void updateNodePos();
void step(float dtime, ClientEnvironment *env);
void updateTexturePos();
// std::string copy is mandatory as mod can be a class member and there is a swap
// on those class members... do NOT pass by reference
void updateTextures(std::string mod);
void updateAnimation();
void updateAnimationSpeed();
void updateBonePosition();
void updateAttachments();
void processMessage(const std::string &data);
bool directReportPunch(v3f dir, const ItemStack *punchitem=NULL,
float time_from_last_punch=1000000);
std::string debugInfoText();
std::string infoText()
{
return m_prop.infotext;
}
};

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/*
Minetest
Copyright (C) 2013 celeron55, Perttu Ahola <celeron55@gmail.com>
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 "content_cso.h"
#include <IBillboardSceneNode.h>
#include "client/tile.h"
#include "clientenvironment.h"
#include "client.h"
#include "map.h"
class SmokePuffCSO: public ClientSimpleObject
{
float m_age = 0.0f;
scene::IBillboardSceneNode *m_spritenode = nullptr;
public:
SmokePuffCSO(scene::ISceneManager *smgr,
ClientEnvironment *env, const v3f &pos, const v2f &size)
{
infostream<<"SmokePuffCSO: constructing"<<std::endl;
m_spritenode = smgr->addBillboardSceneNode(
NULL, v2f(1,1), pos, -1);
m_spritenode->setMaterialTexture(0,
env->getGameDef()->tsrc()->getTextureForMesh("smoke_puff.png"));
m_spritenode->setMaterialFlag(video::EMF_LIGHTING, false);
m_spritenode->setMaterialFlag(video::EMF_BILINEAR_FILTER, false);
//m_spritenode->setMaterialType(video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF);
m_spritenode->setMaterialType(video::EMT_TRANSPARENT_ALPHA_CHANNEL);
m_spritenode->setMaterialFlag(video::EMF_FOG_ENABLE, true);
m_spritenode->setColor(video::SColor(255,0,0,0));
m_spritenode->setVisible(true);
m_spritenode->setSize(size);
/* Update brightness */
u8 light;
bool pos_ok;
MapNode n = env->getMap().getNodeNoEx(floatToInt(pos, BS), &pos_ok);
light = pos_ok ? decode_light(n.getLightBlend(env->getDayNightRatio(),
env->getGameDef()->ndef()))
: 64;
video::SColor color(255,light,light,light);
m_spritenode->setColor(color);
}
virtual ~SmokePuffCSO()
{
infostream<<"SmokePuffCSO: destructing"<<std::endl;
m_spritenode->remove();
}
void step(float dtime)
{
m_age += dtime;
if(m_age > 1.0){
m_to_be_removed = true;
}
}
};
ClientSimpleObject* createSmokePuff(scene::ISceneManager *smgr,
ClientEnvironment *env, v3f pos, v2f size)
{
return new SmokePuffCSO(smgr, env, pos, size);
}

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/*
Minetest
Copyright (C) 2013 celeron55, Perttu Ahola <celeron55@gmail.com>
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.
*/
#pragma once
#include "irrlichttypes_extrabloated.h"
#include "clientsimpleobject.h"
ClientSimpleObject* createSmokePuff(scene::ISceneManager *smgr,
ClientEnvironment *env, v3f pos, v2f size);

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/*
Minetest
Copyright (C) 2010-2013 celeron55, Perttu Ahola <celeron55@gmail.com>
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.
*/
#pragma once
#include "nodedef.h"
#include <IMeshManipulator.h>
struct MeshMakeData;
struct MeshCollector;
struct LightPair {
u8 lightDay;
u8 lightNight;
LightPair() = default;
explicit LightPair(u16 value) : lightDay(value & 0xff), lightNight(value >> 8) {}
LightPair(u8 valueA, u8 valueB) : lightDay(valueA), lightNight(valueB) {}
LightPair(float valueA, float valueB) :
lightDay(core::clamp(core::round32(valueA), 0, 255)),
lightNight(core::clamp(core::round32(valueB), 0, 255)) {}
operator u16() const { return lightDay | lightNight << 8; }
};
struct LightInfo {
float light_day;
float light_night;
float light_boosted;
LightPair getPair(float sunlight_boost = 0.0) const
{
return LightPair(
(1 - sunlight_boost) * light_day
+ sunlight_boost * light_boosted,
light_night);
}
};
struct LightFrame {
f32 lightsDay[8];
f32 lightsNight[8];
bool sunlight[8];
};
class MapblockMeshGenerator
{
public:
MeshMakeData *data;
MeshCollector *collector;
const NodeDefManager *nodedef;
scene::IMeshManipulator *meshmanip;
// options
bool enable_mesh_cache;
// current node
v3s16 blockpos_nodes;
v3s16 p;
v3f origin;
MapNode n;
const ContentFeatures *f;
LightPair light;
LightFrame frame;
video::SColor color;
TileSpec tile;
float scale;
// lighting
void getSmoothLightFrame();
LightInfo blendLight(const v3f &vertex_pos);
video::SColor blendLightColor(const v3f &vertex_pos);
video::SColor blendLightColor(const v3f &vertex_pos, const v3f &vertex_normal);
void useTile(int index = 0, u8 set_flags = MATERIAL_FLAG_CRACK_OVERLAY,
u8 reset_flags = 0, bool special = false);
void getTile(int index, TileSpec *tile);
void getTile(v3s16 direction, TileSpec *tile);
void getSpecialTile(int index, TileSpec *tile, bool apply_crack = false);
// face drawing
void drawQuad(v3f *vertices, const v3s16 &normal = v3s16(0, 0, 0),
float vertical_tiling = 1.0);
// cuboid drawing!
void drawCuboid(const aabb3f &box, TileSpec *tiles, int tilecount,
const LightInfo *lights , const f32 *txc);
void generateCuboidTextureCoords(aabb3f const &box, f32 *coords);
void drawAutoLightedCuboid(aabb3f box, const f32 *txc = NULL,
TileSpec *tiles = NULL, int tile_count = 0);
// liquid-specific
bool top_is_same_liquid;
bool draw_liquid_bottom;
TileSpec tile_liquid;
TileSpec tile_liquid_top;
content_t c_flowing;
content_t c_source;
video::SColor color_liquid_top;
struct NeighborData {
f32 level;
content_t content;
bool is_same_liquid;
bool top_is_same_liquid;
};
NeighborData liquid_neighbors[3][3];
f32 corner_levels[2][2];
void prepareLiquidNodeDrawing();
void getLiquidNeighborhood();
void calculateCornerLevels();
f32 getCornerLevel(int i, int k);
void drawLiquidSides();
void drawLiquidTop();
void drawLiquidBottom();
// raillike-specific
// name of the group that enables connecting to raillike nodes of different kind
static const std::string raillike_groupname;
int raillike_group;
bool isSameRail(v3s16 dir);
// plantlike-specific
PlantlikeStyle draw_style;
v3f offset;
int rotate_degree;
bool random_offset_Y;
int face_num;
float plant_height;
void drawPlantlikeQuad(float rotation, float quad_offset = 0,
bool offset_top_only = false);
void drawPlantlike();
// firelike-specific
void drawFirelikeQuad(float rotation, float opening_angle,
float offset_h, float offset_v = 0.0);
// drawtypes
void drawLiquidNode();
void drawGlasslikeNode();
void drawGlasslikeFramedNode();
void drawAllfacesNode();
void drawTorchlikeNode();
void drawSignlikeNode();
void drawPlantlikeNode();
void drawPlantlikeRootedNode();
void drawFirelikeNode();
void drawFencelikeNode();
void drawRaillikeNode();
void drawNodeboxNode();
void drawMeshNode();
// common
void errorUnknownDrawtype();
void drawNode();
public:
MapblockMeshGenerator(MeshMakeData *input, MeshCollector *output);
void generate();
void renderSingle(content_t node);
};

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/*
Minetest
Copyright (C) 2013 celeron55, Perttu Ahola <celeron55@gmail.com>
Copyright (C) 2013 Jonathan Neuschäfer <j.neuschaefer@gmx.net>
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 "filecache.h"
#include "network/networkprotocol.h"
#include "log.h"
#include "filesys.h"
#include <string>
#include <iostream>
#include <fstream>
#include <cstdlib>
bool FileCache::loadByPath(const std::string &path, std::ostream &os)
{
std::ifstream fis(path.c_str(), std::ios_base::binary);
if(!fis.good()){
verbosestream<<"FileCache: File not found in cache: "
<<path<<std::endl;
return false;
}
bool bad = false;
for(;;){
char buf[1024];
fis.read(buf, 1024);
std::streamsize len = fis.gcount();
os.write(buf, len);
if(fis.eof())
break;
if(!fis.good()){
bad = true;
break;
}
}
if(bad){
errorstream<<"FileCache: Failed to read file from cache: \""
<<path<<"\""<<std::endl;
}
return !bad;
}
bool FileCache::updateByPath(const std::string &path, const std::string &data)
{
std::ofstream file(path.c_str(), std::ios_base::binary |
std::ios_base::trunc);
if(!file.good())
{
errorstream<<"FileCache: Can't write to file at "
<<path<<std::endl;
return false;
}
file.write(data.c_str(), data.length());
file.close();
return !file.fail();
}
bool FileCache::update(const std::string &name, const std::string &data)
{
std::string path = m_dir + DIR_DELIM + name;
return updateByPath(path, data);
}
bool FileCache::load(const std::string &name, std::ostream &os)
{
std::string path = m_dir + DIR_DELIM + name;
return loadByPath(path, os);
}

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/*
Minetest
Copyright (C) 2013 celeron55, Perttu Ahola <celeron55@gmail.com>
Copyright (C) 2013 Jonathan Neuschäfer <j.neuschaefer@gmx.net>
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.
*/
#pragma once
#include <iostream>
#include <string>
class FileCache
{
public:
/*
'dir' is the file cache directory to use.
*/
FileCache(const std::string &dir) : m_dir(dir) {}
bool update(const std::string &name, const std::string &data);
bool load(const std::string &name, std::ostream &os);
private:
std::string m_dir;
bool loadByPath(const std::string &path, std::ostream &os);
bool updateByPath(const std::string &path, const std::string &data);
};

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/*
Minetest
Copyright (C) 2010-2014 sapier <sapier at gmx dot net>
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 "fontengine.h"
#include <cmath>
#include "client/renderingengine.h"
#include "config.h"
#include "porting.h"
#include "filesys.h"
#if USE_FREETYPE
#include "gettext.h"
#include "irrlicht_changes/CGUITTFont.h"
#endif
/** maximum size distance for getting a "similar" font size */
#define MAX_FONT_SIZE_OFFSET 10
/** reference to access font engine, has to be initialized by main */
FontEngine* g_fontengine = NULL;
/** callback to be used on change of font size setting */
static void font_setting_changed(const std::string &name, void *userdata)
{
g_fontengine->readSettings();
}
/******************************************************************************/
FontEngine::FontEngine(Settings* main_settings, gui::IGUIEnvironment* env) :
m_settings(main_settings),
m_env(env)
{
for (u32 &i : m_default_size) {
i = (FontMode) FONT_SIZE_UNSPECIFIED;
}
assert(m_settings != NULL); // pre-condition
assert(m_env != NULL); // pre-condition
assert(m_env->getSkin() != NULL); // pre-condition
m_currentMode = FM_Simple;
#if USE_FREETYPE
if (g_settings->getBool("freetype")) {
m_default_size[FM_Standard] = m_settings->getU16("font_size");
m_default_size[FM_Fallback] = m_settings->getU16("fallback_font_size");
m_default_size[FM_Mono] = m_settings->getU16("mono_font_size");
if (is_yes(gettext("needs_fallback_font"))) {
m_currentMode = FM_Fallback;
}
else {
m_currentMode = FM_Standard;
}
}
// having freetype but not using it is quite a strange case so we need to do
// special handling for it
if (m_currentMode == FM_Simple) {
std::stringstream fontsize;
fontsize << DEFAULT_FONT_SIZE;
m_settings->setDefault("font_size", fontsize.str());
m_settings->setDefault("mono_font_size", fontsize.str());
}
#endif
m_default_size[FM_Simple] = m_settings->getU16("font_size");
m_default_size[FM_SimpleMono] = m_settings->getU16("mono_font_size");
updateSkin();
if (m_currentMode == FM_Standard) {
m_settings->registerChangedCallback("font_size", font_setting_changed, NULL);
m_settings->registerChangedCallback("font_path", font_setting_changed, NULL);
m_settings->registerChangedCallback("font_shadow", font_setting_changed, NULL);
m_settings->registerChangedCallback("font_shadow_alpha", font_setting_changed, NULL);
}
else if (m_currentMode == FM_Fallback) {
m_settings->registerChangedCallback("fallback_font_size", font_setting_changed, NULL);
m_settings->registerChangedCallback("fallback_font_path", font_setting_changed, NULL);
m_settings->registerChangedCallback("fallback_font_shadow", font_setting_changed, NULL);
m_settings->registerChangedCallback("fallback_font_shadow_alpha", font_setting_changed, NULL);
}
m_settings->registerChangedCallback("mono_font_path", font_setting_changed, NULL);
m_settings->registerChangedCallback("mono_font_size", font_setting_changed, NULL);
m_settings->registerChangedCallback("screen_dpi", font_setting_changed, NULL);
m_settings->registerChangedCallback("gui_scaling", font_setting_changed, NULL);
}
/******************************************************************************/
FontEngine::~FontEngine()
{
cleanCache();
}
/******************************************************************************/
void FontEngine::cleanCache()
{
for (auto &font_cache_it : m_font_cache) {
for (auto &font_it : font_cache_it) {
font_it.second->drop();
font_it.second = NULL;
}
font_cache_it.clear();
}
}
/******************************************************************************/
irr::gui::IGUIFont* FontEngine::getFont(unsigned int font_size, FontMode mode)
{
if (mode == FM_Unspecified) {
mode = m_currentMode;
}
else if ((mode == FM_Mono) && (m_currentMode == FM_Simple)) {
mode = FM_SimpleMono;
}
if (font_size == FONT_SIZE_UNSPECIFIED) {
font_size = m_default_size[mode];
}
if ((font_size == m_lastSize) && (mode == m_lastMode)) {
return m_lastFont;
}
if (m_font_cache[mode].find(font_size) == m_font_cache[mode].end()) {
initFont(font_size, mode);
}
if (m_font_cache[mode].find(font_size) == m_font_cache[mode].end()) {
return NULL;
}
m_lastSize = font_size;
m_lastMode = mode;
m_lastFont = m_font_cache[mode][font_size];
return m_font_cache[mode][font_size];
}
/******************************************************************************/
unsigned int FontEngine::getTextHeight(unsigned int font_size, FontMode mode)
{
irr::gui::IGUIFont* font = getFont(font_size, mode);
// use current skin font as fallback
if (font == NULL) {
font = m_env->getSkin()->getFont();
}
FATAL_ERROR_IF(font == NULL, "Could not get skin font");
return font->getDimension(L"Some unimportant example String").Height;
}
/******************************************************************************/
unsigned int FontEngine::getTextWidth(const std::wstring& text,
unsigned int font_size, FontMode mode)
{
irr::gui::IGUIFont* font = getFont(font_size, mode);
// use current skin font as fallback
if (font == NULL) {
font = m_env->getSkin()->getFont();
}
FATAL_ERROR_IF(font == NULL, "Could not get font");
return font->getDimension(text.c_str()).Width;
}
/** get line height for a specific font (including empty room between lines) */
unsigned int FontEngine::getLineHeight(unsigned int font_size, FontMode mode)
{
irr::gui::IGUIFont* font = getFont(font_size, mode);
// use current skin font as fallback
if (font == NULL) {
font = m_env->getSkin()->getFont();
}
FATAL_ERROR_IF(font == NULL, "Could not get font");
return font->getDimension(L"Some unimportant example String").Height
+ font->getKerningHeight();
}
/******************************************************************************/
unsigned int FontEngine::getDefaultFontSize()
{
return m_default_size[m_currentMode];
}
/******************************************************************************/
void FontEngine::readSettings()
{
#if USE_FREETYPE
if (g_settings->getBool("freetype")) {
m_default_size[FM_Standard] = m_settings->getU16("font_size");
m_default_size[FM_Fallback] = m_settings->getU16("fallback_font_size");
m_default_size[FM_Mono] = m_settings->getU16("mono_font_size");
if (is_yes(gettext("needs_fallback_font"))) {
m_currentMode = FM_Fallback;
}
else {
m_currentMode = FM_Standard;
}
}
#endif
m_default_size[FM_Simple] = m_settings->getU16("font_size");
m_default_size[FM_SimpleMono] = m_settings->getU16("mono_font_size");
cleanCache();
updateFontCache();
updateSkin();
}
/******************************************************************************/
void FontEngine::updateSkin()
{
gui::IGUIFont *font = getFont();
if (font)
m_env->getSkin()->setFont(font);
else
errorstream << "FontEngine: Default font file: " <<
"\n\t\"" << m_settings->get("font_path") << "\"" <<
"\n\trequired for current screen configuration was not found" <<
" or was invalid file format." <<
"\n\tUsing irrlicht default font." << std::endl;
// If we did fail to create a font our own make irrlicht find a default one
font = m_env->getSkin()->getFont();
FATAL_ERROR_IF(font == NULL, "Could not create/get font");
u32 text_height = font->getDimension(L"Hello, world!").Height;
infostream << "text_height=" << text_height << std::endl;
}
/******************************************************************************/
void FontEngine::updateFontCache()
{
/* the only font to be initialized is default one,
* all others are re-initialized on demand */
initFont(m_default_size[m_currentMode], m_currentMode);
/* reset font quick access */
m_lastMode = FM_Unspecified;
m_lastSize = 0;
m_lastFont = NULL;
}
/******************************************************************************/
void FontEngine::initFont(unsigned int basesize, FontMode mode)
{
std::string font_config_prefix;
if (mode == FM_Unspecified) {
mode = m_currentMode;
}
switch (mode) {
case FM_Standard:
font_config_prefix = "";
break;
case FM_Fallback:
font_config_prefix = "fallback_";
break;
case FM_Mono:
font_config_prefix = "mono_";
if (m_currentMode == FM_Simple)
mode = FM_SimpleMono;
break;
case FM_Simple: /* Fallthrough */
case FM_SimpleMono: /* Fallthrough */
default:
font_config_prefix = "";
}
if (m_font_cache[mode].find(basesize) != m_font_cache[mode].end())
return;
if ((mode == FM_Simple) || (mode == FM_SimpleMono)) {
initSimpleFont(basesize, mode);
return;
}
#if USE_FREETYPE
else {
if (!is_yes(m_settings->get("freetype"))) {
return;
}
u32 size = std::floor(RenderingEngine::getDisplayDensity() *
m_settings->getFloat("gui_scaling") * basesize);
u32 font_shadow = 0;
u32 font_shadow_alpha = 0;
try {
font_shadow =
g_settings->getU16(font_config_prefix + "font_shadow");
} catch (SettingNotFoundException&) {}
try {
font_shadow_alpha =
g_settings->getU16(font_config_prefix + "font_shadow_alpha");
} catch (SettingNotFoundException&) {}
std::string font_path = g_settings->get(font_config_prefix + "font_path");
irr::gui::IGUIFont* font = gui::CGUITTFont::createTTFont(m_env,
font_path.c_str(), size, true, true, font_shadow,
font_shadow_alpha);
if (font) {
m_font_cache[mode][basesize] = font;
return;
}
if (font_config_prefix == "mono_") {
const std::string &mono_font_path = m_settings->getDefault("mono_font_path");
if (font_path != mono_font_path) {
// try original mono font
errorstream << "FontEngine: failed to load custom mono "
"font: " << font_path << ", trying to fall back to "
"original mono font" << std::endl;
font = gui::CGUITTFont::createTTFont(m_env,
mono_font_path.c_str(), size, true, true,
font_shadow, font_shadow_alpha);
if (font) {
m_font_cache[mode][basesize] = font;
return;
}
}
} else {
// try fallback font
errorstream << "FontEngine: failed to load: " << font_path <<
", trying to fall back to fallback font" << std::endl;
font_path = g_settings->get(font_config_prefix + "fallback_font_path");
font = gui::CGUITTFont::createTTFont(m_env,
font_path.c_str(), size, true, true, font_shadow,
font_shadow_alpha);
if (font) {
m_font_cache[mode][basesize] = font;
return;
}
const std::string &fallback_font_path = m_settings->getDefault("fallback_font_path");
if (font_path != fallback_font_path) {
// try original fallback font
errorstream << "FontEngine: failed to load custom fallback "
"font: " << font_path << ", trying to fall back to "
"original fallback font" << std::endl;
font = gui::CGUITTFont::createTTFont(m_env,
fallback_font_path.c_str(), size, true, true,
font_shadow, font_shadow_alpha);
if (font) {
m_font_cache[mode][basesize] = font;
return;
}
}
}
// give up
errorstream << "FontEngine: failed to load freetype font: "
<< font_path << std::endl;
errorstream << "minetest can not continue without a valid font. "
"Please correct the 'font_path' setting or install the font "
"file in the proper location" << std::endl;
abort();
}
#endif
}
/** initialize a font without freetype */
void FontEngine::initSimpleFont(unsigned int basesize, FontMode mode)
{
assert(mode == FM_Simple || mode == FM_SimpleMono); // pre-condition
std::string font_path;
if (mode == FM_Simple) {
font_path = m_settings->get("font_path");
} else {
font_path = m_settings->get("mono_font_path");
}
std::string basename = font_path;
std::string ending = font_path.substr(font_path.length() -4);
if (ending == ".ttf") {
errorstream << "FontEngine: Not trying to open \"" << font_path
<< "\" which seems to be a truetype font." << std::endl;
return;
}
if ((ending == ".xml") || (ending == ".png")) {
basename = font_path.substr(0,font_path.length()-4);
}
if (basesize == FONT_SIZE_UNSPECIFIED)
basesize = DEFAULT_FONT_SIZE;
u32 size = std::floor(
RenderingEngine::getDisplayDensity() *
m_settings->getFloat("gui_scaling") *
basesize);
irr::gui::IGUIFont* font = NULL;
for(unsigned int offset = 0; offset < MAX_FONT_SIZE_OFFSET; offset++) {
// try opening positive offset
std::stringstream fontsize_plus_png;
fontsize_plus_png << basename << "_" << (size + offset) << ".png";
if (fs::PathExists(fontsize_plus_png.str())) {
font = m_env->getFont(fontsize_plus_png.str().c_str());
if (font) {
verbosestream << "FontEngine: found font: " << fontsize_plus_png.str() << std::endl;
break;
}
}
std::stringstream fontsize_plus_xml;
fontsize_plus_xml << basename << "_" << (size + offset) << ".xml";
if (fs::PathExists(fontsize_plus_xml.str())) {
font = m_env->getFont(fontsize_plus_xml.str().c_str());
if (font) {
verbosestream << "FontEngine: found font: " << fontsize_plus_xml.str() << std::endl;
break;
}
}
// try negative offset
std::stringstream fontsize_minus_png;
fontsize_minus_png << basename << "_" << (size - offset) << ".png";
if (fs::PathExists(fontsize_minus_png.str())) {
font = m_env->getFont(fontsize_minus_png.str().c_str());
if (font) {
verbosestream << "FontEngine: found font: " << fontsize_minus_png.str() << std::endl;
break;
}
}
std::stringstream fontsize_minus_xml;
fontsize_minus_xml << basename << "_" << (size - offset) << ".xml";
if (fs::PathExists(fontsize_minus_xml.str())) {
font = m_env->getFont(fontsize_minus_xml.str().c_str());
if (font) {
verbosestream << "FontEngine: found font: " << fontsize_minus_xml.str() << std::endl;
break;
}
}
}
// try name direct
if (font == NULL) {
if (fs::PathExists(font_path)) {
font = m_env->getFont(font_path.c_str());
if (font)
verbosestream << "FontEngine: found font: " << font_path << std::endl;
}
}
if (font) {
font->grab();
m_font_cache[mode][basesize] = font;
}
}

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/*
Minetest
Copyright (C) 2010-2014 sapier <sapier at gmx dot net>
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.
*/
#pragma once
#include <map>
#include <vector>
#include "util/basic_macros.h"
#include <IGUIFont.h>
#include <IGUISkin.h>
#include <IGUIEnvironment.h>
#include "settings.h"
#define FONT_SIZE_UNSPECIFIED 0xFFFFFFFF
enum FontMode {
FM_Standard = 0,
FM_Mono,
FM_Fallback,
FM_Simple,
FM_SimpleMono,
FM_MaxMode,
FM_Unspecified
};
class FontEngine
{
public:
FontEngine(Settings* main_settings, gui::IGUIEnvironment* env);
~FontEngine();
/** get Font */
irr::gui::IGUIFont* getFont(unsigned int font_size=FONT_SIZE_UNSPECIFIED,
FontMode mode=FM_Unspecified);
/** get text height for a specific font */
unsigned int getTextHeight(unsigned int font_size=FONT_SIZE_UNSPECIFIED,
FontMode mode=FM_Unspecified);
/** get text width if a text for a specific font */
unsigned int getTextWidth(const std::string& text,
unsigned int font_size=FONT_SIZE_UNSPECIFIED,
FontMode mode=FM_Unspecified)
{
return getTextWidth(utf8_to_wide(text));
}
/** get text width if a text for a specific font */
unsigned int getTextWidth(const std::wstring& text,
unsigned int font_size=FONT_SIZE_UNSPECIFIED,
FontMode mode=FM_Unspecified);
/** get line height for a specific font (including empty room between lines) */
unsigned int getLineHeight(unsigned int font_size=FONT_SIZE_UNSPECIFIED,
FontMode mode=FM_Unspecified);
/** get default font size */
unsigned int getDefaultFontSize();
/** initialize font engine */
void initialize(Settings* main_settings, gui::IGUIEnvironment* env);
/** update internal parameters from settings */
void readSettings();
private:
/** update content of font cache in case of a setting change made it invalid */
void updateFontCache();
/** initialize a new font */
void initFont(unsigned int basesize, FontMode mode=FM_Unspecified);
/** initialize a font without freetype */
void initSimpleFont(unsigned int basesize, FontMode mode);
/** update current minetest skin with font changes */
void updateSkin();
/** clean cache */
void cleanCache();
/** pointer to settings for registering callbacks or reading config */
Settings* m_settings = nullptr;
/** pointer to irrlicht gui environment */
gui::IGUIEnvironment* m_env = nullptr;
/** internal storage for caching fonts of different size */
std::map<unsigned int, irr::gui::IGUIFont*> m_font_cache[FM_MaxMode];
/** default font size to use */
unsigned int m_default_size[FM_MaxMode];
/** current font engine mode */
FontMode m_currentMode = FM_Standard;
/** font mode of last request */
FontMode m_lastMode;
/** size of last request */
unsigned int m_lastSize = 0;
/** last font returned */
irr::gui::IGUIFont* m_lastFont = nullptr;
DISABLE_CLASS_COPY(FontEngine);
};
/** interface to access main font engine*/
extern FontEngine* g_fontengine;

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/*
Minetest
Copyright (C) 2013 celeron55, Perttu Ahola <celeron55@gmail.com>
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.
*/
#pragma once
#include "irrlichttypes.h"
#include <string>
class InputHandler;
class ChatBackend; /* to avoid having to include chat.h */
struct SubgameSpec;
struct Jitter {
f32 max, min, avg, counter, max_sample, min_sample, max_fraction;
};
struct RunStats {
u32 drawtime;
Jitter dtime_jitter, busy_time_jitter;
};
struct CameraOrientation {
f32 camera_yaw; // "right/left"
f32 camera_pitch; // "up/down"
};
void the_game(bool *kill,
bool random_input,
InputHandler *input,
const std::string &map_dir,
const std::string &playername,
const std::string &password,
const std::string &address, // If "", local server is used
u16 port,
std::string &error_message,
ChatBackend &chat_backend,
bool *reconnect_requested,
const SubgameSpec &gamespec, // Used for local game
bool simple_singleplayer_mode);

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/*
Copyright (C) 2015 Aaron Suen <warr1024@gmail.com>
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 "guiscalingfilter.h"
#include "imagefilters.h"
#include "porting.h"
#include "settings.h"
#include "util/numeric.h"
#include <cstdio>
#include "client/renderingengine.h"
/* Maintain a static cache to store the images that correspond to textures
* in a format that's manipulable by code. Some platforms exhibit issues
* converting textures back into images repeatedly, and some don't even
* allow it at all.
*/
std::map<io::path, video::IImage *> g_imgCache;
/* Maintain a static cache of all pre-scaled textures. These need to be
* cleared as well when the cached images.
*/
std::map<io::path, video::ITexture *> g_txrCache;
/* Manually insert an image into the cache, useful to avoid texture-to-image
* conversion whenever we can intercept it.
*/
void guiScalingCache(io::path key, video::IVideoDriver *driver, video::IImage *value)
{
if (!g_settings->getBool("gui_scaling_filter"))
return;
video::IImage *copied = driver->createImage(value->getColorFormat(),
value->getDimension());
value->copyTo(copied);
g_imgCache[key] = copied;
}
// Manually clear the cache, e.g. when switching to different worlds.
void guiScalingCacheClear()
{
for (auto &it : g_imgCache) {
if (it.second)
it.second->drop();
}
g_imgCache.clear();
for (auto &it : g_txrCache) {
if (it.second)
RenderingEngine::get_video_driver()->removeTexture(it.second);
}
g_txrCache.clear();
}
/* Get a cached, high-quality pre-scaled texture for display purposes. If the
* texture is not already cached, attempt to create it. Returns a pre-scaled texture,
* or the original texture if unable to pre-scale it.
*/
video::ITexture *guiScalingResizeCached(video::IVideoDriver *driver,
video::ITexture *src, const core::rect<s32> &srcrect,
const core::rect<s32> &destrect)
{
if (src == NULL)
return src;
if (!g_settings->getBool("gui_scaling_filter"))
return src;
// Calculate scaled texture name.
char rectstr[200];
porting::mt_snprintf(rectstr, sizeof(rectstr), "%d:%d:%d:%d:%d:%d",
srcrect.UpperLeftCorner.X,
srcrect.UpperLeftCorner.Y,
srcrect.getWidth(),
srcrect.getHeight(),
destrect.getWidth(),
destrect.getHeight());
io::path origname = src->getName().getPath();
io::path scalename = origname + "@guiScalingFilter:" + rectstr;
// Search for existing scaled texture.
video::ITexture *scaled = g_txrCache[scalename];
if (scaled)
return scaled;
// Try to find the texture converted to an image in the cache.
// If the image was not found, try to extract it from the texture.
video::IImage* srcimg = g_imgCache[origname];
if (srcimg == NULL) {
if (!g_settings->getBool("gui_scaling_filter_txr2img"))
return src;
srcimg = driver->createImageFromData(src->getColorFormat(),
src->getSize(), src->lock(), false);
src->unlock();
g_imgCache[origname] = srcimg;
}
// Create a new destination image and scale the source into it.
imageCleanTransparent(srcimg, 0);
video::IImage *destimg = driver->createImage(src->getColorFormat(),
core::dimension2d<u32>((u32)destrect.getWidth(),
(u32)destrect.getHeight()));
imageScaleNNAA(srcimg, srcrect, destimg);
#ifdef __ANDROID__
// Android is very picky about textures being powers of 2, so expand
// the image dimensions to the next power of 2, if necessary, for
// that platform.
video::IImage *po2img = driver->createImage(src->getColorFormat(),
core::dimension2d<u32>(npot2((u32)destrect.getWidth()),
npot2((u32)destrect.getHeight())));
po2img->fill(video::SColor(0, 0, 0, 0));
destimg->copyTo(po2img);
destimg->drop();
destimg = po2img;
#endif
// Convert the scaled image back into a texture.
scaled = driver->addTexture(scalename, destimg, NULL);
destimg->drop();
g_txrCache[scalename] = scaled;
return scaled;
}
/* Convenience wrapper for guiScalingResizeCached that accepts parameters that
* are available at GUI imagebutton creation time.
*/
video::ITexture *guiScalingImageButton(video::IVideoDriver *driver,
video::ITexture *src, s32 width, s32 height)
{
if (src == NULL)
return src;
return guiScalingResizeCached(driver, src,
core::rect<s32>(0, 0, src->getSize().Width, src->getSize().Height),
core::rect<s32>(0, 0, width, height));
}
/* Replacement for driver->draw2DImage() that uses the high-quality pre-scaled
* texture, if configured.
*/
void draw2DImageFilterScaled(video::IVideoDriver *driver, video::ITexture *txr,
const core::rect<s32> &destrect, const core::rect<s32> &srcrect,
const core::rect<s32> *cliprect, const video::SColor *const colors,
bool usealpha)
{
// Attempt to pre-scale image in software in high quality.
video::ITexture *scaled = guiScalingResizeCached(driver, txr, srcrect, destrect);
if (scaled == NULL)
return;
// Correct source rect based on scaled image.
const core::rect<s32> mysrcrect = (scaled != txr)
? core::rect<s32>(0, 0, destrect.getWidth(), destrect.getHeight())
: srcrect;
driver->draw2DImage(scaled, destrect, mysrcrect, cliprect, colors, usealpha);
}

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/*
Copyright (C) 2015 Aaron Suen <warr1024@gmail.com>
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.
*/
#pragma once
#include "irrlichttypes_extrabloated.h"
/* Manually insert an image into the cache, useful to avoid texture-to-image
* conversion whenever we can intercept it.
*/
void guiScalingCache(io::path key, video::IVideoDriver *driver, video::IImage *value);
// Manually clear the cache, e.g. when switching to different worlds.
void guiScalingCacheClear();
/* Get a cached, high-quality pre-scaled texture for display purposes. If the
* texture is not already cached, attempt to create it. Returns a pre-scaled texture,
* or the original texture if unable to pre-scale it.
*/
video::ITexture *guiScalingResizeCached(video::IVideoDriver *driver, video::ITexture *src,
const core::rect<s32> &srcrect, const core::rect<s32> &destrect);
/* Convenience wrapper for guiScalingResizeCached that accepts parameters that
* are available at GUI imagebutton creation time.
*/
video::ITexture *guiScalingImageButton(video::IVideoDriver *driver, video::ITexture *src,
s32 width, s32 height);
/* Replacement for driver->draw2DImage() that uses the high-quality pre-scaled
* texture, if configured.
*/
void draw2DImageFilterScaled(video::IVideoDriver *driver, video::ITexture *txr,
const core::rect<s32> &destrect, const core::rect<s32> &srcrect,
const core::rect<s32> *cliprect = 0, const video::SColor *const colors = 0,
bool usealpha = false);

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/*
Copyright (C) 2015 Aaron Suen <warr1024@gmail.com>
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 "imagefilters.h"
#include "util/numeric.h"
#include <cmath>
/* Fill in RGB values for transparent pixels, to correct for odd colors
* appearing at borders when blending. This is because many PNG optimizers
* like to discard RGB values of transparent pixels, but when blending then
* with non-transparent neighbors, their RGB values will shpw up nonetheless.
*
* This function modifies the original image in-place.
*
* Parameter "threshold" is the alpha level below which pixels are considered
* transparent. Should be 127 for 3d where alpha is threshold, but 0 for
* 2d where alpha is blended.
*/
void imageCleanTransparent(video::IImage *src, u32 threshold)
{
core::dimension2d<u32> dim = src->getDimension();
// Walk each pixel looking for fully transparent ones.
// Note: loop y around x for better cache locality.
for (u32 ctry = 0; ctry < dim.Height; ctry++)
for (u32 ctrx = 0; ctrx < dim.Width; ctrx++) {
// Ignore opaque pixels.
irr::video::SColor c = src->getPixel(ctrx, ctry);
if (c.getAlpha() > threshold)
continue;
// Sample size and total weighted r, g, b values.
u32 ss = 0, sr = 0, sg = 0, sb = 0;
// Walk each neighbor pixel (clipped to image bounds).
for (u32 sy = (ctry < 1) ? 0 : (ctry - 1);
sy <= (ctry + 1) && sy < dim.Height; sy++)
for (u32 sx = (ctrx < 1) ? 0 : (ctrx - 1);
sx <= (ctrx + 1) && sx < dim.Width; sx++) {
// Ignore transparent pixels.
irr::video::SColor d = src->getPixel(sx, sy);
if (d.getAlpha() <= threshold)
continue;
// Add RGB values weighted by alpha.
u32 a = d.getAlpha();
ss += a;
sr += a * d.getRed();
sg += a * d.getGreen();
sb += a * d.getBlue();
}
// If we found any neighbor RGB data, set pixel to average
// weighted by alpha.
if (ss > 0) {
c.setRed(sr / ss);
c.setGreen(sg / ss);
c.setBlue(sb / ss);
src->setPixel(ctrx, ctry, c);
}
}
}
/* Scale a region of an image into another image, using nearest-neighbor with
* anti-aliasing; treat pixels as crisp rectangles, but blend them at boundaries
* to prevent non-integer scaling ratio artifacts. Note that this may cause
* some blending at the edges where pixels don't line up perfectly, but this
* filter is designed to produce the most accurate results for both upscaling
* and downscaling.
*/
void imageScaleNNAA(video::IImage *src, const core::rect<s32> &srcrect, video::IImage *dest)
{
double sx, sy, minsx, maxsx, minsy, maxsy, area, ra, ga, ba, aa, pw, ph, pa;
u32 dy, dx;
video::SColor pxl;
// Cache rectsngle boundaries.
double sox = srcrect.UpperLeftCorner.X * 1.0;
double soy = srcrect.UpperLeftCorner.Y * 1.0;
double sw = srcrect.getWidth() * 1.0;
double sh = srcrect.getHeight() * 1.0;
// Walk each destination image pixel.
// Note: loop y around x for better cache locality.
core::dimension2d<u32> dim = dest->getDimension();
for (dy = 0; dy < dim.Height; dy++)
for (dx = 0; dx < dim.Width; dx++) {
// Calculate floating-point source rectangle bounds.
// Do some basic clipping, and for mirrored/flipped rects,
// make sure min/max are in the right order.
minsx = sox + (dx * sw / dim.Width);
minsx = rangelim(minsx, 0, sw);
maxsx = minsx + sw / dim.Width;
maxsx = rangelim(maxsx, 0, sw);
if (minsx > maxsx)
SWAP(double, minsx, maxsx);
minsy = soy + (dy * sh / dim.Height);
minsy = rangelim(minsy, 0, sh);
maxsy = minsy + sh / dim.Height;
maxsy = rangelim(maxsy, 0, sh);
if (minsy > maxsy)
SWAP(double, minsy, maxsy);
// Total area, and integral of r, g, b values over that area,
// initialized to zero, to be summed up in next loops.
area = 0;
ra = 0;
ga = 0;
ba = 0;
aa = 0;
// Loop over the integral pixel positions described by those bounds.
for (sy = floor(minsy); sy < maxsy; sy++)
for (sx = floor(minsx); sx < maxsx; sx++) {
// Calculate width, height, then area of dest pixel
// that's covered by this source pixel.
pw = 1;
if (minsx > sx)
pw += sx - minsx;
if (maxsx < (sx + 1))
pw += maxsx - sx - 1;
ph = 1;
if (minsy > sy)
ph += sy - minsy;
if (maxsy < (sy + 1))
ph += maxsy - sy - 1;
pa = pw * ph;
// Get source pixel and add it to totals, weighted
// by covered area and alpha.
pxl = src->getPixel((u32)sx, (u32)sy);
area += pa;
ra += pa * pxl.getRed();
ga += pa * pxl.getGreen();
ba += pa * pxl.getBlue();
aa += pa * pxl.getAlpha();
}
// Set the destination image pixel to the average color.
if (area > 0) {
pxl.setRed(ra / area + 0.5);
pxl.setGreen(ga / area + 0.5);
pxl.setBlue(ba / area + 0.5);
pxl.setAlpha(aa / area + 0.5);
} else {
pxl.setRed(0);
pxl.setGreen(0);
pxl.setBlue(0);
pxl.setAlpha(0);
}
dest->setPixel(dx, dy, pxl);
}
}

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/*
Copyright (C) 2015 Aaron Suen <warr1024@gmail.com>
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.
*/
#pragma once
#include "irrlichttypes_extrabloated.h"
/* Fill in RGB values for transparent pixels, to correct for odd colors
* appearing at borders when blending. This is because many PNG optimizers
* like to discard RGB values of transparent pixels, but when blending then
* with non-transparent neighbors, their RGB values will shpw up nonetheless.
*
* This function modifies the original image in-place.
*
* Parameter "threshold" is the alpha level below which pixels are considered
* transparent. Should be 127 for 3d where alpha is threshold, but 0 for
* 2d where alpha is blended.
*/
void imageCleanTransparent(video::IImage *src, u32 threshold);
/* Scale a region of an image into another image, using nearest-neighbor with
* anti-aliasing; treat pixels as crisp rectangles, but blend them at boundaries
* to prevent non-integer scaling ratio artifacts. Note that this may cause
* some blending at the edges where pixels don't line up perfectly, but this
* filter is designed to produce the most accurate results for both upscaling
* and downscaling.
*/
void imageScaleNNAA(video::IImage *src, const core::rect<s32> &srcrect, video::IImage *dest);

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/*
Minetest
Copyright (C) 2010-2013 celeron55, Perttu Ahola <celeron55@gmail.com>
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 "keycode.h"
#include "exceptions.h"
#include "settings.h"
#include "log.h"
#include "debug.h"
#include "util/hex.h"
#include "util/string.h"
#include "util/basic_macros.h"
class UnknownKeycode : public BaseException
{
public:
UnknownKeycode(const char *s) :
BaseException(s) {};
};
struct table_key {
const char *Name;
irr::EKEY_CODE Key;
wchar_t Char; // L'\0' means no character assigned
const char *LangName; // NULL means it doesn't have a human description
};
#define DEFINEKEY1(x, lang) /* Irrlicht key without character */ \
{ #x, irr::x, L'\0', lang },
#define DEFINEKEY2(x, ch, lang) /* Irrlicht key with character */ \
{ #x, irr::x, ch, lang },
#define DEFINEKEY3(ch) /* single Irrlicht key (e.g. KEY_KEY_X) */ \
{ "KEY_KEY_" TOSTRING(ch), irr::KEY_KEY_ ## ch, (wchar_t) *TOSTRING(ch), TOSTRING(ch) },
#define DEFINEKEY4(ch) /* single Irrlicht function key (e.g. KEY_F3) */ \
{ "KEY_F" TOSTRING(ch), irr::KEY_F ## ch, L'\0', "F" TOSTRING(ch) },
#define DEFINEKEY5(ch) /* key without Irrlicht keycode */ \
{ ch, irr::KEY_KEY_CODES_COUNT, (wchar_t) *ch, ch },
#define N_(text) text
static const struct table_key table[] = {
// Keys that can be reliably mapped between Char and Key
DEFINEKEY3(0)
DEFINEKEY3(1)
DEFINEKEY3(2)
DEFINEKEY3(3)
DEFINEKEY3(4)
DEFINEKEY3(5)
DEFINEKEY3(6)
DEFINEKEY3(7)
DEFINEKEY3(8)
DEFINEKEY3(9)
DEFINEKEY3(A)
DEFINEKEY3(B)
DEFINEKEY3(C)
DEFINEKEY3(D)
DEFINEKEY3(E)
DEFINEKEY3(F)
DEFINEKEY3(G)
DEFINEKEY3(H)
DEFINEKEY3(I)
DEFINEKEY3(J)
DEFINEKEY3(K)
DEFINEKEY3(L)
DEFINEKEY3(M)
DEFINEKEY3(N)
DEFINEKEY3(O)
DEFINEKEY3(P)
DEFINEKEY3(Q)
DEFINEKEY3(R)
DEFINEKEY3(S)
DEFINEKEY3(T)
DEFINEKEY3(U)
DEFINEKEY3(V)
DEFINEKEY3(W)
DEFINEKEY3(X)
DEFINEKEY3(Y)
DEFINEKEY3(Z)
DEFINEKEY2(KEY_PLUS, L'+', "+")
DEFINEKEY2(KEY_COMMA, L',', ",")
DEFINEKEY2(KEY_MINUS, L'-', "-")
DEFINEKEY2(KEY_PERIOD, L'.', ".")
// Keys without a Char
DEFINEKEY1(KEY_LBUTTON, N_("Left Button"))
DEFINEKEY1(KEY_RBUTTON, N_("Right Button"))
DEFINEKEY1(KEY_CANCEL, N_("Cancel"))
DEFINEKEY1(KEY_MBUTTON, N_("Middle Button"))
DEFINEKEY1(KEY_XBUTTON1, N_("X Button 1"))
DEFINEKEY1(KEY_XBUTTON2, N_("X Button 2"))
DEFINEKEY1(KEY_BACK, N_("Backspace"))
DEFINEKEY1(KEY_TAB, N_("Tab"))
DEFINEKEY1(KEY_CLEAR, N_("Clear"))
DEFINEKEY1(KEY_RETURN, N_("Return"))
DEFINEKEY1(KEY_SHIFT, N_("Shift"))
DEFINEKEY1(KEY_CONTROL, N_("Control"))
DEFINEKEY1(KEY_MENU, N_("Menu"))
DEFINEKEY1(KEY_PAUSE, N_("Pause"))
DEFINEKEY1(KEY_CAPITAL, N_("Caps Lock"))
DEFINEKEY1(KEY_SPACE, N_("Space"))
DEFINEKEY1(KEY_PRIOR, N_("Page up"))
DEFINEKEY1(KEY_NEXT, N_("Page down"))
DEFINEKEY1(KEY_END, N_("End"))
DEFINEKEY1(KEY_HOME, N_("Home"))
DEFINEKEY1(KEY_LEFT, N_("Left"))
DEFINEKEY1(KEY_UP, N_("Up"))
DEFINEKEY1(KEY_RIGHT, N_("Right"))
DEFINEKEY1(KEY_DOWN, N_("Down"))
DEFINEKEY1(KEY_SELECT, N_("Select"))
DEFINEKEY1(KEY_PRINT, N_("Print"))
DEFINEKEY1(KEY_EXECUT, N_("Execute"))
DEFINEKEY1(KEY_SNAPSHOT, N_("Snapshot"))
DEFINEKEY1(KEY_INSERT, N_("Insert"))
DEFINEKEY1(KEY_DELETE, N_("Delete"))
DEFINEKEY1(KEY_HELP, N_("Help"))
DEFINEKEY1(KEY_LWIN, N_("Left Windows"))
DEFINEKEY1(KEY_RWIN, N_("Right Windows"))
DEFINEKEY1(KEY_NUMPAD0, N_("Numpad 0")) // These are not assigned to a char
DEFINEKEY1(KEY_NUMPAD1, N_("Numpad 1")) // to prevent interference with KEY_KEY_[0-9].
DEFINEKEY1(KEY_NUMPAD2, N_("Numpad 2"))
DEFINEKEY1(KEY_NUMPAD3, N_("Numpad 3"))
DEFINEKEY1(KEY_NUMPAD4, N_("Numpad 4"))
DEFINEKEY1(KEY_NUMPAD5, N_("Numpad 5"))
DEFINEKEY1(KEY_NUMPAD6, N_("Numpad 6"))
DEFINEKEY1(KEY_NUMPAD7, N_("Numpad 7"))
DEFINEKEY1(KEY_NUMPAD8, N_("Numpad 8"))
DEFINEKEY1(KEY_NUMPAD9, N_("Numpad 9"))
DEFINEKEY1(KEY_MULTIPLY, N_("Numpad *"))
DEFINEKEY1(KEY_ADD, N_("Numpad +"))
DEFINEKEY1(KEY_SEPARATOR, N_("Numpad ."))
DEFINEKEY1(KEY_SUBTRACT, N_("Numpad -"))
DEFINEKEY1(KEY_DECIMAL, NULL)
DEFINEKEY1(KEY_DIVIDE, N_("Numpad /"))
DEFINEKEY4(1)
DEFINEKEY4(2)
DEFINEKEY4(3)
DEFINEKEY4(4)
DEFINEKEY4(5)
DEFINEKEY4(6)
DEFINEKEY4(7)
DEFINEKEY4(8)
DEFINEKEY4(9)
DEFINEKEY4(10)
DEFINEKEY4(11)
DEFINEKEY4(12)
DEFINEKEY4(13)
DEFINEKEY4(14)
DEFINEKEY4(15)
DEFINEKEY4(16)
DEFINEKEY4(17)
DEFINEKEY4(18)
DEFINEKEY4(19)
DEFINEKEY4(20)
DEFINEKEY4(21)
DEFINEKEY4(22)
DEFINEKEY4(23)
DEFINEKEY4(24)
DEFINEKEY1(KEY_NUMLOCK, N_("Num Lock"))
DEFINEKEY1(KEY_SCROLL, N_("Scroll Lock"))
DEFINEKEY1(KEY_LSHIFT, N_("Left Shift"))
DEFINEKEY1(KEY_RSHIFT, N_("Right Shift"))
DEFINEKEY1(KEY_LCONTROL, N_("Left Control"))
DEFINEKEY1(KEY_RCONTROL, N_("Right Control"))
DEFINEKEY1(KEY_LMENU, N_("Left Menu"))
DEFINEKEY1(KEY_RMENU, N_("Right Menu"))
// Rare/weird keys
DEFINEKEY1(KEY_KANA, "Kana")
DEFINEKEY1(KEY_HANGUEL, "Hangul")
DEFINEKEY1(KEY_HANGUL, "Hangul")
DEFINEKEY1(KEY_JUNJA, "Junja")
DEFINEKEY1(KEY_FINAL, "Final")
DEFINEKEY1(KEY_KANJI, "Kanji")
DEFINEKEY1(KEY_HANJA, "Hanja")
DEFINEKEY1(KEY_ESCAPE, N_("IME Escape"))
DEFINEKEY1(KEY_CONVERT, N_("IME Convert"))
DEFINEKEY1(KEY_NONCONVERT, N_("IME Nonconvert"))
DEFINEKEY1(KEY_ACCEPT, N_("IME Accept"))
DEFINEKEY1(KEY_MODECHANGE, N_("IME Mode Change"))
DEFINEKEY1(KEY_APPS, N_("Apps"))
DEFINEKEY1(KEY_SLEEP, N_("Sleep"))
#if !(IRRLICHT_VERSION_MAJOR <= 1 && IRRLICHT_VERSION_MINOR <= 7 && IRRLICHT_VERSION_REVISION < 3)
DEFINEKEY1(KEY_OEM_1, "OEM 1") // KEY_OEM_[0-9] and KEY_OEM_102 are assigned to multiple
DEFINEKEY1(KEY_OEM_2, "OEM 2") // different chars (on different platforms too) and thus w/o char
DEFINEKEY1(KEY_OEM_3, "OEM 3")
DEFINEKEY1(KEY_OEM_4, "OEM 4")
DEFINEKEY1(KEY_OEM_5, "OEM 5")
DEFINEKEY1(KEY_OEM_6, "OEM 6")
DEFINEKEY1(KEY_OEM_7, "OEM 7")
DEFINEKEY1(KEY_OEM_8, "OEM 8")
DEFINEKEY1(KEY_OEM_AX, "OEM AX")
DEFINEKEY1(KEY_OEM_102, "OEM 102")
#endif
DEFINEKEY1(KEY_ATTN, "Attn")
DEFINEKEY1(KEY_CRSEL, "CrSel")
DEFINEKEY1(KEY_EXSEL, "ExSel")
DEFINEKEY1(KEY_EREOF, N_("Erase EOF"))
DEFINEKEY1(KEY_PLAY, N_("Play"))
DEFINEKEY1(KEY_ZOOM, N_("Zoom"))
DEFINEKEY1(KEY_PA1, "PA1")
DEFINEKEY1(KEY_OEM_CLEAR, N_("OEM Clear"))
// Keys without Irrlicht keycode
DEFINEKEY5("!")
DEFINEKEY5("\"")
DEFINEKEY5("#")
DEFINEKEY5("$")
DEFINEKEY5("%")
DEFINEKEY5("&")
DEFINEKEY5("'")
DEFINEKEY5("(")
DEFINEKEY5(")")
DEFINEKEY5("*")
DEFINEKEY5("/")
DEFINEKEY5(":")
DEFINEKEY5(";")
DEFINEKEY5("<")
DEFINEKEY5("=")
DEFINEKEY5(">")
DEFINEKEY5("?")
DEFINEKEY5("@")
DEFINEKEY5("[")
DEFINEKEY5("\\")
DEFINEKEY5("]")
DEFINEKEY5("^")
DEFINEKEY5("_")
};
#undef N_
struct table_key lookup_keyname(const char *name)
{
for (const auto &table_key : table) {
if (strcmp(table_key.Name, name) == 0)
return table_key;
}
throw UnknownKeycode(name);
}
struct table_key lookup_keykey(irr::EKEY_CODE key)
{
for (const auto &table_key : table) {
if (table_key.Key == key)
return table_key;
}
std::ostringstream os;
os << "<Keycode " << (int) key << ">";
throw UnknownKeycode(os.str().c_str());
}
struct table_key lookup_keychar(wchar_t Char)
{
for (const auto &table_key : table) {
if (table_key.Char == Char)
return table_key;
}
std::ostringstream os;
os << "<Char " << hex_encode((char*) &Char, sizeof(wchar_t)) << ">";
throw UnknownKeycode(os.str().c_str());
}
KeyPress::KeyPress(const char *name)
{
if (strlen(name) == 0) {
Key = irr::KEY_KEY_CODES_COUNT;
Char = L'\0';
m_name = "";
return;
}
if (strlen(name) <= 4) {
// Lookup by resulting character
int chars_read = mbtowc(&Char, name, 1);
FATAL_ERROR_IF(chars_read != 1, "Unexpected multibyte character");
try {
struct table_key k = lookup_keychar(Char);
m_name = k.Name;
Key = k.Key;
return;
} catch (UnknownKeycode &e) {};
} else {
// Lookup by name
m_name = name;
try {
struct table_key k = lookup_keyname(name);
Key = k.Key;
Char = k.Char;
return;
} catch (UnknownKeycode &e) {};
}
// It's not a known key, complain and try to do something
Key = irr::KEY_KEY_CODES_COUNT;
int chars_read = mbtowc(&Char, name, 1);
FATAL_ERROR_IF(chars_read != 1, "Unexpected multibyte character");
m_name = "";
warningstream << "KeyPress: Unknown key '" << name << "', falling back to first char.";
}
KeyPress::KeyPress(const irr::SEvent::SKeyInput &in, bool prefer_character)
{
if (prefer_character)
Key = irr::KEY_KEY_CODES_COUNT;
else
Key = in.Key;
Char = in.Char;
try {
if (valid_kcode(Key))
m_name = lookup_keykey(Key).Name;
else
m_name = lookup_keychar(Char).Name;
} catch (UnknownKeycode &e) {
m_name = "";
};
}
const char *KeyPress::sym() const
{
return m_name.c_str();
}
const char *KeyPress::name() const
{
if (m_name.empty())
return "";
const char *ret;
if (valid_kcode(Key))
ret = lookup_keykey(Key).LangName;
else
ret = lookup_keychar(Char).LangName;
return ret ? ret : "<Unnamed key>";
}
const KeyPress EscapeKey("KEY_ESCAPE");
const KeyPress CancelKey("KEY_CANCEL");
/*
Key config
*/
// A simple cache for quicker lookup
std::unordered_map<std::string, KeyPress> g_key_setting_cache;
KeyPress getKeySetting(const char *settingname)
{
std::unordered_map<std::string, KeyPress>::iterator n;
n = g_key_setting_cache.find(settingname);
if (n != g_key_setting_cache.end())
return n->second;
KeyPress k(g_settings->get(settingname).c_str());
g_key_setting_cache[settingname] = k;
return k;
}
void clearKeyCache()
{
g_key_setting_cache.clear();
}
irr::EKEY_CODE keyname_to_keycode(const char *name)
{
return lookup_keyname(name).Key;
}

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/*
Minetest
Copyright (C) 2010-2013 celeron55, Perttu Ahola <celeron55@gmail.com>
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.
*/
#pragma once
#include "irrlichttypes.h"
#include "Keycodes.h"
#include <IEventReceiver.h>
#include <string>
/* A key press, consisting of either an Irrlicht keycode
or an actual char */
class KeyPress
{
public:
KeyPress() = default;
KeyPress(const char *name);
KeyPress(const irr::SEvent::SKeyInput &in, bool prefer_character = false);
bool operator==(const KeyPress &o) const
{
return (Char > 0 && Char == o.Char) || (valid_kcode(Key) && Key == o.Key);
}
const char *sym() const;
const char *name() const;
protected:
static bool valid_kcode(irr::EKEY_CODE k)
{
return k > 0 && k < irr::KEY_KEY_CODES_COUNT;
}
irr::EKEY_CODE Key = irr::KEY_KEY_CODES_COUNT;
wchar_t Char = L'\0';
std::string m_name = "";
};
extern const KeyPress EscapeKey;
extern const KeyPress CancelKey;
// Key configuration getter
KeyPress getKeySetting(const char *settingname);
// Clear fast lookup cache
void clearKeyCache();
irr::EKEY_CODE keyname_to_keycode(const char *name);

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/*
Minetest
Copyright (C) 2010-2013 celeron55, Perttu Ahola <celeron55@gmail.com>
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.
*/
#pragma once
#include "player.h"
#include "environment.h"
#include "constants.h"
#include "settings.h"
#include <list>
class Client;
class Environment;
class GenericCAO;
class ClientActiveObject;
class ClientEnvironment;
class IGameDef;
struct collisionMoveResult;
enum LocalPlayerAnimations
{
NO_ANIM,
WALK_ANIM,
DIG_ANIM,
WD_ANIM
}; // no local animation, walking, digging, both
class LocalPlayer : public Player
{
public:
LocalPlayer(Client *client, const char *name);
virtual ~LocalPlayer() = default;
ClientActiveObject *parent = nullptr;
// Initialize hp to 0, so that no hearts will be shown if server
// doesn't support health points
u16 hp = 0;
bool isAttached = false;
bool touching_ground = false;
// This oscillates so that the player jumps a bit above the surface
bool in_liquid = false;
// This is more stable and defines the maximum speed of the player
bool in_liquid_stable = false;
// Gets the viscosity of water to calculate friction
u8 liquid_viscosity = 0;
bool is_climbing = false;
bool swimming_vertical = false;
float physics_override_speed = 1.0f;
float physics_override_jump = 1.0f;
float physics_override_gravity = 1.0f;
bool physics_override_sneak = true;
bool physics_override_sneak_glitch = false;
// Temporary option for old move code
bool physics_override_new_move = true;
v3f overridePosition;
void move(f32 dtime, Environment *env, f32 pos_max_d);
void move(f32 dtime, Environment *env, f32 pos_max_d,
std::vector<CollisionInfo> *collision_info);
// Temporary option for old move code
void old_move(f32 dtime, Environment *env, f32 pos_max_d,
std::vector<CollisionInfo> *collision_info);
void applyControl(float dtime, Environment *env);
v3s16 getStandingNodePos();
v3s16 getFootstepNodePos();
// Used to check if anything changed and prevent sending packets if not
v3f last_position;
v3f last_speed;
float last_pitch = 0.0f;
float last_yaw = 0.0f;
unsigned int last_keyPressed = 0;
u8 last_camera_fov = 0;
u8 last_wanted_range = 0;
float camera_impact = 0.0f;
bool makes_footstep_sound = true;
int last_animation = NO_ANIM;
float last_animation_speed;
std::string hotbar_image = "";
std::string hotbar_selected_image = "";
video::SColor light_color = video::SColor(255, 255, 255, 255);
float hurt_tilt_timer = 0.0f;
float hurt_tilt_strength = 0.0f;
GenericCAO *getCAO() const { return m_cao; }
void setCAO(GenericCAO *toset)
{
assert(!m_cao); // Pre-condition
m_cao = toset;
}
u32 maxHudId() const { return hud.size(); }
u16 getBreath() const { return m_breath; }
void setBreath(u16 breath) { m_breath = breath; }
v3s16 getLightPosition() const;
void setYaw(f32 yaw) { m_yaw = yaw; }
f32 getYaw() const { return m_yaw; }
void setPitch(f32 pitch) { m_pitch = pitch; }
f32 getPitch() const { return m_pitch; }
inline void setPosition(const v3f &position)
{
m_position = position;
m_sneak_node_exists = false;
}
v3f getPosition() const { return m_position; }
v3f getEyePosition() const { return m_position + getEyeOffset(); }
v3f getEyeOffset() const;
void setEyeHeight(float eye_height) { m_eye_height = eye_height; }
void setCollisionbox(const aabb3f &box) { m_collisionbox = box; }
float getZoomFOV() const { return m_zoom_fov; }
void setZoomFOV(float zoom_fov) { m_zoom_fov = zoom_fov; }
bool getAutojump() const { return m_autojump; }
private:
void accelerateHorizontal(const v3f &target_speed, const f32 max_increase);
void accelerateVertical(const v3f &target_speed, const f32 max_increase);
bool updateSneakNode(Map *map, const v3f &position, const v3f &sneak_max);
float getSlipFactor(Environment *env, const v3f &speedH);
void handleAutojump(f32 dtime, Environment *env,
const collisionMoveResult &result,
const v3f &position_before_move, const v3f &speed_before_move,
f32 pos_max_d);
v3f m_position;
v3s16 m_standing_node;
v3s16 m_sneak_node = v3s16(32767, 32767, 32767);
// Stores the top bounding box of m_sneak_node
aabb3f m_sneak_node_bb_top = aabb3f(0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f);
// Whether the player is allowed to sneak
bool m_sneak_node_exists = false;
// Whether a "sneak ladder" structure is detected at the players pos
// see detectSneakLadder() in the .cpp for more info (always false if disabled)
bool m_sneak_ladder_detected = false;
// ***** Variables for temporary option of the old move code *****
// Stores the max player uplift by m_sneak_node
f32 m_sneak_node_bb_ymax = 0.0f;
// Whether recalculation of m_sneak_node and its top bbox is needed
bool m_need_to_get_new_sneak_node = true;
// Node below player, used to determine whether it has been removed,
// and its old type
v3s16 m_old_node_below = v3s16(32767, 32767, 32767);
std::string m_old_node_below_type = "air";
// ***** End of variables for temporary option *****
bool m_can_jump = false;
u16 m_breath = PLAYER_MAX_BREATH_DEFAULT;
f32 m_yaw = 0.0f;
f32 m_pitch = 0.0f;
bool camera_barely_in_ceiling = false;
aabb3f m_collisionbox = aabb3f(-BS * 0.30f, 0.0f, -BS * 0.30f, BS * 0.30f,
BS * 1.75f, BS * 0.30f);
float m_eye_height = 1.625f;
float m_zoom_fov = 0.0f;
bool m_autojump = false;
float m_autojump_time = 0.0f;
GenericCAO *m_cao = nullptr;
Client *m_client;
};

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/*
Minetest
Copyright (C) 2010-2013 celeron55, Perttu Ahola <celeron55@gmail.com>
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.
*/
#pragma once
#include "irrlichttypes_extrabloated.h"
#include "client/tile.h"
#include "voxel.h"
#include <array>
#include <map>
class Client;
class IShaderSource;
/*
Mesh making stuff
*/
class MapBlock;
struct MinimapMapblock;
struct MeshMakeData
{
VoxelManipulator m_vmanip;
v3s16 m_blockpos = v3s16(-1337,-1337,-1337);
v3s16 m_crack_pos_relative = v3s16(-1337,-1337,-1337);
bool m_smooth_lighting = false;
Client *m_client;
bool m_use_shaders;
bool m_use_tangent_vertices;
MeshMakeData(Client *client, bool use_shaders,
bool use_tangent_vertices = false);
/*
Copy block data manually (to allow optimizations by the caller)
*/
void fillBlockDataBegin(const v3s16 &blockpos);
void fillBlockData(const v3s16 &block_offset, MapNode *data);
/*
Copy central data directly from block, and other data from
parent of block.
*/
void fill(MapBlock *block);
/*
Set up with only a single node at (1,1,1)
*/
void fillSingleNode(MapNode *node);
/*
Set the (node) position of a crack
*/
void setCrack(int crack_level, v3s16 crack_pos);
/*
Enable or disable smooth lighting
*/
void setSmoothLighting(bool smooth_lighting);
};
/*
Holds a mesh for a mapblock.
Besides the SMesh*, this contains information used for animating
the vertex positions, colors and texture coordinates of the mesh.
For example:
- cracks [implemented]
- day/night transitions [implemented]
- animated flowing liquids [not implemented]
- animating vertex positions for e.g. axles [not implemented]
*/
class MapBlockMesh
{
public:
// Builds the mesh given
MapBlockMesh(MeshMakeData *data, v3s16 camera_offset);
~MapBlockMesh();
// Main animation function, parameters:
// faraway: whether the block is far away from the camera (~50 nodes)
// time: the global animation time, 0 .. 60 (repeats every minute)
// daynight_ratio: 0 .. 1000
// crack: -1 .. CRACK_ANIMATION_LENGTH-1 (-1 for off)
// Returns true if anything has been changed.
bool animate(bool faraway, float time, int crack, u32 daynight_ratio);
scene::IMesh *getMesh()
{
return m_mesh[0];
}
scene::IMesh *getMesh(u8 layer)
{
return m_mesh[layer];
}
MinimapMapblock *moveMinimapMapblock()
{
MinimapMapblock *p = m_minimap_mapblock;
m_minimap_mapblock = NULL;
return p;
}
bool isAnimationForced() const
{
return m_animation_force_timer == 0;
}
void decreaseAnimationForceTimer()
{
if(m_animation_force_timer > 0)
m_animation_force_timer--;
}
void updateCameraOffset(v3s16 camera_offset);
private:
scene::IMesh *m_mesh[MAX_TILE_LAYERS];
MinimapMapblock *m_minimap_mapblock;
ITextureSource *m_tsrc;
IShaderSource *m_shdrsrc;
bool m_enable_shaders;
bool m_use_tangent_vertices;
bool m_enable_vbo;
// Must animate() be called before rendering?
bool m_has_animation;
int m_animation_force_timer;
// Animation info: cracks
// Last crack value passed to animate()
int m_last_crack;
// Maps mesh and mesh buffer (i.e. material) indices to base texture names
std::map<std::pair<u8, u32>, std::string> m_crack_materials;
// Animation info: texture animationi
// Maps mesh and mesh buffer indices to TileSpecs
// Keys are pairs of (mesh index, buffer index in the mesh)
std::map<std::pair<u8, u32>, TileLayer> m_animation_tiles;
std::map<std::pair<u8, u32>, int> m_animation_frames; // last animation frame
std::map<std::pair<u8, u32>, int> m_animation_frame_offsets;
// Animation info: day/night transitions
// Last daynight_ratio value passed to animate()
u32 m_last_daynight_ratio;
// For each mesh and mesh buffer, stores pre-baked colors
// of sunlit vertices
// Keys are pairs of (mesh index, buffer index in the mesh)
std::map<std::pair<u8, u32>, std::map<u32, video::SColor > > m_daynight_diffs;
// Camera offset info -> do we have to translate the mesh?
v3s16 m_camera_offset;
};
/*!
* Encodes light of a node.
* The result is not the final color, but a
* half-baked vertex color.
* You have to multiply the resulting color
* with the node's color.
*
* \param light the first 8 bits are day light,
* the last 8 bits are night light
* \param emissive_light amount of light the surface emits,
* from 0 to LIGHT_SUN.
*/
video::SColor encode_light(u16 light, u8 emissive_light);
// Compute light at node
u16 getInteriorLight(MapNode n, s32 increment, const NodeDefManager *ndef);
u16 getFaceLight(MapNode n, MapNode n2, const v3s16 &face_dir,
const NodeDefManager *ndef);
u16 getSmoothLightSolid(const v3s16 &p, const v3s16 &face_dir, const v3s16 &corner, MeshMakeData *data);
u16 getSmoothLightTransparent(const v3s16 &p, const v3s16 &corner, MeshMakeData *data);
/*!
* Returns the sunlight's color from the current
* day-night ratio.
*/
void get_sunlight_color(video::SColorf *sunlight, u32 daynight_ratio);
/*!
* Gives the final SColor shown on screen.
*
* \param result output color
* \param light first 8 bits are day light, second 8 bits are
* night light
*/
void final_color_blend(video::SColor *result,
u16 light, u32 daynight_ratio);
/*!
* Gives the final SColor shown on screen.
*
* \param result output color
* \param data the half-baked vertex color
* \param dayLight color of the sunlight
*/
void final_color_blend(video::SColor *result,
const video::SColor &data, const video::SColorf &dayLight);
// Retrieves the TileSpec of a face of a node
// Adds MATERIAL_FLAG_CRACK if the node is cracked
// TileSpec should be passed as reference due to the underlying TileFrame and its vector
// TileFrame vector copy cost very much to client
void getNodeTileN(MapNode mn, const v3s16 &p, u8 tileindex, MeshMakeData *data, TileSpec &tile);
void getNodeTile(MapNode mn, const v3s16 &p, const v3s16 &dir, MeshMakeData *data, TileSpec &tile);

1135
src/client/mesh.cpp Normal file

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/*
Minetest
Copyright (C) 2010-2013 celeron55, Perttu Ahola <celeron55@gmail.com>
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.
*/
#pragma once
#include "irrlichttypes_extrabloated.h"
#include "nodedef.h"
/*!
* Applies shading to a color based on the surface's
* normal vector.
*/
void applyFacesShading(video::SColor &color, const v3f &normal);
/*
Create a new cube mesh.
Vertices are at (+-scale.X/2, +-scale.Y/2, +-scale.Z/2).
The resulting mesh has 6 materials (up, down, right, left, back, front)
which must be defined by the caller.
*/
scene::IAnimatedMesh* createCubeMesh(v3f scale);
/*
Multiplies each vertex coordinate by the specified scaling factors
(componentwise vector multiplication).
*/
void scaleMesh(scene::IMesh *mesh, v3f scale);
/*
Translate each vertex coordinate by the specified vector.
*/
void translateMesh(scene::IMesh *mesh, v3f vec);
/*!
* Sets a constant color for all vertices in the mesh buffer.
*/
void setMeshBufferColor(scene::IMeshBuffer *buf, const video::SColor &color);
/*
Set a constant color for all vertices in the mesh
*/
void setMeshColor(scene::IMesh *mesh, const video::SColor &color);
/*
Set a constant color for an animated mesh
*/
void setAnimatedMeshColor(scene::IAnimatedMeshSceneNode *node, const video::SColor &color);
/*!
* Overwrites the color of a mesh buffer.
* The color is darkened based on the normal vector of the vertices.
*/
void colorizeMeshBuffer(scene::IMeshBuffer *buf, const video::SColor *buffercolor);
/*
Set the color of all vertices in the mesh.
For each vertex, determine the largest absolute entry in
the normal vector, and choose one of colorX, colorY or
colorZ accordingly.
*/
void setMeshColorByNormalXYZ(scene::IMesh *mesh,
const video::SColor &colorX,
const video::SColor &colorY,
const video::SColor &colorZ);
void setMeshColorByNormal(scene::IMesh *mesh, const v3f &normal,
const video::SColor &color);
/*
Rotate the mesh by 6d facedir value.
Method only for meshnodes, not suitable for entities.
*/
void rotateMeshBy6dFacedir(scene::IMesh *mesh, int facedir);
/*
Rotate the mesh around the axis and given angle in degrees.
*/
void rotateMeshXYby (scene::IMesh *mesh, f64 degrees);
void rotateMeshXZby (scene::IMesh *mesh, f64 degrees);
void rotateMeshYZby (scene::IMesh *mesh, f64 degrees);
/*
* Clone the mesh buffer.
* The returned pointer should be dropped.
*/
scene::IMeshBuffer* cloneMeshBuffer(scene::IMeshBuffer *mesh_buffer);
/*
Clone the mesh.
*/
scene::SMesh* cloneMesh(scene::IMesh *src_mesh);
/*
Convert nodeboxes to mesh. Each tile goes into a different buffer.
boxes - set of nodeboxes to be converted into cuboids
uv_coords[24] - table of texture uv coords for each cuboid face
expand - factor by which cuboids will be resized
*/
scene::IMesh* convertNodeboxesToMesh(const std::vector<aabb3f> &boxes,
const f32 *uv_coords = NULL, float expand = 0);
/*
Update bounding box for a mesh.
*/
void recalculateBoundingBox(scene::IMesh *src_mesh);
/*
Vertex cache optimization according to the Forsyth paper:
http://home.comcast.net/~tom_forsyth/papers/fast_vert_cache_opt.html
Ported from irrlicht 1.8
*/
scene::IMesh* createForsythOptimizedMesh(const scene::IMesh *mesh);

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/*
Minetest
Copyright (C) 2013, 2017 celeron55, Perttu Ahola <celeron55@gmail.com>
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 "mesh_generator_thread.h"
#include "settings.h"
#include "profiler.h"
#include "client.h"
#include "mapblock.h"
#include "map.h"
/*
CachedMapBlockData
*/
CachedMapBlockData::~CachedMapBlockData()
{
assert(refcount_from_queue == 0);
delete[] data;
}
/*
QueuedMeshUpdate
*/
QueuedMeshUpdate::~QueuedMeshUpdate()
{
delete data;
}
/*
MeshUpdateQueue
*/
MeshUpdateQueue::MeshUpdateQueue(Client *client):
m_client(client)
{
m_cache_enable_shaders = g_settings->getBool("enable_shaders");
m_cache_use_tangent_vertices = m_cache_enable_shaders && (
g_settings->getBool("enable_bumpmapping") ||
g_settings->getBool("enable_parallax_occlusion"));
m_cache_smooth_lighting = g_settings->getBool("smooth_lighting");
m_meshgen_block_cache_size = g_settings->getS32("meshgen_block_cache_size");
}
MeshUpdateQueue::~MeshUpdateQueue()
{
MutexAutoLock lock(m_mutex);
for (auto &i : m_cache) {
delete i.second;
}
for (QueuedMeshUpdate *q : m_queue) {
delete q;
}
}
void MeshUpdateQueue::addBlock(Map *map, v3s16 p, bool ack_block_to_server, bool urgent)
{
MutexAutoLock lock(m_mutex);
cleanupCache();
/*
Cache the block data (force-update the center block, don't update the
neighbors but get them if they aren't already cached)
*/
std::vector<CachedMapBlockData*> cached_blocks;
size_t cache_hit_counter = 0;
cached_blocks.reserve(3*3*3);
v3s16 dp;
for (dp.X = -1; dp.X <= 1; dp.X++)
for (dp.Y = -1; dp.Y <= 1; dp.Y++)
for (dp.Z = -1; dp.Z <= 1; dp.Z++) {
v3s16 p1 = p + dp;
CachedMapBlockData *cached_block;
if (dp == v3s16(0, 0, 0))
cached_block = cacheBlock(map, p1, FORCE_UPDATE);
else
cached_block = cacheBlock(map, p1, SKIP_UPDATE_IF_ALREADY_CACHED,
&cache_hit_counter);
cached_blocks.push_back(cached_block);
}
g_profiler->avg("MeshUpdateQueue MapBlock cache hit %",
100.0f * cache_hit_counter / cached_blocks.size());
/*
Mark the block as urgent if requested
*/
if (urgent)
m_urgents.insert(p);
/*
Find if block is already in queue.
If it is, update the data and quit.
*/
for (QueuedMeshUpdate *q : m_queue) {
if (q->p == p) {
// NOTE: We are not adding a new position to the queue, thus
// refcount_from_queue stays the same.
if(ack_block_to_server)
q->ack_block_to_server = true;
q->crack_level = m_client->getCrackLevel();
q->crack_pos = m_client->getCrackPos();
return;
}
}
/*
Add the block
*/
QueuedMeshUpdate *q = new QueuedMeshUpdate;
q->p = p;
q->ack_block_to_server = ack_block_to_server;
q->crack_level = m_client->getCrackLevel();
q->crack_pos = m_client->getCrackPos();
m_queue.push_back(q);
// This queue entry is a new reference to the cached blocks
for (CachedMapBlockData *cached_block : cached_blocks) {
cached_block->refcount_from_queue++;
}
}
// Returned pointer must be deleted
// Returns NULL if queue is empty
QueuedMeshUpdate *MeshUpdateQueue::pop()
{
MutexAutoLock lock(m_mutex);
bool must_be_urgent = !m_urgents.empty();
for (std::vector<QueuedMeshUpdate*>::iterator i = m_queue.begin();
i != m_queue.end(); ++i) {
QueuedMeshUpdate *q = *i;
if(must_be_urgent && m_urgents.count(q->p) == 0)
continue;
m_queue.erase(i);
m_urgents.erase(q->p);
fillDataFromMapBlockCache(q);
return q;
}
return NULL;
}
CachedMapBlockData* MeshUpdateQueue::cacheBlock(Map *map, v3s16 p, UpdateMode mode,
size_t *cache_hit_counter)
{
std::map<v3s16, CachedMapBlockData*>::iterator it =
m_cache.find(p);
if (it != m_cache.end()) {
// Already in cache
CachedMapBlockData *cached_block = it->second;
if (mode == SKIP_UPDATE_IF_ALREADY_CACHED) {
if (cache_hit_counter)
(*cache_hit_counter)++;
return cached_block;
}
MapBlock *b = map->getBlockNoCreateNoEx(p);
if (b) {
if (cached_block->data == NULL)
cached_block->data =
new MapNode[MAP_BLOCKSIZE * MAP_BLOCKSIZE * MAP_BLOCKSIZE];
memcpy(cached_block->data, b->getData(),
MAP_BLOCKSIZE * MAP_BLOCKSIZE * MAP_BLOCKSIZE * sizeof(MapNode));
} else {
delete[] cached_block->data;
cached_block->data = NULL;
}
return cached_block;
}
// Not yet in cache
CachedMapBlockData *cached_block = new CachedMapBlockData();
m_cache[p] = cached_block;
MapBlock *b = map->getBlockNoCreateNoEx(p);
if (b) {
cached_block->data =
new MapNode[MAP_BLOCKSIZE * MAP_BLOCKSIZE * MAP_BLOCKSIZE];
memcpy(cached_block->data, b->getData(),
MAP_BLOCKSIZE * MAP_BLOCKSIZE * MAP_BLOCKSIZE * sizeof(MapNode));
}
return cached_block;
}
CachedMapBlockData* MeshUpdateQueue::getCachedBlock(const v3s16 &p)
{
std::map<v3s16, CachedMapBlockData*>::iterator it = m_cache.find(p);
if (it != m_cache.end()) {
return it->second;
}
return NULL;
}
void MeshUpdateQueue::fillDataFromMapBlockCache(QueuedMeshUpdate *q)
{
MeshMakeData *data = new MeshMakeData(m_client, m_cache_enable_shaders,
m_cache_use_tangent_vertices);
q->data = data;
data->fillBlockDataBegin(q->p);
std::time_t t_now = std::time(0);
// Collect data for 3*3*3 blocks from cache
v3s16 dp;
for (dp.X = -1; dp.X <= 1; dp.X++)
for (dp.Y = -1; dp.Y <= 1; dp.Y++)
for (dp.Z = -1; dp.Z <= 1; dp.Z++) {
v3s16 p = q->p + dp;
CachedMapBlockData *cached_block = getCachedBlock(p);
if (cached_block) {
cached_block->refcount_from_queue--;
cached_block->last_used_timestamp = t_now;
if (cached_block->data)
data->fillBlockData(dp, cached_block->data);
}
}
data->setCrack(q->crack_level, q->crack_pos);
data->setSmoothLighting(m_cache_smooth_lighting);
}
void MeshUpdateQueue::cleanupCache()
{
const int mapblock_kB = MAP_BLOCKSIZE * MAP_BLOCKSIZE * MAP_BLOCKSIZE *
sizeof(MapNode) / 1000;
g_profiler->avg("MeshUpdateQueue MapBlock cache size kB",
mapblock_kB * m_cache.size());
// The cache size is kept roughly below cache_soft_max_size, not letting
// anything get older than cache_seconds_max or deleted before 2 seconds.
const int cache_seconds_max = 10;
const int cache_soft_max_size = m_meshgen_block_cache_size * 1000 / mapblock_kB;
int cache_seconds = MYMAX(2, cache_seconds_max -
m_cache.size() / (cache_soft_max_size / cache_seconds_max));
int t_now = time(0);
for (std::map<v3s16, CachedMapBlockData*>::iterator it = m_cache.begin();
it != m_cache.end(); ) {
CachedMapBlockData *cached_block = it->second;
if (cached_block->refcount_from_queue == 0 &&
cached_block->last_used_timestamp < t_now - cache_seconds) {
m_cache.erase(it++);
delete cached_block;
} else {
++it;
}
}
}
/*
MeshUpdateThread
*/
MeshUpdateThread::MeshUpdateThread(Client *client):
UpdateThread("Mesh"),
m_queue_in(client)
{
m_generation_interval = g_settings->getU16("mesh_generation_interval");
m_generation_interval = rangelim(m_generation_interval, 0, 50);
}
void MeshUpdateThread::updateBlock(Map *map, v3s16 p, bool ack_block_to_server,
bool urgent)
{
// Allow the MeshUpdateQueue to do whatever it wants
m_queue_in.addBlock(map, p, ack_block_to_server, urgent);
deferUpdate();
}
void MeshUpdateThread::doUpdate()
{
QueuedMeshUpdate *q;
while ((q = m_queue_in.pop())) {
if (m_generation_interval)
sleep_ms(m_generation_interval);
ScopeProfiler sp(g_profiler, "Client: Mesh making");
MapBlockMesh *mesh_new = new MapBlockMesh(q->data, m_camera_offset);
MeshUpdateResult r;
r.p = q->p;
r.mesh = mesh_new;
r.ack_block_to_server = q->ack_block_to_server;
m_queue_out.push_back(r);
delete q;
}
}

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/*
Minetest
Copyright (C) 2013, 2017 celeron55, Perttu Ahola <celeron55@gmail.com>
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.
*/
#pragma once
#include <ctime>
#include <mutex>
#include "mapblock_mesh.h"
#include "threading/mutex_auto_lock.h"
#include "util/thread.h"
struct CachedMapBlockData
{
v3s16 p = v3s16(-1337, -1337, -1337);
MapNode *data = nullptr; // A copy of the MapBlock's data member
int refcount_from_queue = 0;
std::time_t last_used_timestamp = std::time(0);
CachedMapBlockData() = default;
~CachedMapBlockData();
};
struct QueuedMeshUpdate
{
v3s16 p = v3s16(-1337, -1337, -1337);
bool ack_block_to_server = false;
bool urgent = false;
int crack_level = -1;
v3s16 crack_pos;
MeshMakeData *data = nullptr; // This is generated in MeshUpdateQueue::pop()
QueuedMeshUpdate() = default;
~QueuedMeshUpdate();
};
/*
A thread-safe queue of mesh update tasks and a cache of MapBlock data
*/
class MeshUpdateQueue
{
enum UpdateMode
{
FORCE_UPDATE,
SKIP_UPDATE_IF_ALREADY_CACHED,
};
public:
MeshUpdateQueue(Client *client);
~MeshUpdateQueue();
// Caches the block at p and its neighbors (if needed) and queues a mesh
// update for the block at p
void addBlock(Map *map, v3s16 p, bool ack_block_to_server, bool urgent);
// Returned pointer must be deleted
// Returns NULL if queue is empty
QueuedMeshUpdate *pop();
u32 size()
{
MutexAutoLock lock(m_mutex);
return m_queue.size();
}
private:
Client *m_client;
std::vector<QueuedMeshUpdate *> m_queue;
std::set<v3s16> m_urgents;
std::map<v3s16, CachedMapBlockData *> m_cache;
std::mutex m_mutex;
// TODO: Add callback to update these when g_settings changes
bool m_cache_enable_shaders;
bool m_cache_use_tangent_vertices;
bool m_cache_smooth_lighting;
int m_meshgen_block_cache_size;
CachedMapBlockData *cacheBlock(Map *map, v3s16 p, UpdateMode mode,
size_t *cache_hit_counter = NULL);
CachedMapBlockData *getCachedBlock(const v3s16 &p);
void fillDataFromMapBlockCache(QueuedMeshUpdate *q);
void cleanupCache();
};
struct MeshUpdateResult
{
v3s16 p = v3s16(-1338, -1338, -1338);
MapBlockMesh *mesh = nullptr;
bool ack_block_to_server = false;
MeshUpdateResult() = default;
};
class MeshUpdateThread : public UpdateThread
{
public:
MeshUpdateThread(Client *client);
// Caches the block at p and its neighbors (if needed) and queues a mesh
// update for the block at p
void updateBlock(Map *map, v3s16 p, bool ack_block_to_server, bool urgent);
v3s16 m_camera_offset;
MutexedQueue<MeshUpdateResult> m_queue_out;
private:
MeshUpdateQueue m_queue_in;
// TODO: Add callback to update these when g_settings changes
int m_generation_interval;
protected:
virtual void doUpdate();
};

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@ -20,7 +20,7 @@ with this program; if not, write to the Free Software Foundation, Inc.,
#include "collector.h"
#include <stdexcept>
#include "log.h"
#include "mesh.h"
#include "client/mesh.h"
void MeshCollector::append(const TileSpec &tile, const video::S3DVertex *vertices,
u32 numVertices, const u16 *indices, u32 numIndices)

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/*
Minetest
Copyright (C) 2010-2015 celeron55, Perttu Ahola <celeron55@gmail.com>
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 "minimap.h"
#include <cmath>
#include "client.h"
#include "clientmap.h"
#include "settings.h"
#include "shader.h"
#include "mapblock.h"
#include "client/renderingengine.h"
////
//// MinimapUpdateThread
////
MinimapUpdateThread::~MinimapUpdateThread()
{
for (auto &it : m_blocks_cache) {
delete it.second;
}
for (auto &q : m_update_queue) {
delete q.data;
}
}
bool MinimapUpdateThread::pushBlockUpdate(v3s16 pos, MinimapMapblock *data)
{
MutexAutoLock lock(m_queue_mutex);
// Find if block is already in queue.
// If it is, update the data and quit.
for (QueuedMinimapUpdate &q : m_update_queue) {
if (q.pos == pos) {
delete q.data;
q.data = data;
return false;
}
}
// Add the block
QueuedMinimapUpdate q;
q.pos = pos;
q.data = data;
m_update_queue.push_back(q);
return true;
}
bool MinimapUpdateThread::popBlockUpdate(QueuedMinimapUpdate *update)
{
MutexAutoLock lock(m_queue_mutex);
if (m_update_queue.empty())
return false;
*update = m_update_queue.front();
m_update_queue.pop_front();
return true;
}
void MinimapUpdateThread::enqueueBlock(v3s16 pos, MinimapMapblock *data)
{
pushBlockUpdate(pos, data);
deferUpdate();
}
void MinimapUpdateThread::doUpdate()
{
QueuedMinimapUpdate update;
while (popBlockUpdate(&update)) {
if (update.data) {
// Swap two values in the map using single lookup
std::pair<std::map<v3s16, MinimapMapblock*>::iterator, bool>
result = m_blocks_cache.insert(std::make_pair(update.pos, update.data));
if (!result.second) {
delete result.first->second;
result.first->second = update.data;
}
} else {
std::map<v3s16, MinimapMapblock *>::iterator it;
it = m_blocks_cache.find(update.pos);
if (it != m_blocks_cache.end()) {
delete it->second;
m_blocks_cache.erase(it);
}
}
}
if (data->map_invalidated && data->mode != MINIMAP_MODE_OFF) {
getMap(data->pos, data->map_size, data->scan_height);
data->map_invalidated = false;
}
}
void MinimapUpdateThread::getMap(v3s16 pos, s16 size, s16 height)
{
v3s16 pos_min(pos.X - size / 2, pos.Y - height / 2, pos.Z - size / 2);
v3s16 pos_max(pos_min.X + size - 1, pos.Y + height / 2, pos_min.Z + size - 1);
v3s16 blockpos_min = getNodeBlockPos(pos_min);
v3s16 blockpos_max = getNodeBlockPos(pos_max);
// clear the map
for (int z = 0; z < size; z++)
for (int x = 0; x < size; x++) {
MinimapPixel &mmpixel = data->minimap_scan[x + z * size];
mmpixel.air_count = 0;
mmpixel.height = 0;
mmpixel.n = MapNode(CONTENT_AIR);
}
// draw the map
v3s16 blockpos;
for (blockpos.Z = blockpos_min.Z; blockpos.Z <= blockpos_max.Z; ++blockpos.Z)
for (blockpos.Y = blockpos_min.Y; blockpos.Y <= blockpos_max.Y; ++blockpos.Y)
for (blockpos.X = blockpos_min.X; blockpos.X <= blockpos_max.X; ++blockpos.X) {
std::map<v3s16, MinimapMapblock *>::const_iterator pblock =
m_blocks_cache.find(blockpos);
if (pblock == m_blocks_cache.end())
continue;
const MinimapMapblock &block = *pblock->second;
v3s16 block_node_min(blockpos * MAP_BLOCKSIZE);
v3s16 block_node_max(block_node_min + MAP_BLOCKSIZE - 1);
// clip
v3s16 range_min = componentwise_max(block_node_min, pos_min);
v3s16 range_max = componentwise_min(block_node_max, pos_max);
v3s16 pos;
pos.Y = range_min.Y;
for (pos.Z = range_min.Z; pos.Z <= range_max.Z; ++pos.Z)
for (pos.X = range_min.X; pos.X <= range_max.X; ++pos.X) {
v3s16 inblock_pos = pos - block_node_min;
const MinimapPixel &in_pixel =
block.data[inblock_pos.Z * MAP_BLOCKSIZE + inblock_pos.X];
v3s16 inmap_pos = pos - pos_min;
MinimapPixel &out_pixel =
data->minimap_scan[inmap_pos.X + inmap_pos.Z * size];
out_pixel.air_count += in_pixel.air_count;
if (in_pixel.n.param0 != CONTENT_AIR) {
out_pixel.n = in_pixel.n;
out_pixel.height = inmap_pos.Y + in_pixel.height;
}
}
}
}
////
//// Mapper
////
Minimap::Minimap(Client *client)
{
this->client = client;
this->driver = RenderingEngine::get_video_driver();
this->m_tsrc = client->getTextureSource();
this->m_shdrsrc = client->getShaderSource();
this->m_ndef = client->getNodeDefManager();
m_angle = 0.f;
// Initialize static settings
m_enable_shaders = g_settings->getBool("enable_shaders");
m_surface_mode_scan_height =
g_settings->getBool("minimap_double_scan_height") ? 256 : 128;
// Initialize minimap data
data = new MinimapData;
data->mode = MINIMAP_MODE_OFF;
data->is_radar = false;
data->map_invalidated = true;
data->texture = NULL;
data->heightmap_texture = NULL;
data->minimap_shape_round = g_settings->getBool("minimap_shape_round");
// Get round minimap textures
data->minimap_mask_round = driver->createImage(
m_tsrc->getTexture("minimap_mask_round.png"),
core::position2d<s32>(0, 0),
core::dimension2d<u32>(MINIMAP_MAX_SX, MINIMAP_MAX_SY));
data->minimap_overlay_round = m_tsrc->getTexture("minimap_overlay_round.png");
// Get square minimap textures
data->minimap_mask_square = driver->createImage(
m_tsrc->getTexture("minimap_mask_square.png"),
core::position2d<s32>(0, 0),
core::dimension2d<u32>(MINIMAP_MAX_SX, MINIMAP_MAX_SY));
data->minimap_overlay_square = m_tsrc->getTexture("minimap_overlay_square.png");
// Create player marker texture
data->player_marker = m_tsrc->getTexture("player_marker.png");
// Create object marker texture
data->object_marker_red = m_tsrc->getTexture("object_marker_red.png");
// Create mesh buffer for minimap
m_meshbuffer = getMinimapMeshBuffer();
// Initialize and start thread
m_minimap_update_thread = new MinimapUpdateThread();
m_minimap_update_thread->data = data;
m_minimap_update_thread->start();
}
Minimap::~Minimap()
{
m_minimap_update_thread->stop();
m_minimap_update_thread->wait();
m_meshbuffer->drop();
data->minimap_mask_round->drop();
data->minimap_mask_square->drop();
driver->removeTexture(data->texture);
driver->removeTexture(data->heightmap_texture);
driver->removeTexture(data->minimap_overlay_round);
driver->removeTexture(data->minimap_overlay_square);
driver->removeTexture(data->object_marker_red);
delete data;
delete m_minimap_update_thread;
}
void Minimap::addBlock(v3s16 pos, MinimapMapblock *data)
{
m_minimap_update_thread->enqueueBlock(pos, data);
}
void Minimap::toggleMinimapShape()
{
MutexAutoLock lock(m_mutex);
data->minimap_shape_round = !data->minimap_shape_round;
g_settings->setBool("minimap_shape_round", data->minimap_shape_round);
m_minimap_update_thread->deferUpdate();
}
void Minimap::setMinimapShape(MinimapShape shape)
{
MutexAutoLock lock(m_mutex);
if (shape == MINIMAP_SHAPE_SQUARE)
data->minimap_shape_round = false;
else if (shape == MINIMAP_SHAPE_ROUND)
data->minimap_shape_round = true;
g_settings->setBool("minimap_shape_round", data->minimap_shape_round);
m_minimap_update_thread->deferUpdate();
}
MinimapShape Minimap::getMinimapShape()
{
if (data->minimap_shape_round) {
return MINIMAP_SHAPE_ROUND;
}
return MINIMAP_SHAPE_SQUARE;
}
void Minimap::setMinimapMode(MinimapMode mode)
{
static const MinimapModeDef modedefs[MINIMAP_MODE_COUNT] = {
{false, 0, 0},
{false, m_surface_mode_scan_height, 256},
{false, m_surface_mode_scan_height, 128},
{false, m_surface_mode_scan_height, 64},
{true, 32, 128},
{true, 32, 64},
{true, 32, 32}
};
if (mode >= MINIMAP_MODE_COUNT)
return;
MutexAutoLock lock(m_mutex);
data->is_radar = modedefs[mode].is_radar;
data->scan_height = modedefs[mode].scan_height;
data->map_size = modedefs[mode].map_size;
data->mode = mode;
m_minimap_update_thread->deferUpdate();
}
void Minimap::setPos(v3s16 pos)
{
bool do_update = false;
{
MutexAutoLock lock(m_mutex);
if (pos != data->old_pos) {
data->old_pos = data->pos;
data->pos = pos;
do_update = true;
}
}
if (do_update)
m_minimap_update_thread->deferUpdate();
}
void Minimap::setAngle(f32 angle)
{
m_angle = angle;
}
void Minimap::blitMinimapPixelsToImageRadar(video::IImage *map_image)
{
video::SColor c(240, 0, 0, 0);
for (s16 x = 0; x < data->map_size; x++)
for (s16 z = 0; z < data->map_size; z++) {
MinimapPixel *mmpixel = &data->minimap_scan[x + z * data->map_size];
if (mmpixel->air_count > 0)
c.setGreen(core::clamp(core::round32(32 + mmpixel->air_count * 8), 0, 255));
else
c.setGreen(0);
map_image->setPixel(x, data->map_size - z - 1, c);
}
}
void Minimap::blitMinimapPixelsToImageSurface(
video::IImage *map_image, video::IImage *heightmap_image)
{
// This variable creation/destruction has a 1% cost on rendering minimap
video::SColor tilecolor;
for (s16 x = 0; x < data->map_size; x++)
for (s16 z = 0; z < data->map_size; z++) {
MinimapPixel *mmpixel = &data->minimap_scan[x + z * data->map_size];
const ContentFeatures &f = m_ndef->get(mmpixel->n);
const TileDef *tile = &f.tiledef[0];
// Color of the 0th tile (mostly this is the topmost)
if(tile->has_color)
tilecolor = tile->color;
else
mmpixel->n.getColor(f, &tilecolor);
tilecolor.setRed(tilecolor.getRed() * f.minimap_color.getRed() / 255);
tilecolor.setGreen(tilecolor.getGreen() * f.minimap_color.getGreen() / 255);
tilecolor.setBlue(tilecolor.getBlue() * f.minimap_color.getBlue() / 255);
tilecolor.setAlpha(240);
map_image->setPixel(x, data->map_size - z - 1, tilecolor);
u32 h = mmpixel->height;
heightmap_image->setPixel(x,data->map_size - z - 1,
video::SColor(255, h, h, h));
}
}
video::ITexture *Minimap::getMinimapTexture()
{
// update minimap textures when new scan is ready
if (data->map_invalidated)
return data->texture;
// create minimap and heightmap images in memory
core::dimension2d<u32> dim(data->map_size, data->map_size);
video::IImage *map_image = driver->createImage(video::ECF_A8R8G8B8, dim);
video::IImage *heightmap_image = driver->createImage(video::ECF_A8R8G8B8, dim);
video::IImage *minimap_image = driver->createImage(video::ECF_A8R8G8B8,
core::dimension2d<u32>(MINIMAP_MAX_SX, MINIMAP_MAX_SY));
// Blit MinimapPixels to images
if (data->is_radar)
blitMinimapPixelsToImageRadar(map_image);
else
blitMinimapPixelsToImageSurface(map_image, heightmap_image);
map_image->copyToScaling(minimap_image);
map_image->drop();
video::IImage *minimap_mask = data->minimap_shape_round ?
data->minimap_mask_round : data->minimap_mask_square;
if (minimap_mask) {
for (s16 y = 0; y < MINIMAP_MAX_SY; y++)
for (s16 x = 0; x < MINIMAP_MAX_SX; x++) {
const video::SColor &mask_col = minimap_mask->getPixel(x, y);
if (!mask_col.getAlpha())
minimap_image->setPixel(x, y, video::SColor(0,0,0,0));
}
}
if (data->texture)
driver->removeTexture(data->texture);
if (data->heightmap_texture)
driver->removeTexture(data->heightmap_texture);
data->texture = driver->addTexture("minimap__", minimap_image);
data->heightmap_texture =
driver->addTexture("minimap_heightmap__", heightmap_image);
minimap_image->drop();
heightmap_image->drop();
data->map_invalidated = true;
return data->texture;
}
v3f Minimap::getYawVec()
{
if (data->minimap_shape_round) {
return v3f(
std::cos(m_angle * core::DEGTORAD),
std::sin(m_angle * core::DEGTORAD),
1.0);
}
return v3f(1.0, 0.0, 1.0);
}
scene::SMeshBuffer *Minimap::getMinimapMeshBuffer()
{
scene::SMeshBuffer *buf = new scene::SMeshBuffer();
buf->Vertices.set_used(4);
buf->Indices.set_used(6);
static const video::SColor c(255, 255, 255, 255);
buf->Vertices[0] = video::S3DVertex(-1, -1, 0, 0, 0, 1, c, 0, 1);
buf->Vertices[1] = video::S3DVertex(-1, 1, 0, 0, 0, 1, c, 0, 0);
buf->Vertices[2] = video::S3DVertex( 1, 1, 0, 0, 0, 1, c, 1, 0);
buf->Vertices[3] = video::S3DVertex( 1, -1, 0, 0, 0, 1, c, 1, 1);
buf->Indices[0] = 0;
buf->Indices[1] = 1;
buf->Indices[2] = 2;
buf->Indices[3] = 2;
buf->Indices[4] = 3;
buf->Indices[5] = 0;
return buf;
}
void Minimap::drawMinimap()
{
video::ITexture *minimap_texture = getMinimapTexture();
if (!minimap_texture)
return;
updateActiveMarkers();
v2u32 screensize = RenderingEngine::get_instance()->getWindowSize();
const u32 size = 0.25 * screensize.Y;
core::rect<s32> oldViewPort = driver->getViewPort();
core::matrix4 oldProjMat = driver->getTransform(video::ETS_PROJECTION);
core::matrix4 oldViewMat = driver->getTransform(video::ETS_VIEW);
driver->setViewPort(core::rect<s32>(
screensize.X - size - 10, 10,
screensize.X - 10, size + 10));
driver->setTransform(video::ETS_PROJECTION, core::matrix4());
driver->setTransform(video::ETS_VIEW, core::matrix4());
core::matrix4 matrix;
matrix.makeIdentity();
video::SMaterial &material = m_meshbuffer->getMaterial();
material.setFlag(video::EMF_TRILINEAR_FILTER, true);
material.Lighting = false;
material.TextureLayer[0].Texture = minimap_texture;
material.TextureLayer[1].Texture = data->heightmap_texture;
if (m_enable_shaders && !data->is_radar) {
u16 sid = m_shdrsrc->getShader("minimap_shader", 1, 1);
material.MaterialType = m_shdrsrc->getShaderInfo(sid).material;
} else {
material.MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL;
}
if (data->minimap_shape_round)
matrix.setRotationDegrees(core::vector3df(0, 0, 360 - m_angle));
// Draw minimap
driver->setTransform(video::ETS_WORLD, matrix);
driver->setMaterial(material);
driver->drawMeshBuffer(m_meshbuffer);
// Draw overlay
video::ITexture *minimap_overlay = data->minimap_shape_round ?
data->minimap_overlay_round : data->minimap_overlay_square;
material.TextureLayer[0].Texture = minimap_overlay;
material.MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL;
driver->setMaterial(material);
driver->drawMeshBuffer(m_meshbuffer);
// Draw player marker on minimap
if (data->minimap_shape_round) {
matrix.setRotationDegrees(core::vector3df(0, 0, 0));
} else {
matrix.setRotationDegrees(core::vector3df(0, 0, m_angle));
}
material.TextureLayer[0].Texture = data->player_marker;
driver->setTransform(video::ETS_WORLD, matrix);
driver->setMaterial(material);
driver->drawMeshBuffer(m_meshbuffer);
// Reset transformations
driver->setTransform(video::ETS_VIEW, oldViewMat);
driver->setTransform(video::ETS_PROJECTION, oldProjMat);
driver->setViewPort(oldViewPort);
// Draw player markers
v2s32 s_pos(screensize.X - size - 10, 10);
core::dimension2di imgsize(data->object_marker_red->getOriginalSize());
core::rect<s32> img_rect(0, 0, imgsize.Width, imgsize.Height);
static const video::SColor col(255, 255, 255, 255);
static const video::SColor c[4] = {col, col, col, col};
f32 sin_angle = std::sin(m_angle * core::DEGTORAD);
f32 cos_angle = std::cos(m_angle * core::DEGTORAD);
s32 marker_size2 = 0.025 * (float)size;
for (std::list<v2f>::const_iterator
i = m_active_markers.begin();
i != m_active_markers.end(); ++i) {
v2f posf = *i;
if (data->minimap_shape_round) {
f32 t1 = posf.X * cos_angle - posf.Y * sin_angle;
f32 t2 = posf.X * sin_angle + posf.Y * cos_angle;
posf.X = t1;
posf.Y = t2;
}
posf.X = (posf.X + 0.5) * (float)size;
posf.Y = (posf.Y + 0.5) * (float)size;
core::rect<s32> dest_rect(
s_pos.X + posf.X - marker_size2,
s_pos.Y + posf.Y - marker_size2,
s_pos.X + posf.X + marker_size2,
s_pos.Y + posf.Y + marker_size2);
driver->draw2DImage(data->object_marker_red, dest_rect,
img_rect, &dest_rect, &c[0], true);
}
}
void Minimap::updateActiveMarkers()
{
video::IImage *minimap_mask = data->minimap_shape_round ?
data->minimap_mask_round : data->minimap_mask_square;
const std::list<Nametag *> &nametags = client->getCamera()->getNametags();
m_active_markers.clear();
for (Nametag *nametag : nametags) {
v3s16 pos = floatToInt(nametag->parent_node->getPosition() +
intToFloat(client->getCamera()->getOffset(), BS), BS);
pos -= data->pos - v3s16(data->map_size / 2,
data->scan_height / 2,
data->map_size / 2);
if (pos.X < 0 || pos.X > data->map_size ||
pos.Y < 0 || pos.Y > data->scan_height ||
pos.Z < 0 || pos.Z > data->map_size) {
continue;
}
pos.X = ((float)pos.X / data->map_size) * MINIMAP_MAX_SX;
pos.Z = ((float)pos.Z / data->map_size) * MINIMAP_MAX_SY;
const video::SColor &mask_col = minimap_mask->getPixel(pos.X, pos.Z);
if (!mask_col.getAlpha()) {
continue;
}
m_active_markers.emplace_back(((float)pos.X / (float)MINIMAP_MAX_SX) - 0.5,
(1.0 - (float)pos.Z / (float)MINIMAP_MAX_SY) - 0.5);
}
}
////
//// MinimapMapblock
////
void MinimapMapblock::getMinimapNodes(VoxelManipulator *vmanip, const v3s16 &pos)
{
for (s16 x = 0; x < MAP_BLOCKSIZE; x++)
for (s16 z = 0; z < MAP_BLOCKSIZE; z++) {
s16 air_count = 0;
bool surface_found = false;
MinimapPixel *mmpixel = &data[z * MAP_BLOCKSIZE + x];
for (s16 y = MAP_BLOCKSIZE -1; y >= 0; y--) {
v3s16 p(x, y, z);
MapNode n = vmanip->getNodeNoEx(pos + p);
if (!surface_found && n.getContent() != CONTENT_AIR) {
mmpixel->height = y;
mmpixel->n = n;
surface_found = true;
} else if (n.getContent() == CONTENT_AIR) {
air_count++;
}
}
if (!surface_found)
mmpixel->n = MapNode(CONTENT_AIR);
mmpixel->air_count = air_count;
}
}

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/*
Minetest
Copyright (C) 2010-2015 celeron55, Perttu Ahola <celeron55@gmail.com>
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.
*/
#pragma once
#include "irrlichttypes_extrabloated.h"
#include "util/thread.h"
#include "voxel.h"
#include <map>
#include <string>
#include <vector>
class Client;
class ITextureSource;
class IShaderSource;
#define MINIMAP_MAX_SX 512
#define MINIMAP_MAX_SY 512
enum MinimapMode {
MINIMAP_MODE_OFF,
MINIMAP_MODE_SURFACEx1,
MINIMAP_MODE_SURFACEx2,
MINIMAP_MODE_SURFACEx4,
MINIMAP_MODE_RADARx1,
MINIMAP_MODE_RADARx2,
MINIMAP_MODE_RADARx4,
MINIMAP_MODE_COUNT,
};
enum MinimapShape {
MINIMAP_SHAPE_SQUARE,
MINIMAP_SHAPE_ROUND,
};
struct MinimapModeDef {
bool is_radar;
u16 scan_height;
u16 map_size;
};
struct MinimapPixel {
//! The topmost node that the minimap displays.
MapNode n;
u16 height;
u16 air_count;
};
struct MinimapMapblock {
void getMinimapNodes(VoxelManipulator *vmanip, const v3s16 &pos);
MinimapPixel data[MAP_BLOCKSIZE * MAP_BLOCKSIZE];
};
struct MinimapData {
bool is_radar;
MinimapMode mode;
v3s16 pos;
v3s16 old_pos;
u16 scan_height;
u16 map_size;
MinimapPixel minimap_scan[MINIMAP_MAX_SX * MINIMAP_MAX_SY];
bool map_invalidated;
bool minimap_shape_round;
video::IImage *minimap_mask_round = nullptr;
video::IImage *minimap_mask_square = nullptr;
video::ITexture *texture = nullptr;
video::ITexture *heightmap_texture = nullptr;
video::ITexture *minimap_overlay_round = nullptr;
video::ITexture *minimap_overlay_square = nullptr;
video::ITexture *player_marker = nullptr;
video::ITexture *object_marker_red = nullptr;
};
struct QueuedMinimapUpdate {
v3s16 pos;
MinimapMapblock *data = nullptr;
};
class MinimapUpdateThread : public UpdateThread {
public:
MinimapUpdateThread() : UpdateThread("Minimap") {}
virtual ~MinimapUpdateThread();
void getMap(v3s16 pos, s16 size, s16 height);
void enqueueBlock(v3s16 pos, MinimapMapblock *data);
bool pushBlockUpdate(v3s16 pos, MinimapMapblock *data);
bool popBlockUpdate(QueuedMinimapUpdate *update);
MinimapData *data = nullptr;
protected:
virtual void doUpdate();
private:
std::mutex m_queue_mutex;
std::deque<QueuedMinimapUpdate> m_update_queue;
std::map<v3s16, MinimapMapblock *> m_blocks_cache;
};
class Minimap {
public:
Minimap(Client *client);
~Minimap();
void addBlock(v3s16 pos, MinimapMapblock *data);
v3f getYawVec();
void setPos(v3s16 pos);
v3s16 getPos() const { return data->pos; }
void setAngle(f32 angle);
f32 getAngle() const { return m_angle; }
void setMinimapMode(MinimapMode mode);
MinimapMode getMinimapMode() const { return data->mode; }
void toggleMinimapShape();
void setMinimapShape(MinimapShape shape);
MinimapShape getMinimapShape();
video::ITexture *getMinimapTexture();
void blitMinimapPixelsToImageRadar(video::IImage *map_image);
void blitMinimapPixelsToImageSurface(video::IImage *map_image,
video::IImage *heightmap_image);
scene::SMeshBuffer *getMinimapMeshBuffer();
void updateActiveMarkers();
void drawMinimap();
video::IVideoDriver *driver;
Client* client;
MinimapData *data;
private:
ITextureSource *m_tsrc;
IShaderSource *m_shdrsrc;
const NodeDefManager *m_ndef;
MinimapUpdateThread *m_minimap_update_thread;
scene::SMeshBuffer *m_meshbuffer;
bool m_enable_shaders;
u16 m_surface_mode_scan_height;
f32 m_angle;
std::mutex m_mutex;
std::list<v2f> m_active_markers;
};

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/*
Minetest
Copyright (C) 2013 celeron55, Perttu Ahola <celeron55@gmail.com>
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 "particles.h"
#include <cmath>
#include "client.h"
#include "collision.h"
#include "client/clientevent.h"
#include "client/renderingengine.h"
#include "util/numeric.h"
#include "light.h"
#include "environment.h"
#include "clientmap.h"
#include "mapnode.h"
#include "nodedef.h"
#include "client.h"
#include "settings.h"
/*
Utility
*/
v3f random_v3f(v3f min, v3f max)
{
return v3f( rand()/(float)RAND_MAX*(max.X-min.X)+min.X,
rand()/(float)RAND_MAX*(max.Y-min.Y)+min.Y,
rand()/(float)RAND_MAX*(max.Z-min.Z)+min.Z);
}
Particle::Particle(
IGameDef *gamedef,
LocalPlayer *player,
ClientEnvironment *env,
v3f pos,
v3f velocity,
v3f acceleration,
float expirationtime,
float size,
bool collisiondetection,
bool collision_removal,
bool object_collision,
bool vertical,
video::ITexture *texture,
v2f texpos,
v2f texsize,
const struct TileAnimationParams &anim,
u8 glow,
video::SColor color
):
scene::ISceneNode(RenderingEngine::get_scene_manager()->getRootSceneNode(),
RenderingEngine::get_scene_manager())
{
// Misc
m_gamedef = gamedef;
m_env = env;
// Texture
m_material.setFlag(video::EMF_LIGHTING, false);
m_material.setFlag(video::EMF_BACK_FACE_CULLING, false);
m_material.setFlag(video::EMF_BILINEAR_FILTER, false);
m_material.setFlag(video::EMF_FOG_ENABLE, true);
m_material.MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL;
m_material.setTexture(0, texture);
m_texpos = texpos;
m_texsize = texsize;
m_animation = anim;
// Color
m_base_color = color;
m_color = color;
// Particle related
m_pos = pos;
m_velocity = velocity;
m_acceleration = acceleration;
m_expiration = expirationtime;
m_player = player;
m_size = size;
m_collisiondetection = collisiondetection;
m_collision_removal = collision_removal;
m_object_collision = object_collision;
m_vertical = vertical;
m_glow = glow;
// Irrlicht stuff
m_collisionbox = aabb3f
(-size/2,-size/2,-size/2,size/2,size/2,size/2);
this->setAutomaticCulling(scene::EAC_OFF);
// Init lighting
updateLight();
// Init model
updateVertices();
}
void Particle::OnRegisterSceneNode()
{
if (IsVisible)
SceneManager->registerNodeForRendering(this, scene::ESNRP_TRANSPARENT_EFFECT);
ISceneNode::OnRegisterSceneNode();
}
void Particle::render()
{
video::IVideoDriver* driver = SceneManager->getVideoDriver();
driver->setMaterial(m_material);
driver->setTransform(video::ETS_WORLD, AbsoluteTransformation);
u16 indices[] = {0,1,2, 2,3,0};
driver->drawVertexPrimitiveList(m_vertices, 4,
indices, 2, video::EVT_STANDARD,
scene::EPT_TRIANGLES, video::EIT_16BIT);
}
void Particle::step(float dtime)
{
m_time += dtime;
if (m_collisiondetection) {
aabb3f box = m_collisionbox;
v3f p_pos = m_pos * BS;
v3f p_velocity = m_velocity * BS;
collisionMoveResult r = collisionMoveSimple(m_env, m_gamedef, BS * 0.5f,
box, 0.0f, dtime, &p_pos, &p_velocity, m_acceleration * BS, nullptr,
m_object_collision);
if (m_collision_removal && r.collides) {
// force expiration of the particle
m_expiration = -1.0;
} else {
m_pos = p_pos / BS;
m_velocity = p_velocity / BS;
}
} else {
m_velocity += m_acceleration * dtime;
m_pos += m_velocity * dtime;
}
if (m_animation.type != TAT_NONE) {
m_animation_time += dtime;
int frame_length_i, frame_count;
m_animation.determineParams(
m_material.getTexture(0)->getSize(),
&frame_count, &frame_length_i, NULL);
float frame_length = frame_length_i / 1000.0;
while (m_animation_time > frame_length) {
m_animation_frame++;
m_animation_time -= frame_length;
}
}
// Update lighting
updateLight();
// Update model
updateVertices();
}
void Particle::updateLight()
{
u8 light = 0;
bool pos_ok;
v3s16 p = v3s16(
floor(m_pos.X+0.5),
floor(m_pos.Y+0.5),
floor(m_pos.Z+0.5)
);
MapNode n = m_env->getClientMap().getNodeNoEx(p, &pos_ok);
if (pos_ok)
light = n.getLightBlend(m_env->getDayNightRatio(), m_gamedef->ndef());
else
light = blend_light(m_env->getDayNightRatio(), LIGHT_SUN, 0);
u8 m_light = decode_light(light + m_glow);
m_color.set(255,
m_light * m_base_color.getRed() / 255,
m_light * m_base_color.getGreen() / 255,
m_light * m_base_color.getBlue() / 255);
}
void Particle::updateVertices()
{
f32 tx0, tx1, ty0, ty1;
if (m_animation.type != TAT_NONE) {
const v2u32 texsize = m_material.getTexture(0)->getSize();
v2f texcoord, framesize_f;
v2u32 framesize;
texcoord = m_animation.getTextureCoords(texsize, m_animation_frame);
m_animation.determineParams(texsize, NULL, NULL, &framesize);
framesize_f = v2f(framesize.X / (float) texsize.X, framesize.Y / (float) texsize.Y);
tx0 = m_texpos.X + texcoord.X;
tx1 = m_texpos.X + texcoord.X + framesize_f.X * m_texsize.X;
ty0 = m_texpos.Y + texcoord.Y;
ty1 = m_texpos.Y + texcoord.Y + framesize_f.Y * m_texsize.Y;
} else {
tx0 = m_texpos.X;
tx1 = m_texpos.X + m_texsize.X;
ty0 = m_texpos.Y;
ty1 = m_texpos.Y + m_texsize.Y;
}
m_vertices[0] = video::S3DVertex(-m_size / 2, -m_size / 2,
0, 0, 0, 0, m_color, tx0, ty1);
m_vertices[1] = video::S3DVertex(m_size / 2, -m_size / 2,
0, 0, 0, 0, m_color, tx1, ty1);
m_vertices[2] = video::S3DVertex(m_size / 2, m_size / 2,
0, 0, 0, 0, m_color, tx1, ty0);
m_vertices[3] = video::S3DVertex(-m_size / 2, m_size / 2,
0, 0, 0, 0, m_color, tx0, ty0);
v3s16 camera_offset = m_env->getCameraOffset();
for (video::S3DVertex &vertex : m_vertices) {
if (m_vertical) {
v3f ppos = m_player->getPosition()/BS;
vertex.Pos.rotateXZBy(std::atan2(ppos.Z - m_pos.Z, ppos.X - m_pos.X) /
core::DEGTORAD + 90);
} else {
vertex.Pos.rotateYZBy(m_player->getPitch());
vertex.Pos.rotateXZBy(m_player->getYaw());
}
m_box.addInternalPoint(vertex.Pos);
vertex.Pos += m_pos*BS - intToFloat(camera_offset, BS);
}
}
/*
ParticleSpawner
*/
ParticleSpawner::ParticleSpawner(
IGameDef *gamedef,
LocalPlayer *player,
u16 amount,
float time,
v3f minpos, v3f maxpos,
v3f minvel, v3f maxvel,
v3f minacc, v3f maxacc,
float minexptime, float maxexptime,
float minsize, float maxsize,
bool collisiondetection,
bool collision_removal,
bool object_collision,
u16 attached_id,
bool vertical,
video::ITexture *texture,
u32 id,
const struct TileAnimationParams &anim,
u8 glow,
ParticleManager *p_manager
):
m_particlemanager(p_manager)
{
m_gamedef = gamedef;
m_player = player;
m_amount = amount;
m_spawntime = time;
m_minpos = minpos;
m_maxpos = maxpos;
m_minvel = minvel;
m_maxvel = maxvel;
m_minacc = minacc;
m_maxacc = maxacc;
m_minexptime = minexptime;
m_maxexptime = maxexptime;
m_minsize = minsize;
m_maxsize = maxsize;
m_collisiondetection = collisiondetection;
m_collision_removal = collision_removal;
m_object_collision = object_collision;
m_attached_id = attached_id;
m_vertical = vertical;
m_texture = texture;
m_time = 0;
m_animation = anim;
m_glow = glow;
for (u16 i = 0; i<=m_amount; i++)
{
float spawntime = (float)rand()/(float)RAND_MAX*m_spawntime;
m_spawntimes.push_back(spawntime);
}
}
void ParticleSpawner::spawnParticle(ClientEnvironment *env, float radius,
bool is_attached, const v3f &attached_pos, float attached_yaw)
{
v3f ppos = m_player->getPosition() / BS;
v3f pos = random_v3f(m_minpos, m_maxpos);
// Need to apply this first or the following check
// will be wrong for attached spawners
if (is_attached) {
pos.rotateXZBy(attached_yaw);
pos += attached_pos;
}
if (pos.getDistanceFrom(ppos) > radius)
return;
v3f vel = random_v3f(m_minvel, m_maxvel);
v3f acc = random_v3f(m_minacc, m_maxacc);
if (is_attached) {
// Apply attachment yaw
vel.rotateXZBy(attached_yaw);
acc.rotateXZBy(attached_yaw);
}
float exptime = rand() / (float)RAND_MAX
* (m_maxexptime - m_minexptime)
+ m_minexptime;
float size = rand() / (float)RAND_MAX
* (m_maxsize - m_minsize)
+ m_minsize;
m_particlemanager->addParticle(new Particle(
m_gamedef,
m_player,
env,
pos,
vel,
acc,
exptime,
size,
m_collisiondetection,
m_collision_removal,
m_object_collision,
m_vertical,
m_texture,
v2f(0.0, 0.0),
v2f(1.0, 1.0),
m_animation,
m_glow
));
}
void ParticleSpawner::step(float dtime, ClientEnvironment* env)
{
m_time += dtime;
static thread_local const float radius =
g_settings->getS16("max_block_send_distance") * MAP_BLOCKSIZE;
bool unloaded = false;
bool is_attached = false;
v3f attached_pos = v3f(0,0,0);
float attached_yaw = 0;
if (m_attached_id != 0) {
if (ClientActiveObject *attached = env->getActiveObject(m_attached_id)) {
attached_pos = attached->getPosition() / BS;
attached_yaw = attached->getYaw();
is_attached = true;
} else {
unloaded = true;
}
}
if (m_spawntime != 0) {
// Spawner exists for a predefined timespan
for (std::vector<float>::iterator i = m_spawntimes.begin();
i != m_spawntimes.end();) {
if ((*i) <= m_time && m_amount > 0) {
m_amount--;
// Pretend to, but don't actually spawn a particle if it is
// attached to an unloaded object or distant from player.
if (!unloaded)
spawnParticle(env, radius, is_attached, attached_pos, attached_yaw);
i = m_spawntimes.erase(i);
} else {
++i;
}
}
} else {
// Spawner exists for an infinity timespan, spawn on a per-second base
// Skip this step if attached to an unloaded object
if (unloaded)
return;
for (int i = 0; i <= m_amount; i++) {
if (rand() / (float)RAND_MAX < dtime)
spawnParticle(env, radius, is_attached, attached_pos, attached_yaw);
}
}
}
ParticleManager::ParticleManager(ClientEnvironment* env) :
m_env(env)
{}
ParticleManager::~ParticleManager()
{
clearAll();
}
void ParticleManager::step(float dtime)
{
stepParticles (dtime);
stepSpawners (dtime);
}
void ParticleManager::stepSpawners (float dtime)
{
MutexAutoLock lock(m_spawner_list_lock);
for (std::map<u32, ParticleSpawner*>::iterator i =
m_particle_spawners.begin();
i != m_particle_spawners.end();)
{
if (i->second->get_expired())
{
delete i->second;
m_particle_spawners.erase(i++);
}
else
{
i->second->step(dtime, m_env);
++i;
}
}
}
void ParticleManager::stepParticles (float dtime)
{
MutexAutoLock lock(m_particle_list_lock);
for(std::vector<Particle*>::iterator i = m_particles.begin();
i != m_particles.end();)
{
if ((*i)->get_expired())
{
(*i)->remove();
delete *i;
i = m_particles.erase(i);
}
else
{
(*i)->step(dtime);
++i;
}
}
}
void ParticleManager::clearAll ()
{
MutexAutoLock lock(m_spawner_list_lock);
MutexAutoLock lock2(m_particle_list_lock);
for(std::map<u32, ParticleSpawner*>::iterator i =
m_particle_spawners.begin();
i != m_particle_spawners.end();)
{
delete i->second;
m_particle_spawners.erase(i++);
}
for(std::vector<Particle*>::iterator i =
m_particles.begin();
i != m_particles.end();)
{
(*i)->remove();
delete *i;
i = m_particles.erase(i);
}
}
void ParticleManager::handleParticleEvent(ClientEvent *event, Client *client,
LocalPlayer *player)
{
switch (event->type) {
case CE_DELETE_PARTICLESPAWNER: {
MutexAutoLock lock(m_spawner_list_lock);
if (m_particle_spawners.find(event->delete_particlespawner.id) !=
m_particle_spawners.end()) {
delete m_particle_spawners.find(event->delete_particlespawner.id)->second;
m_particle_spawners.erase(event->delete_particlespawner.id);
}
// no allocated memory in delete event
break;
}
case CE_ADD_PARTICLESPAWNER: {
{
MutexAutoLock lock(m_spawner_list_lock);
if (m_particle_spawners.find(event->add_particlespawner.id) !=
m_particle_spawners.end()) {
delete m_particle_spawners.find(event->add_particlespawner.id)->second;
m_particle_spawners.erase(event->add_particlespawner.id);
}
}
video::ITexture *texture =
client->tsrc()->getTextureForMesh(*(event->add_particlespawner.texture));
ParticleSpawner *toadd = new ParticleSpawner(client, player,
event->add_particlespawner.amount,
event->add_particlespawner.spawntime,
*event->add_particlespawner.minpos,
*event->add_particlespawner.maxpos,
*event->add_particlespawner.minvel,
*event->add_particlespawner.maxvel,
*event->add_particlespawner.minacc,
*event->add_particlespawner.maxacc,
event->add_particlespawner.minexptime,
event->add_particlespawner.maxexptime,
event->add_particlespawner.minsize,
event->add_particlespawner.maxsize,
event->add_particlespawner.collisiondetection,
event->add_particlespawner.collision_removal,
event->add_particlespawner.object_collision,
event->add_particlespawner.attached_id,
event->add_particlespawner.vertical,
texture,
event->add_particlespawner.id,
event->add_particlespawner.animation,
event->add_particlespawner.glow,
this);
/* delete allocated content of event */
delete event->add_particlespawner.minpos;
delete event->add_particlespawner.maxpos;
delete event->add_particlespawner.minvel;
delete event->add_particlespawner.maxvel;
delete event->add_particlespawner.minacc;
delete event->add_particlespawner.texture;
delete event->add_particlespawner.maxacc;
{
MutexAutoLock lock(m_spawner_list_lock);
m_particle_spawners.insert(
std::pair<u32, ParticleSpawner*>(
event->add_particlespawner.id,
toadd));
}
break;
}
case CE_SPAWN_PARTICLE: {
video::ITexture *texture =
client->tsrc()->getTextureForMesh(*(event->spawn_particle.texture));
Particle *toadd = new Particle(client, player, m_env,
*event->spawn_particle.pos,
*event->spawn_particle.vel,
*event->spawn_particle.acc,
event->spawn_particle.expirationtime,
event->spawn_particle.size,
event->spawn_particle.collisiondetection,
event->spawn_particle.collision_removal,
event->spawn_particle.object_collision,
event->spawn_particle.vertical,
texture,
v2f(0.0, 0.0),
v2f(1.0, 1.0),
event->spawn_particle.animation,
event->spawn_particle.glow);
addParticle(toadd);
delete event->spawn_particle.pos;
delete event->spawn_particle.vel;
delete event->spawn_particle.acc;
delete event->spawn_particle.texture;
break;
}
default: break;
}
}
// The final burst of particles when a node is finally dug, *not* particles
// spawned during the digging of a node.
void ParticleManager::addDiggingParticles(IGameDef* gamedef,
LocalPlayer *player, v3s16 pos, const MapNode &n, const ContentFeatures &f)
{
// No particles for "airlike" nodes
if (f.drawtype == NDT_AIRLIKE)
return;
for (u16 j = 0; j < 16; j++) {
addNodeParticle(gamedef, player, pos, n, f);
}
}
// During the digging of a node particles are spawned individually by this
// function, called from Game::handleDigging() in game.cpp.
void ParticleManager::addNodeParticle(IGameDef* gamedef,
LocalPlayer *player, v3s16 pos, const MapNode &n, const ContentFeatures &f)
{
// No particles for "airlike" nodes
if (f.drawtype == NDT_AIRLIKE)
return;
// Texture
u8 texid = myrand_range(0, 5);
const TileLayer &tile = f.tiles[texid].layers[0];
video::ITexture *texture;
struct TileAnimationParams anim;
anim.type = TAT_NONE;
// Only use first frame of animated texture
if (tile.material_flags & MATERIAL_FLAG_ANIMATION)
texture = (*tile.frames)[0].texture;
else
texture = tile.texture;
float size = (rand() % 8) / 64.0f;
float visual_size = BS * size;
if (tile.scale)
size /= tile.scale;
v2f texsize(size * 2.0f, size * 2.0f);
v2f texpos;
texpos.X = (rand() % 64) / 64.0f - texsize.X;
texpos.Y = (rand() % 64) / 64.0f - texsize.Y;
// Physics
v3f velocity(
(rand() % 150) / 50.0f - 1.5f,
(rand() % 150) / 50.0f,
(rand() % 150) / 50.0f - 1.5f
);
v3f acceleration(
0.0f,
-player->movement_gravity * player->physics_override_gravity / BS,
0.0f
);
v3f particlepos = v3f(
(f32)pos.X + (rand() % 100) / 200.0f - 0.25f,
(f32)pos.Y + (rand() % 100) / 200.0f - 0.25f,
(f32)pos.Z + (rand() % 100) / 200.0f - 0.25f
);
video::SColor color;
if (tile.has_color)
color = tile.color;
else
n.getColor(f, &color);
Particle* toadd = new Particle(
gamedef,
player,
m_env,
particlepos,
velocity,
acceleration,
(rand() % 100) / 100.0f, // expiration time
visual_size,
true,
false,
false,
false,
texture,
texpos,
texsize,
anim,
0,
color);
addParticle(toadd);
}
void ParticleManager::addParticle(Particle* toadd)
{
MutexAutoLock lock(m_particle_list_lock);
m_particles.push_back(toadd);
}

223
src/client/particles.h Normal file
View file

@ -0,0 +1,223 @@
/*
Minetest
Copyright (C) 2013 celeron55, Perttu Ahola <celeron55@gmail.com>
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.
*/
#pragma once
#include <iostream>
#include "irrlichttypes_extrabloated.h"
#include "client/tile.h"
#include "localplayer.h"
#include "tileanimation.h"
struct ClientEvent;
class ParticleManager;
class ClientEnvironment;
struct MapNode;
struct ContentFeatures;
class Particle : public scene::ISceneNode
{
public:
Particle(
IGameDef* gamedef,
LocalPlayer *player,
ClientEnvironment *env,
v3f pos,
v3f velocity,
v3f acceleration,
float expirationtime,
float size,
bool collisiondetection,
bool collision_removal,
bool object_collision,
bool vertical,
video::ITexture *texture,
v2f texpos,
v2f texsize,
const struct TileAnimationParams &anim,
u8 glow,
video::SColor color = video::SColor(0xFFFFFFFF)
);
~Particle() = default;
virtual const aabb3f &getBoundingBox() const
{
return m_box;
}
virtual u32 getMaterialCount() const
{
return 1;
}
virtual video::SMaterial& getMaterial(u32 i)
{
return m_material;
}
virtual void OnRegisterSceneNode();
virtual void render();
void step(float dtime);
bool get_expired ()
{ return m_expiration < m_time; }
private:
void updateLight();
void updateVertices();
video::S3DVertex m_vertices[4];
float m_time = 0.0f;
float m_expiration;
ClientEnvironment *m_env;
IGameDef *m_gamedef;
aabb3f m_box;
aabb3f m_collisionbox;
video::SMaterial m_material;
v2f m_texpos;
v2f m_texsize;
v3f m_pos;
v3f m_velocity;
v3f m_acceleration;
LocalPlayer *m_player;
float m_size;
//! Color without lighting
video::SColor m_base_color;
//! Final rendered color
video::SColor m_color;
bool m_collisiondetection;
bool m_collision_removal;
bool m_object_collision;
bool m_vertical;
v3s16 m_camera_offset;
struct TileAnimationParams m_animation;
float m_animation_time = 0.0f;
int m_animation_frame = 0;
u8 m_glow;
};
class ParticleSpawner
{
public:
ParticleSpawner(IGameDef* gamedef,
LocalPlayer *player,
u16 amount,
float time,
v3f minp, v3f maxp,
v3f minvel, v3f maxvel,
v3f minacc, v3f maxacc,
float minexptime, float maxexptime,
float minsize, float maxsize,
bool collisiondetection,
bool collision_removal,
bool object_collision,
u16 attached_id,
bool vertical,
video::ITexture *texture,
u32 id,
const struct TileAnimationParams &anim, u8 glow,
ParticleManager* p_manager);
~ParticleSpawner() = default;
void step(float dtime, ClientEnvironment *env);
bool get_expired ()
{ return (m_amount <= 0) && m_spawntime != 0; }
private:
void spawnParticle(ClientEnvironment *env, float radius,
bool is_attached, const v3f &attached_pos,
float attached_yaw);
ParticleManager *m_particlemanager;
float m_time;
IGameDef *m_gamedef;
LocalPlayer *m_player;
u16 m_amount;
float m_spawntime;
v3f m_minpos;
v3f m_maxpos;
v3f m_minvel;
v3f m_maxvel;
v3f m_minacc;
v3f m_maxacc;
float m_minexptime;
float m_maxexptime;
float m_minsize;
float m_maxsize;
video::ITexture *m_texture;
std::vector<float> m_spawntimes;
bool m_collisiondetection;
bool m_collision_removal;
bool m_object_collision;
bool m_vertical;
u16 m_attached_id;
struct TileAnimationParams m_animation;
u8 m_glow;
};
/**
* Class doing particle as well as their spawners handling
*/
class ParticleManager
{
friend class ParticleSpawner;
public:
ParticleManager(ClientEnvironment* env);
~ParticleManager();
void step (float dtime);
void handleParticleEvent(ClientEvent *event, Client *client,
LocalPlayer *player);
void addDiggingParticles(IGameDef *gamedef, LocalPlayer *player, v3s16 pos,
const MapNode &n, const ContentFeatures &f);
void addNodeParticle(IGameDef *gamedef, LocalPlayer *player, v3s16 pos,
const MapNode &n, const ContentFeatures &f);
u32 getSpawnerId() const
{
for (u32 id = 0;; ++id) { // look for unused particlespawner id
if (m_particle_spawners.find(id) == m_particle_spawners.end())
return id;
}
}
protected:
void addParticle(Particle* toadd);
private:
void stepParticles (float dtime);
void stepSpawners (float dtime);
void clearAll ();
std::vector<Particle*> m_particles;
std::map<u32, ParticleSpawner*> m_particle_spawners;
ClientEnvironment* m_env;
std::mutex m_particle_list_lock;
std::mutex m_spawner_list_lock;
};

View file

@ -19,11 +19,11 @@ with this program; if not, write to the Free Software Foundation, Inc.,
*/
#include "core.h"
#include "camera.h"
#include "client.h"
#include "clientmap.h"
#include "hud.h"
#include "minimap.h"
#include "client/camera.h"
#include "client/client.h"
#include "client/clientmap.h"
#include "client/hud.h"
#include "client/minimap.h"
RenderingCore::RenderingCore(IrrlichtDevice *_device, Client *_client, Hud *_hud)
: device(_device), driver(device->getVideoDriver()), smgr(device->getSceneManager()),

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@ -19,8 +19,8 @@ with this program; if not, write to the Free Software Foundation, Inc.,
*/
#include "interlaced.h"
#include "client.h"
#include "shader.h"
#include "client/client.h"
#include "client/shader.h"
#include "client/tile.h"
RenderingCoreInterlaced::RenderingCoreInterlaced(

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@ -19,7 +19,7 @@ with this program; if not, write to the Free Software Foundation, Inc.,
*/
#include "stereo.h"
#include "camera.h"
#include "client/camera.h"
#include "constants.h"
#include "settings.h"

873
src/client/shader.cpp Normal file
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@ -0,0 +1,873 @@
/*
Minetest
Copyright (C) 2013 celeron55, Perttu Ahola <celeron55@gmail.com>
Copyright (C) 2013 Kahrl <kahrl@gmx.net>
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 <fstream>
#include <iterator>
#include "shader.h"
#include "irrlichttypes_extrabloated.h"
#include "debug.h"
#include "filesys.h"
#include "util/container.h"
#include "util/thread.h"
#include "settings.h"
#include <ICameraSceneNode.h>
#include <IGPUProgrammingServices.h>
#include <IMaterialRenderer.h>
#include <IMaterialRendererServices.h>
#include <IShaderConstantSetCallBack.h>
#include "client/renderingengine.h"
#include "EShaderTypes.h"
#include "log.h"
#include "gamedef.h"
#include "client/tile.h"
/*
A cache from shader name to shader path
*/
MutexedMap<std::string, std::string> g_shadername_to_path_cache;
/*
Gets the path to a shader by first checking if the file
name_of_shader/filename
exists in shader_path and if not, using the data path.
If not found, returns "".
Utilizes a thread-safe cache.
*/
std::string getShaderPath(const std::string &name_of_shader,
const std::string &filename)
{
std::string combined = name_of_shader + DIR_DELIM + filename;
std::string fullpath;
/*
Check from cache
*/
bool incache = g_shadername_to_path_cache.get(combined, &fullpath);
if(incache)
return fullpath;
/*
Check from shader_path
*/
std::string shader_path = g_settings->get("shader_path");
if (!shader_path.empty()) {
std::string testpath = shader_path + DIR_DELIM + combined;
if(fs::PathExists(testpath))
fullpath = testpath;
}
/*
Check from default data directory
*/
if (fullpath.empty()) {
std::string rel_path = std::string("client") + DIR_DELIM
+ "shaders" + DIR_DELIM
+ name_of_shader + DIR_DELIM
+ filename;
std::string testpath = porting::path_share + DIR_DELIM + rel_path;
if(fs::PathExists(testpath))
fullpath = testpath;
}
// Add to cache (also an empty result is cached)
g_shadername_to_path_cache.set(combined, fullpath);
// Finally return it
return fullpath;
}
/*
SourceShaderCache: A cache used for storing source shaders.
*/
class SourceShaderCache
{
public:
void insert(const std::string &name_of_shader, const std::string &filename,
const std::string &program, bool prefer_local)
{
std::string combined = name_of_shader + DIR_DELIM + filename;
// Try to use local shader instead if asked to
if(prefer_local){
std::string path = getShaderPath(name_of_shader, filename);
if(!path.empty()){
std::string p = readFile(path);
if (!p.empty()) {
m_programs[combined] = p;
return;
}
}
}
m_programs[combined] = program;
}
std::string get(const std::string &name_of_shader,
const std::string &filename)
{
std::string combined = name_of_shader + DIR_DELIM + filename;
StringMap::iterator n = m_programs.find(combined);
if (n != m_programs.end())
return n->second;
return "";
}
// Primarily fetches from cache, secondarily tries to read from filesystem
std::string getOrLoad(const std::string &name_of_shader,
const std::string &filename)
{
std::string combined = name_of_shader + DIR_DELIM + filename;
StringMap::iterator n = m_programs.find(combined);
if (n != m_programs.end())
return n->second;
std::string path = getShaderPath(name_of_shader, filename);
if (path.empty()) {
infostream << "SourceShaderCache::getOrLoad(): No path found for \""
<< combined << "\"" << std::endl;
return "";
}
infostream << "SourceShaderCache::getOrLoad(): Loading path \""
<< path << "\"" << std::endl;
std::string p = readFile(path);
if (!p.empty()) {
m_programs[combined] = p;
return p;
}
return "";
}
private:
StringMap m_programs;
std::string readFile(const std::string &path)
{
std::ifstream is(path.c_str(), std::ios::binary);
if(!is.is_open())
return "";
std::ostringstream tmp_os;
tmp_os << is.rdbuf();
return tmp_os.str();
}
};
/*
ShaderCallback: Sets constants that can be used in shaders
*/
class ShaderCallback : public video::IShaderConstantSetCallBack
{
std::vector<IShaderConstantSetter*> m_setters;
public:
ShaderCallback(const std::vector<IShaderConstantSetterFactory *> &factories)
{
for (IShaderConstantSetterFactory *factory : factories)
m_setters.push_back(factory->create());
}
~ShaderCallback()
{
for (IShaderConstantSetter *setter : m_setters)
delete setter;
}
virtual void OnSetConstants(video::IMaterialRendererServices *services, s32 userData)
{
video::IVideoDriver *driver = services->getVideoDriver();
sanity_check(driver != NULL);
bool is_highlevel = userData;
for (IShaderConstantSetter *setter : m_setters)
setter->onSetConstants(services, is_highlevel);
}
};
/*
MainShaderConstantSetter: Set basic constants required for almost everything
*/
class MainShaderConstantSetter : public IShaderConstantSetter
{
CachedVertexShaderSetting<float, 16> m_world_view_proj;
CachedVertexShaderSetting<float, 16> m_world;
public:
MainShaderConstantSetter() :
m_world_view_proj("mWorldViewProj"),
m_world("mWorld")
{}
~MainShaderConstantSetter() = default;
virtual void onSetConstants(video::IMaterialRendererServices *services,
bool is_highlevel)
{
video::IVideoDriver *driver = services->getVideoDriver();
sanity_check(driver);
// Set clip matrix
core::matrix4 worldViewProj;
worldViewProj = driver->getTransform(video::ETS_PROJECTION);
worldViewProj *= driver->getTransform(video::ETS_VIEW);
worldViewProj *= driver->getTransform(video::ETS_WORLD);
if (is_highlevel)
m_world_view_proj.set(*reinterpret_cast<float(*)[16]>(worldViewProj.pointer()), services);
else
services->setVertexShaderConstant(worldViewProj.pointer(), 0, 4);
// Set world matrix
core::matrix4 world = driver->getTransform(video::ETS_WORLD);
if (is_highlevel)
m_world.set(*reinterpret_cast<float(*)[16]>(world.pointer()), services);
else
services->setVertexShaderConstant(world.pointer(), 4, 4);
}
};
class MainShaderConstantSetterFactory : public IShaderConstantSetterFactory
{
public:
virtual IShaderConstantSetter* create()
{ return new MainShaderConstantSetter(); }
};
/*
ShaderSource
*/
class ShaderSource : public IWritableShaderSource
{
public:
ShaderSource();
~ShaderSource();
/*
- If shader material specified by name is found from cache,
return the cached id.
- Otherwise generate the shader material, add to cache and return id.
The id 0 points to a null shader. Its material is EMT_SOLID.
*/
u32 getShaderIdDirect(const std::string &name,
const u8 material_type, const u8 drawtype);
/*
If shader specified by the name pointed by the id doesn't
exist, create it, then return id.
Can be called from any thread. If called from some other thread
and not found in cache, the call is queued to the main thread
for processing.
*/
u32 getShader(const std::string &name,
const u8 material_type, const u8 drawtype);
ShaderInfo getShaderInfo(u32 id);
// Processes queued shader requests from other threads.
// Shall be called from the main thread.
void processQueue();
// Insert a shader program into the cache without touching the
// filesystem. Shall be called from the main thread.
void insertSourceShader(const std::string &name_of_shader,
const std::string &filename, const std::string &program);
// Rebuild shaders from the current set of source shaders
// Shall be called from the main thread.
void rebuildShaders();
void addShaderConstantSetterFactory(IShaderConstantSetterFactory *setter)
{
m_setter_factories.push_back(setter);
}
private:
// The id of the thread that is allowed to use irrlicht directly
std::thread::id m_main_thread;
// Cache of source shaders
// This should be only accessed from the main thread
SourceShaderCache m_sourcecache;
// A shader id is index in this array.
// The first position contains a dummy shader.
std::vector<ShaderInfo> m_shaderinfo_cache;
// The former container is behind this mutex
std::mutex m_shaderinfo_cache_mutex;
// Queued shader fetches (to be processed by the main thread)
RequestQueue<std::string, u32, u8, u8> m_get_shader_queue;
// Global constant setter factories
std::vector<IShaderConstantSetterFactory *> m_setter_factories;
// Shader callbacks
std::vector<ShaderCallback *> m_callbacks;
};
IWritableShaderSource *createShaderSource()
{
return new ShaderSource();
}
/*
Generate shader given the shader name.
*/
ShaderInfo generate_shader(const std::string &name,
u8 material_type, u8 drawtype, std::vector<ShaderCallback *> &callbacks,
const std::vector<IShaderConstantSetterFactory *> &setter_factories,
SourceShaderCache *sourcecache);
/*
Load shader programs
*/
void load_shaders(const std::string &name, SourceShaderCache *sourcecache,
video::E_DRIVER_TYPE drivertype, bool enable_shaders,
std::string &vertex_program, std::string &pixel_program,
std::string &geometry_program, bool &is_highlevel);
ShaderSource::ShaderSource()
{
m_main_thread = std::this_thread::get_id();
// Add a dummy ShaderInfo as the first index, named ""
m_shaderinfo_cache.emplace_back();
// Add main global constant setter
addShaderConstantSetterFactory(new MainShaderConstantSetterFactory());
}
ShaderSource::~ShaderSource()
{
for (ShaderCallback *callback : m_callbacks) {
delete callback;
}
for (IShaderConstantSetterFactory *setter_factorie : m_setter_factories) {
delete setter_factorie;
}
}
u32 ShaderSource::getShader(const std::string &name,
const u8 material_type, const u8 drawtype)
{
/*
Get shader
*/
if (std::this_thread::get_id() == m_main_thread) {
return getShaderIdDirect(name, material_type, drawtype);
}
/*errorstream<<"getShader(): Queued: name=\""<<name<<"\""<<std::endl;*/
// We're gonna ask the result to be put into here
static ResultQueue<std::string, u32, u8, u8> result_queue;
// Throw a request in
m_get_shader_queue.add(name, 0, 0, &result_queue);
/* infostream<<"Waiting for shader from main thread, name=\""
<<name<<"\""<<std::endl;*/
while(true) {
GetResult<std::string, u32, u8, u8>
result = result_queue.pop_frontNoEx();
if (result.key == name) {
return result.item;
}
errorstream << "Got shader with invalid name: " << result.key << std::endl;
}
infostream << "getShader(): Failed" << std::endl;
return 0;
}
/*
This method generates all the shaders
*/
u32 ShaderSource::getShaderIdDirect(const std::string &name,
const u8 material_type, const u8 drawtype)
{
//infostream<<"getShaderIdDirect(): name=\""<<name<<"\""<<std::endl;
// Empty name means shader 0
if (name.empty()) {
infostream<<"getShaderIdDirect(): name is empty"<<std::endl;
return 0;
}
// Check if already have such instance
for(u32 i=0; i<m_shaderinfo_cache.size(); i++){
ShaderInfo *info = &m_shaderinfo_cache[i];
if(info->name == name && info->material_type == material_type &&
info->drawtype == drawtype)
return i;
}
/*
Calling only allowed from main thread
*/
if (std::this_thread::get_id() != m_main_thread) {
errorstream<<"ShaderSource::getShaderIdDirect() "
"called not from main thread"<<std::endl;
return 0;
}
ShaderInfo info = generate_shader(name, material_type, drawtype,
m_callbacks, m_setter_factories, &m_sourcecache);
/*
Add shader to caches (add dummy shaders too)
*/
MutexAutoLock lock(m_shaderinfo_cache_mutex);
u32 id = m_shaderinfo_cache.size();
m_shaderinfo_cache.push_back(info);
infostream<<"getShaderIdDirect(): "
<<"Returning id="<<id<<" for name \""<<name<<"\""<<std::endl;
return id;
}
ShaderInfo ShaderSource::getShaderInfo(u32 id)
{
MutexAutoLock lock(m_shaderinfo_cache_mutex);
if(id >= m_shaderinfo_cache.size())
return ShaderInfo();
return m_shaderinfo_cache[id];
}
void ShaderSource::processQueue()
{
}
void ShaderSource::insertSourceShader(const std::string &name_of_shader,
const std::string &filename, const std::string &program)
{
/*infostream<<"ShaderSource::insertSourceShader(): "
"name_of_shader=\""<<name_of_shader<<"\", "
"filename=\""<<filename<<"\""<<std::endl;*/
sanity_check(std::this_thread::get_id() == m_main_thread);
m_sourcecache.insert(name_of_shader, filename, program, true);
}
void ShaderSource::rebuildShaders()
{
MutexAutoLock lock(m_shaderinfo_cache_mutex);
/*// Oh well... just clear everything, they'll load sometime.
m_shaderinfo_cache.clear();
m_name_to_id.clear();*/
/*
FIXME: Old shader materials can't be deleted in Irrlicht,
or can they?
(This would be nice to do in the destructor too)
*/
// Recreate shaders
for (ShaderInfo &i : m_shaderinfo_cache) {
ShaderInfo *info = &i;
if (!info->name.empty()) {
*info = generate_shader(info->name, info->material_type,
info->drawtype, m_callbacks,
m_setter_factories, &m_sourcecache);
}
}
}
ShaderInfo generate_shader(const std::string &name, u8 material_type, u8 drawtype,
std::vector<ShaderCallback *> &callbacks,
const std::vector<IShaderConstantSetterFactory *> &setter_factories,
SourceShaderCache *sourcecache)
{
ShaderInfo shaderinfo;
shaderinfo.name = name;
shaderinfo.material_type = material_type;
shaderinfo.drawtype = drawtype;
shaderinfo.material = video::EMT_SOLID;
switch (material_type) {
case TILE_MATERIAL_OPAQUE:
case TILE_MATERIAL_LIQUID_OPAQUE:
shaderinfo.base_material = video::EMT_SOLID;
break;
case TILE_MATERIAL_ALPHA:
case TILE_MATERIAL_LIQUID_TRANSPARENT:
shaderinfo.base_material = video::EMT_TRANSPARENT_ALPHA_CHANNEL;
break;
case TILE_MATERIAL_BASIC:
case TILE_MATERIAL_WAVING_LEAVES:
case TILE_MATERIAL_WAVING_PLANTS:
shaderinfo.base_material = video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF;
break;
}
bool enable_shaders = g_settings->getBool("enable_shaders");
if (!enable_shaders)
return shaderinfo;
video::IVideoDriver *driver = RenderingEngine::get_video_driver();
video::IGPUProgrammingServices *gpu = driver->getGPUProgrammingServices();
if(!gpu){
errorstream<<"generate_shader(): "
"failed to generate \""<<name<<"\", "
"GPU programming not supported."
<<std::endl;
return shaderinfo;
}
// Choose shader language depending on driver type and settings
// Then load shaders
std::string vertex_program;
std::string pixel_program;
std::string geometry_program;
bool is_highlevel;
load_shaders(name, sourcecache, driver->getDriverType(),
enable_shaders, vertex_program, pixel_program,
geometry_program, is_highlevel);
// Check hardware/driver support
if (!vertex_program.empty() &&
!driver->queryFeature(video::EVDF_VERTEX_SHADER_1_1) &&
!driver->queryFeature(video::EVDF_ARB_VERTEX_PROGRAM_1)){
infostream<<"generate_shader(): vertex shaders disabled "
"because of missing driver/hardware support."
<<std::endl;
vertex_program = "";
}
if (!pixel_program.empty() &&
!driver->queryFeature(video::EVDF_PIXEL_SHADER_1_1) &&
!driver->queryFeature(video::EVDF_ARB_FRAGMENT_PROGRAM_1)){
infostream<<"generate_shader(): pixel shaders disabled "
"because of missing driver/hardware support."
<<std::endl;
pixel_program = "";
}
if (!geometry_program.empty() &&
!driver->queryFeature(video::EVDF_GEOMETRY_SHADER)){
infostream<<"generate_shader(): geometry shaders disabled "
"because of missing driver/hardware support."
<<std::endl;
geometry_program = "";
}
// If no shaders are used, don't make a separate material type
if (vertex_program.empty() && pixel_program.empty() && geometry_program.empty())
return shaderinfo;
// Create shaders header
std::string shaders_header = "#version 120\n";
static const char* drawTypes[] = {
"NDT_NORMAL",
"NDT_AIRLIKE",
"NDT_LIQUID",
"NDT_FLOWINGLIQUID",
"NDT_GLASSLIKE",
"NDT_ALLFACES",
"NDT_ALLFACES_OPTIONAL",
"NDT_TORCHLIKE",
"NDT_SIGNLIKE",
"NDT_PLANTLIKE",
"NDT_FENCELIKE",
"NDT_RAILLIKE",
"NDT_NODEBOX",
"NDT_GLASSLIKE_FRAMED",
"NDT_FIRELIKE",
"NDT_GLASSLIKE_FRAMED_OPTIONAL",
"NDT_PLANTLIKE_ROOTED",
};
for (int i = 0; i < 14; i++){
shaders_header += "#define ";
shaders_header += drawTypes[i];
shaders_header += " ";
shaders_header += itos(i);
shaders_header += "\n";
}
static const char* materialTypes[] = {
"TILE_MATERIAL_BASIC",
"TILE_MATERIAL_ALPHA",
"TILE_MATERIAL_LIQUID_TRANSPARENT",
"TILE_MATERIAL_LIQUID_OPAQUE",
"TILE_MATERIAL_WAVING_LEAVES",
"TILE_MATERIAL_WAVING_PLANTS",
"TILE_MATERIAL_OPAQUE"
};
for (int i = 0; i < 7; i++){
shaders_header += "#define ";
shaders_header += materialTypes[i];
shaders_header += " ";
shaders_header += itos(i);
shaders_header += "\n";
}
shaders_header += "#define MATERIAL_TYPE ";
shaders_header += itos(material_type);
shaders_header += "\n";
shaders_header += "#define DRAW_TYPE ";
shaders_header += itos(drawtype);
shaders_header += "\n";
if (g_settings->getBool("generate_normalmaps")) {
shaders_header += "#define GENERATE_NORMALMAPS 1\n";
} else {
shaders_header += "#define GENERATE_NORMALMAPS 0\n";
}
shaders_header += "#define NORMALMAPS_STRENGTH ";
shaders_header += ftos(g_settings->getFloat("normalmaps_strength"));
shaders_header += "\n";
float sample_step;
int smooth = (int)g_settings->getFloat("normalmaps_smooth");
switch (smooth){
case 0:
sample_step = 0.0078125; // 1.0 / 128.0
break;
case 1:
sample_step = 0.00390625; // 1.0 / 256.0
break;
case 2:
sample_step = 0.001953125; // 1.0 / 512.0
break;
default:
sample_step = 0.0078125;
break;
}
shaders_header += "#define SAMPLE_STEP ";
shaders_header += ftos(sample_step);
shaders_header += "\n";
if (g_settings->getBool("enable_bumpmapping"))
shaders_header += "#define ENABLE_BUMPMAPPING\n";
if (g_settings->getBool("enable_parallax_occlusion")){
int mode = g_settings->getFloat("parallax_occlusion_mode");
float scale = g_settings->getFloat("parallax_occlusion_scale");
float bias = g_settings->getFloat("parallax_occlusion_bias");
int iterations = g_settings->getFloat("parallax_occlusion_iterations");
shaders_header += "#define ENABLE_PARALLAX_OCCLUSION\n";
shaders_header += "#define PARALLAX_OCCLUSION_MODE ";
shaders_header += itos(mode);
shaders_header += "\n";
shaders_header += "#define PARALLAX_OCCLUSION_SCALE ";
shaders_header += ftos(scale);
shaders_header += "\n";
shaders_header += "#define PARALLAX_OCCLUSION_BIAS ";
shaders_header += ftos(bias);
shaders_header += "\n";
shaders_header += "#define PARALLAX_OCCLUSION_ITERATIONS ";
shaders_header += itos(iterations);
shaders_header += "\n";
}
shaders_header += "#define USE_NORMALMAPS ";
if (g_settings->getBool("enable_bumpmapping") || g_settings->getBool("enable_parallax_occlusion"))
shaders_header += "1\n";
else
shaders_header += "0\n";
if (g_settings->getBool("enable_waving_water")){
shaders_header += "#define ENABLE_WAVING_WATER 1\n";
shaders_header += "#define WATER_WAVE_HEIGHT ";
shaders_header += ftos(g_settings->getFloat("water_wave_height"));
shaders_header += "\n";
shaders_header += "#define WATER_WAVE_LENGTH ";
shaders_header += ftos(g_settings->getFloat("water_wave_length"));
shaders_header += "\n";
shaders_header += "#define WATER_WAVE_SPEED ";
shaders_header += ftos(g_settings->getFloat("water_wave_speed"));
shaders_header += "\n";
} else{
shaders_header += "#define ENABLE_WAVING_WATER 0\n";
}
shaders_header += "#define ENABLE_WAVING_LEAVES ";
if (g_settings->getBool("enable_waving_leaves"))
shaders_header += "1\n";
else
shaders_header += "0\n";
shaders_header += "#define ENABLE_WAVING_PLANTS ";
if (g_settings->getBool("enable_waving_plants"))
shaders_header += "1\n";
else
shaders_header += "0\n";
if (g_settings->getBool("tone_mapping"))
shaders_header += "#define ENABLE_TONE_MAPPING\n";
shaders_header += "#define FOG_START ";
shaders_header += ftos(rangelim(g_settings->getFloat("fog_start"), 0.0f, 0.99f));
shaders_header += "\n";
// Call addHighLevelShaderMaterial() or addShaderMaterial()
const c8* vertex_program_ptr = 0;
const c8* pixel_program_ptr = 0;
const c8* geometry_program_ptr = 0;
if (!vertex_program.empty()) {
vertex_program = shaders_header + vertex_program;
vertex_program_ptr = vertex_program.c_str();
}
if (!pixel_program.empty()) {
pixel_program = shaders_header + pixel_program;
pixel_program_ptr = pixel_program.c_str();
}
if (!geometry_program.empty()) {
geometry_program = shaders_header + geometry_program;
geometry_program_ptr = geometry_program.c_str();
}
ShaderCallback *cb = new ShaderCallback(setter_factories);
s32 shadermat = -1;
if(is_highlevel){
infostream<<"Compiling high level shaders for "<<name<<std::endl;
shadermat = gpu->addHighLevelShaderMaterial(
vertex_program_ptr, // Vertex shader program
"vertexMain", // Vertex shader entry point
video::EVST_VS_1_1, // Vertex shader version
pixel_program_ptr, // Pixel shader program
"pixelMain", // Pixel shader entry point
video::EPST_PS_1_2, // Pixel shader version
geometry_program_ptr, // Geometry shader program
"geometryMain", // Geometry shader entry point
video::EGST_GS_4_0, // Geometry shader version
scene::EPT_TRIANGLES, // Geometry shader input
scene::EPT_TRIANGLE_STRIP, // Geometry shader output
0, // Support maximum number of vertices
cb, // Set-constant callback
shaderinfo.base_material, // Base material
1 // Userdata passed to callback
);
if(shadermat == -1){
errorstream<<"generate_shader(): "
"failed to generate \""<<name<<"\", "
"addHighLevelShaderMaterial failed."
<<std::endl;
dumpShaderProgram(warningstream, "Vertex", vertex_program);
dumpShaderProgram(warningstream, "Pixel", pixel_program);
dumpShaderProgram(warningstream, "Geometry", geometry_program);
delete cb;
return shaderinfo;
}
}
else{
infostream<<"Compiling assembly shaders for "<<name<<std::endl;
shadermat = gpu->addShaderMaterial(
vertex_program_ptr, // Vertex shader program
pixel_program_ptr, // Pixel shader program
cb, // Set-constant callback
shaderinfo.base_material, // Base material
0 // Userdata passed to callback
);
if(shadermat == -1){
errorstream<<"generate_shader(): "
"failed to generate \""<<name<<"\", "
"addShaderMaterial failed."
<<std::endl;
dumpShaderProgram(warningstream, "Vertex", vertex_program);
dumpShaderProgram(warningstream,"Pixel", pixel_program);
delete cb;
return shaderinfo;
}
}
callbacks.push_back(cb);
// HACK, TODO: investigate this better
// Grab the material renderer once more so minetest doesn't crash on exit
driver->getMaterialRenderer(shadermat)->grab();
// Apply the newly created material type
shaderinfo.material = (video::E_MATERIAL_TYPE) shadermat;
return shaderinfo;
}
void load_shaders(const std::string &name, SourceShaderCache *sourcecache,
video::E_DRIVER_TYPE drivertype, bool enable_shaders,
std::string &vertex_program, std::string &pixel_program,
std::string &geometry_program, bool &is_highlevel)
{
vertex_program = "";
pixel_program = "";
geometry_program = "";
is_highlevel = false;
if(enable_shaders){
// Look for high level shaders
if(drivertype == video::EDT_DIRECT3D9){
// Direct3D 9: HLSL
// (All shaders in one file)
vertex_program = sourcecache->getOrLoad(name, "d3d9.hlsl");
pixel_program = vertex_program;
geometry_program = vertex_program;
}
else if(drivertype == video::EDT_OPENGL){
// OpenGL: GLSL
vertex_program = sourcecache->getOrLoad(name, "opengl_vertex.glsl");
pixel_program = sourcecache->getOrLoad(name, "opengl_fragment.glsl");
geometry_program = sourcecache->getOrLoad(name, "opengl_geometry.glsl");
}
if (!vertex_program.empty() || !pixel_program.empty() || !geometry_program.empty()){
is_highlevel = true;
return;
}
}
}
void dumpShaderProgram(std::ostream &output_stream,
const std::string &program_type, const std::string &program)
{
output_stream << program_type << " shader program:" << std::endl <<
"----------------------------------" << std::endl;
size_t pos = 0;
size_t prev = 0;
s16 line = 1;
while ((pos = program.find('\n', prev)) != std::string::npos) {
output_stream << line++ << ": "<< program.substr(prev, pos - prev) <<
std::endl;
prev = pos + 1;
}
output_stream << line << ": " << program.substr(prev) << std::endl <<
"End of " << program_type << " shader program." << std::endl <<
" " << std::endl;
}

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/*
Minetest
Copyright (C) 2013 celeron55, Perttu Ahola <celeron55@gmail.com>
Copyright (C) 2013 Kahrl <kahrl@gmx.net>
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.
*/
#pragma once
#include <IMaterialRendererServices.h>
#include "irrlichttypes_bloated.h"
#include <string>
class IGameDef;
/*
shader.{h,cpp}: Shader handling stuff.
*/
/*
Gets the path to a shader by first checking if the file
name_of_shader/filename
exists in shader_path and if not, using the data path.
If not found, returns "".
Utilizes a thread-safe cache.
*/
std::string getShaderPath(const std::string &name_of_shader,
const std::string &filename);
struct ShaderInfo {
std::string name = "";
video::E_MATERIAL_TYPE base_material = video::EMT_SOLID;
video::E_MATERIAL_TYPE material = video::EMT_SOLID;
u8 drawtype = 0;
u8 material_type = 0;
ShaderInfo() = default;
virtual ~ShaderInfo() = default;
};
/*
Setter of constants for shaders
*/
namespace irr { namespace video {
class IMaterialRendererServices;
} }
class IShaderConstantSetter {
public:
virtual ~IShaderConstantSetter() = default;
virtual void onSetConstants(video::IMaterialRendererServices *services,
bool is_highlevel) = 0;
};
class IShaderConstantSetterFactory {
public:
virtual ~IShaderConstantSetterFactory() = default;
virtual IShaderConstantSetter* create() = 0;
};
template <typename T, std::size_t count=1>
class CachedShaderSetting {
const char *m_name;
T m_sent[count];
bool has_been_set = false;
bool is_pixel;
protected:
CachedShaderSetting(const char *name, bool is_pixel) :
m_name(name), is_pixel(is_pixel)
{}
public:
void set(const T value[count], video::IMaterialRendererServices *services)
{
if (has_been_set && std::equal(m_sent, m_sent + count, value))
return;
if (is_pixel)
services->setPixelShaderConstant(m_name, value, count);
else
services->setVertexShaderConstant(m_name, value, count);
std::copy(value, value + count, m_sent);
has_been_set = true;
}
};
template <typename T, std::size_t count = 1>
class CachedPixelShaderSetting : public CachedShaderSetting<T, count> {
public:
CachedPixelShaderSetting(const char *name) :
CachedShaderSetting<T, count>(name, true){}
};
template <typename T, std::size_t count = 1>
class CachedVertexShaderSetting : public CachedShaderSetting<T, count> {
public:
CachedVertexShaderSetting(const char *name) :
CachedShaderSetting<T, count>(name, false){}
};
/*
ShaderSource creates and caches shaders.
*/
class IShaderSource {
public:
IShaderSource() = default;
virtual ~IShaderSource() = default;
virtual u32 getShaderIdDirect(const std::string &name,
const u8 material_type, const u8 drawtype){return 0;}
virtual ShaderInfo getShaderInfo(u32 id){return ShaderInfo();}
virtual u32 getShader(const std::string &name,
const u8 material_type, const u8 drawtype){return 0;}
};
class IWritableShaderSource : public IShaderSource {
public:
IWritableShaderSource() = default;
virtual ~IWritableShaderSource() = default;
virtual u32 getShaderIdDirect(const std::string &name,
const u8 material_type, const u8 drawtype){return 0;}
virtual ShaderInfo getShaderInfo(u32 id){return ShaderInfo();}
virtual u32 getShader(const std::string &name,
const u8 material_type, const u8 drawtype){return 0;}
virtual void processQueue()=0;
virtual void insertSourceShader(const std::string &name_of_shader,
const std::string &filename, const std::string &program)=0;
virtual void rebuildShaders()=0;
virtual void addShaderConstantSetterFactory(IShaderConstantSetterFactory *setter) = 0;
};
IWritableShaderSource *createShaderSource();
void dumpShaderProgram(std::ostream &output_stream,
const std::string &program_type, const std::string &program);

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/*
Minetest
Copyright (C) 2010-2013 celeron55, Perttu Ahola <celeron55@gmail.com>
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 "sky.h"
#include "IVideoDriver.h"
#include "ISceneManager.h"
#include "ICameraSceneNode.h"
#include "S3DVertex.h"
#include "client/tile.h"
#include "noise.h" // easeCurve
#include "profiler.h"
#include "util/numeric.h"
#include <cmath>
#include "client/renderingengine.h"
#include "settings.h"
#include "camera.h" // CameraModes
Sky::Sky(s32 id, ITextureSource *tsrc):
scene::ISceneNode(RenderingEngine::get_scene_manager()->getRootSceneNode(),
RenderingEngine::get_scene_manager(), id)
{
setAutomaticCulling(scene::EAC_OFF);
m_box.MaxEdge.set(0, 0, 0);
m_box.MinEdge.set(0, 0, 0);
// Create material
video::SMaterial mat;
mat.Lighting = false;
#ifdef __ANDROID__
mat.ZBuffer = video::ECFN_DISABLED;
#else
mat.ZBuffer = video::ECFN_NEVER;
#endif
mat.ZWriteEnable = false;
mat.AntiAliasing = 0;
mat.TextureLayer[0].TextureWrapU = video::ETC_CLAMP_TO_EDGE;
mat.TextureLayer[0].TextureWrapV = video::ETC_CLAMP_TO_EDGE;
mat.BackfaceCulling = false;
m_materials[0] = mat;
m_materials[1] = mat;
//m_materials[1].MaterialType = video::EMT_TRANSPARENT_VERTEX_ALPHA;
m_materials[1].MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL;
m_materials[2] = mat;
m_materials[2].setTexture(0, tsrc->getTextureForMesh("sunrisebg.png"));
m_materials[2].MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL;
//m_materials[2].MaterialType = video::EMT_TRANSPARENT_ADD_COLOR;
m_sun_texture = tsrc->isKnownSourceImage("sun.png") ?
tsrc->getTextureForMesh("sun.png") : NULL;
m_moon_texture = tsrc->isKnownSourceImage("moon.png") ?
tsrc->getTextureForMesh("moon.png") : NULL;
m_sun_tonemap = tsrc->isKnownSourceImage("sun_tonemap.png") ?
tsrc->getTexture("sun_tonemap.png") : NULL;
m_moon_tonemap = tsrc->isKnownSourceImage("moon_tonemap.png") ?
tsrc->getTexture("moon_tonemap.png") : NULL;
if (m_sun_texture) {
m_materials[3] = mat;
m_materials[3].setTexture(0, m_sun_texture);
m_materials[3].MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL;
if (m_sun_tonemap)
m_materials[3].Lighting = true;
}
if (m_moon_texture) {
m_materials[4] = mat;
m_materials[4].setTexture(0, m_moon_texture);
m_materials[4].MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL;
if (m_moon_tonemap)
m_materials[4].Lighting = true;
}
for (v3f &star : m_stars) {
star = v3f(
myrand_range(-10000, 10000),
myrand_range(-10000, 10000),
myrand_range(-10000, 10000)
);
star.normalize();
}
m_directional_colored_fog = g_settings->getBool("directional_colored_fog");
}
void Sky::OnRegisterSceneNode()
{
if (IsVisible)
SceneManager->registerNodeForRendering(this, scene::ESNRP_SKY_BOX);
scene::ISceneNode::OnRegisterSceneNode();
}
void Sky::render()
{
if (!m_visible)
return;
video::IVideoDriver* driver = SceneManager->getVideoDriver();
scene::ICameraSceneNode* camera = SceneManager->getActiveCamera();
if (!camera || !driver)
return;
ScopeProfiler sp(g_profiler, "Sky::render()", SPT_AVG);
// Draw perspective skybox
core::matrix4 translate(AbsoluteTransformation);
translate.setTranslation(camera->getAbsolutePosition());
// Draw the sky box between the near and far clip plane
const f32 viewDistance = (camera->getNearValue() + camera->getFarValue()) * 0.5f;
core::matrix4 scale;
scale.setScale(core::vector3df(viewDistance, viewDistance, viewDistance));
driver->setTransform(video::ETS_WORLD, translate * scale);
if (m_sunlight_seen) {
float sunsize = 0.07;
video::SColorf suncolor_f(1, 1, 0, 1);
//suncolor_f.r = 1;
//suncolor_f.g = MYMAX(0.3, MYMIN(1.0, 0.7 + m_time_brightness * 0.5));
//suncolor_f.b = MYMAX(0.0, m_brightness * 0.95);
video::SColorf suncolor2_f(1, 1, 1, 1);
// The values below were probably meant to be suncolor2_f instead of a
// reassignment of suncolor_f. However, the resulting colour was chosen
// and is our long-running classic colour. So preserve, but comment-out
// the unnecessary first assignments above.
suncolor_f.r = 1;
suncolor_f.g = MYMAX(0.3, MYMIN(1.0, 0.85 + m_time_brightness * 0.5));
suncolor_f.b = MYMAX(0.0, m_brightness);
float moonsize = 0.04;
video::SColorf mooncolor_f(0.50, 0.57, 0.65, 1);
video::SColorf mooncolor2_f(0.85, 0.875, 0.9, 1);
float nightlength = 0.415;
float wn = nightlength / 2;
float wicked_time_of_day = 0;
if (m_time_of_day > wn && m_time_of_day < 1.0 - wn)
wicked_time_of_day = (m_time_of_day - wn) / (1.0 - wn * 2) * 0.5 + 0.25;
else if (m_time_of_day < 0.5)
wicked_time_of_day = m_time_of_day / wn * 0.25;
else
wicked_time_of_day = 1.0 - ((1.0 - m_time_of_day) / wn * 0.25);
/*std::cerr<<"time_of_day="<<m_time_of_day<<" -> "
<<"wicked_time_of_day="<<wicked_time_of_day<<std::endl;*/
video::SColor suncolor = suncolor_f.toSColor();
video::SColor suncolor2 = suncolor2_f.toSColor();
video::SColor mooncolor = mooncolor_f.toSColor();
video::SColor mooncolor2 = mooncolor2_f.toSColor();
// Calculate offset normalized to the X dimension of a 512x1 px tonemap
float offset = (1.0 - fabs(sin((m_time_of_day - 0.5) * irr::core::PI))) * 511;
if (m_sun_tonemap) {
u8 * texels = (u8 *)m_sun_tonemap->lock();
video::SColor* texel = (video::SColor *)(texels + (u32)offset * 4);
video::SColor texel_color (255, texel->getRed(),
texel->getGreen(), texel->getBlue());
m_sun_tonemap->unlock();
m_materials[3].EmissiveColor = texel_color;
}
if (m_moon_tonemap) {
u8 * texels = (u8 *)m_moon_tonemap->lock();
video::SColor* texel = (video::SColor *)(texels + (u32)offset * 4);
video::SColor texel_color (255, texel->getRed(),
texel->getGreen(), texel->getBlue());
m_moon_tonemap->unlock();
m_materials[4].EmissiveColor = texel_color;
}
const f32 t = 1.0f;
const f32 o = 0.0f;
static const u16 indices[4] = {0, 1, 2, 3};
video::S3DVertex vertices[4];
driver->setMaterial(m_materials[1]);
video::SColor cloudyfogcolor = m_bgcolor;
// Draw far cloudy fog thing blended with skycolor
for (u32 j = 0; j < 4; j++) {
video::SColor c = cloudyfogcolor.getInterpolated(m_skycolor, 0.45);
vertices[0] = video::S3DVertex(-1, 0.08, -1, 0, 0, 1, c, t, t);
vertices[1] = video::S3DVertex( 1, 0.08, -1, 0, 0, 1, c, o, t);
vertices[2] = video::S3DVertex( 1, 0.12, -1, 0, 0, 1, c, o, o);
vertices[3] = video::S3DVertex(-1, 0.12, -1, 0, 0, 1, c, t, o);
for (video::S3DVertex &vertex : vertices) {
if (j == 0)
// Don't switch
{}
else if (j == 1)
// Switch from -Z (south) to +X (east)
vertex.Pos.rotateXZBy(90);
else if (j == 2)
// Switch from -Z (south) to -X (west)
vertex.Pos.rotateXZBy(-90);
else
// Switch from -Z (south) to +Z (north)
vertex.Pos.rotateXZBy(-180);
}
driver->drawIndexedTriangleFan(&vertices[0], 4, indices, 2);
}
// Draw far cloudy fog thing
for (u32 j = 0; j < 4; j++) {
video::SColor c = cloudyfogcolor;
vertices[0] = video::S3DVertex(-1, -1.0, -1, 0, 0, 1, c, t, t);
vertices[1] = video::S3DVertex( 1, -1.0, -1, 0, 0, 1, c, o, t);
vertices[2] = video::S3DVertex( 1, 0.08, -1, 0, 0, 1, c, o, o);
vertices[3] = video::S3DVertex(-1, 0.08, -1, 0, 0, 1, c, t, o);
for (video::S3DVertex &vertex : vertices) {
if (j == 0)
// Don't switch
{}
else if (j == 1)
// Switch from -Z (south) to +X (east)
vertex.Pos.rotateXZBy(90);
else if (j == 2)
// Switch from -Z (south) to -X (west)
vertex.Pos.rotateXZBy(-90);
else
// Switch from -Z (south) to +Z (north)
vertex.Pos.rotateXZBy(-180);
}
driver->drawIndexedTriangleFan(&vertices[0], 4, indices, 2);
}
// Draw bottom far cloudy fog thing
video::SColor c = cloudyfogcolor;
vertices[0] = video::S3DVertex(-1, -1.0, -1, 0, 1, 0, c, t, t);
vertices[1] = video::S3DVertex( 1, -1.0, -1, 0, 1, 0, c, o, t);
vertices[2] = video::S3DVertex( 1, -1.0, 1, 0, 1, 0, c, o, o);
vertices[3] = video::S3DVertex(-1, -1.0, 1, 0, 1, 0, c, t, o);
driver->drawIndexedTriangleFan(&vertices[0], 4, indices, 2);
// If sun, moon and stars are (temporarily) disabled, abort here
if (!m_bodies_visible)
return;
driver->setMaterial(m_materials[2]);
// Draw sunrise/sunset horizon glow texture (textures/base/pack/sunrisebg.png)
{
float mid1 = 0.25;
float mid = wicked_time_of_day < 0.5 ? mid1 : (1.0 - mid1);
float a_ = 1.0f - std::fabs(wicked_time_of_day - mid) * 35.0f;
float a = easeCurve(MYMAX(0, MYMIN(1, a_)));
//std::cerr<<"a_="<<a_<<" a="<<a<<std::endl;
video::SColor c(255, 255, 255, 255);
float y = -(1.0 - a) * 0.22;
vertices[0] = video::S3DVertex(-1, -0.05 + y, -1, 0, 0, 1, c, t, t);
vertices[1] = video::S3DVertex( 1, -0.05 + y, -1, 0, 0, 1, c, o, t);
vertices[2] = video::S3DVertex( 1, 0.2 + y, -1, 0, 0, 1, c, o, o);
vertices[3] = video::S3DVertex(-1, 0.2 + y, -1, 0, 0, 1, c, t, o);
for (video::S3DVertex &vertex : vertices) {
if (wicked_time_of_day < 0.5)
// Switch from -Z (south) to +X (east)
vertex.Pos.rotateXZBy(90);
else
// Switch from -Z (south) to -X (west)
vertex.Pos.rotateXZBy(-90);
}
driver->drawIndexedTriangleFan(&vertices[0], 4, indices, 2);
}
// Draw stars
do {
driver->setMaterial(m_materials[1]);
float starbrightness = MYMAX(0, MYMIN(1,
(0.285 - fabs(wicked_time_of_day < 0.5 ?
wicked_time_of_day : (1.0 - wicked_time_of_day))) * 10));
float f = starbrightness;
float d = 0.007/2;
video::SColor starcolor(255, f * 90, f * 90, f * 90);
if (starcolor.getBlue() < m_skycolor.getBlue())
break;
#ifdef __ANDROID__
u16 indices[SKY_STAR_COUNT * 3];
video::S3DVertex vertices[SKY_STAR_COUNT * 3];
for (u32 i = 0; i < SKY_STAR_COUNT; i++) {
indices[i * 3 + 0] = i * 3 + 0;
indices[i * 3 + 1] = i * 3 + 1;
indices[i * 3 + 2] = i * 3 + 2;
v3f r = m_stars[i];
core::CMatrix4<f32> a;
a.buildRotateFromTo(v3f(0, 1, 0), r);
v3f p = v3f(-d, 1, -d);
v3f p1 = v3f(d, 1, 0);
v3f p2 = v3f(-d, 1, d);
a.rotateVect(p);
a.rotateVect(p1);
a.rotateVect(p2);
p.rotateXYBy(wicked_time_of_day * 360 - 90);
p1.rotateXYBy(wicked_time_of_day * 360 - 90);
p2.rotateXYBy(wicked_time_of_day * 360 - 90);
vertices[i * 3 + 0].Pos = p;
vertices[i * 3 + 0].Color = starcolor;
vertices[i * 3 + 1].Pos = p1;
vertices[i * 3 + 1].Color = starcolor;
vertices[i * 3 + 2].Pos = p2;
vertices[i * 3 + 2].Color = starcolor;
}
driver->drawIndexedTriangleList(vertices, SKY_STAR_COUNT * 3,
indices, SKY_STAR_COUNT);
#else
u16 indices[SKY_STAR_COUNT * 4];
video::S3DVertex vertices[SKY_STAR_COUNT * 4];
for (u32 i = 0; i < SKY_STAR_COUNT; i++) {
indices[i * 4 + 0] = i * 4 + 0;
indices[i * 4 + 1] = i * 4 + 1;
indices[i * 4 + 2] = i * 4 + 2;
indices[i * 4 + 3] = i * 4 + 3;
v3f r = m_stars[i];
core::CMatrix4<f32> a;
a.buildRotateFromTo(v3f(0, 1, 0), r);
v3f p = v3f(-d, 1, -d);
v3f p1 = v3f( d, 1, -d);
v3f p2 = v3f( d, 1, d);
v3f p3 = v3f(-d, 1, d);
a.rotateVect(p);
a.rotateVect(p1);
a.rotateVect(p2);
a.rotateVect(p3);
p.rotateXYBy(wicked_time_of_day * 360 - 90);
p1.rotateXYBy(wicked_time_of_day * 360 - 90);
p2.rotateXYBy(wicked_time_of_day * 360 - 90);
p3.rotateXYBy(wicked_time_of_day * 360 - 90);
vertices[i * 4 + 0].Pos = p;
vertices[i * 4 + 0].Color = starcolor;
vertices[i * 4 + 1].Pos = p1;
vertices[i * 4 + 1].Color = starcolor;
vertices[i * 4 + 2].Pos = p2;
vertices[i * 4 + 2].Color = starcolor;
vertices[i * 4 + 3].Pos = p3;
vertices[i * 4 + 3].Color = starcolor;
}
driver->drawVertexPrimitiveList(vertices, SKY_STAR_COUNT * 4,
indices, SKY_STAR_COUNT, video::EVT_STANDARD,
scene::EPT_QUADS, video::EIT_16BIT);
#endif
} while(false);
// Draw sun
if (wicked_time_of_day > 0.15 && wicked_time_of_day < 0.85) {
if (!m_sun_texture) {
driver->setMaterial(m_materials[1]);
float d = sunsize * 1.7;
video::SColor c = suncolor;
c.setAlpha(0.05 * 255);
vertices[0] = video::S3DVertex(-d, -d, -1, 0, 0, 1, c, t, t);
vertices[1] = video::S3DVertex( d, -d, -1, 0, 0, 1, c, o, t);
vertices[2] = video::S3DVertex( d, d, -1, 0, 0, 1, c, o, o);
vertices[3] = video::S3DVertex(-d, d, -1, 0, 0, 1, c, t, o);
for (video::S3DVertex &vertex : vertices) {
// Switch from -Z (south) to +X (east)
vertex.Pos.rotateXZBy(90);
vertex.Pos.rotateXYBy(wicked_time_of_day * 360 - 90);
}
driver->drawIndexedTriangleFan(&vertices[0], 4, indices, 2);
d = sunsize * 1.2;
c = suncolor;
c.setAlpha(0.15 * 255);
vertices[0] = video::S3DVertex(-d, -d, -1, 0, 0, 1, c, t, t);
vertices[1] = video::S3DVertex( d, -d, -1, 0, 0, 1, c, o, t);
vertices[2] = video::S3DVertex( d, d, -1, 0, 0, 1, c, o, o);
vertices[3] = video::S3DVertex(-d, d, -1, 0, 0, 1, c, t, o);
for (video::S3DVertex &vertex : vertices) {
// Switch from -Z (south) to +X (east)
vertex.Pos.rotateXZBy(90);
vertex.Pos.rotateXYBy(wicked_time_of_day * 360 - 90);
}
driver->drawIndexedTriangleFan(&vertices[0], 4, indices, 2);
d = sunsize;
vertices[0] = video::S3DVertex(-d, -d, -1, 0, 0, 1, suncolor, t, t);
vertices[1] = video::S3DVertex( d, -d, -1, 0, 0, 1, suncolor, o, t);
vertices[2] = video::S3DVertex( d, d, -1, 0, 0, 1, suncolor, o, o);
vertices[3] = video::S3DVertex(-d, d, -1, 0, 0, 1, suncolor, t, o);
for (video::S3DVertex &vertex : vertices) {
// Switch from -Z (south) to +X (east)
vertex.Pos.rotateXZBy(90);
vertex.Pos.rotateXYBy(wicked_time_of_day * 360 - 90);
}
driver->drawIndexedTriangleFan(&vertices[0], 4, indices, 2);
d = sunsize * 0.7;
vertices[0] = video::S3DVertex(-d, -d, -1, 0, 0, 1, suncolor2, t, t);
vertices[1] = video::S3DVertex( d, -d, -1, 0, 0, 1, suncolor2, o, t);
vertices[2] = video::S3DVertex( d, d, -1, 0, 0, 1, suncolor2, o, o);
vertices[3] = video::S3DVertex(-d, d, -1, 0, 0, 1, suncolor2, t, o);
for (video::S3DVertex &vertex : vertices) {
// Switch from -Z (south) to +X (east)
vertex.Pos.rotateXZBy(90);
vertex.Pos.rotateXYBy(wicked_time_of_day * 360 - 90);
}
driver->drawIndexedTriangleFan(&vertices[0], 4, indices, 2);
} else {
driver->setMaterial(m_materials[3]);
float d = sunsize * 1.7;
video::SColor c;
if (m_sun_tonemap)
c = video::SColor (0, 0, 0, 0);
else
c = video::SColor (255, 255, 255, 255);
vertices[0] = video::S3DVertex(-d, -d, -1, 0, 0, 1, c, t, t);
vertices[1] = video::S3DVertex( d, -d, -1, 0, 0, 1, c, o, t);
vertices[2] = video::S3DVertex( d, d, -1, 0, 0, 1, c, o, o);
vertices[3] = video::S3DVertex(-d, d, -1, 0, 0, 1, c, t, o);
for (video::S3DVertex &vertex : vertices) {
// Switch from -Z (south) to +X (east)
vertex.Pos.rotateXZBy(90);
vertex.Pos.rotateXYBy(wicked_time_of_day * 360 - 90);
}
driver->drawIndexedTriangleFan(&vertices[0], 4, indices, 2);
}
}
// Draw moon
if (wicked_time_of_day < 0.3 || wicked_time_of_day > 0.7) {
if (!m_moon_texture) {
driver->setMaterial(m_materials[1]);
float d = moonsize * 1.9;
video::SColor c = mooncolor;
c.setAlpha(0.05 * 255);
vertices[0] = video::S3DVertex(-d, -d, -1, 0, 0, 1, c, t, t);
vertices[1] = video::S3DVertex( d, -d, -1, 0, 0, 1, c, o, t);
vertices[2] = video::S3DVertex( d, d, -1, 0, 0, 1, c, o, o);
vertices[3] = video::S3DVertex(-d, d, -1, 0, 0, 1, c, t, o);
for (video::S3DVertex &vertex : vertices) {
// Switch from -Z (south) to -X (west)
vertex.Pos.rotateXZBy(-90);
vertex.Pos.rotateXYBy(wicked_time_of_day * 360 - 90);
}
driver->drawIndexedTriangleFan(&vertices[0], 4, indices, 2);
d = moonsize * 1.3;
c = mooncolor;
c.setAlpha(0.15 * 255);
vertices[0] = video::S3DVertex(-d, -d, -1, 0, 0, 1, c, t, t);
vertices[1] = video::S3DVertex( d, -d, -1, 0, 0, 1, c, o, t);
vertices[2] = video::S3DVertex( d, d, -1, 0, 0, 1, c, o, o);
vertices[3] = video::S3DVertex(-d, d, -1, 0, 0, 1, c, t, o);
for (video::S3DVertex &vertex : vertices) {
// Switch from -Z (south) to -X (west)
vertex.Pos.rotateXZBy(-90);
vertex.Pos.rotateXYBy(wicked_time_of_day * 360 - 90);
}
driver->drawIndexedTriangleFan(&vertices[0], 4, indices, 2);
d = moonsize;
vertices[0] = video::S3DVertex(-d, -d, -1, 0, 0, 1, mooncolor, t, t);
vertices[1] = video::S3DVertex( d, -d, -1, 0, 0, 1, mooncolor, o, t);
vertices[2] = video::S3DVertex( d, d, -1, 0, 0, 1, mooncolor, o, o);
vertices[3] = video::S3DVertex(-d, d, -1, 0, 0, 1, mooncolor, t, o);
for (video::S3DVertex &vertex : vertices) {
// Switch from -Z (south) to -X (west)
vertex.Pos.rotateXZBy(-90);
vertex.Pos.rotateXYBy(wicked_time_of_day * 360 - 90);
}
driver->drawIndexedTriangleFan(&vertices[0], 4, indices, 2);
float d2 = moonsize * 0.6;
vertices[0] = video::S3DVertex(-d, -d, -1, 0, 0, 1, mooncolor2, t, t);
vertices[1] = video::S3DVertex( d2,-d, -1, 0, 0, 1, mooncolor2, o, t);
vertices[2] = video::S3DVertex( d2, d2, -1, 0, 0, 1, mooncolor2, o, o);
vertices[3] = video::S3DVertex(-d, d2, -1, 0, 0, 1, mooncolor2, t, o);
for (video::S3DVertex &vertex : vertices) {
// Switch from -Z (south) to -X (west)
vertex.Pos.rotateXZBy(-90);
vertex.Pos.rotateXYBy(wicked_time_of_day * 360 - 90);
}
driver->drawIndexedTriangleFan(&vertices[0], 4, indices, 2);
} else {
driver->setMaterial(m_materials[4]);
float d = moonsize * 1.9;
video::SColor c;
if (m_moon_tonemap)
c = video::SColor (0, 0, 0, 0);
else
c = video::SColor (255, 255, 255, 255);
vertices[0] = video::S3DVertex(-d, -d, -1, 0, 0, 1, c, t, t);
vertices[1] = video::S3DVertex( d, -d, -1, 0, 0, 1, c, o, t);
vertices[2] = video::S3DVertex( d, d, -1, 0, 0, 1, c, o, o);
vertices[3] = video::S3DVertex(-d, d, -1, 0, 0, 1, c, t, o);
for (video::S3DVertex &vertex : vertices) {
// Switch from -Z (south) to -X (west)
vertex.Pos.rotateXZBy(-90);
vertex.Pos.rotateXYBy(wicked_time_of_day * 360 - 90);
}
driver->drawIndexedTriangleFan(&vertices[0], 4, indices, 2);
}
}
// Draw far cloudy fog thing below east and west horizons
for (u32 j = 0; j < 2; j++) {
video::SColor c = cloudyfogcolor;
vertices[0] = video::S3DVertex(-1, -1.0, -1, 0, 0, 1, c, t, t);
vertices[1] = video::S3DVertex( 1, -1.0, -1, 0, 0, 1, c, o, t);
vertices[2] = video::S3DVertex( 1, -0.02, -1, 0, 0, 1, c, o, o);
vertices[3] = video::S3DVertex(-1, -0.02, -1, 0, 0, 1, c, t, o);
for (video::S3DVertex &vertex : vertices) {
//if (wicked_time_of_day < 0.5)
if (j == 0)
// Switch from -Z (south) to +X (east)
vertex.Pos.rotateXZBy(90);
else
// Switch from -Z (south) to -X (west)
vertex.Pos.rotateXZBy(-90);
}
driver->drawIndexedTriangleFan(&vertices[0], 4, indices, 2);
}
}
}
void Sky::update(float time_of_day, float time_brightness,
float direct_brightness, bool sunlight_seen,
CameraMode cam_mode, float yaw, float pitch)
{
// Stabilize initial brightness and color values by flooding updates
if (m_first_update) {
/*dstream<<"First update with time_of_day="<<time_of_day
<<" time_brightness="<<time_brightness
<<" direct_brightness="<<direct_brightness
<<" sunlight_seen="<<sunlight_seen<<std::endl;*/
m_first_update = false;
for (u32 i = 0; i < 100; i++) {
update(time_of_day, time_brightness, direct_brightness,
sunlight_seen, cam_mode, yaw, pitch);
}
return;
}
m_time_of_day = time_of_day;
m_time_brightness = time_brightness;
m_sunlight_seen = sunlight_seen;
m_bodies_visible = true;
bool is_dawn = (time_brightness >= 0.20 && time_brightness < 0.35);
/*
Development colours
video::SColorf bgcolor_bright_normal_f(170. / 255, 200. / 255, 230. / 255, 1.0);
video::SColorf bgcolor_bright_dawn_f(0.666, 200. / 255 * 0.7, 230. / 255 * 0.5, 1.0);
video::SColorf bgcolor_bright_dawn_f(0.666, 0.549, 0.220, 1.0);
video::SColorf bgcolor_bright_dawn_f(0.666 * 1.2, 0.549 * 1.0, 0.220 * 1.0, 1.0);
video::SColorf bgcolor_bright_dawn_f(0.666 * 1.2, 0.549 * 1.0, 0.220 * 1.2, 1.0);
video::SColorf cloudcolor_bright_dawn_f(1.0, 0.591, 0.4);
video::SColorf cloudcolor_bright_dawn_f(1.0, 0.65, 0.44);
video::SColorf cloudcolor_bright_dawn_f(1.0, 0.7, 0.5);
*/
video::SColorf bgcolor_bright_normal_f = video::SColor(255, 155, 193, 240);
video::SColorf bgcolor_bright_indoor_f = video::SColor(255, 100, 100, 100);
video::SColorf bgcolor_bright_dawn_f = video::SColor(255, 186, 193, 240);
video::SColorf bgcolor_bright_night_f = video::SColor(255, 64, 144, 255);
video::SColorf skycolor_bright_normal_f = video::SColor(255, 140, 186, 250);
video::SColorf skycolor_bright_dawn_f = video::SColor(255, 180, 186, 250);
video::SColorf skycolor_bright_night_f = video::SColor(255, 0, 107, 255);
// pure white: becomes "diffuse light component" for clouds
video::SColorf cloudcolor_bright_normal_f = video::SColor(255, 255, 255, 255);
// dawn-factoring version of pure white (note: R is above 1.0)
video::SColorf cloudcolor_bright_dawn_f(255.0f/240.0f, 223.0f/240.0f, 191.0f/255.0f);
float cloud_color_change_fraction = 0.95;
if (sunlight_seen) {
if (std::fabs(time_brightness - m_brightness) < 0.2f) {
m_brightness = m_brightness * 0.95 + time_brightness * 0.05;
} else {
m_brightness = m_brightness * 0.80 + time_brightness * 0.20;
cloud_color_change_fraction = 0.0;
}
} else {
if (direct_brightness < m_brightness)
m_brightness = m_brightness * 0.95 + direct_brightness * 0.05;
else
m_brightness = m_brightness * 0.98 + direct_brightness * 0.02;
}
m_clouds_visible = true;
float color_change_fraction = 0.98f;
if (sunlight_seen) {
if (is_dawn) { // Dawn
m_bgcolor_bright_f = m_bgcolor_bright_f.getInterpolated(
bgcolor_bright_dawn_f, color_change_fraction);
m_skycolor_bright_f = m_skycolor_bright_f.getInterpolated(
skycolor_bright_dawn_f, color_change_fraction);
m_cloudcolor_bright_f = m_cloudcolor_bright_f.getInterpolated(
cloudcolor_bright_dawn_f, color_change_fraction);
} else {
if (time_brightness < 0.13f) { // Night
m_bgcolor_bright_f = m_bgcolor_bright_f.getInterpolated(
bgcolor_bright_night_f, color_change_fraction);
m_skycolor_bright_f = m_skycolor_bright_f.getInterpolated(
skycolor_bright_night_f, color_change_fraction);
} else { // Day
m_bgcolor_bright_f = m_bgcolor_bright_f.getInterpolated(
bgcolor_bright_normal_f, color_change_fraction);
m_skycolor_bright_f = m_skycolor_bright_f.getInterpolated(
skycolor_bright_normal_f, color_change_fraction);
}
m_cloudcolor_bright_f = m_cloudcolor_bright_f.getInterpolated(
cloudcolor_bright_normal_f, color_change_fraction);
}
} else {
m_bgcolor_bright_f = m_bgcolor_bright_f.getInterpolated(
bgcolor_bright_indoor_f, color_change_fraction);
m_skycolor_bright_f = m_skycolor_bright_f.getInterpolated(
bgcolor_bright_indoor_f, color_change_fraction);
m_cloudcolor_bright_f = m_cloudcolor_bright_f.getInterpolated(
cloudcolor_bright_normal_f, color_change_fraction);
m_clouds_visible = false;
}
video::SColor bgcolor_bright = m_bgcolor_bright_f.toSColor();
m_bgcolor = video::SColor(
255,
bgcolor_bright.getRed() * m_brightness,
bgcolor_bright.getGreen() * m_brightness,
bgcolor_bright.getBlue() * m_brightness
);
video::SColor skycolor_bright = m_skycolor_bright_f.toSColor();
m_skycolor = video::SColor(
255,
skycolor_bright.getRed() * m_brightness,
skycolor_bright.getGreen() * m_brightness,
skycolor_bright.getBlue() * m_brightness
);
// Horizon coloring based on sun and moon direction during sunset and sunrise
video::SColor pointcolor = video::SColor(m_bgcolor.getAlpha(), 255, 255, 255);
if (m_directional_colored_fog) {
if (m_horizon_blend() != 0) {
// Calculate hemisphere value from yaw, (inverted in third person front view)
s8 dir_factor = 1;
if (cam_mode > CAMERA_MODE_THIRD)
dir_factor = -1;
f32 pointcolor_blend = wrapDegrees_0_360(yaw * dir_factor + 90);
if (pointcolor_blend > 180)
pointcolor_blend = 360 - pointcolor_blend;
pointcolor_blend /= 180;
// Bound view angle to determine where transition starts and ends
pointcolor_blend = rangelim(1 - pointcolor_blend * 1.375, 0, 1 / 1.375) *
1.375;
// Combine the colors when looking up or down, otherwise turning looks weird
pointcolor_blend += (0.5 - pointcolor_blend) *
(1 - MYMIN((90 - std::fabs(pitch)) / 90 * 1.5, 1));
// Invert direction to match where the sun and moon are rising
if (m_time_of_day > 0.5)
pointcolor_blend = 1 - pointcolor_blend;
// Horizon colors of sun and moon
f32 pointcolor_light = rangelim(m_time_brightness * 3, 0.2, 1);
video::SColorf pointcolor_sun_f(1, 1, 1, 1);
if (m_sun_tonemap) {
pointcolor_sun_f.r = pointcolor_light *
(float)m_materials[3].EmissiveColor.getRed() / 255;
pointcolor_sun_f.b = pointcolor_light *
(float)m_materials[3].EmissiveColor.getBlue() / 255;
pointcolor_sun_f.g = pointcolor_light *
(float)m_materials[3].EmissiveColor.getGreen() / 255;
} else {
pointcolor_sun_f.r = pointcolor_light * 1;
pointcolor_sun_f.b = pointcolor_light *
(0.25 + (rangelim(m_time_brightness, 0.25, 0.75) - 0.25) * 2 * 0.75);
pointcolor_sun_f.g = pointcolor_light * (pointcolor_sun_f.b * 0.375 +
(rangelim(m_time_brightness, 0.05, 0.15) - 0.05) * 10 * 0.625);
}
video::SColorf pointcolor_moon_f(0.5 * pointcolor_light,
0.6 * pointcolor_light, 0.8 * pointcolor_light, 1);
if (m_moon_tonemap) {
pointcolor_moon_f.r = pointcolor_light *
(float)m_materials[4].EmissiveColor.getRed() / 255;
pointcolor_moon_f.b = pointcolor_light *
(float)m_materials[4].EmissiveColor.getBlue() / 255;
pointcolor_moon_f.g = pointcolor_light *
(float)m_materials[4].EmissiveColor.getGreen() / 255;
}
video::SColor pointcolor_sun = pointcolor_sun_f.toSColor();
video::SColor pointcolor_moon = pointcolor_moon_f.toSColor();
// Calculate the blend color
pointcolor = m_mix_scolor(pointcolor_moon, pointcolor_sun, pointcolor_blend);
}
m_bgcolor = m_mix_scolor(m_bgcolor, pointcolor, m_horizon_blend() * 0.5);
m_skycolor = m_mix_scolor(m_skycolor, pointcolor, m_horizon_blend() * 0.25);
}
float cloud_direct_brightness = 0.0f;
if (sunlight_seen) {
if (!m_directional_colored_fog) {
cloud_direct_brightness = time_brightness;
// Boost cloud brightness relative to sky, at dawn, dusk and at night
if (time_brightness < 0.7f)
cloud_direct_brightness *= 1.3f;
} else {
cloud_direct_brightness = std::fmin(m_horizon_blend() * 0.15f +
m_time_brightness, 1.0f);
// Set the same minimum cloud brightness at night
if (time_brightness < 0.5f)
cloud_direct_brightness = std::fmax(cloud_direct_brightness,
time_brightness * 1.3f);
}
} else {
cloud_direct_brightness = direct_brightness;
}
m_cloud_brightness = m_cloud_brightness * cloud_color_change_fraction +
cloud_direct_brightness * (1.0 - cloud_color_change_fraction);
m_cloudcolor_f = video::SColorf(
m_cloudcolor_bright_f.r * m_cloud_brightness,
m_cloudcolor_bright_f.g * m_cloud_brightness,
m_cloudcolor_bright_f.b * m_cloud_brightness,
1.0
);
if (m_directional_colored_fog) {
m_cloudcolor_f = m_mix_scolorf(m_cloudcolor_f,
video::SColorf(pointcolor), m_horizon_blend() * 0.25);
}
}

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/*
Minetest
Copyright (C) 2013 celeron55, Perttu Ahola <celeron55@gmail.com>
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 <ISceneNode.h>
#include "camera.h"
#include "irrlichttypes_extrabloated.h"
#pragma once
#define SKY_MATERIAL_COUNT 5
#define SKY_STAR_COUNT 200
class ITextureSource;
// Skybox, rendered with zbuffer turned off, before all other nodes.
class Sky : public scene::ISceneNode
{
public:
//! constructor
Sky(s32 id, ITextureSource *tsrc);
virtual void OnRegisterSceneNode();
//! renders the node.
virtual void render();
virtual const aabb3f &getBoundingBox() const { return m_box; }
// Used by Irrlicht for optimizing rendering
virtual video::SMaterial &getMaterial(u32 i) { return m_materials[i]; }
// Used by Irrlicht for optimizing rendering
virtual u32 getMaterialCount() const { return SKY_MATERIAL_COUNT; }
void update(float m_time_of_day, float time_brightness, float direct_brightness,
bool sunlight_seen, CameraMode cam_mode, float yaw, float pitch);
float getBrightness() { return m_brightness; }
const video::SColor &getBgColor() const
{
return m_visible ? m_bgcolor : m_fallback_bg_color;
}
const video::SColor &getSkyColor() const
{
return m_visible ? m_skycolor : m_fallback_bg_color;
}
bool getCloudsVisible() const { return m_clouds_visible && m_clouds_enabled; }
const video::SColorf &getCloudColor() const { return m_cloudcolor_f; }
void setVisible(bool visible) { m_visible = visible; }
// Set only from set_sky API
void setCloudsEnabled(bool clouds_enabled) { m_clouds_enabled = clouds_enabled; }
void setFallbackBgColor(const video::SColor &fallback_bg_color)
{
m_fallback_bg_color = fallback_bg_color;
}
void overrideColors(const video::SColor &bgcolor, const video::SColor &skycolor)
{
m_bgcolor = bgcolor;
m_skycolor = skycolor;
}
void setBodiesVisible(bool visible) { m_bodies_visible = visible; }
private:
aabb3f m_box;
video::SMaterial m_materials[SKY_MATERIAL_COUNT];
// How much sun & moon transition should affect horizon color
float m_horizon_blend()
{
if (!m_sunlight_seen)
return 0;
float x = m_time_of_day >= 0.5 ? (1 - m_time_of_day) * 2
: m_time_of_day * 2;
if (x <= 0.3)
return 0;
if (x <= 0.4) // when the sun and moon are aligned
return (x - 0.3) * 10;
if (x <= 0.5)
return (0.5 - x) * 10;
return 0;
}
// Mix two colors by a given amount
video::SColor m_mix_scolor(video::SColor col1, video::SColor col2, f32 factor)
{
video::SColor result = video::SColor(
col1.getAlpha() * (1 - factor) + col2.getAlpha() * factor,
col1.getRed() * (1 - factor) + col2.getRed() * factor,
col1.getGreen() * (1 - factor) + col2.getGreen() * factor,
col1.getBlue() * (1 - factor) + col2.getBlue() * factor);
return result;
}
video::SColorf m_mix_scolorf(video::SColorf col1, video::SColorf col2, f32 factor)
{
video::SColorf result =
video::SColorf(col1.r * (1 - factor) + col2.r * factor,
col1.g * (1 - factor) + col2.g * factor,
col1.b * (1 - factor) + col2.b * factor,
col1.a * (1 - factor) + col2.a * factor);
return result;
}
bool m_visible = true;
// Used when m_visible=false
video::SColor m_fallback_bg_color = video::SColor(255, 255, 255, 255);
bool m_first_update = true;
float m_time_of_day;
float m_time_brightness;
bool m_sunlight_seen;
float m_brightness = 0.5f;
float m_cloud_brightness = 0.5f;
bool m_clouds_visible; // Whether clouds are disabled due to player underground
bool m_clouds_enabled = true; // Initialised to true, reset only by set_sky API
bool m_directional_colored_fog;
bool m_bodies_visible = true; // sun, moon, stars
video::SColorf m_bgcolor_bright_f = video::SColorf(1.0f, 1.0f, 1.0f, 1.0f);
video::SColorf m_skycolor_bright_f = video::SColorf(1.0f, 1.0f, 1.0f, 1.0f);
video::SColorf m_cloudcolor_bright_f = video::SColorf(1.0f, 1.0f, 1.0f, 1.0f);
video::SColor m_bgcolor;
video::SColor m_skycolor;
video::SColorf m_cloudcolor_f;
v3f m_stars[SKY_STAR_COUNT];
video::ITexture *m_sun_texture;
video::ITexture *m_moon_texture;
video::ITexture *m_sun_tonemap;
video::ITexture *m_moon_tonemap;
};

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/*
Minetest
Copyright (C) 2010-2014 celeron55, Perttu Ahola <celeron55@gmail.com>
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 "wieldmesh.h"
#include "settings.h"
#include "shader.h"
#include "inventory.h"
#include "client.h"
#include "itemdef.h"
#include "nodedef.h"
#include "mesh.h"
#include "content_mapblock.h"
#include "mapblock_mesh.h"
#include "client/meshgen/collector.h"
#include "client/tile.h"
#include "log.h"
#include "util/numeric.h"
#include <map>
#include <IMeshManipulator.h>
#define WIELD_SCALE_FACTOR 30.0
#define WIELD_SCALE_FACTOR_EXTRUDED 40.0
#define MIN_EXTRUSION_MESH_RESOLUTION 16
#define MAX_EXTRUSION_MESH_RESOLUTION 512
static scene::IMesh *createExtrusionMesh(int resolution_x, int resolution_y)
{
const f32 r = 0.5;
scene::IMeshBuffer *buf = new scene::SMeshBuffer();
video::SColor c(255,255,255,255);
v3f scale(1.0, 1.0, 0.1);
// Front and back
{
video::S3DVertex vertices[8] = {
// z-
video::S3DVertex(-r,+r,-r, 0,0,-1, c, 0,0),
video::S3DVertex(+r,+r,-r, 0,0,-1, c, 1,0),
video::S3DVertex(+r,-r,-r, 0,0,-1, c, 1,1),
video::S3DVertex(-r,-r,-r, 0,0,-1, c, 0,1),
// z+
video::S3DVertex(-r,+r,+r, 0,0,+1, c, 0,0),
video::S3DVertex(-r,-r,+r, 0,0,+1, c, 0,1),
video::S3DVertex(+r,-r,+r, 0,0,+1, c, 1,1),
video::S3DVertex(+r,+r,+r, 0,0,+1, c, 1,0),
};
u16 indices[12] = {0,1,2,2,3,0,4,5,6,6,7,4};
buf->append(vertices, 8, indices, 12);
}
f32 pixelsize_x = 1 / (f32) resolution_x;
f32 pixelsize_y = 1 / (f32) resolution_y;
for (int i = 0; i < resolution_x; ++i) {
f32 pixelpos_x = i * pixelsize_x - 0.5;
f32 x0 = pixelpos_x;
f32 x1 = pixelpos_x + pixelsize_x;
f32 tex0 = (i + 0.1) * pixelsize_x;
f32 tex1 = (i + 0.9) * pixelsize_x;
video::S3DVertex vertices[8] = {
// x-
video::S3DVertex(x0,-r,-r, -1,0,0, c, tex0,1),
video::S3DVertex(x0,-r,+r, -1,0,0, c, tex1,1),
video::S3DVertex(x0,+r,+r, -1,0,0, c, tex1,0),
video::S3DVertex(x0,+r,-r, -1,0,0, c, tex0,0),
// x+
video::S3DVertex(x1,-r,-r, +1,0,0, c, tex0,1),
video::S3DVertex(x1,+r,-r, +1,0,0, c, tex0,0),
video::S3DVertex(x1,+r,+r, +1,0,0, c, tex1,0),
video::S3DVertex(x1,-r,+r, +1,0,0, c, tex1,1),
};
u16 indices[12] = {0,1,2,2,3,0,4,5,6,6,7,4};
buf->append(vertices, 8, indices, 12);
}
for (int i = 0; i < resolution_y; ++i) {
f32 pixelpos_y = i * pixelsize_y - 0.5;
f32 y0 = -pixelpos_y - pixelsize_y;
f32 y1 = -pixelpos_y;
f32 tex0 = (i + 0.1) * pixelsize_y;
f32 tex1 = (i + 0.9) * pixelsize_y;
video::S3DVertex vertices[8] = {
// y-
video::S3DVertex(-r,y0,-r, 0,-1,0, c, 0,tex0),
video::S3DVertex(+r,y0,-r, 0,-1,0, c, 1,tex0),
video::S3DVertex(+r,y0,+r, 0,-1,0, c, 1,tex1),
video::S3DVertex(-r,y0,+r, 0,-1,0, c, 0,tex1),
// y+
video::S3DVertex(-r,y1,-r, 0,+1,0, c, 0,tex0),
video::S3DVertex(-r,y1,+r, 0,+1,0, c, 0,tex1),
video::S3DVertex(+r,y1,+r, 0,+1,0, c, 1,tex1),
video::S3DVertex(+r,y1,-r, 0,+1,0, c, 1,tex0),
};
u16 indices[12] = {0,1,2,2,3,0,4,5,6,6,7,4};
buf->append(vertices, 8, indices, 12);
}
// Create mesh object
scene::SMesh *mesh = new scene::SMesh();
mesh->addMeshBuffer(buf);
buf->drop();
scaleMesh(mesh, scale); // also recalculates bounding box
return mesh;
}
/*
Caches extrusion meshes so that only one of them per resolution
is needed. Also caches one cube (for convenience).
E.g. there is a single extrusion mesh that is used for all
16x16 px images, another for all 256x256 px images, and so on.
WARNING: Not thread safe. This should not be a problem since
rendering related classes (such as WieldMeshSceneNode) will be
used from the rendering thread only.
*/
class ExtrusionMeshCache: public IReferenceCounted
{
public:
// Constructor
ExtrusionMeshCache()
{
for (int resolution = MIN_EXTRUSION_MESH_RESOLUTION;
resolution <= MAX_EXTRUSION_MESH_RESOLUTION;
resolution *= 2) {
m_extrusion_meshes[resolution] =
createExtrusionMesh(resolution, resolution);
}
m_cube = createCubeMesh(v3f(1.0, 1.0, 1.0));
}
// Destructor
virtual ~ExtrusionMeshCache()
{
for (auto &extrusion_meshe : m_extrusion_meshes) {
extrusion_meshe.second->drop();
}
m_cube->drop();
}
// Get closest extrusion mesh for given image dimensions
// Caller must drop the returned pointer
scene::IMesh* create(core::dimension2d<u32> dim)
{
// handle non-power of two textures inefficiently without cache
if (!is_power_of_two(dim.Width) || !is_power_of_two(dim.Height)) {
return createExtrusionMesh(dim.Width, dim.Height);
}
int maxdim = MYMAX(dim.Width, dim.Height);
std::map<int, scene::IMesh*>::iterator
it = m_extrusion_meshes.lower_bound(maxdim);
if (it == m_extrusion_meshes.end()) {
// no viable resolution found; use largest one
it = m_extrusion_meshes.find(MAX_EXTRUSION_MESH_RESOLUTION);
sanity_check(it != m_extrusion_meshes.end());
}
scene::IMesh *mesh = it->second;
mesh->grab();
return mesh;
}
// Returns a 1x1x1 cube mesh with one meshbuffer (material) per face
// Caller must drop the returned pointer
scene::IMesh* createCube()
{
m_cube->grab();
return m_cube;
}
private:
std::map<int, scene::IMesh*> m_extrusion_meshes;
scene::IMesh *m_cube;
};
ExtrusionMeshCache *g_extrusion_mesh_cache = NULL;
WieldMeshSceneNode::WieldMeshSceneNode(scene::ISceneManager *mgr, s32 id, bool lighting):
scene::ISceneNode(mgr->getRootSceneNode(), mgr, id),
m_material_type(video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF),
m_lighting(lighting)
{
m_enable_shaders = g_settings->getBool("enable_shaders");
m_anisotropic_filter = g_settings->getBool("anisotropic_filter");
m_bilinear_filter = g_settings->getBool("bilinear_filter");
m_trilinear_filter = g_settings->getBool("trilinear_filter");
// If this is the first wield mesh scene node, create a cache
// for extrusion meshes (and a cube mesh), otherwise reuse it
if (!g_extrusion_mesh_cache)
g_extrusion_mesh_cache = new ExtrusionMeshCache();
else
g_extrusion_mesh_cache->grab();
// Disable bounding box culling for this scene node
// since we won't calculate the bounding box.
setAutomaticCulling(scene::EAC_OFF);
// Create the child scene node
scene::IMesh *dummymesh = g_extrusion_mesh_cache->createCube();
m_meshnode = SceneManager->addMeshSceneNode(dummymesh, this, -1);
m_meshnode->setReadOnlyMaterials(false);
m_meshnode->setVisible(false);
dummymesh->drop(); // m_meshnode grabbed it
}
WieldMeshSceneNode::~WieldMeshSceneNode()
{
sanity_check(g_extrusion_mesh_cache);
if (g_extrusion_mesh_cache->drop())
g_extrusion_mesh_cache = nullptr;
}
void WieldMeshSceneNode::setCube(const ContentFeatures &f,
v3f wield_scale)
{
scene::IMesh *cubemesh = g_extrusion_mesh_cache->createCube();
scene::SMesh *copy = cloneMesh(cubemesh);
cubemesh->drop();
postProcessNodeMesh(copy, f, false, true, &m_material_type, &m_colors, true);
changeToMesh(copy);
copy->drop();
m_meshnode->setScale(wield_scale * WIELD_SCALE_FACTOR);
}
void WieldMeshSceneNode::setExtruded(const std::string &imagename,
const std::string &overlay_name, v3f wield_scale, ITextureSource *tsrc,
u8 num_frames)
{
video::ITexture *texture = tsrc->getTexture(imagename);
if (!texture) {
changeToMesh(nullptr);
return;
}
video::ITexture *overlay_texture =
overlay_name.empty() ? NULL : tsrc->getTexture(overlay_name);
core::dimension2d<u32> dim = texture->getSize();
// Detect animation texture and pull off top frame instead of using entire thing
if (num_frames > 1) {
u32 frame_height = dim.Height / num_frames;
dim = core::dimension2d<u32>(dim.Width, frame_height);
}
scene::IMesh *original = g_extrusion_mesh_cache->create(dim);
scene::SMesh *mesh = cloneMesh(original);
original->drop();
//set texture
mesh->getMeshBuffer(0)->getMaterial().setTexture(0,
tsrc->getTexture(imagename));
if (overlay_texture) {
scene::IMeshBuffer *copy = cloneMeshBuffer(mesh->getMeshBuffer(0));
copy->getMaterial().setTexture(0, overlay_texture);
mesh->addMeshBuffer(copy);
copy->drop();
}
changeToMesh(mesh);
mesh->drop();
m_meshnode->setScale(wield_scale * WIELD_SCALE_FACTOR_EXTRUDED);
// Customize materials
for (u32 layer = 0; layer < m_meshnode->getMaterialCount(); layer++) {
video::SMaterial &material = m_meshnode->getMaterial(layer);
material.TextureLayer[0].TextureWrapU = video::ETC_CLAMP_TO_EDGE;
material.TextureLayer[0].TextureWrapV = video::ETC_CLAMP_TO_EDGE;
material.MaterialType = m_material_type;
material.setFlag(video::EMF_BACK_FACE_CULLING, true);
// Enable bi/trilinear filtering only for high resolution textures
if (dim.Width > 32) {
material.setFlag(video::EMF_BILINEAR_FILTER, m_bilinear_filter);
material.setFlag(video::EMF_TRILINEAR_FILTER, m_trilinear_filter);
} else {
material.setFlag(video::EMF_BILINEAR_FILTER, false);
material.setFlag(video::EMF_TRILINEAR_FILTER, false);
}
material.setFlag(video::EMF_ANISOTROPIC_FILTER, m_anisotropic_filter);
// mipmaps cause "thin black line" artifacts
#if (IRRLICHT_VERSION_MAJOR >= 1 && IRRLICHT_VERSION_MINOR >= 8) || IRRLICHT_VERSION_MAJOR >= 2
material.setFlag(video::EMF_USE_MIP_MAPS, false);
#endif
if (m_enable_shaders) {
material.setTexture(2, tsrc->getShaderFlagsTexture(false));
}
}
}
scene::SMesh *createSpecialNodeMesh(Client *client, content_t id, std::vector<ItemPartColor> *colors)
{
MeshMakeData mesh_make_data(client, false, false);
MeshCollector collector;
mesh_make_data.setSmoothLighting(false);
MapblockMeshGenerator gen(&mesh_make_data, &collector);
gen.renderSingle(id);
colors->clear();
scene::SMesh *mesh = new scene::SMesh();
for (auto &prebuffers : collector.prebuffers)
for (PreMeshBuffer &p : prebuffers) {
if (p.layer.material_flags & MATERIAL_FLAG_ANIMATION) {
const FrameSpec &frame = (*p.layer.frames)[0];
p.layer.texture = frame.texture;
p.layer.normal_texture = frame.normal_texture;
}
for (video::S3DVertex &v : p.vertices)
v.Color.setAlpha(255);
scene::SMeshBuffer *buf = new scene::SMeshBuffer();
buf->Material.setTexture(0, p.layer.texture);
p.layer.applyMaterialOptions(buf->Material);
mesh->addMeshBuffer(buf);
buf->append(&p.vertices[0], p.vertices.size(),
&p.indices[0], p.indices.size());
buf->drop();
colors->push_back(
ItemPartColor(p.layer.has_color, p.layer.color));
}
return mesh;
}
void WieldMeshSceneNode::setItem(const ItemStack &item, Client *client)
{
ITextureSource *tsrc = client->getTextureSource();
IItemDefManager *idef = client->getItemDefManager();
IShaderSource *shdrsrc = client->getShaderSource();
const NodeDefManager *ndef = client->getNodeDefManager();
const ItemDefinition &def = item.getDefinition(idef);
const ContentFeatures &f = ndef->get(def.name);
content_t id = ndef->getId(def.name);
scene::SMesh *mesh = nullptr;
if (m_enable_shaders) {
u32 shader_id = shdrsrc->getShader("wielded_shader", TILE_MATERIAL_BASIC, NDT_NORMAL);
m_material_type = shdrsrc->getShaderInfo(shader_id).material;
}
// Color-related
m_colors.clear();
m_base_color = idef->getItemstackColor(item, client);
// If wield_image is defined, it overrides everything else
if (!def.wield_image.empty()) {
setExtruded(def.wield_image, def.wield_overlay, def.wield_scale, tsrc,
1);
m_colors.emplace_back();
// overlay is white, if present
m_colors.emplace_back(true, video::SColor(0xFFFFFFFF));
return;
}
// Handle nodes
// See also CItemDefManager::createClientCached()
if (def.type == ITEM_NODE) {
if (f.mesh_ptr[0]) {
// e.g. mesh nodes and nodeboxes
mesh = cloneMesh(f.mesh_ptr[0]);
postProcessNodeMesh(mesh, f, m_enable_shaders, true,
&m_material_type, &m_colors);
changeToMesh(mesh);
mesh->drop();
// mesh is pre-scaled by BS * f->visual_scale
m_meshnode->setScale(
def.wield_scale * WIELD_SCALE_FACTOR
/ (BS * f.visual_scale));
} else {
switch (f.drawtype) {
case NDT_AIRLIKE: {
changeToMesh(nullptr);
break;
}
case NDT_PLANTLIKE: {
setExtruded(tsrc->getTextureName(f.tiles[0].layers[0].texture_id),
tsrc->getTextureName(f.tiles[0].layers[1].texture_id),
def.wield_scale, tsrc,
f.tiles[0].layers[0].animation_frame_count);
// Add color
const TileLayer &l0 = f.tiles[0].layers[0];
m_colors.emplace_back(l0.has_color, l0.color);
const TileLayer &l1 = f.tiles[0].layers[1];
m_colors.emplace_back(l1.has_color, l1.color);
break;
}
case NDT_PLANTLIKE_ROOTED: {
setExtruded(tsrc->getTextureName(f.special_tiles[0].layers[0].texture_id),
"", def.wield_scale, tsrc,
f.special_tiles[0].layers[0].animation_frame_count);
// Add color
const TileLayer &l0 = f.special_tiles[0].layers[0];
m_colors.emplace_back(l0.has_color, l0.color);
break;
}
case NDT_NORMAL:
case NDT_ALLFACES:
case NDT_LIQUID:
case NDT_FLOWINGLIQUID: {
setCube(f, def.wield_scale);
break;
}
default: {
mesh = createSpecialNodeMesh(client, id, &m_colors);
changeToMesh(mesh);
mesh->drop();
m_meshnode->setScale(
def.wield_scale * WIELD_SCALE_FACTOR
/ (BS * f.visual_scale));
}
}
}
u32 material_count = m_meshnode->getMaterialCount();
for (u32 i = 0; i < material_count; ++i) {
video::SMaterial &material = m_meshnode->getMaterial(i);
material.MaterialType = m_material_type;
material.setFlag(video::EMF_BACK_FACE_CULLING, true);
material.setFlag(video::EMF_BILINEAR_FILTER, m_bilinear_filter);
material.setFlag(video::EMF_TRILINEAR_FILTER, m_trilinear_filter);
}
return;
}
else if (!def.inventory_image.empty()) {
setExtruded(def.inventory_image, def.inventory_overlay, def.wield_scale,
tsrc, 1);
m_colors.emplace_back();
// overlay is white, if present
m_colors.emplace_back(true, video::SColor(0xFFFFFFFF));
return;
}
// no wield mesh found
changeToMesh(nullptr);
}
void WieldMeshSceneNode::setColor(video::SColor c)
{
assert(!m_lighting);
scene::IMesh *mesh = m_meshnode->getMesh();
if (!mesh)
return;
u8 red = c.getRed();
u8 green = c.getGreen();
u8 blue = c.getBlue();
u32 mc = mesh->getMeshBufferCount();
for (u32 j = 0; j < mc; j++) {
video::SColor bc(m_base_color);
if ((m_colors.size() > j) && (m_colors[j].override_base))
bc = m_colors[j].color;
video::SColor buffercolor(255,
bc.getRed() * red / 255,
bc.getGreen() * green / 255,
bc.getBlue() * blue / 255);
scene::IMeshBuffer *buf = mesh->getMeshBuffer(j);
colorizeMeshBuffer(buf, &buffercolor);
}
}
void WieldMeshSceneNode::render()
{
// note: if this method is changed to actually do something,
// you probably should implement OnRegisterSceneNode as well
}
void WieldMeshSceneNode::changeToMesh(scene::IMesh *mesh)
{
if (!mesh) {
scene::IMesh *dummymesh = g_extrusion_mesh_cache->createCube();
m_meshnode->setVisible(false);
m_meshnode->setMesh(dummymesh);
dummymesh->drop(); // m_meshnode grabbed it
} else {
m_meshnode->setMesh(mesh);
}
m_meshnode->setMaterialFlag(video::EMF_LIGHTING, m_lighting);
// need to normalize normals when lighting is enabled (because of setScale())
m_meshnode->setMaterialFlag(video::EMF_NORMALIZE_NORMALS, m_lighting);
m_meshnode->setVisible(true);
}
void getItemMesh(Client *client, const ItemStack &item, ItemMesh *result)
{
ITextureSource *tsrc = client->getTextureSource();
IItemDefManager *idef = client->getItemDefManager();
const NodeDefManager *ndef = client->getNodeDefManager();
const ItemDefinition &def = item.getDefinition(idef);
const ContentFeatures &f = ndef->get(def.name);
content_t id = ndef->getId(def.name);
FATAL_ERROR_IF(!g_extrusion_mesh_cache, "Extrusion mesh cache is not yet initialized");
scene::SMesh *mesh = nullptr;
// Shading is on by default
result->needs_shading = true;
// If inventory_image is defined, it overrides everything else
if (!def.inventory_image.empty()) {
mesh = getExtrudedMesh(tsrc, def.inventory_image,
def.inventory_overlay);
result->buffer_colors.emplace_back();
// overlay is white, if present
result->buffer_colors.emplace_back(true, video::SColor(0xFFFFFFFF));
// Items with inventory images do not need shading
result->needs_shading = false;
} else if (def.type == ITEM_NODE) {
if (f.mesh_ptr[0]) {
mesh = cloneMesh(f.mesh_ptr[0]);
scaleMesh(mesh, v3f(0.12, 0.12, 0.12));
postProcessNodeMesh(mesh, f, false, false, nullptr,
&result->buffer_colors);
} else {
switch (f.drawtype) {
case NDT_PLANTLIKE: {
mesh = getExtrudedMesh(tsrc,
tsrc->getTextureName(f.tiles[0].layers[0].texture_id),
tsrc->getTextureName(f.tiles[0].layers[1].texture_id));
// Add color
const TileLayer &l0 = f.tiles[0].layers[0];
result->buffer_colors.emplace_back(l0.has_color, l0.color);
const TileLayer &l1 = f.tiles[0].layers[1];
result->buffer_colors.emplace_back(l1.has_color, l1.color);
break;
}
case NDT_PLANTLIKE_ROOTED: {
mesh = getExtrudedMesh(tsrc,
tsrc->getTextureName(f.special_tiles[0].layers[0].texture_id), "");
// Add color
const TileLayer &l0 = f.special_tiles[0].layers[0];
result->buffer_colors.emplace_back(l0.has_color, l0.color);
break;
}
case NDT_NORMAL:
case NDT_ALLFACES:
case NDT_LIQUID:
case NDT_FLOWINGLIQUID: {
scene::IMesh *cube = g_extrusion_mesh_cache->createCube();
mesh = cloneMesh(cube);
cube->drop();
scaleMesh(mesh, v3f(1.2, 1.2, 1.2));
// add overlays
postProcessNodeMesh(mesh, f, false, false, nullptr,
&result->buffer_colors);
break;
}
default: {
mesh = createSpecialNodeMesh(client, id, &result->buffer_colors);
scaleMesh(mesh, v3f(0.12, 0.12, 0.12));
}
}
}
u32 mc = mesh->getMeshBufferCount();
for (u32 i = 0; i < mc; ++i) {
scene::IMeshBuffer *buf = mesh->getMeshBuffer(i);
video::SMaterial &material = buf->getMaterial();
material.MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL;
material.setFlag(video::EMF_BILINEAR_FILTER, false);
material.setFlag(video::EMF_TRILINEAR_FILTER, false);
material.setFlag(video::EMF_BACK_FACE_CULLING, true);
material.setFlag(video::EMF_LIGHTING, false);
}
rotateMeshXZby(mesh, -45);
rotateMeshYZby(mesh, -30);
}
result->mesh = mesh;
}
scene::SMesh *getExtrudedMesh(ITextureSource *tsrc,
const std::string &imagename, const std::string &overlay_name)
{
// check textures
video::ITexture *texture = tsrc->getTextureForMesh(imagename);
if (!texture) {
return NULL;
}
video::ITexture *overlay_texture =
(overlay_name.empty()) ? NULL : tsrc->getTexture(overlay_name);
// get mesh
core::dimension2d<u32> dim = texture->getSize();
scene::IMesh *original = g_extrusion_mesh_cache->create(dim);
scene::SMesh *mesh = cloneMesh(original);
original->drop();
//set texture
mesh->getMeshBuffer(0)->getMaterial().setTexture(0,
tsrc->getTexture(imagename));
if (overlay_texture) {
scene::IMeshBuffer *copy = cloneMeshBuffer(mesh->getMeshBuffer(0));
copy->getMaterial().setTexture(0, overlay_texture);
mesh->addMeshBuffer(copy);
copy->drop();
}
// Customize materials
for (u32 layer = 0; layer < mesh->getMeshBufferCount(); layer++) {
video::SMaterial &material = mesh->getMeshBuffer(layer)->getMaterial();
material.TextureLayer[0].TextureWrapU = video::ETC_CLAMP_TO_EDGE;
material.TextureLayer[0].TextureWrapV = video::ETC_CLAMP_TO_EDGE;
material.setFlag(video::EMF_BILINEAR_FILTER, false);
material.setFlag(video::EMF_TRILINEAR_FILTER, false);
material.setFlag(video::EMF_BACK_FACE_CULLING, true);
material.setFlag(video::EMF_LIGHTING, false);
material.MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL;
}
scaleMesh(mesh, v3f(2.0, 2.0, 2.0));
return mesh;
}
void postProcessNodeMesh(scene::SMesh *mesh, const ContentFeatures &f,
bool use_shaders, bool set_material, const video::E_MATERIAL_TYPE *mattype,
std::vector<ItemPartColor> *colors, bool apply_scale)
{
u32 mc = mesh->getMeshBufferCount();
// Allocate colors for existing buffers
colors->clear();
for (u32 i = 0; i < mc; ++i)
colors->push_back(ItemPartColor());
for (u32 i = 0; i < mc; ++i) {
const TileSpec *tile = &(f.tiles[i]);
scene::IMeshBuffer *buf = mesh->getMeshBuffer(i);
for (int layernum = 0; layernum < MAX_TILE_LAYERS; layernum++) {
const TileLayer *layer = &tile->layers[layernum];
if (layer->texture_id == 0)
continue;
if (layernum != 0) {
scene::IMeshBuffer *copy = cloneMeshBuffer(buf);
copy->getMaterial() = buf->getMaterial();
mesh->addMeshBuffer(copy);
copy->drop();
buf = copy;
colors->push_back(
ItemPartColor(layer->has_color, layer->color));
} else {
(*colors)[i] = ItemPartColor(layer->has_color, layer->color);
}
video::SMaterial &material = buf->getMaterial();
if (set_material)
layer->applyMaterialOptions(material);
if (mattype) {
material.MaterialType = *mattype;
}
if (layer->animation_frame_count > 1) {
const FrameSpec &animation_frame = (*layer->frames)[0];
material.setTexture(0, animation_frame.texture);
} else {
material.setTexture(0, layer->texture);
}
if (use_shaders) {
if (layer->normal_texture) {
if (layer->animation_frame_count > 1) {
const FrameSpec &animation_frame = (*layer->frames)[0];
material.setTexture(1, animation_frame.normal_texture);
} else
material.setTexture(1, layer->normal_texture);
}
material.setTexture(2, layer->flags_texture);
}
if (apply_scale && tile->world_aligned) {
u32 n = buf->getVertexCount();
for (u32 k = 0; k != n; ++k)
buf->getTCoords(k) /= layer->scale;
}
}
}
}

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/*
Minetest
Copyright (C) 2010-2014 celeron55, Perttu Ahola <celeron55@gmail.com>
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.
*/
#pragma once
#include <string>
#include <vector>
#include "irrlichttypes_extrabloated.h"
struct ItemStack;
class Client;
class ITextureSource;
struct ContentFeatures;
/*!
* Holds color information of an item mesh's buffer.
*/
struct ItemPartColor
{
/*!
* If this is false, the global base color of the item
* will be used instead of the specific color of the
* buffer.
*/
bool override_base = false;
/*!
* The color of the buffer.
*/
video::SColor color = 0;
ItemPartColor() = default;
ItemPartColor(bool override, video::SColor color) :
override_base(override), color(color)
{
}
};
struct ItemMesh
{
scene::IMesh *mesh = nullptr;
/*!
* Stores the color of each mesh buffer.
*/
std::vector<ItemPartColor> buffer_colors;
/*!
* If false, all faces of the item should have the same brightness.
* Disables shading based on normal vectors.
*/
bool needs_shading = true;
ItemMesh() = default;
};
/*
Wield item scene node, renders the wield mesh of some item
*/
class WieldMeshSceneNode : public scene::ISceneNode
{
public:
WieldMeshSceneNode(scene::ISceneManager *mgr, s32 id = -1, bool lighting = false);
virtual ~WieldMeshSceneNode();
void setCube(const ContentFeatures &f, v3f wield_scale);
void setExtruded(const std::string &imagename, const std::string &overlay_image,
v3f wield_scale, ITextureSource *tsrc, u8 num_frames);
void setItem(const ItemStack &item, Client *client);
// Sets the vertex color of the wield mesh.
// Must only be used if the constructor was called with lighting = false
void setColor(video::SColor color);
scene::IMesh *getMesh() { return m_meshnode->getMesh(); }
virtual void render();
virtual const aabb3f &getBoundingBox() const { return m_bounding_box; }
private:
void changeToMesh(scene::IMesh *mesh);
// Child scene node with the current wield mesh
scene::IMeshSceneNode *m_meshnode = nullptr;
video::E_MATERIAL_TYPE m_material_type;
// True if EMF_LIGHTING should be enabled.
bool m_lighting;
bool m_enable_shaders;
bool m_anisotropic_filter;
bool m_bilinear_filter;
bool m_trilinear_filter;
/*!
* Stores the colors of the mesh's mesh buffers.
* This does not include lighting.
*/
std::vector<ItemPartColor> m_colors;
/*!
* The base color of this mesh. This is the default
* for all mesh buffers.
*/
video::SColor m_base_color;
// Bounding box culling is disabled for this type of scene node,
// so this variable is just required so we can implement
// getBoundingBox() and is set to an empty box.
aabb3f m_bounding_box;
};
void getItemMesh(Client *client, const ItemStack &item, ItemMesh *result);
scene::SMesh *getExtrudedMesh(ITextureSource *tsrc, const std::string &imagename,
const std::string &overlay_name);
/*!
* Applies overlays, textures and optionally materials to the given mesh and
* extracts tile colors for colorization.
* \param mattype overrides the buffer's material type, but can also
* be NULL to leave the original material.
* \param colors returns the colors of the mesh buffers in the mesh.
*/
void postProcessNodeMesh(scene::SMesh *mesh, const ContentFeatures &f, bool use_shaders,
bool set_material, const video::E_MATERIAL_TYPE *mattype,
std::vector<ItemPartColor> *colors, bool apply_scale = false);