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authorLoic Blot <loic.blot@unix-experience.fr>2021-05-03 10:27:00 +0200
committerLoïc Blot <nerzhul@users.noreply.github.com>2021-05-03 19:49:19 +0200
commitde85bc9227ef0db01854fa0eef89256646b4d578 (patch)
tree9fa8a8e9d47178b830b3ac5ccc84af0546d14540 /src/client/game.cpp
parent48d5abd5bee7a3f956cb2b92745bed6313cf5d8a (diff)
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fix: some code tidy about includes & irr namespaces
Diffstat (limited to 'src/client/game.cpp')
-rw-r--r--src/client/game.cpp78
1 files changed, 39 insertions, 39 deletions
diff --git a/src/client/game.cpp b/src/client/game.cpp
index 2f0f50505..eb1dbb5a3 100644
--- a/src/client/game.cpp
+++ b/src/client/game.cpp
@@ -839,7 +839,7 @@ private:
MapDrawControl *draw_control = nullptr;
Camera *camera = nullptr;
Clouds *clouds = nullptr; // Free using ->Drop()
- Sky *m_sky = nullptr; // Free using ->Drop()
+ Sky *sky = nullptr; // Free using ->Drop()
Hud *hud = nullptr;
Minimap *mapper = nullptr;
@@ -1159,8 +1159,8 @@ void Game::shutdown()
if (gui_chat_console)
gui_chat_console->drop();
- if (m_sky)
- m_sky->drop();
+ if (sky)
+ sky->drop();
/* cleanup menus */
while (g_menumgr.menuCount() > 0) {
@@ -1346,8 +1346,8 @@ bool Game::createClient(const GameStartData &start_data)
/* Skybox
*/
- m_sky = new Sky(-1, m_rendering_engine, texture_src, shader_src);
- scsf->setSky(m_sky);
+ sky = new Sky(-1, m_rendering_engine, texture_src, shader_src);
+ scsf->setSky(sky);
skybox = NULL; // This is used/set later on in the main run loop
/* Pre-calculated values
@@ -2754,23 +2754,23 @@ void Game::handleClientEvent_HudChange(ClientEvent *event, CameraOrientation *ca
void Game::handleClientEvent_SetSky(ClientEvent *event, CameraOrientation *cam)
{
- m_sky->setVisible(false);
+ sky->setVisible(false);
// Whether clouds are visible in front of a custom skybox.
- m_sky->setCloudsEnabled(event->set_sky->clouds);
+ sky->setCloudsEnabled(event->set_sky->clouds);
if (skybox) {
skybox->remove();
skybox = NULL;
}
// Clear the old textures out in case we switch rendering type.
- m_sky->clearSkyboxTextures();
+ sky->clearSkyboxTextures();
// Handle according to type
if (event->set_sky->type == "regular") {
// Shows the mesh skybox
- m_sky->setVisible(true);
+ sky->setVisible(true);
// Update mesh based skybox colours if applicable.
- m_sky->setSkyColors(event->set_sky->sky_color);
- m_sky->setHorizonTint(
+ sky->setSkyColors(event->set_sky->sky_color);
+ sky->setHorizonTint(
event->set_sky->fog_sun_tint,
event->set_sky->fog_moon_tint,
event->set_sky->fog_tint_type
@@ -2778,27 +2778,27 @@ void Game::handleClientEvent_SetSky(ClientEvent *event, CameraOrientation *cam)
} else if (event->set_sky->type == "skybox" &&
event->set_sky->textures.size() == 6) {
// Disable the dyanmic mesh skybox:
- m_sky->setVisible(false);
+ sky->setVisible(false);
// Set fog colors:
- m_sky->setFallbackBgColor(event->set_sky->bgcolor);
+ sky->setFallbackBgColor(event->set_sky->bgcolor);
// Set sunrise and sunset fog tinting:
- m_sky->setHorizonTint(
+ sky->setHorizonTint(
event->set_sky->fog_sun_tint,
event->set_sky->fog_moon_tint,
event->set_sky->fog_tint_type
);
// Add textures to skybox.
for (int i = 0; i < 6; i++)
- m_sky->addTextureToSkybox(event->set_sky->textures[i], i, texture_src);
+ sky->addTextureToSkybox(event->set_sky->textures[i], i, texture_src);
} else {
// Handle everything else as plain color.
if (event->set_sky->type != "plain")
infostream << "Unknown sky type: "
<< (event->set_sky->type) << std::endl;
- m_sky->setVisible(false);
- m_sky->setFallbackBgColor(event->set_sky->bgcolor);
+ sky->setVisible(false);
+ sky->setFallbackBgColor(event->set_sky->bgcolor);
// Disable directional sun/moon tinting on plain or invalid skyboxes.
- m_sky->setHorizonTint(
+ sky->setHorizonTint(
event->set_sky->bgcolor,
event->set_sky->bgcolor,
"custom"
@@ -2810,30 +2810,30 @@ void Game::handleClientEvent_SetSky(ClientEvent *event, CameraOrientation *cam)
void Game::handleClientEvent_SetSun(ClientEvent *event, CameraOrientation *cam)
{
- m_sky->setSunVisible(event->sun_params->visible);
- m_sky->setSunTexture(event->sun_params->texture,
+ sky->setSunVisible(event->sun_params->visible);
+ sky->setSunTexture(event->sun_params->texture,
event->sun_params->tonemap, texture_src);
- m_sky->setSunScale(event->sun_params->scale);
- m_sky->setSunriseVisible(event->sun_params->sunrise_visible);
- m_sky->setSunriseTexture(event->sun_params->sunrise, texture_src);
+ sky->setSunScale(event->sun_params->scale);
+ sky->setSunriseVisible(event->sun_params->sunrise_visible);
+ sky->setSunriseTexture(event->sun_params->sunrise, texture_src);
delete event->sun_params;
}
void Game::handleClientEvent_SetMoon(ClientEvent *event, CameraOrientation *cam)
{
- m_sky->setMoonVisible(event->moon_params->visible);
- m_sky->setMoonTexture(event->moon_params->texture,
+ sky->setMoonVisible(event->moon_params->visible);
+ sky->setMoonTexture(event->moon_params->texture,
event->moon_params->tonemap, texture_src);
- m_sky->setMoonScale(event->moon_params->scale);
+ sky->setMoonScale(event->moon_params->scale);
delete event->moon_params;
}
void Game::handleClientEvent_SetStars(ClientEvent *event, CameraOrientation *cam)
{
- m_sky->setStarsVisible(event->star_params->visible);
- m_sky->setStarCount(event->star_params->count, false);
- m_sky->setStarColor(event->star_params->starcolor);
- m_sky->setStarScale(event->star_params->scale);
+ sky->setStarsVisible(event->star_params->visible);
+ sky->setStarCount(event->star_params->count, false);
+ sky->setStarColor(event->star_params->starcolor);
+ sky->setStarScale(event->star_params->scale);
delete event->star_params;
}
@@ -3710,7 +3710,7 @@ void Game::updateFrame(ProfilerGraph *graph, RunStats *stats, f32 dtime,
direct_brightness = time_brightness;
sunlight_seen = true;
} else {
- float old_brightness = m_sky->getBrightness();
+ float old_brightness = sky->getBrightness();
direct_brightness = client->getEnv().getClientMap()
.getBackgroundBrightness(MYMIN(runData.fog_range * 1.2, 60 * BS),
daynight_ratio, (int)(old_brightness * 255.5), &sunlight_seen)
@@ -3737,7 +3737,7 @@ void Game::updateFrame(ProfilerGraph *graph, RunStats *stats, f32 dtime,
runData.time_of_day_smooth = time_of_day_smooth;
- m_sky->update(time_of_day_smooth, time_brightness, direct_brightness,
+ sky->update(time_of_day_smooth, time_brightness, direct_brightness,
sunlight_seen, camera->getCameraMode(), player->getYaw(),
player->getPitch());
@@ -3745,7 +3745,7 @@ void Game::updateFrame(ProfilerGraph *graph, RunStats *stats, f32 dtime,
Update clouds
*/
if (clouds) {
- if (m_sky->getCloudsVisible()) {
+ if (sky->getCloudsVisible()) {
clouds->setVisible(true);
clouds->step(dtime);
// camera->getPosition is not enough for 3rd person views
@@ -3755,14 +3755,14 @@ void Game::updateFrame(ProfilerGraph *graph, RunStats *stats, f32 dtime,
camera_node_position.Y = camera_node_position.Y + camera_offset.Y * BS;
camera_node_position.Z = camera_node_position.Z + camera_offset.Z * BS;
clouds->update(camera_node_position,
- m_sky->getCloudColor());
+ sky->getCloudColor());
if (clouds->isCameraInsideCloud() && m_cache_enable_fog) {
// if inside clouds, and fog enabled, use that as sky
// color(s)
video::SColor clouds_dark = clouds->getColor()
.getInterpolated(video::SColor(255, 0, 0, 0), 0.9);
- m_sky->overrideColors(clouds_dark, clouds->getColor());
- m_sky->setInClouds(true);
+ sky->overrideColors(clouds_dark, clouds->getColor());
+ sky->setInClouds(true);
runData.fog_range = std::fmin(runData.fog_range * 0.5f, 32.0f * BS);
// do not draw clouds after all
clouds->setVisible(false);
@@ -3783,7 +3783,7 @@ void Game::updateFrame(ProfilerGraph *graph, RunStats *stats, f32 dtime,
if (m_cache_enable_fog) {
driver->setFog(
- m_sky->getBgColor(),
+ sky->getBgColor(),
video::EFT_FOG_LINEAR,
runData.fog_range * m_cache_fog_start,
runData.fog_range * 1.0,
@@ -3793,7 +3793,7 @@ void Game::updateFrame(ProfilerGraph *graph, RunStats *stats, f32 dtime,
);
} else {
driver->setFog(
- m_sky->getBgColor(),
+ sky->getBgColor(),
video::EFT_FOG_LINEAR,
100000 * BS,
110000 * BS,
@@ -3873,7 +3873,7 @@ void Game::updateFrame(ProfilerGraph *graph, RunStats *stats, f32 dtime,
/*
Drawing begins
*/
- const video::SColor &skycolor = m_sky->getSkyColor();
+ const video::SColor &skycolor = sky->getSkyColor();
TimeTaker tt_draw("Draw scene");
driver->beginScene(true, true, skycolor);