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author | Loic Blot <loic.blot@unix-experience.fr> | 2021-05-03 10:27:00 +0200 |
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committer | Loïc Blot <nerzhul@users.noreply.github.com> | 2021-05-03 19:49:19 +0200 |
commit | de85bc9227ef0db01854fa0eef89256646b4d578 (patch) | |
tree | 9fa8a8e9d47178b830b3ac5ccc84af0546d14540 /src/client/game.cpp | |
parent | 48d5abd5bee7a3f956cb2b92745bed6313cf5d8a (diff) | |
download | minetest-de85bc9227ef0db01854fa0eef89256646b4d578.tar.gz minetest-de85bc9227ef0db01854fa0eef89256646b4d578.tar.bz2 minetest-de85bc9227ef0db01854fa0eef89256646b4d578.zip |
fix: some code tidy about includes & irr namespaces
Diffstat (limited to 'src/client/game.cpp')
-rw-r--r-- | src/client/game.cpp | 78 |
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); |