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-rw-r--r--src/game.cpp228
1 files changed, 34 insertions, 194 deletions
diff --git a/src/game.cpp b/src/game.cpp
index 86f1939c3..af4886137 100644
--- a/src/game.cpp
+++ b/src/game.cpp
@@ -28,6 +28,7 @@ with this program; if not, write to the Free Software Foundation, Inc.,
#include "materials.h"
#include "config.h"
#include "clouds.h"
+#include "camera.h"
#include "farmesh.h"
#include "mapblock.h"
@@ -49,8 +50,6 @@ with this program; if not, write to the Free Software Foundation, Inc.,
#define FIELD_OF_VIEW_TEST 0
-MapDrawControl draw_control;
-
// Chat data
struct ChatLine
{
@@ -144,144 +143,6 @@ struct TextDestSignNode : public TextDest
};
/*
- Render distance feedback loop
-*/
-void updateViewingRange(f32 frametime_in, Client *client)
-{
- if(draw_control.range_all == true)
- return;
-
- static f32 added_frametime = 0;
- static s16 added_frames = 0;
-
- added_frametime += frametime_in;
- added_frames += 1;
-
- // Actually this counter kind of sucks because frametime is busytime
- static f32 counter = 0;
- counter -= frametime_in;
- if(counter > 0)
- return;
- //counter = 0.1;
- counter = 0.2;
-
- /*dstream<<__FUNCTION_NAME
- <<": Collected "<<added_frames<<" frames, total of "
- <<added_frametime<<"s."<<std::endl;*/
-
- /*dstream<<"draw_control.blocks_drawn="
- <<draw_control.blocks_drawn
- <<", draw_control.blocks_would_have_drawn="
- <<draw_control.blocks_would_have_drawn
- <<std::endl;*/
-
- float range_min = g_settings.getS16("viewing_range_nodes_min");
- float range_max = g_settings.getS16("viewing_range_nodes_max");
-
- // Limit minimum to keep the feedback loop stable
- if(range_min < 5)
- range_min = 5;
-
- draw_control.wanted_min_range = range_min;
- //draw_control.wanted_max_blocks = (1.5*draw_control.blocks_drawn)+1;
- draw_control.wanted_max_blocks = (1.5*draw_control.blocks_would_have_drawn)+1;
- if(draw_control.wanted_max_blocks < 10)
- draw_control.wanted_max_blocks = 10;
-
- float block_draw_ratio = 1.0;
- if(draw_control.blocks_would_have_drawn != 0)
- {
- block_draw_ratio = (float)draw_control.blocks_drawn
- / (float)draw_control.blocks_would_have_drawn;
- }
-
- // Calculate the average frametime in the case that all wanted
- // blocks had been drawn
- f32 frametime = added_frametime / added_frames / block_draw_ratio;
-
- added_frametime = 0.0;
- added_frames = 0;
-
- float wanted_fps = g_settings.getFloat("wanted_fps");
- float wanted_frametime = 1.0 / wanted_fps;
-
- f32 wanted_frametime_change = wanted_frametime - frametime;
- //dstream<<"wanted_frametime_change="<<wanted_frametime_change<<std::endl;
-
- // If needed frametime change is small, just return
- if(fabs(wanted_frametime_change) < wanted_frametime*0.4)
- {
- //dstream<<"ignoring small wanted_frametime_change"<<std::endl;
- return;
- }
-
- float range = draw_control.wanted_range;
- float new_range = range;
-
- static s16 range_old = 0;
- static f32 frametime_old = 0;
-
- float d_range = range - range_old;
- f32 d_frametime = frametime - frametime_old;
- // A sane default of 30ms per 50 nodes of range
- static f32 time_per_range = 30. / 50;
- if(d_range != 0)
- {
- time_per_range = d_frametime / d_range;
- }
-
- // The minimum allowed calculated frametime-range derivative:
- // Practically this sets the maximum speed of changing the range.
- // The lower this value, the higher the maximum changing speed.
- // A low value here results in wobbly range (0.001)
- // A high value here results in slow changing range (0.0025)
- // SUGG: This could be dynamically adjusted so that when
- // the camera is turning, this is lower
- //float min_time_per_range = 0.0015;
- float min_time_per_range = 0.0010;
- //float min_time_per_range = 0.05 / range;
- if(time_per_range < min_time_per_range)
- {
- time_per_range = min_time_per_range;
- //dstream<<"time_per_range="<<time_per_range<<" (min)"<<std::endl;
- }
- else
- {
- //dstream<<"time_per_range="<<time_per_range<<std::endl;
- }
-
- f32 wanted_range_change = wanted_frametime_change / time_per_range;
- // Dampen the change a bit to kill oscillations
- //wanted_range_change *= 0.9;
- //wanted_range_change *= 0.75;
- wanted_range_change *= 0.5;
- //dstream<<"wanted_range_change="<<wanted_range_change<<std::endl;
-
- // If needed range change is very small, just return
- if(fabs(wanted_range_change) < 0.001)
- {
- //dstream<<"ignoring small wanted_range_change"<<std::endl;
- return;
- }
-
- new_range += wanted_range_change;
-
- //float new_range_unclamped = new_range;
- if(new_range < range_min)
- new_range = range_min;
- if(new_range > range_max)
- new_range = range_max;
-
- /*dstream<<"new_range="<<new_range_unclamped
- <<", clamped to "<<new_range<<std::endl;*/
-
- draw_control.wanted_range = new_range;
-
- range_old = new_range;
- frametime_old = frametime;
-}
-
-/*
Hotbar draw routine
*/
void draw_hotbar(video::IVideoDriver *driver, gui::IGUIFont *font,
@@ -847,6 +708,7 @@ void the_game(
draw_load_screen(L"Creating client...", driver, font);
std::cout<<DTIME<<"Creating client"<<std::endl;
+ MapDrawControl draw_control;
Client client(device, playername.c_str(), password, draw_control);
draw_load_screen(L"Resolving address...", driver, font);
@@ -950,28 +812,18 @@ void the_game(
/*
Create the camera node
*/
-
- scene::ICameraSceneNode* camera = smgr->addCameraSceneNode(
- 0, // Camera parent
- v3f(BS*100, BS*2, BS*100), // Look from
- v3f(BS*100+1, BS*2, BS*100), // Look to
- -1 // Camera ID
- );
-
- // Do this so children rotate accordingly (tool)
- camera->bindTargetAndRotation(true);
-
- if(camera == NULL)
+ Camera camera(smgr, draw_control);
+ if (camera.getPlayerNode() == NULL)
+ {
+ error_message = L"Failed to create the player node";
+ return;
+ }
+ if (camera.getCameraNode() == NULL)
{
error_message = L"Failed to create the camera node";
return;
}
- camera->setFOV(FOV_ANGLE);
-
- // Just so big a value that everything rendered is visible
- camera->setFarValue(100000*BS);
-
f32 camera_yaw = 0; // "right/left"
f32 camera_pitch = 0; // "up/down"
@@ -979,7 +831,7 @@ void the_game(
Tool
*/
- v3f tool_wield_position(0.6, -0.6, 1.0);
+ v3f tool_wield_position(0.06*BS, 1.619*BS, 0.1*BS);
v3f tool_wield_rotation(-25, 180, -25);
float tool_wield_animation = 0.0;
scene::IMeshSceneNode *tool_wield;
@@ -1004,7 +856,7 @@ void the_game(
mesh->addMeshBuffer(buf);
buf->drop();
- tool_wield = smgr->addMeshSceneNode(mesh, camera);
+ tool_wield = smgr->addMeshSceneNode(mesh, camera.getPlayerNode());
mesh->drop();
}
tool_wield->setVisible(false);
@@ -1210,12 +1062,6 @@ void the_game(
device->run();
/*
- Viewing range
- */
-
- updateViewingRange(busytime, &client);
-
- /*
FPS limiter
*/
@@ -1606,10 +1452,6 @@ void the_game(
}
}
- // Get player position
- v3f camera_position;
- v3f player_position = client.getPlayerPosition(&camera_position);
-
//TimeTaker //timer2("//timer2");
/*
@@ -1662,25 +1504,25 @@ void the_game(
first_loop_after_window_activation = true;
}
- camera_yaw = wrapDegrees(camera_yaw);
- camera_pitch = wrapDegrees(camera_pitch);
-
- v3f camera_direction = v3f(0,0,1);
- camera_direction.rotateYZBy(camera_pitch);
- camera_direction.rotateXZBy(camera_yaw);
+ LocalPlayer* player = client.getLocalPlayer();
+ camera.update(player, busytime, screensize);
+ camera.step(dtime);
- camera->setPosition(camera_position);
- // *100.0 helps in large map coordinates
- camera->setTarget(camera_position + camera_direction * 100.0);
+ v3f player_position = player->getPosition();
+ v3f camera_position = camera.getPosition();
+ v3f camera_direction = camera.getDirection();
+ f32 camera_fov = camera.getFovMax();
- if(FIELD_OF_VIEW_TEST){
- client.updateCamera(v3f(0,0,0), v3f(0,0,1));
+ if(FIELD_OF_VIEW_TEST)
+ {
+ client.updateCamera(v3f(0,0,0), v3f(0,0,1), camera_fov);
}
- else{
- //TimeTaker timer("client.updateCamera");
- client.updateCamera(camera_position, camera_direction);
+ else
+ {
+ client.updateCamera(camera_position,
+ camera_direction, camera_fov);
}
-
+
//timer2.stop();
//TimeTaker //timer3("//timer3");
@@ -2060,8 +1902,6 @@ void the_game(
Calculate stuff for drawing
*/
- camera->setAspectRatio((f32)screensize.X / (f32)screensize.Y);
-
u32 daynight_ratio = client.getDayNightRatio();
u8 l = decode_light((daynight_ratio * LIGHT_SUN) / 1000);
video::SColor bgcolor = video::SColor(
@@ -2082,7 +1922,7 @@ void the_game(
update_skybox(driver, smgr, skybox, brightness);
/*
- Update coulds
+ Update clouds
*/
if(clouds)
{
@@ -2372,6 +2212,13 @@ void the_game(
}
/*
+ Post effects
+ */
+ {
+ client.renderPostFx();
+ }
+
+ /*
Frametime log
*/
if(g_settings.getBool("frametime_graph") == true)
@@ -2411,13 +2258,6 @@ void the_game(
guienv->drawAll();
/*
- Environment post fx
- */
- {
- client.getEnv()->drawPostFx(driver, camera_position);
- }
-
- /*
Draw hotbar
*/
{