]> git.lizzy.rs Git - dragonfireclient.git/blob - src/camera.cpp
Tune smooth lighting a bit
[dragonfireclient.git] / src / camera.cpp
1 /*
2 Minetest-c55
3 Copyright (C) 2010-2011 celeron55, Perttu Ahola <celeron55@gmail.com>
4
5 This program is free software; you can redistribute it and/or modify
6 it under the terms of the GNU General Public License as published by
7 the Free Software Foundation; either version 2 of the License, or
8 (at your option) any later version.
9
10 This program is distributed in the hope that it will be useful,
11 but WITHOUT ANY WARRANTY; without even the implied warranty of
12 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
13 GNU General Public License for more details.
14
15 You should have received a copy of the GNU General Public License along
16 with this program; if not, write to the Free Software Foundation, Inc.,
17 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
18 */
19
20 #include "camera.h"
21 #include "debug.h"
22 #include "client.h"
23 #include "main.h" // for g_settings
24 #include "map.h"
25 #include "clientmap.h" // MapDrawControl
26 #include "mesh.h"
27 #include "player.h"
28 #include "tile.h"
29 #include <cmath>
30 #include "settings.h"
31 #include "itemdef.h" // For wield visualization
32 #include "noise.h" // easeCurve
33 #include "gamedef.h"
34 #include "sound.h"
35 #include "event.h"
36
37 Camera::Camera(scene::ISceneManager* smgr, MapDrawControl& draw_control,
38                 IGameDef *gamedef):
39         m_smgr(smgr),
40         m_playernode(NULL),
41         m_headnode(NULL),
42         m_cameranode(NULL),
43
44         m_wieldmgr(NULL),
45         m_wieldnode(NULL),
46         m_wieldlight(0),
47
48         m_draw_control(draw_control),
49         m_gamedef(gamedef),
50
51         m_camera_position(0,0,0),
52         m_camera_direction(0,0,0),
53
54         m_aspect(1.0),
55         m_fov_x(1.0),
56         m_fov_y(1.0),
57
58         m_added_frametime(0),
59         m_added_frames(0),
60         m_range_old(0),
61         m_frametime_old(0),
62         m_frametime_counter(0),
63         m_time_per_range(30. / 50), // a sane default of 30ms per 50 nodes of range
64
65         m_view_bobbing_anim(0),
66         m_view_bobbing_state(0),
67         m_view_bobbing_speed(0),
68
69         m_digging_anim(0),
70         m_digging_button(-1)
71 {
72         //dstream<<__FUNCTION_NAME<<std::endl;
73
74         // note: making the camera node a child of the player node
75         // would lead to unexpected behaviour, so we don't do that.
76         m_playernode = smgr->addEmptySceneNode(smgr->getRootSceneNode());
77         m_headnode = smgr->addEmptySceneNode(m_playernode);
78         m_cameranode = smgr->addCameraSceneNode(smgr->getRootSceneNode());
79         m_cameranode->bindTargetAndRotation(true);
80
81         // This needs to be in its own scene manager. It is drawn after
82         // all other 3D scene nodes and before the GUI.
83         m_wieldmgr = smgr->createNewSceneManager();
84         m_wieldmgr->addCameraSceneNode();
85         m_wieldnode = m_wieldmgr->addMeshSceneNode(createCubeMesh(v3f(1,1,1)), NULL);  // need a dummy mesh
86 }
87
88 Camera::~Camera()
89 {
90         m_wieldnode->setMesh(NULL);
91         m_wieldmgr->drop();
92 }
93
94 bool Camera::successfullyCreated(std::wstring& error_message)
95 {
96         if (m_playernode == NULL)
97         {
98                 error_message = L"Failed to create the player scene node";
99                 return false;
100         }
101         if (m_headnode == NULL)
102         {
103                 error_message = L"Failed to create the head scene node";
104                 return false;
105         }
106         if (m_cameranode == NULL)
107         {
108                 error_message = L"Failed to create the camera scene node";
109                 return false;
110         }
111         if (m_wieldmgr == NULL)
112         {
113                 error_message = L"Failed to create the wielded item scene manager";
114                 return false;
115         }
116         if (m_wieldnode == NULL)
117         {
118                 error_message = L"Failed to create the wielded item scene node";
119                 return false;
120         }
121         return true;
122 }
123
124 // Returns the fractional part of x
125 inline f32 my_modf(f32 x)
126 {
127         double dummy;
128         return modf(x, &dummy);
129 }
130
131 void Camera::step(f32 dtime)
132 {
133         if (m_view_bobbing_state != 0)
134         {
135                 //f32 offset = dtime * m_view_bobbing_speed * 0.035;
136                 f32 offset = dtime * m_view_bobbing_speed * 0.030;
137                 if (m_view_bobbing_state == 2)
138                 {
139 #if 0
140                         // Animation is getting turned off
141                         if (m_view_bobbing_anim < 0.5)
142                                 m_view_bobbing_anim -= offset;
143                         else
144                                 m_view_bobbing_anim += offset;
145                         if (m_view_bobbing_anim <= 0 || m_view_bobbing_anim >= 1)
146                         {
147                                 m_view_bobbing_anim = 0;
148                                 m_view_bobbing_state = 0;
149                         }
150 #endif
151 #if 1
152                         // Animation is getting turned off
153                         if(m_view_bobbing_anim < 0.25){
154                                 m_view_bobbing_anim -= offset;
155                         } else if(m_view_bobbing_anim > 0.75){
156                                 m_view_bobbing_anim += offset;
157                         } if(m_view_bobbing_anim < 0.5){
158                                 m_view_bobbing_anim += offset;
159                                 if(m_view_bobbing_anim > 0.5)
160                                         m_view_bobbing_anim = 0.5;
161                         } else {
162                                 m_view_bobbing_anim -= offset;
163                                 if(m_view_bobbing_anim < 0.5)
164                                         m_view_bobbing_anim = 0.5;
165                         }
166                         if(m_view_bobbing_anim <= 0 || m_view_bobbing_anim >= 1 ||
167                                         fabs(m_view_bobbing_anim - 0.5) < 0.01)
168                         {
169                                 m_view_bobbing_anim = 0;
170                                 m_view_bobbing_state = 0;
171                         }
172 #endif
173                 }
174                 else
175                 {
176                         float was = m_view_bobbing_anim;
177                         m_view_bobbing_anim = my_modf(m_view_bobbing_anim + offset);
178                         bool step = (was == 0 ||
179                                         (was < 0.5f && m_view_bobbing_anim >= 0.5f) ||
180                                         (was > 0.5f && m_view_bobbing_anim <= 0.5f));
181                         if(step){
182                                 MtEvent *e = new SimpleTriggerEvent("ViewBobbingStep");
183                                 m_gamedef->event()->put(e);
184                         }
185                 }
186         }
187
188         if (m_digging_button != -1)
189         {
190                 f32 offset = dtime * 3.5;
191                 float m_digging_anim_was = m_digging_anim;
192                 m_digging_anim += offset;
193                 if (m_digging_anim >= 1)
194                 {
195                         m_digging_anim = 0;
196                         m_digging_button = -1;
197                 }
198                 float lim = 0.15;
199                 if(m_digging_anim_was < lim && m_digging_anim >= lim)
200                 {
201                         if(m_digging_button == 0){
202                                 MtEvent *e = new SimpleTriggerEvent("CameraPunchLeft");
203                                 m_gamedef->event()->put(e);
204                         } else if(m_digging_button == 1){
205                                 MtEvent *e = new SimpleTriggerEvent("CameraPunchRight");
206                                 m_gamedef->event()->put(e);
207                         }
208                 }
209         }
210 }
211
212 void Camera::update(LocalPlayer* player, f32 frametime, v2u32 screensize,
213                 f32 tool_reload_ratio)
214 {
215         // Set player node transformation
216         m_playernode->setPosition(player->getPosition());
217         m_playernode->setRotation(v3f(0, -1 * player->getYaw(), 0));
218         m_playernode->updateAbsolutePosition();
219
220         // Set head node transformation
221         m_headnode->setPosition(player->getEyeOffset());
222         m_headnode->setRotation(v3f(player->getPitch(), 0, 0));
223         m_headnode->updateAbsolutePosition();
224
225         // Compute relative camera position and target
226         v3f rel_cam_pos = v3f(0,0,0);
227         v3f rel_cam_target = v3f(0,0,1);
228         v3f rel_cam_up = v3f(0,1,0);
229
230         if (m_view_bobbing_anim != 0)
231         {
232                 f32 bobfrac = my_modf(m_view_bobbing_anim * 2);
233                 f32 bobdir = (m_view_bobbing_anim < 0.5) ? 1.0 : -1.0;
234
235                 #if 1
236                 f32 bobknob = 1.2;
237                 f32 bobtmp = sin(pow(bobfrac, bobknob) * PI);
238                 //f32 bobtmp2 = cos(pow(bobfrac, bobknob) * PI);
239
240                 v3f bobvec = v3f(
241                         0.3 * bobdir * sin(bobfrac * PI),
242                         -0.28 * bobtmp * bobtmp,
243                         0.);
244
245                 //rel_cam_pos += 0.2 * bobvec;
246                 //rel_cam_target += 0.03 * bobvec;
247                 //rel_cam_up.rotateXYBy(0.02 * bobdir * bobtmp * PI);
248                 float f = 1.0;
249                 f *= g_settings->getFloat("view_bobbing_amount");
250                 rel_cam_pos += bobvec * f;
251                 //rel_cam_target += 0.995 * bobvec * f;
252                 rel_cam_target += bobvec * f;
253                 rel_cam_target.Z -= 0.005 * bobvec.Z * f;
254                 //rel_cam_target.X -= 0.005 * bobvec.X * f;
255                 //rel_cam_target.Y -= 0.005 * bobvec.Y * f;
256                 rel_cam_up.rotateXYBy(-0.03 * bobdir * bobtmp * PI * f);
257                 #else
258                 f32 angle_deg = 1 * bobdir * sin(bobfrac * PI);
259                 f32 angle_rad = angle_deg * PI / 180;
260                 f32 r = 0.05;
261                 v3f off = v3f(
262                         r * sin(angle_rad),
263                         r * (cos(angle_rad) - 1),
264                         0);
265                 rel_cam_pos += off;
266                 //rel_cam_target += off;
267                 rel_cam_up.rotateXYBy(angle_deg);
268                 #endif
269
270         }
271
272         // Compute absolute camera position and target
273         m_headnode->getAbsoluteTransformation().transformVect(m_camera_position, rel_cam_pos);
274         m_headnode->getAbsoluteTransformation().rotateVect(m_camera_direction, rel_cam_target - rel_cam_pos);
275
276         v3f abs_cam_up;
277         m_headnode->getAbsoluteTransformation().rotateVect(abs_cam_up, rel_cam_up);
278
279         // Set camera node transformation
280         m_cameranode->setPosition(m_camera_position);
281         m_cameranode->setUpVector(abs_cam_up);
282         // *100.0 helps in large map coordinates
283         m_cameranode->setTarget(m_camera_position + 100 * m_camera_direction);
284
285         // Get FOV setting
286         f32 fov_degrees = g_settings->getFloat("fov");
287         fov_degrees = MYMAX(fov_degrees, 10.0);
288         fov_degrees = MYMIN(fov_degrees, 170.0);
289
290         // FOV and aspect ratio
291         m_aspect = (f32)screensize.X / (f32) screensize.Y;
292         m_fov_y = fov_degrees * PI / 180.0;
293         // Increase vertical FOV on lower aspect ratios (<16:10)
294         m_fov_y *= MYMAX(1.0, MYMIN(1.4, sqrt(16./10. / m_aspect)));
295         // WTF is this? It can't be right
296         m_fov_x = 2 * atan(0.5 * m_aspect * tan(m_fov_y));
297         m_cameranode->setAspectRatio(m_aspect);
298         m_cameranode->setFOV(m_fov_y);
299
300         // Position the wielded item
301         //v3f wield_position = v3f(45, -35, 65);
302         v3f wield_position = v3f(55, -35, 65);
303         //v3f wield_rotation = v3f(-100, 120, -100);
304         v3f wield_rotation = v3f(-100, 120, -100);
305         if(m_digging_anim < 0.05 || m_digging_anim > 0.5){
306                 f32 frac = 1.0;
307                 if(m_digging_anim > 0.5)
308                         frac = 2.0 * (m_digging_anim - 0.5);
309                 // This value starts from 1 and settles to 0
310                 f32 ratiothing = pow((1.0f - tool_reload_ratio), 0.5f);
311                 //f32 ratiothing2 = pow(ratiothing, 0.5f);
312                 f32 ratiothing2 = (easeCurve(ratiothing*0.5))*2.0;
313                 wield_position.Y -= frac * 25.0 * pow(ratiothing2, 1.7f);
314                 //wield_position.Z += frac * 5.0 * ratiothing2;
315                 wield_position.X -= frac * 35.0 * pow(ratiothing2, 1.1f);
316                 wield_rotation.Y += frac * 70.0 * pow(ratiothing2, 1.4f);
317                 //wield_rotation.X -= frac * 15.0 * pow(ratiothing2, 1.4f);
318                 //wield_rotation.Z += frac * 15.0 * pow(ratiothing2, 1.0f);
319         }
320         if (m_digging_button != -1)
321         {
322                 f32 digfrac = m_digging_anim;
323                 wield_position.X -= 30 * sin(pow(digfrac, 0.8f) * PI);
324                 wield_position.Y += 15 * sin(digfrac * 2 * PI);
325                 wield_position.Z += 5 * digfrac;
326
327                 // Euler angles are PURE EVIL, so why not use quaternions?
328                 core::quaternion quat_begin(wield_rotation * core::DEGTORAD);
329                 core::quaternion quat_end(v3f(90, -10, -130) * core::DEGTORAD);
330                 core::quaternion quat_slerp;
331                 quat_slerp.slerp(quat_begin, quat_end, sin(digfrac * PI));
332                 quat_slerp.toEuler(wield_rotation);
333                 wield_rotation *= core::RADTODEG;
334         }
335         else {
336                 f32 bobfrac = my_modf(m_view_bobbing_anim);
337                 wield_position.X -= sin(bobfrac*PI*2.0) * 3.0;
338                 wield_position.Y += sin(my_modf(bobfrac*2.0)*PI) * 3.0;
339         }
340         m_wieldnode->setPosition(wield_position);
341         m_wieldnode->setRotation(wield_rotation);
342         m_wieldlight = player->light;
343
344         // Render distance feedback loop
345         updateViewingRange(frametime);
346
347         // If the player seems to be walking on solid ground,
348         // view bobbing is enabled and free_move is off,
349         // start (or continue) the view bobbing animation.
350         v3f speed = player->getSpeed();
351         if ((hypot(speed.X, speed.Z) > BS) &&
352                 (player->touching_ground) &&
353                 (g_settings->getBool("view_bobbing") == true) &&
354                 (g_settings->getBool("free_move") == false ||
355                                 !m_gamedef->checkLocalPrivilege("fly")))
356         {
357                 // Start animation
358                 m_view_bobbing_state = 1;
359                 m_view_bobbing_speed = MYMIN(speed.getLength(), 40);
360         }
361         else if (m_view_bobbing_state == 1)
362         {
363                 // Stop animation
364                 m_view_bobbing_state = 2;
365                 m_view_bobbing_speed = 60;
366         }
367 }
368
369 void Camera::updateViewingRange(f32 frametime_in)
370 {
371         if (m_draw_control.range_all)
372                 return;
373
374         m_added_frametime += frametime_in;
375         m_added_frames += 1;
376
377         // Actually this counter kind of sucks because frametime is busytime
378         m_frametime_counter -= frametime_in;
379         if (m_frametime_counter > 0)
380                 return;
381         m_frametime_counter = 0.2;
382
383         /*dstream<<__FUNCTION_NAME
384                         <<": Collected "<<m_added_frames<<" frames, total of "
385                         <<m_added_frametime<<"s."<<std::endl;
386
387         dstream<<"m_draw_control.blocks_drawn="
388                         <<m_draw_control.blocks_drawn
389                         <<", m_draw_control.blocks_would_have_drawn="
390                         <<m_draw_control.blocks_would_have_drawn
391                         <<std::endl;*/
392
393         // Get current viewing range and FPS settings
394         f32 viewing_range_min = g_settings->getS16("viewing_range_nodes_min");
395         viewing_range_min = MYMAX(5.0, viewing_range_min);
396
397         f32 viewing_range_max = g_settings->getS16("viewing_range_nodes_max");
398         viewing_range_max = MYMAX(viewing_range_min, viewing_range_max);
399         
400         // Immediately apply hard limits
401         if(m_draw_control.wanted_range < viewing_range_min)
402                 m_draw_control.wanted_range = viewing_range_min;
403         if(m_draw_control.wanted_range > viewing_range_max)
404                 m_draw_control.wanted_range = viewing_range_max;
405
406         // Just so big a value that everything rendered is visible
407         // Some more allowance than viewing_range_max * BS because of clouds,
408         // active objects, etc.
409         if(viewing_range_max < 200*BS)
410                 m_cameranode->setFarValue(200 * BS * 10);
411         else
412                 m_cameranode->setFarValue(viewing_range_max * BS * 10);
413
414         f32 wanted_fps = g_settings->getFloat("wanted_fps");
415         wanted_fps = MYMAX(wanted_fps, 1.0);
416         f32 wanted_frametime = 1.0 / wanted_fps;
417
418         m_draw_control.wanted_min_range = viewing_range_min;
419         m_draw_control.wanted_max_blocks = (2.0*m_draw_control.blocks_would_have_drawn)+1;
420         if (m_draw_control.wanted_max_blocks < 10)
421                 m_draw_control.wanted_max_blocks = 10;
422
423         f32 block_draw_ratio = 1.0;
424         if (m_draw_control.blocks_would_have_drawn != 0)
425         {
426                 block_draw_ratio = (f32)m_draw_control.blocks_drawn
427                         / (f32)m_draw_control.blocks_would_have_drawn;
428         }
429
430         // Calculate the average frametime in the case that all wanted
431         // blocks had been drawn
432         f32 frametime = m_added_frametime / m_added_frames / block_draw_ratio;
433
434         m_added_frametime = 0.0;
435         m_added_frames = 0;
436
437         f32 wanted_frametime_change = wanted_frametime - frametime;
438         //dstream<<"wanted_frametime_change="<<wanted_frametime_change<<std::endl;
439
440         // If needed frametime change is small, just return
441         // This value was 0.4 for many months until 2011-10-18 by c55;
442         // Let's see how this works out.
443         if (fabs(wanted_frametime_change) < wanted_frametime*0.33)
444         {
445                 //dstream<<"ignoring small wanted_frametime_change"<<std::endl;
446                 return;
447         }
448
449         f32 range = m_draw_control.wanted_range;
450         f32 new_range = range;
451
452         f32 d_range = range - m_range_old;
453         f32 d_frametime = frametime - m_frametime_old;
454         if (d_range != 0)
455         {
456                 m_time_per_range = d_frametime / d_range;
457         }
458
459         // The minimum allowed calculated frametime-range derivative:
460         // Practically this sets the maximum speed of changing the range.
461         // The lower this value, the higher the maximum changing speed.
462         // A low value here results in wobbly range (0.001)
463         // A high value here results in slow changing range (0.0025)
464         // SUGG: This could be dynamically adjusted so that when
465         //       the camera is turning, this is lower
466         //f32 min_time_per_range = 0.0015;
467         f32 min_time_per_range = 0.0010;
468         //f32 min_time_per_range = 0.05 / range;
469         if(m_time_per_range < min_time_per_range)
470         {
471                 m_time_per_range = min_time_per_range;
472                 //dstream<<"m_time_per_range="<<m_time_per_range<<" (min)"<<std::endl;
473         }
474         else
475         {
476                 //dstream<<"m_time_per_range="<<m_time_per_range<<std::endl;
477         }
478
479         f32 wanted_range_change = wanted_frametime_change / m_time_per_range;
480         // Dampen the change a bit to kill oscillations
481         //wanted_range_change *= 0.9;
482         //wanted_range_change *= 0.75;
483         wanted_range_change *= 0.5;
484         //dstream<<"wanted_range_change="<<wanted_range_change<<std::endl;
485
486         // If needed range change is very small, just return
487         if(fabs(wanted_range_change) < 0.001)
488         {
489                 //dstream<<"ignoring small wanted_range_change"<<std::endl;
490                 return;
491         }
492
493         new_range += wanted_range_change;
494         
495         //f32 new_range_unclamped = new_range;
496         new_range = MYMAX(new_range, viewing_range_min);
497         new_range = MYMIN(new_range, viewing_range_max);
498         /*dstream<<"new_range="<<new_range_unclamped
499                         <<", clamped to "<<new_range<<std::endl;*/
500
501         m_draw_control.wanted_range = new_range;
502
503         m_range_old = new_range;
504         m_frametime_old = frametime;
505 }
506
507 void Camera::setDigging(s32 button)
508 {
509         if (m_digging_button == -1)
510                 m_digging_button = button;
511 }
512
513 void Camera::wield(const ItemStack &item)
514 {
515         IItemDefManager *idef = m_gamedef->idef();
516         scene::IMesh *wield_mesh = item.getDefinition(idef).wield_mesh;
517         if(wield_mesh)
518         {
519                 m_wieldnode->setMesh(wield_mesh);
520                 m_wieldnode->setVisible(true);
521         }
522         else
523         {
524                 m_wieldnode->setVisible(false);
525         }
526 }
527
528 void Camera::drawWieldedTool()
529 {
530         // Set vertex colors of wield mesh according to light level
531         u8 li = decode_light(m_wieldlight);
532         video::SColor color(255,li,li,li);
533         setMeshColor(m_wieldnode->getMesh(), color);
534
535         // Clear Z buffer
536         m_wieldmgr->getVideoDriver()->clearZBuffer();
537
538         // Draw the wielded node (in a separate scene manager)
539         scene::ICameraSceneNode* cam = m_wieldmgr->getActiveCamera();
540         cam->setAspectRatio(m_cameranode->getAspectRatio());
541         cam->setFOV(72.0*PI/180.0);
542         cam->setNearValue(0.1);
543         cam->setFarValue(100);
544         m_wieldmgr->drawAll();
545 }