]> git.lizzy.rs Git - dragonfireclient.git/blobdiff - src/client/camera.cpp
Semi-transparent background for nametags (#10152)
[dragonfireclient.git] / src / client / camera.cpp
index 871ea709d066b86674adf108e9632a06ba544ee6..9a08254b42e450953ffaec8d705b25ebb9b7a018 100644 (file)
@@ -30,7 +30,7 @@ with this program; if not, write to the Free Software Foundation, Inc.,
 #include "wieldmesh.h"
 #include "noise.h"         // easeCurve
 #include "sound.h"
-#include "event.h"
+#include "mtevent.h"
 #include "nodedef.h"
 #include "util/numeric.h"
 #include "constants.h"
@@ -86,6 +86,51 @@ Camera::~Camera()
        m_wieldmgr->drop();
 }
 
+void Camera::notifyFovChange()
+{
+       LocalPlayer *player = m_client->getEnv().getLocalPlayer();
+       assert(player);
+
+       PlayerFovSpec spec = player->getFov();
+
+       /*
+        * Update m_old_fov_degrees first - it serves as the starting point of the
+        * upcoming transition.
+        *
+        * If an FOV transition is already active, mark current FOV as the start of
+        * the new transition. If not, set it to the previous transition's target FOV.
+        */
+       if (m_fov_transition_active)
+               m_old_fov_degrees = m_curr_fov_degrees;
+       else
+               m_old_fov_degrees = m_server_sent_fov ? m_target_fov_degrees : m_cache_fov;
+
+       /*
+        * Update m_server_sent_fov next - it corresponds to the target FOV of the
+        * upcoming transition.
+        *
+        * Set it to m_cache_fov, if server-sent FOV is 0. Otherwise check if
+        * server-sent FOV is a multiplier, and multiply it with m_cache_fov instead
+        * of overriding.
+        */
+       if (spec.fov == 0.0f) {
+               m_server_sent_fov = false;
+               m_target_fov_degrees = m_cache_fov;
+       } else {
+               m_server_sent_fov = true;
+               m_target_fov_degrees = spec.is_multiplier ? m_cache_fov * spec.fov : spec.fov;
+       }
+
+       if (spec.transition_time > 0.0f)
+               m_fov_transition_active = true;
+
+       // If FOV smooth transition is active, initialize required variables
+       if (m_fov_transition_active) {
+               m_transition_time = spec.transition_time;
+               m_fov_diff = m_target_fov_degrees - m_old_fov_degrees;
+       }
+}
+
 bool Camera::successfullyCreated(std::string &error_message)
 {
        if (!m_playernode) {
@@ -297,9 +342,13 @@ void Camera::update(LocalPlayer* player, f32 frametime, f32 busytime, f32 tool_r
        if (player->getParent())
                player_position = player->getParent()->getPosition();
 
-       if(player->touching_ground &&
-                       player_position.Y > old_player_position.Y)
-       {
+       // Smooth the camera movement when the player instantly moves upward due to stepheight.
+       // To smooth the 'not touching_ground' stepheight, smoothing is necessary when jumping
+       // or swimming (for when moving from liquid to land).
+       // Disable smoothing if climbing or flying, to avoid upwards offset of player model
+       // when seen in 3rd person view.
+       bool flying = g_settings->getBool("free_move") && m_client->checkLocalPrivilege("fly");
+       if (player_position.Y > old_player_position.Y && !player->is_climbing && !flying) {
                f32 oldy = old_player_position.Y;
                f32 newy = player_position.Y;
                f32 t = std::exp(-23 * frametime);
@@ -333,17 +382,21 @@ void Camera::update(LocalPlayer* player, f32 frametime, f32 busytime, f32 tool_r
                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();
+       // Calculate and translate the head SceneNode offsets
+       {
+               v3f eye_offset = player->getEyeOffset();
+               if (m_camera_mode == CAMERA_MODE_FIRST)
+                       eye_offset += player->eye_offset_first;
+               else
+                       eye_offset += player->eye_offset_third;
+
+               // Set head node transformation
+               eye_offset.Y += cameratilt * -player->hurt_tilt_strength + fall_bobbing;
+               m_headnode->setPosition(eye_offset);
+               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);
@@ -458,35 +511,40 @@ void Camera::update(LocalPlayer* player, f32 frametime, f32 busytime, f32 tool_r
                m_camera_position = my_cp;
 
        /*
-        * Apply server-sent FOV. If server doesn't enforce FOV,
-        * check for zoom and set to zoom FOV.
-        * Otherwise, default to m_cache_fov
+        * Apply server-sent FOV, instantaneous or smooth transition.
+        * If not, check for zoom and set to zoom FOV.
+        * Otherwise, default to m_cache_fov.
         */
-
-       f32 fov_degrees;
-       PlayerFovSpec fov_spec = player->getFov();
-       if (fov_spec.fov > 0.0f) {
-               // If server-sent FOV is a multiplier, multiply
-               // it with m_cache_fov instead of overriding
-               if (fov_spec.is_multiplier)
-                       fov_degrees = m_cache_fov * fov_spec.fov;
-               else
-                       fov_degrees = fov_spec.fov;
+       if (m_fov_transition_active) {
+               // Smooth FOV transition
+               // Dynamically calculate FOV delta based on frametimes
+               f32 delta = (frametime / m_transition_time) * m_fov_diff;
+               m_curr_fov_degrees += delta;
+
+               // Mark transition as complete if target FOV has been reached
+               if ((m_fov_diff > 0.0f && m_curr_fov_degrees >= m_target_fov_degrees) ||
+                               (m_fov_diff < 0.0f && m_curr_fov_degrees <= m_target_fov_degrees)) {
+                       m_fov_transition_active = false;
+                       m_curr_fov_degrees = m_target_fov_degrees;
+               }
+       } else if (m_server_sent_fov) {
+               // Instantaneous FOV change
+               m_curr_fov_degrees = m_target_fov_degrees;
        } else if (player->getPlayerControl().zoom && player->getZoomFOV() > 0.001f) {
                // Player requests zoom, apply zoom FOV
-               fov_degrees = player->getZoomFOV();
+               m_curr_fov_degrees = player->getZoomFOV();
        } else {
                // Set to client's selected FOV
-               fov_degrees = m_cache_fov;
+               m_curr_fov_degrees = m_cache_fov;
        }
-       fov_degrees = rangelim(fov_degrees, 1.0f, 160.0f);
+       m_curr_fov_degrees = rangelim(m_curr_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;
+       m_fov_y = m_curr_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_y *= core::clamp(sqrt(16./10. / m_aspect), 1.0, 1.4);
        m_fov_x = 2 * atan(m_aspect * tan(0.5 * m_fov_y));
        m_cameranode->setAspectRatio(m_aspect);
        m_cameranode->setFOV(m_fov_y);
@@ -538,7 +596,7 @@ void Camera::update(LocalPlayer* player, f32 frametime, f32 busytime, f32 tool_r
        m_wieldnode->setPosition(wield_position);
        m_wieldnode->setRotation(wield_rotation);
 
-       m_wieldnode->setColor(player->light_color);
+       m_wieldnode->setNodeLightColor(player->light_color);
 
        // Set render distance
        updateViewingRange();
@@ -553,14 +611,11 @@ void Camera::update(LocalPlayer* player, f32 frametime, f32 busytime, f32 tool_r
        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"))) {
+       if ((walking || swimming || climbing) && !flying) {
                // Start animation
                m_view_bobbing_state = 1;
                m_view_bobbing_speed = MYMIN(speed.getLength(), 70);
-       }
-       else if (m_view_bobbing_state == 1)
-       {
+       } else if (m_view_bobbing_state == 1) {
                // Stop animation
                m_view_bobbing_state = 2;
                m_view_bobbing_speed = 60;
@@ -636,10 +691,11 @@ 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;
+       gui::IGUIFont *font = g_fontengine->getFont();
+       video::IVideoDriver *driver = RenderingEngine::get_video_driver();
+       v2u32 screensize = driver->getScreenSize();
+
+       for (const Nametag *nametag : m_nametags) {
                if (nametag->nametag_color.getAlpha() == 0) {
                        // Enforce hiding nametag,
                        // because if freetype is enabled, a grey
@@ -652,21 +708,29 @@ void Camera::drawNametags()
                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(
+                       core::dimension2d<u32> textsize = font->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(
+                       core::rect<s32> bg_size(-2, 0, textsize.Width+2, textsize.Height);
+
+                       video::SColor textColor = nametag->nametag_color;
+
+                       bool darkBackground = textColor.getLuminance() > 186;
+                       video::SColor backgroundColor = darkBackground
+                                       ? video::SColor(50, 50, 50, 50)
+                                       : video::SColor(50, 255, 255, 255);
+                       driver->draw2DRectangle(backgroundColor, bg_size + screen_pos);
+
+                       font->draw(
                                translate_string(utf8_to_wide(nametag->nametag_text)).c_str(),
-                               size + screen_pos, nametag->nametag_color);
+                               size + screen_pos, textColor);
                }
        }
 }