CachedPixelShaderSetting<float> m_fog_distance;
CachedVertexShaderSetting<float> m_animation_timer_vertex;
CachedPixelShaderSetting<float> m_animation_timer_pixel;
+ CachedVertexShaderSetting<float> m_animation_timer_delta_vertex;
+ CachedPixelShaderSetting<float> m_animation_timer_delta_pixel;
CachedPixelShaderSetting<float, 3> m_day_light;
CachedPixelShaderSetting<float, 4> m_star_color;
CachedPixelShaderSetting<float, 3> m_eye_position_pixel;
CachedPixelShaderSetting<SamplerLayer_t> m_texture3;
CachedPixelShaderSetting<float, 2> m_texel_size0;
std::array<float, 2> m_texel_size0_values;
- CachedPixelShaderSetting<float> m_exposure_factor_pixel;
- float m_user_exposure_factor;
+ CachedStructPixelShaderSetting<float, 7> m_exposure_params_pixel;
+ float m_user_exposure_compensation;
bool m_bloom_enabled;
CachedPixelShaderSetting<float> m_bloom_intensity_pixel;
float m_bloom_intensity;
+ CachedPixelShaderSetting<float> m_bloom_strength_pixel;
+ float m_bloom_strength;
CachedPixelShaderSetting<float> m_bloom_radius_pixel;
float m_bloom_radius;
+ CachedPixelShaderSetting<float> m_saturation_pixel;
public:
void onSettingsChange(const std::string &name)
{
if (name == "enable_fog")
m_fog_enabled = g_settings->getBool("enable_fog");
- if (name == "exposure_factor")
- m_user_exposure_factor = g_settings->getFloat("exposure_factor", 0.1f, 10.0f);
+ if (name == "exposure_compensation")
+ m_user_exposure_compensation = g_settings->getFloat("exposure_compensation", -1.0f, 1.0f);
if (name == "bloom_intensity")
m_bloom_intensity = g_settings->getFloat("bloom_intensity", 0.01f, 1.0f);
+ if (name == "bloom_strength_factor")
+ m_bloom_strength = RenderingEngine::BASE_BLOOM_STRENGTH * g_settings->getFloat("bloom_strength_factor", 0.1f, 10.0f);
if (name == "bloom_radius")
- m_bloom_radius = g_settings->getFloat("bloom_radius", 1.0f, 64.0f);
+ m_bloom_radius = g_settings->getFloat("bloom_radius", 0.1f, 8.0f);
}
static void settingsCallback(const std::string &name, void *userdata)
m_fog_distance("fogDistance"),
m_animation_timer_vertex("animationTimer"),
m_animation_timer_pixel("animationTimer"),
+ m_animation_timer_delta_vertex("animationTimerDelta"),
+ m_animation_timer_delta_pixel("animationTimerDelta"),
m_day_light("dayLight"),
m_star_color("starColor"),
m_eye_position_pixel("eyePosition"),
m_texture2("texture2"),
m_texture3("texture3"),
m_texel_size0("texelSize0"),
- m_exposure_factor_pixel("exposureFactor"),
+ m_exposure_params_pixel("exposureParams",
+ std::array<const char*, 7> {
+ "luminanceMin", "luminanceMax", "exposureCorrection",
+ "speedDarkBright", "speedBrightDark", "centerWeightPower", "compensationFactor"
+ }),
m_bloom_intensity_pixel("bloomIntensity"),
- m_bloom_radius_pixel("bloomRadius")
+ m_bloom_strength_pixel("bloomStrength"),
+ m_bloom_radius_pixel("bloomRadius"),
+ m_saturation_pixel("saturation")
{
g_settings->registerChangedCallback("enable_fog", settingsCallback, this);
- g_settings->registerChangedCallback("exposure_factor", settingsCallback, this);
+ g_settings->registerChangedCallback("exposure_compensation", settingsCallback, this);
g_settings->registerChangedCallback("bloom_intensity", settingsCallback, this);
+ g_settings->registerChangedCallback("bloom_strength_factor", settingsCallback, this);
g_settings->registerChangedCallback("bloom_radius", settingsCallback, this);
+ g_settings->registerChangedCallback("saturation", settingsCallback, this);
m_fog_enabled = g_settings->getBool("enable_fog");
- m_user_exposure_factor = g_settings->getFloat("exposure_factor", 0.1f, 10.0f);
+ m_user_exposure_compensation = g_settings->getFloat("exposure_compensation", -1.0f, 1.0f);
m_bloom_enabled = g_settings->getBool("enable_bloom");
m_bloom_intensity = g_settings->getFloat("bloom_intensity", 0.01f, 1.0f);
- m_bloom_radius = g_settings->getFloat("bloom_radius", 1.0f, 64.0f);
+ m_bloom_strength = RenderingEngine::BASE_BLOOM_STRENGTH * g_settings->getFloat("bloom_strength_factor", 0.1f, 10.0f);
+ m_bloom_radius = g_settings->getFloat("bloom_radius", 0.1f, 8.0f);
}
~GameGlobalShaderConstantSetter()
m_animation_timer_vertex.set(&animation_timer_f, services);
m_animation_timer_pixel.set(&animation_timer_f, services);
+ float animation_timer_delta_f = (float)m_client->getEnv().getFrameTimeDelta() / 100000.f;
+ m_animation_timer_delta_vertex.set(&animation_timer_delta_f, services);
+ m_animation_timer_delta_pixel.set(&animation_timer_delta_f, services);
+
float eye_position_array[3];
v3f epos = m_client->getEnv().getLocalPlayer()->getEyePosition();
epos.getAs3Values(eye_position_array);
m_texel_size0.set(m_texel_size0_values.data(), services);
- float exposure_factor = RenderingEngine::DEFAULT_EXPOSURE_FACTOR * m_user_exposure_factor;
- if (std::isnan(exposure_factor))
- exposure_factor = RenderingEngine::DEFAULT_EXPOSURE_FACTOR;
- m_exposure_factor_pixel.set(&exposure_factor, services);
+ const AutoExposure &exposure_params = m_client->getEnv().getLocalPlayer()->getLighting().exposure;
+ std::array<float, 7> exposure_buffer = {
+ std::pow(2.0f, exposure_params.luminance_min),
+ std::pow(2.0f, exposure_params.luminance_max),
+ exposure_params.exposure_correction,
+ exposure_params.speed_dark_bright,
+ exposure_params.speed_bright_dark,
+ exposure_params.center_weight_power,
+ powf(2.f, m_user_exposure_compensation)
+ };
+ m_exposure_params_pixel.set(exposure_buffer.data(), services);
if (m_bloom_enabled) {
m_bloom_intensity_pixel.set(&m_bloom_intensity, services);
m_bloom_radius_pixel.set(&m_bloom_radius, services);
+ m_bloom_strength_pixel.set(&m_bloom_strength, services);
}
+ float saturation = m_client->getEnv().getLocalPlayer()->getLighting().saturation;
+ m_saturation_pixel.set(&saturation, services);
}
void onSetMaterial(const video::SMaterial &material)
float damage_flash;
float update_draw_list_timer;
+ float touch_blocks_timer;
f32 fog_range;
void updateChat(f32 dtime);
bool nodePlacement(const ItemDefinition &selected_def, const ItemStack &selected_item,
- const v3s16 &nodepos, const v3s16 &neighbourpos, const PointedThing &pointed,
+ const v3s16 &nodepos, const v3s16 &neighborpos, const PointedThing &pointed,
const NodeMetadata *meta);
static const ClientEventHandler clientEventHandler[CLIENTEVENT_MAX];
processQueues();
m_game_ui->clearInfoText();
- hud->resizeHotbar();
-
updateProfilers(stats, draw_times, dtime);
processUserInput(dtime);
void Game::shutdown()
{
m_rendering_engine->finalize();
-#if IRRLICHT_VERSION_MAJOR == 1 && IRRLICHT_VERSION_MINOR <= 8
- if (g_settings->get("3d_mode") == "pageflip") {
- driver->setRenderTarget(irr::video::ERT_STEREO_BOTH_BUFFERS);
- }
-#endif
+
auto formspec = m_game_ui->getFormspecGUI();
if (formspec)
formspec->quitMenu();
if (client->modsLoaded())
client->getScript()->on_camera_ready(camera);
client->setCamera(camera);
+#ifdef HAVE_TOUCHSCREENGUI
+ if (g_touchscreengui) {
+ g_touchscreengui->setUseCrosshair(!isNoCrosshairAllowed());
+ }
+#endif
/* Clouds
*/
/* Item selection using mouse wheel
*/
*new_playeritem = player->getWieldIndex();
-
s32 wheel = input->getMouseWheel();
u16 max_item = MYMIN(PLAYER_INVENTORY_SIZE - 1,
player->hud_hotbar_itemcount - 1);
break;
}
}
+
+ // Clamp selection again in case it wasn't changed but max_item was
+ *new_playeritem = MYMIN(*new_playeritem, max_item);
}
void Game::updateCameraDirection(CameraOrientation *cam, float dtime)
{
+#if !defined(__ANDROID__) && IRRLICHT_VERSION_MT_REVISION >= 9
+ if (isMenuActive())
+ device->getCursorControl()->setRelativeMode(false);
+ else
+ device->getCursorControl()->setRelativeMode(true);
+#endif
+
if ((device->isWindowActive() && device->isWindowFocused()
&& !isMenuActive()) || input->isRandom()) {
const ItemStack &selected_item, const ItemStack &hand_item, f32 dtime)
{
v3s16 nodepos = pointed.node_undersurface;
- v3s16 neighbourpos = pointed.node_abovesurface;
+ v3s16 neighborpos = pointed.node_abovesurface;
/*
Check information text of node
// And also set the sound and send the interact
// But first check for meta formspec and rightclickable
auto &def = selected_item.getDefinition(itemdef_manager);
- bool placed = nodePlacement(def, selected_item, nodepos, neighbourpos,
+ bool placed = nodePlacement(def, selected_item, nodepos, neighborpos,
pointed, meta);
if (placed && client->modsLoaded())
}
bool Game::nodePlacement(const ItemDefinition &selected_def,
- const ItemStack &selected_item, const v3s16 &nodepos, const v3s16 &neighbourpos,
+ const ItemStack &selected_item, const v3s16 &nodepos, const v3s16 &neighborpos,
const PointedThing &pointed, const NodeMetadata *meta)
{
const auto &prediction = selected_def.node_placement_prediction;
verbosestream << "Node placement prediction for "
<< selected_def.name << " is " << prediction << std::endl;
- v3s16 p = neighbourpos;
+ v3s16 p = neighborpos;
// Place inside node itself if buildable_to
MapNode n_under = map.getNode(nodepos, &is_valid_position);
const ContentFeatures &predicted_f = nodedef->get(id);
- // Predict param2 for facedir and wallmounted nodes
- // Compare core.item_place_node() for what the server does
- u8 param2 = 0;
+ // Compare core.item_place_node() for what the server does with param2
+ MapNode predicted_node(id, 0, 0);
const u8 place_param2 = selected_def.place_param2;
if (place_param2) {
- param2 = place_param2;
+ predicted_node.setParam2(place_param2);
} else if (predicted_f.param_type_2 == CPT2_WALLMOUNTED ||
predicted_f.param_type_2 == CPT2_COLORED_WALLMOUNTED) {
- v3s16 dir = nodepos - neighbourpos;
+ v3s16 dir = nodepos - neighborpos;
if (abs(dir.Y) > MYMAX(abs(dir.X), abs(dir.Z))) {
- param2 = dir.Y < 0 ? 1 : 0;
+ predicted_node.setParam2(dir.Y < 0 ? 1 : 0);
} else if (abs(dir.X) > abs(dir.Z)) {
- param2 = dir.X < 0 ? 3 : 2;
+ predicted_node.setParam2(dir.X < 0 ? 3 : 2);
} else {
- param2 = dir.Z < 0 ? 5 : 4;
+ predicted_node.setParam2(dir.Z < 0 ? 5 : 4);
}
} else if (predicted_f.param_type_2 == CPT2_FACEDIR ||
predicted_f.param_type_2 == CPT2_COLORED_FACEDIR ||
v3s16 dir = nodepos - floatToInt(client->getEnv().getLocalPlayer()->getPosition(), BS);
if (abs(dir.X) > abs(dir.Z)) {
- param2 = dir.X < 0 ? 3 : 1;
+ predicted_node.setParam2(dir.X < 0 ? 3 : 1);
} else {
- param2 = dir.Z < 0 ? 2 : 0;
+ predicted_node.setParam2(dir.Z < 0 ? 2 : 0);
}
}
// Check attachment if node is in group attached_node
- if (itemgroup_get(predicted_f.groups, "attached_node") != 0) {
- const static v3s16 wallmounted_dirs[8] = {
- v3s16(0, 1, 0),
- v3s16(0, -1, 0),
- v3s16(1, 0, 0),
- v3s16(-1, 0, 0),
- v3s16(0, 0, 1),
- v3s16(0, 0, -1),
- };
+ int an = itemgroup_get(predicted_f.groups, "attached_node");
+ if (an != 0) {
v3s16 pp;
- if (predicted_f.param_type_2 == CPT2_WALLMOUNTED ||
- predicted_f.param_type_2 == CPT2_COLORED_WALLMOUNTED)
- pp = p + wallmounted_dirs[param2];
- else
+ if (an == 3) {
pp = p + v3s16(0, -1, 0);
+ } else if (an == 4) {
+ pp = p + v3s16(0, 1, 0);
+ } else if (an == 2) {
+ if (predicted_f.param_type_2 == CPT2_FACEDIR ||
+ predicted_f.param_type_2 == CPT2_COLORED_FACEDIR ||
+ predicted_f.param_type_2 == CPT2_4DIR ||
+ predicted_f.param_type_2 == CPT2_COLORED_4DIR) {
+ pp = p + facedir_dirs[predicted_node.getFaceDir(nodedef)];
+ } else {
+ pp = p;
+ }
+ } else if (predicted_f.param_type_2 == CPT2_WALLMOUNTED ||
+ predicted_f.param_type_2 == CPT2_COLORED_WALLMOUNTED) {
+ pp = p + predicted_node.getWallMountedDir(nodedef);
+ } else {
+ pp = p + v3s16(0, -1, 0);
+ }
if (!nodedef->get(map.getNode(pp)).walkable) {
soundmaker->m_player_rightpunch_sound = selected_def.sound_place_failed;
if (!indexstr.empty()) {
s32 index = mystoi(indexstr);
if (predicted_f.param_type_2 == CPT2_COLOR) {
- param2 = index;
+ predicted_node.setParam2(index);
} else if (predicted_f.param_type_2 == CPT2_COLORED_WALLMOUNTED) {
// param2 = pure palette index + other
- param2 = (index & 0xf8) | (param2 & 0x07);
+ predicted_node.setParam2((index & 0xf8) | (predicted_node.getParam2() & 0x07));
} else if (predicted_f.param_type_2 == CPT2_COLORED_FACEDIR) {
// param2 = pure palette index + other
- param2 = (index & 0xe0) | (param2 & 0x1f);
+ predicted_node.setParam2((index & 0xe0) | (predicted_node.getParam2() & 0x1f));
} else if (predicted_f.param_type_2 == CPT2_COLORED_4DIR) {
// param2 = pure palette index + other
- param2 = (index & 0xfc) | (param2 & 0x03);
+ predicted_node.setParam2((index & 0xfc) | (predicted_node.getParam2() & 0x03));
}
}
}
// Add node to client map
- MapNode n(id, 0, param2);
-
try {
LocalPlayer *player = client->getEnv().getLocalPlayer();
- // Dont place node when player would be inside new node
+ // Don't place node when player would be inside new node
// NOTE: This is to be eventually implemented by a mod as client-side Lua
- if (!nodedef->get(n).walkable ||
+ if (!predicted_f.walkable ||
g_settings->getBool("enable_build_where_you_stand") ||
(client->checkPrivilege("noclip") && g_settings->getBool("noclip")) ||
- (nodedef->get(n).walkable &&
- neighbourpos != player->getStandingNodePos() + v3s16(0, 1, 0) &&
- neighbourpos != player->getStandingNodePos() + v3s16(0, 2, 0))) {
+ (predicted_f.walkable &&
+ neighborpos != player->getStandingNodePos() + v3s16(0, 1, 0) &&
+ neighborpos != player->getStandingNodePos() + v3s16(0, 2, 0))) {
// This triggers the required mesh update too
- client->addNode(p, n);
+ client->addNode(p, predicted_node);
// Report to server
client->interact(INTERACT_PLACE, pointed);
// A node is predicted, also play a sound
changed much
*/
runData.update_draw_list_timer += dtime;
+ runData.touch_blocks_timer += dtime;
+
+ bool draw_list_updated = false;
float update_draw_list_delta = 0.2f;
runData.update_draw_list_timer = 0;
client->getEnv().getClientMap().updateDrawList();
runData.update_draw_list_last_cam_dir = camera_direction;
+ draw_list_updated = true;
+ }
+
+ if (runData.touch_blocks_timer > update_draw_list_delta && !draw_list_updated) {
+ client->getEnv().getClientMap().touchMapBlocks();
+ runData.touch_blocks_timer = 0;
}
if (RenderingEngine::get_shadow_renderer()) {
m_cache_enable_fog = g_settings->getBool("enable_fog");
m_cache_mouse_sensitivity = g_settings->getFloat("mouse_sensitivity", 0.001f, 10.0f);
m_cache_joystick_frustum_sensitivity = std::max(g_settings->getFloat("joystick_frustum_sensitivity"), 0.001f);
- m_repeat_place_time = g_settings->getFloat("repeat_place_time", 0.25f, 2.0);
+ m_repeat_place_time = g_settings->getFloat("repeat_place_time", 0.16f, 2.0);
m_cache_enable_noclip = g_settings->getBool("noclip");
m_cache_enable_free_move = g_settings->getBool("free_move");