#include "version.h"
#include "script/scripting_client.h"
#include "hud.h"
+#include "clientdynamicinfo.h"
#if USE_SOUND
#include "client/sound_openal.h"
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;
float m_bloom_strength;
CachedPixelShaderSetting<float> m_bloom_radius_pixel;
float m_bloom_radius;
- float m_saturation;
CachedPixelShaderSetting<float> m_saturation_pixel;
public:
{
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", 0.1f, 8.0f);
- if (name == "saturation")
- m_saturation = g_settings->getFloat("saturation", 0.0f, 5.0f);
}
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_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_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);
- m_saturation = g_settings->getFloat("saturation", 0.0f, 5.0f);
}
~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 = m_user_exposure_factor;
- if (std::isnan(exposure_factor))
- exposure_factor = 1.0f;
- 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);
}
- m_saturation_pixel.set(&m_saturation, 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;
static const ClientEventHandler clientEventHandler[CLIENTEVENT_MAX];
f32 getSensitivityScaleFactor() const;
+ ClientDynamicInfo getCurrentDynamicInfo() const;
InputHandler *input = nullptr;
Client *client = nullptr;
Server *server = nullptr;
+ ClientDynamicInfo client_display_info{};
+ float dynamic_info_send_timer = 0;
+
IWritableTextureSource *texture_src = nullptr;
IWritableShaderSource *shader_src = nullptr;
// this happens in pause menu in singleplayer
bool m_is_paused = false;
-#if IRRLICHT_VERSION_MT_REVISION < 5
- int m_reset_HW_buffer_counter = 0;
-#endif
-
#ifdef HAVE_TOUCHSCREENGUI
bool m_cache_hold_aux1;
bool m_touch_use_crosshair;
&& client->checkPrivilege("fast");
#endif
- irr::core::dimension2d<u32> previous_screen_size(g_settings->getU16("screen_w"),
+ v2u32 previous_screen_size(g_settings->getU16("screen_w"),
g_settings->getU16("screen_h"));
while (m_rendering_engine->run()
&& !(*kill || g_gamecallback->shutdown_requested
|| (server && server->isShutdownRequested()))) {
- const irr::core::dimension2d<u32> ¤t_screen_size =
- m_rendering_engine->get_video_driver()->getScreenSize();
+ // Calculate dtime =
+ // m_rendering_engine->run() from this iteration
+ // + Sleep time until the wanted FPS are reached
+ draw_times.limit(device, &dtime);
+
+ const auto current_dynamic_info = getCurrentDynamicInfo();
+ if (!current_dynamic_info.equal(client_display_info)) {
+ client_display_info = current_dynamic_info;
+ dynamic_info_send_timer = 0.2f;
+ }
+
+ if (dynamic_info_send_timer > 0) {
+ dynamic_info_send_timer -= dtime;
+ if (dynamic_info_send_timer <= 0) {
+ client->sendUpdateClientInfo(current_dynamic_info);
+ }
+ }
+
+ const auto ¤t_screen_size = current_dynamic_info.render_target_size;
+
// Verify if window size has changed and save it if it's the case
// Ensure evaluating settings->getBool after verifying screensize
// First condition is cheaper
if (previous_screen_size != current_screen_size &&
current_screen_size != irr::core::dimension2d<u32>(0,0) &&
g_settings->getBool("autosave_screensize")) {
- g_settings->setU16("screen_w", current_screen_size.Width);
- g_settings->setU16("screen_h", current_screen_size.Height);
+ g_settings->setU16("screen_w", current_screen_size.X);
+ g_settings->setU16("screen_h", current_screen_size.Y);
previous_screen_size = current_screen_size;
}
- // Calculate dtime =
- // m_rendering_engine->run() from this iteration
- // + Sleep time until the wanted FPS are reached
- draw_times.limit(device, &dtime);
-
// Prepare render data for next iteration
updateStats(&stats, draw_times, dtime);
} else if (wasKeyDown(KeyType::MINIMAP)) {
toggleMinimap(isKeyDown(KeyType::SNEAK));
} else if (wasKeyDown(KeyType::TOGGLE_CHAT)) {
- m_game_ui->toggleChat();
+ m_game_ui->toggleChat(client);
} else if (wasKeyDown(KeyType::TOGGLE_FOG)) {
toggleFog();
} else if (wasKeyDown(KeyType::TOGGLE_UPDATE_CAMERA)) {
/* 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 IRRLICHT_VERSION_MT_REVISION >= 9
+#ifndef __ANDROID__
if (isMenuActive())
device->getCursorControl()->setRelativeMode(false);
else
device->getCursorControl()->setRelativeMode(true);
#endif
+
if ((device->isWindowActive() && device->isWindowFocused()
&& !isMenuActive()) || input->isRandom()) {
return tan(fov_y / 2.0f) * 1.3763818698f;
}
+ClientDynamicInfo Game::getCurrentDynamicInfo() const
+{
+ v2u32 screen_size = RenderingEngine::getWindowSize();
+ f32 density = RenderingEngine::getDisplayDensity();
+ f32 gui_scaling = g_settings->getFloat("gui_scaling") * density;
+ f32 hud_scaling = g_settings->getFloat("hud_scaling") * density;
+
+ return {
+ screen_size, gui_scaling, hud_scaling,
+ ClientDynamicInfo::calculateMaxFSSize(screen_size)
+ };
+}
+
void Game::updateCameraOrientation(CameraOrientation *cam, float dtime)
{
#ifdef HAVE_TOUCHSCREENGUI
);
}
+ // Orbit Tilt:
+ sky->setBodyOrbitTilt(event->set_sky->body_orbit_tilt);
+
delete event->set_sky;
}
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()) {
/*
==================== End scene ====================
*/
-#if IRRLICHT_VERSION_MT_REVISION < 5
- if (++m_reset_HW_buffer_counter > 500) {
- /*
- Periodically remove all mesh HW buffers.
-
- Work around for a quirk in Irrlicht where a HW buffer is only
- released after 20000 iterations (triggered from endScene()).
-
- Without this, all loaded but unused meshes will retain their HW
- buffers for at least 5 minutes, at which point looking up the HW buffers
- becomes a bottleneck and the framerate drops (as much as 30%).
-
- Tests showed that numbers between 50 and 1000 are good, so picked 500.
- There are no other public Irrlicht APIs that allow interacting with the
- HW buffers without tracking the status of every individual mesh.
-
- The HW buffers for _visible_ meshes will be reinitialized in the next frame.
- */
- infostream << "Game::updateFrame(): Removing all HW buffers." << std::endl;
- driver->removeAllHardwareBuffers();
- m_reset_HW_buffer_counter = 0;
- }
-#endif
driver->endScene();
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");