#include "client/hud.h"
#include "client/minimap.h"
#include "client/content_cao.h"
+#include "mapblock.h"
+#include "mapsector.h"
+#include "client/shadows/dynamicshadowsrender.h"
RenderingCore::RenderingCore(IrrlichtDevice *_device, Client *_client, Hud *_hud)
: device(_device), driver(device->getVideoDriver()), smgr(device->getSceneManager()),
guienv(device->getGUIEnvironment()), client(_client), camera(client->getCamera()),
- mapper(client->getMinimap()), hud(_hud)
+ mapper(client->getMinimap()), hud(_hud),
+ shadow_renderer(nullptr)
{
screensize = driver->getScreenSize();
virtual_size = screensize;
+
+ if (g_settings->getBool("enable_shaders") &&
+ g_settings->getBool("enable_dynamic_shadows")) {
+ shadow_renderer = new ShadowRenderer(device, client);
+ }
}
RenderingCore::~RenderingCore()
{
clearTextures();
+ delete shadow_renderer;
}
void RenderingCore::initialize()
{
// have to be called late as the VMT is not ready in the constructor:
initTextures();
+ if (shadow_renderer)
+ shadow_renderer->initialize();
}
void RenderingCore::updateScreenSize()
}
void RenderingCore::draw(video::SColor _skycolor, bool _show_hud, bool _show_minimap,
- bool _draw_wield_tool, bool _draw_crosshair, bool _draw_tracers, bool _draw_esp)
+ bool _draw_wield_tool, bool _draw_crosshair)
{
v2u32 ss = driver->getScreenSize();
if (screensize != ss) {
show_minimap = _show_minimap;
draw_wield_tool = _draw_wield_tool;
draw_crosshair = _draw_crosshair;
- draw_tracers = _draw_tracers;
- draw_esp = _draw_esp;
+ draw_entity_esp = g_settings->getBool("enable_entity_esp");
+ draw_entity_tracers = g_settings->getBool("enable_entity_tracers");
+ draw_player_esp = g_settings->getBool("enable_player_esp");
+ draw_player_tracers = g_settings->getBool("enable_player_tracers");
+ draw_node_esp = g_settings->getBool("enable_node_esp");
+ draw_node_tracers = g_settings->getBool("enable_node_tracers");
+ v3f entity_color = g_settings->getV3F("entity_esp_color");
+ v3f player_color = g_settings->getV3F("player_esp_color");
+ entity_esp_color = video::SColor(255, entity_color.X, entity_color.Y, entity_color.Z);
+ player_esp_color = video::SColor(255, player_color.X, player_color.Y, player_color.Z);
+
+ if (shadow_renderer) {
+ // This is necessary to render shadows for animations correctly
+ smgr->getRootSceneNode()->OnAnimate(device->getTimer()->getTime());
+ shadow_renderer->update();
+ }
beforeDraw();
drawAll();
{
ClientEnvironment &env = client->getEnv();
Camera *camera = client->getCamera();
-
+
v3f camera_offset = intToFloat(camera->getOffset(), BS);
-
+
v3f eye_pos = (camera->getPosition() + camera->getDirection() - camera_offset);
-
+
video::SMaterial material, oldmaterial;
oldmaterial = driver->getMaterial2D();
material.setFlag(video::EMF_LIGHTING, false);
material.setFlag(video::EMF_ZBUFFER, false);
material.setFlag(video::EMF_ZWRITE_ENABLE, false);
driver->setMaterial(material);
-
- auto allObjects = env.getAllActiveObjects();
- for (auto &it : allObjects) {
- ClientActiveObject *cao = it.second;
- if (cao->isLocalPlayer() || cao->getParent())
- continue;
- GenericCAO *obj = dynamic_cast<GenericCAO *>(cao);
- if (! obj)
- continue;
- aabb3f box;
- if (! obj->getSelectionBox(&box))
- continue;
- v3f pos = obj->getPosition();
- pos -= camera_offset;
- box.MinEdge += pos;
- box.MaxEdge += pos;
- pos = box.getCenter();
- if (draw_esp)
- driver->draw3DBox(box, video::SColor(255, 255, 255, 255));
- if (draw_tracers)
- driver->draw3DLine(eye_pos, pos, video::SColor(255, 255, 255, 255));
+
+ if (draw_entity_esp || draw_entity_tracers || draw_player_esp || draw_player_tracers) {
+ auto allObjects = env.getAllActiveObjects();
+ for (auto &it : allObjects) {
+ ClientActiveObject *cao = it.second;
+ if (cao->isLocalPlayer() || cao->getParent())
+ continue;
+ GenericCAO *obj = dynamic_cast<GenericCAO *>(cao);
+ if (! obj)
+ continue;
+ bool is_player = obj->isPlayer();
+ bool draw_esp = is_player ? draw_player_esp : draw_entity_esp;
+ bool draw_tracers = is_player ? draw_player_tracers : draw_entity_tracers;
+ video::SColor color = is_player ? player_esp_color : entity_esp_color;
+ if (! (draw_esp || draw_tracers))
+ continue;
+ aabb3f box;
+ if (! obj->getSelectionBox(&box))
+ continue;
+ v3f pos = obj->getPosition() - camera_offset;
+ box.MinEdge += pos;
+ box.MaxEdge += pos;
+ if (draw_esp)
+ driver->draw3DBox(box, color);
+ if (draw_tracers)
+ driver->draw3DLine(eye_pos, box.getCenter(), color);
+ }
+ }
+ if (draw_node_esp || draw_node_tracers) {
+ Map &map = env.getMap();
+ std::vector<v3s16> positions;
+ map.listAllLoadedBlocks(positions);
+ for (v3s16 blockp : positions) {
+ MapBlock *block = map.getBlockNoCreate(blockp);
+ if (! block->mesh)
+ continue;
+ for (v3s16 p : block->mesh->esp_nodes) {
+ v3f pos = intToFloat(p, BS) - camera_offset;
+ MapNode node = map.getNode(p);
+ std::vector<aabb3f> boxes;
+ node.getSelectionBoxes(client->getNodeDefManager(), &boxes, node.getNeighbors(p, &map));
+ video::SColor color = client->getNodeDefManager()->get(node).minimap_color;
+ for (aabb3f box : boxes) {
+ box.MinEdge += pos;
+ box.MaxEdge += pos;
+ if (draw_node_esp)
+ driver->draw3DBox(box, color);
+ if (draw_node_tracers)
+ driver->draw3DLine(eye_pos, box.getCenter(), color);
+ }
+ }
+ }
}
-
+
driver->setMaterial(oldmaterial);
}
void RenderingCore::draw3D()
{
smgr->drawAll();
+ if (shadow_renderer)
+ shadow_renderer->drawDebug();
+
driver->setTransform(video::ETS_WORLD, core::IdentityMatrix);
if (!show_hud)
return;
+ hud->drawBlockBounds();
hud->drawSelectionMesh();
- if (draw_tracers || draw_esp)
+ if (draw_entity_esp || draw_entity_tracers || draw_player_esp || draw_player_tracers || draw_node_esp || draw_node_tracers)
drawTracersAndESP();
if (draw_wield_tool)
camera->drawWieldedTool();
if (show_hud) {
if (draw_crosshair)
hud->drawCrosshair();
-
+
hud->drawHotbar(client->getEnv().getLocalPlayer()->getWieldIndex());
hud->drawLuaElements(camera->getOffset());
camera->drawNametags();