#include "materials.h"
#include "config.h"
#include "clouds.h"
+#include "camera.h"
#include "farmesh.h"
#include "mapblock.h"
#define FIELD_OF_VIEW_TEST 0
-MapDrawControl draw_control;
-
// Chat data
struct ChatLine
{
Client *m_client;
};
-/*
- Render distance feedback loop
-*/
-void updateViewingRange(f32 frametime_in, Client *client)
-{
- if(draw_control.range_all == true)
- return;
-
- static f32 added_frametime = 0;
- static s16 added_frames = 0;
-
- added_frametime += frametime_in;
- added_frames += 1;
-
- // Actually this counter kind of sucks because frametime is busytime
- static f32 counter = 0;
- counter -= frametime_in;
- if(counter > 0)
- return;
- //counter = 0.1;
- counter = 0.2;
-
- /*dstream<<__FUNCTION_NAME
- <<": Collected "<<added_frames<<" frames, total of "
- <<added_frametime<<"s."<<std::endl;*/
-
- /*dstream<<"draw_control.blocks_drawn="
- <<draw_control.blocks_drawn
- <<", draw_control.blocks_would_have_drawn="
- <<draw_control.blocks_would_have_drawn
- <<std::endl;*/
-
- float range_min = g_settings.getS16("viewing_range_nodes_min");
- float range_max = g_settings.getS16("viewing_range_nodes_max");
-
- // Limit minimum to keep the feedback loop stable
- if(range_min < 5)
- range_min = 5;
-
- draw_control.wanted_min_range = range_min;
- //draw_control.wanted_max_blocks = (1.5*draw_control.blocks_drawn)+1;
- draw_control.wanted_max_blocks = (1.5*draw_control.blocks_would_have_drawn)+1;
- if(draw_control.wanted_max_blocks < 10)
- draw_control.wanted_max_blocks = 10;
-
- float block_draw_ratio = 1.0;
- if(draw_control.blocks_would_have_drawn != 0)
- {
- block_draw_ratio = (float)draw_control.blocks_drawn
- / (float)draw_control.blocks_would_have_drawn;
- }
-
- // Calculate the average frametime in the case that all wanted
- // blocks had been drawn
- f32 frametime = added_frametime / added_frames / block_draw_ratio;
-
- added_frametime = 0.0;
- added_frames = 0;
-
- float wanted_fps = g_settings.getFloat("wanted_fps");
- float wanted_frametime = 1.0 / wanted_fps;
-
- f32 wanted_frametime_change = wanted_frametime - frametime;
- //dstream<<"wanted_frametime_change="<<wanted_frametime_change<<std::endl;
-
- // If needed frametime change is small, just return
- if(fabs(wanted_frametime_change) < wanted_frametime*0.4)
- {
- //dstream<<"ignoring small wanted_frametime_change"<<std::endl;
- return;
- }
-
- float range = draw_control.wanted_range;
- float new_range = range;
-
- static s16 range_old = 0;
- static f32 frametime_old = 0;
-
- float d_range = range - range_old;
- f32 d_frametime = frametime - frametime_old;
- // A sane default of 30ms per 50 nodes of range
- static f32 time_per_range = 30. / 50;
- if(d_range != 0)
- {
- time_per_range = d_frametime / d_range;
- }
-
- // The minimum allowed calculated frametime-range derivative:
- // Practically this sets the maximum speed of changing the range.
- // The lower this value, the higher the maximum changing speed.
- // A low value here results in wobbly range (0.001)
- // A high value here results in slow changing range (0.0025)
- // SUGG: This could be dynamically adjusted so that when
- // the camera is turning, this is lower
- //float min_time_per_range = 0.0015;
- float min_time_per_range = 0.0010;
- //float min_time_per_range = 0.05 / range;
- if(time_per_range < min_time_per_range)
- {
- time_per_range = min_time_per_range;
- //dstream<<"time_per_range="<<time_per_range<<" (min)"<<std::endl;
- }
- else
- {
- //dstream<<"time_per_range="<<time_per_range<<std::endl;
- }
-
- f32 wanted_range_change = wanted_frametime_change / time_per_range;
- // Dampen the change a bit to kill oscillations
- //wanted_range_change *= 0.9;
- //wanted_range_change *= 0.75;
- wanted_range_change *= 0.5;
- //dstream<<"wanted_range_change="<<wanted_range_change<<std::endl;
-
- // If needed range change is very small, just return
- if(fabs(wanted_range_change) < 0.001)
- {
- //dstream<<"ignoring small wanted_range_change"<<std::endl;
- return;
- }
-
- new_range += wanted_range_change;
-
- //float new_range_unclamped = new_range;
- if(new_range < range_min)
- new_range = range_min;
- if(new_range > range_max)
- new_range = range_max;
-
- /*dstream<<"new_range="<<new_range_unclamped
- <<", clamped to "<<new_range<<std::endl;*/
-
- draw_control.wanted_range = new_range;
-
- range_old = new_range;
- frametime_old = frametime;
-}
-
/*
Hotbar draw routine
*/
draw_load_screen(L"Creating client...", driver, font);
std::cout<<DTIME<<"Creating client"<<std::endl;
+ MapDrawControl draw_control;
Client client(device, playername.c_str(), password, draw_control);
draw_load_screen(L"Resolving address...", driver, font);
/*
Create the camera node
*/
-
- scene::ICameraSceneNode* camera = smgr->addCameraSceneNode(
- 0, // Camera parent
- v3f(BS*100, BS*2, BS*100), // Look from
- v3f(BS*100+1, BS*2, BS*100), // Look to
- -1 // Camera ID
- );
-
- // Do this so children rotate accordingly (tool)
- camera->bindTargetAndRotation(true);
-
- if(camera == NULL)
- {
- error_message = L"Failed to create the camera node";
+ Camera camera(smgr, draw_control);
+ if (!camera.successfullyCreated(error_message))
return;
- }
-
- camera->setFOV(FOV_ANGLE);
- // Just so big a value that everything rendered is visible
- camera->setFarValue(100000*BS);
-
f32 camera_yaw = 0; // "right/left"
f32 camera_pitch = 0; // "up/down"
- /*
- Tool
- */
-
- v3f tool_wield_position(0.6, -0.6, 1.0);
- v3f tool_wield_rotation(-25, 180, -25);
- float tool_wield_animation = 0.0;
- scene::IMeshSceneNode *tool_wield;
- {
- scene::SMesh *mesh = new scene::SMesh();
- scene::IMeshBuffer *buf = new scene::SMeshBuffer();
- video::SColor c(255,255,255,255);
- video::S3DVertex vertices[4] =
- {
- video::S3DVertex(-0.5,0,0, 0,0,0, c, 0,1),
- video::S3DVertex(0.5,0,0, 0,0,0, c, 1,1),
- video::S3DVertex(0.5,0.5,0, 0,0,0, c, 1,0),
- video::S3DVertex(-0.5,0.5,0, 0,0,0, c, 0,0),
- };
- u16 indices[] = {0,1,2,2,3,0};
- buf->append(vertices, 4, indices, 6);
- // Set material
- buf->getMaterial().setFlag(video::EMF_LIGHTING, false);
- buf->getMaterial().setFlag(video::EMF_BILINEAR_FILTER, false);
- buf->getMaterial().MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF;
- // Add to mesh
- mesh->addMeshBuffer(buf);
- buf->drop();
-
- tool_wield = smgr->addMeshSceneNode(mesh, camera);
- mesh->drop();
- }
- tool_wield->setVisible(false);
- tool_wield->setPosition(tool_wield_position);
- tool_wield->setRotation(tool_wield_rotation);
-
- client.setPlayerWield(tool_wield);
-
/*
Clouds
*/
// Necessary for device->getTimer()->getTime()
device->run();
- /*
- Viewing range
- */
-
- updateViewingRange(busytime, &client);
-
/*
FPS limiter
*/
}
}
- // Get player position
- v3f camera_position;
- v3f player_position = client.getPlayerPosition(&camera_position);
-
//TimeTaker //timer2("//timer2");
/*
first_loop_after_window_activation = true;
}
- camera_yaw = wrapDegrees(camera_yaw);
- camera_pitch = wrapDegrees(camera_pitch);
-
- v3f camera_direction = v3f(0,0,1);
- camera_direction.rotateYZBy(camera_pitch);
- camera_direction.rotateXZBy(camera_yaw);
+ LocalPlayer* player = client.getLocalPlayer();
+ camera.update(player, busytime, screensize);
+ camera.step(dtime);
- camera->setPosition(camera_position);
- // *100.0 helps in large map coordinates
- camera->setTarget(camera_position + camera_direction * 100.0);
+ v3f player_position = player->getPosition();
+ v3f camera_position = camera.getPosition();
+ v3f camera_direction = camera.getDirection();
+ f32 camera_fov = camera.getFovMax();
- if(FIELD_OF_VIEW_TEST){
- client.updateCamera(v3f(0,0,0), v3f(0,0,1));
+ if(FIELD_OF_VIEW_TEST)
+ {
+ client.updateCamera(v3f(0,0,0), v3f(0,0,1), camera_fov);
}
- else{
- //TimeTaker timer("client.updateCamera");
- client.updateCamera(camera_position, camera_direction);
+ else
+ {
+ client.updateCamera(camera_position,
+ camera_direction, camera_fov);
}
-
+
//timer2.stop();
//TimeTaker //timer3("//timer3");
std::cout<<DTIME<<"Left-clicked object"<<std::endl;
client.clickObject(0, selected_object->getBlock()->getPos(),
selected_object->getId(), g_selected_item);
+ camera.setDigging(true);
}
else if(input->getRightClicked())
{
std::cout<<DTIME<<"Left-clicked object"<<std::endl;
client.clickActiveObject(0,
selected_active_object->getId(), g_selected_item);
+ camera.setDigging(true);
}
else if(input->getRightClicked())
{
}
dig_time += dtime;
+
+ camera.setDigging(true);
}
}
nodepos_old = nodepos;
}
- else{
- }
-
-
- if(input->getLeftState())
- // Tool animation loops 0.0 - 1.0
- tool_wield_animation = fmod(tool_wield_animation + dtime * 3.0, 1.0);
- else
- // Return tool to holding position if not digging
- tool_wield_animation /= 1.5;
} // selected_object == NULL
std::cout<<DTIME<<"Left button released (stopped digging)"
<<std::endl;
client.groundAction(2, v3s16(0,0,0), v3s16(0,0,0), 0);
+ camera.setDigging(false);
}
if(input->getRightReleased())
{
Calculate stuff for drawing
*/
- camera->setAspectRatio((f32)screensize.X / (f32)screensize.Y);
-
u32 daynight_ratio = client.getDayNightRatio();
u8 l = decode_light((daynight_ratio * LIGHT_SUN) / 1000);
video::SColor bgcolor = video::SColor(
update_skybox(driver, smgr, skybox, brightness);
/*
- Update coulds
+ Update clouds
*/
if(clouds)
{
);
}
- /*
- Animate tool
- */
- {
- tool_wield->setRotation(tool_wield_rotation - sin(tool_wield_animation * PI) * 40.0);
- tool_wield->setPosition(tool_wield_position - sin(tool_wield_animation * PI) / 3.0);
- }
-
-
/*
Update gui stuff (0ms)
*/
old_selected_item = g_selected_item;
//std::cout<<"Updating local inventory"<<std::endl;
client.getLocalInventory(local_inventory);
+
+ // Update wielded tool
+ InventoryList *mlist = local_inventory.getList("main");
+ InventoryItem *item = NULL;
+ if(mlist != NULL)
+ item = mlist->getItem(g_selected_item);
+ camera.wield(item);
}
/*
driver->draw3DBox(*i, video::SColor(255,0,0,0));
}
+ /*
+ Post effects
+ */
+ {
+ client.renderPostFx();
+ }
+
/*
Frametime log
*/
// 0-1ms
guienv->drawAll();
- /*
- Environment post fx
- */
- {
- client.getEnv()->drawPostFx(driver, camera_position);
- }
-
/*
Draw hotbar
*/