X-Git-Url: https://git.lizzy.rs/?a=blobdiff_plain;f=src%2Fclient%2Fclientenvironment.cpp;h=7e3867537001ed30529aa8c7f60c55c703c484bc;hb=850293bae6013fe020c454541d61af2c816b3204;hp=11dbcc35b1b422bd03bf4c1ae3dcc418bb9bfb95;hpb=4aa9a669cb184b77213e8df82eb20eda5aad9004;p=dragonfireclient.git diff --git a/src/client/clientenvironment.cpp b/src/client/clientenvironment.cpp index 11dbcc35b..7e3867537 100644 --- a/src/client/clientenvironment.cpp +++ b/src/client/clientenvironment.cpp @@ -25,17 +25,68 @@ with this program; if not, write to the Free Software Foundation, Inc., #include "clientmap.h" #include "scripting_client.h" #include "mapblock_mesh.h" -#include "event.h" +#include "mtevent.h" #include "collision.h" #include "nodedef.h" #include "profiler.h" #include "raycast.h" #include "voxelalgorithms.h" #include "settings.h" +#include "shader.h" #include "content_cao.h" #include #include "client/renderingengine.h" +/* + CAOShaderConstantSetter +*/ + +//! Shader constant setter for passing material emissive color to the CAO object_shader +class CAOShaderConstantSetter : public IShaderConstantSetter +{ +public: + CAOShaderConstantSetter(): + m_emissive_color_setting("emissiveColor") + {} + + ~CAOShaderConstantSetter() override = default; + + void onSetConstants(video::IMaterialRendererServices *services) override + { + // Ambient color + video::SColorf emissive_color(m_emissive_color); + + float as_array[4] = { + emissive_color.r, + emissive_color.g, + emissive_color.b, + emissive_color.a, + }; + m_emissive_color_setting.set(as_array, services); + } + + void onSetMaterial(const video::SMaterial& material) override + { + m_emissive_color = material.EmissiveColor; + } + +private: + video::SColor m_emissive_color; + CachedPixelShaderSetting m_emissive_color_setting; +}; + +class CAOShaderConstantSetterFactory : public IShaderConstantSetterFactory +{ +public: + CAOShaderConstantSetterFactory() + {} + + virtual IShaderConstantSetter* create() + { + return new CAOShaderConstantSetter(); + } +}; + /* ClientEnvironment */ @@ -47,6 +98,8 @@ ClientEnvironment::ClientEnvironment(ClientMap *map, m_texturesource(texturesource), m_client(client) { + auto *shdrsrc = m_client->getShaderSource(); + shdrsrc->addShaderConstantSetterFactory(new CAOShaderConstantSetterFactory()); } ClientEnvironment::~ClientEnvironment() @@ -126,83 +179,72 @@ void ClientEnvironment::step(float dtime) if(dtime > 0.5) dtime = 0.5; - f32 dtime_downcount = dtime; - /* Stuff that has a maximum time increment */ - u32 loopcount = 0; - do - { - loopcount++; - - f32 dtime_part; - if(dtime_downcount > dtime_max_increment) - { - dtime_part = dtime_max_increment; - dtime_downcount -= dtime_part; - } - else - { - dtime_part = dtime_downcount; - /* - Setting this to 0 (no -=dtime_part) disables an infinite loop - when dtime_part is so small that dtime_downcount -= dtime_part - does nothing - */ - dtime_downcount = 0; - } - + u32 steps = ceil(dtime / dtime_max_increment); + f32 dtime_part = dtime / steps; + for (; steps > 0; --steps) { /* - Handle local player + Local player handling */ - { - // Apply physics - if (!free_move && !is_climbing) { - // Gravity - v3f speed = lplayer->getSpeed(); - if (!lplayer->in_liquid) - speed.Y -= lplayer->movement_gravity * - lplayer->physics_override_gravity * dtime_part * 2.0f; - - // Liquid floating / sinking - if (lplayer->in_liquid && !lplayer->swimming_vertical && - !lplayer->swimming_pitch) - speed.Y -= lplayer->movement_liquid_sink * dtime_part * 2.0f; - - // Liquid resistance - if (lplayer->in_liquid_stable || lplayer->in_liquid) { - // How much the node's viscosity blocks movement, ranges - // between 0 and 1. Should match the scale at which viscosity - // increase affects other liquid attributes. - static const f32 viscosity_factor = 0.3f; - - v3f d_wanted = -speed / lplayer->movement_liquid_fluidity; - f32 dl = d_wanted.getLength(); - if (dl > lplayer->movement_liquid_fluidity_smooth) - dl = lplayer->movement_liquid_fluidity_smooth; - - dl *= (lplayer->liquid_viscosity * viscosity_factor) + - (1 - viscosity_factor); - v3f d = d_wanted.normalize() * (dl * dtime_part * 100.0f); - speed += d; - } - - lplayer->setSpeed(speed); + // Control local player + lplayer->applyControl(dtime_part, this); + + // Apply physics + if (!free_move && !is_climbing) { + // Gravity + v3f speed = lplayer->getSpeed(); + if (!lplayer->in_liquid) + speed.Y -= lplayer->movement_gravity * + lplayer->physics_override_gravity * dtime_part * 2.0f; + + // Liquid floating / sinking + if (lplayer->in_liquid && !lplayer->swimming_vertical && + !lplayer->swimming_pitch) + speed.Y -= lplayer->movement_liquid_sink * dtime_part * 2.0f; + + // Liquid resistance + if (lplayer->in_liquid_stable || lplayer->in_liquid) { + // How much the node's viscosity blocks movement, ranges + // between 0 and 1. Should match the scale at which viscosity + // increase affects other liquid attributes. + static const f32 viscosity_factor = 0.3f; + + v3f d_wanted = -speed / lplayer->movement_liquid_fluidity; + f32 dl = d_wanted.getLength(); + if (dl > lplayer->movement_liquid_fluidity_smooth) + dl = lplayer->movement_liquid_fluidity_smooth; + + dl *= (lplayer->liquid_viscosity * viscosity_factor) + + (1 - viscosity_factor); + v3f d = d_wanted.normalize() * (dl * dtime_part * 100.0f); + speed += d; } - /* - Move the lplayer. - This also does collision detection. - */ - lplayer->move(dtime_part, this, position_max_increment, - &player_collisions); + lplayer->setSpeed(speed); } - } while (dtime_downcount > 0.001); - bool player_immortal = lplayer->getCAO() && lplayer->getCAO()->isImmortal(); + /* + Move the lplayer. + This also does collision detection. + */ + lplayer->move(dtime_part, this, position_max_increment, + &player_collisions); + } + + bool player_immortal = false; + f32 player_fall_factor = 1.0f; + GenericCAO *playercao = lplayer->getCAO(); + if (playercao) { + player_immortal = playercao->isImmortal(); + int addp_p = itemgroup_get(playercao->getGroups(), + "fall_damage_add_percent"); + // convert armor group into an usable fall damage factor + player_fall_factor = 1.0f + (float)addp_p / 100.0f; + } for (const CollisionInfo &info : player_collisions) { v3f speed_diff = info.new_speed - info.old_speed;; @@ -215,17 +257,20 @@ void ClientEnvironment::step(float dtime) speed_diff.Z = 0; f32 pre_factor = 1; // 1 hp per node/s f32 tolerance = BS*14; // 5 without damage - f32 post_factor = 1; // 1 hp per node/s if (info.type == COLLISION_NODE) { const ContentFeatures &f = m_client->ndef()-> - get(m_map->getNodeNoEx(info.node_p)); - // Determine fall damage multiplier - int addp = itemgroup_get(f.groups, "fall_damage_add_percent"); - pre_factor = 1.0f + (float)addp / 100.0f; + get(m_map->getNode(info.node_p)); + // Determine fall damage modifier + int addp_n = itemgroup_get(f.groups, "fall_damage_add_percent"); + // convert node group to an usable fall damage factor + f32 node_fall_factor = 1.0f + (float)addp_n / 100.0f; + // combine both player fall damage modifiers + pre_factor = node_fall_factor * player_fall_factor; } float speed = pre_factor * speed_diff.getLength(); - if (speed > tolerance && !player_immortal) { - f32 damage_f = (speed - tolerance) / BS * post_factor; + + if (speed > tolerance && !player_immortal && pre_factor > 0.0f) { + f32 damage_f = (speed - tolerance) / BS; u16 damage = (u16)MYMIN(damage_f + 0.5, U16_MAX); if (damage != 0) { damageLocalPlayer(damage, true); @@ -248,7 +293,7 @@ void ClientEnvironment::step(float dtime) MapNode node_at_lplayer(CONTENT_AIR, 0x0f, 0); v3s16 p = lplayer->getLightPosition(); - node_at_lplayer = m_map->getNodeNoEx(p); + node_at_lplayer = m_map->getNode(p); u16 light = getInteriorLight(node_at_lplayer, 0, m_client->ndef()); final_color_blend(&lplayer->light_color, light, day_night_ratio); @@ -263,21 +308,8 @@ void ClientEnvironment::step(float dtime) // Step object cao->step(dtime, this); - if (update_lighting) { - // Update lighting - u8 light = 0; - bool pos_ok; - - // Get node at head - v3s16 p = cao->getLightPosition(); - MapNode n = this->m_map->getNodeNoEx(p, &pos_ok); - if (pos_ok) - light = n.getLightBlend(day_night_ratio, m_client->ndef()); - else - light = blend_light(day_night_ratio, LIGHT_SUN, 0); - - cao->updateLight(light); - } + if (update_lighting) + cao->updateLight(day_night_ratio); }; m_ao_manager.step(dtime, cb_state); @@ -285,15 +317,14 @@ void ClientEnvironment::step(float dtime) /* Step and handle simple objects */ - g_profiler->avg("CEnv: num of simple objects", m_simple_objects.size()); + g_profiler->avg("ClientEnv: CSO count [#]", m_simple_objects.size()); for (auto i = m_simple_objects.begin(); i != m_simple_objects.end();) { - auto cur = i; - ClientSimpleObject *simple = *cur; + ClientSimpleObject *simple = *i; simple->step(dtime); if(simple->m_to_be_removed) { delete simple; - i = m_simple_objects.erase(cur); + i = m_simple_objects.erase(i); } else { ++i; @@ -315,49 +346,16 @@ GenericCAO* ClientEnvironment::getGenericCAO(u16 id) return NULL; } -bool isFreeClientActiveObjectId(const u16 id, - ClientActiveObjectMap &objects) -{ - return id != 0 && objects.find(id) == objects.end(); - -} - -u16 getFreeClientActiveObjectId(ClientActiveObjectMap &objects) -{ - // try to reuse id's as late as possible - static u16 last_used_id = 0; - u16 startid = last_used_id; - for(;;) { - last_used_id ++; - if (isFreeClientActiveObjectId(last_used_id, objects)) - return last_used_id; - - if (last_used_id == startid) - return 0; - } -} - u16 ClientEnvironment::addActiveObject(ClientActiveObject *object) { // Register object. If failed return zero id if (!m_ao_manager.registerObject(object)) return 0; - object->addToScene(m_texturesource); + object->addToScene(m_texturesource, m_client->getSceneManager()); // Update lighting immediately - u8 light = 0; - bool pos_ok; - - // Get node at head - v3s16 p = object->getLightPosition(); - MapNode n = m_map->getNodeNoEx(p, &pos_ok); - if (pos_ok) - light = n.getLightBlend(getDayNightRatio(), m_client->ndef()); - else - light = blend_light(getDayNightRatio(), LIGHT_SUN, 0); - - object->updateLight(light); + object->updateLight(getDayNightRatio()); return object->getId(); } @@ -394,7 +392,7 @@ void ClientEnvironment::addActiveObject(u16 id, u8 type, // Object initialized: if ((obj = getActiveObject(new_id))) { // Final step is to update all children which are already known - // Data provided by GENERIC_CMD_SPAWN_INFANT + // Data provided by AO_CMD_SPAWN_INFANT const auto &children = obj->getAttachmentChildIds(); for (auto c_id : children) { if (auto *o = getActiveObject(c_id)) @@ -403,6 +401,23 @@ void ClientEnvironment::addActiveObject(u16 id, u8 type, } } + +void ClientEnvironment::removeActiveObject(u16 id) +{ + // Get current attachment childs to detach them visually + std::unordered_set attachment_childs; + if (auto *obj = getActiveObject(id)) + attachment_childs = obj->getAttachmentChildIds(); + + m_ao_manager.removeObject(id); + + // Perform a proper detach in Irrlicht + for (auto c_id : attachment_childs) { + if (ClientActiveObject *child = getActiveObject(c_id)) + child->updateAttachments(); + } +} + void ClientEnvironment::processActiveObjectMessage(u16 id, const std::string &data) { ClientActiveObject *obj = getActiveObject(id);