refacto: protect some RenderingEngine::get_scene_manager
* protect it from Camera, Sky, ClientMap object calls * rename Game::sky to Game::m_skymaster
parent
258101a910
commit
1bc855646e
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@ -43,11 +43,11 @@ with this program; if not, write to the Free Software Foundation, Inc.,
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#define WIELDMESH_AMPLITUDE_X 7.0f
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#define WIELDMESH_AMPLITUDE_Y 10.0f
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Camera::Camera(MapDrawControl &draw_control, Client *client):
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Camera::Camera(MapDrawControl &draw_control, Client *client, RenderingEngine *rendering_engine):
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m_draw_control(draw_control),
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m_client(client)
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{
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scene::ISceneManager *smgr = RenderingEngine::get_scene_manager();
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auto smgr = rendering_engine->get_scene_manager();
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// note: making the camera node a child of the player node
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// would lead to unexpected behaviour, so we don't do that.
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m_playernode = smgr->addEmptySceneNode(smgr->getRootSceneNode());
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@ -30,6 +30,7 @@ with this program; if not, write to the Free Software Foundation, Inc.,
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class LocalPlayer;
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struct MapDrawControl;
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class Client;
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class RenderingEngine;
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class WieldMeshSceneNode;
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struct Nametag
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@ -78,7 +79,7 @@ enum CameraMode {CAMERA_MODE_FIRST, CAMERA_MODE_THIRD, CAMERA_MODE_THIRD_FRONT};
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class Camera
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{
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public:
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Camera(MapDrawControl &draw_control, Client *client);
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Camera(MapDrawControl &draw_control, Client *client, RenderingEngine *rendering_engine);
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~Camera();
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// Get camera scene node.
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@ -110,7 +110,7 @@ Client::Client(
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m_rendering_engine(rendering_engine),
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m_mesh_update_thread(this),
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m_env(
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new ClientMap(this, control, 666),
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new ClientMap(this, rendering_engine, control, 666),
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tsrc, this
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),
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m_particle_manager(&m_env),
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@ -64,12 +64,13 @@ void MeshBufListList::add(scene::IMeshBuffer *buf, v3s16 position, u8 layer)
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ClientMap::ClientMap(
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Client *client,
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RenderingEngine *rendering_engine,
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MapDrawControl &control,
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s32 id
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):
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Map(client),
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scene::ISceneNode(RenderingEngine::get_scene_manager()->getRootSceneNode(),
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RenderingEngine::get_scene_manager(), id),
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scene::ISceneNode(rendering_engine->get_scene_manager()->getRootSceneNode(),
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rendering_engine->get_scene_manager(), id),
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m_client(client),
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m_control(control)
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{
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@ -317,7 +318,7 @@ void ClientMap::renderMap(video::IVideoDriver* driver, s32 pass)
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v3f block_pos_r = intToFloat(block->getPosRelative() + MAP_BLOCKSIZE / 2, BS);
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float d = camera_position.getDistanceFrom(block_pos_r);
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d = MYMAX(0,d - BLOCK_MAX_RADIUS);
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// Mesh animation
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if (pass == scene::ESNRP_SOLID) {
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//MutexAutoLock lock(block->mesh_mutex);
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@ -68,6 +68,7 @@ class ClientMap : public Map, public scene::ISceneNode
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public:
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ClientMap(
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Client *client,
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RenderingEngine *rendering_engine,
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MapDrawControl &control,
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s32 id
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);
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@ -839,7 +839,7 @@ private:
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MapDrawControl *draw_control = nullptr;
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Camera *camera = nullptr;
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Clouds *clouds = nullptr; // Free using ->Drop()
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Sky *sky = nullptr; // Free using ->Drop()
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Sky *m_sky = nullptr; // Free using ->Drop()
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Hud *hud = nullptr;
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Minimap *mapper = nullptr;
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@ -1159,8 +1159,8 @@ void Game::shutdown()
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if (gui_chat_console)
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gui_chat_console->drop();
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if (sky)
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sky->drop();
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if (m_sky)
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m_sky->drop();
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/* cleanup menus */
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while (g_menumgr.menuCount() > 0) {
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@ -1293,7 +1293,7 @@ bool Game::createClient(const GameStartData &start_data)
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{
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showOverlayMessage(N_("Creating client..."), 0, 10);
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draw_control = new MapDrawControl;
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draw_control = new MapDrawControl();
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if (!draw_control)
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return false;
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@ -1334,7 +1334,7 @@ bool Game::createClient(const GameStartData &start_data)
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/* Camera
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*/
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camera = new Camera(*draw_control, client);
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camera = new Camera(*draw_control, client, m_rendering_engine);
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if (!camera->successfullyCreated(*error_message))
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return false;
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client->setCamera(camera);
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@ -1346,8 +1346,8 @@ bool Game::createClient(const GameStartData &start_data)
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/* Skybox
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*/
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sky = new Sky(-1, texture_src, shader_src);
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scsf->setSky(sky);
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m_sky = new Sky(-1, m_rendering_engine, texture_src, shader_src);
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scsf->setSky(m_sky);
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skybox = NULL; // This is used/set later on in the main run loop
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/* Pre-calculated values
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@ -2754,23 +2754,23 @@ void Game::handleClientEvent_HudChange(ClientEvent *event, CameraOrientation *ca
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void Game::handleClientEvent_SetSky(ClientEvent *event, CameraOrientation *cam)
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{
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sky->setVisible(false);
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m_sky->setVisible(false);
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// Whether clouds are visible in front of a custom skybox.
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sky->setCloudsEnabled(event->set_sky->clouds);
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m_sky->setCloudsEnabled(event->set_sky->clouds);
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if (skybox) {
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skybox->remove();
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skybox = NULL;
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}
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// Clear the old textures out in case we switch rendering type.
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sky->clearSkyboxTextures();
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m_sky->clearSkyboxTextures();
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// Handle according to type
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if (event->set_sky->type == "regular") {
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// Shows the mesh skybox
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sky->setVisible(true);
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m_sky->setVisible(true);
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// Update mesh based skybox colours if applicable.
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sky->setSkyColors(event->set_sky->sky_color);
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sky->setHorizonTint(
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m_sky->setSkyColors(event->set_sky->sky_color);
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m_sky->setHorizonTint(
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event->set_sky->fog_sun_tint,
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event->set_sky->fog_moon_tint,
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event->set_sky->fog_tint_type
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@ -2778,61 +2778,62 @@ void Game::handleClientEvent_SetSky(ClientEvent *event, CameraOrientation *cam)
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} else if (event->set_sky->type == "skybox" &&
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event->set_sky->textures.size() == 6) {
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// Disable the dyanmic mesh skybox:
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sky->setVisible(false);
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m_sky->setVisible(false);
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// Set fog colors:
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sky->setFallbackBgColor(event->set_sky->bgcolor);
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m_sky->setFallbackBgColor(event->set_sky->bgcolor);
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// Set sunrise and sunset fog tinting:
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sky->setHorizonTint(
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m_sky->setHorizonTint(
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event->set_sky->fog_sun_tint,
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event->set_sky->fog_moon_tint,
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event->set_sky->fog_tint_type
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);
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// Add textures to skybox.
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for (int i = 0; i < 6; i++)
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sky->addTextureToSkybox(event->set_sky->textures[i], i, texture_src);
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m_sky->addTextureToSkybox(event->set_sky->textures[i], i, texture_src);
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} else {
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// Handle everything else as plain color.
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if (event->set_sky->type != "plain")
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infostream << "Unknown sky type: "
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<< (event->set_sky->type) << std::endl;
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sky->setVisible(false);
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sky->setFallbackBgColor(event->set_sky->bgcolor);
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m_sky->setVisible(false);
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m_sky->setFallbackBgColor(event->set_sky->bgcolor);
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// Disable directional sun/moon tinting on plain or invalid skyboxes.
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sky->setHorizonTint(
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m_sky->setHorizonTint(
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event->set_sky->bgcolor,
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event->set_sky->bgcolor,
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"custom"
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);
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}
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delete event->set_sky;
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}
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void Game::handleClientEvent_SetSun(ClientEvent *event, CameraOrientation *cam)
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{
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sky->setSunVisible(event->sun_params->visible);
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sky->setSunTexture(event->sun_params->texture,
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m_sky->setSunVisible(event->sun_params->visible);
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m_sky->setSunTexture(event->sun_params->texture,
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event->sun_params->tonemap, texture_src);
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sky->setSunScale(event->sun_params->scale);
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sky->setSunriseVisible(event->sun_params->sunrise_visible);
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sky->setSunriseTexture(event->sun_params->sunrise, texture_src);
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m_sky->setSunScale(event->sun_params->scale);
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m_sky->setSunriseVisible(event->sun_params->sunrise_visible);
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m_sky->setSunriseTexture(event->sun_params->sunrise, texture_src);
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delete event->sun_params;
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}
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void Game::handleClientEvent_SetMoon(ClientEvent *event, CameraOrientation *cam)
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{
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sky->setMoonVisible(event->moon_params->visible);
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sky->setMoonTexture(event->moon_params->texture,
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m_sky->setMoonVisible(event->moon_params->visible);
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m_sky->setMoonTexture(event->moon_params->texture,
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event->moon_params->tonemap, texture_src);
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sky->setMoonScale(event->moon_params->scale);
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m_sky->setMoonScale(event->moon_params->scale);
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delete event->moon_params;
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}
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void Game::handleClientEvent_SetStars(ClientEvent *event, CameraOrientation *cam)
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{
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sky->setStarsVisible(event->star_params->visible);
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sky->setStarCount(event->star_params->count, false);
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sky->setStarColor(event->star_params->starcolor);
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sky->setStarScale(event->star_params->scale);
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m_sky->setStarsVisible(event->star_params->visible);
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m_sky->setStarCount(event->star_params->count, false);
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m_sky->setStarColor(event->star_params->starcolor);
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m_sky->setStarScale(event->star_params->scale);
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delete event->star_params;
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}
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@ -3709,7 +3710,7 @@ void Game::updateFrame(ProfilerGraph *graph, RunStats *stats, f32 dtime,
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direct_brightness = time_brightness;
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sunlight_seen = true;
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} else {
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float old_brightness = sky->getBrightness();
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float old_brightness = m_sky->getBrightness();
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direct_brightness = client->getEnv().getClientMap()
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.getBackgroundBrightness(MYMIN(runData.fog_range * 1.2, 60 * BS),
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daynight_ratio, (int)(old_brightness * 255.5), &sunlight_seen)
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@ -3736,7 +3737,7 @@ void Game::updateFrame(ProfilerGraph *graph, RunStats *stats, f32 dtime,
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runData.time_of_day_smooth = time_of_day_smooth;
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sky->update(time_of_day_smooth, time_brightness, direct_brightness,
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m_sky->update(time_of_day_smooth, time_brightness, direct_brightness,
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sunlight_seen, camera->getCameraMode(), player->getYaw(),
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player->getPitch());
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@ -3744,7 +3745,7 @@ void Game::updateFrame(ProfilerGraph *graph, RunStats *stats, f32 dtime,
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Update clouds
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*/
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if (clouds) {
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if (sky->getCloudsVisible()) {
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if (m_sky->getCloudsVisible()) {
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clouds->setVisible(true);
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clouds->step(dtime);
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// camera->getPosition is not enough for 3rd person views
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@ -3754,14 +3755,14 @@ void Game::updateFrame(ProfilerGraph *graph, RunStats *stats, f32 dtime,
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camera_node_position.Y = camera_node_position.Y + camera_offset.Y * BS;
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camera_node_position.Z = camera_node_position.Z + camera_offset.Z * BS;
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clouds->update(camera_node_position,
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sky->getCloudColor());
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m_sky->getCloudColor());
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if (clouds->isCameraInsideCloud() && m_cache_enable_fog) {
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// if inside clouds, and fog enabled, use that as sky
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// color(s)
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video::SColor clouds_dark = clouds->getColor()
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.getInterpolated(video::SColor(255, 0, 0, 0), 0.9);
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sky->overrideColors(clouds_dark, clouds->getColor());
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sky->setInClouds(true);
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m_sky->overrideColors(clouds_dark, clouds->getColor());
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m_sky->setInClouds(true);
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runData.fog_range = std::fmin(runData.fog_range * 0.5f, 32.0f * BS);
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// do not draw clouds after all
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clouds->setVisible(false);
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@ -3782,7 +3783,7 @@ void Game::updateFrame(ProfilerGraph *graph, RunStats *stats, f32 dtime,
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if (m_cache_enable_fog) {
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driver->setFog(
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sky->getBgColor(),
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m_sky->getBgColor(),
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video::EFT_FOG_LINEAR,
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runData.fog_range * m_cache_fog_start,
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runData.fog_range * 1.0,
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@ -3792,7 +3793,7 @@ void Game::updateFrame(ProfilerGraph *graph, RunStats *stats, f32 dtime,
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);
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} else {
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driver->setFog(
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sky->getBgColor(),
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m_sky->getBgColor(),
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video::EFT_FOG_LINEAR,
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100000 * BS,
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110000 * BS,
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@ -3872,7 +3873,7 @@ void Game::updateFrame(ProfilerGraph *graph, RunStats *stats, f32 dtime,
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/*
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Drawing begins
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*/
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const video::SColor &skycolor = sky->getSkyColor();
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const video::SColor &skycolor = m_sky->getSkyColor();
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TimeTaker tt_draw("Draw scene");
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driver->beginScene(true, true, skycolor);
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@ -53,9 +53,9 @@ static video::SMaterial baseMaterial()
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return mat;
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};
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Sky::Sky(s32 id, ITextureSource *tsrc, IShaderSource *ssrc) :
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scene::ISceneNode(RenderingEngine::get_scene_manager()->getRootSceneNode(),
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RenderingEngine::get_scene_manager(), id)
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Sky::Sky(s32 id, RenderingEngine *rendering_engine, ITextureSource *tsrc, IShaderSource *ssrc) :
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scene::ISceneNode(rendering_engine->get_scene_manager()->getRootSceneNode(),
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rendering_engine->get_scene_manager(), id)
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{
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m_seed = (u64)myrand() << 32 | myrand();
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@ -36,7 +36,7 @@ class Sky : public scene::ISceneNode
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{
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public:
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//! constructor
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Sky(s32 id, ITextureSource *tsrc, IShaderSource *ssrc);
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Sky(s32 id, RenderingEngine *rendering_engine, ITextureSource *tsrc, IShaderSource *ssrc);
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virtual void OnRegisterSceneNode();
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