Elias Fleckenstein 2022-05-22 12:05:27 +02:00
commit 3ff3103e98
No known key found for this signature in database
GPG Key ID: 06927A5199D6C9B2
61 changed files with 602 additions and 600 deletions

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@ -230,7 +230,7 @@ jobs:
with:
repository: minetest/irrlicht
path: lib/irrlichtmt/
ref: "1.9.0mt5"
ref: "1.9.0mt6"
- name: Restore from cache and run vcpkg
uses: lukka/run-vcpkg@v7

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@ -22,7 +22,7 @@ on:
- '.github/workflows/macos.yml'
env:
IRRLICHT_TAG: 1.9.0mt5
IRRLICHT_TAG: 1.9.0mt6
MINETEST_GAME_REPO: https://github.com/minetest/minetest_game.git
MINETEST_GAME_BRANCH: master
MINETEST_GAME_NAME: minetest_game

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@ -9,7 +9,7 @@ stages:
- deploy
variables:
IRRLICHT_TAG: "1.9.0mt5"
IRRLICHT_TAG: "1.9.0mt6"
MINETEST_GAME_REPO: "https://github.com/minetest/minetest_game.git"
CONTAINER_IMAGE: registry.gitlab.com/$CI_PROJECT_PATH

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@ -63,6 +63,9 @@ Zughy:
appgurueu:
textures/base/pack/server_incompatible.png
erlehmann, Warr1024, rollerozxa:
textures/base/pack/no_screenshot.png
License of Minetest source code
-------------------------------

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@ -34,10 +34,14 @@ import android.widget.Button;
import android.widget.EditText;
import android.widget.LinearLayout;
import androidx.annotation.Keep;
import androidx.appcompat.app.AlertDialog;
import java.util.Objects;
// Native code finds these methods by name (see porting_android.cpp).
// This annotation prevents the minifier/Proguard from mangling them.
@Keep
public class GameActivity extends NativeActivity {
static {
System.loadLibrary("c++_shared");

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@ -1,6 +1,7 @@
LOCAL_PATH := $(call my-dir)/..
#LOCAL_ADDRESS_SANITIZER:=true
#USE_BUILTIN_LUA:=true
include $(CLEAR_VARS)
LOCAL_MODULE := Curl
@ -42,11 +43,15 @@ LOCAL_MODULE := Irrlicht
LOCAL_SRC_FILES := deps/$(APP_ABI)/Irrlicht/libIrrlichtMt.a
include $(PREBUILT_STATIC_LIBRARY)
ifndef USE_BUILTIN_LUA
include $(CLEAR_VARS)
LOCAL_MODULE := LuaJIT
LOCAL_SRC_FILES := deps/$(APP_ABI)/LuaJIT/libluajit.a
include $(PREBUILT_STATIC_LIBRARY)
endif
include $(CLEAR_VARS)
LOCAL_MODULE := OpenAL
LOCAL_SRC_FILES := deps/$(APP_ABI)/OpenAL-Soft/libopenal.a
@ -92,7 +97,6 @@ LOCAL_CFLAGS += \
-DUSE_CURL=1 \
-DUSE_SOUND=1 \
-DUSE_LEVELDB=0 \
-DUSE_LUAJIT=1 \
-DUSE_GETTEXT=1 \
-DVERSION_MAJOR=${versionMajor} \
-DVERSION_MINOR=${versionMinor} \
@ -100,6 +104,12 @@ LOCAL_CFLAGS += \
-DVERSION_EXTRA=${versionExtra} \
$(GPROF_DEF)
ifdef USE_BUILTIN_LUA
LOCAL_CFLAGS += -DUSE_LUAJIT=0
else
LOCAL_CFLAGS += -DUSE_LUAJIT=1
endif
ifdef NDEBUG
LOCAL_CFLAGS += -DNDEBUG=1
endif
@ -120,12 +130,19 @@ LOCAL_C_INCLUDES := \
deps/$(APP_ABI)/Irrlicht/include \
deps/$(APP_ABI)/Gettext/include \
deps/$(APP_ABI)/Iconv/include \
deps/$(APP_ABI)/LuaJIT/include \
deps/$(APP_ABI)/OpenAL-Soft/include \
deps/$(APP_ABI)/SQLite/include \
deps/$(APP_ABI)/Vorbis/include \
deps/$(APP_ABI)/Zstd/include
ifdef USE_BUILTIN_LUA
LOCAL_C_INCLUDES += \
../../lib/lua/src \
../../lib/bitop
else
LOCAL_C_INCLUDES += deps/$(APP_ABI)/LuaJIT/include
endif
LOCAL_SRC_FILES := \
$(wildcard ../../src/client/*.cpp) \
$(wildcard ../../src/client/*/*.cpp) \
@ -207,6 +224,41 @@ LOCAL_SRC_FILES := \
../../src/voxel.cpp \
../../src/voxelalgorithms.cpp
# Built-in Lua
ifdef USE_BUILTIN_LUA
LOCAL_SRC_FILES += \
../../lib/lua/src/lapi.c \
../../lib/lua/src/lauxlib.c \
../../lib/lua/src/lbaselib.c \
../../lib/lua/src/lcode.c \
../../lib/lua/src/ldblib.c \
../../lib/lua/src/ldebug.c \
../../lib/lua/src/ldo.c \
../../lib/lua/src/ldump.c \
../../lib/lua/src/lfunc.c \
../../lib/lua/src/lgc.c \
../../lib/lua/src/linit.c \
../../lib/lua/src/liolib.c \
../../lib/lua/src/llex.c \
../../lib/lua/src/lmathlib.c \
../../lib/lua/src/lmem.c \
../../lib/lua/src/loadlib.c \
../../lib/lua/src/lobject.c \
../../lib/lua/src/lopcodes.c \
../../lib/lua/src/loslib.c \
../../lib/lua/src/lparser.c \
../../lib/lua/src/lstate.c \
../../lib/lua/src/lstring.c \
../../lib/lua/src/lstrlib.c \
../../lib/lua/src/ltable.c \
../../lib/lua/src/ltablib.c \
../../lib/lua/src/ltm.c \
../../lib/lua/src/lundump.c \
../../lib/lua/src/lvm.c \
../../lib/lua/src/lzio.c \
../../lib/bitop/bit.c
endif
# GMP
LOCAL_SRC_FILES += ../../lib/gmp/mini-gmp.c
@ -218,12 +270,14 @@ LOCAL_STATIC_LIBRARIES += \
Freetype \
Iconv libcharset \
Irrlicht \
LuaJIT \
OpenAL \
Gettext \
SQLite3 \
Vorbis libvorbisfile libogg \
Zstd
ifndef USE_BUILTIN_LUA
LOCAL_STATIC_LIBRARIES += LuaJIT
endif
LOCAL_STATIC_LIBRARIES += android_native_app_glue $(PROFILER_LIBS)
LOCAL_LDLIBS := -lEGL -lGLESv1_CM -lGLESv2 -landroid -lOpenSLES

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@ -151,11 +151,9 @@ local function start_install(package, reason)
if conf_path then
local conf = Settings(conf_path)
if name_is_title then
conf:set("name", package.title)
else
conf:set("title", package.title)
conf:set("name", package.name)
conf:set("title", package.title)
if not name_is_title then
conf:set("name", package.name)
end
if not conf:get("description") then
conf:set("description", package.short_description)
@ -360,7 +358,7 @@ function install_dialog.get_formspec()
selected_game_idx = i
end
games[i] = core.formspec_escape(games[i].name)
games[i] = core.formspec_escape(games[i].title)
end
local selected_game = pkgmgr.games[selected_game_idx]
@ -410,7 +408,7 @@ function install_dialog.get_formspec()
"container[0.375,0.70]",
"label[0,0.25;", fgettext("Base Game:"), "]",
"dropdown[2,0;4.25,0.5;gameid;", table.concat(games, ","), ";", selected_game_idx, "]",
"dropdown[2,0;4.25,0.5;selected_game;", table.concat(games, ","), ";", selected_game_idx, "]",
"label[0,0.8;", fgettext("Dependencies:"), "]",
@ -461,9 +459,9 @@ function install_dialog.handle_submit(this, fields)
return true
end
if fields.gameid then
if fields.selected_game then
for _, game in pairs(pkgmgr.games) do
if game.name == fields.gameid then
if game.title == fields.selected_game then
core.settings:set("menu_last_game", game.id)
break
end

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@ -646,6 +646,8 @@ function pkgmgr.install_dir(type, path, basename, targetpath)
else
targetpath = core.get_gamepath() .. DIR_DELIM .. basename
end
else
error("basefolder didn't return a recognised type, this shouldn't happen")
end
-- Copy it
@ -739,7 +741,7 @@ function pkgmgr.preparemodlist(data)
retval[#retval + 1] = {
type = "game",
is_game_content = true,
name = fgettext("$1 mods", gamespec.name),
name = fgettext("$1 mods", gamespec.title),
path = gamespec.path
}
end
@ -924,10 +926,10 @@ end
function pkgmgr.gamelist()
local retval = ""
if #pkgmgr.games > 0 then
retval = retval .. core.formspec_escape(pkgmgr.games[1].name)
retval = retval .. core.formspec_escape(pkgmgr.games[1].title)
for i=2,#pkgmgr.games,1 do
retval = retval .. "," .. core.formspec_escape(pkgmgr.games[i].name)
retval = retval .. "," .. core.formspec_escape(pkgmgr.games[i].title)
end
end
return retval

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@ -88,7 +88,7 @@ if enable_gamebar then
local image = nil
local text = nil
local tooltip = core.formspec_escape(game.name)
local tooltip = core.formspec_escape(game.title)
if (game.menuicon_path or "") ~= "" then
image = core.formspec_escape(game.menuicon_path)

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@ -643,8 +643,8 @@ shadow_update_frames (Map shadows update frames) int 8 1 16
# Set the soft shadow radius size.
# Lower values mean sharper shadows, bigger values mean softer shadows.
# Minimum value: 1.0; maximum value: 10.0
shadow_soft_radius (Soft shadow radius) float 1.0 1.0 10.0
# Minimum value: 1.0; maximum value: 15.0
shadow_soft_radius (Soft shadow radius) float 5.0 1.0 15.0
# Set the tilt of Sun/Moon orbit in degrees.
# Value of 0 means no tilt / vertical orbit.

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@ -25,6 +25,7 @@ uniform float animationTimer;
varying float cosLight;
varying float f_normal_length;
varying vec3 shadow_position;
varying float perspective_factor;
#endif
@ -116,23 +117,16 @@ float getHardShadow(sampler2D shadowsampler, vec2 smTexCoord, float realDistance
#if SHADOW_FILTER == 2
#define PCFBOUND 3.5
#define PCFSAMPLES 64.0
#define PCFBOUND 2.0 // 5x5
#define PCFSAMPLES 25
#elif SHADOW_FILTER == 1
#define PCFBOUND 1.5
#if defined(POISSON_FILTER)
#define PCFSAMPLES 32.0
#else
#define PCFSAMPLES 16.0
#endif
#define PCFBOUND 1.0 // 3x3
#define PCFSAMPLES 9
#else
#define PCFBOUND 0.0
#if defined(POISSON_FILTER)
#define PCFSAMPLES 4.0
#else
#define PCFSAMPLES 1.0
#endif
#define PCFSAMPLES 1
#endif
#ifdef COLORED_SHADOWS
float getHardShadowDepth(sampler2D shadowsampler, vec2 smTexCoord, float realDistance)
{
@ -149,59 +143,31 @@ float getHardShadowDepth(sampler2D shadowsampler, vec2 smTexCoord, float realDis
}
#endif
float getBaseLength(vec2 smTexCoord)
{
float l = length(2.0 * smTexCoord.xy - 1.0 - CameraPos.xy); // length in texture coords
return xyPerspectiveBias1 / (1.0 / l - xyPerspectiveBias0); // return to undistorted coords
}
#define BASEFILTERRADIUS 1.0
float getDeltaPerspectiveFactor(float l)
float getPenumbraRadius(sampler2D shadowsampler, vec2 smTexCoord, float realDistance)
{
return 0.04 * pow(512.0 / f_textureresolution, 0.4) / (xyPerspectiveBias0 * l + xyPerspectiveBias1); // original distortion factor, divided by 10
}
float getPenumbraRadius(sampler2D shadowsampler, vec2 smTexCoord, float realDistance, float multiplier)
{
float baseLength = getBaseLength(smTexCoord);
float perspectiveFactor;
// Return fast if sharp shadows are requested
if (PCFBOUND == 0.0)
if (PCFBOUND == 0.0 || SOFTSHADOWRADIUS <= 0.0)
return 0.0;
if (SOFTSHADOWRADIUS <= 1.0) {
perspectiveFactor = getDeltaPerspectiveFactor(baseLength);
return max(2 * length(smTexCoord.xy) * 2048 / f_textureresolution / pow(perspectiveFactor, 3), SOFTSHADOWRADIUS);
}
vec2 clampedpos;
float texture_size = 1.0 / (2048 /*f_textureresolution*/ * 0.5);
float y, x;
float depth = 0.0;
float pointDepth;
float maxRadius = SOFTSHADOWRADIUS * 5.0 * multiplier;
float depth = getHardShadowDepth(shadowsampler, smTexCoord.xy, realDistance);
// A factor from 0 to 1 to reduce blurring of short shadows
float sharpness_factor = 1.0;
// conversion factor from shadow depth to blur radius
float depth_to_blur = f_shadowfar / SOFTSHADOWRADIUS / xyPerspectiveBias0;
if (depth > 0.0 && f_normal_length > 0.0)
// 5 is empirical factor that controls how fast shadow loses sharpness
sharpness_factor = clamp(5 * depth * depth_to_blur, 0.0, 1.0);
depth = 0.0;
float bound = clamp(PCFBOUND * (1 - baseLength), 0.0, PCFBOUND);
int n = 0;
float world_to_texture = xyPerspectiveBias1 / perspective_factor / perspective_factor
* f_textureresolution / 2.0 / f_shadowfar;
float world_radius = 0.2; // shadow blur radius in world float coordinates, e.g. 0.2 = 0.02 of one node
for (y = -bound; y <= bound; y += 1.0)
for (x = -bound; x <= bound; x += 1.0) {
clampedpos = vec2(x,y);
perspectiveFactor = getDeltaPerspectiveFactor(baseLength + length(clampedpos) * texture_size * maxRadius);
clampedpos = clampedpos * texture_size * perspectiveFactor * maxRadius * perspectiveFactor + smTexCoord.xy;
pointDepth = getHardShadowDepth(shadowsampler, clampedpos.xy, realDistance);
if (pointDepth > -0.01) {
depth += pointDepth;
n += 1;
}
}
depth = depth / n;
depth = pow(clamp(depth, 0.0, 1000.0), 1.6) / 0.001;
perspectiveFactor = getDeltaPerspectiveFactor(baseLength);
return max(length(smTexCoord.xy) * 2 * 2048 / f_textureresolution / pow(perspectiveFactor, 3), depth * maxRadius);
return max(BASEFILTERRADIUS * f_textureresolution / 4096.0, sharpness_factor * world_radius * world_to_texture * SOFTSHADOWRADIUS);
}
#ifdef POISSON_FILTER
@ -276,26 +242,23 @@ const vec2[64] poissonDisk = vec2[64](
vec4 getShadowColor(sampler2D shadowsampler, vec2 smTexCoord, float realDistance)
{
vec2 clampedpos;
vec4 visibility = vec4(0.0);
float radius = getPenumbraRadius(shadowsampler, smTexCoord, realDistance, 1.5); // scale to align with PCF
float radius = getPenumbraRadius(shadowsampler, smTexCoord, realDistance);
if (radius < 0.1) {
// we are in the middle of even brightness, no need for filtering
return getHardShadowColor(shadowsampler, smTexCoord.xy, realDistance);
}
float baseLength = getBaseLength(smTexCoord);
float perspectiveFactor;
vec2 clampedpos;
vec4 visibility = vec4(0.0);
float scale_factor = radius / f_textureresolution;
float texture_size = 1.0 / (f_textureresolution * 0.5);
int samples = int(clamp(PCFSAMPLES * (1 - baseLength) * (1 - baseLength), PCFSAMPLES / 4, PCFSAMPLES));
int samples = (1 + 1 * int(SOFTSHADOWRADIUS > 1.0)) * PCFSAMPLES; // scale max samples for the soft shadows
samples = int(clamp(pow(4.0 * radius + 1.0, 2.0), 1.0, float(samples)));
int init_offset = int(floor(mod(((smTexCoord.x * 34.0) + 1.0) * smTexCoord.y, 64.0-samples)));
int end_offset = int(samples) + init_offset;
for (int x = init_offset; x < end_offset; x++) {
clampedpos = poissonDisk[x];
perspectiveFactor = getDeltaPerspectiveFactor(baseLength + length(clampedpos) * texture_size * radius);
clampedpos = clampedpos * texture_size * perspectiveFactor * radius * perspectiveFactor + smTexCoord.xy;
clampedpos = poissonDisk[x] * scale_factor + smTexCoord.xy;
visibility += getHardShadowColor(shadowsampler, clampedpos.xy, realDistance);
}
@ -306,26 +269,23 @@ vec4 getShadowColor(sampler2D shadowsampler, vec2 smTexCoord, float realDistance
float getShadow(sampler2D shadowsampler, vec2 smTexCoord, float realDistance)
{
vec2 clampedpos;
float visibility = 0.0;
float radius = getPenumbraRadius(shadowsampler, smTexCoord, realDistance, 1.5); // scale to align with PCF
float radius = getPenumbraRadius(shadowsampler, smTexCoord, realDistance);
if (radius < 0.1) {
// we are in the middle of even brightness, no need for filtering
return getHardShadow(shadowsampler, smTexCoord.xy, realDistance);
}
float baseLength = getBaseLength(smTexCoord);
float perspectiveFactor;
vec2 clampedpos;
float visibility = 0.0;
float scale_factor = radius / f_textureresolution;
float texture_size = 1.0 / (f_textureresolution * 0.5);
int samples = int(clamp(PCFSAMPLES * (1 - baseLength) * (1 - baseLength), PCFSAMPLES / 4, PCFSAMPLES));
int samples = (1 + 1 * int(SOFTSHADOWRADIUS > 1.0)) * PCFSAMPLES; // scale max samples for the soft shadows
samples = int(clamp(pow(4.0 * radius + 1.0, 2.0), 1.0, float(samples)));
int init_offset = int(floor(mod(((smTexCoord.x * 34.0) + 1.0) * smTexCoord.y, 64.0-samples)));
int end_offset = int(samples) + init_offset;
for (int x = init_offset; x < end_offset; x++) {
clampedpos = poissonDisk[x];
perspectiveFactor = getDeltaPerspectiveFactor(baseLength + length(clampedpos) * texture_size * radius);
clampedpos = clampedpos * texture_size * perspectiveFactor * radius * perspectiveFactor + smTexCoord.xy;
clampedpos = poissonDisk[x] * scale_factor + smTexCoord.xy;
visibility += getHardShadow(shadowsampler, clampedpos.xy, realDistance);
}
@ -341,65 +301,57 @@ float getShadow(sampler2D shadowsampler, vec2 smTexCoord, float realDistance)
vec4 getShadowColor(sampler2D shadowsampler, vec2 smTexCoord, float realDistance)
{
vec2 clampedpos;
vec4 visibility = vec4(0.0);
float radius = getPenumbraRadius(shadowsampler, smTexCoord, realDistance, 1.0);
float radius = getPenumbraRadius(shadowsampler, smTexCoord, realDistance);
if (radius < 0.1) {
// we are in the middle of even brightness, no need for filtering
return getHardShadowColor(shadowsampler, smTexCoord.xy, realDistance);
}
float baseLength = getBaseLength(smTexCoord);
float perspectiveFactor;
float texture_size = 1.0 / (f_textureresolution * 0.5);
float y, x;
float bound = clamp(PCFBOUND * (1 - baseLength), PCFBOUND / 2, PCFBOUND);
int n = 0;
vec2 clampedpos;
vec4 visibility = vec4(0.0);
float x, y;
float bound = (1 + 0.5 * int(SOFTSHADOWRADIUS > 1.0)) * PCFBOUND; // scale max bound for soft shadows
bound = clamp(0.5 * (4.0 * radius - 1.0), 0.5, bound);
float scale_factor = radius / bound / f_textureresolution;
float n = 0.0;
// basic PCF filter
for (y = -bound; y <= bound; y += 1.0)
for (x = -bound; x <= bound; x += 1.0) {
clampedpos = vec2(x,y); // screen offset
perspectiveFactor = getDeltaPerspectiveFactor(baseLength + length(clampedpos) * texture_size * radius / bound);
clampedpos = clampedpos * texture_size * perspectiveFactor * radius * perspectiveFactor / bound + smTexCoord.xy; // both dx,dy and radius are adjusted
clampedpos = vec2(x,y) * scale_factor + smTexCoord.xy;
visibility += getHardShadowColor(shadowsampler, clampedpos.xy, realDistance);
n += 1;
n += 1.0;
}
return visibility / n;
return visibility / max(n, 1.0);
}
#else
float getShadow(sampler2D shadowsampler, vec2 smTexCoord, float realDistance)
{
vec2 clampedpos;
float visibility = 0.0;
float radius = getPenumbraRadius(shadowsampler, smTexCoord, realDistance, 1.0);
float radius = getPenumbraRadius(shadowsampler, smTexCoord, realDistance);
if (radius < 0.1) {
// we are in the middle of even brightness, no need for filtering
return getHardShadow(shadowsampler, smTexCoord.xy, realDistance);
}
float baseLength = getBaseLength(smTexCoord);
float perspectiveFactor;
float texture_size = 1.0 / (f_textureresolution * 0.5);
float y, x;
float bound = clamp(PCFBOUND * (1 - baseLength), PCFBOUND / 2, PCFBOUND);
int n = 0;
vec2 clampedpos;
float visibility = 0.0;
float x, y;
float bound = (1 + 0.5 * int(SOFTSHADOWRADIUS > 1.0)) * PCFBOUND; // scale max bound for soft shadows
bound = clamp(0.5 * (4.0 * radius - 1.0), 0.5, bound);
float scale_factor = radius / bound / f_textureresolution;
float n = 0.0;
// basic PCF filter
for (y = -bound; y <= bound; y += 1.0)
for (x = -bound; x <= bound; x += 1.0) {
clampedpos = vec2(x,y); // screen offset
perspectiveFactor = getDeltaPerspectiveFactor(baseLength + length(clampedpos) * texture_size * radius / bound);
clampedpos = clampedpos * texture_size * perspectiveFactor * radius * perspectiveFactor / bound + smTexCoord.xy; // both dx,dy and radius are adjusted
clampedpos = vec2(x,y) * scale_factor + smTexCoord.xy;
visibility += getHardShadow(shadowsampler, clampedpos.xy, realDistance);
n += 1;
n += 1.0;
}
return visibility / n;
return visibility / max(n, 1.0);
}
#endif

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@ -39,6 +39,7 @@ centroid varying vec2 varTexCoord;
varying float adj_shadow_strength;
varying float f_normal_length;
varying vec3 shadow_position;
varying float perspective_factor;
#endif
@ -253,6 +254,7 @@ void main(void)
shadow_position = applyPerspectiveDistortion(m_ShadowViewProj * mWorld * (inVertexPosition + vec4(normalOffsetScale * nNormal, 0.0))).xyz;
shadow_position.z -= z_bias;
perspective_factor = pFactor;
if (f_timeofday < 0.2) {
adj_shadow_strength = f_shadow_strength * 0.5 *

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@ -1,6 +1,5 @@
uniform sampler2D baseTexture;
uniform vec4 emissiveColor;
uniform vec3 dayLight;
uniform vec4 skyBgColor;
uniform float fogDistance;
@ -26,6 +25,7 @@ uniform float animationTimer;
varying float cosLight;
varying float f_normal_length;
varying vec3 shadow_position;
varying float perspective_factor;
#endif
@ -119,23 +119,16 @@ float getHardShadow(sampler2D shadowsampler, vec2 smTexCoord, float realDistance
#if SHADOW_FILTER == 2
#define PCFBOUND 3.5
#define PCFSAMPLES 64.0
#define PCFBOUND 2.0 // 5x5
#define PCFSAMPLES 25
#elif SHADOW_FILTER == 1
#define PCFBOUND 1.5
#if defined(POISSON_FILTER)
#define PCFSAMPLES 32.0
#else
#define PCFSAMPLES 16.0
#endif
#define PCFBOUND 1.0 // 3x3
#define PCFSAMPLES 9
#else
#define PCFBOUND 0.0
#if defined(POISSON_FILTER)
#define PCFSAMPLES 4.0
#else
#define PCFSAMPLES 1.0
#endif
#define PCFSAMPLES 1
#endif
#ifdef COLORED_SHADOWS
float getHardShadowDepth(sampler2D shadowsampler, vec2 smTexCoord, float realDistance)
{
@ -152,59 +145,31 @@ float getHardShadowDepth(sampler2D shadowsampler, vec2 smTexCoord, float realDis
}
#endif
float getBaseLength(vec2 smTexCoord)
{
float l = length(2.0 * smTexCoord.xy - 1.0 - CameraPos.xy); // length in texture coords
return xyPerspectiveBias1 / (1.0 / l - xyPerspectiveBias0); // return to undistorted coords
}
#define BASEFILTERRADIUS 1.0
float getDeltaPerspectiveFactor(float l)
float getPenumbraRadius(sampler2D shadowsampler, vec2 smTexCoord, float realDistance)
{
return 0.04 * pow(512.0 / f_textureresolution, 0.4) / (xyPerspectiveBias0 * l + xyPerspectiveBias1); // original distortion factor, divided by 10
}
float getPenumbraRadius(sampler2D shadowsampler, vec2 smTexCoord, float realDistance, float multiplier)
{
float baseLength = getBaseLength(smTexCoord);
float perspectiveFactor;
// Return fast if sharp shadows are requested
if (PCFBOUND == 0.0)
if (PCFBOUND == 0.0 || SOFTSHADOWRADIUS <= 0.0)
return 0.0;
if (SOFTSHADOWRADIUS <= 1.0) {
perspectiveFactor = getDeltaPerspectiveFactor(baseLength);
return max(2 * length(smTexCoord.xy) * 2048 / f_textureresolution / pow(perspectiveFactor, 3), SOFTSHADOWRADIUS);
}
vec2 clampedpos;
float texture_size = 1.0 / (2048 /*f_textureresolution*/ * 0.5);
float y, x;
float depth = 0.0;
float pointDepth;
float maxRadius = SOFTSHADOWRADIUS * 5.0 * multiplier;
float depth = getHardShadowDepth(shadowsampler, smTexCoord.xy, realDistance);
// A factor from 0 to 1 to reduce blurring of short shadows
float sharpness_factor = 1.0;
// conversion factor from shadow depth to blur radius
float depth_to_blur = f_shadowfar / SOFTSHADOWRADIUS / xyPerspectiveBias0;
if (depth > 0.0 && f_normal_length > 0.0)
// 5 is empirical factor that controls how fast shadow loses sharpness
sharpness_factor = clamp(5 * depth * depth_to_blur, 0.0, 1.0);
depth = 0.0;
float bound = clamp(PCFBOUND * (1 - baseLength), 0.0, PCFBOUND);
int n = 0;
float world_to_texture = xyPerspectiveBias1 / perspective_factor / perspective_factor
* f_textureresolution / 2.0 / f_shadowfar;
float world_radius = 0.2; // shadow blur radius in world float coordinates, e.g. 0.2 = 0.02 of one node
for (y = -bound; y <= bound; y += 1.0)
for (x = -bound; x <= bound; x += 1.0) {
clampedpos = vec2(x,y);
perspectiveFactor = getDeltaPerspectiveFactor(baseLength + length(clampedpos) * texture_size * maxRadius);
clampedpos = clampedpos * texture_size * perspectiveFactor * maxRadius * perspectiveFactor + smTexCoord.xy;
pointDepth = getHardShadowDepth(shadowsampler, clampedpos.xy, realDistance);
if (pointDepth > -0.01) {
depth += pointDepth;
n += 1;
}
}
depth = depth / n;
depth = pow(clamp(depth, 0.0, 1000.0), 1.6) / 0.001;
perspectiveFactor = getDeltaPerspectiveFactor(baseLength);
return max(length(smTexCoord.xy) * 2 * 2048 / f_textureresolution / pow(perspectiveFactor, 3), depth * maxRadius);
return max(BASEFILTERRADIUS * f_textureresolution / 4096.0, sharpness_factor * world_radius * world_to_texture * SOFTSHADOWRADIUS);
}
#ifdef POISSON_FILTER
@ -279,26 +244,23 @@ const vec2[64] poissonDisk = vec2[64](
vec4 getShadowColor(sampler2D shadowsampler, vec2 smTexCoord, float realDistance)
{
vec2 clampedpos;
vec4 visibility = vec4(0.0);
float radius = getPenumbraRadius(shadowsampler, smTexCoord, realDistance, 1.5); // scale to align with PCF
float radius = getPenumbraRadius(shadowsampler, smTexCoord, realDistance);
if (radius < 0.1) {
// we are in the middle of even brightness, no need for filtering
return getHardShadowColor(shadowsampler, smTexCoord.xy, realDistance);
}
float baseLength = getBaseLength(smTexCoord);
float perspectiveFactor;
vec2 clampedpos;
vec4 visibility = vec4(0.0);
float scale_factor = radius / f_textureresolution;
float texture_size = 1.0 / (f_textureresolution * 0.5);
int samples = int(clamp(PCFSAMPLES * (1 - baseLength) * (1 - baseLength), PCFSAMPLES / 4, PCFSAMPLES));
int samples = (1 + 1 * int(SOFTSHADOWRADIUS > 1.0)) * PCFSAMPLES; // scale max samples for the soft shadows
samples = int(clamp(pow(4.0 * radius + 1.0, 2.0), 1.0, float(samples)));
int init_offset = int(floor(mod(((smTexCoord.x * 34.0) + 1.0) * smTexCoord.y, 64.0-samples)));
int end_offset = int(samples) + init_offset;
for (int x = init_offset; x < end_offset; x++) {
clampedpos = poissonDisk[x];
perspectiveFactor = getDeltaPerspectiveFactor(baseLength + length(clampedpos) * texture_size * radius);
clampedpos = clampedpos * texture_size * perspectiveFactor * radius * perspectiveFactor + smTexCoord.xy;
clampedpos = poissonDisk[x] * scale_factor + smTexCoord.xy;
visibility += getHardShadowColor(shadowsampler, clampedpos.xy, realDistance);
}
@ -309,26 +271,23 @@ vec4 getShadowColor(sampler2D shadowsampler, vec2 smTexCoord, float realDistance
float getShadow(sampler2D shadowsampler, vec2 smTexCoord, float realDistance)
{
vec2 clampedpos;
float visibility = 0.0;
float radius = getPenumbraRadius(shadowsampler, smTexCoord, realDistance, 1.5); // scale to align with PCF
float radius = getPenumbraRadius(shadowsampler, smTexCoord, realDistance);
if (radius < 0.1) {
// we are in the middle of even brightness, no need for filtering
return getHardShadow(shadowsampler, smTexCoord.xy, realDistance);
}
float baseLength = getBaseLength(smTexCoord);
float perspectiveFactor;
vec2 clampedpos;
float visibility = 0.0;
float scale_factor = radius / f_textureresolution;
float texture_size = 1.0 / (f_textureresolution * 0.5);
int samples = int(clamp(PCFSAMPLES * (1 - baseLength) * (1 - baseLength), PCFSAMPLES / 4, PCFSAMPLES));
int samples = (1 + 1 * int(SOFTSHADOWRADIUS > 1.0)) * PCFSAMPLES; // scale max samples for the soft shadows
samples = int(clamp(pow(4.0 * radius + 1.0, 2.0), 1.0, float(samples)));
int init_offset = int(floor(mod(((smTexCoord.x * 34.0) + 1.0) * smTexCoord.y, 64.0-samples)));
int end_offset = int(samples) + init_offset;
for (int x = init_offset; x < end_offset; x++) {
clampedpos = poissonDisk[x];
perspectiveFactor = getDeltaPerspectiveFactor(baseLength + length(clampedpos) * texture_size * radius);
clampedpos = clampedpos * texture_size * perspectiveFactor * radius * perspectiveFactor + smTexCoord.xy;
clampedpos = poissonDisk[x] * scale_factor + smTexCoord.xy;
visibility += getHardShadow(shadowsampler, clampedpos.xy, realDistance);
}
@ -344,65 +303,57 @@ float getShadow(sampler2D shadowsampler, vec2 smTexCoord, float realDistance)
vec4 getShadowColor(sampler2D shadowsampler, vec2 smTexCoord, float realDistance)
{
vec2 clampedpos;
vec4 visibility = vec4(0.0);
float radius = getPenumbraRadius(shadowsampler, smTexCoord, realDistance, 1.0);
float radius = getPenumbraRadius(shadowsampler, smTexCoord, realDistance);
if (radius < 0.1) {
// we are in the middle of even brightness, no need for filtering
return getHardShadowColor(shadowsampler, smTexCoord.xy, realDistance);
}
float baseLength = getBaseLength(smTexCoord);
float perspectiveFactor;
float texture_size = 1.0 / (f_textureresolution * 0.5);
float y, x;
float bound = clamp(PCFBOUND * (1 - baseLength), PCFBOUND / 2, PCFBOUND);
int n = 0;
vec2 clampedpos;
vec4 visibility = vec4(0.0);
float x, y;
float bound = (1 + 0.5 * int(SOFTSHADOWRADIUS > 1.0)) * PCFBOUND; // scale max bound for soft shadows
bound = clamp(0.5 * (4.0 * radius - 1.0), 0.5, bound);
float scale_factor = radius / bound / f_textureresolution;
float n = 0.0;
// basic PCF filter
for (y = -bound; y <= bound; y += 1.0)
for (x = -bound; x <= bound; x += 1.0) {
clampedpos = vec2(x,y); // screen offset
perspectiveFactor = getDeltaPerspectiveFactor(baseLength + length(clampedpos) * texture_size * radius / bound);
clampedpos = clampedpos * texture_size * perspectiveFactor * radius * perspectiveFactor / bound + smTexCoord.xy; // both dx,dy and radius are adjusted
clampedpos = vec2(x,y) * scale_factor + smTexCoord.xy;
visibility += getHardShadowColor(shadowsampler, clampedpos.xy, realDistance);
n += 1;
n += 1.0;
}
return visibility / n;
return visibility / max(n, 1.0);
}
#else
float getShadow(sampler2D shadowsampler, vec2 smTexCoord, float realDistance)
{
vec2 clampedpos;
float visibility = 0.0;
float radius = getPenumbraRadius(shadowsampler, smTexCoord, realDistance, 1.0);
float radius = getPenumbraRadius(shadowsampler, smTexCoord, realDistance);
if (radius < 0.1) {
// we are in the middle of even brightness, no need for filtering
return getHardShadow(shadowsampler, smTexCoord.xy, realDistance);
}
float baseLength = getBaseLength(smTexCoord);
float perspectiveFactor;
float texture_size = 1.0 / (f_textureresolution * 0.5);
float y, x;
float bound = clamp(PCFBOUND * (1 - baseLength), PCFBOUND / 2, PCFBOUND);
int n = 0;
vec2 clampedpos;
float visibility = 0.0;
float x, y;
float bound = (1 + 0.5 * int(SOFTSHADOWRADIUS > 1.0)) * PCFBOUND; // scale max bound for soft shadows
bound = clamp(0.5 * (4.0 * radius - 1.0), 0.5, bound);
float scale_factor = radius / bound / f_textureresolution;
float n = 0.0;
// basic PCF filter
for (y = -bound; y <= bound; y += 1.0)
for (x = -bound; x <= bound; x += 1.0) {
clampedpos = vec2(x,y); // screen offset
perspectiveFactor = getDeltaPerspectiveFactor(baseLength + length(clampedpos) * texture_size * radius / bound);
clampedpos = clampedpos * texture_size * perspectiveFactor * radius * perspectiveFactor / bound + smTexCoord.xy; // both dx,dy and radius are adjusted
clampedpos = vec2(x,y) * scale_factor + smTexCoord.xy;
visibility += getHardShadow(shadowsampler, clampedpos.xy, realDistance);
n += 1;
n += 1.0;
}
return visibility / n;
return visibility / max(n, 1.0);
}
#endif
@ -489,7 +440,6 @@ void main(void)
shadow_color = visibility.gba;
#else
if (cosLight > 0.0 || f_normal_length < 1e-3)
if (cosLight > 0.0)
shadow_int = getShadow(ShadowMapSampler, posLightSpace.xy, posLightSpace.z);
else
shadow_int = 1.0;
@ -540,6 +490,6 @@ void main(void)
- fogShadingParameter * length(eyeVec) / fogDistance, 0.0, 1.0);
col = mix(skyBgColor, col, clarity);
col = vec4(col.rgb, base.a);
gl_FragColor = col;
}

View File

@ -30,6 +30,7 @@ centroid varying vec2 varTexCoord;
varying float adj_shadow_strength;
varying float f_normal_length;
varying vec3 shadow_position;
varying float perspective_factor;
#endif
varying vec3 eyeVec;
@ -162,6 +163,7 @@ void main(void)
shadow_position = applyPerspectiveDistortion(m_ShadowViewProj * mWorld * (inVertexPosition + vec4(normalOffsetScale * nNormal, 0.0))).xyz;
shadow_position.z -= z_bias;
perspective_factor = pFactor;
if (f_timeofday < 0.2) {
adj_shadow_strength = f_shadow_strength * 0.5 *

View File

@ -62,7 +62,8 @@ Where `<gameid>` is unique to each game.
The game directory can contain the following files:
* `game.conf`, with the following keys:
* `name`: Required, a human readable title to address the game, e.g. `name = Minetest`.
* `title`: Required, a human-readable title to address the game, e.g. `title = Minetest Game`.
* `name`: (Deprecated) same as title.
* `description`: Short description to be shown in the content tab
* `allowed_mapgens = <comma-separated mapgens>`
e.g. `allowed_mapgens = v5,v6,flat`

View File

@ -246,13 +246,14 @@ Package - content which is downloadable from the content db, may or may not be i
* core.get_texturepath() (possible in async calls)
* returns path to default textures
* core.get_game(index)
* `name` in return value is deprecated, use `title` instead.
* returns:
{
id = <id>,
path = <full path to game>,
gamemods_path = <path>,
name = <name of game>,
title = <title of game>,
menuicon_path = <full path to menuicon>,
author = "author",
DEPRECATED:
@ -264,8 +265,9 @@ Package - content which is downloadable from the content db, may or may not be i
* returns
{
name = "name of content",
name = "technical_id",
type = "mod" or "modpack" or "game" or "txp",
title = "Human readable title",
description = "description",
author = "author",
path = "path/to/content",

View File

@ -1,2 +1,2 @@
name = Development Test
title = Development Test
description = Testing environment to help with testing the engine features of Minetest. It can also be helpful in mod development.

View File

@ -164,8 +164,13 @@ static int traversetable (global_State *g, Table *h) {
markobject(g, h->metatable);
mode = gfasttm(g, h->metatable, TM_MODE);
if (mode && ttisstring(mode)) { /* is there a weak mode? */
weakkey = (strchr(svalue(mode), 'k') != NULL);
weakvalue = (strchr(svalue(mode), 'v') != NULL);
// Android's 'FORTIFY libc' calls __builtin_object_size on the argument of strchr.
// This produces an incorrect size for the expression `svalue(mode)`, causing
// an assertion. By placing it in a temporary, __builtin_object_size returns
// -1 (for unknown size) which functions correctly.
const char *tmp = svalue(mode);
weakkey = (strchr(tmp, 'k') != NULL);
weakvalue = (strchr(tmp, 'v') != NULL);
if (weakkey || weakvalue) { /* is really weak? */
h->marked &= ~(KEYWEAK | VALUEWEAK); /* clear bits */
h->marked |= cast_byte((weakkey << KEYWEAKBIT) |

View File

@ -48,7 +48,8 @@ with this program; if not, write to the Free Software Foundation, Inc.,
Camera::Camera(MapDrawControl &draw_control, Client *client, RenderingEngine *rendering_engine):
m_draw_control(draw_control),
m_client(client)
m_client(client),
m_player_light_color(0xFFFFFFFF)
{
auto smgr = rendering_engine->get_scene_manager();
// note: making the camera node a child of the player node
@ -154,8 +155,10 @@ void Camera::step(f32 dtime)
bool was_under_zero = m_wield_change_timer < 0;
m_wield_change_timer = MYMIN(m_wield_change_timer + dtime, 0.125);
if (m_wield_change_timer >= 0 && was_under_zero)
if (m_wield_change_timer >= 0 && was_under_zero) {
m_wieldnode->setItem(m_wield_item_next, m_client);
m_wieldnode->setNodeLightColor(m_player_light_color);
}
if (m_view_bobbing_state != 0)
{
@ -556,7 +559,8 @@ void Camera::update(LocalPlayer* player, f32 frametime, f32 tool_reload_ratio)
m_wieldnode->setPosition(wield_position);
m_wieldnode->setRotation(wield_rotation);
m_wieldnode->setNodeLightColor(player->light_color);
m_player_light_color = player->light_color;
m_wieldnode->setNodeLightColor(m_player_light_color);
// Set render distance
updateViewingRange();

View File

@ -291,4 +291,7 @@ private:
std::list<Nametag *> m_nametags;
bool m_show_nametag_backgrounds;
// Last known light color of the player
video::SColor m_player_light_color;
};

View File

@ -789,16 +789,18 @@ void Client::peerAdded(con::Peer *peer)
infostream << "Client::peerAdded(): peer->id="
<< peer->id << std::endl;
}
void Client::deletingPeer(con::Peer *peer, bool timeout)
{
infostream << "Client::deletingPeer(): "
"Server Peer is getting deleted "
<< "(timeout=" << timeout << ")" << std::endl;
if (timeout) {
m_access_denied = true;
m_access_denied = true;
if (timeout)
m_access_denied_reason = gettext("Connection timed out.");
}
else
m_access_denied_reason = gettext("Connection aborted (protocol error?).");
}
/*

View File

@ -304,6 +304,7 @@ void ClientEnvironment::step(float dtime)
node_at_lplayer = m_map->getNode(p);
u16 light = getInteriorLight(node_at_lplayer, 0, m_client->ndef());
lplayer->light_color = encode_light(light, 0); // this transfers light.alpha
final_color_blend(&lplayer->light_color, light, day_night_ratio);
}

View File

@ -449,15 +449,7 @@ void ClientMap::renderMap(video::IVideoDriver* driver, s32 pass)
drawcall_count += draw_order.size();
for (auto &descriptor : draw_order) {
scene::IMeshBuffer *buf;
if (descriptor.m_use_partial_buffer) {
descriptor.m_partial_buffer->beforeDraw();
buf = descriptor.m_partial_buffer->getBuffer();
}
else {
buf = descriptor.m_buffer;
}
scene::IMeshBuffer *buf = descriptor.getBuffer();
// Check and abort if the machine is swapping a lot
if (draw.getTimerTime() > 2000) {
@ -489,6 +481,8 @@ void ClientMap::renderMap(video::IVideoDriver* driver, s32 pass)
// Do not enable filter on shadow texture to avoid visual artifacts
// with colored shadows.
// Filtering is done in shader code anyway
layer.BilinearFilter = false;
layer.AnisotropicFilter = false;
layer.TrilinearFilter = false;
}
driver->setMaterial(material);
@ -499,7 +493,7 @@ void ClientMap::renderMap(video::IVideoDriver* driver, s32 pass)
m.setTranslation(block_wpos - offset);
driver->setTransform(video::ETS_WORLD, m);
driver->drawMeshBuffer(buf);
descriptor.draw(driver);
vertex_count += buf->getIndexCount();
}
@ -810,15 +804,7 @@ void ClientMap::renderMapShadows(video::IVideoDriver *driver,
drawcall_count += draw_order.size();
for (auto &descriptor : draw_order) {
scene::IMeshBuffer *buf;
if (descriptor.m_use_partial_buffer) {
descriptor.m_partial_buffer->beforeDraw();
buf = descriptor.m_partial_buffer->getBuffer();
}
else {
buf = descriptor.m_buffer;
}
scene::IMeshBuffer *buf = descriptor.getBuffer();
// Check and abort if the machine is swapping a lot
if (draw.getTimerTime() > 1000) {
@ -843,7 +829,7 @@ void ClientMap::renderMapShadows(video::IVideoDriver *driver,
m.setTranslation(block_wpos - offset);
driver->setTransform(video::ETS_WORLD, m);
driver->drawMeshBuffer(buf);
descriptor.draw(driver);
vertex_count += buf->getIndexCount();
}
@ -964,3 +950,18 @@ void ClientMap::updateTransparentMeshBuffers()
m_needs_update_transparent_meshes = false;
}
scene::IMeshBuffer* ClientMap::DrawDescriptor::getBuffer()
{
return m_use_partial_buffer ? m_partial_buffer->getBuffer() : m_buffer;
}
void ClientMap::DrawDescriptor::draw(video::IVideoDriver* driver)
{
if (m_use_partial_buffer) {
m_partial_buffer->beforeDraw();
driver->drawMeshBuffer(m_partial_buffer->getBuffer());
m_partial_buffer->afterDraw();
} else {
driver->drawMeshBuffer(m_buffer);
}
}

View File

@ -174,6 +174,9 @@ private:
DrawDescriptor(v3s16 pos, const PartialMeshBuffer *buffer) :
m_pos(pos), m_partial_buffer(buffer), m_reuse_material(false), m_use_partial_buffer(true)
{}
scene::IMeshBuffer* getBuffer();
void draw(video::IVideoDriver* driver);
};
Client *m_client;

View File

@ -920,12 +920,8 @@ void GenericCAO::setNodeLight(const video::SColor &light_color)
if (m_prop.visual == "upright_sprite") {
if (!m_meshnode)
return;
scene::IMesh *mesh = m_meshnode->getMesh();
for (u32 i = 0; i < mesh->getMeshBufferCount(); ++i) {
scene::IMeshBuffer *buf = mesh->getMeshBuffer(i);
buf->getMaterial().EmissiveColor = light_color;
}
for (u32 i = 0; i < m_meshnode->getMaterialCount(); ++i)
m_meshnode->getMaterial(i).EmissiveColor = light_color;
} else {
scene::ISceneNode *node = getSceneNode();
if (!node)

View File

@ -1204,15 +1204,16 @@ void MapBlockBspTree::traverse(s32 node, v3f viewpoint, std::vector<s32> &output
void PartialMeshBuffer::beforeDraw() const
{
// Patch the indexes in the mesh buffer before draw
m_buffer->Indices.clear();
if (!m_vertex_indexes.empty()) {
for (auto index : m_vertex_indexes)
m_buffer->Indices.push_back(index);
}
m_buffer->Indices = std::move(m_vertex_indexes);
m_buffer->setDirty(scene::EBT_INDEX);
}
void PartialMeshBuffer::afterDraw() const
{
// Take the data back
m_vertex_indexes = std::move(m_buffer->Indices.steal());
}
/*
MapBlockMesh
*/
@ -1582,7 +1583,7 @@ void MapBlockMesh::updateTransparentBuffers(v3f camera_pos, v3s16 block_pos)
const auto &t = m_transparent_triangles[i];
if (current_buffer != t.buffer) {
if (current_buffer) {
m_transparent_buffers.emplace_back(current_buffer, current_strain);
m_transparent_buffers.emplace_back(current_buffer, std::move(current_strain));
current_strain.clear();
}
current_buffer = t.buffer;
@ -1593,7 +1594,7 @@ void MapBlockMesh::updateTransparentBuffers(v3f camera_pos, v3s16 block_pos)
}
if (!current_strain.empty())
m_transparent_buffers.emplace_back(current_buffer, current_strain);
m_transparent_buffers.emplace_back(current_buffer, std::move(current_strain));
}
void MapBlockMesh::consolidateTransparentBuffers()
@ -1607,7 +1608,7 @@ void MapBlockMesh::consolidateTransparentBuffers()
for (const auto &t : m_transparent_triangles) {
if (current_buffer != t.buffer) {
if (current_buffer != nullptr) {
this->m_transparent_buffers.emplace_back(current_buffer, current_strain);
this->m_transparent_buffers.emplace_back(current_buffer, std::move(current_strain));
current_strain.clear();
}
current_buffer = t.buffer;
@ -1618,7 +1619,7 @@ void MapBlockMesh::consolidateTransparentBuffers()
}
if (!current_strain.empty()) {
this->m_transparent_buffers.emplace_back(current_buffer, current_strain);
this->m_transparent_buffers.emplace_back(current_buffer, std::move(current_strain));
}
}

View File

@ -140,20 +140,31 @@ private:
s32 root = -1; // index of the root node
};
/*
* PartialMeshBuffer
*
* Attach alternate `Indices` to an existing mesh buffer, to make it possible to use different
* indices with the same vertex buffer.
*
* Irrlicht does not currently support this: `CMeshBuffer` ties together a single vertex buffer
* and a single index buffer. There's no way to share these between mesh buffers.
*
*/
class PartialMeshBuffer
{
public:
PartialMeshBuffer(scene::SMeshBuffer *buffer, const std::vector<u16> &vertex_indexes) :
m_buffer(buffer), m_vertex_indexes(vertex_indexes)
PartialMeshBuffer(scene::SMeshBuffer *buffer, std::vector<u16> &&vertex_indexes) :
m_buffer(buffer), m_vertex_indexes(std::move(vertex_indexes))
{}
scene::IMeshBuffer *getBuffer() const { return m_buffer; }
const std::vector<u16> &getVertexIndexes() const { return m_vertex_indexes; }
void beforeDraw() const;
void afterDraw() const;
private:
scene::SMeshBuffer *m_buffer;
std::vector<u16> m_vertex_indexes;
mutable std::vector<u16> m_vertex_indexes;
};
/*

View File

@ -771,6 +771,8 @@ ShaderInfo ShaderSource::generateShader(const std::string &name,
shaders_header << "#define SOFTSHADOWRADIUS " << shadow_soft_radius << "\n";
}
shaders_header << "#line 0\n"; // reset the line counter for meaningful diagnostics
std::string common_header = shaders_header.str();
std::string vertex_shader = m_sourcecache.getOrLoad(name, "opengl_vertex.glsl");

View File

@ -670,6 +670,7 @@ std::string ShadowRenderer::readShaderFile(const std::string &path)
std::string prefix;
if (m_shadow_map_colored)
prefix.append("#define COLORED_SHADOWS 1\n");
prefix.append("#line 0\n");
std::string content;
fs::ReadFile(path, content);

View File

@ -96,7 +96,12 @@ void parseContentInfo(ContentSpec &spec)
Settings conf;
if (!conf_path.empty() && conf.readConfigFile(conf_path.c_str())) {
if (conf.exists("name"))
if (conf.exists("title"))
spec.title = conf.get("title");
else if (spec.type == "game" && conf.exists("name"))
spec.title = conf.get("name");
if (spec.type != "game" && conf.exists("name"))
spec.name = conf.get("name");
if (conf.exists("description"))

View File

@ -27,7 +27,14 @@ struct ContentSpec
std::string type;
std::string author;
u32 release = 0;
/// Technical name / Id
std::string name;
/// Human-readable title
std::string title;
/// Short description
std::string desc;
std::string path;
};

View File

@ -17,6 +17,7 @@ with this program; if not, write to the Free Software Foundation, Inc.,
51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
*/
#include <common/c_internal.h>
#include "content/subgames.h"
#include "porting.h"
#include "filesys.h"
@ -45,6 +46,25 @@ bool getGameMinetestConfig(const std::string &game_path, Settings &conf)
}
void SubgameSpec::checkAndLog() const
{
// Log deprecation messages
auto handling_mode = get_deprecated_handling_mode();
if (!deprecation_msgs.empty() && handling_mode != DeprecatedHandlingMode::Ignore) {
std::ostringstream os;
os << "Game " << title << " at " << path << ":" << std::endl;
for (auto msg : deprecation_msgs)
os << "\t" << msg << std::endl;
if (handling_mode == DeprecatedHandlingMode::Error)
throw ModError(os.str());
else
warningstream << os.str();
}
}
struct GameFindPath
{
std::string path;
@ -121,11 +141,13 @@ SubgameSpec findSubgame(const std::string &id)
Settings conf;
conf.readConfigFile(conf_path.c_str());
std::string game_name;
if (conf.exists("name"))
game_name = conf.get("name");
std::string game_title;
if (conf.exists("title"))
game_title = conf.get("title");
else if (conf.exists("name"))
game_title = conf.get("name");
else
game_name = id;
game_title = id;
std::string game_author;
if (conf.exists("author"))
@ -140,8 +162,14 @@ SubgameSpec findSubgame(const std::string &id)
menuicon_path = getImagePath(
game_path + DIR_DELIM + "menu" + DIR_DELIM + "icon.png");
#endif
return SubgameSpec(id, game_path, gamemod_path, mods_paths, game_name,
SubgameSpec spec(id, game_path, gamemod_path, mods_paths, game_title,
menuicon_path, game_author, game_release);
if (conf.exists("name") && !conf.exists("title"))
spec.deprecation_msgs.push_back("\"name\" setting in game.conf is deprecated, please use \"title\" instead");
return spec;
}
SubgameSpec findWorldSubgame(const std::string &world_path)
@ -159,10 +187,12 @@ SubgameSpec findWorldSubgame(const std::string &world_path)
std::string conf_path = world_gamepath + DIR_DELIM + "game.conf";
conf.readConfigFile(conf_path.c_str());
if (conf.exists("name"))
gamespec.name = conf.get("name");
if (conf.exists("title"))
gamespec.title = conf.get("title");
else if (conf.exists("name"))
gamespec.title = conf.get("name");
else
gamespec.name = world_gameid;
gamespec.title = world_gameid;
return gamespec;
}

View File

@ -29,7 +29,7 @@ class Settings;
struct SubgameSpec
{
std::string id;
std::string name;
std::string title;
std::string author;
int release;
std::string path;
@ -41,20 +41,24 @@ struct SubgameSpec
std::unordered_map<std::string, std::string> addon_mods_paths;
std::string menuicon_path;
// For logging purposes
std::vector<const char *> deprecation_msgs;
SubgameSpec(const std::string &id = "", const std::string &path = "",
const std::string &gamemods_path = "",
const std::unordered_map<std::string, std::string> &addon_mods_paths = {},
const std::string &name = "",
const std::string &title = "",
const std::string &menuicon_path = "",
const std::string &author = "", int release = 0) :
id(id),
name(name), author(author), release(release), path(path),
title(title), author(author), release(release), path(path),
gamemods_path(gamemods_path), addon_mods_paths(addon_mods_paths),
menuicon_path(menuicon_path)
{
}
bool isValid() const { return (!id.empty() && !path.empty()); }
void checkAndLog() const;
};
SubgameSpec findSubgame(const std::string &id);

View File

@ -344,7 +344,7 @@ void set_default_settings()
settings->setDefault("shadow_filters", "1");
settings->setDefault("shadow_poisson_filter", "true");
settings->setDefault("shadow_update_frames", "8");
settings->setDefault("shadow_soft_radius", "1.0");
settings->setDefault("shadow_soft_radius", "5.0");
settings->setDefault("shadow_sky_body_orbit_tilt", "0.0");
// Input

View File

@ -54,25 +54,10 @@ GUIConfirmRegistration::GUIConfirmRegistration(gui::IGUIEnvironment *env,
#endif
}
GUIConfirmRegistration::~GUIConfirmRegistration()
{
removeChildren();
}
void GUIConfirmRegistration::removeChildren()
{
const core::list<gui::IGUIElement *> &children = getChildren();
core::list<gui::IGUIElement *> children_copy;
for (gui::IGUIElement *i : children)
children_copy.push_back(i);
for (gui::IGUIElement *i : children_copy)
i->remove();
}
void GUIConfirmRegistration::regenerateGui(v2u32 screensize)
{
acceptInput();
removeChildren();
removeAllChildren();
/*
Calculate new sizes and positions

View File

@ -34,9 +34,6 @@ public:
s32 id, IMenuManager *menumgr, Client *client,
const std::string &playername, const std::string &password,
bool *aborted, ISimpleTextureSource *tsrc);
~GUIConfirmRegistration();
void removeChildren();
/*
Remove and re-add (or reposition) stuff
*/

View File

@ -127,7 +127,8 @@ GUIFormSpecMenu::GUIFormSpecMenu(JoystickController *joystick,
GUIFormSpecMenu::~GUIFormSpecMenu()
{
removeChildren();
removeAllChildren();
removeTooltip();
for (auto &table_it : m_tables)
table_it.second->drop();
@ -174,14 +175,8 @@ void GUIFormSpecMenu::create(GUIFormSpecMenu *&cur_formspec, Client *client,
}
}
void GUIFormSpecMenu::removeChildren()
void GUIFormSpecMenu::removeTooltip()
{
const core::list<gui::IGUIElement*> &children = getChildren();
while (!children.empty()) {
(*children.getLast())->remove();
}
if (m_tooltip_element) {
m_tooltip_element->remove();
m_tooltip_element->drop();
@ -199,16 +194,7 @@ void GUIFormSpecMenu::setInitialFocus()
// 5. first focusable (not statictext, not tabheader)
// 6. first child element
core::list<gui::IGUIElement*> children = getChildren();
// in case "children" contains any NULL elements, remove them
for (core::list<gui::IGUIElement*>::Iterator it = children.begin();
it != children.end();) {
if (*it)
++it;
else
it = children.erase(it);
}
const auto& children = getChildren();
// 1. first empty editbox
for (gui::IGUIElement *it : children) {
@ -236,8 +222,7 @@ void GUIFormSpecMenu::setInitialFocus()
}
// 4. last button
for (core::list<gui::IGUIElement*>::Iterator it = children.getLast();
it != children.end(); --it) {
for (auto it = children.rbegin(); it != children.rend(); ++it) {
if ((*it)->getType() == gui::EGUIET_BUTTON) {
Environment->setFocus(*it);
return;
@ -257,7 +242,7 @@ void GUIFormSpecMenu::setInitialFocus()
if (children.empty())
Environment->setFocus(this);
else
Environment->setFocus(*(children.begin()));
Environment->setFocus(children.front());
}
GUITable* GUIFormSpecMenu::getTable(const std::string &tablename)
@ -3045,7 +3030,8 @@ void GUIFormSpecMenu::regenerateGui(v2u32 screensize)
}
// Remove children
removeChildren();
removeAllChildren();
removeTooltip();
for (auto &table_it : m_tables)
table_it.second->drop();
@ -3341,7 +3327,7 @@ void GUIFormSpecMenu::regenerateGui(v2u32 screensize)
pos_offset = v2f32();
// used for formspec versions < 3
core::list<IGUIElement *>::Iterator legacy_sort_start = Children.getLast();
std::list<IGUIElement *>::iterator legacy_sort_start = std::prev(Children.end()); // last element
if (enable_prepends) {
// Backup the coordinates so that prepends can use the coordinates of choice.
@ -3356,7 +3342,7 @@ void GUIFormSpecMenu::regenerateGui(v2u32 screensize)
// legacy sorting for formspec versions < 3
if (m_formspec_version >= 3)
// prepends do not need to be reordered
legacy_sort_start = Children.getLast();
legacy_sort_start = std::prev(Children.end()); // last element
else if (version_backup >= 3)
// only prepends elements have to be reordered
legacySortElements(legacy_sort_start);
@ -3437,7 +3423,7 @@ void GUIFormSpecMenu::regenerateGui(v2u32 screensize)
}
}
void GUIFormSpecMenu::legacySortElements(core::list<IGUIElement *>::Iterator from)
void GUIFormSpecMenu::legacySortElements(std::list<IGUIElement *>::iterator from)
{
/*
Draw order for formspec_version <= 2:
@ -3454,17 +3440,16 @@ void GUIFormSpecMenu::legacySortElements(core::list<IGUIElement *>::Iterator fro
if (from == Children.end())
from = Children.begin();
else
from++;
++from;
core::list<IGUIElement *>::Iterator to = Children.end();
std::list<IGUIElement *>::iterator to = Children.end();
// 1: Copy into a sortable container
std::vector<IGUIElement *> elements;
for (auto it = from; it != to; ++it)
elements.emplace_back(*it);
std::vector<IGUIElement *> elements(from, to);
// 2: Sort the container
std::stable_sort(elements.begin(), elements.end(),
[this] (const IGUIElement *a, const IGUIElement *b) -> bool {
// TODO: getSpecByID is a linear search. It should made O(1), or cached here.
const FieldSpec *spec_a = getSpecByID(a->getID());
const FieldSpec *spec_b = getSpecByID(b->getID());
return spec_a && spec_b &&
@ -3472,10 +3457,7 @@ void GUIFormSpecMenu::legacySortElements(core::list<IGUIElement *>::Iterator fro
});
// 3: Re-assign the pointers
for (auto e : elements) {
*from = e;
from++;
}
reorderChildren(from, to, elements);
}
#ifdef __ANDROID__
@ -3600,12 +3582,11 @@ void GUIFormSpecMenu::drawMenu()
/*
This is where all the drawing happens.
*/
core::list<IGUIElement*>::Iterator it = Children.begin();
for (; it != Children.end(); ++it)
if ((*it)->isNotClipped() ||
for (auto child : Children)
if (child->isNotClipped() ||
AbsoluteClippingRect.isRectCollided(
(*it)->getAbsolutePosition()))
(*it)->draw();
child->getAbsolutePosition()))
child->draw();
for (gui::IGUIElement *e : m_clickthrough_elements)
e->setVisible(false);

View File

@ -212,7 +212,7 @@ public:
m_lockscreensize = basescreensize;
}
void removeChildren();
void removeTooltip();
void setInitialFocus();
void setFocus(const std::string &elementname)
@ -467,7 +467,7 @@ private:
* types were drawn before others.
* This function sorts the elements in the old order for backwards compatibility.
*/
void legacySortElements(core::list<IGUIElement *>::Iterator from);
void legacySortElements(std::list<IGUIElement *>::iterator from);
int m_btn_height;
gui::IGUIFont *m_font = nullptr;

View File

@ -103,7 +103,8 @@ GUIKeyChangeMenu::GUIKeyChangeMenu(gui::IGUIEnvironment* env,
GUIKeyChangeMenu::~GUIKeyChangeMenu()
{
removeChildren();
removeAllChildren();
key_used_text = nullptr;
for (key_setting *ks : key_settings) {
delete[] ks->button_name;
@ -112,23 +113,10 @@ GUIKeyChangeMenu::~GUIKeyChangeMenu()
key_settings.clear();
}
void GUIKeyChangeMenu::removeChildren()
{
const core::list<gui::IGUIElement*> &children = getChildren();
core::list<gui::IGUIElement*> children_copy;
for (gui::IGUIElement*i : children) {
children_copy.push_back(i);
}
for (gui::IGUIElement *i : children_copy) {
i->remove();
}
key_used_text = nullptr;
}
void GUIKeyChangeMenu::regenerateGui(v2u32 screensize)
{
removeChildren();
removeAllChildren();
key_used_text = nullptr;
const float s = m_gui_scale;
DesiredRect = core::rect<s32>(

View File

@ -46,7 +46,6 @@ public:
IMenuManager *menumgr, ISimpleTextureSource *tsrc);
~GUIKeyChangeMenu();
void removeChildren();
/*
Remove and re-add (or reposition) stuff
*/

View File

@ -51,23 +51,6 @@ GUIPasswordChange::GUIPasswordChange(gui::IGUIEnvironment* env,
{
}
GUIPasswordChange::~GUIPasswordChange()
{
removeChildren();
}
void GUIPasswordChange::removeChildren()
{
const core::list<gui::IGUIElement *> &children = getChildren();
core::list<gui::IGUIElement *> children_copy;
for (gui::IGUIElement *i : children) {
children_copy.push_back(i);
}
for (gui::IGUIElement *i : children_copy) {
i->remove();
}
}
void GUIPasswordChange::regenerateGui(v2u32 screensize)
{
/*
@ -78,7 +61,7 @@ void GUIPasswordChange::regenerateGui(v2u32 screensize)
/*
Remove stuff
*/
removeChildren();
removeAllChildren();
/*
Calculate new sizes and positions

View File

@ -31,9 +31,7 @@ public:
GUIPasswordChange(gui::IGUIEnvironment *env, gui::IGUIElement *parent, s32 id,
IMenuManager *menumgr, Client *client,
ISimpleTextureSource *tsrc);
~GUIPasswordChange();
void removeChildren();
/*
Remove and re-add (or reposition) stuff
*/

View File

@ -32,13 +32,12 @@ GUIFileSelectMenu::GUIFileSelectMenu(gui::IGUIEnvironment* env,
GUIFileSelectMenu::~GUIFileSelectMenu()
{
removeChildren();
setlocale(LC_NUMERIC, "C");
}
void GUIFileSelectMenu::regenerateGui(v2u32 screensize)
{
removeChildren();
removeAllChildren();
m_fileOpenDialog = 0;
core::dimension2du size(600 * m_gui_scale, 400 * m_gui_scale);

View File

@ -59,12 +59,11 @@ bool GUIScrollContainer::OnEvent(const SEvent &event)
void GUIScrollContainer::draw()
{
if (isVisible()) {
core::list<IGUIElement *>::Iterator it = Children.begin();
for (; it != Children.end(); ++it)
if ((*it)->isNotClipped() ||
for (auto child : Children)
if (child->isNotClipped() ||
AbsoluteClippingRect.isRectCollided(
(*it)->getAbsolutePosition()))
(*it)->draw();
child->getAbsolutePosition()))
child->draw();
}
}

View File

@ -45,32 +45,12 @@ GUIVolumeChange::GUIVolumeChange(gui::IGUIEnvironment* env,
{
}
GUIVolumeChange::~GUIVolumeChange()
{
removeChildren();
}
void GUIVolumeChange::removeChildren()
{
if (gui::IGUIElement *e = getElementFromId(ID_soundText))
e->remove();
if (gui::IGUIElement *e = getElementFromId(ID_soundExitButton))
e->remove();
if (gui::IGUIElement *e = getElementFromId(ID_soundSlider))
e->remove();
if (gui::IGUIElement *e = getElementFromId(ID_soundMuteButton))
e->remove();
}
void GUIVolumeChange::regenerateGui(v2u32 screensize)
{
/*
Remove stuff
*/
removeChildren();
removeAllChildren();
/*
Calculate new sizes and positions
*/

View File

@ -31,9 +31,6 @@ public:
GUIVolumeChange(gui::IGUIEnvironment* env,
gui::IGUIElement* parent, s32 id,
IMenuManager *menumgr, ISimpleTextureSource *tsrc);
~GUIVolumeChange();
void removeChildren();
/*
Remove and re-add (or reposition) stuff
*/

View File

@ -64,10 +64,6 @@ public:
// Remove all entries if there are duplicates
m_stack.remove(menu);
/*core::list<GUIModalMenu*>::Iterator i = m_stack.getLast();
assert(*i == menu);
m_stack.erase(i);*/
if(!m_stack.empty())
m_stack.back()->setVisible(true);
}

View File

@ -108,19 +108,6 @@ void GUIModalMenu::quitMenu()
#endif
}
void GUIModalMenu::removeChildren()
{
const core::list<gui::IGUIElement *> &children = getChildren();
core::list<gui::IGUIElement *> children_copy;
for (gui::IGUIElement *i : children) {
children_copy.push_back(i);
}
for (gui::IGUIElement *i : children_copy) {
i->remove();
}
}
// clang-format off
bool GUIModalMenu::DoubleClickDetection(const SEvent &event)
{

View File

@ -47,7 +47,6 @@ public:
bool canTakeFocus(gui::IGUIElement *e);
void draw();
void quitMenu();
void removeChildren();
virtual void regenerateGui(v2u32 screensize) = 0;
virtual void drawMenu() = 0;

View File

@ -292,9 +292,6 @@ shadow_offset(0), shadow_alpha(0), fallback(0)
Driver->grab();
setInvisibleCharacters(L" ");
// Glyphs aren't reference counted, so don't try to delete them when we free the array.
Glyphs.set_free_when_destroyed(false);
}
bool CGUITTFont::load(const io::path& filename, const u32 size, const bool antialias, const bool transparency)
@ -411,8 +408,7 @@ CGUITTFont::~CGUITTFont()
{
// Delete the glyphs and glyph pages.
reset_images();
CGUITTAssistDelete::Delete(Glyphs);
//Glyphs.clear();
Glyphs.clear();
// We aren't using this face anymore.
auto n = c_faces.find(filename);
@ -675,6 +671,8 @@ void CGUITTFont::draw(const EnrichedString &text, const core::rect<s32>& positio
update_glyph_pages();
auto it = Render_Map.begin();
auto ie = Render_Map.end();
core::array<core::vector2di> tmp_positions;
core::array<core::recti> tmp_source_rects;
while (it != ie)
{
CGUITTGlyphPage* page = it->second;
@ -696,10 +694,8 @@ void CGUITTFont::draw(const EnrichedString &text, const core::rect<s32>& positio
do
++i;
while (i < page->render_positions.size() && page->render_colors[i] == colprev);
core::array<core::vector2di> tmp_positions;
core::array<core::recti> tmp_source_rects;
tmp_positions.set_pointer(&page->render_positions[ibegin], i - ibegin, false, false); // no copy
tmp_source_rects.set_pointer(&page->render_source_rects[ibegin], i - ibegin, false, false);
tmp_positions.set_data(&page->render_positions[ibegin], i - ibegin);
tmp_source_rects.set_data(&page->render_source_rects[ibegin], i - ibegin);
--i;
if (!use_transparency)

View File

@ -37,6 +37,7 @@
#include <map>
#include <irrUString.h>
#include "util/enriched_string.h"
#include "util/basic_macros.h"
#include FT_FREETYPE_H
namespace irr
@ -46,23 +47,34 @@ namespace gui
struct SGUITTFace;
class CGUITTFont;
//! Class to assist in deleting glyphs.
class CGUITTAssistDelete
{
public:
template <class T, typename TAlloc>
static void Delete(core::array<T, TAlloc>& a)
{
TAlloc allocator;
allocator.deallocate(a.pointer());
}
};
//! Structure representing a single TrueType glyph.
struct SGUITTGlyph
{
//! Constructor.
SGUITTGlyph() : isLoaded(false), glyph_page(0), surface(0), parent(0) {}
SGUITTGlyph() :
isLoaded(false),
glyph_page(0),
source_rect(),
offset(),
advance(),
surface(0),
parent(0)
{}
DISABLE_CLASS_COPY(SGUITTGlyph);
//! This class would be trivially copyable except for the reference count on `surface`.
SGUITTGlyph(SGUITTGlyph &&other) :
isLoaded(other.isLoaded),
glyph_page(other.glyph_page),
source_rect(other.source_rect),
offset(other.offset),
advance(other.advance),
surface(other.surface),
parent(other.parent)
{
other.surface = 0;
}
//! Destructor.
~SGUITTGlyph() { unload(); }

View File

@ -304,7 +304,11 @@ int ModApiMainMenu::l_get_games(lua_State *L)
lua_settable(L, top_lvl2);
lua_pushstring(L, "name");
lua_pushstring(L, game.name.c_str());
lua_pushstring(L, game.title.c_str());
lua_settable(L, top_lvl2);
lua_pushstring(L, "title");
lua_pushstring(L, game.title.c_str());
lua_settable(L, top_lvl2);
lua_pushstring(L, "author");
@ -356,6 +360,11 @@ int ModApiMainMenu::l_get_content_info(lua_State *L)
lua_pushstring(L, spec.author.c_str());
lua_setfield(L, -2, "author");
if (!spec.title.empty()) {
lua_pushstring(L, spec.title.c_str());
lua_setfield(L, -2, "title");
}
lua_pushinteger(L, spec.release);
lua_setfield(L, -2, "release");

View File

@ -440,6 +440,7 @@ void Server::init()
m_script->loadMod(getBuiltinLuaPath() + DIR_DELIM "init.lua", BUILTIN_MOD_NAME);
m_gamespec.checkAndLog();
m_modmgr->loadMods(m_script);
// Read Textures and calculate sha1 sums
@ -3109,7 +3110,7 @@ std::string Server::getStatusString()
// Version
os << "version: " << g_version_string;
// Game
os << " | game: " << (m_gamespec.name.empty() ? m_gamespec.id : m_gamespec.name);
os << " | game: " << (m_gamespec.title.empty() ? m_gamespec.id : m_gamespec.title);
// Uptime
os << " | uptime: " << duration_to_string((int) m_uptime_counter->get());
// Max lag estimate

View File

@ -362,7 +362,7 @@ struct TestMapBlock: public TestBase
MapNode node;
bool position_valid;
core::list<v3s16> validity_exceptions;
std::list<v3s16> validity_exceptions;
TC()
{
@ -373,7 +373,7 @@ struct TestMapBlock: public TestBase
{
//return position_valid ^ (p==position_valid_exception);
bool exception = false;
for(core::list<v3s16>::Iterator i=validity_exceptions.begin();
for(std::list<v3s16>::iterator i=validity_exceptions.begin();
i != validity_exceptions.end(); i++)
{
if(p == *i)

View File

@ -80,7 +80,7 @@ class TestFailedException : public std::exception {
<< #expected << std::endl \
<< " at " << fs::GetFilenameFromPath(__FILE__) << ":" \
<< __LINE__ << std::endl \
<< " actual: " << a << std::endl << " expected: " \
<< " actual : " << a << std::endl << " expected: " \
<< e << std::endl; \
throw TestFailedException(); \
} \

View File

@ -169,23 +169,50 @@ void TestSerialization::testDeSerializeLongString()
void TestSerialization::testSerializeJsonString()
{
std::istringstream is(std::ios::binary);
const auto reset_is = [&] (const std::string &s) {
is.clear();
is.str(s);
};
const auto assert_at_eof = [] (std::istream &is) {
is.get();
UASSERT(is.eof());
};
// Test blank string
UASSERT(serializeJsonString("") == "\"\"");
UASSERTEQ(std::string, serializeJsonString(""), "\"\"");
reset_is("\"\"");
UASSERTEQ(std::string, deSerializeJsonString(is), "");
assert_at_eof(is);
// Test basic string
UASSERT(serializeJsonString("Hello world!") == "\"Hello world!\"");
UASSERTEQ(std::string, serializeJsonString("Hello world!"), "\"Hello world!\"");
reset_is("\"Hello world!\"");
UASSERTEQ(std::string, deSerializeJsonString(is), "Hello world!");
assert_at_eof(is);
// MSVC fails when directly using "\\\\"
std::string backslash = "\\";
UASSERT(serializeJsonString(teststring2) ==
mkstr("\"") +
// Test optional serialization
const std::pair<const char*, const char*> test_pairs[] = {
{ "abc", "abc" },
{ "x y z", "\"x y z\"" },
{ "\"", "\"\\\"\"" },
};
for (auto it : test_pairs) {
UASSERTEQ(std::string, serializeJsonStringIfNeeded(it.first), it.second);
reset_is(it.second);
UASSERTEQ(std::string, deSerializeJsonStringIfNeeded(is), it.first);
assert_at_eof(is);
}
// Test all byte values
const std::string bs = "\\"; // MSVC fails when directly using "\\\\"
const std::string expected = mkstr("\"") +
"\\u0000\\u0001\\u0002\\u0003\\u0004\\u0005\\u0006\\u0007" +
"\\b\\t\\n\\u000b\\f\\r\\u000e\\u000f" +
"\\u0010\\u0011\\u0012\\u0013\\u0014\\u0015\\u0016\\u0017" +
"\\u0018\\u0019\\u001a\\u001b\\u001c\\u001d\\u001e\\u001f" +
" !\\\"" + teststring2.substr(0x23, 0x2f-0x23) +
"\\/" + teststring2.substr(0x30, 0x5c-0x30) +
backslash + backslash + teststring2.substr(0x5d, 0x7f-0x5d) + "\\u007f" +
" !\\\"" + teststring2.substr(0x23, 0x5c-0x23) +
bs + bs + teststring2.substr(0x5d, 0x7f-0x5d) + "\\u007f" +
"\\u0080\\u0081\\u0082\\u0083\\u0084\\u0085\\u0086\\u0087" +
"\\u0088\\u0089\\u008a\\u008b\\u008c\\u008d\\u008e\\u008f" +
"\\u0090\\u0091\\u0092\\u0093\\u0094\\u0095\\u0096\\u0097" +
@ -202,14 +229,31 @@ void TestSerialization::testSerializeJsonString()
"\\u00e8\\u00e9\\u00ea\\u00eb\\u00ec\\u00ed\\u00ee\\u00ef" +
"\\u00f0\\u00f1\\u00f2\\u00f3\\u00f4\\u00f5\\u00f6\\u00f7" +
"\\u00f8\\u00f9\\u00fa\\u00fb\\u00fc\\u00fd\\u00fe\\u00ff" +
"\"");
"\"";
std::string serialized = serializeJsonString(teststring2);
UASSERTEQ(std::string, serialized, expected);
// Test deserialize
std::istringstream is(serializeJsonString(teststring2), std::ios::binary);
UASSERT(deSerializeJsonString(is) == teststring2);
UASSERT(!is.eof());
is.get();
UASSERT(is.eof());
reset_is(serialized);
UASSERTEQ(std::string, deSerializeJsonString(is), teststring2);
UASSERT(!is.eof()); // should have stopped at " so eof must not be set yet
assert_at_eof(is);
// Test that deserialization leaves rest of stream alone
std::string tmp;
reset_is("\"foo\"bar");
UASSERTEQ(std::string, deSerializeJsonString(is), "foo");
std::getline(is, tmp, '\0');
UASSERTEQ(std::string, tmp, "bar");
reset_is("\"x y z\"bar");
UASSERTEQ(std::string, deSerializeJsonStringIfNeeded(is), "x y z");
std::getline(is, tmp, '\0');
UASSERTEQ(std::string, tmp, "bar");
reset_is("foo bar");
UASSERTEQ(std::string, deSerializeJsonStringIfNeeded(is), "foo");
std::getline(is, tmp, '\0');
UASSERTEQ(std::string, tmp, " bar");
}

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@ -18,15 +18,14 @@ with this program; if not, write to the Free Software Foundation, Inc.,
*/
#include "serialize.h"
#include "pointer.h"
#include "porting.h"
#include "util/string.h"
#include "util/hex.h"
#include "exceptions.h"
#include "irrlichttypes.h"
#include <sstream>
#include <iomanip>
#include <vector>
#include <iostream>
#include <cassert>
FloatType g_serialize_f32_type = FLOATTYPE_UNKNOWN;
@ -120,121 +119,148 @@ std::string deSerializeString32(std::istream &is)
}
////
//// JSON
//// JSON-like strings
////
std::string serializeJsonString(const std::string &plain)
{
std::ostringstream os(std::ios::binary);
os << "\"";
std::string tmp;
tmp.reserve(plain.size() + 2);
tmp.push_back('"');
for (char c : plain) {
switch (c) {
case '"':
os << "\\\"";
tmp.append("\\\"");
break;
case '\\':
os << "\\\\";
break;
case '/':
os << "\\/";
tmp.append("\\\\");
break;
case '\b':
os << "\\b";
tmp.append("\\b");
break;
case '\f':
os << "\\f";
tmp.append("\\f");
break;
case '\n':
os << "\\n";
tmp.append("\\n");
break;
case '\r':
os << "\\r";
tmp.append("\\r");
break;
case '\t':
os << "\\t";
tmp.append("\\t");
break;
default: {
if (c >= 32 && c <= 126) {
os << c;
tmp.push_back(c);
} else {
u32 cnum = (u8)c;
os << "\\u" << std::hex << std::setw(4)
<< std::setfill('0') << cnum;
// We pretend that Unicode codepoints map to bytes (they don't)
u8 cnum = static_cast<u8>(c);
tmp.append("\\u00");
tmp.push_back(hex_chars[cnum >> 4]);
tmp.push_back(hex_chars[cnum & 0xf]);
}
break;
}
}
}
os << "\"";
return os.str();
tmp.push_back('"');
return tmp;
}
static void deSerializeJsonString(std::string &s)
{
assert(s.size() >= 2);
assert(s.front() == '"' && s.back() == '"');
size_t w = 0; // write index
size_t i = 1; // read index
const size_t len = s.size() - 1; // string length with trailing quote removed
while (i < len) {
char c = s[i++];
assert(c != '"');
if (c != '\\') {
s[w++] = c;
continue;
}
if (i >= len)
throw SerializationError("JSON string ended prematurely");
char c2 = s[i++];
switch (c2) {
case 'b':
s[w++] = '\b';
break;
case 'f':
s[w++] = '\f';
break;
case 'n':
s[w++] = '\n';
break;
case 'r':
s[w++] = '\r';
break;
case 't':
s[w++] = '\t';
break;
case 'u': {
if (i + 3 >= len)
throw SerializationError("JSON string ended prematurely");
unsigned char v[4] = {};
for (int j = 0; j < 4; j++)
hex_digit_decode(s[i+j], v[j]);
i += 4;
u32 hexnumber = (v[0] << 12) | (v[1] << 8) | (v[2] << 4) | v[3];
// Note that this does not work for anything other than ASCII
// but these functions do not actually interact with real JSON input.
s[w++] = (int) hexnumber;
break;
}
default:
s[w++] = c2;
break;
}
}
assert(w <= i && i <= len);
// Truncate string to current write index
s.resize(w);
}
std::string deSerializeJsonString(std::istream &is)
{
std::ostringstream os(std::ios::binary);
char c, c2;
std::string tmp;
char c;
bool was_backslash = false;
// Parse initial doublequote
is >> c;
c = is.get();
if (c != '"')
throw SerializationError("JSON string must start with doublequote");
tmp.push_back(c);
// Parse characters
// Grab the entire json string
for (;;) {
c = is.get();
if (is.eof())
throw SerializationError("JSON string ended prematurely");
if (c == '"') {
return os.str();
}
if (c == '\\') {
c2 = is.get();
if (is.eof())
throw SerializationError("JSON string ended prematurely");
switch (c2) {
case 'b':
os << '\b';
break;
case 'f':
os << '\f';
break;
case 'n':
os << '\n';
break;
case 'r':
os << '\r';
break;
case 't':
os << '\t';
break;
case 'u': {
int hexnumber;
char hexdigits[4 + 1];
is.read(hexdigits, 4);
if (is.eof())
throw SerializationError("JSON string ended prematurely");
hexdigits[4] = 0;
std::istringstream tmp_is(hexdigits, std::ios::binary);
tmp_is >> std::hex >> hexnumber;
os << (char)hexnumber;
break;
}
default:
os << c2;
break;
}
} else {
os << c;
}
tmp.push_back(c);
if (was_backslash)
was_backslash = false;
else if (c == '\\')
was_backslash = true;
else if (c == '"')
break; // found end of string
}
return os.str();
deSerializeJsonString(tmp);
return tmp;
}
std::string serializeJsonStringIfNeeded(const std::string &s)
@ -248,41 +274,21 @@ std::string serializeJsonStringIfNeeded(const std::string &s)
std::string deSerializeJsonStringIfNeeded(std::istream &is)
{
std::stringstream tmp_os(std::ios_base::binary | std::ios_base::in | std::ios_base::out);
bool expect_initial_quote = true;
bool is_json = false;
bool was_backslash = false;
for (;;) {
char c = is.get();
if (is.eof())
break;
// Check for initial quote
char c = is.peek();
if (is.eof())
return "";
if (expect_initial_quote && c == '"') {
tmp_os << c;
is_json = true;
} else if(is_json) {
tmp_os << c;
if (was_backslash)
was_backslash = false;
else if (c == '\\')
was_backslash = true;
else if (c == '"')
break; // Found end of string
} else {
if (c == ' ') {
// Found end of word
is.unget();
break;
}
tmp_os << c;
}
expect_initial_quote = false;
}
if (is_json) {
return deSerializeJsonString(tmp_os);
if (c == '"') {
// json string: defer to the right implementation
return deSerializeJsonString(is);
}
return tmp_os.str();
// not a json string:
std::string tmp;
std::getline(is, tmp, ' ');
if (!is.eof())
is.unget(); // we hit a space, put it back
return tmp;
}

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@ -47,7 +47,7 @@ done
echo "The compiler runtime DLLs could not be found, they might be missing in the final package."
# Get stuff
irrlicht_version=1.9.0mt5
irrlicht_version=1.9.0mt6
ogg_version=1.3.5
openal_version=1.21.1
vorbis_version=1.3.7

View File

@ -47,7 +47,7 @@ done
echo "The compiler runtime DLLs could not be found, they might be missing in the final package."
# Get stuff
irrlicht_version=1.9.0mt5
irrlicht_version=1.9.0mt6
ogg_version=1.3.5
openal_version=1.21.1
vorbis_version=1.3.7

View File

@ -13,7 +13,7 @@ install_linux_deps() {
shift
pkgs+=(libirrlicht-dev)
else
wget "https://github.com/minetest/irrlicht/releases/download/1.9.0mt5/ubuntu-bionic.tar.gz"
wget "https://github.com/minetest/irrlicht/releases/download/1.9.0mt6/ubuntu-bionic.tar.gz"
sudo tar -xaf ubuntu-bionic.tar.gz -C /usr/local
fi