refacto: protect some RenderingEngine::get_scene_manager

* protect it from Camera, Sky, ClientMap object calls
* rename Game::sky to Game::m_sky
This commit is contained in:
Loic Blot 2021-04-29 08:51:17 +02:00 committed by Loïc Blot
parent 258101a910
commit 1bc855646e
8 changed files with 56 additions and 52 deletions

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@ -43,11 +43,11 @@ with this program; if not, write to the Free Software Foundation, Inc.,
#define WIELDMESH_AMPLITUDE_X 7.0f #define WIELDMESH_AMPLITUDE_X 7.0f
#define WIELDMESH_AMPLITUDE_Y 10.0f #define WIELDMESH_AMPLITUDE_Y 10.0f
Camera::Camera(MapDrawControl &draw_control, Client *client): Camera::Camera(MapDrawControl &draw_control, Client *client, RenderingEngine *rendering_engine):
m_draw_control(draw_control), m_draw_control(draw_control),
m_client(client) m_client(client)
{ {
scene::ISceneManager *smgr = RenderingEngine::get_scene_manager(); auto smgr = rendering_engine->get_scene_manager();
// note: making the camera node a child of the player node // note: making the camera node a child of the player node
// would lead to unexpected behaviour, so we don't do that. // would lead to unexpected behaviour, so we don't do that.
m_playernode = smgr->addEmptySceneNode(smgr->getRootSceneNode()); 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.,
class LocalPlayer; class LocalPlayer;
struct MapDrawControl; struct MapDrawControl;
class Client; class Client;
class RenderingEngine;
class WieldMeshSceneNode; class WieldMeshSceneNode;
struct Nametag struct Nametag
@ -78,7 +79,7 @@ enum CameraMode {CAMERA_MODE_FIRST, CAMERA_MODE_THIRD, CAMERA_MODE_THIRD_FRONT};
class Camera class Camera
{ {
public: public:
Camera(MapDrawControl &draw_control, Client *client); Camera(MapDrawControl &draw_control, Client *client, RenderingEngine *rendering_engine);
~Camera(); ~Camera();
// Get camera scene node. // Get camera scene node.

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@ -110,7 +110,7 @@ Client::Client(
m_rendering_engine(rendering_engine), m_rendering_engine(rendering_engine),
m_mesh_update_thread(this), m_mesh_update_thread(this),
m_env( m_env(
new ClientMap(this, control, 666), new ClientMap(this, rendering_engine, control, 666),
tsrc, this tsrc, this
), ),
m_particle_manager(&m_env), m_particle_manager(&m_env),

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@ -64,12 +64,13 @@ void MeshBufListList::add(scene::IMeshBuffer *buf, v3s16 position, u8 layer)
ClientMap::ClientMap( ClientMap::ClientMap(
Client *client, Client *client,
RenderingEngine *rendering_engine,
MapDrawControl &control, MapDrawControl &control,
s32 id s32 id
): ):
Map(client), Map(client),
scene::ISceneNode(RenderingEngine::get_scene_manager()->getRootSceneNode(), scene::ISceneNode(rendering_engine->get_scene_manager()->getRootSceneNode(),
RenderingEngine::get_scene_manager(), id), rendering_engine->get_scene_manager(), id),
m_client(client), m_client(client),
m_control(control) m_control(control)
{ {
@ -317,7 +318,7 @@ void ClientMap::renderMap(video::IVideoDriver* driver, s32 pass)
v3f block_pos_r = intToFloat(block->getPosRelative() + MAP_BLOCKSIZE / 2, BS); v3f block_pos_r = intToFloat(block->getPosRelative() + MAP_BLOCKSIZE / 2, BS);
float d = camera_position.getDistanceFrom(block_pos_r); float d = camera_position.getDistanceFrom(block_pos_r);
d = MYMAX(0,d - BLOCK_MAX_RADIUS); d = MYMAX(0,d - BLOCK_MAX_RADIUS);
// Mesh animation // Mesh animation
if (pass == scene::ESNRP_SOLID) { if (pass == scene::ESNRP_SOLID) {
//MutexAutoLock lock(block->mesh_mutex); //MutexAutoLock lock(block->mesh_mutex);

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@ -68,6 +68,7 @@ class ClientMap : public Map, public scene::ISceneNode
public: public:
ClientMap( ClientMap(
Client *client, Client *client,
RenderingEngine *rendering_engine,
MapDrawControl &control, MapDrawControl &control,
s32 id s32 id
); );

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@ -839,7 +839,7 @@ private:
MapDrawControl *draw_control = nullptr; MapDrawControl *draw_control = nullptr;
Camera *camera = nullptr; Camera *camera = nullptr;
Clouds *clouds = nullptr; // Free using ->Drop() Clouds *clouds = nullptr; // Free using ->Drop()
Sky *sky = nullptr; // Free using ->Drop() Sky *m_sky = nullptr; // Free using ->Drop()
Hud *hud = nullptr; Hud *hud = nullptr;
Minimap *mapper = nullptr; Minimap *mapper = nullptr;
@ -1159,8 +1159,8 @@ void Game::shutdown()
if (gui_chat_console) if (gui_chat_console)
gui_chat_console->drop(); gui_chat_console->drop();
if (sky) if (m_sky)
sky->drop(); m_sky->drop();
/* cleanup menus */ /* cleanup menus */
while (g_menumgr.menuCount() > 0) { while (g_menumgr.menuCount() > 0) {
@ -1293,7 +1293,7 @@ bool Game::createClient(const GameStartData &start_data)
{ {
showOverlayMessage(N_("Creating client..."), 0, 10); showOverlayMessage(N_("Creating client..."), 0, 10);
draw_control = new MapDrawControl; draw_control = new MapDrawControl();
if (!draw_control) if (!draw_control)
return false; return false;
@ -1334,7 +1334,7 @@ bool Game::createClient(const GameStartData &start_data)
/* Camera /* Camera
*/ */
camera = new Camera(*draw_control, client); camera = new Camera(*draw_control, client, m_rendering_engine);
if (!camera->successfullyCreated(*error_message)) if (!camera->successfullyCreated(*error_message))
return false; return false;
client->setCamera(camera); client->setCamera(camera);
@ -1346,8 +1346,8 @@ bool Game::createClient(const GameStartData &start_data)
/* Skybox /* Skybox
*/ */
sky = new Sky(-1, texture_src, shader_src); m_sky = new Sky(-1, m_rendering_engine, texture_src, shader_src);
scsf->setSky(sky); scsf->setSky(m_sky);
skybox = NULL; // This is used/set later on in the main run loop skybox = NULL; // This is used/set later on in the main run loop
/* Pre-calculated values /* Pre-calculated values
@ -2754,23 +2754,23 @@ void Game::handleClientEvent_HudChange(ClientEvent *event, CameraOrientation *ca
void Game::handleClientEvent_SetSky(ClientEvent *event, CameraOrientation *cam) void Game::handleClientEvent_SetSky(ClientEvent *event, CameraOrientation *cam)
{ {
sky->setVisible(false); m_sky->setVisible(false);
// Whether clouds are visible in front of a custom skybox. // Whether clouds are visible in front of a custom skybox.
sky->setCloudsEnabled(event->set_sky->clouds); m_sky->setCloudsEnabled(event->set_sky->clouds);
if (skybox) { if (skybox) {
skybox->remove(); skybox->remove();
skybox = NULL; skybox = NULL;
} }
// Clear the old textures out in case we switch rendering type. // Clear the old textures out in case we switch rendering type.
sky->clearSkyboxTextures(); m_sky->clearSkyboxTextures();
// Handle according to type // Handle according to type
if (event->set_sky->type == "regular") { if (event->set_sky->type == "regular") {
// Shows the mesh skybox // Shows the mesh skybox
sky->setVisible(true); m_sky->setVisible(true);
// Update mesh based skybox colours if applicable. // Update mesh based skybox colours if applicable.
sky->setSkyColors(event->set_sky->sky_color); m_sky->setSkyColors(event->set_sky->sky_color);
sky->setHorizonTint( m_sky->setHorizonTint(
event->set_sky->fog_sun_tint, event->set_sky->fog_sun_tint,
event->set_sky->fog_moon_tint, event->set_sky->fog_moon_tint,
event->set_sky->fog_tint_type event->set_sky->fog_tint_type
@ -2778,61 +2778,62 @@ void Game::handleClientEvent_SetSky(ClientEvent *event, CameraOrientation *cam)
} else if (event->set_sky->type == "skybox" && } else if (event->set_sky->type == "skybox" &&
event->set_sky->textures.size() == 6) { event->set_sky->textures.size() == 6) {
// Disable the dyanmic mesh skybox: // Disable the dyanmic mesh skybox:
sky->setVisible(false); m_sky->setVisible(false);
// Set fog colors: // Set fog colors:
sky->setFallbackBgColor(event->set_sky->bgcolor); m_sky->setFallbackBgColor(event->set_sky->bgcolor);
// Set sunrise and sunset fog tinting: // Set sunrise and sunset fog tinting:
sky->setHorizonTint( m_sky->setHorizonTint(
event->set_sky->fog_sun_tint, event->set_sky->fog_sun_tint,
event->set_sky->fog_moon_tint, event->set_sky->fog_moon_tint,
event->set_sky->fog_tint_type event->set_sky->fog_tint_type
); );
// Add textures to skybox. // Add textures to skybox.
for (int i = 0; i < 6; i++) for (int i = 0; i < 6; i++)
sky->addTextureToSkybox(event->set_sky->textures[i], i, texture_src); m_sky->addTextureToSkybox(event->set_sky->textures[i], i, texture_src);
} else { } else {
// Handle everything else as plain color. // Handle everything else as plain color.
if (event->set_sky->type != "plain") if (event->set_sky->type != "plain")
infostream << "Unknown sky type: " infostream << "Unknown sky type: "
<< (event->set_sky->type) << std::endl; << (event->set_sky->type) << std::endl;
sky->setVisible(false); m_sky->setVisible(false);
sky->setFallbackBgColor(event->set_sky->bgcolor); m_sky->setFallbackBgColor(event->set_sky->bgcolor);
// Disable directional sun/moon tinting on plain or invalid skyboxes. // Disable directional sun/moon tinting on plain or invalid skyboxes.
sky->setHorizonTint( m_sky->setHorizonTint(
event->set_sky->bgcolor, event->set_sky->bgcolor,
event->set_sky->bgcolor, event->set_sky->bgcolor,
"custom" "custom"
); );
} }
delete event->set_sky; delete event->set_sky;
} }
void Game::handleClientEvent_SetSun(ClientEvent *event, CameraOrientation *cam) void Game::handleClientEvent_SetSun(ClientEvent *event, CameraOrientation *cam)
{ {
sky->setSunVisible(event->sun_params->visible); m_sky->setSunVisible(event->sun_params->visible);
sky->setSunTexture(event->sun_params->texture, m_sky->setSunTexture(event->sun_params->texture,
event->sun_params->tonemap, texture_src); event->sun_params->tonemap, texture_src);
sky->setSunScale(event->sun_params->scale); m_sky->setSunScale(event->sun_params->scale);
sky->setSunriseVisible(event->sun_params->sunrise_visible); m_sky->setSunriseVisible(event->sun_params->sunrise_visible);
sky->setSunriseTexture(event->sun_params->sunrise, texture_src); m_sky->setSunriseTexture(event->sun_params->sunrise, texture_src);
delete event->sun_params; delete event->sun_params;
} }
void Game::handleClientEvent_SetMoon(ClientEvent *event, CameraOrientation *cam) void Game::handleClientEvent_SetMoon(ClientEvent *event, CameraOrientation *cam)
{ {
sky->setMoonVisible(event->moon_params->visible); m_sky->setMoonVisible(event->moon_params->visible);
sky->setMoonTexture(event->moon_params->texture, m_sky->setMoonTexture(event->moon_params->texture,
event->moon_params->tonemap, texture_src); event->moon_params->tonemap, texture_src);
sky->setMoonScale(event->moon_params->scale); m_sky->setMoonScale(event->moon_params->scale);
delete event->moon_params; delete event->moon_params;
} }
void Game::handleClientEvent_SetStars(ClientEvent *event, CameraOrientation *cam) void Game::handleClientEvent_SetStars(ClientEvent *event, CameraOrientation *cam)
{ {
sky->setStarsVisible(event->star_params->visible); m_sky->setStarsVisible(event->star_params->visible);
sky->setStarCount(event->star_params->count, false); m_sky->setStarCount(event->star_params->count, false);
sky->setStarColor(event->star_params->starcolor); m_sky->setStarColor(event->star_params->starcolor);
sky->setStarScale(event->star_params->scale); m_sky->setStarScale(event->star_params->scale);
delete event->star_params; delete event->star_params;
} }
@ -3709,7 +3710,7 @@ void Game::updateFrame(ProfilerGraph *graph, RunStats *stats, f32 dtime,
direct_brightness = time_brightness; direct_brightness = time_brightness;
sunlight_seen = true; sunlight_seen = true;
} else { } else {
float old_brightness = sky->getBrightness(); float old_brightness = m_sky->getBrightness();
direct_brightness = client->getEnv().getClientMap() direct_brightness = client->getEnv().getClientMap()
.getBackgroundBrightness(MYMIN(runData.fog_range * 1.2, 60 * BS), .getBackgroundBrightness(MYMIN(runData.fog_range * 1.2, 60 * BS),
daynight_ratio, (int)(old_brightness * 255.5), &sunlight_seen) daynight_ratio, (int)(old_brightness * 255.5), &sunlight_seen)
@ -3736,7 +3737,7 @@ void Game::updateFrame(ProfilerGraph *graph, RunStats *stats, f32 dtime,
runData.time_of_day_smooth = time_of_day_smooth; runData.time_of_day_smooth = time_of_day_smooth;
sky->update(time_of_day_smooth, time_brightness, direct_brightness, m_sky->update(time_of_day_smooth, time_brightness, direct_brightness,
sunlight_seen, camera->getCameraMode(), player->getYaw(), sunlight_seen, camera->getCameraMode(), player->getYaw(),
player->getPitch()); player->getPitch());
@ -3744,7 +3745,7 @@ void Game::updateFrame(ProfilerGraph *graph, RunStats *stats, f32 dtime,
Update clouds Update clouds
*/ */
if (clouds) { if (clouds) {
if (sky->getCloudsVisible()) { if (m_sky->getCloudsVisible()) {
clouds->setVisible(true); clouds->setVisible(true);
clouds->step(dtime); clouds->step(dtime);
// camera->getPosition is not enough for 3rd person views // camera->getPosition is not enough for 3rd person views
@ -3754,14 +3755,14 @@ void Game::updateFrame(ProfilerGraph *graph, RunStats *stats, f32 dtime,
camera_node_position.Y = camera_node_position.Y + camera_offset.Y * BS; camera_node_position.Y = camera_node_position.Y + camera_offset.Y * BS;
camera_node_position.Z = camera_node_position.Z + camera_offset.Z * BS; camera_node_position.Z = camera_node_position.Z + camera_offset.Z * BS;
clouds->update(camera_node_position, clouds->update(camera_node_position,
sky->getCloudColor()); m_sky->getCloudColor());
if (clouds->isCameraInsideCloud() && m_cache_enable_fog) { if (clouds->isCameraInsideCloud() && m_cache_enable_fog) {
// if inside clouds, and fog enabled, use that as sky // if inside clouds, and fog enabled, use that as sky
// color(s) // color(s)
video::SColor clouds_dark = clouds->getColor() video::SColor clouds_dark = clouds->getColor()
.getInterpolated(video::SColor(255, 0, 0, 0), 0.9); .getInterpolated(video::SColor(255, 0, 0, 0), 0.9);
sky->overrideColors(clouds_dark, clouds->getColor()); m_sky->overrideColors(clouds_dark, clouds->getColor());
sky->setInClouds(true); m_sky->setInClouds(true);
runData.fog_range = std::fmin(runData.fog_range * 0.5f, 32.0f * BS); runData.fog_range = std::fmin(runData.fog_range * 0.5f, 32.0f * BS);
// do not draw clouds after all // do not draw clouds after all
clouds->setVisible(false); clouds->setVisible(false);
@ -3782,7 +3783,7 @@ void Game::updateFrame(ProfilerGraph *graph, RunStats *stats, f32 dtime,
if (m_cache_enable_fog) { if (m_cache_enable_fog) {
driver->setFog( driver->setFog(
sky->getBgColor(), m_sky->getBgColor(),
video::EFT_FOG_LINEAR, video::EFT_FOG_LINEAR,
runData.fog_range * m_cache_fog_start, runData.fog_range * m_cache_fog_start,
runData.fog_range * 1.0, runData.fog_range * 1.0,
@ -3792,7 +3793,7 @@ void Game::updateFrame(ProfilerGraph *graph, RunStats *stats, f32 dtime,
); );
} else { } else {
driver->setFog( driver->setFog(
sky->getBgColor(), m_sky->getBgColor(),
video::EFT_FOG_LINEAR, video::EFT_FOG_LINEAR,
100000 * BS, 100000 * BS,
110000 * BS, 110000 * BS,
@ -3872,7 +3873,7 @@ void Game::updateFrame(ProfilerGraph *graph, RunStats *stats, f32 dtime,
/* /*
Drawing begins Drawing begins
*/ */
const video::SColor &skycolor = sky->getSkyColor(); const video::SColor &skycolor = m_sky->getSkyColor();
TimeTaker tt_draw("Draw scene"); TimeTaker tt_draw("Draw scene");
driver->beginScene(true, true, skycolor); driver->beginScene(true, true, skycolor);

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@ -53,9 +53,9 @@ static video::SMaterial baseMaterial()
return mat; return mat;
}; };
Sky::Sky(s32 id, ITextureSource *tsrc, IShaderSource *ssrc) : Sky::Sky(s32 id, RenderingEngine *rendering_engine, ITextureSource *tsrc, IShaderSource *ssrc) :
scene::ISceneNode(RenderingEngine::get_scene_manager()->getRootSceneNode(), scene::ISceneNode(rendering_engine->get_scene_manager()->getRootSceneNode(),
RenderingEngine::get_scene_manager(), id) rendering_engine->get_scene_manager(), id)
{ {
m_seed = (u64)myrand() << 32 | myrand(); m_seed = (u64)myrand() << 32 | myrand();

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@ -36,7 +36,7 @@ class Sky : public scene::ISceneNode
{ {
public: public:
//! constructor //! constructor
Sky(s32 id, ITextureSource *tsrc, IShaderSource *ssrc); Sky(s32 id, RenderingEngine *rendering_engine, ITextureSource *tsrc, IShaderSource *ssrc);
virtual void OnRegisterSceneNode(); virtual void OnRegisterSceneNode();