/* Minetest Copyright (C) 2010-2014 celeron55, Perttu Ahola This program is free software; you can redistribute it and/or modify it under the terms of the GNU Lesser General Public License as published by the Free Software Foundation; either version 2.1 of the License, or (at your option) any later version. This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU Lesser General Public License for more details. You should have received a copy of the GNU Lesser General Public License along with this program; if not, write to the Free Software Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA. */ #include "drawscene.h" #include "main.h" // for g_settings #include "settings.h" #include "clouds.h" #include "clientmap.h" #include "util/timetaker.h" typedef enum { LEFT = -1, RIGHT = 1, EYECOUNT = 2 } paralax_sign; void draw_selectionbox(video::IVideoDriver* driver, Hud& hud, std::vector& hilightboxes, bool show_hud) { if (!show_hud) return; video::SMaterial oldmaterial = driver->getMaterial2D(); video::SMaterial m; m.Thickness = 3; m.Lighting = false; driver->setMaterial(m); hud.drawSelectionBoxes(hilightboxes); driver->setMaterial(oldmaterial); } void draw_anaglyph_3d_mode(Camera& camera, bool show_hud, Hud& hud, std::vector hilightboxes, video::IVideoDriver* driver, scene::ISceneManager* smgr, bool draw_wield_tool, Client& client, gui::IGUIEnvironment* guienv ) { /* preserve old setup*/ irr::core::vector3df oldPosition = camera.getCameraNode()->getPosition(); irr::core::vector3df oldTarget = camera.getCameraNode()->getTarget(); irr::core::matrix4 startMatrix = camera.getCameraNode()->getAbsoluteTransformation(); irr::core::vector3df focusPoint = (camera.getCameraNode()->getTarget() - camera.getCameraNode()->getAbsolutePosition()).setLength(1) + camera.getCameraNode()->getAbsolutePosition(); //Left eye... irr::core::vector3df leftEye; irr::core::matrix4 leftMove; leftMove.setTranslation( irr::core::vector3df(-g_settings->getFloat("3d_paralax_strength"), 0.0f, 0.0f)); leftEye = (startMatrix * leftMove).getTranslation(); //clear the depth buffer, and color driver->beginScene( true, true, irr::video::SColor(0, 200, 200, 255)); driver->getOverrideMaterial().Material.ColorMask = irr::video::ECP_RED; driver->getOverrideMaterial().EnableFlags = irr::video::EMF_COLOR_MASK; driver->getOverrideMaterial().EnablePasses = irr::scene::ESNRP_SKY_BOX + irr::scene::ESNRP_SOLID + irr::scene::ESNRP_TRANSPARENT + irr::scene::ESNRP_TRANSPARENT_EFFECT + irr::scene::ESNRP_SHADOW; camera.getCameraNode()->setPosition(leftEye); camera.getCameraNode()->setTarget(focusPoint); smgr->drawAll(); driver->setTransform(video::ETS_WORLD, core::IdentityMatrix); if (show_hud) { draw_selectionbox(driver, hud, hilightboxes, show_hud); if (draw_wield_tool) camera.drawWieldedTool(&leftMove); } guienv->drawAll(); //Right eye... irr::core::vector3df rightEye; irr::core::matrix4 rightMove; rightMove.setTranslation( irr::core::vector3df(g_settings->getFloat("3d_paralax_strength"), 0.0f, 0.0f)); rightEye = (startMatrix * rightMove).getTranslation(); //clear the depth buffer driver->clearZBuffer(); driver->getOverrideMaterial().Material.ColorMask = irr::video::ECP_GREEN + irr::video::ECP_BLUE; driver->getOverrideMaterial().EnableFlags = irr::video::EMF_COLOR_MASK; driver->getOverrideMaterial().EnablePasses = irr::scene::ESNRP_SKY_BOX + irr::scene::ESNRP_SOLID + irr::scene::ESNRP_TRANSPARENT + irr::scene::ESNRP_TRANSPARENT_EFFECT + irr::scene::ESNRP_SHADOW; camera.getCameraNode()->setPosition(rightEye); camera.getCameraNode()->setTarget(focusPoint); smgr->drawAll(); driver->setTransform(video::ETS_WORLD, core::IdentityMatrix); if (show_hud) { draw_selectionbox(driver, hud, hilightboxes, show_hud); if (draw_wield_tool) camera.drawWieldedTool(&rightMove); } guienv->drawAll(); driver->getOverrideMaterial().Material.ColorMask = irr::video::ECP_ALL; driver->getOverrideMaterial().EnableFlags = 0; driver->getOverrideMaterial().EnablePasses = 0; camera.getCameraNode()->setPosition(oldPosition); camera.getCameraNode()->setTarget(oldTarget); } void init_texture(video::IVideoDriver* driver, const v2u32& screensize, video::ITexture** texture) { static v2u32 last_screensize = v2u32(0,0); if (( *texture == NULL ) || (screensize != last_screensize)) { if (*texture != NULL) { driver->removeTexture(*texture); } *texture = driver->addRenderTargetTexture( core::dimension2d(screensize.X, screensize.Y)); last_screensize = screensize; } } video::ITexture* draw_image(const v2u32& screensize, paralax_sign psign, const irr::core::matrix4& startMatrix, const irr::core::vector3df& focusPoint, bool show_hud, video::IVideoDriver* driver, Camera& camera, scene::ISceneManager* smgr, Hud& hud, std::vector& hilightboxes, bool draw_wield_tool, Client& client, gui::IGUIEnvironment* guienv, video::SColor skycolor ) { static video::ITexture* images[2] = { NULL, NULL }; video::ITexture* image = NULL; if (psign == RIGHT) { init_texture(driver, screensize, &images[1]); image = images[1]; } else { init_texture(driver, screensize, &images[0]); image = images[0]; } driver->setRenderTarget(image, true, true, irr::video::SColor(255, skycolor.getRed(), skycolor.getGreen(), skycolor.getBlue())); irr::core::vector3df eye_pos; irr::core::matrix4 movement; movement.setTranslation( irr::core::vector3df((int) psign * g_settings->getFloat("3d_paralax_strength"), 0.0f, 0.0f)); eye_pos = (startMatrix * movement).getTranslation(); //clear the depth buffer driver->clearZBuffer(); camera.getCameraNode()->setPosition(eye_pos); camera.getCameraNode()->setTarget(focusPoint); smgr->drawAll(); driver->setTransform(video::ETS_WORLD, core::IdentityMatrix); if (show_hud) { draw_selectionbox(driver, hud, hilightboxes, show_hud); if (draw_wield_tool) camera.drawWieldedTool(&movement); } guienv->drawAll(); /* switch back to real renderer */ driver->setRenderTarget(0, true, true, irr::video::SColor(0, skycolor.getRed(), skycolor.getGreen(), skycolor.getBlue())); return image; } video::ITexture* draw_hud(video::IVideoDriver* driver, const v2u32& screensize, bool show_hud, Hud& hud, Client& client, bool draw_crosshair, video::SColor skycolor, gui::IGUIEnvironment* guienv, Camera& camera ) { static video::ITexture* image = NULL; init_texture(driver, screensize, &image); driver->setRenderTarget(image, true, true, irr::video::SColor(255,0,0,0)); if (show_hud) { if (draw_crosshair) hud.drawCrosshair(); hud.drawHotbar(client.getPlayerItem()); hud.drawLuaElements(camera.getOffset()); guienv->drawAll(); } driver->setRenderTarget(0, true, true, irr::video::SColor(0, skycolor.getRed(), skycolor.getGreen(), skycolor.getBlue())); return image; } void draw_interlaced_3d_mode(Camera& camera, bool show_hud, Hud& hud, std::vector hilightboxes, video::IVideoDriver* driver, scene::ISceneManager* smgr, const v2u32& screensize, bool draw_wield_tool, Client& client, gui::IGUIEnvironment* guienv, video::SColor skycolor ) { /* save current info */ irr::core::vector3df oldPosition = camera.getCameraNode()->getPosition(); irr::core::vector3df oldTarget = camera.getCameraNode()->getTarget(); irr::core::matrix4 startMatrix = camera.getCameraNode()->getAbsoluteTransformation(); irr::core::vector3df focusPoint = (camera.getCameraNode()->getTarget() - camera.getCameraNode()->getAbsolutePosition()).setLength(1) + camera.getCameraNode()->getAbsolutePosition(); /* create left view */ video::ITexture* left_image = draw_image(screensize, LEFT, startMatrix, focusPoint, show_hud, driver, camera, smgr, hud, hilightboxes, draw_wield_tool, client, guienv, skycolor); //Right eye... irr::core::vector3df rightEye; irr::core::matrix4 rightMove; rightMove.setTranslation( irr::core::vector3df(g_settings->getFloat("3d_paralax_strength"), 0.0f, 0.0f)); rightEye = (startMatrix * rightMove).getTranslation(); //clear the depth buffer driver->clearZBuffer(); camera.getCameraNode()->setPosition(rightEye); camera.getCameraNode()->setTarget(focusPoint); smgr->drawAll(); driver->setTransform(video::ETS_WORLD, core::IdentityMatrix); if (show_hud) { draw_selectionbox(driver, hud, hilightboxes, show_hud); if(draw_wield_tool) camera.drawWieldedTool(&rightMove); } guienv->drawAll(); for (unsigned int i = 0; i < screensize.Y; i+=2 ) { driver->draw2DImage(left_image, irr::core::position2d(0, screensize.Y-i), irr::core::rect(0, i,screensize.X, i+1), 0, irr::video::SColor(255, 255, 255, 255), false); } /* cleanup */ camera.getCameraNode()->setPosition(oldPosition); camera.getCameraNode()->setTarget(oldTarget); } void draw_sidebyside_3d_mode(Camera& camera, bool show_hud, Hud& hud, std::vector hilightboxes, video::IVideoDriver* driver, scene::ISceneManager* smgr, const v2u32& screensize, bool draw_wield_tool, Client& client, gui::IGUIEnvironment* guienv, video::SColor skycolor ) { /* save current info */ irr::core::vector3df oldPosition = camera.getCameraNode()->getPosition(); irr::core::vector3df oldTarget = camera.getCameraNode()->getTarget(); irr::core::matrix4 startMatrix = camera.getCameraNode()->getAbsoluteTransformation(); irr::core::vector3df focusPoint = (camera.getCameraNode()->getTarget() - camera.getCameraNode()->getAbsolutePosition()).setLength(1) + camera.getCameraNode()->getAbsolutePosition(); /* create left view */ video::ITexture* left_image = draw_image(screensize, LEFT, startMatrix, focusPoint, show_hud, driver, camera, smgr, hud, hilightboxes, draw_wield_tool, client, guienv, skycolor); /* create right view */ video::ITexture* right_image = draw_image(screensize, RIGHT, startMatrix, focusPoint, show_hud, driver, camera, smgr, hud, hilightboxes, draw_wield_tool, client, guienv, skycolor); /* create hud overlay */ video::ITexture* hudtexture = draw_hud(driver, screensize, show_hud, hud, client, false, skycolor, guienv, camera ); driver->makeColorKeyTexture(hudtexture, irr::video::SColor(255, 0, 0, 0)); //makeColorKeyTexture mirrors texture so we do it twice to get it right again driver->makeColorKeyTexture(hudtexture, irr::video::SColor(255, 0, 0, 0)); driver->draw2DImage(left_image, irr::core::rect(0, 0, screensize.X/2, screensize.Y), irr::core::rect(0, 0, screensize.X, screensize.Y), 0, 0, false); driver->draw2DImage(hudtexture, irr::core::rect(0, 0, screensize.X/2, screensize.Y), irr::core::rect(0, 0, screensize.X, screensize.Y), 0, 0, true); driver->draw2DImage(right_image, irr::core::rect(screensize.X/2, 0, screensize.X, screensize.Y), irr::core::rect(0, 0, screensize.X, screensize.Y), 0, 0, false); driver->draw2DImage(hudtexture, irr::core::rect(screensize.X/2, 0, screensize.X, screensize.Y), irr::core::rect(0, 0, screensize.X, screensize.Y), 0, 0, true); left_image = NULL; right_image = NULL; /* cleanup */ camera.getCameraNode()->setPosition(oldPosition); camera.getCameraNode()->setTarget(oldTarget); } void draw_top_bottom_3d_mode(Camera& camera, bool show_hud, Hud& hud, std::vector hilightboxes, video::IVideoDriver* driver, scene::ISceneManager* smgr, const v2u32& screensize, bool draw_wield_tool, Client& client, gui::IGUIEnvironment* guienv, video::SColor skycolor ) { /* save current info */ irr::core::vector3df oldPosition = camera.getCameraNode()->getPosition(); irr::core::vector3df oldTarget = camera.getCameraNode()->getTarget(); irr::core::matrix4 startMatrix = camera.getCameraNode()->getAbsoluteTransformation(); irr::core::vector3df focusPoint = (camera.getCameraNode()->getTarget() - camera.getCameraNode()->getAbsolutePosition()).setLength(1) + camera.getCameraNode()->getAbsolutePosition(); /* create left view */ video::ITexture* left_image = draw_image(screensize, LEFT, startMatrix, focusPoint, show_hud, driver, camera, smgr, hud, hilightboxes, draw_wield_tool, client, guienv, skycolor); /* create right view */ video::ITexture* right_image = draw_image(screensize, RIGHT, startMatrix, focusPoint, show_hud, driver, camera, smgr, hud, hilightboxes, draw_wield_tool, client, guienv, skycolor); /* create hud overlay */ video::ITexture* hudtexture = draw_hud(driver, screensize, show_hud, hud, client, false, skycolor, guienv, camera ); driver->makeColorKeyTexture(hudtexture, irr::video::SColor(255, 0, 0, 0)); //makeColorKeyTexture mirrors texture so we do it twice to get it right again driver->makeColorKeyTexture(hudtexture, irr::video::SColor(255, 0, 0, 0)); driver->draw2DImage(left_image, irr::core::rect(0, 0, screensize.X, screensize.Y/2), irr::core::rect(0, 0, screensize.X, screensize.Y), 0, 0, false); driver->draw2DImage(hudtexture, irr::core::rect(0, 0, screensize.X, screensize.Y/2), irr::core::rect(0, 0, screensize.X, screensize.Y), 0, 0, true); driver->draw2DImage(right_image, irr::core::rect(0, screensize.Y/2, screensize.X, screensize.Y), irr::core::rect(0, 0, screensize.X, screensize.Y), 0, 0, false); driver->draw2DImage(hudtexture, irr::core::rect(0, screensize.Y/2, screensize.X, screensize.Y), irr::core::rect(0, 0, screensize.X, screensize.Y), 0, 0, true); left_image = NULL; right_image = NULL; /* cleanup */ camera.getCameraNode()->setPosition(oldPosition); camera.getCameraNode()->setTarget(oldTarget); } void draw_plain(Camera& camera, bool show_hud, Hud& hud, std::vector hilightboxes, video::IVideoDriver* driver, bool draw_wield_tool, Client& client, gui::IGUIEnvironment* guienv) { driver->setTransform(video::ETS_WORLD, core::IdentityMatrix); draw_selectionbox(driver, hud, hilightboxes, show_hud); if(draw_wield_tool) camera.drawWieldedTool(); } void draw_scene(video::IVideoDriver* driver, scene::ISceneManager* smgr, Camera& camera, Client& client, LocalPlayer* player, Hud& hud, gui::IGUIEnvironment* guienv, std::vector hilightboxes, const v2u32& screensize, video::SColor skycolor, bool show_hud) { //TODO check if usefull u32 scenetime = 0; { TimeTaker timer("smgr"); bool draw_wield_tool = (show_hud && (player->hud_flags & HUD_FLAG_WIELDITEM_VISIBLE) && camera.getCameraMode() < CAMERA_MODE_THIRD ); bool draw_crosshair = ((player->hud_flags & HUD_FLAG_CROSSHAIR_VISIBLE) && (camera.getCameraMode() != CAMERA_MODE_THIRD_FRONT)); #ifdef HAVE_TOUCHSCREENGUI try { draw_crosshair = !g_settings->getBool("touchtarget"); } catch(SettingNotFoundException) {} #endif std::string draw_mode = g_settings->get("3d_mode"); smgr->drawAll(); if (draw_mode == "anaglyph") { draw_anaglyph_3d_mode(camera, show_hud, hud, hilightboxes, driver, smgr, draw_wield_tool, client, guienv); draw_crosshair = false; } else if (draw_mode == "interlaced") { draw_interlaced_3d_mode(camera, show_hud, hud, hilightboxes, driver, smgr, screensize, draw_wield_tool, client, guienv, skycolor); draw_crosshair = false; } else if (draw_mode == "sidebyside") { draw_sidebyside_3d_mode(camera, show_hud, hud, hilightboxes, driver, smgr, screensize, draw_wield_tool, client, guienv, skycolor); show_hud = false; } else if (draw_mode == "topbottom") { draw_top_bottom_3d_mode(camera, show_hud, hud, hilightboxes, driver, smgr, screensize, draw_wield_tool, client, guienv, skycolor); show_hud = false; } else { draw_plain(camera, show_hud, hud, hilightboxes, driver, draw_wield_tool, client, guienv); } /* Post effects */ { client.getEnv().getClientMap().renderPostFx(camera.getCameraMode()); } //TODO how to make those 3d too if (show_hud) { if (draw_crosshair) hud.drawCrosshair(); hud.drawHotbar(client.getPlayerItem()); hud.drawLuaElements(camera.getOffset()); } guienv->drawAll(); scenetime = timer.stop(true); } } /* Draws a screen with a single text on it. Text will be removed when the screen is drawn the next time. Additionally, a progressbar can be drawn when percent is set between 0 and 100. */ /*gui::IGUIStaticText **/ void draw_load_screen(const std::wstring &text, IrrlichtDevice* device, gui::IGUIEnvironment* guienv, gui::IGUIFont* font, float dtime, int percent, bool clouds ) { video::IVideoDriver* driver = device->getVideoDriver(); v2u32 screensize = driver->getScreenSize(); const wchar_t *loadingtext = text.c_str(); core::vector2d textsize_u = font->getDimension(loadingtext); core::vector2d textsize(textsize_u.X,textsize_u.Y); core::vector2d center(screensize.X/2, screensize.Y/2); core::rect textrect(center - textsize/2, center + textsize/2); gui::IGUIStaticText *guitext = guienv->addStaticText( loadingtext, textrect, false, false); guitext->setTextAlignment(gui::EGUIA_CENTER, gui::EGUIA_UPPERLEFT); bool cloud_menu_background = clouds && g_settings->getBool("menu_clouds"); if (cloud_menu_background) { g_menuclouds->step(dtime*3); g_menuclouds->render(); driver->beginScene(true, true, video::SColor(255,140,186,250)); g_menucloudsmgr->drawAll(); } else driver->beginScene(true, true, video::SColor(255,0,0,0)); if (percent >= 0 && percent <= 100) // draw progress bar { core::vector2d barsize(256,32); core::rect barrect(center-barsize/2, center+barsize/2); driver->draw2DRectangle(video::SColor(255,255,255,255),barrect, NULL); // border driver->draw2DRectangle(video::SColor(255,64,64,64), core::rect ( barrect.UpperLeftCorner+1, barrect.LowerRightCorner-1), NULL); // black inside the bar driver->draw2DRectangle(video::SColor(255,128,128,128), core::rect ( barrect.UpperLeftCorner+1, core::vector2d( barrect.LowerRightCorner.X-(barsize.X-1)+percent*(barsize.X-2)/100, barrect.LowerRightCorner.Y-1)), NULL); // the actual progress } guienv->drawAll(); driver->endScene(); guitext->remove(); //return guitext; }