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refacto: protect some RenderingEngine::get_scene_manager
* protect it from Camera, Sky, ClientMap object calls
* rename Game::sky to Game::m_sky
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nerzhul committed May 3, 2021
1 parent 258101a commit 1bc855646e2c920c1df55bb73416f72295c020f4
Showing with 56 additions and 52 deletions.
  1. +2 −2 src/client/camera.cpp
  2. +2 −1 src/client/camera.h
  3. +1 −1 src/client/client.cpp
  4. +4 −3 src/client/clientmap.cpp
  5. +1 −0 src/client/clientmap.h
  6. +42 −41 src/client/game.cpp
  7. +3 −3 src/client/sky.cpp
  8. +1 −1 src/client/sky.h
@@ -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_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_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
// would lead to unexpected behaviour, so we don't do that.
m_playernode = smgr->addEmptySceneNode(smgr->getRootSceneNode());
@@ -30,6 +30,7 @@ with this program; if not, write to the Free Software Foundation, Inc.,
class LocalPlayer;
struct MapDrawControl;
class Client;
class RenderingEngine;
class WieldMeshSceneNode;

struct Nametag
@@ -78,7 +79,7 @@ enum CameraMode {CAMERA_MODE_FIRST, CAMERA_MODE_THIRD, CAMERA_MODE_THIRD_FRONT};
class Camera
{
public:
Camera(MapDrawControl &draw_control, Client *client);
Camera(MapDrawControl &draw_control, Client *client, RenderingEngine *rendering_engine);
~Camera();

// Get camera scene node.
@@ -110,7 +110,7 @@ Client::Client(
m_rendering_engine(rendering_engine),
m_mesh_update_thread(this),
m_env(
new ClientMap(this, control, 666),
new ClientMap(this, rendering_engine, control, 666),
tsrc, this
),
m_particle_manager(&m_env),
@@ -64,12 +64,13 @@ void MeshBufListList::add(scene::IMeshBuffer *buf, v3s16 position, u8 layer)

ClientMap::ClientMap(
Client *client,
RenderingEngine *rendering_engine,
MapDrawControl &control,
s32 id
):
Map(client),
scene::ISceneNode(RenderingEngine::get_scene_manager()->getRootSceneNode(),
RenderingEngine::get_scene_manager(), id),
scene::ISceneNode(rendering_engine->get_scene_manager()->getRootSceneNode(),
rendering_engine->get_scene_manager(), id),
m_client(client),
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);
float d = camera_position.getDistanceFrom(block_pos_r);
d = MYMAX(0,d - BLOCK_MAX_RADIUS);

// Mesh animation
if (pass == scene::ESNRP_SOLID) {
//MutexAutoLock lock(block->mesh_mutex);
@@ -68,6 +68,7 @@ class ClientMap : public Map, public scene::ISceneNode
public:
ClientMap(
Client *client,
RenderingEngine *rendering_engine,
MapDrawControl &control,
s32 id
);
@@ -839,7 +839,7 @@ class Game {
MapDrawControl *draw_control = nullptr;
Camera *camera = nullptr;
Clouds *clouds = nullptr; // Free using ->Drop()
Sky *sky = nullptr; // Free using ->Drop()
Sky *m_sky = nullptr; // Free using ->Drop()
Hud *hud = nullptr;
Minimap *mapper = nullptr;

@@ -1159,8 +1159,8 @@ void Game::shutdown()
if (gui_chat_console)
gui_chat_console->drop();

if (sky)
sky->drop();
if (m_sky)
m_sky->drop();

/* cleanup menus */
while (g_menumgr.menuCount() > 0) {
@@ -1293,7 +1293,7 @@ bool Game::createClient(const GameStartData &start_data)
{
showOverlayMessage(N_("Creating client..."), 0, 10);

draw_control = new MapDrawControl;
draw_control = new MapDrawControl();
if (!draw_control)
return false;

@@ -1334,7 +1334,7 @@ bool Game::createClient(const GameStartData &start_data)

/* Camera
*/
camera = new Camera(*draw_control, client);
camera = new Camera(*draw_control, client, m_rendering_engine);
if (!camera->successfullyCreated(*error_message))
return false;
client->setCamera(camera);
@@ -1346,8 +1346,8 @@ bool Game::createClient(const GameStartData &start_data)

/* Skybox
*/
sky = new Sky(-1, texture_src, shader_src);
scsf->setSky(sky);
m_sky = new Sky(-1, m_rendering_engine, texture_src, shader_src);
scsf->setSky(m_sky);
skybox = NULL; // This is used/set later on in the main run loop

/* Pre-calculated values
@@ -2754,85 +2754,86 @@ void Game::handleClientEvent_HudChange(ClientEvent *event, CameraOrientation *ca

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.
sky->setCloudsEnabled(event->set_sky->clouds);
m_sky->setCloudsEnabled(event->set_sky->clouds);

if (skybox) {
skybox->remove();
skybox = NULL;
}
// Clear the old textures out in case we switch rendering type.
sky->clearSkyboxTextures();
m_sky->clearSkyboxTextures();
// Handle according to type
if (event->set_sky->type == "regular") {
// Shows the mesh skybox
sky->setVisible(true);
m_sky->setVisible(true);
// Update mesh based skybox colours if applicable.
sky->setSkyColors(event->set_sky->sky_color);
sky->setHorizonTint(
m_sky->setSkyColors(event->set_sky->sky_color);
m_sky->setHorizonTint(
event->set_sky->fog_sun_tint,
event->set_sky->fog_moon_tint,
event->set_sky->fog_tint_type
);
} else if (event->set_sky->type == "skybox" &&
event->set_sky->textures.size() == 6) {
// Disable the dyanmic mesh skybox:
sky->setVisible(false);
m_sky->setVisible(false);
// Set fog colors:
sky->setFallbackBgColor(event->set_sky->bgcolor);
m_sky->setFallbackBgColor(event->set_sky->bgcolor);
// Set sunrise and sunset fog tinting:
sky->setHorizonTint(
m_sky->setHorizonTint(
event->set_sky->fog_sun_tint,
event->set_sky->fog_moon_tint,
event->set_sky->fog_tint_type
);
// Add textures to skybox.
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 {
// Handle everything else as plain color.
if (event->set_sky->type != "plain")
infostream << "Unknown sky type: "
<< (event->set_sky->type) << std::endl;
sky->setVisible(false);
sky->setFallbackBgColor(event->set_sky->bgcolor);
m_sky->setVisible(false);
m_sky->setFallbackBgColor(event->set_sky->bgcolor);
// Disable directional sun/moon tinting on plain or invalid skyboxes.
sky->setHorizonTint(
m_sky->setHorizonTint(
event->set_sky->bgcolor,
event->set_sky->bgcolor,
"custom"
);
}

delete event->set_sky;
}

void Game::handleClientEvent_SetSun(ClientEvent *event, CameraOrientation *cam)
{
sky->setSunVisible(event->sun_params->visible);
sky->setSunTexture(event->sun_params->texture,
m_sky->setSunVisible(event->sun_params->visible);
m_sky->setSunTexture(event->sun_params->texture,
event->sun_params->tonemap, texture_src);
sky->setSunScale(event->sun_params->scale);
sky->setSunriseVisible(event->sun_params->sunrise_visible);
sky->setSunriseTexture(event->sun_params->sunrise, texture_src);
m_sky->setSunScale(event->sun_params->scale);
m_sky->setSunriseVisible(event->sun_params->sunrise_visible);
m_sky->setSunriseTexture(event->sun_params->sunrise, texture_src);
delete event->sun_params;
}

void Game::handleClientEvent_SetMoon(ClientEvent *event, CameraOrientation *cam)
{
sky->setMoonVisible(event->moon_params->visible);
sky->setMoonTexture(event->moon_params->texture,
m_sky->setMoonVisible(event->moon_params->visible);
m_sky->setMoonTexture(event->moon_params->texture,
event->moon_params->tonemap, texture_src);
sky->setMoonScale(event->moon_params->scale);
m_sky->setMoonScale(event->moon_params->scale);
delete event->moon_params;
}

void Game::handleClientEvent_SetStars(ClientEvent *event, CameraOrientation *cam)
{
sky->setStarsVisible(event->star_params->visible);
sky->setStarCount(event->star_params->count, false);
sky->setStarColor(event->star_params->starcolor);
sky->setStarScale(event->star_params->scale);
m_sky->setStarsVisible(event->star_params->visible);
m_sky->setStarCount(event->star_params->count, false);
m_sky->setStarColor(event->star_params->starcolor);
m_sky->setStarScale(event->star_params->scale);
delete event->star_params;
}

@@ -3709,7 +3710,7 @@ void Game::updateFrame(ProfilerGraph *graph, RunStats *stats, f32 dtime,
direct_brightness = time_brightness;
sunlight_seen = true;
} else {
float old_brightness = sky->getBrightness();
float old_brightness = m_sky->getBrightness();
direct_brightness = client->getEnv().getClientMap()
.getBackgroundBrightness(MYMIN(runData.fog_range * 1.2, 60 * BS),
daynight_ratio, (int)(old_brightness * 255.5), &sunlight_seen)
@@ -3736,15 +3737,15 @@ void Game::updateFrame(ProfilerGraph *graph, RunStats *stats, f32 dtime,

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(),
player->getPitch());

/*
Update clouds
*/
if (clouds) {
if (sky->getCloudsVisible()) {
if (m_sky->getCloudsVisible()) {
clouds->setVisible(true);
clouds->step(dtime);
// 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.Z = camera_node_position.Z + camera_offset.Z * BS;
clouds->update(camera_node_position,
sky->getCloudColor());
m_sky->getCloudColor());
if (clouds->isCameraInsideCloud() && m_cache_enable_fog) {
// if inside clouds, and fog enabled, use that as sky
// color(s)
video::SColor clouds_dark = clouds->getColor()
.getInterpolated(video::SColor(255, 0, 0, 0), 0.9);
sky->overrideColors(clouds_dark, clouds->getColor());
sky->setInClouds(true);
m_sky->overrideColors(clouds_dark, clouds->getColor());
m_sky->setInClouds(true);
runData.fog_range = std::fmin(runData.fog_range * 0.5f, 32.0f * BS);
// do not draw clouds after all
clouds->setVisible(false);
@@ -3782,7 +3783,7 @@ void Game::updateFrame(ProfilerGraph *graph, RunStats *stats, f32 dtime,

if (m_cache_enable_fog) {
driver->setFog(
sky->getBgColor(),
m_sky->getBgColor(),
video::EFT_FOG_LINEAR,
runData.fog_range * m_cache_fog_start,
runData.fog_range * 1.0,
@@ -3792,7 +3793,7 @@ void Game::updateFrame(ProfilerGraph *graph, RunStats *stats, f32 dtime,
);
} else {
driver->setFog(
sky->getBgColor(),
m_sky->getBgColor(),
video::EFT_FOG_LINEAR,
100000 * BS,
110000 * BS,
@@ -3872,7 +3873,7 @@ void Game::updateFrame(ProfilerGraph *graph, RunStats *stats, f32 dtime,
/*
Drawing begins
*/
const video::SColor &skycolor = sky->getSkyColor();
const video::SColor &skycolor = m_sky->getSkyColor();

TimeTaker tt_draw("Draw scene");
driver->beginScene(true, true, skycolor);
@@ -53,9 +53,9 @@ static video::SMaterial baseMaterial()
return mat;
};

Sky::Sky(s32 id, ITextureSource *tsrc, IShaderSource *ssrc) :
scene::ISceneNode(RenderingEngine::get_scene_manager()->getRootSceneNode(),
RenderingEngine::get_scene_manager(), id)
Sky::Sky(s32 id, RenderingEngine *rendering_engine, ITextureSource *tsrc, IShaderSource *ssrc) :
scene::ISceneNode(rendering_engine->get_scene_manager()->getRootSceneNode(),
rendering_engine->get_scene_manager(), id)
{
m_seed = (u64)myrand() << 32 | myrand();

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

virtual void OnRegisterSceneNode();

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