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Add support for interlaced polarized 3d screens
Add (experimental) support for topbottom as well as sidebyside 3d mode

sapier 10 lat temu
rodzic
commit
09970b7b6d
17 zmienionych plików z 909 dodań i 423 usunięć
  1. 9 3
      minetest.conf.example
  2. 1 0
      src/CMakeLists.txt
  3. 52 27
      src/camera.cpp
  4. 21 4
      src/camera.h
  5. 5 6
      src/client.cpp
  6. 4 4
      src/clientmap.cpp
  7. 2 1
      src/clientmap.h
  8. 183 114
      src/content_cao.cpp
  9. 2 2
      src/defaultsettings.cpp
  10. 529 0
      src/drawscene.cpp
  11. 37 0
      src/drawscene.h
  12. 30 234
      src/game.cpp
  13. 0 4
      src/hud.cpp
  14. 3 3
      src/localplayer.cpp
  15. 12 2
      src/localplayer.h
  16. 15 15
      src/sky.cpp
  17. 4 4
      src/sky.h

+ 9 - 3
minetest.conf.example

@@ -127,9 +127,15 @@
 #view_bobbing_amount = 1.0
 # Amount of fall bobbing (0 = no fall bobbing, 1.0 = normal, 2.0 = double)
 #fall_bobbing_amount = 0.0
-# Anaglyph stereo
-#anaglyph = false
-#anaglyph_strength = 0.1
+# 3d support,
+# right now:
+#     "none"       = no 3d output,
+#     "anaglyph"   = cyan/magenta color 3d,
+#     "interlaced" = odd/even line based polarisation screen support,
+#     "topbottom"  = split screen top boton,
+#     "sidebyside" = split screen side by side
+#3d_mode = none
+#3d_paralax_strength = 0.025
 # In-game chat console background color (R,G,B)
 #console_color = (0,0,0)
 # In-game chat console background alpha (opaqueness, between 0 and 255)

+ 1 - 0
src/CMakeLists.txt

@@ -460,6 +460,7 @@ set(minetest_SRCS
 	guiEngine.cpp
 	guiFileSelectMenu.cpp
 	convert_json.cpp
+	drawscene.cpp
 	${minetest_SCRIPT_SRCS}
 )
 

+ 52 - 27
src/camera.cpp

@@ -82,7 +82,9 @@ Camera::Camera(scene::ISceneManager* smgr, MapDrawControl& draw_control,
 	m_wield_change_timer(0.125),
 	m_wield_mesh_next(NULL),
 	m_previous_playeritem(-1),
-	m_previous_itemname("")
+	m_previous_itemname(""),
+
+	m_camera_mode(CAMERA_MODE_FIRST)
 {
 	//dstream<<__FUNCTION_NAME<<std::endl;
 
@@ -159,8 +161,10 @@ void Camera::step(f32 dtime)
 	if(m_wield_change_timer > 0.125)
 		m_wield_change_timer = 0.125;
 
-	if(m_wield_change_timer >= 0 && was_under_zero) {
-		if(m_wield_mesh_next) {
+	if(m_wield_change_timer >= 0 && was_under_zero)
+	{
+		if(m_wield_mesh_next)
+		{
 			m_wieldnode->setMesh(m_wield_mesh_next);
 			m_wieldnode->setVisible(true);
 		} else {
@@ -189,11 +193,14 @@ void Camera::step(f32 dtime)
 #endif
 #if 1
 			// Animation is getting turned off
-			if(m_view_bobbing_anim < 0.25){
+			if(m_view_bobbing_anim < 0.25)
+			{
 				m_view_bobbing_anim -= offset;
-			} else if(m_view_bobbing_anim > 0.75){
+			} else if(m_view_bobbing_anim > 0.75) {
 				m_view_bobbing_anim += offset;
-			} if(m_view_bobbing_anim < 0.5){
+			}
+			if(m_view_bobbing_anim < 0.5)
+			{
 				m_view_bobbing_anim += offset;
 				if(m_view_bobbing_anim > 0.5)
 					m_view_bobbing_anim = 0.5;
@@ -217,7 +224,8 @@ void Camera::step(f32 dtime)
 			bool step = (was == 0 ||
 					(was < 0.5f && m_view_bobbing_anim >= 0.5f) ||
 					(was > 0.5f && m_view_bobbing_anim <= 0.5f));
-			if(step){
+			if(step)
+			{
 				MtEvent *e = new SimpleTriggerEvent("ViewBobbingStep");
 				m_gamedef->event()->put(e);
 			}
@@ -237,10 +245,11 @@ void Camera::step(f32 dtime)
 		float lim = 0.15;
 		if(m_digging_anim_was < lim && m_digging_anim >= lim)
 		{
-			if(m_digging_button == 0){
+			if(m_digging_button == 0)
+			{
 				MtEvent *e = new SimpleTriggerEvent("CameraPunchLeft");
 				m_gamedef->event()->put(e);
-			} else if(m_digging_button == 1){
+			} else if(m_digging_button == 1) {
 				MtEvent *e = new SimpleTriggerEvent("CameraPunchRight");
 				m_gamedef->event()->put(e);
 			}
@@ -249,8 +258,7 @@ void Camera::step(f32 dtime)
 }
 
 void Camera::update(LocalPlayer* player, f32 frametime, f32 busytime,
-		f32 tool_reload_ratio,
-		int current_camera_mode, ClientEnvironment &c_env)
+		f32 tool_reload_ratio, ClientEnvironment &c_env)
 {
 	// Get player position
 	// Smooth the movement when walking up stairs
@@ -278,7 +286,7 @@ void Camera::update(LocalPlayer* player, f32 frametime, f32 busytime,
 
 	// Fall bobbing animation
 	float fall_bobbing = 0;
-	if(player->camera_impact >= 1 && current_camera_mode < CAMERA_MODE_THIRD)
+	if(player->camera_impact >= 1 && m_camera_mode < CAMERA_MODE_THIRD)
 	{
 		if(m_view_bobbing_fall == -1) // Effect took place and has finished
 			player->camera_impact = m_view_bobbing_fall = 0;
@@ -297,7 +305,7 @@ void Camera::update(LocalPlayer* player, f32 frametime, f32 busytime,
 
 	// Calculate players eye offset for different camera modes
 	v3f PlayerEyeOffset = player->getEyeOffset();
-	if (current_camera_mode == CAMERA_MODE_FIRST)
+	if (m_camera_mode == CAMERA_MODE_FIRST)
 		PlayerEyeOffset += player->eye_offset_first;
 	else
 		PlayerEyeOffset += player->eye_offset_third;
@@ -312,7 +320,7 @@ void Camera::update(LocalPlayer* player, f32 frametime, f32 busytime,
 	v3f rel_cam_target = v3f(0,0,1);
 	v3f rel_cam_up = v3f(0,1,0);
 
-	if (m_view_bobbing_anim != 0 && current_camera_mode < CAMERA_MODE_THIRD)
+	if (m_view_bobbing_anim != 0 && m_camera_mode < CAMERA_MODE_THIRD)
 	{
 		f32 bobfrac = my_modf(m_view_bobbing_anim * 2);
 		f32 bobdir = (m_view_bobbing_anim < 0.5) ? 1.0 : -1.0;
@@ -365,16 +373,17 @@ void Camera::update(LocalPlayer* player, f32 frametime, f32 busytime,
 	v3f my_cp = m_camera_position;
 	
 	// Reposition the camera for third person view
-	if (current_camera_mode > CAMERA_MODE_FIRST) {
-		
-		if (current_camera_mode == CAMERA_MODE_THIRD_FRONT)
+	if (m_camera_mode > CAMERA_MODE_FIRST)
+	{
+		if (m_camera_mode == CAMERA_MODE_THIRD_FRONT)
 			m_camera_direction *= -1;
 
 		my_cp.Y += 2;
 
 		// Calculate new position
 		bool abort = false;
-		for (int i = BS; i <= BS*2; i++) {
+		for (int i = BS; i <= BS*2; i++)
+		{
 			my_cp.X = m_camera_position.X + m_camera_direction.X*-i;
 			my_cp.Z = m_camera_position.Z + m_camera_direction.Z*-i;
 			if (i > 12)
@@ -384,7 +393,8 @@ void Camera::update(LocalPlayer* player, f32 frametime, f32 busytime,
 			INodeDefManager *nodemgr = m_gamedef->ndef();
 			MapNode n = c_env.getClientMap().getNodeNoEx(floatToInt(my_cp, BS));
 			const ContentFeatures& features = nodemgr->get(n);
-			if(features.walkable) {
+			if(features.walkable)
+			{
 				my_cp.X += m_camera_direction.X*-1*-BS/2;
 				my_cp.Z += m_camera_direction.Z*-1*-BS/2;
 				my_cp.Y += m_camera_direction.Y*-1*-BS/2;
@@ -413,7 +423,7 @@ void Camera::update(LocalPlayer* player, f32 frametime, f32 busytime,
 	m_cameranode->setTarget(my_cp-intToFloat(m_camera_offset, BS) + 100 * m_camera_direction);
 
 	// update the camera position in front-view mode to render blocks behind player
-	if (current_camera_mode == CAMERA_MODE_THIRD_FRONT)
+	if (m_camera_mode == CAMERA_MODE_THIRD_FRONT)
 		m_camera_position = my_cp;
 
 	// Get FOV setting
@@ -439,7 +449,8 @@ void Camera::update(LocalPlayer* player, f32 frametime, f32 busytime,
 		wield_position.Y -= 40 + m_wield_change_timer*320;
 	else
 		wield_position.Y -= 40 - m_wield_change_timer*320;
-	if(m_digging_anim < 0.05 || m_digging_anim > 0.5){
+	if(m_digging_anim < 0.05 || m_digging_anim > 0.5)
+	{
 		f32 frac = 1.0;
 		if(m_digging_anim > 0.5)
 			frac = 2.0 * (m_digging_anim - 0.5);
@@ -468,8 +479,7 @@ void Camera::update(LocalPlayer* player, f32 frametime, f32 busytime,
 		quat_slerp.slerp(quat_begin, quat_end, sin(digfrac * M_PI));
 		quat_slerp.toEuler(wield_rotation);
 		wield_rotation *= core::RADTODEG;
-	}
-	else {
+	} else {
 		f32 bobfrac = my_modf(m_view_bobbing_anim);
 		wield_position.X -= sin(bobfrac*M_PI*2.0) * 3.0;
 		wield_position.Y += sin(my_modf(bobfrac*2.0)*M_PI) * 3.0;
@@ -654,12 +664,14 @@ void Camera::wield(const ItemStack &item, u16 playeritem)
 	std::string itemname = item.getDefinition(idef).name;
 	m_wield_mesh_next = idef->getWieldMesh(itemname, m_gamedef);
 	if(playeritem != m_previous_playeritem &&
-			!(m_previous_itemname == "" && itemname == "")) {
+			!(m_previous_itemname == "" && itemname == ""))
+	{
 		m_previous_playeritem = playeritem;
 		m_previous_itemname = itemname;
 		if(m_wield_change_timer >= 0.125)
 			m_wield_change_timer = -0.125;
-		else if(m_wield_change_timer > 0) {
+		else if(m_wield_change_timer > 0)
+		{
 			m_wield_change_timer = -m_wield_change_timer;
 		}
 	} else {
@@ -670,7 +682,8 @@ void Camera::wield(const ItemStack &item, u16 playeritem)
 			m_wieldnode->setVisible(false);
 		}
 		m_wield_mesh_next = NULL;
-		if(m_previous_itemname != itemname) {
+		if(m_previous_itemname != itemname)
+		{
 			m_previous_itemname = itemname;
 			m_wield_change_timer = 0;
 		}
@@ -679,7 +692,7 @@ void Camera::wield(const ItemStack &item, u16 playeritem)
 	}
 }
 
-void Camera::drawWieldedTool()
+void Camera::drawWieldedTool(irr::core::matrix4* translation)
 {
 	// Set vertex colors of wield mesh according to light level
 	u8 li = m_wieldlight;
@@ -695,5 +708,17 @@ void Camera::drawWieldedTool()
 	cam->setFOV(72.0*M_PI/180.0);
 	cam->setNearValue(0.1);
 	cam->setFarValue(100);
+	if (translation != NULL)
+	{
+		irr::core::matrix4 startMatrix = cam->getAbsoluteTransformation();
+		irr::core::vector3df focusPoint = (cam->getTarget()
+				- cam->getAbsolutePosition()).setLength(1)
+				+ cam->getAbsolutePosition();
+
+		irr::core::vector3df camera_pos =
+				(startMatrix * *translation).getTranslation();
+		cam->setPosition(camera_pos);
+		cam->setTarget(focusPoint);
+	}
 	m_wieldmgr->drawAll();
 }

+ 21 - 4
src/camera.h

@@ -33,7 +33,7 @@ class LocalPlayer;
 struct MapDrawControl;
 class IGameDef;
 
-enum CameraModes {CAMERA_MODE_FIRST, CAMERA_MODE_THIRD, CAMERA_MODE_THIRD_FRONT};
+enum CameraMode {CAMERA_MODE_FIRST, CAMERA_MODE_THIRD, CAMERA_MODE_THIRD_FRONT};
 
 /*
 	Client camera class, manages the player and camera scene nodes, the viewing distance
@@ -117,8 +117,7 @@ public:
 	// Update the camera from the local player's position.
 	// busytime is used to adjust the viewing range.
 	void update(LocalPlayer* player, f32 frametime, f32 busytime,
-			f32 tool_reload_ratio,
-			int current_camera_mode, ClientEnvironment &c_env);
+			f32 tool_reload_ratio, ClientEnvironment &c_env);
 
 	// Render distance feedback loop
 	void updateViewingRange(f32 frametime_in, f32 busytime_in);
@@ -133,7 +132,23 @@ public:
 	// Draw the wielded tool.
 	// This has to happen *after* the main scene is drawn.
 	// Warning: This clears the Z buffer.
-	void drawWieldedTool();
+	void drawWieldedTool(irr::core::matrix4* translation=NULL);
+
+	// Toggle the current camera mode
+	void toggleCameraMode() {
+		if (m_camera_mode == CAMERA_MODE_FIRST)
+			m_camera_mode = CAMERA_MODE_THIRD;
+		else if (m_camera_mode == CAMERA_MODE_THIRD)
+			m_camera_mode = CAMERA_MODE_THIRD_FRONT;
+		else
+			m_camera_mode = CAMERA_MODE_FIRST;
+	}
+
+	//read the current camera mode
+	inline CameraMode getCameraMode()
+	{
+		return m_camera_mode;
+	}
 
 private:
 	// Nodes
@@ -196,6 +211,8 @@ private:
 	scene::IMesh *m_wield_mesh_next;
 	u16 m_previous_playeritem;
 	std::string m_previous_itemname;
+
+	CameraMode m_camera_mode;
 };
 
 #endif

+ 5 - 6
src/client.cpp

@@ -51,6 +51,9 @@ with this program; if not, write to the Free Software Foundation, Inc.,
 #include "util/directiontables.h"
 #include "util/pointedthing.h"
 #include "version.h"
+#include "drawscene.h"
+
+extern gui::IGUIEnvironment* guienv;
 
 /*
 	QueuedMeshUpdate
@@ -2648,10 +2651,6 @@ float Client::mediaReceiveProgress()
 		return 1.0; // downloader only exists when not yet done
 }
 
-void draw_load_screen(const std::wstring &text,
-		IrrlichtDevice* device, gui::IGUIFont* font,
-		float dtime=0 ,int percent=0, bool clouds=true);
-
 void Client::afterContentReceived(IrrlichtDevice *device, gui::IGUIFont* font)
 {
 	infostream<<"Client::afterContentReceived() started"<<std::endl;
@@ -2680,7 +2679,7 @@ void Client::afterContentReceived(IrrlichtDevice *device, gui::IGUIFont* font)
 	{
 		verbosestream<<"Updating item textures and meshes"<<std::endl;
 		wchar_t* text = wgettext("Item textures...");
-		draw_load_screen(text,device,font,0,0);
+		draw_load_screen(text, device, guienv, font, 0, 0);
 		std::set<std::string> names = m_itemdef->getAll();
 		size_t size = names.size();
 		size_t count = 0;
@@ -2693,7 +2692,7 @@ void Client::afterContentReceived(IrrlichtDevice *device, gui::IGUIFont* font)
 			count++;
 			percent = count*100/size;
 			if (count%50 == 0) // only update every 50 item
-				draw_load_screen(text,device,font,0,percent);
+				draw_load_screen(text, device, guienv, font, 0, percent);
 		}
 		delete[] text;
 	}

+ 4 - 4
src/clientmap.cpp

@@ -856,7 +856,7 @@ int ClientMap::getBackgroundBrightness(float max_d, u32 daylight_factor,
 	return ret;
 }
 
-void ClientMap::renderPostFx()
+void ClientMap::renderPostFx(CameraMode cam_mode)
 {
 	INodeDefManager *nodemgr = m_gamedef->ndef();
 
@@ -867,8 +867,6 @@ void ClientMap::renderPostFx()
 	v3f camera_position = m_camera_position;
 	m_camera_mutex.Unlock();
 
-	LocalPlayer *player = m_client->getEnv().getLocalPlayer();
-
 	MapNode n = getNodeNoEx(floatToInt(camera_position, BS));
 
 	// - If the player is in a solid node, make everything black.
@@ -876,7 +874,9 @@ void ClientMap::renderPostFx()
 	// - Do not if player is in third person mode
 	const ContentFeatures& features = nodemgr->get(n);
 	video::SColor post_effect_color = features.post_effect_color;
-	if(features.solidness == 2 && !(g_settings->getBool("noclip") && m_gamedef->checkLocalPrivilege("noclip")) && player->camera_mode == CAMERA_MODE_FIRST)
+	if(features.solidness == 2 && !(g_settings->getBool("noclip") &&
+			m_gamedef->checkLocalPrivilege("noclip")) &&
+			cam_mode == CAMERA_MODE_FIRST)
 	{
 		post_effect_color = video::SColor(255, 0, 0, 0);
 	}

+ 2 - 1
src/clientmap.h

@@ -22,6 +22,7 @@ with this program; if not, write to the Free Software Foundation, Inc.,
 
 #include "irrlichttypes_extrabloated.h"
 #include "map.h"
+#include "camera.h"
 #include <set>
 #include <map>
 
@@ -126,7 +127,7 @@ public:
 	int getBackgroundBrightness(float max_d, u32 daylight_factor,
 			int oldvalue, bool *sunlight_seen_result);
 
-	void renderPostFx();
+	void renderPostFx(CameraMode cam_mode);
 
 	// For debug printing
 	virtual void PrintInfo(std::ostream &out);

+ 183 - 114
src/content_cao.cpp

@@ -84,7 +84,8 @@ void SmoothTranslator::update(v3f vect_new, bool is_end_position, float update_i
 	aim_is_end = is_end_position;
 	vect_old = vect_show;
 	vect_aim = vect_new;
-	if(update_interval > 0){
+	if(update_interval > 0)
+	{
 		anim_time = update_interval;
 	} else {
 		if(anim_time < 0.001 || anim_time > 1.0)
@@ -582,8 +583,10 @@ GenericCAO::GenericCAO(IGameDef *gamedef, ClientEnvironment *env):
 		ClientActiveObject::registerType(getType(), create);
 }
 
-bool GenericCAO::getCollisionBox(aabb3f *toset) {
-	if (m_prop.physical) {
+bool GenericCAO::getCollisionBox(aabb3f *toset)
+{
+	if (m_prop.physical)
+	{
 		//update collision box
 		toset->MinEdge = m_prop.collisionbox.MinEdge * BS;
 		toset->MaxEdge = m_prop.collisionbox.MaxEdge * BS;
@@ -597,7 +600,8 @@ bool GenericCAO::getCollisionBox(aabb3f *toset) {
 	return false;
 }
 
-bool GenericCAO::collideWithObjects() {
+bool GenericCAO::collideWithObjects()
+{
 	return m_prop.collideWithObjects;
 }
 
@@ -635,7 +639,8 @@ void GenericCAO::initialize(const std::string &data)
 		return;
 	}
 
-	for(int i=0; i<num_messages; i++){
+	for(int i=0; i<num_messages; i++)
+	{
 		std::string message = deSerializeLongString(is);
 		processMessage(message);
 	}
@@ -643,10 +648,17 @@ void GenericCAO::initialize(const std::string &data)
 	pos_translator.init(m_position);
 	updateNodePos();
 
-	if(m_is_player){
+	if(m_is_player)
+	{
 		Player *player = m_env->getPlayer(m_name.c_str());
-		if(player && player->isLocal()){
+		if(player && player->isLocal())
+		{
 			m_is_local_player = true;
+			m_is_visible = false;
+			LocalPlayer* localplayer = dynamic_cast<LocalPlayer*>(player);
+
+			assert( localplayer != NULL );
+			localplayer->setCAO(this);
 		}
 		m_env->addPlayerName(m_name.c_str());
 	}
@@ -654,7 +666,8 @@ void GenericCAO::initialize(const std::string &data)
 
 GenericCAO::~GenericCAO()
 {
-	if(m_is_player){
+	if(m_is_player)
+	{
 		m_env->removePlayerName(m_name.c_str());
 	}
 }
@@ -668,7 +681,8 @@ core::aabbox3d<f32>* GenericCAO::getSelectionBox()
 
 v3f GenericCAO::getPosition()
 {
-	if(getParent() != NULL){
+	if(getParent() != NULL)
+	{
 		if(m_meshnode)
 			return m_meshnode->getAbsolutePosition();
 		if(m_animated_meshnode)
@@ -711,9 +725,12 @@ ClientActiveObject* GenericCAO::getParent()
 	ClientActiveObject *obj = NULL;
 	for(std::vector<core::vector2d<int> >::const_iterator cii = m_env->attachment_list.begin(); cii != m_env->attachment_list.end(); cii++)
 	{
-		if(cii->X == getId()){ // This ID is our child
-			if(cii->Y > 0){ // A parent ID exists for our child
-				if(cii->X != cii->Y){ // The parent and child ID are not the same
+		if(cii->X == getId()) // This ID is our child
+		{
+			if(cii->Y > 0) // A parent ID exists for our child
+			{
+				if(cii->X != cii->Y) // The parent and child ID are not the same
+				{
 					obj = m_env->getActiveObject(cii->Y);
 				}
 			}
@@ -730,18 +747,21 @@ void GenericCAO::removeFromScene(bool permanent)
 	if(permanent) // Should be true when removing the object permanently and false when refreshing (eg: updating visuals)
 	{
 		// Detach this object's children
-		for(std::vector<core::vector2d<int> >::iterator ii = m_env->attachment_list.begin(); ii != m_env->attachment_list.end(); ii++)
+		for(std::vector<core::vector2d<int> >::iterator ii = m_env->attachment_list.begin();
+				ii != m_env->attachment_list.end(); ii++)
 		{
 			if(ii->Y == getId()) // Is a child of our object
 			{
 				ii->Y = 0;
-				ClientActiveObject *obj = m_env->getActiveObject(ii->X); // Get the object of the child
+				// Get the object of the child
+				ClientActiveObject *obj = m_env->getActiveObject(ii->X);
 				if(obj)
 					obj->setAttachments();
 			}
 		}
 		// Delete this object from the attachments list
-		for(std::vector<core::vector2d<int> >::iterator ii = m_env->attachment_list.begin(); ii != m_env->attachment_list.end(); ii++)
+		for(std::vector<core::vector2d<int> >::iterator ii = m_env->attachment_list.begin();
+				ii != m_env->attachment_list.end(); ii++)
 		{
 			if(ii->X == getId()) // Is our object
 			{
@@ -751,15 +771,18 @@ void GenericCAO::removeFromScene(bool permanent)
 		}
 	}
 
-	if(m_meshnode){
+	if(m_meshnode)
+	{
 		m_meshnode->remove();
 		m_meshnode = NULL;
 	}
-	if(m_animated_meshnode){
+	if(m_animated_meshnode)
+	{
 		m_animated_meshnode->remove();
 		m_animated_meshnode = NULL;
 	}
-	if(m_spritenode){
+	if(m_spritenode)
+	{
 		m_spritenode->remove();
 		m_spritenode = NULL;
 	}
@@ -781,7 +804,8 @@ void GenericCAO::addToScene(scene::ISceneManager *smgr, ITextureSource *tsrc,
 
 	//video::IVideoDriver* driver = smgr->getVideoDriver();
 
-	if(m_prop.visual == "sprite"){
+	if(m_prop.visual == "sprite")
+	{
 		infostream<<"GenericCAO::addToScene(): single_sprite"<<std::endl;
 		m_spritenode = smgr->addBillboardSceneNode(
 				NULL, v2f(1, 1), v3f(0,0,0), -1);
@@ -801,8 +825,7 @@ void GenericCAO::addToScene(scene::ISceneManager *smgr, ITextureSource *tsrc,
 					txs, tys, 0, 0);
 		}
 	}
-	else if(m_prop.visual == "upright_sprite")
-	{
+	else if(m_prop.visual == "upright_sprite") {
 		scene::SMesh *mesh = new scene::SMesh();
 		double dx = BS*m_prop.visual_size.X/2;
 		double dy = BS*m_prop.visual_size.Y/2;
@@ -856,7 +879,7 @@ void GenericCAO::addToScene(scene::ISceneManager *smgr, ITextureSource *tsrc,
 		// This is needed for changing the texture in the future
 		m_meshnode->setReadOnlyMaterials(true);
 	}
-	else if(m_prop.visual == "cube"){
+	else if(m_prop.visual == "cube") {
 		infostream<<"GenericCAO::addToScene(): cube"<<std::endl;
 		scene::IMesh *mesh = createCubeMesh(v3f(BS,BS,BS));
 		m_meshnode = smgr->addMeshSceneNode(mesh, NULL);
@@ -873,7 +896,7 @@ void GenericCAO::addToScene(scene::ISceneManager *smgr, ITextureSource *tsrc,
 		m_meshnode->setMaterialType(video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF);
 		m_meshnode->setMaterialFlag(video::EMF_FOG_ENABLE, true);
 	}
-	else if(m_prop.visual == "mesh"){
+	else if(m_prop.visual == "mesh") {
 		infostream<<"GenericCAO::addToScene(): mesh"<<std::endl;
 		scene::IAnimatedMesh *mesh = m_gamedef->getMesh(m_prop.mesh);
 		if(mesh)
@@ -895,7 +918,7 @@ void GenericCAO::addToScene(scene::ISceneManager *smgr, ITextureSource *tsrc,
 		else
 			errorstream<<"GenericCAO::addToScene(): Could not load mesh "<<m_prop.mesh<<std::endl;
 	}
-	else if(m_prop.visual == "wielditem"){
+	else if(m_prop.visual == "wielditem") {
 		infostream<<"GenericCAO::addToScene(): node"<<std::endl;
 		infostream<<"textures: "<<m_prop.textures.size()<<std::endl;
 		if(m_prop.textures.size() >= 1){
@@ -949,7 +972,8 @@ void GenericCAO::addToScene(scene::ISceneManager *smgr, ITextureSource *tsrc,
 void GenericCAO::updateLight(u8 light_at_pos)
 {
 	u8 li = decode_light(light_at_pos);
-	if(li != m_last_light){
+	if(li != m_last_light)
+	{
 		m_last_light = li;
 		video::SColor color(255,li,li,li);
 		if(m_meshnode)
@@ -972,19 +996,22 @@ void GenericCAO::updateNodePos()
 		return;
 
 	v3s16 camera_offset = m_env->getCameraOffset();
-	if(m_meshnode){
+	if(m_meshnode)
+	{
 		m_meshnode->setPosition(pos_translator.vect_show-intToFloat(camera_offset, BS));
 		v3f rot = m_meshnode->getRotation();
 		rot.Y = -m_yaw;
 		m_meshnode->setRotation(rot);
 	}
-	if(m_animated_meshnode){
+	if(m_animated_meshnode)
+	{
 		m_animated_meshnode->setPosition(pos_translator.vect_show-intToFloat(camera_offset, BS));
 		v3f rot = m_animated_meshnode->getRotation();
 		rot.Y = -m_yaw;
 		m_animated_meshnode->setRotation(rot);
 	}
-	if(m_spritenode){
+	if(m_spritenode)
+	{
 		m_spritenode->setPosition(pos_translator.vect_show-intToFloat(camera_offset, BS));
 	}
 }
@@ -992,13 +1019,14 @@ void GenericCAO::updateNodePos()
 void GenericCAO::step(float dtime, ClientEnvironment *env)
 {
 	// Handel model of local player instantly to prevent lags
-	if(m_is_local_player) {
+	if(m_is_local_player)
+	{
 		LocalPlayer *player = m_env->getLocalPlayer();
 
-		if (player->camera_mode > CAMERA_MODE_FIRST) {
+		if (m_is_visible)
+		{
 			int old_anim = player->last_animation;
 			float old_anim_speed = player->last_animation_speed;
-			m_is_visible = true;
 			m_position = player->getPosition() + v3f(0,BS,0);
 			m_velocity = v3f(0,0,0);
 			m_acceleration = v3f(0,0,0);
@@ -1026,7 +1054,8 @@ void GenericCAO::step(float dtime, ClientEnvironment *env)
 			if(controls.sneak && walking)
 				new_speed /= 2;
 
-			if(walking && (controls.LMB || controls.RMB)) {
+			if(walking && (controls.LMB || controls.RMB))
+			{
 				new_anim = player->local_animations[3];
 				player->last_animation = WD_ANIM;
 			} else if(walking) {
@@ -1039,7 +1068,8 @@ void GenericCAO::step(float dtime, ClientEnvironment *env)
 
 			// Apply animations if input detected and not attached
 			// or set idle animation
-			if ((new_anim.X + new_anim.Y) > 0 && !player->isAttached) {
+			if ((new_anim.X + new_anim.Y) > 0 && !player->isAttached)
+			{
 				allow_update = true;
 				m_animation_range = new_anim;
 				m_animation_speed = new_speed;
@@ -1047,36 +1077,42 @@ void GenericCAO::step(float dtime, ClientEnvironment *env)
 			} else {
 				player->last_animation = NO_ANIM;
 
-				if (old_anim != NO_ANIM) {
+				if (old_anim != NO_ANIM)
+				{
 					m_animation_range = player->local_animations[0];
 					updateAnimation();
 				}
 			}
 
 			// Update local player animations
-			if ((player->last_animation != old_anim || m_animation_speed != old_anim_speed) &&
+			if ((player->last_animation != old_anim ||
+				m_animation_speed != old_anim_speed) &&
 				player->last_animation != NO_ANIM && allow_update)
 					updateAnimation();
 
-		} else {
-			m_is_visible = false;
 		}
 	}
 
 	if(m_visuals_expired && m_smgr && m_irr){
 		m_visuals_expired = false;
 
-		// Attachments, part 1: All attached objects must be unparented first, or Irrlicht causes a segmentation fault
-		for(std::vector<core::vector2d<int> >::iterator ii = m_env->attachment_list.begin(); ii != m_env->attachment_list.end(); ii++)
+		// Attachments, part 1: All attached objects must be unparented first,
+		// or Irrlicht causes a segmentation fault
+		for(std::vector<core::vector2d<int> >::iterator ii = m_env->attachment_list.begin();
+				ii != m_env->attachment_list.end(); ii++)
 		{
 			if(ii->Y == getId()) // This is a child of our parent
 			{
-				ClientActiveObject *obj = m_env->getActiveObject(ii->X); // Get the object of the child
+				// Get the object of the child
+				ClientActiveObject *obj = m_env->getActiveObject(ii->X);
 				if(obj)
 				{
-					scene::IMeshSceneNode *m_child_meshnode = obj->getMeshSceneNode();
-					scene::IAnimatedMeshSceneNode *m_child_animated_meshnode = obj->getAnimatedMeshSceneNode();
-					scene::IBillboardSceneNode *m_child_spritenode = obj->getSpriteSceneNode();
+					scene::IMeshSceneNode *m_child_meshnode
+							= obj->getMeshSceneNode();
+					scene::IAnimatedMeshSceneNode *m_child_animated_meshnode
+							= obj->getAnimatedMeshSceneNode();
+					scene::IBillboardSceneNode *m_child_spritenode
+							= obj->getSpriteSceneNode();
 					if(m_child_meshnode)
 						m_child_meshnode->setParent(m_smgr->getRootSceneNode());
 					if(m_child_animated_meshnode)
@@ -1091,11 +1127,13 @@ void GenericCAO::step(float dtime, ClientEnvironment *env)
 		addToScene(m_smgr, m_gamedef->tsrc(), m_irr);
 
 		// Attachments, part 2: Now that the parent has been refreshed, put its attachments back
-		for(std::vector<core::vector2d<int> >::iterator ii = m_env->attachment_list.begin(); ii != m_env->attachment_list.end(); ii++)
+		for(std::vector<core::vector2d<int> >::iterator ii = m_env->attachment_list.begin();
+				ii != m_env->attachment_list.end(); ii++)
 		{
 			if(ii->Y == getId()) // This is a child of our parent
 			{
-				ClientActiveObject *obj = m_env->getActiveObject(ii->X); // Get the object of the child
+				// Get the object of the child
+				ClientActiveObject *obj = m_env->getActiveObject(ii->X);
 				if(obj)
 					obj->setAttachments();
 			}
@@ -1126,12 +1164,11 @@ void GenericCAO::step(float dtime, ClientEnvironment *env)
 			player->overridePosition = getParent()->getPosition();
 			m_env->getLocalPlayer()->parent = getParent();
 		}
-	}
-	else
-	{
+	} else {
 		v3f lastpos = pos_translator.vect_show;
 
-		if(m_prop.physical){
+		if(m_prop.physical)
+		{
 			core::aabbox3d<f32> box = m_prop.collisionbox;
 			box.MinEdge *= BS;
 			box.MaxEdge *= BS;
@@ -1156,16 +1193,19 @@ void GenericCAO::step(float dtime, ClientEnvironment *env)
 		} else {
 			m_position += dtime * m_velocity + 0.5 * dtime * dtime * m_acceleration;
 			m_velocity += dtime * m_acceleration;
-			pos_translator.update(m_position, pos_translator.aim_is_end, pos_translator.anim_time);
+			pos_translator.update(m_position, pos_translator.aim_is_end,
+					pos_translator.anim_time);
 			pos_translator.translate(dtime);
 			updateNodePos();
 		}
 
 		float moved = lastpos.getDistanceFrom(pos_translator.vect_show);
 		m_step_distance_counter += moved;
-		if(m_step_distance_counter > 1.5*BS){
+		if(m_step_distance_counter > 1.5*BS)
+		{
 			m_step_distance_counter = 0;
-			if(!m_is_local_player && m_prop.makes_footstep_sound){
+			if(!m_is_local_player && m_prop.makes_footstep_sound)
+			{
 				INodeDefManager *ndef = m_gamedef->ndef();
 				v3s16 p = floatToInt(getPosition() + v3f(0,
 						(m_prop.collisionbox.MinEdge.Y-0.5)*BS, 0), BS);
@@ -1177,7 +1217,8 @@ void GenericCAO::step(float dtime, ClientEnvironment *env)
 	}
 
 	m_anim_timer += dtime;
-	if(m_anim_timer >= m_anim_framelength){
+	if(m_anim_timer >= m_anim_framelength)
+	{
 		m_anim_timer -= m_anim_framelength;
 		m_anim_frame++;
 		if(m_anim_frame >= m_anim_num_frames)
@@ -1186,28 +1227,33 @@ void GenericCAO::step(float dtime, ClientEnvironment *env)
 
 	updateTexturePos();
 
-	if(m_reset_textures_timer >= 0){
+	if(m_reset_textures_timer >= 0)
+	{
 		m_reset_textures_timer -= dtime;
 		if(m_reset_textures_timer <= 0){
 			m_reset_textures_timer = -1;
 			updateTextures("");
 		}
 	}
-	if(getParent() == NULL && fabs(m_prop.automatic_rotate) > 0.001){
+	if(getParent() == NULL && fabs(m_prop.automatic_rotate) > 0.001)
+	{
 		m_yaw += dtime * m_prop.automatic_rotate * 180 / M_PI;
 		updateNodePos();
 	}
 
 	if (getParent() == NULL && m_prop.automatic_face_movement_dir &&
-			(fabs(m_velocity.Z) > 0.001 || fabs(m_velocity.X) > 0.001)){
-		m_yaw = atan2(m_velocity.Z,m_velocity.X) * 180 / M_PI + m_prop.automatic_face_movement_dir_offset;
+			(fabs(m_velocity.Z) > 0.001 || fabs(m_velocity.X) > 0.001))
+	{
+		m_yaw = atan2(m_velocity.Z,m_velocity.X) * 180 / M_PI
+				+ m_prop.automatic_face_movement_dir_offset;
 		updateNodePos();
 	}
 }
 
 void GenericCAO::updateTexturePos()
 {
-	if(m_spritenode){
+	if(m_spritenode)
+	{
 		scene::ICameraSceneNode* camera =
 				m_spritenode->getSceneManager()->getActiveCamera();
 		if(!camera)
@@ -1226,7 +1272,8 @@ void GenericCAO::updateTexturePos()
 			else if(cam_to_entity.Y < -0.75)
 				col += 4;
 			else{
-				float mob_dir = atan2(cam_to_entity.Z, cam_to_entity.X) / M_PI * 180.;
+				float mob_dir =
+						atan2(cam_to_entity.Z, cam_to_entity.X) / M_PI * 180.;
 				float dir = mob_dir - m_yaw;
 				dir = wrapDegrees_180(dir);
 				//infostream<<"id="<<m_id<<" dir="<<dir<<std::endl;
@@ -1291,7 +1338,8 @@ void GenericCAO::updateTextures(const std::string &mod)
 	{
 		if(m_prop.visual == "mesh")
 		{
-			for (u32 i = 0; i < m_prop.textures.size() && i < m_animated_meshnode->getMaterialCount(); ++i)
+			for (u32 i = 0; i < m_prop.textures.size() &&
+					i < m_animated_meshnode->getMaterialCount(); ++i)
 			{
 				std::string texturestring = m_prop.textures[i];
 				if(texturestring == "")
@@ -1310,11 +1358,15 @@ void GenericCAO::updateTextures(const std::string &mod)
 				material.setFlag(video::EMF_LIGHTING, false);
 				material.setFlag(video::EMF_BILINEAR_FILTER, false);
 
-				m_animated_meshnode->getMaterial(i).setFlag(video::EMF_TRILINEAR_FILTER, use_trilinear_filter);
-				m_animated_meshnode->getMaterial(i).setFlag(video::EMF_BILINEAR_FILTER, use_bilinear_filter);
-				m_animated_meshnode->getMaterial(i).setFlag(video::EMF_ANISOTROPIC_FILTER, use_anisotropic_filter);
+				m_animated_meshnode->getMaterial(i)
+						.setFlag(video::EMF_TRILINEAR_FILTER, use_trilinear_filter);
+				m_animated_meshnode->getMaterial(i)
+						.setFlag(video::EMF_BILINEAR_FILTER, use_bilinear_filter);
+				m_animated_meshnode->getMaterial(i)
+						.setFlag(video::EMF_ANISOTROPIC_FILTER, use_anisotropic_filter);
 			}
-			for (u32 i = 0; i < m_prop.colors.size() && i < m_animated_meshnode->getMaterialCount(); ++i)
+			for (u32 i = 0; i < m_prop.colors.size() &&
+			i < m_animated_meshnode->getMaterialCount(); ++i)
 			{
 				// This allows setting per-material colors. However, until a real lighting
 				// system is added, the code below will have no effect. Once MineTest
@@ -1436,7 +1488,10 @@ void GenericCAO::updateBonePosition()
 		return;
 
 	m_animated_meshnode->setJointMode(irr::scene::EJUOR_CONTROL); // To write positions to the mesh on render
-	for(std::map<std::string, core::vector2d<v3f> >::const_iterator ii = m_bone_position.begin(); ii != m_bone_position.end(); ++ii){
+	for(std::map<std::string,
+			core::vector2d<v3f> >::const_iterator ii = m_bone_position.begin();
+			ii != m_bone_position.end(); ++ii)
+	{
 		std::string bone_name = (*ii).first;
 		v3f bone_pos = (*ii).second.X;
 		v3f bone_rot = (*ii).second.Y;
@@ -1451,8 +1506,14 @@ void GenericCAO::updateBonePosition()
 	
 void GenericCAO::updateAttachments()
 {
-	m_attached_to_local = getParent() != NULL && getParent()->isLocalPlayer();
-	m_is_visible = !m_attached_to_local; // Objects attached to the local player should always be hidden
+
+	// localplayer itself can't be attached to localplayer
+	if (!m_is_local_player)
+	{
+		m_attached_to_local = getParent() != NULL && getParent()->isLocalPlayer();
+		// Objects attached to the local player should always be hidden
+		m_is_visible = !m_attached_to_local;
+	}
 
 	if(getParent() == NULL || m_attached_to_local) // Detach or don't attach
 	{
@@ -1503,12 +1564,17 @@ void GenericCAO::updateAttachments()
 
 		scene::IBoneSceneNode *parent_bone = NULL;
 		if(parent_animated_mesh && m_attachment_bone != "")
-			parent_bone = parent_animated_mesh->getJointNode(m_attachment_bone.c_str());
-
-		// The spaghetti code below makes sure attaching works if either the parent or child is a spritenode, meshnode, or animatedmeshnode
+		{
+			parent_bone =
+					parent_animated_mesh->getJointNode(m_attachment_bone.c_str());
+		}
+		// The spaghetti code below makes sure attaching works if either the
+		// parent or child is a spritenode, meshnode, or animatedmeshnode
 		// TODO: Perhaps use polymorphism here to save code duplication
-		if(m_meshnode){
-			if(parent_bone){
+		if(m_meshnode)
+		{
+			if(parent_bone)
+			{
 				m_meshnode->setParent(parent_bone);
 				m_meshnode->setPosition(m_attachment_position);
 				m_meshnode->setRotation(m_attachment_rotation);
@@ -1516,19 +1582,20 @@ void GenericCAO::updateAttachments()
 			}
 			else
 			{
-				if(parent_mesh){
+				if(parent_mesh)
+				{
 					m_meshnode->setParent(parent_mesh);
 					m_meshnode->setPosition(m_attachment_position);
 					m_meshnode->setRotation(m_attachment_rotation);
 					m_meshnode->updateAbsolutePosition();
 				}
-				else if(parent_animated_mesh){
+				else if(parent_animated_mesh) {
 					m_meshnode->setParent(parent_animated_mesh);
 					m_meshnode->setPosition(m_attachment_position);
 					m_meshnode->setRotation(m_attachment_rotation);
 					m_meshnode->updateAbsolutePosition();
 				}
-				else if(parent_sprite){
+				else if(parent_sprite) {
 					m_meshnode->setParent(parent_sprite);
 					m_meshnode->setPosition(m_attachment_position);
 					m_meshnode->setRotation(m_attachment_rotation);
@@ -1536,8 +1603,10 @@ void GenericCAO::updateAttachments()
 				}
 			}
 		}
-		if(m_animated_meshnode){
-			if(parent_bone){
+		if(m_animated_meshnode)
+		{
+			if(parent_bone)
+			{
 				m_animated_meshnode->setParent(parent_bone);
 				m_animated_meshnode->setPosition(m_attachment_position);
 				m_animated_meshnode->setRotation(m_attachment_rotation);
@@ -1545,19 +1614,18 @@ void GenericCAO::updateAttachments()
 			}
 			else
 			{
-				if(parent_mesh){
+				if(parent_mesh)
+				{
 					m_animated_meshnode->setParent(parent_mesh);
 					m_animated_meshnode->setPosition(m_attachment_position);
 					m_animated_meshnode->setRotation(m_attachment_rotation);
 					m_animated_meshnode->updateAbsolutePosition();
-				}
-				else if(parent_animated_mesh){
+				} else if(parent_animated_mesh) {
 					m_animated_meshnode->setParent(parent_animated_mesh);
 					m_animated_meshnode->setPosition(m_attachment_position);
 					m_animated_meshnode->setRotation(m_attachment_rotation);
 					m_animated_meshnode->updateAbsolutePosition();
-				}
-				else if(parent_sprite){
+				} else if(parent_sprite) {
 					m_animated_meshnode->setParent(parent_sprite);
 					m_animated_meshnode->setPosition(m_attachment_position);
 					m_animated_meshnode->setRotation(m_attachment_rotation);
@@ -1565,28 +1633,29 @@ void GenericCAO::updateAttachments()
 				}
 			}
 		}
-		if(m_spritenode){
-			if(parent_bone){
+		if(m_spritenode)
+		{
+			if(parent_bone)
+			{
 				m_spritenode->setParent(parent_bone);
 				m_spritenode->setPosition(m_attachment_position);
 				m_spritenode->setRotation(m_attachment_rotation);
 				m_spritenode->updateAbsolutePosition();
-			}
-			else
-			{
-				if(parent_mesh){
+			} else {
+				if(parent_mesh)
+				{
 					m_spritenode->setParent(parent_mesh);
 					m_spritenode->setPosition(m_attachment_position);
 					m_spritenode->setRotation(m_attachment_rotation);
 					m_spritenode->updateAbsolutePosition();
 				}
-				else if(parent_animated_mesh){
+				else if(parent_animated_mesh) {
 					m_spritenode->setParent(parent_animated_mesh);
 					m_spritenode->setPosition(m_attachment_position);
 					m_spritenode->setRotation(m_attachment_rotation);
 					m_spritenode->updateAbsolutePosition();
 				}
-				else if(parent_sprite){
+				else if(parent_sprite) {
 					m_spritenode->setParent(parent_sprite);
 					m_spritenode->setPosition(m_attachment_position);
 					m_spritenode->setRotation(m_attachment_rotation);
@@ -1649,7 +1718,8 @@ void GenericCAO::processMessage(const std::string &data)
 		if(getParent() != NULL) // Just in case
 			return;
 
-		if(do_interpolate){
+		if(do_interpolate)
+		{
 			if(!m_prop.physical)
 				pos_translator.update(m_position, is_end_position, update_interval);
 		} else {
@@ -1657,13 +1727,11 @@ void GenericCAO::processMessage(const std::string &data)
 		}
 		updateNodePos();
 	}
-	else if(cmd == GENERIC_CMD_SET_TEXTURE_MOD)
-	{
+	else if(cmd == GENERIC_CMD_SET_TEXTURE_MOD) {
 		std::string mod = deSerializeString(is);
 		updateTextures(mod);
 	}
-	else if(cmd == GENERIC_CMD_SET_SPRITE)
-	{
+	else if(cmd == GENERIC_CMD_SET_SPRITE) {
 		v2s16 p = readV2S16(is);
 		int num_frames = readU16(is);
 		float framelength = readF1000(is);
@@ -1676,8 +1744,7 @@ void GenericCAO::processMessage(const std::string &data)
 
 		updateTexturePos();
 	}
-	else if(cmd == GENERIC_CMD_SET_PHYSICS_OVERRIDE)
-	{
+	else if(cmd == GENERIC_CMD_SET_PHYSICS_OVERRIDE) {
 		float override_speed = readF1000(is);
 		float override_jump = readF1000(is);
 		float override_gravity = readF1000(is);
@@ -1696,8 +1763,7 @@ void GenericCAO::processMessage(const std::string &data)
 			player->physics_override_sneak_glitch = sneak_glitch;
 		}
 	}
-	else if(cmd == GENERIC_CMD_SET_ANIMATION)
-	{
+	else if(cmd == GENERIC_CMD_SET_ANIMATION) {
 		// TODO: change frames send as v2s32 value
 		v2f range = readV2F1000(is);
 		if (!m_is_local_player) {
@@ -1707,7 +1773,8 @@ void GenericCAO::processMessage(const std::string &data)
 			updateAnimation();
 		} else {
 			LocalPlayer *player = m_env->getLocalPlayer();
-			if(player->last_animation == NO_ANIM) {
+			if(player->last_animation == NO_ANIM)
+			{
 				m_animation_range = v2s32((s32)range.X, (s32)range.Y);
 				m_animation_speed = readF1000(is);
 				m_animation_blend = readF1000(is);
@@ -1715,7 +1782,8 @@ void GenericCAO::processMessage(const std::string &data)
 			// update animation only if local animations present
 			// and received animation is unknown (except idle animation)
 			bool is_known = false;
-			for (int i = 1;i<4;i++) {
+			for (int i = 1;i<4;i++)
+			{
 				if(m_animation_range.Y == player->local_animations[i].Y)
 					is_known = true;
 			}
@@ -1726,8 +1794,7 @@ void GenericCAO::processMessage(const std::string &data)
 			}
 		}
 	}
-	else if(cmd == GENERIC_CMD_SET_BONE_POSITION)
-	{
+	else if(cmd == GENERIC_CMD_SET_BONE_POSITION) {
 		std::string bone = deSerializeString(is);
 		v3f position = readV3F1000(is);
 		v3f rotation = readV3F1000(is);
@@ -1735,8 +1802,7 @@ void GenericCAO::processMessage(const std::string &data)
 
 		updateBonePosition();
 	}
-	else if(cmd == GENERIC_CMD_SET_ATTACHMENT)
-	{
+	else if(cmd == GENERIC_CMD_SET_ATTACHMENT) {
 		// If an entry already exists for this object, delete it first to avoid duplicates
 		for(std::vector<core::vector2d<int> >::iterator ii = m_env->attachment_list.begin(); ii != m_env->attachment_list.end(); ii++)
 		{
@@ -1753,8 +1819,7 @@ void GenericCAO::processMessage(const std::string &data)
 
 		updateAttachments();
 	}
-	else if(cmd == GENERIC_CMD_PUNCHED)
-	{
+	else if(cmd == GENERIC_CMD_PUNCHED) {
 		/*s16 damage =*/ readS16(is);
 		s16 result_hp = readS16(is);
 
@@ -1763,8 +1828,10 @@ void GenericCAO::processMessage(const std::string &data)
 
 		m_hp = result_hp;
 
-		if (damage > 0) {
-			if (m_hp <= 0) {
+		if (damage > 0)
+		{
+			if (m_hp <= 0)
+			{
 				// TODO: Execute defined fast response
 				// As there is no definition, make a smoke puff
 				ClientSimpleObject *simple = createSmokePuff(
@@ -1781,11 +1848,11 @@ void GenericCAO::processMessage(const std::string &data)
 			}
 		}
 	}
-	else if(cmd == GENERIC_CMD_UPDATE_ARMOR_GROUPS)
-	{
+	else if(cmd == GENERIC_CMD_UPDATE_ARMOR_GROUPS) {
 		m_armor_groups.clear();
 		int armor_groups_size = readU16(is);
-		for(int i=0; i<armor_groups_size; i++){
+		for(int i=0; i<armor_groups_size; i++)
+		{
 			std::string name = deSerializeString(is);
 			int rating = readS16(is);
 			m_armor_groups[name] = rating;
@@ -1807,7 +1874,8 @@ bool GenericCAO::directReportPunch(v3f dir, const ItemStack *punchitem,
 
 	if(result.did_punch && result.damage != 0)
 	{
-		if(result.damage < m_hp){
+		if(result.damage < m_hp)
+		{
 			m_hp -= result.damage;
 		} else {
 			m_hp = 0;
@@ -1835,7 +1903,8 @@ std::string GenericCAO::debugInfoText()
 	os<<"GenericCAO hp="<<m_hp<<"\n";
 	os<<"armor={";
 	for(ItemGroupList::const_iterator i = m_armor_groups.begin();
-			i != m_armor_groups.end(); i++){
+			i != m_armor_groups.end(); i++)
+	{
 		os<<i->first<<"="<<i->second<<", ";
 	}
 	os<<"}";

+ 2 - 2
src/defaultsettings.cpp

@@ -56,8 +56,8 @@ void set_default_settings(Settings *settings)
 	settings->setDefault("keymap_camera_mode", "KEY_F7");
 	settings->setDefault("keymap_increase_viewing_range_min", "+");
 	settings->setDefault("keymap_decrease_viewing_range_min", "-");
-	settings->setDefault("anaglyph", "false");
-	settings->setDefault("anaglyph_strength", "0.1");
+	settings->setDefault("3d_mode", "none");
+	settings->setDefault("3d_paralax_strength", "0.025");
 	settings->setDefault("aux1_descends", "false");
 	settings->setDefault("doubletap_jump", "false");
 	settings->setDefault("always_fly_fast", "true");

+ 529 - 0
src/drawscene.cpp

@@ -0,0 +1,529 @@
+/*
+Minetest
+Copyright (C) 2010-2014 celeron55, Perttu Ahola <celeron55@gmail.com>
+
+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 "util/timetaker.h"
+
+typedef enum {
+	LEFT = -1,
+	RIGHT = 1,
+	EYECOUNT = 2
+} paralax_sign;
+
+void draw_selectionbox(video::IVideoDriver* driver, Hud& hud,
+		std::vector<aabb3f>& 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<aabb3f> 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<u32>(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<aabb3f>& 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<aabb3f> 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<s32>(0, screensize.Y-i),
+				irr::core::rect<s32>(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<aabb3f> 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<s32>(0, 0, screensize.X/2, screensize.Y),
+			irr::core::rect<s32>(0, 0, screensize.X, screensize.Y), 0, 0, false);
+
+	driver->draw2DImage(hudtexture,
+			irr::core::rect<s32>(0, 0, screensize.X/2, screensize.Y),
+			irr::core::rect<s32>(0, 0, screensize.X, screensize.Y), 0, 0, true);
+
+	driver->draw2DImage(right_image,
+			irr::core::rect<s32>(screensize.X/2, 0, screensize.X, screensize.Y),
+			irr::core::rect<s32>(0, 0, screensize.X, screensize.Y), 0, 0, false);
+
+	driver->draw2DImage(hudtexture,
+			irr::core::rect<s32>(screensize.X/2, 0, screensize.X, screensize.Y),
+			irr::core::rect<s32>(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<aabb3f> 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<s32>(0, 0, screensize.X, screensize.Y/2),
+			irr::core::rect<s32>(0, 0, screensize.X, screensize.Y), 0, 0, false);
+
+	driver->draw2DImage(hudtexture,
+			irr::core::rect<s32>(0, 0, screensize.X, screensize.Y/2),
+			irr::core::rect<s32>(0, 0, screensize.X, screensize.Y), 0, 0, true);
+
+	driver->draw2DImage(right_image,
+			irr::core::rect<s32>(0, screensize.Y/2, screensize.X, screensize.Y),
+			irr::core::rect<s32>(0, 0, screensize.X, screensize.Y), 0, 0, false);
+
+	driver->draw2DImage(hudtexture,
+			irr::core::rect<s32>(0, screensize.Y/2, screensize.X, screensize.Y),
+			irr::core::rect<s32>(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<aabb3f> hilightboxes, video::IVideoDriver* driver,
+		bool draw_wield_tool, Client& client, gui::IGUIEnvironment* guienv)
+{
+
+	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<aabb3f> 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));
+
+		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);
+		}
+		//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<u32> textsize_u = font->getDimension(loadingtext);
+	core::vector2d<s32> textsize(textsize_u.X,textsize_u.Y);
+	core::vector2d<s32> center(screensize.X/2, screensize.Y/2);
+	core::rect<s32> 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<s32> barsize(256,32);
+		core::rect<s32> 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<s32> (
+				barrect.UpperLeftCorner+1,
+				barrect.LowerRightCorner-1), NULL); // black inside the bar
+		driver->draw2DRectangle(video::SColor(255,128,128,128), core::rect<s32> (
+				barrect.UpperLeftCorner+1,
+				core::vector2d<s32>(
+					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;
+}

+ 37 - 0
src/drawscene.h

@@ -0,0 +1,37 @@
+/*
+Minetest
+Copyright (C) 2010-2014 celeron55, Perttu Ahola <celeron55@gmail.com>
+
+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.
+*/
+
+#ifndef DRAWSCENE_H_
+#define DRAWSCENE_H_
+
+#include "camera.h"
+#include "hud.h"
+#include "irrlichttypes_extrabloated.h"
+
+
+void draw_load_screen(const std::wstring &text, IrrlichtDevice* device,
+		gui::IGUIEnvironment* guienv, gui::IGUIFont* font, float dtime=0,
+		int percent=0, bool clouds=true);
+
+void draw_scene(video::IVideoDriver* driver, scene::ISceneManager* smgr,
+		Camera& camera, Client& client, LocalPlayer* player, Hud& hud,
+		gui::IGUIEnvironment* guienv, std::vector<aabb3f> hilightboxes,
+		const v2u32& screensize, video::SColor skycolor, bool show_hud);
+
+#endif /* DRAWSCENE_H_ */

+ 30 - 234
src/game.cpp

@@ -68,6 +68,8 @@ with this program; if not, write to the Free Software Foundation, Inc.,
 #include <list>
 #include "util/directiontables.h"
 #include "util/pointedthing.h"
+#include "drawscene.h"
+#include "content_cao.h"
 
 /*
 	Text input system
@@ -418,59 +420,6 @@ PointedThing getPointedThing(Client *client, v3f player_position,
 	return result;
 }
 
-/*
-	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::IGUIFont* font, float dtime=0 ,int percent=0, bool clouds=true)
-{
-	video::IVideoDriver* driver = device->getVideoDriver();
-	v2u32 screensize = driver->getScreenSize();
-	const wchar_t *loadingtext = text.c_str();
-	core::vector2d<u32> textsize_u = font->getDimension(loadingtext);
-	core::vector2d<s32> textsize(textsize_u.X,textsize_u.Y);
-	core::vector2d<s32> center(screensize.X/2, screensize.Y/2);
-	core::rect<s32> 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<s32> barsize(256,32);
-		core::rect<s32> 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<s32> (
-				barrect.UpperLeftCorner+1,
-				barrect.LowerRightCorner-1), NULL); // black inside the bar
-		driver->draw2DRectangle(video::SColor(255,128,128,128), core::rect<s32> (
-				barrect.UpperLeftCorner+1,
-				core::vector2d<s32>(
-					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;
-}
-
 /* Profiler display */
 
 void update_profiler_gui(gui::IGUIStaticText *guitext_profiler,
@@ -1113,7 +1062,7 @@ void the_game(bool &kill, bool random_input, InputHandler *input,
 
 	{
 		wchar_t* text = wgettext("Loading...");
-		draw_load_screen(text, device, font,0,0);
+		draw_load_screen(text, device, guienv, font, 0, 0);
 		delete[] text;
 	}
 	
@@ -1173,7 +1122,7 @@ void the_game(bool &kill, bool random_input, InputHandler *input,
 
 	if(address == ""){
 		wchar_t* text = wgettext("Creating server....");
-		draw_load_screen(text, device, font,0,25);
+		draw_load_screen(text, device, guienv, font, 0, 25);
 		delete[] text;
 		infostream<<"Creating server"<<std::endl;
 
@@ -1216,7 +1165,7 @@ void the_game(bool &kill, bool random_input, InputHandler *input,
 
 	{
 		wchar_t* text = wgettext("Creating client...");
-		draw_load_screen(text, device, font,0,50);
+		draw_load_screen(text, device, guienv, font, 0, 50);
 		delete[] text;
 	}
 	infostream<<"Creating client"<<std::endl;
@@ -1225,7 +1174,7 @@ void the_game(bool &kill, bool random_input, InputHandler *input,
 	
 	{
 		wchar_t* text = wgettext("Resolving address...");
-		draw_load_screen(text, device, font,0,75);
+		draw_load_screen(text, device, guienv, font, 0, 75);
 		delete[] text;
 	}
 	Address connect_address(0,0,0,0, port);
@@ -1324,7 +1273,7 @@ void the_game(bool &kill, bool random_input, InputHandler *input,
 			// Display status
 			{
 				wchar_t* text = wgettext("Connecting to server...");
-				draw_load_screen(text, device, font, dtime, 100);
+				draw_load_screen(text, device, guienv, font, dtime, 100);
 				delete[] text;
 			}
 			
@@ -1428,14 +1377,14 @@ void the_game(bool &kill, bool random_input, InputHandler *input,
 			{
 				wchar_t* text = wgettext("Item definitions...");
 				progress = 0;
-				draw_load_screen(text, device, font, dtime, progress);
+				draw_load_screen(text, device, guienv, font, dtime, progress);
 				delete[] text;
 			}
 			else if (!client.nodedefReceived())
 			{
 				wchar_t* text = wgettext("Node definitions...");
 				progress = 25;
-				draw_load_screen(text, device, font, dtime, progress);
+				draw_load_screen(text, device, guienv, font, dtime, progress);
 				delete[] text;
 			}
 			else
@@ -1457,7 +1406,8 @@ void the_game(bool &kill, bool random_input, InputHandler *input,
 					message << " ( " << cur << cur_unit << " )";
 				}
 				progress = 50+client.mediaReceiveProgress()*50+0.5;
-				draw_load_screen(narrow_to_wide(message.str().c_str()), device, font, dtime, progress);
+				draw_load_screen(narrow_to_wide(message.str().c_str()), device,
+						guienv, font, dtime, progress);
 			}
 			
 			// On some computers framerate doesn't seem to be
@@ -1513,8 +1463,6 @@ void the_game(bool &kill, bool random_input, InputHandler *input,
 	f32 camera_yaw = 0; // "right/left"
 	f32 camera_pitch = 0; // "up/down"
 
-	int current_camera_mode = CAMERA_MODE_FIRST; // start in first-person view
-
 	/*
 		Clouds
 	*/
@@ -1530,7 +1478,7 @@ void the_game(bool &kill, bool random_input, InputHandler *input,
 	*/
 
 	Sky *sky = NULL;
-	sky = new Sky(smgr->getRootSceneNode(), smgr, -1, client.getEnv().getLocalPlayer());
+	sky = new Sky(smgr->getRootSceneNode(), smgr, -1);
 
 	scene::ISceneNode* skybox = NULL;
 	
@@ -1605,7 +1553,6 @@ void the_game(bool &kill, bool random_input, InputHandler *input,
 	*/
 	u32 drawtime = 0;
 	u32 beginscenetime = 0;
-	u32 scenetime = 0;
 	u32 endscenetime = 0;
 	
 	float recent_turn_speed = 0.0;
@@ -2281,7 +2228,7 @@ void the_game(bool &kill, bool random_input, InputHandler *input,
 			else{
 				s32 dx = input->getMousePos().X - (driver->getScreenSize().Width/2);
 				s32 dy = input->getMousePos().Y - (driver->getScreenSize().Height/2);
-				if(invert_mouse || player->camera_mode == CAMERA_MODE_THIRD_FRONT) {
+				if(invert_mouse || camera.getCameraMode() == CAMERA_MODE_THIRD_FRONT) {
 					dy = -dy;
 				}
 				//infostream<<"window active, pos difference "<<dx<<","<<dy<<std::endl;
@@ -2668,19 +2615,20 @@ void the_game(bool &kill, bool random_input, InputHandler *input,
 		float tool_reload_ratio = time_from_last_punch / full_punch_interval;
 
 		if(input->wasKeyDown(getKeySetting("keymap_camera_mode"))) {
+			camera.toggleCameraMode();
+			GenericCAO* playercao = player->getCAO();
 
-			if (current_camera_mode == CAMERA_MODE_FIRST)
-				current_camera_mode = CAMERA_MODE_THIRD;
-			else if (current_camera_mode == CAMERA_MODE_THIRD)
-				current_camera_mode = CAMERA_MODE_THIRD_FRONT;
-			else
-				current_camera_mode = CAMERA_MODE_FIRST;
-
+			assert( playercao != NULL );
+			if (camera.getCameraMode() > CAMERA_MODE_FIRST) {
+				playercao->setVisible(true);
+			}
+			else {
+				playercao->setVisible(false);
+			}
 		}
-		player->camera_mode = current_camera_mode;
 		tool_reload_ratio = MYMIN(tool_reload_ratio, 1.0);
 		camera.update(player, dtime, busytime, tool_reload_ratio,
-				current_camera_mode, client.getEnv());
+				client.getEnv());
 		camera.step(dtime);
 
 		v3f player_position = player->getPosition();
@@ -2736,7 +2684,7 @@ void the_game(bool &kill, bool random_input, InputHandler *input,
 				camera_position + camera_direction * BS * (d+1));
 
 		// prevent player pointing anything in front-view
-		if (current_camera_mode == CAMERA_MODE_THIRD_FRONT)
+		if (camera.getCameraMode() == CAMERA_MODE_THIRD_FRONT)
 			shootline = core::line3d<f32>(0,0,0,0,0,0);
 
 		ClientActiveObject *selected_object = NULL;
@@ -3148,7 +3096,8 @@ void the_game(bool &kill, bool random_input, InputHandler *input,
 					+ time_of_day * todsm;
 			
 		sky->update(time_of_day_smooth, time_brightness, direct_brightness,
-				sunlight_seen);
+				sunlight_seen,camera.getCameraMode(), player->getYaw(),
+				player->getPitch());
 		
 		video::SColor bgcolor = sky->getBgColor();
 		video::SColor skycolor = sky->getSkyColor();
@@ -3417,141 +3366,22 @@ void the_game(bool &kill, bool random_input, InputHandler *input,
 		/*
 			Drawing begins
 		*/
-
 		TimeTaker tt_draw("mainloop: draw");
-		
 		{
 			TimeTaker timer("beginScene");
-			//driver->beginScene(false, true, bgcolor);
-			//driver->beginScene(true, true, bgcolor);
 			driver->beginScene(true, true, skycolor);
 			beginscenetime = timer.stop(true);
 		}
-		
-		//timer3.stop();
-	
-		//infostream<<"smgr->drawAll()"<<std::endl;
-		{
-			TimeTaker timer("smgr");
-			smgr->drawAll();
-			
-			if(g_settings->getBool("anaglyph"))
-			{
-				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("anaglyph_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(); // 'smgr->drawAll();' may go here
-
-				driver->setTransform(video::ETS_WORLD, core::IdentityMatrix);
-
-				if (show_hud)
-					hud.drawSelectionBoxes(hilightboxes);
-
-
-				//Right eye...
-				irr::core::vector3df rightEye;
-				irr::core::matrix4   rightMove;
-
-				rightMove.setTranslation( irr::core::vector3df(g_settings->getFloat("anaglyph_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(); // 'smgr->drawAll();' may go here
-
-				driver->setTransform(video::ETS_WORLD, core::IdentityMatrix);
-
-				if (show_hud)
-					hud.drawSelectionBoxes(hilightboxes);
-
-
-				//driver->endScene();
-
-				driver->getOverrideMaterial().Material.ColorMask=irr::video::ECP_ALL;
-				driver->getOverrideMaterial().EnableFlags=0;
-				driver->getOverrideMaterial().EnablePasses=0;
-
-				camera.getCameraNode()->setPosition( oldPosition );
-				camera.getCameraNode()->setTarget( oldTarget );
-			}
-
-			scenetime = timer.stop(true);
-		}
 		
-		{
-		//TimeTaker timer9("auxiliary drawings");
-		// 0ms
-		
-		//timer9.stop();
-		//TimeTaker //timer10("//timer10");
-		
-		video::SMaterial m;
-		//m.Thickness = 10;
-		m.Thickness = 3;
-		m.Lighting = false;
-		driver->setMaterial(m);
-
-		driver->setTransform(video::ETS_WORLD, core::IdentityMatrix);
-		if((!g_settings->getBool("anaglyph")) && (show_hud))
-		{
-			hud.drawSelectionBoxes(hilightboxes);
-		}
-
-		/*
-			Wielded tool
-		*/
-		if(show_hud &&
-			(player->hud_flags & HUD_FLAG_WIELDITEM_VISIBLE) &&
-			current_camera_mode < CAMERA_MODE_THIRD)
-		{
-			// Warning: This clears the Z buffer.
-			camera.drawWieldedTool();
-		}
+		draw_scene(driver, smgr, camera, client, player, hud, guienv,
+				hilightboxes, screensize, skycolor, show_hud);
 
 		/*
 			Post effects
 		*/
 		{
-			client.getEnv().getClientMap().renderPostFx();
+			client.getEnv().getClientMap().renderPostFx(camera.getCameraMode());
 		}
 
 		/*
@@ -3562,26 +3392,6 @@ void the_game(bool &kill, bool random_input, InputHandler *input,
 			graph.draw(10, screensize.Y - 10, driver, font);
 		}
 
-		/*
-			Draw crosshair
-		*/
-		if (show_hud)
-			hud.drawCrosshair();
-			
-		} // timer
-
-		//timer10.stop();
-		//TimeTaker //timer11("//timer11");
-
-
-		/*
-			Draw hotbar
-		*/
-		if (show_hud)
-		{
-			hud.drawHotbar(client.getPlayerItem());
-		}
-
 		/*
 			Damage flash
 		*/
@@ -3605,18 +3415,6 @@ void the_game(bool &kill, bool random_input, InputHandler *input,
 				player->hurt_tilt_strength = 0;
 		}
 
-		/*
-			Draw lua hud items
-		*/
-		if (show_hud)
-			hud.drawLuaElements(camera.getOffset());
-
-		/*
-			Draw gui
-		*/
-		// 0-1ms
-		guienv->drawAll();
-
 		/*
 			End scene
 		*/
@@ -3659,7 +3457,7 @@ void the_game(bool &kill, bool random_input, InputHandler *input,
 	{
 		/*gui::IGUIStaticText *gui_shuttingdowntext = */
 		wchar_t* text = wgettext("Shutting down stuff...");
-		draw_load_screen(text, device, font, 0, -1, false);
+		draw_load_screen(text, device, guienv, font, 0, -1, false);
 		delete[] text;
 		/*driver->beginScene(true, true, video::SColor(255,0,0,0));
 		guienv->drawAll();
@@ -3728,5 +3526,3 @@ void the_game(bool &kill, bool random_input, InputHandler *input,
 		<< driver-> getMaterialRendererCount ()
 		<< " (note: irrlicht doesn't support removing renderers)"<< std::endl;
 }
-
-

+ 0 - 4
src/hud.cpp

@@ -435,10 +435,6 @@ void Hud::drawHotbar(u16 playeritem) {
 
 
 void Hud::drawCrosshair() {
-	if (!(player->hud_flags & HUD_FLAG_CROSSHAIR_VISIBLE) ||
-			(player->camera_mode == CAMERA_MODE_THIRD_FRONT)) {
-		return;
-	}
 		
 	if (use_crosshair_image) {
 		video::ITexture *crosshair = tsrc->getTexture("crosshair.png");

+ 3 - 3
src/localplayer.cpp

@@ -43,7 +43,6 @@ LocalPlayer::LocalPlayer(IGameDef *gamedef):
 	last_pitch(0),
 	last_yaw(0),
 	last_keyPressed(0),
-	camera_mode(0),
 	eye_offset_first(v3f(0,0,0)),
 	eye_offset_third(v3f(0,0,0)),
 	last_animation(NO_ANIM),
@@ -54,7 +53,8 @@ LocalPlayer::LocalPlayer(IGameDef *gamedef):
 	m_old_node_below(32767,32767,32767),
 	m_old_node_below_type("air"),
 	m_need_to_get_new_sneak_node(true),
-	m_can_jump(false)
+	m_can_jump(false),
+	m_cao(NULL)
 {
 	// Initialize hp to 0, so that no hearts will be shown if server
 	// doesn't support health points
@@ -505,7 +505,7 @@ void LocalPlayer::applyControl(float dtime)
 	if(control.jump)
 	{
 		if(free_move)
-		{			
+		{
 			if(g_settings->getBool("aux1_descends") || g_settings->getBool("always_fly_fast"))
 			{
 				if(fast_move)

+ 12 - 2
src/localplayer.h

@@ -24,7 +24,7 @@ with this program; if not, write to the Free Software Foundation, Inc.,
 #include <list>
 
 class Environment;
-
+class GenericCAO;
 class ClientActiveObject;
 
 enum LocalPlayerAnimations {NO_ANIM, WALK_ANIM, DIG_ANIM, WD_ANIM};  // no local animation, walking, digging, both
@@ -62,7 +62,6 @@ public:
 	unsigned int last_keyPressed;
 
 	float camera_impact;
-	int camera_mode;
 	v3f eye_offset_first;
 	v3f eye_offset_third;
 
@@ -72,6 +71,15 @@ public:
 	std::string hotbar_image;
 	std::string hotbar_selected_image;
 
+	GenericCAO* getCAO() const {
+		return m_cao;
+	}
+
+	void setCAO(GenericCAO* toset) {
+		assert( m_cao == NULL );
+		m_cao = toset;
+	}
+
 private:
 	// This is used for determining the sneaking range
 	v3s16 m_sneak_node;
@@ -84,6 +92,8 @@ private:
 	// Whether recalculation of the sneak node is needed
 	bool m_need_to_get_new_sneak_node;
 	bool m_can_jump;
+
+	GenericCAO* m_cao;
 };
 
 #endif

+ 15 - 15
src/sky.cpp

@@ -13,7 +13,7 @@
 #include "camera.h" // CameraModes
 
 //! constructor
-Sky::Sky(scene::ISceneNode* parent, scene::ISceneManager* mgr, s32 id, LocalPlayer* player):
+Sky::Sky(scene::ISceneNode* parent, scene::ISceneManager* mgr, s32 id):
 		scene::ISceneNode(parent, mgr, id),
 		m_visible(true),
 		m_fallback_bg_color(255,255,255,255),
@@ -22,8 +22,7 @@ Sky::Sky(scene::ISceneNode* parent, scene::ISceneManager* mgr, s32 id, LocalPlay
 		m_cloud_brightness(0.5),
 		m_bgcolor_bright_f(1,1,1,1),
 		m_skycolor_bright_f(1,1,1,1),
-		m_cloudcolor_bright_f(1,1,1,1),
-		m_player(player)
+		m_cloudcolor_bright_f(1,1,1,1)
 {
 	setAutomaticCulling(scene::EAC_OFF);
 	Box.MaxEdge.set(0,0,0);
@@ -66,14 +65,14 @@ Sky::Sky(scene::ISceneNode* parent, scene::ISceneManager* mgr, s32 id, LocalPlay
 		m_materials[3].setTexture(0, m_sun_texture);
 		m_materials[3].MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL;
 		if (m_sun_tonemap)
-			m_materials[3].Lighting = true;		
+			m_materials[3].Lighting = true;
 	}
 	if (m_moon_texture){
 		m_materials[4] = mat;
 		m_materials[4].setTexture(0, m_moon_texture);
 		m_materials[4].MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL;
 		if (m_moon_tonemap)
-			m_materials[4].Lighting = true;		
+			m_materials[4].Lighting = true;
 	}
 
 	for(u32 i=0; i<SKY_STAR_COUNT; i++){
@@ -161,20 +160,20 @@ void Sky::render()
 		video::SColor mooncolor2 = mooncolor2_f.toSColor();
 
 		// Calculate offset normalized to the X dimension of a 512x1 px tonemap
-		float offset=(1.0-fabs(sin((m_time_of_day - 0.5)*irr::core::PI)))*511;       
+		float offset=(1.0-fabs(sin((m_time_of_day - 0.5)*irr::core::PI)))*511;
 
 		if (m_sun_tonemap){
 			u8 * texels = (u8 *)m_sun_tonemap->lock();
 			video::SColor* texel = (video::SColor *)(texels + (u32)offset * 4);
 			video::SColor texel_color (255,texel->getRed(),texel->getGreen(), texel->getBlue());
-			m_sun_tonemap->unlock();				
+			m_sun_tonemap->unlock();
 			m_materials[3].EmissiveColor = texel_color;
 		}
 		if (m_moon_tonemap){
 			u8 * texels = (u8 *)m_moon_tonemap->lock();
 			video::SColor* texel = (video::SColor *)(texels + (u32)offset * 4);
 			video::SColor texel_color (255,texel->getRed(),texel->getGreen(), texel->getBlue());
-			m_moon_tonemap->unlock();				
+			m_moon_tonemap->unlock();
 			m_materials[4].EmissiveColor = texel_color;
 		}
 
@@ -263,7 +262,7 @@ void Sky::render()
 		}
 
 		// Draw sun
-		if(wicked_time_of_day > 0.15 && wicked_time_of_day < 0.85){	
+		if(wicked_time_of_day > 0.15 && wicked_time_of_day < 0.85){
 			if (!m_sun_texture){
 				driver->setMaterial(m_materials[1]);
 				float d = sunsize * 1.7;
@@ -411,7 +410,7 @@ void Sky::render()
 					vertices[i].Pos.rotateXZBy(-90);
 					vertices[i].Pos.rotateXYBy(wicked_time_of_day * 360 - 90);
 				}
-				driver->drawIndexedTriangleFan(&vertices[0], 4, indices, 2);		
+				driver->drawIndexedTriangleFan(&vertices[0], 4, indices, 2);
 			}
 		}
 
@@ -485,7 +484,8 @@ void Sky::render()
 }
 
 void Sky::update(float time_of_day, float time_brightness,
-		float direct_brightness, bool sunlight_seen)
+		float direct_brightness, bool sunlight_seen,
+		CameraMode cam_mode, float yaw, float pitch)
 {
 	// Stabilize initial brightness and color values by flooding updates
 	if(m_first_update){
@@ -496,7 +496,7 @@ void Sky::update(float time_of_day, float time_brightness,
 		m_first_update = false;
 		for(u32 i=0; i<100; i++){
 			update(time_of_day, time_brightness, direct_brightness,
-					sunlight_seen);
+					sunlight_seen, cam_mode, yaw, pitch);
 		}
 		return;
 	}
@@ -580,16 +580,16 @@ void Sky::update(float time_of_day, float time_brightness,
 		{
 			// calculate hemisphere value from yaw, (inverted in third person front view)
 			s8 dir_factor = 1;
-			if (m_player->camera_mode > CAMERA_MODE_THIRD)
+			if (cam_mode > CAMERA_MODE_THIRD)
 				dir_factor = -1;
-			f32 pointcolor_blend = wrapDegrees_0_360(m_player->getYaw()*dir_factor + 90);
+			f32 pointcolor_blend = wrapDegrees_0_360( yaw*dir_factor + 90);
 			if (pointcolor_blend > 180)
 				pointcolor_blend = 360 - pointcolor_blend;
 			pointcolor_blend /= 180;
 			// bound view angle to determine where transition starts and ends
 			pointcolor_blend = rangelim(1 - pointcolor_blend * 1.375, 0, 1 / 1.375) * 1.375;
 			// combine the colors when looking up or down, otherwise turning looks weird
-			pointcolor_blend += (0.5 - pointcolor_blend) * (1 - MYMIN((90 - std::abs(m_player->getPitch())) / 90 * 1.5, 1));
+			pointcolor_blend += (0.5 - pointcolor_blend) * (1 - MYMIN((90 - std::abs(pitch)) / 90 * 1.5, 1));
 			// invert direction to match where the sun and moon are rising
 			if (m_time_of_day > 0.5)
 				pointcolor_blend = 1 - pointcolor_blend;

+ 4 - 4
src/sky.h

@@ -19,7 +19,7 @@ with this program; if not, write to the Free Software Foundation, Inc.,
 
 #include "irrlichttypes_extrabloated.h"
 #include <ISceneNode.h>
-#include "localplayer.h"
+#include "camera.h"
 
 #ifndef SKY_HEADER
 #define SKY_HEADER
@@ -32,7 +32,7 @@ class Sky : public scene::ISceneNode
 {
 public:
 	//! constructor
-	Sky(scene::ISceneNode* parent, scene::ISceneManager* mgr, s32 id, LocalPlayer* player);
+	Sky(scene::ISceneNode* parent, scene::ISceneManager* mgr, s32 id);
 
 	virtual void OnRegisterSceneNode();
 
@@ -50,7 +50,8 @@ public:
 	{ return SKY_MATERIAL_COUNT; }
 
 	void update(float m_time_of_day, float time_brightness,
-			float direct_brightness, bool sunlight_seen);
+			float direct_brightness, bool sunlight_seen, CameraMode cam_mode,
+			float yaw, float pitch);
 	
 	float getBrightness(){ return m_brightness; }
 
@@ -126,7 +127,6 @@ private:
 	video::SColorf m_cloudcolor_f;
 	v3f m_stars[SKY_STAR_COUNT];
 	video::S3DVertex m_star_vertices[SKY_STAR_COUNT*4];
-	LocalPlayer* m_player;
 	video::ITexture* m_sun_texture;
 	video::ITexture* m_moon_texture;
 	video::ITexture* m_sun_tonemap;