minetest/src/clientmap.h

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/*
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Minetest
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Copyright (C) 2010-2013 celeron55, Perttu Ahola <celeron55@gmail.com>
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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
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(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.
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You should have received a copy of the GNU Lesser General Public License along
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with this program; if not, write to the Free Software Foundation, Inc.,
51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
*/
#ifndef CLIENTMAP_HEADER
#define CLIENTMAP_HEADER
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#include "irrlichttypes_extrabloated.h"
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#include "map.h"
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#include <set>
#include <map>
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struct MapDrawControl
{
MapDrawControl():
range_all(false),
wanted_range(50),
wanted_max_blocks(0),
wanted_min_range(0),
blocks_drawn(0),
blocks_would_have_drawn(0)
{
}
// Overrides limits by drawing everything
bool range_all;
// Wanted drawing range
float wanted_range;
// Maximum number of blocks to draw
u32 wanted_max_blocks;
// Blocks in this range are drawn regardless of number of blocks drawn
float wanted_min_range;
// Number of blocks rendered is written here by the renderer
u32 blocks_drawn;
// Number of blocks that would have been drawn in wanted_range
u32 blocks_would_have_drawn;
};
class Client;
class ITextureSource;
/*
ClientMap
This is the only map class that is able to render itself on screen.
*/
class ClientMap : public Map, public scene::ISceneNode
{
public:
ClientMap(
Client *client,
IGameDef *gamedef,
MapDrawControl &control,
scene::ISceneNode* parent,
scene::ISceneManager* mgr,
s32 id
);
~ClientMap();
s32 mapType() const
{
return MAPTYPE_CLIENT;
}
void drop()
{
ISceneNode::drop();
}
void updateCamera(v3f pos, v3f dir, f32 fov)
{
JMutexAutoLock lock(m_camera_mutex);
m_camera_position = pos;
m_camera_direction = dir;
m_camera_fov = fov;
}
/*
Forcefully get a sector from somewhere
*/
MapSector * emergeSector(v2s16 p);
//void deSerializeSector(v2s16 p2d, std::istream &is);
/*
ISceneNode methods
*/
virtual void OnRegisterSceneNode();
virtual void render()
{
video::IVideoDriver* driver = SceneManager->getVideoDriver();
driver->setTransform(video::ETS_WORLD, AbsoluteTransformation);
renderMap(driver, SceneManager->getSceneNodeRenderPass());
}
virtual const core::aabbox3d<f32>& getBoundingBox() const
{
return m_box;
}
void updateDrawList(video::IVideoDriver* driver);
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void renderMap(video::IVideoDriver* driver, s32 pass);
int getBackgroundBrightness(float max_d, u32 daylight_factor,
int oldvalue, bool *sunlight_seen_result);
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void renderPostFx();
// For debug printing
virtual void PrintInfo(std::ostream &out);
// Check if sector was drawn on last render()
bool sectorWasDrawn(v2s16 p)
{
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return (m_last_drawn_sectors.find(p) != m_last_drawn_sectors.end());
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}
private:
Client *m_client;
core::aabbox3d<f32> m_box;
MapDrawControl &m_control;
v3f m_camera_position;
v3f m_camera_direction;
f32 m_camera_fov;
JMutex m_camera_mutex;
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std::map<v3s16, MapBlock*> m_drawlist;
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std::set<v2s16> m_last_drawn_sectors;
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};
#endif