Pull occlusion check out of loop, and minor code cleanups.

This commit is contained in:
Lars Hofhansl 2016-12-31 12:40:31 -08:00 committed by Ner'zhul
parent 6718a95103
commit 7387b19021

@ -213,6 +213,16 @@ void ClientMap::updateDrawList(video::IVideoDriver* driver)
// Distance to farthest drawn block // Distance to farthest drawn block
float farthest_drawn = 0; float farthest_drawn = 0;
// No occlusion culling when free_move is on and camera is
// inside ground
bool occlusion_culling_enabled = true;
if (g_settings->getBool("free_move")) {
MapNode n = getNodeNoEx(cam_pos_nodes);
if (n.getContent() == CONTENT_IGNORE ||
nodemgr->get(n).solidness == 2)
occlusion_culling_enabled = false;
}
for (std::map<v2s16, MapSector*>::iterator si = m_sectors.begin(); for (std::map<v2s16, MapSector*>::iterator si = m_sectors.begin();
si != m_sectors.end(); ++si) { si != m_sectors.end(); ++si) {
MapSector *sector = si->second; MapSector *sector = si->second;
@ -254,39 +264,19 @@ void ClientMap::updateDrawList(video::IVideoDriver* driver)
camera_direction, camera_fov, range, &d)) camera_direction, camera_fov, range, &d))
continue; continue;
// This is ugly (spherical distance limit?)
/*if(m_control.range_all == false &&
d - 0.5*BS*MAP_BLOCKSIZE > range)
continue;*/
blocks_in_range++; blocks_in_range++;
/* /*
Ignore if mesh doesn't exist Ignore if mesh doesn't exist
*/ */
{
//MutexAutoLock lock(block->mesh_mutex);
if (block->mesh == NULL) { if (block->mesh == NULL) {
blocks_in_range_without_mesh++; blocks_in_range_without_mesh++;
continue; continue;
} }
}
/* /*
Occlusion culling Occlusion culling
*/ */
// No occlusion culling when free_move is on and camera is
// inside ground
bool occlusion_culling_enabled = true;
if (g_settings->getBool("free_move")) {
MapNode n = getNodeNoEx(cam_pos_nodes);
if (n.getContent() == CONTENT_IGNORE ||
nodemgr->get(n).solidness == 2)
occlusion_culling_enabled = false;
}
v3s16 cpn = block->getPos() * MAP_BLOCKSIZE; v3s16 cpn = block->getPos() * MAP_BLOCKSIZE;
cpn += v3s16(MAP_BLOCKSIZE / 2, MAP_BLOCKSIZE / 2, MAP_BLOCKSIZE / 2); cpn += v3s16(MAP_BLOCKSIZE / 2, MAP_BLOCKSIZE / 2, MAP_BLOCKSIZE / 2);
float step = BS * 1; float step = BS * 1;
@ -447,11 +437,6 @@ void ClientMap::renderMap(video::IVideoDriver* driver, s32 pass)
Get all blocks and draw all visible ones Get all blocks and draw all visible ones
*/ */
v3s16 cam_pos_nodes = floatToInt(camera_position, BS);
v3s16 p_blocks_min;
v3s16 p_blocks_max;
getBlocksInViewRange(cam_pos_nodes, &p_blocks_min, &p_blocks_max);
u32 vertex_count = 0; u32 vertex_count = 0;
u32 meshbuffer_count = 0; u32 meshbuffer_count = 0;