Clientmap: Define p_nodes_min/max as v3s32 instead of v3s16

'cam_pos_nodes -/+ box_nodes_d' can exceed the range of v3s16
when a player is near the world edge using a large view range
This previously caused world to disappear
Create new function getBlocksInViewRange() called from
updateDrawList() and renderMap()
Correct code style throughout updateDrawList() and renderMap()
This commit is contained in:
paramat 2016-02-17 02:39:21 +00:00
parent 1ec1a605d6
commit 997be666e3
2 changed files with 116 additions and 139 deletions

@ -141,6 +141,33 @@ static bool isOccluded(Map *map, v3s16 p0, v3s16 p1, float step, float stepfac,
return false;
}
void ClientMap::getBlocksInViewRange(v3s16 cam_pos_nodes,
v3s16 *p_blocks_min, v3s16 *p_blocks_max)
{
v3s16 box_nodes_d = m_control.wanted_range * v3s16(1, 1, 1);
// Define p_nodes_min/max as v3s32 because 'cam_pos_nodes -/+ box_nodes_d'
// can exceed the range of v3s16 when a large view range is used near the
// world edges.
v3s32 p_nodes_min(
cam_pos_nodes.X - box_nodes_d.X,
cam_pos_nodes.Y - box_nodes_d.Y,
cam_pos_nodes.Z - box_nodes_d.Z);
v3s32 p_nodes_max(
cam_pos_nodes.X + box_nodes_d.X,
cam_pos_nodes.Y + box_nodes_d.Y,
cam_pos_nodes.Z + box_nodes_d.Z);
// Take a fair amount as we will be dropping more out later
// Umm... these additions are a bit strange but they are needed.
*p_blocks_min = v3s16(
p_nodes_min.X / MAP_BLOCKSIZE - 3,
p_nodes_min.Y / MAP_BLOCKSIZE - 3,
p_nodes_min.Z / MAP_BLOCKSIZE - 3);
*p_blocks_max = v3s16(
p_nodes_max.X / MAP_BLOCKSIZE + 1,
p_nodes_max.Y / MAP_BLOCKSIZE + 1,
p_nodes_max.Z / MAP_BLOCKSIZE + 1);
}
void ClientMap::updateDrawList(video::IVideoDriver* driver)
{
ScopeProfiler sp(g_profiler, "CM::updateDrawList()", SPT_AVG);
@ -148,10 +175,8 @@ void ClientMap::updateDrawList(video::IVideoDriver* driver)
INodeDefManager *nodemgr = m_gamedef->ndef();
for(std::map<v3s16, MapBlock*>::iterator
i = m_drawlist.begin();
i != m_drawlist.end(); ++i)
{
for (std::map<v3s16, MapBlock*>::iterator i = m_drawlist.begin();
i != m_drawlist.end(); ++i) {
MapBlock *block = i->second;
block->refDrop();
}
@ -167,19 +192,9 @@ void ClientMap::updateDrawList(video::IVideoDriver* driver)
camera_fov *= 1.2;
v3s16 cam_pos_nodes = floatToInt(camera_position, BS);
v3s16 box_nodes_d = m_control.wanted_range * v3s16(1,1,1);
v3s16 p_nodes_min = cam_pos_nodes - box_nodes_d;
v3s16 p_nodes_max = cam_pos_nodes + box_nodes_d;
// Take a fair amount as we will be dropping more out later
// Umm... these additions are a bit strange but they are needed.
v3s16 p_blocks_min(
p_nodes_min.X / MAP_BLOCKSIZE - 3,
p_nodes_min.Y / MAP_BLOCKSIZE - 3,
p_nodes_min.Z / MAP_BLOCKSIZE - 3);
v3s16 p_blocks_max(
p_nodes_max.X / MAP_BLOCKSIZE + 1,
p_nodes_max.Y / MAP_BLOCKSIZE + 1,
p_nodes_max.Z / MAP_BLOCKSIZE + 1);
v3s16 p_blocks_min;
v3s16 p_blocks_max;
getBlocksInViewRange(cam_pos_nodes, &p_blocks_min, &p_blocks_max);
// Number of blocks in rendering range
u32 blocks_in_range = 0;
@ -199,19 +214,14 @@ void ClientMap::updateDrawList(video::IVideoDriver* driver)
// Distance to farthest drawn block
float farthest_drawn = 0;
for(std::map<v2s16, MapSector*>::iterator
si = m_sectors.begin();
si != m_sectors.end(); ++si)
{
for (std::map<v2s16, MapSector*>::iterator si = m_sectors.begin();
si != m_sectors.end(); ++si) {
MapSector *sector = si->second;
v2s16 sp = sector->getPos();
if(m_control.range_all == false)
{
if(sp.X < p_blocks_min.X
|| sp.X > p_blocks_max.X
|| sp.Y < p_blocks_min.Z
|| sp.Y > p_blocks_max.Z)
if (m_control.range_all == false) {
if (sp.X < p_blocks_min.X || sp.X > p_blocks_max.X ||
sp.Y < p_blocks_min.Z || sp.Y > p_blocks_max.Z)
continue;
}
@ -225,8 +235,7 @@ void ClientMap::updateDrawList(video::IVideoDriver* driver)
u32 sector_blocks_drawn = 0;
for (MapBlockVect::iterator i = sectorblocks.begin();
i != sectorblocks.end(); ++i)
{
i != sectorblocks.end(); ++i) {
MapBlock *block = *i;
/*
@ -242,12 +251,9 @@ void ClientMap::updateDrawList(video::IVideoDriver* driver)
range = m_control.wanted_range * BS;
float d = 0.0;
if(isBlockInSight(block->getPos(), camera_position,
camera_direction, camera_fov,
range, &d) == false)
{
if (!isBlockInSight(block->getPos(), camera_position,
camera_direction, camera_fov, range, &d))
continue;
}
// This is ugly (spherical distance limit?)
/*if(m_control.range_all == false &&
@ -291,8 +297,7 @@ void ClientMap::updateDrawList(video::IVideoDriver* driver)
v3s16 spn = cam_pos_nodes + v3s16(0, 0, 0);
s16 bs2 = MAP_BLOCKSIZE / 2 + 1;
u32 needed_count = 1;
if(
occlusion_culling_enabled &&
if (occlusion_culling_enabled &&
isOccluded(this, spn, cpn + v3s16(0, 0, 0),
step, stepfac, startoff, endoff, needed_count, nodemgr) &&
isOccluded(this, spn, cpn + v3s16(bs2,bs2,bs2),
@ -310,9 +315,7 @@ void ClientMap::updateDrawList(video::IVideoDriver* driver)
isOccluded(this, spn, cpn + v3s16(-bs2,-bs2,bs2),
step, stepfac, startoff, endoff, needed_count, nodemgr) &&
isOccluded(this, spn, cpn + v3s16(-bs2,-bs2,-bs2),
step, stepfac, startoff, endoff, needed_count, nodemgr)
)
{
step, stepfac, startoff, endoff, needed_count, nodemgr)) {
blocks_occlusion_culled++;
continue;
}
@ -322,9 +325,9 @@ void ClientMap::updateDrawList(video::IVideoDriver* driver)
// Limit block count in case of a sudden increase
blocks_would_have_drawn++;
if(blocks_drawn >= m_control.wanted_max_blocks
&& m_control.range_all == false
&& d > m_control.wanted_min_range * BS)
if (blocks_drawn >= m_control.wanted_max_blocks &&
!m_control.range_all &&
d > m_control.wanted_min_range * BS)
continue;
// Add to set
@ -411,9 +414,7 @@ void ClientMap::renderMap(video::IVideoDriver* driver, s32 pass)
This is called two times per frame, reset on the non-transparent one
*/
if (pass == scene::ESNRP_SOLID)
{
m_last_drawn_sectors.clear();
}
/*
Get time for measuring timeout.
@ -439,22 +440,9 @@ void ClientMap::renderMap(video::IVideoDriver* driver, s32 pass)
*/
v3s16 cam_pos_nodes = floatToInt(camera_position, BS);
v3s16 box_nodes_d = m_control.wanted_range * v3s16(1,1,1);
v3s16 p_nodes_min = cam_pos_nodes - box_nodes_d;
v3s16 p_nodes_max = cam_pos_nodes + box_nodes_d;
// Take a fair amount as we will be dropping more out later
// Umm... these additions are a bit strange but they are needed.
v3s16 p_blocks_min(
p_nodes_min.X / MAP_BLOCKSIZE - 3,
p_nodes_min.Y / MAP_BLOCKSIZE - 3,
p_nodes_min.Z / MAP_BLOCKSIZE - 3);
v3s16 p_blocks_max(
p_nodes_max.X / MAP_BLOCKSIZE + 1,
p_nodes_max.Y / MAP_BLOCKSIZE + 1,
p_nodes_max.Z / MAP_BLOCKSIZE + 1);
v3s16 p_blocks_min;
v3s16 p_blocks_max;
getBlocksInViewRange(cam_pos_nodes, &p_blocks_min, &p_blocks_max);
u32 vertex_count = 0;
u32 meshbuffer_count = 0;
@ -479,10 +467,8 @@ void ClientMap::renderMap(video::IVideoDriver* driver, s32 pass)
MeshBufListList drawbufs;
for(std::map<v3s16, MapBlock*>::iterator
i = m_drawlist.begin();
i != m_drawlist.end(); ++i)
{
for (std::map<v3s16, MapBlock*>::iterator i = m_drawlist.begin();
i != m_drawlist.end(); ++i) {
MapBlock *block = i->second;
// If the mesh of the block happened to get deleted, ignore it
@ -490,12 +476,9 @@ void ClientMap::renderMap(video::IVideoDriver* driver, s32 pass)
continue;
float d = 0.0;
if(isBlockInSight(block->getPos(), camera_position,
camera_direction, camera_fov,
100000*BS, &d) == false)
{
if (!isBlockInSight(block->getPos(), camera_position,
camera_direction, camera_fov, 100000 * BS, &d))
continue;
}
// Mesh animation
{
@ -505,22 +488,15 @@ void ClientMap::renderMap(video::IVideoDriver* driver, s32 pass)
// Pretty random but this should work somewhat nicely
bool faraway = d >= BS * 50;
//bool faraway = d >= m_control.wanted_range * BS;
if(mapBlockMesh->isAnimationForced() ||
!faraway ||
mesh_animate_count_far < (m_control.range_all ? 200 : 50))
{
bool animated = mapBlockMesh->animate(
faraway,
animation_time,
crack,
daynight_ratio);
if (mapBlockMesh->isAnimationForced() || !faraway ||
mesh_animate_count_far < (m_control.range_all ? 200 : 50)) {
bool animated = mapBlockMesh->animate(faraway, animation_time,
crack, daynight_ratio);
if (animated)
mesh_animate_count++;
if (animated && faraway)
mesh_animate_count_far++;
}
else
{
} else {
mapBlockMesh->decreaseAnimationForceTimer();
}
}
@ -550,8 +526,7 @@ void ClientMap::renderMap(video::IVideoDriver* driver, s32 pass)
video::IMaterialRenderer* rnd =
driver->getMaterialRenderer(material.MaterialType);
bool transparent = (rnd && rnd->isTransparent());
if(transparent == is_transparent_pass)
{
if (transparent == is_transparent_pass) {
if (buf->getVertexCount() == 0)
errorstream << "Block [" << analyze_block(block)
<< "] contains an empty meshbuf" << std::endl;

@ -120,6 +120,8 @@ public:
return m_box;
}
void getBlocksInViewRange(v3s16 cam_pos_nodes,
v3s16 *p_blocks_min, v3s16 *p_blocks_max);
void updateDrawList(video::IVideoDriver* driver);
void renderMap(video::IVideoDriver* driver, s32 pass);