forked from Mirrorlandia_minetest/minetest
Reorganize ClientMap rendering code for a bit more performance
- Don't select blocks for drawing in every frame - Sort meshbuffers by material before drawing
This commit is contained in:
parent
0e6f7a21c6
commit
ee2d9d973a
@ -157,43 +157,21 @@ static bool isOccluded(Map *map, v3s16 p0, v3s16 p1, float step, float stepfac,
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return false;
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}
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void ClientMap::renderMap(video::IVideoDriver* driver, s32 pass)
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void ClientMap::updateDrawList(video::IVideoDriver* driver)
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{
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ScopeProfiler sp(g_profiler, "CM::updateDrawList()", SPT_AVG);
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g_profiler->add("CM::updateDrawList() count", 1);
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INodeDefManager *nodemgr = m_gamedef->ndef();
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//m_dout<<DTIME<<"Rendering map..."<<std::endl;
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DSTACK(__FUNCTION_NAME);
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bool is_transparent_pass = pass == scene::ESNRP_TRANSPARENT;
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std::string prefix;
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if(pass == scene::ESNRP_SOLID)
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prefix = "CM: solid: ";
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else
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prefix = "CM: transparent: ";
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/*
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This is called two times per frame, reset on the non-transparent one
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*/
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if(pass == scene::ESNRP_SOLID)
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for(core::map<v3s16, MapBlock*>::Iterator
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i = m_drawlist.getIterator();
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i.atEnd() == false; i++)
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{
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m_last_drawn_sectors.clear();
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MapBlock *block = i.getNode()->getValue();
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block->refDrop();
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}
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/*
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Get time for measuring timeout.
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Measuring time is very useful for long delays when the
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machine is swapping a lot.
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*/
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int time1 = time(0);
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/*
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Get animation parameters
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*/
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float animation_time = m_client->getAnimationTime();
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int crack = m_client->getCrackLevel();
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u32 daynight_ratio = m_client->getEnv().getDayNightRatio();
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m_drawlist.clear();
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m_camera_mutex.Lock();
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v3f camera_position = m_camera_position;
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@ -201,17 +179,15 @@ void ClientMap::renderMap(video::IVideoDriver* driver, s32 pass)
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f32 camera_fov = m_camera_fov;
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m_camera_mutex.Unlock();
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/*
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Get all blocks and draw all visible ones
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*/
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// Use a higher fov to accomodate faster camera movements.
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// Blocks are cropped better when they are drawn.
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// Or maybe they aren't? Well whatever.
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camera_fov *= 1.2;
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v3s16 cam_pos_nodes = floatToInt(camera_position, BS);
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v3s16 box_nodes_d = m_control.wanted_range * v3s16(1,1,1);
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v3s16 p_nodes_min = cam_pos_nodes - box_nodes_d;
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v3s16 p_nodes_max = cam_pos_nodes + box_nodes_d;
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// Take a fair amount as we will be dropping more out later
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// Umm... these additions are a bit strange but they are needed.
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v3s16 p_blocks_min(
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@ -223,13 +199,6 @@ void ClientMap::renderMap(video::IVideoDriver* driver, s32 pass)
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p_nodes_max.Y / MAP_BLOCKSIZE + 1,
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p_nodes_max.Z / MAP_BLOCKSIZE + 1);
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u32 vertex_count = 0;
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u32 meshbuffer_count = 0;
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// For limiting number of mesh animations per frame
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u32 mesh_animate_count = 0;
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u32 mesh_animate_count_far = 0;
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// Number of blocks in rendering range
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u32 blocks_in_range = 0;
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// Number of blocks occlusion culled
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@ -242,18 +211,9 @@ void ClientMap::renderMap(video::IVideoDriver* driver, s32 pass)
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// Blocks that were drawn and had a mesh
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u32 blocks_drawn = 0;
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// Blocks which had a corresponding meshbuffer for this pass
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u32 blocks_had_pass_meshbuf = 0;
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//u32 blocks_had_pass_meshbuf = 0;
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// Blocks from which stuff was actually drawn
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u32 blocks_without_stuff = 0;
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/*
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Collect a set of blocks for drawing
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*/
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core::map<v3s16, MapBlock*> drawset;
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{
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ScopeProfiler sp(g_profiler, prefix+"collecting blocks for drawing", SPT_AVG);
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//u32 blocks_without_stuff = 0;
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for(core::map<v2s16, MapSector*>::Iterator
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si = m_sectors.getIterator();
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@ -380,10 +340,171 @@ void ClientMap::renderMap(video::IVideoDriver* driver, s32 pass)
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&& d > m_control.wanted_min_range * BS)
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continue;
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// Add to set
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block->refGrab();
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m_drawlist[block->getPos()] = block;
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sector_blocks_drawn++;
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blocks_drawn++;
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} // foreach sectorblocks
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if(sector_blocks_drawn != 0)
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m_last_drawn_sectors[sp] = true;
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}
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g_profiler->avg("CM: blocks in range", blocks_in_range);
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g_profiler->avg("CM: blocks occlusion culled", blocks_occlusion_culled);
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if(blocks_in_range != 0)
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g_profiler->avg("CM: blocks in range without mesh (frac)",
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(float)blocks_in_range_without_mesh/blocks_in_range);
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g_profiler->avg("CM: blocks drawn", blocks_drawn);
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}
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struct MeshBufList
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{
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video::SMaterial m;
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core::list<scene::IMeshBuffer*> bufs;
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};
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struct MeshBufListList
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{
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core::list<MeshBufList> lists;
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void clear()
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{
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lists.clear();
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}
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void add(scene::IMeshBuffer *buf)
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{
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for(core::list<MeshBufList>::Iterator i = lists.begin();
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i != lists.end(); i++){
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MeshBufList &l = *i;
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if(l.m == buf->getMaterial()){
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l.bufs.push_back(buf);
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return;
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}
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}
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MeshBufList l;
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l.m = buf->getMaterial();
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l.bufs.push_back(buf);
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lists.push_back(l);
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}
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};
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void ClientMap::renderMap(video::IVideoDriver* driver, s32 pass)
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{
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DSTACK(__FUNCTION_NAME);
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bool is_transparent_pass = pass == scene::ESNRP_TRANSPARENT;
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std::string prefix;
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if(pass == scene::ESNRP_SOLID)
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prefix = "CM: solid: ";
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else
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prefix = "CM: transparent: ";
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/*
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This is called two times per frame, reset on the non-transparent one
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*/
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if(pass == scene::ESNRP_SOLID)
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{
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m_last_drawn_sectors.clear();
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}
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/*
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Get time for measuring timeout.
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Measuring time is very useful for long delays when the
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machine is swapping a lot.
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*/
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int time1 = time(0);
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/*
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Get animation parameters
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*/
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float animation_time = m_client->getAnimationTime();
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int crack = m_client->getCrackLevel();
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u32 daynight_ratio = m_client->getEnv().getDayNightRatio();
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m_camera_mutex.Lock();
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v3f camera_position = m_camera_position;
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v3f camera_direction = m_camera_direction;
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f32 camera_fov = m_camera_fov;
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m_camera_mutex.Unlock();
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/*
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Get all blocks and draw all visible ones
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*/
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v3s16 cam_pos_nodes = floatToInt(camera_position, BS);
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v3s16 box_nodes_d = m_control.wanted_range * v3s16(1,1,1);
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v3s16 p_nodes_min = cam_pos_nodes - box_nodes_d;
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v3s16 p_nodes_max = cam_pos_nodes + box_nodes_d;
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// Take a fair amount as we will be dropping more out later
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// Umm... these additions are a bit strange but they are needed.
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v3s16 p_blocks_min(
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p_nodes_min.X / MAP_BLOCKSIZE - 3,
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p_nodes_min.Y / MAP_BLOCKSIZE - 3,
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p_nodes_min.Z / MAP_BLOCKSIZE - 3);
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v3s16 p_blocks_max(
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p_nodes_max.X / MAP_BLOCKSIZE + 1,
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p_nodes_max.Y / MAP_BLOCKSIZE + 1,
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p_nodes_max.Z / MAP_BLOCKSIZE + 1);
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u32 vertex_count = 0;
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u32 meshbuffer_count = 0;
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// For limiting number of mesh animations per frame
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u32 mesh_animate_count = 0;
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u32 mesh_animate_count_far = 0;
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// Blocks that had mesh that would have been drawn according to
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// rendering range (if max blocks limit didn't kick in)
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u32 blocks_would_have_drawn = 0;
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// Blocks that were drawn and had a mesh
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u32 blocks_drawn = 0;
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// Blocks which had a corresponding meshbuffer for this pass
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u32 blocks_had_pass_meshbuf = 0;
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// Blocks from which stuff was actually drawn
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u32 blocks_without_stuff = 0;
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/*
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Draw the selected MapBlocks
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*/
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{
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ScopeProfiler sp(g_profiler, prefix+"drawing blocks", SPT_AVG);
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MeshBufListList drawbufs;
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for(core::map<v3s16, MapBlock*>::Iterator
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i = m_drawlist.getIterator();
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i.atEnd() == false; i++)
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{
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MapBlock *block = i.getNode()->getValue();
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// If the mesh of the block happened to get deleted, ignore it
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if(block->mesh == NULL)
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continue;
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float d = 0.0;
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if(isBlockInSight(block->getPos(), camera_position,
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camera_direction, camera_fov,
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100000*BS, &d) == false)
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{
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continue;
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}
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// Mesh animation
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{
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//JMutexAutoLock lock(block->mesh_mutex);
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MapBlockMesh *mapBlockMesh = block->mesh;
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assert(mapBlockMesh);
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// Pretty random but this should work somewhat nicely
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bool faraway = d >= BS*50;
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//bool faraway = d >= m_control.wanted_range * BS;
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@ -407,30 +528,42 @@ void ClientMap::renderMap(video::IVideoDriver* driver, s32 pass)
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}
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}
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// Add to set
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drawset[block->getPos()] = block;
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sector_blocks_drawn++;
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blocks_drawn++;
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} // foreach sectorblocks
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if(sector_blocks_drawn != 0)
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m_last_drawn_sectors[sp] = true;
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}
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} // ScopeProfiler
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/*
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Draw the selected MapBlocks
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Get the meshbuffers of the block
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*/
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{
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ScopeProfiler sp(g_profiler, prefix+"drawing blocks", SPT_AVG);
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//JMutexAutoLock lock(block->mesh_mutex);
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MapBlockMesh *mapBlockMesh = block->mesh;
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assert(mapBlockMesh);
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scene::SMesh *mesh = mapBlockMesh->getMesh();
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assert(mesh);
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u32 c = mesh->getMeshBufferCount();
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for(u32 i=0; i<c; i++)
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{
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scene::IMeshBuffer *buf = mesh->getMeshBuffer(i);
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const video::SMaterial& material = buf->getMaterial();
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video::IMaterialRenderer* rnd =
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driver->getMaterialRenderer(material.MaterialType);
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bool transparent = (rnd && rnd->isTransparent());
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if(transparent == is_transparent_pass)
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{
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if(buf->getVertexCount() == 0)
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errorstream<<"Block ["<<analyze_block(block)
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<<"] contains an empty meshbuf"<<std::endl;
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drawbufs.add(buf);
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}
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}
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}
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}
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core::list<MeshBufList> &lists = drawbufs.lists;
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int timecheck_counter = 0;
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for(core::map<v3s16, MapBlock*>::Iterator
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i = drawset.getIterator();
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i.atEnd() == false; i++)
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for(core::list<MeshBufList>::Iterator i = lists.begin();
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i != lists.end(); i++)
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{
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{
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timecheck_counter++;
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@ -448,8 +581,19 @@ void ClientMap::renderMap(video::IVideoDriver* driver, s32 pass)
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}
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}
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MapBlock *block = i.getNode()->getValue();
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MeshBufList &list = *i;
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driver->setMaterial(list.m);
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for(core::list<scene::IMeshBuffer*>::Iterator j = list.bufs.begin();
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j != list.bufs.end(); j++)
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{
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scene::IMeshBuffer *buf = *j;
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driver->drawMeshBuffer(buf);
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vertex_count += buf->getVertexCount();
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meshbuffer_count++;
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}
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#if 0
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/*
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Draw the faces of the block
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*/
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@ -494,17 +638,12 @@ void ClientMap::renderMap(video::IVideoDriver* driver, s32 pass)
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else
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blocks_without_stuff++;
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}
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#endif
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}
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} // ScopeProfiler
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// Log only on solid pass because values are the same
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if(pass == scene::ESNRP_SOLID){
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g_profiler->avg("CM: blocks in range", blocks_in_range);
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g_profiler->avg("CM: blocks occlusion culled", blocks_occlusion_culled);
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if(blocks_in_range != 0)
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g_profiler->avg("CM: blocks in range without mesh (frac)",
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(float)blocks_in_range_without_mesh/blocks_in_range);
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g_profiler->avg("CM: blocks drawn", blocks_drawn);
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g_profiler->avg("CM: animated meshes", mesh_animate_count);
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g_profiler->avg("CM: animated meshes (far)", mesh_animate_count_far);
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}
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@ -114,6 +114,7 @@ public:
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return m_box;
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}
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void updateDrawList(video::IVideoDriver* driver);
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void renderMap(video::IVideoDriver* driver, s32 pass);
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int getBackgroundBrightness(float max_d, u32 daylight_factor,
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@ -142,6 +143,8 @@ private:
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f32 m_camera_fov;
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JMutex m_camera_mutex;
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core::map<v3s16, MapBlock*> m_drawlist;
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core::map<v2s16, bool> m_last_drawn_sectors;
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};
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15
src/game.cpp
15
src/game.cpp
@ -1235,6 +1235,9 @@ void the_game(
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float object_hit_delay_timer = 0.0;
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float time_from_last_punch = 10;
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float update_draw_list_timer = 0.0;
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v3f update_draw_list_last_cam_dir;
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bool invert_mouse = g_settings->getBool("invert_mouse");
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bool respawn_menu_active = false;
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@ -2698,6 +2701,18 @@ void the_game(
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camera.wield(item);
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}
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/*
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Update block draw list every 200ms or when camera direction has
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changed much
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*/
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update_draw_list_timer += dtime;
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if(update_draw_list_timer >= 0.2 ||
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update_draw_list_last_cam_dir.getDistanceFrom(camera_direction) > 0.2){
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update_draw_list_timer = 0;
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client.getEnv().getClientMap().updateDrawList(driver);
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update_draw_list_last_cam_dir = camera_direction;
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}
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/*
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Drawing begins
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*/
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@ -1469,7 +1469,7 @@ void Map::timerUpdate(float dtime, float unload_timeout,
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block->incrementUsageTimer(dtime);
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if(block->getUsageTimer() > unload_timeout)
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if(block->refGet() == 0 && block->getUsageTimer() > unload_timeout)
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{
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v3s16 p = block->getPos();
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@ -56,7 +56,8 @@ MapBlock::MapBlock(Map *parent, v3s16 pos, IGameDef *gamedef, bool dummy):
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m_generated(false),
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m_timestamp(BLOCK_TIMESTAMP_UNDEFINED),
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m_disk_timestamp(BLOCK_TIMESTAMP_UNDEFINED),
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m_usage_timer(0)
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m_usage_timer(0),
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m_refcount(0)
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{
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data = NULL;
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if(dummy == false)
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@ -431,6 +431,22 @@ public:
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return m_usage_timer;
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}
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/*
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See m_refcount
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*/
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void refGrab()
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{
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m_refcount++;
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}
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void refDrop()
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{
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m_refcount--;
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}
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int refGet()
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{
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return m_refcount;
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}
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/*
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Node Timers
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*/
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@ -566,6 +582,12 @@ private:
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Map will unload the block when this reaches a timeout.
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*/
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float m_usage_timer;
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/*
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Reference count; currently used for determining if this block is in
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the list of blocks to be drawn.
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*/
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int m_refcount;
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};
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inline bool blockpos_over_limit(v3s16 p)
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