forked from Mirrorlandia_minetest/minetest
835 lines
23 KiB
C++
835 lines
23 KiB
C++
/*
|
|
Minetest
|
|
Copyright (C) 2010-2013 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 "clientmap.h"
|
|
#include "client.h"
|
|
#include "mapblock_mesh.h"
|
|
#include <IMaterialRenderer.h>
|
|
#include <matrix4.h>
|
|
#include "log.h"
|
|
#include "mapsector.h"
|
|
#include "nodedef.h"
|
|
#include "mapblock.h"
|
|
#include "profiler.h"
|
|
#include "settings.h"
|
|
#include "camera.h" // CameraModes
|
|
#include "util/mathconstants.h"
|
|
#include <algorithm>
|
|
|
|
#define PP(x) "("<<(x).X<<","<<(x).Y<<","<<(x).Z<<")"
|
|
|
|
ClientMap::ClientMap(
|
|
Client *client,
|
|
IGameDef *gamedef,
|
|
MapDrawControl &control,
|
|
scene::ISceneNode* parent,
|
|
scene::ISceneManager* mgr,
|
|
s32 id
|
|
):
|
|
Map(dout_client, gamedef),
|
|
scene::ISceneNode(parent, mgr, id),
|
|
m_client(client),
|
|
m_control(control),
|
|
m_camera_position(0,0,0),
|
|
m_camera_direction(0,0,1),
|
|
m_camera_fov(M_PI)
|
|
{
|
|
m_box = core::aabbox3d<f32>(-BS*1000000,-BS*1000000,-BS*1000000,
|
|
BS*1000000,BS*1000000,BS*1000000);
|
|
|
|
/* TODO: Add a callback function so these can be updated when a setting
|
|
* changes. At this point in time it doesn't matter (e.g. /set
|
|
* is documented to change server settings only)
|
|
*
|
|
* TODO: Local caching of settings is not optimal and should at some stage
|
|
* be updated to use a global settings object for getting thse values
|
|
* (as opposed to the this local caching). This can be addressed in
|
|
* a later release.
|
|
*/
|
|
m_cache_trilinear_filter = g_settings->getBool("trilinear_filter");
|
|
m_cache_bilinear_filter = g_settings->getBool("bilinear_filter");
|
|
m_cache_anistropic_filter = g_settings->getBool("anisotropic_filter");
|
|
|
|
}
|
|
|
|
ClientMap::~ClientMap()
|
|
{
|
|
/*MutexAutoLock lock(mesh_mutex);
|
|
|
|
if(mesh != NULL)
|
|
{
|
|
mesh->drop();
|
|
mesh = NULL;
|
|
}*/
|
|
}
|
|
|
|
MapSector * ClientMap::emergeSector(v2s16 p2d)
|
|
{
|
|
DSTACK(__FUNCTION_NAME);
|
|
// Check that it doesn't exist already
|
|
try{
|
|
return getSectorNoGenerate(p2d);
|
|
}
|
|
catch(InvalidPositionException &e)
|
|
{
|
|
}
|
|
|
|
// Create a sector
|
|
ClientMapSector *sector = new ClientMapSector(this, p2d, m_gamedef);
|
|
|
|
{
|
|
//MutexAutoLock lock(m_sector_mutex); // Bulk comment-out
|
|
m_sectors[p2d] = sector;
|
|
}
|
|
|
|
return sector;
|
|
}
|
|
|
|
void ClientMap::OnRegisterSceneNode()
|
|
{
|
|
if(IsVisible)
|
|
{
|
|
SceneManager->registerNodeForRendering(this, scene::ESNRP_SOLID);
|
|
SceneManager->registerNodeForRendering(this, scene::ESNRP_TRANSPARENT);
|
|
}
|
|
|
|
ISceneNode::OnRegisterSceneNode();
|
|
}
|
|
|
|
static bool isOccluded(Map *map, v3s16 p0, v3s16 p1, float step, float stepfac,
|
|
float start_off, float end_off, u32 needed_count, INodeDefManager *nodemgr)
|
|
{
|
|
float d0 = (float)BS * p0.getDistanceFrom(p1);
|
|
v3s16 u0 = p1 - p0;
|
|
v3f uf = v3f(u0.X, u0.Y, u0.Z) * BS;
|
|
uf.normalize();
|
|
v3f p0f = v3f(p0.X, p0.Y, p0.Z) * BS;
|
|
u32 count = 0;
|
|
for(float s=start_off; s<d0+end_off; s+=step){
|
|
v3f pf = p0f + uf * s;
|
|
v3s16 p = floatToInt(pf, BS);
|
|
MapNode n = map->getNodeNoEx(p);
|
|
bool is_transparent = false;
|
|
const ContentFeatures &f = nodemgr->get(n);
|
|
if(f.solidness == 0)
|
|
is_transparent = (f.visual_solidness != 2);
|
|
else
|
|
is_transparent = (f.solidness != 2);
|
|
if(!is_transparent){
|
|
if(count == needed_count)
|
|
return true;
|
|
count++;
|
|
}
|
|
step *= stepfac;
|
|
}
|
|
return false;
|
|
}
|
|
|
|
void ClientMap::updateDrawList(video::IVideoDriver* driver)
|
|
{
|
|
ScopeProfiler sp(g_profiler, "CM::updateDrawList()", SPT_AVG);
|
|
g_profiler->add("CM::updateDrawList() count", 1);
|
|
|
|
INodeDefManager *nodemgr = m_gamedef->ndef();
|
|
|
|
for(std::map<v3s16, MapBlock*>::iterator
|
|
i = m_drawlist.begin();
|
|
i != m_drawlist.end(); ++i)
|
|
{
|
|
MapBlock *block = i->second;
|
|
block->refDrop();
|
|
}
|
|
m_drawlist.clear();
|
|
|
|
m_camera_mutex.lock();
|
|
v3f camera_position = m_camera_position;
|
|
v3f camera_direction = m_camera_direction;
|
|
f32 camera_fov = m_camera_fov;
|
|
//v3s16 camera_offset = m_camera_offset;
|
|
m_camera_mutex.unlock();
|
|
|
|
// Use a higher fov to accomodate faster camera movements.
|
|
// Blocks are cropped better when they are drawn.
|
|
// Or maybe they aren't? Well whatever.
|
|
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);
|
|
|
|
// Number of blocks in rendering range
|
|
u32 blocks_in_range = 0;
|
|
// Number of blocks occlusion culled
|
|
u32 blocks_occlusion_culled = 0;
|
|
// Number of blocks in rendering range but don't have a mesh
|
|
u32 blocks_in_range_without_mesh = 0;
|
|
// Blocks that had mesh that would have been drawn according to
|
|
// rendering range (if max blocks limit didn't kick in)
|
|
u32 blocks_would_have_drawn = 0;
|
|
// Blocks that were drawn and had a mesh
|
|
u32 blocks_drawn = 0;
|
|
// Blocks which had a corresponding meshbuffer for this pass
|
|
//u32 blocks_had_pass_meshbuf = 0;
|
|
// Blocks from which stuff was actually drawn
|
|
//u32 blocks_without_stuff = 0;
|
|
// Distance to farthest drawn block
|
|
float farthest_drawn = 0;
|
|
|
|
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)
|
|
continue;
|
|
}
|
|
|
|
MapBlockVect sectorblocks;
|
|
sector->getBlocks(sectorblocks);
|
|
|
|
/*
|
|
Loop through blocks in sector
|
|
*/
|
|
|
|
u32 sector_blocks_drawn = 0;
|
|
|
|
for(MapBlockVect::iterator i = sectorblocks.begin();
|
|
i != sectorblocks.end(); ++i)
|
|
{
|
|
MapBlock *block = *i;
|
|
|
|
/*
|
|
Compare block position to camera position, skip
|
|
if not seen on display
|
|
*/
|
|
|
|
if (block->mesh != NULL)
|
|
block->mesh->updateCameraOffset(m_camera_offset);
|
|
|
|
float range = 100000 * BS;
|
|
if(m_control.range_all == false)
|
|
range = m_control.wanted_range * BS;
|
|
|
|
float d = 0.0;
|
|
if(isBlockInSight(block->getPos(), camera_position,
|
|
camera_direction, camera_fov,
|
|
range, &d) == false)
|
|
{
|
|
continue;
|
|
}
|
|
|
|
// This is ugly (spherical distance limit?)
|
|
/*if(m_control.range_all == false &&
|
|
d - 0.5*BS*MAP_BLOCKSIZE > range)
|
|
continue;*/
|
|
|
|
blocks_in_range++;
|
|
|
|
/*
|
|
Ignore if mesh doesn't exist
|
|
*/
|
|
{
|
|
//MutexAutoLock lock(block->mesh_mutex);
|
|
|
|
if(block->mesh == NULL){
|
|
blocks_in_range_without_mesh++;
|
|
continue;
|
|
}
|
|
}
|
|
|
|
/*
|
|
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;
|
|
cpn += v3s16(MAP_BLOCKSIZE/2, MAP_BLOCKSIZE/2, MAP_BLOCKSIZE/2);
|
|
float step = BS*1;
|
|
float stepfac = 1.1;
|
|
float startoff = BS*1;
|
|
float endoff = -BS*MAP_BLOCKSIZE*1.42*1.42;
|
|
v3s16 spn = cam_pos_nodes + v3s16(0,0,0);
|
|
s16 bs2 = MAP_BLOCKSIZE/2 + 1;
|
|
u32 needed_count = 1;
|
|
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),
|
|
step, stepfac, startoff, endoff, needed_count, nodemgr) &&
|
|
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) &&
|
|
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) &&
|
|
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) &&
|
|
isOccluded(this, spn, cpn + v3s16(-bs2,-bs2,-bs2),
|
|
step, stepfac, startoff, endoff, needed_count, nodemgr)
|
|
)
|
|
{
|
|
blocks_occlusion_culled++;
|
|
continue;
|
|
}
|
|
|
|
// This block is in range. Reset usage timer.
|
|
block->resetUsageTimer();
|
|
|
|
// 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)
|
|
continue;
|
|
|
|
// Add to set
|
|
block->refGrab();
|
|
m_drawlist[block->getPos()] = block;
|
|
|
|
sector_blocks_drawn++;
|
|
blocks_drawn++;
|
|
if(d/BS > farthest_drawn)
|
|
farthest_drawn = d/BS;
|
|
|
|
} // foreach sectorblocks
|
|
|
|
if(sector_blocks_drawn != 0)
|
|
m_last_drawn_sectors.insert(sp);
|
|
}
|
|
|
|
m_control.blocks_would_have_drawn = blocks_would_have_drawn;
|
|
m_control.blocks_drawn = blocks_drawn;
|
|
m_control.farthest_drawn = farthest_drawn;
|
|
|
|
g_profiler->avg("CM: blocks in range", blocks_in_range);
|
|
g_profiler->avg("CM: blocks occlusion culled", blocks_occlusion_culled);
|
|
if(blocks_in_range != 0)
|
|
g_profiler->avg("CM: blocks in range without mesh (frac)",
|
|
(float)blocks_in_range_without_mesh/blocks_in_range);
|
|
g_profiler->avg("CM: blocks drawn", blocks_drawn);
|
|
g_profiler->avg("CM: farthest drawn", farthest_drawn);
|
|
g_profiler->avg("CM: wanted max blocks", m_control.wanted_max_blocks);
|
|
}
|
|
|
|
struct MeshBufList
|
|
{
|
|
video::SMaterial m;
|
|
std::vector<scene::IMeshBuffer*> bufs;
|
|
};
|
|
|
|
struct MeshBufListList
|
|
{
|
|
std::vector<MeshBufList> lists;
|
|
|
|
void clear()
|
|
{
|
|
lists.clear();
|
|
}
|
|
|
|
void add(scene::IMeshBuffer *buf)
|
|
{
|
|
for(std::vector<MeshBufList>::iterator i = lists.begin();
|
|
i != lists.end(); ++i){
|
|
MeshBufList &l = *i;
|
|
video::SMaterial &m = buf->getMaterial();
|
|
|
|
// comparing a full material is quite expensive so we don't do it if
|
|
// not even first texture is equal
|
|
if (l.m.TextureLayer[0].Texture != m.TextureLayer[0].Texture)
|
|
continue;
|
|
|
|
if (l.m == m) {
|
|
l.bufs.push_back(buf);
|
|
return;
|
|
}
|
|
}
|
|
MeshBufList l;
|
|
l.m = buf->getMaterial();
|
|
l.bufs.push_back(buf);
|
|
lists.push_back(l);
|
|
}
|
|
};
|
|
|
|
void ClientMap::renderMap(video::IVideoDriver* driver, s32 pass)
|
|
{
|
|
DSTACK(__FUNCTION_NAME);
|
|
|
|
bool is_transparent_pass = pass == scene::ESNRP_TRANSPARENT;
|
|
|
|
std::string prefix;
|
|
if(pass == scene::ESNRP_SOLID)
|
|
prefix = "CM: solid: ";
|
|
else
|
|
prefix = "CM: transparent: ";
|
|
|
|
/*
|
|
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.
|
|
|
|
Measuring time is very useful for long delays when the
|
|
machine is swapping a lot.
|
|
*/
|
|
int time1 = time(0);
|
|
|
|
/*
|
|
Get animation parameters
|
|
*/
|
|
float animation_time = m_client->getAnimationTime();
|
|
int crack = m_client->getCrackLevel();
|
|
u32 daynight_ratio = m_client->getEnv().getDayNightRatio();
|
|
|
|
m_camera_mutex.lock();
|
|
v3f camera_position = m_camera_position;
|
|
v3f camera_direction = m_camera_direction;
|
|
f32 camera_fov = m_camera_fov;
|
|
m_camera_mutex.unlock();
|
|
|
|
/*
|
|
Get all blocks and draw all visible ones
|
|
*/
|
|
|
|
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);
|
|
|
|
u32 vertex_count = 0;
|
|
u32 meshbuffer_count = 0;
|
|
|
|
// For limiting number of mesh animations per frame
|
|
u32 mesh_animate_count = 0;
|
|
u32 mesh_animate_count_far = 0;
|
|
|
|
// Blocks that were drawn and had a mesh
|
|
u32 blocks_drawn = 0;
|
|
// Blocks which had a corresponding meshbuffer for this pass
|
|
u32 blocks_had_pass_meshbuf = 0;
|
|
// Blocks from which stuff was actually drawn
|
|
u32 blocks_without_stuff = 0;
|
|
|
|
/*
|
|
Draw the selected MapBlocks
|
|
*/
|
|
|
|
{
|
|
ScopeProfiler sp(g_profiler, prefix+"drawing blocks", SPT_AVG);
|
|
|
|
MeshBufListList drawbufs;
|
|
|
|
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
|
|
if(block->mesh == NULL)
|
|
continue;
|
|
|
|
float d = 0.0;
|
|
if(isBlockInSight(block->getPos(), camera_position,
|
|
camera_direction, camera_fov,
|
|
100000*BS, &d) == false)
|
|
{
|
|
continue;
|
|
}
|
|
|
|
// Mesh animation
|
|
{
|
|
//MutexAutoLock lock(block->mesh_mutex);
|
|
MapBlockMesh *mapBlockMesh = block->mesh;
|
|
assert(mapBlockMesh);
|
|
// 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(animated)
|
|
mesh_animate_count++;
|
|
if(animated && faraway)
|
|
mesh_animate_count_far++;
|
|
}
|
|
else
|
|
{
|
|
mapBlockMesh->decreaseAnimationForceTimer();
|
|
}
|
|
}
|
|
|
|
/*
|
|
Get the meshbuffers of the block
|
|
*/
|
|
{
|
|
//MutexAutoLock lock(block->mesh_mutex);
|
|
|
|
MapBlockMesh *mapBlockMesh = block->mesh;
|
|
assert(mapBlockMesh);
|
|
|
|
scene::IMesh *mesh = mapBlockMesh->getMesh();
|
|
assert(mesh);
|
|
|
|
u32 c = mesh->getMeshBufferCount();
|
|
for(u32 i=0; i<c; i++)
|
|
{
|
|
scene::IMeshBuffer *buf = mesh->getMeshBuffer(i);
|
|
|
|
buf->getMaterial().setFlag(video::EMF_TRILINEAR_FILTER, m_cache_trilinear_filter);
|
|
buf->getMaterial().setFlag(video::EMF_BILINEAR_FILTER, m_cache_bilinear_filter);
|
|
buf->getMaterial().setFlag(video::EMF_ANISOTROPIC_FILTER, m_cache_anistropic_filter);
|
|
|
|
const video::SMaterial& material = buf->getMaterial();
|
|
video::IMaterialRenderer* rnd =
|
|
driver->getMaterialRenderer(material.MaterialType);
|
|
bool transparent = (rnd && rnd->isTransparent());
|
|
if(transparent == is_transparent_pass)
|
|
{
|
|
if(buf->getVertexCount() == 0)
|
|
errorstream<<"Block ["<<analyze_block(block)
|
|
<<"] contains an empty meshbuf"<<std::endl;
|
|
drawbufs.add(buf);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
std::vector<MeshBufList> &lists = drawbufs.lists;
|
|
|
|
int timecheck_counter = 0;
|
|
for(std::vector<MeshBufList>::iterator i = lists.begin();
|
|
i != lists.end(); ++i) {
|
|
timecheck_counter++;
|
|
if(timecheck_counter > 50) {
|
|
timecheck_counter = 0;
|
|
int time2 = time(0);
|
|
if(time2 > time1 + 4) {
|
|
infostream << "ClientMap::renderMap(): "
|
|
"Rendering takes ages, returning."
|
|
<< std::endl;
|
|
return;
|
|
}
|
|
}
|
|
|
|
MeshBufList &list = *i;
|
|
|
|
driver->setMaterial(list.m);
|
|
|
|
for(std::vector<scene::IMeshBuffer*>::iterator j = list.bufs.begin();
|
|
j != list.bufs.end(); ++j) {
|
|
scene::IMeshBuffer *buf = *j;
|
|
driver->drawMeshBuffer(buf);
|
|
vertex_count += buf->getVertexCount();
|
|
meshbuffer_count++;
|
|
}
|
|
|
|
}
|
|
} // ScopeProfiler
|
|
|
|
// Log only on solid pass because values are the same
|
|
if(pass == scene::ESNRP_SOLID){
|
|
g_profiler->avg("CM: animated meshes", mesh_animate_count);
|
|
g_profiler->avg("CM: animated meshes (far)", mesh_animate_count_far);
|
|
}
|
|
|
|
g_profiler->avg(prefix+"vertices drawn", vertex_count);
|
|
if(blocks_had_pass_meshbuf != 0)
|
|
g_profiler->avg(prefix+"meshbuffers per block",
|
|
(float)meshbuffer_count / (float)blocks_had_pass_meshbuf);
|
|
if(blocks_drawn != 0)
|
|
g_profiler->avg(prefix+"empty blocks (frac)",
|
|
(float)blocks_without_stuff / blocks_drawn);
|
|
|
|
/*infostream<<"renderMap(): is_transparent_pass="<<is_transparent_pass
|
|
<<", rendered "<<vertex_count<<" vertices."<<std::endl;*/
|
|
}
|
|
|
|
static bool getVisibleBrightness(Map *map, v3f p0, v3f dir, float step,
|
|
float step_multiplier, float start_distance, float end_distance,
|
|
INodeDefManager *ndef, u32 daylight_factor, float sunlight_min_d,
|
|
int *result, bool *sunlight_seen)
|
|
{
|
|
int brightness_sum = 0;
|
|
int brightness_count = 0;
|
|
float distance = start_distance;
|
|
dir.normalize();
|
|
v3f pf = p0;
|
|
pf += dir * distance;
|
|
int noncount = 0;
|
|
bool nonlight_seen = false;
|
|
bool allow_allowing_non_sunlight_propagates = false;
|
|
bool allow_non_sunlight_propagates = false;
|
|
// Check content nearly at camera position
|
|
{
|
|
v3s16 p = floatToInt(p0 /*+ dir * 3*BS*/, BS);
|
|
MapNode n = map->getNodeNoEx(p);
|
|
if(ndef->get(n).param_type == CPT_LIGHT &&
|
|
!ndef->get(n).sunlight_propagates)
|
|
allow_allowing_non_sunlight_propagates = true;
|
|
}
|
|
// If would start at CONTENT_IGNORE, start closer
|
|
{
|
|
v3s16 p = floatToInt(pf, BS);
|
|
MapNode n = map->getNodeNoEx(p);
|
|
if(n.getContent() == CONTENT_IGNORE){
|
|
float newd = 2*BS;
|
|
pf = p0 + dir * 2*newd;
|
|
distance = newd;
|
|
sunlight_min_d = 0;
|
|
}
|
|
}
|
|
for(int i=0; distance < end_distance; i++){
|
|
pf += dir * step;
|
|
distance += step;
|
|
step *= step_multiplier;
|
|
|
|
v3s16 p = floatToInt(pf, BS);
|
|
MapNode n = map->getNodeNoEx(p);
|
|
if(allow_allowing_non_sunlight_propagates && i == 0 &&
|
|
ndef->get(n).param_type == CPT_LIGHT &&
|
|
!ndef->get(n).sunlight_propagates){
|
|
allow_non_sunlight_propagates = true;
|
|
}
|
|
if(ndef->get(n).param_type != CPT_LIGHT ||
|
|
(!ndef->get(n).sunlight_propagates &&
|
|
!allow_non_sunlight_propagates)){
|
|
nonlight_seen = true;
|
|
noncount++;
|
|
if(noncount >= 4)
|
|
break;
|
|
continue;
|
|
}
|
|
if(distance >= sunlight_min_d && *sunlight_seen == false
|
|
&& nonlight_seen == false)
|
|
if(n.getLight(LIGHTBANK_DAY, ndef) == LIGHT_SUN)
|
|
*sunlight_seen = true;
|
|
noncount = 0;
|
|
brightness_sum += decode_light(n.getLightBlend(daylight_factor, ndef));
|
|
brightness_count++;
|
|
}
|
|
*result = 0;
|
|
if(brightness_count == 0)
|
|
return false;
|
|
*result = brightness_sum / brightness_count;
|
|
/*std::cerr<<"Sampled "<<brightness_count<<" points; result="
|
|
<<(*result)<<std::endl;*/
|
|
return true;
|
|
}
|
|
|
|
int ClientMap::getBackgroundBrightness(float max_d, u32 daylight_factor,
|
|
int oldvalue, bool *sunlight_seen_result)
|
|
{
|
|
const bool debugprint = false;
|
|
INodeDefManager *ndef = m_gamedef->ndef();
|
|
static v3f z_directions[50] = {
|
|
v3f(-100, 0, 0)
|
|
};
|
|
static f32 z_offsets[sizeof(z_directions)/sizeof(*z_directions)] = {
|
|
-1000,
|
|
};
|
|
if(z_directions[0].X < -99){
|
|
for(u32 i=0; i<sizeof(z_directions)/sizeof(*z_directions); i++){
|
|
z_directions[i] = v3f(
|
|
0.01 * myrand_range(-100, 100),
|
|
1.0,
|
|
0.01 * myrand_range(-100, 100)
|
|
);
|
|
z_offsets[i] = 0.01 * myrand_range(0,100);
|
|
}
|
|
}
|
|
if(debugprint)
|
|
std::cerr<<"In goes "<<PP(m_camera_direction)<<", out comes ";
|
|
int sunlight_seen_count = 0;
|
|
float sunlight_min_d = max_d*0.8;
|
|
if(sunlight_min_d > 35*BS)
|
|
sunlight_min_d = 35*BS;
|
|
std::vector<int> values;
|
|
for(u32 i=0; i<sizeof(z_directions)/sizeof(*z_directions); i++){
|
|
v3f z_dir = z_directions[i];
|
|
z_dir.normalize();
|
|
core::CMatrix4<f32> a;
|
|
a.buildRotateFromTo(v3f(0,1,0), z_dir);
|
|
v3f dir = m_camera_direction;
|
|
a.rotateVect(dir);
|
|
int br = 0;
|
|
float step = BS*1.5;
|
|
if(max_d > 35*BS)
|
|
step = max_d / 35 * 1.5;
|
|
float off = step * z_offsets[i];
|
|
bool sunlight_seen_now = false;
|
|
bool ok = getVisibleBrightness(this, m_camera_position, dir,
|
|
step, 1.0, max_d*0.6+off, max_d, ndef, daylight_factor,
|
|
sunlight_min_d,
|
|
&br, &sunlight_seen_now);
|
|
if(sunlight_seen_now)
|
|
sunlight_seen_count++;
|
|
if(!ok)
|
|
continue;
|
|
values.push_back(br);
|
|
// Don't try too much if being in the sun is clear
|
|
if(sunlight_seen_count >= 20)
|
|
break;
|
|
}
|
|
int brightness_sum = 0;
|
|
int brightness_count = 0;
|
|
std::sort(values.begin(), values.end());
|
|
u32 num_values_to_use = values.size();
|
|
if(num_values_to_use >= 10)
|
|
num_values_to_use -= num_values_to_use/2;
|
|
else if(num_values_to_use >= 7)
|
|
num_values_to_use -= num_values_to_use/3;
|
|
u32 first_value_i = (values.size() - num_values_to_use) / 2;
|
|
if(debugprint){
|
|
for(u32 i=0; i < first_value_i; i++)
|
|
std::cerr<<values[i]<<" ";
|
|
std::cerr<<"[";
|
|
}
|
|
for(u32 i=first_value_i; i < first_value_i+num_values_to_use; i++){
|
|
if(debugprint)
|
|
std::cerr<<values[i]<<" ";
|
|
brightness_sum += values[i];
|
|
brightness_count++;
|
|
}
|
|
if(debugprint){
|
|
std::cerr<<"]";
|
|
for(u32 i=first_value_i+num_values_to_use; i < values.size(); i++)
|
|
std::cerr<<values[i]<<" ";
|
|
}
|
|
int ret = 0;
|
|
if(brightness_count == 0){
|
|
MapNode n = getNodeNoEx(floatToInt(m_camera_position, BS));
|
|
if(ndef->get(n).param_type == CPT_LIGHT){
|
|
ret = decode_light(n.getLightBlend(daylight_factor, ndef));
|
|
} else {
|
|
ret = oldvalue;
|
|
}
|
|
} else {
|
|
/*float pre = (float)brightness_sum / (float)brightness_count;
|
|
float tmp = pre;
|
|
const float d = 0.2;
|
|
pre *= 1.0 + d*2;
|
|
pre -= tmp * d;
|
|
int preint = pre;
|
|
ret = MYMAX(0, MYMIN(255, preint));*/
|
|
ret = brightness_sum / brightness_count;
|
|
}
|
|
if(debugprint)
|
|
std::cerr<<"Result: "<<ret<<" sunlight_seen_count="
|
|
<<sunlight_seen_count<<std::endl;
|
|
*sunlight_seen_result = (sunlight_seen_count > 0);
|
|
return ret;
|
|
}
|
|
|
|
void ClientMap::renderPostFx(CameraMode cam_mode)
|
|
{
|
|
INodeDefManager *nodemgr = m_gamedef->ndef();
|
|
|
|
// Sadly ISceneManager has no "post effects" render pass, in that case we
|
|
// could just register for that and handle it in renderMap().
|
|
|
|
m_camera_mutex.lock();
|
|
v3f camera_position = m_camera_position;
|
|
m_camera_mutex.unlock();
|
|
|
|
MapNode n = getNodeNoEx(floatToInt(camera_position, BS));
|
|
|
|
// - If the player is in a solid node, make everything black.
|
|
// - If the player is in liquid, draw a semi-transparent overlay.
|
|
// - 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")) &&
|
|
cam_mode == CAMERA_MODE_FIRST)
|
|
{
|
|
post_effect_color = video::SColor(255, 0, 0, 0);
|
|
}
|
|
if (post_effect_color.getAlpha() != 0)
|
|
{
|
|
// Draw a full-screen rectangle
|
|
video::IVideoDriver* driver = SceneManager->getVideoDriver();
|
|
v2u32 ss = driver->getScreenSize();
|
|
core::rect<s32> rect(0,0, ss.X, ss.Y);
|
|
driver->draw2DRectangle(post_effect_color, rect);
|
|
}
|
|
}
|
|
|
|
void ClientMap::PrintInfo(std::ostream &out)
|
|
{
|
|
out<<"ClientMap: ";
|
|
}
|
|
|
|
|