forked from Mirrorlandia_minetest/minetest
bf3acbf388
Reduces stutter and freezes when playing. * Maintains double SM and SM Color textures * Light frustum update triggers incremental generation of shadow map into secondary 'future' textures. * Every incremental update renders a portion of the shadow draw list (split equally). * After defined number of frames (currently, 4), 'future' and 'current' textures are swapped, and DirectionalLight 'commits' the new frustum to use when rendering shadows on screen. Co-authored-by: sfan5 <sfan5@live.de>
166 lines
4.0 KiB
C++
166 lines
4.0 KiB
C++
/*
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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
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it under the terms of the GNU Lesser General Public License as published by
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the Free Software Foundation; either version 2.1 of the License, or
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(at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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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.,
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51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
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*/
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#pragma once
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#include "irrlichttypes_extrabloated.h"
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#include "map.h"
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#include "camera.h"
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#include <set>
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#include <map>
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struct MapDrawControl
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{
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// Overrides limits by drawing everything
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bool range_all = false;
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// Wanted drawing range
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float wanted_range = 0.0f;
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// show a wire frame for debugging
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bool show_wireframe = false;
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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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std::vector<std::pair<v3s16,scene::IMeshBuffer*>> bufs;
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};
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struct MeshBufListList
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{
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/*!
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* Stores the mesh buffers of the world.
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* The array index is the material's layer.
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* The vector part groups vertices by material.
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*/
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std::vector<MeshBufList> lists[MAX_TILE_LAYERS];
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void clear();
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void add(scene::IMeshBuffer *buf, v3s16 position, u8 layer);
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};
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class Client;
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class ITextureSource;
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/*
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ClientMap
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This is the only map class that is able to render itself on screen.
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*/
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class ClientMap : public Map, public scene::ISceneNode
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{
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public:
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ClientMap(
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Client *client,
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RenderingEngine *rendering_engine,
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MapDrawControl &control,
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s32 id
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);
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virtual ~ClientMap() = default;
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s32 mapType() const
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{
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return MAPTYPE_CLIENT;
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}
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void drop()
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{
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ISceneNode::drop();
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}
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void updateCamera(const v3f &pos, const v3f &dir, f32 fov, const v3s16 &offset)
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{
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m_camera_position = pos;
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m_camera_direction = dir;
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m_camera_fov = fov;
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m_camera_offset = offset;
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}
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/*
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Forcefully get a sector from somewhere
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*/
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MapSector * emergeSector(v2s16 p);
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//void deSerializeSector(v2s16 p2d, std::istream &is);
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/*
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ISceneNode methods
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*/
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virtual void OnRegisterSceneNode();
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virtual void render()
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{
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video::IVideoDriver* driver = SceneManager->getVideoDriver();
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driver->setTransform(video::ETS_WORLD, AbsoluteTransformation);
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renderMap(driver, SceneManager->getSceneNodeRenderPass());
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}
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virtual const aabb3f &getBoundingBox() const
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{
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return m_box;
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}
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void getBlocksInViewRange(v3s16 cam_pos_nodes,
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v3s16 *p_blocks_min, v3s16 *p_blocks_max, float range=-1.0f);
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void updateDrawList();
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void updateDrawListShadow(const v3f &shadow_light_pos, const v3f &shadow_light_dir, float shadow_range);
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void renderMap(video::IVideoDriver* driver, s32 pass);
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void renderMapShadows(video::IVideoDriver *driver,
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const video::SMaterial &material, s32 pass, int frame, int total_frames);
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int getBackgroundBrightness(float max_d, u32 daylight_factor,
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int oldvalue, bool *sunlight_seen_result);
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void renderPostFx(CameraMode cam_mode);
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// For debug printing
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virtual void PrintInfo(std::ostream &out);
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const MapDrawControl & getControl() const { return m_control; }
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f32 getWantedRange() const { return m_control.wanted_range; }
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f32 getCameraFov() const { return m_camera_fov; }
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private:
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Client *m_client;
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RenderingEngine *m_rendering_engine;
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aabb3f m_box = aabb3f(-BS * 1000000, -BS * 1000000, -BS * 1000000,
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BS * 1000000, BS * 1000000, BS * 1000000);
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MapDrawControl &m_control;
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v3f m_camera_position = v3f(0,0,0);
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v3f m_camera_direction = v3f(0,0,1);
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f32 m_camera_fov = M_PI;
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v3s16 m_camera_offset;
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std::map<v3s16, MapBlock*> m_drawlist;
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std::map<v3s16, MapBlock*> m_drawlist_shadow;
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std::set<v2s16> m_last_drawn_sectors;
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bool m_cache_trilinear_filter;
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bool m_cache_bilinear_filter;
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bool m_cache_anistropic_filter;
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bool m_added_to_shadow_renderer{false};
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};
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