forked from Mirrorlandia_minetest/minetest
93898957b6
* Add occlusion_culler setting to minetest.conf.example * Add raytraced occlusion culling to 'loops' algorithm --------- Co-authored-by: sfan5 <sfan5@live.de>
221 lines
5.8 KiB
C++
221 lines
5.8 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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// Wanted drawing range
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float wanted_range = 0.0f;
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// Overrides limits by drawing everything
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bool range_all = false;
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// Allow rendering out of bounds
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bool allow_noclip = false;
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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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class PartialMeshBuffer;
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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();
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bool maySaveBlocks() override
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{
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return false;
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}
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void drop() override
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{
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ISceneNode::drop(); // calls destructor
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}
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void updateCamera(v3f pos, v3f dir, f32 fov, v3s16 offset);
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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) override;
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/*
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ISceneNode methods
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*/
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virtual void OnRegisterSceneNode() override;
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virtual void render() override
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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 override
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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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// @brief Calculate statistics about the map and keep the blocks alive
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void touchMapBlocks();
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void updateDrawListShadow(v3f shadow_light_pos, v3f shadow_light_dir, float radius, float length);
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// Returns true if draw list needs updating before drawing the next frame.
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bool needsUpdateDrawList() { return m_needs_update_drawlist; }
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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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void PrintInfo(std::ostream &out) override;
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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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void onSettingChanged(const std::string &name);
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protected:
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void reportMetrics(u64 save_time_us, u32 saved_blocks, u32 all_blocks) override;
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private:
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bool isMeshOccluded(MapBlock *mesh_block, u16 mesh_size, v3s16 cam_pos_nodes);
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// update the vertex order in transparent mesh buffers
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void updateTransparentMeshBuffers();
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// Orders blocks by distance to the camera
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class MapBlockComparer
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{
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public:
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MapBlockComparer(const v3s16 &camera_block) : m_camera_block(camera_block) {}
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bool operator() (const v3s16 &left, const v3s16 &right) const
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{
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auto distance_left = left.getDistanceFromSQ(m_camera_block);
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auto distance_right = right.getDistanceFromSQ(m_camera_block);
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return distance_left > distance_right || (distance_left == distance_right && left > right);
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}
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private:
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v3s16 m_camera_block;
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};
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// reference to a mesh buffer used when rendering the map.
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struct DrawDescriptor {
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v3s16 m_pos;
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union {
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scene::IMeshBuffer *m_buffer;
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const PartialMeshBuffer *m_partial_buffer;
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};
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bool m_reuse_material:1;
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bool m_use_partial_buffer:1;
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DrawDescriptor(v3s16 pos, scene::IMeshBuffer *buffer, bool reuse_material) :
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m_pos(pos), m_buffer(buffer), m_reuse_material(reuse_material), m_use_partial_buffer(false)
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{}
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DrawDescriptor(v3s16 pos, const PartialMeshBuffer *buffer) :
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m_pos(pos), m_partial_buffer(buffer), m_reuse_material(false), m_use_partial_buffer(true)
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{}
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scene::IMeshBuffer* getBuffer();
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void draw(video::IVideoDriver* driver);
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};
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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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bool m_needs_update_transparent_meshes = true;
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std::map<v3s16, MapBlock*, MapBlockComparer> m_drawlist;
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std::vector<MapBlock*> m_keeplist;
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std::map<v3s16, MapBlock*> m_drawlist_shadow;
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bool m_needs_update_drawlist;
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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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u16 m_cache_transparency_sorting_distance;
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bool m_loops_occlusion_culler;
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bool m_enable_raytraced_culling;
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};
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