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Fix render order of overlays (#6008)
* Fix render order of overlays * Use C++11 loops * Fix time_t
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@ -283,49 +283,45 @@ void ClientMap::updateDrawList(video::IVideoDriver* driver)
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struct MeshBufList
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struct MeshBufList
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{
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{
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/*!
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* Specifies in which layer the list is.
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* All lists which are in a lower layer are rendered before this list.
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*/
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u8 layer;
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video::SMaterial m;
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video::SMaterial m;
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std::vector<scene::IMeshBuffer*> bufs;
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std::vector<scene::IMeshBuffer*> bufs;
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};
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};
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struct MeshBufListList
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struct MeshBufListList
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{
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{
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std::vector<MeshBufList> lists;
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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 clear()
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{
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{
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lists.clear();
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for (int l = 0; l < MAX_TILE_LAYERS; l++)
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lists[l].clear();
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}
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}
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void add(scene::IMeshBuffer *buf, u8 layer)
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void add(scene::IMeshBuffer *buf, u8 layer)
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{
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{
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// Append to the correct layer
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std::vector<MeshBufList> &list = lists[layer];
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const video::SMaterial &m = buf->getMaterial();
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const video::SMaterial &m = buf->getMaterial();
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for(std::vector<MeshBufList>::iterator i = lists.begin();
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for (MeshBufList &l : list) {
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i != lists.end(); ++i){
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MeshBufList &l = *i;
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// comparing a full material is quite expensive so we don't do it if
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// comparing a full material is quite expensive so we don't do it if
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// not even first texture is equal
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// not even first texture is equal
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if (l.m.TextureLayer[0].Texture != m.TextureLayer[0].Texture)
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if (l.m.TextureLayer[0].Texture != m.TextureLayer[0].Texture)
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continue;
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continue;
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if(l.layer != layer)
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continue;
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if (l.m == m) {
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if (l.m == m) {
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l.bufs.push_back(buf);
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l.bufs.push_back(buf);
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return;
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return;
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}
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}
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}
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}
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MeshBufList l;
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MeshBufList l;
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l.layer = layer;
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l.m = m;
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l.m = m;
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l.bufs.push_back(buf);
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l.bufs.push_back(buf);
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lists.push_back(l);
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list.push_back(l);
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}
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}
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};
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};
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@ -353,7 +349,7 @@ void ClientMap::renderMap(video::IVideoDriver* driver, s32 pass)
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Measuring time is very useful for long delays when the
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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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machine is swapping a lot.
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*/
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*/
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int time1 = time(0);
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std::time_t time1 = time(0);
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/*
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/*
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Get animation parameters
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Get animation parameters
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@ -469,35 +465,32 @@ void ClientMap::renderMap(video::IVideoDriver* driver, s32 pass)
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}
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}
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}
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}
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std::vector<MeshBufList> &lists = drawbufs.lists;
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// Render all layers in order
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for (int layer = 0; layer < MAX_TILE_LAYERS; layer++) {
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std::vector<MeshBufList> &lists = drawbufs.lists[layer];
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int timecheck_counter = 0;
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int timecheck_counter = 0;
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for (std::vector<MeshBufList>::iterator i = lists.begin();
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for (MeshBufList &list : lists) {
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i != lists.end(); ++i) {
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timecheck_counter++;
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timecheck_counter++;
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if (timecheck_counter > 50) {
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if (timecheck_counter > 50) {
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timecheck_counter = 0;
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timecheck_counter = 0;
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std::time_t time2 = time(0);
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int time2 = time(0);
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if (time2 > time1 + 4) {
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if (time2 > time1 + 4) {
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infostream << "ClientMap::renderMap(): "
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infostream << "ClientMap::renderMap(): "
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"Rendering takes ages, returning."
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"Rendering takes ages, returning."
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<< std::endl;
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<< std::endl;
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return;
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return;
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}
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}
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driver->setMaterial(list.m);
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for (scene::IMeshBuffer *buf : list.bufs) {
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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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}
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}
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}
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MeshBufList &list = *i;
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driver->setMaterial(list.m);
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for (std::vector<scene::IMeshBuffer*>::iterator j = list.bufs.begin();
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j != list.bufs.end(); ++j) {
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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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}
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}
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} // ScopeProfiler
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} // ScopeProfiler
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