mirror of
https://github.com/minetest/minetest.git
synced 2024-11-24 00:23:46 +01:00
occlusion culling fix, a little reshaping of map rendering for more useful profiler output and dynamic profiler text size
This commit is contained in:
parent
03db16d55b
commit
1726b82a16
@ -46,6 +46,7 @@ void set_default_settings(Settings *settings)
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settings->setDefault("keymap_screenshot", "KEY_F12");
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settings->setDefault("keymap_toggle_profiler", "KEY_F2");
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settings->setDefault("keymap_toggle_force_fog_off", "KEY_F3");
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settings->setDefault("keymap_toggle_update_camera", "KEY_F4");
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// Some (temporary) keys for debugging
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settings->setDefault("keymap_print_debug_stacks", "KEY_KEY_P");
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40
src/game.cpp
40
src/game.cpp
@ -888,11 +888,11 @@ void the_game(
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//guitext_chat->setBackgroundColor(video::SColor(96,0,0,0));
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core::list<ChatLine> chat_lines;
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// Profiler text
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// Profiler text (size is updated when text is updated)
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gui::IGUIStaticText *guitext_profiler = guienv->addStaticText(
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L"<Profiler>",
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core::rect<s32>(6, 4+(text_height+5)*3, 400,
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(text_height+5)*3 + text_height*35),
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core::rect<s32>(6, 4+(text_height+5)*2, 400,
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(text_height+5)*2 + text_height*35),
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false, false);
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guitext_profiler->setBackgroundColor(video::SColor(80,0,0,0));
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guitext_profiler->setVisible(false);
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@ -951,8 +951,8 @@ void the_game(
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bool respawn_menu_active = false;
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bool show_profiler = false;
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bool force_fog_off = false;
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bool disable_camera_update = false;
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/*
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Main loop
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@ -1188,9 +1188,18 @@ void the_game(
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std::ostringstream os(std::ios_base::binary);
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g_profiler->print(os);
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guitext_profiler->setText(narrow_to_wide(os.str()).c_str());
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std::wstring text = narrow_to_wide(os.str());
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guitext_profiler->setText(text.c_str());
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g_profiler->clear();
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s32 w = font->getDimension(text.c_str()).Width;
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if(w < 400)
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w = 400;
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core::rect<s32> rect(6, 4+(text_height+5)*2, 12+w,
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8+(text_height+5)*2 +
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font->getDimension(text.c_str()).Height);
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guitext_profiler->setRelativePosition(rect);
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}
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/*
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@ -1324,10 +1333,26 @@ void the_game(
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{
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show_profiler = !show_profiler;
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guitext_profiler->setVisible(show_profiler);
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if(show_profiler)
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chat_lines.push_back(ChatLine(L"Profiler disabled"));
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else
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chat_lines.push_back(ChatLine(L"Profiler enabled"));
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}
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else if(input->wasKeyDown(getKeySetting("keymap_toggle_force_fog_off")))
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{
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force_fog_off = !force_fog_off;
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if(force_fog_off)
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chat_lines.push_back(ChatLine(L"Fog disabled"));
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else
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chat_lines.push_back(ChatLine(L"Fog enabled"));
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}
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else if(input->wasKeyDown(getKeySetting("keymap_toggle_update_camera")))
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{
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disable_camera_update = !disable_camera_update;
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if(disable_camera_update)
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chat_lines.push_back(ChatLine(L"Camera update disabled"));
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else
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chat_lines.push_back(ChatLine(L"Camera update enabled"));
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}
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// Item selection with mouse wheel
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@ -1573,11 +1598,10 @@ void the_game(
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v3f camera_direction = camera.getDirection();
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f32 camera_fov = camera.getFovMax();
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if(FIELD_OF_VIEW_TEST)
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client.updateCamera(v3f(0,0,0), v3f(0,0,1), camera_fov);
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else
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if(!disable_camera_update){
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client.updateCamera(camera_position,
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camera_direction, camera_fov);
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}
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//timer2.stop();
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//TimeTaker //timer3("//timer3");
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188
src/map.cpp
188
src/map.cpp
@ -3620,6 +3620,12 @@ void ClientMap::renderMap(video::IVideoDriver* driver, s32 pass)
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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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@ -3689,27 +3695,19 @@ void ClientMap::renderMap(video::IVideoDriver* driver, s32 pass)
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// Blocks from which stuff was actually drawn
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u32 blocks_without_stuff = 0;
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int timecheck_counter = 0;
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core::map<v2s16, MapSector*>::Iterator si;
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si = m_sectors.getIterator();
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for(; si.atEnd() == false; si++)
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{
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{
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timecheck_counter++;
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if(timecheck_counter > 50)
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{
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timecheck_counter = 0;
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int time2 = time(0);
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if(time2 > time1 + 4)
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{
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infostream<<"ClientMap::renderMap(): "
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"Rendering takes ages, returning."
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<<std::endl;
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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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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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for(core::map<v2s16, MapSector*>::Iterator
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si = m_sectors.getIterator();
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si.atEnd() == false; si++)
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{
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MapSector *sector = si.getNode()->getValue();
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v2s16 sp = sector->getPos();
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@ -3726,11 +3724,11 @@ void ClientMap::renderMap(video::IVideoDriver* driver, s32 pass)
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sector->getBlocks(sectorblocks);
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/*
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Draw blocks
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Loop through blocks in sector
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*/
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u32 sector_blocks_drawn = 0;
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u32 sector_blocks_drawn = 0;
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core::list< MapBlock * >::Iterator i;
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for(i=sectorblocks.begin(); i!=sectorblocks.end(); i++)
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{
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@ -3744,7 +3742,7 @@ void ClientMap::renderMap(video::IVideoDriver* driver, s32 pass)
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float range = 100000 * BS;
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if(m_control.range_all == false)
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range = m_control.wanted_range * BS;
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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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@ -3753,16 +3751,16 @@ void ClientMap::renderMap(video::IVideoDriver* driver, s32 pass)
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continue;
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}
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// Okay, this block will be drawn. Reset usage timer.
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block->resetUsageTimer();
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// This is ugly (spherical distance limit?)
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/*if(m_control.range_all == false &&
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d - 0.5*BS*MAP_BLOCKSIZE > range)
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continue;*/
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blocks_in_range++;
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// This block is in range. Reset usage timer.
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block->resetUsageTimer();
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blocks_in_range++;
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#if 1
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/*
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Update expired mesh (used for day/night change)
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@ -3812,11 +3810,8 @@ void ClientMap::renderMap(video::IVideoDriver* driver, s32 pass)
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mesh_expired = false;
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}
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#endif
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/*
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Draw the faces of the block
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*/
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{
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JMutexAutoLock lock(block->mesh_mutex);
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@ -3832,66 +3827,103 @@ void ClientMap::renderMap(video::IVideoDriver* driver, s32 pass)
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&& m_control.range_all == false
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&& d > m_control.wanted_min_range * BS)
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continue;
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blocks_drawn++;
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sector_blocks_drawn++;
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u32 c = mesh->getMeshBufferCount();
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bool stuff_actually_drawn = false;
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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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// Render transparent on transparent pass and likewise.
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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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/*
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This *shouldn't* hurt too much because Irrlicht
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doesn't change opengl textures if the old
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material has the same texture.
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*/
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driver->setMaterial(buf->getMaterial());
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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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stuff_actually_drawn = true;
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}
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}
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if(stuff_actually_drawn)
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blocks_had_pass_meshbuf++;
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else
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blocks_without_stuff++;
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}
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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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{
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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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*/
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{
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ScopeProfiler sp(g_profiler, prefix+"drawing blocks", SPT_AVG);
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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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{
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{
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timecheck_counter++;
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if(timecheck_counter > 50)
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{
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timecheck_counter = 0;
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int time2 = time(0);
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if(time2 > time1 + 4)
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{
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infostream<<"ClientMap::renderMap(): "
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"Rendering takes ages, returning."
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<<std::endl;
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return;
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}
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}
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}
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MapBlock *block = i.getNode()->getValue();
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/*
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Draw the faces of the block
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*/
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{
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JMutexAutoLock lock(block->mesh_mutex);
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scene::SMesh *mesh = block->mesh;
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assert(mesh);
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u32 c = mesh->getMeshBufferCount();
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bool stuff_actually_drawn = false;
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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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// Render transparent on transparent pass and likewise.
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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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/*
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This *shouldn't* hurt too much because Irrlicht
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doesn't change opengl textures if the old
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material has the same texture.
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*/
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driver->setMaterial(buf->getMaterial());
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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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stuff_actually_drawn = true;
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}
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}
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if(stuff_actually_drawn)
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blocks_had_pass_meshbuf++;
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else
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blocks_without_stuff++;
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}
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}
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} // ScopeProfiler
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std::string prefix = "CM: ";
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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(prefix+"blocks in range", blocks_in_range);
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g_profiler->avg("CM: blocks in range", blocks_in_range);
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if(blocks_in_range != 0)
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g_profiler->avg(prefix+"blocks in range without mesh (frac)",
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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(prefix+"blocks drawn", blocks_drawn);
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g_profiler->avg("CM: blocks drawn", blocks_drawn);
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}
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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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g_profiler->avg(prefix+"vertices drawn", vertex_count);
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if(blocks_had_pass_meshbuf != 0)
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g_profiler->avg(prefix+"meshbuffers per block",
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@ -236,21 +236,21 @@ bool isBlockInSight(v3s16 blockpos_b, v3f camera_pos, v3f camera_dir,
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// If block is (nearly) touching the camera, don't
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// bother validating further (that is, render it anyway)
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if(d > block_max_radius)
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{
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// Cosine of the angle between the camera direction
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// and the block direction (camera_dir is an unit vector)
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f32 cosangle = dforward / d;
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// Compensate for the size of the block
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// (as the block has to be shown even if it's a bit off FOV)
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// This is an estimate.
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cosangle += block_max_radius / dforward;
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if(d < block_max_radius)
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return true;
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// Cosine of the angle between the camera direction
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// and the block direction (camera_dir is an unit vector)
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f32 cosangle = dforward / d;
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// Compensate for the size of the block
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// (as the block has to be shown even if it's a bit off FOV)
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// This is an estimate, plus an arbitary factor
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cosangle += block_max_radius / d * 0.5;
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// If block is not in the field of view, skip it
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if(cosangle < cos(camera_fov / 2))
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return false;
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}
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// If block is not in the field of view, skip it
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if(cosangle < cos(camera_fov / 2))
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return false;
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return true;
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}
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