Remove ClientMap::m_camera_mutex

All places that lock this mutex are only called by the main thread:
ClientMap::updateCamera(), ClientMap::updateDrawList(), ClientMap::renderMap(), ClientMap::renderPostFx().
This commit is contained in:
Kahrl 2016-02-07 04:24:24 +01:00 committed by paramat
parent 4adbd69a37
commit 180893e79d
2 changed files with 1 additions and 12 deletions

@ -157,12 +157,9 @@ void ClientMap::updateDrawList(video::IVideoDriver* driver)
} }
m_drawlist.clear(); m_drawlist.clear();
m_camera_mutex.lock();
v3f camera_position = m_camera_position; v3f camera_position = m_camera_position;
v3f camera_direction = m_camera_direction; v3f camera_direction = m_camera_direction;
f32 camera_fov = m_camera_fov; 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. // Use a higher fov to accomodate faster camera movements.
// Blocks are cropped better when they are drawn. // Blocks are cropped better when they are drawn.
@ -433,11 +430,9 @@ void ClientMap::renderMap(video::IVideoDriver* driver, s32 pass)
int crack = m_client->getCrackLevel(); int crack = m_client->getCrackLevel();
u32 daynight_ratio = m_client->getEnv().getDayNightRatio(); u32 daynight_ratio = m_client->getEnv().getDayNightRatio();
m_camera_mutex.lock();
v3f camera_position = m_camera_position; v3f camera_position = m_camera_position;
v3f camera_direction = m_camera_direction; v3f camera_direction = m_camera_direction;
f32 camera_fov = m_camera_fov; f32 camera_fov = m_camera_fov;
m_camera_mutex.unlock();
/* /*
Get all blocks and draw all visible ones Get all blocks and draw all visible ones
@ -799,11 +794,7 @@ void ClientMap::renderPostFx(CameraMode cam_mode)
// Sadly ISceneManager has no "post effects" render pass, in that case we // Sadly ISceneManager has no "post effects" render pass, in that case we
// could just register for that and handle it in renderMap(). // could just register for that and handle it in renderMap().
m_camera_mutex.lock(); MapNode n = getNodeNoEx(floatToInt(m_camera_position, BS));
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 a solid node, make everything black.
// - If the player is in liquid, draw a semi-transparent overlay. // - If the player is in liquid, draw a semi-transparent overlay.

@ -89,7 +89,6 @@ public:
void updateCamera(v3f pos, v3f dir, f32 fov, v3s16 offset) void updateCamera(v3f pos, v3f dir, f32 fov, v3s16 offset)
{ {
MutexAutoLock lock(m_camera_mutex);
m_camera_position = pos; m_camera_position = pos;
m_camera_direction = dir; m_camera_direction = dir;
m_camera_fov = fov; m_camera_fov = fov;
@ -149,7 +148,6 @@ private:
v3f m_camera_direction; v3f m_camera_direction;
f32 m_camera_fov; f32 m_camera_fov;
v3s16 m_camera_offset; v3s16 m_camera_offset;
Mutex m_camera_mutex;
std::map<v3s16, MapBlock*> m_drawlist; std::map<v3s16, MapBlock*> m_drawlist;