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Pull occlusion check out of loop, and minor code cleanups.
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6718a95103
commit
7387b19021
@ -213,6 +213,16 @@ void ClientMap::updateDrawList(video::IVideoDriver* driver)
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// Distance to farthest drawn block
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// Distance to farthest drawn block
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float farthest_drawn = 0;
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float farthest_drawn = 0;
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// No occlusion culling when free_move is on and camera is
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// inside ground
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bool occlusion_culling_enabled = true;
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if (g_settings->getBool("free_move")) {
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MapNode n = getNodeNoEx(cam_pos_nodes);
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if (n.getContent() == CONTENT_IGNORE ||
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nodemgr->get(n).solidness == 2)
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occlusion_culling_enabled = false;
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}
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for (std::map<v2s16, MapSector*>::iterator si = m_sectors.begin();
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for (std::map<v2s16, MapSector*>::iterator si = m_sectors.begin();
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si != m_sectors.end(); ++si) {
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si != m_sectors.end(); ++si) {
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MapSector *sector = si->second;
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MapSector *sector = si->second;
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@ -254,39 +264,19 @@ void ClientMap::updateDrawList(video::IVideoDriver* driver)
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camera_direction, camera_fov, range, &d))
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camera_direction, camera_fov, range, &d))
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continue;
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continue;
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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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blocks_in_range++;
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/*
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/*
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Ignore if mesh doesn't exist
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Ignore if mesh doesn't exist
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*/
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*/
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{
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if (block->mesh == NULL) {
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//MutexAutoLock lock(block->mesh_mutex);
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blocks_in_range_without_mesh++;
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continue;
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if (block->mesh == NULL) {
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blocks_in_range_without_mesh++;
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continue;
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}
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}
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}
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/*
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/*
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Occlusion culling
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Occlusion culling
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*/
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*/
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// No occlusion culling when free_move is on and camera is
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// inside ground
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bool occlusion_culling_enabled = true;
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if (g_settings->getBool("free_move")) {
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MapNode n = getNodeNoEx(cam_pos_nodes);
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if (n.getContent() == CONTENT_IGNORE ||
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nodemgr->get(n).solidness == 2)
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occlusion_culling_enabled = false;
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}
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v3s16 cpn = block->getPos() * MAP_BLOCKSIZE;
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v3s16 cpn = block->getPos() * MAP_BLOCKSIZE;
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cpn += v3s16(MAP_BLOCKSIZE / 2, MAP_BLOCKSIZE / 2, MAP_BLOCKSIZE / 2);
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cpn += v3s16(MAP_BLOCKSIZE / 2, MAP_BLOCKSIZE / 2, MAP_BLOCKSIZE / 2);
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float step = BS * 1;
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float step = BS * 1;
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@ -447,11 +437,6 @@ void ClientMap::renderMap(video::IVideoDriver* driver, s32 pass)
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Get all blocks and draw all visible ones
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Get all blocks and draw all visible ones
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*/
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*/
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v3s16 cam_pos_nodes = floatToInt(camera_position, BS);
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v3s16 p_blocks_min;
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v3s16 p_blocks_max;
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getBlocksInViewRange(cam_pos_nodes, &p_blocks_min, &p_blocks_max);
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u32 vertex_count = 0;
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u32 vertex_count = 0;
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u32 meshbuffer_count = 0;
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u32 meshbuffer_count = 0;
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