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Order drawlist by distance to the camera when rendering (#11651)
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@ -73,7 +73,8 @@ ClientMap::ClientMap(
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rendering_engine->get_scene_manager(), id),
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m_client(client),
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m_rendering_engine(rendering_engine),
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m_control(control)
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m_control(control),
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m_drawlist(MapBlockComparer(v3s16(0,0,0)))
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{
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/*
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@ -164,6 +165,8 @@ void ClientMap::updateDrawList()
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{
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ScopeProfiler sp(g_profiler, "CM::updateDrawList()", SPT_AVG);
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m_needs_update_drawlist = false;
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for (auto &i : m_drawlist) {
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MapBlock *block = i.second;
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block->refDrop();
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@ -178,6 +181,7 @@ void ClientMap::updateDrawList()
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const f32 camera_fov = m_camera_fov * 1.1f;
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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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@ -202,6 +206,8 @@ void ClientMap::updateDrawList()
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occlusion_culling_enabled = false;
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}
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v3s16 camera_block = getContainerPos(cam_pos_nodes, MAP_BLOCKSIZE);
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m_drawlist = std::map<v3s16, MapBlock*, MapBlockComparer>(MapBlockComparer(camera_block));
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// Uncomment to debug occluded blocks in the wireframe mode
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// TODO: Include this as a flag for an extended debugging setting
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@ -321,7 +327,20 @@ void ClientMap::renderMap(video::IVideoDriver* driver, s32 pass)
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Draw the selected MapBlocks
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*/
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MeshBufListList drawbufs;
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MeshBufListList grouped_buffers;
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struct DrawDescriptor {
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v3s16 m_pos;
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scene::IMeshBuffer *m_buffer;
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bool m_reuse_material;
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DrawDescriptor(const v3s16 &pos, scene::IMeshBuffer *buffer, bool reuse_material) :
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m_pos(pos), m_buffer(buffer), m_reuse_material(reuse_material)
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{}
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};
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std::vector<DrawDescriptor> draw_order;
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video::SMaterial previous_material;
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for (auto &i : m_drawlist) {
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v3s16 block_pos = i.first;
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@ -386,21 +405,46 @@ void ClientMap::renderMap(video::IVideoDriver* driver, s32 pass)
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material.setFlag(video::EMF_WIREFRAME,
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m_control.show_wireframe);
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drawbufs.add(buf, block_pos, layer);
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if (is_transparent_pass) {
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// Same comparison as in MeshBufListList
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bool new_material = material.getTexture(0) != previous_material.getTexture(0) ||
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material != previous_material;
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draw_order.emplace_back(block_pos, buf, !new_material);
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if (new_material)
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previous_material = material;
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}
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else {
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grouped_buffers.add(buf, block_pos, layer);
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}
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}
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}
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}
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}
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}
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// Capture draw order for all solid meshes
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for (auto &lists : grouped_buffers.lists) {
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for (MeshBufList &list : lists) {
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// iterate in reverse to draw closest blocks first
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for (auto it = list.bufs.rbegin(); it != list.bufs.rend(); ++it) {
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draw_order.emplace_back(it->first, it->second, it != list.bufs.rbegin());
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}
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}
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}
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TimeTaker draw("Drawing mesh buffers");
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core::matrix4 m; // Model matrix
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v3f offset = intToFloat(m_camera_offset, BS);
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u32 material_swaps = 0;
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// Render all mesh buffers in order
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drawcall_count += draw_order.size();
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for (auto &descriptor : draw_order) {
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scene::IMeshBuffer *buf = descriptor.m_buffer;
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// Render all layers in order
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for (auto &lists : drawbufs.lists) {
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for (MeshBufList &list : lists) {
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// Check and abort if the machine is swapping a lot
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if (draw.getTimerTime() > 2000) {
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infostream << "ClientMap::renderMap(): Rendering took >2s, " <<
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@ -408,31 +452,29 @@ void ClientMap::renderMap(video::IVideoDriver* driver, s32 pass)
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return;
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}
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if (!descriptor.m_reuse_material) {
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auto &material = buf->getMaterial();
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// pass the shadow map texture to the buffer texture
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ShadowRenderer *shadow = m_rendering_engine->get_shadow_renderer();
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if (shadow && shadow->is_active()) {
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auto &layer = list.m.TextureLayer[3];
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auto &layer = material.TextureLayer[3];
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layer.Texture = shadow->get_texture();
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layer.TextureWrapU = video::E_TEXTURE_CLAMP::ETC_CLAMP_TO_EDGE;
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layer.TextureWrapV = video::E_TEXTURE_CLAMP::ETC_CLAMP_TO_EDGE;
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layer.TrilinearFilter = true;
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}
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driver->setMaterial(material);
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++material_swaps;
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}
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driver->setMaterial(list.m);
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drawcall_count += list.bufs.size();
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for (auto &pair : list.bufs) {
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scene::IMeshBuffer *buf = pair.second;
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v3f block_wpos = intToFloat(pair.first * MAP_BLOCKSIZE, BS);
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v3f block_wpos = intToFloat(descriptor.m_pos * MAP_BLOCKSIZE, BS);
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m.setTranslation(block_wpos - offset);
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driver->setTransform(video::ETS_WORLD, m);
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driver->drawMeshBuffer(buf);
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vertex_count += buf->getVertexCount();
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}
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}
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}
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g_profiler->avg(prefix + "draw meshes [ms]", draw.stop(true));
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// Log only on solid pass because values are the same
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@ -440,8 +482,13 @@ void ClientMap::renderMap(video::IVideoDriver* driver, s32 pass)
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g_profiler->avg("renderMap(): animated meshes [#]", mesh_animate_count);
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}
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if (pass == scene::ESNRP_TRANSPARENT) {
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g_profiler->avg("renderMap(): transparent buffers [#]", draw_order.size());
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}
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g_profiler->avg(prefix + "vertices drawn [#]", vertex_count);
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g_profiler->avg(prefix + "drawcalls [#]", drawcall_count);
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g_profiler->avg(prefix + "material swaps [#]", material_swaps);
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}
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static bool getVisibleBrightness(Map *map, const v3f &p0, v3f dir, float step,
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@ -87,10 +87,18 @@ public:
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void updateCamera(const v3f &pos, const v3f &dir, f32 fov, const v3s16 &offset)
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{
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v3s16 previous_block = getContainerPos(floatToInt(m_camera_position, BS) + m_camera_offset, MAP_BLOCKSIZE);
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m_camera_position = pos;
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m_camera_direction = dir;
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m_camera_fov = fov;
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m_camera_offset = offset;
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v3s16 current_block = getContainerPos(floatToInt(m_camera_position, BS) + m_camera_offset, MAP_BLOCKSIZE);
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// reorder the blocks when camera crosses block boundary
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if (previous_block != current_block)
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m_needs_update_drawlist = true;
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}
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/*
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@ -122,6 +130,8 @@ public:
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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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void updateDrawListShadow(const v3f &shadow_light_pos, const v3f &shadow_light_dir, float shadow_range);
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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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@ -140,6 +150,23 @@ public:
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f32 getCameraFov() const { return m_camera_fov; }
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private:
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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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Client *m_client;
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RenderingEngine *m_rendering_engine;
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@ -153,8 +180,9 @@ private:
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f32 m_camera_fov = M_PI;
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v3s16 m_camera_offset;
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std::map<v3s16, MapBlock*> m_drawlist;
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std::map<v3s16, MapBlock*, MapBlockComparer> m_drawlist;
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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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@ -3897,8 +3897,8 @@ void Game::updateFrame(ProfilerGraph *graph, RunStats *stats, f32 dtime,
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v3f camera_direction = camera->getDirection();
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if (runData.update_draw_list_timer >= update_draw_list_delta
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|| runData.update_draw_list_last_cam_dir.getDistanceFrom(camera_direction) > 0.2
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|| m_camera_offset_changed) {
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|| m_camera_offset_changed
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|| client->getEnv().getClientMap().needsUpdateDrawList()) {
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runData.update_draw_list_timer = 0;
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client->getEnv().getClientMap().updateDrawList();
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runData.update_draw_list_last_cam_dir = camera_direction;
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