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https://github.com/minetest/minetest.git
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bf3acbf388
Reduces stutter and freezes when playing. * Maintains double SM and SM Color textures * Light frustum update triggers incremental generation of shadow map into secondary 'future' textures. * Every incremental update renders a portion of the shadow draw list (split equally). * After defined number of frames (currently, 4), 'future' and 'current' textures are swapped, and DirectionalLight 'commits' the new frustum to use when rendering shadows on screen. Co-authored-by: sfan5 <sfan5@live.de>
844 lines
24 KiB
C++
844 lines
24 KiB
C++
/*
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Minetest
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Copyright (C) 2010-2013 celeron55, Perttu Ahola <celeron55@gmail.com>
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This program is free software; you can redistribute it and/or modify
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it under the terms of the GNU Lesser General Public License as published by
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the Free Software Foundation; either version 2.1 of the License, or
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(at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU Lesser General Public License for more details.
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You should have received a copy of the GNU Lesser General Public License along
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with this program; if not, write to the Free Software Foundation, Inc.,
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51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
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*/
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#include "clientmap.h"
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#include "client.h"
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#include "mapblock_mesh.h"
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#include <IMaterialRenderer.h>
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#include <matrix4.h>
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#include "mapsector.h"
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#include "mapblock.h"
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#include "profiler.h"
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#include "settings.h"
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#include "camera.h" // CameraModes
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#include "util/basic_macros.h"
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#include <algorithm>
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#include "client/renderingengine.h"
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// struct MeshBufListList
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void MeshBufListList::clear()
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{
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for (auto &list : lists)
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list.clear();
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}
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void MeshBufListList::add(scene::IMeshBuffer *buf, v3s16 position, u8 layer)
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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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for (MeshBufList &l : list) {
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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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if (l.m.TextureLayer[0].Texture != m.TextureLayer[0].Texture)
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continue;
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if (l.m == m) {
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l.bufs.emplace_back(position, buf);
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return;
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}
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}
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MeshBufList l;
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l.m = m;
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l.bufs.emplace_back(position, buf);
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list.emplace_back(l);
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}
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// ClientMap
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ClientMap::ClientMap(
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Client *client,
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RenderingEngine *rendering_engine,
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MapDrawControl &control,
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s32 id
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):
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Map(client),
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scene::ISceneNode(rendering_engine->get_scene_manager()->getRootSceneNode(),
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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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{
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/*
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* @Liso: Sadly C++ doesn't have introspection, so the only way we have to know
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* the class is whith a name ;) Name property cames from ISceneNode base class.
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*/
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Name = "ClientMap";
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m_box = aabb3f(-BS*1000000,-BS*1000000,-BS*1000000,
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BS*1000000,BS*1000000,BS*1000000);
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/* TODO: Add a callback function so these can be updated when a setting
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* changes. At this point in time it doesn't matter (e.g. /set
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* is documented to change server settings only)
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*
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* TODO: Local caching of settings is not optimal and should at some stage
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* be updated to use a global settings object for getting thse values
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* (as opposed to the this local caching). This can be addressed in
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* a later release.
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*/
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m_cache_trilinear_filter = g_settings->getBool("trilinear_filter");
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m_cache_bilinear_filter = g_settings->getBool("bilinear_filter");
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m_cache_anistropic_filter = g_settings->getBool("anisotropic_filter");
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}
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MapSector * ClientMap::emergeSector(v2s16 p2d)
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{
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// Check that it doesn't exist already
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MapSector *sector = getSectorNoGenerate(p2d);
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// Create it if it does not exist yet
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if (!sector) {
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sector = new MapSector(this, p2d, m_gamedef);
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m_sectors[p2d] = sector;
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}
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return sector;
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}
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void ClientMap::OnRegisterSceneNode()
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{
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if(IsVisible)
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{
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SceneManager->registerNodeForRendering(this, scene::ESNRP_SOLID);
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SceneManager->registerNodeForRendering(this, scene::ESNRP_TRANSPARENT);
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}
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ISceneNode::OnRegisterSceneNode();
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if (!m_added_to_shadow_renderer) {
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m_added_to_shadow_renderer = true;
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if (auto shadows = m_rendering_engine->get_shadow_renderer())
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shadows->addNodeToShadowList(this);
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}
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}
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void ClientMap::getBlocksInViewRange(v3s16 cam_pos_nodes,
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v3s16 *p_blocks_min, v3s16 *p_blocks_max, float range)
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{
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if (range <= 0.0f)
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range = m_control.wanted_range;
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v3s16 box_nodes_d = range * v3s16(1, 1, 1);
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// Define p_nodes_min/max as v3s32 because 'cam_pos_nodes -/+ box_nodes_d'
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// can exceed the range of v3s16 when a large view range is used near the
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// world edges.
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v3s32 p_nodes_min(
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cam_pos_nodes.X - box_nodes_d.X,
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cam_pos_nodes.Y - box_nodes_d.Y,
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cam_pos_nodes.Z - box_nodes_d.Z);
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v3s32 p_nodes_max(
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cam_pos_nodes.X + box_nodes_d.X,
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cam_pos_nodes.Y + box_nodes_d.Y,
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cam_pos_nodes.Z + box_nodes_d.Z);
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// Take a fair amount as we will be dropping more out later
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// Umm... these additions are a bit strange but they are needed.
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*p_blocks_min = v3s16(
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p_nodes_min.X / MAP_BLOCKSIZE - 3,
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p_nodes_min.Y / MAP_BLOCKSIZE - 3,
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p_nodes_min.Z / MAP_BLOCKSIZE - 3);
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*p_blocks_max = v3s16(
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p_nodes_max.X / MAP_BLOCKSIZE + 1,
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p_nodes_max.Y / MAP_BLOCKSIZE + 1,
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p_nodes_max.Z / MAP_BLOCKSIZE + 1);
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}
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void ClientMap::updateDrawList()
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{
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ScopeProfiler sp(g_profiler, "CM::updateDrawList()", SPT_AVG);
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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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}
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m_drawlist.clear();
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const v3f camera_position = m_camera_position;
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const v3f camera_direction = m_camera_direction;
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// Use a higher fov to accomodate faster camera movements.
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// Blocks are cropped better when they are drawn.
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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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// Read the vision range, unless unlimited range is enabled.
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float range = m_control.range_all ? 1e7 : m_control.wanted_range;
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// Number of blocks currently loaded by the client
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u32 blocks_loaded = 0;
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// Number of blocks with mesh in rendering range
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u32 blocks_in_range_with_mesh = 0;
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// Number of blocks occlusion culled
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u32 blocks_occlusion_culled = 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") && g_settings->getBool("noclip")) {
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MapNode n = getNode(cam_pos_nodes);
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if (n.getContent() == CONTENT_IGNORE ||
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m_nodedef->get(n).solidness == 2)
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occlusion_culling_enabled = false;
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}
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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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//if (occlusion_culling_enabled && m_control.show_wireframe)
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// occlusion_culling_enabled = porting::getTimeS() & 1;
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for (const auto §or_it : m_sectors) {
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MapSector *sector = sector_it.second;
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v2s16 sp = sector->getPos();
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blocks_loaded += sector->size();
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if (!m_control.range_all) {
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if (sp.X < p_blocks_min.X || sp.X > p_blocks_max.X ||
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sp.Y < p_blocks_min.Z || sp.Y > p_blocks_max.Z)
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continue;
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}
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MapBlockVect sectorblocks;
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sector->getBlocks(sectorblocks);
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/*
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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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for (MapBlock *block : sectorblocks) {
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/*
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Compare block position to camera position, skip
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if not seen on display
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*/
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if (!block->mesh) {
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// Ignore if mesh doesn't exist
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continue;
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}
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v3s16 block_coord = block->getPos();
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v3s16 block_position = block->getPosRelative() + MAP_BLOCKSIZE / 2;
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// First, perform a simple distance check, with a padding of one extra block.
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if (!m_control.range_all &&
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block_position.getDistanceFrom(cam_pos_nodes) > range + MAP_BLOCKSIZE)
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continue; // Out of range, skip.
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// Keep the block alive as long as it is in range.
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block->resetUsageTimer();
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blocks_in_range_with_mesh++;
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// Frustum culling
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float d = 0.0;
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if (!isBlockInSight(block_coord, camera_position,
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camera_direction, camera_fov, range * BS, &d))
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continue;
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// Occlusion culling
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if ((!m_control.range_all && d > m_control.wanted_range * BS) ||
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(occlusion_culling_enabled && isBlockOccluded(block, cam_pos_nodes))) {
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blocks_occlusion_culled++;
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continue;
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}
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// Add to set
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block->refGrab();
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m_drawlist[block_coord] = block;
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sector_blocks_drawn++;
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} // foreach sectorblocks
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if (sector_blocks_drawn != 0)
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m_last_drawn_sectors.insert(sp);
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}
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g_profiler->avg("MapBlock meshes in range [#]", blocks_in_range_with_mesh);
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g_profiler->avg("MapBlocks occlusion culled [#]", blocks_occlusion_culled);
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g_profiler->avg("MapBlocks drawn [#]", m_drawlist.size());
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g_profiler->avg("MapBlocks loaded [#]", blocks_loaded);
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}
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void ClientMap::renderMap(video::IVideoDriver* driver, s32 pass)
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{
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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 = "renderMap(SOLID): ";
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else
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prefix = "renderMap(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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if (pass == scene::ESNRP_SOLID)
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m_last_drawn_sectors.clear();
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/*
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Get animation parameters
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*/
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const float animation_time = m_client->getAnimationTime();
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const int crack = m_client->getCrackLevel();
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const u32 daynight_ratio = m_client->getEnv().getDayNightRatio();
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const v3f camera_position = m_camera_position;
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/*
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Get all blocks and draw all visible ones
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*/
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u32 vertex_count = 0;
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u32 drawcall_count = 0;
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// For limiting number of mesh animations per frame
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u32 mesh_animate_count = 0;
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//u32 mesh_animate_count_far = 0;
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/*
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Draw the selected MapBlocks
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*/
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MeshBufListList drawbufs;
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for (auto &i : m_drawlist) {
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v3s16 block_pos = i.first;
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MapBlock *block = i.second;
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// If the mesh of the block happened to get deleted, ignore it
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if (!block->mesh)
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continue;
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v3f block_pos_r = intToFloat(block->getPosRelative() + MAP_BLOCKSIZE / 2, BS);
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float d = camera_position.getDistanceFrom(block_pos_r);
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d = MYMAX(0,d - BLOCK_MAX_RADIUS);
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// Mesh animation
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if (pass == scene::ESNRP_SOLID) {
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MapBlockMesh *mapBlockMesh = block->mesh;
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assert(mapBlockMesh);
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// Pretty random but this should work somewhat nicely
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bool faraway = d >= BS * 50;
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if (mapBlockMesh->isAnimationForced() || !faraway ||
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mesh_animate_count < (m_control.range_all ? 200 : 50)) {
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bool animated = mapBlockMesh->animate(faraway, animation_time,
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crack, daynight_ratio);
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if (animated)
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mesh_animate_count++;
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} else {
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mapBlockMesh->decreaseAnimationForceTimer();
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}
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}
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/*
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Get the meshbuffers of the block
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*/
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{
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MapBlockMesh *mapBlockMesh = block->mesh;
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assert(mapBlockMesh);
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for (int layer = 0; layer < MAX_TILE_LAYERS; layer++) {
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scene::IMesh *mesh = mapBlockMesh->getMesh(layer);
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assert(mesh);
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u32 c = mesh->getMeshBufferCount();
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for (u32 i = 0; i < c; i++) {
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scene::IMeshBuffer *buf = mesh->getMeshBuffer(i);
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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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if (transparent == is_transparent_pass) {
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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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material.setFlag(video::EMF_TRILINEAR_FILTER,
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m_cache_trilinear_filter);
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material.setFlag(video::EMF_BILINEAR_FILTER,
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m_cache_bilinear_filter);
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material.setFlag(video::EMF_ANISOTROPIC_FILTER,
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m_cache_anistropic_filter);
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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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}
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}
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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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// 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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"returning." << std::endl;
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return;
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}
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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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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(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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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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if (pass == scene::ESNRP_SOLID) {
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g_profiler->avg("renderMap(): animated meshes [#]", mesh_animate_count);
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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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}
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static bool getVisibleBrightness(Map *map, const v3f &p0, v3f dir, float step,
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float step_multiplier, float start_distance, float end_distance,
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const NodeDefManager *ndef, u32 daylight_factor, float sunlight_min_d,
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int *result, bool *sunlight_seen)
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{
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int brightness_sum = 0;
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int brightness_count = 0;
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float distance = start_distance;
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dir.normalize();
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v3f pf = p0;
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pf += dir * distance;
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int noncount = 0;
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bool nonlight_seen = false;
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bool allow_allowing_non_sunlight_propagates = false;
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bool allow_non_sunlight_propagates = false;
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// Check content nearly at camera position
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{
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v3s16 p = floatToInt(p0 /*+ dir * 3*BS*/, BS);
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MapNode n = map->getNode(p);
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if(ndef->get(n).param_type == CPT_LIGHT &&
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!ndef->get(n).sunlight_propagates)
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allow_allowing_non_sunlight_propagates = true;
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}
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// If would start at CONTENT_IGNORE, start closer
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{
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v3s16 p = floatToInt(pf, BS);
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MapNode n = map->getNode(p);
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if(n.getContent() == CONTENT_IGNORE){
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float newd = 2*BS;
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pf = p0 + dir * 2*newd;
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distance = newd;
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sunlight_min_d = 0;
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}
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}
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for (int i=0; distance < end_distance; i++) {
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pf += dir * step;
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distance += step;
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step *= step_multiplier;
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v3s16 p = floatToInt(pf, BS);
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MapNode n = map->getNode(p);
|
|
if (allow_allowing_non_sunlight_propagates && i == 0 &&
|
|
ndef->get(n).param_type == CPT_LIGHT &&
|
|
!ndef->get(n).sunlight_propagates) {
|
|
allow_non_sunlight_propagates = true;
|
|
}
|
|
|
|
if (ndef->get(n).param_type != CPT_LIGHT ||
|
|
(!ndef->get(n).sunlight_propagates &&
|
|
!allow_non_sunlight_propagates)){
|
|
nonlight_seen = true;
|
|
noncount++;
|
|
if(noncount >= 4)
|
|
break;
|
|
continue;
|
|
}
|
|
|
|
if (distance >= sunlight_min_d && !*sunlight_seen && !nonlight_seen)
|
|
if (n.getLight(LIGHTBANK_DAY, ndef) == LIGHT_SUN)
|
|
*sunlight_seen = true;
|
|
noncount = 0;
|
|
brightness_sum += decode_light(n.getLightBlend(daylight_factor, ndef));
|
|
brightness_count++;
|
|
}
|
|
*result = 0;
|
|
if(brightness_count == 0)
|
|
return false;
|
|
*result = brightness_sum / brightness_count;
|
|
/*std::cerr<<"Sampled "<<brightness_count<<" points; result="
|
|
<<(*result)<<std::endl;*/
|
|
return true;
|
|
}
|
|
|
|
int ClientMap::getBackgroundBrightness(float max_d, u32 daylight_factor,
|
|
int oldvalue, bool *sunlight_seen_result)
|
|
{
|
|
ScopeProfiler sp(g_profiler, "CM::getBackgroundBrightness", SPT_AVG);
|
|
static v3f z_directions[50] = {
|
|
v3f(-100, 0, 0)
|
|
};
|
|
static f32 z_offsets[50] = {
|
|
-1000,
|
|
};
|
|
|
|
if (z_directions[0].X < -99) {
|
|
for (u32 i = 0; i < ARRLEN(z_directions); i++) {
|
|
// Assumes FOV of 72 and 16/9 aspect ratio
|
|
z_directions[i] = v3f(
|
|
0.02 * myrand_range(-100, 100),
|
|
1.0,
|
|
0.01 * myrand_range(-100, 100)
|
|
).normalize();
|
|
z_offsets[i] = 0.01 * myrand_range(0,100);
|
|
}
|
|
}
|
|
|
|
int sunlight_seen_count = 0;
|
|
float sunlight_min_d = max_d*0.8;
|
|
if(sunlight_min_d > 35*BS)
|
|
sunlight_min_d = 35*BS;
|
|
std::vector<int> values;
|
|
values.reserve(ARRLEN(z_directions));
|
|
for (u32 i = 0; i < ARRLEN(z_directions); i++) {
|
|
v3f z_dir = z_directions[i];
|
|
core::CMatrix4<f32> a;
|
|
a.buildRotateFromTo(v3f(0,1,0), z_dir);
|
|
v3f dir = m_camera_direction;
|
|
a.rotateVect(dir);
|
|
int br = 0;
|
|
float step = BS*1.5;
|
|
if(max_d > 35*BS)
|
|
step = max_d / 35 * 1.5;
|
|
float off = step * z_offsets[i];
|
|
bool sunlight_seen_now = false;
|
|
bool ok = getVisibleBrightness(this, m_camera_position, dir,
|
|
step, 1.0, max_d*0.6+off, max_d, m_nodedef, daylight_factor,
|
|
sunlight_min_d,
|
|
&br, &sunlight_seen_now);
|
|
if(sunlight_seen_now)
|
|
sunlight_seen_count++;
|
|
if(!ok)
|
|
continue;
|
|
values.push_back(br);
|
|
// Don't try too much if being in the sun is clear
|
|
if(sunlight_seen_count >= 20)
|
|
break;
|
|
}
|
|
int brightness_sum = 0;
|
|
int brightness_count = 0;
|
|
std::sort(values.begin(), values.end());
|
|
u32 num_values_to_use = values.size();
|
|
if(num_values_to_use >= 10)
|
|
num_values_to_use -= num_values_to_use/2;
|
|
else if(num_values_to_use >= 7)
|
|
num_values_to_use -= num_values_to_use/3;
|
|
u32 first_value_i = (values.size() - num_values_to_use) / 2;
|
|
|
|
for (u32 i=first_value_i; i < first_value_i + num_values_to_use; i++) {
|
|
brightness_sum += values[i];
|
|
brightness_count++;
|
|
}
|
|
|
|
int ret = 0;
|
|
if(brightness_count == 0){
|
|
MapNode n = getNode(floatToInt(m_camera_position, BS));
|
|
if(m_nodedef->get(n).param_type == CPT_LIGHT){
|
|
ret = decode_light(n.getLightBlend(daylight_factor, m_nodedef));
|
|
} else {
|
|
ret = oldvalue;
|
|
}
|
|
} else {
|
|
ret = brightness_sum / brightness_count;
|
|
}
|
|
|
|
*sunlight_seen_result = (sunlight_seen_count > 0);
|
|
return ret;
|
|
}
|
|
|
|
void ClientMap::renderPostFx(CameraMode cam_mode)
|
|
{
|
|
// Sadly ISceneManager has no "post effects" render pass, in that case we
|
|
// could just register for that and handle it in renderMap().
|
|
|
|
MapNode n = getNode(floatToInt(m_camera_position, BS));
|
|
|
|
// - If the player is in a solid node, make everything black.
|
|
// - If the player is in liquid, draw a semi-transparent overlay.
|
|
// - Do not if player is in third person mode
|
|
const ContentFeatures& features = m_nodedef->get(n);
|
|
video::SColor post_effect_color = features.post_effect_color;
|
|
if(features.solidness == 2 && !(g_settings->getBool("noclip") &&
|
|
m_client->checkLocalPrivilege("noclip")) &&
|
|
cam_mode == CAMERA_MODE_FIRST)
|
|
{
|
|
post_effect_color = video::SColor(255, 0, 0, 0);
|
|
}
|
|
if (post_effect_color.getAlpha() != 0)
|
|
{
|
|
// Draw a full-screen rectangle
|
|
video::IVideoDriver* driver = SceneManager->getVideoDriver();
|
|
v2u32 ss = driver->getScreenSize();
|
|
core::rect<s32> rect(0,0, ss.X, ss.Y);
|
|
driver->draw2DRectangle(post_effect_color, rect);
|
|
}
|
|
}
|
|
|
|
void ClientMap::PrintInfo(std::ostream &out)
|
|
{
|
|
out<<"ClientMap: ";
|
|
}
|
|
|
|
void ClientMap::renderMapShadows(video::IVideoDriver *driver,
|
|
const video::SMaterial &material, s32 pass, int frame, int total_frames)
|
|
{
|
|
bool is_transparent_pass = pass != scene::ESNRP_SOLID;
|
|
std::string prefix;
|
|
if (is_transparent_pass)
|
|
prefix = "renderMap(SHADOW TRANS): ";
|
|
else
|
|
prefix = "renderMap(SHADOW SOLID): ";
|
|
|
|
u32 drawcall_count = 0;
|
|
u32 vertex_count = 0;
|
|
|
|
MeshBufListList drawbufs;
|
|
|
|
int count = 0;
|
|
int low_bound = is_transparent_pass ? 0 : m_drawlist_shadow.size() / total_frames * frame;
|
|
int high_bound = is_transparent_pass ? m_drawlist_shadow.size() : m_drawlist_shadow.size() / total_frames * (frame + 1);
|
|
|
|
// transparent pass should be rendered in one go
|
|
if (is_transparent_pass && frame != total_frames - 1) {
|
|
return;
|
|
}
|
|
|
|
for (auto &i : m_drawlist_shadow) {
|
|
// only process specific part of the list & break early
|
|
++count;
|
|
if (count <= low_bound)
|
|
continue;
|
|
if (count > high_bound)
|
|
break;
|
|
|
|
v3s16 block_pos = i.first;
|
|
MapBlock *block = i.second;
|
|
|
|
// If the mesh of the block happened to get deleted, ignore it
|
|
if (!block->mesh)
|
|
continue;
|
|
|
|
/*
|
|
Get the meshbuffers of the block
|
|
*/
|
|
{
|
|
MapBlockMesh *mapBlockMesh = block->mesh;
|
|
assert(mapBlockMesh);
|
|
|
|
for (int layer = 0; layer < MAX_TILE_LAYERS; layer++) {
|
|
scene::IMesh *mesh = mapBlockMesh->getMesh(layer);
|
|
assert(mesh);
|
|
|
|
u32 c = mesh->getMeshBufferCount();
|
|
for (u32 i = 0; i < c; i++) {
|
|
scene::IMeshBuffer *buf = mesh->getMeshBuffer(i);
|
|
|
|
video::SMaterial &mat = buf->getMaterial();
|
|
auto rnd = driver->getMaterialRenderer(mat.MaterialType);
|
|
bool transparent = rnd && rnd->isTransparent();
|
|
if (transparent == is_transparent_pass)
|
|
drawbufs.add(buf, block_pos, layer);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
TimeTaker draw("Drawing shadow mesh buffers");
|
|
|
|
core::matrix4 m; // Model matrix
|
|
v3f offset = intToFloat(m_camera_offset, BS);
|
|
|
|
// Render all layers in order
|
|
for (auto &lists : drawbufs.lists) {
|
|
for (MeshBufList &list : lists) {
|
|
// Check and abort if the machine is swapping a lot
|
|
if (draw.getTimerTime() > 1000) {
|
|
infostream << "ClientMap::renderMapShadows(): Rendering "
|
|
"took >1s, returning." << std::endl;
|
|
break;
|
|
}
|
|
for (auto &pair : list.bufs) {
|
|
scene::IMeshBuffer *buf = pair.second;
|
|
|
|
// override some material properties
|
|
video::SMaterial local_material = buf->getMaterial();
|
|
local_material.MaterialType = material.MaterialType;
|
|
local_material.BackfaceCulling = material.BackfaceCulling;
|
|
local_material.FrontfaceCulling = material.FrontfaceCulling;
|
|
local_material.BlendOperation = material.BlendOperation;
|
|
local_material.Lighting = false;
|
|
driver->setMaterial(local_material);
|
|
|
|
v3f block_wpos = intToFloat(pair.first * MAP_BLOCKSIZE, BS);
|
|
m.setTranslation(block_wpos - offset);
|
|
|
|
driver->setTransform(video::ETS_WORLD, m);
|
|
driver->drawMeshBuffer(buf);
|
|
vertex_count += buf->getVertexCount();
|
|
}
|
|
|
|
drawcall_count += list.bufs.size();
|
|
}
|
|
}
|
|
|
|
// restore the driver material state
|
|
video::SMaterial clean;
|
|
clean.BlendOperation = video::EBO_ADD;
|
|
driver->setMaterial(clean); // reset material to defaults
|
|
driver->draw3DLine(v3f(), v3f(), video::SColor(0));
|
|
|
|
g_profiler->avg(prefix + "draw meshes [ms]", draw.stop(true));
|
|
g_profiler->avg(prefix + "vertices drawn [#]", vertex_count);
|
|
g_profiler->avg(prefix + "drawcalls [#]", drawcall_count);
|
|
}
|
|
|
|
/*
|
|
Custom update draw list for the pov of shadow light.
|
|
*/
|
|
void ClientMap::updateDrawListShadow(const v3f &shadow_light_pos, const v3f &shadow_light_dir, float shadow_range)
|
|
{
|
|
ScopeProfiler sp(g_profiler, "CM::updateDrawListShadow()", SPT_AVG);
|
|
|
|
const v3f camera_position = shadow_light_pos;
|
|
const v3f camera_direction = shadow_light_dir;
|
|
// I "fake" fov just to avoid creating a new function to handle orthographic
|
|
// projection.
|
|
const f32 camera_fov = m_camera_fov * 1.9f;
|
|
|
|
v3s16 cam_pos_nodes = floatToInt(camera_position, BS);
|
|
v3s16 p_blocks_min;
|
|
v3s16 p_blocks_max;
|
|
getBlocksInViewRange(cam_pos_nodes, &p_blocks_min, &p_blocks_max, shadow_range);
|
|
|
|
std::vector<v2s16> blocks_in_range;
|
|
|
|
for (auto &i : m_drawlist_shadow) {
|
|
MapBlock *block = i.second;
|
|
block->refDrop();
|
|
}
|
|
m_drawlist_shadow.clear();
|
|
|
|
// We need to append the blocks from the camera POV because sometimes
|
|
// they are not inside the light frustum and it creates glitches.
|
|
// FIXME: This could be removed if we figure out why they are missing
|
|
// from the light frustum.
|
|
for (auto &i : m_drawlist) {
|
|
i.second->refGrab();
|
|
m_drawlist_shadow[i.first] = i.second;
|
|
}
|
|
|
|
// Number of blocks currently loaded by the client
|
|
u32 blocks_loaded = 0;
|
|
// Number of blocks with mesh in rendering range
|
|
u32 blocks_in_range_with_mesh = 0;
|
|
// Number of blocks occlusion culled
|
|
u32 blocks_occlusion_culled = 0;
|
|
|
|
for (auto §or_it : m_sectors) {
|
|
MapSector *sector = sector_it.second;
|
|
if (!sector)
|
|
continue;
|
|
blocks_loaded += sector->size();
|
|
|
|
MapBlockVect sectorblocks;
|
|
sector->getBlocks(sectorblocks);
|
|
|
|
/*
|
|
Loop through blocks in sector
|
|
*/
|
|
for (MapBlock *block : sectorblocks) {
|
|
if (!block->mesh) {
|
|
// Ignore if mesh doesn't exist
|
|
continue;
|
|
}
|
|
|
|
float range = shadow_range;
|
|
|
|
float d = 0.0;
|
|
if (!isBlockInSight(block->getPos(), camera_position,
|
|
camera_direction, camera_fov, range, &d))
|
|
continue;
|
|
|
|
blocks_in_range_with_mesh++;
|
|
|
|
/*
|
|
Occlusion culling
|
|
*/
|
|
if (isBlockOccluded(block, cam_pos_nodes)) {
|
|
blocks_occlusion_culled++;
|
|
continue;
|
|
}
|
|
|
|
// This block is in range. Reset usage timer.
|
|
block->resetUsageTimer();
|
|
|
|
// Add to set
|
|
if (m_drawlist_shadow.find(block->getPos()) == m_drawlist_shadow.end()) {
|
|
block->refGrab();
|
|
m_drawlist_shadow[block->getPos()] = block;
|
|
}
|
|
}
|
|
}
|
|
|
|
g_profiler->avg("SHADOW MapBlock meshes in range [#]", blocks_in_range_with_mesh);
|
|
g_profiler->avg("SHADOW MapBlocks occlusion culled [#]", blocks_occlusion_culled);
|
|
g_profiler->avg("SHADOW MapBlocks drawn [#]", m_drawlist_shadow.size());
|
|
g_profiler->avg("SHADOW MapBlocks loaded [#]", blocks_loaded);
|
|
}
|