3 Copyright (C) 2010-2013 celeron55, Perttu Ahola <celeron55@gmail.com>
5 This program is free software; you can redistribute it and/or modify
6 it under the terms of the GNU Lesser General Public License as published by
7 the Free Software Foundation; either version 2.1 of the License, or
8 (at your option) any later version.
10 This program is distributed in the hope that it will be useful,
11 but WITHOUT ANY WARRANTY; without even the implied warranty of
12 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
13 GNU Lesser General Public License for more details.
15 You should have received a copy of the GNU Lesser General Public License along
16 with this program; if not, write to the Free Software Foundation, Inc.,
17 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
20 #include "clientmap.h"
22 #include "mapblock_mesh.h"
23 #include <IMaterialRenderer.h>
26 #include "mapsector.h"
31 #include "camera.h" // CameraModes
32 #include "util/mathconstants.h"
35 #define PP(x) "("<<(x).X<<","<<(x).Y<<","<<(x).Z<<")"
40 MapDrawControl &control,
41 scene::ISceneNode* parent,
42 scene::ISceneManager* mgr,
45 Map(dout_client, gamedef),
46 scene::ISceneNode(parent, mgr, id),
49 m_camera_position(0,0,0),
50 m_camera_direction(0,0,1),
53 m_box = core::aabbox3d<f32>(-BS*1000000,-BS*1000000,-BS*1000000,
54 BS*1000000,BS*1000000,BS*1000000);
56 /* TODO: Add a callback function so these can be updated when a setting
57 * changes. At this point in time it doesn't matter (e.g. /set
58 * is documented to change server settings only)
60 * TODO: Local caching of settings is not optimal and should at some stage
61 * be updated to use a global settings object for getting thse values
62 * (as opposed to the this local caching). This can be addressed in
65 m_cache_trilinear_filter = g_settings->getBool("trilinear_filter");
66 m_cache_bilinear_filter = g_settings->getBool("bilinear_filter");
67 m_cache_anistropic_filter = g_settings->getBool("anisotropic_filter");
71 ClientMap::~ClientMap()
73 /*MutexAutoLock lock(mesh_mutex);
82 MapSector * ClientMap::emergeSector(v2s16 p2d)
84 DSTACK(FUNCTION_NAME);
85 // Check that it doesn't exist already
87 return getSectorNoGenerate(p2d);
89 catch(InvalidPositionException &e)
94 ClientMapSector *sector = new ClientMapSector(this, p2d, m_gamedef);
97 //MutexAutoLock lock(m_sector_mutex); // Bulk comment-out
98 m_sectors[p2d] = sector;
104 void ClientMap::OnRegisterSceneNode()
108 SceneManager->registerNodeForRendering(this, scene::ESNRP_SOLID);
109 SceneManager->registerNodeForRendering(this, scene::ESNRP_TRANSPARENT);
112 ISceneNode::OnRegisterSceneNode();
115 static bool isOccluded(Map *map, v3s16 p0, v3s16 p1, float step, float stepfac,
116 float start_off, float end_off, u32 needed_count, INodeDefManager *nodemgr)
118 float d0 = (float)BS * p0.getDistanceFrom(p1);
120 v3f uf = v3f(u0.X, u0.Y, u0.Z) * BS;
122 v3f p0f = v3f(p0.X, p0.Y, p0.Z) * BS;
124 for(float s=start_off; s<d0+end_off; s+=step){
125 v3f pf = p0f + uf * s;
126 v3s16 p = floatToInt(pf, BS);
127 MapNode n = map->getNodeNoEx(p);
128 bool is_transparent = false;
129 const ContentFeatures &f = nodemgr->get(n);
131 is_transparent = (f.visual_solidness != 2);
133 is_transparent = (f.solidness != 2);
135 if(count == needed_count)
144 void ClientMap::updateDrawList(video::IVideoDriver* driver)
146 ScopeProfiler sp(g_profiler, "CM::updateDrawList()", SPT_AVG);
147 g_profiler->add("CM::updateDrawList() count", 1);
149 INodeDefManager *nodemgr = m_gamedef->ndef();
151 for(std::map<v3s16, MapBlock*>::iterator
152 i = m_drawlist.begin();
153 i != m_drawlist.end(); ++i)
155 MapBlock *block = i->second;
160 v3f camera_position = m_camera_position;
161 v3f camera_direction = m_camera_direction;
162 f32 camera_fov = m_camera_fov;
164 // Use a higher fov to accomodate faster camera movements.
165 // Blocks are cropped better when they are drawn.
166 // Or maybe they aren't? Well whatever.
169 v3s16 cam_pos_nodes = floatToInt(camera_position, BS);
170 v3s16 box_nodes_d = m_control.wanted_range * v3s16(1,1,1);
171 v3s16 p_nodes_min = cam_pos_nodes - box_nodes_d;
172 v3s16 p_nodes_max = cam_pos_nodes + box_nodes_d;
173 // Take a fair amount as we will be dropping more out later
174 // Umm... these additions are a bit strange but they are needed.
176 p_nodes_min.X / MAP_BLOCKSIZE - 3,
177 p_nodes_min.Y / MAP_BLOCKSIZE - 3,
178 p_nodes_min.Z / MAP_BLOCKSIZE - 3);
180 p_nodes_max.X / MAP_BLOCKSIZE + 1,
181 p_nodes_max.Y / MAP_BLOCKSIZE + 1,
182 p_nodes_max.Z / MAP_BLOCKSIZE + 1);
184 // Number of blocks in rendering range
185 u32 blocks_in_range = 0;
186 // Number of blocks occlusion culled
187 u32 blocks_occlusion_culled = 0;
188 // Number of blocks in rendering range but don't have a mesh
189 u32 blocks_in_range_without_mesh = 0;
190 // Blocks that had mesh that would have been drawn according to
191 // rendering range (if max blocks limit didn't kick in)
192 u32 blocks_would_have_drawn = 0;
193 // Blocks that were drawn and had a mesh
194 u32 blocks_drawn = 0;
195 // Blocks which had a corresponding meshbuffer for this pass
196 //u32 blocks_had_pass_meshbuf = 0;
197 // Blocks from which stuff was actually drawn
198 //u32 blocks_without_stuff = 0;
199 // Distance to farthest drawn block
200 float farthest_drawn = 0;
202 for(std::map<v2s16, MapSector*>::iterator
203 si = m_sectors.begin();
204 si != m_sectors.end(); ++si)
206 MapSector *sector = si->second;
207 v2s16 sp = sector->getPos();
209 if(m_control.range_all == false)
211 if(sp.X < p_blocks_min.X
212 || sp.X > p_blocks_max.X
213 || sp.Y < p_blocks_min.Z
214 || sp.Y > p_blocks_max.Z)
218 MapBlockVect sectorblocks;
219 sector->getBlocks(sectorblocks);
222 Loop through blocks in sector
225 u32 sector_blocks_drawn = 0;
227 for(MapBlockVect::iterator i = sectorblocks.begin();
228 i != sectorblocks.end(); ++i)
230 MapBlock *block = *i;
233 Compare block position to camera position, skip
234 if not seen on display
237 if (block->mesh != NULL)
238 block->mesh->updateCameraOffset(m_camera_offset);
240 float range = 100000 * BS;
241 if(m_control.range_all == false)
242 range = m_control.wanted_range * BS;
245 if(isBlockInSight(block->getPos(), camera_position,
246 camera_direction, camera_fov,
252 // This is ugly (spherical distance limit?)
253 /*if(m_control.range_all == false &&
254 d - 0.5*BS*MAP_BLOCKSIZE > range)
260 Ignore if mesh doesn't exist
263 //MutexAutoLock lock(block->mesh_mutex);
265 if(block->mesh == NULL){
266 blocks_in_range_without_mesh++;
275 // No occlusion culling when free_move is on and camera is
277 bool occlusion_culling_enabled = true;
278 if(g_settings->getBool("free_move")){
279 MapNode n = getNodeNoEx(cam_pos_nodes);
280 if(n.getContent() == CONTENT_IGNORE ||
281 nodemgr->get(n).solidness == 2)
282 occlusion_culling_enabled = false;
285 v3s16 cpn = block->getPos() * MAP_BLOCKSIZE;
286 cpn += v3s16(MAP_BLOCKSIZE/2, MAP_BLOCKSIZE/2, MAP_BLOCKSIZE/2);
289 float startoff = BS*1;
290 float endoff = -BS*MAP_BLOCKSIZE*1.42*1.42;
291 v3s16 spn = cam_pos_nodes + v3s16(0,0,0);
292 s16 bs2 = MAP_BLOCKSIZE/2 + 1;
293 u32 needed_count = 1;
295 occlusion_culling_enabled &&
296 isOccluded(this, spn, cpn + v3s16(0,0,0),
297 step, stepfac, startoff, endoff, needed_count, nodemgr) &&
298 isOccluded(this, spn, cpn + v3s16(bs2,bs2,bs2),
299 step, stepfac, startoff, endoff, needed_count, nodemgr) &&
300 isOccluded(this, spn, cpn + v3s16(bs2,bs2,-bs2),
301 step, stepfac, startoff, endoff, needed_count, nodemgr) &&
302 isOccluded(this, spn, cpn + v3s16(bs2,-bs2,bs2),
303 step, stepfac, startoff, endoff, needed_count, nodemgr) &&
304 isOccluded(this, spn, cpn + v3s16(bs2,-bs2,-bs2),
305 step, stepfac, startoff, endoff, needed_count, nodemgr) &&
306 isOccluded(this, spn, cpn + v3s16(-bs2,bs2,bs2),
307 step, stepfac, startoff, endoff, needed_count, nodemgr) &&
308 isOccluded(this, spn, cpn + v3s16(-bs2,bs2,-bs2),
309 step, stepfac, startoff, endoff, needed_count, nodemgr) &&
310 isOccluded(this, spn, cpn + v3s16(-bs2,-bs2,bs2),
311 step, stepfac, startoff, endoff, needed_count, nodemgr) &&
312 isOccluded(this, spn, cpn + v3s16(-bs2,-bs2,-bs2),
313 step, stepfac, startoff, endoff, needed_count, nodemgr)
316 blocks_occlusion_culled++;
320 // This block is in range. Reset usage timer.
321 block->resetUsageTimer();
323 // Limit block count in case of a sudden increase
324 blocks_would_have_drawn++;
325 if(blocks_drawn >= m_control.wanted_max_blocks
326 && m_control.range_all == false
327 && d > m_control.wanted_min_range * BS)
332 m_drawlist[block->getPos()] = block;
334 sector_blocks_drawn++;
336 if(d/BS > farthest_drawn)
337 farthest_drawn = d/BS;
339 } // foreach sectorblocks
341 if(sector_blocks_drawn != 0)
342 m_last_drawn_sectors.insert(sp);
345 m_control.blocks_would_have_drawn = blocks_would_have_drawn;
346 m_control.blocks_drawn = blocks_drawn;
347 m_control.farthest_drawn = farthest_drawn;
349 g_profiler->avg("CM: blocks in range", blocks_in_range);
350 g_profiler->avg("CM: blocks occlusion culled", blocks_occlusion_culled);
351 if(blocks_in_range != 0)
352 g_profiler->avg("CM: blocks in range without mesh (frac)",
353 (float)blocks_in_range_without_mesh/blocks_in_range);
354 g_profiler->avg("CM: blocks drawn", blocks_drawn);
355 g_profiler->avg("CM: farthest drawn", farthest_drawn);
356 g_profiler->avg("CM: wanted max blocks", m_control.wanted_max_blocks);
362 std::vector<scene::IMeshBuffer*> bufs;
365 struct MeshBufListList
367 std::vector<MeshBufList> lists;
374 void add(scene::IMeshBuffer *buf)
376 for(std::vector<MeshBufList>::iterator i = lists.begin();
377 i != lists.end(); ++i){
379 video::SMaterial &m = buf->getMaterial();
381 // comparing a full material is quite expensive so we don't do it if
382 // not even first texture is equal
383 if (l.m.TextureLayer[0].Texture != m.TextureLayer[0].Texture)
387 l.bufs.push_back(buf);
392 l.m = buf->getMaterial();
393 l.bufs.push_back(buf);
398 void ClientMap::renderMap(video::IVideoDriver* driver, s32 pass)
400 DSTACK(FUNCTION_NAME);
402 bool is_transparent_pass = pass == scene::ESNRP_TRANSPARENT;
405 if(pass == scene::ESNRP_SOLID)
406 prefix = "CM: solid: ";
408 prefix = "CM: transparent: ";
411 This is called two times per frame, reset on the non-transparent one
413 if(pass == scene::ESNRP_SOLID)
415 m_last_drawn_sectors.clear();
419 Get time for measuring timeout.
421 Measuring time is very useful for long delays when the
422 machine is swapping a lot.
427 Get animation parameters
429 float animation_time = m_client->getAnimationTime();
430 int crack = m_client->getCrackLevel();
431 u32 daynight_ratio = m_client->getEnv().getDayNightRatio();
433 v3f camera_position = m_camera_position;
434 v3f camera_direction = m_camera_direction;
435 f32 camera_fov = m_camera_fov;
438 Get all blocks and draw all visible ones
441 v3s16 cam_pos_nodes = floatToInt(camera_position, BS);
443 v3s16 box_nodes_d = m_control.wanted_range * v3s16(1,1,1);
445 v3s16 p_nodes_min = cam_pos_nodes - box_nodes_d;
446 v3s16 p_nodes_max = cam_pos_nodes + box_nodes_d;
448 // Take a fair amount as we will be dropping more out later
449 // Umm... these additions are a bit strange but they are needed.
451 p_nodes_min.X / MAP_BLOCKSIZE - 3,
452 p_nodes_min.Y / MAP_BLOCKSIZE - 3,
453 p_nodes_min.Z / MAP_BLOCKSIZE - 3);
455 p_nodes_max.X / MAP_BLOCKSIZE + 1,
456 p_nodes_max.Y / MAP_BLOCKSIZE + 1,
457 p_nodes_max.Z / MAP_BLOCKSIZE + 1);
459 u32 vertex_count = 0;
460 u32 meshbuffer_count = 0;
462 // For limiting number of mesh animations per frame
463 u32 mesh_animate_count = 0;
464 u32 mesh_animate_count_far = 0;
466 // Blocks that were drawn and had a mesh
467 u32 blocks_drawn = 0;
468 // Blocks which had a corresponding meshbuffer for this pass
469 u32 blocks_had_pass_meshbuf = 0;
470 // Blocks from which stuff was actually drawn
471 u32 blocks_without_stuff = 0;
474 Draw the selected MapBlocks
478 ScopeProfiler sp(g_profiler, prefix+"drawing blocks", SPT_AVG);
480 MeshBufListList drawbufs;
482 for(std::map<v3s16, MapBlock*>::iterator
483 i = m_drawlist.begin();
484 i != m_drawlist.end(); ++i)
486 MapBlock *block = i->second;
488 // If the mesh of the block happened to get deleted, ignore it
489 if(block->mesh == NULL)
493 if(isBlockInSight(block->getPos(), camera_position,
494 camera_direction, camera_fov,
495 100000*BS, &d) == false)
502 //MutexAutoLock lock(block->mesh_mutex);
503 MapBlockMesh *mapBlockMesh = block->mesh;
504 assert(mapBlockMesh);
505 // Pretty random but this should work somewhat nicely
506 bool faraway = d >= BS*50;
507 //bool faraway = d >= m_control.wanted_range * BS;
508 if(mapBlockMesh->isAnimationForced() ||
510 mesh_animate_count_far < (m_control.range_all ? 200 : 50))
512 bool animated = mapBlockMesh->animate(
518 mesh_animate_count++;
519 if(animated && faraway)
520 mesh_animate_count_far++;
524 mapBlockMesh->decreaseAnimationForceTimer();
529 Get the meshbuffers of the block
532 //MutexAutoLock lock(block->mesh_mutex);
534 MapBlockMesh *mapBlockMesh = block->mesh;
535 assert(mapBlockMesh);
537 scene::IMesh *mesh = mapBlockMesh->getMesh();
540 u32 c = mesh->getMeshBufferCount();
541 for(u32 i=0; i<c; i++)
543 scene::IMeshBuffer *buf = mesh->getMeshBuffer(i);
545 buf->getMaterial().setFlag(video::EMF_TRILINEAR_FILTER, m_cache_trilinear_filter);
546 buf->getMaterial().setFlag(video::EMF_BILINEAR_FILTER, m_cache_bilinear_filter);
547 buf->getMaterial().setFlag(video::EMF_ANISOTROPIC_FILTER, m_cache_anistropic_filter);
549 const video::SMaterial& material = buf->getMaterial();
550 video::IMaterialRenderer* rnd =
551 driver->getMaterialRenderer(material.MaterialType);
552 bool transparent = (rnd && rnd->isTransparent());
553 if(transparent == is_transparent_pass)
555 if(buf->getVertexCount() == 0)
556 errorstream<<"Block ["<<analyze_block(block)
557 <<"] contains an empty meshbuf"<<std::endl;
564 std::vector<MeshBufList> &lists = drawbufs.lists;
566 int timecheck_counter = 0;
567 for(std::vector<MeshBufList>::iterator i = lists.begin();
568 i != lists.end(); ++i) {
570 if(timecheck_counter > 50) {
571 timecheck_counter = 0;
573 if(time2 > time1 + 4) {
574 infostream << "ClientMap::renderMap(): "
575 "Rendering takes ages, returning."
581 MeshBufList &list = *i;
583 driver->setMaterial(list.m);
585 for(std::vector<scene::IMeshBuffer*>::iterator j = list.bufs.begin();
586 j != list.bufs.end(); ++j) {
587 scene::IMeshBuffer *buf = *j;
588 driver->drawMeshBuffer(buf);
589 vertex_count += buf->getVertexCount();
596 // Log only on solid pass because values are the same
597 if(pass == scene::ESNRP_SOLID){
598 g_profiler->avg("CM: animated meshes", mesh_animate_count);
599 g_profiler->avg("CM: animated meshes (far)", mesh_animate_count_far);
602 g_profiler->avg(prefix+"vertices drawn", vertex_count);
603 if(blocks_had_pass_meshbuf != 0)
604 g_profiler->avg(prefix+"meshbuffers per block",
605 (float)meshbuffer_count / (float)blocks_had_pass_meshbuf);
606 if(blocks_drawn != 0)
607 g_profiler->avg(prefix+"empty blocks (frac)",
608 (float)blocks_without_stuff / blocks_drawn);
610 /*infostream<<"renderMap(): is_transparent_pass="<<is_transparent_pass
611 <<", rendered "<<vertex_count<<" vertices."<<std::endl;*/
614 static bool getVisibleBrightness(Map *map, v3f p0, v3f dir, float step,
615 float step_multiplier, float start_distance, float end_distance,
616 INodeDefManager *ndef, u32 daylight_factor, float sunlight_min_d,
617 int *result, bool *sunlight_seen)
619 int brightness_sum = 0;
620 int brightness_count = 0;
621 float distance = start_distance;
624 pf += dir * distance;
626 bool nonlight_seen = false;
627 bool allow_allowing_non_sunlight_propagates = false;
628 bool allow_non_sunlight_propagates = false;
629 // Check content nearly at camera position
631 v3s16 p = floatToInt(p0 /*+ dir * 3*BS*/, BS);
632 MapNode n = map->getNodeNoEx(p);
633 if(ndef->get(n).param_type == CPT_LIGHT &&
634 !ndef->get(n).sunlight_propagates)
635 allow_allowing_non_sunlight_propagates = true;
637 // If would start at CONTENT_IGNORE, start closer
639 v3s16 p = floatToInt(pf, BS);
640 MapNode n = map->getNodeNoEx(p);
641 if(n.getContent() == CONTENT_IGNORE){
643 pf = p0 + dir * 2*newd;
648 for(int i=0; distance < end_distance; i++){
651 step *= step_multiplier;
653 v3s16 p = floatToInt(pf, BS);
654 MapNode n = map->getNodeNoEx(p);
655 if(allow_allowing_non_sunlight_propagates && i == 0 &&
656 ndef->get(n).param_type == CPT_LIGHT &&
657 !ndef->get(n).sunlight_propagates){
658 allow_non_sunlight_propagates = true;
660 if(ndef->get(n).param_type != CPT_LIGHT ||
661 (!ndef->get(n).sunlight_propagates &&
662 !allow_non_sunlight_propagates)){
663 nonlight_seen = true;
669 if(distance >= sunlight_min_d && *sunlight_seen == false
670 && nonlight_seen == false)
671 if(n.getLight(LIGHTBANK_DAY, ndef) == LIGHT_SUN)
672 *sunlight_seen = true;
674 brightness_sum += decode_light(n.getLightBlend(daylight_factor, ndef));
678 if(brightness_count == 0)
680 *result = brightness_sum / brightness_count;
681 /*std::cerr<<"Sampled "<<brightness_count<<" points; result="
682 <<(*result)<<std::endl;*/
686 int ClientMap::getBackgroundBrightness(float max_d, u32 daylight_factor,
687 int oldvalue, bool *sunlight_seen_result)
689 const bool debugprint = false;
690 INodeDefManager *ndef = m_gamedef->ndef();
691 static v3f z_directions[50] = {
694 static f32 z_offsets[sizeof(z_directions)/sizeof(*z_directions)] = {
697 if(z_directions[0].X < -99){
698 for(u32 i=0; i<sizeof(z_directions)/sizeof(*z_directions); i++){
699 z_directions[i] = v3f(
700 0.01 * myrand_range(-100, 100),
702 0.01 * myrand_range(-100, 100)
704 z_offsets[i] = 0.01 * myrand_range(0,100);
708 std::cerr<<"In goes "<<PP(m_camera_direction)<<", out comes ";
709 int sunlight_seen_count = 0;
710 float sunlight_min_d = max_d*0.8;
711 if(sunlight_min_d > 35*BS)
712 sunlight_min_d = 35*BS;
713 std::vector<int> values;
714 for(u32 i=0; i<sizeof(z_directions)/sizeof(*z_directions); i++){
715 v3f z_dir = z_directions[i];
717 core::CMatrix4<f32> a;
718 a.buildRotateFromTo(v3f(0,1,0), z_dir);
719 v3f dir = m_camera_direction;
724 step = max_d / 35 * 1.5;
725 float off = step * z_offsets[i];
726 bool sunlight_seen_now = false;
727 bool ok = getVisibleBrightness(this, m_camera_position, dir,
728 step, 1.0, max_d*0.6+off, max_d, ndef, daylight_factor,
730 &br, &sunlight_seen_now);
731 if(sunlight_seen_now)
732 sunlight_seen_count++;
735 values.push_back(br);
736 // Don't try too much if being in the sun is clear
737 if(sunlight_seen_count >= 20)
740 int brightness_sum = 0;
741 int brightness_count = 0;
742 std::sort(values.begin(), values.end());
743 u32 num_values_to_use = values.size();
744 if(num_values_to_use >= 10)
745 num_values_to_use -= num_values_to_use/2;
746 else if(num_values_to_use >= 7)
747 num_values_to_use -= num_values_to_use/3;
748 u32 first_value_i = (values.size() - num_values_to_use) / 2;
750 for(u32 i=0; i < first_value_i; i++)
751 std::cerr<<values[i]<<" ";
754 for(u32 i=first_value_i; i < first_value_i+num_values_to_use; i++){
756 std::cerr<<values[i]<<" ";
757 brightness_sum += values[i];
762 for(u32 i=first_value_i+num_values_to_use; i < values.size(); i++)
763 std::cerr<<values[i]<<" ";
766 if(brightness_count == 0){
767 MapNode n = getNodeNoEx(floatToInt(m_camera_position, BS));
768 if(ndef->get(n).param_type == CPT_LIGHT){
769 ret = decode_light(n.getLightBlend(daylight_factor, ndef));
774 /*float pre = (float)brightness_sum / (float)brightness_count;
780 ret = MYMAX(0, MYMIN(255, preint));*/
781 ret = brightness_sum / brightness_count;
784 std::cerr<<"Result: "<<ret<<" sunlight_seen_count="
785 <<sunlight_seen_count<<std::endl;
786 *sunlight_seen_result = (sunlight_seen_count > 0);
790 void ClientMap::renderPostFx(CameraMode cam_mode)
792 INodeDefManager *nodemgr = m_gamedef->ndef();
794 // Sadly ISceneManager has no "post effects" render pass, in that case we
795 // could just register for that and handle it in renderMap().
797 MapNode n = getNodeNoEx(floatToInt(m_camera_position, BS));
799 // - If the player is in a solid node, make everything black.
800 // - If the player is in liquid, draw a semi-transparent overlay.
801 // - Do not if player is in third person mode
802 const ContentFeatures& features = nodemgr->get(n);
803 video::SColor post_effect_color = features.post_effect_color;
804 if(features.solidness == 2 && !(g_settings->getBool("noclip") &&
805 m_gamedef->checkLocalPrivilege("noclip")) &&
806 cam_mode == CAMERA_MODE_FIRST)
808 post_effect_color = video::SColor(255, 0, 0, 0);
810 if (post_effect_color.getAlpha() != 0)
812 // Draw a full-screen rectangle
813 video::IVideoDriver* driver = SceneManager->getVideoDriver();
814 v2u32 ss = driver->getScreenSize();
815 core::rect<s32> rect(0,0, ss.X, ss.Y);
816 driver->draw2DRectangle(post_effect_color, rect);
820 void ClientMap::PrintInfo(std::ostream &out)