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1 /*
2 Minetest
3 Copyright (C) 2010-2013 celeron55, Perttu Ahola <celeron55@gmail.com>
4
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.
9
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.
14
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.
18 */
19
20 #include "clientmap.h"
21 #include "client.h"
22 #include "mapblock_mesh.h"
23 #include <IMaterialRenderer.h>
24 #include <matrix4.h>
25 #include "log.h"
26 #include "mapsector.h"
27 #include "main.h" // dout_client, g_settings
28 #include "nodedef.h"
29 #include "mapblock.h"
30 #include "profiler.h"
31 #include "settings.h"
32 #include "camera.h" // CameraModes
33 #include "util/mathconstants.h"
34 #include <algorithm>
35
36 #define PP(x) "("<<(x).X<<","<<(x).Y<<","<<(x).Z<<")"
37
38 ClientMap::ClientMap(
39                 Client *client,
40                 IGameDef *gamedef,
41                 MapDrawControl &control,
42                 scene::ISceneNode* parent,
43                 scene::ISceneManager* mgr,
44                 s32 id
45 ):
46         Map(dout_client, gamedef),
47         scene::ISceneNode(parent, mgr, id),
48         m_client(client),
49         m_control(control),
50         m_camera_position(0,0,0),
51         m_camera_direction(0,0,1),
52         m_camera_fov(M_PI)
53 {
54         m_box = core::aabbox3d<f32>(-BS*1000000,-BS*1000000,-BS*1000000,
55                         BS*1000000,BS*1000000,BS*1000000);
56 }
57
58 ClientMap::~ClientMap()
59 {
60         /*JMutexAutoLock lock(mesh_mutex);
61         
62         if(mesh != NULL)
63         {
64                 mesh->drop();
65                 mesh = NULL;
66         }*/
67 }
68
69 MapSector * ClientMap::emergeSector(v2s16 p2d)
70 {
71         DSTACK(__FUNCTION_NAME);
72         // Check that it doesn't exist already
73         try{
74                 return getSectorNoGenerate(p2d);
75         }
76         catch(InvalidPositionException &e)
77         {
78         }
79         
80         // Create a sector
81         ClientMapSector *sector = new ClientMapSector(this, p2d, m_gamedef);
82         
83         {
84                 //JMutexAutoLock lock(m_sector_mutex); // Bulk comment-out
85                 m_sectors[p2d] = sector;
86         }
87         
88         return sector;
89 }
90
91 #if 0
92 void ClientMap::deSerializeSector(v2s16 p2d, std::istream &is)
93 {
94         DSTACK(__FUNCTION_NAME);
95         ClientMapSector *sector = NULL;
96
97         //JMutexAutoLock lock(m_sector_mutex); // Bulk comment-out
98         
99         core::map<v2s16, MapSector*>::Node *n = m_sectors.find(p2d);
100
101         if(n != NULL)
102         {
103                 sector = (ClientMapSector*)n->getValue();
104                 assert(sector->getId() == MAPSECTOR_CLIENT);
105         }
106         else
107         {
108                 sector = new ClientMapSector(this, p2d);
109                 {
110                         //JMutexAutoLock lock(m_sector_mutex); // Bulk comment-out
111                         m_sectors.insert(p2d, sector);
112                 }
113         }
114
115         sector->deSerialize(is);
116 }
117 #endif
118
119 void ClientMap::OnRegisterSceneNode()
120 {
121         if(IsVisible)
122         {
123                 SceneManager->registerNodeForRendering(this, scene::ESNRP_SOLID);
124                 SceneManager->registerNodeForRendering(this, scene::ESNRP_TRANSPARENT);
125         }
126
127         ISceneNode::OnRegisterSceneNode();
128 }
129
130 static bool isOccluded(Map *map, v3s16 p0, v3s16 p1, float step, float stepfac,
131                 float start_off, float end_off, u32 needed_count, INodeDefManager *nodemgr)
132 {
133         float d0 = (float)BS * p0.getDistanceFrom(p1);
134         v3s16 u0 = p1 - p0;
135         v3f uf = v3f(u0.X, u0.Y, u0.Z) * BS;
136         uf.normalize();
137         v3f p0f = v3f(p0.X, p0.Y, p0.Z) * BS;
138         u32 count = 0;
139         for(float s=start_off; s<d0+end_off; s+=step){
140                 v3f pf = p0f + uf * s;
141                 v3s16 p = floatToInt(pf, BS);
142                 MapNode n = map->getNodeNoEx(p);
143                 bool is_transparent = false;
144                 const ContentFeatures &f = nodemgr->get(n);
145                 if(f.solidness == 0)
146                         is_transparent = (f.visual_solidness != 2);
147                 else
148                         is_transparent = (f.solidness != 2);
149                 if(!is_transparent){
150                         count++;
151                         if(count >= needed_count)
152                                 return true;
153                 }
154                 step *= stepfac;
155         }
156         return false;
157 }
158
159 void ClientMap::updateDrawList(video::IVideoDriver* driver)
160 {
161         ScopeProfiler sp(g_profiler, "CM::updateDrawList()", SPT_AVG);
162         g_profiler->add("CM::updateDrawList() count", 1);
163
164         INodeDefManager *nodemgr = m_gamedef->ndef();
165
166         for(std::map<v3s16, MapBlock*>::iterator
167                         i = m_drawlist.begin();
168                         i != m_drawlist.end(); ++i)
169         {
170                 MapBlock *block = i->second;
171                 block->refDrop();
172         }
173         m_drawlist.clear();
174
175         m_camera_mutex.Lock();
176         v3f camera_position = m_camera_position;
177         v3f camera_direction = m_camera_direction;
178         f32 camera_fov = m_camera_fov;
179         v3s16 camera_offset = m_camera_offset;
180         m_camera_mutex.Unlock();
181
182         // Use a higher fov to accomodate faster camera movements.
183         // Blocks are cropped better when they are drawn.
184         // Or maybe they aren't? Well whatever.
185         camera_fov *= 1.2;
186
187         v3s16 cam_pos_nodes = floatToInt(camera_position, BS);
188         v3s16 box_nodes_d = m_control.wanted_range * v3s16(1,1,1);
189         v3s16 p_nodes_min = cam_pos_nodes - box_nodes_d;
190         v3s16 p_nodes_max = cam_pos_nodes + box_nodes_d;
191         // Take a fair amount as we will be dropping more out later
192         // Umm... these additions are a bit strange but they are needed.
193         v3s16 p_blocks_min(
194                         p_nodes_min.X / MAP_BLOCKSIZE - 3,
195                         p_nodes_min.Y / MAP_BLOCKSIZE - 3,
196                         p_nodes_min.Z / MAP_BLOCKSIZE - 3);
197         v3s16 p_blocks_max(
198                         p_nodes_max.X / MAP_BLOCKSIZE + 1,
199                         p_nodes_max.Y / MAP_BLOCKSIZE + 1,
200                         p_nodes_max.Z / MAP_BLOCKSIZE + 1);
201         
202         // Number of blocks in rendering range
203         u32 blocks_in_range = 0;
204         // Number of blocks occlusion culled
205         u32 blocks_occlusion_culled = 0;
206         // Number of blocks in rendering range but don't have a mesh
207         u32 blocks_in_range_without_mesh = 0;
208         // Blocks that had mesh that would have been drawn according to
209         // rendering range (if max blocks limit didn't kick in)
210         u32 blocks_would_have_drawn = 0;
211         // Blocks that were drawn and had a mesh
212         u32 blocks_drawn = 0;
213         // Blocks which had a corresponding meshbuffer for this pass
214         //u32 blocks_had_pass_meshbuf = 0;
215         // Blocks from which stuff was actually drawn
216         //u32 blocks_without_stuff = 0;
217         // Distance to farthest drawn block
218         float farthest_drawn = 0;
219
220         for(std::map<v2s16, MapSector*>::iterator
221                         si = m_sectors.begin();
222                         si != m_sectors.end(); ++si)
223         {
224                 MapSector *sector = si->second;
225                 v2s16 sp = sector->getPos();
226                 
227                 if(m_control.range_all == false)
228                 {
229                         if(sp.X < p_blocks_min.X
230                         || sp.X > p_blocks_max.X
231                         || sp.Y < p_blocks_min.Z
232                         || sp.Y > p_blocks_max.Z)
233                                 continue;
234                 }
235
236                 std::list< MapBlock * > sectorblocks;
237                 sector->getBlocks(sectorblocks);
238                 
239                 /*
240                         Loop through blocks in sector
241                 */
242
243                 u32 sector_blocks_drawn = 0;
244                 
245                 std::list< MapBlock * >::iterator i;
246                 for(i=sectorblocks.begin(); i!=sectorblocks.end(); i++)
247                 {
248                         MapBlock *block = *i;
249
250                         /*
251                                 Compare block position to camera position, skip
252                                 if not seen on display
253                         */
254                         
255                         if (block->mesh != NULL)
256                                 block->mesh->updateCameraOffset(m_camera_offset);
257                         
258                         float range = 100000 * BS;
259                         if(m_control.range_all == false)
260                                 range = m_control.wanted_range * BS;
261
262                         float d = 0.0;
263                         if(isBlockInSight(block->getPos(), camera_position,
264                                         camera_direction, camera_fov,
265                                         range, &d) == false)
266                         {
267                                 continue;
268                         }
269
270                         // This is ugly (spherical distance limit?)
271                         /*if(m_control.range_all == false &&
272                                         d - 0.5*BS*MAP_BLOCKSIZE > range)
273                                 continue;*/
274
275                         blocks_in_range++;
276                         
277                         /*
278                                 Ignore if mesh doesn't exist
279                         */
280                         {
281                                 //JMutexAutoLock lock(block->mesh_mutex);
282
283                                 if(block->mesh == NULL){
284                                         blocks_in_range_without_mesh++;
285                                         continue;
286                                 }
287                         }
288
289                         /*
290                                 Occlusion culling
291                         */
292
293                         // No occlusion culling when free_move is on and camera is
294                         // inside ground
295                         bool occlusion_culling_enabled = true;
296                         if(g_settings->getBool("free_move")){
297                                 MapNode n = getNodeNoEx(cam_pos_nodes);
298                                 if(n.getContent() == CONTENT_IGNORE ||
299                                                 nodemgr->get(n).solidness == 2)
300                                         occlusion_culling_enabled = false;
301                         }
302
303                         v3s16 cpn = block->getPos() * MAP_BLOCKSIZE;
304                         cpn += v3s16(MAP_BLOCKSIZE/2, MAP_BLOCKSIZE/2, MAP_BLOCKSIZE/2);
305                         float step = BS*1;
306                         float stepfac = 1.1;
307                         float startoff = BS*1;
308                         float endoff = -BS*MAP_BLOCKSIZE*1.42*1.42;
309                         v3s16 spn = cam_pos_nodes + v3s16(0,0,0);
310                         s16 bs2 = MAP_BLOCKSIZE/2 + 1;
311                         u32 needed_count = 1;
312                         if(
313                                 occlusion_culling_enabled &&
314                                 isOccluded(this, spn, cpn + v3s16(0,0,0),
315                                         step, stepfac, startoff, endoff, needed_count, nodemgr) &&
316                                 isOccluded(this, spn, cpn + v3s16(bs2,bs2,bs2),
317                                         step, stepfac, startoff, endoff, needed_count, nodemgr) &&
318                                 isOccluded(this, spn, cpn + v3s16(bs2,bs2,-bs2),
319                                         step, stepfac, startoff, endoff, needed_count, nodemgr) &&
320                                 isOccluded(this, spn, cpn + v3s16(bs2,-bs2,bs2),
321                                         step, stepfac, startoff, endoff, needed_count, nodemgr) &&
322                                 isOccluded(this, spn, cpn + v3s16(bs2,-bs2,-bs2),
323                                         step, stepfac, startoff, endoff, needed_count, nodemgr) &&
324                                 isOccluded(this, spn, cpn + v3s16(-bs2,bs2,bs2),
325                                         step, stepfac, startoff, endoff, needed_count, nodemgr) &&
326                                 isOccluded(this, spn, cpn + v3s16(-bs2,bs2,-bs2),
327                                         step, stepfac, startoff, endoff, needed_count, nodemgr) &&
328                                 isOccluded(this, spn, cpn + v3s16(-bs2,-bs2,bs2),
329                                         step, stepfac, startoff, endoff, needed_count, nodemgr) &&
330                                 isOccluded(this, spn, cpn + v3s16(-bs2,-bs2,-bs2),
331                                         step, stepfac, startoff, endoff, needed_count, nodemgr)
332                         )
333                         {
334                                 blocks_occlusion_culled++;
335                                 continue;
336                         }
337                         
338                         // This block is in range. Reset usage timer.
339                         block->resetUsageTimer();
340
341                         // Limit block count in case of a sudden increase
342                         blocks_would_have_drawn++;
343                         if(blocks_drawn >= m_control.wanted_max_blocks
344                                         && m_control.range_all == false
345                                         && d > m_control.wanted_min_range * BS)
346                                 continue;
347
348                         // Add to set
349                         block->refGrab();
350                         m_drawlist[block->getPos()] = block;
351
352                         sector_blocks_drawn++;
353                         blocks_drawn++;
354                         if(d/BS > farthest_drawn)
355                                 farthest_drawn = d/BS;
356
357                 } // foreach sectorblocks
358
359                 if(sector_blocks_drawn != 0)
360                         m_last_drawn_sectors.insert(sp);
361         }
362
363         m_control.blocks_would_have_drawn = blocks_would_have_drawn;
364         m_control.blocks_drawn = blocks_drawn;
365         m_control.farthest_drawn = farthest_drawn;
366
367         g_profiler->avg("CM: blocks in range", blocks_in_range);
368         g_profiler->avg("CM: blocks occlusion culled", blocks_occlusion_culled);
369         if(blocks_in_range != 0)
370                 g_profiler->avg("CM: blocks in range without mesh (frac)",
371                                 (float)blocks_in_range_without_mesh/blocks_in_range);
372         g_profiler->avg("CM: blocks drawn", blocks_drawn);
373         g_profiler->avg("CM: farthest drawn", farthest_drawn);
374         g_profiler->avg("CM: wanted max blocks", m_control.wanted_max_blocks);
375 }
376
377 struct MeshBufList
378 {
379         video::SMaterial m;
380         std::list<scene::IMeshBuffer*> bufs;
381 };
382
383 struct MeshBufListList
384 {
385         std::list<MeshBufList> lists;
386         
387         void clear()
388         {
389                 lists.clear();
390         }
391         
392         void add(scene::IMeshBuffer *buf)
393         {
394                 for(std::list<MeshBufList>::iterator i = lists.begin();
395                                 i != lists.end(); ++i){
396                         MeshBufList &l = *i;
397                         if(l.m == buf->getMaterial()){
398                                 l.bufs.push_back(buf);
399                                 return;
400                         }
401                 }
402                 MeshBufList l;
403                 l.m = buf->getMaterial();
404                 l.bufs.push_back(buf);
405                 lists.push_back(l);
406         }
407 };
408
409 void ClientMap::renderMap(video::IVideoDriver* driver, s32 pass)
410 {
411         DSTACK(__FUNCTION_NAME);
412
413         bool is_transparent_pass = pass == scene::ESNRP_TRANSPARENT;
414         
415         std::string prefix;
416         if(pass == scene::ESNRP_SOLID)
417                 prefix = "CM: solid: ";
418         else
419                 prefix = "CM: transparent: ";
420
421         /*
422                 This is called two times per frame, reset on the non-transparent one
423         */
424         if(pass == scene::ESNRP_SOLID)
425         {
426                 m_last_drawn_sectors.clear();
427         }
428
429         bool use_trilinear_filter = g_settings->getBool("trilinear_filter");
430         bool use_bilinear_filter = g_settings->getBool("bilinear_filter");
431         bool use_anisotropic_filter = g_settings->getBool("anisotropic_filter");
432
433         /*
434                 Get time for measuring timeout.
435                 
436                 Measuring time is very useful for long delays when the
437                 machine is swapping a lot.
438         */
439         int time1 = time(0);
440
441         /*
442                 Get animation parameters
443         */
444         float animation_time = m_client->getAnimationTime();
445         int crack = m_client->getCrackLevel();
446         u32 daynight_ratio = m_client->getEnv().getDayNightRatio();
447
448         m_camera_mutex.Lock();
449         v3f camera_position = m_camera_position;
450         v3f camera_direction = m_camera_direction;
451         f32 camera_fov = m_camera_fov;
452         m_camera_mutex.Unlock();
453
454         /*
455                 Get all blocks and draw all visible ones
456         */
457
458         v3s16 cam_pos_nodes = floatToInt(camera_position, BS);
459         
460         v3s16 box_nodes_d = m_control.wanted_range * v3s16(1,1,1);
461
462         v3s16 p_nodes_min = cam_pos_nodes - box_nodes_d;
463         v3s16 p_nodes_max = cam_pos_nodes + box_nodes_d;
464
465         // Take a fair amount as we will be dropping more out later
466         // Umm... these additions are a bit strange but they are needed.
467         v3s16 p_blocks_min(
468                         p_nodes_min.X / MAP_BLOCKSIZE - 3,
469                         p_nodes_min.Y / MAP_BLOCKSIZE - 3,
470                         p_nodes_min.Z / MAP_BLOCKSIZE - 3);
471         v3s16 p_blocks_max(
472                         p_nodes_max.X / MAP_BLOCKSIZE + 1,
473                         p_nodes_max.Y / MAP_BLOCKSIZE + 1,
474                         p_nodes_max.Z / MAP_BLOCKSIZE + 1);
475         
476         u32 vertex_count = 0;
477         u32 meshbuffer_count = 0;
478         
479         // For limiting number of mesh animations per frame
480         u32 mesh_animate_count = 0;
481         u32 mesh_animate_count_far = 0;
482         
483         // Blocks that were drawn and had a mesh
484         u32 blocks_drawn = 0;
485         // Blocks which had a corresponding meshbuffer for this pass
486         u32 blocks_had_pass_meshbuf = 0;
487         // Blocks from which stuff was actually drawn
488         u32 blocks_without_stuff = 0;
489
490         /*
491                 Draw the selected MapBlocks
492         */
493
494         {
495         ScopeProfiler sp(g_profiler, prefix+"drawing blocks", SPT_AVG);
496
497         MeshBufListList drawbufs;
498
499         for(std::map<v3s16, MapBlock*>::iterator
500                         i = m_drawlist.begin();
501                         i != m_drawlist.end(); ++i)
502         {
503                 MapBlock *block = i->second;
504
505                 // If the mesh of the block happened to get deleted, ignore it
506                 if(block->mesh == NULL)
507                         continue;
508                 
509                 float d = 0.0;
510                 if(isBlockInSight(block->getPos(), camera_position,
511                                 camera_direction, camera_fov,
512                                 100000*BS, &d) == false)
513                 {
514                         continue;
515                 }
516
517                 // Mesh animation
518                 {
519                         //JMutexAutoLock lock(block->mesh_mutex);
520                         MapBlockMesh *mapBlockMesh = block->mesh;
521                         assert(mapBlockMesh);
522                         // Pretty random but this should work somewhat nicely
523                         bool faraway = d >= BS*50;
524                         //bool faraway = d >= m_control.wanted_range * BS;
525                         if(mapBlockMesh->isAnimationForced() ||
526                                         !faraway ||
527                                         mesh_animate_count_far < (m_control.range_all ? 200 : 50))
528                         {
529                                 bool animated = mapBlockMesh->animate(
530                                                 faraway,
531                                                 animation_time,
532                                                 crack,
533                                                 daynight_ratio);
534                                 if(animated)
535                                         mesh_animate_count++;
536                                 if(animated && faraway)
537                                         mesh_animate_count_far++;
538                         }
539                         else
540                         {
541                                 mapBlockMesh->decreaseAnimationForceTimer();
542                         }
543                 }
544
545                 /*
546                         Get the meshbuffers of the block
547                 */
548                 {
549                         //JMutexAutoLock lock(block->mesh_mutex);
550
551                         MapBlockMesh *mapBlockMesh = block->mesh;
552                         assert(mapBlockMesh);
553
554                         scene::SMesh *mesh = mapBlockMesh->getMesh();
555                         assert(mesh);
556
557                         u32 c = mesh->getMeshBufferCount();
558                         for(u32 i=0; i<c; i++)
559                         {
560                                 scene::IMeshBuffer *buf = mesh->getMeshBuffer(i);
561
562                                 buf->getMaterial().setFlag(video::EMF_TRILINEAR_FILTER, use_trilinear_filter);
563                                 buf->getMaterial().setFlag(video::EMF_BILINEAR_FILTER, use_bilinear_filter);
564                                 buf->getMaterial().setFlag(video::EMF_ANISOTROPIC_FILTER, use_anisotropic_filter);
565
566                                 const video::SMaterial& material = buf->getMaterial();
567                                 video::IMaterialRenderer* rnd =
568                                                 driver->getMaterialRenderer(material.MaterialType);
569                                 bool transparent = (rnd && rnd->isTransparent());
570                                 if(transparent == is_transparent_pass)
571                                 {
572                                         if(buf->getVertexCount() == 0)
573                                                 errorstream<<"Block ["<<analyze_block(block)
574                                                                 <<"] contains an empty meshbuf"<<std::endl;
575                                         drawbufs.add(buf);
576                                 }
577                         }
578                 }
579         }
580         
581         std::list<MeshBufList> &lists = drawbufs.lists;
582         
583         int timecheck_counter = 0;
584         for(std::list<MeshBufList>::iterator i = lists.begin();
585                         i != lists.end(); ++i)
586         {
587                 {
588                         timecheck_counter++;
589                         if(timecheck_counter > 50)
590                         {
591                                 timecheck_counter = 0;
592                                 int time2 = time(0);
593                                 if(time2 > time1 + 4)
594                                 {
595                                         infostream<<"ClientMap::renderMap(): "
596                                                 "Rendering takes ages, returning."
597                                                 <<std::endl;
598                                         return;
599                                 }
600                         }
601                 }
602
603                 MeshBufList &list = *i;
604                 
605                 driver->setMaterial(list.m);
606                 
607                 for(std::list<scene::IMeshBuffer*>::iterator j = list.bufs.begin();
608                                 j != list.bufs.end(); ++j)
609                 {
610                         scene::IMeshBuffer *buf = *j;
611                         driver->drawMeshBuffer(buf);
612                         vertex_count += buf->getVertexCount();
613                         meshbuffer_count++;
614                 }
615 #if 0
616                 /*
617                         Draw the faces of the block
618                 */
619                 {
620                         //JMutexAutoLock lock(block->mesh_mutex);
621
622                         MapBlockMesh *mapBlockMesh = block->mesh;
623                         assert(mapBlockMesh);
624
625                         scene::SMesh *mesh = mapBlockMesh->getMesh();
626                         assert(mesh);
627
628                         u32 c = mesh->getMeshBufferCount();
629                         bool stuff_actually_drawn = false;
630                         for(u32 i=0; i<c; i++)
631                         {
632                                 scene::IMeshBuffer *buf = mesh->getMeshBuffer(i);
633                                 const video::SMaterial& material = buf->getMaterial();
634                                 video::IMaterialRenderer* rnd =
635                                                 driver->getMaterialRenderer(material.MaterialType);
636                                 bool transparent = (rnd && rnd->isTransparent());
637                                 // Render transparent on transparent pass and likewise.
638                                 if(transparent == is_transparent_pass)
639                                 {
640                                         if(buf->getVertexCount() == 0)
641                                                 errorstream<<"Block ["<<analyze_block(block)
642                                                                 <<"] contains an empty meshbuf"<<std::endl;
643                                         /*
644                                                 This *shouldn't* hurt too much because Irrlicht
645                                                 doesn't change opengl textures if the old
646                                                 material has the same texture.
647                                         */
648                                         driver->setMaterial(buf->getMaterial());
649                                         driver->drawMeshBuffer(buf);
650                                         vertex_count += buf->getVertexCount();
651                                         meshbuffer_count++;
652                                         stuff_actually_drawn = true;
653                                 }
654                         }
655                         if(stuff_actually_drawn)
656                                 blocks_had_pass_meshbuf++;
657                         else
658                                 blocks_without_stuff++;
659                 }
660 #endif
661         }
662         } // ScopeProfiler
663         
664         // Log only on solid pass because values are the same
665         if(pass == scene::ESNRP_SOLID){
666                 g_profiler->avg("CM: animated meshes", mesh_animate_count);
667                 g_profiler->avg("CM: animated meshes (far)", mesh_animate_count_far);
668         }
669         
670         g_profiler->avg(prefix+"vertices drawn", vertex_count);
671         if(blocks_had_pass_meshbuf != 0)
672                 g_profiler->avg(prefix+"meshbuffers per block",
673                                 (float)meshbuffer_count / (float)blocks_had_pass_meshbuf);
674         if(blocks_drawn != 0)
675                 g_profiler->avg(prefix+"empty blocks (frac)",
676                                 (float)blocks_without_stuff / blocks_drawn);
677
678         /*infostream<<"renderMap(): is_transparent_pass="<<is_transparent_pass
679                         <<", rendered "<<vertex_count<<" vertices."<<std::endl;*/
680 }
681
682 static bool getVisibleBrightness(Map *map, v3f p0, v3f dir, float step,
683                 float step_multiplier, float start_distance, float end_distance,
684                 INodeDefManager *ndef, u32 daylight_factor, float sunlight_min_d,
685                 int *result, bool *sunlight_seen)
686 {
687         int brightness_sum = 0;
688         int brightness_count = 0;
689         float distance = start_distance;
690         dir.normalize();
691         v3f pf = p0;
692         pf += dir * distance;
693         int noncount = 0;
694         bool nonlight_seen = false;
695         bool allow_allowing_non_sunlight_propagates = false;
696         bool allow_non_sunlight_propagates = false;
697         // Check content nearly at camera position
698         {
699                 v3s16 p = floatToInt(p0 /*+ dir * 3*BS*/, BS);
700                 MapNode n = map->getNodeNoEx(p);
701                 if(ndef->get(n).param_type == CPT_LIGHT &&
702                                 !ndef->get(n).sunlight_propagates)
703                         allow_allowing_non_sunlight_propagates = true;
704         }
705         // If would start at CONTENT_IGNORE, start closer
706         {
707                 v3s16 p = floatToInt(pf, BS);
708                 MapNode n = map->getNodeNoEx(p);
709                 if(n.getContent() == CONTENT_IGNORE){
710                         float newd = 2*BS;
711                         pf = p0 + dir * 2*newd;
712                         distance = newd;
713                         sunlight_min_d = 0;
714                 }
715         }
716         for(int i=0; distance < end_distance; i++){
717                 pf += dir * step;
718                 distance += step;
719                 step *= step_multiplier;
720                 
721                 v3s16 p = floatToInt(pf, BS);
722                 MapNode n = map->getNodeNoEx(p);
723                 if(allow_allowing_non_sunlight_propagates && i == 0 &&
724                                 ndef->get(n).param_type == CPT_LIGHT &&
725                                 !ndef->get(n).sunlight_propagates){
726                         allow_non_sunlight_propagates = true;
727                 }
728                 if(ndef->get(n).param_type != CPT_LIGHT ||
729                                 (!ndef->get(n).sunlight_propagates &&
730                                         !allow_non_sunlight_propagates)){
731                         nonlight_seen = true;
732                         noncount++;
733                         if(noncount >= 4)
734                                 break;
735                         continue;
736                 }
737                 if(distance >= sunlight_min_d && *sunlight_seen == false
738                                 && nonlight_seen == false)
739                         if(n.getLight(LIGHTBANK_DAY, ndef) == LIGHT_SUN)
740                                 *sunlight_seen = true;
741                 noncount = 0;
742                 brightness_sum += decode_light(n.getLightBlend(daylight_factor, ndef));
743                 brightness_count++;
744         }
745         *result = 0;
746         if(brightness_count == 0)
747                 return false;
748         *result = brightness_sum / brightness_count;
749         /*std::cerr<<"Sampled "<<brightness_count<<" points; result="
750                         <<(*result)<<std::endl;*/
751         return true;
752 }
753
754 int ClientMap::getBackgroundBrightness(float max_d, u32 daylight_factor,
755                 int oldvalue, bool *sunlight_seen_result)
756 {
757         const bool debugprint = false;
758         INodeDefManager *ndef = m_gamedef->ndef();
759         static v3f z_directions[50] = {
760                 v3f(-100, 0, 0)
761         };
762         static f32 z_offsets[sizeof(z_directions)/sizeof(*z_directions)] = {
763                 -1000,
764         };
765         if(z_directions[0].X < -99){
766                 for(u32 i=0; i<sizeof(z_directions)/sizeof(*z_directions); i++){
767                         z_directions[i] = v3f(
768                                 0.01 * myrand_range(-100, 100),
769                                 1.0,
770                                 0.01 * myrand_range(-100, 100)
771                         );
772                         z_offsets[i] = 0.01 * myrand_range(0,100);
773                 }
774         }
775         if(debugprint)
776                 std::cerr<<"In goes "<<PP(m_camera_direction)<<", out comes ";
777         int sunlight_seen_count = 0;
778         float sunlight_min_d = max_d*0.8;
779         if(sunlight_min_d > 35*BS)
780                 sunlight_min_d = 35*BS;
781         std::vector<int> values;
782         for(u32 i=0; i<sizeof(z_directions)/sizeof(*z_directions); i++){
783                 v3f z_dir = z_directions[i];
784                 z_dir.normalize();
785                 core::CMatrix4<f32> a;
786                 a.buildRotateFromTo(v3f(0,1,0), z_dir);
787                 v3f dir = m_camera_direction;
788                 a.rotateVect(dir);
789                 int br = 0;
790                 float step = BS*1.5;
791                 if(max_d > 35*BS)
792                         step = max_d / 35 * 1.5;
793                 float off = step * z_offsets[i];
794                 bool sunlight_seen_now = false;
795                 bool ok = getVisibleBrightness(this, m_camera_position, dir,
796                                 step, 1.0, max_d*0.6+off, max_d, ndef, daylight_factor,
797                                 sunlight_min_d,
798                                 &br, &sunlight_seen_now);
799                 if(sunlight_seen_now)
800                         sunlight_seen_count++;
801                 if(!ok)
802                         continue;
803                 values.push_back(br);
804                 // Don't try too much if being in the sun is clear
805                 if(sunlight_seen_count >= 20)
806                         break;
807         }
808         int brightness_sum = 0;
809         int brightness_count = 0;
810         std::sort(values.begin(), values.end());
811         u32 num_values_to_use = values.size();
812         if(num_values_to_use >= 10)
813                 num_values_to_use -= num_values_to_use/2;
814         else if(num_values_to_use >= 7)
815                 num_values_to_use -= num_values_to_use/3;
816         u32 first_value_i = (values.size() - num_values_to_use) / 2;
817         if(debugprint){
818                 for(u32 i=0; i < first_value_i; i++)
819                         std::cerr<<values[i]<<" ";
820                 std::cerr<<"[";
821         }
822         for(u32 i=first_value_i; i < first_value_i+num_values_to_use; i++){
823                 if(debugprint)
824                         std::cerr<<values[i]<<" ";
825                 brightness_sum += values[i];
826                 brightness_count++;
827         }
828         if(debugprint){
829                 std::cerr<<"]";
830                 for(u32 i=first_value_i+num_values_to_use; i < values.size(); i++)
831                         std::cerr<<values[i]<<" ";
832         }
833         int ret = 0;
834         if(brightness_count == 0){
835                 MapNode n = getNodeNoEx(floatToInt(m_camera_position, BS));
836                 if(ndef->get(n).param_type == CPT_LIGHT){
837                         ret = decode_light(n.getLightBlend(daylight_factor, ndef));
838                 } else {
839                         ret = oldvalue;
840                         //ret = blend_light(255, 0, daylight_factor);
841                 }
842         } else {
843                 /*float pre = (float)brightness_sum / (float)brightness_count;
844                 float tmp = pre;
845                 const float d = 0.2;
846                 pre *= 1.0 + d*2;
847                 pre -= tmp * d;
848                 int preint = pre;
849                 ret = MYMAX(0, MYMIN(255, preint));*/
850                 ret = brightness_sum / brightness_count;
851         }
852         if(debugprint)
853                 std::cerr<<"Result: "<<ret<<" sunlight_seen_count="
854                                 <<sunlight_seen_count<<std::endl;
855         *sunlight_seen_result = (sunlight_seen_count > 0);
856         return ret;
857 }
858
859 void ClientMap::renderPostFx()
860 {
861         INodeDefManager *nodemgr = m_gamedef->ndef();
862
863         // Sadly ISceneManager has no "post effects" render pass, in that case we
864         // could just register for that and handle it in renderMap().
865
866         m_camera_mutex.Lock();
867         v3f camera_position = m_camera_position;
868         m_camera_mutex.Unlock();
869
870         LocalPlayer *player = m_client->getEnv().getLocalPlayer();
871
872         MapNode n = getNodeNoEx(floatToInt(camera_position, BS));
873
874         // - If the player is in a solid node, make everything black.
875         // - If the player is in liquid, draw a semi-transparent overlay.
876         // - Do not if player is in third person mode
877         const ContentFeatures& features = nodemgr->get(n);
878         video::SColor post_effect_color = features.post_effect_color;
879         if(features.solidness == 2 && !(g_settings->getBool("noclip") && m_gamedef->checkLocalPrivilege("noclip")) && player->camera_mode == CAMERA_MODE_FIRST)
880         {
881                 post_effect_color = video::SColor(255, 0, 0, 0);
882         }
883         if (post_effect_color.getAlpha() != 0)
884         {
885                 // Draw a full-screen rectangle
886                 video::IVideoDriver* driver = SceneManager->getVideoDriver();
887                 v2u32 ss = driver->getScreenSize();
888                 core::rect<s32> rect(0,0, ss.X, ss.Y);
889                 driver->draw2DRectangle(post_effect_color, rect);
890         }
891 }
892
893 void ClientMap::PrintInfo(std::ostream &out)
894 {
895         out<<"ClientMap: ";
896 }
897
898