]> git.lizzy.rs Git - dragonfireclient.git/blobdiff - src/clientmap.cpp
Fix shift key producing space in console (#5777)
[dragonfireclient.git] / src / clientmap.cpp
index 7d76e6e8bff4596493fb3ade62fc4371c6c2c490..6cd24ffc6e74fe11ce8453a3738105541ea9e02f 100644 (file)
@@ -29,19 +29,17 @@ with this program; if not, write to the Free Software Foundation, Inc.,
 #include "profiler.h"
 #include "settings.h"
 #include "camera.h"               // CameraModes
-#include "util/mathconstants.h"
 #include "util/basic_macros.h"
 #include <algorithm>
 
 ClientMap::ClientMap(
                Client *client,
-               IGameDef *gamedef,
                MapDrawControl &control,
                scene::ISceneNode* parent,
                scene::ISceneManager* mgr,
                s32 id
 ):
-       Map(dout_client, gamedef),
+       Map(dout_client, client),
        scene::ISceneNode(parent, mgr, id),
        m_client(client),
        m_control(control),
@@ -111,36 +109,7 @@ void ClientMap::OnRegisterSceneNode()
        ISceneNode::OnRegisterSceneNode();
 }
 
-static bool isOccluded(Map *map, v3s16 p0, v3s16 p1, float step, float stepfac,
-               float start_off, float end_off, u32 needed_count, INodeDefManager *nodemgr)
-{
-       float d0 = (float)BS * p0.getDistanceFrom(p1);
-       v3s16 u0 = p1 - p0;
-       v3f uf = v3f(u0.X, u0.Y, u0.Z) * BS;
-       uf.normalize();
-       v3f p0f = v3f(p0.X, p0.Y, p0.Z) * BS;
-       u32 count = 0;
-       for(float s=start_off; s<d0+end_off; s+=step){
-               v3f pf = p0f + uf * s;
-               v3s16 p = floatToInt(pf, BS);
-               MapNode n = map->getNodeNoEx(p);
-               bool is_transparent = false;
-               const ContentFeatures &f = nodemgr->get(n);
-               if(f.solidness == 0)
-                       is_transparent = (f.visual_solidness != 2);
-               else
-                       is_transparent = (f.solidness != 2);
-               if(!is_transparent){
-                       count++;
-                       if(count >= needed_count)
-                               return true;
-               }
-               step *= stepfac;
-       }
-       return false;
-}
-
-void ClientMap::getBlocksInViewRange(v3s16 cam_pos_nodes, 
+void ClientMap::getBlocksInViewRange(v3s16 cam_pos_nodes,
                v3s16 *p_blocks_min, v3s16 *p_blocks_max)
 {
        v3s16 box_nodes_d = m_control.wanted_range * v3s16(1, 1, 1);
@@ -172,8 +141,6 @@ void ClientMap::updateDrawList(video::IVideoDriver* driver)
        ScopeProfiler sp(g_profiler, "CM::updateDrawList()", SPT_AVG);
        g_profiler->add("CM::updateDrawList() count", 1);
 
-       INodeDefManager *nodemgr = m_gamedef->ndef();
-
        for (std::map<v3s16, MapBlock*>::iterator i = m_drawlist.begin();
                        i != m_drawlist.end(); ++i) {
                MapBlock *block = i->second;
@@ -219,7 +186,7 @@ void ClientMap::updateDrawList(video::IVideoDriver* driver)
        if (g_settings->getBool("free_move")) {
                MapNode n = getNodeNoEx(cam_pos_nodes);
                if (n.getContent() == CONTENT_IGNORE ||
-                               nodemgr->get(n).solidness == 2)
+                               m_nodedef->get(n).solidness == 2)
                        occlusion_culling_enabled = false;
        }
 
@@ -277,43 +244,7 @@ void ClientMap::updateDrawList(video::IVideoDriver* driver)
                        /*
                                Occlusion culling
                        */
-                       v3s16 cpn = block->getPos() * MAP_BLOCKSIZE;
-                       cpn += v3s16(MAP_BLOCKSIZE / 2, MAP_BLOCKSIZE / 2, MAP_BLOCKSIZE / 2);
-                       float step = BS * 1;
-                       float stepfac = 1.1;
-                       float startoff = BS * 1;
-                       // The occlusion search of 'isOccluded()' must stop short of the target
-                       // point by distance 'endoff' (end offset) to not enter the target mapblock.
-                       // For the 8 mapblock corners 'endoff' must therefore be the maximum diagonal
-                       // of a mapblock, because we must consider all view angles.
-                       // sqrt(1^2 + 1^2 + 1^2) = 1.732
-                       float endoff = -BS * MAP_BLOCKSIZE * 1.732050807569;
-                       v3s16 spn = cam_pos_nodes;
-                       s16 bs2 = MAP_BLOCKSIZE / 2 + 1;
-                       // to reduce the likelihood of falsely occluded blocks
-                       // require at least two solid blocks
-                       // this is a HACK, we should think of a more precise algorithm
-                       u32 needed_count = 2;
-                       if (occlusion_culling_enabled &&
-                                       // For the central point of the mapblock 'endoff' can be halved
-                                       isOccluded(this, spn, cpn,
-                                               step, stepfac, startoff, endoff / 2.0f, needed_count, nodemgr) &&
-                                       isOccluded(this, spn, cpn + v3s16(bs2,bs2,bs2),
-                                               step, stepfac, startoff, endoff, needed_count, nodemgr) &&
-                                       isOccluded(this, spn, cpn + v3s16(bs2,bs2,-bs2),
-                                               step, stepfac, startoff, endoff, needed_count, nodemgr) &&
-                                       isOccluded(this, spn, cpn + v3s16(bs2,-bs2,bs2),
-                                               step, stepfac, startoff, endoff, needed_count, nodemgr) &&
-                                       isOccluded(this, spn, cpn + v3s16(bs2,-bs2,-bs2),
-                                               step, stepfac, startoff, endoff, needed_count, nodemgr) &&
-                                       isOccluded(this, spn, cpn + v3s16(-bs2,bs2,bs2),
-                                               step, stepfac, startoff, endoff, needed_count, nodemgr) &&
-                                       isOccluded(this, spn, cpn + v3s16(-bs2,bs2,-bs2),
-                                               step, stepfac, startoff, endoff, needed_count, nodemgr) &&
-                                       isOccluded(this, spn, cpn + v3s16(-bs2,-bs2,bs2),
-                                               step, stepfac, startoff, endoff, needed_count, nodemgr) &&
-                                       isOccluded(this, spn, cpn + v3s16(-bs2,-bs2,-bs2),
-                                               step, stepfac, startoff, endoff, needed_count, nodemgr)) {
+                       if (occlusion_culling_enabled && isBlockOccluded(block, cam_pos_nodes)) {
                                blocks_occlusion_culled++;
                                continue;
                        }
@@ -359,6 +290,11 @@ void ClientMap::updateDrawList(video::IVideoDriver* driver)
 
 struct MeshBufList
 {
+       /*!
+        * Specifies in which layer the list is.
+        * All lists which are in a lower layer are rendered before this list.
+        */
+       u8 layer;
        video::SMaterial m;
        std::vector<scene::IMeshBuffer*> bufs;
 };
@@ -372,25 +308,29 @@ struct MeshBufListList
                lists.clear();
        }
 
-       void add(scene::IMeshBuffer *buf)
+       void add(scene::IMeshBuffer *buf, u8 layer)
        {
+               const video::SMaterial &m = buf->getMaterial();
                for(std::vector<MeshBufList>::iterator i = lists.begin();
                                i != lists.end(); ++i){
                        MeshBufList &l = *i;
-                       video::SMaterial &m = buf->getMaterial();
 
                        // comparing a full material is quite expensive so we don't do it if
                        // not even first texture is equal
                        if (l.m.TextureLayer[0].Texture != m.TextureLayer[0].Texture)
                                continue;
 
+                       if(l.layer != layer)
+                               continue;
+
                        if (l.m == m) {
                                l.bufs.push_back(buf);
                                return;
                        }
                }
                MeshBufList l;
-               l.m = buf->getMaterial();
+               l.layer = layer;
+               l.m = m;
                l.bufs.push_back(buf);
                lists.push_back(l);
        }
@@ -474,7 +414,7 @@ void ClientMap::renderMap(video::IVideoDriver* driver, s32 pass)
                        continue;
 
                // Mesh animation
-               {
+               if (pass == scene::ESNRP_SOLID) {
                        //MutexAutoLock lock(block->mesh_mutex);
                        MapBlockMesh *mapBlockMesh = block->mesh;
                        assert(mapBlockMesh);
@@ -503,28 +443,34 @@ void ClientMap::renderMap(video::IVideoDriver* driver, s32 pass)
                        MapBlockMesh *mapBlockMesh = block->mesh;
                        assert(mapBlockMesh);
 
-                       scene::IMesh *mesh = mapBlockMesh->getMesh();
-                       assert(mesh);
-
-                       u32 c = mesh->getMeshBufferCount();
-                       for (u32 i = 0; i < c; i++)
-                       {
-                               scene::IMeshBuffer *buf = mesh->getMeshBuffer(i);
+                       for (int layer = 0; layer < MAX_TILE_LAYERS; layer++) {
+                               scene::IMesh *mesh = mapBlockMesh->getMesh(layer);
+                               assert(mesh);
 
-                               buf->getMaterial().setFlag(video::EMF_TRILINEAR_FILTER, m_cache_trilinear_filter);
-                               buf->getMaterial().setFlag(video::EMF_BILINEAR_FILTER, m_cache_bilinear_filter);
-                               buf->getMaterial().setFlag(video::EMF_ANISOTROPIC_FILTER, m_cache_anistropic_filter);
-                               buf->getMaterial().setFlag(video::EMF_WIREFRAME, m_control.show_wireframe);
+                               u32 c = mesh->getMeshBufferCount();
+                               for (u32 i = 0; i < c; i++) {
+                                       scene::IMeshBuffer *buf = mesh->getMeshBuffer(i);
 
-                               const video::SMaterial& material = buf->getMaterial();
-                               video::IMaterialRenderer* rnd =
+                                       video::SMaterial& material = buf->getMaterial();
+                                       video::IMaterialRenderer* rnd =
                                                driver->getMaterialRenderer(material.MaterialType);
-                               bool transparent = (rnd && rnd->isTransparent());
-                               if (transparent == is_transparent_pass) {
-                                       if (buf->getVertexCount() == 0)
-                                               errorstream << "Block [" << analyze_block(block)
-                                                        << "] contains an empty meshbuf" << std::endl;
-                                       drawbufs.add(buf);
+                                       bool transparent = (rnd && rnd->isTransparent());
+                                       if (transparent == is_transparent_pass) {
+                                               if (buf->getVertexCount() == 0)
+                                                       errorstream << "Block [" << analyze_block(block)
+                                                               << "] contains an empty meshbuf" << std::endl;
+
+                                               material.setFlag(video::EMF_TRILINEAR_FILTER,
+                                                       m_cache_trilinear_filter);
+                                               material.setFlag(video::EMF_BILINEAR_FILTER,
+                                                       m_cache_bilinear_filter);
+                                               material.setFlag(video::EMF_ANISOTROPIC_FILTER,
+                                                       m_cache_anistropic_filter);
+                                               material.setFlag(video::EMF_WIREFRAME,
+                                                       m_control.show_wireframe);
+
+                                               drawbufs.add(buf, layer);
+                                       }
                                }
                        }
                }
@@ -656,7 +602,6 @@ int ClientMap::getBackgroundBrightness(float max_d, u32 daylight_factor,
                int oldvalue, bool *sunlight_seen_result)
 {
        const bool debugprint = false;
-       INodeDefManager *ndef = m_gamedef->ndef();
        static v3f z_directions[50] = {
                v3f(-100, 0, 0)
        };
@@ -694,7 +639,7 @@ int ClientMap::getBackgroundBrightness(float max_d, u32 daylight_factor,
                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, ndef, daylight_factor,
+                               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)
@@ -734,8 +679,8 @@ int ClientMap::getBackgroundBrightness(float max_d, u32 daylight_factor,
        int ret = 0;
        if(brightness_count == 0){
                MapNode n = getNodeNoEx(floatToInt(m_camera_position, BS));
-               if(ndef->get(n).param_type == CPT_LIGHT){
-                       ret = decode_light(n.getLightBlend(daylight_factor, ndef));
+               if(m_nodedef->get(n).param_type == CPT_LIGHT){
+                       ret = decode_light(n.getLightBlend(daylight_factor, m_nodedef));
                } else {
                        ret = oldvalue;
                }
@@ -758,8 +703,6 @@ int ClientMap::getBackgroundBrightness(float max_d, u32 daylight_factor,
 
 void ClientMap::renderPostFx(CameraMode cam_mode)
 {
-       INodeDefManager *nodemgr = m_gamedef->ndef();
-
        // Sadly ISceneManager has no "post effects" render pass, in that case we
        // could just register for that and handle it in renderMap().
 
@@ -768,10 +711,10 @@ void ClientMap::renderPostFx(CameraMode cam_mode)
        // - 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 = nodemgr->get(n);
+       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_gamedef->checkLocalPrivilege("noclip")) &&
+                       m_client->checkLocalPrivilege("noclip")) &&
                        cam_mode == CAMERA_MODE_FIRST)
        {
                post_effect_color = video::SColor(255, 0, 0, 0);