]> git.lizzy.rs Git - dragonfireclient.git/blobdiff - src/clientmap.cpp
Add missing keyname_to_keycode function (needed on Android)
[dragonfireclient.git] / src / clientmap.cpp
index 3aa8af84884c2ba65c64edc46770723b32369c34..a0a7802507653fdab778b07f4cbff08d2abb0ad8 100644 (file)
@@ -1,18 +1,18 @@
 /*
-Minetest-c55
-Copyright (C) 2010-2012 celeron55, Perttu Ahola <celeron55@gmail.com>
+Minetest
+Copyright (C) 2010-2013 celeron55, Perttu Ahola <celeron55@gmail.com>
 
 This program is free software; you can redistribute it and/or modify
-it under the terms of the GNU General Public License as published by
-the Free Software Foundation; either version 2 of the License, or
+it under the terms of the GNU Lesser General Public License as published by
+the Free Software Foundation; either version 2.1 of the License, or
 (at your option) any later version.
 
 This program is distributed in the hope that it will be useful,
 but WITHOUT ANY WARRANTY; without even the implied warranty of
 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
-GNU General Public License for more details.
+GNU Lesser General Public License for more details.
 
-You should have received a copy of the GNU General Public License along
+You should have received a copy of the GNU Lesser General Public License along
 with this program; if not, write to the Free Software Foundation, Inc.,
 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
 */
@@ -24,11 +24,13 @@ with this program; if not, write to the Free Software Foundation, Inc.,
 #include <matrix4.h>
 #include "log.h"
 #include "mapsector.h"
-#include "main.h" // dout_client, g_settings
 #include "nodedef.h"
 #include "mapblock.h"
 #include "profiler.h"
 #include "settings.h"
+#include "camera.h"               // CameraModes
+#include "util/mathconstants.h"
+#include <algorithm>
 
 #define PP(x) "("<<(x).X<<","<<(x).Y<<","<<(x).Z<<")"
 
@@ -46,19 +48,30 @@ ClientMap::ClientMap(
        m_control(control),
        m_camera_position(0,0,0),
        m_camera_direction(0,0,1),
-       m_camera_fov(PI)
+       m_camera_fov(M_PI)
 {
-       m_camera_mutex.Init();
-       assert(m_camera_mutex.IsInitialized());
-       
-       m_box = core::aabbox3d<f32>(-BS*1000000,-BS*1000000,-BS*1000000,
+       m_box = aabb3f(-BS*1000000,-BS*1000000,-BS*1000000,
                        BS*1000000,BS*1000000,BS*1000000);
+
+       /* TODO: Add a callback function so these can be updated when a setting
+        *       changes.  At this point in time it doesn't matter (e.g. /set
+        *       is documented to change server settings only)
+        *
+        * TODO: Local caching of settings is not optimal and should at some stage
+        *       be updated to use a global settings object for getting thse values
+        *       (as opposed to the this local caching). This can be addressed in
+        *       a later release.
+        */
+       m_cache_trilinear_filter  = g_settings->getBool("trilinear_filter");
+       m_cache_bilinear_filter   = g_settings->getBool("bilinear_filter");
+       m_cache_anistropic_filter = g_settings->getBool("anisotropic_filter");
+
 }
 
 ClientMap::~ClientMap()
 {
-       /*JMutexAutoLock lock(mesh_mutex);
-       
+       /*MutexAutoLock lock(mesh_mutex);
+
        if(mesh != NULL)
        {
                mesh->drop();
@@ -68,7 +81,7 @@ ClientMap::~ClientMap()
 
 MapSector * ClientMap::emergeSector(v2s16 p2d)
 {
-       DSTACK(__FUNCTION_NAME);
+       DSTACK(FUNCTION_NAME);
        // Check that it doesn't exist already
        try{
                return getSectorNoGenerate(p2d);
@@ -76,45 +89,17 @@ MapSector * ClientMap::emergeSector(v2s16 p2d)
        catch(InvalidPositionException &e)
        {
        }
-       
+
        // Create a sector
        ClientMapSector *sector = new ClientMapSector(this, p2d, m_gamedef);
-       
-       {
-               //JMutexAutoLock lock(m_sector_mutex); // Bulk comment-out
-               m_sectors.insert(p2d, sector);
-       }
-       
-       return sector;
-}
-
-#if 0
-void ClientMap::deSerializeSector(v2s16 p2d, std::istream &is)
-{
-       DSTACK(__FUNCTION_NAME);
-       ClientMapSector *sector = NULL;
 
-       //JMutexAutoLock lock(m_sector_mutex); // Bulk comment-out
-       
-       core::map<v2s16, MapSector*>::Node *n = m_sectors.find(p2d);
-
-       if(n != NULL)
-       {
-               sector = (ClientMapSector*)n->getValue();
-               assert(sector->getId() == MAPSECTOR_CLIENT);
-       }
-       else
        {
-               sector = new ClientMapSector(this, p2d);
-               {
-                       //JMutexAutoLock lock(m_sector_mutex); // Bulk comment-out
-                       m_sectors.insert(p2d, sector);
-               }
+               //MutexAutoLock lock(m_sector_mutex); // Bulk comment-out
+               m_sectors[p2d] = sector;
        }
 
-       sector->deSerialize(is);
+       return sector;
 }
-#endif
 
 void ClientMap::OnRegisterSceneNode()
 {
@@ -147,88 +132,70 @@ static bool isOccluded(Map *map, v3s16 p0, v3s16 p1, float step, float stepfac,
                else
                        is_transparent = (f.solidness != 2);
                if(!is_transparent){
-                       count++;
-                       if(count >= needed_count)
+                       if(count == needed_count)
                                return true;
+                       count++;
                }
                step *= stepfac;
        }
        return false;
 }
 
-void ClientMap::renderMap(video::IVideoDriver* driver, s32 pass)
+void ClientMap::getBlocksInViewRange(v3s16 cam_pos_nodes, 
+               v3s16 *p_blocks_min, v3s16 *p_blocks_max)
 {
-       INodeDefManager *nodemgr = m_gamedef->ndef();
+       v3s16 box_nodes_d = m_control.wanted_range * v3s16(1, 1, 1);
+       // Define p_nodes_min/max as v3s32 because 'cam_pos_nodes -/+ box_nodes_d'
+       // can exceed the range of v3s16 when a large view range is used near the
+       // world edges.
+       v3s32 p_nodes_min(
+               cam_pos_nodes.X - box_nodes_d.X,
+               cam_pos_nodes.Y - box_nodes_d.Y,
+               cam_pos_nodes.Z - box_nodes_d.Z);
+       v3s32 p_nodes_max(
+               cam_pos_nodes.X + box_nodes_d.X,
+               cam_pos_nodes.Y + box_nodes_d.Y,
+               cam_pos_nodes.Z + box_nodes_d.Z);
+       // Take a fair amount as we will be dropping more out later
+       // Umm... these additions are a bit strange but they are needed.
+       *p_blocks_min = v3s16(
+                       p_nodes_min.X / MAP_BLOCKSIZE - 3,
+                       p_nodes_min.Y / MAP_BLOCKSIZE - 3,
+                       p_nodes_min.Z / MAP_BLOCKSIZE - 3);
+       *p_blocks_max = v3s16(
+                       p_nodes_max.X / MAP_BLOCKSIZE + 1,
+                       p_nodes_max.Y / MAP_BLOCKSIZE + 1,
+                       p_nodes_max.Z / MAP_BLOCKSIZE + 1);
+}
 
-       //m_dout<<DTIME<<"Rendering map..."<<std::endl;
-       DSTACK(__FUNCTION_NAME);
+void ClientMap::updateDrawList(video::IVideoDriver* driver)
+{
+       ScopeProfiler sp(g_profiler, "CM::updateDrawList()", SPT_AVG);
+       g_profiler->add("CM::updateDrawList() count", 1);
 
-       bool is_transparent_pass = pass == scene::ESNRP_TRANSPARENT;
-       
-       std::string prefix;
-       if(pass == scene::ESNRP_SOLID)
-               prefix = "CM: solid: ";
-       else
-               prefix = "CM: transparent: ";
+       INodeDefManager *nodemgr = m_gamedef->ndef();
 
-       /*
-               This is called two times per frame, reset on the non-transparent one
-       */
-       if(pass == scene::ESNRP_SOLID)
-       {
-               m_last_drawn_sectors.clear();
+       for (std::map<v3s16, MapBlock*>::iterator i = m_drawlist.begin();
+                       i != m_drawlist.end(); ++i) {
+               MapBlock *block = i->second;
+               block->refDrop();
        }
+       m_drawlist.clear();
 
-       /*
-               Get time for measuring timeout.
-               
-               Measuring time is very useful for long delays when the
-               machine is swapping a lot.
-       */
-       int time1 = time(0);
-
-       /*
-               Get animation parameters
-       */
-       float animation_time = m_client->getAnimationTime();
-       int crack = m_client->getCrackLevel();
-       u32 daynight_ratio = m_client->getEnv().getDayNightRatio();
-
-       m_camera_mutex.Lock();
        v3f camera_position = m_camera_position;
        v3f camera_direction = m_camera_direction;
        f32 camera_fov = m_camera_fov;
-       m_camera_mutex.Unlock();
 
-       /*
-               Get all blocks and draw all visible ones
-       */
+       // Use a higher fov to accomodate faster camera movements.
+       // Blocks are cropped better when they are drawn.
+       // Or maybe they aren't? Well whatever.
+       camera_fov *= 1.2;
 
        v3s16 cam_pos_nodes = floatToInt(camera_position, BS);
-       
-       v3s16 box_nodes_d = m_control.wanted_range * v3s16(1,1,1);
+       v3s16 p_blocks_min;
+       v3s16 p_blocks_max;
+       getBlocksInViewRange(cam_pos_nodes, &p_blocks_min, &p_blocks_max);
 
-       v3s16 p_nodes_min = cam_pos_nodes - box_nodes_d;
-       v3s16 p_nodes_max = cam_pos_nodes + box_nodes_d;
-
-       // Take a fair amount as we will be dropping more out later
-       // Umm... these additions are a bit strange but they are needed.
-       v3s16 p_blocks_min(
-                       p_nodes_min.X / MAP_BLOCKSIZE - 3,
-                       p_nodes_min.Y / MAP_BLOCKSIZE - 3,
-                       p_nodes_min.Z / MAP_BLOCKSIZE - 3);
-       v3s16 p_blocks_max(
-                       p_nodes_max.X / MAP_BLOCKSIZE + 1,
-                       p_nodes_max.Y / MAP_BLOCKSIZE + 1,
-                       p_nodes_max.Z / MAP_BLOCKSIZE + 1);
-       
-       u32 vertex_count = 0;
-       u32 meshbuffer_count = 0;
-       
-       // For limiting number of mesh animations per frame
-       u32 mesh_animate_count = 0;
-       u32 mesh_animate_count_far = 0;
-       
        // Number of blocks in rendering range
        u32 blocks_in_range = 0;
        // Number of blocks occlusion culled
@@ -241,65 +208,52 @@ void ClientMap::renderMap(video::IVideoDriver* driver, s32 pass)
        // Blocks that were drawn and had a mesh
        u32 blocks_drawn = 0;
        // Blocks which had a corresponding meshbuffer for this pass
-       u32 blocks_had_pass_meshbuf = 0;
+       //u32 blocks_had_pass_meshbuf = 0;
        // Blocks from which stuff was actually drawn
-       u32 blocks_without_stuff = 0;
-
-       /*
-               Collect a set of blocks for drawing
-       */
-       
-       core::map<v3s16, MapBlock*> drawset;
+       //u32 blocks_without_stuff = 0;
+       // Distance to farthest drawn block
+       float farthest_drawn = 0;
 
-       {
-       ScopeProfiler sp(g_profiler, prefix+"collecting blocks for drawing", SPT_AVG);
-
-       for(core::map<v2s16, MapSector*>::Iterator
-                       si = m_sectors.getIterator();
-                       si.atEnd() == false; si++)
-       {
-               MapSector *sector = si.getNode()->getValue();
+       for (std::map<v2s16, MapSector*>::iterator si = m_sectors.begin();
+                       si != m_sectors.end(); ++si) {
+               MapSector *sector = si->second;
                v2s16 sp = sector->getPos();
-               
-               if(m_control.range_all == false)
-               {
-                       if(sp.X < p_blocks_min.X
-                       || sp.X > p_blocks_max.X
-                       || sp.Y < p_blocks_min.Z
-                       || sp.Y > p_blocks_max.Z)
+
+               if (m_control.range_all == false) {
+                       if (sp.X < p_blocks_min.X || sp.X > p_blocks_max.X ||
+                                       sp.Y < p_blocks_min.Z || sp.Y > p_blocks_max.Z)
                                continue;
                }
 
-               core::list< MapBlock * > sectorblocks;
+               MapBlockVect sectorblocks;
                sector->getBlocks(sectorblocks);
-               
+
                /*
                        Loop through blocks in sector
                */
 
                u32 sector_blocks_drawn = 0;
-               
-               core::list< MapBlock * >::Iterator i;
-               for(i=sectorblocks.begin(); i!=sectorblocks.end(); i++)
-               {
+
+               for (MapBlockVect::iterator i = sectorblocks.begin();
+                               i != sectorblocks.end(); ++i) {
                        MapBlock *block = *i;
 
                        /*
                                Compare block position to camera position, skip
                                if not seen on display
                        */
-                       
+
+                       if (block->mesh != NULL)
+                               block->mesh->updateCameraOffset(m_camera_offset);
+
                        float range = 100000 * BS;
-                       if(m_control.range_all == false)
+                       if (m_control.range_all == false)
                                range = m_control.wanted_range * BS;
 
                        float d = 0.0;
-                       if(isBlockInSight(block->getPos(), camera_position,
-                                       camera_direction, camera_fov,
-                                       range, &d) == false)
-                       {
+                       if (!isBlockInSight(block->getPos(), camera_position,
+                                       camera_direction, camera_fov, range, &d))
                                continue;
-                       }
 
                        // This is ugly (spherical distance limit?)
                        /*if(m_control.range_all == false &&
@@ -307,14 +261,14 @@ void ClientMap::renderMap(video::IVideoDriver* driver, s32 pass)
                                continue;*/
 
                        blocks_in_range++;
-                       
+
                        /*
                                Ignore if mesh doesn't exist
                        */
                        {
-                               //JMutexAutoLock lock(block->mesh_mutex);
+                               //MutexAutoLock lock(block->mesh_mutex);
 
-                               if(block->mesh == NULL){
+                               if (block->mesh == NULL) {
                                        blocks_in_range_without_mesh++;
                                        continue;
                                }
@@ -324,189 +278,309 @@ void ClientMap::renderMap(video::IVideoDriver* driver, s32 pass)
                                Occlusion culling
                        */
 
+                       // No occlusion culling when free_move is on and camera is
+                       // inside ground
+                       bool occlusion_culling_enabled = true;
+                       if (g_settings->getBool("free_move")) {
+                               MapNode n = getNodeNoEx(cam_pos_nodes);
+                               if (n.getContent() == CONTENT_IGNORE ||
+                                               nodemgr->get(n).solidness == 2)
+                                       occlusion_culling_enabled = false;
+                       }
+
                        v3s16 cpn = block->getPos() * MAP_BLOCKSIZE;
-                       cpn += v3s16(MAP_BLOCKSIZE/2, MAP_BLOCKSIZE/2, MAP_BLOCKSIZE/2);
-                       float step = BS*1;
+                       cpn += v3s16(MAP_BLOCKSIZE / 2, MAP_BLOCKSIZE / 2, MAP_BLOCKSIZE / 2);
+                       float step = BS * 1;
                        float stepfac = 1.1;
-                       float startoff = BS*1;
-                       float endoff = -BS*MAP_BLOCKSIZE*1.42*1.42;
-                       v3s16 spn = cam_pos_nodes + v3s16(0,0,0);
-                       s16 bs2 = MAP_BLOCKSIZE/2 + 1;
+                       float startoff = BS * 1;
+                       float endoff = -BS*MAP_BLOCKSIZE * 1.42 * 1.42;
+                       v3s16 spn = cam_pos_nodes + v3s16(0, 0, 0);
+                       s16 bs2 = MAP_BLOCKSIZE / 2 + 1;
                        u32 needed_count = 1;
-                       if(
-                               isOccluded(this, spn, cpn + v3s16(0,0,0),
-                                       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) &&
-                               isOccluded(this, spn, cpn + v3s16(-bs2,-bs2,-bs2),
-                                       step, stepfac, startoff, endoff, needed_count, nodemgr)
-                       )
-                       {
+                       if (occlusion_culling_enabled &&
+                                       isOccluded(this, spn, cpn + v3s16(0, 0, 0),
+                                               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) &&
+                                       isOccluded(this, spn, cpn + v3s16(-bs2,-bs2,-bs2),
+                                               step, stepfac, startoff, endoff, needed_count, nodemgr)) {
                                blocks_occlusion_culled++;
                                continue;
                        }
-                       
+
                        // This block is in range. Reset usage timer.
                        block->resetUsageTimer();
 
                        // Limit block count in case of a sudden increase
                        blocks_would_have_drawn++;
-                       if(blocks_drawn >= m_control.wanted_max_blocks
-                                       && m_control.range_all == false
-                                       && d > m_control.wanted_min_range * BS)
+                       if (blocks_drawn >= m_control.wanted_max_blocks &&
+                                       !m_control.range_all &&
+                                       d > m_control.wanted_range * BS)
                                continue;
 
-                       // Mesh animation
-                       {
-                               //JMutexAutoLock lock(block->mesh_mutex);
-                               MapBlockMesh *mapBlockMesh = block->mesh;
-                               // Pretty random but this should work somewhat nicely
-                               bool faraway = d >= BS*50;
-                               //bool faraway = d >= m_control.wanted_range * BS;
-                               if(mapBlockMesh->isAnimationForced() ||
-                                               !faraway ||
-                                               mesh_animate_count_far < (m_control.range_all ? 200 : 50))
-                               {
-                                       bool animated = mapBlockMesh->animate(
-                                                       faraway,
-                                                       animation_time,
-                                                       crack,
-                                                       daynight_ratio);
-                                       if(animated)
-                                               mesh_animate_count++;
-                                       if(animated && faraway)
-                                               mesh_animate_count_far++;
-                               }
-                               else
-                               {
-                                       mapBlockMesh->decreaseAnimationForceTimer();
-                               }
-                       }
-
                        // Add to set
-                       drawset[block->getPos()] = block;
-                       
+                       block->refGrab();
+                       m_drawlist[block->getPos()] = block;
+
                        sector_blocks_drawn++;
                        blocks_drawn++;
+                       if (d / BS > farthest_drawn)
+                               farthest_drawn = d / BS;
 
                } // foreach sectorblocks
 
-               if(sector_blocks_drawn != 0)
-                       m_last_drawn_sectors[sp] = true;
+               if (sector_blocks_drawn != 0)
+                       m_last_drawn_sectors.insert(sp);
        }
-       } // ScopeProfiler
-       
+
+       m_control.blocks_would_have_drawn = blocks_would_have_drawn;
+       m_control.blocks_drawn = blocks_drawn;
+       m_control.farthest_drawn = farthest_drawn;
+
+       g_profiler->avg("CM: blocks in range", blocks_in_range);
+       g_profiler->avg("CM: blocks occlusion culled", blocks_occlusion_culled);
+       if (blocks_in_range != 0)
+               g_profiler->avg("CM: blocks in range without mesh (frac)",
+                               (float)blocks_in_range_without_mesh / blocks_in_range);
+       g_profiler->avg("CM: blocks drawn", blocks_drawn);
+       g_profiler->avg("CM: farthest drawn", farthest_drawn);
+       g_profiler->avg("CM: wanted max blocks", m_control.wanted_max_blocks);
+}
+
+struct MeshBufList
+{
+       video::SMaterial m;
+       std::vector<scene::IMeshBuffer*> bufs;
+};
+
+struct MeshBufListList
+{
+       std::vector<MeshBufList> lists;
+
+       void clear()
+       {
+               lists.clear();
+       }
+
+       void add(scene::IMeshBuffer *buf)
+       {
+               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.m == m) {
+                               l.bufs.push_back(buf);
+                               return;
+                       }
+               }
+               MeshBufList l;
+               l.m = buf->getMaterial();
+               l.bufs.push_back(buf);
+               lists.push_back(l);
+       }
+};
+
+void ClientMap::renderMap(video::IVideoDriver* driver, s32 pass)
+{
+       DSTACK(FUNCTION_NAME);
+
+       bool is_transparent_pass = pass == scene::ESNRP_TRANSPARENT;
+
+       std::string prefix;
+       if (pass == scene::ESNRP_SOLID)
+               prefix = "CM: solid: ";
+       else
+               prefix = "CM: transparent: ";
+
+       /*
+               This is called two times per frame, reset on the non-transparent one
+       */
+       if (pass == scene::ESNRP_SOLID)
+               m_last_drawn_sectors.clear();
+
+       /*
+               Get time for measuring timeout.
+
+               Measuring time is very useful for long delays when the
+               machine is swapping a lot.
+       */
+       int time1 = time(0);
+
+       /*
+               Get animation parameters
+       */
+       float animation_time = m_client->getAnimationTime();
+       int crack = m_client->getCrackLevel();
+       u32 daynight_ratio = m_client->getEnv().getDayNightRatio();
+
+       v3f camera_position = m_camera_position;
+       v3f camera_direction = m_camera_direction;
+       f32 camera_fov = m_camera_fov;
+
+       /*
+               Get all blocks and draw all visible ones
+       */
+
+       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);
+
+       u32 vertex_count = 0;
+       u32 meshbuffer_count = 0;
+
+       // For limiting number of mesh animations per frame
+       u32 mesh_animate_count = 0;
+       u32 mesh_animate_count_far = 0;
+
+       // Blocks that were drawn and had a mesh
+       u32 blocks_drawn = 0;
+       // Blocks which had a corresponding meshbuffer for this pass
+       u32 blocks_had_pass_meshbuf = 0;
+       // Blocks from which stuff was actually drawn
+       u32 blocks_without_stuff = 0;
+
        /*
                Draw the selected MapBlocks
        */
 
        {
-       ScopeProfiler sp(g_profiler, prefix+"drawing blocks", SPT_AVG);
+       ScopeProfiler sp(g_profiler, prefix + "drawing blocks", SPT_AVG);
 
-       int timecheck_counter = 0;
-       for(core::map<v3s16, MapBlock*>::Iterator
-                       i = drawset.getIterator();
-                       i.atEnd() == false; i++)
-       {
+       MeshBufListList drawbufs;
+
+       for (std::map<v3s16, MapBlock*>::iterator i = m_drawlist.begin();
+                       i != m_drawlist.end(); ++i) {
+               MapBlock *block = i->second;
+
+               // If the mesh of the block happened to get deleted, ignore it
+               if (block->mesh == NULL)
+                       continue;
+
+               float d = 0.0;
+               if (!isBlockInSight(block->getPos(), camera_position,
+                               camera_direction, camera_fov, 100000 * BS, &d))
+                       continue;
+
+               // Mesh animation
                {
-                       timecheck_counter++;
-                       if(timecheck_counter > 50)
-                       {
-                               timecheck_counter = 0;
-                               int time2 = time(0);
-                               if(time2 > time1 + 4)
-                               {
-                                       infostream<<"ClientMap::renderMap(): "
-                                               "Rendering takes ages, returning."
-                                               <<std::endl;
-                                       return;
-                               }
+                       //MutexAutoLock lock(block->mesh_mutex);
+                       MapBlockMesh *mapBlockMesh = block->mesh;
+                       assert(mapBlockMesh);
+                       // Pretty random but this should work somewhat nicely
+                       bool faraway = d >= BS * 50;
+                       //bool faraway = d >= m_control.wanted_range * BS;
+                       if (mapBlockMesh->isAnimationForced() || !faraway ||
+                                       mesh_animate_count_far < (m_control.range_all ? 200 : 50)) {
+                               bool animated = mapBlockMesh->animate(faraway, animation_time,
+                                       crack, daynight_ratio);
+                               if (animated)
+                                       mesh_animate_count++;
+                               if (animated && faraway)
+                                       mesh_animate_count_far++;
+                       } else {
+                               mapBlockMesh->decreaseAnimationForceTimer();
                        }
                }
-               
-               MapBlock *block = i.getNode()->getValue();
 
                /*
-                       Draw the faces of the block
+                       Get the meshbuffers of the block
                */
                {
-                       //JMutexAutoLock lock(block->mesh_mutex);
+                       //MutexAutoLock lock(block->mesh_mutex);
 
                        MapBlockMesh *mapBlockMesh = block->mesh;
                        assert(mapBlockMesh);
 
-                       scene::SMesh *mesh = mapBlockMesh->getMesh();
+                       scene::IMesh *mesh = mapBlockMesh->getMesh();
                        assert(mesh);
 
                        u32 c = mesh->getMeshBufferCount();
-                       bool stuff_actually_drawn = false;
-                       for(u32 i=0; i<c; i++)
+                       for (u32 i = 0; i < c; i++)
                        {
                                scene::IMeshBuffer *buf = mesh->getMeshBuffer(i);
+
+                               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);
+
                                const video::SMaterial& material = buf->getMaterial();
                                video::IMaterialRenderer* rnd =
                                                driver->getMaterialRenderer(material.MaterialType);
                                bool transparent = (rnd && rnd->isTransparent());
-                               // Render transparent on transparent pass and likewise.
-                               if(transparent == is_transparent_pass)
-                               {
-                                       if(buf->getVertexCount() == 0)
-                                               errorstream<<"Block ["<<analyze_block(block)
-                                                               <<"] contains an empty meshbuf"<<std::endl;
-                                       /*
-                                               This *shouldn't* hurt too much because Irrlicht
-                                               doesn't change opengl textures if the old
-                                               material has the same texture.
-                                       */
-                                       driver->setMaterial(buf->getMaterial());
-                                       driver->drawMeshBuffer(buf);
-                                       vertex_count += buf->getVertexCount();
-                                       meshbuffer_count++;
-                                       stuff_actually_drawn = true;
+                               if (transparent == is_transparent_pass) {
+                                       if (buf->getVertexCount() == 0)
+                                               errorstream << "Block [" << analyze_block(block)
+                                                        << "] contains an empty meshbuf" << std::endl;
+                                       drawbufs.add(buf);
                                }
                        }
-                       if(stuff_actually_drawn)
-                               blocks_had_pass_meshbuf++;
-                       else
-                               blocks_without_stuff++;
                }
        }
+
+       std::vector<MeshBufList> &lists = drawbufs.lists;
+
+       int timecheck_counter = 0;
+       for (std::vector<MeshBufList>::iterator i = lists.begin();
+                       i != lists.end(); ++i) {
+               timecheck_counter++;
+               if (timecheck_counter > 50) {
+                       timecheck_counter = 0;
+                       int time2 = time(0);
+                       if (time2 > time1 + 4) {
+                               infostream << "ClientMap::renderMap(): "
+                                       "Rendering takes ages, returning."
+                                       << std::endl;
+                               return;
+                       }
+               }
+
+               MeshBufList &list = *i;
+
+               driver->setMaterial(list.m);
+
+               for (std::vector<scene::IMeshBuffer*>::iterator j = list.bufs.begin();
+                               j != list.bufs.end(); ++j) {
+                       scene::IMeshBuffer *buf = *j;
+                       driver->drawMeshBuffer(buf);
+                       vertex_count += buf->getVertexCount();
+                       meshbuffer_count++;
+               }
+
+       }
        } // ScopeProfiler
-       
+
        // Log only on solid pass because values are the same
-       if(pass == scene::ESNRP_SOLID){
-               g_profiler->avg("CM: blocks in range", blocks_in_range);
-               g_profiler->avg("CM: blocks occlusion culled", blocks_occlusion_culled);
-               if(blocks_in_range != 0)
-                       g_profiler->avg("CM: blocks in range without mesh (frac)",
-                                       (float)blocks_in_range_without_mesh/blocks_in_range);
-               g_profiler->avg("CM: blocks drawn", blocks_drawn);
+       if (pass == scene::ESNRP_SOLID) {
                g_profiler->avg("CM: animated meshes", mesh_animate_count);
                g_profiler->avg("CM: animated meshes (far)", mesh_animate_count_far);
        }
-       
-       g_profiler->avg(prefix+"vertices drawn", vertex_count);
-       if(blocks_had_pass_meshbuf != 0)
-               g_profiler->avg(prefix+"meshbuffers per block",
-                               (float)meshbuffer_count / (float)blocks_had_pass_meshbuf);
-       if(blocks_drawn != 0)
-               g_profiler->avg(prefix+"empty blocks (frac)",
-                               (float)blocks_without_stuff / blocks_drawn);
 
-       m_control.blocks_drawn = blocks_drawn;
-       m_control.blocks_would_have_drawn = blocks_would_have_drawn;
+       g_profiler->avg(prefix + "vertices drawn", vertex_count);
+       if (blocks_had_pass_meshbuf != 0)
+               g_profiler->avg(prefix + "meshbuffers per block",
+                       (float)meshbuffer_count / (float)blocks_had_pass_meshbuf);
+       if (blocks_drawn != 0)
+               g_profiler->avg(prefix + "empty blocks (frac)",
+                       (float)blocks_without_stuff / blocks_drawn);
 
        /*infostream<<"renderMap(): is_transparent_pass="<<is_transparent_pass
                        <<", rendered "<<vertex_count<<" vertices."<<std::endl;*/
@@ -543,13 +617,14 @@ static bool getVisibleBrightness(Map *map, v3f p0, v3f dir, float step,
                        float newd = 2*BS;
                        pf = p0 + dir * 2*newd;
                        distance = newd;
+                       sunlight_min_d = 0;
                }
        }
        for(int i=0; distance < end_distance; i++){
                pf += dir * step;
                distance += step;
                step *= step_multiplier;
-               
+
                v3s16 p = floatToInt(pf, BS);
                MapNode n = map->getNodeNoEx(p);
                if(allow_allowing_non_sunlight_propagates && i == 0 &&
@@ -597,9 +672,9 @@ int ClientMap::getBackgroundBrightness(float max_d, u32 daylight_factor,
        if(z_directions[0].X < -99){
                for(u32 i=0; i<sizeof(z_directions)/sizeof(*z_directions); i++){
                        z_directions[i] = v3f(
-                               0.01 * myrand_range(-80, 80),
+                               0.01 * myrand_range(-100, 100),
                                1.0,
-                               0.01 * myrand_range(-80, 80)
+                               0.01 * myrand_range(-100, 100)
                        );
                        z_offsets[i] = 0.01 * myrand_range(0,100);
                }
@@ -610,7 +685,7 @@ int ClientMap::getBackgroundBrightness(float max_d, u32 daylight_factor,
        float sunlight_min_d = max_d*0.8;
        if(sunlight_min_d > 35*BS)
                sunlight_min_d = 35*BS;
-       core::array<int> values;
+       std::vector<int> values;
        for(u32 i=0; i<sizeof(z_directions)/sizeof(*z_directions); i++){
                v3f z_dir = z_directions[i];
                z_dir.normalize();
@@ -639,7 +714,7 @@ int ClientMap::getBackgroundBrightness(float max_d, u32 daylight_factor,
        }
        int brightness_sum = 0;
        int brightness_count = 0;
-       values.sort();
+       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;
@@ -669,7 +744,6 @@ int ClientMap::getBackgroundBrightness(float max_d, u32 daylight_factor,
                        ret = decode_light(n.getLightBlend(daylight_factor, ndef));
                } else {
                        ret = oldvalue;
-                       //ret = blend_light(255, 0, daylight_factor);
                }
        } else {
                /*float pre = (float)brightness_sum / (float)brightness_count;
@@ -688,24 +762,23 @@ int ClientMap::getBackgroundBrightness(float max_d, u32 daylight_factor,
        return ret;
 }
 
-void ClientMap::renderPostFx()
+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().
 
-       m_camera_mutex.Lock();
-       v3f camera_position = m_camera_position;
-       m_camera_mutex.Unlock();
-
-       MapNode n = getNodeNoEx(floatToInt(camera_position, BS));
+       MapNode n = getNodeNoEx(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 = nodemgr->get(n);
        video::SColor post_effect_color = features.post_effect_color;
-       if(features.solidness == 2 && g_settings->getBool("free_move") == false)
+       if(features.solidness == 2 && !(g_settings->getBool("noclip") &&
+                       m_gamedef->checkLocalPrivilege("noclip")) &&
+                       cam_mode == CAMERA_MODE_FIRST)
        {
                post_effect_color = video::SColor(255, 0, 0, 0);
        }