]> git.lizzy.rs Git - dragonfireclient.git/blobdiff - src/clientmap.cpp
Document zoom_fov in settingtypes.txt and minetest.conf.example
[dragonfireclient.git] / src / clientmap.cpp
index 288a12135f0836ee7af796d5e858aa7adfa622bf..a0a7802507653fdab778b07f4cbff08d2abb0ad8 100644 (file)
@@ -50,7 +50,7 @@ ClientMap::ClientMap(
        m_camera_direction(0,0,1),
        m_camera_fov(M_PI)
 {
-       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
@@ -70,7 +70,7 @@ ClientMap::ClientMap(
 
 ClientMap::~ClientMap()
 {
-       /*JMutexAutoLock lock(mesh_mutex);
+       /*MutexAutoLock lock(mesh_mutex);
 
        if(mesh != NULL)
        {
@@ -81,7 +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);
@@ -94,7 +94,7 @@ MapSector * ClientMap::emergeSector(v2s16 p2d)
        ClientMapSector *sector = new ClientMapSector(this, p2d, m_gamedef);
 
        {
-               //JMutexAutoLock lock(m_sector_mutex); // Bulk comment-out
+               //MutexAutoLock lock(m_sector_mutex); // Bulk comment-out
                m_sectors[p2d] = sector;
        }
 
@@ -141,6 +141,33 @@ static bool isOccluded(Map *map, v3s16 p0, v3s16 p1, float step, float stepfac,
        return false;
 }
 
+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);
+       // 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);
+}
+
 void ClientMap::updateDrawList(video::IVideoDriver* driver)
 {
        ScopeProfiler sp(g_profiler, "CM::updateDrawList()", SPT_AVG);
@@ -148,21 +175,16 @@ void ClientMap::updateDrawList(video::IVideoDriver* driver)
 
        INodeDefManager *nodemgr = m_gamedef->ndef();
 
-       for(std::map<v3s16, MapBlock*>::iterator
-                       i = m_drawlist.begin();
-                       i != m_drawlist.end(); ++i)
-       {
+       for (std::map<v3s16, MapBlock*>::iterator i = m_drawlist.begin();
+                       i != m_drawlist.end(); ++i) {
                MapBlock *block = i->second;
                block->refDrop();
        }
        m_drawlist.clear();
 
-       m_camera_mutex.Lock();
        v3f camera_position = m_camera_position;
        v3f camera_direction = m_camera_direction;
        f32 camera_fov = m_camera_fov;
-       //v3s16 camera_offset = m_camera_offset;
-       m_camera_mutex.Unlock();
 
        // Use a higher fov to accomodate faster camera movements.
        // Blocks are cropped better when they are drawn.
@@ -170,19 +192,9 @@ void ClientMap::updateDrawList(video::IVideoDriver* driver)
        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_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);
+       v3s16 p_blocks_min;
+       v3s16 p_blocks_max;
+       getBlocksInViewRange(cam_pos_nodes, &p_blocks_min, &p_blocks_max);
 
        // Number of blocks in rendering range
        u32 blocks_in_range = 0;
@@ -202,19 +214,14 @@ void ClientMap::updateDrawList(video::IVideoDriver* driver)
        // Distance to farthest drawn block
        float farthest_drawn = 0;
 
-       for(std::map<v2s16, MapSector*>::iterator
-                       si = m_sectors.begin();
-                       si != m_sectors.end(); ++si)
-       {
+       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;
                }
 
@@ -227,9 +234,8 @@ void ClientMap::updateDrawList(video::IVideoDriver* driver)
 
                u32 sector_blocks_drawn = 0;
 
-               for(MapBlockVect::iterator i = sectorblocks.begin();
-                               i != sectorblocks.end(); i++)
-               {
+               for (MapBlockVect::iterator i = sectorblocks.begin();
+                               i != sectorblocks.end(); ++i) {
                        MapBlock *block = *i;
 
                        /*
@@ -241,16 +247,13 @@ void ClientMap::updateDrawList(video::IVideoDriver* driver)
                                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 &&
@@ -263,9 +266,9 @@ void ClientMap::updateDrawList(video::IVideoDriver* driver)
                                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;
                                }
@@ -278,44 +281,41 @@ void ClientMap::updateDrawList(video::IVideoDriver* driver)
                        // No occlusion culling when free_move is on and camera is
                        // inside ground
                        bool occlusion_culling_enabled = true;
-                       if(g_settings->getBool("free_move")){
+                       if (g_settings->getBool("free_move")) {
                                MapNode n = getNodeNoEx(cam_pos_nodes);
-                               if(n.getContent() == CONTENT_IGNORE ||
+                               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(
-                               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)
-                       )
-                       {
+                       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;
                        }
@@ -325,9 +325,9 @@ void ClientMap::updateDrawList(video::IVideoDriver* driver)
 
                        // 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;
 
                        // Add to set
@@ -336,12 +336,12 @@ void ClientMap::updateDrawList(video::IVideoDriver* driver)
 
                        sector_blocks_drawn++;
                        blocks_drawn++;
-                       if(d/BS > farthest_drawn)
-                               farthest_drawn = d/BS;
+                       if (d / BS > farthest_drawn)
+                               farthest_drawn = d / BS;
 
                } // foreach sectorblocks
 
-               if(sector_blocks_drawn != 0)
+               if (sector_blocks_drawn != 0)
                        m_last_drawn_sectors.insert(sp);
        }
 
@@ -351,9 +351,9 @@ void ClientMap::updateDrawList(video::IVideoDriver* driver)
 
        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)
+       if (blocks_in_range != 0)
                g_profiler->avg("CM: blocks in range without mesh (frac)",
-                               (float)blocks_in_range_without_mesh/blocks_in_range);
+                               (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);
@@ -400,12 +400,12 @@ struct MeshBufListList
 
 void ClientMap::renderMap(video::IVideoDriver* driver, s32 pass)
 {
-       DSTACK(__FUNCTION_NAME);
+       DSTACK(FUNCTION_NAME);
 
        bool is_transparent_pass = pass == scene::ESNRP_TRANSPARENT;
 
        std::string prefix;
-       if(pass == scene::ESNRP_SOLID)
+       if (pass == scene::ESNRP_SOLID)
                prefix = "CM: solid: ";
        else
                prefix = "CM: transparent: ";
@@ -413,10 +413,8 @@ void ClientMap::renderMap(video::IVideoDriver* driver, s32 pass)
        /*
                This is called two times per frame, reset on the non-transparent one
        */
-       if(pass == scene::ESNRP_SOLID)
-       {
+       if (pass == scene::ESNRP_SOLID)
                m_last_drawn_sectors.clear();
-       }
 
        /*
                Get time for measuring timeout.
@@ -433,33 +431,18 @@ void ClientMap::renderMap(video::IVideoDriver* driver, s32 pass)
        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
        */
 
        v3s16 cam_pos_nodes = floatToInt(camera_position, BS);
-
-       v3s16 box_nodes_d = m_control.wanted_range * v3s16(1,1,1);
-
-       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);
+       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;
@@ -480,52 +463,40 @@ void ClientMap::renderMap(video::IVideoDriver* driver, s32 pass)
        */
 
        {
-       ScopeProfiler sp(g_profiler, prefix+"drawing blocks", SPT_AVG);
+       ScopeProfiler sp(g_profiler, prefix + "drawing blocks", SPT_AVG);
 
        MeshBufListList drawbufs;
 
-       for(std::map<v3s16, MapBlock*>::iterator
-                       i = m_drawlist.begin();
-                       i != m_drawlist.end(); ++i)
-       {
+       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)
+               if (block->mesh == NULL)
                        continue;
 
                float d = 0.0;
-               if(isBlockInSight(block->getPos(), camera_position,
-                               camera_direction, camera_fov,
-                               100000*BS, &d) == false)
-               {
+               if (!isBlockInSight(block->getPos(), camera_position,
+                               camera_direction, camera_fov, 100000 * BS, &d))
                        continue;
-               }
 
                // Mesh animation
                {
-                       //JMutexAutoLock lock(block->mesh_mutex);
+                       //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 >= 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)
+                       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)
+                               if (animated && faraway)
                                        mesh_animate_count_far++;
-                       }
-                       else
-                       {
+                       } else {
                                mapBlockMesh->decreaseAnimationForceTimer();
                        }
                }
@@ -534,7 +505,7 @@ void ClientMap::renderMap(video::IVideoDriver* driver, s32 pass)
                        Get the meshbuffers of the block
                */
                {
-                       //JMutexAutoLock lock(block->mesh_mutex);
+                       //MutexAutoLock lock(block->mesh_mutex);
 
                        MapBlockMesh *mapBlockMesh = block->mesh;
                        assert(mapBlockMesh);
@@ -543,7 +514,7 @@ void ClientMap::renderMap(video::IVideoDriver* driver, s32 pass)
                        assert(mesh);
 
                        u32 c = mesh->getMeshBufferCount();
-                       for(u32 i=0; i<c; i++)
+                       for (u32 i = 0; i < c; i++)
                        {
                                scene::IMeshBuffer *buf = mesh->getMeshBuffer(i);
 
@@ -555,11 +526,10 @@ void ClientMap::renderMap(video::IVideoDriver* driver, s32 pass)
                                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;
+                               if (transparent == is_transparent_pass) {
+                                       if (buf->getVertexCount() == 0)
+                                               errorstream << "Block [" << analyze_block(block)
+                                                        << "] contains an empty meshbuf" << std::endl;
                                        drawbufs.add(buf);
                                }
                        }
@@ -569,13 +539,13 @@ void ClientMap::renderMap(video::IVideoDriver* driver, s32 pass)
        std::vector<MeshBufList> &lists = drawbufs.lists;
 
        int timecheck_counter = 0;
-       for(std::vector<MeshBufList>::iterator i = lists.begin();
+       for (std::vector<MeshBufList>::iterator i = lists.begin();
                        i != lists.end(); ++i) {
                timecheck_counter++;
-               if(timecheck_counter > 50) {
+               if (timecheck_counter > 50) {
                        timecheck_counter = 0;
                        int time2 = time(0);
-                       if(time2 > time1 + 4) {
+                       if (time2 > time1 + 4) {
                                infostream << "ClientMap::renderMap(): "
                                        "Rendering takes ages, returning."
                                        << std::endl;
@@ -587,7 +557,7 @@ void ClientMap::renderMap(video::IVideoDriver* driver, s32 pass)
 
                driver->setMaterial(list.m);
 
-               for(std::vector<scene::IMeshBuffer*>::iterator j = list.bufs.begin();
+               for (std::vector<scene::IMeshBuffer*>::iterator j = list.bufs.begin();
                                j != list.bufs.end(); ++j) {
                        scene::IMeshBuffer *buf = *j;
                        driver->drawMeshBuffer(buf);
@@ -599,18 +569,18 @@ void ClientMap::renderMap(video::IVideoDriver* driver, s32 pass)
        } // ScopeProfiler
 
        // Log only on solid pass because values are the same
-       if(pass == scene::ESNRP_SOLID){
+       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);
+       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;*/
@@ -799,11 +769,7 @@ void ClientMap::renderPostFx(CameraMode cam_mode)
        // Sadly ISceneManager has no "post effects" render pass, in that case we
        // could just register for that and handle it in renderMap().
 
-       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.