#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 "camera.h" // CameraModes
#include "util/mathconstants.h"
#include <algorithm>
ClientMap::~ClientMap()
{
- /*JMutexAutoLock lock(mesh_mutex);
+ /*MutexAutoLock lock(mesh_mutex);
if(mesh != NULL)
{
MapSector * ClientMap::emergeSector(v2s16 p2d)
{
- DSTACK(__FUNCTION_NAME);
+ DSTACK(FUNCTION_NAME);
// Check that it doesn't exist already
try{
return getSectorNoGenerate(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;
}
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);
- }
- }
-
- sector->deSerialize(is);
-}
-#endif
-
void ClientMap::OnRegisterSceneNode()
{
if(IsVisible)
}
m_drawlist.clear();
- m_camera_mutex.Lock();
+ 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();
+ m_camera_mutex.unlock();
// Use a higher fov to accomodate faster camera movements.
// Blocks are cropped better when they are drawn.
u32 sector_blocks_drawn = 0;
for(MapBlockVect::iterator i = sectorblocks.begin();
- i != sectorblocks.end(); i++)
+ i != sectorblocks.end(); ++i)
{
MapBlock *block = *i;
Ignore if mesh doesn't exist
*/
{
- //JMutexAutoLock lock(block->mesh_mutex);
+ //MutexAutoLock lock(block->mesh_mutex);
if(block->mesh == NULL){
blocks_in_range_without_mesh++;
void ClientMap::renderMap(video::IVideoDriver* driver, s32 pass)
{
- DSTACK(__FUNCTION_NAME);
+ DSTACK(FUNCTION_NAME);
bool is_transparent_pass = pass == scene::ESNRP_TRANSPARENT;
int crack = m_client->getCrackLevel();
u32 daynight_ratio = m_client->getEnv().getDayNightRatio();
- m_camera_mutex.Lock();
+ 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();
+ m_camera_mutex.unlock();
/*
Get all blocks and draw all visible ones
// 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
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();
// 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();
+ m_camera_mutex.lock();
v3f camera_position = m_camera_position;
- m_camera_mutex.Unlock();
+ m_camera_mutex.unlock();
MapNode n = getNodeNoEx(floatToInt(camera_position, BS));