#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>
m_camera_direction(0,0,1),
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,
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();
MapSector * ClientMap::emergeSector(v2s16 p2d)
{
- DSTACK(__FUNCTION_NAME);
+ DSTACK(FUNCTION_NAME);
// Check that it doesn't exist already
try{
return getSectorNoGenerate(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[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()
{
else
is_transparent = (f.solidness != 2);
if(!is_transparent){
- count++;
- if(count >= needed_count)
+ if(count == needed_count)
return true;
+ count++;
}
step *= stepfac;
}
}
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;
- m_camera_mutex.Unlock();
+ //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.
p_nodes_max.X / MAP_BLOCKSIZE + 1,
p_nodes_max.Y / MAP_BLOCKSIZE + 1,
p_nodes_max.Z / MAP_BLOCKSIZE + 1);
-
+
// Number of blocks in rendering range
u32 blocks_in_range = 0;
// Number of blocks occlusion culled
//u32 blocks_had_pass_meshbuf = 0;
// Blocks from which stuff was actually drawn
//u32 blocks_without_stuff = 0;
+ // Distance to farthest drawn block
+ float farthest_drawn = 0;
for(std::map<v2s16, MapSector*>::iterator
si = m_sectors.begin();
{
MapSector *sector = si->second;
v2s16 sp = sector->getPos();
-
+
if(m_control.range_all == false)
{
if(sp.X < p_blocks_min.X
continue;
}
- std::list< MapBlock * > sectorblocks;
+ MapBlockVect sectorblocks;
sector->getBlocks(sectorblocks);
-
+
/*
Loop through blocks in sector
*/
u32 sector_blocks_drawn = 0;
-
- std::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)
range = m_control.wanted_range * BS;
continue;*/
blocks_in_range++;
-
+
/*
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++;
blocks_occlusion_culled++;
continue;
}
-
+
// This block is in range. Reset usage timer.
block->resetUsageTimer();
sector_blocks_drawn++;
blocks_drawn++;
+ if(d/BS > farthest_drawn)
+ farthest_drawn = d/BS;
} // foreach sectorblocks
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);
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::list<scene::IMeshBuffer*> bufs;
+ std::vector<scene::IMeshBuffer*> bufs;
};
struct MeshBufListList
{
- std::list<MeshBufList> lists;
-
+ std::vector<MeshBufList> lists;
+
void clear()
{
lists.clear();
}
-
+
void add(scene::IMeshBuffer *buf)
{
- for(std::list<MeshBufList>::iterator i = lists.begin();
+ for(std::vector<MeshBufList>::iterator i = lists.begin();
i != lists.end(); ++i){
MeshBufList &l = *i;
- if(l.m == buf->getMaterial()){
+ 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;
}
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)
prefix = "CM: solid: ";
m_last_drawn_sectors.clear();
}
- bool use_trilinear_filter = g_settings->getBool("trilinear_filter");
- bool use_bilinear_filter = g_settings->getBool("bilinear_filter");
- bool use_anisotropic_filter = g_settings->getBool("anisotropic_filter");
-
/*
Get time for measuring timeout.
-
+
Measuring time is very useful for long delays when the
machine is swapping a lot.
*/
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
*/
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;
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;
-
+
// Blocks that were drawn and had a mesh
u32 blocks_drawn = 0;
// Blocks which had a corresponding meshbuffer for this pass
// 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,
// 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();
{
scene::IMeshBuffer *buf = mesh->getMeshBuffer(i);
- buf->getMaterial().setFlag(video::EMF_TRILINEAR_FILTER, use_trilinear_filter);
- buf->getMaterial().setFlag(video::EMF_BILINEAR_FILTER, use_bilinear_filter);
- buf->getMaterial().setFlag(video::EMF_ANISOTROPIC_FILTER, use_anisotropic_filter);
+ 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 =
}
}
}
-
- std::list<MeshBufList> &lists = drawbufs.lists;
-
+
+ std::vector<MeshBufList> &lists = drawbufs.lists;
+
int timecheck_counter = 0;
- for(std::list<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;
- }
+ 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::list<scene::IMeshBuffer*>::iterator j = list.bufs.begin();
- j != list.bufs.end(); ++j)
- {
+
+ 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++;
}
-#if 0
- /*
- Draw the faces of the block
- */
- {
- //JMutexAutoLock lock(block->mesh_mutex);
-
- MapBlockMesh *mapBlockMesh = block->mesh;
- assert(mapBlockMesh);
-
- scene::SMesh *mesh = mapBlockMesh->getMesh();
- assert(mesh);
- u32 c = mesh->getMeshBufferCount();
- bool stuff_actually_drawn = false;
- for(u32 i=0; i<c; i++)
- {
- scene::IMeshBuffer *buf = mesh->getMeshBuffer(i);
- 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(stuff_actually_drawn)
- blocks_had_pass_meshbuf++;
- else
- blocks_without_stuff++;
- }
-#endif
}
} // ScopeProfiler
-
+
// Log only on solid pass because values are the same
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",
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 &&
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;
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();
+ 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));
// - 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("noclip") && m_gamedef->checkLocalPrivilege("noclip")))
+ 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);
}