/*
-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.
*/
#include "client.h"
#include "mapblock_mesh.h"
#include <IMaterialRenderer.h>
+#include <matrix4.h>
#include "log.h"
#include "mapsector.h"
#include "main.h" // dout_client, g_settings
#include "mapblock.h"
#include "profiler.h"
#include "settings.h"
+#include "util/mathconstants.h"
+#include <algorithm>
+
+#define PP(x) "("<<(x).X<<","<<(x).Y<<","<<(x).Z<<")"
ClientMap::ClientMap(
Client *client,
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());
{
//JMutexAutoLock lock(m_sector_mutex); // Bulk comment-out
- m_sectors.insert(p2d, sector);
+ m_sectors[p2d] = sector;
}
return sector;
return false;
}
-void ClientMap::renderMap(video::IVideoDriver* driver, s32 pass)
+void ClientMap::updateDrawList(video::IVideoDriver* driver)
{
- INodeDefManager *nodemgr = m_gamedef->ndef();
-
- //m_dout<<DTIME<<"Rendering map..."<<std::endl;
- DSTACK(__FUNCTION_NAME);
+ 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)
+ for(std::map<v3s16, MapBlock*>::iterator
+ i = m_drawlist.begin();
+ i != m_drawlist.end(); ++i)
{
- m_last_drawn_sectors.clear();
+ MapBlock *block = i->second;
+ block->refDrop();
}
-
- /*
- 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->getDayNightRatio();
+ m_drawlist.clear();
m_camera_mutex.Lock();
v3f camera_position = m_camera_position;
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_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_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
// 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;
+ for(std::map<v2s16, MapSector*>::iterator
+ si = m_sectors.begin();
+ si != m_sectors.end(); ++si)
{
- 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();
+ MapSector *sector = si->second;
v2s16 sp = sector->getPos();
if(m_control.range_all == false)
continue;
}
- core::list< MapBlock * > sectorblocks;
+ std::list< MapBlock * > sectorblocks;
sector->getBlocks(sectorblocks);
/*
u32 sector_blocks_drawn = 0;
- core::list< MapBlock * >::Iterator i;
+ std::list< MapBlock * >::iterator i;
for(i=sectorblocks.begin(); i!=sectorblocks.end(); i++)
{
MapBlock *block = *i;
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;
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),
&& d > m_control.wanted_min_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;
+ 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::list<scene::IMeshBuffer*> bufs;
+};
+
+struct MeshBufListList
+{
+ std::list<MeshBufList> lists;
+ void clear()
+ {
+ lists.clear();
+ }
+
+ void add(scene::IMeshBuffer *buf)
+ {
+ for(std::list<MeshBufList>::iterator i = lists.begin();
+ i != lists.end(); ++i){
+ MeshBufList &l = *i;
+ if(l.m == buf->getMaterial()){
+ 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();
+ }
+
+ 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 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
+ */
+
+ 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);
+
+ 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);
+ 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) == false)
+ {
+ continue;
+ }
+
+ // Mesh animation
+ {
+ //JMutexAutoLock 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();
+ }
+ }
+
+ /*
+ Get the meshbuffers 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();
+ for(u32 i=0; i<c; i++)
+ {
+ 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);
+
+ const 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);
+ }
+ }
+ }
+ }
+
+ std::list<MeshBufList> &lists = drawbufs.lists;
+
int timecheck_counter = 0;
- for(core::map<v3s16, MapBlock*>::Iterator
- i = drawset.getIterator();
- i.atEnd() == false; i++)
+ for(std::list<MeshBufList>::iterator i = lists.begin();
+ i != lists.end(); ++i)
{
{
timecheck_counter++;
}
}
}
-
- MapBlock *block = i.getNode()->getValue();
+ MeshBufList &list = *i;
+
+ driver->setMaterial(list.m);
+
+ for(std::list<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
*/
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: 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: animated meshes", mesh_animate_count);
g_profiler->avg("CM: animated meshes (far)", mesh_animate_count_far);
}
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;
-
/*infostream<<"renderMap(): is_transparent_pass="<<is_transparent_pass
<<", rendered "<<vertex_count<<" vertices."<<std::endl;*/
}
+static bool getVisibleBrightness(Map *map, v3f p0, v3f dir, float step,
+ float step_multiplier, float start_distance, float end_distance,
+ INodeDefManager *ndef, u32 daylight_factor, float sunlight_min_d,
+ int *result, bool *sunlight_seen)
+{
+ int brightness_sum = 0;
+ int brightness_count = 0;
+ float distance = start_distance;
+ dir.normalize();
+ v3f pf = p0;
+ pf += dir * distance;
+ int noncount = 0;
+ bool nonlight_seen = false;
+ bool allow_allowing_non_sunlight_propagates = false;
+ bool allow_non_sunlight_propagates = false;
+ // Check content nearly at camera position
+ {
+ v3s16 p = floatToInt(p0 /*+ dir * 3*BS*/, BS);
+ MapNode n = map->getNodeNoEx(p);
+ if(ndef->get(n).param_type == CPT_LIGHT &&
+ !ndef->get(n).sunlight_propagates)
+ allow_allowing_non_sunlight_propagates = true;
+ }
+ // If would start at CONTENT_IGNORE, start closer
+ {
+ v3s16 p = floatToInt(pf, BS);
+ MapNode n = map->getNodeNoEx(p);
+ if(n.getContent() == CONTENT_IGNORE){
+ 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 &&
+ ndef->get(n).param_type == CPT_LIGHT &&
+ !ndef->get(n).sunlight_propagates){
+ allow_non_sunlight_propagates = true;
+ }
+ if(ndef->get(n).param_type != CPT_LIGHT ||
+ (!ndef->get(n).sunlight_propagates &&
+ !allow_non_sunlight_propagates)){
+ nonlight_seen = true;
+ noncount++;
+ if(noncount >= 4)
+ break;
+ continue;
+ }
+ if(distance >= sunlight_min_d && *sunlight_seen == false
+ && nonlight_seen == false)
+ if(n.getLight(LIGHTBANK_DAY, ndef) == LIGHT_SUN)
+ *sunlight_seen = true;
+ noncount = 0;
+ brightness_sum += decode_light(n.getLightBlend(daylight_factor, ndef));
+ brightness_count++;
+ }
+ *result = 0;
+ if(brightness_count == 0)
+ return false;
+ *result = brightness_sum / brightness_count;
+ /*std::cerr<<"Sampled "<<brightness_count<<" points; result="
+ <<(*result)<<std::endl;*/
+ return true;
+}
+
+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)
+ };
+ static f32 z_offsets[sizeof(z_directions)/sizeof(*z_directions)] = {
+ -1000,
+ };
+ 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(-100, 100),
+ 1.0,
+ 0.01 * myrand_range(-100, 100)
+ );
+ z_offsets[i] = 0.01 * myrand_range(0,100);
+ }
+ }
+ if(debugprint)
+ std::cerr<<"In goes "<<PP(m_camera_direction)<<", out comes ";
+ int sunlight_seen_count = 0;
+ float sunlight_min_d = max_d*0.8;
+ if(sunlight_min_d > 35*BS)
+ sunlight_min_d = 35*BS;
+ 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();
+ core::CMatrix4<f32> a;
+ a.buildRotateFromTo(v3f(0,1,0), z_dir);
+ v3f dir = m_camera_direction;
+ a.rotateVect(dir);
+ int br = 0;
+ float step = BS*1.5;
+ if(max_d > 35*BS)
+ step = max_d / 35 * 1.5;
+ 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,
+ sunlight_min_d,
+ &br, &sunlight_seen_now);
+ if(sunlight_seen_now)
+ sunlight_seen_count++;
+ if(!ok)
+ continue;
+ values.push_back(br);
+ // Don't try too much if being in the sun is clear
+ if(sunlight_seen_count >= 20)
+ break;
+ }
+ int brightness_sum = 0;
+ int brightness_count = 0;
+ 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;
+ else if(num_values_to_use >= 7)
+ num_values_to_use -= num_values_to_use/3;
+ u32 first_value_i = (values.size() - num_values_to_use) / 2;
+ if(debugprint){
+ for(u32 i=0; i < first_value_i; i++)
+ std::cerr<<values[i]<<" ";
+ std::cerr<<"[";
+ }
+ for(u32 i=first_value_i; i < first_value_i+num_values_to_use; i++){
+ if(debugprint)
+ std::cerr<<values[i]<<" ";
+ brightness_sum += values[i];
+ brightness_count++;
+ }
+ if(debugprint){
+ std::cerr<<"]";
+ for(u32 i=first_value_i+num_values_to_use; i < values.size(); i++)
+ std::cerr<<values[i]<<" ";
+ }
+ 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));
+ } else {
+ ret = oldvalue;
+ //ret = blend_light(255, 0, daylight_factor);
+ }
+ } else {
+ /*float pre = (float)brightness_sum / (float)brightness_count;
+ float tmp = pre;
+ const float d = 0.2;
+ pre *= 1.0 + d*2;
+ pre -= tmp * d;
+ int preint = pre;
+ ret = MYMAX(0, MYMIN(255, preint));*/
+ ret = brightness_sum / brightness_count;
+ }
+ if(debugprint)
+ std::cerr<<"Result: "<<ret<<" sunlight_seen_count="
+ <<sunlight_seen_count<<std::endl;
+ *sunlight_seen_result = (sunlight_seen_count > 0);
+ return ret;
+}
+
void ClientMap::renderPostFx()
{
INodeDefManager *nodemgr = m_gamedef->ndef();
// - If the player is in liquid, draw a semi-transparent overlay.
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")))
{
post_effect_color = video::SColor(255, 0, 0, 0);
}