X-Git-Url: https://git.lizzy.rs/?a=blobdiff_plain;f=src%2Fclientmap.cpp;h=0e53ab678606b9ca51bc97ea3678bfd99dd92d25;hb=63867b1a372a4d1a4a4ffdec9d0862b094211a89;hp=c0806836704e11d10a483277ea428e5efe55877c;hpb=a0566270d9fa075afa36a7e3e68c690b1b23ba90;p=minetest.git diff --git a/src/clientmap.cpp b/src/clientmap.cpp index c08068367..0e53ab678 100644 --- a/src/clientmap.cpp +++ b/src/clientmap.cpp @@ -29,6 +29,7 @@ with this program; if not, write to the Free Software Foundation, Inc., #include "mapblock.h" #include "profiler.h" #include "settings.h" +#include "camera.h" // CameraModes #include "util/mathconstants.h" #include @@ -50,17 +51,28 @@ ClientMap::ClientMap( m_camera_direction(0,0,1), m_camera_fov(M_PI) { - m_camera_mutex.Init(); - assert(m_camera_mutex.IsInitialized()); - m_box = core::aabbox3d(-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); - + if(mesh != NULL) { mesh->drop(); @@ -78,15 +90,15 @@ 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[p2d] = sector; } - + return sector; } @@ -97,7 +109,7 @@ void ClientMap::deSerializeSector(v2s16 p2d, std::istream &is) ClientMapSector *sector = NULL; //JMutexAutoLock lock(m_sector_mutex); // Bulk comment-out - + core::map::Node *n = m_sectors.find(p2d); if(n != NULL) @@ -178,6 +190,7 @@ void ClientMap::updateDrawList(video::IVideoDriver* driver) 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. @@ -199,7 +212,7 @@ void ClientMap::updateDrawList(video::IVideoDriver* driver) 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 @@ -215,6 +228,8 @@ void ClientMap::updateDrawList(video::IVideoDriver* driver) //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::iterator si = m_sectors.begin(); @@ -222,7 +237,7 @@ void ClientMap::updateDrawList(video::IVideoDriver* driver) { MapSector *sector = si->second; v2s16 sp = sector->getPos(); - + if(m_control.range_all == false) { if(sp.X < p_blocks_min.X @@ -234,13 +249,13 @@ void ClientMap::updateDrawList(video::IVideoDriver* driver) std::list< MapBlock * > 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++) { @@ -250,7 +265,10 @@ void ClientMap::updateDrawList(video::IVideoDriver* driver) 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; @@ -269,7 +287,7 @@ void ClientMap::updateDrawList(video::IVideoDriver* driver) continue;*/ blocks_in_range++; - + /* Ignore if mesh doesn't exist */ @@ -330,7 +348,7 @@ void ClientMap::updateDrawList(video::IVideoDriver* driver) blocks_occlusion_culled++; continue; } - + // This block is in range. Reset usage timer. block->resetUsageTimer(); @@ -347,6 +365,8 @@ void ClientMap::updateDrawList(video::IVideoDriver* driver) sector_blocks_drawn++; blocks_drawn++; + if(d/BS > farthest_drawn) + farthest_drawn = d/BS; } // foreach sectorblocks @@ -356,6 +376,7 @@ void ClientMap::updateDrawList(video::IVideoDriver* driver) 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); @@ -363,6 +384,7 @@ void ClientMap::updateDrawList(video::IVideoDriver* driver) 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); } @@ -375,18 +397,25 @@ struct MeshBufList struct MeshBufListList { std::list lists; - + void clear() { lists.clear(); } - + void add(scene::IMeshBuffer *buf) { for(std::list::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; } @@ -403,7 +432,7 @@ 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: "; @@ -418,13 +447,9 @@ void ClientMap::renderMap(video::IVideoDriver* driver, s32 pass) 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. */ @@ -448,7 +473,7 @@ void ClientMap::renderMap(video::IVideoDriver* driver, s32 pass) */ 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; @@ -464,14 +489,14 @@ void ClientMap::renderMap(video::IVideoDriver* driver, s32 pass) 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 @@ -497,7 +522,7 @@ void ClientMap::renderMap(video::IVideoDriver* driver, s32 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, @@ -551,9 +576,9 @@ void ClientMap::renderMap(video::IVideoDriver* driver, s32 pass) { 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 = @@ -569,9 +594,9 @@ void ClientMap::renderMap(video::IVideoDriver* driver, s32 pass) } } } - + std::list &lists = drawbufs.lists; - + int timecheck_counter = 0; for(std::list::iterator i = lists.begin(); i != lists.end(); ++i) @@ -593,9 +618,9 @@ void ClientMap::renderMap(video::IVideoDriver* driver, s32 pass) } MeshBufList &list = *i; - + driver->setMaterial(list.m); - + for(std::list::iterator j = list.bufs.begin(); j != list.bufs.end(); ++j) { @@ -652,13 +677,13 @@ void ClientMap::renderMap(video::IVideoDriver* driver, s32 pass) #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", @@ -709,7 +734,7 @@ static bool getVisibleBrightness(Map *map, v3f p0, v3f dir, float step, 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 && @@ -829,7 +854,6 @@ 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; @@ -848,7 +872,7 @@ 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(); @@ -863,9 +887,12 @@ void ClientMap::renderPostFx() // - 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); }