X-Git-Url: https://git.lizzy.rs/?a=blobdiff_plain;f=src%2Fclientmap.cpp;h=6cd24ffc6e74fe11ce8453a3738105541ea9e02f;hb=d99b6fed5517797bfafe4bbb307963967f0ca749;hp=4d14cc1a24bfdb36acbcc7b82a87f00faf2e485b;hpb=71c6845a9446fc22a84469f28e0e6890794802e3;p=dragonfireclient.git diff --git a/src/clientmap.cpp b/src/clientmap.cpp index 4d14cc1a2..6cd24ffc6 100644 --- a/src/clientmap.cpp +++ b/src/clientmap.cpp @@ -1,6 +1,6 @@ /* -Minetest-c55 -Copyright (C) 2010-2012 celeron55, Perttu Ahola +Minetest +Copyright (C) 2010-2013 celeron55, Perttu Ahola This program is free software; you can redistribute it and/or modify it under the terms of the GNU Lesser General Public License as published by @@ -24,24 +24,22 @@ with this program; if not, write to the Free Software Foundation, Inc., #include #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 "util/mathconstants.h" - -#define PP(x) "("<<(x).X<<","<<(x).Y<<","<<(x).Z<<")" +#include "camera.h" // CameraModes +#include "util/basic_macros.h" +#include ClientMap::ClientMap( Client *client, - IGameDef *gamedef, MapDrawControl &control, scene::ISceneNode* parent, scene::ISceneManager* mgr, s32 id ): - Map(dout_client, gamedef), + Map(dout_client, client), scene::ISceneNode(parent, mgr, id), m_client(client), m_control(control), @@ -49,17 +47,28 @@ 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, + 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 + * 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(); @@ -69,7 +78,7 @@ ClientMap::~ClientMap() MapSector * ClientMap::emergeSector(v2s16 p2d) { - DSTACK(__FUNCTION_NAME); + DSTACK(FUNCTION_NAME); // Check that it doesn't exist already try{ return getSectorNoGenerate(p2d); @@ -77,45 +86,17 @@ 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.insert(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::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() { @@ -128,108 +109,59 @@ void ClientMap::OnRegisterSceneNode() ISceneNode::OnRegisterSceneNode(); } -static bool isOccluded(Map *map, v3s16 p0, v3s16 p1, float step, float stepfac, - float start_off, float end_off, u32 needed_count, INodeDefManager *nodemgr) +void ClientMap::getBlocksInViewRange(v3s16 cam_pos_nodes, + v3s16 *p_blocks_min, v3s16 *p_blocks_max) { - float d0 = (float)BS * p0.getDistanceFrom(p1); - v3s16 u0 = p1 - p0; - v3f uf = v3f(u0.X, u0.Y, u0.Z) * BS; - uf.normalize(); - v3f p0f = v3f(p0.X, p0.Y, p0.Z) * BS; - u32 count = 0; - for(float s=start_off; sgetNodeNoEx(p); - bool is_transparent = false; - const ContentFeatures &f = nodemgr->get(n); - if(f.solidness == 0) - is_transparent = (f.visual_solidness != 2); - else - is_transparent = (f.solidness != 2); - if(!is_transparent){ - count++; - if(count >= needed_count) - return true; - } - step *= stepfac; - } - return false; + 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::renderMap(video::IVideoDriver* driver, s32 pass) +void ClientMap::updateDrawList(video::IVideoDriver* driver) { - INodeDefManager *nodemgr = m_gamedef->ndef(); + ScopeProfiler sp(g_profiler, "CM::updateDrawList()", SPT_AVG); + g_profiler->add("CM::updateDrawList() count", 1); - //m_dout<::iterator i = m_drawlist.begin(); + i != m_drawlist.end(); ++i) { + MapBlock *block = i->second; + block->refDrop(); } + m_drawlist.clear(); - /* - 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 - */ + // 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_blocks_min; + v3s16 p_blocks_max; + getBlocksInViewRange(cam_pos_nodes, &p_blocks_min, &p_blocks_max); - 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; - // Number of blocks in rendering range u32 blocks_in_range = 0; // Number of blocks occlusion culled @@ -242,283 +174,353 @@ void ClientMap::renderMap(video::IVideoDriver* driver, s32 pass) // 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 drawset; - - { - ScopeProfiler sp(g_profiler, prefix+"collecting blocks for drawing", SPT_AVG); + //u32 blocks_without_stuff = 0; + // Distance to farthest drawn block + float farthest_drawn = 0; + + // 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 || + m_nodedef->get(n).solidness == 2) + occlusion_culling_enabled = false; + } - for(core::map::Iterator - si = m_sectors.getIterator(); - si.atEnd() == false; si++) - { - MapSector *sector = si.getNode()->getValue(); + for (std::map::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; } - core::list< MapBlock * > sectorblocks; + MapBlockVect sectorblocks; sector->getBlocks(sectorblocks); - + /* Loop through blocks in sector */ u32 sector_blocks_drawn = 0; - - core::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) + 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 && - d - 0.5*BS*MAP_BLOCKSIZE > range) - continue;*/ blocks_in_range++; - + /* Ignore if mesh doesn't exist */ - { - //JMutexAutoLock lock(block->mesh_mutex); - - if(block->mesh == NULL){ - blocks_in_range_without_mesh++; - continue; - } + if (block->mesh == NULL) { + blocks_in_range_without_mesh++; + continue; } /* 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; - 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; - 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 && isBlockOccluded(block, cam_pos_nodes)) { blocks_occlusion_culled++; continue; } - + // This block is in range. Reset usage timer. block->resetUsageTimer(); // 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; - // 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; + if (sector_blocks_drawn != 0) + 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 +{ + /*! + * Specifies in which layer the list is. + * All lists which are in a lower layer are rendered before this list. + */ + u8 layer; + video::SMaterial m; + std::vector bufs; +}; + +struct MeshBufListList +{ + std::vector lists; + + void clear() + { + lists.clear(); + } + + void add(scene::IMeshBuffer *buf, u8 layer) + { + const video::SMaterial &m = buf->getMaterial(); + for(std::vector::iterator i = lists.begin(); + i != lists.end(); ++i){ + MeshBufList &l = *i; + + // 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.layer != layer) + continue; + + if (l.m == m) { + l.bufs.push_back(buf); + return; + } + } + MeshBufList l; + l.layer = layer; + l.m = m; + 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(); + + /* + 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(); + + v3f camera_position = m_camera_position; + v3f camera_direction = m_camera_direction; + f32 camera_fov = m_camera_fov; + + /* + Get all blocks and draw all visible ones + */ + + 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); + ScopeProfiler sp(g_profiler, prefix + "drawing blocks", SPT_AVG); - int timecheck_counter = 0; - for(core::map::Iterator - i = drawset.getIterator(); - i.atEnd() == false; 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." - <::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)) + continue; + + // Mesh animation + if (pass == scene::ESNRP_SOLID) { + //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 >= 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(); } } - - MapBlock *block = i.getNode()->getValue(); /* - Draw the faces of the block + 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(); - assert(mesh); + for (int layer = 0; layer < MAX_TILE_LAYERS; layer++) { + scene::IMesh *mesh = mapBlockMesh->getMesh(layer); + assert(mesh); - u32 c = mesh->getMeshBufferCount(); - bool stuff_actually_drawn = false; - for(u32 i=0; igetMeshBuffer(i); - const video::SMaterial& material = buf->getMaterial(); - video::IMaterialRenderer* rnd = + u32 c = mesh->getMeshBufferCount(); + for (u32 i = 0; i < c; i++) { + scene::IMeshBuffer *buf = mesh->getMeshBuffer(i); + + 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 ["<setMaterial(buf->getMaterial()); - driver->drawMeshBuffer(buf); - vertex_count += buf->getVertexCount(); - meshbuffer_count++; - stuff_actually_drawn = true; + 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; + + material.setFlag(video::EMF_TRILINEAR_FILTER, + m_cache_trilinear_filter); + material.setFlag(video::EMF_BILINEAR_FILTER, + m_cache_bilinear_filter); + material.setFlag(video::EMF_ANISOTROPIC_FILTER, + m_cache_anistropic_filter); + material.setFlag(video::EMF_WIREFRAME, + m_control.show_wireframe); + + drawbufs.add(buf, layer); + } } } - if(stuff_actually_drawn) - blocks_had_pass_meshbuf++; - else - blocks_without_stuff++; } } + + std::vector &lists = drawbufs.lists; + + int timecheck_counter = 0; + for (std::vector::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::vector::iterator j = list.bufs.begin(); + j != list.bufs.end(); ++j) { + scene::IMeshBuffer *buf = *j; + driver->drawMeshBuffer(buf); + vertex_count += buf->getVertexCount(); + meshbuffer_count++; + } + + } } // 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); + 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); - m_control.blocks_drawn = blocks_drawn; - m_control.blocks_would_have_drawn = blocks_would_have_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="<getNodeNoEx(p); if(allow_allowing_non_sunlight_propagates && i == 0 && @@ -600,7 +602,6 @@ 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) }; @@ -623,7 +624,7 @@ int ClientMap::getBackgroundBrightness(float max_d, u32 daylight_factor, float sunlight_min_d = max_d*0.8; if(sunlight_min_d > 35*BS) sunlight_min_d = 35*BS; - core::array values; + std::vector values; for(u32 i=0; i= 10) num_values_to_use -= num_values_to_use/2; @@ -678,11 +679,10 @@ int ClientMap::getBackgroundBrightness(float max_d, u32 daylight_factor, 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)); + if(m_nodedef->get(n).param_type == CPT_LIGHT){ + ret = decode_light(n.getLightBlend(daylight_factor, m_nodedef)); } else { ret = oldvalue; - //ret = blend_light(255, 0, daylight_factor); } } else { /*float pre = (float)brightness_sum / (float)brightness_count; @@ -701,24 +701,21 @@ 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(); - // 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. - const ContentFeatures& features = nodemgr->get(n); + // - Do not if player is in third person mode + const ContentFeatures& features = m_nodedef->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_client->checkLocalPrivilege("noclip")) && + cam_mode == CAMERA_MODE_FIRST) { post_effect_color = video::SColor(255, 0, 0, 0); }