X-Git-Url: https://git.lizzy.rs/?a=blobdiff_plain;f=src%2Fclientmap.cpp;h=a0a7802507653fdab778b07f4cbff08d2abb0ad8;hb=6d7b95d76355334ccb57638d35b123fb49456cf6;hp=6cf3db8d73a7fc851f8cbf6f04a42acb0a99ed6e;hpb=d0ea6f9920d30f46d1f5d44e8823a8d932f9f29d;p=dragonfireclient.git diff --git a/src/clientmap.cpp b/src/clientmap.cpp index 6cf3db8d7..a0a780250 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 @@ -24,11 +24,13 @@ 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 "camera.h" // CameraModes +#include "util/mathconstants.h" +#include #define PP(x) "("<<(x).X<<","<<(x).Y<<","<<(x).Z<<")" @@ -48,17 +50,28 @@ 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(); @@ -68,7 +81,7 @@ ClientMap::~ClientMap() MapSector * ClientMap::emergeSector(v2s16 p2d) { - DSTACK(__FUNCTION_NAME); + DSTACK(FUNCTION_NAME); // Check that it doesn't exist already try{ return getSectorNoGenerate(p2d); @@ -76,45 +89,17 @@ 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() { @@ -147,88 +132,70 @@ static bool isOccluded(Map *map, v3s16 p0, v3s16 p1, float step, float stepfac, else is_transparent = (f.solidness != 2); if(!is_transparent){ - count++; - if(count >= needed_count) + if(count == needed_count) return true; + count++; } step *= stepfac; } return false; } -void ClientMap::renderMap(video::IVideoDriver* driver, s32 pass) +void ClientMap::getBlocksInViewRange(v3s16 cam_pos_nodes, + v3s16 *p_blocks_min, v3s16 *p_blocks_max) { - INodeDefManager *nodemgr = m_gamedef->ndef(); + 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); +} - //m_dout<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) - { - m_last_drawn_sectors.clear(); + for (std::map::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_nodes_min = cam_pos_nodes - box_nodes_d; - v3s16 p_nodes_max = cam_pos_nodes + box_nodes_d; + v3s16 p_blocks_min; + v3s16 p_blocks_max; + getBlocksInViewRange(cam_pos_nodes, &p_blocks_min, &p_blocks_max); - // 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 @@ -241,65 +208,52 @@ 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; + //u32 blocks_without_stuff = 0; + // Distance to farthest drawn block + float farthest_drawn = 0; - /* - Collect a set of blocks for drawing - */ - - core::map drawset; - - { - ScopeProfiler sp(g_profiler, prefix+"collecting blocks for drawing", SPT_AVG); - - 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 && @@ -307,14 +261,14 @@ void ClientMap::renderMap(video::IVideoDriver* driver, s32 pass) continue;*/ blocks_in_range++; - + /* Ignore if mesh doesn't exist */ { - //JMutexAutoLock lock(block->mesh_mutex); + //MutexAutoLock lock(block->mesh_mutex); - if(block->mesh == NULL){ + if (block->mesh == NULL) { blocks_in_range_without_mesh++; continue; } @@ -327,197 +281,306 @@ void ClientMap::renderMap(video::IVideoDriver* driver, s32 pass) // No occlusion culling when free_move is on and camera is // inside ground bool occlusion_culling_enabled = true; - if(g_settings->getBool("free_move")){ + if (g_settings->getBool("free_move")) { MapNode n = getNodeNoEx(cam_pos_nodes); - if(n.getContent() == CONTENT_IGNORE || + 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; + 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; + 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 && + 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)) { 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 +{ + video::SMaterial m; + std::vector bufs; +}; + +struct MeshBufListList +{ + std::vector lists; + + void clear() + { + lists.clear(); + } + + void add(scene::IMeshBuffer *buf) + { + for(std::vector::iterator i = lists.begin(); + i != lists.end(); ++i){ + MeshBufList &l = *i; + 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; + } + } + 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(); + + /* + 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 + */ + + v3s16 cam_pos_nodes = floatToInt(camera_position, BS); + v3s16 p_blocks_min; + v3s16 p_blocks_max; + getBlocksInViewRange(cam_pos_nodes, &p_blocks_min, &p_blocks_max); + + 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++) - { + MeshBufListList drawbufs; + + for (std::map::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 { - timecheck_counter++; - if(timecheck_counter > 50) - { - timecheck_counter = 0; - int time2 = time(0); - if(time2 > time1 + 4) - { - infostream<<"ClientMap::renderMap(): " - "Rendering takes ages, returning." - <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(); + scene::IMesh *mesh = mapBlockMesh->getMesh(); assert(mesh); u32 c = mesh->getMeshBufferCount(); - bool stuff_actually_drawn = false; - for(u32 i=0; igetMeshBuffer(i); + + 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 = 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; + if (transparent == is_transparent_pass) { + if (buf->getVertexCount() == 0) + errorstream << "Block [" << analyze_block(block) + << "] contains an empty meshbuf" << std::endl; + drawbufs.add(buf); } } - 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 && @@ -622,7 +685,7 @@ 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; @@ -681,7 +744,6 @@ 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; @@ -700,24 +762,23 @@ 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. + // - 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("free_move") == false) + 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); }