Line data Source code
1 : /*
2 : Minetest
3 : Copyright (C) 2010-2013 celeron55, Perttu Ahola <celeron55@gmail.com>
4 :
5 : This program is free software; you can redistribute it and/or modify
6 : it under the terms of the GNU Lesser General Public License as published by
7 : the Free Software Foundation; either version 2.1 of the License, or
8 : (at your option) any later version.
9 :
10 : This program is distributed in the hope that it will be useful,
11 : but WITHOUT ANY WARRANTY; without even the implied warranty of
12 : MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
13 : GNU Lesser General Public License for more details.
14 :
15 : You should have received a copy of the GNU Lesser General Public License along
16 : with this program; if not, write to the Free Software Foundation, Inc.,
17 : 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
18 : */
19 :
20 : #include "clientmap.h"
21 : #include "client.h"
22 : #include "mapblock_mesh.h"
23 : #include <IMaterialRenderer.h>
24 : #include <matrix4.h>
25 : #include "log.h"
26 : #include "mapsector.h"
27 : #include "nodedef.h"
28 : #include "mapblock.h"
29 : #include "profiler.h"
30 : #include "settings.h"
31 : #include "camera.h" // CameraModes
32 : #include "util/mathconstants.h"
33 : #include <algorithm>
34 :
35 : #define PP(x) "("<<(x).X<<","<<(x).Y<<","<<(x).Z<<")"
36 :
37 1 : ClientMap::ClientMap(
38 : Client *client,
39 : IGameDef *gamedef,
40 : MapDrawControl &control,
41 : scene::ISceneNode* parent,
42 : scene::ISceneManager* mgr,
43 : s32 id
44 : ):
45 : Map(dout_client, gamedef),
46 : scene::ISceneNode(parent, mgr, id),
47 : m_client(client),
48 : m_control(control),
49 : m_camera_position(0,0,0),
50 : m_camera_direction(0,0,1),
51 1 : m_camera_fov(M_PI)
52 : {
53 2 : m_box = core::aabbox3d<f32>(-BS*1000000,-BS*1000000,-BS*1000000,
54 1 : BS*1000000,BS*1000000,BS*1000000);
55 :
56 : /* TODO: Add a callback function so these can be updated when a setting
57 : * changes. At this point in time it doesn't matter (e.g. /set
58 : * is documented to change server settings only)
59 : *
60 : * TODO: Local caching of settings is not optimal and should at some stage
61 : * be updated to use a global settings object for getting thse values
62 : * (as opposed to the this local caching). This can be addressed in
63 : * a later release.
64 : */
65 1 : m_cache_trilinear_filter = g_settings->getBool("trilinear_filter");
66 1 : m_cache_bilinear_filter = g_settings->getBool("bilinear_filter");
67 1 : m_cache_anistropic_filter = g_settings->getBool("anisotropic_filter");
68 :
69 1 : }
70 :
71 2 : ClientMap::~ClientMap()
72 : {
73 : /*JMutexAutoLock lock(mesh_mutex);
74 :
75 : if(mesh != NULL)
76 : {
77 : mesh->drop();
78 : mesh = NULL;
79 : }*/
80 2 : }
81 :
82 786 : MapSector * ClientMap::emergeSector(v2s16 p2d)
83 : {
84 1572 : DSTACK(__FUNCTION_NAME);
85 : // Check that it doesn't exist already
86 : try{
87 1030 : return getSectorNoGenerate(p2d);
88 : }
89 244 : catch(InvalidPositionException &e)
90 : {
91 : }
92 :
93 : // Create a sector
94 244 : ClientMapSector *sector = new ClientMapSector(this, p2d, m_gamedef);
95 :
96 : {
97 : //JMutexAutoLock lock(m_sector_mutex); // Bulk comment-out
98 244 : m_sectors[p2d] = sector;
99 : }
100 :
101 244 : return sector;
102 : }
103 :
104 1166 : void ClientMap::OnRegisterSceneNode()
105 : {
106 1166 : if(IsVisible)
107 : {
108 1166 : SceneManager->registerNodeForRendering(this, scene::ESNRP_SOLID);
109 1166 : SceneManager->registerNodeForRendering(this, scene::ESNRP_TRANSPARENT);
110 : }
111 :
112 1166 : ISceneNode::OnRegisterSceneNode();
113 1166 : }
114 :
115 82897 : static bool isOccluded(Map *map, v3s16 p0, v3s16 p1, float step, float stepfac,
116 : float start_off, float end_off, u32 needed_count, INodeDefManager *nodemgr)
117 : {
118 82897 : float d0 = (float)BS * p0.getDistanceFrom(p1);
119 82897 : v3s16 u0 = p1 - p0;
120 82897 : v3f uf = v3f(u0.X, u0.Y, u0.Z) * BS;
121 82897 : uf.normalize();
122 82897 : v3f p0f = v3f(p0.X, p0.Y, p0.Z) * BS;
123 82897 : u32 count = 0;
124 606930 : for(float s=start_off; s<d0+end_off; s+=step){
125 591509 : v3f pf = p0f + uf * s;
126 591509 : v3s16 p = floatToInt(pf, BS);
127 591509 : MapNode n = map->getNodeNoEx(p);
128 591509 : bool is_transparent = false;
129 591509 : const ContentFeatures &f = nodemgr->get(n);
130 591509 : if(f.solidness == 0)
131 448843 : is_transparent = (f.visual_solidness != 2);
132 : else
133 142666 : is_transparent = (f.solidness != 2);
134 591509 : if(!is_transparent){
135 138562 : if(count == needed_count)
136 67476 : return true;
137 71086 : count++;
138 : }
139 524033 : step *= stepfac;
140 : }
141 15421 : return false;
142 : }
143 :
144 179 : void ClientMap::updateDrawList(video::IVideoDriver* driver)
145 : {
146 358 : ScopeProfiler sp(g_profiler, "CM::updateDrawList()", SPT_AVG);
147 179 : g_profiler->add("CM::updateDrawList() count", 1);
148 :
149 179 : INodeDefManager *nodemgr = m_gamedef->ndef();
150 :
151 46276 : for(std::map<v3s16, MapBlock*>::iterator
152 179 : i = m_drawlist.begin();
153 30970 : i != m_drawlist.end(); ++i)
154 : {
155 15306 : MapBlock *block = i->second;
156 15306 : block->refDrop();
157 : }
158 179 : m_drawlist.clear();
159 :
160 179 : m_camera_mutex.Lock();
161 179 : v3f camera_position = m_camera_position;
162 179 : v3f camera_direction = m_camera_direction;
163 179 : f32 camera_fov = m_camera_fov;
164 : //v3s16 camera_offset = m_camera_offset;
165 179 : m_camera_mutex.Unlock();
166 :
167 : // Use a higher fov to accomodate faster camera movements.
168 : // Blocks are cropped better when they are drawn.
169 : // Or maybe they aren't? Well whatever.
170 179 : camera_fov *= 1.2;
171 :
172 179 : v3s16 cam_pos_nodes = floatToInt(camera_position, BS);
173 179 : v3s16 box_nodes_d = m_control.wanted_range * v3s16(1,1,1);
174 179 : v3s16 p_nodes_min = cam_pos_nodes - box_nodes_d;
175 179 : v3s16 p_nodes_max = cam_pos_nodes + box_nodes_d;
176 : // Take a fair amount as we will be dropping more out later
177 : // Umm... these additions are a bit strange but they are needed.
178 : v3s16 p_blocks_min(
179 179 : p_nodes_min.X / MAP_BLOCKSIZE - 3,
180 179 : p_nodes_min.Y / MAP_BLOCKSIZE - 3,
181 537 : p_nodes_min.Z / MAP_BLOCKSIZE - 3);
182 : v3s16 p_blocks_max(
183 179 : p_nodes_max.X / MAP_BLOCKSIZE + 1,
184 179 : p_nodes_max.Y / MAP_BLOCKSIZE + 1,
185 537 : p_nodes_max.Z / MAP_BLOCKSIZE + 1);
186 :
187 : // Number of blocks in rendering range
188 179 : u32 blocks_in_range = 0;
189 : // Number of blocks occlusion culled
190 179 : u32 blocks_occlusion_culled = 0;
191 : // Number of blocks in rendering range but don't have a mesh
192 179 : u32 blocks_in_range_without_mesh = 0;
193 : // Blocks that had mesh that would have been drawn according to
194 : // rendering range (if max blocks limit didn't kick in)
195 179 : u32 blocks_would_have_drawn = 0;
196 : // Blocks that were drawn and had a mesh
197 179 : u32 blocks_drawn = 0;
198 : // Blocks which had a corresponding meshbuffer for this pass
199 : //u32 blocks_had_pass_meshbuf = 0;
200 : // Blocks from which stuff was actually drawn
201 : //u32 blocks_without_stuff = 0;
202 : // Distance to farthest drawn block
203 179 : float farthest_drawn = 0;
204 :
205 64132 : for(std::map<v2s16, MapSector*>::iterator
206 179 : si = m_sectors.begin();
207 42874 : si != m_sectors.end(); ++si)
208 : {
209 21258 : MapSector *sector = si->second;
210 21258 : v2s16 sp = sector->getPos();
211 :
212 21258 : if(m_control.range_all == false)
213 : {
214 21258 : if(sp.X < p_blocks_min.X
215 21220 : || sp.X > p_blocks_max.X
216 21220 : || sp.Y < p_blocks_min.Z
217 21220 : || sp.Y > p_blocks_max.Z)
218 58 : continue;
219 : }
220 :
221 42400 : MapBlockVect sectorblocks;
222 21200 : sector->getBlocks(sectorblocks);
223 :
224 : /*
225 : Loop through blocks in sector
226 : */
227 :
228 21200 : u32 sector_blocks_drawn = 0;
229 :
230 252948 : for(MapBlockVect::iterator i = sectorblocks.begin();
231 168632 : i != sectorblocks.end(); i++)
232 : {
233 63116 : MapBlock *block = *i;
234 :
235 : /*
236 : Compare block position to camera position, skip
237 : if not seen on display
238 : */
239 :
240 63116 : if (block->mesh != NULL)
241 55109 : block->mesh->updateCameraOffset(m_camera_offset);
242 :
243 63116 : float range = 100000 * BS;
244 63116 : if(m_control.range_all == false)
245 63116 : range = m_control.wanted_range * BS;
246 :
247 63116 : float d = 0.0;
248 63116 : if(isBlockInSight(block->getPos(), camera_position,
249 : camera_direction, camera_fov,
250 : range, &d) == false)
251 : {
252 84867 : continue;
253 : }
254 :
255 : // This is ugly (spherical distance limit?)
256 : /*if(m_control.range_all == false &&
257 : d - 0.5*BS*MAP_BLOCKSIZE > range)
258 : continue;*/
259 :
260 25944 : blocks_in_range++;
261 :
262 : /*
263 : Ignore if mesh doesn't exist
264 : */
265 : {
266 : //JMutexAutoLock lock(block->mesh_mutex);
267 :
268 25944 : if(block->mesh == NULL){
269 4297 : blocks_in_range_without_mesh++;
270 4297 : continue;
271 : }
272 : }
273 :
274 : /*
275 : Occlusion culling
276 : */
277 :
278 : // No occlusion culling when free_move is on and camera is
279 : // inside ground
280 21647 : bool occlusion_culling_enabled = true;
281 21647 : if(g_settings->getBool("free_move")){
282 0 : MapNode n = getNodeNoEx(cam_pos_nodes);
283 0 : if(n.getContent() == CONTENT_IGNORE ||
284 0 : nodemgr->get(n).solidness == 2)
285 0 : occlusion_culling_enabled = false;
286 : }
287 :
288 21647 : v3s16 cpn = block->getPos() * MAP_BLOCKSIZE;
289 21647 : cpn += v3s16(MAP_BLOCKSIZE/2, MAP_BLOCKSIZE/2, MAP_BLOCKSIZE/2);
290 21647 : float step = BS*1;
291 21647 : float stepfac = 1.1;
292 21647 : float startoff = BS*1;
293 21647 : float endoff = -BS*MAP_BLOCKSIZE*1.42*1.42;
294 21647 : v3s16 spn = cam_pos_nodes + v3s16(0,0,0);
295 21647 : s16 bs2 = MAP_BLOCKSIZE/2 + 1;
296 21647 : u32 needed_count = 1;
297 43294 : if(
298 64941 : occlusion_culling_enabled &&
299 108235 : isOccluded(this, spn, cpn + v3s16(0,0,0),
300 37716 : step, stepfac, startoff, endoff, needed_count, nodemgr) &&
301 59363 : isOccluded(this, spn, cpn + v3s16(bs2,bs2,bs2),
302 24381 : step, stepfac, startoff, endoff, needed_count, nodemgr) &&
303 46028 : isOccluded(this, spn, cpn + v3s16(bs2,bs2,-bs2),
304 21669 : step, stepfac, startoff, endoff, needed_count, nodemgr) &&
305 43316 : isOccluded(this, spn, cpn + v3s16(bs2,-bs2,bs2),
306 21639 : step, stepfac, startoff, endoff, needed_count, nodemgr) &&
307 43286 : isOccluded(this, spn, cpn + v3s16(bs2,-bs2,-bs2),
308 21630 : step, stepfac, startoff, endoff, needed_count, nodemgr) &&
309 43277 : isOccluded(this, spn, cpn + v3s16(-bs2,bs2,bs2),
310 19353 : step, stepfac, startoff, endoff, needed_count, nodemgr) &&
311 41000 : isOccluded(this, spn, cpn + v3s16(-bs2,bs2,-bs2),
312 18684 : step, stepfac, startoff, endoff, needed_count, nodemgr) &&
313 40331 : isOccluded(this, spn, cpn + v3s16(-bs2,-bs2,bs2),
314 40325 : step, stepfac, startoff, endoff, needed_count, nodemgr) &&
315 40325 : isOccluded(this, spn, cpn + v3s16(-bs2,-bs2,-bs2),
316 : step, stepfac, startoff, endoff, needed_count, nodemgr)
317 : )
318 : {
319 6226 : blocks_occlusion_culled++;
320 6226 : continue;
321 : }
322 :
323 : // This block is in range. Reset usage timer.
324 15421 : block->resetUsageTimer();
325 :
326 : // Limit block count in case of a sudden increase
327 15421 : blocks_would_have_drawn++;
328 15421 : if(blocks_drawn >= m_control.wanted_max_blocks
329 0 : && m_control.range_all == false
330 0 : && d > m_control.wanted_min_range * BS)
331 0 : continue;
332 :
333 : // Add to set
334 15421 : block->refGrab();
335 15421 : m_drawlist[block->getPos()] = block;
336 :
337 15421 : sector_blocks_drawn++;
338 15421 : blocks_drawn++;
339 15421 : if(d/BS > farthest_drawn)
340 514 : farthest_drawn = d/BS;
341 :
342 : } // foreach sectorblocks
343 :
344 21200 : if(sector_blocks_drawn != 0)
345 6794 : m_last_drawn_sectors.insert(sp);
346 : }
347 :
348 179 : m_control.blocks_would_have_drawn = blocks_would_have_drawn;
349 179 : m_control.blocks_drawn = blocks_drawn;
350 179 : m_control.farthest_drawn = farthest_drawn;
351 :
352 179 : g_profiler->avg("CM: blocks in range", blocks_in_range);
353 179 : g_profiler->avg("CM: blocks occlusion culled", blocks_occlusion_culled);
354 179 : if(blocks_in_range != 0)
355 358 : g_profiler->avg("CM: blocks in range without mesh (frac)",
356 179 : (float)blocks_in_range_without_mesh/blocks_in_range);
357 179 : g_profiler->avg("CM: blocks drawn", blocks_drawn);
358 179 : g_profiler->avg("CM: farthest drawn", farthest_drawn);
359 179 : g_profiler->avg("CM: wanted max blocks", m_control.wanted_max_blocks);
360 179 : }
361 :
362 1793840 : struct MeshBufList
363 : {
364 : video::SMaterial m;
365 : std::vector<scene::IMeshBuffer*> bufs;
366 : };
367 :
368 4664 : struct MeshBufListList
369 : {
370 : std::vector<MeshBufList> lists;
371 :
372 : void clear()
373 : {
374 : lists.clear();
375 : }
376 :
377 1426358 : void add(scene::IMeshBuffer *buf)
378 : {
379 292121316 : for(std::vector<MeshBufList>::iterator i = lists.begin();
380 194747544 : i != lists.end(); ++i){
381 97109079 : MeshBufList &l = *i;
382 97109079 : video::SMaterial &m = buf->getMaterial();
383 :
384 : // comparing a full material is quite expensive so we don't do it if
385 : // not even first texture is equal
386 97109079 : if (l.m.TextureLayer[0].Texture != m.TextureLayer[0].Texture)
387 95914357 : continue;
388 :
389 1194722 : if (l.m == m) {
390 1161665 : l.bufs.push_back(buf);
391 2323330 : return;
392 : }
393 : }
394 529386 : MeshBufList l;
395 264693 : l.m = buf->getMaterial();
396 264693 : l.bufs.push_back(buf);
397 264693 : lists.push_back(l);
398 : }
399 : };
400 :
401 2332 : void ClientMap::renderMap(video::IVideoDriver* driver, s32 pass)
402 : {
403 4664 : DSTACK(__FUNCTION_NAME);
404 :
405 2332 : bool is_transparent_pass = pass == scene::ESNRP_TRANSPARENT;
406 :
407 4664 : std::string prefix;
408 2332 : if(pass == scene::ESNRP_SOLID)
409 1166 : prefix = "CM: solid: ";
410 : else
411 1166 : prefix = "CM: transparent: ";
412 :
413 : /*
414 : This is called two times per frame, reset on the non-transparent one
415 : */
416 2332 : if(pass == scene::ESNRP_SOLID)
417 : {
418 1166 : m_last_drawn_sectors.clear();
419 : }
420 :
421 : /*
422 : Get time for measuring timeout.
423 :
424 : Measuring time is very useful for long delays when the
425 : machine is swapping a lot.
426 : */
427 2332 : int time1 = time(0);
428 :
429 : /*
430 : Get animation parameters
431 : */
432 2332 : float animation_time = m_client->getAnimationTime();
433 2332 : int crack = m_client->getCrackLevel();
434 2332 : u32 daynight_ratio = m_client->getEnv().getDayNightRatio();
435 :
436 2332 : m_camera_mutex.Lock();
437 2332 : v3f camera_position = m_camera_position;
438 2332 : v3f camera_direction = m_camera_direction;
439 2332 : f32 camera_fov = m_camera_fov;
440 2332 : m_camera_mutex.Unlock();
441 :
442 : /*
443 : Get all blocks and draw all visible ones
444 : */
445 :
446 2332 : v3s16 cam_pos_nodes = floatToInt(camera_position, BS);
447 :
448 2332 : v3s16 box_nodes_d = m_control.wanted_range * v3s16(1,1,1);
449 :
450 2332 : v3s16 p_nodes_min = cam_pos_nodes - box_nodes_d;
451 2332 : v3s16 p_nodes_max = cam_pos_nodes + box_nodes_d;
452 :
453 : // Take a fair amount as we will be dropping more out later
454 : // Umm... these additions are a bit strange but they are needed.
455 : v3s16 p_blocks_min(
456 2332 : p_nodes_min.X / MAP_BLOCKSIZE - 3,
457 2332 : p_nodes_min.Y / MAP_BLOCKSIZE - 3,
458 6996 : p_nodes_min.Z / MAP_BLOCKSIZE - 3);
459 : v3s16 p_blocks_max(
460 2332 : p_nodes_max.X / MAP_BLOCKSIZE + 1,
461 2332 : p_nodes_max.Y / MAP_BLOCKSIZE + 1,
462 6996 : p_nodes_max.Z / MAP_BLOCKSIZE + 1);
463 :
464 2332 : u32 vertex_count = 0;
465 2332 : u32 meshbuffer_count = 0;
466 :
467 : // For limiting number of mesh animations per frame
468 2332 : u32 mesh_animate_count = 0;
469 2332 : u32 mesh_animate_count_far = 0;
470 :
471 : // Blocks that were drawn and had a mesh
472 2332 : u32 blocks_drawn = 0;
473 : // Blocks which had a corresponding meshbuffer for this pass
474 2332 : u32 blocks_had_pass_meshbuf = 0;
475 : // Blocks from which stuff was actually drawn
476 2332 : u32 blocks_without_stuff = 0;
477 :
478 : /*
479 : Draw the selected MapBlocks
480 : */
481 :
482 : {
483 4664 : ScopeProfiler sp(g_profiler, prefix+"drawing blocks", SPT_AVG);
484 :
485 4664 : MeshBufListList drawbufs;
486 :
487 536354 : for(std::map<v3s16, MapBlock*>::iterator
488 2332 : i = m_drawlist.begin();
489 359124 : i != m_drawlist.end(); ++i)
490 : {
491 177230 : MapBlock *block = i->second;
492 :
493 : // If the mesh of the block happened to get deleted, ignore it
494 177230 : if(block->mesh == NULL)
495 24552 : continue;
496 :
497 177230 : float d = 0.0;
498 177230 : if(isBlockInSight(block->getPos(), camera_position,
499 : camera_direction, camera_fov,
500 : 100000*BS, &d) == false)
501 : {
502 24552 : continue;
503 : }
504 :
505 : // Mesh animation
506 : {
507 : //JMutexAutoLock lock(block->mesh_mutex);
508 152678 : MapBlockMesh *mapBlockMesh = block->mesh;
509 : assert(mapBlockMesh);
510 : // Pretty random but this should work somewhat nicely
511 152678 : bool faraway = d >= BS*50;
512 : //bool faraway = d >= m_control.wanted_range * BS;
513 456787 : if(mapBlockMesh->isAnimationForced() ||
514 231567 : !faraway ||
515 78889 : mesh_animate_count_far < (m_control.range_all ? 200 : 50))
516 : {
517 148401 : bool animated = mapBlockMesh->animate(
518 : faraway,
519 : animation_time,
520 : crack,
521 148401 : daynight_ratio);
522 148401 : if(animated)
523 73112 : mesh_animate_count++;
524 148401 : if(animated && faraway)
525 31236 : mesh_animate_count_far++;
526 : }
527 : else
528 : {
529 4277 : mapBlockMesh->decreaseAnimationForceTimer();
530 : }
531 : }
532 :
533 : /*
534 : Get the meshbuffers of the block
535 : */
536 : {
537 : //JMutexAutoLock lock(block->mesh_mutex);
538 :
539 152678 : MapBlockMesh *mapBlockMesh = block->mesh;
540 : assert(mapBlockMesh);
541 :
542 152678 : scene::IMesh *mesh = mapBlockMesh->getMesh();
543 : assert(mesh);
544 :
545 152678 : u32 c = mesh->getMeshBufferCount();
546 3005394 : for(u32 i=0; i<c; i++)
547 : {
548 2852716 : scene::IMeshBuffer *buf = mesh->getMeshBuffer(i);
549 :
550 2852716 : buf->getMaterial().setFlag(video::EMF_TRILINEAR_FILTER, m_cache_trilinear_filter);
551 2852716 : buf->getMaterial().setFlag(video::EMF_BILINEAR_FILTER, m_cache_bilinear_filter);
552 2852716 : buf->getMaterial().setFlag(video::EMF_ANISOTROPIC_FILTER, m_cache_anistropic_filter);
553 :
554 2852716 : const video::SMaterial& material = buf->getMaterial();
555 : video::IMaterialRenderer* rnd =
556 2852716 : driver->getMaterialRenderer(material.MaterialType);
557 2852716 : bool transparent = (rnd && rnd->isTransparent());
558 2852716 : if(transparent == is_transparent_pass)
559 : {
560 1426358 : if(buf->getVertexCount() == 0)
561 0 : errorstream<<"Block ["<<analyze_block(block)
562 0 : <<"] contains an empty meshbuf"<<std::endl;
563 1426358 : drawbufs.add(buf);
564 : }
565 : }
566 : }
567 : }
568 :
569 2332 : std::vector<MeshBufList> &lists = drawbufs.lists;
570 :
571 2332 : int timecheck_counter = 0;
572 801075 : for(std::vector<MeshBufList>::iterator i = lists.begin();
573 534050 : i != lists.end(); ++i) {
574 264693 : timecheck_counter++;
575 264693 : if(timecheck_counter > 50) {
576 4343 : timecheck_counter = 0;
577 4343 : int time2 = time(0);
578 4343 : if(time2 > time1 + 4) {
579 : infostream << "ClientMap::renderMap(): "
580 0 : "Rendering takes ages, returning."
581 0 : << std::endl;
582 0 : return;
583 : }
584 : }
585 :
586 264693 : MeshBufList &list = *i;
587 :
588 264693 : driver->setMaterial(list.m);
589 :
590 5073153 : for(std::vector<scene::IMeshBuffer*>::iterator j = list.bufs.begin();
591 3382102 : j != list.bufs.end(); ++j) {
592 1426358 : scene::IMeshBuffer *buf = *j;
593 1426358 : driver->drawMeshBuffer(buf);
594 1426358 : vertex_count += buf->getVertexCount();
595 1426358 : meshbuffer_count++;
596 : }
597 :
598 : }
599 : } // ScopeProfiler
600 :
601 : // Log only on solid pass because values are the same
602 2332 : if(pass == scene::ESNRP_SOLID){
603 1166 : g_profiler->avg("CM: animated meshes", mesh_animate_count);
604 1166 : g_profiler->avg("CM: animated meshes (far)", mesh_animate_count_far);
605 : }
606 :
607 2332 : g_profiler->avg(prefix+"vertices drawn", vertex_count);
608 2332 : if(blocks_had_pass_meshbuf != 0)
609 0 : g_profiler->avg(prefix+"meshbuffers per block",
610 0 : (float)meshbuffer_count / (float)blocks_had_pass_meshbuf);
611 2332 : if(blocks_drawn != 0)
612 0 : g_profiler->avg(prefix+"empty blocks (frac)",
613 0 : (float)blocks_without_stuff / blocks_drawn);
614 :
615 : /*infostream<<"renderMap(): is_transparent_pass="<<is_transparent_pass
616 : <<", rendered "<<vertex_count<<" vertices."<<std::endl;*/
617 : }
618 :
619 53120 : static bool getVisibleBrightness(Map *map, v3f p0, v3f dir, float step,
620 : float step_multiplier, float start_distance, float end_distance,
621 : INodeDefManager *ndef, u32 daylight_factor, float sunlight_min_d,
622 : int *result, bool *sunlight_seen)
623 : {
624 53120 : int brightness_sum = 0;
625 53120 : int brightness_count = 0;
626 53120 : float distance = start_distance;
627 53120 : dir.normalize();
628 53120 : v3f pf = p0;
629 53120 : pf += dir * distance;
630 53120 : int noncount = 0;
631 53120 : bool nonlight_seen = false;
632 53120 : bool allow_allowing_non_sunlight_propagates = false;
633 53120 : bool allow_non_sunlight_propagates = false;
634 : // Check content nearly at camera position
635 : {
636 53120 : v3s16 p = floatToInt(p0 /*+ dir * 3*BS*/, BS);
637 53120 : MapNode n = map->getNodeNoEx(p);
638 106240 : if(ndef->get(n).param_type == CPT_LIGHT &&
639 53120 : !ndef->get(n).sunlight_propagates)
640 0 : allow_allowing_non_sunlight_propagates = true;
641 : }
642 : // If would start at CONTENT_IGNORE, start closer
643 : {
644 53120 : v3s16 p = floatToInt(pf, BS);
645 53120 : MapNode n = map->getNodeNoEx(p);
646 53120 : if(n.getContent() == CONTENT_IGNORE){
647 4920 : float newd = 2*BS;
648 4920 : pf = p0 + dir * 2*newd;
649 4920 : distance = newd;
650 4920 : sunlight_min_d = 0;
651 : }
652 : }
653 366554 : for(int i=0; distance < end_distance; i++){
654 351159 : pf += dir * step;
655 351159 : distance += step;
656 351159 : step *= step_multiplier;
657 :
658 351159 : v3s16 p = floatToInt(pf, BS);
659 351159 : MapNode n = map->getNodeNoEx(p);
660 351159 : if(allow_allowing_non_sunlight_propagates && i == 0 &&
661 351159 : ndef->get(n).param_type == CPT_LIGHT &&
662 0 : !ndef->get(n).sunlight_propagates){
663 0 : allow_non_sunlight_propagates = true;
664 : }
665 709793 : if(ndef->get(n).param_type != CPT_LIGHT ||
666 195696 : (!ndef->get(n).sunlight_propagates &&
667 7475 : !allow_non_sunlight_propagates)){
668 170413 : nonlight_seen = true;
669 170413 : noncount++;
670 170413 : if(noncount >= 4)
671 37725 : break;
672 132688 : continue;
673 : }
674 180746 : if(distance >= sunlight_min_d && *sunlight_seen == false
675 57963 : && nonlight_seen == false)
676 32283 : if(n.getLight(LIGHTBANK_DAY, ndef) == LIGHT_SUN)
677 20205 : *sunlight_seen = true;
678 180746 : noncount = 0;
679 180746 : brightness_sum += decode_light(n.getLightBlend(daylight_factor, ndef));
680 180746 : brightness_count++;
681 : }
682 53120 : *result = 0;
683 53120 : if(brightness_count == 0)
684 25032 : return false;
685 28088 : *result = brightness_sum / brightness_count;
686 : /*std::cerr<<"Sampled "<<brightness_count<<" points; result="
687 : <<(*result)<<std::endl;*/
688 28088 : return true;
689 : }
690 :
691 1166 : int ClientMap::getBackgroundBrightness(float max_d, u32 daylight_factor,
692 : int oldvalue, bool *sunlight_seen_result)
693 : {
694 1166 : const bool debugprint = false;
695 1166 : INodeDefManager *ndef = m_gamedef->ndef();
696 : static v3f z_directions[50] = {
697 : v3f(-100, 0, 0)
698 1166 : };
699 : static f32 z_offsets[sizeof(z_directions)/sizeof(*z_directions)] = {
700 : -1000,
701 : };
702 1166 : if(z_directions[0].X < -99){
703 51 : for(u32 i=0; i<sizeof(z_directions)/sizeof(*z_directions); i++){
704 150 : z_directions[i] = v3f(
705 50 : 0.01 * myrand_range(-100, 100),
706 : 1.0,
707 50 : 0.01 * myrand_range(-100, 100)
708 50 : );
709 50 : z_offsets[i] = 0.01 * myrand_range(0,100);
710 : }
711 : }
712 : if(debugprint)
713 : std::cerr<<"In goes "<<PP(m_camera_direction)<<", out comes ";
714 1166 : int sunlight_seen_count = 0;
715 1166 : float sunlight_min_d = max_d*0.8;
716 1166 : if(sunlight_min_d > 35*BS)
717 1133 : sunlight_min_d = 35*BS;
718 2332 : std::vector<int> values;
719 53671 : for(u32 i=0; i<sizeof(z_directions)/sizeof(*z_directions); i++){
720 53120 : v3f z_dir = z_directions[i];
721 53120 : z_dir.normalize();
722 53120 : core::CMatrix4<f32> a;
723 53120 : a.buildRotateFromTo(v3f(0,1,0), z_dir);
724 53120 : v3f dir = m_camera_direction;
725 53120 : a.rotateVect(dir);
726 53120 : int br = 0;
727 53120 : float step = BS*1.5;
728 53120 : if(max_d > 35*BS)
729 52420 : step = max_d / 35 * 1.5;
730 53120 : float off = step * z_offsets[i];
731 53120 : bool sunlight_seen_now = false;
732 106240 : bool ok = getVisibleBrightness(this, m_camera_position, dir,
733 53120 : step, 1.0, max_d*0.6+off, max_d, ndef, daylight_factor,
734 : sunlight_min_d,
735 53120 : &br, &sunlight_seen_now);
736 53120 : if(sunlight_seen_now)
737 20205 : sunlight_seen_count++;
738 53120 : if(!ok)
739 25032 : continue;
740 28088 : values.push_back(br);
741 : // Don't try too much if being in the sun is clear
742 28088 : if(sunlight_seen_count >= 20)
743 615 : break;
744 : }
745 1166 : int brightness_sum = 0;
746 1166 : int brightness_count = 0;
747 1166 : std::sort(values.begin(), values.end());
748 1166 : u32 num_values_to_use = values.size();
749 1166 : if(num_values_to_use >= 10)
750 1150 : num_values_to_use -= num_values_to_use/2;
751 16 : else if(num_values_to_use >= 7)
752 3 : num_values_to_use -= num_values_to_use/3;
753 1166 : u32 first_value_i = (values.size() - num_values_to_use) / 2;
754 : if(debugprint){
755 : for(u32 i=0; i < first_value_i; i++)
756 : std::cerr<<values[i]<<" ";
757 : std::cerr<<"[";
758 : }
759 15514 : for(u32 i=first_value_i; i < first_value_i+num_values_to_use; i++){
760 : if(debugprint)
761 : std::cerr<<values[i]<<" ";
762 14348 : brightness_sum += values[i];
763 14348 : brightness_count++;
764 : }
765 : if(debugprint){
766 : std::cerr<<"]";
767 : for(u32 i=first_value_i+num_values_to_use; i < values.size(); i++)
768 : std::cerr<<values[i]<<" ";
769 : }
770 1166 : int ret = 0;
771 1166 : if(brightness_count == 0){
772 0 : MapNode n = getNodeNoEx(floatToInt(m_camera_position, BS));
773 0 : if(ndef->get(n).param_type == CPT_LIGHT){
774 0 : ret = decode_light(n.getLightBlend(daylight_factor, ndef));
775 : } else {
776 0 : ret = oldvalue;
777 : }
778 : } else {
779 : /*float pre = (float)brightness_sum / (float)brightness_count;
780 : float tmp = pre;
781 : const float d = 0.2;
782 : pre *= 1.0 + d*2;
783 : pre -= tmp * d;
784 : int preint = pre;
785 : ret = MYMAX(0, MYMIN(255, preint));*/
786 1166 : ret = brightness_sum / brightness_count;
787 : }
788 : if(debugprint)
789 : std::cerr<<"Result: "<<ret<<" sunlight_seen_count="
790 : <<sunlight_seen_count<<std::endl;
791 1166 : *sunlight_seen_result = (sunlight_seen_count > 0);
792 2332 : return ret;
793 : }
794 :
795 1166 : void ClientMap::renderPostFx(CameraMode cam_mode)
796 : {
797 1166 : INodeDefManager *nodemgr = m_gamedef->ndef();
798 :
799 : // Sadly ISceneManager has no "post effects" render pass, in that case we
800 : // could just register for that and handle it in renderMap().
801 :
802 1166 : m_camera_mutex.Lock();
803 1166 : v3f camera_position = m_camera_position;
804 1166 : m_camera_mutex.Unlock();
805 :
806 1166 : MapNode n = getNodeNoEx(floatToInt(camera_position, BS));
807 :
808 : // - If the player is in a solid node, make everything black.
809 : // - If the player is in liquid, draw a semi-transparent overlay.
810 : // - Do not if player is in third person mode
811 1166 : const ContentFeatures& features = nodemgr->get(n);
812 1166 : video::SColor post_effect_color = features.post_effect_color;
813 3498 : if(features.solidness == 2 && !(g_settings->getBool("noclip") &&
814 3498 : m_gamedef->checkLocalPrivilege("noclip")) &&
815 : cam_mode == CAMERA_MODE_FIRST)
816 : {
817 0 : post_effect_color = video::SColor(255, 0, 0, 0);
818 : }
819 1166 : if (post_effect_color.getAlpha() != 0)
820 : {
821 : // Draw a full-screen rectangle
822 0 : video::IVideoDriver* driver = SceneManager->getVideoDriver();
823 0 : v2u32 ss = driver->getScreenSize();
824 0 : core::rect<s32> rect(0,0, ss.X, ss.Y);
825 0 : driver->draw2DRectangle(post_effect_color, rect);
826 : }
827 1166 : }
828 :
829 0 : void ClientMap::PrintInfo(std::ostream &out)
830 : {
831 0 : out<<"ClientMap: ";
832 3 : }
833 :
834 :
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