Move ClientMap to clientmap.{h,cpp}
parent
54917e3062
commit
58bed83d03
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@ -159,6 +159,7 @@ endif()
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# Client sources
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set(minetest_SRCS
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${common_SRCS}
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clientmap.cpp
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content_cso.cpp
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content_mapblock.cpp
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content_cao.cpp
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@ -22,6 +22,7 @@ with this program; if not, write to the Free Software Foundation, Inc.,
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#include "client.h"
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#include "main.h" // for g_settings
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#include "map.h"
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#include "clientmap.h" // MapDrawControl
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#include "mesh.h"
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#include "player.h"
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#include "tile.h"
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@ -37,6 +37,7 @@ with this program; if not, write to the Free Software Foundation, Inc.,
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#include <IFileSystem.h>
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#include "sha1.h"
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#include "base64.h"
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#include "clientmap.h"
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static std::string getTextureCacheDir()
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{
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@ -43,6 +43,7 @@ class IWritableItemDefManager;
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class IWritableNodeDefManager;
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//class IWritableCraftDefManager;
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class ClientEnvironment;
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struct MapDrawControl;
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class ClientNotReadyException : public BaseException
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{
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@ -0,0 +1,548 @@
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/*
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Minetest-c55
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Copyright (C) 2010-2012 celeron55, Perttu Ahola <celeron55@gmail.com>
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This program is free software; you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation; either version 2 of the License, or
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(at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License along
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with this program; if not, write to the Free Software Foundation, Inc.,
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51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
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*/
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#include "clientmap.h"
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#include "client.h"
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#include "mapblock_mesh.h"
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#include <IMaterialRenderer.h>
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#include "log.h"
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#include "mapsector.h"
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#include "main.h" // dout_client, g_settings
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#include "nodedef.h"
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#include "mapblock.h"
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#include "profiler.h"
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#include "settings.h"
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ClientMap::ClientMap(
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Client *client,
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IGameDef *gamedef,
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MapDrawControl &control,
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scene::ISceneNode* parent,
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scene::ISceneManager* mgr,
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s32 id
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):
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Map(dout_client, gamedef),
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scene::ISceneNode(parent, mgr, id),
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m_client(client),
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m_control(control),
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m_camera_position(0,0,0),
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m_camera_direction(0,0,1),
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m_camera_fov(PI)
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{
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m_camera_mutex.Init();
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assert(m_camera_mutex.IsInitialized());
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m_box = core::aabbox3d<f32>(-BS*1000000,-BS*1000000,-BS*1000000,
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BS*1000000,BS*1000000,BS*1000000);
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}
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ClientMap::~ClientMap()
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{
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/*JMutexAutoLock lock(mesh_mutex);
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if(mesh != NULL)
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{
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mesh->drop();
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mesh = NULL;
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}*/
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}
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MapSector * ClientMap::emergeSector(v2s16 p2d)
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{
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DSTACK(__FUNCTION_NAME);
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// Check that it doesn't exist already
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try{
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return getSectorNoGenerate(p2d);
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}
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catch(InvalidPositionException &e)
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{
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}
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// Create a sector
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ClientMapSector *sector = new ClientMapSector(this, p2d, m_gamedef);
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{
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//JMutexAutoLock lock(m_sector_mutex); // Bulk comment-out
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m_sectors.insert(p2d, sector);
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}
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return sector;
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}
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#if 0
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void ClientMap::deSerializeSector(v2s16 p2d, std::istream &is)
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{
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DSTACK(__FUNCTION_NAME);
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ClientMapSector *sector = NULL;
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//JMutexAutoLock lock(m_sector_mutex); // Bulk comment-out
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core::map<v2s16, MapSector*>::Node *n = m_sectors.find(p2d);
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if(n != NULL)
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{
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sector = (ClientMapSector*)n->getValue();
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assert(sector->getId() == MAPSECTOR_CLIENT);
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}
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else
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{
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sector = new ClientMapSector(this, p2d);
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{
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//JMutexAutoLock lock(m_sector_mutex); // Bulk comment-out
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m_sectors.insert(p2d, sector);
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}
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}
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sector->deSerialize(is);
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}
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#endif
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void ClientMap::OnRegisterSceneNode()
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{
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if(IsVisible)
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{
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SceneManager->registerNodeForRendering(this, scene::ESNRP_SOLID);
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SceneManager->registerNodeForRendering(this, scene::ESNRP_TRANSPARENT);
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}
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ISceneNode::OnRegisterSceneNode();
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}
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static bool isOccluded(Map *map, v3s16 p0, v3s16 p1, float step, float stepfac,
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float start_off, float end_off, u32 needed_count, INodeDefManager *nodemgr)
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{
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float d0 = (float)BS * p0.getDistanceFrom(p1);
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v3s16 u0 = p1 - p0;
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v3f uf = v3f(u0.X, u0.Y, u0.Z) * BS;
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uf.normalize();
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v3f p0f = v3f(p0.X, p0.Y, p0.Z) * BS;
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u32 count = 0;
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for(float s=start_off; s<d0+end_off; s+=step){
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v3f pf = p0f + uf * s;
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v3s16 p = floatToInt(pf, BS);
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MapNode n = map->getNodeNoEx(p);
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bool is_transparent = false;
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const ContentFeatures &f = nodemgr->get(n);
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if(f.solidness == 0)
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is_transparent = (f.visual_solidness != 2);
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else
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is_transparent = (f.solidness != 2);
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if(!is_transparent){
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count++;
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if(count >= needed_count)
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return true;
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}
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step *= stepfac;
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}
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return false;
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}
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void ClientMap::renderMap(video::IVideoDriver* driver, s32 pass)
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{
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INodeDefManager *nodemgr = m_gamedef->ndef();
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//m_dout<<DTIME<<"Rendering map..."<<std::endl;
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DSTACK(__FUNCTION_NAME);
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bool is_transparent_pass = pass == scene::ESNRP_TRANSPARENT;
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std::string prefix;
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if(pass == scene::ESNRP_SOLID)
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prefix = "CM: solid: ";
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else
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prefix = "CM: transparent: ";
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/*
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This is called two times per frame, reset on the non-transparent one
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*/
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if(pass == scene::ESNRP_SOLID)
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{
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m_last_drawn_sectors.clear();
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}
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/*
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Get time for measuring timeout.
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Measuring time is very useful for long delays when the
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machine is swapping a lot.
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*/
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int time1 = time(0);
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/*
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Get animation parameters
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*/
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float animation_time = m_client->getAnimationTime();
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int crack = m_client->getCrackLevel();
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u32 daynight_ratio = m_client->getDayNightRatio();
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m_camera_mutex.Lock();
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v3f camera_position = m_camera_position;
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v3f camera_direction = m_camera_direction;
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f32 camera_fov = m_camera_fov;
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m_camera_mutex.Unlock();
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/*
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Get all blocks and draw all visible ones
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*/
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v3s16 cam_pos_nodes = floatToInt(camera_position, BS);
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v3s16 box_nodes_d = m_control.wanted_range * v3s16(1,1,1);
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v3s16 p_nodes_min = cam_pos_nodes - box_nodes_d;
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v3s16 p_nodes_max = cam_pos_nodes + box_nodes_d;
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// Take a fair amount as we will be dropping more out later
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// Umm... these additions are a bit strange but they are needed.
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v3s16 p_blocks_min(
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p_nodes_min.X / MAP_BLOCKSIZE - 3,
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p_nodes_min.Y / MAP_BLOCKSIZE - 3,
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p_nodes_min.Z / MAP_BLOCKSIZE - 3);
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v3s16 p_blocks_max(
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p_nodes_max.X / MAP_BLOCKSIZE + 1,
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p_nodes_max.Y / MAP_BLOCKSIZE + 1,
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p_nodes_max.Z / MAP_BLOCKSIZE + 1);
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u32 vertex_count = 0;
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u32 meshbuffer_count = 0;
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// For limiting number of mesh animations per frame
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u32 mesh_animate_count = 0;
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u32 mesh_animate_count_far = 0;
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// Number of blocks in rendering range
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u32 blocks_in_range = 0;
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// Number of blocks occlusion culled
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u32 blocks_occlusion_culled = 0;
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// Number of blocks in rendering range but don't have a mesh
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u32 blocks_in_range_without_mesh = 0;
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// Blocks that had mesh that would have been drawn according to
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// rendering range (if max blocks limit didn't kick in)
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u32 blocks_would_have_drawn = 0;
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// Blocks that were drawn and had a mesh
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u32 blocks_drawn = 0;
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// Blocks which had a corresponding meshbuffer for this pass
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u32 blocks_had_pass_meshbuf = 0;
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// Blocks from which stuff was actually drawn
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u32 blocks_without_stuff = 0;
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/*
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Collect a set of blocks for drawing
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*/
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core::map<v3s16, MapBlock*> drawset;
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{
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ScopeProfiler sp(g_profiler, prefix+"collecting blocks for drawing", SPT_AVG);
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for(core::map<v2s16, MapSector*>::Iterator
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si = m_sectors.getIterator();
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si.atEnd() == false; si++)
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{
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MapSector *sector = si.getNode()->getValue();
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v2s16 sp = sector->getPos();
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if(m_control.range_all == false)
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{
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if(sp.X < p_blocks_min.X
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|| sp.X > p_blocks_max.X
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|| sp.Y < p_blocks_min.Z
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|| sp.Y > p_blocks_max.Z)
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continue;
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}
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core::list< MapBlock * > sectorblocks;
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sector->getBlocks(sectorblocks);
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/*
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Loop through blocks in sector
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*/
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u32 sector_blocks_drawn = 0;
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core::list< MapBlock * >::Iterator i;
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for(i=sectorblocks.begin(); i!=sectorblocks.end(); i++)
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{
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MapBlock *block = *i;
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/*
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Compare block position to camera position, skip
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if not seen on display
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*/
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float range = 100000 * BS;
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if(m_control.range_all == false)
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range = m_control.wanted_range * BS;
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float d = 0.0;
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if(isBlockInSight(block->getPos(), camera_position,
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camera_direction, camera_fov,
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range, &d) == false)
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{
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continue;
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}
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// This is ugly (spherical distance limit?)
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/*if(m_control.range_all == false &&
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d - 0.5*BS*MAP_BLOCKSIZE > range)
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continue;*/
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blocks_in_range++;
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/*
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Ignore if mesh doesn't exist
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*/
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{
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//JMutexAutoLock lock(block->mesh_mutex);
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if(block->mesh == NULL){
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blocks_in_range_without_mesh++;
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continue;
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}
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}
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/*
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Occlusion culling
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*/
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v3s16 cpn = block->getPos() * MAP_BLOCKSIZE;
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cpn += v3s16(MAP_BLOCKSIZE/2, MAP_BLOCKSIZE/2, MAP_BLOCKSIZE/2);
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float step = BS*1;
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float stepfac = 1.1;
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float startoff = BS*1;
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float endoff = -BS*MAP_BLOCKSIZE*1.42*1.42;
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v3s16 spn = cam_pos_nodes + v3s16(0,0,0);
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s16 bs2 = MAP_BLOCKSIZE/2 + 1;
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u32 needed_count = 1;
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if(
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isOccluded(this, spn, cpn + v3s16(0,0,0),
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step, stepfac, startoff, endoff, needed_count, nodemgr) &&
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isOccluded(this, spn, cpn + v3s16(bs2,bs2,bs2),
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step, stepfac, startoff, endoff, needed_count, nodemgr) &&
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isOccluded(this, spn, cpn + v3s16(bs2,bs2,-bs2),
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step, stepfac, startoff, endoff, needed_count, nodemgr) &&
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isOccluded(this, spn, cpn + v3s16(bs2,-bs2,bs2),
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step, stepfac, startoff, endoff, needed_count, nodemgr) &&
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isOccluded(this, spn, cpn + v3s16(bs2,-bs2,-bs2),
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step, stepfac, startoff, endoff, needed_count, nodemgr) &&
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isOccluded(this, spn, cpn + v3s16(-bs2,bs2,bs2),
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step, stepfac, startoff, endoff, needed_count, nodemgr) &&
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isOccluded(this, spn, cpn + v3s16(-bs2,bs2,-bs2),
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step, stepfac, startoff, endoff, needed_count, nodemgr) &&
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isOccluded(this, spn, cpn + v3s16(-bs2,-bs2,bs2),
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step, stepfac, startoff, endoff, needed_count, nodemgr) &&
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isOccluded(this, spn, cpn + v3s16(-bs2,-bs2,-bs2),
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step, stepfac, startoff, endoff, needed_count, nodemgr)
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)
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{
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blocks_occlusion_culled++;
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continue;
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}
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// This block is in range. Reset usage timer.
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block->resetUsageTimer();
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// Limit block count in case of a sudden increase
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blocks_would_have_drawn++;
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if(blocks_drawn >= m_control.wanted_max_blocks
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&& m_control.range_all == false
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&& d > m_control.wanted_min_range * BS)
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continue;
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// Mesh animation
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{
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//JMutexAutoLock lock(block->mesh_mutex);
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MapBlockMesh *mapBlockMesh = block->mesh;
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// Pretty random but this should work somewhat nicely
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bool faraway = d >= BS*50;
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//bool faraway = d >= m_control.wanted_range * BS;
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if(mapBlockMesh->isAnimationForced() ||
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!faraway ||
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mesh_animate_count_far < (m_control.range_all ? 200 : 50))
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{
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bool animated = mapBlockMesh->animate(
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faraway,
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animation_time,
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crack,
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daynight_ratio);
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if(animated)
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mesh_animate_count++;
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if(animated && faraway)
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mesh_animate_count_far++;
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}
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else
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{
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mapBlockMesh->decreaseAnimationForceTimer();
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}
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}
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// Add to set
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drawset[block->getPos()] = block;
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sector_blocks_drawn++;
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blocks_drawn++;
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} // foreach sectorblocks
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if(sector_blocks_drawn != 0)
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m_last_drawn_sectors[sp] = true;
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}
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} // ScopeProfiler
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/*
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Draw the selected MapBlocks
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*/
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{
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ScopeProfiler sp(g_profiler, prefix+"drawing blocks", SPT_AVG);
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int timecheck_counter = 0;
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for(core::map<v3s16, MapBlock*>::Iterator
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i = drawset.getIterator();
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i.atEnd() == false; i++)
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{
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{
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timecheck_counter++;
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if(timecheck_counter > 50)
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{
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timecheck_counter = 0;
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int time2 = time(0);
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if(time2 > time1 + 4)
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{
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infostream<<"ClientMap::renderMap(): "
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"Rendering takes ages, returning."
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<<std::endl;
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return;
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}
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}
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}
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MapBlock *block = i.getNode()->getValue();
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/*
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Draw the faces of the block
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*/
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{
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//JMutexAutoLock lock(block->mesh_mutex);
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MapBlockMesh *mapBlockMesh = block->mesh;
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assert(mapBlockMesh);
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scene::SMesh *mesh = mapBlockMesh->getMesh();
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assert(mesh);
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u32 c = mesh->getMeshBufferCount();
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bool stuff_actually_drawn = false;
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for(u32 i=0; i<c; i++)
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{
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scene::IMeshBuffer *buf = mesh->getMeshBuffer(i);
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const video::SMaterial& material = buf->getMaterial();
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video::IMaterialRenderer* rnd =
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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 ["<<analyze_block(block)
|
||||
<<"] contains an empty meshbuf"<<std::endl;
|
||||
/*
|
||||
This *shouldn't* hurt too much because Irrlicht
|
||||
doesn't change opengl textures if the old
|
||||
material has the same texture.
|
||||
*/
|
||||
driver->setMaterial(buf->getMaterial());
|
||||
driver->drawMeshBuffer(buf);
|
||||
vertex_count += buf->getVertexCount();
|
||||
meshbuffer_count++;
|
||||
stuff_actually_drawn = true;
|
||||
}
|
||||
}
|
||||
if(stuff_actually_drawn)
|
||||
blocks_had_pass_meshbuf++;
|
||||
else
|
||||
blocks_without_stuff++;
|
||||
}
|
||||
}
|
||||
} // 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+"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;
|
||||
|
||||
/*infostream<<"renderMap(): is_transparent_pass="<<is_transparent_pass
|
||||
<<", rendered "<<vertex_count<<" vertices."<<std::endl;*/
|
||||
}
|
||||
|
||||
void ClientMap::renderPostFx()
|
||||
{
|
||||
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));
|
||||
|
||||
// - 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);
|
||||
video::SColor post_effect_color = features.post_effect_color;
|
||||
if(features.solidness == 2 && g_settings->getBool("free_move") == false)
|
||||
{
|
||||
post_effect_color = video::SColor(255, 0, 0, 0);
|
||||
}
|
||||
if (post_effect_color.getAlpha() != 0)
|
||||
{
|
||||
// Draw a full-screen rectangle
|
||||
video::IVideoDriver* driver = SceneManager->getVideoDriver();
|
||||
v2u32 ss = driver->getScreenSize();
|
||||
core::rect<s32> rect(0,0, ss.X, ss.Y);
|
||||
driver->draw2DRectangle(post_effect_color, rect);
|
||||
}
|
||||
}
|
||||
|
||||
void ClientMap::PrintInfo(std::ostream &out)
|
||||
{
|
||||
out<<"ClientMap: ";
|
||||
}
|
||||
|
||||
|
|
@ -0,0 +1,146 @@
|
|||
/*
|
||||
Minetest-c55
|
||||
Copyright (C) 2010-2012 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
|
||||
(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.
|
||||
|
||||
You should have received a copy of the GNU 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.
|
||||
*/
|
||||
|
||||
#ifndef CLIENTMAP_HEADER
|
||||
#define CLIENTMAP_HEADER
|
||||
|
||||
#include "common_irrlicht.h"
|
||||
#include "map.h"
|
||||
|
||||
struct MapDrawControl
|
||||
{
|
||||
MapDrawControl():
|
||||
range_all(false),
|
||||
wanted_range(50),
|
||||
wanted_max_blocks(0),
|
||||
wanted_min_range(0),
|
||||
blocks_drawn(0),
|
||||
blocks_would_have_drawn(0)
|
||||
{
|
||||
}
|
||||
// Overrides limits by drawing everything
|
||||
bool range_all;
|
||||
// Wanted drawing range
|
||||
float wanted_range;
|
||||
// Maximum number of blocks to draw
|
||||
u32 wanted_max_blocks;
|
||||
// Blocks in this range are drawn regardless of number of blocks drawn
|
||||
float wanted_min_range;
|
||||
// Number of blocks rendered is written here by the renderer
|
||||
u32 blocks_drawn;
|
||||
// Number of blocks that would have been drawn in wanted_range
|
||||
u32 blocks_would_have_drawn;
|
||||
};
|
||||
|
||||
class Client;
|
||||
class ITextureSource;
|
||||
|
||||
/*
|
||||
ClientMap
|
||||
|
||||
This is the only map class that is able to render itself on screen.
|
||||
*/
|
||||
|
||||
class ClientMap : public Map, public scene::ISceneNode
|
||||
{
|
||||
public:
|
||||
ClientMap(
|
||||
Client *client,
|
||||
IGameDef *gamedef,
|
||||
MapDrawControl &control,
|
||||
scene::ISceneNode* parent,
|
||||
scene::ISceneManager* mgr,
|
||||
s32 id
|
||||
);
|
||||
|
||||
~ClientMap();
|
||||
|
||||
s32 mapType() const
|
||||
{
|
||||
return MAPTYPE_CLIENT;
|
||||
}
|
||||
|
||||
void drop()
|
||||
{
|
||||
ISceneNode::drop();
|
||||
}
|
||||
|
||||
void updateCamera(v3f pos, v3f dir, f32 fov)
|
||||
{
|
||||
JMutexAutoLock lock(m_camera_mutex);
|
||||
m_camera_position = pos;
|
||||
m_camera_direction = dir;
|
||||
m_camera_fov = fov;
|
||||
}
|
||||
|
||||
/*
|
||||
Forcefully get a sector from somewhere
|
||||
*/
|
||||
MapSector * emergeSector(v2s16 p);
|
||||
|
||||
//void deSerializeSector(v2s16 p2d, std::istream &is);
|
||||
|
||||
/*
|
||||
ISceneNode methods
|
||||
*/
|
||||
|
||||
virtual void OnRegisterSceneNode();
|
||||
|
||||
virtual void render()
|
||||
{
|
||||
video::IVideoDriver* driver = SceneManager->getVideoDriver();
|
||||
driver->setTransform(video::ETS_WORLD, AbsoluteTransformation);
|
||||
renderMap(driver, SceneManager->getSceneNodeRenderPass());
|
||||
}
|
||||
|
||||
virtual const core::aabbox3d<f32>& getBoundingBox() const
|
||||
{
|
||||
return m_box;
|
||||
}
|
||||
|
||||
void renderMap(video::IVideoDriver* driver, s32 pass);
|
||||
|
||||
void renderPostFx();
|
||||
|
||||
// For debug printing
|
||||
virtual void PrintInfo(std::ostream &out);
|
||||
|
||||
// Check if sector was drawn on last render()
|
||||
bool sectorWasDrawn(v2s16 p)
|
||||
{
|
||||
return (m_last_drawn_sectors.find(p) != NULL);
|
||||
}
|
||||
|
||||
private:
|
||||
Client *m_client;
|
||||
|
||||
core::aabbox3d<f32> m_box;
|
||||
|
||||
MapDrawControl &m_control;
|
||||
|
||||
v3f m_camera_position;
|
||||
v3f m_camera_direction;
|
||||
f32 m_camera_fov;
|
||||
JMutex m_camera_mutex;
|
||||
|
||||
core::map<v2s16, bool> m_last_drawn_sectors;
|
||||
};
|
||||
|
||||
#endif
|
||||
|
|
@ -38,6 +38,9 @@ with this program; if not, write to the Free Software Foundation, Inc.,
|
|||
#include "main.h" // For g_settings, g_profiler
|
||||
#include "gamedef.h"
|
||||
#include "serverremoteplayer.h"
|
||||
#ifndef SERVER
|
||||
#include "clientmap.h"
|
||||
#endif
|
||||
|
||||
#define PP(x) "("<<(x).X<<","<<(x).Y<<","<<(x).Z<<")"
|
||||
|
||||
|
@ -1820,6 +1823,16 @@ ClientEnvironment::~ClientEnvironment()
|
|||
m_map->drop();
|
||||
}
|
||||
|
||||
Map & ClientEnvironment::getMap()
|
||||
{
|
||||
return *m_map;
|
||||
}
|
||||
|
||||
ClientMap & ClientEnvironment::getClientMap()
|
||||
{
|
||||
return *m_map;
|
||||
}
|
||||
|
||||
void ClientEnvironment::addPlayer(Player *player)
|
||||
{
|
||||
DSTACK(__FUNCTION_NAME);
|
||||
|
|
|
@ -45,6 +45,7 @@ class ServerActiveObject;
|
|||
typedef struct lua_State lua_State;
|
||||
class ITextureSource;
|
||||
class IGameDef;
|
||||
class ClientMap;
|
||||
|
||||
class Environment
|
||||
{
|
||||
|
@ -393,11 +394,8 @@ public:
|
|||
IrrlichtDevice *device);
|
||||
~ClientEnvironment();
|
||||
|
||||
Map & getMap()
|
||||
{ return *m_map; }
|
||||
|
||||
ClientMap & getClientMap()
|
||||
{ return *m_map; }
|
||||
Map & getMap();
|
||||
ClientMap & getClientMap();
|
||||
|
||||
IGameDef *getGameDef()
|
||||
{ return m_gamedef; }
|
||||
|
|
|
@ -30,6 +30,7 @@ with this program; if not, write to the Free Software Foundation, Inc.,
|
|||
#include "map.h"
|
||||
#include "client.h"
|
||||
#include "tile.h" // ITextureSource
|
||||
#include "clientmap.h"
|
||||
|
||||
#include "mapgen.h" // Shouldn't really be done this way
|
||||
|
||||
|
|
|
@ -53,6 +53,7 @@ with this program; if not, write to the Free Software Foundation, Inc.,
|
|||
#include "logoutputbuffer.h"
|
||||
#include "subgame.h"
|
||||
#include "quicktune_shortcutter.h"
|
||||
#include "clientmap.h"
|
||||
|
||||
/*
|
||||
Setting this to 1 enables a special camera mode that forces
|
||||
|
|
529
src/map.cpp
529
src/map.cpp
|
@ -32,11 +32,6 @@ with this program; if not, write to the Free Software Foundation, Inc.,
|
|||
#include "profiler.h"
|
||||
#include "nodedef.h"
|
||||
#include "gamedef.h"
|
||||
#ifndef SERVER
|
||||
#include "client.h"
|
||||
#include "mapblock_mesh.h"
|
||||
#include <IMaterialRenderer.h>
|
||||
#endif
|
||||
|
||||
#define PP(x) "("<<(x).X<<","<<(x).Y<<","<<(x).Z<<")"
|
||||
|
||||
|
@ -3514,530 +3509,6 @@ void ServerMap::PrintInfo(std::ostream &out)
|
|||
out<<"ServerMap: ";
|
||||
}
|
||||
|
||||
#ifndef SERVER
|
||||
|
||||
/*
|
||||
ClientMap
|
||||
*/
|
||||
|
||||
ClientMap::ClientMap(
|
||||
Client *client,
|
||||
IGameDef *gamedef,
|
||||
MapDrawControl &control,
|
||||
scene::ISceneNode* parent,
|
||||
scene::ISceneManager* mgr,
|
||||
s32 id
|
||||
):
|
||||
Map(dout_client, gamedef),
|
||||
scene::ISceneNode(parent, mgr, id),
|
||||
m_client(client),
|
||||
m_control(control),
|
||||
m_camera_position(0,0,0),
|
||||
m_camera_direction(0,0,1),
|
||||
m_camera_fov(PI)
|
||||
{
|
||||
m_camera_mutex.Init();
|
||||
assert(m_camera_mutex.IsInitialized());
|
||||
|
||||
m_box = core::aabbox3d<f32>(-BS*1000000,-BS*1000000,-BS*1000000,
|
||||
BS*1000000,BS*1000000,BS*1000000);
|
||||
}
|
||||
|
||||
ClientMap::~ClientMap()
|
||||
{
|
||||
/*JMutexAutoLock lock(mesh_mutex);
|
||||
|
||||
if(mesh != NULL)
|
||||
{
|
||||
mesh->drop();
|
||||
mesh = NULL;
|
||||
}*/
|
||||
}
|
||||
|
||||
MapSector * ClientMap::emergeSector(v2s16 p2d)
|
||||
{
|
||||
DSTACK(__FUNCTION_NAME);
|
||||
// Check that it doesn't exist already
|
||||
try{
|
||||
return getSectorNoGenerate(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<v2s16, MapSector*>::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);
|
||||
}
|
||||
}
|
||||
|
||||
sector->deSerialize(is);
|
||||
}
|
||||
#endif
|
||||
|
||||
void ClientMap::OnRegisterSceneNode()
|
||||
{
|
||||
if(IsVisible)
|
||||
{
|
||||
SceneManager->registerNodeForRendering(this, scene::ESNRP_SOLID);
|
||||
SceneManager->registerNodeForRendering(this, scene::ESNRP_TRANSPARENT);
|
||||
}
|
||||
|
||||
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)
|
||||
{
|
||||
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; s<d0+end_off; s+=step){
|
||||
v3f pf = p0f + uf * s;
|
||||
v3s16 p = floatToInt(pf, BS);
|
||||
MapNode n = map->getNodeNoEx(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;
|
||||
}
|
||||
|
||||
void ClientMap::renderMap(video::IVideoDriver* driver, s32 pass)
|
||||
{
|
||||
INodeDefManager *nodemgr = m_gamedef->ndef();
|
||||
|
||||
//m_dout<<DTIME<<"Rendering map..."<<std::endl;
|
||||
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->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;
|
||||
|
||||
// Number of blocks in rendering range
|
||||
u32 blocks_in_range = 0;
|
||||
// Number of blocks occlusion culled
|
||||
u32 blocks_occlusion_culled = 0;
|
||||
// Number of blocks in rendering range but don't have a mesh
|
||||
u32 blocks_in_range_without_mesh = 0;
|
||||
// Blocks that had mesh that would have been drawn according to
|
||||
// rendering range (if max blocks limit didn't kick in)
|
||||
u32 blocks_would_have_drawn = 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;
|
||||
|
||||
/*
|
||||
Collect a set of blocks for drawing
|
||||
*/
|
||||
|
||||
core::map<v3s16, MapBlock*> drawset;
|
||||
|
||||
{
|
||||
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();
|
||||
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)
|
||||
continue;
|
||||
}
|
||||
|
||||
core::list< MapBlock * > 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++)
|
||||
{
|
||||
MapBlock *block = *i;
|
||||
|
||||
/*
|
||||
Compare block position to camera position, skip
|
||||
if not seen on display
|
||||
*/
|
||||
|
||||
float range = 100000 * BS;
|
||||
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)
|
||||
{
|
||||
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;
|
||||
}
|
||||
}
|
||||
|
||||
/*
|
||||
Occlusion culling
|
||||
*/
|
||||
|
||||
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(
|
||||
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)
|
||||
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;
|
||||
|
||||
sector_blocks_drawn++;
|
||||
blocks_drawn++;
|
||||
|
||||
} // foreach sectorblocks
|
||||
|
||||
if(sector_blocks_drawn != 0)
|
||||
m_last_drawn_sectors[sp] = true;
|
||||
}
|
||||
} // ScopeProfiler
|
||||
|
||||
/*
|
||||
Draw the selected MapBlocks
|
||||
*/
|
||||
|
||||
{
|
||||
ScopeProfiler sp(g_profiler, prefix+"drawing blocks", SPT_AVG);
|
||||
|
||||
int timecheck_counter = 0;
|
||||
for(core::map<v3s16, MapBlock*>::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."
|
||||
<<std::endl;
|
||||
return;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
MapBlock *block = i.getNode()->getValue();
|
||||
|
||||
/*
|
||||
Draw the faces 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();
|
||||
bool stuff_actually_drawn = false;
|
||||
for(u32 i=0; i<c; i++)
|
||||
{
|
||||
scene::IMeshBuffer *buf = mesh->getMeshBuffer(i);
|
||||
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 ["<<analyze_block(block)
|
||||
<<"] contains an empty meshbuf"<<std::endl;
|
||||
/*
|
||||
This *shouldn't* hurt too much because Irrlicht
|
||||
doesn't change opengl textures if the old
|
||||
material has the same texture.
|
||||
*/
|
||||
driver->setMaterial(buf->getMaterial());
|
||||
driver->drawMeshBuffer(buf);
|
||||
vertex_count += buf->getVertexCount();
|
||||
meshbuffer_count++;
|
||||
stuff_actually_drawn = true;
|
||||
}
|
||||
}
|
||||
if(stuff_actually_drawn)
|
||||
blocks_had_pass_meshbuf++;
|
||||
else
|
||||
blocks_without_stuff++;
|
||||
}
|
||||
}
|
||||
} // 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+"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;
|
||||
|
||||
/*infostream<<"renderMap(): is_transparent_pass="<<is_transparent_pass
|
||||
<<", rendered "<<vertex_count<<" vertices."<<std::endl;*/
|
||||
}
|
||||
|
||||
void ClientMap::renderPostFx()
|
||||
{
|
||||
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));
|
||||
|
||||
// - 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);
|
||||
video::SColor post_effect_color = features.post_effect_color;
|
||||
if(features.solidness == 2 && g_settings->getBool("free_move") == false)
|
||||
{
|
||||
post_effect_color = video::SColor(255, 0, 0, 0);
|
||||
}
|
||||
if (post_effect_color.getAlpha() != 0)
|
||||
{
|
||||
// Draw a full-screen rectangle
|
||||
video::IVideoDriver* driver = SceneManager->getVideoDriver();
|
||||
v2u32 ss = driver->getScreenSize();
|
||||
core::rect<s32> rect(0,0, ss.X, ss.Y);
|
||||
driver->draw2DRectangle(post_effect_color, rect);
|
||||
}
|
||||
}
|
||||
|
||||
void ClientMap::PrintInfo(std::ostream &out)
|
||||
{
|
||||
out<<"ClientMap: ";
|
||||
}
|
||||
|
||||
#endif // !SERVER
|
||||
|
||||
/*
|
||||
MapVoxelManipulator
|
||||
*/
|
||||
|
|
133
src/map.h
133
src/map.h
|
@ -37,9 +37,9 @@ extern "C" {
|
|||
#include "sqlite3.h"
|
||||
}
|
||||
|
||||
class ClientMap;
|
||||
class MapSector;
|
||||
class ServerMapSector;
|
||||
class ClientMapSector;
|
||||
class MapBlock;
|
||||
class NodeMetadata;
|
||||
class IGameDef;
|
||||
|
@ -468,137 +468,6 @@ private:
|
|||
sqlite3_stmt *m_database_list;
|
||||
};
|
||||
|
||||
/*
|
||||
ClientMap stuff
|
||||
*/
|
||||
|
||||
#ifndef SERVER
|
||||
|
||||
struct MapDrawControl
|
||||
{
|
||||
MapDrawControl():
|
||||
range_all(false),
|
||||
wanted_range(50),
|
||||
wanted_max_blocks(0),
|
||||
wanted_min_range(0),
|
||||
blocks_drawn(0),
|
||||
blocks_would_have_drawn(0)
|
||||
{
|
||||
}
|
||||
// Overrides limits by drawing everything
|
||||
bool range_all;
|
||||
// Wanted drawing range
|
||||
float wanted_range;
|
||||
// Maximum number of blocks to draw
|
||||
u32 wanted_max_blocks;
|
||||
// Blocks in this range are drawn regardless of number of blocks drawn
|
||||
float wanted_min_range;
|
||||
// Number of blocks rendered is written here by the renderer
|
||||
u32 blocks_drawn;
|
||||
// Number of blocks that would have been drawn in wanted_range
|
||||
u32 blocks_would_have_drawn;
|
||||
};
|
||||
|
||||
class Client;
|
||||
class ITextureSource;
|
||||
|
||||
/*
|
||||
ClientMap
|
||||
|
||||
This is the only map class that is able to render itself on screen.
|
||||
*/
|
||||
|
||||
class ClientMap : public Map, public scene::ISceneNode
|
||||
{
|
||||
public:
|
||||
ClientMap(
|
||||
Client *client,
|
||||
IGameDef *gamedef,
|
||||
MapDrawControl &control,
|
||||
scene::ISceneNode* parent,
|
||||
scene::ISceneManager* mgr,
|
||||
s32 id
|
||||
);
|
||||
|
||||
~ClientMap();
|
||||
|
||||
s32 mapType() const
|
||||
{
|
||||
return MAPTYPE_CLIENT;
|
||||
}
|
||||
|
||||
void drop()
|
||||
{
|
||||
ISceneNode::drop();
|
||||
}
|
||||
|
||||
void updateCamera(v3f pos, v3f dir, f32 fov)
|
||||
{
|
||||
JMutexAutoLock lock(m_camera_mutex);
|
||||
m_camera_position = pos;
|
||||
m_camera_direction = dir;
|
||||
m_camera_fov = fov;
|
||||
}
|
||||
|
||||
/*
|
||||
Forcefully get a sector from somewhere
|
||||
*/
|
||||
MapSector * emergeSector(v2s16 p);
|
||||
|
||||
//void deSerializeSector(v2s16 p2d, std::istream &is);
|
||||
|
||||
/*
|
||||
ISceneNode methods
|
||||
*/
|
||||
|
||||
virtual void OnRegisterSceneNode();
|
||||
|
||||
virtual void render()
|
||||
{
|
||||
video::IVideoDriver* driver = SceneManager->getVideoDriver();
|
||||
driver->setTransform(video::ETS_WORLD, AbsoluteTransformation);
|
||||
renderMap(driver, SceneManager->getSceneNodeRenderPass());
|
||||
}
|
||||
|
||||
virtual const core::aabbox3d<f32>& getBoundingBox() const
|
||||
{
|
||||
return m_box;
|
||||
}
|
||||
|
||||
void renderMap(video::IVideoDriver* driver, s32 pass);
|
||||
|
||||
void renderPostFx();
|
||||
|
||||
// For debug printing
|
||||
virtual void PrintInfo(std::ostream &out);
|
||||
|
||||
// Check if sector was drawn on last render()
|
||||
bool sectorWasDrawn(v2s16 p)
|
||||
{
|
||||
return (m_last_drawn_sectors.find(p) != NULL);
|
||||
}
|
||||
|
||||
private:
|
||||
Client *m_client;
|
||||
|
||||
core::aabbox3d<f32> m_box;
|
||||
|
||||
// This is the master heightmap mesh
|
||||
//scene::SMesh *mesh;
|
||||
//JMutex mesh_mutex;
|
||||
|
||||
MapDrawControl &m_control;
|
||||
|
||||
v3f m_camera_position;
|
||||
v3f m_camera_direction;
|
||||
f32 m_camera_fov;
|
||||
JMutex m_camera_mutex;
|
||||
|
||||
core::map<v2s16, bool> m_last_drawn_sectors;
|
||||
};
|
||||
|
||||
#endif
|
||||
|
||||
class MapVoxelManipulator : public VoxelManipulator
|
||||
{
|
||||
public:
|
||||
|
|
Loading…
Reference in New Issue