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@ -157,43 +157,21 @@ static bool isOccluded(Map *map, v3s16 p0, v3s16 p1, float step, float stepfac,
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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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void ClientMap::updateDrawList(video::IVideoDriver* driver)
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{
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ScopeProfiler sp(g_profiler, "CM::updateDrawList()", SPT_AVG);
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g_profiler->add("CM::updateDrawList() count", 1);
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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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for(core::map<v3s16, MapBlock*>::Iterator
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i = m_drawlist.getIterator();
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i.atEnd() == false; i++)
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{
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m_last_drawn_sectors.clear();
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MapBlock *block = i.getNode()->getValue();
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block->refDrop();
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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->getEnv().getDayNightRatio();
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m_drawlist.clear();
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m_camera_mutex.Lock();
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v3f camera_position = m_camera_position;
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@ -201,17 +179,15 @@ void ClientMap::renderMap(video::IVideoDriver* driver, s32 pass)
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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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// Use a higher fov to accomodate faster camera movements.
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// Blocks are cropped better when they are drawn.
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// Or maybe they aren't? Well whatever.
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camera_fov *= 1.2;
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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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@ -223,13 +199,6 @@ void ClientMap::renderMap(video::IVideoDriver* driver, s32 pass)
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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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@ -242,18 +211,9 @@ void ClientMap::renderMap(video::IVideoDriver* driver, s32 pass)
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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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//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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//u32 blocks_without_stuff = 0;
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for(core::map<v2s16, MapSector*>::Iterator
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si = m_sectors.getIterator();
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@ -380,35 +340,9 @@ void ClientMap::renderMap(video::IVideoDriver* driver, s32 pass)
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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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block->refGrab();
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m_drawlist[block->getPos()] = block;
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sector_blocks_drawn++;
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blocks_drawn++;
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@ -418,7 +352,126 @@ void ClientMap::renderMap(video::IVideoDriver* driver, s32 pass)
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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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g_profiler->avg("CM: blocks in range", blocks_in_range);
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g_profiler->avg("CM: blocks occlusion culled", blocks_occlusion_culled);
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if(blocks_in_range != 0)
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g_profiler->avg("CM: blocks in range without mesh (frac)",
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(float)blocks_in_range_without_mesh/blocks_in_range);
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g_profiler->avg("CM: blocks drawn", blocks_drawn);
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}
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struct MeshBufList
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{
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video::SMaterial m;
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core::list<scene::IMeshBuffer*> bufs;
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};
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struct MeshBufListList
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{
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core::list<MeshBufList> lists;
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void clear()
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{
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lists.clear();
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}
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void add(scene::IMeshBuffer *buf)
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{
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for(core::list<MeshBufList>::Iterator i = lists.begin();
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i != lists.end(); i++){
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MeshBufList &l = *i;
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if(l.m == buf->getMaterial()){
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l.bufs.push_back(buf);
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return;
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}
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}
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MeshBufList l;
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l.m = buf->getMaterial();
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l.bufs.push_back(buf);
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lists.push_back(l);
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}
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};
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void ClientMap::renderMap(video::IVideoDriver* driver, s32 pass)
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{
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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->getEnv().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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// 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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Draw the selected MapBlocks
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@ -427,10 +480,90 @@ void ClientMap::renderMap(video::IVideoDriver* driver, s32 pass)
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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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MeshBufListList drawbufs;
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for(core::map<v3s16, MapBlock*>::Iterator
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i = drawset.getIterator();
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i = m_drawlist.getIterator();
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i.atEnd() == false; i++)
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{
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MapBlock *block = i.getNode()->getValue();
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// If the mesh of the block happened to get deleted, ignore it
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if(block->mesh == NULL)
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continue;
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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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100000*BS, &d) == false)
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{
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continue;
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}
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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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assert(mapBlockMesh);
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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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/*
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Get the meshbuffers of the block
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*/
|
|
|
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|
{
|
|
|
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|
//JMutexAutoLock lock(block->mesh_mutex);
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|
|
|
|
|
|
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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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|
|
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|
assert(mesh);
|
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|
|
|
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|
|
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|
u32 c = mesh->getMeshBufferCount();
|
|
|
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|
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);
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|
|
|
|
bool transparent = (rnd && rnd->isTransparent());
|
|
|
|
|
if(transparent == is_transparent_pass)
|
|
|
|
|
{
|
|
|
|
|
if(buf->getVertexCount() == 0)
|
|
|
|
|
errorstream<<"Block ["<<analyze_block(block)
|
|
|
|
|
<<"] contains an empty meshbuf"<<std::endl;
|
|
|
|
|
drawbufs.add(buf);
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
core::list<MeshBufList> &lists = drawbufs.lists;
|
|
|
|
|
|
|
|
|
|
int timecheck_counter = 0;
|
|
|
|
|
for(core::list<MeshBufList>::Iterator i = lists.begin();
|
|
|
|
|
i != lists.end(); i++)
|
|
|
|
|
{
|
|
|
|
|
{
|
|
|
|
|
timecheck_counter++;
|
|
|
|
@ -448,8 +581,19 @@ void ClientMap::renderMap(video::IVideoDriver* driver, s32 pass)
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
MapBlock *block = i.getNode()->getValue();
|
|
|
|
|
MeshBufList &list = *i;
|
|
|
|
|
|
|
|
|
|
driver->setMaterial(list.m);
|
|
|
|
|
|
|
|
|
|
for(core::list<scene::IMeshBuffer*>::Iterator j = list.bufs.begin();
|
|
|
|
|
j != list.bufs.end(); j++)
|
|
|
|
|
{
|
|
|
|
|
scene::IMeshBuffer *buf = *j;
|
|
|
|
|
driver->drawMeshBuffer(buf);
|
|
|
|
|
vertex_count += buf->getVertexCount();
|
|
|
|
|
meshbuffer_count++;
|
|
|
|
|
}
|
|
|
|
|
#if 0
|
|
|
|
|
/*
|
|
|
|
|
Draw the faces of the block
|
|
|
|
|
*/
|
|
|
|
@ -494,17 +638,12 @@ void ClientMap::renderMap(video::IVideoDriver* driver, s32 pass)
|
|
|
|
|
else
|
|
|
|
|
blocks_without_stuff++;
|
|
|
|
|
}
|
|
|
|
|
#endif
|
|
|
|
|
}
|
|
|
|
|
} // 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);
|
|
|
|
|
}
|
|
|
|
|