Clientmap: Define p_nodes_min/max as v3s32 instead of v3s16
'cam_pos_nodes -/+ box_nodes_d' can exceed the range of v3s16 when a player is near the world edge using a large view range This previously caused world to disappear Create new function getBlocksInViewRange() called from updateDrawList() and renderMap() Correct code style throughout updateDrawList() and renderMap()master
parent
1ec1a605d6
commit
997be666e3
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@ -141,6 +141,33 @@ static bool isOccluded(Map *map, v3s16 p0, v3s16 p1, float step, float stepfac,
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return false;
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return false;
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}
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}
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void ClientMap::getBlocksInViewRange(v3s16 cam_pos_nodes,
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v3s16 *p_blocks_min, v3s16 *p_blocks_max)
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{
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v3s16 box_nodes_d = m_control.wanted_range * v3s16(1, 1, 1);
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// Define p_nodes_min/max as v3s32 because 'cam_pos_nodes -/+ box_nodes_d'
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// can exceed the range of v3s16 when a large view range is used near the
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// world edges.
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v3s32 p_nodes_min(
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cam_pos_nodes.X - box_nodes_d.X,
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cam_pos_nodes.Y - box_nodes_d.Y,
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cam_pos_nodes.Z - box_nodes_d.Z);
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v3s32 p_nodes_max(
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cam_pos_nodes.X + box_nodes_d.X,
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cam_pos_nodes.Y + box_nodes_d.Y,
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cam_pos_nodes.Z + box_nodes_d.Z);
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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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*p_blocks_min = v3s16(
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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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*p_blocks_max = v3s16(
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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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}
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void ClientMap::updateDrawList(video::IVideoDriver* driver)
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void ClientMap::updateDrawList(video::IVideoDriver* driver)
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{
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{
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ScopeProfiler sp(g_profiler, "CM::updateDrawList()", SPT_AVG);
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ScopeProfiler sp(g_profiler, "CM::updateDrawList()", SPT_AVG);
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@ -148,10 +175,8 @@ void ClientMap::updateDrawList(video::IVideoDriver* driver)
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INodeDefManager *nodemgr = m_gamedef->ndef();
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INodeDefManager *nodemgr = m_gamedef->ndef();
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for(std::map<v3s16, MapBlock*>::iterator
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for (std::map<v3s16, MapBlock*>::iterator i = m_drawlist.begin();
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i = m_drawlist.begin();
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i != m_drawlist.end(); ++i) {
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i != m_drawlist.end(); ++i)
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{
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MapBlock *block = i->second;
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MapBlock *block = i->second;
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block->refDrop();
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block->refDrop();
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}
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}
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@ -167,19 +192,9 @@ void ClientMap::updateDrawList(video::IVideoDriver* driver)
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camera_fov *= 1.2;
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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 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_blocks_min;
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v3s16 p_nodes_min = cam_pos_nodes - box_nodes_d;
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v3s16 p_blocks_max;
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v3s16 p_nodes_max = cam_pos_nodes + box_nodes_d;
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getBlocksInViewRange(cam_pos_nodes, &p_blocks_min, &p_blocks_max);
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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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// Number of blocks in rendering range
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// Number of blocks in rendering range
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u32 blocks_in_range = 0;
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u32 blocks_in_range = 0;
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@ -199,19 +214,14 @@ void ClientMap::updateDrawList(video::IVideoDriver* driver)
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// Distance to farthest drawn block
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// Distance to farthest drawn block
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float farthest_drawn = 0;
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float farthest_drawn = 0;
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for(std::map<v2s16, MapSector*>::iterator
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for (std::map<v2s16, MapSector*>::iterator si = m_sectors.begin();
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si = m_sectors.begin();
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si != m_sectors.end(); ++si) {
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si != m_sectors.end(); ++si)
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{
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MapSector *sector = si->second;
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MapSector *sector = si->second;
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v2s16 sp = sector->getPos();
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v2s16 sp = sector->getPos();
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if(m_control.range_all == false)
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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 || sp.X > p_blocks_max.X ||
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if(sp.X < p_blocks_min.X
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sp.Y < p_blocks_min.Z || sp.Y > p_blocks_max.Z)
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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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continue;
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}
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}
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@ -225,8 +235,7 @@ void ClientMap::updateDrawList(video::IVideoDriver* driver)
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u32 sector_blocks_drawn = 0;
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u32 sector_blocks_drawn = 0;
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for (MapBlockVect::iterator i = sectorblocks.begin();
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for (MapBlockVect::iterator i = sectorblocks.begin();
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i != sectorblocks.end(); ++i)
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i != sectorblocks.end(); ++i) {
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{
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MapBlock *block = *i;
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MapBlock *block = *i;
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/*
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/*
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@ -242,12 +251,9 @@ void ClientMap::updateDrawList(video::IVideoDriver* driver)
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range = m_control.wanted_range * BS;
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range = m_control.wanted_range * BS;
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float d = 0.0;
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float d = 0.0;
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if(isBlockInSight(block->getPos(), camera_position,
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if (!isBlockInSight(block->getPos(), camera_position,
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camera_direction, camera_fov,
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camera_direction, camera_fov, range, &d))
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range, &d) == false)
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{
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continue;
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continue;
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}
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// This is ugly (spherical distance limit?)
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// This is ugly (spherical distance limit?)
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/*if(m_control.range_all == false &&
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/*if(m_control.range_all == false &&
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@ -291,8 +297,7 @@ void ClientMap::updateDrawList(video::IVideoDriver* driver)
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v3s16 spn = cam_pos_nodes + v3s16(0, 0, 0);
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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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s16 bs2 = MAP_BLOCKSIZE / 2 + 1;
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u32 needed_count = 1;
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u32 needed_count = 1;
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if(
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if (occlusion_culling_enabled &&
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occlusion_culling_enabled &&
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isOccluded(this, spn, cpn + v3s16(0, 0, 0),
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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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step, stepfac, startoff, endoff, needed_count, nodemgr) &&
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isOccluded(this, spn, cpn + v3s16(bs2,bs2,bs2),
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isOccluded(this, spn, cpn + v3s16(bs2,bs2,bs2),
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@ -310,9 +315,7 @@ void ClientMap::updateDrawList(video::IVideoDriver* driver)
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isOccluded(this, spn, cpn + v3s16(-bs2,-bs2,bs2),
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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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step, stepfac, startoff, endoff, needed_count, nodemgr) &&
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isOccluded(this, spn, cpn + v3s16(-bs2,-bs2,-bs2),
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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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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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blocks_occlusion_culled++;
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continue;
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continue;
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}
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}
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@ -322,9 +325,9 @@ void ClientMap::updateDrawList(video::IVideoDriver* driver)
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// Limit block count in case of a sudden increase
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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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blocks_would_have_drawn++;
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if(blocks_drawn >= m_control.wanted_max_blocks
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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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!m_control.range_all &&
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&& d > m_control.wanted_min_range * BS)
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d > m_control.wanted_min_range * BS)
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continue;
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continue;
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// Add to set
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// Add to set
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@ -411,9 +414,7 @@ void ClientMap::renderMap(video::IVideoDriver* driver, s32 pass)
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This is called two times per frame, reset on the non-transparent one
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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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*/
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if (pass == scene::ESNRP_SOLID)
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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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m_last_drawn_sectors.clear();
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}
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/*
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/*
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Get time for measuring timeout.
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Get time for measuring timeout.
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@ -439,22 +440,9 @@ void ClientMap::renderMap(video::IVideoDriver* driver, s32 pass)
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*/
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*/
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v3s16 cam_pos_nodes = floatToInt(camera_position, BS);
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v3s16 cam_pos_nodes = floatToInt(camera_position, BS);
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v3s16 p_blocks_min;
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v3s16 box_nodes_d = m_control.wanted_range * v3s16(1,1,1);
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v3s16 p_blocks_max;
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getBlocksInViewRange(cam_pos_nodes, &p_blocks_min, &p_blocks_max);
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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 vertex_count = 0;
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u32 meshbuffer_count = 0;
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u32 meshbuffer_count = 0;
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@ -479,10 +467,8 @@ void ClientMap::renderMap(video::IVideoDriver* driver, s32 pass)
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MeshBufListList drawbufs;
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MeshBufListList drawbufs;
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for(std::map<v3s16, MapBlock*>::iterator
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for (std::map<v3s16, MapBlock*>::iterator i = m_drawlist.begin();
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i = m_drawlist.begin();
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i != m_drawlist.end(); ++i) {
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i != m_drawlist.end(); ++i)
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{
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MapBlock *block = i->second;
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MapBlock *block = i->second;
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// If the mesh of the block happened to get deleted, ignore it
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// If the mesh of the block happened to get deleted, ignore it
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@ -490,12 +476,9 @@ void ClientMap::renderMap(video::IVideoDriver* driver, s32 pass)
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continue;
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continue;
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float d = 0.0;
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float d = 0.0;
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if(isBlockInSight(block->getPos(), camera_position,
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if (!isBlockInSight(block->getPos(), camera_position,
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camera_direction, camera_fov,
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camera_direction, camera_fov, 100000 * BS, &d))
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100000*BS, &d) == false)
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{
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continue;
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continue;
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}
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// Mesh animation
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// Mesh animation
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{
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{
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@ -505,22 +488,15 @@ void ClientMap::renderMap(video::IVideoDriver* driver, s32 pass)
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// Pretty random but this should work somewhat nicely
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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 >= BS * 50;
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//bool faraway = d >= m_control.wanted_range * BS;
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//bool faraway = d >= m_control.wanted_range * BS;
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if(mapBlockMesh->isAnimationForced() ||
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if (mapBlockMesh->isAnimationForced() || !faraway ||
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!faraway ||
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mesh_animate_count_far < (m_control.range_all ? 200 : 50)) {
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mesh_animate_count_far < (m_control.range_all ? 200 : 50))
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bool animated = mapBlockMesh->animate(faraway, animation_time,
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{
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crack, daynight_ratio);
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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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if (animated)
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mesh_animate_count++;
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mesh_animate_count++;
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if (animated && faraway)
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if (animated && faraway)
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mesh_animate_count_far++;
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mesh_animate_count_far++;
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}
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} else {
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else
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{
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mapBlockMesh->decreaseAnimationForceTimer();
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mapBlockMesh->decreaseAnimationForceTimer();
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}
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}
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}
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}
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@ -550,8 +526,7 @@ void ClientMap::renderMap(video::IVideoDriver* driver, s32 pass)
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video::IMaterialRenderer* rnd =
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video::IMaterialRenderer* rnd =
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driver->getMaterialRenderer(material.MaterialType);
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driver->getMaterialRenderer(material.MaterialType);
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bool transparent = (rnd && rnd->isTransparent());
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bool transparent = (rnd && rnd->isTransparent());
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if(transparent == is_transparent_pass)
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if (transparent == is_transparent_pass) {
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{
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if (buf->getVertexCount() == 0)
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if (buf->getVertexCount() == 0)
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errorstream << "Block [" << analyze_block(block)
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errorstream << "Block [" << analyze_block(block)
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<< "] contains an empty meshbuf" << std::endl;
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<< "] contains an empty meshbuf" << std::endl;
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@ -120,6 +120,8 @@ public:
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return m_box;
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return m_box;
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}
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}
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void getBlocksInViewRange(v3s16 cam_pos_nodes,
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v3s16 *p_blocks_min, v3s16 *p_blocks_max);
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void updateDrawList(video::IVideoDriver* driver);
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void updateDrawList(video::IVideoDriver* driver);
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void renderMap(video::IVideoDriver* driver, s32 pass);
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void renderMap(video::IVideoDriver* driver, s32 pass);
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