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- /*
- Minetest
- Copyright (C) 2010-2013 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 Lesser General Public License as published by
- the Free Software Foundation; either version 2.1 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 Lesser General Public License for more details.
- You should have received a copy of the GNU Lesser 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.
- */
- #include "clientmap.h"
- #include "client.h"
- #include "mapblock_mesh.h"
- #include <IMaterialRenderer.h>
- #include <matrix4.h>
- #include "log.h"
- #include "mapsector.h"
- #include "main.h" // dout_client, g_settings
- #include "nodedef.h"
- #include "mapblock.h"
- #include "profiler.h"
- #include "settings.h"
- #include "camera.h" // CameraModes
- #include "util/mathconstants.h"
- #include <algorithm>
- #define PP(x) "("<<(x).X<<","<<(x).Y<<","<<(x).Z<<")"
- 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(M_PI)
- {
- 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[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::updateDrawList(video::IVideoDriver* driver)
- {
- ScopeProfiler sp(g_profiler, "CM::updateDrawList()", SPT_AVG);
- g_profiler->add("CM::updateDrawList() count", 1);
- INodeDefManager *nodemgr = m_gamedef->ndef();
- for(std::map<v3s16, MapBlock*>::iterator
- i = m_drawlist.begin();
- i != m_drawlist.end(); ++i)
- {
- MapBlock *block = i->second;
- block->refDrop();
- }
- m_drawlist.clear();
- m_camera_mutex.Lock();
- v3f camera_position = m_camera_position;
- v3f camera_direction = m_camera_direction;
- f32 camera_fov = m_camera_fov;
- v3s16 camera_offset = m_camera_offset;
- m_camera_mutex.Unlock();
- // Use a higher fov to accomodate faster camera movements.
- // Blocks are cropped better when they are drawn.
- // Or maybe they aren't? Well whatever.
- camera_fov *= 1.2;
- v3s16 cam_pos_nodes = floatToInt(camera_position, BS);
- v3s16 box_nodes_d = m_control.wanted_range * v3s16(1,1,1);
- v3s16 p_nodes_min = cam_pos_nodes - box_nodes_d;
- v3s16 p_nodes_max = cam_pos_nodes + box_nodes_d;
- // 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);
- // 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;
- // Distance to farthest drawn block
- float farthest_drawn = 0;
- for(std::map<v2s16, MapSector*>::iterator
- si = m_sectors.begin();
- si != m_sectors.end(); ++si)
- {
- MapSector *sector = si->second;
- v2s16 sp = sector->getPos();
- if(m_control.range_all == false)
- {
- if(sp.X < p_blocks_min.X
- || sp.X > p_blocks_max.X
- || sp.Y < p_blocks_min.Z
- || sp.Y > p_blocks_max.Z)
- continue;
- }
- std::list< MapBlock * > sectorblocks;
- sector->getBlocks(sectorblocks);
- /*
- Loop through blocks in sector
- */
- u32 sector_blocks_drawn = 0;
- std::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
- */
- if (block->mesh != NULL)
- block->mesh->updateCameraOffset(m_camera_offset);
- 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
- */
- // No occlusion culling when free_move is on and camera is
- // inside ground
- bool occlusion_culling_enabled = true;
- if(g_settings->getBool("free_move")){
- MapNode n = getNodeNoEx(cam_pos_nodes);
- if(n.getContent() == CONTENT_IGNORE ||
- nodemgr->get(n).solidness == 2)
- occlusion_culling_enabled = false;
- }
- v3s16 cpn = block->getPos() * MAP_BLOCKSIZE;
- cpn += v3s16(MAP_BLOCKSIZE/2, MAP_BLOCKSIZE/2, MAP_BLOCKSIZE/2);
- float step = BS*1;
- 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(
- occlusion_culling_enabled &&
- isOccluded(this, spn, cpn + v3s16(0,0,0),
- step, stepfac, startoff, endoff, needed_count, nodemgr) &&
- isOccluded(this, spn, cpn + v3s16(bs2,bs2,bs2),
- step, stepfac, startoff, endoff, needed_count, nodemgr) &&
- isOccluded(this, spn, cpn + v3s16(bs2,bs2,-bs2),
- step, stepfac, startoff, endoff, needed_count, nodemgr) &&
- isOccluded(this, spn, cpn + v3s16(bs2,-bs2,bs2),
- step, stepfac, startoff, endoff, needed_count, nodemgr) &&
- isOccluded(this, spn, cpn + v3s16(bs2,-bs2,-bs2),
- step, stepfac, startoff, endoff, needed_count, nodemgr) &&
- isOccluded(this, spn, cpn + v3s16(-bs2,bs2,bs2),
- step, stepfac, startoff, endoff, needed_count, nodemgr) &&
- isOccluded(this, spn, cpn + v3s16(-bs2,bs2,-bs2),
- step, stepfac, startoff, endoff, needed_count, nodemgr) &&
- isOccluded(this, spn, cpn + v3s16(-bs2,-bs2,bs2),
- step, stepfac, startoff, endoff, needed_count, nodemgr) &&
- isOccluded(this, spn, cpn + v3s16(-bs2,-bs2,-bs2),
- step, stepfac, startoff, endoff, needed_count, nodemgr)
- )
- {
- blocks_occlusion_culled++;
- continue;
- }
- // This block is in range. Reset usage timer.
- block->resetUsageTimer();
- // Limit block count in case of a sudden increase
- blocks_would_have_drawn++;
- if(blocks_drawn >= m_control.wanted_max_blocks
- && m_control.range_all == false
- && d > m_control.wanted_min_range * BS)
- continue;
- // Add to set
- block->refGrab();
- m_drawlist[block->getPos()] = block;
- sector_blocks_drawn++;
- blocks_drawn++;
- if(d/BS > farthest_drawn)
- farthest_drawn = d/BS;
- } // foreach sectorblocks
- if(sector_blocks_drawn != 0)
- m_last_drawn_sectors.insert(sp);
- }
- m_control.blocks_would_have_drawn = blocks_would_have_drawn;
- m_control.blocks_drawn = blocks_drawn;
- m_control.farthest_drawn = farthest_drawn;
- g_profiler->avg("CM: blocks in range", blocks_in_range);
- g_profiler->avg("CM: blocks occlusion culled", blocks_occlusion_culled);
- if(blocks_in_range != 0)
- g_profiler->avg("CM: blocks in range without mesh (frac)",
- (float)blocks_in_range_without_mesh/blocks_in_range);
- g_profiler->avg("CM: blocks drawn", blocks_drawn);
- g_profiler->avg("CM: farthest drawn", farthest_drawn);
- g_profiler->avg("CM: wanted max blocks", m_control.wanted_max_blocks);
- }
- struct MeshBufList
- {
- video::SMaterial m;
- std::list<scene::IMeshBuffer*> bufs;
- };
- struct MeshBufListList
- {
- std::list<MeshBufList> lists;
- void clear()
- {
- lists.clear();
- }
- void add(scene::IMeshBuffer *buf)
- {
- for(std::list<MeshBufList>::iterator i = lists.begin();
- i != lists.end(); ++i){
- MeshBufList &l = *i;
- video::SMaterial &m = buf->getMaterial();
- // comparing a full material is quite expensive so we don't do it if
- // not even first texture is equal
- if (l.m.TextureLayer[0].Texture != m.TextureLayer[0].Texture)
- continue;
- if (l.m == m) {
- l.bufs.push_back(buf);
- return;
- }
- }
- MeshBufList l;
- l.m = buf->getMaterial();
- l.bufs.push_back(buf);
- lists.push_back(l);
- }
- };
- void ClientMap::renderMap(video::IVideoDriver* driver, s32 pass)
- {
- DSTACK(__FUNCTION_NAME);
- bool is_transparent_pass = pass == scene::ESNRP_TRANSPARENT;
- std::string prefix;
- if(pass == scene::ESNRP_SOLID)
- prefix = "CM: solid: ";
- else
- prefix = "CM: transparent: ";
- /*
- This is called two times per frame, reset on the non-transparent one
- */
- if(pass == scene::ESNRP_SOLID)
- {
- m_last_drawn_sectors.clear();
- }
- bool use_trilinear_filter = g_settings->getBool("trilinear_filter");
- bool use_bilinear_filter = g_settings->getBool("bilinear_filter");
- bool use_anisotropic_filter = g_settings->getBool("anisotropic_filter");
- /*
- Get time for measuring timeout.
- Measuring time is very useful for long delays when the
- machine is swapping a lot.
- */
- int time1 = time(0);
- /*
- Get animation parameters
- */
- float animation_time = m_client->getAnimationTime();
- int crack = m_client->getCrackLevel();
- u32 daynight_ratio = m_client->getEnv().getDayNightRatio();
- m_camera_mutex.Lock();
- v3f camera_position = m_camera_position;
- v3f camera_direction = m_camera_direction;
- f32 camera_fov = m_camera_fov;
- m_camera_mutex.Unlock();
- /*
- Get all blocks and draw all visible ones
- */
- 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;
- // Blocks that were drawn and had a mesh
- u32 blocks_drawn = 0;
- // Blocks which had a corresponding meshbuffer for this pass
- u32 blocks_had_pass_meshbuf = 0;
- // Blocks from which stuff was actually drawn
- u32 blocks_without_stuff = 0;
- /*
- Draw the selected MapBlocks
- */
- {
- ScopeProfiler sp(g_profiler, prefix+"drawing blocks", SPT_AVG);
- MeshBufListList drawbufs;
- for(std::map<v3s16, MapBlock*>::iterator
- i = m_drawlist.begin();
- i != m_drawlist.end(); ++i)
- {
- MapBlock *block = i->second;
- // If the mesh of the block happened to get deleted, ignore it
- if(block->mesh == NULL)
- continue;
- float d = 0.0;
- if(isBlockInSight(block->getPos(), camera_position,
- camera_direction, camera_fov,
- 100000*BS, &d) == false)
- {
- continue;
- }
- // Mesh animation
- {
- //JMutexAutoLock lock(block->mesh_mutex);
- MapBlockMesh *mapBlockMesh = block->mesh;
- assert(mapBlockMesh);
- // Pretty random but this should work somewhat nicely
- bool faraway = d >= BS*50;
- //bool faraway = d >= m_control.wanted_range * BS;
- if(mapBlockMesh->isAnimationForced() ||
- !faraway ||
- mesh_animate_count_far < (m_control.range_all ? 200 : 50))
- {
- bool animated = mapBlockMesh->animate(
- faraway,
- animation_time,
- crack,
- daynight_ratio);
- if(animated)
- mesh_animate_count++;
- if(animated && faraway)
- mesh_animate_count_far++;
- }
- else
- {
- mapBlockMesh->decreaseAnimationForceTimer();
- }
- }
- /*
- Get the meshbuffers 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();
- for(u32 i=0; i<c; i++)
- {
- scene::IMeshBuffer *buf = mesh->getMeshBuffer(i);
- buf->getMaterial().setFlag(video::EMF_TRILINEAR_FILTER, use_trilinear_filter);
- buf->getMaterial().setFlag(video::EMF_BILINEAR_FILTER, use_bilinear_filter);
- buf->getMaterial().setFlag(video::EMF_ANISOTROPIC_FILTER, use_anisotropic_filter);
- const video::SMaterial& material = buf->getMaterial();
- video::IMaterialRenderer* rnd =
- driver->getMaterialRenderer(material.MaterialType);
- 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);
- }
- }
- }
- }
- std::list<MeshBufList> &lists = drawbufs.lists;
- int timecheck_counter = 0;
- for(std::list<MeshBufList>::iterator i = lists.begin();
- i != lists.end(); ++i)
- {
- {
- timecheck_counter++;
- if(timecheck_counter > 50)
- {
- timecheck_counter = 0;
- int time2 = time(0);
- if(time2 > time1 + 4)
- {
- infostream<<"ClientMap::renderMap(): "
- "Rendering takes ages, returning."
- <<std::endl;
- return;
- }
- }
- }
- MeshBufList &list = *i;
- driver->setMaterial(list.m);
- for(std::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
- */
- {
- //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++;
- }
- #endif
- }
- } // ScopeProfiler
- // Log only on solid pass because values are the same
- if(pass == scene::ESNRP_SOLID){
- g_profiler->avg("CM: animated meshes", mesh_animate_count);
- g_profiler->avg("CM: animated meshes (far)", mesh_animate_count_far);
- }
- g_profiler->avg(prefix+"vertices drawn", vertex_count);
- if(blocks_had_pass_meshbuf != 0)
- g_profiler->avg(prefix+"meshbuffers per block",
- (float)meshbuffer_count / (float)blocks_had_pass_meshbuf);
- if(blocks_drawn != 0)
- g_profiler->avg(prefix+"empty blocks (frac)",
- (float)blocks_without_stuff / blocks_drawn);
- /*infostream<<"renderMap(): is_transparent_pass="<<is_transparent_pass
- <<", rendered "<<vertex_count<<" vertices."<<std::endl;*/
- }
- static bool getVisibleBrightness(Map *map, v3f p0, v3f dir, float step,
- float step_multiplier, float start_distance, float end_distance,
- INodeDefManager *ndef, u32 daylight_factor, float sunlight_min_d,
- int *result, bool *sunlight_seen)
- {
- int brightness_sum = 0;
- int brightness_count = 0;
- float distance = start_distance;
- dir.normalize();
- v3f pf = p0;
- pf += dir * distance;
- int noncount = 0;
- bool nonlight_seen = false;
- bool allow_allowing_non_sunlight_propagates = false;
- bool allow_non_sunlight_propagates = false;
- // Check content nearly at camera position
- {
- v3s16 p = floatToInt(p0 /*+ dir * 3*BS*/, BS);
- MapNode n = map->getNodeNoEx(p);
- if(ndef->get(n).param_type == CPT_LIGHT &&
- !ndef->get(n).sunlight_propagates)
- allow_allowing_non_sunlight_propagates = true;
- }
- // If would start at CONTENT_IGNORE, start closer
- {
- v3s16 p = floatToInt(pf, BS);
- MapNode n = map->getNodeNoEx(p);
- if(n.getContent() == CONTENT_IGNORE){
- float newd = 2*BS;
- pf = p0 + dir * 2*newd;
- distance = newd;
- sunlight_min_d = 0;
- }
- }
- for(int i=0; distance < end_distance; i++){
- pf += dir * step;
- distance += step;
- step *= step_multiplier;
- v3s16 p = floatToInt(pf, BS);
- MapNode n = map->getNodeNoEx(p);
- if(allow_allowing_non_sunlight_propagates && i == 0 &&
- ndef->get(n).param_type == CPT_LIGHT &&
- !ndef->get(n).sunlight_propagates){
- allow_non_sunlight_propagates = true;
- }
- if(ndef->get(n).param_type != CPT_LIGHT ||
- (!ndef->get(n).sunlight_propagates &&
- !allow_non_sunlight_propagates)){
- nonlight_seen = true;
- noncount++;
- if(noncount >= 4)
- break;
- continue;
- }
- if(distance >= sunlight_min_d && *sunlight_seen == false
- && nonlight_seen == false)
- if(n.getLight(LIGHTBANK_DAY, ndef) == LIGHT_SUN)
- *sunlight_seen = true;
- noncount = 0;
- brightness_sum += decode_light(n.getLightBlend(daylight_factor, ndef));
- brightness_count++;
- }
- *result = 0;
- if(brightness_count == 0)
- return false;
- *result = brightness_sum / brightness_count;
- /*std::cerr<<"Sampled "<<brightness_count<<" points; result="
- <<(*result)<<std::endl;*/
- return true;
- }
- int ClientMap::getBackgroundBrightness(float max_d, u32 daylight_factor,
- int oldvalue, bool *sunlight_seen_result)
- {
- const bool debugprint = false;
- INodeDefManager *ndef = m_gamedef->ndef();
- static v3f z_directions[50] = {
- v3f(-100, 0, 0)
- };
- static f32 z_offsets[sizeof(z_directions)/sizeof(*z_directions)] = {
- -1000,
- };
- if(z_directions[0].X < -99){
- for(u32 i=0; i<sizeof(z_directions)/sizeof(*z_directions); i++){
- z_directions[i] = v3f(
- 0.01 * myrand_range(-100, 100),
- 1.0,
- 0.01 * myrand_range(-100, 100)
- );
- z_offsets[i] = 0.01 * myrand_range(0,100);
- }
- }
- if(debugprint)
- std::cerr<<"In goes "<<PP(m_camera_direction)<<", out comes ";
- int sunlight_seen_count = 0;
- float sunlight_min_d = max_d*0.8;
- if(sunlight_min_d > 35*BS)
- sunlight_min_d = 35*BS;
- std::vector<int> values;
- for(u32 i=0; i<sizeof(z_directions)/sizeof(*z_directions); i++){
- v3f z_dir = z_directions[i];
- z_dir.normalize();
- core::CMatrix4<f32> a;
- a.buildRotateFromTo(v3f(0,1,0), z_dir);
- v3f dir = m_camera_direction;
- a.rotateVect(dir);
- int br = 0;
- float step = BS*1.5;
- if(max_d > 35*BS)
- step = max_d / 35 * 1.5;
- float off = step * z_offsets[i];
- bool sunlight_seen_now = false;
- bool ok = getVisibleBrightness(this, m_camera_position, dir,
- step, 1.0, max_d*0.6+off, max_d, ndef, daylight_factor,
- sunlight_min_d,
- &br, &sunlight_seen_now);
- if(sunlight_seen_now)
- sunlight_seen_count++;
- if(!ok)
- continue;
- values.push_back(br);
- // Don't try too much if being in the sun is clear
- if(sunlight_seen_count >= 20)
- break;
- }
- int brightness_sum = 0;
- int brightness_count = 0;
- std::sort(values.begin(), values.end());
- u32 num_values_to_use = values.size();
- if(num_values_to_use >= 10)
- num_values_to_use -= num_values_to_use/2;
- else if(num_values_to_use >= 7)
- num_values_to_use -= num_values_to_use/3;
- u32 first_value_i = (values.size() - num_values_to_use) / 2;
- if(debugprint){
- for(u32 i=0; i < first_value_i; i++)
- std::cerr<<values[i]<<" ";
- std::cerr<<"[";
- }
- for(u32 i=first_value_i; i < first_value_i+num_values_to_use; i++){
- if(debugprint)
- std::cerr<<values[i]<<" ";
- brightness_sum += values[i];
- brightness_count++;
- }
- if(debugprint){
- std::cerr<<"]";
- for(u32 i=first_value_i+num_values_to_use; i < values.size(); i++)
- std::cerr<<values[i]<<" ";
- }
- int ret = 0;
- if(brightness_count == 0){
- MapNode n = getNodeNoEx(floatToInt(m_camera_position, BS));
- if(ndef->get(n).param_type == CPT_LIGHT){
- ret = decode_light(n.getLightBlend(daylight_factor, ndef));
- } else {
- ret = oldvalue;
- //ret = blend_light(255, 0, daylight_factor);
- }
- } else {
- /*float pre = (float)brightness_sum / (float)brightness_count;
- float tmp = pre;
- const float d = 0.2;
- pre *= 1.0 + d*2;
- pre -= tmp * d;
- int preint = pre;
- ret = MYMAX(0, MYMIN(255, preint));*/
- ret = brightness_sum / brightness_count;
- }
- if(debugprint)
- std::cerr<<"Result: "<<ret<<" sunlight_seen_count="
- <<sunlight_seen_count<<std::endl;
- *sunlight_seen_result = (sunlight_seen_count > 0);
- return ret;
- }
- void ClientMap::renderPostFx(CameraMode cam_mode)
- {
- INodeDefManager *nodemgr = m_gamedef->ndef();
- // Sadly ISceneManager has no "post effects" render pass, in that case we
- // could just register for that and handle it in renderMap().
- m_camera_mutex.Lock();
- v3f camera_position = m_camera_position;
- m_camera_mutex.Unlock();
- MapNode n = getNodeNoEx(floatToInt(camera_position, BS));
- // - If the player is in a solid node, make everything black.
- // - If the player is in liquid, draw a semi-transparent overlay.
- // - Do not if player is in third person mode
- const ContentFeatures& features = nodemgr->get(n);
- video::SColor post_effect_color = features.post_effect_color;
- if(features.solidness == 2 && !(g_settings->getBool("noclip") &&
- m_gamedef->checkLocalPrivilege("noclip")) &&
- cam_mode == CAMERA_MODE_FIRST)
- {
- 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: ";
- }
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