3 Copyright (C) 2010-2012 celeron55, Perttu Ahola <celeron55@gmail.com>
5 This program is free software; you can redistribute it and/or modify
6 it under the terms of the GNU Lesser General Public License as published by
7 the Free Software Foundation; either version 2.1 of the License, or
8 (at your option) any later version.
10 This program is distributed in the hope that it will be useful,
11 but WITHOUT ANY WARRANTY; without even the implied warranty of
12 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
13 GNU Lesser General Public License for more details.
15 You should have received a copy of the GNU Lesser General Public License along
16 with this program; if not, write to the Free Software Foundation, Inc.,
17 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
20 #include "clientmap.h"
22 #include "mapblock_mesh.h"
23 #include <IMaterialRenderer.h>
26 #include "mapsector.h"
27 #include "main.h" // dout_client, g_settings
32 #include "util/mathconstants.h"
34 #define PP(x) "("<<(x).X<<","<<(x).Y<<","<<(x).Z<<")"
39 MapDrawControl &control,
40 scene::ISceneNode* parent,
41 scene::ISceneManager* mgr,
44 Map(dout_client, gamedef),
45 scene::ISceneNode(parent, mgr, id),
48 m_camera_position(0,0,0),
49 m_camera_direction(0,0,1),
52 m_camera_mutex.Init();
53 assert(m_camera_mutex.IsInitialized());
55 m_box = core::aabbox3d<f32>(-BS*1000000,-BS*1000000,-BS*1000000,
56 BS*1000000,BS*1000000,BS*1000000);
59 ClientMap::~ClientMap()
61 /*JMutexAutoLock lock(mesh_mutex);
70 MapSector * ClientMap::emergeSector(v2s16 p2d)
72 DSTACK(__FUNCTION_NAME);
73 // Check that it doesn't exist already
75 return getSectorNoGenerate(p2d);
77 catch(InvalidPositionException &e)
82 ClientMapSector *sector = new ClientMapSector(this, p2d, m_gamedef);
85 //JMutexAutoLock lock(m_sector_mutex); // Bulk comment-out
86 m_sectors.insert(p2d, sector);
93 void ClientMap::deSerializeSector(v2s16 p2d, std::istream &is)
95 DSTACK(__FUNCTION_NAME);
96 ClientMapSector *sector = NULL;
98 //JMutexAutoLock lock(m_sector_mutex); // Bulk comment-out
100 core::map<v2s16, MapSector*>::Node *n = m_sectors.find(p2d);
104 sector = (ClientMapSector*)n->getValue();
105 assert(sector->getId() == MAPSECTOR_CLIENT);
109 sector = new ClientMapSector(this, p2d);
111 //JMutexAutoLock lock(m_sector_mutex); // Bulk comment-out
112 m_sectors.insert(p2d, sector);
116 sector->deSerialize(is);
120 void ClientMap::OnRegisterSceneNode()
124 SceneManager->registerNodeForRendering(this, scene::ESNRP_SOLID);
125 SceneManager->registerNodeForRendering(this, scene::ESNRP_TRANSPARENT);
128 ISceneNode::OnRegisterSceneNode();
131 static bool isOccluded(Map *map, v3s16 p0, v3s16 p1, float step, float stepfac,
132 float start_off, float end_off, u32 needed_count, INodeDefManager *nodemgr)
134 float d0 = (float)BS * p0.getDistanceFrom(p1);
136 v3f uf = v3f(u0.X, u0.Y, u0.Z) * BS;
138 v3f p0f = v3f(p0.X, p0.Y, p0.Z) * BS;
140 for(float s=start_off; s<d0+end_off; s+=step){
141 v3f pf = p0f + uf * s;
142 v3s16 p = floatToInt(pf, BS);
143 MapNode n = map->getNodeNoEx(p);
144 bool is_transparent = false;
145 const ContentFeatures &f = nodemgr->get(n);
147 is_transparent = (f.visual_solidness != 2);
149 is_transparent = (f.solidness != 2);
152 if(count >= needed_count)
160 void ClientMap::updateDrawList(video::IVideoDriver* driver)
162 ScopeProfiler sp(g_profiler, "CM::updateDrawList()", SPT_AVG);
163 g_profiler->add("CM::updateDrawList() count", 1);
165 INodeDefManager *nodemgr = m_gamedef->ndef();
167 for(core::map<v3s16, MapBlock*>::Iterator
168 i = m_drawlist.getIterator();
169 i.atEnd() == false; i++)
171 MapBlock *block = i.getNode()->getValue();
176 m_camera_mutex.Lock();
177 v3f camera_position = m_camera_position;
178 v3f camera_direction = m_camera_direction;
179 f32 camera_fov = m_camera_fov;
180 m_camera_mutex.Unlock();
182 // Use a higher fov to accomodate faster camera movements.
183 // Blocks are cropped better when they are drawn.
184 // Or maybe they aren't? Well whatever.
187 v3s16 cam_pos_nodes = floatToInt(camera_position, BS);
188 v3s16 box_nodes_d = m_control.wanted_range * v3s16(1,1,1);
189 v3s16 p_nodes_min = cam_pos_nodes - box_nodes_d;
190 v3s16 p_nodes_max = cam_pos_nodes + box_nodes_d;
191 // Take a fair amount as we will be dropping more out later
192 // Umm... these additions are a bit strange but they are needed.
194 p_nodes_min.X / MAP_BLOCKSIZE - 3,
195 p_nodes_min.Y / MAP_BLOCKSIZE - 3,
196 p_nodes_min.Z / MAP_BLOCKSIZE - 3);
198 p_nodes_max.X / MAP_BLOCKSIZE + 1,
199 p_nodes_max.Y / MAP_BLOCKSIZE + 1,
200 p_nodes_max.Z / MAP_BLOCKSIZE + 1);
202 // Number of blocks in rendering range
203 u32 blocks_in_range = 0;
204 // Number of blocks occlusion culled
205 u32 blocks_occlusion_culled = 0;
206 // Number of blocks in rendering range but don't have a mesh
207 u32 blocks_in_range_without_mesh = 0;
208 // Blocks that had mesh that would have been drawn according to
209 // rendering range (if max blocks limit didn't kick in)
210 u32 blocks_would_have_drawn = 0;
211 // Blocks that were drawn and had a mesh
212 u32 blocks_drawn = 0;
213 // Blocks which had a corresponding meshbuffer for this pass
214 //u32 blocks_had_pass_meshbuf = 0;
215 // Blocks from which stuff was actually drawn
216 //u32 blocks_without_stuff = 0;
218 for(core::map<v2s16, MapSector*>::Iterator
219 si = m_sectors.getIterator();
220 si.atEnd() == false; si++)
222 MapSector *sector = si.getNode()->getValue();
223 v2s16 sp = sector->getPos();
225 if(m_control.range_all == false)
227 if(sp.X < p_blocks_min.X
228 || sp.X > p_blocks_max.X
229 || sp.Y < p_blocks_min.Z
230 || sp.Y > p_blocks_max.Z)
234 core::list< MapBlock * > sectorblocks;
235 sector->getBlocks(sectorblocks);
238 Loop through blocks in sector
241 u32 sector_blocks_drawn = 0;
243 core::list< MapBlock * >::Iterator i;
244 for(i=sectorblocks.begin(); i!=sectorblocks.end(); i++)
246 MapBlock *block = *i;
249 Compare block position to camera position, skip
250 if not seen on display
253 float range = 100000 * BS;
254 if(m_control.range_all == false)
255 range = m_control.wanted_range * BS;
258 if(isBlockInSight(block->getPos(), camera_position,
259 camera_direction, camera_fov,
265 // This is ugly (spherical distance limit?)
266 /*if(m_control.range_all == false &&
267 d - 0.5*BS*MAP_BLOCKSIZE > range)
273 Ignore if mesh doesn't exist
276 //JMutexAutoLock lock(block->mesh_mutex);
278 if(block->mesh == NULL){
279 blocks_in_range_without_mesh++;
288 // No occlusion culling when free_move is on and camera is
290 bool occlusion_culling_enabled = true;
291 if(g_settings->getBool("free_move")){
292 MapNode n = getNodeNoEx(cam_pos_nodes);
293 if(n.getContent() == CONTENT_IGNORE ||
294 nodemgr->get(n).solidness == 2)
295 occlusion_culling_enabled = false;
298 v3s16 cpn = block->getPos() * MAP_BLOCKSIZE;
299 cpn += v3s16(MAP_BLOCKSIZE/2, MAP_BLOCKSIZE/2, MAP_BLOCKSIZE/2);
302 float startoff = BS*1;
303 float endoff = -BS*MAP_BLOCKSIZE*1.42*1.42;
304 v3s16 spn = cam_pos_nodes + v3s16(0,0,0);
305 s16 bs2 = MAP_BLOCKSIZE/2 + 1;
306 u32 needed_count = 1;
308 occlusion_culling_enabled &&
309 isOccluded(this, spn, cpn + v3s16(0,0,0),
310 step, stepfac, startoff, endoff, needed_count, nodemgr) &&
311 isOccluded(this, spn, cpn + v3s16(bs2,bs2,bs2),
312 step, stepfac, startoff, endoff, needed_count, nodemgr) &&
313 isOccluded(this, spn, cpn + v3s16(bs2,bs2,-bs2),
314 step, stepfac, startoff, endoff, needed_count, nodemgr) &&
315 isOccluded(this, spn, cpn + v3s16(bs2,-bs2,bs2),
316 step, stepfac, startoff, endoff, needed_count, nodemgr) &&
317 isOccluded(this, spn, cpn + v3s16(bs2,-bs2,-bs2),
318 step, stepfac, startoff, endoff, needed_count, nodemgr) &&
319 isOccluded(this, spn, cpn + v3s16(-bs2,bs2,bs2),
320 step, stepfac, startoff, endoff, needed_count, nodemgr) &&
321 isOccluded(this, spn, cpn + v3s16(-bs2,bs2,-bs2),
322 step, stepfac, startoff, endoff, needed_count, nodemgr) &&
323 isOccluded(this, spn, cpn + v3s16(-bs2,-bs2,bs2),
324 step, stepfac, startoff, endoff, needed_count, nodemgr) &&
325 isOccluded(this, spn, cpn + v3s16(-bs2,-bs2,-bs2),
326 step, stepfac, startoff, endoff, needed_count, nodemgr)
329 blocks_occlusion_culled++;
333 // This block is in range. Reset usage timer.
334 block->resetUsageTimer();
336 // Limit block count in case of a sudden increase
337 blocks_would_have_drawn++;
338 if(blocks_drawn >= m_control.wanted_max_blocks
339 && m_control.range_all == false
340 && d > m_control.wanted_min_range * BS)
345 m_drawlist[block->getPos()] = block;
347 sector_blocks_drawn++;
350 } // foreach sectorblocks
352 if(sector_blocks_drawn != 0)
353 m_last_drawn_sectors[sp] = true;
356 g_profiler->avg("CM: blocks in range", blocks_in_range);
357 g_profiler->avg("CM: blocks occlusion culled", blocks_occlusion_culled);
358 if(blocks_in_range != 0)
359 g_profiler->avg("CM: blocks in range without mesh (frac)",
360 (float)blocks_in_range_without_mesh/blocks_in_range);
361 g_profiler->avg("CM: blocks drawn", blocks_drawn);
367 core::list<scene::IMeshBuffer*> bufs;
370 struct MeshBufListList
372 core::list<MeshBufList> lists;
379 void add(scene::IMeshBuffer *buf)
381 for(core::list<MeshBufList>::Iterator i = lists.begin();
382 i != lists.end(); i++){
384 if(l.m == buf->getMaterial()){
385 l.bufs.push_back(buf);
390 l.m = buf->getMaterial();
391 l.bufs.push_back(buf);
396 void ClientMap::renderMap(video::IVideoDriver* driver, s32 pass)
398 DSTACK(__FUNCTION_NAME);
400 bool is_transparent_pass = pass == scene::ESNRP_TRANSPARENT;
403 if(pass == scene::ESNRP_SOLID)
404 prefix = "CM: solid: ";
406 prefix = "CM: transparent: ";
409 This is called two times per frame, reset on the non-transparent one
411 if(pass == scene::ESNRP_SOLID)
413 m_last_drawn_sectors.clear();
417 Get time for measuring timeout.
419 Measuring time is very useful for long delays when the
420 machine is swapping a lot.
425 Get animation parameters
427 float animation_time = m_client->getAnimationTime();
428 int crack = m_client->getCrackLevel();
429 u32 daynight_ratio = m_client->getEnv().getDayNightRatio();
431 m_camera_mutex.Lock();
432 v3f camera_position = m_camera_position;
433 v3f camera_direction = m_camera_direction;
434 f32 camera_fov = m_camera_fov;
435 m_camera_mutex.Unlock();
438 Get all blocks and draw all visible ones
441 v3s16 cam_pos_nodes = floatToInt(camera_position, BS);
443 v3s16 box_nodes_d = m_control.wanted_range * v3s16(1,1,1);
445 v3s16 p_nodes_min = cam_pos_nodes - box_nodes_d;
446 v3s16 p_nodes_max = cam_pos_nodes + box_nodes_d;
448 // Take a fair amount as we will be dropping more out later
449 // Umm... these additions are a bit strange but they are needed.
451 p_nodes_min.X / MAP_BLOCKSIZE - 3,
452 p_nodes_min.Y / MAP_BLOCKSIZE - 3,
453 p_nodes_min.Z / MAP_BLOCKSIZE - 3);
455 p_nodes_max.X / MAP_BLOCKSIZE + 1,
456 p_nodes_max.Y / MAP_BLOCKSIZE + 1,
457 p_nodes_max.Z / MAP_BLOCKSIZE + 1);
459 u32 vertex_count = 0;
460 u32 meshbuffer_count = 0;
462 // For limiting number of mesh animations per frame
463 u32 mesh_animate_count = 0;
464 u32 mesh_animate_count_far = 0;
466 // Blocks that had mesh that would have been drawn according to
467 // rendering range (if max blocks limit didn't kick in)
468 u32 blocks_would_have_drawn = 0;
469 // Blocks that were drawn and had a mesh
470 u32 blocks_drawn = 0;
471 // Blocks which had a corresponding meshbuffer for this pass
472 u32 blocks_had_pass_meshbuf = 0;
473 // Blocks from which stuff was actually drawn
474 u32 blocks_without_stuff = 0;
477 Draw the selected MapBlocks
481 ScopeProfiler sp(g_profiler, prefix+"drawing blocks", SPT_AVG);
483 MeshBufListList drawbufs;
485 for(core::map<v3s16, MapBlock*>::Iterator
486 i = m_drawlist.getIterator();
487 i.atEnd() == false; i++)
489 MapBlock *block = i.getNode()->getValue();
491 // If the mesh of the block happened to get deleted, ignore it
492 if(block->mesh == NULL)
496 if(isBlockInSight(block->getPos(), camera_position,
497 camera_direction, camera_fov,
498 100000*BS, &d) == false)
505 //JMutexAutoLock lock(block->mesh_mutex);
506 MapBlockMesh *mapBlockMesh = block->mesh;
507 assert(mapBlockMesh);
508 // Pretty random but this should work somewhat nicely
509 bool faraway = d >= BS*50;
510 //bool faraway = d >= m_control.wanted_range * BS;
511 if(mapBlockMesh->isAnimationForced() ||
513 mesh_animate_count_far < (m_control.range_all ? 200 : 50))
515 bool animated = mapBlockMesh->animate(
521 mesh_animate_count++;
522 if(animated && faraway)
523 mesh_animate_count_far++;
527 mapBlockMesh->decreaseAnimationForceTimer();
532 Get the meshbuffers of the block
535 //JMutexAutoLock lock(block->mesh_mutex);
537 MapBlockMesh *mapBlockMesh = block->mesh;
538 assert(mapBlockMesh);
540 scene::SMesh *mesh = mapBlockMesh->getMesh();
543 u32 c = mesh->getMeshBufferCount();
544 for(u32 i=0; i<c; i++)
546 scene::IMeshBuffer *buf = mesh->getMeshBuffer(i);
547 const video::SMaterial& material = buf->getMaterial();
548 video::IMaterialRenderer* rnd =
549 driver->getMaterialRenderer(material.MaterialType);
550 bool transparent = (rnd && rnd->isTransparent());
551 if(transparent == is_transparent_pass)
553 if(buf->getVertexCount() == 0)
554 errorstream<<"Block ["<<analyze_block(block)
555 <<"] contains an empty meshbuf"<<std::endl;
562 core::list<MeshBufList> &lists = drawbufs.lists;
564 int timecheck_counter = 0;
565 for(core::list<MeshBufList>::Iterator i = lists.begin();
566 i != lists.end(); i++)
570 if(timecheck_counter > 50)
572 timecheck_counter = 0;
574 if(time2 > time1 + 4)
576 infostream<<"ClientMap::renderMap(): "
577 "Rendering takes ages, returning."
584 MeshBufList &list = *i;
586 driver->setMaterial(list.m);
588 for(core::list<scene::IMeshBuffer*>::Iterator j = list.bufs.begin();
589 j != list.bufs.end(); j++)
591 scene::IMeshBuffer *buf = *j;
592 driver->drawMeshBuffer(buf);
593 vertex_count += buf->getVertexCount();
598 Draw the faces of the block
601 //JMutexAutoLock lock(block->mesh_mutex);
603 MapBlockMesh *mapBlockMesh = block->mesh;
604 assert(mapBlockMesh);
606 scene::SMesh *mesh = mapBlockMesh->getMesh();
609 u32 c = mesh->getMeshBufferCount();
610 bool stuff_actually_drawn = false;
611 for(u32 i=0; i<c; i++)
613 scene::IMeshBuffer *buf = mesh->getMeshBuffer(i);
614 const video::SMaterial& material = buf->getMaterial();
615 video::IMaterialRenderer* rnd =
616 driver->getMaterialRenderer(material.MaterialType);
617 bool transparent = (rnd && rnd->isTransparent());
618 // Render transparent on transparent pass and likewise.
619 if(transparent == is_transparent_pass)
621 if(buf->getVertexCount() == 0)
622 errorstream<<"Block ["<<analyze_block(block)
623 <<"] contains an empty meshbuf"<<std::endl;
625 This *shouldn't* hurt too much because Irrlicht
626 doesn't change opengl textures if the old
627 material has the same texture.
629 driver->setMaterial(buf->getMaterial());
630 driver->drawMeshBuffer(buf);
631 vertex_count += buf->getVertexCount();
633 stuff_actually_drawn = true;
636 if(stuff_actually_drawn)
637 blocks_had_pass_meshbuf++;
639 blocks_without_stuff++;
645 // Log only on solid pass because values are the same
646 if(pass == scene::ESNRP_SOLID){
647 g_profiler->avg("CM: animated meshes", mesh_animate_count);
648 g_profiler->avg("CM: animated meshes (far)", mesh_animate_count_far);
651 g_profiler->avg(prefix+"vertices drawn", vertex_count);
652 if(blocks_had_pass_meshbuf != 0)
653 g_profiler->avg(prefix+"meshbuffers per block",
654 (float)meshbuffer_count / (float)blocks_had_pass_meshbuf);
655 if(blocks_drawn != 0)
656 g_profiler->avg(prefix+"empty blocks (frac)",
657 (float)blocks_without_stuff / blocks_drawn);
659 m_control.blocks_drawn = blocks_drawn;
660 m_control.blocks_would_have_drawn = blocks_would_have_drawn;
662 /*infostream<<"renderMap(): is_transparent_pass="<<is_transparent_pass
663 <<", rendered "<<vertex_count<<" vertices."<<std::endl;*/
666 static bool getVisibleBrightness(Map *map, v3f p0, v3f dir, float step,
667 float step_multiplier, float start_distance, float end_distance,
668 INodeDefManager *ndef, u32 daylight_factor, float sunlight_min_d,
669 int *result, bool *sunlight_seen)
671 int brightness_sum = 0;
672 int brightness_count = 0;
673 float distance = start_distance;
676 pf += dir * distance;
678 bool nonlight_seen = false;
679 bool allow_allowing_non_sunlight_propagates = false;
680 bool allow_non_sunlight_propagates = false;
681 // Check content nearly at camera position
683 v3s16 p = floatToInt(p0 /*+ dir * 3*BS*/, BS);
684 MapNode n = map->getNodeNoEx(p);
685 if(ndef->get(n).param_type == CPT_LIGHT &&
686 !ndef->get(n).sunlight_propagates)
687 allow_allowing_non_sunlight_propagates = true;
689 // If would start at CONTENT_IGNORE, start closer
691 v3s16 p = floatToInt(pf, BS);
692 MapNode n = map->getNodeNoEx(p);
693 if(n.getContent() == CONTENT_IGNORE){
695 pf = p0 + dir * 2*newd;
700 for(int i=0; distance < end_distance; i++){
703 step *= step_multiplier;
705 v3s16 p = floatToInt(pf, BS);
706 MapNode n = map->getNodeNoEx(p);
707 if(allow_allowing_non_sunlight_propagates && i == 0 &&
708 ndef->get(n).param_type == CPT_LIGHT &&
709 !ndef->get(n).sunlight_propagates){
710 allow_non_sunlight_propagates = true;
712 if(ndef->get(n).param_type != CPT_LIGHT ||
713 (!ndef->get(n).sunlight_propagates &&
714 !allow_non_sunlight_propagates)){
715 nonlight_seen = true;
721 if(distance >= sunlight_min_d && *sunlight_seen == false
722 && nonlight_seen == false)
723 if(n.getLight(LIGHTBANK_DAY, ndef) == LIGHT_SUN)
724 *sunlight_seen = true;
726 brightness_sum += decode_light(n.getLightBlend(daylight_factor, ndef));
730 if(brightness_count == 0)
732 *result = brightness_sum / brightness_count;
733 /*std::cerr<<"Sampled "<<brightness_count<<" points; result="
734 <<(*result)<<std::endl;*/
738 int ClientMap::getBackgroundBrightness(float max_d, u32 daylight_factor,
739 int oldvalue, bool *sunlight_seen_result)
741 const bool debugprint = false;
742 INodeDefManager *ndef = m_gamedef->ndef();
743 static v3f z_directions[50] = {
746 static f32 z_offsets[sizeof(z_directions)/sizeof(*z_directions)] = {
749 if(z_directions[0].X < -99){
750 for(u32 i=0; i<sizeof(z_directions)/sizeof(*z_directions); i++){
751 z_directions[i] = v3f(
752 0.01 * myrand_range(-100, 100),
754 0.01 * myrand_range(-100, 100)
756 z_offsets[i] = 0.01 * myrand_range(0,100);
760 std::cerr<<"In goes "<<PP(m_camera_direction)<<", out comes ";
761 int sunlight_seen_count = 0;
762 float sunlight_min_d = max_d*0.8;
763 if(sunlight_min_d > 35*BS)
764 sunlight_min_d = 35*BS;
765 core::array<int> values;
766 for(u32 i=0; i<sizeof(z_directions)/sizeof(*z_directions); i++){
767 v3f z_dir = z_directions[i];
769 core::CMatrix4<f32> a;
770 a.buildRotateFromTo(v3f(0,1,0), z_dir);
771 v3f dir = m_camera_direction;
776 step = max_d / 35 * 1.5;
777 float off = step * z_offsets[i];
778 bool sunlight_seen_now = false;
779 bool ok = getVisibleBrightness(this, m_camera_position, dir,
780 step, 1.0, max_d*0.6+off, max_d, ndef, daylight_factor,
782 &br, &sunlight_seen_now);
783 if(sunlight_seen_now)
784 sunlight_seen_count++;
787 values.push_back(br);
788 // Don't try too much if being in the sun is clear
789 if(sunlight_seen_count >= 20)
792 int brightness_sum = 0;
793 int brightness_count = 0;
795 u32 num_values_to_use = values.size();
796 if(num_values_to_use >= 10)
797 num_values_to_use -= num_values_to_use/2;
798 else if(num_values_to_use >= 7)
799 num_values_to_use -= num_values_to_use/3;
800 u32 first_value_i = (values.size() - num_values_to_use) / 2;
802 for(u32 i=0; i < first_value_i; i++)
803 std::cerr<<values[i]<<" ";
806 for(u32 i=first_value_i; i < first_value_i+num_values_to_use; i++){
808 std::cerr<<values[i]<<" ";
809 brightness_sum += values[i];
814 for(u32 i=first_value_i+num_values_to_use; i < values.size(); i++)
815 std::cerr<<values[i]<<" ";
818 if(brightness_count == 0){
819 MapNode n = getNodeNoEx(floatToInt(m_camera_position, BS));
820 if(ndef->get(n).param_type == CPT_LIGHT){
821 ret = decode_light(n.getLightBlend(daylight_factor, ndef));
824 //ret = blend_light(255, 0, daylight_factor);
827 /*float pre = (float)brightness_sum / (float)brightness_count;
833 ret = MYMAX(0, MYMIN(255, preint));*/
834 ret = brightness_sum / brightness_count;
837 std::cerr<<"Result: "<<ret<<" sunlight_seen_count="
838 <<sunlight_seen_count<<std::endl;
839 *sunlight_seen_result = (sunlight_seen_count > 0);
843 void ClientMap::renderPostFx()
845 INodeDefManager *nodemgr = m_gamedef->ndef();
847 // Sadly ISceneManager has no "post effects" render pass, in that case we
848 // could just register for that and handle it in renderMap().
850 m_camera_mutex.Lock();
851 v3f camera_position = m_camera_position;
852 m_camera_mutex.Unlock();
854 MapNode n = getNodeNoEx(floatToInt(camera_position, BS));
856 // - If the player is in a solid node, make everything black.
857 // - If the player is in liquid, draw a semi-transparent overlay.
858 const ContentFeatures& features = nodemgr->get(n);
859 video::SColor post_effect_color = features.post_effect_color;
860 if(features.solidness == 2 && g_settings->getBool("free_move") == false)
862 post_effect_color = video::SColor(255, 0, 0, 0);
864 if (post_effect_color.getAlpha() != 0)
866 // Draw a full-screen rectangle
867 video::IVideoDriver* driver = SceneManager->getVideoDriver();
868 v2u32 ss = driver->getScreenSize();
869 core::rect<s32> rect(0,0, ss.X, ss.Y);
870 driver->draw2DRectangle(post_effect_color, rect);
874 void ClientMap::PrintInfo(std::ostream &out)