Mgv6 mudflow: Remove decoration if 'dirt with grass' below flows away (#5798)
[oweals/minetest.git] / src / clientmap.cpp
1 /*
2 Minetest
3 Copyright (C) 2010-2013 celeron55, Perttu Ahola <celeron55@gmail.com>
4
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.
9
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.
14
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.
18 */
19
20 #include "clientmap.h"
21 #include "client.h"
22 #include "mapblock_mesh.h"
23 #include <IMaterialRenderer.h>
24 #include <matrix4.h>
25 #include "log.h"
26 #include "mapsector.h"
27 #include "nodedef.h"
28 #include "mapblock.h"
29 #include "profiler.h"
30 #include "settings.h"
31 #include "camera.h"               // CameraModes
32 #include "util/basic_macros.h"
33 #include <algorithm>
34
35 ClientMap::ClientMap(
36                 Client *client,
37                 MapDrawControl &control,
38                 scene::ISceneNode* parent,
39                 scene::ISceneManager* mgr,
40                 s32 id
41 ):
42         Map(dout_client, client),
43         scene::ISceneNode(parent, mgr, id),
44         m_client(client),
45         m_control(control),
46         m_camera_position(0,0,0),
47         m_camera_direction(0,0,1),
48         m_camera_fov(M_PI)
49 {
50         m_box = aabb3f(-BS*1000000,-BS*1000000,-BS*1000000,
51                         BS*1000000,BS*1000000,BS*1000000);
52
53         /* TODO: Add a callback function so these can be updated when a setting
54          *       changes.  At this point in time it doesn't matter (e.g. /set
55          *       is documented to change server settings only)
56          *
57          * TODO: Local caching of settings is not optimal and should at some stage
58          *       be updated to use a global settings object for getting thse values
59          *       (as opposed to the this local caching). This can be addressed in
60          *       a later release.
61          */
62         m_cache_trilinear_filter  = g_settings->getBool("trilinear_filter");
63         m_cache_bilinear_filter   = g_settings->getBool("bilinear_filter");
64         m_cache_anistropic_filter = g_settings->getBool("anisotropic_filter");
65
66 }
67
68 ClientMap::~ClientMap()
69 {
70         /*MutexAutoLock lock(mesh_mutex);
71
72         if(mesh != NULL)
73         {
74                 mesh->drop();
75                 mesh = NULL;
76         }*/
77 }
78
79 MapSector * ClientMap::emergeSector(v2s16 p2d)
80 {
81         DSTACK(FUNCTION_NAME);
82         // Check that it doesn't exist already
83         try{
84                 return getSectorNoGenerate(p2d);
85         }
86         catch(InvalidPositionException &e)
87         {
88         }
89
90         // Create a sector
91         ClientMapSector *sector = new ClientMapSector(this, p2d, m_gamedef);
92
93         {
94                 //MutexAutoLock lock(m_sector_mutex); // Bulk comment-out
95                 m_sectors[p2d] = sector;
96         }
97
98         return sector;
99 }
100
101 void ClientMap::OnRegisterSceneNode()
102 {
103         if(IsVisible)
104         {
105                 SceneManager->registerNodeForRendering(this, scene::ESNRP_SOLID);
106                 SceneManager->registerNodeForRendering(this, scene::ESNRP_TRANSPARENT);
107         }
108
109         ISceneNode::OnRegisterSceneNode();
110 }
111
112 void ClientMap::getBlocksInViewRange(v3s16 cam_pos_nodes,
113                 v3s16 *p_blocks_min, v3s16 *p_blocks_max)
114 {
115         v3s16 box_nodes_d = m_control.wanted_range * v3s16(1, 1, 1);
116         // Define p_nodes_min/max as v3s32 because 'cam_pos_nodes -/+ box_nodes_d'
117         // can exceed the range of v3s16 when a large view range is used near the
118         // world edges.
119         v3s32 p_nodes_min(
120                 cam_pos_nodes.X - box_nodes_d.X,
121                 cam_pos_nodes.Y - box_nodes_d.Y,
122                 cam_pos_nodes.Z - box_nodes_d.Z);
123         v3s32 p_nodes_max(
124                 cam_pos_nodes.X + box_nodes_d.X,
125                 cam_pos_nodes.Y + box_nodes_d.Y,
126                 cam_pos_nodes.Z + box_nodes_d.Z);
127         // Take a fair amount as we will be dropping more out later
128         // Umm... these additions are a bit strange but they are needed.
129         *p_blocks_min = v3s16(
130                         p_nodes_min.X / MAP_BLOCKSIZE - 3,
131                         p_nodes_min.Y / MAP_BLOCKSIZE - 3,
132                         p_nodes_min.Z / MAP_BLOCKSIZE - 3);
133         *p_blocks_max = v3s16(
134                         p_nodes_max.X / MAP_BLOCKSIZE + 1,
135                         p_nodes_max.Y / MAP_BLOCKSIZE + 1,
136                         p_nodes_max.Z / MAP_BLOCKSIZE + 1);
137 }
138
139 void ClientMap::updateDrawList(video::IVideoDriver* driver)
140 {
141         ScopeProfiler sp(g_profiler, "CM::updateDrawList()", SPT_AVG);
142         g_profiler->add("CM::updateDrawList() count", 1);
143
144         for (std::map<v3s16, MapBlock*>::iterator i = m_drawlist.begin();
145                         i != m_drawlist.end(); ++i) {
146                 MapBlock *block = i->second;
147                 block->refDrop();
148         }
149         m_drawlist.clear();
150
151         v3f camera_position = m_camera_position;
152         v3f camera_direction = m_camera_direction;
153         f32 camera_fov = m_camera_fov;
154
155         // Use a higher fov to accomodate faster camera movements.
156         // Blocks are cropped better when they are drawn.
157         // Or maybe they aren't? Well whatever.
158         camera_fov *= 1.2;
159
160         v3s16 cam_pos_nodes = floatToInt(camera_position, BS);
161         v3s16 p_blocks_min;
162         v3s16 p_blocks_max;
163         getBlocksInViewRange(cam_pos_nodes, &p_blocks_min, &p_blocks_max);
164
165         // Number of blocks in rendering range
166         u32 blocks_in_range = 0;
167         // Number of blocks occlusion culled
168         u32 blocks_occlusion_culled = 0;
169         // Number of blocks in rendering range but don't have a mesh
170         u32 blocks_in_range_without_mesh = 0;
171         // Blocks that had mesh that would have been drawn according to
172         // rendering range (if max blocks limit didn't kick in)
173         u32 blocks_would_have_drawn = 0;
174         // Blocks that were drawn and had a mesh
175         u32 blocks_drawn = 0;
176         // Blocks which had a corresponding meshbuffer for this pass
177         //u32 blocks_had_pass_meshbuf = 0;
178         // Blocks from which stuff was actually drawn
179         //u32 blocks_without_stuff = 0;
180         // Distance to farthest drawn block
181         float farthest_drawn = 0;
182
183         // No occlusion culling when free_move is on and camera is
184         // inside ground
185         bool occlusion_culling_enabled = true;
186         if (g_settings->getBool("free_move")) {
187                 MapNode n = getNodeNoEx(cam_pos_nodes);
188                 if (n.getContent() == CONTENT_IGNORE ||
189                                 m_nodedef->get(n).solidness == 2)
190                         occlusion_culling_enabled = false;
191         }
192
193         for (std::map<v2s16, MapSector*>::iterator si = m_sectors.begin();
194                         si != m_sectors.end(); ++si) {
195                 MapSector *sector = si->second;
196                 v2s16 sp = sector->getPos();
197
198                 if (m_control.range_all == false) {
199                         if (sp.X < p_blocks_min.X || sp.X > p_blocks_max.X ||
200                                         sp.Y < p_blocks_min.Z || sp.Y > p_blocks_max.Z)
201                                 continue;
202                 }
203
204                 MapBlockVect sectorblocks;
205                 sector->getBlocks(sectorblocks);
206
207                 /*
208                         Loop through blocks in sector
209                 */
210
211                 u32 sector_blocks_drawn = 0;
212
213                 for (MapBlockVect::iterator i = sectorblocks.begin();
214                                 i != sectorblocks.end(); ++i) {
215                         MapBlock *block = *i;
216
217                         /*
218                                 Compare block position to camera position, skip
219                                 if not seen on display
220                         */
221
222                         if (block->mesh != NULL)
223                                 block->mesh->updateCameraOffset(m_camera_offset);
224
225                         float range = 100000 * BS;
226                         if (m_control.range_all == false)
227                                 range = m_control.wanted_range * BS;
228
229                         float d = 0.0;
230                         if (!isBlockInSight(block->getPos(), camera_position,
231                                         camera_direction, camera_fov, range, &d))
232                                 continue;
233
234                         blocks_in_range++;
235
236                         /*
237                                 Ignore if mesh doesn't exist
238                         */
239                         if (block->mesh == NULL) {
240                                 blocks_in_range_without_mesh++;
241                                 continue;
242                         }
243
244                         /*
245                                 Occlusion culling
246                         */
247                         if (occlusion_culling_enabled && isBlockOccluded(block, cam_pos_nodes)) {
248                                 blocks_occlusion_culled++;
249                                 continue;
250                         }
251
252                         // This block is in range. Reset usage timer.
253                         block->resetUsageTimer();
254
255                         // Limit block count in case of a sudden increase
256                         blocks_would_have_drawn++;
257                         if (blocks_drawn >= m_control.wanted_max_blocks &&
258                                         !m_control.range_all &&
259                                         d > m_control.wanted_range * BS)
260                                 continue;
261
262                         // Add to set
263                         block->refGrab();
264                         m_drawlist[block->getPos()] = block;
265
266                         sector_blocks_drawn++;
267                         blocks_drawn++;
268                         if (d / BS > farthest_drawn)
269                                 farthest_drawn = d / BS;
270
271                 } // foreach sectorblocks
272
273                 if (sector_blocks_drawn != 0)
274                         m_last_drawn_sectors.insert(sp);
275         }
276
277         m_control.blocks_would_have_drawn = blocks_would_have_drawn;
278         m_control.blocks_drawn = blocks_drawn;
279         m_control.farthest_drawn = farthest_drawn;
280
281         g_profiler->avg("CM: blocks in range", blocks_in_range);
282         g_profiler->avg("CM: blocks occlusion culled", blocks_occlusion_culled);
283         if (blocks_in_range != 0)
284                 g_profiler->avg("CM: blocks in range without mesh (frac)",
285                                 (float)blocks_in_range_without_mesh / blocks_in_range);
286         g_profiler->avg("CM: blocks drawn", blocks_drawn);
287         g_profiler->avg("CM: farthest drawn", farthest_drawn);
288         g_profiler->avg("CM: wanted max blocks", m_control.wanted_max_blocks);
289 }
290
291 struct MeshBufList
292 {
293         /*!
294          * Specifies in which layer the list is.
295          * All lists which are in a lower layer are rendered before this list.
296          */
297         u8 layer;
298         video::SMaterial m;
299         std::vector<scene::IMeshBuffer*> bufs;
300 };
301
302 struct MeshBufListList
303 {
304         std::vector<MeshBufList> lists;
305
306         void clear()
307         {
308                 lists.clear();
309         }
310
311         void add(scene::IMeshBuffer *buf, u8 layer)
312         {
313                 const video::SMaterial &m = buf->getMaterial();
314                 for(std::vector<MeshBufList>::iterator i = lists.begin();
315                                 i != lists.end(); ++i){
316                         MeshBufList &l = *i;
317
318                         // comparing a full material is quite expensive so we don't do it if
319                         // not even first texture is equal
320                         if (l.m.TextureLayer[0].Texture != m.TextureLayer[0].Texture)
321                                 continue;
322
323                         if(l.layer != layer)
324                                 continue;
325
326                         if (l.m == m) {
327                                 l.bufs.push_back(buf);
328                                 return;
329                         }
330                 }
331                 MeshBufList l;
332                 l.layer = layer;
333                 l.m = m;
334                 l.bufs.push_back(buf);
335                 lists.push_back(l);
336         }
337 };
338
339 void ClientMap::renderMap(video::IVideoDriver* driver, s32 pass)
340 {
341         DSTACK(FUNCTION_NAME);
342
343         bool is_transparent_pass = pass == scene::ESNRP_TRANSPARENT;
344
345         std::string prefix;
346         if (pass == scene::ESNRP_SOLID)
347                 prefix = "CM: solid: ";
348         else
349                 prefix = "CM: transparent: ";
350
351         /*
352                 This is called two times per frame, reset on the non-transparent one
353         */
354         if (pass == scene::ESNRP_SOLID)
355                 m_last_drawn_sectors.clear();
356
357         /*
358                 Get time for measuring timeout.
359
360                 Measuring time is very useful for long delays when the
361                 machine is swapping a lot.
362         */
363         int time1 = time(0);
364
365         /*
366                 Get animation parameters
367         */
368         float animation_time = m_client->getAnimationTime();
369         int crack = m_client->getCrackLevel();
370         u32 daynight_ratio = m_client->getEnv().getDayNightRatio();
371
372         v3f camera_position = m_camera_position;
373         v3f camera_direction = m_camera_direction;
374         f32 camera_fov = m_camera_fov;
375
376         /*
377                 Get all blocks and draw all visible ones
378         */
379
380         u32 vertex_count = 0;
381         u32 meshbuffer_count = 0;
382
383         // For limiting number of mesh animations per frame
384         u32 mesh_animate_count = 0;
385         u32 mesh_animate_count_far = 0;
386
387         // Blocks that were drawn and had a mesh
388         u32 blocks_drawn = 0;
389         // Blocks which had a corresponding meshbuffer for this pass
390         u32 blocks_had_pass_meshbuf = 0;
391         // Blocks from which stuff was actually drawn
392         u32 blocks_without_stuff = 0;
393
394         /*
395                 Draw the selected MapBlocks
396         */
397
398         {
399         ScopeProfiler sp(g_profiler, prefix + "drawing blocks", SPT_AVG);
400
401         MeshBufListList drawbufs;
402
403         for (std::map<v3s16, MapBlock*>::iterator i = m_drawlist.begin();
404                         i != m_drawlist.end(); ++i) {
405                 MapBlock *block = i->second;
406
407                 // If the mesh of the block happened to get deleted, ignore it
408                 if (block->mesh == NULL)
409                         continue;
410
411                 float d = 0.0;
412                 if (!isBlockInSight(block->getPos(), camera_position,
413                                 camera_direction, camera_fov, 100000 * BS, &d))
414                         continue;
415
416                 // Mesh animation
417                 if (pass == scene::ESNRP_SOLID) {
418                         //MutexAutoLock lock(block->mesh_mutex);
419                         MapBlockMesh *mapBlockMesh = block->mesh;
420                         assert(mapBlockMesh);
421                         // Pretty random but this should work somewhat nicely
422                         bool faraway = d >= BS * 50;
423                         //bool faraway = d >= m_control.wanted_range * BS;
424                         if (mapBlockMesh->isAnimationForced() || !faraway ||
425                                         mesh_animate_count_far < (m_control.range_all ? 200 : 50)) {
426                                 bool animated = mapBlockMesh->animate(faraway, animation_time,
427                                         crack, daynight_ratio);
428                                 if (animated)
429                                         mesh_animate_count++;
430                                 if (animated && faraway)
431                                         mesh_animate_count_far++;
432                         } else {
433                                 mapBlockMesh->decreaseAnimationForceTimer();
434                         }
435                 }
436
437                 /*
438                         Get the meshbuffers of the block
439                 */
440                 {
441                         //MutexAutoLock lock(block->mesh_mutex);
442
443                         MapBlockMesh *mapBlockMesh = block->mesh;
444                         assert(mapBlockMesh);
445
446                         for (int layer = 0; layer < MAX_TILE_LAYERS; layer++) {
447                                 scene::IMesh *mesh = mapBlockMesh->getMesh(layer);
448                                 assert(mesh);
449
450                                 u32 c = mesh->getMeshBufferCount();
451                                 for (u32 i = 0; i < c; i++) {
452                                         scene::IMeshBuffer *buf = mesh->getMeshBuffer(i);
453
454                                         video::SMaterial& material = buf->getMaterial();
455                                         video::IMaterialRenderer* rnd =
456                                                 driver->getMaterialRenderer(material.MaterialType);
457                                         bool transparent = (rnd && rnd->isTransparent());
458                                         if (transparent == is_transparent_pass) {
459                                                 if (buf->getVertexCount() == 0)
460                                                         errorstream << "Block [" << analyze_block(block)
461                                                                 << "] contains an empty meshbuf" << std::endl;
462
463                                                 material.setFlag(video::EMF_TRILINEAR_FILTER,
464                                                         m_cache_trilinear_filter);
465                                                 material.setFlag(video::EMF_BILINEAR_FILTER,
466                                                         m_cache_bilinear_filter);
467                                                 material.setFlag(video::EMF_ANISOTROPIC_FILTER,
468                                                         m_cache_anistropic_filter);
469                                                 material.setFlag(video::EMF_WIREFRAME,
470                                                         m_control.show_wireframe);
471
472                                                 drawbufs.add(buf, layer);
473                                         }
474                                 }
475                         }
476                 }
477         }
478
479         std::vector<MeshBufList> &lists = drawbufs.lists;
480
481         int timecheck_counter = 0;
482         for (std::vector<MeshBufList>::iterator i = lists.begin();
483                         i != lists.end(); ++i) {
484                 timecheck_counter++;
485                 if (timecheck_counter > 50) {
486                         timecheck_counter = 0;
487                         int time2 = time(0);
488                         if (time2 > time1 + 4) {
489                                 infostream << "ClientMap::renderMap(): "
490                                         "Rendering takes ages, returning."
491                                         << std::endl;
492                                 return;
493                         }
494                 }
495
496                 MeshBufList &list = *i;
497
498                 driver->setMaterial(list.m);
499
500                 for (std::vector<scene::IMeshBuffer*>::iterator j = list.bufs.begin();
501                                 j != list.bufs.end(); ++j) {
502                         scene::IMeshBuffer *buf = *j;
503                         driver->drawMeshBuffer(buf);
504                         vertex_count += buf->getVertexCount();
505                         meshbuffer_count++;
506                 }
507
508         }
509         } // ScopeProfiler
510
511         // Log only on solid pass because values are the same
512         if (pass == scene::ESNRP_SOLID) {
513                 g_profiler->avg("CM: animated meshes", mesh_animate_count);
514                 g_profiler->avg("CM: animated meshes (far)", mesh_animate_count_far);
515         }
516
517         g_profiler->avg(prefix + "vertices drawn", vertex_count);
518         if (blocks_had_pass_meshbuf != 0)
519                 g_profiler->avg(prefix + "meshbuffers per block",
520                         (float)meshbuffer_count / (float)blocks_had_pass_meshbuf);
521         if (blocks_drawn != 0)
522                 g_profiler->avg(prefix + "empty blocks (frac)",
523                         (float)blocks_without_stuff / blocks_drawn);
524
525         /*infostream<<"renderMap(): is_transparent_pass="<<is_transparent_pass
526                         <<", rendered "<<vertex_count<<" vertices."<<std::endl;*/
527 }
528
529 static bool getVisibleBrightness(Map *map, v3f p0, v3f dir, float step,
530                 float step_multiplier, float start_distance, float end_distance,
531                 INodeDefManager *ndef, u32 daylight_factor, float sunlight_min_d,
532                 int *result, bool *sunlight_seen)
533 {
534         int brightness_sum = 0;
535         int brightness_count = 0;
536         float distance = start_distance;
537         dir.normalize();
538         v3f pf = p0;
539         pf += dir * distance;
540         int noncount = 0;
541         bool nonlight_seen = false;
542         bool allow_allowing_non_sunlight_propagates = false;
543         bool allow_non_sunlight_propagates = false;
544         // Check content nearly at camera position
545         {
546                 v3s16 p = floatToInt(p0 /*+ dir * 3*BS*/, BS);
547                 MapNode n = map->getNodeNoEx(p);
548                 if(ndef->get(n).param_type == CPT_LIGHT &&
549                                 !ndef->get(n).sunlight_propagates)
550                         allow_allowing_non_sunlight_propagates = true;
551         }
552         // If would start at CONTENT_IGNORE, start closer
553         {
554                 v3s16 p = floatToInt(pf, BS);
555                 MapNode n = map->getNodeNoEx(p);
556                 if(n.getContent() == CONTENT_IGNORE){
557                         float newd = 2*BS;
558                         pf = p0 + dir * 2*newd;
559                         distance = newd;
560                         sunlight_min_d = 0;
561                 }
562         }
563         for(int i=0; distance < end_distance; i++){
564                 pf += dir * step;
565                 distance += step;
566                 step *= step_multiplier;
567
568                 v3s16 p = floatToInt(pf, BS);
569                 MapNode n = map->getNodeNoEx(p);
570                 if(allow_allowing_non_sunlight_propagates && i == 0 &&
571                                 ndef->get(n).param_type == CPT_LIGHT &&
572                                 !ndef->get(n).sunlight_propagates){
573                         allow_non_sunlight_propagates = true;
574                 }
575                 if(ndef->get(n).param_type != CPT_LIGHT ||
576                                 (!ndef->get(n).sunlight_propagates &&
577                                         !allow_non_sunlight_propagates)){
578                         nonlight_seen = true;
579                         noncount++;
580                         if(noncount >= 4)
581                                 break;
582                         continue;
583                 }
584                 if(distance >= sunlight_min_d && *sunlight_seen == false
585                                 && nonlight_seen == false)
586                         if(n.getLight(LIGHTBANK_DAY, ndef) == LIGHT_SUN)
587                                 *sunlight_seen = true;
588                 noncount = 0;
589                 brightness_sum += decode_light(n.getLightBlend(daylight_factor, ndef));
590                 brightness_count++;
591         }
592         *result = 0;
593         if(brightness_count == 0)
594                 return false;
595         *result = brightness_sum / brightness_count;
596         /*std::cerr<<"Sampled "<<brightness_count<<" points; result="
597                         <<(*result)<<std::endl;*/
598         return true;
599 }
600
601 int ClientMap::getBackgroundBrightness(float max_d, u32 daylight_factor,
602                 int oldvalue, bool *sunlight_seen_result)
603 {
604         const bool debugprint = false;
605         static v3f z_directions[50] = {
606                 v3f(-100, 0, 0)
607         };
608         static f32 z_offsets[sizeof(z_directions)/sizeof(*z_directions)] = {
609                 -1000,
610         };
611         if(z_directions[0].X < -99){
612                 for(u32 i=0; i<sizeof(z_directions)/sizeof(*z_directions); i++){
613                         z_directions[i] = v3f(
614                                 0.01 * myrand_range(-100, 100),
615                                 1.0,
616                                 0.01 * myrand_range(-100, 100)
617                         );
618                         z_offsets[i] = 0.01 * myrand_range(0,100);
619                 }
620         }
621         if(debugprint)
622                 std::cerr<<"In goes "<<PP(m_camera_direction)<<", out comes ";
623         int sunlight_seen_count = 0;
624         float sunlight_min_d = max_d*0.8;
625         if(sunlight_min_d > 35*BS)
626                 sunlight_min_d = 35*BS;
627         std::vector<int> values;
628         for(u32 i=0; i<sizeof(z_directions)/sizeof(*z_directions); i++){
629                 v3f z_dir = z_directions[i];
630                 z_dir.normalize();
631                 core::CMatrix4<f32> a;
632                 a.buildRotateFromTo(v3f(0,1,0), z_dir);
633                 v3f dir = m_camera_direction;
634                 a.rotateVect(dir);
635                 int br = 0;
636                 float step = BS*1.5;
637                 if(max_d > 35*BS)
638                         step = max_d / 35 * 1.5;
639                 float off = step * z_offsets[i];
640                 bool sunlight_seen_now = false;
641                 bool ok = getVisibleBrightness(this, m_camera_position, dir,
642                                 step, 1.0, max_d*0.6+off, max_d, m_nodedef, daylight_factor,
643                                 sunlight_min_d,
644                                 &br, &sunlight_seen_now);
645                 if(sunlight_seen_now)
646                         sunlight_seen_count++;
647                 if(!ok)
648                         continue;
649                 values.push_back(br);
650                 // Don't try too much if being in the sun is clear
651                 if(sunlight_seen_count >= 20)
652                         break;
653         }
654         int brightness_sum = 0;
655         int brightness_count = 0;
656         std::sort(values.begin(), values.end());
657         u32 num_values_to_use = values.size();
658         if(num_values_to_use >= 10)
659                 num_values_to_use -= num_values_to_use/2;
660         else if(num_values_to_use >= 7)
661                 num_values_to_use -= num_values_to_use/3;
662         u32 first_value_i = (values.size() - num_values_to_use) / 2;
663         if(debugprint){
664                 for(u32 i=0; i < first_value_i; i++)
665                         std::cerr<<values[i]<<" ";
666                 std::cerr<<"[";
667         }
668         for(u32 i=first_value_i; i < first_value_i+num_values_to_use; i++){
669                 if(debugprint)
670                         std::cerr<<values[i]<<" ";
671                 brightness_sum += values[i];
672                 brightness_count++;
673         }
674         if(debugprint){
675                 std::cerr<<"]";
676                 for(u32 i=first_value_i+num_values_to_use; i < values.size(); i++)
677                         std::cerr<<values[i]<<" ";
678         }
679         int ret = 0;
680         if(brightness_count == 0){
681                 MapNode n = getNodeNoEx(floatToInt(m_camera_position, BS));
682                 if(m_nodedef->get(n).param_type == CPT_LIGHT){
683                         ret = decode_light(n.getLightBlend(daylight_factor, m_nodedef));
684                 } else {
685                         ret = oldvalue;
686                 }
687         } else {
688                 /*float pre = (float)brightness_sum / (float)brightness_count;
689                 float tmp = pre;
690                 const float d = 0.2;
691                 pre *= 1.0 + d*2;
692                 pre -= tmp * d;
693                 int preint = pre;
694                 ret = MYMAX(0, MYMIN(255, preint));*/
695                 ret = brightness_sum / brightness_count;
696         }
697         if(debugprint)
698                 std::cerr<<"Result: "<<ret<<" sunlight_seen_count="
699                                 <<sunlight_seen_count<<std::endl;
700         *sunlight_seen_result = (sunlight_seen_count > 0);
701         return ret;
702 }
703
704 void ClientMap::renderPostFx(CameraMode cam_mode)
705 {
706         // Sadly ISceneManager has no "post effects" render pass, in that case we
707         // could just register for that and handle it in renderMap().
708
709         MapNode n = getNodeNoEx(floatToInt(m_camera_position, BS));
710
711         // - If the player is in a solid node, make everything black.
712         // - If the player is in liquid, draw a semi-transparent overlay.
713         // - Do not if player is in third person mode
714         const ContentFeatures& features = m_nodedef->get(n);
715         video::SColor post_effect_color = features.post_effect_color;
716         if(features.solidness == 2 && !(g_settings->getBool("noclip") &&
717                         m_client->checkLocalPrivilege("noclip")) &&
718                         cam_mode == CAMERA_MODE_FIRST)
719         {
720                 post_effect_color = video::SColor(255, 0, 0, 0);
721         }
722         if (post_effect_color.getAlpha() != 0)
723         {
724                 // Draw a full-screen rectangle
725                 video::IVideoDriver* driver = SceneManager->getVideoDriver();
726                 v2u32 ss = driver->getScreenSize();
727                 core::rect<s32> rect(0,0, ss.X, ss.Y);
728                 driver->draw2DRectangle(post_effect_color, rect);
729         }
730 }
731
732 void ClientMap::PrintInfo(std::ostream &out)
733 {
734         out<<"ClientMap: ";
735 }
736
737