Translated using Weblate (German)
[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/mathconstants.h"
33 #include <algorithm>
34
35 #define PP(x) "("<<(x).X<<","<<(x).Y<<","<<(x).Z<<")"
36
37 ClientMap::ClientMap(
38                 Client *client,
39                 IGameDef *gamedef,
40                 MapDrawControl &control,
41                 scene::ISceneNode* parent,
42                 scene::ISceneManager* mgr,
43                 s32 id
44 ):
45         Map(dout_client, gamedef),
46         scene::ISceneNode(parent, mgr, id),
47         m_client(client),
48         m_control(control),
49         m_camera_position(0,0,0),
50         m_camera_direction(0,0,1),
51         m_camera_fov(M_PI)
52 {
53         m_box = core::aabbox3d<f32>(-BS*1000000,-BS*1000000,-BS*1000000,
54                         BS*1000000,BS*1000000,BS*1000000);
55
56         /* TODO: Add a callback function so these can be updated when a setting
57          *       changes.  At this point in time it doesn't matter (e.g. /set
58          *       is documented to change server settings only)
59          *
60          * TODO: Local caching of settings is not optimal and should at some stage
61          *       be updated to use a global settings object for getting thse values
62          *       (as opposed to the this local caching). This can be addressed in
63          *       a later release.
64          */
65         m_cache_trilinear_filter  = g_settings->getBool("trilinear_filter");
66         m_cache_bilinear_filter   = g_settings->getBool("bilinear_filter");
67         m_cache_anistropic_filter = g_settings->getBool("anisotropic_filter");
68
69 }
70
71 ClientMap::~ClientMap()
72 {
73         /*MutexAutoLock lock(mesh_mutex);
74
75         if(mesh != NULL)
76         {
77                 mesh->drop();
78                 mesh = NULL;
79         }*/
80 }
81
82 MapSector * ClientMap::emergeSector(v2s16 p2d)
83 {
84         DSTACK(FUNCTION_NAME);
85         // Check that it doesn't exist already
86         try{
87                 return getSectorNoGenerate(p2d);
88         }
89         catch(InvalidPositionException &e)
90         {
91         }
92
93         // Create a sector
94         ClientMapSector *sector = new ClientMapSector(this, p2d, m_gamedef);
95
96         {
97                 //MutexAutoLock lock(m_sector_mutex); // Bulk comment-out
98                 m_sectors[p2d] = sector;
99         }
100
101         return sector;
102 }
103
104 void ClientMap::OnRegisterSceneNode()
105 {
106         if(IsVisible)
107         {
108                 SceneManager->registerNodeForRendering(this, scene::ESNRP_SOLID);
109                 SceneManager->registerNodeForRendering(this, scene::ESNRP_TRANSPARENT);
110         }
111
112         ISceneNode::OnRegisterSceneNode();
113 }
114
115 static bool isOccluded(Map *map, v3s16 p0, v3s16 p1, float step, float stepfac,
116                 float start_off, float end_off, u32 needed_count, INodeDefManager *nodemgr)
117 {
118         float d0 = (float)BS * p0.getDistanceFrom(p1);
119         v3s16 u0 = p1 - p0;
120         v3f uf = v3f(u0.X, u0.Y, u0.Z) * BS;
121         uf.normalize();
122         v3f p0f = v3f(p0.X, p0.Y, p0.Z) * BS;
123         u32 count = 0;
124         for(float s=start_off; s<d0+end_off; s+=step){
125                 v3f pf = p0f + uf * s;
126                 v3s16 p = floatToInt(pf, BS);
127                 MapNode n = map->getNodeNoEx(p);
128                 bool is_transparent = false;
129                 const ContentFeatures &f = nodemgr->get(n);
130                 if(f.solidness == 0)
131                         is_transparent = (f.visual_solidness != 2);
132                 else
133                         is_transparent = (f.solidness != 2);
134                 if(!is_transparent){
135                         if(count == needed_count)
136                                 return true;
137                         count++;
138                 }
139                 step *= stepfac;
140         }
141         return false;
142 }
143
144 void ClientMap::updateDrawList(video::IVideoDriver* driver)
145 {
146         ScopeProfiler sp(g_profiler, "CM::updateDrawList()", SPT_AVG);
147         g_profiler->add("CM::updateDrawList() count", 1);
148
149         INodeDefManager *nodemgr = m_gamedef->ndef();
150
151         for(std::map<v3s16, MapBlock*>::iterator
152                         i = m_drawlist.begin();
153                         i != m_drawlist.end(); ++i)
154         {
155                 MapBlock *block = i->second;
156                 block->refDrop();
157         }
158         m_drawlist.clear();
159
160         m_camera_mutex.lock();
161         v3f camera_position = m_camera_position;
162         v3f camera_direction = m_camera_direction;
163         f32 camera_fov = m_camera_fov;
164         //v3s16 camera_offset = m_camera_offset;
165         m_camera_mutex.unlock();
166
167         // Use a higher fov to accomodate faster camera movements.
168         // Blocks are cropped better when they are drawn.
169         // Or maybe they aren't? Well whatever.
170         camera_fov *= 1.2;
171
172         v3s16 cam_pos_nodes = floatToInt(camera_position, BS);
173         v3s16 box_nodes_d = m_control.wanted_range * v3s16(1,1,1);
174         v3s16 p_nodes_min = cam_pos_nodes - box_nodes_d;
175         v3s16 p_nodes_max = cam_pos_nodes + box_nodes_d;
176         // Take a fair amount as we will be dropping more out later
177         // Umm... these additions are a bit strange but they are needed.
178         v3s16 p_blocks_min(
179                         p_nodes_min.X / MAP_BLOCKSIZE - 3,
180                         p_nodes_min.Y / MAP_BLOCKSIZE - 3,
181                         p_nodes_min.Z / MAP_BLOCKSIZE - 3);
182         v3s16 p_blocks_max(
183                         p_nodes_max.X / MAP_BLOCKSIZE + 1,
184                         p_nodes_max.Y / MAP_BLOCKSIZE + 1,
185                         p_nodes_max.Z / MAP_BLOCKSIZE + 1);
186
187         // Number of blocks in rendering range
188         u32 blocks_in_range = 0;
189         // Number of blocks occlusion culled
190         u32 blocks_occlusion_culled = 0;
191         // Number of blocks in rendering range but don't have a mesh
192         u32 blocks_in_range_without_mesh = 0;
193         // Blocks that had mesh that would have been drawn according to
194         // rendering range (if max blocks limit didn't kick in)
195         u32 blocks_would_have_drawn = 0;
196         // Blocks that were drawn and had a mesh
197         u32 blocks_drawn = 0;
198         // Blocks which had a corresponding meshbuffer for this pass
199         //u32 blocks_had_pass_meshbuf = 0;
200         // Blocks from which stuff was actually drawn
201         //u32 blocks_without_stuff = 0;
202         // Distance to farthest drawn block
203         float farthest_drawn = 0;
204
205         for(std::map<v2s16, MapSector*>::iterator
206                         si = m_sectors.begin();
207                         si != m_sectors.end(); ++si)
208         {
209                 MapSector *sector = si->second;
210                 v2s16 sp = sector->getPos();
211
212                 if(m_control.range_all == false)
213                 {
214                         if(sp.X < p_blocks_min.X
215                         || sp.X > p_blocks_max.X
216                         || sp.Y < p_blocks_min.Z
217                         || sp.Y > p_blocks_max.Z)
218                                 continue;
219                 }
220
221                 MapBlockVect sectorblocks;
222                 sector->getBlocks(sectorblocks);
223
224                 /*
225                         Loop through blocks in sector
226                 */
227
228                 u32 sector_blocks_drawn = 0;
229
230                 for(MapBlockVect::iterator i = sectorblocks.begin();
231                                 i != sectorblocks.end(); ++i)
232                 {
233                         MapBlock *block = *i;
234
235                         /*
236                                 Compare block position to camera position, skip
237                                 if not seen on display
238                         */
239
240                         if (block->mesh != NULL)
241                                 block->mesh->updateCameraOffset(m_camera_offset);
242
243                         float range = 100000 * BS;
244                         if(m_control.range_all == false)
245                                 range = m_control.wanted_range * BS;
246
247                         float d = 0.0;
248                         if(isBlockInSight(block->getPos(), camera_position,
249                                         camera_direction, camera_fov,
250                                         range, &d) == false)
251                         {
252                                 continue;
253                         }
254
255                         // This is ugly (spherical distance limit?)
256                         /*if(m_control.range_all == false &&
257                                         d - 0.5*BS*MAP_BLOCKSIZE > range)
258                                 continue;*/
259
260                         blocks_in_range++;
261
262                         /*
263                                 Ignore if mesh doesn't exist
264                         */
265                         {
266                                 //MutexAutoLock lock(block->mesh_mutex);
267
268                                 if(block->mesh == NULL){
269                                         blocks_in_range_without_mesh++;
270                                         continue;
271                                 }
272                         }
273
274                         /*
275                                 Occlusion culling
276                         */
277
278                         // No occlusion culling when free_move is on and camera is
279                         // inside ground
280                         bool occlusion_culling_enabled = true;
281                         if(g_settings->getBool("free_move")){
282                                 MapNode n = getNodeNoEx(cam_pos_nodes);
283                                 if(n.getContent() == CONTENT_IGNORE ||
284                                                 nodemgr->get(n).solidness == 2)
285                                         occlusion_culling_enabled = false;
286                         }
287
288                         v3s16 cpn = block->getPos() * MAP_BLOCKSIZE;
289                         cpn += v3s16(MAP_BLOCKSIZE/2, MAP_BLOCKSIZE/2, MAP_BLOCKSIZE/2);
290                         float step = BS*1;
291                         float stepfac = 1.1;
292                         float startoff = BS*1;
293                         float endoff = -BS*MAP_BLOCKSIZE*1.42*1.42;
294                         v3s16 spn = cam_pos_nodes + v3s16(0,0,0);
295                         s16 bs2 = MAP_BLOCKSIZE/2 + 1;
296                         u32 needed_count = 1;
297                         if(
298                                 occlusion_culling_enabled &&
299                                 isOccluded(this, spn, cpn + v3s16(0,0,0),
300                                         step, stepfac, startoff, endoff, needed_count, nodemgr) &&
301                                 isOccluded(this, spn, cpn + v3s16(bs2,bs2,bs2),
302                                         step, stepfac, startoff, endoff, needed_count, nodemgr) &&
303                                 isOccluded(this, spn, cpn + v3s16(bs2,bs2,-bs2),
304                                         step, stepfac, startoff, endoff, needed_count, nodemgr) &&
305                                 isOccluded(this, spn, cpn + v3s16(bs2,-bs2,bs2),
306                                         step, stepfac, startoff, endoff, needed_count, nodemgr) &&
307                                 isOccluded(this, spn, cpn + v3s16(bs2,-bs2,-bs2),
308                                         step, stepfac, startoff, endoff, needed_count, nodemgr) &&
309                                 isOccluded(this, spn, cpn + v3s16(-bs2,bs2,bs2),
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                         )
318                         {
319                                 blocks_occlusion_culled++;
320                                 continue;
321                         }
322
323                         // This block is in range. Reset usage timer.
324                         block->resetUsageTimer();
325
326                         // Limit block count in case of a sudden increase
327                         blocks_would_have_drawn++;
328                         if(blocks_drawn >= m_control.wanted_max_blocks
329                                         && m_control.range_all == false
330                                         && d > m_control.wanted_min_range * BS)
331                                 continue;
332
333                         // Add to set
334                         block->refGrab();
335                         m_drawlist[block->getPos()] = block;
336
337                         sector_blocks_drawn++;
338                         blocks_drawn++;
339                         if(d/BS > farthest_drawn)
340                                 farthest_drawn = d/BS;
341
342                 } // foreach sectorblocks
343
344                 if(sector_blocks_drawn != 0)
345                         m_last_drawn_sectors.insert(sp);
346         }
347
348         m_control.blocks_would_have_drawn = blocks_would_have_drawn;
349         m_control.blocks_drawn = blocks_drawn;
350         m_control.farthest_drawn = farthest_drawn;
351
352         g_profiler->avg("CM: blocks in range", blocks_in_range);
353         g_profiler->avg("CM: blocks occlusion culled", blocks_occlusion_culled);
354         if(blocks_in_range != 0)
355                 g_profiler->avg("CM: blocks in range without mesh (frac)",
356                                 (float)blocks_in_range_without_mesh/blocks_in_range);
357         g_profiler->avg("CM: blocks drawn", blocks_drawn);
358         g_profiler->avg("CM: farthest drawn", farthest_drawn);
359         g_profiler->avg("CM: wanted max blocks", m_control.wanted_max_blocks);
360 }
361
362 struct MeshBufList
363 {
364         video::SMaterial m;
365         std::vector<scene::IMeshBuffer*> bufs;
366 };
367
368 struct MeshBufListList
369 {
370         std::vector<MeshBufList> lists;
371
372         void clear()
373         {
374                 lists.clear();
375         }
376
377         void add(scene::IMeshBuffer *buf)
378         {
379                 for(std::vector<MeshBufList>::iterator i = lists.begin();
380                                 i != lists.end(); ++i){
381                         MeshBufList &l = *i;
382                         video::SMaterial &m = buf->getMaterial();
383
384                         // comparing a full material is quite expensive so we don't do it if
385                         // not even first texture is equal
386                         if (l.m.TextureLayer[0].Texture != m.TextureLayer[0].Texture)
387                                 continue;
388
389                         if (l.m == m) {
390                                 l.bufs.push_back(buf);
391                                 return;
392                         }
393                 }
394                 MeshBufList l;
395                 l.m = buf->getMaterial();
396                 l.bufs.push_back(buf);
397                 lists.push_back(l);
398         }
399 };
400
401 void ClientMap::renderMap(video::IVideoDriver* driver, s32 pass)
402 {
403         DSTACK(FUNCTION_NAME);
404
405         bool is_transparent_pass = pass == scene::ESNRP_TRANSPARENT;
406
407         std::string prefix;
408         if(pass == scene::ESNRP_SOLID)
409                 prefix = "CM: solid: ";
410         else
411                 prefix = "CM: transparent: ";
412
413         /*
414                 This is called two times per frame, reset on the non-transparent one
415         */
416         if(pass == scene::ESNRP_SOLID)
417         {
418                 m_last_drawn_sectors.clear();
419         }
420
421         /*
422                 Get time for measuring timeout.
423
424                 Measuring time is very useful for long delays when the
425                 machine is swapping a lot.
426         */
427         int time1 = time(0);
428
429         /*
430                 Get animation parameters
431         */
432         float animation_time = m_client->getAnimationTime();
433         int crack = m_client->getCrackLevel();
434         u32 daynight_ratio = m_client->getEnv().getDayNightRatio();
435
436         m_camera_mutex.lock();
437         v3f camera_position = m_camera_position;
438         v3f camera_direction = m_camera_direction;
439         f32 camera_fov = m_camera_fov;
440         m_camera_mutex.unlock();
441
442         /*
443                 Get all blocks and draw all visible ones
444         */
445
446         v3s16 cam_pos_nodes = floatToInt(camera_position, BS);
447
448         v3s16 box_nodes_d = m_control.wanted_range * v3s16(1,1,1);
449
450         v3s16 p_nodes_min = cam_pos_nodes - box_nodes_d;
451         v3s16 p_nodes_max = cam_pos_nodes + box_nodes_d;
452
453         // Take a fair amount as we will be dropping more out later
454         // Umm... these additions are a bit strange but they are needed.
455         v3s16 p_blocks_min(
456                         p_nodes_min.X / MAP_BLOCKSIZE - 3,
457                         p_nodes_min.Y / MAP_BLOCKSIZE - 3,
458                         p_nodes_min.Z / MAP_BLOCKSIZE - 3);
459         v3s16 p_blocks_max(
460                         p_nodes_max.X / MAP_BLOCKSIZE + 1,
461                         p_nodes_max.Y / MAP_BLOCKSIZE + 1,
462                         p_nodes_max.Z / MAP_BLOCKSIZE + 1);
463
464         u32 vertex_count = 0;
465         u32 meshbuffer_count = 0;
466
467         // For limiting number of mesh animations per frame
468         u32 mesh_animate_count = 0;
469         u32 mesh_animate_count_far = 0;
470
471         // Blocks that were drawn and had a mesh
472         u32 blocks_drawn = 0;
473         // Blocks which had a corresponding meshbuffer for this pass
474         u32 blocks_had_pass_meshbuf = 0;
475         // Blocks from which stuff was actually drawn
476         u32 blocks_without_stuff = 0;
477
478         /*
479                 Draw the selected MapBlocks
480         */
481
482         {
483         ScopeProfiler sp(g_profiler, prefix+"drawing blocks", SPT_AVG);
484
485         MeshBufListList drawbufs;
486
487         for(std::map<v3s16, MapBlock*>::iterator
488                         i = m_drawlist.begin();
489                         i != m_drawlist.end(); ++i)
490         {
491                 MapBlock *block = i->second;
492
493                 // If the mesh of the block happened to get deleted, ignore it
494                 if(block->mesh == NULL)
495                         continue;
496
497                 float d = 0.0;
498                 if(isBlockInSight(block->getPos(), camera_position,
499                                 camera_direction, camera_fov,
500                                 100000*BS, &d) == false)
501                 {
502                         continue;
503                 }
504
505                 // Mesh animation
506                 {
507                         //MutexAutoLock lock(block->mesh_mutex);
508                         MapBlockMesh *mapBlockMesh = block->mesh;
509                         assert(mapBlockMesh);
510                         // Pretty random but this should work somewhat nicely
511                         bool faraway = d >= BS*50;
512                         //bool faraway = d >= m_control.wanted_range * BS;
513                         if(mapBlockMesh->isAnimationForced() ||
514                                         !faraway ||
515                                         mesh_animate_count_far < (m_control.range_all ? 200 : 50))
516                         {
517                                 bool animated = mapBlockMesh->animate(
518                                                 faraway,
519                                                 animation_time,
520                                                 crack,
521                                                 daynight_ratio);
522                                 if(animated)
523                                         mesh_animate_count++;
524                                 if(animated && faraway)
525                                         mesh_animate_count_far++;
526                         }
527                         else
528                         {
529                                 mapBlockMesh->decreaseAnimationForceTimer();
530                         }
531                 }
532
533                 /*
534                         Get the meshbuffers of the block
535                 */
536                 {
537                         //MutexAutoLock lock(block->mesh_mutex);
538
539                         MapBlockMesh *mapBlockMesh = block->mesh;
540                         assert(mapBlockMesh);
541
542                         scene::IMesh *mesh = mapBlockMesh->getMesh();
543                         assert(mesh);
544
545                         u32 c = mesh->getMeshBufferCount();
546                         for(u32 i=0; i<c; i++)
547                         {
548                                 scene::IMeshBuffer *buf = mesh->getMeshBuffer(i);
549
550                                 buf->getMaterial().setFlag(video::EMF_TRILINEAR_FILTER, m_cache_trilinear_filter);
551                                 buf->getMaterial().setFlag(video::EMF_BILINEAR_FILTER, m_cache_bilinear_filter);
552                                 buf->getMaterial().setFlag(video::EMF_ANISOTROPIC_FILTER, m_cache_anistropic_filter);
553
554                                 const video::SMaterial& material = buf->getMaterial();
555                                 video::IMaterialRenderer* rnd =
556                                                 driver->getMaterialRenderer(material.MaterialType);
557                                 bool transparent = (rnd && rnd->isTransparent());
558                                 if(transparent == is_transparent_pass)
559                                 {
560                                         if(buf->getVertexCount() == 0)
561                                                 errorstream<<"Block ["<<analyze_block(block)
562                                                                 <<"] contains an empty meshbuf"<<std::endl;
563                                         drawbufs.add(buf);
564                                 }
565                         }
566                 }
567         }
568
569         std::vector<MeshBufList> &lists = drawbufs.lists;
570
571         int timecheck_counter = 0;
572         for(std::vector<MeshBufList>::iterator i = lists.begin();
573                         i != lists.end(); ++i) {
574                 timecheck_counter++;
575                 if(timecheck_counter > 50) {
576                         timecheck_counter = 0;
577                         int time2 = time(0);
578                         if(time2 > time1 + 4) {
579                                 infostream << "ClientMap::renderMap(): "
580                                         "Rendering takes ages, returning."
581                                         << std::endl;
582                                 return;
583                         }
584                 }
585
586                 MeshBufList &list = *i;
587
588                 driver->setMaterial(list.m);
589
590                 for(std::vector<scene::IMeshBuffer*>::iterator j = list.bufs.begin();
591                                 j != list.bufs.end(); ++j) {
592                         scene::IMeshBuffer *buf = *j;
593                         driver->drawMeshBuffer(buf);
594                         vertex_count += buf->getVertexCount();
595                         meshbuffer_count++;
596                 }
597
598         }
599         } // ScopeProfiler
600
601         // Log only on solid pass because values are the same
602         if(pass == scene::ESNRP_SOLID){
603                 g_profiler->avg("CM: animated meshes", mesh_animate_count);
604                 g_profiler->avg("CM: animated meshes (far)", mesh_animate_count_far);
605         }
606
607         g_profiler->avg(prefix+"vertices drawn", vertex_count);
608         if(blocks_had_pass_meshbuf != 0)
609                 g_profiler->avg(prefix+"meshbuffers per block",
610                                 (float)meshbuffer_count / (float)blocks_had_pass_meshbuf);
611         if(blocks_drawn != 0)
612                 g_profiler->avg(prefix+"empty blocks (frac)",
613                                 (float)blocks_without_stuff / blocks_drawn);
614
615         /*infostream<<"renderMap(): is_transparent_pass="<<is_transparent_pass
616                         <<", rendered "<<vertex_count<<" vertices."<<std::endl;*/
617 }
618
619 static bool getVisibleBrightness(Map *map, v3f p0, v3f dir, float step,
620                 float step_multiplier, float start_distance, float end_distance,
621                 INodeDefManager *ndef, u32 daylight_factor, float sunlight_min_d,
622                 int *result, bool *sunlight_seen)
623 {
624         int brightness_sum = 0;
625         int brightness_count = 0;
626         float distance = start_distance;
627         dir.normalize();
628         v3f pf = p0;
629         pf += dir * distance;
630         int noncount = 0;
631         bool nonlight_seen = false;
632         bool allow_allowing_non_sunlight_propagates = false;
633         bool allow_non_sunlight_propagates = false;
634         // Check content nearly at camera position
635         {
636                 v3s16 p = floatToInt(p0 /*+ dir * 3*BS*/, BS);
637                 MapNode n = map->getNodeNoEx(p);
638                 if(ndef->get(n).param_type == CPT_LIGHT &&
639                                 !ndef->get(n).sunlight_propagates)
640                         allow_allowing_non_sunlight_propagates = true;
641         }
642         // If would start at CONTENT_IGNORE, start closer
643         {
644                 v3s16 p = floatToInt(pf, BS);
645                 MapNode n = map->getNodeNoEx(p);
646                 if(n.getContent() == CONTENT_IGNORE){
647                         float newd = 2*BS;
648                         pf = p0 + dir * 2*newd;
649                         distance = newd;
650                         sunlight_min_d = 0;
651                 }
652         }
653         for(int i=0; distance < end_distance; i++){
654                 pf += dir * step;
655                 distance += step;
656                 step *= step_multiplier;
657
658                 v3s16 p = floatToInt(pf, BS);
659                 MapNode n = map->getNodeNoEx(p);
660                 if(allow_allowing_non_sunlight_propagates && i == 0 &&
661                                 ndef->get(n).param_type == CPT_LIGHT &&
662                                 !ndef->get(n).sunlight_propagates){
663                         allow_non_sunlight_propagates = true;
664                 }
665                 if(ndef->get(n).param_type != CPT_LIGHT ||
666                                 (!ndef->get(n).sunlight_propagates &&
667                                         !allow_non_sunlight_propagates)){
668                         nonlight_seen = true;
669                         noncount++;
670                         if(noncount >= 4)
671                                 break;
672                         continue;
673                 }
674                 if(distance >= sunlight_min_d && *sunlight_seen == false
675                                 && nonlight_seen == false)
676                         if(n.getLight(LIGHTBANK_DAY, ndef) == LIGHT_SUN)
677                                 *sunlight_seen = true;
678                 noncount = 0;
679                 brightness_sum += decode_light(n.getLightBlend(daylight_factor, ndef));
680                 brightness_count++;
681         }
682         *result = 0;
683         if(brightness_count == 0)
684                 return false;
685         *result = brightness_sum / brightness_count;
686         /*std::cerr<<"Sampled "<<brightness_count<<" points; result="
687                         <<(*result)<<std::endl;*/
688         return true;
689 }
690
691 int ClientMap::getBackgroundBrightness(float max_d, u32 daylight_factor,
692                 int oldvalue, bool *sunlight_seen_result)
693 {
694         const bool debugprint = false;
695         INodeDefManager *ndef = m_gamedef->ndef();
696         static v3f z_directions[50] = {
697                 v3f(-100, 0, 0)
698         };
699         static f32 z_offsets[sizeof(z_directions)/sizeof(*z_directions)] = {
700                 -1000,
701         };
702         if(z_directions[0].X < -99){
703                 for(u32 i=0; i<sizeof(z_directions)/sizeof(*z_directions); i++){
704                         z_directions[i] = v3f(
705                                 0.01 * myrand_range(-100, 100),
706                                 1.0,
707                                 0.01 * myrand_range(-100, 100)
708                         );
709                         z_offsets[i] = 0.01 * myrand_range(0,100);
710                 }
711         }
712         if(debugprint)
713                 std::cerr<<"In goes "<<PP(m_camera_direction)<<", out comes ";
714         int sunlight_seen_count = 0;
715         float sunlight_min_d = max_d*0.8;
716         if(sunlight_min_d > 35*BS)
717                 sunlight_min_d = 35*BS;
718         std::vector<int> values;
719         for(u32 i=0; i<sizeof(z_directions)/sizeof(*z_directions); i++){
720                 v3f z_dir = z_directions[i];
721                 z_dir.normalize();
722                 core::CMatrix4<f32> a;
723                 a.buildRotateFromTo(v3f(0,1,0), z_dir);
724                 v3f dir = m_camera_direction;
725                 a.rotateVect(dir);
726                 int br = 0;
727                 float step = BS*1.5;
728                 if(max_d > 35*BS)
729                         step = max_d / 35 * 1.5;
730                 float off = step * z_offsets[i];
731                 bool sunlight_seen_now = false;
732                 bool ok = getVisibleBrightness(this, m_camera_position, dir,
733                                 step, 1.0, max_d*0.6+off, max_d, ndef, daylight_factor,
734                                 sunlight_min_d,
735                                 &br, &sunlight_seen_now);
736                 if(sunlight_seen_now)
737                         sunlight_seen_count++;
738                 if(!ok)
739                         continue;
740                 values.push_back(br);
741                 // Don't try too much if being in the sun is clear
742                 if(sunlight_seen_count >= 20)
743                         break;
744         }
745         int brightness_sum = 0;
746         int brightness_count = 0;
747         std::sort(values.begin(), values.end());
748         u32 num_values_to_use = values.size();
749         if(num_values_to_use >= 10)
750                 num_values_to_use -= num_values_to_use/2;
751         else if(num_values_to_use >= 7)
752                 num_values_to_use -= num_values_to_use/3;
753         u32 first_value_i = (values.size() - num_values_to_use) / 2;
754         if(debugprint){
755                 for(u32 i=0; i < first_value_i; i++)
756                         std::cerr<<values[i]<<" ";
757                 std::cerr<<"[";
758         }
759         for(u32 i=first_value_i; i < first_value_i+num_values_to_use; i++){
760                 if(debugprint)
761                         std::cerr<<values[i]<<" ";
762                 brightness_sum += values[i];
763                 brightness_count++;
764         }
765         if(debugprint){
766                 std::cerr<<"]";
767                 for(u32 i=first_value_i+num_values_to_use; i < values.size(); i++)
768                         std::cerr<<values[i]<<" ";
769         }
770         int ret = 0;
771         if(brightness_count == 0){
772                 MapNode n = getNodeNoEx(floatToInt(m_camera_position, BS));
773                 if(ndef->get(n).param_type == CPT_LIGHT){
774                         ret = decode_light(n.getLightBlend(daylight_factor, ndef));
775                 } else {
776                         ret = oldvalue;
777                 }
778         } else {
779                 /*float pre = (float)brightness_sum / (float)brightness_count;
780                 float tmp = pre;
781                 const float d = 0.2;
782                 pre *= 1.0 + d*2;
783                 pre -= tmp * d;
784                 int preint = pre;
785                 ret = MYMAX(0, MYMIN(255, preint));*/
786                 ret = brightness_sum / brightness_count;
787         }
788         if(debugprint)
789                 std::cerr<<"Result: "<<ret<<" sunlight_seen_count="
790                                 <<sunlight_seen_count<<std::endl;
791         *sunlight_seen_result = (sunlight_seen_count > 0);
792         return ret;
793 }
794
795 void ClientMap::renderPostFx(CameraMode cam_mode)
796 {
797         INodeDefManager *nodemgr = m_gamedef->ndef();
798
799         // Sadly ISceneManager has no "post effects" render pass, in that case we
800         // could just register for that and handle it in renderMap().
801
802         m_camera_mutex.lock();
803         v3f camera_position = m_camera_position;
804         m_camera_mutex.unlock();
805
806         MapNode n = getNodeNoEx(floatToInt(camera_position, BS));
807
808         // - If the player is in a solid node, make everything black.
809         // - If the player is in liquid, draw a semi-transparent overlay.
810         // - Do not if player is in third person mode
811         const ContentFeatures& features = nodemgr->get(n);
812         video::SColor post_effect_color = features.post_effect_color;
813         if(features.solidness == 2 && !(g_settings->getBool("noclip") &&
814                         m_gamedef->checkLocalPrivilege("noclip")) &&
815                         cam_mode == CAMERA_MODE_FIRST)
816         {
817                 post_effect_color = video::SColor(255, 0, 0, 0);
818         }
819         if (post_effect_color.getAlpha() != 0)
820         {
821                 // Draw a full-screen rectangle
822                 video::IVideoDriver* driver = SceneManager->getVideoDriver();
823                 v2u32 ss = driver->getScreenSize();
824                 core::rect<s32> rect(0,0, ss.X, ss.Y);
825                 driver->draw2DRectangle(post_effect_color, rect);
826         }
827 }
828
829 void ClientMap::PrintInfo(std::ostream &out)
830 {
831         out<<"ClientMap: ";
832 }
833
834