3 Copyright (C) 2010-2013 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"
35 #define PP(x) "("<<(x).X<<","<<(x).Y<<","<<(x).Z<<")"
40 MapDrawControl &control,
41 scene::ISceneNode* parent,
42 scene::ISceneManager* mgr,
45 Map(dout_client, gamedef),
46 scene::ISceneNode(parent, mgr, id),
49 m_camera_position(0,0,0),
50 m_camera_direction(0,0,1),
53 m_camera_mutex.Init();
54 assert(m_camera_mutex.IsInitialized());
56 m_box = core::aabbox3d<f32>(-BS*1000000,-BS*1000000,-BS*1000000,
57 BS*1000000,BS*1000000,BS*1000000);
60 ClientMap::~ClientMap()
62 /*JMutexAutoLock lock(mesh_mutex);
71 MapSector * ClientMap::emergeSector(v2s16 p2d)
73 DSTACK(__FUNCTION_NAME);
74 // Check that it doesn't exist already
76 return getSectorNoGenerate(p2d);
78 catch(InvalidPositionException &e)
83 ClientMapSector *sector = new ClientMapSector(this, p2d, m_gamedef);
86 //JMutexAutoLock lock(m_sector_mutex); // Bulk comment-out
87 m_sectors[p2d] = sector;
94 void ClientMap::deSerializeSector(v2s16 p2d, std::istream &is)
96 DSTACK(__FUNCTION_NAME);
97 ClientMapSector *sector = NULL;
99 //JMutexAutoLock lock(m_sector_mutex); // Bulk comment-out
101 core::map<v2s16, MapSector*>::Node *n = m_sectors.find(p2d);
105 sector = (ClientMapSector*)n->getValue();
106 assert(sector->getId() == MAPSECTOR_CLIENT);
110 sector = new ClientMapSector(this, p2d);
112 //JMutexAutoLock lock(m_sector_mutex); // Bulk comment-out
113 m_sectors.insert(p2d, sector);
117 sector->deSerialize(is);
121 void ClientMap::OnRegisterSceneNode()
125 SceneManager->registerNodeForRendering(this, scene::ESNRP_SOLID);
126 SceneManager->registerNodeForRendering(this, scene::ESNRP_TRANSPARENT);
129 ISceneNode::OnRegisterSceneNode();
132 static bool isOccluded(Map *map, v3s16 p0, v3s16 p1, float step, float stepfac,
133 float start_off, float end_off, u32 needed_count, INodeDefManager *nodemgr)
135 float d0 = (float)BS * p0.getDistanceFrom(p1);
137 v3f uf = v3f(u0.X, u0.Y, u0.Z) * BS;
139 v3f p0f = v3f(p0.X, p0.Y, p0.Z) * BS;
141 for(float s=start_off; s<d0+end_off; s+=step){
142 v3f pf = p0f + uf * s;
143 v3s16 p = floatToInt(pf, BS);
144 MapNode n = map->getNodeNoEx(p);
145 bool is_transparent = false;
146 const ContentFeatures &f = nodemgr->get(n);
148 is_transparent = (f.visual_solidness != 2);
150 is_transparent = (f.solidness != 2);
153 if(count >= needed_count)
161 void ClientMap::updateDrawList(video::IVideoDriver* driver)
163 ScopeProfiler sp(g_profiler, "CM::updateDrawList()", SPT_AVG);
164 g_profiler->add("CM::updateDrawList() count", 1);
166 INodeDefManager *nodemgr = m_gamedef->ndef();
168 for(std::map<v3s16, MapBlock*>::iterator
169 i = m_drawlist.begin();
170 i != m_drawlist.end(); ++i)
172 MapBlock *block = i->second;
177 m_camera_mutex.Lock();
178 v3f camera_position = m_camera_position;
179 v3f camera_direction = m_camera_direction;
180 f32 camera_fov = m_camera_fov;
181 m_camera_mutex.Unlock();
183 // Use a higher fov to accomodate faster camera movements.
184 // Blocks are cropped better when they are drawn.
185 // Or maybe they aren't? Well whatever.
188 v3s16 cam_pos_nodes = floatToInt(camera_position, BS);
189 v3s16 box_nodes_d = m_control.wanted_range * v3s16(1,1,1);
190 v3s16 p_nodes_min = cam_pos_nodes - box_nodes_d;
191 v3s16 p_nodes_max = cam_pos_nodes + box_nodes_d;
192 // Take a fair amount as we will be dropping more out later
193 // Umm... these additions are a bit strange but they are needed.
195 p_nodes_min.X / MAP_BLOCKSIZE - 3,
196 p_nodes_min.Y / MAP_BLOCKSIZE - 3,
197 p_nodes_min.Z / MAP_BLOCKSIZE - 3);
199 p_nodes_max.X / MAP_BLOCKSIZE + 1,
200 p_nodes_max.Y / MAP_BLOCKSIZE + 1,
201 p_nodes_max.Z / MAP_BLOCKSIZE + 1);
203 // Number of blocks in rendering range
204 u32 blocks_in_range = 0;
205 // Number of blocks occlusion culled
206 u32 blocks_occlusion_culled = 0;
207 // Number of blocks in rendering range but don't have a mesh
208 u32 blocks_in_range_without_mesh = 0;
209 // Blocks that had mesh that would have been drawn according to
210 // rendering range (if max blocks limit didn't kick in)
211 u32 blocks_would_have_drawn = 0;
212 // Blocks that were drawn and had a mesh
213 u32 blocks_drawn = 0;
214 // Blocks which had a corresponding meshbuffer for this pass
215 //u32 blocks_had_pass_meshbuf = 0;
216 // Blocks from which stuff was actually drawn
217 //u32 blocks_without_stuff = 0;
219 for(std::map<v2s16, MapSector*>::iterator
220 si = m_sectors.begin();
221 si != m_sectors.end(); ++si)
223 MapSector *sector = si->second;
224 v2s16 sp = sector->getPos();
226 if(m_control.range_all == false)
228 if(sp.X < p_blocks_min.X
229 || sp.X > p_blocks_max.X
230 || sp.Y < p_blocks_min.Z
231 || sp.Y > p_blocks_max.Z)
235 std::list< MapBlock * > sectorblocks;
236 sector->getBlocks(sectorblocks);
239 Loop through blocks in sector
242 u32 sector_blocks_drawn = 0;
244 std::list< MapBlock * >::iterator i;
245 for(i=sectorblocks.begin(); i!=sectorblocks.end(); i++)
247 MapBlock *block = *i;
250 Compare block position to camera position, skip
251 if not seen on display
254 float range = 100000 * BS;
255 if(m_control.range_all == false)
256 range = m_control.wanted_range * BS;
259 if(isBlockInSight(block->getPos(), camera_position,
260 camera_direction, camera_fov,
266 // This is ugly (spherical distance limit?)
267 /*if(m_control.range_all == false &&
268 d - 0.5*BS*MAP_BLOCKSIZE > range)
274 Ignore if mesh doesn't exist
277 //JMutexAutoLock lock(block->mesh_mutex);
279 if(block->mesh == NULL){
280 blocks_in_range_without_mesh++;
289 // No occlusion culling when free_move is on and camera is
291 bool occlusion_culling_enabled = true;
292 if(g_settings->getBool("free_move")){
293 MapNode n = getNodeNoEx(cam_pos_nodes);
294 if(n.getContent() == CONTENT_IGNORE ||
295 nodemgr->get(n).solidness == 2)
296 occlusion_culling_enabled = false;
299 v3s16 cpn = block->getPos() * MAP_BLOCKSIZE;
300 cpn += v3s16(MAP_BLOCKSIZE/2, MAP_BLOCKSIZE/2, MAP_BLOCKSIZE/2);
303 float startoff = BS*1;
304 float endoff = -BS*MAP_BLOCKSIZE*1.42*1.42;
305 v3s16 spn = cam_pos_nodes + v3s16(0,0,0);
306 s16 bs2 = MAP_BLOCKSIZE/2 + 1;
307 u32 needed_count = 1;
309 occlusion_culling_enabled &&
310 isOccluded(this, spn, cpn + v3s16(0,0,0),
311 step, stepfac, startoff, endoff, needed_count, nodemgr) &&
312 isOccluded(this, spn, cpn + v3s16(bs2,bs2,bs2),
313 step, stepfac, startoff, endoff, needed_count, nodemgr) &&
314 isOccluded(this, spn, cpn + v3s16(bs2,bs2,-bs2),
315 step, stepfac, startoff, endoff, needed_count, nodemgr) &&
316 isOccluded(this, spn, cpn + v3s16(bs2,-bs2,bs2),
317 step, stepfac, startoff, endoff, needed_count, nodemgr) &&
318 isOccluded(this, spn, cpn + v3s16(bs2,-bs2,-bs2),
319 step, stepfac, startoff, endoff, needed_count, nodemgr) &&
320 isOccluded(this, spn, cpn + v3s16(-bs2,bs2,bs2),
321 step, stepfac, startoff, endoff, needed_count, nodemgr) &&
322 isOccluded(this, spn, cpn + v3s16(-bs2,bs2,-bs2),
323 step, stepfac, startoff, endoff, needed_count, nodemgr) &&
324 isOccluded(this, spn, cpn + v3s16(-bs2,-bs2,bs2),
325 step, stepfac, startoff, endoff, needed_count, nodemgr) &&
326 isOccluded(this, spn, cpn + v3s16(-bs2,-bs2,-bs2),
327 step, stepfac, startoff, endoff, needed_count, nodemgr)
330 blocks_occlusion_culled++;
334 // This block is in range. Reset usage timer.
335 block->resetUsageTimer();
337 // Limit block count in case of a sudden increase
338 blocks_would_have_drawn++;
339 if(blocks_drawn >= m_control.wanted_max_blocks
340 && m_control.range_all == false
341 && d > m_control.wanted_min_range * BS)
346 m_drawlist[block->getPos()] = block;
348 sector_blocks_drawn++;
351 } // foreach sectorblocks
353 if(sector_blocks_drawn != 0)
354 m_last_drawn_sectors.insert(sp);
357 m_control.blocks_would_have_drawn = blocks_would_have_drawn;
358 m_control.blocks_drawn = blocks_drawn;
360 g_profiler->avg("CM: blocks in range", blocks_in_range);
361 g_profiler->avg("CM: blocks occlusion culled", blocks_occlusion_culled);
362 if(blocks_in_range != 0)
363 g_profiler->avg("CM: blocks in range without mesh (frac)",
364 (float)blocks_in_range_without_mesh/blocks_in_range);
365 g_profiler->avg("CM: blocks drawn", blocks_drawn);
366 g_profiler->avg("CM: wanted max blocks", m_control.wanted_max_blocks);
372 std::list<scene::IMeshBuffer*> bufs;
375 struct MeshBufListList
377 std::list<MeshBufList> lists;
384 void add(scene::IMeshBuffer *buf)
386 for(std::list<MeshBufList>::iterator i = lists.begin();
387 i != lists.end(); ++i){
389 if(l.m == buf->getMaterial()){
390 l.bufs.push_back(buf);
395 l.m = buf->getMaterial();
396 l.bufs.push_back(buf);
401 void ClientMap::renderMap(video::IVideoDriver* driver, s32 pass)
403 DSTACK(__FUNCTION_NAME);
405 bool is_transparent_pass = pass == scene::ESNRP_TRANSPARENT;
408 if(pass == scene::ESNRP_SOLID)
409 prefix = "CM: solid: ";
411 prefix = "CM: transparent: ";
414 This is called two times per frame, reset on the non-transparent one
416 if(pass == scene::ESNRP_SOLID)
418 m_last_drawn_sectors.clear();
421 bool use_trilinear_filter = g_settings->getBool("trilinear_filter");
422 bool use_bilinear_filter = g_settings->getBool("bilinear_filter");
423 bool use_anisotropic_filter = g_settings->getBool("anisotropic_filter");
426 Get time for measuring timeout.
428 Measuring time is very useful for long delays when the
429 machine is swapping a lot.
434 Get animation parameters
436 float animation_time = m_client->getAnimationTime();
437 int crack = m_client->getCrackLevel();
438 u32 daynight_ratio = m_client->getEnv().getDayNightRatio();
440 m_camera_mutex.Lock();
441 v3f camera_position = m_camera_position;
442 v3f camera_direction = m_camera_direction;
443 f32 camera_fov = m_camera_fov;
444 m_camera_mutex.Unlock();
447 Get all blocks and draw all visible ones
450 v3s16 cam_pos_nodes = floatToInt(camera_position, BS);
452 v3s16 box_nodes_d = m_control.wanted_range * v3s16(1,1,1);
454 v3s16 p_nodes_min = cam_pos_nodes - box_nodes_d;
455 v3s16 p_nodes_max = cam_pos_nodes + box_nodes_d;
457 // Take a fair amount as we will be dropping more out later
458 // Umm... these additions are a bit strange but they are needed.
460 p_nodes_min.X / MAP_BLOCKSIZE - 3,
461 p_nodes_min.Y / MAP_BLOCKSIZE - 3,
462 p_nodes_min.Z / MAP_BLOCKSIZE - 3);
464 p_nodes_max.X / MAP_BLOCKSIZE + 1,
465 p_nodes_max.Y / MAP_BLOCKSIZE + 1,
466 p_nodes_max.Z / MAP_BLOCKSIZE + 1);
468 u32 vertex_count = 0;
469 u32 meshbuffer_count = 0;
471 // For limiting number of mesh animations per frame
472 u32 mesh_animate_count = 0;
473 u32 mesh_animate_count_far = 0;
475 // Blocks that were drawn and had a mesh
476 u32 blocks_drawn = 0;
477 // Blocks which had a corresponding meshbuffer for this pass
478 u32 blocks_had_pass_meshbuf = 0;
479 // Blocks from which stuff was actually drawn
480 u32 blocks_without_stuff = 0;
483 Draw the selected MapBlocks
487 ScopeProfiler sp(g_profiler, prefix+"drawing blocks", SPT_AVG);
489 MeshBufListList drawbufs;
491 for(std::map<v3s16, MapBlock*>::iterator
492 i = m_drawlist.begin();
493 i != m_drawlist.end(); ++i)
495 MapBlock *block = i->second;
497 // If the mesh of the block happened to get deleted, ignore it
498 if(block->mesh == NULL)
502 if(isBlockInSight(block->getPos(), camera_position,
503 camera_direction, camera_fov,
504 100000*BS, &d) == false)
511 //JMutexAutoLock lock(block->mesh_mutex);
512 MapBlockMesh *mapBlockMesh = block->mesh;
513 assert(mapBlockMesh);
514 // Pretty random but this should work somewhat nicely
515 bool faraway = d >= BS*50;
516 //bool faraway = d >= m_control.wanted_range * BS;
517 if(mapBlockMesh->isAnimationForced() ||
519 mesh_animate_count_far < (m_control.range_all ? 200 : 50))
521 bool animated = mapBlockMesh->animate(
527 mesh_animate_count++;
528 if(animated && faraway)
529 mesh_animate_count_far++;
533 mapBlockMesh->decreaseAnimationForceTimer();
538 Get the meshbuffers of the block
541 //JMutexAutoLock lock(block->mesh_mutex);
543 MapBlockMesh *mapBlockMesh = block->mesh;
544 assert(mapBlockMesh);
546 scene::SMesh *mesh = mapBlockMesh->getMesh();
549 u32 c = mesh->getMeshBufferCount();
550 for(u32 i=0; i<c; i++)
552 scene::IMeshBuffer *buf = mesh->getMeshBuffer(i);
554 buf->getMaterial().setFlag(video::EMF_TRILINEAR_FILTER, use_trilinear_filter);
555 buf->getMaterial().setFlag(video::EMF_BILINEAR_FILTER, use_bilinear_filter);
556 buf->getMaterial().setFlag(video::EMF_ANISOTROPIC_FILTER, use_anisotropic_filter);
558 const video::SMaterial& material = buf->getMaterial();
559 video::IMaterialRenderer* rnd =
560 driver->getMaterialRenderer(material.MaterialType);
561 bool transparent = (rnd && rnd->isTransparent());
562 if(transparent == is_transparent_pass)
564 if(buf->getVertexCount() == 0)
565 errorstream<<"Block ["<<analyze_block(block)
566 <<"] contains an empty meshbuf"<<std::endl;
573 std::list<MeshBufList> &lists = drawbufs.lists;
575 int timecheck_counter = 0;
576 for(std::list<MeshBufList>::iterator i = lists.begin();
577 i != lists.end(); ++i)
581 if(timecheck_counter > 50)
583 timecheck_counter = 0;
585 if(time2 > time1 + 4)
587 infostream<<"ClientMap::renderMap(): "
588 "Rendering takes ages, returning."
595 MeshBufList &list = *i;
597 driver->setMaterial(list.m);
599 for(std::list<scene::IMeshBuffer*>::iterator j = list.bufs.begin();
600 j != list.bufs.end(); ++j)
602 scene::IMeshBuffer *buf = *j;
603 driver->drawMeshBuffer(buf);
604 vertex_count += buf->getVertexCount();
609 Draw the faces of the block
612 //JMutexAutoLock lock(block->mesh_mutex);
614 MapBlockMesh *mapBlockMesh = block->mesh;
615 assert(mapBlockMesh);
617 scene::SMesh *mesh = mapBlockMesh->getMesh();
620 u32 c = mesh->getMeshBufferCount();
621 bool stuff_actually_drawn = false;
622 for(u32 i=0; i<c; i++)
624 scene::IMeshBuffer *buf = mesh->getMeshBuffer(i);
625 const video::SMaterial& material = buf->getMaterial();
626 video::IMaterialRenderer* rnd =
627 driver->getMaterialRenderer(material.MaterialType);
628 bool transparent = (rnd && rnd->isTransparent());
629 // Render transparent on transparent pass and likewise.
630 if(transparent == is_transparent_pass)
632 if(buf->getVertexCount() == 0)
633 errorstream<<"Block ["<<analyze_block(block)
634 <<"] contains an empty meshbuf"<<std::endl;
636 This *shouldn't* hurt too much because Irrlicht
637 doesn't change opengl textures if the old
638 material has the same texture.
640 driver->setMaterial(buf->getMaterial());
641 driver->drawMeshBuffer(buf);
642 vertex_count += buf->getVertexCount();
644 stuff_actually_drawn = true;
647 if(stuff_actually_drawn)
648 blocks_had_pass_meshbuf++;
650 blocks_without_stuff++;
656 // Log only on solid pass because values are the same
657 if(pass == scene::ESNRP_SOLID){
658 g_profiler->avg("CM: animated meshes", mesh_animate_count);
659 g_profiler->avg("CM: animated meshes (far)", mesh_animate_count_far);
662 g_profiler->avg(prefix+"vertices drawn", vertex_count);
663 if(blocks_had_pass_meshbuf != 0)
664 g_profiler->avg(prefix+"meshbuffers per block",
665 (float)meshbuffer_count / (float)blocks_had_pass_meshbuf);
666 if(blocks_drawn != 0)
667 g_profiler->avg(prefix+"empty blocks (frac)",
668 (float)blocks_without_stuff / blocks_drawn);
670 /*infostream<<"renderMap(): is_transparent_pass="<<is_transparent_pass
671 <<", rendered "<<vertex_count<<" vertices."<<std::endl;*/
674 static bool getVisibleBrightness(Map *map, v3f p0, v3f dir, float step,
675 float step_multiplier, float start_distance, float end_distance,
676 INodeDefManager *ndef, u32 daylight_factor, float sunlight_min_d,
677 int *result, bool *sunlight_seen)
679 int brightness_sum = 0;
680 int brightness_count = 0;
681 float distance = start_distance;
684 pf += dir * distance;
686 bool nonlight_seen = false;
687 bool allow_allowing_non_sunlight_propagates = false;
688 bool allow_non_sunlight_propagates = false;
689 // Check content nearly at camera position
691 v3s16 p = floatToInt(p0 /*+ dir * 3*BS*/, BS);
692 MapNode n = map->getNodeNoEx(p);
693 if(ndef->get(n).param_type == CPT_LIGHT &&
694 !ndef->get(n).sunlight_propagates)
695 allow_allowing_non_sunlight_propagates = true;
697 // If would start at CONTENT_IGNORE, start closer
699 v3s16 p = floatToInt(pf, BS);
700 MapNode n = map->getNodeNoEx(p);
701 if(n.getContent() == CONTENT_IGNORE){
703 pf = p0 + dir * 2*newd;
708 for(int i=0; distance < end_distance; i++){
711 step *= step_multiplier;
713 v3s16 p = floatToInt(pf, BS);
714 MapNode n = map->getNodeNoEx(p);
715 if(allow_allowing_non_sunlight_propagates && i == 0 &&
716 ndef->get(n).param_type == CPT_LIGHT &&
717 !ndef->get(n).sunlight_propagates){
718 allow_non_sunlight_propagates = true;
720 if(ndef->get(n).param_type != CPT_LIGHT ||
721 (!ndef->get(n).sunlight_propagates &&
722 !allow_non_sunlight_propagates)){
723 nonlight_seen = true;
729 if(distance >= sunlight_min_d && *sunlight_seen == false
730 && nonlight_seen == false)
731 if(n.getLight(LIGHTBANK_DAY, ndef) == LIGHT_SUN)
732 *sunlight_seen = true;
734 brightness_sum += decode_light(n.getLightBlend(daylight_factor, ndef));
738 if(brightness_count == 0)
740 *result = brightness_sum / brightness_count;
741 /*std::cerr<<"Sampled "<<brightness_count<<" points; result="
742 <<(*result)<<std::endl;*/
746 int ClientMap::getBackgroundBrightness(float max_d, u32 daylight_factor,
747 int oldvalue, bool *sunlight_seen_result)
749 const bool debugprint = false;
750 INodeDefManager *ndef = m_gamedef->ndef();
751 static v3f z_directions[50] = {
754 static f32 z_offsets[sizeof(z_directions)/sizeof(*z_directions)] = {
757 if(z_directions[0].X < -99){
758 for(u32 i=0; i<sizeof(z_directions)/sizeof(*z_directions); i++){
759 z_directions[i] = v3f(
760 0.01 * myrand_range(-100, 100),
762 0.01 * myrand_range(-100, 100)
764 z_offsets[i] = 0.01 * myrand_range(0,100);
768 std::cerr<<"In goes "<<PP(m_camera_direction)<<", out comes ";
769 int sunlight_seen_count = 0;
770 float sunlight_min_d = max_d*0.8;
771 if(sunlight_min_d > 35*BS)
772 sunlight_min_d = 35*BS;
773 std::vector<int> values;
774 for(u32 i=0; i<sizeof(z_directions)/sizeof(*z_directions); i++){
775 v3f z_dir = z_directions[i];
777 core::CMatrix4<f32> a;
778 a.buildRotateFromTo(v3f(0,1,0), z_dir);
779 v3f dir = m_camera_direction;
784 step = max_d / 35 * 1.5;
785 float off = step * z_offsets[i];
786 bool sunlight_seen_now = false;
787 bool ok = getVisibleBrightness(this, m_camera_position, dir,
788 step, 1.0, max_d*0.6+off, max_d, ndef, daylight_factor,
790 &br, &sunlight_seen_now);
791 if(sunlight_seen_now)
792 sunlight_seen_count++;
795 values.push_back(br);
796 // Don't try too much if being in the sun is clear
797 if(sunlight_seen_count >= 20)
800 int brightness_sum = 0;
801 int brightness_count = 0;
802 std::sort(values.begin(), values.end());
803 u32 num_values_to_use = values.size();
804 if(num_values_to_use >= 10)
805 num_values_to_use -= num_values_to_use/2;
806 else if(num_values_to_use >= 7)
807 num_values_to_use -= num_values_to_use/3;
808 u32 first_value_i = (values.size() - num_values_to_use) / 2;
810 for(u32 i=0; i < first_value_i; i++)
811 std::cerr<<values[i]<<" ";
814 for(u32 i=first_value_i; i < first_value_i+num_values_to_use; i++){
816 std::cerr<<values[i]<<" ";
817 brightness_sum += values[i];
822 for(u32 i=first_value_i+num_values_to_use; i < values.size(); i++)
823 std::cerr<<values[i]<<" ";
826 if(brightness_count == 0){
827 MapNode n = getNodeNoEx(floatToInt(m_camera_position, BS));
828 if(ndef->get(n).param_type == CPT_LIGHT){
829 ret = decode_light(n.getLightBlend(daylight_factor, ndef));
832 //ret = blend_light(255, 0, daylight_factor);
835 /*float pre = (float)brightness_sum / (float)brightness_count;
841 ret = MYMAX(0, MYMIN(255, preint));*/
842 ret = brightness_sum / brightness_count;
845 std::cerr<<"Result: "<<ret<<" sunlight_seen_count="
846 <<sunlight_seen_count<<std::endl;
847 *sunlight_seen_result = (sunlight_seen_count > 0);
851 void ClientMap::renderPostFx()
853 INodeDefManager *nodemgr = m_gamedef->ndef();
855 // Sadly ISceneManager has no "post effects" render pass, in that case we
856 // could just register for that and handle it in renderMap().
858 m_camera_mutex.Lock();
859 v3f camera_position = m_camera_position;
860 m_camera_mutex.Unlock();
862 MapNode n = getNodeNoEx(floatToInt(camera_position, BS));
864 // - If the player is in a solid node, make everything black.
865 // - If the player is in liquid, draw a semi-transparent overlay.
866 const ContentFeatures& features = nodemgr->get(n);
867 video::SColor post_effect_color = features.post_effect_color;
868 if(features.solidness == 2 && !(g_settings->getBool("noclip") && m_gamedef->checkLocalPrivilege("noclip")))
870 post_effect_color = video::SColor(255, 0, 0, 0);
872 if (post_effect_color.getAlpha() != 0)
874 // Draw a full-screen rectangle
875 video::IVideoDriver* driver = SceneManager->getVideoDriver();
876 v2u32 ss = driver->getScreenSize();
877 core::rect<s32> rect(0,0, ss.X, ss.Y);
878 driver->draw2DRectangle(post_effect_color, rect);
882 void ClientMap::PrintInfo(std::ostream &out)