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 "camera.h" // CameraModes
33 #include "util/mathconstants.h"
36 #define PP(x) "("<<(x).X<<","<<(x).Y<<","<<(x).Z<<")"
41 MapDrawControl &control,
42 scene::ISceneNode* parent,
43 scene::ISceneManager* mgr,
46 Map(dout_client, gamedef),
47 scene::ISceneNode(parent, mgr, id),
50 m_camera_position(0,0,0),
51 m_camera_direction(0,0,1),
54 m_box = core::aabbox3d<f32>(-BS*1000000,-BS*1000000,-BS*1000000,
55 BS*1000000,BS*1000000,BS*1000000);
58 ClientMap::~ClientMap()
60 /*JMutexAutoLock lock(mesh_mutex);
69 MapSector * ClientMap::emergeSector(v2s16 p2d)
71 DSTACK(__FUNCTION_NAME);
72 // Check that it doesn't exist already
74 return getSectorNoGenerate(p2d);
76 catch(InvalidPositionException &e)
81 ClientMapSector *sector = new ClientMapSector(this, p2d, m_gamedef);
84 //JMutexAutoLock lock(m_sector_mutex); // Bulk comment-out
85 m_sectors[p2d] = sector;
92 void ClientMap::deSerializeSector(v2s16 p2d, std::istream &is)
94 DSTACK(__FUNCTION_NAME);
95 ClientMapSector *sector = NULL;
97 //JMutexAutoLock lock(m_sector_mutex); // Bulk comment-out
99 core::map<v2s16, MapSector*>::Node *n = m_sectors.find(p2d);
103 sector = (ClientMapSector*)n->getValue();
104 assert(sector->getId() == MAPSECTOR_CLIENT);
108 sector = new ClientMapSector(this, p2d);
110 //JMutexAutoLock lock(m_sector_mutex); // Bulk comment-out
111 m_sectors.insert(p2d, sector);
115 sector->deSerialize(is);
119 void ClientMap::OnRegisterSceneNode()
123 SceneManager->registerNodeForRendering(this, scene::ESNRP_SOLID);
124 SceneManager->registerNodeForRendering(this, scene::ESNRP_TRANSPARENT);
127 ISceneNode::OnRegisterSceneNode();
130 static bool isOccluded(Map *map, v3s16 p0, v3s16 p1, float step, float stepfac,
131 float start_off, float end_off, u32 needed_count, INodeDefManager *nodemgr)
133 float d0 = (float)BS * p0.getDistanceFrom(p1);
135 v3f uf = v3f(u0.X, u0.Y, u0.Z) * BS;
137 v3f p0f = v3f(p0.X, p0.Y, p0.Z) * BS;
139 for(float s=start_off; s<d0+end_off; s+=step){
140 v3f pf = p0f + uf * s;
141 v3s16 p = floatToInt(pf, BS);
142 MapNode n = map->getNodeNoEx(p);
143 bool is_transparent = false;
144 const ContentFeatures &f = nodemgr->get(n);
146 is_transparent = (f.visual_solidness != 2);
148 is_transparent = (f.solidness != 2);
151 if(count >= needed_count)
159 void ClientMap::updateDrawList(video::IVideoDriver* driver)
161 ScopeProfiler sp(g_profiler, "CM::updateDrawList()", SPT_AVG);
162 g_profiler->add("CM::updateDrawList() count", 1);
164 INodeDefManager *nodemgr = m_gamedef->ndef();
166 for(std::map<v3s16, MapBlock*>::iterator
167 i = m_drawlist.begin();
168 i != m_drawlist.end(); ++i)
170 MapBlock *block = i->second;
175 m_camera_mutex.Lock();
176 v3f camera_position = m_camera_position;
177 v3f camera_direction = m_camera_direction;
178 f32 camera_fov = m_camera_fov;
179 v3s16 camera_offset = m_camera_offset;
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;
217 // Distance to farthest drawn block
218 float farthest_drawn = 0;
220 for(std::map<v2s16, MapSector*>::iterator
221 si = m_sectors.begin();
222 si != m_sectors.end(); ++si)
224 MapSector *sector = si->second;
225 v2s16 sp = sector->getPos();
227 if(m_control.range_all == false)
229 if(sp.X < p_blocks_min.X
230 || sp.X > p_blocks_max.X
231 || sp.Y < p_blocks_min.Z
232 || sp.Y > p_blocks_max.Z)
236 std::list< MapBlock * > sectorblocks;
237 sector->getBlocks(sectorblocks);
240 Loop through blocks in sector
243 u32 sector_blocks_drawn = 0;
245 std::list< MapBlock * >::iterator i;
246 for(i=sectorblocks.begin(); i!=sectorblocks.end(); i++)
248 MapBlock *block = *i;
251 Compare block position to camera position, skip
252 if not seen on display
255 if (block->mesh != NULL)
256 block->mesh->updateCameraOffset(m_camera_offset);
258 float range = 100000 * BS;
259 if(m_control.range_all == false)
260 range = m_control.wanted_range * BS;
263 if(isBlockInSight(block->getPos(), camera_position,
264 camera_direction, camera_fov,
270 // This is ugly (spherical distance limit?)
271 /*if(m_control.range_all == false &&
272 d - 0.5*BS*MAP_BLOCKSIZE > range)
278 Ignore if mesh doesn't exist
281 //JMutexAutoLock lock(block->mesh_mutex);
283 if(block->mesh == NULL){
284 blocks_in_range_without_mesh++;
293 // No occlusion culling when free_move is on and camera is
295 bool occlusion_culling_enabled = true;
296 if(g_settings->getBool("free_move")){
297 MapNode n = getNodeNoEx(cam_pos_nodes);
298 if(n.getContent() == CONTENT_IGNORE ||
299 nodemgr->get(n).solidness == 2)
300 occlusion_culling_enabled = false;
303 v3s16 cpn = block->getPos() * MAP_BLOCKSIZE;
304 cpn += v3s16(MAP_BLOCKSIZE/2, MAP_BLOCKSIZE/2, MAP_BLOCKSIZE/2);
307 float startoff = BS*1;
308 float endoff = -BS*MAP_BLOCKSIZE*1.42*1.42;
309 v3s16 spn = cam_pos_nodes + v3s16(0,0,0);
310 s16 bs2 = MAP_BLOCKSIZE/2 + 1;
311 u32 needed_count = 1;
313 occlusion_culling_enabled &&
314 isOccluded(this, spn, cpn + v3s16(0,0,0),
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) &&
328 isOccluded(this, spn, cpn + v3s16(-bs2,-bs2,bs2),
329 step, stepfac, startoff, endoff, needed_count, nodemgr) &&
330 isOccluded(this, spn, cpn + v3s16(-bs2,-bs2,-bs2),
331 step, stepfac, startoff, endoff, needed_count, nodemgr)
334 blocks_occlusion_culled++;
338 // This block is in range. Reset usage timer.
339 block->resetUsageTimer();
341 // Limit block count in case of a sudden increase
342 blocks_would_have_drawn++;
343 if(blocks_drawn >= m_control.wanted_max_blocks
344 && m_control.range_all == false
345 && d > m_control.wanted_min_range * BS)
350 m_drawlist[block->getPos()] = block;
352 sector_blocks_drawn++;
354 if(d/BS > farthest_drawn)
355 farthest_drawn = d/BS;
357 } // foreach sectorblocks
359 if(sector_blocks_drawn != 0)
360 m_last_drawn_sectors.insert(sp);
363 m_control.blocks_would_have_drawn = blocks_would_have_drawn;
364 m_control.blocks_drawn = blocks_drawn;
365 m_control.farthest_drawn = farthest_drawn;
367 g_profiler->avg("CM: blocks in range", blocks_in_range);
368 g_profiler->avg("CM: blocks occlusion culled", blocks_occlusion_culled);
369 if(blocks_in_range != 0)
370 g_profiler->avg("CM: blocks in range without mesh (frac)",
371 (float)blocks_in_range_without_mesh/blocks_in_range);
372 g_profiler->avg("CM: blocks drawn", blocks_drawn);
373 g_profiler->avg("CM: farthest drawn", farthest_drawn);
374 g_profiler->avg("CM: wanted max blocks", m_control.wanted_max_blocks);
380 std::list<scene::IMeshBuffer*> bufs;
383 struct MeshBufListList
385 std::list<MeshBufList> lists;
392 void add(scene::IMeshBuffer *buf)
394 for(std::list<MeshBufList>::iterator i = lists.begin();
395 i != lists.end(); ++i){
397 video::SMaterial &m = buf->getMaterial();
399 // comparing a full material is quite expensive so we don't do it if
400 // not even first texture is equal
401 if (l.m.TextureLayer[0].Texture != m.TextureLayer[0].Texture)
405 l.bufs.push_back(buf);
410 l.m = buf->getMaterial();
411 l.bufs.push_back(buf);
416 void ClientMap::renderMap(video::IVideoDriver* driver, s32 pass)
418 DSTACK(__FUNCTION_NAME);
420 bool is_transparent_pass = pass == scene::ESNRP_TRANSPARENT;
423 if(pass == scene::ESNRP_SOLID)
424 prefix = "CM: solid: ";
426 prefix = "CM: transparent: ";
429 This is called two times per frame, reset on the non-transparent one
431 if(pass == scene::ESNRP_SOLID)
433 m_last_drawn_sectors.clear();
436 bool use_trilinear_filter = g_settings->getBool("trilinear_filter");
437 bool use_bilinear_filter = g_settings->getBool("bilinear_filter");
438 bool use_anisotropic_filter = g_settings->getBool("anisotropic_filter");
441 Get time for measuring timeout.
443 Measuring time is very useful for long delays when the
444 machine is swapping a lot.
449 Get animation parameters
451 float animation_time = m_client->getAnimationTime();
452 int crack = m_client->getCrackLevel();
453 u32 daynight_ratio = m_client->getEnv().getDayNightRatio();
455 m_camera_mutex.Lock();
456 v3f camera_position = m_camera_position;
457 v3f camera_direction = m_camera_direction;
458 f32 camera_fov = m_camera_fov;
459 m_camera_mutex.Unlock();
462 Get all blocks and draw all visible ones
465 v3s16 cam_pos_nodes = floatToInt(camera_position, BS);
467 v3s16 box_nodes_d = m_control.wanted_range * v3s16(1,1,1);
469 v3s16 p_nodes_min = cam_pos_nodes - box_nodes_d;
470 v3s16 p_nodes_max = cam_pos_nodes + box_nodes_d;
472 // Take a fair amount as we will be dropping more out later
473 // Umm... these additions are a bit strange but they are needed.
475 p_nodes_min.X / MAP_BLOCKSIZE - 3,
476 p_nodes_min.Y / MAP_BLOCKSIZE - 3,
477 p_nodes_min.Z / MAP_BLOCKSIZE - 3);
479 p_nodes_max.X / MAP_BLOCKSIZE + 1,
480 p_nodes_max.Y / MAP_BLOCKSIZE + 1,
481 p_nodes_max.Z / MAP_BLOCKSIZE + 1);
483 u32 vertex_count = 0;
484 u32 meshbuffer_count = 0;
486 // For limiting number of mesh animations per frame
487 u32 mesh_animate_count = 0;
488 u32 mesh_animate_count_far = 0;
490 // Blocks that were drawn and had a mesh
491 u32 blocks_drawn = 0;
492 // Blocks which had a corresponding meshbuffer for this pass
493 u32 blocks_had_pass_meshbuf = 0;
494 // Blocks from which stuff was actually drawn
495 u32 blocks_without_stuff = 0;
498 Draw the selected MapBlocks
502 ScopeProfiler sp(g_profiler, prefix+"drawing blocks", SPT_AVG);
504 MeshBufListList drawbufs;
506 for(std::map<v3s16, MapBlock*>::iterator
507 i = m_drawlist.begin();
508 i != m_drawlist.end(); ++i)
510 MapBlock *block = i->second;
512 // If the mesh of the block happened to get deleted, ignore it
513 if(block->mesh == NULL)
517 if(isBlockInSight(block->getPos(), camera_position,
518 camera_direction, camera_fov,
519 100000*BS, &d) == false)
526 //JMutexAutoLock lock(block->mesh_mutex);
527 MapBlockMesh *mapBlockMesh = block->mesh;
528 assert(mapBlockMesh);
529 // Pretty random but this should work somewhat nicely
530 bool faraway = d >= BS*50;
531 //bool faraway = d >= m_control.wanted_range * BS;
532 if(mapBlockMesh->isAnimationForced() ||
534 mesh_animate_count_far < (m_control.range_all ? 200 : 50))
536 bool animated = mapBlockMesh->animate(
542 mesh_animate_count++;
543 if(animated && faraway)
544 mesh_animate_count_far++;
548 mapBlockMesh->decreaseAnimationForceTimer();
553 Get the meshbuffers of the block
556 //JMutexAutoLock lock(block->mesh_mutex);
558 MapBlockMesh *mapBlockMesh = block->mesh;
559 assert(mapBlockMesh);
561 scene::SMesh *mesh = mapBlockMesh->getMesh();
564 u32 c = mesh->getMeshBufferCount();
565 for(u32 i=0; i<c; i++)
567 scene::IMeshBuffer *buf = mesh->getMeshBuffer(i);
569 buf->getMaterial().setFlag(video::EMF_TRILINEAR_FILTER, use_trilinear_filter);
570 buf->getMaterial().setFlag(video::EMF_BILINEAR_FILTER, use_bilinear_filter);
571 buf->getMaterial().setFlag(video::EMF_ANISOTROPIC_FILTER, use_anisotropic_filter);
573 const video::SMaterial& material = buf->getMaterial();
574 video::IMaterialRenderer* rnd =
575 driver->getMaterialRenderer(material.MaterialType);
576 bool transparent = (rnd && rnd->isTransparent());
577 if(transparent == is_transparent_pass)
579 if(buf->getVertexCount() == 0)
580 errorstream<<"Block ["<<analyze_block(block)
581 <<"] contains an empty meshbuf"<<std::endl;
588 std::list<MeshBufList> &lists = drawbufs.lists;
590 int timecheck_counter = 0;
591 for(std::list<MeshBufList>::iterator i = lists.begin();
592 i != lists.end(); ++i)
596 if(timecheck_counter > 50)
598 timecheck_counter = 0;
600 if(time2 > time1 + 4)
602 infostream<<"ClientMap::renderMap(): "
603 "Rendering takes ages, returning."
610 MeshBufList &list = *i;
612 driver->setMaterial(list.m);
614 for(std::list<scene::IMeshBuffer*>::iterator j = list.bufs.begin();
615 j != list.bufs.end(); ++j)
617 scene::IMeshBuffer *buf = *j;
618 driver->drawMeshBuffer(buf);
619 vertex_count += buf->getVertexCount();
624 Draw the faces of the block
627 //JMutexAutoLock lock(block->mesh_mutex);
629 MapBlockMesh *mapBlockMesh = block->mesh;
630 assert(mapBlockMesh);
632 scene::SMesh *mesh = mapBlockMesh->getMesh();
635 u32 c = mesh->getMeshBufferCount();
636 bool stuff_actually_drawn = false;
637 for(u32 i=0; i<c; i++)
639 scene::IMeshBuffer *buf = mesh->getMeshBuffer(i);
640 const video::SMaterial& material = buf->getMaterial();
641 video::IMaterialRenderer* rnd =
642 driver->getMaterialRenderer(material.MaterialType);
643 bool transparent = (rnd && rnd->isTransparent());
644 // Render transparent on transparent pass and likewise.
645 if(transparent == is_transparent_pass)
647 if(buf->getVertexCount() == 0)
648 errorstream<<"Block ["<<analyze_block(block)
649 <<"] contains an empty meshbuf"<<std::endl;
651 This *shouldn't* hurt too much because Irrlicht
652 doesn't change opengl textures if the old
653 material has the same texture.
655 driver->setMaterial(buf->getMaterial());
656 driver->drawMeshBuffer(buf);
657 vertex_count += buf->getVertexCount();
659 stuff_actually_drawn = true;
662 if(stuff_actually_drawn)
663 blocks_had_pass_meshbuf++;
665 blocks_without_stuff++;
671 // Log only on solid pass because values are the same
672 if(pass == scene::ESNRP_SOLID){
673 g_profiler->avg("CM: animated meshes", mesh_animate_count);
674 g_profiler->avg("CM: animated meshes (far)", mesh_animate_count_far);
677 g_profiler->avg(prefix+"vertices drawn", vertex_count);
678 if(blocks_had_pass_meshbuf != 0)
679 g_profiler->avg(prefix+"meshbuffers per block",
680 (float)meshbuffer_count / (float)blocks_had_pass_meshbuf);
681 if(blocks_drawn != 0)
682 g_profiler->avg(prefix+"empty blocks (frac)",
683 (float)blocks_without_stuff / blocks_drawn);
685 /*infostream<<"renderMap(): is_transparent_pass="<<is_transparent_pass
686 <<", rendered "<<vertex_count<<" vertices."<<std::endl;*/
689 static bool getVisibleBrightness(Map *map, v3f p0, v3f dir, float step,
690 float step_multiplier, float start_distance, float end_distance,
691 INodeDefManager *ndef, u32 daylight_factor, float sunlight_min_d,
692 int *result, bool *sunlight_seen)
694 int brightness_sum = 0;
695 int brightness_count = 0;
696 float distance = start_distance;
699 pf += dir * distance;
701 bool nonlight_seen = false;
702 bool allow_allowing_non_sunlight_propagates = false;
703 bool allow_non_sunlight_propagates = false;
704 // Check content nearly at camera position
706 v3s16 p = floatToInt(p0 /*+ dir * 3*BS*/, BS);
707 MapNode n = map->getNodeNoEx(p);
708 if(ndef->get(n).param_type == CPT_LIGHT &&
709 !ndef->get(n).sunlight_propagates)
710 allow_allowing_non_sunlight_propagates = true;
712 // If would start at CONTENT_IGNORE, start closer
714 v3s16 p = floatToInt(pf, BS);
715 MapNode n = map->getNodeNoEx(p);
716 if(n.getContent() == CONTENT_IGNORE){
718 pf = p0 + dir * 2*newd;
723 for(int i=0; distance < end_distance; i++){
726 step *= step_multiplier;
728 v3s16 p = floatToInt(pf, BS);
729 MapNode n = map->getNodeNoEx(p);
730 if(allow_allowing_non_sunlight_propagates && i == 0 &&
731 ndef->get(n).param_type == CPT_LIGHT &&
732 !ndef->get(n).sunlight_propagates){
733 allow_non_sunlight_propagates = true;
735 if(ndef->get(n).param_type != CPT_LIGHT ||
736 (!ndef->get(n).sunlight_propagates &&
737 !allow_non_sunlight_propagates)){
738 nonlight_seen = true;
744 if(distance >= sunlight_min_d && *sunlight_seen == false
745 && nonlight_seen == false)
746 if(n.getLight(LIGHTBANK_DAY, ndef) == LIGHT_SUN)
747 *sunlight_seen = true;
749 brightness_sum += decode_light(n.getLightBlend(daylight_factor, ndef));
753 if(brightness_count == 0)
755 *result = brightness_sum / brightness_count;
756 /*std::cerr<<"Sampled "<<brightness_count<<" points; result="
757 <<(*result)<<std::endl;*/
761 int ClientMap::getBackgroundBrightness(float max_d, u32 daylight_factor,
762 int oldvalue, bool *sunlight_seen_result)
764 const bool debugprint = false;
765 INodeDefManager *ndef = m_gamedef->ndef();
766 static v3f z_directions[50] = {
769 static f32 z_offsets[sizeof(z_directions)/sizeof(*z_directions)] = {
772 if(z_directions[0].X < -99){
773 for(u32 i=0; i<sizeof(z_directions)/sizeof(*z_directions); i++){
774 z_directions[i] = v3f(
775 0.01 * myrand_range(-100, 100),
777 0.01 * myrand_range(-100, 100)
779 z_offsets[i] = 0.01 * myrand_range(0,100);
783 std::cerr<<"In goes "<<PP(m_camera_direction)<<", out comes ";
784 int sunlight_seen_count = 0;
785 float sunlight_min_d = max_d*0.8;
786 if(sunlight_min_d > 35*BS)
787 sunlight_min_d = 35*BS;
788 std::vector<int> values;
789 for(u32 i=0; i<sizeof(z_directions)/sizeof(*z_directions); i++){
790 v3f z_dir = z_directions[i];
792 core::CMatrix4<f32> a;
793 a.buildRotateFromTo(v3f(0,1,0), z_dir);
794 v3f dir = m_camera_direction;
799 step = max_d / 35 * 1.5;
800 float off = step * z_offsets[i];
801 bool sunlight_seen_now = false;
802 bool ok = getVisibleBrightness(this, m_camera_position, dir,
803 step, 1.0, max_d*0.6+off, max_d, ndef, daylight_factor,
805 &br, &sunlight_seen_now);
806 if(sunlight_seen_now)
807 sunlight_seen_count++;
810 values.push_back(br);
811 // Don't try too much if being in the sun is clear
812 if(sunlight_seen_count >= 20)
815 int brightness_sum = 0;
816 int brightness_count = 0;
817 std::sort(values.begin(), values.end());
818 u32 num_values_to_use = values.size();
819 if(num_values_to_use >= 10)
820 num_values_to_use -= num_values_to_use/2;
821 else if(num_values_to_use >= 7)
822 num_values_to_use -= num_values_to_use/3;
823 u32 first_value_i = (values.size() - num_values_to_use) / 2;
825 for(u32 i=0; i < first_value_i; i++)
826 std::cerr<<values[i]<<" ";
829 for(u32 i=first_value_i; i < first_value_i+num_values_to_use; i++){
831 std::cerr<<values[i]<<" ";
832 brightness_sum += values[i];
837 for(u32 i=first_value_i+num_values_to_use; i < values.size(); i++)
838 std::cerr<<values[i]<<" ";
841 if(brightness_count == 0){
842 MapNode n = getNodeNoEx(floatToInt(m_camera_position, BS));
843 if(ndef->get(n).param_type == CPT_LIGHT){
844 ret = decode_light(n.getLightBlend(daylight_factor, ndef));
847 //ret = blend_light(255, 0, daylight_factor);
850 /*float pre = (float)brightness_sum / (float)brightness_count;
856 ret = MYMAX(0, MYMIN(255, preint));*/
857 ret = brightness_sum / brightness_count;
860 std::cerr<<"Result: "<<ret<<" sunlight_seen_count="
861 <<sunlight_seen_count<<std::endl;
862 *sunlight_seen_result = (sunlight_seen_count > 0);
866 void ClientMap::renderPostFx(CameraMode cam_mode)
868 INodeDefManager *nodemgr = m_gamedef->ndef();
870 // Sadly ISceneManager has no "post effects" render pass, in that case we
871 // could just register for that and handle it in renderMap().
873 m_camera_mutex.Lock();
874 v3f camera_position = m_camera_position;
875 m_camera_mutex.Unlock();
877 MapNode n = getNodeNoEx(floatToInt(camera_position, BS));
879 // - If the player is in a solid node, make everything black.
880 // - If the player is in liquid, draw a semi-transparent overlay.
881 // - Do not if player is in third person mode
882 const ContentFeatures& features = nodemgr->get(n);
883 video::SColor post_effect_color = features.post_effect_color;
884 if(features.solidness == 2 && !(g_settings->getBool("noclip") &&
885 m_gamedef->checkLocalPrivilege("noclip")) &&
886 cam_mode == CAMERA_MODE_FIRST)
888 post_effect_color = video::SColor(255, 0, 0, 0);
890 if (post_effect_color.getAlpha() != 0)
892 // Draw a full-screen rectangle
893 video::IVideoDriver* driver = SceneManager->getVideoDriver();
894 v2u32 ss = driver->getScreenSize();
895 core::rect<s32> rect(0,0, ss.X, ss.Y);
896 driver->draw2DRectangle(post_effect_color, rect);
900 void ClientMap::PrintInfo(std::ostream &out)