Pull occlusion check out of loop, and minor code cleanups.
[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 "util/basic_macros.h"
34 #include <algorithm>
35
36 ClientMap::ClientMap(
37                 Client *client,
38                 IGameDef *gamedef,
39                 MapDrawControl &control,
40                 scene::ISceneNode* parent,
41                 scene::ISceneManager* mgr,
42                 s32 id
43 ):
44         Map(dout_client, gamedef),
45         scene::ISceneNode(parent, mgr, id),
46         m_client(client),
47         m_control(control),
48         m_camera_position(0,0,0),
49         m_camera_direction(0,0,1),
50         m_camera_fov(M_PI)
51 {
52         m_box = aabb3f(-BS*1000000,-BS*1000000,-BS*1000000,
53                         BS*1000000,BS*1000000,BS*1000000);
54
55         /* TODO: Add a callback function so these can be updated when a setting
56          *       changes.  At this point in time it doesn't matter (e.g. /set
57          *       is documented to change server settings only)
58          *
59          * TODO: Local caching of settings is not optimal and should at some stage
60          *       be updated to use a global settings object for getting thse values
61          *       (as opposed to the this local caching). This can be addressed in
62          *       a later release.
63          */
64         m_cache_trilinear_filter  = g_settings->getBool("trilinear_filter");
65         m_cache_bilinear_filter   = g_settings->getBool("bilinear_filter");
66         m_cache_anistropic_filter = g_settings->getBool("anisotropic_filter");
67
68 }
69
70 ClientMap::~ClientMap()
71 {
72         /*MutexAutoLock lock(mesh_mutex);
73
74         if(mesh != NULL)
75         {
76                 mesh->drop();
77                 mesh = NULL;
78         }*/
79 }
80
81 MapSector * ClientMap::emergeSector(v2s16 p2d)
82 {
83         DSTACK(FUNCTION_NAME);
84         // Check that it doesn't exist already
85         try{
86                 return getSectorNoGenerate(p2d);
87         }
88         catch(InvalidPositionException &e)
89         {
90         }
91
92         // Create a sector
93         ClientMapSector *sector = new ClientMapSector(this, p2d, m_gamedef);
94
95         {
96                 //MutexAutoLock lock(m_sector_mutex); // Bulk comment-out
97                 m_sectors[p2d] = sector;
98         }
99
100         return sector;
101 }
102
103 void ClientMap::OnRegisterSceneNode()
104 {
105         if(IsVisible)
106         {
107                 SceneManager->registerNodeForRendering(this, scene::ESNRP_SOLID);
108                 SceneManager->registerNodeForRendering(this, scene::ESNRP_TRANSPARENT);
109         }
110
111         ISceneNode::OnRegisterSceneNode();
112 }
113
114 static bool isOccluded(Map *map, v3s16 p0, v3s16 p1, float step, float stepfac,
115                 float start_off, float end_off, u32 needed_count, INodeDefManager *nodemgr)
116 {
117         float d0 = (float)BS * p0.getDistanceFrom(p1);
118         v3s16 u0 = p1 - p0;
119         v3f uf = v3f(u0.X, u0.Y, u0.Z) * BS;
120         uf.normalize();
121         v3f p0f = v3f(p0.X, p0.Y, p0.Z) * BS;
122         u32 count = 0;
123         for(float s=start_off; s<d0+end_off; s+=step){
124                 v3f pf = p0f + uf * s;
125                 v3s16 p = floatToInt(pf, BS);
126                 MapNode n = map->getNodeNoEx(p);
127                 bool is_transparent = false;
128                 const ContentFeatures &f = nodemgr->get(n);
129                 if(f.solidness == 0)
130                         is_transparent = (f.visual_solidness != 2);
131                 else
132                         is_transparent = (f.solidness != 2);
133                 if(!is_transparent){
134                         count++;
135                         if(count >= needed_count)
136                                 return true;
137                 }
138                 step *= stepfac;
139         }
140         return false;
141 }
142
143 void ClientMap::getBlocksInViewRange(v3s16 cam_pos_nodes, 
144                 v3s16 *p_blocks_min, v3s16 *p_blocks_max)
145 {
146         v3s16 box_nodes_d = m_control.wanted_range * v3s16(1, 1, 1);
147         // Define p_nodes_min/max as v3s32 because 'cam_pos_nodes -/+ box_nodes_d'
148         // can exceed the range of v3s16 when a large view range is used near the
149         // world edges.
150         v3s32 p_nodes_min(
151                 cam_pos_nodes.X - box_nodes_d.X,
152                 cam_pos_nodes.Y - box_nodes_d.Y,
153                 cam_pos_nodes.Z - box_nodes_d.Z);
154         v3s32 p_nodes_max(
155                 cam_pos_nodes.X + box_nodes_d.X,
156                 cam_pos_nodes.Y + box_nodes_d.Y,
157                 cam_pos_nodes.Z + box_nodes_d.Z);
158         // Take a fair amount as we will be dropping more out later
159         // Umm... these additions are a bit strange but they are needed.
160         *p_blocks_min = v3s16(
161                         p_nodes_min.X / MAP_BLOCKSIZE - 3,
162                         p_nodes_min.Y / MAP_BLOCKSIZE - 3,
163                         p_nodes_min.Z / MAP_BLOCKSIZE - 3);
164         *p_blocks_max = v3s16(
165                         p_nodes_max.X / MAP_BLOCKSIZE + 1,
166                         p_nodes_max.Y / MAP_BLOCKSIZE + 1,
167                         p_nodes_max.Z / MAP_BLOCKSIZE + 1);
168 }
169
170 void ClientMap::updateDrawList(video::IVideoDriver* driver)
171 {
172         ScopeProfiler sp(g_profiler, "CM::updateDrawList()", SPT_AVG);
173         g_profiler->add("CM::updateDrawList() count", 1);
174
175         INodeDefManager *nodemgr = m_gamedef->ndef();
176
177         for (std::map<v3s16, MapBlock*>::iterator i = m_drawlist.begin();
178                         i != m_drawlist.end(); ++i) {
179                 MapBlock *block = i->second;
180                 block->refDrop();
181         }
182         m_drawlist.clear();
183
184         v3f camera_position = m_camera_position;
185         v3f camera_direction = m_camera_direction;
186         f32 camera_fov = m_camera_fov;
187
188         // Use a higher fov to accomodate faster camera movements.
189         // Blocks are cropped better when they are drawn.
190         // Or maybe they aren't? Well whatever.
191         camera_fov *= 1.2;
192
193         v3s16 cam_pos_nodes = floatToInt(camera_position, BS);
194         v3s16 p_blocks_min;
195         v3s16 p_blocks_max;
196         getBlocksInViewRange(cam_pos_nodes, &p_blocks_min, &p_blocks_max);
197
198         // Number of blocks in rendering range
199         u32 blocks_in_range = 0;
200         // Number of blocks occlusion culled
201         u32 blocks_occlusion_culled = 0;
202         // Number of blocks in rendering range but don't have a mesh
203         u32 blocks_in_range_without_mesh = 0;
204         // Blocks that had mesh that would have been drawn according to
205         // rendering range (if max blocks limit didn't kick in)
206         u32 blocks_would_have_drawn = 0;
207         // Blocks that were drawn and had a mesh
208         u32 blocks_drawn = 0;
209         // Blocks which had a corresponding meshbuffer for this pass
210         //u32 blocks_had_pass_meshbuf = 0;
211         // Blocks from which stuff was actually drawn
212         //u32 blocks_without_stuff = 0;
213         // Distance to farthest drawn block
214         float farthest_drawn = 0;
215
216         // No occlusion culling when free_move is on and camera is
217         // inside ground
218         bool occlusion_culling_enabled = true;
219         if (g_settings->getBool("free_move")) {
220                 MapNode n = getNodeNoEx(cam_pos_nodes);
221                 if (n.getContent() == CONTENT_IGNORE ||
222                                 nodemgr->get(n).solidness == 2)
223                         occlusion_culling_enabled = false;
224         }
225
226         for (std::map<v2s16, MapSector*>::iterator si = m_sectors.begin();
227                         si != m_sectors.end(); ++si) {
228                 MapSector *sector = si->second;
229                 v2s16 sp = sector->getPos();
230
231                 if (m_control.range_all == false) {
232                         if (sp.X < p_blocks_min.X || sp.X > p_blocks_max.X ||
233                                         sp.Y < p_blocks_min.Z || sp.Y > p_blocks_max.Z)
234                                 continue;
235                 }
236
237                 MapBlockVect sectorblocks;
238                 sector->getBlocks(sectorblocks);
239
240                 /*
241                         Loop through blocks in sector
242                 */
243
244                 u32 sector_blocks_drawn = 0;
245
246                 for (MapBlockVect::iterator i = sectorblocks.begin();
247                                 i != sectorblocks.end(); ++i) {
248                         MapBlock *block = *i;
249
250                         /*
251                                 Compare block position to camera position, skip
252                                 if not seen on display
253                         */
254
255                         if (block->mesh != NULL)
256                                 block->mesh->updateCameraOffset(m_camera_offset);
257
258                         float range = 100000 * BS;
259                         if (m_control.range_all == false)
260                                 range = m_control.wanted_range * BS;
261
262                         float d = 0.0;
263                         if (!isBlockInSight(block->getPos(), camera_position,
264                                         camera_direction, camera_fov, range, &d))
265                                 continue;
266
267                         blocks_in_range++;
268
269                         /*
270                                 Ignore if mesh doesn't exist
271                         */
272                         if (block->mesh == NULL) {
273                                 blocks_in_range_without_mesh++;
274                                 continue;
275                         }
276
277                         /*
278                                 Occlusion culling
279                         */
280                         v3s16 cpn = block->getPos() * MAP_BLOCKSIZE;
281                         cpn += v3s16(MAP_BLOCKSIZE / 2, MAP_BLOCKSIZE / 2, MAP_BLOCKSIZE / 2);
282                         float step = BS * 1;
283                         float stepfac = 1.1;
284                         float startoff = BS * 1;
285                         // The occlusion search of 'isOccluded()' must stop short of the target
286                         // point by distance 'endoff' (end offset) to not enter the target mapblock.
287                         // For the 8 mapblock corners 'endoff' must therefore be the maximum diagonal
288                         // of a mapblock, because we must consider all view angles.
289                         // sqrt(1^2 + 1^2 + 1^2) = 1.732
290                         float endoff = -BS * MAP_BLOCKSIZE * 1.732050807569;
291                         v3s16 spn = cam_pos_nodes;
292                         s16 bs2 = MAP_BLOCKSIZE / 2 + 1;
293                         // to reduce the likelihood of falsely occluded blocks
294                         // require at least two solid blocks
295                         // this is a HACK, we should think of a more precise algorithm
296                         u32 needed_count = 2;
297                         if (occlusion_culling_enabled &&
298                                         // For the central point of the mapblock 'endoff' can be halved
299                                         isOccluded(this, spn, cpn,
300                                                 step, stepfac, startoff, endoff / 2.0f, 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                                 blocks_occlusion_culled++;
318                                 continue;
319                         }
320
321                         // This block is in range. Reset usage timer.
322                         block->resetUsageTimer();
323
324                         // Limit block count in case of a sudden increase
325                         blocks_would_have_drawn++;
326                         if (blocks_drawn >= m_control.wanted_max_blocks &&
327                                         !m_control.range_all &&
328                                         d > m_control.wanted_range * BS)
329                                 continue;
330
331                         // Add to set
332                         block->refGrab();
333                         m_drawlist[block->getPos()] = block;
334
335                         sector_blocks_drawn++;
336                         blocks_drawn++;
337                         if (d / BS > farthest_drawn)
338                                 farthest_drawn = d / BS;
339
340                 } // foreach sectorblocks
341
342                 if (sector_blocks_drawn != 0)
343                         m_last_drawn_sectors.insert(sp);
344         }
345
346         m_control.blocks_would_have_drawn = blocks_would_have_drawn;
347         m_control.blocks_drawn = blocks_drawn;
348         m_control.farthest_drawn = farthest_drawn;
349
350         g_profiler->avg("CM: blocks in range", blocks_in_range);
351         g_profiler->avg("CM: blocks occlusion culled", blocks_occlusion_culled);
352         if (blocks_in_range != 0)
353                 g_profiler->avg("CM: blocks in range without mesh (frac)",
354                                 (float)blocks_in_range_without_mesh / blocks_in_range);
355         g_profiler->avg("CM: blocks drawn", blocks_drawn);
356         g_profiler->avg("CM: farthest drawn", farthest_drawn);
357         g_profiler->avg("CM: wanted max blocks", m_control.wanted_max_blocks);
358 }
359
360 struct MeshBufList
361 {
362         video::SMaterial m;
363         std::vector<scene::IMeshBuffer*> bufs;
364 };
365
366 struct MeshBufListList
367 {
368         std::vector<MeshBufList> lists;
369
370         void clear()
371         {
372                 lists.clear();
373         }
374
375         void add(scene::IMeshBuffer *buf)
376         {
377                 for(std::vector<MeshBufList>::iterator i = lists.begin();
378                                 i != lists.end(); ++i){
379                         MeshBufList &l = *i;
380                         video::SMaterial &m = buf->getMaterial();
381
382                         // comparing a full material is quite expensive so we don't do it if
383                         // not even first texture is equal
384                         if (l.m.TextureLayer[0].Texture != m.TextureLayer[0].Texture)
385                                 continue;
386
387                         if (l.m == m) {
388                                 l.bufs.push_back(buf);
389                                 return;
390                         }
391                 }
392                 MeshBufList l;
393                 l.m = buf->getMaterial();
394                 l.bufs.push_back(buf);
395                 lists.push_back(l);
396         }
397 };
398
399 void ClientMap::renderMap(video::IVideoDriver* driver, s32 pass)
400 {
401         DSTACK(FUNCTION_NAME);
402
403         bool is_transparent_pass = pass == scene::ESNRP_TRANSPARENT;
404
405         std::string prefix;
406         if (pass == scene::ESNRP_SOLID)
407                 prefix = "CM: solid: ";
408         else
409                 prefix = "CM: transparent: ";
410
411         /*
412                 This is called two times per frame, reset on the non-transparent one
413         */
414         if (pass == scene::ESNRP_SOLID)
415                 m_last_drawn_sectors.clear();
416
417         /*
418                 Get time for measuring timeout.
419
420                 Measuring time is very useful for long delays when the
421                 machine is swapping a lot.
422         */
423         int time1 = time(0);
424
425         /*
426                 Get animation parameters
427         */
428         float animation_time = m_client->getAnimationTime();
429         int crack = m_client->getCrackLevel();
430         u32 daynight_ratio = m_client->getEnv().getDayNightRatio();
431
432         v3f camera_position = m_camera_position;
433         v3f camera_direction = m_camera_direction;
434         f32 camera_fov = m_camera_fov;
435
436         /*
437                 Get all blocks and draw all visible ones
438         */
439
440         u32 vertex_count = 0;
441         u32 meshbuffer_count = 0;
442
443         // For limiting number of mesh animations per frame
444         u32 mesh_animate_count = 0;
445         u32 mesh_animate_count_far = 0;
446
447         // Blocks that were drawn and had a mesh
448         u32 blocks_drawn = 0;
449         // Blocks which had a corresponding meshbuffer for this pass
450         u32 blocks_had_pass_meshbuf = 0;
451         // Blocks from which stuff was actually drawn
452         u32 blocks_without_stuff = 0;
453
454         /*
455                 Draw the selected MapBlocks
456         */
457
458         {
459         ScopeProfiler sp(g_profiler, prefix + "drawing blocks", SPT_AVG);
460
461         MeshBufListList drawbufs;
462
463         for (std::map<v3s16, MapBlock*>::iterator i = m_drawlist.begin();
464                         i != m_drawlist.end(); ++i) {
465                 MapBlock *block = i->second;
466
467                 // If the mesh of the block happened to get deleted, ignore it
468                 if (block->mesh == NULL)
469                         continue;
470
471                 float d = 0.0;
472                 if (!isBlockInSight(block->getPos(), camera_position,
473                                 camera_direction, camera_fov, 100000 * BS, &d))
474                         continue;
475
476                 // Mesh animation
477                 {
478                         //MutexAutoLock lock(block->mesh_mutex);
479                         MapBlockMesh *mapBlockMesh = block->mesh;
480                         assert(mapBlockMesh);
481                         // Pretty random but this should work somewhat nicely
482                         bool faraway = d >= BS * 50;
483                         //bool faraway = d >= m_control.wanted_range * BS;
484                         if (mapBlockMesh->isAnimationForced() || !faraway ||
485                                         mesh_animate_count_far < (m_control.range_all ? 200 : 50)) {
486                                 bool animated = mapBlockMesh->animate(faraway, animation_time,
487                                         crack, daynight_ratio);
488                                 if (animated)
489                                         mesh_animate_count++;
490                                 if (animated && faraway)
491                                         mesh_animate_count_far++;
492                         } else {
493                                 mapBlockMesh->decreaseAnimationForceTimer();
494                         }
495                 }
496
497                 /*
498                         Get the meshbuffers of the block
499                 */
500                 {
501                         //MutexAutoLock lock(block->mesh_mutex);
502
503                         MapBlockMesh *mapBlockMesh = block->mesh;
504                         assert(mapBlockMesh);
505
506                         scene::IMesh *mesh = mapBlockMesh->getMesh();
507                         assert(mesh);
508
509                         u32 c = mesh->getMeshBufferCount();
510                         for (u32 i = 0; i < c; i++)
511                         {
512                                 scene::IMeshBuffer *buf = mesh->getMeshBuffer(i);
513
514                                 buf->getMaterial().setFlag(video::EMF_TRILINEAR_FILTER, m_cache_trilinear_filter);
515                                 buf->getMaterial().setFlag(video::EMF_BILINEAR_FILTER, m_cache_bilinear_filter);
516                                 buf->getMaterial().setFlag(video::EMF_ANISOTROPIC_FILTER, m_cache_anistropic_filter);
517                                 buf->getMaterial().setFlag(video::EMF_WIREFRAME, m_control.show_wireframe);
518
519                                 const video::SMaterial& material = buf->getMaterial();
520                                 video::IMaterialRenderer* rnd =
521                                                 driver->getMaterialRenderer(material.MaterialType);
522                                 bool transparent = (rnd && rnd->isTransparent());
523                                 if (transparent == is_transparent_pass) {
524                                         if (buf->getVertexCount() == 0)
525                                                 errorstream << "Block [" << analyze_block(block)
526                                                          << "] contains an empty meshbuf" << std::endl;
527                                         drawbufs.add(buf);
528                                 }
529                         }
530                 }
531         }
532
533         std::vector<MeshBufList> &lists = drawbufs.lists;
534
535         int timecheck_counter = 0;
536         for (std::vector<MeshBufList>::iterator i = lists.begin();
537                         i != lists.end(); ++i) {
538                 timecheck_counter++;
539                 if (timecheck_counter > 50) {
540                         timecheck_counter = 0;
541                         int time2 = time(0);
542                         if (time2 > time1 + 4) {
543                                 infostream << "ClientMap::renderMap(): "
544                                         "Rendering takes ages, returning."
545                                         << std::endl;
546                                 return;
547                         }
548                 }
549
550                 MeshBufList &list = *i;
551
552                 driver->setMaterial(list.m);
553
554                 for (std::vector<scene::IMeshBuffer*>::iterator j = list.bufs.begin();
555                                 j != list.bufs.end(); ++j) {
556                         scene::IMeshBuffer *buf = *j;
557                         driver->drawMeshBuffer(buf);
558                         vertex_count += buf->getVertexCount();
559                         meshbuffer_count++;
560                 }
561
562         }
563         } // ScopeProfiler
564
565         // Log only on solid pass because values are the same
566         if (pass == scene::ESNRP_SOLID) {
567                 g_profiler->avg("CM: animated meshes", mesh_animate_count);
568                 g_profiler->avg("CM: animated meshes (far)", mesh_animate_count_far);
569         }
570
571         g_profiler->avg(prefix + "vertices drawn", vertex_count);
572         if (blocks_had_pass_meshbuf != 0)
573                 g_profiler->avg(prefix + "meshbuffers per block",
574                         (float)meshbuffer_count / (float)blocks_had_pass_meshbuf);
575         if (blocks_drawn != 0)
576                 g_profiler->avg(prefix + "empty blocks (frac)",
577                         (float)blocks_without_stuff / blocks_drawn);
578
579         /*infostream<<"renderMap(): is_transparent_pass="<<is_transparent_pass
580                         <<", rendered "<<vertex_count<<" vertices."<<std::endl;*/
581 }
582
583 static bool getVisibleBrightness(Map *map, v3f p0, v3f dir, float step,
584                 float step_multiplier, float start_distance, float end_distance,
585                 INodeDefManager *ndef, u32 daylight_factor, float sunlight_min_d,
586                 int *result, bool *sunlight_seen)
587 {
588         int brightness_sum = 0;
589         int brightness_count = 0;
590         float distance = start_distance;
591         dir.normalize();
592         v3f pf = p0;
593         pf += dir * distance;
594         int noncount = 0;
595         bool nonlight_seen = false;
596         bool allow_allowing_non_sunlight_propagates = false;
597         bool allow_non_sunlight_propagates = false;
598         // Check content nearly at camera position
599         {
600                 v3s16 p = floatToInt(p0 /*+ dir * 3*BS*/, BS);
601                 MapNode n = map->getNodeNoEx(p);
602                 if(ndef->get(n).param_type == CPT_LIGHT &&
603                                 !ndef->get(n).sunlight_propagates)
604                         allow_allowing_non_sunlight_propagates = true;
605         }
606         // If would start at CONTENT_IGNORE, start closer
607         {
608                 v3s16 p = floatToInt(pf, BS);
609                 MapNode n = map->getNodeNoEx(p);
610                 if(n.getContent() == CONTENT_IGNORE){
611                         float newd = 2*BS;
612                         pf = p0 + dir * 2*newd;
613                         distance = newd;
614                         sunlight_min_d = 0;
615                 }
616         }
617         for(int i=0; distance < end_distance; i++){
618                 pf += dir * step;
619                 distance += step;
620                 step *= step_multiplier;
621
622                 v3s16 p = floatToInt(pf, BS);
623                 MapNode n = map->getNodeNoEx(p);
624                 if(allow_allowing_non_sunlight_propagates && i == 0 &&
625                                 ndef->get(n).param_type == CPT_LIGHT &&
626                                 !ndef->get(n).sunlight_propagates){
627                         allow_non_sunlight_propagates = true;
628                 }
629                 if(ndef->get(n).param_type != CPT_LIGHT ||
630                                 (!ndef->get(n).sunlight_propagates &&
631                                         !allow_non_sunlight_propagates)){
632                         nonlight_seen = true;
633                         noncount++;
634                         if(noncount >= 4)
635                                 break;
636                         continue;
637                 }
638                 if(distance >= sunlight_min_d && *sunlight_seen == false
639                                 && nonlight_seen == false)
640                         if(n.getLight(LIGHTBANK_DAY, ndef) == LIGHT_SUN)
641                                 *sunlight_seen = true;
642                 noncount = 0;
643                 brightness_sum += decode_light(n.getLightBlend(daylight_factor, ndef));
644                 brightness_count++;
645         }
646         *result = 0;
647         if(brightness_count == 0)
648                 return false;
649         *result = brightness_sum / brightness_count;
650         /*std::cerr<<"Sampled "<<brightness_count<<" points; result="
651                         <<(*result)<<std::endl;*/
652         return true;
653 }
654
655 int ClientMap::getBackgroundBrightness(float max_d, u32 daylight_factor,
656                 int oldvalue, bool *sunlight_seen_result)
657 {
658         const bool debugprint = false;
659         INodeDefManager *ndef = m_gamedef->ndef();
660         static v3f z_directions[50] = {
661                 v3f(-100, 0, 0)
662         };
663         static f32 z_offsets[sizeof(z_directions)/sizeof(*z_directions)] = {
664                 -1000,
665         };
666         if(z_directions[0].X < -99){
667                 for(u32 i=0; i<sizeof(z_directions)/sizeof(*z_directions); i++){
668                         z_directions[i] = v3f(
669                                 0.01 * myrand_range(-100, 100),
670                                 1.0,
671                                 0.01 * myrand_range(-100, 100)
672                         );
673                         z_offsets[i] = 0.01 * myrand_range(0,100);
674                 }
675         }
676         if(debugprint)
677                 std::cerr<<"In goes "<<PP(m_camera_direction)<<", out comes ";
678         int sunlight_seen_count = 0;
679         float sunlight_min_d = max_d*0.8;
680         if(sunlight_min_d > 35*BS)
681                 sunlight_min_d = 35*BS;
682         std::vector<int> values;
683         for(u32 i=0; i<sizeof(z_directions)/sizeof(*z_directions); i++){
684                 v3f z_dir = z_directions[i];
685                 z_dir.normalize();
686                 core::CMatrix4<f32> a;
687                 a.buildRotateFromTo(v3f(0,1,0), z_dir);
688                 v3f dir = m_camera_direction;
689                 a.rotateVect(dir);
690                 int br = 0;
691                 float step = BS*1.5;
692                 if(max_d > 35*BS)
693                         step = max_d / 35 * 1.5;
694                 float off = step * z_offsets[i];
695                 bool sunlight_seen_now = false;
696                 bool ok = getVisibleBrightness(this, m_camera_position, dir,
697                                 step, 1.0, max_d*0.6+off, max_d, ndef, daylight_factor,
698                                 sunlight_min_d,
699                                 &br, &sunlight_seen_now);
700                 if(sunlight_seen_now)
701                         sunlight_seen_count++;
702                 if(!ok)
703                         continue;
704                 values.push_back(br);
705                 // Don't try too much if being in the sun is clear
706                 if(sunlight_seen_count >= 20)
707                         break;
708         }
709         int brightness_sum = 0;
710         int brightness_count = 0;
711         std::sort(values.begin(), values.end());
712         u32 num_values_to_use = values.size();
713         if(num_values_to_use >= 10)
714                 num_values_to_use -= num_values_to_use/2;
715         else if(num_values_to_use >= 7)
716                 num_values_to_use -= num_values_to_use/3;
717         u32 first_value_i = (values.size() - num_values_to_use) / 2;
718         if(debugprint){
719                 for(u32 i=0; i < first_value_i; i++)
720                         std::cerr<<values[i]<<" ";
721                 std::cerr<<"[";
722         }
723         for(u32 i=first_value_i; i < first_value_i+num_values_to_use; i++){
724                 if(debugprint)
725                         std::cerr<<values[i]<<" ";
726                 brightness_sum += values[i];
727                 brightness_count++;
728         }
729         if(debugprint){
730                 std::cerr<<"]";
731                 for(u32 i=first_value_i+num_values_to_use; i < values.size(); i++)
732                         std::cerr<<values[i]<<" ";
733         }
734         int ret = 0;
735         if(brightness_count == 0){
736                 MapNode n = getNodeNoEx(floatToInt(m_camera_position, BS));
737                 if(ndef->get(n).param_type == CPT_LIGHT){
738                         ret = decode_light(n.getLightBlend(daylight_factor, ndef));
739                 } else {
740                         ret = oldvalue;
741                 }
742         } else {
743                 /*float pre = (float)brightness_sum / (float)brightness_count;
744                 float tmp = pre;
745                 const float d = 0.2;
746                 pre *= 1.0 + d*2;
747                 pre -= tmp * d;
748                 int preint = pre;
749                 ret = MYMAX(0, MYMIN(255, preint));*/
750                 ret = brightness_sum / brightness_count;
751         }
752         if(debugprint)
753                 std::cerr<<"Result: "<<ret<<" sunlight_seen_count="
754                                 <<sunlight_seen_count<<std::endl;
755         *sunlight_seen_result = (sunlight_seen_count > 0);
756         return ret;
757 }
758
759 void ClientMap::renderPostFx(CameraMode cam_mode)
760 {
761         INodeDefManager *nodemgr = m_gamedef->ndef();
762
763         // Sadly ISceneManager has no "post effects" render pass, in that case we
764         // could just register for that and handle it in renderMap().
765
766         MapNode n = getNodeNoEx(floatToInt(m_camera_position, BS));
767
768         // - If the player is in a solid node, make everything black.
769         // - If the player is in liquid, draw a semi-transparent overlay.
770         // - Do not if player is in third person mode
771         const ContentFeatures& features = nodemgr->get(n);
772         video::SColor post_effect_color = features.post_effect_color;
773         if(features.solidness == 2 && !(g_settings->getBool("noclip") &&
774                         m_gamedef->checkLocalPrivilege("noclip")) &&
775                         cam_mode == CAMERA_MODE_FIRST)
776         {
777                 post_effect_color = video::SColor(255, 0, 0, 0);
778         }
779         if (post_effect_color.getAlpha() != 0)
780         {
781                 // Draw a full-screen rectangle
782                 video::IVideoDriver* driver = SceneManager->getVideoDriver();
783                 v2u32 ss = driver->getScreenSize();
784                 core::rect<s32> rect(0,0, ss.X, ss.Y);
785                 driver->draw2DRectangle(post_effect_color, rect);
786         }
787 }
788
789 void ClientMap::PrintInfo(std::ostream &out)
790 {
791         out<<"ClientMap: ";
792 }
793
794