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);
57 /* TODO: Add a callback function so these can be updated when a setting
58 * changes. At this point in time it doesn't matter (e.g. /set
59 * is documented to change server settings only)
61 * TODO: Local caching of settings is not optimal and should at some stage
62 * be updated to use a global settings object for getting thse values
63 * (as opposed to the this local caching). This can be addressed in
66 m_cache_trilinear_filter = g_settings->getBool("trilinear_filter");
67 m_cache_bilinear_filter = g_settings->getBool("bilinear_filter");
68 m_cache_anistropic_filter = g_settings->getBool("anisotropic_filter");
72 ClientMap::~ClientMap()
74 /*JMutexAutoLock lock(mesh_mutex);
83 MapSector * ClientMap::emergeSector(v2s16 p2d)
85 DSTACK(__FUNCTION_NAME);
86 // Check that it doesn't exist already
88 return getSectorNoGenerate(p2d);
90 catch(InvalidPositionException &e)
95 ClientMapSector *sector = new ClientMapSector(this, p2d, m_gamedef);
98 //JMutexAutoLock lock(m_sector_mutex); // Bulk comment-out
99 m_sectors[p2d] = sector;
105 void ClientMap::OnRegisterSceneNode()
109 SceneManager->registerNodeForRendering(this, scene::ESNRP_SOLID);
110 SceneManager->registerNodeForRendering(this, scene::ESNRP_TRANSPARENT);
113 ISceneNode::OnRegisterSceneNode();
116 static bool isOccluded(Map *map, v3s16 p0, v3s16 p1, float step, float stepfac,
117 float start_off, float end_off, u32 needed_count, INodeDefManager *nodemgr)
119 float d0 = (float)BS * p0.getDistanceFrom(p1);
121 v3f uf = v3f(u0.X, u0.Y, u0.Z) * BS;
123 v3f p0f = v3f(p0.X, p0.Y, p0.Z) * BS;
125 for(float s=start_off; s<d0+end_off; s+=step){
126 v3f pf = p0f + uf * s;
127 v3s16 p = floatToInt(pf, BS);
128 MapNode n = map->getNodeNoEx(p);
129 bool is_transparent = false;
130 const ContentFeatures &f = nodemgr->get(n);
132 is_transparent = (f.visual_solidness != 2);
134 is_transparent = (f.solidness != 2);
136 if(count == needed_count)
145 void ClientMap::updateDrawList(video::IVideoDriver* driver)
147 ScopeProfiler sp(g_profiler, "CM::updateDrawList()", SPT_AVG);
148 g_profiler->add("CM::updateDrawList() count", 1);
150 INodeDefManager *nodemgr = m_gamedef->ndef();
152 for(std::map<v3s16, MapBlock*>::iterator
153 i = m_drawlist.begin();
154 i != m_drawlist.end(); ++i)
156 MapBlock *block = i->second;
161 m_camera_mutex.Lock();
162 v3f camera_position = m_camera_position;
163 v3f camera_direction = m_camera_direction;
164 f32 camera_fov = m_camera_fov;
165 //v3s16 camera_offset = m_camera_offset;
166 m_camera_mutex.Unlock();
168 // Use a higher fov to accomodate faster camera movements.
169 // Blocks are cropped better when they are drawn.
170 // Or maybe they aren't? Well whatever.
173 v3s16 cam_pos_nodes = floatToInt(camera_position, BS);
174 v3s16 box_nodes_d = m_control.wanted_range * v3s16(1,1,1);
175 v3s16 p_nodes_min = cam_pos_nodes - box_nodes_d;
176 v3s16 p_nodes_max = cam_pos_nodes + box_nodes_d;
177 // Take a fair amount as we will be dropping more out later
178 // Umm... these additions are a bit strange but they are needed.
180 p_nodes_min.X / MAP_BLOCKSIZE - 3,
181 p_nodes_min.Y / MAP_BLOCKSIZE - 3,
182 p_nodes_min.Z / MAP_BLOCKSIZE - 3);
184 p_nodes_max.X / MAP_BLOCKSIZE + 1,
185 p_nodes_max.Y / MAP_BLOCKSIZE + 1,
186 p_nodes_max.Z / MAP_BLOCKSIZE + 1);
188 // Number of blocks in rendering range
189 u32 blocks_in_range = 0;
190 // Number of blocks occlusion culled
191 u32 blocks_occlusion_culled = 0;
192 // Number of blocks in rendering range but don't have a mesh
193 u32 blocks_in_range_without_mesh = 0;
194 // Blocks that had mesh that would have been drawn according to
195 // rendering range (if max blocks limit didn't kick in)
196 u32 blocks_would_have_drawn = 0;
197 // Blocks that were drawn and had a mesh
198 u32 blocks_drawn = 0;
199 // Blocks which had a corresponding meshbuffer for this pass
200 //u32 blocks_had_pass_meshbuf = 0;
201 // Blocks from which stuff was actually drawn
202 //u32 blocks_without_stuff = 0;
203 // Distance to farthest drawn block
204 float farthest_drawn = 0;
206 for(std::map<v2s16, MapSector*>::iterator
207 si = m_sectors.begin();
208 si != m_sectors.end(); ++si)
210 MapSector *sector = si->second;
211 v2s16 sp = sector->getPos();
213 if(m_control.range_all == false)
215 if(sp.X < p_blocks_min.X
216 || sp.X > p_blocks_max.X
217 || sp.Y < p_blocks_min.Z
218 || sp.Y > p_blocks_max.Z)
222 MapBlockVect sectorblocks;
223 sector->getBlocks(sectorblocks);
226 Loop through blocks in sector
229 u32 sector_blocks_drawn = 0;
231 for(MapBlockVect::iterator i = sectorblocks.begin();
232 i != sectorblocks.end(); i++)
234 MapBlock *block = *i;
237 Compare block position to camera position, skip
238 if not seen on display
241 if (block->mesh != NULL)
242 block->mesh->updateCameraOffset(m_camera_offset);
244 float range = 100000 * BS;
245 if(m_control.range_all == false)
246 range = m_control.wanted_range * BS;
249 if(isBlockInSight(block->getPos(), camera_position,
250 camera_direction, camera_fov,
256 // This is ugly (spherical distance limit?)
257 /*if(m_control.range_all == false &&
258 d - 0.5*BS*MAP_BLOCKSIZE > range)
264 Ignore if mesh doesn't exist
267 //JMutexAutoLock lock(block->mesh_mutex);
269 if(block->mesh == NULL){
270 blocks_in_range_without_mesh++;
279 // No occlusion culling when free_move is on and camera is
281 bool occlusion_culling_enabled = true;
282 if(g_settings->getBool("free_move")){
283 MapNode n = getNodeNoEx(cam_pos_nodes);
284 if(n.getContent() == CONTENT_IGNORE ||
285 nodemgr->get(n).solidness == 2)
286 occlusion_culling_enabled = false;
289 v3s16 cpn = block->getPos() * MAP_BLOCKSIZE;
290 cpn += v3s16(MAP_BLOCKSIZE/2, MAP_BLOCKSIZE/2, MAP_BLOCKSIZE/2);
293 float startoff = BS*1;
294 float endoff = -BS*MAP_BLOCKSIZE*1.42*1.42;
295 v3s16 spn = cam_pos_nodes + v3s16(0,0,0);
296 s16 bs2 = MAP_BLOCKSIZE/2 + 1;
297 u32 needed_count = 1;
299 occlusion_culling_enabled &&
300 isOccluded(this, spn, cpn + v3s16(0,0,0),
301 step, stepfac, startoff, endoff, needed_count, nodemgr) &&
302 isOccluded(this, spn, cpn + v3s16(bs2,bs2,bs2),
303 step, stepfac, startoff, endoff, needed_count, nodemgr) &&
304 isOccluded(this, spn, cpn + v3s16(bs2,bs2,-bs2),
305 step, stepfac, startoff, endoff, needed_count, nodemgr) &&
306 isOccluded(this, spn, cpn + v3s16(bs2,-bs2,bs2),
307 step, stepfac, startoff, endoff, needed_count, nodemgr) &&
308 isOccluded(this, spn, cpn + v3s16(bs2,-bs2,-bs2),
309 step, stepfac, startoff, endoff, needed_count, nodemgr) &&
310 isOccluded(this, spn, cpn + v3s16(-bs2,bs2,bs2),
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)
320 blocks_occlusion_culled++;
324 // This block is in range. Reset usage timer.
325 block->resetUsageTimer();
327 // Limit block count in case of a sudden increase
328 blocks_would_have_drawn++;
329 if(blocks_drawn >= m_control.wanted_max_blocks
330 && m_control.range_all == false
331 && d > m_control.wanted_min_range * BS)
336 m_drawlist[block->getPos()] = block;
338 sector_blocks_drawn++;
340 if(d/BS > farthest_drawn)
341 farthest_drawn = d/BS;
343 } // foreach sectorblocks
345 if(sector_blocks_drawn != 0)
346 m_last_drawn_sectors.insert(sp);
349 m_control.blocks_would_have_drawn = blocks_would_have_drawn;
350 m_control.blocks_drawn = blocks_drawn;
351 m_control.farthest_drawn = farthest_drawn;
353 g_profiler->avg("CM: blocks in range", blocks_in_range);
354 g_profiler->avg("CM: blocks occlusion culled", blocks_occlusion_culled);
355 if(blocks_in_range != 0)
356 g_profiler->avg("CM: blocks in range without mesh (frac)",
357 (float)blocks_in_range_without_mesh/blocks_in_range);
358 g_profiler->avg("CM: blocks drawn", blocks_drawn);
359 g_profiler->avg("CM: farthest drawn", farthest_drawn);
360 g_profiler->avg("CM: wanted max blocks", m_control.wanted_max_blocks);
366 std::vector<scene::IMeshBuffer*> bufs;
369 struct MeshBufListList
371 std::vector<MeshBufList> lists;
378 void add(scene::IMeshBuffer *buf)
380 for(std::vector<MeshBufList>::iterator i = lists.begin();
381 i != lists.end(); ++i){
383 video::SMaterial &m = buf->getMaterial();
385 // comparing a full material is quite expensive so we don't do it if
386 // not even first texture is equal
387 if (l.m.TextureLayer[0].Texture != m.TextureLayer[0].Texture)
391 l.bufs.push_back(buf);
396 l.m = buf->getMaterial();
397 l.bufs.push_back(buf);
402 void ClientMap::renderMap(video::IVideoDriver* driver, s32 pass)
404 DSTACK(__FUNCTION_NAME);
406 bool is_transparent_pass = pass == scene::ESNRP_TRANSPARENT;
409 if(pass == scene::ESNRP_SOLID)
410 prefix = "CM: solid: ";
412 prefix = "CM: transparent: ";
415 This is called two times per frame, reset on the non-transparent one
417 if(pass == scene::ESNRP_SOLID)
419 m_last_drawn_sectors.clear();
423 Get time for measuring timeout.
425 Measuring time is very useful for long delays when the
426 machine is swapping a lot.
431 Get animation parameters
433 float animation_time = m_client->getAnimationTime();
434 int crack = m_client->getCrackLevel();
435 u32 daynight_ratio = m_client->getEnv().getDayNightRatio();
437 m_camera_mutex.Lock();
438 v3f camera_position = m_camera_position;
439 v3f camera_direction = m_camera_direction;
440 f32 camera_fov = m_camera_fov;
441 m_camera_mutex.Unlock();
444 Get all blocks and draw all visible ones
447 v3s16 cam_pos_nodes = floatToInt(camera_position, BS);
449 v3s16 box_nodes_d = m_control.wanted_range * v3s16(1,1,1);
451 v3s16 p_nodes_min = cam_pos_nodes - box_nodes_d;
452 v3s16 p_nodes_max = cam_pos_nodes + box_nodes_d;
454 // Take a fair amount as we will be dropping more out later
455 // Umm... these additions are a bit strange but they are needed.
457 p_nodes_min.X / MAP_BLOCKSIZE - 3,
458 p_nodes_min.Y / MAP_BLOCKSIZE - 3,
459 p_nodes_min.Z / MAP_BLOCKSIZE - 3);
461 p_nodes_max.X / MAP_BLOCKSIZE + 1,
462 p_nodes_max.Y / MAP_BLOCKSIZE + 1,
463 p_nodes_max.Z / MAP_BLOCKSIZE + 1);
465 u32 vertex_count = 0;
466 u32 meshbuffer_count = 0;
468 // For limiting number of mesh animations per frame
469 u32 mesh_animate_count = 0;
470 u32 mesh_animate_count_far = 0;
472 // Blocks that were drawn and had a mesh
473 u32 blocks_drawn = 0;
474 // Blocks which had a corresponding meshbuffer for this pass
475 u32 blocks_had_pass_meshbuf = 0;
476 // Blocks from which stuff was actually drawn
477 u32 blocks_without_stuff = 0;
480 Draw the selected MapBlocks
484 ScopeProfiler sp(g_profiler, prefix+"drawing blocks", SPT_AVG);
486 MeshBufListList drawbufs;
488 for(std::map<v3s16, MapBlock*>::iterator
489 i = m_drawlist.begin();
490 i != m_drawlist.end(); ++i)
492 MapBlock *block = i->second;
494 // If the mesh of the block happened to get deleted, ignore it
495 if(block->mesh == NULL)
499 if(isBlockInSight(block->getPos(), camera_position,
500 camera_direction, camera_fov,
501 100000*BS, &d) == false)
508 //JMutexAutoLock lock(block->mesh_mutex);
509 MapBlockMesh *mapBlockMesh = block->mesh;
510 assert(mapBlockMesh);
511 // Pretty random but this should work somewhat nicely
512 bool faraway = d >= BS*50;
513 //bool faraway = d >= m_control.wanted_range * BS;
514 if(mapBlockMesh->isAnimationForced() ||
516 mesh_animate_count_far < (m_control.range_all ? 200 : 50))
518 bool animated = mapBlockMesh->animate(
524 mesh_animate_count++;
525 if(animated && faraway)
526 mesh_animate_count_far++;
530 mapBlockMesh->decreaseAnimationForceTimer();
535 Get the meshbuffers of the block
538 //JMutexAutoLock lock(block->mesh_mutex);
540 MapBlockMesh *mapBlockMesh = block->mesh;
541 assert(mapBlockMesh);
543 scene::SMesh *mesh = mapBlockMesh->getMesh();
546 u32 c = mesh->getMeshBufferCount();
547 for(u32 i=0; i<c; i++)
549 scene::IMeshBuffer *buf = mesh->getMeshBuffer(i);
551 buf->getMaterial().setFlag(video::EMF_TRILINEAR_FILTER, m_cache_trilinear_filter);
552 buf->getMaterial().setFlag(video::EMF_BILINEAR_FILTER, m_cache_bilinear_filter);
553 buf->getMaterial().setFlag(video::EMF_ANISOTROPIC_FILTER, m_cache_anistropic_filter);
555 const video::SMaterial& material = buf->getMaterial();
556 video::IMaterialRenderer* rnd =
557 driver->getMaterialRenderer(material.MaterialType);
558 bool transparent = (rnd && rnd->isTransparent());
559 if(transparent == is_transparent_pass)
561 if(buf->getVertexCount() == 0)
562 errorstream<<"Block ["<<analyze_block(block)
563 <<"] contains an empty meshbuf"<<std::endl;
570 std::vector<MeshBufList> &lists = drawbufs.lists;
572 int timecheck_counter = 0;
573 for(std::vector<MeshBufList>::iterator i = lists.begin();
574 i != lists.end(); ++i) {
576 if(timecheck_counter > 50) {
577 timecheck_counter = 0;
579 if(time2 > time1 + 4) {
580 infostream << "ClientMap::renderMap(): "
581 "Rendering takes ages, returning."
587 MeshBufList &list = *i;
589 driver->setMaterial(list.m);
591 for(std::vector<scene::IMeshBuffer*>::iterator j = list.bufs.begin();
592 j != list.bufs.end(); ++j) {
593 scene::IMeshBuffer *buf = *j;
594 driver->drawMeshBuffer(buf);
595 vertex_count += buf->getVertexCount();
602 // Log only on solid pass because values are the same
603 if(pass == scene::ESNRP_SOLID){
604 g_profiler->avg("CM: animated meshes", mesh_animate_count);
605 g_profiler->avg("CM: animated meshes (far)", mesh_animate_count_far);
608 g_profiler->avg(prefix+"vertices drawn", vertex_count);
609 if(blocks_had_pass_meshbuf != 0)
610 g_profiler->avg(prefix+"meshbuffers per block",
611 (float)meshbuffer_count / (float)blocks_had_pass_meshbuf);
612 if(blocks_drawn != 0)
613 g_profiler->avg(prefix+"empty blocks (frac)",
614 (float)blocks_without_stuff / blocks_drawn);
616 /*infostream<<"renderMap(): is_transparent_pass="<<is_transparent_pass
617 <<", rendered "<<vertex_count<<" vertices."<<std::endl;*/
620 static bool getVisibleBrightness(Map *map, v3f p0, v3f dir, float step,
621 float step_multiplier, float start_distance, float end_distance,
622 INodeDefManager *ndef, u32 daylight_factor, float sunlight_min_d,
623 int *result, bool *sunlight_seen)
625 int brightness_sum = 0;
626 int brightness_count = 0;
627 float distance = start_distance;
630 pf += dir * distance;
632 bool nonlight_seen = false;
633 bool allow_allowing_non_sunlight_propagates = false;
634 bool allow_non_sunlight_propagates = false;
635 // Check content nearly at camera position
637 v3s16 p = floatToInt(p0 /*+ dir * 3*BS*/, BS);
638 MapNode n = map->getNodeNoEx(p);
639 if(ndef->get(n).param_type == CPT_LIGHT &&
640 !ndef->get(n).sunlight_propagates)
641 allow_allowing_non_sunlight_propagates = true;
643 // If would start at CONTENT_IGNORE, start closer
645 v3s16 p = floatToInt(pf, BS);
646 MapNode n = map->getNodeNoEx(p);
647 if(n.getContent() == CONTENT_IGNORE){
649 pf = p0 + dir * 2*newd;
654 for(int i=0; distance < end_distance; i++){
657 step *= step_multiplier;
659 v3s16 p = floatToInt(pf, BS);
660 MapNode n = map->getNodeNoEx(p);
661 if(allow_allowing_non_sunlight_propagates && i == 0 &&
662 ndef->get(n).param_type == CPT_LIGHT &&
663 !ndef->get(n).sunlight_propagates){
664 allow_non_sunlight_propagates = true;
666 if(ndef->get(n).param_type != CPT_LIGHT ||
667 (!ndef->get(n).sunlight_propagates &&
668 !allow_non_sunlight_propagates)){
669 nonlight_seen = true;
675 if(distance >= sunlight_min_d && *sunlight_seen == false
676 && nonlight_seen == false)
677 if(n.getLight(LIGHTBANK_DAY, ndef) == LIGHT_SUN)
678 *sunlight_seen = true;
680 brightness_sum += decode_light(n.getLightBlend(daylight_factor, ndef));
684 if(brightness_count == 0)
686 *result = brightness_sum / brightness_count;
687 /*std::cerr<<"Sampled "<<brightness_count<<" points; result="
688 <<(*result)<<std::endl;*/
692 int ClientMap::getBackgroundBrightness(float max_d, u32 daylight_factor,
693 int oldvalue, bool *sunlight_seen_result)
695 const bool debugprint = false;
696 INodeDefManager *ndef = m_gamedef->ndef();
697 static v3f z_directions[50] = {
700 static f32 z_offsets[sizeof(z_directions)/sizeof(*z_directions)] = {
703 if(z_directions[0].X < -99){
704 for(u32 i=0; i<sizeof(z_directions)/sizeof(*z_directions); i++){
705 z_directions[i] = v3f(
706 0.01 * myrand_range(-100, 100),
708 0.01 * myrand_range(-100, 100)
710 z_offsets[i] = 0.01 * myrand_range(0,100);
714 std::cerr<<"In goes "<<PP(m_camera_direction)<<", out comes ";
715 int sunlight_seen_count = 0;
716 float sunlight_min_d = max_d*0.8;
717 if(sunlight_min_d > 35*BS)
718 sunlight_min_d = 35*BS;
719 std::vector<int> values;
720 for(u32 i=0; i<sizeof(z_directions)/sizeof(*z_directions); i++){
721 v3f z_dir = z_directions[i];
723 core::CMatrix4<f32> a;
724 a.buildRotateFromTo(v3f(0,1,0), z_dir);
725 v3f dir = m_camera_direction;
730 step = max_d / 35 * 1.5;
731 float off = step * z_offsets[i];
732 bool sunlight_seen_now = false;
733 bool ok = getVisibleBrightness(this, m_camera_position, dir,
734 step, 1.0, max_d*0.6+off, max_d, ndef, daylight_factor,
736 &br, &sunlight_seen_now);
737 if(sunlight_seen_now)
738 sunlight_seen_count++;
741 values.push_back(br);
742 // Don't try too much if being in the sun is clear
743 if(sunlight_seen_count >= 20)
746 int brightness_sum = 0;
747 int brightness_count = 0;
748 std::sort(values.begin(), values.end());
749 u32 num_values_to_use = values.size();
750 if(num_values_to_use >= 10)
751 num_values_to_use -= num_values_to_use/2;
752 else if(num_values_to_use >= 7)
753 num_values_to_use -= num_values_to_use/3;
754 u32 first_value_i = (values.size() - num_values_to_use) / 2;
756 for(u32 i=0; i < first_value_i; i++)
757 std::cerr<<values[i]<<" ";
760 for(u32 i=first_value_i; i < first_value_i+num_values_to_use; i++){
762 std::cerr<<values[i]<<" ";
763 brightness_sum += values[i];
768 for(u32 i=first_value_i+num_values_to_use; i < values.size(); i++)
769 std::cerr<<values[i]<<" ";
772 if(brightness_count == 0){
773 MapNode n = getNodeNoEx(floatToInt(m_camera_position, BS));
774 if(ndef->get(n).param_type == CPT_LIGHT){
775 ret = decode_light(n.getLightBlend(daylight_factor, ndef));
780 /*float pre = (float)brightness_sum / (float)brightness_count;
786 ret = MYMAX(0, MYMIN(255, preint));*/
787 ret = brightness_sum / brightness_count;
790 std::cerr<<"Result: "<<ret<<" sunlight_seen_count="
791 <<sunlight_seen_count<<std::endl;
792 *sunlight_seen_result = (sunlight_seen_count > 0);
796 void ClientMap::renderPostFx(CameraMode cam_mode)
798 INodeDefManager *nodemgr = m_gamedef->ndef();
800 // Sadly ISceneManager has no "post effects" render pass, in that case we
801 // could just register for that and handle it in renderMap().
803 m_camera_mutex.Lock();
804 v3f camera_position = m_camera_position;
805 m_camera_mutex.Unlock();
807 MapNode n = getNodeNoEx(floatToInt(camera_position, BS));
809 // - If the player is in a solid node, make everything black.
810 // - If the player is in liquid, draw a semi-transparent overlay.
811 // - Do not if player is in third person mode
812 const ContentFeatures& features = nodemgr->get(n);
813 video::SColor post_effect_color = features.post_effect_color;
814 if(features.solidness == 2 && !(g_settings->getBool("noclip") &&
815 m_gamedef->checkLocalPrivilege("noclip")) &&
816 cam_mode == CAMERA_MODE_FIRST)
818 post_effect_color = video::SColor(255, 0, 0, 0);
820 if (post_effect_color.getAlpha() != 0)
822 // Draw a full-screen rectangle
823 video::IVideoDriver* driver = SceneManager->getVideoDriver();
824 v2u32 ss = driver->getScreenSize();
825 core::rect<s32> rect(0,0, ss.X, ss.Y);
826 driver->draw2DRectangle(post_effect_color, rect);
830 void ClientMap::PrintInfo(std::ostream &out)