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"
31 #include "camera.h" // CameraModes
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_box = aabb3f(-BS*1000000,-BS*1000000,-BS*1000000,
54 BS*1000000,BS*1000000,BS*1000000);
56 /* TODO: Add a callback function so these can be updated when a setting
57 * changes. At this point in time it doesn't matter (e.g. /set
58 * is documented to change server settings only)
60 * TODO: Local caching of settings is not optimal and should at some stage
61 * be updated to use a global settings object for getting thse values
62 * (as opposed to the this local caching). This can be addressed in
65 m_cache_trilinear_filter = g_settings->getBool("trilinear_filter");
66 m_cache_bilinear_filter = g_settings->getBool("bilinear_filter");
67 m_cache_anistropic_filter = g_settings->getBool("anisotropic_filter");
71 ClientMap::~ClientMap()
73 /*MutexAutoLock lock(mesh_mutex);
82 MapSector * ClientMap::emergeSector(v2s16 p2d)
84 DSTACK(FUNCTION_NAME);
85 // Check that it doesn't exist already
87 return getSectorNoGenerate(p2d);
89 catch(InvalidPositionException &e)
94 ClientMapSector *sector = new ClientMapSector(this, p2d, m_gamedef);
97 //MutexAutoLock lock(m_sector_mutex); // Bulk comment-out
98 m_sectors[p2d] = sector;
104 void ClientMap::OnRegisterSceneNode()
108 SceneManager->registerNodeForRendering(this, scene::ESNRP_SOLID);
109 SceneManager->registerNodeForRendering(this, scene::ESNRP_TRANSPARENT);
112 ISceneNode::OnRegisterSceneNode();
115 static bool isOccluded(Map *map, v3s16 p0, v3s16 p1, float step, float stepfac,
116 float start_off, float end_off, u32 needed_count, INodeDefManager *nodemgr)
118 float d0 = (float)BS * p0.getDistanceFrom(p1);
120 v3f uf = v3f(u0.X, u0.Y, u0.Z) * BS;
122 v3f p0f = v3f(p0.X, p0.Y, p0.Z) * BS;
124 for(float s=start_off; s<d0+end_off; s+=step){
125 v3f pf = p0f + uf * s;
126 v3s16 p = floatToInt(pf, BS);
127 MapNode n = map->getNodeNoEx(p);
128 bool is_transparent = false;
129 const ContentFeatures &f = nodemgr->get(n);
131 is_transparent = (f.visual_solidness != 2);
133 is_transparent = (f.solidness != 2);
136 if(count >= needed_count)
144 void ClientMap::getBlocksInViewRange(v3s16 cam_pos_nodes,
145 v3s16 *p_blocks_min, v3s16 *p_blocks_max)
147 v3s16 box_nodes_d = m_control.wanted_range * v3s16(1, 1, 1);
148 // Define p_nodes_min/max as v3s32 because 'cam_pos_nodes -/+ box_nodes_d'
149 // can exceed the range of v3s16 when a large view range is used near the
152 cam_pos_nodes.X - box_nodes_d.X,
153 cam_pos_nodes.Y - box_nodes_d.Y,
154 cam_pos_nodes.Z - box_nodes_d.Z);
156 cam_pos_nodes.X + box_nodes_d.X,
157 cam_pos_nodes.Y + box_nodes_d.Y,
158 cam_pos_nodes.Z + box_nodes_d.Z);
159 // Take a fair amount as we will be dropping more out later
160 // Umm... these additions are a bit strange but they are needed.
161 *p_blocks_min = v3s16(
162 p_nodes_min.X / MAP_BLOCKSIZE - 3,
163 p_nodes_min.Y / MAP_BLOCKSIZE - 3,
164 p_nodes_min.Z / MAP_BLOCKSIZE - 3);
165 *p_blocks_max = v3s16(
166 p_nodes_max.X / MAP_BLOCKSIZE + 1,
167 p_nodes_max.Y / MAP_BLOCKSIZE + 1,
168 p_nodes_max.Z / MAP_BLOCKSIZE + 1);
171 void ClientMap::updateDrawList(video::IVideoDriver* driver)
173 ScopeProfiler sp(g_profiler, "CM::updateDrawList()", SPT_AVG);
174 g_profiler->add("CM::updateDrawList() count", 1);
176 INodeDefManager *nodemgr = m_gamedef->ndef();
178 for (std::map<v3s16, MapBlock*>::iterator i = m_drawlist.begin();
179 i != m_drawlist.end(); ++i) {
180 MapBlock *block = i->second;
185 v3f camera_position = m_camera_position;
186 v3f camera_direction = m_camera_direction;
187 f32 camera_fov = m_camera_fov;
189 // Use a higher fov to accomodate faster camera movements.
190 // Blocks are cropped better when they are drawn.
191 // Or maybe they aren't? Well whatever.
194 v3s16 cam_pos_nodes = floatToInt(camera_position, BS);
197 getBlocksInViewRange(cam_pos_nodes, &p_blocks_min, &p_blocks_max);
199 // Number of blocks in rendering range
200 u32 blocks_in_range = 0;
201 // Number of blocks occlusion culled
202 u32 blocks_occlusion_culled = 0;
203 // Number of blocks in rendering range but don't have a mesh
204 u32 blocks_in_range_without_mesh = 0;
205 // Blocks that had mesh that would have been drawn according to
206 // rendering range (if max blocks limit didn't kick in)
207 u32 blocks_would_have_drawn = 0;
208 // Blocks that were drawn and had a mesh
209 u32 blocks_drawn = 0;
210 // Blocks which had a corresponding meshbuffer for this pass
211 //u32 blocks_had_pass_meshbuf = 0;
212 // Blocks from which stuff was actually drawn
213 //u32 blocks_without_stuff = 0;
214 // Distance to farthest drawn block
215 float farthest_drawn = 0;
217 for (std::map<v2s16, MapSector*>::iterator si = m_sectors.begin();
218 si != m_sectors.end(); ++si) {
219 MapSector *sector = si->second;
220 v2s16 sp = sector->getPos();
222 if (m_control.range_all == false) {
223 if (sp.X < p_blocks_min.X || sp.X > p_blocks_max.X ||
224 sp.Y < p_blocks_min.Z || sp.Y > p_blocks_max.Z)
228 MapBlockVect sectorblocks;
229 sector->getBlocks(sectorblocks);
232 Loop through blocks in sector
235 u32 sector_blocks_drawn = 0;
237 for (MapBlockVect::iterator i = sectorblocks.begin();
238 i != sectorblocks.end(); ++i) {
239 MapBlock *block = *i;
242 Compare block position to camera position, skip
243 if not seen on display
246 if (block->mesh != NULL)
247 block->mesh->updateCameraOffset(m_camera_offset);
249 float range = 100000 * BS;
250 if (m_control.range_all == false)
251 range = m_control.wanted_range * BS;
254 if (!isBlockInSight(block->getPos(), camera_position,
255 camera_direction, camera_fov, range, &d))
258 // This is ugly (spherical distance limit?)
259 /*if(m_control.range_all == false &&
260 d - 0.5*BS*MAP_BLOCKSIZE > range)
266 Ignore if mesh doesn't exist
269 //MutexAutoLock lock(block->mesh_mutex);
271 if (block->mesh == NULL) {
272 blocks_in_range_without_mesh++;
281 // No occlusion culling when free_move is on and camera is
283 bool occlusion_culling_enabled = true;
284 if (g_settings->getBool("free_move")) {
285 MapNode n = getNodeNoEx(cam_pos_nodes);
286 if (n.getContent() == CONTENT_IGNORE ||
287 nodemgr->get(n).solidness == 2)
288 occlusion_culling_enabled = false;
291 v3s16 cpn = block->getPos() * MAP_BLOCKSIZE;
292 cpn += v3s16(MAP_BLOCKSIZE / 2, MAP_BLOCKSIZE / 2, MAP_BLOCKSIZE / 2);
295 float startoff = BS * 1;
296 // The occlusion search of 'isOccluded()' must stop short of the target
297 // point by distance 'endoff' (end offset) to not enter the target mapblock.
298 // For the 8 mapblock corners 'endoff' must therefore be the maximum diagonal
299 // of a mapblock, because we must consider all view angles.
300 // sqrt(1^2 + 1^2 + 1^2) = 1.732
301 float endoff = -BS * MAP_BLOCKSIZE * 1.732050807569;
302 v3s16 spn = cam_pos_nodes;
303 s16 bs2 = MAP_BLOCKSIZE / 2 + 1;
304 u32 needed_count = 1;
305 if (occlusion_culling_enabled &&
306 // For the central point of the mapblock 'endoff' can be halved
307 isOccluded(this, spn, cpn,
308 step, stepfac, startoff, endoff / 2.0f, 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 isOccluded(this, spn, cpn + v3s16(-bs2,bs2,bs2),
318 step, stepfac, startoff, endoff, needed_count, nodemgr) &&
319 isOccluded(this, spn, cpn + v3s16(-bs2,bs2,-bs2),
320 step, stepfac, startoff, endoff, needed_count, nodemgr) &&
321 isOccluded(this, spn, cpn + v3s16(-bs2,-bs2,bs2),
322 step, stepfac, startoff, endoff, needed_count, nodemgr) &&
323 isOccluded(this, spn, cpn + v3s16(-bs2,-bs2,-bs2),
324 step, stepfac, startoff, endoff, needed_count, nodemgr)) {
325 blocks_occlusion_culled++;
329 // This block is in range. Reset usage timer.
330 block->resetUsageTimer();
332 // Limit block count in case of a sudden increase
333 blocks_would_have_drawn++;
334 if (blocks_drawn >= m_control.wanted_max_blocks &&
335 !m_control.range_all &&
336 d > m_control.wanted_range * BS)
341 m_drawlist[block->getPos()] = block;
343 sector_blocks_drawn++;
345 if (d / BS > farthest_drawn)
346 farthest_drawn = d / BS;
348 } // foreach sectorblocks
350 if (sector_blocks_drawn != 0)
351 m_last_drawn_sectors.insert(sp);
354 m_control.blocks_would_have_drawn = blocks_would_have_drawn;
355 m_control.blocks_drawn = blocks_drawn;
356 m_control.farthest_drawn = farthest_drawn;
358 g_profiler->avg("CM: blocks in range", blocks_in_range);
359 g_profiler->avg("CM: blocks occlusion culled", blocks_occlusion_culled);
360 if (blocks_in_range != 0)
361 g_profiler->avg("CM: blocks in range without mesh (frac)",
362 (float)blocks_in_range_without_mesh / blocks_in_range);
363 g_profiler->avg("CM: blocks drawn", blocks_drawn);
364 g_profiler->avg("CM: farthest drawn", farthest_drawn);
365 g_profiler->avg("CM: wanted max blocks", m_control.wanted_max_blocks);
371 std::vector<scene::IMeshBuffer*> bufs;
374 struct MeshBufListList
376 std::vector<MeshBufList> lists;
383 void add(scene::IMeshBuffer *buf)
385 for(std::vector<MeshBufList>::iterator i = lists.begin();
386 i != lists.end(); ++i){
388 video::SMaterial &m = buf->getMaterial();
390 // comparing a full material is quite expensive so we don't do it if
391 // not even first texture is equal
392 if (l.m.TextureLayer[0].Texture != m.TextureLayer[0].Texture)
396 l.bufs.push_back(buf);
401 l.m = buf->getMaterial();
402 l.bufs.push_back(buf);
407 void ClientMap::renderMap(video::IVideoDriver* driver, s32 pass)
409 DSTACK(FUNCTION_NAME);
411 bool is_transparent_pass = pass == scene::ESNRP_TRANSPARENT;
414 if (pass == scene::ESNRP_SOLID)
415 prefix = "CM: solid: ";
417 prefix = "CM: transparent: ";
420 This is called two times per frame, reset on the non-transparent one
422 if (pass == scene::ESNRP_SOLID)
423 m_last_drawn_sectors.clear();
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 v3f camera_position = m_camera_position;
441 v3f camera_direction = m_camera_direction;
442 f32 camera_fov = m_camera_fov;
445 Get all blocks and draw all visible ones
448 v3s16 cam_pos_nodes = floatToInt(camera_position, BS);
451 getBlocksInViewRange(cam_pos_nodes, &p_blocks_min, &p_blocks_max);
453 u32 vertex_count = 0;
454 u32 meshbuffer_count = 0;
456 // For limiting number of mesh animations per frame
457 u32 mesh_animate_count = 0;
458 u32 mesh_animate_count_far = 0;
460 // Blocks that were drawn and had a mesh
461 u32 blocks_drawn = 0;
462 // Blocks which had a corresponding meshbuffer for this pass
463 u32 blocks_had_pass_meshbuf = 0;
464 // Blocks from which stuff was actually drawn
465 u32 blocks_without_stuff = 0;
468 Draw the selected MapBlocks
472 ScopeProfiler sp(g_profiler, prefix + "drawing blocks", SPT_AVG);
474 MeshBufListList drawbufs;
476 for (std::map<v3s16, MapBlock*>::iterator i = m_drawlist.begin();
477 i != m_drawlist.end(); ++i) {
478 MapBlock *block = i->second;
480 // If the mesh of the block happened to get deleted, ignore it
481 if (block->mesh == NULL)
485 if (!isBlockInSight(block->getPos(), camera_position,
486 camera_direction, camera_fov, 100000 * BS, &d))
491 //MutexAutoLock lock(block->mesh_mutex);
492 MapBlockMesh *mapBlockMesh = block->mesh;
493 assert(mapBlockMesh);
494 // Pretty random but this should work somewhat nicely
495 bool faraway = d >= BS * 50;
496 //bool faraway = d >= m_control.wanted_range * BS;
497 if (mapBlockMesh->isAnimationForced() || !faraway ||
498 mesh_animate_count_far < (m_control.range_all ? 200 : 50)) {
499 bool animated = mapBlockMesh->animate(faraway, animation_time,
500 crack, daynight_ratio);
502 mesh_animate_count++;
503 if (animated && faraway)
504 mesh_animate_count_far++;
506 mapBlockMesh->decreaseAnimationForceTimer();
511 Get the meshbuffers of the block
514 //MutexAutoLock lock(block->mesh_mutex);
516 MapBlockMesh *mapBlockMesh = block->mesh;
517 assert(mapBlockMesh);
519 scene::IMesh *mesh = mapBlockMesh->getMesh();
522 u32 c = mesh->getMeshBufferCount();
523 for (u32 i = 0; i < c; i++)
525 scene::IMeshBuffer *buf = mesh->getMeshBuffer(i);
527 buf->getMaterial().setFlag(video::EMF_TRILINEAR_FILTER, m_cache_trilinear_filter);
528 buf->getMaterial().setFlag(video::EMF_BILINEAR_FILTER, m_cache_bilinear_filter);
529 buf->getMaterial().setFlag(video::EMF_ANISOTROPIC_FILTER, m_cache_anistropic_filter);
530 buf->getMaterial().setFlag(video::EMF_WIREFRAME, m_control.show_wireframe);
532 const video::SMaterial& material = buf->getMaterial();
533 video::IMaterialRenderer* rnd =
534 driver->getMaterialRenderer(material.MaterialType);
535 bool transparent = (rnd && rnd->isTransparent());
536 if (transparent == is_transparent_pass) {
537 if (buf->getVertexCount() == 0)
538 errorstream << "Block [" << analyze_block(block)
539 << "] contains an empty meshbuf" << std::endl;
546 std::vector<MeshBufList> &lists = drawbufs.lists;
548 int timecheck_counter = 0;
549 for (std::vector<MeshBufList>::iterator i = lists.begin();
550 i != lists.end(); ++i) {
552 if (timecheck_counter > 50) {
553 timecheck_counter = 0;
555 if (time2 > time1 + 4) {
556 infostream << "ClientMap::renderMap(): "
557 "Rendering takes ages, returning."
563 MeshBufList &list = *i;
565 driver->setMaterial(list.m);
567 for (std::vector<scene::IMeshBuffer*>::iterator j = list.bufs.begin();
568 j != list.bufs.end(); ++j) {
569 scene::IMeshBuffer *buf = *j;
570 driver->drawMeshBuffer(buf);
571 vertex_count += buf->getVertexCount();
578 // Log only on solid pass because values are the same
579 if (pass == scene::ESNRP_SOLID) {
580 g_profiler->avg("CM: animated meshes", mesh_animate_count);
581 g_profiler->avg("CM: animated meshes (far)", mesh_animate_count_far);
584 g_profiler->avg(prefix + "vertices drawn", vertex_count);
585 if (blocks_had_pass_meshbuf != 0)
586 g_profiler->avg(prefix + "meshbuffers per block",
587 (float)meshbuffer_count / (float)blocks_had_pass_meshbuf);
588 if (blocks_drawn != 0)
589 g_profiler->avg(prefix + "empty blocks (frac)",
590 (float)blocks_without_stuff / blocks_drawn);
592 /*infostream<<"renderMap(): is_transparent_pass="<<is_transparent_pass
593 <<", rendered "<<vertex_count<<" vertices."<<std::endl;*/
596 static bool getVisibleBrightness(Map *map, v3f p0, v3f dir, float step,
597 float step_multiplier, float start_distance, float end_distance,
598 INodeDefManager *ndef, u32 daylight_factor, float sunlight_min_d,
599 int *result, bool *sunlight_seen)
601 int brightness_sum = 0;
602 int brightness_count = 0;
603 float distance = start_distance;
606 pf += dir * distance;
608 bool nonlight_seen = false;
609 bool allow_allowing_non_sunlight_propagates = false;
610 bool allow_non_sunlight_propagates = false;
611 // Check content nearly at camera position
613 v3s16 p = floatToInt(p0 /*+ dir * 3*BS*/, BS);
614 MapNode n = map->getNodeNoEx(p);
615 if(ndef->get(n).param_type == CPT_LIGHT &&
616 !ndef->get(n).sunlight_propagates)
617 allow_allowing_non_sunlight_propagates = true;
619 // If would start at CONTENT_IGNORE, start closer
621 v3s16 p = floatToInt(pf, BS);
622 MapNode n = map->getNodeNoEx(p);
623 if(n.getContent() == CONTENT_IGNORE){
625 pf = p0 + dir * 2*newd;
630 for(int i=0; distance < end_distance; i++){
633 step *= step_multiplier;
635 v3s16 p = floatToInt(pf, BS);
636 MapNode n = map->getNodeNoEx(p);
637 if(allow_allowing_non_sunlight_propagates && i == 0 &&
638 ndef->get(n).param_type == CPT_LIGHT &&
639 !ndef->get(n).sunlight_propagates){
640 allow_non_sunlight_propagates = true;
642 if(ndef->get(n).param_type != CPT_LIGHT ||
643 (!ndef->get(n).sunlight_propagates &&
644 !allow_non_sunlight_propagates)){
645 nonlight_seen = true;
651 if(distance >= sunlight_min_d && *sunlight_seen == false
652 && nonlight_seen == false)
653 if(n.getLight(LIGHTBANK_DAY, ndef) == LIGHT_SUN)
654 *sunlight_seen = true;
656 brightness_sum += decode_light(n.getLightBlend(daylight_factor, ndef));
660 if(brightness_count == 0)
662 *result = brightness_sum / brightness_count;
663 /*std::cerr<<"Sampled "<<brightness_count<<" points; result="
664 <<(*result)<<std::endl;*/
668 int ClientMap::getBackgroundBrightness(float max_d, u32 daylight_factor,
669 int oldvalue, bool *sunlight_seen_result)
671 const bool debugprint = false;
672 INodeDefManager *ndef = m_gamedef->ndef();
673 static v3f z_directions[50] = {
676 static f32 z_offsets[sizeof(z_directions)/sizeof(*z_directions)] = {
679 if(z_directions[0].X < -99){
680 for(u32 i=0; i<sizeof(z_directions)/sizeof(*z_directions); i++){
681 z_directions[i] = v3f(
682 0.01 * myrand_range(-100, 100),
684 0.01 * myrand_range(-100, 100)
686 z_offsets[i] = 0.01 * myrand_range(0,100);
690 std::cerr<<"In goes "<<PP(m_camera_direction)<<", out comes ";
691 int sunlight_seen_count = 0;
692 float sunlight_min_d = max_d*0.8;
693 if(sunlight_min_d > 35*BS)
694 sunlight_min_d = 35*BS;
695 std::vector<int> values;
696 for(u32 i=0; i<sizeof(z_directions)/sizeof(*z_directions); i++){
697 v3f z_dir = z_directions[i];
699 core::CMatrix4<f32> a;
700 a.buildRotateFromTo(v3f(0,1,0), z_dir);
701 v3f dir = m_camera_direction;
706 step = max_d / 35 * 1.5;
707 float off = step * z_offsets[i];
708 bool sunlight_seen_now = false;
709 bool ok = getVisibleBrightness(this, m_camera_position, dir,
710 step, 1.0, max_d*0.6+off, max_d, ndef, daylight_factor,
712 &br, &sunlight_seen_now);
713 if(sunlight_seen_now)
714 sunlight_seen_count++;
717 values.push_back(br);
718 // Don't try too much if being in the sun is clear
719 if(sunlight_seen_count >= 20)
722 int brightness_sum = 0;
723 int brightness_count = 0;
724 std::sort(values.begin(), values.end());
725 u32 num_values_to_use = values.size();
726 if(num_values_to_use >= 10)
727 num_values_to_use -= num_values_to_use/2;
728 else if(num_values_to_use >= 7)
729 num_values_to_use -= num_values_to_use/3;
730 u32 first_value_i = (values.size() - num_values_to_use) / 2;
732 for(u32 i=0; i < first_value_i; i++)
733 std::cerr<<values[i]<<" ";
736 for(u32 i=first_value_i; i < first_value_i+num_values_to_use; i++){
738 std::cerr<<values[i]<<" ";
739 brightness_sum += values[i];
744 for(u32 i=first_value_i+num_values_to_use; i < values.size(); i++)
745 std::cerr<<values[i]<<" ";
748 if(brightness_count == 0){
749 MapNode n = getNodeNoEx(floatToInt(m_camera_position, BS));
750 if(ndef->get(n).param_type == CPT_LIGHT){
751 ret = decode_light(n.getLightBlend(daylight_factor, ndef));
756 /*float pre = (float)brightness_sum / (float)brightness_count;
762 ret = MYMAX(0, MYMIN(255, preint));*/
763 ret = brightness_sum / brightness_count;
766 std::cerr<<"Result: "<<ret<<" sunlight_seen_count="
767 <<sunlight_seen_count<<std::endl;
768 *sunlight_seen_result = (sunlight_seen_count > 0);
772 void ClientMap::renderPostFx(CameraMode cam_mode)
774 INodeDefManager *nodemgr = m_gamedef->ndef();
776 // Sadly ISceneManager has no "post effects" render pass, in that case we
777 // could just register for that and handle it in renderMap().
779 MapNode n = getNodeNoEx(floatToInt(m_camera_position, BS));
781 // - If the player is in a solid node, make everything black.
782 // - If the player is in liquid, draw a semi-transparent overlay.
783 // - Do not if player is in third person mode
784 const ContentFeatures& features = nodemgr->get(n);
785 video::SColor post_effect_color = features.post_effect_color;
786 if(features.solidness == 2 && !(g_settings->getBool("noclip") &&
787 m_gamedef->checkLocalPrivilege("noclip")) &&
788 cam_mode == CAMERA_MODE_FIRST)
790 post_effect_color = video::SColor(255, 0, 0, 0);
792 if (post_effect_color.getAlpha() != 0)
794 // Draw a full-screen rectangle
795 video::IVideoDriver* driver = SceneManager->getVideoDriver();
796 v2u32 ss = driver->getScreenSize();
797 core::rect<s32> rect(0,0, ss.X, ss.Y);
798 driver->draw2DRectangle(post_effect_color, rect);
802 void ClientMap::PrintInfo(std::ostream &out)