#include "mapblock.h"
#include "profiler.h"
#include "settings.h"
+#include "camera.h" // CameraModes
#include "util/mathconstants.h"
+#include <algorithm>
#define PP(x) "("<<(x).X<<","<<(x).Y<<","<<(x).Z<<")"
m_camera_direction(0,0,1),
m_camera_fov(M_PI)
{
- m_camera_mutex.Init();
- assert(m_camera_mutex.IsInitialized());
-
m_box = core::aabbox3d<f32>(-BS*1000000,-BS*1000000,-BS*1000000,
BS*1000000,BS*1000000,BS*1000000);
}
ClientMap::~ClientMap()
{
/*JMutexAutoLock lock(mesh_mutex);
-
+
if(mesh != NULL)
{
mesh->drop();
catch(InvalidPositionException &e)
{
}
-
+
// Create a sector
ClientMapSector *sector = new ClientMapSector(this, p2d, m_gamedef);
-
+
{
//JMutexAutoLock lock(m_sector_mutex); // Bulk comment-out
- m_sectors.insert(p2d, sector);
+ m_sectors[p2d] = sector;
}
-
+
return sector;
}
ClientMapSector *sector = NULL;
//JMutexAutoLock lock(m_sector_mutex); // Bulk comment-out
-
+
core::map<v2s16, MapSector*>::Node *n = m_sectors.find(p2d);
if(n != NULL)
INodeDefManager *nodemgr = m_gamedef->ndef();
- for(core::map<v3s16, MapBlock*>::Iterator
- i = m_drawlist.getIterator();
- i.atEnd() == false; i++)
+ for(std::map<v3s16, MapBlock*>::iterator
+ i = m_drawlist.begin();
+ i != m_drawlist.end(); ++i)
{
- MapBlock *block = i.getNode()->getValue();
+ MapBlock *block = i->second;
block->refDrop();
}
m_drawlist.clear();
v3f camera_position = m_camera_position;
v3f camera_direction = m_camera_direction;
f32 camera_fov = m_camera_fov;
+ v3s16 camera_offset = m_camera_offset;
m_camera_mutex.Unlock();
// Use a higher fov to accomodate faster camera movements.
p_nodes_max.X / MAP_BLOCKSIZE + 1,
p_nodes_max.Y / MAP_BLOCKSIZE + 1,
p_nodes_max.Z / MAP_BLOCKSIZE + 1);
-
+
// Number of blocks in rendering range
u32 blocks_in_range = 0;
// Number of blocks occlusion culled
//u32 blocks_had_pass_meshbuf = 0;
// Blocks from which stuff was actually drawn
//u32 blocks_without_stuff = 0;
+ // Distance to farthest drawn block
+ float farthest_drawn = 0;
- for(core::map<v2s16, MapSector*>::Iterator
- si = m_sectors.getIterator();
- si.atEnd() == false; si++)
+ for(std::map<v2s16, MapSector*>::iterator
+ si = m_sectors.begin();
+ si != m_sectors.end(); ++si)
{
- MapSector *sector = si.getNode()->getValue();
+ MapSector *sector = si->second;
v2s16 sp = sector->getPos();
-
+
if(m_control.range_all == false)
{
if(sp.X < p_blocks_min.X
continue;
}
- core::list< MapBlock * > sectorblocks;
+ std::list< MapBlock * > sectorblocks;
sector->getBlocks(sectorblocks);
-
+
/*
Loop through blocks in sector
*/
u32 sector_blocks_drawn = 0;
-
- core::list< MapBlock * >::Iterator i;
+
+ std::list< MapBlock * >::iterator i;
for(i=sectorblocks.begin(); i!=sectorblocks.end(); i++)
{
MapBlock *block = *i;
Compare block position to camera position, skip
if not seen on display
*/
-
+
+ if (block->mesh != NULL)
+ block->mesh->updateCameraOffset(m_camera_offset);
+
float range = 100000 * BS;
if(m_control.range_all == false)
range = m_control.wanted_range * BS;
continue;*/
blocks_in_range++;
-
+
/*
Ignore if mesh doesn't exist
*/
blocks_occlusion_culled++;
continue;
}
-
+
// This block is in range. Reset usage timer.
block->resetUsageTimer();
sector_blocks_drawn++;
blocks_drawn++;
+ if(d/BS > farthest_drawn)
+ farthest_drawn = d/BS;
} // foreach sectorblocks
if(sector_blocks_drawn != 0)
- m_last_drawn_sectors[sp] = true;
+ m_last_drawn_sectors.insert(sp);
}
m_control.blocks_would_have_drawn = blocks_would_have_drawn;
m_control.blocks_drawn = blocks_drawn;
+ m_control.farthest_drawn = farthest_drawn;
g_profiler->avg("CM: blocks in range", blocks_in_range);
g_profiler->avg("CM: blocks occlusion culled", blocks_occlusion_culled);
g_profiler->avg("CM: blocks in range without mesh (frac)",
(float)blocks_in_range_without_mesh/blocks_in_range);
g_profiler->avg("CM: blocks drawn", blocks_drawn);
+ g_profiler->avg("CM: farthest drawn", farthest_drawn);
g_profiler->avg("CM: wanted max blocks", m_control.wanted_max_blocks);
}
struct MeshBufList
{
video::SMaterial m;
- core::list<scene::IMeshBuffer*> bufs;
+ std::list<scene::IMeshBuffer*> bufs;
};
struct MeshBufListList
{
- core::list<MeshBufList> lists;
-
+ std::list<MeshBufList> lists;
+
void clear()
{
lists.clear();
}
-
+
void add(scene::IMeshBuffer *buf)
{
- for(core::list<MeshBufList>::Iterator i = lists.begin();
- i != lists.end(); i++){
+ for(std::list<MeshBufList>::iterator i = lists.begin();
+ i != lists.end(); ++i){
MeshBufList &l = *i;
- if(l.m == buf->getMaterial()){
+ video::SMaterial &m = buf->getMaterial();
+
+ // comparing a full material is quite expensive so we don't do it if
+ // not even first texture is equal
+ if (l.m.TextureLayer[0].Texture != m.TextureLayer[0].Texture)
+ continue;
+
+ if (l.m == m) {
l.bufs.push_back(buf);
return;
}
DSTACK(__FUNCTION_NAME);
bool is_transparent_pass = pass == scene::ESNRP_TRANSPARENT;
-
+
std::string prefix;
if(pass == scene::ESNRP_SOLID)
prefix = "CM: solid: ";
/*
Get time for measuring timeout.
-
+
Measuring time is very useful for long delays when the
machine is swapping a lot.
*/
*/
v3s16 cam_pos_nodes = floatToInt(camera_position, BS);
-
+
v3s16 box_nodes_d = m_control.wanted_range * v3s16(1,1,1);
v3s16 p_nodes_min = cam_pos_nodes - box_nodes_d;
p_nodes_max.X / MAP_BLOCKSIZE + 1,
p_nodes_max.Y / MAP_BLOCKSIZE + 1,
p_nodes_max.Z / MAP_BLOCKSIZE + 1);
-
+
u32 vertex_count = 0;
u32 meshbuffer_count = 0;
-
+
// For limiting number of mesh animations per frame
u32 mesh_animate_count = 0;
u32 mesh_animate_count_far = 0;
-
+
// Blocks that were drawn and had a mesh
u32 blocks_drawn = 0;
// Blocks which had a corresponding meshbuffer for this pass
MeshBufListList drawbufs;
- for(core::map<v3s16, MapBlock*>::Iterator
- i = m_drawlist.getIterator();
- i.atEnd() == false; i++)
+ for(std::map<v3s16, MapBlock*>::iterator
+ i = m_drawlist.begin();
+ i != m_drawlist.end(); ++i)
{
- MapBlock *block = i.getNode()->getValue();
+ MapBlock *block = i->second;
// If the mesh of the block happened to get deleted, ignore it
if(block->mesh == NULL)
continue;
-
+
float d = 0.0;
if(isBlockInSight(block->getPos(), camera_position,
camera_direction, camera_fov,
}
}
}
-
- core::list<MeshBufList> &lists = drawbufs.lists;
-
+
+ std::list<MeshBufList> &lists = drawbufs.lists;
+
int timecheck_counter = 0;
- for(core::list<MeshBufList>::Iterator i = lists.begin();
- i != lists.end(); i++)
+ for(std::list<MeshBufList>::iterator i = lists.begin();
+ i != lists.end(); ++i)
{
{
timecheck_counter++;
}
MeshBufList &list = *i;
-
+
driver->setMaterial(list.m);
-
- for(core::list<scene::IMeshBuffer*>::Iterator j = list.bufs.begin();
- j != list.bufs.end(); j++)
+
+ for(std::list<scene::IMeshBuffer*>::iterator j = list.bufs.begin();
+ j != list.bufs.end(); ++j)
{
scene::IMeshBuffer *buf = *j;
driver->drawMeshBuffer(buf);
#endif
}
} // ScopeProfiler
-
+
// Log only on solid pass because values are the same
if(pass == scene::ESNRP_SOLID){
g_profiler->avg("CM: animated meshes", mesh_animate_count);
g_profiler->avg("CM: animated meshes (far)", mesh_animate_count_far);
}
-
+
g_profiler->avg(prefix+"vertices drawn", vertex_count);
if(blocks_had_pass_meshbuf != 0)
g_profiler->avg(prefix+"meshbuffers per block",
pf += dir * step;
distance += step;
step *= step_multiplier;
-
+
v3s16 p = floatToInt(pf, BS);
MapNode n = map->getNodeNoEx(p);
if(allow_allowing_non_sunlight_propagates && i == 0 &&
float sunlight_min_d = max_d*0.8;
if(sunlight_min_d > 35*BS)
sunlight_min_d = 35*BS;
- core::array<int> values;
+ std::vector<int> values;
for(u32 i=0; i<sizeof(z_directions)/sizeof(*z_directions); i++){
v3f z_dir = z_directions[i];
z_dir.normalize();
}
int brightness_sum = 0;
int brightness_count = 0;
- values.sort();
+ std::sort(values.begin(), values.end());
u32 num_values_to_use = values.size();
if(num_values_to_use >= 10)
num_values_to_use -= num_values_to_use/2;
return ret;
}
-void ClientMap::renderPostFx()
+void ClientMap::renderPostFx(CameraMode cam_mode)
{
INodeDefManager *nodemgr = m_gamedef->ndef();
// - If the player is in a solid node, make everything black.
// - If the player is in liquid, draw a semi-transparent overlay.
+ // - Do not if player is in third person mode
const ContentFeatures& features = nodemgr->get(n);
video::SColor post_effect_color = features.post_effect_color;
- if(features.solidness == 2 && !(g_settings->getBool("noclip") && m_gamedef->checkLocalPrivilege("noclip")))
+ if(features.solidness == 2 && !(g_settings->getBool("noclip") &&
+ m_gamedef->checkLocalPrivilege("noclip")) &&
+ cam_mode == CAMERA_MODE_FIRST)
{
post_effect_color = video::SColor(255, 0, 0, 0);
}