range_all(false),
wanted_range(0),
wanted_max_blocks(0),
+ show_wireframe(false),
blocks_drawn(0),
blocks_would_have_drawn(0),
farthest_drawn(0)
float wanted_range;
// Maximum number of blocks to draw
u32 wanted_max_blocks;
+ // show a wire frame for debugging
+ bool show_wireframe;
// Number of blocks rendered is written here by the renderer
u32 blocks_drawn;
// Number of blocks that would have been drawn in wanted_range
/*
ClientMap
-
+
This is the only map class that is able to render itself on screen.
*/
public:
ClientMap(
Client *client,
- IGameDef *gamedef,
MapDrawControl &control,
scene::ISceneNode* parent,
scene::ISceneManager* mgr,
driver->setTransform(video::ETS_WORLD, AbsoluteTransformation);
renderMap(driver, SceneManager->getSceneNodeRenderPass());
}
-
+
virtual const aabb3f &getBoundingBox() const
{
return m_box;
}
-
- void getBlocksInViewRange(v3s16 cam_pos_nodes,
+
+ void getBlocksInViewRange(v3s16 cam_pos_nodes,
v3s16 *p_blocks_min, v3s16 *p_blocks_max);
void updateDrawList(video::IVideoDriver* driver);
void renderMap(video::IVideoDriver* driver, s32 pass);
// For debug printing
virtual void PrintInfo(std::ostream &out);
-
- // Check if sector was drawn on last render()
- bool sectorWasDrawn(v2s16 p)
- {
- return (m_last_drawn_sectors.find(p) != m_last_drawn_sectors.end());
- }
-
+
+ const MapDrawControl & getControl() const { return m_control; }
+ f32 getCameraFov() const { return m_camera_fov; }
private:
Client *m_client;
-
+
aabb3f m_box;
-
+
MapDrawControl &m_control;
v3f m_camera_position;
v3s16 m_camera_offset;
std::map<v3s16, MapBlock*> m_drawlist;
-
+
std::set<v2s16> m_last_drawn_sectors;
bool m_cache_trilinear_filter;