X-Git-Url: https://git.librecmc.org/?a=blobdiff_plain;f=src%2Fclientmap.cpp;h=fac59b0f1afdecbc43e3c685ad59410b0fe1bf6a;hb=58e6d25e033c76dc91aaac18fdeda92ac23fe0e1;hp=02c9fe9b1db78ecadbbf9518545a2fec7959d40d;hpb=0dd9c14ff8b20b825da1b0f8bd9952702b19affb;p=oweals%2Fminetest.git diff --git a/src/clientmap.cpp b/src/clientmap.cpp index 02c9fe9b1..fac59b0f1 100644 --- a/src/clientmap.cpp +++ b/src/clientmap.cpp @@ -1,6 +1,6 @@ /* -Minetest-c55 -Copyright (C) 2010-2012 celeron55, Perttu Ahola +Minetest +Copyright (C) 2010-2013 celeron55, Perttu Ahola This program is free software; you can redistribute it and/or modify it under the terms of the GNU Lesser General Public License as published by @@ -29,7 +29,9 @@ with this program; if not, write to the Free Software Foundation, Inc., #include "mapblock.h" #include "profiler.h" #include "settings.h" +#include "camera.h" // CameraModes #include "util/mathconstants.h" +#include #define PP(x) "("<<(x).X<<","<<(x).Y<<","<<(x).Z<<")" @@ -49,9 +51,6 @@ ClientMap::ClientMap( m_camera_direction(0,0,1), m_camera_fov(M_PI) { - m_camera_mutex.Init(); - assert(m_camera_mutex.IsInitialized()); - m_box = core::aabbox3d(-BS*1000000,-BS*1000000,-BS*1000000, BS*1000000,BS*1000000,BS*1000000); } @@ -59,7 +58,7 @@ ClientMap::ClientMap( ClientMap::~ClientMap() { /*JMutexAutoLock lock(mesh_mutex); - + if(mesh != NULL) { mesh->drop(); @@ -77,15 +76,15 @@ MapSector * ClientMap::emergeSector(v2s16 p2d) 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; } @@ -96,7 +95,7 @@ void ClientMap::deSerializeSector(v2s16 p2d, std::istream &is) ClientMapSector *sector = NULL; //JMutexAutoLock lock(m_sector_mutex); // Bulk comment-out - + core::map::Node *n = m_sectors.find(p2d); if(n != NULL) @@ -164,11 +163,11 @@ void ClientMap::updateDrawList(video::IVideoDriver* driver) INodeDefManager *nodemgr = m_gamedef->ndef(); - for(core::map::Iterator - i = m_drawlist.getIterator(); - i.atEnd() == false; i++) + for(std::map::iterator + i = m_drawlist.begin(); + i != m_drawlist.end(); ++i) { - MapBlock *block = i.getNode()->getValue(); + MapBlock *block = i->second; block->refDrop(); } m_drawlist.clear(); @@ -177,6 +176,7 @@ void ClientMap::updateDrawList(video::IVideoDriver* driver) 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. @@ -198,7 +198,7 @@ void ClientMap::updateDrawList(video::IVideoDriver* driver) 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 @@ -214,14 +214,16 @@ void ClientMap::updateDrawList(video::IVideoDriver* driver) //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::Iterator - si = m_sectors.getIterator(); - si.atEnd() == false; si++) + for(std::map::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 @@ -231,16 +233,16 @@ void ClientMap::updateDrawList(video::IVideoDriver* driver) 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; @@ -249,7 +251,10 @@ void ClientMap::updateDrawList(video::IVideoDriver* driver) 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; @@ -268,7 +273,7 @@ void ClientMap::updateDrawList(video::IVideoDriver* driver) continue;*/ blocks_in_range++; - + /* Ignore if mesh doesn't exist */ @@ -329,7 +334,7 @@ void ClientMap::updateDrawList(video::IVideoDriver* driver) blocks_occlusion_culled++; continue; } - + // This block is in range. Reset usage timer. block->resetUsageTimer(); @@ -346,42 +351,57 @@ void ClientMap::updateDrawList(video::IVideoDriver* driver) 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); if(blocks_in_range != 0) 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 bufs; + std::list bufs; }; struct MeshBufListList { - core::list lists; - + std::list lists; + void clear() { lists.clear(); } - + void add(scene::IMeshBuffer *buf) { - for(core::list::Iterator i = lists.begin(); - i != lists.end(); i++){ + for(std::list::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; } @@ -398,7 +418,7 @@ void ClientMap::renderMap(video::IVideoDriver* driver, s32 pass) DSTACK(__FUNCTION_NAME); bool is_transparent_pass = pass == scene::ESNRP_TRANSPARENT; - + std::string prefix; if(pass == scene::ESNRP_SOLID) prefix = "CM: solid: "; @@ -419,7 +439,7 @@ void ClientMap::renderMap(video::IVideoDriver* driver, s32 pass) /* Get time for measuring timeout. - + Measuring time is very useful for long delays when the machine is swapping a lot. */ @@ -443,7 +463,7 @@ void ClientMap::renderMap(video::IVideoDriver* driver, s32 pass) */ 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; @@ -459,17 +479,14 @@ void ClientMap::renderMap(video::IVideoDriver* driver, s32 pass) 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 had mesh that would have been drawn according to - // rendering range (if max blocks limit didn't kick in) - u32 blocks_would_have_drawn = 0; + // Blocks that were drawn and had a mesh u32 blocks_drawn = 0; // Blocks which had a corresponding meshbuffer for this pass @@ -486,16 +503,16 @@ void ClientMap::renderMap(video::IVideoDriver* driver, s32 pass) MeshBufListList drawbufs; - for(core::map::Iterator - i = m_drawlist.getIterator(); - i.atEnd() == false; i++) + for(std::map::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, @@ -567,12 +584,12 @@ void ClientMap::renderMap(video::IVideoDriver* driver, s32 pass) } } } - - core::list &lists = drawbufs.lists; - + + std::list &lists = drawbufs.lists; + int timecheck_counter = 0; - for(core::list::Iterator i = lists.begin(); - i != lists.end(); i++) + for(std::list::iterator i = lists.begin(); + i != lists.end(); ++i) { { timecheck_counter++; @@ -591,11 +608,11 @@ void ClientMap::renderMap(video::IVideoDriver* driver, s32 pass) } MeshBufList &list = *i; - + driver->setMaterial(list.m); - - for(core::list::Iterator j = list.bufs.begin(); - j != list.bufs.end(); j++) + + for(std::list::iterator j = list.bufs.begin(); + j != list.bufs.end(); ++j) { scene::IMeshBuffer *buf = *j; driver->drawMeshBuffer(buf); @@ -650,13 +667,13 @@ void ClientMap::renderMap(video::IVideoDriver* driver, s32 pass) #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", @@ -665,9 +682,6 @@ void ClientMap::renderMap(video::IVideoDriver* driver, s32 pass) g_profiler->avg(prefix+"empty blocks (frac)", (float)blocks_without_stuff / blocks_drawn); - m_control.blocks_drawn = blocks_drawn; - m_control.blocks_would_have_drawn = blocks_would_have_drawn; - /*infostream<<"renderMap(): is_transparent_pass="<getNodeNoEx(p); if(allow_allowing_non_sunlight_propagates && i == 0 && @@ -771,7 +785,7 @@ int ClientMap::getBackgroundBrightness(float max_d, u32 daylight_factor, float sunlight_min_d = max_d*0.8; if(sunlight_min_d > 35*BS) sunlight_min_d = 35*BS; - core::array values; + std::vector values; for(u32 i=0; i= 10) num_values_to_use -= num_values_to_use/2; @@ -849,7 +863,7 @@ int ClientMap::getBackgroundBrightness(float max_d, u32 daylight_factor, return ret; } -void ClientMap::renderPostFx() +void ClientMap::renderPostFx(CameraMode cam_mode) { INodeDefManager *nodemgr = m_gamedef->ndef(); @@ -864,9 +878,12 @@ void ClientMap::renderPostFx() // - 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("free_move") == false) + 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); }