X-Git-Url: https://git.librecmc.org/?a=blobdiff_plain;f=src%2Fclientmap.cpp;h=fac59b0f1afdecbc43e3c685ad59410b0fe1bf6a;hb=e5b4748bb44a12fd09a92f7d36986b4bda86e6bf;hp=7bf6b2f46e62870de5e2e221107bebe85cc0baef;hpb=9c4f68e1745266d97f20c9311d33f7476bb2d964;p=oweals%2Fminetest.git diff --git a/src/clientmap.cpp b/src/clientmap.cpp index 7bf6b2f46..fac59b0f1 100644 --- a/src/clientmap.cpp +++ b/src/clientmap.cpp @@ -1,18 +1,18 @@ /* -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 General Public License as published by -the Free Software Foundation; either version 2 of the License, or +it under the terms of the GNU Lesser General Public License as published by +the Free Software Foundation; either version 2.1 of the License, or (at your option) any later version. This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the -GNU General Public License for more details. +GNU Lesser General Public License for more details. -You should have received a copy of the GNU General Public License along +You should have received a copy of the GNU Lesser General Public License along with this program; if not, write to the Free Software Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA. */ @@ -29,6 +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<<")" @@ -46,11 +49,8 @@ ClientMap::ClientMap( m_control(control), m_camera_position(0,0,0), m_camera_direction(0,0,1), - m_camera_fov(PI) + 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); } @@ -58,7 +58,7 @@ ClientMap::ClientMap( ClientMap::~ClientMap() { /*JMutexAutoLock lock(mesh_mutex); - + if(mesh != NULL) { mesh->drop(); @@ -76,15 +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; } @@ -95,7 +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) @@ -156,61 +156,38 @@ static bool isOccluded(Map *map, v3s16 p0, v3s16 p1, float step, float stepfac, return false; } -void ClientMap::renderMap(video::IVideoDriver* driver, s32 pass) +void ClientMap::updateDrawList(video::IVideoDriver* driver) { - INodeDefManager *nodemgr = m_gamedef->ndef(); + ScopeProfiler sp(g_profiler, "CM::updateDrawList()", SPT_AVG); + g_profiler->add("CM::updateDrawList() count", 1); - //m_dout<ndef(); - /* - This is called two times per frame, reset on the non-transparent one - */ - if(pass == scene::ESNRP_SOLID) + for(std::map::iterator + i = m_drawlist.begin(); + i != m_drawlist.end(); ++i) { - m_last_drawn_sectors.clear(); + MapBlock *block = i->second; + block->refDrop(); } - - /* - Get time for measuring timeout. - - Measuring time is very useful for long delays when the - machine is swapping a lot. - */ - int time1 = time(0); - - /* - Get animation parameters - */ - float animation_time = m_client->getAnimationTime(); - int crack = m_client->getCrackLevel(); - u32 daynight_ratio = m_client->getEnv().getDayNightRatio(); + m_drawlist.clear(); m_camera_mutex.Lock(); 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(); - /* - Get all blocks and draw all visible ones - */ + // Use a higher fov to accomodate faster camera movements. + // Blocks are cropped better when they are drawn. + // Or maybe they aren't? Well whatever. + camera_fov *= 1.2; 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; v3s16 p_nodes_max = cam_pos_nodes + box_nodes_d; - // Take a fair amount as we will be dropping more out later // Umm... these additions are a bit strange but they are needed. v3s16 p_blocks_min( @@ -221,14 +198,7 @@ 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; - + // Number of blocks in rendering range u32 blocks_in_range = 0; // Number of blocks occlusion culled @@ -241,26 +211,19 @@ void ClientMap::renderMap(video::IVideoDriver* driver, s32 pass) // Blocks that were drawn and had a mesh u32 blocks_drawn = 0; // Blocks which had a corresponding meshbuffer for this pass - u32 blocks_had_pass_meshbuf = 0; + //u32 blocks_had_pass_meshbuf = 0; // Blocks from which stuff was actually drawn - u32 blocks_without_stuff = 0; - - /* - Collect a set of blocks for drawing - */ - - core::map drawset; - - { - ScopeProfiler sp(g_profiler, prefix+"collecting blocks for drawing", SPT_AVG); + //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 @@ -270,16 +233,16 @@ void ClientMap::renderMap(video::IVideoDriver* driver, s32 pass) 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; @@ -288,7 +251,10 @@ void ClientMap::renderMap(video::IVideoDriver* driver, s32 pass) 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; @@ -307,7 +273,7 @@ void ClientMap::renderMap(video::IVideoDriver* driver, s32 pass) continue;*/ blocks_in_range++; - + /* Ignore if mesh doesn't exist */ @@ -324,6 +290,16 @@ void ClientMap::renderMap(video::IVideoDriver* driver, s32 pass) Occlusion culling */ + // No occlusion culling when free_move is on and camera is + // inside ground + bool occlusion_culling_enabled = true; + if(g_settings->getBool("free_move")){ + MapNode n = getNodeNoEx(cam_pos_nodes); + if(n.getContent() == CONTENT_IGNORE || + nodemgr->get(n).solidness == 2) + occlusion_culling_enabled = false; + } + v3s16 cpn = block->getPos() * MAP_BLOCKSIZE; cpn += v3s16(MAP_BLOCKSIZE/2, MAP_BLOCKSIZE/2, MAP_BLOCKSIZE/2); float step = BS*1; @@ -334,6 +310,7 @@ void ClientMap::renderMap(video::IVideoDriver* driver, s32 pass) s16 bs2 = MAP_BLOCKSIZE/2 + 1; u32 needed_count = 1; if( + occlusion_culling_enabled && isOccluded(this, spn, cpn + v3s16(0,0,0), step, stepfac, startoff, endoff, needed_count, nodemgr) && isOccluded(this, spn, cpn + v3s16(bs2,bs2,bs2), @@ -357,7 +334,7 @@ void ClientMap::renderMap(video::IVideoDriver* driver, s32 pass) blocks_occlusion_culled++; continue; } - + // This block is in range. Reset usage timer. block->resetUsageTimer(); @@ -368,46 +345,155 @@ void ClientMap::renderMap(video::IVideoDriver* driver, s32 pass) && d > m_control.wanted_min_range * BS) continue; - // Mesh animation - { - //JMutexAutoLock lock(block->mesh_mutex); - MapBlockMesh *mapBlockMesh = block->mesh; - // Pretty random but this should work somewhat nicely - bool faraway = d >= BS*50; - //bool faraway = d >= m_control.wanted_range * BS; - if(mapBlockMesh->isAnimationForced() || - !faraway || - mesh_animate_count_far < (m_control.range_all ? 200 : 50)) - { - bool animated = mapBlockMesh->animate( - faraway, - animation_time, - crack, - daynight_ratio); - if(animated) - mesh_animate_count++; - if(animated && faraway) - mesh_animate_count_far++; - } - else - { - mapBlockMesh->decreaseAnimationForceTimer(); - } - } - // Add to set - drawset[block->getPos()] = block; - + block->refGrab(); + m_drawlist[block->getPos()] = block; + 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); } - } // ScopeProfiler - + + 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; + std::list bufs; +}; + +struct MeshBufListList +{ + std::list lists; + + void clear() + { + lists.clear(); + } + + void add(scene::IMeshBuffer *buf) + { + for(std::list::iterator i = lists.begin(); + i != lists.end(); ++i){ + MeshBufList &l = *i; + 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; + } + } + MeshBufList l; + l.m = buf->getMaterial(); + l.bufs.push_back(buf); + lists.push_back(l); + } +}; + +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: "; + else + prefix = "CM: transparent: "; + + /* + This is called two times per frame, reset on the non-transparent one + */ + if(pass == scene::ESNRP_SOLID) + { + m_last_drawn_sectors.clear(); + } + + bool use_trilinear_filter = g_settings->getBool("trilinear_filter"); + bool use_bilinear_filter = g_settings->getBool("bilinear_filter"); + bool use_anisotropic_filter = g_settings->getBool("anisotropic_filter"); + + /* + Get time for measuring timeout. + + Measuring time is very useful for long delays when the + machine is swapping a lot. + */ + int time1 = time(0); + + /* + Get animation parameters + */ + float animation_time = m_client->getAnimationTime(); + int crack = m_client->getCrackLevel(); + u32 daynight_ratio = m_client->getEnv().getDayNightRatio(); + + m_camera_mutex.Lock(); + v3f camera_position = m_camera_position; + v3f camera_direction = m_camera_direction; + f32 camera_fov = m_camera_fov; + m_camera_mutex.Unlock(); + + /* + Get all blocks and draw all visible ones + */ + + 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; + v3s16 p_nodes_max = cam_pos_nodes + box_nodes_d; + + // Take a fair amount as we will be dropping more out later + // Umm... these additions are a bit strange but they are needed. + v3s16 p_blocks_min( + p_nodes_min.X / MAP_BLOCKSIZE - 3, + p_nodes_min.Y / MAP_BLOCKSIZE - 3, + p_nodes_min.Z / MAP_BLOCKSIZE - 3); + v3s16 p_blocks_max( + 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 + u32 blocks_had_pass_meshbuf = 0; + // Blocks from which stuff was actually drawn + u32 blocks_without_stuff = 0; + /* Draw the selected MapBlocks */ @@ -415,10 +501,95 @@ void ClientMap::renderMap(video::IVideoDriver* driver, s32 pass) { ScopeProfiler sp(g_profiler, prefix+"drawing blocks", SPT_AVG); + MeshBufListList drawbufs; + + for(std::map::iterator + i = m_drawlist.begin(); + i != m_drawlist.end(); ++i) + { + 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, + 100000*BS, &d) == false) + { + continue; + } + + // Mesh animation + { + //JMutexAutoLock lock(block->mesh_mutex); + MapBlockMesh *mapBlockMesh = block->mesh; + assert(mapBlockMesh); + // Pretty random but this should work somewhat nicely + bool faraway = d >= BS*50; + //bool faraway = d >= m_control.wanted_range * BS; + if(mapBlockMesh->isAnimationForced() || + !faraway || + mesh_animate_count_far < (m_control.range_all ? 200 : 50)) + { + bool animated = mapBlockMesh->animate( + faraway, + animation_time, + crack, + daynight_ratio); + if(animated) + mesh_animate_count++; + if(animated && faraway) + mesh_animate_count_far++; + } + else + { + mapBlockMesh->decreaseAnimationForceTimer(); + } + } + + /* + Get the meshbuffers of the block + */ + { + //JMutexAutoLock lock(block->mesh_mutex); + + MapBlockMesh *mapBlockMesh = block->mesh; + assert(mapBlockMesh); + + scene::SMesh *mesh = mapBlockMesh->getMesh(); + assert(mesh); + + u32 c = mesh->getMeshBufferCount(); + for(u32 i=0; igetMeshBuffer(i); + + buf->getMaterial().setFlag(video::EMF_TRILINEAR_FILTER, use_trilinear_filter); + buf->getMaterial().setFlag(video::EMF_BILINEAR_FILTER, use_bilinear_filter); + buf->getMaterial().setFlag(video::EMF_ANISOTROPIC_FILTER, use_anisotropic_filter); + + const video::SMaterial& material = buf->getMaterial(); + video::IMaterialRenderer* rnd = + driver->getMaterialRenderer(material.MaterialType); + bool transparent = (rnd && rnd->isTransparent()); + if(transparent == is_transparent_pass) + { + if(buf->getVertexCount() == 0) + errorstream<<"Block ["< &lists = drawbufs.lists; + int timecheck_counter = 0; - for(core::map::Iterator - i = drawset.getIterator(); - i.atEnd() == false; i++) + for(std::list::iterator i = lists.begin(); + i != lists.end(); ++i) { { timecheck_counter++; @@ -435,9 +606,20 @@ void ClientMap::renderMap(video::IVideoDriver* driver, s32 pass) } } } - - MapBlock *block = i.getNode()->getValue(); + MeshBufList &list = *i; + + driver->setMaterial(list.m); + + for(std::list::iterator j = list.bufs.begin(); + j != list.bufs.end(); ++j) + { + scene::IMeshBuffer *buf = *j; + driver->drawMeshBuffer(buf); + vertex_count += buf->getVertexCount(); + meshbuffer_count++; + } +#if 0 /* Draw the faces of the block */ @@ -482,21 +664,16 @@ void ClientMap::renderMap(video::IVideoDriver* driver, s32 pass) else blocks_without_stuff++; } +#endif } } // ScopeProfiler - + // Log only on solid pass because values are the same if(pass == scene::ESNRP_SOLID){ - 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: 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", @@ -505,9 +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 && @@ -598,9 +772,9 @@ int ClientMap::getBackgroundBrightness(float max_d, u32 daylight_factor, if(z_directions[0].X < -99){ for(u32 i=0; i 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; @@ -689,7 +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(); @@ -704,9 +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); }