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[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)
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
{
MapSector *sector = si->second;
v2s16 sp = sector->getPos();
-
+
if(m_control.range_all == false)
{
if(sp.X < p_blocks_min.X
std::list< MapBlock * > sectorblocks;
sector->getBlocks(sectorblocks);
-
+
/*
Loop through blocks in sector
*/
u32 sector_blocks_drawn = 0;
-
+
std::list< MapBlock * >::iterator i;
for(i=sectorblocks.begin(); i!=sectorblocks.end(); 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();
struct MeshBufListList
{
std::list<MeshBufList> lists;
-
+
void clear()
{
lists.clear();
}
-
+
void add(scene::IMeshBuffer *buf)
{
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
// 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,
}
}
}
-
+
std::list<MeshBufList> &lists = drawbufs.lists;
-
+
int timecheck_counter = 0;
for(std::list<MeshBufList>::iterator i = lists.begin();
i != lists.end(); ++i)
}
MeshBufList &list = *i;
-
+
driver->setMaterial(list.m);
-
+
for(std::list<scene::IMeshBuffer*>::iterator j = list.bufs.begin();
j != list.bufs.end(); ++j)
{
#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 &&