farmesh is now usable.
authorPerttu Ahola <celeron55@gmail.com>
Sat, 18 Jun 2011 09:42:17 +0000 (12:42 +0300)
committerPerttu Ahola <celeron55@gmail.com>
Sat, 18 Jun 2011 09:42:17 +0000 (12:42 +0300)
src/client.h
src/defaultsettings.cpp
src/farmesh.cpp
src/farmesh.h
src/game.cpp
src/map.cpp
src/map.h

index 1bfbe629667172a7d9b231d37e86b5f636204ffb..a1b1c66b4a0d7381217b76b5533caf3354d9e6e0 100644 (file)
@@ -450,6 +450,8 @@ private:
        InventoryContext m_inventory_context;
 
        Queue<ClientEvent> m_client_event_queue;
+
+       friend class FarMesh;
 };
 
 #endif // !SERVER
index 8ae5694e544581c3ccd33b5fa722a89e2d0c8e93..209d20b63937e1c0e6c2a5e99bd3bb3e2aa5d662 100644 (file)
@@ -49,7 +49,7 @@ void set_default_settings()
        g_settings.setDefault("wanted_fps", "30");
        g_settings.setDefault("fps_max", "60");
        g_settings.setDefault("viewing_range_nodes_max", "300");
-       g_settings.setDefault("viewing_range_nodes_min", "35");
+       g_settings.setDefault("viewing_range_nodes_min", "28");
        g_settings.setDefault("screenW", "800");
        g_settings.setDefault("screenH", "600");
        g_settings.setDefault("address", "");
@@ -67,7 +67,7 @@ void set_default_settings()
        g_settings.setDefault("continuous_forward", "false");
        g_settings.setDefault("fast_move", "false");
        g_settings.setDefault("invert_mouse", "false");
-       g_settings.setDefault("enable_farmesh", "false");
+       g_settings.setDefault("enable_farmesh", "true");
        g_settings.setDefault("enable_clouds", "true");
 
        // Server stuff
index e4847966f5e2617195c6b085d0c47636d10d93b2..3faac163d91d06d25dd52ac62c22cf7f2df7a6f3 100644 (file)
@@ -27,26 +27,52 @@ with this program; if not, write to the Free Software Foundation, Inc.,
 #include "debug.h"
 #include "noise.h"
 #include "map.h"
+#include "client.h"
+
+/*
+       Temporarily exposed map generator stuff
+       Should only be used for testing
+*/
+extern double base_rock_level_2d(u64 seed, v2s16 p);
+extern double get_mud_add_amount(u64 seed, v2s16 p);
+extern bool get_have_sand(u64 seed, v2s16 p2d);
+extern double tree_amount_2d(u64 seed, v2s16 p);
+
 
 FarMesh::FarMesh(
                scene::ISceneNode* parent,
                scene::ISceneManager* mgr,
                s32 id,
-               u64 seed
+               u64 seed,
+               Client *client
 ):
        scene::ISceneNode(parent, mgr, id),
        m_seed(seed),
        m_camera_pos(0,0),
-       m_time(0)
+       m_time(0),
+       m_client(client)
 {
        dstream<<__FUNCTION_NAME<<std::endl;
+       
+       video::IVideoDriver* driver = mgr->getVideoDriver();
 
-       m_material.setFlag(video::EMF_LIGHTING, false);
-       m_material.setFlag(video::EMF_BACK_FACE_CULLING, true);
-       m_material.setFlag(video::EMF_BILINEAR_FILTER, false);
-       m_material.setFlag(video::EMF_FOG_ENABLE, false);
-       //m_material.setFlag(video::EMF_ANTI_ALIASING, true);
-       //m_material.MaterialType = video::EMT_TRANSPARENT_VERTEX_ALPHA;
+       m_materials[0].setFlag(video::EMF_LIGHTING, false);
+       m_materials[0].setFlag(video::EMF_BACK_FACE_CULLING, true);
+       //m_materials[0].setFlag(video::EMF_BACK_FACE_CULLING, false);
+       m_materials[0].setFlag(video::EMF_BILINEAR_FILTER, false);
+       m_materials[0].setFlag(video::EMF_FOG_ENABLE, false);
+       //m_materials[0].setFlag(video::EMF_ANTI_ALIASING, true);
+       //m_materials[0].MaterialType = video::EMT_TRANSPARENT_VERTEX_ALPHA;
+       m_materials[0].setFlag(video::EMF_FOG_ENABLE, true);
+       
+       m_materials[1].setFlag(video::EMF_LIGHTING, false);
+       m_materials[1].setFlag(video::EMF_BACK_FACE_CULLING, false);
+       m_materials[1].setFlag(video::EMF_BILINEAR_FILTER, false);
+       m_materials[1].setFlag(video::EMF_FOG_ENABLE, false);
+       m_materials[1].setTexture
+                       (0, driver->getTexture(getTexturePath("treeprop.png").c_str()));
+       m_materials[1].MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF;
+       m_materials[1].setFlag(video::EMF_FOG_ENABLE, true);
 
        m_box = core::aabbox3d<f32>(-BS*1000000,-BS*31000,-BS*1000000,
                        BS*1000000,BS*31000,BS*1000000);
@@ -58,13 +84,24 @@ FarMesh::~FarMesh()
        dstream<<__FUNCTION_NAME<<std::endl;
 }
 
+u32 FarMesh::getMaterialCount() const
+{
+       return FARMESH_MATERIAL_COUNT;
+}
+
+video::SMaterial& FarMesh::getMaterial(u32 i)
+{
+       return m_materials[i];
+}
+       
+
 void FarMesh::OnRegisterSceneNode()
 {
        if(IsVisible)
        {
                //SceneManager->registerNodeForRendering(this, scene::ESNRP_TRANSPARENT);
-               //SceneManager->registerNodeForRendering(this, scene::ESNRP_SOLID);
-               SceneManager->registerNodeForRendering(this, scene::ESNRP_SKY_BOX);
+               SceneManager->registerNodeForRendering(this, scene::ESNRP_SOLID);
+               //SceneManager->registerNodeForRendering(this, scene::ESNRP_SKY_BOX);
        }
 
        ISceneNode::OnRegisterSceneNode();
@@ -73,18 +110,34 @@ void FarMesh::OnRegisterSceneNode()
 #define MYROUND(x) (x > 0.0 ? (int)x : (int)x - 1)
 
 // Temporary hack
-core::map<v2s16, float> g_heights;
+struct HeightPoint
+{
+       float gh; // ground height
+       float ma; // mud amount
+       float have_sand;
+       float tree_amount;
+};
+core::map<v2s16, HeightPoint> g_heights;
 
-float ground_height(u64 seed, v2s16 p2d)
+HeightPoint ground_height(u64 seed, v2s16 p2d)
 {
-       core::map<v2s16, float>::Node *n = g_heights.find(p2d);
+       core::map<v2s16, HeightPoint>::Node *n = g_heights.find(p2d);
        if(n)
                return n->getValue();
-       float avg_mud_amount = 4;
-       float gh = BS*base_rock_level_2d(seed, p2d) + avg_mud_amount*BS;
-       //gh *= 10;
-       g_heights[p2d] = gh;
-       return gh;
+       HeightPoint hp;
+       hp.gh = BS*base_rock_level_2d(seed, p2d);
+       hp.gh -= BS*2; // Lower a bit so that it is not that much in the way
+       hp.ma = BS*get_mud_add_amount(seed, p2d);
+       hp.have_sand = get_have_sand(seed, p2d);
+       if(hp.gh > BS*WATER_LEVEL)
+               hp.tree_amount = tree_amount_2d(seed, p2d);
+       else
+               hp.tree_amount = 0;
+       // No mud has been added if mud amount is less than 2
+       if(hp.ma < 2.0*BS)
+               hp.ma = 0.0;
+       g_heights[p2d] = hp;
+       return hp;
 }
 
 void FarMesh::render()
@@ -93,16 +146,17 @@ void FarMesh::render()
 
        /*if(SceneManager->getSceneNodeRenderPass() != scene::ESNRP_TRANSPARENT)
                return;*/
-       /*if(SceneManager->getSceneNodeRenderPass() != scene::ESNRP_SOLID)
-               return;*/
-       if(SceneManager->getSceneNodeRenderPass() != scene::ESNRP_SKY_BOX)
+       if(SceneManager->getSceneNodeRenderPass() != scene::ESNRP_SOLID)
                return;
+       /*if(SceneManager->getSceneNodeRenderPass() != scene::ESNRP_SKY_BOX)
+               return;*/
 
        driver->setTransform(video::ETS_WORLD, AbsoluteTransformation);
-       driver->setMaterial(m_material);
        
-       const s16 grid_radius_i = 12;
-       const float grid_size = BS*50;
+       //const s16 grid_radius_i = 12;
+       //const float grid_size = BS*50;
+       const s16 grid_radius_i = 20;
+       const float grid_size = BS*MAP_BLOCKSIZE;
        const v2f grid_speed(-BS*0, 0);
        
        // Position of grid noise origin in world coordinates
@@ -125,10 +179,19 @@ void FarMesh::render()
        for(s16 zi=-grid_radius_i; zi<grid_radius_i; zi++)
        for(s16 xi=-grid_radius_i; xi<grid_radius_i; xi++)
        {
+               /*// Don't draw very close to player
+               s16 dd = 3;
+               if(zi > -dd && zi < dd && xi > -dd && xi < dd)
+                       continue;*/
+
                v2s16 p_in_noise_i(
                        xi+center_of_drawing_in_noise_i.X,
                        zi+center_of_drawing_in_noise_i.Y
                );
+               
+               // If sector was drawn, don't draw it this way
+               if(m_client->m_env.getClientMap().sectorWasDrawn(p_in_noise_i))
+                       continue;
 
                /*if((p_in_noise_i.X + p_in_noise_i.Y)%2==0)
                        continue;*/
@@ -159,32 +222,50 @@ void FarMesh::render()
                                (float)(p_in_noise_i.Y+0)*grid_size/BS/100,
                                m_seed, 3, 0.5);*/
                
-               float noise[4];
-               noise[0] = ground_height(m_seed, v2s16(
+               HeightPoint hps[5];
+               hps[0] = ground_height(m_seed, v2s16(
                                (p_in_noise_i.X+0)*grid_size/BS,
                                (p_in_noise_i.Y+0)*grid_size/BS));
-               noise[1] = ground_height(m_seed, v2s16(
+               hps[1] = ground_height(m_seed, v2s16(
                                (p_in_noise_i.X+0)*grid_size/BS,
                                (p_in_noise_i.Y+1)*grid_size/BS));
-               noise[2] = ground_height(m_seed, v2s16(
+               hps[2] = ground_height(m_seed, v2s16(
                                (p_in_noise_i.X+1)*grid_size/BS,
                                (p_in_noise_i.Y+1)*grid_size/BS));
-               noise[3] = ground_height(m_seed, v2s16(
+               hps[3] = ground_height(m_seed, v2s16(
                                (p_in_noise_i.X+1)*grid_size/BS,
                                (p_in_noise_i.Y+0)*grid_size/BS));
-
+               v2s16 centerpoint(
+                               (p_in_noise_i.X+0)*grid_size/BS+MAP_BLOCKSIZE/2,
+                               (p_in_noise_i.Y+0)*grid_size/BS+MAP_BLOCKSIZE/2);
+               hps[4] = ground_height(m_seed, centerpoint);
+               
+               float noise[5];
                float h_min = BS*65535;
                float h_max = -BS*65536;
-               for(u32 i=0; i<4; i++)
+               float ma_avg = 0;
+               float h_avg = 0;
+               u32 have_sand_count = 0;
+               float tree_amount_avg = 0;
+               for(u32 i=0; i<5; i++)
                {
+                       noise[i] = hps[i].gh + hps[i].ma;
                        if(noise[i] < h_min)
                                h_min = noise[i];
                        if(noise[i] > h_max)
                                h_max = noise[i];
+                       ma_avg += hps[i].ma;
+                       h_avg += noise[i];
+                       if(hps[i].have_sand)
+                               have_sand_count++;
+                       tree_amount_avg += hps[i].tree_amount;
                }
+               ma_avg /= 5.0;
+               h_avg /= 5.0;
+               tree_amount_avg /= 5.0;
+
                float steepness = (h_max - h_min)/grid_size;
                
-               float h_avg = (noise[0]+noise[1]+noise[2]+noise[3])/4.0;
                float light_f = noise[0]+noise[1]-noise[2]-noise[3];
                light_f /= 100;
                if(light_f < -1.0) light_f = -1.0;
@@ -198,7 +279,9 @@ void FarMesh::render()
                // Detect water
                if(h_avg < WATER_LEVEL*BS && h_max < (WATER_LEVEL+5)*BS)
                {
-                       c = video::SColor(128,59,86,146);
+                       //c = video::SColor(255,59,86,146);
+                       c = video::SColor(255,82,120,204);
+
                        /*// Set to water level
                        for(u32 i=0; i<4; i++)
                        {
@@ -207,10 +290,33 @@ void FarMesh::render()
                        }*/
                        light_f = 0;
                }
+               // Steep cliffs
                else if(steepness > 2.0)
-                       c = video::SColor(128,128,128,128);
+               {
+                       c = video::SColor(255,128,128,128);
+               }
+               // Basic ground
                else
-                       c = video::SColor(128,107,134,51);
+               {
+                       if(ma_avg < 2.0*BS)
+                       {
+                               c = video::SColor(255,128,128,128);
+                       }
+                       else
+                       {
+                               if(h_avg <= 2.5*BS && have_sand_count >= 2)
+                                       c = video::SColor(255,210,194,156);
+                               else
+                               {
+                                       /*// Trees if there are over 0.01 trees per MapNode
+                                       if(tree_amount_avg > 0.01)
+                                               c = video::SColor(255,50,128,50);
+                                       else
+                                               c = video::SColor(255,107,134,51);*/
+                                       c = video::SColor(255,107,134,51);
+                               }
+                       }
+               }
                
                // Set to water level
                for(u32 i=0; i<4; i++)
@@ -223,7 +329,9 @@ void FarMesh::render()
                if(b < 0) b = 0;
                if(b > 2) b = 2;
                
-               c = video::SColor(128, b*c.getRed(), b*c.getGreen(), b*c.getBlue());
+               c = video::SColor(255, b*c.getRed(), b*c.getGreen(), b*c.getBlue());
+               
+               driver->setMaterial(m_materials[0]);
 
                video::S3DVertex vertices[4] =
                {
@@ -235,9 +343,54 @@ void FarMesh::render()
                u16 indices[] = {0,1,2,2,3,0};
                driver->drawVertexPrimitiveList(vertices, 4, indices, 2,
                                video::EVT_STANDARD, scene::EPT_TRIANGLES, video::EIT_16BIT);
+
+               // Add some trees if appropriate
+               if(tree_amount_avg > 0.006 && steepness < 1.0
+                               && ma_avg >= 2.0*BS && have_sand_count <= 2)
+               {
+                       driver->setMaterial(m_materials[1]);
+                       
+                       float b = m_brightness;
+                       c = video::SColor(255, b*255, b*255, b*255);
+                       
+                       {
+                               video::S3DVertex vertices[4] =
+                               {
+                                       video::S3DVertex(p0.X,noise[0],p0.Y,
+                                                       0,0,0, c, 0,1),
+                                       video::S3DVertex(p0.X,noise[1]+BS*MAP_BLOCKSIZE,p0.Y,
+                                                       0,0,0, c, 0,0),
+                                       video::S3DVertex(p1.X,noise[2]+BS*MAP_BLOCKSIZE,p1.Y,
+                                                       0,0,0, c, 1,0),
+                                       video::S3DVertex(p1.X,noise[3],p1.Y,
+                                                       0,0,0, c, 1,1),
+                               };
+                               u16 indices[] = {0,1,2,2,3,0};
+                               driver->drawVertexPrimitiveList(vertices, 4, indices, 2,
+                                               video::EVT_STANDARD, scene::EPT_TRIANGLES,
+                                               video::EIT_16BIT);
+                       }
+                       {
+                               video::S3DVertex vertices[4] =
+                               {
+                                       video::S3DVertex(p1.X,noise[0],p0.Y,
+                                                       0,0,0, c, 0,1),
+                                       video::S3DVertex(p1.X,noise[1]+BS*MAP_BLOCKSIZE,p0.Y,
+                                                       0,0,0, c, 0,0),
+                                       video::S3DVertex(p0.X,noise[2]+BS*MAP_BLOCKSIZE,p1.Y,
+                                                       0,0,0, c, 1,0),
+                                       video::S3DVertex(p0.X,noise[3],p1.Y,
+                                                       0,0,0, c, 1,1),
+                               };
+                               u16 indices[] = {0,1,2,2,3,0};
+                               driver->drawVertexPrimitiveList(vertices, 4, indices, 2,
+                                               video::EVT_STANDARD, scene::EPT_TRIANGLES,
+                                               video::EIT_16BIT);
+                       }
+               }
        }
 
-       driver->clearZBuffer();
+       //driver->clearZBuffer();
 }
 
 void FarMesh::step(float dtime)
@@ -251,3 +404,4 @@ void FarMesh::update(v2f camera_p, float brightness)
        m_brightness = brightness;
 }
 
+
index 12f58794285da034d56e589085fdd54167c98eec..aea806542f8706bbc73bb86e0817f9fba1c7c054 100644 (file)
@@ -27,6 +27,10 @@ with this program; if not, write to the Free Software Foundation, Inc.,
 
 #include "common_irrlicht.h"
 
+#define FARMESH_MATERIAL_COUNT 2
+
+class Client;
+
 class FarMesh : public scene::ISceneNode
 {
 public:
@@ -34,7 +38,8 @@ public:
                        scene::ISceneNode* parent,
                        scene::ISceneManager* mgr,
                        s32 id,
-                       u64 seed
+                       u64 seed,
+                       Client *client
        );
 
        ~FarMesh();
@@ -52,15 +57,9 @@ public:
                return m_box;
        }
 
-       virtual u32 getMaterialCount() const
-       {
-               return 1;
-       }
+       virtual u32 getMaterialCount() const;
 
-       virtual video::SMaterial& getMaterial(u32 i)
-       {
-               return m_material;
-       }
+       virtual video::SMaterial& getMaterial(u32 i);
        
        /*
                Other stuff
@@ -71,13 +70,14 @@ public:
        void update(v2f camera_p, float brightness);
 
 private:
-       video::SMaterial m_material;
+       video::SMaterial m_materials[FARMESH_MATERIAL_COUNT];
        core::aabbox3d<f32> m_box;
        float m_cloud_y;
        float m_brightness;
-       u32 m_seed;
+       u64 m_seed;
        v2f m_camera_pos;
        float m_time;
+       Client *m_client;
 };
 
 #endif
index 7ad7746adb52bcb9ed93fb1dc795fae2e5ac8d27..237867be179ba2db58a92c6553881331bca8c755 100644 (file)
@@ -599,9 +599,9 @@ void update_skybox(video::IVideoDriver* driver,
                skybox->remove();
        }
        
-       // Disable skybox if FarMesh is enabled
+       /*// Disable skybox if FarMesh is enabled
        if(g_settings.getBool("enable_farmesh"))
-               return;
+               return;*/
        
        if(brightness >= 0.5)
        {
@@ -836,7 +836,7 @@ void the_game(
        FarMesh *farmesh = NULL;
        if(g_settings.getBool("enable_farmesh"))
        {
-               farmesh = new FarMesh(smgr->getRootSceneNode(), smgr, -1, client.getMapSeed());
+               farmesh = new FarMesh(smgr->getRootSceneNode(), smgr, -1, client.getMapSeed(), &client);
        }
 
        /*
@@ -1844,11 +1844,19 @@ void the_game(
                
                if(g_settings.getBool("enable_fog") == true)
                {
-                       f32 range = draw_control.wanted_range*BS + MAP_BLOCKSIZE*BS*1.5;
-                       if(draw_control.range_all)
-                               range = 100000*BS;
-                       if(range < 50*BS)
-                               range = range * 0.5 + 25*BS;
+                       f32 range;
+                       if(farmesh)
+                       {
+                               range = BS*MAP_BLOCKSIZE*20;
+                       }
+                       else
+                       {
+                               range = draw_control.wanted_range*BS + MAP_BLOCKSIZE*BS*1.5;
+                               if(draw_control.range_all)
+                                       range = 100000*BS;
+                               if(range < 50*BS)
+                                       range = range * 0.5 + 25*BS;
+                       }
 
                        driver->setFog(
                                bgcolor,
index 9a6cb003fec43e3237b8fb44ccd7d655a7647020..5cea4ebca34c39bb3b269c989c11b858906a3029 100644 (file)
@@ -2129,6 +2129,16 @@ double get_mud_add_amount(u64 seed, v2s16 p)
                        seed+91013, 3, 0.55));
 }
 
+bool get_have_sand(u64 seed, v2s16 p2d)
+{
+       // Determine whether to have sand here
+       double sandnoise = noise2d_perlin(
+                       0.5+(float)p2d.X/500, 0.5+(float)p2d.Y/500,
+                       seed+59420, 3, 0.50);
+
+       return (sandnoise > -0.15);
+}
+
 /*
        Adds random objects to block, depending on the content of the block
 */
@@ -3118,12 +3128,7 @@ void makeChunk(ChunkMakeData *data)
                // Node position in 2d
                v2s16 p2d = data->sectorpos_base*MAP_BLOCKSIZE + v2s16(x,z);
                
-               // Determine whether to have sand here
-               double sandnoise = noise2d_perlin(
-                               0.5+(float)p2d.X/500, 0.5+(float)p2d.Y/500,
-                               data->seed+59420, 3, 0.50);
-
-               bool have_sand = (sandnoise > -0.15);
+               bool have_sand = get_have_sand(data->seed, p2d);
 
                if(have_sand == false)
                        continue;
@@ -5658,6 +5663,14 @@ void ClientMap::renderMap(video::IVideoDriver* driver, s32 pass)
        DSTACK(__FUNCTION_NAME);
 
        bool is_transparent_pass = pass == scene::ESNRP_TRANSPARENT;
+       
+       /*
+               This is called two times per frame, reset on the non-transparent one
+       */
+       if(pass == scene::ESNRP_SOLID)
+       {
+               m_last_drawn_sectors.clear();
+       }
 
        /*
                Get time for measuring timeout.
@@ -5706,9 +5719,6 @@ void ClientMap::renderMap(video::IVideoDriver* driver, s32 pass)
        u32 blocks_would_have_drawn = 0;
        u32 blocks_drawn = 0;
 
-       //NOTE: The sectors map should be locked but we're not doing it
-       // because it'd cause too much delays
-
        int timecheck_counter = 0;
        core::map<v2s16, MapSector*>::Iterator si;
        si = m_sectors.getIterator();
@@ -5748,6 +5758,8 @@ void ClientMap::renderMap(video::IVideoDriver* driver, s32 pass)
                /*
                        Draw blocks
                */
+               
+               u32 sector_blocks_drawn = 0;
 
                core::list< MapBlock * >::Iterator i;
                for(i=sectorblocks.begin(); i!=sectorblocks.end(); i++)
@@ -5840,7 +5852,9 @@ void ClientMap::renderMap(video::IVideoDriver* driver, s32 pass)
                                                && m_control.range_all == false
                                                && d > m_control.wanted_min_range * BS)
                                        continue;
+
                                blocks_drawn++;
+                               sector_blocks_drawn++;
 
                                u32 c = mesh->getMeshBufferCount();
 
@@ -5866,6 +5880,11 @@ void ClientMap::renderMap(video::IVideoDriver* driver, s32 pass)
                                }
                        }
                } // foreach sectorblocks
+
+               if(sector_blocks_drawn != 0)
+               {
+                       m_last_drawn_sectors[sp] = true;
+               }
        }
        
        m_control.blocks_drawn = blocks_drawn;
index e74f89bebcf6137f524d5d55530ab268d5afa30b..691f3bdb459a0281a780e9bdb8cf1a9b2ba466db 100644 (file)
--- a/src/map.h
+++ b/src/map.h
@@ -41,13 +41,6 @@ with this program; if not, write to the Free Software Foundation, Inc.,
 #include "mapchunk.h"
 #include "nodemetadata.h"
 
-/*
-       Temporarily exposed map generator stuff
-       Should only be used for testing
-*/
-
-double base_rock_level_2d(u64 seed, v2s16 p);
-
 /*
        MapEditEvent
 */
@@ -751,6 +744,12 @@ public:
        // 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) != NULL);
+       }
+       
 private:
        Client *m_client;
        
@@ -765,7 +764,8 @@ private:
        v3f m_camera_position;
        v3f m_camera_direction;
        JMutex m_camera_mutex;
-
+       
+       core::map<v2s16, bool> m_last_drawn_sectors;
 };
 
 #endif