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* refactoring(StaticObjectList): don't expose m_active and m_stored anymore This prevents our old crap code where anyone can access to StaticObjectList. use proper modifiers. It also permits to do a short cleanup on MapBlock using a helper * refactoring(MapBlock): reduce a bit exposed m_active_blocks variable * refactoring: MapBlock::m_node_timers is now private We already had various helpers to perform this privatization, just use it. Also factorize the MapBlock stepping code for timers using already existing code and importing them from ServerEnvironment to MapBlock. It's currently done pretty straight forward without any inheritance as MapBlock is just used everywhere, maybe in a future we'll have ServerMapBlock over MapBlock. Currently for a simple function let's just use proper objects and add a comment warning * refactoring(Server): fix duplicated function for add/remove node * refactoring(guiFormSpecMenu): add removeAll function to prevent duplicated code * refactoring(ShadowRenderer) + perf: code quality + increase performance * All callers are already using the point and we should never test a function with nullptr node, it's a bug. Removed workaround which was hacky and fix the bug * Drop clientmap lookup from shadowrendered, just use directly its pointer and forbid to push it in the generic list * Reduce memory pressure on the renderShadowObject by preventing deallocating and reallocating multiple vectors on each node * refactoring(MapBlock): reduce exposure of MapBlock::m_static_objects It's not complete as some parts of the code are pretty nested, but it's better than before :) * fix: better working on new functions & drop unwanted 2 lines Co-authored-by: Jude Melton-Houghton <jwmhjwmh@gmail.com> Co-authored-by: Jude Melton-Houghton <jwmhjwmh@gmail.com>
209 lines
5.4 KiB
C++
209 lines
5.4 KiB
C++
/*
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Minetest
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Copyright (C) 2010-2013 celeron55, Perttu Ahola <celeron55@gmail.com>
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This program is free software; you can redistribute it and/or modify
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it under the terms of the GNU Lesser General Public License as published by
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the Free Software Foundation; either version 2.1 of the License, or
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(at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU Lesser General Public License for more details.
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You should have received a copy of the GNU Lesser General Public License along
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with this program; if not, write to the Free Software Foundation, Inc.,
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51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
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*/
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#pragma once
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#include "irrlichttypes_extrabloated.h"
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#include "map.h"
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#include "camera.h"
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#include <set>
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#include <map>
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struct MapDrawControl
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{
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// Wanted drawing range
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float wanted_range = 0.0f;
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// Overrides limits by drawing everything
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bool range_all = false;
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// Allow rendering out of bounds
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bool allow_noclip = false;
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// show a wire frame for debugging
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bool show_wireframe = false;
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};
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struct MeshBufList
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{
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video::SMaterial m;
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std::vector<std::pair<v3s16,scene::IMeshBuffer*>> bufs;
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};
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struct MeshBufListList
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{
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/*!
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* Stores the mesh buffers of the world.
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* The array index is the material's layer.
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* The vector part groups vertices by material.
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*/
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std::vector<MeshBufList> lists[MAX_TILE_LAYERS];
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void clear();
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void add(scene::IMeshBuffer *buf, v3s16 position, u8 layer);
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};
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class Client;
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class ITextureSource;
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class PartialMeshBuffer;
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/*
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ClientMap
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This is the only map class that is able to render itself on screen.
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*/
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class ClientMap : public Map, public scene::ISceneNode
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{
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public:
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ClientMap(
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Client *client,
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RenderingEngine *rendering_engine,
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MapDrawControl &control,
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s32 id
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);
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virtual ~ClientMap() = default;
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bool maySaveBlocks() override
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{
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return false;
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}
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void drop() override
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{
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ISceneNode::drop(); // calls destructor
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}
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void updateCamera(v3f pos, v3f dir, f32 fov, v3s16 offset);
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/*
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Forcefully get a sector from somewhere
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*/
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MapSector * emergeSector(v2s16 p) override;
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/*
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ISceneNode methods
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*/
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virtual void OnRegisterSceneNode() override;
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virtual void render() override
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{
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video::IVideoDriver* driver = SceneManager->getVideoDriver();
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driver->setTransform(video::ETS_WORLD, AbsoluteTransformation);
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renderMap(driver, SceneManager->getSceneNodeRenderPass());
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}
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virtual const aabb3f &getBoundingBox() const override
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{
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return m_box;
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}
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void getBlocksInViewRange(v3s16 cam_pos_nodes,
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v3s16 *p_blocks_min, v3s16 *p_blocks_max, float range=-1.0f);
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void updateDrawList();
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void updateDrawListShadow(v3f shadow_light_pos, v3f shadow_light_dir, float radius, float length);
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// Returns true if draw list needs updating before drawing the next frame.
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bool needsUpdateDrawList() { return m_needs_update_drawlist; }
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void renderMap(video::IVideoDriver* driver, s32 pass);
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void renderMapShadows(video::IVideoDriver *driver,
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const video::SMaterial &material, s32 pass, int frame, int total_frames);
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int getBackgroundBrightness(float max_d, u32 daylight_factor,
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int oldvalue, bool *sunlight_seen_result);
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void renderPostFx(CameraMode cam_mode);
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// For debug printing
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void PrintInfo(std::ostream &out) override;
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const MapDrawControl & getControl() const { return m_control; }
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f32 getWantedRange() const { return m_control.wanted_range; }
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f32 getCameraFov() const { return m_camera_fov; }
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private:
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// update the vertex order in transparent mesh buffers
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void updateTransparentMeshBuffers();
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// Orders blocks by distance to the camera
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class MapBlockComparer
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{
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public:
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MapBlockComparer(const v3s16 &camera_block) : m_camera_block(camera_block) {}
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bool operator() (const v3s16 &left, const v3s16 &right) const
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{
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auto distance_left = left.getDistanceFromSQ(m_camera_block);
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auto distance_right = right.getDistanceFromSQ(m_camera_block);
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return distance_left > distance_right || (distance_left == distance_right && left > right);
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}
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private:
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v3s16 m_camera_block;
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};
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// reference to a mesh buffer used when rendering the map.
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struct DrawDescriptor {
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v3s16 m_pos;
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union {
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scene::IMeshBuffer *m_buffer;
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const PartialMeshBuffer *m_partial_buffer;
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};
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bool m_reuse_material:1;
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bool m_use_partial_buffer:1;
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DrawDescriptor(v3s16 pos, scene::IMeshBuffer *buffer, bool reuse_material) :
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m_pos(pos), m_buffer(buffer), m_reuse_material(reuse_material), m_use_partial_buffer(false)
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{}
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DrawDescriptor(v3s16 pos, const PartialMeshBuffer *buffer) :
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m_pos(pos), m_partial_buffer(buffer), m_reuse_material(false), m_use_partial_buffer(true)
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{}
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scene::IMeshBuffer* getBuffer();
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void draw(video::IVideoDriver* driver);
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};
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Client *m_client;
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RenderingEngine *m_rendering_engine;
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aabb3f m_box = aabb3f(-BS * 1000000, -BS * 1000000, -BS * 1000000,
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BS * 1000000, BS * 1000000, BS * 1000000);
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MapDrawControl &m_control;
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v3f m_camera_position = v3f(0,0,0);
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v3f m_camera_direction = v3f(0,0,1);
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f32 m_camera_fov = M_PI;
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v3s16 m_camera_offset;
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bool m_needs_update_transparent_meshes = true;
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std::map<v3s16, MapBlock*, MapBlockComparer> m_drawlist;
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std::map<v3s16, MapBlock*> m_drawlist_shadow;
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bool m_needs_update_drawlist;
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std::set<v2s16> m_last_drawn_sectors;
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bool m_cache_trilinear_filter;
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bool m_cache_bilinear_filter;
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bool m_cache_anistropic_filter;
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u16 m_cache_transparency_sorting_distance;
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};
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