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	Debugstacks is not useful, we don't really use it, the DebugStack is not pertinent, gdb and lldb are better if we really want to debug.
		
			
				
	
	
		
			672 lines
		
	
	
		
			19 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			672 lines
		
	
	
		
			19 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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| 
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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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| 
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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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| 
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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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| 
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| #include "clientmap.h"
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| #include "client.h"
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| #include "mapblock_mesh.h"
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| #include <IMaterialRenderer.h>
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| #include <matrix4.h>
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| #include "mapsector.h"
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| #include "mapblock.h"
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| #include "profiler.h"
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| #include "settings.h"
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| #include "camera.h"               // CameraModes
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| #include "util/basic_macros.h"
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| #include <algorithm>
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| #include "client/renderingengine.h"
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| 
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| ClientMap::ClientMap(
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| 		Client *client,
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| 		MapDrawControl &control,
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| 		s32 id
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| ):
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| 	Map(dout_client, client),
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| 	scene::ISceneNode(RenderingEngine::get_scene_manager()->getRootSceneNode(),
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| 		RenderingEngine::get_scene_manager(), id),
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| 	m_client(client),
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| 	m_control(control)
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| {
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| 	m_box = aabb3f(-BS*1000000,-BS*1000000,-BS*1000000,
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| 			BS*1000000,BS*1000000,BS*1000000);
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| 
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| 	/* TODO: Add a callback function so these can be updated when a setting
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| 	 *       changes.  At this point in time it doesn't matter (e.g. /set
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| 	 *       is documented to change server settings only)
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| 	 *
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| 	 * TODO: Local caching of settings is not optimal and should at some stage
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| 	 *       be updated to use a global settings object for getting thse values
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| 	 *       (as opposed to the this local caching). This can be addressed in
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| 	 *       a later release.
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| 	 */
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| 	m_cache_trilinear_filter  = g_settings->getBool("trilinear_filter");
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| 	m_cache_bilinear_filter   = g_settings->getBool("bilinear_filter");
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| 	m_cache_anistropic_filter = g_settings->getBool("anisotropic_filter");
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| 
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| }
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| 
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| MapSector * ClientMap::emergeSector(v2s16 p2d)
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| {
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| 	// Check that it doesn't exist already
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| 	try {
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| 		return getSectorNoGenerate(p2d);
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| 	} catch(InvalidPositionException &e) {
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| 	}
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| 
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| 	// Create a sector
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| 	MapSector *sector = new MapSector(this, p2d, m_gamedef);
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| 	m_sectors[p2d] = sector;
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| 
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| 	return sector;
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| }
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| 
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| void ClientMap::OnRegisterSceneNode()
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| {
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| 	if(IsVisible)
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| 	{
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| 		SceneManager->registerNodeForRendering(this, scene::ESNRP_SOLID);
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| 		SceneManager->registerNodeForRendering(this, scene::ESNRP_TRANSPARENT);
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| 	}
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| 
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| 	ISceneNode::OnRegisterSceneNode();
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| }
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| 
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| void ClientMap::getBlocksInViewRange(v3s16 cam_pos_nodes,
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| 		v3s16 *p_blocks_min, v3s16 *p_blocks_max)
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| {
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| 	v3s16 box_nodes_d = m_control.wanted_range * v3s16(1, 1, 1);
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| 	// Define p_nodes_min/max as v3s32 because 'cam_pos_nodes -/+ box_nodes_d'
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| 	// can exceed the range of v3s16 when a large view range is used near the
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| 	// world edges.
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| 	v3s32 p_nodes_min(
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| 		cam_pos_nodes.X - box_nodes_d.X,
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| 		cam_pos_nodes.Y - box_nodes_d.Y,
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| 		cam_pos_nodes.Z - box_nodes_d.Z);
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| 	v3s32 p_nodes_max(
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| 		cam_pos_nodes.X + box_nodes_d.X,
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| 		cam_pos_nodes.Y + box_nodes_d.Y,
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| 		cam_pos_nodes.Z + box_nodes_d.Z);
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| 	// Take a fair amount as we will be dropping more out later
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| 	// Umm... these additions are a bit strange but they are needed.
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| 	*p_blocks_min = v3s16(
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| 			p_nodes_min.X / MAP_BLOCKSIZE - 3,
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| 			p_nodes_min.Y / MAP_BLOCKSIZE - 3,
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| 			p_nodes_min.Z / MAP_BLOCKSIZE - 3);
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| 	*p_blocks_max = v3s16(
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| 			p_nodes_max.X / MAP_BLOCKSIZE + 1,
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| 			p_nodes_max.Y / MAP_BLOCKSIZE + 1,
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| 			p_nodes_max.Z / MAP_BLOCKSIZE + 1);
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| }
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| 
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| void ClientMap::updateDrawList()
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| {
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| 	ScopeProfiler sp(g_profiler, "CM::updateDrawList()", SPT_AVG);
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| 	g_profiler->add("CM::updateDrawList() count", 1);
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| 
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| 	for (auto &i : m_drawlist) {
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| 		MapBlock *block = i.second;
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| 		block->refDrop();
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| 	}
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| 	m_drawlist.clear();
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| 
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| 	v3f camera_position = m_camera_position;
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| 	v3f camera_direction = m_camera_direction;
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| 	f32 camera_fov = m_camera_fov;
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| 
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| 	// Use a higher fov to accomodate faster camera movements.
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| 	// Blocks are cropped better when they are drawn.
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| 	// Or maybe they aren't? Well whatever.
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| 	camera_fov *= 1.2;
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| 
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| 	v3s16 cam_pos_nodes = floatToInt(camera_position, BS);
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| 	v3s16 p_blocks_min;
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| 	v3s16 p_blocks_max;
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| 	getBlocksInViewRange(cam_pos_nodes, &p_blocks_min, &p_blocks_max);
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| 
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| 	// Number of blocks in rendering range
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| 	u32 blocks_in_range = 0;
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| 	// Number of blocks occlusion culled
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| 	u32 blocks_occlusion_culled = 0;
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| 	// Number of blocks in rendering range but don't have a mesh
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| 	u32 blocks_in_range_without_mesh = 0;
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| 	// Blocks that had mesh that would have been drawn according to
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| 	// rendering range (if max blocks limit didn't kick in)
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| 	u32 blocks_would_have_drawn = 0;
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| 	// Blocks that were drawn and had a mesh
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| 	u32 blocks_drawn = 0;
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| 	// Blocks which had a corresponding meshbuffer for this pass
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| 	//u32 blocks_had_pass_meshbuf = 0;
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| 	// Blocks from which stuff was actually drawn
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| 	//u32 blocks_without_stuff = 0;
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| 	// Distance to farthest drawn block
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| 	float farthest_drawn = 0;
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| 
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| 	// No occlusion culling when free_move is on and camera is
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| 	// inside ground
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| 	bool occlusion_culling_enabled = true;
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| 	if (g_settings->getBool("free_move")) {
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| 		MapNode n = getNodeNoEx(cam_pos_nodes);
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| 		if (n.getContent() == CONTENT_IGNORE ||
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| 				m_nodedef->get(n).solidness == 2)
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| 			occlusion_culling_enabled = false;
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| 	}
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| 
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| 	for (const auto §or_it : m_sectors) {
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| 		MapSector *sector = sector_it.second;
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| 		v2s16 sp = sector->getPos();
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| 
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| 		if (!m_control.range_all) {
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| 			if (sp.X < p_blocks_min.X || sp.X > p_blocks_max.X ||
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| 					sp.Y < p_blocks_min.Z || sp.Y > p_blocks_max.Z)
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| 				continue;
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| 		}
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| 
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| 		MapBlockVect sectorblocks;
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| 		sector->getBlocks(sectorblocks);
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| 
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| 		/*
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| 			Loop through blocks in sector
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| 		*/
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| 
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| 		u32 sector_blocks_drawn = 0;
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| 
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| 		for (auto block : sectorblocks) {
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| 			/*
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| 			Compare block position to camera position, skip
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| 			if not seen on display
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| 		*/
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| 
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| 			if (block->mesh)
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| 				block->mesh->updateCameraOffset(m_camera_offset);
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| 
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| 			float range = 100000 * BS;
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| 			if (!m_control.range_all)
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| 				range = m_control.wanted_range * BS;
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| 
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| 			float d = 0.0;
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| 			if (!isBlockInSight(block->getPos(), camera_position,
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| 					camera_direction, camera_fov, range, &d))
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| 				continue;
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| 
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| 			blocks_in_range++;
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| 
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| 			/*
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| 				Ignore if mesh doesn't exist
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| 			*/
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| 			if (!block->mesh) {
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| 				blocks_in_range_without_mesh++;
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| 				continue;
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| 			}
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| 
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| 			/*
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| 				Occlusion culling
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| 			*/
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| 			if (occlusion_culling_enabled && isBlockOccluded(block, cam_pos_nodes)) {
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| 				blocks_occlusion_culled++;
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| 				continue;
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| 			}
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| 
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| 			// This block is in range. Reset usage timer.
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| 			block->resetUsageTimer();
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| 
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| 			// Limit block count in case of a sudden increase
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| 			blocks_would_have_drawn++;
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| 			if (blocks_drawn >= m_control.wanted_max_blocks &&
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| 					!m_control.range_all &&
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| 					d > m_control.wanted_range * BS)
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| 				continue;
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| 
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| 			// Add to set
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| 			block->refGrab();
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| 			m_drawlist[block->getPos()] = block;
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| 
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| 			sector_blocks_drawn++;
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| 			blocks_drawn++;
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| 			if (d / BS > farthest_drawn)
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| 				farthest_drawn = d / BS;
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| 
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| 		} // foreach sectorblocks
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| 
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| 		if (sector_blocks_drawn != 0)
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| 			m_last_drawn_sectors.insert(sp);
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| 	}
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| 
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| 	g_profiler->avg("CM: blocks in range", blocks_in_range);
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| 	g_profiler->avg("CM: blocks occlusion culled", blocks_occlusion_culled);
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| 	if (blocks_in_range != 0)
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| 		g_profiler->avg("CM: blocks in range without mesh (frac)",
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| 				(float)blocks_in_range_without_mesh / blocks_in_range);
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| 	g_profiler->avg("CM: blocks drawn", blocks_drawn);
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| 	g_profiler->avg("CM: farthest drawn", farthest_drawn);
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| 	g_profiler->avg("CM: wanted max blocks", m_control.wanted_max_blocks);
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| }
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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<scene::IMeshBuffer*> bufs;
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| };
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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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| 
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| 	void clear()
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| 	{
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| 		for (auto &list : lists)
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| 			list.clear();
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| 	}
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| 
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| 	void add(scene::IMeshBuffer *buf, u8 layer)
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| 	{
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| 		// Append to the correct layer
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| 		std::vector<MeshBufList> &list = lists[layer];
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| 		const video::SMaterial &m = buf->getMaterial();
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| 		for (MeshBufList &l : list) {
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| 			// comparing a full material is quite expensive so we don't do it if
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| 			// not even first texture is equal
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| 			if (l.m.TextureLayer[0].Texture != m.TextureLayer[0].Texture)
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| 				continue;
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| 
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| 			if (l.m == m) {
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| 				l.bufs.push_back(buf);
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| 				return;
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| 			}
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| 		}
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| 		MeshBufList l;
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| 		l.m = m;
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| 		l.bufs.push_back(buf);
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| 		list.push_back(l);
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| 	}
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| };
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| 
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| void ClientMap::renderMap(video::IVideoDriver* driver, s32 pass)
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| {
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| 	bool is_transparent_pass = pass == scene::ESNRP_TRANSPARENT;
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| 
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| 	std::string prefix;
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| 	if (pass == scene::ESNRP_SOLID)
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| 		prefix = "CM: solid: ";
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| 	else
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| 		prefix = "CM: transparent: ";
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| 
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| 	/*
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| 		This is called two times per frame, reset on the non-transparent one
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| 	*/
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| 	if (pass == scene::ESNRP_SOLID)
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| 		m_last_drawn_sectors.clear();
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| 
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| 	/*
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| 		Get time for measuring timeout.
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| 
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| 		Measuring time is very useful for long delays when the
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| 		machine is swapping a lot.
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| 	*/
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| 	std::time_t time1 = time(0);
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| 
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| 	/*
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| 		Get animation parameters
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| 	*/
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| 	float animation_time = m_client->getAnimationTime();
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| 	int crack = m_client->getCrackLevel();
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| 	u32 daynight_ratio = m_client->getEnv().getDayNightRatio();
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| 
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| 	v3f camera_position = m_camera_position;
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| 	v3f camera_direction = m_camera_direction;
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| 	f32 camera_fov = m_camera_fov;
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| 
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| 	/*
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| 		Get all blocks and draw all visible ones
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| 	*/
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| 
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| 	u32 vertex_count = 0;
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| 	u32 meshbuffer_count = 0;
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| 
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| 	// For limiting number of mesh animations per frame
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| 	u32 mesh_animate_count = 0;
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| 	u32 mesh_animate_count_far = 0;
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| 
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| 	// Blocks that were drawn and had a mesh
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| 	u32 blocks_drawn = 0;
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| 	// Blocks which had a corresponding meshbuffer for this pass
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| 	u32 blocks_had_pass_meshbuf = 0;
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| 	// Blocks from which stuff was actually drawn
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| 	u32 blocks_without_stuff = 0;
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| 
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| 	/*
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| 		Draw the selected MapBlocks
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| 	*/
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| 
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| 	{
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| 	ScopeProfiler sp(g_profiler, prefix + "drawing blocks", SPT_AVG);
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| 
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| 	MeshBufListList drawbufs;
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| 
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| 	for (auto &i : m_drawlist) {
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| 		MapBlock *block = i.second;
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| 
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| 		// If the mesh of the block happened to get deleted, ignore it
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| 		if (!block->mesh)
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| 			continue;
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| 
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| 		float d = 0.0;
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| 		if (!isBlockInSight(block->getPos(), camera_position,
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| 				camera_direction, camera_fov, 100000 * BS, &d))
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| 			continue;
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| 
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| 		// Mesh animation
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| 		if (pass == scene::ESNRP_SOLID) {
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| 			//MutexAutoLock lock(block->mesh_mutex);
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| 			MapBlockMesh *mapBlockMesh = block->mesh;
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| 			assert(mapBlockMesh);
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| 			// Pretty random but this should work somewhat nicely
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| 			bool faraway = d >= BS * 50;
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| 			//bool faraway = d >= m_control.wanted_range * BS;
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| 			if (mapBlockMesh->isAnimationForced() || !faraway ||
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| 					mesh_animate_count_far < (m_control.range_all ? 200 : 50)) {
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| 				bool animated = mapBlockMesh->animate(faraway, animation_time,
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| 					crack, daynight_ratio);
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| 				if (animated)
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| 					mesh_animate_count++;
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| 				if (animated && faraway)
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| 					mesh_animate_count_far++;
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| 			} else {
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| 				mapBlockMesh->decreaseAnimationForceTimer();
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| 			}
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| 		}
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| 
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| 		/*
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| 			Get the meshbuffers of the block
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| 		*/
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| 		{
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| 			//MutexAutoLock lock(block->mesh_mutex);
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| 
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| 			MapBlockMesh *mapBlockMesh = block->mesh;
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| 			assert(mapBlockMesh);
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| 
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| 			for (int layer = 0; layer < MAX_TILE_LAYERS; layer++) {
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| 				scene::IMesh *mesh = mapBlockMesh->getMesh(layer);
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| 				assert(mesh);
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| 
 | |
| 				u32 c = mesh->getMeshBufferCount();
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| 				for (u32 i = 0; i < c; i++) {
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| 					scene::IMeshBuffer *buf = mesh->getMeshBuffer(i);
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| 
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| 					video::SMaterial& material = buf->getMaterial();
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| 					video::IMaterialRenderer* rnd =
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| 						driver->getMaterialRenderer(material.MaterialType);
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| 					bool transparent = (rnd && rnd->isTransparent());
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| 					if (transparent == is_transparent_pass) {
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| 						if (buf->getVertexCount() == 0)
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| 							errorstream << "Block [" << analyze_block(block)
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| 								<< "] contains an empty meshbuf" << std::endl;
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| 
 | |
| 						material.setFlag(video::EMF_TRILINEAR_FILTER,
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| 							m_cache_trilinear_filter);
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| 						material.setFlag(video::EMF_BILINEAR_FILTER,
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| 							m_cache_bilinear_filter);
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| 						material.setFlag(video::EMF_ANISOTROPIC_FILTER,
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| 							m_cache_anistropic_filter);
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| 						material.setFlag(video::EMF_WIREFRAME,
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| 							m_control.show_wireframe);
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| 
 | |
| 						drawbufs.add(buf, layer);
 | |
| 					}
 | |
| 				}
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| 			}
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| 		}
 | |
| 	}
 | |
| 
 | |
| 	// Render all layers in order
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| 	for (auto &lists : drawbufs.lists) {
 | |
| 		int timecheck_counter = 0;
 | |
| 		for (MeshBufList &list : lists) {
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| 			timecheck_counter++;
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| 			if (timecheck_counter > 50) {
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| 				timecheck_counter = 0;
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| 				std::time_t time2 = time(0);
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| 				if (time2 > time1 + 4) {
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| 					infostream << "ClientMap::renderMap(): "
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| 						"Rendering takes ages, returning."
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| 						<< std::endl;
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| 					return;
 | |
| 				}
 | |
| 			}
 | |
| 
 | |
| 			driver->setMaterial(list.m);
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| 
 | |
| 			for (scene::IMeshBuffer *buf : list.bufs) {
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| 				driver->drawMeshBuffer(buf);
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| 				vertex_count += buf->getVertexCount();
 | |
| 				meshbuffer_count++;
 | |
| 			}
 | |
| 		}
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| 	}
 | |
| 	} // ScopeProfiler
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| 
 | |
| 	// 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",
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| 			(float)meshbuffer_count / (float)blocks_had_pass_meshbuf);
 | |
| 	if (blocks_drawn != 0)
 | |
| 		g_profiler->avg(prefix + "empty blocks (frac)",
 | |
| 			(float)blocks_without_stuff / blocks_drawn);
 | |
| }
 | |
| 
 | |
| static bool getVisibleBrightness(Map *map, const v3f &p0, v3f dir, float step,
 | |
| 		float step_multiplier, float start_distance, float end_distance,
 | |
| 		INodeDefManager *ndef, u32 daylight_factor, float sunlight_min_d,
 | |
| 		int *result, bool *sunlight_seen)
 | |
| {
 | |
| 	int brightness_sum = 0;
 | |
| 	int brightness_count = 0;
 | |
| 	float distance = start_distance;
 | |
| 	dir.normalize();
 | |
| 	v3f pf = p0;
 | |
| 	pf += dir * distance;
 | |
| 	int noncount = 0;
 | |
| 	bool nonlight_seen = false;
 | |
| 	bool allow_allowing_non_sunlight_propagates = false;
 | |
| 	bool allow_non_sunlight_propagates = false;
 | |
| 	// Check content nearly at camera position
 | |
| 	{
 | |
| 		v3s16 p = floatToInt(p0 /*+ dir * 3*BS*/, BS);
 | |
| 		MapNode n = map->getNodeNoEx(p);
 | |
| 		if(ndef->get(n).param_type == CPT_LIGHT &&
 | |
| 				!ndef->get(n).sunlight_propagates)
 | |
| 			allow_allowing_non_sunlight_propagates = true;
 | |
| 	}
 | |
| 	// If would start at CONTENT_IGNORE, start closer
 | |
| 	{
 | |
| 		v3s16 p = floatToInt(pf, BS);
 | |
| 		MapNode n = map->getNodeNoEx(p);
 | |
| 		if(n.getContent() == CONTENT_IGNORE){
 | |
| 			float newd = 2*BS;
 | |
| 			pf = p0 + dir * 2*newd;
 | |
| 			distance = newd;
 | |
| 			sunlight_min_d = 0;
 | |
| 		}
 | |
| 	}
 | |
| 	for (int i=0; distance < end_distance; i++) {
 | |
| 		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 &&
 | |
| 				ndef->get(n).param_type == CPT_LIGHT &&
 | |
| 				!ndef->get(n).sunlight_propagates) {
 | |
| 			allow_non_sunlight_propagates = true;
 | |
| 		}
 | |
| 
 | |
| 		if (ndef->get(n).param_type != CPT_LIGHT ||
 | |
| 				(!ndef->get(n).sunlight_propagates &&
 | |
| 					!allow_non_sunlight_propagates)){
 | |
| 			nonlight_seen = true;
 | |
| 			noncount++;
 | |
| 			if(noncount >= 4)
 | |
| 				break;
 | |
| 			continue;
 | |
| 		}
 | |
| 
 | |
| 		if (distance >= sunlight_min_d && !*sunlight_seen && !nonlight_seen)
 | |
| 			if (n.getLight(LIGHTBANK_DAY, ndef) == LIGHT_SUN)
 | |
| 				*sunlight_seen = true;
 | |
| 		noncount = 0;
 | |
| 		brightness_sum += decode_light(n.getLightBlend(daylight_factor, ndef));
 | |
| 		brightness_count++;
 | |
| 	}
 | |
| 	*result = 0;
 | |
| 	if(brightness_count == 0)
 | |
| 		return false;
 | |
| 	*result = brightness_sum / brightness_count;
 | |
| 	/*std::cerr<<"Sampled "<<brightness_count<<" points; result="
 | |
| 			<<(*result)<<std::endl;*/
 | |
| 	return true;
 | |
| }
 | |
| 
 | |
| int ClientMap::getBackgroundBrightness(float max_d, u32 daylight_factor,
 | |
| 		int oldvalue, bool *sunlight_seen_result)
 | |
| {
 | |
| 	static v3f z_directions[50] = {
 | |
| 		v3f(-100, 0, 0)
 | |
| 	};
 | |
| 	static f32 z_offsets[sizeof(z_directions)/sizeof(*z_directions)] = {
 | |
| 		-1000,
 | |
| 	};
 | |
| 
 | |
| 	if(z_directions[0].X < -99){
 | |
| 		for(u32 i=0; i<sizeof(z_directions)/sizeof(*z_directions); i++){
 | |
| 			// Assumes FOV of 72 and 16/9 aspect ratio
 | |
| 			z_directions[i] = v3f(
 | |
| 				0.02 * myrand_range(-100, 100),
 | |
| 				1.0,
 | |
| 				0.01 * myrand_range(-100, 100)
 | |
| 			).normalize();
 | |
| 			z_offsets[i] = 0.01 * myrand_range(0,100);
 | |
| 		}
 | |
| 	}
 | |
| 
 | |
| 	int sunlight_seen_count = 0;
 | |
| 	float sunlight_min_d = max_d*0.8;
 | |
| 	if(sunlight_min_d > 35*BS)
 | |
| 		sunlight_min_d = 35*BS;
 | |
| 	std::vector<int> values;
 | |
| 	for(u32 i=0; i<sizeof(z_directions)/sizeof(*z_directions); i++){
 | |
| 		v3f z_dir = z_directions[i];
 | |
| 		core::CMatrix4<f32> a;
 | |
| 		a.buildRotateFromTo(v3f(0,1,0), z_dir);
 | |
| 		v3f dir = m_camera_direction;
 | |
| 		a.rotateVect(dir);
 | |
| 		int br = 0;
 | |
| 		float step = BS*1.5;
 | |
| 		if(max_d > 35*BS)
 | |
| 			step = max_d / 35 * 1.5;
 | |
| 		float off = step * z_offsets[i];
 | |
| 		bool sunlight_seen_now = false;
 | |
| 		bool ok = getVisibleBrightness(this, m_camera_position, dir,
 | |
| 				step, 1.0, max_d*0.6+off, max_d, m_nodedef, daylight_factor,
 | |
| 				sunlight_min_d,
 | |
| 				&br, &sunlight_seen_now);
 | |
| 		if(sunlight_seen_now)
 | |
| 			sunlight_seen_count++;
 | |
| 		if(!ok)
 | |
| 			continue;
 | |
| 		values.push_back(br);
 | |
| 		// Don't try too much if being in the sun is clear
 | |
| 		if(sunlight_seen_count >= 20)
 | |
| 			break;
 | |
| 	}
 | |
| 	int brightness_sum = 0;
 | |
| 	int brightness_count = 0;
 | |
| 	std::sort(values.begin(), values.end());
 | |
| 	u32 num_values_to_use = values.size();
 | |
| 	if(num_values_to_use >= 10)
 | |
| 		num_values_to_use -= num_values_to_use/2;
 | |
| 	else if(num_values_to_use >= 7)
 | |
| 		num_values_to_use -= num_values_to_use/3;
 | |
| 	u32 first_value_i = (values.size() - num_values_to_use) / 2;
 | |
| 
 | |
| 	for (u32 i=first_value_i; i < first_value_i + num_values_to_use; i++) {
 | |
| 		brightness_sum += values[i];
 | |
| 		brightness_count++;
 | |
| 	}
 | |
| 
 | |
| 	int ret = 0;
 | |
| 	if(brightness_count == 0){
 | |
| 		MapNode n = getNodeNoEx(floatToInt(m_camera_position, BS));
 | |
| 		if(m_nodedef->get(n).param_type == CPT_LIGHT){
 | |
| 			ret = decode_light(n.getLightBlend(daylight_factor, m_nodedef));
 | |
| 		} else {
 | |
| 			ret = oldvalue;
 | |
| 		}
 | |
| 	} else {
 | |
| 		ret = brightness_sum / brightness_count;
 | |
| 	}
 | |
| 
 | |
| 	*sunlight_seen_result = (sunlight_seen_count > 0);
 | |
| 	return ret;
 | |
| }
 | |
| 
 | |
| void ClientMap::renderPostFx(CameraMode cam_mode)
 | |
| {
 | |
| 	// Sadly ISceneManager has no "post effects" render pass, in that case we
 | |
| 	// could just register for that and handle it in renderMap().
 | |
| 
 | |
| 	MapNode n = getNodeNoEx(floatToInt(m_camera_position, BS));
 | |
| 
 | |
| 	// - 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 = m_nodedef->get(n);
 | |
| 	video::SColor post_effect_color = features.post_effect_color;
 | |
| 	if(features.solidness == 2 && !(g_settings->getBool("noclip") &&
 | |
| 			m_client->checkLocalPrivilege("noclip")) &&
 | |
| 			cam_mode == CAMERA_MODE_FIRST)
 | |
| 	{
 | |
| 		post_effect_color = video::SColor(255, 0, 0, 0);
 | |
| 	}
 | |
| 	if (post_effect_color.getAlpha() != 0)
 | |
| 	{
 | |
| 		// Draw a full-screen rectangle
 | |
| 		video::IVideoDriver* driver = SceneManager->getVideoDriver();
 | |
| 		v2u32 ss = driver->getScreenSize();
 | |
| 		core::rect<s32> rect(0,0, ss.X, ss.Y);
 | |
| 		driver->draw2DRectangle(post_effect_color, rect);
 | |
| 	}
 | |
| }
 | |
| 
 | |
| void ClientMap::PrintInfo(std::ostream &out)
 | |
| {
 | |
| 	out<<"ClientMap: ";
 | |
| }
 | |
| 
 | |
| 
 |