/* 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 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 Lesser General Public License for more details. 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. */ #pragma once #include "irrlichttypes_extrabloated.h" #include "map.h" #include "camera.h" #include #include struct MapDrawControl { // Overrides limits by drawing everything bool range_all = false; // Wanted drawing range float wanted_range = 0.0f; // show a wire frame for debugging bool show_wireframe = false; }; struct MeshBufList { video::SMaterial m; std::vector> bufs; }; struct MeshBufListList { /*! * Stores the mesh buffers of the world. * The array index is the material's layer. * The vector part groups vertices by material. */ std::vector lists[MAX_TILE_LAYERS]; void clear(); void add(scene::IMeshBuffer *buf, v3s16 position, u8 layer); }; class Client; class ITextureSource; class PartialMeshBuffer; /* ClientMap This is the only map class that is able to render itself on screen. */ class ClientMap : public Map, public scene::ISceneNode { public: ClientMap( Client *client, RenderingEngine *rendering_engine, MapDrawControl &control, s32 id ); virtual ~ClientMap() = default; bool maySaveBlocks() override { return false; } void drop() { ISceneNode::drop(); } void updateCamera(v3f pos, v3f dir, f32 fov, v3s16 offset); /* Forcefully get a sector from somewhere */ MapSector * emergeSector(v2s16 p); //void deSerializeSector(v2s16 p2d, std::istream &is); /* ISceneNode methods */ virtual void OnRegisterSceneNode(); virtual void render() { video::IVideoDriver* driver = SceneManager->getVideoDriver(); driver->setTransform(video::ETS_WORLD, AbsoluteTransformation); renderMap(driver, SceneManager->getSceneNodeRenderPass()); } virtual const aabb3f &getBoundingBox() const { return m_box; } void getBlocksInViewRange(v3s16 cam_pos_nodes, v3s16 *p_blocks_min, v3s16 *p_blocks_max, float range=-1.0f); void updateDrawList(); void updateDrawListShadow(v3f shadow_light_pos, v3f shadow_light_dir, float radius, float length); // Returns true if draw list needs updating before drawing the next frame. bool needsUpdateDrawList() { return m_needs_update_drawlist; } void renderMap(video::IVideoDriver* driver, s32 pass); void renderMapShadows(video::IVideoDriver *driver, const video::SMaterial &material, s32 pass, int frame, int total_frames); int getBackgroundBrightness(float max_d, u32 daylight_factor, int oldvalue, bool *sunlight_seen_result); void renderPostFx(CameraMode cam_mode); // For debug printing virtual void PrintInfo(std::ostream &out); const MapDrawControl & getControl() const { return m_control; } f32 getWantedRange() const { return m_control.wanted_range; } f32 getCameraFov() const { return m_camera_fov; } private: // update the vertex order in transparent mesh buffers void updateTransparentMeshBuffers(); // Orders blocks by distance to the camera class MapBlockComparer { public: MapBlockComparer(const v3s16 &camera_block) : m_camera_block(camera_block) {} bool operator() (const v3s16 &left, const v3s16 &right) const { auto distance_left = left.getDistanceFromSQ(m_camera_block); auto distance_right = right.getDistanceFromSQ(m_camera_block); return distance_left > distance_right || (distance_left == distance_right && left > right); } private: v3s16 m_camera_block; }; // reference to a mesh buffer used when rendering the map. struct DrawDescriptor { v3s16 m_pos; union { scene::IMeshBuffer *m_buffer; const PartialMeshBuffer *m_partial_buffer; }; bool m_reuse_material:1; bool m_use_partial_buffer:1; DrawDescriptor(v3s16 pos, scene::IMeshBuffer *buffer, bool reuse_material) : m_pos(pos), m_buffer(buffer), m_reuse_material(reuse_material), m_use_partial_buffer(false) {} DrawDescriptor(v3s16 pos, const PartialMeshBuffer *buffer) : m_pos(pos), m_partial_buffer(buffer), m_reuse_material(false), m_use_partial_buffer(true) {} }; Client *m_client; RenderingEngine *m_rendering_engine; aabb3f m_box = aabb3f(-BS * 1000000, -BS * 1000000, -BS * 1000000, BS * 1000000, BS * 1000000, BS * 1000000); MapDrawControl &m_control; v3f m_camera_position = v3f(0,0,0); v3f m_camera_direction = v3f(0,0,1); f32 m_camera_fov = M_PI; v3s16 m_camera_offset; bool m_needs_update_transparent_meshes = true; std::map m_drawlist; std::map m_drawlist_shadow; bool m_needs_update_drawlist; std::set m_last_drawn_sectors; bool m_cache_trilinear_filter; bool m_cache_bilinear_filter; bool m_cache_anistropic_filter; bool m_added_to_shadow_renderer{false}; u16 m_cache_transparency_sorting_distance; };