/* 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. */ #include "clientmap.h" #include "client.h" #include "mapblock_mesh.h" #include #include #include "mapsector.h" #include "mapblock.h" #include "profiler.h" #include "settings.h" #include "camera.h" // CameraModes #include "util/basic_macros.h" #include #include "client/renderingengine.h" ClientMap::ClientMap( Client *client, MapDrawControl &control, s32 id ): Map(dout_client, client), scene::ISceneNode(RenderingEngine::get_scene_manager()->getRootSceneNode(), RenderingEngine::get_scene_manager(), id), m_client(client), m_control(control) { m_box = aabb3f(-BS*1000000,-BS*1000000,-BS*1000000, BS*1000000,BS*1000000,BS*1000000); /* TODO: Add a callback function so these can be updated when a setting * changes. At this point in time it doesn't matter (e.g. /set * is documented to change server settings only) * * TODO: Local caching of settings is not optimal and should at some stage * be updated to use a global settings object for getting thse values * (as opposed to the this local caching). This can be addressed in * a later release. */ m_cache_trilinear_filter = g_settings->getBool("trilinear_filter"); m_cache_bilinear_filter = g_settings->getBool("bilinear_filter"); m_cache_anistropic_filter = g_settings->getBool("anisotropic_filter"); } MapSector * ClientMap::emergeSector(v2s16 p2d) { // Check that it doesn't exist already MapSector *sector = getSectorNoGenerate(p2d); // Create it if it does not exist yet if (!sector) { sector = new MapSector(this, p2d, m_gamedef); m_sectors[p2d] = sector; } return sector; } void ClientMap::OnRegisterSceneNode() { if(IsVisible) { SceneManager->registerNodeForRendering(this, scene::ESNRP_SOLID); SceneManager->registerNodeForRendering(this, scene::ESNRP_TRANSPARENT); } ISceneNode::OnRegisterSceneNode(); } void ClientMap::getBlocksInViewRange(v3s16 cam_pos_nodes, v3s16 *p_blocks_min, v3s16 *p_blocks_max) { v3s16 box_nodes_d = m_control.wanted_range * v3s16(1, 1, 1); // Define p_nodes_min/max as v3s32 because 'cam_pos_nodes -/+ box_nodes_d' // can exceed the range of v3s16 when a large view range is used near the // world edges. v3s32 p_nodes_min( cam_pos_nodes.X - box_nodes_d.X, cam_pos_nodes.Y - box_nodes_d.Y, cam_pos_nodes.Z - box_nodes_d.Z); v3s32 p_nodes_max( cam_pos_nodes.X + box_nodes_d.X, cam_pos_nodes.Y + box_nodes_d.Y, cam_pos_nodes.Z + box_nodes_d.Z); // Take a fair amount as we will be dropping more out later // Umm... these additions are a bit strange but they are needed. *p_blocks_min = v3s16( p_nodes_min.X / MAP_BLOCKSIZE - 3, p_nodes_min.Y / MAP_BLOCKSIZE - 3, p_nodes_min.Z / MAP_BLOCKSIZE - 3); *p_blocks_max = v3s16( p_nodes_max.X / MAP_BLOCKSIZE + 1, p_nodes_max.Y / MAP_BLOCKSIZE + 1, p_nodes_max.Z / MAP_BLOCKSIZE + 1); } void ClientMap::updateDrawList() { ScopeProfiler sp(g_profiler, "CM::updateDrawList()", SPT_AVG); for (auto &i : m_drawlist) { MapBlock *block = i.second; block->refDrop(); } m_drawlist.clear(); v3f camera_position = m_camera_position; v3f camera_direction = m_camera_direction; f32 camera_fov = m_camera_fov; // Use a higher fov to accomodate faster camera movements. // Blocks are cropped better when they are drawn. // Or maybe they aren't? Well whatever. camera_fov *= 1.2; v3s16 cam_pos_nodes = floatToInt(camera_position, BS); v3s16 p_blocks_min; v3s16 p_blocks_max; getBlocksInViewRange(cam_pos_nodes, &p_blocks_min, &p_blocks_max); // Number of blocks with mesh in rendering range u32 blocks_in_range_with_mesh = 0; // Number of blocks occlusion culled u32 blocks_occlusion_culled = 0; // No occlusion culling when free_move is on and camera is // inside ground bool occlusion_culling_enabled = true; if (g_settings->getBool("free_move") && g_settings->getBool("noclip")) { MapNode n = getNode(cam_pos_nodes); if (n.getContent() == CONTENT_IGNORE || m_nodedef->get(n).solidness == 2) occlusion_culling_enabled = false; } // Uncomment to debug occluded blocks in the wireframe mode // TODO: Include this as a flag for an extended debugging setting //if (occlusion_culling_enabled && m_control.show_wireframe) // occlusion_culling_enabled = porting::getTimeS() & 1; for (const auto §or_it : m_sectors) { MapSector *sector = sector_it.second; v2s16 sp = sector->getPos(); if (!m_control.range_all) { if (sp.X < p_blocks_min.X || sp.X > p_blocks_max.X || sp.Y < p_blocks_min.Z || sp.Y > p_blocks_max.Z) continue; } MapBlockVect sectorblocks; sector->getBlocks(sectorblocks); /* Loop through blocks in sector */ u32 sector_blocks_drawn = 0; for (MapBlock *block : sectorblocks) { /* Compare block position to camera position, skip if not seen on display */ if (block->mesh) block->mesh->updateCameraOffset(m_camera_offset); float range = 100000 * BS; if (!m_control.range_all) range = m_control.wanted_range * BS; float d = 0.0; if (!isBlockInSight(block->getPos(), camera_position, camera_direction, camera_fov, range, &d)) continue; /* Ignore if mesh doesn't exist */ if (!block->mesh) continue; blocks_in_range_with_mesh++; /* Occlusion culling */ if ((!m_control.range_all && d > m_control.wanted_range * BS) || (occlusion_culling_enabled && isBlockOccluded(block, cam_pos_nodes))) { blocks_occlusion_culled++; continue; } // This block is in range. Reset usage timer. block->resetUsageTimer(); // Add to set block->refGrab(); m_drawlist[block->getPos()] = block; sector_blocks_drawn++; } // foreach sectorblocks if (sector_blocks_drawn != 0) m_last_drawn_sectors.insert(sp); } g_profiler->avg("MapBlock meshes in range [#]", blocks_in_range_with_mesh); g_profiler->avg("MapBlocks occlusion culled [#]", blocks_occlusion_culled); g_profiler->avg("MapBlocks drawn [#]", m_drawlist.size()); } 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() { for (auto &list : lists) list.clear(); } void add(scene::IMeshBuffer *buf, u8 layer) { // Append to the correct layer std::vector &list = lists[layer]; const video::SMaterial &m = buf->getMaterial(); for (MeshBufList &l : list) { // 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; } } MeshBufList l; l.m = m; l.bufs.push_back(buf); list.push_back(l); } }; void ClientMap::renderMap(video::IVideoDriver* driver, s32 pass) { bool is_transparent_pass = pass == scene::ESNRP_TRANSPARENT; std::string prefix; if (pass == scene::ESNRP_SOLID) prefix = "renderMap(SOLID): "; else prefix = "renderMap(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 animation parameters */ float animation_time = m_client->getAnimationTime(); int crack = m_client->getCrackLevel(); u32 daynight_ratio = m_client->getEnv().getDayNightRatio(); v3f camera_position = m_camera_position; v3f camera_direction = m_camera_direction; f32 camera_fov = m_camera_fov; /* Get all blocks and draw all visible ones */ u32 vertex_count = 0; // For limiting number of mesh animations per frame u32 mesh_animate_count = 0; //u32 mesh_animate_count_far = 0; /* Draw the selected MapBlocks */ MeshBufListList drawbufs; for (auto &i : m_drawlist) { MapBlock *block = i.second; // If the mesh of the block happened to get deleted, ignore it if (!block->mesh) continue; float d = 0.0; if (!isBlockInSight(block->getPos(), camera_position, camera_direction, camera_fov, 100000 * BS, &d)) continue; // Mesh animation if (pass == scene::ESNRP_SOLID) { //MutexAutoLock lock(block->mesh_mutex); MapBlockMesh *mapBlockMesh = block->mesh; assert(mapBlockMesh); // Pretty random but this should work somewhat nicely bool faraway = d >= BS * 50; if (mapBlockMesh->isAnimationForced() || !faraway || mesh_animate_count < (m_control.range_all ? 200 : 50)) { bool animated = mapBlockMesh->animate(faraway, animation_time, crack, daynight_ratio); if (animated) mesh_animate_count++; } else { mapBlockMesh->decreaseAnimationForceTimer(); } } /* Get the meshbuffers of the block */ { //MutexAutoLock lock(block->mesh_mutex); MapBlockMesh *mapBlockMesh = block->mesh; assert(mapBlockMesh); for (int layer = 0; layer < MAX_TILE_LAYERS; layer++) { scene::IMesh *mesh = mapBlockMesh->getMesh(layer); assert(mesh); u32 c = mesh->getMeshBufferCount(); for (u32 i = 0; i < c; i++) { scene::IMeshBuffer *buf = mesh->getMeshBuffer(i); video::SMaterial& material = buf->getMaterial(); video::IMaterialRenderer* rnd = driver->getMaterialRenderer(material.MaterialType); bool transparent = (rnd && rnd->isTransparent()); if (transparent == is_transparent_pass) { if (buf->getVertexCount() == 0) errorstream << "Block [" << analyze_block(block) << "] contains an empty meshbuf" << std::endl; material.setFlag(video::EMF_TRILINEAR_FILTER, m_cache_trilinear_filter); material.setFlag(video::EMF_BILINEAR_FILTER, m_cache_bilinear_filter); material.setFlag(video::EMF_ANISOTROPIC_FILTER, m_cache_anistropic_filter); material.setFlag(video::EMF_WIREFRAME, m_control.show_wireframe); drawbufs.add(buf, layer); } } } } } TimeTaker draw("Drawing mesh buffers"); // Render all layers in order for (auto &lists : drawbufs.lists) { for (MeshBufList &list : lists) { // Check and abort if the machine is swapping a lot if (draw.getTimerTime() > 2000) { infostream << "ClientMap::renderMap(): Rendering took >2s, " << "returning." << std::endl; return; } driver->setMaterial(list.m); for (scene::IMeshBuffer *buf : list.bufs) { driver->drawMeshBuffer(buf); vertex_count += buf->getVertexCount(); } } } g_profiler->avg(prefix + "draw meshes [ms]", draw.stop(true)); // Log only on solid pass because values are the same if (pass == scene::ESNRP_SOLID) { g_profiler->avg("renderMap(): animated meshes [#]", mesh_animate_count); } g_profiler->avg(prefix + "vertices drawn [#]", vertex_count); } static bool getVisibleBrightness(Map *map, const v3f &p0, v3f dir, float step, float step_multiplier, float start_distance, float end_distance, const NodeDefManager *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->getNode(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->getNode(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->getNode(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 "< 35*BS) sunlight_min_d = 35*BS; std::vector values; for(u32 i=0; i 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 = getNode(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 = getNode(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 rect(0,0, ss.X, ss.Y); driver->draw2DRectangle(post_effect_color, rect); } } void ClientMap::PrintInfo(std::ostream &out) { out<<"ClientMap: "; }