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authorQuentin Bazin <quent42340@gmail.com>2018-11-28 20:01:49 +0100
committerSmallJoker <SmallJoker@users.noreply.github.com>2018-11-28 20:01:49 +0100
commit5f1cd555cd9d1c64426e173b30b5b792d211c835 (patch)
tree2c8508467d3bf28d549cce2d25144fa8ef42beae /src/client/clientmap.cpp
parentddd9317b733857630499972179caebc236b4d991 (diff)
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Move client-specific files to 'src/client' (#7902)
Update Android.mk Remove 'src/client' from include_directories
Diffstat (limited to 'src/client/clientmap.cpp')
-rw-r--r--src/client/clientmap.cpp671
1 files changed, 671 insertions, 0 deletions
diff --git a/src/client/clientmap.cpp b/src/client/clientmap.cpp
new file mode 100644
index 000000000..969c55539
--- /dev/null
+++ b/src/client/clientmap.cpp
@@ -0,0 +1,671 @@
+/*
+Minetest
+Copyright (C) 2010-2013 celeron55, Perttu Ahola <celeron55@gmail.com>
+
+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 <IMaterialRenderer.h>
+#include <matrix4.h>
+#include "mapsector.h"
+#include "mapblock.h"
+#include "profiler.h"
+#include "settings.h"
+#include "camera.h" // CameraModes
+#include "util/basic_macros.h"
+#include <algorithm>
+#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
+ try {
+ return getSectorNoGenerate(p2d);
+ } catch(InvalidPositionException &e) {
+ }
+
+ // Create a sector
+ MapSector *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);
+ g_profiler->add("CM::updateDrawList() count", 1);
+
+ 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 in rendering range
+ u32 blocks_in_range = 0;
+ // Number of blocks occlusion culled
+ u32 blocks_occlusion_culled = 0;
+ // Number of blocks in rendering range but don't have a mesh
+ u32 blocks_in_range_without_mesh = 0;
+ // Blocks that had mesh that would have been drawn according to
+ // rendering range (if max blocks limit didn't kick in)
+ u32 blocks_would_have_drawn = 0;
+ // Blocks that were drawn and had a mesh
+ u32 blocks_drawn = 0;
+ // Blocks which had a corresponding meshbuffer for this pass
+ //u32 blocks_had_pass_meshbuf = 0;
+ // Blocks from which stuff was actually drawn
+ //u32 blocks_without_stuff = 0;
+ // Distance to farthest drawn block
+ float farthest_drawn = 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")) {
+ MapNode n = getNodeNoEx(cam_pos_nodes);
+ if (n.getContent() == CONTENT_IGNORE ||
+ m_nodedef->get(n).solidness == 2)
+ occlusion_culling_enabled = false;
+ }
+
+ for (const auto &sector_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 (auto 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;
+
+ blocks_in_range++;
+
+ /*
+ Ignore if mesh doesn't exist
+ */
+ if (!block->mesh) {
+ blocks_in_range_without_mesh++;
+ continue;
+ }
+
+ /*
+ Occlusion culling
+ */
+ if (occlusion_culling_enabled && isBlockOccluded(block, cam_pos_nodes)) {
+ blocks_occlusion_culled++;
+ continue;
+ }
+
+ // This block is in range. Reset usage timer.
+ block->resetUsageTimer();
+
+ // Limit block count in case of a sudden increase
+ blocks_would_have_drawn++;
+ if (blocks_drawn >= m_control.wanted_max_blocks &&
+ !m_control.range_all &&
+ d > m_control.wanted_range * BS)
+ continue;
+
+ // Add to set
+ block->refGrab();
+ m_drawlist[block->getPos()] = block;
+
+ sector_blocks_drawn++;
+ blocks_drawn++;
+ if (d / BS > farthest_drawn)
+ farthest_drawn = d / BS;
+
+ } // foreach sectorblocks
+
+ if (sector_blocks_drawn != 0)
+ m_last_drawn_sectors.insert(sp);
+ }
+
+ g_profiler->avg("CM: blocks in range", blocks_in_range);
+ g_profiler->avg("CM: blocks occlusion culled", blocks_occlusion_culled);
+ if (blocks_in_range != 0)
+ g_profiler->avg("CM: blocks in range without mesh (frac)",
+ (float)blocks_in_range_without_mesh / blocks_in_range);
+ g_profiler->avg("CM: blocks drawn", blocks_drawn);
+ g_profiler->avg("CM: farthest drawn", farthest_drawn);
+ g_profiler->avg("CM: wanted max blocks", m_control.wanted_max_blocks);
+}
+
+struct MeshBufList
+{
+ video::SMaterial m;
+ std::vector<scene::IMeshBuffer*> 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<MeshBufList> 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<MeshBufList> &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 = "CM: solid: ";
+ else
+ prefix = "CM: 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.
+
+ Measuring time is very useful for long delays when the
+ machine is swapping a lot.
+ */
+ std::time_t time1 = time(0);
+
+ /*
+ 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;
+ u32 meshbuffer_count = 0;
+
+ // For limiting number of mesh animations per frame
+ u32 mesh_animate_count = 0;
+ u32 mesh_animate_count_far = 0;
+
+ // Blocks that were drawn and had a mesh
+ u32 blocks_drawn = 0;
+ // Blocks which had a corresponding meshbuffer for this pass
+ u32 blocks_had_pass_meshbuf = 0;
+ // Blocks from which stuff was actually drawn
+ u32 blocks_without_stuff = 0;
+
+ /*
+ Draw the selected MapBlocks
+ */
+
+ {
+ ScopeProfiler sp(g_profiler, prefix + "drawing blocks", SPT_AVG);
+
+ 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;
+ //bool faraway = d >= m_control.wanted_range * BS;
+ if (mapBlockMesh->isAnimationForced() || !faraway ||
+ mesh_animate_count_far < (m_control.range_all ? 200 : 50)) {
+ bool animated = mapBlockMesh->animate(faraway, animation_time,
+ crack, daynight_ratio);
+ if (animated)
+ mesh_animate_count++;
+ if (animated && faraway)
+ mesh_animate_count_far++;
+ } 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);
+ }
+ }
+ }
+ }
+ }
+
+ // Render all layers in order
+ for (auto &lists : drawbufs.lists) {
+ int timecheck_counter = 0;
+ for (MeshBufList &list : lists) {
+ timecheck_counter++;
+ if (timecheck_counter > 50) {
+ timecheck_counter = 0;
+ std::time_t time2 = time(0);
+ if (time2 > time1 + 4) {
+ infostream << "ClientMap::renderMap(): "
+ "Rendering takes ages, returning."
+ << std::endl;
+ return;
+ }
+ }
+
+ driver->setMaterial(list.m);
+
+ for (scene::IMeshBuffer *buf : list.bufs) {
+ driver->drawMeshBuffer(buf);
+ vertex_count += buf->getVertexCount();
+ meshbuffer_count++;
+ }
+ }
+ }
+ } // ScopeProfiler
+
+ // 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",
+ (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,
+ 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->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: ";
+}
+
+