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authorPerttu Ahola <celeron55@gmail.com>2012-03-16 00:25:18 +0200
committerPerttu Ahola <celeron55@gmail.com>2012-03-16 00:25:18 +0200
commit58bed83d03bbe53f8286640fbc33043800e1c318 (patch)
treed46f290560c012d68200cc57898e6a7b3e0df2ae /src/map.cpp
parent54917e306256d4d39b95335986fce93b8c56a6e3 (diff)
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Move ClientMap to clientmap.{h,cpp}
Diffstat (limited to 'src/map.cpp')
-rw-r--r--src/map.cpp529
1 files changed, 0 insertions, 529 deletions
diff --git a/src/map.cpp b/src/map.cpp
index 03a842e74..b3954019b 100644
--- a/src/map.cpp
+++ b/src/map.cpp
@@ -32,11 +32,6 @@ with this program; if not, write to the Free Software Foundation, Inc.,
#include "profiler.h"
#include "nodedef.h"
#include "gamedef.h"
-#ifndef SERVER
-#include "client.h"
-#include "mapblock_mesh.h"
-#include <IMaterialRenderer.h>
-#endif
#define PP(x) "("<<(x).X<<","<<(x).Y<<","<<(x).Z<<")"
@@ -3514,530 +3509,6 @@ void ServerMap::PrintInfo(std::ostream &out)
out<<"ServerMap: ";
}
-#ifndef SERVER
-
-/*
- ClientMap
-*/
-
-ClientMap::ClientMap(
- Client *client,
- IGameDef *gamedef,
- MapDrawControl &control,
- scene::ISceneNode* parent,
- scene::ISceneManager* mgr,
- s32 id
-):
- Map(dout_client, gamedef),
- scene::ISceneNode(parent, mgr, id),
- m_client(client),
- m_control(control),
- m_camera_position(0,0,0),
- m_camera_direction(0,0,1),
- m_camera_fov(PI)
-{
- m_camera_mutex.Init();
- assert(m_camera_mutex.IsInitialized());
-
- m_box = core::aabbox3d<f32>(-BS*1000000,-BS*1000000,-BS*1000000,
- BS*1000000,BS*1000000,BS*1000000);
-}
-
-ClientMap::~ClientMap()
-{
- /*JMutexAutoLock lock(mesh_mutex);
-
- if(mesh != NULL)
- {
- mesh->drop();
- mesh = NULL;
- }*/
-}
-
-MapSector * ClientMap::emergeSector(v2s16 p2d)
-{
- DSTACK(__FUNCTION_NAME);
- // Check that it doesn't exist already
- try{
- return getSectorNoGenerate(p2d);
- }
- catch(InvalidPositionException &e)
- {
- }
-
- // Create a sector
- ClientMapSector *sector = new ClientMapSector(this, p2d, m_gamedef);
-
- {
- //JMutexAutoLock lock(m_sector_mutex); // Bulk comment-out
- m_sectors.insert(p2d, sector);
- }
-
- return sector;
-}
-
-#if 0
-void ClientMap::deSerializeSector(v2s16 p2d, std::istream &is)
-{
- DSTACK(__FUNCTION_NAME);
- ClientMapSector *sector = NULL;
-
- //JMutexAutoLock lock(m_sector_mutex); // Bulk comment-out
-
- core::map<v2s16, MapSector*>::Node *n = m_sectors.find(p2d);
-
- if(n != NULL)
- {
- sector = (ClientMapSector*)n->getValue();
- assert(sector->getId() == MAPSECTOR_CLIENT);
- }
- else
- {
- sector = new ClientMapSector(this, p2d);
- {
- //JMutexAutoLock lock(m_sector_mutex); // Bulk comment-out
- m_sectors.insert(p2d, sector);
- }
- }
-
- sector->deSerialize(is);
-}
-#endif
-
-void ClientMap::OnRegisterSceneNode()
-{
- if(IsVisible)
- {
- SceneManager->registerNodeForRendering(this, scene::ESNRP_SOLID);
- SceneManager->registerNodeForRendering(this, scene::ESNRP_TRANSPARENT);
- }
-
- ISceneNode::OnRegisterSceneNode();
-}
-
-static bool isOccluded(Map *map, v3s16 p0, v3s16 p1, float step, float stepfac,
- float start_off, float end_off, u32 needed_count, INodeDefManager *nodemgr)
-{
- float d0 = (float)BS * p0.getDistanceFrom(p1);
- v3s16 u0 = p1 - p0;
- v3f uf = v3f(u0.X, u0.Y, u0.Z) * BS;
- uf.normalize();
- v3f p0f = v3f(p0.X, p0.Y, p0.Z) * BS;
- u32 count = 0;
- for(float s=start_off; s<d0+end_off; s+=step){
- v3f pf = p0f + uf * s;
- v3s16 p = floatToInt(pf, BS);
- MapNode n = map->getNodeNoEx(p);
- bool is_transparent = false;
- const ContentFeatures &f = nodemgr->get(n);
- if(f.solidness == 0)
- is_transparent = (f.visual_solidness != 2);
- else
- is_transparent = (f.solidness != 2);
- if(!is_transparent){
- count++;
- if(count >= needed_count)
- return true;
- }
- step *= stepfac;
- }
- return false;
-}
-
-void ClientMap::renderMap(video::IVideoDriver* driver, s32 pass)
-{
- INodeDefManager *nodemgr = m_gamedef->ndef();
-
- //m_dout<<DTIME<<"Rendering map..."<<std::endl;
- DSTACK(__FUNCTION_NAME);
-
- 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.
- */
- int time1 = time(0);
-
- /*
- Get animation parameters
- */
- float animation_time = m_client->getAnimationTime();
- int crack = m_client->getCrackLevel();
- u32 daynight_ratio = m_client->getDayNightRatio();
-
- m_camera_mutex.Lock();
- v3f camera_position = m_camera_position;
- v3f camera_direction = m_camera_direction;
- f32 camera_fov = m_camera_fov;
- m_camera_mutex.Unlock();
-
- /*
- Get all blocks and draw all visible ones
- */
-
- v3s16 cam_pos_nodes = floatToInt(camera_position, BS);
-
- v3s16 box_nodes_d = m_control.wanted_range * v3s16(1,1,1);
-
- v3s16 p_nodes_min = cam_pos_nodes - box_nodes_d;
- v3s16 p_nodes_max = cam_pos_nodes + box_nodes_d;
-
- // Take a fair amount as we will be dropping more out later
- // Umm... these additions are a bit strange but they are needed.
- v3s16 p_blocks_min(
- p_nodes_min.X / MAP_BLOCKSIZE - 3,
- p_nodes_min.Y / MAP_BLOCKSIZE - 3,
- p_nodes_min.Z / MAP_BLOCKSIZE - 3);
- v3s16 p_blocks_max(
- p_nodes_max.X / MAP_BLOCKSIZE + 1,
- p_nodes_max.Y / MAP_BLOCKSIZE + 1,
- p_nodes_max.Z / MAP_BLOCKSIZE + 1);
-
- 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;
-
- // 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;
-
- /*
- Collect a set of blocks for drawing
- */
-
- core::map<v3s16, MapBlock*> drawset;
-
- {
- ScopeProfiler sp(g_profiler, prefix+"collecting blocks for drawing", SPT_AVG);
-
- for(core::map<v2s16, MapSector*>::Iterator
- si = m_sectors.getIterator();
- si.atEnd() == false; si++)
- {
- MapSector *sector = si.getNode()->getValue();
- v2s16 sp = sector->getPos();
-
- if(m_control.range_all == false)
- {
- 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;
- }
-
- core::list< MapBlock * > sectorblocks;
- sector->getBlocks(sectorblocks);
-
- /*
- Loop through blocks in sector
- */
-
- u32 sector_blocks_drawn = 0;
-
- core::list< MapBlock * >::Iterator i;
- for(i=sectorblocks.begin(); i!=sectorblocks.end(); i++)
- {
- MapBlock *block = *i;
-
- /*
- Compare block position to camera position, skip
- if not seen on display
- */
-
- float range = 100000 * BS;
- if(m_control.range_all == false)
- range = m_control.wanted_range * BS;
-
- float d = 0.0;
- if(isBlockInSight(block->getPos(), camera_position,
- camera_direction, camera_fov,
- range, &d) == false)
- {
- continue;
- }
-
- // This is ugly (spherical distance limit?)
- /*if(m_control.range_all == false &&
- d - 0.5*BS*MAP_BLOCKSIZE > range)
- continue;*/
-
- blocks_in_range++;
-
- /*
- Ignore if mesh doesn't exist
- */
- {
- //JMutexAutoLock lock(block->mesh_mutex);
-
- if(block->mesh == NULL){
- blocks_in_range_without_mesh++;
- continue;
- }
- }
-
- /*
- Occlusion culling
- */
-
- v3s16 cpn = block->getPos() * MAP_BLOCKSIZE;
- cpn += v3s16(MAP_BLOCKSIZE/2, MAP_BLOCKSIZE/2, MAP_BLOCKSIZE/2);
- float step = BS*1;
- float stepfac = 1.1;
- float startoff = BS*1;
- float endoff = -BS*MAP_BLOCKSIZE*1.42*1.42;
- v3s16 spn = cam_pos_nodes + v3s16(0,0,0);
- s16 bs2 = MAP_BLOCKSIZE/2 + 1;
- u32 needed_count = 1;
- if(
- isOccluded(this, spn, cpn + v3s16(0,0,0),
- step, stepfac, startoff, endoff, needed_count, nodemgr) &&
- isOccluded(this, spn, cpn + v3s16(bs2,bs2,bs2),
- step, stepfac, startoff, endoff, needed_count, nodemgr) &&
- isOccluded(this, spn, cpn + v3s16(bs2,bs2,-bs2),
- step, stepfac, startoff, endoff, needed_count, nodemgr) &&
- isOccluded(this, spn, cpn + v3s16(bs2,-bs2,bs2),
- step, stepfac, startoff, endoff, needed_count, nodemgr) &&
- isOccluded(this, spn, cpn + v3s16(bs2,-bs2,-bs2),
- step, stepfac, startoff, endoff, needed_count, nodemgr) &&
- isOccluded(this, spn, cpn + v3s16(-bs2,bs2,bs2),
- step, stepfac, startoff, endoff, needed_count, nodemgr) &&
- isOccluded(this, spn, cpn + v3s16(-bs2,bs2,-bs2),
- step, stepfac, startoff, endoff, needed_count, nodemgr) &&
- isOccluded(this, spn, cpn + v3s16(-bs2,-bs2,bs2),
- step, stepfac, startoff, endoff, needed_count, nodemgr) &&
- isOccluded(this, spn, cpn + v3s16(-bs2,-bs2,-bs2),
- step, stepfac, startoff, endoff, needed_count, nodemgr)
- )
- {
- 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 == false
- && d > m_control.wanted_min_range * BS)
- continue;
-
- // Mesh animation
- {
- //JMutexAutoLock lock(block->mesh_mutex);
- MapBlockMesh *mapBlockMesh = block->mesh;
- // 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();
- }
- }
-
- // Add to set
- drawset[block->getPos()] = block;
-
- sector_blocks_drawn++;
- blocks_drawn++;
-
- } // foreach sectorblocks
-
- if(sector_blocks_drawn != 0)
- m_last_drawn_sectors[sp] = true;
- }
- } // ScopeProfiler
-
- /*
- Draw the selected MapBlocks
- */
-
- {
- ScopeProfiler sp(g_profiler, prefix+"drawing blocks", SPT_AVG);
-
- int timecheck_counter = 0;
- for(core::map<v3s16, MapBlock*>::Iterator
- i = drawset.getIterator();
- i.atEnd() == false; i++)
- {
- {
- timecheck_counter++;
- if(timecheck_counter > 50)
- {
- timecheck_counter = 0;
- int time2 = time(0);
- if(time2 > time1 + 4)
- {
- infostream<<"ClientMap::renderMap(): "
- "Rendering takes ages, returning."
- <<std::endl;
- return;
- }
- }
- }
-
- MapBlock *block = i.getNode()->getValue();
-
- /*
- Draw the faces of the block
- */
- {
- //JMutexAutoLock lock(block->mesh_mutex);
-
- MapBlockMesh *mapBlockMesh = block->mesh;
- assert(mapBlockMesh);
-
- scene::SMesh *mesh = mapBlockMesh->getMesh();
- assert(mesh);
-
- u32 c = mesh->getMeshBufferCount();
- bool stuff_actually_drawn = false;
- for(u32 i=0; i<c; i++)
- {
- scene::IMeshBuffer *buf = mesh->getMeshBuffer(i);
- const video::SMaterial& material = buf->getMaterial();
- video::IMaterialRenderer* rnd =
- driver->getMaterialRenderer(material.MaterialType);
- bool transparent = (rnd && rnd->isTransparent());
- // Render transparent on transparent pass and likewise.
- if(transparent == is_transparent_pass)
- {
- if(buf->getVertexCount() == 0)
- errorstream<<"Block ["<<analyze_block(block)
- <<"] contains an empty meshbuf"<<std::endl;
- /*
- This *shouldn't* hurt too much because Irrlicht
- doesn't change opengl textures if the old
- material has the same texture.
- */
- driver->setMaterial(buf->getMaterial());
- driver->drawMeshBuffer(buf);
- vertex_count += buf->getVertexCount();
- meshbuffer_count++;
- stuff_actually_drawn = true;
- }
- }
- if(stuff_actually_drawn)
- blocks_had_pass_meshbuf++;
- else
- blocks_without_stuff++;
- }
- }
- } // ScopeProfiler
-
- // Log only on solid pass because values are the same
- if(pass == scene::ESNRP_SOLID){
- 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: 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);
-
- m_control.blocks_drawn = blocks_drawn;
- m_control.blocks_would_have_drawn = blocks_would_have_drawn;
-
- /*infostream<<"renderMap(): is_transparent_pass="<<is_transparent_pass
- <<", rendered "<<vertex_count<<" vertices."<<std::endl;*/
-}
-
-void ClientMap::renderPostFx()
-{
- INodeDefManager *nodemgr = m_gamedef->ndef();
-
- // Sadly ISceneManager has no "post effects" render pass, in that case we
- // could just register for that and handle it in renderMap().
-
- m_camera_mutex.Lock();
- v3f camera_position = m_camera_position;
- m_camera_mutex.Unlock();
-
- MapNode n = getNodeNoEx(floatToInt(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.
- const ContentFeatures& features = nodemgr->get(n);
- video::SColor post_effect_color = features.post_effect_color;
- if(features.solidness == 2 && g_settings->getBool("free_move") == false)
- {
- 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: ";
-}
-
-#endif // !SERVER
-
/*
MapVoxelManipulator
*/