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-rw-r--r--src/client/clientmap.cpp218
1 files changed, 213 insertions, 5 deletions
diff --git a/src/client/clientmap.cpp b/src/client/clientmap.cpp
index 6dc535898..8b09eade1 100644
--- a/src/client/clientmap.cpp
+++ b/src/client/clientmap.cpp
@@ -72,8 +72,15 @@ ClientMap::ClientMap(
scene::ISceneNode(rendering_engine->get_scene_manager()->getRootSceneNode(),
rendering_engine->get_scene_manager(), id),
m_client(client),
+ m_rendering_engine(rendering_engine),
m_control(control)
{
+
+ /*
+ * @Liso: Sadly C++ doesn't have introspection, so the only way we have to know
+ * the class is whith a name ;) Name property cames from ISceneNode base class.
+ */
+ Name = "ClientMap";
m_box = aabb3f(-BS*1000000,-BS*1000000,-BS*1000000,
BS*1000000,BS*1000000,BS*1000000);
@@ -115,12 +122,21 @@ void ClientMap::OnRegisterSceneNode()
}
ISceneNode::OnRegisterSceneNode();
+
+ if (!m_added_to_shadow_renderer) {
+ m_added_to_shadow_renderer = true;
+ if (auto shadows = m_rendering_engine->get_shadow_renderer())
+ shadows->addNodeToShadowList(this);
+ }
}
void ClientMap::getBlocksInViewRange(v3s16 cam_pos_nodes,
- v3s16 *p_blocks_min, v3s16 *p_blocks_max)
+ v3s16 *p_blocks_min, v3s16 *p_blocks_max, float range)
{
- v3s16 box_nodes_d = m_control.wanted_range * v3s16(1, 1, 1);
+ if (range <= 0.0f)
+ range = m_control.wanted_range;
+
+ v3s16 box_nodes_d = 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.
@@ -321,7 +337,6 @@ void ClientMap::renderMap(video::IVideoDriver* driver, s32 pass)
// 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
@@ -342,8 +357,6 @@ void ClientMap::renderMap(video::IVideoDriver* driver, s32 pass)
Get the meshbuffers of the block
*/
{
- //MutexAutoLock lock(block->mesh_mutex);
-
MapBlockMesh *mapBlockMesh = block->mesh;
assert(mapBlockMesh);
@@ -394,6 +407,17 @@ void ClientMap::renderMap(video::IVideoDriver* driver, s32 pass)
"returning." << std::endl;
return;
}
+
+ // pass the shadow map texture to the buffer texture
+ ShadowRenderer *shadow = m_rendering_engine->get_shadow_renderer();
+ if (shadow && shadow->is_active()) {
+ auto &layer = list.m.TextureLayer[3];
+ layer.Texture = shadow->get_texture();
+ layer.TextureWrapU = video::E_TEXTURE_CLAMP::ETC_CLAMP_TO_EDGE;
+ layer.TextureWrapV = video::E_TEXTURE_CLAMP::ETC_CLAMP_TO_EDGE;
+ layer.TrilinearFilter = true;
+ }
+
driver->setMaterial(list.m);
drawcall_count += list.bufs.size();
@@ -610,3 +634,187 @@ void ClientMap::PrintInfo(std::ostream &out)
{
out<<"ClientMap: ";
}
+
+void ClientMap::renderMapShadows(video::IVideoDriver *driver,
+ const video::SMaterial &material, s32 pass)
+{
+ bool is_transparent_pass = pass != scene::ESNRP_SOLID;
+ std::string prefix;
+ if (is_transparent_pass)
+ prefix = "renderMap(SHADOW TRANS): ";
+ else
+ prefix = "renderMap(SHADOW SOLID): ";
+
+ u32 drawcall_count = 0;
+ u32 vertex_count = 0;
+
+ MeshBufListList drawbufs;
+
+ for (auto &i : m_drawlist_shadow) {
+ v3s16 block_pos = i.first;
+ MapBlock *block = i.second;
+
+ // If the mesh of the block happened to get deleted, ignore it
+ if (!block->mesh)
+ continue;
+
+ /*
+ Get the meshbuffers of the block
+ */
+ {
+ 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 &mat = buf->getMaterial();
+ auto rnd = driver->getMaterialRenderer(mat.MaterialType);
+ bool transparent = rnd && rnd->isTransparent();
+ if (transparent == is_transparent_pass)
+ drawbufs.add(buf, block_pos, layer);
+ }
+ }
+ }
+ }
+
+ TimeTaker draw("Drawing shadow mesh buffers");
+
+ core::matrix4 m; // Model matrix
+ v3f offset = intToFloat(m_camera_offset, BS);
+
+ // 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() > 1000) {
+ infostream << "ClientMap::renderMapShadows(): Rendering "
+ "took >1s, returning." << std::endl;
+ break;
+ }
+ for (auto &pair : list.bufs) {
+ scene::IMeshBuffer *buf = pair.second;
+
+ // override some material properties
+ video::SMaterial local_material = buf->getMaterial();
+ local_material.MaterialType = material.MaterialType;
+ local_material.BackfaceCulling = material.BackfaceCulling;
+ local_material.FrontfaceCulling = material.FrontfaceCulling;
+ local_material.Lighting = false;
+ driver->setMaterial(local_material);
+
+ v3f block_wpos = intToFloat(pair.first * MAP_BLOCKSIZE, BS);
+ m.setTranslation(block_wpos - offset);
+
+ driver->setTransform(video::ETS_WORLD, m);
+ driver->drawMeshBuffer(buf);
+ vertex_count += buf->getVertexCount();
+ }
+
+ drawcall_count += list.bufs.size();
+ }
+ }
+
+ g_profiler->avg(prefix + "draw meshes [ms]", draw.stop(true));
+ g_profiler->avg(prefix + "vertices drawn [#]", vertex_count);
+ g_profiler->avg(prefix + "drawcalls [#]", drawcall_count);
+}
+
+/*
+ Custom update draw list for the pov of shadow light.
+*/
+void ClientMap::updateDrawListShadow(const v3f &shadow_light_pos, const v3f &shadow_light_dir, float shadow_range)
+{
+ ScopeProfiler sp(g_profiler, "CM::updateDrawListShadow()", SPT_AVG);
+
+ const v3f camera_position = shadow_light_pos;
+ const v3f camera_direction = shadow_light_dir;
+ // I "fake" fov just to avoid creating a new function to handle orthographic
+ // projection.
+ const f32 camera_fov = m_camera_fov * 1.9f;
+
+ 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, shadow_range);
+
+ std::vector<v2s16> blocks_in_range;
+
+ for (auto &i : m_drawlist_shadow) {
+ MapBlock *block = i.second;
+ block->refDrop();
+ }
+ m_drawlist_shadow.clear();
+
+ // We need to append the blocks from the camera POV because sometimes
+ // they are not inside the light frustum and it creates glitches.
+ // FIXME: This could be removed if we figure out why they are missing
+ // from the light frustum.
+ for (auto &i : m_drawlist) {
+ i.second->refGrab();
+ m_drawlist_shadow[i.first] = i.second;
+ }
+
+ // Number of blocks currently loaded by the client
+ u32 blocks_loaded = 0;
+ // 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;
+
+ for (auto &sector_it : m_sectors) {
+ MapSector *sector = sector_it.second;
+ if (!sector)
+ continue;
+ blocks_loaded += sector->size();
+
+ MapBlockVect sectorblocks;
+ sector->getBlocks(sectorblocks);
+
+ /*
+ Loop through blocks in sector
+ */
+ for (MapBlock *block : sectorblocks) {
+ if (!block->mesh) {
+ // Ignore if mesh doesn't exist
+ continue;
+ }
+
+ float range = shadow_range;
+
+ float d = 0.0;
+ if (!isBlockInSight(block->getPos(), camera_position,
+ camera_direction, camera_fov, range, &d))
+ continue;
+
+ blocks_in_range_with_mesh++;
+
+ /*
+ Occlusion culling
+ */
+ if (isBlockOccluded(block, cam_pos_nodes)) {
+ blocks_occlusion_culled++;
+ continue;
+ }
+
+ // This block is in range. Reset usage timer.
+ block->resetUsageTimer();
+
+ // Add to set
+ if (m_drawlist_shadow.find(block->getPos()) == m_drawlist_shadow.end()) {
+ block->refGrab();
+ m_drawlist_shadow[block->getPos()] = block;
+ }
+ }
+ }
+
+ g_profiler->avg("SHADOW MapBlock meshes in range [#]", blocks_in_range_with_mesh);
+ g_profiler->avg("SHADOW MapBlocks occlusion culled [#]", blocks_occlusion_culled);
+ g_profiler->avg("SHADOW MapBlocks drawn [#]", m_drawlist_shadow.size());
+ g_profiler->avg("SHADOW MapBlocks loaded [#]", blocks_loaded);
+}