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-rw-r--r--src/clientmap.cpp671
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diff --git a/src/clientmap.cpp b/src/clientmap.cpp
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-/*
-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: ";
-}
-
-