From 58bed83d03bbe53f8286640fbc33043800e1c318 Mon Sep 17 00:00:00 2001 From: Perttu Ahola Date: Fri, 16 Mar 2012 00:25:18 +0200 Subject: Move ClientMap to clientmap.{h,cpp} --- src/map.cpp | 529 ------------------------------------------------------------ 1 file changed, 529 deletions(-) (limited to 'src/map.cpp') 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 -#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(-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::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; sgetNodeNoEx(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<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 drawset; - - { - ScopeProfiler sp(g_profiler, prefix+"collecting blocks for drawing", SPT_AVG); - - for(core::map::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::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." - <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; igetMeshBuffer(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 ["<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="<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 rect(0,0, ss.X, ss.Y); - driver->draw2DRectangle(post_effect_color, rect); - } -} - -void ClientMap::PrintInfo(std::ostream &out) -{ - out<<"ClientMap: "; -} - -#endif // !SERVER - /* MapVoxelManipulator */ -- cgit v1.2.3