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-rw-r--r--src/map.cpp50
1 files changed, 21 insertions, 29 deletions
diff --git a/src/map.cpp b/src/map.cpp
index d5a61d408..b092e1fa5 100644
--- a/src/map.cpp
+++ b/src/map.cpp
@@ -2889,9 +2889,7 @@ void ServerMap::PrintInfo(std::ostream &out)
ClientMap::ClientMap(
Client *client,
- JMutex &range_mutex,
- float &viewing_range_nodes,
- bool &viewing_range_all,
+ MapDrawControl &control,
scene::ISceneNode* parent,
scene::ISceneManager* mgr,
s32 id
@@ -2900,9 +2898,7 @@ ClientMap::ClientMap(
scene::ISceneNode(parent, mgr, id),
m_client(client),
mesh(NULL),
- m_range_mutex(range_mutex),
- m_viewing_range_nodes(viewing_range_nodes),
- m_viewing_range_all(viewing_range_all)
+ m_control(control)
{
mesh_mutex.Init();
@@ -3003,24 +2999,8 @@ void ClientMap::renderMap(video::IVideoDriver* driver, s32 pass)
*/
int time1 = time(0);
- //s32 daynight_i = m_client->getDayNightIndex();
u32 daynight_ratio = m_client->getDayNightRatio();
- /*
- Collect all blocks that are in the view range
-
- Should not optimize more here as we want to auto-update
- all changed nodes in viewing range at the next step.
- */
-
- float viewing_range_nodes;
- bool viewing_range_all;
- {
- JMutexAutoLock lock(m_range_mutex);
- viewing_range_nodes = m_viewing_range_nodes;
- viewing_range_all = m_viewing_range_all;
- }
-
m_camera_mutex.Lock();
v3f camera_position = m_camera_position;
v3f camera_direction = m_camera_direction;
@@ -3035,7 +3015,7 @@ void ClientMap::renderMap(video::IVideoDriver* driver, s32 pass)
camera_position.Y / BS,
camera_position.Z / BS);
- v3s16 box_nodes_d = viewing_range_nodes * v3s16(1,1,1);
+ 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;
@@ -3054,12 +3034,14 @@ void ClientMap::renderMap(video::IVideoDriver* driver, s32 pass)
// For limiting number of mesh updates per frame
u32 mesh_update_count = 0;
+
+ u32 blocks_would_have_drawn = 0;
+ u32 blocks_drawn = 0;
//NOTE: The sectors map should be locked but we're not doing it
// because it'd cause too much delays
int timecheck_counter = 0;
-
core::map<v2s16, MapSector*>::Iterator si;
si = m_sectors.getIterator();
for(; si.atEnd() == false; si++)
@@ -3082,7 +3064,7 @@ void ClientMap::renderMap(video::IVideoDriver* driver, s32 pass)
MapSector *sector = si.getNode()->getValue();
v2s16 sp = sector->getPos();
- if(viewing_range_all == false)
+ if(m_control.range_all == false)
{
if(sp.X < p_blocks_min.X
|| sp.X > p_blocks_max.X
@@ -3126,12 +3108,12 @@ void ClientMap::renderMap(video::IVideoDriver* driver, s32 pass)
// Total distance
f32 d = blockpos_relative.getLength();
- if(viewing_range_all == false)
+ if(m_control.range_all == false)
{
// If block is far away, don't draw it
- if(d > viewing_range_nodes * BS)
+ if(d > m_control.wanted_range * BS)
// This is nicer when fog is used
- //if((dforward+d)/2 > viewing_range_nodes * BS)
+ //if((dforward+d)/2 > m_control.wanted_range * BS)
continue;
}
@@ -3175,7 +3157,7 @@ void ClientMap::renderMap(video::IVideoDriver* driver, s32 pass)
}
f32 faraway = BS*50;
- //f32 faraway = viewing_range_nodes * BS;
+ //f32 faraway = m_control.wanted_range * BS;
/*
This has to be done with the mesh_mutex unlocked
@@ -3217,6 +3199,13 @@ void ClientMap::renderMap(video::IVideoDriver* driver, s32 pass)
if(mesh == NULL)
continue;
+
+ 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;
+ blocks_drawn++;
u32 c = mesh->getMeshBufferCount();
@@ -3238,6 +3227,9 @@ void ClientMap::renderMap(video::IVideoDriver* driver, s32 pass)
}
} // foreach sectorblocks
}
+
+ m_control.blocks_drawn = blocks_drawn;
+ m_control.blocks_would_have_drawn = blocks_would_have_drawn;
/*dstream<<"renderMap(): is_transparent_pass="<<is_transparent_pass
<<", rendered "<<vertex_count<<" vertices."<<std::endl;*/