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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.
*/
#pragma once
#include "irrlichttypes_extrabloated.h"
#include "map.h"
#include "camera.h"
#include <set>
#include <map>
struct MapDrawControl
{
// Overrides limits by drawing everything
bool range_all = false;
// Wanted drawing range
float wanted_range = 0.0f;
// show a wire frame for debugging
bool show_wireframe = false;
};
struct MeshBufList
{
video::SMaterial m;
std::vector<std::pair<v3s16,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();
void add(scene::IMeshBuffer *buf, v3s16 position, u8 layer);
};
class Client;
class ITextureSource;
class PartialMeshBuffer;
/*
ClientMap
This is the only map class that is able to render itself on screen.
*/
class ClientMap : public Map, public scene::ISceneNode
{
public:
ClientMap(
Client *client,
RenderingEngine *rendering_engine,
MapDrawControl &control,
s32 id
);
virtual ~ClientMap() = default;
bool maySaveBlocks() override
{
return false;
}
void drop()
{
ISceneNode::drop();
}
void updateCamera(v3f pos, v3f dir, f32 fov, v3s16 offset);
/*
Forcefully get a sector from somewhere
*/
MapSector * emergeSector(v2s16 p);
//void deSerializeSector(v2s16 p2d, std::istream &is);
/*
ISceneNode methods
*/
virtual void OnRegisterSceneNode();
virtual void render()
{
video::IVideoDriver* driver = SceneManager->getVideoDriver();
driver->setTransform(video::ETS_WORLD, AbsoluteTransformation);
renderMap(driver, SceneManager->getSceneNodeRenderPass());
}
virtual const aabb3f &getBoundingBox() const
{
return m_box;
}
void getBlocksInViewRange(v3s16 cam_pos_nodes,
v3s16 *p_blocks_min, v3s16 *p_blocks_max, float range=-1.0f);
void updateDrawList();
void updateDrawListShadow(v3f shadow_light_pos, v3f shadow_light_dir, float radius, float length);
// Returns true if draw list needs updating before drawing the next frame.
bool needsUpdateDrawList() { return m_needs_update_drawlist; }
void renderMap(video::IVideoDriver* driver, s32 pass);
void renderMapShadows(video::IVideoDriver *driver,
const video::SMaterial &material, s32 pass, int frame, int total_frames);
int getBackgroundBrightness(float max_d, u32 daylight_factor,
int oldvalue, bool *sunlight_seen_result);
void renderPostFx(CameraMode cam_mode);
// For debug printing
virtual void PrintInfo(std::ostream &out);
const MapDrawControl & getControl() const { return m_control; }
f32 getWantedRange() const { return m_control.wanted_range; }
f32 getCameraFov() const { return m_camera_fov; }
private:
// update the vertex order in transparent mesh buffers
void updateTransparentMeshBuffers();
// Orders blocks by distance to the camera
class MapBlockComparer
{
public:
MapBlockComparer(const v3s16 &camera_block) : m_camera_block(camera_block) {}
bool operator() (const v3s16 &left, const v3s16 &right) const
{
auto distance_left = left.getDistanceFromSQ(m_camera_block);
auto distance_right = right.getDistanceFromSQ(m_camera_block);
return distance_left > distance_right || (distance_left == distance_right && left > right);
}
private:
v3s16 m_camera_block;
};
// reference to a mesh buffer used when rendering the map.
struct DrawDescriptor {
v3s16 m_pos;
union {
scene::IMeshBuffer *m_buffer;
const PartialMeshBuffer *m_partial_buffer;
};
bool m_reuse_material:1;
bool m_use_partial_buffer:1;
DrawDescriptor(v3s16 pos, scene::IMeshBuffer *buffer, bool reuse_material) :
m_pos(pos), m_buffer(buffer), m_reuse_material(reuse_material), m_use_partial_buffer(false)
{}
DrawDescriptor(v3s16 pos, const PartialMeshBuffer *buffer) :
m_pos(pos), m_partial_buffer(buffer), m_reuse_material(false), m_use_partial_buffer(true)
{}
};
Client *m_client;
RenderingEngine *m_rendering_engine;
aabb3f m_box = aabb3f(-BS * 1000000, -BS * 1000000, -BS * 1000000,
BS * 1000000, BS * 1000000, BS * 1000000);
MapDrawControl &m_control;
v3f m_camera_position = v3f(0,0,0);
v3f m_camera_direction = v3f(0,0,1);
f32 m_camera_fov = M_PI;
v3s16 m_camera_offset;
bool m_needs_update_transparent_meshes = true;
std::map<v3s16, MapBlock*, MapBlockComparer> m_drawlist;
std::map<v3s16, MapBlock*> m_drawlist_shadow;
bool m_needs_update_drawlist;
std::set<v2s16> m_last_drawn_sectors;
bool m_cache_trilinear_filter;
bool m_cache_bilinear_filter;
bool m_cache_anistropic_filter;
bool m_added_to_shadow_renderer{false};
u16 m_cache_transparency_sorting_distance;
};
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