740 lines
20 KiB
C++
740 lines
20 KiB
C++
/*
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Minetest-c55
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Copyright (C) 2010-2012 celeron55, Perttu Ahola <celeron55@gmail.com>
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This program is free software; you can redistribute it and/or modify
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it under the terms of the GNU Lesser General Public License as published by
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the Free Software Foundation; either version 2.1 of the License, or
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(at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU Lesser General Public License for more details.
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You should have received a copy of the GNU Lesser General Public License along
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with this program; if not, write to the Free Software Foundation, Inc.,
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51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
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*/
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#include "clientmap.h"
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#include "client.h"
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#include "mapblock_mesh.h"
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#include <IMaterialRenderer.h>
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#include <matrix4.h>
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#include "log.h"
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#include "mapsector.h"
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#include "main.h" // dout_client, g_settings
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#include "nodedef.h"
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#include "mapblock.h"
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#include "profiler.h"
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#include "settings.h"
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#define PP(x) "("<<(x).X<<","<<(x).Y<<","<<(x).Z<<")"
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ClientMap::ClientMap(
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Client *client,
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IGameDef *gamedef,
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MapDrawControl &control,
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scene::ISceneNode* parent,
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scene::ISceneManager* mgr,
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s32 id
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):
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Map(dout_client, gamedef),
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scene::ISceneNode(parent, mgr, id),
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m_client(client),
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m_control(control),
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m_camera_position(0,0,0),
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m_camera_direction(0,0,1),
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m_camera_fov(PI)
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{
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m_camera_mutex.Init();
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assert(m_camera_mutex.IsInitialized());
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m_box = core::aabbox3d<f32>(-BS*1000000,-BS*1000000,-BS*1000000,
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BS*1000000,BS*1000000,BS*1000000);
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}
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ClientMap::~ClientMap()
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{
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/*JMutexAutoLock lock(mesh_mutex);
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if(mesh != NULL)
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{
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mesh->drop();
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mesh = NULL;
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}*/
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}
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MapSector * ClientMap::emergeSector(v2s16 p2d)
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{
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DSTACK(__FUNCTION_NAME);
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// Check that it doesn't exist already
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try{
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return getSectorNoGenerate(p2d);
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}
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catch(InvalidPositionException &e)
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{
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}
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// Create a sector
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ClientMapSector *sector = new ClientMapSector(this, p2d, m_gamedef);
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{
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//JMutexAutoLock lock(m_sector_mutex); // Bulk comment-out
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m_sectors.insert(p2d, sector);
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}
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return sector;
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}
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#if 0
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void ClientMap::deSerializeSector(v2s16 p2d, std::istream &is)
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{
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DSTACK(__FUNCTION_NAME);
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ClientMapSector *sector = NULL;
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//JMutexAutoLock lock(m_sector_mutex); // Bulk comment-out
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core::map<v2s16, MapSector*>::Node *n = m_sectors.find(p2d);
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if(n != NULL)
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{
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sector = (ClientMapSector*)n->getValue();
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assert(sector->getId() == MAPSECTOR_CLIENT);
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}
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else
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{
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sector = new ClientMapSector(this, p2d);
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{
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//JMutexAutoLock lock(m_sector_mutex); // Bulk comment-out
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m_sectors.insert(p2d, sector);
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}
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}
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sector->deSerialize(is);
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}
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#endif
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void ClientMap::OnRegisterSceneNode()
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{
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if(IsVisible)
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{
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SceneManager->registerNodeForRendering(this, scene::ESNRP_SOLID);
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SceneManager->registerNodeForRendering(this, scene::ESNRP_TRANSPARENT);
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}
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ISceneNode::OnRegisterSceneNode();
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}
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static bool isOccluded(Map *map, v3s16 p0, v3s16 p1, float step, float stepfac,
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float start_off, float end_off, u32 needed_count, INodeDefManager *nodemgr)
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{
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float d0 = (float)BS * p0.getDistanceFrom(p1);
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v3s16 u0 = p1 - p0;
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v3f uf = v3f(u0.X, u0.Y, u0.Z) * BS;
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uf.normalize();
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v3f p0f = v3f(p0.X, p0.Y, p0.Z) * BS;
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u32 count = 0;
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for(float s=start_off; s<d0+end_off; s+=step){
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v3f pf = p0f + uf * s;
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v3s16 p = floatToInt(pf, BS);
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MapNode n = map->getNodeNoEx(p);
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bool is_transparent = false;
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const ContentFeatures &f = nodemgr->get(n);
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if(f.solidness == 0)
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is_transparent = (f.visual_solidness != 2);
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else
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is_transparent = (f.solidness != 2);
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if(!is_transparent){
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count++;
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if(count >= needed_count)
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return true;
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}
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step *= stepfac;
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}
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return false;
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}
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void ClientMap::renderMap(video::IVideoDriver* driver, s32 pass)
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{
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INodeDefManager *nodemgr = m_gamedef->ndef();
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//m_dout<<DTIME<<"Rendering map..."<<std::endl;
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DSTACK(__FUNCTION_NAME);
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bool is_transparent_pass = pass == scene::ESNRP_TRANSPARENT;
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std::string prefix;
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if(pass == scene::ESNRP_SOLID)
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prefix = "CM: solid: ";
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else
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prefix = "CM: transparent: ";
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/*
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This is called two times per frame, reset on the non-transparent one
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*/
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if(pass == scene::ESNRP_SOLID)
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{
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m_last_drawn_sectors.clear();
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}
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/*
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Get time for measuring timeout.
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Measuring time is very useful for long delays when the
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machine is swapping a lot.
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*/
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int time1 = time(0);
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/*
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Get animation parameters
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*/
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float animation_time = m_client->getAnimationTime();
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int crack = m_client->getCrackLevel();
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u32 daynight_ratio = m_client->getEnv().getDayNightRatio();
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m_camera_mutex.Lock();
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v3f camera_position = m_camera_position;
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v3f camera_direction = m_camera_direction;
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f32 camera_fov = m_camera_fov;
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m_camera_mutex.Unlock();
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/*
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Get all blocks and draw all visible ones
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*/
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v3s16 cam_pos_nodes = floatToInt(camera_position, BS);
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v3s16 box_nodes_d = m_control.wanted_range * v3s16(1,1,1);
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v3s16 p_nodes_min = cam_pos_nodes - box_nodes_d;
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v3s16 p_nodes_max = cam_pos_nodes + box_nodes_d;
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// Take a fair amount as we will be dropping more out later
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// Umm... these additions are a bit strange but they are needed.
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v3s16 p_blocks_min(
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p_nodes_min.X / MAP_BLOCKSIZE - 3,
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p_nodes_min.Y / MAP_BLOCKSIZE - 3,
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p_nodes_min.Z / MAP_BLOCKSIZE - 3);
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v3s16 p_blocks_max(
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p_nodes_max.X / MAP_BLOCKSIZE + 1,
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p_nodes_max.Y / MAP_BLOCKSIZE + 1,
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p_nodes_max.Z / MAP_BLOCKSIZE + 1);
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u32 vertex_count = 0;
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u32 meshbuffer_count = 0;
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// For limiting number of mesh animations per frame
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u32 mesh_animate_count = 0;
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u32 mesh_animate_count_far = 0;
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// Number of blocks in rendering range
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u32 blocks_in_range = 0;
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// Number of blocks occlusion culled
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u32 blocks_occlusion_culled = 0;
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// Number of blocks in rendering range but don't have a mesh
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u32 blocks_in_range_without_mesh = 0;
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// Blocks that had mesh that would have been drawn according to
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// rendering range (if max blocks limit didn't kick in)
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u32 blocks_would_have_drawn = 0;
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// Blocks that were drawn and had a mesh
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u32 blocks_drawn = 0;
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// Blocks which had a corresponding meshbuffer for this pass
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u32 blocks_had_pass_meshbuf = 0;
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// Blocks from which stuff was actually drawn
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u32 blocks_without_stuff = 0;
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/*
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Collect a set of blocks for drawing
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*/
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core::map<v3s16, MapBlock*> drawset;
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{
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ScopeProfiler sp(g_profiler, prefix+"collecting blocks for drawing", SPT_AVG);
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for(core::map<v2s16, MapSector*>::Iterator
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si = m_sectors.getIterator();
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si.atEnd() == false; si++)
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{
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MapSector *sector = si.getNode()->getValue();
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v2s16 sp = sector->getPos();
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if(m_control.range_all == false)
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{
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if(sp.X < p_blocks_min.X
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|| sp.X > p_blocks_max.X
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|| sp.Y < p_blocks_min.Z
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|| sp.Y > p_blocks_max.Z)
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continue;
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}
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core::list< MapBlock * > sectorblocks;
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sector->getBlocks(sectorblocks);
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/*
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Loop through blocks in sector
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*/
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u32 sector_blocks_drawn = 0;
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core::list< MapBlock * >::Iterator i;
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for(i=sectorblocks.begin(); i!=sectorblocks.end(); i++)
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{
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MapBlock *block = *i;
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/*
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Compare block position to camera position, skip
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if not seen on display
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*/
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float range = 100000 * BS;
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if(m_control.range_all == false)
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range = m_control.wanted_range * BS;
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float d = 0.0;
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if(isBlockInSight(block->getPos(), camera_position,
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camera_direction, camera_fov,
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range, &d) == false)
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{
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continue;
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}
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// This is ugly (spherical distance limit?)
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/*if(m_control.range_all == false &&
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d - 0.5*BS*MAP_BLOCKSIZE > range)
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continue;*/
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blocks_in_range++;
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/*
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Ignore if mesh doesn't exist
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*/
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{
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//JMutexAutoLock lock(block->mesh_mutex);
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if(block->mesh == NULL){
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blocks_in_range_without_mesh++;
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continue;
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}
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}
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/*
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Occlusion culling
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*/
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// No occlusion culling when free_move is on and camera is
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// inside ground
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bool occlusion_culling_enabled = true;
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if(g_settings->getBool("free_move")){
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MapNode n = getNodeNoEx(cam_pos_nodes);
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if(n.getContent() == CONTENT_IGNORE ||
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nodemgr->get(n).solidness == 2)
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occlusion_culling_enabled = false;
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}
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v3s16 cpn = block->getPos() * MAP_BLOCKSIZE;
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cpn += v3s16(MAP_BLOCKSIZE/2, MAP_BLOCKSIZE/2, MAP_BLOCKSIZE/2);
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float step = BS*1;
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float stepfac = 1.1;
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float startoff = BS*1;
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float endoff = -BS*MAP_BLOCKSIZE*1.42*1.42;
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v3s16 spn = cam_pos_nodes + v3s16(0,0,0);
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s16 bs2 = MAP_BLOCKSIZE/2 + 1;
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u32 needed_count = 1;
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if(
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occlusion_culling_enabled &&
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isOccluded(this, spn, cpn + v3s16(0,0,0),
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step, stepfac, startoff, endoff, needed_count, nodemgr) &&
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isOccluded(this, spn, cpn + v3s16(bs2,bs2,bs2),
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step, stepfac, startoff, endoff, needed_count, nodemgr) &&
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isOccluded(this, spn, cpn + v3s16(bs2,bs2,-bs2),
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step, stepfac, startoff, endoff, needed_count, nodemgr) &&
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isOccluded(this, spn, cpn + v3s16(bs2,-bs2,bs2),
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step, stepfac, startoff, endoff, needed_count, nodemgr) &&
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isOccluded(this, spn, cpn + v3s16(bs2,-bs2,-bs2),
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step, stepfac, startoff, endoff, needed_count, nodemgr) &&
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isOccluded(this, spn, cpn + v3s16(-bs2,bs2,bs2),
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step, stepfac, startoff, endoff, needed_count, nodemgr) &&
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isOccluded(this, spn, cpn + v3s16(-bs2,bs2,-bs2),
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step, stepfac, startoff, endoff, needed_count, nodemgr) &&
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isOccluded(this, spn, cpn + v3s16(-bs2,-bs2,bs2),
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step, stepfac, startoff, endoff, needed_count, nodemgr) &&
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isOccluded(this, spn, cpn + v3s16(-bs2,-bs2,-bs2),
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step, stepfac, startoff, endoff, needed_count, nodemgr)
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)
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{
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blocks_occlusion_culled++;
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continue;
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}
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// This block is in range. Reset usage timer.
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block->resetUsageTimer();
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// Limit block count in case of a sudden increase
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blocks_would_have_drawn++;
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if(blocks_drawn >= m_control.wanted_max_blocks
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&& m_control.range_all == false
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&& d > m_control.wanted_min_range * BS)
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continue;
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// Mesh animation
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{
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//JMutexAutoLock lock(block->mesh_mutex);
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MapBlockMesh *mapBlockMesh = block->mesh;
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// Pretty random but this should work somewhat nicely
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bool faraway = d >= BS*50;
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//bool faraway = d >= m_control.wanted_range * BS;
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if(mapBlockMesh->isAnimationForced() ||
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!faraway ||
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mesh_animate_count_far < (m_control.range_all ? 200 : 50))
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{
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bool animated = mapBlockMesh->animate(
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faraway,
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animation_time,
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crack,
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daynight_ratio);
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if(animated)
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mesh_animate_count++;
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if(animated && faraway)
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mesh_animate_count_far++;
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}
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else
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{
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mapBlockMesh->decreaseAnimationForceTimer();
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}
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}
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// Add to set
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drawset[block->getPos()] = block;
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sector_blocks_drawn++;
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blocks_drawn++;
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} // foreach sectorblocks
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if(sector_blocks_drawn != 0)
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m_last_drawn_sectors[sp] = true;
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}
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} // ScopeProfiler
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/*
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Draw the selected MapBlocks
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*/
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{
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ScopeProfiler sp(g_profiler, prefix+"drawing blocks", SPT_AVG);
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int timecheck_counter = 0;
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for(core::map<v3s16, MapBlock*>::Iterator
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i = drawset.getIterator();
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i.atEnd() == false; i++)
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{
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{
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timecheck_counter++;
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if(timecheck_counter > 50)
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{
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timecheck_counter = 0;
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int time2 = time(0);
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if(time2 > time1 + 4)
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{
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infostream<<"ClientMap::renderMap(): "
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"Rendering takes ages, returning."
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<<std::endl;
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return;
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}
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}
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}
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MapBlock *block = i.getNode()->getValue();
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/*
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Draw the faces of the block
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*/
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{
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//JMutexAutoLock lock(block->mesh_mutex);
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MapBlockMesh *mapBlockMesh = block->mesh;
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assert(mapBlockMesh);
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scene::SMesh *mesh = mapBlockMesh->getMesh();
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assert(mesh);
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u32 c = mesh->getMeshBufferCount();
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bool stuff_actually_drawn = false;
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for(u32 i=0; i<c; i++)
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{
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scene::IMeshBuffer *buf = mesh->getMeshBuffer(i);
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const video::SMaterial& material = buf->getMaterial();
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video::IMaterialRenderer* rnd =
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driver->getMaterialRenderer(material.MaterialType);
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bool transparent = (rnd && rnd->isTransparent());
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// Render transparent on transparent pass and likewise.
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if(transparent == is_transparent_pass)
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{
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if(buf->getVertexCount() == 0)
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errorstream<<"Block ["<<analyze_block(block)
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<<"] contains an empty meshbuf"<<std::endl;
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/*
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This *shouldn't* hurt too much because Irrlicht
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doesn't change opengl textures if the old
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material has the same texture.
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*/
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driver->setMaterial(buf->getMaterial());
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driver->drawMeshBuffer(buf);
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vertex_count += buf->getVertexCount();
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meshbuffer_count++;
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stuff_actually_drawn = true;
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}
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}
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if(stuff_actually_drawn)
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blocks_had_pass_meshbuf++;
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else
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blocks_without_stuff++;
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}
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}
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} // ScopeProfiler
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// Log only on solid pass because values are the same
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if(pass == scene::ESNRP_SOLID){
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g_profiler->avg("CM: blocks in range", blocks_in_range);
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g_profiler->avg("CM: blocks occlusion culled", blocks_occlusion_culled);
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if(blocks_in_range != 0)
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g_profiler->avg("CM: blocks in range without mesh (frac)",
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(float)blocks_in_range_without_mesh/blocks_in_range);
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g_profiler->avg("CM: blocks drawn", blocks_drawn);
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g_profiler->avg("CM: animated meshes", mesh_animate_count);
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g_profiler->avg("CM: animated meshes (far)", mesh_animate_count_far);
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}
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g_profiler->avg(prefix+"vertices drawn", vertex_count);
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if(blocks_had_pass_meshbuf != 0)
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g_profiler->avg(prefix+"meshbuffers per block",
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(float)meshbuffer_count / (float)blocks_had_pass_meshbuf);
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if(blocks_drawn != 0)
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g_profiler->avg(prefix+"empty blocks (frac)",
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(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="<<is_transparent_pass
|
|
<<", rendered "<<vertex_count<<" vertices."<<std::endl;*/
|
|
}
|
|
|
|
static bool getVisibleBrightness(Map *map, v3f p0, v3f dir, float step,
|
|
float step_multiplier, float start_distance, float end_distance,
|
|
INodeDefManager *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 == false
|
|
&& nonlight_seen == false)
|
|
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)
|
|
{
|
|
const bool debugprint = false;
|
|
INodeDefManager *ndef = m_gamedef->ndef();
|
|
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++){
|
|
z_directions[i] = v3f(
|
|
0.01 * myrand_range(-100, 100),
|
|
1.0,
|
|
0.01 * myrand_range(-100, 100)
|
|
);
|
|
z_offsets[i] = 0.01 * myrand_range(0,100);
|
|
}
|
|
}
|
|
if(debugprint)
|
|
std::cerr<<"In goes "<<PP(m_camera_direction)<<", out comes ";
|
|
int sunlight_seen_count = 0;
|
|
float sunlight_min_d = max_d*0.8;
|
|
if(sunlight_min_d > 35*BS)
|
|
sunlight_min_d = 35*BS;
|
|
core::array<int> values;
|
|
for(u32 i=0; i<sizeof(z_directions)/sizeof(*z_directions); i++){
|
|
v3f z_dir = z_directions[i];
|
|
z_dir.normalize();
|
|
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, ndef, 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;
|
|
values.sort();
|
|
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;
|
|
if(debugprint){
|
|
for(u32 i=0; i < first_value_i; i++)
|
|
std::cerr<<values[i]<<" ";
|
|
std::cerr<<"[";
|
|
}
|
|
for(u32 i=first_value_i; i < first_value_i+num_values_to_use; i++){
|
|
if(debugprint)
|
|
std::cerr<<values[i]<<" ";
|
|
brightness_sum += values[i];
|
|
brightness_count++;
|
|
}
|
|
if(debugprint){
|
|
std::cerr<<"]";
|
|
for(u32 i=first_value_i+num_values_to_use; i < values.size(); i++)
|
|
std::cerr<<values[i]<<" ";
|
|
}
|
|
int ret = 0;
|
|
if(brightness_count == 0){
|
|
MapNode n = getNodeNoEx(floatToInt(m_camera_position, BS));
|
|
if(ndef->get(n).param_type == CPT_LIGHT){
|
|
ret = decode_light(n.getLightBlend(daylight_factor, ndef));
|
|
} else {
|
|
ret = oldvalue;
|
|
//ret = blend_light(255, 0, daylight_factor);
|
|
}
|
|
} else {
|
|
/*float pre = (float)brightness_sum / (float)brightness_count;
|
|
float tmp = pre;
|
|
const float d = 0.2;
|
|
pre *= 1.0 + d*2;
|
|
pre -= tmp * d;
|
|
int preint = pre;
|
|
ret = MYMAX(0, MYMIN(255, preint));*/
|
|
ret = brightness_sum / brightness_count;
|
|
}
|
|
if(debugprint)
|
|
std::cerr<<"Result: "<<ret<<" sunlight_seen_count="
|
|
<<sunlight_seen_count<<std::endl;
|
|
*sunlight_seen_result = (sunlight_seen_count > 0);
|
|
return ret;
|
|
}
|
|
|
|
void ClientMap::renderPostFx()
|
|
{
|
|
INodeDefManager *nodemgr = m_gamedef->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<s32> rect(0,0, ss.X, ss.Y);
|
|
driver->draw2DRectangle(post_effect_color, rect);
|
|
}
|
|
}
|
|
|
|
void ClientMap::PrintInfo(std::ostream &out)
|
|
{
|
|
out<<"ClientMap: ";
|
|
}
|
|
|
|
|