BlockColor-Engine/src/clientmap.cpp

740 lines
20 KiB
C++

/*
Minetest-c55
Copyright (C) 2010-2012 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 "log.h"
#include "mapsector.h"
#include "main.h" // dout_client, g_settings
#include "nodedef.h"
#include "mapblock.h"
#include "profiler.h"
#include "settings.h"
#define PP(x) "("<<(x).X<<","<<(x).Y<<","<<(x).Z<<")"
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<f32>(-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<v2s16, MapSector*>::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; s<d0+end_off; s+=step){
v3f pf = p0f + uf * s;
v3s16 p = floatToInt(pf, BS);
MapNode n = map->getNodeNoEx(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<<DTIME<<"Rendering map..."<<std::endl;
DSTACK(__FUNCTION_NAME);
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.
*/
int time1 = time(0);
/*
Get animation parameters
*/
float animation_time = m_client->getAnimationTime();
int crack = m_client->getCrackLevel();
u32 daynight_ratio = m_client->getEnv().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<v3s16, MapBlock*> drawset;
{
ScopeProfiler sp(g_profiler, prefix+"collecting blocks for drawing", SPT_AVG);
for(core::map<v2s16, MapSector*>::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
*/
// 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 ||
nodemgr->get(n).solidness == 2)
occlusion_culling_enabled = false;
}
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(
occlusion_culling_enabled &&
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<v3s16, MapBlock*>::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."
<<std::endl;
return;
}
}
}
MapBlock *block = i.getNode()->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; i<c; i++)
{
scene::IMeshBuffer *buf = mesh->getMeshBuffer(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 ["<<analyze_block(block)
<<"] contains an empty meshbuf"<<std::endl;
/*
This *shouldn't* hurt too much because Irrlicht
doesn't change opengl textures if the old
material has the same texture.
*/
driver->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="<<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: ";
}