random code cleaning, shouldn't affect anything
This commit is contained in:
parent
74f4a0ece8
commit
4c2b9ed516
|
@ -19,7 +19,28 @@ with this program; if not, write to the Free Software Foundation, Inc.,
|
|||
|
||||
#include "light.h"
|
||||
|
||||
// This is reasonable with classic lighting with a light source
|
||||
/*u8 light_decode_table[LIGHT_MAX+1] =
|
||||
{
|
||||
2,
|
||||
3,
|
||||
4,
|
||||
6,
|
||||
9,
|
||||
13,
|
||||
18,
|
||||
25,
|
||||
32,
|
||||
35,
|
||||
45,
|
||||
57,
|
||||
69,
|
||||
79,
|
||||
255
|
||||
};*/
|
||||
|
||||
|
||||
// This is good
|
||||
// a_n+1 = a_n * 0.786
|
||||
// Length of LIGHT_MAX+1 means LIGHT_MAX is the last value.
|
||||
// LIGHT_SUN is read as LIGHT_MAX from here.
|
||||
|
|
25
src/main.cpp
25
src/main.cpp
|
@ -277,15 +277,13 @@ Doing now (most important at the top):
|
|||
placement and transfer
|
||||
* only_from_disk might not work anymore - check and fix it.
|
||||
* Check the fixmes in the list above
|
||||
* When sending blocks to the client, the server takes way too much
|
||||
CPU time (20-30% for single player), find out what it is doing.
|
||||
- Make a simple profiler
|
||||
|
||||
=== Making it more portable
|
||||
* Some MSVC: std::sto* are defined without a namespace and collide
|
||||
with the ones in utility.h
|
||||
|
||||
=== Features
|
||||
* Add mud underground
|
||||
* Make an "environment metafile" to store at least time of day
|
||||
* Move digging property stuff from material.{h,cpp} to mapnode.cpp...
|
||||
- Or maybe move content_features to material.{h,cpp}?
|
||||
|
@ -1794,7 +1792,7 @@ int main(int argc, char *argv[])
|
|||
//driver->setMinHardwareBufferVertexCount(50);
|
||||
|
||||
scene::ISceneManager* smgr = device->getSceneManager();
|
||||
|
||||
|
||||
guienv = device->getGUIEnvironment();
|
||||
gui::IGUISkin* skin = guienv->getSkin();
|
||||
gui::IGUIFont* font = guienv->getFont(porting::getDataPath("fontlucida.png").c_str());
|
||||
|
@ -2104,7 +2102,7 @@ int main(int argc, char *argv[])
|
|||
|
||||
if(camera == NULL)
|
||||
return 1;
|
||||
|
||||
|
||||
//video::SColor skycolor = video::SColor(255,90,140,200);
|
||||
//video::SColor skycolor = video::SColor(255,166,202,244);
|
||||
video::SColor skycolor = video::SColor(255,120,185,244);
|
||||
|
@ -2113,6 +2111,23 @@ int main(int argc, char *argv[])
|
|||
|
||||
// Just so big a value that everything rendered is visible
|
||||
camera->setFarValue(100000*BS);
|
||||
|
||||
/*
|
||||
Lighting test code. Doesn't quite work this way.
|
||||
The CPU-computed lighting is good.
|
||||
*/
|
||||
|
||||
/*
|
||||
smgr->addLightSceneNode(NULL,
|
||||
v3f(0, BS*1000000, 0),
|
||||
video::SColorf(0.3,0.3,0.3),
|
||||
BS*10000000);
|
||||
|
||||
smgr->setAmbientLight(video::SColorf(0.0, 0.0, 0.0));
|
||||
|
||||
scene::ILightSceneNode *light = smgr->addLightSceneNode(camera,
|
||||
v3f(0, 0, 0), video::SColorf(0.5,0.5,0.5), BS*4);
|
||||
*/
|
||||
|
||||
f32 camera_yaw = 0; // "right/left"
|
||||
f32 camera_pitch = 0; // "up/down"
|
||||
|
|
|
@ -255,32 +255,18 @@ void MapBlock::makeFastFace(TileSpec tile, u8 light, v3f p,
|
|||
|
||||
video::SColor c = video::SColor(alpha,li,li,li);
|
||||
|
||||
face.vertices[0] = video::S3DVertex(vertex_pos[0], zerovector, c,
|
||||
core::vector2d<f32>(abs_scale,1));
|
||||
face.vertices[1] = video::S3DVertex(vertex_pos[1], zerovector, c,
|
||||
core::vector2d<f32>(0,1));
|
||||
face.vertices[2] = video::S3DVertex(vertex_pos[2], zerovector, c,
|
||||
core::vector2d<f32>(0,0));
|
||||
face.vertices[3] = video::S3DVertex(vertex_pos[3], zerovector, c,
|
||||
core::vector2d<f32>(abs_scale,0));
|
||||
|
||||
/*float x0 = (float)tile.tx/256.0;
|
||||
float y0 = (float)tile.ty/256.0;
|
||||
float w = ((float)tile.tw + 1.0)/256.0;
|
||||
float h = ((float)tile.th + 1.0)/256.0;*/
|
||||
|
||||
float x0 = tile.texture.pos.X;
|
||||
float y0 = tile.texture.pos.Y;
|
||||
float w = tile.texture.size.X;
|
||||
float h = tile.texture.size.Y;
|
||||
|
||||
face.vertices[0] = video::S3DVertex(vertex_pos[0], zerovector, c,
|
||||
face.vertices[0] = video::S3DVertex(vertex_pos[0], v3f(0,1,0), c,
|
||||
core::vector2d<f32>(x0+w*abs_scale, y0+h));
|
||||
face.vertices[1] = video::S3DVertex(vertex_pos[1], zerovector, c,
|
||||
face.vertices[1] = video::S3DVertex(vertex_pos[1], v3f(0,1,0), c,
|
||||
core::vector2d<f32>(x0, y0+h));
|
||||
face.vertices[2] = video::S3DVertex(vertex_pos[2], zerovector, c,
|
||||
face.vertices[2] = video::S3DVertex(vertex_pos[2], v3f(0,1,0), c,
|
||||
core::vector2d<f32>(x0, y0));
|
||||
face.vertices[3] = video::S3DVertex(vertex_pos[3], zerovector, c,
|
||||
face.vertices[3] = video::S3DVertex(vertex_pos[3], v3f(0,1,0), c,
|
||||
core::vector2d<f32>(x0+w*abs_scale, y0));
|
||||
|
||||
face.tile = tile;
|
||||
|
@ -736,12 +722,11 @@ void MapBlock::updateMesh(u32 daynight_ratio)
|
|||
//TimeTaker timer2("updateMesh() mesh building");
|
||||
|
||||
video::SMaterial material;
|
||||
material.Lighting = false;
|
||||
//material.BackfaceCulling = false;
|
||||
material.setFlag(video::EMF_LIGHTING, false);
|
||||
material.setFlag(video::EMF_BILINEAR_FILTER, false);
|
||||
material.setFlag(video::EMF_FOG_ENABLE, true);
|
||||
//material.setFlag(video::EMF_ANTI_ALIASING, video::EAAM_OFF);
|
||||
//material.setFlag(video::EMF_ANTI_ALIASING, video::EAAM_SIMPLE);
|
||||
material.setFlag(video::EMF_FOG_ENABLE, true);
|
||||
|
||||
for(u32 i=0; i<fastfaces_new.size(); i++)
|
||||
{
|
||||
|
|
|
@ -2097,7 +2097,6 @@ void Server::ProcessData(u8 *data, u32 datasize, u16 peer_id)
|
|||
if(content_features(n.d).wall_mounted)
|
||||
n.dir = packDir(p_under - p_over);
|
||||
|
||||
#if 1
|
||||
// Create packet
|
||||
u32 replysize = 8 + MapNode::serializedLength(peer_ser_ver);
|
||||
SharedBuffer<u8> reply(replysize);
|
||||
|
@ -2131,76 +2130,21 @@ void Server::ProcessData(u8 *data, u32 datasize, u16 peer_id)
|
|||
*/
|
||||
core::map<v3s16, MapBlock*> modified_blocks;
|
||||
m_env.getMap().addNodeAndUpdate(p_over, n, modified_blocks);
|
||||
#endif
|
||||
#if 0
|
||||
|
||||
/*
|
||||
Handle inventory
|
||||
*/
|
||||
InventoryList *ilist = player->inventory.getList("main");
|
||||
if(g_settings.getBool("creative_mode") == false && ilist)
|
||||
{
|
||||
// Remove from inventory and send inventory
|
||||
if(mitem->getCount() == 1)
|
||||
ilist->deleteItem(item_i);
|
||||
else
|
||||
mitem->remove(1);
|
||||
// Send inventory
|
||||
SendInventory(peer_id);
|
||||
}
|
||||
|
||||
/*
|
||||
Add node.
|
||||
|
||||
This takes some time so it is done after the quick stuff
|
||||
*/
|
||||
core::map<v3s16, MapBlock*> modified_blocks;
|
||||
m_env.getMap().addNodeAndUpdate(p_over, n, modified_blocks);
|
||||
|
||||
/*
|
||||
Set the modified blocks unsent for all the clients
|
||||
Calculate special events
|
||||
*/
|
||||
|
||||
//JMutexAutoLock lock2(m_con_mutex);
|
||||
|
||||
for(core::map<u16, RemoteClient*>::Iterator
|
||||
i = m_clients.getIterator();
|
||||
i.atEnd() == false; i++)
|
||||
/*if(n.d == CONTENT_MESE)
|
||||
{
|
||||
RemoteClient *client = i.getNode()->getValue();
|
||||
|
||||
if(modified_blocks.size() > 0)
|
||||
u32 count = 0;
|
||||
for(s16 z=-1; z<=1; z++)
|
||||
for(s16 y=-1; y<=1; y++)
|
||||
for(s16 x=-1; x<=1; x++)
|
||||
{
|
||||
// Remove block from sent history
|
||||
client->SetBlocksNotSent(modified_blocks);
|
||||
|
||||
}
|
||||
}
|
||||
#endif
|
||||
|
||||
#if 0
|
||||
/*
|
||||
Update water
|
||||
*/
|
||||
|
||||
// Update water pressure around modification
|
||||
// This also adds it to m_flow_active_nodes if appropriate
|
||||
|
||||
MapVoxelManipulator v(&m_env.getMap());
|
||||
v.m_disable_water_climb =
|
||||
g_settings.getBool("disable_water_climb");
|
||||
|
||||
VoxelArea area(p_over-v3s16(1,1,1), p_over+v3s16(1,1,1));
|
||||
|
||||
try
|
||||
{
|
||||
v.updateAreaWaterPressure(area, m_flow_active_nodes);
|
||||
}
|
||||
catch(ProcessingLimitException &e)
|
||||
{
|
||||
dstream<<"Processing limit reached (1)"<<std::endl;
|
||||
}
|
||||
|
||||
v.blitBack(modified_blocks);
|
||||
#endif
|
||||
}*/
|
||||
}
|
||||
/*
|
||||
Handle other items
|
||||
|
|
Loading…
Reference in New Issue