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https://github.com/luanti-org/luanti.git
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Move client-specific files to 'src/client' (#7902)
Update Android.mk Remove 'src/client' from include_directories
This commit is contained in:
parent
ddd9317b73
commit
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85 changed files with 187 additions and 116 deletions
671
src/client/clientmap.cpp
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671
src/client/clientmap.cpp
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/*
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Minetest
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Copyright (C) 2010-2013 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 "mapsector.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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#include "camera.h" // CameraModes
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#include "util/basic_macros.h"
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#include <algorithm>
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#include "client/renderingengine.h"
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ClientMap::ClientMap(
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Client *client,
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MapDrawControl &control,
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s32 id
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):
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Map(dout_client, client),
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scene::ISceneNode(RenderingEngine::get_scene_manager()->getRootSceneNode(),
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RenderingEngine::get_scene_manager(), id),
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m_client(client),
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m_control(control)
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{
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m_box = aabb3f(-BS*1000000,-BS*1000000,-BS*1000000,
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BS*1000000,BS*1000000,BS*1000000);
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/* TODO: Add a callback function so these can be updated when a setting
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* changes. At this point in time it doesn't matter (e.g. /set
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* is documented to change server settings only)
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*
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* TODO: Local caching of settings is not optimal and should at some stage
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* be updated to use a global settings object for getting thse values
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* (as opposed to the this local caching). This can be addressed in
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* a later release.
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*/
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m_cache_trilinear_filter = g_settings->getBool("trilinear_filter");
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m_cache_bilinear_filter = g_settings->getBool("bilinear_filter");
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m_cache_anistropic_filter = g_settings->getBool("anisotropic_filter");
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}
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MapSector * ClientMap::emergeSector(v2s16 p2d)
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{
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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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} catch(InvalidPositionException &e) {
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}
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// Create a sector
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MapSector *sector = new MapSector(this, p2d, m_gamedef);
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m_sectors[p2d] = sector;
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return sector;
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}
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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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void ClientMap::getBlocksInViewRange(v3s16 cam_pos_nodes,
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v3s16 *p_blocks_min, v3s16 *p_blocks_max)
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{
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v3s16 box_nodes_d = m_control.wanted_range * v3s16(1, 1, 1);
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// Define p_nodes_min/max as v3s32 because 'cam_pos_nodes -/+ box_nodes_d'
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// can exceed the range of v3s16 when a large view range is used near the
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// world edges.
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v3s32 p_nodes_min(
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cam_pos_nodes.X - box_nodes_d.X,
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cam_pos_nodes.Y - box_nodes_d.Y,
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cam_pos_nodes.Z - box_nodes_d.Z);
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v3s32 p_nodes_max(
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cam_pos_nodes.X + box_nodes_d.X,
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cam_pos_nodes.Y + box_nodes_d.Y,
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cam_pos_nodes.Z + box_nodes_d.Z);
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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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*p_blocks_min = v3s16(
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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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*p_blocks_max = v3s16(
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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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}
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void ClientMap::updateDrawList()
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{
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ScopeProfiler sp(g_profiler, "CM::updateDrawList()", SPT_AVG);
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g_profiler->add("CM::updateDrawList() count", 1);
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for (auto &i : m_drawlist) {
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MapBlock *block = i.second;
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block->refDrop();
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}
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m_drawlist.clear();
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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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// Use a higher fov to accomodate faster camera movements.
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// Blocks are cropped better when they are drawn.
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// Or maybe they aren't? Well whatever.
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camera_fov *= 1.2;
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v3s16 cam_pos_nodes = floatToInt(camera_position, BS);
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v3s16 p_blocks_min;
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v3s16 p_blocks_max;
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getBlocksInViewRange(cam_pos_nodes, &p_blocks_min, &p_blocks_max);
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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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// Distance to farthest drawn block
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float farthest_drawn = 0;
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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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m_nodedef->get(n).solidness == 2)
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occlusion_culling_enabled = false;
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}
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for (const auto §or_it : m_sectors) {
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MapSector *sector = sector_it.second;
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v2s16 sp = sector->getPos();
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if (!m_control.range_all) {
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if (sp.X < p_blocks_min.X || sp.X > p_blocks_max.X ||
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sp.Y < p_blocks_min.Z || sp.Y > p_blocks_max.Z)
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continue;
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}
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MapBlockVect 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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for (auto block : sectorblocks) {
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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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if (block->mesh)
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block->mesh->updateCameraOffset(m_camera_offset);
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float range = 100000 * BS;
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if (!m_control.range_all)
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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, range, &d))
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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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if (!block->mesh) {
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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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Occlusion culling
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*/
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if (occlusion_culling_enabled && isBlockOccluded(block, cam_pos_nodes)) {
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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 &&
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d > m_control.wanted_range * BS)
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continue;
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// Add to set
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block->refGrab();
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m_drawlist[block->getPos()] = block;
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sector_blocks_drawn++;
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blocks_drawn++;
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if (d / BS > farthest_drawn)
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farthest_drawn = d / BS;
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} // foreach sectorblocks
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if (sector_blocks_drawn != 0)
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m_last_drawn_sectors.insert(sp);
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}
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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: farthest drawn", farthest_drawn);
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g_profiler->avg("CM: wanted max blocks", m_control.wanted_max_blocks);
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}
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struct MeshBufList
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{
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video::SMaterial m;
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std::vector<scene::IMeshBuffer*> bufs;
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};
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struct MeshBufListList
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{
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/*!
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* Stores the mesh buffers of the world.
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* The array index is the material's layer.
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* The vector part groups vertices by material.
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*/
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std::vector<MeshBufList> lists[MAX_TILE_LAYERS];
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void clear()
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{
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for (auto &list : lists)
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list.clear();
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}
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void add(scene::IMeshBuffer *buf, u8 layer)
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{
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// Append to the correct layer
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std::vector<MeshBufList> &list = lists[layer];
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const video::SMaterial &m = buf->getMaterial();
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for (MeshBufList &l : list) {
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// comparing a full material is quite expensive so we don't do it if
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// not even first texture is equal
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if (l.m.TextureLayer[0].Texture != m.TextureLayer[0].Texture)
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continue;
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if (l.m == m) {
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l.bufs.push_back(buf);
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return;
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}
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}
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MeshBufList l;
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l.m = m;
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l.bufs.push_back(buf);
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list.push_back(l);
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}
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};
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void ClientMap::renderMap(video::IVideoDriver* driver, s32 pass)
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{
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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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m_last_drawn_sectors.clear();
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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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std::time_t 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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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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/*
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Get all blocks and draw all visible ones
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*/
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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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// 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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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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MeshBufListList drawbufs;
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for (auto &i : m_drawlist) {
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MapBlock *block = i.second;
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// If the mesh of the block happened to get deleted, ignore it
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if (!block->mesh)
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continue;
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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, 100000 * BS, &d))
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continue;
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// Mesh animation
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if (pass == scene::ESNRP_SOLID) {
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//MutexAutoLock lock(block->mesh_mutex);
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MapBlockMesh *mapBlockMesh = block->mesh;
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assert(mapBlockMesh);
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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() || !faraway ||
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mesh_animate_count_far < (m_control.range_all ? 200 : 50)) {
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bool animated = mapBlockMesh->animate(faraway, animation_time,
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crack, 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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} else {
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mapBlockMesh->decreaseAnimationForceTimer();
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}
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}
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/*
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Get the meshbuffers of the block
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*/
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{
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//MutexAutoLock lock(block->mesh_mutex);
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MapBlockMesh *mapBlockMesh = block->mesh;
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assert(mapBlockMesh);
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for (int layer = 0; layer < MAX_TILE_LAYERS; layer++) {
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scene::IMesh *mesh = mapBlockMesh->getMesh(layer);
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assert(mesh);
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u32 c = mesh->getMeshBufferCount();
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for (u32 i = 0; i < c; i++) {
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scene::IMeshBuffer *buf = mesh->getMeshBuffer(i);
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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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if (transparent == is_transparent_pass) {
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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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material.setFlag(video::EMF_TRILINEAR_FILTER,
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m_cache_trilinear_filter);
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material.setFlag(video::EMF_BILINEAR_FILTER,
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m_cache_bilinear_filter);
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material.setFlag(video::EMF_ANISOTROPIC_FILTER,
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m_cache_anistropic_filter);
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material.setFlag(video::EMF_WIREFRAME,
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m_control.show_wireframe);
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drawbufs.add(buf, layer);
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}
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}
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}
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}
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}
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// Render all layers in order
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for (auto &lists : drawbufs.lists) {
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int timecheck_counter = 0;
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for (MeshBufList &list : lists) {
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timecheck_counter++;
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if (timecheck_counter > 50) {
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timecheck_counter = 0;
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std::time_t time2 = time(0);
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if (time2 > time1 + 4) {
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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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driver->setMaterial(list.m);
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for (scene::IMeshBuffer *buf : list.bufs) {
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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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}
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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: 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)
|
||||
g_profiler->avg(prefix + "empty blocks (frac)",
|
||||
(float)blocks_without_stuff / blocks_drawn);
|
||||
}
|
||||
|
||||
static bool getVisibleBrightness(Map *map, const v3f &p0, v3f dir, float step,
|
||||
float step_multiplier, float start_distance, float end_distance,
|
||||
const NodeDefManager *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 && !nonlight_seen)
|
||||
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)
|
||||
{
|
||||
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++){
|
||||
// Assumes FOV of 72 and 16/9 aspect ratio
|
||||
z_directions[i] = v3f(
|
||||
0.02 * myrand_range(-100, 100),
|
||||
1.0,
|
||||
0.01 * myrand_range(-100, 100)
|
||||
).normalize();
|
||||
z_offsets[i] = 0.01 * myrand_range(0,100);
|
||||
}
|
||||
}
|
||||
|
||||
int sunlight_seen_count = 0;
|
||||
float sunlight_min_d = max_d*0.8;
|
||||
if(sunlight_min_d > 35*BS)
|
||||
sunlight_min_d = 35*BS;
|
||||
std::vector<int> values;
|
||||
for(u32 i=0; i<sizeof(z_directions)/sizeof(*z_directions); i++){
|
||||
v3f z_dir = z_directions[i];
|
||||
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, m_nodedef, 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;
|
||||
std::sort(values.begin(), values.end());
|
||||
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;
|
||||
|
||||
for (u32 i=first_value_i; i < first_value_i + num_values_to_use; i++) {
|
||||
brightness_sum += values[i];
|
||||
brightness_count++;
|
||||
}
|
||||
|
||||
int ret = 0;
|
||||
if(brightness_count == 0){
|
||||
MapNode n = getNodeNoEx(floatToInt(m_camera_position, BS));
|
||||
if(m_nodedef->get(n).param_type == CPT_LIGHT){
|
||||
ret = decode_light(n.getLightBlend(daylight_factor, m_nodedef));
|
||||
} else {
|
||||
ret = oldvalue;
|
||||
}
|
||||
} else {
|
||||
ret = brightness_sum / brightness_count;
|
||||
}
|
||||
|
||||
*sunlight_seen_result = (sunlight_seen_count > 0);
|
||||
return ret;
|
||||
}
|
||||
|
||||
void ClientMap::renderPostFx(CameraMode cam_mode)
|
||||
{
|
||||
// Sadly ISceneManager has no "post effects" render pass, in that case we
|
||||
// could just register for that and handle it in renderMap().
|
||||
|
||||
MapNode n = getNodeNoEx(floatToInt(m_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.
|
||||
// - Do not if player is in third person mode
|
||||
const ContentFeatures& features = m_nodedef->get(n);
|
||||
video::SColor post_effect_color = features.post_effect_color;
|
||||
if(features.solidness == 2 && !(g_settings->getBool("noclip") &&
|
||||
m_client->checkLocalPrivilege("noclip")) &&
|
||||
cam_mode == CAMERA_MODE_FIRST)
|
||||
{
|
||||
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: ";
|
||||
}
|
||||
|
||||
|
Loading…
Add table
Add a link
Reference in a new issue