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luanti/src/client/clientmap.h

163 lines
4.1 KiB
C++

// Luanti
// SPDX-License-Identifier: LGPL-2.1-or-later
// Copyright (C) 2010-2013 celeron55, Perttu Ahola <celeron55@gmail.com>
#pragma once
#include "irrlichttypes_bloated.h"
#include "map.h"
#include "camera.h"
#include <set>
#include <map>
struct MapDrawControl
{
// Wanted drawing range
float wanted_range = 0.0f;
// Overrides limits by drawing everything
bool range_all = false;
// Allow rendering out of bounds
bool allow_noclip = false;
// show a wire frame for debugging
bool show_wireframe = false;
};
class Client;
class ITextureSource;
class PartialMeshBuffer;
namespace irr::scene
{
class IMeshBuffer;
}
namespace irr::video
{
class IVideoDriver;
}
/*
ClientMap
This is the only map class that is able to render itself on screen.
*/
class ClientMap : public Map, public scene::ISceneNode
{
public:
ClientMap(
Client *client,
RenderingEngine *rendering_engine,
MapDrawControl &control,
s32 id
);
bool maySaveBlocks() override
{
return false;
}
void updateCamera(v3f pos, v3f dir, f32 fov, v3s16 offset, video::SColor light_color);
/*
Forcefully get a sector from somewhere
*/
MapSector * emergeSector(v2s16 p) override;
/*
ISceneNode methods
*/
virtual void OnRegisterSceneNode() override;
virtual void render() override;
virtual const aabb3f &getBoundingBox() const override
{
return m_box;
}
void getBlocksInViewRange(v3s16 cam_pos_nodes,
v3s16 *p_blocks_min, v3s16 *p_blocks_max, float range=-1.0f);
void updateDrawList();
// @brief Calculate statistics about the map and keep the blocks alive
void touchMapBlocks();
void updateDrawListShadow(v3f shadow_light_pos, v3f shadow_light_dir, float radius, float length);
// Returns true if draw list needs updating before drawing the next frame.
bool needsUpdateDrawList() { return m_needs_update_drawlist; }
void renderMap(video::IVideoDriver* driver, s32 pass);
void renderMapShadows(video::IVideoDriver *driver,
const video::SMaterial &material, s32 pass, int frame, int total_frames);
int getBackgroundBrightness(float max_d, u32 daylight_factor,
int oldvalue, bool *sunlight_seen_result);
void renderPostFx(CameraMode cam_mode);
// For debug printing
void PrintInfo(std::ostream &out) override;
const MapDrawControl & getControl() const { return m_control; }
f32 getWantedRange() const { return m_control.wanted_range; }
f32 getCameraFov() const { return m_camera_fov; }
void onSettingChanged(std::string_view name, bool all);
protected:
// use drop() instead
virtual ~ClientMap();
void reportMetrics(u64 save_time_us, u32 saved_blocks, u32 all_blocks) override;
private:
bool isMeshOccluded(MapBlock *mesh_block, u16 mesh_size, v3s16 cam_pos_nodes);
// update the vertex order in transparent mesh buffers
void updateTransparentMeshBuffers();
// Orders blocks by distance to the camera
class MapBlockComparer
{
public:
MapBlockComparer(const v3s16 &camera_block) : m_camera_block(camera_block) {}
bool operator() (const v3s16 &left, const v3s16 &right) const
{
auto distance_left = left.getDistanceFromSQ(m_camera_block);
auto distance_right = right.getDistanceFromSQ(m_camera_block);
return distance_left > distance_right || (distance_left == distance_right && left > right);
}
private:
v3s16 m_camera_block;
};
Client *m_client;
RenderingEngine *m_rendering_engine;
aabb3f m_box = aabb3f(-BS * 1000000, -BS * 1000000, -BS * 1000000,
BS * 1000000, BS * 1000000, BS * 1000000);
MapDrawControl &m_control;
v3f m_camera_position = v3f(0,0,0);
v3f m_camera_direction = v3f(0,0,1);
f32 m_camera_fov = M_PI;
v3s16 m_camera_offset;
video::SColor m_camera_light_color = video::SColor(0xFFFFFFFF);
bool m_needs_update_transparent_meshes = true;
std::map<v3s16, MapBlock*, MapBlockComparer> m_drawlist;
std::vector<MapBlock*> m_keeplist;
std::map<v3s16, MapBlock*> m_drawlist_shadow;
bool m_needs_update_drawlist;
bool m_cache_trilinear_filter;
bool m_cache_bilinear_filter;
bool m_cache_anistropic_filter;
bool m_cache_transparency_sorting_group_by_buffers;
u16 m_cache_transparency_sorting_distance;
bool m_loops_occlusion_culler;
bool m_enable_raytraced_culling;
};