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