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author | Minetest-j45 <55553015+Minetest-j45@users.noreply.github.com> | 2021-08-30 15:22:40 +0100 |
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committer | GitHub <noreply@github.com> | 2021-08-30 15:22:40 +0100 |
commit | 7824a4956bf489b4e2cc35e0c97272eee06be6ba (patch) | |
tree | 70243765dc1743a83596f9c6eec122fb417ef92c /src/client/clientmap.cpp | |
parent | 607add326feb44e078b843464ce4a8de09f28743 (diff) | |
parent | 35445d24f425c6291a0580b468919ca83de716fd (diff) | |
download | dragonfireclient-7824a4956bf489b4e2cc35e0c97272eee06be6ba.tar.xz |
Merge pull request #1 from EliasFleckenstein03/master
update
Diffstat (limited to 'src/client/clientmap.cpp')
-rw-r--r-- | src/client/clientmap.cpp | 57 |
1 files changed, 31 insertions, 26 deletions
diff --git a/src/client/clientmap.cpp b/src/client/clientmap.cpp index 68fd41e39..29a7fd3ba 100644 --- a/src/client/clientmap.cpp +++ b/src/client/clientmap.cpp @@ -64,12 +64,13 @@ void MeshBufListList::add(scene::IMeshBuffer *buf, v3s16 position, u8 layer) ClientMap::ClientMap( Client *client, + RenderingEngine *rendering_engine, MapDrawControl &control, s32 id ): Map(client), - scene::ISceneNode(RenderingEngine::get_scene_manager()->getRootSceneNode(), - RenderingEngine::get_scene_manager(), id), + scene::ISceneNode(rendering_engine->get_scene_manager()->getRootSceneNode(), + rendering_engine->get_scene_manager(), id), m_client(client), m_control(control) { @@ -165,6 +166,9 @@ void ClientMap::updateDrawList() v3s16 p_blocks_max; getBlocksInViewRange(cam_pos_nodes, &p_blocks_min, &p_blocks_max); + // Read the vision range, unless unlimited range is enabled. + float range = m_control.range_all ? 1e7 : m_control.wanted_range; + // Number of blocks currently loaded by the client u32 blocks_loaded = 0; // Number of blocks with mesh in rendering range @@ -182,6 +186,7 @@ void ClientMap::updateDrawList() occlusion_culling_enabled = false; } + // Uncomment to debug occluded blocks in the wireframe mode // TODO: Include this as a flag for an extended debugging setting //if (occlusion_culling_enabled && m_control.show_wireframe) @@ -218,32 +223,34 @@ void ClientMap::updateDrawList() continue; } - float range = 100000 * BS; - if (!m_control.range_all) - range = m_control.wanted_range * BS; + v3s16 block_coord = block->getPos(); + v3s16 block_position = block->getPosRelative() + MAP_BLOCKSIZE / 2; - float d = 0.0; - if (!isBlockInSight(block->getPos(), camera_position, - camera_direction, camera_fov, range, &d)) - continue; + // First, perform a simple distance check, with a padding of one extra block. + if (!m_control.range_all && + block_position.getDistanceFrom(cam_pos_nodes) > range + MAP_BLOCKSIZE) + continue; // Out of range, skip. + // Keep the block alive as long as it is in range. + block->resetUsageTimer(); blocks_in_range_with_mesh++; - /* - Occlusion culling - */ + // Frustum culling + float d = 0.0; + if (!isBlockInSight(block_coord, camera_position, + camera_direction, camera_fov, range * BS, &d)) + continue; + + // Occlusion culling if ((!m_control.range_all && d > m_control.wanted_range * BS) || (occlusion_culling_enabled && isBlockOccluded(block, cam_pos_nodes))) { blocks_occlusion_culled++; continue; } - // This block is in range. Reset usage timer. - block->resetUsageTimer(); - // Add to set block->refGrab(); - m_drawlist[block->getPos()] = block; + m_drawlist[block_coord] = block; sector_blocks_drawn++; } // foreach sectorblocks @@ -282,8 +289,6 @@ void ClientMap::renderMap(video::IVideoDriver* driver, s32 pass) const u32 daynight_ratio = m_client->getEnv().getDayNightRatio(); const v3f camera_position = m_camera_position; - const v3f camera_direction = m_camera_direction; - const f32 camera_fov = m_camera_fov; /* Get all blocks and draw all visible ones @@ -310,10 +315,9 @@ void ClientMap::renderMap(video::IVideoDriver* driver, s32 pass) if (!block->mesh) continue; - float d = 0.0; - if (!isBlockInSight(block->getPos(), camera_position, - camera_direction, camera_fov, 100000 * BS, &d)) - continue; + v3f block_pos_r = intToFloat(block->getPosRelative() + MAP_BLOCKSIZE / 2, BS); + float d = camera_position.getDistanceFrom(block_pos_r); + d = MYMAX(0,d - BLOCK_MAX_RADIUS); // Mesh animation if (pass == scene::ESNRP_SOLID) { @@ -496,12 +500,12 @@ int ClientMap::getBackgroundBrightness(float max_d, u32 daylight_factor, static v3f z_directions[50] = { v3f(-100, 0, 0) }; - static f32 z_offsets[sizeof(z_directions)/sizeof(*z_directions)] = { + static f32 z_offsets[50] = { -1000, }; - if(z_directions[0].X < -99){ - for(u32 i=0; i<sizeof(z_directions)/sizeof(*z_directions); i++){ + if (z_directions[0].X < -99) { + for (u32 i = 0; i < ARRLEN(z_directions); i++) { // Assumes FOV of 72 and 16/9 aspect ratio z_directions[i] = v3f( 0.02 * myrand_range(-100, 100), @@ -517,7 +521,8 @@ int ClientMap::getBackgroundBrightness(float max_d, u32 daylight_factor, 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++){ + values.reserve(ARRLEN(z_directions)); + for (u32 i = 0; i < ARRLEN(z_directions); i++) { v3f z_dir = z_directions[i]; core::CMatrix4<f32> a; a.buildRotateFromTo(v3f(0,1,0), z_dir); |