Move ClientMap to clientmap.{h,cpp}
authorPerttu Ahola <celeron55@gmail.com>
Thu, 15 Mar 2012 22:25:18 +0000 (00:25 +0200)
committerPerttu Ahola <celeron55@gmail.com>
Thu, 15 Mar 2012 22:25:18 +0000 (00:25 +0200)
12 files changed:
src/CMakeLists.txt
src/camera.cpp
src/client.cpp
src/client.h
src/clientmap.cpp [new file with mode: 0644]
src/clientmap.h [new file with mode: 0644]
src/environment.cpp
src/environment.h
src/farmesh.cpp
src/game.cpp
src/map.cpp
src/map.h

index e44580bc463dcc6a2b28fd14c510c2e7ced35b47..e43ff411e9530a137c85ea015949ae30f0b30f74 100644 (file)
@@ -159,6 +159,7 @@ endif()
 # Client sources
 set(minetest_SRCS
        ${common_SRCS}
+       clientmap.cpp
        content_cso.cpp
        content_mapblock.cpp
        content_cao.cpp
index b9e1273c6e144d908df65fa1dad8ea86fd3011ca..531661679f27fee2c8e9d611799537c4a86d19ad 100644 (file)
@@ -22,6 +22,7 @@ with this program; if not, write to the Free Software Foundation, Inc.,
 #include "client.h"
 #include "main.h" // for g_settings
 #include "map.h"
+#include "clientmap.h" // MapDrawControl
 #include "mesh.h"
 #include "player.h"
 #include "tile.h"
index 17b24c158c7c0645cf60e1927f4e29ae2fbece6b..6d992e7170bd280ba9c591a84b6e7630a1047f30 100644 (file)
@@ -37,6 +37,7 @@ with this program; if not, write to the Free Software Foundation, Inc.,
 #include <IFileSystem.h>
 #include "sha1.h"
 #include "base64.h"
+#include "clientmap.h"
 
 static std::string getTextureCacheDir()
 {
index a71d965c89b828ee1a5654cf00fcdd1b5a39d23c..2f24f8813cc7dc2cf38deb551c7fde157831bec2 100644 (file)
@@ -43,6 +43,7 @@ class IWritableItemDefManager;
 class IWritableNodeDefManager;
 //class IWritableCraftDefManager;
 class ClientEnvironment;
+struct MapDrawControl;
 
 class ClientNotReadyException : public BaseException
 {
diff --git a/src/clientmap.cpp b/src/clientmap.cpp
new file mode 100644 (file)
index 0000000..15a790f
--- /dev/null
@@ -0,0 +1,548 @@
+/*
+Minetest-c55
+Copyright (C) 2010-2012 celeron55, Perttu Ahola <celeron55@gmail.com>
+
+This program is free software; you can redistribute it and/or modify
+it under the terms of the GNU General Public License as published by
+the Free Software Foundation; either version 2 of the License, or
+(at your option) any later version.
+
+This program is distributed in the hope that it will be useful,
+but WITHOUT ANY WARRANTY; without even the implied warranty of
+MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
+GNU General Public License for more details.
+
+You should have received a copy of the GNU General Public License along
+with this program; if not, write to the Free Software Foundation, Inc.,
+51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
+*/
+
+#include "clientmap.h"
+#include "client.h"
+#include "mapblock_mesh.h"
+#include <IMaterialRenderer.h>
+#include "log.h"
+#include "mapsector.h"
+#include "main.h" // dout_client, g_settings
+#include "nodedef.h"
+#include "mapblock.h"
+#include "profiler.h"
+#include "settings.h"
+
+ClientMap::ClientMap(
+               Client *client,
+               IGameDef *gamedef,
+               MapDrawControl &control,
+               scene::ISceneNode* parent,
+               scene::ISceneManager* mgr,
+               s32 id
+):
+       Map(dout_client, gamedef),
+       scene::ISceneNode(parent, mgr, id),
+       m_client(client),
+       m_control(control),
+       m_camera_position(0,0,0),
+       m_camera_direction(0,0,1),
+       m_camera_fov(PI)
+{
+       m_camera_mutex.Init();
+       assert(m_camera_mutex.IsInitialized());
+       
+       m_box = core::aabbox3d<f32>(-BS*1000000,-BS*1000000,-BS*1000000,
+                       BS*1000000,BS*1000000,BS*1000000);
+}
+
+ClientMap::~ClientMap()
+{
+       /*JMutexAutoLock lock(mesh_mutex);
+       
+       if(mesh != NULL)
+       {
+               mesh->drop();
+               mesh = NULL;
+       }*/
+}
+
+MapSector * ClientMap::emergeSector(v2s16 p2d)
+{
+       DSTACK(__FUNCTION_NAME);
+       // Check that it doesn't exist already
+       try{
+               return getSectorNoGenerate(p2d);
+       }
+       catch(InvalidPositionException &e)
+       {
+       }
+       
+       // Create a sector
+       ClientMapSector *sector = new ClientMapSector(this, p2d, m_gamedef);
+       
+       {
+               //JMutexAutoLock lock(m_sector_mutex); // Bulk comment-out
+               m_sectors.insert(p2d, sector);
+       }
+       
+       return sector;
+}
+
+#if 0
+void ClientMap::deSerializeSector(v2s16 p2d, std::istream &is)
+{
+       DSTACK(__FUNCTION_NAME);
+       ClientMapSector *sector = NULL;
+
+       //JMutexAutoLock lock(m_sector_mutex); // Bulk comment-out
+       
+       core::map<v2s16, MapSector*>::Node *n = m_sectors.find(p2d);
+
+       if(n != NULL)
+       {
+               sector = (ClientMapSector*)n->getValue();
+               assert(sector->getId() == MAPSECTOR_CLIENT);
+       }
+       else
+       {
+               sector = new ClientMapSector(this, p2d);
+               {
+                       //JMutexAutoLock lock(m_sector_mutex); // Bulk comment-out
+                       m_sectors.insert(p2d, sector);
+               }
+       }
+
+       sector->deSerialize(is);
+}
+#endif
+
+void ClientMap::OnRegisterSceneNode()
+{
+       if(IsVisible)
+       {
+               SceneManager->registerNodeForRendering(this, scene::ESNRP_SOLID);
+               SceneManager->registerNodeForRendering(this, scene::ESNRP_TRANSPARENT);
+       }
+
+       ISceneNode::OnRegisterSceneNode();
+}
+
+static bool isOccluded(Map *map, v3s16 p0, v3s16 p1, float step, float stepfac,
+               float start_off, float end_off, u32 needed_count, INodeDefManager *nodemgr)
+{
+       float d0 = (float)BS * p0.getDistanceFrom(p1);
+       v3s16 u0 = p1 - p0;
+       v3f uf = v3f(u0.X, u0.Y, u0.Z) * BS;
+       uf.normalize();
+       v3f p0f = v3f(p0.X, p0.Y, p0.Z) * BS;
+       u32 count = 0;
+       for(float s=start_off; s<d0+end_off; s+=step){
+               v3f pf = p0f + uf * s;
+               v3s16 p = floatToInt(pf, BS);
+               MapNode n = map->getNodeNoEx(p);
+               bool is_transparent = false;
+               const ContentFeatures &f = nodemgr->get(n);
+               if(f.solidness == 0)
+                       is_transparent = (f.visual_solidness != 2);
+               else
+                       is_transparent = (f.solidness != 2);
+               if(!is_transparent){
+                       count++;
+                       if(count >= needed_count)
+                               return true;
+               }
+               step *= stepfac;
+       }
+       return false;
+}
+
+void ClientMap::renderMap(video::IVideoDriver* driver, s32 pass)
+{
+       INodeDefManager *nodemgr = m_gamedef->ndef();
+
+       //m_dout<<DTIME<<"Rendering map..."<<std::endl;
+       DSTACK(__FUNCTION_NAME);
+
+       bool is_transparent_pass = pass == scene::ESNRP_TRANSPARENT;
+       
+       std::string prefix;
+       if(pass == scene::ESNRP_SOLID)
+               prefix = "CM: solid: ";
+       else
+               prefix = "CM: transparent: ";
+
+       /*
+               This is called two times per frame, reset on the non-transparent one
+       */
+       if(pass == scene::ESNRP_SOLID)
+       {
+               m_last_drawn_sectors.clear();
+       }
+
+       /*
+               Get time for measuring timeout.
+               
+               Measuring time is very useful for long delays when the
+               machine is swapping a lot.
+       */
+       int time1 = time(0);
+
+       /*
+               Get animation parameters
+       */
+       float animation_time = m_client->getAnimationTime();
+       int crack = m_client->getCrackLevel();
+       u32 daynight_ratio = m_client->getDayNightRatio();
+
+       m_camera_mutex.Lock();
+       v3f camera_position = m_camera_position;
+       v3f camera_direction = m_camera_direction;
+       f32 camera_fov = m_camera_fov;
+       m_camera_mutex.Unlock();
+
+       /*
+               Get all blocks and draw all visible ones
+       */
+
+       v3s16 cam_pos_nodes = floatToInt(camera_position, BS);
+       
+       v3s16 box_nodes_d = m_control.wanted_range * v3s16(1,1,1);
+
+       v3s16 p_nodes_min = cam_pos_nodes - box_nodes_d;
+       v3s16 p_nodes_max = cam_pos_nodes + box_nodes_d;
+
+       // Take a fair amount as we will be dropping more out later
+       // Umm... these additions are a bit strange but they are needed.
+       v3s16 p_blocks_min(
+                       p_nodes_min.X / MAP_BLOCKSIZE - 3,
+                       p_nodes_min.Y / MAP_BLOCKSIZE - 3,
+                       p_nodes_min.Z / MAP_BLOCKSIZE - 3);
+       v3s16 p_blocks_max(
+                       p_nodes_max.X / MAP_BLOCKSIZE + 1,
+                       p_nodes_max.Y / MAP_BLOCKSIZE + 1,
+                       p_nodes_max.Z / MAP_BLOCKSIZE + 1);
+       
+       u32 vertex_count = 0;
+       u32 meshbuffer_count = 0;
+       
+       // For limiting number of mesh animations per frame
+       u32 mesh_animate_count = 0;
+       u32 mesh_animate_count_far = 0;
+       
+       // Number of blocks in rendering range
+       u32 blocks_in_range = 0;
+       // Number of blocks occlusion culled
+       u32 blocks_occlusion_culled = 0;
+       // Number of blocks in rendering range but don't have a mesh
+       u32 blocks_in_range_without_mesh = 0;
+       // Blocks that had mesh that would have been drawn according to
+       // rendering range (if max blocks limit didn't kick in)
+       u32 blocks_would_have_drawn = 0;
+       // Blocks that were drawn and had a mesh
+       u32 blocks_drawn = 0;
+       // Blocks which had a corresponding meshbuffer for this pass
+       u32 blocks_had_pass_meshbuf = 0;
+       // Blocks from which stuff was actually drawn
+       u32 blocks_without_stuff = 0;
+
+       /*
+               Collect a set of blocks for drawing
+       */
+       
+       core::map<v3s16, MapBlock*> drawset;
+
+       {
+       ScopeProfiler sp(g_profiler, prefix+"collecting blocks for drawing", SPT_AVG);
+
+       for(core::map<v2s16, MapSector*>::Iterator
+                       si = m_sectors.getIterator();
+                       si.atEnd() == false; si++)
+       {
+               MapSector *sector = si.getNode()->getValue();
+               v2s16 sp = sector->getPos();
+               
+               if(m_control.range_all == false)
+               {
+                       if(sp.X < p_blocks_min.X
+                       || sp.X > p_blocks_max.X
+                       || sp.Y < p_blocks_min.Z
+                       || sp.Y > p_blocks_max.Z)
+                               continue;
+               }
+
+               core::list< MapBlock * > sectorblocks;
+               sector->getBlocks(sectorblocks);
+               
+               /*
+                       Loop through blocks in sector
+               */
+
+               u32 sector_blocks_drawn = 0;
+               
+               core::list< MapBlock * >::Iterator i;
+               for(i=sectorblocks.begin(); i!=sectorblocks.end(); i++)
+               {
+                       MapBlock *block = *i;
+
+                       /*
+                               Compare block position to camera position, skip
+                               if not seen on display
+                       */
+                       
+                       float range = 100000 * BS;
+                       if(m_control.range_all == false)
+                               range = m_control.wanted_range * BS;
+
+                       float d = 0.0;
+                       if(isBlockInSight(block->getPos(), camera_position,
+                                       camera_direction, camera_fov,
+                                       range, &d) == false)
+                       {
+                               continue;
+                       }
+
+                       // This is ugly (spherical distance limit?)
+                       /*if(m_control.range_all == false &&
+                                       d - 0.5*BS*MAP_BLOCKSIZE > range)
+                               continue;*/
+
+                       blocks_in_range++;
+                       
+                       /*
+                               Ignore if mesh doesn't exist
+                       */
+                       {
+                               //JMutexAutoLock lock(block->mesh_mutex);
+
+                               if(block->mesh == NULL){
+                                       blocks_in_range_without_mesh++;
+                                       continue;
+                               }
+                       }
+
+                       /*
+                               Occlusion culling
+                       */
+
+                       v3s16 cpn = block->getPos() * MAP_BLOCKSIZE;
+                       cpn += v3s16(MAP_BLOCKSIZE/2, MAP_BLOCKSIZE/2, MAP_BLOCKSIZE/2);
+                       float step = BS*1;
+                       float stepfac = 1.1;
+                       float startoff = BS*1;
+                       float endoff = -BS*MAP_BLOCKSIZE*1.42*1.42;
+                       v3s16 spn = cam_pos_nodes + v3s16(0,0,0);
+                       s16 bs2 = MAP_BLOCKSIZE/2 + 1;
+                       u32 needed_count = 1;
+                       if(
+                               isOccluded(this, spn, cpn + v3s16(0,0,0),
+                                       step, stepfac, startoff, endoff, needed_count, nodemgr) &&
+                               isOccluded(this, spn, cpn + v3s16(bs2,bs2,bs2),
+                                       step, stepfac, startoff, endoff, needed_count, nodemgr) &&
+                               isOccluded(this, spn, cpn + v3s16(bs2,bs2,-bs2),
+                                       step, stepfac, startoff, endoff, needed_count, nodemgr) &&
+                               isOccluded(this, spn, cpn + v3s16(bs2,-bs2,bs2),
+                                       step, stepfac, startoff, endoff, needed_count, nodemgr) &&
+                               isOccluded(this, spn, cpn + v3s16(bs2,-bs2,-bs2),
+                                       step, stepfac, startoff, endoff, needed_count, nodemgr) &&
+                               isOccluded(this, spn, cpn + v3s16(-bs2,bs2,bs2),
+                                       step, stepfac, startoff, endoff, needed_count, nodemgr) &&
+                               isOccluded(this, spn, cpn + v3s16(-bs2,bs2,-bs2),
+                                       step, stepfac, startoff, endoff, needed_count, nodemgr) &&
+                               isOccluded(this, spn, cpn + v3s16(-bs2,-bs2,bs2),
+                                       step, stepfac, startoff, endoff, needed_count, nodemgr) &&
+                               isOccluded(this, spn, cpn + v3s16(-bs2,-bs2,-bs2),
+                                       step, stepfac, startoff, endoff, needed_count, nodemgr)
+                       )
+                       {
+                               blocks_occlusion_culled++;
+                               continue;
+                       }
+                       
+                       // This block is in range. Reset usage timer.
+                       block->resetUsageTimer();
+
+                       // Limit block count in case of a sudden increase
+                       blocks_would_have_drawn++;
+                       if(blocks_drawn >= m_control.wanted_max_blocks
+                                       && m_control.range_all == false
+                                       && d > m_control.wanted_min_range * BS)
+                               continue;
+
+                       // Mesh animation
+                       {
+                               //JMutexAutoLock lock(block->mesh_mutex);
+                               MapBlockMesh *mapBlockMesh = block->mesh;
+                               // Pretty random but this should work somewhat nicely
+                               bool faraway = d >= BS*50;
+                               //bool faraway = d >= m_control.wanted_range * BS;
+                               if(mapBlockMesh->isAnimationForced() ||
+                                               !faraway ||
+                                               mesh_animate_count_far < (m_control.range_all ? 200 : 50))
+                               {
+                                       bool animated = mapBlockMesh->animate(
+                                                       faraway,
+                                                       animation_time,
+                                                       crack,
+                                                       daynight_ratio);
+                                       if(animated)
+                                               mesh_animate_count++;
+                                       if(animated && faraway)
+                                               mesh_animate_count_far++;
+                               }
+                               else
+                               {
+                                       mapBlockMesh->decreaseAnimationForceTimer();
+                               }
+                       }
+
+                       // Add to set
+                       drawset[block->getPos()] = block;
+                       
+                       sector_blocks_drawn++;
+                       blocks_drawn++;
+
+               } // foreach sectorblocks
+
+               if(sector_blocks_drawn != 0)
+                       m_last_drawn_sectors[sp] = true;
+       }
+       } // ScopeProfiler
+       
+       /*
+               Draw the selected MapBlocks
+       */
+
+       {
+       ScopeProfiler sp(g_profiler, prefix+"drawing blocks", SPT_AVG);
+
+       int timecheck_counter = 0;
+       for(core::map<v3s16, MapBlock*>::Iterator
+                       i = drawset.getIterator();
+                       i.atEnd() == false; i++)
+       {
+               {
+                       timecheck_counter++;
+                       if(timecheck_counter > 50)
+                       {
+                               timecheck_counter = 0;
+                               int time2 = time(0);
+                               if(time2 > time1 + 4)
+                               {
+                                       infostream<<"ClientMap::renderMap(): "
+                                               "Rendering takes ages, returning."
+                                               <<std::endl;
+                                       return;
+                               }
+                       }
+               }
+               
+               MapBlock *block = i.getNode()->getValue();
+
+               /*
+                       Draw the faces of the block
+               */
+               {
+                       //JMutexAutoLock lock(block->mesh_mutex);
+
+                       MapBlockMesh *mapBlockMesh = block->mesh;
+                       assert(mapBlockMesh);
+
+                       scene::SMesh *mesh = mapBlockMesh->getMesh();
+                       assert(mesh);
+
+                       u32 c = mesh->getMeshBufferCount();
+                       bool stuff_actually_drawn = false;
+                       for(u32 i=0; i<c; i++)
+                       {
+                               scene::IMeshBuffer *buf = mesh->getMeshBuffer(i);
+                               const video::SMaterial& material = buf->getMaterial();
+                               video::IMaterialRenderer* rnd =
+                                               driver->getMaterialRenderer(material.MaterialType);
+                               bool transparent = (rnd && rnd->isTransparent());
+                               // Render transparent on transparent pass and likewise.
+                               if(transparent == is_transparent_pass)
+                               {
+                                       if(buf->getVertexCount() == 0)
+                                               errorstream<<"Block ["<<analyze_block(block)
+                                                               <<"] contains an empty meshbuf"<<std::endl;
+                                       /*
+                                               This *shouldn't* hurt too much because Irrlicht
+                                               doesn't change opengl textures if the old
+                                               material has the same texture.
+                                       */
+                                       driver->setMaterial(buf->getMaterial());
+                                       driver->drawMeshBuffer(buf);
+                                       vertex_count += buf->getVertexCount();
+                                       meshbuffer_count++;
+                                       stuff_actually_drawn = true;
+                               }
+                       }
+                       if(stuff_actually_drawn)
+                               blocks_had_pass_meshbuf++;
+                       else
+                               blocks_without_stuff++;
+               }
+       }
+       } // ScopeProfiler
+       
+       // Log only on solid pass because values are the same
+       if(pass == scene::ESNRP_SOLID){
+               g_profiler->avg("CM: blocks in range", blocks_in_range);
+               g_profiler->avg("CM: blocks occlusion culled", blocks_occlusion_culled);
+               if(blocks_in_range != 0)
+                       g_profiler->avg("CM: blocks in range without mesh (frac)",
+                                       (float)blocks_in_range_without_mesh/blocks_in_range);
+               g_profiler->avg("CM: blocks drawn", blocks_drawn);
+               g_profiler->avg("CM: animated meshes", mesh_animate_count);
+               g_profiler->avg("CM: animated meshes (far)", mesh_animate_count_far);
+       }
+       
+       g_profiler->avg(prefix+"vertices drawn", vertex_count);
+       if(blocks_had_pass_meshbuf != 0)
+               g_profiler->avg(prefix+"meshbuffers per block",
+                               (float)meshbuffer_count / (float)blocks_had_pass_meshbuf);
+       if(blocks_drawn != 0)
+               g_profiler->avg(prefix+"empty blocks (frac)",
+                               (float)blocks_without_stuff / blocks_drawn);
+
+       m_control.blocks_drawn = blocks_drawn;
+       m_control.blocks_would_have_drawn = blocks_would_have_drawn;
+
+       /*infostream<<"renderMap(): is_transparent_pass="<<is_transparent_pass
+                       <<", rendered "<<vertex_count<<" vertices."<<std::endl;*/
+}
+
+void ClientMap::renderPostFx()
+{
+       INodeDefManager *nodemgr = m_gamedef->ndef();
+
+       // Sadly ISceneManager has no "post effects" render pass, in that case we
+       // could just register for that and handle it in renderMap().
+
+       m_camera_mutex.Lock();
+       v3f camera_position = m_camera_position;
+       m_camera_mutex.Unlock();
+
+       MapNode n = getNodeNoEx(floatToInt(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.
+       const ContentFeatures& features = nodemgr->get(n);
+       video::SColor post_effect_color = features.post_effect_color;
+       if(features.solidness == 2 && g_settings->getBool("free_move") == false)
+       {
+               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: ";
+}
+
+
diff --git a/src/clientmap.h b/src/clientmap.h
new file mode 100644 (file)
index 0000000..aead670
--- /dev/null
@@ -0,0 +1,146 @@
+/*
+Minetest-c55
+Copyright (C) 2010-2012 celeron55, Perttu Ahola <celeron55@gmail.com>
+
+This program is free software; you can redistribute it and/or modify
+it under the terms of the GNU General Public License as published by
+the Free Software Foundation; either version 2 of the License, or
+(at your option) any later version.
+
+This program is distributed in the hope that it will be useful,
+but WITHOUT ANY WARRANTY; without even the implied warranty of
+MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
+GNU General Public License for more details.
+
+You should have received a copy of the GNU General Public License along
+with this program; if not, write to the Free Software Foundation, Inc.,
+51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
+*/
+
+#ifndef CLIENTMAP_HEADER
+#define CLIENTMAP_HEADER
+
+#include "common_irrlicht.h"
+#include "map.h"
+
+struct MapDrawControl
+{
+       MapDrawControl():
+               range_all(false),
+               wanted_range(50),
+               wanted_max_blocks(0),
+               wanted_min_range(0),
+               blocks_drawn(0),
+               blocks_would_have_drawn(0)
+       {
+       }
+       // Overrides limits by drawing everything
+       bool range_all;
+       // Wanted drawing range
+       float wanted_range;
+       // Maximum number of blocks to draw
+       u32 wanted_max_blocks;
+       // Blocks in this range are drawn regardless of number of blocks drawn
+       float wanted_min_range;
+       // Number of blocks rendered is written here by the renderer
+       u32 blocks_drawn;
+       // Number of blocks that would have been drawn in wanted_range
+       u32 blocks_would_have_drawn;
+};
+
+class Client;
+class ITextureSource;
+
+/*
+       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,
+                       IGameDef *gamedef,
+                       MapDrawControl &control,
+                       scene::ISceneNode* parent,
+                       scene::ISceneManager* mgr,
+                       s32 id
+       );
+
+       ~ClientMap();
+
+       s32 mapType() const
+       {
+               return MAPTYPE_CLIENT;
+       }
+
+       void drop()
+       {
+               ISceneNode::drop();
+       }
+
+       void updateCamera(v3f pos, v3f dir, f32 fov)
+       {
+               JMutexAutoLock lock(m_camera_mutex);
+               m_camera_position = pos;
+               m_camera_direction = dir;
+               m_camera_fov = fov;
+       }
+
+       /*
+               Forcefully get a sector from somewhere
+       */
+       MapSector * emergeSector(v2s16 p);
+
+       //void deSerializeSector(v2s16 p2d, std::istream &is);
+
+       /*
+               ISceneNode methods
+       */
+
+       virtual void OnRegisterSceneNode();
+
+       virtual void render()
+       {
+               video::IVideoDriver* driver = SceneManager->getVideoDriver();
+               driver->setTransform(video::ETS_WORLD, AbsoluteTransformation);
+               renderMap(driver, SceneManager->getSceneNodeRenderPass());
+       }
+       
+       virtual const core::aabbox3d<f32>& getBoundingBox() const
+       {
+               return m_box;
+       }
+
+       void renderMap(video::IVideoDriver* driver, s32 pass);
+
+       void renderPostFx();
+
+       // For debug printing
+       virtual void PrintInfo(std::ostream &out);
+       
+       // Check if sector was drawn on last render()
+       bool sectorWasDrawn(v2s16 p)
+       {
+               return (m_last_drawn_sectors.find(p) != NULL);
+       }
+       
+private:
+       Client *m_client;
+       
+       core::aabbox3d<f32> m_box;
+       
+       MapDrawControl &m_control;
+
+       v3f m_camera_position;
+       v3f m_camera_direction;
+       f32 m_camera_fov;
+       JMutex m_camera_mutex;
+       
+       core::map<v2s16, bool> m_last_drawn_sectors;
+};
+
+#endif
+
index c3ff7b75a8160f1d96955c4185561021b2982432..93649eed5b532f1eeec2577ec5ee4d6745f43ecd 100644 (file)
@@ -38,6 +38,9 @@ with this program; if not, write to the Free Software Foundation, Inc.,
 #include "main.h" // For g_settings, g_profiler
 #include "gamedef.h"
 #include "serverremoteplayer.h"
+#ifndef SERVER
+#include "clientmap.h"
+#endif
 
 #define PP(x) "("<<(x).X<<","<<(x).Y<<","<<(x).Z<<")"
 
@@ -1820,6 +1823,16 @@ ClientEnvironment::~ClientEnvironment()
        m_map->drop();
 }
 
+Map & ClientEnvironment::getMap()
+{
+       return *m_map;
+}
+
+ClientMap & ClientEnvironment::getClientMap()
+{
+       return *m_map;
+}
+
 void ClientEnvironment::addPlayer(Player *player)
 {
        DSTACK(__FUNCTION_NAME);
index 65495fc85088607b0f51d7d8c2a5892e5e65b02a..a3a659c5b12dffade725e10530d58413a7d7df67 100644 (file)
@@ -45,6 +45,7 @@ class ServerActiveObject;
 typedef struct lua_State lua_State;
 class ITextureSource;
 class IGameDef;
+class ClientMap;
 
 class Environment
 {
@@ -393,11 +394,8 @@ public:
                        IrrlichtDevice *device);
        ~ClientEnvironment();
 
-       Map & getMap()
-       { return *m_map; }
-
-       ClientMap & getClientMap()
-       { return *m_map; }
+       Map & getMap();
+       ClientMap & getClientMap();
 
        IGameDef *getGameDef()
        { return m_gamedef; }
index fdc81057bc27fe52897fbf0282e984b748e74864..836d9bd8731793d9a039d4c3bba958d42edadf5c 100644 (file)
@@ -30,6 +30,7 @@ with this program; if not, write to the Free Software Foundation, Inc.,
 #include "map.h"
 #include "client.h"
 #include "tile.h" // ITextureSource
+#include "clientmap.h"
 
 #include "mapgen.h" // Shouldn't really be done this way
 
index 09b1a3961b4dd5f21e9ee6a26f55eef7c56ae77b..778615cf90e7ad89cc812390cf99e1976583f800 100644 (file)
@@ -53,6 +53,7 @@ with this program; if not, write to the Free Software Foundation, Inc.,
 #include "logoutputbuffer.h"
 #include "subgame.h"
 #include "quicktune_shortcutter.h"
+#include "clientmap.h"
 
 /*
        Setting this to 1 enables a special camera mode that forces
index 03a842e7425bb3ae9e4f3014ad79eb9f7f0d25ce..b3954019b84951b0691aa591d710532a10af3bd6 100644 (file)
@@ -32,11 +32,6 @@ with this program; if not, write to the Free Software Foundation, Inc.,
 #include "profiler.h"
 #include "nodedef.h"
 #include "gamedef.h"
-#ifndef SERVER
-#include "client.h"
-#include "mapblock_mesh.h"
-#include <IMaterialRenderer.h>
-#endif
 
 #define PP(x) "("<<(x).X<<","<<(x).Y<<","<<(x).Z<<")"
 
@@ -3514,530 +3509,6 @@ void ServerMap::PrintInfo(std::ostream &out)
        out<<"ServerMap: ";
 }
 
-#ifndef SERVER
-
-/*
-       ClientMap
-*/
-
-ClientMap::ClientMap(
-               Client *client,
-               IGameDef *gamedef,
-               MapDrawControl &control,
-               scene::ISceneNode* parent,
-               scene::ISceneManager* mgr,
-               s32 id
-):
-       Map(dout_client, gamedef),
-       scene::ISceneNode(parent, mgr, id),
-       m_client(client),
-       m_control(control),
-       m_camera_position(0,0,0),
-       m_camera_direction(0,0,1),
-       m_camera_fov(PI)
-{
-       m_camera_mutex.Init();
-       assert(m_camera_mutex.IsInitialized());
-       
-       m_box = core::aabbox3d<f32>(-BS*1000000,-BS*1000000,-BS*1000000,
-                       BS*1000000,BS*1000000,BS*1000000);
-}
-
-ClientMap::~ClientMap()
-{
-       /*JMutexAutoLock lock(mesh_mutex);
-       
-       if(mesh != NULL)
-       {
-               mesh->drop();
-               mesh = NULL;
-       }*/
-}
-
-MapSector * ClientMap::emergeSector(v2s16 p2d)
-{
-       DSTACK(__FUNCTION_NAME);
-       // Check that it doesn't exist already
-       try{
-               return getSectorNoGenerate(p2d);
-       }
-       catch(InvalidPositionException &e)
-       {
-       }
-       
-       // Create a sector
-       ClientMapSector *sector = new ClientMapSector(this, p2d, m_gamedef);
-       
-       {
-               //JMutexAutoLock lock(m_sector_mutex); // Bulk comment-out
-               m_sectors.insert(p2d, sector);
-       }
-       
-       return sector;
-}
-
-#if 0
-void ClientMap::deSerializeSector(v2s16 p2d, std::istream &is)
-{
-       DSTACK(__FUNCTION_NAME);
-       ClientMapSector *sector = NULL;
-
-       //JMutexAutoLock lock(m_sector_mutex); // Bulk comment-out
-       
-       core::map<v2s16, MapSector*>::Node *n = m_sectors.find(p2d);
-
-       if(n != NULL)
-       {
-               sector = (ClientMapSector*)n->getValue();
-               assert(sector->getId() == MAPSECTOR_CLIENT);
-       }
-       else
-       {
-               sector = new ClientMapSector(this, p2d);
-               {
-                       //JMutexAutoLock lock(m_sector_mutex); // Bulk comment-out
-                       m_sectors.insert(p2d, sector);
-               }
-       }
-
-       sector->deSerialize(is);
-}
-#endif
-
-void ClientMap::OnRegisterSceneNode()
-{
-       if(IsVisible)
-       {
-               SceneManager->registerNodeForRendering(this, scene::ESNRP_SOLID);
-               SceneManager->registerNodeForRendering(this, scene::ESNRP_TRANSPARENT);
-       }
-
-       ISceneNode::OnRegisterSceneNode();
-}
-
-static bool isOccluded(Map *map, v3s16 p0, v3s16 p1, float step, float stepfac,
-               float start_off, float end_off, u32 needed_count, INodeDefManager *nodemgr)
-{
-       float d0 = (float)BS * p0.getDistanceFrom(p1);
-       v3s16 u0 = p1 - p0;
-       v3f uf = v3f(u0.X, u0.Y, u0.Z) * BS;
-       uf.normalize();
-       v3f p0f = v3f(p0.X, p0.Y, p0.Z) * BS;
-       u32 count = 0;
-       for(float s=start_off; s<d0+end_off; s+=step){
-               v3f pf = p0f + uf * s;
-               v3s16 p = floatToInt(pf, BS);
-               MapNode n = map->getNodeNoEx(p);
-               bool is_transparent = false;
-               const ContentFeatures &f = nodemgr->get(n);
-               if(f.solidness == 0)
-                       is_transparent = (f.visual_solidness != 2);
-               else
-                       is_transparent = (f.solidness != 2);
-               if(!is_transparent){
-                       count++;
-                       if(count >= needed_count)
-                               return true;
-               }
-               step *= stepfac;
-       }
-       return false;
-}
-
-void ClientMap::renderMap(video::IVideoDriver* driver, s32 pass)
-{
-       INodeDefManager *nodemgr = m_gamedef->ndef();
-
-       //m_dout<<DTIME<<"Rendering map..."<<std::endl;
-       DSTACK(__FUNCTION_NAME);
-
-       bool is_transparent_pass = pass == scene::ESNRP_TRANSPARENT;
-       
-       std::string prefix;
-       if(pass == scene::ESNRP_SOLID)
-               prefix = "CM: solid: ";
-       else
-               prefix = "CM: transparent: ";
-
-       /*
-               This is called two times per frame, reset on the non-transparent one
-       */
-       if(pass == scene::ESNRP_SOLID)
-       {
-               m_last_drawn_sectors.clear();
-       }
-
-       /*
-               Get time for measuring timeout.
-               
-               Measuring time is very useful for long delays when the
-               machine is swapping a lot.
-       */
-       int time1 = time(0);
-
-       /*
-               Get animation parameters
-       */
-       float animation_time = m_client->getAnimationTime();
-       int crack = m_client->getCrackLevel();
-       u32 daynight_ratio = m_client->getDayNightRatio();
-
-       m_camera_mutex.Lock();
-       v3f camera_position = m_camera_position;
-       v3f camera_direction = m_camera_direction;
-       f32 camera_fov = m_camera_fov;
-       m_camera_mutex.Unlock();
-
-       /*
-               Get all blocks and draw all visible ones
-       */
-
-       v3s16 cam_pos_nodes = floatToInt(camera_position, BS);
-       
-       v3s16 box_nodes_d = m_control.wanted_range * v3s16(1,1,1);
-
-       v3s16 p_nodes_min = cam_pos_nodes - box_nodes_d;
-       v3s16 p_nodes_max = cam_pos_nodes + box_nodes_d;
-
-       // Take a fair amount as we will be dropping more out later
-       // Umm... these additions are a bit strange but they are needed.
-       v3s16 p_blocks_min(
-                       p_nodes_min.X / MAP_BLOCKSIZE - 3,
-                       p_nodes_min.Y / MAP_BLOCKSIZE - 3,
-                       p_nodes_min.Z / MAP_BLOCKSIZE - 3);
-       v3s16 p_blocks_max(
-                       p_nodes_max.X / MAP_BLOCKSIZE + 1,
-                       p_nodes_max.Y / MAP_BLOCKSIZE + 1,
-                       p_nodes_max.Z / MAP_BLOCKSIZE + 1);
-       
-       u32 vertex_count = 0;
-       u32 meshbuffer_count = 0;
-       
-       // For limiting number of mesh animations per frame
-       u32 mesh_animate_count = 0;
-       u32 mesh_animate_count_far = 0;
-       
-       // Number of blocks in rendering range
-       u32 blocks_in_range = 0;
-       // Number of blocks occlusion culled
-       u32 blocks_occlusion_culled = 0;
-       // Number of blocks in rendering range but don't have a mesh
-       u32 blocks_in_range_without_mesh = 0;
-       // Blocks that had mesh that would have been drawn according to
-       // rendering range (if max blocks limit didn't kick in)
-       u32 blocks_would_have_drawn = 0;
-       // Blocks that were drawn and had a mesh
-       u32 blocks_drawn = 0;
-       // Blocks which had a corresponding meshbuffer for this pass
-       u32 blocks_had_pass_meshbuf = 0;
-       // Blocks from which stuff was actually drawn
-       u32 blocks_without_stuff = 0;
-
-       /*
-               Collect a set of blocks for drawing
-       */
-       
-       core::map<v3s16, MapBlock*> drawset;
-
-       {
-       ScopeProfiler sp(g_profiler, prefix+"collecting blocks for drawing", SPT_AVG);
-
-       for(core::map<v2s16, MapSector*>::Iterator
-                       si = m_sectors.getIterator();
-                       si.atEnd() == false; si++)
-       {
-               MapSector *sector = si.getNode()->getValue();
-               v2s16 sp = sector->getPos();
-               
-               if(m_control.range_all == false)
-               {
-                       if(sp.X < p_blocks_min.X
-                       || sp.X > p_blocks_max.X
-                       || sp.Y < p_blocks_min.Z
-                       || sp.Y > p_blocks_max.Z)
-                               continue;
-               }
-
-               core::list< MapBlock * > sectorblocks;
-               sector->getBlocks(sectorblocks);
-               
-               /*
-                       Loop through blocks in sector
-               */
-
-               u32 sector_blocks_drawn = 0;
-               
-               core::list< MapBlock * >::Iterator i;
-               for(i=sectorblocks.begin(); i!=sectorblocks.end(); i++)
-               {
-                       MapBlock *block = *i;
-
-                       /*
-                               Compare block position to camera position, skip
-                               if not seen on display
-                       */
-                       
-                       float range = 100000 * BS;
-                       if(m_control.range_all == false)
-                               range = m_control.wanted_range * BS;
-
-                       float d = 0.0;
-                       if(isBlockInSight(block->getPos(), camera_position,
-                                       camera_direction, camera_fov,
-                                       range, &d) == false)
-                       {
-                               continue;
-                       }
-
-                       // This is ugly (spherical distance limit?)
-                       /*if(m_control.range_all == false &&
-                                       d - 0.5*BS*MAP_BLOCKSIZE > range)
-                               continue;*/
-
-                       blocks_in_range++;
-                       
-                       /*
-                               Ignore if mesh doesn't exist
-                       */
-                       {
-                               //JMutexAutoLock lock(block->mesh_mutex);
-
-                               if(block->mesh == NULL){
-                                       blocks_in_range_without_mesh++;
-                                       continue;
-                               }
-                       }
-
-                       /*
-                               Occlusion culling
-                       */
-
-                       v3s16 cpn = block->getPos() * MAP_BLOCKSIZE;
-                       cpn += v3s16(MAP_BLOCKSIZE/2, MAP_BLOCKSIZE/2, MAP_BLOCKSIZE/2);
-                       float step = BS*1;
-                       float stepfac = 1.1;
-                       float startoff = BS*1;
-                       float endoff = -BS*MAP_BLOCKSIZE*1.42*1.42;
-                       v3s16 spn = cam_pos_nodes + v3s16(0,0,0);
-                       s16 bs2 = MAP_BLOCKSIZE/2 + 1;
-                       u32 needed_count = 1;
-                       if(
-                               isOccluded(this, spn, cpn + v3s16(0,0,0),
-                                       step, stepfac, startoff, endoff, needed_count, nodemgr) &&
-                               isOccluded(this, spn, cpn + v3s16(bs2,bs2,bs2),
-                                       step, stepfac, startoff, endoff, needed_count, nodemgr) &&
-                               isOccluded(this, spn, cpn + v3s16(bs2,bs2,-bs2),
-                                       step, stepfac, startoff, endoff, needed_count, nodemgr) &&
-                               isOccluded(this, spn, cpn + v3s16(bs2,-bs2,bs2),
-                                       step, stepfac, startoff, endoff, needed_count, nodemgr) &&
-                               isOccluded(this, spn, cpn + v3s16(bs2,-bs2,-bs2),
-                                       step, stepfac, startoff, endoff, needed_count, nodemgr) &&
-                               isOccluded(this, spn, cpn + v3s16(-bs2,bs2,bs2),
-                                       step, stepfac, startoff, endoff, needed_count, nodemgr) &&
-                               isOccluded(this, spn, cpn + v3s16(-bs2,bs2,-bs2),
-                                       step, stepfac, startoff, endoff, needed_count, nodemgr) &&
-                               isOccluded(this, spn, cpn + v3s16(-bs2,-bs2,bs2),
-                                       step, stepfac, startoff, endoff, needed_count, nodemgr) &&
-                               isOccluded(this, spn, cpn + v3s16(-bs2,-bs2,-bs2),
-                                       step, stepfac, startoff, endoff, needed_count, nodemgr)
-                       )
-                       {
-                               blocks_occlusion_culled++;
-                               continue;
-                       }
-                       
-                       // This block is in range. Reset usage timer.
-                       block->resetUsageTimer();
-
-                       // Limit block count in case of a sudden increase
-                       blocks_would_have_drawn++;
-                       if(blocks_drawn >= m_control.wanted_max_blocks
-                                       && m_control.range_all == false
-                                       && d > m_control.wanted_min_range * BS)
-                               continue;
-
-                       // Mesh animation
-                       {
-                               //JMutexAutoLock lock(block->mesh_mutex);
-                               MapBlockMesh *mapBlockMesh = block->mesh;
-                               // Pretty random but this should work somewhat nicely
-                               bool faraway = d >= BS*50;
-                               //bool faraway = d >= m_control.wanted_range * BS;
-                               if(mapBlockMesh->isAnimationForced() ||
-                                               !faraway ||
-                                               mesh_animate_count_far < (m_control.range_all ? 200 : 50))
-                               {
-                                       bool animated = mapBlockMesh->animate(
-                                                       faraway,
-                                                       animation_time,
-                                                       crack,
-                                                       daynight_ratio);
-                                       if(animated)
-                                               mesh_animate_count++;
-                                       if(animated && faraway)
-                                               mesh_animate_count_far++;
-                               }
-                               else
-                               {
-                                       mapBlockMesh->decreaseAnimationForceTimer();
-                               }
-                       }
-
-                       // Add to set
-                       drawset[block->getPos()] = block;
-                       
-                       sector_blocks_drawn++;
-                       blocks_drawn++;
-
-               } // foreach sectorblocks
-
-               if(sector_blocks_drawn != 0)
-                       m_last_drawn_sectors[sp] = true;
-       }
-       } // ScopeProfiler
-       
-       /*
-               Draw the selected MapBlocks
-       */
-
-       {
-       ScopeProfiler sp(g_profiler, prefix+"drawing blocks", SPT_AVG);
-
-       int timecheck_counter = 0;
-       for(core::map<v3s16, MapBlock*>::Iterator
-                       i = drawset.getIterator();
-                       i.atEnd() == false; i++)
-       {
-               {
-                       timecheck_counter++;
-                       if(timecheck_counter > 50)
-                       {
-                               timecheck_counter = 0;
-                               int time2 = time(0);
-                               if(time2 > time1 + 4)
-                               {
-                                       infostream<<"ClientMap::renderMap(): "
-                                               "Rendering takes ages, returning."
-                                               <<std::endl;
-                                       return;
-                               }
-                       }
-               }
-               
-               MapBlock *block = i.getNode()->getValue();
-
-               /*
-                       Draw the faces of the block
-               */
-               {
-                       //JMutexAutoLock lock(block->mesh_mutex);
-
-                       MapBlockMesh *mapBlockMesh = block->mesh;
-                       assert(mapBlockMesh);
-
-                       scene::SMesh *mesh = mapBlockMesh->getMesh();
-                       assert(mesh);
-
-                       u32 c = mesh->getMeshBufferCount();
-                       bool stuff_actually_drawn = false;
-                       for(u32 i=0; i<c; i++)
-                       {
-                               scene::IMeshBuffer *buf = mesh->getMeshBuffer(i);
-                               const video::SMaterial& material = buf->getMaterial();
-                               video::IMaterialRenderer* rnd =
-                                               driver->getMaterialRenderer(material.MaterialType);
-                               bool transparent = (rnd && rnd->isTransparent());
-                               // Render transparent on transparent pass and likewise.
-                               if(transparent == is_transparent_pass)
-                               {
-                                       if(buf->getVertexCount() == 0)
-                                               errorstream<<"Block ["<<analyze_block(block)
-                                                               <<"] contains an empty meshbuf"<<std::endl;
-                                       /*
-                                               This *shouldn't* hurt too much because Irrlicht
-                                               doesn't change opengl textures if the old
-                                               material has the same texture.
-                                       */
-                                       driver->setMaterial(buf->getMaterial());
-                                       driver->drawMeshBuffer(buf);
-                                       vertex_count += buf->getVertexCount();
-                                       meshbuffer_count++;
-                                       stuff_actually_drawn = true;
-                               }
-                       }
-                       if(stuff_actually_drawn)
-                               blocks_had_pass_meshbuf++;
-                       else
-                               blocks_without_stuff++;
-               }
-       }
-       } // ScopeProfiler
-       
-       // Log only on solid pass because values are the same
-       if(pass == scene::ESNRP_SOLID){
-               g_profiler->avg("CM: blocks in range", blocks_in_range);
-               g_profiler->avg("CM: blocks occlusion culled", blocks_occlusion_culled);
-               if(blocks_in_range != 0)
-                       g_profiler->avg("CM: blocks in range without mesh (frac)",
-                                       (float)blocks_in_range_without_mesh/blocks_in_range);
-               g_profiler->avg("CM: blocks drawn", blocks_drawn);
-               g_profiler->avg("CM: animated meshes", mesh_animate_count);
-               g_profiler->avg("CM: animated meshes (far)", mesh_animate_count_far);
-       }
-       
-       g_profiler->avg(prefix+"vertices drawn", vertex_count);
-       if(blocks_had_pass_meshbuf != 0)
-               g_profiler->avg(prefix+"meshbuffers per block",
-                               (float)meshbuffer_count / (float)blocks_had_pass_meshbuf);
-       if(blocks_drawn != 0)
-               g_profiler->avg(prefix+"empty blocks (frac)",
-                               (float)blocks_without_stuff / blocks_drawn);
-
-       m_control.blocks_drawn = blocks_drawn;
-       m_control.blocks_would_have_drawn = blocks_would_have_drawn;
-
-       /*infostream<<"renderMap(): is_transparent_pass="<<is_transparent_pass
-                       <<", rendered "<<vertex_count<<" vertices."<<std::endl;*/
-}
-
-void ClientMap::renderPostFx()
-{
-       INodeDefManager *nodemgr = m_gamedef->ndef();
-
-       // Sadly ISceneManager has no "post effects" render pass, in that case we
-       // could just register for that and handle it in renderMap().
-
-       m_camera_mutex.Lock();
-       v3f camera_position = m_camera_position;
-       m_camera_mutex.Unlock();
-
-       MapNode n = getNodeNoEx(floatToInt(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.
-       const ContentFeatures& features = nodemgr->get(n);
-       video::SColor post_effect_color = features.post_effect_color;
-       if(features.solidness == 2 && g_settings->getBool("free_move") == false)
-       {
-               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: ";
-}
-
-#endif // !SERVER
-
 /*
        MapVoxelManipulator
 */
index ada59a4d525114b54ce5e020388ef6775589aba9..b71f699c04ebc7ac4141bab702f28cbaadefa118 100644 (file)
--- a/src/map.h
+++ b/src/map.h
@@ -37,9 +37,9 @@ extern "C" {
        #include "sqlite3.h"
 }
 
+class ClientMap;
 class MapSector;
 class ServerMapSector;
-class ClientMapSector;
 class MapBlock;
 class NodeMetadata;
 class IGameDef;
@@ -468,137 +468,6 @@ private:
        sqlite3_stmt *m_database_list;
 };
 
-/*
-       ClientMap stuff
-*/
-
-#ifndef SERVER
-
-struct MapDrawControl
-{
-       MapDrawControl():
-               range_all(false),
-               wanted_range(50),
-               wanted_max_blocks(0),
-               wanted_min_range(0),
-               blocks_drawn(0),
-               blocks_would_have_drawn(0)
-       {
-       }
-       // Overrides limits by drawing everything
-       bool range_all;
-       // Wanted drawing range
-       float wanted_range;
-       // Maximum number of blocks to draw
-       u32 wanted_max_blocks;
-       // Blocks in this range are drawn regardless of number of blocks drawn
-       float wanted_min_range;
-       // Number of blocks rendered is written here by the renderer
-       u32 blocks_drawn;
-       // Number of blocks that would have been drawn in wanted_range
-       u32 blocks_would_have_drawn;
-};
-
-class Client;
-class ITextureSource;
-
-/*
-       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,
-                       IGameDef *gamedef,
-                       MapDrawControl &control,
-                       scene::ISceneNode* parent,
-                       scene::ISceneManager* mgr,
-                       s32 id
-       );
-
-       ~ClientMap();
-
-       s32 mapType() const
-       {
-               return MAPTYPE_CLIENT;
-       }
-
-       void drop()
-       {
-               ISceneNode::drop();
-       }
-
-       void updateCamera(v3f pos, v3f dir, f32 fov)
-       {
-               JMutexAutoLock lock(m_camera_mutex);
-               m_camera_position = pos;
-               m_camera_direction = dir;
-               m_camera_fov = fov;
-       }
-
-       /*
-               Forcefully get a sector from somewhere
-       */
-       MapSector * emergeSector(v2s16 p);
-
-       //void deSerializeSector(v2s16 p2d, std::istream &is);
-
-       /*
-               ISceneNode methods
-       */
-
-       virtual void OnRegisterSceneNode();
-
-       virtual void render()
-       {
-               video::IVideoDriver* driver = SceneManager->getVideoDriver();
-               driver->setTransform(video::ETS_WORLD, AbsoluteTransformation);
-               renderMap(driver, SceneManager->getSceneNodeRenderPass());
-       }
-       
-       virtual const core::aabbox3d<f32>& getBoundingBox() const
-       {
-               return m_box;
-       }
-
-       void renderMap(video::IVideoDriver* driver, s32 pass);
-
-       void renderPostFx();
-
-       // For debug printing
-       virtual void PrintInfo(std::ostream &out);
-       
-       // Check if sector was drawn on last render()
-       bool sectorWasDrawn(v2s16 p)
-       {
-               return (m_last_drawn_sectors.find(p) != NULL);
-       }
-       
-private:
-       Client *m_client;
-       
-       core::aabbox3d<f32> m_box;
-       
-       // This is the master heightmap mesh
-       //scene::SMesh *mesh;
-       //JMutex mesh_mutex;
-       
-       MapDrawControl &m_control;
-
-       v3f m_camera_position;
-       v3f m_camera_direction;
-       f32 m_camera_fov;
-       JMutex m_camera_mutex;
-       
-       core::map<v2s16, bool> m_last_drawn_sectors;
-};
-
-#endif
-
 class MapVoxelManipulator : public VoxelManipulator
 {
 public: