return false;
}
-void ClientMap::renderMap(video::IVideoDriver* driver, s32 pass)
+void ClientMap::updateDrawList(video::IVideoDriver* driver)
{
- INodeDefManager *nodemgr = m_gamedef->ndef();
-
- //m_dout<<DTIME<<"Rendering map..."<<std::endl;
- DSTACK(__FUNCTION_NAME);
+ ScopeProfiler sp(g_profiler, "CM::updateDrawList()", SPT_AVG);
+ g_profiler->add("CM::updateDrawList() count", 1);
- bool is_transparent_pass = pass == scene::ESNRP_TRANSPARENT;
-
- std::string prefix;
- if(pass == scene::ESNRP_SOLID)
- prefix = "CM: solid: ";
- else
- prefix = "CM: transparent: ";
+ INodeDefManager *nodemgr = m_gamedef->ndef();
- /*
- This is called two times per frame, reset on the non-transparent one
- */
- if(pass == scene::ESNRP_SOLID)
+ for(core::map<v3s16, MapBlock*>::Iterator
+ i = m_drawlist.getIterator();
+ i.atEnd() == false; i++)
{
- m_last_drawn_sectors.clear();
+ MapBlock *block = i.getNode()->getValue();
+ block->refDrop();
}
-
- /*
- 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->getEnv().getDayNightRatio();
+ m_drawlist.clear();
m_camera_mutex.Lock();
v3f camera_position = m_camera_position;
f32 camera_fov = m_camera_fov;
m_camera_mutex.Unlock();
- /*
- Get all blocks and draw all visible ones
- */
+ // Use a higher fov to accomodate faster camera movements.
+ // Blocks are cropped better when they are drawn.
+ // Or maybe they aren't? Well whatever.
+ camera_fov *= 1.2;
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_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
// 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;
+ //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);
+ //u32 blocks_without_stuff = 0;
for(core::map<v2s16, MapSector*>::Iterator
si = m_sectors.getIterator();
&& 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;
-
+ block->refGrab();
+ m_drawlist[block->getPos()] = block;
+
sector_blocks_drawn++;
blocks_drawn++;
if(sector_blocks_drawn != 0)
m_last_drawn_sectors[sp] = true;
}
- } // ScopeProfiler
+ 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);
+}
+
+struct MeshBufList
+{
+ video::SMaterial m;
+ core::list<scene::IMeshBuffer*> bufs;
+};
+
+struct MeshBufListList
+{
+ core::list<MeshBufList> lists;
+
+ void clear()
+ {
+ lists.clear();
+ }
+
+ void add(scene::IMeshBuffer *buf)
+ {
+ for(core::list<MeshBufList>::Iterator i = lists.begin();
+ i != lists.end(); i++){
+ MeshBufList &l = *i;
+ if(l.m == buf->getMaterial()){
+ l.bufs.push_back(buf);
+ return;
+ }
+ }
+ MeshBufList l;
+ l.m = buf->getMaterial();
+ l.bufs.push_back(buf);
+ lists.push_back(l);
+ }
+};
+
+void ClientMap::renderMap(video::IVideoDriver* driver, s32 pass)
+{
+ 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->getEnv().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;
+
+ // 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;
+
/*
Draw the selected MapBlocks
*/
{
ScopeProfiler sp(g_profiler, prefix+"drawing blocks", SPT_AVG);
- int timecheck_counter = 0;
+ MeshBufListList drawbufs;
+
for(core::map<v3s16, MapBlock*>::Iterator
- i = drawset.getIterator();
+ i = m_drawlist.getIterator();
i.atEnd() == false; i++)
+ {
+ MapBlock *block = i.getNode()->getValue();
+
+ // If the mesh of the block happened to get deleted, ignore it
+ if(block->mesh == NULL)
+ continue;
+
+ float d = 0.0;
+ if(isBlockInSight(block->getPos(), camera_position,
+ camera_direction, camera_fov,
+ 100000*BS, &d) == false)
+ {
+ continue;
+ }
+
+ // Mesh animation
+ {
+ //JMutexAutoLock lock(block->mesh_mutex);
+ MapBlockMesh *mapBlockMesh = block->mesh;
+ assert(mapBlockMesh);
+ // 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();
+ }
+ }
+
+ /*
+ Get the meshbuffers 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();
+ 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());
+ if(transparent == is_transparent_pass)
+ {
+ if(buf->getVertexCount() == 0)
+ errorstream<<"Block ["<<analyze_block(block)
+ <<"] contains an empty meshbuf"<<std::endl;
+ drawbufs.add(buf);
+ }
+ }
+ }
+ }
+
+ core::list<MeshBufList> &lists = drawbufs.lists;
+
+ int timecheck_counter = 0;
+ for(core::list<MeshBufList>::Iterator i = lists.begin();
+ i != lists.end(); i++)
{
{
timecheck_counter++;
}
}
}
-
- MapBlock *block = i.getNode()->getValue();
+ MeshBufList &list = *i;
+
+ driver->setMaterial(list.m);
+
+ for(core::list<scene::IMeshBuffer*>::Iterator j = list.bufs.begin();
+ j != list.bufs.end(); j++)
+ {
+ scene::IMeshBuffer *buf = *j;
+ driver->drawMeshBuffer(buf);
+ vertex_count += buf->getVertexCount();
+ meshbuffer_count++;
+ }
+#if 0
/*
Draw the faces of the block
*/
else
blocks_without_stuff++;
}
+#endif
}
} // 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);
}