Ejemplo n.º 1
0
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: ";

	bool use_trilinear_filter = g_settings->getBool("trilinear_filter");
	bool use_bilinear_filter = g_settings->getBool("bilinear_filter");
	bool use_anisotropic_filter = g_settings->getBool("anisotropic_filter");

	/*
		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 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);

	MeshBufListList drawbufs;

	for(auto & ir : *m_drawlist) {
		MapBlock *block = ir.second;

		int mesh_step = getFarmeshStep(m_control, getNodeBlockPos(cam_pos_nodes).getDistanceFrom(block->getPos()));
		// If the mesh of the block happened to get deleted, ignore it
		if(block->getMesh(mesh_step) == 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->getMesh(mesh_step);
			assert(mapBlockMesh);

			mapBlockMesh->updateCameraOffset(m_camera_offset);

			// 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->getMesh(mesh_step);
			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);

				buf->getMaterial().setFlag(video::EMF_TRILINEAR_FILTER, use_trilinear_filter);
				buf->getMaterial().setFlag(video::EMF_BILINEAR_FILTER, use_bilinear_filter);
				buf->getMaterial().setFlag(video::EMF_ANISOTROPIC_FILTER, use_anisotropic_filter);

				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);
				}
			}
		}
	}
	
	std::list<MeshBufList> &lists = drawbufs.lists;
	
	int timecheck_counter = 0;
	for(std::list<MeshBufList>::iterator i = lists.begin();
			i != lists.end(); ++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;
				}
			}
		}

		MeshBufList &list = *i;
		
		driver->setMaterial(list.m);
		
		for(std::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
		*/
		{
			//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++;
		}
#endif
	}
	} // ScopeProfiler
	
	// Log only on solid pass because values are the same
	if(pass == scene::ESNRP_SOLID){
		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);

	/*infostream<<"renderMap(): is_transparent_pass="******", rendered "<<vertex_count<<" vertices."<<std::endl;*/
}
Ejemplo n.º 2
0
void ClientMap::updateDrawList(video::IVideoDriver* driver, float dtime)
{
	ScopeProfiler sp(g_profiler, "CM::updateDrawList()", SPT_AVG);
	//g_profiler->add("CM::updateDrawList() count", 1);

	INodeDefManager *nodemgr = m_gamedef->ndef();

	if (!m_drawlist_last)
		m_drawlist_current = !m_drawlist_current;
	auto & drawlist = m_drawlist_current ? m_drawlist_1 : m_drawlist_0;

	float max_cycle_ms = 0.1/getControl().fps_wanted;
	u32 n = 0, calls = 0, end_ms = porting::getTimeMs() + max_cycle_ms;

	m_camera_mutex.Lock();
	v3f camera_position = m_camera_position;
	v3f camera_direction = m_camera_direction;
	f32 camera_fov = m_camera_fov;
	v3s16 camera_offset = m_camera_offset;
	m_camera_mutex.Unlock();

	// 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_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);
	
	// 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;
	// Distance to farthest drawn block
	float farthest_drawn = 0;

	{
	auto lock = m_blocks.lock_shared_rec();
	for(auto & ir : m_blocks) {

		if (n++ < m_drawlist_last)
			continue;
		else
			m_drawlist_last = 0;
		++calls;

		MapBlock *block = ir.second;
		auto bp = block->getPos();

		if(m_control.range_all == false)
		{
			if(bp.X < p_blocks_min.X
			|| bp.X > p_blocks_max.X
			|| bp.Z > p_blocks_max.Z
			|| bp.Z < p_blocks_min.Z
			|| bp.Y < p_blocks_min.Y
			|| bp.Y > p_blocks_max.Y)
				continue;
		}

			int mesh_step = getFarmeshStep(m_control, getNodeBlockPos(cam_pos_nodes).getDistanceFrom(block->getPos()));
			/*
				Compare block position to camera position, skip
				if not seen on display
			*/
			
			if (block->getMesh(mesh_step) != NULL)
				block->getMesh(mesh_step)->updateCameraOffset(m_camera_offset);
			
			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->getMesh(mesh_step) == NULL){
					blocks_in_range_without_mesh++;
					continue;
				}
			}

			/*
				Occlusion culling
			*/

			// No occlusion culling when free_move is on and camera is
			// inside ground
			bool occlusion_culling_enabled = true;
			if(g_settings->getBool("free_move")){
				MapNode n = getNodeNoEx(cam_pos_nodes);
				if(n.getContent() == CONTENT_IGNORE ||
						nodemgr->get(n).solidness == 2)
					occlusion_culling_enabled = false;
			}

			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(
				occlusion_culling_enabled &&
				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;

			if (m_control.farmesh && mesh_step != block->getMesh(mesh_step)->step) { //&& !block->mesh->transparent
				m_client->addUpdateMeshTask(block->getPos(), false, mesh_step == 1);
			}

			block->getMesh(mesh_step)->incrementUsageTimer(dtime);

			// Add to set
			block->refGrab();
			drawlist[block->getPos()] = block;

			blocks_drawn++;
			if(d/BS > farthest_drawn)
				farthest_drawn = d/BS;

		if (porting::getTimeMs() > end_ms) {
			m_drawlist_last = n;
			break;
		}
	}
	}
	if (!calls)
		m_drawlist_last = 0;

	if (m_drawlist_last)
		return;

	for (auto & ir : *m_drawlist)
		ir.second->refDrop();

	m_drawlist->clear();
	m_drawlist = m_drawlist_current ? &m_drawlist_1 : &m_drawlist_0;

	m_control.blocks_would_have_drawn = blocks_would_have_drawn;
	m_control.blocks_drawn = blocks_drawn;
	m_control.farthest_drawn = farthest_drawn;

	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: farthest drawn", farthest_drawn);
	g_profiler->avg("CM: wanted max blocks", m_control.wanted_max_blocks);
}