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				@@ -28,9 +28,10 @@ with this program; if not, write to the Free Software Foundation, Inc.,
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				#include "settings.h"
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				#include "camera.h"               // CameraModes
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				#include "util/basic_macros.h"
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				#include <algorithm>
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				#include "client/renderingengine.h"
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				#include <queue>
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				// struct MeshBufListList
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				void MeshBufListList::clear()
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				{
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				@@ -60,6 +61,10 @@ void MeshBufListList::add(scene::IMeshBuffer *buf, v3s16 position, u8 layer)
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					list.emplace_back(l);
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				}
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				static void on_settings_changed(const std::string &name, void *data)
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				{
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					static_cast<ClientMap*>(data)->onSettingChanged(name);
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				}
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				// ClientMap
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				ClientMap::ClientMap(
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				@@ -98,7 +103,24 @@ ClientMap::ClientMap(
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					m_cache_bilinear_filter   = g_settings->getBool("bilinear_filter");
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					m_cache_anistropic_filter = g_settings->getBool("anisotropic_filter");
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					m_cache_transparency_sorting_distance = g_settings->getU16("transparency_sorting_distance");
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					m_new_occlusion_culler = g_settings->get("occlusion_culler") == "bfs";
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					g_settings->registerChangedCallback("occlusion_culler", on_settings_changed, this);
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					m_enable_raytraced_culling = g_settings->getBool("enable_raytraced_culling");
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					g_settings->registerChangedCallback("enable_raytraced_culling", on_settings_changed, this);
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				}
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				void ClientMap::onSettingChanged(const std::string &name)
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				{
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					if (name == "occlusion_culler")
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						m_new_occlusion_culler = g_settings->get("occlusion_culler") == "bfs";
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					if (name == "enable_raytraced_culling")
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						m_enable_raytraced_culling = g_settings->getBool("enable_raytraced_culling");
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				}
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				ClientMap::~ClientMap()
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				{
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					g_settings->deregisterChangedCallback("occlusion_culler", on_settings_changed, this);
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					g_settings->deregisterChangedCallback("enable_raytraced_culling", on_settings_changed, this);
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				}
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				void ClientMap::updateCamera(v3f pos, v3f dir, f32 fov, v3s16 offset)
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				@@ -180,17 +202,412 @@ void ClientMap::getBlocksInViewRange(v3s16 cam_pos_nodes,
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							p_nodes_max.Z / MAP_BLOCKSIZE + 1);
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				}
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				class MapBlockFlags
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				{
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				public:
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					static constexpr u16 CHUNK_EDGE = 8;
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					static constexpr u16 CHUNK_MASK = CHUNK_EDGE - 1;
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					static constexpr std::size_t CHUNK_VOLUME = CHUNK_EDGE * CHUNK_EDGE * CHUNK_EDGE; // volume of a chunk
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					MapBlockFlags(v3s16 min_pos, v3s16 max_pos)
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							: min_pos(min_pos), volume((max_pos - min_pos) / CHUNK_EDGE + 1)
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					{
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						chunks.resize(volume.X * volume.Y * volume.Z);
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					}
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					class Chunk
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					{
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					public:
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						inline u8 &getBits(v3s16 pos)
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						{
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							std::size_t address = getAddress(pos);
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							return bits[address];
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						}
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					private:
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						inline std::size_t getAddress(v3s16 pos) {
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							std::size_t address = (pos.X & CHUNK_MASK) + (pos.Y & CHUNK_MASK) * CHUNK_EDGE + (pos.Z & CHUNK_MASK) * (CHUNK_EDGE * CHUNK_EDGE);
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							return address;
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						}
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						std::array<u8, CHUNK_VOLUME> bits;
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					};
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					Chunk &getChunk(v3s16 pos)
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					{
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						v3s16 delta = (pos - min_pos) / CHUNK_EDGE;
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						std::size_t address = delta.X + delta.Y * volume.X + delta.Z * volume.X * volume.Y;
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						Chunk *chunk = chunks[address].get();
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						if (!chunk) {
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							chunk = new Chunk();
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							chunks[address].reset(chunk);
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						}
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						return *chunk;
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					}
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				private:
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					std::vector<std::unique_ptr<Chunk>> chunks;
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					v3s16 min_pos;
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					v3s16 volume;
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				};
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				void ClientMap::updateDrawList()
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				{
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					ScopeProfiler sp(g_profiler, "CM::updateDrawList()", SPT_AVG);
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					if (m_new_occlusion_culler) {
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						ScopeProfiler sp(g_profiler, "CM::updateDrawList()", SPT_AVG);
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					m_needs_update_drawlist = false;
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						m_needs_update_drawlist = false;
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					for (auto &i : m_drawlist) {
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						MapBlock *block = i.second;
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						block->refDrop();
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						for (auto &i : m_drawlist) {
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							MapBlock *block = i.second;
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							block->refDrop();
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						}
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						m_drawlist.clear();
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						v3s16 cam_pos_nodes = floatToInt(m_camera_position, BS);
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						v3s16 p_blocks_min;
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						v3s16 p_blocks_max;
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						getBlocksInViewRange(cam_pos_nodes, &p_blocks_min, &p_blocks_max);
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						// Number of blocks occlusion culled
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						u32 blocks_occlusion_culled = 0;
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						// Blocks visited by the algorithm
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						u32 blocks_visited = 0;
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						// Block sides that were not traversed
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						u32 sides_skipped = 0;
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						// No occlusion culling when free_move is on and camera is inside ground
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						bool occlusion_culling_enabled = true;
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						if (m_control.allow_noclip) {
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							MapNode n = getNode(cam_pos_nodes);
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							if (n.getContent() == CONTENT_IGNORE || m_nodedef->get(n).solidness == 2)
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								occlusion_culling_enabled = false;
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						}
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						v3s16 camera_block = getContainerPos(cam_pos_nodes, MAP_BLOCKSIZE);
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						m_drawlist = std::map<v3s16, MapBlock*, MapBlockComparer>(MapBlockComparer(camera_block));
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						auto is_frustum_culled = m_client->getCamera()->getFrustumCuller();
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						// Uncomment to debug occluded blocks in the wireframe mode
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						// TODO: Include this as a flag for an extended debugging setting
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						// if (occlusion_culling_enabled && m_control.show_wireframe)
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						// 	occlusion_culling_enabled = porting::getTimeS() & 1;
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						std::queue<v3s16> blocks_to_consider;
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						// Bits per block:
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						// [ visited | 0 | 0 | 0 | 0 | Z visible | Y visible | X visible ]
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						MapBlockFlags blocks_seen(p_blocks_min, p_blocks_max);
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						// Start breadth-first search with the block the camera is in
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						blocks_to_consider.push(camera_block);
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						blocks_seen.getChunk(camera_block).getBits(camera_block) = 0x07; // mark all sides as visible
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						// Recursively walk the space and pick mapblocks for drawing
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						while (blocks_to_consider.size() > 0) {
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							v3s16 block_coord = blocks_to_consider.front();
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							blocks_to_consider.pop();
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							auto &flags = blocks_seen.getChunk(block_coord).getBits(block_coord);
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							// Only visit each block once (it may have been queued up to three times)
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							if ((flags & 0x80) == 0x80)
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								continue;
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							flags |= 0x80;
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							blocks_visited++;
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							// Get the sector, block and mesh
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							MapSector *sector = this->getSectorNoGenerate(v2s16(block_coord.X, block_coord.Z));
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							if (!sector)
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								continue;
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							MapBlock *block = sector->getBlockNoCreateNoEx(block_coord.Y);
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							MapBlockMesh *mesh = block ? block->mesh : nullptr;
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							// Calculate the coordinates for range and frutum culling
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							v3f mesh_sphere_center;
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							f32 mesh_sphere_radius;
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							v3s16 block_pos_nodes = block_coord * MAP_BLOCKSIZE;
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							if (mesh) {
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			 | 
			
								mesh_sphere_center = intToFloat(block_pos_nodes, BS)
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
										+ mesh->getBoundingSphereCenter();
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
								mesh_sphere_radius = mesh->getBoundingRadius();
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
							}
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
							else {
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
								mesh_sphere_center = intToFloat(block_pos_nodes, BS) + v3f((MAP_BLOCKSIZE * 0.5f - 0.5f) * BS);
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
								mesh_sphere_radius = 0.0f;
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
							}
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
				
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
							// First, perform a simple distance check.
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
							if (!m_control.range_all &&
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
								mesh_sphere_center.getDistanceFrom(intToFloat(cam_pos_nodes, BS)) >
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
									m_control.wanted_range * BS + mesh_sphere_radius)
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
								continue; // Out of range, skip.
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
				
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
							// Frustum culling
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
							// Only do coarse culling here, to account for fast camera movement.
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
							// This is needed because this function is not called every frame.
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
							float frustum_cull_extra_radius = 300.0f;
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
							if (is_frustum_culled(mesh_sphere_center,
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
									mesh_sphere_radius + frustum_cull_extra_radius))
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
								continue;
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
				
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
							// Calculate the vector from the camera block to the current block
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
							// We use it to determine through which sides of the current block we can continue the search
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
							v3s16 look = block_coord - camera_block;
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
				
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
							// Occluded near sides will further occlude the far sides
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
							u8 visible_outer_sides = flags & 0x07;
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
				
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
							// Raytraced occlusion culling - send rays from the camera to the block's corners
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
							if (occlusion_culling_enabled && m_enable_raytraced_culling &&
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
									block && mesh &&
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
									visible_outer_sides != 0x07 && isBlockOccluded(block, cam_pos_nodes)) {
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
								blocks_occlusion_culled++;
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
								continue;
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
							}
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
				
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
							// The block is visible, add to the draw list
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
							if (mesh) {
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
								// Add to set
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
								block->refGrab();
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
								m_drawlist[block_coord] = block;
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
							}
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
				
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
							// Decide which sides to traverse next or to block away
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
				
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
							// First, find the near sides that would occlude the far sides
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
							// * A near side can itself be occluded by a nearby block (the test above ^^)
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
							// * A near side can be visible but fully opaque by itself (e.g. ground at the 0 level)
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
				
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
							// mesh solid sides are +Z-Z+Y-Y+X-X
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
							// if we are inside the block's coordinates on an axis, 
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
							// treat these sides as opaque, as they should not allow to reach the far sides
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
							u8 block_inner_sides = (look.X == 0 ? 3 : 0) |
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
								(look.Y == 0 ? 12 : 0) |
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
								(look.Z == 0 ? 48 : 0);
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
				
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
							// get the mask for the sides that are relevant based on the direction
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
							u8 near_inner_sides = (look.X > 0 ? 1 : 2) |
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
									(look.Y > 0 ? 4 : 8) |
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
									(look.Z > 0 ? 16 : 32);
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
							
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
							// This bitset is +Z-Z+Y-Y+X-X (See MapBlockMesh), and axis is XYZ.
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
							// Get he block's transparent sides
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
							u8 transparent_sides = (occlusion_culling_enabled && block) ? ~block->solid_sides : 0x3F;
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
				
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
							// compress block transparent sides to ZYX mask of see-through axes
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
							u8 near_transparency =  (block_inner_sides == 0x3F) ? near_inner_sides : (transparent_sides & near_inner_sides);
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
				
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
							// when we are inside the camera block, do not block any sides
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
							if (block_inner_sides == 0x3F)
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
								block_inner_sides = 0;
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
				
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
							near_transparency &= ~block_inner_sides & 0x3F;
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
				
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
							near_transparency |= (near_transparency >> 1);
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
							near_transparency = (near_transparency & 1) |
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
									((near_transparency >> 1) & 2) |
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
									((near_transparency >> 2) & 4);
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
				
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
							// combine with known visible sides that matter
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
							near_transparency &= visible_outer_sides;
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
				
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
							// The rule for any far side to be visible:
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
							// * Any of the adjacent near sides is transparent (different axes)
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
							// * The opposite near side (same axis) is transparent, if it is the dominant axis of the look vector
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
				
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
							// Calculate vector from camera to mapblock center. Because we only need relation between
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
							// coordinates we scale by 2 to avoid precision loss.
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
							v3s16 precise_look = 2 * (block_pos_nodes - cam_pos_nodes) + MAP_BLOCKSIZE - 1;
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
				
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
							// dominant axis flag
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
							u8 dominant_axis = (abs(precise_look.X) > abs(precise_look.Y) && abs(precise_look.X) > abs(precise_look.Z)) |
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
										((abs(precise_look.Y) > abs(precise_look.Z) && abs(precise_look.Y) > abs(precise_look.X)) << 1) |
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
										((abs(precise_look.Z) > abs(precise_look.X) && abs(precise_look.Z) > abs(precise_look.Y)) << 2);
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
				
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
							// Queue next blocks for processing:
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
							// - Examine "far" sides of the current blocks, i.e. never move towards the camera
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
							// - Only traverse the sides that are not occluded
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
							// - Only traverse the sides that are not opaque
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
							// When queueing, mark the relevant side on the next block as 'visible'
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
							for (s16 axis = 0; axis < 3; axis++) {
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
				
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
								// Select a bit from transparent_sides for the side
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
								u8 far_side_mask = 1 << (2 * axis);
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
				
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
								// axis flag
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
								u8 my_side = 1 << axis;
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
								u8 adjacent_sides = my_side ^ 0x07;
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
				
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
								auto traverse_far_side = [&](s8 next_pos_offset) {
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
									// far side is visible if adjacent near sides are transparent, or if opposite side on dominant axis is transparent
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
									bool side_visible = ((near_transparency & adjacent_sides) | (near_transparency & my_side & dominant_axis)) != 0;
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
									side_visible = side_visible && ((far_side_mask & transparent_sides) != 0);
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
				
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
									v3s16 next_pos = block_coord;
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
									next_pos[axis] += next_pos_offset;
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
				
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
									// If a side is a see-through, mark the next block's side as visible, and queue
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
									if (side_visible) {
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
										auto &next_flags = blocks_seen.getChunk(next_pos).getBits(next_pos);
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
										next_flags |= my_side;
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
										blocks_to_consider.push(next_pos);
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
									}
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
									else {
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
										sides_skipped++;
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
									}
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
								};
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
				
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
				
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
								// Test the '-' direction of the axis
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
								if (look[axis] <= 0 && block_coord[axis] > p_blocks_min[axis])
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
									traverse_far_side(-1);
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
				
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
								// Test the '+' direction of the axis
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
								far_side_mask <<= 1;
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
				
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
								if (look[axis] >= 0 && block_coord[axis] < p_blocks_max[axis])
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
									traverse_far_side(+1);
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
							}
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
						}
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
				
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
						g_profiler->avg("MapBlocks occlusion culled [#]", blocks_occlusion_culled);
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
						g_profiler->avg("MapBlocks sides skipped [#]", sides_skipped);
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
						g_profiler->avg("MapBlocks examined [#]", blocks_visited);
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
						g_profiler->avg("MapBlocks drawn [#]", m_drawlist.size());
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
					}
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
					m_drawlist.clear();
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
					else {
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
						ScopeProfiler sp(g_profiler, "CM::updateDrawList()", SPT_AVG);
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
				
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
						m_needs_update_drawlist = false;
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
				
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
						for (auto &i : m_drawlist) {
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
							MapBlock *block = i.second;
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
							block->refDrop();
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
						}
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
						m_drawlist.clear();
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
				
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
						v3s16 cam_pos_nodes = floatToInt(m_camera_position, BS);
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
				
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
						v3s16 p_blocks_min;
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
						v3s16 p_blocks_max;
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
						getBlocksInViewRange(cam_pos_nodes, &p_blocks_min, &p_blocks_max);
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
				
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
						// Number of blocks currently loaded by the client
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
						u32 blocks_loaded = 0;
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
						// Number of blocks with mesh in rendering range
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
						u32 blocks_in_range_with_mesh = 0;
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
						// Number of blocks occlusion culled
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
						u32 blocks_occlusion_culled = 0;
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
				
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
						// No occlusion culling when free_move is on and camera is inside ground
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
						bool occlusion_culling_enabled = true;
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
						if (m_control.allow_noclip) {
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
							MapNode n = getNode(cam_pos_nodes);
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
							if (n.getContent() == CONTENT_IGNORE || m_nodedef->get(n).solidness == 2)
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
								occlusion_culling_enabled = false;
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
						}
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
				
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
						v3s16 camera_block = getContainerPos(cam_pos_nodes, MAP_BLOCKSIZE);
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
						m_drawlist = std::map<v3s16, MapBlock*, MapBlockComparer>(MapBlockComparer(camera_block));
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
				
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
						auto is_frustum_culled = m_client->getCamera()->getFrustumCuller();
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
				
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
						// 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)
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
						//    occlusion_culling_enabled = porting::getTimeS() & 1;
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
				
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
						for (const auto §or_it : m_sectors) {
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
							MapSector *sector = sector_it.second;
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
							v2s16 sp = sector->getPos();
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
				
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
							blocks_loaded += sector->size();
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
							if (!m_control.range_all) {
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
								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;
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
							}
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
				
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
							MapBlockVect sectorblocks;
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
							sector->getBlocks(sectorblocks);
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
				
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
							/*
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
								Loop through blocks in sector
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
							*/
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
				
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
							u32 sector_blocks_drawn = 0;
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
				
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
							for (MapBlock *block : sectorblocks) {
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
								/*
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
									Compare block position to camera position, skip
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
									if not seen on display
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
								*/
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
				
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
								if (!block->mesh) {
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
									// Ignore if mesh doesn't exist
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
									continue;
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
								}
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
				
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
								v3s16 block_coord = block->getPos();
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
								v3f mesh_sphere_center = intToFloat(block->getPosRelative(), BS)
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
										+ block->mesh->getBoundingSphereCenter();
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
								f32 mesh_sphere_radius = block->mesh->getBoundingRadius();
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
								// First, perform a simple distance check.
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
								if (!m_control.range_all &&
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
									mesh_sphere_center.getDistanceFrom(intToFloat(cam_pos_nodes, BS)) >
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
										m_control.wanted_range * BS + mesh_sphere_radius)
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
									continue; // Out of range, skip.
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
				
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
								// Keep the block alive as long as it is in range.
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
								block->resetUsageTimer();
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
								blocks_in_range_with_mesh++;
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
				
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
								// Frustum culling
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
								// Only do coarse culling here, to account for fast camera movement.
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
								// This is needed because this function is not called every frame.
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
								constexpr float frustum_cull_extra_radius = 300.0f;
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
								if (is_frustum_culled(mesh_sphere_center,
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
										mesh_sphere_radius + frustum_cull_extra_radius))
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
									continue;
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
				
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
								// Occlusion culling
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
								if (occlusion_culling_enabled && isBlockOccluded(block, cam_pos_nodes)) {
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
									blocks_occlusion_culled++;
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
									continue;
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
								}
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
				
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
								// Add to set
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
								block->refGrab();
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
								m_drawlist[block_coord] = block;
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
				
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
								sector_blocks_drawn++;
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
							} // foreach sectorblocks
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
				
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
							if (sector_blocks_drawn != 0)
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
								m_last_drawn_sectors.insert(sp);
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
						}
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
				
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
						g_profiler->avg("MapBlock meshes in range [#]", blocks_in_range_with_mesh);
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
						g_profiler->avg("MapBlocks occlusion culled [#]", blocks_occlusion_culled);
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
						g_profiler->avg("MapBlocks drawn [#]", m_drawlist.size());
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
						g_profiler->avg("MapBlocks loaded [#]", blocks_loaded);
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
					}
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
				}
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
				
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
				void ClientMap::touchMapBlocks()
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
				{
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
					if (!m_new_occlusion_culler)
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
						return;
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
				
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
					v3s16 cam_pos_nodes = floatToInt(m_camera_position, BS);
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
				
 | 
			
		
		
	
	
		
			
				
					
					| 
						
					 | 
				
			
			 | 
			 | 
			
				@@ -202,26 +619,6 @@ void ClientMap::updateDrawList()
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
					u32 blocks_loaded = 0;
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
					// Number of blocks with mesh in rendering range
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
					u32 blocks_in_range_with_mesh = 0;
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
					// Number of blocks occlusion culled
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
					u32 blocks_occlusion_culled = 0;
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
				
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
					// No occlusion culling when free_move is on and camera is inside ground
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
					bool occlusion_culling_enabled = true;
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
					if (m_control.allow_noclip) {
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
						MapNode n = getNode(cam_pos_nodes);
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
						if (n.getContent() == CONTENT_IGNORE || m_nodedef->get(n).solidness == 2)
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
							occlusion_culling_enabled = false;
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
					}
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
				
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
					v3s16 camera_block = getContainerPos(cam_pos_nodes, MAP_BLOCKSIZE);
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
					m_drawlist = std::map<v3s16, MapBlock*, MapBlockComparer>(MapBlockComparer(camera_block));
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
				
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
					auto is_frustum_culled = m_client->getCamera()->getFrustumCuller();
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
				
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
					// 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)
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
					//    occlusion_culling_enabled = porting::getTimeS() & 1;
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
				
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
					for (const auto §or_it : m_sectors) {
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
						MapSector *sector = sector_it.second;
 | 
			
		
		
	
	
		
			
				
					
					| 
						
					 | 
				
			
			 | 
			 | 
			
				@@ -241,8 +638,6 @@ void ClientMap::updateDrawList()
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
							Loop through blocks in sector
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
						*/
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
				
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
						u32 sector_blocks_drawn = 0;
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
				
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
						for (MapBlock *block : sectorblocks) {
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
							/*
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
								Compare block position to camera position, skip
 | 
			
		
		
	
	
		
			
				
					
					| 
						
					 | 
				
			
			 | 
			 | 
			
				@@ -254,7 +649,6 @@ void ClientMap::updateDrawList()
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
								continue;
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
							}
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
				
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
							v3s16 block_coord = block->getPos();
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
							v3f mesh_sphere_center = intToFloat(block->getPosRelative(), BS)
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
									+ block->mesh->getBoundingSphereCenter();
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
							f32 mesh_sphere_radius = block->mesh->getBoundingRadius();
 | 
			
		
		
	
	
		
			
				
					
					| 
						
					 | 
				
			
			 | 
			 | 
			
				@@ -267,35 +661,9 @@ void ClientMap::updateDrawList()
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
							// Keep the block alive as long as it is in range.
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
							block->resetUsageTimer();
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
							blocks_in_range_with_mesh++;
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
				
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
							// Frustum culling
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
							// Only do coarse culling here, to account for fast camera movement.
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
							// This is needed because this function is not called every frame.
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
							constexpr float frustum_cull_extra_radius = 300.0f;
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
							if (is_frustum_culled(mesh_sphere_center,
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
									mesh_sphere_radius + frustum_cull_extra_radius))
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
								continue;
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
				
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
							// Occlusion culling
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
							if (occlusion_culling_enabled && isBlockOccluded(block, cam_pos_nodes)) {
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
								blocks_occlusion_culled++;
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
								continue;
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
							}
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
				
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
							// Add to set
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
							block->refGrab();
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
							m_drawlist[block_coord] = block;
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
				
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
							sector_blocks_drawn++;
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
						} // foreach sectorblocks
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
				
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
						if (sector_blocks_drawn != 0)
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
							m_last_drawn_sectors.insert(sp);
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
						}
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
					}
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
				
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
					g_profiler->avg("MapBlock meshes in range [#]", blocks_in_range_with_mesh);
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
					g_profiler->avg("MapBlocks occlusion culled [#]", blocks_occlusion_culled);
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
					g_profiler->avg("MapBlocks drawn [#]", m_drawlist.size());
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
					g_profiler->avg("MapBlocks loaded [#]", blocks_loaded);
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
				}
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
				
 | 
			
		
		
	
	
		
			
				
					
					| 
						
					 | 
				
			
			 | 
			 | 
			
				 
 |