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mirror of https://github.com/luanti-org/luanti.git synced 2025-12-12 10:15:26 +01:00

Fix some problems with ClientMap::updateDrawList and related

This commit is contained in:
sfan5
2025-12-03 21:36:48 +01:00
parent 4833942e8b
commit 607531ea6b
2 changed files with 65 additions and 60 deletions

View File

@@ -394,7 +394,7 @@ void ClientMap::updateDrawList()
// Number of blocks frustum culled
u32 blocks_frustum_culled = 0;
MeshGrid mesh_grid = m_client->getMeshGrid();
const MeshGrid mesh_grid = m_client->getMeshGrid();
// No occlusion culling when free_move is on and camera is inside ground
// No occlusion culling for chunk sizes of 4 and above
@@ -407,6 +407,7 @@ void ClientMap::updateDrawList()
}
const v3s16 camera_block = getContainerPos(cam_pos_nodes, MAP_BLOCKSIZE);
assert(m_drawlist.empty());
m_drawlist = decltype(m_drawlist)(MapBlockComparer(camera_block));
auto is_frustum_culled = m_client->getCamera()->getFrustumCuller();
@@ -416,7 +417,14 @@ void ClientMap::updateDrawList()
// if (occlusion_culling_enabled && m_control.show_wireframe)
// occlusion_culling_enabled = porting::getTimeS() & 1;
// Set of mesh holding blocks
const auto &add_to_drawlist = [this] (MapBlock *block) {
block->refGrab();
auto res = m_drawlist.emplace(block->getPos(), block);
(void)res;
assert(res.second); // must not already exist
};
// Set of mesh holding blocks, will be transferred to m_drawlist
std::set<v3s16> shortlist;
/*
@@ -426,8 +434,9 @@ void ClientMap::updateDrawList()
if (m_control.range_all || m_loops_occlusion_culler) {
// 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 in rendering range
u32 blocks_in_range = 0;
assert(m_keeplist.empty());
MapBlockVect sectorblocks;
@@ -451,6 +460,7 @@ void ClientMap::updateDrawList()
v3f mesh_sphere_center;
f32 mesh_sphere_radius;
v3s16 block_pos = block->getPos();
v3s16 block_pos_nodes = block->getPosRelative();
if (mesh) {
@@ -471,12 +481,12 @@ void ClientMap::updateDrawList()
// Keep the block alive as long as it is in range.
block->resetUsageTimer();
blocks_in_range_with_mesh++;
blocks_in_range++;
// 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;
float frustum_cull_extra_radius = 30.0f * BS;
if (is_frustum_culled(mesh_sphere_center,
mesh_sphere_radius + frustum_cull_extra_radius)) {
blocks_frustum_culled++;
@@ -485,7 +495,7 @@ void ClientMap::updateDrawList()
// Raytraced occlusion culling - send rays from the camera to the block's corners
if (!m_control.range_all && occlusion_culling_enabled && m_enable_raytraced_culling &&
mesh &&
block &&
isMeshOccluded(block, mesh_grid.cell_size, cam_pos_nodes)) {
blocks_occlusion_culled++;
continue;
@@ -494,20 +504,26 @@ void ClientMap::updateDrawList()
if (mesh_grid.cell_size > 1) {
// Block meshes are stored in the corner block of a chunk
// (where all coordinate are divisible by the chunk size)
// Add them to the de-dup set.
shortlist.emplace(mesh_grid.getMeshPos(block->getPos()));
// All other blocks we can grab and add to the keeplist right away.
m_keeplist.push_back(block);
block->refGrab();
} else if (mesh) {
// without mesh chunking we can add the block to the drawlist
block->refGrab();
m_drawlist.emplace(block->getPos(), block);
// Deduplicate and add them later
shortlist.emplace(mesh_grid.getMeshPos(block_pos));
// All other blocks we can add to m_keeplist right away
if (!mesh_grid.isMeshPos(block_pos) || !mesh) {
m_keeplist.push_back(block);
block->refGrab();
}
} else {
if (mesh) {
// add directly to the drawlist
add_to_drawlist(block);
} else { // ...or to m_keeplist
m_keeplist.push_back(block);
block->refGrab();
}
}
}
}
g_profiler->avg("MapBlock meshes in range [#]", blocks_in_range_with_mesh);
g_profiler->avg("MapBlocks in range [#]", blocks_in_range);
g_profiler->avg("MapBlocks loaded [#]", blocks_loaded);
} else {
// Blocks visited by the algorithm
@@ -517,8 +533,8 @@ void ClientMap::updateDrawList()
std::queue<v3s16> blocks_to_consider;
v3s16 camera_mesh = mesh_grid.getMeshPos(camera_block);
v3s16 camera_cell = mesh_grid.getCellPos(camera_block);
const v3s16 camera_mesh = mesh_grid.getMeshPos(camera_block);
const v3s16 camera_cell = mesh_grid.getCellPos(camera_block);
// Bits per block:
// [ visited | 0 | 0 | 0 | 0 | Z visible | Y visible | X visible ]
@@ -530,25 +546,22 @@ void ClientMap::updateDrawList()
// Recursively walk the space and pick mapblocks for drawing
while (!blocks_to_consider.empty()) {
v3s16 block_coord = blocks_to_consider.front();
blocks_to_consider.pop();
// We only iterate along the grid
assert(mesh_grid.isMeshPos(block_coord));
v3s16 cell_coord = mesh_grid.getCellPos(block_coord);
auto &flags = meshes_seen.getChunk(cell_coord).getBits(cell_coord);
// Only visit each block once (it may have been queued up to three times)
// Only visit each cell once (it may have been queued up to three times)
if ((flags & 0x80) == 0x80)
continue;
flags |= 0x80;
blocks_visited++;
// Get the sector, block and mesh
MapSector *sector = this->getSectorNoGenerate(v2s16(block_coord.X, block_coord.Z));
MapBlock *block = sector ? sector->getBlockNoCreateNoEx(block_coord.Y) : nullptr;
MapBlock *block = getBlockNoCreateNoEx(block_coord);
MapBlockMesh *mesh = block ? block->mesh : nullptr;
// Calculate the coordinates for range and frustum culling
@@ -562,20 +575,20 @@ void ClientMap::updateDrawList()
+ mesh->getBoundingSphereCenter();
mesh_sphere_radius = mesh->getBoundingRadius();
} else {
mesh_sphere_center = intToFloat(block_pos_nodes, BS) + v3f((mesh_grid.cell_size * MAP_BLOCKSIZE * 0.5f - 0.5f) * BS);
mesh_sphere_center = intToFloat(block_pos_nodes, BS) +
v3f((mesh_grid.cell_size * MAP_BLOCKSIZE * 0.5f - 0.5f) * BS);
mesh_sphere_radius = 0.87f * mesh_grid.cell_size * MAP_BLOCKSIZE * BS;
}
// First, perform a simple distance check.
if (!m_control.range_all &&
mesh_sphere_center.getDistanceFrom(intToFloat(cam_pos_nodes, BS)) >
if (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;
float frustum_cull_extra_radius = 30.0f * BS;
if (is_frustum_culled(mesh_sphere_center,
mesh_sphere_radius + frustum_cull_extra_radius)) {
blocks_frustum_culled++;
@@ -591,26 +604,16 @@ void ClientMap::updateDrawList()
// 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 && isMeshOccluded(block, mesh_grid.cell_size, cam_pos_nodes)) {
block && visible_outer_sides != 0x07 &&
isMeshOccluded(block, mesh_grid.cell_size, cam_pos_nodes)) {
blocks_occlusion_culled++;
continue;
}
if (mesh_grid.cell_size > 1) {
// Block meshes are stored in the corner block of a chunk
// (where all coordinate are divisible by the chunk size)
// Add them to the de-dup set.
shortlist.emplace(block_coord.X, block_coord.Y, block_coord.Z);
// All other blocks we can grab and add to the keeplist right away.
if (block) {
m_keeplist.push_back(block);
block->refGrab();
}
} else if (mesh) {
// without mesh chunking we can add the block to the drawlist
block->refGrab();
m_drawlist.emplace(block_coord, block);
// Note that we don't fill m_keeplist, or call resetUsageTimer() here.
// touchMapBlocks() exists to deal with that.
if (mesh) {
add_to_drawlist(block);
}
// Decide which sides to traverse next or to block away
@@ -694,8 +697,7 @@ void ClientMap::updateDrawList()
auto &next_flags = meshes_seen.getChunk(next_cell).getBits(next_cell);
next_flags |= my_side;
blocks_to_consider.push(next_pos);
}
else {
} else {
sides_skipped++;
}
};
@@ -712,18 +714,17 @@ void ClientMap::updateDrawList()
traverse_far_side(+mesh_grid.cell_size);
}
}
g_profiler->avg("MapBlocks sides skipped [#]", sides_skipped);
g_profiler->avg("MapBlock sides skipped [#]", sides_skipped);
g_profiler->avg("MapBlocks examined [#]", blocks_visited);
}
g_profiler->avg("MapBlocks shortlist [#]", shortlist.size());
// must populate either only to avoid duplicates
assert(m_drawlist.empty() || shortlist.empty());
for (auto pos : shortlist) {
MapBlock *block = getBlockNoCreateNoEx(pos);
if (block) {
block->refGrab();
m_drawlist.emplace(pos, block);
}
if (block && block->mesh)
add_to_drawlist(block);
}
g_profiler->avg("MapBlocks occlusion culled [#]", blocks_occlusion_culled);
@@ -733,12 +734,15 @@ void ClientMap::updateDrawList()
void ClientMap::touchMapBlocks()
{
// This function is only needed when using the BFS culler, since it does not
// look at all blocks in range.
// compare to ClientMap::updateDrawList()
if (m_control.range_all || m_loops_occlusion_culler)
return;
ScopeProfiler sp(g_profiler, "CM::touchMapBlocks()", SPT_AVG);
v3s16 cam_pos_nodes = floatToInt(m_camera_position, BS);
const v3s16 cam_pos_nodes = floatToInt(m_camera_position, BS);
v3s16 p_blocks_min;
v3s16 p_blocks_max;
@@ -746,8 +750,8 @@ void ClientMap::touchMapBlocks()
// 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 in rendering range
u32 blocks_in_range = 0;
for (const auto &sector_it : m_sectors) {
const MapSector *sector = sector_it.second;
@@ -785,18 +789,17 @@ void ClientMap::touchMapBlocks()
}
// First, perform a simple distance check.
if (!m_control.range_all &&
mesh_sphere_center.getDistanceFrom(m_camera_position) >
if (mesh_sphere_center.getDistanceFrom(m_camera_position) >
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++;
blocks_in_range++;
}
}
g_profiler->avg("MapBlock meshes in range [#]", blocks_in_range_with_mesh);
g_profiler->avg("MapBlocks in range [#]", blocks_in_range);
g_profiler->avg("MapBlocks loaded [#]", blocks_loaded);
}

View File

@@ -170,6 +170,8 @@ private:
bool m_needs_update_transparent_meshes = true;
std::map<v3s16, MapBlock*, MapBlockComparer> m_drawlist;
// List of additional blocks to keep (relevant with mesh_chunk > 1, since
// not all blocks contain a mesh)
std::vector<MapBlock*> m_keeplist;
std::map<v3s16, MapBlock*> m_drawlist_shadow;
bool m_needs_update_drawlist;