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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:
@@ -394,7 +394,7 @@ void ClientMap::updateDrawList()
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// Number of blocks frustum culled
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u32 blocks_frustum_culled = 0;
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MeshGrid mesh_grid = m_client->getMeshGrid();
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const MeshGrid mesh_grid = m_client->getMeshGrid();
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// No occlusion culling when free_move is on and camera is inside ground
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// No occlusion culling for chunk sizes of 4 and above
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@@ -407,6 +407,7 @@ void ClientMap::updateDrawList()
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}
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const v3s16 camera_block = getContainerPos(cam_pos_nodes, MAP_BLOCKSIZE);
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assert(m_drawlist.empty());
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m_drawlist = decltype(m_drawlist)(MapBlockComparer(camera_block));
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auto is_frustum_culled = m_client->getCamera()->getFrustumCuller();
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@@ -416,7 +417,14 @@ void ClientMap::updateDrawList()
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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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// Set of mesh holding blocks
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const auto &add_to_drawlist = [this] (MapBlock *block) {
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block->refGrab();
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auto res = m_drawlist.emplace(block->getPos(), block);
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(void)res;
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assert(res.second); // must not already exist
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};
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// Set of mesh holding blocks, will be transferred to m_drawlist
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std::set<v3s16> shortlist;
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/*
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@@ -426,8 +434,9 @@ void ClientMap::updateDrawList()
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if (m_control.range_all || m_loops_occlusion_culler) {
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// Number of blocks currently loaded by the client
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u32 blocks_loaded = 0;
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// Number of blocks with mesh in rendering range
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u32 blocks_in_range_with_mesh = 0;
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// Number of blocks in rendering range
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u32 blocks_in_range = 0;
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assert(m_keeplist.empty());
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MapBlockVect sectorblocks;
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@@ -451,6 +460,7 @@ void ClientMap::updateDrawList()
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v3f mesh_sphere_center;
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f32 mesh_sphere_radius;
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v3s16 block_pos = block->getPos();
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v3s16 block_pos_nodes = block->getPosRelative();
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if (mesh) {
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@@ -471,12 +481,12 @@ void ClientMap::updateDrawList()
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// Keep the block alive as long as it is in range.
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block->resetUsageTimer();
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blocks_in_range_with_mesh++;
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blocks_in_range++;
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// Frustum culling
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// Only do coarse culling here, to account for fast camera movement.
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// This is needed because this function is not called every frame.
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float frustum_cull_extra_radius = 300.0f;
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float frustum_cull_extra_radius = 30.0f * BS;
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if (is_frustum_culled(mesh_sphere_center,
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mesh_sphere_radius + frustum_cull_extra_radius)) {
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blocks_frustum_culled++;
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@@ -485,7 +495,7 @@ void ClientMap::updateDrawList()
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// Raytraced occlusion culling - send rays from the camera to the block's corners
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if (!m_control.range_all && occlusion_culling_enabled && m_enable_raytraced_culling &&
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mesh &&
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block &&
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isMeshOccluded(block, mesh_grid.cell_size, cam_pos_nodes)) {
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blocks_occlusion_culled++;
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continue;
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@@ -494,20 +504,26 @@ void ClientMap::updateDrawList()
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if (mesh_grid.cell_size > 1) {
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// Block meshes are stored in the corner block of a chunk
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// (where all coordinate are divisible by the chunk size)
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// Add them to the de-dup set.
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shortlist.emplace(mesh_grid.getMeshPos(block->getPos()));
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// All other blocks we can grab and add to the keeplist right away.
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m_keeplist.push_back(block);
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block->refGrab();
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} else if (mesh) {
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// without mesh chunking we can add the block to the drawlist
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block->refGrab();
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m_drawlist.emplace(block->getPos(), block);
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// Deduplicate and add them later
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shortlist.emplace(mesh_grid.getMeshPos(block_pos));
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// All other blocks we can add to m_keeplist right away
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if (!mesh_grid.isMeshPos(block_pos) || !mesh) {
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m_keeplist.push_back(block);
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block->refGrab();
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}
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} else {
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if (mesh) {
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// add directly to the drawlist
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add_to_drawlist(block);
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} else { // ...or to m_keeplist
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m_keeplist.push_back(block);
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block->refGrab();
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}
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}
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}
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}
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g_profiler->avg("MapBlock meshes in range [#]", blocks_in_range_with_mesh);
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g_profiler->avg("MapBlocks in range [#]", blocks_in_range);
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g_profiler->avg("MapBlocks loaded [#]", blocks_loaded);
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} else {
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// Blocks visited by the algorithm
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@@ -517,8 +533,8 @@ void ClientMap::updateDrawList()
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std::queue<v3s16> blocks_to_consider;
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v3s16 camera_mesh = mesh_grid.getMeshPos(camera_block);
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v3s16 camera_cell = mesh_grid.getCellPos(camera_block);
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const v3s16 camera_mesh = mesh_grid.getMeshPos(camera_block);
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const v3s16 camera_cell = mesh_grid.getCellPos(camera_block);
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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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@@ -530,25 +546,22 @@ void ClientMap::updateDrawList()
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// Recursively walk the space and pick mapblocks for drawing
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while (!blocks_to_consider.empty()) {
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v3s16 block_coord = blocks_to_consider.front();
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blocks_to_consider.pop();
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// We only iterate along the grid
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assert(mesh_grid.isMeshPos(block_coord));
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v3s16 cell_coord = mesh_grid.getCellPos(block_coord);
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auto &flags = meshes_seen.getChunk(cell_coord).getBits(cell_coord);
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// Only visit each block once (it may have been queued up to three times)
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// Only visit each cell 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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MapBlock *block = sector ? sector->getBlockNoCreateNoEx(block_coord.Y) : nullptr;
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MapBlock *block = getBlockNoCreateNoEx(block_coord);
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MapBlockMesh *mesh = block ? block->mesh : nullptr;
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// Calculate the coordinates for range and frustum culling
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@@ -562,20 +575,20 @@ void ClientMap::updateDrawList()
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+ mesh->getBoundingSphereCenter();
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mesh_sphere_radius = mesh->getBoundingRadius();
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} else {
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mesh_sphere_center = intToFloat(block_pos_nodes, BS) + v3f((mesh_grid.cell_size * MAP_BLOCKSIZE * 0.5f - 0.5f) * BS);
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mesh_sphere_center = intToFloat(block_pos_nodes, BS) +
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v3f((mesh_grid.cell_size * MAP_BLOCKSIZE * 0.5f - 0.5f) * BS);
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mesh_sphere_radius = 0.87f * mesh_grid.cell_size * MAP_BLOCKSIZE * BS;
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}
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// First, perform a simple distance check.
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if (!m_control.range_all &&
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mesh_sphere_center.getDistanceFrom(intToFloat(cam_pos_nodes, BS)) >
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if (mesh_sphere_center.getDistanceFrom(intToFloat(cam_pos_nodes, BS)) >
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m_control.wanted_range * BS + mesh_sphere_radius)
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continue; // Out of range, skip.
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// Frustum culling
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// Only do coarse culling here, to account for fast camera movement.
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// This is needed because this function is not called every frame.
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float frustum_cull_extra_radius = 300.0f;
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float frustum_cull_extra_radius = 30.0f * BS;
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if (is_frustum_culled(mesh_sphere_center,
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mesh_sphere_radius + frustum_cull_extra_radius)) {
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blocks_frustum_culled++;
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@@ -591,26 +604,16 @@ void ClientMap::updateDrawList()
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// Raytraced occlusion culling - send rays from the camera to the block's corners
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if (occlusion_culling_enabled && m_enable_raytraced_culling &&
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block && mesh &&
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visible_outer_sides != 0x07 && isMeshOccluded(block, mesh_grid.cell_size, cam_pos_nodes)) {
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block && visible_outer_sides != 0x07 &&
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isMeshOccluded(block, mesh_grid.cell_size, cam_pos_nodes)) {
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blocks_occlusion_culled++;
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continue;
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}
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if (mesh_grid.cell_size > 1) {
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// Block meshes are stored in the corner block of a chunk
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// (where all coordinate are divisible by the chunk size)
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// Add them to the de-dup set.
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shortlist.emplace(block_coord.X, block_coord.Y, block_coord.Z);
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// All other blocks we can grab and add to the keeplist right away.
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if (block) {
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m_keeplist.push_back(block);
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block->refGrab();
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}
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} else if (mesh) {
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// without mesh chunking we can add the block to the drawlist
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block->refGrab();
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m_drawlist.emplace(block_coord, block);
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// Note that we don't fill m_keeplist, or call resetUsageTimer() here.
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// touchMapBlocks() exists to deal with that.
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if (mesh) {
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add_to_drawlist(block);
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}
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// Decide which sides to traverse next or to block away
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@@ -694,8 +697,7 @@ void ClientMap::updateDrawList()
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auto &next_flags = meshes_seen.getChunk(next_cell).getBits(next_cell);
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next_flags |= my_side;
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blocks_to_consider.push(next_pos);
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}
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else {
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} else {
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sides_skipped++;
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}
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};
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@@ -712,18 +714,17 @@ void ClientMap::updateDrawList()
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traverse_far_side(+mesh_grid.cell_size);
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}
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}
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g_profiler->avg("MapBlocks sides skipped [#]", sides_skipped);
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g_profiler->avg("MapBlock sides skipped [#]", sides_skipped);
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g_profiler->avg("MapBlocks examined [#]", blocks_visited);
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}
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g_profiler->avg("MapBlocks shortlist [#]", shortlist.size());
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// must populate either only to avoid duplicates
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assert(m_drawlist.empty() || shortlist.empty());
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for (auto pos : shortlist) {
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MapBlock *block = getBlockNoCreateNoEx(pos);
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if (block) {
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block->refGrab();
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m_drawlist.emplace(pos, block);
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}
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if (block && block->mesh)
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add_to_drawlist(block);
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}
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g_profiler->avg("MapBlocks occlusion culled [#]", blocks_occlusion_culled);
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@@ -733,12 +734,15 @@ void ClientMap::updateDrawList()
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void ClientMap::touchMapBlocks()
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{
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// This function is only needed when using the BFS culler, since it does not
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// look at all blocks in range.
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// compare to ClientMap::updateDrawList()
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if (m_control.range_all || m_loops_occlusion_culler)
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return;
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ScopeProfiler sp(g_profiler, "CM::touchMapBlocks()", SPT_AVG);
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v3s16 cam_pos_nodes = floatToInt(m_camera_position, BS);
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const 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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@@ -746,8 +750,8 @@ void ClientMap::touchMapBlocks()
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// Number of blocks currently loaded by the client
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u32 blocks_loaded = 0;
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// Number of blocks with mesh in rendering range
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u32 blocks_in_range_with_mesh = 0;
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// Number of blocks in rendering range
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u32 blocks_in_range = 0;
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for (const auto §or_it : m_sectors) {
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const MapSector *sector = sector_it.second;
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@@ -785,18 +789,17 @@ void ClientMap::touchMapBlocks()
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}
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// First, perform a simple distance check.
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if (!m_control.range_all &&
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mesh_sphere_center.getDistanceFrom(m_camera_position) >
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if (mesh_sphere_center.getDistanceFrom(m_camera_position) >
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m_control.wanted_range * BS + mesh_sphere_radius)
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continue; // Out of range, skip.
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// Keep the block alive as long as it is in range.
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block->resetUsageTimer();
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blocks_in_range_with_mesh++;
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blocks_in_range++;
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}
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}
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g_profiler->avg("MapBlock meshes in range [#]", blocks_in_range_with_mesh);
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g_profiler->avg("MapBlocks in range [#]", blocks_in_range);
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g_profiler->avg("MapBlocks loaded [#]", blocks_loaded);
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}
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@@ -170,6 +170,8 @@ private:
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bool m_needs_update_transparent_meshes = true;
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std::map<v3s16, MapBlock*, MapBlockComparer> m_drawlist;
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// List of additional blocks to keep (relevant with mesh_chunk > 1, since
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// not all blocks contain a mesh)
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std::vector<MapBlock*> m_keeplist;
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std::map<v3s16, MapBlock*> m_drawlist_shadow;
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bool m_needs_update_drawlist;
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