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	Remove the 'loops' occlusion culler (#13169)
This commit is contained in:
		@@ -628,11 +628,6 @@ update_last_checked (Last update check) string
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#    Ex: 5.5.0 is 005005000
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update_last_known (Last known version update) int 0
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#    Type of occlusion_culler
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#    "loops" is the legacy algorithm with nested loops and O(N^3) complexity
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#    "bfs" is the new algorithm based on breadth-first-search and side culling
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occlusion_culler (Occlusion Culler) enum bfs bfs,loops
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#    Use raytraced occlusion culling in the new culler.
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#	 This flag enables use of raytraced occlusion culling test
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enable_raytraced_culling (Enable Raytraced Culling) bool true
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@@ -103,23 +103,18 @@ 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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@@ -252,363 +247,241 @@ private:
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void ClientMap::updateDrawList()
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{
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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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	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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		}
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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)
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						+ mesh->getBoundingSphereCenter();
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				mesh_sphere_radius = mesh->getBoundingRadius();
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			}
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			else {
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				mesh_sphere_center = intToFloat(block_pos_nodes, BS) + v3f((MAP_BLOCKSIZE * 0.5f - 0.5f) * BS);
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				mesh_sphere_radius = 0.0f;
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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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					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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			if (is_frustum_culled(mesh_sphere_center,
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					mesh_sphere_radius + frustum_cull_extra_radius))
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				continue;
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			// Calculate the vector from the camera block to the current block
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			// We use it to determine through which sides of the current block we can continue the search
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			v3s16 look = block_coord - camera_block;
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			// Occluded near sides will further occlude the far sides
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			u8 visible_outer_sides = flags & 0x07;
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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 && isBlockOccluded(block, cam_pos_nodes)) {
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				blocks_occlusion_culled++;
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				continue;
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			}
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			// The block is visible, add to the draw list
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			if (mesh) {
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				// Add to set
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				block->refGrab();
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				m_drawlist[block_coord] = block;
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			}
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			// Decide which sides to traverse next or to block away
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			// First, find the near sides that would occlude the far sides
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			// * A near side can itself be occluded by a nearby block (the test above ^^)
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			// * A near side can be visible but fully opaque by itself (e.g. ground at the 0 level)
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			// mesh solid sides are +Z-Z+Y-Y+X-X
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			// if we are inside the block's coordinates on an axis, 
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			// treat these sides as opaque, as they should not allow to reach the far sides
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			u8 block_inner_sides = (look.X == 0 ? 3 : 0) |
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				(look.Y == 0 ? 12 : 0) |
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				(look.Z == 0 ? 48 : 0);
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			// get the mask for the sides that are relevant based on the direction
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			u8 near_inner_sides = (look.X > 0 ? 1 : 2) |
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					(look.Y > 0 ? 4 : 8) |
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					(look.Z > 0 ? 16 : 32);
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			// This bitset is +Z-Z+Y-Y+X-X (See MapBlockMesh), and axis is XYZ.
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			// Get he block's transparent sides
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			u8 transparent_sides = (occlusion_culling_enabled && block) ? ~block->solid_sides : 0x3F;
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			// compress block transparent sides to ZYX mask of see-through axes
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			u8 near_transparency =  (block_inner_sides == 0x3F) ? near_inner_sides : (transparent_sides & near_inner_sides);
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			// when we are inside the camera block, do not block any sides
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			if (block_inner_sides == 0x3F)
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				block_inner_sides = 0;
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			near_transparency &= ~block_inner_sides & 0x3F;
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			near_transparency |= (near_transparency >> 1);
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			near_transparency = (near_transparency & 1) |
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					((near_transparency >> 1) & 2) |
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					((near_transparency >> 2) & 4);
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			// combine with known visible sides that matter
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			near_transparency &= visible_outer_sides;
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			// The rule for any far side to be visible:
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			// * Any of the adjacent near sides is transparent (different axes)
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			// * The opposite near side (same axis) is transparent, if it is the dominant axis of the look vector
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			// Calculate vector from camera to mapblock center. Because we only need relation between
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			// coordinates we scale by 2 to avoid precision loss.
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			v3s16 precise_look = 2 * (block_pos_nodes - cam_pos_nodes) + MAP_BLOCKSIZE - 1;
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			// dominant axis flag
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			u8 dominant_axis = (abs(precise_look.X) > abs(precise_look.Y) && abs(precise_look.X) > abs(precise_look.Z)) |
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						((abs(precise_look.Y) > abs(precise_look.Z) && abs(precise_look.Y) > abs(precise_look.X)) << 1) |
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						((abs(precise_look.Z) > abs(precise_look.X) && abs(precise_look.Z) > abs(precise_look.Y)) << 2);
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			// Queue next blocks for processing:
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			// - Examine "far" sides of the current blocks, i.e. never move towards the camera
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			// - Only traverse the sides that are not occluded
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			// - Only traverse the sides that are not opaque
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			// When queueing, mark the relevant side on the next block as 'visible'
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			for (s16 axis = 0; axis < 3; axis++) {
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				// Select a bit from transparent_sides for the side
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				u8 far_side_mask = 1 << (2 * axis);
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				// axis flag
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				u8 my_side = 1 << axis;
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				u8 adjacent_sides = my_side ^ 0x07;
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				auto traverse_far_side = [&](s8 next_pos_offset) {
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					// far side is visible if adjacent near sides are transparent, or if opposite side on dominant axis is transparent
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					bool side_visible = ((near_transparency & adjacent_sides) | (near_transparency & my_side & dominant_axis)) != 0;
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					side_visible = side_visible && ((far_side_mask & transparent_sides) != 0);
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					v3s16 next_pos = block_coord;
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					next_pos[axis] += next_pos_offset;
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					// If a side is a see-through, mark the next block's side as visible, and queue
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					if (side_visible) {
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						auto &next_flags = blocks_seen.getChunk(next_pos).getBits(next_pos);
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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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						sides_skipped++;
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					}
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				};
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				// Test the '-' direction of the axis
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				if (look[axis] <= 0 && block_coord[axis] > p_blocks_min[axis])
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					traverse_far_side(-1);
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				// Test the '+' direction of the axis
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				far_side_mask <<= 1;
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				if (look[axis] >= 0 && block_coord[axis] < p_blocks_max[axis])
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					traverse_far_side(+1);
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			}
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		}
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		g_profiler->avg("MapBlocks occlusion culled [#]", blocks_occlusion_culled);
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		g_profiler->avg("MapBlocks sides skipped [#]", sides_skipped);
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		g_profiler->avg("MapBlocks examined [#]", blocks_visited);
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		g_profiler->avg("MapBlocks drawn [#]", m_drawlist.size());
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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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	else {
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		ScopeProfiler sp(g_profiler, "CM::updateDrawList()", SPT_AVG);
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	m_drawlist.clear();
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		m_needs_update_drawlist = false;
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	v3s16 cam_pos_nodes = floatToInt(m_camera_position, BS);
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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 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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		v3s16 cam_pos_nodes = floatToInt(m_camera_position, BS);
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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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		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 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 occlusion culled
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		u32 blocks_occlusion_culled = 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();
 | 
			
		||||
 | 
			
		||||
		// 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);
 | 
			
		||||
	// 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;
 | 
			
		||||
 | 
			
		||||
	std::queue<v3s16> blocks_to_consider;
 | 
			
		||||
 | 
			
		||||
	// Bits per block:
 | 
			
		||||
	// [ visited | 0 | 0 | 0 | 0 | Z visible | Y visible | X visible ]
 | 
			
		||||
	MapBlockFlags blocks_seen(p_blocks_min, p_blocks_max);
 | 
			
		||||
 | 
			
		||||
	// Start breadth-first search with the block the camera is in
 | 
			
		||||
	blocks_to_consider.push(camera_block);
 | 
			
		||||
	blocks_seen.getChunk(camera_block).getBits(camera_block) = 0x07; // mark all sides as visible
 | 
			
		||||
 | 
			
		||||
	// Recursively walk the space and pick mapblocks for drawing
 | 
			
		||||
	while (blocks_to_consider.size() > 0) {
 | 
			
		||||
 | 
			
		||||
		v3s16 block_coord = blocks_to_consider.front();
 | 
			
		||||
		blocks_to_consider.pop();
 | 
			
		||||
 | 
			
		||||
		auto &flags = blocks_seen.getChunk(block_coord).getBits(block_coord);
 | 
			
		||||
 | 
			
		||||
		// Only visit each block 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));
 | 
			
		||||
 | 
			
		||||
		if (!sector)
 | 
			
		||||
			continue;
 | 
			
		||||
 | 
			
		||||
		MapBlock *block = sector->getBlockNoCreateNoEx(block_coord.Y);
 | 
			
		||||
 | 
			
		||||
		MapBlockMesh *mesh = block ? block->mesh : nullptr;
 | 
			
		||||
 | 
			
		||||
 | 
			
		||||
		// Calculate the coordinates for range and frutum culling
 | 
			
		||||
		v3f mesh_sphere_center;
 | 
			
		||||
		f32 mesh_sphere_radius;
 | 
			
		||||
 | 
			
		||||
		v3s16 block_pos_nodes = block_coord * MAP_BLOCKSIZE;
 | 
			
		||||
 | 
			
		||||
		if (mesh) {
 | 
			
		||||
			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());
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
void ClientMap::touchMapBlocks()
 | 
			
		||||
{
 | 
			
		||||
	if (!m_new_occlusion_culler)
 | 
			
		||||
		return;
 | 
			
		||||
 | 
			
		||||
	v3s16 cam_pos_nodes = floatToInt(m_camera_position, BS);
 | 
			
		||||
 | 
			
		||||
	v3s16 p_blocks_min;
 | 
			
		||||
 
 | 
			
		||||
@@ -66,7 +66,6 @@ void set_default_settings()
 | 
			
		||||
	settings->setDefault("max_out_chat_queue_size", "20");
 | 
			
		||||
	settings->setDefault("pause_on_lost_focus", "false");
 | 
			
		||||
	settings->setDefault("enable_split_login_register", "true");
 | 
			
		||||
	settings->setDefault("occlusion_culler", "bfs");
 | 
			
		||||
	settings->setDefault("enable_raytraced_culling", "true");
 | 
			
		||||
	settings->setDefault("chat_weblink_color", "#8888FF");
 | 
			
		||||
 | 
			
		||||
 
 | 
			
		||||
		Reference in New Issue
	
	Block a user