diff --git a/src/client/clientmap.cpp b/src/client/clientmap.cpp index 62963f7a2..e19ef0f53 100644 --- a/src/client/clientmap.cpp +++ b/src/client/clientmap.cpp @@ -262,20 +262,12 @@ void ClientMap::updateDrawList() } m_keeplist.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); + const v3s16 cam_pos_nodes = floatToInt(m_camera_position, BS); // Number of blocks occlusion culled u32 blocks_occlusion_culled = 0; // Number of blocks frustum culled u32 blocks_frustum_culled = 0; - // Blocks visited by the algorithm - u32 blocks_visited = 0; - // Block sides that were not traversed - u32 sides_skipped = 0; MeshGrid mesh_grid = m_client->getMeshGrid(); @@ -289,7 +281,7 @@ void ClientMap::updateDrawList() occlusion_culling_enabled = false; } - v3s16 camera_block = getContainerPos(cam_pos_nodes, MAP_BLOCKSIZE); + const v3s16 camera_block = getContainerPos(cam_pos_nodes, MAP_BLOCKSIZE); m_drawlist = std::map(MapBlockComparer(camera_block)); auto is_frustum_culled = m_client->getCamera()->getFrustumCuller(); @@ -299,213 +291,284 @@ void ClientMap::updateDrawList() // if (occlusion_culling_enabled && m_control.show_wireframe) // occlusion_culling_enabled = porting::getTimeS() & 1; - std::queue blocks_to_consider; - - v3s16 camera_mesh = mesh_grid.getMeshPos(camera_block); - v3s16 camera_cell = mesh_grid.getCellPos(camera_block); - - // Bits per block: - // [ visited | 0 | 0 | 0 | 0 | Z visible | Y visible | X visible ] - MapBlockFlags meshes_seen(mesh_grid.getCellPos(p_blocks_min), mesh_grid.getCellPos(p_blocks_max) + 1); - - // Start breadth-first search with the block the camera is in - blocks_to_consider.push(camera_mesh); - meshes_seen.getChunk(camera_cell).getBits(camera_cell) = 0x07; // mark all sides as visible - + // Set of mesh holding blocks std::set shortlist; - // Recursively walk the space and pick mapblocks for drawing - while (blocks_to_consider.size() > 0) { + /* + When range_all is enabled, enumerate all blocks visible in the + frustum and display them. + */ + if (m_control.range_all) { + MapBlockVect sectorblocks; - v3s16 block_coord = blocks_to_consider.front(); - blocks_to_consider.pop(); + for (auto §or_it : m_sectors) { + MapSector *sector = sector_it.second; + if (!sector) + continue; - v3s16 cell_coord = mesh_grid.getCellPos(block_coord); - auto &flags = meshes_seen.getChunk(cell_coord).getBits(cell_coord); + sectorblocks.clear(); + sector->getBlocks(sectorblocks); - // Only visit each block once (it may have been queued up to three times) - if ((flags & 0x80) == 0x80) - continue; - flags |= 0x80; + // Loop through blocks in sector + for (MapBlock *block : sectorblocks) { + MapBlockMesh *mesh = block->mesh; - blocks_visited++; + // Calculate the coordinates for range and frustum culling + v3f mesh_sphere_center; + f32 mesh_sphere_radius; - // Get the sector, block and mesh - MapSector *sector = this->getSectorNoGenerate(v2s16(block_coord.X, block_coord.Z)); + v3s16 block_pos_nodes = block->getPos() * MAP_BLOCKSIZE; - MapBlock *block = sector ? sector->getBlockNoCreateNoEx(block_coord.Y) : nullptr; + 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; + } - MapBlockMesh *mesh = block ? block->mesh : nullptr; + // 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)) { + blocks_frustum_culled++; + continue; + } - // Calculate the coordinates for range and frustum 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((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)) > - 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)) { - blocks_frustum_culled++; - 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_mesh; - - // 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 && 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(); + 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); + } } } - else if (mesh) { - // without mesh chunking we can add the block to the drawlist - block->refGrab(); - m_drawlist.emplace(block_coord, block); - } + } else { + // Blocks visited by the algorithm + u32 blocks_visited = 0; + // Block sides that were not traversed + u32 sides_skipped = 0; - // Decide which sides to traverse next or to block away + v3s16 p_blocks_min; + v3s16 p_blocks_max; + getBlocksInViewRange(cam_pos_nodes, &p_blocks_min, &p_blocks_max); - // 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) + std::queue blocks_to_consider; - // 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); + v3s16 camera_mesh = mesh_grid.getMeshPos(camera_block); + v3s16 camera_cell = mesh_grid.getCellPos(camera_block); - // 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; + // Bits per block: + // [ visited | 0 | 0 | 0 | 0 | Z visible | Y visible | X visible ] + MapBlockFlags meshes_seen(mesh_grid.getCellPos(p_blocks_min), mesh_grid.getCellPos(p_blocks_max) + 1); - // 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); + // Start breadth-first search with the block the camera is in + blocks_to_consider.push(camera_mesh); + meshes_seen.getChunk(camera_cell).getBits(camera_cell) = 0x07; // mark all sides as visible - // when we are inside the camera block, do not block any sides - if (block_inner_sides == 0x3F) - block_inner_sides = 0; + // Recursively walk the space and pick mapblocks for drawing + while (!blocks_to_consider.empty()) { - near_transparency &= ~block_inner_sides & 0x3F; + v3s16 block_coord = blocks_to_consider.front(); + blocks_to_consider.pop(); - near_transparency |= (near_transparency >> 1); - near_transparency = (near_transparency & 1) | - ((near_transparency >> 1) & 2) | - ((near_transparency >> 2) & 4); + v3s16 cell_coord = mesh_grid.getCellPos(block_coord); + auto &flags = meshes_seen.getChunk(cell_coord).getBits(cell_coord); - // combine with known visible sides that matter - near_transparency &= visible_outer_sides; + // Only visit each block once (it may have been queued up to three times) + if ((flags & 0x80) == 0x80) + continue; + flags |= 0x80; - // 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 + blocks_visited++; - // 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) + mesh_grid.cell_size * MAP_BLOCKSIZE - 1; + // Get the sector, block and mesh + MapSector *sector = this->getSectorNoGenerate(v2s16(block_coord.X, block_coord.Z)); - // 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); + MapBlock *block = sector ? sector->getBlockNoCreateNoEx(block_coord.Y) : nullptr; - // 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++) { + MapBlockMesh *mesh = block ? block->mesh : nullptr; - // Select a bit from transparent_sides for the side - u8 far_side_mask = 1 << (2 * axis); + // Calculate the coordinates for range and frustum culling + v3f mesh_sphere_center; + f32 mesh_sphere_radius; - // axis flag - u8 my_side = 1 << axis; - u8 adjacent_sides = my_side ^ 0x07; + v3s16 block_pos_nodes = block_coord * MAP_BLOCKSIZE; - 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); + 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((mesh_grid.cell_size * MAP_BLOCKSIZE * 0.5f - 0.5f) * BS); + mesh_sphere_radius = 0.87f * mesh_grid.cell_size * MAP_BLOCKSIZE * BS; + } - v3s16 next_pos = block_coord; - next_pos[axis] += next_pos_offset; + // 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. - v3s16 next_cell = mesh_grid.getCellPos(next_pos); + // 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)) { + blocks_frustum_culled++; + continue; + } - // If a side is a see-through, mark the next block's side as visible, and queue - if (side_visible) { - auto &next_flags = meshes_seen.getChunk(next_cell).getBits(next_cell); - next_flags |= my_side; - blocks_to_consider.push(next_pos); + // 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_mesh; + + // 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 && 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 { - sides_skipped++; - } - }; + } else if (mesh) { + // without mesh chunking we can add the block to the drawlist + block->refGrab(); + m_drawlist.emplace(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) + mesh_grid.cell_size * 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; + + v3s16 next_cell = mesh_grid.getCellPos(next_pos); + + // If a side is a see-through, mark the next block's side as visible, and queue + if (side_visible) { + auto &next_flags = meshes_seen.getChunk(next_cell).getBits(next_cell); + 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(-mesh_grid.cell_size); + // Test the '-' direction of the axis + if (look[axis] <= 0 && block_coord[axis] > p_blocks_min[axis]) + traverse_far_side(-mesh_grid.cell_size); - // Test the '+' direction of the axis - far_side_mask <<= 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(+mesh_grid.cell_size); + if (look[axis] >= 0 && block_coord[axis] < p_blocks_max[axis]) + traverse_far_side(+mesh_grid.cell_size); + } } + g_profiler->avg("MapBlocks sides skipped [#]", sides_skipped); + g_profiler->avg("MapBlocks examined [#]", blocks_visited); } - g_profiler->avg("MapBlocks shortlist [#]", shortlist.size()); assert(m_drawlist.empty() || shortlist.empty()); for (auto pos : shortlist) { - MapBlock * block = getBlockNoCreateNoEx(pos); + MapBlock *block = getBlockNoCreateNoEx(pos); if (block) { block->refGrab(); m_drawlist.emplace(pos, block); @@ -514,8 +577,6 @@ void ClientMap::updateDrawList() g_profiler->avg("MapBlocks occlusion culled [#]", blocks_occlusion_culled); g_profiler->avg("MapBlocks frustum culled [#]", blocks_frustum_culled); - g_profiler->avg("MapBlocks sides skipped [#]", sides_skipped); - g_profiler->avg("MapBlocks examined [#]", blocks_visited); g_profiler->avg("MapBlocks drawn [#]", m_drawlist.size()); } diff --git a/src/mapsector.cpp b/src/mapsector.cpp index 3eefa5410..e6cc32e28 100644 --- a/src/mapsector.cpp +++ b/src/mapsector.cpp @@ -124,6 +124,7 @@ void MapSector::deleteBlock(MapBlock *block) void MapSector::getBlocks(MapBlockVect &dest) { + dest.reserve(dest.size() + m_blocks.size()); for (auto &block : m_blocks) { dest.push_back(block.second); }