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Take mesh-bounding-sphere into account in updateDrawListShadow
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@ -1237,8 +1237,6 @@ void ClientMap::updateDrawListShadow(v3f shadow_light_pos, v3f shadow_light_dir,
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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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for (auto §or_it : m_sectors) {
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MapSector *sector = sector_it.second;
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@ -1253,14 +1251,15 @@ void ClientMap::updateDrawListShadow(v3f shadow_light_pos, v3f shadow_light_dir,
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Loop through blocks in sector
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*/
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for (MapBlock *block : sectorblocks) {
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if (!block->mesh) {
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MapBlockMesh *mesh = block->mesh;
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if (!mesh) {
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// Ignore if mesh doesn't exist
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continue;
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}
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v3f block_pos = intToFloat(block->getPos() * MAP_BLOCKSIZE, BS);
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v3f block_pos = intToFloat(block->getPos() * MAP_BLOCKSIZE, BS) + mesh->getBoundingSphereCenter();
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v3f projection = shadow_light_pos + shadow_light_dir * shadow_light_dir.dotProduct(block_pos - shadow_light_pos);
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if (projection.getDistanceFrom(block_pos) > radius)
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if (projection.getDistanceFrom(block_pos) > (radius + mesh->getBoundingRadius()))
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continue;
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blocks_in_range_with_mesh++;
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@ -1276,7 +1275,6 @@ void ClientMap::updateDrawListShadow(v3f shadow_light_pos, v3f shadow_light_dir,
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}
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g_profiler->avg("SHADOW MapBlock meshes in range [#]", blocks_in_range_with_mesh);
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g_profiler->avg("SHADOW MapBlocks occlusion culled [#]", blocks_occlusion_culled);
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g_profiler->avg("SHADOW MapBlocks drawn [#]", m_drawlist_shadow.size());
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g_profiler->avg("SHADOW MapBlocks loaded [#]", blocks_loaded);
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}
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