diff --git a/builtin/settingtypes.txt b/builtin/settingtypes.txt index bc61962f5..ec8a8ce47 100644 --- a/builtin/settingtypes.txt +++ b/builtin/settingtypes.txt @@ -628,11 +628,6 @@ update_last_checked (Last update check) string # Ex: 5.5.0 is 005005000 update_last_known (Last known version update) int 0 -# Type of occlusion_culler -# "loops" is the legacy algorithm with nested loops and O(N^3) complexity -# "bfs" is the new algorithm based on breadth-first-search and side culling -occlusion_culler (Occlusion Culler) enum bfs bfs,loops - # Use raytraced occlusion culling in the new culler. # This flag enables use of raytraced occlusion culling test enable_raytraced_culling (Enable Raytraced Culling) bool true diff --git a/src/client/clientmap.cpp b/src/client/clientmap.cpp index 55aecc236..34d99e07d 100644 --- a/src/client/clientmap.cpp +++ b/src/client/clientmap.cpp @@ -103,23 +103,18 @@ ClientMap::ClientMap( m_cache_bilinear_filter = g_settings->getBool("bilinear_filter"); m_cache_anistropic_filter = g_settings->getBool("anisotropic_filter"); m_cache_transparency_sorting_distance = g_settings->getU16("transparency_sorting_distance"); - m_new_occlusion_culler = g_settings->get("occlusion_culler") == "bfs"; - g_settings->registerChangedCallback("occlusion_culler", on_settings_changed, this); m_enable_raytraced_culling = g_settings->getBool("enable_raytraced_culling"); g_settings->registerChangedCallback("enable_raytraced_culling", on_settings_changed, this); } void ClientMap::onSettingChanged(const std::string &name) { - if (name == "occlusion_culler") - m_new_occlusion_culler = g_settings->get("occlusion_culler") == "bfs"; if (name == "enable_raytraced_culling") m_enable_raytraced_culling = g_settings->getBool("enable_raytraced_culling"); } ClientMap::~ClientMap() { - g_settings->deregisterChangedCallback("occlusion_culler", on_settings_changed, this); g_settings->deregisterChangedCallback("enable_raytraced_culling", on_settings_changed, this); } @@ -252,363 +247,241 @@ private: void ClientMap::updateDrawList() { - if (m_new_occlusion_culler) { - ScopeProfiler sp(g_profiler, "CM::updateDrawList()", SPT_AVG); + ScopeProfiler sp(g_profiler, "CM::updateDrawList()", SPT_AVG); - m_needs_update_drawlist = false; + m_needs_update_drawlist = false; - for (auto &i : m_drawlist) { - MapBlock *block = i.second; - block->refDrop(); - } - m_drawlist.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); - - // Number of blocks occlusion culled - u32 blocks_occlusion_culled = 0; - // Blocks visited by the algorithm - u32 blocks_visited = 0; - // Block sides that were not traversed - u32 sides_skipped = 0; - - // 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(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 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()); + for (auto &i : m_drawlist) { + MapBlock *block = i.second; + block->refDrop(); } - else { - ScopeProfiler sp(g_profiler, "CM::updateDrawList()", SPT_AVG); + m_drawlist.clear(); - m_needs_update_drawlist = false; + v3s16 cam_pos_nodes = floatToInt(m_camera_position, BS); - for (auto &i : m_drawlist) { - MapBlock *block = i.second; - block->refDrop(); - } - m_drawlist.clear(); + v3s16 p_blocks_min; + v3s16 p_blocks_max; + getBlocksInViewRange(cam_pos_nodes, &p_blocks_min, &p_blocks_max); - v3s16 cam_pos_nodes = floatToInt(m_camera_position, BS); + // Number of blocks occlusion culled + u32 blocks_occlusion_culled = 0; + // Blocks visited by the algorithm + u32 blocks_visited = 0; + // Block sides that were not traversed + u32 sides_skipped = 0; - v3s16 p_blocks_min; - v3s16 p_blocks_max; - getBlocksInViewRange(cam_pos_nodes, &p_blocks_min, &p_blocks_max); - - // 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 occlusion culled - u32 blocks_occlusion_culled = 0; - - // 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(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; - - 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(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 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; diff --git a/src/defaultsettings.cpp b/src/defaultsettings.cpp index e9ee8281d..5ef9ba5e9 100644 --- a/src/defaultsettings.cpp +++ b/src/defaultsettings.cpp @@ -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");