From f5040707fe7cf9f24274379598527d6298c5818c Mon Sep 17 00:00:00 2001 From: x2048 Date: Mon, 27 Sep 2021 17:46:08 +0200 Subject: [PATCH] Order drawlist by distance to the camera when rendering (#11651) --- src/client/clientmap.cpp | 101 ++++++++++++++++++++++++++++----------- src/client/clientmap.h | 30 +++++++++++- src/client/game.cpp | 4 +- 3 files changed, 105 insertions(+), 30 deletions(-) diff --git a/src/client/clientmap.cpp b/src/client/clientmap.cpp index 77f3b9fe8..7cde085c8 100644 --- a/src/client/clientmap.cpp +++ b/src/client/clientmap.cpp @@ -73,7 +73,8 @@ ClientMap::ClientMap( rendering_engine->get_scene_manager(), id), m_client(client), m_rendering_engine(rendering_engine), - m_control(control) + m_control(control), + m_drawlist(MapBlockComparer(v3s16(0,0,0))) { /* @@ -164,6 +165,8 @@ void ClientMap::updateDrawList() { ScopeProfiler sp(g_profiler, "CM::updateDrawList()", SPT_AVG); + m_needs_update_drawlist = false; + for (auto &i : m_drawlist) { MapBlock *block = i.second; block->refDrop(); @@ -178,6 +181,7 @@ void ClientMap::updateDrawList() const f32 camera_fov = m_camera_fov * 1.1f; v3s16 cam_pos_nodes = floatToInt(camera_position, BS); + v3s16 p_blocks_min; v3s16 p_blocks_max; getBlocksInViewRange(cam_pos_nodes, &p_blocks_min, &p_blocks_max); @@ -202,6 +206,8 @@ void ClientMap::updateDrawList() occlusion_culling_enabled = false; } + v3s16 camera_block = getContainerPos(cam_pos_nodes, MAP_BLOCKSIZE); + m_drawlist = std::map(MapBlockComparer(camera_block)); // Uncomment to debug occluded blocks in the wireframe mode // TODO: Include this as a flag for an extended debugging setting @@ -321,7 +327,20 @@ void ClientMap::renderMap(video::IVideoDriver* driver, s32 pass) Draw the selected MapBlocks */ - MeshBufListList drawbufs; + MeshBufListList grouped_buffers; + + struct DrawDescriptor { + v3s16 m_pos; + scene::IMeshBuffer *m_buffer; + bool m_reuse_material; + + DrawDescriptor(const v3s16 &pos, scene::IMeshBuffer *buffer, bool reuse_material) : + m_pos(pos), m_buffer(buffer), m_reuse_material(reuse_material) + {} + }; + + std::vector draw_order; + video::SMaterial previous_material; for (auto &i : m_drawlist) { v3s16 block_pos = i.first; @@ -386,53 +405,76 @@ void ClientMap::renderMap(video::IVideoDriver* driver, s32 pass) material.setFlag(video::EMF_WIREFRAME, m_control.show_wireframe); - drawbufs.add(buf, block_pos, layer); + if (is_transparent_pass) { + // Same comparison as in MeshBufListList + bool new_material = material.getTexture(0) != previous_material.getTexture(0) || + material != previous_material; + + draw_order.emplace_back(block_pos, buf, !new_material); + + if (new_material) + previous_material = material; + } + else { + grouped_buffers.add(buf, block_pos, layer); + } } } } } } + // Capture draw order for all solid meshes + for (auto &lists : grouped_buffers.lists) { + for (MeshBufList &list : lists) { + // iterate in reverse to draw closest blocks first + for (auto it = list.bufs.rbegin(); it != list.bufs.rend(); ++it) { + draw_order.emplace_back(it->first, it->second, it != list.bufs.rbegin()); + } + } + } + TimeTaker draw("Drawing mesh buffers"); core::matrix4 m; // Model matrix v3f offset = intToFloat(m_camera_offset, BS); + u32 material_swaps = 0; - // Render all layers in order - for (auto &lists : drawbufs.lists) { - for (MeshBufList &list : lists) { - // Check and abort if the machine is swapping a lot - if (draw.getTimerTime() > 2000) { - infostream << "ClientMap::renderMap(): Rendering took >2s, " << - "returning." << std::endl; - return; - } + // Render all mesh buffers in order + drawcall_count += draw_order.size(); + for (auto &descriptor : draw_order) { + scene::IMeshBuffer *buf = descriptor.m_buffer; + // Check and abort if the machine is swapping a lot + if (draw.getTimerTime() > 2000) { + infostream << "ClientMap::renderMap(): Rendering took >2s, " << + "returning." << std::endl; + return; + } + + if (!descriptor.m_reuse_material) { + auto &material = buf->getMaterial(); // pass the shadow map texture to the buffer texture ShadowRenderer *shadow = m_rendering_engine->get_shadow_renderer(); if (shadow && shadow->is_active()) { - auto &layer = list.m.TextureLayer[3]; + auto &layer = material.TextureLayer[3]; layer.Texture = shadow->get_texture(); layer.TextureWrapU = video::E_TEXTURE_CLAMP::ETC_CLAMP_TO_EDGE; layer.TextureWrapV = video::E_TEXTURE_CLAMP::ETC_CLAMP_TO_EDGE; layer.TrilinearFilter = true; } - - driver->setMaterial(list.m); - - drawcall_count += list.bufs.size(); - for (auto &pair : list.bufs) { - scene::IMeshBuffer *buf = pair.second; - - v3f block_wpos = intToFloat(pair.first * MAP_BLOCKSIZE, BS); - m.setTranslation(block_wpos - offset); - - driver->setTransform(video::ETS_WORLD, m); - driver->drawMeshBuffer(buf); - vertex_count += buf->getVertexCount(); - } + driver->setMaterial(material); + ++material_swaps; } + + v3f block_wpos = intToFloat(descriptor.m_pos * MAP_BLOCKSIZE, BS); + m.setTranslation(block_wpos - offset); + + driver->setTransform(video::ETS_WORLD, m); + driver->drawMeshBuffer(buf); + vertex_count += buf->getVertexCount(); } + g_profiler->avg(prefix + "draw meshes [ms]", draw.stop(true)); // Log only on solid pass because values are the same @@ -440,8 +482,13 @@ void ClientMap::renderMap(video::IVideoDriver* driver, s32 pass) g_profiler->avg("renderMap(): animated meshes [#]", mesh_animate_count); } + if (pass == scene::ESNRP_TRANSPARENT) { + g_profiler->avg("renderMap(): transparent buffers [#]", draw_order.size()); + } + g_profiler->avg(prefix + "vertices drawn [#]", vertex_count); g_profiler->avg(prefix + "drawcalls [#]", drawcall_count); + g_profiler->avg(prefix + "material swaps [#]", material_swaps); } static bool getVisibleBrightness(Map *map, const v3f &p0, v3f dir, float step, diff --git a/src/client/clientmap.h b/src/client/clientmap.h index 97ce8d355..b4dc42395 100644 --- a/src/client/clientmap.h +++ b/src/client/clientmap.h @@ -87,10 +87,18 @@ public: void updateCamera(const v3f &pos, const v3f &dir, f32 fov, const v3s16 &offset) { + v3s16 previous_block = getContainerPos(floatToInt(m_camera_position, BS) + m_camera_offset, MAP_BLOCKSIZE); + m_camera_position = pos; m_camera_direction = dir; m_camera_fov = fov; m_camera_offset = offset; + + v3s16 current_block = getContainerPos(floatToInt(m_camera_position, BS) + m_camera_offset, MAP_BLOCKSIZE); + + // reorder the blocks when camera crosses block boundary + if (previous_block != current_block) + m_needs_update_drawlist = true; } /* @@ -122,6 +130,8 @@ public: v3s16 *p_blocks_min, v3s16 *p_blocks_max, float range=-1.0f); void updateDrawList(); void updateDrawListShadow(const v3f &shadow_light_pos, const v3f &shadow_light_dir, float shadow_range); + // Returns true if draw list needs updating before drawing the next frame. + bool needsUpdateDrawList() { return m_needs_update_drawlist; } void renderMap(video::IVideoDriver* driver, s32 pass); void renderMapShadows(video::IVideoDriver *driver, @@ -140,6 +150,23 @@ public: f32 getCameraFov() const { return m_camera_fov; } private: + // Orders blocks by distance to the camera + class MapBlockComparer + { + public: + MapBlockComparer(const v3s16 &camera_block) : m_camera_block(camera_block) {} + + bool operator() (const v3s16 &left, const v3s16 &right) const + { + auto distance_left = left.getDistanceFromSQ(m_camera_block); + auto distance_right = right.getDistanceFromSQ(m_camera_block); + return distance_left > distance_right || (distance_left == distance_right && left > right); + } + + private: + v3s16 m_camera_block; + }; + Client *m_client; RenderingEngine *m_rendering_engine; @@ -153,8 +180,9 @@ private: f32 m_camera_fov = M_PI; v3s16 m_camera_offset; - std::map m_drawlist; + std::map m_drawlist; std::map m_drawlist_shadow; + bool m_needs_update_drawlist; std::set m_last_drawn_sectors; diff --git a/src/client/game.cpp b/src/client/game.cpp index f7fd7abf9..a6448f40d 100644 --- a/src/client/game.cpp +++ b/src/client/game.cpp @@ -3897,8 +3897,8 @@ void Game::updateFrame(ProfilerGraph *graph, RunStats *stats, f32 dtime, v3f camera_direction = camera->getDirection(); if (runData.update_draw_list_timer >= update_draw_list_delta || runData.update_draw_list_last_cam_dir.getDistanceFrom(camera_direction) > 0.2 - || m_camera_offset_changed) { - + || m_camera_offset_changed + || client->getEnv().getClientMap().needsUpdateDrawList()) { runData.update_draw_list_timer = 0; client->getEnv().getClientMap().updateDrawList(); runData.update_draw_list_last_cam_dir = camera_direction;