Commit Graph

111 Commits

Author SHA1 Message Date
Loïc Blot 95409da87d Optimize updateFastFaceRow processing by removing some TileSpec copy (#5678)
* Optimize updateFastFaceRow processing by removing some TileSpec copy

It permit to decrease this function from 54% runtime to 45% and reduce copy from 14% runtime to 12.5%
getTileInfo also reduced from 27% to 23%

* makeFastFace should use a const ref too

this trigger a const pointer need in the underlying function

Also fix some code style and prevent calculating 4 times the same position at a point

* Reduce a comparison cost for lights in updateFastFaceRow
2017-04-29 20:36:09 +02:00
Dániel Juhász 1ffb180868 Soft node overlay (#5186)
This commit adds node overlays, which are tiles that are drawn on top of
other tiles.
2017-04-21 23:34:59 +10:00
Perttu Ahola 04cc9de8f2 MeshUpdateQueue: Add a MapBlock cache that minimizes the amount of MapBlock copying done in the main thread
Cache size is configurable by the meshgen_block_cache_size (default 20 MB).

New profiler stats:
- MeshUpdateQueue MapBlock cache hit %
- MeshUpdateQueue MapBlock cache size kB

Removes one type of stutter that was seen on the client when received MapBlocks
were being handled. (the "MeshMakeData::fill" stutter)

Kind of related to at least #5239

Originally preceded by these commits, now includes them:
- Move the mesh generator thread into src/mesh_generator_thread.{cpp,h}
- mesh_generator_thread.cpp: Update code style
- MeshUpdateThread: Modify interface to house a different implementation: Actual functionality will be changed by next commits.
- MeshMakeData: Add fillBlockData() interface (so that caller can fill in stuff from eg. a MapBlock cache)
2017-04-17 14:58:29 +03:00
Loïc Blot 072bbba69a Some performance optimizations (#5424)
* Some performance optimizations

This is globally removing some memory useless copy

* use a const ref return on std::string Settings::get to prevent data copy on getters which doesn't need to copy it
 * pass some stack created strings to static const as they are not modified anywhere
 * Camera: return nametags per const ref instead of a list pointer, we only need to read it
 * INodeDefManager: getAll should be a result ref writer instead of a return copy
 * INodeDefManager: getAlias should return a const std::string ref
 * Minimap: unroll a Scolor creation in blitMinimapPixersToImageRadar to prvent many variable construct/destruct which are unneeded (we rewrite the content in the loop)
 * CNodeDefManager::updateAliases: prevent a idef getall copy
 * Profiler: constness
 * rollback_interface: create real_name later, and use const ref
 * MapBlockMesh updateFastFaceRow: unroll TileSpec next_tile, which has a cost of 1.8% CPU due to variable allocation/destruction,
 * MapBlockMesh updateFastFaceRow: copy next_tile to tile only if it's a different tilespec
 * MapBlockMesh updateFastFaceRow: use memcpy to copy next_lights to lights to do it in a single cpu operation
2017-03-22 21:41:02 +01:00
number Zero d4e0c0f9b8 Content_mapblock.cpp: Refactor 2017-03-20 20:28:22 +00:00
Dániel Juhász 6642c8583a Use fabs() instead of abs() (#5141) 2017-01-30 08:18:18 +01:00
Dániel Juhász c268db7b46 Fix after hardware node coloring (#5114) 2017-01-27 01:10:56 +10:00
number Zero 33e0eedbfb Add smooth lighting for all nodes
Note: Smooth lighting disables the mesh cache.
2017-01-24 13:59:40 -08:00
Dániel Juhász d04d8aba70 Add hardware node coloring. Includes:
- Increase ContentFeatures serialization version
- Color property and palettes for nodes
- paramtype2 = "color", "colored facedir" or "colored wallmounted"
2017-01-23 07:27:12 +01:00
Ner'zhul 8e7449e092 Environment & IGameDef code refactoring (#4985)
* Environment code refactoring
* Cleanup includes & class declarations in client & server environment to improve build speed
* ServerEnvironment::m_gamedef is now a pointer to Server instead of IGameDef, permitting to cleanup many casts.
* Cleanup IGameDef
  * Move ITextureSource* IGameDef::getTextureSource() to Client only.
  * Also move ITextureSource *IGameDef::tsrc() helper
  * drop getShaderSource, getSceneManager, getSoundManager & getCamera abstract call
  * drop unused emerge() call
  * cleanup server unused functions (mentionned before)
* Drop one unused parameter from ContentFeatures::updateTextures
* move checkLocalPrivilege to Client
* Remove some unnecessary casts
* create_formspec_menu: remove IWritableTextureSource pointer, as client already knows it
* Fix some comments
* Change required IGameDef to Server/Client pointers
* Previous change that game.cpp sometimes calls functions with Client + InventoryManager + IGameDef in same functions but it's the same objects
* Remove duplicate Client pointer in GUIFormSpecMenu::GUIFormSpecMenu
* drop ClientMap::sectorWasDrawn which is unused
2017-01-09 20:39:22 +01:00
sfan5 523f0e8c5b Move TileAnimation code to seperate file 2017-01-02 15:28:06 +01:00
Loic Blot 155288ee98 use unordered containers where possible (patch 4 on X)
Also remove some unused parameters/functions
2016-10-06 22:37:26 +02:00
obneq 7f4c6f32da Mapblock mesh: Fix updateFastFaceRow tiling issue
Increase maximum length of tiled node rows from 2 to mapblock size.
2016-08-18 20:45:18 +01:00
RealBadAngel f9d727764f Mapblock mesh: Allow to use VBO 2016-02-26 00:51:01 +00:00
RealBadAngel 354635f9fb Dont make fastface if tile is not seamless
Fixes #3378
Closes #3751
2016-02-21 17:30:16 +01:00
RealBadAngel 08517244f7 Mapblock mesh: Eliminate meshgen lags 2016-02-16 08:23:32 +00:00
RealBadAngel 7ea40e45b1 Use vertices with tangents only when its needed. 2016-02-15 06:05:39 +00:00
RealBadAngel b44da4916a Cleanup selection mesh code, add shaders for halo and selection boxes 2016-02-08 03:57:42 -05:00
RealBadAngel bf884e37a0 Use tangent space meshes only when shaders are enabled 2016-02-07 04:12:49 +00:00
David Jones 34b7a147dc Change i++ to ++i 2015-08-25 18:33:52 -04:00
Břetislav Štec 88a6b9f52d Fixed minimap memory leak 2015-07-27 11:06:46 -04:00
RealBadAngel 655fc6010f Fix relief mapping issues 2015-07-16 15:36:48 +02:00
kwolekr e234d8b378 Clean-up Minimap code
- Fixed race conditions
- Fixed null dereference
- Fixed out-of-bounds array access
- MinimapMapblock is now allocated and added to update queue only when enabled
- Removed dependency on LocalPlayer
- Fixed code style
- Simplified expressions and program logic
- Cleaned minimap object interfaces
2015-07-08 01:50:31 -04:00
RealBadAngel ffd16e3fec Add minimap feature 2015-06-27 03:42:01 +02:00
est31 ee38bcd307 Automated whitespace error fix for last commit 2015-06-14 23:15:20 +02:00
RealBadAngel 43fcfbfe05 Improved parallax mapping. Generate heightmaps on the fly. 2015-06-14 21:13:36 +02:00
Craig Robbins 9527984dbc Move globals from main.cpp to more sane locations
Move debug streams to log.cpp|h

Move GUI-related globals to clientlauncher

Move g_settings and g_settings_path to settings.cpp|h

Move g_menuclouds to clouds.cpp|h

Move g_profiler to profiler.cpp|h
2015-04-01 23:04:25 +10:00
Aaron Suen db32e6c5aa Move texture_min_size even further down the pipe. Now, textures are JIT-upscaled using an image transformation, right at the time they're added to a mesh or particle; images used in 2D elements are left unscaled. This should fix any remaining issues with HUD elements. 2015-03-31 16:56:33 +10:00
gregorycu 577701cabd Optimise MapBlockMesh related functions
Directely or indirectly optimises the following functions:

* MapBlockMesh::MapBlockMesh
* MapBlockMesh::getTileInfo
* MapBlockMesh::makeFastFace
* MapBlockMesh::getSmoothLightCombined
2015-02-23 23:20:31 +10:00
Craig Robbins c8f60bd224 Remove workaround in itemdef.cpp to enable/disable/enable "enable_shaders" setting
* Increase performance (client)
* Avoid changing a global value to solve a local problem
2015-02-11 17:45:49 +10:00
Craig Robbins f824866686 Revert "Remove workaround in itemdef.cpp to enable/disable/enable "enable_shaders" setting"
This reverts commit d25ff8fd25.
2015-02-11 17:01:19 +10:00
Craig Robbins d25ff8fd25 Remove workaround in itemdef.cpp to enable/disable/enable "enable_shaders" setting
* Increase performance (client)
* Avoid changing a global value to solve a local problem
2015-02-11 16:02:16 +10:00
Craig Robbins 5e58a95491 Fix potential out-of-bounds array index 2015-01-16 14:35:57 +10:00
TriBlade9 e19dab2622 Added configurable ambient_occlusion_gamma. Default is 2.2 (same as previous hardcoded values). 2015-01-14 23:35:50 +10:00
Craig Robbins 3c8e372119 Removed superfluous facedir check in mapblock_mesh.cpp 2015-01-10 02:06:33 +10:00
unknown 1e8e700ee6 Change TileSpec::frames to be std::vector not std::map
Signed-off-by: Craig Robbins <kde.psych@gmail.com>
2014-12-21 02:41:17 +10:00
Craig Robbins c5f6f9f77a Increase performance of getLight() by at least 2x
Leads to the following increases:
getSmoothLight() approx.     40% increase
getTileInfo() approx.        25% increase
MapBlockMesh::MapBlockMesh() 25-30%
2014-12-10 00:52:02 +10:00
RealBadAngel 535c473103 Restore finalColorBlend implementation in shaders. 2014-12-07 11:05:00 +01:00
Craig Robbins cb2d467665 Fix smooth lighting (ambient occlusion)
Signed-off-by: Craig Robbins <kde.psych@gmail.com>
2014-11-22 21:58:00 +10:00
Craig Robbins d406ac994b Optimise functions from CNodeDefManager and VoxelManipulator
CNodeDefManager::get()
VoxelManipulator::addArea()
2014-11-21 14:56:45 +10:00
Craig Robbins ea404979e1 Optimise getTileInfo()
getTileInfo() ~1.5x faster
getSmoothLight ~2.0x faster
2014-11-21 14:56:45 +10:00
Kahrl 9b551d5cbc Implement WieldMeshSceneNode which improves wield mesh rendering
- Don't create and cache an extruded mesh for every (non-node) item.
  Instead use a single one per image resolution.

- For cubic nodes reuse a single wield mesh too

- Improve lighting of the wielded item

- Increase far value of wield mesh scene camera, fixes #1770

- Also includes some minor refactorings of Camera and GenericCAO.
2014-11-08 23:11:57 +01:00
Craig Robbins 076c5ee223 Various uninitialised variable fixes
sky.cpp: m_bgcolor.getAlpha() was being used before initialised

mesh related: m_highlight_mesh_color was being used uninitialised
2014-10-19 15:33:08 +02:00
RealBadAngel 0066bd77d2 Add meshnode drawtype. 2014-10-18 16:42:23 +02:00
RealBadAngel 58e6d25e03 Node highlighting. 2014-09-17 22:06:13 +02:00
RealBadAngel d9df592da8 Pass light sources in blue channel of vertex color instead of decoded light for all special drawtypes.
Plus some style fixes and optimizations.
2014-08-21 23:28:01 +02:00
RealBadAngel bf91d623c8 Let lighting be done only CPU side. Remove finalColorBlend implementation from shaders. 2014-08-16 14:48:52 +02:00
RealBadAngel 5e54bf1472 Make faces shading correct for all possible modes.
Skip shading for lightsources and top of the nodes.
Fixes liquid sources and flowing surfaces having different brightness.
2014-08-14 06:43:47 +02:00
RealBadAngel f0db6c4423 Speedup mapblock_mesh 2014-07-17 22:28:14 +02:00
RealBadAngel c9ba92c4ad Faces shading fixes 2014-07-07 18:06:20 +02:00