minetest/src/client/clientmap.cpp

1211 lines
37 KiB
C++

/*
Minetest
Copyright (C) 2010-2013 celeron55, Perttu Ahola <celeron55@gmail.com>
This program is free software; you can redistribute it and/or modify
it under the terms of the GNU Lesser General Public License as published by
the Free Software Foundation; either version 2.1 of the License, or
(at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU Lesser General Public License for more details.
You should have received a copy of the GNU Lesser General Public License along
with this program; if not, write to the Free Software Foundation, Inc.,
51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
*/
#include "clientmap.h"
#include "client.h"
#include "mapblock_mesh.h"
#include <IMaterialRenderer.h>
#include <matrix4.h>
#include "mapsector.h"
#include "mapblock.h"
#include "profiler.h"
#include "settings.h"
#include "camera.h" // CameraModes
#include "util/basic_macros.h"
#include "client/renderingengine.h"
#include <queue>
// struct MeshBufListList
void MeshBufListList::clear()
{
for (auto &list : lists)
list.clear();
}
void MeshBufListList::add(scene::IMeshBuffer *buf, v3s16 position, u8 layer)
{
// Append to the correct layer
std::vector<MeshBufList> &list = lists[layer];
const video::SMaterial &m = buf->getMaterial();
for (MeshBufList &l : list) {
// comparing a full material is quite expensive so we don't do it if
// not even first texture is equal
if (l.m.TextureLayer[0].Texture != m.TextureLayer[0].Texture)
continue;
if (l.m == m) {
l.bufs.emplace_back(position, buf);
return;
}
}
MeshBufList l;
l.m = m;
l.bufs.emplace_back(position, buf);
list.emplace_back(l);
}
static void on_settings_changed(const std::string &name, void *data)
{
static_cast<ClientMap*>(data)->onSettingChanged(name);
}
// ClientMap
ClientMap::ClientMap(
Client *client,
RenderingEngine *rendering_engine,
MapDrawControl &control,
s32 id
):
Map(client),
scene::ISceneNode(rendering_engine->get_scene_manager()->getRootSceneNode(),
rendering_engine->get_scene_manager(), id),
m_client(client),
m_rendering_engine(rendering_engine),
m_control(control),
m_drawlist(MapBlockComparer(v3s16(0,0,0)))
{
/*
* @Liso: Sadly C++ doesn't have introspection, so the only way we have to know
* the class is whith a name ;) Name property cames from ISceneNode base class.
*/
Name = "ClientMap";
m_box = aabb3f(-BS*1000000,-BS*1000000,-BS*1000000,
BS*1000000,BS*1000000,BS*1000000);
/* TODO: Add a callback function so these can be updated when a setting
* changes. At this point in time it doesn't matter (e.g. /set
* is documented to change server settings only)
*
* TODO: Local caching of settings is not optimal and should at some stage
* be updated to use a global settings object for getting thse values
* (as opposed to the this local caching). This can be addressed in
* a later release.
*/
m_cache_trilinear_filter = g_settings->getBool("trilinear_filter");
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_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 == "enable_raytraced_culling")
m_enable_raytraced_culling = g_settings->getBool("enable_raytraced_culling");
}
ClientMap::~ClientMap()
{
g_settings->deregisterChangedCallback("enable_raytraced_culling", on_settings_changed, this);
}
void ClientMap::updateCamera(v3f pos, v3f dir, f32 fov, v3s16 offset)
{
v3s16 previous_node = floatToInt(m_camera_position, BS) + m_camera_offset;
v3s16 previous_block = getContainerPos(previous_node, MAP_BLOCKSIZE);
m_camera_position = pos;
m_camera_direction = dir;
m_camera_fov = fov;
m_camera_offset = offset;
v3s16 current_node = floatToInt(m_camera_position, BS) + m_camera_offset;
v3s16 current_block = getContainerPos(current_node, MAP_BLOCKSIZE);
// reorder the blocks when camera crosses block boundary
if (previous_block != current_block)
m_needs_update_drawlist = true;
// reorder transparent meshes when camera crosses node boundary
if (previous_node != current_node)
m_needs_update_transparent_meshes = true;
}
MapSector * ClientMap::emergeSector(v2s16 p2d)
{
// Check that it doesn't exist already
MapSector *sector = getSectorNoGenerate(p2d);
// Create it if it does not exist yet
if (!sector) {
sector = new MapSector(this, p2d, m_gamedef);
m_sectors[p2d] = sector;
}
return sector;
}
void ClientMap::OnRegisterSceneNode()
{
if(IsVisible)
{
SceneManager->registerNodeForRendering(this, scene::ESNRP_SOLID);
SceneManager->registerNodeForRendering(this, scene::ESNRP_TRANSPARENT);
}
ISceneNode::OnRegisterSceneNode();
// It's not needed to register this node to the shadow renderer
// we have other way to find it
}
void ClientMap::getBlocksInViewRange(v3s16 cam_pos_nodes,
v3s16 *p_blocks_min, v3s16 *p_blocks_max, float range)
{
if (range <= 0.0f)
range = m_control.wanted_range;
v3s16 box_nodes_d = range * v3s16(1, 1, 1);
// Define p_nodes_min/max as v3s32 because 'cam_pos_nodes -/+ box_nodes_d'
// can exceed the range of v3s16 when a large view range is used near the
// world edges.
v3s32 p_nodes_min(
cam_pos_nodes.X - box_nodes_d.X,
cam_pos_nodes.Y - box_nodes_d.Y,
cam_pos_nodes.Z - box_nodes_d.Z);
v3s32 p_nodes_max(
cam_pos_nodes.X + box_nodes_d.X,
cam_pos_nodes.Y + box_nodes_d.Y,
cam_pos_nodes.Z + box_nodes_d.Z);
// Take a fair amount as we will be dropping more out later
// Umm... these additions are a bit strange but they are needed.
*p_blocks_min = v3s16(
p_nodes_min.X / MAP_BLOCKSIZE - 3,
p_nodes_min.Y / MAP_BLOCKSIZE - 3,
p_nodes_min.Z / MAP_BLOCKSIZE - 3);
*p_blocks_max = v3s16(
p_nodes_max.X / MAP_BLOCKSIZE + 1,
p_nodes_max.Y / MAP_BLOCKSIZE + 1,
p_nodes_max.Z / MAP_BLOCKSIZE + 1);
}
class MapBlockFlags
{
public:
static constexpr u16 CHUNK_EDGE = 8;
static constexpr u16 CHUNK_MASK = CHUNK_EDGE - 1;
static constexpr std::size_t CHUNK_VOLUME = CHUNK_EDGE * CHUNK_EDGE * CHUNK_EDGE; // volume of a chunk
MapBlockFlags(v3s16 min_pos, v3s16 max_pos)
: min_pos(min_pos), volume((max_pos - min_pos) / CHUNK_EDGE + 1)
{
chunks.resize(volume.X * volume.Y * volume.Z);
}
class Chunk
{
public:
inline u8 &getBits(v3s16 pos)
{
std::size_t address = getAddress(pos);
return bits[address];
}
private:
inline std::size_t getAddress(v3s16 pos) {
std::size_t address = (pos.X & CHUNK_MASK) + (pos.Y & CHUNK_MASK) * CHUNK_EDGE + (pos.Z & CHUNK_MASK) * (CHUNK_EDGE * CHUNK_EDGE);
return address;
}
std::array<u8, CHUNK_VOLUME> bits;
};
Chunk &getChunk(v3s16 pos)
{
v3s16 delta = (pos - min_pos) / CHUNK_EDGE;
std::size_t address = delta.X + delta.Y * volume.X + delta.Z * volume.X * volume.Y;
Chunk *chunk = chunks[address].get();
if (!chunk) {
chunk = new Chunk();
chunks[address].reset(chunk);
}
return *chunk;
}
private:
std::vector<std::unique_ptr<Chunk>> chunks;
v3s16 min_pos;
v3s16 volume;
};
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();
}
m_drawlist.clear();
for (auto &block : m_keeplist) {
block->refDrop();
}
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);
// 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<v3s16, MapBlock*, MapBlockComparer>(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<v3s16> 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
std::set<v3s16> shortlist;
// 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;
}
// Block meshes are stored in blocks where all coordinates are even (lowest bit set to 0)
// Add them to the de-dup set.
shortlist.emplace(block_coord.X & ~1, block_coord.Y & ~1, block_coord.Z & ~1);
// All other blocks we can grab and add to the keeplist right away.
if (block) {
m_keeplist.push_back(block);
block->refGrab();
}
// 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 shortlist [#]", shortlist.size());
assert(m_drawlist.empty());
for (auto pos : shortlist) {
MapBlock * block = getBlockNoCreateNoEx(pos);
if (block) {
block->refGrab();
m_drawlist.emplace(pos, block);
}
}
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()
{
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 currently loaded by the client
u32 blocks_loaded = 0;
// Number of blocks with mesh in rendering range
u32 blocks_in_range_with_mesh = 0;
for (const auto &sector_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
*/
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;
}
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++;
}
}
g_profiler->avg("MapBlock meshes in range [#]", blocks_in_range_with_mesh);
g_profiler->avg("MapBlocks loaded [#]", blocks_loaded);
}
void ClientMap::renderMap(video::IVideoDriver* driver, s32 pass)
{
bool is_transparent_pass = pass == scene::ESNRP_TRANSPARENT;
std::string prefix;
if (pass == scene::ESNRP_SOLID)
prefix = "renderMap(SOLID): ";
else
prefix = "renderMap(TRANSPARENT): ";
/*
This is called two times per frame, reset on the non-transparent one
*/
if (pass == scene::ESNRP_SOLID)
m_last_drawn_sectors.clear();
/*
Get animation parameters
*/
const float animation_time = m_client->getAnimationTime();
const int crack = m_client->getCrackLevel();
const u32 daynight_ratio = m_client->getEnv().getDayNightRatio();
const v3f camera_position = m_camera_position;
/*
Get all blocks and draw all visible ones
*/
u32 vertex_count = 0;
u32 drawcall_count = 0;
// For limiting number of mesh animations per frame
u32 mesh_animate_count = 0;
//u32 mesh_animate_count_far = 0;
/*
Update transparent meshes
*/
if (is_transparent_pass)
updateTransparentMeshBuffers();
/*
Draw the selected MapBlocks
*/
MeshBufListList grouped_buffers;
std::vector<DrawDescriptor> draw_order;
video::SMaterial previous_material;
auto is_frustum_culled = m_client->getCamera()->getFrustumCuller();
for (auto &i : m_drawlist) {
v3s16 block_pos = i.first;
MapBlock *block = i.second;
MapBlockMesh *block_mesh = block->mesh;
// If the mesh of the block happened to get deleted, ignore it
if (!block_mesh)
continue;
// Do exact frustum culling
// (The one in updateDrawList is only coarse.)
v3f mesh_sphere_center = intToFloat(block->getPosRelative(), BS)
+ block_mesh->getBoundingSphereCenter();
f32 mesh_sphere_radius = block_mesh->getBoundingRadius();
if (is_frustum_culled(mesh_sphere_center, mesh_sphere_radius))
continue;
v3f block_pos_r = intToFloat(block->getPosRelative() + MAP_BLOCKSIZE / 2, BS);
float d = camera_position.getDistanceFrom(block_pos_r);
d = MYMAX(0,d - BLOCK_MAX_RADIUS);
// Mesh animation
if (pass == scene::ESNRP_SOLID) {
// Pretty random but this should work somewhat nicely
bool faraway = d >= BS * 50;
if (block_mesh->isAnimationForced() || !faraway ||
mesh_animate_count < (m_control.range_all ? 200 : 50)) {
bool animated = block_mesh->animate(faraway, animation_time,
crack, daynight_ratio);
if (animated)
mesh_animate_count++;
} else {
block_mesh->decreaseAnimationForceTimer();
}
}
/*
Get the meshbuffers of the block
*/
if (is_transparent_pass) {
// In transparent pass, the mesh will give us
// the partial buffers in the correct order
for (auto &buffer : block_mesh->getTransparentBuffers())
draw_order.emplace_back(block_pos, &buffer);
}
else {
// otherwise, group buffers across meshes
// using MeshBufListList
for (int layer = 0; layer < MAX_TILE_LAYERS; layer++) {
scene::IMesh *mesh = block_mesh->getMesh(layer);
assert(mesh);
u32 c = mesh->getMeshBufferCount();
for (u32 i = 0; i < c; i++) {
scene::IMeshBuffer *buf = mesh->getMeshBuffer(i);
video::SMaterial& material = buf->getMaterial();
video::IMaterialRenderer* rnd =
driver->getMaterialRenderer(material.MaterialType);
bool transparent = (rnd && rnd->isTransparent());
if (!transparent) {
if (buf->getVertexCount() == 0)
errorstream << "Block [" << analyze_block(block)
<< "] contains an empty meshbuf" << std::endl;
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 mesh buffers in order
drawcall_count += draw_order.size();
for (auto &descriptor : draw_order) {
scene::IMeshBuffer *buf = descriptor.getBuffer();
if (!descriptor.m_reuse_material) {
auto &material = buf->getMaterial();
// Apply filter settings
material.setFlag(video::EMF_TRILINEAR_FILTER,
m_cache_trilinear_filter);
material.setFlag(video::EMF_BILINEAR_FILTER,
m_cache_bilinear_filter);
material.setFlag(video::EMF_ANISOTROPIC_FILTER,
m_cache_anistropic_filter);
material.setFlag(video::EMF_WIREFRAME,
m_control.show_wireframe);
// pass the shadow map texture to the buffer texture
ShadowRenderer *shadow = m_rendering_engine->get_shadow_renderer();
if (shadow && shadow->is_active()) {
auto &layer = material.TextureLayer[ShadowRenderer::TEXTURE_LAYER_SHADOW];
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;
// Do not enable filter on shadow texture to avoid visual artifacts
// with colored shadows.
// Filtering is done in shader code anyway
layer.BilinearFilter = false;
layer.AnisotropicFilter = false;
layer.TrilinearFilter = false;
}
driver->setMaterial(material);
++material_swaps;
material.TextureLayer[ShadowRenderer::TEXTURE_LAYER_SHADOW].Texture = nullptr;
}
v3f block_wpos = intToFloat(descriptor.m_pos / 8 * 8 * MAP_BLOCKSIZE, BS);
m.setTranslation(block_wpos - offset);
driver->setTransform(video::ETS_WORLD, m);
descriptor.draw(driver);
vertex_count += buf->getIndexCount();
}
g_profiler->avg(prefix + "draw meshes [ms]", draw.stop(true));
// Log only on solid pass because values are the same
if (pass == scene::ESNRP_SOLID) {
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,
float step_multiplier, float start_distance, float end_distance,
const NodeDefManager *ndef, u32 daylight_factor, float sunlight_min_d,
int *result, bool *sunlight_seen)
{
int brightness_sum = 0;
int brightness_count = 0;
float distance = start_distance;
dir.normalize();
v3f pf = p0;
pf += dir * distance;
int noncount = 0;
bool nonlight_seen = false;
bool allow_allowing_non_sunlight_propagates = false;
bool allow_non_sunlight_propagates = false;
// Check content nearly at camera position
{
v3s16 p = floatToInt(p0 /*+ dir * 3*BS*/, BS);
MapNode n = map->getNode(p);
if(ndef->getLightingFlags(n).has_light &&
!ndef->getLightingFlags(n).sunlight_propagates)
allow_allowing_non_sunlight_propagates = true;
}
// If would start at CONTENT_IGNORE, start closer
{
v3s16 p = floatToInt(pf, BS);
MapNode n = map->getNode(p);
if(n.getContent() == CONTENT_IGNORE){
float newd = 2*BS;
pf = p0 + dir * 2*newd;
distance = newd;
sunlight_min_d = 0;
}
}
for (int i=0; distance < end_distance; i++) {
pf += dir * step;
distance += step;
step *= step_multiplier;
v3s16 p = floatToInt(pf, BS);
MapNode n = map->getNode(p);
ContentLightingFlags f = ndef->getLightingFlags(n);
if (allow_allowing_non_sunlight_propagates && i == 0 &&
f.has_light && !f.sunlight_propagates) {
allow_non_sunlight_propagates = true;
}
if (!f.has_light || (!f.sunlight_propagates && !allow_non_sunlight_propagates)){
nonlight_seen = true;
noncount++;
if(noncount >= 4)
break;
continue;
}
if (distance >= sunlight_min_d && !*sunlight_seen && !nonlight_seen)
if (n.getLight(LIGHTBANK_DAY, f) == LIGHT_SUN)
*sunlight_seen = true;
noncount = 0;
brightness_sum += decode_light(n.getLightBlend(daylight_factor, f));
brightness_count++;
}
*result = 0;
if(brightness_count == 0)
return false;
*result = brightness_sum / brightness_count;
/*std::cerr<<"Sampled "<<brightness_count<<" points; result="
<<(*result)<<std::endl;*/
return true;
}
int ClientMap::getBackgroundBrightness(float max_d, u32 daylight_factor,
int oldvalue, bool *sunlight_seen_result)
{
ScopeProfiler sp(g_profiler, "CM::getBackgroundBrightness", SPT_AVG);
static v3f z_directions[50] = {
v3f(-100, 0, 0)
};
static f32 z_offsets[50] = {
-1000,
};
if (z_directions[0].X < -99) {
for (u32 i = 0; i < ARRLEN(z_directions); i++) {
// Assumes FOV of 72 and 16/9 aspect ratio
z_directions[i] = v3f(
0.02 * myrand_range(-100, 100),
1.0,
0.01 * myrand_range(-100, 100)
).normalize();
z_offsets[i] = 0.01 * myrand_range(0,100);
}
}
int sunlight_seen_count = 0;
float sunlight_min_d = max_d*0.8;
if(sunlight_min_d > 35*BS)
sunlight_min_d = 35*BS;
std::vector<int> values;
values.reserve(ARRLEN(z_directions));
for (u32 i = 0; i < ARRLEN(z_directions); i++) {
v3f z_dir = z_directions[i];
core::CMatrix4<f32> a;
a.buildRotateFromTo(v3f(0,1,0), z_dir);
v3f dir = m_camera_direction;
a.rotateVect(dir);
int br = 0;
float step = BS*1.5;
if(max_d > 35*BS)
step = max_d / 35 * 1.5;
float off = step * z_offsets[i];
bool sunlight_seen_now = false;
bool ok = getVisibleBrightness(this, m_camera_position, dir,
step, 1.0, max_d*0.6+off, max_d, m_nodedef, daylight_factor,
sunlight_min_d,
&br, &sunlight_seen_now);
if(sunlight_seen_now)
sunlight_seen_count++;
if(!ok)
continue;
values.push_back(br);
// Don't try too much if being in the sun is clear
if(sunlight_seen_count >= 20)
break;
}
int brightness_sum = 0;
int brightness_count = 0;
std::sort(values.begin(), values.end());
u32 num_values_to_use = values.size();
if(num_values_to_use >= 10)
num_values_to_use -= num_values_to_use/2;
else if(num_values_to_use >= 7)
num_values_to_use -= num_values_to_use/3;
u32 first_value_i = (values.size() - num_values_to_use) / 2;
for (u32 i=first_value_i; i < first_value_i + num_values_to_use; i++) {
brightness_sum += values[i];
brightness_count++;
}
int ret = 0;
if(brightness_count == 0){
MapNode n = getNode(floatToInt(m_camera_position, BS));
ContentLightingFlags f = m_nodedef->getLightingFlags(n);
if(f.has_light){
ret = decode_light(n.getLightBlend(daylight_factor, f));
} else {
ret = oldvalue;
}
} else {
ret = brightness_sum / brightness_count;
}
*sunlight_seen_result = (sunlight_seen_count > 0);
return ret;
}
void ClientMap::renderPostFx(CameraMode cam_mode)
{
// Sadly ISceneManager has no "post effects" render pass, in that case we
// could just register for that and handle it in renderMap().
MapNode n = getNode(floatToInt(m_camera_position, BS));
const ContentFeatures& features = m_nodedef->get(n);
video::SColor post_effect_color = features.post_effect_color;
// If the camera is in a solid node, make everything black.
// (first person mode only)
if (features.solidness == 2 && cam_mode == CAMERA_MODE_FIRST &&
!m_control.allow_noclip) {
post_effect_color = video::SColor(255, 0, 0, 0);
}
if (post_effect_color.getAlpha() != 0) {
// Draw a full-screen rectangle
video::IVideoDriver* driver = SceneManager->getVideoDriver();
v2u32 ss = driver->getScreenSize();
core::rect<s32> rect(0,0, ss.X, ss.Y);
driver->draw2DRectangle(post_effect_color, rect);
}
}
void ClientMap::PrintInfo(std::ostream &out)
{
out<<"ClientMap: ";
}
void ClientMap::renderMapShadows(video::IVideoDriver *driver,
const video::SMaterial &material, s32 pass, int frame, int total_frames)
{
bool is_transparent_pass = pass != scene::ESNRP_SOLID;
std::string prefix;
if (is_transparent_pass)
prefix = "renderMap(SHADOW TRANS): ";
else
prefix = "renderMap(SHADOW SOLID): ";
u32 drawcall_count = 0;
u32 vertex_count = 0;
MeshBufListList grouped_buffers;
std::vector<DrawDescriptor> draw_order;
int count = 0;
int low_bound = is_transparent_pass ? 0 : m_drawlist_shadow.size() / total_frames * frame;
int high_bound = is_transparent_pass ? m_drawlist_shadow.size() : m_drawlist_shadow.size() / total_frames * (frame + 1);
// transparent pass should be rendered in one go
if (is_transparent_pass && frame != total_frames - 1) {
return;
}
for (const auto &i : m_drawlist_shadow) {
// only process specific part of the list & break early
++count;
if (count <= low_bound)
continue;
if (count > high_bound)
break;
v3s16 block_pos = i.first;
MapBlock *block = i.second;
// If the mesh of the block happened to get deleted, ignore it
if (!block->mesh)
continue;
/*
Get the meshbuffers of the block
*/
if (is_transparent_pass) {
// In transparent pass, the mesh will give us
// the partial buffers in the correct order
for (auto &buffer : block->mesh->getTransparentBuffers())
draw_order.emplace_back(block_pos, &buffer);
}
else {
// otherwise, group buffers across meshes
// using MeshBufListList
MapBlockMesh *mapBlockMesh = block->mesh;
assert(mapBlockMesh);
for (int layer = 0; layer < MAX_TILE_LAYERS; layer++) {
scene::IMesh *mesh = mapBlockMesh->getMesh(layer);
assert(mesh);
u32 c = mesh->getMeshBufferCount();
for (u32 i = 0; i < c; i++) {
scene::IMeshBuffer *buf = mesh->getMeshBuffer(i);
video::SMaterial &mat = buf->getMaterial();
auto rnd = driver->getMaterialRenderer(mat.MaterialType);
bool transparent = rnd && rnd->isTransparent();
if (!transparent)
grouped_buffers.add(buf, block_pos, layer);
}
}
}
}
u32 buffer_count = 0;
for (auto &lists : grouped_buffers.lists)
for (MeshBufList &list : lists)
buffer_count += list.bufs.size();
draw_order.reserve(draw_order.size() + buffer_count);
// 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 shadow mesh buffers");
core::matrix4 m; // Model matrix
v3f offset = intToFloat(m_camera_offset, BS);
u32 material_swaps = 0;
// Render all mesh buffers in order
drawcall_count += draw_order.size();
for (auto &descriptor : draw_order) {
scene::IMeshBuffer *buf = descriptor.getBuffer();
if (!descriptor.m_reuse_material) {
// override some material properties
video::SMaterial local_material = buf->getMaterial();
local_material.MaterialType = material.MaterialType;
local_material.BackfaceCulling = material.BackfaceCulling;
local_material.FrontfaceCulling = material.FrontfaceCulling;
local_material.BlendOperation = material.BlendOperation;
local_material.Lighting = false;
driver->setMaterial(local_material);
++material_swaps;
}
v3f block_wpos = intToFloat(descriptor.m_pos / 8 * 8 * MAP_BLOCKSIZE, BS);
m.setTranslation(block_wpos - offset);
driver->setTransform(video::ETS_WORLD, m);
descriptor.draw(driver);
vertex_count += buf->getIndexCount();
}
// restore the driver material state
video::SMaterial clean;
clean.BlendOperation = video::EBO_ADD;
driver->setMaterial(clean); // reset material to defaults
driver->draw3DLine(v3f(), v3f(), video::SColor(0));
g_profiler->avg(prefix + "draw meshes [ms]", draw.stop(true));
g_profiler->avg(prefix + "vertices drawn [#]", vertex_count);
g_profiler->avg(prefix + "drawcalls [#]", drawcall_count);
g_profiler->avg(prefix + "material swaps [#]", material_swaps);
}
/*
Custom update draw list for the pov of shadow light.
*/
void ClientMap::updateDrawListShadow(v3f shadow_light_pos, v3f shadow_light_dir, float radius, float length)
{
ScopeProfiler sp(g_profiler, "CM::updateDrawListShadow()", SPT_AVG);
v3s16 cam_pos_nodes = floatToInt(shadow_light_pos, BS);
v3s16 p_blocks_min;
v3s16 p_blocks_max;
getBlocksInViewRange(cam_pos_nodes, &p_blocks_min, &p_blocks_max, radius + length);
for (auto &i : m_drawlist_shadow) {
MapBlock *block = i.second;
block->refDrop();
}
m_drawlist_shadow.clear();
// 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;
for (auto &sector_it : m_sectors) {
MapSector *sector = sector_it.second;
if (!sector)
continue;
blocks_loaded += sector->size();
MapBlockVect sectorblocks;
sector->getBlocks(sectorblocks);
/*
Loop through blocks in sector
*/
for (MapBlock *block : sectorblocks) {
if (!block->mesh) {
// Ignore if mesh doesn't exist
continue;
}
v3f block_pos = intToFloat(block->getPos() * MAP_BLOCKSIZE, BS);
v3f projection = shadow_light_pos + shadow_light_dir * shadow_light_dir.dotProduct(block_pos - shadow_light_pos);
if (projection.getDistanceFrom(block_pos) > radius)
continue;
blocks_in_range_with_mesh++;
// This block is in range. Reset usage timer.
block->resetUsageTimer();
// Add to set
if (m_drawlist_shadow.emplace(block->getPos(), block).second) {
block->refGrab();
}
}
}
g_profiler->avg("SHADOW MapBlock meshes in range [#]", blocks_in_range_with_mesh);
g_profiler->avg("SHADOW MapBlocks occlusion culled [#]", blocks_occlusion_culled);
g_profiler->avg("SHADOW MapBlocks drawn [#]", m_drawlist_shadow.size());
g_profiler->avg("SHADOW MapBlocks loaded [#]", blocks_loaded);
}
void ClientMap::reportMetrics(u64 save_time_us, u32 saved_blocks, u32 all_blocks)
{
g_profiler->avg("CM::reportMetrics loaded blocks [#]", all_blocks);
}
void ClientMap::updateTransparentMeshBuffers()
{
ScopeProfiler sp(g_profiler, "CM::updateTransparentMeshBuffers", SPT_AVG);
u32 sorted_blocks = 0;
u32 unsorted_blocks = 0;
f32 sorting_distance_sq = pow(m_cache_transparency_sorting_distance * BS, 2.0f);
// Update the order of transparent mesh buffers in each mesh
for (auto it = m_drawlist.begin(); it != m_drawlist.end(); it++) {
MapBlock* block = it->second;
if (!block->mesh)
continue;
if (m_needs_update_transparent_meshes ||
block->mesh->getTransparentBuffers().size() == 0) {
v3s16 block_pos = block->getPos();
v3f block_pos_f = intToFloat(block_pos * MAP_BLOCKSIZE + MAP_BLOCKSIZE / 2, BS);
f32 distance = m_camera_position.getDistanceFromSQ(block_pos_f);
if (distance <= sorting_distance_sq) {
block->mesh->updateTransparentBuffers(m_camera_position, block_pos);
++sorted_blocks;
}
else {
block->mesh->consolidateTransparentBuffers();
++unsorted_blocks;
}
}
}
g_profiler->avg("CM::Transparent Buffers - Sorted", sorted_blocks);
g_profiler->avg("CM::Transparent Buffers - Unsorted", unsorted_blocks);
m_needs_update_transparent_meshes = false;
}
scene::IMeshBuffer* ClientMap::DrawDescriptor::getBuffer()
{
return m_use_partial_buffer ? m_partial_buffer->getBuffer() : m_buffer;
}
void ClientMap::DrawDescriptor::draw(video::IVideoDriver* driver)
{
if (m_use_partial_buffer) {
m_partial_buffer->beforeDraw();
driver->drawMeshBuffer(m_partial_buffer->getBuffer());
m_partial_buffer->afterDraw();
} else {
driver->drawMeshBuffer(m_buffer);
}
}