Fix infinite viewing_range (#13225)

Use a simplified version of the old loops culler for infinite viewing range.
This commit is contained in:
lhofhansl 2023-03-12 09:37:47 -07:00 committed by GitHub
parent b1ed0ef721
commit 3e148e2810
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GPG Key ID: 4AEE18F83AFDEB23
2 changed files with 239 additions and 177 deletions

@ -262,20 +262,12 @@ void ClientMap::updateDrawList()
}
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);
const v3s16 cam_pos_nodes = floatToInt(m_camera_position, BS);
// Number of blocks occlusion culled
u32 blocks_occlusion_culled = 0;
// Number of blocks frustum culled
u32 blocks_frustum_culled = 0;
// Blocks visited by the algorithm
u32 blocks_visited = 0;
// Block sides that were not traversed
u32 sides_skipped = 0;
MeshGrid mesh_grid = m_client->getMeshGrid();
@ -289,7 +281,7 @@ void ClientMap::updateDrawList()
occlusion_culling_enabled = false;
}
v3s16 camera_block = getContainerPos(cam_pos_nodes, MAP_BLOCKSIZE);
const 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();
@ -299,213 +291,284 @@ void ClientMap::updateDrawList()
// if (occlusion_culling_enabled && m_control.show_wireframe)
// occlusion_culling_enabled = porting::getTimeS() & 1;
std::queue<v3s16> blocks_to_consider;
v3s16 camera_mesh = mesh_grid.getMeshPos(camera_block);
v3s16 camera_cell = mesh_grid.getCellPos(camera_block);
// Bits per block:
// [ visited | 0 | 0 | 0 | 0 | Z visible | Y visible | X visible ]
MapBlockFlags meshes_seen(mesh_grid.getCellPos(p_blocks_min), mesh_grid.getCellPos(p_blocks_max) + 1);
// Start breadth-first search with the block the camera is in
blocks_to_consider.push(camera_mesh);
meshes_seen.getChunk(camera_cell).getBits(camera_cell) = 0x07; // mark all sides as visible
// Set of mesh holding blocks
std::set<v3s16> shortlist;
// Recursively walk the space and pick mapblocks for drawing
while (blocks_to_consider.size() > 0) {
/*
When range_all is enabled, enumerate all blocks visible in the
frustum and display them.
*/
if (m_control.range_all) {
MapBlockVect sectorblocks;
v3s16 block_coord = blocks_to_consider.front();
blocks_to_consider.pop();
for (auto &sector_it : m_sectors) {
MapSector *sector = sector_it.second;
if (!sector)
continue;
v3s16 cell_coord = mesh_grid.getCellPos(block_coord);
auto &flags = meshes_seen.getChunk(cell_coord).getBits(cell_coord);
sectorblocks.clear();
sector->getBlocks(sectorblocks);
// Only visit each block once (it may have been queued up to three times)
if ((flags & 0x80) == 0x80)
continue;
flags |= 0x80;
// Loop through blocks in sector
for (MapBlock *block : sectorblocks) {
MapBlockMesh *mesh = block->mesh;
blocks_visited++;
// Calculate the coordinates for range and frustum culling
v3f mesh_sphere_center;
f32 mesh_sphere_radius;
// Get the sector, block and mesh
MapSector *sector = this->getSectorNoGenerate(v2s16(block_coord.X, block_coord.Z));
v3s16 block_pos_nodes = block->getPos() * MAP_BLOCKSIZE;
MapBlock *block = sector ? sector->getBlockNoCreateNoEx(block_coord.Y) : nullptr;
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;
}
MapBlockMesh *mesh = block ? block->mesh : nullptr;
// 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)) {
blocks_frustum_culled++;
continue;
}
// Calculate the coordinates for range and frustum 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((mesh_grid.cell_size * MAP_BLOCKSIZE * 0.5f - 0.5f) * BS);
mesh_sphere_radius = 0.87f * mesh_grid.cell_size * MAP_BLOCKSIZE * BS;
}
// 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)) {
blocks_frustum_culled++;
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_mesh;
// 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 && isMeshOccluded(block, mesh_grid.cell_size, cam_pos_nodes)) {
blocks_occlusion_culled++;
continue;
}
if (mesh_grid.cell_size > 1) {
// Block meshes are stored in the corner block of a chunk
// (where all coordinate are divisible by the chunk size)
// Add them to the de-dup set.
shortlist.emplace(block_coord.X, block_coord.Y, block_coord.Z);
// All other blocks we can grab and add to the keeplist right away.
if (block) {
m_keeplist.push_back(block);
block->refGrab();
if (mesh_grid.cell_size > 1) {
// Block meshes are stored in the corner block of a chunk
// (where all coordinate are divisible by the chunk size)
// Add them to the de-dup set.
shortlist.emplace(mesh_grid.getMeshPos(block->getPos()));
// All other blocks we can grab and add to the keeplist right away.
m_keeplist.push_back(block);
block->refGrab();
} else if (mesh) {
// without mesh chunking we can add the block to the drawlist
block->refGrab();
m_drawlist.emplace(block->getPos(), block);
}
}
}
else if (mesh) {
// without mesh chunking we can add the block to the drawlist
block->refGrab();
m_drawlist.emplace(block_coord, block);
}
} else {
// Blocks visited by the algorithm
u32 blocks_visited = 0;
// Block sides that were not traversed
u32 sides_skipped = 0;
// Decide which sides to traverse next or to block away
v3s16 p_blocks_min;
v3s16 p_blocks_max;
getBlocksInViewRange(cam_pos_nodes, &p_blocks_min, &p_blocks_max);
// 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)
std::queue<v3s16> blocks_to_consider;
// 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);
v3s16 camera_mesh = mesh_grid.getMeshPos(camera_block);
v3s16 camera_cell = mesh_grid.getCellPos(camera_block);
// 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);
// Bits per block:
// [ visited | 0 | 0 | 0 | 0 | Z visible | Y visible | X visible ]
MapBlockFlags meshes_seen(mesh_grid.getCellPos(p_blocks_min), mesh_grid.getCellPos(p_blocks_max) + 1);
// 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;
// Start breadth-first search with the block the camera is in
blocks_to_consider.push(camera_mesh);
meshes_seen.getChunk(camera_cell).getBits(camera_cell) = 0x07; // mark all sides as visible
// 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);
// Recursively walk the space and pick mapblocks for drawing
while (!blocks_to_consider.empty()) {
// when we are inside the camera block, do not block any sides
if (block_inner_sides == 0x3F)
block_inner_sides = 0;
v3s16 block_coord = blocks_to_consider.front();
blocks_to_consider.pop();
near_transparency &= ~block_inner_sides & 0x3F;
v3s16 cell_coord = mesh_grid.getCellPos(block_coord);
auto &flags = meshes_seen.getChunk(cell_coord).getBits(cell_coord);
near_transparency |= (near_transparency >> 1);
near_transparency = (near_transparency & 1) |
((near_transparency >> 1) & 2) |
((near_transparency >> 2) & 4);
// Only visit each block once (it may have been queued up to three times)
if ((flags & 0x80) == 0x80)
continue;
flags |= 0x80;
// combine with known visible sides that matter
near_transparency &= visible_outer_sides;
blocks_visited++;
// 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
// Get the sector, block and mesh
MapSector *sector = this->getSectorNoGenerate(v2s16(block_coord.X, block_coord.Z));
// 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) + mesh_grid.cell_size * MAP_BLOCKSIZE - 1;
MapBlock *block = sector ? sector->getBlockNoCreateNoEx(block_coord.Y) : nullptr;
// 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);
MapBlockMesh *mesh = block ? block->mesh : nullptr;
// 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++) {
// Calculate the coordinates for range and frustum culling
v3f mesh_sphere_center;
f32 mesh_sphere_radius;
// Select a bit from transparent_sides for the side
u8 far_side_mask = 1 << (2 * axis);
v3s16 block_pos_nodes = block_coord * MAP_BLOCKSIZE;
// axis flag
u8 my_side = 1 << axis;
u8 adjacent_sides = my_side ^ 0x07;
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((mesh_grid.cell_size * MAP_BLOCKSIZE * 0.5f - 0.5f) * BS);
mesh_sphere_radius = 0.87f * mesh_grid.cell_size * MAP_BLOCKSIZE * BS;
}
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);
// 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.
v3s16 next_pos = block_coord;
next_pos[axis] += next_pos_offset;
// 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)) {
blocks_frustum_culled++;
continue;
}
v3s16 next_cell = mesh_grid.getCellPos(next_pos);
// 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_mesh;
// If a side is a see-through, mark the next block's side as visible, and queue
if (side_visible) {
auto &next_flags = meshes_seen.getChunk(next_cell).getBits(next_cell);
next_flags |= my_side;
blocks_to_consider.push(next_pos);
// 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 && isMeshOccluded(block, mesh_grid.cell_size, cam_pos_nodes)) {
blocks_occlusion_culled++;
continue;
}
if (mesh_grid.cell_size > 1) {
// Block meshes are stored in the corner block of a chunk
// (where all coordinate are divisible by the chunk size)
// Add them to the de-dup set.
shortlist.emplace(block_coord.X, block_coord.Y, block_coord.Z);
// All other blocks we can grab and add to the keeplist right away.
if (block) {
m_keeplist.push_back(block);
block->refGrab();
}
else {
sides_skipped++;
}
};
} else if (mesh) {
// without mesh chunking we can add the block to the drawlist
block->refGrab();
m_drawlist.emplace(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) + mesh_grid.cell_size * 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;
v3s16 next_cell = mesh_grid.getCellPos(next_pos);
// If a side is a see-through, mark the next block's side as visible, and queue
if (side_visible) {
auto &next_flags = meshes_seen.getChunk(next_cell).getBits(next_cell);
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(-mesh_grid.cell_size);
// Test the '-' direction of the axis
if (look[axis] <= 0 && block_coord[axis] > p_blocks_min[axis])
traverse_far_side(-mesh_grid.cell_size);
// Test the '+' direction of the axis
far_side_mask <<= 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(+mesh_grid.cell_size);
if (look[axis] >= 0 && block_coord[axis] < p_blocks_max[axis])
traverse_far_side(+mesh_grid.cell_size);
}
}
g_profiler->avg("MapBlocks sides skipped [#]", sides_skipped);
g_profiler->avg("MapBlocks examined [#]", blocks_visited);
}
g_profiler->avg("MapBlocks shortlist [#]", shortlist.size());
assert(m_drawlist.empty() || shortlist.empty());
for (auto pos : shortlist) {
MapBlock * block = getBlockNoCreateNoEx(pos);
MapBlock *block = getBlockNoCreateNoEx(pos);
if (block) {
block->refGrab();
m_drawlist.emplace(pos, block);
@ -514,8 +577,6 @@ void ClientMap::updateDrawList()
g_profiler->avg("MapBlocks occlusion culled [#]", blocks_occlusion_culled);
g_profiler->avg("MapBlocks frustum culled [#]", blocks_frustum_culled);
g_profiler->avg("MapBlocks sides skipped [#]", sides_skipped);
g_profiler->avg("MapBlocks examined [#]", blocks_visited);
g_profiler->avg("MapBlocks drawn [#]", m_drawlist.size());
}

@ -124,6 +124,7 @@ void MapSector::deleteBlock(MapBlock *block)
void MapSector::getBlocks(MapBlockVect &dest)
{
dest.reserve(dest.size() + m_blocks.size());
for (auto &block : m_blocks) {
dest.push_back(block.second);
}