forked from Mirrorlandia_minetest/minetest
Implement mapblock camera offset correctly (#10702)
Implement mapblock camera offset correctly - reduce client jitter Co-authored-by: hecktest <>
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07e0b527cf
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6d7067fd37
@ -31,6 +31,37 @@ with this program; if not, write to the Free Software Foundation, Inc.,
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#include <algorithm>
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#include "client/renderingengine.h"
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// struct MeshBufListList
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void MeshBufListList::clear()
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{
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for (auto &list : lists)
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list.clear();
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}
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void MeshBufListList::add(scene::IMeshBuffer *buf, v3s16 position, u8 layer)
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{
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// Append to the correct layer
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std::vector<MeshBufList> &list = lists[layer];
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const video::SMaterial &m = buf->getMaterial();
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for (MeshBufList &l : list) {
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// comparing a full material is quite expensive so we don't do it if
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// not even first texture is equal
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if (l.m.TextureLayer[0].Texture != m.TextureLayer[0].Texture)
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continue;
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if (l.m == m) {
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l.bufs.emplace_back(position, buf);
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return;
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}
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}
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MeshBufList l;
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l.m = m;
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l.bufs.emplace_back(position, buf);
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list.emplace_back(l);
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}
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// ClientMap
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ClientMap::ClientMap(
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Client *client,
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MapDrawControl &control,
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@ -182,9 +213,7 @@ void ClientMap::updateDrawList()
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if not seen on display
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*/
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if (block->mesh) {
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block->mesh->updateCameraOffset(m_camera_offset);
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} else {
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if (!block->mesh) {
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// Ignore if mesh doesn't exist
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continue;
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}
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@ -229,50 +258,6 @@ void ClientMap::updateDrawList()
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g_profiler->avg("MapBlocks loaded [#]", blocks_loaded);
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}
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struct MeshBufList
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{
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video::SMaterial m;
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std::vector<scene::IMeshBuffer*> bufs;
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};
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struct MeshBufListList
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{
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/*!
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* Stores the mesh buffers of the world.
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* The array index is the material's layer.
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* The vector part groups vertices by material.
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*/
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std::vector<MeshBufList> lists[MAX_TILE_LAYERS];
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void clear()
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{
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for (auto &list : lists)
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list.clear();
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}
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void add(scene::IMeshBuffer *buf, u8 layer)
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{
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// Append to the correct layer
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std::vector<MeshBufList> &list = lists[layer];
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const video::SMaterial &m = buf->getMaterial();
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for (MeshBufList &l : list) {
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// comparing a full material is quite expensive so we don't do it if
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// not even first texture is equal
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if (l.m.TextureLayer[0].Texture != m.TextureLayer[0].Texture)
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continue;
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if (l.m == m) {
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l.bufs.push_back(buf);
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return;
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}
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}
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MeshBufList l;
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l.m = m;
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l.bufs.push_back(buf);
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list.push_back(l);
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}
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};
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void ClientMap::renderMap(video::IVideoDriver* driver, s32 pass)
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{
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bool is_transparent_pass = pass == scene::ESNRP_TRANSPARENT;
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@ -317,6 +302,7 @@ void ClientMap::renderMap(video::IVideoDriver* driver, s32 pass)
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MeshBufListList drawbufs;
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for (auto &i : m_drawlist) {
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v3s16 block_pos = i.first;
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MapBlock *block = i.second;
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// If the mesh of the block happened to get deleted, ignore it
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@ -382,7 +368,7 @@ void ClientMap::renderMap(video::IVideoDriver* driver, s32 pass)
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material.setFlag(video::EMF_WIREFRAME,
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m_control.show_wireframe);
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drawbufs.add(buf, layer);
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drawbufs.add(buf, block_pos, layer);
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}
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}
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}
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@ -391,6 +377,9 @@ void ClientMap::renderMap(video::IVideoDriver* driver, s32 pass)
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TimeTaker draw("Drawing mesh buffers");
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core::matrix4 m; // Model matrix
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v3f offset = intToFloat(m_camera_offset, BS);
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// Render all layers in order
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for (auto &lists : drawbufs.lists) {
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for (MeshBufList &list : lists) {
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@ -402,7 +391,13 @@ void ClientMap::renderMap(video::IVideoDriver* driver, s32 pass)
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}
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driver->setMaterial(list.m);
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for (scene::IMeshBuffer *buf : list.bufs) {
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for (auto &pair : list.bufs) {
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scene::IMeshBuffer *buf = pair.second;
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v3f block_wpos = intToFloat(pair.first * MAP_BLOCKSIZE, BS);
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m.setTranslation(block_wpos - offset);
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driver->setTransform(video::ETS_WORLD, m);
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driver->drawMeshBuffer(buf);
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vertex_count += buf->getVertexCount();
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}
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@ -607,5 +602,3 @@ void ClientMap::PrintInfo(std::ostream &out)
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{
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out<<"ClientMap: ";
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}
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@ -35,6 +35,25 @@ struct MapDrawControl
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bool show_wireframe = false;
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};
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struct MeshBufList
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{
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video::SMaterial m;
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std::vector<std::pair<v3s16,scene::IMeshBuffer*>> bufs;
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};
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struct MeshBufListList
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{
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/*!
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* Stores the mesh buffers of the world.
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* The array index is the material's layer.
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* The vector part groups vertices by material.
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*/
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std::vector<MeshBufList> lists[MAX_TILE_LAYERS];
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void clear();
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void add(scene::IMeshBuffer *buf, v3s16 position, u8 layer);
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};
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class Client;
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class ITextureSource;
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@ -1175,13 +1175,6 @@ MapBlockMesh::MapBlockMesh(MeshMakeData *data, v3s16 camera_offset):
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buf->drop();
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}
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/*
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Do some stuff to the mesh
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*/
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m_camera_offset = camera_offset;
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translateMesh(m_mesh[layer],
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intToFloat(data->m_blockpos * MAP_BLOCKSIZE - camera_offset, BS));
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if (m_mesh[layer]) {
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#if 0
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// Usually 1-700 faces and 1-7 materials
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@ -1308,19 +1301,6 @@ bool MapBlockMesh::animate(bool faraway, float time, int crack,
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return true;
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}
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void MapBlockMesh::updateCameraOffset(v3s16 camera_offset)
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{
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if (camera_offset != m_camera_offset) {
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for (scene::IMesh *layer : m_mesh) {
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translateMesh(layer,
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intToFloat(m_camera_offset - camera_offset, BS));
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if (m_enable_vbo)
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layer->setDirty();
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}
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m_camera_offset = camera_offset;
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}
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}
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video::SColor encode_light(u16 light, u8 emissive_light)
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{
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// Get components
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@ -160,9 +160,6 @@ private:
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// of sunlit vertices
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// Keys are pairs of (mesh index, buffer index in the mesh)
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std::map<std::pair<u8, u32>, std::map<u32, video::SColor > > m_daynight_diffs;
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// Camera offset info -> do we have to translate the mesh?
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v3s16 m_camera_offset;
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};
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/*!
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