Implement mapblock camera offset correctly (#10702)

Implement mapblock camera offset correctly - reduce client jitter

Co-authored-by: hecktest <>
This commit is contained in:
hecks 2020-12-06 00:03:40 +01:00 committed by GitHub
parent 07e0b527cf
commit 6d7067fd37
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GPG Key ID: 4AEE18F83AFDEB23
4 changed files with 63 additions and 74 deletions

@ -31,6 +31,37 @@ with this program; if not, write to the Free Software Foundation, Inc.,
#include <algorithm>
#include "client/renderingengine.h"
// 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);
}
// ClientMap
ClientMap::ClientMap(
Client *client,
MapDrawControl &control,
@ -182,9 +213,7 @@ void ClientMap::updateDrawList()
if not seen on display
*/
if (block->mesh) {
block->mesh->updateCameraOffset(m_camera_offset);
} else {
if (!block->mesh) {
// Ignore if mesh doesn't exist
continue;
}
@ -229,50 +258,6 @@ void ClientMap::updateDrawList()
g_profiler->avg("MapBlocks loaded [#]", blocks_loaded);
}
struct MeshBufList
{
video::SMaterial m;
std::vector<scene::IMeshBuffer*> bufs;
};
struct MeshBufListList
{
/*!
* Stores the mesh buffers of the world.
* The array index is the material's layer.
* The vector part groups vertices by material.
*/
std::vector<MeshBufList> lists[MAX_TILE_LAYERS];
void clear()
{
for (auto &list : lists)
list.clear();
}
void add(scene::IMeshBuffer *buf, 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.push_back(buf);
return;
}
}
MeshBufList l;
l.m = m;
l.bufs.push_back(buf);
list.push_back(l);
}
};
void ClientMap::renderMap(video::IVideoDriver* driver, s32 pass)
{
bool is_transparent_pass = pass == scene::ESNRP_TRANSPARENT;
@ -317,6 +302,7 @@ void ClientMap::renderMap(video::IVideoDriver* driver, s32 pass)
MeshBufListList drawbufs;
for (auto &i : m_drawlist) {
v3s16 block_pos = i.first;
MapBlock *block = i.second;
// If the mesh of the block happened to get deleted, ignore it
@ -382,7 +368,7 @@ void ClientMap::renderMap(video::IVideoDriver* driver, s32 pass)
material.setFlag(video::EMF_WIREFRAME,
m_control.show_wireframe);
drawbufs.add(buf, layer);
drawbufs.add(buf, block_pos, layer);
}
}
}
@ -391,6 +377,9 @@ void ClientMap::renderMap(video::IVideoDriver* driver, s32 pass)
TimeTaker draw("Drawing mesh buffers");
core::matrix4 m; // Model matrix
v3f offset = intToFloat(m_camera_offset, BS);
// Render all layers in order
for (auto &lists : drawbufs.lists) {
for (MeshBufList &list : lists) {
@ -402,7 +391,13 @@ void ClientMap::renderMap(video::IVideoDriver* driver, s32 pass)
}
driver->setMaterial(list.m);
for (scene::IMeshBuffer *buf : list.bufs) {
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();
}
@ -607,5 +602,3 @@ void ClientMap::PrintInfo(std::ostream &out)
{
out<<"ClientMap: ";
}

@ -35,6 +35,25 @@ struct MapDrawControl
bool show_wireframe = false;
};
struct MeshBufList
{
video::SMaterial m;
std::vector<std::pair<v3s16,scene::IMeshBuffer*>> bufs;
};
struct MeshBufListList
{
/*!
* Stores the mesh buffers of the world.
* The array index is the material's layer.
* The vector part groups vertices by material.
*/
std::vector<MeshBufList> lists[MAX_TILE_LAYERS];
void clear();
void add(scene::IMeshBuffer *buf, v3s16 position, u8 layer);
};
class Client;
class ITextureSource;

@ -1175,13 +1175,6 @@ MapBlockMesh::MapBlockMesh(MeshMakeData *data, v3s16 camera_offset):
buf->drop();
}
/*
Do some stuff to the mesh
*/
m_camera_offset = camera_offset;
translateMesh(m_mesh[layer],
intToFloat(data->m_blockpos * MAP_BLOCKSIZE - camera_offset, BS));
if (m_mesh[layer]) {
#if 0
// Usually 1-700 faces and 1-7 materials
@ -1308,19 +1301,6 @@ bool MapBlockMesh::animate(bool faraway, float time, int crack,
return true;
}
void MapBlockMesh::updateCameraOffset(v3s16 camera_offset)
{
if (camera_offset != m_camera_offset) {
for (scene::IMesh *layer : m_mesh) {
translateMesh(layer,
intToFloat(m_camera_offset - camera_offset, BS));
if (m_enable_vbo)
layer->setDirty();
}
m_camera_offset = camera_offset;
}
}
video::SColor encode_light(u16 light, u8 emissive_light)
{
// Get components

@ -160,9 +160,6 @@ private:
// of sunlit vertices
// Keys are pairs of (mesh index, buffer index in the mesh)
std::map<std::pair<u8, u32>, std::map<u32, video::SColor > > m_daynight_diffs;
// Camera offset info -> do we have to translate the mesh?
v3s16 m_camera_offset;
};
/*!