Clientmap: Define p_nodes_min/max as v3s32 instead of v3s16

'cam_pos_nodes -/+ box_nodes_d' can exceed the range of v3s16
when a player is near the world edge using a large view range
This previously caused world to disappear
Create new function getBlocksInViewRange() called from
updateDrawList() and renderMap()
Correct code style throughout updateDrawList() and renderMap()
This commit is contained in:
paramat 2016-02-17 02:39:21 +00:00
parent 1ec1a605d6
commit 997be666e3
2 changed files with 116 additions and 139 deletions

@ -141,6 +141,33 @@ static bool isOccluded(Map *map, v3s16 p0, v3s16 p1, float step, float stepfac,
return false;
}
void ClientMap::getBlocksInViewRange(v3s16 cam_pos_nodes,
v3s16 *p_blocks_min, v3s16 *p_blocks_max)
{
v3s16 box_nodes_d = m_control.wanted_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);
}
void ClientMap::updateDrawList(video::IVideoDriver* driver)
{
ScopeProfiler sp(g_profiler, "CM::updateDrawList()", SPT_AVG);
@ -148,10 +175,8 @@ void ClientMap::updateDrawList(video::IVideoDriver* driver)
INodeDefManager *nodemgr = m_gamedef->ndef();
for(std::map<v3s16, MapBlock*>::iterator
i = m_drawlist.begin();
i != m_drawlist.end(); ++i)
{
for (std::map<v3s16, MapBlock*>::iterator i = m_drawlist.begin();
i != m_drawlist.end(); ++i) {
MapBlock *block = i->second;
block->refDrop();
}
@ -167,19 +192,9 @@ void ClientMap::updateDrawList(video::IVideoDriver* driver)
camera_fov *= 1.2;
v3s16 cam_pos_nodes = floatToInt(camera_position, BS);
v3s16 box_nodes_d = m_control.wanted_range * v3s16(1,1,1);
v3s16 p_nodes_min = cam_pos_nodes - box_nodes_d;
v3s16 p_nodes_max = cam_pos_nodes + box_nodes_d;
// Take a fair amount as we will be dropping more out later
// Umm... these additions are a bit strange but they are needed.
v3s16 p_blocks_min(
p_nodes_min.X / MAP_BLOCKSIZE - 3,
p_nodes_min.Y / MAP_BLOCKSIZE - 3,
p_nodes_min.Z / MAP_BLOCKSIZE - 3);
v3s16 p_blocks_max(
p_nodes_max.X / MAP_BLOCKSIZE + 1,
p_nodes_max.Y / MAP_BLOCKSIZE + 1,
p_nodes_max.Z / MAP_BLOCKSIZE + 1);
v3s16 p_blocks_min;
v3s16 p_blocks_max;
getBlocksInViewRange(cam_pos_nodes, &p_blocks_min, &p_blocks_max);
// Number of blocks in rendering range
u32 blocks_in_range = 0;
@ -199,19 +214,14 @@ void ClientMap::updateDrawList(video::IVideoDriver* driver)
// Distance to farthest drawn block
float farthest_drawn = 0;
for(std::map<v2s16, MapSector*>::iterator
si = m_sectors.begin();
si != m_sectors.end(); ++si)
{
for (std::map<v2s16, MapSector*>::iterator si = m_sectors.begin();
si != m_sectors.end(); ++si) {
MapSector *sector = si->second;
v2s16 sp = sector->getPos();
if(m_control.range_all == false)
{
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)
if (m_control.range_all == false) {
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;
}
@ -224,9 +234,8 @@ void ClientMap::updateDrawList(video::IVideoDriver* driver)
u32 sector_blocks_drawn = 0;
for(MapBlockVect::iterator i = sectorblocks.begin();
i != sectorblocks.end(); ++i)
{
for (MapBlockVect::iterator i = sectorblocks.begin();
i != sectorblocks.end(); ++i) {
MapBlock *block = *i;
/*
@ -238,16 +247,13 @@ void ClientMap::updateDrawList(video::IVideoDriver* driver)
block->mesh->updateCameraOffset(m_camera_offset);
float range = 100000 * BS;
if(m_control.range_all == false)
if (m_control.range_all == false)
range = m_control.wanted_range * BS;
float d = 0.0;
if(isBlockInSight(block->getPos(), camera_position,
camera_direction, camera_fov,
range, &d) == false)
{
if (!isBlockInSight(block->getPos(), camera_position,
camera_direction, camera_fov, range, &d))
continue;
}
// This is ugly (spherical distance limit?)
/*if(m_control.range_all == false &&
@ -262,7 +268,7 @@ void ClientMap::updateDrawList(video::IVideoDriver* driver)
{
//MutexAutoLock lock(block->mesh_mutex);
if(block->mesh == NULL){
if (block->mesh == NULL) {
blocks_in_range_without_mesh++;
continue;
}
@ -275,25 +281,24 @@ void ClientMap::updateDrawList(video::IVideoDriver* driver)
// No occlusion culling when free_move is on and camera is
// inside ground
bool occlusion_culling_enabled = true;
if(g_settings->getBool("free_move")){
if (g_settings->getBool("free_move")) {
MapNode n = getNodeNoEx(cam_pos_nodes);
if(n.getContent() == CONTENT_IGNORE ||
if (n.getContent() == CONTENT_IGNORE ||
nodemgr->get(n).solidness == 2)
occlusion_culling_enabled = false;
}
v3s16 cpn = block->getPos() * MAP_BLOCKSIZE;
cpn += v3s16(MAP_BLOCKSIZE/2, MAP_BLOCKSIZE/2, MAP_BLOCKSIZE/2);
float step = BS*1;
cpn += v3s16(MAP_BLOCKSIZE / 2, MAP_BLOCKSIZE / 2, MAP_BLOCKSIZE / 2);
float step = BS * 1;
float stepfac = 1.1;
float startoff = BS*1;
float endoff = -BS*MAP_BLOCKSIZE*1.42*1.42;
v3s16 spn = cam_pos_nodes + v3s16(0,0,0);
s16 bs2 = MAP_BLOCKSIZE/2 + 1;
float startoff = BS * 1;
float endoff = -BS*MAP_BLOCKSIZE * 1.42 * 1.42;
v3s16 spn = cam_pos_nodes + v3s16(0, 0, 0);
s16 bs2 = MAP_BLOCKSIZE / 2 + 1;
u32 needed_count = 1;
if(
occlusion_culling_enabled &&
isOccluded(this, spn, cpn + v3s16(0,0,0),
if (occlusion_culling_enabled &&
isOccluded(this, spn, cpn + v3s16(0, 0, 0),
step, stepfac, startoff, endoff, needed_count, nodemgr) &&
isOccluded(this, spn, cpn + v3s16(bs2,bs2,bs2),
step, stepfac, startoff, endoff, needed_count, nodemgr) &&
@ -310,9 +315,7 @@ void ClientMap::updateDrawList(video::IVideoDriver* driver)
isOccluded(this, spn, cpn + v3s16(-bs2,-bs2,bs2),
step, stepfac, startoff, endoff, needed_count, nodemgr) &&
isOccluded(this, spn, cpn + v3s16(-bs2,-bs2,-bs2),
step, stepfac, startoff, endoff, needed_count, nodemgr)
)
{
step, stepfac, startoff, endoff, needed_count, nodemgr)) {
blocks_occlusion_culled++;
continue;
}
@ -322,9 +325,9 @@ void ClientMap::updateDrawList(video::IVideoDriver* driver)
// Limit block count in case of a sudden increase
blocks_would_have_drawn++;
if(blocks_drawn >= m_control.wanted_max_blocks
&& m_control.range_all == false
&& d > m_control.wanted_min_range * BS)
if (blocks_drawn >= m_control.wanted_max_blocks &&
!m_control.range_all &&
d > m_control.wanted_min_range * BS)
continue;
// Add to set
@ -333,12 +336,12 @@ void ClientMap::updateDrawList(video::IVideoDriver* driver)
sector_blocks_drawn++;
blocks_drawn++;
if(d/BS > farthest_drawn)
farthest_drawn = d/BS;
if (d / BS > farthest_drawn)
farthest_drawn = d / BS;
} // foreach sectorblocks
if(sector_blocks_drawn != 0)
if (sector_blocks_drawn != 0)
m_last_drawn_sectors.insert(sp);
}
@ -348,9 +351,9 @@ void ClientMap::updateDrawList(video::IVideoDriver* driver)
g_profiler->avg("CM: blocks in range", blocks_in_range);
g_profiler->avg("CM: blocks occlusion culled", blocks_occlusion_culled);
if(blocks_in_range != 0)
if (blocks_in_range != 0)
g_profiler->avg("CM: blocks in range without mesh (frac)",
(float)blocks_in_range_without_mesh/blocks_in_range);
(float)blocks_in_range_without_mesh / blocks_in_range);
g_profiler->avg("CM: blocks drawn", blocks_drawn);
g_profiler->avg("CM: farthest drawn", farthest_drawn);
g_profiler->avg("CM: wanted max blocks", m_control.wanted_max_blocks);
@ -402,7 +405,7 @@ void ClientMap::renderMap(video::IVideoDriver* driver, s32 pass)
bool is_transparent_pass = pass == scene::ESNRP_TRANSPARENT;
std::string prefix;
if(pass == scene::ESNRP_SOLID)
if (pass == scene::ESNRP_SOLID)
prefix = "CM: solid: ";
else
prefix = "CM: transparent: ";
@ -410,10 +413,8 @@ void ClientMap::renderMap(video::IVideoDriver* driver, s32 pass)
/*
This is called two times per frame, reset on the non-transparent one
*/
if(pass == scene::ESNRP_SOLID)
{
if (pass == scene::ESNRP_SOLID)
m_last_drawn_sectors.clear();
}
/*
Get time for measuring timeout.
@ -439,22 +440,9 @@ void ClientMap::renderMap(video::IVideoDriver* driver, s32 pass)
*/
v3s16 cam_pos_nodes = floatToInt(camera_position, BS);
v3s16 box_nodes_d = m_control.wanted_range * v3s16(1,1,1);
v3s16 p_nodes_min = cam_pos_nodes - box_nodes_d;
v3s16 p_nodes_max = cam_pos_nodes + box_nodes_d;
// Take a fair amount as we will be dropping more out later
// Umm... these additions are a bit strange but they are needed.
v3s16 p_blocks_min(
p_nodes_min.X / MAP_BLOCKSIZE - 3,
p_nodes_min.Y / MAP_BLOCKSIZE - 3,
p_nodes_min.Z / MAP_BLOCKSIZE - 3);
v3s16 p_blocks_max(
p_nodes_max.X / MAP_BLOCKSIZE + 1,
p_nodes_max.Y / MAP_BLOCKSIZE + 1,
p_nodes_max.Z / MAP_BLOCKSIZE + 1);
v3s16 p_blocks_min;
v3s16 p_blocks_max;
getBlocksInViewRange(cam_pos_nodes, &p_blocks_min, &p_blocks_max);
u32 vertex_count = 0;
u32 meshbuffer_count = 0;
@ -475,27 +463,22 @@ void ClientMap::renderMap(video::IVideoDriver* driver, s32 pass)
*/
{
ScopeProfiler sp(g_profiler, prefix+"drawing blocks", SPT_AVG);
ScopeProfiler sp(g_profiler, prefix + "drawing blocks", SPT_AVG);
MeshBufListList drawbufs;
for(std::map<v3s16, MapBlock*>::iterator
i = m_drawlist.begin();
i != m_drawlist.end(); ++i)
{
for (std::map<v3s16, MapBlock*>::iterator i = m_drawlist.begin();
i != m_drawlist.end(); ++i) {
MapBlock *block = i->second;
// If the mesh of the block happened to get deleted, ignore it
if(block->mesh == NULL)
if (block->mesh == NULL)
continue;
float d = 0.0;
if(isBlockInSight(block->getPos(), camera_position,
camera_direction, camera_fov,
100000*BS, &d) == false)
{
if (!isBlockInSight(block->getPos(), camera_position,
camera_direction, camera_fov, 100000 * BS, &d))
continue;
}
// Mesh animation
{
@ -503,24 +486,17 @@ void ClientMap::renderMap(video::IVideoDriver* driver, s32 pass)
MapBlockMesh *mapBlockMesh = block->mesh;
assert(mapBlockMesh);
// Pretty random but this should work somewhat nicely
bool faraway = d >= BS*50;
bool faraway = d >= BS * 50;
//bool faraway = d >= m_control.wanted_range * BS;
if(mapBlockMesh->isAnimationForced() ||
!faraway ||
mesh_animate_count_far < (m_control.range_all ? 200 : 50))
{
bool animated = mapBlockMesh->animate(
faraway,
animation_time,
crack,
daynight_ratio);
if(animated)
if (mapBlockMesh->isAnimationForced() || !faraway ||
mesh_animate_count_far < (m_control.range_all ? 200 : 50)) {
bool animated = mapBlockMesh->animate(faraway, animation_time,
crack, daynight_ratio);
if (animated)
mesh_animate_count++;
if(animated && faraway)
if (animated && faraway)
mesh_animate_count_far++;
}
else
{
} else {
mapBlockMesh->decreaseAnimationForceTimer();
}
}
@ -538,7 +514,7 @@ void ClientMap::renderMap(video::IVideoDriver* driver, s32 pass)
assert(mesh);
u32 c = mesh->getMeshBufferCount();
for(u32 i=0; i<c; i++)
for (u32 i = 0; i < c; i++)
{
scene::IMeshBuffer *buf = mesh->getMeshBuffer(i);
@ -550,11 +526,10 @@ void ClientMap::renderMap(video::IVideoDriver* driver, s32 pass)
video::IMaterialRenderer* rnd =
driver->getMaterialRenderer(material.MaterialType);
bool transparent = (rnd && rnd->isTransparent());
if(transparent == is_transparent_pass)
{
if(buf->getVertexCount() == 0)
errorstream<<"Block ["<<analyze_block(block)
<<"] contains an empty meshbuf"<<std::endl;
if (transparent == is_transparent_pass) {
if (buf->getVertexCount() == 0)
errorstream << "Block [" << analyze_block(block)
<< "] contains an empty meshbuf" << std::endl;
drawbufs.add(buf);
}
}
@ -564,13 +539,13 @@ void ClientMap::renderMap(video::IVideoDriver* driver, s32 pass)
std::vector<MeshBufList> &lists = drawbufs.lists;
int timecheck_counter = 0;
for(std::vector<MeshBufList>::iterator i = lists.begin();
for (std::vector<MeshBufList>::iterator i = lists.begin();
i != lists.end(); ++i) {
timecheck_counter++;
if(timecheck_counter > 50) {
if (timecheck_counter > 50) {
timecheck_counter = 0;
int time2 = time(0);
if(time2 > time1 + 4) {
if (time2 > time1 + 4) {
infostream << "ClientMap::renderMap(): "
"Rendering takes ages, returning."
<< std::endl;
@ -582,7 +557,7 @@ void ClientMap::renderMap(video::IVideoDriver* driver, s32 pass)
driver->setMaterial(list.m);
for(std::vector<scene::IMeshBuffer*>::iterator j = list.bufs.begin();
for (std::vector<scene::IMeshBuffer*>::iterator j = list.bufs.begin();
j != list.bufs.end(); ++j) {
scene::IMeshBuffer *buf = *j;
driver->drawMeshBuffer(buf);
@ -594,17 +569,17 @@ void ClientMap::renderMap(video::IVideoDriver* driver, s32 pass)
} // ScopeProfiler
// Log only on solid pass because values are the same
if(pass == scene::ESNRP_SOLID){
if (pass == scene::ESNRP_SOLID) {
g_profiler->avg("CM: animated meshes", mesh_animate_count);
g_profiler->avg("CM: animated meshes (far)", mesh_animate_count_far);
}
g_profiler->avg(prefix+"vertices drawn", vertex_count);
if(blocks_had_pass_meshbuf != 0)
g_profiler->avg(prefix+"meshbuffers per block",
g_profiler->avg(prefix + "vertices drawn", vertex_count);
if (blocks_had_pass_meshbuf != 0)
g_profiler->avg(prefix + "meshbuffers per block",
(float)meshbuffer_count / (float)blocks_had_pass_meshbuf);
if(blocks_drawn != 0)
g_profiler->avg(prefix+"empty blocks (frac)",
if (blocks_drawn != 0)
g_profiler->avg(prefix + "empty blocks (frac)",
(float)blocks_without_stuff / blocks_drawn);
/*infostream<<"renderMap(): is_transparent_pass="<<is_transparent_pass

@ -120,6 +120,8 @@ public:
return m_box;
}
void getBlocksInViewRange(v3s16 cam_pos_nodes,
v3s16 *p_blocks_min, v3s16 *p_blocks_max);
void updateDrawList(video::IVideoDriver* driver);
void renderMap(video::IVideoDriver* driver, s32 pass);