forked from Mirrorlandia_minetest/minetest
Client map: do frustum culling via planes (#12710)
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a428a0cf37
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c9ed059d91
@ -38,6 +38,7 @@ with this program; if not, write to the Free Software Foundation, Inc.,
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#include "fontengine.h"
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#include "script/scripting_client.h"
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#include "gettext.h"
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#include <SViewFrustum.h>
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#define CAMERA_OFFSET_STEP 200
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#define WIELDMESH_OFFSET_X 55.0f
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@ -318,6 +319,9 @@ void Camera::update(LocalPlayer* player, f32 frametime, f32 tool_reload_ratio)
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v3f old_player_position = m_playernode->getPosition();
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v3f player_position = player->getPosition();
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f32 yaw = player->getYaw();
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f32 pitch = player->getPitch();
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// This is worse than `LocalPlayer::getPosition()` but
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// mods expect the player head to be at the parent's position
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// plus eye height.
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@ -342,7 +346,7 @@ void Camera::update(LocalPlayer* player, f32 frametime, f32 tool_reload_ratio)
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// Set player node transformation
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m_playernode->setPosition(player_position);
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m_playernode->setRotation(v3f(0, -1 * player->getYaw(), 0));
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m_playernode->setRotation(v3f(0, -1 * yaw, 0));
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m_playernode->updateAbsolutePosition();
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// Get camera tilt timer (hurt animation)
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@ -379,7 +383,7 @@ void Camera::update(LocalPlayer* player, f32 frametime, f32 tool_reload_ratio)
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// Set head node transformation
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eye_offset.Y += cameratilt * -player->hurt_tilt_strength + fall_bobbing;
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m_headnode->setPosition(eye_offset);
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m_headnode->setRotation(v3f(player->getPitch(), 0,
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m_headnode->setRotation(v3f(pitch, 0,
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cameratilt * player->hurt_tilt_strength));
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m_headnode->updateAbsolutePosition();
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}
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@ -463,6 +467,7 @@ void Camera::update(LocalPlayer* player, f32 frametime, f32 tool_reload_ratio)
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// Set camera node transformation
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m_cameranode->setPosition(my_cp-intToFloat(m_camera_offset, BS));
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m_cameranode->updateAbsolutePosition();
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m_cameranode->setUpVector(abs_cam_up);
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// *100.0 helps in large map coordinates
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m_cameranode->setTarget(my_cp-intToFloat(m_camera_offset, BS) + 100 * m_camera_direction);
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@ -511,8 +516,11 @@ void Camera::update(LocalPlayer* player, f32 frametime, f32 tool_reload_ratio)
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m_cameranode->setAspectRatio(m_aspect);
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m_cameranode->setFOV(m_fov_y);
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// Make new matrices and frustum
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m_cameranode->updateMatrices();
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if (m_arm_inertia)
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addArmInertia(player->getYaw());
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addArmInertia(yaw);
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// Position the wielded item
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//v3f wield_position = v3f(45, -35, 65);
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@ -643,6 +651,7 @@ void Camera::drawWieldedTool(irr::core::matrix4* translation)
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irr::core::vector3df camera_pos =
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(startMatrix * *translation).getTranslation();
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cam->setPosition(camera_pos);
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cam->updateAbsolutePosition();
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cam->setTarget(focusPoint);
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}
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m_wieldmgr->drawAll();
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@ -704,3 +713,15 @@ void Camera::removeNametag(Nametag *nametag)
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m_nametags.remove(nametag);
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delete nametag;
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}
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std::array<core::plane3d<f32>, 4> Camera::getFrustumCullPlanes() const
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{
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using irr::scene::SViewFrustum;
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const auto &frustum_planes = m_cameranode->getViewFrustum()->planes;
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return {
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frustum_planes[SViewFrustum::VF_LEFT_PLANE],
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frustum_planes[SViewFrustum::VF_RIGHT_PLANE],
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frustum_planes[SViewFrustum::VF_BOTTOM_PLANE],
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frustum_planes[SViewFrustum::VF_TOP_PLANE],
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};
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}
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@ -24,6 +24,8 @@ with this program; if not, write to the Free Software Foundation, Inc.,
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#include "client/tile.h"
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#include <ICameraSceneNode.h>
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#include <ISceneNode.h>
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#include <plane3d.h>
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#include <array>
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#include <list>
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#include "util/Optional.h"
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@ -133,6 +135,23 @@ public:
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return MYMAX(m_fov_x, m_fov_y);
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}
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// Returns a lambda that when called with an object's position and bounding-sphere
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// radius (both in BS space) returns true if, and only if the object should be
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// frustum-culled.
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auto getFrustumCuller() const
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{
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return [planes = getFrustumCullPlanes(),
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camera_offset = intToFloat(m_camera_offset, BS)
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](v3f position, f32 radius) {
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v3f pos_camspace = position - camera_offset;
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for (auto &plane : planes) {
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if (plane.getDistanceTo(pos_camspace) > radius)
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return true;
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}
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return false;
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};
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}
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// Notify about new server-sent FOV and initialize smooth FOV transition
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void notifyFovChange();
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@ -190,6 +209,10 @@ public:
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inline void addArmInertia(f32 player_yaw);
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private:
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// Use getFrustumCuller().
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// This helper just exists to decrease the header's number of includes.
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std::array<core::plane3d<f32>, 4> getFrustumCullPlanes() const;
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// Nodes
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scene::ISceneNode *m_playernode = nullptr;
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scene::ISceneNode *m_headnode = nullptr;
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@ -196,22 +196,12 @@ void ClientMap::updateDrawList()
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}
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m_drawlist.clear();
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const v3f camera_position = m_camera_position;
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const v3f camera_direction = m_camera_direction;
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// Use a higher fov to accomodate faster camera movements.
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// Blocks are cropped better when they are drawn.
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const f32 camera_fov = m_camera_fov * 1.1f;
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v3s16 cam_pos_nodes = floatToInt(camera_position, BS);
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v3s16 cam_pos_nodes = floatToInt(m_camera_position, BS);
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v3s16 p_blocks_min;
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v3s16 p_blocks_max;
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getBlocksInViewRange(cam_pos_nodes, &p_blocks_min, &p_blocks_max);
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// Read the vision range, unless unlimited range is enabled.
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float range = m_control.range_all ? 1e7 : m_control.wanted_range;
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// Number of blocks currently loaded by the client
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u32 blocks_loaded = 0;
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// Number of blocks with mesh in rendering range
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@ -230,6 +220,8 @@ void ClientMap::updateDrawList()
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v3s16 camera_block = getContainerPos(cam_pos_nodes, MAP_BLOCKSIZE);
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m_drawlist = std::map<v3s16, MapBlock*, MapBlockComparer>(MapBlockComparer(camera_block));
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auto is_frustum_culled = m_client->getCamera()->getFrustumCuller();
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// Uncomment to debug occluded blocks in the wireframe mode
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// TODO: Include this as a flag for an extended debugging setting
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//if (occlusion_culling_enabled && m_control.show_wireframe)
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@ -271,7 +263,7 @@ void ClientMap::updateDrawList()
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// First, perform a simple distance check, with a padding of one extra block.
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if (!m_control.range_all &&
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block_position.getDistanceFrom(cam_pos_nodes) > range + MAP_BLOCKSIZE)
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block_position.getDistanceFrom(cam_pos_nodes) > m_control.wanted_range)
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continue; // Out of range, skip.
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// Keep the block alive as long as it is in range.
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@ -279,14 +271,18 @@ void ClientMap::updateDrawList()
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blocks_in_range_with_mesh++;
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// Frustum culling
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float d = 0.0;
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if (!isBlockInSight(block_coord, camera_position,
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camera_direction, camera_fov, range * BS, &d))
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// Only do coarse culling here, to account for fast camera movement.
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// This is needed because this function is not called every frame.
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constexpr float frustum_cull_extra_radius = 300.0f;
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v3f mesh_sphere_center = intToFloat(block->getPosRelative(), BS)
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+ block->mesh->getBoundingSphereCenter();
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f32 mesh_sphere_radius = block->mesh->getBoundingRadius();
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if (is_frustum_culled(mesh_sphere_center,
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mesh_sphere_radius + frustum_cull_extra_radius))
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continue;
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// Occlusion culling
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if ((!m_control.range_all && d > m_control.wanted_range * BS) ||
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(occlusion_culling_enabled && isBlockOccluded(block, cam_pos_nodes))) {
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if (occlusion_culling_enabled && isBlockOccluded(block, cam_pos_nodes)) {
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blocks_occlusion_culled++;
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continue;
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}
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@ -358,33 +354,43 @@ void ClientMap::renderMap(video::IVideoDriver* driver, s32 pass)
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std::vector<DrawDescriptor> draw_order;
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video::SMaterial previous_material;
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auto is_frustum_culled = m_client->getCamera()->getFrustumCuller();
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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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MapBlockMesh *block_mesh = block->mesh;
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// If the mesh of the block happened to get deleted, ignore it
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if (!block->mesh)
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if (!block_mesh)
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continue;
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// Do exact frustum culling
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// (The one in updateDrawList is only coarse.)
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v3f mesh_sphere_center = intToFloat(block->getPosRelative(), BS)
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+ block_mesh->getBoundingSphereCenter();
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f32 mesh_sphere_radius = block_mesh->getBoundingRadius();
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if (is_frustum_culled(mesh_sphere_center, mesh_sphere_radius))
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continue;
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v3f block_pos_r = intToFloat(block->getPosRelative() + MAP_BLOCKSIZE / 2, BS);
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float d = camera_position.getDistanceFrom(block_pos_r);
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d = MYMAX(0,d - BLOCK_MAX_RADIUS);
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// Mesh animation
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if (pass == scene::ESNRP_SOLID) {
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MapBlockMesh *mapBlockMesh = block->mesh;
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assert(mapBlockMesh);
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// Pretty random but this should work somewhat nicely
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bool faraway = d >= BS * 50;
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if (mapBlockMesh->isAnimationForced() || !faraway ||
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if (block_mesh->isAnimationForced() || !faraway ||
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mesh_animate_count < (m_control.range_all ? 200 : 50)) {
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bool animated = mapBlockMesh->animate(faraway, animation_time,
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bool animated = block_mesh->animate(faraway, animation_time,
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crack, daynight_ratio);
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if (animated)
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mesh_animate_count++;
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} else {
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mapBlockMesh->decreaseAnimationForceTimer();
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block_mesh->decreaseAnimationForceTimer();
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}
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}
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@ -394,17 +400,14 @@ void ClientMap::renderMap(video::IVideoDriver* driver, s32 pass)
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if (is_transparent_pass) {
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// In transparent pass, the mesh will give us
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// the partial buffers in the correct order
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for (auto &buffer : block->mesh->getTransparentBuffers())
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for (auto &buffer : block_mesh->getTransparentBuffers())
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draw_order.emplace_back(block_pos, &buffer);
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}
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else {
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// otherwise, group buffers across meshes
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// using MeshBufListList
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MapBlockMesh *mapBlockMesh = block->mesh;
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assert(mapBlockMesh);
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for (int layer = 0; layer < MAX_TILE_LAYERS; layer++) {
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scene::IMesh *mesh = mapBlockMesh->getMesh(layer);
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scene::IMesh *mesh = block_mesh->getMesh(layer);
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assert(mesh);
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u32 c = mesh->getMeshBufferCount();
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@ -1225,7 +1225,7 @@ MapBlockMesh::MapBlockMesh(MeshMakeData *data, v3s16 camera_offset):
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Convert FastFaces to MeshCollector
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*/
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MeshCollector collector;
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MeshCollector collector(m_bounding_sphere_center);
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{
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// avg 0ms (100ms spikes when loading textures the first time)
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@ -1261,6 +1261,8 @@ MapBlockMesh::MapBlockMesh(MeshMakeData *data, v3s16 camera_offset):
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const bool desync_animations = g_settings->getBool(
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"desynchronize_mapblock_texture_animation");
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m_bounding_radius = std::sqrt(collector.m_bounding_radius_sq);
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for (int layer = 0; layer < MAX_TILE_LAYERS; layer++) {
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for(u32 i = 0; i < collector.prebuffers[layer].size(); i++)
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{
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@ -221,6 +221,12 @@ public:
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m_animation_force_timer--;
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}
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/// Radius of the bounding-sphere, in BS-space.
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f32 getBoundingRadius() const { return m_bounding_radius; }
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/// Center of the bounding-sphere, in BS-space, relative to block pos.
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v3f getBoundingSphereCenter() const { return m_bounding_sphere_center; }
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/// update transparent buffers to render towards the camera
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void updateTransparentBuffers(v3f camera_pos, v3s16 block_pos);
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void consolidateTransparentBuffers();
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@ -243,6 +249,10 @@ private:
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ITextureSource *m_tsrc;
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IShaderSource *m_shdrsrc;
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f32 m_bounding_radius;
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// MapblockMeshGenerator uses the same as mapblock center
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v3f m_bounding_sphere_center = v3f((MAP_BLOCKSIZE * 0.5f - 0.5f) * BS);
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bool m_enable_shaders;
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bool m_enable_vbo;
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@ -45,9 +45,12 @@ void MeshCollector::append(const TileLayer &layer, const video::S3DVertex *verti
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scale = 1.0f / layer.scale;
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u32 vertex_count = p.vertices.size();
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for (u32 i = 0; i < numVertices; i++)
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for (u32 i = 0; i < numVertices; i++) {
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p.vertices.emplace_back(vertices[i].Pos, vertices[i].Normal,
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vertices[i].Color, scale * vertices[i].TCoords);
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m_bounding_radius_sq = std::max(m_bounding_radius_sq,
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(vertices[i].Pos - m_center_pos).getLengthSQ());
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}
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for (u32 i = 0; i < numIndices; i++)
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p.indices.push_back(indices[i] + vertex_count);
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@ -81,8 +84,11 @@ void MeshCollector::append(const TileLayer &layer, const video::S3DVertex *verti
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video::SColor color = c;
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if (!light_source)
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applyFacesShading(color, vertices[i].Normal);
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p.vertices.emplace_back(vertices[i].Pos + pos, vertices[i].Normal, color,
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auto vpos = vertices[i].Pos + pos;
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p.vertices.emplace_back(vpos, vertices[i].Normal, color,
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scale * vertices[i].TCoords);
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m_bounding_radius_sq = std::max(m_bounding_radius_sq,
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(vpos - m_center_pos).getLengthSQ());
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}
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for (u32 i = 0; i < numIndices; i++)
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@ -37,6 +37,12 @@ struct PreMeshBuffer
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struct MeshCollector
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{
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std::array<std::vector<PreMeshBuffer>, MAX_TILE_LAYERS> prebuffers;
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// bounding sphere radius and center
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f32 m_bounding_radius_sq = 0.0f;
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v3f m_center_pos;
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// center_pos: pos to use for bounding-sphere, in BS-space
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MeshCollector(const v3f center_pos) : m_center_pos(center_pos) {}
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// clang-format off
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void append(const TileSpec &material,
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@ -313,7 +313,7 @@ static scene::SMesh *createSpecialNodeMesh(Client *client, MapNode n,
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std::vector<ItemPartColor> *colors, const ContentFeatures &f)
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{
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MeshMakeData mesh_make_data(client, false);
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MeshCollector collector;
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MeshCollector collector(v3f(0.0f * BS));
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mesh_make_data.setSmoothLighting(false);
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MapblockMeshGenerator gen(&mesh_make_data, &collector,
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client->getSceneManager()->getMeshManipulator());
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