Commit Graph

126 Commits

Author SHA1 Message Date
number Zero
b4df0d67dd Fix ambient occlusion and dark lines at mapblock borders 2018-01-12 05:44:11 +00:00
Vitaliy
75320e7e88 Real global textures (#6105)
* Real global textures

* Add world-aligned textures
* Update minimal to support world-aligned tiles
* Update minimal
2017-10-15 09:34:14 +02:00
DTA7
2cf9014160 Smooth lighting: Fix light leaking through edge-connected corners
For solid nodes, the lighting at a corner becomes face-dependent, which
means that only the four nodes in face-direction contribute to the
lighting (getSmoothLightSolid).
For special nodes, which use the lighting values at the eight corners of
a node, the lighting is not face-dependent, but certain nodes of the
eight surrounding nodes of a corner (here indices 4, 5, 6 and 7) can be
obstructed.

Ambient occlusion now also occurs for solid nodes, if two, three or four
of the four nodes in face-direction are solid.
2017-10-10 19:53:13 +01:00
you
7e38475554 mapblock_mesh.cpp: Fix code style and simplify a bit code (#4558)
* mapblock_mesh.cpp: Fix code style and simplify a bit code
2017-08-28 20:02:51 +02:00
Dániel Juhász
04158d0c84 Use crack animation on all tile layers (#6104) 2017-08-28 07:51:55 +02:00
Loïc Blot
ae9b5e0098 Modernize code: very last fixes (#6290)
Last modernization fixes
2017-08-20 19:37:29 +02:00
Loïc Blot
7528986e44 Code modernization: src/p*, src/q*, src/r*, src/s* (partial) (#6282)
* Code modernization: src/p*, src/q*, src/r*, src/s* (partial)

* empty function
* default constructor/destructor
* for range-based loops
* use emplace_back instead of push_back
* C++ STL header style
* Spelling: vertice -> vertex
2017-08-19 14:25:35 +02:00
Loic Blot
b5f7249a7e
Code modernization: src/m* (part 2)
* empty function
* default constructor/destructor
* remove unused Map::emergeSector(a,b)
* for range-based loops
* migrate a dirs[7] table to direction tables
* remove various old unused function
2017-08-19 09:12:54 +02:00
Loïc Blot
fd3afbced5 Optimize headers (part 2) (#6272)
* Optimize headers (part 2)

* less debug.h in headers
* less remoteplayer.h for everybody

* Cleanup (part 2)

* camera.h: mesh.h
* mapgen.h: mapnode.h
* serverenvironment.h: mapblock.h
* nodedef.h: shader.h
2017-08-18 19:25:07 +02:00
Loïc Blot
85511a642f Cleanup various headers to reduce compilation times (#6255)
* Cleanup various headers to reduce compilation times
2017-08-16 22:11:45 +02:00
Loïc Blot
3e50850260 TileLayer: use shared_ptr for FrameSpec vector (#6171)
* TileLayer: use shared_ptr for vector framespec
This reduce memory copy of TileLayer from (4 to 16) * FrameSpec where FrameSpec = (sizeof(int) + 3 * sizeof(ptr)) to int + sizeof(ptr)

Callgrind difference

Before: https://lut.im/RGkiJqQb8T/LeQIEXpAuRzfl7gd.png
After: https://lut.im/bcqmwee1xu/cTwtptY5tRuS9lp0.png

* Fix one push_back to use vector::emplace_back & optimize inclusions
2017-07-26 20:12:48 +02:00
Loïc Blot
9a17b65f26 VoxelManip cleanups (const ref, const move) + function removal (#6169)
* VoxelManip cleanups (const ref, const move) permitting to improve a little bit performance

* VoxelArea: precalculate extent (performance enhancement)

This permits to reduce extend high cost to zero and drop many v3s16 object creation/removal to calculate extent
It rebalance the client thread update to updateFastFaceRow instead of MapBlockMesh generation
This will also benefits to mapgen
2017-07-26 07:35:09 +02:00
Loïc Blot
b3a36f7378 Isolate irrlicht references and use a singleton (#6041)
* Add Device3D class which will contain IrrlichtDevice interface

move getSupportedVideoDrivers to Device3D

Add Device3D singleton & use it in various places

Rename Device3D to Rendering engine & add helper functions to various device pointers

More singleton work

RenderingEngine owns draw_load_screen

move draw functions to RenderingEngine

Reduce IrrlichtDevice exposure and guienvironment

RenderingEngine: Expose get_timer_time() to remove device from guiEngine

Make irrlichtdevice & scene manager less exposed

* Code style fixes

* Move porting::getVideoDriverName, getVideoDriverFriendlyName, getDisplayDensity, getDisplaySize to RenderingEngine

Fix XORG_USED macro -> RenderingEngine + create_engine_device from RenderingEngine constructor directly

* enum paralax => enum parallax
2017-06-26 20:11:17 +02:00
Loïc Blot
8f7785771b Cpp11 initializers 2 (#5999)
* C++11 patchset 10: continue cleanup on constructors

* Drop obsolete bool MainMenuData::enable_public (setting is called with cURL in server loop)

* More classes cleanup

* More classes cleanup + change NULL tests to boolean tests
2017-06-17 19:11:28 +02:00
Loïc Blot
65819f3b9f Use thread_local instead from some static settings (#5955)
thread_local permits to limit variable lifetime to thread duration. Use it on each setting place which uses static to cache variable result only for thread lifetime. This permits to keep the same performance level & reconfigure server from MT gui in those various variables places.

Add thread_local to undersampling calculation too.
2017-06-11 13:58:43 +02:00
Loïc Blot
95409da87d Optimize updateFastFaceRow processing by removing some TileSpec copy (#5678)
* Optimize updateFastFaceRow processing by removing some TileSpec copy

It permit to decrease this function from 54% runtime to 45% and reduce copy from 14% runtime to 12.5%
getTileInfo also reduced from 27% to 23%

* makeFastFace should use a const ref too

this trigger a const pointer need in the underlying function

Also fix some code style and prevent calculating 4 times the same position at a point

* Reduce a comparison cost for lights in updateFastFaceRow
2017-04-29 20:36:09 +02:00
Dániel Juhász
1ffb180868 Soft node overlay (#5186)
This commit adds node overlays, which are tiles that are drawn on top of
other tiles.
2017-04-21 23:34:59 +10:00
Perttu Ahola
04cc9de8f2 MeshUpdateQueue: Add a MapBlock cache that minimizes the amount of MapBlock copying done in the main thread
Cache size is configurable by the meshgen_block_cache_size (default 20 MB).

New profiler stats:
- MeshUpdateQueue MapBlock cache hit %
- MeshUpdateQueue MapBlock cache size kB

Removes one type of stutter that was seen on the client when received MapBlocks
were being handled. (the "MeshMakeData::fill" stutter)

Kind of related to at least #5239

Originally preceded by these commits, now includes them:
- Move the mesh generator thread into src/mesh_generator_thread.{cpp,h}
- mesh_generator_thread.cpp: Update code style
- MeshUpdateThread: Modify interface to house a different implementation: Actual functionality will be changed by next commits.
- MeshMakeData: Add fillBlockData() interface (so that caller can fill in stuff from eg. a MapBlock cache)
2017-04-17 14:58:29 +03:00
Loïc Blot
072bbba69a Some performance optimizations (#5424)
* Some performance optimizations

This is globally removing some memory useless copy

* use a const ref return on std::string Settings::get to prevent data copy on getters which doesn't need to copy it
 * pass some stack created strings to static const as they are not modified anywhere
 * Camera: return nametags per const ref instead of a list pointer, we only need to read it
 * INodeDefManager: getAll should be a result ref writer instead of a return copy
 * INodeDefManager: getAlias should return a const std::string ref
 * Minimap: unroll a Scolor creation in blitMinimapPixersToImageRadar to prvent many variable construct/destruct which are unneeded (we rewrite the content in the loop)
 * CNodeDefManager::updateAliases: prevent a idef getall copy
 * Profiler: constness
 * rollback_interface: create real_name later, and use const ref
 * MapBlockMesh updateFastFaceRow: unroll TileSpec next_tile, which has a cost of 1.8% CPU due to variable allocation/destruction,
 * MapBlockMesh updateFastFaceRow: copy next_tile to tile only if it's a different tilespec
 * MapBlockMesh updateFastFaceRow: use memcpy to copy next_lights to lights to do it in a single cpu operation
2017-03-22 21:41:02 +01:00
number Zero
d4e0c0f9b8 Content_mapblock.cpp: Refactor 2017-03-20 20:28:22 +00:00
Dániel Juhász
6642c8583a Use fabs() instead of abs() (#5141) 2017-01-30 08:18:18 +01:00
Dániel Juhász
c268db7b46 Fix after hardware node coloring (#5114) 2017-01-27 01:10:56 +10:00
number Zero
33e0eedbfb Add smooth lighting for all nodes
Note: Smooth lighting disables the mesh cache.
2017-01-24 13:59:40 -08:00
Dániel Juhász
d04d8aba70 Add hardware node coloring. Includes:
- Increase ContentFeatures serialization version
- Color property and palettes for nodes
- paramtype2 = "color", "colored facedir" or "colored wallmounted"
2017-01-23 07:27:12 +01:00
Ner'zhul
8e7449e092 Environment & IGameDef code refactoring (#4985)
* Environment code refactoring
* Cleanup includes & class declarations in client & server environment to improve build speed
* ServerEnvironment::m_gamedef is now a pointer to Server instead of IGameDef, permitting to cleanup many casts.
* Cleanup IGameDef
  * Move ITextureSource* IGameDef::getTextureSource() to Client only.
  * Also move ITextureSource *IGameDef::tsrc() helper
  * drop getShaderSource, getSceneManager, getSoundManager & getCamera abstract call
  * drop unused emerge() call
  * cleanup server unused functions (mentionned before)
* Drop one unused parameter from ContentFeatures::updateTextures
* move checkLocalPrivilege to Client
* Remove some unnecessary casts
* create_formspec_menu: remove IWritableTextureSource pointer, as client already knows it
* Fix some comments
* Change required IGameDef to Server/Client pointers
* Previous change that game.cpp sometimes calls functions with Client + InventoryManager + IGameDef in same functions but it's the same objects
* Remove duplicate Client pointer in GUIFormSpecMenu::GUIFormSpecMenu
* drop ClientMap::sectorWasDrawn which is unused
2017-01-09 20:39:22 +01:00
sfan5
523f0e8c5b Move TileAnimation code to seperate file 2017-01-02 15:28:06 +01:00
Loic Blot
155288ee98 use unordered containers where possible (patch 4 on X)
Also remove some unused parameters/functions
2016-10-06 22:37:26 +02:00
obneq
7f4c6f32da Mapblock mesh: Fix updateFastFaceRow tiling issue
Increase maximum length of tiled node rows from 2 to mapblock size.
2016-08-18 20:45:18 +01:00
RealBadAngel
f9d727764f Mapblock mesh: Allow to use VBO 2016-02-26 00:51:01 +00:00
RealBadAngel
354635f9fb Dont make fastface if tile is not seamless
Fixes #3378
Closes #3751
2016-02-21 17:30:16 +01:00
RealBadAngel
08517244f7 Mapblock mesh: Eliminate meshgen lags 2016-02-16 08:23:32 +00:00
RealBadAngel
7ea40e45b1 Use vertices with tangents only when its needed. 2016-02-15 06:05:39 +00:00
RealBadAngel
b44da4916a Cleanup selection mesh code, add shaders for halo and selection boxes 2016-02-08 03:57:42 -05:00
RealBadAngel
bf884e37a0 Use tangent space meshes only when shaders are enabled 2016-02-07 04:12:49 +00:00
David Jones
34b7a147dc Change i++ to ++i 2015-08-25 18:33:52 -04:00
Břetislav Štec
88a6b9f52d Fixed minimap memory leak 2015-07-27 11:06:46 -04:00
RealBadAngel
655fc6010f Fix relief mapping issues 2015-07-16 15:36:48 +02:00
kwolekr
e234d8b378 Clean-up Minimap code
- Fixed race conditions
- Fixed null dereference
- Fixed out-of-bounds array access
- MinimapMapblock is now allocated and added to update queue only when enabled
- Removed dependency on LocalPlayer
- Fixed code style
- Simplified expressions and program logic
- Cleaned minimap object interfaces
2015-07-08 01:50:31 -04:00
RealBadAngel
ffd16e3fec Add minimap feature 2015-06-27 03:42:01 +02:00
est31
ee38bcd307 Automated whitespace error fix for last commit 2015-06-14 23:15:20 +02:00
RealBadAngel
43fcfbfe05 Improved parallax mapping. Generate heightmaps on the fly. 2015-06-14 21:13:36 +02:00
Craig Robbins
9527984dbc Move globals from main.cpp to more sane locations
Move debug streams to log.cpp|h

Move GUI-related globals to clientlauncher

Move g_settings and g_settings_path to settings.cpp|h

Move g_menuclouds to clouds.cpp|h

Move g_profiler to profiler.cpp|h
2015-04-01 23:04:25 +10:00
Aaron Suen
db32e6c5aa Move texture_min_size even further down the pipe. Now, textures are JIT-upscaled using an image transformation, right at the time they're added to a mesh or particle; images used in 2D elements are left unscaled. This should fix any remaining issues with HUD elements. 2015-03-31 16:56:33 +10:00
gregorycu
577701cabd Optimise MapBlockMesh related functions
Directely or indirectly optimises the following functions:

* MapBlockMesh::MapBlockMesh
* MapBlockMesh::getTileInfo
* MapBlockMesh::makeFastFace
* MapBlockMesh::getSmoothLightCombined
2015-02-23 23:20:31 +10:00
Craig Robbins
c8f60bd224 Remove workaround in itemdef.cpp to enable/disable/enable "enable_shaders" setting
* Increase performance (client)
* Avoid changing a global value to solve a local problem
2015-02-11 17:45:49 +10:00
Craig Robbins
f824866686 Revert "Remove workaround in itemdef.cpp to enable/disable/enable "enable_shaders" setting"
This reverts commit d25ff8fd2592f457b91e8a61240694af3902d23f.
2015-02-11 17:01:19 +10:00
Craig Robbins
d25ff8fd25 Remove workaround in itemdef.cpp to enable/disable/enable "enable_shaders" setting
* Increase performance (client)
* Avoid changing a global value to solve a local problem
2015-02-11 16:02:16 +10:00
Craig Robbins
5e58a95491 Fix potential out-of-bounds array index 2015-01-16 14:35:57 +10:00
TriBlade9
e19dab2622 Added configurable ambient_occlusion_gamma. Default is 2.2 (same as previous hardcoded values). 2015-01-14 23:35:50 +10:00
Craig Robbins
3c8e372119 Removed superfluous facedir check in mapblock_mesh.cpp 2015-01-10 02:06:33 +10:00