forked from Mirrorlandia_minetest/minetest
1187 lines
36 KiB
C++
1187 lines
36 KiB
C++
/*
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Minetest
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Copyright (C) 2010-2013 celeron55, Perttu Ahola <celeron55@gmail.com>
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This program is free software; you can redistribute it and/or modify
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it under the terms of the GNU Lesser General Public License as published by
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the Free Software Foundation; either version 2.1 of the License, or
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(at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU Lesser General Public License for more details.
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You should have received a copy of the GNU Lesser General Public License along
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with this program; if not, write to the Free Software Foundation, Inc.,
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51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
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*/
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#include "clientmap.h"
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#include "client.h"
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#include "mapblock_mesh.h"
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#include <IMaterialRenderer.h>
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#include <matrix4.h>
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#include "mapsector.h"
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#include "mapblock.h"
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#include "profiler.h"
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#include "settings.h"
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#include "camera.h" // CameraModes
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#include "util/basic_macros.h"
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#include "client/renderingengine.h"
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#include <queue>
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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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static void on_settings_changed(const std::string &name, void *data)
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{
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static_cast<ClientMap*>(data)->onSettingChanged(name);
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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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RenderingEngine *rendering_engine,
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MapDrawControl &control,
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s32 id
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):
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Map(client),
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scene::ISceneNode(rendering_engine->get_scene_manager()->getRootSceneNode(),
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rendering_engine->get_scene_manager(), id),
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m_client(client),
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m_rendering_engine(rendering_engine),
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m_control(control),
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m_drawlist(MapBlockComparer(v3s16(0,0,0)))
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{
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/*
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* @Liso: Sadly C++ doesn't have introspection, so the only way we have to know
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* the class is whith a name ;) Name property cames from ISceneNode base class.
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*/
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Name = "ClientMap";
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m_box = aabb3f(-BS*1000000,-BS*1000000,-BS*1000000,
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BS*1000000,BS*1000000,BS*1000000);
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/* TODO: Add a callback function so these can be updated when a setting
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* changes. At this point in time it doesn't matter (e.g. /set
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* is documented to change server settings only)
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*
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* TODO: Local caching of settings is not optimal and should at some stage
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* be updated to use a global settings object for getting thse values
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* (as opposed to the this local caching). This can be addressed in
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* a later release.
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*/
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m_cache_trilinear_filter = g_settings->getBool("trilinear_filter");
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m_cache_bilinear_filter = g_settings->getBool("bilinear_filter");
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m_cache_anistropic_filter = g_settings->getBool("anisotropic_filter");
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m_cache_transparency_sorting_distance = g_settings->getU16("transparency_sorting_distance");
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m_enable_raytraced_culling = g_settings->getBool("enable_raytraced_culling");
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g_settings->registerChangedCallback("enable_raytraced_culling", on_settings_changed, this);
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}
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void ClientMap::onSettingChanged(const std::string &name)
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{
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if (name == "enable_raytraced_culling")
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m_enable_raytraced_culling = g_settings->getBool("enable_raytraced_culling");
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}
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ClientMap::~ClientMap()
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{
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g_settings->deregisterChangedCallback("enable_raytraced_culling", on_settings_changed, this);
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}
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void ClientMap::updateCamera(v3f pos, v3f dir, f32 fov, v3s16 offset)
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{
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v3s16 previous_node = floatToInt(m_camera_position, BS) + m_camera_offset;
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v3s16 previous_block = getContainerPos(previous_node, MAP_BLOCKSIZE);
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m_camera_position = pos;
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m_camera_direction = dir;
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m_camera_fov = fov;
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m_camera_offset = offset;
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v3s16 current_node = floatToInt(m_camera_position, BS) + m_camera_offset;
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v3s16 current_block = getContainerPos(current_node, MAP_BLOCKSIZE);
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// reorder the blocks when camera crosses block boundary
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if (previous_block != current_block)
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m_needs_update_drawlist = true;
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// reorder transparent meshes when camera crosses node boundary
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if (previous_node != current_node)
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m_needs_update_transparent_meshes = true;
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}
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MapSector * ClientMap::emergeSector(v2s16 p2d)
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{
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// Check that it doesn't exist already
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MapSector *sector = getSectorNoGenerate(p2d);
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// Create it if it does not exist yet
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if (!sector) {
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sector = new MapSector(this, p2d, m_gamedef);
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m_sectors[p2d] = sector;
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}
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return sector;
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}
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void ClientMap::OnRegisterSceneNode()
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{
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if(IsVisible)
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{
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SceneManager->registerNodeForRendering(this, scene::ESNRP_SOLID);
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SceneManager->registerNodeForRendering(this, scene::ESNRP_TRANSPARENT);
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}
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ISceneNode::OnRegisterSceneNode();
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// It's not needed to register this node to the shadow renderer
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// we have other way to find it
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}
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void ClientMap::getBlocksInViewRange(v3s16 cam_pos_nodes,
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v3s16 *p_blocks_min, v3s16 *p_blocks_max, float range)
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{
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if (range <= 0.0f)
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range = m_control.wanted_range;
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v3s16 box_nodes_d = range * v3s16(1, 1, 1);
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// Define p_nodes_min/max as v3s32 because 'cam_pos_nodes -/+ box_nodes_d'
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// can exceed the range of v3s16 when a large view range is used near the
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// world edges.
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v3s32 p_nodes_min(
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cam_pos_nodes.X - box_nodes_d.X,
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cam_pos_nodes.Y - box_nodes_d.Y,
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cam_pos_nodes.Z - box_nodes_d.Z);
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v3s32 p_nodes_max(
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cam_pos_nodes.X + box_nodes_d.X,
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cam_pos_nodes.Y + box_nodes_d.Y,
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cam_pos_nodes.Z + box_nodes_d.Z);
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// Take a fair amount as we will be dropping more out later
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// Umm... these additions are a bit strange but they are needed.
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*p_blocks_min = v3s16(
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p_nodes_min.X / MAP_BLOCKSIZE - 3,
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p_nodes_min.Y / MAP_BLOCKSIZE - 3,
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p_nodes_min.Z / MAP_BLOCKSIZE - 3);
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*p_blocks_max = v3s16(
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p_nodes_max.X / MAP_BLOCKSIZE + 1,
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p_nodes_max.Y / MAP_BLOCKSIZE + 1,
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p_nodes_max.Z / MAP_BLOCKSIZE + 1);
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}
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class MapBlockFlags
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{
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public:
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static constexpr u16 CHUNK_EDGE = 8;
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static constexpr u16 CHUNK_MASK = CHUNK_EDGE - 1;
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static constexpr std::size_t CHUNK_VOLUME = CHUNK_EDGE * CHUNK_EDGE * CHUNK_EDGE; // volume of a chunk
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MapBlockFlags(v3s16 min_pos, v3s16 max_pos)
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: min_pos(min_pos), volume((max_pos - min_pos) / CHUNK_EDGE + 1)
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{
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chunks.resize(volume.X * volume.Y * volume.Z);
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}
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class Chunk
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{
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public:
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inline u8 &getBits(v3s16 pos)
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{
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std::size_t address = getAddress(pos);
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return bits[address];
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}
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private:
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inline std::size_t getAddress(v3s16 pos) {
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std::size_t address = (pos.X & CHUNK_MASK) + (pos.Y & CHUNK_MASK) * CHUNK_EDGE + (pos.Z & CHUNK_MASK) * (CHUNK_EDGE * CHUNK_EDGE);
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return address;
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}
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std::array<u8, CHUNK_VOLUME> bits;
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};
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Chunk &getChunk(v3s16 pos)
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{
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v3s16 delta = (pos - min_pos) / CHUNK_EDGE;
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std::size_t address = delta.X + delta.Y * volume.X + delta.Z * volume.X * volume.Y;
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Chunk *chunk = chunks[address].get();
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if (!chunk) {
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chunk = new Chunk();
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chunks[address].reset(chunk);
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}
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return *chunk;
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}
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private:
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std::vector<std::unique_ptr<Chunk>> chunks;
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v3s16 min_pos;
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v3s16 volume;
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};
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void ClientMap::updateDrawList()
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{
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ScopeProfiler sp(g_profiler, "CM::updateDrawList()", SPT_AVG);
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m_needs_update_drawlist = false;
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for (auto &i : m_drawlist) {
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MapBlock *block = i.second;
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block->refDrop();
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}
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m_drawlist.clear();
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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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// Number of blocks occlusion culled
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u32 blocks_occlusion_culled = 0;
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// Blocks visited by the algorithm
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u32 blocks_visited = 0;
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// Block sides that were not traversed
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u32 sides_skipped = 0;
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// No occlusion culling when free_move is on and camera is inside ground
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bool occlusion_culling_enabled = true;
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if (m_control.allow_noclip) {
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MapNode n = getNode(cam_pos_nodes);
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if (n.getContent() == CONTENT_IGNORE || m_nodedef->get(n).solidness == 2)
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occlusion_culling_enabled = false;
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}
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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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// occlusion_culling_enabled = porting::getTimeS() & 1;
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std::queue<v3s16> blocks_to_consider;
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// Bits per block:
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// [ visited | 0 | 0 | 0 | 0 | Z visible | Y visible | X visible ]
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MapBlockFlags blocks_seen(p_blocks_min, p_blocks_max);
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// Start breadth-first search with the block the camera is in
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blocks_to_consider.push(camera_block);
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blocks_seen.getChunk(camera_block).getBits(camera_block) = 0x07; // mark all sides as visible
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// Recursively walk the space and pick mapblocks for drawing
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while (blocks_to_consider.size() > 0) {
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v3s16 block_coord = blocks_to_consider.front();
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blocks_to_consider.pop();
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auto &flags = blocks_seen.getChunk(block_coord).getBits(block_coord);
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// Only visit each block once (it may have been queued up to three times)
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if ((flags & 0x80) == 0x80)
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continue;
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flags |= 0x80;
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blocks_visited++;
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// Get the sector, block and mesh
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MapSector *sector = this->getSectorNoGenerate(v2s16(block_coord.X, block_coord.Z));
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if (!sector)
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continue;
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MapBlock *block = sector->getBlockNoCreateNoEx(block_coord.Y);
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MapBlockMesh *mesh = block ? block->mesh : nullptr;
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// Calculate the coordinates for range and frutum culling
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v3f mesh_sphere_center;
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f32 mesh_sphere_radius;
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v3s16 block_pos_nodes = block_coord * MAP_BLOCKSIZE;
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if (mesh) {
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mesh_sphere_center = intToFloat(block_pos_nodes, BS)
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+ mesh->getBoundingSphereCenter();
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mesh_sphere_radius = mesh->getBoundingRadius();
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}
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else {
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mesh_sphere_center = intToFloat(block_pos_nodes, BS) + v3f((MAP_BLOCKSIZE * 0.5f - 0.5f) * BS);
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mesh_sphere_radius = 0.0f;
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}
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// First, perform a simple distance check.
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if (!m_control.range_all &&
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mesh_sphere_center.getDistanceFrom(intToFloat(cam_pos_nodes, BS)) >
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m_control.wanted_range * BS + mesh_sphere_radius)
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continue; // Out of range, skip.
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// Frustum culling
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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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float frustum_cull_extra_radius = 300.0f;
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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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// Calculate the vector from the camera block to the current block
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// We use it to determine through which sides of the current block we can continue the search
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v3s16 look = block_coord - camera_block;
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// Occluded near sides will further occlude the far sides
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u8 visible_outer_sides = flags & 0x07;
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// Raytraced occlusion culling - send rays from the camera to the block's corners
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if (occlusion_culling_enabled && m_enable_raytraced_culling &&
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block && mesh &&
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visible_outer_sides != 0x07 && 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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// The block is visible, add to the draw list
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if (mesh) {
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// Add to set
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block->refGrab();
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m_drawlist[block_coord] = block;
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}
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// Decide which sides to traverse next or to block away
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// First, find the near sides that would occlude the far sides
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// * A near side can itself be occluded by a nearby block (the test above ^^)
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// * A near side can be visible but fully opaque by itself (e.g. ground at the 0 level)
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// mesh solid sides are +Z-Z+Y-Y+X-X
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// if we are inside the block's coordinates on an axis,
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// treat these sides as opaque, as they should not allow to reach the far sides
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u8 block_inner_sides = (look.X == 0 ? 3 : 0) |
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(look.Y == 0 ? 12 : 0) |
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(look.Z == 0 ? 48 : 0);
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// get the mask for the sides that are relevant based on the direction
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u8 near_inner_sides = (look.X > 0 ? 1 : 2) |
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(look.Y > 0 ? 4 : 8) |
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(look.Z > 0 ? 16 : 32);
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// This bitset is +Z-Z+Y-Y+X-X (See MapBlockMesh), and axis is XYZ.
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// Get he block's transparent sides
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u8 transparent_sides = (occlusion_culling_enabled && block) ? ~block->solid_sides : 0x3F;
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// compress block transparent sides to ZYX mask of see-through axes
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u8 near_transparency = (block_inner_sides == 0x3F) ? near_inner_sides : (transparent_sides & near_inner_sides);
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// when we are inside the camera block, do not block any sides
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if (block_inner_sides == 0x3F)
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block_inner_sides = 0;
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near_transparency &= ~block_inner_sides & 0x3F;
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near_transparency |= (near_transparency >> 1);
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near_transparency = (near_transparency & 1) |
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((near_transparency >> 1) & 2) |
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((near_transparency >> 2) & 4);
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// combine with known visible sides that matter
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near_transparency &= visible_outer_sides;
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// The rule for any far side to be visible:
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// * Any of the adjacent near sides is transparent (different axes)
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// * The opposite near side (same axis) is transparent, if it is the dominant axis of the look vector
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// Calculate vector from camera to mapblock center. Because we only need relation between
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// coordinates we scale by 2 to avoid precision loss.
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v3s16 precise_look = 2 * (block_pos_nodes - cam_pos_nodes) + MAP_BLOCKSIZE - 1;
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// dominant axis flag
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u8 dominant_axis = (abs(precise_look.X) > abs(precise_look.Y) && abs(precise_look.X) > abs(precise_look.Z)) |
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((abs(precise_look.Y) > abs(precise_look.Z) && abs(precise_look.Y) > abs(precise_look.X)) << 1) |
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((abs(precise_look.Z) > abs(precise_look.X) && abs(precise_look.Z) > abs(precise_look.Y)) << 2);
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// Queue next blocks for processing:
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// - Examine "far" sides of the current blocks, i.e. never move towards the camera
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// - Only traverse the sides that are not occluded
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// - Only traverse the sides that are not opaque
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// When queueing, mark the relevant side on the next block as 'visible'
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for (s16 axis = 0; axis < 3; axis++) {
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// Select a bit from transparent_sides for the side
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u8 far_side_mask = 1 << (2 * axis);
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// axis flag
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u8 my_side = 1 << axis;
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u8 adjacent_sides = my_side ^ 0x07;
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auto traverse_far_side = [&](s8 next_pos_offset) {
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// far side is visible if adjacent near sides are transparent, or if opposite side on dominant axis is transparent
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bool side_visible = ((near_transparency & adjacent_sides) | (near_transparency & my_side & dominant_axis)) != 0;
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side_visible = side_visible && ((far_side_mask & transparent_sides) != 0);
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v3s16 next_pos = block_coord;
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next_pos[axis] += next_pos_offset;
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// If a side is a see-through, mark the next block's side as visible, and queue
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if (side_visible) {
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auto &next_flags = blocks_seen.getChunk(next_pos).getBits(next_pos);
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next_flags |= my_side;
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blocks_to_consider.push(next_pos);
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}
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else {
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sides_skipped++;
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}
|
|
};
|
|
|
|
|
|
// Test the '-' direction of the axis
|
|
if (look[axis] <= 0 && block_coord[axis] > p_blocks_min[axis])
|
|
traverse_far_side(-1);
|
|
|
|
// Test the '+' direction of the axis
|
|
far_side_mask <<= 1;
|
|
|
|
if (look[axis] >= 0 && block_coord[axis] < p_blocks_max[axis])
|
|
traverse_far_side(+1);
|
|
}
|
|
}
|
|
|
|
g_profiler->avg("MapBlocks occlusion culled [#]", blocks_occlusion_culled);
|
|
g_profiler->avg("MapBlocks sides skipped [#]", sides_skipped);
|
|
g_profiler->avg("MapBlocks examined [#]", blocks_visited);
|
|
g_profiler->avg("MapBlocks drawn [#]", m_drawlist.size());
|
|
}
|
|
|
|
void ClientMap::touchMapBlocks()
|
|
{
|
|
v3s16 cam_pos_nodes = floatToInt(m_camera_position, BS);
|
|
|
|
v3s16 p_blocks_min;
|
|
v3s16 p_blocks_max;
|
|
getBlocksInViewRange(cam_pos_nodes, &p_blocks_min, &p_blocks_max);
|
|
|
|
// Number of blocks currently loaded by the client
|
|
u32 blocks_loaded = 0;
|
|
// Number of blocks with mesh in rendering range
|
|
u32 blocks_in_range_with_mesh = 0;
|
|
|
|
for (const auto §or_it : m_sectors) {
|
|
MapSector *sector = sector_it.second;
|
|
v2s16 sp = sector->getPos();
|
|
|
|
blocks_loaded += sector->size();
|
|
if (!m_control.range_all) {
|
|
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;
|
|
}
|
|
|
|
MapBlockVect sectorblocks;
|
|
sector->getBlocks(sectorblocks);
|
|
|
|
/*
|
|
Loop through blocks in sector
|
|
*/
|
|
|
|
for (MapBlock *block : sectorblocks) {
|
|
/*
|
|
Compare block position to camera position, skip
|
|
if not seen on display
|
|
*/
|
|
|
|
if (!block->mesh) {
|
|
// Ignore if mesh doesn't exist
|
|
continue;
|
|
}
|
|
|
|
v3f mesh_sphere_center = intToFloat(block->getPosRelative(), BS)
|
|
+ block->mesh->getBoundingSphereCenter();
|
|
f32 mesh_sphere_radius = block->mesh->getBoundingRadius();
|
|
// First, perform a simple distance check.
|
|
if (!m_control.range_all &&
|
|
mesh_sphere_center.getDistanceFrom(intToFloat(cam_pos_nodes, BS)) >
|
|
m_control.wanted_range * BS + mesh_sphere_radius)
|
|
continue; // Out of range, skip.
|
|
|
|
// Keep the block alive as long as it is in range.
|
|
block->resetUsageTimer();
|
|
blocks_in_range_with_mesh++;
|
|
}
|
|
}
|
|
g_profiler->avg("MapBlock meshes in range [#]", blocks_in_range_with_mesh);
|
|
g_profiler->avg("MapBlocks loaded [#]", blocks_loaded);
|
|
}
|
|
|
|
void ClientMap::renderMap(video::IVideoDriver* driver, s32 pass)
|
|
{
|
|
bool is_transparent_pass = pass == scene::ESNRP_TRANSPARENT;
|
|
|
|
std::string prefix;
|
|
if (pass == scene::ESNRP_SOLID)
|
|
prefix = "renderMap(SOLID): ";
|
|
else
|
|
prefix = "renderMap(TRANSPARENT): ";
|
|
|
|
/*
|
|
This is called two times per frame, reset on the non-transparent one
|
|
*/
|
|
if (pass == scene::ESNRP_SOLID)
|
|
m_last_drawn_sectors.clear();
|
|
|
|
/*
|
|
Get animation parameters
|
|
*/
|
|
const float animation_time = m_client->getAnimationTime();
|
|
const int crack = m_client->getCrackLevel();
|
|
const u32 daynight_ratio = m_client->getEnv().getDayNightRatio();
|
|
|
|
const v3f camera_position = m_camera_position;
|
|
|
|
/*
|
|
Get all blocks and draw all visible ones
|
|
*/
|
|
|
|
u32 vertex_count = 0;
|
|
u32 drawcall_count = 0;
|
|
|
|
// For limiting number of mesh animations per frame
|
|
u32 mesh_animate_count = 0;
|
|
//u32 mesh_animate_count_far = 0;
|
|
|
|
/*
|
|
Update transparent meshes
|
|
*/
|
|
if (is_transparent_pass)
|
|
updateTransparentMeshBuffers();
|
|
|
|
/*
|
|
Draw the selected MapBlocks
|
|
*/
|
|
|
|
MeshBufListList grouped_buffers;
|
|
std::vector<DrawDescriptor> draw_order;
|
|
video::SMaterial previous_material;
|
|
|
|
auto is_frustum_culled = m_client->getCamera()->getFrustumCuller();
|
|
|
|
for (auto &i : m_drawlist) {
|
|
v3s16 block_pos = i.first;
|
|
MapBlock *block = i.second;
|
|
MapBlockMesh *block_mesh = block->mesh;
|
|
|
|
// If the mesh of the block happened to get deleted, ignore it
|
|
if (!block_mesh)
|
|
continue;
|
|
|
|
// Do exact frustum culling
|
|
// (The one in updateDrawList is only coarse.)
|
|
v3f mesh_sphere_center = intToFloat(block->getPosRelative(), BS)
|
|
+ block_mesh->getBoundingSphereCenter();
|
|
f32 mesh_sphere_radius = block_mesh->getBoundingRadius();
|
|
if (is_frustum_culled(mesh_sphere_center, mesh_sphere_radius))
|
|
continue;
|
|
|
|
v3f block_pos_r = intToFloat(block->getPosRelative() + MAP_BLOCKSIZE / 2, BS);
|
|
|
|
float d = camera_position.getDistanceFrom(block_pos_r);
|
|
d = MYMAX(0,d - BLOCK_MAX_RADIUS);
|
|
|
|
// Mesh animation
|
|
if (pass == scene::ESNRP_SOLID) {
|
|
// Pretty random but this should work somewhat nicely
|
|
bool faraway = d >= BS * 50;
|
|
if (block_mesh->isAnimationForced() || !faraway ||
|
|
mesh_animate_count < (m_control.range_all ? 200 : 50)) {
|
|
|
|
bool animated = block_mesh->animate(faraway, animation_time,
|
|
crack, daynight_ratio);
|
|
if (animated)
|
|
mesh_animate_count++;
|
|
} else {
|
|
block_mesh->decreaseAnimationForceTimer();
|
|
}
|
|
}
|
|
|
|
/*
|
|
Get the meshbuffers of the block
|
|
*/
|
|
if (is_transparent_pass) {
|
|
// In transparent pass, the mesh will give us
|
|
// the partial buffers in the correct order
|
|
for (auto &buffer : block_mesh->getTransparentBuffers())
|
|
draw_order.emplace_back(block_pos, &buffer);
|
|
}
|
|
else {
|
|
// otherwise, group buffers across meshes
|
|
// using MeshBufListList
|
|
for (int layer = 0; layer < MAX_TILE_LAYERS; layer++) {
|
|
scene::IMesh *mesh = block_mesh->getMesh(layer);
|
|
assert(mesh);
|
|
|
|
u32 c = mesh->getMeshBufferCount();
|
|
for (u32 i = 0; i < c; i++) {
|
|
scene::IMeshBuffer *buf = mesh->getMeshBuffer(i);
|
|
|
|
video::SMaterial& material = buf->getMaterial();
|
|
video::IMaterialRenderer* rnd =
|
|
driver->getMaterialRenderer(material.MaterialType);
|
|
bool transparent = (rnd && rnd->isTransparent());
|
|
if (!transparent) {
|
|
if (buf->getVertexCount() == 0)
|
|
errorstream << "Block [" << analyze_block(block)
|
|
<< "] contains an empty meshbuf" << std::endl;
|
|
|
|
grouped_buffers.add(buf, block_pos, layer);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
// Capture draw order for all solid meshes
|
|
for (auto &lists : grouped_buffers.lists) {
|
|
for (MeshBufList &list : lists) {
|
|
// iterate in reverse to draw closest blocks first
|
|
for (auto it = list.bufs.rbegin(); it != list.bufs.rend(); ++it) {
|
|
draw_order.emplace_back(it->first, it->second, it != list.bufs.rbegin());
|
|
}
|
|
}
|
|
}
|
|
|
|
TimeTaker draw("Drawing mesh buffers");
|
|
|
|
core::matrix4 m; // Model matrix
|
|
v3f offset = intToFloat(m_camera_offset, BS);
|
|
u32 material_swaps = 0;
|
|
|
|
// Render all mesh buffers in order
|
|
drawcall_count += draw_order.size();
|
|
|
|
for (auto &descriptor : draw_order) {
|
|
scene::IMeshBuffer *buf = descriptor.getBuffer();
|
|
|
|
if (!descriptor.m_reuse_material) {
|
|
auto &material = buf->getMaterial();
|
|
|
|
// Apply filter settings
|
|
material.setFlag(video::EMF_TRILINEAR_FILTER,
|
|
m_cache_trilinear_filter);
|
|
material.setFlag(video::EMF_BILINEAR_FILTER,
|
|
m_cache_bilinear_filter);
|
|
material.setFlag(video::EMF_ANISOTROPIC_FILTER,
|
|
m_cache_anistropic_filter);
|
|
material.setFlag(video::EMF_WIREFRAME,
|
|
m_control.show_wireframe);
|
|
|
|
// pass the shadow map texture to the buffer texture
|
|
ShadowRenderer *shadow = m_rendering_engine->get_shadow_renderer();
|
|
if (shadow && shadow->is_active()) {
|
|
auto &layer = material.TextureLayer[ShadowRenderer::TEXTURE_LAYER_SHADOW];
|
|
layer.Texture = shadow->get_texture();
|
|
layer.TextureWrapU = video::E_TEXTURE_CLAMP::ETC_CLAMP_TO_EDGE;
|
|
layer.TextureWrapV = video::E_TEXTURE_CLAMP::ETC_CLAMP_TO_EDGE;
|
|
// Do not enable filter on shadow texture to avoid visual artifacts
|
|
// with colored shadows.
|
|
// Filtering is done in shader code anyway
|
|
layer.BilinearFilter = false;
|
|
layer.AnisotropicFilter = false;
|
|
layer.TrilinearFilter = false;
|
|
}
|
|
driver->setMaterial(material);
|
|
++material_swaps;
|
|
material.TextureLayer[ShadowRenderer::TEXTURE_LAYER_SHADOW].Texture = nullptr;
|
|
}
|
|
|
|
v3f block_wpos = intToFloat(descriptor.m_pos * MAP_BLOCKSIZE, BS);
|
|
m.setTranslation(block_wpos - offset);
|
|
|
|
driver->setTransform(video::ETS_WORLD, m);
|
|
descriptor.draw(driver);
|
|
vertex_count += buf->getIndexCount();
|
|
}
|
|
|
|
g_profiler->avg(prefix + "draw meshes [ms]", draw.stop(true));
|
|
|
|
// Log only on solid pass because values are the same
|
|
if (pass == scene::ESNRP_SOLID) {
|
|
g_profiler->avg("renderMap(): animated meshes [#]", mesh_animate_count);
|
|
}
|
|
|
|
if (pass == scene::ESNRP_TRANSPARENT) {
|
|
g_profiler->avg("renderMap(): transparent buffers [#]", draw_order.size());
|
|
}
|
|
|
|
g_profiler->avg(prefix + "vertices drawn [#]", vertex_count);
|
|
g_profiler->avg(prefix + "drawcalls [#]", drawcall_count);
|
|
g_profiler->avg(prefix + "material swaps [#]", material_swaps);
|
|
}
|
|
|
|
static bool getVisibleBrightness(Map *map, const v3f &p0, v3f dir, float step,
|
|
float step_multiplier, float start_distance, float end_distance,
|
|
const NodeDefManager *ndef, u32 daylight_factor, float sunlight_min_d,
|
|
int *result, bool *sunlight_seen)
|
|
{
|
|
int brightness_sum = 0;
|
|
int brightness_count = 0;
|
|
float distance = start_distance;
|
|
dir.normalize();
|
|
v3f pf = p0;
|
|
pf += dir * distance;
|
|
int noncount = 0;
|
|
bool nonlight_seen = false;
|
|
bool allow_allowing_non_sunlight_propagates = false;
|
|
bool allow_non_sunlight_propagates = false;
|
|
// Check content nearly at camera position
|
|
{
|
|
v3s16 p = floatToInt(p0 /*+ dir * 3*BS*/, BS);
|
|
MapNode n = map->getNode(p);
|
|
if(ndef->getLightingFlags(n).has_light &&
|
|
!ndef->getLightingFlags(n).sunlight_propagates)
|
|
allow_allowing_non_sunlight_propagates = true;
|
|
}
|
|
// If would start at CONTENT_IGNORE, start closer
|
|
{
|
|
v3s16 p = floatToInt(pf, BS);
|
|
MapNode n = map->getNode(p);
|
|
if(n.getContent() == CONTENT_IGNORE){
|
|
float newd = 2*BS;
|
|
pf = p0 + dir * 2*newd;
|
|
distance = newd;
|
|
sunlight_min_d = 0;
|
|
}
|
|
}
|
|
for (int i=0; distance < end_distance; i++) {
|
|
pf += dir * step;
|
|
distance += step;
|
|
step *= step_multiplier;
|
|
|
|
v3s16 p = floatToInt(pf, BS);
|
|
MapNode n = map->getNode(p);
|
|
ContentLightingFlags f = ndef->getLightingFlags(n);
|
|
if (allow_allowing_non_sunlight_propagates && i == 0 &&
|
|
f.has_light && !f.sunlight_propagates) {
|
|
allow_non_sunlight_propagates = true;
|
|
}
|
|
|
|
if (!f.has_light || (!f.sunlight_propagates && !allow_non_sunlight_propagates)){
|
|
nonlight_seen = true;
|
|
noncount++;
|
|
if(noncount >= 4)
|
|
break;
|
|
continue;
|
|
}
|
|
|
|
if (distance >= sunlight_min_d && !*sunlight_seen && !nonlight_seen)
|
|
if (n.getLight(LIGHTBANK_DAY, f) == LIGHT_SUN)
|
|
*sunlight_seen = true;
|
|
noncount = 0;
|
|
brightness_sum += decode_light(n.getLightBlend(daylight_factor, f));
|
|
brightness_count++;
|
|
}
|
|
*result = 0;
|
|
if(brightness_count == 0)
|
|
return false;
|
|
*result = brightness_sum / brightness_count;
|
|
/*std::cerr<<"Sampled "<<brightness_count<<" points; result="
|
|
<<(*result)<<std::endl;*/
|
|
return true;
|
|
}
|
|
|
|
int ClientMap::getBackgroundBrightness(float max_d, u32 daylight_factor,
|
|
int oldvalue, bool *sunlight_seen_result)
|
|
{
|
|
ScopeProfiler sp(g_profiler, "CM::getBackgroundBrightness", SPT_AVG);
|
|
static v3f z_directions[50] = {
|
|
v3f(-100, 0, 0)
|
|
};
|
|
static f32 z_offsets[50] = {
|
|
-1000,
|
|
};
|
|
|
|
if (z_directions[0].X < -99) {
|
|
for (u32 i = 0; i < ARRLEN(z_directions); i++) {
|
|
// Assumes FOV of 72 and 16/9 aspect ratio
|
|
z_directions[i] = v3f(
|
|
0.02 * myrand_range(-100, 100),
|
|
1.0,
|
|
0.01 * myrand_range(-100, 100)
|
|
).normalize();
|
|
z_offsets[i] = 0.01 * myrand_range(0,100);
|
|
}
|
|
}
|
|
|
|
int sunlight_seen_count = 0;
|
|
float sunlight_min_d = max_d*0.8;
|
|
if(sunlight_min_d > 35*BS)
|
|
sunlight_min_d = 35*BS;
|
|
std::vector<int> values;
|
|
values.reserve(ARRLEN(z_directions));
|
|
for (u32 i = 0; i < ARRLEN(z_directions); i++) {
|
|
v3f z_dir = z_directions[i];
|
|
core::CMatrix4<f32> a;
|
|
a.buildRotateFromTo(v3f(0,1,0), z_dir);
|
|
v3f dir = m_camera_direction;
|
|
a.rotateVect(dir);
|
|
int br = 0;
|
|
float step = BS*1.5;
|
|
if(max_d > 35*BS)
|
|
step = max_d / 35 * 1.5;
|
|
float off = step * z_offsets[i];
|
|
bool sunlight_seen_now = false;
|
|
bool ok = getVisibleBrightness(this, m_camera_position, dir,
|
|
step, 1.0, max_d*0.6+off, max_d, m_nodedef, daylight_factor,
|
|
sunlight_min_d,
|
|
&br, &sunlight_seen_now);
|
|
if(sunlight_seen_now)
|
|
sunlight_seen_count++;
|
|
if(!ok)
|
|
continue;
|
|
values.push_back(br);
|
|
// Don't try too much if being in the sun is clear
|
|
if(sunlight_seen_count >= 20)
|
|
break;
|
|
}
|
|
int brightness_sum = 0;
|
|
int brightness_count = 0;
|
|
std::sort(values.begin(), values.end());
|
|
u32 num_values_to_use = values.size();
|
|
if(num_values_to_use >= 10)
|
|
num_values_to_use -= num_values_to_use/2;
|
|
else if(num_values_to_use >= 7)
|
|
num_values_to_use -= num_values_to_use/3;
|
|
u32 first_value_i = (values.size() - num_values_to_use) / 2;
|
|
|
|
for (u32 i=first_value_i; i < first_value_i + num_values_to_use; i++) {
|
|
brightness_sum += values[i];
|
|
brightness_count++;
|
|
}
|
|
|
|
int ret = 0;
|
|
if(brightness_count == 0){
|
|
MapNode n = getNode(floatToInt(m_camera_position, BS));
|
|
ContentLightingFlags f = m_nodedef->getLightingFlags(n);
|
|
if(f.has_light){
|
|
ret = decode_light(n.getLightBlend(daylight_factor, f));
|
|
} else {
|
|
ret = oldvalue;
|
|
}
|
|
} else {
|
|
ret = brightness_sum / brightness_count;
|
|
}
|
|
|
|
*sunlight_seen_result = (sunlight_seen_count > 0);
|
|
return ret;
|
|
}
|
|
|
|
void ClientMap::renderPostFx(CameraMode cam_mode)
|
|
{
|
|
// Sadly ISceneManager has no "post effects" render pass, in that case we
|
|
// could just register for that and handle it in renderMap().
|
|
|
|
MapNode n = getNode(floatToInt(m_camera_position, BS));
|
|
|
|
const ContentFeatures& features = m_nodedef->get(n);
|
|
video::SColor post_effect_color = features.post_effect_color;
|
|
|
|
// If the camera is in a solid node, make everything black.
|
|
// (first person mode only)
|
|
if (features.solidness == 2 && cam_mode == CAMERA_MODE_FIRST &&
|
|
!m_control.allow_noclip) {
|
|
post_effect_color = video::SColor(255, 0, 0, 0);
|
|
}
|
|
|
|
if (post_effect_color.getAlpha() != 0) {
|
|
// Draw a full-screen rectangle
|
|
video::IVideoDriver* driver = SceneManager->getVideoDriver();
|
|
v2u32 ss = driver->getScreenSize();
|
|
core::rect<s32> rect(0,0, ss.X, ss.Y);
|
|
driver->draw2DRectangle(post_effect_color, rect);
|
|
}
|
|
}
|
|
|
|
void ClientMap::PrintInfo(std::ostream &out)
|
|
{
|
|
out<<"ClientMap: ";
|
|
}
|
|
|
|
void ClientMap::renderMapShadows(video::IVideoDriver *driver,
|
|
const video::SMaterial &material, s32 pass, int frame, int total_frames)
|
|
{
|
|
bool is_transparent_pass = pass != scene::ESNRP_SOLID;
|
|
std::string prefix;
|
|
if (is_transparent_pass)
|
|
prefix = "renderMap(SHADOW TRANS): ";
|
|
else
|
|
prefix = "renderMap(SHADOW SOLID): ";
|
|
|
|
u32 drawcall_count = 0;
|
|
u32 vertex_count = 0;
|
|
|
|
MeshBufListList grouped_buffers;
|
|
std::vector<DrawDescriptor> draw_order;
|
|
|
|
|
|
int count = 0;
|
|
int low_bound = is_transparent_pass ? 0 : m_drawlist_shadow.size() / total_frames * frame;
|
|
int high_bound = is_transparent_pass ? m_drawlist_shadow.size() : m_drawlist_shadow.size() / total_frames * (frame + 1);
|
|
|
|
// transparent pass should be rendered in one go
|
|
if (is_transparent_pass && frame != total_frames - 1) {
|
|
return;
|
|
}
|
|
|
|
for (const auto &i : m_drawlist_shadow) {
|
|
// only process specific part of the list & break early
|
|
++count;
|
|
if (count <= low_bound)
|
|
continue;
|
|
if (count > high_bound)
|
|
break;
|
|
|
|
v3s16 block_pos = i.first;
|
|
MapBlock *block = i.second;
|
|
|
|
// If the mesh of the block happened to get deleted, ignore it
|
|
if (!block->mesh)
|
|
continue;
|
|
|
|
/*
|
|
Get the meshbuffers of the block
|
|
*/
|
|
if (is_transparent_pass) {
|
|
// In transparent pass, the mesh will give us
|
|
// the partial buffers in the correct order
|
|
for (auto &buffer : block->mesh->getTransparentBuffers())
|
|
draw_order.emplace_back(block_pos, &buffer);
|
|
}
|
|
else {
|
|
// otherwise, group buffers across meshes
|
|
// using MeshBufListList
|
|
MapBlockMesh *mapBlockMesh = block->mesh;
|
|
assert(mapBlockMesh);
|
|
|
|
for (int layer = 0; layer < MAX_TILE_LAYERS; layer++) {
|
|
scene::IMesh *mesh = mapBlockMesh->getMesh(layer);
|
|
assert(mesh);
|
|
|
|
u32 c = mesh->getMeshBufferCount();
|
|
for (u32 i = 0; i < c; i++) {
|
|
scene::IMeshBuffer *buf = mesh->getMeshBuffer(i);
|
|
|
|
video::SMaterial &mat = buf->getMaterial();
|
|
auto rnd = driver->getMaterialRenderer(mat.MaterialType);
|
|
bool transparent = rnd && rnd->isTransparent();
|
|
if (!transparent)
|
|
grouped_buffers.add(buf, block_pos, layer);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
u32 buffer_count = 0;
|
|
for (auto &lists : grouped_buffers.lists)
|
|
for (MeshBufList &list : lists)
|
|
buffer_count += list.bufs.size();
|
|
|
|
draw_order.reserve(draw_order.size() + buffer_count);
|
|
|
|
// Capture draw order for all solid meshes
|
|
for (auto &lists : grouped_buffers.lists) {
|
|
for (MeshBufList &list : lists) {
|
|
// iterate in reverse to draw closest blocks first
|
|
for (auto it = list.bufs.rbegin(); it != list.bufs.rend(); ++it)
|
|
draw_order.emplace_back(it->first, it->second, it != list.bufs.rbegin());
|
|
}
|
|
}
|
|
|
|
TimeTaker draw("Drawing shadow mesh buffers");
|
|
|
|
core::matrix4 m; // Model matrix
|
|
v3f offset = intToFloat(m_camera_offset, BS);
|
|
u32 material_swaps = 0;
|
|
|
|
// Render all mesh buffers in order
|
|
drawcall_count += draw_order.size();
|
|
|
|
for (auto &descriptor : draw_order) {
|
|
scene::IMeshBuffer *buf = descriptor.getBuffer();
|
|
|
|
if (!descriptor.m_reuse_material) {
|
|
// override some material properties
|
|
video::SMaterial local_material = buf->getMaterial();
|
|
local_material.MaterialType = material.MaterialType;
|
|
local_material.BackfaceCulling = material.BackfaceCulling;
|
|
local_material.FrontfaceCulling = material.FrontfaceCulling;
|
|
local_material.BlendOperation = material.BlendOperation;
|
|
local_material.Lighting = false;
|
|
driver->setMaterial(local_material);
|
|
++material_swaps;
|
|
}
|
|
|
|
v3f block_wpos = intToFloat(descriptor.m_pos * MAP_BLOCKSIZE, BS);
|
|
m.setTranslation(block_wpos - offset);
|
|
|
|
driver->setTransform(video::ETS_WORLD, m);
|
|
descriptor.draw(driver);
|
|
vertex_count += buf->getIndexCount();
|
|
}
|
|
|
|
// restore the driver material state
|
|
video::SMaterial clean;
|
|
clean.BlendOperation = video::EBO_ADD;
|
|
driver->setMaterial(clean); // reset material to defaults
|
|
driver->draw3DLine(v3f(), v3f(), video::SColor(0));
|
|
|
|
g_profiler->avg(prefix + "draw meshes [ms]", draw.stop(true));
|
|
g_profiler->avg(prefix + "vertices drawn [#]", vertex_count);
|
|
g_profiler->avg(prefix + "drawcalls [#]", drawcall_count);
|
|
g_profiler->avg(prefix + "material swaps [#]", material_swaps);
|
|
}
|
|
|
|
/*
|
|
Custom update draw list for the pov of shadow light.
|
|
*/
|
|
void ClientMap::updateDrawListShadow(v3f shadow_light_pos, v3f shadow_light_dir, float radius, float length)
|
|
{
|
|
ScopeProfiler sp(g_profiler, "CM::updateDrawListShadow()", SPT_AVG);
|
|
|
|
v3s16 cam_pos_nodes = floatToInt(shadow_light_pos, BS);
|
|
v3s16 p_blocks_min;
|
|
v3s16 p_blocks_max;
|
|
getBlocksInViewRange(cam_pos_nodes, &p_blocks_min, &p_blocks_max, radius + length);
|
|
|
|
for (auto &i : m_drawlist_shadow) {
|
|
MapBlock *block = i.second;
|
|
block->refDrop();
|
|
}
|
|
m_drawlist_shadow.clear();
|
|
|
|
// Number of blocks currently loaded by the client
|
|
u32 blocks_loaded = 0;
|
|
// Number of blocks with mesh in rendering range
|
|
u32 blocks_in_range_with_mesh = 0;
|
|
// Number of blocks occlusion culled
|
|
u32 blocks_occlusion_culled = 0;
|
|
|
|
for (auto §or_it : m_sectors) {
|
|
MapSector *sector = sector_it.second;
|
|
if (!sector)
|
|
continue;
|
|
blocks_loaded += sector->size();
|
|
|
|
MapBlockVect sectorblocks;
|
|
sector->getBlocks(sectorblocks);
|
|
|
|
/*
|
|
Loop through blocks in sector
|
|
*/
|
|
for (MapBlock *block : sectorblocks) {
|
|
if (!block->mesh) {
|
|
// Ignore if mesh doesn't exist
|
|
continue;
|
|
}
|
|
|
|
v3f block_pos = intToFloat(block->getPos() * MAP_BLOCKSIZE, BS);
|
|
v3f projection = shadow_light_pos + shadow_light_dir * shadow_light_dir.dotProduct(block_pos - shadow_light_pos);
|
|
if (projection.getDistanceFrom(block_pos) > radius)
|
|
continue;
|
|
|
|
blocks_in_range_with_mesh++;
|
|
|
|
// This block is in range. Reset usage timer.
|
|
block->resetUsageTimer();
|
|
|
|
// Add to set
|
|
if (m_drawlist_shadow.find(block->getPos()) == m_drawlist_shadow.end()) {
|
|
block->refGrab();
|
|
m_drawlist_shadow[block->getPos()] = block;
|
|
}
|
|
}
|
|
}
|
|
|
|
g_profiler->avg("SHADOW MapBlock meshes in range [#]", blocks_in_range_with_mesh);
|
|
g_profiler->avg("SHADOW MapBlocks occlusion culled [#]", blocks_occlusion_culled);
|
|
g_profiler->avg("SHADOW MapBlocks drawn [#]", m_drawlist_shadow.size());
|
|
g_profiler->avg("SHADOW MapBlocks loaded [#]", blocks_loaded);
|
|
}
|
|
|
|
void ClientMap::updateTransparentMeshBuffers()
|
|
{
|
|
ScopeProfiler sp(g_profiler, "CM::updateTransparentMeshBuffers", SPT_AVG);
|
|
u32 sorted_blocks = 0;
|
|
u32 unsorted_blocks = 0;
|
|
f32 sorting_distance_sq = pow(m_cache_transparency_sorting_distance * BS, 2.0f);
|
|
|
|
|
|
// Update the order of transparent mesh buffers in each mesh
|
|
for (auto it = m_drawlist.begin(); it != m_drawlist.end(); it++) {
|
|
MapBlock* block = it->second;
|
|
if (!block->mesh)
|
|
continue;
|
|
|
|
if (m_needs_update_transparent_meshes ||
|
|
block->mesh->getTransparentBuffers().size() == 0) {
|
|
|
|
v3s16 block_pos = block->getPos();
|
|
v3f block_pos_f = intToFloat(block_pos * MAP_BLOCKSIZE + MAP_BLOCKSIZE / 2, BS);
|
|
f32 distance = m_camera_position.getDistanceFromSQ(block_pos_f);
|
|
if (distance <= sorting_distance_sq) {
|
|
block->mesh->updateTransparentBuffers(m_camera_position, block_pos);
|
|
++sorted_blocks;
|
|
}
|
|
else {
|
|
block->mesh->consolidateTransparentBuffers();
|
|
++unsorted_blocks;
|
|
}
|
|
}
|
|
}
|
|
|
|
g_profiler->avg("CM::Transparent Buffers - Sorted", sorted_blocks);
|
|
g_profiler->avg("CM::Transparent Buffers - Unsorted", unsorted_blocks);
|
|
m_needs_update_transparent_meshes = false;
|
|
}
|
|
|
|
scene::IMeshBuffer* ClientMap::DrawDescriptor::getBuffer()
|
|
{
|
|
return m_use_partial_buffer ? m_partial_buffer->getBuffer() : m_buffer;
|
|
}
|
|
|
|
void ClientMap::DrawDescriptor::draw(video::IVideoDriver* driver)
|
|
{
|
|
if (m_use_partial_buffer) {
|
|
m_partial_buffer->beforeDraw();
|
|
driver->drawMeshBuffer(m_partial_buffer->getBuffer());
|
|
m_partial_buffer->afterDraw();
|
|
} else {
|
|
driver->drawMeshBuffer(m_buffer);
|
|
}
|
|
}
|