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Add mesh-holding blocks to shadow drawlist. (#13203)
When mesh chunking and shadows are enabled, make sure that the mesh-holding blocks are added to the shadow drawlist. Otherwise those portions of the shadows will not be rendered.
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@ -1121,6 +1121,9 @@ void ClientMap::updateDrawListShadow(v3f shadow_light_pos, v3f shadow_light_dir,
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// Number of blocks occlusion culled
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u32 blocks_occlusion_culled = 0;
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std::set<v3s16> shortlist;
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MeshGrid mesh_grid = m_client->getMeshGrid();
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for (auto §or_it : m_sectors) {
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MapSector *sector = sector_it.second;
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if (!sector)
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@ -1134,8 +1137,8 @@ void ClientMap::updateDrawListShadow(v3f shadow_light_pos, v3f shadow_light_dir,
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Loop through blocks in sector
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*/
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for (MapBlock *block : sectorblocks) {
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if (!block->mesh) {
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// Ignore if mesh doesn't exist
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if (mesh_grid.cell_size == 1 && !block->mesh) {
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// fast out in the case of no mesh chunking
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continue;
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}
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@ -1144,6 +1147,17 @@ void ClientMap::updateDrawListShadow(v3f shadow_light_pos, v3f shadow_light_dir,
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if (projection.getDistanceFrom(block_pos) > radius)
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continue;
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if (mesh_grid.cell_size > 1) {
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// Block meshes are stored in the corner block of a chunk
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// (where all coordinate are divisible by the chunk size)
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// Add them to the de-dup set.
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shortlist.emplace(mesh_grid.getMeshPos(block->getPos()));
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}
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if (!block->mesh) {
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// Ignore if mesh doesn't exist
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continue;
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}
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blocks_in_range_with_mesh++;
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// This block is in range. Reset usage timer.
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@ -1155,6 +1169,12 @@ void ClientMap::updateDrawListShadow(v3f shadow_light_pos, v3f shadow_light_dir,
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}
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}
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}
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for (auto pos : shortlist) {
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MapBlock * block = getBlockNoCreateNoEx(pos);
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if (block && block->mesh && m_drawlist_shadow.emplace(pos, block).second) {
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block->refGrab();
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}
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}
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g_profiler->avg("SHADOW MapBlock meshes in range [#]", blocks_in_range_with_mesh);
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g_profiler->avg("SHADOW MapBlocks occlusion culled [#]", blocks_occlusion_culled);
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