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Fix infinite viewing_range (#13225)
Use a simplified version of the old loops culler for infinite viewing range.
This commit is contained in:
parent
b1ed0ef721
commit
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@ -262,20 +262,12 @@ void ClientMap::updateDrawList()
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}
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m_keeplist.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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const v3s16 cam_pos_nodes = floatToInt(m_camera_position, BS);
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// Number of blocks occlusion culled
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u32 blocks_occlusion_culled = 0;
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// Number of blocks frustum culled
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u32 blocks_frustum_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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MeshGrid mesh_grid = m_client->getMeshGrid();
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@ -289,7 +281,7 @@ void ClientMap::updateDrawList()
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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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const 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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@ -299,213 +291,284 @@ void ClientMap::updateDrawList()
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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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v3s16 camera_mesh = mesh_grid.getMeshPos(camera_block);
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v3s16 camera_cell = mesh_grid.getCellPos(camera_block);
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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 meshes_seen(mesh_grid.getCellPos(p_blocks_min), mesh_grid.getCellPos(p_blocks_max) + 1);
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// Start breadth-first search with the block the camera is in
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blocks_to_consider.push(camera_mesh);
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meshes_seen.getChunk(camera_cell).getBits(camera_cell) = 0x07; // mark all sides as visible
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// Set of mesh holding blocks
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std::set<v3s16> shortlist;
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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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/*
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When range_all is enabled, enumerate all blocks visible in the
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frustum and display them.
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*/
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if (m_control.range_all) {
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MapBlockVect sectorblocks;
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v3s16 block_coord = blocks_to_consider.front();
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blocks_to_consider.pop();
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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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continue;
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v3s16 cell_coord = mesh_grid.getCellPos(block_coord);
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auto &flags = meshes_seen.getChunk(cell_coord).getBits(cell_coord);
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sectorblocks.clear();
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sector->getBlocks(sectorblocks);
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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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// Loop through blocks in sector
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for (MapBlock *block : sectorblocks) {
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MapBlockMesh *mesh = block->mesh;
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blocks_visited++;
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// Calculate the coordinates for range and frustum culling
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v3f mesh_sphere_center;
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f32 mesh_sphere_radius;
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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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v3s16 block_pos_nodes = block->getPos() * MAP_BLOCKSIZE;
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MapBlock *block = sector ? sector->getBlockNoCreateNoEx(block_coord.Y) : nullptr;
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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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} else {
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mesh_sphere_center = intToFloat(block_pos_nodes, BS)
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+ 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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MapBlockMesh *mesh = block ? block->mesh : nullptr;
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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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blocks_frustum_culled++;
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continue;
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}
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// Calculate the coordinates for range and frustum 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((mesh_grid.cell_size * MAP_BLOCKSIZE * 0.5f - 0.5f) * BS);
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mesh_sphere_radius = 0.87f * mesh_grid.cell_size * MAP_BLOCKSIZE * BS;
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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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blocks_frustum_culled++;
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continue;
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}
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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_mesh;
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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 && isMeshOccluded(block, mesh_grid.cell_size, cam_pos_nodes)) {
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blocks_occlusion_culled++;
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continue;
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}
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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(block_coord.X, block_coord.Y, block_coord.Z);
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// All other blocks we can grab and add to the keeplist right away.
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if (block) {
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m_keeplist.push_back(block);
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block->refGrab();
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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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// All other blocks we can grab and add to the keeplist right away.
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m_keeplist.push_back(block);
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block->refGrab();
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} else if (mesh) {
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// without mesh chunking we can add the block to the drawlist
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block->refGrab();
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m_drawlist.emplace(block->getPos(), block);
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}
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}
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}
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else if (mesh) {
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// without mesh chunking we can add the block to the drawlist
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block->refGrab();
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m_drawlist.emplace(block_coord, block);
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}
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} else {
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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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// Decide which sides to traverse next or to block away
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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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// 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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std::queue<v3s16> blocks_to_consider;
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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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v3s16 camera_mesh = mesh_grid.getMeshPos(camera_block);
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v3s16 camera_cell = mesh_grid.getCellPos(camera_block);
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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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// Bits per block:
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// [ visited | 0 | 0 | 0 | 0 | Z visible | Y visible | X visible ]
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MapBlockFlags meshes_seen(mesh_grid.getCellPos(p_blocks_min), mesh_grid.getCellPos(p_blocks_max) + 1);
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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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// Start breadth-first search with the block the camera is in
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blocks_to_consider.push(camera_mesh);
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meshes_seen.getChunk(camera_cell).getBits(camera_cell) = 0x07; // mark all sides as visible
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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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// Recursively walk the space and pick mapblocks for drawing
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while (!blocks_to_consider.empty()) {
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near_transparency &= ~block_inner_sides & 0x3F;
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v3s16 block_coord = blocks_to_consider.front();
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blocks_to_consider.pop();
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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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v3s16 cell_coord = mesh_grid.getCellPos(block_coord);
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auto &flags = meshes_seen.getChunk(cell_coord).getBits(cell_coord);
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// combine with known visible sides that matter
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near_transparency &= visible_outer_sides;
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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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// 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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blocks_visited++;
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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) + mesh_grid.cell_size * MAP_BLOCKSIZE - 1;
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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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// 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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MapBlock *block = sector ? sector->getBlockNoCreateNoEx(block_coord.Y) : nullptr;
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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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MapBlockMesh *mesh = block ? block->mesh : nullptr;
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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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// Calculate the coordinates for range and frustum culling
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v3f mesh_sphere_center;
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f32 mesh_sphere_radius;
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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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v3s16 block_pos_nodes = block_coord * MAP_BLOCKSIZE;
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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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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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} else {
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mesh_sphere_center = intToFloat(block_pos_nodes, BS) + v3f((mesh_grid.cell_size * MAP_BLOCKSIZE * 0.5f - 0.5f) * BS);
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mesh_sphere_radius = 0.87f * mesh_grid.cell_size * MAP_BLOCKSIZE * BS;
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}
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v3s16 next_pos = block_coord;
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next_pos[axis] += next_pos_offset;
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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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v3s16 next_cell = mesh_grid.getCellPos(next_pos);
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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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blocks_frustum_culled++;
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continue;
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}
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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 = meshes_seen.getChunk(next_cell).getBits(next_cell);
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next_flags |= my_side;
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blocks_to_consider.push(next_pos);
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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_mesh;
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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 && isMeshOccluded(block, mesh_grid.cell_size, cam_pos_nodes)) {
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blocks_occlusion_culled++;
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continue;
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}
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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(block_coord.X, block_coord.Y, block_coord.Z);
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// All other blocks we can grab and add to the keeplist right away.
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if (block) {
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m_keeplist.push_back(block);
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block->refGrab();
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}
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else {
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sides_skipped++;
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}
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};
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} else if (mesh) {
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// without mesh chunking we can add the block to the drawlist
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block->refGrab();
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m_drawlist.emplace(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
|
||||
near_transparency &= visible_outer_sides;
|
||||
|
||||
// The rule for any far side to be visible:
|
||||
// * Any of the adjacent near sides is transparent (different axes)
|
||||
// * The opposite near side (same axis) is transparent, if it is the dominant axis of the look vector
|
||||
|
||||
// Calculate vector from camera to mapblock center. Because we only need relation between
|
||||
// coordinates we scale by 2 to avoid precision loss.
|
||||
v3s16 precise_look = 2 * (block_pos_nodes - cam_pos_nodes) + mesh_grid.cell_size * MAP_BLOCKSIZE - 1;
|
||||
|
||||
// dominant axis flag
|
||||
u8 dominant_axis = (abs(precise_look.X) > abs(precise_look.Y) && abs(precise_look.X) > abs(precise_look.Z)) |
|
||||
((abs(precise_look.Y) > abs(precise_look.Z) && abs(precise_look.Y) > abs(precise_look.X)) << 1) |
|
||||
((abs(precise_look.Z) > abs(precise_look.X) && abs(precise_look.Z) > abs(precise_look.Y)) << 2);
|
||||
|
||||
// Queue next blocks for processing:
|
||||
// - Examine "far" sides of the current blocks, i.e. never move towards the camera
|
||||
// - Only traverse the sides that are not occluded
|
||||
// - Only traverse the sides that are not opaque
|
||||
// When queueing, mark the relevant side on the next block as 'visible'
|
||||
for (s16 axis = 0; axis < 3; axis++) {
|
||||
|
||||
// Select a bit from transparent_sides for the side
|
||||
u8 far_side_mask = 1 << (2 * axis);
|
||||
|
||||
// axis flag
|
||||
u8 my_side = 1 << axis;
|
||||
u8 adjacent_sides = my_side ^ 0x07;
|
||||
|
||||
auto traverse_far_side = [&](s8 next_pos_offset) {
|
||||
// far side is visible if adjacent near sides are transparent, or if opposite side on dominant axis is transparent
|
||||
bool side_visible = ((near_transparency & adjacent_sides) | (near_transparency & my_side & dominant_axis)) != 0;
|
||||
side_visible = side_visible && ((far_side_mask & transparent_sides) != 0);
|
||||
|
||||
v3s16 next_pos = block_coord;
|
||||
next_pos[axis] += next_pos_offset;
|
||||
|
||||
v3s16 next_cell = mesh_grid.getCellPos(next_pos);
|
||||
|
||||
// If a side is a see-through, mark the next block's side as visible, and queue
|
||||
if (side_visible) {
|
||||
auto &next_flags = meshes_seen.getChunk(next_cell).getBits(next_cell);
|
||||
next_flags |= my_side;
|
||||
blocks_to_consider.push(next_pos);
|
||||
}
|
||||
else {
|
||||
sides_skipped++;
|
||||
}
|
||||
};
|
||||
|
||||
|
||||
// Test the '-' direction of the axis
|
||||
if (look[axis] <= 0 && block_coord[axis] > p_blocks_min[axis])
|
||||
traverse_far_side(-mesh_grid.cell_size);
|
||||
// Test the '-' direction of the axis
|
||||
if (look[axis] <= 0 && block_coord[axis] > p_blocks_min[axis])
|
||||
traverse_far_side(-mesh_grid.cell_size);
|
||||
|
||||
// Test the '+' direction of the axis
|
||||
far_side_mask <<= 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(+mesh_grid.cell_size);
|
||||
if (look[axis] >= 0 && block_coord[axis] < p_blocks_max[axis])
|
||||
traverse_far_side(+mesh_grid.cell_size);
|
||||
}
|
||||
}
|
||||
g_profiler->avg("MapBlocks sides skipped [#]", sides_skipped);
|
||||
g_profiler->avg("MapBlocks examined [#]", blocks_visited);
|
||||
}
|
||||
|
||||
g_profiler->avg("MapBlocks shortlist [#]", shortlist.size());
|
||||
|
||||
assert(m_drawlist.empty() || shortlist.empty());
|
||||
for (auto pos : shortlist) {
|
||||
MapBlock * block = getBlockNoCreateNoEx(pos);
|
||||
MapBlock *block = getBlockNoCreateNoEx(pos);
|
||||
if (block) {
|
||||
block->refGrab();
|
||||
m_drawlist.emplace(pos, block);
|
||||
@ -514,8 +577,6 @@ void ClientMap::updateDrawList()
|
||||
|
||||
g_profiler->avg("MapBlocks occlusion culled [#]", blocks_occlusion_culled);
|
||||
g_profiler->avg("MapBlocks frustum culled [#]", blocks_frustum_culled);
|
||||
g_profiler->avg("MapBlocks sides skipped [#]", sides_skipped);
|
||||
g_profiler->avg("MapBlocks examined [#]", blocks_visited);
|
||||
g_profiler->avg("MapBlocks drawn [#]", m_drawlist.size());
|
||||
}
|
||||
|
||||
|
@ -124,6 +124,7 @@ void MapSector::deleteBlock(MapBlock *block)
|
||||
|
||||
void MapSector::getBlocks(MapBlockVect &dest)
|
||||
{
|
||||
dest.reserve(dest.size() + m_blocks.size());
|
||||
for (auto &block : m_blocks) {
|
||||
dest.push_back(block.second);
|
||||
}
|
||||
|
Loading…
Reference in New Issue
Block a user