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Fix infinite viewing_range (#13225)
Use a simplified version of the old loops culler for infinite viewing range.
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b1ed0ef721
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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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@ -299,6 +291,79 @@ 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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// Set of mesh holding blocks
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std::set<v3s16> shortlist;
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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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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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sectorblocks.clear();
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sector->getBlocks(sectorblocks);
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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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// 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->getPos() * 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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} 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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// 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 (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 {
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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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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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std::queue<v3s16> blocks_to_consider;
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v3s16 camera_mesh = mesh_grid.getMeshPos(camera_block);
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@ -312,10 +377,8 @@ void ClientMap::updateDrawList()
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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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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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while (!blocks_to_consider.empty()) {
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v3s16 block_coord = blocks_to_consider.front();
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blocks_to_consider.pop();
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@ -347,8 +410,7 @@ void ClientMap::updateDrawList()
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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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} 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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@ -394,8 +456,7 @@ void ClientMap::updateDrawList()
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m_keeplist.push_back(block);
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block->refGrab();
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}
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}
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else if (mesh) {
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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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@ -500,7 +561,9 @@ void ClientMap::updateDrawList()
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traverse_far_side(+mesh_grid.cell_size);
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}
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}
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g_profiler->avg("MapBlocks sides skipped [#]", sides_skipped);
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g_profiler->avg("MapBlocks examined [#]", blocks_visited);
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}
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g_profiler->avg("MapBlocks shortlist [#]", shortlist.size());
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assert(m_drawlist.empty() || shortlist.empty());
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@ -514,8 +577,6 @@ void ClientMap::updateDrawList()
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g_profiler->avg("MapBlocks occlusion culled [#]", blocks_occlusion_culled);
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g_profiler->avg("MapBlocks frustum culled [#]", blocks_frustum_culled);
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g_profiler->avg("MapBlocks sides skipped [#]", sides_skipped);
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g_profiler->avg("MapBlocks examined [#]", blocks_visited);
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g_profiler->avg("MapBlocks drawn [#]", m_drawlist.size());
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}
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@ -124,6 +124,7 @@ void MapSector::deleteBlock(MapBlock *block)
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void MapSector::getBlocks(MapBlockVect &dest)
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{
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dest.reserve(dest.size() + m_blocks.size());
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for (auto &block : m_blocks) {
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dest.push_back(block.second);
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}
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