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Separate drawlist from non-rendered blocks. (#13176)
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@ -257,6 +257,11 @@ void ClientMap::updateDrawList()
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}
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}
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m_drawlist.clear();
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m_drawlist.clear();
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for (auto &block : m_keeplist) {
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block->refDrop();
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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 cam_pos_nodes = floatToInt(m_camera_position, BS);
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v3s16 p_blocks_min;
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v3s16 p_blocks_min;
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@ -374,9 +379,9 @@ void ClientMap::updateDrawList()
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// Block meshes are stored in blocks where all coordinates are even (lowest bit set to 0)
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// Block meshes are stored in blocks where all coordinates are even (lowest bit set to 0)
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// Add them to the de-dup set.
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// Add them to the de-dup set.
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shortlist.emplace(block_coord.X & ~1, block_coord.Y & ~1, block_coord.Z & ~1);
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shortlist.emplace(block_coord.X & ~1, block_coord.Y & ~1, block_coord.Z & ~1);
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// All other blocks we can grab and add to the drawlist right away.
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// All other blocks we can grab and add to the keeplist right away.
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if (block && m_drawlist.emplace(block_coord, block).second) {
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if (block) {
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// only grab the ref if the block exists and was not in the list
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m_keeplist.push_back(block);
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block->refGrab();
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block->refGrab();
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}
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}
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@ -480,11 +485,12 @@ void ClientMap::updateDrawList()
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g_profiler->avg("MapBlocks shortlist [#]", shortlist.size());
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g_profiler->avg("MapBlocks shortlist [#]", shortlist.size());
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assert(m_drawlist.empty());
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for (auto pos : shortlist) {
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for (auto pos : shortlist) {
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MapBlock * block = getBlockNoCreateNoEx(pos);
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MapBlock * block = getBlockNoCreateNoEx(pos);
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if (block && m_drawlist.emplace(pos, block).second) {
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if (block) {
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// only grab the ref if the block exists and was not in the list
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block->refGrab();
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block->refGrab();
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m_drawlist.emplace(pos, block);
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}
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}
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}
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}
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@ -611,11 +617,7 @@ void ClientMap::renderMap(video::IVideoDriver* driver, s32 pass)
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MapBlock *block = i.second;
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MapBlock *block = i.second;
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MapBlockMesh *block_mesh = block->mesh;
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MapBlockMesh *block_mesh = block->mesh;
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// Meshes are only stored every 8-th block (where all coordinates are even),
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// If the mesh of the block happened to get deleted, ignore it
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// but we keep all the visible blocks in the draw list to prevent client
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// from dropping them.
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// On top of that, in some cases block mesh can be removed
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// before the block is removed from the draw list.
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if (!block_mesh)
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if (!block_mesh)
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continue;
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continue;
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@ -1138,9 +1140,8 @@ void ClientMap::updateDrawListShadow(v3f shadow_light_pos, v3f shadow_light_dir,
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block->resetUsageTimer();
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block->resetUsageTimer();
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// Add to set
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// Add to set
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if (m_drawlist_shadow.find(block->getPos()) == m_drawlist_shadow.end()) {
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if (m_drawlist_shadow.emplace(block->getPos(), block).second) {
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block->refGrab();
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block->refGrab();
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m_drawlist_shadow[block->getPos()] = block;
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}
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}
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}
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}
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}
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}
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@ -203,6 +203,7 @@ private:
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bool m_needs_update_transparent_meshes = true;
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bool m_needs_update_transparent_meshes = true;
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std::map<v3s16, MapBlock*, MapBlockComparer> m_drawlist;
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std::map<v3s16, MapBlock*, MapBlockComparer> m_drawlist;
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std::vector<MapBlock*> m_keeplist;
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std::map<v3s16, MapBlock*> m_drawlist_shadow;
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std::map<v3s16, MapBlock*> m_drawlist_shadow;
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bool m_needs_update_drawlist;
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bool m_needs_update_drawlist;
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