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Occlusion: Check for light_propagates and do mapblock bounds checks
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@ -151,6 +151,11 @@ void ClientMap::updateDrawList()
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occlusion_culling_enabled = false;
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}
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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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for (const auto §or_it : m_sectors) {
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MapSector *sector = sector_it.second;
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v2s16 sp = sector->getPos();
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84
src/map.cpp
84
src/map.cpp
@ -1032,21 +1032,46 @@ void Map::removeNodeTimer(v3s16 p)
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block->m_node_timers.remove(p_rel);
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}
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bool Map::isOccluded(v3s16 pos_origin, v3s16 pos_blockcenter, float step,
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float stepfac, float offset, float end_offset, u32 needed_count)
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bool Map::isOccluded(const v3s16 &pos_camera, const v3s16 &pos_target,
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const core::aabbox3d<s16> &block_bounds, float step, float stepfac, float offset,
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u32 needed_count)
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{
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float distance = BS * pos_origin.getDistanceFrom(pos_blockcenter);
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v3f direction = intToFloat(pos_blockcenter - pos_origin, BS);
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direction.normalize();
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v3f pos_origin_f = intToFloat(pos_origin, BS);
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// Worst-case safety distance to keep to the target position
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// Anything smaller than the mapblock diagonal could result in in self-occlusion
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// Diagonal = sqrt(1*1 + 1*1 + 1*1)
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const static float BLOCK_DIAGONAL = BS * MAP_BLOCKSIZE * 1.732f;
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v3f direction = intToFloat(pos_target - pos_camera, BS);
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float distance = direction.getLength();
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// Disable occlusion culling for near mapblocks in underground
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if (distance < BLOCK_DIAGONAL)
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return false;
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// Normalize direction vector
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if (distance > 0.0f)
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direction /= distance;
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v3f pos_origin_f = intToFloat(pos_camera, BS);
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u32 count = 0;
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for (; offset < distance + end_offset; offset += step){
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v3f pf = pos_origin_f + direction * offset;
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v3s16 pos_node = floatToInt(pf, BS);
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MapNode node = getNode(pos_node);
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if (m_nodedef->get(node).drawtype == NDT_NORMAL) {
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// not transparent, see ContentFeature::updateTextures
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bool is_valid_position;
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for (; offset < distance; offset += step) {
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v3f pos_node_f = pos_origin_f + direction * offset;
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v3s16 pos_node = floatToInt(pos_node_f, BS);
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if (offset > distance - BLOCK_DIAGONAL) {
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// Do accurate position checks:
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// Check whether the node is inside the current mapblock
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if (block_bounds.isPointInside(pos_node))
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return false;
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}
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MapNode node = getNode(pos_node, &is_valid_position);
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if (is_valid_position &&
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!m_nodedef->get(node).light_propagates) {
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// Cannot see through light-blocking nodes --> occluded
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count++;
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if (count >= needed_count)
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return true;
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@ -1058,8 +1083,11 @@ bool Map::isOccluded(v3s16 pos_origin, v3s16 pos_blockcenter, float step,
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bool Map::isBlockOccluded(MapBlock *block, v3s16 cam_pos_nodes)
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{
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// Check occlusion for center and all 8 corners of the mapblock
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// Overshoot a little for less flickering
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static const s16 bs2 = MAP_BLOCKSIZE / 2 + 1;
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static const v3s16 dir8[8] = {
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static const v3s16 dir9[9] = {
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v3s16( 0, 0, 0),
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v3s16( 1, 1, 1) * bs2,
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v3s16( 1, 1, -1) * bs2,
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v3s16( 1, -1, 1) * bs2,
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@ -1070,34 +1098,26 @@ bool Map::isBlockOccluded(MapBlock *block, v3s16 cam_pos_nodes)
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v3s16(-1, -1, -1) * bs2,
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};
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v3s16 pos_blockcenter = block->getPos() * MAP_BLOCKSIZE;
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pos_blockcenter += v3s16(MAP_BLOCKSIZE) / 2;
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// Minimal and maximal positions in the mapblock
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core::aabbox3d<s16> block_bounds = block->getBox();
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float step = BS * 1;
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v3s16 pos_blockcenter = block_bounds.MinEdge + (MAP_BLOCKSIZE / 2);
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// Starting step size, value between 1m and sqrt(3)m
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float step = BS * 1.2f;
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// Multiply step by each iteraction by 'stepfac' to reduce checks in distance
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float stepfac = 1.1;
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float stepfac = 1.05f;
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float start_offset = BS * 1;
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// The occlusion search of 'isOccluded()' must stop short of the target
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// point by distance 'end_offset' (end offset) to not enter the target mapblock.
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// For the 8 mapblock corners 'end_offset' must therefore be the maximum diagonal
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// of a mapblock, because we must consider all view angles.
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// sqrt(1^2 + 1^2 + 1^2) = 1.732
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float end_offset = -BS * MAP_BLOCKSIZE * 1.7321;
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float start_offset = BS * 1.0f;
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// to reduce the likelihood of falsely occluded blocks
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// require at least two solid blocks
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// this is a HACK, we should think of a more precise algorithm
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u32 needed_count = 2;
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// For the central point of the mapblock 'end_offset' can be halved
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if (!isOccluded(cam_pos_nodes, pos_blockcenter,
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step, stepfac, start_offset, end_offset / 2.0f, needed_count))
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return false;
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for (const v3s16 &dir : dir8) {
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if (!isOccluded(cam_pos_nodes, pos_blockcenter + dir,
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step, stepfac, start_offset, end_offset, needed_count))
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for (const v3s16 &dir : dir9) {
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if (!isOccluded(cam_pos_nodes, pos_blockcenter + dir, block_bounds,
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step, stepfac, start_offset, needed_count))
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return false;
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}
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return true;
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@ -310,8 +310,9 @@ protected:
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// This stores the properties of the nodes on the map.
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const NodeDefManager *m_nodedef;
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bool isOccluded(v3s16 pos_origin, v3s16 pos_blockcenter, float step,
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float stepfac, float start_offset, float end_offset, u32 needed_count);
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bool isOccluded(const v3s16 &pos_camera, const v3s16 &pos_target,
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const core::aabbox3d<s16> &block_bounds, float step, float stepfac,
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float offset, u32 needed_count);
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private:
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f32 m_transforming_liquid_loop_count_multiplier = 1.0f;
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