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Corrections to loops and BFS cullers (#13375)
* Reset usage timers in loops culler * Correctly touch map blocks when using bfs culler * Align use of variables * Report statistics when using loop culler
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819e9fc615
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@ -269,6 +269,10 @@ void ClientMap::updateDrawList()
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const v3s16 cam_pos_nodes = floatToInt(m_camera_position, BS);
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const 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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// Number of blocks occlusion culled
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// Number of blocks occlusion culled
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u32 blocks_occlusion_culled = 0;
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u32 blocks_occlusion_culled = 0;
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// Number of blocks frustum culled
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// Number of blocks frustum culled
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@ -304,12 +308,23 @@ void ClientMap::updateDrawList()
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frustum and display them.
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frustum and display them.
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*/
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*/
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if (m_control.range_all || m_loops_occlusion_culler) {
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if (m_control.range_all || m_loops_occlusion_culler) {
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// Number of blocks currently loaded by the client
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u32 blocks_loaded = 0;
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// Number of blocks with mesh in rendering range
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u32 blocks_in_range_with_mesh = 0;
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MapBlockVect sectorblocks;
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MapBlockVect sectorblocks;
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for (auto §or_it : m_sectors) {
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for (auto §or_it : m_sectors) {
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MapSector *sector = sector_it.second;
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MapSector *sector = sector_it.second;
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if (!sector)
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v2s16 sp = sector->getPos();
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blocks_loaded += sector->size();
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if (!m_control.range_all) {
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if (sp.X < p_blocks_min.X || sp.X > p_blocks_max.X ||
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sp.Y < p_blocks_min.Z || sp.Y > p_blocks_max.Z)
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continue;
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continue;
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}
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sectorblocks.clear();
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sectorblocks.clear();
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sector->getBlocks(sectorblocks);
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sector->getBlocks(sectorblocks);
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@ -334,6 +349,16 @@ void ClientMap::updateDrawList()
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mesh_sphere_radius = 0.0f;
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mesh_sphere_radius = 0.0f;
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}
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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(m_camera_position) >
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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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// Keep the block alive as long as it is in range.
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block->resetUsageTimer();
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blocks_in_range_with_mesh++;
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// Frustum culling
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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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// 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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// This is needed because this function is not called every frame.
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@ -345,7 +370,7 @@ void ClientMap::updateDrawList()
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}
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}
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// Raytraced occlusion culling - send rays from the camera to the block's corners
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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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if (!m_control.range_all && occlusion_culling_enabled && m_enable_raytraced_culling &&
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mesh &&
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mesh &&
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isMeshOccluded(block, mesh_grid.cell_size, cam_pos_nodes)) {
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isMeshOccluded(block, mesh_grid.cell_size, cam_pos_nodes)) {
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blocks_occlusion_culled++;
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blocks_occlusion_culled++;
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@ -367,16 +392,15 @@ void ClientMap::updateDrawList()
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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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g_profiler->avg("MapBlock meshes in range [#]", blocks_in_range_with_mesh);
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g_profiler->avg("MapBlocks loaded [#]", blocks_loaded);
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} else {
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} else {
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// Blocks visited by the algorithm
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// Blocks visited by the algorithm
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u32 blocks_visited = 0;
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u32 blocks_visited = 0;
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// Block sides that were not traversed
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// Block sides that were not traversed
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u32 sides_skipped = 0;
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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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std::queue<v3s16> blocks_to_consider;
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v3s16 camera_mesh = mesh_grid.getMeshPos(camera_block);
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v3s16 camera_mesh = mesh_grid.getMeshPos(camera_block);
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@ -595,7 +619,7 @@ void ClientMap::updateDrawList()
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void ClientMap::touchMapBlocks()
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void ClientMap::touchMapBlocks()
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{
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{
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if (!m_loops_occlusion_culler)
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if (m_control.range_all || m_loops_occlusion_culler)
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return;
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return;
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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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@ -609,8 +633,6 @@ void ClientMap::touchMapBlocks()
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// Number of blocks with mesh in rendering range
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// Number of blocks with mesh in rendering range
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u32 blocks_in_range_with_mesh = 0;
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u32 blocks_in_range_with_mesh = 0;
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v3f cam_pos_f = intToFloat(cam_pos_nodes, BS);
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for (const auto §or_it : m_sectors) {
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for (const auto §or_it : m_sectors) {
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MapSector *sector = sector_it.second;
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MapSector *sector = sector_it.second;
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v2s16 sp = sector->getPos();
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v2s16 sp = sector->getPos();
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@ -630,23 +652,27 @@ void ClientMap::touchMapBlocks()
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*/
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*/
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for (MapBlock *block : sectorblocks) {
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for (MapBlock *block : sectorblocks) {
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/*
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MapBlockMesh *mesh = block->mesh;
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Compare block position to camera position, skip
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if not seen on display
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*/
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if (!block->mesh) {
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// Calculate the coordinates for range and frustum culling
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// Ignore if mesh doesn't exist
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v3f mesh_sphere_center;
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continue;
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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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}
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v3f mesh_sphere_center = intToFloat(block->getPosRelative(), BS)
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+ block->mesh->getBoundingSphereCenter();
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f32 mesh_sphere_radius = block->mesh->getBoundingRadius();
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// First, perform a simple distance check.
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// First, perform a simple distance check.
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if (!m_control.range_all &&
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if (!m_control.range_all &&
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mesh_sphere_center.getDistanceFrom(cam_pos_f) >
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mesh_sphere_center.getDistanceFrom(m_camera_position) >
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m_control.wanted_range * BS + mesh_sphere_radius)
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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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continue; // Out of range, skip.
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