Take mesh-bounding-sphere into account in updateDrawListShadow

This commit is contained in:
Lars 2023-04-03 12:14:07 -07:00 committed by lhofhansl
parent b01f85d573
commit 7048fc25dd

@ -1237,8 +1237,6 @@ void ClientMap::updateDrawListShadow(v3f shadow_light_pos, v3f shadow_light_dir,
u32 blocks_loaded = 0; u32 blocks_loaded = 0;
// Number of blocks with mesh in rendering range // Number of blocks with mesh in rendering range
u32 blocks_in_range_with_mesh = 0; u32 blocks_in_range_with_mesh = 0;
// Number of blocks occlusion culled
u32 blocks_occlusion_culled = 0;
for (auto &sector_it : m_sectors) { for (auto &sector_it : m_sectors) {
MapSector *sector = sector_it.second; MapSector *sector = sector_it.second;
@ -1253,14 +1251,15 @@ void ClientMap::updateDrawListShadow(v3f shadow_light_pos, v3f shadow_light_dir,
Loop through blocks in sector Loop through blocks in sector
*/ */
for (MapBlock *block : sectorblocks) { for (MapBlock *block : sectorblocks) {
if (!block->mesh) { MapBlockMesh *mesh = block->mesh;
if (!mesh) {
// Ignore if mesh doesn't exist // Ignore if mesh doesn't exist
continue; continue;
} }
v3f block_pos = intToFloat(block->getPos() * MAP_BLOCKSIZE, BS); v3f block_pos = intToFloat(block->getPos() * MAP_BLOCKSIZE, BS) + mesh->getBoundingSphereCenter();
v3f projection = shadow_light_pos + shadow_light_dir * shadow_light_dir.dotProduct(block_pos - shadow_light_pos); v3f projection = shadow_light_pos + shadow_light_dir * shadow_light_dir.dotProduct(block_pos - shadow_light_pos);
if (projection.getDistanceFrom(block_pos) > radius) if (projection.getDistanceFrom(block_pos) > (radius + mesh->getBoundingRadius()))
continue; continue;
blocks_in_range_with_mesh++; blocks_in_range_with_mesh++;
@ -1276,7 +1275,6 @@ void ClientMap::updateDrawListShadow(v3f shadow_light_pos, v3f shadow_light_dir,
} }
g_profiler->avg("SHADOW MapBlock meshes in range [#]", blocks_in_range_with_mesh); g_profiler->avg("SHADOW MapBlock meshes in range [#]", blocks_in_range_with_mesh);
g_profiler->avg("SHADOW MapBlocks occlusion culled [#]", blocks_occlusion_culled);
g_profiler->avg("SHADOW MapBlocks drawn [#]", m_drawlist_shadow.size()); g_profiler->avg("SHADOW MapBlocks drawn [#]", m_drawlist_shadow.size());
g_profiler->avg("SHADOW MapBlocks loaded [#]", blocks_loaded); g_profiler->avg("SHADOW MapBlocks loaded [#]", blocks_loaded);
} }