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Add more neighbors on mesh update (#6765)
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@ -475,6 +475,10 @@ connected_glass (Connect glass) bool false
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# Disable for speed or for different looks.
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smooth_lighting (Smooth lighting) bool true
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# Enables tradeoffs that reduce CPU load or increase rendering performance
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# at the expense of minor visual glitches that do not impact game playability.
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performance_tradeoffs (Tradeoffs for performance) bool false
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# Clouds are a client side effect.
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enable_clouds (Clouds) bool true
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@ -1611,20 +1611,7 @@ void Client::addUpdateMeshTask(v3s16 p, bool ack_to_server, bool urgent)
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void Client::addUpdateMeshTaskWithEdge(v3s16 blockpos, bool ack_to_server, bool urgent)
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{
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try{
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addUpdateMeshTask(blockpos, ack_to_server, urgent);
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}
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catch(InvalidPositionException &e){}
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// Leading edge
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for (int i=0;i<6;i++)
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{
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try{
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v3s16 p = blockpos + g_6dirs[i];
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addUpdateMeshTask(p, false, urgent);
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}
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catch(InvalidPositionException &e){}
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}
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m_mesh_update_thread.updateBlock(&m_env.getMap(), blockpos, ack_to_server, urgent, true);
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}
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void Client::addUpdateMeshTaskForNode(v3s16 nodepos, bool ack_to_server, bool urgent)
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@ -1636,38 +1623,16 @@ void Client::addUpdateMeshTaskForNode(v3s16 nodepos, bool ack_to_server, bool ur
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<<std::endl;
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}
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v3s16 blockpos = getNodeBlockPos(nodepos);
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v3s16 blockpos = getNodeBlockPos(nodepos);
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v3s16 blockpos_relative = blockpos * MAP_BLOCKSIZE;
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try{
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addUpdateMeshTask(blockpos, ack_to_server, urgent);
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}
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catch(InvalidPositionException &e) {}
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m_mesh_update_thread.updateBlock(&m_env.getMap(), blockpos, ack_to_server, urgent, false);
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// Leading edge
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if(nodepos.X == blockpos_relative.X){
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try{
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v3s16 p = blockpos + v3s16(-1,0,0);
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addUpdateMeshTask(p, false, urgent);
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}
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catch(InvalidPositionException &e){}
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}
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if(nodepos.Y == blockpos_relative.Y){
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try{
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v3s16 p = blockpos + v3s16(0,-1,0);
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addUpdateMeshTask(p, false, urgent);
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}
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catch(InvalidPositionException &e){}
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}
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if(nodepos.Z == blockpos_relative.Z){
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try{
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v3s16 p = blockpos + v3s16(0,0,-1);
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addUpdateMeshTask(p, false, urgent);
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}
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catch(InvalidPositionException &e){}
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}
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if (nodepos.X == blockpos_relative.X)
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addUpdateMeshTask(blockpos + v3s16(-1, 0, 0), false, urgent);
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if (nodepos.Y == blockpos_relative.Y)
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addUpdateMeshTask(blockpos + v3s16(0, -1, 0), false, urgent);
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if (nodepos.Z == blockpos_relative.Z)
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addUpdateMeshTask(blockpos + v3s16(0, 0, -1), false, urgent);
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}
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ClientEvent *Client::getClientEvent()
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@ -23,6 +23,7 @@ with this program; if not, write to the Free Software Foundation, Inc.,
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#include "client.h"
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#include "mapblock.h"
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#include "map.h"
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#include "util/directiontables.h"
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/*
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CachedMapBlockData
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@ -69,7 +70,7 @@ MeshUpdateQueue::~MeshUpdateQueue()
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}
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}
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void MeshUpdateQueue::addBlock(Map *map, v3s16 p, bool ack_block_to_server, bool urgent)
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bool MeshUpdateQueue::addBlock(Map *map, v3s16 p, bool ack_block_to_server, bool urgent)
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{
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MutexAutoLock lock(m_mutex);
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@ -81,20 +82,15 @@ void MeshUpdateQueue::addBlock(Map *map, v3s16 p, bool ack_block_to_server, bool
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*/
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std::vector<CachedMapBlockData*> cached_blocks;
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size_t cache_hit_counter = 0;
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CachedMapBlockData *cached_block = cacheBlock(map, p, FORCE_UPDATE);
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if (!cached_block->data)
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return false; // nothing to update
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cached_blocks.reserve(3*3*3);
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v3s16 dp;
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for (dp.X = -1; dp.X <= 1; dp.X++)
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for (dp.Y = -1; dp.Y <= 1; dp.Y++)
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for (dp.Z = -1; dp.Z <= 1; dp.Z++) {
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v3s16 p1 = p + dp;
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CachedMapBlockData *cached_block;
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if (dp == v3s16(0, 0, 0))
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cached_block = cacheBlock(map, p1, FORCE_UPDATE);
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else
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cached_block = cacheBlock(map, p1, SKIP_UPDATE_IF_ALREADY_CACHED,
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&cache_hit_counter);
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cached_blocks.push_back(cached_block);
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}
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cached_blocks.push_back(cached_block);
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for (v3s16 dp : g_26dirs)
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cached_blocks.push_back(cacheBlock(map, p + dp,
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SKIP_UPDATE_IF_ALREADY_CACHED,
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&cache_hit_counter));
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g_profiler->avg("MeshUpdateQueue: MapBlocks from cache [%]",
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100.0f * cache_hit_counter / cached_blocks.size());
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@ -116,7 +112,7 @@ void MeshUpdateQueue::addBlock(Map *map, v3s16 p, bool ack_block_to_server, bool
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q->ack_block_to_server = true;
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q->crack_level = m_client->getCrackLevel();
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q->crack_pos = m_client->getCrackPos();
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return;
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return true;
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}
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}
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@ -134,6 +130,7 @@ void MeshUpdateQueue::addBlock(Map *map, v3s16 p, bool ack_block_to_server, bool
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for (CachedMapBlockData *cached_block : cached_blocks) {
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cached_block->refcount_from_queue++;
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}
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return true;
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}
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// Returned pointer must be deleted
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@ -212,10 +209,7 @@ void MeshUpdateQueue::fillDataFromMapBlockCache(QueuedMeshUpdate *q)
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std::time_t t_now = std::time(0);
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// Collect data for 3*3*3 blocks from cache
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v3s16 dp;
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for (dp.X = -1; dp.X <= 1; dp.X++)
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for (dp.Y = -1; dp.Y <= 1; dp.Y++)
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for (dp.Z = -1; dp.Z <= 1; dp.Z++) {
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for (v3s16 dp : g_27dirs) {
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v3s16 p = q->p + dp;
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CachedMapBlockData *cached_block = getCachedBlock(p);
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if (cached_block) {
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@ -272,10 +266,25 @@ MeshUpdateThread::MeshUpdateThread(Client *client):
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}
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void MeshUpdateThread::updateBlock(Map *map, v3s16 p, bool ack_block_to_server,
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bool urgent)
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bool urgent, bool update_neighbors)
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{
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// Allow the MeshUpdateQueue to do whatever it wants
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m_queue_in.addBlock(map, p, ack_block_to_server, urgent);
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static thread_local const bool many_neighbors =
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g_settings->getBool("smooth_lighting")
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&& !g_settings->getFlag("performance_tradeoffs");
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if (!m_queue_in.addBlock(map, p, ack_block_to_server, urgent)) {
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warningstream << "Update requested for non-existent block at ("
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<< p.X << ", " << p.Y << ", " << p.Z << ")" << std::endl;
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return;
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}
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if (update_neighbors) {
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if (many_neighbors) {
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for (v3s16 dp : g_26dirs)
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m_queue_in.addBlock(map, p + dp, false, urgent);
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} else {
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for (v3s16 dp : g_6dirs)
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m_queue_in.addBlock(map, p + dp, false, urgent);
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}
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}
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deferUpdate();
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}
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@ -66,7 +66,7 @@ public:
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// Caches the block at p and its neighbors (if needed) and queues a mesh
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// update for the block at p
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void addBlock(Map *map, v3s16 p, bool ack_block_to_server, bool urgent);
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bool addBlock(Map *map, v3s16 p, bool ack_block_to_server, bool urgent);
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// Returned pointer must be deleted
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// Returns NULL if queue is empty
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@ -113,7 +113,8 @@ public:
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// Caches the block at p and its neighbors (if needed) and queues a mesh
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// update for the block at p
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void updateBlock(Map *map, v3s16 p, bool ack_block_to_server, bool urgent);
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void updateBlock(Map *map, v3s16 p, bool ack_block_to_server, bool urgent,
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bool update_neighbors = false);
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v3s16 m_camera_offset;
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MutexedQueue<MeshUpdateResult> m_queue_out;
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@ -184,6 +184,7 @@ void set_default_settings()
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settings->setDefault("leaves_style", "fancy");
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settings->setDefault("connected_glass", "false");
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settings->setDefault("smooth_lighting", "true");
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settings->setDefault("performance_tradeoffs", "false");
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settings->setDefault("lighting_alpha", "0.0");
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settings->setDefault("lighting_beta", "1.5");
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settings->setDefault("display_gamma", "1.0");
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@ -477,6 +478,7 @@ void set_default_settings()
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settings->setDefault("screen_h", "0");
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settings->setDefault("fullscreen", "true");
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settings->setDefault("smooth_lighting", "false");
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settings->setDefault("performance_tradeoffs", "true");
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settings->setDefault("max_simultaneous_block_sends_per_client", "10");
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settings->setDefault("emergequeue_limit_diskonly", "16");
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settings->setDefault("emergequeue_limit_generate", "16");
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