mirror of
https://github.com/minetest/minetest.git
synced 2024-08-18 20:44:16 +02:00
Add depth sorting for node faces (#11696)
Use BSP tree to order transparent triangles https://en.wikipedia.org/wiki/Binary_space_partitioning
This commit is contained in:
parent
26c046a563
commit
b0b9732359
@ -858,6 +858,10 @@ autoscale_mode (Autoscaling mode) enum disable disable,enable,force
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# A restart is required after changing this.
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show_entity_selectionbox (Show entity selection boxes) bool false
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# Distance in nodes at which transparency depth sorting is enabled
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# Use this to limit the performance impact of transparency depth sorting
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transparency_sorting_distance (Transparency Sorting Distance) int 16 0 128
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[*Menus]
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# Use a cloud animation for the main menu background.
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@ -97,9 +97,32 @@ ClientMap::ClientMap(
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m_cache_trilinear_filter = g_settings->getBool("trilinear_filter");
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m_cache_bilinear_filter = g_settings->getBool("bilinear_filter");
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m_cache_anistropic_filter = g_settings->getBool("anisotropic_filter");
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m_cache_transparency_sorting_distance = g_settings->getU16("transparency_sorting_distance");
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}
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void ClientMap::updateCamera(v3f pos, v3f dir, f32 fov, v3s16 offset)
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{
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v3s16 previous_node = floatToInt(m_camera_position, BS) + m_camera_offset;
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v3s16 previous_block = getContainerPos(previous_node, MAP_BLOCKSIZE);
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m_camera_position = pos;
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m_camera_direction = dir;
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m_camera_fov = fov;
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m_camera_offset = offset;
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v3s16 current_node = floatToInt(m_camera_position, BS) + m_camera_offset;
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v3s16 current_block = getContainerPos(current_node, MAP_BLOCKSIZE);
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// reorder the blocks when camera crosses block boundary
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if (previous_block != current_block)
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m_needs_update_drawlist = true;
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// reorder transparent meshes when camera crosses node boundary
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if (previous_node != current_node)
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m_needs_update_transparent_meshes = true;
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}
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MapSector * ClientMap::emergeSector(v2s16 p2d)
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{
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// Check that it doesn't exist already
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@ -323,22 +346,17 @@ void ClientMap::renderMap(video::IVideoDriver* driver, s32 pass)
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u32 mesh_animate_count = 0;
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//u32 mesh_animate_count_far = 0;
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/*
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Update transparent meshes
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*/
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if (is_transparent_pass)
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updateTransparentMeshBuffers();
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/*
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Draw the selected MapBlocks
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*/
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MeshBufListList grouped_buffers;
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struct DrawDescriptor {
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v3s16 m_pos;
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scene::IMeshBuffer *m_buffer;
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bool m_reuse_material;
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DrawDescriptor(const v3s16 &pos, scene::IMeshBuffer *buffer, bool reuse_material) :
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m_pos(pos), m_buffer(buffer), m_reuse_material(reuse_material)
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{}
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};
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std::vector<DrawDescriptor> draw_order;
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video::SMaterial previous_material;
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@ -375,7 +393,15 @@ void ClientMap::renderMap(video::IVideoDriver* driver, s32 pass)
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/*
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Get the meshbuffers of the block
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*/
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{
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if (is_transparent_pass) {
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// In transparent pass, the mesh will give us
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// the partial buffers in the correct order
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for (auto &buffer : block->mesh->getTransparentBuffers())
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draw_order.emplace_back(block_pos, &buffer);
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}
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else {
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// otherwise, group buffers across meshes
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// using MeshBufListList
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MapBlockMesh *mapBlockMesh = block->mesh;
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assert(mapBlockMesh);
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@ -389,35 +415,14 @@ void ClientMap::renderMap(video::IVideoDriver* driver, s32 pass)
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video::SMaterial& material = buf->getMaterial();
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video::IMaterialRenderer* rnd =
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driver->getMaterialRenderer(material.MaterialType);
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driver->getMaterialRenderer(material.MaterialType);
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bool transparent = (rnd && rnd->isTransparent());
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if (transparent == is_transparent_pass) {
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if (!transparent) {
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if (buf->getVertexCount() == 0)
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errorstream << "Block [" << analyze_block(block)
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<< "] contains an empty meshbuf" << std::endl;
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<< "] contains an empty meshbuf" << std::endl;
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material.setFlag(video::EMF_TRILINEAR_FILTER,
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m_cache_trilinear_filter);
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material.setFlag(video::EMF_BILINEAR_FILTER,
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m_cache_bilinear_filter);
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material.setFlag(video::EMF_ANISOTROPIC_FILTER,
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m_cache_anistropic_filter);
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material.setFlag(video::EMF_WIREFRAME,
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m_control.show_wireframe);
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if (is_transparent_pass) {
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// Same comparison as in MeshBufListList
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bool new_material = material.getTexture(0) != previous_material.getTexture(0) ||
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material != previous_material;
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draw_order.emplace_back(block_pos, buf, !new_material);
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if (new_material)
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previous_material = material;
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}
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else {
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grouped_buffers.add(buf, block_pos, layer);
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}
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grouped_buffers.add(buf, block_pos, layer);
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}
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}
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}
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@ -442,8 +447,17 @@ void ClientMap::renderMap(video::IVideoDriver* driver, s32 pass)
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// Render all mesh buffers in order
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drawcall_count += draw_order.size();
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for (auto &descriptor : draw_order) {
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scene::IMeshBuffer *buf = descriptor.m_buffer;
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scene::IMeshBuffer *buf;
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if (descriptor.m_use_partial_buffer) {
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descriptor.m_partial_buffer->beforeDraw();
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buf = descriptor.m_partial_buffer->getBuffer();
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}
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else {
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buf = descriptor.m_buffer;
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}
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// Check and abort if the machine is swapping a lot
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if (draw.getTimerTime() > 2000) {
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@ -454,6 +468,17 @@ void ClientMap::renderMap(video::IVideoDriver* driver, s32 pass)
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if (!descriptor.m_reuse_material) {
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auto &material = buf->getMaterial();
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// Apply filter settings
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material.setFlag(video::EMF_TRILINEAR_FILTER,
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m_cache_trilinear_filter);
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material.setFlag(video::EMF_BILINEAR_FILTER,
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m_cache_bilinear_filter);
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material.setFlag(video::EMF_ANISOTROPIC_FILTER,
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m_cache_anistropic_filter);
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material.setFlag(video::EMF_WIREFRAME,
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m_control.show_wireframe);
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// pass the shadow map texture to the buffer texture
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ShadowRenderer *shadow = m_rendering_engine->get_shadow_renderer();
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if (shadow && shadow->is_active()) {
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@ -475,7 +500,7 @@ void ClientMap::renderMap(video::IVideoDriver* driver, s32 pass)
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driver->setTransform(video::ETS_WORLD, m);
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driver->drawMeshBuffer(buf);
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vertex_count += buf->getVertexCount();
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vertex_count += buf->getIndexCount();
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}
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g_profiler->avg(prefix + "draw meshes [ms]", draw.stop(true));
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@ -698,7 +723,9 @@ void ClientMap::renderMapShadows(video::IVideoDriver *driver,
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u32 drawcall_count = 0;
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u32 vertex_count = 0;
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MeshBufListList drawbufs;
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MeshBufListList grouped_buffers;
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std::vector<DrawDescriptor> draw_order;
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int count = 0;
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int low_bound = is_transparent_pass ? 0 : m_drawlist_shadow.size() / total_frames * frame;
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@ -727,7 +754,15 @@ void ClientMap::renderMapShadows(video::IVideoDriver *driver,
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/*
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Get the meshbuffers of the block
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*/
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{
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if (is_transparent_pass) {
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// In transparent pass, the mesh will give us
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// the partial buffers in the correct order
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for (auto &buffer : block->mesh->getTransparentBuffers())
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draw_order.emplace_back(block_pos, &buffer);
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}
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else {
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// otherwise, group buffers across meshes
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// using MeshBufListList
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MapBlockMesh *mapBlockMesh = block->mesh;
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assert(mapBlockMesh);
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@ -742,49 +777,74 @@ void ClientMap::renderMapShadows(video::IVideoDriver *driver,
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video::SMaterial &mat = buf->getMaterial();
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auto rnd = driver->getMaterialRenderer(mat.MaterialType);
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bool transparent = rnd && rnd->isTransparent();
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if (transparent == is_transparent_pass)
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drawbufs.add(buf, block_pos, layer);
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if (!transparent)
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grouped_buffers.add(buf, block_pos, layer);
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}
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}
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}
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}
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u32 buffer_count = 0;
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for (auto &lists : grouped_buffers.lists)
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for (MeshBufList &list : lists)
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buffer_count += list.bufs.size();
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draw_order.reserve(draw_order.size() + buffer_count);
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// Capture draw order for all solid meshes
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for (auto &lists : grouped_buffers.lists) {
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for (MeshBufList &list : lists) {
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// iterate in reverse to draw closest blocks first
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for (auto it = list.bufs.rbegin(); it != list.bufs.rend(); ++it)
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draw_order.emplace_back(it->first, it->second, it != list.bufs.rbegin());
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}
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}
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TimeTaker draw("Drawing shadow mesh buffers");
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core::matrix4 m; // Model matrix
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v3f offset = intToFloat(m_camera_offset, BS);
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u32 material_swaps = 0;
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// Render all layers in order
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for (auto &lists : drawbufs.lists) {
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for (MeshBufList &list : lists) {
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// Check and abort if the machine is swapping a lot
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if (draw.getTimerTime() > 1000) {
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infostream << "ClientMap::renderMapShadows(): Rendering "
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"took >1s, returning." << std::endl;
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break;
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}
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for (auto &pair : list.bufs) {
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scene::IMeshBuffer *buf = pair.second;
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// Render all mesh buffers in order
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drawcall_count += draw_order.size();
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// override some material properties
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video::SMaterial local_material = buf->getMaterial();
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local_material.MaterialType = material.MaterialType;
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local_material.BackfaceCulling = material.BackfaceCulling;
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local_material.FrontfaceCulling = material.FrontfaceCulling;
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local_material.BlendOperation = material.BlendOperation;
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local_material.Lighting = false;
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driver->setMaterial(local_material);
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v3f block_wpos = intToFloat(pair.first * MAP_BLOCKSIZE, BS);
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m.setTranslation(block_wpos - offset);
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driver->setTransform(video::ETS_WORLD, m);
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driver->drawMeshBuffer(buf);
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vertex_count += buf->getVertexCount();
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}
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drawcall_count += list.bufs.size();
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for (auto &descriptor : draw_order) {
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scene::IMeshBuffer *buf;
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if (descriptor.m_use_partial_buffer) {
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descriptor.m_partial_buffer->beforeDraw();
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buf = descriptor.m_partial_buffer->getBuffer();
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}
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else {
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buf = descriptor.m_buffer;
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}
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// Check and abort if the machine is swapping a lot
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if (draw.getTimerTime() > 1000) {
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infostream << "ClientMap::renderMapShadows(): Rendering "
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"took >1s, returning." << std::endl;
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break;
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}
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if (!descriptor.m_reuse_material) {
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// override some material properties
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video::SMaterial local_material = buf->getMaterial();
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local_material.MaterialType = material.MaterialType;
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local_material.BackfaceCulling = material.BackfaceCulling;
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local_material.FrontfaceCulling = material.FrontfaceCulling;
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local_material.BlendOperation = material.BlendOperation;
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local_material.Lighting = false;
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driver->setMaterial(local_material);
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++material_swaps;
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}
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v3f block_wpos = intToFloat(descriptor.m_pos * MAP_BLOCKSIZE, BS);
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m.setTranslation(block_wpos - offset);
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driver->setTransform(video::ETS_WORLD, m);
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driver->drawMeshBuffer(buf);
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vertex_count += buf->getIndexCount();
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}
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// restore the driver material state
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@ -796,6 +856,7 @@ void ClientMap::renderMapShadows(video::IVideoDriver *driver,
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g_profiler->avg(prefix + "draw meshes [ms]", draw.stop(true));
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g_profiler->avg(prefix + "vertices drawn [#]", vertex_count);
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g_profiler->avg(prefix + "drawcalls [#]", drawcall_count);
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g_profiler->avg(prefix + "material swaps [#]", material_swaps);
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}
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/*
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@ -891,3 +952,40 @@ void ClientMap::updateDrawListShadow(const v3f &shadow_light_pos, const v3f &sha
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g_profiler->avg("SHADOW MapBlocks drawn [#]", m_drawlist_shadow.size());
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g_profiler->avg("SHADOW MapBlocks loaded [#]", blocks_loaded);
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}
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void ClientMap::updateTransparentMeshBuffers()
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{
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ScopeProfiler sp(g_profiler, "CM::updateTransparentMeshBuffers", SPT_AVG);
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u32 sorted_blocks = 0;
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u32 unsorted_blocks = 0;
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f32 sorting_distance_sq = pow(m_cache_transparency_sorting_distance * BS, 2.0f);
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// Update the order of transparent mesh buffers in each mesh
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for (auto it = m_drawlist.begin(); it != m_drawlist.end(); it++) {
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MapBlock* block = it->second;
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if (!block->mesh)
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continue;
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if (m_needs_update_transparent_meshes ||
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block->mesh->getTransparentBuffers().size() == 0) {
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v3s16 block_pos = block->getPos();
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v3f block_pos_f = intToFloat(block_pos * MAP_BLOCKSIZE + MAP_BLOCKSIZE / 2, BS);
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f32 distance = m_camera_position.getDistanceFromSQ(block_pos_f);
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if (distance <= sorting_distance_sq) {
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block->mesh->updateTransparentBuffers(m_camera_position, block_pos);
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++sorted_blocks;
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}
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else {
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block->mesh->consolidateTransparentBuffers();
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++unsorted_blocks;
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}
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}
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}
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g_profiler->avg("CM::Transparent Buffers - Sorted", sorted_blocks);
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g_profiler->avg("CM::Transparent Buffers - Unsorted", unsorted_blocks);
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m_needs_update_transparent_meshes = false;
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}
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@ -56,6 +56,7 @@ struct MeshBufListList
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class Client;
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class ITextureSource;
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class PartialMeshBuffer;
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/*
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ClientMap
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@ -85,21 +86,7 @@ public:
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ISceneNode::drop();
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}
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void updateCamera(const v3f &pos, const v3f &dir, f32 fov, const v3s16 &offset)
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{
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v3s16 previous_block = getContainerPos(floatToInt(m_camera_position, BS) + m_camera_offset, MAP_BLOCKSIZE);
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m_camera_position = pos;
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m_camera_direction = dir;
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m_camera_fov = fov;
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m_camera_offset = offset;
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v3s16 current_block = getContainerPos(floatToInt(m_camera_position, BS) + m_camera_offset, MAP_BLOCKSIZE);
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// reorder the blocks when camera crosses block boundary
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if (previous_block != current_block)
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m_needs_update_drawlist = true;
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}
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void updateCamera(v3f pos, v3f dir, f32 fov, v3s16 offset);
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/*
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Forcefully get a sector from somewhere
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@ -150,6 +137,10 @@ public:
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f32 getCameraFov() const { return m_camera_fov; }
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private:
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// update the vertex order in transparent mesh buffers
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void updateTransparentMeshBuffers();
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// Orders blocks by distance to the camera
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class MapBlockComparer
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{
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@ -167,6 +158,26 @@ private:
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v3s16 m_camera_block;
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};
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// reference to a mesh buffer used when rendering the map.
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struct DrawDescriptor {
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v3s16 m_pos;
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union {
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scene::IMeshBuffer *m_buffer;
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const PartialMeshBuffer *m_partial_buffer;
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};
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bool m_reuse_material:1;
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bool m_use_partial_buffer:1;
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DrawDescriptor(v3s16 pos, scene::IMeshBuffer *buffer, bool reuse_material) :
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m_pos(pos), m_buffer(buffer), m_reuse_material(reuse_material), m_use_partial_buffer(false)
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{}
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DrawDescriptor(v3s16 pos, const PartialMeshBuffer *buffer) :
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m_pos(pos), m_partial_buffer(buffer), m_reuse_material(false), m_use_partial_buffer(true)
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{}
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};
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Client *m_client;
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RenderingEngine *m_rendering_engine;
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@ -179,6 +190,7 @@ private:
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v3f m_camera_direction = v3f(0,0,1);
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f32 m_camera_fov = M_PI;
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v3s16 m_camera_offset;
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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*> m_drawlist_shadow;
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@ -190,4 +202,5 @@ private:
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bool m_cache_bilinear_filter;
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bool m_cache_anistropic_filter;
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bool m_added_to_shadow_renderer{false};
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u16 m_cache_transparency_sorting_distance;
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};
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@ -381,12 +381,12 @@ void MapblockMeshGenerator::drawAutoLightedCuboid(aabb3f box, const f32 *txc,
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box.MinEdge *= f->visual_scale;
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box.MaxEdge *= f->visual_scale;
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}
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box.MinEdge += origin;
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box.MaxEdge += origin;
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if (!txc) {
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generateCuboidTextureCoords(box, texture_coord_buf);
|
||||
txc = texture_coord_buf;
|
||||
}
|
||||
box.MinEdge += origin;
|
||||
box.MaxEdge += origin;
|
||||
if (!tiles) {
|
||||
tiles = &tile;
|
||||
tile_count = 1;
|
||||
@ -1377,6 +1377,59 @@ void MapblockMeshGenerator::drawNodeboxNode()
|
||||
|
||||
std::vector<aabb3f> boxes;
|
||||
n.getNodeBoxes(nodedef, &boxes, neighbors_set);
|
||||
|
||||
bool isTransparent = false;
|
||||
|
||||
for (const TileSpec &tile : tiles) {
|
||||
if (tile.layers[0].isTransparent()) {
|
||||
isTransparent = true;
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
if (isTransparent) {
|
||||
std::vector<float> sections;
|
||||
// Preallocate 8 default splits + Min&Max for each nodebox
|
||||
sections.reserve(8 + 2 * boxes.size());
|
||||
|
||||
for (int axis = 0; axis < 3; axis++) {
|
||||
// identify sections
|
||||
|
||||
if (axis == 0) {
|
||||
// Default split at node bounds, up to 3 nodes in each direction
|
||||
for (float s = -3.5f * BS; s < 4.0f * BS; s += 1.0f * BS)
|
||||
sections.push_back(s);
|
||||
}
|
||||
else {
|
||||
// Avoid readding the same 8 default splits for Y and Z
|
||||
sections.resize(8);
|
||||
}
|
||||
|
||||
// Add edges of existing node boxes, rounded to 1E-3
|
||||
for (size_t i = 0; i < boxes.size(); i++) {
|
||||
sections.push_back(std::floor(boxes[i].MinEdge[axis] * 1E3) * 1E-3);
|
||||
sections.push_back(std::floor(boxes[i].MaxEdge[axis] * 1E3) * 1E-3);
|
||||
}
|
||||
|
||||
// split the boxes at recorded sections
|
||||
// limit splits to avoid runaway crash if inner loop adds infinite splits
|
||||
// due to e.g. precision problems.
|
||||
// 100 is just an arbitrary, reasonably high number.
|
||||
for (size_t i = 0; i < boxes.size() && i < 100; i++) {
|
||||
aabb3f *box = &boxes[i];
|
||||
for (float section : sections) {
|
||||
if (box->MinEdge[axis] < section && box->MaxEdge[axis] > section) {
|
||||
aabb3f copy(*box);
|
||||
copy.MinEdge[axis] = section;
|
||||
box->MaxEdge[axis] = section;
|
||||
boxes.push_back(copy);
|
||||
box = &boxes[i]; // find new address of the box in case of reallocation
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
for (auto &box : boxes)
|
||||
drawAutoLightedCuboid(box, nullptr, tiles, 6);
|
||||
}
|
||||
|
@ -30,6 +30,7 @@ with this program; if not, write to the Free Software Foundation, Inc.,
|
||||
#include "client/meshgen/collector.h"
|
||||
#include "client/renderingengine.h"
|
||||
#include <array>
|
||||
#include <algorithm>
|
||||
|
||||
/*
|
||||
MeshMakeData
|
||||
@ -1003,6 +1004,173 @@ static void applyTileColor(PreMeshBuffer &pmb)
|
||||
}
|
||||
}
|
||||
|
||||
/*
|
||||
MapBlockBspTree
|
||||
*/
|
||||
|
||||
void MapBlockBspTree::buildTree(const std::vector<MeshTriangle> *triangles)
|
||||
{
|
||||
this->triangles = triangles;
|
||||
|
||||
nodes.clear();
|
||||
|
||||
// assert that triangle index can fit into s32
|
||||
assert(triangles->size() <= 0x7FFFFFFFL);
|
||||
std::vector<s32> indexes;
|
||||
indexes.reserve(triangles->size());
|
||||
for (u32 i = 0; i < triangles->size(); i++)
|
||||
indexes.push_back(i);
|
||||
|
||||
root = buildTree(v3f(1, 0, 0), v3f(85, 85, 85), 40, indexes, 0);
|
||||
}
|
||||
|
||||
/**
|
||||
* @brief Find a candidate plane to split a set of triangles in two
|
||||
*
|
||||
* The candidate plane is represented by one of the triangles from the set.
|
||||
*
|
||||
* @param list Vector of indexes of the triangles in the set
|
||||
* @param triangles Vector of all triangles in the BSP tree
|
||||
* @return Address of the triangle that represents the proposed split plane
|
||||
*/
|
||||
static const MeshTriangle *findSplitCandidate(const std::vector<s32> &list, const std::vector<MeshTriangle> &triangles)
|
||||
{
|
||||
// find the center of the cluster.
|
||||
v3f center(0, 0, 0);
|
||||
size_t n = list.size();
|
||||
for (s32 i : list) {
|
||||
center += triangles[i].centroid / n;
|
||||
}
|
||||
|
||||
// find the triangle with the largest area and closest to the center
|
||||
const MeshTriangle *candidate_triangle = &triangles[list[0]];
|
||||
const MeshTriangle *ith_triangle;
|
||||
for (s32 i : list) {
|
||||
ith_triangle = &triangles[i];
|
||||
if (ith_triangle->areaSQ > candidate_triangle->areaSQ ||
|
||||
(ith_triangle->areaSQ == candidate_triangle->areaSQ &&
|
||||
ith_triangle->centroid.getDistanceFromSQ(center) < candidate_triangle->centroid.getDistanceFromSQ(center))) {
|
||||
candidate_triangle = ith_triangle;
|
||||
}
|
||||
}
|
||||
return candidate_triangle;
|
||||
}
|
||||
|
||||
s32 MapBlockBspTree::buildTree(v3f normal, v3f origin, float delta, const std::vector<s32> &list, u32 depth)
|
||||
{
|
||||
// if the list is empty, don't bother
|
||||
if (list.empty())
|
||||
return -1;
|
||||
|
||||
// if there is only one triangle, or the delta is insanely small, this is a leaf node
|
||||
if (list.size() == 1 || delta < 0.01) {
|
||||
nodes.emplace_back(normal, origin, list, -1, -1);
|
||||
return nodes.size() - 1;
|
||||
}
|
||||
|
||||
std::vector<s32> front_list;
|
||||
std::vector<s32> back_list;
|
||||
std::vector<s32> node_list;
|
||||
|
||||
// split the list
|
||||
for (s32 i : list) {
|
||||
const MeshTriangle &triangle = (*triangles)[i];
|
||||
float factor = normal.dotProduct(triangle.centroid - origin);
|
||||
if (factor == 0)
|
||||
node_list.push_back(i);
|
||||
else if (factor > 0)
|
||||
front_list.push_back(i);
|
||||
else
|
||||
back_list.push_back(i);
|
||||
}
|
||||
|
||||
// define the new split-plane
|
||||
v3f candidate_normal(normal.Z, normal.X, normal.Y);
|
||||
float candidate_delta = delta;
|
||||
if (depth % 3 == 2)
|
||||
candidate_delta /= 2;
|
||||
|
||||
s32 front_index = -1;
|
||||
s32 back_index = -1;
|
||||
|
||||
if (!front_list.empty()) {
|
||||
v3f next_normal = candidate_normal;
|
||||
v3f next_origin = origin + delta * normal;
|
||||
float next_delta = candidate_delta;
|
||||
if (next_delta < 10) {
|
||||
const MeshTriangle *candidate = findSplitCandidate(front_list, *triangles);
|
||||
next_normal = candidate->getNormal();
|
||||
next_origin = candidate->centroid;
|
||||
}
|
||||
front_index = buildTree(next_normal, next_origin, next_delta, front_list, depth + 1);
|
||||
|
||||
// if there are no other triangles, don't create a new node
|
||||
if (back_list.empty() && node_list.empty())
|
||||
return front_index;
|
||||
}
|
||||
|
||||
if (!back_list.empty()) {
|
||||
v3f next_normal = candidate_normal;
|
||||
v3f next_origin = origin - delta * normal;
|
||||
float next_delta = candidate_delta;
|
||||
if (next_delta < 10) {
|
||||
const MeshTriangle *candidate = findSplitCandidate(back_list, *triangles);
|
||||
next_normal = candidate->getNormal();
|
||||
next_origin = candidate->centroid;
|
||||
}
|
||||
|
||||
back_index = buildTree(next_normal, next_origin, next_delta, back_list, depth + 1);
|
||||
|
||||
// if there are no other triangles, don't create a new node
|
||||
if (front_list.empty() && node_list.empty())
|
||||
return back_index;
|
||||
}
|
||||
|
||||
nodes.emplace_back(normal, origin, node_list, front_index, back_index);
|
||||
|
||||
return nodes.size() - 1;
|
||||
}
|
||||
|
||||
void MapBlockBspTree::traverse(s32 node, v3f viewpoint, std::vector<s32> &output) const
|
||||
{
|
||||
if (node < 0) return; // recursion break;
|
||||
|
||||
const TreeNode &n = nodes[node];
|
||||
float factor = n.normal.dotProduct(viewpoint - n.origin);
|
||||
|
||||
if (factor > 0)
|
||||
traverse(n.back_ref, viewpoint, output);
|
||||
else
|
||||
traverse(n.front_ref, viewpoint, output);
|
||||
|
||||
if (factor != 0)
|
||||
for (s32 i : n.triangle_refs)
|
||||
output.push_back(i);
|
||||
|
||||
if (factor > 0)
|
||||
traverse(n.front_ref, viewpoint, output);
|
||||
else
|
||||
traverse(n.back_ref, viewpoint, output);
|
||||
}
|
||||
|
||||
|
||||
|
||||
/*
|
||||
PartialMeshBuffer
|
||||
*/
|
||||
|
||||
void PartialMeshBuffer::beforeDraw() const
|
||||
{
|
||||
// Patch the indexes in the mesh buffer before draw
|
||||
|
||||
m_buffer->Indices.clear();
|
||||
if (!m_vertex_indexes.empty()) {
|
||||
for (auto index : m_vertex_indexes)
|
||||
m_buffer->Indices.push_back(index);
|
||||
}
|
||||
m_buffer->setDirty(scene::EBT_INDEX);
|
||||
}
|
||||
|
||||
/*
|
||||
MapBlockMesh
|
||||
*/
|
||||
@ -1173,8 +1341,31 @@ MapBlockMesh::MapBlockMesh(MeshMakeData *data, v3s16 camera_offset):
|
||||
|
||||
scene::SMeshBuffer *buf = new scene::SMeshBuffer();
|
||||
buf->Material = material;
|
||||
buf->append(&p.vertices[0], p.vertices.size(),
|
||||
&p.indices[0], p.indices.size());
|
||||
switch (p.layer.material_type) {
|
||||
// list of transparent materials taken from tile.h
|
||||
case TILE_MATERIAL_ALPHA:
|
||||
case TILE_MATERIAL_LIQUID_TRANSPARENT:
|
||||
case TILE_MATERIAL_WAVING_LIQUID_TRANSPARENT:
|
||||
{
|
||||
buf->append(&p.vertices[0], p.vertices.size(),
|
||||
&p.indices[0], 0);
|
||||
|
||||
MeshTriangle t;
|
||||
t.buffer = buf;
|
||||
for (u32 i = 0; i < p.indices.size(); i += 3) {
|
||||
t.p1 = p.indices[i];
|
||||
t.p2 = p.indices[i + 1];
|
||||
t.p3 = p.indices[i + 2];
|
||||
t.updateAttributes();
|
||||
m_transparent_triangles.push_back(t);
|
||||
}
|
||||
}
|
||||
break;
|
||||
default:
|
||||
buf->append(&p.vertices[0], p.vertices.size(),
|
||||
&p.indices[0], p.indices.size());
|
||||
break;
|
||||
}
|
||||
mesh->addMeshBuffer(buf);
|
||||
buf->drop();
|
||||
}
|
||||
@ -1187,6 +1378,7 @@ MapBlockMesh::MapBlockMesh(MeshMakeData *data, v3s16 camera_offset):
|
||||
}
|
||||
|
||||
//std::cout<<"added "<<fastfaces.getSize()<<" faces."<<std::endl;
|
||||
m_bsp_tree.buildTree(&m_transparent_triangles);
|
||||
|
||||
// Check if animation is required for this mesh
|
||||
m_has_animation =
|
||||
@ -1298,6 +1490,67 @@ bool MapBlockMesh::animate(bool faraway, float time, int crack,
|
||||
return true;
|
||||
}
|
||||
|
||||
void MapBlockMesh::updateTransparentBuffers(v3f camera_pos, v3s16 block_pos)
|
||||
{
|
||||
// nothing to do if the entire block is opaque
|
||||
if (m_transparent_triangles.empty())
|
||||
return;
|
||||
|
||||
v3f block_posf = intToFloat(block_pos * MAP_BLOCKSIZE, BS);
|
||||
v3f rel_camera_pos = camera_pos - block_posf;
|
||||
|
||||
std::vector<s32> triangle_refs;
|
||||
m_bsp_tree.traverse(rel_camera_pos, triangle_refs);
|
||||
|
||||
// arrange index sequences into partial buffers
|
||||
m_transparent_buffers.clear();
|
||||
|
||||
scene::SMeshBuffer *current_buffer = nullptr;
|
||||
std::vector<u16> current_strain;
|
||||
for (auto i : triangle_refs) {
|
||||
const auto &t = m_transparent_triangles[i];
|
||||
if (current_buffer != t.buffer) {
|
||||
if (current_buffer) {
|
||||
m_transparent_buffers.emplace_back(current_buffer, current_strain);
|
||||
current_strain.clear();
|
||||
}
|
||||
current_buffer = t.buffer;
|
||||
}
|
||||
current_strain.push_back(t.p1);
|
||||
current_strain.push_back(t.p2);
|
||||
current_strain.push_back(t.p3);
|
||||
}
|
||||
|
||||
if (!current_strain.empty())
|
||||
m_transparent_buffers.emplace_back(current_buffer, current_strain);
|
||||
}
|
||||
|
||||
void MapBlockMesh::consolidateTransparentBuffers()
|
||||
{
|
||||
m_transparent_buffers.clear();
|
||||
|
||||
scene::SMeshBuffer *current_buffer = nullptr;
|
||||
std::vector<u16> current_strain;
|
||||
|
||||
// use the fact that m_transparent_triangles is already arranged by buffer
|
||||
for (const auto &t : m_transparent_triangles) {
|
||||
if (current_buffer != t.buffer) {
|
||||
if (current_buffer != nullptr) {
|
||||
this->m_transparent_buffers.emplace_back(current_buffer, current_strain);
|
||||
current_strain.clear();
|
||||
}
|
||||
current_buffer = t.buffer;
|
||||
}
|
||||
current_strain.push_back(t.p1);
|
||||
current_strain.push_back(t.p2);
|
||||
current_strain.push_back(t.p3);
|
||||
}
|
||||
|
||||
if (!current_strain.empty()) {
|
||||
this->m_transparent_buffers.emplace_back(current_buffer, current_strain);
|
||||
}
|
||||
}
|
||||
|
||||
video::SColor encode_light(u16 light, u8 emissive_light)
|
||||
{
|
||||
// Get components
|
||||
|
@ -71,6 +71,91 @@ struct MeshMakeData
|
||||
void setSmoothLighting(bool smooth_lighting);
|
||||
};
|
||||
|
||||
// represents a triangle as indexes into the vertex buffer in SMeshBuffer
|
||||
class MeshTriangle
|
||||
{
|
||||
public:
|
||||
scene::SMeshBuffer *buffer;
|
||||
u16 p1, p2, p3;
|
||||
v3f centroid;
|
||||
float areaSQ;
|
||||
|
||||
void updateAttributes()
|
||||
{
|
||||
v3f v1 = buffer->getPosition(p1);
|
||||
v3f v2 = buffer->getPosition(p2);
|
||||
v3f v3 = buffer->getPosition(p3);
|
||||
|
||||
centroid = (v1 + v2 + v3) / 3;
|
||||
areaSQ = (v2-v1).crossProduct(v3-v1).getLengthSQ() / 4;
|
||||
}
|
||||
|
||||
v3f getNormal() const {
|
||||
v3f v1 = buffer->getPosition(p1);
|
||||
v3f v2 = buffer->getPosition(p2);
|
||||
v3f v3 = buffer->getPosition(p3);
|
||||
|
||||
return (v2-v1).crossProduct(v3-v1);
|
||||
}
|
||||
};
|
||||
|
||||
/**
|
||||
* Implements a binary space partitioning tree
|
||||
* See also: https://en.wikipedia.org/wiki/Binary_space_partitioning
|
||||
*/
|
||||
class MapBlockBspTree
|
||||
{
|
||||
public:
|
||||
MapBlockBspTree() {}
|
||||
|
||||
void buildTree(const std::vector<MeshTriangle> *triangles);
|
||||
|
||||
void traverse(v3f viewpoint, std::vector<s32> &output) const
|
||||
{
|
||||
traverse(root, viewpoint, output);
|
||||
}
|
||||
|
||||
private:
|
||||
// Tree node definition;
|
||||
struct TreeNode
|
||||
{
|
||||
v3f normal;
|
||||
v3f origin;
|
||||
std::vector<s32> triangle_refs;
|
||||
s32 front_ref;
|
||||
s32 back_ref;
|
||||
|
||||
TreeNode() = default;
|
||||
TreeNode(v3f normal, v3f origin, const std::vector<s32> &triangle_refs, s32 front_ref, s32 back_ref) :
|
||||
normal(normal), origin(origin), triangle_refs(triangle_refs), front_ref(front_ref), back_ref(back_ref)
|
||||
{}
|
||||
};
|
||||
|
||||
|
||||
s32 buildTree(v3f normal, v3f origin, float delta, const std::vector<s32> &list, u32 depth);
|
||||
void traverse(s32 node, v3f viewpoint, std::vector<s32> &output) const;
|
||||
|
||||
const std::vector<MeshTriangle> *triangles = nullptr; // this reference is managed externally
|
||||
std::vector<TreeNode> nodes; // list of nodes
|
||||
s32 root = -1; // index of the root node
|
||||
};
|
||||
|
||||
class PartialMeshBuffer
|
||||
{
|
||||
public:
|
||||
PartialMeshBuffer(scene::SMeshBuffer *buffer, const std::vector<u16> &vertex_indexes) :
|
||||
m_buffer(buffer), m_vertex_indexes(vertex_indexes)
|
||||
{}
|
||||
|
||||
scene::IMeshBuffer *getBuffer() const { return m_buffer; }
|
||||
const std::vector<u16> &getVertexIndexes() const { return m_vertex_indexes; }
|
||||
|
||||
void beforeDraw() const;
|
||||
private:
|
||||
scene::SMeshBuffer *m_buffer;
|
||||
std::vector<u16> m_vertex_indexes;
|
||||
};
|
||||
|
||||
/*
|
||||
Holds a mesh for a mapblock.
|
||||
|
||||
@ -125,6 +210,15 @@ public:
|
||||
m_animation_force_timer--;
|
||||
}
|
||||
|
||||
/// update transparent buffers to render towards the camera
|
||||
void updateTransparentBuffers(v3f camera_pos, v3s16 block_pos);
|
||||
void consolidateTransparentBuffers();
|
||||
|
||||
/// get the list of transparent buffers
|
||||
const std::vector<PartialMeshBuffer> &getTransparentBuffers() const
|
||||
{
|
||||
return this->m_transparent_buffers;
|
||||
}
|
||||
private:
|
||||
scene::IMesh *m_mesh[MAX_TILE_LAYERS];
|
||||
MinimapMapblock *m_minimap_mapblock;
|
||||
@ -158,6 +252,13 @@ private:
|
||||
// of sunlit vertices
|
||||
// Keys are pairs of (mesh index, buffer index in the mesh)
|
||||
std::map<std::pair<u8, u32>, std::map<u32, video::SColor > > m_daynight_diffs;
|
||||
|
||||
// list of all semitransparent triangles in the mapblock
|
||||
std::vector<MeshTriangle> m_transparent_triangles;
|
||||
// Binary Space Partitioning tree for the block
|
||||
MapBlockBspTree m_bsp_tree;
|
||||
// Ordered list of references to parts of transparent buffers to draw
|
||||
std::vector<PartialMeshBuffer> m_transparent_buffers;
|
||||
};
|
||||
|
||||
/*!
|
||||
|
@ -260,6 +260,18 @@ struct TileLayer
|
||||
&& (material_flags & MATERIAL_FLAG_TILEABLE_VERTICAL);
|
||||
}
|
||||
|
||||
bool isTransparent() const
|
||||
{
|
||||
switch (material_type) {
|
||||
case TILE_MATERIAL_BASIC:
|
||||
case TILE_MATERIAL_ALPHA:
|
||||
case TILE_MATERIAL_LIQUID_TRANSPARENT:
|
||||
case TILE_MATERIAL_WAVING_LIQUID_TRANSPARENT:
|
||||
return true;
|
||||
}
|
||||
return false;
|
||||
}
|
||||
|
||||
// Ordered for size, please do not reorder
|
||||
|
||||
video::ITexture *texture = nullptr;
|
||||
@ -308,7 +320,8 @@ struct TileSpec
|
||||
for (int layer = 0; layer < MAX_TILE_LAYERS; layer++) {
|
||||
if (layers[layer] != other.layers[layer])
|
||||
return false;
|
||||
if (!layers[layer].isTileable())
|
||||
// Only non-transparent tiles can be merged into fast faces
|
||||
if (layers[layer].isTransparent() || !layers[layer].isTileable())
|
||||
return false;
|
||||
}
|
||||
return rotation == 0
|
||||
|
@ -244,6 +244,7 @@ void set_default_settings()
|
||||
settings->setDefault("enable_particles", "true");
|
||||
settings->setDefault("arm_inertia", "true");
|
||||
settings->setDefault("show_nametag_backgrounds", "true");
|
||||
settings->setDefault("transparency_sorting_distance", "16");
|
||||
|
||||
settings->setDefault("enable_minimap", "true");
|
||||
settings->setDefault("minimap_shape_round", "true");
|
||||
|
Loading…
Reference in New Issue
Block a user