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Allow server side occlusion culling.
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6738c7e9a3
commit
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@ -864,6 +864,12 @@ liquid_update (Liquid update tick) float 1.0
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# Stated in mapblocks (16 nodes)
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block_send_optimize_distance (block send optimize distance) int 4 2
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# If enabled the server will perform map block occlusion culling based on
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# on the eye position of the player. This can reduce the number of blocks
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# sent to the client 50-80%. The client will not longer receive most invisible
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# so that the utility of noclip mode is reduced.
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server_side_occlusion_culling (Server side occlusion culling) bool false
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[*Mapgen]
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# Name of map generator to be used when creating a new world.
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@ -1056,6 +1056,12 @@
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# type: int min: 2
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# block_send_optimize_distance = 4
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# If enabled the server will perform map block occlusion culling based on
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# on the eye position of the player. This can reduce the number of blocks
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# sent to the client 50-80%. The client will not longer receive most invisible
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# so that the utility of noclip mode is reduced.
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server_side_occlusion_culling = false
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## Mapgen
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# Name of map generator to be used when creating a new world.
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@ -197,6 +197,9 @@ void RemoteClient::GetNextBlocks (
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s32 nearest_sent_d = -1;
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//bool queue_is_full = false;
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const v3s16 cam_pos_nodes = floatToInt(camera_pos, BS);
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const bool occ_cull = g_settings->getBool("server_side_occlusion_culling");
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s16 d;
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for(d = d_start; d <= d_max; d++) {
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/*
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@ -298,6 +301,11 @@ void RemoteClient::GetNextBlocks (
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if(block->getDayNightDiff() == false)
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continue;
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}
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if (occ_cull && !block_is_invalid &&
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env->getMap().isBlockOccluded(block, cam_pos_nodes)) {
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continue;
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}
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}
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/*
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@ -109,35 +109,6 @@ void ClientMap::OnRegisterSceneNode()
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ISceneNode::OnRegisterSceneNode();
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}
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static bool isOccluded(Map *map, v3s16 p0, v3s16 p1, float step, float stepfac,
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float start_off, float end_off, u32 needed_count, INodeDefManager *nodemgr)
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{
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float d0 = (float)BS * p0.getDistanceFrom(p1);
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v3s16 u0 = p1 - p0;
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v3f uf = v3f(u0.X, u0.Y, u0.Z) * BS;
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uf.normalize();
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v3f p0f = v3f(p0.X, p0.Y, p0.Z) * BS;
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u32 count = 0;
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for(float s=start_off; s<d0+end_off; s+=step){
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v3f pf = p0f + uf * s;
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v3s16 p = floatToInt(pf, BS);
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MapNode n = map->getNodeNoEx(p);
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bool is_transparent = false;
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const ContentFeatures &f = nodemgr->get(n);
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if(f.solidness == 0)
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is_transparent = (f.visual_solidness != 2);
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else
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is_transparent = (f.solidness != 2);
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if(!is_transparent){
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count++;
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if(count >= needed_count)
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return true;
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}
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step *= stepfac;
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}
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return false;
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}
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void ClientMap::getBlocksInViewRange(v3s16 cam_pos_nodes,
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v3s16 *p_blocks_min, v3s16 *p_blocks_max)
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{
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@ -273,43 +244,7 @@ void ClientMap::updateDrawList(video::IVideoDriver* driver)
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/*
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Occlusion culling
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*/
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v3s16 cpn = block->getPos() * MAP_BLOCKSIZE;
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cpn += v3s16(MAP_BLOCKSIZE / 2, MAP_BLOCKSIZE / 2, MAP_BLOCKSIZE / 2);
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float step = BS * 1;
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float stepfac = 1.1;
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float startoff = BS * 1;
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// The occlusion search of 'isOccluded()' must stop short of the target
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// point by distance 'endoff' (end offset) to not enter the target mapblock.
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// For the 8 mapblock corners 'endoff' 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 endoff = -BS * MAP_BLOCKSIZE * 1.732050807569;
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v3s16 spn = cam_pos_nodes;
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s16 bs2 = MAP_BLOCKSIZE / 2 + 1;
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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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if (occlusion_culling_enabled &&
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// For the central point of the mapblock 'endoff' can be halved
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isOccluded(this, spn, cpn,
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step, stepfac, startoff, endoff / 2.0f, needed_count, m_nodedef) &&
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isOccluded(this, spn, cpn + v3s16(bs2,bs2,bs2),
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step, stepfac, startoff, endoff, needed_count, m_nodedef) &&
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isOccluded(this, spn, cpn + v3s16(bs2,bs2,-bs2),
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step, stepfac, startoff, endoff, needed_count, m_nodedef) &&
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isOccluded(this, spn, cpn + v3s16(bs2,-bs2,bs2),
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step, stepfac, startoff, endoff, needed_count, m_nodedef) &&
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isOccluded(this, spn, cpn + v3s16(bs2,-bs2,-bs2),
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step, stepfac, startoff, endoff, needed_count, m_nodedef) &&
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isOccluded(this, spn, cpn + v3s16(-bs2,bs2,bs2),
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step, stepfac, startoff, endoff, needed_count, m_nodedef) &&
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isOccluded(this, spn, cpn + v3s16(-bs2,bs2,-bs2),
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step, stepfac, startoff, endoff, needed_count, m_nodedef) &&
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isOccluded(this, spn, cpn + v3s16(-bs2,-bs2,bs2),
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step, stepfac, startoff, endoff, needed_count, m_nodedef) &&
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isOccluded(this, spn, cpn + v3s16(-bs2,-bs2,-bs2),
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step, stepfac, startoff, endoff, needed_count, m_nodedef)) {
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if (occlusion_culling_enabled && isBlockOccluded(block, cam_pos_nodes)) {
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blocks_occlusion_culled++;
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continue;
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}
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@ -282,6 +282,7 @@ void set_default_settings(Settings *settings)
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// This causes frametime jitter on client side, or does it?
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settings->setDefault("max_block_send_distance", "9");
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settings->setDefault("block_send_optimize_distance", "4");
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settings->setDefault("server_side_occlusion_culling", "false");
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settings->setDefault("max_clearobjects_extra_loaded_blocks", "4096");
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settings->setDefault("time_speed", "72");
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settings->setDefault("server_unload_unused_data_timeout", "29");
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66
src/map.cpp
66
src/map.cpp
@ -1157,6 +1157,72 @@ 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 p0, v3s16 p1, float step, float stepfac,
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float start_off, float end_off, u32 needed_count)
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{
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float d0 = (float)BS * p0.getDistanceFrom(p1);
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v3s16 u0 = p1 - p0;
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v3f uf = v3f(u0.X, u0.Y, u0.Z) * BS;
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uf.normalize();
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v3f p0f = v3f(p0.X, p0.Y, p0.Z) * BS;
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u32 count = 0;
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for(float s=start_off; s<d0+end_off; s+=step){
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v3f pf = p0f + uf * s;
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v3s16 p = floatToInt(pf, BS);
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MapNode n = getNodeNoEx(p);
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const ContentFeatures &f = m_nodedef->get(n);
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if(f.drawtype == NDT_NORMAL){
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// not transparent, see ContentFeature::updateTextures
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count++;
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if(count >= needed_count)
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return true;
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}
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step *= stepfac;
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}
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return false;
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}
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bool Map::isBlockOccluded(MapBlock *block, v3s16 cam_pos_nodes) {
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v3s16 cpn = block->getPos() * MAP_BLOCKSIZE;
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cpn += v3s16(MAP_BLOCKSIZE / 2, MAP_BLOCKSIZE / 2, MAP_BLOCKSIZE / 2);
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float step = BS * 1;
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float stepfac = 1.1;
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float startoff = BS * 1;
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// The occlusion search of 'isOccluded()' must stop short of the target
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// point by distance 'endoff' (end offset) to not enter the target mapblock.
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// For the 8 mapblock corners 'endoff' 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 endoff = -BS * MAP_BLOCKSIZE * 1.732050807569;
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v3s16 spn = cam_pos_nodes;
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s16 bs2 = MAP_BLOCKSIZE / 2 + 1;
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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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return (
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// For the central point of the mapblock 'endoff' can be halved
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isOccluded(spn, cpn,
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step, stepfac, startoff, endoff / 2.0f, needed_count) &&
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isOccluded(spn, cpn + v3s16(bs2,bs2,bs2),
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step, stepfac, startoff, endoff, needed_count) &&
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isOccluded(spn, cpn + v3s16(bs2,bs2,-bs2),
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step, stepfac, startoff, endoff, needed_count) &&
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isOccluded(spn, cpn + v3s16(bs2,-bs2,bs2),
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step, stepfac, startoff, endoff, needed_count) &&
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isOccluded(spn, cpn + v3s16(bs2,-bs2,-bs2),
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step, stepfac, startoff, endoff, needed_count) &&
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isOccluded(spn, cpn + v3s16(-bs2,bs2,bs2),
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step, stepfac, startoff, endoff, needed_count) &&
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isOccluded(spn, cpn + v3s16(-bs2,bs2,-bs2),
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step, stepfac, startoff, endoff, needed_count) &&
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isOccluded(spn, cpn + v3s16(-bs2,-bs2,bs2),
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step, stepfac, startoff, endoff, needed_count) &&
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isOccluded(spn, cpn + v3s16(-bs2,-bs2,-bs2),
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step, stepfac, startoff, endoff, needed_count));
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}
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/*
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ServerMap
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*/
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@ -314,6 +314,7 @@ public:
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void transforming_liquid_add(v3s16 p);
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s32 transforming_liquid_size();
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bool isBlockOccluded(MapBlock *block, v3s16 cam_pos_nodes);
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protected:
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friend class LuaVoxelManip;
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@ -335,6 +336,9 @@ protected:
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// This stores the properties of the nodes on the map.
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INodeDefManager *m_nodedef;
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bool isOccluded(v3s16 p0, v3s16 p1, float step, float stepfac,
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float start_off, float end_off, u32 needed_count);
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private:
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f32 m_transforming_liquid_loop_count_multiplier;
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u32 m_unprocessed_count;
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