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Allow cheaper culling checks at a distance (#14073)
* Allow cheaper culling checks at a distance * Pick a random ray, so that far missing block will eventually be shown
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@ -2061,8 +2061,8 @@ liquid_update (Liquid update tick) float 1.0 0.001
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# as well as sometimes on land).
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# Setting this to a value greater than max_block_send_distance disables this
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# optimization.
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# Stated in mapblocks (16 nodes).
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block_send_optimize_distance (Block send optimize distance) int 4 2 32767
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# Stated in MapBlocks (16 nodes).
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block_send_optimize_distance (Block send optimize distance) int 4 2 2047
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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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@ -2070,6 +2070,13 @@ block_send_optimize_distance (Block send optimize distance) int 4 2 32767
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# invisible blocks, so that the utility of noclip mode is reduced.
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server_side_occlusion_culling (Server-side occlusion culling) bool true
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# At this distance the server will perform a simpler and cheaper occlusion check.
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# Smaller values potentially improve performance, at the expense of temporarily visible
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# rendering glitches (missing blocks).
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# This is especially useful for very large viewing range (upwards of 500).
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# Stated in MapBlocks (16 nodes).
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block_cull_optimize_distance (Block cull optimize distance) int 20 2 2047
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[**Mapgen]
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# Size of mapchunks generated by mapgen, stated in mapblocks (16 nodes).
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@ -59,6 +59,7 @@ RemoteClient::RemoteClient() :
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g_settings->getFloat("full_block_send_enable_min_time_from_building")),
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m_max_send_distance(g_settings->getS16("max_block_send_distance")),
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m_block_optimize_distance(g_settings->getS16("block_send_optimize_distance")),
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m_block_cull_optimize_distance(g_settings->getS16("block_cull_optimize_distance")),
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m_max_gen_distance(g_settings->getS16("max_block_generate_distance")),
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m_occ_cull(g_settings->getBool("server_side_occlusion_culling"))
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{
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@ -225,6 +226,8 @@ void RemoteClient::GetNextBlocks (
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wanted_range);
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const s16 d_opt = std::min(adjustDist(m_block_optimize_distance, prop_zoom_fov),
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wanted_range);
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const s16 d_cull_opt = std::min(adjustDist(m_block_cull_optimize_distance, prop_zoom_fov),
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wanted_range);
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const s16 d_blocks_in_sight = full_d_max * BS * MAP_BLOCKSIZE;
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s16 d_max_gen = std::min(adjustDist(m_max_gen_distance, prop_zoom_fov),
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@ -355,7 +358,7 @@ void RemoteClient::GetNextBlocks (
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continue;
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if (m_occ_cull && !block_not_found &&
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env->getMap().isBlockOccluded(block, cam_pos_nodes)) {
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env->getMap().isBlockOccluded(block, cam_pos_nodes, d >= d_cull_opt)) {
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m_blocks_occ.insert(p);
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continue;
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}
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@ -397,6 +397,7 @@ private:
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const float m_min_time_from_building;
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const s16 m_max_send_distance;
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const s16 m_block_optimize_distance;
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const s16 m_block_cull_optimize_distance;
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const s16 m_max_gen_distance;
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const bool m_occ_cull;
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@ -393,6 +393,7 @@ void set_default_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", "12");
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settings->setDefault("block_send_optimize_distance", "4");
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settings->setDefault("block_cull_optimize_distance", "20");
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settings->setDefault("server_side_occlusion_culling", "true");
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settings->setDefault("csm_restriction_flags", "62");
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settings->setDefault("csm_restriction_noderange", "0");
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10
src/map.cpp
10
src/map.cpp
@ -1155,7 +1155,7 @@ bool Map::isOccluded(const v3s16 &pos_camera, const v3s16 &pos_target,
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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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bool Map::isBlockOccluded(MapBlock *block, v3s16 cam_pos_nodes, bool simple_check)
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{
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// Check occlusion for center and all 8 corners of the mapblock
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// Overshoot a little for less flickering
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@ -1193,6 +1193,14 @@ bool Map::isBlockOccluded(MapBlock *block, v3s16 cam_pos_nodes)
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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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v3s16 random_point(myrand_range(-bs2, bs2), myrand_range(-bs2, bs2), myrand_range(-bs2, bs2));
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if (!isOccluded(cam_pos_nodes, pos_blockcenter + random_point, step, stepfac,
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start_offset, end_offset, needed_count))
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return false;
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if (simple_check)
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return true;
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// Additional occlusion check, see comments in that function
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v3s16 check;
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if (determineAdditionalOcclusionCheck(cam_pos_nodes, block->getBox(), check)) {
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@ -305,7 +305,7 @@ public:
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}
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}
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bool isBlockOccluded(MapBlock *block, v3s16 cam_pos_nodes);
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bool isBlockOccluded(MapBlock *block, v3s16 cam_pos_nodes, bool simple_check = false);
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protected:
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IGameDef *m_gamedef;
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