mirror of
https://github.com/minetest/minetest.git
synced 2024-11-27 01:53:45 +01:00
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
This commit is contained in:
parent
16c22477c2
commit
ca1a723890
@ -2061,8 +2061,8 @@ liquid_update (Liquid update tick) float 1.0 0.001
|
||||
# as well as sometimes on land).
|
||||
# Setting this to a value greater than max_block_send_distance disables this
|
||||
# optimization.
|
||||
# Stated in mapblocks (16 nodes).
|
||||
block_send_optimize_distance (Block send optimize distance) int 4 2 32767
|
||||
# Stated in MapBlocks (16 nodes).
|
||||
block_send_optimize_distance (Block send optimize distance) int 4 2 2047
|
||||
|
||||
# If enabled, the server will perform map block occlusion culling based on
|
||||
# on the eye position of the player. This can reduce the number of blocks
|
||||
@ -2070,6 +2070,13 @@ block_send_optimize_distance (Block send optimize distance) int 4 2 32767
|
||||
# invisible blocks, so that the utility of noclip mode is reduced.
|
||||
server_side_occlusion_culling (Server-side occlusion culling) bool true
|
||||
|
||||
# At this distance the server will perform a simpler and cheaper occlusion check.
|
||||
# Smaller values potentially improve performance, at the expense of temporarily visible
|
||||
# rendering glitches (missing blocks).
|
||||
# This is especially useful for very large viewing range (upwards of 500).
|
||||
# Stated in MapBlocks (16 nodes).
|
||||
block_cull_optimize_distance (Block cull optimize distance) int 20 2 2047
|
||||
|
||||
[**Mapgen]
|
||||
|
||||
# Size of mapchunks generated by mapgen, stated in mapblocks (16 nodes).
|
||||
|
@ -59,6 +59,7 @@ RemoteClient::RemoteClient() :
|
||||
g_settings->getFloat("full_block_send_enable_min_time_from_building")),
|
||||
m_max_send_distance(g_settings->getS16("max_block_send_distance")),
|
||||
m_block_optimize_distance(g_settings->getS16("block_send_optimize_distance")),
|
||||
m_block_cull_optimize_distance(g_settings->getS16("block_cull_optimize_distance")),
|
||||
m_max_gen_distance(g_settings->getS16("max_block_generate_distance")),
|
||||
m_occ_cull(g_settings->getBool("server_side_occlusion_culling"))
|
||||
{
|
||||
@ -225,6 +226,8 @@ void RemoteClient::GetNextBlocks (
|
||||
wanted_range);
|
||||
const s16 d_opt = std::min(adjustDist(m_block_optimize_distance, prop_zoom_fov),
|
||||
wanted_range);
|
||||
const s16 d_cull_opt = std::min(adjustDist(m_block_cull_optimize_distance, prop_zoom_fov),
|
||||
wanted_range);
|
||||
const s16 d_blocks_in_sight = full_d_max * BS * MAP_BLOCKSIZE;
|
||||
|
||||
s16 d_max_gen = std::min(adjustDist(m_max_gen_distance, prop_zoom_fov),
|
||||
@ -355,7 +358,7 @@ void RemoteClient::GetNextBlocks (
|
||||
continue;
|
||||
|
||||
if (m_occ_cull && !block_not_found &&
|
||||
env->getMap().isBlockOccluded(block, cam_pos_nodes)) {
|
||||
env->getMap().isBlockOccluded(block, cam_pos_nodes, d >= d_cull_opt)) {
|
||||
m_blocks_occ.insert(p);
|
||||
continue;
|
||||
}
|
||||
|
@ -397,6 +397,7 @@ private:
|
||||
const float m_min_time_from_building;
|
||||
const s16 m_max_send_distance;
|
||||
const s16 m_block_optimize_distance;
|
||||
const s16 m_block_cull_optimize_distance;
|
||||
const s16 m_max_gen_distance;
|
||||
const bool m_occ_cull;
|
||||
|
||||
|
@ -393,6 +393,7 @@ void set_default_settings()
|
||||
// This causes frametime jitter on client side, or does it?
|
||||
settings->setDefault("max_block_send_distance", "12");
|
||||
settings->setDefault("block_send_optimize_distance", "4");
|
||||
settings->setDefault("block_cull_optimize_distance", "20");
|
||||
settings->setDefault("server_side_occlusion_culling", "true");
|
||||
settings->setDefault("csm_restriction_flags", "62");
|
||||
settings->setDefault("csm_restriction_noderange", "0");
|
||||
|
10
src/map.cpp
10
src/map.cpp
@ -1155,7 +1155,7 @@ bool Map::isOccluded(const v3s16 &pos_camera, const v3s16 &pos_target,
|
||||
return false;
|
||||
}
|
||||
|
||||
bool Map::isBlockOccluded(MapBlock *block, v3s16 cam_pos_nodes)
|
||||
bool Map::isBlockOccluded(MapBlock *block, v3s16 cam_pos_nodes, bool simple_check)
|
||||
{
|
||||
// Check occlusion for center and all 8 corners of the mapblock
|
||||
// Overshoot a little for less flickering
|
||||
@ -1193,6 +1193,14 @@ bool Map::isBlockOccluded(MapBlock *block, v3s16 cam_pos_nodes)
|
||||
// this is a HACK, we should think of a more precise algorithm
|
||||
u32 needed_count = 2;
|
||||
|
||||
v3s16 random_point(myrand_range(-bs2, bs2), myrand_range(-bs2, bs2), myrand_range(-bs2, bs2));
|
||||
if (!isOccluded(cam_pos_nodes, pos_blockcenter + random_point, step, stepfac,
|
||||
start_offset, end_offset, needed_count))
|
||||
return false;
|
||||
|
||||
if (simple_check)
|
||||
return true;
|
||||
|
||||
// Additional occlusion check, see comments in that function
|
||||
v3s16 check;
|
||||
if (determineAdditionalOcclusionCheck(cam_pos_nodes, block->getBox(), check)) {
|
||||
|
@ -305,7 +305,7 @@ public:
|
||||
}
|
||||
}
|
||||
|
||||
bool isBlockOccluded(MapBlock *block, v3s16 cam_pos_nodes);
|
||||
bool isBlockOccluded(MapBlock *block, v3s16 cam_pos_nodes, bool simple_check = false);
|
||||
protected:
|
||||
IGameDef *m_gamedef;
|
||||
|
||||
|
Loading…
Reference in New Issue
Block a user