Restore approximate occlusion check

While less precise, it worked better which is what matters in the end.
This commit is contained in:
sfan5 2019-08-23 21:52:11 +02:00
parent b14aa305ce
commit e8716ffede
2 changed files with 14 additions and 27 deletions

@ -1033,21 +1033,11 @@ void Map::removeNodeTimer(v3s16 p)
} }
bool Map::isOccluded(const v3s16 &pos_camera, const v3s16 &pos_target, bool Map::isOccluded(const v3s16 &pos_camera, const v3s16 &pos_target,
const core::aabbox3d<s16> &block_bounds, float step, float stepfac, float offset, float step, float stepfac, float offset, float end_offset, u32 needed_count)
u32 needed_count)
{ {
// Worst-case safety distance to keep to the target position
// Anything smaller than the mapblock diagonal could result in in self-occlusion
// Diagonal = sqrt(1*1 + 1*1 + 1*1)
const static float BLOCK_DIAGONAL = BS * MAP_BLOCKSIZE * 1.732f;
v3f direction = intToFloat(pos_target - pos_camera, BS); v3f direction = intToFloat(pos_target - pos_camera, BS);
float distance = direction.getLength(); float distance = direction.getLength();
// Disable occlusion culling for near mapblocks in underground
if (distance < BLOCK_DIAGONAL)
return false;
// Normalize direction vector // Normalize direction vector
if (distance > 0.0f) if (distance > 0.0f)
direction /= distance; direction /= distance;
@ -1056,17 +1046,10 @@ bool Map::isOccluded(const v3s16 &pos_camera, const v3s16 &pos_target,
u32 count = 0; u32 count = 0;
bool is_valid_position; bool is_valid_position;
for (; offset < distance; offset += step) { for (; offset < distance + end_offset; offset += step) {
v3f pos_node_f = pos_origin_f + direction * offset; v3f pos_node_f = pos_origin_f + direction * offset;
v3s16 pos_node = floatToInt(pos_node_f, BS); v3s16 pos_node = floatToInt(pos_node_f, BS);
if (offset > distance - BLOCK_DIAGONAL) {
// Do accurate position checks:
// Check whether the node is inside the current mapblock
if (block_bounds.isPointInside(pos_node))
return false;
}
MapNode node = getNode(pos_node, &is_valid_position); MapNode node = getNode(pos_node, &is_valid_position);
if (is_valid_position && if (is_valid_position &&
@ -1098,10 +1081,7 @@ bool Map::isBlockOccluded(MapBlock *block, v3s16 cam_pos_nodes)
v3s16(-1, -1, -1) * bs2, v3s16(-1, -1, -1) * bs2,
}; };
// Minimal and maximal positions in the mapblock v3s16 pos_blockcenter = block->getPosRelative() + (MAP_BLOCKSIZE / 2);
core::aabbox3d<s16> block_bounds = block->getBox();
v3s16 pos_blockcenter = block_bounds.MinEdge + (MAP_BLOCKSIZE / 2);
// Starting step size, value between 1m and sqrt(3)m // Starting step size, value between 1m and sqrt(3)m
float step = BS * 1.2f; float step = BS * 1.2f;
@ -1110,14 +1090,21 @@ bool Map::isBlockOccluded(MapBlock *block, v3s16 cam_pos_nodes)
float start_offset = BS * 1.0f; float start_offset = BS * 1.0f;
// The occlusion search of 'isOccluded()' must stop short of the target
// point by distance 'end_offset' to not enter the target mapblock.
// For the 8 mapblock corners 'end_offset' must therefore be the maximum
// diagonal of a mapblock, because we must consider all view angles.
// sqrt(1^2 + 1^2 + 1^2) = 1.732
float end_offset = -BS * MAP_BLOCKSIZE * 1.732f;
// to reduce the likelihood of falsely occluded blocks // to reduce the likelihood of falsely occluded blocks
// require at least two solid blocks // require at least two solid blocks
// this is a HACK, we should think of a more precise algorithm // this is a HACK, we should think of a more precise algorithm
u32 needed_count = 2; u32 needed_count = 2;
for (const v3s16 &dir : dir9) { for (const v3s16 &dir : dir9) {
if (!isOccluded(cam_pos_nodes, pos_blockcenter + dir, block_bounds, if (!isOccluded(cam_pos_nodes, pos_blockcenter + dir, step, stepfac,
step, stepfac, start_offset, needed_count)) start_offset, end_offset, needed_count))
return false; return false;
} }
return true; return true;

@ -311,8 +311,8 @@ protected:
const NodeDefManager *m_nodedef; const NodeDefManager *m_nodedef;
bool isOccluded(const v3s16 &pos_camera, const v3s16 &pos_target, bool isOccluded(const v3s16 &pos_camera, const v3s16 &pos_target,
const core::aabbox3d<s16> &block_bounds, float step, float stepfac, float step, float stepfac, float start_offset, float end_offset,
float offset, u32 needed_count); u32 needed_count);
private: private:
f32 m_transforming_liquid_loop_count_multiplier = 1.0f; f32 m_transforming_liquid_loop_count_multiplier = 1.0f;