mirror of
https://github.com/minetest/minetest.git
synced 2024-08-21 05:54:09 +02:00
Reorganize ClientMap rendering code for a bit more performance
- Don't select blocks for drawing in every frame - Sort meshbuffers by material before drawing
This commit is contained in:
parent
0e6f7a21c6
commit
ee2d9d973a
@ -157,43 +157,21 @@ static bool isOccluded(Map *map, v3s16 p0, v3s16 p1, float step, float stepfac,
|
||||
return false;
|
||||
}
|
||||
|
||||
void ClientMap::renderMap(video::IVideoDriver* driver, s32 pass)
|
||||
void ClientMap::updateDrawList(video::IVideoDriver* driver)
|
||||
{
|
||||
ScopeProfiler sp(g_profiler, "CM::updateDrawList()", SPT_AVG);
|
||||
g_profiler->add("CM::updateDrawList() count", 1);
|
||||
|
||||
INodeDefManager *nodemgr = m_gamedef->ndef();
|
||||
|
||||
//m_dout<<DTIME<<"Rendering map..."<<std::endl;
|
||||
DSTACK(__FUNCTION_NAME);
|
||||
|
||||
bool is_transparent_pass = pass == scene::ESNRP_TRANSPARENT;
|
||||
|
||||
std::string prefix;
|
||||
if(pass == scene::ESNRP_SOLID)
|
||||
prefix = "CM: solid: ";
|
||||
else
|
||||
prefix = "CM: transparent: ";
|
||||
|
||||
/*
|
||||
This is called two times per frame, reset on the non-transparent one
|
||||
*/
|
||||
if(pass == scene::ESNRP_SOLID)
|
||||
for(core::map<v3s16, MapBlock*>::Iterator
|
||||
i = m_drawlist.getIterator();
|
||||
i.atEnd() == false; i++)
|
||||
{
|
||||
m_last_drawn_sectors.clear();
|
||||
MapBlock *block = i.getNode()->getValue();
|
||||
block->refDrop();
|
||||
}
|
||||
|
||||
/*
|
||||
Get time for measuring timeout.
|
||||
|
||||
Measuring time is very useful for long delays when the
|
||||
machine is swapping a lot.
|
||||
*/
|
||||
int time1 = time(0);
|
||||
|
||||
/*
|
||||
Get animation parameters
|
||||
*/
|
||||
float animation_time = m_client->getAnimationTime();
|
||||
int crack = m_client->getCrackLevel();
|
||||
u32 daynight_ratio = m_client->getEnv().getDayNightRatio();
|
||||
m_drawlist.clear();
|
||||
|
||||
m_camera_mutex.Lock();
|
||||
v3f camera_position = m_camera_position;
|
||||
@ -201,17 +179,15 @@ void ClientMap::renderMap(video::IVideoDriver* driver, s32 pass)
|
||||
f32 camera_fov = m_camera_fov;
|
||||
m_camera_mutex.Unlock();
|
||||
|
||||
/*
|
||||
Get all blocks and draw all visible ones
|
||||
*/
|
||||
// Use a higher fov to accomodate faster camera movements.
|
||||
// Blocks are cropped better when they are drawn.
|
||||
// Or maybe they aren't? Well whatever.
|
||||
camera_fov *= 1.2;
|
||||
|
||||
v3s16 cam_pos_nodes = floatToInt(camera_position, BS);
|
||||
|
||||
v3s16 box_nodes_d = m_control.wanted_range * v3s16(1,1,1);
|
||||
|
||||
v3s16 p_nodes_min = cam_pos_nodes - box_nodes_d;
|
||||
v3s16 p_nodes_max = cam_pos_nodes + box_nodes_d;
|
||||
|
||||
// Take a fair amount as we will be dropping more out later
|
||||
// Umm... these additions are a bit strange but they are needed.
|
||||
v3s16 p_blocks_min(
|
||||
@ -223,13 +199,6 @@ void ClientMap::renderMap(video::IVideoDriver* driver, s32 pass)
|
||||
p_nodes_max.Y / MAP_BLOCKSIZE + 1,
|
||||
p_nodes_max.Z / MAP_BLOCKSIZE + 1);
|
||||
|
||||
u32 vertex_count = 0;
|
||||
u32 meshbuffer_count = 0;
|
||||
|
||||
// For limiting number of mesh animations per frame
|
||||
u32 mesh_animate_count = 0;
|
||||
u32 mesh_animate_count_far = 0;
|
||||
|
||||
// Number of blocks in rendering range
|
||||
u32 blocks_in_range = 0;
|
||||
// Number of blocks occlusion culled
|
||||
@ -242,18 +211,9 @@ void ClientMap::renderMap(video::IVideoDriver* driver, s32 pass)
|
||||
// Blocks that were drawn and had a mesh
|
||||
u32 blocks_drawn = 0;
|
||||
// Blocks which had a corresponding meshbuffer for this pass
|
||||
u32 blocks_had_pass_meshbuf = 0;
|
||||
//u32 blocks_had_pass_meshbuf = 0;
|
||||
// Blocks from which stuff was actually drawn
|
||||
u32 blocks_without_stuff = 0;
|
||||
|
||||
/*
|
||||
Collect a set of blocks for drawing
|
||||
*/
|
||||
|
||||
core::map<v3s16, MapBlock*> drawset;
|
||||
|
||||
{
|
||||
ScopeProfiler sp(g_profiler, prefix+"collecting blocks for drawing", SPT_AVG);
|
||||
//u32 blocks_without_stuff = 0;
|
||||
|
||||
for(core::map<v2s16, MapSector*>::Iterator
|
||||
si = m_sectors.getIterator();
|
||||
@ -380,36 +340,10 @@ void ClientMap::renderMap(video::IVideoDriver* driver, s32 pass)
|
||||
&& d > m_control.wanted_min_range * BS)
|
||||
continue;
|
||||
|
||||
// Mesh animation
|
||||
{
|
||||
//JMutexAutoLock lock(block->mesh_mutex);
|
||||
MapBlockMesh *mapBlockMesh = block->mesh;
|
||||
// Pretty random but this should work somewhat nicely
|
||||
bool faraway = d >= BS*50;
|
||||
//bool faraway = d >= m_control.wanted_range * BS;
|
||||
if(mapBlockMesh->isAnimationForced() ||
|
||||
!faraway ||
|
||||
mesh_animate_count_far < (m_control.range_all ? 200 : 50))
|
||||
{
|
||||
bool animated = mapBlockMesh->animate(
|
||||
faraway,
|
||||
animation_time,
|
||||
crack,
|
||||
daynight_ratio);
|
||||
if(animated)
|
||||
mesh_animate_count++;
|
||||
if(animated && faraway)
|
||||
mesh_animate_count_far++;
|
||||
}
|
||||
else
|
||||
{
|
||||
mapBlockMesh->decreaseAnimationForceTimer();
|
||||
}
|
||||
}
|
||||
|
||||
// Add to set
|
||||
drawset[block->getPos()] = block;
|
||||
|
||||
block->refGrab();
|
||||
m_drawlist[block->getPos()] = block;
|
||||
|
||||
sector_blocks_drawn++;
|
||||
blocks_drawn++;
|
||||
|
||||
@ -418,8 +352,127 @@ void ClientMap::renderMap(video::IVideoDriver* driver, s32 pass)
|
||||
if(sector_blocks_drawn != 0)
|
||||
m_last_drawn_sectors[sp] = true;
|
||||
}
|
||||
} // ScopeProfiler
|
||||
|
||||
g_profiler->avg("CM: blocks in range", blocks_in_range);
|
||||
g_profiler->avg("CM: blocks occlusion culled", blocks_occlusion_culled);
|
||||
if(blocks_in_range != 0)
|
||||
g_profiler->avg("CM: blocks in range without mesh (frac)",
|
||||
(float)blocks_in_range_without_mesh/blocks_in_range);
|
||||
g_profiler->avg("CM: blocks drawn", blocks_drawn);
|
||||
}
|
||||
|
||||
struct MeshBufList
|
||||
{
|
||||
video::SMaterial m;
|
||||
core::list<scene::IMeshBuffer*> bufs;
|
||||
};
|
||||
|
||||
struct MeshBufListList
|
||||
{
|
||||
core::list<MeshBufList> lists;
|
||||
|
||||
void clear()
|
||||
{
|
||||
lists.clear();
|
||||
}
|
||||
|
||||
void add(scene::IMeshBuffer *buf)
|
||||
{
|
||||
for(core::list<MeshBufList>::Iterator i = lists.begin();
|
||||
i != lists.end(); i++){
|
||||
MeshBufList &l = *i;
|
||||
if(l.m == buf->getMaterial()){
|
||||
l.bufs.push_back(buf);
|
||||
return;
|
||||
}
|
||||
}
|
||||
MeshBufList l;
|
||||
l.m = buf->getMaterial();
|
||||
l.bufs.push_back(buf);
|
||||
lists.push_back(l);
|
||||
}
|
||||
};
|
||||
|
||||
void ClientMap::renderMap(video::IVideoDriver* driver, s32 pass)
|
||||
{
|
||||
DSTACK(__FUNCTION_NAME);
|
||||
|
||||
bool is_transparent_pass = pass == scene::ESNRP_TRANSPARENT;
|
||||
|
||||
std::string prefix;
|
||||
if(pass == scene::ESNRP_SOLID)
|
||||
prefix = "CM: solid: ";
|
||||
else
|
||||
prefix = "CM: transparent: ";
|
||||
|
||||
/*
|
||||
This is called two times per frame, reset on the non-transparent one
|
||||
*/
|
||||
if(pass == scene::ESNRP_SOLID)
|
||||
{
|
||||
m_last_drawn_sectors.clear();
|
||||
}
|
||||
|
||||
/*
|
||||
Get time for measuring timeout.
|
||||
|
||||
Measuring time is very useful for long delays when the
|
||||
machine is swapping a lot.
|
||||
*/
|
||||
int time1 = time(0);
|
||||
|
||||
/*
|
||||
Get animation parameters
|
||||
*/
|
||||
float animation_time = m_client->getAnimationTime();
|
||||
int crack = m_client->getCrackLevel();
|
||||
u32 daynight_ratio = m_client->getEnv().getDayNightRatio();
|
||||
|
||||
m_camera_mutex.Lock();
|
||||
v3f camera_position = m_camera_position;
|
||||
v3f camera_direction = m_camera_direction;
|
||||
f32 camera_fov = m_camera_fov;
|
||||
m_camera_mutex.Unlock();
|
||||
|
||||
/*
|
||||
Get all blocks and draw all visible ones
|
||||
*/
|
||||
|
||||
v3s16 cam_pos_nodes = floatToInt(camera_position, BS);
|
||||
|
||||
v3s16 box_nodes_d = m_control.wanted_range * v3s16(1,1,1);
|
||||
|
||||
v3s16 p_nodes_min = cam_pos_nodes - box_nodes_d;
|
||||
v3s16 p_nodes_max = cam_pos_nodes + box_nodes_d;
|
||||
|
||||
// Take a fair amount as we will be dropping more out later
|
||||
// Umm... these additions are a bit strange but they are needed.
|
||||
v3s16 p_blocks_min(
|
||||
p_nodes_min.X / MAP_BLOCKSIZE - 3,
|
||||
p_nodes_min.Y / MAP_BLOCKSIZE - 3,
|
||||
p_nodes_min.Z / MAP_BLOCKSIZE - 3);
|
||||
v3s16 p_blocks_max(
|
||||
p_nodes_max.X / MAP_BLOCKSIZE + 1,
|
||||
p_nodes_max.Y / MAP_BLOCKSIZE + 1,
|
||||
p_nodes_max.Z / MAP_BLOCKSIZE + 1);
|
||||
|
||||
u32 vertex_count = 0;
|
||||
u32 meshbuffer_count = 0;
|
||||
|
||||
// For limiting number of mesh animations per frame
|
||||
u32 mesh_animate_count = 0;
|
||||
u32 mesh_animate_count_far = 0;
|
||||
|
||||
// Blocks that had mesh that would have been drawn according to
|
||||
// rendering range (if max blocks limit didn't kick in)
|
||||
u32 blocks_would_have_drawn = 0;
|
||||
// Blocks that were drawn and had a mesh
|
||||
u32 blocks_drawn = 0;
|
||||
// Blocks which had a corresponding meshbuffer for this pass
|
||||
u32 blocks_had_pass_meshbuf = 0;
|
||||
// Blocks from which stuff was actually drawn
|
||||
u32 blocks_without_stuff = 0;
|
||||
|
||||
/*
|
||||
Draw the selected MapBlocks
|
||||
*/
|
||||
@ -427,10 +480,90 @@ void ClientMap::renderMap(video::IVideoDriver* driver, s32 pass)
|
||||
{
|
||||
ScopeProfiler sp(g_profiler, prefix+"drawing blocks", SPT_AVG);
|
||||
|
||||
int timecheck_counter = 0;
|
||||
MeshBufListList drawbufs;
|
||||
|
||||
for(core::map<v3s16, MapBlock*>::Iterator
|
||||
i = drawset.getIterator();
|
||||
i = m_drawlist.getIterator();
|
||||
i.atEnd() == false; i++)
|
||||
{
|
||||
MapBlock *block = i.getNode()->getValue();
|
||||
|
||||
// If the mesh of the block happened to get deleted, ignore it
|
||||
if(block->mesh == NULL)
|
||||
continue;
|
||||
|
||||
float d = 0.0;
|
||||
if(isBlockInSight(block->getPos(), camera_position,
|
||||
camera_direction, camera_fov,
|
||||
100000*BS, &d) == false)
|
||||
{
|
||||
continue;
|
||||
}
|
||||
|
||||
// Mesh animation
|
||||
{
|
||||
//JMutexAutoLock lock(block->mesh_mutex);
|
||||
MapBlockMesh *mapBlockMesh = block->mesh;
|
||||
assert(mapBlockMesh);
|
||||
// Pretty random but this should work somewhat nicely
|
||||
bool faraway = d >= BS*50;
|
||||
//bool faraway = d >= m_control.wanted_range * BS;
|
||||
if(mapBlockMesh->isAnimationForced() ||
|
||||
!faraway ||
|
||||
mesh_animate_count_far < (m_control.range_all ? 200 : 50))
|
||||
{
|
||||
bool animated = mapBlockMesh->animate(
|
||||
faraway,
|
||||
animation_time,
|
||||
crack,
|
||||
daynight_ratio);
|
||||
if(animated)
|
||||
mesh_animate_count++;
|
||||
if(animated && faraway)
|
||||
mesh_animate_count_far++;
|
||||
}
|
||||
else
|
||||
{
|
||||
mapBlockMesh->decreaseAnimationForceTimer();
|
||||
}
|
||||
}
|
||||
|
||||
/*
|
||||
Get the meshbuffers of the block
|
||||
*/
|
||||
{
|
||||
//JMutexAutoLock lock(block->mesh_mutex);
|
||||
|
||||
MapBlockMesh *mapBlockMesh = block->mesh;
|
||||
assert(mapBlockMesh);
|
||||
|
||||
scene::SMesh *mesh = mapBlockMesh->getMesh();
|
||||
assert(mesh);
|
||||
|
||||
u32 c = mesh->getMeshBufferCount();
|
||||
for(u32 i=0; i<c; i++)
|
||||
{
|
||||
scene::IMeshBuffer *buf = mesh->getMeshBuffer(i);
|
||||
const video::SMaterial& material = buf->getMaterial();
|
||||
video::IMaterialRenderer* rnd =
|
||||
driver->getMaterialRenderer(material.MaterialType);
|
||||
bool transparent = (rnd && rnd->isTransparent());
|
||||
if(transparent == is_transparent_pass)
|
||||
{
|
||||
if(buf->getVertexCount() == 0)
|
||||
errorstream<<"Block ["<<analyze_block(block)
|
||||
<<"] contains an empty meshbuf"<<std::endl;
|
||||
drawbufs.add(buf);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
core::list<MeshBufList> &lists = drawbufs.lists;
|
||||
|
||||
int timecheck_counter = 0;
|
||||
for(core::list<MeshBufList>::Iterator i = lists.begin();
|
||||
i != lists.end(); i++)
|
||||
{
|
||||
{
|
||||
timecheck_counter++;
|
||||
@ -447,9 +580,20 @@ void ClientMap::renderMap(video::IVideoDriver* driver, s32 pass)
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
MapBlock *block = i.getNode()->getValue();
|
||||
|
||||
MeshBufList &list = *i;
|
||||
|
||||
driver->setMaterial(list.m);
|
||||
|
||||
for(core::list<scene::IMeshBuffer*>::Iterator j = list.bufs.begin();
|
||||
j != list.bufs.end(); j++)
|
||||
{
|
||||
scene::IMeshBuffer *buf = *j;
|
||||
driver->drawMeshBuffer(buf);
|
||||
vertex_count += buf->getVertexCount();
|
||||
meshbuffer_count++;
|
||||
}
|
||||
#if 0
|
||||
/*
|
||||
Draw the faces of the block
|
||||
*/
|
||||
@ -494,17 +638,12 @@ void ClientMap::renderMap(video::IVideoDriver* driver, s32 pass)
|
||||
else
|
||||
blocks_without_stuff++;
|
||||
}
|
||||
#endif
|
||||
}
|
||||
} // ScopeProfiler
|
||||
|
||||
// Log only on solid pass because values are the same
|
||||
if(pass == scene::ESNRP_SOLID){
|
||||
g_profiler->avg("CM: blocks in range", blocks_in_range);
|
||||
g_profiler->avg("CM: blocks occlusion culled", blocks_occlusion_culled);
|
||||
if(blocks_in_range != 0)
|
||||
g_profiler->avg("CM: blocks in range without mesh (frac)",
|
||||
(float)blocks_in_range_without_mesh/blocks_in_range);
|
||||
g_profiler->avg("CM: blocks drawn", blocks_drawn);
|
||||
g_profiler->avg("CM: animated meshes", mesh_animate_count);
|
||||
g_profiler->avg("CM: animated meshes (far)", mesh_animate_count_far);
|
||||
}
|
||||
|
@ -113,7 +113,8 @@ public:
|
||||
{
|
||||
return m_box;
|
||||
}
|
||||
|
||||
|
||||
void updateDrawList(video::IVideoDriver* driver);
|
||||
void renderMap(video::IVideoDriver* driver, s32 pass);
|
||||
|
||||
int getBackgroundBrightness(float max_d, u32 daylight_factor,
|
||||
@ -141,6 +142,8 @@ private:
|
||||
v3f m_camera_direction;
|
||||
f32 m_camera_fov;
|
||||
JMutex m_camera_mutex;
|
||||
|
||||
core::map<v3s16, MapBlock*> m_drawlist;
|
||||
|
||||
core::map<v2s16, bool> m_last_drawn_sectors;
|
||||
};
|
||||
|
17
src/game.cpp
17
src/game.cpp
@ -1235,6 +1235,9 @@ void the_game(
|
||||
float object_hit_delay_timer = 0.0;
|
||||
float time_from_last_punch = 10;
|
||||
|
||||
float update_draw_list_timer = 0.0;
|
||||
v3f update_draw_list_last_cam_dir;
|
||||
|
||||
bool invert_mouse = g_settings->getBool("invert_mouse");
|
||||
|
||||
bool respawn_menu_active = false;
|
||||
@ -2697,7 +2700,19 @@ void the_game(
|
||||
item = mlist->getItem(client.getPlayerItem());
|
||||
camera.wield(item);
|
||||
}
|
||||
|
||||
|
||||
/*
|
||||
Update block draw list every 200ms or when camera direction has
|
||||
changed much
|
||||
*/
|
||||
update_draw_list_timer += dtime;
|
||||
if(update_draw_list_timer >= 0.2 ||
|
||||
update_draw_list_last_cam_dir.getDistanceFrom(camera_direction) > 0.2){
|
||||
update_draw_list_timer = 0;
|
||||
client.getEnv().getClientMap().updateDrawList(driver);
|
||||
update_draw_list_last_cam_dir = camera_direction;
|
||||
}
|
||||
|
||||
/*
|
||||
Drawing begins
|
||||
*/
|
||||
|
@ -1468,8 +1468,8 @@ void Map::timerUpdate(float dtime, float unload_timeout,
|
||||
MapBlock *block = (*i);
|
||||
|
||||
block->incrementUsageTimer(dtime);
|
||||
|
||||
if(block->getUsageTimer() > unload_timeout)
|
||||
|
||||
if(block->refGet() == 0 && block->getUsageTimer() > unload_timeout)
|
||||
{
|
||||
v3s16 p = block->getPos();
|
||||
|
||||
|
@ -56,7 +56,8 @@ MapBlock::MapBlock(Map *parent, v3s16 pos, IGameDef *gamedef, bool dummy):
|
||||
m_generated(false),
|
||||
m_timestamp(BLOCK_TIMESTAMP_UNDEFINED),
|
||||
m_disk_timestamp(BLOCK_TIMESTAMP_UNDEFINED),
|
||||
m_usage_timer(0)
|
||||
m_usage_timer(0),
|
||||
m_refcount(0)
|
||||
{
|
||||
data = NULL;
|
||||
if(dummy == false)
|
||||
|
@ -430,6 +430,22 @@ public:
|
||||
{
|
||||
return m_usage_timer;
|
||||
}
|
||||
|
||||
/*
|
||||
See m_refcount
|
||||
*/
|
||||
void refGrab()
|
||||
{
|
||||
m_refcount++;
|
||||
}
|
||||
void refDrop()
|
||||
{
|
||||
m_refcount--;
|
||||
}
|
||||
int refGet()
|
||||
{
|
||||
return m_refcount;
|
||||
}
|
||||
|
||||
/*
|
||||
Node Timers
|
||||
@ -566,6 +582,12 @@ private:
|
||||
Map will unload the block when this reaches a timeout.
|
||||
*/
|
||||
float m_usage_timer;
|
||||
|
||||
/*
|
||||
Reference count; currently used for determining if this block is in
|
||||
the list of blocks to be drawn.
|
||||
*/
|
||||
int m_refcount;
|
||||
};
|
||||
|
||||
inline bool blockpos_over_limit(v3s16 p)
|
||||
|
Loading…
Reference in New Issue
Block a user