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Improve occlusion culling in corridors with additional check
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parent
e8716ffede
commit
efbac7e446
73
src/map.cpp
73
src/map.cpp
@ -1032,6 +1032,70 @@ 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::determineAdditionalOcclusionCheck(const v3s16 &pos_camera,
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const core::aabbox3d<s16> &block_bounds, v3s16 &check)
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{
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/*
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This functions determines the node inside the target block that is
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closest to the camera position. This increases the occlusion culling
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accuracy in straight and diagonal corridors.
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The returned position will be occlusion checked first in addition to the
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others (8 corners + center).
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No position is returned if
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- the closest node is a corner, corners are checked anyway.
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- the camera is inside the target block, it will never be occluded.
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*/
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#define CLOSEST_EDGE(pos, bounds, axis) \
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((pos).axis <= (bounds).MinEdge.axis) ? (bounds).MinEdge.axis : \
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(bounds).MaxEdge.axis
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bool x_inside = (block_bounds.MinEdge.X <= pos_camera.X) &&
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(pos_camera.X <= block_bounds.MaxEdge.X);
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bool y_inside = (block_bounds.MinEdge.Y <= pos_camera.Y) &&
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(pos_camera.Y <= block_bounds.MaxEdge.Y);
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bool z_inside = (block_bounds.MinEdge.Z <= pos_camera.Z) &&
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(pos_camera.Z <= block_bounds.MaxEdge.Z);
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if (x_inside && y_inside && z_inside)
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return false; // Camera inside target mapblock
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// straight
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if (x_inside && y_inside) {
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check = v3s16(pos_camera.X, pos_camera.Y, 0);
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check.Z = CLOSEST_EDGE(pos_camera, block_bounds, Z);
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return true;
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} else if (y_inside && z_inside) {
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check = v3s16(0, pos_camera.Y, pos_camera.Z);
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check.X = CLOSEST_EDGE(pos_camera, block_bounds, X);
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return true;
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} else if (x_inside && z_inside) {
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check = v3s16(pos_camera.X, 0, pos_camera.Z);
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check.Y = CLOSEST_EDGE(pos_camera, block_bounds, Y);
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return true;
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}
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// diagonal
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if (x_inside) {
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check = v3s16(pos_camera.X, 0, 0);
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check.Y = CLOSEST_EDGE(pos_camera, block_bounds, Y);
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check.Z = CLOSEST_EDGE(pos_camera, block_bounds, Z);
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return true;
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} else if (y_inside) {
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check = v3s16(0, pos_camera.Y, 0);
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check.X = CLOSEST_EDGE(pos_camera, block_bounds, X);
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check.Z = CLOSEST_EDGE(pos_camera, block_bounds, Z);
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return true;
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} else if (z_inside) {
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check = v3s16(0, 0, pos_camera.Z);
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check.X = CLOSEST_EDGE(pos_camera, block_bounds, X);
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check.Y = CLOSEST_EDGE(pos_camera, block_bounds, Y);
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return true;
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}
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// Closest node would be a corner, none returned
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return false;
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}
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bool Map::isOccluded(const v3s16 &pos_camera, const v3s16 &pos_target,
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float step, float stepfac, float offset, float end_offset, u32 needed_count)
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{
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@ -1102,6 +1166,15 @@ 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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// 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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// node is always on a side facing the camera, end_offset can be lower
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if (!isOccluded(cam_pos_nodes, check, step, stepfac, start_offset,
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-1.0f, needed_count))
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return false;
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}
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for (const v3s16 &dir : dir9) {
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if (!isOccluded(cam_pos_nodes, pos_blockcenter + dir, step, stepfac,
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start_offset, end_offset, needed_count))
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@ -310,6 +310,8 @@ protected:
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// This stores the properties of the nodes on the map.
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const NodeDefManager *m_nodedef;
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bool determineAdditionalOcclusionCheck(const v3s16 &pos_camera,
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const core::aabbox3d<s16> &block_bounds, v3s16 &check);
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bool isOccluded(const v3s16 &pos_camera, const v3s16 &pos_target,
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float step, float stepfac, float start_offset, float end_offset,
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u32 needed_count);
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