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- /*
- Minetest
- Copyright (C) 2010-2013 celeron55, Perttu Ahola <celeron55@gmail.com>
- This program is free software; you can redistribute it and/or modify
- it under the terms of the GNU Lesser General Public License as published by
- the Free Software Foundation; either version 2.1 of the License, or
- (at your option) any later version.
- This program is distributed in the hope that it will be useful,
- but WITHOUT ANY WARRANTY; without even the implied warranty of
- MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
- GNU Lesser General Public License for more details.
- You should have received a copy of the GNU Lesser General Public License along
- with this program; if not, write to the Free Software Foundation, Inc.,
- 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
- */
- #include "clientmap.h"
- #include "client.h"
- #include "client/mesh.h"
- #include "mapblock_mesh.h"
- #include <IMaterialRenderer.h>
- #include <matrix4.h>
- #include "mapsector.h"
- #include "mapblock.h"
- #include "nodedef.h"
- #include "profiler.h"
- #include "settings.h"
- #include "camera.h" // CameraModes
- #include "util/basic_macros.h"
- #include "client/renderingengine.h"
- #include <queue>
- namespace {
- // A helper struct
- struct MeshBufListMaps
- {
- struct MaterialHash
- {
- size_t operator()(const video::SMaterial &m) const noexcept
- {
- // Only hash first texture. Simple and fast.
- return std::hash<video::ITexture *>{}(m.TextureLayers[0].Texture);
- }
- };
- using MeshBufListMap = std::unordered_map<
- video::SMaterial,
- std::vector<std::pair<v3s16, scene::IMeshBuffer *>>,
- MaterialHash>;
- std::array<MeshBufListMap, MAX_TILE_LAYERS> maps;
- void clear()
- {
- for (auto &map : maps)
- map.clear();
- }
- void add(scene::IMeshBuffer *buf, v3s16 position, u8 layer)
- {
- assert(layer < MAX_TILE_LAYERS);
- // Append to the correct layer
- auto &map = maps[layer];
- const video::SMaterial &m = buf->getMaterial();
- auto &bufs = map[m]; // default constructs if non-existent
- bufs.emplace_back(position, buf);
- }
- };
- }
- static void on_settings_changed(const std::string &name, void *data)
- {
- static_cast<ClientMap*>(data)->onSettingChanged(name);
- }
- // ClientMap
- ClientMap::ClientMap(
- Client *client,
- RenderingEngine *rendering_engine,
- MapDrawControl &control,
- s32 id
- ):
- Map(client),
- scene::ISceneNode(rendering_engine->get_scene_manager()->getRootSceneNode(),
- rendering_engine->get_scene_manager(), id),
- m_client(client),
- m_rendering_engine(rendering_engine),
- m_control(control),
- m_drawlist(MapBlockComparer(v3s16(0,0,0)))
- {
- /*
- * @Liso: Sadly C++ doesn't have introspection, so the only way we have to know
- * the class is whith a name ;) Name property cames from ISceneNode base class.
- */
- Name = "ClientMap";
- m_box = aabb3f(-BS*1000000,-BS*1000000,-BS*1000000,
- BS*1000000,BS*1000000,BS*1000000);
- /* TODO: Add a callback function so these can be updated when a setting
- * changes. At this point in time it doesn't matter (e.g. /set
- * is documented to change server settings only)
- *
- * TODO: Local caching of settings is not optimal and should at some stage
- * be updated to use a global settings object for getting thse values
- * (as opposed to the this local caching). This can be addressed in
- * a later release.
- */
- m_cache_trilinear_filter = g_settings->getBool("trilinear_filter");
- m_cache_bilinear_filter = g_settings->getBool("bilinear_filter");
- m_cache_anistropic_filter = g_settings->getBool("anisotropic_filter");
- m_cache_transparency_sorting_distance = g_settings->getU16("transparency_sorting_distance");
- m_loops_occlusion_culler = g_settings->get("occlusion_culler") == "loops";
- g_settings->registerChangedCallback("occlusion_culler", on_settings_changed, this);
- m_enable_raytraced_culling = g_settings->getBool("enable_raytraced_culling");
- g_settings->registerChangedCallback("enable_raytraced_culling", on_settings_changed, this);
- }
- void ClientMap::onSettingChanged(const std::string &name)
- {
- if (name == "occlusion_culler")
- m_loops_occlusion_culler = g_settings->get("occlusion_culler") == "loops";
- if (name == "enable_raytraced_culling")
- m_enable_raytraced_culling = g_settings->getBool("enable_raytraced_culling");
- }
- ClientMap::~ClientMap()
- {
- g_settings->deregisterChangedCallback("occlusion_culler", on_settings_changed, this);
- g_settings->deregisterChangedCallback("enable_raytraced_culling", on_settings_changed, this);
- }
- void ClientMap::updateCamera(v3f pos, v3f dir, f32 fov, v3s16 offset, video::SColor light_color)
- {
- v3s16 previous_node = floatToInt(m_camera_position, BS) + m_camera_offset;
- v3s16 previous_block = getContainerPos(previous_node, MAP_BLOCKSIZE);
- m_camera_position = pos;
- m_camera_direction = dir;
- m_camera_fov = fov;
- m_camera_offset = offset;
- m_camera_light_color = light_color;
- v3s16 current_node = floatToInt(m_camera_position, BS) + m_camera_offset;
- v3s16 current_block = getContainerPos(current_node, MAP_BLOCKSIZE);
- // reorder the blocks when camera crosses block boundary
- if (previous_block != current_block)
- m_needs_update_drawlist = true;
- // reorder transparent meshes when camera crosses node boundary
- if (previous_node != current_node)
- m_needs_update_transparent_meshes = true;
- }
- MapSector * ClientMap::emergeSector(v2s16 p2d)
- {
- // Check that it doesn't exist already
- MapSector *sector = getSectorNoGenerate(p2d);
- // Create it if it does not exist yet
- if (!sector) {
- sector = new MapSector(this, p2d, m_gamedef);
- m_sectors[p2d] = sector;
- }
- return sector;
- }
- void ClientMap::OnRegisterSceneNode()
- {
- if(IsVisible)
- {
- SceneManager->registerNodeForRendering(this, scene::ESNRP_SOLID);
- SceneManager->registerNodeForRendering(this, scene::ESNRP_TRANSPARENT);
- }
- ISceneNode::OnRegisterSceneNode();
- // It's not needed to register this node to the shadow renderer
- // we have other way to find it
- }
- void ClientMap::getBlocksInViewRange(v3s16 cam_pos_nodes,
- v3s16 *p_blocks_min, v3s16 *p_blocks_max, float range)
- {
- if (range <= 0.0f)
- range = m_control.wanted_range;
- v3s16 box_nodes_d = range * v3s16(1, 1, 1);
- // Define p_nodes_min/max as v3s32 because 'cam_pos_nodes -/+ box_nodes_d'
- // can exceed the range of v3s16 when a large view range is used near the
- // world edges.
- v3s32 p_nodes_min(
- cam_pos_nodes.X - box_nodes_d.X,
- cam_pos_nodes.Y - box_nodes_d.Y,
- cam_pos_nodes.Z - box_nodes_d.Z);
- v3s32 p_nodes_max(
- cam_pos_nodes.X + box_nodes_d.X,
- cam_pos_nodes.Y + box_nodes_d.Y,
- cam_pos_nodes.Z + box_nodes_d.Z);
- // Take a fair amount as we will be dropping more out later
- // Umm... these additions are a bit strange but they are needed.
- *p_blocks_min = v3s16(
- p_nodes_min.X / MAP_BLOCKSIZE - 3,
- p_nodes_min.Y / MAP_BLOCKSIZE - 3,
- p_nodes_min.Z / MAP_BLOCKSIZE - 3);
- *p_blocks_max = v3s16(
- p_nodes_max.X / MAP_BLOCKSIZE + 1,
- p_nodes_max.Y / MAP_BLOCKSIZE + 1,
- p_nodes_max.Z / MAP_BLOCKSIZE + 1);
- }
- class MapBlockFlags
- {
- public:
- static constexpr u16 CHUNK_EDGE = 8;
- static constexpr u16 CHUNK_MASK = CHUNK_EDGE - 1;
- static constexpr std::size_t CHUNK_VOLUME = CHUNK_EDGE * CHUNK_EDGE * CHUNK_EDGE; // volume of a chunk
- MapBlockFlags(v3s16 min_pos, v3s16 max_pos)
- : min_pos(min_pos), volume((max_pos - min_pos) / CHUNK_EDGE + 1)
- {
- chunks.resize(volume.X * volume.Y * volume.Z);
- }
- class Chunk
- {
- public:
- inline u8 &getBits(v3s16 pos)
- {
- std::size_t address = getAddress(pos);
- return bits[address];
- }
- private:
- inline std::size_t getAddress(v3s16 pos) {
- std::size_t address = (pos.X & CHUNK_MASK) + (pos.Y & CHUNK_MASK) * CHUNK_EDGE + (pos.Z & CHUNK_MASK) * (CHUNK_EDGE * CHUNK_EDGE);
- return address;
- }
- std::array<u8, CHUNK_VOLUME> bits;
- };
- Chunk &getChunk(v3s16 pos)
- {
- v3s16 delta = (pos - min_pos) / CHUNK_EDGE;
- std::size_t address = delta.X + delta.Y * volume.X + delta.Z * volume.X * volume.Y;
- Chunk *chunk = chunks[address].get();
- if (!chunk) {
- chunk = new Chunk();
- chunks[address].reset(chunk);
- }
- return *chunk;
- }
- private:
- std::vector<std::unique_ptr<Chunk>> chunks;
- v3s16 min_pos;
- v3s16 volume;
- };
- void ClientMap::updateDrawList()
- {
- ScopeProfiler sp(g_profiler, "CM::updateDrawList()", SPT_AVG);
- m_needs_update_drawlist = false;
- for (auto &i : m_drawlist) {
- MapBlock *block = i.second;
- block->refDrop();
- }
- m_drawlist.clear();
- for (auto &block : m_keeplist) {
- block->refDrop();
- }
- m_keeplist.clear();
- const v3s16 cam_pos_nodes = floatToInt(m_camera_position, BS);
- v3s16 p_blocks_min;
- v3s16 p_blocks_max;
- getBlocksInViewRange(cam_pos_nodes, &p_blocks_min, &p_blocks_max);
- // Number of blocks occlusion culled
- u32 blocks_occlusion_culled = 0;
- // Number of blocks frustum culled
- u32 blocks_frustum_culled = 0;
- MeshGrid mesh_grid = m_client->getMeshGrid();
- // No occlusion culling when free_move is on and camera is inside ground
- // No occlusion culling for chunk sizes of 4 and above
- // because the current occlusion culling test is highly inefficient at these sizes
- bool occlusion_culling_enabled = mesh_grid.cell_size < 4;
- if (m_control.allow_noclip) {
- MapNode n = getNode(cam_pos_nodes);
- if (n.getContent() == CONTENT_IGNORE || m_nodedef->get(n).solidness == 2)
- occlusion_culling_enabled = false;
- }
- const v3s16 camera_block = getContainerPos(cam_pos_nodes, MAP_BLOCKSIZE);
- m_drawlist = std::map<v3s16, MapBlock*, MapBlockComparer>(MapBlockComparer(camera_block));
- auto is_frustum_culled = m_client->getCamera()->getFrustumCuller();
- // Uncomment to debug occluded blocks in the wireframe mode
- // TODO: Include this as a flag for an extended debugging setting
- // if (occlusion_culling_enabled && m_control.show_wireframe)
- // occlusion_culling_enabled = porting::getTimeS() & 1;
- // Set of mesh holding blocks
- std::set<v3s16> shortlist;
- /*
- When range_all is enabled, enumerate all blocks visible in the
- frustum and display them.
- */
- if (m_control.range_all || m_loops_occlusion_culler) {
- // Number of blocks currently loaded by the client
- u32 blocks_loaded = 0;
- // Number of blocks with mesh in rendering range
- u32 blocks_in_range_with_mesh = 0;
- MapBlockVect sectorblocks;
- for (auto §or_it : m_sectors) {
- const MapSector *sector = sector_it.second;
- v2s16 sp = sector->getPos();
- blocks_loaded += sector->size();
- if (!m_control.range_all) {
- if (sp.X < p_blocks_min.X || sp.X > p_blocks_max.X ||
- sp.Y < p_blocks_min.Z || sp.Y > p_blocks_max.Z)
- continue;
- }
- // Loop through blocks in sector
- for (const auto &entry : sector->getBlocks()) {
- MapBlock *block = entry.second.get();
- MapBlockMesh *mesh = block->mesh;
- // Calculate the coordinates for range and frustum culling
- v3f mesh_sphere_center;
- f32 mesh_sphere_radius;
- v3s16 block_pos_nodes = block->getPosRelative();
- if (mesh) {
- mesh_sphere_center = intToFloat(block_pos_nodes, BS)
- + mesh->getBoundingSphereCenter();
- mesh_sphere_radius = mesh->getBoundingRadius();
- } else {
- mesh_sphere_center = intToFloat(block_pos_nodes, BS)
- + v3f((MAP_BLOCKSIZE * 0.5f - 0.5f) * BS);
- mesh_sphere_radius = 0.0f;
- }
- // First, perform a simple distance check.
- if (!m_control.range_all &&
- mesh_sphere_center.getDistanceFrom(m_camera_position) >
- m_control.wanted_range * BS + mesh_sphere_radius)
- continue; // Out of range, skip.
- // Keep the block alive as long as it is in range.
- block->resetUsageTimer();
- blocks_in_range_with_mesh++;
- // Frustum culling
- // Only do coarse culling here, to account for fast camera movement.
- // This is needed because this function is not called every frame.
- float frustum_cull_extra_radius = 300.0f;
- if (is_frustum_culled(mesh_sphere_center,
- mesh_sphere_radius + frustum_cull_extra_radius)) {
- blocks_frustum_culled++;
- continue;
- }
- // Raytraced occlusion culling - send rays from the camera to the block's corners
- if (!m_control.range_all && occlusion_culling_enabled && m_enable_raytraced_culling &&
- mesh &&
- isMeshOccluded(block, mesh_grid.cell_size, cam_pos_nodes)) {
- blocks_occlusion_culled++;
- continue;
- }
- if (mesh_grid.cell_size > 1) {
- // Block meshes are stored in the corner block of a chunk
- // (where all coordinate are divisible by the chunk size)
- // Add them to the de-dup set.
- shortlist.emplace(mesh_grid.getMeshPos(block->getPos()));
- // All other blocks we can grab and add to the keeplist right away.
- m_keeplist.push_back(block);
- block->refGrab();
- } else if (mesh) {
- // without mesh chunking we can add the block to the drawlist
- block->refGrab();
- m_drawlist.emplace(block->getPos(), block);
- }
- }
- }
- g_profiler->avg("MapBlock meshes in range [#]", blocks_in_range_with_mesh);
- g_profiler->avg("MapBlocks loaded [#]", blocks_loaded);
- } else {
- // Blocks visited by the algorithm
- u32 blocks_visited = 0;
- // Block sides that were not traversed
- u32 sides_skipped = 0;
- std::queue<v3s16> blocks_to_consider;
- v3s16 camera_mesh = mesh_grid.getMeshPos(camera_block);
- v3s16 camera_cell = mesh_grid.getCellPos(camera_block);
- // Bits per block:
- // [ visited | 0 | 0 | 0 | 0 | Z visible | Y visible | X visible ]
- MapBlockFlags meshes_seen(mesh_grid.getCellPos(p_blocks_min), mesh_grid.getCellPos(p_blocks_max) + 1);
- // Start breadth-first search with the block the camera is in
- blocks_to_consider.push(camera_mesh);
- meshes_seen.getChunk(camera_cell).getBits(camera_cell) = 0x07; // mark all sides as visible
- // Recursively walk the space and pick mapblocks for drawing
- while (!blocks_to_consider.empty()) {
- v3s16 block_coord = blocks_to_consider.front();
- blocks_to_consider.pop();
- v3s16 cell_coord = mesh_grid.getCellPos(block_coord);
- auto &flags = meshes_seen.getChunk(cell_coord).getBits(cell_coord);
- // Only visit each block once (it may have been queued up to three times)
- if ((flags & 0x80) == 0x80)
- continue;
- flags |= 0x80;
- blocks_visited++;
- // Get the sector, block and mesh
- MapSector *sector = this->getSectorNoGenerate(v2s16(block_coord.X, block_coord.Z));
- MapBlock *block = sector ? sector->getBlockNoCreateNoEx(block_coord.Y) : nullptr;
- MapBlockMesh *mesh = block ? block->mesh : nullptr;
- // Calculate the coordinates for range and frustum culling
- v3f mesh_sphere_center;
- f32 mesh_sphere_radius;
- v3s16 block_pos_nodes = block_coord * MAP_BLOCKSIZE;
- if (mesh) {
- mesh_sphere_center = intToFloat(block_pos_nodes, BS)
- + mesh->getBoundingSphereCenter();
- mesh_sphere_radius = mesh->getBoundingRadius();
- } else {
- mesh_sphere_center = intToFloat(block_pos_nodes, BS) + v3f((mesh_grid.cell_size * MAP_BLOCKSIZE * 0.5f - 0.5f) * BS);
- mesh_sphere_radius = 0.87f * mesh_grid.cell_size * MAP_BLOCKSIZE * BS;
- }
- // First, perform a simple distance check.
- if (!m_control.range_all &&
- mesh_sphere_center.getDistanceFrom(intToFloat(cam_pos_nodes, BS)) >
- m_control.wanted_range * BS + mesh_sphere_radius)
- continue; // Out of range, skip.
- // Frustum culling
- // Only do coarse culling here, to account for fast camera movement.
- // This is needed because this function is not called every frame.
- float frustum_cull_extra_radius = 300.0f;
- if (is_frustum_culled(mesh_sphere_center,
- mesh_sphere_radius + frustum_cull_extra_radius)) {
- blocks_frustum_culled++;
- continue;
- }
- // Calculate the vector from the camera block to the current block
- // We use it to determine through which sides of the current block we can continue the search
- v3s16 look = block_coord - camera_mesh;
- // Occluded near sides will further occlude the far sides
- u8 visible_outer_sides = flags & 0x07;
- // Raytraced occlusion culling - send rays from the camera to the block's corners
- if (occlusion_culling_enabled && m_enable_raytraced_culling &&
- block && mesh &&
- visible_outer_sides != 0x07 && isMeshOccluded(block, mesh_grid.cell_size, cam_pos_nodes)) {
- blocks_occlusion_culled++;
- continue;
- }
- if (mesh_grid.cell_size > 1) {
- // Block meshes are stored in the corner block of a chunk
- // (where all coordinate are divisible by the chunk size)
- // Add them to the de-dup set.
- shortlist.emplace(block_coord.X, block_coord.Y, block_coord.Z);
- // All other blocks we can grab and add to the keeplist right away.
- if (block) {
- m_keeplist.push_back(block);
- block->refGrab();
- }
- } else if (mesh) {
- // without mesh chunking we can add the block to the drawlist
- block->refGrab();
- m_drawlist.emplace(block_coord, block);
- }
- // Decide which sides to traverse next or to block away
- // First, find the near sides that would occlude the far sides
- // * A near side can itself be occluded by a nearby block (the test above ^^)
- // * A near side can be visible but fully opaque by itself (e.g. ground at the 0 level)
- // mesh solid sides are +Z-Z+Y-Y+X-X
- // if we are inside the block's coordinates on an axis,
- // treat these sides as opaque, as they should not allow to reach the far sides
- u8 block_inner_sides = (look.X == 0 ? 3 : 0) |
- (look.Y == 0 ? 12 : 0) |
- (look.Z == 0 ? 48 : 0);
- // get the mask for the sides that are relevant based on the direction
- u8 near_inner_sides = (look.X > 0 ? 1 : 2) |
- (look.Y > 0 ? 4 : 8) |
- (look.Z > 0 ? 16 : 32);
- // This bitset is +Z-Z+Y-Y+X-X (See MapBlockMesh), and axis is XYZ.
- // Get he block's transparent sides
- u8 transparent_sides = (occlusion_culling_enabled && block) ? ~block->solid_sides : 0x3F;
- // compress block transparent sides to ZYX mask of see-through axes
- u8 near_transparency = (block_inner_sides == 0x3F) ? near_inner_sides : (transparent_sides & near_inner_sides);
- // when we are inside the camera block, do not block any sides
- if (block_inner_sides == 0x3F)
- block_inner_sides = 0;
- near_transparency &= ~block_inner_sides & 0x3F;
- near_transparency |= (near_transparency >> 1);
- near_transparency = (near_transparency & 1) |
- ((near_transparency >> 1) & 2) |
- ((near_transparency >> 2) & 4);
- // combine with known visible sides that matter
- near_transparency &= visible_outer_sides;
- // The rule for any far side to be visible:
- // * Any of the adjacent near sides is transparent (different axes)
- // * The opposite near side (same axis) is transparent, if it is the dominant axis of the look vector
- // Calculate vector from camera to mapblock center. Because we only need relation between
- // coordinates we scale by 2 to avoid precision loss.
- v3s16 precise_look = 2 * (block_pos_nodes - cam_pos_nodes) + mesh_grid.cell_size * MAP_BLOCKSIZE - 1;
- // dominant axis flag
- u8 dominant_axis = (abs(precise_look.X) > abs(precise_look.Y) && abs(precise_look.X) > abs(precise_look.Z)) |
- ((abs(precise_look.Y) > abs(precise_look.Z) && abs(precise_look.Y) > abs(precise_look.X)) << 1) |
- ((abs(precise_look.Z) > abs(precise_look.X) && abs(precise_look.Z) > abs(precise_look.Y)) << 2);
- // Queue next blocks for processing:
- // - Examine "far" sides of the current blocks, i.e. never move towards the camera
- // - Only traverse the sides that are not occluded
- // - Only traverse the sides that are not opaque
- // When queueing, mark the relevant side on the next block as 'visible'
- for (s16 axis = 0; axis < 3; axis++) {
- // Select a bit from transparent_sides for the side
- u8 far_side_mask = 1 << (2 * axis);
- // axis flag
- u8 my_side = 1 << axis;
- u8 adjacent_sides = my_side ^ 0x07;
- auto traverse_far_side = [&](s8 next_pos_offset) {
- // far side is visible if adjacent near sides are transparent, or if opposite side on dominant axis is transparent
- bool side_visible = ((near_transparency & adjacent_sides) | (near_transparency & my_side & dominant_axis)) != 0;
- side_visible = side_visible && ((far_side_mask & transparent_sides) != 0);
- v3s16 next_pos = block_coord;
- next_pos[axis] += next_pos_offset;
- v3s16 next_cell = mesh_grid.getCellPos(next_pos);
- // If a side is a see-through, mark the next block's side as visible, and queue
- if (side_visible) {
- auto &next_flags = meshes_seen.getChunk(next_cell).getBits(next_cell);
- next_flags |= my_side;
- blocks_to_consider.push(next_pos);
- }
- else {
- sides_skipped++;
- }
- };
- // Test the '-' direction of the axis
- if (look[axis] <= 0 && block_coord[axis] > p_blocks_min[axis])
- traverse_far_side(-mesh_grid.cell_size);
- // Test the '+' direction of the axis
- far_side_mask <<= 1;
- if (look[axis] >= 0 && block_coord[axis] < p_blocks_max[axis])
- traverse_far_side(+mesh_grid.cell_size);
- }
- }
- g_profiler->avg("MapBlocks sides skipped [#]", sides_skipped);
- g_profiler->avg("MapBlocks examined [#]", blocks_visited);
- }
- g_profiler->avg("MapBlocks shortlist [#]", shortlist.size());
- assert(m_drawlist.empty() || shortlist.empty());
- for (auto pos : shortlist) {
- MapBlock *block = getBlockNoCreateNoEx(pos);
- if (block) {
- block->refGrab();
- m_drawlist.emplace(pos, block);
- }
- }
- g_profiler->avg("MapBlocks occlusion culled [#]", blocks_occlusion_culled);
- g_profiler->avg("MapBlocks frustum culled [#]", blocks_frustum_culled);
- g_profiler->avg("MapBlocks drawn [#]", m_drawlist.size());
- }
- void ClientMap::touchMapBlocks()
- {
- if (m_control.range_all || m_loops_occlusion_culler)
- return;
- ScopeProfiler sp(g_profiler, "CM::touchMapBlocks()", SPT_AVG);
- v3s16 cam_pos_nodes = floatToInt(m_camera_position, BS);
- v3s16 p_blocks_min;
- v3s16 p_blocks_max;
- getBlocksInViewRange(cam_pos_nodes, &p_blocks_min, &p_blocks_max);
- // Number of blocks currently loaded by the client
- u32 blocks_loaded = 0;
- // Number of blocks with mesh in rendering range
- u32 blocks_in_range_with_mesh = 0;
- for (const auto §or_it : m_sectors) {
- const MapSector *sector = sector_it.second;
- v2s16 sp = sector->getPos();
- blocks_loaded += sector->size();
- if (!m_control.range_all) {
- if (sp.X < p_blocks_min.X || sp.X > p_blocks_max.X ||
- sp.Y < p_blocks_min.Z || sp.Y > p_blocks_max.Z)
- continue;
- }
- /*
- Loop through blocks in sector
- */
- for (const auto &entry : sector->getBlocks()) {
- MapBlock *block = entry.second.get();
- MapBlockMesh *mesh = block->mesh;
- // Calculate the coordinates for range and frustum culling
- v3f mesh_sphere_center;
- f32 mesh_sphere_radius;
- v3s16 block_pos_nodes = block->getPosRelative();
- if (mesh) {
- mesh_sphere_center = intToFloat(block_pos_nodes, BS)
- + mesh->getBoundingSphereCenter();
- mesh_sphere_radius = mesh->getBoundingRadius();
- } else {
- mesh_sphere_center = intToFloat(block_pos_nodes, BS)
- + v3f((MAP_BLOCKSIZE * 0.5f - 0.5f) * BS);
- mesh_sphere_radius = 0.0f;
- }
- // First, perform a simple distance check.
- if (!m_control.range_all &&
- mesh_sphere_center.getDistanceFrom(m_camera_position) >
- m_control.wanted_range * BS + mesh_sphere_radius)
- continue; // Out of range, skip.
- // Keep the block alive as long as it is in range.
- block->resetUsageTimer();
- blocks_in_range_with_mesh++;
- }
- }
- g_profiler->avg("MapBlock meshes in range [#]", blocks_in_range_with_mesh);
- g_profiler->avg("MapBlocks loaded [#]", blocks_loaded);
- }
- void ClientMap::renderMap(video::IVideoDriver* driver, s32 pass)
- {
- bool is_transparent_pass = pass == scene::ESNRP_TRANSPARENT;
- std::string prefix;
- if (pass == scene::ESNRP_SOLID)
- prefix = "renderMap(SOLID): ";
- else
- prefix = "renderMap(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 animation parameters
- */
- const float animation_time = m_client->getAnimationTime();
- const int crack = m_client->getCrackLevel();
- const u32 daynight_ratio = m_client->getEnv().getDayNightRatio();
- const v3f camera_position = m_camera_position;
- /*
- Get all blocks and draw all visible ones
- */
- u32 vertex_count = 0;
- u32 drawcall_count = 0;
- // For limiting number of mesh animations per frame
- u32 mesh_animate_count = 0;
- //u32 mesh_animate_count_far = 0;
- /*
- Update transparent meshes
- */
- if (is_transparent_pass)
- updateTransparentMeshBuffers();
- /*
- Draw the selected MapBlocks
- */
- MeshBufListMaps grouped_buffers;
- std::vector<DrawDescriptor> draw_order;
- video::SMaterial previous_material;
- auto is_frustum_culled = m_client->getCamera()->getFrustumCuller();
- const MeshGrid mesh_grid = m_client->getMeshGrid();
- for (auto &i : m_drawlist) {
- v3s16 block_pos = i.first;
- MapBlock *block = i.second;
- MapBlockMesh *block_mesh = block->mesh;
- // If the mesh of the block happened to get deleted, ignore it
- if (!block_mesh)
- continue;
- // Do exact frustum culling
- // (The one in updateDrawList is only coarse.)
- v3f mesh_sphere_center = intToFloat(block->getPosRelative(), BS)
- + block_mesh->getBoundingSphereCenter();
- f32 mesh_sphere_radius = block_mesh->getBoundingRadius();
- if (is_frustum_culled(mesh_sphere_center, mesh_sphere_radius))
- continue;
- v3f block_pos_r = intToFloat(block->getPosRelative() + MAP_BLOCKSIZE / 2, BS);
- float d = camera_position.getDistanceFrom(block_pos_r);
- d = MYMAX(0,d - BLOCK_MAX_RADIUS);
- // Mesh animation
- if (pass == scene::ESNRP_SOLID) {
- // Pretty random but this should work somewhat nicely
- bool faraway = d >= BS * 50;
- if (block_mesh->isAnimationForced() || !faraway ||
- mesh_animate_count < (m_control.range_all ? 200 : 50)) {
- bool animated = block_mesh->animate(faraway, animation_time,
- crack, daynight_ratio);
- if (animated)
- mesh_animate_count++;
- } else {
- block_mesh->decreaseAnimationForceTimer();
- }
- }
- /*
- Get the meshbuffers of the block
- */
- if (is_transparent_pass) {
- // In transparent pass, the mesh will give us
- // the partial buffers in the correct order
- for (auto &buffer : block_mesh->getTransparentBuffers())
- draw_order.emplace_back(block_pos, &buffer);
- }
- else {
- // otherwise, group buffers across meshes
- // using MeshBufListMaps
- for (int layer = 0; layer < MAX_TILE_LAYERS; layer++) {
- scene::IMesh *mesh = block_mesh->getMesh(layer);
- assert(mesh);
- u32 c = mesh->getMeshBufferCount();
- for (u32 i = 0; i < c; i++) {
- scene::IMeshBuffer *buf = mesh->getMeshBuffer(i);
- video::SMaterial& material = buf->getMaterial();
- video::IMaterialRenderer* rnd =
- driver->getMaterialRenderer(material.MaterialType);
- bool transparent = (rnd && rnd->isTransparent());
- if (!transparent) {
- if (buf->getVertexCount() == 0)
- errorstream << "Block [" << analyze_block(block)
- << "] contains an empty meshbuf" << std::endl;
- grouped_buffers.add(buf, block_pos, layer);
- }
- }
- }
- }
- }
- // Capture draw order for all solid meshes
- for (auto &map : grouped_buffers.maps) {
- for (auto &list : map) {
- // iterate in reverse to draw closest blocks first
- for (auto it = list.second.rbegin(); it != list.second.rend(); ++it) {
- draw_order.emplace_back(it->first, it->second, it != list.second.rbegin());
- }
- }
- }
- TimeTaker draw("Drawing mesh buffers");
- core::matrix4 m; // Model matrix
- v3f offset = intToFloat(m_camera_offset, BS);
- u32 material_swaps = 0;
- // Render all mesh buffers in order
- drawcall_count += draw_order.size();
- for (auto &descriptor : draw_order) {
- scene::IMeshBuffer *buf = descriptor.getBuffer();
- if (!descriptor.m_reuse_material) {
- auto &material = buf->getMaterial();
- // Apply filter settings
- material.forEachTexture([this] (auto &tex) {
- setMaterialFilters(tex, m_cache_bilinear_filter, m_cache_trilinear_filter,
- m_cache_anistropic_filter);
- });
- material.Wireframe = m_control.show_wireframe;
- // pass the shadow map texture to the buffer texture
- ShadowRenderer *shadow = m_rendering_engine->get_shadow_renderer();
- if (shadow && shadow->is_active()) {
- auto &layer = material.TextureLayers[ShadowRenderer::TEXTURE_LAYER_SHADOW];
- layer.Texture = shadow->get_texture();
- layer.TextureWrapU = video::E_TEXTURE_CLAMP::ETC_CLAMP_TO_EDGE;
- layer.TextureWrapV = video::E_TEXTURE_CLAMP::ETC_CLAMP_TO_EDGE;
- // Do not enable filter on shadow texture to avoid visual artifacts
- // with colored shadows.
- // Filtering is done in shader code anyway
- layer.MinFilter = video::ETMINF_NEAREST_MIPMAP_NEAREST;
- layer.MagFilter = video::ETMAGF_NEAREST;
- layer.AnisotropicFilter = 0;
- }
- driver->setMaterial(material);
- ++material_swaps;
- material.TextureLayers[ShadowRenderer::TEXTURE_LAYER_SHADOW].Texture = nullptr;
- }
- v3f block_wpos = intToFloat(mesh_grid.getMeshPos(descriptor.m_pos) * MAP_BLOCKSIZE, BS);
- m.setTranslation(block_wpos - offset);
- driver->setTransform(video::ETS_WORLD, m);
- descriptor.draw(driver);
- vertex_count += buf->getIndexCount();
- }
- g_profiler->avg(prefix + "draw meshes [ms]", draw.stop(true));
- // Log only on solid pass because values are the same
- if (pass == scene::ESNRP_SOLID) {
- g_profiler->avg("renderMap(): animated meshes [#]", mesh_animate_count);
- }
- if (pass == scene::ESNRP_TRANSPARENT) {
- g_profiler->avg("renderMap(): transparent buffers [#]", draw_order.size());
- }
- g_profiler->avg(prefix + "vertices drawn [#]", vertex_count);
- g_profiler->avg(prefix + "drawcalls [#]", drawcall_count);
- g_profiler->avg(prefix + "material swaps [#]", material_swaps);
- }
- static bool getVisibleBrightness(Map *map, const v3f &p0, v3f dir, float step,
- float step_multiplier, float start_distance, float end_distance,
- const NodeDefManager *ndef, u32 daylight_factor, float sunlight_min_d,
- int *result, bool *sunlight_seen)
- {
- int brightness_sum = 0;
- int brightness_count = 0;
- float distance = start_distance;
- dir.normalize();
- v3f pf = p0;
- pf += dir * distance;
- int noncount = 0;
- bool nonlight_seen = false;
- bool allow_allowing_non_sunlight_propagates = false;
- bool allow_non_sunlight_propagates = false;
- // Check content nearly at camera position
- {
- v3s16 p = floatToInt(p0 /*+ dir * 3*BS*/, BS);
- MapNode n = map->getNode(p);
- if(ndef->getLightingFlags(n).has_light &&
- !ndef->getLightingFlags(n).sunlight_propagates)
- allow_allowing_non_sunlight_propagates = true;
- }
- // If would start at CONTENT_IGNORE, start closer
- {
- v3s16 p = floatToInt(pf, BS);
- MapNode n = map->getNode(p);
- if(n.getContent() == CONTENT_IGNORE){
- float newd = 2*BS;
- pf = p0 + dir * 2*newd;
- distance = newd;
- sunlight_min_d = 0;
- }
- }
- for (int i=0; distance < end_distance; i++) {
- pf += dir * step;
- distance += step;
- step *= step_multiplier;
- v3s16 p = floatToInt(pf, BS);
- MapNode n = map->getNode(p);
- ContentLightingFlags f = ndef->getLightingFlags(n);
- if (allow_allowing_non_sunlight_propagates && i == 0 &&
- f.has_light && !f.sunlight_propagates) {
- allow_non_sunlight_propagates = true;
- }
- if (!f.has_light || (!f.sunlight_propagates && !allow_non_sunlight_propagates)){
- nonlight_seen = true;
- noncount++;
- if(noncount >= 4)
- break;
- continue;
- }
- if (distance >= sunlight_min_d && !*sunlight_seen && !nonlight_seen)
- if (n.getLight(LIGHTBANK_DAY, f) == LIGHT_SUN)
- *sunlight_seen = true;
- noncount = 0;
- brightness_sum += decode_light(n.getLightBlend(daylight_factor, f));
- brightness_count++;
- }
- *result = 0;
- if(brightness_count == 0)
- return false;
- *result = brightness_sum / brightness_count;
- /*std::cerr<<"Sampled "<<brightness_count<<" points; result="
- <<(*result)<<std::endl;*/
- return true;
- }
- int ClientMap::getBackgroundBrightness(float max_d, u32 daylight_factor,
- int oldvalue, bool *sunlight_seen_result)
- {
- ScopeProfiler sp(g_profiler, "CM::getBackgroundBrightness", SPT_AVG);
- static v3f z_directions[50] = {
- v3f(-100, 0, 0)
- };
- static f32 z_offsets[50] = {
- -1000,
- };
- if (z_directions[0].X < -99) {
- for (u32 i = 0; i < ARRLEN(z_directions); i++) {
- // Assumes FOV of 72 and 16/9 aspect ratio
- z_directions[i] = v3f(
- 0.02 * myrand_range(-100, 100),
- 1.0,
- 0.01 * myrand_range(-100, 100)
- ).normalize();
- z_offsets[i] = 0.01 * myrand_range(0,100);
- }
- }
- int sunlight_seen_count = 0;
- float sunlight_min_d = max_d*0.8;
- if(sunlight_min_d > 35*BS)
- sunlight_min_d = 35*BS;
- std::vector<int> values;
- values.reserve(ARRLEN(z_directions));
- for (u32 i = 0; i < ARRLEN(z_directions); i++) {
- v3f z_dir = z_directions[i];
- core::CMatrix4<f32> a;
- a.buildRotateFromTo(v3f(0,1,0), z_dir);
- v3f dir = m_camera_direction;
- a.rotateVect(dir);
- int br = 0;
- float step = BS*1.5;
- if(max_d > 35*BS)
- step = max_d / 35 * 1.5;
- float off = step * z_offsets[i];
- bool sunlight_seen_now = false;
- bool ok = getVisibleBrightness(this, m_camera_position, dir,
- step, 1.0, max_d*0.6+off, max_d, m_nodedef, daylight_factor,
- sunlight_min_d,
- &br, &sunlight_seen_now);
- if(sunlight_seen_now)
- sunlight_seen_count++;
- if(!ok)
- continue;
- values.push_back(br);
- // Don't try too much if being in the sun is clear
- if(sunlight_seen_count >= 20)
- break;
- }
- int brightness_sum = 0;
- int brightness_count = 0;
- std::sort(values.begin(), values.end());
- u32 num_values_to_use = values.size();
- if(num_values_to_use >= 10)
- num_values_to_use -= num_values_to_use/2;
- else if(num_values_to_use >= 7)
- num_values_to_use -= num_values_to_use/3;
- u32 first_value_i = (values.size() - num_values_to_use) / 2;
- for (u32 i=first_value_i; i < first_value_i + num_values_to_use; i++) {
- brightness_sum += values[i];
- brightness_count++;
- }
- int ret = 0;
- if(brightness_count == 0){
- MapNode n = getNode(floatToInt(m_camera_position, BS));
- ContentLightingFlags f = m_nodedef->getLightingFlags(n);
- if(f.has_light){
- ret = decode_light(n.getLightBlend(daylight_factor, f));
- } else {
- ret = oldvalue;
- }
- } else {
- ret = brightness_sum / brightness_count;
- }
- *sunlight_seen_result = (sunlight_seen_count > 0);
- return ret;
- }
- void ClientMap::renderPostFx(CameraMode cam_mode)
- {
- // Sadly ISceneManager has no "post effects" render pass, in that case we
- // could just register for that and handle it in renderMap().
- MapNode n = getNode(floatToInt(m_camera_position, BS));
- const ContentFeatures& features = m_nodedef->get(n);
- video::SColor post_color = features.post_effect_color;
- if (features.post_effect_color_shaded) {
- auto apply_light = [] (u32 color, u32 light) {
- return core::clamp(core::round32(color * light / 255.0f), 0, 255);
- };
- post_color.setRed(apply_light(post_color.getRed(), m_camera_light_color.getRed()));
- post_color.setGreen(apply_light(post_color.getGreen(), m_camera_light_color.getGreen()));
- post_color.setBlue(apply_light(post_color.getBlue(), m_camera_light_color.getBlue()));
- }
- // If the camera is in a solid node, make everything black.
- // (first person mode only)
- if (features.solidness == 2 && cam_mode == CAMERA_MODE_FIRST &&
- !m_control.allow_noclip) {
- post_color = video::SColor(255, 0, 0, 0);
- }
- if (post_color.getAlpha() != 0) {
- // Draw a full-screen rectangle
- video::IVideoDriver* driver = SceneManager->getVideoDriver();
- v2u32 ss = driver->getScreenSize();
- core::rect<s32> rect(0,0, ss.X, ss.Y);
- driver->draw2DRectangle(post_color, rect);
- }
- }
- void ClientMap::PrintInfo(std::ostream &out)
- {
- out<<"ClientMap: ";
- }
- void ClientMap::renderMapShadows(video::IVideoDriver *driver,
- const video::SMaterial &material, s32 pass, int frame, int total_frames)
- {
- bool is_transparent_pass = pass != scene::ESNRP_SOLID;
- std::string prefix;
- if (is_transparent_pass)
- prefix = "renderMap(SHADOW TRANS): ";
- else
- prefix = "renderMap(SHADOW SOLID): ";
- u32 drawcall_count = 0;
- u32 vertex_count = 0;
- MeshBufListMaps grouped_buffers;
- std::vector<DrawDescriptor> draw_order;
- std::size_t count = 0;
- std::size_t meshes_per_frame = m_drawlist_shadow.size() / total_frames + 1;
- std::size_t low_bound = is_transparent_pass ? 0 : meshes_per_frame * frame;
- std::size_t high_bound = is_transparent_pass ? m_drawlist_shadow.size() : meshes_per_frame * (frame + 1);
- // transparent pass should be rendered in one go
- if (is_transparent_pass && frame != total_frames - 1) {
- return;
- }
- const MeshGrid mesh_grid = m_client->getMeshGrid();
- for (const auto &i : m_drawlist_shadow) {
- // only process specific part of the list & break early
- ++count;
- if (count <= low_bound)
- continue;
- if (count > high_bound)
- break;
- v3s16 block_pos = i.first;
- MapBlock *block = i.second;
- // If the mesh of the block happened to get deleted, ignore it
- if (!block->mesh)
- continue;
- /*
- Get the meshbuffers of the block
- */
- if (is_transparent_pass) {
- // In transparent pass, the mesh will give us
- // the partial buffers in the correct order
- for (auto &buffer : block->mesh->getTransparentBuffers())
- draw_order.emplace_back(block_pos, &buffer);
- }
- else {
- // otherwise, group buffers across meshes
- // using MeshBufListMaps
- MapBlockMesh *mapBlockMesh = block->mesh;
- assert(mapBlockMesh);
- for (int layer = 0; layer < MAX_TILE_LAYERS; layer++) {
- scene::IMesh *mesh = mapBlockMesh->getMesh(layer);
- assert(mesh);
- u32 c = mesh->getMeshBufferCount();
- for (u32 i = 0; i < c; i++) {
- scene::IMeshBuffer *buf = mesh->getMeshBuffer(i);
- video::SMaterial &mat = buf->getMaterial();
- auto rnd = driver->getMaterialRenderer(mat.MaterialType);
- bool transparent = rnd && rnd->isTransparent();
- if (!transparent)
- grouped_buffers.add(buf, block_pos, layer);
- }
- }
- }
- }
- u32 buffer_count = 0;
- for (auto &map : grouped_buffers.maps)
- for (auto &list : map)
- buffer_count += list.second.size();
- draw_order.reserve(draw_order.size() + buffer_count);
- // Capture draw order for all solid meshes
- for (auto &map : grouped_buffers.maps) {
- for (auto &list : map) {
- // iterate in reverse to draw closest blocks first
- for (auto it = list.second.rbegin(); it != list.second.rend(); ++it)
- draw_order.emplace_back(it->first, it->second, it != list.second.rbegin());
- }
- }
- TimeTaker draw("Drawing shadow mesh buffers");
- core::matrix4 m; // Model matrix
- v3f offset = intToFloat(m_camera_offset, BS);
- u32 material_swaps = 0;
- // Render all mesh buffers in order
- drawcall_count += draw_order.size();
- for (auto &descriptor : draw_order) {
- scene::IMeshBuffer *buf = descriptor.getBuffer();
- if (!descriptor.m_reuse_material) {
- // override some material properties
- video::SMaterial local_material = buf->getMaterial();
- local_material.MaterialType = material.MaterialType;
- // do not override culling if the original material renders both back
- // and front faces in solid mode (e.g. plantlike)
- // Transparent plants would still render shadows only from one side,
- // but this conflicts with water which occurs much more frequently
- if (is_transparent_pass || local_material.BackfaceCulling || local_material.FrontfaceCulling) {
- local_material.BackfaceCulling = material.BackfaceCulling;
- local_material.FrontfaceCulling = material.FrontfaceCulling;
- }
- local_material.BlendOperation = material.BlendOperation;
- local_material.Lighting = false;
- driver->setMaterial(local_material);
- ++material_swaps;
- }
- v3f block_wpos = intToFloat(mesh_grid.getMeshPos(descriptor.m_pos) * MAP_BLOCKSIZE, BS);
- m.setTranslation(block_wpos - offset);
- driver->setTransform(video::ETS_WORLD, m);
- descriptor.draw(driver);
- vertex_count += buf->getIndexCount();
- }
- // restore the driver material state
- video::SMaterial clean;
- clean.BlendOperation = video::EBO_ADD;
- driver->setMaterial(clean); // reset material to defaults
- driver->draw3DLine(v3f(), v3f(), video::SColor(0));
- g_profiler->avg(prefix + "draw meshes [ms]", draw.stop(true));
- g_profiler->avg(prefix + "vertices drawn [#]", vertex_count);
- g_profiler->avg(prefix + "drawcalls [#]", drawcall_count);
- g_profiler->avg(prefix + "material swaps [#]", material_swaps);
- }
- /*
- Custom update draw list for the pov of shadow light.
- */
- void ClientMap::updateDrawListShadow(v3f shadow_light_pos, v3f shadow_light_dir, float radius, float length)
- {
- ScopeProfiler sp(g_profiler, "CM::updateDrawListShadow()", SPT_AVG);
- for (auto &i : m_drawlist_shadow) {
- MapBlock *block = i.second;
- block->refDrop();
- }
- m_drawlist_shadow.clear();
- // Number of blocks currently loaded by the client
- u32 blocks_loaded = 0;
- // Number of blocks with mesh in rendering range
- u32 blocks_in_range_with_mesh = 0;
- for (auto §or_it : m_sectors) {
- const MapSector *sector = sector_it.second;
- if (!sector)
- continue;
- blocks_loaded += sector->size();
- /*
- Loop through blocks in sector
- */
- for (const auto &entry : sector->getBlocks()) {
- MapBlock *block = entry.second.get();
- MapBlockMesh *mesh = block->mesh;
- if (!mesh) {
- // Ignore if mesh doesn't exist
- continue;
- }
- v3f block_pos = intToFloat(block->getPosRelative(), BS) + mesh->getBoundingSphereCenter();
- v3f projection = shadow_light_pos + shadow_light_dir * shadow_light_dir.dotProduct(block_pos - shadow_light_pos);
- if (projection.getDistanceFrom(block_pos) > (radius + mesh->getBoundingRadius()))
- continue;
- blocks_in_range_with_mesh++;
- // This block is in range. Reset usage timer.
- block->resetUsageTimer();
- // Add to set
- if (m_drawlist_shadow.emplace(block->getPos(), block).second) {
- block->refGrab();
- }
- }
- }
- g_profiler->avg("SHADOW MapBlock meshes in range [#]", blocks_in_range_with_mesh);
- g_profiler->avg("SHADOW MapBlocks drawn [#]", m_drawlist_shadow.size());
- g_profiler->avg("SHADOW MapBlocks loaded [#]", blocks_loaded);
- }
- void ClientMap::reportMetrics(u64 save_time_us, u32 saved_blocks, u32 all_blocks)
- {
- g_profiler->avg("CM::reportMetrics loaded blocks [#]", all_blocks);
- }
- void ClientMap::updateTransparentMeshBuffers()
- {
- ScopeProfiler sp(g_profiler, "CM::updateTransparentMeshBuffers", SPT_AVG);
- u32 sorted_blocks = 0;
- u32 unsorted_blocks = 0;
- f32 sorting_distance_sq = std::pow(m_cache_transparency_sorting_distance * BS, 2.0f);
- // Update the order of transparent mesh buffers in each mesh
- for (auto it = m_drawlist.begin(); it != m_drawlist.end(); it++) {
- MapBlock* block = it->second;
- if (!block->mesh)
- continue;
- if (m_needs_update_transparent_meshes ||
- block->mesh->getTransparentBuffers().size() == 0) {
- v3s16 block_pos = block->getPos();
- v3f block_pos_f = intToFloat(block_pos * MAP_BLOCKSIZE + MAP_BLOCKSIZE / 2, BS);
- f32 distance = m_camera_position.getDistanceFromSQ(block_pos_f);
- if (distance <= sorting_distance_sq) {
- block->mesh->updateTransparentBuffers(m_camera_position, block_pos);
- ++sorted_blocks;
- }
- else {
- block->mesh->consolidateTransparentBuffers();
- ++unsorted_blocks;
- }
- }
- }
- g_profiler->avg("CM::Transparent Buffers - Sorted", sorted_blocks);
- g_profiler->avg("CM::Transparent Buffers - Unsorted", unsorted_blocks);
- m_needs_update_transparent_meshes = false;
- }
- scene::IMeshBuffer* ClientMap::DrawDescriptor::getBuffer()
- {
- return m_use_partial_buffer ? m_partial_buffer->getBuffer() : m_buffer;
- }
- void ClientMap::DrawDescriptor::draw(video::IVideoDriver* driver)
- {
- if (m_use_partial_buffer) {
- m_partial_buffer->beforeDraw();
- driver->drawMeshBuffer(m_partial_buffer->getBuffer());
- m_partial_buffer->afterDraw();
- } else {
- driver->drawMeshBuffer(m_buffer);
- }
- }
- bool ClientMap::isMeshOccluded(MapBlock *mesh_block, u16 mesh_size, v3s16 cam_pos_nodes)
- {
- if (mesh_size == 1)
- return isBlockOccluded(mesh_block, cam_pos_nodes);
- v3s16 min_edge = mesh_block->getPosRelative();
- v3s16 max_edge = min_edge + mesh_size * MAP_BLOCKSIZE -1;
- bool check_axis[3] = { false, false, false };
- u16 closest_side[3] = { 0, 0, 0 };
- for (int axis = 0; axis < 3; axis++) {
- if (cam_pos_nodes[axis] < min_edge[axis])
- check_axis[axis] = true;
- else if (cam_pos_nodes[axis] > max_edge[axis]) {
- check_axis[axis] = true;
- closest_side[axis] = mesh_size - 1;
- }
- }
- std::vector<bool> processed_blocks(mesh_size * mesh_size * mesh_size);
- // scan the side
- for (u16 i = 0; i < mesh_size; i++)
- for (u16 j = 0; j < mesh_size; j++) {
- v3s16 offsets[3] = {
- v3s16(closest_side[0], i, j),
- v3s16(i, closest_side[1], j),
- v3s16(i, j, closest_side[2])
- };
- for (int axis = 0; axis < 3; axis++) {
- v3s16 offset = offsets[axis];
- int block_index = offset.X + offset.Y * mesh_size + offset.Z * mesh_size * mesh_size;
- if (check_axis[axis] && !processed_blocks[block_index]) {
- processed_blocks[block_index] = true;
- v3s16 block_pos = mesh_block->getPos() + offset;
- MapBlock *block;
- if (mesh_block->getPos() == block_pos)
- block = mesh_block;
- else
- block = getBlockNoCreateNoEx(block_pos);
- if (block && !isBlockOccluded(block, cam_pos_nodes))
- return false;
- }
- }
- }
- return true;
- }
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