]> git.lizzy.rs Git - minetest.git/commitdiff
Occlusion culling algorithm based on recursive descend (#13104)
authorx2048 <codeforsmile@gmail.com>
Fri, 6 Jan 2023 21:31:06 +0000 (22:31 +0100)
committerGitHub <noreply@github.com>
Fri, 6 Jan 2023 21:31:06 +0000 (22:31 +0100)
Co-authored-by: DS <vorunbekannt75@web.de>
builtin/settingtypes.txt
src/client/client.cpp
src/client/clientmap.cpp
src/client/clientmap.h
src/client/game.cpp
src/client/mapblock_mesh.cpp
src/client/mapblock_mesh.h
src/client/mesh_generator_thread.cpp
src/client/mesh_generator_thread.h
src/defaultsettings.cpp
src/mapblock.h

index a97d2c0f72ea4b6f0ae3c37262a89688f7410514..d3a8171264b694fe694581c81ae2ec62e574062a 100644 (file)
@@ -623,6 +623,15 @@ update_last_checked (Last update check) string
 #    Ex: 5.5.0 is 005005000
 update_last_known (Last known version update) int 0
 
+#    Type of occlusion_culler
+#    "loops" is the legacy algorithm with nested loops and O(N^3) complexity
+#    "bfs" is the new algorithm based on breadth-first-search and side culling
+occlusion_culler (Occlusion Culler) enum bfs bfs,loops
+
+#    Use raytraced occlusion culling in the new culler.
+#       This flag enables use of raytraced occlusion culling test
+enable_raytraced_culling (Enable Raytraced Culling) bool true
+
 [*Server]
 
 #    Name of the player.
index 27b0ca852d2defca0bcfb18706c8493b5f7409e8..0f96904b788c7bc9a8876c6072c2c7ee6bcef722 100644 (file)
@@ -561,6 +561,7 @@ void Client::step(float dtime)
                                block->mesh = nullptr;
 
                                if (r.mesh) {
+                                       block->solid_sides = r.solid_sides;
                                        minimap_mapblock = r.mesh->moveMinimapMapblock();
                                        if (minimap_mapblock == NULL)
                                                do_mapper_update = false;
index 83f9beb89a60c8c343c85205d05eca23141120be..55aecc2360b804f51d6c6847269267fe9e5f0e22 100644 (file)
@@ -28,9 +28,10 @@ with this program; if not, write to the Free Software Foundation, Inc.,
 #include "settings.h"
 #include "camera.h"               // CameraModes
 #include "util/basic_macros.h"
-#include <algorithm>
 #include "client/renderingengine.h"
 
+#include <queue>
+
 // struct MeshBufListList
 void MeshBufListList::clear()
 {
@@ -60,6 +61,10 @@ void MeshBufListList::add(scene::IMeshBuffer *buf, v3s16 position, u8 layer)
        list.emplace_back(l);
 }
 
+static void on_settings_changed(const std::string &name, void *data)
+{
+       static_cast<ClientMap*>(data)->onSettingChanged(name);
+}
 // ClientMap
 
 ClientMap::ClientMap(
@@ -98,7 +103,24 @@ ClientMap::ClientMap(
        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_new_occlusion_culler = g_settings->get("occlusion_culler") == "bfs";
+       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_new_occlusion_culler = g_settings->get("occlusion_culler") == "bfs";
+       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)
@@ -180,17 +202,412 @@ void ClientMap::getBlocksInViewRange(v3s16 cam_pos_nodes,
                        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);
+       if (m_new_occlusion_culler) {
+               ScopeProfiler sp(g_profiler, "CM::updateDrawList()", SPT_AVG);
 
-       m_needs_update_drawlist = false;
+               m_needs_update_drawlist = false;
 
-       for (auto &i : m_drawlist) {
-               MapBlock *block = i.second;
-               block->refDrop();
+               for (auto &i : m_drawlist) {
+                       MapBlock *block = i.second;
+                       block->refDrop();
+               }
+               m_drawlist.clear();
+
+               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;
+               // Blocks visited by the algorithm
+               u32 blocks_visited = 0;
+               // Block sides that were not traversed
+               u32 sides_skipped = 0;
+
+               // No occlusion culling when free_move is on and camera is inside ground
+               bool occlusion_culling_enabled = true;
+               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;
+               }
+
+               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;
+
+               std::queue<v3s16> blocks_to_consider;
+
+               // Bits per block:
+               // [ visited | 0 | 0 | 0 | 0 | Z visible | Y visible | X visible ]
+               MapBlockFlags blocks_seen(p_blocks_min, p_blocks_max);
+
+               // Start breadth-first search with the block the camera is in
+               blocks_to_consider.push(camera_block);
+               blocks_seen.getChunk(camera_block).getBits(camera_block) = 0x07; // mark all sides as visible
+
+               // Recursively walk the space and pick mapblocks for drawing
+               while (blocks_to_consider.size() > 0) {
+
+                       v3s16 block_coord = blocks_to_consider.front();
+                       blocks_to_consider.pop();
+
+                       auto &flags = blocks_seen.getChunk(block_coord).getBits(block_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));
+
+                       if (!sector)
+                               continue;
+
+                       MapBlock *block = sector->getBlockNoCreateNoEx(block_coord.Y);
+
+                       MapBlockMesh *mesh = block ? block->mesh : nullptr;
+
+
+                       // Calculate the coordinates for range and frutum 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((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(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))
+                               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_block;
+
+                       // 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 && isBlockOccluded(block, cam_pos_nodes)) {
+                               blocks_occlusion_culled++;
+                               continue;
+                       }
+
+                       // The block is visible, add to the draw list
+                       if (mesh) {
+                               // Add to set
+                               block->refGrab();
+                               m_drawlist[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) + 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;
+
+                                       // If a side is a see-through, mark the next block's side as visible, and queue
+                                       if (side_visible) {
+                                               auto &next_flags = blocks_seen.getChunk(next_pos).getBits(next_pos);
+                                               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(-1);
+
+                               // Test the '+' direction of the axis
+                               far_side_mask <<= 1;
+
+                               if (look[axis] >= 0 && block_coord[axis] < p_blocks_max[axis])
+                                       traverse_far_side(+1);
+                       }
+               }
+
+               g_profiler->avg("MapBlocks occlusion culled [#]", blocks_occlusion_culled);
+               g_profiler->avg("MapBlocks sides skipped [#]", sides_skipped);
+               g_profiler->avg("MapBlocks examined [#]", blocks_visited);
+               g_profiler->avg("MapBlocks drawn [#]", m_drawlist.size());
        }
-       m_drawlist.clear();
+       else {
+               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();
+
+               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;
+               // Number of blocks occlusion culled
+               u32 blocks_occlusion_culled = 0;
+
+               // No occlusion culling when free_move is on and camera is inside ground
+               bool occlusion_culling_enabled = true;
+               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;
+               }
+
+               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;
+
+               for (const auto &sector_it : m_sectors) {
+                       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;
+                       }
+
+                       MapBlockVect sectorblocks;
+                       sector->getBlocks(sectorblocks);
+
+                       /*
+                               Loop through blocks in sector
+                       */
+
+                       u32 sector_blocks_drawn = 0;
+
+                       for (MapBlock *block : sectorblocks) {
+                               /*
+                                       Compare block position to camera position, skip
+                                       if not seen on display
+                               */
+
+                               if (!block->mesh) {
+                                       // Ignore if mesh doesn't exist
+                                       continue;
+                               }
+
+                               v3s16 block_coord = block->getPos();
+                               v3f mesh_sphere_center = intToFloat(block->getPosRelative(), BS)
+                                               + block->mesh->getBoundingSphereCenter();
+                               f32 mesh_sphere_radius = block->mesh->getBoundingRadius();
+                               // 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.
+
+                               // 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.
+                               constexpr float frustum_cull_extra_radius = 300.0f;
+                               if (is_frustum_culled(mesh_sphere_center,
+                                               mesh_sphere_radius + frustum_cull_extra_radius))
+                                       continue;
+
+                               // Occlusion culling
+                               if (occlusion_culling_enabled && isBlockOccluded(block, cam_pos_nodes)) {
+                                       blocks_occlusion_culled++;
+                                       continue;
+                               }
+
+                               // Add to set
+                               block->refGrab();
+                               m_drawlist[block_coord] = block;
+
+                               sector_blocks_drawn++;
+                       } // foreach sectorblocks
+
+                       if (sector_blocks_drawn != 0)
+                               m_last_drawn_sectors.insert(sp);
+               }
+
+               g_profiler->avg("MapBlock meshes in range [#]", blocks_in_range_with_mesh);
+               g_profiler->avg("MapBlocks occlusion culled [#]", blocks_occlusion_culled);
+               g_profiler->avg("MapBlocks drawn [#]", m_drawlist.size());
+               g_profiler->avg("MapBlocks loaded [#]", blocks_loaded);
+       }
+}
+
+void ClientMap::touchMapBlocks()
+{
+       if (!m_new_occlusion_culler)
+               return;
 
        v3s16 cam_pos_nodes = floatToInt(m_camera_position, BS);
 
@@ -202,26 +619,6 @@ void ClientMap::updateDrawList()
        u32 blocks_loaded = 0;
        // Number of blocks with mesh in rendering range
        u32 blocks_in_range_with_mesh = 0;
-       // Number of blocks occlusion culled
-       u32 blocks_occlusion_culled = 0;
-
-       // No occlusion culling when free_move is on and camera is inside ground
-       bool occlusion_culling_enabled = true;
-       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;
-       }
-
-       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;
 
        for (const auto &sector_it : m_sectors) {
                MapSector *sector = sector_it.second;
@@ -241,8 +638,6 @@ void ClientMap::updateDrawList()
                        Loop through blocks in sector
                */
 
-               u32 sector_blocks_drawn = 0;
-
                for (MapBlock *block : sectorblocks) {
                        /*
                                Compare block position to camera position, skip
@@ -254,7 +649,6 @@ void ClientMap::updateDrawList()
                                continue;
                        }
 
-                       v3s16 block_coord = block->getPos();
                        v3f mesh_sphere_center = intToFloat(block->getPosRelative(), BS)
                                        + block->mesh->getBoundingSphereCenter();
                        f32 mesh_sphere_radius = block->mesh->getBoundingRadius();
@@ -267,35 +661,9 @@ void ClientMap::updateDrawList()
                        // 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.
-                       constexpr float frustum_cull_extra_radius = 300.0f;
-                       if (is_frustum_culled(mesh_sphere_center,
-                                       mesh_sphere_radius + frustum_cull_extra_radius))
-                               continue;
-
-                       // Occlusion culling
-                       if (occlusion_culling_enabled && isBlockOccluded(block, cam_pos_nodes)) {
-                               blocks_occlusion_culled++;
-                               continue;
-                       }
-
-                       // Add to set
-                       block->refGrab();
-                       m_drawlist[block_coord] = block;
-
-                       sector_blocks_drawn++;
-               } // foreach sectorblocks
-
-               if (sector_blocks_drawn != 0)
-                       m_last_drawn_sectors.insert(sp);
+               }
        }
-
        g_profiler->avg("MapBlock meshes in range [#]", blocks_in_range_with_mesh);
-       g_profiler->avg("MapBlocks occlusion culled [#]", blocks_occlusion_culled);
-       g_profiler->avg("MapBlocks drawn [#]", m_drawlist.size());
        g_profiler->avg("MapBlocks loaded [#]", blocks_loaded);
 }
 
index f5e02d6d0e7cfc46916d357ffdcd44f68e94ff61..cc68c1c155a7c4683624364cb3bc746fc01c1dc1 100644 (file)
@@ -76,7 +76,7 @@ class ClientMap : public Map, public scene::ISceneNode
                        s32 id
        );
 
-       virtual ~ClientMap() = default;
+       virtual ~ClientMap();
 
        bool maySaveBlocks() override
        {
@@ -116,6 +116,8 @@ class ClientMap : public Map, public scene::ISceneNode
        void getBlocksInViewRange(v3s16 cam_pos_nodes,
                v3s16 *p_blocks_min, v3s16 *p_blocks_max, float range=-1.0f);
        void updateDrawList();
+       // @brief Calculate statistics about the map and keep the blocks alive
+       void touchMapBlocks();
        void updateDrawListShadow(v3f shadow_light_pos, v3f shadow_light_dir, float radius, float length);
        // Returns true if draw list needs updating before drawing the next frame.
        bool needsUpdateDrawList() { return m_needs_update_drawlist; }
@@ -136,11 +138,14 @@ class ClientMap : public Map, public scene::ISceneNode
        f32 getWantedRange() const { return m_control.wanted_range; }
        f32 getCameraFov() const { return m_camera_fov; }
 
+       void onSettingChanged(const std::string &name);
+
 private:
 
        // update the vertex order in transparent mesh buffers
        void updateTransparentMeshBuffers();
 
+
        // Orders blocks by distance to the camera
        class MapBlockComparer
        {
@@ -205,4 +210,7 @@ class ClientMap : public Map, public scene::ISceneNode
        bool m_cache_bilinear_filter;
        bool m_cache_anistropic_filter;
        u16 m_cache_transparency_sorting_distance;
+
+       bool m_new_occlusion_culler;
+       bool m_enable_raytraced_culling;
 };
index 078998bf77e347df8cf98815a2efc50034870576..3f76d2e05d48ddc281a34c0c5040dc638c38b2b3 100644 (file)
@@ -696,6 +696,7 @@ struct GameRunData {
 
        float damage_flash;
        float update_draw_list_timer;
+       float touch_blocks_timer;
 
        f32 fog_range;
 
@@ -4030,6 +4031,9 @@ void Game::updateFrame(ProfilerGraph *graph, RunStats *stats, f32 dtime,
                changed much
        */
        runData.update_draw_list_timer += dtime;
+       runData.touch_blocks_timer += dtime;
+
+       bool draw_list_updated = false;
 
        float update_draw_list_delta = 0.2f;
 
@@ -4041,6 +4045,12 @@ void Game::updateFrame(ProfilerGraph *graph, RunStats *stats, f32 dtime,
                runData.update_draw_list_timer = 0;
                client->getEnv().getClientMap().updateDrawList();
                runData.update_draw_list_last_cam_dir = camera_direction;
+               draw_list_updated = true;
+       }
+
+       if (runData.touch_blocks_timer > update_draw_list_delta && !draw_list_updated) {
+               client->getEnv().getClientMap().touchMapBlocks();
+               runData.touch_blocks_timer = 0;
        }
 
        if (RenderingEngine::get_shadow_renderer()) {
index 9e141e29005eb85647e29d75e943b5645c0b39f9..7eba2962467c42ce820f17064869781c5d114e4c 100644 (file)
@@ -1582,3 +1582,31 @@ video::SColor encode_light(u16 light, u8 emissive_light)
        float b = (day + night) / 2;
        return video::SColor(r, b, b, b);
 }
+
+u8 get_solid_sides(MeshMakeData *data)
+{
+       v3s16 blockpos_nodes = data->m_blockpos * MAP_BLOCKSIZE;
+       const NodeDefManager *ndef = data->m_client->ndef();
+
+       u8 result = 0x3F; // all sides solid;
+
+       for (s16 i = 0; i < MAP_BLOCKSIZE && result != 0; i++)
+       for (s16 j = 0; j < MAP_BLOCKSIZE && result != 0; j++) {
+               v3s16 positions[6] = {
+                       v3s16(0, i, j),
+                       v3s16(MAP_BLOCKSIZE - 1, i, j),
+                       v3s16(i, 0, j),
+                       v3s16(i, MAP_BLOCKSIZE - 1, j),
+                       v3s16(i, j, 0),
+                       v3s16(i, j, MAP_BLOCKSIZE - 1)
+               };
+
+               for (u8 k = 0; k < 6; k++) {
+                       const MapNode &top = data->m_vmanip.getNodeRefUnsafe(blockpos_nodes + positions[k]);
+                       if (ndef->get(top).solidness != 2)
+                               result &= ~(1 << k);
+               }
+       }
+
+       return result;
+}
index f22dd68bde453ab5ebb6a1ef1581f97d7a0a73f3..7f6185c3a1a575bb7fd47974711e51042d698055 100644 (file)
@@ -340,3 +340,8 @@ void final_color_blend(video::SColor *result,
 // TileFrame vector copy cost very much to client
 void getNodeTileN(MapNode mn, const v3s16 &p, u8 tileindex, MeshMakeData *data, TileSpec &tile);
 void getNodeTile(MapNode mn, const v3s16 &p, const v3s16 &dir, MeshMakeData *data, TileSpec &tile);
+
+/// Return bitset of the sides of the mapblock that consist of solid nodes only
+/// Bits:
+/// 0 0 -Z +Z -X +X -Y +Y
+u8 get_solid_sides(MeshMakeData *data);
index 1456b26ef09d297094495551467df90516be825c..345f44eb9f9eb48d93c8b322d438373a6bbf84e6 100644 (file)
@@ -299,6 +299,7 @@ void MeshUpdateWorkerThread::doUpdate()
                MeshUpdateResult r;
                r.p = q->p;
                r.mesh = mesh_new;
+               r.solid_sides = get_solid_sides(q->data);
                r.ack_block_to_server = q->ack_block_to_server;
                r.urgent = q->urgent;
 
index bbb84b74a987ed7241cd368692bbed555b9d0730..e37640a7a58af9c04a0c3ac0410508f3c5d07b7b 100644 (file)
@@ -111,6 +111,7 @@ struct MeshUpdateResult
 {
        v3s16 p = v3s16(-1338, -1338, -1338);
        MapBlockMesh *mesh = nullptr;
+       u8 solid_sides = 0;
        bool ack_block_to_server = false;
        bool urgent = false;
 
index 3639ae29208f309a3498453d2c0a98eb7e2e76fc..66a7411c494573f8bf63200b077819cc218287c3 100644 (file)
@@ -66,6 +66,8 @@ void set_default_settings()
        settings->setDefault("max_out_chat_queue_size", "20");
        settings->setDefault("pause_on_lost_focus", "false");
        settings->setDefault("enable_split_login_register", "true");
+       settings->setDefault("occlusion_culler", "bfs");
+       settings->setDefault("enable_raytraced_culling", "true");
        settings->setDefault("chat_weblink_color", "#8888FF");
 
        // Keymap
index 7df4fcaa73d6bd6dae9c22864927ae05f8e1da04..b817be5961cb188dcfa562359251ad99e29585ae 100644 (file)
@@ -469,6 +469,8 @@ class MapBlock
        bool contents_cached = false;
        // True if we never want to cache content types for this block
        bool do_not_cache_contents = false;
+       // marks the sides which are opaque: 00+Z-Z+Y-Y+X-X
+       u8 solid_sides {0};
 
 private:
        /*