]> git.lizzy.rs Git - minetest.git/commitdiff
Remove the 'loops' occlusion culler (#13169)
authorx2048 <codeforsmile@gmail.com>
Mon, 23 Jan 2023 09:58:29 +0000 (10:58 +0100)
committerGitHub <noreply@github.com>
Mon, 23 Jan 2023 09:58:29 +0000 (10:58 +0100)
builtin/settingtypes.txt
src/client/clientmap.cpp
src/defaultsettings.cpp

index bc61962f59b4d014f12cc36922e45755a631d94b..ec8a8ce471ba0803171670bd7a878baea45741ea 100644 (file)
@@ -628,11 +628,6 @@ 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
index 55aecc2360b804f51d6c6847269267fe9e5f0e22..34d99e07d4f1031f8d1feed1e756d9830db22793 100644 (file)
@@ -103,23 +103,18 @@ 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);
 }
 
@@ -252,363 +247,241 @@ class MapBlockFlags
 
 void ClientMap::updateDrawList()
 {
-       if (m_new_occlusion_culler) {
-               ScopeProfiler sp(g_profiler, "CM::updateDrawList()", SPT_AVG);
+       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();
-               }
-               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++;
+       for (auto &i : m_drawlist) {
+               MapBlock *block = i.second;
+               block->refDrop();
+       }
+       m_drawlist.clear();
 
-                       // Get the sector, block and mesh
-                       MapSector *sector = this->getSectorNoGenerate(v2s16(block_coord.X, block_coord.Z));
+       v3s16 cam_pos_nodes = floatToInt(m_camera_position, BS);
 
-                       if (!sector)
-                               continue;
+       v3s16 p_blocks_min;
+       v3s16 p_blocks_max;
+       getBlocksInViewRange(cam_pos_nodes, &p_blocks_min, &p_blocks_max);
 
-                       MapBlock *block = sector->getBlockNoCreateNoEx(block_coord.Y);
+       // 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;
+       }
 
-                       MapBlockMesh *mesh = block ? block->mesh : nullptr;
+       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();
 
-                       // Calculate the coordinates for range and frutum culling
-                       v3f mesh_sphere_center;
-                       f32 mesh_sphere_radius;
+       // 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;
 
-                       v3s16 block_pos_nodes = block_coord * MAP_BLOCKSIZE;
+       std::queue<v3s16> blocks_to_consider;
 
-                       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;
-                       }
+       // Bits per block:
+       // [ visited | 0 | 0 | 0 | 0 | Z visible | Y visible | X visible ]
+       MapBlockFlags blocks_seen(p_blocks_min, p_blocks_max);
 
-                       // 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.
+       // 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
 
-                       // 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;
+       // Recursively walk the space and pick mapblocks for drawing
+       while (blocks_to_consider.size() > 0) {
 
-                       // 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;
+               v3s16 block_coord = blocks_to_consider.front();
+               blocks_to_consider.pop();
 
-                       // Occluded near sides will further occlude the far sides
-                       u8 visible_outer_sides = flags & 0x07;
+               auto &flags = blocks_seen.getChunk(block_coord).getBits(block_coord);
 
-                       // 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;
-                       }
+               // Only visit each block once (it may have been queued up to three times)
+               if ((flags & 0x80) == 0x80)
+                       continue;
+               flags |= 0x80;
 
-                       // The block is visible, add to the draw list
-                       if (mesh) {
-                               // Add to set
-                               block->refGrab();
-                               m_drawlist[block_coord] = block;
-                       }
+               blocks_visited++;
 
-                       // 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++;
-                                       }
-                               };
+               // Get the sector, block and mesh
+               MapSector *sector = this->getSectorNoGenerate(v2s16(block_coord.X, block_coord.Z));
 
+               if (!sector)
+                       continue;
 
-                               // Test the '-' direction of the axis
-                               if (look[axis] <= 0 && block_coord[axis] > p_blocks_min[axis])
-                                       traverse_far_side(-1);
+               MapBlock *block = sector->getBlockNoCreateNoEx(block_coord.Y);
 
-                               // Test the '+' direction of the axis
-                               far_side_mask <<= 1;
+               MapBlockMesh *mesh = block ? block->mesh : nullptr;
 
-                               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());
-       }
-       else {
-               ScopeProfiler sp(g_profiler, "CM::updateDrawList()", SPT_AVG);
+               // Calculate the coordinates for range and frutum culling
+               v3f mesh_sphere_center;
+               f32 mesh_sphere_radius;
 
-               m_needs_update_drawlist = false;
+               v3s16 block_pos_nodes = block_coord * MAP_BLOCKSIZE;
 
-               for (auto &i : m_drawlist) {
-                       MapBlock *block = i.second;
-                       block->refDrop();
+               if (mesh) {
+                       mesh_sphere_center = intToFloat(block_pos_nodes, BS)
+                                       + mesh->getBoundingSphereCenter();
+                       mesh_sphere_radius = mesh->getBoundingRadius();
                }
-               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;
+               else {
+                       mesh_sphere_center = intToFloat(block_pos_nodes, BS) + v3f((MAP_BLOCKSIZE * 0.5f - 0.5f) * BS);
+                       mesh_sphere_radius = 0.0f;
                }
 
-               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();
+               // 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;
 
-                       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;
-                       }
+               // 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;
 
-                       MapBlockVect sectorblocks;
-                       sector->getBlocks(sectorblocks);
+               // Occluded near sides will further occlude the far sides
+               u8 visible_outer_sides = flags & 0x07;
 
-                       /*
-                               Loop through blocks in sector
-                       */
-
-                       u32 sector_blocks_drawn = 0;
+               // 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;
+               }
 
-                       for (MapBlock *block : sectorblocks) {
-                               /*
-                                       Compare block position to camera position, skip
-                                       if not seen on display
-                               */
+               // The block is visible, add to the draw list
+               if (mesh) {
+                       // Add to set
+                       block->refGrab();
+                       m_drawlist[block_coord] = block;
+               }
 
-                               if (!block->mesh) {
-                                       // Ignore if mesh doesn't exist
-                                       continue;
+               // 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);
                                }
-
-                               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;
+                               else {
+                                       sides_skipped++;
                                }
+                       };
 
-                               // Add to set
-                               block->refGrab();
-                               m_drawlist[block_coord] = block;
 
-                               sector_blocks_drawn++;
-                       } // foreach sectorblocks
+                       // Test the '-' direction of the axis
+                       if (look[axis] <= 0 && block_coord[axis] > p_blocks_min[axis])
+                               traverse_far_side(-1);
 
-                       if (sector_blocks_drawn != 0)
-                               m_last_drawn_sectors.insert(sp);
-               }
+                       // Test the '+' direction of the axis
+                       far_side_mask <<= 1;
 
-               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);
+                       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());
 }
 
 void ClientMap::touchMapBlocks()
 {
-       if (!m_new_occlusion_culler)
-               return;
-
        v3s16 cam_pos_nodes = floatToInt(m_camera_position, BS);
 
        v3s16 p_blocks_min;
index e9ee8281d64fca04a8503994d38069b2a558e6b6..5ef9ba5e90619de468d007e459e31ec166cad209 100644 (file)
@@ -66,7 +66,6 @@ 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");