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Keep mapblocks in memory if they're in range (#10714)

Some other minor parts of clientmap.cpp have been cleaned up along the way
This commit is contained in:
hecks 2021-02-26 21:23:46 +01:00 committed by GitHub
parent 3edb1ddb81
commit 225e69063f
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GPG key ID: 4AEE18F83AFDEB23
3 changed files with 30 additions and 27 deletions

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@ -165,6 +165,9 @@ void ClientMap::updateDrawList()
v3s16 p_blocks_max;
getBlocksInViewRange(cam_pos_nodes, &p_blocks_min, &p_blocks_max);
// Read the vision range, unless unlimited range is enabled.
float range = m_control.range_all ? 1e7 : m_control.wanted_range;
// Number of blocks currently loaded by the client
u32 blocks_loaded = 0;
// Number of blocks with mesh in rendering range
@ -182,6 +185,7 @@ void ClientMap::updateDrawList()
occlusion_culling_enabled = false;
}
// 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)
@ -218,32 +222,34 @@ void ClientMap::updateDrawList()
continue;
}
float range = 100000 * BS;
if (!m_control.range_all)
range = m_control.wanted_range * BS;
v3s16 block_coord = block->getPos();
v3s16 block_position = block->getPosRelative() + MAP_BLOCKSIZE / 2;
float d = 0.0;
if (!isBlockInSight(block->getPos(), camera_position,
camera_direction, camera_fov, range, &d))
continue;
// First, perform a simple distance check, with a padding of one extra block.
if (!m_control.range_all &&
block_position.getDistanceFrom(cam_pos_nodes) > range + MAP_BLOCKSIZE)
continue; // Out of range, skip.
// Keep the block alive as long as it is in range.
block->resetUsageTimer();
blocks_in_range_with_mesh++;
/*
Occlusion culling
*/
// Frustum culling
float d = 0.0;
if (!isBlockInSight(block_coord, camera_position,
camera_direction, camera_fov, range * BS, &d))
continue;
// Occlusion culling
if ((!m_control.range_all && d > m_control.wanted_range * BS) ||
(occlusion_culling_enabled && isBlockOccluded(block, cam_pos_nodes))) {
blocks_occlusion_culled++;
continue;
}
// This block is in range. Reset usage timer.
block->resetUsageTimer();
// Add to set
block->refGrab();
m_drawlist[block->getPos()] = block;
m_drawlist[block_coord] = block;
sector_blocks_drawn++;
} // foreach sectorblocks
@ -282,8 +288,6 @@ void ClientMap::renderMap(video::IVideoDriver* driver, s32 pass)
const u32 daynight_ratio = m_client->getEnv().getDayNightRatio();
const v3f camera_position = m_camera_position;
const v3f camera_direction = m_camera_direction;
const f32 camera_fov = m_camera_fov;
/*
Get all blocks and draw all visible ones
@ -310,11 +314,10 @@ void ClientMap::renderMap(video::IVideoDriver* driver, s32 pass)
if (!block->mesh)
continue;
float d = 0.0;
if (!isBlockInSight(block->getPos(), camera_position,
camera_direction, camera_fov, 100000 * BS, &d))
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) {
//MutexAutoLock lock(block->mesh_mutex);