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Occlusion culling algorithm based on recursive descend (#13104)
Co-authored-by: DS <vorunbekannt75@web.de>
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commit
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11 changed files with 493 additions and 58 deletions
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@ -1582,3 +1582,31 @@ video::SColor encode_light(u16 light, u8 emissive_light)
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float b = (day + night) / 2;
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return video::SColor(r, b, b, b);
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}
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u8 get_solid_sides(MeshMakeData *data)
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{
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v3s16 blockpos_nodes = data->m_blockpos * MAP_BLOCKSIZE;
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const NodeDefManager *ndef = data->m_client->ndef();
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u8 result = 0x3F; // all sides solid;
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for (s16 i = 0; i < MAP_BLOCKSIZE && result != 0; i++)
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for (s16 j = 0; j < MAP_BLOCKSIZE && result != 0; j++) {
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v3s16 positions[6] = {
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v3s16(0, i, j),
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v3s16(MAP_BLOCKSIZE - 1, i, j),
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v3s16(i, 0, j),
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v3s16(i, MAP_BLOCKSIZE - 1, j),
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v3s16(i, j, 0),
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v3s16(i, j, MAP_BLOCKSIZE - 1)
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};
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for (u8 k = 0; k < 6; k++) {
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const MapNode &top = data->m_vmanip.getNodeRefUnsafe(blockpos_nodes + positions[k]);
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if (ndef->get(top).solidness != 2)
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result &= ~(1 << k);
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}
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}
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return result;
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}
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