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8x block meshes (#13133)

Reduce the number of drawcalls by generating a mesh per 8 blocks (2x2x2). Only blocks with even coordinates (lowest bit set to 0) will get a mesh.

Note: This also removes the old 'loops' algorithm for building the draw list, because it produces visual artifacts and cannot be made compatible with the approach of having a mesh for every 8th block without hurting performance.

Co-authored-by: Jude Melton-Houghton <jwmhjwmh@gmail.com>
Co-authored-by: Lars <larsh@apache.org>
Co-authored-by: sfan5 <sfan5@live.de>
This commit is contained in:
x2048 2023-01-31 17:30:59 +01:00 committed by GitHub
parent cded6a3945
commit 69fc206109
No known key found for this signature in database
GPG key ID: 4AEE18F83AFDEB23
14 changed files with 266 additions and 118 deletions

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@ -298,6 +298,8 @@ void ClientMap::updateDrawList()
blocks_to_consider.push(camera_block);
blocks_seen.getChunk(camera_block).getBits(camera_block) = 0x07; // mark all sides as visible
std::set<v3s16> shortlist;
// Recursively walk the space and pick mapblocks for drawing
while (blocks_to_consider.size() > 0) {
@ -369,11 +371,13 @@ void ClientMap::updateDrawList()
continue;
}
// The block is visible, add to the draw list
if (mesh) {
// Add to set
// Block meshes are stored in blocks where all coordinates are even (lowest bit set to 0)
// Add them to the de-dup set.
shortlist.emplace(block_coord.X & ~1, block_coord.Y & ~1, block_coord.Z & ~1);
// All other blocks we can grab and add to the drawlist right away.
if (block && m_drawlist.emplace(block_coord, block).second) {
// only grab the ref if the block exists and was not in the list
block->refGrab();
m_drawlist[block_coord] = block;
}
// Decide which sides to traverse next or to block away
@ -474,6 +478,16 @@ void ClientMap::updateDrawList()
}
}
g_profiler->avg("MapBlocks shortlist [#]", shortlist.size());
for (auto pos : shortlist) {
MapBlock * block = getBlockNoCreateNoEx(pos);
if (block && m_drawlist.emplace(pos, block).second) {
// only grab the ref if the block exists and was not in the list
block->refGrab();
}
}
g_profiler->avg("MapBlocks occlusion culled [#]", blocks_occlusion_culled);
g_profiler->avg("MapBlocks sides skipped [#]", sides_skipped);
g_profiler->avg("MapBlocks examined [#]", blocks_visited);
@ -597,7 +611,11 @@ void ClientMap::renderMap(video::IVideoDriver* driver, s32 pass)
MapBlock *block = i.second;
MapBlockMesh *block_mesh = block->mesh;
// If the mesh of the block happened to get deleted, ignore it
// Meshes are only stored every 8-th block (where all coordinates are even),
// but we keep all the visible blocks in the draw list to prevent client
// from dropping them.
// On top of that, in some cases block mesh can be removed
// before the block is removed from the draw list.
if (!block_mesh)
continue;
@ -720,7 +738,7 @@ void ClientMap::renderMap(video::IVideoDriver* driver, s32 pass)
material.TextureLayer[ShadowRenderer::TEXTURE_LAYER_SHADOW].Texture = nullptr;
}
v3f block_wpos = intToFloat(descriptor.m_pos * MAP_BLOCKSIZE, BS);
v3f block_wpos = intToFloat(descriptor.m_pos / 8 * 8 * MAP_BLOCKSIZE, BS);
m.setTranslation(block_wpos - offset);
driver->setTransform(video::ETS_WORLD, m);
@ -1046,7 +1064,7 @@ void ClientMap::renderMapShadows(video::IVideoDriver *driver,
++material_swaps;
}
v3f block_wpos = intToFloat(descriptor.m_pos * MAP_BLOCKSIZE, BS);
v3f block_wpos = intToFloat(descriptor.m_pos / 8 * 8 * MAP_BLOCKSIZE, BS);
m.setTranslation(block_wpos - offset);
driver->setTransform(video::ETS_WORLD, m);
@ -1133,6 +1151,11 @@ void ClientMap::updateDrawListShadow(v3f shadow_light_pos, v3f shadow_light_dir,
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);