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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>
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parent
cded6a3945
commit
69fc206109
14 changed files with 266 additions and 118 deletions
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@ -49,7 +49,7 @@ void MeshMakeData::fillBlockDataBegin(const v3s16 &blockpos)
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m_vmanip.clear();
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VoxelArea voxel_area(blockpos_nodes - v3s16(1,1,1) * MAP_BLOCKSIZE,
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blockpos_nodes + v3s16(1,1,1) * MAP_BLOCKSIZE*2-v3s16(1,1,1));
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blockpos_nodes + v3s16(1,1,1) * (side_length + MAP_BLOCKSIZE /* extra layer of blocks around the mesh */) - v3s16(1,1,1));
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m_vmanip.addArea(voxel_area);
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}
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@ -63,23 +63,6 @@ void MeshMakeData::fillBlockData(const v3s16 &block_offset, MapNode *data)
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m_vmanip.copyFrom(data, data_area, v3s16(0,0,0), blockpos_nodes, data_size);
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}
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void MeshMakeData::fill(MapBlock *block)
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{
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fillBlockDataBegin(block->getPos());
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fillBlockData(v3s16(0,0,0), block->getData());
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// Get map for reading neighbor blocks
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Map *map = block->getParent();
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for (const v3s16 &dir : g_26dirs) {
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v3s16 bp = m_blockpos + dir;
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MapBlock *b = map->getBlockNoCreateNoEx(bp);
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if(b)
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fillBlockData(dir, b->getData());
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}
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}
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void MeshMakeData::setCrack(int crack_level, v3s16 crack_pos)
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{
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if (crack_level >= 0)
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@ -883,7 +866,7 @@ static void updateFastFaceRow(
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// Unroll this variable which has a significant build cost
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TileSpec next_tile;
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for (u16 j = 0; j < MAP_BLOCKSIZE; j++) {
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for (u16 j = 0; j < data->side_length; j++) {
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// If tiling can be done, this is set to false in the next step
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bool next_is_different = true;
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@ -894,7 +877,7 @@ static void updateFastFaceRow(
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// If at last position, there is nothing to compare to and
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// the face must be drawn anyway
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if (j != MAP_BLOCKSIZE - 1) {
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if (j != data->side_length - 1) {
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p += translate_dir;
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getTileInfo(data, p, face_dir,
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@ -957,8 +940,8 @@ static void updateAllFastFaceRows(MeshMakeData *data,
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/*
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Go through every y,z and get top(y+) faces in rows of x+
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*/
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for (s16 y = 0; y < MAP_BLOCKSIZE; y++)
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for (s16 z = 0; z < MAP_BLOCKSIZE; z++)
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for (s16 y = 0; y < data->side_length; y++)
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for (s16 z = 0; z < data->side_length; z++)
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updateFastFaceRow(data,
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v3s16(0, y, z),
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v3s16(1, 0, 0), //dir
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@ -969,8 +952,8 @@ static void updateAllFastFaceRows(MeshMakeData *data,
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/*
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Go through every x,y and get right(x+) faces in rows of z+
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*/
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for (s16 x = 0; x < MAP_BLOCKSIZE; x++)
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for (s16 y = 0; y < MAP_BLOCKSIZE; y++)
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for (s16 x = 0; x < data->side_length; x++)
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for (s16 y = 0; y < data->side_length; y++)
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updateFastFaceRow(data,
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v3s16(x, y, 0),
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v3s16(0, 0, 1), //dir
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@ -981,8 +964,8 @@ static void updateAllFastFaceRows(MeshMakeData *data,
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/*
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Go through every y,z and get back(z+) faces in rows of x+
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*/
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for (s16 z = 0; z < MAP_BLOCKSIZE; z++)
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for (s16 y = 0; y < MAP_BLOCKSIZE; y++)
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for (s16 z = 0; z < data->side_length; z++)
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for (s16 y = 0; y < data->side_length; y++)
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updateFastFaceRow(data,
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v3s16(0, y, z),
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v3s16(1, 0, 0), //dir
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@ -1009,7 +992,7 @@ static void applyTileColor(PreMeshBuffer &pmb)
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MapBlockBspTree
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*/
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void MapBlockBspTree::buildTree(const std::vector<MeshTriangle> *triangles)
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void MapBlockBspTree::buildTree(const std::vector<MeshTriangle> *triangles, u16 side_length)
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{
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this->triangles = triangles;
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@ -1024,7 +1007,7 @@ void MapBlockBspTree::buildTree(const std::vector<MeshTriangle> *triangles)
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if (!indexes.empty()) {
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// Start in the center of the block with increment of one quarter in each direction
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root = buildTree(v3f(1, 0, 0), v3f((MAP_BLOCKSIZE + 1) * 0.5f * BS), MAP_BLOCKSIZE * 0.25f * BS, indexes, 0);
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root = buildTree(v3f(1, 0, 0), v3f((side_length + 1) * 0.5f * BS), side_length * 0.25f * BS, indexes, 0);
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} else {
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root = -1;
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}
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@ -1183,7 +1166,6 @@ void PartialMeshBuffer::afterDraw() const
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*/
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MapBlockMesh::MapBlockMesh(MeshMakeData *data, v3s16 camera_offset):
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m_minimap_mapblock(NULL),
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m_tsrc(data->m_client->getTextureSource()),
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m_shdrsrc(data->m_client->getShaderSource()),
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m_animation_force_timer(0), // force initial animation
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@ -1195,10 +1177,23 @@ MapBlockMesh::MapBlockMesh(MeshMakeData *data, v3s16 camera_offset):
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m_enable_shaders = data->m_use_shaders;
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m_enable_vbo = g_settings->getBool("enable_vbo");
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if (data->m_client->getMinimap()) {
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m_minimap_mapblock = new MinimapMapblock;
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m_minimap_mapblock->getMinimapNodes(
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&data->m_vmanip, data->m_blockpos * MAP_BLOCKSIZE);
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v3s16 bp = data->m_blockpos;
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// Only generate minimap mapblocks at even coordinates.
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if (((bp.X | bp.Y | bp.Z) & 1) == 0 && data->m_client->getMinimap()) {
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m_minimap_mapblocks.resize(8, nullptr);
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v3s16 ofs;
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// See also client.cpp for the code that reads the array of minimap blocks.
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for (ofs.Z = 0; ofs.Z <= 1; ofs.Z++)
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for (ofs.Y = 0; ofs.Y <= 1; ofs.Y++)
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for (ofs.X = 0; ofs.X <= 1; ofs.X++) {
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v3s16 p = (bp + ofs) * MAP_BLOCKSIZE;
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if (data->m_vmanip.getNodeNoEx(p).getContent() != CONTENT_IGNORE) {
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MinimapMapblock *block = new MinimapMapblock;
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m_minimap_mapblocks[ofs.Z * 4 + ofs.Y * 2 + ofs.X] = block;
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block->getMinimapNodes(&data->m_vmanip, p);
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}
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}
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}
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// 4-21ms for MAP_BLOCKSIZE=16 (NOTE: probably outdated)
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@ -1226,7 +1221,8 @@ MapBlockMesh::MapBlockMesh(MeshMakeData *data, v3s16 camera_offset):
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Convert FastFaces to MeshCollector
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*/
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MeshCollector collector(m_bounding_sphere_center);
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v3f offset = intToFloat((data->m_blockpos - data->m_blockpos / 8 * 8) * MAP_BLOCKSIZE, BS);
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MeshCollector collector(m_bounding_sphere_center, offset);
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{
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// avg 0ms (100ms spikes when loading textures the first time)
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@ -1386,7 +1382,7 @@ MapBlockMesh::MapBlockMesh(MeshMakeData *data, v3s16 camera_offset):
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}
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//std::cout<<"added "<<fastfaces.getSize()<<" faces."<<std::endl;
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m_bsp_tree.buildTree(&m_transparent_triangles);
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m_bsp_tree.buildTree(&m_transparent_triangles, data->side_length);
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// Check if animation is required for this mesh
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m_has_animation =
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@ -1408,7 +1404,8 @@ MapBlockMesh::~MapBlockMesh()
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#endif
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m->drop();
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}
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delete m_minimap_mapblock;
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for (MinimapMapblock *block : m_minimap_mapblocks)
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delete block;
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}
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bool MapBlockMesh::animate(bool faraway, float time, int crack,
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@ -1583,30 +1580,39 @@ video::SColor encode_light(u16 light, u8 emissive_light)
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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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std::unordered_map<v3s16, 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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std::unordered_map<v3s16, u8> results;
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v3s16 ofs;
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u8 result = 0x3F; // all sides solid;
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for (ofs.X = 0; ofs.X < 2; ofs.X++)
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for (ofs.Y = 0; ofs.Y < 2; ofs.Y++)
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for (ofs.Z = 0; ofs.Z < 2; ofs.Z++) {
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v3s16 blockpos = data->m_blockpos + ofs;
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v3s16 blockpos_nodes = blockpos * MAP_BLOCKSIZE;
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const NodeDefManager *ndef = data->m_client->ndef();
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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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u8 result = 0x3F; // all sides solid;
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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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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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}
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return result;
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results[blockpos] = result;
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}
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return results;
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}
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