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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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@ -25,6 +25,17 @@ with this program; if not, write to the Free Software Foundation, Inc.,
#include "map.h"
#include "util/directiontables.h"
static class BlockPlaceholder {
public:
MapNode data[MAP_BLOCKSIZE * MAP_BLOCKSIZE * MAP_BLOCKSIZE];
BlockPlaceholder()
{
for (std::size_t i = 0; i < MAP_BLOCKSIZE * MAP_BLOCKSIZE * MAP_BLOCKSIZE; i++)
data[i] = MapNode(CONTENT_IGNORE);
}
} block_placeholder;
/*
QueuedMeshUpdate
*/
@ -66,28 +77,31 @@ bool MeshUpdateQueue::addBlock(Map *map, v3s16 p, bool ack_block_to_server, bool
MutexAutoLock lock(m_mutex);
// Mesh is placed at even positions at all coordinates
// (every 8-th block) and will cover 8 blocks
v3s16 mesh_position(p.X & ~1, p.Y & ~1, p.Z & ~1);
/*
Mark the block as urgent if requested
*/
if (urgent)
m_urgents.insert(p);
m_urgents.insert(mesh_position);
/*
Find if block is already in queue.
If it is, update the data and quit.
*/
for (QueuedMeshUpdate *q : m_queue) {
if (q->p == p) {
if (q->p == mesh_position) {
// NOTE: We are not adding a new position to the queue, thus
// refcount_from_queue stays the same.
if(ack_block_to_server)
q->ack_block_to_server = true;
q->ack_list.push_back(p);
q->crack_level = m_client->getCrackLevel();
q->crack_pos = m_client->getCrackPos();
q->urgent |= urgent;
for (std::size_t i = 1; i < q->map_blocks.size(); i++) {
for (std::size_t i = 0; i < q->map_blocks.size(); i++) {
if (!q->map_blocks[i]) {
MapBlock *block = map->getBlockNoCreateNoEx(q->p + g_26dirs[i - 1]);
MapBlock *block = map->getBlockNoCreateNoEx(q->p + g_64dirs[i]);
if (block) {
block->refGrab();
q->map_blocks[i] = block;
@ -99,16 +113,13 @@ bool MeshUpdateQueue::addBlock(Map *map, v3s16 p, bool ack_block_to_server, bool
}
/*
Cache the block data (force-update the center block, don't update the
neighbors but get them if they aren't already cached)
Make a list of blocks necessary for mesh generation and lock the blocks in memory.
*/
std::vector<MapBlock *> cached_blocks;
cached_blocks.reserve(3*3*3);
cached_blocks.push_back(main_block);
main_block->refGrab();
for (v3s16 dp : g_26dirs) {
MapBlock *block = map->getBlockNoCreateNoEx(p + dp);
cached_blocks.push_back(block);
std::vector<MapBlock *> map_blocks;
map_blocks.reserve(4*4*4);
for (v3s16 dp : g_64dirs) {
MapBlock *block = map->getBlockNoCreateNoEx(mesh_position + dp);
map_blocks.push_back(block);
if (block)
block->refGrab();
}
@ -117,12 +128,13 @@ bool MeshUpdateQueue::addBlock(Map *map, v3s16 p, bool ack_block_to_server, bool
Add the block
*/
QueuedMeshUpdate *q = new QueuedMeshUpdate;
q->p = p;
q->ack_block_to_server = ack_block_to_server;
q->p = mesh_position;
if(ack_block_to_server)
q->ack_list.push_back(p);
q->crack_level = m_client->getCrackLevel();
q->crack_pos = m_client->getCrackPos();
q->urgent = urgent;
q->map_blocks = std::move(cached_blocks);
q->map_blocks = std::move(map_blocks);
m_queue.push_back(q);
return true;
@ -170,12 +182,14 @@ void MeshUpdateQueue::fillDataFromMapBlocks(QueuedMeshUpdate *q)
{
MeshMakeData *data = new MeshMakeData(m_client, m_cache_enable_shaders);
q->data = data;
data->side_length = 2 * MAP_BLOCKSIZE;
data->fillBlockDataBegin(q->p);
for (MapBlock *block : q->map_blocks)
if (block)
data->fillBlockData(block->getPos() - q->p, block->getData());
for (std::size_t i = 0; i < 64; i++) {
MapBlock *block = q->map_blocks[i];
data->fillBlockData(g_64dirs[i], block ? block->getData() : block_placeholder.data);
}
data->setCrack(q->crack_level, q->crack_pos);
data->setSmoothLighting(m_cache_smooth_lighting);
@ -208,7 +222,7 @@ void MeshUpdateWorkerThread::doUpdate()
r.p = q->p;
r.mesh = mesh_new;
r.solid_sides = get_solid_sides(q->data);
r.ack_block_to_server = q->ack_block_to_server;
r.ack_list = std::move(q->ack_list);
r.urgent = q->urgent;
r.map_blocks = q->map_blocks;