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https://github.com/luanti-org/luanti.git
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Add depth sorting for node faces (#11696)
Use BSP tree to order transparent triangles https://en.wikipedia.org/wiki/Binary_space_partitioning
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parent
26c046a563
commit
b0b9732359
8 changed files with 628 additions and 92 deletions
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@ -97,9 +97,32 @@ ClientMap::ClientMap(
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m_cache_trilinear_filter = g_settings->getBool("trilinear_filter");
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m_cache_bilinear_filter = g_settings->getBool("bilinear_filter");
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m_cache_anistropic_filter = g_settings->getBool("anisotropic_filter");
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m_cache_transparency_sorting_distance = g_settings->getU16("transparency_sorting_distance");
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}
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void ClientMap::updateCamera(v3f pos, v3f dir, f32 fov, v3s16 offset)
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{
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v3s16 previous_node = floatToInt(m_camera_position, BS) + m_camera_offset;
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v3s16 previous_block = getContainerPos(previous_node, MAP_BLOCKSIZE);
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m_camera_position = pos;
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m_camera_direction = dir;
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m_camera_fov = fov;
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m_camera_offset = offset;
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v3s16 current_node = floatToInt(m_camera_position, BS) + m_camera_offset;
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v3s16 current_block = getContainerPos(current_node, MAP_BLOCKSIZE);
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// reorder the blocks when camera crosses block boundary
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if (previous_block != current_block)
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m_needs_update_drawlist = true;
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// reorder transparent meshes when camera crosses node boundary
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if (previous_node != current_node)
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m_needs_update_transparent_meshes = true;
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}
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MapSector * ClientMap::emergeSector(v2s16 p2d)
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{
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// Check that it doesn't exist already
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@ -323,22 +346,17 @@ void ClientMap::renderMap(video::IVideoDriver* driver, s32 pass)
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u32 mesh_animate_count = 0;
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//u32 mesh_animate_count_far = 0;
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/*
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Update transparent meshes
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*/
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if (is_transparent_pass)
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updateTransparentMeshBuffers();
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/*
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Draw the selected MapBlocks
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*/
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MeshBufListList grouped_buffers;
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struct DrawDescriptor {
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v3s16 m_pos;
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scene::IMeshBuffer *m_buffer;
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bool m_reuse_material;
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DrawDescriptor(const v3s16 &pos, scene::IMeshBuffer *buffer, bool reuse_material) :
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m_pos(pos), m_buffer(buffer), m_reuse_material(reuse_material)
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{}
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};
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std::vector<DrawDescriptor> draw_order;
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video::SMaterial previous_material;
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@ -375,7 +393,15 @@ void ClientMap::renderMap(video::IVideoDriver* driver, s32 pass)
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/*
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Get the meshbuffers of the block
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*/
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{
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if (is_transparent_pass) {
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// In transparent pass, the mesh will give us
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// the partial buffers in the correct order
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for (auto &buffer : block->mesh->getTransparentBuffers())
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draw_order.emplace_back(block_pos, &buffer);
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}
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else {
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// otherwise, group buffers across meshes
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// using MeshBufListList
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MapBlockMesh *mapBlockMesh = block->mesh;
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assert(mapBlockMesh);
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@ -389,35 +415,14 @@ void ClientMap::renderMap(video::IVideoDriver* driver, s32 pass)
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video::SMaterial& material = buf->getMaterial();
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video::IMaterialRenderer* rnd =
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driver->getMaterialRenderer(material.MaterialType);
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driver->getMaterialRenderer(material.MaterialType);
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bool transparent = (rnd && rnd->isTransparent());
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if (transparent == is_transparent_pass) {
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if (!transparent) {
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if (buf->getVertexCount() == 0)
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errorstream << "Block [" << analyze_block(block)
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<< "] contains an empty meshbuf" << std::endl;
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<< "] contains an empty meshbuf" << std::endl;
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material.setFlag(video::EMF_TRILINEAR_FILTER,
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m_cache_trilinear_filter);
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material.setFlag(video::EMF_BILINEAR_FILTER,
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m_cache_bilinear_filter);
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material.setFlag(video::EMF_ANISOTROPIC_FILTER,
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m_cache_anistropic_filter);
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material.setFlag(video::EMF_WIREFRAME,
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m_control.show_wireframe);
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if (is_transparent_pass) {
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// Same comparison as in MeshBufListList
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bool new_material = material.getTexture(0) != previous_material.getTexture(0) ||
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material != previous_material;
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draw_order.emplace_back(block_pos, buf, !new_material);
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if (new_material)
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previous_material = material;
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}
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else {
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grouped_buffers.add(buf, block_pos, layer);
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}
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grouped_buffers.add(buf, block_pos, layer);
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}
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}
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}
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@ -442,8 +447,17 @@ void ClientMap::renderMap(video::IVideoDriver* driver, s32 pass)
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// Render all mesh buffers in order
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drawcall_count += draw_order.size();
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for (auto &descriptor : draw_order) {
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scene::IMeshBuffer *buf = descriptor.m_buffer;
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scene::IMeshBuffer *buf;
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if (descriptor.m_use_partial_buffer) {
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descriptor.m_partial_buffer->beforeDraw();
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buf = descriptor.m_partial_buffer->getBuffer();
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}
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else {
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buf = descriptor.m_buffer;
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}
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// Check and abort if the machine is swapping a lot
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if (draw.getTimerTime() > 2000) {
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@ -454,6 +468,17 @@ void ClientMap::renderMap(video::IVideoDriver* driver, s32 pass)
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if (!descriptor.m_reuse_material) {
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auto &material = buf->getMaterial();
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// Apply filter settings
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material.setFlag(video::EMF_TRILINEAR_FILTER,
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m_cache_trilinear_filter);
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material.setFlag(video::EMF_BILINEAR_FILTER,
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m_cache_bilinear_filter);
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material.setFlag(video::EMF_ANISOTROPIC_FILTER,
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m_cache_anistropic_filter);
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material.setFlag(video::EMF_WIREFRAME,
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m_control.show_wireframe);
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// pass the shadow map texture to the buffer texture
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ShadowRenderer *shadow = m_rendering_engine->get_shadow_renderer();
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if (shadow && shadow->is_active()) {
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@ -475,7 +500,7 @@ void ClientMap::renderMap(video::IVideoDriver* driver, s32 pass)
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driver->setTransform(video::ETS_WORLD, m);
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driver->drawMeshBuffer(buf);
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vertex_count += buf->getVertexCount();
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vertex_count += buf->getIndexCount();
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}
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g_profiler->avg(prefix + "draw meshes [ms]", draw.stop(true));
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@ -698,7 +723,9 @@ void ClientMap::renderMapShadows(video::IVideoDriver *driver,
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u32 drawcall_count = 0;
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u32 vertex_count = 0;
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MeshBufListList drawbufs;
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MeshBufListList grouped_buffers;
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std::vector<DrawDescriptor> draw_order;
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int count = 0;
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int low_bound = is_transparent_pass ? 0 : m_drawlist_shadow.size() / total_frames * frame;
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@ -727,7 +754,15 @@ void ClientMap::renderMapShadows(video::IVideoDriver *driver,
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/*
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Get the meshbuffers of the block
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*/
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{
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if (is_transparent_pass) {
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// In transparent pass, the mesh will give us
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// the partial buffers in the correct order
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for (auto &buffer : block->mesh->getTransparentBuffers())
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draw_order.emplace_back(block_pos, &buffer);
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}
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else {
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// otherwise, group buffers across meshes
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// using MeshBufListList
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MapBlockMesh *mapBlockMesh = block->mesh;
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assert(mapBlockMesh);
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@ -742,49 +777,74 @@ void ClientMap::renderMapShadows(video::IVideoDriver *driver,
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video::SMaterial &mat = buf->getMaterial();
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auto rnd = driver->getMaterialRenderer(mat.MaterialType);
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bool transparent = rnd && rnd->isTransparent();
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if (transparent == is_transparent_pass)
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drawbufs.add(buf, block_pos, layer);
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if (!transparent)
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grouped_buffers.add(buf, block_pos, layer);
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}
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}
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}
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}
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u32 buffer_count = 0;
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for (auto &lists : grouped_buffers.lists)
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for (MeshBufList &list : lists)
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buffer_count += list.bufs.size();
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draw_order.reserve(draw_order.size() + buffer_count);
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// Capture draw order for all solid meshes
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for (auto &lists : grouped_buffers.lists) {
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for (MeshBufList &list : lists) {
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// iterate in reverse to draw closest blocks first
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for (auto it = list.bufs.rbegin(); it != list.bufs.rend(); ++it)
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draw_order.emplace_back(it->first, it->second, it != list.bufs.rbegin());
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}
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}
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TimeTaker draw("Drawing shadow mesh buffers");
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core::matrix4 m; // Model matrix
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v3f offset = intToFloat(m_camera_offset, BS);
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u32 material_swaps = 0;
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// Render all layers in order
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for (auto &lists : drawbufs.lists) {
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for (MeshBufList &list : lists) {
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// Check and abort if the machine is swapping a lot
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if (draw.getTimerTime() > 1000) {
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infostream << "ClientMap::renderMapShadows(): Rendering "
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"took >1s, returning." << std::endl;
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break;
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}
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for (auto &pair : list.bufs) {
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scene::IMeshBuffer *buf = pair.second;
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// Render all mesh buffers in order
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drawcall_count += draw_order.size();
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// override some material properties
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video::SMaterial local_material = buf->getMaterial();
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local_material.MaterialType = material.MaterialType;
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local_material.BackfaceCulling = material.BackfaceCulling;
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local_material.FrontfaceCulling = material.FrontfaceCulling;
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local_material.BlendOperation = material.BlendOperation;
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local_material.Lighting = false;
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driver->setMaterial(local_material);
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v3f block_wpos = intToFloat(pair.first * MAP_BLOCKSIZE, BS);
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m.setTranslation(block_wpos - offset);
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driver->setTransform(video::ETS_WORLD, m);
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driver->drawMeshBuffer(buf);
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vertex_count += buf->getVertexCount();
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}
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drawcall_count += list.bufs.size();
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for (auto &descriptor : draw_order) {
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scene::IMeshBuffer *buf;
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if (descriptor.m_use_partial_buffer) {
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descriptor.m_partial_buffer->beforeDraw();
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buf = descriptor.m_partial_buffer->getBuffer();
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}
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else {
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buf = descriptor.m_buffer;
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}
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// Check and abort if the machine is swapping a lot
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if (draw.getTimerTime() > 1000) {
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infostream << "ClientMap::renderMapShadows(): Rendering "
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"took >1s, returning." << std::endl;
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break;
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}
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if (!descriptor.m_reuse_material) {
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// override some material properties
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video::SMaterial local_material = buf->getMaterial();
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local_material.MaterialType = material.MaterialType;
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local_material.BackfaceCulling = material.BackfaceCulling;
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local_material.FrontfaceCulling = material.FrontfaceCulling;
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local_material.BlendOperation = material.BlendOperation;
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local_material.Lighting = false;
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driver->setMaterial(local_material);
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++material_swaps;
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}
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v3f block_wpos = intToFloat(descriptor.m_pos * MAP_BLOCKSIZE, BS);
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m.setTranslation(block_wpos - offset);
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driver->setTransform(video::ETS_WORLD, m);
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driver->drawMeshBuffer(buf);
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vertex_count += buf->getIndexCount();
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}
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// restore the driver material state
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@ -796,6 +856,7 @@ void ClientMap::renderMapShadows(video::IVideoDriver *driver,
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g_profiler->avg(prefix + "draw meshes [ms]", draw.stop(true));
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g_profiler->avg(prefix + "vertices drawn [#]", vertex_count);
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g_profiler->avg(prefix + "drawcalls [#]", drawcall_count);
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g_profiler->avg(prefix + "material swaps [#]", material_swaps);
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}
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/*
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@ -891,3 +952,40 @@ void ClientMap::updateDrawListShadow(const v3f &shadow_light_pos, const v3f &sha
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g_profiler->avg("SHADOW MapBlocks drawn [#]", m_drawlist_shadow.size());
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g_profiler->avg("SHADOW MapBlocks loaded [#]", blocks_loaded);
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}
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void ClientMap::updateTransparentMeshBuffers()
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{
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ScopeProfiler sp(g_profiler, "CM::updateTransparentMeshBuffers", SPT_AVG);
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u32 sorted_blocks = 0;
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u32 unsorted_blocks = 0;
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f32 sorting_distance_sq = pow(m_cache_transparency_sorting_distance * BS, 2.0f);
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// Update the order of transparent mesh buffers in each mesh
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for (auto it = m_drawlist.begin(); it != m_drawlist.end(); it++) {
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MapBlock* block = it->second;
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if (!block->mesh)
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continue;
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if (m_needs_update_transparent_meshes ||
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block->mesh->getTransparentBuffers().size() == 0) {
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v3s16 block_pos = block->getPos();
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v3f block_pos_f = intToFloat(block_pos * MAP_BLOCKSIZE + MAP_BLOCKSIZE / 2, BS);
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f32 distance = m_camera_position.getDistanceFromSQ(block_pos_f);
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if (distance <= sorting_distance_sq) {
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block->mesh->updateTransparentBuffers(m_camera_position, block_pos);
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++sorted_blocks;
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}
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else {
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block->mesh->consolidateTransparentBuffers();
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++unsorted_blocks;
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}
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}
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}
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g_profiler->avg("CM::Transparent Buffers - Sorted", sorted_blocks);
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g_profiler->avg("CM::Transparent Buffers - Unsorted", unsorted_blocks);
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m_needs_update_transparent_meshes = false;
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}
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