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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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x2048 2022-04-02 10:42:27 +02:00 committed by GitHub
parent 26c046a563
commit b0b9732359
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8 changed files with 628 additions and 92 deletions

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@ -30,6 +30,7 @@ with this program; if not, write to the Free Software Foundation, Inc.,
#include "client/meshgen/collector.h"
#include "client/renderingengine.h"
#include <array>
#include <algorithm>
/*
MeshMakeData
@ -1003,6 +1004,173 @@ static void applyTileColor(PreMeshBuffer &pmb)
}
}
/*
MapBlockBspTree
*/
void MapBlockBspTree::buildTree(const std::vector<MeshTriangle> *triangles)
{
this->triangles = triangles;
nodes.clear();
// assert that triangle index can fit into s32
assert(triangles->size() <= 0x7FFFFFFFL);
std::vector<s32> indexes;
indexes.reserve(triangles->size());
for (u32 i = 0; i < triangles->size(); i++)
indexes.push_back(i);
root = buildTree(v3f(1, 0, 0), v3f(85, 85, 85), 40, indexes, 0);
}
/**
* @brief Find a candidate plane to split a set of triangles in two
*
* The candidate plane is represented by one of the triangles from the set.
*
* @param list Vector of indexes of the triangles in the set
* @param triangles Vector of all triangles in the BSP tree
* @return Address of the triangle that represents the proposed split plane
*/
static const MeshTriangle *findSplitCandidate(const std::vector<s32> &list, const std::vector<MeshTriangle> &triangles)
{
// find the center of the cluster.
v3f center(0, 0, 0);
size_t n = list.size();
for (s32 i : list) {
center += triangles[i].centroid / n;
}
// find the triangle with the largest area and closest to the center
const MeshTriangle *candidate_triangle = &triangles[list[0]];
const MeshTriangle *ith_triangle;
for (s32 i : list) {
ith_triangle = &triangles[i];
if (ith_triangle->areaSQ > candidate_triangle->areaSQ ||
(ith_triangle->areaSQ == candidate_triangle->areaSQ &&
ith_triangle->centroid.getDistanceFromSQ(center) < candidate_triangle->centroid.getDistanceFromSQ(center))) {
candidate_triangle = ith_triangle;
}
}
return candidate_triangle;
}
s32 MapBlockBspTree::buildTree(v3f normal, v3f origin, float delta, const std::vector<s32> &list, u32 depth)
{
// if the list is empty, don't bother
if (list.empty())
return -1;
// if there is only one triangle, or the delta is insanely small, this is a leaf node
if (list.size() == 1 || delta < 0.01) {
nodes.emplace_back(normal, origin, list, -1, -1);
return nodes.size() - 1;
}
std::vector<s32> front_list;
std::vector<s32> back_list;
std::vector<s32> node_list;
// split the list
for (s32 i : list) {
const MeshTriangle &triangle = (*triangles)[i];
float factor = normal.dotProduct(triangle.centroid - origin);
if (factor == 0)
node_list.push_back(i);
else if (factor > 0)
front_list.push_back(i);
else
back_list.push_back(i);
}
// define the new split-plane
v3f candidate_normal(normal.Z, normal.X, normal.Y);
float candidate_delta = delta;
if (depth % 3 == 2)
candidate_delta /= 2;
s32 front_index = -1;
s32 back_index = -1;
if (!front_list.empty()) {
v3f next_normal = candidate_normal;
v3f next_origin = origin + delta * normal;
float next_delta = candidate_delta;
if (next_delta < 10) {
const MeshTriangle *candidate = findSplitCandidate(front_list, *triangles);
next_normal = candidate->getNormal();
next_origin = candidate->centroid;
}
front_index = buildTree(next_normal, next_origin, next_delta, front_list, depth + 1);
// if there are no other triangles, don't create a new node
if (back_list.empty() && node_list.empty())
return front_index;
}
if (!back_list.empty()) {
v3f next_normal = candidate_normal;
v3f next_origin = origin - delta * normal;
float next_delta = candidate_delta;
if (next_delta < 10) {
const MeshTriangle *candidate = findSplitCandidate(back_list, *triangles);
next_normal = candidate->getNormal();
next_origin = candidate->centroid;
}
back_index = buildTree(next_normal, next_origin, next_delta, back_list, depth + 1);
// if there are no other triangles, don't create a new node
if (front_list.empty() && node_list.empty())
return back_index;
}
nodes.emplace_back(normal, origin, node_list, front_index, back_index);
return nodes.size() - 1;
}
void MapBlockBspTree::traverse(s32 node, v3f viewpoint, std::vector<s32> &output) const
{
if (node < 0) return; // recursion break;
const TreeNode &n = nodes[node];
float factor = n.normal.dotProduct(viewpoint - n.origin);
if (factor > 0)
traverse(n.back_ref, viewpoint, output);
else
traverse(n.front_ref, viewpoint, output);
if (factor != 0)
for (s32 i : n.triangle_refs)
output.push_back(i);
if (factor > 0)
traverse(n.front_ref, viewpoint, output);
else
traverse(n.back_ref, viewpoint, output);
}
/*
PartialMeshBuffer
*/
void PartialMeshBuffer::beforeDraw() const
{
// Patch the indexes in the mesh buffer before draw
m_buffer->Indices.clear();
if (!m_vertex_indexes.empty()) {
for (auto index : m_vertex_indexes)
m_buffer->Indices.push_back(index);
}
m_buffer->setDirty(scene::EBT_INDEX);
}
/*
MapBlockMesh
*/
@ -1173,8 +1341,31 @@ MapBlockMesh::MapBlockMesh(MeshMakeData *data, v3s16 camera_offset):
scene::SMeshBuffer *buf = new scene::SMeshBuffer();
buf->Material = material;
buf->append(&p.vertices[0], p.vertices.size(),
&p.indices[0], p.indices.size());
switch (p.layer.material_type) {
// list of transparent materials taken from tile.h
case TILE_MATERIAL_ALPHA:
case TILE_MATERIAL_LIQUID_TRANSPARENT:
case TILE_MATERIAL_WAVING_LIQUID_TRANSPARENT:
{
buf->append(&p.vertices[0], p.vertices.size(),
&p.indices[0], 0);
MeshTriangle t;
t.buffer = buf;
for (u32 i = 0; i < p.indices.size(); i += 3) {
t.p1 = p.indices[i];
t.p2 = p.indices[i + 1];
t.p3 = p.indices[i + 2];
t.updateAttributes();
m_transparent_triangles.push_back(t);
}
}
break;
default:
buf->append(&p.vertices[0], p.vertices.size(),
&p.indices[0], p.indices.size());
break;
}
mesh->addMeshBuffer(buf);
buf->drop();
}
@ -1187,6 +1378,7 @@ MapBlockMesh::MapBlockMesh(MeshMakeData *data, v3s16 camera_offset):
}
//std::cout<<"added "<<fastfaces.getSize()<<" faces."<<std::endl;
m_bsp_tree.buildTree(&m_transparent_triangles);
// Check if animation is required for this mesh
m_has_animation =
@ -1298,6 +1490,67 @@ bool MapBlockMesh::animate(bool faraway, float time, int crack,
return true;
}
void MapBlockMesh::updateTransparentBuffers(v3f camera_pos, v3s16 block_pos)
{
// nothing to do if the entire block is opaque
if (m_transparent_triangles.empty())
return;
v3f block_posf = intToFloat(block_pos * MAP_BLOCKSIZE, BS);
v3f rel_camera_pos = camera_pos - block_posf;
std::vector<s32> triangle_refs;
m_bsp_tree.traverse(rel_camera_pos, triangle_refs);
// arrange index sequences into partial buffers
m_transparent_buffers.clear();
scene::SMeshBuffer *current_buffer = nullptr;
std::vector<u16> current_strain;
for (auto i : triangle_refs) {
const auto &t = m_transparent_triangles[i];
if (current_buffer != t.buffer) {
if (current_buffer) {
m_transparent_buffers.emplace_back(current_buffer, current_strain);
current_strain.clear();
}
current_buffer = t.buffer;
}
current_strain.push_back(t.p1);
current_strain.push_back(t.p2);
current_strain.push_back(t.p3);
}
if (!current_strain.empty())
m_transparent_buffers.emplace_back(current_buffer, current_strain);
}
void MapBlockMesh::consolidateTransparentBuffers()
{
m_transparent_buffers.clear();
scene::SMeshBuffer *current_buffer = nullptr;
std::vector<u16> current_strain;
// use the fact that m_transparent_triangles is already arranged by buffer
for (const auto &t : m_transparent_triangles) {
if (current_buffer != t.buffer) {
if (current_buffer != nullptr) {
this->m_transparent_buffers.emplace_back(current_buffer, current_strain);
current_strain.clear();
}
current_buffer = t.buffer;
}
current_strain.push_back(t.p1);
current_strain.push_back(t.p2);
current_strain.push_back(t.p3);
}
if (!current_strain.empty()) {
this->m_transparent_buffers.emplace_back(current_buffer, current_strain);
}
}
video::SColor encode_light(u16 light, u8 emissive_light)
{
// Get components