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Group sparse mesh buffers over entire scene for rendering
This commit is contained in:
parent
612d4f9656
commit
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11 changed files with 267 additions and 144 deletions
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@ -22,16 +22,27 @@
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#include <queue>
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namespace {
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// A helper struct
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// data structure that groups block meshes by material
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struct MeshBufListMaps
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{
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using MeshBufListMap = std::unordered_map<
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video::SMaterial,
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std::vector<std::pair<v3s16, scene::IMeshBuffer *>>
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>;
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// first = block pos
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using MeshBuf = std::pair<v3s16, scene::IMeshBuffer*>;
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using MeshBufList = std::vector<MeshBuf>;
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using MeshBufListMap = std::unordered_map<video::SMaterial, MeshBufList>;
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std::array<MeshBufListMap, MAX_TILE_LAYERS> maps;
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bool empty() const
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{
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for (auto &map : maps) {
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if (!map.empty())
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return false;
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}
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return true;
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}
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void clear()
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{
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for (auto &map : maps)
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@ -48,7 +59,67 @@ namespace {
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auto &bufs = map[m]; // default constructs if non-existent
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bufs.emplace_back(position, buf);
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}
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void addFromBlock(v3s16 block_pos, MapBlockMesh *block_mesh,
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video::IVideoDriver *driver);
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};
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// reference to a mesh buffer used when rendering the map.
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struct DrawDescriptor {
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v3f m_pos; // world translation
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bool m_reuse_material:1;
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bool m_use_partial_buffer:1;
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union {
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scene::IMeshBuffer *m_buffer;
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const PartialMeshBuffer *m_partial_buffer;
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};
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DrawDescriptor(v3f pos, scene::IMeshBuffer *buffer, bool reuse_material = true) :
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m_pos(pos), m_reuse_material(reuse_material), m_use_partial_buffer(false),
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m_buffer(buffer)
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{}
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DrawDescriptor(v3f pos, const PartialMeshBuffer *buffer) :
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m_pos(pos), m_reuse_material(false), m_use_partial_buffer(true),
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m_partial_buffer(buffer)
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{}
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video::SMaterial &getMaterial();
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/// @return number of vertices drawn
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u32 draw(video::IVideoDriver* driver);
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};
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using DrawDescriptorList = std::vector<DrawDescriptor>;
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/// @brief Append vertices to a mesh buffer
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/// @note does not update bounding box!
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void appendToMeshBuffer(scene::SMeshBuffer *dst, const scene::IMeshBuffer *src, v3f translate)
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{
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const size_t vcount = dst->Vertices->Data.size();
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const size_t icount = dst->Indices->Data.size();
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assert(src->getVertexType() == video::EVT_STANDARD);
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const auto vptr = static_cast<const video::S3DVertex*>(src->getVertices());
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dst->Vertices->Data.insert(dst->Vertices->Data.end(),
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vptr, vptr + src->getVertexCount());
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// apply translation
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for (size_t j = vcount; j < dst->Vertices->Data.size(); j++)
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dst->Vertices->Data[j].Pos += translate;
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const auto iptr = src->getIndices();
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dst->Indices->Data.insert(dst->Indices->Data.end(),
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iptr, iptr + src->getIndexCount());
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// fixup indices
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if (vcount != 0) {
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for (size_t j = icount; j < dst->Indices->Data.size(); j++)
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dst->Indices->Data[j] += vcount;
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}
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}
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template <typename T>
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inline T subtract_or_zero(T a, T b) {
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return b >= a ? T(0) : (a - b);
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}
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}
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/*
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@ -90,8 +161,7 @@ ClientMap::ClientMap(
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* the class is whith a name ;) Name property cames from ISceneNode base class.
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*/
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Name = "ClientMap";
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m_box = aabb3f(-BS*1000000,-BS*1000000,-BS*1000000,
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BS*1000000,BS*1000000,BS*1000000);
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setAutomaticCulling(scene::EAC_OFF);
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for (const auto &name : ClientMap_settings)
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g_settings->registerChangedCallback(name, on_settings_changed, this);
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@ -299,7 +369,7 @@ void ClientMap::updateDrawList()
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}
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const v3s16 camera_block = getContainerPos(cam_pos_nodes, MAP_BLOCKSIZE);
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m_drawlist = std::map<v3s16, MapBlock*, MapBlockComparer>(MapBlockComparer(camera_block));
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m_drawlist = decltype(m_drawlist)(MapBlockComparer(camera_block));
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auto is_frustum_culled = m_client->getCamera()->getFrustumCuller();
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@ -692,23 +762,132 @@ void ClientMap::touchMapBlocks()
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g_profiler->avg("MapBlocks loaded [#]", blocks_loaded);
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}
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void MeshBufListMaps::addFromBlock(v3s16 block_pos, MapBlockMesh *block_mesh,
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video::IVideoDriver *driver)
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{
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for (int layer = 0; layer < MAX_TILE_LAYERS; layer++) {
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scene::IMesh *mesh = block_mesh->getMesh(layer);
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assert(mesh);
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u32 c = mesh->getMeshBufferCount();
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for (u32 i = 0; i < c; i++) {
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scene::IMeshBuffer *buf = mesh->getMeshBuffer(i);
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auto &material = buf->getMaterial();
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auto *rnd = driver->getMaterialRenderer(material.MaterialType);
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bool transparent = rnd && rnd->isTransparent();
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if (!transparent)
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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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* Copy a list of mesh buffers into the draw order, while potentially
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* merging some.
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* @param src buffer list
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* @param dst draw order
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* @param get_world_pos returns translation for a buffer
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* @param buffer_trash output container for temporary mesh buffers
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* @return number of buffers that were merged
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*/
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template <typename F, typename C>
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static u32 transformBuffersToDrawOrder(
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const MeshBufListMaps::MeshBufList &src, DrawDescriptorList &draw_order,
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F get_world_pos, C &buffer_trash)
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{
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/**
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* This is a tradeoff between time spent merging buffers and time spent
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* due to excess drawcalls.
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* Testing has shown that the ideal value is in the low hundreds, as extra
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* CPU work quickly eats up the benefits.
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* In MTG landscape scenes this was found to save around 20-40% of drawcalls.
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*
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* NOTE: if you attempt to test this with quicktune, it won't give you valid
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* results since HW buffers stick around and Irrlicht handles large amounts
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* inefficiently.
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*
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* TODO: as a next step we should cache merged meshes, so they do not need
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* to be re-built *and* can be kept in GPU memory.
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*/
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const u32 target_min_vertices = g_settings->getU32("mesh_buffer_min_vertices");
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const auto draw_order_pre = draw_order.size();
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auto *driver = RenderingEngine::get_video_driver();
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// check if we can even merge anything
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u32 can_merge = 0;
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u32 total_vtx = 0, total_idx = 0;
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for (auto &pair : src) {
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if (pair.second->getVertexCount() < target_min_vertices) {
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can_merge++;
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total_vtx += pair.second->getVertexCount();
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total_idx += pair.second->getIndexCount();
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}
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}
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scene::SMeshBuffer *tmp = nullptr;
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const auto &finish_buf = [&] () {
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if (tmp) {
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draw_order.emplace_back(v3f(0), tmp);
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total_vtx = subtract_or_zero(total_vtx, tmp->getVertexCount());
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total_idx = subtract_or_zero(total_idx, tmp->getIndexCount());
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// Upload buffer here explicitly to give the driver some
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// extra time to get it ready before drawing.
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tmp->setHardwareMappingHint(scene::EHM_STREAM);
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driver->updateHardwareBuffer(tmp->getVertexBuffer());
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driver->updateHardwareBuffer(tmp->getIndexBuffer());
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}
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tmp = nullptr;
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};
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// iterate in reverse to get closest blocks first
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for (auto it = src.rbegin(); it != src.rend(); ++it) {
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v3f translate = get_world_pos(it->first);
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auto *buf = it->second;
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if (can_merge < 2 || buf->getVertexCount() >= target_min_vertices) {
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draw_order.emplace_back(translate, buf);
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continue;
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}
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bool new_buffer = false;
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if (!tmp)
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new_buffer = true;
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else if (tmp->getVertexCount() + buf->getVertexCount() > U16_MAX)
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new_buffer = true;
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if (new_buffer) {
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finish_buf();
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tmp = new scene::SMeshBuffer();
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buffer_trash.push_back(tmp);
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assert(tmp->getPrimitiveType() == buf->getPrimitiveType());
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tmp->Material = buf->getMaterial();
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// preallocate
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tmp->Vertices->Data.reserve(total_vtx);
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tmp->Indices->Data.reserve(total_idx);
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}
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appendToMeshBuffer(tmp, buf, translate);
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}
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finish_buf();
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// first call needs to set the material
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if (draw_order.size() > draw_order_pre)
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draw_order[draw_order_pre].m_reuse_material = false;
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return can_merge < 2 ? 0 : can_merge;
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}
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void ClientMap::renderMap(video::IVideoDriver* driver, s32 pass)
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{
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ZoneScoped;
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bool is_transparent_pass = pass == scene::ESNRP_TRANSPARENT;
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const bool is_transparent_pass = pass == scene::ESNRP_TRANSPARENT;
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std::string prefix;
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if (pass == scene::ESNRP_SOLID)
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prefix = "renderMap(SOLID): ";
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else
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prefix = "renderMap(TRANSPARENT): ";
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/*
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This is called two times per frame, reset on the non-transparent one
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*/
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if (pass == scene::ESNRP_SOLID)
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m_last_drawn_sectors.clear();
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prefix = "renderMap(TRANS): ";
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/*
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Get animation parameters
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@ -719,16 +898,16 @@ void ClientMap::renderMap(video::IVideoDriver* driver, s32 pass)
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const v3f camera_position = m_camera_position;
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/*
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Get all blocks and draw all visible ones
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*/
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const auto mesh_grid = m_client->getMeshGrid();
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// Gets world position from block map position
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const auto get_block_wpos = [&] (v3s16 pos) -> v3f {
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return intToFloat(mesh_grid.getMeshPos(pos) * MAP_BLOCKSIZE - m_camera_offset, BS);
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};
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u32 vertex_count = 0;
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u32 drawcall_count = 0;
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u32 merged_count = 0;
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// For limiting number of mesh animations per frame
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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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@ -737,18 +916,18 @@ void ClientMap::renderMap(video::IVideoDriver* driver, s32 pass)
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updateTransparentMeshBuffers();
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/*
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Draw the selected MapBlocks
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Collect everything we need to draw
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*/
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TimeTaker tt_collect("");
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MeshBufListMaps grouped_buffers;
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std::vector<DrawDescriptor> draw_order;
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video::SMaterial previous_material;
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std::vector<scene::IMeshBuffer*> buffer_trash;
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DrawDescriptorList draw_order;
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auto is_frustum_culled = m_client->getCamera()->getFrustumCuller();
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const MeshGrid mesh_grid = m_client->getMeshGrid();
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for (auto &i : m_drawlist) {
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v3s16 block_pos = i.first;
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const v3s16 block_pos = i.first;
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MapBlock *block = i.second;
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MapBlockMesh *block_mesh = block->mesh;
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@ -789,49 +968,28 @@ void ClientMap::renderMap(video::IVideoDriver* driver, s32 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 MeshBufListMaps
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for (int layer = 0; layer < MAX_TILE_LAYERS; layer++) {
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scene::IMesh *mesh = block_mesh->getMesh(layer);
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assert(mesh);
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u32 c = mesh->getMeshBufferCount();
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for (u32 i = 0; i < c; i++) {
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scene::IMeshBuffer *buf = mesh->getMeshBuffer(i);
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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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bool transparent = (rnd && rnd->isTransparent());
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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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grouped_buffers.add(buf, block_pos, layer);
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}
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}
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}
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draw_order.emplace_back(get_block_wpos(block_pos), &buffer);
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} else {
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// Otherwise, group them
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grouped_buffers.addFromBlock(block_pos, block_mesh, driver);
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}
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}
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// Capture draw order for all solid meshes
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assert(!is_transparent_pass || grouped_buffers.empty());
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for (auto &map : grouped_buffers.maps) {
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for (auto &list : map) {
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// iterate in reverse to draw closest blocks first
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for (auto it = list.second.rbegin(); it != list.second.rend(); ++it) {
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draw_order.emplace_back(it->first, it->second, it != list.second.rbegin());
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}
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merged_count += transformBuffersToDrawOrder(
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list.second, draw_order, get_block_wpos, buffer_trash);
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}
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}
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TimeTaker draw("Drawing mesh buffers");
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g_profiler->avg(prefix + "collecting [ms]", tt_collect.stop(true));
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TimeTaker tt_draw("");
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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 vertex_count = 0;
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u32 drawcall_count = 0;
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u32 material_swaps = 0;
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// Render all mesh buffers in order
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@ -867,18 +1025,17 @@ void ClientMap::renderMap(video::IVideoDriver* driver, s32 pass)
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material.TextureLayers[ShadowRenderer::TEXTURE_LAYER_SHADOW].Texture = nullptr;
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}
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v3f block_wpos = intToFloat(mesh_grid.getMeshPos(descriptor.m_pos) * MAP_BLOCKSIZE, BS);
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m.setTranslation(block_wpos - offset);
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m.setTranslation(descriptor.m_pos);
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driver->setTransform(video::ETS_WORLD, m);
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vertex_count += descriptor.draw(driver);
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}
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g_profiler->avg(prefix + "draw meshes [ms]", draw.stop(true));
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g_profiler->avg(prefix + "draw meshes [ms]", tt_draw.stop(true));
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// Log only on solid pass because values are the same
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if (pass == scene::ESNRP_SOLID) {
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g_profiler->avg("renderMap(): animated meshes [#]", mesh_animate_count);
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g_profiler->avg(prefix + "merged buffers [#]", merged_count);
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}
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if (pass == scene::ESNRP_TRANSPARENT) {
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@ -888,6 +1045,9 @@ void ClientMap::renderMap(video::IVideoDriver* driver, s32 pass)
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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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for (auto &x : buffer_trash)
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x->drop();
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}
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static bool getVisibleBrightness(Map *map, const v3f &p0, v3f dir, float step,
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@ -1096,12 +1256,15 @@ void ClientMap::renderMapShadows(video::IVideoDriver *driver,
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else
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prefix = "renderMap(SHADOW SOLID): ";
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u32 drawcall_count = 0;
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u32 vertex_count = 0;
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const auto mesh_grid = m_client->getMeshGrid();
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// Gets world position from block map position
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const auto get_block_wpos = [&] (v3s16 pos) -> v3f {
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return intToFloat(mesh_grid.getMeshPos(pos) * MAP_BLOCKSIZE - m_camera_offset, BS);
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};
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MeshBufListMaps grouped_buffers;
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std::vector<DrawDescriptor> draw_order;
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std::vector<scene::IMeshBuffer*> buffer_trash;
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DrawDescriptorList draw_order;
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std::size_t count = 0;
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std::size_t meshes_per_frame = m_drawlist_shadow.size() / total_frames + 1;
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@ -1113,7 +1276,6 @@ void ClientMap::renderMapShadows(video::IVideoDriver *driver,
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return;
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}
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const MeshGrid mesh_grid = m_client->getMeshGrid();
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for (const auto &i : m_drawlist_shadow) {
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// only process specific part of the list & break early
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++count;
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@ -1136,52 +1298,25 @@ void ClientMap::renderMapShadows(video::IVideoDriver *driver,
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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 MeshBufListMaps
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MapBlockMesh *mapBlockMesh = block->mesh;
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assert(mapBlockMesh);
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for (int layer = 0; layer < MAX_TILE_LAYERS; layer++) {
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scene::IMesh *mesh = mapBlockMesh->getMesh(layer);
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assert(mesh);
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u32 c = mesh->getMeshBufferCount();
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for (u32 i = 0; i < c; i++) {
|
||||
scene::IMeshBuffer *buf = mesh->getMeshBuffer(i);
|
||||
|
||||
video::SMaterial &mat = buf->getMaterial();
|
||||
auto rnd = driver->getMaterialRenderer(mat.MaterialType);
|
||||
bool transparent = rnd && rnd->isTransparent();
|
||||
if (!transparent)
|
||||
grouped_buffers.add(buf, block_pos, layer);
|
||||
}
|
||||
}
|
||||
draw_order.emplace_back(get_block_wpos(block_pos), &buffer);
|
||||
} else {
|
||||
// Otherwise, group them
|
||||
grouped_buffers.addFromBlock(block_pos, block->mesh, driver);
|
||||
}
|
||||
}
|
||||
|
||||
u32 buffer_count = 0;
|
||||
for (auto &map : grouped_buffers.maps)
|
||||
for (auto &list : map)
|
||||
buffer_count += list.second.size();
|
||||
|
||||
draw_order.reserve(draw_order.size() + buffer_count);
|
||||
|
||||
// Capture draw order for all solid meshes
|
||||
for (auto &map : grouped_buffers.maps) {
|
||||
for (auto &list : map) {
|
||||
// iterate in reverse to draw closest blocks first
|
||||
for (auto it = list.second.rbegin(); it != list.second.rend(); ++it)
|
||||
draw_order.emplace_back(it->first, it->second, it != list.second.rbegin());
|
||||
transformBuffersToDrawOrder(
|
||||
list.second, draw_order, get_block_wpos, buffer_trash);
|
||||
}
|
||||
}
|
||||
|
||||
TimeTaker draw("Drawing shadow mesh buffers");
|
||||
TimeTaker draw("");
|
||||
|
||||
core::matrix4 m; // Model matrix
|
||||
v3f offset = intToFloat(m_camera_offset, BS);
|
||||
u32 drawcall_count = 0;
|
||||
u32 vertex_count = 0;
|
||||
u32 material_swaps = 0;
|
||||
|
||||
// Render all mesh buffers in order
|
||||
|
@ -1221,8 +1356,7 @@ void ClientMap::renderMapShadows(video::IVideoDriver *driver,
|
|||
++material_swaps;
|
||||
}
|
||||
|
||||
v3f block_wpos = intToFloat(mesh_grid.getMeshPos(descriptor.m_pos) * MAP_BLOCKSIZE, BS);
|
||||
m.setTranslation(block_wpos - offset);
|
||||
m.setTranslation(descriptor.m_pos);
|
||||
|
||||
driver->setTransform(video::ETS_WORLD, m);
|
||||
vertex_count += descriptor.draw(driver);
|
||||
|
@ -1232,12 +1366,16 @@ void ClientMap::renderMapShadows(video::IVideoDriver *driver,
|
|||
video::SMaterial clean;
|
||||
clean.BlendOperation = video::EBO_ADD;
|
||||
driver->setMaterial(clean); // reset material to defaults
|
||||
// FIXME: why is this here?
|
||||
driver->draw3DLine(v3f(), v3f(), video::SColor(0));
|
||||
|
||||
g_profiler->avg(prefix + "draw meshes [ms]", draw.stop(true));
|
||||
g_profiler->avg(prefix + "vertices drawn [#]", vertex_count);
|
||||
g_profiler->avg(prefix + "drawcalls [#]", drawcall_count);
|
||||
g_profiler->avg(prefix + "material swaps [#]", material_swaps);
|
||||
|
||||
for (auto &x : buffer_trash)
|
||||
x->drop();
|
||||
}
|
||||
|
||||
/*
|
||||
|
@ -1347,12 +1485,12 @@ void ClientMap::updateTransparentMeshBuffers()
|
|||
m_needs_update_transparent_meshes = false;
|
||||
}
|
||||
|
||||
video::SMaterial &ClientMap::DrawDescriptor::getMaterial()
|
||||
video::SMaterial &DrawDescriptor::getMaterial()
|
||||
{
|
||||
return (m_use_partial_buffer ? m_partial_buffer->getBuffer() : m_buffer)->getMaterial();
|
||||
}
|
||||
|
||||
u32 ClientMap::DrawDescriptor::draw(video::IVideoDriver* driver)
|
||||
u32 DrawDescriptor::draw(video::IVideoDriver* driver)
|
||||
{
|
||||
if (m_use_partial_buffer) {
|
||||
m_partial_buffer->draw(driver);
|
||||
|
|
Loading…
Add table
Add a link
Reference in a new issue