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Generalize mesh chunking, and make it configurable. (#13179)

* Generalize mesh chunking. Set 3x3x3 chunks.

* Make mesh chunk size configurable... Default to 1 (off).

* Extract all mesh grid maths into a dedicated class

---------

Co-authored-by: x2048 <codeforsmile@gmail.com>
This commit is contained in:
lhofhansl 2023-02-08 13:42:12 -08:00 committed by GitHub
parent 56d2567b5d
commit d3a6ee00e6
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GPG key ID: 4AEE18F83AFDEB23
11 changed files with 116 additions and 116 deletions

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@ -304,6 +304,7 @@ void ClientMap::updateDrawList()
blocks_seen.getChunk(camera_block).getBits(camera_block) = 0x07; // mark all sides as visible
std::set<v3s16> shortlist;
MeshGrid mesh_grid = m_client->getMeshGrid();
// Recursively walk the space and pick mapblocks for drawing
while (blocks_to_consider.size() > 0) {
@ -330,7 +331,6 @@ void ClientMap::updateDrawList()
MapBlockMesh *mesh = block ? block->mesh : nullptr;
// Calculate the coordinates for range and frutum culling
v3f mesh_sphere_center;
f32 mesh_sphere_radius;
@ -376,13 +376,21 @@ void ClientMap::updateDrawList()
continue;
}
// Block meshes are stored in blocks where all coordinates are even (lowest bit set to 0)
// Add them to the de-dup set.
shortlist.emplace(block_coord.X & ~1, block_coord.Y & ~1, block_coord.Z & ~1);
// All other blocks we can grab and add to the keeplist right away.
if (block) {
m_keeplist.push_back(block);
if (mesh_grid.cell_size > 1) {
// Block meshes are stored in the corner block of a chunk
// (where all coordinate are divisible by the chunk size)
// Add them to the de-dup set.
shortlist.emplace(mesh_grid.getMeshPos(block_coord.X), mesh_grid.getMeshPos(block_coord.Y), mesh_grid.getMeshPos(block_coord.Z));
// All other blocks we can grab and add to the keeplist right away.
if (block) {
m_keeplist.push_back(block);
block->refGrab();
}
}
else if (mesh) {
// without mesh chunking we can add the block to the drawlist
block->refGrab();
m_drawlist.emplace(block_coord, block);
}
// Decide which sides to traverse next or to block away
@ -485,7 +493,7 @@ void ClientMap::updateDrawList()
g_profiler->avg("MapBlocks shortlist [#]", shortlist.size());
assert(m_drawlist.empty());
assert(m_drawlist.empty() || shortlist.empty());
for (auto pos : shortlist) {
MapBlock * block = getBlockNoCreateNoEx(pos);
if (block) {
@ -612,6 +620,7 @@ void ClientMap::renderMap(video::IVideoDriver* driver, s32 pass)
auto is_frustum_culled = m_client->getCamera()->getFrustumCuller();
const MeshGrid mesh_grid = m_client->getMeshGrid();
for (auto &i : m_drawlist) {
v3s16 block_pos = i.first;
MapBlock *block = i.second;
@ -740,7 +749,7 @@ void ClientMap::renderMap(video::IVideoDriver* driver, s32 pass)
material.TextureLayer[ShadowRenderer::TEXTURE_LAYER_SHADOW].Texture = nullptr;
}
v3f block_wpos = intToFloat(descriptor.m_pos / 8 * 8 * MAP_BLOCKSIZE, BS);
v3f block_wpos = intToFloat(mesh_grid.getMeshPos(descriptor.m_pos) * MAP_BLOCKSIZE, BS);
m.setTranslation(block_wpos - offset);
driver->setTransform(video::ETS_WORLD, m);
@ -978,6 +987,7 @@ void ClientMap::renderMapShadows(video::IVideoDriver *driver,
return;
}
const MeshGrid mesh_grid = m_client->getMeshGrid();
for (const auto &i : m_drawlist_shadow) {
// only process specific part of the list & break early
++count;
@ -1066,7 +1076,7 @@ void ClientMap::renderMapShadows(video::IVideoDriver *driver,
++material_swaps;
}
v3f block_wpos = intToFloat(descriptor.m_pos / 8 * 8 * MAP_BLOCKSIZE, BS);
v3f block_wpos = intToFloat(mesh_grid.getMeshPos(descriptor.m_pos) * MAP_BLOCKSIZE, BS);
m.setTranslation(block_wpos - offset);
driver->setTransform(video::ETS_WORLD, m);