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authorx2048 <codeforsmile@gmail.com>2023-01-31 17:30:59 +0100
committerGitHub <noreply@github.com>2023-01-31 17:30:59 +0100
commit69fc20610947610b7829f3bfad82e23ed705b764 (patch)
tree775cb27a4875a071fccddee87b80730e39ed9b14 /src/client/mapblock_mesh.cpp
parentcded6a3945206e51c35adbd063f1aec3a47e310f (diff)
downloadminetest-69fc20610947610b7829f3bfad82e23ed705b764.tar.xz
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>
Diffstat (limited to 'src/client/mapblock_mesh.cpp')
-rw-r--r--src/client/mapblock_mesh.cpp124
1 files changed, 65 insertions, 59 deletions
diff --git a/src/client/mapblock_mesh.cpp b/src/client/mapblock_mesh.cpp
index 7eba29624..c0931a570 100644
--- a/src/client/mapblock_mesh.cpp
+++ b/src/client/mapblock_mesh.cpp
@@ -49,7 +49,7 @@ void MeshMakeData::fillBlockDataBegin(const v3s16 &blockpos)
m_vmanip.clear();
VoxelArea voxel_area(blockpos_nodes - v3s16(1,1,1) * MAP_BLOCKSIZE,
- blockpos_nodes + v3s16(1,1,1) * MAP_BLOCKSIZE*2-v3s16(1,1,1));
+ blockpos_nodes + v3s16(1,1,1) * (side_length + MAP_BLOCKSIZE /* extra layer of blocks around the mesh */) - v3s16(1,1,1));
m_vmanip.addArea(voxel_area);
}
@@ -63,23 +63,6 @@ void MeshMakeData::fillBlockData(const v3s16 &block_offset, MapNode *data)
m_vmanip.copyFrom(data, data_area, v3s16(0,0,0), blockpos_nodes, data_size);
}
-void MeshMakeData::fill(MapBlock *block)
-{
- fillBlockDataBegin(block->getPos());
-
- fillBlockData(v3s16(0,0,0), block->getData());
-
- // Get map for reading neighbor blocks
- Map *map = block->getParent();
-
- for (const v3s16 &dir : g_26dirs) {
- v3s16 bp = m_blockpos + dir;
- MapBlock *b = map->getBlockNoCreateNoEx(bp);
- if(b)
- fillBlockData(dir, b->getData());
- }
-}
-
void MeshMakeData::setCrack(int crack_level, v3s16 crack_pos)
{
if (crack_level >= 0)
@@ -883,7 +866,7 @@ static void updateFastFaceRow(
// Unroll this variable which has a significant build cost
TileSpec next_tile;
- for (u16 j = 0; j < MAP_BLOCKSIZE; j++) {
+ for (u16 j = 0; j < data->side_length; j++) {
// If tiling can be done, this is set to false in the next step
bool next_is_different = true;
@@ -894,7 +877,7 @@ static void updateFastFaceRow(
// If at last position, there is nothing to compare to and
// the face must be drawn anyway
- if (j != MAP_BLOCKSIZE - 1) {
+ if (j != data->side_length - 1) {
p += translate_dir;
getTileInfo(data, p, face_dir,
@@ -957,8 +940,8 @@ static void updateAllFastFaceRows(MeshMakeData *data,
/*
Go through every y,z and get top(y+) faces in rows of x+
*/
- for (s16 y = 0; y < MAP_BLOCKSIZE; y++)
- for (s16 z = 0; z < MAP_BLOCKSIZE; z++)
+ for (s16 y = 0; y < data->side_length; y++)
+ for (s16 z = 0; z < data->side_length; z++)
updateFastFaceRow(data,
v3s16(0, y, z),
v3s16(1, 0, 0), //dir
@@ -969,8 +952,8 @@ static void updateAllFastFaceRows(MeshMakeData *data,
/*
Go through every x,y and get right(x+) faces in rows of z+
*/
- for (s16 x = 0; x < MAP_BLOCKSIZE; x++)
- for (s16 y = 0; y < MAP_BLOCKSIZE; y++)
+ for (s16 x = 0; x < data->side_length; x++)
+ for (s16 y = 0; y < data->side_length; y++)
updateFastFaceRow(data,
v3s16(x, y, 0),
v3s16(0, 0, 1), //dir
@@ -981,8 +964,8 @@ static void updateAllFastFaceRows(MeshMakeData *data,
/*
Go through every y,z and get back(z+) faces in rows of x+
*/
- for (s16 z = 0; z < MAP_BLOCKSIZE; z++)
- for (s16 y = 0; y < MAP_BLOCKSIZE; y++)
+ for (s16 z = 0; z < data->side_length; z++)
+ for (s16 y = 0; y < data->side_length; y++)
updateFastFaceRow(data,
v3s16(0, y, z),
v3s16(1, 0, 0), //dir
@@ -1009,7 +992,7 @@ static void applyTileColor(PreMeshBuffer &pmb)
MapBlockBspTree
*/
-void MapBlockBspTree::buildTree(const std::vector<MeshTriangle> *triangles)
+void MapBlockBspTree::buildTree(const std::vector<MeshTriangle> *triangles, u16 side_length)
{
this->triangles = triangles;
@@ -1024,7 +1007,7 @@ void MapBlockBspTree::buildTree(const std::vector<MeshTriangle> *triangles)
if (!indexes.empty()) {
// Start in the center of the block with increment of one quarter in each direction
- root = buildTree(v3f(1, 0, 0), v3f((MAP_BLOCKSIZE + 1) * 0.5f * BS), MAP_BLOCKSIZE * 0.25f * BS, indexes, 0);
+ root = buildTree(v3f(1, 0, 0), v3f((side_length + 1) * 0.5f * BS), side_length * 0.25f * BS, indexes, 0);
} else {
root = -1;
}
@@ -1183,7 +1166,6 @@ void PartialMeshBuffer::afterDraw() const
*/
MapBlockMesh::MapBlockMesh(MeshMakeData *data, v3s16 camera_offset):
- m_minimap_mapblock(NULL),
m_tsrc(data->m_client->getTextureSource()),
m_shdrsrc(data->m_client->getShaderSource()),
m_animation_force_timer(0), // force initial animation
@@ -1195,10 +1177,23 @@ MapBlockMesh::MapBlockMesh(MeshMakeData *data, v3s16 camera_offset):
m_enable_shaders = data->m_use_shaders;
m_enable_vbo = g_settings->getBool("enable_vbo");
- if (data->m_client->getMinimap()) {
- m_minimap_mapblock = new MinimapMapblock;
- m_minimap_mapblock->getMinimapNodes(
- &data->m_vmanip, data->m_blockpos * MAP_BLOCKSIZE);
+ v3s16 bp = data->m_blockpos;
+ // Only generate minimap mapblocks at even coordinates.
+ if (((bp.X | bp.Y | bp.Z) & 1) == 0 && data->m_client->getMinimap()) {
+ m_minimap_mapblocks.resize(8, nullptr);
+ v3s16 ofs;
+
+ // See also client.cpp for the code that reads the array of minimap blocks.
+ for (ofs.Z = 0; ofs.Z <= 1; ofs.Z++)
+ for (ofs.Y = 0; ofs.Y <= 1; ofs.Y++)
+ for (ofs.X = 0; ofs.X <= 1; ofs.X++) {
+ v3s16 p = (bp + ofs) * MAP_BLOCKSIZE;
+ if (data->m_vmanip.getNodeNoEx(p).getContent() != CONTENT_IGNORE) {
+ MinimapMapblock *block = new MinimapMapblock;
+ m_minimap_mapblocks[ofs.Z * 4 + ofs.Y * 2 + ofs.X] = block;
+ block->getMinimapNodes(&data->m_vmanip, p);
+ }
+ }
}
// 4-21ms for MAP_BLOCKSIZE=16 (NOTE: probably outdated)
@@ -1226,7 +1221,8 @@ MapBlockMesh::MapBlockMesh(MeshMakeData *data, v3s16 camera_offset):
Convert FastFaces to MeshCollector
*/
- MeshCollector collector(m_bounding_sphere_center);
+ v3f offset = intToFloat((data->m_blockpos - data->m_blockpos / 8 * 8) * MAP_BLOCKSIZE, BS);
+ MeshCollector collector(m_bounding_sphere_center, offset);
{
// avg 0ms (100ms spikes when loading textures the first time)
@@ -1386,7 +1382,7 @@ MapBlockMesh::MapBlockMesh(MeshMakeData *data, v3s16 camera_offset):
}
//std::cout<<"added "<<fastfaces.getSize()<<" faces."<<std::endl;
- m_bsp_tree.buildTree(&m_transparent_triangles);
+ m_bsp_tree.buildTree(&m_transparent_triangles, data->side_length);
// Check if animation is required for this mesh
m_has_animation =
@@ -1408,7 +1404,8 @@ MapBlockMesh::~MapBlockMesh()
#endif
m->drop();
}
- delete m_minimap_mapblock;
+ for (MinimapMapblock *block : m_minimap_mapblocks)
+ delete block;
}
bool MapBlockMesh::animate(bool faraway, float time, int crack,
@@ -1583,30 +1580,39 @@ video::SColor encode_light(u16 light, u8 emissive_light)
return video::SColor(r, b, b, b);
}
-u8 get_solid_sides(MeshMakeData *data)
+std::unordered_map<v3s16, u8> get_solid_sides(MeshMakeData *data)
{
- v3s16 blockpos_nodes = data->m_blockpos * MAP_BLOCKSIZE;
- const NodeDefManager *ndef = data->m_client->ndef();
-
- u8 result = 0x3F; // all sides solid;
-
- for (s16 i = 0; i < MAP_BLOCKSIZE && result != 0; i++)
- for (s16 j = 0; j < MAP_BLOCKSIZE && result != 0; j++) {
- v3s16 positions[6] = {
- v3s16(0, i, j),
- v3s16(MAP_BLOCKSIZE - 1, i, j),
- v3s16(i, 0, j),
- v3s16(i, MAP_BLOCKSIZE - 1, j),
- v3s16(i, j, 0),
- v3s16(i, j, MAP_BLOCKSIZE - 1)
- };
-
- for (u8 k = 0; k < 6; k++) {
- const MapNode &top = data->m_vmanip.getNodeRefUnsafe(blockpos_nodes + positions[k]);
- if (ndef->get(top).solidness != 2)
- result &= ~(1 << k);
+ std::unordered_map<v3s16, u8> results;
+ v3s16 ofs;
+
+ for (ofs.X = 0; ofs.X < 2; ofs.X++)
+ for (ofs.Y = 0; ofs.Y < 2; ofs.Y++)
+ for (ofs.Z = 0; ofs.Z < 2; ofs.Z++) {
+ v3s16 blockpos = data->m_blockpos + ofs;
+ v3s16 blockpos_nodes = blockpos * MAP_BLOCKSIZE;
+ const NodeDefManager *ndef = data->m_client->ndef();
+
+ u8 result = 0x3F; // all sides solid;
+
+ for (s16 i = 0; i < MAP_BLOCKSIZE && result != 0; i++)
+ for (s16 j = 0; j < MAP_BLOCKSIZE && result != 0; j++) {
+ v3s16 positions[6] = {
+ v3s16(0, i, j),
+ v3s16(MAP_BLOCKSIZE - 1, i, j),
+ v3s16(i, 0, j),
+ v3s16(i, MAP_BLOCKSIZE - 1, j),
+ v3s16(i, j, 0),
+ v3s16(i, j, MAP_BLOCKSIZE - 1)
+ };
+
+ for (u8 k = 0; k < 6; k++) {
+ const MapNode &top = data->m_vmanip.getNodeRefUnsafe(blockpos_nodes + positions[k]);
+ if (ndef->get(top).solidness != 2)
+ result &= ~(1 << k);
+ }
}
- }
- return result;
+ results[blockpos] = result;
+ }
+ return results;
}