Vec PathRenderer::evaluateDirectLighting(Intersection const &isect) { Vec Ld, WiW; float pdf, maxt; float u1, u2; for (auto p = m_scene->getEmitters().cbegin(); p != m_scene->getEmitters().cend(); ++p) { for (int i = 0; i < m_params->numShadowRays; ++i) { m_lightSampler->getNext2D(u1, u2); Vec E = (*p)->sampleLight(isect.P, u1, u2, WiW, pdf, maxt); // check if ray is occluded if (isOccluded(*m_scene, isect.P, WiW, maxt)) { //std::clog << "occluded\n"; continue; //if (distance(test.P, isect.P) > EPSILON) { //std::clog << "nohit\n"; //continue; //} //if (test.primitive == isect.primitive) { //std::clog << "self-intersection\n"; //__debugbreak(); //} } //Vec WiL = isect.toLocal(R.D); // Geometry term Ld += E * isect.primitive->getMaterial()->eval(isect, WiW) * dot(WiW, isect.N) / pdf; } Ld *= 1.f / static_cast<float>(m_params->numShadowRays); } return Ld; }
void ClientMap::updateDrawList(video::IVideoDriver* driver) { ScopeProfiler sp(g_profiler, "CM::updateDrawList()", SPT_AVG); g_profiler->add("CM::updateDrawList() count", 1); INodeDefManager *nodemgr = m_gamedef->ndef(); for(std::map<v3s16, MapBlock*>::iterator i = m_drawlist.begin(); i != m_drawlist.end(); ++i) { MapBlock *block = i->second; block->refDrop(); } m_drawlist.clear(); m_camera_mutex.Lock(); v3f camera_position = m_camera_position; v3f camera_direction = m_camera_direction; f32 camera_fov = m_camera_fov; m_camera_mutex.Unlock(); // Use a higher fov to accomodate faster camera movements. // Blocks are cropped better when they are drawn. // Or maybe they aren't? Well whatever. camera_fov *= 1.2; v3s16 cam_pos_nodes = floatToInt(camera_position, BS); v3s16 box_nodes_d = m_control.wanted_range * v3s16(1,1,1); v3s16 p_nodes_min = cam_pos_nodes - box_nodes_d; v3s16 p_nodes_max = cam_pos_nodes + box_nodes_d; // Take a fair amount as we will be dropping more out later // Umm... these additions are a bit strange but they are needed. v3s16 p_blocks_min( p_nodes_min.X / MAP_BLOCKSIZE - 3, p_nodes_min.Y / MAP_BLOCKSIZE - 3, p_nodes_min.Z / MAP_BLOCKSIZE - 3); v3s16 p_blocks_max( p_nodes_max.X / MAP_BLOCKSIZE + 1, p_nodes_max.Y / MAP_BLOCKSIZE + 1, p_nodes_max.Z / MAP_BLOCKSIZE + 1); // Number of blocks in rendering range u32 blocks_in_range = 0; // Number of blocks occlusion culled u32 blocks_occlusion_culled = 0; // Number of blocks in rendering range but don't have a mesh u32 blocks_in_range_without_mesh = 0; // Blocks that had mesh that would have been drawn according to // rendering range (if max blocks limit didn't kick in) u32 blocks_would_have_drawn = 0; // Blocks that were drawn and had a mesh u32 blocks_drawn = 0; // Blocks which had a corresponding meshbuffer for this pass //u32 blocks_had_pass_meshbuf = 0; // Blocks from which stuff was actually drawn //u32 blocks_without_stuff = 0; for(std::map<v2s16, MapSector*>::iterator si = m_sectors.begin(); si != m_sectors.end(); ++si) { MapSector *sector = si->second; v2s16 sp = sector->getPos(); if(m_control.range_all == false) { if(sp.X < p_blocks_min.X || sp.X > p_blocks_max.X || sp.Y < p_blocks_min.Z || sp.Y > p_blocks_max.Z) continue; } std::list< MapBlock * > sectorblocks; sector->getBlocks(sectorblocks); /* Loop through blocks in sector */ u32 sector_blocks_drawn = 0; std::list< MapBlock * >::iterator i; for(i=sectorblocks.begin(); i!=sectorblocks.end(); i++) { MapBlock *block = *i; /* Compare block position to camera position, skip if not seen on display */ float range = 100000 * BS; if(m_control.range_all == false) range = m_control.wanted_range * BS; float d = 0.0; if(isBlockInSight(block->getPos(), camera_position, camera_direction, camera_fov, range, &d) == false) { continue; } // This is ugly (spherical distance limit?) /*if(m_control.range_all == false && d - 0.5*BS*MAP_BLOCKSIZE > range) continue;*/ blocks_in_range++; /* Ignore if mesh doesn't exist */ { //JMutexAutoLock lock(block->mesh_mutex); if(block->mesh == NULL){ blocks_in_range_without_mesh++; continue; } } /* Occlusion culling */ // No occlusion culling when free_move is on and camera is // inside ground bool occlusion_culling_enabled = true; if(g_settings->getBool("free_move")){ MapNode n = getNodeNoEx(cam_pos_nodes); if(n.getContent() == CONTENT_IGNORE || nodemgr->get(n).solidness == 2) occlusion_culling_enabled = false; } v3s16 cpn = block->getPos() * MAP_BLOCKSIZE; cpn += v3s16(MAP_BLOCKSIZE/2, MAP_BLOCKSIZE/2, MAP_BLOCKSIZE/2); float step = BS*1; float stepfac = 1.1; float startoff = BS*1; float endoff = -BS*MAP_BLOCKSIZE*1.42*1.42; v3s16 spn = cam_pos_nodes + v3s16(0,0,0); s16 bs2 = MAP_BLOCKSIZE/2 + 1; u32 needed_count = 1; if( occlusion_culling_enabled && isOccluded(this, spn, cpn + v3s16(0,0,0), step, stepfac, startoff, endoff, needed_count, nodemgr) && isOccluded(this, spn, cpn + v3s16(bs2,bs2,bs2), step, stepfac, startoff, endoff, needed_count, nodemgr) && isOccluded(this, spn, cpn + v3s16(bs2,bs2,-bs2), step, stepfac, startoff, endoff, needed_count, nodemgr) && isOccluded(this, spn, cpn + v3s16(bs2,-bs2,bs2), step, stepfac, startoff, endoff, needed_count, nodemgr) && isOccluded(this, spn, cpn + v3s16(bs2,-bs2,-bs2), step, stepfac, startoff, endoff, needed_count, nodemgr) && isOccluded(this, spn, cpn + v3s16(-bs2,bs2,bs2), step, stepfac, startoff, endoff, needed_count, nodemgr) && isOccluded(this, spn, cpn + v3s16(-bs2,bs2,-bs2), step, stepfac, startoff, endoff, needed_count, nodemgr) && isOccluded(this, spn, cpn + v3s16(-bs2,-bs2,bs2), step, stepfac, startoff, endoff, needed_count, nodemgr) && isOccluded(this, spn, cpn + v3s16(-bs2,-bs2,-bs2), step, stepfac, startoff, endoff, needed_count, nodemgr) ) { blocks_occlusion_culled++; continue; } // This block is in range. Reset usage timer. block->resetUsageTimer(); // Limit block count in case of a sudden increase blocks_would_have_drawn++; if(blocks_drawn >= m_control.wanted_max_blocks && m_control.range_all == false && d > m_control.wanted_min_range * BS) continue; // Add to set block->refGrab(); m_drawlist[block->getPos()] = block; sector_blocks_drawn++; blocks_drawn++; } // foreach sectorblocks if(sector_blocks_drawn != 0) m_last_drawn_sectors.insert(sp); } m_control.blocks_would_have_drawn = blocks_would_have_drawn; m_control.blocks_drawn = blocks_drawn; g_profiler->avg("CM: blocks in range", blocks_in_range); g_profiler->avg("CM: blocks occlusion culled", blocks_occlusion_culled); if(blocks_in_range != 0) g_profiler->avg("CM: blocks in range without mesh (frac)", (float)blocks_in_range_without_mesh/blocks_in_range); g_profiler->avg("CM: blocks drawn", blocks_drawn); g_profiler->avg("CM: wanted max blocks", m_control.wanted_max_blocks); }
void ClientMap::updateDrawList(video::IVideoDriver* driver, float dtime, unsigned int max_cycle_ms) { ScopeProfiler sp(g_profiler, "CM::updateDrawList()", SPT_AVG); //g_profiler->add("CM::updateDrawList() count", 1); TimeTaker timer_step("ClientMap::updateDrawList"); INodeDefManager *nodemgr = m_gamedef->ndef(); if (!m_drawlist_last) m_drawlist_current = !m_drawlist_current; auto & drawlist = m_drawlist_current ? m_drawlist_1 : m_drawlist_0; if (!max_cycle_ms) max_cycle_ms = 300/getControl().fps_wanted; m_camera_mutex.Lock(); v3f camera_position = m_camera_position; f32 camera_fov = m_camera_fov; //v3s16 camera_offset = m_camera_offset; m_camera_mutex.Unlock(); // Use a higher fov to accomodate faster camera movements. // Blocks are cropped better when they are drawn. // Or maybe they aren't? Well whatever. camera_fov *= 1.2; v3s16 cam_pos_nodes = floatToInt(camera_position, BS); v3s16 box_nodes_d = m_control.wanted_range * v3s16(1,1,1); v3s16 p_nodes_min = cam_pos_nodes - box_nodes_d; v3s16 p_nodes_max = cam_pos_nodes + box_nodes_d; // Take a fair amount as we will be dropping more out later // Umm... these additions are a bit strange but they are needed. v3s16 p_blocks_min( p_nodes_min.X / MAP_BLOCKSIZE - 3, p_nodes_min.Y / MAP_BLOCKSIZE - 3, p_nodes_min.Z / MAP_BLOCKSIZE - 3); v3s16 p_blocks_max( p_nodes_max.X / MAP_BLOCKSIZE + 1, p_nodes_max.Y / MAP_BLOCKSIZE + 1, p_nodes_max.Z / MAP_BLOCKSIZE + 1); // Number of blocks in rendering range u32 blocks_in_range = 0; // Number of blocks occlusion culled u32 blocks_occlusion_culled = 0; // Number of blocks in rendering range but don't have a mesh u32 blocks_in_range_without_mesh = 0; // Blocks that had mesh that would have been drawn according to // rendering range (if max blocks limit didn't kick in) u32 blocks_would_have_drawn = 0; // Blocks that were drawn and had a mesh u32 blocks_drawn = 0; // Blocks which had a corresponding meshbuffer for this pass //u32 blocks_had_pass_meshbuf = 0; // Blocks from which stuff was actually drawn //u32 blocks_without_stuff = 0; // Distance to farthest drawn block float farthest_drawn = 0; int m_mesh_queued = 0; bool free_move = g_settings->getBool("free_move"); float range_max = 100000 * BS; if(m_control.range_all == false) range_max = m_control.wanted_range * BS; if (draw_nearest.empty()) { //ScopeProfiler sp(g_profiler, "CM::updateDrawList() make list", SPT_AVG); TimeTaker timer_step("ClientMap::updateDrawList make list"); auto lock = m_blocks.try_lock_shared_rec(); if (!lock->owns_lock()) return; draw_nearest.clear(); for(auto & ir : m_blocks) { auto bp = ir.first; if(m_control.range_all == false) { if(bp.X < p_blocks_min.X || bp.X > p_blocks_max.X || bp.Z > p_blocks_max.Z || bp.Z < p_blocks_min.Z || bp.Y < p_blocks_min.Y || bp.Y > p_blocks_max.Y) continue; } v3s16 blockpos_nodes = bp * MAP_BLOCKSIZE; // Block center position v3f blockpos( ((float)blockpos_nodes.X + MAP_BLOCKSIZE/2) * BS, ((float)blockpos_nodes.Y + MAP_BLOCKSIZE/2) * BS, ((float)blockpos_nodes.Z + MAP_BLOCKSIZE/2) * BS ); f32 d = radius_box(blockpos, camera_position); //blockpos_relative.getLength(); if (d> range_max) continue; int range = d / (MAP_BLOCKSIZE * BS); draw_nearest.emplace_back(std::make_pair(bp, range)); } } const int maxq = 1000; // No occlusion culling when free_move is on and camera is // inside ground bool occlusion_culling_enabled = true; if(free_move) { MapNode n = getNodeNoEx(cam_pos_nodes); if(n.getContent() == CONTENT_IGNORE || nodemgr->get(n).solidness == 2) occlusion_culling_enabled = false; } u32 calls = 0, end_ms = porting::getTimeMs() + u32(max_cycle_ms); std::unordered_map<v3POS, bool, v3POSHash, v3POSEqual> occlude_cache; while (!draw_nearest.empty()) { auto ir = draw_nearest.back(); auto bp = ir.first; int range = ir.second; draw_nearest.pop_back(); ++calls; //auto block = getBlockNoCreateNoEx(bp); auto block = m_blocks.get(bp); if (!block) continue; int mesh_step = getFarmeshStep(m_control, getNodeBlockPos(cam_pos_nodes), bp); /* Compare block position to camera position, skip if not seen on display */ auto mesh = block->getMesh(mesh_step); if (mesh) mesh->updateCameraOffset(m_camera_offset); blocks_in_range++; auto smesh_size = block->mesh_size; /* Ignore if mesh doesn't exist */ { if(!mesh) { blocks_in_range_without_mesh++; if (m_mesh_queued < maxq || range <= 2) { m_client->addUpdateMeshTask(bp, false); ++m_mesh_queued; } continue; } if(mesh_step == mesh->step && block->getTimestamp() <= mesh->timestamp && !smesh_size) { blocks_in_range_without_mesh++; continue; } } /* Occlusion culling */ v3s16 cpn = bp * MAP_BLOCKSIZE; cpn += v3s16(MAP_BLOCKSIZE/2, MAP_BLOCKSIZE/2, MAP_BLOCKSIZE/2); float step = BS*1; float stepfac = 1.2; float startoff = BS*1; float endoff = -BS*MAP_BLOCKSIZE; //*1.42; //*1.42; v3s16 spn = cam_pos_nodes + v3s16(0,0,0); s16 bs2 = MAP_BLOCKSIZE/2 + 1; u32 needed_count = 1; if( range > 1 && smesh_size && occlusion_culling_enabled && isOccluded(this, spn, cpn + v3s16(0,0,0), step, stepfac, startoff, endoff, needed_count, nodemgr, occlude_cache) && isOccluded(this, spn, cpn + v3s16(bs2,bs2,bs2), step, stepfac, startoff, endoff, needed_count, nodemgr, occlude_cache) && isOccluded(this, spn, cpn + v3s16(bs2,bs2,-bs2), step, stepfac, startoff, endoff, needed_count, nodemgr, occlude_cache) && isOccluded(this, spn, cpn + v3s16(bs2,-bs2,bs2), step, stepfac, startoff, endoff, needed_count, nodemgr, occlude_cache) && isOccluded(this, spn, cpn + v3s16(bs2,-bs2,-bs2), step, stepfac, startoff, endoff, needed_count, nodemgr, occlude_cache) && isOccluded(this, spn, cpn + v3s16(-bs2,bs2,bs2), step, stepfac, startoff, endoff, needed_count, nodemgr, occlude_cache) && isOccluded(this, spn, cpn + v3s16(-bs2,bs2,-bs2), step, stepfac, startoff, endoff, needed_count, nodemgr, occlude_cache) && isOccluded(this, spn, cpn + v3s16(-bs2,-bs2,bs2), step, stepfac, startoff, endoff, needed_count, nodemgr, occlude_cache) && isOccluded(this, spn, cpn + v3s16(-bs2,-bs2,-bs2), step, stepfac, startoff, endoff, needed_count, nodemgr, occlude_cache) ) { blocks_occlusion_culled++; continue; } // This block is in range. Reset usage timer. block->resetUsageTimer(); // Limit block count in case of a sudden increase blocks_would_have_drawn++; /* if(blocks_drawn >= m_control.wanted_max_blocks && m_control.range_all == false && d > m_control.wanted_min_range * BS) continue; */ if (mesh_step != mesh->step && (m_mesh_queued < maxq*1.2 || range <= 2)) { m_client->addUpdateMeshTask(bp); ++m_mesh_queued; } if (block->getTimestamp() > mesh->timestamp + (smesh_size ? 0 : range >= 1 ? 60 : 5) && (m_mesh_queued < maxq*1.5 || range <= 2)) { m_client->addUpdateMeshTaskWithEdge(bp); ++m_mesh_queued; } if(!smesh_size) continue; mesh->incrementUsageTimer(dtime); // Add to set //block->refGrab(); block->resetUsageTimer(); drawlist.set(bp, block); blocks_drawn++; if(range * MAP_BLOCKSIZE > farthest_drawn) farthest_drawn = range * MAP_BLOCKSIZE; if (farthest_drawn > m_control.farthest_drawn) m_control.farthest_drawn = farthest_drawn; if (porting::getTimeMs() > end_ms) { break; } } m_drawlist_last = draw_nearest.size(); //if (m_drawlist_last) infostream<<"breaked UDL "<<m_drawlist_last<<" collected="<<drawlist.size()<<" calls="<<calls<<" s="<<m_blocks.size()<<" maxms="<<max_cycle_ms<<" fw="<<getControl().fps_wanted<<" morems="<<porting::getTimeMs() - end_ms<< " meshq="<<m_mesh_queued<<" occache="<<occlude_cache.size()<<std::endl; if (m_drawlist_last) return; //for (auto & ir : *m_drawlist) // ir.second->refDrop(); auto m_drawlist_old = !m_drawlist_current ? &m_drawlist_1 : &m_drawlist_0; m_drawlist = m_drawlist_current ? &m_drawlist_1 : &m_drawlist_0; m_drawlist_old->clear(); m_control.blocks_would_have_drawn = blocks_would_have_drawn; m_control.blocks_drawn = blocks_drawn; m_control.farthest_drawn = farthest_drawn; g_profiler->avg("CM: blocks total", m_blocks.size()); g_profiler->avg("CM: blocks in range", blocks_in_range); g_profiler->avg("CM: blocks occlusion culled", blocks_occlusion_culled); if(blocks_in_range != 0) g_profiler->avg("CM: blocks in range without mesh (frac)", (float)blocks_in_range_without_mesh/blocks_in_range); g_profiler->avg("CM: blocks drawn", blocks_drawn); g_profiler->avg("CM: farthest drawn", farthest_drawn); g_profiler->avg("CM: wanted max blocks", m_control.wanted_max_blocks); }
void ClientMap::updateDrawList(video::IVideoDriver* driver) { ScopeProfiler sp(g_profiler, "CM::updateDrawList()", SPT_AVG); g_profiler->add("CM::updateDrawList() count", 1); INodeDefManager *nodemgr = m_gamedef->ndef(); for (std::map<v3s16, MapBlock*>::iterator i = m_drawlist.begin(); i != m_drawlist.end(); ++i) { MapBlock *block = i->second; block->refDrop(); } m_drawlist.clear(); v3f camera_position = m_camera_position; v3f camera_direction = m_camera_direction; f32 camera_fov = m_camera_fov; // Use a higher fov to accomodate faster camera movements. // Blocks are cropped better when they are drawn. // Or maybe they aren't? Well whatever. camera_fov *= 1.2; v3s16 cam_pos_nodes = floatToInt(camera_position, BS); v3s16 p_blocks_min; v3s16 p_blocks_max; getBlocksInViewRange(cam_pos_nodes, &p_blocks_min, &p_blocks_max); // Number of blocks in rendering range u32 blocks_in_range = 0; // Number of blocks occlusion culled u32 blocks_occlusion_culled = 0; // Number of blocks in rendering range but don't have a mesh u32 blocks_in_range_without_mesh = 0; // Blocks that had mesh that would have been drawn according to // rendering range (if max blocks limit didn't kick in) u32 blocks_would_have_drawn = 0; // Blocks that were drawn and had a mesh u32 blocks_drawn = 0; // Blocks which had a corresponding meshbuffer for this pass //u32 blocks_had_pass_meshbuf = 0; // Blocks from which stuff was actually drawn //u32 blocks_without_stuff = 0; // Distance to farthest drawn block float farthest_drawn = 0; for (std::map<v2s16, MapSector*>::iterator si = m_sectors.begin(); si != m_sectors.end(); ++si) { MapSector *sector = si->second; v2s16 sp = sector->getPos(); if (m_control.range_all == false) { if (sp.X < p_blocks_min.X || sp.X > p_blocks_max.X || sp.Y < p_blocks_min.Z || sp.Y > p_blocks_max.Z) continue; } MapBlockVect sectorblocks; sector->getBlocks(sectorblocks); /* Loop through blocks in sector */ u32 sector_blocks_drawn = 0; for (MapBlockVect::iterator i = sectorblocks.begin(); i != sectorblocks.end(); ++i) { MapBlock *block = *i; /* Compare block position to camera position, skip if not seen on display */ if (block->mesh != NULL) block->mesh->updateCameraOffset(m_camera_offset); float range = 100000 * BS; if (m_control.range_all == false) range = m_control.wanted_range * BS; float d = 0.0; if (!isBlockInSight(block->getPos(), camera_position, camera_direction, camera_fov, range, &d)) continue; // This is ugly (spherical distance limit?) /*if(m_control.range_all == false && d - 0.5*BS*MAP_BLOCKSIZE > range) continue;*/ blocks_in_range++; /* Ignore if mesh doesn't exist */ { //MutexAutoLock lock(block->mesh_mutex); if (block->mesh == NULL) { blocks_in_range_without_mesh++; continue; } } /* Occlusion culling */ // No occlusion culling when free_move is on and camera is // inside ground bool occlusion_culling_enabled = true; if (g_settings->getBool("free_move")) { MapNode n = getNodeNoEx(cam_pos_nodes); if (n.getContent() == CONTENT_IGNORE || nodemgr->get(n).solidness == 2) occlusion_culling_enabled = false; } v3s16 cpn = block->getPos() * MAP_BLOCKSIZE; cpn += v3s16(MAP_BLOCKSIZE / 2, MAP_BLOCKSIZE / 2, MAP_BLOCKSIZE / 2); float step = BS * 1; float stepfac = 1.1; float startoff = BS * 1; // The occlusion search of 'isOccluded()' must stop short of the target // point by distance 'endoff' (end offset) to not enter the target mapblock. // For the 8 mapblock corners 'endoff' must therefore be the maximum diagonal // of a mapblock, because we must consider all view angles. // sqrt(1^2 + 1^2 + 1^2) = 1.732 float endoff = -BS * MAP_BLOCKSIZE * 1.732050807569; v3s16 spn = cam_pos_nodes; s16 bs2 = MAP_BLOCKSIZE / 2 + 1; // to reduce the likelihood of falsely occluded blocks // require at least two solid blocks // this is a HACK, we should think of a more precise algorithm u32 needed_count = 2; if (occlusion_culling_enabled && // For the central point of the mapblock 'endoff' can be halved isOccluded(this, spn, cpn, step, stepfac, startoff, endoff / 2.0f, needed_count, nodemgr) && isOccluded(this, spn, cpn + v3s16(bs2,bs2,bs2), step, stepfac, startoff, endoff, needed_count, nodemgr) && isOccluded(this, spn, cpn + v3s16(bs2,bs2,-bs2), step, stepfac, startoff, endoff, needed_count, nodemgr) && isOccluded(this, spn, cpn + v3s16(bs2,-bs2,bs2), step, stepfac, startoff, endoff, needed_count, nodemgr) && isOccluded(this, spn, cpn + v3s16(bs2,-bs2,-bs2), step, stepfac, startoff, endoff, needed_count, nodemgr) && isOccluded(this, spn, cpn + v3s16(-bs2,bs2,bs2), step, stepfac, startoff, endoff, needed_count, nodemgr) && isOccluded(this, spn, cpn + v3s16(-bs2,bs2,-bs2), step, stepfac, startoff, endoff, needed_count, nodemgr) && isOccluded(this, spn, cpn + v3s16(-bs2,-bs2,bs2), step, stepfac, startoff, endoff, needed_count, nodemgr) && isOccluded(this, spn, cpn + v3s16(-bs2,-bs2,-bs2), step, stepfac, startoff, endoff, needed_count, nodemgr)) { blocks_occlusion_culled++; continue; } // This block is in range. Reset usage timer. block->resetUsageTimer(); // Limit block count in case of a sudden increase blocks_would_have_drawn++; if (blocks_drawn >= m_control.wanted_max_blocks && !m_control.range_all && d > m_control.wanted_range * BS) continue; // Add to set block->refGrab(); m_drawlist[block->getPos()] = block; sector_blocks_drawn++; blocks_drawn++; if (d / BS > farthest_drawn) farthest_drawn = d / BS; } // foreach sectorblocks if (sector_blocks_drawn != 0) m_last_drawn_sectors.insert(sp); } m_control.blocks_would_have_drawn = blocks_would_have_drawn; m_control.blocks_drawn = blocks_drawn; m_control.farthest_drawn = farthest_drawn; g_profiler->avg("CM: blocks in range", blocks_in_range); g_profiler->avg("CM: blocks occlusion culled", blocks_occlusion_culled); if (blocks_in_range != 0) g_profiler->avg("CM: blocks in range without mesh (frac)", (float)blocks_in_range_without_mesh / blocks_in_range); g_profiler->avg("CM: blocks drawn", blocks_drawn); g_profiler->avg("CM: farthest drawn", farthest_drawn); g_profiler->avg("CM: wanted max blocks", m_control.wanted_max_blocks); }
void ClientMap::renderMap(video::IVideoDriver* driver, s32 pass) { INodeDefManager *nodemgr = m_gamedef->ndef(); //m_dout<<DTIME<<"Rendering map..."<<std::endl; DSTACK(__FUNCTION_NAME); bool is_transparent_pass = pass == scene::ESNRP_TRANSPARENT; std::string prefix; if(pass == scene::ESNRP_SOLID) prefix = "CM: solid: "; else prefix = "CM: transparent: "; /* This is called two times per frame, reset on the non-transparent one */ if(pass == scene::ESNRP_SOLID) { m_last_drawn_sectors.clear(); } /* Get time for measuring timeout. Measuring time is very useful for long delays when the machine is swapping a lot. */ int time1 = time(0); /* Get animation parameters */ float animation_time = m_client->getAnimationTime(); int crack = m_client->getCrackLevel(); u32 daynight_ratio = m_client->getEnv().getDayNightRatio(); m_camera_mutex.Lock(); v3f camera_position = m_camera_position; v3f camera_direction = m_camera_direction; f32 camera_fov = m_camera_fov; m_camera_mutex.Unlock(); /* Get all blocks and draw all visible ones */ v3s16 cam_pos_nodes = floatToInt(camera_position, BS); v3s16 box_nodes_d = m_control.wanted_range * v3s16(1,1,1); v3s16 p_nodes_min = cam_pos_nodes - box_nodes_d; v3s16 p_nodes_max = cam_pos_nodes + box_nodes_d; // Take a fair amount as we will be dropping more out later // Umm... these additions are a bit strange but they are needed. v3s16 p_blocks_min( p_nodes_min.X / MAP_BLOCKSIZE - 3, p_nodes_min.Y / MAP_BLOCKSIZE - 3, p_nodes_min.Z / MAP_BLOCKSIZE - 3); v3s16 p_blocks_max( p_nodes_max.X / MAP_BLOCKSIZE + 1, p_nodes_max.Y / MAP_BLOCKSIZE + 1, p_nodes_max.Z / MAP_BLOCKSIZE + 1); u32 vertex_count = 0; u32 meshbuffer_count = 0; // For limiting number of mesh animations per frame u32 mesh_animate_count = 0; u32 mesh_animate_count_far = 0; // Number of blocks in rendering range u32 blocks_in_range = 0; // Number of blocks occlusion culled u32 blocks_occlusion_culled = 0; // Number of blocks in rendering range but don't have a mesh u32 blocks_in_range_without_mesh = 0; // Blocks that had mesh that would have been drawn according to // rendering range (if max blocks limit didn't kick in) u32 blocks_would_have_drawn = 0; // Blocks that were drawn and had a mesh u32 blocks_drawn = 0; // Blocks which had a corresponding meshbuffer for this pass u32 blocks_had_pass_meshbuf = 0; // Blocks from which stuff was actually drawn u32 blocks_without_stuff = 0; /* Collect a set of blocks for drawing */ core::map<v3s16, MapBlock*> drawset; { ScopeProfiler sp(g_profiler, prefix+"collecting blocks for drawing", SPT_AVG); for(core::map<v2s16, MapSector*>::Iterator si = m_sectors.getIterator(); si.atEnd() == false; si++) { MapSector *sector = si.getNode()->getValue(); v2s16 sp = sector->getPos(); if(m_control.range_all == false) { if(sp.X < p_blocks_min.X || sp.X > p_blocks_max.X || sp.Y < p_blocks_min.Z || sp.Y > p_blocks_max.Z) continue; } core::list< MapBlock * > sectorblocks; sector->getBlocks(sectorblocks); /* Loop through blocks in sector */ u32 sector_blocks_drawn = 0; core::list< MapBlock * >::Iterator i; for(i=sectorblocks.begin(); i!=sectorblocks.end(); i++) { MapBlock *block = *i; /* Compare block position to camera position, skip if not seen on display */ float range = 100000 * BS; if(m_control.range_all == false) range = m_control.wanted_range * BS; float d = 0.0; if(isBlockInSight(block->getPos(), camera_position, camera_direction, camera_fov, range, &d) == false) { continue; } // This is ugly (spherical distance limit?) /*if(m_control.range_all == false && d - 0.5*BS*MAP_BLOCKSIZE > range) continue;*/ blocks_in_range++; /* Ignore if mesh doesn't exist */ { //JMutexAutoLock lock(block->mesh_mutex); if(block->mesh == NULL){ blocks_in_range_without_mesh++; continue; } } /* Occlusion culling */ // No occlusion culling when free_move is on and camera is // inside ground bool occlusion_culling_enabled = true; if(g_settings->getBool("free_move")){ MapNode n = getNodeNoEx(cam_pos_nodes); if(n.getContent() == CONTENT_IGNORE || nodemgr->get(n).solidness == 2) occlusion_culling_enabled = false; } v3s16 cpn = block->getPos() * MAP_BLOCKSIZE; cpn += v3s16(MAP_BLOCKSIZE/2, MAP_BLOCKSIZE/2, MAP_BLOCKSIZE/2); float step = BS*1; float stepfac = 1.1; float startoff = BS*1; float endoff = -BS*MAP_BLOCKSIZE*1.42*1.42; v3s16 spn = cam_pos_nodes + v3s16(0,0,0); s16 bs2 = MAP_BLOCKSIZE/2 + 1; u32 needed_count = 1; if( occlusion_culling_enabled && isOccluded(this, spn, cpn + v3s16(0,0,0), step, stepfac, startoff, endoff, needed_count, nodemgr) && isOccluded(this, spn, cpn + v3s16(bs2,bs2,bs2), step, stepfac, startoff, endoff, needed_count, nodemgr) && isOccluded(this, spn, cpn + v3s16(bs2,bs2,-bs2), step, stepfac, startoff, endoff, needed_count, nodemgr) && isOccluded(this, spn, cpn + v3s16(bs2,-bs2,bs2), step, stepfac, startoff, endoff, needed_count, nodemgr) && isOccluded(this, spn, cpn + v3s16(bs2,-bs2,-bs2), step, stepfac, startoff, endoff, needed_count, nodemgr) && isOccluded(this, spn, cpn + v3s16(-bs2,bs2,bs2), step, stepfac, startoff, endoff, needed_count, nodemgr) && isOccluded(this, spn, cpn + v3s16(-bs2,bs2,-bs2), step, stepfac, startoff, endoff, needed_count, nodemgr) && isOccluded(this, spn, cpn + v3s16(-bs2,-bs2,bs2), step, stepfac, startoff, endoff, needed_count, nodemgr) && isOccluded(this, spn, cpn + v3s16(-bs2,-bs2,-bs2), step, stepfac, startoff, endoff, needed_count, nodemgr) ) { blocks_occlusion_culled++; continue; } // This block is in range. Reset usage timer. block->resetUsageTimer(); // Limit block count in case of a sudden increase blocks_would_have_drawn++; if(blocks_drawn >= m_control.wanted_max_blocks && m_control.range_all == false && d > m_control.wanted_min_range * BS) continue; // Mesh animation { //JMutexAutoLock lock(block->mesh_mutex); MapBlockMesh *mapBlockMesh = block->mesh; // Pretty random but this should work somewhat nicely bool faraway = d >= BS*50; //bool faraway = d >= m_control.wanted_range * BS; if(mapBlockMesh->isAnimationForced() || !faraway || mesh_animate_count_far < (m_control.range_all ? 200 : 50)) { bool animated = mapBlockMesh->animate( faraway, animation_time, crack, daynight_ratio); if(animated) mesh_animate_count++; if(animated && faraway) mesh_animate_count_far++; } else { mapBlockMesh->decreaseAnimationForceTimer(); } } // Add to set drawset[block->getPos()] = block; sector_blocks_drawn++; blocks_drawn++; } // foreach sectorblocks if(sector_blocks_drawn != 0) m_last_drawn_sectors[sp] = true; } } // ScopeProfiler /* Draw the selected MapBlocks */ { ScopeProfiler sp(g_profiler, prefix+"drawing blocks", SPT_AVG); int timecheck_counter = 0; for(core::map<v3s16, MapBlock*>::Iterator i = drawset.getIterator(); i.atEnd() == false; i++) { { timecheck_counter++; if(timecheck_counter > 50) { timecheck_counter = 0; int time2 = time(0); if(time2 > time1 + 4) { infostream<<"ClientMap::renderMap(): " "Rendering takes ages, returning." <<std::endl; return; } } } MapBlock *block = i.getNode()->getValue(); /* Draw the faces of the block */ { //JMutexAutoLock lock(block->mesh_mutex); MapBlockMesh *mapBlockMesh = block->mesh; assert(mapBlockMesh); scene::SMesh *mesh = mapBlockMesh->getMesh(); assert(mesh); u32 c = mesh->getMeshBufferCount(); bool stuff_actually_drawn = false; for(u32 i=0; i<c; i++) { scene::IMeshBuffer *buf = mesh->getMeshBuffer(i); const video::SMaterial& material = buf->getMaterial(); video::IMaterialRenderer* rnd = driver->getMaterialRenderer(material.MaterialType); bool transparent = (rnd && rnd->isTransparent()); // Render transparent on transparent pass and likewise. if(transparent == is_transparent_pass) { if(buf->getVertexCount() == 0) errorstream<<"Block ["<<analyze_block(block) <<"] contains an empty meshbuf"<<std::endl; /* This *shouldn't* hurt too much because Irrlicht doesn't change opengl textures if the old material has the same texture. */ driver->setMaterial(buf->getMaterial()); driver->drawMeshBuffer(buf); vertex_count += buf->getVertexCount(); meshbuffer_count++; stuff_actually_drawn = true; } } if(stuff_actually_drawn) blocks_had_pass_meshbuf++; else blocks_without_stuff++; } } } // ScopeProfiler // Log only on solid pass because values are the same if(pass == scene::ESNRP_SOLID){ g_profiler->avg("CM: blocks in range", blocks_in_range); g_profiler->avg("CM: blocks occlusion culled", blocks_occlusion_culled); if(blocks_in_range != 0) g_profiler->avg("CM: blocks in range without mesh (frac)", (float)blocks_in_range_without_mesh/blocks_in_range); g_profiler->avg("CM: blocks drawn", blocks_drawn); g_profiler->avg("CM: animated meshes", mesh_animate_count); g_profiler->avg("CM: animated meshes (far)", mesh_animate_count_far); } g_profiler->avg(prefix+"vertices drawn", vertex_count); if(blocks_had_pass_meshbuf != 0) g_profiler->avg(prefix+"meshbuffers per block", (float)meshbuffer_count / (float)blocks_had_pass_meshbuf); if(blocks_drawn != 0) g_profiler->avg(prefix+"empty blocks (frac)", (float)blocks_without_stuff / blocks_drawn); m_control.blocks_drawn = blocks_drawn; m_control.blocks_would_have_drawn = blocks_would_have_drawn; /*infostream<<"renderMap(): is_transparent_pass="******", rendered "<<vertex_count<<" vertices."<<std::endl;*/ }
int RemoteClient::GetNextBlocks ( ServerEnvironment *env, EmergeManager * emerge, float dtime, double m_uptime, std::vector<PrioritySortedBlockTransfer> &dest) { DSTACK(FUNCTION_NAME); auto lock = lock_unique_rec(); if (!lock->owns_lock()) return 0; // Increment timers m_nothing_to_send_pause_timer -= dtime; m_nearest_unsent_reset_timer += dtime; m_time_from_building += dtime; if (m_nearest_unsent_reset) { m_nearest_unsent_reset = 0; m_nearest_unsent_reset_timer = 999; m_nothing_to_send_pause_timer = 0; m_time_from_building = 999; } if(m_nothing_to_send_pause_timer >= 0) return 0; Player *player = env->getPlayer(peer_id); // This can happen sometimes; clients and players are not in perfect sync. if(player == NULL) return 0; v3f playerpos = player->getPosition(); v3f playerspeed = player->getSpeed(); if(playerspeed.getLength() > 1000.0*BS) //cheater or bug, ignore him return 0; v3f playerspeeddir(0,0,0); if(playerspeed.getLength() > 1.0*BS) playerspeeddir = playerspeed / playerspeed.getLength(); // Predict to next block v3f playerpos_predicted = playerpos + playerspeeddir*MAP_BLOCKSIZE*BS; v3s16 center_nodepos = floatToInt(playerpos_predicted, BS); v3s16 center = getNodeBlockPos(center_nodepos); // Camera position and direction v3f camera_pos = player->getEyePosition(); v3f camera_dir = v3f(0,0,1); camera_dir.rotateYZBy(player->getPitch()); camera_dir.rotateXZBy(player->getYaw()); //infostream<<"camera_dir=("<<camera_dir<<")"<< " camera_pos="<<camera_pos<<std::endl; /* Get the starting value of the block finder radius. */ if(m_last_center != center) { m_last_center = center; m_nearest_unsent_reset_timer = 999; } if (m_last_direction.getDistanceFrom(camera_dir)>0.4) { // 1 = 90deg m_last_direction = camera_dir; m_nearest_unsent_reset_timer = 999; } /*infostream<<"m_nearest_unsent_reset_timer=" <<m_nearest_unsent_reset_timer<<std::endl;*/ // Reset periodically to workaround for some bugs or stuff if(m_nearest_unsent_reset_timer > 120.0) { m_nearest_unsent_reset_timer = 0; m_nearest_unsent_d = 0; m_nearest_unsent_reset = 0; //infostream<<"Resetting m_nearest_unsent_d for "<<peer_id<<std::endl; } //s16 last_nearest_unsent_d = m_nearest_unsent_d; s16 d_start = m_nearest_unsent_d; //infostream<<"d_start="<<d_start<<std::endl; static const u16 max_simul_sends_setting = g_settings->getU16 ("max_simultaneous_block_sends_per_client"); static const u16 max_simul_sends_usually = max_simul_sends_setting; /* Check the time from last addNode/removeNode. Decrease send rate if player is building stuff. */ static const auto full_block_send_enable_min_time_from_building = g_settings->getFloat("full_block_send_enable_min_time_from_building"); if(m_time_from_building < full_block_send_enable_min_time_from_building) { /* max_simul_sends_usually = LIMITED_MAX_SIMULTANEOUS_BLOCK_SENDS; */ if(d_start<=1) d_start=2; m_nearest_unsent_reset_timer = 999; //magical number more than ^ other number 120 - need to reset d on next iteration } /* Number of blocks sending + number of blocks selected for sending */ u32 num_blocks_selected = 0; u32 num_blocks_sending = 0; /* next time d will be continued from the d from which the nearest unsent block was found this time. This is because not necessarily any of the blocks found this time are actually sent. */ s32 new_nearest_unsent_d = -1; static const auto max_block_send_distance = g_settings->getS16("max_block_send_distance"); s16 full_d_max = max_block_send_distance; if (wanted_range) { s16 wanted_blocks = wanted_range / MAP_BLOCKSIZE + 1; if (wanted_blocks < full_d_max) full_d_max = wanted_blocks; } s16 d_max = full_d_max; static const s16 d_max_gen = g_settings->getS16("max_block_generate_distance"); // Don't loop very much at a time s16 max_d_increment_at_time = 10; if(d_max > d_start + max_d_increment_at_time) d_max = d_start + max_d_increment_at_time; /*if(d_max_gen > d_start+2) d_max_gen = d_start+2;*/ //infostream<<"Starting from "<<d_start<<std::endl; s32 nearest_emerged_d = -1; s32 nearest_emergefull_d = -1; s32 nearest_sent_d = -1; //bool queue_is_full = false; f32 speed_in_blocks = (playerspeed/(MAP_BLOCKSIZE*BS)).getLength(); int blocks_occlusion_culled = 0; static const bool server_occlusion = g_settings->getBool("server_occlusion"); bool occlusion_culling_enabled = server_occlusion; auto cam_pos_nodes = floatToInt(playerpos, BS); auto nodemgr = env->getGameDef()->getNodeDefManager(); MapNode n; { #if !ENABLE_THREADS auto lock = env->getServerMap().m_nothread_locker.lock_shared_rec(); #endif n = env->getMap().getNodeTry(cam_pos_nodes); } if(n && nodemgr->get(n).solidness == 2) occlusion_culling_enabled = false; unordered_map_v3POS<bool> occlude_cache; s16 d; for(d = d_start; d <= d_max; d++) { /*errorstream<<"checking d="<<d<<" for " <<server->getPlayerName(peer_id)<<std::endl;*/ //infostream<<"RemoteClient::SendBlocks(): d="<<d<<" d_start="<<d_start<<" d_max="<<d_max<<" d_max_gen="<<d_max_gen<<std::endl; std::vector<v3POS> list; if (d > 2 && d == d_start && m_nearest_unsent_reset_timer != 999) { // oops, again magic number from up ^ list.push_back(v3POS(0,0,0)); } bool can_skip = d > 1; // Fast fall/move optimize. speed_in_blocks now limited to 6.4 if (speed_in_blocks>0.8 && d <= 2) { can_skip = false; if (d == 0) { for(s16 addn = 0; addn < (speed_in_blocks+1)*2; ++addn) list.push_back(floatToInt(playerspeeddir*addn, 1)); } else if (d == 1) { for(s16 addn = 0; addn < (speed_in_blocks+1)*1.5; ++addn) { list.push_back(floatToInt(playerspeeddir*addn, 1) + v3POS( 0, 0, 1)); // back list.push_back(floatToInt(playerspeeddir*addn, 1) + v3POS( -1, 0, 0)); // left list.push_back(floatToInt(playerspeeddir*addn, 1) + v3POS( 1, 0, 0)); // right list.push_back(floatToInt(playerspeeddir*addn, 1) + v3POS( 0, 0, -1)); // front } } else if (d == 2) { for(s16 addn = 0; addn < (speed_in_blocks+1)*1.5; ++addn) { list.push_back(floatToInt(playerspeeddir*addn, 1) + v3POS( -1, 0, 1)); // back left list.push_back(floatToInt(playerspeeddir*addn, 1) + v3POS( 1, 0, 1)); // left right list.push_back(floatToInt(playerspeeddir*addn, 1) + v3POS( -1, 0, -1)); // right left list.push_back(floatToInt(playerspeeddir*addn, 1) + v3POS( 1, 0, -1)); // front right } } } else { /* Get the border/face dot coordinates of a "d-radiused" box */ list = FacePositionCache::getFacePositions(d); } for(auto li=list.begin(); li!=list.end(); ++li) { v3POS p = *li + center; /* Send throttling - Don't allow too many simultaneous transfers - EXCEPT when the blocks are very close Also, don't send blocks that are already flying. */ // Start with the usual maximum u16 max_simul_dynamic = max_simul_sends_usually; // If block is very close, allow full maximum if(d <= BLOCK_SEND_DISABLE_LIMITS_MAX_D) max_simul_dynamic = max_simul_sends_setting; // Don't select too many blocks for sending if (num_blocks_selected + num_blocks_sending >= max_simul_dynamic) { //queue_is_full = true; goto queue_full_break; } /* Do not go over-limit */ if (blockpos_over_limit(p)) continue; // If this is true, inexistent block will be made from scratch bool generate = d <= d_max_gen; { /*// Limit the generating area vertically to 2/3 if(abs(p.Y - center.Y) > d_max_gen - d_max_gen / 3) generate = false;*/ /* maybe good idea (if not use block culling) but brokes far (25+) area generate by flooding emergequeue with no generate blocks // Limit the send area vertically to 1/2 if(can_skip && abs(p.Y - center.Y) > full_d_max / 2) generate = false; */ } //infostream<<"d="<<d<<std::endl; /* Don't generate or send if not in sight FIXME This only works if the client uses a small enough FOV setting. The default of 72 degrees is fine. */ float camera_fov = ((fov+5)*M_PI/180) * 4./3.; if(can_skip && isBlockInSight(p, camera_pos, camera_dir, camera_fov, 10000*BS) == false) { continue; } /* Don't send already sent blocks */ unsigned int block_sent = 0; { auto lock = m_blocks_sent.lock_shared_rec(); block_sent = m_blocks_sent.find(p) != m_blocks_sent.end() ? m_blocks_sent.get(p) : 0; } if(block_sent > 0 && (/* (block_overflow && d>1) || */ block_sent + (d <= 2 ? 1 : d*d*d) > m_uptime)) { continue; } /* Check if map has this block */ MapBlock *block; { #if !ENABLE_THREADS auto lock = env->getServerMap().m_nothread_locker.lock_shared_rec(); #endif block = env->getMap().getBlockNoCreateNoEx(p); } bool surely_not_found_on_disk = false; bool block_is_invalid = false; if(block != NULL) { if (d > 3 && block->content_only == CONTENT_AIR) { continue; } if (block_sent > 0 && block_sent >= block->m_changed_timestamp) { continue; } if (occlusion_culling_enabled) { ScopeProfiler sp(g_profiler, "SMap: Occusion calls"); //Occlusion culling auto cpn = p*MAP_BLOCKSIZE; // No occlusion culling when free_move is on and camera is // inside ground cpn += v3POS(MAP_BLOCKSIZE/2, MAP_BLOCKSIZE/2, MAP_BLOCKSIZE/2); float step = 1; float stepfac = 1.3; float startoff = 5; float endoff = -MAP_BLOCKSIZE; v3POS spn = cam_pos_nodes + v3POS(0,0,0); s16 bs2 = MAP_BLOCKSIZE/2 + 1; u32 needed_count = 1; #if !ENABLE_THREADS auto lock = env->getServerMap().m_nothread_locker.lock_shared_rec(); #endif //VERY BAD COPYPASTE FROM clientmap.cpp! if( d >= 1 && occlusion_culling_enabled && isOccluded(&env->getMap(), spn, cpn + v3POS(0,0,0), step, stepfac, startoff, endoff, needed_count, nodemgr, occlude_cache) && isOccluded(&env->getMap(), spn, cpn + v3POS(bs2,bs2,bs2), step, stepfac, startoff, endoff, needed_count, nodemgr, occlude_cache) && isOccluded(&env->getMap(), spn, cpn + v3POS(bs2,bs2,-bs2), step, stepfac, startoff, endoff, needed_count, nodemgr, occlude_cache) && isOccluded(&env->getMap(), spn, cpn + v3POS(bs2,-bs2,bs2), step, stepfac, startoff, endoff, needed_count, nodemgr, occlude_cache) && isOccluded(&env->getMap(), spn, cpn + v3POS(bs2,-bs2,-bs2), step, stepfac, startoff, endoff, needed_count, nodemgr, occlude_cache) && isOccluded(&env->getMap(), spn, cpn + v3POS(-bs2,bs2,bs2), step, stepfac, startoff, endoff, needed_count, nodemgr, occlude_cache) && isOccluded(&env->getMap(), spn, cpn + v3POS(-bs2,bs2,-bs2), step, stepfac, startoff, endoff, needed_count, nodemgr, occlude_cache) && isOccluded(&env->getMap(), spn, cpn + v3POS(-bs2,-bs2,bs2), step, stepfac, startoff, endoff, needed_count, nodemgr, occlude_cache) && isOccluded(&env->getMap(), spn, cpn + v3POS(-bs2,-bs2,-bs2), step, stepfac, startoff, endoff, needed_count, nodemgr, occlude_cache) ) { //infostream<<" occlusion player="<<cam_pos_nodes<<" d="<<d<<" block="<<cpn<<" total="<<blocks_occlusion_culled<<"/"<<num_blocks_selected<<std::endl; g_profiler->add("SMap: Occlusion skip", 1); blocks_occlusion_culled++; continue; } } // Reset usage timer, this block will be of use in the future. block->resetUsageTimer(); if (block->getLightingExpired()) { //env->getServerMap().lighting_modified_blocks.set(p, nullptr); env->getServerMap().lighting_modified_add(p, d); } if (block->lighting_broken > 0 && (block_sent || d > 0)) continue; // Block is valid if lighting is up-to-date and data exists if(block->isValid() == false) { block_is_invalid = true; } if(block->isGenerated() == false) { continue; } /* If block is not close, don't send it unless it is near ground level. Block is near ground level if night-time mesh differs from day-time mesh. */ /* if(d >= 4) { if(block->getDayNightDiff() == false) continue; } */ } /* If block has been marked to not exist on disk (dummy) and generating new ones is not wanted, skip block. */ if(generate == false && surely_not_found_on_disk == true) { // get next one. continue; } /* Add inexistent block to emerge queue. */ if(block == NULL || surely_not_found_on_disk || block_is_invalid) { //infostream<<"start gen d="<<d<<" p="<<p<<" notfound="<<surely_not_found_on_disk<<" invalid="<< block_is_invalid<<" block="<<block<<" generate="<<generate<<std::endl; if (emerge->enqueueBlockEmerge(peer_id, p, generate)) { if (nearest_emerged_d == -1) nearest_emerged_d = d; } else { if (nearest_emergefull_d == -1) nearest_emergefull_d = d; goto queue_full_break; } // get next one. continue; } if(nearest_sent_d == -1) nearest_sent_d = d; /* Add block to send queue */ PrioritySortedBlockTransfer q((float)d, p, peer_id); dest.push_back(q); num_blocks_selected += 1; } } queue_full_break: //infostream<<"Stopped at "<<d<<" d_start="<<d_start<< " d_max="<<d_max<<" nearest_emerged_d="<<nearest_emerged_d<<" nearest_emergefull_d="<<nearest_emergefull_d<< " new_nearest_unsent_d="<<new_nearest_unsent_d<< " sel="<<num_blocks_selected<< "+"<<num_blocks_sending << " culled=" << blocks_occlusion_culled <<" cEN="<<occlusion_culling_enabled<<std::endl; num_blocks_selected += num_blocks_sending; if(!num_blocks_selected && d_start <= d) { //new_nearest_unsent_d = 0; m_nothing_to_send_pause_timer = 1.0; } // If nothing was found for sending and nothing was queued for // emerging, continue next time browsing from here if(nearest_emerged_d != -1){ new_nearest_unsent_d = nearest_emerged_d; } else if(nearest_emergefull_d != -1){ new_nearest_unsent_d = nearest_emergefull_d; } else { if(d > full_d_max){ new_nearest_unsent_d = 0; m_nothing_to_send_pause_timer = 1.0; } else { if(nearest_sent_d != -1) new_nearest_unsent_d = nearest_sent_d; else new_nearest_unsent_d = d; } } if(new_nearest_unsent_d != -1) m_nearest_unsent_d = new_nearest_unsent_d; return num_blocks_selected - num_blocks_sending; }
void ClientMap::updateDrawList(video::IVideoDriver* driver, float dtime) { ScopeProfiler sp(g_profiler, "CM::updateDrawList()", SPT_AVG); //g_profiler->add("CM::updateDrawList() count", 1); INodeDefManager *nodemgr = m_gamedef->ndef(); if (!m_drawlist_last) m_drawlist_current = !m_drawlist_current; auto & drawlist = m_drawlist_current ? m_drawlist_1 : m_drawlist_0; float max_cycle_ms = 0.1/getControl().fps_wanted; u32 n = 0, calls = 0, end_ms = porting::getTimeMs() + max_cycle_ms; m_camera_mutex.Lock(); v3f camera_position = m_camera_position; v3f camera_direction = m_camera_direction; f32 camera_fov = m_camera_fov; v3s16 camera_offset = m_camera_offset; m_camera_mutex.Unlock(); // Use a higher fov to accomodate faster camera movements. // Blocks are cropped better when they are drawn. // Or maybe they aren't? Well whatever. camera_fov *= 1.2; v3s16 cam_pos_nodes = floatToInt(camera_position, BS); v3s16 box_nodes_d = m_control.wanted_range * v3s16(1,1,1); v3s16 p_nodes_min = cam_pos_nodes - box_nodes_d; v3s16 p_nodes_max = cam_pos_nodes + box_nodes_d; // Take a fair amount as we will be dropping more out later // Umm... these additions are a bit strange but they are needed. v3s16 p_blocks_min( p_nodes_min.X / MAP_BLOCKSIZE - 3, p_nodes_min.Y / MAP_BLOCKSIZE - 3, p_nodes_min.Z / MAP_BLOCKSIZE - 3); v3s16 p_blocks_max( p_nodes_max.X / MAP_BLOCKSIZE + 1, p_nodes_max.Y / MAP_BLOCKSIZE + 1, p_nodes_max.Z / MAP_BLOCKSIZE + 1); // Number of blocks in rendering range u32 blocks_in_range = 0; // Number of blocks occlusion culled u32 blocks_occlusion_culled = 0; // Number of blocks in rendering range but don't have a mesh u32 blocks_in_range_without_mesh = 0; // Blocks that had mesh that would have been drawn according to // rendering range (if max blocks limit didn't kick in) u32 blocks_would_have_drawn = 0; // Blocks that were drawn and had a mesh u32 blocks_drawn = 0; // Blocks which had a corresponding meshbuffer for this pass //u32 blocks_had_pass_meshbuf = 0; // Blocks from which stuff was actually drawn //u32 blocks_without_stuff = 0; // Distance to farthest drawn block float farthest_drawn = 0; { auto lock = m_blocks.lock_shared_rec(); for(auto & ir : m_blocks) { if (n++ < m_drawlist_last) continue; else m_drawlist_last = 0; ++calls; MapBlock *block = ir.second; auto bp = block->getPos(); if(m_control.range_all == false) { if(bp.X < p_blocks_min.X || bp.X > p_blocks_max.X || bp.Z > p_blocks_max.Z || bp.Z < p_blocks_min.Z || bp.Y < p_blocks_min.Y || bp.Y > p_blocks_max.Y) continue; } int mesh_step = getFarmeshStep(m_control, getNodeBlockPos(cam_pos_nodes).getDistanceFrom(block->getPos())); /* Compare block position to camera position, skip if not seen on display */ if (block->getMesh(mesh_step) != NULL) block->getMesh(mesh_step)->updateCameraOffset(m_camera_offset); float range = 100000 * BS; if(m_control.range_all == false) range = m_control.wanted_range * BS; float d = 0.0; if(isBlockInSight(block->getPos(), camera_position, camera_direction, camera_fov, range, &d) == false) { continue; } // This is ugly (spherical distance limit?) /*if(m_control.range_all == false && d - 0.5*BS*MAP_BLOCKSIZE > range) continue;*/ blocks_in_range++; /* Ignore if mesh doesn't exist */ { //JMutexAutoLock lock(block->mesh_mutex); if(block->getMesh(mesh_step) == NULL){ blocks_in_range_without_mesh++; continue; } } /* Occlusion culling */ // No occlusion culling when free_move is on and camera is // inside ground bool occlusion_culling_enabled = true; if(g_settings->getBool("free_move")){ MapNode n = getNodeNoEx(cam_pos_nodes); if(n.getContent() == CONTENT_IGNORE || nodemgr->get(n).solidness == 2) occlusion_culling_enabled = false; } v3s16 cpn = block->getPos() * MAP_BLOCKSIZE; cpn += v3s16(MAP_BLOCKSIZE/2, MAP_BLOCKSIZE/2, MAP_BLOCKSIZE/2); float step = BS*1; float stepfac = 1.1; float startoff = BS*1; float endoff = -BS*MAP_BLOCKSIZE*1.42*1.42; v3s16 spn = cam_pos_nodes + v3s16(0,0,0); s16 bs2 = MAP_BLOCKSIZE/2 + 1; u32 needed_count = 1; if( occlusion_culling_enabled && isOccluded(this, spn, cpn + v3s16(0,0,0), step, stepfac, startoff, endoff, needed_count, nodemgr) && isOccluded(this, spn, cpn + v3s16(bs2,bs2,bs2), step, stepfac, startoff, endoff, needed_count, nodemgr) && isOccluded(this, spn, cpn + v3s16(bs2,bs2,-bs2), step, stepfac, startoff, endoff, needed_count, nodemgr) && isOccluded(this, spn, cpn + v3s16(bs2,-bs2,bs2), step, stepfac, startoff, endoff, needed_count, nodemgr) && isOccluded(this, spn, cpn + v3s16(bs2,-bs2,-bs2), step, stepfac, startoff, endoff, needed_count, nodemgr) && isOccluded(this, spn, cpn + v3s16(-bs2,bs2,bs2), step, stepfac, startoff, endoff, needed_count, nodemgr) && isOccluded(this, spn, cpn + v3s16(-bs2,bs2,-bs2), step, stepfac, startoff, endoff, needed_count, nodemgr) && isOccluded(this, spn, cpn + v3s16(-bs2,-bs2,bs2), step, stepfac, startoff, endoff, needed_count, nodemgr) && isOccluded(this, spn, cpn + v3s16(-bs2,-bs2,-bs2), step, stepfac, startoff, endoff, needed_count, nodemgr) ) { blocks_occlusion_culled++; continue; } // This block is in range. Reset usage timer. block->resetUsageTimer(); // Limit block count in case of a sudden increase blocks_would_have_drawn++; if(blocks_drawn >= m_control.wanted_max_blocks && m_control.range_all == false && d > m_control.wanted_min_range * BS) continue; if (m_control.farmesh && mesh_step != block->getMesh(mesh_step)->step) { //&& !block->mesh->transparent m_client->addUpdateMeshTask(block->getPos(), false, mesh_step == 1); } block->getMesh(mesh_step)->incrementUsageTimer(dtime); // Add to set block->refGrab(); drawlist[block->getPos()] = block; blocks_drawn++; if(d/BS > farthest_drawn) farthest_drawn = d/BS; if (porting::getTimeMs() > end_ms) { m_drawlist_last = n; break; } } } if (!calls) m_drawlist_last = 0; if (m_drawlist_last) return; for (auto & ir : *m_drawlist) ir.second->refDrop(); m_drawlist->clear(); m_drawlist = m_drawlist_current ? &m_drawlist_1 : &m_drawlist_0; m_control.blocks_would_have_drawn = blocks_would_have_drawn; m_control.blocks_drawn = blocks_drawn; m_control.farthest_drawn = farthest_drawn; g_profiler->avg("CM: blocks in range", blocks_in_range); g_profiler->avg("CM: blocks occlusion culled", blocks_occlusion_culled); if(blocks_in_range != 0) g_profiler->avg("CM: blocks in range without mesh (frac)", (float)blocks_in_range_without_mesh/blocks_in_range); g_profiler->avg("CM: blocks drawn", blocks_drawn); g_profiler->avg("CM: farthest drawn", farthest_drawn); g_profiler->avg("CM: wanted max blocks", m_control.wanted_max_blocks); }