occlusion culling fix, a little reshaping of map rendering for more useful profiler...
authorPerttu Ahola <celeron55@gmail.com>
Wed, 2 Nov 2011 16:13:56 +0000 (18:13 +0200)
committerPerttu Ahola <celeron55@gmail.com>
Wed, 2 Nov 2011 16:13:56 +0000 (18:13 +0200)
src/defaultsettings.cpp
src/game.cpp
src/map.cpp
src/utility.cpp

index fea000804b9a096ae0f3dba57ab14c2684c4b531..74c9af1c3b5048586179c1b6d18d2022b1fc8bc7 100644 (file)
@@ -46,6 +46,7 @@ void set_default_settings(Settings *settings)
        settings->setDefault("keymap_screenshot", "KEY_F12");
        settings->setDefault("keymap_toggle_profiler", "KEY_F2");
        settings->setDefault("keymap_toggle_force_fog_off", "KEY_F3");
+       settings->setDefault("keymap_toggle_update_camera", "KEY_F4");
        // Some (temporary) keys for debugging
        settings->setDefault("keymap_print_debug_stacks", "KEY_KEY_P");
 
index c67660ec8084e5ee702961b4f99608043c0b6b51..d666dbcdf3848ecc2d45b54705fa8a8539f34af5 100644 (file)
@@ -888,11 +888,11 @@ void the_game(
        //guitext_chat->setBackgroundColor(video::SColor(96,0,0,0));
        core::list<ChatLine> chat_lines;
        
-       // Profiler text
+       // Profiler text (size is updated when text is updated)
        gui::IGUIStaticText *guitext_profiler = guienv->addStaticText(
                        L"<Profiler>",
-                       core::rect<s32>(6, 4+(text_height+5)*3, 400,
-                       (text_height+5)*3 + text_height*35),
+                       core::rect<s32>(6, 4+(text_height+5)*2, 400,
+                       (text_height+5)*2 + text_height*35),
                        false, false);
        guitext_profiler->setBackgroundColor(video::SColor(80,0,0,0));
        guitext_profiler->setVisible(false);
@@ -951,8 +951,8 @@ void the_game(
        bool respawn_menu_active = false;
 
        bool show_profiler = false;
-
        bool force_fog_off = false;
+       bool disable_camera_update = false;
 
        /*
                Main loop
@@ -1188,9 +1188,18 @@ void the_game(
 
                        std::ostringstream os(std::ios_base::binary);
                        g_profiler->print(os);
-                       guitext_profiler->setText(narrow_to_wide(os.str()).c_str());
+                       std::wstring text = narrow_to_wide(os.str());
+                       guitext_profiler->setText(text.c_str());
 
                        g_profiler->clear();
+                       
+                       s32 w = font->getDimension(text.c_str()).Width;
+                       if(w < 400)
+                               w = 400;
+                       core::rect<s32> rect(6, 4+(text_height+5)*2, 12+w,
+                                       8+(text_height+5)*2 +
+                                       font->getDimension(text.c_str()).Height);
+                       guitext_profiler->setRelativePosition(rect);
                }
 
                /*
@@ -1324,10 +1333,26 @@ void the_game(
                {
                        show_profiler = !show_profiler;
                        guitext_profiler->setVisible(show_profiler);
+                       if(show_profiler)
+                               chat_lines.push_back(ChatLine(L"Profiler disabled"));
+                       else
+                               chat_lines.push_back(ChatLine(L"Profiler enabled"));
                }
                else if(input->wasKeyDown(getKeySetting("keymap_toggle_force_fog_off")))
                {
                        force_fog_off = !force_fog_off;
+                       if(force_fog_off)
+                               chat_lines.push_back(ChatLine(L"Fog disabled"));
+                       else
+                               chat_lines.push_back(ChatLine(L"Fog enabled"));
+               }
+               else if(input->wasKeyDown(getKeySetting("keymap_toggle_update_camera")))
+               {
+                       disable_camera_update = !disable_camera_update;
+                       if(disable_camera_update)
+                               chat_lines.push_back(ChatLine(L"Camera update disabled"));
+                       else
+                               chat_lines.push_back(ChatLine(L"Camera update enabled"));
                }
 
                // Item selection with mouse wheel
@@ -1573,11 +1598,10 @@ void the_game(
                v3f camera_direction = camera.getDirection();
                f32 camera_fov = camera.getFovMax();
                
-               if(FIELD_OF_VIEW_TEST)
-                       client.updateCamera(v3f(0,0,0), v3f(0,0,1), camera_fov);
-               else
+               if(!disable_camera_update){
                        client.updateCamera(camera_position,
                                camera_direction, camera_fov);
+               }
 
                //timer2.stop();
                //TimeTaker //timer3("//timer3");
index 8aad4e539886b80acd62d10e46dd6ba22a5bcdcb..1eb8ac2fc27bf8f264961f1cbd50b9913656e127 100644 (file)
@@ -3620,6 +3620,12 @@ void ClientMap::renderMap(video::IVideoDriver* driver, s32 pass)
 
        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
        */
@@ -3689,27 +3695,19 @@ void ClientMap::renderMap(video::IVideoDriver* driver, s32 pass)
        // Blocks from which stuff was actually drawn
        u32 blocks_without_stuff = 0;
 
-       int timecheck_counter = 0;
-       core::map<v2s16, MapSector*>::Iterator si;
-       si = m_sectors.getIterator();
-       for(; si.atEnd() == false; si++)
+       /*
+               Collect a set of blocks for drawing
+       */
+       
+       core::map<v3s16, MapBlock*> drawset;
+
        {
-               {
-                       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;
-                               }
-                       }
-               }
+       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();
                
@@ -3726,11 +3724,11 @@ void ClientMap::renderMap(video::IVideoDriver* driver, s32 pass)
                sector->getBlocks(sectorblocks);
                
                /*
-                       Draw blocks
+                       Loop through blocks in sector
                */
-               
-               u32 sector_blocks_drawn = 0;
 
+               u32 sector_blocks_drawn = 0;
+               
                core::list< MapBlock * >::Iterator i;
                for(i=sectorblocks.begin(); i!=sectorblocks.end(); i++)
                {
@@ -3744,7 +3742,7 @@ void ClientMap::renderMap(video::IVideoDriver* driver, s32 pass)
                        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,
@@ -3753,16 +3751,16 @@ void ClientMap::renderMap(video::IVideoDriver* driver, s32 pass)
                                continue;
                        }
 
-                       // Okay, this block will be drawn. Reset usage timer.
-                       block->resetUsageTimer();
-                       
                        // This is ugly (spherical distance limit?)
                        /*if(m_control.range_all == false &&
                                        d - 0.5*BS*MAP_BLOCKSIZE > range)
                                continue;*/
                        
-                       blocks_in_range++;
+                       // This block is in range. Reset usage timer.
+                       block->resetUsageTimer();
 
+                       blocks_in_range++;
+                       
 #if 1
                        /*
                                Update expired mesh (used for day/night change)
@@ -3812,11 +3810,8 @@ void ClientMap::renderMap(video::IVideoDriver* driver, s32 pass)
 
                                mesh_expired = false;
                        }
-                       
 #endif
-                       /*
-                               Draw the faces of the block
-                       */
+
                        {
                                JMutexAutoLock lock(block->mesh_mutex);
 
@@ -3832,66 +3827,103 @@ void ClientMap::renderMap(video::IVideoDriver* driver, s32 pass)
                                                && m_control.range_all == false
                                                && d > m_control.wanted_min_range * BS)
                                        continue;
+                       }
+
+                       drawset[block->getPos()] = block;
+                       
+                       sector_blocks_drawn++;
+                       blocks_drawn++;
 
-                               blocks_drawn++;
-                               sector_blocks_drawn++;
+               } // foreach sectorblocks
 
-                               u32 c = mesh->getMeshBufferCount();
-                               bool stuff_actually_drawn = false;
-                               for(u32 i=0; i<c; i++)
+               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)
                                {
-                                       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;
-                                       }
+                                       infostream<<"ClientMap::renderMap(): "
+                                               "Rendering takes ages, returning."
+                                               <<std::endl;
+                                       return;
                                }
-                               if(stuff_actually_drawn)
-                                       blocks_had_pass_meshbuf++;
-                               else
-                                       blocks_without_stuff++;
                        }
-               } // foreach sectorblocks
+               }
+               
+               MapBlock *block = i.getNode()->getValue();
 
-               if(sector_blocks_drawn != 0)
+               /*
+                       Draw the faces of the block
+               */
                {
-                       m_last_drawn_sectors[sp] = true;
+                       JMutexAutoLock lock(block->mesh_mutex);
+
+                       scene::SMesh *mesh = block->mesh;
+                       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
        
-       std::string prefix = "CM: ";
-
        // Log only on solid pass because values are the same
        if(pass == scene::ESNRP_SOLID){
-               g_profiler->avg(prefix+"blocks in range", blocks_in_range);
+               g_profiler->avg("CM: blocks in range", blocks_in_range);
                if(blocks_in_range != 0)
-                       g_profiler->avg(prefix+"blocks in range without mesh (frac)",
+                       g_profiler->avg("CM: blocks in range without mesh (frac)",
                                        (float)blocks_in_range_without_mesh/blocks_in_range);
-               g_profiler->avg(prefix+"blocks drawn", blocks_drawn);
+               g_profiler->avg("CM: blocks drawn", blocks_drawn);
        }
        
-       if(pass == scene::ESNRP_SOLID)
-               prefix = "CM: solid: ";
-       else
-               prefix = "CM: transparent: ";
-
        g_profiler->avg(prefix+"vertices drawn", vertex_count);
        if(blocks_had_pass_meshbuf != 0)
                g_profiler->avg(prefix+"meshbuffers per block",
index 0139281fadeae59f8397db5deff75cb8d2b21997..7ffbe716066cf467df04d392687494a1e3845313 100644 (file)
@@ -236,21 +236,21 @@ bool isBlockInSight(v3s16 blockpos_b, v3f camera_pos, v3f camera_dir,
        
        // If block is (nearly) touching the camera, don't
        // bother validating further (that is, render it anyway)
-       if(d > block_max_radius)
-       {
-               // Cosine of the angle between the camera direction
-               // and the block direction (camera_dir is an unit vector)
-               f32 cosangle = dforward / d;
-               
-               // Compensate for the size of the block
-               // (as the block has to be shown even if it's a bit off FOV)
-               // This is an estimate.
-               cosangle += block_max_radius / dforward;
+       if(d < block_max_radius)
+               return true;
+       
+       // Cosine of the angle between the camera direction
+       // and the block direction (camera_dir is an unit vector)
+       f32 cosangle = dforward / d;
+       
+       // Compensate for the size of the block
+       // (as the block has to be shown even if it's a bit off FOV)
+       // This is an estimate, plus an arbitary factor
+       cosangle += block_max_radius / d * 0.5;
 
-               // If block is not in the field of view, skip it
-               if(cosangle < cos(camera_fov / 2))
-                       return false;
-       }
+       // If block is not in the field of view, skip it
+       if(cosangle < cos(camera_fov / 2))
+               return false;
 
        return true;
 }