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Allow server side occlusion culling.

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lhofhansl authored and sofar committed Feb 28, 2017
1 parent 6738c7e commit ba4b704ebf24952ab9a84c914b8ad6c45dabfaba
Showing with 92 additions and 66 deletions.
  1. +6 −0 builtin/settingtypes.txt
  2. +6 −0 minetest.conf.example
  3. +8 −0 src/clientiface.cpp
  4. +1 −66 src/clientmap.cpp
  5. +1 −0 src/defaultsettings.cpp
  6. +66 −0 src/map.cpp
  7. +4 −0 src/map.h
@@ -864,6 +864,12 @@ liquid_update (Liquid update tick) float 1.0
# Stated in mapblocks (16 nodes)
block_send_optimize_distance (block send optimize distance) int 4 2

# If enabled the server will perform map block occlusion culling based on
# on the eye position of the player. This can reduce the number of blocks
# sent to the client 50-80%. The client will not longer receive most invisible
# so that the utility of noclip mode is reduced.
server_side_occlusion_culling (Server side occlusion culling) bool false

[*Mapgen]

# Name of map generator to be used when creating a new world.
@@ -1056,6 +1056,12 @@
# type: int min: 2
# block_send_optimize_distance = 4

# If enabled the server will perform map block occlusion culling based on
# on the eye position of the player. This can reduce the number of blocks
# sent to the client 50-80%. The client will not longer receive most invisible
# so that the utility of noclip mode is reduced.
server_side_occlusion_culling = false

## Mapgen

# Name of map generator to be used when creating a new world.
@@ -197,6 +197,9 @@ void RemoteClient::GetNextBlocks (
s32 nearest_sent_d = -1;
//bool queue_is_full = false;

const v3s16 cam_pos_nodes = floatToInt(camera_pos, BS);
const bool occ_cull = g_settings->getBool("server_side_occlusion_culling");

s16 d;
for(d = d_start; d <= d_max; d++) {
/*
@@ -298,6 +301,11 @@ void RemoteClient::GetNextBlocks (
if(block->getDayNightDiff() == false)
continue;
}

if (occ_cull && !block_is_invalid &&
env->getMap().isBlockOccluded(block, cam_pos_nodes)) {
continue;
}
}

/*
@@ -109,35 +109,6 @@ void ClientMap::OnRegisterSceneNode()
ISceneNode::OnRegisterSceneNode();
}

static bool isOccluded(Map *map, v3s16 p0, v3s16 p1, float step, float stepfac,
float start_off, float end_off, u32 needed_count, INodeDefManager *nodemgr)
{
float d0 = (float)BS * p0.getDistanceFrom(p1);
v3s16 u0 = p1 - p0;
v3f uf = v3f(u0.X, u0.Y, u0.Z) * BS;
uf.normalize();
v3f p0f = v3f(p0.X, p0.Y, p0.Z) * BS;
u32 count = 0;
for(float s=start_off; s<d0+end_off; s+=step){
v3f pf = p0f + uf * s;
v3s16 p = floatToInt(pf, BS);
MapNode n = map->getNodeNoEx(p);
bool is_transparent = false;
const ContentFeatures &f = nodemgr->get(n);
if(f.solidness == 0)
is_transparent = (f.visual_solidness != 2);
else
is_transparent = (f.solidness != 2);
if(!is_transparent){
count++;
if(count >= needed_count)
return true;
}
step *= stepfac;
}
return false;
}

void ClientMap::getBlocksInViewRange(v3s16 cam_pos_nodes,
v3s16 *p_blocks_min, v3s16 *p_blocks_max)
{
@@ -273,43 +244,7 @@ void ClientMap::updateDrawList(video::IVideoDriver* driver)
/*
Occlusion culling
*/
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, m_nodedef) &&
isOccluded(this, spn, cpn + v3s16(bs2,bs2,bs2),
step, stepfac, startoff, endoff, needed_count, m_nodedef) &&
isOccluded(this, spn, cpn + v3s16(bs2,bs2,-bs2),
step, stepfac, startoff, endoff, needed_count, m_nodedef) &&
isOccluded(this, spn, cpn + v3s16(bs2,-bs2,bs2),
step, stepfac, startoff, endoff, needed_count, m_nodedef) &&
isOccluded(this, spn, cpn + v3s16(bs2,-bs2,-bs2),
step, stepfac, startoff, endoff, needed_count, m_nodedef) &&
isOccluded(this, spn, cpn + v3s16(-bs2,bs2,bs2),
step, stepfac, startoff, endoff, needed_count, m_nodedef) &&
isOccluded(this, spn, cpn + v3s16(-bs2,bs2,-bs2),
step, stepfac, startoff, endoff, needed_count, m_nodedef) &&
isOccluded(this, spn, cpn + v3s16(-bs2,-bs2,bs2),
step, stepfac, startoff, endoff, needed_count, m_nodedef) &&
isOccluded(this, spn, cpn + v3s16(-bs2,-bs2,-bs2),
step, stepfac, startoff, endoff, needed_count, m_nodedef)) {
if (occlusion_culling_enabled && isBlockOccluded(block, cam_pos_nodes)) {
blocks_occlusion_culled++;
continue;
}
@@ -282,6 +282,7 @@ void set_default_settings(Settings *settings)
// This causes frametime jitter on client side, or does it?
settings->setDefault("max_block_send_distance", "9");
settings->setDefault("block_send_optimize_distance", "4");
settings->setDefault("server_side_occlusion_culling", "false");
settings->setDefault("max_clearobjects_extra_loaded_blocks", "4096");
settings->setDefault("time_speed", "72");
settings->setDefault("server_unload_unused_data_timeout", "29");
@@ -1157,6 +1157,72 @@ void Map::removeNodeTimer(v3s16 p)
block->m_node_timers.remove(p_rel);
}

bool Map::isOccluded(v3s16 p0, v3s16 p1, float step, float stepfac,
float start_off, float end_off, u32 needed_count)
{
float d0 = (float)BS * p0.getDistanceFrom(p1);
v3s16 u0 = p1 - p0;
v3f uf = v3f(u0.X, u0.Y, u0.Z) * BS;
uf.normalize();
v3f p0f = v3f(p0.X, p0.Y, p0.Z) * BS;
u32 count = 0;
for(float s=start_off; s<d0+end_off; s+=step){
v3f pf = p0f + uf * s;
v3s16 p = floatToInt(pf, BS);
MapNode n = getNodeNoEx(p);
const ContentFeatures &f = m_nodedef->get(n);
if(f.drawtype == NDT_NORMAL){
// not transparent, see ContentFeature::updateTextures
count++;
if(count >= needed_count)
return true;
}
step *= stepfac;
}
return false;
}

bool Map::isBlockOccluded(MapBlock *block, v3s16 cam_pos_nodes) {
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;

return (
// For the central point of the mapblock 'endoff' can be halved
isOccluded(spn, cpn,
step, stepfac, startoff, endoff / 2.0f, needed_count) &&
isOccluded(spn, cpn + v3s16(bs2,bs2,bs2),
step, stepfac, startoff, endoff, needed_count) &&
isOccluded(spn, cpn + v3s16(bs2,bs2,-bs2),
step, stepfac, startoff, endoff, needed_count) &&
isOccluded(spn, cpn + v3s16(bs2,-bs2,bs2),
step, stepfac, startoff, endoff, needed_count) &&
isOccluded(spn, cpn + v3s16(bs2,-bs2,-bs2),
step, stepfac, startoff, endoff, needed_count) &&
isOccluded(spn, cpn + v3s16(-bs2,bs2,bs2),
step, stepfac, startoff, endoff, needed_count) &&
isOccluded(spn, cpn + v3s16(-bs2,bs2,-bs2),
step, stepfac, startoff, endoff, needed_count) &&
isOccluded(spn, cpn + v3s16(-bs2,-bs2,bs2),
step, stepfac, startoff, endoff, needed_count) &&
isOccluded(spn, cpn + v3s16(-bs2,-bs2,-bs2),
step, stepfac, startoff, endoff, needed_count));
}

/*
ServerMap
*/
@@ -314,6 +314,7 @@ class Map /*: public NodeContainer*/
void transforming_liquid_add(v3s16 p);
s32 transforming_liquid_size();

bool isBlockOccluded(MapBlock *block, v3s16 cam_pos_nodes);
protected:
friend class LuaVoxelManip;

@@ -335,6 +336,9 @@ class Map /*: public NodeContainer*/
// This stores the properties of the nodes on the map.
INodeDefManager *m_nodedef;

bool isOccluded(v3s16 p0, v3s16 p1, float step, float stepfac,
float start_off, float end_off, u32 needed_count);

private:
f32 m_transforming_liquid_loop_count_multiplier;
u32 m_unprocessed_count;

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