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authorx2048 <codeforsmile@gmail.com>2022-04-02 10:42:27 +0200
committerGitHub <noreply@github.com>2022-04-02 10:42:27 +0200
commitb0b9732359d43325c8bd820abeb8417353365a0c (patch)
tree3de2c5a55f67ee142a9f2a1b95c2b47b6d881c54
parent26c046a563f686f9309055f5d566a92d436eed7e (diff)
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Add depth sorting for node faces (#11696)
Use BSP tree to order transparent triangles https://en.wikipedia.org/wiki/Binary_space_partitioning
-rw-r--r--builtin/settingtypes.txt4
-rw-r--r--src/client/clientmap.cpp244
-rw-r--r--src/client/clientmap.h43
-rw-r--r--src/client/content_mapblock.cpp57
-rw-r--r--src/client/mapblock_mesh.cpp257
-rw-r--r--src/client/mapblock_mesh.h101
-rw-r--r--src/client/tile.h15
-rw-r--r--src/defaultsettings.cpp1
8 files changed, 629 insertions, 93 deletions
diff --git a/builtin/settingtypes.txt b/builtin/settingtypes.txt
index 3dc165bd1..b4230735b 100644
--- a/builtin/settingtypes.txt
+++ b/builtin/settingtypes.txt
@@ -858,6 +858,10 @@ autoscale_mode (Autoscaling mode) enum disable disable,enable,force
# A restart is required after changing this.
show_entity_selectionbox (Show entity selection boxes) bool false
+# Distance in nodes at which transparency depth sorting is enabled
+# Use this to limit the performance impact of transparency depth sorting
+transparency_sorting_distance (Transparency Sorting Distance) int 16 0 128
+
[*Menus]
# Use a cloud animation for the main menu background.
diff --git a/src/client/clientmap.cpp b/src/client/clientmap.cpp
index 1a024e464..f070a58bb 100644
--- a/src/client/clientmap.cpp
+++ b/src/client/clientmap.cpp
@@ -97,9 +97,32 @@ ClientMap::ClientMap(
m_cache_trilinear_filter = g_settings->getBool("trilinear_filter");
m_cache_bilinear_filter = g_settings->getBool("bilinear_filter");
m_cache_anistropic_filter = g_settings->getBool("anisotropic_filter");
+ m_cache_transparency_sorting_distance = g_settings->getU16("transparency_sorting_distance");
}
+void ClientMap::updateCamera(v3f pos, v3f dir, f32 fov, v3s16 offset)
+{
+ v3s16 previous_node = floatToInt(m_camera_position, BS) + m_camera_offset;
+ v3s16 previous_block = getContainerPos(previous_node, MAP_BLOCKSIZE);
+
+ m_camera_position = pos;
+ m_camera_direction = dir;
+ m_camera_fov = fov;
+ m_camera_offset = offset;
+
+ v3s16 current_node = floatToInt(m_camera_position, BS) + m_camera_offset;
+ v3s16 current_block = getContainerPos(current_node, MAP_BLOCKSIZE);
+
+ // reorder the blocks when camera crosses block boundary
+ if (previous_block != current_block)
+ m_needs_update_drawlist = true;
+
+ // reorder transparent meshes when camera crosses node boundary
+ if (previous_node != current_node)
+ m_needs_update_transparent_meshes = true;
+}
+
MapSector * ClientMap::emergeSector(v2s16 p2d)
{
// Check that it doesn't exist already
@@ -324,21 +347,16 @@ void ClientMap::renderMap(video::IVideoDriver* driver, s32 pass)
//u32 mesh_animate_count_far = 0;
/*
+ Update transparent meshes
+ */
+ if (is_transparent_pass)
+ updateTransparentMeshBuffers();
+
+ /*
Draw the selected MapBlocks
*/
MeshBufListList grouped_buffers;
-
- struct DrawDescriptor {
- v3s16 m_pos;
- scene::IMeshBuffer *m_buffer;
- bool m_reuse_material;
-
- DrawDescriptor(const v3s16 &pos, scene::IMeshBuffer *buffer, bool reuse_material) :
- m_pos(pos), m_buffer(buffer), m_reuse_material(reuse_material)
- {}
- };
-
std::vector<DrawDescriptor> draw_order;
video::SMaterial previous_material;
@@ -375,7 +393,15 @@ void ClientMap::renderMap(video::IVideoDriver* driver, s32 pass)
/*
Get the meshbuffers of the block
*/
- {
+ if (is_transparent_pass) {
+ // In transparent pass, the mesh will give us
+ // the partial buffers in the correct order
+ for (auto &buffer : block->mesh->getTransparentBuffers())
+ draw_order.emplace_back(block_pos, &buffer);
+ }
+ else {
+ // otherwise, group buffers across meshes
+ // using MeshBufListList
MapBlockMesh *mapBlockMesh = block->mesh;
assert(mapBlockMesh);
@@ -389,35 +415,14 @@ void ClientMap::renderMap(video::IVideoDriver* driver, s32 pass)
video::SMaterial& material = buf->getMaterial();
video::IMaterialRenderer* rnd =
- driver->getMaterialRenderer(material.MaterialType);
+ driver->getMaterialRenderer(material.MaterialType);
bool transparent = (rnd && rnd->isTransparent());
- if (transparent == is_transparent_pass) {
+ if (!transparent) {
if (buf->getVertexCount() == 0)
errorstream << "Block [" << analyze_block(block)
- << "] contains an empty meshbuf" << std::endl;
-
- material.setFlag(video::EMF_TRILINEAR_FILTER,
- m_cache_trilinear_filter);
- material.setFlag(video::EMF_BILINEAR_FILTER,
- m_cache_bilinear_filter);
- material.setFlag(video::EMF_ANISOTROPIC_FILTER,
- m_cache_anistropic_filter);
- material.setFlag(video::EMF_WIREFRAME,
- m_control.show_wireframe);
-
- if (is_transparent_pass) {
- // Same comparison as in MeshBufListList
- bool new_material = material.getTexture(0) != previous_material.getTexture(0) ||
- material != previous_material;
-
- draw_order.emplace_back(block_pos, buf, !new_material);
-
- if (new_material)
- previous_material = material;
- }
- else {
- grouped_buffers.add(buf, block_pos, layer);
- }
+ << "] contains an empty meshbuf" << std::endl;
+
+ grouped_buffers.add(buf, block_pos, layer);
}
}
}
@@ -442,8 +447,17 @@ void ClientMap::renderMap(video::IVideoDriver* driver, s32 pass)
// Render all mesh buffers in order
drawcall_count += draw_order.size();
+
for (auto &descriptor : draw_order) {
- scene::IMeshBuffer *buf = descriptor.m_buffer;
+ scene::IMeshBuffer *buf;
+
+ if (descriptor.m_use_partial_buffer) {
+ descriptor.m_partial_buffer->beforeDraw();
+ buf = descriptor.m_partial_buffer->getBuffer();
+ }
+ else {
+ buf = descriptor.m_buffer;
+ }
// Check and abort if the machine is swapping a lot
if (draw.getTimerTime() > 2000) {
@@ -454,6 +468,17 @@ void ClientMap::renderMap(video::IVideoDriver* driver, s32 pass)
if (!descriptor.m_reuse_material) {
auto &material = buf->getMaterial();
+
+ // Apply filter settings
+ material.setFlag(video::EMF_TRILINEAR_FILTER,
+ m_cache_trilinear_filter);
+ material.setFlag(video::EMF_BILINEAR_FILTER,
+ m_cache_bilinear_filter);
+ material.setFlag(video::EMF_ANISOTROPIC_FILTER,
+ m_cache_anistropic_filter);
+ material.setFlag(video::EMF_WIREFRAME,
+ m_control.show_wireframe);
+
// pass the shadow map texture to the buffer texture
ShadowRenderer *shadow = m_rendering_engine->get_shadow_renderer();
if (shadow && shadow->is_active()) {
@@ -475,7 +500,7 @@ void ClientMap::renderMap(video::IVideoDriver* driver, s32 pass)
driver->setTransform(video::ETS_WORLD, m);
driver->drawMeshBuffer(buf);
- vertex_count += buf->getVertexCount();
+ vertex_count += buf->getIndexCount();
}
g_profiler->avg(prefix + "draw meshes [ms]", draw.stop(true));
@@ -698,7 +723,9 @@ void ClientMap::renderMapShadows(video::IVideoDriver *driver,
u32 drawcall_count = 0;
u32 vertex_count = 0;
- MeshBufListList drawbufs;
+ MeshBufListList grouped_buffers;
+ std::vector<DrawDescriptor> draw_order;
+
int count = 0;
int low_bound = is_transparent_pass ? 0 : m_drawlist_shadow.size() / total_frames * frame;
@@ -727,7 +754,15 @@ void ClientMap::renderMapShadows(video::IVideoDriver *driver,
/*
Get the meshbuffers of the block
*/
- {
+ if (is_transparent_pass) {
+ // In transparent pass, the mesh will give us
+ // the partial buffers in the correct order
+ for (auto &buffer : block->mesh->getTransparentBuffers())
+ draw_order.emplace_back(block_pos, &buffer);
+ }
+ else {
+ // otherwise, group buffers across meshes
+ // using MeshBufListList
MapBlockMesh *mapBlockMesh = block->mesh;
assert(mapBlockMesh);
@@ -742,49 +777,74 @@ void ClientMap::renderMapShadows(video::IVideoDriver *driver,
video::SMaterial &mat = buf->getMaterial();
auto rnd = driver->getMaterialRenderer(mat.MaterialType);
bool transparent = rnd && rnd->isTransparent();
- if (transparent == is_transparent_pass)
- drawbufs.add(buf, block_pos, layer);
+ if (!transparent)
+ grouped_buffers.add(buf, block_pos, layer);
}
}
}
}
+ u32 buffer_count = 0;
+ for (auto &lists : grouped_buffers.lists)
+ for (MeshBufList &list : lists)
+ buffer_count += list.bufs.size();
+
+ draw_order.reserve(draw_order.size() + buffer_count);
+
+ // Capture draw order for all solid meshes
+ for (auto &lists : grouped_buffers.lists) {
+ for (MeshBufList &list : lists) {
+ // iterate in reverse to draw closest blocks first
+ for (auto it = list.bufs.rbegin(); it != list.bufs.rend(); ++it)
+ draw_order.emplace_back(it->first, it->second, it != list.bufs.rbegin());
+ }
+ }
+
TimeTaker draw("Drawing shadow mesh buffers");
core::matrix4 m; // Model matrix
v3f offset = intToFloat(m_camera_offset, BS);
+ u32 material_swaps = 0;
- // Render all layers in order
- for (auto &lists : drawbufs.lists) {
- for (MeshBufList &list : lists) {
- // Check and abort if the machine is swapping a lot
- if (draw.getTimerTime() > 1000) {
- infostream << "ClientMap::renderMapShadows(): Rendering "
- "took >1s, returning." << std::endl;
- break;
- }
- for (auto &pair : list.bufs) {
- scene::IMeshBuffer *buf = pair.second;
-
- // override some material properties
- video::SMaterial local_material = buf->getMaterial();
- local_material.MaterialType = material.MaterialType;
- local_material.BackfaceCulling = material.BackfaceCulling;
- local_material.FrontfaceCulling = material.FrontfaceCulling;
- local_material.BlendOperation = material.BlendOperation;
- local_material.Lighting = false;
- driver->setMaterial(local_material);
-
- v3f block_wpos = intToFloat(pair.first * MAP_BLOCKSIZE, BS);
- m.setTranslation(block_wpos - offset);
-
- driver->setTransform(video::ETS_WORLD, m);
- driver->drawMeshBuffer(buf);
- vertex_count += buf->getVertexCount();
- }
+ // Render all mesh buffers in order
+ drawcall_count += draw_order.size();
+
+ for (auto &descriptor : draw_order) {
+ scene::IMeshBuffer *buf;
+
+ if (descriptor.m_use_partial_buffer) {
+ descriptor.m_partial_buffer->beforeDraw();
+ buf = descriptor.m_partial_buffer->getBuffer();
+ }
+ else {
+ buf = descriptor.m_buffer;
+ }
- drawcall_count += list.bufs.size();
+ // Check and abort if the machine is swapping a lot
+ if (draw.getTimerTime() > 1000) {
+ infostream << "ClientMap::renderMapShadows(): Rendering "
+ "took >1s, returning." << std::endl;
+ break;
}
+
+ if (!descriptor.m_reuse_material) {
+ // override some material properties
+ video::SMaterial local_material = buf->getMaterial();
+ local_material.MaterialType = material.MaterialType;
+ local_material.BackfaceCulling = material.BackfaceCulling;
+ local_material.FrontfaceCulling = material.FrontfaceCulling;
+ local_material.BlendOperation = material.BlendOperation;
+ local_material.Lighting = false;
+ driver->setMaterial(local_material);
+ ++material_swaps;
+ }
+
+ v3f block_wpos = intToFloat(descriptor.m_pos * MAP_BLOCKSIZE, BS);
+ m.setTranslation(block_wpos - offset);
+
+ driver->setTransform(video::ETS_WORLD, m);
+ driver->drawMeshBuffer(buf);
+ vertex_count += buf->getIndexCount();
}
// restore the driver material state
@@ -796,6 +856,7 @@ void ClientMap::renderMapShadows(video::IVideoDriver *driver,
g_profiler->avg(prefix + "draw meshes [ms]", draw.stop(true));
g_profiler->avg(prefix + "vertices drawn [#]", vertex_count);
g_profiler->avg(prefix + "drawcalls [#]", drawcall_count);
+ g_profiler->avg(prefix + "material swaps [#]", material_swaps);
}
/*
@@ -891,3 +952,40 @@ void ClientMap::updateDrawListShadow(const v3f &shadow_light_pos, const v3f &sha
g_profiler->avg("SHADOW MapBlocks drawn [#]", m_drawlist_shadow.size());
g_profiler->avg("SHADOW MapBlocks loaded [#]", blocks_loaded);
}
+
+void ClientMap::updateTransparentMeshBuffers()
+{
+ ScopeProfiler sp(g_profiler, "CM::updateTransparentMeshBuffers", SPT_AVG);
+ u32 sorted_blocks = 0;
+ u32 unsorted_blocks = 0;
+ f32 sorting_distance_sq = pow(m_cache_transparency_sorting_distance * BS, 2.0f);
+
+
+ // Update the order of transparent mesh buffers in each mesh
+ for (auto it = m_drawlist.begin(); it != m_drawlist.end(); it++) {
+ MapBlock* block = it->second;
+ if (!block->mesh)
+ continue;
+
+ if (m_needs_update_transparent_meshes ||
+ block->mesh->getTransparentBuffers().size() == 0) {
+
+ v3s16 block_pos = block->getPos();
+ v3f block_pos_f = intToFloat(block_pos * MAP_BLOCKSIZE + MAP_BLOCKSIZE / 2, BS);
+ f32 distance = m_camera_position.getDistanceFromSQ(block_pos_f);
+ if (distance <= sorting_distance_sq) {
+ block->mesh->updateTransparentBuffers(m_camera_position, block_pos);
+ ++sorted_blocks;
+ }
+ else {
+ block->mesh->consolidateTransparentBuffers();
+ ++unsorted_blocks;
+ }
+ }
+ }
+
+ g_profiler->avg("CM::Transparent Buffers - Sorted", sorted_blocks);
+ g_profiler->avg("CM::Transparent Buffers - Unsorted", unsorted_blocks);
+ m_needs_update_transparent_meshes = false;
+}
+
diff --git a/src/client/clientmap.h b/src/client/clientmap.h
index b4dc42395..d8554313d 100644
--- a/src/client/clientmap.h
+++ b/src/client/clientmap.h
@@ -56,6 +56,7 @@ struct MeshBufListList
class Client;
class ITextureSource;
+class PartialMeshBuffer;
/*
ClientMap
@@ -85,21 +86,7 @@ public:
ISceneNode::drop();
}
- void updateCamera(const v3f &pos, const v3f &dir, f32 fov, const v3s16 &offset)
- {
- v3s16 previous_block = getContainerPos(floatToInt(m_camera_position, BS) + m_camera_offset, MAP_BLOCKSIZE);
-
- m_camera_position = pos;
- m_camera_direction = dir;
- m_camera_fov = fov;
- m_camera_offset = offset;
-
- v3s16 current_block = getContainerPos(floatToInt(m_camera_position, BS) + m_camera_offset, MAP_BLOCKSIZE);
-
- // reorder the blocks when camera crosses block boundary
- if (previous_block != current_block)
- m_needs_update_drawlist = true;
- }
+ void updateCamera(v3f pos, v3f dir, f32 fov, v3s16 offset);
/*
Forcefully get a sector from somewhere
@@ -150,6 +137,10 @@ public:
f32 getCameraFov() const { return m_camera_fov; }
private:
+
+ // update the vertex order in transparent mesh buffers
+ void updateTransparentMeshBuffers();
+
// Orders blocks by distance to the camera
class MapBlockComparer
{
@@ -167,6 +158,26 @@ private:
v3s16 m_camera_block;
};
+
+ // reference to a mesh buffer used when rendering the map.
+ struct DrawDescriptor {
+ v3s16 m_pos;
+ union {
+ scene::IMeshBuffer *m_buffer;
+ const PartialMeshBuffer *m_partial_buffer;
+ };
+ bool m_reuse_material:1;
+ bool m_use_partial_buffer:1;
+
+ DrawDescriptor(v3s16 pos, scene::IMeshBuffer *buffer, bool reuse_material) :
+ m_pos(pos), m_buffer(buffer), m_reuse_material(reuse_material), m_use_partial_buffer(false)
+ {}
+
+ DrawDescriptor(v3s16 pos, const PartialMeshBuffer *buffer) :
+ m_pos(pos), m_partial_buffer(buffer), m_reuse_material(false), m_use_partial_buffer(true)
+ {}
+ };
+
Client *m_client;
RenderingEngine *m_rendering_engine;
@@ -179,6 +190,7 @@ private:
v3f m_camera_direction = v3f(0,0,1);
f32 m_camera_fov = M_PI;
v3s16 m_camera_offset;
+ bool m_needs_update_transparent_meshes = true;
std::map<v3s16, MapBlock*, MapBlockComparer> m_drawlist;
std::map<v3s16, MapBlock*> m_drawlist_shadow;
@@ -190,4 +202,5 @@ private:
bool m_cache_bilinear_filter;
bool m_cache_anistropic_filter;
bool m_added_to_shadow_renderer{false};
+ u16 m_cache_transparency_sorting_distance;
};
diff --git a/src/client/content_mapblock.cpp b/src/client/content_mapblock.cpp
index bb2d6398f..947793ed0 100644
--- a/src/client/content_mapblock.cpp
+++ b/src/client/content_mapblock.cpp
@@ -381,12 +381,12 @@ void MapblockMeshGenerator::drawAutoLightedCuboid(aabb3f box, const f32 *txc,
box.MinEdge *= f->visual_scale;
box.MaxEdge *= f->visual_scale;
}
- box.MinEdge += origin;
- box.MaxEdge += origin;
if (!txc) {
generateCuboidTextureCoords(box, texture_coord_buf);
txc = texture_coord_buf;
}
+ box.MinEdge += origin;
+ box.MaxEdge += origin;
if (!tiles) {
tiles = &tile;
tile_count = 1;
@@ -1377,6 +1377,59 @@ void MapblockMeshGenerator::drawNodeboxNode()
std::vector<aabb3f> boxes;
n.getNodeBoxes(nodedef, &boxes, neighbors_set);
+
+ bool isTransparent = false;
+
+ for (const TileSpec &tile : tiles) {
+ if (tile.layers[0].isTransparent()) {
+ isTransparent = true;
+ break;
+ }
+ }
+
+ if (isTransparent) {
+ std::vector<float> sections;
+ // Preallocate 8 default splits + Min&Max for each nodebox
+ sections.reserve(8 + 2 * boxes.size());
+
+ for (int axis = 0; axis < 3; axis++) {
+ // identify sections
+
+ if (axis == 0) {
+ // Default split at node bounds, up to 3 nodes in each direction
+ for (float s = -3.5f * BS; s < 4.0f * BS; s += 1.0f * BS)
+ sections.push_back(s);
+ }
+ else {
+ // Avoid readding the same 8 default splits for Y and Z
+ sections.resize(8);
+ }
+
+ // Add edges of existing node boxes, rounded to 1E-3
+ for (size_t i = 0; i < boxes.size(); i++) {
+ sections.push_back(std::floor(boxes[i].MinEdge[axis] * 1E3) * 1E-3);
+ sections.push_back(std::floor(boxes[i].MaxEdge[axis] * 1E3) * 1E-3);
+ }
+
+ // split the boxes at recorded sections
+ // limit splits to avoid runaway crash if inner loop adds infinite splits
+ // due to e.g. precision problems.
+ // 100 is just an arbitrary, reasonably high number.
+ for (size_t i = 0; i < boxes.size() && i < 100; i++) {
+ aabb3f *box = &boxes[i];
+ for (float section : sections) {
+ if (box->MinEdge[axis] < section && box->MaxEdge[axis] > section) {
+ aabb3f copy(*box);
+ copy.MinEdge[axis] = section;
+ box->MaxEdge[axis] = section;
+ boxes.push_back(copy);
+ box = &boxes[i]; // find new address of the box in case of reallocation
+ }
+ }
+ }
+ }
+ }
+
for (auto &box : boxes)
drawAutoLightedCuboid(box, nullptr, tiles, 6);
}
diff --git a/src/client/mapblock_mesh.cpp b/src/client/mapblock_mesh.cpp
index 03522eca9..8c7d66186 100644
--- a/src/client/mapblock_mesh.cpp
+++ b/src/client/mapblock_mesh.cpp
@@ -30,6 +30,7 @@ with this program; if not, write to the Free Software Foundation, Inc.,
#include "client/meshgen/collector.h"
#include "client/renderingengine.h"
#include <array>
+#include <algorithm>
/*
MeshMakeData
@@ -1004,6 +1005,173 @@ static void applyTileColor(PreMeshBuffer &pmb)
}
/*
+ MapBlockBspTree
+*/
+
+void MapBlockBspTree::buildTree(const std::vector<MeshTriangle> *triangles)
+{
+ this->triangles = triangles;
+
+ nodes.clear();
+
+ // assert that triangle index can fit into s32
+ assert(triangles->size() <= 0x7FFFFFFFL);
+ std::vector<s32> indexes;
+ indexes.reserve(triangles->size());
+ for (u32 i = 0; i < triangles->size(); i++)
+ indexes.push_back(i);
+
+ root = buildTree(v3f(1, 0, 0), v3f(85, 85, 85), 40, indexes, 0);
+}
+
+/**
+ * @brief Find a candidate plane to split a set of triangles in two
+ *
+ * The candidate plane is represented by one of the triangles from the set.
+ *
+ * @param list Vector of indexes of the triangles in the set
+ * @param triangles Vector of all triangles in the BSP tree
+ * @return Address of the triangle that represents the proposed split plane
+ */
+static const MeshTriangle *findSplitCandidate(const std::vector<s32> &list, const std::vector<MeshTriangle> &triangles)
+{
+ // find the center of the cluster.
+ v3f center(0, 0, 0);
+ size_t n = list.size();
+ for (s32 i : list) {
+ center += triangles[i].centroid / n;
+ }
+
+ // find the triangle with the largest area and closest to the center
+ const MeshTriangle *candidate_triangle = &triangles[list[0]];
+ const MeshTriangle *ith_triangle;
+ for (s32 i : list) {
+ ith_triangle = &triangles[i];
+ if (ith_triangle->areaSQ > candidate_triangle->areaSQ ||
+ (ith_triangle->areaSQ == candidate_triangle->areaSQ &&
+ ith_triangle->centroid.getDistanceFromSQ(center) < candidate_triangle->centroid.getDistanceFromSQ(center))) {
+ candidate_triangle = ith_triangle;
+ }
+ }
+ return candidate_triangle;
+}
+
+s32 MapBlockBspTree::buildTree(v3f normal, v3f origin, float delta, const std::vector<s32> &list, u32 depth)
+{
+ // if the list is empty, don't bother
+ if (list.empty())
+ return -1;
+
+ // if there is only one triangle, or the delta is insanely small, this is a leaf node
+ if (list.size() == 1 || delta < 0.01) {
+ nodes.emplace_back(normal, origin, list, -1, -1);
+ return nodes.size() - 1;
+ }
+
+ std::vector<s32> front_list;
+ std::vector<s32> back_list;
+ std::vector<s32> node_list;
+
+ // split the list
+ for (s32 i : list) {
+ const MeshTriangle &triangle = (*triangles)[i];
+ float factor = normal.dotProduct(triangle.centroid - origin);
+ if (factor == 0)
+ node_list.push_back(i);
+ else if (factor > 0)
+ front_list.push_back(i);
+ else
+ back_list.push_back(i);
+ }
+
+ // define the new split-plane
+ v3f candidate_normal(normal.Z, normal.X, normal.Y);
+ float candidate_delta = delta;
+ if (depth % 3 == 2)
+ candidate_delta /= 2;
+
+ s32 front_index = -1;
+ s32 back_index = -1;
+
+ if (!front_list.empty()) {
+ v3f next_normal = candidate_normal;
+ v3f next_origin = origin + delta * normal;
+ float next_delta = candidate_delta;
+ if (next_delta < 10) {
+ const MeshTriangle *candidate = findSplitCandidate(front_list, *triangles);
+ next_normal = candidate->getNormal();
+ next_origin = candidate->centroid;
+ }
+ front_index = buildTree(next_normal, next_origin, next_delta, front_list, depth + 1);
+
+ // if there are no other triangles, don't create a new node
+ if (back_list.empty() && node_list.empty())
+ return front_index;
+ }
+
+ if (!back_list.empty()) {
+ v3f next_normal = candidate_normal;
+ v3f next_origin = origin - delta * normal;
+ float next_delta = candidate_delta;
+ if (next_delta < 10) {
+ const MeshTriangle *candidate = findSplitCandidate(back_list, *triangles);
+ next_normal = candidate->getNormal();
+ next_origin = candidate->centroid;
+ }
+
+ back_index = buildTree(next_normal, next_origin, next_delta, back_list, depth + 1);
+
+ // if there are no other triangles, don't create a new node
+ if (front_list.empty() && node_list.empty())
+ return back_index;
+ }
+
+ nodes.emplace_back(normal, origin, node_list, front_index, back_index);
+
+ return nodes.size() - 1;
+}
+
+void MapBlockBspTree::traverse(s32 node, v3f viewpoint, std::vector<s32> &output) const
+{
+ if (node < 0) return; // recursion break;
+
+ const TreeNode &n = nodes[node];
+ float factor = n.normal.dotProduct(viewpoint - n.origin);
+
+ if (factor > 0)
+ traverse(n.back_ref, viewpoint, output);
+ else
+ traverse(n.front_ref, viewpoint, output);
+
+ if (factor != 0)
+ for (s32 i : n.triangle_refs)
+ output.push_back(i);
+
+ if (factor > 0)
+ traverse(n.front_ref, viewpoint, output);
+ else
+ traverse(n.back_ref, viewpoint, output);
+}
+
+
+
+/*
+ PartialMeshBuffer
+*/
+
+void PartialMeshBuffer::beforeDraw() const
+{
+ // Patch the indexes in the mesh buffer before draw
+
+ m_buffer->Indices.clear();
+ if (!m_vertex_indexes.empty()) {
+ for (auto index : m_vertex_indexes)
+ m_buffer->Indices.push_back(index);
+ }
+ m_buffer->setDirty(scene::EBT_INDEX);
+}
+
+/*
MapBlockMesh
*/
@@ -1173,8 +1341,31 @@ MapBlockMesh::MapBlockMesh(MeshMakeData *data, v3s16 camera_offset):
scene::SMeshBuffer *buf = new scene::SMeshBuffer();
buf->Material = material;
- buf->append(&p.vertices[0], p.vertices.size(),
- &p.indices[0], p.indices.size());
+ switch (p.layer.material_type) {
+ // list of transparent materials taken from tile.h
+ case TILE_MATERIAL_ALPHA:
+ case TILE_MATERIAL_LIQUID_TRANSPARENT:
+ case TILE_MATERIAL_WAVING_LIQUID_TRANSPARENT:
+ {
+ buf->append(&p.vertices[0], p.vertices.size(),
+ &p.indices[0], 0);
+
+ MeshTriangle t;
+ t.buffer = buf;
+ for (u32 i = 0; i < p.indices.size(); i += 3) {
+ t.p1 = p.indices[i];
+ t.p2 = p.indices[i + 1];
+ t.p3 = p.indices[i + 2];
+ t.updateAttributes();
+ m_transparent_triangles.push_back(t);
+ }
+ }
+ break;
+ default:
+ buf->append(&p.vertices[0], p.vertices.size(),
+ &p.indices[0], p.indices.size());
+ break;
+ }
mesh->addMeshBuffer(buf);
buf->drop();
}
@@ -1187,6 +1378,7 @@ MapBlockMesh::MapBlockMesh(MeshMakeData *data, v3s16 camera_offset):
}
//std::cout<<"added "<<fastfaces.getSize()<<" faces."<<std::endl;
+ m_bsp_tree.buildTree(&m_transparent_triangles);
// Check if animation is required for this mesh
m_has_animation =
@@ -1298,6 +1490,67 @@ bool MapBlockMesh::animate(bool faraway, float time, int crack,
return true;
}
+void MapBlockMesh::updateTransparentBuffers(v3f camera_pos, v3s16 block_pos)
+{
+ // nothing to do if the entire block is opaque
+ if (m_transparent_triangles.empty())
+ return;
+
+ v3f block_posf = intToFloat(block_pos * MAP_BLOCKSIZE, BS);
+ v3f rel_camera_pos = camera_pos - block_posf;
+
+ std::vector<s32> triangle_refs;
+ m_bsp_tree.traverse(rel_camera_pos, triangle_refs);
+
+ // arrange index sequences into partial buffers
+ m_transparent_buffers.clear();
+
+ scene::SMeshBuffer *current_buffer = nullptr;
+ std::vector<u16> current_strain;
+ for (auto i : triangle_refs) {
+ const auto &t = m_transparent_triangles[i];
+ if (current_buffer != t.buffer) {
+ if (current_buffer) {
+ m_transparent_buffers.emplace_back(current_buffer, current_strain);
+ current_strain.clear();
+ }
+ current_buffer = t.buffer;
+ }
+ current_strain.push_back(t.p1);
+ current_strain.push_back(t.p2);
+ current_strain.push_back(t.p3);
+ }
+
+ if (!current_strain.empty())
+ m_transparent_buffers.emplace_back(current_buffer, current_strain);
+}
+
+void MapBlockMesh::consolidateTransparentBuffers()
+{
+ m_transparent_buffers.clear();
+
+ scene::SMeshBuffer *current_buffer = nullptr;
+ std::vector<u16> current_strain;
+
+ // use the fact that m_transparent_triangles is already arranged by buffer
+ for (const auto &t : m_transparent_triangles) {
+ if (current_buffer != t.buffer) {
+ if (current_buffer != nullptr) {
+ this->m_transparent_buffers.emplace_back(current_buffer, current_strain);
+ current_strain.clear();
+ }
+ current_buffer = t.buffer;
+ }
+ current_strain.push_back(t.p1);
+ current_strain.push_back(t.p2);
+ current_strain.push_back(t.p3);
+ }
+
+ if (!current_strain.empty()) {
+ this->m_transparent_buffers.emplace_back(current_buffer, current_strain);
+ }
+}
+
video::SColor encode_light(u16 light, u8 emissive_light)
{
// Get components
diff --git a/src/client/mapblock_mesh.h b/src/client/mapblock_mesh.h
index 3b17c4af9..cfc39ade2 100644
--- a/src/client/mapblock_mesh.h
+++ b/src/client/mapblock_mesh.h
@@ -71,6 +71,91 @@ struct MeshMakeData
void setSmoothLighting(bool smooth_lighting);
};
+// represents a triangle as indexes into the vertex buffer in SMeshBuffer
+class MeshTriangle
+{
+public:
+ scene::SMeshBuffer *buffer;
+ u16 p1, p2, p3;
+ v3f centroid;
+ float areaSQ;
+
+ void updateAttributes()
+ {
+ v3f v1 = buffer->getPosition(p1);
+ v3f v2 = buffer->getPosition(p2);
+ v3f v3 = buffer->getPosition(p3);
+
+ centroid = (v1 + v2 + v3) / 3;
+ areaSQ = (v2-v1).crossProduct(v3-v1).getLengthSQ() / 4;
+ }
+
+ v3f getNormal() const {
+ v3f v1 = buffer->getPosition(p1);
+ v3f v2 = buffer->getPosition(p2);
+ v3f v3 = buffer->getPosition(p3);
+
+ return (v2-v1).crossProduct(v3-v1);
+ }
+};
+
+/**
+ * Implements a binary space partitioning tree
+ * See also: https://en.wikipedia.org/wiki/Binary_space_partitioning
+ */
+class MapBlockBspTree
+{
+public:
+ MapBlockBspTree() {}
+
+ void buildTree(const std::vector<MeshTriangle> *triangles);
+
+ void traverse(v3f viewpoint, std::vector<s32> &output) const
+ {
+ traverse(root, viewpoint, output);
+ }
+
+private:
+ // Tree node definition;
+ struct TreeNode
+ {
+ v3f normal;
+ v3f origin;
+ std::vector<s32> triangle_refs;
+ s32 front_ref;
+ s32 back_ref;
+
+ TreeNode() = default;
+ TreeNode(v3f normal, v3f origin, const std::vector<s32> &triangle_refs, s32 front_ref, s32 back_ref) :
+ normal(normal), origin(origin), triangle_refs(triangle_refs), front_ref(front_ref), back_ref(back_ref)
+ {}
+ };
+
+
+ s32 buildTree(v3f normal, v3f origin, float delta, const std::vector<s32> &list, u32 depth);
+ void traverse(s32 node, v3f viewpoint, std::vector<s32> &output) const;
+
+ const std::vector<MeshTriangle> *triangles = nullptr; // this reference is managed externally
+ std::vector<TreeNode> nodes; // list of nodes
+ s32 root = -1; // index of the root node
+};
+
+class PartialMeshBuffer
+{
+public:
+ PartialMeshBuffer(scene::SMeshBuffer *buffer, const std::vector<u16> &vertex_indexes) :
+ m_buffer(buffer), m_vertex_indexes(vertex_indexes)
+ {}
+
+ scene::IMeshBuffer *getBuffer() const { return m_buffer; }
+ const std::vector<u16> &getVertexIndexes() const { return m_vertex_indexes; }
+
+ void beforeDraw() const;
+private:
+ scene::SMeshBuffer *m_buffer;
+ std::vector<u16> m_vertex_indexes;
+};
+
/*
Holds a mesh for a mapblock.
@@ -125,6 +210,15 @@ public:
m_animation_force_timer--;
}
+ /// update transparent buffers to render towards the camera
+ void updateTransparentBuffers(v3f camera_pos, v3s16 block_pos);
+ void consolidateTransparentBuffers();
+
+ /// get the list of transparent buffers
+ const std::vector<PartialMeshBuffer> &getTransparentBuffers() const
+ {
+ return this->m_transparent_buffers;
+ }
private:
scene::IMesh *m_mesh[MAX_TILE_LAYERS];
MinimapMapblock *m_minimap_mapblock;
@@ -158,6 +252,13 @@ private:
// of sunlit vertices
// Keys are pairs of (mesh index, buffer index in the mesh)
std::map<std::pair<u8, u32>, std::map<u32, video::SColor > > m_daynight_diffs;
+
+ // list of all semitransparent triangles in the mapblock
+ std::vector<MeshTriangle> m_transparent_triangles;
+ // Binary Space Partitioning tree for the block
+ MapBlockBspTree m_bsp_tree;
+ // Ordered list of references to parts of transparent buffers to draw
+ std::vector<PartialMeshBuffer> m_transparent_buffers;
};
/*!
diff --git a/src/client/tile.h b/src/client/tile.h
index fe96cef58..88ff91f8e 100644
--- a/src/client/tile.h
+++ b/src/client/tile.h
@@ -260,6 +260,18 @@ struct TileLayer
&& (material_flags & MATERIAL_FLAG_TILEABLE_VERTICAL);
}
+ bool isTransparent() const
+ {
+ switch (material_type) {
+ case TILE_MATERIAL_BASIC:
+ case TILE_MATERIAL_ALPHA:
+ case TILE_MATERIAL_LIQUID_TRANSPARENT:
+ case TILE_MATERIAL_WAVING_LIQUID_TRANSPARENT:
+ return true;
+ }
+ return false;
+ }
+
// Ordered for size, please do not reorder
video::ITexture *texture = nullptr;
@@ -308,7 +320,8 @@ struct TileSpec
for (int layer = 0; layer < MAX_TILE_LAYERS; layer++) {
if (layers[layer] != other.layers[layer])
return false;
- if (!layers[layer].isTileable())
+ // Only non-transparent tiles can be merged into fast faces
+ if (layers[layer].isTransparent() || !layers[layer].isTileable())
return false;
}
return rotation == 0
diff --git a/src/defaultsettings.cpp b/src/defaultsettings.cpp
index 2e9a19199..b86287157 100644
--- a/src/defaultsettings.cpp
+++ b/src/defaultsettings.cpp
@@ -244,6 +244,7 @@ void set_default_settings()
settings->setDefault("enable_particles", "true");
settings->setDefault("arm_inertia", "true");
settings->setDefault("show_nametag_backgrounds", "true");
+ settings->setDefault("transparency_sorting_distance", "16");
settings->setDefault("enable_minimap", "true");
settings->setDefault("minimap_shape_round", "true");