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authorsfan5 <sfan5@live.de>2019-08-23 00:14:45 +0200
committersfan5 <sfan5@live.de>2019-08-24 18:37:25 +0200
commitefbac7e4466ebc576b2cc64b5b782c61136cde66 (patch)
treec8e515c853ed758db26cdf2dfcc73c6e25617cde /src/map.cpp
parente8716ffede885b3041a5fc97557b336d6699abc5 (diff)
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Improve occlusion culling in corridors with additional check
Diffstat (limited to 'src/map.cpp')
-rw-r--r--src/map.cpp73
1 files changed, 73 insertions, 0 deletions
diff --git a/src/map.cpp b/src/map.cpp
index fba970823..022eb9f19 100644
--- a/src/map.cpp
+++ b/src/map.cpp
@@ -1032,6 +1032,70 @@ void Map::removeNodeTimer(v3s16 p)
block->m_node_timers.remove(p_rel);
}
+bool Map::determineAdditionalOcclusionCheck(const v3s16 &pos_camera,
+ const core::aabbox3d<s16> &block_bounds, v3s16 &check)
+{
+ /*
+ This functions determines the node inside the target block that is
+ closest to the camera position. This increases the occlusion culling
+ accuracy in straight and diagonal corridors.
+ The returned position will be occlusion checked first in addition to the
+ others (8 corners + center).
+ No position is returned if
+ - the closest node is a corner, corners are checked anyway.
+ - the camera is inside the target block, it will never be occluded.
+ */
+#define CLOSEST_EDGE(pos, bounds, axis) \
+ ((pos).axis <= (bounds).MinEdge.axis) ? (bounds).MinEdge.axis : \
+ (bounds).MaxEdge.axis
+
+ bool x_inside = (block_bounds.MinEdge.X <= pos_camera.X) &&
+ (pos_camera.X <= block_bounds.MaxEdge.X);
+ bool y_inside = (block_bounds.MinEdge.Y <= pos_camera.Y) &&
+ (pos_camera.Y <= block_bounds.MaxEdge.Y);
+ bool z_inside = (block_bounds.MinEdge.Z <= pos_camera.Z) &&
+ (pos_camera.Z <= block_bounds.MaxEdge.Z);
+
+ if (x_inside && y_inside && z_inside)
+ return false; // Camera inside target mapblock
+
+ // straight
+ if (x_inside && y_inside) {
+ check = v3s16(pos_camera.X, pos_camera.Y, 0);
+ check.Z = CLOSEST_EDGE(pos_camera, block_bounds, Z);
+ return true;
+ } else if (y_inside && z_inside) {
+ check = v3s16(0, pos_camera.Y, pos_camera.Z);
+ check.X = CLOSEST_EDGE(pos_camera, block_bounds, X);
+ return true;
+ } else if (x_inside && z_inside) {
+ check = v3s16(pos_camera.X, 0, pos_camera.Z);
+ check.Y = CLOSEST_EDGE(pos_camera, block_bounds, Y);
+ return true;
+ }
+
+ // diagonal
+ if (x_inside) {
+ check = v3s16(pos_camera.X, 0, 0);
+ check.Y = CLOSEST_EDGE(pos_camera, block_bounds, Y);
+ check.Z = CLOSEST_EDGE(pos_camera, block_bounds, Z);
+ return true;
+ } else if (y_inside) {
+ check = v3s16(0, pos_camera.Y, 0);
+ check.X = CLOSEST_EDGE(pos_camera, block_bounds, X);
+ check.Z = CLOSEST_EDGE(pos_camera, block_bounds, Z);
+ return true;
+ } else if (z_inside) {
+ check = v3s16(0, 0, pos_camera.Z);
+ check.X = CLOSEST_EDGE(pos_camera, block_bounds, X);
+ check.Y = CLOSEST_EDGE(pos_camera, block_bounds, Y);
+ return true;
+ }
+
+ // Closest node would be a corner, none returned
+ return false;
+}
+
bool Map::isOccluded(const v3s16 &pos_camera, const v3s16 &pos_target,
float step, float stepfac, float offset, float end_offset, u32 needed_count)
{
@@ -1102,6 +1166,15 @@ bool Map::isBlockOccluded(MapBlock *block, v3s16 cam_pos_nodes)
// this is a HACK, we should think of a more precise algorithm
u32 needed_count = 2;
+ // Additional occlusion check, see comments in that function
+ v3s16 check;
+ if (determineAdditionalOcclusionCheck(cam_pos_nodes, block->getBox(), check)) {
+ // node is always on a side facing the camera, end_offset can be lower
+ if (!isOccluded(cam_pos_nodes, check, step, stepfac, start_offset,
+ -1.0f, needed_count))
+ return false;
+ }
+
for (const v3s16 &dir : dir9) {
if (!isOccluded(cam_pos_nodes, pos_blockcenter + dir, step, stepfac,
start_offset, end_offset, needed_count))