Skip to content
GitLab
Explore
Sign in
Primary navigation
Search or go to…
Project
I
illuna-minetest
Manage
Activity
Members
Labels
Plan
Issues
Issue boards
Milestones
Code
Merge requests
Repository
Branches
Commits
Tags
Repository graph
Compare revisions
Build
Pipelines
Jobs
Pipeline schedules
Artifacts
Deploy
Releases
Model registry
Operate
Environments
Monitor
Incidents
Service Desk
Analyze
Value stream analytics
Contributor analytics
CI/CD analytics
Repository analytics
Model experiments
Help
Help
Support
GitLab documentation
Compare GitLab plans
Community forum
Contribute to GitLab
Provide feedback
Keyboard shortcuts
?
Snippets
Groups
Projects
Show more breadcrumbs
Illuna-Minetest
illuna-minetest
Commits
334ec4bb
Commit
334ec4bb
authored
10 years ago
by
sapier
Browse files
Options
Downloads
Patches
Plain Diff
Avoid doing a full material compare if not even first texture does match
parent
35ec3855
Branches
Branches containing commit
Tags
Tags containing commit
No related merge requests found
Changes
1
Hide whitespace changes
Inline
Side-by-side
Showing
1 changed file
src/clientmap.cpp
+37
-30
37 additions, 30 deletions
src/clientmap.cpp
with
37 additions
and
30 deletions
src/clientmap.cpp
+
37
−
30
View file @
334ec4bb
...
...
@@ -58,7 +58,7 @@ ClientMap::ClientMap(
ClientMap
::~
ClientMap
()
{
/*JMutexAutoLock lock(mesh_mutex);
if(mesh != NULL)
{
mesh->drop();
...
...
@@ -76,15 +76,15 @@ MapSector * ClientMap::emergeSector(v2s16 p2d)
catch
(
InvalidPositionException
&
e
)
{
}
// Create a sector
ClientMapSector
*
sector
=
new
ClientMapSector
(
this
,
p2d
,
m_gamedef
);
{
//JMutexAutoLock lock(m_sector_mutex); // Bulk comment-out
m_sectors
[
p2d
]
=
sector
;
}
return
sector
;
}
...
...
@@ -95,7 +95,7 @@ void ClientMap::deSerializeSector(v2s16 p2d, std::istream &is)
ClientMapSector *sector = NULL;
//JMutexAutoLock lock(m_sector_mutex); // Bulk comment-out
core::map<v2s16, MapSector*>::Node *n = m_sectors.find(p2d);
if(n != NULL)
...
...
@@ -198,7 +198,7 @@ void ClientMap::updateDrawList(video::IVideoDriver* driver)
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
...
...
@@ -223,7 +223,7 @@ void ClientMap::updateDrawList(video::IVideoDriver* driver)
{
MapSector
*
sector
=
si
->
second
;
v2s16
sp
=
sector
->
getPos
();
if
(
m_control
.
range_all
==
false
)
{
if
(
sp
.
X
<
p_blocks_min
.
X
...
...
@@ -235,13 +235,13 @@ void ClientMap::updateDrawList(video::IVideoDriver* driver)
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
++
)
{
...
...
@@ -251,10 +251,10 @@ void ClientMap::updateDrawList(video::IVideoDriver* driver)
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
;
...
...
@@ -273,7 +273,7 @@ void ClientMap::updateDrawList(video::IVideoDriver* driver)
continue;*/
blocks_in_range
++
;
/*
Ignore if mesh doesn't exist
*/
...
...
@@ -334,7 +334,7 @@ void ClientMap::updateDrawList(video::IVideoDriver* driver)
blocks_occlusion_culled
++
;
continue
;
}
// This block is in range. Reset usage timer.
block
->
resetUsageTimer
();
...
...
@@ -383,18 +383,25 @@ struct MeshBufList
struct
MeshBufListList
{
std
::
list
<
MeshBufList
>
lists
;
void
clear
()
{
lists
.
clear
();
}
void
add
(
scene
::
IMeshBuffer
*
buf
)
{
for
(
std
::
list
<
MeshBufList
>::
iterator
i
=
lists
.
begin
();
i
!=
lists
.
end
();
++
i
){
MeshBufList
&
l
=
*
i
;
if
(
l
.
m
==
buf
->
getMaterial
()){
video
::
SMaterial
&
m
=
buf
->
getMaterial
();
// comparing a full material is quite expensive so we don't do it if
// not even first texture is equal
if
(
l
.
m
.
TextureLayer
[
0
].
Texture
!=
m
.
TextureLayer
[
0
].
Texture
)
continue
;
if
(
l
.
m
==
m
)
{
l
.
bufs
.
push_back
(
buf
);
return
;
}
...
...
@@ -411,7 +418,7 @@ void ClientMap::renderMap(video::IVideoDriver* driver, s32 pass)
DSTACK
(
__FUNCTION_NAME
);
bool
is_transparent_pass
=
pass
==
scene
::
ESNRP_TRANSPARENT
;
std
::
string
prefix
;
if
(
pass
==
scene
::
ESNRP_SOLID
)
prefix
=
"CM: solid: "
;
...
...
@@ -432,7 +439,7 @@ void ClientMap::renderMap(video::IVideoDriver* driver, s32 pass)
/*
Get time for measuring timeout.
Measuring time is very useful for long delays when the
machine is swapping a lot.
*/
...
...
@@ -456,7 +463,7 @@ void ClientMap::renderMap(video::IVideoDriver* driver, s32 pass)
*/
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
;
...
...
@@ -472,14 +479,14 @@ void ClientMap::renderMap(video::IVideoDriver* driver, s32 pass)
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
;
// Blocks that were drawn and had a mesh
u32
blocks_drawn
=
0
;
// Blocks which had a corresponding meshbuffer for this pass
...
...
@@ -505,7 +512,7 @@ void ClientMap::renderMap(video::IVideoDriver* driver, s32 pass)
// If the mesh of the block happened to get deleted, ignore it
if
(
block
->
mesh
==
NULL
)
continue
;
float
d
=
0.0
;
if
(
isBlockInSight
(
block
->
getPos
(),
camera_position
,
camera_direction
,
camera_fov
,
...
...
@@ -577,9 +584,9 @@ void ClientMap::renderMap(video::IVideoDriver* driver, s32 pass)
}
}
}
std
::
list
<
MeshBufList
>
&
lists
=
drawbufs
.
lists
;
int
timecheck_counter
=
0
;
for
(
std
::
list
<
MeshBufList
>::
iterator
i
=
lists
.
begin
();
i
!=
lists
.
end
();
++
i
)
...
...
@@ -601,9 +608,9 @@ void ClientMap::renderMap(video::IVideoDriver* driver, s32 pass)
}
MeshBufList
&
list
=
*
i
;
driver
->
setMaterial
(
list
.
m
);
for
(
std
::
list
<
scene
::
IMeshBuffer
*>::
iterator
j
=
list
.
bufs
.
begin
();
j
!=
list
.
bufs
.
end
();
++
j
)
{
...
...
@@ -660,13 +667,13 @@ void ClientMap::renderMap(video::IVideoDriver* driver, s32 pass)
#endif
}
}
// ScopeProfiler
// Log only on solid pass because values are the same
if
(
pass
==
scene
::
ESNRP_SOLID
){
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"
,
...
...
@@ -717,7 +724,7 @@ static bool getVisibleBrightness(Map *map, v3f p0, v3f dir, float step,
pf
+=
dir
*
step
;
distance
+=
step
;
step
*=
step_multiplier
;
v3s16
p
=
floatToInt
(
pf
,
BS
);
MapNode
n
=
map
->
getNodeNoEx
(
p
);
if
(
allow_allowing_non_sunlight_propagates
&&
i
==
0
&&
...
...
This diff is collapsed.
Click to expand it.
Preview
0%
Loading
Try again
or
attach a new file
.
Cancel
You are about to add
0
people
to the discussion. Proceed with caution.
Finish editing this message first!
Save comment
Cancel
Please
register
or
sign in
to comment