Avoid doing a full material compare if not even first texture does match
parent
35ec3855f6
commit
334ec4bb1b
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@ -58,7 +58,7 @@ ClientMap::ClientMap(
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ClientMap::~ClientMap()
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{
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/*JMutexAutoLock lock(mesh_mutex);
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if(mesh != NULL)
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{
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mesh->drop();
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@ -76,15 +76,15 @@ MapSector * ClientMap::emergeSector(v2s16 p2d)
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catch(InvalidPositionException &e)
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{
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}
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// Create a sector
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ClientMapSector *sector = new ClientMapSector(this, p2d, m_gamedef);
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{
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//JMutexAutoLock lock(m_sector_mutex); // Bulk comment-out
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m_sectors[p2d] = sector;
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}
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return sector;
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}
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@ -95,7 +95,7 @@ void ClientMap::deSerializeSector(v2s16 p2d, std::istream &is)
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ClientMapSector *sector = NULL;
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//JMutexAutoLock lock(m_sector_mutex); // Bulk comment-out
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core::map<v2s16, MapSector*>::Node *n = m_sectors.find(p2d);
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if(n != NULL)
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@ -198,7 +198,7 @@ void ClientMap::updateDrawList(video::IVideoDriver* driver)
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p_nodes_max.X / MAP_BLOCKSIZE + 1,
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p_nodes_max.Y / MAP_BLOCKSIZE + 1,
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p_nodes_max.Z / MAP_BLOCKSIZE + 1);
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// Number of blocks in rendering range
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u32 blocks_in_range = 0;
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// Number of blocks occlusion culled
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@ -223,7 +223,7 @@ void ClientMap::updateDrawList(video::IVideoDriver* driver)
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{
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MapSector *sector = si->second;
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v2s16 sp = sector->getPos();
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if(m_control.range_all == false)
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{
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if(sp.X < p_blocks_min.X
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@ -235,13 +235,13 @@ void ClientMap::updateDrawList(video::IVideoDriver* driver)
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std::list< MapBlock * > sectorblocks;
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sector->getBlocks(sectorblocks);
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/*
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Loop through blocks in sector
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*/
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u32 sector_blocks_drawn = 0;
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std::list< MapBlock * >::iterator i;
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for(i=sectorblocks.begin(); i!=sectorblocks.end(); i++)
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{
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@ -251,10 +251,10 @@ void ClientMap::updateDrawList(video::IVideoDriver* driver)
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Compare block position to camera position, skip
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if not seen on display
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*/
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if (block->mesh != NULL)
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block->mesh->updateCameraOffset(m_camera_offset);
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float range = 100000 * BS;
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if(m_control.range_all == false)
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range = m_control.wanted_range * BS;
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@ -273,7 +273,7 @@ void ClientMap::updateDrawList(video::IVideoDriver* driver)
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continue;*/
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blocks_in_range++;
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/*
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Ignore if mesh doesn't exist
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*/
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@ -334,7 +334,7 @@ void ClientMap::updateDrawList(video::IVideoDriver* driver)
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blocks_occlusion_culled++;
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continue;
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}
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// This block is in range. Reset usage timer.
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block->resetUsageTimer();
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@ -383,18 +383,25 @@ struct MeshBufList
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struct MeshBufListList
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{
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std::list<MeshBufList> lists;
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void clear()
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{
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lists.clear();
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}
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void add(scene::IMeshBuffer *buf)
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{
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for(std::list<MeshBufList>::iterator i = lists.begin();
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i != lists.end(); ++i){
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MeshBufList &l = *i;
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if(l.m == buf->getMaterial()){
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video::SMaterial &m = buf->getMaterial();
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// comparing a full material is quite expensive so we don't do it if
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// not even first texture is equal
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if (l.m.TextureLayer[0].Texture != m.TextureLayer[0].Texture)
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continue;
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if (l.m == m) {
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l.bufs.push_back(buf);
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return;
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}
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@ -411,7 +418,7 @@ void ClientMap::renderMap(video::IVideoDriver* driver, s32 pass)
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DSTACK(__FUNCTION_NAME);
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bool is_transparent_pass = pass == scene::ESNRP_TRANSPARENT;
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std::string prefix;
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if(pass == scene::ESNRP_SOLID)
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prefix = "CM: solid: ";
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@ -432,7 +439,7 @@ void ClientMap::renderMap(video::IVideoDriver* driver, s32 pass)
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/*
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Get time for measuring timeout.
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Measuring time is very useful for long delays when the
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machine is swapping a lot.
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*/
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@ -456,7 +463,7 @@ void ClientMap::renderMap(video::IVideoDriver* driver, s32 pass)
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*/
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v3s16 cam_pos_nodes = floatToInt(camera_position, BS);
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v3s16 box_nodes_d = m_control.wanted_range * v3s16(1,1,1);
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v3s16 p_nodes_min = cam_pos_nodes - box_nodes_d;
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@ -472,14 +479,14 @@ void ClientMap::renderMap(video::IVideoDriver* driver, s32 pass)
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p_nodes_max.X / MAP_BLOCKSIZE + 1,
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p_nodes_max.Y / MAP_BLOCKSIZE + 1,
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p_nodes_max.Z / MAP_BLOCKSIZE + 1);
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u32 vertex_count = 0;
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u32 meshbuffer_count = 0;
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// For limiting number of mesh animations per frame
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u32 mesh_animate_count = 0;
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u32 mesh_animate_count_far = 0;
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// Blocks that were drawn and had a mesh
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u32 blocks_drawn = 0;
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// Blocks which had a corresponding meshbuffer for this pass
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@ -505,7 +512,7 @@ void ClientMap::renderMap(video::IVideoDriver* driver, s32 pass)
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// If the mesh of the block happened to get deleted, ignore it
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if(block->mesh == NULL)
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continue;
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float d = 0.0;
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if(isBlockInSight(block->getPos(), camera_position,
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camera_direction, camera_fov,
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@ -577,9 +584,9 @@ void ClientMap::renderMap(video::IVideoDriver* driver, s32 pass)
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}
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}
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}
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std::list<MeshBufList> &lists = drawbufs.lists;
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int timecheck_counter = 0;
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for(std::list<MeshBufList>::iterator i = lists.begin();
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i != lists.end(); ++i)
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@ -601,9 +608,9 @@ void ClientMap::renderMap(video::IVideoDriver* driver, s32 pass)
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}
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MeshBufList &list = *i;
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driver->setMaterial(list.m);
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for(std::list<scene::IMeshBuffer*>::iterator j = list.bufs.begin();
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j != list.bufs.end(); ++j)
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{
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@ -660,13 +667,13 @@ void ClientMap::renderMap(video::IVideoDriver* driver, s32 pass)
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#endif
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}
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} // ScopeProfiler
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// Log only on solid pass because values are the same
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if(pass == scene::ESNRP_SOLID){
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g_profiler->avg("CM: animated meshes", mesh_animate_count);
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g_profiler->avg("CM: animated meshes (far)", mesh_animate_count_far);
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}
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g_profiler->avg(prefix+"vertices drawn", vertex_count);
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if(blocks_had_pass_meshbuf != 0)
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g_profiler->avg(prefix+"meshbuffers per block",
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@ -717,7 +724,7 @@ static bool getVisibleBrightness(Map *map, v3f p0, v3f dir, float step,
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pf += dir * step;
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distance += step;
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step *= step_multiplier;
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v3s16 p = floatToInt(pf, BS);
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MapNode n = map->getNodeNoEx(p);
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if(allow_allowing_non_sunlight_propagates && i == 0 &&
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