fixed face updating slowness bug

master
Perttu Ahola 2010-11-29 14:03:40 +02:00
parent aaafb5add0
commit a18525a14e
7 changed files with 127 additions and 8 deletions

View File

@ -1224,8 +1224,7 @@ bool Client::AsyncProcessData()
}
return false;
/*
LazyMeshUpdater mesh_updater(&m_env);
/*LazyMeshUpdater mesh_updater(&m_env);
for(;;)
{
bool r = AsyncProcessPacket(mesh_updater);
@ -1233,6 +1232,7 @@ bool Client::AsyncProcessData()
break;
}
return false;*/
}
void Client::Send(u16 channelnum, SharedBuffer<u8> data, bool reliable)

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@ -95,6 +95,7 @@ struct IncomingPacket
s32 *m_refcount;
};
// TODO: Remove this. It is not used as supposed.
class LazyMeshUpdater
{
public:

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@ -197,6 +197,8 @@ Before release:
TODO: Check what goes wrong with caching map to disk (Kray)
TODO: Remove LazyMeshUpdater. It is not used as supposed.
Doing now:
======================================================================
@ -335,6 +337,7 @@ void set_default_settings()
g_settings.set("height_randfactor", "constant 0.6");
g_settings.set("height_base", "linear 0 35 0");
g_settings.set("plants_amount", "1.0");
g_settings.set("ravines_amount", "1.0");
g_settings.set("objectdata_interval", "0.2");
g_settings.set("active_object_range", "2");
g_settings.set("max_simultaneous_block_sends_per_client", "2");
@ -1024,6 +1027,7 @@ int main(int argc, char *argv[])
MapParams map_params;
map_params.plants_amount = g_settings.getFloat("plants_amount");
map_params.ravines_amount = g_settings.getFloat("ravines_amount");
/*
Ask some stuff

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@ -1521,7 +1521,7 @@ MapSector * ServerMap::emergeSector(v2s16 p2d)
Add ravine (randomly)
*/
{
if(rand()%10 == 0)
if(rand()%(s32)(10.0 * m_params.ravines_amount) == 0)
{
s16 s = 6;
s16 x = rand()%(MAP_BLOCKSIZE-s*2-1)+s;

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@ -388,9 +388,11 @@ struct MapParams
MapParams()
{
plants_amount = 1.0;
ravines_amount = 1.0;
//max_objects_in_block = 30;
}
float plants_amount;
float ravines_amount;
//u16 max_objects_in_block;
};

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@ -283,6 +283,98 @@ void MapBlock::updateFastFaceRow(v3s16 startpos,
}
}
/*
This is used because CMeshBuffer::append() is very slow
*/
struct PreMeshBuffer
{
video::SMaterial material;
core::array<u16> indices;
core::array<video::S3DVertex> vertices;
};
class MeshCollector
{
public:
void append(
video::SMaterial material,
const video::S3DVertex* const vertices,
u32 numVertices,
const u16* const indices,
u32 numIndices
)
{
PreMeshBuffer *p = NULL;
for(u32 i=0; i<m_prebuffers.size(); i++)
{
PreMeshBuffer &pp = m_prebuffers[i];
if(pp.material != material)
continue;
p = &pp;
break;
}
if(p == NULL)
{
PreMeshBuffer pp;
pp.material = material;
m_prebuffers.push_back(pp);
p = &m_prebuffers[m_prebuffers.size()-1];
}
u32 vertex_count = p->vertices.size();
for(u32 i=0; i<numIndices; i++)
{
u32 j = indices[i] + vertex_count;
if(j > 65535)
{
dstream<<"FIXME: Meshbuffer ran out of indices"<<std::endl;
// NOTE: Fix is to just add an another MeshBuffer
}
p->indices.push_back(j);
}
for(u32 i=0; i<numVertices; i++)
{
p->vertices.push_back(vertices[i]);
}
}
void fillMesh(scene::SMesh *mesh)
{
/*dstream<<"Filling mesh with "<<m_prebuffers.size()
<<" meshbuffers"<<std::endl;*/
for(u32 i=0; i<m_prebuffers.size(); i++)
{
PreMeshBuffer &p = m_prebuffers[i];
/*dstream<<"p.vertices.size()="<<p.vertices.size()
<<", p.indices.size()="<<p.indices.size()
<<std::endl;*/
// Create meshbuffer
// This is a "Standard MeshBuffer",
// it's a typedeffed CMeshBuffer<video::S3DVertex>
scene::IMeshBuffer *buf = new scene::SMeshBuffer();
// Set material
((scene::SMeshBuffer*)buf)->Material = p.material;
// Use VBO
//buf->setHardwareMappingHint(scene::EHM_STATIC);
// Add to mesh
mesh->addMeshBuffer(buf);
// Mesh grabbed it
buf->drop();
buf->append(p.vertices.pointer(), p.vertices.size(),
p.indices.pointer(), p.indices.size());
}
}
private:
core::array<PreMeshBuffer> m_prebuffers;
};
void MapBlock::updateMesh()
{
/*v3s16 p = getPosRelative();
@ -344,7 +436,25 @@ void MapBlock::updateMesh()
if(fastfaces_new->getSize() > 0)
{
MeshCollector collector;
core::list<FastFace*>::Iterator i = fastfaces_new->begin();
for(; i != fastfaces_new->end(); i++)
{
FastFace *f = *i;
const u16 indices[] = {0,1,2,2,3,0};
collector.append(g_materials[f->material], f->vertices, 4,
indices, 6);
}
mesh_new = new scene::SMesh();
collector.fillMesh(mesh_new);
#if 0
scene::IMeshBuffer *buf = NULL;
core::list<FastFace*>::Iterator i = fastfaces_new->begin();
@ -377,17 +487,19 @@ void MapBlock::updateMesh()
}
material_in_use = f->material;
}
u16 indices[] = {0,1,2,2,3,0};
buf->append(f->vertices, 4, indices, 6);
u16 new_indices[] = {0,1,2,2,3,0};
//buf->append(f->vertices, 4, indices, 6);
}
#endif
// Use VBO for mesh (this just would set this for ever buffer)
//mesh_new->setHardwareMappingHint(scene::EHM_STATIC);
/*std::cout<<"MapBlock has "<<fastfaces_new->getSize()<<" faces "
<<"and uses "<<mesh_new->getMeshBufferCount()
<<" materials"<<std::endl;*/
<<" materials (meshbuffers)"<<std::endl;*/
}
// TODO: Get rid of the FastFace stage

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@ -380,7 +380,7 @@ void RemoteClient::GetNextBlocks(Server *server, float dtime,
Also, don't send blocks that are already flying.
*/
if(d >= BLOCK_SEND_DISABLE_LIMITS_MAX_D)
if(d > BLOCK_SEND_DISABLE_LIMITS_MAX_D)
{
JMutexAutoLock lock(m_blocks_sending_mutex);