forked from Mirrorlandia_minetest/minetest
Consolidate some data structures in MapBlockMesh
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1fa4f58080
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@ -1252,6 +1252,9 @@ MapBlockMesh::MapBlockMesh(MeshMakeData *data, v3s16 camera_offset):
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Convert MeshCollector to SMesh
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*/
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const bool desync_animations = g_settings->getBool(
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"desynchronize_mapblock_texture_animation");
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for (int layer = 0; layer < MAX_TILE_LAYERS; layer++) {
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for(u32 i = 0; i < collector.prebuffers[layer].size(); i++)
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{
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@ -1281,18 +1284,18 @@ MapBlockMesh::MapBlockMesh(MeshMakeData *data, v3s16 camera_offset):
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// - Texture animation
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if (p.layer.material_flags & MATERIAL_FLAG_ANIMATION) {
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// Add to MapBlockMesh in order to animate these tiles
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m_animation_tiles[std::pair<u8, u32>(layer, i)] = p.layer;
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m_animation_frames[std::pair<u8, u32>(layer, i)] = 0;
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if (g_settings->getBool(
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"desynchronize_mapblock_texture_animation")) {
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auto &info = m_animation_info[{layer, i}];
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info.tile = p.layer;
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info.frame = 0;
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if (desync_animations) {
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// Get starting position from noise
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m_animation_frame_offsets[std::pair<u8, u32>(layer, i)] =
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info.frame_offset =
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100000 * (2.0 + noise3d(
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data->m_blockpos.X, data->m_blockpos.Y,
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data->m_blockpos.Z, 0));
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} else {
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// Play all synchronized
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m_animation_frame_offsets[std::pair<u8, u32>(layer, i)] = 0;
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info.frame_offset = 0;
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}
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// Replace tile texture with the first animation frame
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p.layer.texture = (*p.layer.frames)[0].texture;
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@ -1303,19 +1306,23 @@ MapBlockMesh::MapBlockMesh(MeshMakeData *data, v3s16 camera_offset):
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// Dummy sunlight to handle non-sunlit areas
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video::SColorf sunlight;
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get_sunlight_color(&sunlight, 0);
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u32 vertex_count = p.vertices.size();
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std::map<u32, video::SColor> colors;
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const u32 vertex_count = p.vertices.size();
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for (u32 j = 0; j < vertex_count; j++) {
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video::SColor *vc = &p.vertices[j].Color;
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video::SColor copy = *vc;
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if (vc->getAlpha() == 0) // No sunlight - no need to animate
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final_color_blend(vc, copy, sunlight); // Finalize color
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else // Record color to animate
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m_daynight_diffs[std::pair<u8, u32>(layer, i)][j] = copy;
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colors[j] = copy;
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// The sunlight ratio has been stored,
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// delete alpha (for the final rendering).
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vc->setAlpha(255);
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}
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if (!colors.empty())
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m_daynight_diffs[{layer, i}] = std::move(colors);
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}
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// Create material
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@ -1384,7 +1391,7 @@ MapBlockMesh::MapBlockMesh(MeshMakeData *data, v3s16 camera_offset):
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m_has_animation =
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!m_crack_materials.empty() ||
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!m_daynight_diffs.empty() ||
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!m_animation_tiles.empty();
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!m_animation_info.empty();
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}
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MapBlockMesh::~MapBlockMesh()
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@ -1418,25 +1425,22 @@ bool MapBlockMesh::animate(bool faraway, float time, int crack,
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for (auto &crack_material : m_crack_materials) {
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scene::IMeshBuffer *buf = m_mesh[crack_material.first.first]->
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getMeshBuffer(crack_material.first.second);
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std::string basename = crack_material.second;
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// Create new texture name from original
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std::ostringstream os;
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os << basename << crack;
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std::string s = crack_material.second + itos(crack);
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u32 new_texture_id = 0;
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video::ITexture *new_texture =
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m_tsrc->getTextureForMesh(os.str(), &new_texture_id);
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m_tsrc->getTextureForMesh(s, &new_texture_id);
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buf->getMaterial().setTexture(0, new_texture);
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// If the current material is also animated,
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// update animation info
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auto anim_iter = m_animation_tiles.find(crack_material.first);
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if (anim_iter != m_animation_tiles.end()) {
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TileLayer &tile = anim_iter->second;
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// If the current material is also animated, update animation info
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auto anim_it = m_animation_info.find(crack_material.first);
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if (anim_it != m_animation_info.end()) {
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TileLayer &tile = anim_it->second.tile;
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tile.texture = new_texture;
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tile.texture_id = new_texture_id;
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// force animation update
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m_animation_frames[crack_material.first] = -1;
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anim_it->second.frame = -1;
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}
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}
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@ -1444,28 +1448,25 @@ bool MapBlockMesh::animate(bool faraway, float time, int crack,
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}
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// Texture animation
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for (auto &animation_tile : m_animation_tiles) {
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const TileLayer &tile = animation_tile.second;
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for (auto &it : m_animation_info) {
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const TileLayer &tile = it.second.tile;
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// Figure out current frame
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int frameoffset = m_animation_frame_offsets[animation_tile.first];
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int frame = (int)(time * 1000 / tile.animation_frame_length_ms
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+ frameoffset) % tile.animation_frame_count;
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int frameno = (int)(time * 1000 / tile.animation_frame_length_ms
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+ it.second.frame_offset) % tile.animation_frame_count;
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// If frame doesn't change, skip
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if (frame == m_animation_frames[animation_tile.first])
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if (frameno == it.second.frame)
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continue;
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m_animation_frames[animation_tile.first] = frame;
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it.second.frame = frameno;
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scene::IMeshBuffer *buf = m_mesh[animation_tile.first.first]->
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getMeshBuffer(animation_tile.first.second);
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scene::IMeshBuffer *buf = m_mesh[it.first.first]->getMeshBuffer(it.first.second);
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const FrameSpec &animation_frame = (*tile.frames)[frame];
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buf->getMaterial().setTexture(0, animation_frame.texture);
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const FrameSpec &frame = (*tile.frames)[frameno];
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buf->getMaterial().setTexture(0, frame.texture);
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if (m_enable_shaders) {
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if (animation_frame.normal_texture)
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buf->getMaterial().setTexture(1,
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animation_frame.normal_texture);
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buf->getMaterial().setTexture(2, animation_frame.flags_texture);
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if (frame.normal_texture)
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buf->getMaterial().setTexture(1, frame.normal_texture);
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buf->getMaterial().setTexture(2, frame.flags_texture);
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}
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}
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@ -219,7 +219,14 @@ public:
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{
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return this->m_transparent_buffers;
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}
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private:
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struct AnimationInfo {
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int frame; // last animation frame
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int frame_offset;
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TileLayer tile;
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};
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scene::IMesh *m_mesh[MAX_TILE_LAYERS];
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MinimapMapblock *m_minimap_mapblock;
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ITextureSource *m_tsrc;
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@ -238,12 +245,10 @@ private:
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// Maps mesh and mesh buffer (i.e. material) indices to base texture names
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std::map<std::pair<u8, u32>, std::string> m_crack_materials;
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// Animation info: texture animationi
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// Animation info: texture animation
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// Maps mesh and mesh buffer indices to TileSpecs
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// Keys are pairs of (mesh index, buffer index in the mesh)
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std::map<std::pair<u8, u32>, TileLayer> m_animation_tiles;
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std::map<std::pair<u8, u32>, int> m_animation_frames; // last animation frame
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std::map<std::pair<u8, u32>, int> m_animation_frame_offsets;
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std::map<std::pair<u8, u32>, AnimationInfo> m_animation_info;
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// Animation info: day/night transitions
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// Last daynight_ratio value passed to animate()
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