forked from Mirrorlandia_minetest/minetest
Decouple MeshMakeData from Client
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2f35b121a4
commit
bf2098c07f
@ -77,7 +77,7 @@ MapblockMeshGenerator::MapblockMeshGenerator(MeshMakeData *input, MeshCollector
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scene::IMeshManipulator *mm):
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data(input),
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collector(output),
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nodedef(data->m_client->ndef()),
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nodedef(data->nodedef),
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meshmanip(mm),
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blockpos_nodes(data->m_blockpos * MAP_BLOCKSIZE),
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enable_mesh_cache(g_settings->getBool("enable_mesh_cache") &&
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@ -38,10 +38,9 @@ with this program; if not, write to the Free Software Foundation, Inc.,
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MeshMakeData
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*/
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MeshMakeData::MeshMakeData(Client *client, bool use_shaders):
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m_mesh_grid(client->getMeshGrid()),
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side_length(MAP_BLOCKSIZE * m_mesh_grid.cell_size),
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m_client(client),
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MeshMakeData::MeshMakeData(const NodeDefManager *ndef, u16 side_length, bool use_shaders):
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side_length(side_length),
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nodedef(ndef),
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m_use_shaders(use_shaders)
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{}
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@ -147,7 +146,7 @@ u16 getFaceLight(MapNode n, MapNode n2, const NodeDefManager *ndef)
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static u16 getSmoothLightCombined(const v3s16 &p,
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const std::array<v3s16,8> &dirs, MeshMakeData *data)
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{
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const NodeDefManager *ndef = data->m_client->ndef();
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const NodeDefManager *ndef = data->nodedef;
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u16 ambient_occlusion = 0;
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u16 light_count = 0;
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@ -360,7 +359,7 @@ static const v3s16 vertex_dirs_table[] = {
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*/
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void getNodeTileN(MapNode mn, const v3s16 &p, u8 tileindex, MeshMakeData *data, TileSpec &tile)
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{
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const NodeDefManager *ndef = data->m_client->ndef();
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const NodeDefManager *ndef = data->nodedef;
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const ContentFeatures &f = ndef->get(mn);
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tile = f.tiles[tileindex];
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bool has_crack = p == data->m_crack_pos_relative;
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@ -380,7 +379,7 @@ void getNodeTileN(MapNode mn, const v3s16 &p, u8 tileindex, MeshMakeData *data,
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*/
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void getNodeTile(MapNode mn, const v3s16 &p, const v3s16 &dir, MeshMakeData *data, TileSpec &tile)
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{
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const NodeDefManager *ndef = data->m_client->ndef();
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const NodeDefManager *ndef = data->nodedef;
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// Direction must be (1,0,0), (-1,0,0), (0,1,0), (0,-1,0),
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// (0,0,1), (0,0,-1) or (0,0,0)
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@ -635,9 +634,9 @@ void PartialMeshBuffer::afterDraw() const
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MapBlockMesh
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*/
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MapBlockMesh::MapBlockMesh(MeshMakeData *data, v3s16 camera_offset):
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m_tsrc(data->m_client->getTextureSource()),
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m_shdrsrc(data->m_client->getShaderSource()),
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MapBlockMesh::MapBlockMesh(Client *client, MeshMakeData *data, v3s16 camera_offset):
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m_tsrc(client->getTextureSource()),
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m_shdrsrc(client->getShaderSource()),
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m_bounding_sphere_center((data->side_length * 0.5f - 0.5f) * BS),
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m_animation_force_timer(0), // force initial animation
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m_last_crack(-1),
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@ -648,26 +647,27 @@ MapBlockMesh::MapBlockMesh(MeshMakeData *data, v3s16 camera_offset):
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m_enable_shaders = data->m_use_shaders;
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m_enable_vbo = g_settings->getBool("enable_vbo");
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auto mesh_grid = client->getMeshGrid();
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v3s16 bp = data->m_blockpos;
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// Only generate minimap mapblocks at even coordinates.
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if (data->m_mesh_grid.isMeshPos(bp) && data->m_client->getMinimap()) {
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m_minimap_mapblocks.resize(data->m_mesh_grid.getCellVolume(), nullptr);
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if (mesh_grid.isMeshPos(bp) && client->getMinimap()) {
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m_minimap_mapblocks.resize(mesh_grid.getCellVolume(), nullptr);
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v3s16 ofs;
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// See also client.cpp for the code that reads the array of minimap blocks.
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for (ofs.Z = 0; ofs.Z < data->m_mesh_grid.cell_size; ofs.Z++)
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for (ofs.Y = 0; ofs.Y < data->m_mesh_grid.cell_size; ofs.Y++)
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for (ofs.X = 0; ofs.X < data->m_mesh_grid.cell_size; ofs.X++) {
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for (ofs.Z = 0; ofs.Z < mesh_grid.cell_size; ofs.Z++)
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for (ofs.Y = 0; ofs.Y < mesh_grid.cell_size; ofs.Y++)
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for (ofs.X = 0; ofs.X < mesh_grid.cell_size; ofs.X++) {
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v3s16 p = (bp + ofs) * MAP_BLOCKSIZE;
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if (data->m_vmanip.getNodeNoEx(p).getContent() != CONTENT_IGNORE) {
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MinimapMapblock *block = new MinimapMapblock;
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m_minimap_mapblocks[data->m_mesh_grid.getOffsetIndex(ofs)] = block;
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m_minimap_mapblocks[mesh_grid.getOffsetIndex(ofs)] = block;
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block->getMinimapNodes(&data->m_vmanip, p);
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}
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}
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}
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v3f offset = intToFloat((data->m_blockpos - data->m_mesh_grid.getMeshPos(data->m_blockpos)) * MAP_BLOCKSIZE, BS);
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v3f offset = intToFloat((data->m_blockpos - mesh_grid.getMeshPos(data->m_blockpos)) * MAP_BLOCKSIZE, BS);
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MeshCollector collector(m_bounding_sphere_center, offset);
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/*
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Add special graphics:
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@ -679,7 +679,7 @@ MapBlockMesh::MapBlockMesh(MeshMakeData *data, v3s16 camera_offset):
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{
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MapblockMeshGenerator(data, &collector,
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data->m_client->getSceneManager()->getMeshManipulator()).generate();
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client->getSceneManager()->getMeshManipulator()).generate();
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}
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/*
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@ -1011,7 +1011,7 @@ u8 get_solid_sides(MeshMakeData *data)
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std::unordered_map<v3s16, u8> results;
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v3s16 ofs;
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v3s16 blockpos_nodes = data->m_blockpos * MAP_BLOCKSIZE;
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const NodeDefManager *ndef = data->m_client->ndef();
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const NodeDefManager *ndef = data->nodedef;
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u8 result = 0x3F; // all sides solid;
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@ -27,6 +27,7 @@ with this program; if not, write to the Free Software Foundation, Inc.,
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#include <unordered_map>
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class Client;
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class NodeDefManager;
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class IShaderSource;
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/*
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@ -43,13 +44,12 @@ struct MeshMakeData
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v3s16 m_blockpos = v3s16(-1337,-1337,-1337);
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v3s16 m_crack_pos_relative = v3s16(-1337,-1337,-1337);
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bool m_smooth_lighting = false;
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MeshGrid m_mesh_grid;
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u16 side_length;
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Client *m_client;
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const NodeDefManager *nodedef;
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bool m_use_shaders;
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MeshMakeData(Client *client, bool use_shaders);
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MeshMakeData(const NodeDefManager *ndef, u16 side_length, bool use_shaders);
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/*
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Copy block data manually (to allow optimizations by the caller)
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@ -179,7 +179,7 @@ class MapBlockMesh
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{
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public:
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// Builds the mesh given
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MapBlockMesh(MeshMakeData *data, v3s16 camera_offset);
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MapBlockMesh(Client *client, MeshMakeData *data, v3s16 camera_offset);
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~MapBlockMesh();
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// Main animation function, parameters:
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@ -189,16 +189,17 @@ void MeshUpdateQueue::done(v3s16 pos)
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void MeshUpdateQueue::fillDataFromMapBlocks(QueuedMeshUpdate *q)
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{
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MeshMakeData *data = new MeshMakeData(m_client, m_cache_enable_shaders);
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auto mesh_grid = m_client->getMeshGrid();
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MeshMakeData *data = new MeshMakeData(m_client->ndef(), MAP_BLOCKSIZE * mesh_grid.cell_size, m_cache_enable_shaders);
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q->data = data;
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data->fillBlockDataBegin(q->p);
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v3s16 pos;
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int i = 0;
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for (pos.X = q->p.X - 1; pos.X <= q->p.X + data->m_mesh_grid.cell_size; pos.X++)
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for (pos.Z = q->p.Z - 1; pos.Z <= q->p.Z + data->m_mesh_grid.cell_size; pos.Z++)
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for (pos.Y = q->p.Y - 1; pos.Y <= q->p.Y + data->m_mesh_grid.cell_size; pos.Y++) {
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for (pos.X = q->p.X - 1; pos.X <= q->p.X + mesh_grid.cell_size; pos.X++)
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for (pos.Z = q->p.Z - 1; pos.Z <= q->p.Z + mesh_grid.cell_size; pos.Z++)
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for (pos.Y = q->p.Y - 1; pos.Y <= q->p.Y + mesh_grid.cell_size; pos.Y++) {
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MapBlock *block = q->map_blocks[i++];
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data->fillBlockData(pos, block ? block->getData() : block_placeholder.data);
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}
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@ -211,8 +212,8 @@ void MeshUpdateQueue::fillDataFromMapBlocks(QueuedMeshUpdate *q)
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MeshUpdateWorkerThread
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*/
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MeshUpdateWorkerThread::MeshUpdateWorkerThread(MeshUpdateQueue *queue_in, MeshUpdateManager *manager, v3s16 *camera_offset) :
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UpdateThread("Mesh"), m_queue_in(queue_in), m_manager(manager), m_camera_offset(camera_offset)
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MeshUpdateWorkerThread::MeshUpdateWorkerThread(Client *client, MeshUpdateQueue *queue_in, MeshUpdateManager *manager, v3s16 *camera_offset) :
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UpdateThread("Mesh"), m_client(client), m_queue_in(queue_in), m_manager(manager), m_camera_offset(camera_offset)
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{
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m_generation_interval = g_settings->getU16("mesh_generation_interval");
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m_generation_interval = rangelim(m_generation_interval, 0, 50);
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@ -226,7 +227,7 @@ void MeshUpdateWorkerThread::doUpdate()
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sleep_ms(m_generation_interval);
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ScopeProfiler sp(g_profiler, "Client: Mesh making (sum)");
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MapBlockMesh *mesh_new = new MapBlockMesh(q->data, *m_camera_offset);
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MapBlockMesh *mesh_new = new MapBlockMesh(m_client, q->data, *m_camera_offset);
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@ -262,7 +263,7 @@ MeshUpdateManager::MeshUpdateManager(Client *client):
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infostream << "MeshUpdateManager: using " << number_of_threads << " threads" << std::endl;
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for (int i = 0; i < number_of_threads; i++)
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m_workers.push_back(std::make_unique<MeshUpdateWorkerThread>(&m_queue_in, this, &m_camera_offset));
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m_workers.push_back(std::make_unique<MeshUpdateWorkerThread>(client, &m_queue_in, this, &m_camera_offset));
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}
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void MeshUpdateManager::updateBlock(Map *map, v3s16 p, bool ack_block_to_server,
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@ -109,12 +109,13 @@ class MeshUpdateManager;
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class MeshUpdateWorkerThread : public UpdateThread
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{
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public:
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MeshUpdateWorkerThread(MeshUpdateQueue *queue_in, MeshUpdateManager *manager, v3s16 *camera_offset);
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MeshUpdateWorkerThread(Client *client, MeshUpdateQueue *queue_in, MeshUpdateManager *manager, v3s16 *camera_offset);
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protected:
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virtual void doUpdate();
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private:
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Client *m_client;
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MeshUpdateQueue *m_queue_in;
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MeshUpdateManager *m_manager;
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v3s16 *m_camera_offset;
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@ -315,7 +315,7 @@ void WieldMeshSceneNode::setExtruded(const std::string &imagename,
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static scene::SMesh *createSpecialNodeMesh(Client *client, MapNode n,
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std::vector<ItemPartColor> *colors, const ContentFeatures &f)
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{
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MeshMakeData mesh_make_data(client, false);
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MeshMakeData mesh_make_data(client->ndef(), 1, false);
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MeshCollector collector(v3f(0.0f * BS), v3f());
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mesh_make_data.setSmoothLighting(false);
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MapblockMeshGenerator gen(&mesh_make_data, &collector,
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