Use tangent space meshes only when shaders are enabled

This commit is contained in:
RealBadAngel 2016-02-06 05:49:12 +01:00 committed by paramat
parent 0e75eb4324
commit bf884e37a0
2 changed files with 14 additions and 11 deletions

@ -1167,7 +1167,7 @@ MapBlockMesh::MapBlockMesh(MeshMakeData *data, v3s16 camera_offset):
for(u32 j = 0; j < p.vertices.size(); j++)
{
video::S3DVertexTangents *vertex = &p.vertices[j];
video::S3DVertex *vertex = &p.vertices[j];
// Note applyFacesShading second parameter is precalculated sqrt
// value for speed improvement
// Skip it for lightsources and top faces.
@ -1221,11 +1221,12 @@ MapBlockMesh::MapBlockMesh(MeshMakeData *data, v3s16 camera_offset):
}
// Create meshbuffer
scene::SMeshBufferTangents *buf = new scene::SMeshBufferTangents();
scene::SMeshBuffer *buf = new scene::SMeshBuffer();
// Set material
buf->Material = material;
// Add to mesh
m_mesh->addMeshBuffer(buf);
scene::SMesh *mesh = (scene::SMesh *)m_mesh;
mesh->addMeshBuffer(buf);
// Mesh grabbed it
buf->drop();
buf->append(&p.vertices[0], p.vertices.size(),
@ -1241,7 +1242,9 @@ MapBlockMesh::MapBlockMesh(MeshMakeData *data, v3s16 camera_offset):
if (m_enable_shaders) {
scene::IMeshManipulator* meshmanip = m_gamedef->getSceneManager()->getMeshManipulator();
meshmanip->recalculateTangents(m_mesh, true, false, false);
scene::IMesh* tangentMesh = meshmanip->createMeshWithTangents(m_mesh);
m_mesh->drop();
m_mesh = tangentMesh;
}
if(m_mesh)
@ -1361,7 +1364,7 @@ bool MapBlockMesh::animate(bool faraway, float time, int crack, u32 daynight_rat
i != m_daynight_diffs.end(); ++i)
{
scene::IMeshBuffer *buf = m_mesh->getMeshBuffer(i->first);
video::S3DVertexTangents *vertices = (video::S3DVertexTangents *)buf->getVertices();
video::S3DVertex *vertices = (video::S3DVertex *)buf->getVertices();
for(std::map<u32, std::pair<u8, u8 > >::iterator
j = i->second.begin();
j != i->second.end(); ++j)
@ -1392,7 +1395,7 @@ bool MapBlockMesh::animate(bool faraway, float time, int crack, u32 daynight_rat
i != m_highlighted_materials.end(); ++i)
{
scene::IMeshBuffer *buf = m_mesh->getMeshBuffer(*i);
video::S3DVertexTangents *vertices = (video::S3DVertexTangents*)buf->getVertices();
video::S3DVertex *vertices = (video::S3DVertex *)buf->getVertices();
for (u32 j = 0; j < buf->getVertexCount() ;j++)
vertices[j].Color = hc;
}
@ -1448,7 +1451,7 @@ void MeshCollector::append(const TileSpec &tile,
}
for (u32 i = 0; i < numVertices; i++) {
video::S3DVertexTangents vert(vertices[i].Pos, vertices[i].Normal,
video::S3DVertex vert(vertices[i].Pos, vertices[i].Normal,
vertices[i].Color, vertices[i].TCoords);
p->vertices.push_back(vert);
}
@ -1494,7 +1497,7 @@ void MeshCollector::append(const TileSpec &tile,
}
for (u32 i = 0; i < numVertices; i++) {
video::S3DVertexTangents vert(vertices[i].Pos + pos, vertices[i].Normal,
video::S3DVertex vert(vertices[i].Pos + pos, vertices[i].Normal,
c, vertices[i].TCoords);
p->vertices.push_back(vert);
}

@ -104,7 +104,7 @@ public:
// Returns true if anything has been changed.
bool animate(bool faraway, float time, int crack, u32 daynight_ratio);
scene::SMesh *getMesh()
scene::IMesh *getMesh()
{
return m_mesh;
}
@ -130,7 +130,7 @@ public:
void updateCameraOffset(v3s16 camera_offset);
private:
scene::SMesh *m_mesh;
scene::IMesh *m_mesh;
MinimapMapblock *m_minimap_mapblock;
IGameDef *m_gamedef;
ITextureSource *m_tsrc;
@ -177,7 +177,7 @@ struct PreMeshBuffer
{
TileSpec tile;
std::vector<u16> indices;
std::vector<video::S3DVertexTangents> vertices;
std::vector<video::S3DVertex> vertices;
};
struct MeshCollector