forked from Mirrorlandia_minetest/minetest
Remove workaround in itemdef.cpp to enable/disable/enable "enable_shaders" setting
* Increase performance (client) * Avoid changing a global value to solve a local problem
This commit is contained in:
parent
98b37e3e0d
commit
c8f60bd224
@ -283,6 +283,7 @@ Client::Client(
|
||||
}
|
||||
|
||||
m_cache_smooth_lighting = g_settings->getBool("smooth_lighting");
|
||||
m_cache_enable_shaders = g_settings->getBool("enable_shaders");
|
||||
}
|
||||
|
||||
void Client::Stop()
|
||||
@ -2681,7 +2682,7 @@ void Client::addUpdateMeshTask(v3s16 p, bool ack_to_server, bool urgent)
|
||||
Create a task to update the mesh of the block
|
||||
*/
|
||||
|
||||
MeshMakeData *data = new MeshMakeData(this);
|
||||
MeshMakeData *data = new MeshMakeData(this, m_cache_enable_shaders);
|
||||
|
||||
{
|
||||
//TimeTaker timer("data fill");
|
||||
|
@ -623,8 +623,9 @@ private:
|
||||
Database *localdb;
|
||||
Server *localserver;
|
||||
|
||||
// TODO: Add callback to update this when g_settings changes
|
||||
// TODO: Add callback to update these when g_settings changes
|
||||
bool m_cache_smooth_lighting;
|
||||
bool m_cache_enable_shaders;
|
||||
};
|
||||
|
||||
#endif // !CLIENT_HEADER
|
||||
|
@ -362,8 +362,6 @@ public:
|
||||
|
||||
scene::IMesh *node_mesh = NULL;
|
||||
|
||||
bool reenable_shaders = false;
|
||||
|
||||
if (need_rtt_mesh || need_wield_mesh) {
|
||||
u8 param1 = 0;
|
||||
if (f.param_type == CPT_LIGHT)
|
||||
@ -372,11 +370,7 @@ public:
|
||||
/*
|
||||
Make a mesh from the node
|
||||
*/
|
||||
if (g_settings->getBool("enable_shaders")) {
|
||||
reenable_shaders = true;
|
||||
g_settings->setBool("enable_shaders", false);
|
||||
}
|
||||
MeshMakeData mesh_make_data(gamedef);
|
||||
MeshMakeData mesh_make_data(gamedef, false);
|
||||
u8 param2 = 0;
|
||||
if (f.param_type_2 == CPT2_WALLMOUNTED)
|
||||
param2 = 1;
|
||||
@ -443,9 +437,6 @@ public:
|
||||
|
||||
if (node_mesh)
|
||||
node_mesh->drop();
|
||||
|
||||
if (reenable_shaders)
|
||||
g_settings->setBool("enable_shaders",true);
|
||||
}
|
||||
|
||||
// Put in cache
|
||||
|
@ -42,7 +42,7 @@ static void applyFacesShading(video::SColor& color, float factor)
|
||||
MeshMakeData
|
||||
*/
|
||||
|
||||
MeshMakeData::MeshMakeData(IGameDef *gamedef):
|
||||
MeshMakeData::MeshMakeData(IGameDef *gamedef, bool use_shaders):
|
||||
m_vmanip(),
|
||||
m_blockpos(-1337,-1337,-1337),
|
||||
m_crack_pos_relative(-1337, -1337, -1337),
|
||||
@ -50,7 +50,8 @@ MeshMakeData::MeshMakeData(IGameDef *gamedef):
|
||||
m_smooth_lighting(false),
|
||||
m_show_hud(false),
|
||||
m_highlight_mesh_color(255, 255, 255, 255),
|
||||
m_gamedef(gamedef)
|
||||
m_gamedef(gamedef),
|
||||
m_use_shaders(use_shaders)
|
||||
{}
|
||||
|
||||
void MeshMakeData::fill(MapBlock *block)
|
||||
@ -1028,7 +1029,7 @@ MapBlockMesh::MapBlockMesh(MeshMakeData *data, v3s16 camera_offset):
|
||||
m_last_daynight_ratio((u32) -1),
|
||||
m_daynight_diffs()
|
||||
{
|
||||
m_enable_shaders = g_settings->getBool("enable_shaders");
|
||||
m_enable_shaders = data->m_use_shaders;
|
||||
m_enable_highlighting = g_settings->getBool("enable_node_highlighting");
|
||||
|
||||
// 4-21ms for MAP_BLOCKSIZE=16 (NOTE: probably outdated)
|
||||
|
@ -45,8 +45,9 @@ struct MeshMakeData
|
||||
video::SColor m_highlight_mesh_color;
|
||||
|
||||
IGameDef *m_gamedef;
|
||||
bool m_use_shaders;
|
||||
|
||||
MeshMakeData(IGameDef *gamedef);
|
||||
MeshMakeData(IGameDef *gamedef, bool use_shaders);
|
||||
|
||||
/*
|
||||
Copy central data directly from block, and other data from
|
||||
|
@ -340,7 +340,9 @@ void WieldMeshSceneNode::setItem(const ItemStack &item, IGameDef *gamedef)
|
||||
} else if (f.drawtype == NDT_NORMAL || f.drawtype == NDT_ALLFACES) {
|
||||
setCube(f.tiles, def.wield_scale, tsrc);
|
||||
} else {
|
||||
MeshMakeData mesh_make_data(gamedef);
|
||||
//// TODO: Change false in the following constructor args to
|
||||
//// appropriate value when shader is added for wield items (if applicable)
|
||||
MeshMakeData mesh_make_data(gamedef, false);
|
||||
MapNode mesh_make_node(id, 255, 0);
|
||||
mesh_make_data.fillSingleNode(&mesh_make_node);
|
||||
MapBlockMesh mapblock_mesh(&mesh_make_data, v3s16(0, 0, 0));
|
||||
|
Loading…
Reference in New Issue
Block a user