forked from Mirrorlandia_minetest/minetest
Add option to enable mesh caching, add wallmounted for meshes.
This commit is contained in:
parent
813c088c1c
commit
dd4c21c180
@ -201,6 +201,8 @@
|
||||
#enable_waving_leaves = false
|
||||
# Set to true enables waving plants. Requires shaders enabled.
|
||||
#enable_waving_plants = false
|
||||
# Enables caching of facedir rotated meshes
|
||||
#enable_mesh_cache = true
|
||||
# The time in seconds it takes between repeated
|
||||
# right clicks when holding the right mouse button
|
||||
#repeat_rightclick_time = 0.25
|
||||
|
@ -25,6 +25,8 @@ with this program; if not, write to the Free Software Foundation, Inc.,
|
||||
#include "settings.h"
|
||||
#include "nodedef.h"
|
||||
#include "tile.h"
|
||||
#include "mesh.h"
|
||||
#include <IMeshManipulator.h>
|
||||
#include "gamedef.h"
|
||||
#include "log.h"
|
||||
|
||||
@ -171,6 +173,8 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
|
||||
{
|
||||
INodeDefManager *nodedef = data->m_gamedef->ndef();
|
||||
ITextureSource *tsrc = data->m_gamedef->tsrc();
|
||||
scene::ISceneManager* smgr = data->m_gamedef->getSceneManager();
|
||||
scene::IMeshManipulator* meshmanip = smgr->getMeshManipulator();
|
||||
|
||||
// 0ms
|
||||
//TimeTaker timer("mapblock_mesh_generate_special()");
|
||||
@ -178,6 +182,7 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
|
||||
/*
|
||||
Some settings
|
||||
*/
|
||||
bool enable_mesh_cache = g_settings->getBool("enable_mesh_cache");
|
||||
bool new_style_water = g_settings->getBool("new_style_water");
|
||||
|
||||
float node_liquid_level = 1.0;
|
||||
@ -1719,14 +1724,41 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
|
||||
{
|
||||
v3f pos = intToFloat(p, BS);
|
||||
video::SColor c = MapBlock_LightColor(255, getInteriorLight(n, 1, nodedef), f.light_source);
|
||||
u8 facedir = n.getFaceDir(nodedef);
|
||||
|
||||
u8 facedir = 0;
|
||||
if (f.param_type_2 == CPT2_FACEDIR) {
|
||||
facedir = n.getFaceDir(nodedef);
|
||||
} else if (f.param_type_2 == CPT2_WALLMOUNTED) {
|
||||
//convert wallmounted to 6dfacedir.
|
||||
//when cache enabled, it is already converted
|
||||
facedir = n.getWallMounted(nodedef);
|
||||
if (!enable_mesh_cache) {
|
||||
static const u8 wm_to_6d[6] = {20, 0, 16, 12, 8, 4};
|
||||
facedir = wm_to_6d[facedir];
|
||||
}
|
||||
}
|
||||
|
||||
if (f.mesh_ptr[facedir]) {
|
||||
for(u16 j = 0; j < f.mesh_ptr[facedir]->getMeshBufferCount(); j++) {
|
||||
// use cached meshes
|
||||
for(u16 j = 0; j < f.mesh_ptr[0]->getMeshBufferCount(); j++) {
|
||||
scene::IMeshBuffer *buf = f.mesh_ptr[facedir]->getMeshBuffer(j);
|
||||
collector.append(getNodeTileN(n, p, j, data),
|
||||
(video::S3DVertex *)buf->getVertices(), buf->getVertexCount(),
|
||||
buf->getIndices(), buf->getIndexCount(), pos, c);
|
||||
}
|
||||
} else if (f.mesh_ptr[0]) {
|
||||
// no cache, clone and rotate mesh
|
||||
scene::IMesh* mesh = cloneMesh(f.mesh_ptr[0]);
|
||||
rotateMeshBy6dFacedir(mesh, facedir);
|
||||
recalculateBoundingBox(mesh);
|
||||
meshmanip->recalculateNormals(mesh, true, false);
|
||||
for(u16 j = 0; j < mesh->getMeshBufferCount(); j++) {
|
||||
scene::IMeshBuffer *buf = mesh->getMeshBuffer(j);
|
||||
collector.append(getNodeTileN(n, p, j, data),
|
||||
(video::S3DVertex *)buf->getVertices(), buf->getVertexCount(),
|
||||
buf->getIndices(), buf->getIndexCount(), pos, c);
|
||||
}
|
||||
mesh->drop();
|
||||
}
|
||||
break;}
|
||||
}
|
||||
|
@ -153,6 +153,7 @@ void set_default_settings(Settings *settings)
|
||||
settings->setDefault("enable_shaders", "true");
|
||||
settings->setDefault("repeat_rightclick_time", "0.25");
|
||||
settings->setDefault("enable_particles", "true");
|
||||
settings->setDefault("enable_mesh_cache", "true");
|
||||
|
||||
settings->setDefault("curl_timeout", "5000");
|
||||
settings->setDefault("curl_parallel_limit", "8");
|
||||
|
@ -400,7 +400,10 @@ public:
|
||||
g_settings->setBool("enable_shaders",false);
|
||||
}
|
||||
MeshMakeData mesh_make_data(gamedef);
|
||||
MapNode mesh_make_node(id, param1, 0);
|
||||
u8 param2 = 0;
|
||||
if (f.param_type_2 == CPT2_WALLMOUNTED)
|
||||
param2 = 1;
|
||||
MapNode mesh_make_node(id, param1, param2);
|
||||
mesh_make_data.fillSingleNode(&mesh_make_node);
|
||||
MapBlockMesh mapblock_mesh(&mesh_make_data, v3s16(0, 0, 0));
|
||||
scene::IMesh *node_mesh = mapblock_mesh.getMesh();
|
||||
|
@ -714,6 +714,7 @@ void CNodeDefManager::updateTextures(IGameDef *gamedef)
|
||||
bool enable_shaders = g_settings->getBool("enable_shaders");
|
||||
bool enable_bumpmapping = g_settings->getBool("enable_bumpmapping");
|
||||
bool enable_parallax_occlusion = g_settings->getBool("enable_parallax_occlusion");
|
||||
bool enable_mesh_cache = g_settings->getBool("enable_mesh_cache");
|
||||
|
||||
bool use_normal_texture = enable_shaders &&
|
||||
(enable_bumpmapping || enable_parallax_occlusion);
|
||||
@ -847,23 +848,21 @@ void CNodeDefManager::updateTextures(IGameDef *gamedef)
|
||||
f->tiledef_special[j].backface_culling, f->alpha, material_type);
|
||||
}
|
||||
|
||||
// Meshnode drawtype
|
||||
// Read the mesh and apply scale
|
||||
if ((f->drawtype == NDT_MESH) && (f->mesh != "")) {
|
||||
// Meshnode drawtype
|
||||
// Read the mesh and apply scale
|
||||
f->mesh_ptr[0] = gamedef->getMesh(f->mesh);
|
||||
if (f->mesh_ptr[0]){
|
||||
v3f scale = v3f(1.0, 1.0, 1.0) * BS * f->visual_scale;
|
||||
scaleMesh(f->mesh_ptr[0], scale);
|
||||
recalculateBoundingBox(f->mesh_ptr[0]);
|
||||
}
|
||||
}
|
||||
|
||||
//Convert regular nodebox nodes to meshnodes
|
||||
//Change the drawtype and apply scale
|
||||
else if ((f->drawtype == NDT_NODEBOX) &&
|
||||
} else if ((f->drawtype == NDT_NODEBOX) &&
|
||||
((f->node_box.type == NODEBOX_REGULAR) ||
|
||||
(f->node_box.type == NODEBOX_FIXED)) &&
|
||||
(!f->node_box.fixed.empty())) {
|
||||
//Convert regular nodebox nodes to meshnodes
|
||||
//Change the drawtype and apply scale
|
||||
f->drawtype = NDT_MESH;
|
||||
f->mesh_ptr[0] = convertNodeboxNodeToMesh(f);
|
||||
v3f scale = v3f(1.0, 1.0, 1.0) * f->visual_scale;
|
||||
@ -871,14 +870,25 @@ void CNodeDefManager::updateTextures(IGameDef *gamedef)
|
||||
recalculateBoundingBox(f->mesh_ptr[0]);
|
||||
}
|
||||
|
||||
//Cache 6dfacedir rotated clones of meshes
|
||||
if (f->mesh_ptr[0] && (f->param_type_2 == CPT2_FACEDIR)) {
|
||||
//Cache 6dfacedir and wallmounted rotated clones of meshes
|
||||
if (enable_mesh_cache && f->mesh_ptr[0] && (f->param_type_2 == CPT2_FACEDIR)) {
|
||||
for (u16 j = 1; j < 24; j++) {
|
||||
f->mesh_ptr[j] = cloneMesh(f->mesh_ptr[0]);
|
||||
rotateMeshBy6dFacedir(f->mesh_ptr[j], j);
|
||||
recalculateBoundingBox(f->mesh_ptr[j]);
|
||||
meshmanip->recalculateNormals(f->mesh_ptr[j], false, false);
|
||||
meshmanip->recalculateNormals(f->mesh_ptr[j], true, false);
|
||||
}
|
||||
} else if (enable_mesh_cache && f->mesh_ptr[0] && (f->param_type_2 == CPT2_WALLMOUNTED)) {
|
||||
static const u8 wm_to_6d[6] = {20, 0, 16, 12, 8, 4};
|
||||
for (u16 j = 1; j < 6; j++) {
|
||||
f->mesh_ptr[j] = cloneMesh(f->mesh_ptr[0]);
|
||||
rotateMeshBy6dFacedir(f->mesh_ptr[j], wm_to_6d[j]);
|
||||
recalculateBoundingBox(f->mesh_ptr[j]);
|
||||
meshmanip->recalculateNormals(f->mesh_ptr[j], true, false);
|
||||
}
|
||||
rotateMeshBy6dFacedir(f->mesh_ptr[0], wm_to_6d[0]);
|
||||
recalculateBoundingBox(f->mesh_ptr[0]);
|
||||
meshmanip->recalculateNormals(f->mesh_ptr[0], true, false);
|
||||
}
|
||||
}
|
||||
#endif
|
||||
|
Loading…
Reference in New Issue
Block a user