Commit Graph

42 Commits

Author SHA1 Message Date
x2048
b0b9732359
Add depth sorting for node faces (#11696)
Use BSP tree to order transparent triangles
https://en.wikipedia.org/wiki/Binary_space_partitioning
2022-04-02 10:42:27 +02:00
Daroc Alden
11f3f72f1c
Fix undefined behavior in TileLayer (#12125)
Initialize the values properly
2022-03-11 21:22:49 +01:00
sfan5
08f1a7fbed Use Irrlicht functions to query npot texture support 2021-05-05 22:49:44 +02:00
Lars Müller
d80def5bbf
Bump animation frame count from u8 to u16 (#10054) 2020-07-10 12:12:19 +02:00
sfan5
c6422e0872
Remove std::shared_ptr use in TileLayer (#10090) 2020-07-10 12:11:44 +02:00
Danila Shutov
3a6dfda358
Make shading of CAOs optional (#10033) 2020-06-16 20:48:31 +01:00
SmallJoker
61e9c1b0dd
Textures: Load base pack only as last fallback (#8974) 2019-09-29 19:57:29 +02:00
sfan5
6c2ded4cac Unify GLES support in gui scaling filter 2019-08-04 16:12:52 +02:00
sfan5
ca363d3ef8 Unify OpenGL ES support 2019-08-04 16:12:52 +02:00
Paramat
42e1a12714
Require 'waving = 3' in a nodedef to apply the liquid waving shader (#8418)
Makes the liquid waving shader per-nodedef like waving leaves/plants,
instead of being applied to all liquids.
Like the waving leaves/plants shaders, the liquid waving shader can
also be applied to meshes and nodeboxes.

Derived from a PR by t0ny2.
2019-03-27 00:18:43 +00:00
Vitaliy
18a8fbf465 Software inventorycube (#7651)
Fixes missing/upside-down images on Android.
2018-09-29 19:40:17 +01:00
lhofhansl
3a95d760e9 Some minor Fastface optimizations. (#7628) 2018-08-08 15:53:06 +02:00
stujones11
22a891a925
Android build fixes for c++11 2018-03-11 16:56:27 +01:00
Vitaliy
cf8d579abc Drop texture file list cache (#6660) 2018-03-10 19:33:37 +01:00
stujones11
e87b410a33 Include alpha channel reference in MaterialTypeParam 2018-02-08 15:38:49 +01:00
number Zero
05d93c7fa1 Load files from subfolders in texturepacks
Updated and rebased version of a PR by red-001
2017-11-17 19:23:08 +00:00
Vitaliy
75320e7e88 Real global textures (#6105)
* Real global textures

* Add world-aligned textures
* Update minimal to support world-aligned tiles
* Update minimal
2017-10-15 09:34:14 +02:00
Loïc Blot
88b436e6a9 Code modernization: subfolders (#6283)
* Code modernization: subfolders

Modernize various code on subfolders client, network, script, threading, unittests, util

* empty function
* default constructor/destructor
* for range-based loops
* use emplace_back instead of push_back
* C++ STL header style
* Make connection.cpp readable in a pointed place + typo
2017-08-19 22:23:47 +02:00
Loïc Blot
921151d97a C++ modernize: Pragma once (#6264)
* Migrate cpp headers to pragma once
2017-08-17 22:19:39 +02:00
Loïc Blot
9dd0f952e0 Modernize client code (#6250)
* Various code style fixes
* Use range based for loops
* Use empty instead of empty objects
* Use C++11 default keyword for trivial constructors and destructors
* Drop some useless casts
* Use emplace_back instead of push_back to improve performance of some vectors push
2017-08-15 20:30:30 +02:00
Loïc Blot
3e50850260 TileLayer: use shared_ptr for FrameSpec vector (#6171)
* TileLayer: use shared_ptr for vector framespec
This reduce memory copy of TileLayer from (4 to 16) * FrameSpec where FrameSpec = (sizeof(int) + 3 * sizeof(ptr)) to int + sizeof(ptr)

Callgrind difference

Before: https://lut.im/RGkiJqQb8T/LeQIEXpAuRzfl7gd.png
After: https://lut.im/bcqmwee1xu/cTwtptY5tRuS9lp0.png

* Fix one push_back to use vector::emplace_back & optimize inclusions
2017-07-26 20:12:48 +02:00
Loïc Blot
94c294bfdc Irrlicht cleanup: cleanup various object to use RenderingEngine (#6088)
* Irrlicht cleanup: cleanup various object to use RenderingEngine

* CAO doesn't need scenemanager in addToScene
* Camera doesn't need VideoDriver pointer or SceneManager in constructor
* Hud doesn't need driver & scene manager in constructor
* Hud doesn't need scenemanager pointer
* Tile.h doesn't need IrrlichtDevice header (just SMaterial)
* WieldMeshSceneNode: only take scene, we always use scene root node as parent
2017-07-02 20:29:58 +02:00
stujones11
6e5588c8e1 Tile material: Add 'TILE_MATERIAL_OPAQUE', use for drawtype 'NDT_NORMAL'
Prevents normal drawtype nodes having transparency.
Avoids clients cheating by using 'x-ray' texture packs with transparent textures.
2017-07-01 04:43:55 +01:00
Loïc Blot
b3a36f7378 Isolate irrlicht references and use a singleton (#6041)
* Add Device3D class which will contain IrrlichtDevice interface

move getSupportedVideoDrivers to Device3D

Add Device3D singleton & use it in various places

Rename Device3D to Rendering engine & add helper functions to various device pointers

More singleton work

RenderingEngine owns draw_load_screen

move draw functions to RenderingEngine

Reduce IrrlichtDevice exposure and guienvironment

RenderingEngine: Expose get_timer_time() to remove device from guiEngine

Make irrlichtdevice & scene manager less exposed

* Code style fixes

* Move porting::getVideoDriverName, getVideoDriverFriendlyName, getDisplayDensity, getDisplaySize to RenderingEngine

Fix XORG_USED macro -> RenderingEngine + create_engine_device from RenderingEngine constructor directly

* enum paralax => enum parallax
2017-06-26 20:11:17 +02:00
Vincent Glize
af3badf7a9 C++11 cleanup on constructors dir client (#6012)
* C++11 cleanup on constructors dir client
2017-06-21 08:04:45 +02:00
ShadowNinja
6c5e5e2023 Remove threads.h and replace its definitions with their C++11 equivalents (#5957)
This also changes threadProc's signature, since C++11 supports arbitrary
thread function signatures.
2017-06-11 09:43:05 +02:00
Auke Kok
1ecc8756bc Reorder TileLayer. (#5638)
Despite the split of TileSpec into TileDef and TileLayer, the
TileLayer struct is still 66 bytes large, and doesn't fit in
a single cacheline.

I'm moving the color member to cacheline 2, in the hope that it
is less used and the compiler loads all the hot members in a single
cacheline instead. Only color sits now in cacheline 2, all the
other members are in cacheline 1.

Note: is_color is probably rarely set, most nodes will likely
not use hardware coloring, but this may change in the future.
Ideally, this class is shrunk to 64 bytes.
2017-04-29 09:16:32 +02:00
Dániel Juhász
1ffb180868 Soft node overlay (#5186)
This commit adds node overlays, which are tiles that are drawn on top of
other tiles.
2017-04-21 23:34:59 +10:00
Auke Kok
93c1d511e3 Reorder TileSpec. (#5591)
Put accessed members that are needed by updateFastFaceRow()
all in the same cacheline.
2017-04-18 07:48:17 +02:00
Dániel Juhász
58d83a7bb2 Hardware coloring for itemstacks
Adds the possibility to colorize item stacks based on their metadata.

In the item/node definition you can specify palette (an image file)
and color (fallback color if the item has no palette or metadata).
Then you can add palette_index to the metadata.

Dropped itemstacks with different colors do not merge.
2017-04-08 18:39:15 -07:00
Dániel Juhász
d04d8aba70 Add hardware node coloring. Includes:
- Increase ContentFeatures serialization version
- Color property and palettes for nodes
- paramtype2 = "color", "colored facedir" or "colored wallmounted"
2017-01-23 07:27:12 +01:00
sfan5
523f0e8c5b Move TileAnimation code to seperate file 2017-01-02 15:28:06 +01:00
nerzhul
fefa148d69 v2d & aabbox3d<f32> & sky cleanups
* Sky: rename Box => m_box and inline getBoundingBox
* Uniformize aabbox3d<f32> to aabb3f
2016-02-11 16:55:15 +01:00
RealBadAngel
980d095e32 tileable flags are needed also without shaders because of filters 2015-08-20 03:42:22 +02:00
RealBadAngel
8b8d17b22b Remove use of engine sent texture tiling flags - theyre no longer needed 2015-08-20 02:41:40 +02:00
RealBadAngel
3295f3c401 Fix tiling issues for PLANTLIKE and FIRELIKE with FSAA 2015-08-05 22:52:32 +02:00
RealBadAngel
60350699c7 Add wielded (and CAOs) shader 2015-07-21 23:56:41 +02:00
RealBadAngel
655fc6010f Fix relief mapping issues 2015-07-16 15:36:48 +02:00
RealBadAngel
ffd16e3fec Add minimap feature 2015-06-27 03:42:01 +02:00
Aaron Suen
6d61375cc7 Clean scaling pre-filter for formspec/HUD. 2015-04-01 00:01:05 -04:00
Aaron Suen
db32e6c5aa Move texture_min_size even further down the pipe. Now, textures are JIT-upscaled using an image transformation, right at the time they're added to a mesh or particle; images used in 2D elements are left unscaled. This should fix any remaining issues with HUD elements. 2015-03-31 16:56:33 +10:00
Loic Blot
0d1eedcccc Replace std::list to std::vector into tile.cpp (m_texture_trash) and move tile.hpp to src/client/ 2015-03-05 11:59:40 +01:00