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105 lines
3.4 KiB
C++
105 lines
3.4 KiB
C++
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/*
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Minetest
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Copyright (C) 2018 numzero, Lobachevskiy Vitaliy <numzer0@yandex.ru>
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This program is free software; you can redistribute it and/or modify
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it under the terms of the GNU Lesser General Public License as published by
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the Free Software Foundation; either version 2.1 of the License, or
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(at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU Lesser General Public License for more details.
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You should have received a copy of the GNU Lesser General Public License along
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with this program; if not, write to the Free Software Foundation, Inc.,
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51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
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*/
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#include "collector.h"
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#include <stdexcept>
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#include "log.h"
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#include "mesh.h"
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void MeshCollector::append(const TileSpec &tile, const video::S3DVertex *vertices,
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u32 numVertices, const u16 *indices, u32 numIndices)
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{
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for (int layernum = 0; layernum < MAX_TILE_LAYERS; layernum++) {
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const TileLayer *layer = &tile.layers[layernum];
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if (layer->texture_id == 0)
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continue;
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append(*layer, vertices, numVertices, indices, numIndices, layernum,
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tile.world_aligned);
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}
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}
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void MeshCollector::append(const TileLayer &layer, const video::S3DVertex *vertices,
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u32 numVertices, const u16 *indices, u32 numIndices, u8 layernum,
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bool use_scale)
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{
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PreMeshBuffer &p = findBuffer(layer, layernum, numVertices);
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f32 scale = 1.0f;
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if (use_scale)
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scale = 1.0f / layer.scale;
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u32 vertex_count = p.vertices.size();
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for (u32 i = 0; i < numVertices; i++)
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p.vertices.emplace_back(vertices[i].Pos, vertices[i].Normal,
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vertices[i].Color, scale * vertices[i].TCoords);
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for (u32 i = 0; i < numIndices; i++)
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p.indices.push_back(indices[i] + vertex_count);
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}
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void MeshCollector::append(const TileSpec &tile, const video::S3DVertex *vertices,
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u32 numVertices, const u16 *indices, u32 numIndices, v3f pos,
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video::SColor c, u8 light_source)
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{
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for (int layernum = 0; layernum < MAX_TILE_LAYERS; layernum++) {
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const TileLayer *layer = &tile.layers[layernum];
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if (layer->texture_id == 0)
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continue;
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append(*layer, vertices, numVertices, indices, numIndices, pos, c,
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light_source, layernum, tile.world_aligned);
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}
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}
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void MeshCollector::append(const TileLayer &layer, const video::S3DVertex *vertices,
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u32 numVertices, const u16 *indices, u32 numIndices, v3f pos,
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video::SColor c, u8 light_source, u8 layernum, bool use_scale)
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{
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PreMeshBuffer &p = findBuffer(layer, layernum, numVertices);
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f32 scale = 1.0f;
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if (use_scale)
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scale = 1.0f / layer.scale;
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u32 vertex_count = p.vertices.size();
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for (u32 i = 0; i < numVertices; i++) {
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video::SColor color = c;
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if (!light_source)
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applyFacesShading(color, vertices[i].Normal);
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p.vertices.emplace_back(vertices[i].Pos + pos, vertices[i].Normal, color,
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scale * vertices[i].TCoords);
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}
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for (u32 i = 0; i < numIndices; i++)
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p.indices.push_back(indices[i] + vertex_count);
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}
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PreMeshBuffer &MeshCollector::findBuffer(
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const TileLayer &layer, u8 layernum, u32 numVertices)
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{
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if (numVertices > U16_MAX)
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throw std::invalid_argument(
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"Mesh can't contain more than 65536 vertices");
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std::vector<PreMeshBuffer> &buffers = prebuffers[layernum];
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for (PreMeshBuffer &p : buffers)
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if (p.layer == layer && p.vertices.size() + numVertices <= U16_MAX)
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return p;
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buffers.emplace_back(layer);
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return buffers.back();
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}
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