mirror of
https://github.com/minetest/minetest.git
synced 2025-01-25 23:41:33 +01:00
Use polygon offset to fix z-fighting for overlay tiles
This commit is contained in:
parent
dfd7628950
commit
5b14c03301
@ -702,6 +702,16 @@ MapBlockMesh::MapBlockMesh(Client *client, MeshMakeData *data, v3s16 camera_offs
|
||||
tex.MinFilter = video::ETMINF_NEAREST_MIPMAP_NEAREST;
|
||||
tex.MagFilter = video::ETMAGF_NEAREST;
|
||||
});
|
||||
/*
|
||||
* The second layer is for overlays, but uses the same vertex positions
|
||||
* as the first, which quickly leads to z-fighting.
|
||||
* To fix this we can offset the polygons in the direction of the camera.
|
||||
* This only affects the depth buffer and leads to no visual gaps in geometry.
|
||||
*/
|
||||
if (layer == 1) {
|
||||
material.PolygonOffsetSlopeScale = -1;
|
||||
material.PolygonOffsetDepthBias = -1;
|
||||
}
|
||||
|
||||
{
|
||||
material.MaterialType = m_shdrsrc->getShaderInfo(
|
||||
|
@ -50,6 +50,11 @@ struct FrameSpec
|
||||
video::ITexture *texture = nullptr;
|
||||
};
|
||||
|
||||
/**
|
||||
* We have two tile layers:
|
||||
* layer 0 = base
|
||||
* layer 1 = overlay
|
||||
*/
|
||||
#define MAX_TILE_LAYERS 2
|
||||
|
||||
//! Defines a layer of a tile.
|
||||
|
@ -27,6 +27,18 @@
|
||||
#define MIN_EXTRUSION_MESH_RESOLUTION 16
|
||||
#define MAX_EXTRUSION_MESH_RESOLUTION 512
|
||||
|
||||
/*!
|
||||
* Applies overlays, textures and optionally materials to the given mesh and
|
||||
* extracts tile colors for colorization.
|
||||
* \param mattype overrides the buffer's material type, but can also
|
||||
* be NULL to leave the original material.
|
||||
* \param colors returns the colors of the mesh buffers in the mesh.
|
||||
*/
|
||||
static void postProcessNodeMesh(scene::SMesh *mesh, const ContentFeatures &f,
|
||||
bool set_material, const video::E_MATERIAL_TYPE *mattype,
|
||||
std::vector<ItemPartColor> *colors, bool apply_scale = false);
|
||||
|
||||
|
||||
static scene::IMesh *createExtrusionMesh(int resolution_x, int resolution_y)
|
||||
{
|
||||
const f32 r = 0.5;
|
||||
@ -317,25 +329,32 @@ static scene::SMesh *createSpecialNodeMesh(Client *client, MapNode n,
|
||||
|
||||
colors->clear();
|
||||
scene::SMesh *mesh = new scene::SMesh();
|
||||
for (auto &prebuffers : collector.prebuffers)
|
||||
for (int layer = 0; layer < MAX_TILE_LAYERS; layer++) {
|
||||
auto &prebuffers = collector.prebuffers[layer];
|
||||
for (PreMeshBuffer &p : prebuffers) {
|
||||
if (p.layer.material_flags & MATERIAL_FLAG_ANIMATION) {
|
||||
const FrameSpec &frame = (*p.layer.frames)[0];
|
||||
p.layer.texture = frame.texture;
|
||||
}
|
||||
for (video::S3DVertex &v : p.vertices) {
|
||||
for (video::S3DVertex &v : p.vertices)
|
||||
v.Color.setAlpha(255);
|
||||
}
|
||||
scene::SMeshBuffer *buf = new scene::SMeshBuffer();
|
||||
buf->Material.setTexture(0, p.layer.texture);
|
||||
p.layer.applyMaterialOptions(buf->Material);
|
||||
mesh->addMeshBuffer(buf);
|
||||
|
||||
auto buf = make_irr<scene::SMeshBuffer>();
|
||||
buf->append(&p.vertices[0], p.vertices.size(),
|
||||
&p.indices[0], p.indices.size());
|
||||
buf->drop();
|
||||
colors->push_back(
|
||||
ItemPartColor(p.layer.has_color, p.layer.color));
|
||||
|
||||
// Set up material
|
||||
buf->Material.setTexture(0, p.layer.texture);
|
||||
if (layer == 1) {
|
||||
buf->Material.PolygonOffsetSlopeScale = -1;
|
||||
buf->Material.PolygonOffsetDepthBias = -1;
|
||||
}
|
||||
p.layer.applyMaterialOptions(buf->Material);
|
||||
|
||||
mesh->addMeshBuffer(buf.get());
|
||||
colors->emplace_back(p.layer.has_color, p.layer.color);
|
||||
}
|
||||
}
|
||||
return mesh;
|
||||
}
|
||||
|
||||
@ -688,13 +707,15 @@ scene::SMesh *getExtrudedMesh(ITextureSource *tsrc,
|
||||
return mesh;
|
||||
}
|
||||
|
||||
void postProcessNodeMesh(scene::SMesh *mesh, const ContentFeatures &f,
|
||||
static void postProcessNodeMesh(scene::SMesh *mesh, const ContentFeatures &f,
|
||||
bool set_material, const video::E_MATERIAL_TYPE *mattype,
|
||||
std::vector<ItemPartColor> *colors, bool apply_scale)
|
||||
{
|
||||
// FIXME: this function is weirdly inconsistent with what MapBlockMesh does.
|
||||
// also set_material is never true
|
||||
|
||||
const u32 mc = mesh->getMeshBufferCount();
|
||||
// Allocate colors for existing buffers
|
||||
colors->clear();
|
||||
colors->resize(mc);
|
||||
|
||||
for (u32 i = 0; i < mc; ++i) {
|
||||
@ -705,6 +726,7 @@ void postProcessNodeMesh(scene::SMesh *mesh, const ContentFeatures &f,
|
||||
if (layer->texture_id == 0)
|
||||
continue;
|
||||
if (layernum != 0) {
|
||||
// FIXME: why do this?
|
||||
scene::IMeshBuffer *copy = cloneMeshBuffer(buf);
|
||||
copy->getMaterial() = buf->getMaterial();
|
||||
mesh->addMeshBuffer(copy);
|
||||
|
@ -143,14 +143,3 @@ void getItemMesh(Client *client, const ItemStack &item, ItemMesh *result);
|
||||
|
||||
scene::SMesh *getExtrudedMesh(ITextureSource *tsrc, const std::string &imagename,
|
||||
const std::string &overlay_name);
|
||||
|
||||
/*!
|
||||
* Applies overlays, textures and optionally materials to the given mesh and
|
||||
* extracts tile colors for colorization.
|
||||
* \param mattype overrides the buffer's material type, but can also
|
||||
* be NULL to leave the original material.
|
||||
* \param colors returns the colors of the mesh buffers in the mesh.
|
||||
*/
|
||||
void postProcessNodeMesh(scene::SMesh *mesh, const ContentFeatures &f,
|
||||
bool set_material, const video::E_MATERIAL_TYPE *mattype,
|
||||
std::vector<ItemPartColor> *colors, bool apply_scale = false);
|
||||
|
Loading…
Reference in New Issue
Block a user