mapblock_mesh.cpp: Fix code style and simplify a bit code (#4558)

* mapblock_mesh.cpp: Fix code style and simplify a bit code
This commit is contained in:
you 2017-08-28 20:02:51 +02:00 committed by Loïc Blot
parent 5f38fe33f8
commit 7e38475554

@ -98,14 +98,10 @@ void MeshMakeData::fillSingleNode(MapNode *node)
for(s32 i = 0; i < volume; i++) for(s32 i = 0; i < volume; i++)
{ {
if (i == our_node_index) if (i == our_node_index)
{
data[i] = *node; data[i] = *node;
}
else else
{
data[i] = MapNode(CONTENT_AIR, LIGHT_MAX, 0); data[i] = MapNode(CONTENT_AIR, LIGHT_MAX, 0);
} }
}
m_vmanip.copyFrom(data, area, area.MinEdge, area.MinEdge, area.getExtent()); m_vmanip.copyFrom(data, area, area.MinEdge, area.MinEdge, area.getExtent());
delete[] data; delete[] data;
} }
@ -223,9 +219,8 @@ static u16 getSmoothLightCombined(const v3s16 &p, MeshMakeData *data)
MapNode n = data->m_vmanip.getNodeNoExNoEmerge(p - dir); MapNode n = data->m_vmanip.getNodeNoExNoEmerge(p - dir);
// if it's CONTENT_IGNORE we can't do any light calculations // if it's CONTENT_IGNORE we can't do any light calculations
if (n.getContent() == CONTENT_IGNORE) { if (n.getContent() == CONTENT_IGNORE)
continue; continue;
}
const ContentFeatures &f = ndef->get(n); const ContentFeatures &f = ndef->get(n);
if (f.light_source > light_source_max) if (f.light_source > light_source_max)
@ -233,7 +228,8 @@ static u16 getSmoothLightCombined(const v3s16 &p, MeshMakeData *data)
// Check f.solidness because fast-style leaves look better this way // Check f.solidness because fast-style leaves look better this way
if (f.param_type == CPT_LIGHT && f.solidness != 2) { if (f.param_type == CPT_LIGHT && f.solidness != 2) {
light_day += decode_light(n.getLightNoChecks(LIGHTBANK_DAY, &f)); light_day += decode_light(n.getLightNoChecks(LIGHTBANK_DAY, &f));
light_night += decode_light(n.getLightNoChecks(LIGHTBANK_NIGHT, &f)); light_night += decode_light(
n.getLightNoChecks(LIGHTBANK_NIGHT, &f));
light_count++; light_count++;
} else { } else {
ambient_occlusion++; ambient_occlusion++;
@ -259,8 +255,7 @@ static u16 getSmoothLightCombined(const v3s16 &p, MeshMakeData *data)
skip_ambient_occlusion_night = true; skip_ambient_occlusion_night = true;
} }
if (ambient_occlusion > 4) if (ambient_occlusion > 4) {
{
static thread_local const float ao_gamma = rangelim( static thread_local const float ao_gamma = rangelim(
g_settings->getFloat("ambient_occlusion_gamma"), 0.25, 4.0); g_settings->getFloat("ambient_occlusion_gamma"), 0.25, 4.0);
@ -275,9 +270,11 @@ static u16 getSmoothLightCombined(const v3s16 &p, MeshMakeData *data)
ambient_occlusion -= 5; ambient_occlusion -= 5;
if (!skip_ambient_occlusion_day) if (!skip_ambient_occlusion_day)
light_day = rangelim(core::round32(light_day*light_amount[ambient_occlusion]), 0, 255); light_day = rangelim(core::round32(
light_day * light_amount[ambient_occlusion]), 0, 255);
if (!skip_ambient_occlusion_night) if (!skip_ambient_occlusion_night)
light_night = rangelim(core::round32(light_night*light_amount[ambient_occlusion]), 0, 255); light_night = rangelim(core::round32(
light_night * light_amount[ambient_occlusion]), 0, 255);
} }
return light_day | (light_night << 8); return light_day | (light_night << 8);
@ -289,11 +286,14 @@ static u16 getSmoothLightCombined(const v3s16 &p, MeshMakeData *data)
*/ */
u16 getSmoothLight(v3s16 p, v3s16 corner, MeshMakeData *data) u16 getSmoothLight(v3s16 p, v3s16 corner, MeshMakeData *data)
{ {
if(corner.X == 1) p.X += 1; if (corner.X == 1)
++p.X;
// else corner.X == -1 // else corner.X == -1
if(corner.Y == 1) p.Y += 1; if (corner.Y == 1)
++p.Y;
// else corner.Y == -1 // else corner.Y == -1
if(corner.Z == 1) p.Z += 1; if (corner.Z == 1)
++p.Z;
// else corner.Z == -1 // else corner.Z == -1
return getSmoothLightCombined(p, data); return getSmoothLightCombined(p, data);
@ -359,49 +359,38 @@ static void getNodeVertexDirs(v3s16 dir, v3s16 *vertex_dirs)
2: top-left 2: top-left
3: top-right 3: top-right
*/ */
if(dir == v3s16(0,0,1)) if (dir == v3s16(0, 0, 1)) {
{
// If looking towards z+, this is the face that is behind // If looking towards z+, this is the face that is behind
// the center point, facing towards z+. // the center point, facing towards z+.
vertex_dirs[0] = v3s16(-1,-1, 1); vertex_dirs[0] = v3s16(-1,-1, 1);
vertex_dirs[1] = v3s16( 1,-1, 1); vertex_dirs[1] = v3s16( 1,-1, 1);
vertex_dirs[2] = v3s16( 1, 1, 1); vertex_dirs[2] = v3s16( 1, 1, 1);
vertex_dirs[3] = v3s16(-1, 1, 1); vertex_dirs[3] = v3s16(-1, 1, 1);
} } else if (dir == v3s16(0, 0, -1)) {
else if(dir == v3s16(0,0,-1))
{
// faces towards Z- // faces towards Z-
vertex_dirs[0] = v3s16( 1,-1,-1); vertex_dirs[0] = v3s16( 1,-1,-1);
vertex_dirs[1] = v3s16(-1,-1,-1); vertex_dirs[1] = v3s16(-1,-1,-1);
vertex_dirs[2] = v3s16(-1, 1,-1); vertex_dirs[2] = v3s16(-1, 1,-1);
vertex_dirs[3] = v3s16( 1, 1,-1); vertex_dirs[3] = v3s16( 1, 1,-1);
} } else if (dir == v3s16(1, 0, 0)) {
else if(dir == v3s16(1,0,0))
{
// faces towards X+ // faces towards X+
vertex_dirs[0] = v3s16( 1,-1, 1); vertex_dirs[0] = v3s16( 1,-1, 1);
vertex_dirs[1] = v3s16( 1,-1,-1); vertex_dirs[1] = v3s16( 1,-1,-1);
vertex_dirs[2] = v3s16( 1, 1,-1); vertex_dirs[2] = v3s16( 1, 1,-1);
vertex_dirs[3] = v3s16( 1, 1, 1); vertex_dirs[3] = v3s16( 1, 1, 1);
} } else if (dir == v3s16(-1, 0, 0)) {
else if(dir == v3s16(-1,0,0))
{
// faces towards X- // faces towards X-
vertex_dirs[0] = v3s16(-1,-1,-1); vertex_dirs[0] = v3s16(-1,-1,-1);
vertex_dirs[1] = v3s16(-1,-1, 1); vertex_dirs[1] = v3s16(-1,-1, 1);
vertex_dirs[2] = v3s16(-1, 1, 1); vertex_dirs[2] = v3s16(-1, 1, 1);
vertex_dirs[3] = v3s16(-1, 1,-1); vertex_dirs[3] = v3s16(-1, 1,-1);
} } else if (dir == v3s16(0, 1, 0)) {
else if(dir == v3s16(0,1,0))
{
// faces towards Y+ (assume Z- as "down" in texture) // faces towards Y+ (assume Z- as "down" in texture)
vertex_dirs[0] = v3s16( 1, 1,-1); vertex_dirs[0] = v3s16( 1, 1,-1);
vertex_dirs[1] = v3s16(-1, 1,-1); vertex_dirs[1] = v3s16(-1, 1,-1);
vertex_dirs[2] = v3s16(-1, 1, 1); vertex_dirs[2] = v3s16(-1, 1, 1);
vertex_dirs[3] = v3s16( 1, 1, 1); vertex_dirs[3] = v3s16( 1, 1, 1);
} } else if (dir == v3s16(0, -1, 0)) {
else if(dir == v3s16(0,-1,0))
{
// faces towards Y- (assume Z+ as "down" in texture) // faces towards Y- (assume Z+ as "down" in texture)
vertex_dirs[0] = v3s16( 1,-1, 1); vertex_dirs[0] = v3s16( 1,-1, 1);
vertex_dirs[1] = v3s16(-1,-1, 1); vertex_dirs[1] = v3s16(-1,-1, 1);
@ -429,10 +418,10 @@ static void makeFastFace(const TileSpec &tile, u16 li0, u16 li1, u16 li2, u16 li
// Position is at the center of the cube. // Position is at the center of the cube.
v3f pos = p * BS; v3f pos = p * BS;
float x0 = 0.0; float x0 = 0.0f;
float y0 = 0.0; float y0 = 0.0f;
float w = 1.0; float w = 1.0f;
float h = 1.0; float h = 1.0f;
v3f vertex_pos[4]; v3f vertex_pos[4];
v3s16 vertex_dirs[4]; v3s16 vertex_dirs[4];
@ -440,8 +429,7 @@ static void makeFastFace(const TileSpec &tile, u16 li0, u16 li1, u16 li2, u16 li
v3s16 t; v3s16 t;
u16 t1; u16 t1;
switch (tile.rotation) switch (tile.rotation) {
{
case 0: case 0:
break; break;
case 1: //R90 case 1: //R90
@ -550,8 +538,7 @@ static void makeFastFace(const TileSpec &tile, u16 li0, u16 li1, u16 li2, u16 li
break; break;
} }
for(u16 i=0; i<4; i++) for (u16 i = 0; i < 4; i++) {
{
vertex_pos[i] = v3f( vertex_pos[i] = v3f(
BS / 2 * vertex_dirs[i].X, BS / 2 * vertex_dirs[i].X,
BS / 2 * vertex_dirs[i].Y, BS / 2 * vertex_dirs[i].Y,
@ -566,10 +553,10 @@ static void makeFastFace(const TileSpec &tile, u16 li0, u16 li1, u16 li2, u16 li
vpos += pos; vpos += pos;
} }
f32 abs_scale = 1.0; f32 abs_scale = 1.0f;
if (scale.X < 0.999 || scale.X > 1.001) abs_scale = scale.X; if (scale.X < 0.999f || scale.X > 1.001f) abs_scale = scale.X;
else if(scale.Y < 0.999 || scale.Y > 1.001) abs_scale = scale.Y; else if (scale.Y < 0.999f || scale.Y > 1.001f) abs_scale = scale.Y;
else if(scale.Z < 0.999 || scale.Z > 1.001) abs_scale = scale.Z; else if (scale.Z < 0.999f || scale.Z > 1.001f) abs_scale = scale.Z;
v3f normal(dir.X, dir.Y, dir.Z); v3f normal(dir.X, dir.Y, dir.Z);
@ -635,30 +622,25 @@ static u8 face_contents(content_t m1, content_t m2, bool *equivalent,
{ {
*equivalent = false; *equivalent = false;
if(m1 == CONTENT_IGNORE || m2 == CONTENT_IGNORE) if (m1 == m2 || m1 == CONTENT_IGNORE || m2 == CONTENT_IGNORE)
return 0; return 0;
bool contents_differ = (m1 != m2);
const ContentFeatures &f1 = ndef->get(m1); const ContentFeatures &f1 = ndef->get(m1);
const ContentFeatures &f2 = ndef->get(m2); const ContentFeatures &f2 = ndef->get(m2);
// Contents don't differ for different forms of same liquid // Contents don't differ for different forms of same liquid
if (f1.sameLiquid(f2)) if (f1.sameLiquid(f2))
contents_differ = false; return 0;
u8 c1 = f1.solidness; u8 c1 = f1.solidness;
u8 c2 = f2.solidness; u8 c2 = f2.solidness;
bool solidness_differs = (c1 != c2); if (c1 == c2)
bool makes_face = contents_differ && solidness_differs;
if (!makes_face)
return 0; return 0;
if (c1 == 0) if (c1 == 0)
c1 = f1.visual_solidness; c1 = f1.visual_solidness;
if(c2 == 0) else if (c2 == 0)
c2 = f2.visual_solidness; c2 = f2.visual_solidness;
if (c1 == c2) { if (c1 == c2) {
@ -828,17 +810,15 @@ static void getTileInfo(
if (!data->m_smooth_lighting) { if (!data->m_smooth_lighting) {
lights[0] = lights[1] = lights[2] = lights[3] = lights[0] = lights[1] = lights[2] = lights[3] =
getFaceLight(n0, n1, face_dir, ndef); getFaceLight(n0, n1, face_dir, ndef);
} } else {
else {
v3s16 vertex_dirs[4]; v3s16 vertex_dirs[4];
getNodeVertexDirs(face_dir_corrected, vertex_dirs); getNodeVertexDirs(face_dir_corrected, vertex_dirs);
v3s16 light_p = blockpos_nodes + p_corrected; v3s16 light_p = blockpos_nodes + p_corrected;
for (u16 i = 0; i < 4; i++) { for (u16 i = 0; i < 4; i++)
lights[i] = getSmoothLight(light_p, vertex_dirs[i], data); lights[i] = getSmoothLight(light_p, vertex_dirs[i], data);
} }
} }
}
/* /*
startpos: startpos:
@ -879,7 +859,6 @@ static void updateFastFaceRow(
v3s16 next_face_dir_corrected; v3s16 next_face_dir_corrected;
u16 next_lights[4] = {0, 0, 0, 0}; u16 next_lights[4] = {0, 0, 0, 0};
// If at last position, there is nothing to compare to and // If at last position, there is nothing to compare to and
// the face must be drawn anyway // the face must be drawn anyway
if (j != MAP_BLOCKSIZE - 1) { if (j != MAP_BLOCKSIZE - 1) {
@ -899,7 +878,6 @@ static void updateFastFaceRow(
continuous_tiles_count++; continuous_tiles_count++;
} }
} }
if (next_is_different) { if (next_is_different) {
/* /*
Create a face if there should be one Create a face if there should be one
@ -908,28 +886,24 @@ static void updateFastFaceRow(
// Floating point conversion of the position vector // Floating point conversion of the position vector
v3f pf(p_corrected.X, p_corrected.Y, p_corrected.Z); v3f pf(p_corrected.X, p_corrected.Y, p_corrected.Z);
// Center point of face (kind of) // Center point of face (kind of)
v3f sp = pf - v3f sp = pf - ((f32)continuous_tiles_count * 0.5f - 0.5f)
((f32)continuous_tiles_count / 2.0f - 0.5f) * translate_dir_f; * translate_dir_f;
v3f scale(1, 1, 1); v3f scale(1, 1, 1);
if(translate_dir.X != 0) { if (translate_dir.X != 0)
scale.X = continuous_tiles_count; scale.X = continuous_tiles_count;
} if (translate_dir.Y != 0)
if(translate_dir.Y != 0) {
scale.Y = continuous_tiles_count; scale.Y = continuous_tiles_count;
} if (translate_dir.Z != 0)
if(translate_dir.Z != 0) {
scale.Z = continuous_tiles_count; scale.Z = continuous_tiles_count;
}
makeFastFace(tile, lights[0], lights[1], lights[2], lights[3], makeFastFace(tile, lights[0], lights[1], lights[2], lights[3],
sp, face_dir_corrected, scale, dest); sp, face_dir_corrected, scale, dest);
g_profiler->avg("Meshgen: faces drawn by tiling", 0); g_profiler->avg("Meshgen: faces drawn by tiling", 0);
for(int i = 1; i < continuous_tiles_count; i++){ for (int i = 1; i < continuous_tiles_count; i++)
g_profiler->avg("Meshgen: faces drawn by tiling", 1); g_profiler->avg("Meshgen: faces drawn by tiling", 1);
} }
}
continuous_tiles_count = 1; continuous_tiles_count = 1;
} }
@ -950,36 +924,32 @@ static void updateAllFastFaceRows(MeshMakeData *data,
/* /*
Go through every y,z and get top(y+) faces in rows of x+ Go through every y,z and get top(y+) faces in rows of x+
*/ */
for(s16 y = 0; y < MAP_BLOCKSIZE; y++) { for (s16 y = 0; y < MAP_BLOCKSIZE; y++)
for(s16 z = 0; z < MAP_BLOCKSIZE; z++) { for (s16 z = 0; z < MAP_BLOCKSIZE; z++)
updateFastFaceRow(data, updateFastFaceRow(data,
v3s16(0, y, z), v3s16(0, y, z),
v3s16(1, 0, 0), //dir v3s16(1, 0, 0), //dir
v3f (1, 0, 0), v3f (1, 0, 0),
v3s16(0, 1, 0), //face dir v3s16(0, 1, 0), //face dir
dest); dest);
}
}
/* /*
Go through every x,y and get right(x+) faces in rows of z+ Go through every x,y and get right(x+) faces in rows of z+
*/ */
for(s16 x = 0; x < MAP_BLOCKSIZE; x++) { for (s16 x = 0; x < MAP_BLOCKSIZE; x++)
for(s16 y = 0; y < MAP_BLOCKSIZE; y++) { for (s16 y = 0; y < MAP_BLOCKSIZE; y++)
updateFastFaceRow(data, updateFastFaceRow(data,
v3s16(x, y, 0), v3s16(x, y, 0),
v3s16(0, 0, 1), //dir v3s16(0, 0, 1), //dir
v3f (0, 0, 1), v3f (0, 0, 1),
v3s16(1, 0, 0), //face dir v3s16(1, 0, 0), //face dir
dest); dest);
}
}
/* /*
Go through every y,z and get back(z+) faces in rows of x+ Go through every y,z and get back(z+) faces in rows of x+
*/ */
for(s16 z = 0; z < MAP_BLOCKSIZE; z++) { for (s16 z = 0; z < MAP_BLOCKSIZE; z++)
for(s16 y = 0; y < MAP_BLOCKSIZE; y++) { for (s16 y = 0; y < MAP_BLOCKSIZE; y++)
updateFastFaceRow(data, updateFastFaceRow(data,
v3s16(0, y, z), v3s16(0, y, z),
v3s16(1, 0, 0), //dir v3s16(1, 0, 0), //dir
@ -987,8 +957,6 @@ static void updateAllFastFaceRows(MeshMakeData *data,
v3s16(0, 0, 1), //face dir v3s16(0, 0, 1), //face dir
dest); dest);
} }
}
}
/* /*
MapBlockMesh MapBlockMesh
@ -1047,8 +1015,8 @@ MapBlockMesh::MapBlockMesh(MeshMakeData *data, v3s16 camera_offset):
//TimeTaker timer2("MeshCollector building"); //TimeTaker timer2("MeshCollector building");
for (const FastFace &f : fastfaces_new) { for (const FastFace &f : fastfaces_new) {
const u16 indices[] = {0,1,2,2,3,0}; static const u16 indices[] = {0, 1, 2, 2, 3, 0};
const u16 indices_alternate[] = {0,1,3,2,3,1}; static const u16 indices_alternate[] = {0, 1, 3, 2, 3, 1};
if (!f.layer.texture) if (!f.layer.texture)
continue; continue;
@ -1087,15 +1055,15 @@ MapBlockMesh::MapBlockMesh(MeshMakeData *data, v3s16 camera_offset):
// Generate animation data // Generate animation data
// - Cracks // - Cracks
if(p.layer.material_flags & MATERIAL_FLAG_CRACK) if (p.layer.material_flags & MATERIAL_FLAG_CRACK) {
{
// Find the texture name plus ^[crack:N: // Find the texture name plus ^[crack:N:
std::ostringstream os(std::ios::binary); std::ostringstream os(std::ios::binary);
os << m_tsrc->getTextureName(p.layer.texture_id) << "^[crack"; os << m_tsrc->getTextureName(p.layer.texture_id) << "^[crack";
if (p.layer.material_flags & MATERIAL_FLAG_CRACK_OVERLAY) if (p.layer.material_flags & MATERIAL_FLAG_CRACK_OVERLAY)
os << "o"; // use ^[cracko os << "o"; // use ^[cracko
os << ":" << (u32)p.layer.animation_frame_count << ":"; os << ":" << (u32)p.layer.animation_frame_count << ":";
m_crack_materials.insert(std::make_pair(std::pair<u8, u32>(layer, i), os.str())); m_crack_materials.insert(std::make_pair(
std::pair<u8, u32>(layer, i), os.str()));
// Replace tile texture with the cracked one // Replace tile texture with the cracked one
p.layer.texture = m_tsrc->getTextureForMesh( p.layer.texture = m_tsrc->getTextureForMesh(
os.str() + "0", os.str() + "0",
@ -1106,9 +1074,11 @@ MapBlockMesh::MapBlockMesh(MeshMakeData *data, v3s16 camera_offset):
// Add to MapBlockMesh in order to animate these tiles // Add to MapBlockMesh in order to animate these tiles
m_animation_tiles[std::pair<u8, u32>(layer, i)] = p.layer; m_animation_tiles[std::pair<u8, u32>(layer, i)] = p.layer;
m_animation_frames[std::pair<u8, u32>(layer, i)] = 0; m_animation_frames[std::pair<u8, u32>(layer, i)] = 0;
if(g_settings->getBool("desynchronize_mapblock_texture_animation")){ if (g_settings->getBool(
"desynchronize_mapblock_texture_animation")) {
// Get starting position from noise // Get starting position from noise
m_animation_frame_offsets[std::pair<u8, u32>(layer, i)] = 100000 * (2.0 + noise3d( m_animation_frame_offsets[std::pair<u8, u32>(layer, i)] =
100000 * (2.0 + noise3d(
data->m_blockpos.X, data->m_blockpos.Y, data->m_blockpos.X, data->m_blockpos.Y,
data->m_blockpos.Z, 0)); data->m_blockpos.Z, 0));
} else { } else {
@ -1124,8 +1094,7 @@ MapBlockMesh::MapBlockMesh(MeshMakeData *data, v3s16 camera_offset):
// Dummy sunlight to handle non-sunlit areas // Dummy sunlight to handle non-sunlit areas
video::SColorf sunlight; video::SColorf sunlight;
get_sunlight_color(&sunlight, 0); get_sunlight_color(&sunlight, 0);
u32 vertex_count = u32 vertex_count = m_use_tangent_vertices ?
m_use_tangent_vertices ?
p.tangent_vertices.size() : p.vertices.size(); p.tangent_vertices.size() : p.vertices.size();
for (u32 j = 0; j < vertex_count; j++) { for (u32 j = 0; j < vertex_count; j++) {
video::SColor *vc; video::SColor *vc;
@ -1155,11 +1124,11 @@ MapBlockMesh::MapBlockMesh(MeshMakeData *data, v3s16 camera_offset):
material.setTexture(0, p.layer.texture); material.setTexture(0, p.layer.texture);
if (m_enable_shaders) { if (m_enable_shaders) {
material.MaterialType = m_shdrsrc->getShaderInfo(p.layer.shader_id).material; material.MaterialType = m_shdrsrc->getShaderInfo(
p.layer.shader_id).material;
p.layer.applyMaterialOptionsWithShaders(material); p.layer.applyMaterialOptionsWithShaders(material);
if (p.layer.normal_texture) { if (p.layer.normal_texture)
material.setTexture(1, p.layer.normal_texture); material.setTexture(1, p.layer.normal_texture);
}
material.setTexture(2, p.layer.flags_texture); material.setTexture(2, p.layer.flags_texture);
} else { } else {
p.layer.applyMaterialOptions(material); p.layer.applyMaterialOptions(material);
@ -1169,7 +1138,8 @@ MapBlockMesh::MapBlockMesh(MeshMakeData *data, v3s16 camera_offset):
// Create meshbuffer, add to mesh // Create meshbuffer, add to mesh
if (m_use_tangent_vertices) { if (m_use_tangent_vertices) {
scene::SMeshBufferTangents *buf = new scene::SMeshBufferTangents(); scene::SMeshBufferTangents *buf =
new scene::SMeshBufferTangents();
// Set material // Set material
buf->Material = material; buf->Material = material;
// Add to mesh // Add to mesh
@ -1191,7 +1161,6 @@ MapBlockMesh::MapBlockMesh(MeshMakeData *data, v3s16 camera_offset):
} }
} }
/* /*
Do some stuff to the mesh Do some stuff to the mesh
*/ */
@ -1205,21 +1174,19 @@ MapBlockMesh::MapBlockMesh(MeshMakeData *data, v3s16 camera_offset):
meshmanip->recalculateTangents(m_mesh[layer], true, false, false); meshmanip->recalculateTangents(m_mesh[layer], true, false, false);
} }
if (m_mesh[layer]) if (m_mesh[layer]) {
{
#if 0 #if 0
// Usually 1-700 faces and 1-7 materials // Usually 1-700 faces and 1-7 materials
std::cout<<"Updated MapBlock has "<<fastfaces_new.size()<<" faces " std::cout << "Updated MapBlock has " << fastfaces_new.size()
<<"and uses "<<m_mesh[layer]->getMeshBufferCount() << " faces and uses " << m_mesh[layer]->getMeshBufferCount()
<< " materials (meshbuffers)" << std::endl; << " materials (meshbuffers)" << std::endl;
#endif #endif
// Use VBO for mesh (this just would set this for ever buffer) // Use VBO for mesh (this just would set this for ever buffer)
if (m_enable_vbo) { if (m_enable_vbo)
m_mesh[layer]->setHardwareMappingHint(scene::EHM_STATIC); m_mesh[layer]->setHardwareMappingHint(scene::EHM_STATIC);
} }
} }
}
//std::cout<<"added "<<fastfaces.getSize()<<" faces."<<std::endl; //std::cout<<"added "<<fastfaces.getSize()<<" faces."<<std::endl;
@ -1244,10 +1211,10 @@ MapBlockMesh::~MapBlockMesh()
delete m_minimap_mapblock; delete m_minimap_mapblock;
} }
bool MapBlockMesh::animate(bool faraway, float time, int crack, u32 daynight_ratio) bool MapBlockMesh::animate(bool faraway, float time, int crack,
{ u32 daynight_ratio)
if(!m_has_animation)
{ {
if (!m_has_animation) {
m_animation_force_timer = 100000; m_animation_force_timer = 100000;
return false; return false;
} }
@ -1303,16 +1270,15 @@ bool MapBlockMesh::animate(bool faraway, float time, int crack, u32 daynight_rat
const FrameSpec &animation_frame = (*tile.frames)[frame]; const FrameSpec &animation_frame = (*tile.frames)[frame];
buf->getMaterial().setTexture(0, animation_frame.texture); buf->getMaterial().setTexture(0, animation_frame.texture);
if (m_enable_shaders) { if (m_enable_shaders) {
if (animation_frame.normal_texture) { if (animation_frame.normal_texture)
buf->getMaterial().setTexture(1, animation_frame.normal_texture); buf->getMaterial().setTexture(1,
} animation_frame.normal_texture);
buf->getMaterial().setTexture(2, animation_frame.flags_texture); buf->getMaterial().setTexture(2, animation_frame.flags_texture);
} }
} }
// Day-night transition // Day-night transition
if(!m_enable_shaders && (daynight_ratio != m_last_daynight_ratio)) if (!m_enable_shaders && (daynight_ratio != m_last_daynight_ratio)) {
{
// Force reload mesh to VBO // Force reload mesh to VBO
if (m_enable_vbo) if (m_enable_vbo)
for (scene::IMesh *m : m_mesh) for (scene::IMesh *m : m_mesh)
@ -1324,9 +1290,9 @@ bool MapBlockMesh::animate(bool faraway, float time, int crack, u32 daynight_rat
scene::IMeshBuffer *buf = m_mesh[daynight_diff.first.first]-> scene::IMeshBuffer *buf = m_mesh[daynight_diff.first.first]->
getMeshBuffer(daynight_diff.first.second); getMeshBuffer(daynight_diff.first.second);
video::S3DVertex *vertices = (video::S3DVertex *)buf->getVertices(); video::S3DVertex *vertices = (video::S3DVertex *)buf->getVertices();
for (const auto &j : daynight_diff.second) { for (const auto &j : daynight_diff.second)
final_color_blend(&(vertices[j.first].Color), j.second, day_color); final_color_blend(&(vertices[j.first].Color), j.second,
} day_color);
} }
m_last_daynight_ratio = daynight_ratio; m_last_daynight_ratio = daynight_ratio;
} }
@ -1340,10 +1306,9 @@ void MapBlockMesh::updateCameraOffset(v3s16 camera_offset)
for (scene::IMesh *layer : m_mesh) { for (scene::IMesh *layer : m_mesh) {
translateMesh(layer, translateMesh(layer,
intToFloat(m_camera_offset - camera_offset, BS)); intToFloat(m_camera_offset - camera_offset, BS));
if (m_enable_vbo) { if (m_enable_vbo)
layer->setDirty(); layer->setDirty();
} }
}
m_camera_offset = camera_offset; m_camera_offset = camera_offset;
} }
} }
@ -1360,8 +1325,7 @@ void MeshCollector::append(const TileSpec &tile,
const TileLayer *layer = &tile.layers[layernum]; const TileLayer *layer = &tile.layers[layernum];
if (layer->texture_id == 0) if (layer->texture_id == 0)
continue; continue;
append(*layer, vertices, numVertices, indices, numIndices, append(*layer, vertices, numVertices, indices, numIndices, layernum);
layernum);
} }
} }
@ -1370,21 +1334,19 @@ void MeshCollector::append(const TileLayer &layer,
const u16 *indices, u32 numIndices, u8 layernum) const u16 *indices, u32 numIndices, u8 layernum)
{ {
if (numIndices > 65535) { if (numIndices > 65535) {
dstream<<"FIXME: MeshCollector::append() called with numIndices="<<numIndices<<" (limit 65535)"<<std::endl; dstream << "FIXME: MeshCollector::append() called with numIndices="
<< numIndices << " (limit 65535)" << std::endl;
return; return;
} }
std::vector<PreMeshBuffer> *buffers = &prebuffers[layernum]; std::vector<PreMeshBuffer> *buffers = &prebuffers[layernum];
PreMeshBuffer *p = NULL; PreMeshBuffer *p = NULL;
for (PreMeshBuffer &pp : *buffers) { for (PreMeshBuffer &pp : *buffers) {
if (pp.layer != layer) if (pp.layer == layer && pp.indices.size() + numIndices <= 65535) {
continue;
if (pp.indices.size() + numIndices > 65535)
continue;
p = &pp; p = &pp;
break; break;
} }
}
if (p == NULL) { if (p == NULL) {
PreMeshBuffer pp; PreMeshBuffer pp;
@ -1397,6 +1359,7 @@ void MeshCollector::append(const TileLayer &layer,
if (m_use_tangent_vertices) { if (m_use_tangent_vertices) {
vertex_count = p->tangent_vertices.size(); vertex_count = p->tangent_vertices.size();
for (u32 i = 0; i < numVertices; i++) { for (u32 i = 0; i < numVertices; i++) {
video::S3DVertexTangents vert(vertices[i].Pos, vertices[i].Normal, video::S3DVertexTangents vert(vertices[i].Pos, vertices[i].Normal,
vertices[i].Color, vertices[i].TCoords); vertices[i].Color, vertices[i].TCoords);
p->tangent_vertices.push_back(vert); p->tangent_vertices.push_back(vert);
@ -1406,6 +1369,7 @@ void MeshCollector::append(const TileLayer &layer,
for (u32 i = 0; i < numVertices; i++) { for (u32 i = 0; i < numVertices; i++) {
video::S3DVertex vert(vertices[i].Pos, vertices[i].Normal, video::S3DVertex vert(vertices[i].Pos, vertices[i].Normal,
vertices[i].Color, vertices[i].TCoords); vertices[i].Color, vertices[i].TCoords);
p->vertices.push_back(vert); p->vertices.push_back(vert);
} }
} }
@ -1440,21 +1404,19 @@ void MeshCollector::append(const TileLayer &layer,
v3f pos, video::SColor c, u8 light_source, u8 layernum) v3f pos, video::SColor c, u8 light_source, u8 layernum)
{ {
if (numIndices > 65535) { if (numIndices > 65535) {
dstream<<"FIXME: MeshCollector::append() called with numIndices="<<numIndices<<" (limit 65535)"<<std::endl; dstream << "FIXME: MeshCollector::append() called with numIndices="
<< numIndices << " (limit 65535)" << std::endl;
return; return;
} }
std::vector<PreMeshBuffer> *buffers = &prebuffers[layernum]; std::vector<PreMeshBuffer> *buffers = &prebuffers[layernum];
PreMeshBuffer *p = NULL; PreMeshBuffer *p = NULL;
for (PreMeshBuffer &pp : *buffers) { for (PreMeshBuffer &pp : *buffers) {
if(pp.layer != layer) if (pp.layer == layer && pp.indices.size() + numIndices <= 65535) {
continue;
if(pp.indices.size() + numIndices > 65535)
continue;
p = &pp; p = &pp;
break; break;
} }
}
if (p == NULL) { if (p == NULL) {
PreMeshBuffer pp; PreMeshBuffer pp;