mirror of
https://github.com/minetest/minetest.git
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Update mesh collector and move it to a separate file (#6904)
* Update MeshCollector * Simplify MeshCollector
This commit is contained in:
parent
8986a9e605
commit
9fcc0c1217
@ -274,6 +274,7 @@ LOCAL_SRC_FILES := \
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jni/src/unittest/test_voxelmanipulator.cpp \
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jni/src/unittest/test_voxelmanipulator.cpp \
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jni/src/settings.cpp \
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jni/src/settings.cpp \
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jni/src/wieldmesh.cpp \
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jni/src/wieldmesh.cpp \
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jni/src/client/meshgen/collector.cpp \
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jni/src/client/clientlauncher.cpp \
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jni/src/client/clientlauncher.cpp \
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jni/src/client/gameui.cpp \
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jni/src/client/gameui.cpp \
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jni/src/client/hud.cpp \
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jni/src/client/hud.cpp \
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@ -1,4 +1,5 @@
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set(client_SRCS
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set(client_SRCS
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${CMAKE_CURRENT_SOURCE_DIR}/meshgen/collector.cpp
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${CMAKE_CURRENT_SOURCE_DIR}/render/anaglyph.cpp
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${CMAKE_CURRENT_SOURCE_DIR}/render/anaglyph.cpp
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${CMAKE_CURRENT_SOURCE_DIR}/render/core.cpp
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${CMAKE_CURRENT_SOURCE_DIR}/render/core.cpp
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${CMAKE_CURRENT_SOURCE_DIR}/render/factory.cpp
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${CMAKE_CURRENT_SOURCE_DIR}/render/factory.cpp
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104
src/client/meshgen/collector.cpp
Normal file
104
src/client/meshgen/collector.cpp
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@ -0,0 +1,104 @@
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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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65
src/client/meshgen/collector.h
Normal file
65
src/client/meshgen/collector.h
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@ -0,0 +1,65 @@
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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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#pragma once
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#include <array>
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#include <vector>
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#include "irrlichttypes.h"
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#include <S3DVertex.h>
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#include "client/tile.h"
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struct PreMeshBuffer
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{
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TileLayer layer;
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std::vector<u16> indices;
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std::vector<video::S3DVertex> vertices;
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PreMeshBuffer() = default;
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explicit PreMeshBuffer(const TileLayer &layer) : layer(layer) {}
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};
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struct MeshCollector
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{
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std::array<std::vector<PreMeshBuffer>, MAX_TILE_LAYERS> prebuffers;
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// clang-format off
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void append(const TileSpec &material,
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const video::S3DVertex *vertices, u32 numVertices,
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const u16 *indices, u32 numIndices);
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void append(const TileSpec &material,
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const video::S3DVertex *vertices, u32 numVertices,
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const u16 *indices, u32 numIndices,
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v3f pos, video::SColor c, u8 light_source);
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// clang-format on
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private:
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// clang-format off
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void append(const TileLayer &material,
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const video::S3DVertex *vertices, u32 numVertices,
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const u16 *indices, u32 numIndices,
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u8 layernum, bool use_scale = false);
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void append(const TileLayer &material,
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const video::S3DVertex *vertices, u32 numVertices,
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const u16 *indices, u32 numIndices,
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v3f pos, video::SColor c, u8 light_source,
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u8 layernum, bool use_scale = false);
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// clang-format on
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PreMeshBuffer &findBuffer(const TileLayer &layer, u8 layernum, u32 numVertices);
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};
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@ -26,6 +26,7 @@ with this program; if not, write to the Free Software Foundation, Inc.,
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#include "client/tile.h"
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#include "client/tile.h"
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#include "mesh.h"
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#include "mesh.h"
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#include <IMeshManipulator.h>
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#include <IMeshManipulator.h>
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#include "client/meshgen/collector.h"
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#include "client/renderingengine.h"
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#include "client/renderingengine.h"
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#include "client.h"
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#include "client.h"
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#include "noise.h"
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#include "noise.h"
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@ -27,6 +27,7 @@ with this program; if not, write to the Free Software Foundation, Inc.,
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#include "minimap.h"
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#include "minimap.h"
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#include "content_mapblock.h"
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#include "content_mapblock.h"
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#include "util/directiontables.h"
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#include "util/directiontables.h"
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#include "client/meshgen/collector.h"
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#include "client/renderingengine.h"
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#include "client/renderingengine.h"
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#include <array>
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#include <array>
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@ -450,7 +451,7 @@ static void getNodeTextureCoords(v3f base, const v3f &scale, v3s16 dir, float *u
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struct FastFace
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struct FastFace
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{
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{
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TileLayer layer;
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TileSpec tile;
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video::S3DVertex vertices[4]; // Precalculated vertices
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video::S3DVertex vertices[4]; // Precalculated vertices
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/*!
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/*!
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* The face is divided into two triangles. If this is true,
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* The face is divided into two triangles. If this is true,
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@ -458,8 +459,6 @@ struct FastFace
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* are connected.
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* are connected.
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*/
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*/
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bool vertex_0_2_connected;
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bool vertex_0_2_connected;
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u8 layernum;
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bool world_aligned;
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};
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};
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static void makeFastFace(const TileSpec &tile, u16 li0, u16 li1, u16 li2, u16 li3,
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static void makeFastFace(const TileSpec &tile, u16 li0, u16 li1, u16 li2, u16 li3,
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@ -630,35 +629,25 @@ static void makeFastFace(const TileSpec &tile, u16 li0, u16 li1, u16 li2, u16 li
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core::vector2d<f32>(x0, y0),
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core::vector2d<f32>(x0, y0),
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core::vector2d<f32>(x0 + w * abs_scale, y0) };
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core::vector2d<f32>(x0 + w * abs_scale, y0) };
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for (int layernum = 0; layernum < MAX_TILE_LAYERS; layernum++) {
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// equivalent to dest.push_back(FastFace()) but faster
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const TileLayer *layer = &tile.layers[layernum];
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dest.emplace_back();
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if (layer->texture_id == 0)
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FastFace& face = *dest.rbegin();
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continue;
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// equivalent to dest.push_back(FastFace()) but faster
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for (u8 i = 0; i < 4; i++) {
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dest.emplace_back();
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video::SColor c = encode_light(li[i], tile.emissive_light);
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FastFace& face = *dest.rbegin();
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if (!tile.emissive_light)
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applyFacesShading(c, normal);
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for (u8 i = 0; i < 4; i++) {
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face.vertices[i] = video::S3DVertex(vertex_pos[i], normal, c, f[i]);
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video::SColor c = encode_light(li[i], tile.emissive_light);
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if (!tile.emissive_light)
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applyFacesShading(c, normal);
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face.vertices[i] = video::S3DVertex(vertex_pos[i], normal, c, f[i]);
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}
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/*
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Revert triangles for nicer looking gradient if the
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brightness of vertices 1 and 3 differ less than
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the brightness of vertices 0 and 2.
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*/
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face.vertex_0_2_connected = vertex_0_2_connected;
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face.layer = *layer;
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face.layernum = layernum;
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face.world_aligned = tile.world_aligned;
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}
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}
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/*
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Revert triangles for nicer looking gradient if the
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brightness of vertices 1 and 3 differ less than
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the brightness of vertices 0 and 2.
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*/
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face.vertex_0_2_connected = vertex_0_2_connected;
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face.tile = tile;
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}
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}
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/*
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/*
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@ -1012,6 +1001,20 @@ static void updateAllFastFaceRows(MeshMakeData *data,
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dest);
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dest);
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}
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}
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static void applyTileColor(PreMeshBuffer &pmb)
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{
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video::SColor tc = pmb.layer.color;
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if (tc == video::SColor(0xFFFFFFFF))
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return;
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for (video::S3DVertex &vertex : pmb.vertices) {
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video::SColor *c = &vertex.Color;
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c->set(c->getAlpha(),
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c->getRed() * tc.getRed() / 255,
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c->getGreen() * tc.getGreen() / 255,
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c->getBlue() * tc.getBlue() / 255);
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}
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}
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/*
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/*
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MapBlockMesh
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MapBlockMesh
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*/
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*/
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@ -1061,7 +1064,7 @@ MapBlockMesh::MapBlockMesh(MeshMakeData *data, v3s16 camera_offset):
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Convert FastFaces to MeshCollector
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Convert FastFaces to MeshCollector
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*/
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*/
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MeshCollector collector(m_use_tangent_vertices);
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MeshCollector collector;
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{
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{
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// avg 0ms (100ms spikes when loading textures the first time)
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// avg 0ms (100ms spikes when loading textures the first time)
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@ -1071,15 +1074,9 @@ MapBlockMesh::MapBlockMesh(MeshMakeData *data, v3s16 camera_offset):
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for (const FastFace &f : fastfaces_new) {
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for (const FastFace &f : fastfaces_new) {
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static const u16 indices[] = {0, 1, 2, 2, 3, 0};
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static const u16 indices[] = {0, 1, 2, 2, 3, 0};
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static const u16 indices_alternate[] = {0, 1, 3, 2, 3, 1};
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static const u16 indices_alternate[] = {0, 1, 3, 2, 3, 1};
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if (!f.layer.texture)
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continue;
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const u16 *indices_p =
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const u16 *indices_p =
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f.vertex_0_2_connected ? indices : indices_alternate;
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f.vertex_0_2_connected ? indices : indices_alternate;
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collector.append(f.tile, f.vertices, 4, indices_p, 6);
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collector.append(f.layer, f.vertices, 4, indices_p, 6,
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f.layernum, f.world_aligned);
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}
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}
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}
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}
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@ -1096,8 +1093,6 @@ MapBlockMesh::MapBlockMesh(MeshMakeData *data, v3s16 camera_offset):
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generator.generate();
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generator.generate();
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}
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}
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collector.applyTileColors();
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/*
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/*
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Convert MeshCollector to SMesh
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Convert MeshCollector to SMesh
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*/
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*/
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@ -1107,6 +1102,8 @@ MapBlockMesh::MapBlockMesh(MeshMakeData *data, v3s16 camera_offset):
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{
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{
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PreMeshBuffer &p = collector.prebuffers[layer][i];
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PreMeshBuffer &p = collector.prebuffers[layer][i];
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applyTileColor(p);
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// Generate animation data
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// Generate animation data
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// - Cracks
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// - Cracks
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if (p.layer.material_flags & MATERIAL_FLAG_CRACK) {
|
if (p.layer.material_flags & MATERIAL_FLAG_CRACK) {
|
||||||
@ -1151,16 +1148,10 @@ 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 = m_use_tangent_vertices ?
|
u32 vertex_count = 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 = &p.vertices[j].Color;
|
||||||
if (m_use_tangent_vertices) {
|
video::SColor copy = *vc;
|
||||||
vc = &p.tangent_vertices[j].Color;
|
|
||||||
} else {
|
|
||||||
vc = &p.vertices[j].Color;
|
|
||||||
}
|
|
||||||
video::SColor copy(*vc);
|
|
||||||
if (vc->getAlpha() == 0) // No sunlight - no need to animate
|
if (vc->getAlpha() == 0) // No sunlight - no need to animate
|
||||||
final_color_blend(vc, copy, sunlight); // Finalize color
|
final_color_blend(vc, copy, sunlight); // Finalize color
|
||||||
else // Record color to animate
|
else // Record color to animate
|
||||||
@ -1197,24 +1188,23 @@ MapBlockMesh::MapBlockMesh(MeshMakeData *data, v3s16 camera_offset):
|
|||||||
if (m_use_tangent_vertices) {
|
if (m_use_tangent_vertices) {
|
||||||
scene::SMeshBufferTangents *buf =
|
scene::SMeshBufferTangents *buf =
|
||||||
new scene::SMeshBufferTangents();
|
new scene::SMeshBufferTangents();
|
||||||
// Set material
|
|
||||||
buf->Material = material;
|
buf->Material = material;
|
||||||
// Add to mesh
|
buf->Vertices.reallocate(p.vertices.size());
|
||||||
|
buf->Indices.reallocate(p.indices.size());
|
||||||
|
for (const video::S3DVertex &v: p.vertices)
|
||||||
|
buf->Vertices.push_back(video::S3DVertexTangents(v.Pos, v.Color, v.TCoords));
|
||||||
|
for (u16 i: p.indices)
|
||||||
|
buf->Indices.push_back(i);
|
||||||
|
buf->recalculateBoundingBox();
|
||||||
mesh->addMeshBuffer(buf);
|
mesh->addMeshBuffer(buf);
|
||||||
// Mesh grabbed it
|
|
||||||
buf->drop();
|
buf->drop();
|
||||||
buf->append(&p.tangent_vertices[0], p.tangent_vertices.size(),
|
|
||||||
&p.indices[0], p.indices.size());
|
|
||||||
} else {
|
} else {
|
||||||
scene::SMeshBuffer *buf = new scene::SMeshBuffer();
|
scene::SMeshBuffer *buf = new scene::SMeshBuffer();
|
||||||
// Set material
|
|
||||||
buf->Material = material;
|
buf->Material = material;
|
||||||
// Add to mesh
|
|
||||||
mesh->addMeshBuffer(buf);
|
|
||||||
// Mesh grabbed it
|
|
||||||
buf->drop();
|
|
||||||
buf->append(&p.vertices[0], p.vertices.size(),
|
buf->append(&p.vertices[0], p.vertices.size(),
|
||||||
&p.indices[0], p.indices.size());
|
&p.indices[0], p.indices.size());
|
||||||
|
mesh->addMeshBuffer(buf);
|
||||||
|
buf->drop();
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
@ -1370,193 +1360,6 @@ void MapBlockMesh::updateCameraOffset(v3s16 camera_offset)
|
|||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
/*
|
|
||||||
MeshCollector
|
|
||||||
*/
|
|
||||||
|
|
||||||
void MeshCollector::append(const TileSpec &tile,
|
|
||||||
const video::S3DVertex *vertices, u32 numVertices,
|
|
||||||
const u16 *indices, u32 numIndices)
|
|
||||||
{
|
|
||||||
for (int layernum = 0; layernum < MAX_TILE_LAYERS; layernum++) {
|
|
||||||
const TileLayer *layer = &tile.layers[layernum];
|
|
||||||
if (layer->texture_id == 0)
|
|
||||||
continue;
|
|
||||||
append(*layer, vertices, numVertices, indices, numIndices,
|
|
||||||
layernum, tile.world_aligned);
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
void MeshCollector::append(const TileLayer &layer,
|
|
||||||
const video::S3DVertex *vertices, u32 numVertices,
|
|
||||||
const u16 *indices, u32 numIndices, u8 layernum,
|
|
||||||
bool use_scale)
|
|
||||||
{
|
|
||||||
if (numIndices > 65535) {
|
|
||||||
dstream << "FIXME: MeshCollector::append() called with numIndices="
|
|
||||||
<< numIndices << " (limit 65535)" << std::endl;
|
|
||||||
return;
|
|
||||||
}
|
|
||||||
std::vector<PreMeshBuffer> *buffers = &prebuffers[layernum];
|
|
||||||
|
|
||||||
PreMeshBuffer *p = NULL;
|
|
||||||
for (PreMeshBuffer &pp : *buffers) {
|
|
||||||
if (pp.layer == layer && pp.indices.size() + numIndices <= 65535) {
|
|
||||||
p = &pp;
|
|
||||||
break;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
if (p == NULL) {
|
|
||||||
PreMeshBuffer pp;
|
|
||||||
pp.layer = layer;
|
|
||||||
buffers->push_back(pp);
|
|
||||||
p = &(*buffers)[buffers->size() - 1];
|
|
||||||
}
|
|
||||||
|
|
||||||
f32 scale = 1.0;
|
|
||||||
if (use_scale)
|
|
||||||
scale = 1.0 / layer.scale;
|
|
||||||
|
|
||||||
u32 vertex_count;
|
|
||||||
if (m_use_tangent_vertices) {
|
|
||||||
vertex_count = p->tangent_vertices.size();
|
|
||||||
for (u32 i = 0; i < numVertices; i++) {
|
|
||||||
|
|
||||||
video::S3DVertexTangents vert(vertices[i].Pos, vertices[i].Normal,
|
|
||||||
vertices[i].Color, scale * vertices[i].TCoords);
|
|
||||||
p->tangent_vertices.push_back(vert);
|
|
||||||
}
|
|
||||||
} else {
|
|
||||||
vertex_count = p->vertices.size();
|
|
||||||
for (u32 i = 0; i < numVertices; i++) {
|
|
||||||
video::S3DVertex vert(vertices[i].Pos, vertices[i].Normal,
|
|
||||||
vertices[i].Color, scale * vertices[i].TCoords);
|
|
||||||
|
|
||||||
p->vertices.push_back(vert);
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
for (u32 i = 0; i < numIndices; i++) {
|
|
||||||
u32 j = indices[i] + vertex_count;
|
|
||||||
p->indices.push_back(j);
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
/*
|
|
||||||
MeshCollector - for meshnodes and converted drawtypes.
|
|
||||||
*/
|
|
||||||
|
|
||||||
void MeshCollector::append(const TileSpec &tile,
|
|
||||||
const video::S3DVertex *vertices, u32 numVertices,
|
|
||||||
const u16 *indices, u32 numIndices,
|
|
||||||
v3f pos, video::SColor c, u8 light_source)
|
|
||||||
{
|
|
||||||
for (int layernum = 0; layernum < MAX_TILE_LAYERS; layernum++) {
|
|
||||||
const TileLayer *layer = &tile.layers[layernum];
|
|
||||||
if (layer->texture_id == 0)
|
|
||||||
continue;
|
|
||||||
append(*layer, vertices, numVertices, indices, numIndices, pos,
|
|
||||||
c, light_source, layernum, tile.world_aligned);
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
void MeshCollector::append(const TileLayer &layer,
|
|
||||||
const video::S3DVertex *vertices, u32 numVertices,
|
|
||||||
const u16 *indices, u32 numIndices,
|
|
||||||
v3f pos, video::SColor c, u8 light_source, u8 layernum,
|
|
||||||
bool use_scale)
|
|
||||||
{
|
|
||||||
if (numIndices > 65535) {
|
|
||||||
dstream << "FIXME: MeshCollector::append() called with numIndices="
|
|
||||||
<< numIndices << " (limit 65535)" << std::endl;
|
|
||||||
return;
|
|
||||||
}
|
|
||||||
std::vector<PreMeshBuffer> *buffers = &prebuffers[layernum];
|
|
||||||
|
|
||||||
PreMeshBuffer *p = NULL;
|
|
||||||
for (PreMeshBuffer &pp : *buffers) {
|
|
||||||
if (pp.layer == layer && pp.indices.size() + numIndices <= 65535) {
|
|
||||||
p = &pp;
|
|
||||||
break;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
if (p == NULL) {
|
|
||||||
PreMeshBuffer pp;
|
|
||||||
pp.layer = layer;
|
|
||||||
buffers->push_back(pp);
|
|
||||||
p = &(*buffers)[buffers->size() - 1];
|
|
||||||
}
|
|
||||||
|
|
||||||
f32 scale = 1.0;
|
|
||||||
if (use_scale)
|
|
||||||
scale = 1.0 / layer.scale;
|
|
||||||
|
|
||||||
video::SColor original_c = c;
|
|
||||||
u32 vertex_count;
|
|
||||||
if (m_use_tangent_vertices) {
|
|
||||||
vertex_count = p->tangent_vertices.size();
|
|
||||||
for (u32 i = 0; i < numVertices; i++) {
|
|
||||||
if (!light_source) {
|
|
||||||
c = original_c;
|
|
||||||
applyFacesShading(c, vertices[i].Normal);
|
|
||||||
}
|
|
||||||
video::S3DVertexTangents vert(vertices[i].Pos + pos,
|
|
||||||
vertices[i].Normal, c, scale * vertices[i].TCoords);
|
|
||||||
p->tangent_vertices.push_back(vert);
|
|
||||||
}
|
|
||||||
} else {
|
|
||||||
vertex_count = p->vertices.size();
|
|
||||||
for (u32 i = 0; i < numVertices; i++) {
|
|
||||||
if (!light_source) {
|
|
||||||
c = original_c;
|
|
||||||
applyFacesShading(c, vertices[i].Normal);
|
|
||||||
}
|
|
||||||
video::S3DVertex vert(vertices[i].Pos + pos, vertices[i].Normal, c,
|
|
||||||
scale * vertices[i].TCoords);
|
|
||||||
p->vertices.push_back(vert);
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
for (u32 i = 0; i < numIndices; i++) {
|
|
||||||
u32 j = indices[i] + vertex_count;
|
|
||||||
p->indices.push_back(j);
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
void MeshCollector::applyTileColors()
|
|
||||||
{
|
|
||||||
if (m_use_tangent_vertices)
|
|
||||||
for (auto &prebuffer : prebuffers) {
|
|
||||||
for (PreMeshBuffer &pmb : prebuffer) {
|
|
||||||
video::SColor tc = pmb.layer.color;
|
|
||||||
if (tc == video::SColor(0xFFFFFFFF))
|
|
||||||
continue;
|
|
||||||
for (video::S3DVertexTangents &tangent_vertex : pmb.tangent_vertices) {
|
|
||||||
video::SColor *c = &tangent_vertex.Color;
|
|
||||||
c->set(c->getAlpha(), c->getRed() * tc.getRed() / 255,
|
|
||||||
c->getGreen() * tc.getGreen() / 255,
|
|
||||||
c->getBlue() * tc.getBlue() / 255);
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
||||||
else
|
|
||||||
for (auto &prebuffer : prebuffers) {
|
|
||||||
for (PreMeshBuffer &pmb : prebuffer) {
|
|
||||||
video::SColor tc = pmb.layer.color;
|
|
||||||
if (tc == video::SColor(0xFFFFFFFF))
|
|
||||||
continue;
|
|
||||||
for (video::S3DVertex &vertex : pmb.vertices) {
|
|
||||||
video::SColor *c = &vertex.Color;
|
|
||||||
c->set(c->getAlpha(), c->getRed() * tc.getRed() / 255,
|
|
||||||
c->getGreen() * tc.getGreen() / 255,
|
|
||||||
c->getBlue() * tc.getBlue() / 255);
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
video::SColor encode_light(u16 light, u8 emissive_light)
|
video::SColor encode_light(u16 light, u8 emissive_light)
|
||||||
{
|
{
|
||||||
// Get components
|
// Get components
|
||||||
|
@ -173,51 +173,6 @@ private:
|
|||||||
v3s16 m_camera_offset;
|
v3s16 m_camera_offset;
|
||||||
};
|
};
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
/*
|
|
||||||
This is used because CMeshBuffer::append() is very slow
|
|
||||||
*/
|
|
||||||
struct PreMeshBuffer
|
|
||||||
{
|
|
||||||
TileLayer layer;
|
|
||||||
std::vector<u16> indices;
|
|
||||||
std::vector<video::S3DVertex> vertices;
|
|
||||||
std::vector<video::S3DVertexTangents> tangent_vertices;
|
|
||||||
};
|
|
||||||
|
|
||||||
struct MeshCollector
|
|
||||||
{
|
|
||||||
std::array<std::vector<PreMeshBuffer>, MAX_TILE_LAYERS> prebuffers;
|
|
||||||
bool m_use_tangent_vertices;
|
|
||||||
|
|
||||||
MeshCollector(bool use_tangent_vertices):
|
|
||||||
m_use_tangent_vertices(use_tangent_vertices)
|
|
||||||
{
|
|
||||||
}
|
|
||||||
|
|
||||||
void append(const TileSpec &material,
|
|
||||||
const video::S3DVertex *vertices, u32 numVertices,
|
|
||||||
const u16 *indices, u32 numIndices);
|
|
||||||
void append(const TileLayer &material,
|
|
||||||
const video::S3DVertex *vertices, u32 numVertices,
|
|
||||||
const u16 *indices, u32 numIndices, u8 layernum,
|
|
||||||
bool use_scale = false);
|
|
||||||
void append(const TileSpec &material,
|
|
||||||
const video::S3DVertex *vertices, u32 numVertices,
|
|
||||||
const u16 *indices, u32 numIndices, v3f pos,
|
|
||||||
video::SColor c, u8 light_source);
|
|
||||||
void append(const TileLayer &material,
|
|
||||||
const video::S3DVertex *vertices, u32 numVertices,
|
|
||||||
const u16 *indices, u32 numIndices, v3f pos,
|
|
||||||
video::SColor c, u8 light_source, u8 layernum,
|
|
||||||
bool use_scale = false);
|
|
||||||
/*!
|
|
||||||
* Colorizes all vertices in the collector.
|
|
||||||
*/
|
|
||||||
void applyTileColors();
|
|
||||||
};
|
|
||||||
|
|
||||||
/*!
|
/*!
|
||||||
* Encodes light of a node.
|
* Encodes light of a node.
|
||||||
* The result is not the final color, but a
|
* The result is not the final color, but a
|
||||||
|
@ -27,6 +27,7 @@ with this program; if not, write to the Free Software Foundation, Inc.,
|
|||||||
#include "mesh.h"
|
#include "mesh.h"
|
||||||
#include "content_mapblock.h"
|
#include "content_mapblock.h"
|
||||||
#include "mapblock_mesh.h"
|
#include "mapblock_mesh.h"
|
||||||
|
#include "client/meshgen/collector.h"
|
||||||
#include "client/tile.h"
|
#include "client/tile.h"
|
||||||
#include "log.h"
|
#include "log.h"
|
||||||
#include "util/numeric.h"
|
#include "util/numeric.h"
|
||||||
@ -304,7 +305,7 @@ void WieldMeshSceneNode::setExtruded(const std::string &imagename,
|
|||||||
scene::SMesh *createSpecialNodeMesh(Client *client, content_t id, std::vector<ItemPartColor> *colors)
|
scene::SMesh *createSpecialNodeMesh(Client *client, content_t id, std::vector<ItemPartColor> *colors)
|
||||||
{
|
{
|
||||||
MeshMakeData mesh_make_data(client, false, false);
|
MeshMakeData mesh_make_data(client, false, false);
|
||||||
MeshCollector collector(false);
|
MeshCollector collector;
|
||||||
mesh_make_data.setSmoothLighting(false);
|
mesh_make_data.setSmoothLighting(false);
|
||||||
MapblockMeshGenerator gen(&mesh_make_data, &collector);
|
MapblockMeshGenerator gen(&mesh_make_data, &collector);
|
||||||
gen.renderSingle(id);
|
gen.renderSingle(id);
|
||||||
|
Loading…
Reference in New Issue
Block a user