Remove workaround in itemdef.cpp to enable/disable/enable "enable_shaders" setting

* Increase performance (client)
* Avoid changing a global value to solve a local problem
This commit is contained in:
Craig Robbins 2015-02-11 17:45:49 +10:00
parent 98b37e3e0d
commit c8f60bd224
6 changed files with 14 additions and 17 deletions

@ -283,6 +283,7 @@ Client::Client(
} }
m_cache_smooth_lighting = g_settings->getBool("smooth_lighting"); m_cache_smooth_lighting = g_settings->getBool("smooth_lighting");
m_cache_enable_shaders = g_settings->getBool("enable_shaders");
} }
void Client::Stop() void Client::Stop()
@ -2681,7 +2682,7 @@ void Client::addUpdateMeshTask(v3s16 p, bool ack_to_server, bool urgent)
Create a task to update the mesh of the block Create a task to update the mesh of the block
*/ */
MeshMakeData *data = new MeshMakeData(this); MeshMakeData *data = new MeshMakeData(this, m_cache_enable_shaders);
{ {
//TimeTaker timer("data fill"); //TimeTaker timer("data fill");

@ -623,8 +623,9 @@ private:
Database *localdb; Database *localdb;
Server *localserver; Server *localserver;
// TODO: Add callback to update this when g_settings changes // TODO: Add callback to update these when g_settings changes
bool m_cache_smooth_lighting; bool m_cache_smooth_lighting;
bool m_cache_enable_shaders;
}; };
#endif // !CLIENT_HEADER #endif // !CLIENT_HEADER

@ -362,8 +362,6 @@ public:
scene::IMesh *node_mesh = NULL; scene::IMesh *node_mesh = NULL;
bool reenable_shaders = false;
if (need_rtt_mesh || need_wield_mesh) { if (need_rtt_mesh || need_wield_mesh) {
u8 param1 = 0; u8 param1 = 0;
if (f.param_type == CPT_LIGHT) if (f.param_type == CPT_LIGHT)
@ -372,11 +370,7 @@ public:
/* /*
Make a mesh from the node Make a mesh from the node
*/ */
if (g_settings->getBool("enable_shaders")) { MeshMakeData mesh_make_data(gamedef, false);
reenable_shaders = true;
g_settings->setBool("enable_shaders", false);
}
MeshMakeData mesh_make_data(gamedef);
u8 param2 = 0; u8 param2 = 0;
if (f.param_type_2 == CPT2_WALLMOUNTED) if (f.param_type_2 == CPT2_WALLMOUNTED)
param2 = 1; param2 = 1;
@ -443,9 +437,6 @@ public:
if (node_mesh) if (node_mesh)
node_mesh->drop(); node_mesh->drop();
if (reenable_shaders)
g_settings->setBool("enable_shaders",true);
} }
// Put in cache // Put in cache

@ -42,7 +42,7 @@ static void applyFacesShading(video::SColor& color, float factor)
MeshMakeData MeshMakeData
*/ */
MeshMakeData::MeshMakeData(IGameDef *gamedef): MeshMakeData::MeshMakeData(IGameDef *gamedef, bool use_shaders):
m_vmanip(), m_vmanip(),
m_blockpos(-1337,-1337,-1337), m_blockpos(-1337,-1337,-1337),
m_crack_pos_relative(-1337, -1337, -1337), m_crack_pos_relative(-1337, -1337, -1337),
@ -50,7 +50,8 @@ MeshMakeData::MeshMakeData(IGameDef *gamedef):
m_smooth_lighting(false), m_smooth_lighting(false),
m_show_hud(false), m_show_hud(false),
m_highlight_mesh_color(255, 255, 255, 255), m_highlight_mesh_color(255, 255, 255, 255),
m_gamedef(gamedef) m_gamedef(gamedef),
m_use_shaders(use_shaders)
{} {}
void MeshMakeData::fill(MapBlock *block) void MeshMakeData::fill(MapBlock *block)
@ -1028,7 +1029,7 @@ MapBlockMesh::MapBlockMesh(MeshMakeData *data, v3s16 camera_offset):
m_last_daynight_ratio((u32) -1), m_last_daynight_ratio((u32) -1),
m_daynight_diffs() m_daynight_diffs()
{ {
m_enable_shaders = g_settings->getBool("enable_shaders"); m_enable_shaders = data->m_use_shaders;
m_enable_highlighting = g_settings->getBool("enable_node_highlighting"); m_enable_highlighting = g_settings->getBool("enable_node_highlighting");
// 4-21ms for MAP_BLOCKSIZE=16 (NOTE: probably outdated) // 4-21ms for MAP_BLOCKSIZE=16 (NOTE: probably outdated)

@ -45,8 +45,9 @@ struct MeshMakeData
video::SColor m_highlight_mesh_color; video::SColor m_highlight_mesh_color;
IGameDef *m_gamedef; IGameDef *m_gamedef;
bool m_use_shaders;
MeshMakeData(IGameDef *gamedef); MeshMakeData(IGameDef *gamedef, bool use_shaders);
/* /*
Copy central data directly from block, and other data from Copy central data directly from block, and other data from

@ -340,7 +340,9 @@ void WieldMeshSceneNode::setItem(const ItemStack &item, IGameDef *gamedef)
} else if (f.drawtype == NDT_NORMAL || f.drawtype == NDT_ALLFACES) { } else if (f.drawtype == NDT_NORMAL || f.drawtype == NDT_ALLFACES) {
setCube(f.tiles, def.wield_scale, tsrc); setCube(f.tiles, def.wield_scale, tsrc);
} else { } else {
MeshMakeData mesh_make_data(gamedef); //// TODO: Change false in the following constructor args to
//// appropriate value when shader is added for wield items (if applicable)
MeshMakeData mesh_make_data(gamedef, false);
MapNode mesh_make_node(id, 255, 0); MapNode mesh_make_node(id, 255, 0);
mesh_make_data.fillSingleNode(&mesh_make_node); mesh_make_data.fillSingleNode(&mesh_make_node);
MapBlockMesh mapblock_mesh(&mesh_make_data, v3s16(0, 0, 0)); MapBlockMesh mapblock_mesh(&mesh_make_data, v3s16(0, 0, 0));