Add option to enable mesh caching, add wallmounted for meshes.

This commit is contained in:
RealBadAngel 2014-10-28 08:02:28 +01:00
parent 813c088c1c
commit dd4c21c180
5 changed files with 61 additions and 13 deletions

@ -201,6 +201,8 @@
#enable_waving_leaves = false
# Set to true enables waving plants. Requires shaders enabled.
#enable_waving_plants = false
# Enables caching of facedir rotated meshes
#enable_mesh_cache = true
# The time in seconds it takes between repeated
# right clicks when holding the right mouse button
#repeat_rightclick_time = 0.25

@ -25,6 +25,8 @@ with this program; if not, write to the Free Software Foundation, Inc.,
#include "settings.h"
#include "nodedef.h"
#include "tile.h"
#include "mesh.h"
#include <IMeshManipulator.h>
#include "gamedef.h"
#include "log.h"
@ -171,6 +173,8 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
{
INodeDefManager *nodedef = data->m_gamedef->ndef();
ITextureSource *tsrc = data->m_gamedef->tsrc();
scene::ISceneManager* smgr = data->m_gamedef->getSceneManager();
scene::IMeshManipulator* meshmanip = smgr->getMeshManipulator();
// 0ms
//TimeTaker timer("mapblock_mesh_generate_special()");
@ -178,6 +182,7 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
/*
Some settings
*/
bool enable_mesh_cache = g_settings->getBool("enable_mesh_cache");
bool new_style_water = g_settings->getBool("new_style_water");
float node_liquid_level = 1.0;
@ -1719,14 +1724,41 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
{
v3f pos = intToFloat(p, BS);
video::SColor c = MapBlock_LightColor(255, getInteriorLight(n, 1, nodedef), f.light_source);
u8 facedir = n.getFaceDir(nodedef);
u8 facedir = 0;
if (f.param_type_2 == CPT2_FACEDIR) {
facedir = n.getFaceDir(nodedef);
} else if (f.param_type_2 == CPT2_WALLMOUNTED) {
//convert wallmounted to 6dfacedir.
//when cache enabled, it is already converted
facedir = n.getWallMounted(nodedef);
if (!enable_mesh_cache) {
static const u8 wm_to_6d[6] = {20, 0, 16, 12, 8, 4};
facedir = wm_to_6d[facedir];
}
}
if (f.mesh_ptr[facedir]) {
for(u16 j = 0; j < f.mesh_ptr[facedir]->getMeshBufferCount(); j++) {
// use cached meshes
for(u16 j = 0; j < f.mesh_ptr[0]->getMeshBufferCount(); j++) {
scene::IMeshBuffer *buf = f.mesh_ptr[facedir]->getMeshBuffer(j);
collector.append(getNodeTileN(n, p, j, data),
(video::S3DVertex *)buf->getVertices(), buf->getVertexCount(),
buf->getIndices(), buf->getIndexCount(), pos, c);
}
} else if (f.mesh_ptr[0]) {
// no cache, clone and rotate mesh
scene::IMesh* mesh = cloneMesh(f.mesh_ptr[0]);
rotateMeshBy6dFacedir(mesh, facedir);
recalculateBoundingBox(mesh);
meshmanip->recalculateNormals(mesh, true, false);
for(u16 j = 0; j < mesh->getMeshBufferCount(); j++) {
scene::IMeshBuffer *buf = mesh->getMeshBuffer(j);
collector.append(getNodeTileN(n, p, j, data),
(video::S3DVertex *)buf->getVertices(), buf->getVertexCount(),
buf->getIndices(), buf->getIndexCount(), pos, c);
}
mesh->drop();
}
break;}
}

@ -153,6 +153,7 @@ void set_default_settings(Settings *settings)
settings->setDefault("enable_shaders", "true");
settings->setDefault("repeat_rightclick_time", "0.25");
settings->setDefault("enable_particles", "true");
settings->setDefault("enable_mesh_cache", "true");
settings->setDefault("curl_timeout", "5000");
settings->setDefault("curl_parallel_limit", "8");

@ -400,7 +400,10 @@ public:
g_settings->setBool("enable_shaders",false);
}
MeshMakeData mesh_make_data(gamedef);
MapNode mesh_make_node(id, param1, 0);
u8 param2 = 0;
if (f.param_type_2 == CPT2_WALLMOUNTED)
param2 = 1;
MapNode mesh_make_node(id, param1, param2);
mesh_make_data.fillSingleNode(&mesh_make_node);
MapBlockMesh mapblock_mesh(&mesh_make_data, v3s16(0, 0, 0));
scene::IMesh *node_mesh = mapblock_mesh.getMesh();

@ -714,6 +714,7 @@ void CNodeDefManager::updateTextures(IGameDef *gamedef)
bool enable_shaders = g_settings->getBool("enable_shaders");
bool enable_bumpmapping = g_settings->getBool("enable_bumpmapping");
bool enable_parallax_occlusion = g_settings->getBool("enable_parallax_occlusion");
bool enable_mesh_cache = g_settings->getBool("enable_mesh_cache");
bool use_normal_texture = enable_shaders &&
(enable_bumpmapping || enable_parallax_occlusion);
@ -847,23 +848,21 @@ void CNodeDefManager::updateTextures(IGameDef *gamedef)
f->tiledef_special[j].backface_culling, f->alpha, material_type);
}
if ((f->drawtype == NDT_MESH) && (f->mesh != "")) {
// Meshnode drawtype
// Read the mesh and apply scale
if ((f->drawtype == NDT_MESH) && (f->mesh != "")) {
f->mesh_ptr[0] = gamedef->getMesh(f->mesh);
if (f->mesh_ptr[0]){
v3f scale = v3f(1.0, 1.0, 1.0) * BS * f->visual_scale;
scaleMesh(f->mesh_ptr[0], scale);
recalculateBoundingBox(f->mesh_ptr[0]);
}
}
//Convert regular nodebox nodes to meshnodes
//Change the drawtype and apply scale
else if ((f->drawtype == NDT_NODEBOX) &&
} else if ((f->drawtype == NDT_NODEBOX) &&
((f->node_box.type == NODEBOX_REGULAR) ||
(f->node_box.type == NODEBOX_FIXED)) &&
(!f->node_box.fixed.empty())) {
//Convert regular nodebox nodes to meshnodes
//Change the drawtype and apply scale
f->drawtype = NDT_MESH;
f->mesh_ptr[0] = convertNodeboxNodeToMesh(f);
v3f scale = v3f(1.0, 1.0, 1.0) * f->visual_scale;
@ -871,14 +870,25 @@ void CNodeDefManager::updateTextures(IGameDef *gamedef)
recalculateBoundingBox(f->mesh_ptr[0]);
}
//Cache 6dfacedir rotated clones of meshes
if (f->mesh_ptr[0] && (f->param_type_2 == CPT2_FACEDIR)) {
//Cache 6dfacedir and wallmounted rotated clones of meshes
if (enable_mesh_cache && f->mesh_ptr[0] && (f->param_type_2 == CPT2_FACEDIR)) {
for (u16 j = 1; j < 24; j++) {
f->mesh_ptr[j] = cloneMesh(f->mesh_ptr[0]);
rotateMeshBy6dFacedir(f->mesh_ptr[j], j);
recalculateBoundingBox(f->mesh_ptr[j]);
meshmanip->recalculateNormals(f->mesh_ptr[j], false, false);
meshmanip->recalculateNormals(f->mesh_ptr[j], true, false);
}
} else if (enable_mesh_cache && f->mesh_ptr[0] && (f->param_type_2 == CPT2_WALLMOUNTED)) {
static const u8 wm_to_6d[6] = {20, 0, 16, 12, 8, 4};
for (u16 j = 1; j < 6; j++) {
f->mesh_ptr[j] = cloneMesh(f->mesh_ptr[0]);
rotateMeshBy6dFacedir(f->mesh_ptr[j], wm_to_6d[j]);
recalculateBoundingBox(f->mesh_ptr[j]);
meshmanip->recalculateNormals(f->mesh_ptr[j], true, false);
}
rotateMeshBy6dFacedir(f->mesh_ptr[0], wm_to_6d[0]);
recalculateBoundingBox(f->mesh_ptr[0]);
meshmanip->recalculateNormals(f->mesh_ptr[0], true, false);
}
}
#endif