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Add option to enable mesh caching, add wallmounted for meshes.
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@ -201,6 +201,8 @@
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#enable_waving_leaves = false
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# Set to true enables waving plants. Requires shaders enabled.
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#enable_waving_plants = false
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# Enables caching of facedir rotated meshes
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#enable_mesh_cache = true
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# The time in seconds it takes between repeated
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# right clicks when holding the right mouse button
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#repeat_rightclick_time = 0.25
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@ -25,6 +25,8 @@ with this program; if not, write to the Free Software Foundation, Inc.,
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#include "settings.h"
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#include "nodedef.h"
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#include "tile.h"
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#include "mesh.h"
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#include <IMeshManipulator.h>
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#include "gamedef.h"
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#include "log.h"
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@ -171,6 +173,8 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
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{
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INodeDefManager *nodedef = data->m_gamedef->ndef();
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ITextureSource *tsrc = data->m_gamedef->tsrc();
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scene::ISceneManager* smgr = data->m_gamedef->getSceneManager();
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scene::IMeshManipulator* meshmanip = smgr->getMeshManipulator();
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// 0ms
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//TimeTaker timer("mapblock_mesh_generate_special()");
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@ -178,6 +182,7 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
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/*
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Some settings
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*/
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bool enable_mesh_cache = g_settings->getBool("enable_mesh_cache");
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bool new_style_water = g_settings->getBool("new_style_water");
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float node_liquid_level = 1.0;
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@ -1719,14 +1724,41 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
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{
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v3f pos = intToFloat(p, BS);
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video::SColor c = MapBlock_LightColor(255, getInteriorLight(n, 1, nodedef), f.light_source);
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u8 facedir = n.getFaceDir(nodedef);
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u8 facedir = 0;
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if (f.param_type_2 == CPT2_FACEDIR) {
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facedir = n.getFaceDir(nodedef);
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} else if (f.param_type_2 == CPT2_WALLMOUNTED) {
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//convert wallmounted to 6dfacedir.
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//when cache enabled, it is already converted
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facedir = n.getWallMounted(nodedef);
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if (!enable_mesh_cache) {
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static const u8 wm_to_6d[6] = {20, 0, 16, 12, 8, 4};
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facedir = wm_to_6d[facedir];
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}
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}
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if (f.mesh_ptr[facedir]) {
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for(u16 j = 0; j < f.mesh_ptr[facedir]->getMeshBufferCount(); j++) {
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// use cached meshes
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for(u16 j = 0; j < f.mesh_ptr[0]->getMeshBufferCount(); j++) {
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scene::IMeshBuffer *buf = f.mesh_ptr[facedir]->getMeshBuffer(j);
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collector.append(getNodeTileN(n, p, j, data),
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(video::S3DVertex *)buf->getVertices(), buf->getVertexCount(),
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buf->getIndices(), buf->getIndexCount(), pos, c);
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}
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} else if (f.mesh_ptr[0]) {
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// no cache, clone and rotate mesh
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scene::IMesh* mesh = cloneMesh(f.mesh_ptr[0]);
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rotateMeshBy6dFacedir(mesh, facedir);
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recalculateBoundingBox(mesh);
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meshmanip->recalculateNormals(mesh, true, false);
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for(u16 j = 0; j < mesh->getMeshBufferCount(); j++) {
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scene::IMeshBuffer *buf = mesh->getMeshBuffer(j);
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collector.append(getNodeTileN(n, p, j, data),
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(video::S3DVertex *)buf->getVertices(), buf->getVertexCount(),
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buf->getIndices(), buf->getIndexCount(), pos, c);
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}
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mesh->drop();
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}
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break;}
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}
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@ -153,6 +153,7 @@ void set_default_settings(Settings *settings)
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settings->setDefault("enable_shaders", "true");
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settings->setDefault("repeat_rightclick_time", "0.25");
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settings->setDefault("enable_particles", "true");
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settings->setDefault("enable_mesh_cache", "true");
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settings->setDefault("curl_timeout", "5000");
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settings->setDefault("curl_parallel_limit", "8");
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@ -400,7 +400,10 @@ public:
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g_settings->setBool("enable_shaders",false);
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}
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MeshMakeData mesh_make_data(gamedef);
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MapNode mesh_make_node(id, param1, 0);
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u8 param2 = 0;
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if (f.param_type_2 == CPT2_WALLMOUNTED)
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param2 = 1;
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MapNode mesh_make_node(id, param1, param2);
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mesh_make_data.fillSingleNode(&mesh_make_node);
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MapBlockMesh mapblock_mesh(&mesh_make_data, v3s16(0, 0, 0));
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scene::IMesh *node_mesh = mapblock_mesh.getMesh();
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@ -714,6 +714,7 @@ void CNodeDefManager::updateTextures(IGameDef *gamedef)
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bool enable_shaders = g_settings->getBool("enable_shaders");
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bool enable_bumpmapping = g_settings->getBool("enable_bumpmapping");
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bool enable_parallax_occlusion = g_settings->getBool("enable_parallax_occlusion");
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bool enable_mesh_cache = g_settings->getBool("enable_mesh_cache");
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bool use_normal_texture = enable_shaders &&
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(enable_bumpmapping || enable_parallax_occlusion);
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@ -847,23 +848,21 @@ void CNodeDefManager::updateTextures(IGameDef *gamedef)
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f->tiledef_special[j].backface_culling, f->alpha, material_type);
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}
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// Meshnode drawtype
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// Read the mesh and apply scale
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if ((f->drawtype == NDT_MESH) && (f->mesh != "")) {
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// Meshnode drawtype
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// Read the mesh and apply scale
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f->mesh_ptr[0] = gamedef->getMesh(f->mesh);
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if (f->mesh_ptr[0]){
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v3f scale = v3f(1.0, 1.0, 1.0) * BS * f->visual_scale;
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scaleMesh(f->mesh_ptr[0], scale);
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recalculateBoundingBox(f->mesh_ptr[0]);
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}
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}
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//Convert regular nodebox nodes to meshnodes
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//Change the drawtype and apply scale
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else if ((f->drawtype == NDT_NODEBOX) &&
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} else if ((f->drawtype == NDT_NODEBOX) &&
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((f->node_box.type == NODEBOX_REGULAR) ||
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(f->node_box.type == NODEBOX_FIXED)) &&
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(!f->node_box.fixed.empty())) {
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//Convert regular nodebox nodes to meshnodes
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//Change the drawtype and apply scale
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f->drawtype = NDT_MESH;
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f->mesh_ptr[0] = convertNodeboxNodeToMesh(f);
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v3f scale = v3f(1.0, 1.0, 1.0) * f->visual_scale;
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@ -871,14 +870,25 @@ void CNodeDefManager::updateTextures(IGameDef *gamedef)
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recalculateBoundingBox(f->mesh_ptr[0]);
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}
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//Cache 6dfacedir rotated clones of meshes
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if (f->mesh_ptr[0] && (f->param_type_2 == CPT2_FACEDIR)) {
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//Cache 6dfacedir and wallmounted rotated clones of meshes
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if (enable_mesh_cache && f->mesh_ptr[0] && (f->param_type_2 == CPT2_FACEDIR)) {
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for (u16 j = 1; j < 24; j++) {
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f->mesh_ptr[j] = cloneMesh(f->mesh_ptr[0]);
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rotateMeshBy6dFacedir(f->mesh_ptr[j], j);
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recalculateBoundingBox(f->mesh_ptr[j]);
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meshmanip->recalculateNormals(f->mesh_ptr[j], false, false);
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meshmanip->recalculateNormals(f->mesh_ptr[j], true, false);
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}
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} else if (enable_mesh_cache && f->mesh_ptr[0] && (f->param_type_2 == CPT2_WALLMOUNTED)) {
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static const u8 wm_to_6d[6] = {20, 0, 16, 12, 8, 4};
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for (u16 j = 1; j < 6; j++) {
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f->mesh_ptr[j] = cloneMesh(f->mesh_ptr[0]);
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rotateMeshBy6dFacedir(f->mesh_ptr[j], wm_to_6d[j]);
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recalculateBoundingBox(f->mesh_ptr[j]);
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meshmanip->recalculateNormals(f->mesh_ptr[j], true, false);
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}
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rotateMeshBy6dFacedir(f->mesh_ptr[0], wm_to_6d[0]);
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recalculateBoundingBox(f->mesh_ptr[0]);
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meshmanip->recalculateNormals(f->mesh_ptr[0], true, false);
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}
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}
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#endif
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