Mapblock mesh: Allow to use VBO

This commit is contained in:
RealBadAngel 2016-02-22 04:26:32 +01:00 committed by paramat
parent 8eb7ddb0a2
commit f9d727764f
4 changed files with 26 additions and 10 deletions

@ -252,6 +252,9 @@ serverlist_file (Serverlist file) string favoriteservers.txt
[***Basic] [***Basic]
# Enable VBO
enable_vbo (VBO) bool true
# Whether to fog out the end of the visible area. # Whether to fog out the end of the visible area.
enable_fog (Fog) bool true enable_fog (Fog) bool true

@ -176,6 +176,7 @@ void set_default_settings(Settings *settings)
settings->setDefault("repeat_rightclick_time", "0.25"); settings->setDefault("repeat_rightclick_time", "0.25");
settings->setDefault("enable_particles", "true"); settings->setDefault("enable_particles", "true");
settings->setDefault("enable_mesh_cache", "false"); settings->setDefault("enable_mesh_cache", "false");
settings->setDefault("enable_vbo", "true");
settings->setDefault("enable_minimap", "true"); settings->setDefault("enable_minimap", "true");
settings->setDefault("minimap_shape_round", "true"); settings->setDefault("minimap_shape_round", "true");

@ -1026,6 +1026,7 @@ MapBlockMesh::MapBlockMesh(MeshMakeData *data, v3s16 camera_offset):
m_mesh(new scene::SMesh()), m_mesh(new scene::SMesh()),
m_minimap_mapblock(NULL), m_minimap_mapblock(NULL),
m_gamedef(data->m_gamedef), m_gamedef(data->m_gamedef),
m_driver(m_gamedef->tsrc()->getDevice()->getVideoDriver()),
m_tsrc(m_gamedef->getTextureSource()), m_tsrc(m_gamedef->getTextureSource()),
m_shdrsrc(m_gamedef->getShaderSource()), m_shdrsrc(m_gamedef->getShaderSource()),
m_animation_force_timer(0), // force initial animation m_animation_force_timer(0), // force initial animation
@ -1036,6 +1037,7 @@ MapBlockMesh::MapBlockMesh(MeshMakeData *data, v3s16 camera_offset):
{ {
m_enable_shaders = data->m_use_shaders; m_enable_shaders = data->m_use_shaders;
m_use_tangent_vertices = data->m_use_tangent_vertices; m_use_tangent_vertices = data->m_use_tangent_vertices;
m_enable_vbo = g_settings->getBool("enable_vbo");
if (g_settings->getBool("enable_minimap")) { if (g_settings->getBool("enable_minimap")) {
m_minimap_mapblock = new MinimapMapblock; m_minimap_mapblock = new MinimapMapblock;
@ -1261,14 +1263,9 @@ MapBlockMesh::MapBlockMesh(MeshMakeData *data, v3s16 camera_offset):
#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)
// This will lead to infinite memory usage because or irrlicht. if (m_enable_vbo) {
//m_mesh->setHardwareMappingHint(scene::EHM_STATIC); m_mesh->setHardwareMappingHint(scene::EHM_STATIC);
}
/*
NOTE: If that is enabled, some kind of a queue to the main
thread should be made which would call irrlicht to delete
the hardware buffer and then delete the mesh
*/
} }
//std::cout<<"added "<<fastfaces.getSize()<<" faces."<<std::endl; //std::cout<<"added "<<fastfaces.getSize()<<" faces."<<std::endl;
@ -1282,6 +1279,12 @@ MapBlockMesh::MapBlockMesh(MeshMakeData *data, v3s16 camera_offset):
MapBlockMesh::~MapBlockMesh() MapBlockMesh::~MapBlockMesh()
{ {
if (m_enable_vbo && m_mesh) {
for (u32 i = 0; i < m_mesh->getMeshBufferCount(); i++) {
scene::IMeshBuffer *buf = m_mesh->getMeshBuffer(i);
m_driver->removeHardwareBuffer(buf);
}
}
m_mesh->drop(); m_mesh->drop();
m_mesh = NULL; m_mesh = NULL;
delete m_minimap_mapblock; delete m_minimap_mapblock;
@ -1362,6 +1365,10 @@ bool MapBlockMesh::animate(bool faraway, float time, int crack, u32 daynight_rat
// 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
if (m_enable_vbo) {
m_mesh->setDirty();
}
for(std::map<u32, std::map<u32, std::pair<u8, u8> > >::iterator for(std::map<u32, std::map<u32, std::pair<u8, u8> > >::iterator
i = m_daynight_diffs.begin(); i = m_daynight_diffs.begin();
i != m_daynight_diffs.end(); ++i) i != m_daynight_diffs.end(); ++i)
@ -1387,6 +1394,9 @@ void MapBlockMesh::updateCameraOffset(v3s16 camera_offset)
{ {
if (camera_offset != m_camera_offset) { if (camera_offset != m_camera_offset) {
translateMesh(m_mesh, intToFloat(m_camera_offset-camera_offset, BS)); translateMesh(m_mesh, intToFloat(m_camera_offset-camera_offset, BS));
if (m_enable_vbo) {
m_mesh->setDirty();
}
m_camera_offset = camera_offset; m_camera_offset = camera_offset;
} }
} }

@ -128,11 +128,13 @@ private:
scene::IMesh *m_mesh; scene::IMesh *m_mesh;
MinimapMapblock *m_minimap_mapblock; MinimapMapblock *m_minimap_mapblock;
IGameDef *m_gamedef; IGameDef *m_gamedef;
video::IVideoDriver *m_driver;
ITextureSource *m_tsrc; ITextureSource *m_tsrc;
IShaderSource *m_shdrsrc; IShaderSource *m_shdrsrc;
bool m_enable_shaders; bool m_enable_shaders;
bool m_use_tangent_vertices; bool m_use_tangent_vertices;
bool m_enable_vbo;
// Must animate() be called before rendering? // Must animate() be called before rendering?
bool m_has_animation; bool m_has_animation;