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Illuna-Minetest
illuna-minetest
Commits
7ea40e45
Commit
7ea40e45
authored
9 years ago
by
RealBadAngel
Committed by
paramat
9 years ago
Browse files
Options
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Patches
Plain Diff
Use vertices with tangents only when its needed.
parent
3a74b840
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4 changed files
src/client.cpp
+5
-1
5 additions, 1 deletion
src/client.cpp
src/client.h
+1
-0
1 addition, 0 deletions
src/client.h
src/mapblock_mesh.cpp
+113
-65
113 additions, 65 deletions
src/mapblock_mesh.cpp
src/mapblock_mesh.h
+12
-1
12 additions, 1 deletion
src/mapblock_mesh.h
with
131 additions
and
67 deletions
src/client.cpp
+
5
−
1
View file @
7ea40e45
...
...
@@ -263,6 +263,9 @@ Client::Client(
m_cache_smooth_lighting
=
g_settings
->
getBool
(
"smooth_lighting"
);
m_cache_enable_shaders
=
g_settings
->
getBool
(
"enable_shaders"
);
m_cache_use_tangent_vertices
=
m_cache_enable_shaders
&&
(
g_settings
->
getBool
(
"enable_bumpmapping"
)
||
g_settings
->
getBool
(
"enable_parallax_occlusion"
));
}
void
Client
::
Stop
()
...
...
@@ -1582,7 +1585,8 @@ void Client::addUpdateMeshTask(v3s16 p, bool ack_to_server, bool urgent)
Create a task to update the mesh of the block
*/
MeshMakeData
*
data
=
new
MeshMakeData
(
this
,
m_cache_enable_shaders
);
MeshMakeData
*
data
=
new
MeshMakeData
(
this
,
m_cache_enable_shaders
,
m_cache_use_tangent_vertices
);
{
//TimeTaker timer("data fill");
...
...
This diff is collapsed.
Click to expand it.
src/client.h
+
1
−
0
View file @
7ea40e45
...
...
@@ -677,6 +677,7 @@ class Client : public con::PeerHandler, public InventoryManager, public IGameDef
// TODO: Add callback to update these when g_settings changes
bool
m_cache_smooth_lighting
;
bool
m_cache_enable_shaders
;
bool
m_cache_use_tangent_vertices
;
DISABLE_CLASS_COPY
(
Client
);
};
...
...
This diff is collapsed.
Click to expand it.
src/mapblock_mesh.cpp
+
113
−
65
View file @
7ea40e45
...
...
@@ -33,24 +33,26 @@ with this program; if not, write to the Free Software Foundation, Inc.,
#include
"util/directiontables.h"
#include
<IMeshManipulator.h>
static
void
applyFacesShading
(
video
::
SColor
&
color
,
float
factor
)
static
void
applyFacesShading
(
video
::
SColor
&
color
,
const
float
factor
)
{
color
.
setRed
(
core
::
clamp
(
core
::
round32
(
color
.
getRed
()
*
factor
),
0
,
255
));
color
.
setGreen
(
core
::
clamp
(
core
::
round32
(
color
.
getGreen
()
*
factor
),
0
,
255
));
color
.
setRed
(
core
::
clamp
(
core
::
round32
(
color
.
getRed
()
*
factor
),
0
,
255
));
color
.
setGreen
(
core
::
clamp
(
core
::
round32
(
color
.
getGreen
()
*
factor
),
0
,
255
));
}
/*
MeshMakeData
*/
MeshMakeData
::
MeshMakeData
(
IGameDef
*
gamedef
,
bool
use_shaders
)
:
MeshMakeData
::
MeshMakeData
(
IGameDef
*
gamedef
,
bool
use_shaders
,
bool
use_tangent_vertices
)
:
m_vmanip
(),
m_blockpos
(
-
1337
,
-
1337
,
-
1337
),
m_crack_pos_relative
(
-
1337
,
-
1337
,
-
1337
),
m_smooth_lighting
(
false
),
m_show_hud
(
false
),
m_gamedef
(
gamedef
),
m_use_shaders
(
use_shaders
)
m_use_shaders
(
use_shaders
),
m_use_tangent_vertices
(
use_tangent_vertices
)
{}
void
MeshMakeData
::
fill
(
MapBlock
*
block
)
...
...
@@ -1032,6 +1034,7 @@ MapBlockMesh::MapBlockMesh(MeshMakeData *data, v3s16 camera_offset):
m_daynight_diffs
()
{
m_enable_shaders
=
data
->
m_use_shaders
;
m_use_tangent_vertices
=
data
->
m_use_tangent_vertices
;
if
(
g_settings
->
getBool
(
"enable_minimap"
))
{
m_minimap_mapblock
=
new
MinimapMapblock
;
...
...
@@ -1064,15 +1067,14 @@ MapBlockMesh::MapBlockMesh(MeshMakeData *data, v3s16 camera_offset):
Convert FastFaces to MeshCollector
*/
MeshCollector
collector
;
MeshCollector
collector
(
m_use_tangent_vertices
)
;
{
// avg 0ms (100ms spikes when loading textures the first time)
// (NOTE: probably outdated)
//TimeTaker timer2("MeshCollector building");
for
(
u32
i
=
0
;
i
<
fastfaces_new
.
size
();
i
++
)
{
for
(
u32
i
=
0
;
i
<
fastfaces_new
.
size
();
i
++
)
{
FastFace
&
f
=
fastfaces_new
[
i
];
const
u16
indices
[]
=
{
0
,
1
,
2
,
2
,
3
,
0
};
...
...
@@ -1150,35 +1152,43 @@ MapBlockMesh::MapBlockMesh(MeshMakeData *data, v3s16 camera_offset):
p
.
tile
.
texture
=
animation_frame
.
texture
;
}
for
(
u32
j
=
0
;
j
<
p
.
vertices
.
size
();
j
++
)
{
video
::
S3DVertex
*
vertex
=
&
p
.
vertices
[
j
];
u32
vertex_count
=
m_use_tangent_vertices
?
p
.
tangent_vertices
.
size
()
:
p
.
vertices
.
size
();
for
(
u32
j
=
0
;
j
<
vertex_count
;
j
++
)
{
v3f
*
Normal
;
video
::
SColor
*
vc
;
if
(
m_use_tangent_vertices
)
{
vc
=
&
p
.
tangent_vertices
[
j
].
Color
;
Normal
=
&
p
.
tangent_vertices
[
j
].
Normal
;
}
else
{
vc
=
&
p
.
vertices
[
j
].
Color
;
Normal
=
&
p
.
vertices
[
j
].
Normal
;
}
// Note applyFacesShading second parameter is precalculated sqrt
// value for speed improvement
// Skip it for lightsources and top faces.
video
::
SColor
&
vc
=
vertex
->
Color
;
if
(
!
vc
.
getBlue
())
{
if
(
vertex
->
Normal
.
Y
<
-
0.5
)
{
applyFacesShading
(
vc
,
0.447213
);
}
else
if
(
vertex
->
Normal
.
X
>
0.5
)
{
applyFacesShading
(
vc
,
0.670820
);
}
else
if
(
vertex
->
Normal
.
X
<
-
0.5
)
{
applyFacesShading
(
vc
,
0.670820
);
}
else
if
(
vertex
->
Normal
.
Z
>
0.5
)
{
applyFacesShading
(
vc
,
0.836660
);
}
else
if
(
vertex
->
Normal
.
Z
<
-
0.5
)
{
applyFacesShading
(
vc
,
0.836660
);
if
(
!
vc
->
getBlue
())
{
if
(
Normal
->
Y
<
-
0.5
)
{
applyFacesShading
(
*
vc
,
0.447213
);
}
else
if
(
Normal
->
X
>
0.5
)
{
applyFacesShading
(
*
vc
,
0.670820
);
}
else
if
(
Normal
->
X
<
-
0.5
)
{
applyFacesShading
(
*
vc
,
0.670820
);
}
else
if
(
Normal
->
Z
>
0.5
)
{
applyFacesShading
(
*
vc
,
0.836660
);
}
else
if
(
Normal
->
Z
<
-
0.5
)
{
applyFacesShading
(
*
vc
,
0.836660
);
}
}
if
(
!
m_enable_shaders
)
{
if
(
!
m_enable_shaders
)
{
// - Classic lighting (shaders handle this by themselves)
// Set initial real color and store for later updates
u8
day
=
vc
.
getRed
();
u8
night
=
vc
.
getGreen
();
finalColorBlend
(
vc
,
day
,
night
,
1000
);
if
(
day
!=
night
)
u8
day
=
vc
->
getRed
();
u8
night
=
vc
->
getGreen
();
finalColorBlend
(
*
vc
,
day
,
night
,
1000
);
if
(
day
!=
night
)
{
m_daynight_diffs
[
i
][
j
]
=
std
::
make_pair
(
day
,
night
);
}
}
}
...
...
@@ -1201,34 +1211,46 @@ MapBlockMesh::MapBlockMesh(MeshMakeData *data, v3s16 camera_offset):
p
.
tile
.
applyMaterialOptions
(
material
);
}
// Create meshbuffer
scene
::
SMeshBuffer
*
buf
=
new
scene
::
SMeshBuffer
();
// Set material
buf
->
Material
=
material
;
// Add to mesh
scene
::
SMesh
*
mesh
=
(
scene
::
SMesh
*
)
m_mesh
;
mesh
->
addMeshBuffer
(
buf
);
// Mesh grabbed it
buf
->
drop
();
buf
->
append
(
&
p
.
vertices
[
0
],
p
.
vertices
.
size
(),
&
p
.
indices
[
0
],
p
.
indices
.
size
());
}
m_camera_offset
=
camera_offset
;
scene
::
SMesh
*
mesh
=
(
scene
::
SMesh
*
)
m_mesh
;
// Create meshbuffer, add to mesh
if
(
m_use_tangent_vertices
)
{
scene
::
SMeshBufferTangents
*
buf
=
new
scene
::
SMeshBufferTangents
();
// Set material
buf
->
Material
=
material
;
// Add to mesh
mesh
->
addMeshBuffer
(
buf
);
// Mesh grabbed it
buf
->
drop
();
buf
->
append
(
&
p
.
tangent_vertices
[
0
],
p
.
tangent_vertices
.
size
(),
&
p
.
indices
[
0
],
p
.
indices
.
size
());
}
else
{
scene
::
SMeshBuffer
*
buf
=
new
scene
::
SMeshBuffer
();
// Set material
buf
->
Material
=
material
;
// Add to mesh
mesh
->
addMeshBuffer
(
buf
);
// Mesh grabbed it
buf
->
drop
();
buf
->
append
(
&
p
.
vertices
[
0
],
p
.
vertices
.
size
(),
&
p
.
indices
[
0
],
p
.
indices
.
size
());
}
}
/*
Do some stuff to the mesh
*/
m_camera_offset
=
camera_offset
;
translateMesh
(
m_mesh
,
intToFloat
(
data
->
m_blockpos
*
MAP_BLOCKSIZE
-
camera_offset
,
BS
));
translateMesh
(
m_mesh
,
intToFloat
(
data
->
m_blockpos
*
MAP_BLOCKSIZE
-
camera_offset
,
BS
));
if
(
m_enable_shaders
)
{
scene
::
IMeshManipulator
*
meshmanip
=
m_gamedef
->
getSceneManager
()
->
getMeshManipulator
();
scene
::
IMesh
*
tangentMesh
=
meshmanip
->
createMeshWithTangents
(
m_mesh
);
m_mesh
->
drop
();
m_mesh
=
tangentMesh
;
if
(
m_use_tangent_vertices
)
{
scene
::
IMeshManipulator
*
meshmanip
=
m_gamedef
->
getSceneManager
()
->
getMeshManipulator
();
meshmanip
->
recalculateTangents
(
m_mesh
,
true
,
false
,
false
);
}
if
(
m_mesh
)
if
(
m_mesh
)
{
#if 0
// Usually 1-700 faces and 1-7 materials
...
...
@@ -1400,17 +1422,30 @@ void MeshCollector::append(const TileSpec &tile,
p
=
&
prebuffers
[
prebuffers
.
size
()
-
1
];
}
u32
vertex_count
=
p
->
vertices
.
size
();
for
(
u32
i
=
0
;
i
<
numIndices
;
i
++
)
{
u32
vertex_count
;
if
(
m_use_tangent_vertices
)
{
vertex_count
=
p
->
tangent_vertices
.
size
();
p
->
tangent_vertices
.
reserve
(
vertex_count
+
numVertices
);
for
(
u32
i
=
0
;
i
<
numVertices
;
i
++
)
{
video
::
S3DVertexTangents
vert
(
vertices
[
i
].
Pos
,
vertices
[
i
].
Normal
,
vertices
[
i
].
Color
,
vertices
[
i
].
TCoords
);
p
->
tangent_vertices
.
push_back
(
vert
);
}
}
else
{
vertex_count
=
p
->
vertices
.
size
();
p
->
vertices
.
reserve
(
vertex_count
+
numVertices
);
for
(
u32
i
=
0
;
i
<
numVertices
;
i
++
)
{
video
::
S3DVertex
vert
(
vertices
[
i
].
Pos
,
vertices
[
i
].
Normal
,
vertices
[
i
].
Color
,
vertices
[
i
].
TCoords
);
p
->
vertices
.
push_back
(
vert
);
}
}
p
->
indices
.
reserve
(
p
->
indices
.
size
()
+
numIndices
);
for
(
u32
i
=
0
;
i
<
numIndices
;
i
++
)
{
u32
j
=
indices
[
i
]
+
vertex_count
;
p
->
indices
.
push_back
(
j
);
}
for
(
u32
i
=
0
;
i
<
numVertices
;
i
++
)
{
video
::
S3DVertex
vert
(
vertices
[
i
].
Pos
,
vertices
[
i
].
Normal
,
vertices
[
i
].
Color
,
vertices
[
i
].
TCoords
);
p
->
vertices
.
push_back
(
vert
);
}
}
/*
...
...
@@ -1446,15 +1481,28 @@ void MeshCollector::append(const TileSpec &tile,
p
=
&
prebuffers
[
prebuffers
.
size
()
-
1
];
}
u32
vertex_count
=
p
->
vertices
.
size
();
u32
vertex_count
;
if
(
m_use_tangent_vertices
)
{
vertex_count
=
p
->
tangent_vertices
.
size
();
p
->
tangent_vertices
.
reserve
(
vertex_count
+
numVertices
);
for
(
u32
i
=
0
;
i
<
numVertices
;
i
++
)
{
video
::
S3DVertexTangents
vert
(
vertices
[
i
].
Pos
+
pos
,
vertices
[
i
].
Normal
,
c
,
vertices
[
i
].
TCoords
);
p
->
tangent_vertices
.
push_back
(
vert
);
}
}
else
{
vertex_count
=
p
->
vertices
.
size
();
p
->
vertices
.
reserve
(
vertex_count
+
numVertices
);
for
(
u32
i
=
0
;
i
<
numVertices
;
i
++
)
{
video
::
S3DVertex
vert
(
vertices
[
i
].
Pos
+
pos
,
vertices
[
i
].
Normal
,
c
,
vertices
[
i
].
TCoords
);
p
->
vertices
.
push_back
(
vert
);
}
}
p
->
indices
.
reserve
(
p
->
indices
.
size
()
+
numIndices
);
for
(
u32
i
=
0
;
i
<
numIndices
;
i
++
)
{
u32
j
=
indices
[
i
]
+
vertex_count
;
p
->
indices
.
push_back
(
j
);
}
for
(
u32
i
=
0
;
i
<
numVertices
;
i
++
)
{
video
::
S3DVertex
vert
(
vertices
[
i
].
Pos
+
pos
,
vertices
[
i
].
Normal
,
c
,
vertices
[
i
].
TCoords
);
p
->
vertices
.
push_back
(
vert
);
}
}
This diff is collapsed.
Click to expand it.
src/mapblock_mesh.h
+
12
−
1
View file @
7ea40e45
...
...
@@ -46,8 +46,10 @@ struct MeshMakeData
IGameDef
*
m_gamedef
;
bool
m_use_shaders
;
bool
m_use_tangent_vertices
;
MeshMakeData
(
IGameDef
*
gamedef
,
bool
use_shaders
);
MeshMakeData
(
IGameDef
*
gamedef
,
bool
use_shaders
,
bool
use_tangent_vertices
=
false
);
/*
Copy central data directly from block, and other data from
...
...
@@ -130,6 +132,7 @@ class MapBlockMesh
IShaderSource
*
m_shdrsrc
;
bool
m_enable_shaders
;
bool
m_use_tangent_vertices
;
// Must animate() be called before rendering?
bool
m_has_animation
;
...
...
@@ -167,11 +170,19 @@ struct PreMeshBuffer
TileSpec
tile
;
std
::
vector
<
u16
>
indices
;
std
::
vector
<
video
::
S3DVertex
>
vertices
;
std
::
vector
<
video
::
S3DVertexTangents
>
tangent_vertices
;
};
struct
MeshCollector
{
std
::
vector
<
PreMeshBuffer
>
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
);
...
...
This diff is collapsed.
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