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authorLars Hofhansl <larsh@apache.org>2017-12-04 22:25:09 -0800
committerLars Hofhansl <larsh@apache.org>2017-12-04 22:29:11 -0800
commitfd9f195fcc2e4e592dbad3290876486eb08318b2 (patch)
tree5e8df8c8057e1a268f700541f8efdf2e4174a2ce /src
parentf470cb7270560a26afff0a0eadfc69070236c109 (diff)
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Use Irrlicht's mesh cache for animated meshes.
Fixes #6676. Allow animated meshes to be cached in Irrlicht's builtin mesh cache. Use Material.EmmissiveColor instead of manipulating the mesh' vertex colors.
Diffstat (limited to 'src')
-rw-r--r--src/client.cpp7
-rw-r--r--src/client.h2
-rw-r--r--src/content_cao.cpp12
-rw-r--r--src/mesh.cpp8
-rw-r--r--src/mesh.h5
5 files changed, 25 insertions, 9 deletions
diff --git a/src/client.cpp b/src/client.cpp
index 1a6a87487..2d1572d8e 100644
--- a/src/client.cpp
+++ b/src/client.cpp
@@ -1836,7 +1836,7 @@ ParticleManager* Client::getParticleManager()
return &m_particle_manager;
}
-scene::IAnimatedMesh* Client::getMesh(const std::string &filename)
+scene::IAnimatedMesh* Client::getMesh(const std::string &filename, bool cache)
{
StringMap::const_iterator it = m_mesh_data.find(filename);
if (it == m_mesh_data.end()) {
@@ -1855,10 +1855,9 @@ scene::IAnimatedMesh* Client::getMesh(const std::string &filename)
scene::IAnimatedMesh *mesh = RenderingEngine::get_scene_manager()->getMesh(rfile);
rfile->drop();
- // NOTE: By playing with Irrlicht refcounts, maybe we could cache a bunch
- // of uniquely named instances and re-use them
mesh->grab();
- RenderingEngine::get_mesh_cache()->removeMesh(mesh);
+ if (!cache)
+ RenderingEngine::get_mesh_cache()->removeMesh(mesh);
return mesh;
}
diff --git a/src/client.h b/src/client.h
index 36f564086..d8b56b0b3 100644
--- a/src/client.h
+++ b/src/client.h
@@ -376,7 +376,7 @@ public:
virtual ParticleManager* getParticleManager();
bool checkLocalPrivilege(const std::string &priv)
{ return checkPrivilege(priv); }
- virtual scene::IAnimatedMesh* getMesh(const std::string &filename);
+ virtual scene::IAnimatedMesh* getMesh(const std::string &filename, bool cache = false);
const std::string* getModFile(const std::string &filename);
virtual std::string getModStoragePath() const;
diff --git a/src/content_cao.cpp b/src/content_cao.cpp
index 26f5634d4..9d87c733e 100644
--- a/src/content_cao.cpp
+++ b/src/content_cao.cpp
@@ -563,7 +563,7 @@ void GenericCAO::addToScene(ITextureSource *tsrc)
}
else if(m_prop.visual == "mesh") {
infostream<<"GenericCAO::addToScene(): mesh"<<std::endl;
- scene::IAnimatedMesh *mesh = m_client->getMesh(m_prop.mesh);
+ scene::IAnimatedMesh *mesh = m_client->getMesh(m_prop.mesh, true);
if(mesh)
{
m_animated_meshnode = RenderingEngine::get_scene_manager()->
@@ -575,13 +575,17 @@ void GenericCAO::addToScene(ITextureSource *tsrc)
m_prop.visual_size.Y,
m_prop.visual_size.X));
u8 li = m_last_light;
+
+ // set vertex colors to ensure alpha is set
setMeshColor(m_animated_meshnode->getMesh(), video::SColor(255,li,li,li));
+ setAnimatedMeshColor(m_animated_meshnode, video::SColor(255,li,li,li));
+
bool backface_culling = m_prop.backface_culling;
if (m_is_player)
backface_culling = false;
- m_animated_meshnode->setMaterialFlag(video::EMF_LIGHTING, false);
+ m_animated_meshnode->setMaterialFlag(video::EMF_LIGHTING, true);
m_animated_meshnode->setMaterialFlag(video::EMF_BILINEAR_FILTER, false);
m_animated_meshnode->setMaterialType(video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF);
m_animated_meshnode->setMaterialFlag(video::EMF_FOG_ENABLE, true);
@@ -669,7 +673,7 @@ void GenericCAO::updateLightNoCheck(u8 light_at_pos)
if (m_meshnode) {
setMeshColor(m_meshnode->getMesh(), color);
} else if (m_animated_meshnode) {
- setMeshColor(m_animated_meshnode->getMesh(), color);
+ setAnimatedMeshColor(m_animated_meshnode, color);
} else if (m_wield_meshnode) {
m_wield_meshnode->setColor(color);
} else if (m_spritenode) {
@@ -1025,7 +1029,7 @@ void GenericCAO::updateTextures(std::string mod)
// Set material flags and texture
video::SMaterial& material = m_animated_meshnode->getMaterial(i);
material.TextureLayer[0].Texture = texture;
- material.setFlag(video::EMF_LIGHTING, false);
+ material.setFlag(video::EMF_LIGHTING, true);
material.setFlag(video::EMF_BILINEAR_FILTER, false);
// don't filter low-res textures, makes them look blurry
diff --git a/src/mesh.cpp b/src/mesh.cpp
index 218e2d0b2..7fc7531f2 100644
--- a/src/mesh.cpp
+++ b/src/mesh.cpp
@@ -24,6 +24,7 @@ with this program; if not, write to the Free Software Foundation, Inc.,
#include <iostream>
#include <IAnimatedMesh.h>
#include <SAnimatedMesh.h>
+#include <IAnimatedMeshSceneNode.h>
// In Irrlicht 1.8 the signature of ITexture::lock was changed from
// (bool, u32) to (E_TEXTURE_LOCK_MODE, u32).
@@ -184,6 +185,13 @@ void setMeshBufferColor(scene::IMeshBuffer *buf, const video::SColor &color)
((video::S3DVertex *) (vertices + i * stride))->Color = color;
}
+void setAnimatedMeshColor(scene::IAnimatedMeshSceneNode *node, const video::SColor &color)
+{
+ for (u32 i = 0; i < node->getMaterialCount(); ++i) {
+ node->getMaterial(i).EmissiveColor = color;
+ }
+}
+
void setMeshColor(scene::IMesh *mesh, const video::SColor &color)
{
if (mesh == NULL)
diff --git a/src/mesh.h b/src/mesh.h
index 35270a999..0c4094de2 100644
--- a/src/mesh.h
+++ b/src/mesh.h
@@ -58,6 +58,11 @@ void setMeshBufferColor(scene::IMeshBuffer *buf, const video::SColor &color);
*/
void setMeshColor(scene::IMesh *mesh, const video::SColor &color);
+/*
+ Set a constant color for an animated mesh
+*/
+void setAnimatedMeshColor(scene::IAnimatedMeshSceneNode *node, const video::SColor &color);
+
/*!
* Overwrites the color of a mesh buffer.
* The color is darkened based on the normal vector of the vertices.