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-rw-r--r--src/client/mapblock_mesh.cpp69
1 files changed, 35 insertions, 34 deletions
diff --git a/src/client/mapblock_mesh.cpp b/src/client/mapblock_mesh.cpp
index 2c5500fca..868573bf0 100644
--- a/src/client/mapblock_mesh.cpp
+++ b/src/client/mapblock_mesh.cpp
@@ -1252,6 +1252,9 @@ MapBlockMesh::MapBlockMesh(MeshMakeData *data, v3s16 camera_offset):
Convert MeshCollector to SMesh
*/
+ const bool desync_animations = g_settings->getBool(
+ "desynchronize_mapblock_texture_animation");
+
for (int layer = 0; layer < MAX_TILE_LAYERS; layer++) {
for(u32 i = 0; i < collector.prebuffers[layer].size(); i++)
{
@@ -1281,18 +1284,18 @@ MapBlockMesh::MapBlockMesh(MeshMakeData *data, v3s16 camera_offset):
// - Texture animation
if (p.layer.material_flags & MATERIAL_FLAG_ANIMATION) {
// Add to MapBlockMesh in order to animate these tiles
- m_animation_tiles[std::pair<u8, u32>(layer, i)] = p.layer;
- m_animation_frames[std::pair<u8, u32>(layer, i)] = 0;
- if (g_settings->getBool(
- "desynchronize_mapblock_texture_animation")) {
+ auto &info = m_animation_info[{layer, i}];
+ info.tile = p.layer;
+ info.frame = 0;
+ if (desync_animations) {
// Get starting position from noise
- m_animation_frame_offsets[std::pair<u8, u32>(layer, i)] =
+ info.frame_offset =
100000 * (2.0 + noise3d(
data->m_blockpos.X, data->m_blockpos.Y,
data->m_blockpos.Z, 0));
} else {
// Play all synchronized
- m_animation_frame_offsets[std::pair<u8, u32>(layer, i)] = 0;
+ info.frame_offset = 0;
}
// Replace tile texture with the first animation frame
p.layer.texture = (*p.layer.frames)[0].texture;
@@ -1303,19 +1306,23 @@ MapBlockMesh::MapBlockMesh(MeshMakeData *data, v3s16 camera_offset):
// Dummy sunlight to handle non-sunlit areas
video::SColorf sunlight;
get_sunlight_color(&sunlight, 0);
- u32 vertex_count = p.vertices.size();
+
+ std::map<u32, video::SColor> colors;
+ const u32 vertex_count = p.vertices.size();
for (u32 j = 0; j < vertex_count; j++) {
video::SColor *vc = &p.vertices[j].Color;
video::SColor copy = *vc;
if (vc->getAlpha() == 0) // No sunlight - no need to animate
final_color_blend(vc, copy, sunlight); // Finalize color
else // Record color to animate
- m_daynight_diffs[std::pair<u8, u32>(layer, i)][j] = copy;
+ colors[j] = copy;
// The sunlight ratio has been stored,
// delete alpha (for the final rendering).
vc->setAlpha(255);
}
+ if (!colors.empty())
+ m_daynight_diffs[{layer, i}] = std::move(colors);
}
// Create material
@@ -1384,7 +1391,7 @@ MapBlockMesh::MapBlockMesh(MeshMakeData *data, v3s16 camera_offset):
m_has_animation =
!m_crack_materials.empty() ||
!m_daynight_diffs.empty() ||
- !m_animation_tiles.empty();
+ !m_animation_info.empty();
}
MapBlockMesh::~MapBlockMesh()
@@ -1418,25 +1425,22 @@ bool MapBlockMesh::animate(bool faraway, float time, int crack,
for (auto &crack_material : m_crack_materials) {
scene::IMeshBuffer *buf = m_mesh[crack_material.first.first]->
getMeshBuffer(crack_material.first.second);
- std::string basename = crack_material.second;
// Create new texture name from original
- std::ostringstream os;
- os << basename << crack;
+ std::string s = crack_material.second + itos(crack);
u32 new_texture_id = 0;
video::ITexture *new_texture =
- m_tsrc->getTextureForMesh(os.str(), &new_texture_id);
+ m_tsrc->getTextureForMesh(s, &new_texture_id);
buf->getMaterial().setTexture(0, new_texture);
- // If the current material is also animated,
- // update animation info
- auto anim_iter = m_animation_tiles.find(crack_material.first);
- if (anim_iter != m_animation_tiles.end()) {
- TileLayer &tile = anim_iter->second;
+ // If the current material is also animated, update animation info
+ auto anim_it = m_animation_info.find(crack_material.first);
+ if (anim_it != m_animation_info.end()) {
+ TileLayer &tile = anim_it->second.tile;
tile.texture = new_texture;
tile.texture_id = new_texture_id;
// force animation update
- m_animation_frames[crack_material.first] = -1;
+ anim_it->second.frame = -1;
}
}
@@ -1444,28 +1448,25 @@ bool MapBlockMesh::animate(bool faraway, float time, int crack,
}
// Texture animation
- for (auto &animation_tile : m_animation_tiles) {
- const TileLayer &tile = animation_tile.second;
+ for (auto &it : m_animation_info) {
+ const TileLayer &tile = it.second.tile;
// Figure out current frame
- int frameoffset = m_animation_frame_offsets[animation_tile.first];
- int frame = (int)(time * 1000 / tile.animation_frame_length_ms
- + frameoffset) % tile.animation_frame_count;
+ int frameno = (int)(time * 1000 / tile.animation_frame_length_ms
+ + it.second.frame_offset) % tile.animation_frame_count;
// If frame doesn't change, skip
- if (frame == m_animation_frames[animation_tile.first])
+ if (frameno == it.second.frame)
continue;
- m_animation_frames[animation_tile.first] = frame;
+ it.second.frame = frameno;
- scene::IMeshBuffer *buf = m_mesh[animation_tile.first.first]->
- getMeshBuffer(animation_tile.first.second);
+ scene::IMeshBuffer *buf = m_mesh[it.first.first]->getMeshBuffer(it.first.second);
- const FrameSpec &animation_frame = (*tile.frames)[frame];
- buf->getMaterial().setTexture(0, animation_frame.texture);
+ const FrameSpec &frame = (*tile.frames)[frameno];
+ buf->getMaterial().setTexture(0, frame.texture);
if (m_enable_shaders) {
- if (animation_frame.normal_texture)
- buf->getMaterial().setTexture(1,
- animation_frame.normal_texture);
- buf->getMaterial().setTexture(2, animation_frame.flags_texture);
+ if (frame.normal_texture)
+ buf->getMaterial().setTexture(1, frame.normal_texture);
+ buf->getMaterial().setTexture(2, frame.flags_texture);
}
}