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/*
Minetest
Copyright (C) 2018 numzero, Lobachevskiy Vitaliy <numzer0@yandex.ru>
This program is free software; you can redistribute it and/or modify
it under the terms of the GNU Lesser General Public License as published by
the Free Software Foundation; either version 2.1 of the License, or
(at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU Lesser General Public License for more details.
You should have received a copy of the GNU Lesser General Public License along
with this program; if not, write to the Free Software Foundation, Inc.,
51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
*/
#include "collector.h"
#include <stdexcept>
#include "log.h"
#include "client/mesh.h"
void MeshCollector::append(const TileSpec &tile, const video::S3DVertex *vertices,
u32 numVertices, const u16 *indices, u32 numIndices)
{
for (int layernum = 0; layernum < MAX_TILE_LAYERS; layernum++) {
const TileLayer *layer = &tile.layers[layernum];
if (layer->texture_id == 0)
continue;
append(*layer, vertices, numVertices, indices, numIndices, layernum,
tile.world_aligned);
}
}
void MeshCollector::append(const TileLayer &layer, const video::S3DVertex *vertices,
u32 numVertices, const u16 *indices, u32 numIndices, u8 layernum,
bool use_scale)
{
PreMeshBuffer &p = findBuffer(layer, layernum, numVertices);
f32 scale = 1.0f;
if (use_scale)
scale = 1.0f / layer.scale;
u32 vertex_count = p.vertices.size();
for (u32 i = 0; i < numVertices; i++)
p.vertices.emplace_back(vertices[i].Pos, vertices[i].Normal,
vertices[i].Color, scale * vertices[i].TCoords);
for (u32 i = 0; i < numIndices; i++)
p.indices.push_back(indices[i] + vertex_count);
}
void MeshCollector::append(const TileSpec &tile, const video::S3DVertex *vertices,
u32 numVertices, const u16 *indices, u32 numIndices, v3f pos,
video::SColor c, u8 light_source)
{
for (int layernum = 0; layernum < MAX_TILE_LAYERS; layernum++) {
const TileLayer *layer = &tile.layers[layernum];
if (layer->texture_id == 0)
continue;
append(*layer, vertices, numVertices, indices, numIndices, pos, c,
light_source, layernum, tile.world_aligned);
}
}
void MeshCollector::append(const TileLayer &layer, const video::S3DVertex *vertices,
u32 numVertices, const u16 *indices, u32 numIndices, v3f pos,
video::SColor c, u8 light_source, u8 layernum, bool use_scale)
{
PreMeshBuffer &p = findBuffer(layer, layernum, numVertices);
f32 scale = 1.0f;
if (use_scale)
scale = 1.0f / layer.scale;
u32 vertex_count = p.vertices.size();
for (u32 i = 0; i < numVertices; i++) {
video::SColor color = c;
if (!light_source)
applyFacesShading(color, vertices[i].Normal);
p.vertices.emplace_back(vertices[i].Pos + pos, vertices[i].Normal, color,
scale * vertices[i].TCoords);
}
for (u32 i = 0; i < numIndices; i++)
p.indices.push_back(indices[i] + vertex_count);
}
PreMeshBuffer &MeshCollector::findBuffer(
const TileLayer &layer, u8 layernum, u32 numVertices)
{
if (numVertices > U16_MAX)
throw std::invalid_argument(
"Mesh can't contain more than 65536 vertices");
std::vector<PreMeshBuffer> &buffers = prebuffers[layernum];
for (PreMeshBuffer &p : buffers)
if (p.layer == layer && p.vertices.size() + numVertices <= U16_MAX)
return p;
buffers.emplace_back(layer);
return buffers.back();
}
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