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authorRealBadAngel <maciej.kasatkin@o2.pl>2016-02-12 12:25:20 +0100
committerparamat <mat.gregory@virginmedia.com>2016-02-15 06:05:39 +0000
commit7ea40e45b1bf893aa693c179cbe8612ede86faee (patch)
tree779f9d5d9482bd2afe11dafb49c481b33d70f3ca
parent3a74b84007f2c0f0690524459cc935616f8805d2 (diff)
downloadminetest-7ea40e45b1bf893aa693c179cbe8612ede86faee.tar.gz
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Use vertices with tangents only when its needed.
-rw-r--r--src/client.cpp6
-rw-r--r--src/client.h1
-rw-r--r--src/mapblock_mesh.cpp178
-rw-r--r--src/mapblock_mesh.h13
4 files changed, 131 insertions, 67 deletions
diff --git a/src/client.cpp b/src/client.cpp
index 2dc537782..ed5ff96fe 100644
--- a/src/client.cpp
+++ b/src/client.cpp
@@ -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");
diff --git a/src/client.h b/src/client.h
index 98a8bc129..c16e9b77a 100644
--- a/src/client.h
+++ b/src/client.h
@@ -677,6 +677,7 @@ private:
// 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);
};
diff --git a/src/mapblock_mesh.cpp b/src/mapblock_mesh.cpp
index 9486220e0..8b3d3c0dd 100644
--- a/src/mapblock_mesh.cpp
+++ b/src/mapblock_mesh.cpp
@@ -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);
- }
}
diff --git a/src/mapblock_mesh.h b/src/mapblock_mesh.h
index 421e8f2b3..987490408 100644
--- a/src/mapblock_mesh.h
+++ b/src/mapblock_mesh.h
@@ -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 @@ private:
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);