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author | RealBadAngel <maciej.kasatkin@o2.pl> | 2016-02-12 12:25:20 +0100 |
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committer | paramat <mat.gregory@virginmedia.com> | 2016-02-15 06:05:39 +0000 |
commit | 7ea40e45b1bf893aa693c179cbe8612ede86faee (patch) | |
tree | 779f9d5d9482bd2afe11dafb49c481b33d70f3ca /src/mapblock_mesh.cpp | |
parent | 3a74b84007f2c0f0690524459cc935616f8805d2 (diff) | |
download | minetest-7ea40e45b1bf893aa693c179cbe8612ede86faee.tar.gz minetest-7ea40e45b1bf893aa693c179cbe8612ede86faee.tar.bz2 minetest-7ea40e45b1bf893aa693c179cbe8612ede86faee.zip |
Use vertices with tangents only when its needed.
Diffstat (limited to 'src/mapblock_mesh.cpp')
-rw-r--r-- | src/mapblock_mesh.cpp | 178 |
1 files changed, 113 insertions, 65 deletions
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); - } } |