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authorDániel Juhász <juhdanad@gmail.com>2017-06-21 08:47:31 +0000
committerSmallJoker <mk939@ymail.com>2018-06-03 17:31:59 +0200
commit0c91c65a1147049a0a97ef3120a025401f60c5d7 (patch)
tree655f723712136fb3d386fb9fcc5ac4210fda75c1 /src
parent849fe19f8cc89dbe92b24e6020e3a1618a3171e2 (diff)
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Fix render order of overlays (#6008)
* Fix render order of overlays * Use C++11 loops * Fix time_t
Diffstat (limited to 'src')
-rw-r--r--src/clientmap.cpp77
1 files changed, 35 insertions, 42 deletions
diff --git a/src/clientmap.cpp b/src/clientmap.cpp
index 6cd24ffc6..d00443c62 100644
--- a/src/clientmap.cpp
+++ b/src/clientmap.cpp
@@ -290,49 +290,45 @@ void ClientMap::updateDrawList(video::IVideoDriver* driver)
struct MeshBufList
{
- /*!
- * Specifies in which layer the list is.
- * All lists which are in a lower layer are rendered before this list.
- */
- u8 layer;
video::SMaterial m;
std::vector<scene::IMeshBuffer*> bufs;
};
struct MeshBufListList
{
- std::vector<MeshBufList> lists;
+ /*!
+ * Stores the mesh buffers of the world.
+ * The array index is the material's layer.
+ * The vector part groups vertices by material.
+ */
+ std::vector<MeshBufList> lists[MAX_TILE_LAYERS];
void clear()
{
- lists.clear();
+ for (int l = 0; l < MAX_TILE_LAYERS; l++)
+ lists[l].clear();
}
void add(scene::IMeshBuffer *buf, u8 layer)
{
+ // Append to the correct layer
+ std::vector<MeshBufList> &list = lists[layer];
const video::SMaterial &m = buf->getMaterial();
- for(std::vector<MeshBufList>::iterator i = lists.begin();
- i != lists.end(); ++i){
- MeshBufList &l = *i;
-
+ for (MeshBufList &l : list) {
// comparing a full material is quite expensive so we don't do it if
// not even first texture is equal
if (l.m.TextureLayer[0].Texture != m.TextureLayer[0].Texture)
continue;
- if(l.layer != layer)
- continue;
-
if (l.m == m) {
l.bufs.push_back(buf);
return;
}
}
MeshBufList l;
- l.layer = layer;
l.m = m;
l.bufs.push_back(buf);
- lists.push_back(l);
+ list.push_back(l);
}
};
@@ -360,7 +356,7 @@ void ClientMap::renderMap(video::IVideoDriver* driver, s32 pass)
Measuring time is very useful for long delays when the
machine is swapping a lot.
*/
- int time1 = time(0);
+ std::time_t time1 = time(0);
/*
Get animation parameters
@@ -476,35 +472,32 @@ void ClientMap::renderMap(video::IVideoDriver* driver, s32 pass)
}
}
- std::vector<MeshBufList> &lists = drawbufs.lists;
-
- int timecheck_counter = 0;
- for (std::vector<MeshBufList>::iterator i = lists.begin();
- i != lists.end(); ++i) {
- timecheck_counter++;
- if (timecheck_counter > 50) {
- timecheck_counter = 0;
- int time2 = time(0);
- if (time2 > time1 + 4) {
- infostream << "ClientMap::renderMap(): "
- "Rendering takes ages, returning."
- << std::endl;
- return;
+ // Render all layers in order
+ for (int layer = 0; layer < MAX_TILE_LAYERS; layer++) {
+ std::vector<MeshBufList> &lists = drawbufs.lists[layer];
+
+ int timecheck_counter = 0;
+ for (MeshBufList &list : lists) {
+ timecheck_counter++;
+ if (timecheck_counter > 50) {
+ timecheck_counter = 0;
+ std::time_t time2 = time(0);
+ if (time2 > time1 + 4) {
+ infostream << "ClientMap::renderMap(): "
+ "Rendering takes ages, returning."
+ << std::endl;
+ return;
+ }
}
- }
- MeshBufList &list = *i;
+ driver->setMaterial(list.m);
- driver->setMaterial(list.m);
-
- for (std::vector<scene::IMeshBuffer*>::iterator j = list.bufs.begin();
- j != list.bufs.end(); ++j) {
- scene::IMeshBuffer *buf = *j;
- driver->drawMeshBuffer(buf);
- vertex_count += buf->getVertexCount();
- meshbuffer_count++;
+ for (scene::IMeshBuffer *buf : list.bufs) {
+ driver->drawMeshBuffer(buf);
+ vertex_count += buf->getVertexCount();
+ meshbuffer_count++;
+ }
}
-
}
} // ScopeProfiler