diff options
-rw-r--r-- | src/mapblock_mesh.cpp | 330 |
1 files changed, 146 insertions, 184 deletions
diff --git a/src/mapblock_mesh.cpp b/src/mapblock_mesh.cpp index 8fe00b052..dc37c0c5f 100644 --- a/src/mapblock_mesh.cpp +++ b/src/mapblock_mesh.cpp @@ -97,14 +97,10 @@ void MeshMakeData::fillSingleNode(MapNode *node) MapNode *data = new MapNode[volume]; for(s32 i = 0; i < volume; i++) { - if(i == our_node_index) - { + if (i == our_node_index) data[i] = *node; - } else - { data[i] = MapNode(CONTENT_AIR, LIGHT_MAX, 0); - } } m_vmanip.copyFrom(data, area, area.MinEdge, area.MinEdge, area.getExtent()); delete[] data; @@ -112,7 +108,7 @@ void MeshMakeData::fillSingleNode(MapNode *node) void MeshMakeData::setCrack(int crack_level, v3s16 crack_pos) { - if(crack_level >= 0) + if (crack_level >= 0) m_crack_pos_relative = crack_pos - m_blockpos*MAP_BLOCKSIZE; } @@ -223,9 +219,8 @@ static u16 getSmoothLightCombined(const v3s16 &p, MeshMakeData *data) MapNode n = data->m_vmanip.getNodeNoExNoEmerge(p - dir); // if it's CONTENT_IGNORE we can't do any light calculations - if (n.getContent() == CONTENT_IGNORE) { + if (n.getContent() == CONTENT_IGNORE) continue; - } const ContentFeatures &f = ndef->get(n); if (f.light_source > light_source_max) @@ -233,7 +228,8 @@ static u16 getSmoothLightCombined(const v3s16 &p, MeshMakeData *data) // Check f.solidness because fast-style leaves look better this way if (f.param_type == CPT_LIGHT && f.solidness != 2) { light_day += decode_light(n.getLightNoChecks(LIGHTBANK_DAY, &f)); - light_night += decode_light(n.getLightNoChecks(LIGHTBANK_NIGHT, &f)); + light_night += decode_light( + n.getLightNoChecks(LIGHTBANK_NIGHT, &f)); light_count++; } else { ambient_occlusion++; @@ -248,7 +244,7 @@ static u16 getSmoothLightCombined(const v3s16 &p, MeshMakeData *data) // Boost brightness around light sources bool skip_ambient_occlusion_day = false; - if(decode_light(light_source_max) >= light_day) { + if (decode_light(light_source_max) >= light_day) { light_day = decode_light(light_source_max); skip_ambient_occlusion_day = true; } @@ -259,8 +255,7 @@ static u16 getSmoothLightCombined(const v3s16 &p, MeshMakeData *data) skip_ambient_occlusion_night = true; } - if (ambient_occlusion > 4) - { + if (ambient_occlusion > 4) { static thread_local const float ao_gamma = rangelim( g_settings->getFloat("ambient_occlusion_gamma"), 0.25, 4.0); @@ -275,9 +270,11 @@ static u16 getSmoothLightCombined(const v3s16 &p, MeshMakeData *data) ambient_occlusion -= 5; if (!skip_ambient_occlusion_day) - light_day = rangelim(core::round32(light_day*light_amount[ambient_occlusion]), 0, 255); + light_day = rangelim(core::round32( + light_day * light_amount[ambient_occlusion]), 0, 255); if (!skip_ambient_occlusion_night) - light_night = rangelim(core::round32(light_night*light_amount[ambient_occlusion]), 0, 255); + light_night = rangelim(core::round32( + light_night * light_amount[ambient_occlusion]), 0, 255); } return light_day | (light_night << 8); @@ -289,11 +286,14 @@ static u16 getSmoothLightCombined(const v3s16 &p, MeshMakeData *data) */ u16 getSmoothLight(v3s16 p, v3s16 corner, MeshMakeData *data) { - if(corner.X == 1) p.X += 1; + if (corner.X == 1) + ++p.X; // else corner.X == -1 - if(corner.Y == 1) p.Y += 1; + if (corner.Y == 1) + ++p.Y; // else corner.Y == -1 - if(corner.Z == 1) p.Z += 1; + if (corner.Z == 1) + ++p.Z; // else corner.Z == -1 return getSmoothLightCombined(p, data); @@ -359,49 +359,38 @@ static void getNodeVertexDirs(v3s16 dir, v3s16 *vertex_dirs) 2: top-left 3: top-right */ - if(dir == v3s16(0,0,1)) - { + if (dir == v3s16(0, 0, 1)) { // If looking towards z+, this is the face that is behind // the center point, facing towards z+. vertex_dirs[0] = v3s16(-1,-1, 1); vertex_dirs[1] = v3s16( 1,-1, 1); vertex_dirs[2] = v3s16( 1, 1, 1); vertex_dirs[3] = v3s16(-1, 1, 1); - } - else if(dir == v3s16(0,0,-1)) - { + } else if (dir == v3s16(0, 0, -1)) { // faces towards Z- vertex_dirs[0] = v3s16( 1,-1,-1); vertex_dirs[1] = v3s16(-1,-1,-1); vertex_dirs[2] = v3s16(-1, 1,-1); vertex_dirs[3] = v3s16( 1, 1,-1); - } - else if(dir == v3s16(1,0,0)) - { + } else if (dir == v3s16(1, 0, 0)) { // faces towards X+ vertex_dirs[0] = v3s16( 1,-1, 1); vertex_dirs[1] = v3s16( 1,-1,-1); vertex_dirs[2] = v3s16( 1, 1,-1); vertex_dirs[3] = v3s16( 1, 1, 1); - } - else if(dir == v3s16(-1,0,0)) - { + } else if (dir == v3s16(-1, 0, 0)) { // faces towards X- vertex_dirs[0] = v3s16(-1,-1,-1); vertex_dirs[1] = v3s16(-1,-1, 1); vertex_dirs[2] = v3s16(-1, 1, 1); vertex_dirs[3] = v3s16(-1, 1,-1); - } - else if(dir == v3s16(0,1,0)) - { + } else if (dir == v3s16(0, 1, 0)) { // faces towards Y+ (assume Z- as "down" in texture) vertex_dirs[0] = v3s16( 1, 1,-1); vertex_dirs[1] = v3s16(-1, 1,-1); vertex_dirs[2] = v3s16(-1, 1, 1); vertex_dirs[3] = v3s16( 1, 1, 1); - } - else if(dir == v3s16(0,-1,0)) - { + } else if (dir == v3s16(0, -1, 0)) { // faces towards Y- (assume Z+ as "down" in texture) vertex_dirs[0] = v3s16( 1,-1, 1); vertex_dirs[1] = v3s16(-1,-1, 1); @@ -429,10 +418,10 @@ static void makeFastFace(const TileSpec &tile, u16 li0, u16 li1, u16 li2, u16 li // Position is at the center of the cube. v3f pos = p * BS; - float x0 = 0.0; - float y0 = 0.0; - float w = 1.0; - float h = 1.0; + float x0 = 0.0f; + float y0 = 0.0f; + float w = 1.0f; + float h = 1.0f; v3f vertex_pos[4]; v3s16 vertex_dirs[4]; @@ -440,8 +429,7 @@ static void makeFastFace(const TileSpec &tile, u16 li0, u16 li1, u16 li2, u16 li v3s16 t; u16 t1; - switch (tile.rotation) - { + switch (tile.rotation) { case 0: break; case 1: //R90 @@ -450,11 +438,11 @@ static void makeFastFace(const TileSpec &tile, u16 li0, u16 li1, u16 li2, u16 li vertex_dirs[3] = vertex_dirs[2]; vertex_dirs[2] = vertex_dirs[1]; vertex_dirs[1] = t; - t1=li0; - li0=li3; - li3=li2; - li2=li1; - li1=t1; + t1 = li0; + li0 = li3; + li3 = li2; + li2 = li1; + li1 = t1; break; case 2: //R180 t = vertex_dirs[0]; @@ -550,12 +538,11 @@ static void makeFastFace(const TileSpec &tile, u16 li0, u16 li1, u16 li2, u16 li break; } - for(u16 i=0; i<4; i++) - { + for (u16 i = 0; i < 4; i++) { vertex_pos[i] = v3f( - BS/2*vertex_dirs[i].X, - BS/2*vertex_dirs[i].Y, - BS/2*vertex_dirs[i].Z + BS / 2 * vertex_dirs[i].X, + BS / 2 * vertex_dirs[i].Y, + BS / 2 * vertex_dirs[i].Z ); } @@ -566,10 +553,10 @@ static void makeFastFace(const TileSpec &tile, u16 li0, u16 li1, u16 li2, u16 li vpos += pos; } - f32 abs_scale = 1.0; - if (scale.X < 0.999 || scale.X > 1.001) abs_scale = scale.X; - else if(scale.Y < 0.999 || scale.Y > 1.001) abs_scale = scale.Y; - else if(scale.Z < 0.999 || scale.Z > 1.001) abs_scale = scale.Z; + f32 abs_scale = 1.0f; + if (scale.X < 0.999f || scale.X > 1.001f) abs_scale = scale.X; + else if (scale.Y < 0.999f || scale.Y > 1.001f) abs_scale = scale.Y; + else if (scale.Z < 0.999f || scale.Z > 1.001f) abs_scale = scale.Z; v3f normal(dir.X, dir.Y, dir.Z); @@ -635,38 +622,33 @@ static u8 face_contents(content_t m1, content_t m2, bool *equivalent, { *equivalent = false; - if(m1 == CONTENT_IGNORE || m2 == CONTENT_IGNORE) + if (m1 == m2 || m1 == CONTENT_IGNORE || m2 == CONTENT_IGNORE) return 0; - bool contents_differ = (m1 != m2); - const ContentFeatures &f1 = ndef->get(m1); const ContentFeatures &f2 = ndef->get(m2); // Contents don't differ for different forms of same liquid - if(f1.sameLiquid(f2)) - contents_differ = false; + if (f1.sameLiquid(f2)) + return 0; u8 c1 = f1.solidness; u8 c2 = f2.solidness; - bool solidness_differs = (c1 != c2); - bool makes_face = contents_differ && solidness_differs; - - if (!makes_face) + if (c1 == c2) return 0; - if(c1 == 0) + if (c1 == 0) c1 = f1.visual_solidness; - if(c2 == 0) + else if (c2 == 0) c2 = f2.visual_solidness; - if(c1 == c2){ + if (c1 == c2) { *equivalent = true; // If same solidness, liquid takes precense - if(f1.isLiquid()) + if (f1.isLiquid()) return 1; - if(f2.isLiquid()) + if (f2.isLiquid()) return 2; } @@ -716,7 +698,7 @@ void getNodeTile(MapNode mn, v3s16 p, v3s16 dir, MeshMakeData *data, TileSpec &t // 5 = (0,0,-1) // 6 = (0,-1,0) // 7 = (-1,0,0) - u8 dir_i = ((dir.X + 2 * dir.Y + 3 * dir.Z) & 7)*2; + u8 dir_i = ((dir.X + 2 * dir.Y + 3 * dir.Z) & 7) * 2; // Get rotation for things like chests u8 facedir = mn.getFaceDir(ndef); @@ -755,7 +737,7 @@ void getNodeTile(MapNode mn, v3s16 p, v3s16 dir, MeshMakeData *data, TileSpec &t 0,0, 4,2 , 1,1 , 2,2 , 0,0, 3,2 , 0,3 , 5,2 }; - u16 tile_index=facedir*16 + dir_i; + u16 tile_index = facedir * 16 + dir_i; getNodeTileN(mn, p, dir_to_tile[tile_index], data, tile); tile.rotation = dir_to_tile[tile_index + 1]; } @@ -828,15 +810,13 @@ static void getTileInfo( if (!data->m_smooth_lighting) { lights[0] = lights[1] = lights[2] = lights[3] = getFaceLight(n0, n1, face_dir, ndef); - } - else { + } else { v3s16 vertex_dirs[4]; getNodeVertexDirs(face_dir_corrected, vertex_dirs); v3s16 light_p = blockpos_nodes + p_corrected; - for (u16 i = 0; i < 4; i++) { + for (u16 i = 0; i < 4; i++) lights[i] = getSmoothLight(light_p, vertex_dirs[i], data); - } } } @@ -860,7 +840,7 @@ static void updateFastFaceRow( bool makes_face = false; v3s16 p_corrected; v3s16 face_dir_corrected; - u16 lights[4] = {0,0,0,0}; + u16 lights[4] = {0, 0, 0, 0}; TileSpec tile; getTileInfo(data, p, face_dir, makes_face, p_corrected, face_dir_corrected, @@ -877,8 +857,7 @@ static void updateFastFaceRow( bool next_makes_face = false; v3s16 next_p_corrected; v3s16 next_face_dir_corrected; - u16 next_lights[4] = {0,0,0,0}; - + u16 next_lights[4] = {0, 0, 0, 0}; // If at last position, there is nothing to compare to and // the face must be drawn anyway @@ -899,7 +878,6 @@ static void updateFastFaceRow( continuous_tiles_count++; } } - if (next_is_different) { /* Create a face if there should be one @@ -908,27 +886,23 @@ static void updateFastFaceRow( // Floating point conversion of the position vector v3f pf(p_corrected.X, p_corrected.Y, p_corrected.Z); // Center point of face (kind of) - v3f sp = pf - - ((f32)continuous_tiles_count / 2.0f - 0.5f) * translate_dir_f; - v3f scale(1,1,1); + v3f sp = pf - ((f32)continuous_tiles_count * 0.5f - 0.5f) + * translate_dir_f; + v3f scale(1, 1, 1); - if(translate_dir.X != 0) { + if (translate_dir.X != 0) scale.X = continuous_tiles_count; - } - if(translate_dir.Y != 0) { + if (translate_dir.Y != 0) scale.Y = continuous_tiles_count; - } - if(translate_dir.Z != 0) { + if (translate_dir.Z != 0) scale.Z = continuous_tiles_count; - } makeFastFace(tile, lights[0], lights[1], lights[2], lights[3], sp, face_dir_corrected, scale, dest); g_profiler->avg("Meshgen: faces drawn by tiling", 0); - for(int i = 1; i < continuous_tiles_count; i++){ + for (int i = 1; i < continuous_tiles_count; i++) g_profiler->avg("Meshgen: faces drawn by tiling", 1); - } } continuous_tiles_count = 1; @@ -950,44 +924,38 @@ static void updateAllFastFaceRows(MeshMakeData *data, /* Go through every y,z and get top(y+) faces in rows of x+ */ - for(s16 y = 0; y < MAP_BLOCKSIZE; y++) { - for(s16 z = 0; z < MAP_BLOCKSIZE; z++) { - updateFastFaceRow(data, - v3s16(0,y,z), - v3s16(1,0,0), //dir - v3f (1,0,0), - v3s16(0,1,0), //face dir - dest); - } - } + for (s16 y = 0; y < MAP_BLOCKSIZE; y++) + for (s16 z = 0; z < MAP_BLOCKSIZE; z++) + updateFastFaceRow(data, + v3s16(0, y, z), + v3s16(1, 0, 0), //dir + v3f (1, 0, 0), + v3s16(0, 1, 0), //face dir + dest); /* Go through every x,y and get right(x+) faces in rows of z+ */ - for(s16 x = 0; x < MAP_BLOCKSIZE; x++) { - for(s16 y = 0; y < MAP_BLOCKSIZE; y++) { - updateFastFaceRow(data, - v3s16(x,y,0), - v3s16(0,0,1), //dir - v3f (0,0,1), - v3s16(1,0,0), //face dir - dest); - } - } + for (s16 x = 0; x < MAP_BLOCKSIZE; x++) + for (s16 y = 0; y < MAP_BLOCKSIZE; y++) + updateFastFaceRow(data, + v3s16(x, y, 0), + v3s16(0, 0, 1), //dir + v3f (0, 0, 1), + v3s16(1, 0, 0), //face dir + dest); /* Go through every y,z and get back(z+) faces in rows of x+ */ - for(s16 z = 0; z < MAP_BLOCKSIZE; z++) { - for(s16 y = 0; y < MAP_BLOCKSIZE; y++) { - updateFastFaceRow(data, - v3s16(0,y,z), - v3s16(1,0,0), //dir - v3f (1,0,0), - v3s16(0,0,1), //face dir - dest); - } - } + for (s16 z = 0; z < MAP_BLOCKSIZE; z++) + for (s16 y = 0; y < MAP_BLOCKSIZE; y++) + updateFastFaceRow(data, + v3s16(0, y, z), + v3s16(1, 0, 0), //dir + v3f (1, 0, 0), + v3s16(0, 0, 1), //face dir + dest); } /* @@ -1047,8 +1015,8 @@ MapBlockMesh::MapBlockMesh(MeshMakeData *data, v3s16 camera_offset): //TimeTaker timer2("MeshCollector building"); for (const FastFace &f : fastfaces_new) { - const u16 indices[] = {0,1,2,2,3,0}; - const u16 indices_alternate[] = {0,1,3,2,3,1}; + static const u16 indices[] = {0, 1, 2, 2, 3, 0}; + static const u16 indices_alternate[] = {0, 1, 3, 2, 3, 1}; if (!f.layer.texture) continue; @@ -1087,18 +1055,18 @@ MapBlockMesh::MapBlockMesh(MeshMakeData *data, v3s16 camera_offset): // Generate animation data // - Cracks - if(p.layer.material_flags & MATERIAL_FLAG_CRACK) - { + if (p.layer.material_flags & MATERIAL_FLAG_CRACK) { // Find the texture name plus ^[crack:N: std::ostringstream os(std::ios::binary); - os<<m_tsrc->getTextureName(p.layer.texture_id)<<"^[crack"; - if(p.layer.material_flags & MATERIAL_FLAG_CRACK_OVERLAY) - os<<"o"; // use ^[cracko - os<<":"<<(u32)p.layer.animation_frame_count<<":"; - m_crack_materials.insert(std::make_pair(std::pair<u8, u32>(layer, i), os.str())); + os << m_tsrc->getTextureName(p.layer.texture_id) << "^[crack"; + if (p.layer.material_flags & MATERIAL_FLAG_CRACK_OVERLAY) + os << "o"; // use ^[cracko + os << ":" << (u32)p.layer.animation_frame_count << ":"; + m_crack_materials.insert(std::make_pair( + std::pair<u8, u32>(layer, i), os.str())); // Replace tile texture with the cracked one p.layer.texture = m_tsrc->getTextureForMesh( - os.str()+"0", + os.str() + "0", &p.layer.texture_id); } // - Texture animation @@ -1106,9 +1074,11 @@ MapBlockMesh::MapBlockMesh(MeshMakeData *data, v3s16 camera_offset): // 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")){ + if (g_settings->getBool( + "desynchronize_mapblock_texture_animation")) { // Get starting position from noise - m_animation_frame_offsets[std::pair<u8, u32>(layer, i)] = 100000 * (2.0 + noise3d( + m_animation_frame_offsets[std::pair<u8, u32>(layer, i)] = + 100000 * (2.0 + noise3d( data->m_blockpos.X, data->m_blockpos.Y, data->m_blockpos.Z, 0)); } else { @@ -1124,8 +1094,7 @@ 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 = - m_use_tangent_vertices ? + u32 vertex_count = m_use_tangent_vertices ? p.tangent_vertices.size() : p.vertices.size(); for (u32 j = 0; j < vertex_count; j++) { video::SColor *vc; @@ -1155,11 +1124,11 @@ MapBlockMesh::MapBlockMesh(MeshMakeData *data, v3s16 camera_offset): material.setTexture(0, p.layer.texture); if (m_enable_shaders) { - material.MaterialType = m_shdrsrc->getShaderInfo(p.layer.shader_id).material; + material.MaterialType = m_shdrsrc->getShaderInfo( + p.layer.shader_id).material; p.layer.applyMaterialOptionsWithShaders(material); - if (p.layer.normal_texture) { + if (p.layer.normal_texture) material.setTexture(1, p.layer.normal_texture); - } material.setTexture(2, p.layer.flags_texture); } else { p.layer.applyMaterialOptions(material); @@ -1169,7 +1138,8 @@ MapBlockMesh::MapBlockMesh(MeshMakeData *data, v3s16 camera_offset): // Create meshbuffer, add to mesh if (m_use_tangent_vertices) { - scene::SMeshBufferTangents *buf = new scene::SMeshBufferTangents(); + scene::SMeshBufferTangents *buf = + new scene::SMeshBufferTangents(); // Set material buf->Material = material; // Add to mesh @@ -1191,7 +1161,6 @@ MapBlockMesh::MapBlockMesh(MeshMakeData *data, v3s16 camera_offset): } } - /* Do some stuff to the mesh */ @@ -1205,19 +1174,17 @@ MapBlockMesh::MapBlockMesh(MeshMakeData *data, v3s16 camera_offset): meshmanip->recalculateTangents(m_mesh[layer], true, false, false); } - if (m_mesh[layer]) - { + if (m_mesh[layer]) { #if 0 // Usually 1-700 faces and 1-7 materials - std::cout<<"Updated MapBlock has "<<fastfaces_new.size()<<" faces " - <<"and uses "<<m_mesh[layer]->getMeshBufferCount() - <<" materials (meshbuffers)"<<std::endl; + std::cout << "Updated MapBlock has " << fastfaces_new.size() + << " faces and uses " << m_mesh[layer]->getMeshBufferCount() + << " materials (meshbuffers)" << std::endl; #endif // Use VBO for mesh (this just would set this for ever buffer) - if (m_enable_vbo) { + if (m_enable_vbo) m_mesh[layer]->setHardwareMappingHint(scene::EHM_STATIC); - } } } @@ -1244,10 +1211,10 @@ MapBlockMesh::~MapBlockMesh() delete m_minimap_mapblock; } -bool MapBlockMesh::animate(bool faraway, float time, int crack, u32 daynight_ratio) +bool MapBlockMesh::animate(bool faraway, float time, int crack, + u32 daynight_ratio) { - if(!m_has_animation) - { + if (!m_has_animation) { m_animation_force_timer = 100000; return false; } @@ -1263,16 +1230,16 @@ bool MapBlockMesh::animate(bool faraway, float time, int crack, u32 daynight_rat // Create new texture name from original std::ostringstream os; - os<<basename<<crack; + os << basename << crack; u32 new_texture_id = 0; video::ITexture *new_texture = - m_tsrc->getTextureForMesh(os.str(), &new_texture_id); + m_tsrc->getTextureForMesh(os.str(), &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()){ + if (anim_iter != m_animation_tiles.end()) { TileLayer &tile = anim_iter->second; tile.texture = new_texture; tile.texture_id = new_texture_id; @@ -1292,7 +1259,7 @@ bool MapBlockMesh::animate(bool faraway, float time, int crack, u32 daynight_rat int frame = (int)(time * 1000 / tile.animation_frame_length_ms + frameoffset) % tile.animation_frame_count; // If frame doesn't change, skip - if(frame == m_animation_frames[animation_tile.first]) + if (frame == m_animation_frames[animation_tile.first]) continue; m_animation_frames[animation_tile.first] = frame; @@ -1303,16 +1270,15 @@ bool MapBlockMesh::animate(bool faraway, float time, int crack, u32 daynight_rat const FrameSpec &animation_frame = (*tile.frames)[frame]; buf->getMaterial().setTexture(0, animation_frame.texture); if (m_enable_shaders) { - if (animation_frame.normal_texture) { - buf->getMaterial().setTexture(1, animation_frame.normal_texture); - } + if (animation_frame.normal_texture) + buf->getMaterial().setTexture(1, + animation_frame.normal_texture); buf->getMaterial().setTexture(2, animation_frame.flags_texture); } } // Day-night transition - if(!m_enable_shaders && (daynight_ratio != m_last_daynight_ratio)) - { + if (!m_enable_shaders && (daynight_ratio != m_last_daynight_ratio)) { // Force reload mesh to VBO if (m_enable_vbo) for (scene::IMesh *m : m_mesh) @@ -1324,9 +1290,9 @@ bool MapBlockMesh::animate(bool faraway, float time, int crack, u32 daynight_rat scene::IMeshBuffer *buf = m_mesh[daynight_diff.first.first]-> getMeshBuffer(daynight_diff.first.second); video::S3DVertex *vertices = (video::S3DVertex *)buf->getVertices(); - for (const auto &j : daynight_diff.second) { - final_color_blend(&(vertices[j.first].Color), j.second, day_color); - } + for (const auto &j : daynight_diff.second) + final_color_blend(&(vertices[j.first].Color), j.second, + day_color); } m_last_daynight_ratio = daynight_ratio; } @@ -1340,9 +1306,8 @@ void MapBlockMesh::updateCameraOffset(v3s16 camera_offset) for (scene::IMesh *layer : m_mesh) { translateMesh(layer, intToFloat(m_camera_offset - camera_offset, BS)); - if (m_enable_vbo) { + if (m_enable_vbo) layer->setDirty(); - } } m_camera_offset = camera_offset; } @@ -1360,8 +1325,7 @@ void MeshCollector::append(const TileSpec &tile, const TileLayer *layer = &tile.layers[layernum]; if (layer->texture_id == 0) continue; - append(*layer, vertices, numVertices, indices, numIndices, - layernum); + append(*layer, vertices, numVertices, indices, numIndices, layernum); } } @@ -1370,20 +1334,18 @@ void MeshCollector::append(const TileLayer &layer, const u16 *indices, u32 numIndices, u8 layernum) { if (numIndices > 65535) { - dstream<<"FIXME: MeshCollector::append() called with numIndices="<<numIndices<<" (limit 65535)"<<std::endl; + dstream << "FIXME: MeshCollector::append() called with numIndices=" + << numIndices << " (limit 65535)" << std::endl; return; } std::vector<PreMeshBuffer> *buffers = &prebuffers[layernum]; PreMeshBuffer *p = NULL; for (PreMeshBuffer &pp : *buffers) { - if (pp.layer != layer) - continue; - if (pp.indices.size() + numIndices > 65535) - continue; - - p = &pp; - break; + if (pp.layer == layer && pp.indices.size() + numIndices <= 65535) { + p = &pp; + break; + } } if (p == NULL) { @@ -1397,15 +1359,17 @@ void MeshCollector::append(const TileLayer &layer, if (m_use_tangent_vertices) { vertex_count = p->tangent_vertices.size(); for (u32 i = 0; i < numVertices; i++) { + video::S3DVertexTangents vert(vertices[i].Pos, vertices[i].Normal, - vertices[i].Color, vertices[i].TCoords); + vertices[i].Color, vertices[i].TCoords); p->tangent_vertices.push_back(vert); } } else { vertex_count = p->vertices.size(); for (u32 i = 0; i < numVertices; i++) { video::S3DVertex vert(vertices[i].Pos, vertices[i].Normal, - vertices[i].Color, vertices[i].TCoords); + vertices[i].Color, vertices[i].TCoords); + p->vertices.push_back(vert); } } @@ -1430,7 +1394,7 @@ void MeshCollector::append(const TileSpec &tile, if (layer->texture_id == 0) continue; append(*layer, vertices, numVertices, indices, numIndices, pos, - c, light_source, layernum); + c, light_source, layernum); } } @@ -1440,20 +1404,18 @@ void MeshCollector::append(const TileLayer &layer, v3f pos, video::SColor c, u8 light_source, u8 layernum) { if (numIndices > 65535) { - dstream<<"FIXME: MeshCollector::append() called with numIndices="<<numIndices<<" (limit 65535)"<<std::endl; + dstream << "FIXME: MeshCollector::append() called with numIndices=" + << numIndices << " (limit 65535)" << std::endl; return; } std::vector<PreMeshBuffer> *buffers = &prebuffers[layernum]; PreMeshBuffer *p = NULL; for (PreMeshBuffer &pp : *buffers) { - if(pp.layer != layer) - continue; - if(pp.indices.size() + numIndices > 65535) - continue; - - p = &pp; - break; + if (pp.layer == layer && pp.indices.size() + numIndices <= 65535) { + p = &pp; + break; + } } if (p == NULL) { @@ -1473,7 +1435,7 @@ void MeshCollector::append(const TileLayer &layer, applyFacesShading(c, vertices[i].Normal); } video::S3DVertexTangents vert(vertices[i].Pos + pos, - vertices[i].Normal, c, vertices[i].TCoords); + vertices[i].Normal, c, vertices[i].TCoords); p->tangent_vertices.push_back(vert); } } else { |