diff options
Diffstat (limited to 'src/client')
-rw-r--r-- | src/client/game.cpp | 10 | ||||
-rw-r--r-- | src/client/mapblock_mesh.cpp | 41 | ||||
-rw-r--r-- | src/client/mapblock_mesh.h | 5 | ||||
-rw-r--r-- | src/client/mesh_generator_thread.cpp | 6 | ||||
-rw-r--r-- | src/client/mesh_generator_thread.h | 1 | ||||
-rw-r--r-- | src/client/shader.cpp | 29 | ||||
-rw-r--r-- | src/client/wieldmesh.cpp | 2 |
7 files changed, 12 insertions, 82 deletions
diff --git a/src/client/game.cpp b/src/client/game.cpp index 54e0c9f20..309a8e194 100644 --- a/src/client/game.cpp +++ b/src/client/game.cpp @@ -430,8 +430,6 @@ class GameGlobalShaderConstantSetter : public IShaderConstantSetter CachedPixelShaderSetting<float, 3> m_camera_offset_pixel; CachedPixelShaderSetting<float, 3> m_camera_offset_vertex; CachedPixelShaderSetting<SamplerLayer_t> m_base_texture; - CachedPixelShaderSetting<SamplerLayer_t> m_normal_texture; - CachedPixelShaderSetting<SamplerLayer_t> m_texture_flags; Client *m_client; public: @@ -464,8 +462,6 @@ public: m_camera_offset_pixel("cameraOffset"), m_camera_offset_vertex("cameraOffset"), m_base_texture("baseTexture"), - m_normal_texture("normalTexture"), - m_texture_flags("textureFlags"), m_client(client) { g_settings->registerChangedCallback("enable_fog", settingsCallback, this); @@ -553,12 +549,8 @@ public: m_camera_offset_pixel.set(camera_offset_array, services); m_camera_offset_vertex.set(camera_offset_array, services); - SamplerLayer_t base_tex = 0, - normal_tex = 1, - flags_tex = 2; + SamplerLayer_t base_tex = 0; m_base_texture.set(&base_tex, services); - m_normal_texture.set(&normal_tex, services); - m_texture_flags.set(&flags_tex, services); } }; diff --git a/src/client/mapblock_mesh.cpp b/src/client/mapblock_mesh.cpp index c7790f1e4..6a59fabe3 100644 --- a/src/client/mapblock_mesh.cpp +++ b/src/client/mapblock_mesh.cpp @@ -35,11 +35,9 @@ with this program; if not, write to the Free Software Foundation, Inc., MeshMakeData */ -MeshMakeData::MeshMakeData(Client *client, bool use_shaders, - bool use_tangent_vertices): +MeshMakeData::MeshMakeData(Client *client, bool use_shaders): m_client(client), - m_use_shaders(use_shaders), - m_use_tangent_vertices(use_tangent_vertices) + m_use_shaders(use_shaders) {} void MeshMakeData::fillBlockDataBegin(const v3s16 &blockpos) @@ -1016,7 +1014,6 @@ MapBlockMesh::MapBlockMesh(MeshMakeData *data, v3s16 camera_offset): for (auto &m : m_mesh) m = new scene::SMesh(); m_enable_shaders = data->m_use_shaders; - m_use_tangent_vertices = data->m_use_tangent_vertices; m_enable_vbo = g_settings->getBool("enable_vbo"); if (data->m_client->getMinimap()) { @@ -1170,28 +1167,12 @@ MapBlockMesh::MapBlockMesh(MeshMakeData *data, v3s16 camera_offset): scene::SMesh *mesh = (scene::SMesh *)m_mesh[layer]; - // Create meshbuffer, add to mesh - if (m_use_tangent_vertices) { - scene::SMeshBufferTangents *buf = - new scene::SMeshBufferTangents(); - buf->Material = material; - buf->Vertices.reallocate(p.vertices.size()); - buf->Indices.reallocate(p.indices.size()); - for (const video::S3DVertex &v: p.vertices) - buf->Vertices.push_back(video::S3DVertexTangents(v.Pos, v.Color, v.TCoords)); - for (u16 i: p.indices) - buf->Indices.push_back(i); - buf->recalculateBoundingBox(); - mesh->addMeshBuffer(buf); - buf->drop(); - } else { - scene::SMeshBuffer *buf = new scene::SMeshBuffer(); - buf->Material = material; - buf->append(&p.vertices[0], p.vertices.size(), - &p.indices[0], p.indices.size()); - mesh->addMeshBuffer(buf); - buf->drop(); - } + scene::SMeshBuffer *buf = new scene::SMeshBuffer(); + buf->Material = material; + buf->append(&p.vertices[0], p.vertices.size(), + &p.indices[0], p.indices.size()); + mesh->addMeshBuffer(buf); + buf->drop(); } /* @@ -1201,12 +1182,6 @@ MapBlockMesh::MapBlockMesh(MeshMakeData *data, v3s16 camera_offset): translateMesh(m_mesh[layer], intToFloat(data->m_blockpos * MAP_BLOCKSIZE - camera_offset, BS)); - if (m_use_tangent_vertices) { - scene::IMeshManipulator* meshmanip = - RenderingEngine::get_scene_manager()->getMeshManipulator(); - meshmanip->recalculateTangents(m_mesh[layer], true, false, false); - } - if (m_mesh[layer]) { #if 0 // Usually 1-700 faces and 1-7 materials diff --git a/src/client/mapblock_mesh.h b/src/client/mapblock_mesh.h index f8aed40dc..6a9c00ed5 100644 --- a/src/client/mapblock_mesh.h +++ b/src/client/mapblock_mesh.h @@ -45,10 +45,8 @@ struct MeshMakeData Client *m_client; bool m_use_shaders; - bool m_use_tangent_vertices; - MeshMakeData(Client *client, bool use_shaders, - bool use_tangent_vertices = false); + MeshMakeData(Client *client, bool use_shaders); /* Copy block data manually (to allow optimizations by the caller) @@ -136,7 +134,6 @@ private: IShaderSource *m_shdrsrc; bool m_enable_shaders; - bool m_use_tangent_vertices; bool m_enable_vbo; // Must animate() be called before rendering? diff --git a/src/client/mesh_generator_thread.cpp b/src/client/mesh_generator_thread.cpp index 53b980eeb..c8d1cba26 100644 --- a/src/client/mesh_generator_thread.cpp +++ b/src/client/mesh_generator_thread.cpp @@ -52,9 +52,6 @@ MeshUpdateQueue::MeshUpdateQueue(Client *client): m_client(client) { 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")); m_cache_smooth_lighting = g_settings->getBool("smooth_lighting"); m_meshgen_block_cache_size = g_settings->getS32("meshgen_block_cache_size"); } @@ -207,8 +204,7 @@ CachedMapBlockData* MeshUpdateQueue::getCachedBlock(const v3s16 &p) void MeshUpdateQueue::fillDataFromMapBlockCache(QueuedMeshUpdate *q) { - MeshMakeData *data = new MeshMakeData(m_client, m_cache_enable_shaders, - m_cache_use_tangent_vertices); + MeshMakeData *data = new MeshMakeData(m_client, m_cache_enable_shaders); q->data = data; data->fillBlockDataBegin(q->p); diff --git a/src/client/mesh_generator_thread.h b/src/client/mesh_generator_thread.h index 9a42852a3..f3c5e7da8 100644 --- a/src/client/mesh_generator_thread.h +++ b/src/client/mesh_generator_thread.h @@ -88,7 +88,6 @@ private: // TODO: Add callback to update these when g_settings changes bool m_cache_enable_shaders; - bool m_cache_use_tangent_vertices; bool m_cache_smooth_lighting; int m_meshgen_block_cache_size; diff --git a/src/client/shader.cpp b/src/client/shader.cpp index c5fe5dfe0..e2eeb4ab0 100644 --- a/src/client/shader.cpp +++ b/src/client/shader.cpp @@ -688,35 +688,6 @@ ShaderInfo generate_shader(const std::string &name, u8 material_type, u8 drawtyp shaders_header += itos(drawtype); shaders_header += "\n"; - if (g_settings->getBool("enable_bumpmapping")) - shaders_header += "#define ENABLE_BUMPMAPPING\n"; - - if (g_settings->getBool("enable_parallax_occlusion")){ - int mode = g_settings->getFloat("parallax_occlusion_mode"); - float scale = g_settings->getFloat("parallax_occlusion_scale"); - float bias = g_settings->getFloat("parallax_occlusion_bias"); - int iterations = g_settings->getFloat("parallax_occlusion_iterations"); - shaders_header += "#define ENABLE_PARALLAX_OCCLUSION\n"; - shaders_header += "#define PARALLAX_OCCLUSION_MODE "; - shaders_header += itos(mode); - shaders_header += "\n"; - shaders_header += "#define PARALLAX_OCCLUSION_SCALE "; - shaders_header += ftos(scale); - shaders_header += "\n"; - shaders_header += "#define PARALLAX_OCCLUSION_BIAS "; - shaders_header += ftos(bias); - shaders_header += "\n"; - shaders_header += "#define PARALLAX_OCCLUSION_ITERATIONS "; - shaders_header += itos(iterations); - shaders_header += "\n"; - } - - shaders_header += "#define USE_NORMALMAPS "; - if (g_settings->getBool("enable_bumpmapping") || g_settings->getBool("enable_parallax_occlusion")) - shaders_header += "1\n"; - else - shaders_header += "0\n"; - if (g_settings->getBool("enable_waving_water")){ shaders_header += "#define ENABLE_WAVING_WATER 1\n"; shaders_header += "#define WATER_WAVE_HEIGHT "; diff --git a/src/client/wieldmesh.cpp b/src/client/wieldmesh.cpp index 285cc38e5..ad583210a 100644 --- a/src/client/wieldmesh.cpp +++ b/src/client/wieldmesh.cpp @@ -305,7 +305,7 @@ void WieldMeshSceneNode::setExtruded(const std::string &imagename, scene::SMesh *createSpecialNodeMesh(Client *client, content_t id, std::vector<ItemPartColor> *colors, const ContentFeatures &f) { - MeshMakeData mesh_make_data(client, false, false); + MeshMakeData mesh_make_data(client, false); MeshCollector collector; mesh_make_data.setSmoothLighting(false); MapblockMeshGenerator gen(&mesh_make_data, &collector); |