From f9d727764fc9c74990fc979d4966a33882d0c19b Mon Sep 17 00:00:00 2001
From: RealBadAngel <maciej.kasatkin@o2.pl>
Date: Mon, 22 Feb 2016 04:26:32 +0100
Subject: Mapblock mesh: Allow to use VBO

---
 src/defaultsettings.cpp |  3 ++-
 src/mapblock_mesh.cpp   | 28 +++++++++++++++++++---------
 src/mapblock_mesh.h     |  2 ++
 3 files changed, 23 insertions(+), 10 deletions(-)

(limited to 'src')

diff --git a/src/defaultsettings.cpp b/src/defaultsettings.cpp
index f7ac310be..db2950fc2 100644
--- a/src/defaultsettings.cpp
+++ b/src/defaultsettings.cpp
@@ -176,7 +176,8 @@ void set_default_settings(Settings *settings)
 	settings->setDefault("repeat_rightclick_time", "0.25");
 	settings->setDefault("enable_particles", "true");
 	settings->setDefault("enable_mesh_cache", "false");
-
+	settings->setDefault("enable_vbo", "true");
+	
 	settings->setDefault("enable_minimap", "true");
 	settings->setDefault("minimap_shape_round", "true");
 	settings->setDefault("minimap_double_scan_height", "true");
diff --git a/src/mapblock_mesh.cpp b/src/mapblock_mesh.cpp
index e1ec50ab0..e1b044271 100644
--- a/src/mapblock_mesh.cpp
+++ b/src/mapblock_mesh.cpp
@@ -1026,6 +1026,7 @@ MapBlockMesh::MapBlockMesh(MeshMakeData *data, v3s16 camera_offset):
 	m_mesh(new scene::SMesh()),
 	m_minimap_mapblock(NULL),
 	m_gamedef(data->m_gamedef),
+	m_driver(m_gamedef->tsrc()->getDevice()->getVideoDriver()),
 	m_tsrc(m_gamedef->getTextureSource()),
 	m_shdrsrc(m_gamedef->getShaderSource()),
 	m_animation_force_timer(0), // force initial animation
@@ -1036,7 +1037,8 @@ MapBlockMesh::MapBlockMesh(MeshMakeData *data, v3s16 camera_offset):
 {
 	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 (g_settings->getBool("enable_minimap")) {
 		m_minimap_mapblock = new MinimapMapblock;
 		m_minimap_mapblock->getMinimapNodes(
@@ -1261,14 +1263,9 @@ MapBlockMesh::MapBlockMesh(MeshMakeData *data, v3s16 camera_offset):
 #endif
 
 		// Use VBO for mesh (this just would set this for ever buffer)
-		// This will lead to infinite memory usage because or irrlicht.
-		//m_mesh->setHardwareMappingHint(scene::EHM_STATIC);
-
-		/*
-			NOTE: If that is enabled, some kind of a queue to the main
-			thread should be made which would call irrlicht to delete
-			the hardware buffer and then delete the mesh
-		*/
+		if (m_enable_vbo) {
+			m_mesh->setHardwareMappingHint(scene::EHM_STATIC);
+		}
 	}
 
 	//std::cout<<"added "<<fastfaces.getSize()<<" faces."<<std::endl;
@@ -1282,6 +1279,12 @@ MapBlockMesh::MapBlockMesh(MeshMakeData *data, v3s16 camera_offset):
 
 MapBlockMesh::~MapBlockMesh()
 {
+	if (m_enable_vbo && m_mesh) {
+		for (u32 i = 0; i < m_mesh->getMeshBufferCount(); i++) {
+			scene::IMeshBuffer *buf = m_mesh->getMeshBuffer(i);
+			m_driver->removeHardwareBuffer(buf);
+		}
+	}
 	m_mesh->drop();
 	m_mesh = NULL;
 	delete m_minimap_mapblock;
@@ -1362,6 +1365,10 @@ bool MapBlockMesh::animate(bool faraway, float time, int crack, u32 daynight_rat
 	// Day-night transition
 	if(!m_enable_shaders && (daynight_ratio != m_last_daynight_ratio))
 	{
+		// Force reload mesh to VBO
+		if (m_enable_vbo) {
+			m_mesh->setDirty();
+		}
 		for(std::map<u32, std::map<u32, std::pair<u8, u8> > >::iterator
 				i = m_daynight_diffs.begin();
 				i != m_daynight_diffs.end(); ++i)
@@ -1387,6 +1394,9 @@ void MapBlockMesh::updateCameraOffset(v3s16 camera_offset)
 {
 	if (camera_offset != m_camera_offset) {
 		translateMesh(m_mesh, intToFloat(m_camera_offset-camera_offset, BS));
+		if (m_enable_vbo) {
+			m_mesh->setDirty();
+		}
 		m_camera_offset = camera_offset;
 	}
 }
diff --git a/src/mapblock_mesh.h b/src/mapblock_mesh.h
index 987490408..f89fbe669 100644
--- a/src/mapblock_mesh.h
+++ b/src/mapblock_mesh.h
@@ -128,11 +128,13 @@ private:
 	scene::IMesh *m_mesh;
 	MinimapMapblock *m_minimap_mapblock;
 	IGameDef *m_gamedef;
+	video::IVideoDriver *m_driver;
 	ITextureSource *m_tsrc;
 	IShaderSource *m_shdrsrc;
 
 	bool m_enable_shaders;
 	bool m_use_tangent_vertices;
+	bool m_enable_vbo;
 
 	// Must animate() be called before rendering?
 	bool m_has_animation;
-- 
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