Use vertices with tangents only when its needed.
parent
3a74b84007
commit
7ea40e45b1
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@ -263,6 +263,9 @@ Client::Client(
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m_cache_smooth_lighting = g_settings->getBool("smooth_lighting");
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m_cache_enable_shaders = g_settings->getBool("enable_shaders");
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m_cache_use_tangent_vertices = m_cache_enable_shaders && (
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g_settings->getBool("enable_bumpmapping") ||
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g_settings->getBool("enable_parallax_occlusion"));
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}
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void Client::Stop()
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@ -1582,7 +1585,8 @@ void Client::addUpdateMeshTask(v3s16 p, bool ack_to_server, bool urgent)
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Create a task to update the mesh of the block
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*/
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MeshMakeData *data = new MeshMakeData(this, m_cache_enable_shaders);
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MeshMakeData *data = new MeshMakeData(this, m_cache_enable_shaders,
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m_cache_use_tangent_vertices);
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{
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//TimeTaker timer("data fill");
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@ -677,6 +677,7 @@ private:
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// TODO: Add callback to update these when g_settings changes
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bool m_cache_smooth_lighting;
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bool m_cache_enable_shaders;
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bool m_cache_use_tangent_vertices;
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DISABLE_CLASS_COPY(Client);
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};
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@ -33,24 +33,26 @@ with this program; if not, write to the Free Software Foundation, Inc.,
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#include "util/directiontables.h"
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#include <IMeshManipulator.h>
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static void applyFacesShading(video::SColor& color, float factor)
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static void applyFacesShading(video::SColor &color, const float factor)
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{
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color.setRed(core::clamp(core::round32(color.getRed()*factor), 0, 255));
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color.setGreen(core::clamp(core::round32(color.getGreen()*factor), 0, 255));
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color.setRed(core::clamp(core::round32(color.getRed() * factor), 0, 255));
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color.setGreen(core::clamp(core::round32(color.getGreen() * factor), 0, 255));
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}
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/*
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MeshMakeData
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*/
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MeshMakeData::MeshMakeData(IGameDef *gamedef, bool use_shaders):
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MeshMakeData::MeshMakeData(IGameDef *gamedef, bool use_shaders,
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bool use_tangent_vertices):
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m_vmanip(),
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m_blockpos(-1337,-1337,-1337),
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m_crack_pos_relative(-1337, -1337, -1337),
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m_smooth_lighting(false),
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m_show_hud(false),
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m_gamedef(gamedef),
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m_use_shaders(use_shaders)
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m_use_shaders(use_shaders),
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m_use_tangent_vertices(use_tangent_vertices)
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{}
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void MeshMakeData::fill(MapBlock *block)
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@ -1032,6 +1034,7 @@ MapBlockMesh::MapBlockMesh(MeshMakeData *data, v3s16 camera_offset):
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m_daynight_diffs()
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{
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m_enable_shaders = data->m_use_shaders;
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m_use_tangent_vertices = data->m_use_tangent_vertices;
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if (g_settings->getBool("enable_minimap")) {
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m_minimap_mapblock = new MinimapMapblock;
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@ -1064,15 +1067,14 @@ MapBlockMesh::MapBlockMesh(MeshMakeData *data, v3s16 camera_offset):
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Convert FastFaces to MeshCollector
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*/
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MeshCollector collector;
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MeshCollector collector(m_use_tangent_vertices);
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{
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// avg 0ms (100ms spikes when loading textures the first time)
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// (NOTE: probably outdated)
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//TimeTaker timer2("MeshCollector building");
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for(u32 i=0; i<fastfaces_new.size(); i++)
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{
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for (u32 i = 0; i < fastfaces_new.size(); i++) {
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FastFace &f = fastfaces_new[i];
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const u16 indices[] = {0,1,2,2,3,0};
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@ -1150,35 +1152,43 @@ MapBlockMesh::MapBlockMesh(MeshMakeData *data, v3s16 camera_offset):
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p.tile.texture = animation_frame.texture;
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}
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for(u32 j = 0; j < p.vertices.size(); j++)
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{
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video::S3DVertex *vertex = &p.vertices[j];
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u32 vertex_count = m_use_tangent_vertices ?
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p.tangent_vertices.size() : p.vertices.size();
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for (u32 j = 0; j < vertex_count; j++) {
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v3f *Normal;
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video::SColor *vc;
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if (m_use_tangent_vertices) {
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vc = &p.tangent_vertices[j].Color;
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Normal = &p.tangent_vertices[j].Normal;
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} else {
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vc = &p.vertices[j].Color;
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Normal = &p.vertices[j].Normal;
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}
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// Note applyFacesShading second parameter is precalculated sqrt
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// value for speed improvement
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// Skip it for lightsources and top faces.
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video::SColor &vc = vertex->Color;
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if (!vc.getBlue()) {
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if (vertex->Normal.Y < -0.5) {
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applyFacesShading (vc, 0.447213);
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} else if (vertex->Normal.X > 0.5) {
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applyFacesShading (vc, 0.670820);
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} else if (vertex->Normal.X < -0.5) {
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applyFacesShading (vc, 0.670820);
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} else if (vertex->Normal.Z > 0.5) {
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applyFacesShading (vc, 0.836660);
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} else if (vertex->Normal.Z < -0.5) {
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applyFacesShading (vc, 0.836660);
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if (!vc->getBlue()) {
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if (Normal->Y < -0.5) {
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applyFacesShading(*vc, 0.447213);
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} else if (Normal->X > 0.5) {
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applyFacesShading(*vc, 0.670820);
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} else if (Normal->X < -0.5) {
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applyFacesShading(*vc, 0.670820);
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} else if (Normal->Z > 0.5) {
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applyFacesShading(*vc, 0.836660);
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} else if (Normal->Z < -0.5) {
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applyFacesShading(*vc, 0.836660);
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}
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}
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if(!m_enable_shaders)
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{
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if (!m_enable_shaders) {
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// - Classic lighting (shaders handle this by themselves)
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// Set initial real color and store for later updates
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u8 day = vc.getRed();
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u8 night = vc.getGreen();
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finalColorBlend(vc, day, night, 1000);
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if(day != night)
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u8 day = vc->getRed();
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u8 night = vc->getGreen();
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finalColorBlend(*vc, day, night, 1000);
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if (day != night) {
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m_daynight_diffs[i][j] = std::make_pair(day, night);
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}
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}
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}
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@ -1201,34 +1211,46 @@ MapBlockMesh::MapBlockMesh(MeshMakeData *data, v3s16 camera_offset):
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p.tile.applyMaterialOptions(material);
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}
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// Create meshbuffer
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scene::SMeshBuffer *buf = new scene::SMeshBuffer();
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// Set material
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buf->Material = material;
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// Add to mesh
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scene::SMesh *mesh = (scene::SMesh *)m_mesh;
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mesh->addMeshBuffer(buf);
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// Mesh grabbed it
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buf->drop();
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buf->append(&p.vertices[0], p.vertices.size(),
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&p.indices[0], p.indices.size());
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}
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m_camera_offset = camera_offset;
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scene::SMesh *mesh = (scene::SMesh *)m_mesh;
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// Create meshbuffer, add to mesh
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if (m_use_tangent_vertices) {
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scene::SMeshBufferTangents *buf = new scene::SMeshBufferTangents();
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// Set material
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buf->Material = material;
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// Add to mesh
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mesh->addMeshBuffer(buf);
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// Mesh grabbed it
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buf->drop();
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buf->append(&p.tangent_vertices[0], p.tangent_vertices.size(),
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&p.indices[0], p.indices.size());
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} else {
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scene::SMeshBuffer *buf = new scene::SMeshBuffer();
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// Set material
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buf->Material = material;
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// Add to mesh
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mesh->addMeshBuffer(buf);
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// Mesh grabbed it
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buf->drop();
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buf->append(&p.vertices[0], p.vertices.size(),
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&p.indices[0], p.indices.size());
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}
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}
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/*
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Do some stuff to the mesh
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*/
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m_camera_offset = camera_offset;
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translateMesh(m_mesh,
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intToFloat(data->m_blockpos * MAP_BLOCKSIZE - camera_offset, BS));
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translateMesh(m_mesh, intToFloat(data->m_blockpos * MAP_BLOCKSIZE - camera_offset, BS));
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if (m_enable_shaders) {
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scene::IMeshManipulator* meshmanip = m_gamedef->getSceneManager()->getMeshManipulator();
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scene::IMesh* tangentMesh = meshmanip->createMeshWithTangents(m_mesh);
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m_mesh->drop();
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m_mesh = tangentMesh;
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if (m_use_tangent_vertices) {
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scene::IMeshManipulator* meshmanip =
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m_gamedef->getSceneManager()->getMeshManipulator();
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meshmanip->recalculateTangents(m_mesh, true, false, false);
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}
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if(m_mesh)
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if (m_mesh)
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{
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#if 0
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// Usually 1-700 faces and 1-7 materials
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@ -1400,17 +1422,30 @@ void MeshCollector::append(const TileSpec &tile,
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p = &prebuffers[prebuffers.size() - 1];
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}
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u32 vertex_count = p->vertices.size();
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for (u32 i = 0; i < numIndices; i++) {
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u32 vertex_count;
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if (m_use_tangent_vertices) {
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vertex_count = p->tangent_vertices.size();
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p->tangent_vertices.reserve(vertex_count + numVertices);
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for (u32 i = 0; i < numVertices; i++) {
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video::S3DVertexTangents vert(vertices[i].Pos, vertices[i].Normal,
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vertices[i].Color, vertices[i].TCoords);
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p->tangent_vertices.push_back(vert);
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}
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} else {
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vertex_count = p->vertices.size();
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p->vertices.reserve(vertex_count + numVertices);
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for (u32 i = 0; i < numVertices; i++) {
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video::S3DVertex vert(vertices[i].Pos, vertices[i].Normal,
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vertices[i].Color, vertices[i].TCoords);
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p->vertices.push_back(vert);
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}
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}
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p->indices.reserve(p->indices.size() + numIndices);
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for (u32 i = 0; i < numIndices; i++) {
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u32 j = indices[i] + vertex_count;
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p->indices.push_back(j);
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}
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for (u32 i = 0; i < numVertices; i++) {
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video::S3DVertex vert(vertices[i].Pos, vertices[i].Normal,
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vertices[i].Color, vertices[i].TCoords);
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p->vertices.push_back(vert);
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}
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}
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/*
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@ -1446,15 +1481,28 @@ void MeshCollector::append(const TileSpec &tile,
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p = &prebuffers[prebuffers.size() - 1];
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}
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u32 vertex_count = p->vertices.size();
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u32 vertex_count;
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if (m_use_tangent_vertices) {
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vertex_count = p->tangent_vertices.size();
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p->tangent_vertices.reserve(vertex_count + numVertices);
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for (u32 i = 0; i < numVertices; i++) {
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video::S3DVertexTangents vert(vertices[i].Pos + pos,
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vertices[i].Normal, c, vertices[i].TCoords);
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p->tangent_vertices.push_back(vert);
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}
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} else {
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vertex_count = p->vertices.size();
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p->vertices.reserve(vertex_count + numVertices);
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for (u32 i = 0; i < numVertices; i++) {
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video::S3DVertex vert(vertices[i].Pos + pos,
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vertices[i].Normal, c, vertices[i].TCoords);
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p->vertices.push_back(vert);
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}
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}
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p->indices.reserve(p->indices.size() + numIndices);
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for (u32 i = 0; i < numIndices; i++) {
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u32 j = indices[i] + vertex_count;
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p->indices.push_back(j);
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}
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for (u32 i = 0; i < numVertices; i++) {
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video::S3DVertex vert(vertices[i].Pos + pos, vertices[i].Normal,
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c, vertices[i].TCoords);
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p->vertices.push_back(vert);
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}
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}
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@ -46,8 +46,10 @@ struct MeshMakeData
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IGameDef *m_gamedef;
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bool m_use_shaders;
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bool m_use_tangent_vertices;
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MeshMakeData(IGameDef *gamedef, bool use_shaders);
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MeshMakeData(IGameDef *gamedef, bool use_shaders,
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bool use_tangent_vertices = false);
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/*
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Copy central data directly from block, and other data from
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@ -130,6 +132,7 @@ private:
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IShaderSource *m_shdrsrc;
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bool m_enable_shaders;
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bool m_use_tangent_vertices;
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// Must animate() be called before rendering?
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bool m_has_animation;
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@ -167,11 +170,19 @@ struct PreMeshBuffer
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TileSpec tile;
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std::vector<u16> indices;
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std::vector<video::S3DVertex> vertices;
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std::vector<video::S3DVertexTangents> tangent_vertices;
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};
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struct MeshCollector
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{
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std::vector<PreMeshBuffer> prebuffers;
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bool m_use_tangent_vertices;
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MeshCollector(bool use_tangent_vertices):
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m_use_tangent_vertices(use_tangent_vertices)
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{
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}
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void append(const TileSpec &material,
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const video::S3DVertex *vertices, u32 numVertices,
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const u16 *indices, u32 numIndices);
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