]> git.lizzy.rs Git - dragonfireclient.git/blobdiff - src/client/mapblock_mesh.cpp
Remove unused ITextSceneNode header (#11476)
[dragonfireclient.git] / src / client / mapblock_mesh.cpp
index 0a1619b3fe4cb76e5d56eea0c914266c781892a5..402217066c6023d2067074458353b0b4d59d04ea 100644 (file)
@@ -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)
@@ -81,33 +79,6 @@ void MeshMakeData::fill(MapBlock *block)
        }
 }
 
-void MeshMakeData::fillSingleNode(MapNode *node)
-{
-       m_blockpos = v3s16(0,0,0);
-
-       v3s16 blockpos_nodes = v3s16(0,0,0);
-       VoxelArea area(blockpos_nodes-v3s16(1,1,1)*MAP_BLOCKSIZE,
-                       blockpos_nodes+v3s16(1,1,1)*MAP_BLOCKSIZE*2-v3s16(1,1,1));
-       s32 volume = area.getVolume();
-       s32 our_node_index = area.index(1,1,1);
-
-       // Allocate this block + neighbors
-       m_vmanip.clear();
-       m_vmanip.addArea(area);
-
-       // Fill in data
-       MapNode *data = new MapNode[volume];
-       for(s32 i = 0; i < volume; i++)
-       {
-               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;
-}
-
 void MeshMakeData::setCrack(int crack_level, v3s16 crack_pos)
 {
        if (crack_level >= 0)
@@ -419,12 +390,21 @@ static void getNodeVertexDirs(const v3s16 &dir, v3s16 *vertex_dirs)
        u8 idx = (dir.X + 2 * dir.Y + 3 * dir.Z) & 7;
        idx = (idx - 1) * 4;
 
+#if defined(__GNUC__) && !defined(__clang__)
+#pragma GCC diagnostic push
+#if __GNUC__ > 7
+#pragma GCC diagnostic ignored "-Wclass-memaccess"
+#endif
+#endif
        memcpy(vertex_dirs, &vertex_dirs_table[idx], 4 * sizeof(v3s16));
+#if defined(__GNUC__) && !defined(__clang__)
+#pragma GCC diagnostic pop
+#endif
 }
 
 static void getNodeTextureCoords(v3f base, const v3f &scale, const v3s16 &dir, float *u, float *v)
 {
-       if (dir.X > 0 || dir.Y > 0 || dir.Z < 0)
+       if (dir.X > 0 || dir.Y != 0 || dir.Z < 0)
                base -= scale;
        if (dir == v3s16(0,0,1)) {
                *u = -base.X - 1;
@@ -442,8 +422,8 @@ static void getNodeTextureCoords(v3f base, const v3f &scale, const v3s16 &dir, f
                *u = base.X + 1;
                *v = -base.Z - 2;
        } else if (dir == v3s16(0,-1,0)) {
-               *u = base.X;
-               *v = base.Z;
+               *u = base.X + 1;
+               *v = base.Z + 1;
        }
 }
 
@@ -880,6 +860,9 @@ static void updateFastFaceRow(
                g_settings->getBool("enable_shaders") &&
                g_settings->getBool("enable_waving_water");
 
+       static thread_local const bool force_not_tiling =
+                       g_settings->getBool("enable_dynamic_shadows");
+
        v3s16 p = startpos;
 
        u16 continuous_tiles_count = 1;
@@ -888,7 +871,7 @@ static void updateFastFaceRow(
        v3s16 p_corrected;
        v3s16 face_dir_corrected;
        u16 lights[4] = {0, 0, 0, 0};
-       u8 waving;
+       u8 waving = 0;
        TileSpec tile;
 
        // Get info of first tile
@@ -918,7 +901,8 @@ static void updateFastFaceRow(
                                        waving,
                                        next_tile);
 
-                       if (next_makes_face == makes_face
+                       if (!force_not_tiling
+                                       && next_makes_face == makes_face
                                        && next_p_corrected == p_corrected + translate_dir
                                        && next_face_dir_corrected == face_dir_corrected
                                        && memcmp(next_lights, lights, sizeof(lights)) == 0
@@ -1034,10 +1018,9 @@ 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 (g_settings->getBool("enable_minimap")) {
+       if (data->m_client->getMinimap()) {
                m_minimap_mapblock = new MinimapMapblock;
                m_minimap_mapblock->getMinimapNodes(
                        &data->m_vmanip, data->m_blockpos * MAP_BLOCKSIZE);
@@ -1093,8 +1076,8 @@ MapBlockMesh::MapBlockMesh(MeshMakeData *data, v3s16 camera_offset):
        */
 
        {
-               MapblockMeshGenerator generator(data, &collector);
-               generator.generate();
+               MapblockMeshGenerator(data, &collector,
+                       data->m_client->getSceneManager()->getMeshManipulator()).generate();
        }
 
        /*
@@ -1188,51 +1171,15 @@ 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();
-                       }
-               }
-
-               /*
-                       Do some stuff to the mesh
-               */
-               m_camera_offset = 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);
+                       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();
                }
 
                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;
-#endif
-
                        // Use VBO for mesh (this just would set this for ever buffer)
                        if (m_enable_vbo)
                                m_mesh[layer]->setHardwareMappingHint(scene::EHM_STATIC);
@@ -1251,13 +1198,13 @@ MapBlockMesh::MapBlockMesh(MeshMakeData *data, v3s16 camera_offset):
 MapBlockMesh::~MapBlockMesh()
 {
        for (scene::IMesh *m : m_mesh) {
-               if (m_enable_vbo && m)
+               if (m_enable_vbo) {
                        for (u32 i = 0; i < m->getMeshBufferCount(); i++) {
                                scene::IMeshBuffer *buf = m->getMeshBuffer(i);
                                RenderingEngine::get_video_driver()->removeHardwareBuffer(buf);
                        }
+               }
                m->drop();
-               m = NULL;
        }
        delete m_minimap_mapblock;
 }
@@ -1351,19 +1298,6 @@ bool MapBlockMesh::animate(bool faraway, float time, int crack,
        return true;
 }
 
-void MapBlockMesh::updateCameraOffset(v3s16 camera_offset)
-{
-       if (camera_offset != m_camera_offset) {
-               for (scene::IMesh *layer : m_mesh) {
-                       translateMesh(layer,
-                               intToFloat(m_camera_offset - camera_offset, BS));
-                       if (m_enable_vbo)
-                               layer->setDirty();
-               }
-               m_camera_offset = camera_offset;
-       }
-}
-
 video::SColor encode_light(u16 light, u8 emissive_light)
 {
        // Get components