#include "light.h"
#include "mapblock.h"
#include "map.h"
-#include "main.h" // for g_profiler
#include "profiler.h"
#include "nodedef.h"
#include "gamedef.h"
#include "mesh.h"
+#include "minimap.h"
#include "content_mapblock.h"
#include "noise.h"
#include "shader.h"
#include "settings.h"
#include "util/directiontables.h"
+#include <IMeshManipulator.h>
-static void applyFacesShading(video::SColor& color, float factor)
+static void applyFacesShading(video::SColor &color, const float factor)
{
- color.setRed(core::clamp(core::round32(color.getRed()*factor), 0, 255));
- color.setGreen(core::clamp(core::round32(color.getGreen()*factor), 0, 255));
+ color.setRed(core::clamp(core::round32(color.getRed() * factor), 0, 255));
+ color.setGreen(core::clamp(core::round32(color.getGreen() * factor), 0, 255));
}
/*
MeshMakeData
*/
-MeshMakeData::MeshMakeData(IGameDef *gamedef):
+MeshMakeData::MeshMakeData(IGameDef *gamedef, bool use_shaders,
+ bool use_tangent_vertices):
m_vmanip(),
m_blockpos(-1337,-1337,-1337),
m_crack_pos_relative(-1337, -1337, -1337),
- m_highlighted_pos_relative(-1337, -1337, -1337),
m_smooth_lighting(false),
m_show_hud(false),
- m_highlight_mesh_color(255, 255, 255, 255),
- m_gamedef(gamedef)
+ m_gamedef(gamedef),
+ m_use_shaders(use_shaders),
+ m_use_tangent_vertices(use_tangent_vertices)
{}
void MeshMakeData::fill(MapBlock *block)
m_crack_pos_relative = crack_pos - m_blockpos*MAP_BLOCKSIZE;
}
-void MeshMakeData::setHighlighted(v3s16 highlighted_pos, bool show_hud)
-{
- m_show_hud = show_hud;
- m_highlighted_pos_relative = highlighted_pos - m_blockpos*MAP_BLOCKSIZE;
-}
-
void MeshMakeData::setSmoothLighting(bool smooth_lighting)
{
m_smooth_lighting = smooth_lighting;
u16 light_day = 0;
u16 light_night = 0;
- for(u32 i = 0; i < 8; i++)
+ for (u32 i = 0; i < 8; i++)
{
- MapNode n = data->m_vmanip.getNodeNoEx(p - dirs8[i]);
+ const MapNode &n = data->m_vmanip.getNodeRefUnsafeCheckFlags(p - dirs8[i]);
// if it's CONTENT_IGNORE we can't do any light calculations
if (n.getContent() == CONTENT_IGNORE) {
}
const ContentFeatures &f = ndef->get(n);
- if(f.light_source > light_source_max)
+ if (f.light_source > light_source_max)
light_source_max = f.light_source;
- // Check f.solidness because fast-style leaves look
- // better this way
+ // 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.getLight(LIGHTBANK_DAY, ndef));
- light_night += decode_light(n.getLight(LIGHTBANK_NIGHT, ndef));
+ light_day += decode_light(n.getLightNoChecks(LIGHTBANK_DAY, &f));
+ light_night += decode_light(n.getLightNoChecks(LIGHTBANK_NIGHT, &f));
light_count++;
} else {
ambient_occlusion++;
light_night /= light_count;
// Boost brightness around light sources
- bool skip_ambient_occlusion = false;
+ bool skip_ambient_occlusion_day = false;
if(decode_light(light_source_max) >= light_day) {
light_day = decode_light(light_source_max);
- skip_ambient_occlusion = true;
+ skip_ambient_occlusion_day = true;
}
+
+ bool skip_ambient_occlusion_night = false;
if(decode_light(light_source_max) >= light_night) {
light_night = decode_light(light_source_max);
- skip_ambient_occlusion = true;
+ skip_ambient_occlusion_night = true;
}
- if(ambient_occlusion > 4 && !skip_ambient_occlusion)
+ if (ambient_occlusion > 4)
{
+ static const float ao_gamma = rangelim(
+ g_settings->getFloat("ambient_occlusion_gamma"), 0.25, 4.0);
+
+ // Table of gamma space multiply factors.
+ static const float light_amount[3] = {
+ powf(0.75, 1.0 / ao_gamma),
+ powf(0.5, 1.0 / ao_gamma),
+ powf(0.25, 1.0 / ao_gamma)
+ };
+
//calculate table index for gamma space multiplier
ambient_occlusion -= 5;
- //table of precalculated gamma space multiply factors
- //light^2.2 * factor (0.75, 0.5, 0.25, 0.0), so table holds factor ^ (1 / 2.2)
- static const float light_amount[4] = {0.877424315, 0.729740053, 0.532520545, 0.0};
- light_day = rangelim(core::round32(light_day*light_amount[ambient_occlusion]), 0, 255);
- light_night = rangelim(core::round32(light_night*light_amount[ambient_occlusion]), 0, 255);
+
+ if (!skip_ambient_occlusion_day)
+ 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);
}
return light_day | (light_night << 8);
1, 4, 6, 6, 6, 5, 4, 3, 2, 1, 0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
};
- b += emphase_blue_when_dark[b / 8];
- b = irr::core::clamp (b, 0, 255);
+ b += emphase_blue_when_dark[irr::core::clamp(b, 0, 255) / 8];
+ b = irr::core::clamp(b, 0, 255);
// Artificial light is yellow-ish
static const u8 emphase_yellow_when_artificial[16] = {
0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 5, 10, 15, 15, 15
};
rg += emphase_yellow_when_artificial[night/16];
- rg = irr::core::clamp (rg, 0, 255);
+ rg = irr::core::clamp(rg, 0, 255);
result.setRed(rg);
result.setGreen(rg);
static void makeFastFace(TileSpec tile, u16 li0, u16 li1, u16 li2, u16 li3,
v3f p, v3s16 dir, v3f scale, u8 light_source, std::vector<FastFace> &dest)
{
- FastFace face;
-
// Position is at the center of the cube.
v3f pos = p * BS;
u8 alpha = tile.alpha;
+ dest.push_back(FastFace());
+
+ FastFace& face = *dest.rbegin();
+
face.vertices[0] = video::S3DVertex(vertex_pos[0], normal,
MapBlock_LightColor(alpha, li0, light_source),
core::vector2d<f32>(x0+w*abs_scale, y0+h));
core::vector2d<f32>(x0+w*abs_scale, y0));
face.tile = tile;
- dest.push_back(face);
}
/*
// Get rotation for things like chests
u8 facedir = mn.getFaceDir(ndef);
- if (facedir > 23)
- facedir = 0;
+
static const u16 dir_to_tile[24 * 16] =
{
// 0 +X +Y +Z -Z -Y -X -> value=tile,rotation
static void getTileInfo(
// Input:
MeshMakeData *data,
- v3s16 p,
- v3s16 face_dir,
+ const v3s16 &p,
+ const v3s16 &face_dir,
// Output:
bool &makes_face,
v3s16 &p_corrected,
INodeDefManager *ndef = data->m_gamedef->ndef();
v3s16 blockpos_nodes = data->m_blockpos * MAP_BLOCKSIZE;
- MapNode n0 = vmanip.getNodeNoEx(blockpos_nodes + p);
+ MapNode &n0 = vmanip.getNodeRefUnsafe(blockpos_nodes + p);
// Don't even try to get n1 if n0 is already CONTENT_IGNORE
- if (n0.getContent() == CONTENT_IGNORE ) {
+ if (n0.getContent() == CONTENT_IGNORE) {
+ makes_face = false;
+ return;
+ }
+
+ const MapNode &n1 = vmanip.getNodeRefUnsafeCheckFlags(blockpos_nodes + p + face_dir);
+
+ if (n1.getContent() == CONTENT_IGNORE) {
makes_face = false;
return;
}
- MapNode n1 = vmanip.getNodeNoEx(blockpos_nodes + p + face_dir);
// This is hackish
bool equivalent = false;
&& next_lights[3] == lights[3]
&& next_tile == tile
&& tile.rotation == 0
- && next_light_source == light_source)
- {
+ && next_light_source == light_source
+ && (tile.material_flags & MATERIAL_FLAG_TILEABLE_HORIZONTAL)
+ && (tile.material_flags & MATERIAL_FLAG_TILEABLE_VERTICAL)) {
next_is_different = false;
}
else{
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
m_last_crack(-1),
m_crack_materials(),
- m_highlighted_materials(),
m_last_daynight_ratio((u32) -1),
m_daynight_diffs()
{
- m_enable_shaders = g_settings->getBool("enable_shaders");
- m_enable_highlighting = g_settings->getBool("enable_node_highlighting");
+ 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(
+ &data->m_vmanip, data->m_blockpos * MAP_BLOCKSIZE);
+ }
// 4-21ms for MAP_BLOCKSIZE=16 (NOTE: probably outdated)
// 24-155ms for MAP_BLOCKSIZE=32 (NOTE: probably outdated)
//TimeTaker timer1("MapBlockMesh()");
std::vector<FastFace> fastfaces_new;
+ fastfaces_new.reserve(512);
/*
We are including the faces of the trailing edges of the block.
Convert FastFaces to MeshCollector
*/
- MeshCollector collector;
+ MeshCollector collector(m_use_tangent_vertices);
{
// avg 0ms (100ms spikes when loading textures the first time)
// (NOTE: probably outdated)
//TimeTaker timer2("MeshCollector building");
- for(u32 i=0; i<fastfaces_new.size(); i++)
- {
+ for (u32 i = 0; i < fastfaces_new.size(); i++) {
FastFace &f = fastfaces_new[i];
const u16 indices[] = {0,1,2,2,3,0};
mapblock_mesh_generate_special(data, collector);
- m_highlight_mesh_color = data->m_highlight_mesh_color;
-
/*
Convert MeshCollector to SMesh
*/
- ITextureSource *tsrc = m_gamedef->tsrc();
- IShaderSource *shdrsrc = m_gamedef->getShaderSource();
for(u32 i = 0; i < collector.prebuffers.size(); i++)
{
{
// Find the texture name plus ^[crack:N:
std::ostringstream os(std::ios::binary);
- os<<tsrc->getTextureName(p.tile.texture_id)<<"^[crack";
+ os<<m_tsrc->getTextureName(p.tile.texture_id)<<"^[crack";
if(p.tile.material_flags & MATERIAL_FLAG_CRACK_OVERLAY)
os<<"o"; // use ^[cracko
os<<":"<<(u32)p.tile.animation_frame_count<<":";
m_crack_materials.insert(std::make_pair(i, os.str()));
// Replace tile texture with the cracked one
- p.tile.texture = tsrc->getTexture(
+ p.tile.texture = m_tsrc->getTextureForMesh(
os.str()+"0",
&p.tile.texture_id);
}
m_animation_frame_offsets[i] = 0;
}
// Replace tile texture with the first animation frame
- FrameSpec animation_frame = p.tile.frames.find(0)->second;
+ FrameSpec animation_frame = p.tile.frames[0];
p.tile.texture = animation_frame.texture;
}
- if(m_enable_highlighting && p.tile.material_flags & MATERIAL_FLAG_HIGHLIGHTED)
- m_highlighted_materials.push_back(i);
-
- for(u32 j = 0; j < p.vertices.size(); j++)
- {
+ u32 vertex_count = m_use_tangent_vertices ?
+ p.tangent_vertices.size() : p.vertices.size();
+ for (u32 j = 0; j < vertex_count; j++) {
+ v3f *Normal;
+ video::SColor *vc;
+ if (m_use_tangent_vertices) {
+ vc = &p.tangent_vertices[j].Color;
+ Normal = &p.tangent_vertices[j].Normal;
+ } else {
+ vc = &p.vertices[j].Color;
+ Normal = &p.vertices[j].Normal;
+ }
// Note applyFacesShading second parameter is precalculated sqrt
// value for speed improvement
// Skip it for lightsources and top faces.
- video::SColor &vc = p.vertices[j].Color;
- if (!vc.getBlue()) {
- if (p.vertices[j].Normal.Y < -0.5) {
- applyFacesShading (vc, 0.447213);
- } else if (p.vertices[j].Normal.X > 0.5) {
- applyFacesShading (vc, 0.670820);
- } else if (p.vertices[j].Normal.X < -0.5) {
- applyFacesShading (vc, 0.670820);
- } else if (p.vertices[j].Normal.Z > 0.5) {
- applyFacesShading (vc, 0.836660);
- } else if (p.vertices[j].Normal.Z < -0.5) {
- applyFacesShading (vc, 0.836660);
+ if (!vc->getBlue()) {
+ if (Normal->Y < -0.5) {
+ applyFacesShading(*vc, 0.447213);
+ } else if (Normal->X > 0.5) {
+ applyFacesShading(*vc, 0.670820);
+ } else if (Normal->X < -0.5) {
+ applyFacesShading(*vc, 0.670820);
+ } else if (Normal->Z > 0.5) {
+ applyFacesShading(*vc, 0.836660);
+ } else if (Normal->Z < -0.5) {
+ applyFacesShading(*vc, 0.836660);
+ }
+ }
+ if (!m_enable_shaders) {
+ // - Classic lighting (shaders handle this by themselves)
+ // Set initial real color and store for later updates
+ u8 day = vc->getRed();
+ u8 night = vc->getGreen();
+ finalColorBlend(*vc, day, night, 1000);
+ if (day != night) {
+ m_daynight_diffs[i][j] = std::make_pair(day, night);
}
}
- // - Classic lighting
- // Set initial real color and store for later updates
- u8 day = vc.getRed();
- u8 night = vc.getGreen();
- finalColorBlend(vc, day, night, 1000);
- m_daynight_diffs[i][j] = std::make_pair(day, night);
}
// Create material
material.setFlag(video::EMF_FOG_ENABLE, true);
material.setTexture(0, p.tile.texture);
- if (p.tile.material_flags & MATERIAL_FLAG_HIGHLIGHTED) {
- material.MaterialType = video::EMT_TRANSPARENT_ADD_COLOR;
- } else {
- if (m_enable_shaders) {
- material.MaterialType = shdrsrc->getShaderInfo(p.tile.shader_id).material;
- p.tile.applyMaterialOptionsWithShaders(material);
- if (p.tile.normal_texture) {
- material.setTexture(1, p.tile.normal_texture);
- material.setTexture(2, tsrc->getTexture("enable_img.png"));
- } else {
- material.setTexture(2, tsrc->getTexture("disable_img.png"));
- }
- } else {
- p.tile.applyMaterialOptions(material);
+ if (m_enable_shaders) {
+ material.MaterialType = m_shdrsrc->getShaderInfo(p.tile.shader_id).material;
+ p.tile.applyMaterialOptionsWithShaders(material);
+ if (p.tile.normal_texture) {
+ material.setTexture(1, p.tile.normal_texture);
}
+ material.setTexture(2, p.tile.flags_texture);
+ } else {
+ p.tile.applyMaterialOptions(material);
}
- // Create meshbuffer
- // This is a "Standard MeshBuffer",
- // it's a typedeffed CMeshBuffer<video::S3DVertex>
- scene::SMeshBuffer *buf = new scene::SMeshBuffer();
- // Set material
- buf->Material = material;
- // Add to mesh
- m_mesh->addMeshBuffer(buf);
- // Mesh grabbed it
- buf->drop();
- buf->append(&p.vertices[0], p.vertices.size(),
+ scene::SMesh *mesh = (scene::SMesh *)m_mesh;
+
+ // Create meshbuffer, add to mesh
+ if (m_use_tangent_vertices) {
+ scene::SMeshBufferTangents *buf = new scene::SMeshBufferTangents();
+ // Set material
+ buf->Material = material;
+ // Add to mesh
+ mesh->addMeshBuffer(buf);
+ // Mesh grabbed it
+ buf->drop();
+ buf->append(&p.tangent_vertices[0], p.tangent_vertices.size(),
&p.indices[0], p.indices.size());
+ } else {
+ scene::SMeshBuffer *buf = new scene::SMeshBuffer();
+ // Set material
+ buf->Material = material;
+ // Add to mesh
+ mesh->addMeshBuffer(buf);
+ // Mesh grabbed it
+ buf->drop();
+ buf->append(&p.vertices[0], p.vertices.size(),
+ &p.indices[0], p.indices.size());
+ }
}
- m_camera_offset = camera_offset;
-
/*
Do some stuff to the mesh
*/
+ m_camera_offset = camera_offset;
+ translateMesh(m_mesh,
+ intToFloat(data->m_blockpos * MAP_BLOCKSIZE - camera_offset, BS));
- translateMesh(m_mesh, intToFloat(data->m_blockpos * MAP_BLOCKSIZE - camera_offset, BS));
+ if (m_use_tangent_vertices) {
+ scene::IMeshManipulator* meshmanip =
+ m_gamedef->getSceneManager()->getMeshManipulator();
+ meshmanip->recalculateTangents(m_mesh, true, false, false);
+ }
- if(m_mesh)
+ if (m_mesh)
{
#if 0
// Usually 1-700 faces and 1-7 materials
#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;
m_has_animation =
!m_crack_materials.empty() ||
!m_daynight_diffs.empty() ||
- !m_animation_tiles.empty() ||
- !m_highlighted_materials.empty();
+ !m_animation_tiles.empty();
}
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;
}
bool MapBlockMesh::animate(bool faraway, float time, int crack, u32 daynight_ratio)
{
-
if(!m_has_animation)
{
m_animation_force_timer = 100000;
{
for(std::map<u32, std::string>::iterator
i = m_crack_materials.begin();
- i != m_crack_materials.end(); i++)
+ i != m_crack_materials.end(); ++i)
{
scene::IMeshBuffer *buf = m_mesh->getMeshBuffer(i->first);
std::string basename = i->second;
// Create new texture name from original
- ITextureSource *tsrc = m_gamedef->getTextureSource();
std::ostringstream os;
os<<basename<<crack;
u32 new_texture_id = 0;
video::ITexture *new_texture =
- tsrc->getTexture(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,
// Texture animation
for(std::map<u32, TileSpec>::iterator
i = m_animation_tiles.begin();
- i != m_animation_tiles.end(); i++)
+ i != m_animation_tiles.end(); ++i)
{
const TileSpec &tile = i->second;
// Figure out current frame
m_animation_frames[i->first] = frame;
scene::IMeshBuffer *buf = m_mesh->getMeshBuffer(i->first);
- ITextureSource *tsrc = m_gamedef->getTextureSource();
- FrameSpec animation_frame = tile.frames.find(frame)->second;
+ 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);
- buf->getMaterial().setTexture(2, tsrc->getTexture("enable_img.png"));
- } else {
- buf->getMaterial().setTexture(2, tsrc->getTexture("disable_img.png"));
}
+ buf->getMaterial().setTexture(2, animation_frame.flags_texture);
}
}
// Day-night transition
- if(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) {
+ 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++)
+ i != m_daynight_diffs.end(); ++i)
{
scene::IMeshBuffer *buf = m_mesh->getMeshBuffer(i->first);
- video::S3DVertex *vertices = (video::S3DVertex*)buf->getVertices();
+ video::S3DVertex *vertices = (video::S3DVertex *)buf->getVertices();
for(std::map<u32, std::pair<u8, u8 > >::iterator
j = i->second.begin();
- j != i->second.end(); j++)
+ j != i->second.end(); ++j)
{
- u32 vertexIndex = j->first;
u8 day = j->second.first;
u8 night = j->second.second;
- finalColorBlend(vertices[vertexIndex].Color,
- day, night, daynight_ratio);
+ finalColorBlend(vertices[j->first].Color, day, night, daynight_ratio);
}
}
m_last_daynight_ratio = daynight_ratio;
}
- // Node highlighting
- if (m_enable_highlighting) {
- u8 day = m_highlight_mesh_color.getRed();
- u8 night = m_highlight_mesh_color.getGreen();
- video::SColor hc;
- finalColorBlend(hc, day, night, daynight_ratio);
- float sin_r = 0.07 * sin(1.5 * time);
- float sin_g = 0.07 * sin(1.5 * time + irr::core::PI * 0.5);
- float sin_b = 0.07 * sin(1.5 * time + irr::core::PI);
- hc.setRed(core::clamp(core::round32(hc.getRed() * (0.8 + sin_r)), 0, 255));
- hc.setGreen(core::clamp(core::round32(hc.getGreen() * (0.8 + sin_g)), 0, 255));
- hc.setBlue(core::clamp(core::round32(hc.getBlue() * (0.8 + sin_b)), 0, 255));
-
- for(std::list<u32>::iterator
- i = m_highlighted_materials.begin();
- i != m_highlighted_materials.end(); i++)
- {
- scene::IMeshBuffer *buf = m_mesh->getMeshBuffer(*i);
- video::S3DVertex *vertices = (video::S3DVertex*)buf->getVertices();
- for (u32 j = 0; j < buf->getVertexCount() ;j++)
- vertices[j].Color = hc;
- }
- }
-
return true;
}
{
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;
}
}
const video::S3DVertex *vertices, u32 numVertices,
const u16 *indices, u32 numIndices)
{
- if(numIndices > 65535)
- {
+ if (numIndices > 65535) {
dstream<<"FIXME: MeshCollector::append() called with numIndices="<<numIndices<<" (limit 65535)"<<std::endl;
return;
}
PreMeshBuffer *p = NULL;
- for(u32 i=0; i<prebuffers.size(); i++)
- {
+ for (u32 i = 0; i < prebuffers.size(); i++) {
PreMeshBuffer &pp = prebuffers[i];
- if(pp.tile != tile)
+ if (pp.tile != tile)
continue;
- if(pp.indices.size() + numIndices > 65535)
+ if (pp.indices.size() + numIndices > 65535)
continue;
p = &pp;
break;
}
- if(p == NULL)
- {
+ if (p == NULL) {
PreMeshBuffer pp;
pp.tile = tile;
prebuffers.push_back(pp);
- p = &prebuffers[prebuffers.size()-1];
+ p = &prebuffers[prebuffers.size() - 1];
}
- u32 vertex_count = p->vertices.size();
- for(u32 i=0; i<numIndices; i++)
- {
+ u32 vertex_count;
+ 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);
+ 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);
+ p->vertices.push_back(vert);
+ }
+ }
+
+ for (u32 i = 0; i < numIndices; i++) {
u32 j = indices[i] + vertex_count;
p->indices.push_back(j);
}
- for(u32 i=0; i<numVertices; i++)
- {
- p->vertices.push_back(vertices[i]);
- }
}
/*
const u16 *indices, u32 numIndices,
v3f pos, video::SColor c)
{
- if(numIndices > 65535)
- {
+ if (numIndices > 65535) {
dstream<<"FIXME: MeshCollector::append() called with numIndices="<<numIndices<<" (limit 65535)"<<std::endl;
return;
}
PreMeshBuffer *p = NULL;
- for(u32 i=0; i<prebuffers.size(); i++)
- {
+ for (u32 i = 0; i < prebuffers.size(); i++) {
PreMeshBuffer &pp = prebuffers[i];
if(pp.tile != tile)
continue;
break;
}
- if(p == NULL)
- {
+ if (p == NULL) {
PreMeshBuffer pp;
pp.tile = tile;
prebuffers.push_back(pp);
- p = &prebuffers[prebuffers.size()-1];
+ p = &prebuffers[prebuffers.size() - 1];
}
- u32 vertex_count = p->vertices.size();
- for(u32 i=0; i<numIndices; i++)
- {
+ u32 vertex_count;
+ if (m_use_tangent_vertices) {
+ vertex_count = p->tangent_vertices.size();
+ for (u32 i = 0; i < numVertices; i++) {
+ video::S3DVertexTangents vert(vertices[i].Pos + pos,
+ vertices[i].Normal, c, 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 + pos,
+ vertices[i].Normal, c, vertices[i].TCoords);
+ p->vertices.push_back(vert);
+ }
+ }
+
+ for (u32 i = 0; i < numIndices; i++) {
u32 j = indices[i] + vertex_count;
p->indices.push_back(j);
}
- for(u32 i=0; i<numVertices; i++)
- {
- video::S3DVertex vert = vertices[i];
- vert.Pos += pos;
- vert.Color = c;
- p->vertices.push_back(vert);
- }
}