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https://github.com/moparisthebest/minetest
synced 2024-12-22 07:38:48 -05:00
Use tangent space meshes only when shaders are enabled
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0e75eb4324
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@ -1167,7 +1167,7 @@ MapBlockMesh::MapBlockMesh(MeshMakeData *data, v3s16 camera_offset):
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for(u32 j = 0; j < p.vertices.size(); j++)
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{
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video::S3DVertexTangents *vertex = &p.vertices[j];
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video::S3DVertex *vertex = &p.vertices[j];
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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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@ -1221,11 +1221,12 @@ MapBlockMesh::MapBlockMesh(MeshMakeData *data, v3s16 camera_offset):
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}
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// Create meshbuffer
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scene::SMeshBufferTangents *buf = new scene::SMeshBufferTangents();
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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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m_mesh->addMeshBuffer(buf);
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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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@ -1241,7 +1242,9 @@ MapBlockMesh::MapBlockMesh(MeshMakeData *data, v3s16 camera_offset):
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if (m_enable_shaders) {
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scene::IMeshManipulator* meshmanip = m_gamedef->getSceneManager()->getMeshManipulator();
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meshmanip->recalculateTangents(m_mesh, true, false, false);
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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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}
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if(m_mesh)
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@ -1361,7 +1364,7 @@ bool MapBlockMesh::animate(bool faraway, float time, int crack, u32 daynight_rat
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i != m_daynight_diffs.end(); ++i)
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{
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scene::IMeshBuffer *buf = m_mesh->getMeshBuffer(i->first);
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video::S3DVertexTangents *vertices = (video::S3DVertexTangents *)buf->getVertices();
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video::S3DVertex *vertices = (video::S3DVertex *)buf->getVertices();
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for(std::map<u32, std::pair<u8, u8 > >::iterator
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j = i->second.begin();
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j != i->second.end(); ++j)
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@ -1392,7 +1395,7 @@ bool MapBlockMesh::animate(bool faraway, float time, int crack, u32 daynight_rat
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i != m_highlighted_materials.end(); ++i)
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{
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scene::IMeshBuffer *buf = m_mesh->getMeshBuffer(*i);
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video::S3DVertexTangents *vertices = (video::S3DVertexTangents*)buf->getVertices();
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video::S3DVertex *vertices = (video::S3DVertex *)buf->getVertices();
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for (u32 j = 0; j < buf->getVertexCount() ;j++)
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vertices[j].Color = hc;
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}
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@ -1448,7 +1451,7 @@ void MeshCollector::append(const TileSpec &tile,
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}
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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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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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@ -1494,7 +1497,7 @@ void MeshCollector::append(const TileSpec &tile,
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}
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for (u32 i = 0; i < numVertices; i++) {
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video::S3DVertexTangents vert(vertices[i].Pos + pos, vertices[i].Normal,
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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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@ -104,7 +104,7 @@ public:
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// Returns true if anything has been changed.
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bool animate(bool faraway, float time, int crack, u32 daynight_ratio);
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scene::SMesh *getMesh()
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scene::IMesh *getMesh()
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{
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return m_mesh;
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}
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@ -130,7 +130,7 @@ public:
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void updateCameraOffset(v3s16 camera_offset);
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private:
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scene::SMesh *m_mesh;
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scene::IMesh *m_mesh;
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MinimapMapblock *m_minimap_mapblock;
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IGameDef *m_gamedef;
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ITextureSource *m_tsrc;
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@ -177,7 +177,7 @@ struct PreMeshBuffer
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{
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TileSpec tile;
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std::vector<u16> indices;
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std::vector<video::S3DVertexTangents> vertices;
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std::vector<video::S3DVertex> vertices;
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};
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struct MeshCollector
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