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mirror of https://github.com/moparisthebest/minetest synced 2024-12-22 23:58:48 -05:00

Remove workaround in itemdef.cpp to enable/disable/enable "enable_shaders" setting

* Increase performance (client)
* Avoid changing a global value to solve a local problem
This commit is contained in:
Craig Robbins 2015-02-11 16:02:16 +10:00
parent cfca5f99e6
commit d25ff8fd25
6 changed files with 13 additions and 16 deletions

View File

@ -283,6 +283,7 @@ Client::Client(
}
m_cache_smooth_lighting = g_settings->getBool("smooth_lighting");
m_cache_enable_shaders = g_settings->getBool("enable_shaders");
}
void Client::Stop()
@ -2681,7 +2682,7 @@ void Client::addUpdateMeshTask(v3s16 p, bool ack_to_server, bool urgent)
Create a task to update the mesh of the block
*/
MeshMakeData *data = new MeshMakeData(this);
MeshMakeData *data = new MeshMakeData(this, m_cache_enable_shaders);
{
//TimeTaker timer("data fill");

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@ -623,8 +623,9 @@ private:
Database *localdb;
Server *localserver;
// TODO: Add callback to update this when g_settings changes
// TODO: Add callback to update these when g_settings changes
bool m_cache_smooth_lighting;
bool m_cache_enable_shaders;
};
#endif // !CLIENT_HEADER

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@ -362,8 +362,6 @@ public:
scene::IMesh *node_mesh = NULL;
bool reenable_shaders = false;
if (need_rtt_mesh || need_wield_mesh) {
u8 param1 = 0;
if (f.param_type == CPT_LIGHT)
@ -372,11 +370,7 @@ public:
/*
Make a mesh from the node
*/
if (g_settings->getBool("enable_shaders")) {
reenable_shaders = true;
g_settings->setBool("enable_shaders", false);
}
MeshMakeData mesh_make_data(gamedef);
MeshMakeData mesh_make_data(gamedef, false);
u8 param2 = 0;
if (f.param_type_2 == CPT2_WALLMOUNTED)
param2 = 1;
@ -443,9 +437,6 @@ public:
if (node_mesh)
node_mesh->drop();
if (reenable_shaders)
g_settings->setBool("enable_shaders",true);
}
// Put in cache

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@ -42,7 +42,7 @@ static void applyFacesShading(video::SColor& color, float factor)
MeshMakeData
*/
MeshMakeData::MeshMakeData(IGameDef *gamedef):
MeshMakeData::MeshMakeData(IGameDef *gamedef, bool use_shaders):
m_vmanip(),
m_blockpos(-1337,-1337,-1337),
m_crack_pos_relative(-1337, -1337, -1337),
@ -50,7 +50,8 @@ MeshMakeData::MeshMakeData(IGameDef *gamedef):
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)
{}
void MeshMakeData::fill(MapBlock *block)

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@ -45,8 +45,9 @@ struct MeshMakeData
video::SColor m_highlight_mesh_color;
IGameDef *m_gamedef;
bool m_use_shaders;
MeshMakeData(IGameDef *gamedef);
MeshMakeData(IGameDef *gamedef, bool use_shaders);
/*
Copy central data directly from block, and other data from

View File

@ -340,7 +340,9 @@ void WieldMeshSceneNode::setItem(const ItemStack &item, IGameDef *gamedef)
} else if (f.drawtype == NDT_NORMAL || f.drawtype == NDT_ALLFACES) {
setCube(f.tiles, def.wield_scale, tsrc);
} else {
MeshMakeData mesh_make_data(gamedef);
//// TODO: Change false in the following constructor args to
//// appropriate value when shader is added for wield items (if applicable)
MeshMakeData mesh_make_data(gamedef, false);
MapNode mesh_make_node(id, 255, 0);
mesh_make_data.fillSingleNode(&mesh_make_node);
MapBlockMesh mapblock_mesh(&mesh_make_data, v3s16(0, 0, 0));