本文整理汇总了C++中MeshCollector类的典型用法代码示例。如果您正苦于以下问题:C++ MeshCollector类的具体用法?C++ MeshCollector怎么用?C++ MeshCollector使用的例子?那么, 这里精选的类代码示例或许可以为您提供帮助。
在下文中一共展示了MeshCollector类的8个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的C++代码示例。
示例1: m_mesh
MapBlockMesh::MapBlockMesh(MeshMakeData *data, v3s16 camera_offset):
m_mesh(new scene::SMesh()),
m_gamedef(data->m_gamedef),
m_animation_force_timer(0), // force initial animation
m_last_crack(-1),
m_crack_materials(),
m_last_daynight_ratio((u32) -1),
m_daynight_diffs()
{
// 4-21ms for MAP_BLOCKSIZE=16 (NOTE: probably outdated)
// 24-155ms for MAP_BLOCKSIZE=32 (NOTE: probably outdated)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;
/*
We are including the faces of the trailing edges of the block.
This means that when something changes, the caller must
also update the meshes of the blocks at the leading edges.
NOTE: This is the slowest part of this method.
*/
{
// 4-23ms for MAP_BLOCKSIZE=16 (NOTE: probably outdated)
//TimeTaker timer2("updateAllFastFaceRows()");
updateAllFastFaceRows(data, fastfaces_new);
}
// End of slow part
/*
Convert FastFaces to MeshCollector
*/
MeshCollector collector;
{
// 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// (NOTE: probably outdated)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++)
{
FastFace &f = fastfaces_new[i];
const u16 indices[] = {0,1,2,2,3,0};
const u16 indices_alternate[] = {0,1,3,2,3,1};
if(f.tile.texture == NULL)
continue;
const u16 *indices_p = indices;
/*
Revert triangles for nicer looking gradient if vertices
1 and 3 have same color or 0 and 2 have different color.
getRed() is the day color.
*/
if(f.vertices[0].Color.getRed() != f.vertices[2].Color.getRed()
|| f.vertices[1].Color.getRed() == f.vertices[3].Color.getRed())
indices_p = indices_alternate;
collector.append(f.tile, f.vertices, 4, indices_p, 6);
}
}
/*
Add special graphics:
- torches
- flowing water
- fences
- whatever
*/
mapblock_mesh_generate_special(data, collector);
/*
Convert MeshCollector to SMesh
*/
bool enable_shaders = g_settings->getBool("enable_shaders");
bool enable_bumpmapping = g_settings->getBool("enable_bumpmapping");
bool enable_parallax_occlusion = g_settings->getBool("enable_parallax_occlusion");
video::E_MATERIAL_TYPE shadermat1, shadermat2, shadermat3,
shadermat4, shadermat5;
shadermat1 = shadermat2 = shadermat3 = shadermat4 = shadermat5 =
video::EMT_SOLID;
if (enable_shaders) {
IShaderSource *shdrsrc = m_gamedef->getShaderSource();
shadermat1 = shdrsrc->getShader("solids_shader").material;
shadermat2 = shdrsrc->getShader("liquids_shader").material;
shadermat3 = shdrsrc->getShader("alpha_shader").material;
shadermat4 = shdrsrc->getShader("leaves_shader").material;
shadermat5 = shdrsrc->getShader("plants_shader").material;
}
for(u32 i = 0; i < collector.prebuffers.size(); i++)
{
PreMeshBuffer &p = collector.prebuffers[i];
//.........这里部分代码省略.........
示例2: makeMapBlockMesh
scene::SMesh* makeMapBlockMesh(MeshMakeData *data)
{
// 4-21ms for MAP_BLOCKSIZE=16
// 24-155ms for MAP_BLOCKSIZE=32
//TimeTaker timer1("makeMapBlockMesh()");
core::array<FastFace> fastfaces_new;
v3s16 blockpos_nodes = data->m_blockpos*MAP_BLOCKSIZE;
// floating point conversion
v3f posRelative_f(blockpos_nodes.X, blockpos_nodes.Y, blockpos_nodes.Z);
/*
Some settings
*/
//bool new_style_water = g_settings.getBool("new_style_water");
//bool new_style_leaves = g_settings.getBool("new_style_leaves");
bool smooth_lighting = g_settings.getBool("smooth_lighting");
/*
We are including the faces of the trailing edges of the block.
This means that when something changes, the caller must
also update the meshes of the blocks at the leading edges.
NOTE: This is the slowest part of this method.
*/
{
// 4-23ms for MAP_BLOCKSIZE=16
//TimeTaker timer2("updateMesh() collect");
/*
Go through every y,z and get top(y+) faces in rows of x+
*/
for(s16 y=0; y<MAP_BLOCKSIZE; y++){
for(s16 z=0; z<MAP_BLOCKSIZE; z++){
updateFastFaceRow(data->m_daynight_ratio, posRelative_f,
v3s16(0,y,z), MAP_BLOCKSIZE,
v3s16(1,0,0), //dir
v3f (1,0,0),
v3s16(0,1,0), //face dir
v3f (0,1,0),
fastfaces_new,
data->m_temp_mods,
data->m_vmanip,
blockpos_nodes,
smooth_lighting);
}
}
/*
Go through every x,y and get right(x+) faces in rows of z+
*/
for(s16 x=0; x<MAP_BLOCKSIZE; x++){
for(s16 y=0; y<MAP_BLOCKSIZE; y++){
updateFastFaceRow(data->m_daynight_ratio, posRelative_f,
v3s16(x,y,0), MAP_BLOCKSIZE,
v3s16(0,0,1),
v3f (0,0,1),
v3s16(1,0,0),
v3f (1,0,0),
fastfaces_new,
data->m_temp_mods,
data->m_vmanip,
blockpos_nodes,
smooth_lighting);
}
}
/*
Go through every y,z and get back(z+) faces in rows of x+
*/
for(s16 z=0; z<MAP_BLOCKSIZE; z++){
for(s16 y=0; y<MAP_BLOCKSIZE; y++){
updateFastFaceRow(data->m_daynight_ratio, posRelative_f,
v3s16(0,y,z), MAP_BLOCKSIZE,
v3s16(1,0,0),
v3f (1,0,0),
v3s16(0,0,1),
v3f (0,0,1),
fastfaces_new,
data->m_temp_mods,
data->m_vmanip,
blockpos_nodes,
smooth_lighting);
}
}
}
// End of slow part
/*
Convert FastFaces to SMesh
*/
MeshCollector collector;
if(fastfaces_new.size() > 0)
{
// avg 0ms (100ms spikes when loading textures the first time)
//TimeTaker timer2("updateMesh() mesh building");
//.........这里部分代码省略.........
示例3: mapblock_mesh_generate_special
void mapblock_mesh_generate_special(MeshMakeData *data,
MeshCollector &collector)
{
INodeDefManager *nodedef = data->m_gamedef->ndef();
// 0ms
//TimeTaker timer("mapblock_mesh_generate_special()");
/*
Some settings
*/
bool new_style_water = g_settings->getBool("new_style_water");
float node_liquid_level = 1.0;
if(new_style_water)
node_liquid_level = 0.85;
v3s16 blockpos_nodes = data->m_blockpos*MAP_BLOCKSIZE;
for(s16 z=0; z<MAP_BLOCKSIZE; z++)
for(s16 y=0; y<MAP_BLOCKSIZE; y++)
for(s16 x=0; x<MAP_BLOCKSIZE; x++)
{
v3s16 p(x,y,z);
MapNode n = data->m_vmanip.getNodeNoEx(blockpos_nodes+p);
const ContentFeatures &f = nodedef->get(n);
// Only solidness=0 stuff is drawn here
if(f.solidness != 0)
continue;
switch(f.drawtype){
default:
infostream<<"Got "<<f.drawtype<<std::endl;
assert(0);
break;
case NDT_AIRLIKE:
break;
case NDT_LIQUID:
{
/*
Add water sources to mesh if using new style
*/
TileSpec tile_liquid = f.special_tiles[0];
AtlasPointer &pa_liquid = tile_liquid.texture;
bool top_is_air = false;
MapNode n = data->m_vmanip.getNodeNoEx(blockpos_nodes + v3s16(x,y+1,z));
if(n.getContent() == CONTENT_AIR)
top_is_air = true;
if(top_is_air == false)
continue;
u16 l = getInteriorLight(n, 0, data);
video::SColor c = MapBlock_LightColor(f.alpha, l);
video::S3DVertex vertices[4] =
{
video::S3DVertex(-BS/2,0,BS/2, 0,0,0, c,
pa_liquid.x0(), pa_liquid.y1()),
video::S3DVertex(BS/2,0,BS/2, 0,0,0, c,
pa_liquid.x1(), pa_liquid.y1()),
video::S3DVertex(BS/2,0,-BS/2, 0,0,0, c,
pa_liquid.x1(), pa_liquid.y0()),
video::S3DVertex(-BS/2,0,-BS/2, 0,0,0, c,
pa_liquid.x0(), pa_liquid.y0()),
};
v3f offset(p.X, p.Y + (-0.5+node_liquid_level)*BS, p.Z);
for(s32 i=0; i<4; i++)
{
vertices[i].Pos += offset;
}
u16 indices[] = {0,1,2,2,3,0};
// Add to mesh collector
collector.append(tile_liquid, vertices, 4, indices, 6);
break;}
case NDT_FLOWINGLIQUID:
{
/*
Add flowing liquid to mesh
*/
TileSpec tile_liquid = f.special_tiles[0];
TileSpec tile_liquid_bfculled = f.special_tiles[1];
AtlasPointer &pa_liquid = tile_liquid.texture;
bool top_is_same_liquid = false;
MapNode ntop = data->m_vmanip.getNodeNoEx(blockpos_nodes + v3s16(x,y+1,z));
content_t c_flowing = nodedef->getId(f.liquid_alternative_flowing);
content_t c_source = nodedef->getId(f.liquid_alternative_source);
if(ntop.getContent() == c_flowing || ntop.getContent() == c_source)
top_is_same_liquid = true;
u16 l = 0;
// If this liquid emits light and doesn't contain light, draw
// it at what it emits, for an increased effect
u8 light_source = nodedef->get(n).light_source;
//.........这里部分代码省略.........
示例4: clearHardwareBuffer
MapBlockMesh::MapBlockMesh(MeshMakeData *data, v3s16 camera_offset):
clearHardwareBuffer(false),
step(data->step),
timestamp(data->timestamp),
m_mesh(new scene::SMesh()),
m_gamedef(data->m_gamedef),
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_usage_timer(0)
{
m_enable_shaders = g_settings->getBool("enable_shaders");
m_enable_highlighting = g_settings->getBool("enable_node_highlighting");
// 4-21ms for MAP_BLOCKSIZE=16 (NOTE: probably outdated)
// 24-155ms for MAP_BLOCKSIZE=32 (NOTE: probably outdated)
//TimeTaker timer1("MapBlockMesh()");
data->fill_data();
std::vector<FastFace> fastfaces_new;
/*
We are including the faces of the trailing edges of the block.
This means that when something changes, the caller must
also update the meshes of the blocks at the leading edges.
NOTE: This is the slowest part of this method.
*/
{
// 4-23ms for MAP_BLOCKSIZE=16 (NOTE: probably outdated)
//TimeTaker timer2("updateAllFastFaceRows()");
updateAllFastFaceRows(data, fastfaces_new, step);
}
// End of slow part
//if (data->debug) infostream<<" step="<<step<<" fastfaces_new.size="<<fastfaces_new.size()<<std::endl;
/*
Convert FastFaces to MeshCollector
*/
MeshCollector collector;
{
// 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++)
{
FastFace &f = fastfaces_new[i];
const u16 indices[] = {0,1,2,2,3,0};
const u16 indices_alternate[] = {0,1,3,2,3,1};
if(f.tile.texture == NULL)
continue;
const u16 *indices_p = indices;
/*
Revert triangles for nicer looking gradient if vertices
1 and 3 have same color or 0 and 2 have different color.
getRed() is the day color.
*/
if(f.vertices[0].Color.getRed() != f.vertices[2].Color.getRed()
|| f.vertices[1].Color.getRed() == f.vertices[3].Color.getRed())
indices_p = indices_alternate;
collector.append(f.tile, f.vertices, 4, indices_p, 6);
}
}
/*
Add special graphics:
- torches
- flowing water
- fences
- whatever
*/
if(step <= 1)
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++)
{
PreMeshBuffer &p = collector.prebuffers[i];
//.........这里部分代码省略.........
示例5: m_mesh
MapBlockMesh::MapBlockMesh(MeshMakeData *data, v3s16 camera_offset):
m_mesh(new scene::SMesh()),
m_minimap_mapblock(NULL),
m_gamedef(data->m_gamedef),
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 = data->m_use_shaders;
m_enable_highlighting = g_settings->getBool("enable_node_highlighting");
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.
This means that when something changes, the caller must
also update the meshes of the blocks at the leading edges.
NOTE: This is the slowest part of this method.
*/
{
// 4-23ms for MAP_BLOCKSIZE=16 (NOTE: probably outdated)
//TimeTaker timer2("updateAllFastFaceRows()");
updateAllFastFaceRows(data, fastfaces_new);
}
// End of slow part
/*
Convert FastFaces to MeshCollector
*/
MeshCollector collector;
{
// 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++)
{
FastFace &f = fastfaces_new[i];
const u16 indices[] = {0,1,2,2,3,0};
const u16 indices_alternate[] = {0,1,3,2,3,1};
if(f.tile.texture == NULL)
continue;
const u16 *indices_p = indices;
/*
Revert triangles for nicer looking gradient if vertices
1 and 3 have same color or 0 and 2 have different color.
getRed() is the day color.
*/
if(f.vertices[0].Color.getRed() != f.vertices[2].Color.getRed()
|| f.vertices[1].Color.getRed() == f.vertices[3].Color.getRed())
indices_p = indices_alternate;
collector.append(f.tile, f.vertices, 4, indices_p, 6);
}
}
/*
Add special graphics:
- torches
- flowing water
- fences
- whatever
*/
mapblock_mesh_generate_special(data, collector);
m_highlight_mesh_color = data->m_highlight_mesh_color;
/*
Convert MeshCollector to SMesh
*/
for(u32 i = 0; i < collector.prebuffers.size(); i++)
{
PreMeshBuffer &p = collector.prebuffers[i];
// Generate animation data
//.........这里部分代码省略.........
示例6: mapblock_mesh_generate_special
void mapblock_mesh_generate_special(MeshMakeData *data,
MeshCollector &collector)
{
// 0ms
//TimeTaker timer("mapblock_mesh_generate_special()");
/*
Some settings
*/
bool new_style_water = g_settings.getBool("new_style_water");
bool new_style_leaves = g_settings.getBool("new_style_leaves");
//bool smooth_lighting = g_settings.getBool("smooth_lighting");
bool invisible_stone = g_settings.getBool("invisible_stone");
float node_water_level = 1.0;
if(new_style_water)
node_water_level = 0.85;
v3s16 blockpos_nodes = data->m_blockpos*MAP_BLOCKSIZE;
// Flowing water material
video::SMaterial material_water1;
material_water1.setFlag(video::EMF_LIGHTING, false);
material_water1.setFlag(video::EMF_BACK_FACE_CULLING, false);
material_water1.setFlag(video::EMF_BILINEAR_FILTER, false);
material_water1.setFlag(video::EMF_FOG_ENABLE, true);
material_water1.MaterialType = video::EMT_TRANSPARENT_VERTEX_ALPHA;
AtlasPointer pa_water1 = g_texturesource->getTexture(
g_texturesource->getTextureId("water.png"));
material_water1.setTexture(0, pa_water1.atlas);
// New-style leaves material
video::SMaterial material_leaves1;
material_leaves1.setFlag(video::EMF_LIGHTING, false);
//material_leaves1.setFlag(video::EMF_BACK_FACE_CULLING, false);
material_leaves1.setFlag(video::EMF_BILINEAR_FILTER, false);
material_leaves1.setFlag(video::EMF_FOG_ENABLE, true);
material_leaves1.MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF;
AtlasPointer pa_leaves1 = g_texturesource->getTexture(
g_texturesource->getTextureId("leaves.png"));
material_leaves1.setTexture(0, pa_leaves1.atlas);
// Glass material
video::SMaterial material_glass;
material_glass.setFlag(video::EMF_LIGHTING, false);
material_glass.setFlag(video::EMF_BILINEAR_FILTER, false);
material_glass.setFlag(video::EMF_FOG_ENABLE, true);
material_glass.MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF;
AtlasPointer pa_glass = g_texturesource->getTexture(
g_texturesource->getTextureId("glass.png"));
material_glass.setTexture(0, pa_glass.atlas);
// Wood material
video::SMaterial material_wood;
material_wood.setFlag(video::EMF_LIGHTING, false);
material_wood.setFlag(video::EMF_BILINEAR_FILTER, false);
material_wood.setFlag(video::EMF_FOG_ENABLE, true);
material_wood.MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF;
AtlasPointer pa_wood = g_texturesource->getTexture(
g_texturesource->getTextureId("wood.png"));
material_wood.setTexture(0, pa_wood.atlas);
// General ground material for special output
// Texture is modified just before usage
video::SMaterial material_general;
material_general.setFlag(video::EMF_LIGHTING, false);
material_general.setFlag(video::EMF_BILINEAR_FILTER, false);
material_general.setFlag(video::EMF_FOG_ENABLE, true);
material_general.MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF;
// Papyrus material
video::SMaterial material_papyrus;
material_papyrus.setFlag(video::EMF_LIGHTING, false);
material_papyrus.setFlag(video::EMF_BILINEAR_FILTER, false);
material_papyrus.setFlag(video::EMF_FOG_ENABLE, true);
material_papyrus.MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF;
AtlasPointer pa_papyrus = g_texturesource->getTexture(
g_texturesource->getTextureId("papyrus.png"));
material_papyrus.setTexture(0, pa_papyrus.atlas);
for(s16 z=0; z<MAP_BLOCKSIZE; z++)
for(s16 y=0; y<MAP_BLOCKSIZE; y++)
for(s16 x=0; x<MAP_BLOCKSIZE; x++)
{
v3s16 p(x,y,z);
MapNode n = data->m_vmanip.getNodeNoEx(blockpos_nodes+p);
/*
Add torches to mesh
*/
if(n.d == CONTENT_TORCH)
{
video::SColor c(255,255,255,255);
// Wall at X+ of node
video::S3DVertex vertices[4] =
{
video::S3DVertex(-BS/2,-BS/2,0, 0,0,0, c, 0,1),
video::S3DVertex(BS/2,-BS/2,0, 0,0,0, c, 1,1),
//.........这里部分代码省略.........
示例7: mapblock_mesh_generate_special
void mapblock_mesh_generate_special(MeshMakeData *data,
MeshCollector &collector, IGameDef *gamedef)
{
INodeDefManager *nodedef = gamedef->ndef();
// 0ms
//TimeTaker timer("mapblock_mesh_generate_special()");
/*
Some settings
*/
bool new_style_water = g_settings->getBool("new_style_water");
float node_liquid_level = 1.0;
if(new_style_water)
node_liquid_level = 0.85;
v3s16 blockpos_nodes = data->m_blockpos*MAP_BLOCKSIZE;
/*// General ground material for special output
// Texture is modified just before usage
video::SMaterial material_general;
material_general.setFlag(video::EMF_LIGHTING, false);
material_general.setFlag(video::EMF_BILINEAR_FILTER, false);
material_general.setFlag(video::EMF_FOG_ENABLE, true);
material_general.MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF;*/
for(s16 z=0; z<MAP_BLOCKSIZE; z++)
for(s16 y=0; y<MAP_BLOCKSIZE; y++)
for(s16 x=0; x<MAP_BLOCKSIZE; x++)
{
v3s16 p(x,y,z);
MapNode n = data->m_vmanip.getNodeNoEx(blockpos_nodes+p);
const ContentFeatures &f = nodedef->get(n);
// Only solidness=0 stuff is drawn here
if(f.solidness != 0)
continue;
switch(f.drawtype){
default:
infostream<<"Got "<<f.drawtype<<std::endl;
assert(0);
break;
case NDT_AIRLIKE:
break;
case NDT_LIQUID:
{
/*
Add water sources to mesh if using new style
*/
assert(nodedef->get(n).special_materials[0]);
//assert(nodedef->get(n).special_materials[1]);
assert(nodedef->get(n).special_aps[0]);
video::SMaterial &liquid_material =
*nodedef->get(n).special_materials[0];
/*video::SMaterial &liquid_material_bfculled =
*nodedef->get(n).special_materials[1];*/
AtlasPointer &pa_liquid1 =
*nodedef->get(n).special_aps[0];
bool top_is_air = false;
MapNode n = data->m_vmanip.getNodeNoEx(blockpos_nodes + v3s16(x,y+1,z));
if(n.getContent() == CONTENT_AIR)
top_is_air = true;
if(top_is_air == false)
continue;
u8 l = decode_light(n.getLightBlend(data->m_daynight_ratio, nodedef));
video::SColor c = MapBlock_LightColor(
nodedef->get(n).alpha, l);
video::S3DVertex vertices[4] =
{
video::S3DVertex(-BS/2,0,BS/2, 0,0,0, c,
pa_liquid1.x0(), pa_liquid1.y1()),
video::S3DVertex(BS/2,0,BS/2, 0,0,0, c,
pa_liquid1.x1(), pa_liquid1.y1()),
video::S3DVertex(BS/2,0,-BS/2, 0,0,0, c,
pa_liquid1.x1(), pa_liquid1.y0()),
video::S3DVertex(-BS/2,0,-BS/2, 0,0,0, c,
pa_liquid1.x0(), pa_liquid1.y0()),
};
for(s32 i=0; i<4; i++)
{
vertices[i].Pos.Y += (-0.5+node_liquid_level)*BS;
vertices[i].Pos += intToFloat(p + blockpos_nodes, BS);
}
u16 indices[] = {0,1,2,2,3,0};
// Add to mesh collector
collector.append(liquid_material, vertices, 4, indices, 6);
break;}
case NDT_FLOWINGLIQUID:
{
/*
//.........这里部分代码省略.........
示例8: m_mesh
MapBlockMesh::MapBlockMesh(MeshMakeData *data):
m_mesh(new scene::SMesh()),
m_gamedef(data->m_gamedef),
m_animation_force_timer(0), // force initial animation
m_last_crack(-1),
m_crack_materials(),
m_last_daynight_ratio((u32) -1),
m_daynight_diffs()
{
// 4-21ms for MAP_BLOCKSIZE=16 (NOTE: probably outdated)
// 24-155ms for MAP_BLOCKSIZE=32 (NOTE: probably outdated)
//TimeTaker timer1("MapBlockMesh()");
core::array<FastFace> fastfaces_new;
/*
We are including the faces of the trailing edges of the block.
This means that when something changes, the caller must
also update the meshes of the blocks at the leading edges.
NOTE: This is the slowest part of this method.
*/
{
// 4-23ms for MAP_BLOCKSIZE=16 (NOTE: probably outdated)
//TimeTaker timer2("updateAllFastFaceRows()");
updateAllFastFaceRows(data, fastfaces_new);
}
// End of slow part
/*
Convert FastFaces to MeshCollector
*/
MeshCollector collector;
{
// 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++)
{
FastFace &f = fastfaces_new[i];
const u16 indices[] = {0,1,2,2,3,0};
const u16 indices_alternate[] = {0,1,3,2,3,1};
if(f.tile.texture.atlas == NULL)
continue;
const u16 *indices_p = indices;
/*
Revert triangles for nicer looking gradient if vertices
1 and 3 have same color or 0 and 2 have different color.
getRed() is the day color.
*/
if(f.vertices[0].Color.getRed() != f.vertices[2].Color.getRed()
|| f.vertices[1].Color.getRed() == f.vertices[3].Color.getRed())
indices_p = indices_alternate;
collector.append(f.tile, f.vertices, 4, indices_p, 6);
}
}
/*
Add special graphics:
- torches
- flowing water
- fences
- whatever
*/
mapblock_mesh_generate_special(data, collector);
/*
Convert MeshCollector to SMesh
Also store animation info
*/
for(u32 i = 0; i < collector.prebuffers.size(); i++)
{
PreMeshBuffer &p = collector.prebuffers[i];
/*dstream<<"p.vertices.size()="<<p.vertices.size()
<<", p.indices.size()="<<p.indices.size()
<<std::endl;*/
// Generate animation data
// - Cracks
if(p.tile.material_flags & MATERIAL_FLAG_CRACK)
{
ITextureSource *tsrc = data->m_gamedef->tsrc();
std::string crack_basename = tsrc->getTextureName(p.tile.texture.id);
if(p.tile.material_flags & MATERIAL_FLAG_CRACK_OVERLAY)
crack_basename += "^[cracko";
else
crack_basename += "^[crack";
m_crack_materials.insert(std::make_pair(i, crack_basename));
}
// - Lighting
//.........这里部分代码省略.........