mirror of
https://github.com/luanti-org/luanti.git
synced 2025-11-10 20:05:26 +01:00
Move client code from nodedef.h/cpp (#16615)
This commit is contained in:
656
src/client/node_visuals.cpp
Normal file
656
src/client/node_visuals.cpp
Normal file
@@ -0,0 +1,656 @@
|
||||
// Luanti
|
||||
// SPDX-License-Identifier: LGPL-2.1-or-later
|
||||
// Copyright (C) 2025 cx384
|
||||
|
||||
#include "node_visuals.h"
|
||||
|
||||
#include "mesh.h"
|
||||
#include "shader.h"
|
||||
#include "client.h"
|
||||
#include "renderingengine.h"
|
||||
#include "texturesource.h"
|
||||
#include "wieldmesh.h" // createAnimationFrames
|
||||
#include "tile.h"
|
||||
#include <IMeshManipulator.h>
|
||||
#include <SMesh.h>
|
||||
#include <SkinnedMesh.h>
|
||||
|
||||
struct TileAttribContext {
|
||||
ITextureSource *tsrc;
|
||||
PreLoadedTextures *texture_pool;
|
||||
video::SColor base_color;
|
||||
const TextureSettings &tsettings;
|
||||
};
|
||||
|
||||
struct ShaderIds {
|
||||
u32 normal;
|
||||
// Shader that will handle an array texture and texture_layer_idx
|
||||
u32 with_layers;
|
||||
};
|
||||
|
||||
/*
|
||||
Texture pool and related
|
||||
*/
|
||||
|
||||
struct PreLoadedTexture {
|
||||
video::ITexture *texture = nullptr;
|
||||
u32 texture_id = 0;
|
||||
u16 texture_layer_idx = 0;
|
||||
bool used = false; // For debugging
|
||||
};
|
||||
|
||||
struct PreLoadedTextures {
|
||||
std::unordered_map<std::string, PreLoadedTexture> pool;
|
||||
std::unordered_set<std::string> missed; // For debugging
|
||||
|
||||
PreLoadedTexture find(const std::string &name);
|
||||
void add(const std::string &name, const PreLoadedTexture &t);
|
||||
|
||||
void printStats(std::ostream &to) const;
|
||||
};
|
||||
|
||||
PreLoadedTexture PreLoadedTextures::find(const std::string &name)
|
||||
{
|
||||
auto it = pool.find(name);
|
||||
if (it == pool.end()) {
|
||||
missed.emplace(name);
|
||||
return {};
|
||||
}
|
||||
it->second.used = true;
|
||||
return it->second;
|
||||
}
|
||||
|
||||
void PreLoadedTextures::add(const std::string &name, const PreLoadedTexture &t)
|
||||
{
|
||||
assert(pool.find(name) == pool.end());
|
||||
pool[name] = t;
|
||||
}
|
||||
|
||||
void PreLoadedTextures::printStats(std::ostream &to) const
|
||||
{
|
||||
size_t unused = 0;
|
||||
for (auto &it : pool)
|
||||
unused += it.second.used ? 0 : 1;
|
||||
to << "PreLoadedTextures: " << pool.size() << "\n wasted: " << unused
|
||||
<< " missed: " << missed.size() << std::endl;
|
||||
}
|
||||
|
||||
|
||||
static void fillTileAttribs(TileLayer *layer, TileAttribContext context,
|
||||
const TileSpec &tile, const TileDef &tiledef,
|
||||
MaterialType material_type, ShaderIds shader)
|
||||
{
|
||||
auto *tsrc = context.tsrc;
|
||||
const auto &tsettings = context.tsettings;
|
||||
|
||||
std::string texture_image;
|
||||
if (!tiledef.name.empty()) {
|
||||
texture_image = tiledef.name;
|
||||
if (tsrc->needFilterForMesh())
|
||||
texture_image += tsrc->FILTER_FOR_MESH;
|
||||
} else {
|
||||
// Tile is empty, nothing to do.
|
||||
return;
|
||||
}
|
||||
|
||||
core::dimension2du texture_size;
|
||||
if (!texture_image.empty())
|
||||
texture_size = tsrc->getTextureDimensions(texture_image);
|
||||
if (!texture_size.Width || !texture_size.Height)
|
||||
texture_size = {1, 1}; // dummy if there's an error
|
||||
|
||||
// Scale
|
||||
bool has_scale = tiledef.scale > 0;
|
||||
bool use_autoscale = tsettings.autoscale_mode == AUTOSCALE_FORCE ||
|
||||
(tsettings.autoscale_mode == AUTOSCALE_ENABLE && !has_scale);
|
||||
if (use_autoscale) {
|
||||
float base_size = tsettings.node_texture_size;
|
||||
float size = std::fmin(texture_size.Width, texture_size.Height);
|
||||
layer->scale = std::fmax(base_size, size) / base_size;
|
||||
} else if (has_scale) {
|
||||
layer->scale = tiledef.scale;
|
||||
} else {
|
||||
layer->scale = 1;
|
||||
}
|
||||
if (!tile.world_aligned)
|
||||
layer->scale = 1;
|
||||
|
||||
// Material
|
||||
layer->material_type = material_type;
|
||||
layer->material_flags = 0;
|
||||
if (tiledef.backface_culling)
|
||||
layer->material_flags |= MATERIAL_FLAG_BACKFACE_CULLING;
|
||||
if (tiledef.animation.type != TAT_NONE)
|
||||
layer->material_flags |= MATERIAL_FLAG_ANIMATION;
|
||||
if (tiledef.tileable_horizontal)
|
||||
layer->material_flags |= MATERIAL_FLAG_TILEABLE_HORIZONTAL;
|
||||
if (tiledef.tileable_vertical)
|
||||
layer->material_flags |= MATERIAL_FLAG_TILEABLE_VERTICAL;
|
||||
|
||||
// Color
|
||||
layer->has_color = tiledef.has_color;
|
||||
if (tiledef.has_color)
|
||||
layer->color = tiledef.color;
|
||||
else
|
||||
layer->color = context.base_color;
|
||||
|
||||
// Animation
|
||||
if (layer->material_flags & MATERIAL_FLAG_ANIMATION) {
|
||||
int frame_length_ms = 0;
|
||||
std::vector<FrameSpec> frames = createAnimationFrames(
|
||||
tsrc, tiledef.name, tiledef.animation, frame_length_ms);
|
||||
if (frames.size() > 1) {
|
||||
layer->frames = new std::vector<FrameSpec>(frames);
|
||||
layer->animation_frame_count = layer->frames->size();
|
||||
layer->animation_frame_length_ms = frame_length_ms;
|
||||
|
||||
// Set default texture to first frame (not used practice)
|
||||
layer->texture = (*layer->frames)[0].texture;
|
||||
layer->texture_id = (*layer->frames)[0].texture_id;
|
||||
} else {
|
||||
layer->material_flags &= ~MATERIAL_FLAG_ANIMATION;
|
||||
}
|
||||
}
|
||||
|
||||
if (!(layer->material_flags & MATERIAL_FLAG_ANIMATION)) {
|
||||
// Grab texture
|
||||
auto tex = context.texture_pool->find(texture_image);
|
||||
if (!tex.texture) {
|
||||
// wasn't pre-loaded: create standard texture on the fly
|
||||
layer->texture = tsrc->getTexture(texture_image, &layer->texture_id);
|
||||
} else {
|
||||
layer->texture = tex.texture;
|
||||
layer->texture_id = tex.texture_id;
|
||||
layer->texture_layer_idx = tex.texture_layer_idx;
|
||||
}
|
||||
}
|
||||
|
||||
// Decide on shader to use
|
||||
if (layer->texture) {
|
||||
layer->shader_id = (layer->texture->getType() == video::ETT_2D_ARRAY) ?
|
||||
shader.with_layers : shader.normal;
|
||||
}
|
||||
}
|
||||
|
||||
static bool isWorldAligned(AlignStyle style, WorldAlignMode mode, NodeDrawType drawtype)
|
||||
{
|
||||
if (style == ALIGN_STYLE_WORLD)
|
||||
return true;
|
||||
if (mode == WORLDALIGN_DISABLE)
|
||||
return false;
|
||||
if (style == ALIGN_STYLE_USER_DEFINED)
|
||||
return true;
|
||||
if (drawtype == NDT_NORMAL)
|
||||
return mode >= WORLDALIGN_FORCE;
|
||||
if (drawtype == NDT_NODEBOX)
|
||||
return mode >= WORLDALIGN_FORCE_NODEBOX;
|
||||
return false;
|
||||
}
|
||||
|
||||
/// @return maximum number of layers in array textures we can use (0 if unsupported)
|
||||
static size_t getArrayTextureMax(IShaderSource *shdsrc)
|
||||
{
|
||||
auto *driver = RenderingEngine::get_video_driver();
|
||||
// needs to support creating array textures
|
||||
if (!driver->queryFeature(video::EVDF_TEXTURE_2D_ARRAY))
|
||||
return 0;
|
||||
// must support sampling from them
|
||||
if (!shdsrc->supportsSampler2DArray())
|
||||
return 0;
|
||||
// shadow shaders can't handle array textures yet (TODO)
|
||||
if (g_settings->getBool("enable_dynamic_shadows"))
|
||||
return 0;
|
||||
|
||||
u32 n = driver->getLimits().MaxArrayTextureImages;
|
||||
constexpr u32 type_max = std::numeric_limits<decltype(TileLayer::texture_layer_idx)>::max();
|
||||
n = std::min(n, type_max);
|
||||
n = std::min(n, g_settings->getU32("array_texture_max"));
|
||||
return n;
|
||||
}
|
||||
|
||||
|
||||
//// NodeVisuals
|
||||
|
||||
NodeVisuals::~NodeVisuals()
|
||||
{
|
||||
for (u16 j = 0; j < 6; j++) {
|
||||
delete tiles[j].layers[0].frames;
|
||||
delete tiles[j].layers[1].frames;
|
||||
}
|
||||
for (u16 j = 0; j < CF_SPECIAL_COUNT; j++) {
|
||||
delete special_tiles[j].layers[0].frames;
|
||||
delete special_tiles[j].layers[1].frames;
|
||||
}
|
||||
if (mesh_ptr)
|
||||
mesh_ptr->drop();
|
||||
}
|
||||
|
||||
void NodeVisuals::preUpdateTextures(ITextureSource *tsrc,
|
||||
std::unordered_set<std::string> &pool, const TextureSettings &tsettings)
|
||||
{
|
||||
// Find out the exact texture strings this node might use, and put them into the pool
|
||||
// (this should match updateTextures, but it's not the end of the world if
|
||||
// a mismatch occurs)
|
||||
std::string append;
|
||||
if (tsrc->needFilterForMesh())
|
||||
append = ITextureSource::FILTER_FOR_MESH;
|
||||
std::string append_overlay = append, append_special = append;
|
||||
bool use = true, use_overlay = true, use_special = true;
|
||||
|
||||
if (f->drawtype == NDT_ALLFACES_OPTIONAL) {
|
||||
use_special = (tsettings.leaves_style == LEAVES_SIMPLE);
|
||||
use = !use_special;
|
||||
if (tsettings.leaves_style == LEAVES_OPAQUE)
|
||||
append.insert(0, "^[noalpha");
|
||||
}
|
||||
|
||||
const auto &consider_tile = [&] (const TileDef &def, const std::string &append) {
|
||||
// Animations are chopped into frames later, so we won't actually need
|
||||
// the source texture
|
||||
if (!def.name.empty() && def.animation.type == TAT_NONE) {
|
||||
pool.insert(def.name + append);
|
||||
}
|
||||
};
|
||||
|
||||
for (u32 j = 0; j < 6; j++) {
|
||||
if (use)
|
||||
consider_tile(f->tiledef[j], append);
|
||||
}
|
||||
for (u32 j = 0; j < 6; j++) {
|
||||
if (use_overlay)
|
||||
consider_tile(f->tiledef_overlay[j], append_overlay);
|
||||
}
|
||||
for (u32 j = 0; j < CF_SPECIAL_COUNT; j++) {
|
||||
if (use_special)
|
||||
consider_tile(f->tiledef_special[j], append_special);
|
||||
}
|
||||
}
|
||||
|
||||
void NodeVisuals::updateTextures(ITextureSource *tsrc, IShaderSource *shdsrc, Client *client,
|
||||
PreLoadedTextures *texture_pool, const TextureSettings &tsettings)
|
||||
{
|
||||
// Things needed form ContentFeatures
|
||||
auto &alpha = f->alpha;
|
||||
auto &drawtype = f->drawtype;
|
||||
const auto &tiledef = f->tiledef;
|
||||
const auto &tiledef_overlay = f->tiledef_overlay;
|
||||
const auto &tiledef_special = f->tiledef_special;
|
||||
const auto &waving = f->waving;
|
||||
const auto &color = f->color;
|
||||
const auto ¶m_type_2 = f->param_type_2;
|
||||
const auto &palette_name = f->palette_name;
|
||||
|
||||
// Figure out the actual tiles to use
|
||||
TileDef tdef[6];
|
||||
for (u32 j = 0; j < 6; j++) {
|
||||
tdef[j] = tiledef[j];
|
||||
if (tdef[j].name.empty()) {
|
||||
tdef[j].name = "no_texture.png";
|
||||
tdef[j].backface_culling = false;
|
||||
}
|
||||
}
|
||||
// also the overlay tiles
|
||||
TileDef tdef_overlay[6];
|
||||
for (u32 j = 0; j < 6; j++)
|
||||
tdef_overlay[j] = tiledef_overlay[j];
|
||||
// also the special tiles
|
||||
TileDef tdef_spec[6];
|
||||
for (u32 j = 0; j < CF_SPECIAL_COUNT; j++) {
|
||||
tdef_spec[j] = tiledef_special[j];
|
||||
}
|
||||
|
||||
bool is_liquid = false;
|
||||
|
||||
MaterialType material_type = alpha_mode_to_material_type(alpha);
|
||||
|
||||
switch (drawtype) {
|
||||
default:
|
||||
case NDT_NORMAL:
|
||||
solidness = 2;
|
||||
break;
|
||||
case NDT_AIRLIKE:
|
||||
solidness = 0;
|
||||
break;
|
||||
case NDT_LIQUID:
|
||||
if (!tsettings.translucent_liquids)
|
||||
alpha = ALPHAMODE_OPAQUE;
|
||||
solidness = 1;
|
||||
is_liquid = true;
|
||||
break;
|
||||
case NDT_FLOWINGLIQUID:
|
||||
solidness = 0;
|
||||
if (!tsettings.translucent_liquids)
|
||||
alpha = ALPHAMODE_OPAQUE;
|
||||
is_liquid = true;
|
||||
break;
|
||||
case NDT_GLASSLIKE:
|
||||
solidness = 0;
|
||||
visual_solidness = 1;
|
||||
break;
|
||||
case NDT_GLASSLIKE_FRAMED:
|
||||
solidness = 0;
|
||||
visual_solidness = 1;
|
||||
break;
|
||||
case NDT_GLASSLIKE_FRAMED_OPTIONAL:
|
||||
solidness = 0;
|
||||
visual_solidness = 1;
|
||||
drawtype = tsettings.connected_glass ? NDT_GLASSLIKE_FRAMED : NDT_GLASSLIKE;
|
||||
break;
|
||||
case NDT_ALLFACES:
|
||||
solidness = 0;
|
||||
visual_solidness = 1;
|
||||
break;
|
||||
case NDT_ALLFACES_OPTIONAL:
|
||||
if (tsettings.leaves_style == LEAVES_FANCY) {
|
||||
drawtype = NDT_ALLFACES;
|
||||
solidness = 0;
|
||||
visual_solidness = 1;
|
||||
} else if (tsettings.leaves_style == LEAVES_SIMPLE) {
|
||||
for (u32 j = 0; j < 6; j++) {
|
||||
if (!tdef_spec[j].name.empty())
|
||||
tdef[j].name = tdef_spec[j].name;
|
||||
}
|
||||
drawtype = NDT_GLASSLIKE;
|
||||
solidness = 0;
|
||||
visual_solidness = 1;
|
||||
} else {
|
||||
if (waving >= 1) {
|
||||
// waving nodes must make faces so there are no gaps
|
||||
drawtype = NDT_ALLFACES;
|
||||
solidness = 0;
|
||||
visual_solidness = 1;
|
||||
} else {
|
||||
drawtype = NDT_NORMAL;
|
||||
solidness = 2;
|
||||
}
|
||||
for (TileDef &td : tdef)
|
||||
td.name += std::string("^[noalpha");
|
||||
}
|
||||
if (waving >= 1)
|
||||
material_type = TILE_MATERIAL_WAVING_LEAVES;
|
||||
break;
|
||||
case NDT_PLANTLIKE:
|
||||
solidness = 0;
|
||||
if (waving >= 1)
|
||||
material_type = TILE_MATERIAL_WAVING_PLANTS;
|
||||
break;
|
||||
case NDT_FIRELIKE:
|
||||
solidness = 0;
|
||||
break;
|
||||
case NDT_MESH:
|
||||
case NDT_NODEBOX:
|
||||
solidness = 0;
|
||||
if (waving == 1) {
|
||||
material_type = TILE_MATERIAL_WAVING_PLANTS;
|
||||
} else if (waving == 2) {
|
||||
material_type = TILE_MATERIAL_WAVING_LEAVES;
|
||||
} else if (waving == 3) {
|
||||
material_type = alpha == ALPHAMODE_OPAQUE ?
|
||||
TILE_MATERIAL_WAVING_LIQUID_OPAQUE : (alpha == ALPHAMODE_CLIP ?
|
||||
TILE_MATERIAL_WAVING_LIQUID_BASIC : TILE_MATERIAL_WAVING_LIQUID_TRANSPARENT);
|
||||
}
|
||||
break;
|
||||
case NDT_TORCHLIKE:
|
||||
case NDT_SIGNLIKE:
|
||||
case NDT_FENCELIKE:
|
||||
case NDT_RAILLIKE:
|
||||
solidness = 0;
|
||||
break;
|
||||
case NDT_PLANTLIKE_ROOTED:
|
||||
solidness = 2;
|
||||
break;
|
||||
}
|
||||
|
||||
if (is_liquid) {
|
||||
if (waving == 3) {
|
||||
material_type = alpha == ALPHAMODE_OPAQUE ?
|
||||
TILE_MATERIAL_WAVING_LIQUID_OPAQUE : (alpha == ALPHAMODE_CLIP ?
|
||||
TILE_MATERIAL_WAVING_LIQUID_BASIC : TILE_MATERIAL_WAVING_LIQUID_TRANSPARENT);
|
||||
} else {
|
||||
material_type = alpha == ALPHAMODE_OPAQUE ? TILE_MATERIAL_LIQUID_OPAQUE :
|
||||
TILE_MATERIAL_LIQUID_TRANSPARENT;
|
||||
}
|
||||
}
|
||||
|
||||
const bool texture_2d_array = getArrayTextureMax(shdsrc) > 1;
|
||||
const auto &getNodeShader = [&] (MaterialType my_material, NodeDrawType my_drawtype) {
|
||||
ShaderIds ret;
|
||||
ret.normal = shdsrc->getShader("nodes_shader", my_material, my_drawtype);
|
||||
// need to avoid generating the shader if unsupported
|
||||
if (texture_2d_array)
|
||||
ret.with_layers = shdsrc->getShader("nodes_shader", my_material, my_drawtype, true);
|
||||
return ret;
|
||||
};
|
||||
|
||||
ShaderIds tile_shader = getNodeShader(material_type, drawtype);
|
||||
|
||||
MaterialType overlay_material = material_type_with_alpha(material_type);
|
||||
|
||||
ShaderIds overlay_shader = getNodeShader(overlay_material, drawtype);
|
||||
|
||||
// minimap pixel color = average color of top tile
|
||||
if (tsettings.enable_minimap && drawtype != NDT_AIRLIKE && !tdef[0].name.empty())
|
||||
{
|
||||
if (!tdef_overlay[0].name.empty()) {
|
||||
// Merge overlay and base texture
|
||||
std::string combined = tdef[0].name + "^(" + tdef_overlay[0].name + ")";
|
||||
minimap_color = tsrc->getTextureAverageColor(combined);
|
||||
} else {
|
||||
minimap_color = tsrc->getTextureAverageColor(tdef[0].name);
|
||||
}
|
||||
}
|
||||
|
||||
// Tiles (fill in f->tiles[])
|
||||
bool any_polygon_offset = false;
|
||||
TileAttribContext tac{tsrc, texture_pool, color, tsettings};
|
||||
|
||||
for (u16 j = 0; j < 6; j++) {
|
||||
tiles[j].world_aligned = isWorldAligned(tdef[j].align_style,
|
||||
tsettings.world_aligned_mode, drawtype);
|
||||
fillTileAttribs(&tiles[j].layers[0], tac, tiles[j], tdef[j],
|
||||
material_type, tile_shader);
|
||||
if (!tdef_overlay[j].name.empty()) {
|
||||
tdef_overlay[j].backface_culling = tdef[j].backface_culling;
|
||||
fillTileAttribs(&tiles[j].layers[1], tac, tiles[j], tdef_overlay[j],
|
||||
overlay_material, overlay_shader);
|
||||
}
|
||||
|
||||
tiles[j].layers[0].need_polygon_offset = !tiles[j].layers[1].empty();
|
||||
any_polygon_offset |= tiles[j].layers[0].need_polygon_offset;
|
||||
}
|
||||
|
||||
if (drawtype == NDT_MESH && any_polygon_offset) {
|
||||
// Our per-tile polygon offset enablement workaround works fine for normal
|
||||
// nodes and anything else, where we know that different tiles are different
|
||||
// faces that couldn't possibly conflict with each other.
|
||||
// We can't assume this for mesh nodes, so apply it to all tiles (= materials)
|
||||
// then.
|
||||
for (u16 j = 0; j < 6; j++)
|
||||
tiles[j].layers[0].need_polygon_offset = true;
|
||||
}
|
||||
|
||||
MaterialType special_material = material_type;
|
||||
if (drawtype == NDT_PLANTLIKE_ROOTED) {
|
||||
if (waving == 1)
|
||||
special_material = TILE_MATERIAL_WAVING_PLANTS;
|
||||
else if (waving == 2)
|
||||
special_material = TILE_MATERIAL_WAVING_LEAVES;
|
||||
}
|
||||
|
||||
ShaderIds special_shader = getNodeShader(special_material, drawtype);
|
||||
|
||||
// Special tiles (fill in f->special_tiles[])
|
||||
for (u16 j = 0; j < CF_SPECIAL_COUNT; j++) {
|
||||
fillTileAttribs(&special_tiles[j].layers[0], tac,
|
||||
special_tiles[j], tdef_spec[j], special_material, special_shader);
|
||||
}
|
||||
|
||||
if (param_type_2 == CPT2_COLOR ||
|
||||
param_type_2 == CPT2_COLORED_FACEDIR ||
|
||||
param_type_2 == CPT2_COLORED_4DIR ||
|
||||
param_type_2 == CPT2_COLORED_WALLMOUNTED ||
|
||||
param_type_2 == CPT2_COLORED_DEGROTATE)
|
||||
palette = tsrc->getPalette(palette_name);
|
||||
}
|
||||
|
||||
void NodeVisuals::updateMesh(Client *client, const TextureSettings &tsettings)
|
||||
{
|
||||
auto *manip = client->getSceneManager()->getMeshManipulator();
|
||||
(void)tsettings;
|
||||
|
||||
const auto &mesh = f->mesh;
|
||||
if (f->drawtype != NDT_MESH || mesh.empty())
|
||||
return;
|
||||
|
||||
// Note: By freshly reading, we get an unencumbered mesh.
|
||||
if (scene::IMesh *src_mesh = client->getMesh(mesh)) {
|
||||
bool apply_bs = false;
|
||||
if (auto *skinned_mesh = dynamic_cast<scene::SkinnedMesh *>(src_mesh)) {
|
||||
// Compatibility: Animated meshes, as well as static gltf meshes, are not scaled by BS.
|
||||
// See https://github.com/luanti-org/luanti/pull/16112#issuecomment-2881860329
|
||||
bool is_gltf = skinned_mesh->getSourceFormat() ==
|
||||
scene::SkinnedMesh::SourceFormat::GLTF;
|
||||
apply_bs = skinned_mesh->isStatic() && !is_gltf;
|
||||
// Nodes do not support mesh animation, so we clone the static pose.
|
||||
// This simplifies working with the mesh: We can just scale the vertices
|
||||
// as transformations have already been applied.
|
||||
mesh_ptr = cloneStaticMesh(src_mesh);
|
||||
src_mesh->drop();
|
||||
} else {
|
||||
auto *static_mesh = dynamic_cast<scene::SMesh *>(src_mesh);
|
||||
assert(static_mesh);
|
||||
mesh_ptr = static_mesh;
|
||||
// Compatibility: Apply BS scaling to static meshes (.obj). See #15811.
|
||||
apply_bs = true;
|
||||
}
|
||||
scaleMesh(mesh_ptr, v3f((apply_bs ? BS : 1.0f) * f->visual_scale));
|
||||
recalculateBoundingBox(mesh_ptr);
|
||||
if (!checkMeshNormals(mesh_ptr)) {
|
||||
// TODO this should be done consistently when the mesh is loaded
|
||||
infostream << "ContentFeatures: recalculating normals for mesh "
|
||||
<< mesh << std::endl;
|
||||
manip->recalculateNormals(mesh_ptr, true, false);
|
||||
}
|
||||
} else {
|
||||
mesh_ptr = nullptr;
|
||||
}
|
||||
}
|
||||
|
||||
void NodeVisuals::collectMaterials(std::vector<u32> &leaves_materials)
|
||||
{
|
||||
if (f->drawtype == NDT_AIRLIKE)
|
||||
return;
|
||||
|
||||
for (u16 j = 0; j < 6; j++) {
|
||||
auto &l = tiles[j].layers;
|
||||
if (!l[0].empty() && l[0].material_type == TILE_MATERIAL_WAVING_LEAVES)
|
||||
leaves_materials.push_back(l[0].shader_id);
|
||||
if (!l[1].empty() && l[1].material_type == TILE_MATERIAL_WAVING_LEAVES)
|
||||
leaves_materials.push_back(l[1].shader_id);
|
||||
}
|
||||
}
|
||||
|
||||
void NodeVisuals::getColor(u8 param2, video::SColor *color) const
|
||||
{
|
||||
if (palette) {
|
||||
*color = (*palette)[param2];
|
||||
return;
|
||||
}
|
||||
*color = f->color;
|
||||
}
|
||||
|
||||
void NodeVisuals::fillNodeVisuals(NodeDefManager *ndef, Client *client, void *progress_callback_args)
|
||||
{
|
||||
infostream << "fillNodeVisuals: Updating "
|
||||
"textures in node definitions" << std::endl;
|
||||
ITextureSource *tsrc = client->tsrc();
|
||||
IShaderSource *shdsrc = client->getShaderSource();
|
||||
TextureSettings tsettings;
|
||||
tsettings.readSettings();
|
||||
|
||||
tsrc->setImageCaching(true);
|
||||
const u32 size = ndef->size();
|
||||
|
||||
/* collect all textures we might use */
|
||||
std::unordered_set<std::string> pool;
|
||||
ndef->applyFunction([&](ContentFeatures &f) {
|
||||
assert(!f.visuals);
|
||||
f.visuals = new NodeVisuals(&f);
|
||||
f.visuals->preUpdateTextures(tsrc, pool, tsettings);
|
||||
});
|
||||
|
||||
/* texture pre-loading stage */
|
||||
const size_t arraymax = getArrayTextureMax(shdsrc);
|
||||
// Group by size
|
||||
std::unordered_map<v2u32, std::vector<std::string_view>> sizes;
|
||||
if (arraymax > 1) {
|
||||
infostream << "Using array textures with " << arraymax << " layers" << std::endl;
|
||||
size_t i = 0;
|
||||
for (auto &image : pool) {
|
||||
core::dimension2du dim = tsrc->getTextureDimensions(image);
|
||||
client->showUpdateProgressTexture(progress_callback_args,
|
||||
0.33333f * ++i / pool.size());
|
||||
if (!dim.Width || !dim.Height) // error
|
||||
continue;
|
||||
sizes[v2u32(dim)].emplace_back(image);
|
||||
}
|
||||
}
|
||||
|
||||
// create array textures as far as possible
|
||||
size_t num_preloadable = 0, preload_progress = 0;
|
||||
for (auto &it : sizes) {
|
||||
if (it.second.size() < 2)
|
||||
continue;
|
||||
num_preloadable += it.second.size();
|
||||
}
|
||||
PreLoadedTextures plt;
|
||||
const auto &doBunch = [&] (const std::vector<std::string> &bunch) {
|
||||
PreLoadedTexture t;
|
||||
t.texture = tsrc->addArrayTexture(bunch, &t.texture_id);
|
||||
preload_progress += bunch.size();
|
||||
client->showUpdateProgressTexture(progress_callback_args,
|
||||
0.33333f + 0.33333f * preload_progress / num_preloadable);
|
||||
if (t.texture) {
|
||||
// Success: all of the images in this bunch can now refer to this texture
|
||||
for (size_t idx = 0; idx < bunch.size(); idx++) {
|
||||
t.texture_layer_idx = idx;
|
||||
plt.add(bunch[idx], t);
|
||||
}
|
||||
}
|
||||
};
|
||||
for (auto &it : sizes) {
|
||||
if (it.second.size() < 2)
|
||||
continue;
|
||||
std::vector<std::string> bunch;
|
||||
for (auto &image : it.second) {
|
||||
bunch.emplace_back(image);
|
||||
if (bunch.size() == arraymax) {
|
||||
doBunch(bunch);
|
||||
bunch.clear();
|
||||
}
|
||||
}
|
||||
if (!bunch.empty())
|
||||
doBunch(bunch);
|
||||
}
|
||||
// note that standard textures aren't preloaded
|
||||
|
||||
/* final step */
|
||||
u32 progress = 0;
|
||||
ndef->applyFunction([&](ContentFeatures &f) {
|
||||
auto *v = f.visuals;
|
||||
v->updateTextures(tsrc, shdsrc, client, &plt, tsettings);
|
||||
v->updateMesh(client, tsettings);
|
||||
v->collectMaterials(ndef->m_leaves_materials);
|
||||
|
||||
client->showUpdateProgressTexture(progress_callback_args,
|
||||
0.66666f + 0.33333f * progress / size);
|
||||
progress++;
|
||||
});
|
||||
|
||||
SORT_AND_UNIQUE(ndef->m_leaves_materials);
|
||||
verbosestream << "m_leaves_materials.size() = " << ndef->m_leaves_materials.size()
|
||||
<< std::endl;
|
||||
|
||||
plt.printStats(infostream);
|
||||
tsrc->setImageCaching(false);
|
||||
}
|
||||
Reference in New Issue
Block a user