\r
TODO: Check what goes wrong with caching map to disk (Kray)\r
\r
+TODO: Remove LazyMeshUpdater. It is not used as supposed.\r
+\r
Doing now:\r
======================================================================\r
\r
g_settings.set("height_randfactor", "constant 0.6");\r
g_settings.set("height_base", "linear 0 35 0");\r
g_settings.set("plants_amount", "1.0");\r
+ g_settings.set("ravines_amount", "1.0");\r
g_settings.set("objectdata_interval", "0.2");\r
g_settings.set("active_object_range", "2");\r
g_settings.set("max_simultaneous_block_sends_per_client", "2");\r
\r
MapParams map_params;\r
map_params.plants_amount = g_settings.getFloat("plants_amount");\r
+ map_params.ravines_amount = g_settings.getFloat("ravines_amount");\r
\r
/*\r
Ask some stuff\r
}
}
+/*
+ This is used because CMeshBuffer::append() is very slow
+*/
+struct PreMeshBuffer
+{
+ video::SMaterial material;
+ core::array<u16> indices;
+ core::array<video::S3DVertex> vertices;
+};
+
+class MeshCollector
+{
+public:
+ void append(
+ video::SMaterial material,
+ const video::S3DVertex* const vertices,
+ u32 numVertices,
+ const u16* const indices,
+ u32 numIndices
+ )
+ {
+ PreMeshBuffer *p = NULL;
+ for(u32 i=0; i<m_prebuffers.size(); i++)
+ {
+ PreMeshBuffer &pp = m_prebuffers[i];
+ if(pp.material != material)
+ continue;
+
+ p = &pp;
+ break;
+ }
+
+ if(p == NULL)
+ {
+ PreMeshBuffer pp;
+ pp.material = material;
+ m_prebuffers.push_back(pp);
+ p = &m_prebuffers[m_prebuffers.size()-1];
+ }
+
+ u32 vertex_count = p->vertices.size();
+ for(u32 i=0; i<numIndices; i++)
+ {
+ u32 j = indices[i] + vertex_count;
+ if(j > 65535)
+ {
+ dstream<<"FIXME: Meshbuffer ran out of indices"<<std::endl;
+ // NOTE: Fix is to just add an another MeshBuffer
+ }
+ p->indices.push_back(j);
+ }
+ for(u32 i=0; i<numVertices; i++)
+ {
+ p->vertices.push_back(vertices[i]);
+ }
+ }
+
+ void fillMesh(scene::SMesh *mesh)
+ {
+ /*dstream<<"Filling mesh with "<<m_prebuffers.size()
+ <<" meshbuffers"<<std::endl;*/
+ for(u32 i=0; i<m_prebuffers.size(); i++)
+ {
+ PreMeshBuffer &p = m_prebuffers[i];
+
+ /*dstream<<"p.vertices.size()="<<p.vertices.size()
+ <<", p.indices.size()="<<p.indices.size()
+ <<std::endl;*/
+
+ // Create meshbuffer
+
+ // This is a "Standard MeshBuffer",
+ // it's a typedeffed CMeshBuffer<video::S3DVertex>
+ scene::IMeshBuffer *buf = new scene::SMeshBuffer();
+ // Set material
+ ((scene::SMeshBuffer*)buf)->Material = p.material;
+ // Use VBO
+ //buf->setHardwareMappingHint(scene::EHM_STATIC);
+ // Add to mesh
+ mesh->addMeshBuffer(buf);
+ // Mesh grabbed it
+ buf->drop();
+
+ buf->append(p.vertices.pointer(), p.vertices.size(),
+ p.indices.pointer(), p.indices.size());
+ }
+ }
+
+private:
+ core::array<PreMeshBuffer> m_prebuffers;
+};
+
void MapBlock::updateMesh()
{
/*v3s16 p = getPosRelative();
if(fastfaces_new->getSize() > 0)
{
+ MeshCollector collector;
+
+ core::list<FastFace*>::Iterator i = fastfaces_new->begin();
+
+ for(; i != fastfaces_new->end(); i++)
+ {
+ FastFace *f = *i;
+
+ const u16 indices[] = {0,1,2,2,3,0};
+
+ collector.append(g_materials[f->material], f->vertices, 4,
+ indices, 6);
+ }
+
mesh_new = new scene::SMesh();
+
+ collector.fillMesh(mesh_new);
+
+#if 0
scene::IMeshBuffer *buf = NULL;
core::list<FastFace*>::Iterator i = fastfaces_new->begin();
}
material_in_use = f->material;
}
-
- u16 indices[] = {0,1,2,2,3,0};
- buf->append(f->vertices, 4, indices, 6);
+
+ u16 new_indices[] = {0,1,2,2,3,0};
+
+ //buf->append(f->vertices, 4, indices, 6);
}
+#endif
// Use VBO for mesh (this just would set this for ever buffer)
//mesh_new->setHardwareMappingHint(scene::EHM_STATIC);
/*std::cout<<"MapBlock has "<<fastfaces_new->getSize()<<" faces "
<<"and uses "<<mesh_new->getMeshBufferCount()
- <<" materials"<<std::endl;*/
+ <<" materials (meshbuffers)"<<std::endl;*/
}
// TODO: Get rid of the FastFace stage