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Use Irrlicht's mesh cache for animated meshes.

Fixes #6676.
Allow animated meshes to be cached in Irrlicht's builtin mesh cache.
Use Material.EmmissiveColor instead of manipulating the mesh' vertex colors.
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lhofhansl committed Dec 5, 2017
1 parent f470cb7 commit fd9f195fcc2e4e592dbad3290876486eb08318b2
Showing with 25 additions and 9 deletions.
  1. +3 −4 src/client.cpp
  2. +1 −1 src/client.h
  3. +8 −4 src/content_cao.cpp
  4. +8 −0 src/mesh.cpp
  5. +5 −0 src/mesh.h
@@ -1836,7 +1836,7 @@ ParticleManager* Client::getParticleManager()
return &m_particle_manager;
}

scene::IAnimatedMesh* Client::getMesh(const std::string &filename)
scene::IAnimatedMesh* Client::getMesh(const std::string &filename, bool cache)
{
StringMap::const_iterator it = m_mesh_data.find(filename);
if (it == m_mesh_data.end()) {
@@ -1855,10 +1855,9 @@ scene::IAnimatedMesh* Client::getMesh(const std::string &filename)

scene::IAnimatedMesh *mesh = RenderingEngine::get_scene_manager()->getMesh(rfile);
rfile->drop();
// NOTE: By playing with Irrlicht refcounts, maybe we could cache a bunch
// of uniquely named instances and re-use them
mesh->grab();
RenderingEngine::get_mesh_cache()->removeMesh(mesh);
if (!cache)
RenderingEngine::get_mesh_cache()->removeMesh(mesh);
return mesh;
}

@@ -376,7 +376,7 @@ class Client : public con::PeerHandler, public InventoryManager, public IGameDef
virtual ParticleManager* getParticleManager();
bool checkLocalPrivilege(const std::string &priv)
{ return checkPrivilege(priv); }
virtual scene::IAnimatedMesh* getMesh(const std::string &filename);
virtual scene::IAnimatedMesh* getMesh(const std::string &filename, bool cache = false);
const std::string* getModFile(const std::string &filename);

virtual std::string getModStoragePath() const;
@@ -563,7 +563,7 @@ void GenericCAO::addToScene(ITextureSource *tsrc)
}
else if(m_prop.visual == "mesh") {
infostream<<"GenericCAO::addToScene(): mesh"<<std::endl;
scene::IAnimatedMesh *mesh = m_client->getMesh(m_prop.mesh);
scene::IAnimatedMesh *mesh = m_client->getMesh(m_prop.mesh, true);
if(mesh)
{
m_animated_meshnode = RenderingEngine::get_scene_manager()->
@@ -575,13 +575,17 @@ void GenericCAO::addToScene(ITextureSource *tsrc)
m_prop.visual_size.Y,
m_prop.visual_size.X));
u8 li = m_last_light;

// set vertex colors to ensure alpha is set
setMeshColor(m_animated_meshnode->getMesh(), video::SColor(255,li,li,li));

setAnimatedMeshColor(m_animated_meshnode, video::SColor(255,li,li,li));

bool backface_culling = m_prop.backface_culling;
if (m_is_player)
backface_culling = false;

m_animated_meshnode->setMaterialFlag(video::EMF_LIGHTING, false);
m_animated_meshnode->setMaterialFlag(video::EMF_LIGHTING, true);
m_animated_meshnode->setMaterialFlag(video::EMF_BILINEAR_FILTER, false);
m_animated_meshnode->setMaterialType(video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF);
m_animated_meshnode->setMaterialFlag(video::EMF_FOG_ENABLE, true);
@@ -669,7 +673,7 @@ void GenericCAO::updateLightNoCheck(u8 light_at_pos)
if (m_meshnode) {
setMeshColor(m_meshnode->getMesh(), color);
} else if (m_animated_meshnode) {
setMeshColor(m_animated_meshnode->getMesh(), color);
setAnimatedMeshColor(m_animated_meshnode, color);
} else if (m_wield_meshnode) {
m_wield_meshnode->setColor(color);
} else if (m_spritenode) {
@@ -1025,7 +1029,7 @@ void GenericCAO::updateTextures(std::string mod)
// Set material flags and texture
video::SMaterial& material = m_animated_meshnode->getMaterial(i);
material.TextureLayer[0].Texture = texture;
material.setFlag(video::EMF_LIGHTING, false);
material.setFlag(video::EMF_LIGHTING, true);
material.setFlag(video::EMF_BILINEAR_FILTER, false);

// don't filter low-res textures, makes them look blurry
@@ -24,6 +24,7 @@ with this program; if not, write to the Free Software Foundation, Inc.,
#include <iostream>
#include <IAnimatedMesh.h>
#include <SAnimatedMesh.h>
#include <IAnimatedMeshSceneNode.h>

// In Irrlicht 1.8 the signature of ITexture::lock was changed from
// (bool, u32) to (E_TEXTURE_LOCK_MODE, u32).
@@ -184,6 +185,13 @@ void setMeshBufferColor(scene::IMeshBuffer *buf, const video::SColor &color)
((video::S3DVertex *) (vertices + i * stride))->Color = color;
}

void setAnimatedMeshColor(scene::IAnimatedMeshSceneNode *node, const video::SColor &color)
{
for (u32 i = 0; i < node->getMaterialCount(); ++i) {
node->getMaterial(i).EmissiveColor = color;
}
}

void setMeshColor(scene::IMesh *mesh, const video::SColor &color)
{
if (mesh == NULL)
@@ -58,6 +58,11 @@ void setMeshBufferColor(scene::IMeshBuffer *buf, const video::SColor &color);
*/
void setMeshColor(scene::IMesh *mesh, const video::SColor &color);

/*
Set a constant color for an animated mesh
*/
void setAnimatedMeshColor(scene::IAnimatedMeshSceneNode *node, const video::SColor &color);

/*!
* Overwrites the color of a mesh buffer.
* The color is darkened based on the normal vector of the vertices.

1 comment on commit fd9f195

@CoderForTheBetter

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CoderForTheBetter commented on fd9f195 Dec 5, 2017

Just going to say this here, but these last few commits by you, @lhofhansl, have really made the performance of the game better when it comes to entities. I tried the nssm mod on both the current stable version of Minetest and on the version with this commit; it is like night and day how much better this is. On the stable version, I get drops in FPS every couple of seconds with like 30 mobs spawned, with this though, I don't notice anything, even with more mobs > 30.

0.5.0 is going to really improve this game.

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