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https://github.com/luanti-org/luanti.git
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Remove bumpmapping and make requested changes
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parent
795f669c97
commit
364ca57819
13 changed files with 57 additions and 129 deletions
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@ -215,10 +215,10 @@ void Clouds::updateMesh()
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for (video::S3DVertex& vertex : v) {
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vertex.Normal.set(0, 1, 0);
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}
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v[0].Pos.set(-rx, ry, -rz);
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v[0].Pos.set(-rx, ry,-rz);
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v[1].Pos.set(-rx, ry, rz);
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v[2].Pos.set(rx, ry, rz);
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v[3].Pos.set(rx, ry, -rz);
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v[2].Pos.set( rx, ry, rz);
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v[3].Pos.set( rx, ry,-rz);
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break;
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case 1: // back
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if (INAREA(xi, zi - 1, m_cloud_radius_i)) {
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@ -239,10 +239,10 @@ void Clouds::updateMesh()
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vertex.Normal.set(0, 0, -1);
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}
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}
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v[0].Pos.set(-rx, ry, -rz);
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v[1].Pos.set(rx, ry, -rz);
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v[2].Pos.set(rx, 0, -rz);
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v[3].Pos.set(-rx, 0, -rz);
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v[0].Pos.set(-rx, ry,-rz);
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v[1].Pos.set( rx, ry,-rz);
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v[2].Pos.set( rx, 0,-rz);
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v[3].Pos.set(-rx, 0,-rz);
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break;
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case 2: //right
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if (INAREA(xi + 1, zi, m_cloud_radius_i)) {
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@ -263,10 +263,10 @@ void Clouds::updateMesh()
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vertex.Normal.set(1, 0, 0);
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}
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}
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v[0].Pos.set(rx, ry, -rz);
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v[0].Pos.set(rx, ry,-rz);
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v[1].Pos.set(rx, ry, rz);
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v[2].Pos.set(rx, 0, rz);
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v[3].Pos.set(rx, 0, -rz);
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v[2].Pos.set(rx, 0, rz);
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v[3].Pos.set(rx, 0,-rz);
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break;
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case 3: // front
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if (INAREA(xi, zi + 1, m_cloud_radius_i)) {
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@ -287,10 +287,10 @@ void Clouds::updateMesh()
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vertex.Normal.set(0, 0, -1);
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}
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}
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v[0].Pos.set(rx, ry, rz);
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v[0].Pos.set( rx, ry, rz);
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v[1].Pos.set(-rx, ry, rz);
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v[2].Pos.set(-rx, 0, rz);
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v[3].Pos.set(rx, 0, rz);
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v[2].Pos.set(-rx, 0, rz);
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v[3].Pos.set( rx, 0, rz);
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break;
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case 4: // left
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if (INAREA(xi - 1, zi, m_cloud_radius_i)) {
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@ -312,19 +312,19 @@ void Clouds::updateMesh()
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}
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}
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v[0].Pos.set(-rx, ry, rz);
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v[1].Pos.set(-rx, ry, -rz);
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v[2].Pos.set(-rx, 0, -rz);
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v[3].Pos.set(-rx, 0, rz);
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v[1].Pos.set(-rx, ry,-rz);
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v[2].Pos.set(-rx, 0,-rz);
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v[3].Pos.set(-rx, 0, rz);
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break;
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case 5: // bottom
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for (video::S3DVertex& vertex : v) {
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vertex.Color = c_bottom;
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vertex.Normal.set(0, -1, 0);
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}
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v[0].Pos.set(rx, 0, rz);
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v[1].Pos.set(-rx, 0, rz);
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v[2].Pos.set(-rx, 0, -rz);
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v[3].Pos.set(rx, 0, -rz);
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v[0].Pos.set( rx, 0, rz);
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v[1].Pos.set(-rx, 0, rz);
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v[2].Pos.set(-rx, 0,-rz);
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v[3].Pos.set( rx, 0,-rz);
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break;
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}
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@ -25,10 +25,9 @@
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MeshMakeData
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*/
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MeshMakeData::MeshMakeData(const NodeDefManager *ndef, u16 side_length, bool use_tangent_vertices):
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MeshMakeData::MeshMakeData(const NodeDefManager *ndef, u16 side_length):
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side_length(side_length),
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nodedef(ndef),
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m_use_tangent_vertices(use_tangent_vertices)
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nodedef(ndef)
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{}
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void MeshMakeData::fillBlockDataBegin(const v3s16 &blockpos)
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@ -602,8 +601,6 @@ MapBlockMesh::MapBlockMesh(Client *client, MeshMakeData *data, v3s16 camera_offs
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for (auto &m : m_mesh)
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m = make_irr<scene::SMesh>();
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m_use_tangent_vertices = data->m_use_tangent_vertices;
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auto mesh_grid = client->getMeshGrid();
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v3s16 bp = data->m_blockpos;
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// Only generate minimap mapblocks at even coordinates.
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@ -712,44 +709,27 @@ MapBlockMesh::MapBlockMesh(Client *client, MeshMakeData *data, v3s16 camera_offs
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p.layer.applyMaterialOptionsWithShaders(material);
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}
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if (m_use_tangent_vertices && !p.layer.isTransparent()) {
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scene::SMeshBufferTangents* buf = new scene::SMeshBufferTangents();
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buf->Material = material;
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std::vector<video::S3DVertexTangents> vertices;
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vertices.reserve(p.vertices.size());
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for (video::S3DVertex &v : p.vertices)
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vertices.emplace_back(v.Pos, v.Normal, v.Color, v.TCoords);
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buf->append(&vertices[0], vertices.size(),
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&p.indices[0], p.indices.size());
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buf->recalculateBoundingBox();
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scene::IMeshManipulator* meshmanip =
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client->getSceneManager()->getMeshManipulator();
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meshmanip->recalculateTangents(buf);
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mesh->addMeshBuffer(buf);
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buf->drop();
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} else {
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scene::SMeshBuffer *buf = new scene::SMeshBuffer();
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buf->Material = material;
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if (p.layer.isTransparent()) {
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buf->append(&p.vertices[0], p.vertices.size(), nullptr, 0);
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scene::SMeshBuffer *buf = new scene::SMeshBuffer();
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buf->Material = material;
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if (p.layer.isTransparent()) {
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buf->append(&p.vertices[0], p.vertices.size(), nullptr, 0);
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MeshTriangle t;
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t.buffer = buf;
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m_transparent_triangles.reserve(p.indices.size() / 3);
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for (u32 i = 0; i < p.indices.size(); i += 3) {
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t.p1 = p.indices[i];
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t.p2 = p.indices[i + 1];
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t.p3 = p.indices[i + 2];
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t.updateAttributes();
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m_transparent_triangles.push_back(t);
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}
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} else {
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buf->append(&p.vertices[0], p.vertices.size(),
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&p.indices[0], p.indices.size());
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MeshTriangle t;
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t.buffer = buf;
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m_transparent_triangles.reserve(p.indices.size() / 3);
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for (u32 i = 0; i < p.indices.size(); i += 3) {
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t.p1 = p.indices[i];
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t.p2 = p.indices[i + 1];
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t.p3 = p.indices[i + 2];
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t.updateAttributes();
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m_transparent_triangles.push_back(t);
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}
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mesh->addMeshBuffer(buf);
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buf->drop();
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} else {
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buf->append(&p.vertices[0], p.vertices.size(),
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&p.indices[0], p.indices.size());
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}
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mesh->addMeshBuffer(buf);
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buf->drop();
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}
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if (mesh) {
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@ -36,9 +36,7 @@ struct MeshMakeData
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const NodeDefManager *nodedef;
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bool m_use_tangent_vertices;
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MeshMakeData(const NodeDefManager *ndef, u16 side_length, bool use_tangent_vertices = false);
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MeshMakeData(const NodeDefManager *ndef, u16 side_length);
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/*
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Copy block data manually (to allow optimizations by the caller)
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@ -236,8 +234,6 @@ private:
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f32 m_bounding_radius;
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v3f m_bounding_sphere_center;
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bool m_use_tangent_vertices;
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// Must animate() be called before rendering?
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bool m_has_animation;
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int m_animation_force_timer;
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@ -39,8 +39,6 @@ QueuedMeshUpdate::~QueuedMeshUpdate()
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MeshUpdateQueue::MeshUpdateQueue(Client *client):
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m_client(client)
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{
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m_cache_use_tangent_vertices = g_settings->getBool("enable_bumpmaps");
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m_cache_smooth_lighting = g_settings->getBool("smooth_lighting");
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}
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@ -179,8 +177,7 @@ void MeshUpdateQueue::fillDataFromMapBlocks(QueuedMeshUpdate *q)
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{
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auto mesh_grid = m_client->getMeshGrid();
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MeshMakeData *data = new MeshMakeData(m_client->ndef(), MAP_BLOCKSIZE * mesh_grid.cell_size, m_cache_use_tangent_vertices);
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MeshMakeData *data = new MeshMakeData(m_client->ndef(), MAP_BLOCKSIZE * mesh_grid.cell_size);
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q->data = data;
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data->fillBlockDataBegin(q->p);
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@ -70,7 +70,6 @@ private:
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std::mutex m_mutex;
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// TODO: Add callback to update these when g_settings changes
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bool m_cache_use_tangent_vertices;
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bool m_cache_smooth_lighting;
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void fillDataFromMapBlocks(QueuedMeshUpdate *q);
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@ -680,9 +680,6 @@ ShaderInfo ShaderSource::generateShader(const std::string &name,
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if (g_settings->getBool("shadow_poisson_filter"))
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shaders_header << "#define POISSON_FILTER 1\n";
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if (g_settings->getBool("enable_bumpmaps"))
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shaders_header << "#define ENABLE_BUMPMAPS 1\n";
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if (g_settings->getBool("enable_water_reflections"))
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shaders_header << "#define ENABLE_WATER_REFLECTIONS 1\n";
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@ -716,9 +713,6 @@ ShaderInfo ShaderSource::generateShader(const std::string &name,
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if (g_settings->getBool("enable_color_grading"))
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shaders_header << "#define ENABLE_COLOR_GRADING 1\n";
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if (g_settings->getBool("enable_vignette"))
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shaders_header << "#define ENABLE_VIGNETTE 1\n";
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if (g_settings->get("antialiasing") == "ssaa") {
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shaders_header << "#define ENABLE_SSAA 1\n";
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u16 ssaa_scale = MYMAX(2, g_settings->getU16("fsaa"));
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@ -326,7 +326,6 @@ void set_default_settings()
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settings->setDefault("exposure_compensation", "0.0");
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settings->setDefault("enable_auto_exposure", "false");
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settings->setDefault("enable_color_grading", "false");
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settings->setDefault("enable_vignette", "false");
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settings->setDefault("secondstage_gamma", "1.6");
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settings->setDefault("debanding", "true");
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settings->setDefault("antialiasing", "none");
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@ -334,7 +333,6 @@ void set_default_settings()
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settings->setDefault("enable_bloom_debug", "false");
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settings->setDefault("enable_volumetric_lighting", "false");
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settings->setDefault("enable_volumetric_depth_attenuation", "false");
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settings->setDefault("enable_bumpmaps", "false");
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settings->setDefault("enable_water_reflections", "false");
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settings->setDefault("enable_translucent_foliage", "false");
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settings->setDefault("enable_node_specular", "false");
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@ -40,11 +40,11 @@ struct AutoExposure
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*/
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struct Vignette {
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/// @brief The darkest part of the vignette will be darkened/brightened by this factor.
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float dark = 0.3f;
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float dark = 1.0f;
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/// @brief The brightest part of the vignette will be darkened/brightened by this factor.
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float bright = 1.1f;
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float bright = 1.0f;
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/// @brief Describes the blending between dark and bright. Higher values mean darkening is more intense at the screen edges.
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float power = 1.1f;
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float power = 1.0f;
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};
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/**
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@ -62,7 +62,7 @@ private:
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// These calls explicitly use the templated version of operator<<,
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// so that they won't use the overloads created by ADD_NULL_CHECK.
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if (arg == nullptr)
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return this->operator<< <const char*> ("(null)");
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return this->operator<< <const char*> ((const char*)"(null)");
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else
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return this->operator<< <T>(std::forward<T>(arg));
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}
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