#include <map>
class IGameDef;
+class IShaderSource;
/*
Mesh making stuff
class MapBlock;
+struct MinimapMapblock;
struct MeshMakeData
{
VoxelManipulator m_vmanip;
v3s16 m_blockpos;
v3s16 m_crack_pos_relative;
- v3s16 m_highlighted_pos_relative;
bool m_smooth_lighting;
bool m_show_hud;
- video::SColor m_highlight_mesh_color;
IGameDef *m_gamedef;
bool m_use_shaders;
*/
void setCrack(int crack_level, v3s16 crack_pos);
- /*
- Set the highlighted node position
- */
-
- void setHighlighted(v3s16 highlighted_pos, bool show_hud);
/*
Enable or disable smooth lighting
*/
// Returns true if anything has been changed.
bool animate(bool faraway, float time, int crack, u32 daynight_ratio);
- scene::SMesh* getMesh()
+ scene::IMesh *getMesh()
{
return m_mesh;
}
+ MinimapMapblock *moveMinimapMapblock()
+ {
+ MinimapMapblock *p = m_minimap_mapblock;
+ m_minimap_mapblock = NULL;
+ return p;
+ }
+
bool isAnimationForced() const
{
return m_animation_force_timer == 0;
void updateCameraOffset(v3s16 camera_offset);
private:
- scene::SMesh *m_mesh;
+ scene::IMesh *m_mesh;
+ MinimapMapblock *m_minimap_mapblock;
IGameDef *m_gamedef;
+ ITextureSource *m_tsrc;
+ IShaderSource *m_shdrsrc;
bool m_enable_shaders;
- bool m_enable_highlighting;
- video::SColor m_highlight_mesh_color;
-
// Must animate() be called before rendering?
bool m_has_animation;
int m_animation_force_timer;
int m_last_crack;
// Maps mesh buffer (i.e. material) indices to base texture names
std::map<u32, std::string> m_crack_materials;
- std::list<u32> m_highlighted_materials;
// Animation info: texture animationi
// Maps meshbuffers to TileSpecs
struct MeshCollector
{
std::vector<PreMeshBuffer> prebuffers;
-
void append(const TileSpec &material,
const video::S3DVertex *vertices, u32 numVertices,
const u16 *indices, u32 numIndices);