]> git.lizzy.rs Git - minetest.git/blobdiff - src/mapblock_mesh.h
Mgvalleys: use standard caves
[minetest.git] / src / mapblock_mesh.h
index be56d4c586a03e37ac20bcc7120f988073665b68..8e994ec6b76fe5db756bb07dbf6c9ad3cbef36f5 100644 (file)
@@ -21,11 +21,12 @@ with this program; if not, write to the Free Software Foundation, Inc.,
 #define MAPBLOCK_MESH_HEADER
 
 #include "irrlichttypes_extrabloated.h"
-#include "tile.h"
+#include "client/tile.h"
 #include "voxel.h"
 #include <map>
 
 class IGameDef;
+class IShaderSource;
 
 /*
        Mesh making stuff
@@ -33,6 +34,7 @@ class IGameDef;
 
 
 class MapBlock;
+struct MinimapMapblock;
 
 struct MeshMakeData
 {
@@ -45,8 +47,9 @@ struct MeshMakeData
        video::SColor m_highlight_mesh_color;
 
        IGameDef *m_gamedef;
+       bool m_use_shaders;
 
-       MeshMakeData(IGameDef *gamedef);
+       MeshMakeData(IGameDef *gamedef, bool use_shaders);
 
        /*
                Copy central data directly from block, and other data from
@@ -101,11 +104,18 @@ class MapBlockMesh
        // Returns true if anything has been changed.
        bool animate(bool faraway, float time, int crack, u32 daynight_ratio);
 
-       scene::SMeshgetMesh()
+       scene::SMesh *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;
@@ -121,7 +131,10 @@ class MapBlockMesh
 
 private:
        scene::SMesh *m_mesh;
+       MinimapMapblock *m_minimap_mapblock;
        IGameDef *m_gamedef;
+       ITextureSource *m_tsrc;
+       IShaderSource *m_shdrsrc;
 
        bool m_enable_shaders;
        bool m_enable_highlighting;
@@ -164,13 +177,12 @@ struct PreMeshBuffer
 {
        TileSpec tile;
        std::vector<u16> indices;
-       std::vector<video::S3DVertex> vertices;
+       std::vector<video::S3DVertexTangents> vertices;
 };
 
 struct MeshCollector
 {
        std::vector<PreMeshBuffer> prebuffers;
-
        void append(const TileSpec &material,
                        const video::S3DVertex *vertices, u32 numVertices,
                        const u16 *indices, u32 numIndices);