#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
class MapBlock;
+struct MinimapMapblock;
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
// Returns true if anything has been changed.
bool animate(bool faraway, float time, int crack, u32 daynight_ratio);
- scene::SMesh* getMesh()
+ 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;
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;
{
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);