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;
MeshMakeData(IGameDef *gamedef);
*/
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
*/
scene::SMesh *m_mesh;
IGameDef *m_gamedef;
+ 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
}
// Compute light at node
-u16 getInteriorLight(MapNode n, s32 increment, MeshMakeData *data);
-u16 getFaceLight(MapNode n, MapNode n2, v3s16 face_dir, MeshMakeData *data);
+u16 getInteriorLight(MapNode n, s32 increment, INodeDefManager *ndef);
+u16 getFaceLight(MapNode n, MapNode n2, v3s16 face_dir, INodeDefManager *ndef);
u16 getSmoothLight(v3s16 p, v3s16 corner, MeshMakeData *data);
// Retrieves the TileSpec of a face of a node