#include <mapblock_mesh.h>
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| static const int | TEXTURE_LAYER_CRACK = 1 |
| | Texture layer in SMaterial where the crack texture is put.
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◆ MeshIndex
◆ MapBlockMesh()
References applyColorAndMerge(), BS, MeshTriangle::buffer, MapBlockBspTree::buildTree(), CONTENT_IGNORE, MapblockMeshGenerator::generate(), MapNode::getContent(), MinimapMapblock::getMinimapNodes(), VoxelManipulator::getNodeNoEx(), IShaderSource::getShaderInfo(), ITextureSource::getTextureForMesh(), intToFloat(), m_animation_info, MeshMakeData::m_blockpos, m_bounding_radius, MeshCollector::m_bounding_radius_sq, m_bounding_sphere_center, m_bsp_tree, m_crack_materials, MeshMakeData::m_generate_minimap, m_has_animation, m_mesh, MeshMakeData::m_mesh_grid, m_minimap_mapblocks, MeshMakeData::m_nodedef, m_shdrsrc, MeshMakeData::m_side_length, m_transparent_triangles, m_tsrc, MeshMakeData::m_vmanip, MAP_BLOCKSIZE, ShaderInfo::material, MATERIAL_FLAG_ANIMATION, MATERIAL_FLAG_CRACK, MAX_TILE_LAYERS, MYMAX, p(), MeshTriangle::p1, MeshTriangle::p2, MeshTriangle::p3, packCrackMaterialParam(), MeshCollector::prebuffers, TEXTURE_LAYER_CRACK, MeshTriangle::updateAttributes(), and ZoneScoped.
◆ ~MapBlockMesh()
| MapBlockMesh::~MapBlockMesh |
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◆ animate()
| bool MapBlockMesh::animate |
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bool | faraway, |
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float | time, |
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int | crack, |
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u32 | daynight_ratio ) |
◆ consolidateTransparentBuffers()
| void MapBlockMesh::consolidateTransparentBuffers |
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◆ decreaseAnimationForceTimer()
| void MapBlockMesh::decreaseAnimationForceTimer |
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inline |
◆ getBoundingRadius()
| f32 MapBlockMesh::getBoundingRadius |
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const |
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inline |
◆ getBoundingSphereCenter()
| v3f MapBlockMesh::getBoundingSphereCenter |
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const |
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inline |
◆ getMesh() [1/2]
| scene::IMesh * MapBlockMesh::getMesh |
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inline |
- Warning
- ClientMap requires that the vertex and index data is not modified
References m_mesh.
◆ getMesh() [2/2]
| scene::IMesh * MapBlockMesh::getMesh |
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u8 | layer | ) |
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inline |
◆ getTransparentBuffers()
| const std::vector< PartialMeshBuffer > & MapBlockMesh::getTransparentBuffers |
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const |
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inline |
◆ isAnimationForced()
| bool MapBlockMesh::isAnimationForced |
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const |
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inline |
◆ isEmpty()
| bool MapBlockMesh::isEmpty |
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const |
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inline |
◆ moveMinimapMapblocks()
◆ packCrackMaterialParam()
| static float MapBlockMesh::packCrackMaterialParam |
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int | crack, |
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u8 | layer_scale ) |
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inlinestatic |
◆ unpackCrackMaterialParam()
| static std::pair< int, u8 > MapBlockMesh::unpackCrackMaterialParam |
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float | param | ) |
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inlinestatic |
◆ updateTransparentBuffers()
| void MapBlockMesh::updateTransparentBuffers |
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v3f | camera_pos, |
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v3s16 | block_pos, |
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bool | group_by_buffers ) |
Update transparent buffers to render towards the camera.
- Parameters
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| group_by_buffers | If true, triangles in the same buffer are batched into the same PartialMeshBuffer, resulting in fewer draw calls, but wrong order. Triangles within a single buffer are still ordered, and buffers are ordered relative to each other (with respect to their nearest triangle). |
References BS, intToFloat(), m_bsp_tree, m_transparent_buffers, m_transparent_buffers_consolidated, m_transparent_triangles, MAP_BLOCKSIZE, and MapBlockBspTree::traverse().
Referenced by ClientMap::updateTransparentMeshBuffers().
◆ m_animation_force_timer
| int MapBlockMesh::m_animation_force_timer |
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private |
◆ m_animation_info
◆ m_bounding_radius
| f32 MapBlockMesh::m_bounding_radius |
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private |
◆ m_bounding_sphere_center
| v3f MapBlockMesh::m_bounding_sphere_center |
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private |
◆ m_bsp_tree
◆ m_crack_materials
| std::vector<MeshIndex> MapBlockMesh::m_crack_materials |
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private |
◆ m_has_animation
| bool MapBlockMesh::m_has_animation |
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private |
◆ m_last_crack
| int MapBlockMesh::m_last_crack |
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private |
◆ m_mesh
◆ m_minimap_mapblocks
◆ m_shdrsrc
◆ m_transparent_buffers
◆ m_transparent_buffers_consolidated
| bool MapBlockMesh::m_transparent_buffers_consolidated = false |
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private |
◆ m_transparent_triangles
| std::vector<MeshTriangle> MapBlockMesh::m_transparent_triangles |
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private |
◆ m_tsrc
◆ TEXTURE_LAYER_CRACK
| const int MapBlockMesh::TEXTURE_LAYER_CRACK = 1 |
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static |
Texture layer in SMaterial where the crack texture is put.
Referenced by MapBlockMesh().
The documentation for this class was generated from the following files: