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Move updateTextures and fillTileAttribs to ContentFeatures

This commit is contained in:
Ekdohibs 2016-05-22 20:33:06 +02:00
parent 423d8c1b0d
commit 725edc78b2
2 changed files with 302 additions and 261 deletions

View file

@ -112,6 +112,26 @@ struct NodeBox
struct MapNode;
class NodeMetadata;
enum LeavesStyle {
LEAVES_FANCY,
LEAVES_SIMPLE,
LEAVES_OPAQUE,
};
class TextureSettings {
public:
LeavesStyle leaves_style;
bool opaque_water;
bool connected_glass;
bool use_normal_texture;
bool enable_mesh_cache;
bool enable_minimap;
TextureSettings() {}
void readSettings();
};
enum NodeDrawType
{
NDT_NORMAL, // A basic solid block
@ -304,6 +324,15 @@ struct ContentFeatures
if(!isLiquid() || !f.isLiquid()) return false;
return (liquid_alternative_flowing == f.liquid_alternative_flowing);
}
#ifndef SERVER
void fillTileAttribs(ITextureSource *tsrc, TileSpec *tile, TileDef *tiledef,
u32 shader_id, bool use_normal_texture, bool backface_culling,
u8 alpha, u8 material_type);
void updateTextures(ITextureSource *tsrc, IShaderSource *shdsrc,
scene::ISceneManager *smgr, scene::IMeshManipulator *meshmanip,
IGameDef *gamedef, const TextureSettings &tsettings);
#endif
};
class INodeDefManager {