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MapBlockMesh, mesh animation system, urgent mesh updates, athmospheric light, removed footprints
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22 changed files with 1216 additions and 1745 deletions
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@ -21,9 +21,9 @@ with this program; if not, write to the Free Software Foundation, Inc.,
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#define MAPBLOCK_MESH_HEADER
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#include "common_irrlicht.h"
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#include "mapblock_nodemod.h"
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#include "tile.h"
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#include "voxel.h"
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#include <map>
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class IGameDef;
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@ -31,127 +31,143 @@ class IGameDef;
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Mesh making stuff
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*/
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/*
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This is used because CMeshBuffer::append() is very slow
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*/
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struct PreMeshBuffer
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{
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video::SMaterial material;
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core::array<u16> indices;
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core::array<video::S3DVertex> vertices;
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};
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class MeshCollector
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{
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public:
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void append(
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video::SMaterial material,
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const video::S3DVertex* const vertices,
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u32 numVertices,
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const u16* const indices,
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u32 numIndices
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)
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{
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PreMeshBuffer *p = NULL;
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for(u32 i=0; i<m_prebuffers.size(); i++)
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{
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PreMeshBuffer &pp = m_prebuffers[i];
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if(pp.material != material)
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continue;
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p = &pp;
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break;
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}
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if(p == NULL)
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{
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PreMeshBuffer pp;
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pp.material = material;
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m_prebuffers.push_back(pp);
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p = &m_prebuffers[m_prebuffers.size()-1];
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}
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u32 vertex_count = p->vertices.size();
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for(u32 i=0; i<numIndices; i++)
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{
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u32 j = indices[i] + vertex_count;
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if(j > 65535)
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{
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dstream<<"FIXME: Meshbuffer ran out of indices"<<std::endl;
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// NOTE: Fix is to just add an another MeshBuffer
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}
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p->indices.push_back(j);
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}
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for(u32 i=0; i<numVertices; i++)
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{
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p->vertices.push_back(vertices[i]);
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}
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}
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void fillMesh(scene::SMesh *mesh)
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{
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/*dstream<<"Filling mesh with "<<m_prebuffers.size()
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<<" meshbuffers"<<std::endl;*/
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for(u32 i=0; i<m_prebuffers.size(); i++)
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{
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PreMeshBuffer &p = m_prebuffers[i];
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/*dstream<<"p.vertices.size()="<<p.vertices.size()
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<<", p.indices.size()="<<p.indices.size()
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<<std::endl;*/
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// Create meshbuffer
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// This is a "Standard MeshBuffer",
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// it's a typedeffed CMeshBuffer<video::S3DVertex>
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scene::SMeshBuffer *buf = new scene::SMeshBuffer();
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// Set material
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buf->Material = p.material;
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//((scene::SMeshBuffer*)buf)->Material = p.material;
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// Use VBO
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//buf->setHardwareMappingHint(scene::EHM_STATIC);
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// Add to mesh
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mesh->addMeshBuffer(buf);
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// Mesh grabbed it
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buf->drop();
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buf->append(p.vertices.pointer(), p.vertices.size(),
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p.indices.pointer(), p.indices.size());
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}
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}
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private:
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core::array<PreMeshBuffer> m_prebuffers;
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};
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// Helper functions
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video::SColor MapBlock_LightColor(u8 alpha, u8 light);
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TileSpec getNodeTile(MapNode mn, v3s16 p, v3s16 face_dir,
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NodeModMap *temp_mods, ITextureSource *tsrc, INodeDefManager *ndef);
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class MapBlock;
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struct MeshMakeData
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{
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u32 m_daynight_ratio;
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NodeModMap m_temp_mods;
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VoxelManipulator m_vmanip;
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v3s16 m_blockpos;
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v3s16 m_crack_pos_relative;
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bool m_smooth_lighting;
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IGameDef *m_gamedef;
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MeshMakeData(IGameDef *gamedef);
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/*
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Copy central data directly from block, and other data from
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parent of block.
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*/
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void fill(u32 daynight_ratio, MapBlock *block);
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void fill(MapBlock *block);
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/*
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Set up with only a single node at (1,1,1)
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*/
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void fillSingleNode(u32 daynight_ratio, MapNode *node);
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void fillSingleNode(MapNode *node);
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/*
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Set the (node) position of a crack
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*/
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void setCrack(int crack_level, v3s16 crack_pos);
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/*
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Enable or disable smooth lighting
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*/
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void setSmoothLighting(bool smooth_lighting);
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};
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// This is the highest-level function in here
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scene::SMesh* makeMapBlockMesh(MeshMakeData *data, IGameDef *gamedef);
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/*
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Holds a mesh for a mapblock.
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Besides the SMesh*, this contains information used for animating
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the vertex positions, colors and texture coordinates of the mesh.
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For example:
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- cracks [implemented]
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- day/night transitions [implemented]
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- animated flowing liquids [not implemented]
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- animating vertex positions for e.g. axles [not implemented]
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*/
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class MapBlockMesh
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{
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public:
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// Builds the mesh given
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MapBlockMesh(MeshMakeData *data);
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~MapBlockMesh();
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// Main animation function, parameters:
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// faraway: whether the block is far away from the camera (~50 nodes)
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// time: the global animation time, 0 .. 60 (repeats every minute)
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// daynight_ratio: 0 .. 1000
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// crack: -1 .. CRACK_ANIMATION_LENGTH-1 (-1 for off)
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// Returns true if anything has been changed.
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bool animate(bool faraway, float time, int crack, u32 daynight_ratio);
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scene::SMesh* getMesh()
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{
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return m_mesh;
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}
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bool isAnimationForced() const
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{
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return m_animation_force_timer == 0;
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}
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void decreaseAnimationForceTimer()
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{
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if(m_animation_force_timer > 0)
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m_animation_force_timer--;
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}
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private:
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scene::SMesh *m_mesh;
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IGameDef *m_gamedef;
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// Must animate() be called before rendering?
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bool m_has_animation;
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int m_animation_force_timer;
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// Animation info: cracks
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// Last crack value passed to animate()
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int m_last_crack;
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// Maps mesh buffer (i.e. material) indices to base texture names
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std::map<u32, std::string> m_crack_materials;
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// Animation info: day/night transitions
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// Last daynight_ratio value passed to animate()
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u32 m_last_daynight_ratio;
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// For each meshbuffer, maps vertex indices to (day,night) pairs
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std::map<u32, std::map<u32, std::pair<u8, u8> > > m_daynight_diffs;
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};
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/*
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This is used because CMeshBuffer::append() is very slow
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*/
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struct PreMeshBuffer
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{
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TileSpec tile;
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core::array<u16> indices;
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core::array<video::S3DVertex> vertices;
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};
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struct MeshCollector
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{
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core::array<PreMeshBuffer> prebuffers;
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void append(const TileSpec &material,
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const video::S3DVertex *vertices, u32 numVertices,
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const u16 *indices, u32 numIndices);
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};
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// This encodes
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// alpha in the A channel of the returned SColor
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// day light (0-255) in the R channel of the returned SColor
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// night light (0-255) in the G channel of the returned SColor
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inline video::SColor MapBlock_LightColor(u8 alpha, u16 light)
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{
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return video::SColor(alpha, (light & 0xff), (light >> 8), 0);
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}
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// Compute light at node
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u16 getInteriorLight(MapNode n, s32 increment, MeshMakeData *data);
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u16 getFaceLight(MapNode n, MapNode n2, v3s16 face_dir, MeshMakeData *data);
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u16 getSmoothLight(v3s16 p, v3s16 corner, MeshMakeData *data);
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// Retrieves the TileSpec of a face of a node
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// Adds MATERIAL_FLAG_CRACK if the node is cracked
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TileSpec getNodeTileN(MapNode mn, v3s16 p, u8 tileindex, MeshMakeData *data);
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TileSpec getNodeTile(MapNode mn, v3s16 p, v3s16 dir, MeshMakeData *data);
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#endif
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