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Cleanup selection mesh code, add shaders for halo and selection boxes

This commit is contained in:
RealBadAngel 2016-02-07 04:08:43 +01:00 committed by kwolekr
parent 430195381d
commit b44da4916a
21 changed files with 336 additions and 304 deletions

View file

@ -41,10 +41,8 @@ struct MeshMakeData
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;
bool m_use_shaders;
@ -67,11 +65,6 @@ struct MeshMakeData
*/
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
*/
@ -137,10 +130,7 @@ private:
IShaderSource *m_shdrsrc;
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;
@ -150,7 +140,6 @@ private:
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