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9fcc0c1217
* Update MeshCollector * Simplify MeshCollector
66 lines
2.0 KiB
C++
66 lines
2.0 KiB
C++
/*
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Minetest
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Copyright (C) 2018 numzero, Lobachevskiy Vitaliy <numzer0@yandex.ru>
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This program is free software; you can redistribute it and/or modify
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it under the terms of the GNU Lesser General Public License as published by
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the Free Software Foundation; either version 2.1 of the License, or
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(at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU Lesser General Public License for more details.
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You should have received a copy of the GNU Lesser General Public License along
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with this program; if not, write to the Free Software Foundation, Inc.,
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51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
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*/
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#pragma once
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#include <array>
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#include <vector>
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#include "irrlichttypes.h"
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#include <S3DVertex.h>
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#include "client/tile.h"
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struct PreMeshBuffer
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{
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TileLayer layer;
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std::vector<u16> indices;
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std::vector<video::S3DVertex> vertices;
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PreMeshBuffer() = default;
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explicit PreMeshBuffer(const TileLayer &layer) : layer(layer) {}
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};
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struct MeshCollector
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{
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std::array<std::vector<PreMeshBuffer>, MAX_TILE_LAYERS> prebuffers;
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// clang-format off
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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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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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v3f pos, video::SColor c, u8 light_source);
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// clang-format on
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private:
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// clang-format off
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void append(const TileLayer &material,
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const video::S3DVertex *vertices, u32 numVertices,
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const u16 *indices, u32 numIndices,
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u8 layernum, bool use_scale = false);
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void append(const TileLayer &material,
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const video::S3DVertex *vertices, u32 numVertices,
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const u16 *indices, u32 numIndices,
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v3f pos, video::SColor c, u8 light_source,
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u8 layernum, bool use_scale = false);
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// clang-format on
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PreMeshBuffer &findBuffer(const TileLayer &layer, u8 layernum, u32 numVertices);
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};
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