My Project
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custom model tessellation like button, stairs, etc. More...
#include <BlockTessellators.h>
Public Member Functions | |
BlockGeneralTessellator (CBlockWorld *pWorld) | |
virtual int32 | TessellateBlock (BlockChunk *pChunk, uint16 packedBlockId, BlockRenderMethod dwShaderID, BlockVertexCompressed **pOutputData) |
generate triangles for a given block in a block world, taking all nearby blocks into consideration. More... | |
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BlockTessellatorBase (CBlockWorld *pWorld) | |
virtual void | SetWorld (CBlockWorld *pWorld) |
int32_t | GetAvgVertexLight (int32_t v1, int32_t v2, int32_t v3, int32_t v4) |
int32_t | GetMaxVertexLight (int32_t v1, int32_t v2, int32_t v3, int32_t v4) |
not used. More... | |
uint8 | GetMeshBrightness (BlockTemplate *pBlockTemplate, uint8 *blockBrightness) |
uint32_t | CalculateCubeAO () |
calculate ambient occlusion flags for cube model. More... | |
Protected Member Functions | |
void | TessellateLiquidOrIce (BlockRenderMethod dwShaderID) |
void | TessellateStdCube (BlockRenderMethod dwShaderID) |
void | TessellateUniformLightingCustomModel (BlockRenderMethod dwShaderID) |
void | TessellateSelfLightingCustomModel (BlockRenderMethod dwShaderID) |
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bool | UpdateCurrentBlock (BlockChunk *pChunk, uint16 packedBlockId) |
update the current block info, including all block position, m_pCurBlockModel, m_nBlockData, etc. More... | |
void | FetchNearbyBlockInfo (BlockChunk *pChunk, const Uint16x3 &packedBlockId, int nNearbyBlockCount=27, int nNearbyLightCount=-1) |
fetch and update nearby (3*3*3=27 blocks) block id and block brightness. More... | |
Additional Inherited Members | |
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Block * | neighborBlocks [27] |
uint8_t | blockBrightness [27 *3] |
BlockModel | tessellatedModel |
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CBlockWorld * | m_pWorld |
BlockTemplate * | m_pCurBlockTemplate |
uint32 | m_nBlockData |
BlockModel * | m_pCurBlockModel |
Uint16x3 | m_blockId_ws |
BlockChunk * | m_pChunk |
Uint16x3 | m_blockId_cs |
custom model tessellation like button, stairs, etc.
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virtual |
generate triangles for a given block in a block world, taking all nearby blocks into consideration.
Reimplemented from ParaEngine::BlockTessellatorBase.