本文整理汇总了C++中MeshCollector::append方法的典型用法代码示例。如果您正苦于以下问题:C++ MeshCollector::append方法的具体用法?C++ MeshCollector::append怎么用?C++ MeshCollector::append使用的例子?那么, 这里精选的方法代码示例或许可以为您提供帮助。您也可以进一步了解该方法所在类MeshCollector
的用法示例。
在下文中一共展示了MeshCollector::append方法的8个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的C++代码示例。
示例1: os
MapBlockMesh::MapBlockMesh(MeshMakeData *data, v3s16 camera_offset):
m_mesh(new scene::SMesh()),
m_gamedef(data->m_gamedef),
m_animation_force_timer(0), // force initial animation
m_last_crack(-1),
m_crack_materials(),
m_last_daynight_ratio((u32) -1),
m_daynight_diffs()
{
// 4-21ms for MAP_BLOCKSIZE=16 (NOTE: probably outdated)
// 24-155ms for MAP_BLOCKSIZE=32 (NOTE: probably outdated)
//TimeTaker timer1("MapBlockMesh()");
std::vector<FastFace> fastfaces_new;
/*
We are including the faces of the trailing edges of the block.
This means that when something changes, the caller must
also update the meshes of the blocks at the leading edges.
NOTE: This is the slowest part of this method.
*/
{
// 4-23ms for MAP_BLOCKSIZE=16 (NOTE: probably outdated)
//TimeTaker timer2("updateAllFastFaceRows()");
updateAllFastFaceRows(data, fastfaces_new);
}
// End of slow part
/*
Convert FastFaces to MeshCollector
*/
MeshCollector collector;
{
// avg 0ms (100ms spikes when loading textures the first time)
// (NOTE: probably outdated)
//TimeTaker timer2("MeshCollector building");
for(u32 i=0; i<fastfaces_new.size(); i++)
{
FastFace &f = fastfaces_new[i];
const u16 indices[] = {0,1,2,2,3,0};
const u16 indices_alternate[] = {0,1,3,2,3,1};
if(f.tile.texture == NULL)
continue;
const u16 *indices_p = indices;
/*
Revert triangles for nicer looking gradient if vertices
1 and 3 have same color or 0 and 2 have different color.
getRed() is the day color.
*/
if(f.vertices[0].Color.getRed() != f.vertices[2].Color.getRed()
|| f.vertices[1].Color.getRed() == f.vertices[3].Color.getRed())
indices_p = indices_alternate;
collector.append(f.tile, f.vertices, 4, indices_p, 6);
}
}
/*
Add special graphics:
- torches
- flowing water
- fences
- whatever
*/
mapblock_mesh_generate_special(data, collector);
/*
Convert MeshCollector to SMesh
*/
bool enable_shaders = g_settings->getBool("enable_shaders");
bool enable_bumpmapping = g_settings->getBool("enable_bumpmapping");
bool enable_parallax_occlusion = g_settings->getBool("enable_parallax_occlusion");
video::E_MATERIAL_TYPE shadermat1, shadermat2, shadermat3,
shadermat4, shadermat5;
shadermat1 = shadermat2 = shadermat3 = shadermat4 = shadermat5 =
video::EMT_SOLID;
if (enable_shaders) {
IShaderSource *shdrsrc = m_gamedef->getShaderSource();
shadermat1 = shdrsrc->getShader("solids_shader").material;
shadermat2 = shdrsrc->getShader("liquids_shader").material;
shadermat3 = shdrsrc->getShader("alpha_shader").material;
shadermat4 = shdrsrc->getShader("leaves_shader").material;
shadermat5 = shdrsrc->getShader("plants_shader").material;
}
for(u32 i = 0; i < collector.prebuffers.size(); i++)
{
PreMeshBuffer &p = collector.prebuffers[i];
//.........这里部分代码省略.........
示例2: makeMapBlockMesh
//.........这里部分代码省略.........
if(fastfaces_new.size() > 0)
{
// avg 0ms (100ms spikes when loading textures the first time)
//TimeTaker timer2("updateMesh() mesh building");
video::SMaterial material;
material.setFlag(video::EMF_LIGHTING, false);
material.setFlag(video::EMF_BILINEAR_FILTER, false);
material.setFlag(video::EMF_FOG_ENABLE, true);
//material.setFlag(video::EMF_ANTI_ALIASING, video::EAAM_OFF);
//material.setFlag(video::EMF_ANTI_ALIASING, video::EAAM_SIMPLE);
for(u32 i=0; i<fastfaces_new.size(); i++)
{
FastFace &f = fastfaces_new[i];
const u16 indices[] = {0,1,2,2,3,0};
const u16 indices_alternate[] = {0,1,3,2,3,1};
video::ITexture *texture = f.tile.texture.atlas;
if(texture == NULL)
continue;
material.setTexture(0, texture);
f.tile.applyMaterialOptions(material);
const u16 *indices_p = indices;
/*
Revert triangles for nicer looking gradient if vertices
1 and 3 have same color or 0 and 2 have different color.
*/
if(f.vertices[0].Color != f.vertices[2].Color
|| f.vertices[1].Color == f.vertices[3].Color)
indices_p = indices_alternate;
collector.append(material, f.vertices, 4, indices_p, 6);
}
}
/*
Add special graphics:
- torches
- flowing water
- fences
- whatever
*/
mapblock_mesh_generate_special(data, collector);
/*
Add stuff from collector to mesh
*/
scene::SMesh *mesh_new = NULL;
mesh_new = new scene::SMesh();
collector.fillMesh(mesh_new);
/*
Do some stuff to the mesh
*/
mesh_new->recalculateBoundingBox();
/*
Delete new mesh if it is empty
*/
if(mesh_new->getMeshBufferCount() == 0)
{
mesh_new->drop();
mesh_new = NULL;
}
if(mesh_new)
{
#if 0
// Usually 1-700 faces and 1-7 materials
std::cout<<"Updated MapBlock has "<<fastfaces_new.size()<<" faces "
<<"and uses "<<mesh_new->getMeshBufferCount()
<<" materials (meshbuffers)"<<std::endl;
#endif
// Use VBO for mesh (this just would set this for ever buffer)
// This will lead to infinite memory usage because or irrlicht.
//mesh_new->setHardwareMappingHint(scene::EHM_STATIC);
/*
NOTE: If that is enabled, some kind of a queue to the main
thread should be made which would call irrlicht to delete
the hardware buffer and then delete the mesh
*/
}
return mesh_new;
//std::cout<<"added "<<fastfaces.getSize()<<" faces."<<std::endl;
}
示例3: mapblock_mesh_generate_special
void mapblock_mesh_generate_special(MeshMakeData *data,
MeshCollector &collector)
{
INodeDefManager *nodedef = data->m_gamedef->ndef();
// 0ms
//TimeTaker timer("mapblock_mesh_generate_special()");
/*
Some settings
*/
bool new_style_water = g_settings->getBool("new_style_water");
float node_liquid_level = 1.0;
if(new_style_water)
node_liquid_level = 0.85;
v3s16 blockpos_nodes = data->m_blockpos*MAP_BLOCKSIZE;
for(s16 z=0; z<MAP_BLOCKSIZE; z++)
for(s16 y=0; y<MAP_BLOCKSIZE; y++)
for(s16 x=0; x<MAP_BLOCKSIZE; x++)
{
v3s16 p(x,y,z);
MapNode n = data->m_vmanip.getNodeNoEx(blockpos_nodes+p);
const ContentFeatures &f = nodedef->get(n);
// Only solidness=0 stuff is drawn here
if(f.solidness != 0)
continue;
switch(f.drawtype){
default:
infostream<<"Got "<<f.drawtype<<std::endl;
assert(0);
break;
case NDT_AIRLIKE:
break;
case NDT_LIQUID:
{
/*
Add water sources to mesh if using new style
*/
TileSpec tile_liquid = f.special_tiles[0];
AtlasPointer &pa_liquid = tile_liquid.texture;
bool top_is_air = false;
MapNode n = data->m_vmanip.getNodeNoEx(blockpos_nodes + v3s16(x,y+1,z));
if(n.getContent() == CONTENT_AIR)
top_is_air = true;
if(top_is_air == false)
continue;
u16 l = getInteriorLight(n, 0, data);
video::SColor c = MapBlock_LightColor(f.alpha, l);
video::S3DVertex vertices[4] =
{
video::S3DVertex(-BS/2,0,BS/2, 0,0,0, c,
pa_liquid.x0(), pa_liquid.y1()),
video::S3DVertex(BS/2,0,BS/2, 0,0,0, c,
pa_liquid.x1(), pa_liquid.y1()),
video::S3DVertex(BS/2,0,-BS/2, 0,0,0, c,
pa_liquid.x1(), pa_liquid.y0()),
video::S3DVertex(-BS/2,0,-BS/2, 0,0,0, c,
pa_liquid.x0(), pa_liquid.y0()),
};
v3f offset(p.X, p.Y + (-0.5+node_liquid_level)*BS, p.Z);
for(s32 i=0; i<4; i++)
{
vertices[i].Pos += offset;
}
u16 indices[] = {0,1,2,2,3,0};
// Add to mesh collector
collector.append(tile_liquid, vertices, 4, indices, 6);
break;}
case NDT_FLOWINGLIQUID:
{
/*
Add flowing liquid to mesh
*/
TileSpec tile_liquid = f.special_tiles[0];
TileSpec tile_liquid_bfculled = f.special_tiles[1];
AtlasPointer &pa_liquid = tile_liquid.texture;
bool top_is_same_liquid = false;
MapNode ntop = data->m_vmanip.getNodeNoEx(blockpos_nodes + v3s16(x,y+1,z));
content_t c_flowing = nodedef->getId(f.liquid_alternative_flowing);
content_t c_source = nodedef->getId(f.liquid_alternative_source);
if(ntop.getContent() == c_flowing || ntop.getContent() == c_source)
top_is_same_liquid = true;
u16 l = 0;
// If this liquid emits light and doesn't contain light, draw
// it at what it emits, for an increased effect
u8 light_source = nodedef->get(n).light_source;
//.........这里部分代码省略.........
示例4: os
MapBlockMesh::MapBlockMesh(MeshMakeData *data, v3s16 camera_offset):
clearHardwareBuffer(false),
step(data->step),
timestamp(data->timestamp),
m_mesh(new scene::SMesh()),
m_gamedef(data->m_gamedef),
m_animation_force_timer(0), // force initial animation
m_last_crack(-1),
m_crack_materials(),
m_highlighted_materials(),
m_last_daynight_ratio((u32) -1),
m_daynight_diffs(),
m_usage_timer(0)
{
m_enable_shaders = g_settings->getBool("enable_shaders");
m_enable_highlighting = g_settings->getBool("enable_node_highlighting");
// 4-21ms for MAP_BLOCKSIZE=16 (NOTE: probably outdated)
// 24-155ms for MAP_BLOCKSIZE=32 (NOTE: probably outdated)
//TimeTaker timer1("MapBlockMesh()");
data->fill_data();
std::vector<FastFace> fastfaces_new;
/*
We are including the faces of the trailing edges of the block.
This means that when something changes, the caller must
also update the meshes of the blocks at the leading edges.
NOTE: This is the slowest part of this method.
*/
{
// 4-23ms for MAP_BLOCKSIZE=16 (NOTE: probably outdated)
//TimeTaker timer2("updateAllFastFaceRows()");
updateAllFastFaceRows(data, fastfaces_new, step);
}
// End of slow part
//if (data->debug) infostream<<" step="<<step<<" fastfaces_new.size="<<fastfaces_new.size()<<std::endl;
/*
Convert FastFaces to MeshCollector
*/
MeshCollector collector;
{
// avg 0ms (100ms spikes when loading textures the first time)
// (NOTE: probably outdated)
//TimeTaker timer2("MeshCollector building");
for(u32 i=0; i<fastfaces_new.size(); i++)
{
FastFace &f = fastfaces_new[i];
const u16 indices[] = {0,1,2,2,3,0};
const u16 indices_alternate[] = {0,1,3,2,3,1};
if(f.tile.texture == NULL)
continue;
const u16 *indices_p = indices;
/*
Revert triangles for nicer looking gradient if vertices
1 and 3 have same color or 0 and 2 have different color.
getRed() is the day color.
*/
if(f.vertices[0].Color.getRed() != f.vertices[2].Color.getRed()
|| f.vertices[1].Color.getRed() == f.vertices[3].Color.getRed())
indices_p = indices_alternate;
collector.append(f.tile, f.vertices, 4, indices_p, 6);
}
}
/*
Add special graphics:
- torches
- flowing water
- fences
- whatever
*/
if(step <= 1)
mapblock_mesh_generate_special(data, collector);
m_highlight_mesh_color = data->m_highlight_mesh_color;
/*
Convert MeshCollector to SMesh
*/
ITextureSource *tsrc = m_gamedef->tsrc();
IShaderSource *shdrsrc = m_gamedef->getShaderSource();
for(u32 i = 0; i < collector.prebuffers.size(); i++)
{
PreMeshBuffer &p = collector.prebuffers[i];
//.........这里部分代码省略.........
示例5: os
MapBlockMesh::MapBlockMesh(MeshMakeData *data, v3s16 camera_offset):
m_mesh(new scene::SMesh()),
m_minimap_mapblock(NULL),
m_gamedef(data->m_gamedef),
m_tsrc(m_gamedef->getTextureSource()),
m_shdrsrc(m_gamedef->getShaderSource()),
m_animation_force_timer(0), // force initial animation
m_last_crack(-1),
m_crack_materials(),
m_highlighted_materials(),
m_last_daynight_ratio((u32) -1),
m_daynight_diffs()
{
m_enable_shaders = data->m_use_shaders;
m_enable_highlighting = g_settings->getBool("enable_node_highlighting");
if (g_settings->getBool("enable_minimap")) {
m_minimap_mapblock = new MinimapMapblock;
m_minimap_mapblock->getMinimapNodes(
&data->m_vmanip, data->m_blockpos * MAP_BLOCKSIZE);
}
// 4-21ms for MAP_BLOCKSIZE=16 (NOTE: probably outdated)
// 24-155ms for MAP_BLOCKSIZE=32 (NOTE: probably outdated)
//TimeTaker timer1("MapBlockMesh()");
std::vector<FastFace> fastfaces_new;
fastfaces_new.reserve(512);
/*
We are including the faces of the trailing edges of the block.
This means that when something changes, the caller must
also update the meshes of the blocks at the leading edges.
NOTE: This is the slowest part of this method.
*/
{
// 4-23ms for MAP_BLOCKSIZE=16 (NOTE: probably outdated)
//TimeTaker timer2("updateAllFastFaceRows()");
updateAllFastFaceRows(data, fastfaces_new);
}
// End of slow part
/*
Convert FastFaces to MeshCollector
*/
MeshCollector collector;
{
// avg 0ms (100ms spikes when loading textures the first time)
// (NOTE: probably outdated)
//TimeTaker timer2("MeshCollector building");
for(u32 i=0; i<fastfaces_new.size(); i++)
{
FastFace &f = fastfaces_new[i];
const u16 indices[] = {0,1,2,2,3,0};
const u16 indices_alternate[] = {0,1,3,2,3,1};
if(f.tile.texture == NULL)
continue;
const u16 *indices_p = indices;
/*
Revert triangles for nicer looking gradient if vertices
1 and 3 have same color or 0 and 2 have different color.
getRed() is the day color.
*/
if(f.vertices[0].Color.getRed() != f.vertices[2].Color.getRed()
|| f.vertices[1].Color.getRed() == f.vertices[3].Color.getRed())
indices_p = indices_alternate;
collector.append(f.tile, f.vertices, 4, indices_p, 6);
}
}
/*
Add special graphics:
- torches
- flowing water
- fences
- whatever
*/
mapblock_mesh_generate_special(data, collector);
m_highlight_mesh_color = data->m_highlight_mesh_color;
/*
Convert MeshCollector to SMesh
*/
for(u32 i = 0; i < collector.prebuffers.size(); i++)
{
PreMeshBuffer &p = collector.prebuffers[i];
// Generate animation data
//.........这里部分代码省略.........
示例6: mapblock_mesh_generate_special
//.........这里部分代码省略.........
if(dir == v3s16(0,-1,0))
vertices[i].Pos.rotateXZBy(45);
if(dir == v3s16(0,1,0))
vertices[i].Pos.rotateXZBy(-45);
vertices[i].Pos += intToFloat(p + blockpos_nodes, BS);
}
// Set material
video::SMaterial material;
material.setFlag(video::EMF_LIGHTING, false);
material.setFlag(video::EMF_BACK_FACE_CULLING, false);
material.setFlag(video::EMF_BILINEAR_FILTER, false);
//material.MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL;
material.MaterialType
= video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF;
if(dir == v3s16(0,-1,0))
material.setTexture(0,
g_texturesource->getTextureRaw("torch_on_floor.png"));
else if(dir == v3s16(0,1,0))
material.setTexture(0,
g_texturesource->getTextureRaw("torch_on_ceiling.png"));
// For backwards compatibility
else if(dir == v3s16(0,0,0))
material.setTexture(0,
g_texturesource->getTextureRaw("torch_on_floor.png"));
else
material.setTexture(0,
g_texturesource->getTextureRaw("torch.png"));
u16 indices[] = {0,1,2,2,3,0};
// Add to mesh collector
collector.append(material, vertices, 4, indices, 6);
}
/*
Signs on walls
*/
else if(n.d == CONTENT_SIGN_WALL)
{
u8 l = decode_light(n.getLightBlend(data->m_daynight_ratio));
video::SColor c(255,l,l,l);
float d = (float)BS/16;
// Wall at X+ of node
video::S3DVertex vertices[4] =
{
video::S3DVertex(BS/2-d,-BS/2,-BS/2, 0,0,0, c, 0,1),
video::S3DVertex(BS/2-d,-BS/2,BS/2, 0,0,0, c, 1,1),
video::S3DVertex(BS/2-d,BS/2,BS/2, 0,0,0, c, 1,0),
video::S3DVertex(BS/2-d,BS/2,-BS/2, 0,0,0, c, 0,0),
};
v3s16 dir = unpackDir(n.dir);
for(s32 i=0; i<4; i++)
{
if(dir == v3s16(1,0,0))
vertices[i].Pos.rotateXZBy(0);
if(dir == v3s16(-1,0,0))
vertices[i].Pos.rotateXZBy(180);
if(dir == v3s16(0,0,1))
vertices[i].Pos.rotateXZBy(90);
if(dir == v3s16(0,0,-1))
vertices[i].Pos.rotateXZBy(-90);
if(dir == v3s16(0,-1,0))
示例7: mapblock_mesh_generate_special
void mapblock_mesh_generate_special(MeshMakeData *data,
MeshCollector &collector, IGameDef *gamedef)
{
INodeDefManager *nodedef = gamedef->ndef();
// 0ms
//TimeTaker timer("mapblock_mesh_generate_special()");
/*
Some settings
*/
bool new_style_water = g_settings->getBool("new_style_water");
float node_liquid_level = 1.0;
if(new_style_water)
node_liquid_level = 0.85;
v3s16 blockpos_nodes = data->m_blockpos*MAP_BLOCKSIZE;
/*// General ground material for special output
// Texture is modified just before usage
video::SMaterial material_general;
material_general.setFlag(video::EMF_LIGHTING, false);
material_general.setFlag(video::EMF_BILINEAR_FILTER, false);
material_general.setFlag(video::EMF_FOG_ENABLE, true);
material_general.MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF;*/
for(s16 z=0; z<MAP_BLOCKSIZE; z++)
for(s16 y=0; y<MAP_BLOCKSIZE; y++)
for(s16 x=0; x<MAP_BLOCKSIZE; x++)
{
v3s16 p(x,y,z);
MapNode n = data->m_vmanip.getNodeNoEx(blockpos_nodes+p);
const ContentFeatures &f = nodedef->get(n);
// Only solidness=0 stuff is drawn here
if(f.solidness != 0)
continue;
switch(f.drawtype){
default:
infostream<<"Got "<<f.drawtype<<std::endl;
assert(0);
break;
case NDT_AIRLIKE:
break;
case NDT_LIQUID:
{
/*
Add water sources to mesh if using new style
*/
assert(nodedef->get(n).special_materials[0]);
//assert(nodedef->get(n).special_materials[1]);
assert(nodedef->get(n).special_aps[0]);
video::SMaterial &liquid_material =
*nodedef->get(n).special_materials[0];
/*video::SMaterial &liquid_material_bfculled =
*nodedef->get(n).special_materials[1];*/
AtlasPointer &pa_liquid1 =
*nodedef->get(n).special_aps[0];
bool top_is_air = false;
MapNode n = data->m_vmanip.getNodeNoEx(blockpos_nodes + v3s16(x,y+1,z));
if(n.getContent() == CONTENT_AIR)
top_is_air = true;
if(top_is_air == false)
continue;
u8 l = decode_light(n.getLightBlend(data->m_daynight_ratio, nodedef));
video::SColor c = MapBlock_LightColor(
nodedef->get(n).alpha, l);
video::S3DVertex vertices[4] =
{
video::S3DVertex(-BS/2,0,BS/2, 0,0,0, c,
pa_liquid1.x0(), pa_liquid1.y1()),
video::S3DVertex(BS/2,0,BS/2, 0,0,0, c,
pa_liquid1.x1(), pa_liquid1.y1()),
video::S3DVertex(BS/2,0,-BS/2, 0,0,0, c,
pa_liquid1.x1(), pa_liquid1.y0()),
video::S3DVertex(-BS/2,0,-BS/2, 0,0,0, c,
pa_liquid1.x0(), pa_liquid1.y0()),
};
for(s32 i=0; i<4; i++)
{
vertices[i].Pos.Y += (-0.5+node_liquid_level)*BS;
vertices[i].Pos += intToFloat(p + blockpos_nodes, BS);
}
u16 indices[] = {0,1,2,2,3,0};
// Add to mesh collector
collector.append(liquid_material, vertices, 4, indices, 6);
break;}
case NDT_FLOWINGLIQUID:
{
/*
//.........这里部分代码省略.........
示例8: intToFloat
MapBlockMesh::MapBlockMesh(MeshMakeData *data):
m_mesh(new scene::SMesh()),
m_gamedef(data->m_gamedef),
m_animation_force_timer(0), // force initial animation
m_last_crack(-1),
m_crack_materials(),
m_last_daynight_ratio((u32) -1),
m_daynight_diffs()
{
// 4-21ms for MAP_BLOCKSIZE=16 (NOTE: probably outdated)
// 24-155ms for MAP_BLOCKSIZE=32 (NOTE: probably outdated)
//TimeTaker timer1("MapBlockMesh()");
core::array<FastFace> fastfaces_new;
/*
We are including the faces of the trailing edges of the block.
This means that when something changes, the caller must
also update the meshes of the blocks at the leading edges.
NOTE: This is the slowest part of this method.
*/
{
// 4-23ms for MAP_BLOCKSIZE=16 (NOTE: probably outdated)
//TimeTaker timer2("updateAllFastFaceRows()");
updateAllFastFaceRows(data, fastfaces_new);
}
// End of slow part
/*
Convert FastFaces to MeshCollector
*/
MeshCollector collector;
{
// avg 0ms (100ms spikes when loading textures the first time)
// (NOTE: probably outdated)
//TimeTaker timer2("MeshCollector building");
for(u32 i=0; i<fastfaces_new.size(); i++)
{
FastFace &f = fastfaces_new[i];
const u16 indices[] = {0,1,2,2,3,0};
const u16 indices_alternate[] = {0,1,3,2,3,1};
if(f.tile.texture.atlas == NULL)
continue;
const u16 *indices_p = indices;
/*
Revert triangles for nicer looking gradient if vertices
1 and 3 have same color or 0 and 2 have different color.
getRed() is the day color.
*/
if(f.vertices[0].Color.getRed() != f.vertices[2].Color.getRed()
|| f.vertices[1].Color.getRed() == f.vertices[3].Color.getRed())
indices_p = indices_alternate;
collector.append(f.tile, f.vertices, 4, indices_p, 6);
}
}
/*
Add special graphics:
- torches
- flowing water
- fences
- whatever
*/
mapblock_mesh_generate_special(data, collector);
/*
Convert MeshCollector to SMesh
Also store animation info
*/
for(u32 i = 0; i < collector.prebuffers.size(); i++)
{
PreMeshBuffer &p = collector.prebuffers[i];
/*dstream<<"p.vertices.size()="<<p.vertices.size()
<<", p.indices.size()="<<p.indices.size()
<<std::endl;*/
// Generate animation data
// - Cracks
if(p.tile.material_flags & MATERIAL_FLAG_CRACK)
{
ITextureSource *tsrc = data->m_gamedef->tsrc();
std::string crack_basename = tsrc->getTextureName(p.tile.texture.id);
if(p.tile.material_flags & MATERIAL_FLAG_CRACK_OVERLAY)
crack_basename += "^[cracko";
else
crack_basename += "^[crack";
m_crack_materials.insert(std::make_pair(i, crack_basename));
}
// - Lighting
//.........这里部分代码省略.........