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#pragma once
#include "StarImage.hpp"
#include "StarWorldTiles.hpp"
#include "StarEntityRenderingTypes.hpp"
#include "StarSkyRenderData.hpp"
#include "StarParallax.hpp"
#include "StarParticle.hpp"
#include "StarWeatherTypes.hpp"
#include "StarEntity.hpp"
#include "StarThread.hpp"
#include "StarCellularLighting.hpp"
namespace Star {
struct EntityDrawables {
EntityHighlightEffect highlightEffect;
Map<EntityRenderLayer, List<Drawable>> layers;
};
struct WorldRenderData {
void clear();
WorldGeometry geometry;
Vec2I tileMinPosition;
RenderTileArray tiles;
Vec2I lightMinPosition;
Lightmap lightMap;
List<EntityDrawables> entityDrawables;
List<Particle> const* particles;
List<OverheadBar> overheadBars;
List<Drawable> nametags;
List<Drawable> backgroundOverlays;
List<Drawable> foregroundOverlays;
List<ParallaxLayer> parallaxLayers;
SkyRenderData skyRenderData;
bool isFullbright = false;
float dimLevel = 0.0f;
Vec3B dimColor;
};
inline void WorldRenderData::clear() {
tiles.resize({0, 0}); // keep reserved
entityDrawables.clear();
particles = nullptr;
overheadBars.clear();
nametags.clear();
backgroundOverlays.clear();
foregroundOverlays.clear();
parallaxLayers.clear();
}
}
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