QcChunkMesher Class
Builds the triangle mesh of one chunk section from the boxes of every block state: hidden faces are culled, every vertex gets face shading, ambient occlusion, sky light and block light. More...
| Header: | #include <clientcore/meshing/QcChunkMesher.h> |
Static Public Members
| const std::array<float, 4> | ambientOcclusionLevels |
| const std::array<float, 6> | faceShade |
| const int | lightMargin |
| const float | liquidSurfaceDrop |
| QcChunkMesh | mesh(const QcMeshInput &input) |
Detailed Description
Pure function of its input, safe to run on worker threads.
Member Function Documentation
[static] QcChunkMesh QcChunkMesher::mesh(const QcMeshInput &input)
Returns the mesh of the section input describes.
Member Variable Documentation
const std::array<float, 4> QcChunkMesher::ambientOcclusionLevels
Brightness by number of occluders around a vertex (0 = fully occluded corner).
const std::array<float, 6> QcChunkMesher::faceShade
Shading of faces by direction, indexed by QcBlockFace.
const int QcChunkMesher::lightMargin
Sky light of a section is computed over the cells from this many blocks below to this many blocks above it (and one chunk around it).
const float QcChunkMesher::liquidSurfaceDrop
Depth by which the surface of a liquid lies below the block top.