Struct veloren_voxygen::scene::terrain::TerrainChunkData
source · pub struct TerrainChunkData {Show 17 fields
load_time: f32,
opaque_model: Option<Model<TerrainVertex>>,
fluid_model: Option<Model<FluidVertex>>,
atlas_alloc: Option<AllocId>,
atlas_textures: Arc<AtlasTextures<Locals, TerrainAtlasData>>,
light_map: Arc<dyn Fn(Vec3<i32>) -> f32 + Send + Sync>,
glow_map: Arc<dyn Fn(Vec3<i32>) -> f32 + Send + Sync>,
sprite_instances: [(Instances<SpriteInstance>, AltIndices); 5],
locals: BoundLocals,
pub blocks_of_interest: BlocksOfInterest,
visible: Visibility,
can_shadow_point: bool,
can_shadow_sun: bool,
z_bounds: (f32, f32),
sun_occluder_z_bounds: (f32, f32),
frustum_last_plane_index: u8,
alt_indices: AltIndices,
}
Fields§
§load_time: f32
§opaque_model: Option<Model<TerrainVertex>>
§fluid_model: Option<Model<FluidVertex>>
§atlas_alloc: Option<AllocId>
If this is None
, this texture is not allocated in the current atlas,
and therefore there is no need to free its allocation.
atlas_textures: Arc<AtlasTextures<Locals, TerrainAtlasData>>
The actual backing texture for this chunk. Use this for rendering
purposes. The texture is reference-counted, so it will be
automatically freed when no chunks are left that need it (though
shadow chunks will still keep it alive; we could deal with this by
making this an Option
, but it probably isn’t worth it since they
shouldn’t be that much more nonlocal than regular chunks).
light_map: Arc<dyn Fn(Vec3<i32>) -> f32 + Send + Sync>
§glow_map: Arc<dyn Fn(Vec3<i32>) -> f32 + Send + Sync>
§sprite_instances: [(Instances<SpriteInstance>, AltIndices); 5]
§locals: BoundLocals
§blocks_of_interest: BlocksOfInterest
§visible: Visibility
§can_shadow_point: bool
§can_shadow_sun: bool
§z_bounds: (f32, f32)
§sun_occluder_z_bounds: (f32, f32)
§frustum_last_plane_index: u8
§alt_indices: AltIndices
Implementations§
source§impl TerrainChunkData
impl TerrainChunkData
pub fn can_shadow_sun(&self) -> bool
Auto Trait Implementations§
impl !RefUnwindSafe for TerrainChunkData
impl Send for TerrainChunkData
impl Sync for TerrainChunkData
impl Unpin for TerrainChunkData
impl !UnwindSafe for TerrainChunkData
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