Implement playable Mac client and rendering validation

This commit is contained in:
shen
2026-09-11 14:58:22 +08:00
parent 1ab68bd06e
commit 374d4165d8
233 changed files with 6546 additions and 284 deletions
+3
View File
@@ -1,4 +1,5 @@
#pragma once
#include "water_depth.h"
#include <godot_cpp/classes/array_mesh.hpp>
#include <godot_cpp/classes/ref.hpp>
@@ -16,6 +17,7 @@ struct AssetResolver;
// 70ms/帧),UV 平铺频率 = 1/(CELLSCALE*4)(每 4 格一循环),逐顶点水深 alpha,轻微高度浮动。
namespace mtgodot {
struct WaterPiece {
godot::Ref<godot::ArrayMesh> mesh; // Godot 空间,已含区块原点
float godot_y = 0;
@@ -26,5 +28,6 @@ std::vector<WaterPiece> build_chunk_water(const fmt::WaterMap &wm, const fmt::He
int tile_x, int tile_y, double height_scale, const fmt::AssetResolver &res);
void cleanup_water_shader();
void update_water_animation();
} // namespace mtgodot