Implement playable Mac client and rendering validation
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@@ -1,4 +1,5 @@
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#pragma once
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#include "water_depth.h"
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#include <godot_cpp/classes/array_mesh.hpp>
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#include <godot_cpp/classes/ref.hpp>
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@@ -16,6 +17,7 @@ struct AssetResolver;
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// 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。
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namespace mtgodot {
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struct WaterPiece {
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godot::Ref<godot::ArrayMesh> mesh; // Godot 空间,已含区块原点
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float godot_y = 0;
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@@ -26,5 +28,6 @@ std::vector<WaterPiece> build_chunk_water(const fmt::WaterMap &wm, const fmt::He
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int tile_x, int tile_y, double height_scale, const fmt::AssetResolver &res);
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void cleanup_water_shader();
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void update_water_animation();
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} // namespace mtgodot
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