Liquid rendering
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@ -5,6 +5,7 @@ use std::sync::{Arc, RwLock};
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use std::io::Write;
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use byteorder::{WriteBytesExt, NativeEndian};
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use world;
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use world::block;
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use render;
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use resources;
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use model;
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@ -147,7 +148,20 @@ fn build_func(id: usize, models: Arc<RwLock<model::Factory>>, work_recv: mpsc::R
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continue;
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}
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// TODO Liquids need a special case
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match block {
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block::Block::Water{..} | block::Block::FlowingWater{..} => {
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let tex = models.read().unwrap().textures.clone();
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trans_count += model::liquid::render_liquid(tex, false, &snapshot, x, y, z, &mut trans_buffer);
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continue;
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},
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block::Block::Lava{..} | block::Block::FlowingLava{..} => {
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let tex = models.read().unwrap().textures.clone();
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solid_count += model::liquid::render_liquid(tex, true, &snapshot, x, y, z, &mut solid_buffer);
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continue;
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},
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_ => {},
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}
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let model_name = block.get_model();
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let variant = block.get_model_variant();
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if !mat.transparent {
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@ -0,0 +1,139 @@
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use std::io::Write;
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use std::sync::{Arc, RwLock};
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use world::{self, block};
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use chunk_builder::Direction;
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use render;
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pub fn render_liquid<W: Write>(textures: Arc<RwLock<render::TextureManager>>,lava: bool, snapshot: &world::Snapshot, x: i32, y: i32, z: i32, buf: &mut W) -> usize {
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let get_liquid = if lava {
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get_lava_level
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} else {
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get_water_level
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};
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let mut count = 0;
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let (tl, tr, bl, br) = if get_liquid(snapshot, x, y + 1, z).is_some() {
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(8, 8, 8, 8)
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} else {
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(
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average_liquid_level(get_liquid, snapshot, x, y, z),
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average_liquid_level(get_liquid, snapshot, x+1, y, z),
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average_liquid_level(get_liquid, snapshot, x, y, z+1),
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average_liquid_level(get_liquid, snapshot, x+1, y, z+1)
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)
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};
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let tex = match snapshot.get_block(x, y, z) {
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block::Block::Water{..} => render::Renderer::get_texture(&textures, "minecraft:blocks/water_still"),
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block::Block::FlowingWater{..} => render::Renderer::get_texture(&textures, "minecraft:blocks/water_flow"),
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block::Block::Lava{..} => render::Renderer::get_texture(&textures, "minecraft:blocks/lava_still"),
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block::Block::FlowingLava{..} => render::Renderer::get_texture(&textures, "minecraft:blocks/lava_flow"),
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_ => unreachable!(),
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};
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let ux1 = 0i16;
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let ux2 = 16i16 * tex.get_width() as i16;
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let uy1 = 0i16;
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let uy2 = 16i16 * tex.get_height() as i16;
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for dir in Direction::all() {
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let (ox, oy, oz) = dir.get_offset();
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let special = dir == Direction::Up && (tl < 8 || tr < 8 || bl < 8 || br < 8);
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let block = snapshot.get_block(x+ox, y+oy, z+oz);
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if special || (!block.get_material().should_cull_against && get_liquid(snapshot, x+ox, y+oy, z+oz).is_none()) {
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let verts = dir.get_verts();
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for vert in verts {
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let mut vert = vert.clone();
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vert.tx = tex.get_x() as u16;
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vert.ty = tex.get_y() as u16;
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vert.tw = tex.get_width() as u16;
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vert.th = tex.get_height() as u16;
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vert.tatlas = tex.atlas as i16;
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vert.r = 255;
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vert.g = 255;
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vert.b = 255;
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if vert.y == 0.0 {
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vert.y = y as f32;
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} else {
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let height = match (vert.x, vert.z) {
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(0.0, 0.0) => ((16.0 / 8.0) * (tl as f32)) as i32,
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(_, 0.0) => ((16.0 / 8.0) * (tr as f32)) as i32,
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(0.0, _) => ((16.0 / 8.0) * (bl as f32)) as i32,
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(_, _) => ((16.0 / 8.0) * (br as f32)) as i32,
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};
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vert.y = (height as f32)/16.0 + (y as f32);
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}
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vert.x += x as f32;
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vert.z += z as f32;
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let (bl, sl) = super::calculate_light(
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&snapshot,
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x, y, z,
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vert.x as f64,
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vert.y as f64,
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vert.z as f64,
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dir,
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!lava,
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false
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);
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vert.block_light = bl;
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vert.sky_light = sl;
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if vert.toffsetx == 0 {
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vert.toffsetx = ux1;
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} else {
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vert.toffsetx = ux2;
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}
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if vert.toffsety == 0 {
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vert.toffsety = uy1;
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} else {
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vert.toffsety = uy2;
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}
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vert.write(buf);
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}
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count += 6;
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}
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}
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count
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}
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fn average_liquid_level(
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get: fn(&world::Snapshot, i32, i32, i32) -> Option<i32>,
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snapshot: &world::Snapshot, x: i32, y: i32, z: i32
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) -> i32 {
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let mut level = 0;
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for xx in -1 .. 1 {
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for zz in -1 .. 1 {
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if get(snapshot, x+xx, y+1, z+zz).is_some() {
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return 8;
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}
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if let Some(l) = get(snapshot, x+xx, y, z+zz) {
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let nl = 7 - (l & 0x7);
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if nl > level {
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level = nl;
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}
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}
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}
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}
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level
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}
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fn get_water_level(snapshot: &world::Snapshot, x: i32, y: i32, z: i32) -> Option<i32> {
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match snapshot.get_block(x, y, z) {
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block::Block::Water{level} | block::Block::FlowingWater{level} => Some(level),
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_ => None,
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}
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}
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fn get_lava_level(snapshot: &world::Snapshot, x: i32, y: i32, z: i32) -> Option<i32> {
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match snapshot.get_block(x, y, z) {
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block::Block::Lava{level} | block::Block::FlowingLava{level} => Some(level),
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_ => None,
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}
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}
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@ -1,4 +1,6 @@
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pub mod liquid;
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use std::sync::{Arc, RwLock};
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use std::collections::HashMap;
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use std::io::Write;
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@ -17,7 +19,7 @@ use image::{self, GenericImage};
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pub struct Factory {
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resources: Arc<RwLock<resources::Manager>>,
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textures: Arc<RwLock<render::TextureManager>>,
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pub textures: Arc<RwLock<render::TextureManager>>,
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models: HashMap<Key, StateModel, BuildHasherDefault<FNVHash>>,
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@ -138,7 +138,7 @@ init_shader! {
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offset => "offset",
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texture => "textures",
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light_level => "lightLevel",
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sky_offset => "sky_offset",
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sky_offset => "skyOffset",
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},
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}
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}
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@ -322,34 +322,40 @@ define_blocks! {
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},
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model { ("minecraft", "bedrock" ) },
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}
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FlowingWater { // TODO
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FlowingWater {
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props {
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level: i32 = [0, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12, 13, 14, 15],
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},
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data Some(level as usize),
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material Material {
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renderable: true,
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should_cull_against: true,
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should_cull_against: false,
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force_shade: false,
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transparent: false,
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transparent: true,
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},
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model { ("minecraft", "water" ) },
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}
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Water { // TODO
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Water {
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props {
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level: i32 = [0, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12, 13, 14, 15],
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},
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data Some(level as usize),
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material Material {
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renderable: true,
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should_cull_against: true,
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should_cull_against: false,
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force_shade: false,
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transparent: false,
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transparent: true,
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},
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model { ("minecraft", "water" ) },
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}
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FlowingLava { // TODO
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FlowingLava {
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props {
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level: i32 = [0, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12, 13, 14, 15],
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},
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data Some(level as usize),
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material Material {
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renderable: true,
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should_cull_against: true,
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should_cull_against: false,
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force_shade: false,
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transparent: false,
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},
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@ -357,10 +363,12 @@ define_blocks! {
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}
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Lava {
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props {
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level: i32 = [0, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12, 13, 14, 15],
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},
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data Some(level as usize),
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material Material {
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renderable: true,
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should_cull_against: true,
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should_cull_against: false,
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force_shade: false,
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transparent: false,
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},
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