Interface: ChunkMaterialHost
What the chunk material factory needs from the world: the renderer that owns shared uniforms and the material registry, the per-world uniform overrides, and the light cones whose bindings every chunk shader shares.
Properties
chunkRenderer
• chunkRenderer: ChunkRenderer
lightCones
• lightCones: LightCones
options
• options: Object
Type declaration
| Name | Type |
|---|---|
chunkSize | number |
chunkUniformsOverwrite | Partial<{ ao: { value: Vector4 } ; atlasSize: { value: number } ; baseAmbient: { value: number } ; cameraSubmersion: { value: number } ; cameraWaterPlaneY: { value: number } ; faceShades: { value: Vector4 } ; fogColor: { value: Color } ; fogFar: { value: number } ; fogHeightDensity: { value: number } ; fogHeightOrigin: { value: number } ; fogNear: { value: number } ; lightIntensityAdjustment: { value: number } ; minLightLevel: { value: number } ; sceneColor: { value: FramebufferTexture } ; sceneTextureSize: { value: Vector2 } ; showGreedyDebug: { value: number } ; skyFogBottomColor: { value: Color } ; skyFogDimension: { value: number } ; skyFogExponent: { value: number } ; skyFogExponent2: { value: number } ; skyFogMiddleColor: { value: Color } ; skyFogOffset: { value: number } ; skyFogStrength: { value: number } ; skyFogTopColor: { value: Color } ; skyFogVoidOffset: { value: number } ; sunlightIntensity: { value: number } ; time: { value: number } ; underwaterAmbient: { value: Color } ; waterRefractionReady: { value: number } ; waterRefractionStrength: { value: number } ; windDirection: { value: Vector2 } ; windOffset: { value: Vector2 } ; windSpeed: { value: number } }> |
maxHeight | number |
subChunks | number |
swayProfileCapacity | number |
textureUnitDimension | number |
swayProfileTable
• swayProfileTable: Uniform<any>
Methods
hasCustomBlockMaterial
▸ hasCustomBlockMaterial(id): boolean
Parameters
| Name | Type |
|---|---|
id | number |
Returns
boolean