feat(terrain): separate shade material selections
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@@ -211,6 +211,22 @@ pub struct TerrainMaterialPair {
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pub flags: u16,
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}
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impl TerrainMaterialPair {
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/// Returns the material-manager selection used by `GetShade`.
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///
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/// `GetShade` owns a manager loaded only with `Shade.wea`, so its
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/// 16-bit lookup occupies row bits of that manager's table zero. It is
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/// deliberately separate from the `Land1.wea`/`Land2.wea` selections
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/// carried by [`TerrainMaterialLayers`].
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#[must_use]
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pub const fn shade_selection(self) -> TerrainMaterialSelection {
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TerrainMaterialSelection {
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table_index: 0,
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material_index: self.material_lookup,
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}
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}
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}
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impl TerrainSlotTable {
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/// Returns the render-dispatch header for one decoded slot record.
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#[must_use]
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@@ -1569,6 +1585,13 @@ mod tests {
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},
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])
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);
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assert_eq!(
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document.slot_material_pairs(0).expect("material pairs")[0].shade_selection(),
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TerrainMaterialSelection {
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table_index: 0,
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material_index: 0x0102,
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}
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);
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assert_eq!(document.slot_material_pairs(1), None);
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document.slots.slots_raw[0][2..4].copy_from_slice(&3_u16.to_le_bytes());
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@@ -27,7 +27,9 @@ use std::collections::VecDeque;
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///
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/// Applications access this semantic terrain API through this terrain crate
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/// rather than taking a direct dependency on the binary-format parser.
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pub use fparkan_terrain_format::{TerrainMaterialLayers, TerrainMaterialSelection};
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pub use fparkan_terrain_format::{
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TerrainMaterialLayers, TerrainMaterialPair, TerrainMaterialSelection,
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};
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/// Terrain world.
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#[derive(Clone, Debug, Default)]
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