migrate ALMOST everything from source tree into client

This commit is contained in:
riall
2023-08-05 05:00:55 -04:00
committed by GitHub
parent 458a857569
commit ebe5f127e6
189 changed files with 0 additions and 0 deletions

View File

@@ -0,0 +1,231 @@
/********************************************************************
Minecraft: Pocket Edition - Decompilation Project
Copyright (C) 2023 iProgramInCpp
The following code is licensed under the BSD 1 clause license.
SPDX-License-Identifier: BSD-1-Clause
********************************************************************/
#include "Cube.hpp"
float Cube::c = 180.0f / float(M_PI);
Cube::Cube(int a, int b)
{
field_2B4 = a;
field_2B8 = b;
}
void Cube::addBox(float a, float b, float c, int d, int e, int f)
{
addBox(a, b, c, d, e, f, 0.0f);
}
void Cube::addBox(float x, float y, float z, int d, int e, int f, float g)
{
float x1 = x, y1 = y, z1 = z;
float x2 = x + float(d), y2 = y + float(e), z2 = z + float(f);
x1 -= g;
y1 -= g;
z1 -= g;
x2 += g;
y2 += g;
z2 += g;
if (field_18)
std::swap(x1, x2);
m_verts[0] = VertexPT(x1, y1, z1, 0.0f, 0.0f);
m_verts[1] = VertexPT(x2, y1, z1, 0.0f, 8.0f);
m_verts[2] = VertexPT(x2, y2, z1, 8.0f, 8.0f);
m_verts[3] = VertexPT(x1, y2, z1, 8.0f, 0.0f);
m_verts[4] = VertexPT(x1, y1, z2, 0.0f, 0.0f);
m_verts[5] = VertexPT(x2, y1, z2, 0.0f, 8.0f);
m_verts[6] = VertexPT(x2, y2, z2, 8.0f, 8.0f);
m_verts[7] = VertexPT(x1, y2, z2, 8.0f, 0.0f);
int m = field_2B4, n = field_2B8;
m_faces[0] = PolygonQuad(&m_verts[5], &m_verts[1], &m_verts[2], &m_verts[6], m + f + d, n + f, m + f + d + f, n + f + e); // x2 face
m_faces[1] = PolygonQuad(&m_verts[0], &m_verts[4], &m_verts[7], &m_verts[3], m, n + f, m + f, n + f + e); // x1 face
m_faces[2] = PolygonQuad(&m_verts[5], &m_verts[4], &m_verts[0], &m_verts[1], m + f, n, m + f + d, n + f); // up face
m_faces[3] = PolygonQuad(&m_verts[2], &m_verts[3], &m_verts[7], &m_verts[6], m + f + d, n, m + f + d + d, n + f); // down face
m_faces[4] = PolygonQuad(&m_verts[1], &m_verts[0], &m_verts[3], &m_verts[2], m + f, n + f, m + f + d, n + f + e); // z1 face
m_faces[5] = PolygonQuad(&m_verts[4], &m_verts[5], &m_verts[6], &m_verts[7], m + f + d + f, n + f, m + f + d + f + d, n + f + e); // z2 face
#ifdef ENH_ENTITY_SHADING
m_faces[0].setColor(0.6f, 0.6f, 0.6f);
m_faces[1].setColor(0.6f, 0.6f, 0.6f);
m_faces[4].setColor(0.8f, 0.8f, 0.8f);
m_faces[5].setColor(0.8f, 0.8f, 0.8f);
m_faces[3].setColor(0.5f, 0.5f, 0.5f);
#endif
if (field_18)
{
for (int i = 0; i < 6; i++)
m_faces[i].mirror();
}
}
void Cube::compile(float f)
{
xglDeleteBuffers(1, &m_buffer);
xglGenBuffers(1, &m_buffer);
Tesselator& t = Tesselator::instance;
t.begin();
for (int i = 0; i < 6; i++)
m_faces[i].render(t, f, m_buffer);
t.end(m_buffer);
m_bCompiled = true;
}
void Cube::draw()
{
#ifdef ENH_ENTITY_SHADING
drawArrayVTC(m_buffer, 36, sizeof(Tesselator::Vertex));
#else
drawArrayVT(m_buffer, 36, sizeof(Tesselator::Vertex));
#endif
}
void Cube::drawSlow(float f)
{
Tesselator& t = Tesselator::instance;
t.begin();
for (int i = 0; i < 6; i++)
m_faces[i].render(t, f, m_buffer);
t.draw();
}
void Cube::render(float f)
{
if (field_1A)
return;
if (!field_19)
return;
if (!m_bCompiled)
compile(f);
if (field_C == 0.0f && field_10 == 0.0f && field_14 == 0.0f)
{
if (m_posX == 0.0f && m_posY == 0 && m_posZ == 0)
{
draw();
return;
}
glTranslatef( m_posX * f, m_posY * f, m_posZ * f);
draw();
glTranslatef(-m_posX * f, -m_posY * f, -m_posZ * f);
return;
}
glPushMatrix();
glTranslatef(m_posX * f, m_posY * f, m_posZ * f);
if (field_14 != 0.0f) glRotatef(field_14 * c, 0.0f, 0.0f, 1.0f);
if (field_10 != 0.0f) glRotatef(field_10 * c, 0.0f, 1.0f, 0.0f);
if (field_C != 0.0f) glRotatef(field_C * c, 1.0f, 0.0f, 0.0f);
draw();
glPopMatrix();
}
void Cube::renderRollable(float f)
{
if (field_1A)
return;
if (!field_19)
return;
if (!m_bCompiled)
compile(f);
glPushMatrix();
glTranslatef(m_posX * f, m_posY * f, m_posZ * f);
if (field_14 != 0.0f) glRotatef(field_14 * c, 0.0f, 0.0f, 1.0f);
if (field_10 != 0.0f) glRotatef(field_10 * c, 0.0f, 1.0f, 0.0f);
if (field_C != 0.0f) glRotatef(field_C * c, 1.0f, 0.0f, 0.0f);
draw();
glPopMatrix();
}
void Cube::renderHorrible(float f)
{
if (field_1A)
return;
if (!field_19)
return;
if (field_C == 0.0f && field_10 == 0.0f && field_14 == 0.0f)
{
if (m_posX == 0.0f && m_posY == 0 && m_posZ == 0)
{
drawSlow(f);
return;
}
glTranslatef( m_posX * f, m_posY * f, m_posZ * f);
drawSlow(f);
glTranslatef(-m_posX * f, -m_posY * f, -m_posZ * f);
return;
}
glPushMatrix();
glTranslatef(m_posX * f, m_posY * f, m_posZ * f);
if (field_14 != 0.0f) glRotatef(field_14 * c, 0.0f, 0.0f, 1.0f);
if (field_10 != 0.0f) glRotatef(field_10 * c, 0.0f, 1.0f, 0.0f);
if (field_C != 0.0f) glRotatef(field_C * c, 1.0f, 0.0f, 0.0f);
drawSlow(f);
glPopMatrix();
}
void Cube::translateTo(float f)
{
if (field_1A)
return;
if (!field_19)
return;
if (field_C == 0.0f && field_10 == 0.0f && field_14 == 0.0f)
{
if (m_posX == 0.0f && m_posY == 0 && m_posZ == 0)
return;
glTranslatef( m_posX * f, m_posY * f, m_posZ * f);
return;
}
glTranslatef(m_posX * f, m_posY * f, m_posZ * f);
if (field_14 != 0.0f) glRotatef(field_14 * c, 0.0f, 0.0f, 1.0f);
if (field_10 != 0.0f) glRotatef(field_10 * c, 0.0f, 1.0f, 0.0f);
if (field_C != 0.0f) glRotatef(field_C * c, 1.0f, 0.0f, 0.0f);
}
void Cube::setPos(float x, float y, float z)
{
m_posX = x;
m_posY = y;
m_posZ = z;
}
void Cube::setTexOffs(int a, int b)
{
field_2B4 = a;
field_2B8 = b;
}

View File

@@ -0,0 +1,51 @@
/********************************************************************
Minecraft: Pocket Edition - Decompilation Project
Copyright (C) 2023 iProgramInCpp
The following code is licensed under the BSD 1 clause license.
SPDX-License-Identifier: BSD-1-Clause
********************************************************************/
#pragma once
#include "PolygonQuad.hpp"
class Cube
{
public:
Cube(int, int);
void addBox(float a, float b, float c, int d, int e, int f);
void addBox(float a, float b, float c, int d, int e, int f, float g);
// @TODO: void addTexBox(float a, float b, float c, int d, int e, int f, int g); -- No xrefs
void compile(float f);
void draw();
void drawSlow(float f);
void render(float f);
void renderHorrible(float f);
void renderRollable(float f);
void setPos(float x, float y, float z);
void setTexOffs(int a, int b);
void translateTo(float f);
public:
float m_posX = 0.0f;
float m_posY = 0.0f;
float m_posZ = 0.0f;
float field_C = 0.0f;
float field_10 = 0.0f;
float field_14 = 0.0f;
bool field_18 = false;
bool field_19 = true;
bool field_1A = false;
VertexPT m_verts[8];
PolygonQuad m_faces[6];
int field_2B4 = 0;
int field_2B8 = 0;
bool m_bCompiled = false;
int field_2C0 = 0;
GLuint m_buffer = 0;
static float c;
};

View File

@@ -0,0 +1,268 @@
/********************************************************************
Minecraft: Pocket Edition - Decompilation Project
Copyright (C) 2023 iProgramInCpp
The following code is licensed under the BSD 1 clause license.
SPDX-License-Identifier: BSD-1-Clause
********************************************************************/
#include "HumanoidModel.hpp"
#include "Minecraft.hpp"
HumanoidModel::HumanoidModel(float a, float b):
m_head(0, 0),
m_body(16, 16),
m_armL(40, 16),
m_armR(40, 16),
m_legL(0, 16),
m_legR(0, 16)
{
m_head.addBox(-4, -8, -4, 8, 8, 8, a);
m_head.setPos(0, b, 0);
m_body.addBox(-4, 0, -2, 8, 12, 4);
m_body.setPos(0, b, 0);
m_armL.addBox(-3, -2, -2, 4, 12, 4, a);
m_armL.setPos(-5, b + 2, 0);
m_armR.field_18 = true;
m_armR.addBox(-1, -2, -2, 4, 12, 4, a);
m_armR.setPos(5, b + 2, 0);
m_legL.addBox(-2, 0, -2, 4, 12, 4, a);
m_legL.setPos(-2, b + 12, 0);
m_legR.field_18 = true;
m_legR.addBox(-2, 0, -2, 4, 12, 4, a);
m_legR.setPos(2, b + 12, 0);
}
void HumanoidModel::_logGraphics()
{
Matrix m;
if (Minecraft::customDebugId == 1)
{
// @NOTE: I think most of this function was ifdef'd/commented out
m.fetchGL(GL_MODELVIEW_MATRIX);
}
}
void HumanoidModel::onGraphicsReset()
{
m_head.m_bCompiled = false;
m_body.m_bCompiled = false;
m_armL.m_bCompiled = false;
m_armR.m_bCompiled = false;
m_legL.m_bCompiled = false;
m_legR.m_bCompiled = false;
}
void HumanoidModel::render(float a, float b, float c, float d, float e, float f)
{
setupAnim(a, b, c, d, e, f);
m_head.render(f);
m_body.render(f);
m_armL.render(f);
m_armR.render(f);
m_legL.render(f);
m_legR.render(f);
_logGraphics();
}
void HumanoidModel::renderHorrible(float a, float b, float c, float d, float e, float f)
{
setupAnim(a, b, c, d, e, f);
m_head.renderHorrible(f);
m_body.renderHorrible(f);
m_armL.renderHorrible(f);
m_armR.renderHorrible(f);
m_legL.renderHorrible(f);
m_legR.renderHorrible(f);
_logGraphics();
}
void HumanoidModel::setupAnim(float a2, float a3, float a4, float a5, float a6, float a7)
{
//a6 = pitch, a5 = yaw-ish
m_head.field_10 = a5 * 0.017453f;
m_head.field_C = a6 * 0.017453f;
if (m_head.field_C < -1.0f)
m_head.field_C = -1.0f;
if (m_head.field_C > 1.0f)
m_head.field_C = 1.0f;
float v12 = (a2 * 0.6662f) + 3.1416f;
m_armL.field_C = (Mth::cos(v12) * 2.0f * a3) * 0.5f;
m_armR.field_C = Mth::cos(a2 * 0.6662f) * 2.0f * a3 * 0.5f; // @HUH: multiplying by 2 and also by 1/2
m_armL.field_14 = 0.0f;
m_armR.field_14 = 0.0f;
m_legL.field_C = (Mth::cos(a2 * 0.6662f) * 1.4f) * a3;
m_legR.field_C = (Mth::cos(v12) * 1.4f) * a3;
m_legL.field_10 = 0.0f;
m_legR.field_10 = 0.0f;
if (field_8)
{
float v15 = (3.1416f * -0.5f) * 0.4f;
m_armL.field_C += v15;
m_armR.field_C += v15;
float v16 = (3.1416f * -0.5f) * 0.8f;
m_legL.field_C = v16;
m_legR.field_C = v16;
m_legL.field_10 = (3.1416f * 0.5f) * 0.2f;
m_legR.field_10 = (3.1416f * -0.5f) * 0.2f;
}
if (field_10BC)
m_armR.field_C = ((3.1416f * 0.5f) * -0.2f) + (m_armR.field_C * 0.5f);
if (field_10BD)
m_armL.field_C = ((3.1416f * 0.5f) * -0.2f) + (m_armL.field_C * 0.5f);
m_armL.field_10 = 0.0f;
m_armR.field_10 = 0.0f;
if (field_4 > -9990.0f)
{
m_body.field_10 = Mth::sin(Mth::sqrt(field_4) * 3.1416f * 2.0f) * 0.2f;
m_armL.m_posZ = 5.0f * Mth::sin(m_body.field_10);
m_armL.m_posX = -5.0f * Mth::cos(m_body.field_10);
m_armR.m_posZ = -5.0f * Mth::sin(m_body.field_10);
m_armR.m_posX = 5.0f * Mth::cos(m_body.field_10);
m_armL.field_10 = m_armL.field_10 + m_body.field_10;
m_armR.field_10 = m_armR.field_10 + m_body.field_10;
float o = 1.0f - field_4;
m_armR.field_C += m_body.field_10;
m_armL.field_C -= -((m_head.field_C - 0.7f) * Mth::sin(3.1416f * field_4)) * 0.75f + Mth::sin((1.0f - o * o * o * o) * 3.1416f) * 1.2f;
m_armL.field_10 += m_body.field_10 * 2.0f;
m_armL.field_14 = Mth::sin(field_4 * 3.1416f) * -0.4f;
}
if (field_10BE) // sneaking?
{
m_body.field_C = 0.5f;
m_armL.field_C += 0.4f;
m_armR.field_C += 0.4f;
m_legL.m_posZ = 4.0f;
m_legR.m_posZ = 4.0f;
m_legL.m_posY = 9.0f;
m_legR.m_posY = 9.0f;
m_head.m_posY = 1.0f;
}
else
{
m_body.field_C = 0.0f;
m_legL.m_posZ = 0.0f;
m_head.m_posY = 0.0f;
m_legR.m_posZ = 0.0f;
m_legL.m_posY = 12.0f;
m_legR.m_posY = 12.0f;
}
m_armL.field_14 += Mth::cos(a4 * 0.09f) * 0.05f + 0.05f;
m_armR.field_14 -= Mth::cos(a4 * 0.09f) * 0.05f + 0.05f;
m_armL.field_C += Mth::sin(a4 * 0.067f) * 0.05f;
m_armR.field_C += Mth::sin(a4 * 0.067f) * -0.05f;
}
/* Keeping the original around just in case:
void HumanoidModel::setupAnim(float a2, float a3, float a4, float a5, float a6, float a7)
{
this->m_head.field_10 = a5 * 0.017453f;
float v11 = a6 * 0.017453f;
if ((a6 * 0.017453f) <= 1.0f)
{
if (v11 < -1.0f)
v11 = -1.0f;
}
else
{
v11 = 1.0f;
}
this->m_head.field_C = v11;
float v12 = (a2 * 0.6662f) + 3.1416f;
float v13 = Mth::cos(v12);
this->m_armL.field_C = ((v13 + v13) * a3) * 0.5f;
float v14 = Mth::cos(a2 * 0.6662f);
this->m_armR.field_C = ((v14 + v14) * a3) * 0.5f;
this->m_armL.field_14 = 0.0f;
this->m_armR.field_14 = 0.0f;
this->m_legL.field_C = (Mth::cos(a2 * 0.6662f) * 1.4f) * a3;
this->m_legR.field_C = (Mth::cos(v12) * 1.4f) * a3;
this->m_legL.field_10 = 0.0f;
this->m_legR.field_10 = 0.0f;
if (this->field_8)
{
float v15 = (3.1416f * -0.5f) * 0.4f;
this->m_armL.field_C = this->m_armL.field_C + v15;
this->m_armR.field_C = this->m_armR.field_C + v15;
float v16 = (3.1416f * -0.5f) * 0.8f;
this->m_legL.field_C = v16;
this->m_legR.field_C = v16;
this->m_legL.field_10 = (3.1416f * 0.5f) * 0.2f;
this->m_legR.field_10 = (3.1416f * -0.5f) * 0.2f;
}
if (this->field_10BC)
this->m_armR.field_C = ((3.1416f * 0.5f) * -0.2f) + (this->m_armR.field_C * 0.5f);
if (this->field_10BD)
this->m_armL.field_C = ((3.1416f * 0.5f) * -0.2f) + (this->m_armL.field_C * 0.5f);
this->m_armL.field_10 = 0.0f;
this->m_armR.field_10 = 0.0f;
if (field_4 > -9990.0f)
{
float v22 = Mth::sqrt(field_4);
float v23 = Mth::sin((v22 * 3.1416f) + (v22 * 3.1416f));
this->m_body.field_10 = v23 * 0.2f;
float v24 = Mth::sin(v23 * 0.2f) * 5.0f;
float bf10_1 = this->m_body.field_10;
this->m_armL.m_posZ = v24;
float v26 = Mth::cos(bf10_1) * -5.0f;
float bf10_2 = this->m_body.field_10;
this->m_armL.m_posX = v26;
float v28 = Mth::sin(bf10_2) * -5.0f;
float bf10_3 = this->m_body.field_10;
this->m_armR.m_posZ = v28;
this->m_armR.m_posX = Mth::cos(bf10_3) * 5.0f;
float bf10_4 = this->m_body.field_10;
this->m_armL.field_10 = this->m_armL.field_10 + bf10_4;
this->m_armR.field_10 = this->m_armR.field_10 + bf10_4;
float v31 = this->m_armR.field_C + bf10_4;
float v32 = 1.0f - this->field_4;
this->m_armR.field_C = v31;
float v33 = Mth::sin((1.0f - ((v32 * v32) * (v32 * v32))) * 3.1416f);
float v34 = Mth::sin(3.1416f * this->field_4);
float bf10_times_2 = this->m_body.field_10 + this->m_body.field_10;
this->m_armL.field_C = this->m_armL.field_C - ((-((this->m_head.field_C - 0.7f) * v34) * 0.75f) + (v33 * 1.2f));
float v36 = this->m_armL.field_10 + bf10_times_2;
float v37 = this->field_4 * 3.1416f;
this->m_armL.field_10 = v36;
this->m_armL.field_14 = Mth::sin(v37) * -0.4f;
}
if (this->field_10BE)
{
m_body.field_C = 0.5f;
m_armL.field_C += 0.4f;
m_armR.field_C += 0.4f;
m_legL.m_posZ = 4.0f;
m_legR.m_posZ = 4.0f;
m_legL.m_posY = 9.0f;
m_legR.m_posY = 9.0f;
m_head.m_posY = 1.0f;
}
else
{
m_body.field_C = 0.0f;
m_legL.m_posZ = 0.0f;
m_head.m_posY = 0.0f;
m_legR.m_posZ = 0.0f;
m_legL.m_posY = 12.0f;
m_legR.m_posY = 12.0f;
}
float v18 = this->m_armL.field_14;
this->m_armL.field_14 = v18 + ((Mth::cos(a4 * 0.09f) * 0.05f) + 0.05f);
float v19 = this->m_armR.field_14;
this->m_armR.field_14 = v19 - ((Mth::cos(a4 * 0.09f) * 0.05f) + 0.05f);
float v20 = this->m_armL.field_C;
this->m_armL.field_C = v20 + (Mth::sin(a4 * 0.067f) * 0.05f);
float v21 = this->m_armR.field_C;
this->m_armR.field_C = v21 + (Mth::sin(a4 * 0.067f) * -0.05f);
}
*/

View File

@@ -0,0 +1,32 @@
/********************************************************************
Minecraft: Pocket Edition - Decompilation Project
Copyright (C) 2023 iProgramInCpp
The following code is licensed under the BSD 1 clause license.
SPDX-License-Identifier: BSD-1-Clause
********************************************************************/
#pragma once
#include "Model.hpp"
class HumanoidModel : public Model
{
public:
HumanoidModel(float a, float b);
void _logGraphics();
// @TODO - No xrefs: void render(HumanoidModel* a, float f);
void onGraphicsReset() override;
void render(float, float, float, float, float, float) override;
void renderHorrible(float, float, float, float, float, float) override;
void setupAnim(float, float, float, float, float, float) override;
public:
// @TODO: swap armL and armR.. Steve punches with the right hand.
Cube m_head, m_body, m_armL, m_armR, m_legL, m_legR;
bool field_10BC = false;
bool field_10BD = false;
bool field_10BE = false;
};

View File

@@ -0,0 +1,34 @@
/********************************************************************
Minecraft: Pocket Edition - Decompilation Project
Copyright (C) 2023 iProgramInCpp
The following code is licensed under the BSD 1 clause license.
SPDX-License-Identifier: BSD-1-Clause
********************************************************************/
#include "Model.hpp"
void Model::onGraphicsReset()
{
}
void Model::prepareMobModel(Mob*, float, float, float)
{
}
void Model::render(float, float, float, float, float, float)
{
}
void Model::renderHorrible(float, float, float, float, float, float)
{
}
void Model::setupAnim(float, float, float, float, float, float)
{
}

View File

@@ -0,0 +1,26 @@
/********************************************************************
Minecraft: Pocket Edition - Decompilation Project
Copyright (C) 2023 iProgramInCpp
The following code is licensed under the BSD 1 clause license.
SPDX-License-Identifier: BSD-1-Clause
********************************************************************/
#pragma once
#include "Cube.hpp"
#include "Mob.hpp"
class Model
{
public:
virtual void onGraphicsReset();
virtual void prepareMobModel(Mob*, float, float, float);
virtual void render(float, float, float, float, float, float);
virtual void renderHorrible(float, float, float, float, float, float);
virtual void setupAnim(float, float, float, float, float, float);
public:
float field_4 = 0.0f;
bool field_8 = false;
};

View File

@@ -0,0 +1,75 @@
/********************************************************************
Minecraft: Pocket Edition - Decompilation Project
Copyright (C) 2023 iProgramInCpp
The following code is licensed under the BSD 1 clause license.
SPDX-License-Identifier: BSD-1-Clause
********************************************************************/
#include "PolygonQuad.hpp"
PolygonQuad::PolygonQuad(VertexPT* a, VertexPT* b, VertexPT* c, VertexPT* d)
{
m_verts[0] = *a;
m_verts[1] = *b;
m_verts[2] = *c;
m_verts[3] = *d;
}
PolygonQuad::PolygonQuad(VertexPT* a, VertexPT* b, VertexPT* c, VertexPT* d, float u1, float v1, float u2, float v2)
{
m_verts[0] = *a;
m_verts[1] = *b;
m_verts[2] = *c;
m_verts[3] = *d;
m_verts[0].setUV(u2, v1);
m_verts[1].setUV(u1, v1);
m_verts[2].setUV(u1, v2);
m_verts[3].setUV(u2, v2);
}
PolygonQuad::PolygonQuad(VertexPT* a, VertexPT* b, VertexPT* c, VertexPT* d, int u1i, int v1i, int u2i, int v2i)
{
constexpr float C_F1 = 0.0015625f, C_F2 = 0.003125f;
m_verts[0] = *a;
m_verts[1] = *b;
m_verts[2] = *c;
m_verts[3] = *d;
m_verts[0].setUV(float(u2i) / 64.0f - C_F1, float(v1i) / 32.0f + C_F2);
m_verts[1].setUV(float(u1i) / 64.0f + C_F1, float(v1i) / 32.0f + C_F2);
m_verts[2].setUV(float(u1i) / 64.0f + C_F1, float(v2i) / 32.0f - C_F2);
m_verts[3].setUV(float(u2i) / 64.0f - C_F1, float(v2i) / 32.0f - C_F2);
}
void PolygonQuad::flipNormal()
{
m_bFlipNormals = true;
}
void PolygonQuad::mirror()
{
std::swap(m_verts[0], m_verts[3]);
std::swap(m_verts[1], m_verts[2]);
}
void PolygonQuad::render(Tesselator& t, float scale, int unused)
{
for (int i = 0; i < 4; i++)
{
VertexPT& v = m_verts[i];
#ifdef ENH_ENTITY_SHADING
t.color(m_color);
#endif
t.vertexUV(scale * v.x, scale * v.y, scale * v.z, v.u, v.v);
}
}
#ifdef ENH_ENTITY_SHADING
void PolygonQuad::setColor(float r, float g, float b)
{
int ru = int(255 * r), gu = int(255 * g), bu = int(255 * g);
m_color = bu | (gu << 8) | (ru << 16);
}
#endif

View File

@@ -0,0 +1,39 @@
/********************************************************************
Minecraft: Pocket Edition - Decompilation Project
Copyright (C) 2023 iProgramInCpp
The following code is licensed under the BSD 1 clause license.
SPDX-License-Identifier: BSD-1-Clause
********************************************************************/
#pragma once
#include <utility>
#include "VertexPT.hpp"
#include "Tesselator.hpp"
#include "Utils.hpp" // to configure 1 thing
class PolygonQuad
{
public:
PolygonQuad() {};
PolygonQuad(VertexPT* a, VertexPT* b, VertexPT* c, VertexPT* d);
PolygonQuad(VertexPT* a, VertexPT* b, VertexPT* c, VertexPT* d, float u1, float v1, float u2, float v2);
PolygonQuad(VertexPT* a, VertexPT* b, VertexPT* c, VertexPT* d, int u1i, int v1i, int u2i, int v2i);
void flipNormal();
void mirror();
void render(Tesselator& t, float scale, int unused);
#ifdef ENH_ENTITY_SHADING
void setColor(float r, float g, float b);
#endif
private:
VertexPT m_verts[4];
bool m_bFlipNormals = false;
#ifdef ENH_ENTITY_SHADING
int m_color = 0xFFFFFF;
#endif
};