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migrate ALMOST everything from source tree into client
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67
source/client/renderer/DynamicTexture.hpp
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67
source/client/renderer/DynamicTexture.hpp
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/********************************************************************
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Minecraft: Pocket Edition - Decompilation Project
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Copyright (C) 2023 iProgramInCpp
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The following code is licensed under the BSD 1 clause license.
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SPDX-License-Identifier: BSD-1-Clause
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********************************************************************/
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#pragma once
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#include "Textures.hpp"
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class Textures; // in case we are being included from Textures. We don't need a complete type
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// Essentially, the way these work is by patching themselves into terrain.png with a
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// call to glTexSubImage2D
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class DynamicTexture
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{
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public:
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virtual void tick() = 0;
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virtual void bindTexture(Textures*);
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DynamicTexture(int a2);
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virtual ~DynamicTexture();
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protected:
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int m_textureIndex = 0;
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int m_textureSize = 1;
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uint8_t m_pixels[1024];
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friend class Textures;
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};
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class WaterTexture : public DynamicTexture
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{
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public:
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WaterTexture();
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~WaterTexture();
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void tick() override;
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public:
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int field_40C = 0;
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int field_410 = 0;
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float* m_data1 = nullptr;
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float* m_data2 = nullptr;
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float* m_data3 = nullptr;
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float* m_data4 = nullptr;
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};
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class WaterSideTexture : public DynamicTexture
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{
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public:
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WaterSideTexture();
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~WaterSideTexture();
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void tick() override;
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public:
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int field_40C = 0;
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int field_410 = 0;
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int field_414 = 0;
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float* m_data1 = nullptr;
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float* m_data2 = nullptr;
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float* m_data3 = nullptr;
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float* m_data4 = nullptr;
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};
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