/******************************************************************** 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" #include "renderer/GL/GL.hpp" const float Cube::c = 180.0f / float(M_PI); Cube::Cube(int a, int b) { m_posX = m_posY = m_posZ = 0.0f; m_rotX = m_rotY = m_rotZ = 0.0f; m_swapX = false; m_bIgnore = false; m_bCompiled = false; m_buffer = 0; m_brightness = 1.0f; m_texOffsetX = a; m_texOffsetY = b; } void Cube::addBox(float x, float y, float z, int displayX, int displayY, int displayZ, float scale) { int d = displayX, e = displayY, f = displayZ; float x1 = x, y1 = y, z1 = z; float x2 = x + float(d), y2 = y + float(e), z2 = z + float(f); x1 -= scale; y1 -= scale; z1 -= scale; x2 += scale; y2 += scale; z2 += scale; if (m_swapX) 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 = m_texOffsetX, n = m_texOffsetY; 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 (m_swapX) { for (int i = 0; i < 6; i++) m_faces[i].mirror(); } } void Cube::compile(float scale) { if (m_bCompiled) 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, scale); 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 scale) { Tesselator& t = Tesselator::instance; t.begin(); for (int i = 0; i < 6; i++) m_faces[i].render(t, scale); t.draw(); } void Cube::render(float scale) { if (m_bIgnore) return; if (!m_bCompiled) compile(scale); if (!hasDefaultRot()) { glPushMatrix(); translateRotTo(scale); draw(); glPopMatrix(); } else if (!hasDefaultPos()) { translatePosTo(scale); draw(); translatePosTo(-scale); } else { draw(); } } void Cube::translatePosTo(float scale) { glTranslatef(m_posX * scale, m_posY * scale, m_posZ * scale); } void Cube::translateRotTo(float scale) { glTranslatef(m_posX * scale, m_posY * scale, m_posZ * scale); if (m_rotZ != 0) glRotatef(m_rotZ * c, 0, 0, 1); if (m_rotY != 0) glRotatef(m_rotY * c, 0, 1, 0); if (m_rotX != 0) glRotatef(m_rotX * c, 1, 0, 0); } void Cube::translateTo(float scale) { if (m_bIgnore) return; if (!hasDefaultRot()) translateRotTo(scale); else if (!hasDefaultPos()) translatePosTo(scale); } void Cube::setBrightness(float b) { if (m_brightness != b) m_bCompiled = false; m_brightness = b; #ifdef ENH_ENTITY_SHADING m_faces[0].setColor(0.6f * b, 0.6f * b, 0.6f * b); m_faces[1].setColor(0.6f * b, 0.6f * b, 0.6f * b); m_faces[2].setColor(1.0f * b, 1.0f * b, 1.0f * b); m_faces[3].setColor(0.5f * b, 0.5f * b, 0.5f * b); m_faces[4].setColor(0.8f * b, 0.8f * b, 0.8f * b); m_faces[5].setColor(0.8f * b, 0.8f * b, 0.8f * b); #endif } 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) { m_texOffsetX = a; m_texOffsetY = b; }