Files
mcpe/source/client/renderer/Tesselator.hpp
Brent f12a3c1c61 Visual Studio Project Overhaul + Cleanup (#80)
* Visual Studio Project Overhaul + Cleanup
* SDL2 project for Windows
* Re-added game client icon to SDL2 code
* Renamed "AppPlatform_windows" to "AppPlatform_win32" (this is the name of the Windows API and is not representative of the architecture type)
* Renamed "LoggerWindows" to "LoggerWin32"
* Renamed "SoundSystemWindows to "SoundSystemDS" (DirectSound). This may be used for the 360, so it wouldn't really be Windows-specific then.
* Moved "ClientSideNetworkHandler" from "network" to "client/network". We don't need it being compiled for the server if the client's the only thing that needs it.
* I wonder if this still works on macOS...

* Bugfixes & Fixed for macOS

* Options::savePropertiesToFile Logging Bugfix

* Silence Winsock Deprecation Warnings in RakNet

* VS Project Improvements
- Replaced 50 billion relative paths with $(MC_ROOT)
- Added $(RAKNET_PATH) variable to override RakNet location
- Re-added gitignore for .vcxproj.user files
- Added debugging config to Directory.Builds.props
- Slimmed down project configurations for SDL2

* VS Project Config Bugfixes
- Fixed RakNet header path for additional includes

* RakNet Target for XCode

* XCode Project Config Fixes

* Packet logging

* Network VS Project Filter Fix

* Fix RakNet Packet ID Length
We previously didn't have consistency between old and new C++ regarding PacketType enum length. Now we do. This is required or else it completely breaks networking between the versions.

* Additional RakNet Error Handling

* Disable packet logging

* * Fix CMakeLists.txt

This reflects the relocation of ClientSideNetworkHandler.cpp.

* * Also add renderer/GL/GL.cpp to the CMakeLists.txt

* * Replace libpng with stb_image

* * Fix buggy water behavior.

* * Put the CMakeLists of the SDL project in debug mode

* Visual Studio 2010 Support

* * Change the SdlIoCallbacks from an array to a single member.

This fixes compilation of the sdl2 target on VS.

* * Fix missing _error label.

* Revert "* Fix missing _error label."

This reverts commit 99a057fc84049a16c864bd840fb439a008af5c74.

* Revert "* Replace libpng with stb_image"

* info_updateGame Tiles

---------

Co-authored-by: Brent Da Mage <BrentDaMage@users.noreply.github.com>
Co-authored-by: iProgramInCpp <iprogramincpp@gmail.com>
2023-10-22 10:08:59 +03:00

101 lines
2.1 KiB
C++

/********************************************************************
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 <stdint.h>
#include <map>
#include "thirdparty/GL/GL.hpp"
#include "RenderChunk.hpp"
#define GET_RED(c) (uint8_t(((c) >> 0) & 0xFF))
#define GET_GREEN(c) (uint8_t(((c) >> 8) & 0xFF))
#define GET_BLUE(c) (uint8_t(((c) >> 16) & 0xFF))
#define GET_ALPHA(c) (uint8_t(((c) >> 24) & 0xFF))
class Tesselator
{
public:
static Tesselator instance; // singleton
public:
struct Vertex
{
// position
float m_x;
float m_y;
float m_z;
// texture mapping coords
float m_u;
float m_v;
// RGBA color
uint32_t m_color;
};
public:
Tesselator(int allotedSize = 0x800000);
~Tesselator();
void addOffset(float x, float y, float z);
void begin();
void begin(int accessMode);
void clear();
void color(int c);
void color(int c, int a);
void color(int r, int g, int b);
void color(int r, int g, int b, int a);
void color(char r, char g, char b);
void color(float r, float g, float b);
void color(float r, float g, float b, float a);
void draw();
int getVboCount();
void init();
void noColor();
void normal(float, float, float);
void offset(float, float, float);
void setAccessMode(int mode); // sets m_DrawArraysMode
void tex(float u, float v);
void vertex(float x, float y, float z);
void vertexUV(float x, float y, float z, float u, float v);
void voidBeginAndEndCalls(bool b);
RenderChunk end(int);
public:
Vertex* m_pVertices;
int field_4;
float m_offsetX;
float m_offsetY;
float m_offsetZ;
float m_nextVtxU;
float m_nextVtxV;
uint32_t m_nextVtxColor;
bool m_bHaveColor;
bool m_bHaveTex;
bool field_26;
bool m_bBlockColor;
bool field_28;
int field_2C;
int field_30;
bool field_34;
int m_vboCount;
int field_3C;
GLuint* m_pVBOs;
int field_48;
int m_maxVertices;
GLuint m_drawArraysMode;
int m_accessMode;
std::map<uint32_t, uint32_t> m_VboIdxToRenderChunkID;
};