Files
mcpe/source/client/model/PolygonQuad.cpp
Brent b45cfc1e16 Cleaned up Cube (#48)
* Cleaned up Cube
* Refactor/cleanup & documentation of Cube
* Renamed Tesselator to Tessellator

* Revert "Tesselator" Spelling Correction

---------

Co-authored-by: Brent Da Mage <BrentDaMage@users.noreply.github.com>
2023-08-11 11:53:50 +03:00

90 lines
2.0 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
********************************************************************/
#include "PolygonQuad.hpp"
void PolygonQuad::_init()
{
m_bFlipNormals = false;
#ifdef ENH_ENTITY_SHADING
m_color = 0xFFFFFF;
#endif
}
PolygonQuad::PolygonQuad(VertexPT* a, VertexPT* b, VertexPT* c, VertexPT* d)
{
_init();
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)
{
_init();
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)
{
_init();
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)
{
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