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mcpe/source/client/renderer/entity/EntityRenderer.cpp

108 lines
3.4 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 "EntityRenderer.hpp"
#include "EntityRenderDispatcher.hpp"
EntityRenderer::EntityRenderer()
{
field_4 = 0.0f;
field_8 = 1.0f;
m_pDispatcher = nullptr;
}
void EntityRenderer::bindTexture(const std::string& file)
{
m_pDispatcher->m_pTextures->loadAndBindTexture(file);
}
Font* EntityRenderer::getFont()
{
return m_pDispatcher->m_pFont;
}
void EntityRenderer::init(EntityRenderDispatcher* d)
{
m_pDispatcher = d;
}
void EntityRenderer::onGraphicsReset()
{
}
void EntityRenderer::render(const AABB& aabb, float offX, float offY, float offZ)
{
Tesselator& t = Tesselator::instance;
glDisable(GL_TEXTURE_2D);
glColor4f(1.0f, 1.0f, 1.0f, 1.0f);
t.begin();
t.vertex(offX, offY, offZ);
t.vertex(aabb.min.x, aabb.max.y, aabb.min.z);
t.vertex(aabb.max.x, aabb.max.y, aabb.min.z);
t.vertex(aabb.max.x, aabb.min.y, aabb.min.z);
t.vertex(aabb.min.x, aabb.min.y, aabb.min.z);
t.vertex(aabb.min.x, aabb.min.y, aabb.max.z);
t.vertex(aabb.max.x, aabb.min.y, aabb.max.z);
t.vertex(aabb.max.x, aabb.max.y, aabb.max.z);
t.vertex(aabb.min.x, aabb.max.y, aabb.max.z);
t.vertex(aabb.min.x, aabb.min.y, aabb.min.z);
t.vertex(aabb.max.x, aabb.min.y, aabb.min.z);
t.vertex(aabb.max.x, aabb.min.y, aabb.max.z);
t.vertex(aabb.min.x, aabb.min.y, aabb.max.z);
t.vertex(aabb.min.x, aabb.max.y, aabb.max.z);
t.vertex(aabb.max.x, aabb.max.y, aabb.max.z);
t.vertex(aabb.max.x, aabb.max.y, aabb.min.z);
t.vertex(aabb.min.x, aabb.max.y, aabb.min.z);
t.vertex(aabb.min.x, aabb.min.y, aabb.max.z);
t.vertex(aabb.min.x, aabb.max.y, aabb.max.z);
t.vertex(aabb.min.x, aabb.max.y, aabb.min.z);
t.vertex(aabb.min.x, aabb.min.y, aabb.min.z);
t.vertex(aabb.max.x, aabb.min.y, aabb.min.z);
t.vertex(aabb.max.x, aabb.max.y, aabb.min.z);
t.vertex(aabb.max.x, aabb.max.y, aabb.max.z);
t.vertex(aabb.max.x, aabb.min.y, aabb.max.z);
t.offset(0.0f, 0.0f, 0.0f);
t.draw();
glEnable(GL_TEXTURE_2D);
}
void EntityRenderer::renderFlat(const AABB& aabb)
{
Tesselator& t = Tesselator::instance;
t.begin();
t.vertex(aabb.min.x, aabb.max.y, aabb.min.z);
t.vertex(aabb.max.x, aabb.max.y, aabb.min.z);
t.vertex(aabb.max.x, aabb.min.y, aabb.min.z);
t.vertex(aabb.min.x, aabb.min.y, aabb.min.z);
t.vertex(aabb.min.x, aabb.min.y, aabb.max.z);
t.vertex(aabb.max.x, aabb.min.y, aabb.max.z);
t.vertex(aabb.max.x, aabb.max.y, aabb.max.z);
t.vertex(aabb.min.x, aabb.max.y, aabb.max.z);
t.vertex(aabb.min.x, aabb.min.y, aabb.min.z);
t.vertex(aabb.max.x, aabb.min.y, aabb.min.z);
t.vertex(aabb.max.x, aabb.min.y, aabb.max.z);
t.vertex(aabb.min.x, aabb.min.y, aabb.max.z);
t.vertex(aabb.min.x, aabb.max.y, aabb.max.z);
t.vertex(aabb.max.x, aabb.max.y, aabb.max.z);
t.vertex(aabb.max.x, aabb.max.y, aabb.min.z);
t.vertex(aabb.min.x, aabb.max.y, aabb.min.z);
t.vertex(aabb.min.x, aabb.min.y, aabb.max.z);
t.vertex(aabb.min.x, aabb.max.y, aabb.max.z);
t.vertex(aabb.min.x, aabb.max.y, aabb.min.z);
t.vertex(aabb.min.x, aabb.min.y, aabb.min.z);
t.vertex(aabb.max.x, aabb.min.y, aabb.min.z);
t.vertex(aabb.max.x, aabb.max.y, aabb.min.z);
t.vertex(aabb.max.x, aabb.max.y, aabb.max.z);
t.vertex(aabb.max.x, aabb.min.y, aabb.max.z);
t.draw();
}