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mcpe/source/client/renderer/Tesselator.hpp

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 m_nVertices;
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;
};