Files
mcpe/source/client/renderer/Chunk.hpp
Brent a0f71c7b27 C++03 Support & Partial Xbox 360 Support (#37)
* WIP C++03 + Xbox 360 Support

* math.h & _USE_MATH_DEFINES on Level.hpp
Updated Xenon vcxproj file for new file structure.

* * Fix bad GUI scale setup.

* * Gui: Use ratios instead of hardcoded sub-1 floating point values, to make the mechanism more clear.

* Add Direct Connect Button and Screen (#30)

* Add Direct Connect Button and Screen

* Remove accidental extra build directories for wasm

* Add DirectConnectScreen.cpp to the CMake

* Use Hungarian coding style notation

* * Fix errors caused by #30

* * Improve the Chat Screen

* * Improve the DirectConnectScreen, among other things.

* * Update the game title once again.

* * Add build-wasm.bat.

* * Add info about compiling for wasm

* * Fix send to specific GUID actually broadcasting to everyone

* * Add command manager.

* * Add writeable configuration.

* * Allow dynamic screen size change on windows

* * Allow the same thing on the emscripten version.

* WIP C++03 + Xbox 360 Support

* Fixed a possible merging issue that broke RakNet?

* Additional Xbox 360 compatability fixes

---------

Co-authored-by: Brent Da Mage <BrentDaMage@users.noreply.github.com>
Co-authored-by: iProgramInCpp <iprogramincpp@gmail.com>
Co-authored-by: ts <124226059+uniformization@users.noreply.github.com>
2023-08-07 15:48:52 +03:00

67 lines
1.3 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 "client/common/Utils.hpp"
#include "FrustumCuller.hpp"
#include "RenderList.hpp"
#include "Tesselator.hpp"
class Level;
class Entity;
class Chunk
{
public:
Chunk(Level*, int, int, int, int, int, GLuint*);
float distanceToSqr(const Entity*) const;
float squishedDistanceToSqr(const Entity*) const;
void reset();
int getList(int idx);
RenderChunk* getRenderChunk(int idx);
int getAllLists(int* arr, int arr_idx, int idx);
void cull(Culler* pCuller);
void renderBB();
bool isEmpty();
void setDirty();
void setPos(int x, int y, int z);
void setClean();
bool isDirty();
void rebuild();
void translateToPos();
public:
static int updates;
public:
Level* m_pLevel;
Pos m_pos;
int field_10;
int field_14;
int field_18;
bool field_1C[2];
Pos m_pos2;
float field_2C;
AABB m_aabb;
int field_48;
bool m_bVisible;
bool field_4D;
bool field_4E;
int field_50;
bool field_54;
RenderChunk m_renderChunks[2];
Tesselator* m_pTesselator;
int field_8C;
GLuint* field_90;
bool field_94;
bool m_bDirty;
};