Files
mcpe/source/renderer/TileRenderer.hpp
2023-08-05 04:58:13 -04:00

119 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
********************************************************************/
#pragma once
#include "Region.hpp"
#include "Chunk.hpp"
#include "Tesselator.hpp"
#ifndef ENH_SHADE_HELD_TILES
#define RENDER_TILE_ARG_PATCH
#else
#define RENDER_TILE_ARG_PATCH , float bright
#endif
class TileRenderer
{
public:
TileRenderer();
TileRenderer(LevelSource*);
float getWaterHeight(int x, int y, int z, const Material*);
void renderTile(Tile*, int data RENDER_TILE_ARG_PATCH);
// TODO
bool tesselateInWorld(Tile*, int x, int y, int z);
bool tesselateInWorldNoCulling(Tile*, int x, int y, int z);
bool tesselateInWorld(Tile*, int x, int y, int z, int textureOverride);
void renderEast(Tile*, float x, float y, float z, int texture);
void renderWest(Tile*, float x, float y, float z, int texture);
void renderSouth(Tile*, float x, float y, float z, int texture);
void renderNorth(Tile*, float x, float y, float z, int texture);
void renderFaceDown(Tile*, float x, float y, float z, int texture);
void renderFaceUp(Tile*, float x, float y, float z, int texture);
void tesselateCrossTexture(Tile* tile, int data, float x, float y, float z);
void tesselateTorch(Tile*, float x, float y, float z, float a, float b);
bool tesselateBlockInWorldWithAmbienceOcclusion(Tile*, int x, int y, int z, float r, float g, float b);
bool tesselateBlockInWorld(Tile*, int x, int y, int z, float r, float g, float b);
bool tesselateBlockInWorld(Tile*, int x, int y, int z);
bool tesselateCrossInWorld(Tile*, int x, int y, int z);
bool tesselateWaterInWorld(Tile*, int x, int y, int z);
bool tesselateStairsInWorld(Tile*, int x, int y, int z);
bool tesselateLadderInWorld(Tile*, int x, int y, int z);
bool tesselateTorchInWorld(Tile*, int x, int y, int z);
bool tesselateDoorInWorld(Tile*, int x, int y, int z);
#ifndef ORIGINAL_CODE
bool tesselateFireInWorld(Tile*, int x, int y, int z);
#endif
#ifdef ENH_USE_OWN_AO
bool tesselateBlockInWorldWithAmbienceOcclusionV2(Tile*, int x, int y, int z, float r, float g, float b);
#endif
static bool canRender(int renderShape);
private:
LevelSource* m_pLevelSource;
int m_textureOverride = -1;
bool field_8 = false;
bool m_bDisableCulling = false;
bool m_bAmbientOcclusion = false;
float field_C = 0;
float field_10 = 0;
float field_14 = 0;
float field_18 = 0;
float field_1C = 0;
float field_20 = 0;
float field_24 = 0;
float field_28 = 0;
float field_2C = 0;
float field_30 = 0;
float field_34 = 0;
float field_38 = 0;
float field_3C = 0;
float field_40 = 0;
float field_44 = 0;
float field_48 = 0;
float field_4C = 0;
float field_50 = 0;
float field_54 = 0;
float field_58 = 0;
float field_5C = 0;
float field_60 = 0;
float field_64 = 0;
float field_68 = 0;
float field_6C = 0;
float field_70 = 0;
float field_74 = 0;
//...
int field_78 = 1;
// for A.O.
//red
float m_vtxRed[4];
//green
float m_vtxGreen[4];
//blue
float m_vtxBlue[4];
bool field_AC = false;
bool field_AD = false;
bool field_AE = false;
bool field_AF = false;
bool field_B0 = false;
bool field_B1 = false;
bool field_B2 = false;
bool field_B3 = false;
bool field_B4 = false;
bool field_B5 = false;
bool field_B6 = false;
bool field_B7 = false;
};