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119 lines
3.4 KiB
C++
119 lines
3.4 KiB
C++
/********************************************************************
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Minecraft: Pocket Edition - Decompilation Project
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Copyright (C) 2023 iProgramInCpp
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The following code is licensed under the BSD 1 clause license.
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SPDX-License-Identifier: BSD-1-Clause
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********************************************************************/
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#pragma once
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#include "Region.hpp"
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#include "Chunk.hpp"
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#include "Tesselator.hpp"
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#ifndef ENH_SHADE_HELD_TILES
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#define RENDER_TILE_ARG_PATCH
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#else
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#define RENDER_TILE_ARG_PATCH , float bright
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#endif
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class TileRenderer
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{
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public:
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TileRenderer();
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TileRenderer(LevelSource*);
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float getWaterHeight(int x, int y, int z, const Material*);
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void renderTile(Tile*, int data RENDER_TILE_ARG_PATCH);
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// TODO
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bool tesselateInWorld(Tile*, int x, int y, int z);
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bool tesselateInWorldNoCulling(Tile*, int x, int y, int z);
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bool tesselateInWorld(Tile*, int x, int y, int z, int textureOverride);
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void renderEast(Tile*, float x, float y, float z, int texture);
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void renderWest(Tile*, float x, float y, float z, int texture);
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void renderSouth(Tile*, float x, float y, float z, int texture);
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void renderNorth(Tile*, float x, float y, float z, int texture);
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void renderFaceDown(Tile*, float x, float y, float z, int texture);
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void renderFaceUp(Tile*, float x, float y, float z, int texture);
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void tesselateCrossTexture(Tile* tile, int data, float x, float y, float z);
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void tesselateTorch(Tile*, float x, float y, float z, float a, float b);
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bool tesselateBlockInWorldWithAmbienceOcclusion(Tile*, int x, int y, int z, float r, float g, float b);
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bool tesselateBlockInWorld(Tile*, int x, int y, int z, float r, float g, float b);
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bool tesselateBlockInWorld(Tile*, int x, int y, int z);
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bool tesselateCrossInWorld(Tile*, int x, int y, int z);
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bool tesselateWaterInWorld(Tile*, int x, int y, int z);
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bool tesselateStairsInWorld(Tile*, int x, int y, int z);
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bool tesselateLadderInWorld(Tile*, int x, int y, int z);
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bool tesselateTorchInWorld(Tile*, int x, int y, int z);
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bool tesselateDoorInWorld(Tile*, int x, int y, int z);
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#ifndef ORIGINAL_CODE
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bool tesselateFireInWorld(Tile*, int x, int y, int z);
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#endif
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#ifdef ENH_USE_OWN_AO
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bool tesselateBlockInWorldWithAmbienceOcclusionV2(Tile*, int x, int y, int z, float r, float g, float b);
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#endif
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static bool canRender(int renderShape);
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private:
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LevelSource* m_pLevelSource;
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int m_textureOverride = -1;
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bool field_8 = false;
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bool m_bDisableCulling = false;
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bool m_bAmbientOcclusion = false;
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float field_C = 0;
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float field_10 = 0;
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float field_14 = 0;
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float field_18 = 0;
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float field_1C = 0;
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float field_20 = 0;
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float field_24 = 0;
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float field_28 = 0;
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float field_2C = 0;
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float field_30 = 0;
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float field_34 = 0;
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float field_38 = 0;
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float field_3C = 0;
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float field_40 = 0;
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float field_44 = 0;
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float field_48 = 0;
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float field_4C = 0;
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float field_50 = 0;
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float field_54 = 0;
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float field_58 = 0;
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float field_5C = 0;
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float field_60 = 0;
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float field_64 = 0;
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float field_68 = 0;
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float field_6C = 0;
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float field_70 = 0;
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float field_74 = 0;
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//...
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int field_78 = 1;
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// for A.O.
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//red
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float m_vtxRed[4];
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//green
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float m_vtxGreen[4];
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//blue
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float m_vtxBlue[4];
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bool field_AC = false;
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bool field_AD = false;
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bool field_AE = false;
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bool field_AF = false;
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bool field_B0 = false;
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bool field_B1 = false;
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bool field_B2 = false;
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bool field_B3 = false;
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bool field_B4 = false;
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bool field_B5 = false;
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bool field_B6 = false;
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bool field_B7 = false;
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};
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