Files
mcpe/source/client/renderer/DynamicTexture.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

68 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 "Textures.hpp"
class Textures; // in case we are being included from Textures. We don't need a complete type
// Essentially, the way these work is by patching themselves into terrain.png with a
// call to glTexSubImage2D
class DynamicTexture
{
public:
virtual void tick() = 0;
virtual void bindTexture(Textures*);
DynamicTexture(int a2);
virtual ~DynamicTexture();
protected:
int m_textureIndex;
int m_textureSize;
uint8_t m_pixels[1024];
friend class Textures;
};
class WaterTexture : public DynamicTexture
{
public:
WaterTexture();
~WaterTexture();
void tick() override;
public:
int field_40C;
int field_410;
float* m_data1;
float* m_data2;
float* m_data3;
float* m_data4;
};
class WaterSideTexture : public DynamicTexture
{
public:
WaterSideTexture();
~WaterSideTexture();
void tick() override;
public:
int field_40C;
int field_410;
int field_414;
float* m_data1;
float* m_data2;
float* m_data3;
float* m_data4;
};