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* 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>
108 lines
3.4 KiB
C++
108 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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#include "EntityRenderer.hpp"
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#include "EntityRenderDispatcher.hpp"
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EntityRenderer::EntityRenderer() : m_model(0.0f, 0.0f)
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{
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field_4 = 0.0f;
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field_8 = 1.0f;
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m_pDispatcher = nullptr;
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}
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void EntityRenderer::bindTexture(const std::string& file)
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{
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m_pDispatcher->m_pTextures->loadAndBindTexture(file);
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}
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Font* EntityRenderer::getFont()
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{
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return m_pDispatcher->m_pFont;
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}
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void EntityRenderer::init(EntityRenderDispatcher* d)
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{
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m_pDispatcher = d;
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}
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void EntityRenderer::onGraphicsReset()
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{
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}
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void EntityRenderer::render(const AABB& aabb, float offX, float offY, float offZ)
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{
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Tesselator& t = Tesselator::instance;
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glDisable(GL_TEXTURE_2D);
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glColor4f(1.0f, 1.0f, 1.0f, 1.0f);
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t.begin();
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t.vertex(offX, offY, offZ);
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t.vertex(aabb.min.x, aabb.max.y, aabb.min.z);
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t.vertex(aabb.max.x, aabb.max.y, aabb.min.z);
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t.vertex(aabb.max.x, aabb.min.y, aabb.min.z);
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t.vertex(aabb.min.x, aabb.min.y, aabb.min.z);
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t.vertex(aabb.min.x, aabb.min.y, aabb.max.z);
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t.vertex(aabb.max.x, aabb.min.y, aabb.max.z);
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t.vertex(aabb.max.x, aabb.max.y, aabb.max.z);
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t.vertex(aabb.min.x, aabb.max.y, aabb.max.z);
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t.vertex(aabb.min.x, aabb.min.y, aabb.min.z);
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t.vertex(aabb.max.x, aabb.min.y, aabb.min.z);
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t.vertex(aabb.max.x, aabb.min.y, aabb.max.z);
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t.vertex(aabb.min.x, aabb.min.y, aabb.max.z);
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t.vertex(aabb.min.x, aabb.max.y, aabb.max.z);
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t.vertex(aabb.max.x, aabb.max.y, aabb.max.z);
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t.vertex(aabb.max.x, aabb.max.y, aabb.min.z);
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t.vertex(aabb.min.x, aabb.max.y, aabb.min.z);
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t.vertex(aabb.min.x, aabb.min.y, aabb.max.z);
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t.vertex(aabb.min.x, aabb.max.y, aabb.max.z);
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t.vertex(aabb.min.x, aabb.max.y, aabb.min.z);
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t.vertex(aabb.min.x, aabb.min.y, aabb.min.z);
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t.vertex(aabb.max.x, aabb.min.y, aabb.min.z);
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t.vertex(aabb.max.x, aabb.max.y, aabb.min.z);
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t.vertex(aabb.max.x, aabb.max.y, aabb.max.z);
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t.vertex(aabb.max.x, aabb.min.y, aabb.max.z);
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t.offset(0.0f, 0.0f, 0.0f);
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t.draw();
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glEnable(GL_TEXTURE_2D);
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}
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void EntityRenderer::renderFlat(const AABB& aabb)
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{
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Tesselator& t = Tesselator::instance;
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t.begin();
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t.vertex(aabb.min.x, aabb.max.y, aabb.min.z);
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t.vertex(aabb.max.x, aabb.max.y, aabb.min.z);
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t.vertex(aabb.max.x, aabb.min.y, aabb.min.z);
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t.vertex(aabb.min.x, aabb.min.y, aabb.min.z);
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t.vertex(aabb.min.x, aabb.min.y, aabb.max.z);
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t.vertex(aabb.max.x, aabb.min.y, aabb.max.z);
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t.vertex(aabb.max.x, aabb.max.y, aabb.max.z);
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t.vertex(aabb.min.x, aabb.max.y, aabb.max.z);
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t.vertex(aabb.min.x, aabb.min.y, aabb.min.z);
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t.vertex(aabb.max.x, aabb.min.y, aabb.min.z);
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t.vertex(aabb.max.x, aabb.min.y, aabb.max.z);
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t.vertex(aabb.min.x, aabb.min.y, aabb.max.z);
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t.vertex(aabb.min.x, aabb.max.y, aabb.max.z);
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t.vertex(aabb.max.x, aabb.max.y, aabb.max.z);
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t.vertex(aabb.max.x, aabb.max.y, aabb.min.z);
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t.vertex(aabb.min.x, aabb.max.y, aabb.min.z);
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t.vertex(aabb.min.x, aabb.min.y, aabb.max.z);
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t.vertex(aabb.min.x, aabb.max.y, aabb.max.z);
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t.vertex(aabb.min.x, aabb.max.y, aabb.min.z);
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t.vertex(aabb.min.x, aabb.min.y, aabb.min.z);
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t.vertex(aabb.max.x, aabb.min.y, aabb.min.z);
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t.vertex(aabb.max.x, aabb.max.y, aabb.min.z);
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t.vertex(aabb.max.x, aabb.max.y, aabb.max.z);
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t.vertex(aabb.max.x, aabb.min.y, aabb.max.z);
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t.draw();
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}
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