Files
mcpe/source/client/renderer/RenderList.cpp
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

137 lines
2.7 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
********************************************************************/
#include "RenderList.hpp"
#include "Tesselator.hpp"
#include <cstddef>
constexpr int C_MAX_RENDERS = 3072;
RenderList::RenderList()
{
m_posX = 0.0f;
m_posY = 0.0f;
m_posZ = 0.0f;
field_14 = 0;
field_18 = false;
field_19 = false;
field_1C = 0;
field_C = new int[C_MAX_RENDERS];
field_10 = new RenderChunk[C_MAX_RENDERS];
}
RenderList::~RenderList()
{
if (field_C)
delete[] field_C;
if (field_10)
delete[] field_10;
}
void RenderList::add(int x)
{
// @BUG: If too many chunks are rendered, this has the potential to overflow.
#ifndef ORIGINAL_CODE
if (field_14 == C_MAX_RENDERS)
{
render();
init(m_posX, m_posY, m_posZ);
field_1C = 0;
field_19 = false;
}
#endif
field_C[field_14] = x;
if (field_14 == C_MAX_RENDERS)
render();
}
void RenderList::addR(const RenderChunk& rc)
{
// @BUG: If too many chunks are rendered, this has the potential to overflow.
#ifndef ORIGINAL_CODE
if (field_14 == C_MAX_RENDERS)
{
render();
init(m_posX, m_posY, m_posZ);
field_1C = 0;
field_19 = false;
}
#endif
field_10[field_14] = rc;
}
void RenderList::clear()
{
field_18 = false;
field_19 = false;
}
void RenderList::init(float x, float y, float z)
{
m_posX = x;
m_posY = y;
m_posZ = z;
field_14 = 0;
field_18 = true;
}
void RenderList::render()
{
if (!field_18) return;
if (!field_19)
{
field_19 = true;
field_1C = field_14;
field_14 = 0;
}
if (field_14 < field_1C)
{
glPushMatrix();
glTranslatef(-m_posX, -m_posY, -m_posZ);
renderChunks();
glPopMatrix();
}
}
void RenderList::renderChunks()
{
glEnableClientState(GL_VERTEX_ARRAY);
glEnableClientState(GL_COLOR_ARRAY);
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
if (field_1C > 0)
{
for (int i = 0; i < field_1C; i++)
{
RenderChunk& chk = field_10[i];
glPushMatrix();
glTranslatef(chk.field_C, chk.field_10, chk.field_14);
xglBindBuffer(GL_ARRAY_BUFFER, chk.field_0);
glVertexPointer (3, GL_FLOAT, sizeof(Tesselator::Vertex), (void*)offsetof(Tesselator::Vertex, m_x));
glTexCoordPointer(2, GL_FLOAT, sizeof(Tesselator::Vertex), (void*)offsetof(Tesselator::Vertex, m_u));
glColorPointer (4, GL_UNSIGNED_BYTE, sizeof(Tesselator::Vertex), (void*)offsetof(Tesselator::Vertex, m_color));
glDrawArrays(GL_TRIANGLES, 0, chk.field_4);
glPopMatrix();
}
}
glDisableClientState(GL_VERTEX_ARRAY);
glDisableClientState(GL_COLOR_ARRAY);
glDisableClientState(GL_TEXTURE_COORD_ARRAY);
}