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https://github.com/celisej567/mcpe.git
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* Added biome colour and grass side tint options * Moved GrassColor and FoliageColor to client/renderer/ * * Fix some build issues. * * Add the new files to the CMakeLists.txt --------- Co-authored-by: iProgramInCpp <iprogramincpp@gmail.com>
126 lines
3.3 KiB
C++
126 lines
3.3 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 "world/level/Region.hpp"
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#include "client/renderer/Chunk.hpp"
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#include "client/renderer/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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private:
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void _init();
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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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int getTileColor(Tile*, int x, int y, int z);
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static bool canRender(int renderShape);
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static bool m_bFancyGrass;
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static bool m_bBiomeColors;
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private:
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LevelSource* m_pLevelSource;
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int m_textureOverride;
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bool field_8;
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bool m_bDisableCulling;
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bool m_bAmbientOcclusion;
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float field_C;
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float field_10;
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float field_14;
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float field_18;
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float field_1C;
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float field_20;
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float field_24;
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float field_28;
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float field_2C;
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float field_30;
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float field_34;
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float field_38;
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float field_3C;
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float field_40;
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float field_44;
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float field_48;
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float field_4C;
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float field_50;
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float field_54;
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float field_58;
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float field_5C;
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float field_60;
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float field_64;
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float field_68;
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float field_6C;
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float field_70;
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float field_74;
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//...
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int field_78;
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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;
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bool field_AD;
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bool field_AE;
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bool field_AF;
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bool field_B0;
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bool field_B1;
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bool field_B2;
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bool field_B3;
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bool field_B4;
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bool field_B5;
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bool field_B6;
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bool field_B7;
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};
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