Files
mcpe/source/client/renderer/RenderList.cpp
iProgramInCpp f4855d38b6 OpenGL vertex buffer object emulation code. (#53)
* * Make more GL vertex buffer related functions use the xgl prefix.

This allows me to later overload them in case I want to try to emulate vertex buffers in software.

* * Add (incomplete) GL VBO emulation. Works well enough but it's very slow.

* * Define USE_HARDWARE_GL_BUFFERS again.
2023-08-13 16:03:51 +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()
{
xglEnableClientState(GL_VERTEX_ARRAY);
xglEnableClientState(GL_COLOR_ARRAY);
xglEnableClientState(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);
xglVertexPointer (3, GL_FLOAT, sizeof(Tesselator::Vertex), (void*)offsetof(Tesselator::Vertex, m_x));
xglTexCoordPointer(2, GL_FLOAT, sizeof(Tesselator::Vertex), (void*)offsetof(Tesselator::Vertex, m_u));
xglColorPointer (4, GL_UNSIGNED_BYTE, sizeof(Tesselator::Vertex), (void*)offsetof(Tesselator::Vertex, m_color));
xglDrawArrays(GL_TRIANGLES, 0, chk.field_4);
glPopMatrix();
}
}
xglDisableClientState(GL_VERTEX_ARRAY);
xglDisableClientState(GL_COLOR_ARRAY);
xglDisableClientState(GL_TEXTURE_COORD_ARRAY);
}