mirror of
https://github.com/ReMinecraftPE/mcpe.git
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304 lines
5.8 KiB
C++
304 lines
5.8 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 "compat/GL.hpp"
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#include "Tesselator.hpp"
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#include "Utils.hpp"
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int dword_2514A4 = 0;
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Tesselator Tesselator::instance;
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Tesselator::Tesselator(int allotedSize)
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{
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m_maxVertices = allotedSize / sizeof(Vertex);
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m_accessMode = 2;
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m_pVBOs = new GLuint[m_vboCount];
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m_pVertices = new Vertex[m_maxVertices];
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}
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Tesselator::~Tesselator()
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{
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if (m_pVBOs)
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delete[] m_pVBOs;
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if (m_pVertices)
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delete[] m_pVertices;
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}
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void Tesselator::addOffset(float x, float y, float z)
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{
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m_offsetX += x;
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m_offsetY += y;
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m_offsetZ += z;
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}
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void Tesselator::clear()
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{
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m_accessMode = 2;
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field_4 = 0;
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field_30 = 0;
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field_2C = 0;
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field_28 = 0;
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}
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void Tesselator::color(int r, int g, int b, int a)
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{
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if (m_bBlockColor) return;
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if (b >= 255) b = 255;
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if (g >= 255) g = 255;
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if (r >= 255) r = 255;
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if (a >= 255) a = 255;
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// note: weird bit hacking (as in X & ~(X >> 31)) is used to perform the following:
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if (b < 0) b = 0;
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if (g < 0) g = 0;
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if (r < 0) r = 0;
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if (a < 0) a = 0;
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m_bHaveColor = true;
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m_nextVtxColor = a << 24 | b << 16 | g << 8 | r;
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}
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void Tesselator::color(int r, int g, int b)
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{
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color(r, g, b, 255);
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}
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void Tesselator::color(int c, int a)
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{
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color((c >> 16) & 0xFF, (c >> 8) & 0xFF, c & 0xFF, a);
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}
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void Tesselator::color(int c)
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{
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color((c >> 16) & 0xFF, (c >> 8) & 0xFF, c & 0xFF, 255);
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}
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void Tesselator::color(char r, char g, char b)
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{
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color(int(r), int(g), int(b));
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}
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void Tesselator::color(float r, float g, float b)
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{
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color(r, g, b, 1.0f);
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}
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void Tesselator::color(float r, float g, float b, float a)
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{
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color(int(r * 255), int(g * 255), int(b * 255), int(a * 255));
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}
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void Tesselator::begin()
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{
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begin(GL_QUADS);
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}
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void Tesselator::begin(int drawMode)
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{
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if (field_34 || field_28) return;
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field_34 = true;
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clear();
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m_drawArraysMode = drawMode;
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field_26 = 0;
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m_bHaveColor = false;
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m_bHaveTex = false;
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m_bBlockColor = false;
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}
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void Tesselator::draw()
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{
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if (!field_34) return;
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if (field_28) return;
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field_34 = 0;
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if (field_4 > 0)
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{
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field_3C++;
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if (field_3C >= m_vboCount)
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field_3C = 0;
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xglBindBuffer(GL_ARRAY_BUFFER, m_pVBOs[field_3C]);
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xglBufferData(GL_ARRAY_BUFFER, sizeof(Vertex) * field_2C, m_pVertices, m_accessMode == 1 ? GL_DYNAMIC_DRAW : GL_STATIC_DRAW);
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if (m_bHaveTex)
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{
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// it won't use address 12, because we've bound a buffer object
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glTexCoordPointer(2, GL_FLOAT, sizeof(Vertex), (void*)offsetof(Vertex, m_u));
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glEnableClientState(GL_TEXTURE_COORD_ARRAY);
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}
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if (m_bHaveColor)
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{
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// it won't use address 12, because we've bound a buffer object
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glColorPointer(4, GL_UNSIGNED_BYTE, sizeof(Vertex), (void*)offsetof(Vertex, m_color));
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glEnableClientState(GL_COLOR_ARRAY);
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}
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glVertexPointer(3, GL_FLOAT, sizeof(Vertex), (void*)offsetof(Vertex, m_x));
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glEnableClientState(GL_VERTEX_ARRAY);
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// if we want to draw quads, draw triangles actually
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// otherwise, just pass the mode, it's fine
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if (m_drawArraysMode == GL_QUADS)
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glDrawArrays(GL_TRIANGLES, 0, field_4);
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else
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glDrawArrays(m_drawArraysMode, 0, field_4);
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glDisableClientState(GL_VERTEX_ARRAY);
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if (m_bHaveColor)
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glDisableClientState(GL_COLOR_ARRAY);
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if (m_bHaveTex)
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glDisableClientState(GL_TEXTURE_COORD_ARRAY);
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}
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clear();
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}
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RenderChunk Tesselator::end(int vboIdx)
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{
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if (!field_34 || field_28)
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return RenderChunk(); // empty render chunk
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int count = field_4;
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field_34 = 0;
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if (count > 0)
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{
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field_3C++;
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if (field_3C >= m_vboCount)
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field_3C = 0;
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if (vboIdx < 0)
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vboIdx = m_pVBOs[field_3C];
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xglBindBuffer(GL_ARRAY_BUFFER, vboIdx);
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xglBufferData(GL_ARRAY_BUFFER, sizeof (Vertex) * field_2C, m_pVertices, m_accessMode == 1 ? GL_DYNAMIC_DRAW : GL_STATIC_DRAW);
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field_48 += sizeof (Vertex) * field_2C;
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}
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clear();
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RenderChunk rchk(vboIdx, count);
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m_VboIdxToRenderChunkID[vboIdx] = rchk.m_id;
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return rchk;
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}
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int Tesselator::getVboCount()
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{
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return m_vboCount;
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}
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void Tesselator::init()
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{
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xglGenBuffers(m_vboCount, m_pVBOs);
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}
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void Tesselator::noColor()
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{
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m_bBlockColor = true;
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}
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void Tesselator::normal(float x, float y, float z)
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{
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// don't get the point of this
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dword_2514A4++;
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}
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void Tesselator::offset(float x, float y, float z)
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{
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m_offsetX = x;
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m_offsetY = y;
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m_offsetZ = z;
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}
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void Tesselator::setAccessMode(int mode)
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{
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m_accessMode = mode;
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}
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void Tesselator::tex(float u, float v)
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{
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m_nextVtxU = u;
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m_nextVtxV = v;
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m_bHaveTex = true;
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}
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void Tesselator::vertexUV(float x, float y, float z, float u, float v)
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{
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tex(u, v);
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vertex(x, y, z);
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}
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void Tesselator::vertex(float x, float y, float z)
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{
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field_30++;
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if (m_drawArraysMode == GL_QUADS && !(field_30 << 30))
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{
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for (int v18 = 3; v18 != 1; v18--)
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{
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// why the hell is it doing this
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Vertex *pVert1 = &m_pVertices[field_2C - v18], *pVert2 = &m_pVertices[field_2C];
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if (m_bHaveTex)
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{
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pVert2->m_u = pVert1->m_u;
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pVert2->m_v = pVert1->m_v;
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}
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if (m_bHaveColor)
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{
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pVert2->m_color = pVert1->m_color;
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}
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pVert2->m_x = pVert1->m_x;
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pVert2->m_y = pVert1->m_y;
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pVert2->m_z = pVert1->m_z;
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field_4++;
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field_2C++;
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}
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}
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Vertex* pVert = &m_pVertices[field_2C];
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if (m_bHaveTex)
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{
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pVert->m_u = m_nextVtxU;
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pVert->m_v = m_nextVtxV;
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}
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if (m_bHaveColor)
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{
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pVert->m_color = m_nextVtxColor;
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}
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pVert->m_x = m_offsetX + x;
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pVert->m_y = m_offsetY + y;
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pVert->m_z = m_offsetZ + z;
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field_4++;
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field_2C++;
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if (!(field_4 & 3) && field_2C >= m_maxVertices - 1)
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{
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for (int i = 0; i < 3; i++)
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puts("Overwriting the vertex buffer! This chunk/entity won't show up");
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clear();
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}
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}
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void Tesselator::voidBeginAndEndCalls(bool b)
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{
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field_28 = b;
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}
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