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the whole game
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74
src/client/renderer/Chunk.h
Executable file
74
src/client/renderer/Chunk.h
Executable file
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#ifndef NET_MINECRAFT_CLIENT_RENDERER__Chunk_H__
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#define NET_MINECRAFT_CLIENT_RENDERER__Chunk_H__
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//package net.minecraft.client.renderer;
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#include "RenderChunk.h"
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#include "../../world/phys/AABB.h"
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class Level;
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class Entity;
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class Culler;
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class Tesselator;
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// @note: TileEntity stuff is stripped away
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class Chunk
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{
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static const int NumLayers = 3;
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public:
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Chunk(Level* level_, int x, int y, int z, int size, int lists_, GLuint* ptrBuf = NULL);
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void setPos(int x, int y, int z);
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void rebuild();
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void setDirty();
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void setClean();
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bool isDirty();
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void reset();
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float distanceToSqr(const Entity* player) const;
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float squishedDistanceToSqr(const Entity* player) const;
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//@todo @fix
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int getAllLists(int displayLists[], int p, int layer);
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int getList(int layer);
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RenderChunk& getRenderChunk(int layer);
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bool isEmpty();
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void cull(Culler* culler);
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void renderBB();
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static void resetUpdates();
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private:
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void translateToPos();
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public:
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Level* level;
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static int updates;// = 0;
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int x, y, z, xs, ys, zs;
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bool empty[NumLayers];
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int xm, ym, zm;
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float radius;
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AABB bb;
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int id;
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bool visible;
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bool occlusion_visible;
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bool occlusion_querying;
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int occlusion_id;
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bool skyLit;
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RenderChunk renderChunk[NumLayers];
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private:
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Tesselator& t;
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int lists;
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GLuint* vboBuffers;
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bool compiled;
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bool dirty;
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bool _empty;
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};
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#endif /*NET_MINECRAFT_CLIENT_RENDERER__Chunk_H__*/
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