MinecraftConsoles/Minecraft.Client/EntityRenderDispatcher.h
starseed12345 41b734ebdb CPU Overhead Optimization,Pathfinding and Entity Optimizations
- Cache shared_from_this() in serverAiStep
- Reduce shared_ptr overhead in entities
- Add shadow tile cache to optimize entity shadow rendering
2026-03-09 17:42:49 +01:00

81 lines
2.3 KiB
C++

#pragma once
#include "EntityRenderer.h"
#include "..\Minecraft.World\Entity.h"
#include "..\Minecraft.World\JavaIntHash.h"
class font;
using namespace std;
class EntityRenderDispatcher
{
public:
static void staticCtor(); // 4J added
private:
typedef unordered_map<eINSTANCEOF, EntityRenderer *, eINSTANCEOFKeyHash, eINSTANCEOFKeyEq> classToRendererMap;
classToRendererMap renderers;
// 4J - was:
// Map<Class<? extends Entity>, EntityRenderer<? extends Entity>> renderers = new HashMap<Class<? extends Entity>, EntityRenderer<? extends Entity>>();
public:
static EntityRenderDispatcher *instance;
struct ShadowTileKey
{
int x, y, z;
bool operator==(const ShadowTileKey &o) const
{
return x == o.x && y == o.y && z == o.z;
}
};
struct ShadowTileKeyHash
{
size_t operator()(const ShadowTileKey &k) const
{
return ((size_t)k.x * 73856093) ^ ((size_t)k.y * 19349663) ^ ((size_t)k.z * 83492791);
}
};
struct ShadowTileValue
{
int tileid;
int brightness;
};
private:
Font *font;
public:
static double xOff, yOff, zOff;
Textures *textures;
ItemInHandRenderer *itemInHandRenderer;
Level *level;
shared_ptr<LivingEntity> cameraEntity;
shared_ptr<LivingEntity> crosshairPickMob;
float playerRotY;
float playerRotX;
Options *options;
bool isGuiRender; // 4J added
double xPlayer, yPlayer, zPlayer;
private:
EntityRenderDispatcher();
public:
unordered_map<ShadowTileKey, ShadowTileValue, ShadowTileKeyHash> shadowTileCache;
void beginFrame();
EntityRenderer *getRenderer(eINSTANCEOF e);
EntityRenderer *getRenderer(shared_ptr<Entity> e);
void prepare(Level *level, Textures *textures, Font *font, shared_ptr<LivingEntity> player, shared_ptr<LivingEntity> crosshairPickMob, Options *options, float a);
void render(const shared_ptr<Entity> entity, float a);
void render(const shared_ptr<Entity> entity, double x, double y, double z, float rot, float a, bool bItemFrame = false, bool bRenderPlayerShadow = true);
void setLevel(Level *level);
double distanceToSqr(double x, double y, double z);
Font *getFont();
void registerTerrainTextures(IconRegister *iconRegister);
private:
void renderHitbox(shared_ptr<Entity> entity, double x, double y, double z, float rot, float a);
};