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- Cache shared_from_this() in serverAiStep - Reduce shared_ptr overhead in entities - Add shadow tile cache to optimize entity shadow rendering
22 lines
586 B
C++
22 lines
586 B
C++
#pragma once
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#include "EntityRenderer.h"
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class Painting;
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class Random;
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class PaintingRenderer : public EntityRenderer
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{
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private:
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Random *random;
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static ResourceLocation PAINTING_LOCATION;
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public:
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PaintingRenderer(); // 4J -added
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virtual void render(const shared_ptr<Entity> _painting, double x, double y, double z, float rot, float a);
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private:
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void renderPainting(shared_ptr<Painting> painting, int w, int h, int uo, int vo);
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void setBrightness(shared_ptr<Painting> painting, float ss, float ya);
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virtual ResourceLocation *getTextureLocation(shared_ptr<Entity> mob);
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};
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