diff options
| author | Loki Rautio <lokirautio@gmail.com> | 2026-03-07 21:12:22 -0600 |
|---|---|---|
| committer | Loki Rautio <lokirautio@gmail.com> | 2026-03-07 21:12:22 -0600 |
| commit | 087b7e7abfe81dd7f0fdcdea36ac9f245950df1a (patch) | |
| tree | 69454763e73ca764af4e682d3573080b13138a0e /Minecraft.Client/GameRenderer.cpp | |
| parent | a9be52c41a02d207233199e98898fe7483d7e817 (diff) | |
Revert "Project modernization (#630)"
This code was not tested and breaks in Release builds, reverting to restore
functionality of the nightly. All in-game menus do not work and generating
a world crashes.
This reverts commit a9be52c41a02d207233199e98898fe7483d7e817.
Diffstat (limited to 'Minecraft.Client/GameRenderer.cpp')
| -rw-r--r-- | Minecraft.Client/GameRenderer.cpp | 234 |
1 files changed, 116 insertions, 118 deletions
diff --git a/Minecraft.Client/GameRenderer.cpp b/Minecraft.Client/GameRenderer.cpp index ecd2f462..5790bea2 100644 --- a/Minecraft.Client/GameRenderer.cpp +++ b/Minecraft.Client/GameRenderer.cpp @@ -74,7 +74,7 @@ ResourceLocation GameRenderer::SNOW_LOCATION = ResourceLocation(TN_ENVIRONMENT_S GameRenderer::GameRenderer(Minecraft *mc) { // 4J - added this block of initialisers - renderDistance = static_cast<float>(16 * 16 >> mc->options->viewDistance); + renderDistance = (float)(16 * 16 >> mc->options->viewDistance); _tick = 0; hovered = nullptr; thirdDistance = 4; @@ -106,8 +106,8 @@ GameRenderer::GameRenderer(Minecraft *mc) zoom = 1; zoom_x = 0; zoom_y = 0; - rainXa = nullptr; - rainZa = nullptr; + rainXa = NULL; + rainZa = NULL; lastActiveTime = Minecraft::currentTimeMillis(); lastNsTime = 0; random = new Random(); @@ -139,7 +139,7 @@ GameRenderer::GameRenderer(Minecraft *mc) } this->mc = mc; - itemInHandRenderer = nullptr; + itemInHandRenderer = NULL; // 4J-PB - set up the local players iteminhand renderers here - needs to be done with lighting enabled so that the render geometry gets compiled correctly glEnable(GL_LIGHTING); @@ -170,7 +170,7 @@ GameRenderer::GameRenderer(Minecraft *mc) m_updateEvents->Set(eUpdateEventIsFinished); InitializeCriticalSection(&m_csDeleteStack); - m_updateThread = new C4JThread(runUpdate, nullptr, "Chunk update"); + m_updateThread = new C4JThread(runUpdate, NULL, "Chunk update"); #ifdef __PS3__ m_updateThread->SetPriority(THREAD_PRIORITY_ABOVE_NORMAL); #endif// __PS3__ @@ -182,8 +182,8 @@ GameRenderer::GameRenderer(Minecraft *mc) // 4J Stu Added to go with 1.8.2 change GameRenderer::~GameRenderer() { - if(rainXa != nullptr) delete [] rainXa; - if(rainZa != nullptr) delete [] rainZa; + if(rainXa != NULL) delete [] rainXa; + if(rainZa != NULL) delete [] rainZa; } void GameRenderer::tick(bool first) // 4J - add bFirst @@ -211,7 +211,7 @@ void GameRenderer::tick(bool first) // 4J - add bFirst accumulatedSmoothYO = 0; } - if (mc->cameraTargetPlayer == nullptr) + if (mc->cameraTargetPlayer == NULL) { mc->cameraTargetPlayer = dynamic_pointer_cast<Mob>(mc->player); } @@ -230,7 +230,7 @@ void GameRenderer::tick(bool first) // 4J - add bFirst darkenWorldAmountO = darkenWorldAmount; if (BossMobGuiInfo::darkenWorld) { - darkenWorldAmount += 1.0f / (static_cast<float>(SharedConstants::TICKS_PER_SECOND) * 1); + darkenWorldAmount += 1.0f / ((float) SharedConstants::TICKS_PER_SECOND * 1); if (darkenWorldAmount > 1) { darkenWorldAmount = 1; @@ -239,7 +239,7 @@ void GameRenderer::tick(bool first) // 4J - add bFirst } else if (darkenWorldAmount > 0) { - darkenWorldAmount -= 1.0f / (static_cast<float>(SharedConstants::TICKS_PER_SECOND) * 4); + darkenWorldAmount -= 1.0f / ((float) SharedConstants::TICKS_PER_SECOND * 4); } if( mc->player != mc->localplayers[ProfileManager.GetPrimaryPad()] ) return; // 4J added for split screen - only do rest of processing for once per frame @@ -249,8 +249,8 @@ void GameRenderer::tick(bool first) // 4J - add bFirst void GameRenderer::pick(float a) { - if (mc->cameraTargetPlayer == nullptr) return; - if (mc->level == nullptr) return; + if (mc->cameraTargetPlayer == NULL) return; + if (mc->level == NULL) return; mc->crosshairPickMob = nullptr; @@ -280,7 +280,7 @@ void GameRenderer::pick(float a) ( hitz < minxz ) || ( hitz > maxxz) ) { delete mc->hitResult; - mc->hitResult = nullptr; + mc->hitResult = NULL; } } @@ -297,7 +297,7 @@ void GameRenderer::pick(float a) range = dist; } - if (mc->hitResult != nullptr) + if (mc->hitResult != NULL) { dist = mc->hitResult->pos->distanceTo(from); } @@ -327,14 +327,13 @@ void GameRenderer::pick(float a) else if (p != nullptr) { double dd = from->distanceTo(p->pos); - auto const riding = mc->cameraTargetPlayer->riding; - if (riding != nullptr && e == riding) - { - if (nearest == 0) - { - hovered = e; - } - } + if (e == mc->cameraTargetPlayer->riding != NULL) + { + if (nearest == 0) + { + hovered = e; + } + } else { hovered = e; @@ -344,11 +343,11 @@ void GameRenderer::pick(float a) delete p; } - if (hovered != nullptr) + if (hovered != NULL) { - if (nearest < dist || (mc->hitResult == nullptr)) + if (nearest < dist || (mc->hitResult == NULL)) { - if( mc->hitResult != nullptr ) + if( mc->hitResult != NULL ) delete mc->hitResult; mc->hitResult = new HitResult(hovered); if (hovered->instanceof(eTYPE_LIVINGENTITY)) @@ -476,7 +475,7 @@ void GameRenderer::moveCameraToPlayer(float a) int data = mc->level->getData(Mth::floor(player->x), Mth::floor(player->y), Mth::floor(player->z)); int direction = data & 3; - glRotatef(static_cast<float>(direction) * 90,0.0f, 1.0f, 0.0f); + glRotatef((float)direction * 90,0.0f, 1.0f, 0.0f); } glRotatef(player->yRotO + (player->yRot - player->yRotO) * a + 180, 0, -1, 0); glRotatef(player->xRotO + (player->xRot - player->xRotO) * a, -1, 0, 0); @@ -494,7 +493,7 @@ void GameRenderer::moveCameraToPlayer(float a) float rotationY = thirdRotationO + (thirdRotation - thirdRotationO) * a; float xRot = thirdTiltO + (thirdTilt - thirdTiltO) * a; - glTranslatef(0, 0, static_cast<float>(-cameraDist)); + glTranslatef(0, 0, (float) -cameraDist); glRotatef(xRot, 1, 0, 0); glRotatef(rotationY, 0, 1, 0); } @@ -523,9 +522,9 @@ void GameRenderer::moveCameraToPlayer(float a) for (int i = 0; i < 8; i++) { - float xo = static_cast<float>((i & 1) * 2 - 1); - float yo = static_cast<float>(((i >> 1) & 1) * 2 - 1); - float zo = static_cast<float>(((i >> 2) & 1) * 2 - 1); + float xo = (float)((i & 1) * 2 - 1); + float yo = (float)(((i >> 1) & 1) * 2 - 1); + float zo = (float)(((i >> 2) & 1) * 2 - 1); xo *= 0.1f; yo *= 0.1f; @@ -533,7 +532,7 @@ void GameRenderer::moveCameraToPlayer(float a) // 4J - corrected bug here where zo was also added to x component HitResult *hr = mc->level->clip(Vec3::newTemp(x + xo, y + yo, z + zo), Vec3::newTemp(x - xd + xo, y - yd + yo, z - zd + zo)); - if (hr != nullptr) + if (hr != NULL) { double dist = hr->pos->distanceTo(Vec3::newTemp(x, y, z)); if (dist < cameraDist) cameraDist = dist; @@ -541,7 +540,7 @@ void GameRenderer::moveCameraToPlayer(float a) } } - glTranslatef(0, 0, static_cast<float>(-cameraDist)); + glTranslatef(0, 0, (float) -cameraDist); } } else @@ -596,7 +595,7 @@ void GameRenderer::getFovAndAspect(float& fov, float& aspect, float a, bool appl { // 4J - split out aspect ratio and fov here so we can adjust for viewports - we might need to revisit these as // they are maybe be too generous for performance. - aspect = mc->width / static_cast<float>(mc->height); + aspect = mc->width / (float) mc->height; fov = getFov(a, applyEffects); if( ( mc->player->m_iScreenSection == C4JRender::VIEWPORT_TYPE_SPLIT_TOP ) || @@ -617,11 +616,11 @@ void GameRenderer::setupCamera(float a, int eye) { if (mc->options->viewDistance >= 0) { - renderDistance = static_cast<float>(16 * 16 >> mc->options->viewDistance); + renderDistance = (float)(16 * 16 >> mc->options->viewDistance); } else { - renderDistance = static_cast<float>((16 * 16) << (-mc->options->viewDistance)); + renderDistance = (float)((16 * 16) << (-mc->options->viewDistance)); } glMatrixMode(GL_PROJECTION); @@ -636,7 +635,7 @@ void GameRenderer::setupCamera(float a, int eye) if (zoom != 1) { - glTranslatef(static_cast<float>(zoom_x), static_cast<float>(-zoom_y), 0); + glTranslatef((float) zoom_x, (float) -zoom_y, 0); glScaled(zoom, zoom, 1); } gluPerspective(fov, aspect, 0.05f, renderDistance * 2); @@ -701,7 +700,7 @@ void GameRenderer::renderItemInHand(float a, int eye) bool renderHand = true; // 4J-PB - to turn off the hand for screenshots, but not when the item held is a map - if ( localplayer!=nullptr) + if ( localplayer!=NULL) { shared_ptr<ItemInstance> item = localplayer->inventory->getSelected(); if(!(item && item->getItem()->id==Item::map_Id) && app.GetGameSettings(localplayer->GetXboxPad(),eGameSetting_DisplayHand)==0 ) renderHand = false; @@ -719,7 +718,7 @@ void GameRenderer::renderItemInHand(float a, int eye) if (zoom != 1) { - glTranslatef(static_cast<float>(zoom_x), static_cast<float>(-zoom_y), 0); + glTranslatef((float) zoom_x, (float) -zoom_y, 0); glScaled(zoom, zoom, 1); } gluPerspective(fov, aspect, 0.05f, renderDistance * 2); @@ -831,8 +830,8 @@ void GameRenderer::turnOnLightLayer(double alpha) // 4J - change brought forward from 1.8.2 void GameRenderer::tickLightTexture() { - blrt += static_cast<float>((Math::random() - Math::random()) * Math::random() * Math::random()); - blgt += static_cast<float>((Math::random() - Math::random()) * Math::random() * Math::random()); + blrt += (float)((Math::random() - Math::random()) * Math::random() * Math::random()); + blgt += (float)((Math::random() - Math::random()) * Math::random() * Math::random()); blrt *= 0.9; blgt *= 0.9; blr += (blrt - blr) * 1; @@ -1169,57 +1168,56 @@ void GameRenderer::render(float a, bool bFirst) } #endif - if (mc->noRender) - return; - GameRenderer::anaglyph3d = mc->options->anaglyph3d; + if (mc->noRender) return; + GameRenderer::anaglyph3d = mc->options->anaglyph3d; - glViewport(0, 0, mc->width, mc->height); // 4J - added - ScreenSizeCalculator ssc(mc->options, mc->width, mc->height); - int screenWidth = ssc.getWidth(); - int screenHeight = ssc.getHeight(); - int xMouse = Mouse::getX() * screenWidth / mc->width; - int yMouse = screenHeight - Mouse::getY() * screenHeight / mc->height - 1; + glViewport(0, 0, mc->width, mc->height); // 4J - added + ScreenSizeCalculator ssc(mc->options, mc->width, mc->height); + int screenWidth = ssc.getWidth(); + int screenHeight = ssc.getHeight(); + int xMouse = Mouse::getX() * screenWidth / mc->width; + int yMouse = screenHeight - Mouse::getY() * screenHeight / mc->height - 1; - int maxFps = getFpsCap(mc->options->framerateLimit); + int maxFps = getFpsCap(mc->options->framerateLimit); - if (mc->level != nullptr) - { - if (mc->options->framerateLimit == 0) - { - renderLevel(a, 0); - } - else - { - renderLevel(a, lastNsTime + 1000000000 / maxFps); - } + if (mc->level != NULL) + { + if (mc->options->framerateLimit == 0) + { + renderLevel(a, 0); + } + else + { + renderLevel(a, lastNsTime + 1000000000 / maxFps); + } - lastNsTime = System::nanoTime(); + lastNsTime = System::nanoTime(); - if (!mc->options->hideGui || mc->screen != nullptr) - { - mc->gui->render(a, mc->screen != nullptr, xMouse, yMouse); - } - } - else - { - glViewport(0, 0, mc->width, mc->height); - glMatrixMode(GL_PROJECTION); - glLoadIdentity(); - glMatrixMode(GL_MODELVIEW); - glLoadIdentity(); - setupGuiScreen(); - - lastNsTime = System::nanoTime(); - } + if (!mc->options->hideGui || mc->screen != NULL) + { + mc->gui->render(a, mc->screen != NULL, xMouse, yMouse); + } + } + else + { + glViewport(0, 0, mc->width, mc->height); + glMatrixMode(GL_PROJECTION); + glLoadIdentity(); + glMatrixMode(GL_MODELVIEW); + glLoadIdentity(); + setupGuiScreen(); + + lastNsTime = System::nanoTime(); + } - if (mc->screen != nullptr) - { - glClear(GL_DEPTH_BUFFER_BIT); - mc->screen->render(xMouse, yMouse, a); - if (mc->screen != nullptr && mc->screen->particles != nullptr) - mc->screen->particles->render(a); - } -} + + if (mc->screen != NULL) + { + glClear(GL_DEPTH_BUFFER_BIT); + mc->screen->render(xMouse, yMouse, a); + if (mc->screen != NULL && mc->screen->particles != NULL) mc->screen->particles->render(a); + } + } void GameRenderer::renderLevel(float a) { @@ -1385,7 +1383,7 @@ void GameRenderer::renderLevel(float a, int64_t until) // going to do for the primary player, and the other players can just view whatever they have loaded in - we're sharing render data between players. bool updateChunks = ( mc->player == mc->localplayers[ProfileManager.GetPrimaryPad()] ); - // if (mc->cameraTargetPlayer == nullptr) // 4J - removed condition as we want to update this is mc->player changes for different local players + // if (mc->cameraTargetPlayer == NULL) // 4J - removed condition as we want to update this is mc->player changes for different local players { mc->cameraTargetPlayer = mc->player; } @@ -1513,7 +1511,7 @@ void GameRenderer::renderLevel(float a, int64_t until) PIXEndNamedEvent(); turnOffLightLayer(a); // 4J - brought forward from 1.8.2 - if ( (mc->hitResult != nullptr) && cameraEntity->isUnderLiquid(Material::water) && cameraEntity->instanceof(eTYPE_PLAYER) ) //&& !mc->options.hideGui) + if ( (mc->hitResult != NULL) && cameraEntity->isUnderLiquid(Material::water) && cameraEntity->instanceof(eTYPE_PLAYER) ) //&& !mc->options.hideGui) { shared_ptr<Player> player = dynamic_pointer_cast<Player>(cameraEntity); glDisable(GL_ALPHA_TEST); @@ -1582,7 +1580,7 @@ void GameRenderer::renderLevel(float a, int64_t until) if ( (zoom == 1) && cameraEntity->instanceof(eTYPE_PLAYER) ) //&& !mc->options.hideGui) { - if (mc->hitResult != nullptr && !cameraEntity->isUnderLiquid(Material::water)) + if (mc->hitResult != NULL && !cameraEntity->isUnderLiquid(Material::water)) { shared_ptr<Player> player = dynamic_pointer_cast<Player>(cameraEntity); glDisable(GL_ALPHA_TEST); @@ -1672,7 +1670,7 @@ void GameRenderer::tickRain() double rainPosZ = 0; int rainPosSamples = 0; - int rainCount = static_cast<int>(100 * rainLevel * rainLevel); + int rainCount = (int) (100 * rainLevel * rainLevel); if (mc->options->particles == 1) { rainCount >>= 1; @@ -1695,7 +1693,7 @@ void GameRenderer::tickRain() { if (Tile::tiles[t]->material == Material::lava) { - mc->particleEngine->add(std::make_shared<SmokeParticle>(level, x + xa, y + 0.1f - Tile::tiles[t]->getShapeY0(), z + za, 0, 0, 0)); + mc->particleEngine->add( shared_ptr<SmokeParticle>( new SmokeParticle(level, x + xa, y + 0.1f - Tile::tiles[t]->getShapeY0(), z + za, 0, 0, 0) ) ); } else { @@ -1705,7 +1703,7 @@ void GameRenderer::tickRain() rainPosY = y + 0.1f - Tile::tiles[t]->getShapeY0(); rainPosZ = z + za; } - mc->particleEngine->add(std::make_shared<WaterDropParticle>(level, x + xa, y + 0.1f - Tile::tiles[t]->getShapeY0(), z + za)); + mc->particleEngine->add( shared_ptr<WaterDropParticle>( new WaterDropParticle(level, x + xa, y + 0.1f - Tile::tiles[t]->getShapeY0(), z + za) ) ); } } } @@ -1740,7 +1738,7 @@ void GameRenderer::renderSnowAndRain(float a) turnOnLightLayer(a); - if (rainXa == nullptr) + if (rainXa == NULL) { rainXa = new float[32 * 32]; rainZa = new float[32 * 32]; @@ -1887,11 +1885,11 @@ void GameRenderer::renderSnowAndRain(float a) t->begin(); } float ra = (((_tick) & 511) + a) / 512.0f; - float uo = random->nextFloat() + time * 0.01f * static_cast<float>(random->nextGaussian()); - float vo = random->nextFloat() + time * static_cast<float>(random->nextGaussian()) * 0.001f; + float uo = random->nextFloat() + time * 0.01f * (float) random->nextGaussian(); + float vo = random->nextFloat() + time * (float) random->nextGaussian() * 0.001f; double xd = (x + 0.5f) - player->x; double zd = (z + 0.5f) - player->z; - float dd = static_cast<float>(sqrt(xd * xd + zd * zd)) / r; + float dd = (float) sqrt(xd * xd + zd * zd) / r; float br = 1; t->offset(-xo * 1, -yo * 1, -zo * 1); #ifdef __PSVITA__ @@ -1933,7 +1931,7 @@ void GameRenderer::setupGuiScreen(int forceScale /*=-1*/) glClear(GL_DEPTH_BUFFER_BIT); glMatrixMode(GL_PROJECTION); glLoadIdentity(); - glOrtho(0, static_cast<float>(ssc.rawWidth), static_cast<float>(ssc.rawHeight), 0, 1000, 3000); + glOrtho(0, (float)ssc.rawWidth, (float)ssc.rawHeight, 0, 1000, 3000); glMatrixMode(GL_MODELVIEW); glLoadIdentity(); glTranslatef(0, 0, -2000); @@ -1945,27 +1943,27 @@ void GameRenderer::setupClearColor(float a) shared_ptr<LivingEntity> player = mc->cameraTargetPlayer; float whiteness = 1.0f / (4 - mc->options->viewDistance); - whiteness = 1 - static_cast<float>(pow(static_cast<double>(whiteness), 0.25)); + whiteness = 1 - (float) pow((double)whiteness, 0.25); Vec3 *skyColor = level->getSkyColor(mc->cameraTargetPlayer, a); - float sr = static_cast<float>(skyColor->x); - float sg = static_cast<float>(skyColor->y); - float sb = static_cast<float>(skyColor->z); + float sr = (float) skyColor->x; + float sg = (float) skyColor->y; + float sb = (float) skyColor->z; Vec3 *fogColor = level->getFogColor(a); - fr = static_cast<float>(fogColor->x); - fg = static_cast<float>(fogColor->y); - fb = static_cast<float>(fogColor->z); + fr = (float) fogColor->x; + fg = (float) fogColor->y; + fb = (float) fogColor->z; if (mc->options->viewDistance < 2) { Vec3 *sunAngle = Mth::sin(level->getSunAngle(a)) > 0 ? Vec3::newTemp(-1, 0, 0) : Vec3::newTemp(1, 0, 0); - float d = static_cast<float>(player->getViewVector(a)->dot(sunAngle)); + float d = (float) player->getViewVector(a)->dot(sunAngle); if (d < 0) d = 0; if (d > 0) { float *c = level->dimension->getSunriseColor(level->getTimeOfDay(a), a); - if (c != nullptr) + if (c != NULL) { d *= c[3]; fr = fr * (1 - d) + c[0] * d; @@ -2001,9 +1999,9 @@ void GameRenderer::setupClearColor(float a) if (isInClouds) { Vec3 *cc = level->getCloudColor(a); - fr = static_cast<float>(cc->x); - fg = static_cast<float>(cc->y); - fb = static_cast<float>(cc->z); + fr = (float) cc->x; + fg = (float) cc->y; + fb = (float) cc->z; } else if (t != 0 && Tile::tiles[t]->material == Material::water) { @@ -2014,9 +2012,9 @@ void GameRenderer::setupClearColor(float a) byte greenComponent = ((colour>>8)&0xFF); byte blueComponent = ((colour)&0xFF); - fr = static_cast<float>(redComponent)/256 + clearness;//0.02f; - fg = static_cast<float>(greenComponent)/256 + clearness;//0.02f; - fb = static_cast<float>(blueComponent)/256 + clearness;//0.2f; + fr = (float)redComponent/256 + clearness;//0.02f; + fg = (float)greenComponent/256 + clearness;//0.02f; + fb = (float)blueComponent/256 + clearness;//0.2f; } else if (t != 0 && Tile::tiles[t]->material == Material::lava) { @@ -2025,9 +2023,9 @@ void GameRenderer::setupClearColor(float a) byte greenComponent = ((colour>>8)&0xFF); byte blueComponent = ((colour)&0xFF); - fr = static_cast<float>(redComponent)/256;//0.6f; - fg = static_cast<float>(greenComponent)/256;//0.1f; - fb = static_cast<float>(blueComponent)/256;//0.00f; + fr = (float)redComponent/256;//0.6f; + fg = (float)greenComponent/256;//0.1f; + fb = (float)blueComponent/256;//0.00f; } float brr = fogBrO + (fogBr - fogBrO) * a; @@ -2042,7 +2040,7 @@ void GameRenderer::setupClearColor(float a) int duration = player->getEffect(MobEffect::blindness)->getDuration(); if (duration < 20) { - yy = yy * (1.0f - static_cast<float>(duration) / 20.0f); + yy = yy * (1.0f - (float) duration / 20.0f); } else { @@ -2147,7 +2145,7 @@ void GameRenderer::setupFog(int i, float alpha) int duration = player->getEffect(MobEffect::blindness)->getDuration(); if (duration < 20) { - distance = 5.0f + (renderDistance - 5.0f) * (1.0f - static_cast<float>(duration) / 20.0f); + distance = 5.0f + (renderDistance - 5.0f) * (1.0f - (float) duration / 20.0f); } glFogi(GL_FOG_MODE, GL_LINEAR); @@ -2202,7 +2200,7 @@ void GameRenderer::setupFog(int i, float alpha) { if (yy < 0) yy = 0; yy = yy * yy; - float dist = 100 * static_cast<float>(yy); + float dist = 100 * (float) yy; if (dist < 5) dist = 5; if (distance > dist) distance = dist; } @@ -2229,7 +2227,7 @@ void GameRenderer::setupFog(int i, float alpha) } */ - if (mc->level->dimension->isFoggyAt(static_cast<int>(player->x), static_cast<int>(player->z))) + if (mc->level->dimension->isFoggyAt((int) player->x, (int) player->z)) { glFogf(GL_FOG_START, distance * 0.05f); glFogf(GL_FOG_END, min(distance, 16 * 16 * .75f) * .5f); |
