diff options
| author | ModMaker101 <119018978+ModMaker101@users.noreply.github.com> | 2026-03-07 21:56:03 -0500 |
|---|---|---|
| committer | GitHub <noreply@github.com> | 2026-03-08 09:56:03 +0700 |
| commit | a9be52c41a02d207233199e98898fe7483d7e817 (patch) | |
| tree | 71dfaec3a86b05e9ca409b97d8eb9d7f993bfdd0 /Minecraft.Client/TileRenderer.cpp | |
| parent | 1be5faaea781402e7de06b263eeca4c688b7712c (diff) | |
Project modernization (#630)
* Fixed boats falling and a TP glitch #266
* Replaced every C-style cast with C++ ones
* Replaced every C-style cast with C++ ones
* Fixed boats falling and a TP glitch #266
* Updated NULL to nullptr and fixing some type issues
* Modernized and fixed a few bugs
- Replaced most instances of `NULL` with `nullptr`.
- Replaced most `shared_ptr(new ...)` with `make_shared`.
- Removed the `nullptr` macro as it was interfering with the actual nullptr keyword in some instances.
* Fixing more conflicts
* Replace int loops with size_t and start work on overrides
Diffstat (limited to 'Minecraft.Client/TileRenderer.cpp')
| -rw-r--r-- | Minecraft.Client/TileRenderer.cpp | 530 |
1 files changed, 265 insertions, 265 deletions
diff --git a/Minecraft.Client/TileRenderer.cpp b/Minecraft.Client/TileRenderer.cpp index 4735b941..b77729ab 100644 --- a/Minecraft.Client/TileRenderer.cpp +++ b/Minecraft.Client/TileRenderer.cpp @@ -19,7 +19,7 @@ const float smallUV = ( 1.0f / 16.0f ); void TileRenderer::_init() { - fixedTexture = NULL; + fixedTexture = nullptr; xFlipTexture = false; noCulling = false; applyAmbienceOcclusion = false; @@ -44,7 +44,7 @@ void TileRenderer::_init() xMin = 0; yMin = 0; zMin = 0; - cache = NULL; + cache = nullptr; } bool TileRenderer::isTranslucentAt(LevelSource *level, int x, int y, int z) @@ -131,7 +131,7 @@ int TileRenderer::getLightColor( Tile *tt, LevelSource *level, int x, int y, int // Tiles that were determined to be invisible (by being surrounded by solid stuff) will be set to 255 rather than their actual ID if( ucTileId != 255 ) { - tileId = (int)ucTileId; + tileId = static_cast<int>(ucTileId); } } int ret = tt->getLightColor(level, x, y, z, tileId); @@ -170,7 +170,7 @@ TileRenderer::TileRenderer( LevelSource* level ) TileRenderer::TileRenderer() { - this->level = NULL; + this->level = nullptr; _init(); } @@ -181,7 +181,7 @@ void TileRenderer::setFixedTexture( Icon *fixedTexture ) void TileRenderer::clearFixedTexture() { - this->fixedTexture = NULL; + this->fixedTexture = nullptr; } bool TileRenderer::hasFixedTexture() @@ -195,7 +195,7 @@ bool TileRenderer::hasFixedTexture() } #endif - return fixedTexture != NULL; + return fixedTexture != nullptr; } void TileRenderer::setShape(float x0, float y0, float z0, float x1, float y1, float z1) @@ -347,7 +347,7 @@ bool TileRenderer::tesselateInWorld( Tile* tt, int x, int y, int z, int forceDat retVal = tesselateTorchInWorld( tt, x, y, z ); break; case Tile::SHAPE_FIRE: - retVal = tesselateFireInWorld( (FireTile *)tt, x, y, z ); + retVal = tesselateFireInWorld( static_cast<FireTile *>(tt), x, y, z ); break; case Tile::SHAPE_RED_DUST: retVal = tesselateDustInWorld( tt, x, y, z ); @@ -359,19 +359,19 @@ bool TileRenderer::tesselateInWorld( Tile* tt, int x, int y, int z, int forceDat retVal = tesselateDoorInWorld( tt, x, y, z ); break; case Tile::SHAPE_RAIL: - retVal = tesselateRailInWorld( ( RailTile* )tt, x, y, z ); + retVal = tesselateRailInWorld( static_cast<RailTile *>(tt), x, y, z ); break; case Tile::SHAPE_STAIRS: - retVal = tesselateStairsInWorld( (StairTile *)tt, x, y, z ); + retVal = tesselateStairsInWorld( static_cast<StairTile *>(tt), x, y, z ); break; case Tile::SHAPE_EGG: - retVal = tesselateEggInWorld((EggTile*) tt, x, y, z); + retVal = tesselateEggInWorld(static_cast<EggTile *>(tt), x, y, z); break; case Tile::SHAPE_FENCE: - retVal = tesselateFenceInWorld( ( FenceTile* )tt, x, y, z ); + retVal = tesselateFenceInWorld( static_cast<FenceTile *>(tt), x, y, z ); break; case Tile::SHAPE_WALL: - retVal = tesselateWallInWorld( (WallTile *) tt, x, y, z); + retVal = tesselateWallInWorld( static_cast<WallTile *>(tt), x, y, z); break; case Tile::SHAPE_LEVER: retVal = tesselateLeverInWorld( tt, x, y, z ); @@ -386,13 +386,13 @@ bool TileRenderer::tesselateInWorld( Tile* tt, int x, int y, int z, int forceDat retVal = tesselateBedInWorld( tt, x, y, z ); break; case Tile::SHAPE_REPEATER: - retVal = tesselateRepeaterInWorld((RepeaterTile *)tt, x, y, z); + retVal = tesselateRepeaterInWorld(static_cast<RepeaterTile *>(tt), x, y, z); break; case Tile::SHAPE_DIODE: - retVal = tesselateDiodeInWorld( (DiodeTile *)tt, x, y, z ); + retVal = tesselateDiodeInWorld( static_cast<DiodeTile *>(tt), x, y, z ); break; case Tile::SHAPE_COMPARATOR: - retVal = tesselateComparatorInWorld((ComparatorTile *)tt, x, y, z); + retVal = tesselateComparatorInWorld(static_cast<ComparatorTile *>(tt), x, y, z); break; case Tile::SHAPE_PISTON_BASE: retVal = tesselatePistonBaseInWorld( tt, x, y, z, false, forceData ); @@ -401,7 +401,7 @@ bool TileRenderer::tesselateInWorld( Tile* tt, int x, int y, int z, int forceDat retVal = tesselatePistonExtensionInWorld( tt, x, y, z, true, forceData ); break; case Tile::SHAPE_IRON_FENCE: - retVal = tesselateThinFenceInWorld( ( ThinFenceTile* )tt, x, y, z ); + retVal = tesselateThinFenceInWorld( static_cast<ThinFenceTile *>(tt), x, y, z ); break; case Tile::SHAPE_THIN_PANE: retVal = tesselateThinPaneInWorld(tt, x, y, z); @@ -410,25 +410,25 @@ bool TileRenderer::tesselateInWorld( Tile* tt, int x, int y, int z, int forceDat retVal = tesselateVineInWorld( tt, x, y, z ); break; case Tile::SHAPE_FENCE_GATE: - retVal = tesselateFenceGateInWorld( ( FenceGateTile* )tt, x, y, z ); + retVal = tesselateFenceGateInWorld( static_cast<FenceGateTile *>(tt), x, y, z ); break; case Tile::SHAPE_CAULDRON: - retVal = tesselateCauldronInWorld((CauldronTile* ) tt, x, y, z); + retVal = tesselateCauldronInWorld(static_cast<CauldronTile *>(tt), x, y, z); break; case Tile::SHAPE_FLOWER_POT: - retVal = tesselateFlowerPotInWorld((FlowerPotTile *) tt, x, y, z); + retVal = tesselateFlowerPotInWorld(static_cast<FlowerPotTile *>(tt), x, y, z); break; case Tile::SHAPE_ANVIL: - retVal = tesselateAnvilInWorld((AnvilTile *) tt, x, y, z); + retVal = tesselateAnvilInWorld(static_cast<AnvilTile *>(tt), x, y, z); break; case Tile::SHAPE_BREWING_STAND: - retVal = tesselateBrewingStandInWorld((BrewingStandTile* ) tt, x, y, z); + retVal = tesselateBrewingStandInWorld(static_cast<BrewingStandTile *>(tt), x, y, z); break; case Tile::SHAPE_PORTAL_FRAME: - retVal = tesselateAirPortalFrameInWorld((TheEndPortalFrameTile *)tt, x, y, z); + retVal = tesselateAirPortalFrameInWorld(static_cast<TheEndPortalFrameTile *>(tt), x, y, z); break; case Tile::SHAPE_COCOA: - retVal = tesselateCocoaInWorld((CocoaTile *)tt, x, y, z); + retVal = tesselateCocoaInWorld(static_cast<CocoaTile *>(tt), x, y, z); break; case Tile::SHAPE_BEACON: retVal = tesselateBeaconInWorld(tt, x, y, z); @@ -907,7 +907,7 @@ bool TileRenderer::tesselateFlowerPotInWorld(FlowerPotTile *tt, int x, int y, in float xOff = 0; float yOff = 4; float zOff = 0; - Tile *plant = NULL; + Tile *plant = nullptr; switch (type) { @@ -927,7 +927,7 @@ bool TileRenderer::tesselateFlowerPotInWorld(FlowerPotTile *tt, int x, int y, in t->addOffset(xOff / 16.0f, yOff / 16.0f, zOff / 16.0f); - if (plant != NULL) + if (plant != nullptr) { tesselateInWorld(plant, x, y, z); } @@ -1160,23 +1160,23 @@ bool TileRenderer::tesselateTorchInWorld( Tile* tt, int x, int y, int z ) float h = 0.20f; if ( dir == 1 ) { - tesselateTorch( tt, (float)x - r2, (float)y + h, (float)z, -r, 0.0f, 0 ); + tesselateTorch( tt, static_cast<float>(x) - r2, static_cast<float>(y) + h, static_cast<float>(z), -r, 0.0f, 0 ); } else if ( dir == 2 ) { - tesselateTorch( tt, (float)x + r2, (float)y + h, (float)z, +r, 0.0f, 0 ); + tesselateTorch( tt, static_cast<float>(x) + r2, static_cast<float>(y) + h, static_cast<float>(z), +r, 0.0f, 0 ); } else if ( dir == 3 ) { - tesselateTorch( tt, (float)x, (float)y + h, z - r2, 0.0f, -r, 0 ); + tesselateTorch( tt, static_cast<float>(x), static_cast<float>(y) + h, z - r2, 0.0f, -r, 0 ); } else if ( dir == 4 ) { - tesselateTorch( tt, (float)x, (float)y + h, (float)z + r2, 0.0f, +r, 0 ); + tesselateTorch( tt, static_cast<float>(x), static_cast<float>(y) + h, static_cast<float>(z) + r2, 0.0f, +r, 0 ); } else { - tesselateTorch( tt, (float)x, (float)y, (float)z, 0.0f, 0.0f, 0 ); + tesselateTorch( tt, static_cast<float>(x), static_cast<float>(y), static_cast<float>(z), 0.0f, 0.0f, 0 ); } return true; @@ -1257,7 +1257,7 @@ bool TileRenderer::tesselateRepeaterInWorld(RepeaterTile *tt, int x, int y, int south = 14.f; break; } - setShape(west / 16.0f + (float) transmitterX, 2.f / 16.0f, north / 16.0f + (float) transmitterZ, east / 16.0f + (float) transmitterX, 4.f / 16.0f, south / 16.0f + (float) transmitterZ); + setShape(west / 16.0f + static_cast<float>(transmitterX), 2.f / 16.0f, north / 16.0f + static_cast<float>(transmitterZ), east / 16.0f + static_cast<float>(transmitterX), 4.f / 16.0f, south / 16.0f + static_cast<float>(transmitterZ)); double u0 = lockTex->getU(west); double v0 = lockTex->getV(north); double u1 = lockTex->getU(east); @@ -1503,7 +1503,7 @@ bool TileRenderer::tesselatePistonBaseInWorld( Tile* tt, int x, int y, int z, bo } // weird way of telling the piston to use the // "inside" texture for the forward-facing edge - ((PistonBaseTile *) tt)->updateShape((float) tileShapeX0, (float) tileShapeY0, (float) tileShapeZ0, (float) tileShapeX1, (float) tileShapeY1, (float) tileShapeZ1); + static_cast<PistonBaseTile *>(tt)->updateShape((float) tileShapeX0, (float) tileShapeY0, (float) tileShapeZ0, (float) tileShapeX1, (float) tileShapeY1, (float) tileShapeZ1); tesselateBlockInWorld( tt, x, y, z ); northFlip = FLIP_NONE; southFlip = FLIP_NONE; @@ -1511,7 +1511,7 @@ bool TileRenderer::tesselatePistonBaseInWorld( Tile* tt, int x, int y, int z, bo westFlip = FLIP_NONE; upFlip = FLIP_NONE; downFlip = FLIP_NONE; - ((PistonBaseTile *) tt)->updateShape((float) tileShapeX0, (float) tileShapeY0, (float) tileShapeZ0, (float) tileShapeX1, (float) tileShapeY1, (float) tileShapeZ1); + static_cast<PistonBaseTile *>(tt)->updateShape((float) tileShapeX0, (float) tileShapeY0, (float) tileShapeZ0, (float) tileShapeX1, (float) tileShapeY1, (float) tileShapeZ1); } else { @@ -1902,7 +1902,7 @@ bool TileRenderer::tesselateLeverInWorld( Tile* tt, int x, int y, int z ) } } - Vec3* c0 = NULL, *c1 = NULL, *c2 = NULL, *c3 = NULL; + Vec3* c0 = nullptr, *c1 = nullptr, *c2 = nullptr, *c3 = nullptr; for ( int i = 0; i < 6; i++ ) { if ( i == 0 ) @@ -1961,10 +1961,10 @@ bool TileRenderer::tesselateLeverInWorld( Tile* tt, int x, int y, int z ) c2 = corners[7]; c3 = corners[4]; } - t->vertexUV( ( float )( c0->x ), ( float )( c0->y ), ( float )( c0->z ), ( float )( u0 ), ( float )( v1 ) ); - t->vertexUV( ( float )( c1->x ), ( float )( c1->y ), ( float )( c1->z ), ( float )( u1 ), ( float )( v1 ) ); - t->vertexUV( ( float )( c2->x ), ( float )( c2->y ), ( float )( c2->z ), ( float )( u1 ), ( float )( v0 ) ); - t->vertexUV( ( float )( c3->x ), ( float )( c3->y ), ( float )( c3->z ), ( float )( u0 ), ( float )( v0 ) ); + t->vertexUV( static_cast<float>(c0->x), static_cast<float>(c0->y), static_cast<float>(c0->z), ( float )( u0 ), ( float )( v1 ) ); + t->vertexUV( static_cast<float>(c1->x), static_cast<float>(c1->y), static_cast<float>(c1->z), ( float )( u1 ), ( float )( v1 ) ); + t->vertexUV( static_cast<float>(c2->x), static_cast<float>(c2->y), static_cast<float>(c2->z), ( float )( u1 ), ( float )( v0 ) ); + t->vertexUV( static_cast<float>(c3->x), static_cast<float>(c3->y), static_cast<float>(c3->z), ( float )( u0 ), ( float )( v0 ) ); } return true; @@ -2073,7 +2073,7 @@ bool TileRenderer::tesselateTripwireSourceInWorld(Tile *tt, int x, int y, int z) corners[i]->z += z + 0.5; } - Vec3 *c0 = NULL, *c1 = NULL, *c2 = NULL, *c3 = NULL; + Vec3 *c0 = nullptr, *c1 = nullptr, *c2 = nullptr, *c3 = nullptr; int stickX0 = 7; int stickX1 = 9; int stickY0 = 9; @@ -2491,15 +2491,15 @@ bool TileRenderer::tesselateFireInWorld( FireTile* tt, int x, int y, int z ) float z0_ = z + 0.5f - 0.3f; float z1_ = z + 0.5f + 0.3f; - t->vertexUV( ( float )( x0_ ), ( float )( y + h ), ( float )( z + 1 ), ( float )( u1 ), ( float )( v0 ) ); - t->vertexUV( ( float )( x0 ), ( float )( y + 0 ), ( float )( z + 1 ), ( float )( u1 ), ( float )( v1 ) ); - t->vertexUV( ( float )( x0 ), ( float )( y + 0 ), ( float )( z + 0 ), ( float )( u0 ), ( float )( v1 ) ); - t->vertexUV( ( float )( x0_ ), ( float )( y + h ), ( float )( z + 0 ), ( float )( u0 ), ( float )( v0 ) ); + t->vertexUV( ( float )( x0_ ), ( float )( y + h ), static_cast<float>(z + 1), ( float )( u1 ), ( float )( v0 ) ); + t->vertexUV( ( float )( x0 ), static_cast<float>(y + 0), static_cast<float>(z + 1), ( float )( u1 ), ( float )( v1 ) ); + t->vertexUV( ( float )( x0 ), static_cast<float>(y + 0), static_cast<float>(z + 0), ( float )( u0 ), ( float )( v1 ) ); + t->vertexUV( ( float )( x0_ ), ( float )( y + h ), static_cast<float>(z + 0), ( float )( u0 ), ( float )( v0 ) ); - t->vertexUV( ( float )( x1_ ), ( float )( y + h ), ( float )( z + 0 ), ( float )( u1 ), ( float )( v0 ) ); - t->vertexUV( ( float )( x1 ), ( float )( y + 0 ), ( float )( z + 0 ), ( float )( u1 ), ( float )( v1 ) ); - t->vertexUV( ( float )( x1 ), ( float )( y + 0 ), ( float )( z + 1 ), ( float )( u0 ), ( float )( v1 ) ); - t->vertexUV( ( float )( x1_ ), ( float )( y + h ), ( float )( z + 1 ), ( float )( u0 ), ( float )( v0 ) ); + t->vertexUV( ( float )( x1_ ), ( float )( y + h ), static_cast<float>(z + 0), ( float )( u1 ), ( float )( v0 ) ); + t->vertexUV( ( float )( x1 ), static_cast<float>(y + 0), static_cast<float>(z + 0), ( float )( u1 ), ( float )( v1 ) ); + t->vertexUV( ( float )( x1 ), static_cast<float>(y + 0), static_cast<float>(z + 1), ( float )( u0 ), ( float )( v1 ) ); + t->vertexUV( ( float )( x1_ ), ( float )( y + h ), static_cast<float>(z + 1), ( float )( u0 ), ( float )( v0 ) ); tex = secondTex; u0 = tex->getU0(true); @@ -2507,15 +2507,15 @@ bool TileRenderer::tesselateFireInWorld( FireTile* tt, int x, int y, int z ) u1 = tex->getU1(true); v1 = tex->getV1(true); - t->vertexUV( ( float )( x + 1 ), ( float )( y + h ), ( float )( z1_ ), ( float )( u1 ), ( float )( v0 ) ); - t->vertexUV( ( float )( x + 1 ), ( float )( y + 0 ), ( float )( z1 ), ( float )( u1 ), ( float )( v1 ) ); - t->vertexUV( ( float )( x + 0 ), ( float )( y + 0 ), ( float )( z1 ), ( float )( u0 ), ( float )( v1 ) ); - t->vertexUV( ( float )( x + 0 ), ( float )( y + h ), ( float )( z1_ ), ( float )( u0 ), ( float )( v0 ) ); + t->vertexUV( static_cast<float>(x + 1), ( float )( y + h ), ( float )( z1_ ), ( float )( u1 ), ( float )( v0 ) ); + t->vertexUV( static_cast<float>(x + 1), static_cast<float>(y + 0), ( float )( z1 ), ( float )( u1 ), ( float )( v1 ) ); + t->vertexUV( static_cast<float>(x + 0), static_cast<float>(y + 0), ( float )( z1 ), ( float )( u0 ), ( float )( v1 ) ); + t->vertexUV( static_cast<float>(x + 0), ( float )( y + h ), ( float )( z1_ ), ( float )( u0 ), ( float )( v0 ) ); - t->vertexUV( ( float )( x + 0 ), ( float )( y + h ), ( float )( z0_ ), ( float )( u1 ), ( float )( v0 ) ); - t->vertexUV( ( float )( x + 0 ), ( float )( y + 0 ), ( float )( z0 ), ( float )( u1 ), ( float )( v1 ) ); - t->vertexUV( ( float )( x + 1 ), ( float )( y + 0 ), ( float )( z0 ), ( float )( u0 ), ( float )( v1 ) ); - t->vertexUV( ( float )( x + 1 ), ( float )( y + h ), ( float )( z0_ ), ( float )( u0 ), ( float )( v0 ) ); + t->vertexUV( static_cast<float>(x + 0), ( float )( y + h ), ( float )( z0_ ), ( float )( u1 ), ( float )( v0 ) ); + t->vertexUV( static_cast<float>(x + 0), static_cast<float>(y + 0), ( float )( z0 ), ( float )( u1 ), ( float )( v1 ) ); + t->vertexUV( static_cast<float>(x + 1), static_cast<float>(y + 0), ( float )( z0 ), ( float )( u0 ), ( float )( v1 ) ); + t->vertexUV( static_cast<float>(x + 1), ( float )( y + h ), ( float )( z0_ ), ( float )( u0 ), ( float )( v0 ) ); x0 = x + 0.5f - 0.5f; x1 = x + 0.5f + 0.5f; @@ -2527,15 +2527,15 @@ bool TileRenderer::tesselateFireInWorld( FireTile* tt, int x, int y, int z ) z0_ = z + 0.5f - 0.4f; z1_ = z + 0.5f + 0.4f; - t->vertexUV( ( float )( x0_ ), ( float )( y + h ), ( float )( z + 0 ), ( float )( u0 ), ( float )( v0 ) ); - t->vertexUV( ( float )( x0 ), ( float )( y + 0 ), ( float )( z + 0 ), ( float )( u0 ), ( float )( v1 ) ); - t->vertexUV( ( float )( x0 ), ( float )( y + 0 ), ( float )( z + 1 ), ( float )( u1 ), ( float )( v1 ) ); - t->vertexUV( ( float )( x0_ ), ( float )( y + h ), ( float )( z + 1 ), ( float )( u1 ), ( float )( v0 ) ); + t->vertexUV( ( float )( x0_ ), ( float )( y + h ), static_cast<float>(z + 0), ( float )( u0 ), ( float )( v0 ) ); + t->vertexUV( ( float )( x0 ), static_cast<float>(y + 0), static_cast<float>(z + 0), ( float )( u0 ), ( float )( v1 ) ); + t->vertexUV( ( float )( x0 ), static_cast<float>(y + 0), static_cast<float>(z + 1), ( float )( u1 ), ( float )( v1 ) ); + t->vertexUV( ( float )( x0_ ), ( float )( y + h ), static_cast<float>(z + 1), ( float )( u1 ), ( float )( v0 ) ); - t->vertexUV( ( float )( x1_ ), ( float )( y + h ), ( float )( z + 1 ), ( float )( u0 ), ( float )( v0 ) ); - t->vertexUV( ( float )( x1 ), ( float )( y + 0 ), ( float )( z + 1 ), ( float )( u0 ), ( float )( v1 ) ); - t->vertexUV( ( float )( x1 ), ( float )( y + 0 ), ( float )( z + 0 ), ( float )( u1 ), ( float )( v1 ) ); - t->vertexUV( ( float )( x1_ ), ( float )( y + h ), ( float )( z + 0 ), ( float )( u1 ), ( float )( v0 ) ); + t->vertexUV( ( float )( x1_ ), ( float )( y + h ), static_cast<float>(z + 1), ( float )( u0 ), ( float )( v0 ) ); + t->vertexUV( ( float )( x1 ), static_cast<float>(y + 0), static_cast<float>(z + 1), ( float )( u0 ), ( float )( v1 ) ); + t->vertexUV( ( float )( x1 ), static_cast<float>(y + 0), static_cast<float>(z + 0), ( float )( u1 ), ( float )( v1 ) ); + t->vertexUV( ( float )( x1_ ), ( float )( y + h ), static_cast<float>(z + 0), ( float )( u1 ), ( float )( v0 ) ); tex = firstTex; u0 = tex->getU0(true); @@ -2543,15 +2543,15 @@ bool TileRenderer::tesselateFireInWorld( FireTile* tt, int x, int y, int z ) u1 = tex->getU1(true); v1 = tex->getV1(true); - t->vertexUV( ( float )( x + 0 ), ( float )( y + h ), ( float )( z1_ ), ( float )( u0 ), ( float )( v0 ) ); - t->vertexUV( ( float )( x + 0 ), ( float )( y + 0 ), ( float )( z1 ), ( float )( u0 ), ( float )( v1 ) ); - t->vertexUV( ( float )( x + 1 ), ( float )( y + 0 ), ( float )( z1 ), ( float )( u1 ), ( float )( v1 ) ); - t->vertexUV( ( float )( x + 1 ), ( float )( y + h ), ( float )( z1_ ), ( float )( u1 ), ( float )( v0 ) ); + t->vertexUV( static_cast<float>(x + 0), ( float )( y + h ), ( float )( z1_ ), ( float )( u0 ), ( float )( v0 ) ); + t->vertexUV( static_cast<float>(x + 0), static_cast<float>(y + 0), ( float )( z1 ), ( float )( u0 ), ( float )( v1 ) ); + t->vertexUV( static_cast<float>(x + 1), static_cast<float>(y + 0), ( float )( z1 ), ( float )( u1 ), ( float )( v1 ) ); + t->vertexUV( static_cast<float>(x + 1), ( float )( y + h ), ( float )( z1_ ), ( float )( u1 ), ( float )( v0 ) ); - t->vertexUV( ( float )( x + 1 ), ( float )( y + h ), ( float )( z0_ ), ( float )( u0 ), ( float )( v0 ) ); - t->vertexUV( ( float )( x + 1 ), ( float )( y + 0 ), ( float )( z0 ), ( float )( u0 ), ( float )( v1 ) ); - t->vertexUV( ( float )( x + 0 ), ( float )( y + 0 ), ( float )( z0 ), ( float )( u1 ), ( float )( v1 ) ); - t->vertexUV( ( float )( x + 0 ), ( float )( y + h ), ( float )( z0_ ), ( float )( u1 ), ( float )( v0 ) ); + t->vertexUV( static_cast<float>(x + 1), ( float )( y + h ), ( float )( z0_ ), ( float )( u0 ), ( float )( v0 ) ); + t->vertexUV( static_cast<float>(x + 1), static_cast<float>(y + 0), ( float )( z0 ), ( float )( u0 ), ( float )( v1 ) ); + t->vertexUV( static_cast<float>(x + 0), static_cast<float>(y + 0), ( float )( z0 ), ( float )( u1 ), ( float )( v1 ) ); + t->vertexUV( static_cast<float>(x + 0), ( float )( y + h ), ( float )( z0_ ), ( float )( u1 ), ( float )( v0 ) ); } else { @@ -2595,10 +2595,10 @@ bool TileRenderer::tesselateFireInWorld( FireTile* tt, int x, int y, int z ) { t->vertexUV( ( float )( x + 1 - r ), ( float )( y + h + yo ), ( float )( z + 0.0f ), ( float )( u0 ), ( float )( v0 ) ); - t->vertexUV( ( float )( x + 1 - 0 ), ( float )( y + 0 + yo ), ( float )( z + - 0.0f ), ( float )( u0 ), ( float )( v1 ) ); - t->vertexUV( ( float )( x + 1 - 0 ), ( float )( y + 0 + yo ), ( float )( z + - 1.0f ), ( float )( u1 ), ( float )( v1 ) ); + t->vertexUV( static_cast<float>(x + 1 - 0), ( float )( y + 0 + yo ), ( float )( z + + 0.0f ), ( float )( u0 ), ( float )( v1 ) ); + t->vertexUV( static_cast<float>(x + 1 - 0), ( float )( y + 0 + yo ), ( float )( z + + 1.0f ), ( float )( u1 ), ( float )( v1 ) ); t->vertexUV( ( float )( x + 1 - r ), ( float )( y + h + yo ), ( float )( z + 1.0f ), ( float )( u1 ), ( float )( v0 ) ); @@ -2674,14 +2674,14 @@ bool TileRenderer::tesselateFireInWorld( FireTile* tt, int x, int y, int z ) if ( ( ( x + y + z ) & 1 ) == 0 ) { - t->vertexUV( ( float )( x0_ ), ( float )( y + h ), ( float )( z + - 0 ), ( float )( u1 ), ( float )( v0 ) ); - t->vertexUV( ( float )( x0 ), ( float )( y + 0 ), ( float )( z + - 0 ), ( float )( u1 ), ( float )( v1 ) ); - t->vertexUV( ( float )( x0 ), ( float )( y + 0 ), ( float )( z + - 1 ), ( float )( u0 ), ( float )( v1 ) ); - t->vertexUV( ( float )( x0_ ), ( float )( y + h ), ( float )( z + - 1 ), ( float )( u0 ), ( float )( v0 ) ); + t->vertexUV( static_cast<float>(x0_), ( float )( y + h ), static_cast<float>(z + + 0), ( float )( u1 ), ( float )( v0 ) ); + t->vertexUV( static_cast<float>(x0), static_cast<float>(y + 0), static_cast<float>(z + + 0), ( float )( u1 ), ( float )( v1 ) ); + t->vertexUV( static_cast<float>(x0), static_cast<float>(y + 0), static_cast<float>(z + + 1), ( float )( u0 ), ( float )( v1 ) ); + t->vertexUV( static_cast<float>(x0_), ( float )( y + h ), static_cast<float>(z + + 1), ( float )( u0 ), ( float )( v0 ) ); tex = secondTex; u0 = tex->getU0(true); @@ -2689,25 +2689,25 @@ bool TileRenderer::tesselateFireInWorld( FireTile* tt, int x, int y, int z ) u1 = tex->getU1(true); v1 = tex->getV1(true); - t->vertexUV( ( float )( x1_ ), ( float )( y + h ), ( float )( z + - 1.0f ), ( float )( u1 ), ( float )( v0 ) ); - t->vertexUV( ( float )( x1 ), ( float )( y + 0.0f ), ( float )( z + - 1.0f ), ( float )( u1 ), ( float )( v1 ) ); - t->vertexUV( ( float )( x1 ), ( float )( y + 0.0f ), ( float )( z + - 0 ), ( float )( u0 ), ( float )( v1 ) ); - t->vertexUV( ( float )( x1_ ), ( float )( y + h ), ( float )( z + - 0 ), ( float )( u0 ), ( float )( v0 ) ); + t->vertexUV( static_cast<float>(x1_), ( float )( y + h ), ( float )( z + + 1.0f ), ( float )( u1 ), ( float )( v0 ) ); + t->vertexUV( static_cast<float>(x1), ( float )( y + 0.0f ), ( float )( z + + 1.0f ), ( float )( u1 ), ( float )( v1 ) ); + t->vertexUV( static_cast<float>(x1), ( float )( y + 0.0f ), static_cast<float>(z + + 0), ( float )( u0 ), ( float )( v1 ) ); + t->vertexUV( static_cast<float>(x1_), ( float )( y + h ), static_cast<float>(z + + 0), ( float )( u0 ), ( float )( v0 ) ); } else { t->vertexUV( ( float )( x + 0.0f ), ( float )( y + - h ), ( float )( z1_ ), ( float )( u1 ), ( float )( v0 ) ); + h ), static_cast<float>(z1_), ( float )( u1 ), ( float )( v0 ) ); t->vertexUV( ( float )( x + 0.0f ), ( float )( y + - 0.0f ), ( float )( z1 ), ( float )( u1 ), ( float )( v1 ) ); + 0.0f ), static_cast<float>(z1), ( float )( u1 ), ( float )( v1 ) ); t->vertexUV( ( float )( x + 1.0f ), ( float )( y + - 0.0f ), ( float )( z1 ), ( float )( u0 ), ( float )( v1 ) ); + 0.0f ), static_cast<float>(z1), ( float )( u0 ), ( float )( v1 ) ); t->vertexUV( ( float )( x + 1.0f ), ( float )( y + - h ), ( float )( z1_ ), ( float )( u0 ), ( float )( v0 ) ); + h ), static_cast<float>(z1_), ( float )( u0 ), ( float )( v0 ) ); tex = secondTex; u0 = tex->getU0(true); @@ -2716,13 +2716,13 @@ bool TileRenderer::tesselateFireInWorld( FireTile* tt, int x, int y, int z ) v1 = tex->getV1(true); t->vertexUV( ( float )( x + 1.0f ), ( float )( y + - h ), ( float )( z0_ ), ( float )( u1 ), ( float )( v0 ) ); + h ), static_cast<float>(z0_), ( float )( u1 ), ( float )( v0 ) ); t->vertexUV( ( float )( x + 1.0f ), ( float )( y + - 0.0f ), ( float )( z0 ), ( float )( u1 ), ( float )( v1 ) ); + 0.0f ), static_cast<float>(z0), ( float )( u1 ), ( float )( v1 ) ); t->vertexUV( ( float )( x + 0.0f ), ( float )( y + - 0.0f ), ( float )( z0 ), ( float )( u0 ), ( float )( v1 ) ); + 0.0f ), static_cast<float>(z0), ( float )( u0 ), ( float )( v1 ) ); t->vertexUV( ( float )( x + 0.0f ), ( float )( y + - h ), ( float )( z0_ ), ( float )( u0 ), ( float )( v0 ) ); + h ), static_cast<float>(z0_), ( float )( u0 ), ( float )( v0 ) ); } } } @@ -2838,13 +2838,13 @@ bool TileRenderer::tesselateDustInWorld( Tile* tt, int x, int y, int z ) int v1 = SharedConstants::WORLD_RESOLUTION; int cutDistance = 5; - if (!w) x0 += cutDistance / (float) SharedConstants::WORLD_RESOLUTION; + if (!w) x0 += cutDistance / static_cast<float>(SharedConstants::WORLD_RESOLUTION); if (!w) u0 += cutDistance; - if (!e) x1 -= cutDistance / (float) SharedConstants::WORLD_RESOLUTION; + if (!e) x1 -= cutDistance / static_cast<float>(SharedConstants::WORLD_RESOLUTION); if (!e) u1 -= cutDistance; - if (!n) z0 += cutDistance / (float) SharedConstants::WORLD_RESOLUTION; + if (!n) z0 += cutDistance / static_cast<float>(SharedConstants::WORLD_RESOLUTION); if (!n) v0 += cutDistance; - if (!s) z1 -= cutDistance / (float) SharedConstants::WORLD_RESOLUTION; + if (!s) z1 -= cutDistance / static_cast<float>(SharedConstants::WORLD_RESOLUTION); if (!s) v1 -= cutDistance; t->vertexUV( ( float )( x1 ), ( float )( y + dustOffset ), ( float )( z1 ), crossTexture->getU(u1, true), crossTexture->getV(v1) ); t->vertexUV( ( float )( x1 ), ( float )( y + dustOffset ), ( float )( z0 ), crossTexture->getU(u1, true), crossTexture->getV(v0) ); @@ -2891,58 +2891,58 @@ bool TileRenderer::tesselateDustInWorld( Tile* tt, int x, int y, int z ) if ( level->isSolidBlockingTile( x - 1, y, z ) && level->getTile( x - 1, y + 1, z ) == Tile::redStoneDust_Id ) { t->color( br * red, br * green, br * blue ); - t->vertexUV( ( float )( x + dustOffset ), ( float )( y + 1 + yStretch ), ( float )( z + 1 ), lineTexture->getU1(true), lineTexture->getV0(true) ); - t->vertexUV( ( float )( x + dustOffset ), ( float )( y + 0 ), ( float )( z + 1 ), lineTexture->getU0(true), lineTexture->getV0(true) ); - t->vertexUV( ( float )( x + dustOffset ), ( float )( y + 0 ), ( float )( z + 0 ), lineTexture->getU0(true), lineTexture->getV1(true) ); - t->vertexUV( ( float )( x + dustOffset ), ( float )( y + 1 + yStretch ), ( float )( z + 0 ), lineTexture->getU1(true), lineTexture->getV1(true) ); + t->vertexUV( ( float )( x + dustOffset ), ( float )( y + 1 + yStretch ), static_cast<float>(z + 1), lineTexture->getU1(true), lineTexture->getV0(true) ); + t->vertexUV( ( float )( x + dustOffset ), static_cast<float>(y + 0), static_cast<float>(z + 1), lineTexture->getU0(true), lineTexture->getV0(true) ); + t->vertexUV( ( float )( x + dustOffset ), static_cast<float>(y + 0), static_cast<float>(z + 0), lineTexture->getU0(true), lineTexture->getV1(true) ); + t->vertexUV( ( float )( x + dustOffset ), ( float )( y + 1 + yStretch ), static_cast<float>(z + 0), lineTexture->getU1(true), lineTexture->getV1(true) ); t->color( br, br, br ); - t->vertexUV( ( float )( x + overlayOffset ), ( float )( y + 1 + yStretch ), ( float )( z + 1 ), lineTextureOverlay->getU1(true), lineTextureOverlay->getV0(true) ); - t->vertexUV( ( float )( x + overlayOffset ), ( float )( y + 0 ), ( float )( z + 1 ), lineTextureOverlay->getU0(true), lineTextureOverlay->getV0(true) ); - t->vertexUV( ( float )( x + overlayOffset ), ( float )( y + 0 ), ( float )( z + 0 ), lineTextureOverlay->getU0(true), lineTextureOverlay->getV1(true) ); - t->vertexUV( ( float )( x + overlayOffset ), ( float )( y + 1 + yStretch ), ( float )( z + 0 ), lineTextureOverlay->getU1(true), lineTextureOverlay->getV1(true) ); + t->vertexUV( ( float )( x + overlayOffset ), ( float )( y + 1 + yStretch ), static_cast<float>(z + 1), lineTextureOverlay->getU1(true), lineTextureOverlay->getV0(true) ); + t->vertexUV( ( float )( x + overlayOffset ), static_cast<float>(y + 0), static_cast<float>(z + 1), lineTextureOverlay->getU0(true), lineTextureOverlay->getV0(true) ); + t->vertexUV( ( float )( x + overlayOffset ), static_cast<float>(y + 0), static_cast<float>(z + 0), lineTextureOverlay->getU0(true), lineTextureOverlay->getV1(true) ); + t->vertexUV( ( float )( x + overlayOffset ), ( float )( y + 1 + yStretch ), static_cast<float>(z + 0), lineTextureOverlay->getU1(true), lineTextureOverlay->getV1(true) ); } if ( level->isSolidBlockingTile( x + 1, y, z ) && level->getTile( x + 1, y + 1, z ) == Tile::redStoneDust_Id ) { t->color( br * red, br * green, br * blue ); - t->vertexUV( ( float )( x + 1 - dustOffset ), ( float )( y + 0 ), ( float )( z + 1 ), lineTexture->getU0(true), lineTexture->getV1(true) ); - t->vertexUV( ( float )( x + 1 - dustOffset ), ( float )( y + 1 + yStretch ), ( float )( z + 1 ), lineTexture->getU1(true), lineTexture->getV1(true) ); - t->vertexUV( ( float )( x + 1 - dustOffset ), ( float )( y + 1 + yStretch ), ( float )( z + 0 ), lineTexture->getU1(true), lineTexture->getV0(true) ); - t->vertexUV( ( float )( x + 1 - dustOffset ), ( float )( y + 0 ), ( float )( z + 0 ), lineTexture->getU0(true), lineTexture->getV0(true) ); + t->vertexUV( ( float )( x + 1 - dustOffset ), static_cast<float>(y + 0), static_cast<float>(z + 1), lineTexture->getU0(true), lineTexture->getV1(true) ); + t->vertexUV( ( float )( x + 1 - dustOffset ), ( float )( y + 1 + yStretch ), static_cast<float>(z + 1), lineTexture->getU1(true), lineTexture->getV1(true) ); + t->vertexUV( ( float )( x + 1 - dustOffset ), ( float )( y + 1 + yStretch ), static_cast<float>(z + 0), lineTexture->getU1(true), lineTexture->getV0(true) ); + t->vertexUV( ( float )( x + 1 - dustOffset ), static_cast<float>(y + 0), static_cast<float>(z + 0), lineTexture->getU0(true), lineTexture->getV0(true) ); t->color( br, br, br ); - t->vertexUV( ( float )( x + 1 - overlayOffset ), ( float )( y + 0 ), ( float )( z + 1 ), lineTextureOverlay->getU0(true), lineTextureOverlay->getV1(true) ); - t->vertexUV( ( float )( x + 1 - overlayOffset ), ( float )( y + 1 + yStretch ), ( float )( z + 1 ), lineTextureOverlay->getU1(true), lineTextureOverlay->getV1(true) ); - t->vertexUV( ( float )( x + 1 - overlayOffset ), ( float )( y + 1 + yStretch ), ( float )( z + 0 ), lineTextureOverlay->getU1(true), lineTextureOverlay->getV0(true) ); - t->vertexUV( ( float )( x + 1 - overlayOffset ), ( float )( y + 0 ), ( float )( z + 0 ), lineTextureOverlay->getU0(true), lineTextureOverlay->getV0(true) ); + t->vertexUV( ( float )( x + 1 - overlayOffset ), static_cast<float>(y + 0), static_cast<float>(z + 1), lineTextureOverlay->getU0(true), lineTextureOverlay->getV1(true) ); + t->vertexUV( ( float )( x + 1 - overlayOffset ), ( float )( y + 1 + yStretch ), static_cast<float>(z + 1), lineTextureOverlay->getU1(true), lineTextureOverlay->getV1(true) ); + t->vertexUV( ( float )( x + 1 - overlayOffset ), ( float )( y + 1 + yStretch ), static_cast<float>(z + 0), lineTextureOverlay->getU1(true), lineTextureOverlay->getV0(true) ); + t->vertexUV( ( float )( x + 1 - overlayOffset ), static_cast<float>(y + 0), static_cast<float>(z + 0), lineTextureOverlay->getU0(true), lineTextureOverlay->getV0(true) ); } if ( level->isSolidBlockingTile( x, y, z - 1 ) && level->getTile( x, y + 1, z - 1 ) == Tile::redStoneDust_Id ) { t->color( br * red, br * green, br * blue ); - t->vertexUV( ( float )( x + 1 ), ( float )( y + 0 ), ( float )( z + dustOffset ), lineTexture->getU0(true), lineTexture->getV1(true) ); - t->vertexUV( ( float )( x + 1 ), ( float )( y + 1 + yStretch ), ( float )( z + dustOffset ), lineTexture->getU1(true), lineTexture->getV1(true) ); - t->vertexUV( ( float )( x + 0 ), ( float )( y + 1 + yStretch ), ( float )( z + dustOffset ), lineTexture->getU1(true), lineTexture->getV0(true) ); - t->vertexUV( ( float )( x + 0 ), ( float )( y + 0 ), ( float )( z + dustOffset ), lineTexture->getU0(true), lineTexture->getV0(true) ); + t->vertexUV( static_cast<float>(x + 1), static_cast<float>(y + 0), ( float )( z + dustOffset ), lineTexture->getU0(true), lineTexture->getV1(true) ); + t->vertexUV( static_cast<float>(x + 1), ( float )( y + 1 + yStretch ), ( float )( z + dustOffset ), lineTexture->getU1(true), lineTexture->getV1(true) ); + t->vertexUV( static_cast<float>(x + 0), ( float )( y + 1 + yStretch ), ( float )( z + dustOffset ), lineTexture->getU1(true), lineTexture->getV0(true) ); + t->vertexUV( static_cast<float>(x + 0), static_cast<float>(y + 0), ( float )( z + dustOffset ), lineTexture->getU0(true), lineTexture->getV0(true) ); t->color( br, br, br ); - t->vertexUV( ( float )( x + 1 ), ( float )( y + 0 ), ( float )( z + overlayOffset ), lineTextureOverlay->getU0(true), lineTextureOverlay->getV1(true) ); - t->vertexUV( ( float )( x + 1 ), ( float )( y + 1 + yStretch ), ( float )( z + overlayOffset ), lineTextureOverlay->getU1(true), lineTextureOverlay->getV1(true) ); - t->vertexUV( ( float )( x + 0 ), ( float )( y + 1 + yStretch ), ( float )( z + overlayOffset ), lineTextureOverlay->getU1(true), lineTextureOverlay->getV0(true) ); - t->vertexUV( ( float )( x + 0 ), ( float )( y + 0 ), ( float )( z + overlayOffset ), lineTextureOverlay->getU0(true), lineTextureOverlay->getV0(true) ); + t->vertexUV( static_cast<float>(x + 1), static_cast<float>(y + 0), ( float )( z + overlayOffset ), lineTextureOverlay->getU0(true), lineTextureOverlay->getV1(true) ); + t->vertexUV( static_cast<float>(x + 1), ( float )( y + 1 + yStretch ), ( float )( z + overlayOffset ), lineTextureOverlay->getU1(true), lineTextureOverlay->getV1(true) ); + t->vertexUV( static_cast<float>(x + 0), ( float )( y + 1 + yStretch ), ( float )( z + overlayOffset ), lineTextureOverlay->getU1(true), lineTextureOverlay->getV0(true) ); + t->vertexUV( static_cast<float>(x + 0), static_cast<float>(y + 0), ( float )( z + overlayOffset ), lineTextureOverlay->getU0(true), lineTextureOverlay->getV0(true) ); } if ( level->isSolidBlockingTile( x, y, z + 1 ) && level->getTile( x, y + 1, z + 1 ) == Tile::redStoneDust_Id ) { t->color( br * red, br * green, br * blue ); - t->vertexUV( ( float )( x + 1 ), ( float )( y + 1 + yStretch ), ( float )( z + 1 - dustOffset ), lineTexture->getU1(true), lineTexture->getV0(true) ); - t->vertexUV( ( float )( x + 1 ), ( float )( y + 0 ), ( float )( z + 1 - dustOffset ), lineTexture->getU0(true), lineTexture->getV0(true) ); - t->vertexUV( ( float )( x + 0 ), ( float )( y + 0 ), ( float )( z + 1 - dustOffset ), lineTexture->getU0(true), lineTexture->getV1(true) ); - t->vertexUV( ( float )( x + 0 ), ( float )( y + 1 + yStretch ), ( float )( z + 1 - dustOffset ), lineTexture->getU1(true), lineTexture->getV1(true) ); + t->vertexUV( static_cast<float>(x + 1), ( float )( y + 1 + yStretch ), ( float )( z + 1 - dustOffset ), lineTexture->getU1(true), lineTexture->getV0(true) ); + t->vertexUV( static_cast<float>(x + 1), static_cast<float>(y + 0), ( float )( z + 1 - dustOffset ), lineTexture->getU0(true), lineTexture->getV0(true) ); + t->vertexUV( static_cast<float>(x + 0), static_cast<float>(y + 0), ( float )( z + 1 - dustOffset ), lineTexture->getU0(true), lineTexture->getV1(true) ); + t->vertexUV( static_cast<float>(x + 0), ( float )( y + 1 + yStretch ), ( float )( z + 1 - dustOffset ), lineTexture->getU1(true), lineTexture->getV1(true) ); t->color( br, br, br ); - t->vertexUV( ( float )( x + 1 ), ( float )( y + 1 + yStretch ), ( float )( z + 1 - overlayOffset ), lineTextureOverlay->getU1(true), lineTextureOverlay->getV0(true) ); - t->vertexUV( ( float )( x + 1 ), ( float )( y + 0 ), ( float )( z + 1 - overlayOffset ), lineTextureOverlay->getU0(true), lineTextureOverlay->getV0(true) ); - t->vertexUV( ( float )( x + 0 ), ( float )( y + 0 ), ( float )( z + 1 - overlayOffset ), lineTextureOverlay->getU0(true), lineTextureOverlay->getV1(true) ); - t->vertexUV( ( float )( x + 0 ), ( float )( y + 1 + yStretch ), ( float )( z + 1 - overlayOffset ), lineTextureOverlay->getU1(true), lineTextureOverlay->getV1(true) ); + t->vertexUV( static_cast<float>(x + 1), ( float )( y + 1 + yStretch ), ( float )( z + 1 - overlayOffset ), lineTextureOverlay->getU1(true), lineTextureOverlay->getV0(true) ); + t->vertexUV( static_cast<float>(x + 1), static_cast<float>(y + 0), ( float )( z + 1 - overlayOffset ), lineTextureOverlay->getU0(true), lineTextureOverlay->getV0(true) ); + t->vertexUV( static_cast<float>(x + 0), static_cast<float>(y + 0), ( float )( z + 1 - overlayOffset ), lineTextureOverlay->getU0(true), lineTextureOverlay->getV1(true) ); + t->vertexUV( static_cast<float>(x + 0), ( float )( y + 1 + yStretch ), ( float )( z + 1 - overlayOffset ), lineTextureOverlay->getU1(true), lineTextureOverlay->getV1(true) ); } } @@ -2982,15 +2982,15 @@ bool TileRenderer::tesselateRailInWorld( RailTile* tt, int x, int y, int z ) float r = 1 / 16.0f; - float x0 = ( float )( x + 1 ); - float x1 = ( float )( x + 1 ); - float x2 = ( float )( x + 0 ); - float x3 = ( float )( x + 0 ); + float x0 = static_cast<float>(x + 1); + float x1 = static_cast<float>(x + 1); + float x2 = static_cast<float>(x + 0); + float x3 = static_cast<float>(x + 0); - float z0 = ( float )( z + 0 ); - float z1 = ( float )( z + 1 ); - float z2 = ( float )( z + 1 ); - float z3 = ( float )( z + 0 ); + float z0 = static_cast<float>(z + 0); + float z1 = static_cast<float>(z + 1); + float z2 = static_cast<float>(z + 1); + float z3 = static_cast<float>(z + 0); float y0 = ( float )( y + r ); float y1 = ( float )( y + r ); @@ -2999,24 +2999,24 @@ bool TileRenderer::tesselateRailInWorld( RailTile* tt, int x, int y, int z ) if ( data == 1 || data == 2 || data == 3 || data == 7 ) { - x0 = x3 = ( float )( x + 1 ); - x1 = x2 = ( float )( x + 0 ); - z0 = z1 = ( float )( z + 1 ); - z2 = z3 = ( float )( z + 0 ); + x0 = x3 = static_cast<float>(x + 1); + x1 = x2 = static_cast<float>(x + 0); + z0 = z1 = static_cast<float>(z + 1); + z2 = z3 = static_cast<float>(z + 0); } else if ( data == 8 ) { - x0 = x1 = ( float )( x + 0 ); - x2 = x3 = ( float )( x + 1 ); - z0 = z3 = ( float )( z + 1 ); - z1 = z2 = ( float )( z + 0 ); + x0 = x1 = static_cast<float>(x + 0); + x2 = x3 = static_cast<float>(x + 1); + z0 = z3 = static_cast<float>(z + 1); + z1 = z2 = static_cast<float>(z + 0); } else if ( data == 9 ) { - x0 = x3 = ( float )( x + 0 ); - x1 = x2 = ( float )( x + 1 ); - z0 = z1 = ( float )( z + 0 ); - z2 = z3 = ( float )( z + 1 ); + x0 = x3 = static_cast<float>(x + 0); + x1 = x2 = static_cast<float>(x + 1); + z0 = z1 = static_cast<float>(z + 0); + z2 = z3 = static_cast<float>(z + 1); } if ( data == 2 || data == 4 ) @@ -3241,7 +3241,7 @@ bool TileRenderer::tesselateThinPaneInWorld(Tile *tt, int x, int y, int z) Icon *tex; Icon *edgeTex; - bool stained = dynamic_cast<StainedGlassPaneBlock *>(tt) != NULL; + bool stained = dynamic_cast<StainedGlassPaneBlock *>(tt) != nullptr; if (hasFixedTexture()) { tex = fixedTexture; @@ -3251,7 +3251,7 @@ bool TileRenderer::tesselateThinPaneInWorld(Tile *tt, int x, int y, int z) { int data = level->getData(x, y, z); tex = getTexture(tt, 0, data); - edgeTex = (stained) ? ((StainedGlassPaneBlock *) tt)->getEdgeTexture(data) : ((ThinFenceTile *) tt)->getEdgeTexture(); + edgeTex = (stained) ? static_cast<StainedGlassPaneBlock *>(tt)->getEdgeTexture(data) : static_cast<ThinFenceTile *>(tt)->getEdgeTexture(); } double u0 = tex->getU0(); @@ -3277,10 +3277,10 @@ bool TileRenderer::tesselateThinPaneInWorld(Tile *tt, int x, int y, int z) double iz0 = z + .5 - 1.0 / 16.0; double iz1 = z + .5 + 1.0 / 16.0; - bool n = (stained) ? ((StainedGlassPaneBlock *)tt)->attachsTo(level->getTile(x, y, z - 1)) : ((ThinFenceTile *)tt)->attachsTo(level->getTile(x, y, z - 1)); - bool s = (stained) ? ((StainedGlassPaneBlock *)tt)->attachsTo(level->getTile(x, y, z + 1)) : ((ThinFenceTile *)tt)->attachsTo(level->getTile(x, y, z + 1)); - bool w = (stained) ? ((StainedGlassPaneBlock *)tt)->attachsTo(level->getTile(x - 1, y, z)) : ((ThinFenceTile *)tt)->attachsTo(level->getTile(x - 1, y, z)); - bool e = (stained) ? ((StainedGlassPaneBlock *)tt)->attachsTo(level->getTile(x + 1, y, z)) : ((ThinFenceTile *)tt)->attachsTo(level->getTile(x + 1, y, z)); + bool n = (stained) ? static_cast<StainedGlassPaneBlock *>(tt)->attachsTo(level->getTile(x, y, z - 1)) : static_cast<ThinFenceTile *>(tt)->attachsTo(level->getTile(x, y, z - 1)); + bool s = (stained) ? static_cast<StainedGlassPaneBlock *>(tt)->attachsTo(level->getTile(x, y, z + 1)) : static_cast<ThinFenceTile *>(tt)->attachsTo(level->getTile(x, y, z + 1)); + bool w = (stained) ? static_cast<StainedGlassPaneBlock *>(tt)->attachsTo(level->getTile(x - 1, y, z)) : static_cast<ThinFenceTile *>(tt)->attachsTo(level->getTile(x - 1, y, z)); + bool e = (stained) ? static_cast<StainedGlassPaneBlock *>(tt)->attachsTo(level->getTile(x + 1, y, z)) : static_cast<ThinFenceTile *>(tt)->attachsTo(level->getTile(x + 1, y, z)); double noZFightingOffset = 0.001; double yt = 1.0 - noZFightingOffset; @@ -3691,10 +3691,10 @@ bool TileRenderer::tesselateThinFenceInWorld( ThinFenceTile* tt, int x, int y, i float iv1 = edgeTex->getV(8, true); float iv2 = edgeTex->getV1(true); - float x0 = (float)x; + float x0 = static_cast<float>(x); float x1 = x + 0.5f; float x2 = x + 1.0f; - float z0 = (float)z; + float z0 = static_cast<float>(z); float z1 = z + 0.5f; float z2 = z + 1.0f; float ix0 = x + 0.5f - 1.0f / 16.0f; @@ -4161,9 +4161,9 @@ bool TileRenderer::tesselateCrossInWorld( Tile* tt, int x, int y, int z ) } t->color( br * r, br * g, br * b ); - float xt = (float)x; - float yt = (float)y; - float zt = (float)z; + float xt = static_cast<float>(x); + float yt = static_cast<float>(y); + float zt = static_cast<float>(z); if (tt == Tile::tallgrass) { @@ -4181,7 +4181,7 @@ bool TileRenderer::tesselateCrossInWorld( Tile* tt, int x, int y, int z ) bool TileRenderer::tesselateStemInWorld( Tile* _tt, int x, int y, int z ) { - StemTile* tt = ( StemTile* )_tt; + StemTile* tt = static_cast<StemTile *>(_tt); Tesselator* t = Tesselator::getInstance(); float br; @@ -4409,7 +4409,7 @@ bool TileRenderer::tesselateLilypadInWorld(Tile *tt, int x, int y, int z) int64_t seed = (x * 3129871) ^ (z * 116129781l) ^ (y); seed = seed * seed * 42317861 + seed * 11; - int dir = (int) ((seed >> 16) & 0x3); + int dir = static_cast<int>((seed >> 16) & 0x3); @@ -4622,7 +4622,7 @@ bool TileRenderer::tesselateWaterInWorld( Tile* tt, int x, int y, int z ) { changed = true; Icon *tex = getTexture( tt, 1, data ); - float angle = ( float )LiquidTile::getSlopeAngle( level, x, y, z, m ); + float angle = static_cast<float>(LiquidTile::getSlopeAngle(level, x, y, z, m)); if ( angle > -999 ) { tex = getTexture( tt, 2, data ); @@ -4717,8 +4717,8 @@ bool TileRenderer::tesselateWaterInWorld( Tile* tt, int x, int y, int z ) { hh0 = ( float )( h0 ); hh1 = ( float )( h3 ); - x0 = ( float )( x ); - x1 = ( float )( x + 1 ); + x0 = static_cast<float>(x); + x1 = static_cast<float>(x + 1); z0 = ( float )( z + offs); z1 = ( float )( z + offs); } @@ -4726,8 +4726,8 @@ bool TileRenderer::tesselateWaterInWorld( Tile* tt, int x, int y, int z ) { hh0 = ( float )( h2 ); hh1 = ( float )( h1 ); - x0 = ( float )( x + 1 ); - x1 = ( float )( x ); + x0 = static_cast<float>(x + 1); + x1 = static_cast<float>(x); z0 = ( float )( z + 1 - offs); z1 = ( float )( z + 1 - offs); } @@ -4737,8 +4737,8 @@ bool TileRenderer::tesselateWaterInWorld( Tile* tt, int x, int y, int z ) hh1 = ( float )( h0 ); x0 = ( float )( x + offs); x1 = ( float )( x + offs); - z0 = ( float )( z + 1 ); - z1 = ( float )( z ); + z0 = static_cast<float>(z + 1); + z1 = static_cast<float>(z); } else { @@ -4746,8 +4746,8 @@ bool TileRenderer::tesselateWaterInWorld( Tile* tt, int x, int y, int z ) hh1 = ( float )( h2 ); x0 = ( float )( x + 1 - offs); x1 = ( float )( x + 1 - offs); - z0 = ( float )( z ); - z1 = ( float )( z + 1 ); + z0 = static_cast<float>(z); + z1 = static_cast<float>(z + 1); } @@ -4777,8 +4777,8 @@ bool TileRenderer::tesselateWaterInWorld( Tile* tt, int x, int y, int z ) t->color( c11 * br * r, c11 * br * g, c11 * br * b ); t->vertexUV( ( float )( x0 ), ( float )( y + hh0 ), ( float )( z0 ), ( float )( u0 ), ( float )( v01 ) ); t->vertexUV( ( float )( x1 ), ( float )( y + hh1 ), ( float )( z1 ), ( float )( u1 ), ( float )( v02 ) ); - t->vertexUV( ( float )( x1 ), ( float )( y + 0 ), ( float )( z1 ), ( float )( u1 ), ( float )( v1 ) ); - t->vertexUV( ( float )( x0 ), ( float )( y + 0 ), ( float )( z0 ), ( float )( u0 ), ( float )( v1 ) ); + t->vertexUV( ( float )( x1 ), static_cast<float>(y + 0), ( float )( z1 ), ( float )( u1 ), ( float )( v1 ) ); + t->vertexUV( ( float )( x0 ), static_cast<float>(y + 0), ( float )( z0 ), ( float )( u0 ), ( float )( v1 ) ); } @@ -5207,7 +5207,7 @@ bool TileRenderer::tesselateBlockInWorldWithAmbienceOcclusionTexLighting( Tile* // but they also happen to draw a lot of faces, and the code for determining which texture to use is more complex than in most // cases. Optimisation here then to store a uniform texture where appropriate (could be extended beyond leaves) that will stop // any other faces being evaluated. - Icon *uniformTex = NULL; + Icon *uniformTex = nullptr; int id = tt->id; if( id == Tile::leaves_Id ) { @@ -5257,7 +5257,7 @@ bool TileRenderer::tesselateBlockInWorldWithAmbienceOcclusionTexLighting( Tile* Tesselator* t = Tesselator::getInstance(); t->tex2( 0xf000f ); - if( uniformTex == NULL ) + if( uniformTex == nullptr ) { if ( getTexture(tt)->getFlags() == Icon::IS_GRASS_TOP ) tintSides = false; } @@ -5534,14 +5534,14 @@ bool TileRenderer::tesselateBlockInWorldWithAmbienceOcclusionTexLighting( Tile* float _ll2 = (ll00z + ll0Yz + llX0z + llXYz) / 4.0f; float _ll3 = (ll0yz + ll00z + llXyz + llX0z) / 4.0f; float _ll4 = (llxyz + llx0z + ll0yz + ll00z) / 4.0f; - ll1 = (float) (_ll1 * tileShapeY1 * (1.0 - tileShapeX0) + _ll2 * tileShapeY0 * tileShapeX0 + _ll3 * (1.0 - tileShapeY1) * tileShapeX0 + _ll4 * (1.0 - tileShapeY1) - * (1.0 - tileShapeX0)); - ll2 = (float) (_ll1 * tileShapeY1 * (1.0 - tileShapeX1) + _ll2 * tileShapeY1 * tileShapeX1 + _ll3 * (1.0 - tileShapeY1) * tileShapeX1 + _ll4 * (1.0 - tileShapeY1) - * (1.0 - tileShapeX1)); - ll3 = (float) (_ll1 * tileShapeY0 * (1.0 - tileShapeX1) + _ll2 * tileShapeY0 * tileShapeX1 + _ll3 * (1.0 - tileShapeY0) * tileShapeX1 + _ll4 * (1.0 - tileShapeY0) - * (1.0 - tileShapeX1)); - ll4 = (float) (_ll1 * tileShapeY0 * (1.0 - tileShapeX0) + _ll2 * tileShapeY0 * tileShapeX0 + _ll3 * (1.0 - tileShapeY0) * tileShapeX0 + _ll4 * (1.0 - tileShapeY0) - * (1.0 - tileShapeX0)); + ll1 = static_cast<float>(_ll1 * tileShapeY1 * (1.0 - tileShapeX0) + _ll2 * tileShapeY0 * tileShapeX0 + _ll3 * (1.0 - tileShapeY1) * tileShapeX0 + _ll4 * (1.0 - tileShapeY1) + * (1.0 - tileShapeX0)); + ll2 = static_cast<float>(_ll1 * tileShapeY1 * (1.0 - tileShapeX1) + _ll2 * tileShapeY1 * tileShapeX1 + _ll3 * (1.0 - tileShapeY1) * tileShapeX1 + _ll4 * (1.0 - tileShapeY1) + * (1.0 - tileShapeX1)); + ll3 = static_cast<float>(_ll1 * tileShapeY0 * (1.0 - tileShapeX1) + _ll2 * tileShapeY0 * tileShapeX1 + _ll3 * (1.0 - tileShapeY0) * tileShapeX1 + _ll4 * (1.0 - tileShapeY0) + * (1.0 - tileShapeX1)); + ll4 = static_cast<float>(_ll1 * tileShapeY0 * (1.0 - tileShapeX0) + _ll2 * tileShapeY0 * tileShapeX0 + _ll3 * (1.0 - tileShapeY0) * tileShapeX0 + _ll4 * (1.0 - tileShapeY0) + * (1.0 - tileShapeX0)); int _tc1 = blend(ccx0z, ccxYz, cc0Yz, cc00z); int _tc2 = blend(cc0Yz, ccX0z, ccXYz, cc00z); @@ -5689,14 +5689,14 @@ bool TileRenderer::tesselateBlockInWorldWithAmbienceOcclusionTexLighting( Tile* float _ll4 = (ll00Z + ll0YZ + llX0Z + llXYZ) / 4.0f; float _ll3 = (ll0yZ + ll00Z + llXyZ + llX0Z) / 4.0f; float _ll2 = (llxyZ + llx0Z + ll0yZ + ll00Z) / 4.0f; - ll1 = (float) (_ll1 * tileShapeY1 * (1.0 - tileShapeX0) + _ll4 * tileShapeY1 * tileShapeX0 + _ll3 * (1.0 - tileShapeY1) * tileShapeX0 + _ll2 * (1.0 - tileShapeY1) - * (1.0 - tileShapeX0)); - ll2 = (float) (_ll1 * tileShapeY0 * (1.0 - tileShapeX0) + _ll4 * tileShapeY0 * tileShapeX0 + _ll3 * (1.0 - tileShapeY0) * tileShapeX0 + _ll2 * (1.0 - tileShapeY0) - * (1.0 - tileShapeX0)); - ll3 = (float) (_ll1 * tileShapeY0 * (1.0 - tileShapeX1) + _ll4 * tileShapeY0 * tileShapeX1 + _ll3 * (1.0 - tileShapeY0) * tileShapeX1 + _ll2 * (1.0 - tileShapeY0) - * (1.0 - tileShapeX1)); - ll4 = (float) (_ll1 * tileShapeY1 * (1.0 - tileShapeX1) + _ll4 * tileShapeY1 * tileShapeX1 + _ll3 * (1.0 - tileShapeY1) * tileShapeX1 + _ll2 * (1.0 - tileShapeY1) - * (1.0 - tileShapeX1)); + ll1 = static_cast<float>(_ll1 * tileShapeY1 * (1.0 - tileShapeX0) + _ll4 * tileShapeY1 * tileShapeX0 + _ll3 * (1.0 - tileShapeY1) * tileShapeX0 + _ll2 * (1.0 - tileShapeY1) + * (1.0 - tileShapeX0)); + ll2 = static_cast<float>(_ll1 * tileShapeY0 * (1.0 - tileShapeX0) + _ll4 * tileShapeY0 * tileShapeX0 + _ll3 * (1.0 - tileShapeY0) * tileShapeX0 + _ll2 * (1.0 - tileShapeY0) + * (1.0 - tileShapeX0)); + ll3 = static_cast<float>(_ll1 * tileShapeY0 * (1.0 - tileShapeX1) + _ll4 * tileShapeY0 * tileShapeX1 + _ll3 * (1.0 - tileShapeY0) * tileShapeX1 + _ll2 * (1.0 - tileShapeY0) + * (1.0 - tileShapeX1)); + ll4 = static_cast<float>(_ll1 * tileShapeY1 * (1.0 - tileShapeX1) + _ll4 * tileShapeY1 * tileShapeX1 + _ll3 * (1.0 - tileShapeY1) * tileShapeX1 + _ll2 * (1.0 - tileShapeY1) + * (1.0 - tileShapeX1)); int _tc1 = blend(ccx0Z, ccxYZ, cc0YZ, cc00Z); int _tc4 = blend(cc0YZ, ccX0Z, ccXYZ, cc00Z); @@ -5840,14 +5840,14 @@ bool TileRenderer::tesselateBlockInWorldWithAmbienceOcclusionTexLighting( Tile* float _ll1 = (llx00 + llx0Z + llxY0 + llxYZ) / 4.0f; float _ll2 = (llx0z + llx00 + llxYz + llxY0) / 4.0f; float _ll3 = (llxyz + llxy0 + llx0z + llx00) / 4.0f; - ll1 = (float) (_ll1 * tileShapeY1 * tileShapeZ1 + _ll2 * tileShapeY1 * (1.0 - tileShapeZ1) + _ll3 * (1.0 - tileShapeY1) * (1.0 - tileShapeZ1) + _ll4 * (1.0 - tileShapeY1) - * tileShapeZ1); - ll2 = (float) (_ll1 * tileShapeY1 * tileShapeZ0 + _ll2 * tileShapeY1 * (1.0 - tileShapeZ0) + _ll3 * (1.0 - tileShapeY1) * (1.0 - tileShapeZ0) + _ll4 * (1.0 - tileShapeY1) - * tileShapeZ0); - ll3 = (float) (_ll1 * tileShapeY0 * tileShapeZ0 + _ll2 * tileShapeY0 * (1.0 - tileShapeZ0) + _ll3 * (1.0 - tileShapeY0) * (1.0 - tileShapeZ0) + _ll4 * (1.0 - tileShapeY0) - * tileShapeZ0); - ll4 = (float) (_ll1 * tileShapeY0 * tileShapeZ1 + _ll2 * tileShapeY0 * (1.0 - tileShapeZ1) + _ll3 * (1.0 - tileShapeY0) * (1.0 - tileShapeZ1) + _ll4 * (1.0 - tileShapeY0) - * tileShapeZ1); + ll1 = static_cast<float>(_ll1 * tileShapeY1 * tileShapeZ1 + _ll2 * tileShapeY1 * (1.0 - tileShapeZ1) + _ll3 * (1.0 - tileShapeY1) * (1.0 - tileShapeZ1) + _ll4 * (1.0 - tileShapeY1) + * tileShapeZ1); + ll2 = static_cast<float>(_ll1 * tileShapeY1 * tileShapeZ0 + _ll2 * tileShapeY1 * (1.0 - tileShapeZ0) + _ll3 * (1.0 - tileShapeY1) * (1.0 - tileShapeZ0) + _ll4 * (1.0 - tileShapeY1) + * tileShapeZ0); + ll3 = static_cast<float>(_ll1 * tileShapeY0 * tileShapeZ0 + _ll2 * tileShapeY0 * (1.0 - tileShapeZ0) + _ll3 * (1.0 - tileShapeY0) * (1.0 - tileShapeZ0) + _ll4 * (1.0 - tileShapeY0) + * tileShapeZ0); + ll4 = static_cast<float>(_ll1 * tileShapeY0 * tileShapeZ1 + _ll2 * tileShapeY0 * (1.0 - tileShapeZ1) + _ll3 * (1.0 - tileShapeY0) * (1.0 - tileShapeZ1) + _ll4 * (1.0 - tileShapeY0) + * tileShapeZ1); int _tc4 = blend(ccxy0, ccxyZ, ccx0Z, ccx00); int _tc1 = blend(ccx0Z, ccxY0, ccxYZ, ccx00); @@ -5991,14 +5991,14 @@ bool TileRenderer::tesselateBlockInWorldWithAmbienceOcclusionTexLighting( Tile* float _ll2 = (llXyz + llXy0 + llX0z + llX00) / 4.0f; float _ll3 = (llX0z + llX00 + llXYz + llXY0) / 4.0f; float _ll4 = (llX00 + llX0Z + llXY0 + llXYZ) / 4.0f; - ll1 = (float) (_ll1 * (1.0 - tileShapeY0) * tileShapeZ1 + _ll2 * (1.0 - tileShapeY0) * (1.0 - tileShapeZ1) + _ll3 * tileShapeY0 * (1.0 - tileShapeZ1) + _ll4 * tileShapeY0 - * tileShapeZ1); - ll2 = (float) (_ll1 * (1.0 - tileShapeY0) * tileShapeZ0 + _ll2 * (1.0 - tileShapeY0) * (1.0 - tileShapeZ0) + _ll3 * tileShapeY0 * (1.0 - tileShapeZ0) + _ll4 * tileShapeY0 - * tileShapeZ0); - ll3 = (float) (_ll1 * (1.0 - tileShapeY1) * tileShapeZ0 + _ll2 * (1.0 - tileShapeY1) * (1.0 - tileShapeZ0) + _ll3 * tileShapeY1 * (1.0 - tileShapeZ0) + _ll4 * tileShapeY1 - * tileShapeZ0); - ll4 = (float) (_ll1 * (1.0 - tileShapeY1) * tileShapeZ1 + _ll2 * (1.0 - tileShapeY1) * (1.0 - tileShapeZ1) + _ll3 * tileShapeY1 * (1.0 - tileShapeZ1) + _ll4 * tileShapeY1 - * tileShapeZ1); + ll1 = static_cast<float>(_ll1 * (1.0 - tileShapeY0) * tileShapeZ1 + _ll2 * (1.0 - tileShapeY0) * (1.0 - tileShapeZ1) + _ll3 * tileShapeY0 * (1.0 - tileShapeZ1) + _ll4 * tileShapeY0 + * tileShapeZ1); + ll2 = static_cast<float>(_ll1 * (1.0 - tileShapeY0) * tileShapeZ0 + _ll2 * (1.0 - tileShapeY0) * (1.0 - tileShapeZ0) + _ll3 * tileShapeY0 * (1.0 - tileShapeZ0) + _ll4 * tileShapeY0 + * tileShapeZ0); + ll3 = static_cast<float>(_ll1 * (1.0 - tileShapeY1) * tileShapeZ0 + _ll2 * (1.0 - tileShapeY1) * (1.0 - tileShapeZ0) + _ll3 * tileShapeY1 * (1.0 - tileShapeZ0) + _ll4 * tileShapeY1 + * tileShapeZ0); + ll4 = static_cast<float>(_ll1 * (1.0 - tileShapeY1) * tileShapeZ1 + _ll2 * (1.0 - tileShapeY1) * (1.0 - tileShapeZ1) + _ll3 * tileShapeY1 * (1.0 - tileShapeZ1) + _ll4 * tileShapeY1 + * tileShapeZ1); int _tc1 = blend(ccXy0, ccXyZ, ccX0Z, ccX00); int _tc4 = blend(ccX0Z, ccXY0, ccXYZ, ccX00); @@ -6085,8 +6085,8 @@ int TileRenderer::blend( int a, int b, int c, int def ) int TileRenderer::blend(int a, int b, int c, int d, double fa, double fb, double fc, double fd) { - int top = (int) ((double) ((a >> 16) & 0xff) * fa + (double) ((b >> 16) & 0xff) * fb + (double) ((c >> 16) & 0xff) * fc + (double) ((d >> 16) & 0xff) * fd) & 0xff; - int bottom = (int) ((double) (a & 0xff) * fa + (double) (b & 0xff) * fb + (double) (c & 0xff) * fc + (double) (d & 0xff) * fd) & 0xff; + int top = static_cast<int>((double)((a >> 16) & 0xff) * fa + (double)((b >> 16) & 0xff) * fb + (double)((c >> 16) & 0xff) * fc + (double)((d >> 16) & 0xff) * fd) & 0xff; + int bottom = static_cast<int>((double)(a & 0xff) * fa + (double)(b & 0xff) * fb + (double)(c & 0xff) * fc + (double)(d & 0xff) * fd) & 0xff; return (top << 16) | bottom; } @@ -7282,23 +7282,23 @@ void TileRenderer::renderFaceDown( Tile* tt, double x, double y, double z, Icon t->color( c1r, c1g, c1b ); if ( SharedConstants::TEXTURE_LIGHTING ) t->tex2( tc1 ); - t->vertexUV( ( float )( x0 ), ( float )( y0 ), ( float )( z1 ), ( float )( u10 ), ( float )( v10 ) ); + t->vertexUV( static_cast<float>(x0), static_cast<float>(y0), static_cast<float>(z1), static_cast<float>(u10), static_cast<float>(v10) ); t->color( c2r, c2g, c2b ); if ( SharedConstants::TEXTURE_LIGHTING ) t->tex2( tc2 ); - t->vertexUV( ( float )( x0 ), ( float )( y0 ), ( float )( z0 ), ( float )( u00 ), ( float )( v00 ) ); + t->vertexUV( static_cast<float>(x0), static_cast<float>(y0), static_cast<float>(z0), ( float )( u00 ), ( float )( v00 ) ); t->color( c3r, c3g, c3b ); if ( SharedConstants::TEXTURE_LIGHTING ) t->tex2( tc3 ); - t->vertexUV( ( float )( x1 ), ( float )( y0 ), ( float )( z0 ), ( float )( u01 ), ( float )( v01 ) ); + t->vertexUV( static_cast<float>(x1), static_cast<float>(y0), static_cast<float>(z0), static_cast<float>(u01), static_cast<float>(v01) ); t->color( c4r, c4g, c4b ); if ( SharedConstants::TEXTURE_LIGHTING ) t->tex2( tc4 ); - t->vertexUV( ( float )( x1 ), ( float )( y0 ), ( float )( z1 ), ( float )( u11 ), ( float )( v11 ) ); + t->vertexUV( static_cast<float>(x1), static_cast<float>(y0), static_cast<float>(z1), ( float )( u11 ), ( float )( v11 ) ); } else { - t->vertexUV( ( float )( x0 ), ( float )( y0 ), ( float )( z1 ), ( float )( u10 ), ( float )( v10 ) ); - t->vertexUV( ( float )( x0 ), ( float )( y0 ), ( float )( z0 ), ( float )( u00 ), ( float )( v00 ) ); - t->vertexUV( ( float )( x1 ), ( float )( y0 ), ( float )( z0 ), ( float )( u01 ), ( float )( v01 ) ); - t->vertexUV( ( float )( x1 ), ( float )( y0 ), ( float )( z1 ), ( float )( u11 ), ( float )( v11 ) ); + t->vertexUV( static_cast<float>(x0), static_cast<float>(y0), static_cast<float>(z1), static_cast<float>(u10), static_cast<float>(v10) ); + t->vertexUV( static_cast<float>(x0), static_cast<float>(y0), static_cast<float>(z0), ( float )( u00 ), ( float )( v00 ) ); + t->vertexUV( static_cast<float>(x1), static_cast<float>(y0), static_cast<float>(z0), static_cast<float>(u01), static_cast<float>(v01) ); + t->vertexUV( static_cast<float>(x1), static_cast<float>(y0), static_cast<float>(z1), ( float )( u11 ), ( float )( v11 ) ); } } @@ -7394,23 +7394,23 @@ void TileRenderer::renderFaceUp( Tile* tt, double x, double y, double z, Icon *t t->color( c1r, c1g, c1b ); if ( SharedConstants::TEXTURE_LIGHTING ) t->tex2( tc1 ); - t->vertexUV( ( float )( x1 ), ( float )( y1 ), ( float )( z1 ), ( float )( u11 ), ( float )( v11 ) ); + t->vertexUV( static_cast<float>(x1), static_cast<float>(y1), static_cast<float>(z1), ( float )( u11 ), ( float )( v11 ) ); t->color( c2r, c2g, c2b ); if ( SharedConstants::TEXTURE_LIGHTING ) t->tex2( tc2 ); - t->vertexUV( ( float )( x1 ), ( float )( y1 ), ( float )( z0 ), ( float )( u01 ), ( float )( v01 ) ); + t->vertexUV( static_cast<float>(x1), static_cast<float>(y1), static_cast<float>(z0), ( float )( u01 ), ( float )( v01 ) ); t->color( c3r, c3g, c3b ); if ( SharedConstants::TEXTURE_LIGHTING ) t->tex2( tc3 ); - t->vertexUV( ( float )( x0 ), ( float )( y1 ), ( float )( z0 ), ( float )( u00 ), ( float )( v00 ) ); + t->vertexUV( static_cast<float>(x0), static_cast<float>(y1), static_cast<float>(z0), ( float )( u00 ), ( float )( v00 ) ); t->color( c4r, c4g, c4b ); if ( SharedConstants::TEXTURE_LIGHTING ) t->tex2( tc4 ); - t->vertexUV( ( float )( x0 ), ( float )( y1 ), ( float )( z1 ), ( float )( u10 ), ( float )( v10 ) ); + t->vertexUV( static_cast<float>(x0), static_cast<float>(y1), static_cast<float>(z1), ( float )( u10 ), ( float )( v10 ) ); } else { - t->vertexUV( ( float )( x1 ), ( float )( y1 ), ( float )( z1 ), ( float )( u11 ), ( float )( v11 ) ); - t->vertexUV( ( float )( x1 ), ( float )( y1 ), ( float )( z0 ), ( float )( u01 ), ( float )( v01 ) ); - t->vertexUV( ( float )( x0 ), ( float )( y1 ), ( float )( z0 ), ( float )( u00 ), ( float )( v00 ) ); - t->vertexUV( ( float )( x0 ), ( float )( y1 ), ( float )( z1 ), ( float )( u10 ), ( float )( v10 ) ); + t->vertexUV( static_cast<float>(x1), static_cast<float>(y1), static_cast<float>(z1), ( float )( u11 ), ( float )( v11 ) ); + t->vertexUV( static_cast<float>(x1), static_cast<float>(y1), static_cast<float>(z0), ( float )( u01 ), ( float )( v01 ) ); + t->vertexUV( static_cast<float>(x0), static_cast<float>(y1), static_cast<float>(z0), ( float )( u00 ), ( float )( v00 ) ); + t->vertexUV( static_cast<float>(x0), static_cast<float>(y1), static_cast<float>(z1), ( float )( u10 ), ( float )( v10 ) ); } } @@ -7513,23 +7513,23 @@ void TileRenderer::renderNorth( Tile* tt, double x, double y, double z, Icon *te t->color( c1r, c1g, c1b ); if ( SharedConstants::TEXTURE_LIGHTING ) t->tex2( tc1 ); - t->vertexUV( ( float )( x0 ), ( float )( y1 ), ( float )( z0 ), ( float )( u01 ), ( float )( v01 ) ); + t->vertexUV( static_cast<float>(x0), static_cast<float>(y1), static_cast<float>(z0), static_cast<float>(u01), static_cast<float>(v01) ); t->color( c2r, c2g, c2b ); if ( SharedConstants::TEXTURE_LIGHTING ) t->tex2( tc2 ); - t->vertexUV( ( float )( x1 ), ( float )( y1 ), ( float )( z0 ), ( float )( u00 ), ( float )( v00 ) ); + t->vertexUV( static_cast<float>(x1), static_cast<float>(y1), static_cast<float>(z0), static_cast<float>(u00), static_cast<float>(v00) ); t->color( c3r, c3g, c3b ); if ( SharedConstants::TEXTURE_LIGHTING ) t->tex2( tc3 ); - t->vertexUV( ( float )( x1 ), ( float )( y0 ), ( float )( z0 ), ( float )( u10 ), ( float )( v10 ) ); + t->vertexUV( static_cast<float>(x1), static_cast<float>(y0), static_cast<float>(z0), static_cast<float>(u10), static_cast<float>(v10) ); t->color( c4r, c4g, c4b ); if ( SharedConstants::TEXTURE_LIGHTING ) t->tex2( tc4 ); - t->vertexUV( ( float )( x0 ), ( float )( y0 ), ( float )( z0 ), ( float )( u11 ), ( float )( v11 ) ); + t->vertexUV( static_cast<float>(x0), static_cast<float>(y0), static_cast<float>(z0), static_cast<float>(u11), static_cast<float>(v11) ); } else { - t->vertexUV( ( float )( x0 ), ( float )( y1 ), ( float )( z0 ), ( float )( u01 ), ( float )( v01 ) ); - t->vertexUV( ( float )( x1 ), ( float )( y1 ), ( float )( z0 ), ( float )( u00 ), ( float )( v00 ) ); - t->vertexUV( ( float )( x1 ), ( float )( y0 ), ( float )( z0 ), ( float )( u10 ), ( float )( v10 ) ); - t->vertexUV( ( float )( x0 ), ( float )( y0 ), ( float )( z0 ), ( float )( u11 ), ( float )( v11 ) ); + t->vertexUV( static_cast<float>(x0), static_cast<float>(y1), static_cast<float>(z0), static_cast<float>(u01), static_cast<float>(v01) ); + t->vertexUV( static_cast<float>(x1), static_cast<float>(y1), static_cast<float>(z0), static_cast<float>(u00), static_cast<float>(v00) ); + t->vertexUV( static_cast<float>(x1), static_cast<float>(y0), static_cast<float>(z0), static_cast<float>(u10), static_cast<float>(v10) ); + t->vertexUV( static_cast<float>(x0), static_cast<float>(y0), static_cast<float>(z0), static_cast<float>(u11), static_cast<float>(v11) ); } } @@ -7632,23 +7632,23 @@ void TileRenderer::renderSouth( Tile* tt, double x, double y, double z, Icon *te t->color( c1r, c1g, c1b ); if ( SharedConstants::TEXTURE_LIGHTING ) t->tex2( tc1 ); - t->vertexUV( ( float )( x0 ), ( float )( y1 ), ( float )( z1 ), ( float )( u00 ), ( float )( v00 ) ); + t->vertexUV( static_cast<float>(x0), static_cast<float>(y1), static_cast<float>(z1), static_cast<float>(u00), static_cast<float>(v00) ); t->color( c2r, c2g, c2b ); if ( SharedConstants::TEXTURE_LIGHTING ) t->tex2( tc2 ); - t->vertexUV( ( float )( x0 ), ( float )( y0 ), ( float )( z1 ), ( float )( u10 ), ( float )( v10 ) ); + t->vertexUV( static_cast<float>(x0), static_cast<float>(y0), static_cast<float>(z1), static_cast<float>(u10), static_cast<float>(v10) ); t->color( c3r, c3g, c3b ); if ( SharedConstants::TEXTURE_LIGHTING ) t->tex2( tc3 ); - t->vertexUV( ( float )( x1 ), ( float )( y0 ), ( float )( z1 ), ( float )( u11 ), ( float )( v11 ) ); + t->vertexUV( static_cast<float>(x1), static_cast<float>(y0), static_cast<float>(z1), static_cast<float>(u11), static_cast<float>(v11) ); t->color( c4r, c4g, c4b ); if ( SharedConstants::TEXTURE_LIGHTING ) t->tex2( tc4 ); - t->vertexUV( ( float )( x1 ), ( float )( y1 ), ( float )( z1 ), ( float )( u01 ), ( float )( v01 ) ); + t->vertexUV( static_cast<float>(x1), static_cast<float>(y1), static_cast<float>(z1), static_cast<float>(u01), static_cast<float>(v01) ); } else { - t->vertexUV( ( float )( x0 ), ( float )( y1 ), ( float )( z1 ), ( float )( u00 ), ( float )( v00 ) ); - t->vertexUV( ( float )( x0 ), ( float )( y0 ), ( float )( z1 ), ( float )( u10 ), ( float )( v10 ) ); - t->vertexUV( ( float )( x1 ), ( float )( y0 ), ( float )( z1 ), ( float )( u11 ), ( float )( v11 ) ); - t->vertexUV( ( float )( x1 ), ( float )( y1 ), ( float )( z1 ), ( float )( u01 ), ( float )( v01 ) ); + t->vertexUV( static_cast<float>(x0), static_cast<float>(y1), static_cast<float>(z1), static_cast<float>(u00), static_cast<float>(v00) ); + t->vertexUV( static_cast<float>(x0), static_cast<float>(y0), static_cast<float>(z1), static_cast<float>(u10), static_cast<float>(v10) ); + t->vertexUV( static_cast<float>(x1), static_cast<float>(y0), static_cast<float>(z1), static_cast<float>(u11), static_cast<float>(v11) ); + t->vertexUV( static_cast<float>(x1), static_cast<float>(y1), static_cast<float>(z1), static_cast<float>(u01), static_cast<float>(v01) ); } } @@ -7750,23 +7750,23 @@ void TileRenderer::renderWest( Tile* tt, double x, double y, double z, Icon *tex t->color( c1r, c1g, c1b ); if ( SharedConstants::TEXTURE_LIGHTING ) t->tex2( tc1 ); - t->vertexUV( ( float )( x0 ), ( float )( y1 ), ( float )( z1 ), ( float )( u01 ), ( float )( v01 ) ); + t->vertexUV( static_cast<float>(x0), static_cast<float>(y1), static_cast<float>(z1), static_cast<float>(u01), static_cast<float>(v01) ); t->color( c2r, c2g, c2b ); if ( SharedConstants::TEXTURE_LIGHTING ) t->tex2( tc2 ); - t->vertexUV( ( float )( x0 ), ( float )( y1 ), ( float )( z0 ), ( float )( u00 ), ( float )( v00 ) ); + t->vertexUV( static_cast<float>(x0), static_cast<float>(y1), static_cast<float>(z0), static_cast<float>(u00), static_cast<float>(v00) ); t->color( c3r, c3g, c3b ); if ( SharedConstants::TEXTURE_LIGHTING ) t->tex2( tc3 ); - t->vertexUV( ( float )( x0 ), ( float )( y0 ), ( float )( z0 ), ( float )( u10 ), ( float )( v10 ) ); + t->vertexUV( static_cast<float>(x0), static_cast<float>(y0), static_cast<float>(z0), static_cast<float>(u10), static_cast<float>(v10) ); t->color( c4r, c4g, c4b ); if ( SharedConstants::TEXTURE_LIGHTING ) t->tex2( tc4 ); - t->vertexUV( ( float )( x0 ), ( float )( y0 ), ( float )( z1 ), ( float )( u11 ), ( float )( v11 ) ); + t->vertexUV( static_cast<float>(x0), static_cast<float>(y0), static_cast<float>(z1), static_cast<float>(u11), static_cast<float>(v11) ); } else { - t->vertexUV( ( float )( x0 ), ( float )( y1 ), ( float )( z1 ), ( float )( u01 ), ( float )( v01 ) ); - t->vertexUV( ( float )( x0 ), ( float )( y1 ), ( float )( z0 ), ( float )( u00 ), ( float )( v00 ) ); - t->vertexUV( ( float )( x0 ), ( float )( y0 ), ( float )( z0 ), ( float )( u10 ), ( float )( v10 ) ); - t->vertexUV( ( float )( x0 ), ( float )( y0 ), ( float )( z1 ), ( float )( u11 ), ( float )( v11 ) ); + t->vertexUV( static_cast<float>(x0), static_cast<float>(y1), static_cast<float>(z1), static_cast<float>(u01), static_cast<float>(v01) ); + t->vertexUV( static_cast<float>(x0), static_cast<float>(y1), static_cast<float>(z0), static_cast<float>(u00), static_cast<float>(v00) ); + t->vertexUV( static_cast<float>(x0), static_cast<float>(y0), static_cast<float>(z0), static_cast<float>(u10), static_cast<float>(v10) ); + t->vertexUV( static_cast<float>(x0), static_cast<float>(y0), static_cast<float>(z1), static_cast<float>(u11), static_cast<float>(v11) ); } } @@ -7868,23 +7868,23 @@ void TileRenderer::renderEast( Tile* tt, double x, double y, double z, Icon *tex t->color( c1r, c1g, c1b ); if ( SharedConstants::TEXTURE_LIGHTING ) t->tex2( tc1 ); - t->vertexUV( ( float )( x1 ), ( float )( y0 ), ( float )( z1 ), ( float )( u10 ), ( float )( v10 ) ); + t->vertexUV( static_cast<float>(x1), static_cast<float>(y0), static_cast<float>(z1), static_cast<float>(u10), static_cast<float>(v10) ); t->color( c2r, c2g, c2b ); if ( SharedConstants::TEXTURE_LIGHTING ) t->tex2( tc2 ); - t->vertexUV( ( float )( x1 ), ( float )( y0 ), ( float )( z0 ), ( float )( u11 ), ( float )( v11 ) ); + t->vertexUV( static_cast<float>(x1), static_cast<float>(y0), static_cast<float>(z0), static_cast<float>(u11), static_cast<float>(v11) ); t->color( c3r, c3g, c3b ); if ( SharedConstants::TEXTURE_LIGHTING ) t->tex2( tc3 ); - t->vertexUV( ( float )( x1 ), ( float )( y1 ), ( float )( z0 ), ( float )( u01 ), ( float )( v01 ) ); + t->vertexUV( static_cast<float>(x1), static_cast<float>(y1), static_cast<float>(z0), static_cast<float>(u01), static_cast<float>(v01) ); t->color( c4r, c4g, c4b ); if ( SharedConstants::TEXTURE_LIGHTING ) t->tex2( tc4 ); - t->vertexUV( ( float )( x1 ), ( float )( y1 ), ( float )( z1 ), ( float )( u00 ), ( float )( v00 ) ); + t->vertexUV( static_cast<float>(x1), static_cast<float>(y1), static_cast<float>(z1), static_cast<float>(u00), static_cast<float>(v00) ); } else { - t->vertexUV( ( float )( x1 ), ( float )( y0 ), ( float )( z1 ), ( float )( u10 ), ( float )( v10 ) ); - t->vertexUV( ( float )( x1 ), ( float )( y0 ), ( float )( z0 ), ( float )( u11 ), ( float )( v11 ) ); - t->vertexUV( ( float )( x1 ), ( float )( y1 ), ( float )( z0 ), ( float )( u01 ), ( float )( v01 ) ); - t->vertexUV( ( float )( x1 ), ( float )( y1 ), ( float )( z1 ), ( float )( u00 ), ( float )( v00 ) ); + t->vertexUV( static_cast<float>(x1), static_cast<float>(y0), static_cast<float>(z1), static_cast<float>(u10), static_cast<float>(v10) ); + t->vertexUV( static_cast<float>(x1), static_cast<float>(y0), static_cast<float>(z0), static_cast<float>(u11), static_cast<float>(v11) ); + t->vertexUV( static_cast<float>(x1), static_cast<float>(y1), static_cast<float>(z0), static_cast<float>(u01), static_cast<float>(v01) ); + t->vertexUV( static_cast<float>(x1), static_cast<float>(y1), static_cast<float>(z1), static_cast<float>(u00), static_cast<float>(v00) ); } } @@ -8399,7 +8399,7 @@ void TileRenderer::renderTile( Tile* tile, int data, float brightness, float fAl else if (shape == Tile::SHAPE_ANVIL) { glTranslatef(-0.5f, -0.5f, -0.5f); - tesselateAnvilInWorld((AnvilTile *) tile, 0, 0, 0, data << 2, true); + tesselateAnvilInWorld(static_cast<AnvilTile *>(tile), 0, 0, 0, data << 2, true); glTranslatef(0.5f, 0.5f, 0.5f); } else if ( shape == Tile::SHAPE_PORTAL_FRAME ) @@ -8550,7 +8550,7 @@ Icon *TileRenderer::getTexture(Tile *tile) Icon *TileRenderer::getTextureOrMissing(Icon *icon) { - if (icon == NULL) return minecraft->textures->getMissingIcon(Icon::TYPE_TERRAIN); + if (icon == nullptr) return minecraft->textures->getMissingIcon(Icon::TYPE_TERRAIN); #ifdef __PSVITA__ // AP - alpha cut out is expensive on vita. Pass on the Alpha Cut out flag to the tesselator |
