Merge branch 'dev' into func/bttr-cwd
Some checks failed
Build (Linux, x86-64) / build-linux (push) Has been cancelled
Format Check / clang-format (push) Has been cancelled

This commit is contained in:
JuiceyDev 2026-03-30 04:13:11 +02:00 committed by GitHub
commit 413f22f231
No known key found for this signature in database
GPG key ID: B5690EEEBB952194
409 changed files with 16573 additions and 12618 deletions

View file

@ -1,132 +1,38 @@
name: Build (Linux, x86_64)
name: Build (Linux, x86-64)
on:
push:
paths:
paths: &workflow_paths
- '**.cpp'
- '**.h'
- '**.c'
- '**/meson.build'
- 'meson.build'
- '**/CMakeLists.txt'
- 'CMakeLists.txt'
- '**.cc'
- '**.cxx'
- '**.hh'
- '**.hpp'
- '**.hxx'
- '**.inl'
- "**meson.build"
- "flake.nix"
- '.github/workflows/build-linux.yml'
pull_request:
paths:
- '**.cpp'
- '**.h'
- '**.c'
- '**/meson.build'
- 'meson.build'
- '**/CMakeLists.txt'
- 'CMakeLists.txt'
- '.github/workflows/build-linux.yml'
paths: *workflow_paths
jobs:
build-linux:
runs-on: ubuntu-latest
steps:
- name: Checkout repository
uses: actions/checkout@v4
uses: actions/checkout@v6
- name: Install system dependencies
run: |
sudo apt-get update
sudo apt-get install -y build-essential ccache python3 python3-pip ninja-build libsdl2-dev libgl-dev libglu1-mesa-dev libpthread-stubs0-dev
python -m pip install meson
# Set a reasonable ccache size
ccache -M 5G || true
- name: Restore ccache
uses: actions/cache@v4
- name: Install Nix
uses: cachix/install-nix-action@v31
with:
path: ~/.ccache
key: ${{ runner.os }}-ccache-${{ hashFiles('**/meson.build') }}
nix_path: nixpkgs=channel:nixos-unstable
- name: Restore meson cache
uses: actions/cache@v4
with:
path: ~/.cache/meson
key: ${{ runner.os }}-meson-${{ hashFiles('**/meson.build') }}
- name: Build
run: nix build --print-build-logs
- name: Configure Meson
env:
CC: "ccache clang"
CXX: "ccache clang++"
CCACHE_DIR: ${{ runner.temp }}/ccache
run: |
mkdir -p "$CCACHE_DIR"
export CCACHE_DIR="$CCACHE_DIR"
meson setup build_release --wipe --buildtype=release --native-file=./scripts/llvm_native.txt
- name: Build with Meson
env:
CC: "ccache clang"
CXX: "ccache clang++"
CCACHE_DIR: ${{ runner.temp }}/ccache
run: |
export CCACHE_DIR="${{ runner.temp }}/ccache"
# Use all available cores for faster parallel builds
meson compile -C build_release -j $(nproc) -v Minecraft.Client
- name: Install patchelf
run: sudo apt-get install -y patchelf
- name: Upload artifact
uses: actions/upload-artifact@v4
with:
name: minecraft-client-linux-release_exe-${{ github.sha }}
path: build_release/Minecraft.Client/Minecraft.Client
retention-days: 7
build-linux-debug:
runs-on: ubuntu-latest
steps:
- name: Checkout repository
uses: actions/checkout@v4
- name: Install system dependencies
run: |
sudo apt-get update
sudo apt-get install -y build-essential ccache python3 python3-pip ninja-build libsdl2-dev libgl-dev libglu1-mesa-dev libpthread-stubs0-dev
python -m pip install meson
# Set a reasonable ccache size
ccache -M 5G || true
- name: Restore ccache
uses: actions/cache@v4
with:
path: ~/.ccache
key: ${{ runner.os }}-ccache-debug-${{ hashFiles('**/meson.build') }}
- name: Restore meson cache
uses: actions/cache@v4
with:
path: ~/.cache/meson
key: ${{ runner.os }}-meson-debug-${{ hashFiles('**/meson.build') }}
- name: Configure Meson (debug)
env:
CC: "ccache clang"
CXX: "ccache clang++"
CCACHE_DIR: ${{ runner.temp }}/ccache
run: |
mkdir -p "$CCACHE_DIR"
export CCACHE_DIR="$CCACHE_DIR"
meson setup build_debug --wipe --buildtype=debug --native-file=./scripts/llvm_native.txt
- name: Build Debug with Meson
env:
CC: "ccache clang"
CXX: "ccache clang++"
CCACHE_DIR: ${{ runner.temp }}/ccache
run: |
export CCACHE_DIR="${{ runner.temp }}/ccache"
# Use all available cores for faster parallel builds
meson compile -C build_debug -j $(nproc) -v Minecraft.Client
- name: Upload debug executable
uses: actions/upload-artifact@v4
with:
name: minecraft-client-linux-debug_exe-${{ github.sha }}
path: build_debug/Minecraft.Client/Minecraft.Client
retention-days: 7
- name: Flake integrity
run: nix flake check

View file

@ -1,22 +1,8 @@
name: Clang Format
name: Format Check
on:
push:
paths:
- '**.cpp'
- '**.h'
- '**.c'
- '**.cc'
- '**.cxx'
- '**.hh'
- '**.hpp'
- '**.hxx'
- '**.inl'
- '.clang-format'
- '.github/workflows/clang-format.yml'
- '.github/scripts/check-clang-format.sh'
pull_request:
paths:
paths: &workflow_paths
- '**.cpp'
- '**.h'
- '**.c'
@ -30,26 +16,29 @@ on:
- '.github/workflows/clang-format.yml'
- '.github/scripts/check-clang-format.sh'
pull_request:
paths: *workflow_paths
jobs:
clang-format:
runs-on: ubuntu-24.04
runs-on: ubuntu-latest
concurrency:
group: clang-format-${{ github.ref }}
cancel-in-progress: true
steps:
- name: Checkout repository
uses: actions/checkout@v4
uses: actions/checkout@v6
with:
fetch-depth: 0
fetch-depth: 2
- name: Install clang-format
run: |
sudo apt-get update
sudo apt-get install -y clang-format-19
uses: daaku/gh-action-apt-install@v4
with:
packages: clang-format
- name: Check changed files
env:
CLANG_FORMAT_BIN: clang-format-19
CLANG_FORMAT_BIN: clang-format
EVENT_NAME: ${{ github.event_name }}
PR_BASE_REF: ${{ github.event.pull_request.base.ref }}
PR_BASE_SHA: ${{ github.event.pull_request.base.sha }}

Binary file not shown.

After

Width:  |  Height:  |  Size: 1.9 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 2 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 1.6 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 1.2 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 5.5 KiB

Binary file not shown.

Before

Width:  |  Height:  |  Size: 7 KiB

After

Width:  |  Height:  |  Size: 10 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 3.1 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 156 KiB

View file

@ -435,6 +435,9 @@ tile.oreEmerald.name=Emerald Ore
tile.blockEmerald.name=Block of Emerald
tile.tripWire.name=Tripwire
tile.tripWireSource.name=Tripwire Hook
tile.beacon.name=Beacon
tile.beacon.primary=Primary Power
tile.beacon.secondary=Secondary Power
item.shovelIron.name=Iron Shovel
item.pickaxeIron.name=Iron Pickaxe
@ -595,6 +598,9 @@ container.crafting=Crafting
container.dispenser=Dispenser
container.furnace=Furnace
container.enchant=Enchant
container.repair=Repair & Name
container.repair.cost=Enchantment Cost: %d
container.repair.expensive=Too Expensive!
container.creative=Item Selection
container.brewing=Brewing Stand
container.chest=Chest

View file

@ -4760,6 +4760,9 @@ Would you like to unlock the full game?</value>
<data name="IDS_GROUPNAME_FOOD">
<value>Food</value>
</data>
<data name="IDS_GROUPNAME_SEARCH">
<value>Search Items</value>
</data>
<data name="IDS_GROUPNAME_STRUCTURES">
<value>Structures</value>
</data>
@ -7068,6 +7071,9 @@ All Ender Chests in a world are linked. Items placed into an Ender Chest are acc
<data name="IDS_OK">
<value>OK</value>
</data>
<data name="IDS_CANCEL">
<value>Cancel</value>
</data>
<data name="IDS_BACK_BUTTON">
<value>SELECT</value>
</data>
@ -7195,6 +7201,9 @@ You can upload a world save to the save transfer area using Minecraft: PlayStati
<data name="IDS_WARNING_ARCADE_TITLE">
<value>Exit Game</value>
</data>
<data name="IDS_WARNING_ARCADE_TEXT">
<value>Are you sure you want to exit the game?</value>
</data>
<data name="IDS_PRO_RETURNEDTOTITLESCREEN_TEXT">
<value>You have been returned to the title screen because your Xbox profile was signed out</value>
</data>

View file

@ -1,4 +1,4 @@
<root>
<root>
<data name="IDS_TIPS_GAMETIP_NEWDLC">
<value>New Downloadable Content is available! Access it from the Minecraft Store button on the Main Menu.</value>
</data>
@ -6044,6 +6044,10 @@ Would you like to unlock the full game now?</value>
<value>Food</value>
</data>
<data name="IDS_GROUPNAME_SEARCH">
<value>Search Items</value>
</data>
<data name="IDS_GROUPNAME_STRUCTURES">
<value>Structures</value>
</data>
@ -8811,4 +8815,4 @@ All Ender Chests in a world are linked. Items placed into an Ender Chest are acc
<data name="IDS_TOOLTIPS_CURE">
<value>Cure</value>
</data>
</root>
</root>

View file

@ -89,8 +89,15 @@ const std::wstring Options::DIFFICULTY_NAMES[] = {
const std::wstring Options::GUI_SCALE[] = {
L"options.guiScale.auto", L"options.guiScale.small",
L"options.guiScale.normal", L"options.guiScale.large"};
#ifdef ENABLE_VSYNC
const std::wstring Options::FRAMERATE_LIMITS[] = {
L"performance.max", L"performance.balanced", L"performance.powersaver"};
#else
const std::wstring Options::FRAMERATE_LIMITS[] = {
L"performance.max", L"performance.balanced", L"performance.powersaver",
L"performance.unlimited"};
#endif
const std::wstring Options::PARTICLES[] = {L"options.particles.all",
L"options.particles.decreased",
@ -231,21 +238,24 @@ void Options::toggle(const Options::Option* option, int dir) {
if (option == Option::PARTICLES) particles = (particles + dir) % 3;
// 4J-PB - changing
// if (option == Option::VIEW_BOBBING) bobView = !bobView;
if (option == Option::VIEW_BOBBING)
((dir == 0) ? bobView = false : bobView = true);
// 4jcraft: uncommented this so that the view bobbing option works
if (option == Option::VIEW_BOBBING) bobView = !bobView;
if (option == Option::RENDER_CLOUDS) renderClouds = !renderClouds;
if (option == Option::ADVANCED_OPENGL) {
advancedOpengl = !advancedOpengl;
// 4jcraft: ensure level exists before applying
if(minecraft->level) minecraft->levelRenderer->allChanged();
// 4jcraft: ensure level exists before applying
if (minecraft->level) minecraft->levelRenderer->allChanged();
}
if (option == Option::ANAGLYPH) {
anaglyph3d = !anaglyph3d;
minecraft->textures->reloadAll();
}
if (option == Option::FRAMERATE_LIMIT)
#ifdef ENABLE_VSYNC
framerateLimit = (framerateLimit + dir + 3) % 3;
#else
framerateLimit = (framerateLimit + dir + 4) % 4;
#endif
// 4J-PB - Change for Xbox
// if (option == Option::DIFFICULTY) difficulty = (difficulty + dir) & 3;
@ -255,13 +265,13 @@ void Options::toggle(const Options::Option* option, int dir) {
if (option == Option::GRAPHICS) {
fancyGraphics = !fancyGraphics;
// 4jcraft: ensure level exists before applying
if(minecraft->level) minecraft->levelRenderer->allChanged();
// 4jcraft: ensure level exists before applying
if (minecraft->level) minecraft->levelRenderer->allChanged();
}
if (option == Option::AMBIENT_OCCLUSION) {
ambientOcclusion = !ambientOcclusion;
// 4jcraft: ensure level exists before applying
if(minecraft->level) minecraft->levelRenderer->allChanged();
// 4jcraft: ensure level exists before applying
if (minecraft->level) minecraft->levelRenderer->allChanged();
}
// 4J-PB - don't do the file save on the xbox

View file

@ -1,3 +1,6 @@
#include <thread>
#include <chrono>
#include "../Platform/stdafx.h"
#include "ServerLevel.h"
#include "../MinecraftServer.h"
@ -1112,13 +1115,13 @@ std::shared_ptr<Explosion> ServerLevel::explode(std::shared_ptr<Entity> source,
}
if (player->distanceToSqr(x, y, z) < 64 * 64) {
Vec3* knockbackVec = explosion->getHitPlayerKnockback(player);
Vec3 knockbackVec = explosion->getHitPlayerKnockback(player);
// app.DebugPrintf("Sending %s with knockback (%f,%f,%f)\n",
// knockbackOnly?"knockbackOnly":"allExplosion",knockbackVec->x,knockbackVec->y,knockbackVec->z);
// If the player is not the primary on the system, then we only
// want to send info for the knockback
player->connection->send(std::shared_ptr<ExplodePacket>(
new ExplodePacket(x, y, z, r, &explosion->toBlow, knockbackVec,
new ExplodePacket(x, y, z, r, &explosion->toBlow, &knockbackVec,
knockbackOnly)));
sentTo.push_back(player);
}
@ -1570,7 +1573,7 @@ int ServerLevel::runUpdate(void* lpParam) {
}
PIXEndNamedEvent();
#ifdef __PS3__
Sleep(10);
std::this_thread::sleep_for(std::chrono::milliseconds(10));
#endif //__PS3__
}
@ -1584,4 +1587,4 @@ void ServerLevel::flagEntitiesToBeRemoved(unsigned int* flags,
if (chunkMap) {
chunkMap->flagEntitiesToBeRemoved(flags, removedFound);
}
}
}

View file

@ -1,3 +1,6 @@
#include <thread>
#include <chrono>
#include "Platform/stdafx.h"
#include "Minecraft.h"
#include "GameState/GameMode.h"
@ -723,8 +726,6 @@ void Minecraft::run()
{
// try { // 4J - removed try/catch
// if (minecraftApplet != null && !minecraftApplet.isActive()) break; // 4J - removed
AABB::resetPool();
Vec3::resetPool();
// if (parent == NULL && Display.isCloseRequested()) { // 4J - removed
// stop();
@ -781,7 +782,7 @@ void Minecraft::run()
{
this->toggleFullScreen();
}
Sleep(10);
std::this_thread::sleep_for(std::chrono::milliseconds(10));
}
*/
@ -796,7 +797,7 @@ void Minecraft::run()
achievementPopup->render();
Sleep(0); // 4J - was Thread.yield()
std::this_thread::sleep_for(std::chrono::milliseconds(0)); // 4J - was Thread.yield())
// if (Keyboard::isKeyDown(Keyboard::KEY_F7)) Display.update(); // 4J - removed condition
Display::update();
@ -1280,8 +1281,6 @@ void Minecraft::run_middle() {
// try { // 4J - removed try/catch
// if (minecraftApplet != null &&
// !minecraftApplet.isActive()) break; // 4J - removed
AABB::resetPool();
Vec3::resetPool();
// if (parent == NULL && Display.isCloseRequested()) {
// // 4J - removed
@ -1966,13 +1965,16 @@ void Minecraft::run_middle() {
// clear the stored button downs since the tick for this
// player will now have actioned them
player->ullButtonsPressed = 0LL;
} else if (screen != NULL) {
screen->updateEvents();
// 4jcraft: this fixes the title screen panorama running
// faster than it should
if (!idx) {
screen->tick();
}
}
}
if (screen != NULL) {
screen->updateEvents();
}
ui.HandleGameTick();
setLocalPlayerIdx(ProfileManager.GetPrimaryPad());
@ -2112,7 +2114,7 @@ void Minecraft::run_middle() {
{
this->toggleFullScreen();
}
Sleep(10);
std::this_thread::sleep_for(std::chrono::milliseconds(10));
}
*/
@ -2141,7 +2143,10 @@ void Minecraft::run_middle() {
achievementPopup->render();
PIXBeginNamedEvent(0, "Sleeping");
Sleep(0); // 4J - was Thread.yield()
std::this_thread::yield(); // 4jcraft added now that we have
// portable thread yield.
// std::this_thread::sleep_for(
// std::chrono::milliseconds(0)); // 4J - was Thread.yield())
PIXEndNamedEvent();
// if (Keyboard::isKeyDown(Keyboard::KEY_F7))
@ -2222,8 +2227,6 @@ void Minecraft::run_end() { destroy(); }
void Minecraft::emergencySave() {
// 4J - lots of try/catches removed here, and garbage collector things
levelRenderer->clear();
AABB::clearPool();
Vec3::clearPool();
setLevel(NULL);
}
@ -2399,8 +2402,6 @@ void Minecraft::levelTickUpdateFunc(void* pParam) {
}
void Minecraft::levelTickThreadInitFunc() {
AABB::CreateNewThreadStorage();
Vec3::CreateNewThreadStorage();
Compression::UseDefaultThreadStorage();
}
@ -2750,7 +2751,7 @@ void Minecraft::tick(bool bFirst, bool bUpdateTextures) {
// 4J-PB - Call the useItemOn with the TestOnly flag set
bool bUseItemOn = gameMode->useItemOn(
player, level, itemInstance, x, y, z, face,
hitResult->pos, true);
&hitResult->pos, true);
/* 4J-Jev:
* Moved this here so we have item tooltips to
@ -3900,7 +3901,7 @@ void Minecraft::tick(bool bFirst, bool bUpdateTextures) {
bool usedItem = false;
gameMode->useItemOn(player, level, nullptr, hitResult->x,
hitResult->y, hitResult->z, 0,
hitResult->pos, false, &usedItem);
&hitResult->pos, false, &usedItem);
} else {
ui.PlayUISFX(eSFX_Press);
app.LoadCrafting2x2Menu(iPad, player);

View file

@ -2,6 +2,8 @@
// #include "Minecraft.h"
#include <ctime>
#include <thread>
#include <chrono>
#include "Input/ConsoleInput.h"
#include "Level/DerivedServerLevel.h"
@ -229,7 +231,7 @@ bool MinecraftServer::initServer(__int64 seed, NetworkGameInitData* initData,
// 4J-JEV: Need to wait for levelGenerationOptions to load.
while (app.getLevelGenerationOptions() != NULL &&
!app.getLevelGenerationOptions()->hasLoadedData())
Sleep(1);
std::this_thread::sleep_for(std::chrono::milliseconds(1));
if (app.getLevelGenerationOptions() != NULL &&
!app.getLevelGenerationOptions()->ready()) {
@ -314,8 +316,6 @@ int MinecraftServer::runPostUpdate(void* lpParam) {
MinecraftServer* server = (MinecraftServer*)lpParam;
Entity::useSmallIds(); // This thread can end up spawning entities as
// resources
AABB::CreateNewThreadStorage();
Vec3::CreateNewThreadStorage();
Compression::UseDefaultThreadStorage();
Level::enableLightingCache();
Tile::CreateNewThreadStorage();
@ -336,7 +336,7 @@ int MinecraftServer::runPostUpdate(void* lpParam) {
} else {
LeaveCriticalSection(&server->m_postProcessCS);
}
Sleep(1);
std::this_thread::sleep_for(std::chrono::milliseconds(1));
} while (!server->m_postUpdateTerminate &&
ShutdownManager::ShouldRun(ShutdownManager::ePostProcessThread));
// #ifndef __PS3__
@ -357,15 +357,13 @@ int MinecraftServer::runPostUpdate(void* lpParam) {
printf("processing request %00d\n",
server->m_postProcessRequests.size());
#endif
Sleep(1);
std::this_thread::sleep_for(std::chrono::milliseconds(1));
#endif
EnterCriticalSection(&server->m_postProcessCS);
}
LeaveCriticalSection(&server->m_postProcessCS);
// #endif //__PS3__
Tile::ReleaseThreadStorage();
AABB::ReleaseThreadStorage();
Vec3::ReleaseThreadStorage();
Level::destroyLightingCache();
ShutdownManager::HasFinished(ShutdownManager::ePostProcessThread);
@ -1080,7 +1078,7 @@ void MinecraftServer::stopServer(bool didInit) {
// files have completed saving.
#if defined(_DURANGO) || defined(__ORBIS__) || defined(__PSVITA__)
while (StorageManager.GetSaveState() != C4JStorage::ESaveGame_Idle) {
Sleep(10);
std::this_thread::sleep_for(std::chrono::milliseconds(10));
}
#endif
@ -1582,7 +1580,7 @@ void MinecraftServer::run(int64_t seed, void* lpParameter) {
app.SetXuiServerAction(i, eXuiServerAction_Idle);
}
Sleep(1);
std::this_thread::sleep_for(std::chrono::milliseconds(1));
}
}
// else
@ -1590,7 +1588,7 @@ void MinecraftServer::run(int64_t seed, void* lpParameter) {
// while (running)
// {
// handleConsoleInputs();
// Sleep(10);
// std::this_thread::sleep_for(std::chrono::milliseconds(10));
// }
// }
#if 0
@ -1650,9 +1648,6 @@ void MinecraftServer::tick() {
ironTimers.erase(toRemove[i]);
}
AABB::resetPool();
Vec3::resetPool();
tickCount++;
// 4J We need to update client difficulty levels based on the servers

View file

@ -46,6 +46,7 @@
#include "../ClientConstants.h"
#include "../../Minecraft.World/Util/SoundTypes.h"
#include "../Textures/Packs/TexturePackRepository.h"
#include "UI/Screens/MerchantScreen.h"
#ifdef _XBOX
#include "../Platform/Common/XUI/XUI_Scene_Trading.h"
#else
@ -1010,7 +1011,7 @@ void ClientConnection::handleMovePlayer(
player->xd = player->yd = player->zd = 0;
player->absMoveTo(x, y, z, yRot, xRot);
packet->x = player->x;
packet->y = player->bb->y0;
packet->y = player->bb.y0;
packet->z = player->z;
packet->yView = player->y;
connection->send(packet);
@ -3707,6 +3708,17 @@ void ClientConnection::handleCustomPayload(
ByteArrayInputStream bais(customPayloadPacket->data);
DataInputStream input(&bais);
int containerId = input.readInt();
#ifdef ENABLE_JAVA_GUIS
// 4jcraft: use the java gui getMerchant() to get trader as we don't
// have iggy's screen anymore
if (minecraft->screen &&
dynamic_cast<MerchantScreen*>(minecraft->screen) &&
containerId == minecraft->localplayers[m_userIndex]
->containerMenu->containerId) {
std::shared_ptr<Merchant> trader = nullptr;
MerchantScreen* screen = (MerchantScreen*)minecraft->screen;
trader = screen->getMerchant();
#else
if (ui.IsSceneInStack(m_userIndex, eUIScene_TradingMenu) &&
containerId == minecraft->localplayers[m_userIndex]
->containerMenu->containerId) {
@ -3729,7 +3741,7 @@ void ClientConnection::handleCustomPayload(
UIScene_TradingMenu* screen = (UIScene_TradingMenu*)scene;
trader = screen->getMerchant();
#endif
#endif
MerchantRecipeList* recipeList =
MerchantRecipeList::createFromStream(&input);
trader->overrideOffers(recipeList);

View file

@ -272,8 +272,9 @@ void PlayerConnection::handleMovePlayer(
*/
float r = 1 / 16.0f;
AABB shrunk = player->bb.shrink(r, r, r);
bool oldOk =
level->getCubes(player, player->bb->copy()->shrink(r, r, r))
level->getCubes(player, &shrunk)
->empty();
if (player->onGround && !packet->onGround && yDist > 0) {
@ -324,17 +325,19 @@ void PlayerConnection::handleMovePlayer(
}
player->absMoveTo(xt, yt, zt, yRotT, xRotT);
// TODO: check if this can be elided
shrunk = player->bb.shrink(r, r, r);
bool newOk =
level->getCubes(player, player->bb->copy()->shrink(r, r, r))
level->getCubes(player, &shrunk)
->empty();
if (oldOk && (fail || !newOk) && !player->isSleeping()) {
teleport(xLastOk, yLastOk, zLastOk, yRotT, xRotT);
return;
}
AABB* testBox = player->bb->copy()->grow(r, r, r)->expand(0, -0.55, 0);
AABB testBox = player->bb.grow(r, r, r).expand(0, -0.55, 0);
// && server.level.getCubes(player, testBox).size() == 0
if (!server->isFlightAllowed() && !player->gameMode->isCreative() &&
!level->containsAnyBlocks(testBox) && !player->isAllowedToFly()) {
!level->containsAnyBlocks(&testBox) && !player->isAllowedToFly()) {
if (oyDist >= (-0.5f / 16.0f)) {
aboveGroundTickCount++;
if (aboveGroundTickCount > 80) {
@ -1551,7 +1554,8 @@ void PlayerConnection::handlePlayerAbilities(
// StringBuilder result = new StringBuilder();
// for (String candidate : server.getAutoCompletions(player,
//packet.getMessage())) { if (result.length() > 0) result.append("\0");
// packet.getMessage())) { if (result.length() > 0)
// result.append("\0");
// result.append(candidate);
// }

View file

@ -416,7 +416,7 @@ void PlayerList::validatePlayerSpawnPosition(
player->y, player->z, player->dimension);
ServerLevel* level = server->getLevel(player->dimension);
while (level->getCubes(player, player->bb)->size() != 0) {
while (level->getCubes(player, &player->bb)->size() != 0) {
player->setPos(player->x, player->y + 1, player->z);
}
app.DebugPrintf("Final pos is %f, %f, %f in dimension %d\n", player->x,
@ -456,7 +456,7 @@ void PlayerList::validatePlayerSpawnPosition(
}
delete bedPosition;
}
while (level->getCubes(player, player->bb)->size() != 0) {
while (level->getCubes(player, &player->bb)->size() != 0) {
player->setPos(player->x, player->y + 1, player->z);
}
@ -749,7 +749,7 @@ std::shared_ptr<ServerPlayer> PlayerList::respawn(
// Ensure the area the player is spawning in is loaded!
level->cache->create(((int)player->x) >> 4, ((int)player->z) >> 4);
while (!level->getCubes(player, player->bb)->empty()) {
while (!level->getCubes(player, &player->bb)->empty()) {
player->setPos(player->x, player->y + 1, player->z);
}

View file

@ -1,3 +1,6 @@
#include <thread>
#include <chrono>
#include "../Platform/stdafx.h"
#include "ServerChunkCache.h"
#include "../Level/ServerLevel.h"
@ -277,7 +280,7 @@ LevelChunk* ServerChunkCache::create(
}
#ifdef __PS3__
Sleep(1);
std::this_thread::sleep_for(std::chrono::milliseconds(1));
#endif // __PS3__
return chunk;
}

View file

@ -1,5 +1,4 @@

#include "../Minecraft.World/Platform/stdafx.h"
#include "../Minecraft.World/Platform/stdafx.h"
#include "../Minecraft.World/Recipes/Recipy.h"
#include "../Minecraft.Client/GameState/Options.h"
@ -73,6 +72,9 @@
#include <save_data_dialog.h>
#endif
#include <thread>
#include <chrono>
#include "Leaderboards/LeaderboardManager.h"
// CMinecraftApp app;
@ -4720,8 +4722,6 @@ int CMinecraftApp::EthernetDisconnectReturned(
int CMinecraftApp::SignoutExitWorldThreadProc(void* lpParameter) {
// Share AABB & Vec3 pools with default (main thread) - should be ok as long
// as we don't tick the main thread whilst this thread is running
AABB::UseDefaultThreadStorage();
Vec3::UseDefaultThreadStorage();
Compression::UseDefaultThreadStorage();
// app.SetGameStarted(false);
@ -4847,7 +4847,7 @@ int CMinecraftApp::SignoutExitWorldThreadProc(void* lpParameter) {
// We can't start/join a new game until the session is destroyed, so wait
// for it to be idle again
while (g_NetworkManager.IsInSession()) {
Sleep(1);
std::this_thread::sleep_for(std::chrono::milliseconds(1));
}
return S_OK;
@ -6347,7 +6347,7 @@ int CMinecraftApp::WarningTrialTexturePackReturned(
DLCPack *pDLCPack=pDLCTexPack->getDLCInfoParentPack();//tPack->getDLCPack();
const char *pchPackName=wstringtofilename(pDLCPack->getName());
app.DebugPrintf("Texture Pack - %s\n",pchPackName);
SONYDLC *pSONYDLCInfo=app.GetSONYDLCInfo((char *)pchPackName);
SONYDLC *pSONYDLCInfo=app.GetSONYDLCInfo((char *)pchPackName);
if(pSONYDLCInfo!=NULL)
{
@ -6368,14 +6368,14 @@ int CMinecraftApp::WarningTrialTexturePackReturned(
#if defined __ORBIS__ || defined __PSVITA__ || defined __PS3__
if(app.CheckForEmptyStore(iPad)==false)
#endif
{
{
if(app.DLCAlreadyPurchased(chSkuID))
{
app.DownloadAlreadyPurchased(chSkuID);
}
else
{
app.Checkout(chSkuID);
app.Checkout(chSkuID);
}
}
}
@ -7712,8 +7712,6 @@ void CMinecraftApp::LeaveSaveNotificationSection() {
int CMinecraftApp::RemoteSaveThreadProc(void* lpParameter) {
// The game should be stopped while we are doing this, but the connections
// ticks may try to create some AABB's or Vec3's
AABB::UseDefaultThreadStorage();
Vec3::UseDefaultThreadStorage();
Compression::UseDefaultThreadStorage();
// 4J-PB - Xbox 360 - 163153 - [CRASH] TU17: Code: Multiplayer: During the
@ -7741,7 +7739,7 @@ int CMinecraftApp::RemoteSaveThreadProc(void* lpParameter) {
eAppAction_WaitRemoteServerSaveComplete) {
// Tick all the games connections
pMinecraft->tickAllConnections();
Sleep(100);
std::this_thread::sleep_for(std::chrono::milliseconds(100));
}
if (app.GetXuiAction(ProfileManager.GetPrimaryPad()) !=
@ -9244,7 +9242,8 @@ bool CMinecraftApp::RetrieveNextTMSPPContent() {
C4JStorage::ETMSStatus_Fail_ReadInProgress) {
app.DebugPrintf(
"TMSPP_ReadFile failed - read in progress\n");
Sleep(50);
std::this_thread::sleep_for(
std::chrono::milliseconds(50));
LeaveCriticalSection(&csTMSPPDownloadQueue);
return false;
}
@ -9283,7 +9282,8 @@ bool CMinecraftApp::RetrieveNextTMSPPContent() {
app.DebugPrintf(
"@@@@@@@@@@@@@@@@@ TMSPP_ReadFile failed - busy "
"(probably reading already)\n");
Sleep(50);
std::this_thread::sleep_for(
std::chrono::milliseconds(50));
LeaveCriticalSection(&csTMSPPDownloadQueue);
return false;
}
@ -10370,4 +10370,4 @@ std::wstring CMinecraftApp::getRootPath(std::uint32_t packId,
void CMinecraftApp::SetReachedMainMenu() { m_hasReachedMainMenu = true; }
bool CMinecraftApp::HasReachedMainMenu() { return m_hasReachedMainMenu; }
#endif
#endif

View file

@ -8,12 +8,13 @@
#include "ApplySchematicRuleDefinition.h"
#include "LevelGenerationOptions.h"
#include "ConsoleSchematicFile.h"
#include "../../Minecraft.World/Util/AABB.h"
ApplySchematicRuleDefinition::ApplySchematicRuleDefinition(
LevelGenerationOptions* levelGenOptions) {
m_levelGenOptions = levelGenOptions;
m_location = Vec3::newPermanent(0, 0, 0);
m_locationBox = NULL;
m_location = Vec3(0, 0, 0);
m_locationBox = std::nullopt;
m_totalBlocksChanged = 0;
m_totalBlocksChangedLighting = 0;
m_rotation = ConsoleSchematicFile::eSchematicRot_0;
@ -26,7 +27,6 @@ ApplySchematicRuleDefinition::~ApplySchematicRuleDefinition() {
app.DebugPrintf("Deleting ApplySchematicRuleDefinition.\n");
if (!m_completed) m_levelGenOptions->releaseSchematicFile(m_schematicName);
m_schematic = NULL;
delete m_location;
}
void ApplySchematicRuleDefinition::writeAttributes(DataOutputStream* dos,
@ -36,11 +36,11 @@ void ApplySchematicRuleDefinition::writeAttributes(DataOutputStream* dos,
ConsoleGameRules::write(dos, ConsoleGameRules::eGameRuleAttr_filename);
dos->writeUTF(m_schematicName);
ConsoleGameRules::write(dos, ConsoleGameRules::eGameRuleAttr_x);
dos->writeUTF(_toString(m_location->x));
dos->writeUTF(_toString(m_location.x));
ConsoleGameRules::write(dos, ConsoleGameRules::eGameRuleAttr_y);
dos->writeUTF(_toString(m_location->y));
dos->writeUTF(_toString(m_location.y));
ConsoleGameRules::write(dos, ConsoleGameRules::eGameRuleAttr_z);
dos->writeUTF(_toString(m_location->z));
dos->writeUTF(_toString(m_location.z));
ConsoleGameRules::write(dos, ConsoleGameRules::eGameRuleAttr_rot);
switch (m_rotation) {
@ -76,19 +76,19 @@ void ApplySchematicRuleDefinition::addAttribute(
m_schematic = m_levelGenOptions->getSchematicFile(m_schematicName);
}
} else if (attributeName.compare(L"x") == 0) {
m_location->x = _fromString<int>(attributeValue);
if (((int)abs(m_location->x)) % 2 != 0) m_location->x -= 1;
m_location.x = _fromString<int>(attributeValue);
if (((int)abs(m_location.x)) % 2 != 0) m_location.x -= 1;
// app.DebugPrintf("ApplySchematicRuleDefinition: Adding parameter
// x=%f\n",m_location->x);
} else if (attributeName.compare(L"y") == 0) {
m_location->y = _fromString<int>(attributeValue);
if (((int)abs(m_location->y)) % 2 != 0) m_location->y -= 1;
if (m_location->y < 0) m_location->y = 0;
m_location.y = _fromString<int>(attributeValue);
if (((int)abs(m_location.y)) % 2 != 0) m_location.y -= 1;
if (m_location.y < 0) m_location.y = 0;
// app.DebugPrintf("ApplySchematicRuleDefinition: Adding parameter
// y=%f\n",m_location->y);
} else if (attributeName.compare(L"z") == 0) {
m_location->z = _fromString<int>(attributeValue);
if (((int)abs(m_location->z)) % 2 != 0) m_location->z -= 1;
m_location.z = _fromString<int>(attributeValue);
if (((int)abs(m_location.z)) % 2 != 0) m_location.z -= 1;
// app.DebugPrintf("ApplySchematicRuleDefinition: Adding parameter
// z=%f\n",m_location->z);
} else if (attributeName.compare(L"rot") == 0) {
@ -131,25 +131,25 @@ void ApplySchematicRuleDefinition::updateLocationBox() {
if (m_schematic == NULL)
m_schematic = m_levelGenOptions->getSchematicFile(m_schematicName);
m_locationBox = AABB::newPermanent(0, 0, 0, 0, 0, 0);
m_locationBox = AABB(0, 0, 0, 0, 0, 0);
m_locationBox->x0 = m_location->x;
m_locationBox->y0 = m_location->y;
m_locationBox->z0 = m_location->z;
m_locationBox->x0 = m_location.x;
m_locationBox->y0 = m_location.y;
m_locationBox->z0 = m_location.z;
m_locationBox->y1 = m_location->y + m_schematic->getYSize();
m_locationBox->y1 = m_location.y + m_schematic->getYSize();
switch (m_rotation) {
case ConsoleSchematicFile::eSchematicRot_90:
case ConsoleSchematicFile::eSchematicRot_270:
m_locationBox->x1 = m_location->x + m_schematic->getZSize();
m_locationBox->z1 = m_location->z + m_schematic->getXSize();
m_locationBox->x1 = m_location.x + m_schematic->getZSize();
m_locationBox->z1 = m_location.z + m_schematic->getXSize();
break;
case ConsoleSchematicFile::eSchematicRot_0:
case ConsoleSchematicFile::eSchematicRot_180:
default:
m_locationBox->x1 = m_location->x + m_schematic->getXSize();
m_locationBox->z1 = m_location->z + m_schematic->getZSize();
m_locationBox->x1 = m_location.x + m_schematic->getXSize();
m_locationBox->z1 = m_location.z + m_schematic->getZSize();
break;
};
}
@ -163,8 +163,8 @@ void ApplySchematicRuleDefinition::processSchematic(AABB* chunkBox,
if (m_schematic == NULL)
m_schematic = m_levelGenOptions->getSchematicFile(m_schematicName);
if (m_locationBox == NULL) updateLocationBox();
if (chunkBox->intersects(m_locationBox)) {
if (!m_locationBox.has_value()) updateLocationBox();
if (chunkBox->intersects(*m_locationBox)) {
m_locationBox->y1 =
std::min((double)Level::maxBuildHeight, m_locationBox->y1);
@ -174,12 +174,12 @@ void ApplySchematicRuleDefinition::processSchematic(AABB* chunkBox,
#endif
PIXBeginNamedEvent(0, "Applying blocks and data");
m_totalBlocksChanged += m_schematic->applyBlocksAndData(
chunk, chunkBox, m_locationBox, m_rotation);
chunk, chunkBox, &*m_locationBox, m_rotation);
PIXEndNamedEvent();
// Add the tileEntities
PIXBeginNamedEvent(0, "Applying tile entities");
m_schematic->applyTileEntities(chunk, chunkBox, m_locationBox,
m_schematic->applyTileEntities(chunk, chunkBox, &*m_locationBox,
m_rotation);
PIXEndNamedEvent();
@ -207,8 +207,8 @@ void ApplySchematicRuleDefinition::processSchematicLighting(AABB* chunkBox,
if (m_schematic == NULL)
m_schematic = m_levelGenOptions->getSchematicFile(m_schematicName);
if (m_locationBox == NULL) updateLocationBox();
if (chunkBox->intersects(m_locationBox)) {
if (!m_locationBox.has_value()) updateLocationBox();
if (chunkBox->intersects(*m_locationBox)) {
m_locationBox->y1 =
std::min((double)Level::maxBuildHeight, m_locationBox->y1);
@ -218,7 +218,7 @@ void ApplySchematicRuleDefinition::processSchematicLighting(AABB* chunkBox,
#endif
PIXBeginNamedEvent(0, "Patching lighting");
m_totalBlocksChangedLighting += m_schematic->applyLighting(
chunk, chunkBox, m_locationBox, m_rotation);
chunk, chunkBox, &*m_locationBox, m_rotation);
PIXEndNamedEvent();
// TODO This does not take into account things that go outside the
@ -238,12 +238,12 @@ void ApplySchematicRuleDefinition::processSchematicLighting(AABB* chunkBox,
bool ApplySchematicRuleDefinition::checkIntersects(int x0, int y0, int z0,
int x1, int y1, int z1) {
if (m_locationBox == NULL) updateLocationBox();
if (!m_locationBox.has_value()) updateLocationBox();
return m_locationBox->intersects(x0, y0, z0, x1, y1, z1);
}
int ApplySchematicRuleDefinition::getMinY() {
if (m_locationBox == NULL) updateLocationBox();
if (!m_locationBox.has_value()) updateLocationBox();
return m_locationBox->y0;
}
@ -251,4 +251,4 @@ void ApplySchematicRuleDefinition::reset() {
m_totalBlocksChanged = 0;
m_totalBlocksChangedLighting = 0;
m_completed = false;
}
}

View file

@ -1,6 +1,8 @@
#pragma once
#include <optional>
#include "GameRuleDefinition.h"
#include "ConsoleSchematicFile.h"
#include "../../Minecraft.World/Util/AABB.h"
class AABB;
class Vec3;
@ -13,8 +15,8 @@ private:
LevelGenerationOptions* m_levelGenOptions;
std::wstring m_schematicName;
ConsoleSchematicFile* m_schematic;
Vec3* m_location;
AABB* m_locationBox;
Vec3 m_location;
std::optional<AABB> m_locationBox;
ConsoleSchematicFile::ESchematicRotation m_rotation;
int m_dimension;
@ -51,4 +53,4 @@ public:
* Reset any state to how it should be before a new game.
*/
void reset();
};
};

View file

@ -155,8 +155,8 @@ void ConsoleSchematicFile::load(DataInputStream* dis) {
// app.DebugPrintf(1,"Loaded entity type %d at
// (%f,%f,%f)\n",(int)type,x,y,z);
#endif
m_entities.push_back(std::pair<Vec3*, CompoundTag*>(
Vec3::newPermanent(x, y, z), (CompoundTag*)eTag->copy()));
m_entities.push_back(std::pair<Vec3, CompoundTag*>(
Vec3(x, y, z), (CompoundTag*)eTag->copy()));
}
}
delete tag;
@ -463,7 +463,7 @@ void ConsoleSchematicFile::applyTileEntities(LevelChunk* chunk, AABB* chunkBox,
schematicCoordToChunkCoord(destinationBox, te->x, te->z, rot, targetX,
targetZ);
Vec3* pos = Vec3::newTemp(targetX, targetY, targetZ);
Vec3 pos(targetX, targetY, targetZ);
if (chunkBox->containsIncludingLowerBound(pos)) {
std::shared_ptr<TileEntity> teCopy = chunk->getTileEntity(
(int)targetX & 15, (int)targetY & 15, (int)targetZ & 15);
@ -500,18 +500,17 @@ void ConsoleSchematicFile::applyTileEntities(LevelChunk* chunk, AABB* chunkBox,
}
}
for (AUTO_VAR(it, m_entities.begin()); it != m_entities.end();) {
Vec3* source = it->first;
Vec3 source = it->first;
double targetX = source->x;
double targetY = source->y + destinationBox->y0;
double targetZ = source->z;
schematicCoordToChunkCoord(destinationBox, source->x, source->z, rot,
double targetX = source.x;
double targetY = source.y + destinationBox->y0;
double targetZ = source.z;
schematicCoordToChunkCoord(destinationBox, source.x, source.z, rot,
targetX, targetZ);
// Add 0.01 as the AABB::contains function returns false if a value is
// <= the lower bound
Vec3* pos =
Vec3::newTemp(targetX + 0.01, targetY + 0.01, targetZ + 0.01);
Vec3 pos(targetX + 0.01, targetY + 0.01, targetZ + 0.01);
if (!chunkBox->containsIncludingLowerBound(pos)) {
++it;
continue;
@ -734,9 +733,9 @@ void ConsoleSchematicFile::generateSchematicFile(
}
tag.put(L"TileEntities", tileEntitiesTag);
AABB* bb = AABB::newTemp(xStart, yStart, zStart, xEnd, yEnd, zEnd);
AABB bb(xStart, yStart, zStart, xEnd, yEnd, zEnd);
std::vector<std::shared_ptr<Entity> >* entities =
level->getEntities(nullptr, bb);
level->getEntities(nullptr, &bb);
ListTag<CompoundTag>* entitiesTag = new ListTag<CompoundTag>(L"entities");
for (AUTO_VAR(it, entities->begin()); it != entities->end(); ++it) {
@ -800,8 +799,8 @@ void ConsoleSchematicFile::getBlocksAndData(LevelChunk* chunk, byteArray* data,
// if (xs * ys * zs == LevelChunk::BLOCKS_LENGTH)
//{
// byteArray blockData = byteArray(data->data + blocksP,
//Level::CHUNK_TILE_COUNT); chunk->getBlockData(blockData); blocksP +=
//blockData.length;
// Level::CHUNK_TILE_COUNT); chunk->getBlockData(blockData);
// blocksP += blockData.length;
// byteArray dataData = byteArray(data->data + dataP, 16384);
// chunk->getBlockLightData(dataData);

View file

@ -54,7 +54,7 @@ public:
private:
int m_xSize, m_ySize, m_zSize;
std::vector<std::shared_ptr<TileEntity> > m_tileEntities;
std::vector<std::pair<Vec3*, CompoundTag*> > m_entities;
std::vector<std::pair<Vec3, CompoundTag*> > m_entities;
public:
byteArray m_data;

View file

@ -253,13 +253,12 @@ void LevelGenerationOptions::addAttribute(const std::wstring& attributeName,
void LevelGenerationOptions::processSchematics(LevelChunk* chunk) {
PIXBeginNamedEvent(0, "Processing schematics for chunk (%d,%d)", chunk->x,
chunk->z);
AABB* chunkBox =
AABB::newTemp(chunk->x * 16, 0, chunk->z * 16, chunk->x * 16 + 16,
Level::maxBuildHeight, chunk->z * 16 + 16);
AABB chunkBox(chunk->x * 16, 0, chunk->z * 16, chunk->x * 16 + 16,
Level::maxBuildHeight, chunk->z * 16 + 16);
for (AUTO_VAR(it, m_schematicRules.begin()); it != m_schematicRules.end();
++it) {
ApplySchematicRuleDefinition* rule = *it;
rule->processSchematic(chunkBox, chunk);
rule->processSchematic(&chunkBox, chunk);
}
int cx = (chunk->x << 4);
@ -282,13 +281,12 @@ void LevelGenerationOptions::processSchematics(LevelChunk* chunk) {
void LevelGenerationOptions::processSchematicsLighting(LevelChunk* chunk) {
PIXBeginNamedEvent(0, "Processing schematics (lighting) for chunk (%d,%d)",
chunk->x, chunk->z);
AABB* chunkBox =
AABB::newTemp(chunk->x * 16, 0, chunk->z * 16, chunk->x * 16 + 16,
Level::maxBuildHeight, chunk->z * 16 + 16);
AABB chunkBox(chunk->x * 16, 0, chunk->z * 16, chunk->x * 16 + 16,
Level::maxBuildHeight, chunk->z * 16 + 16);
for (AUTO_VAR(it, m_schematicRules.begin()); it != m_schematicRules.end();
++it) {
ApplySchematicRuleDefinition* rule = *it;
rule->processSchematicLighting(chunkBox, chunk);
rule->processSchematicLighting(&chunkBox, chunk);
}
PIXEndNamedEvent();
}

View file

@ -5,11 +5,9 @@
NamedAreaRuleDefinition::NamedAreaRuleDefinition() {
m_name = L"";
m_area = AABB::newPermanent(0, 0, 0, 0, 0, 0);
m_area = AABB(0, 0, 0, 0, 0, 0);
}
NamedAreaRuleDefinition::~NamedAreaRuleDefinition() { delete m_area; }
void NamedAreaRuleDefinition::writeAttributes(DataOutputStream* dos,
unsigned int numAttributes) {
GameRuleDefinition::writeAttributes(dos, numAttributes + 7);
@ -18,18 +16,18 @@ void NamedAreaRuleDefinition::writeAttributes(DataOutputStream* dos,
dos->writeUTF(m_name);
ConsoleGameRules::write(dos, ConsoleGameRules::eGameRuleAttr_x0);
dos->writeUTF(_toString(m_area->x0));
dos->writeUTF(_toString(m_area.x0));
ConsoleGameRules::write(dos, ConsoleGameRules::eGameRuleAttr_y0);
dos->writeUTF(_toString(m_area->y0));
dos->writeUTF(_toString(m_area.y0));
ConsoleGameRules::write(dos, ConsoleGameRules::eGameRuleAttr_z0);
dos->writeUTF(_toString(m_area->z0));
dos->writeUTF(_toString(m_area.z0));
ConsoleGameRules::write(dos, ConsoleGameRules::eGameRuleAttr_x1);
dos->writeUTF(_toString(m_area->x1));
dos->writeUTF(_toString(m_area.x1));
ConsoleGameRules::write(dos, ConsoleGameRules::eGameRuleAttr_y1);
dos->writeUTF(_toString(m_area->y1));
dos->writeUTF(_toString(m_area.y1));
ConsoleGameRules::write(dos, ConsoleGameRules::eGameRuleAttr_z1);
dos->writeUTF(_toString(m_area->z1));
dos->writeUTF(_toString(m_area.z1));
}
void NamedAreaRuleDefinition::addAttribute(const std::wstring& attributeName,
@ -41,31 +39,31 @@ void NamedAreaRuleDefinition::addAttribute(const std::wstring& attributeName,
m_name.c_str());
#endif
} else if (attributeName.compare(L"x0") == 0) {
m_area->x0 = _fromString<int>(attributeValue);
m_area.x0 = _fromString<int>(attributeValue);
app.DebugPrintf("NamedAreaRuleDefinition: Adding parameter x0=%f\n",
m_area->x0);
m_area.x0);
} else if (attributeName.compare(L"y0") == 0) {
m_area->y0 = _fromString<int>(attributeValue);
if (m_area->y0 < 0) m_area->y0 = 0;
m_area.y0 = _fromString<int>(attributeValue);
if (m_area.y0 < 0) m_area.y0 = 0;
app.DebugPrintf("NamedAreaRuleDefinition: Adding parameter y0=%f\n",
m_area->y0);
m_area.y0);
} else if (attributeName.compare(L"z0") == 0) {
m_area->z0 = _fromString<int>(attributeValue);
m_area.z0 = _fromString<int>(attributeValue);
app.DebugPrintf("NamedAreaRuleDefinition: Adding parameter z0=%f\n",
m_area->z0);
m_area.z0);
} else if (attributeName.compare(L"x1") == 0) {
m_area->x1 = _fromString<int>(attributeValue);
m_area.x1 = _fromString<int>(attributeValue);
app.DebugPrintf("NamedAreaRuleDefinition: Adding parameter x1=%f\n",
m_area->x1);
m_area.x1);
} else if (attributeName.compare(L"y1") == 0) {
m_area->y1 = _fromString<int>(attributeValue);
if (m_area->y1 < 0) m_area->y1 = 0;
m_area.y1 = _fromString<int>(attributeValue);
if (m_area.y1 < 0) m_area.y1 = 0;
app.DebugPrintf("NamedAreaRuleDefinition: Adding parameter y1=%f\n",
m_area->y1);
m_area.y1);
} else if (attributeName.compare(L"z1") == 0) {
m_area->z1 = _fromString<int>(attributeValue);
m_area.z1 = _fromString<int>(attributeValue);
app.DebugPrintf("NamedAreaRuleDefinition: Adding parameter z1=%f\n",
m_area->z1);
m_area.z1);
} else {
GameRuleDefinition::addAttribute(attributeName, attributeValue);
}

View file

@ -1,15 +1,15 @@
#pragma once
#include "GameRuleDefinition.h"
#include "../../Minecraft.World/Util/AABB.h"
class NamedAreaRuleDefinition : public GameRuleDefinition {
private:
std::wstring m_name;
AABB* m_area;
AABB m_area;
public:
NamedAreaRuleDefinition();
~NamedAreaRuleDefinition();
virtual void writeAttributes(DataOutputStream* dos,
unsigned int numAttributes);
@ -21,6 +21,6 @@ public:
virtual void addAttribute(const std::wstring& attributeName,
const std::wstring& attributeValue);
AABB* getArea() { return m_area; }
AABB* getArea() { return &m_area; }
std::wstring getName() { return m_name; }
};

View file

@ -1,5 +1,7 @@
#include "../../stdafx.h"
#include <thread>
#include <chrono>
#include <cstdlib>
#include <np.h>
// #include <sys/ppu_thread.h>
@ -54,7 +56,7 @@ SonyLeaderboardManager::~SonyLeaderboardManager() {
// 4J-JEV: Wait for thread to stop and hope it doesn't take too long.
long long startShutdown = System::currentTimeMillis();
while (m_threadScoreboard->isRunning()) {
Sleep(1);
std::this_thread::sleep_for(std::chrono::milliseconds(1));
assert((System::currentTimeMillis() - startShutdown) < 16);
}
@ -87,7 +89,8 @@ int SonyLeaderboardManager::scoreboardThreadEntry(LPVOID lpParam) {
}
if ((!needsWriting) && (self->m_eStatsState != eStatsState_Getting)) {
Sleep(50); // 4J-JEV: When we're not reading or writing.
std::this_thread::sleep_for(std::chrono::milliseconds(
50)); // 4J-JEV: When we're not reading or writing.
}
} while ((self->m_running || self->m_eStatsState == eStatsState_Getting ||

View file

@ -1,3 +1,6 @@
#include <thread>
#include <chrono>
#include "../../Minecraft.World/Platform/stdafx.h"
#include "../../Minecraft.World/Util/StringHelpers.h"
#include "../../Minecraft.World/Util/AABB.h"
@ -344,7 +347,7 @@ bool CGameNetworkManager::StartNetworkGame(Minecraft* minecraft,
// message I could find
pMinecraft->progressRenderer->progressStagePercentage(
g_NetworkManager.GetJoiningReadyPercentage());
Sleep(10);
std::this_thread::sleep_for(std::chrono::milliseconds(10));
}
if (changedMessage) {
pMinecraft->progressRenderer->progressStagePercentage(100);
@ -367,7 +370,7 @@ bool CGameNetworkManager::StartNetworkGame(Minecraft* minecraft,
// this
while (!app.DLCInstallProcessCompleted() && app.DLCInstallPending() &&
!g_NetworkManager.IsLeavingGame()) {
Sleep(10);
std::this_thread::sleep_for(std::chrono::milliseconds(10));
}
if (g_NetworkManager.IsLeavingGame()) {
MinecraftServer::HaltServer();
@ -448,7 +451,7 @@ bool CGameNetworkManager::StartNetworkGame(Minecraft* minecraft,
// 4J Stu - We were ticking this way too fast which could cause the
// connection to time out The connections should tick at 20 per second
Sleep(50);
std::this_thread::sleep_for(std::chrono::milliseconds(50));
} while ((IsInSession() && !connection->isStarted() &&
!connection->isClosed() && !g_NetworkManager.IsLeavingGame()) ||
tPack->isLoadingData() ||
@ -548,7 +551,7 @@ bool CGameNetworkManager::StartNetworkGame(Minecraft* minecraft,
// 4J Stu - We were ticking this way too fast which could cause
// the connection to time out The connections should tick at 20
// per second
Sleep(50);
std::this_thread::sleep_for(std::chrono::milliseconds(50));
app.DebugPrintf("<***> %d %d %d %d %d\n", IsInSession(),
!connection->isStarted(),
!connection->isClosed(),
@ -947,8 +950,6 @@ bool CGameNetworkManager::IsNetworkThreadRunning() {
int CGameNetworkManager::RunNetworkGameThreadProc(void* lpParameter) {
// Share AABB & Vec3 pools with default (main thread) - should be ok as long
// as we don't tick the main thread whilst this thread is running
AABB::UseDefaultThreadStorage();
Vec3::UseDefaultThreadStorage();
Compression::UseDefaultThreadStorage();
Tile::CreateNewThreadStorage();
@ -960,7 +961,7 @@ int CGameNetworkManager::RunNetworkGameThreadProc(void* lpParameter) {
while (tPack->isLoadingData() ||
(Minecraft::GetInstance()->skins->needsUIUpdate() ||
ui.IsReloadingSkin())) {
Sleep(1);
std::this_thread::sleep_for(std::chrono::milliseconds(1));
}
ui.CleanUpSkinReload();
if (app.GetDisconnectReason() == DisconnectPacket::eDisconnect_None) {
@ -978,7 +979,7 @@ int CGameNetworkManager::RunNetworkGameThreadProc(void* lpParameter) {
#ifdef __PSVITA__
// 4J-JEV: Wait for the loading/saving to finish.
while (StorageManager.GetSaveState() != C4JStorage::ESaveGame_Idle)
Sleep(10);
std::this_thread::sleep_for(std::chrono::milliseconds(10));
#endif
Tile::ReleaseThreadStorage();
@ -1000,15 +1001,13 @@ int CGameNetworkManager::ServerThreadProc(void* lpParameter) {
param->texturePackId)) {
while ((Minecraft::GetInstance()->skins->needsUIUpdate() ||
ui.IsReloadingSkin())) {
Sleep(1);
std::this_thread::sleep_for(std::chrono::milliseconds(1));
}
param->levelGen->loadBaseSaveData();
}
}
SetThreadName(-1, "Minecraft Server thread");
AABB::CreateNewThreadStorage();
Vec3::CreateNewThreadStorage();
Compression::UseDefaultThreadStorage();
OldChunkStorage::UseDefaultThreadStorage();
Entity::useSmallIds();
@ -1021,8 +1020,6 @@ int CGameNetworkManager::ServerThreadProc(void* lpParameter) {
lpParameter); // saveData, app.GetGameHostOption(eGameHostOption_All));
Tile::ReleaseThreadStorage();
AABB::ReleaseThreadStorage();
Vec3::ReleaseThreadStorage();
Level::destroyLightingCache();
if (lpParameter != NULL) delete (NetworkGameInitData*)lpParameter;
@ -1033,15 +1030,13 @@ int CGameNetworkManager::ServerThreadProc(void* lpParameter) {
int CGameNetworkManager::ExitAndJoinFromInviteThreadProc(void* lpParam) {
// Share AABB & Vec3 pools with default (main thread) - should be ok as long
// as we don't tick the main thread whilst this thread is running
AABB::UseDefaultThreadStorage();
Vec3::UseDefaultThreadStorage();
Compression::UseDefaultThreadStorage();
// app.SetGameStarted(false);
UIScene_PauseMenu::_ExitWorld(NULL);
while (g_NetworkManager.IsInSession()) {
Sleep(1);
std::this_thread::sleep_for(std::chrono::milliseconds(1));
}
// Xbox should always be online when receiving invites - on PS3 we need to
@ -1186,8 +1181,6 @@ void CGameNetworkManager::_LeaveGame() {
int CGameNetworkManager::ChangeSessionTypeThreadProc(void* lpParam) {
// Share AABB & Vec3 pools with default (main thread) - should be ok as long
// as we don't tick the main thread whilst this thread is running
AABB::UseDefaultThreadStorage();
Vec3::UseDefaultThreadStorage();
Compression::UseDefaultThreadStorage();
Minecraft* pMinecraft = Minecraft::GetInstance();
@ -1247,7 +1240,7 @@ int CGameNetworkManager::ChangeSessionTypeThreadProc(void* lpParam) {
while (app.GetXuiServerAction(ProfileManager.GetPrimaryPad()) !=
eXuiServerAction_Idle &&
!MinecraftServer::serverHalted()) {
Sleep(10);
std::this_thread::sleep_for(std::chrono::milliseconds(10));
}
app.SetXuiServerAction(ProfileManager.GetPrimaryPad(),
eXuiServerAction_PauseServer, (void*)TRUE);
@ -1287,7 +1280,7 @@ int CGameNetworkManager::ChangeSessionTypeThreadProc(void* lpParam) {
// if we don't do this then there's an async thread running doing this,
// which could then finish at any inappropriate time later
while (s_pPlatformNetworkManager->IsAddingPlayer()) {
Sleep(1);
std::this_thread::sleep_for(std::chrono::milliseconds(1));
}
#endif
@ -1318,7 +1311,7 @@ int CGameNetworkManager::ChangeSessionTypeThreadProc(void* lpParam) {
// wait for the current session to end
while (g_NetworkManager.IsInSession()) {
Sleep(1);
std::this_thread::sleep_for(std::chrono::milliseconds(1));
}
// Reset this flag as the we don't need to know that we only lost the room
@ -1348,7 +1341,7 @@ int CGameNetworkManager::ChangeSessionTypeThreadProc(void* lpParam) {
// Wait for all the local players to rejoin the session
while (g_NetworkManager.GetPlayerCount() < numLocalPlayers) {
Sleep(1);
std::this_thread::sleep_for(std::chrono::milliseconds(1));
}
// Restore the network player of all the server players that are local
@ -1398,7 +1391,7 @@ int CGameNetworkManager::ChangeSessionTypeThreadProc(void* lpParam) {
// Make sure that we have transitioned through any joining/creating stages
// so we're actually ready to set to play
while (!s_pPlatformNetworkManager->IsReadyToPlayOrIdle()) {
Sleep(10);
std::this_thread::sleep_for(std::chrono::milliseconds(10));
}
#endif
@ -1407,7 +1400,7 @@ int CGameNetworkManager::ChangeSessionTypeThreadProc(void* lpParam) {
#ifndef _XBOX
// Wait until the message box has been closed
while (ui.IsSceneInStack(XUSER_INDEX_ANY, eUIScene_MessageBox)) {
Sleep(10);
std::this_thread::sleep_for(std::chrono::milliseconds(10));
}
#endif
@ -1957,7 +1950,7 @@ void CGameNetworkManager::HandleInviteWhenInMenus(
#if 0
while( waitHere )
{
Sleep(1);
std::this_thread::sleep_for(std::chrono::milliseconds(1));
}
#endif

View file

@ -1,8 +1,11 @@
#include <thread>
#include <chrono>
#include <sys/event.h>
#include "../../../Minecraft.World/Platform/stdafx.h"
#include "SonyCommerce.h"
#include "../../../../Platform/PS3/PS3Extras/ShutdownManager.h"
#include <sys/event.h>
bool SonyCommerce::m_bCommerceInitialised = false;
SceNpCommerce2SessionInfo SonyCommerce::m_sessionInfo;
@ -122,7 +125,8 @@ int SonyCommerce::TickLoop(void* lpParam) {
ShutdownManager::ShouldRun(ShutdownManager::eCommerceThread)) {
processEvent();
processMessage();
Sleep(16); // sleep for a frame
std::this_thread::sleep_for(
std::chrono::milliseconds(16)); // sleep for a frame
}
ShutdownManager::HasFinished(ShutdownManager::eCommerceThread);

View file

@ -1,4 +1,5 @@
#include <thread>
#include <chrono>
#include "../../../Minecraft.World/Platform/stdafx.h"
#include "SonyRemoteStorage.h"
@ -286,7 +287,7 @@ bool SonyRemoteStorage::shutdown() {
void SonyRemoteStorage::waitForStorageManagerIdle() {
C4JStorage::ESaveGameState storageState = StorageManager.GetSaveState();
while (storageState != C4JStorage::ESaveGame_Idle) {
Sleep(10);
std::this_thread::sleep_for(std::chrono::milliseconds(10));
// app.DebugPrintf(">>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>
// >>>>> storageState = %d\n", storageState);
storageState = StorageManager.GetSaveState();

View file

@ -10,23 +10,19 @@ AreaConstraint::AreaConstraint(int descriptionId, double x0, double y0,
bool contains /*= true*/,
bool restrictsMovement /*=true*/)
: TutorialConstraint(descriptionId) {
messageArea =
AABB::newPermanent(x0 + 2, y0 + 2, z0 + 2, x1 - 2, y1 - 2, z1 - 2);
movementArea = AABB::newPermanent(x0, y0, z0, x1, y1, z1);
messageArea = AABB(x0 + 2, y0 + 2, z0 + 2, x1 - 2, y1 - 2, z1 - 2);
movementArea = AABB(x0, y0, z0, x1, y1, z1);
this->contains = contains;
m_restrictsMovement = restrictsMovement;
}
AreaConstraint::~AreaConstraint() {
delete messageArea;
delete movementArea;
}
bool AreaConstraint::isConstraintSatisfied(int iPad) {
Minecraft* minecraft = Minecraft::GetInstance();
return messageArea->contains(minecraft->localplayers[iPad]->getPos(1)) ==
contains;
// TODO: check if this can be elided
Vec3 ipad_player = minecraft->localplayers[iPad]->getPos(1);
return messageArea.contains(ipad_player) == contains;
}
bool AreaConstraint::isConstraintRestrictive(int iPad) {
@ -37,15 +33,15 @@ bool AreaConstraint::canMoveToPosition(double xo, double yo, double zo,
double xt, double yt, double zt) {
if (!m_restrictsMovement) return true;
Vec3* targetPos = Vec3::newTemp(xt, yt, zt);
Vec3 targetPos(xt, yt, zt);
Minecraft* minecraft = Minecraft::GetInstance();
if (movementArea->contains(targetPos) == contains) {
if (movementArea.contains(targetPos) == contains) {
return true;
}
Vec3* origPos = Vec3::newTemp(xo, yo, zo);
Vec3 origPos(xo, yo, zo);
double currDist = origPos->distanceTo(movementArea);
double targetDist = targetPos->distanceTo(movementArea);
double currDist = origPos.distanceTo(&movementArea);
double targetDist = targetPos.distanceTo(&movementArea);
return targetDist < currDist;
}

View file

@ -6,8 +6,8 @@ class AABB;
class AreaConstraint : public TutorialConstraint {
private:
AABB* movementArea;
AABB* messageArea;
AABB movementArea;
AABB messageArea;
bool contains; // If true we must stay in this area, if false must stay out
// of this area
bool m_restrictsMovement;
@ -18,10 +18,9 @@ public:
AreaConstraint(int descriptionId, double x0, double y0, double z0,
double x1, double y1, double z1, bool contains = true,
bool restrictsMovement = true);
~AreaConstraint();
virtual bool isConstraintSatisfied(int iPad);
virtual bool isConstraintRestrictive(int iPad);
virtual bool canMoveToPosition(double xo, double yo, double zo, double xt,
double yt, double zt);
};
};

View file

@ -12,7 +12,7 @@ AreaHint::AreaHint(eTutorial_Hint id, Tutorial* tutorial,
double x1, double y1, double z1, bool allowFade /*= false*/,
bool contains /*= true*/)
: TutorialHint(id, tutorial, descriptionId, e_Hint_Area, allowFade) {
area = AABB::newPermanent(x0, y0, z0, x1, y1, z1);
area = AABB(x0, y0, z0, x1, y1, z1);
this->contains = contains;
@ -20,14 +20,13 @@ AreaHint::AreaHint(eTutorial_Hint id, Tutorial* tutorial,
m_completeState = completeState;
}
AreaHint::~AreaHint() { delete area; }
int AreaHint::tick() {
Minecraft* minecraft = Minecraft::GetInstance();
Vec3 player_pos = minecraft->player->getPos(1);
if ((m_displayState == e_Tutorial_State_Any ||
m_tutorial->getCurrentState() == m_displayState) &&
m_hintNeeded &&
area->contains(minecraft->player->getPos(1)) == contains) {
m_hintNeeded && area.contains(player_pos) == contains) {
if (m_completeState == e_Tutorial_State_None) {
m_hintNeeded = false;
} else if (m_tutorial->isStateCompleted(m_completeState)) {

View file

@ -6,7 +6,7 @@ class AABB;
class AreaHint : public TutorialHint {
private:
AABB* area;
AABB area;
bool contains; // If true we must stay in this area, if false must stay out
// of this area
@ -21,7 +21,6 @@ public:
eTutorial_State displayState, eTutorial_State completeState,
int descriptionId, double x0, double y0, double z0, double x1,
double y1, double z1, bool allowFade = true, bool contains = true);
~AreaHint();
virtual int tick();
};
};

View file

@ -16,7 +16,7 @@ ChangeStateConstraint::ChangeStateConstraint(
bool contains /*= true*/, bool changeGameMode /*= false*/,
GameType* targetGameMode /*= 0*/)
: TutorialConstraint(-1) {
movementArea = AABB::newPermanent(x0, y0, z0, x1, y1, z1);
movementArea = AABB(x0, y0, z0, x1, y1, z1);
this->contains = contains;
@ -40,7 +40,6 @@ ChangeStateConstraint::ChangeStateConstraint(
}
ChangeStateConstraint::~ChangeStateConstraint() {
delete movementArea;
if (m_sourceStatesCount > 0) delete[] m_sourceStates;
}
@ -85,9 +84,11 @@ void ChangeStateConstraint::tick(int iPad) {
break;
}
}
// TODO: check if this can be elided
Vec3 ipad_player = minecraft->localplayers[iPad]->getPos(1);
if (!m_bHasChanged && inASourceState &&
movementArea->contains(minecraft->localplayers[iPad]->getPos(1)) ==
contains) {
movementArea.contains(ipad_player) == contains) {
m_bHasChanged = true;
m_changedFromState = m_tutorial->getCurrentState();
m_tutorial->changeTutorialState(m_targetState);
@ -125,8 +126,7 @@ void ChangeStateConstraint::tick(int iPad) {
}
}
} else if (m_bHasChanged &&
movementArea->contains(
minecraft->localplayers[iPad]->getPos(1)) != contains) {
movementArea.contains(ipad_player) != contains) {
m_bHasChanged = false;
m_tutorial->changeTutorialState(m_changedFromState);

View file

@ -11,7 +11,7 @@ class GameType;
class ChangeStateConstraint : public TutorialConstraint {
private:
AABB* movementArea;
AABB movementArea;
bool contains; // If true we must stay in this area, if false must stay out
// of this area
bool m_changeGameMode;

View file

@ -469,6 +469,11 @@ void IUIScene_CreativeMenu::staticCtor() {
ITEM(Item::carrotGolden_Id)
ITEM(Item::pumpkinPie_Id)
// 4jcraft: Search
#ifdef ENABLE_JAVA_GUIS
DEF(eCreativeInventory_Search)
#endif
// Tools, Armour and Weapons (Complete)
DEF(eCreativeInventory_ToolsArmourWeapons)
ITEM(Item::compass_Id)
@ -856,6 +861,13 @@ void IUIScene_CreativeMenu::staticCtor() {
specs[eCreativeInventoryTab_Food] =
new TabSpec(L"Food", IDS_GROUPNAME_FOOD, 1, foodGroup);
// 4jcraft
#ifdef ENABLE_JAVA_GUIS
ECreative_Inventory_Groups searchGroup[] = {eCreativeInventory_Search};
specs[eCreativeInventoryTab_Search] =
new TabSpec(L"Search Items", IDS_GROUPNAME_SEARCH, 1, searchGroup);
#endif
ECreative_Inventory_Groups toolsGroup[] = {
eCreativeInventory_ToolsArmourWeapons};
specs[eCreativeInventoryTab_ToolsWeaponsArmor] =
@ -898,7 +910,7 @@ IUIScene_CreativeMenu::IUIScene_CreativeMenu() {
m_bCarryingCreativeItem = false;
m_creativeSlotX = m_creativeSlotY = m_inventorySlotX = m_inventorySlotY = 0;
// 4J JEV - Settup Tabs
// 4J JEV - Setup Tabs
for (int i = 0; i < eCreativeInventoryTab_COUNT; i++) {
m_tabDynamicPos[i] = 0;
m_tabPage[i] = 0;
@ -1523,4 +1535,4 @@ void IUIScene_CreativeMenu::BuildFirework(
}
list->push_back(firework);
}
}

View file

@ -7,20 +7,24 @@ class SimpleContainer;
class IUIScene_CreativeMenu : public virtual IUIScene_AbstractContainerMenu {
public:
// 4J Stu - These map directly to the tabs seenon the screen
// 4J Stu - These map directly to the tabs seen on the screen
enum ECreativeInventoryTabs {
eCreativeInventoryTab_BuildingBlocks = 0,
eCreativeInventoryTab_Decorations,
eCreativeInventoryTab_RedstoneAndTransport,
eCreativeInventoryTab_Materials,
eCreativeInventoryTab_Food,
// 4jcraft: java search tab
#ifdef ENABLE_JAVA_GUIS
eCreativeInventoryTab_Search,
#endif
eCreativeInventoryTab_ToolsWeaponsArmor,
eCreativeInventoryTab_Brewing,
eCreativeInventoryTab_Misc,
eCreativeInventoryTab_COUNT,
};
// 4J Stu - These are logical groupings of items, and be be combined for
// 4J Stu - These are logical groupings of items, and are combined for
// tabs on-screen
enum ECreative_Inventory_Groups {
eCreativeInventory_BuildingBlocks,
@ -29,6 +33,10 @@ public:
eCreativeInventory_Transport,
eCreativeInventory_Materials,
eCreativeInventory_Food,
// 4jcraft
#ifdef ENABLE_JAVA_GUIS
eCreativeInventory_Search,
#endif
eCreativeInventory_ToolsArmourWeapons,
eCreativeInventory_Brewing,
eCreativeInventory_Potions_Basic,
@ -97,7 +105,7 @@ public:
virtual void loopClick(int slotIndex, int buttonNum, bool quickKeyHeld,
std::shared_ptr<Player> player) {} // do nothing
}* itemPickerMenu;
// 4jcraft: changed these two from public to protected for the java UI
static std::vector<std::shared_ptr<ItemInstance> >
categoryGroups[eCreativeInventoryGroupsCount];
@ -148,4 +156,4 @@ protected:
static void BuildFirework(std::vector<std::shared_ptr<ItemInstance> >* list,
uint8_t type, int color, int sulphur,
bool flicker, bool trail, int fadeColor = -1);
};
};

View file

@ -1,3 +1,6 @@
#include <thread>
#include <chrono>
#include "../../Minecraft.World/Platform/stdafx.h"
#include "IUIScene_PauseMenu.h"
#include "UIScene.h"
@ -380,8 +383,6 @@ int IUIScene_PauseMenu::SaveWorldThreadProc(void* lpParameter) {
// Share AABB & Vec3 pools with default (main thread) - should be ok as long
// as we don't tick the main thread whilst this thread is running
AABB::UseDefaultThreadStorage();
Vec3::UseDefaultThreadStorage();
Compression::UseDefaultThreadStorage();
Minecraft* pMinecraft = Minecraft::GetInstance();
@ -394,7 +395,7 @@ int IUIScene_PauseMenu::SaveWorldThreadProc(void* lpParameter) {
while (app.GetXuiServerAction(ProfileManager.GetPrimaryPad()) !=
eXuiServerAction_Idle &&
!MinecraftServer::serverHalted()) {
Sleep(10);
std::this_thread::sleep_for(std::chrono::milliseconds(10));
}
if (!MinecraftServer::serverHalted() && !app.GetChangingSessionType())
@ -418,8 +419,6 @@ int IUIScene_PauseMenu::SaveWorldThreadProc(void* lpParameter) {
int IUIScene_PauseMenu::ExitWorldThreadProc(void* lpParameter) {
// Share AABB & Vec3 pools with default (main thread) - should be ok as long
// as we don't tick the main thread whilst this thread is running
AABB::UseDefaultThreadStorage();
Vec3::UseDefaultThreadStorage();
Compression::UseDefaultThreadStorage();
// app.SetGameStarted(false);
@ -663,7 +662,7 @@ void IUIScene_PauseMenu::_ExitWorld(void* lpParameter) {
// multiplayer client if host of the game will exit during the clients
// loading to created world.
while (g_NetworkManager.IsNetworkThreadRunning()) {
Sleep(1);
std::this_thread::sleep_for(std::chrono::milliseconds(1));
}
pMinecraft->setLevel(NULL, exitReasonStringId, nullptr, saveStats);
@ -683,7 +682,7 @@ void IUIScene_PauseMenu::_ExitWorld(void* lpParameter) {
// loads saved data We can't start/join a new game until the session is
// destroyed, so wait for it to be idle again
while (g_NetworkManager.IsInSession()) {
Sleep(1);
std::this_thread::sleep_for(std::chrono::milliseconds(1));
}
app.SetChangingSessionType(false);

View file

@ -10,7 +10,12 @@ UIControl::UIControl() {
m_controlName = "";
m_isVisible = true;
m_bHidden = false;
m_isValid = false;
m_eControlType = eNoControl;
m_x = 0;
m_y = 0;
m_width = 0;
m_height = 0;
}
bool UIControl::setupControl(UIScene* scene, IggyValuePath* parent,
@ -20,6 +25,7 @@ bool UIControl::setupControl(UIScene* scene, IggyValuePath* parent,
rrbool res =
IggyValuePathMakeNameRef(&m_iggyPath, parent, controlName.c_str());
m_isValid = res ? true : false;
m_nameXPos = registerFastName(L"x");
m_nameYPos = registerFastName(L"y");
@ -28,16 +34,32 @@ bool UIControl::setupControl(UIScene* scene, IggyValuePath* parent,
m_funcSetAlpha = registerFastName(L"SetControlAlpha");
m_nameVisible = registerFastName(L"visible");
F64 fx, fy, fwidth, fheight;
IggyValueGetF64RS(getIggyValuePath(), m_nameXPos, NULL, &fx);
IggyValueGetF64RS(getIggyValuePath(), m_nameYPos, NULL, &fy);
IggyValueGetF64RS(getIggyValuePath(), m_nameWidth, NULL, &fwidth);
IggyValueGetF64RS(getIggyValuePath(), m_nameHeight, NULL, &fheight);
if (m_isValid) {
IggyDatatype controlType = IGGY_DATATYPE__invalid_request;
IggyResult typeResult =
IggyValueGetTypeRS(getIggyValuePath(), 0, NULL, &controlType);
m_isValid = typeResult == IGGY_RESULT_SUCCESS &&
controlType != IGGY_DATATYPE__invalid_request &&
controlType != IGGY_DATATYPE_undefined;
}
m_x = (S32)fx;
m_y = (S32)fy;
m_width = (S32)Math::round(fwidth);
m_height = (S32)Math::round(fheight);
if (m_isValid) {
F64 fx, fy, fwidth, fheight;
IggyValueGetF64RS(getIggyValuePath(), m_nameXPos, NULL, &fx);
IggyValueGetF64RS(getIggyValuePath(), m_nameYPos, NULL, &fy);
IggyValueGetF64RS(getIggyValuePath(), m_nameWidth, NULL, &fwidth);
IggyValueGetF64RS(getIggyValuePath(), m_nameHeight, NULL, &fheight);
m_x = (S32)fx;
m_y = (S32)fy;
m_width = (S32)Math::round(fwidth);
m_height = (S32)Math::round(fheight);
} else {
m_x = 0;
m_y = 0;
m_width = 0;
m_height = 0;
}
return res;
}
@ -57,6 +79,8 @@ void UIControl::UpdateControl() {
#endif // __PSVITA__
void UIControl::ReInit() {
if (!m_isValid) return;
if (m_lastOpacity != 1.0f) {
IggyDataValue result;
IggyDataValue value[2];
@ -91,6 +115,7 @@ S32 UIControl::getHeight() { return m_height; }
void UIControl::setOpacity(float percent) {
if (percent != m_lastOpacity) {
m_lastOpacity = percent;
if (!m_isValid) return;
IggyDataValue result;
IggyDataValue value[2];
@ -112,6 +137,11 @@ void UIControl::setOpacity(float percent) {
void UIControl::setVisible(bool visible) {
if (visible != m_isVisible) {
if (!m_isValid) {
m_isVisible = visible;
return;
}
rrbool succ = IggyValueSetBooleanRS(getIggyValuePath(), m_nameVisible,
NULL, visible);
if (succ)
@ -122,6 +152,8 @@ void UIControl::setVisible(bool visible) {
}
bool UIControl::getVisible() {
if (!m_isValid) return m_isVisible;
rrbool bVisible = false;
IggyResult result = IggyValueGetBooleanRS(getIggyValuePath(), m_nameVisible,

View file

@ -34,6 +34,7 @@ protected:
eUIControlType m_eControlType;
int m_id;
bool m_bHidden; // set by the Remove call
bool m_isValid;
public:
void setControlType(eUIControlType eType) { m_eControlType = eType; }
@ -83,6 +84,7 @@ public:
void setVisible(bool visible);
bool getVisible();
bool isVisible() { return m_isVisible; }
bool isValid() { return m_isValid; }
virtual bool hasFocus() { return false; }

View file

@ -77,6 +77,16 @@ static void RADLINK WarningCallback(void* user_callback_data, Iggy* player,
// IGGY_RESULT_Error_UndefinedEntity = 504,
// IGGY_RESULT_Error_OutOfMemory = 1001,};
if (message != NULL) {
// 4jcraft: Some Linux movie variants do not ship these optional
// hooks/controls. We guard the call sites, so drop the residual Iggy
// warning noise.
if (strstr(message, "LabelGamertag") != NULL ||
strstr(message, "Method SetSafeZone was not a function") != NULL) {
return;
}
}
switch (code) {
case IGGY_RESULT_Warning_CannotSustainFrameRate:
// Ignore warning
@ -3233,4 +3243,4 @@ void UIController::SendTouchInput(unsigned int iPad, unsigned int key,
}
}
#endif
#endif

View file

@ -19,6 +19,7 @@ UIScene::UIScene(int iPad, UILayer* parentLayer) {
m_bVisible = true;
m_bCanHandleInput = false;
m_bIsReloading = false;
m_hasSetSafeZoneMethod = false;
m_iFocusControl = -1;
m_iFocusChild = 0;
@ -53,6 +54,7 @@ void UIScene::destroyMovie() {
/* Destroy the Iggy player. */
IggyPlayerDestroy(swf);
swf = NULL;
m_hasSetSafeZoneMethod = false;
// Clear out the controls collection (doesn't delete the controls, and they
// get re-setup later)
@ -76,6 +78,7 @@ void UIScene::reloadMovie(bool force) {
// Clear out the controls collection (doesn't delete the controls, and
// they get re-setup later)
m_controls.clear();
m_hasSetSafeZoneMethod = false;
// Clear out all the fast names for the current movie
m_fastNames.clear();
@ -194,6 +197,8 @@ void UIScene::updateSafeZone() {
void UIScene::setSafeZone(S32 safeTop, S32 safeBottom, S32 safeLeft,
S32 safeRight) {
if (!m_hasSetSafeZoneMethod) return;
IggyDataValue result;
IggyDataValue value[4];
@ -251,6 +256,13 @@ bool UIScene::mapElementsAndNames() {
m_funcSetAlpha = registerFastName(L"SetAlpha");
m_funcSetFocus = registerFastName(L"SetFocus");
m_funcHorizontalResizeCheck = registerFastName(L"DoHorizontalResizeCheck");
IggyDatatype safeZoneType = IGGY_DATATYPE__invalid_request;
IggyResult safeZoneResult = IggyValueGetTypeRS(
m_rootPath, m_funcSetSafeZone, NULL, &safeZoneType);
m_hasSetSafeZoneMethod =
safeZoneResult == IGGY_RESULT_SUCCESS &&
safeZoneType == IGGY_DATATYPE_function;
return true;
}
@ -712,7 +724,7 @@ void UIScene::_customDrawSlotControl(CustomDrawData* region, int iPad,
}
glEnable(GL_RESCALE_NORMAL);
glPushMatrix();
Lighting::turnOnGui();
Lighting::turnOn();
glRotatef(120, 1, 0, 0);
glPopMatrix();

View file

@ -72,6 +72,7 @@ private:
bool m_bUpdateOpacity;
bool m_bVisible;
bool m_bCanHandleInput;
bool m_hasSetSafeZoneMethod;
UIScene* m_backScene;
size_t m_callbackUniqueId;

View file

@ -19,13 +19,13 @@ UIScene_DebugSetCamera::UIScene_DebugSetCamera(int iPad, void* initData,
Minecraft* pMinecraft = Minecraft::GetInstance();
if (pMinecraft != NULL) {
Vec3* vec = pMinecraft->localplayers[playerNo]->getPos(1.0);
Vec3 vec = pMinecraft->localplayers[playerNo]->getPos(1.0);
currentPosition->m_camX = vec->x;
currentPosition->m_camX = vec.x;
currentPosition->m_camY =
vec->y -
vec.y -
1.62; // pMinecraft->localplayers[playerNo]->getHeadHeight();
currentPosition->m_camZ = vec->z;
currentPosition->m_camZ = vec.z;
currentPosition->m_yRot = pMinecraft->localplayers[playerNo]->yRot;
currentPosition->m_elev = pMinecraft->localplayers[playerNo]->xRot;

View file

@ -5,8 +5,6 @@
#include "../../Minecraft.Client/Minecraft.h"
#include "UIScene_EnchantingMenu.h"
#include <print>
UIScene_EnchantingMenu::UIScene_EnchantingMenu(int iPad, void* _initData,
UILayer* parentLayer)
: UIScene_AbstractContainerMenu(iPad, parentLayer) {

View file

@ -1,3 +1,6 @@
#include <thread>
#include <chrono>
#include "../../Minecraft.World/Platform/stdafx.h"
#include "UI.h"
#include "UIScene_LoadOrJoinMenu.h"
@ -2229,7 +2232,7 @@ int UIScene_LoadOrJoinMenu::MustSignInReturnedTexturePack(void* pParam,
while (commerceState != CConsoleMinecraftApp::eCommerce_State_Offline &&
commerceState != CConsoleMinecraftApp::eCommerce_State_Online &&
commerceState != CConsoleMinecraftApp::eCommerce_State_Error) {
Sleep(10);
std::this_thread::sleep_for(std::chrono::milliseconds(10));
commerceState = app.GetCommerceState();
}
@ -2852,7 +2855,7 @@ int UIScene_LoadOrJoinMenu::DownloadSonyCrossSaveThreadProc(void* lpParameter) {
#if defined(_DURANGO) || defined(__ORBIS__)
while (StorageManager.GetSaveState() !=
C4JStorage::ESaveGame_Idle) {
Sleep(10);
std::this_thread::sleep_for(std::chrono::milliseconds(10));
StorageManager.Tick();
}
#endif
@ -2999,7 +3002,7 @@ int UIScene_LoadOrJoinMenu::DownloadSonyCrossSaveThreadProc(void* lpParameter) {
// waiting to dismiss the dialog
break;
}
Sleep(50);
std::this_thread::sleep_for(std::chrono::milliseconds(50));
}
m_bSaveTransferRunning = false;
#ifdef __PS3__
@ -3151,7 +3154,7 @@ int UIScene_LoadOrJoinMenu::UploadSonyCrossSaveThreadProc(void* lpParameter) {
// waiting for dialog to be dismissed
break;
}
Sleep(50);
std::this_thread::sleep_for(std::chrono::milliseconds(50));
}
return 0;
@ -3247,7 +3250,7 @@ int UIScene_LoadOrJoinMenu::DownloadXbox360SaveThreadProc(void* lpParameter) {
while (StorageManager.SaveTransferClearState() !=
C4JStorage::eSaveTransfer_Idle) {
Sleep(5);
std::this_thread::sleep_for(std::chrono::milliseconds(5));
}
pStateContainer->m_bSaveTransferInProgress = true;
@ -3432,7 +3435,7 @@ int UIScene_LoadOrJoinMenu::DownloadXbox360SaveThreadProc(void* lpParameter) {
while (StorageManager.GetSaveState() !=
C4JStorage::ESaveGame_Idle) {
Sleep(10);
std::this_thread::sleep_for(std::chrono::milliseconds(10));
// 4J Stu - DO NOT tick this here. The main thread should be
// the only place ticking the StorageManager. You WILL get
@ -3470,7 +3473,7 @@ int UIScene_LoadOrJoinMenu::DownloadXbox360SaveThreadProc(void* lpParameter) {
break;
}
Sleep(50);
std::this_thread::sleep_for(std::chrono::milliseconds(50));
}
if (pStateContainer->m_bSaveTransferCancelled) {
@ -3517,7 +3520,7 @@ void UIScene_LoadOrJoinMenu::RequestFileSize(SaveTransferStateContainer* pClass,
IDS_SAVETRANSFER_TITLE_GET);
pMinecraft->progressRenderer->progressStage(
IDS_SAVETRANSFER_STAGE_GET_DETAILS);
Sleep(1);
std::this_thread::sleep_for(std::chrono::milliseconds(1));
pClass->m_eSaveTransferState =
StorageManager.SaveTransferGetDetails(
pClass->m_iPad, C4JStorage::eGlobalStorage_TitleUser,
@ -3573,7 +3576,7 @@ void UIScene_LoadOrJoinMenu::RequestFileData(SaveTransferStateContainer* pClass,
pMinecraft->progressRenderer->progressStart(
IDS_SAVETRANSFER_TITLE_GET);
pMinecraft->progressRenderer->progressStage(-1);
Sleep(1);
std::this_thread::sleep_for(std::chrono::milliseconds(1));
pClass->m_eSaveTransferState = StorageManager.SaveTransferGetData(
pClass->m_iPad, C4JStorage::eGlobalStorage_TitleUser, filename,
&UIScene_LoadOrJoinMenu::SaveTransferReturned,
@ -3740,7 +3743,7 @@ int UIScene_LoadOrJoinMenu::CopySaveThreadProc(void* lpParameter) {
bool bContinue = true;
do {
Sleep(100);
std::this_thread::sleep_for(std::chrono::milliseconds(100));
ui.EnterCallbackIdCriticalSection();
pClass = (UIScene_LoadOrJoinMenu*)ui.GetSceneFromCallbackId(
(size_t)lpParameter);

View file

@ -363,7 +363,7 @@ void UIScene_MainMenu::handlePress(F64 controlId, F64 childId) {
signInReturnedFunc =
&UIScene_MainMenu::UnlockFullGame_SignInReturned;
break;
#if defined _XBOX
#if defined(_XBOX) || defined(__linux__)
case eControl_Exit:
if (ProfileManager.IsFullVersion()) {
unsigned int uiIDA[2];
@ -372,14 +372,15 @@ void UIScene_MainMenu::handlePress(F64 controlId, F64 childId) {
ui.RequestErrorMessage(
IDS_WARNING_ARCADE_TITLE, IDS_WARNING_ARCADE_TEXT, uiIDA, 2,
XUSER_INDEX_ANY, &UIScene_MainMenu::ExitGameReturned, this);
} else {
}
else {
#ifdef _XBOX_ONE
ui.ShowPlayerDisplayname(true);
#endif
ui.NavigateToScene(primaryPad, eUIScene_TrialExitUpsell);
}
break;
#endif
break;
#ifdef _DURANGO
case eControl_XboxHelp:

View file

@ -1,9 +1,12 @@
// Minecraft.cpp : Defines the entry point for the application.
//
#include <assert.h>
#include <thread>
#include <chrono>
#include "../../Minecraft.World/Platform/stdafx.h"
#include "XUI_Death.h"
#include <assert.h>
#include "../../Minecraft.World/Util/AABB.h"
#include "../../Minecraft.World/Util/Vec3.h"
#include "../../Minecraft.World/Headers/net.minecraft.stats.h"
@ -219,8 +222,6 @@ HRESULT CScene_Death::OnKeyDown(XUIMessageInput* pInputData, BOOL& rfHandled) {
}
int CScene_Death::RespawnThreadProc(void* lpParameter) {
AABB::UseDefaultThreadStorage();
Vec3::UseDefaultThreadStorage();
Compression::UseDefaultThreadStorage();
size_t iPad = (size_t)lpParameter;
@ -235,7 +236,7 @@ int CScene_Death::RespawnThreadProc(void* lpParameter) {
// If we are offline, this should release straight away
// WaitForSingleObject( pMinecraft->m_hPlayerRespawned, INFINITE );
while (pMinecraft->localplayers[iPad]->GetPlayerRespawned() == false) {
Sleep(50);
std::this_thread::sleep_for(std::chrono::milliseconds(50));
}
return S_OK;
@ -246,4 +247,4 @@ HRESULT CScene_Death::OnCustomMessage_Splitscreenplayer(bool bJoining,
bHandled = true;
return app.AdjustSplitscreenScene_PlayerChanged(m_hObj, &m_OriginalPosition,
m_iPad, bJoining);
}
}

View file

@ -7,6 +7,9 @@
#include "XUI_Ctrl_CraftIngredientSlot.h"
#include "XUI_XZP_Icons.h"
#include <thread>
#include <chrono>
LPCWSTR CScene_Leaderboards::m_TitleIconNameA[7] = {
L"XuiHSlot1", L"XuiHSlot2", L"XuiHSlot3", L"XuiHSlot4",
L"XuiHSlot5", L"XuiHSlot6", L"XuiHSlot7",
@ -283,7 +286,7 @@ HRESULT CScene_Leaderboards::OnDestroy() {
app.SetLiveLinkRequired(false);
while (m_isProcessingStatsRead) {
Sleep(10);
std::this_thread::sleep_for(std::chrono::milliseconds(10));
}
if (m_friends != NULL) delete[] m_friends;

View file

@ -1,6 +1,8 @@
#include "../../Minecraft.World/Platform/stdafx.h"
#include <xuiresource.h>
#include <xuiapp.h>
#include <thread>
#include <chrono>
#include <assert.h>
#include "../../Minecraft.World/Util/StringHelpers.h"
#include "../Tutorial/TutorialMode.h"
@ -2174,7 +2176,7 @@ bool CScene_MultiGameJoinLoad::WaitForTransferComplete(
// cancelled
return false;
}
Sleep(50);
std::this_thread::sleep_for(std::chrono::milliseconds(50));
// update the progress
pMinecraft->progressRenderer->progressStagePercentage(
(unsigned int)(pClass->m_fProgress * 100.0f));

View file

@ -4,6 +4,8 @@
#include "../../Minecraft.World/Platform/stdafx.h"
#include <assert.h>
#include <thread>
#include <chrono>
#include "../../Minecraft.World/Util/AABB.h"
#include "../../Minecraft.World/Util/Vec3.h"
#include "../../Minecraft.World/Headers/net.minecraft.stats.h"
@ -1073,8 +1075,6 @@ int UIScene_PauseMenu::SaveWorldThreadProc(LPVOID lpParameter) {
// Share AABB & Vec3 pools with default (main thread) - should be ok as long
// as we don't tick the main thread whilst this thread is running
AABB::UseDefaultThreadStorage();
Vec3::UseDefaultThreadStorage();
Compression::UseDefaultThreadStorage();
Minecraft* pMinecraft = Minecraft::GetInstance();
@ -1087,7 +1087,7 @@ int UIScene_PauseMenu::SaveWorldThreadProc(LPVOID lpParameter) {
while (app.GetXuiServerAction(ProfileManager.GetPrimaryPad()) !=
eXuiServerAction_Idle &&
!MinecraftServer::serverHalted()) {
Sleep(10);
std::this_thread::sleep_for(std::chrono::milliseconds(10));
}
if (!MinecraftServer::serverHalted() && !app.GetChangingSessionType())
@ -1106,8 +1106,6 @@ int UIScene_PauseMenu::SaveWorldThreadProc(LPVOID lpParameter) {
int UIScene_PauseMenu::ExitWorldThreadProc(void* lpParameter) {
// Share AABB & Vec3 pools with default (main thread) - should be ok as long
// as we don't tick the main thread whilst this thread is running
AABB::UseDefaultThreadStorage();
Vec3::UseDefaultThreadStorage();
Compression::UseDefaultThreadStorage();
// app.SetGameStarted(false);
@ -1297,7 +1295,7 @@ void UIScene_PauseMenu::_ExitWorld(LPVOID lpParameter) {
// multiplayer client if host of the game will exit during the clients
// loading to created world.
while (g_NetworkManager.IsNetworkThreadRunning()) {
Sleep(1);
std::this_thread::sleep_for(std::chrono::milliseconds(1));
}
pMinecraft->setLevel(NULL, exitReasonStringId, nullptr, saveStats);
@ -1317,7 +1315,7 @@ void UIScene_PauseMenu::_ExitWorld(LPVOID lpParameter) {
// loads saved data We can't start/join a new game until the session is
// destroyed, so wait for it to be idle again
while (g_NetworkManager.IsInSession()) {
Sleep(1);
std::this_thread::sleep_for(std::chrono::milliseconds(1));
}
app.SetChangingSessionType(false);
@ -1326,4 +1324,4 @@ void UIScene_PauseMenu::_ExitWorld(LPVOID lpParameter) {
void UIScene_PauseMenu::SetIgnoreInput(bool ignoreInput) {
m_bIgnoreInput = ignoreInput;
}
}

View file

@ -2,6 +2,8 @@
#include <xuiresource.h>
#include <xuiapp.h>
#include <assert.h>
#include <thread>
#include <chrono>
#include "XUI_Ctrl_4JList.h"
#include "XUI_Ctrl_4JIcon.h"
@ -363,7 +365,7 @@ int CScene_TransferToXboxOne::UploadSaveForXboxOneThreadProc(
// loop waiting for the write to complete
uiComplete = 0;
while (pClass->m_bWaitingForWrite && (hr == S_OK)) {
Sleep(50);
std::this_thread::sleep_for(std::chrono::milliseconds(50));
uiComplete++;
if (uiComplete > 100) uiComplete = 100;
@ -380,7 +382,7 @@ int CScene_TransferToXboxOne::UploadSaveForXboxOneThreadProc(
// finish the bar
for (int i = uiComplete; i < 100; i++) {
Sleep(5);
std::this_thread::sleep_for(std::chrono::milliseconds(5));
pMinecraft->progressRenderer->progressStagePercentage(i);
}
@ -396,7 +398,7 @@ int CScene_TransferToXboxOne::UploadSaveForXboxOneThreadProc(
// sleep until we have the data
while (pClass->m_bSaveDataReceived == false) {
Sleep(50);
std::this_thread::sleep_for(std::chrono::milliseconds(50));
}
// write the save to user TMS
@ -443,7 +445,7 @@ int CScene_TransferToXboxOne::UploadSaveForXboxOneThreadProc(
} else {
// loop waiting for the write to complete
while (pClass->m_bWaitingForWrite && (hr == S_OK)) {
Sleep(50);
std::this_thread::sleep_for(std::chrono::milliseconds(50));
}
uiComplete += uiPercentageChunk;
if (uiComplete > 100) uiComplete = 100;

View file

@ -794,8 +794,6 @@ void oldWinMainInit() {
// Initialise TLS for tesselator, for this main thread
Tesselator::CreateNewThreadStorage(1024 * 1024);
// Initialise TLS for AABB and Vec3 pools, for this main thread
AABB::CreateNewThreadStorage();
Vec3::CreateNewThreadStorage();
OldChunkStorage::CreateNewThreadStorage();
Level::enableLightingCache();
Tile::CreateNewThreadStorage();
@ -1143,9 +1141,6 @@ void oldWinMainTick() {
}
// Fix for #7318 - Title crashes after short soak in the leaderboards menu
// A memory leak was caused because the icon renderer kept creating new
// Vec3's because the pool wasn't reset
Vec3::resetPool();
}
#ifdef MEMORY_TRACKING

View file

@ -0,0 +1,835 @@
#define GDRAW_ASSERTS
#include "../../../Windows64/Iggy/include/iggy.h"
#include "../../../Windows64/Iggy/include/gdraw.h"
#include "gdraw.h"
#include <GL/gl.h>
#include <GL/glext.h>
#include <SDL2/SDL.h>
#include <string.h>
#include <math.h>
#include <stdio.h>
#include <stdlib.h>
#include <stdarg.h>
#include <assert.h>
#include <dlfcn.h>
#define true 1
#define false 0
#ifndef _ENABLEIGGY
void* IggyGDrawMallocAnnotated(SINTa size, const char* file, int line) {
(void)file;
(void)line;
return malloc((size_t)size);
}
void IggyGDrawFree(void* ptr) { free(ptr); }
void IggyGDrawSendWarning(Iggy* f, char const* message, ...) {
(void)f;
va_list args;
va_start(args, message);
fprintf(stderr, "[Iggy GDraw Warning] ");
vfprintf(stderr, message, args);
fprintf(stderr, "\n");
va_end(args);
}
void IggyDiscardVertexBufferCallback(void* owner, void* buf) {
(void)owner;
(void)buf;
}
#endif
static void* get_gl_proc(const char* name) {
void* p = SDL_GL_GetProcAddress(name);
if (!p) p = dlsym(RTLD_DEFAULT, name);
if (!p) {
char buf[256];
strncpy(buf, name, sizeof(buf) - 1);
buf[255] = '\0';
char* ext = strstr(buf, "ARB");
if (!ext) ext = strstr(buf, "EXT");
if (ext && ext == buf + strlen(buf) - 3) {
*ext = '\0';
p = SDL_GL_GetProcAddress(buf);
if (!p) p = dlsym(RTLD_DEFAULT, buf);
}
}
return p;
}
#define GDRAW_GL_EXTENSION_LIST \
/* identifier import procname */ \
/* GL_ARB_vertex_buffer_object */ \
GLE(GenBuffers, "GenBuffersARB", GENBUFFERSARB) \
GLE(DeleteBuffers, "DeleteBuffersARB", DELETEBUFFERSARB) \
GLE(BindBuffer, "BindBufferARB", BINDBUFFERARB) \
GLE(BufferData, "BufferDataARB", BUFFERDATAARB) \
GLE(MapBuffer, "MapBufferARB", MAPBUFFERARB) \
GLE(UnmapBuffer, "UnmapBufferARB", UNMAPBUFFERARB) \
GLE(VertexAttribPointer, "VertexAttribPointerARB", VERTEXATTRIBPOINTERARB) \
GLE(EnableVertexAttribArray, "EnableVertexAttribArrayARB", \
ENABLEVERTEXATTRIBARRAYARB) \
GLE(DisableVertexAttribArray, "DisableVertexAttribArrayARB", \
DISABLEVERTEXATTRIBARRAYARB) \
/* GL_ARB_shader_objects */ \
GLE(CreateShader, "CreateShaderObjectARB", CREATESHADEROBJECTARB) \
GLE(DeleteShader, "DeleteObjectARB", DELETEOBJECTARB) \
GLE(ShaderSource, "ShaderSourceARB", SHADERSOURCEARB) \
GLE(CompileShader, "CompileShaderARB", COMPILESHADERARB) \
GLE(GetShaderiv, "GetObjectParameterivARB", GETOBJECTPARAMETERIVARB) \
GLE(GetShaderInfoLog, "GetInfoLogARB", GETINFOLOGARB) \
GLE(CreateProgram, "CreateProgramObjectARB", CREATEPROGRAMOBJECTARB) \
GLE(DeleteProgram, "DeleteObjectARB", DELETEOBJECTARB) \
GLE(AttachShader, "AttachObjectARB", ATTACHOBJECTARB) \
GLE(LinkProgram, "LinkProgramARB", LINKPROGRAMARB) \
GLE(GetUniformLocation, "GetUniformLocationARB", GETUNIFORMLOCATIONARB) \
GLE(UseProgram, "UseProgramObjectARB", USEPROGRAMOBJECTARB) \
GLE(GetProgramiv, "GetObjectParameterivARB", GETOBJECTPARAMETERIVARB) \
GLE(GetProgramInfoLog, "GetInfoLogARB", GETINFOLOGARB) \
GLE(Uniform1i, "Uniform1iARB", UNIFORM1IARB) \
GLE(Uniform4f, "Uniform4fARB", UNIFORM4FARB) \
GLE(Uniform4fv, "Uniform4fvARB", UNIFORM4FVARB) \
/* GL_ARB_vertex_shader */ \
GLE(BindAttribLocation, "BindAttribLocationARB", BINDATTRIBLOCATIONARB) \
/* Missing from WGL but needed by shared code */ \
GLE(Uniform1f, "Uniform1fARB", UNIFORM1FARB) \
/* GL_EXT_framebuffer_object */ \
GLE(GenRenderbuffers, "GenRenderbuffersEXT", GENRENDERBUFFERSEXT) \
GLE(DeleteRenderbuffers, "DeleteRenderbuffersEXT", DELETERENDERBUFFERSEXT) \
GLE(BindRenderbuffer, "BindRenderbufferEXT", BINDRENDERBUFFEREXT) \
GLE(RenderbufferStorage, "RenderbufferStorageEXT", RENDERBUFFERSTORAGEEXT) \
GLE(GenFramebuffers, "GenFramebuffersEXT", GENFRAMEBUFFERSEXT) \
GLE(DeleteFramebuffers, "DeleteFramebuffersEXT", DELETEFRAMEBUFFERSEXT) \
GLE(BindFramebuffer, "BindFramebufferEXT", BINDFRAMEBUFFEREXT) \
GLE(CheckFramebufferStatus, "CheckFramebufferStatusEXT", \
CHECKFRAMEBUFFERSTATUSEXT) \
GLE(FramebufferRenderbuffer, "FramebufferRenderbufferEXT", \
FRAMEBUFFERRENDERBUFFEREXT) \
GLE(FramebufferTexture2D, "FramebufferTexture2DEXT", \
FRAMEBUFFERTEXTURE2DEXT) \
GLE(GenerateMipmap, "GenerateMipmapEXT", GENERATEMIPMAPEXT) \
/* GL_EXT_framebuffer_blit */ \
GLE(BlitFramebuffer, "BlitFramebufferEXT", BLITFRAMEBUFFEREXT) \
/* GL_EXT_framebuffer_multisample */ \
GLE(RenderbufferStorageMultisample, "RenderbufferStorageMultisampleEXT", \
RENDERBUFFERSTORAGEMULTISAMPLEEXT) \
/* <end> */
// Shared .inl
#define gdraw_GLx_(id) gdraw_GL_##id
#define GDRAW_GLx_(id) GDRAW_GL_##id
#define GDRAW_SHADERS "gdraw_gl_shaders.inl"
// GLhandleARB is void* but shader functions use GLuint values.
// homework stolen from gdraw_gl_shared.inl.
#define GDrawGLProgram GLuint
typedef GLuint GLhandle;
typedef gdraw_gl_resourcetype gdraw_resourcetype;
#define GLE(id, import, procname) static PFNGL##procname##PROC gl##id;
GDRAW_GL_EXTENSION_LIST
#undef GLE
typedef const GLubyte*(APIENTRYP PFNGLGETSTRINGIPROC_)(GLenum name,
GLuint index);
static PFNGLGETSTRINGIPROC_ gdraw_glGetStringi = NULL;
typedef void(APIENTRYP PFNGLGENVERTEXARRAYSPROC_)(GLsizei n, GLuint* arrays);
typedef void(APIENTRYP PFNGLBINDVERTEXARRAYPROC_)(GLuint array);
static PFNGLGENVERTEXARRAYSPROC_ gdraw_glGenVertexArrays = NULL;
static PFNGLBINDVERTEXARRAYPROC_ gdraw_glBindVertexArray = NULL;
static GLuint gdraw_vao = 0;
typedef void(APIENTRYP gdraw_vtxattrib_fn)(GLuint, GLint, GLenum, GLboolean,
GLsizei, const void*);
static gdraw_vtxattrib_fn gdraw_real_vtxattrib = NULL;
static GLuint gdraw_screenvbo = 0;
static const void* gdraw_screenvbo_base = NULL;
static size_t gdraw_expected_vbo_size = 0;
typedef void(APIENTRYP gdraw_drawelements_fn)(GLenum mode, GLsizei count,
GLenum type, const void* indices);
static gdraw_drawelements_fn gdraw_real_drawelements = NULL;
static GLuint gdraw_screenibo = 0;
typedef GLuint(APIENTRYP gdraw_createshader_fn)(GLenum);
typedef void(APIENTRYP gdraw_shadersource_fn)(GLuint, GLsizei, const GLchar**,
const GLint*);
typedef void(APIENTRYP gdraw_compileshader_fn)(GLuint);
typedef void(APIENTRYP gdraw_linkprogram_fn)(GLuint);
static gdraw_createshader_fn gdraw_real_createshader = NULL;
static gdraw_shadersource_fn gdraw_real_shadersource = NULL;
static gdraw_compileshader_fn gdraw_real_compileshader = NULL;
static gdraw_linkprogram_fn gdraw_real_linkprogram = NULL;
// some core reject p0
typedef void(APIENTRYP gdraw_useprogram_fn)(GLuint);
static gdraw_useprogram_fn gdraw_real_useprogram = NULL;
static GLuint gdraw_null_program = 0;
typedef void(APIENTRYP gdraw_teximage2d_fn)(GLenum, GLint, GLint, GLsizei,
GLsizei, GLint, GLenum, GLenum,
const void*);
typedef void(APIENTRYP gdraw_texsubimage2d_fn)(GLenum, GLint, GLint, GLint,
GLsizei, GLsizei, GLenum, GLenum,
const void*);
static gdraw_teximage2d_fn gdraw_real_teximage2d = NULL;
static gdraw_texsubimage2d_fn gdraw_real_texsubimage2d = NULL;
#define TRY(ptr, arb, core) \
do { \
void* _p = get_gl_proc(core); \
if (!_p) _p = get_gl_proc(arb); \
*(void**)&(ptr) = _p; \
} while (0)
static void load_extensions(void) {
// gl_shared requires ts shit ugh
#define GLE(id, import, procname) \
gl##id = (PFNGL##procname##PROC)get_gl_proc("gl" import);
GDRAW_GL_EXTENSION_LIST
#undef GLE
TRY(glCreateShader, "glCreateShaderObjectARB", "glCreateShader");
TRY(glDeleteShader, "glDeleteObjectARB", "glDeleteShader");
TRY(glShaderSource, "glShaderSourceARB", "glShaderSource");
TRY(glCompileShader, "glCompileShaderARB", "glCompileShader");
TRY(glGetShaderiv, "glGetObjectParameterivARB", "glGetShaderiv");
TRY(glGetShaderInfoLog, "glGetInfoLogARB", "glGetShaderInfoLog");
TRY(glCreateProgram, "glCreateProgramObjectARB", "glCreateProgram");
TRY(glDeleteProgram, "glDeleteObjectARB", "glDeleteProgram");
TRY(glAttachShader, "glAttachObjectARB", "glAttachShader");
TRY(glLinkProgram, "glLinkProgramARB", "glLinkProgram");
TRY(glGetUniformLocation, "glGetUniformLocationARB",
"glGetUniformLocation");
TRY(glUseProgram, "glUseProgramObjectARB", "glUseProgram");
TRY(glGetProgramiv, "glGetObjectParameterivARB", "glGetProgramiv");
TRY(glGetProgramInfoLog, "glGetInfoLogARB", "glGetProgramInfoLog");
TRY(glUniform1i, "glUniform1iARB", "glUniform1i");
TRY(glUniform4f, "glUniform4fARB", "glUniform4f");
TRY(glUniform4fv, "glUniform4fvARB", "glUniform4fv");
TRY(glUniform1f, "glUniform1fARB", "glUniform1f");
TRY(glBindAttribLocation, "glBindAttribLocationARB",
"glBindAttribLocation");
TRY(glGenBuffers, "glGenBuffersARB", "glGenBuffers");
TRY(glDeleteBuffers, "glDeleteBuffersARB", "glDeleteBuffers");
TRY(glBindBuffer, "glBindBufferARB", "glBindBuffer");
TRY(glBufferData, "glBufferDataARB", "glBufferData");
TRY(glMapBuffer, "glMapBufferARB", "glMapBuffer");
TRY(glUnmapBuffer, "glUnmapBufferARB", "glUnmapBuffer");
TRY(glVertexAttribPointer, "glVertexAttribPointerARB",
"glVertexAttribPointer");
TRY(glEnableVertexAttribArray, "glEnableVertexAttribArrayARB",
"glEnableVertexAttribArray");
TRY(glDisableVertexAttribArray, "glDisableVertexAttribArrayARB",
"glDisableVertexAttribArray");
TRY(glGenRenderbuffers, "glGenRenderbuffersEXT", "glGenRenderbuffers");
TRY(glDeleteRenderbuffers, "glDeleteRenderbuffersEXT",
"glDeleteRenderbuffers");
TRY(glBindRenderbuffer, "glBindRenderbufferEXT", "glBindRenderbuffer");
TRY(glRenderbufferStorage, "glRenderbufferStorageEXT",
"glRenderbufferStorage");
TRY(glGenFramebuffers, "glGenFramebuffersEXT", "glGenFramebuffers");
TRY(glDeleteFramebuffers, "glDeleteFramebuffersEXT",
"glDeleteFramebuffers");
TRY(glBindFramebuffer, "glBindFramebufferEXT", "glBindFramebuffer");
TRY(glCheckFramebufferStatus, "glCheckFramebufferStatusEXT",
"glCheckFramebufferStatus");
TRY(glFramebufferRenderbuffer, "glFramebufferRenderbufferEXT",
"glFramebufferRenderbuffer");
TRY(glFramebufferTexture2D, "glFramebufferTexture2DEXT",
"glFramebufferTexture2D");
TRY(glGenerateMipmap, "glGenerateMipmapEXT", "glGenerateMipmap");
TRY(glBlitFramebuffer, "glBlitFramebufferEXT", "glBlitFramebuffer");
TRY(glRenderbufferStorageMultisample, "glRenderbufferStorageMultisampleEXT",
"glRenderbufferStorageMultisample");
// Save raw pointers before we #define over the names below
gdraw_real_vtxattrib =
(gdraw_vtxattrib_fn)get_gl_proc("glVertexAttribPointer");
gdraw_real_createshader =
(gdraw_createshader_fn)get_gl_proc("glCreateShader");
gdraw_real_shadersource =
(gdraw_shadersource_fn)get_gl_proc("glShaderSource");
gdraw_real_compileshader =
(gdraw_compileshader_fn)get_gl_proc("glCompileShader");
gdraw_real_linkprogram = (gdraw_linkprogram_fn)get_gl_proc("glLinkProgram");
gdraw_real_teximage2d = (gdraw_teximage2d_fn)get_gl_proc("glTexImage2D");
gdraw_real_texsubimage2d =
(gdraw_texsubimage2d_fn)get_gl_proc("glTexSubImage2D");
gdraw_real_useprogram = (gdraw_useprogram_fn)get_gl_proc("glUseProgram");
gdraw_real_drawelements =
(gdraw_drawelements_fn)get_gl_proc("glDrawElements");
gdraw_glGetStringi = (PFNGLGETSTRINGIPROC_)get_gl_proc("glGetStringi");
gdraw_glGenVertexArrays =
(PFNGLGENVERTEXARRAYSPROC_)get_gl_proc("glGenVertexArrays");
gdraw_glBindVertexArray =
(PFNGLBINDVERTEXARRAYPROC_)get_gl_proc("glBindVertexArray");
if (gdraw_glGenVertexArrays && gdraw_glBindVertexArray && gdraw_vao == 0) {
gdraw_glGenVertexArrays(1, &gdraw_vao);
gdraw_glBindVertexArray(gdraw_vao);
}
}
#undef TRY
// rebind vbo
static void clear_renderstate_platform_specific(void) {
if (gdraw_glBindVertexArray && gdraw_vao)
gdraw_glBindVertexArray(gdraw_vao);
}
static void error_msg_platform_specific(const char* msg) {
fprintf(stderr, "[GDraw] %s\n", msg);
}
#define GDRAW_PLATFORM_REPORT_GL_SITE(site) \
do { \
if ((site) != NULL) \
fprintf(stderr, "[GDraw] GL error site: %s\n", (site)); \
} while (0)
#define GDRAW_MULTISAMPLING
// i wish i could improve this function
#ifdef RR_BREAK
#undef RR_BREAK
#endif
#define RR_BREAK() \
do { \
fprintf(stderr, "[GDraw] GL error at %s:%d\n", __FILE__, __LINE__); \
} while (0)
// the magic number that tropical told me
#define GDRAW_MAX_SHADERS 64
static struct {
GLuint handle;
GLenum type;
} gdraw_shader_types[GDRAW_MAX_SHADERS];
static int gdraw_shader_type_count = 0;
static GLenum gdraw_get_shader_type(GLuint shader) {
for (int i = 0; i < gdraw_shader_type_count; i++)
if (gdraw_shader_types[i].handle == shader)
return gdraw_shader_types[i].type;
return GL_FRAGMENT_SHADER;
}
static GLuint gdraw_CreateShaderTracked(GLenum type) {
GLuint h = gdraw_real_createshader(type);
if (h && gdraw_shader_type_count < GDRAW_MAX_SHADERS) {
gdraw_shader_types[gdraw_shader_type_count].handle = h;
gdraw_shader_types[gdraw_shader_type_count].type = type;
gdraw_shader_type_count++;
}
return h;
}
static void gdraw_CompileShaderAndLog(GLuint shader) {
GLint status = 0;
gdraw_real_compileshader(shader);
glGetShaderiv(shader, GL_COMPILE_STATUS, &status);
if (!status) {
char log[2048];
GLint len = 0;
glGetShaderInfoLog(shader, (GLsizei)sizeof(log) - 1, &len, log);
log[len] = '\0';
fprintf(stderr, "[GDraw GLSL] compile FAILED shader=%u:\n%s\n", shader,
log);
}
}
static void gdraw_LinkProgramAndLog(GLuint program) {
GLint status = 0;
gdraw_real_linkprogram(program);
glGetProgramiv(program, GL_LINK_STATUS, &status);
if (!status) {
char log[2048];
GLint len = 0;
glGetProgramInfoLog(program, (GLsizei)sizeof(log) - 1, &len, log);
log[len] = '\0';
fprintf(stderr, "[GDraw GLSL] link FAILED program=%u:\n%s\n", program,
log);
}
}
#undef glCreateShader
#define glCreateShader gdraw_CreateShaderTracked
// This is the part that turns the old ugly shaders to 330
static char* gdraw_strreplace(char* src, const char* find, const char* rep) {
char* result;
char* pos;
char* base = src;
size_t find_len = strlen(find);
size_t rep_len = strlen(rep);
size_t count = 0;
char* tmp = src;
while ((tmp = strstr(tmp, find))) {
count++;
tmp += find_len;
}
if (!count) return src;
result = (char*)malloc(strlen(src) + count * (rep_len + 1) + 1);
if (!result) return src;
tmp = result;
while ((pos = strstr(src, find))) {
size_t before = (size_t)(pos - src);
memcpy(tmp, src, before);
tmp += before;
memcpy(tmp, rep, rep_len);
tmp += rep_len;
src = pos + find_len;
}
strcpy(tmp, src);
free(base);
return result;
}
static void gdraw_ShaderSourceUpgraded(GLuint shader, GLsizei count,
const GLchar** strings,
const GLint* lengths) {
size_t total = 0;
for (int i = 0; i < count; i++)
total += lengths ? (lengths[i] >= 0 ? (size_t)lengths[i]
: strlen(strings[i]))
: strlen(strings[i]);
char* src = (char*)malloc(total + 1);
if (!src) {
gdraw_real_shadersource(shader, count, strings, lengths);
return;
}
src[0] = '\0';
for (int i = 0; i < count; i++) {
size_t len = lengths ? (lengths[i] >= 0 ? (size_t)lengths[i]
: strlen(strings[i]))
: strlen(strings[i]);
strncat(src, strings[i], len);
}
int is_vert = (gdraw_get_shader_type(shader) == GL_VERTEX_SHADER);
// Strip any existing #version directive as i'll add our own
{
char* vp = strstr(src, "#version");
if (vp) {
char* nl = strchr(vp, '\n');
if (nl)
memmove(vp, nl + 1, strlen(nl + 1) + 1);
else
*vp = '\0';
}
}
// Texture built-ins
src = gdraw_strreplace(src, "texture2DRect", "texture");
src = gdraw_strreplace(src, "texture2D", "texture");
// Attribute -> in
src = gdraw_strreplace(src, "attribute ", "in ");
src = gdraw_strreplace(src, "attribute\t", "in\t");
src = gdraw_strreplace(src, "attribute\n", "in\n");
// Varying -> out (vert) / in (frag)
if (is_vert) {
src = gdraw_strreplace(src, "varying ", "out ");
src = gdraw_strreplace(src, "varying\t", "out\t");
src = gdraw_strreplace(src, "varying\n", "out\n");
} else {
src = gdraw_strreplace(src, "varying ", "in ");
src = gdraw_strreplace(src, "varying\t", "in\t");
src = gdraw_strreplace(src, "varying\n", "in\n");
src = gdraw_strreplace(src, "gl_FragData[0]", "_gdraw_frag_out");
src = gdraw_strreplace(src, "gl_FragColor", "_gdraw_frag_out");
}
const char* header = is_vert
? "#version 330 core\n"
: "#version 330 core\nout vec4 _gdraw_frag_out;\n";
char* patched = (char*)malloc(strlen(header) + strlen(src) + 2);
if (!patched) {
free(src);
gdraw_real_shadersource(shader, count, strings, lengths);
return;
}
strcpy(patched, header);
strcat(patched, src);
free(src);
const GLchar* patched_ptr = (const GLchar*)patched;
gdraw_real_shadersource(shader, 1, &patched_ptr, NULL);
free(patched);
}
#undef glShaderSource
#define glShaderSource gdraw_ShaderSourceUpgraded
// Remap all the deprecated internal formats to their modern equivalents
// (idk why but just the word "swizzle" is cracking me up)
static void gdraw_apply_swizzle(GLenum internal_fmt) {
if (internal_fmt == 0x1906 /* GL_ALPHA */ || internal_fmt == GL_RED) {
GLint sw[4] = {GL_ZERO, GL_ZERO, GL_ZERO, GL_RED};
glTexParameteriv(GL_TEXTURE_2D, GL_TEXTURE_SWIZZLE_RGBA, sw);
} else if (internal_fmt == 0x1909 /* GL_LUMINANCE */) {
GLint sw[4] = {GL_RED, GL_RED, GL_RED, GL_ONE};
glTexParameteriv(GL_TEXTURE_2D, GL_TEXTURE_SWIZZLE_RGBA, sw);
} else if (internal_fmt == 0x190A /* GL_LUMINANCE_ALPHA */) {
GLint sw[4] = {GL_RED, GL_RED, GL_RED, GL_GREEN};
glTexParameteriv(GL_TEXTURE_2D, GL_TEXTURE_SWIZZLE_RGBA, sw);
}
}
static GLenum gdraw_remap_fmt(GLenum fmt) {
switch (fmt) {
case 0x1906:
return GL_RED; // GL_ALPHA
case 0x1909:
return GL_RED; // GL_LUMINANCE
case 0x190A:
return GL_RG; // GL_LUMINANCE_ALPHA
case 0x8033:
return GL_RG; // GL_LUMINANCE4_ALPHA4
case 0x8045:
return GL_R8; // GL_LUMINANCE8
case 0x8048:
return GL_RG8; // GL_LUMINANCE8_ALPHA8
case 0x804F:
return GL_R8; // GL_INTENSITY4
case 0x8050:
return GL_R8; // GL_INTENSITY8
default:
return fmt;
}
}
static void gdraw_TexImage2D(GLenum target, GLint level, GLint ifmt, GLsizei w,
GLsizei h, GLint border, GLenum fmt, GLenum type,
const void* data) {
// ES strictly requires explicitly sized formats & stuff
if (ifmt == GL_RGBA && data == NULL) ifmt = GL_RGBA8;
GLenum new_ifmt = gdraw_remap_fmt((GLenum)ifmt);
GLenum new_fmt = gdraw_remap_fmt(fmt);
gdraw_real_teximage2d(target, level, (GLint)new_ifmt, w, h, border, new_fmt,
type, data);
if (new_ifmt != (GLenum)ifmt) gdraw_apply_swizzle((GLenum)ifmt);
}
static void gdraw_TexSubImage2D(GLenum target, GLint level, GLint xoff,
GLint yoff, GLsizei w, GLsizei h, GLenum fmt,
GLenum type, const void* data) {
GLenum new_fmt = gdraw_remap_fmt(fmt);
gdraw_real_texsubimage2d(target, level, xoff, yoff, w, h, new_fmt, type,
data);
}
#undef glTexImage2D
#define glTexImage2D gdraw_TexImage2D
#undef glTexSubImage2D
#define glTexSubImage2D gdraw_TexSubImage2D
// vbo emu
static void gdraw_ClientVertexAttribPointer(GLuint index, GLint size,
GLenum type, GLboolean normalized,
GLsizei stride,
const void* pointer) {
if (gdraw_glBindVertexArray && gdraw_vao) {
GLint current_vao = 0;
glGetIntegerv(GL_VERTEX_ARRAY_BINDING, &current_vao);
if ((GLuint)current_vao != gdraw_vao)
gdraw_glBindVertexArray(gdraw_vao);
}
GLint current_vbo = 0;
glGetIntegerv(GL_ARRAY_BUFFER_BINDING, &current_vbo);
if (current_vbo != 0 && current_vbo != (GLint)gdraw_screenvbo) {
// no touchies
gdraw_real_vtxattrib(index, size, type, normalized, stride, pointer);
return;
}
if (pointer == NULL) {
gdraw_real_vtxattrib(index, size, type, normalized, stride, pointer);
return;
}
ptrdiff_t offset =
gdraw_screenvbo_base
? ((const char*)pointer - (const char*)gdraw_screenvbo_base)
: -1;
if (gdraw_screenvbo_base == NULL || offset < 0 ||
offset >= (ptrdiff_t)gdraw_expected_vbo_size) {
if (!gdraw_screenvbo) glGenBuffers(1, &gdraw_screenvbo);
glBindBuffer(GL_ARRAY_BUFFER, gdraw_screenvbo);
size_t upload_size = gdraw_expected_vbo_size > 0
? (gdraw_expected_vbo_size + 256)
: 65536;
glBufferData(GL_ARRAY_BUFFER, (GLsizeiptr)upload_size, pointer,
GL_STREAM_DRAW);
gdraw_screenvbo_base = pointer;
gdraw_real_vtxattrib(index, size, type, normalized, stride,
(const void*)0);
} else {
glBindBuffer(GL_ARRAY_BUFFER, gdraw_screenvbo);
gdraw_real_vtxattrib(index, size, type, normalized, stride,
(const void*)offset);
}
}
#undef glVertexAttribPointer
#define glVertexAttribPointer gdraw_ClientVertexAttribPointer
// fake ibo
static void hooked_glDrawElements(GLenum mode, GLsizei count, GLenum type,
const void* indices) {
GLint current_ibo = 0;
glGetIntegerv(GL_ELEMENT_ARRAY_BUFFER_BINDING, &current_ibo);
if (current_ibo == 0 && indices != NULL) {
if (!gdraw_screenibo) glGenBuffers(1, &gdraw_screenibo);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, gdraw_screenibo);
size_t index_size = (type == GL_UNSIGNED_SHORT) ? 2
: (type == GL_UNSIGNED_BYTE) ? 1
: 4;
glBufferData(GL_ELEMENT_ARRAY_BUFFER, (GLsizeiptr)(count * index_size),
indices, GL_STREAM_DRAW);
gdraw_real_drawelements(mode, count, type, (const void*)0);
} else {
gdraw_real_drawelements(mode, count, type, indices);
}
}
#define glDrawElements hooked_glDrawElements
// dummy shader for glUseProgram(0) safety
static void gdraw_UseProgramSafe(GLuint program) {
if (!program) {
if (!gdraw_null_program && gdraw_real_useprogram) {
const char* vs =
"#version 330 core\nvoid main(){gl_Position=vec4(0);}";
const char* fs =
"#version 330 core\nout vec4 c;\nvoid main(){c=vec4(0);}";
GLuint v = gdraw_real_createshader(GL_VERTEX_SHADER);
GLuint f = gdraw_real_createshader(GL_FRAGMENT_SHADER);
gdraw_real_shadersource(v, 1, &vs, NULL);
gdraw_real_shadersource(f, 1, &fs, NULL);
gdraw_real_compileshader(v);
gdraw_real_compileshader(f);
gdraw_null_program = glCreateProgram();
glAttachShader(gdraw_null_program, v);
glAttachShader(gdraw_null_program, f);
gdraw_real_linkprogram(gdraw_null_program);
glDeleteShader(v);
glDeleteShader(f);
}
gdraw_real_useprogram(gdraw_null_program);
return;
}
gdraw_real_useprogram(program);
}
#undef glUseProgram
#define glUseProgram gdraw_UseProgramSafe
#undef glCompileShader
#define glCompileShader gdraw_CompileShaderAndLog
#undef glLinkProgram
#define glLinkProgram gdraw_LinkProgramAndLog
static void gdraw_FramebufferRenderbufferSafe(GLenum target, GLenum attachment,
GLenum renderbuffertarget,
GLuint renderbuffer) {
static GLuint last_depth_rb = 0;
if (attachment == GL_DEPTH_ATTACHMENT) {
last_depth_rb = renderbuffer;
(glFramebufferRenderbuffer)(target, attachment, renderbuffertarget,
renderbuffer);
} else if (attachment == GL_STENCIL_ATTACHMENT) {
if (renderbuffer == last_depth_rb && renderbuffer != 0) {
// If identical, bind as packed depth-stencil to satisfy strict GLES
// ^ how greedy -n-
(glFramebufferRenderbuffer)(
target, 0x821A /* GL_DEPTH_STENCIL_ATTACHMENT */,
renderbuffertarget, renderbuffer);
} else {
(glFramebufferRenderbuffer)(target, attachment, renderbuffertarget,
renderbuffer);
}
} else {
(glFramebufferRenderbuffer)(target, attachment, renderbuffertarget,
renderbuffer);
}
}
#define glFramebufferRenderbuffer_SAFE gdraw_FramebufferRenderbufferSafe
#define glFramebufferRenderbuffer glFramebufferRenderbuffer_SAFE
#include "../../../Windows64/Iggy/gdraw/gdraw_gl_shared.inl"
#undef glVertexAttribPointer
#define glVertexAttribPointer gdraw_real_vtxattrib
static int hasext_core(const char* name) {
GLint n = 0;
if (!gdraw_glGetStringi) return 0;
glGetIntegerv(GL_NUM_EXTENSIONS, &n);
for (GLint i = 0; i < n; i++) {
const char* e =
(const char*)gdraw_glGetStringi(GL_EXTENSIONS, (GLuint)i);
if (e && strcmp(e, name) == 0) return 1;
}
return 0;
}
static gdraw_draw_indexed_triangles* real_DrawIndexedTriangles = NULL;
static void RADLINK hooked_DrawIndexedTriangles(GDrawRenderState* r,
GDrawPrimitive* prim,
GDrawVertexBuffer* buf,
GDrawStats* stats) {
if (buf == NULL && prim != NULL && prim->vertices != NULL) {
size_t stride = 8;
if (prim->vertex_format == GDRAW_vformat_v2aa)
stride = 16;
else if (prim->vertex_format == GDRAW_vformat_v2tc2)
stride = 16;
else if (prim->vertex_format == GDRAW_vformat_ihud1)
stride = 20;
gdraw_expected_vbo_size = prim->num_vertices * stride;
} else {
gdraw_expected_vbo_size = 0;
}
gdraw_screenvbo_base = NULL; // Force VBO re-upload for each primitive
real_DrawIndexedTriangles(r, prim, buf, stats);
}
static gdraw_filter_quad* real_FilterQuad = NULL;
static void RADLINK hooked_FilterQuad(GDrawRenderState* r, S32 x0, S32 y0,
S32 x1, S32 y1, GDrawStats* stats) {
gdraw_expected_vbo_size = 4 * 20; // 4 vertices, max stride
gdraw_screenvbo_base = NULL;
real_FilterQuad(r, x0, y0, x1, y1, stats);
}
static gdraw_rendering_begin* real_RenderingBegin = NULL;
// stupid hack
static void RADLINK hooked_RenderingBegin(void) {
if (real_RenderingBegin) real_RenderingBegin();
glDisable(GL_DEPTH_TEST);
glDisable(GL_CULL_FACE);
OPENGL_CHECK_SITE("hooked_RenderingBegin:post_state");
}
// Creating the context
GDrawFunctions* gdraw_GL_CreateContext(S32 w, S32 h, S32 msaa_samples) {
static const TextureFormatDesc tex_formats[] = {
{IFT_FORMAT_rgba_8888, 1, 1, 4, GL_RGBA, GL_RGBA, GL_UNSIGNED_BYTE},
{IFT_FORMAT_rgba_4444_LE, 1, 1, 2, GL_RGBA4, GL_RGBA,
GL_UNSIGNED_SHORT_4_4_4_4},
{IFT_FORMAT_rgba_5551_LE, 1, 1, 2, GL_RGB5_A1, GL_RGBA,
GL_UNSIGNED_SHORT_5_5_5_1},
{IFT_FORMAT_la_88, 1, 1, 2, GL_LUMINANCE8_ALPHA8, GL_LUMINANCE_ALPHA,
GL_UNSIGNED_BYTE},
{IFT_FORMAT_la_44, 1, 1, 1, GL_LUMINANCE4_ALPHA4, GL_LUMINANCE_ALPHA,
GL_UNSIGNED_BYTE},
{IFT_FORMAT_i_8, 1, 1, 1, GL_INTENSITY8, GL_ALPHA, GL_UNSIGNED_BYTE},
{IFT_FORMAT_i_4, 1, 1, 1, GL_INTENSITY4, GL_ALPHA, GL_UNSIGNED_BYTE},
{IFT_FORMAT_l_8, 1, 1, 1, GL_LUMINANCE8, GL_LUMINANCE,
GL_UNSIGNED_BYTE},
{IFT_FORMAT_l_4, 1, 1, 1, GL_LUMINANCE4, GL_LUMINANCE,
GL_UNSIGNED_BYTE},
{IFT_FORMAT_DXT1, 4, 4, 8, GL_COMPRESSED_RGBA_S3TC_DXT1_EXT, 0,
GL_UNSIGNED_BYTE},
{IFT_FORMAT_DXT3, 4, 4, 16, GL_COMPRESSED_RGBA_S3TC_DXT3_EXT, 0,
GL_UNSIGNED_BYTE},
{IFT_FORMAT_DXT5, 4, 4, 16, GL_COMPRESSED_RGBA_S3TC_DXT5_EXT, 0,
GL_UNSIGNED_BYTE},
{0, 0, 0, 0, 0, 0, 0},
};
GLint major = 0, minor = 0;
glGetIntegerv(GL_MAJOR_VERSION, &major);
glGetIntegerv(GL_MINOR_VERSION, &minor);
if (major < 3) {
fprintf(stderr, "[GDraw] GL 3.0 or higher required (got %d.%d)\n",
major, minor);
return NULL;
}
load_extensions();
if (gdraw_glBindVertexArray && gdraw_vao)
gdraw_glBindVertexArray(gdraw_vao);
GDrawFunctions* funcs = create_context(w, h);
if (!funcs) return NULL;
// hook the vtable entries for VBO reset and render state
real_DrawIndexedTriangles = funcs->DrawIndexedTriangles;
funcs->DrawIndexedTriangles = hooked_DrawIndexedTriangles;
real_FilterQuad = funcs->FilterQuad;
funcs->FilterQuad = hooked_FilterQuad;
real_RenderingBegin = funcs->RenderingBegin;
funcs->RenderingBegin = hooked_RenderingBegin;
funcs->ClearID = gdraw_ClearID;
gdraw->tex_formats = tex_formats;
gdraw->has_mapbuffer = false;
gdraw->has_depth24 = true;
gdraw->has_texture_max_level = true;
gdraw->has_packed_depth_stencil = true;
GLint n = 0;
glGetIntegerv(GL_MAX_TEXTURE_SIZE, &n);
gdraw->has_conditional_non_power_of_two = (n < 8192);
if (msaa_samples > 1) {
glGetIntegerv(GL_MAX_SAMPLES, &n);
gdraw->multisampling = RR_MIN(msaa_samples, n);
}
opengl_check();
fprintf(stderr, "[GDraw] Context created successfully (%dx%d, msaa=%d)\n",
w, h, msaa_samples);
return funcs;
}
// Custom draw callbacks
void gdraw_GL_BeginCustomDraw_4J(IggyCustomDrawCallbackRegion* region,
F32* matrix) {
// rebind vbo
if (gdraw_glBindVertexArray && gdraw_vao)
gdraw_glBindVertexArray(gdraw_vao);
clear_renderstate();
gdraw_GetObjectSpaceMatrix(matrix, region->o2w, gdraw->projection,
depth_from_id(0), 0);
}
void gdraw_GL_CalculateCustomDraw_4J(IggyCustomDrawCallbackRegion* region,
F32* matrix) {
gdraw_GetObjectSpaceMatrix(matrix, region->o2w, gdraw->projection, 0.0f, 0);
}

View file

@ -1,7 +1,9 @@
#ifndef __RAD_INCLUDE_GDRAW_SDL_H__
#define __RAD_INCLUDE_GDRAW_SDL_H__
#ifndef __LINUX_IGGY_GDRAW_H__
#define __LINUX_IGGY_GDRAW_H__
#include "../../../Windows64/Iggy/include/gdraw.h"
#include "../../../Windows64/Iggy/include/iggy.h"
#ifdef __cplusplus
extern "C" {
#endif
@ -34,4 +36,5 @@ extern void gdraw_GL_DestroyTextureFromResource(GDrawTexture *tex);
#ifdef __cplusplus
}
#endif
#endif // __RAD_INCLUDE_GDRAW_SDL_H__
#endif // __LINUX_IGGY_GDRAW_H__

View file

@ -1,240 +0,0 @@
// Rewrite of gdraw_GLFW to gdraw_SDL
// I hope iggy gets fully implemented rrlllly quickly <3
#define GDRAW_ASSERTS
#include "../../../Windows64/Iggy/include/iggy.h"
#include "../../../Windows64/Iggy/include/gdraw.h"
#include "gdraw_sdl.h"
#include <GL/gl.h>
#include <GL/glext.h>
#include <SDL2/SDL.h>
#include <string.h>
#include <math.h>
#include <stdio.h>
#include <stdlib.h>
#include <stdarg.h>
#include <assert.h>
#define true 1
#define false 0
// Say hi to sdl
#ifndef _ENABLEIGGY
void *IggyGDrawMallocAnnotated(SINTa size, const char *file, int line)
{
(void)file; (void)line;
return malloc((size_t)size);
}
void IggyGDrawFree(void *ptr)
{
free(ptr);
}
void IggyGDrawSendWarning(Iggy *f, char const *message, ...)
{
(void)f;
va_list args;
va_start(args, message);
fprintf(stderr, "[Iggy GDraw Warning] ");
vfprintf(stderr, message, args);
fprintf(stderr, "\n");
va_end(args);
}
void IggyDiscardVertexBufferCallback(void *owner, void *buf)
{
(void)owner; (void)buf;
}
#endif
// glActiveTexture and glCompressedTexImage2D are core GL 1.3+ on Linux and
// are declared directly in <GL/gl.h>, so they are omitted from this list.
#define GDRAW_GL_EXTENSION_LIST \
/* identifier import procname */ \
/* GL_ARB_vertex_buffer_object */ \
GLE(GenBuffers, "GenBuffersARB", GENBUFFERSARB) \
GLE(DeleteBuffers, "DeleteBuffersARB", DELETEBUFFERSARB) \
GLE(BindBuffer, "BindBufferARB", BINDBUFFERARB) \
GLE(BufferData, "BufferDataARB", BUFFERDATAARB) \
GLE(MapBuffer, "MapBufferARB", MAPBUFFERARB) \
GLE(UnmapBuffer, "UnmapBufferARB", UNMAPBUFFERARB) \
GLE(VertexAttribPointer, "VertexAttribPointerARB", VERTEXATTRIBPOINTERARB) \
GLE(EnableVertexAttribArray, "EnableVertexAttribArrayARB", ENABLEVERTEXATTRIBARRAYARB) \
GLE(DisableVertexAttribArray, "DisableVertexAttribArrayARB", DISABLEVERTEXATTRIBARRAYARB) \
/* GL_ARB_shader_objects */ \
GLE(CreateShader, "CreateShaderObjectARB", CREATESHADEROBJECTARB) \
GLE(DeleteShader, "DeleteObjectARB", DELETEOBJECTARB) \
GLE(ShaderSource, "ShaderSourceARB", SHADERSOURCEARB) \
GLE(CompileShader, "CompileShaderARB", COMPILESHADERARB) \
GLE(GetShaderiv, "GetObjectParameterivARB", GETOBJECTPARAMETERIVARB) \
GLE(GetShaderInfoLog, "GetInfoLogARB", GETINFOLOGARB) \
GLE(CreateProgram, "CreateProgramObjectARB", CREATEPROGRAMOBJECTARB) \
GLE(DeleteProgram, "DeleteObjectARB", DELETEOBJECTARB) \
GLE(AttachShader, "AttachObjectARB", ATTACHOBJECTARB) \
GLE(LinkProgram, "LinkProgramARB", LINKPROGRAMARB) \
GLE(GetUniformLocation, "GetUniformLocationARB", GETUNIFORMLOCATIONARB) \
GLE(UseProgram, "UseProgramObjectARB", USEPROGRAMOBJECTARB) \
GLE(GetProgramiv, "GetObjectParameterivARB", GETOBJECTPARAMETERIVARB) \
GLE(GetProgramInfoLog, "GetInfoLogARB", GETINFOLOGARB) \
GLE(Uniform1i, "Uniform1iARB", UNIFORM1IARB) \
GLE(Uniform4f, "Uniform4fARB", UNIFORM4FARB) \
GLE(Uniform4fv, "Uniform4fvARB", UNIFORM4FVARB) \
/* GL_ARB_vertex_shader */ \
GLE(BindAttribLocation, "BindAttribLocationARB", BINDATTRIBLOCATIONARB) \
/* Missing from WGL but needed by shared code */ \
GLE(Uniform1f, "Uniform1fARB", UNIFORM1FARB) \
/* GL_EXT_framebuffer_object */ \
GLE(GenRenderbuffers, "GenRenderbuffersEXT", GENRENDERBUFFERSEXT) \
GLE(DeleteRenderbuffers, "DeleteRenderbuffersEXT", DELETERENDERBUFFERSEXT) \
GLE(BindRenderbuffer, "BindRenderbufferEXT", BINDRENDERBUFFEREXT) \
GLE(RenderbufferStorage, "RenderbufferStorageEXT", RENDERBUFFERSTORAGEEXT) \
GLE(GenFramebuffers, "GenFramebuffersEXT", GENFRAMEBUFFERSEXT) \
GLE(DeleteFramebuffers, "DeleteFramebuffersEXT", DELETEFRAMEBUFFERSEXT) \
GLE(BindFramebuffer, "BindFramebufferEXT", BINDFRAMEBUFFEREXT) \
GLE(CheckFramebufferStatus, "CheckFramebufferStatusEXT", CHECKFRAMEBUFFERSTATUSEXT) \
GLE(FramebufferRenderbuffer, "FramebufferRenderbufferEXT", FRAMEBUFFERRENDERBUFFEREXT) \
GLE(FramebufferTexture2D, "FramebufferTexture2DEXT", FRAMEBUFFERTEXTURE2DEXT) \
GLE(GenerateMipmap, "GenerateMipmapEXT", GENERATEMIPMAPEXT) \
/* GL_EXT_framebuffer_blit */ \
GLE(BlitFramebuffer, "BlitFramebufferEXT", BLITFRAMEBUFFEREXT) \
/* GL_EXT_framebuffer_multisample */ \
GLE(RenderbufferStorageMultisample, "RenderbufferStorageMultisampleEXT",RENDERBUFFERSTORAGEMULTISAMPLEEXT) \
/* <end> */
#define gdraw_GLx_(id) gdraw_GL_##id
#define GDRAW_GLx_(id) GDRAW_GL_##id
#define GDRAW_SHADERS "gdraw_gl_shaders.inl"
// On Linux, GLhandleARB is void* but shader functions use GLuint values.
// Use GLuint as our handle type, matching the Mac pattern from gdraw_gl_shared.inl.
#define GDrawGLProgram GLuint
typedef GLuint GLhandle;
typedef gdraw_gl_resourcetype gdraw_resourcetype;
// Declare extension function pointers
#define GLE(id, import, procname) static PFNGL##procname##PROC gl##id;
GDRAW_GL_EXTENSION_LIST
#undef GLE
static void load_extensions(void)
{
#define GLE(id, import, procname) \
gl##id = (PFNGL##procname##PROC) SDL_GL_GetProcAddress("gl" import);
GDRAW_GL_EXTENSION_LIST
#undef GLE
}
static void clear_renderstate_platform_specific(void)
{
glDisable(GL_ALPHA_TEST);
}
static void error_msg_platform_specific(const char *msg)
{
fprintf(stderr, "[GDraw SDL] %s\n", msg);
}
#define GDRAW_MULTISAMPLING
// Suppress SIGTRAP from GL debug assertions on Linux
#ifdef RR_BREAK
#undef RR_BREAK
#endif
#define RR_BREAK() \
do { fprintf(stderr, "[GDraw] RR_BREAK suppressed (GL error)\n"); } while(0)
#include "../../../Windows64/Iggy/gdraw/gdraw_gl_shared.inl"
// Context creation and management
GDrawFunctions *gdraw_GL_CreateContext(S32 w, S32 h, S32 msaa_samples)
{
static const TextureFormatDesc tex_formats[] = {
{ IFT_FORMAT_rgba_8888, 1, 1, 4, GL_RGBA, GL_RGBA, GL_UNSIGNED_BYTE },
{ IFT_FORMAT_rgba_4444_LE, 1, 1, 2, GL_RGBA4, GL_RGBA, GL_UNSIGNED_SHORT_4_4_4_4 },
{ IFT_FORMAT_rgba_5551_LE, 1, 1, 2, GL_RGB5_A1, GL_RGBA, GL_UNSIGNED_SHORT_5_5_5_1 },
{ IFT_FORMAT_la_88, 1, 1, 2, GL_LUMINANCE8_ALPHA8, GL_LUMINANCE_ALPHA, GL_UNSIGNED_BYTE },
{ IFT_FORMAT_la_44, 1, 1, 1, GL_LUMINANCE4_ALPHA4, GL_LUMINANCE_ALPHA, GL_UNSIGNED_BYTE },
{ IFT_FORMAT_i_8, 1, 1, 1, GL_INTENSITY8, GL_ALPHA, GL_UNSIGNED_BYTE },
{ IFT_FORMAT_i_4, 1, 1, 1, GL_INTENSITY4, GL_ALPHA, GL_UNSIGNED_BYTE },
{ IFT_FORMAT_l_8, 1, 1, 1, GL_LUMINANCE8, GL_LUMINANCE, GL_UNSIGNED_BYTE },
{ IFT_FORMAT_l_4, 1, 1, 1, GL_LUMINANCE4, GL_LUMINANCE, GL_UNSIGNED_BYTE },
{ IFT_FORMAT_DXT1, 4, 4, 8, GL_COMPRESSED_RGBA_S3TC_DXT1_EXT, 0, GL_UNSIGNED_BYTE },
{ IFT_FORMAT_DXT3, 4, 4, 16, GL_COMPRESSED_RGBA_S3TC_DXT3_EXT, 0, GL_UNSIGNED_BYTE },
{ IFT_FORMAT_DXT5, 4, 4, 16, GL_COMPRESSED_RGBA_S3TC_DXT5_EXT, 0, GL_UNSIGNED_BYTE },
{ 0, 0, 0, 0, 0, 0, 0 },
};
GDrawFunctions *funcs;
const char *s;
GLint n;
// A current SDL2 GL context must be active before calling this, if it doesn't exist, just throw an warning-
s = (const char *) glGetString(GL_EXTENSIONS);
if (!s) {
fprintf(stderr, "[GDraw SDL] glGetString(GL_EXTENSIONS) returned NULL - "
"SDL GL context not current?\n");
assert(s != NULL);
return NULL;
}
// Verify required extensions
if (!hasext(s, "GL_ARB_multitexture") ||
!hasext(s, "GL_ARB_texture_compression") ||
!hasext(s, "GL_ARB_texture_mirrored_repeat") ||
!hasext(s, "GL_ARB_texture_non_power_of_two") ||
!hasext(s, "GL_ARB_vertex_buffer_object") ||
!hasext(s, "GL_EXT_framebuffer_object") ||
!hasext(s, "GL_ARB_shader_objects") ||
!hasext(s, "GL_ARB_vertex_shader") ||
!hasext(s, "GL_ARB_fragment_shader"))
{
fprintf(stderr, "[GDraw SDL] Required GL extensions not available\n");
return NULL;
}
if (!hasext(s, "GL_EXT_framebuffer_multisample") && msaa_samples > 1)
return NULL;
load_extensions();
funcs = create_context(w, h);
if (!funcs)
return NULL;
gdraw->tex_formats = tex_formats;
gdraw->has_mapbuffer = true; // core in ARB_vertex_buffer_object
gdraw->has_depth24 = true;
gdraw->has_texture_max_level = true; // core GL
if (hasext(s, "GL_EXT_packed_depth_stencil"))
gdraw->has_packed_depth_stencil = true;
glGetIntegerv(GL_MAX_TEXTURE_SIZE, &n);
gdraw->has_conditional_non_power_of_two = (n < 8192);
if (msaa_samples > 1) {
glGetIntegerv(GL_MAX_SAMPLES, &n);
gdraw->multisampling = RR_MIN(msaa_samples, n);
}
opengl_check();
fprintf(stderr, "[GDraw SDL] Context created successfully (%dx%d, msaa=%d)\n",
w, h, msaa_samples);
return funcs;
}
void gdraw_GL_BeginCustomDraw_4J(IggyCustomDrawCallbackRegion *region, F32 *matrix)
{
clear_renderstate();
gdraw_GetObjectSpaceMatrix(matrix, region->o2w, gdraw->projection, depth_from_id(0), 0);
}
void gdraw_GL_CalculateCustomDraw_4J(IggyCustomDrawCallbackRegion *region, F32 *matrix)
{
gdraw_GetObjectSpaceMatrix(matrix, region->o2w, gdraw->projection, 0.0f, 0);
}

View file

@ -1,135 +1,113 @@
#ifdef __linux__
#include "../stdafx.h"
#include <GL/gl.h>
#include <GL/glu.h>
#include <GL/glext.h>
#include <dlfcn.h>
#include "4J_Render.h"
#include "../../Minecraft.World/IO/Streams/IntBuffer.h"
#include "../../Minecraft.World/IO/Streams/FloatBuffer.h"
#include "../../Minecraft.World/IO/Streams/ByteBuffer.h"
void LinuxGLLogLightmapState(const char* stage, int textureId, bool scaleLight) {
static int logCount = 0;
if (logCount >= 16) return;
extern C4JRender RenderManager;
++logCount;
#ifdef GLES
extern "C" {
extern void glClearDepthf(float depth);
void glClearDepth(double depth) { glClearDepthf((float)depth); }
void glTexGeni(unsigned int, unsigned int, int) {}
void glTexGenfv(unsigned int, unsigned int, const float*) {}
void glTexCoordPointer(int, unsigned int, int, const void*) {}
void glNormalPointer(unsigned int, int, const void*) {}
void glColorPointer(int, unsigned int, int, const void*) {}
void glVertexPointer(int, unsigned int, int, const void*) {}
void glEndList(void) {}
void glCallLists(int, unsigned int, const void*) {}
}
#endif
static bool loggedSymbols = false;
if (!loggedSymbols) {
loggedSymbols = true;
app.DebugPrintf(
"[linux-lightmap] linuxgl symbols glActiveTexture=%p "
"glClientActiveTexture=%p glMultiTexCoord2f=%p\n",
reinterpret_cast<void*>(::glActiveTexture),
reinterpret_cast<void*>(::glClientActiveTexture),
reinterpret_cast<void*>(::glMultiTexCoord2f));
inline int* getIntPtr(IntBuffer* buf) {
return buf ? (int*)buf->getBuffer() + buf->position() : nullptr;
}
inline void* getBytePtr(ByteBuffer* buf) {
return buf ? (char*)buf->getBuffer() + buf->position() : nullptr;
}
void glGenTextures_4J(IntBuffer* buf) {
if (!buf) return;
int n = buf->limit() - buf->position();
int* dst = getIntPtr(buf);
for (int i = 0; i < n; i++) dst[i] = RenderManager.TextureCreate();
}
void glDeleteTextures_4J(IntBuffer* buf) {
if (!buf) return;
int n = buf->limit() - buf->position();
int* src = getIntPtr(buf);
for (int i = 0; i < n; i++) RenderManager.TextureFree(src[i]);
}
void glTexImage2D_4J(int target, int level, int internalformat, int width,
int height, int border, int format, int type,
ByteBuffer* pixels) {
(void)target;
(void)internalformat;
(void)border;
(void)format;
(void)type;
RenderManager.TextureData(width, height, getBytePtr(pixels), level,
C4JRender::TEXTURE_FORMAT_RxGyBzAw);
}
void glLight_4J(int light, int pname, FloatBuffer* params) {
const float* p = params->_getDataPointer();
int idx = (light == 0x4001) ? 1 : 0;
if (pname == 0x1203)
RenderManager.StateSetLightDirection(idx, p[0], p[1], p[2]);
else if (pname == 0x1201)
RenderManager.StateSetLightColour(idx, p[0], p[1], p[2]);
else if (pname == 0x1200)
RenderManager.StateSetLightAmbientColour(p[0], p[1], p[2]);
}
void glLightModel_4J(int pname, FloatBuffer* params) {
if (pname == 0x0B53) {
const float* p = params->_getDataPointer();
RenderManager.StateSetLightAmbientColour(p[0], p[1], p[2]);
}
GLint activeTexture = 0;
GLint matrixMode = 0;
::glGetIntegerv(GL_ACTIVE_TEXTURE, &activeTexture);
::glGetIntegerv(GL_MATRIX_MODE, &matrixMode);
const GLint restoreTexture = activeTexture;
::glActiveTexture(GL_TEXTURE1);
GLint unit1Binding = 0;
::glGetIntegerv(GL_TEXTURE_BINDING_2D, &unit1Binding);
const bool unit1Enabled = (::glIsEnabled(GL_TEXTURE_2D) == GL_TRUE);
GLfloat textureMatrix[16];
::glGetFloatv(GL_TEXTURE_MATRIX, textureMatrix);
::glActiveTexture(restoreTexture);
app.DebugPrintf(
"[linux-lightmap] %s tex=%d scale=%d active=%#x matrixMode=%#x "
"unit1Bound=%d unit1Enabled=%d texMatrix=[%.4f %.4f %.4f %.4f]\n",
stage, textureId, scaleLight ? 1 : 0, activeTexture, matrixMode,
unit1Binding, unit1Enabled ? 1 : 0, textureMatrix[0], textureMatrix[5],
textureMatrix[12], textureMatrix[13]);
}
int glGenTextures() {
GLuint id = 0;
::glGenTextures(1, &id);
return (int)id;
void glFog_4J(int pname, FloatBuffer* params) {
const float* p = params->_getDataPointer();
if (pname == 0x0B66) RenderManager.StateSetFogColour(p[0], p[1], p[2]);
}
void glGenTextures(IntBuffer* buf) {
GLuint id = 0;
::glGenTextures(1, &id);
buf->put((int)id);
buf->flip();
void glGetFloat_4J(int pname, FloatBuffer* params) {
const float* m = RenderManager.MatrixGet(pname);
if (m) memcpy(params->_getDataPointer(), m, 16 * sizeof(float));
}
void glDeleteTextures(int id) {
GLuint uid = (GLuint)id;
::glDeleteTextures(1, &uid);
}
void glDeleteTextures(IntBuffer* buf) {
int id = buf->get(0);
GLuint uid = (GLuint)id;
::glDeleteTextures(1, &uid);
}
void glLight(int light, int pname, FloatBuffer* params) {
::glLightfv((GLenum)light, (GLenum)pname, params->_getDataPointer());
}
void glLightModel(int pname, FloatBuffer* params) {
::glLightModelfv((GLenum)pname, params->_getDataPointer());
}
void glGetFloat(int pname, FloatBuffer* params) {
::glGetFloatv((GLenum)pname, params->_getDataPointer());
}
void glTexGen(int coord, int pname, FloatBuffer* params) {
::glTexGenfv((GLenum)coord, (GLenum)pname, params->_getDataPointer());
}
void glFog(int pname, FloatBuffer* params) {
::glFogfv((GLenum)pname, params->_getDataPointer());
}
void glTexCoordPointer(int size, int type, FloatBuffer* pointer) {
::glTexCoordPointer(size, (GLenum)type, 0, pointer->_getDataPointer());
}
void glNormalPointer(int type, ByteBuffer* pointer) {
::glNormalPointer((GLenum)type, 0, pointer->getBuffer());
}
void glColorPointer(int size, bool normalized, int stride,
ByteBuffer* pointer) {
(void)normalized;
::glColorPointer(size, GL_UNSIGNED_BYTE, stride, pointer->getBuffer());
}
void glVertexPointer(int size, int type, FloatBuffer* pointer) {
::glVertexPointer(size, (GLenum)type, 0, pointer->_getDataPointer());
}
void glEndList(int) { ::glEndList(); }
void glTexImage2D(int target, int level, int internalformat, int width,
int height, int border, int format, int type,
ByteBuffer* pixels) {
void* data = pixels ? pixels->getBuffer() : nullptr;
::glTexImage2D((GLenum)target, level, internalformat, width, height, border,
(GLenum)format, (GLenum)type, data);
}
void glCallLists(IntBuffer* lists) {
void glCallLists_4J(IntBuffer* lists) {
if (!lists) return;
int count = lists->limit() - lists->position();
::glCallLists(count, GL_INT, lists->getBuffer());
int* ids = getIntPtr(lists);
for (int i = 0; i < count; i++) RenderManager.CBuffCall(ids[i], false);
}
void glReadPixels_4J(int x, int y, int w, int h, int f, int t, ByteBuffer* p) {
(void)f;
(void)t;
RenderManager.ReadPixels(x, y, w, h, getBytePtr(p));
}
// dead stubs
void glTexCoordPointer_4J(int, int, FloatBuffer*) {}
void glNormalPointer_4J(int, ByteBuffer*) {}
void glColorPointer_4J(int, bool, int, ByteBuffer*) {}
void glVertexPointer_4J(int, int, FloatBuffer*) {}
void glEndList_4J(int) {}
void glTexGen_4J(int, int, FloatBuffer*) {}
// query objects
#include <dlfcn.h>
static PFNGLGENQUERIESARBPROC _glGenQueriesARB = nullptr;
static PFNGLBEGINQUERYARBPROC _glBeginQueryARB = nullptr;
static PFNGLENDQUERYARBPROC _glEndQueryARB = nullptr;
@ -148,40 +126,41 @@ static void initQueryFuncs() {
RTLD_DEFAULT, "glGetQueryObjectuivARB");
}
void glGenQueriesARB(IntBuffer* buf) {
void glGenQueriesARB_4J(IntBuffer* buf) {
initQueryFuncs();
if (_glGenQueriesARB) {
GLuint id = 0;
_glGenQueriesARB(1, &id);
buf->put((int)id);
buf->flip();
if (_glGenQueriesARB && buf) {
int n = buf->limit() - buf->position();
if (n > 0) _glGenQueriesARB(n, (GLuint*)getIntPtr(buf));
}
}
void glBeginQueryARB(int target, int id) {
void glBeginQueryARB_4J(int target, int id) {
initQueryFuncs();
if (_glBeginQueryARB) _glBeginQueryARB((GLenum)target, (GLuint)id);
}
void glEndQueryARB(int target) {
void glEndQueryARB_4J(int target) {
initQueryFuncs();
if (_glEndQueryARB) _glEndQueryARB((GLenum)target);
}
void glGetQueryObjectuARB(int id, int pname, IntBuffer* params) {
void glGetQueryObjectuARB_4J(int id, int pname, IntBuffer* params) {
initQueryFuncs();
if (_glGetQueryObjectuivARB) {
GLuint val = 0;
_glGetQueryObjectuivARB((GLuint)id, (GLenum)pname, &val);
params->put((int)val);
params->flip();
}
if (_glGetQueryObjectuivARB && params)
// LWJGL does not change limits/positions during these calls, it
// reads/writes exactly at pointer!!
_glGetQueryObjectuivARB((GLuint)id, (GLenum)pname,
(GLuint*)getIntPtr(params));
}
void glReadPixels(int x, int y, int width, int height, int format, int type,
ByteBuffer* pixels) {
::glReadPixels(x, y, width, height, (GLenum)format, (GLenum)type,
pixels->getBuffer());
void glGetFloat(int pname, FloatBuffer* params) {
glGetFloat_4J(pname, params);
}
#endif
void LinuxGLLogLightmapState(const char* stage, int textureId,
bool scaleLight) {
static int logCount = 0;
if (logCount >= 16) return;
++logCount;
fprintf(stderr, "[linux-lightmap] %s tex=%d scale=%d\n", stage, textureId,
scaleLight ? 1 : 0);
}
#endif

View file

@ -5,7 +5,6 @@
#include <assert.h>
// #include <system_service.h>
#include <codecvt>
#if defined(__linux__) && defined(__GLIBC__)
#include <signal.h>
#include <execinfo.h>
@ -710,16 +709,6 @@ void CleanupDevice() {
}
#endif
int StartMinecraftThreadProc(void* lpParameter) {
Vec3::UseDefaultThreadStorage();
AABB::UseDefaultThreadStorage();
Tesselator::CreateNewThreadStorage(1024 * 1024);
RenderManager.InitialiseContext();
Minecraft::start(std::wstring(), std::wstring());
delete Tesselator::getInstance();
return 0;
}
int main(int argc, const char* argv[]) {
#if defined(__linux__) && defined(__GLIBC__)
struct sigaction sa;
@ -867,8 +856,6 @@ return -1;
// Initialise TLS for tesselator, for this main thread
Tesselator::CreateNewThreadStorage(1024 * 1024);
// Initialise TLS for AABB and Vec3 pools, for this main thread
AABB::CreateNewThreadStorage();
Vec3::CreateNewThreadStorage();
Compression::CreateNewThreadStorage();
OldChunkStorage::CreateNewThreadStorage();
Level::enableLightingCache();
@ -1103,9 +1090,6 @@ PIXEndNamedEvent();
}
// Fix for #7318 - Title crashes after short soak in the leaderboards
// menu A memory leak was caused because the icon renderer kept creating
// new Vec3's because the pool wasn't reset
Vec3::resetPool();
} // end game loop
// Graceful shutdown: destroy GL context and GLFW before any C++ dtors run.
@ -1202,7 +1186,7 @@ void FreeRichPresenceStrings() {
vRichPresenceStrings.clear();
}
#ifdef MEMORY_TRACKING
#if 0 // #ifdef MEMORY_TRACKING
int totalAllocGen = 0;
std::unordered_map<int, int> allocCounts;

View file

@ -1,12 +1,8 @@
#include "../../../Minecraft.World/Platform/stdafx.h"
#include "Linux_UIController.h"
// Temp
#include "../../Minecraft.h"
#include "../../Textures/Textures.h"
// GDraw GL backend for Linux
#include "Iggy/gdraw/gdraw_sdl.h"
#include "Iggy/gdraw/gdraw.h"
ConsoleUIController ui;
@ -22,14 +18,12 @@ static void restoreFixedFunctionStateAfterIggy() {
glClientActiveTexture(GL_TEXTURE1);
glActiveTexture(GL_TEXTURE1);
glDisable(GL_TEXTURE_2D);
glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
glMatrixMode(GL_TEXTURE);
glLoadIdentity();
glClientActiveTexture(GL_TEXTURE0);
glActiveTexture(GL_TEXTURE0);
glEnable(GL_TEXTURE_2D);
glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
glMatrixMode(GL_TEXTURE);
glLoadIdentity();
@ -54,7 +48,7 @@ void ConsoleUIController::init(S32 w, S32 h) {
gdraw_GL_SetResourceLimits(GDRAW_GL_RESOURCE_texture, 5000,
128 * 1024 * 1024);
gdraw_GL_SetResourceLimits(GDRAW_GL_RESOURCE_rendertarget, 10,
32 * 1024 * 1024);
64 * 1024 * 1024);
IggySetGDraw(gdraw_funcs);
#endif

View file

@ -254,6 +254,14 @@ RADEXPFUNC inline void* RADEXPLINK IggyPerfmonCreate(
}
RADEXPFUNC inline void RADEXPLINK IggyInstallPerfmon(void* perfmon) { STUBBED; }
RADEXPFUNC inline IggyResult RADEXPLINK IggyValueGetTypeRS(IggyValuePath* var,
IggyName sub_name,
char const* sub_name_utf8,
IggyDatatype* result) {
STUBBED;
return IGGY_RESULT_SUCCESS;
}
// GDraw memory/warning functions are defined in gdraw_glfw.c (C linkage)
// Juicey you stupid idiot do NOT define them here

View file

@ -306,28 +306,6 @@ static inline ULONG TryEnterCriticalSection(
return pthread_mutex_trylock(CriticalSection) == 0;
}
// https://learn.microsoft.com/en-us/windows/win32/api/processthreadsapi/nf-processthreadsapi-tlsalloc
static inline DWORD TlsAlloc(VOID) {
pthread_key_t key;
if (pthread_key_create(&key, NULL) == 0) return key;
return TLS_OUT_OF_INDEXES;
}
// https://learn.microsoft.com/en-us/windows/win32/api/processthreadsapi/nf-processthreadsapi-tlsfree
static inline BOOL TlsFree(DWORD dwTlsIndex) {
return pthread_key_delete(dwTlsIndex) == 0;
}
// https://learn.microsoft.com/en-us/windows/win32/api/processthreadsapi/nf-processthreadsapi-tlsgetvalue
static inline LPVOID TlsGetValue(DWORD dwTlsIndex) {
return pthread_getspecific(dwTlsIndex);
}
// https://learn.microsoft.com/en-us/windows/win32/api/processthreadsapi/nf-processthreadsapi-tlssetvalue
static inline BOOL TlsSetValue(DWORD dwTlsIndex, LPVOID lpTlsValue) {
return pthread_setspecific(dwTlsIndex, lpTlsValue) == 0;
}
// https://learn.microsoft.com/en-us/windows/win32/api/winbase/nf-winbase-globalmemorystatus
static inline VOID GlobalMemoryStatus(LPMEMORYSTATUS lpBuffer) {
// TODO: Parse /proc/meminfo and set lpBuffer based on that. Probably will
@ -336,17 +314,7 @@ static inline VOID GlobalMemoryStatus(LPMEMORYSTATUS lpBuffer) {
static inline DWORD GetLastError(VOID) { return errno; }
static inline VOID Sleep(DWORD dwMilliseconds) {
struct timespec ts;
ts.tv_nsec = (dwMilliseconds * 1000000) % 1000000000;
ts.tv_sec = dwMilliseconds / 1000;
int ret;
do {
ret = nanosleep(&ts, &ts);
} while (ret == -1 && errno == EINTR);
}
#ifdef __LP64__
static inline LONG64 InterlockedCompareExchangeRelease64(
LONG64 volatile* Destination, LONG64 Exchange, LONG64 Comperand) {
LONG64 expected = Comperand;
@ -354,6 +322,15 @@ static inline LONG64 InterlockedCompareExchangeRelease64(
__ATOMIC_RELEASE, __ATOMIC_RELAXED);
return expected;
}
#else
static inline LONG64 InterlockedCompareExchangeRelease(
LONG volatile* Destination, LONG Exchange, LONG Comperand) {
LONG expected = Comperand;
__atomic_compare_exchange_n(Destination, &expected, Exchange, false,
__ATOMIC_RELEASE, __ATOMIC_RELAXED);
return expected;
}
#endif
// internal helper: convert time_t to FILETIME (100ns intervals since
// 1601-01-01)

View file

@ -1040,8 +1040,6 @@ void RegisterAwardsWithProfileManager() {
}
int StartMinecraftThreadProc(void* lpParameter) {
Vec3::UseDefaultThreadStorage();
AABB::UseDefaultThreadStorage();
Tesselator::CreateNewThreadStorage(1024 * 1024);
RenderManager.InitialiseContext();
Minecraft::start(std::wstring(), std::wstring());
@ -1377,8 +1375,6 @@ int main(int argc, const char* argv[]) {
// Initialise TLS for tesselator, for this main thread
Tesselator::CreateNewThreadStorage(1024 * 1024);
// Initialise TLS for AABB and Vec3 pools, for this main thread
AABB::CreateNewThreadStorage();
Vec3::CreateNewThreadStorage();
Compression::CreateNewThreadStorage();
OldChunkStorage::CreateNewThreadStorage();
Level::enableLightingCache();
@ -1737,9 +1733,6 @@ int main(int argc, const char* argv[]) {
app.PatchAvailableDialogTick();
// Fix for #7318 - Title crashes after short soak in the leaderboards
// menu A memory leak was caused because the icon renderer kept creating
// new Vec3's because the pool wasn't reset
Vec3::resetPool();
}
// Free resources, unregister custom classes, and exit.

View file

@ -27,373 +27,359 @@
#include <boost/foreach.hpp>
namespace boost { namespace spirit { namespace lex { namespace lexertl
{
///////////////////////////////////////////////////////////////////////////
namespace detail
{
///////////////////////////////////////////////////////////////////////
// The must_escape function checks if the given character value needs
// to be preceded by a backslash character to disable its special
// meaning in the context of a regular expression
///////////////////////////////////////////////////////////////////////
template <typename Char>
inline bool must_escape(Char c)
{
// FIXME: more needed?
switch (c) {
case '+': case '/': case '*': case '?':
case '|':
case '(': case ')':
case '[': case ']':
case '{': case '}':
case '.':
case '^': case '$':
case '\\':
case '"':
return true;
namespace boost {
namespace spirit {
namespace lex {
namespace lexertl {
///////////////////////////////////////////////////////////////////////////
namespace detail {
///////////////////////////////////////////////////////////////////////
// The must_escape function checks if the given character value needs
// to be preceded by a backslash character to disable its special
// meaning in the context of a regular expression
///////////////////////////////////////////////////////////////////////
template <typename Char>
inline bool must_escape(Char c) {
// FIXME: more needed?
switch (c) {
case '+':
case '/':
case '*':
case '?':
case '|':
case '(':
case ')':
case '[':
case ']':
case '{':
case '}':
case '.':
case '^':
case '$':
case '\\':
case '"':
return true;
default:
break;
}
return false;
}
default:
break;
}
return false;
}
///////////////////////////////////////////////////////////////////////
// The escape function returns the string representation of the given
// character value, possibly escaped with a backslash character, to
// allow it being safely used in a regular expression definition.
///////////////////////////////////////////////////////////////////////
template <typename Char>
inline std::basic_string<Char> escape(Char ch)
{
std::basic_string<Char> result(1, ch);
if (detail::must_escape(ch))
{
typedef typename std::basic_string<Char>::size_type size_type;
result.insert((size_type)0, 1, '\\');
}
return result;
}
///////////////////////////////////////////////////////////////////////
// The escape function returns the string representation of the given
// character value, possibly escaped with a backslash character, to
// allow it being safely used in a regular expression definition.
///////////////////////////////////////////////////////////////////////
template <typename Char>
inline std::basic_string<Char> escape(Char ch) {
std::basic_string<Char> result(1, ch);
if (detail::must_escape(ch)) {
typedef typename std::basic_string<Char>::size_type size_type;
result.insert((size_type)0, 1, '\\');
}
return result;
}
///////////////////////////////////////////////////////////////////////
//
///////////////////////////////////////////////////////////////////////
inline boost::lexer::regex_flags map_flags(unsigned int flags)
{
unsigned int retval = boost::lexer::none;
if (flags & match_flags::match_not_dot_newline)
retval |= boost::lexer::dot_not_newline;
if (flags & match_flags::match_icase)
retval |= boost::lexer::icase;
///////////////////////////////////////////////////////////////////////
//
///////////////////////////////////////////////////////////////////////
inline boost::lexer::regex_flags map_flags(unsigned int flags) {
unsigned int retval = boost::lexer::none;
if (flags & match_flags::match_not_dot_newline)
retval |= boost::lexer::dot_not_newline;
if (flags & match_flags::match_icase) retval |= boost::lexer::icase;
return boost::lexer::regex_flags(retval);
}
return boost::lexer::regex_flags(retval);
}
} // namespace detail
///////////////////////////////////////////////////////////////////////////
template <typename Lexer, typename F>
bool generate_static(Lexer const&,
std::basic_ostream<typename Lexer::char_type>&,
typename Lexer::char_type const*, F);
///////////////////////////////////////////////////////////////////////////
//
// Every lexer type to be used as a lexer for Spirit has to conform to
// the following public interface:
//
// typedefs:
// iterator_type The type of the iterator exposed by this lexer.
// token_type The type of the tokens returned from the exposed
// iterators.
//
// functions:
// default constructor
// Since lexers are instantiated as base classes
// only it might be a good idea to make this
// constructor protected.
// begin, end Return a pair of iterators, when dereferenced
// returning the sequence of tokens recognized in
// the input stream given as the parameters to the
// begin() function.
// add_token Should add the definition of a token to be
// recognized by this lexer.
// clear Should delete all current token definitions
// associated with the given state of this lexer
// object.
//
// template parameters:
// Iterator The type of the iterator used to access the
// underlying character stream.
// Token The type of the tokens to be returned from the
// exposed token iterator.
// Functor The type of the InputPolicy to use to instantiate
// the multi_pass iterator type to be used as the
// token iterator (returned from begin()/end()).
//
///////////////////////////////////////////////////////////////////////////
///////////////////////////////////////////////////////////////////////////
//
// The lexer class is a implementation of a Spirit.Lex lexer on
// top of Ben Hanson's lexertl library as outlined above (For more
// information about lexertl go here: http://www.benhanson.net/lexertl.html).
//
// This class is supposed to be used as the first and only template
// parameter while instantiating instances of a lex::lexer class.
//
///////////////////////////////////////////////////////////////////////////
template <typename Token = token<>,
typename Iterator = typename Token::iterator_type,
typename Functor = functor<Token, lexertl::detail::data, Iterator> >
class lexer {
private:
struct dummy {
void true_() {}
};
typedef void (dummy::*safe_bool)();
static std::size_t const all_states_id = static_cast<std::size_t>(-2);
public:
operator safe_bool() const { return initialized_dfa_ ? &dummy::true_ : 0; }
typedef
typename boost::detail::iterator_traits<Iterator>::value_type char_type;
typedef std::basic_string<char_type> string_type;
typedef boost::lexer::basic_rules<char_type> basic_rules_type;
// Every lexer type to be used as a lexer for Spirit has to conform to
// a public interface .
typedef Token token_type;
typedef typename Token::id_type id_type;
typedef iterator<Functor> iterator_type;
private:
// this type is purely used for the iterator_type construction below
struct iterator_data_type {
typedef typename Functor::semantic_actions_type semantic_actions_type;
iterator_data_type(
boost::lexer::basic_state_machine<char_type> const& sm,
boost::lexer::basic_rules<char_type> const& rules,
semantic_actions_type const& actions)
: state_machine_(sm), rules_(rules), actions_(actions) {}
boost::lexer::basic_state_machine<char_type> const& state_machine_;
boost::lexer::basic_rules<char_type> const& rules_;
semantic_actions_type const& actions_;
private:
// silence MSVC warning C4512: assignment operator could not be
// generated
iterator_data_type& operator=(iterator_data_type const&);
};
public:
// Return the start iterator usable for iterating over the generated
// tokens.
iterator_type begin(Iterator& first, Iterator const& last,
char_type const* initial_state = 0) const {
if (!init_dfa()) // never minimize DFA for dynamic lexers
return iterator_type();
iterator_data_type iterator_data(state_machine_, rules_, actions_);
return iterator_type(iterator_data, first, last, initial_state);
}
///////////////////////////////////////////////////////////////////////////
template <typename Lexer, typename F>
bool generate_static(Lexer const&
, std::basic_ostream<typename Lexer::char_type>&
, typename Lexer::char_type const*, F);
// Return the end iterator usable to stop iterating over the generated
// tokens.
iterator_type end() const { return iterator_type(); }
///////////////////////////////////////////////////////////////////////////
//
// Every lexer type to be used as a lexer for Spirit has to conform to
// the following public interface:
//
// typedefs:
// iterator_type The type of the iterator exposed by this lexer.
// token_type The type of the tokens returned from the exposed
// iterators.
//
// functions:
// default constructor
// Since lexers are instantiated as base classes
// only it might be a good idea to make this
// constructor protected.
// begin, end Return a pair of iterators, when dereferenced
// returning the sequence of tokens recognized in
// the input stream given as the parameters to the
// begin() function.
// add_token Should add the definition of a token to be
// recognized by this lexer.
// clear Should delete all current token definitions
// associated with the given state of this lexer
// object.
//
// template parameters:
// Iterator The type of the iterator used to access the
// underlying character stream.
// Token The type of the tokens to be returned from the
// exposed token iterator.
// Functor The type of the InputPolicy to use to instantiate
// the multi_pass iterator type to be used as the
// token iterator (returned from begin()/end()).
//
///////////////////////////////////////////////////////////////////////////
protected:
// Lexer instances can be created by means of a derived class only.
lexer(unsigned int flags)
: flags_(detail::map_flags(flags)),
rules_(flags_),
initialized_dfa_(false) {}
///////////////////////////////////////////////////////////////////////////
//
// The lexer class is a implementation of a Spirit.Lex lexer on
// top of Ben Hanson's lexertl library as outlined above (For more
// information about lexertl go here: http://www.benhanson.net/lexertl.html).
//
// This class is supposed to be used as the first and only template
// parameter while instantiating instances of a lex::lexer class.
//
///////////////////////////////////////////////////////////////////////////
template <typename Token = token<>
, typename Iterator = typename Token::iterator_type
, typename Functor = functor<Token, lexertl::detail::data, Iterator> >
class lexer
{
private:
struct dummy { void true_() {} };
typedef void (dummy::*safe_bool)();
public:
// interface for token definition management
std::size_t add_token(char_type const* state, char_type tokendef,
std::size_t token_id, char_type const* targetstate) {
add_state(state);
initialized_dfa_ = false;
if (state == all_states())
return rules_.add(state, detail::escape(tokendef), token_id,
rules_.dot());
static std::size_t const all_states_id = static_cast<std::size_t>(-2);
if (0 == targetstate)
targetstate = state;
else
add_state(targetstate);
return rules_.add(state, detail::escape(tokendef), token_id,
targetstate);
}
std::size_t add_token(char_type const* state, string_type const& tokendef,
std::size_t token_id, char_type const* targetstate) {
add_state(state);
initialized_dfa_ = false;
if (state == all_states())
return rules_.add(state, tokendef, token_id, rules_.dot());
public:
operator safe_bool() const
{ return initialized_dfa_ ? &dummy::true_ : 0; }
if (0 == targetstate)
targetstate = state;
else
add_state(targetstate);
return rules_.add(state, tokendef, token_id, targetstate);
}
typedef typename boost::detail::iterator_traits<Iterator>::value_type
char_type;
typedef std::basic_string<char_type> string_type;
// interface for pattern definition management
void add_pattern(char_type const* state, string_type const& name,
string_type const& patterndef) {
add_state(state);
rules_.add_macro(name.c_str(), patterndef);
initialized_dfa_ = false;
}
typedef boost::lexer::basic_rules<char_type> basic_rules_type;
boost::lexer::rules const& get_rules() const { return rules_; }
// Every lexer type to be used as a lexer for Spirit has to conform to
// a public interface .
typedef Token token_type;
typedef typename Token::id_type id_type;
typedef iterator<Functor> iterator_type;
void clear(char_type const* state) {
std::size_t s = rules_.state(state);
if (boost::lexer::npos != s) rules_.clear(state);
initialized_dfa_ = false;
}
std::size_t add_state(char_type const* state) {
if (state == all_states()) return all_states_id;
private:
// this type is purely used for the iterator_type construction below
struct iterator_data_type
{
typedef typename Functor::semantic_actions_type semantic_actions_type;
iterator_data_type(
boost::lexer::basic_state_machine<char_type> const& sm
, boost::lexer::basic_rules<char_type> const& rules
, semantic_actions_type const& actions)
: state_machine_(sm), rules_(rules), actions_(actions)
{}
boost::lexer::basic_state_machine<char_type> const& state_machine_;
boost::lexer::basic_rules<char_type> const& rules_;
semantic_actions_type const& actions_;
private:
// silence MSVC warning C4512: assignment operator could not be generated
iterator_data_type& operator= (iterator_data_type const&);
};
public:
// Return the start iterator usable for iterating over the generated
// tokens.
iterator_type begin(Iterator& first, Iterator const& last
, char_type const* initial_state = 0) const
{
if (!init_dfa()) // never minimize DFA for dynamic lexers
return iterator_type();
iterator_data_type iterator_data(state_machine_, rules_, actions_);
return iterator_type(iterator_data, first, last, initial_state);
}
// Return the end iterator usable to stop iterating over the generated
// tokens.
iterator_type end() const
{
return iterator_type();
}
protected:
// Lexer instances can be created by means of a derived class only.
lexer(unsigned int flags)
: flags_(detail::map_flags(flags))
, rules_(flags_)
, initialized_dfa_(false)
{}
public:
// interface for token definition management
std::size_t add_token(char_type const* state, char_type tokendef,
std::size_t token_id, char_type const* targetstate)
{
add_state(state);
initialized_dfa_ = false;
if (state == all_states())
return rules_.add(state, detail::escape(tokendef), token_id, rules_.dot());
if (0 == targetstate)
targetstate = state;
else
add_state(targetstate);
return rules_.add(state, detail::escape(tokendef), token_id, targetstate);
}
std::size_t add_token(char_type const* state, string_type const& tokendef,
std::size_t token_id, char_type const* targetstate)
{
add_state(state);
initialized_dfa_ = false;
if (state == all_states())
return rules_.add(state, tokendef, token_id, rules_.dot());
if (0 == targetstate)
targetstate = state;
else
add_state(targetstate);
return rules_.add(state, tokendef, token_id, targetstate);
}
// interface for pattern definition management
void add_pattern (char_type const* state, string_type const& name,
string_type const& patterndef)
{
add_state(state);
rules_.add_macro(name.c_str(), patterndef);
std::size_t stateid = rules_.state(state);
if (boost::lexer::npos == stateid) {
stateid = rules_.add_state(state);
initialized_dfa_ = false;
}
return stateid;
}
string_type initial_state() const { return string_type(rules_.initial()); }
string_type all_states() const { return string_type(rules_.all_states()); }
boost::lexer::rules const& get_rules() const { return rules_; }
void clear(char_type const* state)
{
std::size_t s = rules_.state(state);
if (boost::lexer::npos != s)
rules_.clear(state);
initialized_dfa_ = false;
}
std::size_t add_state(char_type const* state)
{
if (state == all_states())
return all_states_id;
std::size_t stateid = rules_.state(state);
if (boost::lexer::npos == stateid) {
stateid = rules_.add_state(state);
initialized_dfa_ = false;
}
return stateid;
}
string_type initial_state() const
{
return string_type(rules_.initial());
}
string_type all_states() const
{
return string_type(rules_.all_states());
}
// Register a semantic action with the given id
template <typename F>
void add_action(std::size_t unique_id, std::size_t state, F act)
{
// If you see an error here stating add_action is not a member of
// fusion::unused_type then you are probably having semantic actions
// attached to at least one token in the lexer definition without
// using the lex::lexertl::actor_lexer<> as its base class.
typedef typename Functor::wrap_action_type wrapper_type;
if (state == all_states_id) {
// add the action to all known states
typedef typename
basic_rules_type::string_size_t_map::value_type
// Register a semantic action with the given id
template <typename F>
void add_action(std::size_t unique_id, std::size_t state, F act) {
// If you see an error here stating add_action is not a member of
// fusion::unused_type then you are probably having semantic actions
// attached to at least one token in the lexer definition without
// using the lex::lexertl::actor_lexer<> as its base class.
typedef typename Functor::wrap_action_type wrapper_type;
if (state == all_states_id) {
// add the action to all known states
typedef typename basic_rules_type::string_size_t_map::value_type
state_type;
std::size_t states = rules_.statemap().size();
BOOST_FOREACH(state_type const& s, rules_.statemap()) {
for (std::size_t j = 0; j < states; ++j)
actions_.add_action(unique_id + j, s.second, wrapper_type::call(act));
}
}
else {
actions_.add_action(unique_id, state, wrapper_type::call(act));
std::size_t states = rules_.statemap().size();
BOOST_FOREACH (state_type const& s, rules_.statemap()) {
for (std::size_t j = 0; j < states; ++j)
actions_.add_action(unique_id + j, s.second,
wrapper_type::call(act));
}
} else {
actions_.add_action(unique_id, state, wrapper_type::call(act));
}
// template <typename F>
// void add_action(std::size_t unique_id, char_type const* state, F act)
// {
// typedef typename Functor::wrap_action_type wrapper_type;
// actions_.add_action(unique_id, add_state(state), wrapper_type::call(act));
// }
}
// template <typename F>
// void add_action(std::size_t unique_id, char_type const* state, F
// act)
// {
// typedef typename Functor::wrap_action_type wrapper_type;
// actions_.add_action(unique_id, add_state(state),
// wrapper_type::call(act));
// }
// We do not minimize the state machine by default anymore because
// Ben said: "If you can afford to generate a lexer at runtime, there
// is little point in calling minimise."
// Go figure.
bool init_dfa(bool minimize = false) const
{
if (!initialized_dfa_) {
state_machine_.clear();
typedef boost::lexer::basic_generator<char_type> generator;
generator::build (rules_, state_machine_);
if (minimize)
generator::minimise (state_machine_);
// We do not minimize the state machine by default anymore because
// Ben said: "If you can afford to generate a lexer at runtime, there
// is little point in calling minimise."
// Go figure.
bool init_dfa(bool minimize = false) const {
if (!initialized_dfa_) {
state_machine_.clear();
typedef boost::lexer::basic_generator<char_type> generator;
generator::build(rules_, state_machine_);
if (minimize) generator::minimise(state_machine_);
#if defined(BOOST_SPIRIT_LEXERTL_DEBUG)
boost::lexer::debug::dump(state_machine_, std::cerr);
boost::lexer::debug::dump(state_machine_, std::cerr);
#endif
initialized_dfa_ = true;
initialized_dfa_ = true;
// // release memory held by rules description
// basic_rules_type rules;
// rules.init_state_info(rules_); // preserve states
// std::swap(rules, rules_);
}
return true;
// // release memory held by rules description
// basic_rules_type rules;
// rules.init_state_info(rules_); // preserve
// states std::swap(rules, rules_);
}
return true;
}
private:
// lexertl specific data
mutable boost::lexer::basic_state_machine<char_type> state_machine_;
boost::lexer::regex_flags flags_;
/*mutable*/ basic_rules_type rules_;
private:
// lexertl specific data
mutable boost::lexer::basic_state_machine<char_type> state_machine_;
boost::lexer::regex_flags flags_;
/*mutable*/ basic_rules_type rules_;
typename Functor::semantic_actions_type actions_;
mutable bool initialized_dfa_;
typename Functor::semantic_actions_type actions_;
mutable bool initialized_dfa_;
// generator functions must be able to access members directly
template <typename Lexer, typename F>
friend bool generate_static(Lexer const&
, std::basic_ostream<typename Lexer::char_type>&
, typename Lexer::char_type const*, F);
};
// generator functions must be able to access members directly
template <typename Lexer, typename F>
friend bool generate_static(Lexer const&,
std::basic_ostream<typename Lexer::char_type>&,
typename Lexer::char_type const*, F);
};
///////////////////////////////////////////////////////////////////////////
//
// The actor_lexer class is another implementation of a Spirit.Lex
// lexer on top of Ben Hanson's lexertl library as outlined above (For
// more information about lexertl go here:
// http://www.benhanson.net/lexertl.html).
//
// The only difference to the lexer class above is that token_def
// definitions may have semantic (lexer) actions attached while being
// defined:
//
// int w;
// token_def word = "[^ \t\n]+";
// self = word[++ref(w)]; // see example: word_count_lexer
//
// This class is supposed to be used as the first and only template
// parameter while instantiating instances of a lex::lexer class.
//
///////////////////////////////////////////////////////////////////////////
template <typename Token = token<>
, typename Iterator = typename Token::iterator_type
, typename Functor = functor<Token, lexertl::detail::data, Iterator, mpl::true_> >
class actor_lexer : public lexer<Token, Iterator, Functor>
{
protected:
// Lexer instances can be created by means of a derived class only.
actor_lexer(unsigned int flags)
: lexer<Token, Iterator, Functor>(flags) {}
};
///////////////////////////////////////////////////////////////////////////
//
// The actor_lexer class is another implementation of a Spirit.Lex
// lexer on top of Ben Hanson's lexertl library as outlined above (For
// more information about lexertl go here:
// http://www.benhanson.net/lexertl.html).
//
// The only difference to the lexer class above is that token_def
// definitions may have semantic (lexer) actions attached while being
// defined:
//
// int w;
// token_def word = "[^ \t\n]+";
// self = word[++ref(w)]; // see example: word_count_lexer
//
// This class is supposed to be used as the first and only template
// parameter while instantiating instances of a lex::lexer class.
//
///////////////////////////////////////////////////////////////////////////
template <typename Token = token<>,
typename Iterator = typename Token::iterator_type,
typename Functor =
functor<Token, lexertl::detail::data, Iterator, mpl::true_> >
class actor_lexer : public lexer<Token, Iterator, Functor> {
protected:
// Lexer instances can be created by means of a derived class only.
actor_lexer(unsigned int flags) : lexer<Token, Iterator, Functor>(flags) {}
};
}}}}
} // namespace lexertl
} // namespace lex
} // namespace spirit
} // namespace boost
#endif

View file

@ -1210,8 +1210,6 @@ int main() {
// Initialise TLS for tesselator, for this main thread
Tesselator::CreateNewThreadStorage(1024 * 1024);
// Initialise TLS for AABB and Vec3 pools, for this main thread
AABB::CreateNewThreadStorage();
Vec3::CreateNewThreadStorage();
OldChunkStorage::CreateNewThreadStorage();
Level::enableLightingCache();
Tile::CreateNewThreadStorage();
@ -1547,7 +1545,6 @@ int main() {
// Fix for #7318 - Title crashes after short soak in the leaderboards
// menu A memory leak was caused because the icon renderer kept creating
// new Vec3's because the pool wasn't reset
Vec3::resetPool();
}
// Free resources, unregister custom classes, and exit.

View file

@ -660,8 +660,6 @@ int APIENTRY _tWinMain(_In_ HINSTANCE hInstance,
// Initialise TLS for tesselator, for this main thread
Tesselator::CreateNewThreadStorage(1024 * 1024);
// Initialise TLS for AABB and Vec3 pools, for this main thread
AABB::CreateNewThreadStorage();
Vec3::CreateNewThreadStorage();
Level::enableLightingCache();
Minecraft::main();
@ -961,9 +959,6 @@ int APIENTRY _tWinMain(_In_ HINSTANCE hInstance,
#endif
// Fix for #7318 - Title crashes after short soak in the leaderboards
// menu A memory leak was caused because the icon renderer kept creating
// new Vec3's because the pool wasn't reset
Vec3::resetPool();
}
// Free resources, unregister custom classes, and exit.

View file

@ -895,8 +895,6 @@ int main() {
// Initialise TLS for tesselator, for this main thread
Tesselator::CreateNewThreadStorage(1024 * 1024);
// Initialise TLS for AABB and Vec3 pools, for this main thread
AABB::CreateNewThreadStorage();
Vec3::CreateNewThreadStorage();
Compression::CreateNewThreadStorage();
OldChunkStorage::CreateNewThreadStorage();
Level::enableLightingCache();
@ -1250,9 +1248,6 @@ int main() {
app.SaveDataTick();
// Fix for #7318 - Title crashes after short soak in the leaderboards
// menu A memory leak was caused because the icon renderer kept creating
// new Vec3's because the pool wasn't reset
Vec3::resetPool();
// sceRazorCpuSync();
#ifndef _CONTENT_PACKAGE

View file

@ -57,6 +57,10 @@ static RADINLINE void break_on_err(GLint e)
#endif
}
#ifndef GDRAW_PLATFORM_REPORT_GL_SITE
#define GDRAW_PLATFORM_REPORT_GL_SITE(site) ((void)0)
#endif
static void report_err(GLint e)
{
break_on_err(e);
@ -74,17 +78,31 @@ static void eat_gl_err(void)
while (glGetError() != GL_NO_ERROR);
}
static void opengl_check_site(const char *site);
static void opengl_check(void)
{
opengl_check_site(NULL);
}
static void opengl_check_site(const char *site)
{
#ifdef _DEBUG
GLint e = glGetError();
if (e != GL_NO_ERROR) {
GDRAW_PLATFORM_REPORT_GL_SITE(site);
report_err(e);
eat_gl_err();
}
#else
(void) site;
#endif
}
#ifndef OPENGL_CHECK_SITE
#define OPENGL_CHECK_SITE(site) opengl_check_site(site)
#endif
static U32 is_pow2(S32 n)
{
return ((U32) n & (U32) (n-1)) == 0;
@ -635,6 +653,90 @@ static void RADLINK gdraw_DescribeVertexBuffer(GDrawVertexBuffer *vbuf, GDraw_Ve
// Create/free (or cache) render targets
//
#ifdef __linux__
typedef struct
{
S32 free_count;
S32 live_count;
S32 locked_count;
S32 dead_count;
S32 pinned_count;
S32 user_owned_count;
S32 alloc_count;
} GDrawHandleStateCounts;
enum
{
GDRAW_RT_DIAG_color_memory = 1 << 0,
GDRAW_RT_DIAG_color_handles = 1 << 1,
GDRAW_RT_DIAG_cache_bitmap = 1 << 2,
GDRAW_RT_DIAG_stack_depth = 1 << 3,
GDRAW_RT_DIAG_empty_request = 1 << 4,
};
static U32 gdraw_rt_diag_emitted = 0;
static void gdraw_CountHandleStates(GDrawHandleCache *cache,
GDrawHandleStateCounts *counts)
{
S32 i;
counts->free_count = 0;
counts->live_count = 0;
counts->locked_count = 0;
counts->dead_count = 0;
counts->pinned_count = 0;
counts->user_owned_count = 0;
counts->alloc_count = 0;
if (!cache)
return;
for (i = 0; i < cache->max_handles; ++i) {
switch (cache->handle[i].state) {
case GDRAW_HANDLE_STATE_free: ++counts->free_count; break;
case GDRAW_HANDLE_STATE_live: ++counts->live_count; break;
case GDRAW_HANDLE_STATE_locked: ++counts->locked_count; break;
case GDRAW_HANDLE_STATE_dead: ++counts->dead_count; break;
case GDRAW_HANDLE_STATE_pinned: ++counts->pinned_count; break;
case GDRAW_HANDLE_STATE_user_owned: ++counts->user_owned_count; break;
case GDRAW_HANDLE_STATE_alloc: ++counts->alloc_count; break;
default: break;
}
}
}
static void gdraw_ReportHandleCacheDiag(char const *label,
GDrawHandleCache *cache,
U32 once_bit,
S32 req_w,
S32 req_h)
{
GDrawHandleStateCounts counts;
if (gdraw_rt_diag_emitted & once_bit)
return;
gdraw_rt_diag_emitted |= once_bit;
gdraw_CountHandleStates(cache, &counts);
IggyGDrawSendWarning(NULL,
"GDraw[%s] diag: frame=%dx%d tile=%dx%d padded=%dx%d req=%dx%d depth=%d bytes_free=%d total_bytes=%d handles free=%d live=%d locked=%d dead=%d pinned=%d user=%d alloc=%d",
label,
gdraw->frametex_width, gdraw->frametex_height,
gdraw->tw, gdraw->th,
gdraw->tpw, gdraw->tph,
req_w, req_h,
(int) (gdraw->cur - gdraw->frame),
cache ? cache->bytes_free : 0,
cache ? cache->total_bytes : 0,
counts.free_count, counts.live_count, counts.locked_count,
counts.dead_count, counts.pinned_count, counts.user_owned_count,
counts.alloc_count);
}
#else
#define gdraw_ReportHandleCacheDiag(label, cache, once_bit, req_w, req_h) \
((void) 0)
#endif
static GDrawHandle *get_rendertarget_texture(int width, int height, void *owner, GDrawStats *gstats)
{
S32 size;
@ -678,13 +780,17 @@ static GDrawHandle *get_color_rendertarget(GDrawStats *gstats)
// ran out of RTs, allocate a new one
size = gdraw->frametex_width * gdraw->frametex_height * 4;
if (gdraw->rendertargets.bytes_free < size) {
IggyGDrawSendWarning(NULL, "GDraw exceeded available rendertarget memory");
gdraw_ReportHandleCacheDiag("rt-color-memory", &gdraw->rendertargets,
GDRAW_RT_DIAG_color_memory, gdraw->tpw, gdraw->tph);
IggyGDrawSendWarning(NULL, "GDraw[rt-color] exceeded available rendertarget memory");
return NULL;
}
t = gdraw_HandleCacheAllocateBegin(&gdraw->rendertargets);
if (!t) {
IggyGDrawSendWarning(NULL, "GDraw exceeded available rendertarget handles");
gdraw_ReportHandleCacheDiag("rt-color-handles", &gdraw->rendertargets,
GDRAW_RT_DIAG_color_handles, gdraw->tpw, gdraw->tph);
IggyGDrawSendWarning(NULL, "GDraw[rt-color] exceeded available rendertarget handles");
return t;
}
@ -992,25 +1098,31 @@ static rrbool RADLINK gdraw_TextureDrawBufferBegin(gswf_recti *region, gdraw_tex
GDrawHandle *t;
int k;
if (gdraw->tw == 0 || gdraw->th == 0) {
IggyGDrawSendWarning(NULL, "GDraw got a request for an empty rendertarget");
gdraw_ReportHandleCacheDiag("rt-empty", &gdraw->rendertargets,
GDRAW_RT_DIAG_empty_request, region->x1 - region->x0, region->y1 - region->y0);
IggyGDrawSendWarning(NULL, "GDraw[rt-stack] got a request for an empty rendertarget");
return false;
}
if (n >= &gdraw->frame[MAX_RENDER_STACK_DEPTH]) {
IggyGDrawSendWarning(NULL, "GDraw rendertarget nesting exceeded MAX_RENDER_STACK_DEPTH");
gdraw_ReportHandleCacheDiag("rt-stack-depth", &gdraw->rendertargets,
GDRAW_RT_DIAG_stack_depth, region->x1 - region->x0, region->y1 - region->y0);
IggyGDrawSendWarning(NULL, "GDraw[rt-stack] rendertarget nesting exceeded MAX_RENDER_STACK_DEPTH");
return false;
}
if (owner) {
t = get_rendertarget_texture(region->x1 - region->x0, region->y1 - region->y0, owner, gstats);
if (!t) {
IggyGDrawSendWarning(NULL, "GDraw ran out of rendertargets for cacheAsBItmap");
gdraw_ReportHandleCacheDiag("rt-cacheAsBitmap", gdraw->texturecache,
GDRAW_RT_DIAG_cache_bitmap, region->x1 - region->x0, region->y1 - region->y0);
IggyGDrawSendWarning(NULL, "GDraw[rt-cacheAsBitmap] ran out of rendertargets");
return false;
}
} else {
t = get_color_rendertarget(gstats);
if (!t) {
IggyGDrawSendWarning(NULL, "GDraw ran out of rendertargets");
IggyGDrawSendWarning(NULL, "GDraw[rt-color] ran out of rendertargets");
return false;
}
}
@ -1355,18 +1467,18 @@ static int set_render_state(GDrawRenderState *r, S32 vformat, const int **ovvars
}
use_lazy_shader(prg);
opengl_check();
OPENGL_CHECK_SITE("set_render_state:use_lazy_shader");
fvars = prg->vars[0];
vvars = prg->vars[1];
if (vformat == GDRAW_vformat_ihud1) {
F32 wv[2][4] = { 1.0f/960,0,0,-1.0, 0,-1.0f/540,0,+1.0 };
glUniform4fv(vvars[VAR_ihudv_worldview], 2, wv[0]);
opengl_check();
OPENGL_CHECK_SITE("set_render_state:ihud_worldview");
glUniform4fv(vvars[VAR_ihudv_material], p->uniform_count, p->uniforms);
opengl_check();
OPENGL_CHECK_SITE("set_render_state:ihud_material");
glUniform1f(vvars[VAR_ihudv_textmode], p->drawprim_mode ? 0.0f : 1.0f);
opengl_check();
OPENGL_CHECK_SITE("set_render_state:ihud_textmode");
} else {
// set vertex shader constants
@ -1393,7 +1505,7 @@ static int set_render_state(GDrawRenderState *r, S32 vformat, const int **ovvars
// texture stuff
set_texture(0, r->tex[0]);
opengl_check();
OPENGL_CHECK_SITE("set_render_state:set_texture0");
if (r->tex[0] && gdraw->has_conditional_non_power_of_two && ((GDrawHandle*) r->tex[0])->handle.tex.nonpow2) {
// only wrap mode allowed in conditional nonpow2 is clamp; this should
@ -1490,7 +1602,7 @@ static int set_render_state(GDrawRenderState *r, S32 vformat, const int **ovvars
else
glDepthMask(GL_FALSE);
opengl_check();
OPENGL_CHECK_SITE("set_render_state:final");
if (ovvars)
*ovvars = vvars;
@ -1611,7 +1723,7 @@ static void RADLINK gdraw_DrawIndexedTriangles(GDrawRenderState *r, GDrawPrimiti
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
}
opengl_check();
OPENGL_CHECK_SITE("gdraw_DrawIndexedTriangles:final");
tag_resources(vb, r->tex[0], r->tex[1]);
}
@ -1628,33 +1740,33 @@ static void do_screen_quad(gswf_recti *s, F32 *tc, const int *vvars, GDrawStats
F32 vert[4][4];
F32 world[2*4];
opengl_check();
OPENGL_CHECK_SITE("do_screen_quad:begin");
vert[0][0] = px0; vert[0][1] = py0; vert[0][2] = s0; vert[0][3] = t0;
vert[1][0] = px1; vert[1][1] = py0; vert[1][2] = s1; vert[1][3] = t0;
vert[2][0] = px1; vert[2][1] = py1; vert[2][2] = s1; vert[2][3] = t1;
vert[3][0] = px0; vert[3][1] = py1; vert[3][2] = s0; vert[3][3] = t1;
opengl_check();
OPENGL_CHECK_SITE("do_screen_quad:after_vertices");
gdraw_PixelSpace(world);
world[2] = depth;
set_world_projection(vvars, world);
opengl_check();
OPENGL_CHECK_SITE("do_screen_quad:after_projection");
set_vertex_format(GDRAW_vformat_v2tc2, vert[0]);
glBindBuffer(GL_ARRAY_BUFFER, 0);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
opengl_check();
OPENGL_CHECK_SITE("do_screen_quad:before_draw");
glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
reset_vertex_format(GDRAW_vformat_v2tc2);
opengl_check();
OPENGL_CHECK_SITE("do_screen_quad:after_draw");
gstats->nonzero_flags |= GDRAW_STATS_batches;
gstats->num_batches += 1;
gstats->drawn_vertices += 4;
gstats->drawn_indices += 6;
opengl_check();
OPENGL_CHECK_SITE("do_screen_quad:final");
}
#ifdef GDRAW_FEWER_CLEARS
@ -1805,7 +1917,7 @@ static void RADLINK gdraw_FilterQuad(GDrawRenderState *r, S32 x0, S32 y0, S32 x1
glColorMask(1,1,1,1);
glDisable(GL_BLEND);
glDisable(GL_DEPTH_TEST);
opengl_check();
OPENGL_CHECK_SITE("gdraw_FilterQuad:pre_filter");
if (r->blend_mode == GDRAW_BLEND_filter) {
switch (r->filter) {

View file

@ -940,8 +940,6 @@ int APIENTRY _tWinMain(_In_ HINSTANCE hInstance,
// Initialise TLS for tesselator, for this main thread
Tesselator::CreateNewThreadStorage(1024 * 1024);
// Initialise TLS for AABB and Vec3 pools, for this main thread
AABB::CreateNewThreadStorage();
Vec3::CreateNewThreadStorage();
Compression::CreateNewThreadStorage();
OldChunkStorage::CreateNewThreadStorage();
Level::enableLightingCache();
@ -1269,9 +1267,6 @@ int APIENTRY _tWinMain(_In_ HINSTANCE hInstance,
}
// Fix for #7318 - Title crashes after short soak in the leaderboards
// menu A memory leak was caused because the icon renderer kept creating
// new Vec3's because the pool wasn't reset
Vec3::resetPool();
}
// Free resources, unregister custom classes, and exit.

View file

@ -699,8 +699,6 @@ int __cdecl main() {
// Initialise TLS for tesselator, for this main thread
Tesselator::CreateNewThreadStorage(1024 * 1024);
// Initialise TLS for AABB and Vec3 pools, for this main thread
AABB::CreateNewThreadStorage();
Vec3::CreateNewThreadStorage();
Compression::CreateNewThreadStorage();
OldChunkStorage::CreateNewThreadStorage();
Level::enableLightingCache();
@ -1029,9 +1027,6 @@ int __cdecl main() {
}
// Fix for #7318 - Title crashes after short soak in the leaderboards
// menu A memory leak was caused because the icon renderer kept creating
// new Vec3's because the pool wasn't reset
Vec3::resetPool();
}
// Free resources, unregister custom classes, and exit.

View file

@ -5,8 +5,8 @@
#pragma once
//#include <xtl.h>
//#include <xboxmath.h>
// #include <xtl.h>
// #include <xboxmath.h>
#define __STR2__(x) #x
#define __STR1__(x) __STR2__(x)
@ -34,7 +34,7 @@
#include <kernel.h>
#include <unordered_map>
#include <unordered_set>
#include <vector>
#include <vector>
#include <fios2.h>
#include <message_dialog.h>
#include <game_live_streaming.h>
@ -49,7 +49,7 @@
#include <kernel.h>
#include <unordered_map>
#include <unordered_set>
#include <vector>
#include <vector>
#include <touch.h>
#include "../Platform/PSVita/PSVitaExtras/PSVitaTypes.h"
#include "../Platform/PSVita/PSVitaExtras/PSVitaStubs.h"
@ -71,8 +71,8 @@
typedef unsigned __int64 __uint64;
#endif
#ifdef _WINDOWS64
#define WIN32_LEAN_AND_MEAN // Exclude rarely-used stuff from Windows headers
#ifdef _WINDOWS64
#define WIN32_LEAN_AND_MEAN // Exclude rarely-used stuff from Windows headers
// Windows Header Files:
#include <windows.h>
#include <malloc.h>
@ -80,14 +80,12 @@ typedef unsigned __int64 __uint64;
// TODO: reference additional headers your program requires here
#include <d3d11.h>
#include <DirectXMath.h>
using namespace DirectX;
using namespace DirectX;
#define HRESULT_SUCCEEDED(hr) (((HRESULT)(hr)) >= 0)
#endif
#ifdef _DURANGO
#include <xdk.h>
#include <wrl.h>
@ -95,14 +93,12 @@ using namespace DirectX;
#include <DirectXMath.h>
#include <ppltasks.h>
#include <collection.h>
using namespace DirectX;
using namespace DirectX;
#include <pix.h>
#include "../Platform/Durango/DurangoExtras/DurangoStubs.h"
#define HRESULT_SUCCEEDED(hr) (((HRESULT)(hr)) >= 0)
#endif
#ifdef _XBOX
#include <xtl.h>
#include <xboxmath.h>
@ -166,42 +162,42 @@ typedef XUID GameSessionUID;
#include "../../Minecraft.World/Util/PerformanceTimer.h"
#ifdef _XBOX
#include "xbox/4JLibs/inc/4J_Input.h"
#include "xbox/4JLibs/inc/4J_Profile.h"
#include "xbox/4JLibs/inc/4J_Render.h"
#include "xbox/4JLibs/inc/4J_XTMS.h"
#include "xbox/4JLibs/inc/4J_Storage.h"
#elif defined (__PS3__)
#include "xbox/4JLibs/inc/4J_Input.h"
#include "xbox/4JLibs/inc/4J_Profile.h"
#include "xbox/4JLibs/inc/4J_Render.h"
#include "xbox/4JLibs/inc/4J_XTMS.h"
#include "xbox/4JLibs/inc/4J_Storage.h"
#elif defined(__PS3__)
#include "../Platform/PS3/4JLibs/inc/4J_Input.h"
#include "../Platform/PS3/4JLibs/inc/4J_Profile.h"
#include "../Platform/PS3/4JLibs/inc/4J_Render.h"
#include "../Platform/PS3/4JLibs/inc/4J_Storage.h"
#include "../Platform/PS3/4JLibs/inc/4J_Input.h"
#include "../Platform/PS3/4JLibs/inc/4J_Profile.h"
#include "../Platform/PS3/4JLibs/inc/4J_Render.h"
#include "../Platform/PS3/4JLibs/inc/4J_Storage.h"
#elif defined _DURANGO
#include "../Platform/Durango/4JLibs/inc/4J_Input.h"
#include "../Platform/Durango/4JLibs/inc/4J_Profile.h"
#include "../Platform/Durango/4JLibs/inc/4J_Render.h"
#include "../Platform/Durango/4JLibs/inc/4J_Storage.h"
#include "../Platform/Durango/4JLibs/inc/4J_Input.h"
#include "../Platform/Durango/4JLibs/inc/4J_Profile.h"
#include "../Platform/Durango/4JLibs/inc/4J_Render.h"
#include "../Platform/Durango/4JLibs/inc/4J_Storage.h"
#elif defined _WINDOWS64
#include "../Platform/Windows64/4JLibs/inc/4J_Input.h"
#include "../Platform/Windows64/4JLibs/inc/4J_Profile.h"
#include "../Platform/Windows64/4JLibs/inc/4J_Render.h"
#include "../Platform/Windows64/4JLibs/inc/4J_Storage.h"
#include "../Platform/Windows64/4JLibs/inc/4J_Input.h"
#include "../Platform/Windows64/4JLibs/inc/4J_Profile.h"
#include "../Platform/Windows64/4JLibs/inc/4J_Render.h"
#include "../Platform/Windows64/4JLibs/inc/4J_Storage.h"
#elif defined __linux__
#include "4J_Input.h"
#include "4J_Profile.h"
#include "4J_Render.h"
#include "4J_Storage.h"
#include "4J_Input.h"
#include "4J_Profile.h"
#include "4J_Render.h"
#include "4J_Storage.h"
#elif defined __PSVITA__
#include "../Platform/PSVita/4JLibs/inc/4J_Input.h"
#include "../Platform/PSVita/4JLibs/inc/4J_Profile.h"
#include "../Platform/PSVita/4JLibs/inc/4J_Render.h"
#include "../Platform/PSVita/4JLibs/inc/4J_Storage.h"
#include "../Platform/PSVita/4JLibs/inc/4J_Input.h"
#include "../Platform/PSVita/4JLibs/inc/4J_Profile.h"
#include "../Platform/PSVita/4JLibs/inc/4J_Render.h"
#include "../Platform/PSVita/4JLibs/inc/4J_Storage.h"
#else
#include "../Platform/Orbis/4JLibs/inc/4J_Input.h"
#include "../Platform/Orbis/4JLibs/inc/4J_Profile.h"
#include "../Platform/Orbis/4JLibs/inc/4J_Render.h"
#include "../Platform/Orbis/4JLibs/inc/4J_Storage.h"
#include "../Platform/Orbis/4JLibs/inc/4J_Input.h"
#include "../Platform/Orbis/4JLibs/inc/4J_Profile.h"
#include "../Platform/Orbis/4JLibs/inc/4J_Render.h"
#include "../Platform/Orbis/4JLibs/inc/4J_Storage.h"
#endif
#include "../Textures/Textures.h"
@ -229,7 +225,7 @@ typedef XUID GameSessionUID;
#include "../Platform/Common/App_enums.h"
#include "../Platform/Common/Tutorial/TutorialEnum.h"
#include "../Platform/Common/App_structs.h"
//#endif
// #endif
#include "../Platform/Common/Consoles_App.h"
#include "../Platform/Common/Minecraft_Macros.h"
@ -242,95 +238,94 @@ typedef XUID GameSessionUID;
#include "strings.h"
#ifdef _XBOX
#include "../Platform/Xbox/Xbox_App.h"
#include "../Platform/Xbox/Sentient/MinecraftTelemetry.h"
#include "../Platform/Xbox/Sentient/DynamicConfigurations.h"
#include "../Platform/Xbox/Sentient/SentientTelemetryCommon.h"
#include "../Platform/Xbox/Sentient/Include/SenClientStats.h"
#include "../Platform/Xbox/GameConfig/Minecraft.spa.h"
#include "../../Minecraft.Assets/XboxMedia/4J_strings.h"
#include "../Platform/Xbox/XML/ATGXmlParser.h"
#include "../Platform/Xbox/Leaderboards/XboxLeaderboardManager.h"
#include "../Platform/Xbox/Social/SocialManager.h"
#include "../Platform/Xbox/Audio/SoundEngine.h"
#include "../Platform/Xbox/Xbox_UIController.h"
#include "../Platform/Xbox/Xbox_App.h"
#include "../Platform/Xbox/Sentient/MinecraftTelemetry.h"
#include "../Platform/Xbox/Sentient/DynamicConfigurations.h"
#include "../Platform/Xbox/Sentient/SentientTelemetryCommon.h"
#include "../Platform/Xbox/Sentient/Include/SenClientStats.h"
#include "../Platform/Xbox/GameConfig/Minecraft.spa.h"
#include "../../Minecraft.Assets/XboxMedia/4J_strings.h"
#include "../Platform/Xbox/XML/ATGXmlParser.h"
#include "../Platform/Xbox/Leaderboards/XboxLeaderboardManager.h"
#include "../Platform/Xbox/Social/SocialManager.h"
#include "../Platform/Xbox/Audio/SoundEngine.h"
#include "../Platform/Xbox/Xbox_UIController.h"
#elif defined (__PS3__)
#include "extraX64client.h"
#include "../Platform/PS3/Sentient/MinecraftTelemetry.h"
#include "../Platform/PS3/Sentient/DynamicConfigurations.h"
#include "../Platform/PS3/Sentient/SentientTelemetryCommon.h"
#include "../Platform/PS3/PS3_App.h"
#include "../Platform/PS3/GameConfig/Minecraft.spa.h"
#include "../../Minecraft.Assets/PS3Media/4J_strings.h"
#include "../Platform/PS3/XML/ATGXmlParser.h"
#include "../Platform/PS3/Social/SocialManager.h"
#include "../Platform/Common/Audio/SoundEngine.h"
#include "../Platform/PS3/Iggy/include/iggy.h"
#include "../Platform/PS3/Iggy/gdraw/gdraw_ps3gcm.h"
#include "../Platform/PS3/PS3_UIController.h"
#elif defined(__PS3__)
#include "extraX64client.h"
#include "../Platform/PS3/Sentient/MinecraftTelemetry.h"
#include "../Platform/PS3/Sentient/DynamicConfigurations.h"
#include "../Platform/PS3/Sentient/SentientTelemetryCommon.h"
#include "../Platform/PS3/PS3_App.h"
#include "../Platform/PS3/GameConfig/Minecraft.spa.h"
#include "../../Minecraft.Assets/PS3Media/4J_strings.h"
#include "../Platform/PS3/XML/ATGXmlParser.h"
#include "../Platform/PS3/Social/SocialManager.h"
#include "../Platform/Common/Audio/SoundEngine.h"
#include "../Platform/PS3/Iggy/include/iggy.h"
#include "../Platform/PS3/Iggy/gdraw/gdraw_ps3gcm.h"
#include "../Platform/PS3/PS3_UIController.h"
#elif defined _DURANGO
#include "../Platform/Durango/Sentient/MinecraftTelemetry.h"
#include "../Platform/Durango/Durango_App.h"
#include "../Platform/Durango/Sentient/DynamicConfigurations.h"
#include "../Platform/Durango/Sentient/TelemetryEnum.h"
#include "../Platform/Durango/Sentient/SentientTelemetryCommon.h"
#include "../Platform/Durango/PresenceIds.h"
#include "../../Minecraft.Assets/DurangoMedia/4J_strings.h"
#include "../Platform/Durango/XML/ATGXmlParser.h"
#include "../Platform/Durango/Social/SocialManager.h"
#include "../Platform/Common/Audio/SoundEngine.h"
#include "../Platform/Durango/Iggy/include/iggy.h"
#include "../Platform/Durango/Iggy/gdraw/gdraw_d3d11.h"
#include "../Platform/Durango/Durango_UIController.h"
#include "../Platform/Durango/Sentient/MinecraftTelemetry.h"
#include "../Platform/Durango/Durango_App.h"
#include "../Platform/Durango/Sentient/DynamicConfigurations.h"
#include "../Platform/Durango/Sentient/TelemetryEnum.h"
#include "../Platform/Durango/Sentient/SentientTelemetryCommon.h"
#include "../Platform/Durango/PresenceIds.h"
#include "../../Minecraft.Assets/DurangoMedia/4J_strings.h"
#include "../Platform/Durango/XML/ATGXmlParser.h"
#include "../Platform/Durango/Social/SocialManager.h"
#include "../Platform/Common/Audio/SoundEngine.h"
#include "../Platform/Durango/Iggy/include/iggy.h"
#include "../Platform/Durango/Iggy/gdraw/gdraw_d3d11.h"
#include "../Platform/Durango/Durango_UIController.h"
#elif defined _WINDOWS64
#include "../Platform/Windows64/Sentient/MinecraftTelemetry.h"
#include "../Platform/Windows64/Windows64_App.h"
#include "../Platform/Windows64/Sentient/DynamicConfigurations.h"
#include "../Platform/Windows64/Sentient/SentientTelemetryCommon.h"
#include "../Platform/Windows64/GameConfig/Minecraft.spa.h"
#include "../Platform/Windows64/XML/ATGXmlParser.h"
#include "../Platform/Windows64/Social/SocialManager.h"
#include "../Platform/Common/Audio/SoundEngine.h"
#include "../Platform/Windows64/Iggy/include/iggy.h"
#include "../Platform/Windows64/Iggy/gdraw/gdraw_d3d11.h"
#include "../Platform/Windows64/Windows64_UIController.h"
#include "../Platform/Windows64/Sentient/MinecraftTelemetry.h"
#include "../Platform/Windows64/Windows64_App.h"
#include "../Platform/Windows64/Sentient/DynamicConfigurations.h"
#include "../Platform/Windows64/Sentient/SentientTelemetryCommon.h"
#include "../Platform/Windows64/GameConfig/Minecraft.spa.h"
#include "../Platform/Windows64/XML/ATGXmlParser.h"
#include "../Platform/Windows64/Social/SocialManager.h"
#include "../Platform/Common/Audio/SoundEngine.h"
#include "../Platform/Windows64/Iggy/include/iggy.h"
#include "../Platform/Windows64/Iggy/gdraw/gdraw_d3d11.h"
#include "../Platform/Windows64/Windows64_UIController.h"
#elif defined __linux__
// Linux build: avoid pulling in Windows64 platform headers (they cause
// symbol/class redefinitions). Use Orbis-compatible stubs and Linux controller.
#include "../Platform/Linux/Linux_App.h"
#include "../Platform/Linux/Iggy/include/iggy.h"
#include "../Platform/Linux/Sentient/SentientTelemetryCommon.h"
#include "../Platform/Linux/Sentient/DynamicConfigurations.h"
#include "../Platform/Orbis/GameConfig/Minecraft.spa.h"
#include "../Platform/Common/Audio/SoundEngine.h"
#include "../Platform/Linux/Linux_UIController.h"
#include "../Platform/Linux/Social/SocialManager.h"
// todo: cleanup ts
#include "../Platform/Linux/Linux_App.h"
#include "../Platform/Linux/Iggy/include/iggy.h"
#include "../Platform/Linux/Sentient/SentientTelemetryCommon.h"
#include "../Platform/Linux/Sentient/DynamicConfigurations.h"
#include "../Platform/Orbis/GameConfig/Minecraft.spa.h"
#include "../Platform/Common/Audio/SoundEngine.h"
#include "../Platform/Linux/Linux_UIController.h"
#include "../Platform/Linux/Social/SocialManager.h"
#elif defined __PSVITA__
#include "../Platform/PSVita/PSVita_App.h"
#include "../Platform/PSVita/Sentient/SentientManager.h"
#include "../Platform/PSVita/Sentient/MinecraftTelemetry.h"
#include "../Platform/PSVita/Sentient/DynamicConfigurations.h"
#include "../Platform/PSVita/GameConfig/Minecraft.spa.h"
#include "../Platform/PSVita/XML/ATGXmlParser.h"
#include "../Platform/PSVita/Social/SocialManager.h"
#include "../Platform/Common/Audio/SoundEngine.h"
#include "../Platform/PSVita/Iggy/include/iggy.h"
#include "../Platform/PSVita/Iggy/gdraw/gdraw_psp2.h"
#include "../Platform/PSVita/PSVita_UIController.h"
#include "../Platform/PSVita/PSVita_App.h"
#include "../Platform/PSVita/Sentient/SentientManager.h"
#include "../Platform/PSVita/Sentient/MinecraftTelemetry.h"
#include "../Platform/PSVita/Sentient/DynamicConfigurations.h"
#include "../Platform/PSVita/GameConfig/Minecraft.spa.h"
#include "../Platform/PSVita/XML/ATGXmlParser.h"
#include "../Platform/PSVita/Social/SocialManager.h"
#include "../Platform/Common/Audio/SoundEngine.h"
#include "../Platform/PSVita/Iggy/include/iggy.h"
#include "../Platform/PSVita/Iggy/gdraw/gdraw_psp2.h"
#include "../Platform/PSVita/PSVita_UIController.h"
#else
#include "../Platform/Orbis/Sentient/MinecraftTelemetry.h"
#include "../Platform/Orbis/Orbis_App.h"
#include "../Platform/Orbis/Sentient/SentientTelemetryCommon.h"
#include "../Platform/Orbis/Sentient/DynamicConfigurations.h"
#include "../Platform/Orbis/GameConfig/Minecraft.spa.h"
#include "../../Minecraft.Assets/OrbisMedia/4J_strings.h"
#include "../Platform/Orbis/XML/ATGXmlParser.h"
#include "../Platform/Windows64/Social/SocialManager.h"
#include "../Platform/Common/Audio/SoundEngine.h"
#include "../Platform/Orbis/Iggy/include/iggy.h"
#include "../Platform/Orbis/Iggy/gdraw/gdraw_orbis.h"
#include "../Platform/Orbis/Orbis_UIController.h"
#include "../Platform/Orbis/Sentient/MinecraftTelemetry.h"
#include "../Platform/Orbis/Orbis_App.h"
#include "../Platform/Orbis/Sentient/SentientTelemetryCommon.h"
#include "../Platform/Orbis/Sentient/DynamicConfigurations.h"
#include "../Platform/Orbis/GameConfig/Minecraft.spa.h"
#include "../../Minecraft.Assets/OrbisMedia/4J_strings.h"
#include "../Platform/Orbis/XML/ATGXmlParser.h"
#include "../Platform/Windows64/Social/SocialManager.h"
#include "../Platform/Common/Audio/SoundEngine.h"
#include "../Platform/Orbis/Iggy/include/iggy.h"
#include "../Platform/Orbis/Iggy/gdraw/gdraw_orbis.h"
#include "../Platform/Orbis/Orbis_UIController.h"
#endif
#ifdef _XBOX
@ -358,13 +353,11 @@ typedef XUID GameSessionUID;
#include "../Platform/Common/Telemetry/TelemetryManager.h"
#ifdef _XBOX
//#include "../Platform/Xbox/Xbox_App.h"
// #include "../Platform/Xbox/Xbox_App.h"
#elif !defined(__PS3__)
#include "extraX64client.h"
#endif
#ifdef _FINAL_BUILD
#define printf BREAKTHECOMPILE
#define wprintf BREAKTHECOMPILE

View file

@ -13,30 +13,32 @@ class FloatBuffer;
class IntBuffer;
class ByteBuffer;
void glGenTextures(IntBuffer *);
void glGenTextures(IntBuffer*);
int glGenTextures();
void glDeleteTextures(IntBuffer *);
void glDeleteTextures(IntBuffer*);
void glDeleteTextures(int);
void glLight(int, int, FloatBuffer *);
void glLightModel(int, FloatBuffer *);
void glGetFloat(int, FloatBuffer *);
void glTexGen(int, int, FloatBuffer *);
void glFog(int, FloatBuffer *);
void glTexCoordPointer(int, int, FloatBuffer *);
void glNormalPointer(int, ByteBuffer *);
void glColorPointer(int, bool, int, ByteBuffer *);
void glVertexPointer(int, int, FloatBuffer *);
void glEndList(int);
void glTexImage2D(int, int, int, int, int, int, int, int, ByteBuffer *);
void glCallLists(IntBuffer *);
void glGenQueriesARB(IntBuffer *);
void glLight(int, int, FloatBuffer*);
void glLightModel(int, FloatBuffer*);
void glGetFloat(int, FloatBuffer*);
void glTexGen(int, int, FloatBuffer*);
void glFog(int, FloatBuffer*);
void glTexCoordPointer(int, int, FloatBuffer*);
void glNormalPointer(int, ByteBuffer*);
void glColorPointer(int, bool, int, ByteBuffer*);
void glVertexPointer(int, int, FloatBuffer*);
void glEndList_4J(int vertexCount = 0);
void glTexImage2D(int, int, int, int, int, int, int, int, ByteBuffer*);
void glCallLists(IntBuffer*);
void glGenQueriesARB(IntBuffer*);
void glBeginQueryARB(int, int);
void glEndQueryARB(int);
void glGetQueryObjectuARB(int, int, IntBuffer *);
void glReadPixels(int, int, int, int, int, int, ByteBuffer *);
void glGetQueryObjectuARB(int, int, IntBuffer*);
void glReadPixels(int, int, int, int, int, int, ByteBuffer*);
void LinuxGLLogLightmapState(const char* stage, int textureId, bool scaleLight);
void LinuxLogStubLightmapProbe();
#else
const int GL_BYTE = 0;
@ -54,13 +56,9 @@ const int GL_NORMALIZE = 0;
const int GL_RESCALE_NORMAL = 0;
const int GL_SMOOTH = 0;
const int GL_FLAT = 0;
const int GL_RGBA = 0;
const int GL_BGRA = 1;
const int GL_BGR = 0;
@ -83,73 +81,73 @@ const int GL_TEXTURE1 = 0;
const int GL_TEXTURE0 = 1;
void glFlush();
void glTexGeni(int,int,int);
void glTexGen(int,int,FloatBuffer *);
void glReadPixels(int,int, int, int, int, int, ByteBuffer *);
void glTexGeni(int, int, int);
void glTexGen(int, int, FloatBuffer*);
void glReadPixels(int, int, int, int, int, int, ByteBuffer*);
void glClearDepth(double);
void glCullFace(int);
void glDeleteLists(int,int);
void glGenTextures(IntBuffer *);
void glDeleteLists(int, int);
void glGenTextures(IntBuffer*);
int glGenTextures();
int glGenLists(int);
void glLight(int, int,FloatBuffer *);
void glLightModel(int, FloatBuffer *);
void glGetFloat(int a, FloatBuffer *b);
void glLight(int, int, FloatBuffer*);
void glLightModel(int, FloatBuffer*);
void glGetFloat(int a, FloatBuffer* b);
void glTexCoordPointer(int, int, int, int);
void glTexCoordPointer(int, int, FloatBuffer *);
void glTexCoordPointer(int, int, FloatBuffer*);
void glNormalPointer(int, int, int);
void glNormalPointer(int, ByteBuffer *);
void glNormalPointer(int, ByteBuffer*);
void glEnableClientState(int);
void glDisableClientState(int);
void glColorPointer(int, bool, int, ByteBuffer *);
void glColorPointer(int, bool, int, ByteBuffer*);
void glColorPointer(int, int, int, int);
void glVertexPointer(int, int, int, int);
void glVertexPointer(int, int, FloatBuffer *);
void glDrawArrays(int,int,int);
void glTranslatef(float,float,float);
void glRotatef(float,float,float,float);
void glNewList(int,int);
void glVertexPointer(int, int, FloatBuffer*);
void glDrawArrays(int, int, int);
void glTranslatef(float, float, float);
void glRotatef(float, float, float, float);
void glNewList(int, int);
void glEndList(int vertexCount = 0);
void glCallList(int);
void glPopMatrix();
void glPushMatrix();
void glColor3f(float,float,float);
void glScalef(float,float,float);
void glMultMatrixf(float *);
void glColor4f(float,float,float,float);
void glColor3f(float, float, float);
void glScalef(float, float, float);
void glMultMatrixf(float*);
void glColor4f(float, float, float, float);
void glDisable(int);
void glEnable(int);
void glBlendFunc(int,int);
void glBlendFunc(int, int);
void glDepthMask(bool);
void glNormal3f(float,float,float);
void glNormal3f(float, float, float);
void glDepthFunc(int);
void glMatrixMode(int);
void glLoadIdentity();
void glBindTexture(int,int);
void glTexParameteri(int,int,int);
void glTexImage2D(int,int,int,int,int,int,int,int,ByteBuffer *);
void glDeleteTextures(IntBuffer *);
void glBindTexture(int, int);
void glTexParameteri(int, int, int);
void glTexImage2D(int, int, int, int, int, int, int, int, ByteBuffer*);
void glDeleteTextures(IntBuffer*);
void glDeleteTextures(int);
void glCallLists(IntBuffer *);
void glGenQueriesARB(IntBuffer *);
void glColorMask(bool,bool,bool,bool);
void glBeginQueryARB(int,int);
void glCallLists(IntBuffer*);
void glGenQueriesARB(IntBuffer*);
void glColorMask(bool, bool, bool, bool);
void glBeginQueryARB(int, int);
void glEndQueryARB(int);
void glGetQueryObjectuARB(int,int,IntBuffer *);
void glGetQueryObjectuARB(int, int, IntBuffer*);
void glShadeModel(int);
void glPolygonOffset(float,float);
void glPolygonOffset(float, float);
void glLineWidth(float);
void glScaled(double,double,double);
void gluPerspective(float,float,float,float);
void glScaled(double, double, double);
void gluPerspective(float, float, float, float);
void glClear(int);
void glViewport(int,int,int,int);
void glAlphaFunc(int,float);
void glOrtho(float,float,float,float,float,float);
void glClearColor(float,float,float,float);
void glFogi(int,int);
void glFogf(int,float);
void glFog(int,FloatBuffer *);
void glColorMaterial(int,int);
void glViewport(int, int, int, int);
void glAlphaFunc(int, float);
void glOrtho(float, float, float, float, float, float);
void glClearColor(float, float, float, float);
void glFogi(int, int);
void glFogf(int, float);
void glFog(int, FloatBuffer*);
void glColorMaterial(int, int);
void glMultiTexCoord2f(int, float, float);
void glClientActiveTexture(int);
@ -158,164 +156,150 @@ void glActiveTexture(int);
#endif
#ifdef __linux__
class GL11
{
public:
static const int GL_SMOOTH = 0x1D01;
static const int GL_FLAT = 0x1D00;
static void glShadeModel(int mode) { ::glShadeModel(mode); }
};
class GL11 {
public:
static const int GL_SMOOTH = 0x1D01;
static const int GL_FLAT = 0x1D00;
#undef glShadeModel
#define GL_SHADEMODEL_IS_FUNCTION
static void glShadeModel(int mode) { ::glShadeModel(mode); }
};
#undef GL_ARRAY_BUFFER_ARB
#undef GL_STREAM_DRAW_ARB
class ARBVertexBufferObject
{
class ARBVertexBufferObject {
public:
static const int GL_ARRAY_BUFFER_ARB = 0x8892;
static const int GL_STREAM_DRAW_ARB = 0x88E0;
static void glBindBufferARB(int, int) {}
static void glBufferDataARB(int, ByteBuffer *, int) {}
static void glGenBuffersARB(IntBuffer *) {}
static const int GL_ARRAY_BUFFER_ARB = 0x8892;
static const int GL_STREAM_DRAW_ARB = 0x88E0;
static void glBindBufferARB(int, int) {}
static void glBufferDataARB(int, ByteBuffer*, int) {}
static void glGenBuffersARB(IntBuffer*) {}
};
#else
class GL11
{
class GL11 {
public:
static const int GL_SMOOTH = 0;
static const int GL_FLAT = 0;
static void glShadeModel(int) {};
static const int GL_SMOOTH = 0;
static const int GL_FLAT = 0;
static void glShadeModel(int) {};
};
class ARBVertexBufferObject
{
class ARBVertexBufferObject {
public:
static const int GL_ARRAY_BUFFER_ARB = 0;
static const int GL_STREAM_DRAW_ARB = 0;
static void glBindBufferARB(int, int) {}
static void glBufferDataARB(int, ByteBuffer *, int) {}
static void glGenBuffersARB(IntBuffer *) {}
static const int GL_ARRAY_BUFFER_ARB = 0;
static const int GL_STREAM_DRAW_ARB = 0;
static void glBindBufferARB(int, int) {}
static void glBufferDataARB(int, ByteBuffer*, int) {}
static void glGenBuffersARB(IntBuffer*) {}
};
#endif
class Level;
class Player;
class Textures;
class Font;
class MapItemSavedData;
class Mob;
class Particles
{
class Particles {
public:
void render(float) {}
void tick() {}
void render(float) {}
void tick() {}
};
class BufferedImage;
class Graphics
{
class Graphics {
public:
void drawImage(BufferedImage *, int, int, void *) {}
void dispose() {}
void drawImage(BufferedImage*, int, int, void*) {}
void dispose() {}
};
class ZipEntry
{
};
class ZipEntry {};
class InputStream;
class File;
class ZipFile
{
class ZipFile {
public:
ZipFile(File *file) {}
InputStream *getInputStream(ZipEntry *entry) { return NULL; }
ZipEntry *getEntry(const std::wstring& name) {return NULL;}
void close() {}
ZipFile(File* file) {}
InputStream* getInputStream(ZipEntry* entry) { return NULL; }
ZipEntry* getEntry(const std::wstring& name) { return NULL; }
void close() {}
};
class ImageIO
{
class ImageIO {
public:
static BufferedImage *read(InputStream *in) { return NULL; }
static BufferedImage* read(InputStream* in) { return NULL; }
};
class Keyboard
{
class Keyboard {
public:
static void create() {}
static void destroy() {}
static bool isKeyDown(int) {return false;}
static std::wstring getKeyName(int) { return L"KEYNAME"; }
static void enableRepeatEvents(bool) {}
static const int KEY_A = 0;
static const int KEY_B = 1;
static const int KEY_C = 2;
static const int KEY_D = 3;
static const int KEY_E = 4;
static const int KEY_F = 5;
static const int KEY_G = 6;
static const int KEY_H = 7;
static const int KEY_I = 8;
static const int KEY_J = 9;
static const int KEY_K = 10;
static const int KEY_L = 11;
static const int KEY_M = 12;
static const int KEY_N = 13;
static const int KEY_O = 14;
static const int KEY_P = 15;
static const int KEY_Q = 16;
static const int KEY_R = 17;
static const int KEY_S = 18;
static const int KEY_T = 19;
static const int KEY_U = 20;
static const int KEY_V = 21;
static const int KEY_W = 22;
static const int KEY_X = 23;
static const int KEY_Y = 24;
static const int KEY_Z = 25;
static const int KEY_SPACE = 26;
static const int KEY_LSHIFT = 27;
static const int KEY_ESCAPE = 28;
static const int KEY_BACK = 29;
static const int KEY_RETURN = 30;
static const int KEY_RSHIFT = 31;
static const int KEY_UP = 32;
static const int KEY_DOWN = 33;
static const int KEY_TAB = 34;
static void create() {}
static void destroy() {}
static bool isKeyDown(int) { return false; }
static std::wstring getKeyName(int) { return L"KEYNAME"; }
static void enableRepeatEvents(bool) {}
static const int KEY_A = 0;
static const int KEY_B = 1;
static const int KEY_C = 2;
static const int KEY_D = 3;
static const int KEY_E = 4;
static const int KEY_F = 5;
static const int KEY_G = 6;
static const int KEY_H = 7;
static const int KEY_I = 8;
static const int KEY_J = 9;
static const int KEY_K = 10;
static const int KEY_L = 11;
static const int KEY_M = 12;
static const int KEY_N = 13;
static const int KEY_O = 14;
static const int KEY_P = 15;
static const int KEY_Q = 16;
static const int KEY_R = 17;
static const int KEY_S = 18;
static const int KEY_T = 19;
static const int KEY_U = 20;
static const int KEY_V = 21;
static const int KEY_W = 22;
static const int KEY_X = 23;
static const int KEY_Y = 24;
static const int KEY_Z = 25;
static const int KEY_SPACE = 26;
static const int KEY_LSHIFT = 27;
static const int KEY_ESCAPE = 28;
static const int KEY_BACK = 29;
static const int KEY_RETURN = 30;
static const int KEY_RSHIFT = 31;
static const int KEY_UP = 32;
static const int KEY_DOWN = 33;
static const int KEY_TAB = 34;
};
class Mouse
{
class Mouse {
public:
static void create() {}
static void destroy() {}
static int getX() { return 0; }
static int getY() { return 0; }
static bool isButtonDown(int) { return false; }
static void create() {}
static void destroy() {}
static int getX() { return 0; }
static int getY() { return 0; }
static bool isButtonDown(int) { return false; }
};
class Display
{
class Display {
public:
static bool isActive() {return true;}
static void update();
static void swapBuffers();
static void destroy() {}
static bool isActive() { return true; }
static void update();
static void swapBuffers();
static void destroy() {}
};
class BackgroundDownloader
{
class BackgroundDownloader {
public:
BackgroundDownloader(File workDir, Minecraft* minecraft) {}
void start() {}
void halt() {}
void forceReload() {}
BackgroundDownloader(File workDir, Minecraft* minecraft) {}
void start() {}
void halt() {}
void forceReload() {}
};
class Color
{
class Color {
public:
static int HSBtoRGB(float,float,float) {return 0;}
static int HSBtoRGB(float, float, float) { return 0; }
};

View file

@ -1,5 +1,12 @@
#include "../Platform/stdafx.h"
#include "LocalPlayer.h"
#include "UI/Screens/BeaconScreen.h"
#include "UI/Screens/BrewingStandScreen.h"
#include "UI/Screens/EnchantmentScreen.h"
#include "UI/Screens/HopperScreen.h"
#include "UI/Screens/HorseInventoryScreen.h"
#include "UI/Screens/MerchantScreen.h"
#include "UI/Screens/RepairScreen.h"
#include "User.h"
#include "../Input/Input.h"
#include "../GameState/StatsCounter.h"
@ -245,10 +252,10 @@ void LocalPlayer::aiStep() {
if (ySlideOffset < 0.2f) ySlideOffset = 0.2f;
}
checkInTile(x - bbWidth * 0.35, bb->y0 + 0.5, z + bbWidth * 0.35);
checkInTile(x - bbWidth * 0.35, bb->y0 + 0.5, z - bbWidth * 0.35);
checkInTile(x + bbWidth * 0.35, bb->y0 + 0.5, z - bbWidth * 0.35);
checkInTile(x + bbWidth * 0.35, bb->y0 + 0.5, z + bbWidth * 0.35);
checkInTile(x - bbWidth * 0.35, bb.y0 + 0.5, z + bbWidth * 0.35);
checkInTile(x - bbWidth * 0.35, bb.y0 + 0.5, z - bbWidth * 0.35);
checkInTile(x + bbWidth * 0.35, bb.y0 + 0.5, z - bbWidth * 0.35);
checkInTile(x + bbWidth * 0.35, bb.y0 + 0.5, z + bbWidth * 0.35);
bool enoughFoodToSprint =
getFoodData()->getFoodLevel() >
@ -404,25 +411,25 @@ void LocalPlayer::aiStep() {
if (abilities.flying) // minecraft->options->isFlying )
{
Vec3* viewVector = getViewVector(1.0f);
Vec3 viewVector = getViewVector(1.0f);
// 4J-PB - To let the player build easily while flying, we need to
// change this
#ifdef _DEBUG_MENUS_ENABLED
if (abilities.debugflying) {
flyX = (float)viewVector->x * input->ya;
flyY = (float)viewVector->y * input->ya;
flyZ = (float)viewVector->z * input->ya;
flyX = (float)viewVector.x * input->ya;
flyY = (float)viewVector.y * input->ya;
flyZ = (float)viewVector.z * input->ya;
} else
#endif
{
if (isSprinting()) {
// Accelrate up to full speed if we are sprinting, moving in the
// direction of the view vector
flyX = (float)viewVector->x * input->ya;
flyY = (float)viewVector->y * input->ya;
flyZ = (float)viewVector->z * input->ya;
flyX = (float)viewVector.x * input->ya;
flyY = (float)viewVector.y * input->ya;
flyZ = (float)viewVector.z * input->ya;
float scale = ((float)(SPRINT_DURATION - sprintTime)) / 10.0f;
scale = scale * scale;
@ -550,7 +557,8 @@ void LocalPlayer::closeContainer() {
void LocalPlayer::openTextEdit(std::shared_ptr<TileEntity> tileEntity) {
#ifdef ENABLE_JAVA_GUIS
if (tileEntity->GetType() == eTYPE_SIGNTILEENTITY) {
minecraft->setScreen(new TextEditScreen(std::dynamic_pointer_cast<SignTileEntity>(tileEntity)));
minecraft->setScreen(new TextEditScreen(
std::dynamic_pointer_cast<SignTileEntity>(tileEntity)));
bool success = true;
}
#else
@ -583,25 +591,36 @@ bool LocalPlayer::openContainer(std::shared_ptr<Container> container) {
}
bool LocalPlayer::openHopper(std::shared_ptr<HopperTileEntity> container) {
// minecraft->setScreen(new HopperScreen(inventory, container));
#ifdef ENABLE_JAVA_GUIS
minecraft->setScreen(new HopperScreen(inventory, container));
bool success = true;
#else
bool success = app.LoadHopperMenu(GetXboxPad(), inventory, container);
if (success) ui.PlayUISFX(eSFX_Press);
#endif
return success;
}
bool LocalPlayer::openHopper(std::shared_ptr<MinecartHopper> container) {
// minecraft->setScreen(new HopperScreen(inventory, container));
#ifdef ENABLE_JAVA_GUIS
minecraft->setScreen(new HopperScreen(inventory, container));
bool success = true;
#else
bool success = app.LoadHopperMenu(GetXboxPad(), inventory, container);
if (success) ui.PlayUISFX(eSFX_Press);
#endif
return success;
}
bool LocalPlayer::openHorseInventory(std::shared_ptr<EntityHorse> horse,
std::shared_ptr<Container> container) {
// minecraft->setScreen(new HorseInventoryScreen(inventory, container,
// horse));
#ifdef ENABLE_JAVA_GUIS
minecraft->setScreen(new HorseInventoryScreen(inventory, container, horse));
bool success = true;
#else
bool success = app.LoadHorseMenu(GetXboxPad(), inventory, container, horse);
if (success) ui.PlayUISFX(eSFX_Press);
#endif
return success;
}
@ -630,17 +649,20 @@ bool LocalPlayer::openFireworks(int x, int y, int z) {
bool LocalPlayer::startEnchanting(int x, int y, int z,
const std::wstring& name) {
#ifdef ENABLE_JAVA_GUIS
minecraft->setScreen(new EnchantmentScreen(inventory, level, x, y, z));
bool success = true;
#else
bool success =
app.LoadEnchantingMenu(GetXboxPad(), inventory, x, y, z, level, name);
if (success) ui.PlayUISFX(eSFX_Press);
// minecraft.setScreen(new EnchantmentScreen(inventory, level, x, y, z));
#endif
return success;
}
bool LocalPlayer::startRepairing(int x, int y, int z) {
#ifdef ENABLE_JAVA_GUIS
// minecraft.setScreen(new RepairScreen(inventory, level, x, y, z));
// FUCK YOU 4J FIRST AND FOREMOST
minecraft->setScreen(new RepairScreen(inventory, level, x, y, z));
bool success = true;
#else
bool success =
@ -663,33 +685,49 @@ bool LocalPlayer::openFurnace(std::shared_ptr<FurnaceTileEntity> furnace) {
bool LocalPlayer::openBrewingStand(
std::shared_ptr<BrewingStandTileEntity> brewingStand) {
#ifdef ENABLE_JAVA_GUIS
minecraft->setScreen(new BrewingStandScreen(inventory, brewingStand));
bool success = true;
#else
bool success =
app.LoadBrewingStandMenu(GetXboxPad(), inventory, brewingStand);
if (success) ui.PlayUISFX(eSFX_Press);
// minecraft.setScreen(new BrewingStandScreen(inventory, brewingStand));
#endif
return success;
}
bool LocalPlayer::openBeacon(std::shared_ptr<BeaconTileEntity> beacon) {
// minecraft->setScreen(new BeaconScreen(inventory, beacon));
#ifdef ENABLE_JAVA_GUIS
minecraft->setScreen(new BeaconScreen(inventory, beacon));
bool success = true;
#else
bool success = app.LoadBeaconMenu(GetXboxPad(), inventory, beacon);
if (success) ui.PlayUISFX(eSFX_Press);
#endif
return success;
}
bool LocalPlayer::openTrap(std::shared_ptr<DispenserTileEntity> trap) {
#ifdef ENABLE_JAVA_GUIS
minecraft->setScreen(new TrapScreen(inventory, trap));
bool success = true;
#else
bool success = app.LoadTrapMenu(GetXboxPad(), inventory, trap);
if (success) ui.PlayUISFX(eSFX_Press);
// minecraft->setScreen(new TrapScreen(inventory, trap));
#endif
return success;
}
bool LocalPlayer::openTrading(std::shared_ptr<Merchant> traderTarget,
const std::wstring& name) {
#ifdef ENABLE_JAVA_GUIS
minecraft->setScreen(new MerchantScreen(inventory, traderTarget, level));
bool success = true;
#else
bool success =
app.LoadTradingMenu(GetXboxPad(), inventory, traderTarget, level, name);
if (success) ui.PlayUISFX(eSFX_Press);
// minecraft.setScreen(new MerchantScreen(inventory, traderTarget, level));
#endif
return success;
}
@ -782,8 +820,7 @@ void LocalPlayer::awardStat(Stat* stat, byteArray param) {
// storage device, so needs a primary player, and the player may not
// have been a primary player when they first 'got' the award so let the
// award manager figure it out
if (!minecraft->stats[m_iPad]->hasTaken(ach))
{
if (!minecraft->stats[m_iPad]->hasTaken(ach)) {
// 4J-PB - Don't display the java popup
#ifdef ENABLE_JAVA_GUIS
minecraft->achievementPopup->popup(ach);
@ -1506,7 +1543,7 @@ bool LocalPlayer::handleMouseClick(int button) {
bool usedItem = false;
if (minecraft->gameMode->useItemOn(
minecraft->localplayers[GetXboxPad()], level, item, x, y, z,
face, minecraft->hitResult->pos, false, &usedItem)) {
face, &minecraft->hitResult->pos, false, &usedItem)) {
// Presume that if we actually used the held item, then we've
// placed it
if (usedItem) {

View file

@ -140,7 +140,7 @@ void MultiplayerLocalPlayer::sendPosition() {
}
double xdd = x - xLast;
double ydd1 = bb->y0 - yLast1;
double ydd1 = bb.y0 - yLast1;
double zdd = z - zLast;
double rydd = yRot - yRotLast;
@ -158,11 +158,11 @@ void MultiplayerLocalPlayer::sendPosition() {
if (move && rot) {
connection->send(
std::shared_ptr<MovePlayerPacket>(new MovePlayerPacket::PosRot(
x, bb->y0, y, z, yRot, xRot, onGround, abilities.flying)));
x, bb.y0, y, z, yRot, xRot, onGround, abilities.flying)));
} else if (move) {
connection->send(
std::shared_ptr<MovePlayerPacket>(new MovePlayerPacket::Pos(
x, bb->y0, y, z, onGround, abilities.flying)));
x, bb.y0, y, z, onGround, abilities.flying)));
} else if (rot) {
connection->send(
std::shared_ptr<MovePlayerPacket>(new MovePlayerPacket::Rot(
@ -178,7 +178,7 @@ void MultiplayerLocalPlayer::sendPosition() {
if (move) {
xLast = x;
yLast1 = bb->y0;
yLast1 = bb.y0;
yLast2 = y;
zLast = z;
positionReminder = 0;

View file

@ -91,10 +91,11 @@ zPlayerOffs = position->get(2);
TilePos* Camera::getCameraTilePos(std::shared_ptr<LivingEntity> player,
double alpha) {
return new TilePos(getCameraPos(player, alpha));
Vec3 cam_pos = getCameraPos(player, alpha);
return new TilePos(&cam_pos);
}
Vec3* Camera::getCameraPos(std::shared_ptr<LivingEntity> player, double alpha) {
Vec3 Camera::getCameraPos(std::shared_ptr<LivingEntity> player, double alpha) {
double xx = player->xo + (player->x - player->xo) * alpha;
double yy =
player->yo + (player->y - player->yo) * alpha + player->getHeadHeight();
@ -104,21 +105,21 @@ Vec3* Camera::getCameraPos(std::shared_ptr<LivingEntity> player, double alpha) {
double yt = yy + Camera::yPlayerOffs * 1;
double zt = zz + Camera::zPlayerOffs * 1;
return Vec3::newTemp(xt, yt, zt);
return Vec3(xt, yt, zt);
}
int Camera::getBlockAt(Level* level, std::shared_ptr<LivingEntity> player,
float alpha) {
Vec3* p = Camera::getCameraPos(player, alpha);
TilePos tp = TilePos(p);
Vec3 p = Camera::getCameraPos(player, alpha);
TilePos tp = TilePos(&p);
int t = level->getTile(tp.x, tp.y, tp.z);
if (t != 0 && Tile::tiles[t]->material->isLiquid()) {
float hh =
LiquidTile::getHeight(level->getData(tp.x, tp.y, tp.z)) - 1 / 9.0f;
float h = tp.y + 1 - hh;
if (p->y >= h) {
if (p.y >= h) {
t = level->getTile(tp.x, tp.y + 1, tp.z);
}
}
return t;
}
}

View file

@ -26,8 +26,8 @@ public:
static TilePos* getCameraTilePos(std::shared_ptr<LivingEntity> player,
double alpha);
static Vec3* getCameraPos(std::shared_ptr<LivingEntity> player,
double alpha);
static Vec3 getCameraPos(std::shared_ptr<LivingEntity> player,
double alpha);
static int getBlockAt(Level* level, std::shared_ptr<LivingEntity> player,
float alpha);
};
};

View file

@ -7,6 +7,8 @@
#include "../../Minecraft.World/Headers/net.minecraft.world.level.tile.h"
#include "../../Minecraft.World/Headers/net.minecraft.world.level.tile.entity.h"
#include "LevelRenderer.h"
#include "../Utils/FrameProfiler.h"
#include <unordered_set>
#ifdef __PS3__
#include "../Platform/PS3/SPU_Tasks/ChunkUpdate/ChunkRebuildData.h"
@ -35,6 +37,66 @@ Tesselator* Chunk::t = Tesselator::getInstance();
#endif
LevelRenderer* Chunk::levelRenderer;
void Chunk::reconcileRenderableTileEntities(
const std::vector<std::shared_ptr<TileEntity> >& renderableTileEntities) {
int key =
levelRenderer->getGlobalIndexForChunk(this->x, this->y, this->z, level);
AUTO_VAR(it, globalRenderableTileEntities->find(key));
if (!renderableTileEntities.empty()) {
std::unordered_set<TileEntity*> currentRenderableTileEntitySet;
currentRenderableTileEntitySet.reserve(renderableTileEntities.size());
for (size_t i = 0; i < renderableTileEntities.size(); i++) {
currentRenderableTileEntitySet.insert(renderableTileEntities[i].get());
}
if (it != globalRenderableTileEntities->end()) {
LevelRenderer::RenderableTileEntityBucket& existingBucket =
it->second;
for (AUTO_VAR(it2, existingBucket.tiles.begin());
it2 != existingBucket.tiles.end(); it2++) {
TileEntity* tileEntity = (*it2).get();
if (currentRenderableTileEntitySet.find(tileEntity) ==
currentRenderableTileEntitySet.end()) {
(*it2)->setRenderRemoveStage(
TileEntity::e_RenderRemoveStageFlaggedAtChunk);
levelRenderer->queueRenderableTileEntityForRemoval_Locked(
key, tileEntity);
} else {
(*it2)->setRenderRemoveStage(
TileEntity::e_RenderRemoveStageKeep);
}
}
for (size_t i = 0; i < renderableTileEntities.size(); i++) {
renderableTileEntities[i]->setRenderRemoveStage(
TileEntity::e_RenderRemoveStageKeep);
if (existingBucket.indexByTile.find(renderableTileEntities[i].get()) ==
existingBucket.indexByTile.end()) {
levelRenderer->addRenderableTileEntity_Locked(
key, renderableTileEntities[i]);
}
}
} else {
for (size_t i = 0; i < renderableTileEntities.size(); i++) {
renderableTileEntities[i]->setRenderRemoveStage(
TileEntity::e_RenderRemoveStageKeep);
levelRenderer->addRenderableTileEntity_Locked(
key, renderableTileEntities[i]);
}
}
} else if (it != globalRenderableTileEntities->end()) {
for (AUTO_VAR(it2, it->second.tiles.begin());
it2 != it->second.tiles.end();
it2++) {
(*it2)->setRenderRemoveStage(
TileEntity::e_RenderRemoveStageFlaggedAtChunk);
levelRenderer->queueRenderableTileEntityForRemoval_Locked(key,
(*it2).get());
}
}
}
// TODO - 4J see how input entity vector is set up and decide what way is best
// to pass this to the function
Chunk::Chunk(Level* level, LevelRenderer::rteMap& globalRenderableTileEntities,
@ -43,7 +105,8 @@ Chunk::Chunk(Level* level, LevelRenderer::rteMap& globalRenderableTileEntities,
: globalRenderableTileEntities(&globalRenderableTileEntities),
globalRenderableTileEntities_cs(&globalRenderableTileEntities_cs) {
clipChunk->visible = false;
bb = NULL;
const double g = 6;
bb = AABB(-g, -g, -g, XZSIZE + g, SIZE + g, XZSIZE + g);
id = 0;
this->level = level;
@ -71,6 +134,7 @@ void Chunk::setPos(int x, int y, int z) {
clipChunk->globalIdx =
LevelRenderer::getGlobalIndexForChunk(x, y, z, level);
levelRenderer->setGlobalChunkConnectivity(clipChunk->globalIdx, ~0ULL);
#if 1
// 4J - we're not using offsetted renderlists anymore, so just set the full
@ -92,21 +156,13 @@ void Chunk::setPos(int x, int y, int z) {
#endif
float g = 6.0f;
// 4J - changed to just set the value rather than make a new one, if we've
// already created storage
if (bb == NULL) {
bb = AABB::newPermanent(-g, -g, -g, XZSIZE + g, SIZE + g, XZSIZE + g);
} else {
// 4J MGH - bounds are relative to the position now, so the AABB will be
// setup already, either above, or from the tesselator bounds.
// bb->set(-g, -g, -g, SIZE+g, SIZE+g, SIZE+g);
}
clipChunk->aabb[0] = bb->x0 + x;
clipChunk->aabb[1] = bb->y0 + y;
clipChunk->aabb[2] = bb->z0 + z;
clipChunk->aabb[3] = bb->x1 + x;
clipChunk->aabb[4] = bb->y1 + y;
clipChunk->aabb[5] = bb->z1 + z;
clipChunk->aabb[0] = bb.x0 + x;
clipChunk->aabb[1] = bb.y0 + y;
clipChunk->aabb[2] = bb.z0 + z;
clipChunk->aabb[3] = bb.x1 + x;
clipChunk->aabb[4] = bb.y1 + y;
clipChunk->aabb[5] = bb.z1 + z;
assigned = true;
@ -259,94 +315,97 @@ void Chunk::rebuild() {
// into this category. By far the largest category of these are tiles in
// solid regions of rock.
bool empty = true;
for (int yy = y0; yy < y1; yy++) {
for (int zz = 0; zz < 16; zz++) {
for (int xx = 0; xx < 16; xx++) {
// 4J Stu - tile data is ordered in 128 blocks of full width,
// lower 128 then upper 128
int indexY = yy;
int offset = 0;
if (indexY >= Level::COMPRESSED_CHUNK_SECTION_HEIGHT) {
indexY -= Level::COMPRESSED_CHUNK_SECTION_HEIGHT;
offset = Level::COMPRESSED_CHUNK_SECTION_TILES;
}
unsigned char tileId =
tileIds[offset + (((xx + 0) << 11) | ((zz + 0) << 7) |
(indexY + 0))];
if (tileId > 0) empty = false;
// Don't bother trying to work out neighbours for this tile if
// we are at the edge of the chunk - apart from the very bottom
// of the world where we shouldn't ever be able to see
if (yy == (Level::maxBuildHeight - 1)) continue;
if ((xx == 0) || (xx == 15)) continue;
if ((zz == 0) || (zz == 15)) continue;
// Establish whether this tile and its neighbours are all made
// of rock, dirt, unbreakable tiles, or have already been
// determined to meet this criteria themselves and have a tile
// of 255 set.
if (!((tileId == Tile::stone_Id) || (tileId == Tile::dirt_Id) ||
(tileId == Tile::unbreakable_Id) || (tileId == 255)))
continue;
tileId = tileIds[offset + (((xx - 1) << 11) | ((zz + 0) << 7) |
(indexY + 0))];
if (!((tileId == Tile::stone_Id) || (tileId == Tile::dirt_Id) ||
(tileId == Tile::unbreakable_Id) || (tileId == 255)))
continue;
tileId = tileIds[offset + (((xx + 1) << 11) | ((zz + 0) << 7) |
(indexY + 0))];
if (!((tileId == Tile::stone_Id) || (tileId == Tile::dirt_Id) ||
(tileId == Tile::unbreakable_Id) || (tileId == 255)))
continue;
tileId = tileIds[offset + (((xx + 0) << 11) | ((zz - 1) << 7) |
(indexY + 0))];
if (!((tileId == Tile::stone_Id) || (tileId == Tile::dirt_Id) ||
(tileId == Tile::unbreakable_Id) || (tileId == 255)))
continue;
tileId = tileIds[offset + (((xx + 0) << 11) | ((zz + 1) << 7) |
(indexY + 0))];
if (!((tileId == Tile::stone_Id) || (tileId == Tile::dirt_Id) ||
(tileId == Tile::unbreakable_Id) || (tileId == 255)))
continue;
// Treat the bottom of the world differently - we shouldn't ever
// be able to look up at this, so consider tiles as invisible if
// they are surrounded on sides other than the bottom
if (yy > 0) {
int indexYMinusOne = yy - 1;
int yMinusOneOffset = 0;
if (indexYMinusOne >=
Level::COMPRESSED_CHUNK_SECTION_HEIGHT) {
indexYMinusOne -=
Level::COMPRESSED_CHUNK_SECTION_HEIGHT;
yMinusOneOffset = Level::COMPRESSED_CHUNK_SECTION_TILES;
{
FRAME_PROFILE_SCOPE(ChunkPrepass);
for (int yy = y0; yy < y1; yy++) {
for (int zz = 0; zz < 16; zz++) {
for (int xx = 0; xx < 16; xx++) {
// 4J Stu - tile data is ordered in 128 blocks of full width,
// lower 128 then upper 128
int indexY = yy;
int offset = 0;
if (indexY >= Level::COMPRESSED_CHUNK_SECTION_HEIGHT) {
indexY -= Level::COMPRESSED_CHUNK_SECTION_HEIGHT;
offset = Level::COMPRESSED_CHUNK_SECTION_TILES;
}
tileId = tileIds[yMinusOneOffset + (((xx + 0) << 11) |
((zz + 0) << 7) |
indexYMinusOne)];
if (!((tileId == Tile::stone_Id) ||
(tileId == Tile::dirt_Id) ||
unsigned char tileId =
tileIds[offset + (((xx + 0) << 11) | ((zz + 0) << 7) |
(indexY + 0))];
if (tileId > 0) empty = false;
// Don't bother trying to work out neighbours for this tile if
// we are at the edge of the chunk - apart from the very bottom
// of the world where we shouldn't ever be able to see
if (yy == (Level::maxBuildHeight - 1)) continue;
if ((xx == 0) || (xx == 15)) continue;
if ((zz == 0) || (zz == 15)) continue;
// Establish whether this tile and its neighbours are all made
// of rock, dirt, unbreakable tiles, or have already been
// determined to meet this criteria themselves and have a tile
// of 255 set.
if (!((tileId == Tile::stone_Id) || (tileId == Tile::dirt_Id) ||
(tileId == Tile::unbreakable_Id) || (tileId == 255)))
continue;
tileId = tileIds[offset + (((xx - 1) << 11) | ((zz + 0) << 7) |
(indexY + 0))];
if (!((tileId == Tile::stone_Id) || (tileId == Tile::dirt_Id) ||
(tileId == Tile::unbreakable_Id) || (tileId == 255)))
continue;
tileId = tileIds[offset + (((xx + 1) << 11) | ((zz + 0) << 7) |
(indexY + 0))];
if (!((tileId == Tile::stone_Id) || (tileId == Tile::dirt_Id) ||
(tileId == Tile::unbreakable_Id) || (tileId == 255)))
continue;
tileId = tileIds[offset + (((xx + 0) << 11) | ((zz - 1) << 7) |
(indexY + 0))];
if (!((tileId == Tile::stone_Id) || (tileId == Tile::dirt_Id) ||
(tileId == Tile::unbreakable_Id) || (tileId == 255)))
continue;
tileId = tileIds[offset + (((xx + 0) << 11) | ((zz + 1) << 7) |
(indexY + 0))];
if (!((tileId == Tile::stone_Id) || (tileId == Tile::dirt_Id) ||
(tileId == Tile::unbreakable_Id) || (tileId == 255)))
continue;
// Treat the bottom of the world differently - we shouldn't ever
// be able to look up at this, so consider tiles as invisible if
// they are surrounded on sides other than the bottom
if (yy > 0) {
int indexYMinusOne = yy - 1;
int yMinusOneOffset = 0;
if (indexYMinusOne >=
Level::COMPRESSED_CHUNK_SECTION_HEIGHT) {
indexYMinusOne -=
Level::COMPRESSED_CHUNK_SECTION_HEIGHT;
yMinusOneOffset = Level::COMPRESSED_CHUNK_SECTION_TILES;
}
tileId = tileIds[yMinusOneOffset + (((xx + 0) << 11) |
((zz + 0) << 7) |
indexYMinusOne)];
if (!((tileId == Tile::stone_Id) ||
(tileId == Tile::dirt_Id) ||
(tileId == Tile::unbreakable_Id) || (tileId == 255)))
continue;
}
int indexYPlusOne = yy + 1;
int yPlusOneOffset = 0;
if (indexYPlusOne >= Level::COMPRESSED_CHUNK_SECTION_HEIGHT) {
indexYPlusOne -= Level::COMPRESSED_CHUNK_SECTION_HEIGHT;
yPlusOneOffset = Level::COMPRESSED_CHUNK_SECTION_TILES;
}
tileId =
tileIds[yPlusOneOffset + (((xx + 0) << 11) |
((zz + 0) << 7) | indexYPlusOne)];
if (!((tileId == Tile::stone_Id) || (tileId == Tile::dirt_Id) ||
(tileId == Tile::unbreakable_Id) || (tileId == 255)))
continue;
}
int indexYPlusOne = yy + 1;
int yPlusOneOffset = 0;
if (indexYPlusOne >= Level::COMPRESSED_CHUNK_SECTION_HEIGHT) {
indexYPlusOne -= Level::COMPRESSED_CHUNK_SECTION_HEIGHT;
yPlusOneOffset = Level::COMPRESSED_CHUNK_SECTION_TILES;
}
tileId =
tileIds[yPlusOneOffset + (((xx + 0) << 11) |
((zz + 0) << 7) | indexYPlusOne)];
if (!((tileId == Tile::stone_Id) || (tileId == Tile::dirt_Id) ||
(tileId == Tile::unbreakable_Id) || (tileId == 255)))
continue;
// This tile is surrounded. Flag it as not requiring to be
// rendered by setting its id to 255.
tileIds[offset + (((xx + 0) << 11) | ((zz + 0) << 7) |
(indexY + 0))] = 0xff;
// This tile is surrounded. Flag it as not requiring to be
// rendered by setting its id to 255.
tileIds[offset + (((xx + 0) << 11) | ((zz + 0) << 7) |
(indexY + 0))] = 0xff;
}
}
}
}
@ -361,6 +420,12 @@ void Chunk::rebuild() {
RenderManager.CBuffClear(lists + currentLayer);
}
int globalIdx = levelRenderer->getGlobalIndexForChunk(this->x, this->y,
this->z, level);
levelRenderer->setGlobalChunkConnectivity(globalIdx, ~0ULL);
levelRenderer->setGlobalChunkFlag(this->x, this->y, this->z, level,
LevelRenderer::CHUNK_FLAG_COMPILED);
delete region;
delete tileRenderer;
return;
@ -417,20 +482,8 @@ void Chunk::rebuild() {
MemSect(31);
glNewList(lists + currentLayer, GL_COMPILE);
MemSect(0);
glPushMatrix();
glDepthMask(true); // 4J added
t->useCompactVertices(true); // 4J added
translateToPos();
float ss = 1.000001f;
// 4J - have removed this scale as I don't think we
// should need it, and have now optimised the vertex
// shader so it doesn't do anything other than
// translate with this matrix anyway
#if 0
glTranslatef(-zs / 2.0f, -ys / 2.0f, -zs / 2.0f);
glScalef(ss, ss, ss);
glTranslatef(zs / 2.0f, ys / 2.0f, zs / 2.0f);
#endif
t->begin();
t->offset((float)(-this->x), (float)(-this->y),
(float)(-this->z));
@ -478,7 +531,6 @@ void Chunk::rebuild() {
#endif
t->end();
bounds.addBounds(t->bounds); // 4J MGH - added
glPopMatrix();
glEndList();
t->useCompactVertices(false); // 4J added
t->offset(0, 0, 0);
@ -508,11 +560,13 @@ void Chunk::rebuild() {
// 4J MGH - added this to take the bound from the value calc'd in the
// tesselator
if (bb) {
bb->set(bounds.boundingBox[0], bounds.boundingBox[1],
bounds.boundingBox[2], bounds.boundingBox[3],
bounds.boundingBox[4], bounds.boundingBox[5]);
}
bb = {bounds.boundingBox[0], bounds.boundingBox[1], bounds.boundingBox[2],
bounds.boundingBox[3], bounds.boundingBox[4], bounds.boundingBox[5]};
uint64_t conn = computeConnectivity(tileIds); // pass tileIds
int globalIdx =
levelRenderer->getGlobalIndexForChunk(this->x, this->y, this->z, level);
levelRenderer->setGlobalChunkConnectivity(globalIdx, conn);
delete tileRenderer;
delete region;
@ -526,57 +580,8 @@ void Chunk::rebuild() {
// from the dimension and chunk position (using same index as is used for
// global flags)
#if 1
int key =
levelRenderer->getGlobalIndexForChunk(this->x, this->y, this->z, level);
EnterCriticalSection(globalRenderableTileEntities_cs);
if (renderableTileEntities.size()) {
AUTO_VAR(it, globalRenderableTileEntities->find(key));
if (it != globalRenderableTileEntities->end()) {
// We've got some renderable tile entities that we want associated
// with this chunk, and an existing list of things that used to be.
// We need to flag any that we don't need any more to be removed,
// keep those that we do, and add any new ones
// First pass - flag everything already existing to be removed
for (AUTO_VAR(it2, it->second.begin()); it2 != it->second.end();
it2++) {
(*it2)->setRenderRemoveStage(
TileEntity::e_RenderRemoveStageFlaggedAtChunk);
}
// Now go through the current list. If these are already in the
// list, then unflag the remove flag. If they aren't, then add
for (int i = 0; i < renderableTileEntities.size(); i++) {
AUTO_VAR(it2, find(it->second.begin(), it->second.end(),
renderableTileEntities[i]));
if (it2 == it->second.end()) {
(*globalRenderableTileEntities)[key].push_back(
renderableTileEntities[i]);
} else {
(*it2)->setRenderRemoveStage(
TileEntity::e_RenderRemoveStageKeep);
}
}
} else {
// Easy case - nothing already existing for this chunk. Add them all
// in.
for (int i = 0; i < renderableTileEntities.size(); i++) {
(*globalRenderableTileEntities)[key].push_back(
renderableTileEntities[i]);
}
}
} else {
// Another easy case - we don't want any renderable tile entities
// associated with this chunk. Flag all to be removed.
AUTO_VAR(it, globalRenderableTileEntities->find(key));
if (it != globalRenderableTileEntities->end()) {
for (AUTO_VAR(it2, it->second.begin()); it2 != it->second.end();
it2++) {
(*it2)->setRenderRemoveStage(
TileEntity::e_RenderRemoveStageFlaggedAtChunk);
}
}
}
reconcileRenderableTileEntities(renderableTileEntities);
LeaveCriticalSection(globalRenderableTileEntities_cs);
PIXEndNamedEvent();
#else
@ -744,19 +749,8 @@ void Chunk::rebuild_SPU() {
{
glNewList(lists + currentLayer, GL_COMPILE);
MemSect(0);
glPushMatrix();
glDepthMask(true); // 4J added
t->useCompactVertices(true); // 4J added
translateToPos();
float ss = 1.000001f;
// 4J - have removed this scale as I don't think we should need it,
// and have now optimised the vertex shader so it doesn't do
// anything other than translate with this matrix anyway
#if 0
glTranslatef(-zs / 2.0f, -ys / 2.0f, -zs / 2.0f);
glScalef(ss, ss, ss);
glTranslatef(zs / 2.0f, ys / 2.0f, zs / 2.0f);
#endif
t->begin();
t->offset((float)(-this->x), (float)(-this->y), (float)(-this->z));
}
@ -786,7 +780,7 @@ void Chunk::rebuild_SPU() {
if (currentLayer == 0 &&
Tile::tiles[tileId]->isEntityTile()) {
std::shared_ptr<TileEntity> et =
region.getTileEntity(x, y, z);
region->getTileEntity(x, y, z);
if (TileEntityRenderDispatcher::instance
->hasRenderer(et)) {
renderableTileEntities.push_back(et);
@ -804,7 +798,7 @@ void Chunk::rebuild_SPU() {
} else if (renderLayer == currentLayer) {
// if(currentLayer == 0)
// numRenderedLayer0++;
rendered |= tileRenderer.tesselateInWorld(
rendered |= tileRenderer->tesselateInWorld(
tile, x, y, z);
}
}
@ -816,7 +810,6 @@ void Chunk::rebuild_SPU() {
{
t->end();
bounds.addBounds(t->bounds);
glPopMatrix();
glEndList();
t->useCompactVertices(false); // 4J added
t->offset(0, 0, 0);
@ -850,57 +843,8 @@ void Chunk::rebuild_SPU() {
// from the dimension and chunk position (using same index as is used for
// global flags)
#if 1
int key =
levelRenderer->getGlobalIndexForChunk(this->x, this->y, this->z, level);
EnterCriticalSection(globalRenderableTileEntities_cs);
if (renderableTileEntities.size()) {
AUTO_VAR(it, globalRenderableTileEntities->find(key));
if (it != globalRenderableTileEntities->end()) {
// We've got some renderable tile entities that we want associated
// with this chunk, and an existing list of things that used to be.
// We need to flag any that we don't need any more to be removed,
// keep those that we do, and add any new ones
// First pass - flag everything already existing to be removed
for (AUTO_VAR(it2, it->second.begin()); it2 != it->second.end();
it2++) {
(*it2)->setRenderRemoveStage(
TileEntity::e_RenderRemoveStageFlaggedAtChunk);
}
// Now go through the current list. If these are already in the
// list, then unflag the remove flag. If they aren't, then add
for (int i = 0; i < renderableTileEntities.size(); i++) {
AUTO_VAR(it2, find(it->second.begin(), it->second.end(),
renderableTileEntities[i]));
if (it2 == it->second.end()) {
(*globalRenderableTileEntities)[key].push_back(
renderableTileEntities[i]);
} else {
(*it2)->setRenderRemoveStage(
TileEntity::e_RenderRemoveStageKeep);
}
}
} else {
// Easy case - nothing already existing for this chunk. Add them all
// in.
for (int i = 0; i < renderableTileEntities.size(); i++) {
(*globalRenderableTileEntities)[key].push_back(
renderableTileEntities[i]);
}
}
} else {
// Another easy case - we don't want any renderable tile entities
// associated with this chunk. Flag all to be removed.
AUTO_VAR(it, globalRenderableTileEntities->find(key));
if (it != globalRenderableTileEntities->end()) {
for (AUTO_VAR(it2, it->second.begin()); it2 != it->second.end();
it2++) {
(*it2)->setRenderRemoveStage(
TileEntity::e_RenderRemoveStageFlaggedAtChunk);
}
}
}
reconcileRenderableTileEntities(renderableTileEntities);
LeaveCriticalSection(globalRenderableTileEntities_cs);
#else
// Find the removed ones:
@ -989,17 +933,157 @@ float Chunk::squishedDistanceToSqr(std::shared_ptr<Entity> player) {
return xd * xd + yd * yd + zd * zd;
}
uint64_t Chunk::computeConnectivity(const uint8_t* tileIds) {
const int W = 16;
const int H = 16;
const int VOLUME = W * H * W;
auto idx = [&](int x, int y, int z) -> int {
return y * W * W + z * W + x;
};
auto isOpen = [&](int lx, int ly, int lz) -> bool {
int worldY = this->y + ly;
int offset = 0;
int indexY = worldY;
if (indexY >= Level::COMPRESSED_CHUNK_SECTION_HEIGHT) {
indexY -= Level::COMPRESSED_CHUNK_SECTION_HEIGHT;
offset = Level::COMPRESSED_CHUNK_SECTION_TILES;
}
uint8_t tileId = tileIds[offset + ((lx << 11) | (lz << 7) | indexY)];
if (tileId == 0) return true; // air
if (tileId == 0xFF) return false; // hidden tile (yeah)
Tile* t = Tile::tiles[tileId];
return (t == nullptr) || !t->isSolidRender();
};
uint8_t visited[6][512];
memset(visited, 0, sizeof(visited));
static const int FX[6] = {1, -1, 0, 0, 0, 0};
static const int FY[6] = {0, 0, 1, -1, 0, 0};
static const int FZ[6] = {0, 0, 0, 0, 1, -1};
struct Cell {
int8_t x, y, z;
};
static thread_local std::vector<Cell> queue;
uint64_t result = 0;
for (int entryFace = 0; entryFace < 6; entryFace++) {
uint8_t* vis = visited[entryFace];
queue.clear();
int x0s, x1s, y0s, y1s, z0s, z1s;
switch (entryFace) {
case 0:
x0s = W - 1;
x1s = W - 1;
y0s = 0;
y1s = H - 1;
z0s = 0;
z1s = W - 1;
break; // +X
case 1:
x0s = 0;
x1s = 0;
y0s = 0;
y1s = H - 1;
z0s = 0;
z1s = W - 1;
break; // -X
case 2:
x0s = 0;
x1s = W - 1;
y0s = H - 1;
y1s = H - 1;
z0s = 0;
z1s = W - 1;
break; // +Y
case 3:
x0s = 0;
x1s = W - 1;
y0s = 0;
y1s = 0;
z0s = 0;
z1s = W - 1;
break; // -Y
case 4:
x0s = 0;
x1s = W - 1;
y0s = 0;
y1s = H - 1;
z0s = W - 1;
z1s = W - 1;
break; // +Z
case 5:
x0s = 0;
x1s = W - 1;
y0s = 0;
y1s = H - 1;
z0s = 0;
z1s = 0;
break; // -Z
default:
continue;
}
for (int sy = y0s; sy <= y1s; sy++)
for (int sz = z0s; sz <= z1s; sz++)
for (int sx = x0s; sx <= x1s; sx++) {
if (!isOpen(sx, sy, sz)) continue;
int i = idx(sx, sy, sz);
if (vis[i >> 3] & (1 << (i & 7))) continue;
vis[i >> 3] |= (1 << (i & 7));
queue.push_back({(int8_t)sx, (int8_t)sy, (int8_t)sz});
}
for (int qi = 0; qi < (int)queue.size(); qi++) {
Cell cur = queue[qi];
for (int nb = 0; nb < 6; nb++) {
int nx = cur.x + FX[nb];
int ny = cur.y + FY[nb];
int nz = cur.z + FZ[nb];
// entry exit conn
if (nx < 0 || nx >= W || ny < 0 || ny >= H || nz < 0 ||
nz >= W) {
// nb IS the exit face because FX,FY,FZ are aligned
result |= ((uint64_t)1 << (entryFace * 6 + nb));
continue;
}
if (!isOpen(nx, ny, nz)) continue;
int i = idx(nx, ny, nz);
if (vis[i >> 3] & (1 << (i & 7))) continue;
vis[i >> 3] |= (1 << (i & 7));
queue.push_back({(int8_t)nx, (int8_t)ny, (int8_t)nz});
}
}
}
return result;
}
void Chunk::reset() {
if (assigned) {
int oldKey = -1;
bool retireRenderableTileEntities = false;
EnterCriticalSection(&levelRenderer->m_csDirtyChunks);
oldKey = levelRenderer->getGlobalIndexForChunk(x, y, z, level);
unsigned char refCount =
levelRenderer->decGlobalChunkRefCount(x, y, z, level);
assigned = false;
// printf("\t\t [dec] refcount %d at %d, %d,
//%d\n",refCount,x,y,z);
if (refCount == 0) {
int lists =
levelRenderer->getGlobalIndexForChunk(x, y, z, level) * 2;
if (refCount == 0 && oldKey != -1) {
retireRenderableTileEntities = true;
int lists = oldKey * 2;
if (lists >= 0) {
lists += levelRenderer->chunkLists;
for (int i = 0; i < 2; i++) {
@ -1011,6 +1095,10 @@ void Chunk::reset() {
}
}
LeaveCriticalSection(&levelRenderer->m_csDirtyChunks);
if (retireRenderableTileEntities) {
levelRenderer->retireRenderableTileEntitiesForChunkKey(oldKey);
}
}
clipChunk->visible = false;
@ -1033,7 +1121,11 @@ int Chunk::getList(int layer) {
return -1;
}
void Chunk::cull(Culler* culler) { clipChunk->visible = culler->isVisible(bb); }
void Chunk::cull(Culler* culler) {
if (clipChunk->visible) {
clipChunk->visible = culler->isVisible(&bb);
}
}
void Chunk::renderBB() {
// glCallList(lists + 2); // 4J - removed - TODO put back in
@ -1064,8 +1156,6 @@ void Chunk::clearDirty() {
#endif
}
Chunk::~Chunk() { delete bb; }
bool Chunk::emptyFlagSet(int layer) {
return levelRenderer->getGlobalChunkFlag(
x, y, z, level, LevelRenderer::CHUNK_FLAG_EMPTY0, layer);

View file

@ -46,9 +46,9 @@ public:
int xRenderOffs, yRenderOffs, zRenderOffs;
int xm, ym, zm;
AABB* bb;
AABB bb;
ClipChunk* clipChunk;
uint64_t computeConnectivity(const uint8_t* tileIds);
int id;
// public:
// std::vector<std::shared_ptr<TileEntity> > renderableTileEntities;
@ -69,6 +69,8 @@ public:
private:
void translateToPos();
void reconcileRenderableTileEntities(
const std::vector<std::shared_ptr<TileEntity> >& renderableTileEntities);
public:
void makeCopyForRebuild(Chunk* source);
@ -88,5 +90,4 @@ public:
void setDirty();
void clearDirty(); // 4J added
bool emptyFlagSet(int layer);
~Chunk();
};

View file

@ -1,18 +1,9 @@
#include "../Platform/stdafx.h"
#include "Models/Model.h"
#include "Models/ModelPart.h"
#include "Rendering/Vertex.h"
#include "Cube.h"
// 4J - added - helper function to set up vertex arrays
VertexArray Cube::VertexArray4(Vertex* v0, Vertex* v1, Vertex* v2, Vertex* v3) {
VertexArray ret = VertexArray(4);
ret[0] = v0;
ret[1] = v1;
ret[2] = v2;
ret[3] = v3;
return ret;
}
#include <array>
// void Cube::addBox(float x0, float y0, float z0, int w, int h, int d, float g)
Cube::Cube(ModelPart* modelPart, int xTexOffs, int yTexOffs, float x0, float y0,
@ -25,17 +16,12 @@ Cube::Cube(ModelPart* modelPart, int xTexOffs, int yTexOffs, float x0, float y0,
z0(z0),
x1(x0 + w),
y1(y0 + h),
z1(z0 + d) {
// this->x0 = x0;
// this->y0 = y0;
// this->z0 = z0;
// this->x1 = x0 + w;
// this->y1 = y0 + h;
// this->z1 = z0 + d;
vertices = VertexArray(8);
polygons = PolygonArray(6);
z1(z0 + d),
vertices({Vertex{0, 0, 0, 0, 0}, Vertex{0, 0, 0, 0, 0},
Vertex{0, 0, 0, 0, 0}, Vertex{0, 0, 0, 0, 0},
Vertex{0, 0, 0, 0, 0}, Vertex{0, 0, 0, 0, 0},
Vertex{0, 0, 0, 0, 0}, Vertex{0, 0, 0, 0, 0}}),
polygons({}) {
float x1 = x0 + w;
float y1 = y0 + h;
float z1 = z0 + d;
@ -53,15 +39,15 @@ Cube::Cube(ModelPart* modelPart, int xTexOffs, int yTexOffs, float x0, float y0,
x0 = tmp;
}
Vertex* u0 = new Vertex(x0, y0, z0, 0, 0);
Vertex* u1 = new Vertex(x1, y0, z0, 0, 8);
Vertex* u2 = new Vertex(x1, y1, z0, 8, 8);
Vertex* u3 = new Vertex(x0, y1, z0, 8, 0);
const Vertex u0 = Vertex(x0, y0, z0, 0, 0);
const Vertex u1 = Vertex(x1, y0, z0, 0, 8);
const Vertex u2 = Vertex(x1, y1, z0, 8, 8);
const Vertex u3 = Vertex(x0, y1, z0, 8, 0);
Vertex* l0 = new Vertex(x0, y0, z1, 0, 0);
Vertex* l1 = new Vertex(x1, y0, z1, 0, 8);
Vertex* l2 = new Vertex(x1, y1, z1, 8, 8);
Vertex* l3 = new Vertex(x0, y1, z1, 8, 0);
const Vertex l0 = Vertex(x0, y0, z1, 0, 0);
const Vertex l1 = Vertex(x1, y0, z1, 0, 8);
const Vertex l2 = Vertex(x1, y1, z1, 8, 8);
const Vertex l3 = Vertex(x0, y1, z1, 8, 0);
vertices[0] = u0;
vertices[1] = u1;
@ -73,56 +59,55 @@ Cube::Cube(ModelPart* modelPart, int xTexOffs, int yTexOffs, float x0, float y0,
vertices[7] = l3;
// 4J - added ability to mask individual faces
int faceCount = 0;
faceCount = 0;
if (faceMask & 1)
polygons[faceCount++] =
new _Polygon(VertexArray4(l1, u1, u2, l2), xTexOffs + d + w,
yTexOffs + d, xTexOffs + d + w + d, yTexOffs + d + h,
modelPart->xTexSize, modelPart->yTexSize); // Right
polygons[faceCount++] = _Polygon(
std::array<const Vertex, 4>{l1, u1, u2, l2}, xTexOffs + d + w,
yTexOffs + d, xTexOffs + d + w + d, yTexOffs + d + h,
modelPart->xTexSize, modelPart->yTexSize); // Right
if (faceMask & 2)
polygons[faceCount++] =
new _Polygon(VertexArray4(u0, l0, l3, u3), xTexOffs + 0,
yTexOffs + d, xTexOffs + d, yTexOffs + d + h,
modelPart->xTexSize, modelPart->yTexSize); // Left
polygons[faceCount++] = _Polygon(
std::array<const Vertex, 4>{u0, l0, l3, u3}, xTexOffs + 0,
yTexOffs + d, xTexOffs + d, yTexOffs + d + h, modelPart->xTexSize,
modelPart->yTexSize); // Left
if (faceMask & 4)
polygons[faceCount++] =
new _Polygon(VertexArray4(l1, l0, u0, u1), xTexOffs + d,
yTexOffs + 0, xTexOffs + d + w, yTexOffs + d,
modelPart->xTexSize, modelPart->yTexSize); // Up
polygons[faceCount++] = _Polygon(
std::array<const Vertex, 4>{l1, l0, u0, u1}, xTexOffs + d,
yTexOffs + 0, xTexOffs + d + w, yTexOffs + d, modelPart->xTexSize,
modelPart->yTexSize); // Up
if (bFlipPoly3UVs) {
if (faceMask & 8)
polygons[faceCount++] =
new _Polygon(VertexArray4(u2, u3, l3, l2), xTexOffs + d + w,
yTexOffs + 0, xTexOffs + d + w + w, yTexOffs + d,
modelPart->xTexSize, modelPart->yTexSize); // Down
polygons[faceCount++] = _Polygon(
std::array<const Vertex, 4>{u2, u3, l3, l2}, xTexOffs + d + w,
yTexOffs + 0, xTexOffs + d + w + w, yTexOffs + d,
modelPart->xTexSize, modelPart->yTexSize); // Down
} else {
if (faceMask & 8)
polygons[faceCount++] =
new _Polygon(VertexArray4(u2, u3, l3, l2), xTexOffs + d + w,
yTexOffs + d, xTexOffs + d + w + w, yTexOffs + 0,
modelPart->xTexSize, modelPart->yTexSize); // Down
polygons[faceCount++] = _Polygon(
std::array<const Vertex, 4>{u2, u3, l3, l2}, xTexOffs + d + w,
yTexOffs + d, xTexOffs + d + w + w, yTexOffs + 0,
modelPart->xTexSize, modelPart->yTexSize); // Down
}
if (faceMask & 16)
polygons[faceCount++] =
new _Polygon(VertexArray4(u1, u0, u3, u2), xTexOffs + d,
yTexOffs + d, xTexOffs + d + w, yTexOffs + d + h,
modelPart->xTexSize, modelPart->yTexSize); // Front
_Polygon(std::array<const Vertex, 4>{u1, u0, u3, u2}, xTexOffs + d,
yTexOffs + d, xTexOffs + d + w, yTexOffs + d + h,
modelPart->xTexSize, modelPart->yTexSize); // Front
if (faceMask & 32)
polygons[faceCount++] = new _Polygon(
VertexArray4(l0, l1, l2, l3), xTexOffs + d + w + d, yTexOffs + d,
xTexOffs + d + w + d + w, yTexOffs + d + h, modelPart->xTexSize,
polygons[faceCount++] = _Polygon(
std::array<const Vertex, 4>{l0, l1, l2, l3}, xTexOffs + d + w + d,
yTexOffs + d, xTexOffs + d + w + d + w, yTexOffs + d + h,
modelPart->xTexSize,
modelPart->yTexSize); // Back
polygons.length = faceCount;
if (modelPart->bMirror) {
for (unsigned int i = 0; i < polygons.length; i++)
polygons[i]->mirror();
for (unsigned int i = 0; i < polygons.size(); i++) polygons[i].mirror();
}
}
void Cube::render(Tesselator* t, float scale) {
for (int i = 0; i < polygons.length; i++) {
polygons[i]->render(t, scale);
for (int i = 0; i < faceCount; i++) {
polygons[i].render(t, scale);
}
}

View file

@ -1,4 +1,6 @@
#pragma once
#include <array>
#include <cstdint>
#include "../../Minecraft.World/Util/ArrayWithLength.h"
#include "Vertex.h"
#include "Polygon.h"
@ -7,8 +9,9 @@ class Model;
class Cube {
private:
VertexArray vertices;
PolygonArray polygons;
std::array<Vertex, 8> vertices;
std::array<_Polygon, 6> polygons;
uint8_t faceCount;
public:
const float x0, y0, z0, x1, y1, z1;
@ -19,11 +22,6 @@ public:
float z0, int w, int h, int d, float g, int faceMask = 63,
bool bFlipPoly3UVs = false); // 4J - added faceMask
private:
VertexArray VertexArray4(Vertex* v0, Vertex* v1, Vertex* v2,
Vertex* v3); // 4J added
public:
void render(Tesselator* t, float scale);
Cube* setId(const std::wstring& id);
};

View file

@ -23,4 +23,4 @@ bool DirtyChunkSorter::operator()(const Chunk* c0, const Chunk* c1) const {
if (d0 > d1) return true;
return c0->id >= c1->id; // 4J - was c0.id < c1.id ? 1 : -1
}
}

View file

@ -91,7 +91,7 @@ void EntityRenderer::renderFlame(std::shared_ptr<Entity> e, double x, double y,
float xo = 0.0f;
float h = e->bbHeight / s;
float yo = (float)(e->y - e->bb->y0);
float yo = (float)(e->y - e->bb.y0);
glRotatef(-entityRenderDispatcher->playerRotY, 0, 1, 0);
@ -394,4 +394,4 @@ void EntityRenderer::registerTerrainTextures(IconRegister* iconRegister) {}
ResourceLocation* EntityRenderer::getTextureLocation(
std::shared_ptr<Entity> mob) {
return NULL;
}
}

View file

@ -78,7 +78,7 @@ void FireballRenderer::renderFlame(std::shared_ptr<Entity> e, double x,
// float yo = 0.0f;
float h = e->bbHeight / s;
float yo = (float)(e->y - e->bb->y0);
float yo = (float)(e->y - e->bb.y0);
// glRotatef(-entityRenderDispatcher->playerRotY, 0, 1, 0);
@ -118,4 +118,4 @@ void FireballRenderer::renderFlame(std::shared_ptr<Entity> e, double x,
ResourceLocation* FireballRenderer::getTextureLocation(
std::shared_ptr<Entity> mob) {
return &TextureAtlas::LOCATION_ITEMS;
}
}

View file

@ -58,22 +58,22 @@ void FishingHookRenderer::render(std::shared_ptr<Entity> _hook, double x,
float swing = hook->owner->getAttackAnim(a);
float swing2 = (float)Mth::sin(sqrt(swing) * PI);
Vec3* vv = Vec3::newTemp(-0.5, 0.03, 0.8);
vv->xRot(-(hook->owner->xRotO +
(hook->owner->xRot - hook->owner->xRotO) * a) *
PI / 180);
vv->yRot(-(hook->owner->yRotO +
(hook->owner->yRot - hook->owner->yRotO) * a) *
PI / 180);
vv->yRot(swing2 * 0.5f);
vv->xRot(-swing2 * 0.7f);
Vec3 vv(-0.5, 0.03, 0.8);
vv.xRot(-(hook->owner->xRotO +
(hook->owner->xRot - hook->owner->xRotO) * a) *
PI / 180);
vv.yRot(-(hook->owner->yRotO +
(hook->owner->yRot - hook->owner->yRotO) * a) *
PI / 180);
vv.yRot(swing2 * 0.5f);
vv.xRot(-swing2 * 0.7f);
double xp =
hook->owner->xo + (hook->owner->x - hook->owner->xo) * a + vv->x;
hook->owner->xo + (hook->owner->x - hook->owner->xo) * a + vv.x;
double yp =
hook->owner->yo + (hook->owner->y - hook->owner->yo) * a + vv->y;
hook->owner->yo + (hook->owner->y - hook->owner->yo) * a + vv.y;
double zp =
hook->owner->zo + (hook->owner->z - hook->owner->zo) * a + vv->z;
hook->owner->zo + (hook->owner->z - hook->owner->zo) * a + vv.z;
double yOffset = hook->owner == std::dynamic_pointer_cast<Player>(
Minecraft::GetInstance()->player)
? 0

View file

@ -361,10 +361,10 @@ void ItemRenderer::renderGuiItem(Font* font, Textures* textures,
// 4J - original code left here for reference
// 4jcraft: original code reused for proper lighting
#if 1
glTranslatef((float)(x), (float)(y), 0.0f);
glScalef(fScaleX, fScaleY, 1.0f);
glTranslatef(-2.0f,3.0f, -3.0f + blitOffset);
glScalef(10.0f, 10.0f, 10.0f);
glTranslatef((float)(x), (float)(y), 0.0f);
glScalef(fScaleX, fScaleY, 1.0f);
glTranslatef(-2.0f, 3.0f, -3.0f + blitOffset);
glScalef(10.0f, 10.0f, 10.0f);
glTranslatef(1.0f, 0.5f, 8.0f);
glScalef(1.0f, 1.0f, -1.0f);
glRotatef(180.0f + 30.0f, 1.0f, 0.0f, 0.0f);
@ -385,10 +385,11 @@ void ItemRenderer::renderGuiItem(Font* font, Textures* textures,
glRotatef(45.0f, 0.0f, 1.0f,
0.0f); // Rotate round y axis (centre at origin)
#endif
// 4J-PB - pass the alpha value in - the grass block
// render has the top surface coloured differently to
// the rest of the block
glRotatef(-90.0f, 0.0f, 1.0f, 0.0f);
// 4J-PB - pass the alpha value in - the grass block
// render has the top surface coloured differently to
// the rest of the block
glRotatef(-90.0f, 0.0f, 1.0f, 0.0f);
tileRenderer->renderTile(tile, itemAuxValue, 1, fAlpha, useCompiled);
glPopMatrix();

View file

@ -613,4 +613,4 @@ void LivingEntityRenderer::renderNameTag(std::shared_ptr<LivingEntity> mob,
glDisable(GL_BLEND);
glColor4f(1, 1, 1, 1);
glPopMatrix();
}
}

View file

@ -1,5 +1,6 @@
#include "../../Platform/stdafx.h"
#include "MinecartRenderer.h"
#include <optional>
#include "../Models/MinecartModel.h"
#include "../../Textures/TextureAtlas.h"
#include "../../../Minecraft.World/Headers/net.minecraft.world.entity.item.h"
@ -40,26 +41,27 @@ void MinecartRenderer::render(std::shared_ptr<Entity> _cart, double x, double y,
double r = 0.3f;
Vec3* p = cart->getPos(xx, yy, zz);
std::optional<Vec3> p = cart->getPos(xx, yy, zz);
float xRot = cart->xRotO + (cart->xRot - cart->xRotO) * a;
if (p != NULL) {
Vec3* p0 = cart->getPosOffs(xx, yy, zz, r);
Vec3* p1 = cart->getPosOffs(xx, yy, zz, -r);
if (p0 == NULL) p0 = p;
if (p1 == NULL) p1 = p;
if (p.has_value()) {
auto p0 = cart->getPosOffs(xx, yy, zz, r);
auto p1 = cart->getPosOffs(xx, yy, zz, -r);
if (!p0.has_value()) p0 = p;
if (!p1.has_value()) p1 = p;
x += p->x - xx;
y += (p0->y + p1->y) / 2 - yy;
z += p->z - zz;
Vec3* dir = p1->add(-p0->x, -p0->y, -p0->z);
if (dir->length() == 0) {
Vec3 dir(-p0->x, -p0->y, -p0->z);
dir = dir.add(p1->x, p1->y, p1->z);
if (dir.length() == 0) {
} else {
dir = dir->normalize();
rot = (float)(atan2(dir->z, dir->x) * 180 / PI);
xRot = (float)(atan(dir->y) * 73);
dir = dir.normalize();
rot = (float)(atan2(dir.z, dir.x) * 180 / PI);
xRot = (float)(atan(dir.y) * 73);
}
}
glTranslatef((float)x, (float)y, (float)z);
@ -146,4 +148,4 @@ void MinecartRenderer::renderMinecartContents(std::shared_ptr<Minecart> cart,
glPushMatrix();
renderer->renderTile(tile, tileData, brightness);
glPopMatrix();
}
}

View file

@ -1,6 +1,7 @@
#include "../../Platform/stdafx.h"
#include "TileRenderer.h"
#include <array>
#include "../GameRenderer.h"
#include "../../Minecraft.h"
#include "../../Textures/Textures.h"
@ -10,6 +11,7 @@
#include "../../../Minecraft.World/Headers/net.minecraft.h"
#include "../../../Minecraft.World/Headers/net.minecraft.world.h"
#include "../Tesselator.h"
#include "../../Utils/FrameProfiler.h"
#include "EntityTileRenderer.h"
#include "../../GameState/Options.h"
@ -266,7 +268,12 @@ bool TileRenderer::tesselateInWorld(
{
Tesselator* t = Tesselator::getInstance();
int shape = tt->getRenderShape();
tt->updateShape(level, x, y, z, forceData, forceEntity);
if (shape == Tile::SHAPE_BLOCK) {
FRAME_PROFILE_SCOPE(ChunkBlockShape);
tt->updateShape(level, x, y, z, forceData, forceEntity);
} else {
tt->updateShape(level, x, y, z, forceData, forceEntity);
}
// AP - now that the culling is done earlier we don't need to call setShape
// until later on (only for SHAPE_BLOCK)
if (shape != Tile::SHAPE_BLOCK) {
@ -277,6 +284,11 @@ bool TileRenderer::tesselateInWorld(
bool retVal = false;
switch (shape) {
case Tile::SHAPE_BLOCK: {
{
FRAME_PROFILE_SCOPE(ChunkBlockShape);
setShape(tt);
}
// 4J - added these faceFlags so we can detect whether this block is
// going to have no visible faces and early out the original code
// checked noCulling and shouldRenderFace directly where faceFlags
@ -289,6 +301,7 @@ bool TileRenderer::tesselateInWorld(
if (noCulling) {
faceFlags = 0x3f;
} else {
FRAME_PROFILE_SCOPE(ChunkBlockFaceCull);
// these block types can take advantage of a faster version of
// shouldRenderFace there are others but this is an easy check
// which covers the majority Note: This now covers rock, grass,
@ -318,9 +331,6 @@ bool TileRenderer::tesselateInWorld(
break;
}
// now we need to set the shape
setShape(tt);
retVal = tesselateBlockInWorld(tt, x, y, z, faceFlags);
} break;
case Tile::SHAPE_TREE:
@ -1045,9 +1055,8 @@ bool TileRenderer::tesselateAnvilInWorld(AnvilTile* tt, int x, int y, int z,
float TileRenderer::tesselateAnvilPiece(AnvilTile* tt, int x, int y, int z,
int part, float bottom, float width,
float height, float length,
bool rotate, bool render,
int data) {
float height, float length, bool rotate,
bool render, int data) {
if (rotate) {
float swap = width;
width = length;
@ -1818,58 +1827,58 @@ bool TileRenderer::tesselateLeverInWorld(Tile* tt, int x, int y, int z) {
float u1 = tex->getU1(true);
float v1 = tex->getV1(true);
Vec3* corners[8];
std::array<Vec3, 8> corners;
float xv = 1.0f / 16.0f;
float zv = 1.0f / 16.0f;
float yv = 10.0f / 16.0f;
corners[0] = Vec3::newTemp(-xv, -0, -zv);
corners[1] = Vec3::newTemp(+xv, -0, -zv);
corners[2] = Vec3::newTemp(+xv, -0, +zv);
corners[3] = Vec3::newTemp(-xv, -0, +zv);
corners[4] = Vec3::newTemp(-xv, +yv, -zv);
corners[5] = Vec3::newTemp(+xv, +yv, -zv);
corners[6] = Vec3::newTemp(+xv, +yv, +zv);
corners[7] = Vec3::newTemp(-xv, +yv, +zv);
corners[0] = Vec3(-xv, -0, -zv);
corners[1] = Vec3(+xv, -0, -zv);
corners[2] = Vec3(+xv, -0, +zv);
corners[3] = Vec3(-xv, -0, +zv);
corners[4] = Vec3(-xv, +yv, -zv);
corners[5] = Vec3(+xv, +yv, -zv);
corners[6] = Vec3(+xv, +yv, +zv);
corners[7] = Vec3(-xv, +yv, +zv);
for (int i = 0; i < 8; i++) {
if (flipped) {
corners[i]->z -= 1 / 16.0f;
corners[i]->xRot(40 * PI / 180);
corners[i].z -= 1 / 16.0f;
corners[i].xRot(40 * PI / 180);
} else {
corners[i]->z += 1 / 16.0f;
corners[i]->xRot(-40 * PI / 180);
corners[i].z += 1 / 16.0f;
corners[i].xRot(-40 * PI / 180);
}
if (dir == 0 || dir == 7) {
corners[i]->zRot(180 * PI / 180);
corners[i].zRot(180 * PI / 180);
}
if (dir == 6 || dir == 0) {
corners[i]->yRot(90 * PI / 180);
corners[i].yRot(90 * PI / 180);
}
if (dir > 0 && dir < 5) {
corners[i]->y -= 6 / 16.0f;
corners[i]->xRot(90 * PI / 180);
corners[i].y -= 6 / 16.0f;
corners[i].xRot(90 * PI / 180);
if (dir == 4) corners[i]->yRot(0 * PI / 180);
if (dir == 3) corners[i]->yRot(180 * PI / 180);
if (dir == 2) corners[i]->yRot(90 * PI / 180);
if (dir == 1) corners[i]->yRot(-90 * PI / 180);
if (dir == 4) corners[i].yRot(0 * PI / 180);
if (dir == 3) corners[i].yRot(180 * PI / 180);
if (dir == 2) corners[i].yRot(90 * PI / 180);
if (dir == 1) corners[i].yRot(-90 * PI / 180);
corners[i]->x += x + 0.5;
corners[i]->y += y + 8 / 16.0f;
corners[i]->z += z + 0.5;
corners[i].x += x + 0.5;
corners[i].y += y + 8 / 16.0f;
corners[i].z += z + 0.5;
} else if (dir == 0 || dir == 7) {
corners[i]->x += x + 0.5;
corners[i]->y += y + 14 / 16.0f;
corners[i]->z += z + 0.5;
corners[i].x += x + 0.5;
corners[i].y += y + 14 / 16.0f;
corners[i].z += z + 0.5;
} else {
corners[i]->x += x + 0.5;
corners[i]->y += y + 2 / 16.0f;
corners[i]->z += z + 0.5;
corners[i].x += x + 0.5;
corners[i].y += y + 2 / 16.0f;
corners[i].z += z + 0.5;
}
}
Vec3 *c0 = NULL, *c1 = NULL, *c2 = NULL, *c3 = NULL;
Vec3 c0, c1, c2, c3;
for (int i = 0; i < 6; i++) {
if (i == 0) {
u0 = tex->getU(7, true);
@ -1913,13 +1922,13 @@ 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),
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),
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),
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),
t->vertexUV((float)(c3.x), (float)(c3.y), (float)(c3.z), (float)(u0),
(float)(v0));
}
return true;
@ -1977,46 +1986,46 @@ bool TileRenderer::tesselateTripwireSourceInWorld(Tile* tt, int x, int y,
double u1 = tex->getU1();
double v1 = tex->getV1();
Vec3* corners[8];
std::array<Vec3, 8> corners;
float stickWidth = 0.75f / 16.0f;
float stickHeight = 0.75f / 16.0f;
float stickLength = 5 / 16.0f;
corners[0] = Vec3::newTemp(-stickWidth, -0, -stickHeight);
corners[1] = Vec3::newTemp(+stickWidth, -0, -stickHeight);
corners[2] = Vec3::newTemp(+stickWidth, -0, +stickHeight);
corners[3] = Vec3::newTemp(-stickWidth, -0, +stickHeight);
corners[4] = Vec3::newTemp(-stickWidth, +stickLength, -stickHeight);
corners[5] = Vec3::newTemp(+stickWidth, +stickLength, -stickHeight);
corners[6] = Vec3::newTemp(+stickWidth, +stickLength, +stickHeight);
corners[7] = Vec3::newTemp(-stickWidth, +stickLength, +stickHeight);
corners[0] = Vec3(-stickWidth, -0, -stickHeight);
corners[1] = Vec3(+stickWidth, -0, -stickHeight);
corners[2] = Vec3(+stickWidth, -0, +stickHeight);
corners[3] = Vec3(-stickWidth, -0, +stickHeight);
corners[4] = Vec3(-stickWidth, +stickLength, -stickHeight);
corners[5] = Vec3(+stickWidth, +stickLength, -stickHeight);
corners[6] = Vec3(+stickWidth, +stickLength, +stickHeight);
corners[7] = Vec3(-stickWidth, +stickLength, +stickHeight);
for (int i = 0; i < 8; i++) {
corners[i]->z += 1 / 16.0f;
corners[i].z += 1 / 16.0f;
if (powered) {
corners[i]->xRot(30 * PI / 180);
corners[i]->y -= 7 / 16.0f;
corners[i].xRot(30 * PI / 180);
corners[i].y -= 7 / 16.0f;
} else if (attached) {
corners[i]->xRot(5 * PI / 180);
corners[i]->y -= 7 / 16.0f;
corners[i].xRot(5 * PI / 180);
corners[i].y -= 7 / 16.0f;
} else {
corners[i]->xRot(-40 * PI / 180);
corners[i]->y -= 6 / 16.0f;
corners[i].xRot(-40 * PI / 180);
corners[i].y -= 6 / 16.0f;
}
corners[i]->xRot(90 * PI / 180);
corners[i].xRot(90 * PI / 180);
if (dir == Direction::NORTH) corners[i]->yRot(0 * PI / 180);
if (dir == Direction::SOUTH) corners[i]->yRot(180 * PI / 180);
if (dir == Direction::WEST) corners[i]->yRot(90 * PI / 180);
if (dir == Direction::EAST) corners[i]->yRot(-90 * PI / 180);
if (dir == Direction::NORTH) corners[i].yRot(0 * PI / 180);
if (dir == Direction::SOUTH) corners[i].yRot(180 * PI / 180);
if (dir == Direction::WEST) corners[i].yRot(90 * PI / 180);
if (dir == Direction::EAST) corners[i].yRot(-90 * PI / 180);
corners[i]->x += x + 0.5;
corners[i]->y += y + 5 / 16.0f;
corners[i]->z += z + 0.5;
corners[i].x += x + 0.5;
corners[i].y += y + 5 / 16.0f;
corners[i].z += z + 0.5;
}
Vec3 *c0 = NULL, *c1 = NULL, *c2 = NULL, *c3 = NULL;
Vec3 c0, c1, c2, c3;
int stickX0 = 7;
int stickX1 = 9;
int stickY0 = 9;
@ -2062,47 +2071,47 @@ bool TileRenderer::tesselateTripwireSourceInWorld(Tile* tt, int x, int y,
c2 = corners[7];
c3 = corners[4];
}
t->vertexUV(c0->x, c0->y, c0->z, u0, v1);
t->vertexUV(c1->x, c1->y, c1->z, u1, v1);
t->vertexUV(c2->x, c2->y, c2->z, u1, v0);
t->vertexUV(c3->x, c3->y, c3->z, u0, v0);
t->vertexUV(c0.x, c0.y, c0.z, u0, v1);
t->vertexUV(c1.x, c1.y, c1.z, u1, v1);
t->vertexUV(c2.x, c2.y, c2.z, u1, v0);
t->vertexUV(c3.x, c3.y, c3.z, u0, v0);
}
float hoopWidth = 1.5f / 16.0f;
float hoopHeight = 1.5f / 16.0f;
float hoopLength = 0.5f / 16.0f;
corners[0] = Vec3::newTemp(-hoopWidth, -0, -hoopHeight);
corners[1] = Vec3::newTemp(+hoopWidth, -0, -hoopHeight);
corners[2] = Vec3::newTemp(+hoopWidth, -0, +hoopHeight);
corners[3] = Vec3::newTemp(-hoopWidth, -0, +hoopHeight);
corners[4] = Vec3::newTemp(-hoopWidth, +hoopLength, -hoopHeight);
corners[5] = Vec3::newTemp(+hoopWidth, +hoopLength, -hoopHeight);
corners[6] = Vec3::newTemp(+hoopWidth, +hoopLength, +hoopHeight);
corners[7] = Vec3::newTemp(-hoopWidth, +hoopLength, +hoopHeight);
corners[0] = Vec3(-hoopWidth, -0, -hoopHeight);
corners[1] = Vec3(+hoopWidth, -0, -hoopHeight);
corners[2] = Vec3(+hoopWidth, -0, +hoopHeight);
corners[3] = Vec3(-hoopWidth, -0, +hoopHeight);
corners[4] = Vec3(-hoopWidth, +hoopLength, -hoopHeight);
corners[5] = Vec3(+hoopWidth, +hoopLength, -hoopHeight);
corners[6] = Vec3(+hoopWidth, +hoopLength, +hoopHeight);
corners[7] = Vec3(-hoopWidth, +hoopLength, +hoopHeight);
for (int i = 0; i < 8; i++) {
corners[i]->z += 3.5f / 16.0f;
corners[i].z += 3.5f / 16.0f;
if (powered) {
corners[i]->y -= 1.5 / 16.0f;
corners[i]->z -= 2.6 / 16.0f;
corners[i]->xRot(0 * PI / 180);
corners[i].y -= 1.5 / 16.0f;
corners[i].z -= 2.6 / 16.0f;
corners[i].xRot(0 * PI / 180);
} else if (attached) {
corners[i]->y += 0.25 / 16.0f;
corners[i]->z -= 2.75 / 16.0f;
corners[i]->xRot(10 * PI / 180);
corners[i].y += 0.25 / 16.0f;
corners[i].z -= 2.75 / 16.0f;
corners[i].xRot(10 * PI / 180);
} else {
corners[i]->xRot(50 * PI / 180);
corners[i].xRot(50 * PI / 180);
}
if (dir == Direction::NORTH) corners[i]->yRot(0 * PI / 180);
if (dir == Direction::SOUTH) corners[i]->yRot(180 * PI / 180);
if (dir == Direction::WEST) corners[i]->yRot(90 * PI / 180);
if (dir == Direction::EAST) corners[i]->yRot(-90 * PI / 180);
if (dir == Direction::NORTH) corners[i].yRot(0 * PI / 180);
if (dir == Direction::SOUTH) corners[i].yRot(180 * PI / 180);
if (dir == Direction::WEST) corners[i].yRot(90 * PI / 180);
if (dir == Direction::EAST) corners[i].yRot(-90 * PI / 180);
corners[i]->x += x + 0.5;
corners[i]->y += y + 5 / 16.0f;
corners[i]->z += z + 0.5;
corners[i].x += x + 0.5;
corners[i].y += y + 5 / 16.0f;
corners[i].z += z + 0.5;
}
int hoopX0 = 5;
@ -2150,14 +2159,14 @@ bool TileRenderer::tesselateTripwireSourceInWorld(Tile* tt, int x, int y,
c2 = corners[7];
c3 = corners[4];
}
t->vertexUV(c0->x, c0->y, c0->z, u0, v1);
t->vertexUV(c1->x, c1->y, c1->z, u1, v1);
t->vertexUV(c2->x, c2->y, c2->z, u1, v0);
t->vertexUV(c3->x, c3->y, c3->z, u0, v0);
t->vertexUV(c0.x, c0.y, c0.z, u0, v1);
t->vertexUV(c1.x, c1.y, c1.z, u1, v1);
t->vertexUV(c2.x, c2.y, c2.z, u1, v0);
t->vertexUV(c3.x, c3.y, c3.z, u0, v0);
}
if (attached) {
double hoopBottomY = corners[0]->y;
double hoopBottomY = corners[0].y;
float width = 0.5f / 16.0f;
float top = 0.5f - (width / 2);
float bottom = top + width;
@ -4068,9 +4077,11 @@ bool TileRenderer::tesselateCrossInWorld(Tile* tt, int x, int y, int z) {
float zt = (float)z;
if (tt == Tile::tallgrass) {
// 4jcraft add a bunch of casts to prevent overflow (i pray to god)
int64_t seed = ((int64_t)x * 3129871) ^ ((int64_t)z * 116129781L) ^ ((int64_t)y);
seed = (int64_t)(((uint64_t)seed * (uint64_t)seed * 42317861ULL) + ((uint64_t)seed * 11ULL));
// 4jcraft add a bunch of casts to prevent overflow (i pray to god)
int64_t seed =
((int64_t)x * 3129871) ^ ((int64_t)z * 116129781L) ^ ((int64_t)y);
seed = (int64_t)(((uint64_t)seed * (uint64_t)seed * 42317861ULL) +
((uint64_t)seed * 11ULL));
xt += ((((seed >> 16) & 0xf) / 15.0f) - 0.5f) * 0.5f;
yt += ((((seed >> 20) & 0xf) / 15.0f) - 1.0f) * 0.2f;
@ -4326,8 +4337,10 @@ bool TileRenderer::tesselateLilypadInWorld(Tile* tt, int x, int y, int z) {
float v1 = tex->getV1(true);
// 4jcraft add a bunch of casts to prevent overflow (i pray to god)
int64_t seed = ((int64_t)x * 3129871) ^ ((int64_t)z * 116129781L) ^ ((int64_t)y);
seed = (int64_t)(((uint64_t)seed * (uint64_t)seed * 42317861ULL) + ((uint64_t)seed * 11ULL));
int64_t seed =
((int64_t)x * 3129871) ^ ((int64_t)z * 116129781L) ^ ((int64_t)y);
seed = (int64_t)(((uint64_t)seed * (uint64_t)seed * 42317861ULL) +
((uint64_t)seed * 11ULL));
int dir = (int)((seed >> 16) & 0x3);
@ -4824,9 +4837,11 @@ bool TileRenderer::tesselateBlockInWorld(Tile* tt, int x, int y, int z) {
if (Tile::lightEmission[tt->id] ==
0) // 4J - TODO/remove (Minecraft::useAmbientOcclusion())
{
FRAME_PROFILE_SCOPE(ChunkBlockLighting);
return tesselateBlockInWorldWithAmbienceOcclusionTexLighting(
tt, x, y, z, r, g, b, 0, smoothShapeLighting);
} else {
FRAME_PROFILE_SCOPE(ChunkBlockLighting);
return tesselateBlockInWorld(tt, x, y, z, r, g, b);
}
}
@ -4852,9 +4867,11 @@ bool TileRenderer::tesselateBlockInWorld(Tile* tt, int x, int y, int z,
if (Tile::lightEmission[tt->id] ==
0) // 4J - TODO/remove (Minecraft::useAmbientOcclusion())
{
FRAME_PROFILE_SCOPE(ChunkBlockLighting);
return tesselateBlockInWorldWithAmbienceOcclusionTexLighting(
tt, x, y, z, r, g, b, faceFlags, smoothShapeLighting);
} else {
FRAME_PROFILE_SCOPE(ChunkBlockLighting);
return tesselateBlockInWorld(tt, x, y, z, r, g, b);
}
}
@ -7045,6 +7062,7 @@ bool TileRenderer::tesselateDoorInWorld(Tile* tt, int x, int y, int z) {
void TileRenderer::renderFaceDown(Tile* tt, double x, double y, double z,
Icon* tex) {
FRAME_PROFILE_SCOPE(ChunkBlockEmit);
Tesselator* t = Tesselator::getInstance();
if (hasFixedTexture()) tex = fixedTexture;
@ -7163,6 +7181,7 @@ void TileRenderer::renderFaceDown(Tile* tt, double x, double y, double z,
void TileRenderer::renderFaceUp(Tile* tt, double x, double y, double z,
Icon* tex) {
FRAME_PROFILE_SCOPE(ChunkBlockEmit);
Tesselator* t = Tesselator::getInstance();
if (hasFixedTexture()) tex = fixedTexture;
@ -7282,6 +7301,7 @@ void TileRenderer::renderFaceUp(Tile* tt, double x, double y, double z,
void TileRenderer::renderNorth(Tile* tt, double x, double y, double z,
Icon* tex) {
FRAME_PROFILE_SCOPE(ChunkBlockEmit);
Tesselator* t = Tesselator::getInstance();
if (hasFixedTexture()) tex = fixedTexture;
@ -7406,6 +7426,7 @@ void TileRenderer::renderNorth(Tile* tt, double x, double y, double z,
void TileRenderer::renderSouth(Tile* tt, double x, double y, double z,
Icon* tex) {
FRAME_PROFILE_SCOPE(ChunkBlockEmit);
Tesselator* t = Tesselator::getInstance();
if (hasFixedTexture()) tex = fixedTexture;
@ -7530,6 +7551,7 @@ void TileRenderer::renderSouth(Tile* tt, double x, double y, double z,
void TileRenderer::renderWest(Tile* tt, double x, double y, double z,
Icon* tex) {
FRAME_PROFILE_SCOPE(ChunkBlockEmit);
Tesselator* t = Tesselator::getInstance();
if (hasFixedTexture()) tex = fixedTexture;
@ -7654,6 +7676,7 @@ void TileRenderer::renderWest(Tile* tt, double x, double y, double z,
void TileRenderer::renderEast(Tile* tt, double x, double y, double z,
Icon* tex) {
FRAME_PROFILE_SCOPE(ChunkBlockEmit);
Tesselator* t = Tesselator::getInstance();
if (hasFixedTexture()) tex = fixedTexture;

View file

@ -1,9 +1,11 @@
#include "../Platform/stdafx.h"
#include "../../Minecraft.World/IO/Streams/FloatBuffer.h"
#include "Frustum.h"
#include "Camera.h"
Frustum* Frustum::frustum = new Frustum();
// those are now unused but i still gotta do testing.
Frustum::Frustum() {
_proj = MemoryTracker::createFloatBuffer(16);
_modl = MemoryTracker::createFloatBuffer(16);
@ -43,63 +45,38 @@ void Frustum::normalizePlane(float** frustum, int side) {
}
void Frustum::calculateFrustum() {
_proj->clear();
_modl->clear();
_clip->clear();
// 4jcraft: GL 3.3 core removed GL_MODELVIEW_MATRIX / GL_PROJECTION_MATRIX
// queries.
// Camera::prepare() already captures both matrices every frame :)
// i spent an ungodly amount of time on this simple fix.
memcpy(proj.data, RenderManager.MatrixGet(GL_PROJECTION_MATRIX),
16 * sizeof(float));
memcpy(modl.data, RenderManager.MatrixGet(GL_MODELVIEW_MATRIX),
16 * sizeof(float));
// glGetFloatv() is used to extract information about our OpenGL world.
// Below, we pass in GL_PROJECTION_MATRIX to abstract our projection matrix.
// It then stores the matrix into an array of [16].
glGetFloat(GL_PROJECTION_MATRIX, _proj);
float* p = proj.data;
float* m = modl.data;
float* c = clip.data;
// By passing in GL_MODELVIEW_MATRIX, we can abstract our model view matrix.
// This also stores it in an array of [16].
glGetFloat(GL_MODELVIEW_MATRIX, _modl);
c[0] = m[0] * p[0] + m[1] * p[4] + m[2] * p[8] + m[3] * p[12];
c[1] = m[0] * p[1] + m[1] * p[5] + m[2] * p[9] + m[3] * p[13];
c[2] = m[0] * p[2] + m[1] * p[6] + m[2] * p[10] + m[3] * p[14];
c[3] = m[0] * p[3] + m[1] * p[7] + m[2] * p[11] + m[3] * p[15];
_proj->flip()->limit(16);
_proj->get(&proj);
_modl->flip()->limit(16);
_modl->get(&modl);
c[4] = m[4] * p[0] + m[5] * p[4] + m[6] * p[8] + m[7] * p[12];
c[5] = m[4] * p[1] + m[5] * p[5] + m[6] * p[9] + m[7] * p[13];
c[6] = m[4] * p[2] + m[5] * p[6] + m[6] * p[10] + m[7] * p[14];
c[7] = m[4] * p[3] + m[5] * p[7] + m[6] * p[11] + m[7] * p[15];
// Now that we have our modelview and projection matrix, if we combine these
// 2 matrices, it will give us our clipping planes. To combine 2 matrices,
// we multiply them.
c[8] = m[8] * p[0] + m[9] * p[4] + m[10] * p[8] + m[11] * p[12];
c[9] = m[8] * p[1] + m[9] * p[5] + m[10] * p[9] + m[11] * p[13];
c[10] = m[8] * p[2] + m[9] * p[6] + m[10] * p[10] + m[11] * p[14];
c[11] = m[8] * p[3] + m[9] * p[7] + m[10] * p[11] + m[11] * p[15];
clip[0] = modl[0] * proj[0] + modl[1] * proj[4] + modl[2] * proj[8] +
modl[3] * proj[12];
clip[1] = modl[0] * proj[1] + modl[1] * proj[5] + modl[2] * proj[9] +
modl[3] * proj[13];
clip[2] = modl[0] * proj[2] + modl[1] * proj[6] + modl[2] * proj[10] +
modl[3] * proj[14];
clip[3] = modl[0] * proj[3] + modl[1] * proj[7] + modl[2] * proj[11] +
modl[3] * proj[15];
clip[4] = modl[4] * proj[0] + modl[5] * proj[4] + modl[6] * proj[8] +
modl[7] * proj[12];
clip[5] = modl[4] * proj[1] + modl[5] * proj[5] + modl[6] * proj[9] +
modl[7] * proj[13];
clip[6] = modl[4] * proj[2] + modl[5] * proj[6] + modl[6] * proj[10] +
modl[7] * proj[14];
clip[7] = modl[4] * proj[3] + modl[5] * proj[7] + modl[6] * proj[11] +
modl[7] * proj[15];
clip[8] = modl[8] * proj[0] + modl[9] * proj[4] + modl[10] * proj[8] +
modl[11] * proj[12];
clip[9] = modl[8] * proj[1] + modl[9] * proj[5] + modl[10] * proj[9] +
modl[11] * proj[13];
clip[10] = modl[8] * proj[2] + modl[9] * proj[6] + modl[10] * proj[10] +
modl[11] * proj[14];
clip[11] = modl[8] * proj[3] + modl[9] * proj[7] + modl[10] * proj[11] +
modl[11] * proj[15];
clip[12] = modl[12] * proj[0] + modl[13] * proj[4] + modl[14] * proj[8] +
modl[15] * proj[12];
clip[13] = modl[12] * proj[1] + modl[13] * proj[5] + modl[14] * proj[9] +
modl[15] * proj[13];
clip[14] = modl[12] * proj[2] + modl[13] * proj[6] + modl[14] * proj[10] +
modl[15] * proj[14];
clip[15] = modl[12] * proj[3] + modl[13] * proj[7] + modl[14] * proj[11] +
modl[15] * proj[15];
c[12] = m[12] * p[0] + m[13] * p[4] + m[14] * p[8] + m[15] * p[12];
c[13] = m[12] * p[1] + m[13] * p[5] + m[14] * p[9] + m[15] * p[13];
c[14] = m[12] * p[2] + m[13] * p[6] + m[14] * p[10] + m[15] * p[14];
c[15] = m[12] * p[3] + m[13] * p[7] + m[14] * p[11] + m[15] * p[15];
// Now we actually want to get the sides of the frustum. To do this we take
// the clipping planes we received above and extract the sides from them.

View file

@ -1,11 +1,13 @@
#include "../Platform/stdafx.h"
#include "FrustumData.h"
float** m_Frustum;
// float** m_Frustum;
FrustumData::FrustumData() {
m_Frustum = new float*[16];
for (int i = 0; i < 16; i++) m_Frustum[i] = new float[16];
this->m_Frustum = new float*[6];
for (int i = 0; i < 6; i++) {
this->m_Frustum[i] = new float[4];
}
proj = floatArray(16);
modl = floatArray(16);
clip = floatArray(16);
@ -15,7 +17,7 @@ FrustumData::~FrustumData() {
delete[] proj.data;
delete[] modl.data;
delete[] clip.data;
for (int i = 0; i < 16; i++) delete[] m_Frustum[i];
for (int i = 0; i < 6; i++) delete[] m_Frustum[i];
delete[] m_Frustum;
}
@ -128,4 +130,4 @@ bool FrustumData::cubeInFrustum(double x1, double y1, double z1, double x2,
bool FrustumData::isVisible(AABB* aabb) {
return cubeInFrustum(aabb->x0, aabb->y0, aabb->z0, aabb->x1, aabb->y1,
aabb->z1);
}
}

View file

@ -50,6 +50,7 @@
#include "../Textures/Packs/TexturePackRepository.h"
#include "../Textures/Packs/TexturePack.h"
#include "../Textures/TextureAtlas.h"
#include "../Utils/FrameProfiler.h"
bool GameRenderer::anaglyph3d = false;
int GameRenderer::anaglyphPass = 0;
@ -72,6 +73,9 @@ ResourceLocation GameRenderer::RAIN_LOCATION =
ResourceLocation GameRenderer::SNOW_LOCATION =
ResourceLocation(TN_ENVIRONMENT_SNOW);
// dirty light tracking
static bool s_lightTexDirty[XUSER_MAX_COUNT] = {true, true, true, true};
GameRenderer::GameRenderer(Minecraft* mc) {
// 4J - added this block of initialisers
renderDistance = 0;
@ -90,7 +94,7 @@ GameRenderer::GameRenderer(Minecraft* mc) {
tickSmoothYO = 0;
lastTickA = 0;
cameraPos = Vec3::newPermanent(0.0f, 0.0f, 0.0f);
cameraPos = Vec3(0.0f, 0.0f, 0.0f);
fovOffset = 0;
fovOffsetO = 0;
@ -291,7 +295,7 @@ void GameRenderer::pick(float a) {
}
double dist = range;
Vec3* from = mc->cameraTargetPlayer->getPos(a);
Vec3 from = mc->cameraTargetPlayer->getPos(a);
if (mc->gameMode->hasFarPickRange()) {
dist = range = 6;
@ -301,18 +305,20 @@ void GameRenderer::pick(float a) {
}
if (mc->hitResult != NULL) {
dist = mc->hitResult->pos->distanceTo(from);
dist = mc->hitResult->pos.distanceTo(from);
}
Vec3* b = mc->cameraTargetPlayer->getViewVector(a);
Vec3* to = from->add(b->x * range, b->y * range, b->z * range);
Vec3 b = mc->cameraTargetPlayer->getViewVector(a);
Vec3 to(b.x * range, b.y * range, b.z * range);
to = to.add(from.x, from.y, from.z);
hovered = nullptr;
float overlap = 1;
std::vector<std::shared_ptr<Entity> >* objects = mc->level->getEntities(
mc->cameraTargetPlayer,
mc->cameraTargetPlayer->bb
->expand(b->x * (range), b->y * (range), b->z * (range))
->grow(overlap, overlap, overlap));
AABB grown = mc->cameraTargetPlayer->bb
.expand(b.x * (range), b.y * (range), b.z * (range))
.grow(overlap, overlap, overlap);
std::vector<std::shared_ptr<Entity> >* objects =
mc->level->getEntities(mc->cameraTargetPlayer, &grown);
double nearest = dist;
AUTO_VAR(itEnd, objects->end());
@ -321,15 +327,15 @@ void GameRenderer::pick(float a) {
if (!e->isPickable()) continue;
float rr = e->getPickRadius();
AABB* bb = e->bb->grow(rr, rr, rr);
HitResult* p = bb->clip(from, to);
if (bb->contains(from)) {
AABB bb = e->bb.grow(rr, rr, rr);
HitResult* p = bb.clip(from, to);
if (bb.contains(from)) {
if (0 < nearest || nearest == 0) {
hovered = e;
nearest = 0;
}
} else if (p != NULL) {
double dd = from->distanceTo(p->pos);
double dd = from.distanceTo(p->pos);
std::shared_ptr<Entity> ridingEntity =
mc->cameraTargetPlayer->riding;
// 4jcraft: compare the mounted entity explicitly so riding the hit
@ -523,11 +529,12 @@ 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));
Vec3 a(x + xo, y + yo, z + zo);
Vec3 b(x - xd + xo, y - yd + yo, z - zd + zo);
HitResult* hr = mc->level->clip(&a, &b);
if (hr != NULL) {
double dist = hr->pos->distanceTo(Vec3::newTemp(x, y, z));
Vec3 p(x, y, z);
double dist = hr->pos.distanceTo(p);
if (dist < cameraDist) cameraDist = dist;
delete hr;
}
@ -669,6 +676,11 @@ void GameRenderer::setupCamera(float a, int eye) {
void GameRenderer::renderItemInHand(float a, int eye) {
if (cameraFlip > 0) return;
// 4jcraft: this function sometimes causes a segfault (was hell to catch
// this in gdb) because of itemInHandRenderer not being initialized so let's
// add a nullcheck
if (itemInHandRenderer == nullptr) return;
// 4J-JEV: I'm fairly confident this method would crash if the cameratarget
// isnt a local player anyway, but oh well.
std::shared_ptr<LocalPlayer> localplayer =
@ -765,6 +777,7 @@ void GameRenderer::renderItemInHand(float a, int eye) {
// 4J - change brought forward from 1.8.2
void GameRenderer::turnOffLightLayer(double alpha) { // 4J - TODO
FRAME_PROFILE_SCOPE(Lightmap);
#ifdef __linux__
if (SharedConstants::TEXTURE_LIGHTING) {
LinuxLogStubLightmapProbe();
@ -796,6 +809,7 @@ void GameRenderer::turnOffLightLayer(double alpha) { // 4J - TODO
void GameRenderer::turnOnLightLayer(
double alpha,
bool scaleLight) { // 4jcraft: added scaleLight for entity lighting
FRAME_PROFILE_SCOPE(Lightmap);
#ifdef __linux__
if (!SharedConstants::TEXTURE_LIGHTING) return;
@ -863,9 +877,14 @@ void GameRenderer::tickLightTexture() {
blr += (blrt - blr) * 1;
blg += (blgt - blg) * 1;
_updateLightTexture = true;
// Mark all players dirty so updateLightTexture() knows when it actually
// needs to tick, preventz unessesary player recompute
for (int j = 0; j < XUSER_MAX_COUNT; j++) s_lightTexDirty[j] = true;
}
void GameRenderer::updateLightTexture(float a) {
FRAME_PROFILE_SCOPE(Lightmap);
// 4J-JEV: Now doing light textures on PER PLAYER basis.
// 4J - we *had* added separate light textures for all dimensions, and this
// loop to update them all here
@ -875,8 +894,10 @@ void GameRenderer::updateLightTexture(float a) {
Minecraft::GetInstance()->localplayers[j];
if (player == NULL) continue;
Level* level = player->level; // 4J - was mc->level when it was just to
// update the one light texture
if (!s_lightTexDirty[j]) continue;
s_lightTexDirty[j] = false;
Level* level = player->level;
float skyDarken1 = level->getSkyDarken((float)1);
for (int i = 0; i < 256; i++) {
@ -956,10 +977,10 @@ void GameRenderer::updateLightTexture(float a) {
_b = _b * 0.96f + 0.03f;
if (_r > 1) _r = 1;
if (_g > 1) _g = 1;
if (_b > 1) _b = 1;
if (_r < 0) _r = 0;
if (_g > 1) _g = 1;
if (_g < 0) _g = 0;
if (_b > 1) _b = 1;
if (_b < 0) _b = 0;
int alpha = 255;
@ -1008,6 +1029,8 @@ int GameRenderer::getLightTexture(int iPad, Level* level) {
}
void GameRenderer::render(float a, bool bFirst) {
FRAME_PROFILE_FRAME_SCOPE();
if (_updateLightTexture && bFirst) updateLightTexture(a);
if (Display::isActive()) {
lastActiveTime = System::currentTimeMillis();
@ -1053,7 +1076,11 @@ void GameRenderer::render(float a, bool bFirst) {
int maxFps = getFpsCap(mc->options->framerateLimit);
if (mc->level != NULL) {
if (mc->options->framerateLimit == 0) {
if (mc->options->framerateLimit == 0
#ifndef ENABLE_VSYNC
|| mc->options->framerateLimit == 3
#endif
) {
renderLevel(a, 0);
} else {
renderLevel(a, lastNsTime + 1000000000 / maxFps);
@ -1062,6 +1089,7 @@ void GameRenderer::render(float a, bool bFirst) {
lastNsTime = System::nanoTime();
if (!mc->options->hideGui || mc->screen != NULL) {
FRAME_PROFILE_SCOPE(UIHud);
mc->gui->render(a, mc->screen != NULL, xMouse, yMouse);
}
} else {
@ -1076,6 +1104,7 @@ void GameRenderer::render(float a, bool bFirst) {
}
if (mc->screen != NULL) {
FRAME_PROFILE_SCOPE(UIHud);
glClear(GL_DEPTH_BUFFER_BIT);
mc->screen->render(xMouse, yMouse, a);
if (mc->screen != NULL && mc->screen->particles != NULL)
@ -1113,8 +1142,6 @@ void GameRenderer::FinishedReassigning() {
int GameRenderer::runUpdate(void* lpParam) {
Minecraft* minecraft = Minecraft::GetInstance();
Vec3::CreateNewThreadStorage();
AABB::CreateNewThreadStorage();
Tesselator::CreateNewThreadStorage(1024 * 1024);
Compression::UseDefaultThreadStorage();
RenderManager.InitialiseContext();
@ -1170,31 +1197,24 @@ int GameRenderer::runUpdate(void* lpParam) {
// We've got stacks for things that can only safely be deleted whilst
// this thread isn't updating things - delete those things now
EnterCriticalSection(&m_csDeleteStack);
for (unsigned int i = 0; i < m_deleteStackByte.size(); i++) {
for (unsigned int i = 0; i < m_deleteStackByte.size(); i++)
delete m_deleteStackByte[i];
}
m_deleteStackByte.clear();
for (unsigned int i = 0; i < m_deleteStackSparseLightStorage.size();
i++) {
i++)
delete m_deleteStackSparseLightStorage[i];
}
m_deleteStackSparseLightStorage.clear();
for (unsigned int i = 0; i < m_deleteStackCompressedTileStorage.size();
i++) {
i++)
delete m_deleteStackCompressedTileStorage[i];
}
m_deleteStackCompressedTileStorage.clear();
for (unsigned int i = 0; i < m_deleteStackSparseDataStorage.size();
i++) {
for (unsigned int i = 0; i < m_deleteStackSparseDataStorage.size(); i++)
delete m_deleteStackSparseDataStorage[i];
}
m_deleteStackSparseDataStorage.clear();
LeaveCriticalSection(&m_csDeleteStack);
// PIXEndNamedEvent();
AABB::resetPool();
Vec3::resetPool();
m_updateEvents->Set(eUpdateEventIsFinished);
}
@ -1232,6 +1252,8 @@ void GameRenderer::DisableUpdateThread() {
}
void GameRenderer::renderLevel(float a, int64_t until) {
FRAME_PROFILE_SCOPE(World);
// if (updateLightTexture) updateLightTexture(); // 4J - TODO -
// Java 1.0.1 has this line enabled, should check why - don't want to put it
// in now in case it breaks split-screen
@ -1284,9 +1306,12 @@ void GameRenderer::renderLevel(float a, int64_t until) {
Frustum::getFrustum();
if (mc->options->viewDistance < 2) {
setupFog(-1, a);
levelRenderer->renderSky(a);
if (mc->skins->getSelected()->getId() == 1026)
levelRenderer->renderHaloRing(a);
{
FRAME_PROFILE_SCOPE(WeatherSky);
levelRenderer->renderSky(a);
if (mc->skins->getSelected()->getId() == 1026)
levelRenderer->renderHaloRing(a);
}
}
// 4jcraft: needs to be enabled for proper transparent texturing on low
// render dists this was done in renderSky() for the far and normal
@ -1308,7 +1333,10 @@ void GameRenderer::renderLevel(float a, int64_t until) {
MemSect(0);
frustum->prepare(xOff, yOff, zOff);
mc->levelRenderer->cull(frustum, a);
{
FRAME_PROFILE_SCOPE(ChunkCull);
mc->levelRenderer->cull(frustum, a);
}
PIXEndNamedEvent();
#ifndef MULTITHREAD_ENABLE
@ -1335,6 +1363,7 @@ void GameRenderer::renderLevel(float a, int64_t until) {
#endif
if (cameraEntity->y < Level::genDepth) {
FRAME_PROFILE_SCOPE(WeatherSky);
prepareAndRenderClouds(levelRenderer, a);
}
Frustum::getFrustum(); // 4J added - re-calculate frustum as rendering
@ -1369,11 +1398,14 @@ void GameRenderer::renderLevel(float a, int64_t until) {
// storing the camera position Fix for #77745 - TU9: Content:
// Gameplay: Items and mobs not belonging to end world are
// disappearing when Enderdragon is damaged.
Vec3* cameraPosTemp = cameraEntity->getPos(a);
cameraPos->x = cameraPosTemp->x;
cameraPos->y = cameraPosTemp->y;
cameraPos->z = cameraPosTemp->z;
levelRenderer->renderEntities(cameraPos, frustum, a);
Vec3 cameraPosTemp = cameraEntity->getPos(a);
cameraPos.x = cameraPosTemp.x;
cameraPos.y = cameraPosTemp.y;
cameraPos.z = cameraPosTemp.z;
{
FRAME_PROFILE_SCOPE(Entity);
levelRenderer->renderEntities(&cameraPos, frustum, a);
}
#ifdef __PSVITA__
// AP - make sure we're using the Alpha cut out effect for particles
glEnable(GL_ALPHA_TEST);
@ -1381,12 +1413,18 @@ void GameRenderer::renderLevel(float a, int64_t until) {
PIXEndNamedEvent();
PIXBeginNamedEvent(0, "Particle render");
turnOnLightLayer(a); // 4J - brought forward from 1.8.2
particleEngine->renderLit(cameraEntity, a,
ParticleEngine::OPAQUE_LIST);
{
FRAME_PROFILE_SCOPE(Particle);
particleEngine->renderLit(cameraEntity, a,
ParticleEngine::OPAQUE_LIST);
}
Lighting::turnOff();
setupFog(0, a);
particleEngine->render(cameraEntity, a,
ParticleEngine::OPAQUE_LIST);
{
FRAME_PROFILE_SCOPE(Particle);
particleEngine->render(cameraEntity, a,
ParticleEngine::OPAQUE_LIST);
}
PIXEndNamedEvent();
turnOffLightLayer(a); // 4J - brought forward from 1.8.2
@ -1455,12 +1493,18 @@ void GameRenderer::renderLevel(float a, int64_t until) {
PIXBeginNamedEvent(0, "Particle render (translucent)");
Lighting::turnOn();
turnOnLightLayer(a); // 4J - brought forward from 1.8.2
particleEngine->renderLit(cameraEntity, a,
ParticleEngine::TRANSLUCENT_LIST);
{
FRAME_PROFILE_SCOPE(Particle);
particleEngine->renderLit(cameraEntity, a,
ParticleEngine::TRANSLUCENT_LIST);
}
Lighting::turnOff();
setupFog(0, a);
particleEngine->render(cameraEntity, a,
ParticleEngine::TRANSLUCENT_LIST);
{
FRAME_PROFILE_SCOPE(Particle);
particleEngine->render(cameraEntity, a,
ParticleEngine::TRANSLUCENT_LIST);
}
PIXEndNamedEvent();
turnOffLightLayer(a); // 4J - brought forward from 1.8.2
////////////////////////// End of 4J added section
@ -1491,12 +1535,16 @@ void GameRenderer::renderLevel(float a, int64_t until) {
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE);
levelRenderer->renderDestroyAnimation(
Tesselator::getInstance(),
std::dynamic_pointer_cast<Player>(cameraEntity), a);
{
FRAME_PROFILE_SCOPE(WeatherSky);
levelRenderer->renderDestroyAnimation(
Tesselator::getInstance(),
std::dynamic_pointer_cast<Player>(cameraEntity), a);
}
glDisable(GL_BLEND);
if (cameraEntity->y >= Level::genDepth) {
FRAME_PROFILE_SCOPE(WeatherSky);
prepareAndRenderClouds(levelRenderer, a);
}
@ -1505,7 +1553,10 @@ void GameRenderer::renderLevel(float a, int64_t until) {
setupFog(0, a);
glEnable(GL_FOG);
PIXBeginNamedEvent(0, "Rendering snow and rain");
renderSnowAndRain(a);
{
FRAME_PROFILE_SCOPE(WeatherSky);
renderSnowAndRain(a);
}
PIXEndNamedEvent();
glDisable(GL_FOG);
@ -1692,135 +1743,144 @@ void GameRenderer::renderSnowAndRain(float a) {
glColor4f(1, 1, 1, 1);
for (int x = x0 - r; x <= x0 + r; x++)
// two snow/rain rendering
mc->textures->bindTexture(&RAIN_LOCATION);
t->begin();
for (int x = x0 - r; x <= x0 + r; x++) {
for (int z = z0 - r; z <= z0 + r; z++) {
int rainSlot = (z - z0 + 16) * 32 + (x - x0 + 16);
float xa = rainXa[rainSlot] * 0.5f;
float za = rainZa[rainSlot] * 0.5f;
// 4J - changes here brought forward from 1.8.2
Biome* b = level->getBiome(x, z);
if (!b->hasRain() && !b->hasSnow()) continue;
int floor = level->getTopRainBlock(x, z);
int yy0 = y0 - r;
int yy1 = y0 + r;
if (yy0 < floor) yy0 = floor;
if (yy1 < floor) yy1 = floor;
float s = 1;
if (yy0 == yy1) continue;
int yl = floor;
if (yl < yMin) yl = yMin;
if (yy0 != yy1) {
random->setSeed((x * x * 3121 + x * 45238971) ^
(z * z * 418711 + z * 13761));
float temp = b->getTemperature();
if (level->getBiomeSource()->scaleTemp(temp, floor) < 0.15f)
continue;
// 4J - changes here brought forward from 1.8.2
float temp = b->getTemperature();
if (level->getBiomeSource()->scaleTemp(temp, floor) >= 0.15f) {
if (mode != 0) {
if (mode >= 0) t->end();
mode = 0;
mc->textures->bindTexture(&RAIN_LOCATION);
t->begin();
}
random->setSeed((x * x * 3121 + x * 45238971) ^
(z * z * 418711 + z * 13761));
float ra = (((_tick + x * x * 3121 + x * 45238971 +
z * z * 418711 + z * 13761) &
31) +
a) /
32.0f * (3 + random->nextFloat());
float ra = (((_tick + x * x * 3121 + x * 45238971 + z * z * 418711 +
z * 13761) &
31) +
a) /
32.0f * (3 + random->nextFloat());
double xd = (x + 0.5f) - player->x;
double zd = (z + 0.5f) - player->z;
float dd = (float)Mth::sqrt(xd * xd + zd * zd) / r;
double xd = (x + 0.5f) - player->x;
double zd = (z + 0.5f) - player->z;
float dd = (float)Mth::sqrt(xd * xd + zd * zd) / r;
float br = 1;
t->offset(-xo * 1, -yo * 1, -zo * 1);
float br = 1.0f;
float s = 1.0f;
t->offset(-xo, -yo, -zo);
#ifdef __PSVITA__
// AP - this will set up the 4 vertices in half the time
float Alpha = ((1 - dd * dd) * 0.5f + 0.5f) * rainLevel;
int tex2 =
(level->getLightColor(x, yl, z, 0) * 3 + 0xf000f0) / 4;
t->tileRainQuad(
x - xa + 0.5, yy0, z - za + 0.5, 0 * s,
yy0 * s / 4.0f + ra * s, x + xa + 0.5, yy0,
z + za + 0.5, 1 * s, yy0 * s / 4.0f + ra * s,
x + xa + 0.5, yy1, z + za + 0.5, 1 * s,
yy1 * s / 4.0f + ra * s, x - xa + 0.5, yy1,
z - za + 0.5, 0 * s, yy1 * s / 4.0f + ra * s, br, br,
br, Alpha, br, br, br, 0, tex2);
float Alpha = ((1 - dd * dd) * 0.5f + 0.5f) * rainLevel;
int tex2 = (level->getLightColor(x, yl, z, 0) * 3 + 0xf000f0) / 4;
t->tileRainQuad(
x - xa + 0.5, yy0, z - za + 0.5, 0 * s, yy0 * s / 4.0f + ra * s,
x + xa + 0.5, yy0, z + za + 0.5, 1 * s, yy0 * s / 4.0f + ra * s,
x + xa + 0.5, yy1, z + za + 0.5, 1 * s, yy1 * s / 4.0f + ra * s,
x - xa + 0.5, yy1, z - za + 0.5, 0 * s, yy1 * s / 4.0f + ra * s,
br, br, br, Alpha, br, br, br, 0, tex2);
#else
t->tex2(level->getLightColor(x, yl, z, 0));
t->color(br, br, br,
((1 - dd * dd) * 0.5f + 0.5f) * rainLevel);
t->vertexUV(x - xa + 0.5, yy0, z - za + 0.5, 0 * s,
yy0 * s / 4.0f + ra * s);
t->vertexUV(x + xa + 0.5, yy0, z + za + 0.5, 1 * s,
yy0 * s / 4.0f + ra * s);
// 4jcraft: this color call made rain invisible
// t->color(br, br, br, 0.0f);
// // 4J - added to soften the top visible edge of the rain
t->vertexUV(x + xa + 0.5, yy1, z + za + 0.5, 1 * s,
yy1 * s / 4.0f + ra * s);
t->vertexUV(x - xa + 0.5, yy1, z - za + 0.5, 0 * s,
yy1 * s / 4.0f + ra * s);
t->tex2(level->getLightColor(x, yl, z, 0));
t->color(br, br, br, ((1 - dd * dd) * 0.5f + 0.5f) * rainLevel);
t->vertexUV(x - xa + 0.5, yy0, z - za + 0.5, 0 * s,
yy0 * s / 4.0f + ra * s);
t->vertexUV(x + xa + 0.5, yy0, z + za + 0.5, 1 * s,
yy0 * s / 4.0f + ra * s);
t->vertexUV(x + xa + 0.5, yy1, z + za + 0.5, 1 * s,
yy1 * s / 4.0f + ra * s);
t->vertexUV(x - xa + 0.5, yy1, z - za + 0.5, 0 * s,
yy1 * s / 4.0f + ra * s);
#endif
t->offset(0, 0, 0);
t->end();
} else {
if (mode != 1) {
if (mode >= 0) t->end();
mode = 1;
mc->textures->bindTexture(&SNOW_LOCATION);
t->begin();
}
float ra = (((_tick) & 511) + a) / 512.0f;
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 = (float)sqrt(xd * xd + zd * zd) / r;
float br = 1;
t->offset(-xo * 1, -yo * 1, -zo * 1);
#ifdef __PSVITA__
// AP - this will set up the 4 vertices in half the time
float Alpha = ((1 - dd * dd) * 0.3f + 0.5f) * rainLevel;
int tex2 =
(level->getLightColor(x, yl, z, 0) * 3 + 0xf000f0) / 4;
t->tileRainQuad(
x - xa + 0.5, yy0, z - za + 0.5, 0 * s + uo,
yy0 * s / 4.0f + ra * s + vo, x + xa + 0.5, yy0,
z + za + 0.5, 1 * s + uo, yy0 * s / 4.0f + ra * s + vo,
x + xa + 0.5, yy1, z + za + 0.5, 1 * s + uo,
yy1 * s / 4.0f + ra * s + vo, x - xa + 0.5, yy1,
z - za + 0.5, 0 * s + uo, yy1 * s / 4.0f + ra * s + vo,
br, br, br, Alpha, br, br, br, Alpha, tex2);
#else
t->tex2((level->getLightColor(x, yl, z, 0) * 3 + 0xf000f0) /
4);
t->color(br, br, br,
((1 - dd * dd) * 0.3f + 0.5f) * rainLevel);
t->vertexUV(x - xa + 0.5, yy0, z - za + 0.5, 0 * s + uo,
yy0 * s / 4.0f + ra * s + vo);
t->vertexUV(x + xa + 0.5, yy0, z + za + 0.5, 1 * s + uo,
yy0 * s / 4.0f + ra * s + vo);
t->vertexUV(x + xa + 0.5, yy1, z + za + 0.5, 1 * s + uo,
yy1 * s / 4.0f + ra * s + vo);
t->vertexUV(x - xa + 0.5, yy1, z - za + 0.5, 0 * s + uo,
yy1 * s / 4.0f + ra * s + vo);
#endif
t->offset(0, 0, 0);
}
}
t->offset(0, 0, 0);
}
}
t->end(); // single submit for all rain geometry
// sno time
mc->textures->bindTexture(&SNOW_LOCATION);
t->begin();
for (int x = x0 - r; x <= x0 + r; x++) {
for (int z = z0 - r; z <= z0 + r; z++) {
int rainSlot = (z - z0 + 16) * 32 + (x - x0 + 16);
float xa = rainXa[rainSlot] * 0.5f;
float za = rainZa[rainSlot] * 0.5f;
Biome* b = level->getBiome(x, z);
if (!b->hasRain() && !b->hasSnow()) continue;
int floor = level->getTopRainBlock(x, z);
int yy0 = y0 - r;
int yy1 = y0 + r;
if (yy0 < floor) yy0 = floor;
if (yy1 < floor) yy1 = floor;
if (yy0 == yy1) continue;
int yl = floor;
if (yl < yMin) yl = yMin;
float temp = b->getTemperature();
// only draw snow (not rain) in this pass
if (level->getBiomeSource()->scaleTemp(temp, floor) >= 0.15f)
continue;
random->setSeed((x * x * 3121 + x * 45238971) ^
(z * z * 418711 + z * 13761));
float ra = (((_tick) & 511) + a) / 512.0f;
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 = (float)sqrt(xd * xd + zd * zd) / r;
float br = 1.0f;
float s = 1.0f;
t->offset(-xo, -yo, -zo);
#ifdef __PSVITA__
float Alpha = ((1 - dd * dd) * 0.3f + 0.5f) * rainLevel;
int tex2 = (level->getLightColor(x, yl, z, 0) * 3 + 0xf000f0) / 4;
t->tileRainQuad(
x - xa + 0.5, yy0, z - za + 0.5, 0 * s + uo,
yy0 * s / 4.0f + ra * s + vo, x + xa + 0.5, yy0, z + za + 0.5,
1 * s + uo, yy0 * s / 4.0f + ra * s + vo, x + xa + 0.5, yy1,
z + za + 0.5, 1 * s + uo, yy1 * s / 4.0f + ra * s + vo,
x - xa + 0.5, yy1, z - za + 0.5, 0 * s + uo,
yy1 * s / 4.0f + ra * s + vo, br, br, br, Alpha, br, br, br,
Alpha, tex2);
#else
t->tex2((level->getLightColor(x, yl, z, 0) * 3 + 0xf000f0) / 4);
t->color(br, br, br, ((1 - dd * dd) * 0.3f + 0.5f) * rainLevel);
t->vertexUV(x - xa + 0.5, yy0, z - za + 0.5, 0 * s + uo,
yy0 * s / 4.0f + ra * s + vo);
t->vertexUV(x + xa + 0.5, yy0, z + za + 0.5, 1 * s + uo,
yy0 * s / 4.0f + ra * s + vo);
t->vertexUV(x + xa + 0.5, yy1, z + za + 0.5, 1 * s + uo,
yy1 * s / 4.0f + ra * s + vo);
t->vertexUV(x - xa + 0.5, yy1, z - za + 0.5, 0 * s + uo,
yy1 * s / 4.0f + ra * s + vo);
#endif
t->offset(0, 0, 0);
}
}
t->end(); // single submit for all snow geometry
if (mode >= 0) t->end();
glEnable(GL_CULL_FACE);
glDisable(GL_BLEND);
glAlphaFunc(GL_GREATER, 0.1f);
@ -1837,6 +1897,35 @@ void GameRenderer::setupGuiScreen(int forceScale /*=-1*/) {
// 4jcraft: use actual framebuffer dimensions instead of mc->width/height
// to ensure GUI scales correctly after a window resize.
ScreenSizeCalculator ssc(mc->options, fbw, fbh, forceScale);
// 4jcraft: Java GUI screens still assume a clean 2D fixed-function style
// state.
RenderManager.StateSetFaceCull(false);
glDisable(GL_LIGHTING);
glDisable(GL_FOG);
glColor4f(1, 1, 1, 1);
glEnable(GL_ALPHA_TEST);
glAlphaFunc(GL_GREATER, 0.1f);
glEnable(GL_DEPTH_TEST);
glDepthFunc(GL_LEQUAL);
glDepthMask(true);
RenderManager.TextureBindVertex(-1);
glClientActiveTexture(GL_TEXTURE1);
glActiveTexture(GL_TEXTURE1);
glDisable(GL_TEXTURE_2D);
glBindTexture(GL_TEXTURE_2D, 0);
glMatrixMode(GL_TEXTURE);
glLoadIdentity();
glClientActiveTexture(GL_TEXTURE0);
glActiveTexture(GL_TEXTURE0);
glEnable(GL_TEXTURE_2D);
glMatrixMode(GL_TEXTURE);
glLoadIdentity();
glMatrixMode(GL_MODELVIEW);
glClear(GL_DEPTH_BUFFER_BIT);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
@ -1853,21 +1942,20 @@ void GameRenderer::setupClearColor(float a) {
float whiteness = 1.0f / (4 - mc->options->viewDistance);
whiteness = 1 - (float)pow((double)whiteness, 0.25);
Vec3* skyColor = level->getSkyColor(mc->cameraTargetPlayer, a);
float sr = (float)skyColor->x;
float sg = (float)skyColor->y;
float sb = (float)skyColor->z;
Vec3 skyColor = level->getSkyColor(mc->cameraTargetPlayer, a);
float sr = (float)skyColor.x;
float sg = (float)skyColor.y;
float sb = (float)skyColor.z;
Vec3* fogColor = level->getFogColor(a);
fr = (float)fogColor->x;
fg = (float)fogColor->y;
fb = (float)fogColor->z;
Vec3 fogColor = level->getFogColor(a);
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 = (float)player->getViewVector(a)->dot(sunAngle);
Vec3 sunAngle = Mth::sin(level->getSunAngle(a)) > 0 ? Vec3(-1, 0, 0)
: Vec3(1, 0, 0);
float d = (float)player->getViewVector(a).dot(sunAngle);
if (d < 0) d = 0;
if (d > 0) {
float* c =
@ -1903,10 +1991,10 @@ void GameRenderer::setupClearColor(float a) {
int t = Camera::getBlockAt(mc->level, player, a);
if (isInClouds) {
Vec3* cc = level->getCloudColor(a);
fr = (float)cc->x;
fg = (float)cc->y;
fb = (float)cc->z;
Vec3 cc = level->getCloudColor(a);
fr = (float)cc.x;
fg = (float)cc.y;
fb = (float)cc.z;
} else if (t != 0 && Tile::tiles[t]->material == Material::water) {
float clearness = EnchantmentHelper::getOxygenBonus(player) * 0.2f;
@ -2130,6 +2218,9 @@ int GameRenderer::getFpsCap(int option) {
int maxFps = 200;
if (option == 1) maxFps = 120;
if (option == 2) maxFps = 35;
#ifndef ENABLE_VSYNC
if (option == 3) maxFps = std::numeric_limits<int>::max();
#endif
return maxFps;
}

View file

@ -50,7 +50,7 @@ private:
float thirdTiltO;
float accumulatedSmoothXO, accumulatedSmoothYO;
float tickSmoothXO, tickSmoothYO, lastTickA;
Vec3* cameraPos; // 4J added
Vec3 cameraPos; // 4J added
// fov modification
float fovOffset;

File diff suppressed because it is too large Load diff

View file

@ -10,6 +10,7 @@
#ifdef __PS3__
#include "../Platform/PS3/PS3Extras/C4JSpursJob.h"
#endif
#include <unordered_set>
class MultiPlayerLevel;
class Textures;
class Chunk;
@ -163,8 +164,13 @@ public:
void destroyTileProgress(int id, int x, int y, int z, int progress);
void registerTextures(IconRegister* iconRegister);
typedef std::unordered_map<int, std::vector<std::shared_ptr<TileEntity> >,
IntKeyHash, IntKeyEq>
struct RenderableTileEntityBucket {
std::vector<std::shared_ptr<TileEntity> > tiles;
std::unordered_map<TileEntity*, size_t> indexByTile;
};
typedef std::unordered_map<int, RenderableTileEntityBucket, IntKeyHash,
IntKeyEq>
rteMap;
private:
@ -176,6 +182,10 @@ private:
rteMap renderableTileEntities; // 4J - changed - was
// std::vector<std::shared_ptr<TileEntity>,
// now hashed by chunk so we can find them
typedef std::unordered_set<TileEntity*> rtePendingRemovalSet;
typedef std::unordered_map<int, rtePendingRemovalSet, IntKeyHash, IntKeyEq>
rtePendingRemovalMap;
rtePendingRemovalMap m_renderableTileEntitiesPendingRemoval;
CRITICAL_SECTION m_csRenderableTileEntities;
MultiPlayerLevel* level[4]; // 4J - now one per player
Textures* textures;
@ -209,10 +219,21 @@ private:
emptyChunks;
static const int RENDERLISTS_LENGTH = 4; // 4J - added
OffsettedRenderList renderLists[RENDERLISTS_LENGTH];
void setGlobalChunkConnectivity(int index, uint64_t conn);
uint64_t getGlobalChunkConnectivity(int index);
std::vector<ClipChunk*> m_bfsGrid;
std::vector<uint8_t> m_bfsVisitedFaces[4];
std::unordered_map<int, BlockDestructionProgress*> destroyingBlocks;
Icon** breakingTextures;
void addRenderableTileEntity_Locked(
int key, const std::shared_ptr<TileEntity>& tileEntity);
void eraseRenderableTileEntity_Locked(RenderableTileEntityBucket& bucket,
TileEntity* tileEntity);
void queueRenderableTileEntityForRemoval_Locked(int key,
TileEntity* tileEntity);
void retireRenderableTileEntitiesForChunkKey(int key);
public:
void fullyFlagRenderableTileEntitiesToBeRemoved(); // 4J added
@ -234,7 +255,7 @@ public:
int timeout_ticks;
bool rebuilt;
RecentTile(int x, int y, int z, Level* level);
~RecentTile();
~RecentTile() = default;
};
CRITICAL_SECTION m_csDestroyedTiles;
std::vector<RecentTile*> m_destroyedTiles;
@ -296,6 +317,8 @@ public:
void clearGlobalChunkFlag(int x, int y, int z, Level* level,
unsigned char flag, unsigned char shift = 0);
static uint64_t* globalChunkConnectivity;
// Get/set whole byte of flags
unsigned char getGlobalChunkFlags(int x, int y, int z, Level* level);
void setGlobalChunkFlags(int x, int y, int z, Level* level,

View file

@ -22,14 +22,16 @@ void Lighting::turnOn() {
float d = 0.6f;
float s = 0.0f;
Vec3* l = Vec3::newTemp(0.2f, 1.0f, -0.7f)->normalize();
glLight(GL_LIGHT0, GL_POSITION, getBuffer(l->x, l->y, l->z, 0));
Vec3 l(0.2f, 1.0f, -0.7f);
l = l.normalize();
glLight(GL_LIGHT0, GL_POSITION, getBuffer(l.x, l.y, l.z, 0));
glLight(GL_LIGHT0, GL_DIFFUSE, getBuffer(d, d, d, 1));
glLight(GL_LIGHT0, GL_AMBIENT, getBuffer(0.0f, 0.0f, 0.0f, 1.0f));
glLight(GL_LIGHT0, GL_SPECULAR, getBuffer(s, s, s, 1.0f));
l = Vec3::newTemp(-0.2f, 1.0f, 0.7f)->normalize();
glLight(GL_LIGHT1, GL_POSITION, getBuffer(l->x, l->y, l->z, 0));
l = Vec3(-0.2f, 1.0f, 0.7f);
l = l.normalize();
glLight(GL_LIGHT1, GL_POSITION, getBuffer(l.x, l.y, l.z, 0));
glLight(GL_LIGHT1, GL_DIFFUSE, getBuffer(d, d, d, 1));
glLight(GL_LIGHT1, GL_AMBIENT, getBuffer(0.0f, 0.0f, 0.0f, 1.0f));
glLight(GL_LIGHT1, GL_SPECULAR, getBuffer(s, s, s, 1.0f));
@ -55,4 +57,4 @@ void Lighting::turnOnGui() {
glRotatef(165, 1, 0, 0);
turnOn();
glPopMatrix();
}
}

Some files were not shown because too many files have changed in this diff Show more