From a9dd3968361bdb0afa9520027242c942a46cb1e1 Mon Sep 17 00:00:00 2001 From: Tropical <42101043+tropicaaal@users.noreply.github.com> Date: Mon, 30 Mar 2026 21:28:26 -0500 Subject: [PATCH] remove unused glWrapper --- .../Source Files/glWrapper.cpp | 284 ------------------ 1 file changed, 284 deletions(-) delete mode 100644 minecraft/Minecraft.Client/Source Files/glWrapper.cpp diff --git a/minecraft/Minecraft.Client/Source Files/glWrapper.cpp b/minecraft/Minecraft.Client/Source Files/glWrapper.cpp deleted file mode 100644 index fbfe6f3c4..000000000 --- a/minecraft/Minecraft.Client/Source Files/glWrapper.cpp +++ /dev/null @@ -1,284 +0,0 @@ -#include "Minecraft.World/Header Files/stdafx.h" - -#if !defined(__linux__) - -#include "java/FloatBuffer.h" -#include "java/IntBuffer.h" -#include "java/ByteBuffer.h" - -void glViewport(int x, int y, int w, int h) { - // We don't really need anything here because minecraft doesn't current do - // anything other than the default viewport -} - -void glTranslatef(float x, float y, float z) { - RenderManager.MatrixTranslate(x, y, z); -} - -void glRotatef(float angle, float x, float y, float z) { - RenderManager.MatrixRotate(angle * (std::numbers::pi / 180.0f), x, y, z); -} - -void glPopMatrix() { RenderManager.MatrixPop(); } - -void glPushMatrix() { RenderManager.MatrixPush(); } - -void glScalef(float x, float y, float z) { RenderManager.MatrixScale(x, y, z); } - -void glMultMatrixf(float* m) { RenderManager.MatrixMult(m); } - -void glMatrixMode(int type) { RenderManager.MatrixMode(type); } - -void glLoadIdentity() { RenderManager.MatrixSetIdentity(); } - -void gluPerspective(float fovy, float aspect, float zNear, float zFar) { - RenderManager.MatrixPerspective(fovy, aspect, zNear, zFar); -} - -void glOrtho(float left, float right, float bottom, float top, float zNear, - float zFar) { - RenderManager.MatrixOrthogonal(left, right, bottom, top, zNear, zFar); -} - -void glScaled(double x, double y, double z) { - RenderManager.MatrixScale((float)x, (float)y, (float)z); -} - -void glGetFloat(int type, FloatBuffer* buff) { - memcpy(buff->_getDataPointer(), RenderManager.MatrixGet(type), 64); -} - -void glDeleteLists(int first, int count) { - RenderManager.CBuffDelete(first, count); -} - -int glGenLists(int count) { return RenderManager.CBuffCreate(count); } - -void glNewList(int index, int mode) { RenderManager.CBuffStart(index); } - -void glEndList(int vertexCount) { RenderManager.CBuffEnd(); } - -void glCallList(int index) { RenderManager.CBuffCall(index); } - -void glCallLists(IntBuffer* ib) { - for (unsigned int i = 0; i < ib->limit(); i++) { - RenderManager.CBuffCall(ib->get(i)); - } -} - -void glClear(int flags) { RenderManager.Clear(flags); } - -void glClearColor(float r, float g, float b, float a) { - float rgba[4] = {r, g, b, a}; - RenderManager.SetClearColour(rgba); -} - -void Display::update() {} - -void Display::swapBuffers() {} - -void glBindTexture(int target, int texture) { - RenderManager.TextureBind(texture); -} - -void glTexImage2D(int target, int level, int internalformat, int width, - int height, int border, int format, int type, - ByteBuffer* data) { - RenderManager.TextureData(width, height, data->getBuffer(), level); -} - -void glDeleteTextures(IntBuffer* ib) { - for (unsigned int i = 0; i < ib->limit(); i++) { - RenderManager.TextureFree(ib->get(i)); - } -} - -// 4J Stu - I'm pretty sure this is what it should do -void glDeleteTextures(int id) { RenderManager.TextureFree(id); } - -void glGenTextures(IntBuffer* ib) { - for (unsigned int i = 0; i < ib->limit(); i++) { - ib->put(RenderManager.TextureCreate()); - } -} - -// 4J Stu - I'm pretty sure this is what it should do -int glGenTextures() { return RenderManager.TextureCreate(); } - -void glColor3f(float r, float g, float b) { - RenderManager.StateSetColour(r, g, b, 1.0f); -} - -void glColor4f(float r, float g, float b, float a) { - RenderManager.StateSetColour(r, g, b, a); -} - -void glDisable(int state) { - switch (state) { - case GL_TEXTURE_2D: - RenderManager.TextureBind(-1); - break; - case GL_BLEND: - RenderManager.StateSetBlendEnable(false); - break; - case GL_CULL_FACE: - RenderManager.StateSetFaceCull(false); - break; - case GL_DEPTH_TEST: - RenderManager.StateSetDepthTestEnable(false); - break; - case GL_ALPHA_TEST: - RenderManager.StateSetAlphaTestEnable(false); - break; - case GL_FOG: - RenderManager.StateSetFogEnable(false); - break; - case GL_LIGHTING: - RenderManager.StateSetLightingEnable(false); - break; - case GL_LIGHT0: - RenderManager.StateSetLightEnable(0, false); - break; - case GL_LIGHT1: - RenderManager.StateSetLightEnable(1, false); - break; - } -} - -void glEnable(int state) { - switch (state) { - case GL_BLEND: - RenderManager.StateSetBlendEnable(true); - break; - case GL_CULL_FACE: - RenderManager.StateSetFaceCull(true); - break; - case GL_DEPTH_TEST: - RenderManager.StateSetDepthTestEnable(true); - break; - case GL_ALPHA_TEST: - RenderManager.StateSetAlphaTestEnable(true); - break; - case GL_FOG: - RenderManager.StateSetFogEnable(true); - break; - case GL_LIGHTING: - RenderManager.StateSetLightingEnable(true); - break; - case GL_LIGHT0: - RenderManager.StateSetLightEnable(0, true); - break; - case GL_LIGHT1: - RenderManager.StateSetLightEnable(1, true); - break; - } -} - -void glDepthMask(bool enable) { RenderManager.StateSetDepthMask(enable); } - -void glBlendFunc(int src, int dst) { - RenderManager.StateSetBlendFunc(src, dst); -} - -void glAlphaFunc(int func, float param) { - RenderManager.StateSetAlphaFunc(func, param); -} - -void glDepthFunc(int func) { RenderManager.StateSetDepthFunc(func); } - -void glTexParameteri(int target, int param, int value) { - RenderManager.TextureSetParam(param, value); -} - -void glPolygonOffset(float factor, float units) { - // DirectX specifies these offsets in z buffer 0 to 1 sort of range, whereas - // opengl seems to be in a 0 -> depth buffer size sort of range. The slope - // factor is quite possibly different too. Magic factor for now anyway. - const float magicFactor = 65536.0f; - RenderManager.StateSetDepthSlopeAndBias(factor / magicFactor, - units / magicFactor); -} - -void glFogi(int param, int value) { - if (param == GL_FOG_MODE) { - RenderManager.StateSetFogMode(value); - } -} - -void glFogf(int param, float value) { - switch (param) { - case GL_FOG_START: - RenderManager.StateSetFogNearDistance(value); - break; - case GL_FOG_END: - RenderManager.StateSetFogFarDistance(value); - break; - case GL_FOG_DENSITY: - RenderManager.StateSetFogDensity(value); - break; - } -} - -void glFog(int param, FloatBuffer* values) { - if (param == GL_FOG_COLOR) { - float* data = values->_getDataPointer(); - RenderManager.StateSetFogColour(data[0], data[1], data[2]); - } -} - -void glLight(int light, int mode, FloatBuffer* values) { - int idx; - if (light == GL_LIGHT0) { - idx = 0; - } else if (light == GL_LIGHT1) { - idx = 1; - } else - return; - float* data = values->_getDataPointer(); - switch (mode) { - case GL_POSITION: - RenderManager.StateSetLightDirection(idx, data[0], data[1], - data[2]); - break; - case GL_DIFFUSE: - RenderManager.StateSetLightColour(idx, data[0], data[1], data[2]); - break; - case GL_AMBIENT: - break; - case GL_SPECULAR: - break; - } -} - -void glLightModel(int mode, FloatBuffer* values) { - float* data = values->_getDataPointer(); - if (mode == GL_LIGHT_MODEL_AMBIENT) { - RenderManager.StateSetLightAmbientColour(data[0], data[1], data[2]); - } -} - -void glLineWidth(float width) { RenderManager.StateSetLineWidth(width); } - -void glColorMask(bool red, bool green, bool blue, bool alpha) { - RenderManager.StateSetWriteEnable(red, green, blue, alpha); -} - -void glMultiTexCoord2f(int, float u, float v) { - // Clamp these values just to be safe - the lighting code can get broken if - // we pass things to StateSetVertexTextureUV that are >= 1 - if (u > 255.0f) u = 255.0f; - if (v > 255.0f) v = 255.0f; - - RenderManager.StateSetVertexTextureUV(u / 256.0f, v / 256.0f); -} - -void glTexGen(int coord, int mode, FloatBuffer* vec) { - float* data = vec->_getDataPointer(); - - RenderManager.StateSetTexGenCol(coord, data[0], data[1], data[2], data[3], - mode == GL_EYE_PLANE); -} - -void glCullFace(int dir) { RenderManager.StateSetFaceCullCW(dir == GL_BACK); } - -#endif