Gui.cpp: fix F3 debug overlay in splitscreen + minor perf cleanup

The F3 debug screen was badly broken in splitscreen: it used the GUI
coordinate space which gets distorted by the splitscreen scaling, so
text appeared stretched, misaligned or completely off-screen depending
on the viewport layout.

Fixed by setting up a dedicated projection matrix using physical pixel
coordinates (g_rScreenWidth / g_rScreenHeight) each time the overlay is
drawn, completely decoupled from whatever transform the HUD is using.
The viewport dimensions are now computed per screen section so the ortho
projection matches the actual pixel area of each player's quadrant.
Version and branch strings are only shown for player 0 (iPad == 0) to
avoid repeating them across every splitscreen pane.

Also removed a few redundant calculations that were being done twice in
the same frame (atan for xRot, health halves, air supply scaled value).
These are minor and have negligible real-world impact; more substantial
per-frame caching work (safe zone calculations etc.) will follow in a
separate commit.
This commit is contained in:
MrTheShy 2026-03-12 18:52:23 +01:00
parent 86cc3c9e6b
commit d4e5a712e4

View file

@ -443,7 +443,8 @@ void Gui::render(float a, bool mouseFree, int xMouse, int yMouse)
double maxHealth = minecraft->localplayers[iPad]->getAttribute(SharedMonsterAttributes.MAX_HEALTH);
double totalAbsorption = minecraft->localplayers[iPad]->getAbsorptionAmount();
int numHealthRows = Mth.ceil((maxHealth + totalAbsorption) / 2 / (float) NUM_HEARTS_PER_ROW);
const double healthHalves = (maxHealth + totalAbsorption) / 2.0;
int numHealthRows = Mth.ceil(healthHalves / (float) NUM_HEARTS_PER_ROW);
int healthRowHeight = Math.max(10 - (numHealthRows - 2), 3);
int yLine2 = yLine1 - (numHealthRows - 1) * healthRowHeight - 10;
absorption = totalAbsorption;
@ -469,7 +470,7 @@ void Gui::render(float a, bool mouseFree, int xMouse, int yMouse)
}
//minecraft.profiler.popPush("health");
for (int i = Mth.ceil((maxHealth + totalAbsorption) / 2) - 1; i >= 0; i--)
for (int i = (int)Mth.ceil(healthHalves) - 1; i >= 0; i--)
{
int healthTexBaseX = 16;
if (minecraft.player.hasEffect(MobEffect.poison))
@ -607,8 +608,11 @@ void Gui::render(float a, bool mouseFree, int xMouse, int yMouse)
// render air bubbles
if (minecraft->player->isUnderLiquid(Material::water))
{
int count = (int) ceil((minecraft->player->getAirSupply() - 2) * 10.0f / Player::TOTAL_AIR_SUPPLY);
int extra = (int) ceil((minecraft->player->getAirSupply()) * 10.0f / Player::TOTAL_AIR_SUPPLY) - count;
const int airSupply = minecraft->player->getAirSupply();
const float airScale = 10.0f / Player::TOTAL_AIR_SUPPLY;
const float airSupplyScaled = airSupply * airScale;
int count = (int) ceil((airSupply - 2) * airScale);
int extra = (int) ceil(airSupplyScaled) - count;
for (int i = 0; i < count + extra; i++)
{
// Air bubbles
@ -725,7 +729,8 @@ void Gui::render(float a, bool mouseFree, int xMouse, int yMouse)
Lighting::turnOn();
glRotatef(-45 - 90, 0, 1, 0);
glRotatef(-(float) atan(yd / 40.0f ) * 20, 1, 0, 0);
const float xRotAngle = -(float) atan(yd / 40.0f) * 20;
glRotatef(xRotAngle, 1, 0, 0);
float bodyRot = (minecraft->player->yBodyRotO + (minecraft->player->yBodyRot - minecraft->player->yBodyRotO));
// Fixed rotation angle of degrees, adjusted by bodyRot to negate the rotation that occurs in the renderer
// bodyRot in the rotation below is a simplification of "180 - (180 - bodyRot)" where the first 180 is EntityRenderDispatcher::instance->playerRotY that we set below
@ -736,7 +741,7 @@ void Gui::render(float a, bool mouseFree, int xMouse, int yMouse)
// Set head rotation to body rotation to make head static
minecraft->player->yRot = bodyRot;
minecraft->player->yRotO = minecraft->player->yRot;
minecraft->player->xRot = -(float) atan(yd / 40.0f) * 20;
minecraft->player->xRot = xRotAngle;
minecraft->player->onFire = 0;
minecraft->player->setSharedFlag(Entity::FLAG_ONFIRE, false);
@ -849,207 +854,6 @@ void Gui::render(float a, bool mouseFree, int xMouse, int yMouse)
// font.draw(str, x + 1, y, 0xffffff);
// }
#ifndef _FINAL_BUILD
MemSect(31);
// temporarily render overlay at all times so version is more obvious in bug reports
// we can turn this off once things stabilize
if (true)// minecraft->options->renderDebug && minecraft->player != nullptr && minecraft->level != nullptr)
{
const int debugLeft = 1;
const int debugTop = 1;
const float maxContentWidth = 1200.f;
const float maxContentHeight = 420.f;
float scale = static_cast<float>(screenWidth - debugLeft - 8) / maxContentWidth;
float scaleV = static_cast<float>(screenHeight - debugTop - 80) / maxContentHeight;
if (scaleV < scale) scale = scaleV;
if (scale > 1.f) scale = 1.f;
if (scale < 0.5f) scale = 0.5f;
glPushMatrix();
glTranslatef(static_cast<float>(debugLeft), static_cast<float>(debugTop), 0.f);
glScalef(scale, scale, 1.f);
glTranslatef(static_cast<float>(-debugLeft), static_cast<float>(-debugTop), 0.f);
vector<wstring> lines;
lines.push_back(ClientConstants::VERSION_STRING);
lines.push_back(ClientConstants::BRANCH_STRING);
if (minecraft->options->renderDebug && minecraft->player != nullptr && minecraft->level != nullptr)
{
lines.push_back(minecraft->fpsString);
lines.push_back(L"E: " + std::to_wstring(minecraft->level->getAllEntities().size())); // Could maybe use entity::shouldRender to work out how many are rendered but thats like expensive
// TODO Add server information with packet counts - once multiplayer is more stable
int renderDistance = app.GetGameSettings(iPad, eGameSetting_RenderDistance);
// Calculate the chunk sections using 16 * (2n + 1)^2
lines.push_back(L"C: " + std::to_wstring(16 * (2 * renderDistance + 1) * (2 * renderDistance + 1)) + L" D: " + std::to_wstring(renderDistance));
lines.push_back(minecraft->gatherStats4()); // Chunk Cache
// Dimension
wstring dimension = L"unknown";
switch (minecraft->player->dimension)
{
case -1:
dimension = L"minecraft:the_nether";
break;
case 0:
dimension = L"minecraft:overworld";
break;
case 1:
dimension = L"minecraft:the_end";
break;
}
lines.push_back(dimension);
lines.push_back(L""); // Spacer
// Players block pos
int xBlockPos = Mth::floor(minecraft->player->x);
int yBlockPos = Mth::floor(minecraft->player->y);
int zBlockPos = Mth::floor(minecraft->player->z);
// Chunk player is in
int xChunkPos = xBlockPos >> 4;
int yChunkPos = yBlockPos >> 4;
int zChunkPos = zBlockPos >> 4;
// Players offset within the chunk
int xChunkOffset = xBlockPos & 15;
int yChunkOffset = yBlockPos & 15;
int zChunkOffset = zBlockPos & 15;
// Format the position like java with limited decumal places
WCHAR posString[44]; // Allows upto 7 digit positions (+-9_999_999)
swprintf(posString, 44, L"%.3f / %.5f / %.3f", minecraft->player->x, minecraft->player->y, minecraft->player->z);
lines.push_back(L"XYZ: " + std::wstring(posString));
lines.push_back(L"Block: " + std::to_wstring(static_cast<int>(xBlockPos)) + L" " + std::to_wstring(static_cast<int>(yBlockPos)) + L" " + std::to_wstring(static_cast<int>(zBlockPos)));
lines.push_back(L"Chunk: " + std::to_wstring(xChunkOffset) + L" " + std::to_wstring(yChunkOffset) + L" " + std::to_wstring(zChunkOffset) + L" in " + std::to_wstring(xChunkPos) + L" " + std::to_wstring(yChunkPos) + L" " + std::to_wstring(zChunkPos));
// Wrap the yRot to 360 then adjust to (-180 to 180) range to match java
float yRotDisplay = fmod(minecraft->player->yRot, 360.0f);
if (yRotDisplay > 180.0f)
{
yRotDisplay -= 360.0f;
}
if (yRotDisplay < -180.0f)
{
yRotDisplay += 360.0f;
}
// Generate the angle string in the format "yRot / xRot" with one decimal place, similar to java edition
WCHAR angleString[16];
swprintf(angleString, 16, L"%.1f / %.1f", yRotDisplay, minecraft->player->xRot);
// Work out the named direction
int direction = Mth::floor(minecraft->player->yRot * 4.0f / 360.0f + 0.5) & 0x3;
wstring cardinalDirection;
switch (direction)
{
case 0:
cardinalDirection = L"south";
break;
case 1:
cardinalDirection = L"west";
break;
case 2:
cardinalDirection = L"north";
break;
case 3:
cardinalDirection = L"east";
break;
}
lines.push_back(L"Facing: " + cardinalDirection + L" (" + angleString + L")");
// We have to limit y to 256 as we don't get any information past that
if (minecraft->level != NULL && minecraft->level->hasChunkAt(xBlockPos, fmod(yBlockPos, 256), zBlockPos))
{
LevelChunk *chunkAt = minecraft->level->getChunkAt(xBlockPos, zBlockPos);
if (chunkAt != NULL)
{
int skyLight = chunkAt->getBrightness(LightLayer::Sky, xChunkOffset, yChunkOffset, zChunkOffset);
int blockLight = chunkAt->getBrightness(LightLayer::Block, xChunkOffset, yChunkOffset, zChunkOffset);
int maxLight = fmax(skyLight, blockLight);
lines.push_back(L"Light: " + std::to_wstring(maxLight) + L" (" + std::to_wstring(skyLight) + L" sky, " + std::to_wstring(blockLight) + L" block)");
lines.push_back(L"CH S: " + std::to_wstring(chunkAt->getHeightmap(xChunkOffset, zChunkOffset)));
Biome *biome = chunkAt->getBiome(xChunkOffset, zChunkOffset, minecraft->level->getBiomeSource());
lines.push_back(L"Biome: " + biome->m_name + L" (" + std::to_wstring(biome->id) + L")");
lines.push_back(L"Difficulty: " + std::to_wstring(minecraft->level->difficulty) + L" (Day " + std::to_wstring(minecraft->level->getGameTime() / Level::TICKS_PER_DAY) + L")");
}
}
// This is all LCE only stuff, it was never on java
lines.push_back(L""); // Spacer
lines.push_back(L"Seed: " + std::to_wstring(minecraft->level->getLevelData()->getSeed()));
lines.push_back(minecraft->gatherStats1()); // Time to autosave
lines.push_back(minecraft->gatherStats2()); // Empty currently - CPlatformNetworkManagerStub::GatherStats()
lines.push_back(minecraft->gatherStats3()); // RTT
}
#ifdef _DEBUG // Only show terrain features in debug builds not release
// TERRAIN FEATURES
if (minecraft->level->dimension->id == 0)
{
wstring wfeature[eTerrainFeature_Count];
wfeature[eTerrainFeature_Stronghold] = L"Stronghold: ";
wfeature[eTerrainFeature_Mineshaft] = L"Mineshaft: ";
wfeature[eTerrainFeature_Village] = L"Village: ";
wfeature[eTerrainFeature_Ravine] = L"Ravine: ";
float maxW = static_cast<float>(screenWidth - debugLeft - 8) / scale;
float maxWForContent = maxW - static_cast<float>(font->width(L"..."));
bool truncated[eTerrainFeature_Count] = {};
for (size_t i = 0; i < app.m_vTerrainFeatures.size(); i++)
{
FEATURE_DATA *pFeatureData = app.m_vTerrainFeatures[i];
int type = pFeatureData->eTerrainFeature;
if (type < eTerrainFeature_Stronghold || type > eTerrainFeature_Ravine)
{
continue;
}
if (truncated[type])
{
continue;
}
wstring itemInfo = L"[" + std::to_wstring(pFeatureData->x * 16) + L", " + std::to_wstring(pFeatureData->z * 16) + L"] ";
if (font->width(wfeature[type] + itemInfo) <= maxWForContent)
{
wfeature[type] += itemInfo;
}
else
{
wfeature[type] += L"...";
truncated[type] = true;
}
}
lines.push_back(L""); // Add a spacer line
for (int i = eTerrainFeature_Stronghold; i <= static_cast<int>(eTerrainFeature_Ravine); i++)
{
lines.push_back(wfeature[i]);
}
lines.push_back(L"");
}
#endif
// Loop through the lines and draw them all on screen
int yPos = debugTop;
for (const auto &line : lines)
{
drawString(font, line, debugLeft, yPos, 0xffffff);
yPos += 10;
}
glPopMatrix();
}
MemSect(0);
#endif
lastTickA = a;
// 4J Stu - This is now displayed in a xui scene
#if 0
@ -1203,6 +1007,190 @@ void Gui::render(float a, bool mouseFree, int xMouse, int yMouse)
glPopMatrix();
}
#ifndef _FINAL_BUILD
MemSect(31);
if (true)
{
// Real window dimensions updated on every WM_SIZE — always current
extern int g_rScreenWidth;
extern int g_rScreenHeight;
// Set up a fresh projection using physical pixel coordinates so the debug
// text is never distorted regardless of aspect ratio, splitscreen layout,
// or menu state. 1 coordinate unit = 1 physical pixel.
// Compute the actual viewport dimensions for this player's screen section.
// glOrtho must match the viewport exactly for 1 unit = 1 physical pixel.
int vpW = g_rScreenWidth;
int vpH = g_rScreenHeight;
switch (minecraft->player->m_iScreenSection)
{
case C4JRender::VIEWPORT_TYPE_SPLIT_TOP:
case C4JRender::VIEWPORT_TYPE_SPLIT_BOTTOM:
vpH /= 2;
break;
case C4JRender::VIEWPORT_TYPE_SPLIT_LEFT:
case C4JRender::VIEWPORT_TYPE_SPLIT_RIGHT:
vpW /= 2;
break;
case C4JRender::VIEWPORT_TYPE_QUADRANT_TOP_LEFT:
case C4JRender::VIEWPORT_TYPE_QUADRANT_TOP_RIGHT:
case C4JRender::VIEWPORT_TYPE_QUADRANT_BOTTOM_LEFT:
case C4JRender::VIEWPORT_TYPE_QUADRANT_BOTTOM_RIGHT:
vpW /= 2;
vpH /= 2;
break;
default: // VIEWPORT_TYPE_FULLSCREEN
break;
}
glMatrixMode(GL_PROJECTION);
glPushMatrix();
glLoadIdentity();
glOrtho(0, vpW, vpH, 0, 1000, 3000);
glMatrixMode(GL_MODELVIEW);
glPushMatrix();
glLoadIdentity();
glTranslatef(0, 0, -2000);
// Font was designed for guiScale px/unit; scale up so characters appear
// at the same physical size as the rest of the HUD at 0.5x.
const float fontScale = static_cast<float>(guiScale) * 1.0f;
const int debugLeft = 1;
const int debugTop = 1;
glTranslatef(static_cast<float>(debugLeft), static_cast<float>(debugTop), 0.f);
glScalef(fontScale, fontScale, 1.f);
glTranslatef(static_cast<float>(-debugLeft), static_cast<float>(-debugTop), 0.f);
vector<wstring> lines;
// Only show version/branch for player 0 to avoid cluttering each splitscreen viewport
if (iPad == 0)
{
lines.push_back(ClientConstants::VERSION_STRING);
lines.push_back(ClientConstants::BRANCH_STRING);
}
if (minecraft->options->renderDebug && minecraft->player != nullptr && minecraft->level != nullptr)
{
lines.push_back(minecraft->fpsString);
lines.push_back(L"E: " + std::to_wstring(minecraft->level->getAllEntities().size()));
int renderDistance = app.GetGameSettings(iPad, eGameSetting_RenderDistance);
lines.push_back(L"C: " + std::to_wstring(16 * (2 * renderDistance + 1) * (2 * renderDistance + 1)) + L" D: " + std::to_wstring(renderDistance));
lines.push_back(minecraft->gatherStats4());
wstring dimension = L"unknown";
switch (minecraft->player->dimension)
{
case -1: dimension = L"minecraft:the_nether"; break;
case 0: dimension = L"minecraft:overworld"; break;
case 1: dimension = L"minecraft:the_end"; break;
}
lines.push_back(dimension);
lines.push_back(L"");
int xBlockPos = Mth::floor(minecraft->player->x);
int yBlockPos = Mth::floor(minecraft->player->y);
int zBlockPos = Mth::floor(minecraft->player->z);
int xChunkPos = xBlockPos >> 4;
int yChunkPos = yBlockPos >> 4;
int zChunkPos = zBlockPos >> 4;
int xChunkOffset = xBlockPos & 15;
int yChunkOffset = yBlockPos & 15;
int zChunkOffset = zBlockPos & 15;
WCHAR posString[44];
swprintf(posString, 44, L"%.3f / %.5f / %.3f", minecraft->player->x, minecraft->player->y, minecraft->player->z);
lines.push_back(L"XYZ: " + std::wstring(posString));
lines.push_back(L"Block: " + std::to_wstring(xBlockPos) + L" " + std::to_wstring(yBlockPos) + L" " + std::to_wstring(zBlockPos));
lines.push_back(L"Chunk: " + std::to_wstring(xChunkOffset) + L" " + std::to_wstring(yChunkOffset) + L" " + std::to_wstring(zChunkOffset) + L" in " + std::to_wstring(xChunkPos) + L" " + std::to_wstring(yChunkPos) + L" " + std::to_wstring(zChunkPos));
float yRotDisplay = fmod(minecraft->player->yRot, 360.0f);
if (yRotDisplay > 180.0f) yRotDisplay -= 360.0f;
if (yRotDisplay < -180.0f) yRotDisplay += 360.0f;
WCHAR angleString[16];
swprintf(angleString, 16, L"%.1f / %.1f", yRotDisplay, minecraft->player->xRot);
int direction = Mth::floor(minecraft->player->yRot * 4.0f / 360.0f + 0.5) & 0x3;
const wchar_t* cardinals[] = { L"south", L"west", L"north", L"east" };
lines.push_back(L"Facing: " + std::wstring(cardinals[direction]) + L" (" + angleString + L")");
if (minecraft->level != NULL && minecraft->level->hasChunkAt(xBlockPos, fmod(yBlockPos, 256), zBlockPos))
{
LevelChunk *chunkAt = minecraft->level->getChunkAt(xBlockPos, zBlockPos);
if (chunkAt != NULL)
{
int skyLight = chunkAt->getBrightness(LightLayer::Sky, xChunkOffset, yChunkOffset, zChunkOffset);
int blockLight = chunkAt->getBrightness(LightLayer::Block, xChunkOffset, yChunkOffset, zChunkOffset);
int maxLight = fmax(skyLight, blockLight);
lines.push_back(L"Light: " + std::to_wstring(maxLight) + L" (" + std::to_wstring(skyLight) + L" sky, " + std::to_wstring(blockLight) + L" block)");
lines.push_back(L"CH S: " + std::to_wstring(chunkAt->getHeightmap(xChunkOffset, zChunkOffset)));
Biome *biome = chunkAt->getBiome(xChunkOffset, zChunkOffset, minecraft->level->getBiomeSource());
lines.push_back(L"Biome: " + biome->m_name + L" (" + std::to_wstring(biome->id) + L")");
lines.push_back(L"Difficulty: " + std::to_wstring(minecraft->level->difficulty) + L" (Day " + std::to_wstring(minecraft->level->getGameTime() / Level::TICKS_PER_DAY) + L")");
}
}
lines.push_back(L"");
lines.push_back(L"Seed: " + std::to_wstring(minecraft->level->getLevelData()->getSeed()));
lines.push_back(minecraft->gatherStats1());
lines.push_back(minecraft->gatherStats2());
lines.push_back(minecraft->gatherStats3());
}
#ifdef _DEBUG
if (minecraft->options->renderDebug && minecraft->player != nullptr && minecraft->level != nullptr && minecraft->level->dimension->id == 0)
{
wstring wfeature[eTerrainFeature_Count];
wfeature[eTerrainFeature_Stronghold] = L"Stronghold: ";
wfeature[eTerrainFeature_Mineshaft] = L"Mineshaft: ";
wfeature[eTerrainFeature_Village] = L"Village: ";
wfeature[eTerrainFeature_Ravine] = L"Ravine: ";
// maxW in font units: physical width divided by font scale
float maxW = (static_cast<float>(g_rScreenWidth) - debugLeft - 8) / fontScale;
float maxWForContent = maxW - static_cast<float>(font->width(L"..."));
bool truncated[eTerrainFeature_Count] = {};
for (size_t i = 0; i < app.m_vTerrainFeatures.size(); i++)
{
FEATURE_DATA *pFeatureData = app.m_vTerrainFeatures[i];
int type = pFeatureData->eTerrainFeature;
if (type < eTerrainFeature_Stronghold || type > eTerrainFeature_Ravine) continue;
if (truncated[type]) continue;
wstring itemInfo = L"[" + std::to_wstring(pFeatureData->x * 16) + L", " + std::to_wstring(pFeatureData->z * 16) + L"] ";
if (font->width(wfeature[type] + itemInfo) <= maxWForContent)
wfeature[type] += itemInfo;
else
{
wfeature[type] += L"...";
truncated[type] = true;
}
}
lines.push_back(L"");
for (int i = eTerrainFeature_Stronghold; i <= static_cast<int>(eTerrainFeature_Ravine); i++)
lines.push_back(wfeature[i]);
lines.push_back(L"");
}
#endif
int yPos = debugTop;
for (const auto &line : lines)
{
drawString(font, line, debugLeft, yPos, 0xffffff);
yPos += 10;
}
glMatrixMode(GL_MODELVIEW);
glPopMatrix();
glMatrixMode(GL_PROJECTION);
glPopMatrix();
glMatrixMode(GL_MODELVIEW);
}
MemSect(0);
#endif
glColor4f(1, 1, 1, 1);
glDisable(GL_BLEND);
glEnable(GL_ALPHA_TEST);