Modernize project codebase

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HARMSTONE 2026-03-11 19:58:39 +01:00 committed by GitHub
parent 3ff616a7b3
commit d799eb06f0
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@ -954,91 +954,70 @@ float GameRenderer::ComputeGammaFromSlider(float slider0to100)
void GameRenderer::CachePlayerGammas()
{
for (int j = 0; j < XUSER_MAX_COUNT && j < NUM_LIGHT_TEXTURES; ++j)
{
std::shared_ptr<MultiplayerLocalPlayer> player = Minecraft::GetInstance()->localplayers[j];
if (!player)
{
m_cachedGammaPerPlayer[j] = 1.0f;
continue;
}
const float slider = app.GetGameSettings(ProfileManager.GetPrimaryPad(), eGameSetting_Gamma);
const float gamma = ComputeGammaFromSlider(slider);
const float slider = app.GetGameSettings(j, eGameSetting_Gamma); // 0..100
m_cachedGammaPerPlayer[j] = ComputeGammaFromSlider(slider);
}
for (int j = 0; j < XUSER_MAX_COUNT && j < NUM_LIGHT_TEXTURES; ++j)
m_cachedGammaPerPlayer[j] = gamma;
}
bool GameRenderer::ComputeViewportForPlayer(int j, D3D11_VIEWPORT &outViewport) const
{
// Use the actual backbuffer dimensions so viewports adapt to window resize.
extern int g_rScreenWidth;
extern int g_rScreenHeight;
int active = 0;
int indexMap[NUM_LIGHT_TEXTURES] = {-1, -1, -1, -1};
for (int i = 0; i < XUSER_MAX_COUNT && i < NUM_LIGHT_TEXTURES; ++i)
{
if (Minecraft::GetInstance()->localplayers[i])
indexMap[active++] = i;
}
if (active <= 1)
{
outViewport.TopLeftX = 0.0f;
outViewport.TopLeftY = 0.0f;
outViewport.Width = static_cast<FLOAT>(g_rScreenWidth);
outViewport.Height = static_cast<FLOAT>(g_rScreenHeight);
outViewport.MinDepth = 0.0f;
outViewport.MaxDepth = 1.0f;
return true;
}
int k = -1;
for (int ord = 0; ord < active; ++ord)
if (indexMap[ord] == j)
{
k = ord;
break;
}
if (k < 0)
std::shared_ptr<MultiplayerLocalPlayer> player = Minecraft::GetInstance()->localplayers[j];
if (!player)
return false;
const float width = static_cast<float>(g_rScreenWidth);
const float height = static_cast<float>(g_rScreenHeight);
const float w = static_cast<float>(g_rScreenWidth);
const float h = static_cast<float>(g_rScreenHeight);
const float halfW = w * 0.5f;
const float halfH = h * 0.5f;
if (active == 2)
outViewport.MinDepth = 0.0f;
outViewport.MaxDepth = 1.0f;
switch (static_cast<C4JRender::eViewportType>(player->m_iScreenSection))
{
const float halfH = height * 0.5f;
outViewport.TopLeftX = 0.0f;
outViewport.Width = width;
outViewport.MinDepth = 0.0f;
outViewport.MaxDepth = 1.0f;
if (k == 0)
{
outViewport.TopLeftY = 0.0f;
outViewport.Height = halfH;
}
else
{
outViewport.TopLeftY = halfH;
outViewport.Height = halfH;
}
return true;
}
else
{
const float halfW = width * 0.5f;
const float halfH = height * 0.5f;
const int row = (k >= 2) ? 1 : 0;
const int col = (k % 2);
outViewport.TopLeftX = col ? halfW : 0.0f;
outViewport.TopLeftY = row ? halfH : 0.0f;
outViewport.Width = halfW;
outViewport.Height = halfH;
outViewport.MinDepth = 0.0f;
outViewport.MaxDepth = 1.0f;
return true;
case C4JRender::VIEWPORT_TYPE_SPLIT_TOP:
outViewport.TopLeftX = 0; outViewport.TopLeftY = 0;
outViewport.Width = w; outViewport.Height = halfH;
break;
case C4JRender::VIEWPORT_TYPE_SPLIT_BOTTOM:
outViewport.TopLeftX = 0; outViewport.TopLeftY = halfH;
outViewport.Width = w; outViewport.Height = halfH;
break;
case C4JRender::VIEWPORT_TYPE_SPLIT_LEFT:
outViewport.TopLeftX = 0; outViewport.TopLeftY = 0;
outViewport.Width = halfW; outViewport.Height = h;
break;
case C4JRender::VIEWPORT_TYPE_SPLIT_RIGHT:
outViewport.TopLeftX = halfW; outViewport.TopLeftY = 0;
outViewport.Width = halfW; outViewport.Height = h;
break;
case C4JRender::VIEWPORT_TYPE_QUADRANT_TOP_LEFT:
outViewport.TopLeftX = 0; outViewport.TopLeftY = 0;
outViewport.Width = halfW; outViewport.Height = halfH;
break;
case C4JRender::VIEWPORT_TYPE_QUADRANT_TOP_RIGHT:
outViewport.TopLeftX = halfW; outViewport.TopLeftY = 0;
outViewport.Width = halfW; outViewport.Height = halfH;
break;
case C4JRender::VIEWPORT_TYPE_QUADRANT_BOTTOM_LEFT:
outViewport.TopLeftX = 0; outViewport.TopLeftY = halfH;
outViewport.Width = halfW; outViewport.Height = halfH;
break;
case C4JRender::VIEWPORT_TYPE_QUADRANT_BOTTOM_RIGHT:
outViewport.TopLeftX = halfW; outViewport.TopLeftY = halfH;
outViewport.Width = halfW; outViewport.Height = halfH;
break;
default:
outViewport.TopLeftX = 0; outViewport.TopLeftY = 0;
outViewport.Width = w; outViewport.Height = h;
break;
}
return true;
}
uint32_t GameRenderer::BuildPlayerViewports(D3D11_VIEWPORT *outViewports, float *outGammas, UINT maxCount) const
@ -1190,11 +1169,19 @@ void GameRenderer::render(float a, bool bFirst)
const int xMouse = Mouse::getX() * screenWidth / mc->width;
const int yMouse = screenHeight - Mouse::getY() * screenHeight / mc->height - 1;
const int maxFps = getFpsCap(app.GetGameSettings(0, eGameSetting_FpsCap));
const int maxFps = getFpsCap(mc->options->framerateLimit);
if (mc->level != nullptr)
{
renderLevel(a, 0);
if (mc->options->framerateLimit == 0)
{
renderLevel(a, 0);
}
else
{
renderLevel(a, lastNsTime + 1000000000 / maxFps);
}
lastNsTime = System::nanoTime();
if (!mc->options->hideGui || mc->screen != nullptr)
@ -2253,12 +2240,13 @@ FloatBuffer *GameRenderer::getBuffer(float a, float b, float c, float d)
int GameRenderer::getFpsCap(int option)
{
static const int fpsCaps[] = {30, 60, 120, 0};
if (option < 0 || option > 3) return 0;
return fpsCaps[option];
static const int fpsCaps[] = {30, 60, 120, 0};
if (option < 0 || option > 3) return 0;
return fpsCaps[option];
}
void GameRenderer::updateAllChunks()
{
// mc->levelRenderer->updateDirtyChunks(mc->cameraTargetPlayer, true);
}
}