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https://git.huckle.dev/Huckles-Minecraft-Archive/4jcraft.git
synced 2026-07-17 06:28:44 +00:00
cleanup: flatten dead branches in client render texture and runtime code
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@@ -1,6 +1,6 @@
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#include "../Platform/stdafx.h"
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#ifndef __linux__
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#if !defined(__linux__)
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#include "../../Minecraft.World/IO/Streams/FloatBuffer.h"
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#include "../../Minecraft.World/IO/Streams/IntBuffer.h"
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@@ -57,11 +57,7 @@ int glGenLists(int count) { return RenderManager.CBuffCreate(count); }
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void glNewList(int index, int mode) { RenderManager.CBuffStart(index); }
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void glEndList(int vertexCount) {
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#if 0
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RenderManager.CBuffEnd(vertexCount);
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#else
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RenderManager.CBuffEnd();
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#endif
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}
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void glCallList(int index) { RenderManager.CBuffCall(index); }
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@@ -75,25 +71,8 @@ void glCallLists(IntBuffer* ib) {
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void glClear(int flags) { RenderManager.Clear(flags); }
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void glClearColor(float r, float g, float b, float a) {
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#if 0
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int ir = (int)(r * 255.0f);
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if (ir < 0) ir = 0;
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if (ir > 255) ir = 255;
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int ig = (int)(g * 255.0f);
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if (ig < 0) ig = 0;
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if (ig > 255) ig = 255;
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int ib = (int)(b * 255.0f);
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if (ib < 0) ib = 0;
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if (ib > 255) ib = 255;
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int ia = (int)(a * 255.0f);
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if (ia < 0) ia = 0;
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if (ia > 255) ia = 255;
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RenderManager.SetClearColour(D3DCOLOR_RGBA(ir, ig, ib, ia));
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#else
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float rgba[4] = {r, g, b, a};
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RenderManager.SetClearColour(rgba);
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#endif
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}
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void Display::update() {}
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@@ -208,11 +187,7 @@ void glAlphaFunc(int func, float param) {
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}
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void glDepthFunc(int func) {
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#if 0
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RenderManager.StateSetDepthFunc(func);
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#else
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RenderManager.StateSetDepthFunc(func);
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#endif
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}
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void glTexParameteri(int target, int param, int value) {
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@@ -220,16 +195,12 @@ void glTexParameteri(int target, int param, int value) {
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}
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void glPolygonOffset(float factor, float units) {
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#if 0
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RenderManager.StateSetDepthSlopeAndBias(factor, units);
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#else
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// DirectX specifies these offsets in z buffer 0 to 1 sort of range, whereas
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// opengl seems to be in a 0 -> depth buffer size sort of range. The slope
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// factor is quite possibly different too. Magic factor for now anyway.
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const float magicFactor = 65536.0f;
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RenderManager.StateSetDepthSlopeAndBias(factor / magicFactor,
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units / magicFactor);
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#endif
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}
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void glFogi(int param, int value) {
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