format everything

This commit is contained in:
Tropical
2026-04-01 13:48:29 -05:00
parent 3e813592e4
commit dd93cfe91e
380 changed files with 2698 additions and 2595 deletions

View File

@@ -254,8 +254,7 @@ void GameRenderer::tick(bool first) // 4J - add bFirst
itemInHandRenderer->tick();
tickRain();
tickRain();
darkenWorldAmountO = darkenWorldAmount;
if (BossMobGuiInfo::darkenWorld) {
@@ -459,7 +458,8 @@ void GameRenderer::bobView(float a) {
glTranslatef((float)sinf(b * std::numbers::pi) * bob * 0.5f,
-(float)std::abs(cosf(b * std::numbers::pi) * bob), 0);
glRotatef((float)sinf(b * std::numbers::pi) * bob * 3, 0, 0, 1);
glRotatef((float)std::abs(cosf(b * std::numbers::pi - 0.2f) * bob) * 5, 1, 0, 0);
glRotatef((float)std::abs(cosf(b * std::numbers::pi - 0.2f) * bob) * 5, 1,
0, 0);
glRotatef((float)tilt, 1, 0, 0);
}
@@ -530,10 +530,10 @@ void GameRenderer::moveCameraToPlayer(float a) {
xRot += 180.0f;
}
double xd = -sinf(yRot / 180 * std::numbers::pi) * cosf(xRot / 180 * std::numbers::pi) *
cameraDist;
double zd = cosf(yRot / 180 * std::numbers::pi) * cosf(xRot / 180 * std::numbers::pi) *
cameraDist;
double xd = -sinf(yRot / 180 * std::numbers::pi) *
cosf(xRot / 180 * std::numbers::pi) * cameraDist;
double zd = cosf(yRot / 180 * std::numbers::pi) *
cosf(xRot / 180 * std::numbers::pi) * cameraDist;
double yd = -sinf(xRot / 180 * std::numbers::pi) * cameraDist;
for (int i = 0; i < 8; i++) {
@@ -768,8 +768,8 @@ void GameRenderer::renderItemInHand(float a, int eye) {
!mc->cameraTargetPlayer->isSleeping()) {
if (!mc->options->hideGui && !mc->gameMode->isCutScene()) {
turnOnLightLayer(a, true);
itemInHandRenderer->render(a);
itemInHandRenderer->render(a);
turnOffLightLayer(a);
}
}
@@ -1165,7 +1165,7 @@ int GameRenderer::runUpdate(void* lpParam) {
m_deleteStackSparseDataStorage.clear();
}
//
//
m_updateEvents->set(eUpdateEventIsFinished);
}
@@ -1278,7 +1278,7 @@ void GameRenderer::renderLevel(float a, int64_t until) {
GL11::glShadeModel(GL11::GL_SMOOTH);
}
// Culler *frustum = new FrustumCuller();
// Culler *frustum = new FrustumCuller();
FrustumCuller frustObj;
Culler* frustum = &frustObj;
frustum->prepare(xOff, yOff, zOff);
@@ -1287,16 +1287,15 @@ void GameRenderer::renderLevel(float a, int64_t until) {
FRAME_PROFILE_SCOPE(ChunkCull);
mc->levelRenderer->cull(frustum, a);
}
#if !defined(MULTITHREAD_ENABLE)
if ((i == 0) && updateChunks) // 4J - added updateChunks condition
{
int PIXPass = 0;
do {
do {
bool retval =
mc->levelRenderer->updateDirtyChunks(cameraEntity, false);
if (retval) break;
if (until == 0) break;
@@ -1305,7 +1304,6 @@ void GameRenderer::renderLevel(float a, int64_t until) {
if (diff < 0) break;
if (diff > 1000000000) break;
} while (true);
}
#endif
@@ -1323,14 +1321,13 @@ void GameRenderer::renderLevel(float a, int64_t until) {
mc->textures->bindTexture(
&TextureAtlas::LOCATION_BLOCKS); // 4J was L"/terrain.png"
Lighting::turnOff();
levelRenderer->render(cameraEntity, 0, a, updateChunks);
levelRenderer->render(cameraEntity, 0, a, updateChunks);
GL11::glShadeModel(GL11::GL_FLAT);
if (cameraFlip == 0) {
Lighting::turnOn();
// 4J - for entities, don't include the "a" factor that interpolates
// 4J - for entities, don't include the "a" factor that interpolates
// from the old to new position, as the AABBs for the entities are
// already fully at the new position This fixes flickering
// minecarts, and pigs that you are riding on
@@ -1349,8 +1346,8 @@ void GameRenderer::renderLevel(float a, int64_t until) {
FRAME_PROFILE_SCOPE(Entity);
levelRenderer->renderEntities(&cameraPos, frustum, a);
}
turnOnLightLayer(a); // 4J - brought forward from 1.8.2
turnOnLightLayer(a); // 4J - brought forward from 1.8.2
{
FRAME_PROFILE_SCOPE(Particle);
particleEngine->renderLit(cameraEntity, a,
@@ -1363,7 +1360,7 @@ void GameRenderer::renderLevel(float a, int64_t until) {
particleEngine->render(cameraEntity, a,
ParticleEngine::OPAQUE_LIST);
}
turnOffLightLayer(a); // 4J - brought forward from 1.8.2
if ((mc->hitResult != nullptr) &&
@@ -1401,29 +1398,27 @@ void GameRenderer::renderLevel(float a, int64_t until) {
}
glBlendFunc(GL_ZERO, GL_ONE);
int visibleWaterChunks =
int visibleWaterChunks =
levelRenderer->render(cameraEntity, 1, a, updateChunks);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
if (visibleWaterChunks > 0) {
levelRenderer->render(
levelRenderer->render(
cameraEntity, 1, a,
updateChunks); // 4J - chanaged, used to be
// renderSameAsLast but we don't support
// that anymore
}
GL11::glShadeModel(GL11::GL_FLAT);
} else {
levelRenderer->render(cameraEntity, 1, a, updateChunks);
levelRenderer->render(cameraEntity, 1, a, updateChunks);
}
// 4J - added - have split out translucent particle rendering so that it
// happens after the water is rendered, primarily for fireworks
Lighting::turnOn();
Lighting::turnOn();
turnOnLightLayer(a); // 4J - brought forward from 1.8.2
{
FRAME_PROFILE_SCOPE(Particle);
@@ -1437,7 +1432,7 @@ void GameRenderer::renderLevel(float a, int64_t until) {
particleEngine->render(cameraEntity, a,
ParticleEngine::TRANSLUCENT_LIST);
}
turnOffLightLayer(a); // 4J - brought forward from 1.8.2
////////////////////////// End of 4J added section
@@ -1460,7 +1455,7 @@ void GameRenderer::renderLevel(float a, int64_t until) {
/* 4J - moved rain rendering to after clouds so that it alpha blends
onto them properly renderSnowAndRain(a);
glDisable(GL_FOG);
*/
@@ -1483,11 +1478,11 @@ void GameRenderer::renderLevel(float a, int64_t until) {
// blend properly onto them
setupFog(0, a);
glEnable(GL_FOG);
{
{
FRAME_PROFILE_SCOPE(WeatherSky);
renderSnowAndRain(a);
}
glDisable(GL_FOG);
if (zoom == 1) {
@@ -1508,8 +1503,8 @@ void GameRenderer::prepareAndRenderClouds(LevelRenderer* levelRenderer,
glPushMatrix();
setupFog(0, a);
glEnable(GL_FOG);
levelRenderer->renderClouds(a);
levelRenderer->renderClouds(a);
glDisable(GL_FOG);
setupFog(1, a);
glPopMatrix();
@@ -1557,11 +1552,9 @@ void GameRenderer::tickRain() {
float za = random->nextFloat();
if (t > 0) {
if (Tile::tiles[t]->material == Material::lava) {
mc->particleEngine->add(
std::make_shared<SmokeParticle>(
level, x + xa,
y + 0.1f - Tile::tiles[t]->getShapeY0(), z + za, 0,
0, 0));
mc->particleEngine->add(std::make_shared<SmokeParticle>(
level, x + xa, y + 0.1f - Tile::tiles[t]->getShapeY0(),
z + za, 0, 0, 0));
} else {
if (random->nextInt(++rainPosSamples) == 0) {
rainPosX = x + xa;
@@ -1867,8 +1860,8 @@ void GameRenderer::setupClearColor(float a) {
fb = (float)fogColor.z;
if (mc->options->viewDistance < 2) {
Vec3 sunAngle = sinf(level->getSunAngle(a)) > 0 ? Vec3(-1, 0, 0)
: Vec3(1, 0, 0);
Vec3 sunAngle =
sinf(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) {