mirror of
https://github.com/GabsPuNs/Project-Zenith-Main.git
synced 2026-05-24 03:34:48 +00:00
Idk. Just changes i guess
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@@ -1203,30 +1203,32 @@ void Minecraft::applyFrameMouseLook()
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// Per-frame mouse look: consume mouse deltas every frame instead of waiting
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// for the 20Hz game tick. Apply the same delta to both xRot/yRot AND xRotO/yRotO
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// so the render interpolation instantly reflects the change without waiting for a tick.
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if (level == nullptr) return;
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if (level == nullptr || !g_KBMInput.IsMouseGrabbed())
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return;
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float rawDx = 0.0f, rawDy = 0.0f;
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g_KBMInput.ConsumeMouseDelta(rawDx, rawDy);
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if (rawDx == 0.0f && rawDy == 0.0f)
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return;
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for (int i = 0; i < XUSER_MAX_COUNT; i++)
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{
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if (localplayers[i] == nullptr) continue;
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if (localplayers[i] == nullptr)
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continue;
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int iPad = localplayers[i]->GetXboxPad();
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if (iPad != 0) continue; // Mouse only applies to pad 0
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if (iPad != 0)
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continue; // Mouse only applies to pad 0
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if (!g_KBMInput.IsMouseGrabbed()) continue;
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if (localgameModes[iPad] == nullptr) continue;
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float rawDx, rawDy;
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g_KBMInput.ConsumeMouseDelta(rawDx, rawDy);
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if (rawDx == 0.0f && rawDy == 0.0f) continue;
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if (localgameModes[iPad] == nullptr)
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continue;
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float mouseSensitivity = static_cast<float>(app.GetGameSettings(iPad, eGameSetting_Sensitivity_InGame)) / 100.0f;
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float mdx = rawDx * mouseSensitivity;
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float mdy = -rawDy * mouseSensitivity;
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if (app.GetGameSettings(iPad, eGameSetting_ControlInvertLook))
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mdy = -mdy;
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// Apply 0.15f scaling (same as Entity::interpolateTurn / Entity::turn)
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float dyaw = mdx * 0.15f;
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float dpitch = -mdy * 0.15f;
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float dyaw = rawDx * mouseSensitivity * 0.15f;
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float dpitch = rawDy * mouseSensitivity * 0.15f;
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if (app.GetGameSettings(iPad, eGameSetting_ControlInvertLook))
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dpitch = -dpitch;
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// Apply to both current and old rotation so render interpolation
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// reflects the change immediately (no 50ms tick delay)
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@@ -1236,10 +1238,10 @@ void Minecraft::applyFrameMouseLook()
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localplayers[i]->xRotO += dpitch;
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// Clamp pitch
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if (localplayers[i]->xRot < -90.0f) localplayers[i]->xRot = -90.0f;
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if (localplayers[i]->xRot > 90.0f) localplayers[i]->xRot = 90.0f;
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if (localplayers[i]->xRotO < -90.0f) localplayers[i]->xRotO = -90.0f;
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if (localplayers[i]->xRotO > 90.0f) localplayers[i]->xRotO = 90.0f;
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localplayers[i]->xRot = std::clamp(localplayers[i]->xRot, -90.0f, 90.0f);
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localplayers[i]->xRotO = std::clamp(localplayers[i]->xRotO, -90.0f, 90.0f);
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break;
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}
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}
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#endif
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@@ -461,6 +461,8 @@ IDXGISwapChain* g_pSwapChain = nullptr;
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ID3D11RenderTargetView* g_pRenderTargetView = nullptr;
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ID3D11DepthStencilView* g_pDepthStencilView = nullptr;
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ID3D11Texture2D* g_pDepthStencilBuffer = nullptr;
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static const float kClearColorWhite[4] = { 1.0f, 1.0f, 1.0f, 1.0f };
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static const float kClearColorBlack[4] = { 0.0f, 0.0f, 0.0f, 1.0f };
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//
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// FUNCTION: WndProc(HWND, UINT, WPARAM, LPARAM)
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@@ -843,7 +845,7 @@ HRESULT InitDevice()
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sd.Width = width;
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sd.Height = height;
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sd.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
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sd.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT | DXGI_USAGE_SHADER_INPUT;
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sd.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT;
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sd.SampleDesc.Count = 1;
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sd.SampleDesc.Quality = 0;
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sd.SwapEffect = DXGI_SWAP_EFFECT_FLIP_DISCARD;
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@@ -1021,7 +1023,7 @@ static bool ResizeD3D(int newW, int newH)
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sd.Width = bbW;
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sd.Height = bbH;
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sd.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
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sd.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT | DXGI_USAGE_SHADER_INPUT;
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sd.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT;
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sd.SampleDesc.Count = 1;
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sd.SampleDesc.Quality = 0;
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sd.SwapEffect = DXGI_SWAP_EFFECT_FLIP_DISCARD;
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@@ -1577,7 +1579,14 @@ int APIENTRY _tWinMain(_In_ HINSTANCE hInstance,
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continue;
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}
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const float* clearColor = app.GetGameStarted() ? kClearColorBlack : kClearColorWhite;
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RenderManager.SetClearColour(clearColor);
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RenderManager.StartFrame();
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if (!app.GetGameStarted())
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{
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RenderManager.SetClearColour(kClearColorWhite); // set intro scene background to white
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RenderManager.Clear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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}
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#if 0
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if(pMinecraft->soundEngine->isStreamingWavebankReady() &&
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!pMinecraft->soundEngine->isPlayingStreamingGameMusic() &&
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