forked from Kolyah35/minecraft-pe-0.6.1
Another Huge Commit my bad - shredder
Restored Java's Debug Screen using partial unused code and ported code, avaliable in options menu as a style Slight Water texture is now overlayed when in water Vignette function has been fixed and can now be toggled in options World Generation now includes Tall Grass and Ferns both Broken Frame Chart Graph found in the source has now been fixed and enabled when debug screen is turned on Pie Chart works now and will appear when debug screen is opened Most changes have not been tested on anything besides windows, will test it
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@@ -285,7 +285,7 @@ void GameRenderer::renderLevel(float a) {
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mc->levelRenderer->cull(&frustum, a);
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mc->levelRenderer->updateDirtyChunks(cameraEntity, false);
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// this sky rendering code below was originally before the frustrum and culling stuff but sunset color breaks for some reason in that place, so i moved i after those two - shredder
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if(mc->options.getBooleanValue(OPTIONS_FANCY_GRAPHICS)) {
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// if(mc->options.getBooleanValue(OPTIONS_FANCY_GRAPHICS)) {
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setupFog(-1);
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TIMER_POP_PUSH("sky");
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// @TODO - EXTREME JANK BELOW, it works but i have to do heavy cleanup here, also to test if the glfogf commands even affect fog in anyway.
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@@ -298,7 +298,7 @@ void GameRenderer::renderLevel(float a) {
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glFogf(GL_FOG_START, renderDistance * 0.6f);
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glFogf(GL_FOG_END, renderDistance);
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}
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}
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// }
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glEnable2(GL_FOG);
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setupFog(1);
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// MCPE renders clouds using this, but this method breaks 3d clouds and also breaks 2d clouds transparency viewed from above, add as a Legacy Sky or Fast Sky option. - shredder
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@@ -443,10 +443,10 @@ void ItemInHandRenderer::renderScreenEffect( float a )
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}
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}
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// if (mc->player->isUnderLiquid(Material::water)) {
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//mc->textures->loadAndBindTexture("misc/water.png");
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// renderWater(a);
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// }
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if (mc->player->isUnderLiquid(Material::water)) {
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mc->textures->loadAndBindTexture("misc/water.png");
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renderWater(a);
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}
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glEnable2(GL_ALPHA_TEST);
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}
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@@ -1063,9 +1063,9 @@ std::string LevelRenderer::gatherStats1() {
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}
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//
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// /*public*/ std::string gatherStats2() {
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// return "E: " + renderedEntities + "/" + totalEntities + ". B: " + culledEntities + ", I: " + ((totalEntities - culledEntities) - renderedEntities);
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// }
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std::string LevelRenderer::gatherStats2() {
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return "E: " + std::to_string(renderedEntities) + "/" + std::to_string(totalEntities) + ". B: " + std::to_string(culledEntities) + ", I: " + std::to_string(((totalEntities - culledEntities) - renderedEntities));
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}
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//
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// int[] toRender = new int[50000];
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// IntBuffer resultBuffer = MemoryTracker.createIntBuffer(64);
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@@ -1158,6 +1158,7 @@ void LevelRenderer::renderSky(float alpha) {
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// thanks to the mcpe 0.1 decomp project a bit for this part, was not getting the gl states correctly, gles is painful - shredder
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// Sunrise
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if (mc->options.getBooleanValue(OPTIONS_BEAUTIFUL_SKY)) {
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glEnable(GL_BLEND);
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glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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@@ -1228,6 +1229,7 @@ void LevelRenderer::renderSky(float alpha) {
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glColor4f(a, a, a, a);
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drawArrayVT(starBuffer, starVertexCount);
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}
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}
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glColor4f(1.0f, 1.0f, 1.0f, 1.0f);
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@@ -1240,7 +1242,9 @@ void LevelRenderer::renderSky(float alpha) {
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glColor3f(sc.x * 0.2f + 0.04f, sc.y * 0.2f + 0.04f, sc.z * 0.6f + 0.1f);
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glDisable(GL_TEXTURE_2D);
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drawArrayVT(voidBuffer, voidVertexCount);
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if(mc->options.getBooleanValue(OPTIONS_BETA_SKY)){
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drawArrayVT(voidBuffer, voidVertexCount);
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}
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glEnable(GL_TEXTURE_2D);
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// @TODO shredder - should not enable or disable depth mask if using legacy sky because mcpe sky rendering is awful and will render clouds above terrain
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@@ -1251,7 +1255,7 @@ void LevelRenderer::renderSky(float alpha) {
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void LevelRenderer::renderClouds( float alpha ) {
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//if (!mc->level->dimension->isNaturalDimension()) return;
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if (mc->options.getBooleanValue(OPTIONS_FANCY_GRAPHICS)){
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if (mc->options.getBooleanValue(OPTIONS_FANCY_GRAPHICS) && mc->options.getBooleanValue(OPTIONS_BETA_SKY)){
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renderAdvancedClouds(alpha);
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return;
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}
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@@ -69,6 +69,7 @@ public:
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void levelEvent(Player* source, int type, int x, int y, int z, int data);
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std::string gatherStats1();
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std::string gatherStats2();
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void render(const AABB& b) const;
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void onGraphicsReset();
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