Files
mcpe/thirdparty/GL/GL.hpp
Brent f12a3c1c61 Visual Studio Project Overhaul + Cleanup (#80)
* Visual Studio Project Overhaul + Cleanup
* SDL2 project for Windows
* Re-added game client icon to SDL2 code
* Renamed "AppPlatform_windows" to "AppPlatform_win32" (this is the name of the Windows API and is not representative of the architecture type)
* Renamed "LoggerWindows" to "LoggerWin32"
* Renamed "SoundSystemWindows to "SoundSystemDS" (DirectSound). This may be used for the 360, so it wouldn't really be Windows-specific then.
* Moved "ClientSideNetworkHandler" from "network" to "client/network". We don't need it being compiled for the server if the client's the only thing that needs it.
* I wonder if this still works on macOS...

* Bugfixes & Fixed for macOS

* Options::savePropertiesToFile Logging Bugfix

* Silence Winsock Deprecation Warnings in RakNet

* VS Project Improvements
- Replaced 50 billion relative paths with $(MC_ROOT)
- Added $(RAKNET_PATH) variable to override RakNet location
- Re-added gitignore for .vcxproj.user files
- Added debugging config to Directory.Builds.props
- Slimmed down project configurations for SDL2

* VS Project Config Bugfixes
- Fixed RakNet header path for additional includes

* RakNet Target for XCode

* XCode Project Config Fixes

* Packet logging

* Network VS Project Filter Fix

* Fix RakNet Packet ID Length
We previously didn't have consistency between old and new C++ regarding PacketType enum length. Now we do. This is required or else it completely breaks networking between the versions.

* Additional RakNet Error Handling

* Disable packet logging

* * Fix CMakeLists.txt

This reflects the relocation of ClientSideNetworkHandler.cpp.

* * Also add renderer/GL/GL.cpp to the CMakeLists.txt

* * Replace libpng with stb_image

* * Fix buggy water behavior.

* * Put the CMakeLists of the SDL project in debug mode

* Visual Studio 2010 Support

* * Change the SdlIoCallbacks from an array to a single member.

This fixes compilation of the sdl2 target on VS.

* * Fix missing _error label.

* Revert "* Fix missing _error label."

This reverts commit 99a057fc84049a16c864bd840fb439a008af5c74.

* Revert "* Replace libpng with stb_image"

* info_updateGame Tiles

---------

Co-authored-by: Brent Da Mage <BrentDaMage@users.noreply.github.com>
Co-authored-by: iProgramInCpp <iprogramincpp@gmail.com>
2023-10-22 10:08:59 +03:00

117 lines
3.4 KiB
C++

/********************************************************************
Minecraft: Pocket Edition - Decompilation Project
Copyright (C) 2023 iProgramInCpp
The following code is licensed under the BSD 1 clause license.
SPDX-License-Identifier: BSD-1-Clause
********************************************************************/
#pragma once
#include "common/Utils.hpp"
#ifdef USE_GLES1_COMPATIBILITY_LAYER
#include <GLES/gl.h>
#define GL_QUADS 0x7
#include <cmath>
// https://cgit.freedesktop.org/mesa/glu/tree/src/libutil/project.c
static inline void __gluMakeIdentityf(GLfloat m[16]) {
m[0 + 4 * 0] = 1; m[0 + 4 * 1] = 0; m[0 + 4 * 2] = 0; m[0 + 4 * 3] = 0;
m[1 + 4 * 0] = 0; m[1 + 4 * 1] = 1; m[1 + 4 * 2] = 0; m[1 + 4 * 3] = 0;
m[2 + 4 * 0] = 0; m[2 + 4 * 1] = 0; m[2 + 4 * 2] = 1; m[2 + 4 * 3] = 0;
m[3 + 4 * 0] = 0; m[3 + 4 * 1] = 0; m[3 + 4 * 2] = 0; m[3 + 4 * 3] = 1;
}
static inline void gluPerspective(GLfloat fovy, GLfloat aspect, GLfloat zNear, GLfloat zFar) {
GLfloat m[4][4];
float sine, cotangent, deltaZ;
float radians = fovy / 2 * M_PI / 180;
deltaZ = zFar - zNear;
sine = sin(radians);
if ((deltaZ == 0) || (sine == 0) || (aspect == 0)) {
return;
}
cotangent = cosf(radians) / sine;
__gluMakeIdentityf(&m[0][0]);
m[0][0] = cotangent / aspect;
m[1][1] = cotangent;
m[2][2] = -(zFar + zNear) / deltaZ;
m[2][3] = -1;
m[3][2] = -2 * zNear * zFar / deltaZ;
m[3][3] = 0;
glMultMatrixf(&m[0][0]);
}
#else
#ifdef _WIN32
#pragma comment(lib, "opengl32.lib")
#pragma comment(lib, "glu32.lib")
#endif
#ifdef __APPLE__
#include <OpenGL/glu.h>
#else
#include <GL/glu.h>
#endif
#ifdef USE_SDL
#define USE_OPENGL_2
#define GL_GLEXT_PROTOTYPES
#include "thirdparty/SDL2/SDL_opengl.h"
#ifndef _WIN32
#include <SDL2/SDL_opengl_glext.h>
#endif
#else
#ifndef __APPLE__
#include <GL/glext.h> // it'll include from a different dir, namely thirdparty/GL/glext.h
#endif
#endif
#endif
#ifdef _WIN32
void xglInit();
bool xglInitted();
void xglBindBuffer(GLenum target, GLuint buffer);
void xglBufferData(GLenum target, GLsizeiptr size, const GLvoid* data, GLenum usage);
void xglGenBuffers(GLsizei num, GLuint* buffers);
void xglDeleteBuffers(GLsizei num, GLuint* buffers);
void xglOrthof(GLfloat left, GLfloat right, GLfloat bottom, GLfloat top, GLfloat nearpl, GLfloat farpl);
void xglSwapIntervalEXT(int interval);
void xglEnableClientState(GLenum _array);
void xglDisableClientState(GLenum _array);
void xglTexCoordPointer(GLint size, GLenum type, GLsizei stride, const GLvoid* pointer);
void xglColorPointer(GLint size, GLenum type, GLsizei stride, const GLvoid* pointer);
void xglVertexPointer(GLint size, GLenum type, GLsizei stride, const GLvoid* pointer);
void xglDrawArrays(GLenum mode, GLint first, GLsizei count);
#else
#define xglBindBuffer glBindBuffer
#define xglBufferData glBufferData
#define xglGenBuffers glGenBuffers
#define xglDeleteBuffers glDeleteBuffers
#define xglEnableClientState glEnableClientState
#define xglDisableClientState glDisableClientState
#define xglTexCoordPointer glTexCoordPointer
#define xglColorPointer glColorPointer
#define xglVertexPointer glVertexPointer
#define xglDrawArrays glDrawArrays
#ifdef USE_GLES1_COMPATIBILITY_LAYER
#define xglOrthof glOrthof
#else
#define xglOrthof(left, right, bottom, top, nearpl, farpl) glOrtho((GLdouble) (left), (GLdouble) (right), (GLdouble) (bottom), (GLdouble) (top), (GLdouble) (nearpl), (GLdouble) (farpl))
#endif
#endif