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* 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>
84 lines
2.1 KiB
C++
84 lines
2.1 KiB
C++
/********************************************************************
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Minecraft: Pocket Edition - Decompilation Project
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Copyright (C) 2023 iProgramInCpp
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The following code is licensed under the BSD 1 clause license.
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SPDX-License-Identifier: BSD-1-Clause
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********************************************************************/
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#include "TripodCameraRenderer.hpp"
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#include "client/app/Minecraft.hpp"
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TripodCameraRenderer::TripodCameraRenderer() :
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m_tile(),
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m_cube(0, 0)
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{
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m_cube.addBox(-4.0f, -4.0f, -6.0f, 8, 8, 10);
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m_cube.m_posY = 11.0f;
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field_4 = 0.5f;
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}
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float TripodCameraRenderer::getFlashTime(TripodCamera* camera, float f)
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{
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if (camera->field_B90 > 7 || camera->field_B90 < 0)
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return -1.0f;
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return 0.125f * (float(camera->field_B90) - f);
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}
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void TripodCameraRenderer::render(Entity* entity, float x, float y, float z, float a, float b)
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{
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glPushMatrix();
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glTranslatef(x, y, z);
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m_cube.m_rotX = 0.017453f * (180.0f + 0.5f * entity->m_pitch);
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m_cube.m_rotY = -0.017453f * entity->m_yaw;
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Tesselator& t = Tesselator::instance;
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t.color(1.0f, 1.0f, 1.0f);
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float brightness = entity->getBrightness(1.0f);
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bindTexture("gui/items.png");
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t.begin();
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//m_renderer.tesselateCrossTexture(&m_tile, 0, -0.5f, -0.5f, -0.5f);
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m_renderer.renderTile(&m_tile, 0, brightness);
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t.draw();
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bindTexture("item/camera.png");
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m_cube.setBrightness(brightness);
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m_cube.render(0.0625f);
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Entity* pHREntity = m_pDispatcher->m_pMinecraft->m_hitResult.m_pEnt;
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float time = getFlashTime((TripodCamera*)entity, b);
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if (time >= 0.0f)
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{
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glColor4f(1.0f, 1.0f, 1.0f, sinf(float(M_PI) * 2.0f * time));
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glColor4f(1.0f, 1.0f, 1.0f, 1.0f); // @BUG: overwriting the sinf result with 1.0f
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}
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if (entity == pHREntity)
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{
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glDisable(GL_TEXTURE_2D);
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glEnable(GL_BLEND);
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glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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// @TODO FIX: With ENH_ENTITY_SHADING on, the cube is fully opaque.
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glColor4f(0.5f, 0.5f, 0.5f, 0.5f);
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m_cube.render(0.0625f);
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glColor4f(1.0f, 1.0f, 1.0f, 1.0f);
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glDisable(GL_BLEND);
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glEnable(GL_TEXTURE_2D);
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}
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glPopMatrix();
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}
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TripodTile::TripodTile() : Tile(0, 243, Material::plant)
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{
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}
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int TripodTile::getRenderShape()
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{
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return SHAPE_CROSS;
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}
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