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https://gitea.sffempire.ru/Kolyah35/minecraft-pe-0.6.1.git
synced 2026-03-20 06:53:30 +00:00
FIX: Rewrite options
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@@ -89,9 +89,9 @@ void renderCursor(float x, float y, Minecraft* minecraft) {
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/*private*/
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void GameRenderer::setupCamera(float a, int eye) {
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renderDistance = (float) (16 * 16 >> (mc->options.viewDistance));
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renderDistance = (float) (16 * 16 >> (mc->options.getIntValue(OPTIONS_VIEW_DISTANCE)));
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#if defined(ANDROID)
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if (mc->isPowerVR() && mc->options.viewDistance <= 2)
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if (mc->isPowerVR() && mc->options.getIntValue(OPTIONS_VIEW_DISTANCE) <= 2)
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renderDistance *= 0.8f;
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#endif
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@@ -99,7 +99,7 @@ void GameRenderer::setupCamera(float a, int eye) {
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glLoadIdentity2();
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float stereoScale = 0.07f;
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if (mc->options.anaglyph3d) glTranslatef2(-(eye * 2 - 1) * stereoScale, 0, 0);
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if (mc->options.getBooleanValue(OPTIONS_ANAGLYPH_3D)) glTranslatef2(-(eye * 2 - 1) * stereoScale, 0, 0);
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if (zoom != 1) {
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glTranslatef2((float) zoom_x, (float) -zoom_y, 0);
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glScalef2(zoom, zoom, 1);
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@@ -110,10 +110,10 @@ void GameRenderer::setupCamera(float a, int eye) {
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glMatrixMode(GL_MODELVIEW);
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glLoadIdentity2();
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if (mc->options.anaglyph3d) glTranslatef2((eye * 2 - 1) * 0.10f, 0, 0);
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if (mc->options.getBooleanValue(OPTIONS_ANAGLYPH_3D)) glTranslatef2((eye * 2 - 1) * 0.10f, 0, 0);
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bobHurt(a);
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if (mc->options.bobView) bobView(a);
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if (mc->options.getBooleanValue(OPTIONS_VIEW_BOBBING)) bobView(a);
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moveCameraToPlayer(a);
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}
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@@ -127,7 +127,7 @@ void GameRenderer::render(float a) {
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mc->mouseHandler.poll();
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//printf("Controller.x,y : %f,%f\n", Controller::getX(0), Controller::getY(0));
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float ss = mc->options.sensitivity * 0.6f + 0.2f;
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float ss = mc->options.getProgressValue(OPTIONS_SENSITIVITY) * 0.6f + 0.2f;
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float sens = (ss * ss * ss) * 8;
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float xo = mc->mouseHandler.xd * sens * 4.f;
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float yo = mc->mouseHandler.yd * sens * 4.f;
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@@ -141,7 +141,7 @@ void GameRenderer::render(float a) {
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_rotY += yo;
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int yAxis = -1;
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if (mc->options.invertYMouse) yAxis = 1;
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if (mc->options.getBooleanValue(OPTIONS_INVERT_Y_MOUSE)) yAxis = 1;
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bool screenCovering = mc->screen && !mc->screen->passEvents;
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if (!screenCovering)
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@@ -181,7 +181,7 @@ void GameRenderer::render(float a) {
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renderLevel(a);
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hasClearedColorBuffer = true;
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if (!mc->options.hideGui) {
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if (!mc->options.getBooleanValue(OPTIONS_HIDEGUI)) {
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TIMER_POP_PUSH("gui");
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setupGuiScreen(false);
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hasSetupGuiScreen = true;
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@@ -248,7 +248,7 @@ void GameRenderer::renderLevel(float a) {
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float zOff = cameraEntity->zOld + (cameraEntity->z - cameraEntity->zOld) * a;
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for (int i = 0; i < 2; i++) {
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if (mc->options.anaglyph3d) {
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if (mc->options.getBooleanValue(OPTIONS_ANAGLYPH_3D)) {
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if (i == 0) glColorMask(false, true, true, false);
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else glColorMask(true, false, false, false);
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}
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@@ -270,7 +270,7 @@ void GameRenderer::renderLevel(float a) {
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screenScissorArea.w, screenScissorArea.h);
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}
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if(mc->options.fancyGraphics) {
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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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glFogf(GL_FOG_START, renderDistance * 0.2f);
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@@ -282,7 +282,7 @@ void GameRenderer::renderLevel(float a) {
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glEnable2(GL_FOG);
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setupFog(1);
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if (mc->options.ambientOcclusion) {
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if (mc->options.getBooleanValue(OPTIONS_AMBIENT_OCCLUSION)) {
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glShadeModel2(GL_SMOOTH);
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}
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@@ -294,7 +294,7 @@ 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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if(mc->options.fancyGraphics) {
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if(mc->options.getBooleanValue(OPTIONS_FANCY_GRAPHICS)) {
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prepareAndRenderClouds(levelRenderer, a);
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}
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@@ -379,7 +379,7 @@ void GameRenderer::renderLevel(float a) {
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renderItemInHand(a, i);
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}
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if (!mc->options.anaglyph3d) {
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if (!mc->options.getBooleanValue(OPTIONS_ANAGLYPH_3D)) {
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TIMER_POP();
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return;
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}
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@@ -431,7 +431,7 @@ void GameRenderer::moveCameraToPlayer(float a) {
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if(player->isPlayer() && ((Player*)player)->isSleeping()) {
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heightOffset += 1.0;
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glTranslatef(0.0f, 0.3f, 0);
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if (!mc->options.fixedCamera) {
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if (!mc->options.getBooleanValue(OPTIONS_FIXED_CAMERA)) {
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int t = mc->level->getTile(Mth::floor(player->x), Mth::floor(player->y), Mth::floor(player->z));
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if (t == Tile::bed->id) {
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int data = mc->level->getData(Mth::floor(player->x), Mth::floor(player->y), Mth::floor(player->z));
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@@ -442,10 +442,10 @@ void GameRenderer::moveCameraToPlayer(float a) {
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glRotatef(player->yRotO + (player->yRot - player->yRotO) * a + 180, 0, -1, 0);
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glRotatef(player->xRotO + (player->xRot - player->xRotO) * a, -1, 0, 0);
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}
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} else if (mc->options.thirdPersonView/* || (player->isPlayer() && !player->isAlive())*/) {
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} else if (mc->options.getBooleanValue(OPTIONS_THIRD_PERSON_VIEW)/* || (player->isPlayer() && !player->isAlive())*/) {
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float cameraDist = thirdDistanceO + (thirdDistance - thirdDistanceO) * a;
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if (mc->options.fixedCamera) {
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if (mc->options.getBooleanValue(OPTIONS_FIXED_CAMERA)) {
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float rotationY = thirdRotationO + (thirdRotation - thirdRotationO) * a;
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float xRot = thirdTiltO + (thirdTilt - thirdTiltO) * a;
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@@ -488,7 +488,7 @@ void GameRenderer::moveCameraToPlayer(float a) {
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glTranslatef2(0, 0, -0.1f);
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}
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if (!mc->options.fixedCamera) {
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if (!mc->options.getBooleanValue(OPTIONS_FIXED_CAMERA)) {
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glRotatef2(player->xRotO + (player->xRot - player->xRotO) * a, 1.0f, 0.0f, 0.0f);
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glRotatef2(player->yRotO + (player->yRot - player->yRotO) * a + 180, 0, 1, 0);
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//if (_t_keepPic > 0)
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@@ -609,7 +609,7 @@ bool GameRenderer::updateFreeformPickDirection(float a, Vec3& outDir) {
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Vec3 c = mc->cameraTargetPlayer->getPos(a);
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bool firstPerson = !mc->options.thirdPersonView;
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bool firstPerson = !mc->options.getBooleanValue(OPTIONS_THIRD_PERSON_VIEW);
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const float PickingDistance = firstPerson? 6.0f : 12.0f;
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_shTicks = -1;
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@@ -785,7 +785,7 @@ void GameRenderer::tick(int nTick, int maxTick) {
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Mth::floor(mc->cameraTargetPlayer->y),
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Mth::floor(mc->cameraTargetPlayer->z));
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float whiteness = (3 - mc->options.viewDistance) / 3.0f;
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float whiteness = (3 - mc->options.getIntValue(OPTIONS_VIEW_DISTANCE)) / 3.0f;
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float fogBrT = brr * (1 - whiteness) + whiteness;
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fogBr += (fogBrT - fogBr) * 0.1f;
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@@ -800,7 +800,7 @@ void GameRenderer::setupClearColor(float a) {
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Level* level = mc->level;
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Mob* player = mc->cameraTargetPlayer;
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float whiteness = 1.0f / (4 - mc->options.viewDistance);
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float whiteness = 1.0f / (4 - mc->options.getIntValue(OPTIONS_VIEW_DISTANCE));
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whiteness = 1 - (float) pow(whiteness, 0.25f);
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Vec3 skyColor = level->getSkyColor(mc->cameraTargetPlayer, a);
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@@ -832,7 +832,7 @@ void GameRenderer::setupClearColor(float a) {
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fg *= brr;
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fb *= brr;
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if (mc->options.anaglyph3d) {
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if (mc->options.getBooleanValue(OPTIONS_ANAGLYPH_3D)) {
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float frr = (fr * 30 + fg * 59 + fb * 11) / 100;
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float fgg = (fr * 30 + fg * 70) / (100);
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float fbb = (fr * 30 + fb * 70) / (100);
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@@ -878,14 +878,14 @@ void GameRenderer::setupGuiScreen( bool clearColorBuffer )
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/*private*/
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void GameRenderer::renderItemInHand(float a, int eye) {
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glLoadIdentity2();
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if (mc->options.anaglyph3d) glTranslatef2((eye * 2 - 1) * 0.10f, 0, 0);
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if (mc->options.getBooleanValue(OPTIONS_ANAGLYPH_3D)) glTranslatef2((eye * 2 - 1) * 0.10f, 0, 0);
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glPushMatrix2();
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bobHurt(a);
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if (mc->options.bobView) bobView(a);
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if (mc->options.getBooleanValue(OPTIONS_VIEW_BOBBING)) bobView(a);
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if (!mc->options.thirdPersonView && (mc->cameraTargetPlayer->isPlayer() && !((Player*)mc->cameraTargetPlayer)->isSleeping())) {
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if (!mc->options.hideGui) {
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if (!mc->options.getBooleanValue(OPTIONS_THIRD_PERSON_VIEW) && (mc->cameraTargetPlayer->isPlayer() && !((Player*)mc->cameraTargetPlayer)->isSleeping())) {
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if (!mc->options.getBooleanValue(OPTIONS_HIDEGUI)) {
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float fov = getFov(a, false);
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if (fov != _setupCameraFov) {
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glMatrixMode(GL_PROJECTION);
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@@ -898,11 +898,11 @@ void GameRenderer::renderItemInHand(float a, int eye) {
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}
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glPopMatrix2();
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if (!mc->options.thirdPersonView && (mc->cameraTargetPlayer->isPlayer() && !((Player*)mc->cameraTargetPlayer)->isSleeping())) {
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if (!mc->options.getBooleanValue(OPTIONS_THIRD_PERSON_VIEW) && (mc->cameraTargetPlayer->isPlayer() && !((Player*)mc->cameraTargetPlayer)->isSleeping())) {
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itemInHandRenderer->renderScreenEffect(a);
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bobHurt(a);
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}
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if (mc->options.bobView) bobView(a);
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if (mc->options.getBooleanValue(OPTIONS_VIEW_BOBBING)) bobView(a);
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}
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void GameRenderer::onGraphicsReset()
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