48 errors

This commit is contained in:
catfoolyou 2025-01-29 18:49:55 -05:00
parent 2df8e7ba5d
commit 7da5babe9f
11 changed files with 6 additions and 569 deletions

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@ -2,6 +2,7 @@ package net.minecraft.src;
import org.lwjgl.opengl.GL11; import org.lwjgl.opengl.GL11;
import org.lwjgl.opengl.GL12; import org.lwjgl.opengl.GL12;
import net.lax1dude.eaglercraft.adapter.Tessellator;
class GuiCreateFlatWorldListSlot extends GuiSlot class GuiCreateFlatWorldListSlot extends GuiSlot
{ {

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@ -2,6 +2,7 @@ package net.minecraft.src;
import org.lwjgl.opengl.GL11; import org.lwjgl.opengl.GL11;
import org.lwjgl.opengl.GL12; import org.lwjgl.opengl.GL12;
import net.lax1dude.eaglercraft.adapter.Tessellator;
class GuiFlatPresetsListSlot extends GuiSlot class GuiFlatPresetsListSlot extends GuiSlot
{ {

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@ -3,6 +3,7 @@ package net.minecraft.src;
import java.io.IOException; import java.io.IOException;
import java.util.List; import java.util.List;
import org.lwjgl.opengl.GL11; import org.lwjgl.opengl.GL11;
import net.lax1dude.eaglercraft.adapter.Tessellator;
class GuiScreenTemporaryResourcePackSelectSelectionList extends GuiSlot class GuiScreenTemporaryResourcePackSelectSelectionList extends GuiSlot
{ {

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@ -5,6 +5,7 @@ import com.google.common.collect.Maps;
import java.util.Iterator; import java.util.Iterator;
import java.util.List; import java.util.List;
import java.util.Map; import java.util.Map;
import net.lax1dude.eaglercraft.adapter.Tessellator;
class GuiSlotLanguage extends GuiSlot class GuiSlotLanguage extends GuiSlot
{ {

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@ -1,6 +1,7 @@
package net.minecraft.src; package net.minecraft.src;
import org.lwjgl.opengl.GL11; import org.lwjgl.opengl.GL11;
import net.lax1dude.eaglercraft.adapter.Tessellator;
class GuiSlotServer extends GuiSlot class GuiSlotServer extends GuiSlot
{ {

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@ -2,6 +2,7 @@ package net.minecraft.src;
import java.util.ArrayList; import java.util.ArrayList;
import java.util.Iterator; import java.util.Iterator;
import net.lax1dude.eaglercraft.adapter.Tessellator;
class GuiSlotStatsItem extends GuiSlotStats class GuiSlotStatsItem extends GuiSlotStats
{ {

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@ -1,569 +0,0 @@
package net.minecraft.src;
import java.nio.ByteBuffer;
import java.nio.ByteOrder;
import java.nio.FloatBuffer;
import java.nio.IntBuffer;
import java.nio.ShortBuffer;
import org.lwjgl.opengl.ARBVertexBufferObject;
import org.lwjgl.opengl.GL11;
import org.lwjgl.opengl.GLContext;
public class Tessellator
{
/**
* Boolean used to check whether quads should be drawn as two triangles. Initialized to false and never changed.
*/
private static boolean convertQuadsToTriangles;
/**
* Boolean used to check if we should use vertex buffers. Initialized to false and never changed.
*/
private static boolean tryVBO;
/** The byte buffer used for GL allocation. */
private ByteBuffer byteBuffer;
/** The same memory as byteBuffer, but referenced as an integer buffer. */
private IntBuffer intBuffer;
/** The same memory as byteBuffer, but referenced as an float buffer. */
private FloatBuffer floatBuffer;
/** Short buffer */
private ShortBuffer shortBuffer;
/** Raw integer array. */
private int[] rawBuffer;
/**
* The number of vertices to be drawn in the next draw call. Reset to 0 between draw calls.
*/
private int vertexCount;
/** The first coordinate to be used for the texture. */
private double textureU;
/** The second coordinate to be used for the texture. */
private double textureV;
private int brightness;
/** The color (RGBA) value to be used for the following draw call. */
private int color;
/**
* Whether the current draw object for this tessellator has color values.
*/
private boolean hasColor;
/**
* Whether the current draw object for this tessellator has texture coordinates.
*/
private boolean hasTexture;
private boolean hasBrightness;
/**
* Whether the current draw object for this tessellator has normal values.
*/
private boolean hasNormals;
/** The index into the raw buffer to be used for the next data. */
private int rawBufferIndex;
/**
* The number of vertices manually added to the given draw call. This differs from vertexCount because it adds extra
* vertices when converting quads to triangles.
*/
private int addedVertices;
/** Disables all color information for the following draw call. */
private boolean isColorDisabled;
/** The draw mode currently being used by the tessellator. */
private int drawMode;
/**
* An offset to be applied along the x-axis for all vertices in this draw call.
*/
private double xOffset;
/**
* An offset to be applied along the y-axis for all vertices in this draw call.
*/
private double yOffset;
/**
* An offset to be applied along the z-axis for all vertices in this draw call.
*/
private double zOffset;
/** The normal to be applied to the face being drawn. */
private int normal;
/** The static instance of the Tessellator. */
public static final Tessellator instance = new Tessellator(2097152);
/** Whether this tessellator is currently in draw mode. */
private boolean isDrawing;
/** Whether we are currently using VBO or not. */
private boolean useVBO;
/** An IntBuffer used to store the indices of vertex buffer objects. */
private IntBuffer vertexBuffers;
/**
* The index of the last VBO used. This is used in round-robin fashion, sequentially, through the vboCount vertex
* buffers.
*/
private int vboIndex;
/** Number of vertex buffer objects allocated for use. */
private int vboCount = 10;
/** The size of the buffers used (in integers). */
private int bufferSize;
private Tessellator(int par1)
{
this.bufferSize = par1;
this.byteBuffer = GLAllocation.createDirectByteBuffer(par1 * 4);
this.intBuffer = this.byteBuffer.asIntBuffer();
this.floatBuffer = this.byteBuffer.asFloatBuffer();
this.shortBuffer = this.byteBuffer.asShortBuffer();
this.rawBuffer = new int[par1];
this.useVBO = tryVBO && GLContext.getCapabilities().GL_ARB_vertex_buffer_object;
if (this.useVBO)
{
this.vertexBuffers = GLAllocation.createDirectIntBuffer(this.vboCount);
ARBVertexBufferObject.glGenBuffersARB(this.vertexBuffers);
}
}
/**
* Draws the data set up in this tessellator and resets the state to prepare for new drawing.
*/
public int draw()
{
if (!this.isDrawing)
{
throw new IllegalStateException("Not tesselating!");
}
else
{
this.isDrawing = false;
if (this.vertexCount > 0)
{
this.intBuffer.clear();
this.intBuffer.put(this.rawBuffer, 0, this.rawBufferIndex);
this.byteBuffer.position(0);
this.byteBuffer.limit(this.rawBufferIndex * 4);
if (this.useVBO)
{
this.vboIndex = (this.vboIndex + 1) % this.vboCount;
ARBVertexBufferObject.glBindBufferARB(ARBVertexBufferObject.GL_ARRAY_BUFFER_ARB, this.vertexBuffers.get(this.vboIndex));
ARBVertexBufferObject.glBufferDataARB(ARBVertexBufferObject.GL_ARRAY_BUFFER_ARB, this.byteBuffer, ARBVertexBufferObject.GL_STREAM_DRAW_ARB);
}
if (this.hasTexture)
{
if (this.useVBO)
{
GL11.glTexCoordPointer(2, GL11.GL_FLOAT, 32, 12L);
}
else
{
this.floatBuffer.position(3);
GL11.glTexCoordPointer(2, 32, this.floatBuffer);
}
GL11.glEnableClientState(GL11.GL_TEXTURE_COORD_ARRAY);
}
if (this.hasBrightness)
{
OpenGlHelper.setClientActiveTexture(OpenGlHelper.lightmapTexUnit);
if (this.useVBO)
{
GL11.glTexCoordPointer(2, GL11.GL_SHORT, 32, 28L);
}
else
{
this.shortBuffer.position(14);
GL11.glTexCoordPointer(2, 32, this.shortBuffer);
}
GL11.glEnableClientState(GL11.GL_TEXTURE_COORD_ARRAY);
OpenGlHelper.setClientActiveTexture(OpenGlHelper.defaultTexUnit);
}
if (this.hasColor)
{
if (this.useVBO)
{
GL11.glColorPointer(4, GL11.GL_UNSIGNED_BYTE, 32, 20L);
}
else
{
this.byteBuffer.position(20);
GL11.glColorPointer(4, true, 32, this.byteBuffer);
}
GL11.glEnableClientState(GL11.GL_COLOR_ARRAY);
}
if (this.hasNormals)
{
if (this.useVBO)
{
GL11.glNormalPointer(GL11.GL_UNSIGNED_BYTE, 32, 24L);
}
else
{
this.byteBuffer.position(24);
GL11.glNormalPointer(32, this.byteBuffer);
}
GL11.glEnableClientState(GL11.GL_NORMAL_ARRAY);
}
if (this.useVBO)
{
GL11.glVertexPointer(3, GL11.GL_FLOAT, 32, 0L);
}
else
{
this.floatBuffer.position(0);
GL11.glVertexPointer(3, 32, this.floatBuffer);
}
GL11.glEnableClientState(GL11.GL_VERTEX_ARRAY);
if (this.drawMode == 7 && convertQuadsToTriangles)
{
GL11.glDrawArrays(GL11.GL_TRIANGLES, 0, this.vertexCount);
}
else
{
GL11.glDrawArrays(this.drawMode, 0, this.vertexCount);
}
GL11.glDisableClientState(GL11.GL_VERTEX_ARRAY);
if (this.hasTexture)
{
GL11.glDisableClientState(GL11.GL_TEXTURE_COORD_ARRAY);
}
if (this.hasBrightness)
{
OpenGlHelper.setClientActiveTexture(OpenGlHelper.lightmapTexUnit);
GL11.glDisableClientState(GL11.GL_TEXTURE_COORD_ARRAY);
OpenGlHelper.setClientActiveTexture(OpenGlHelper.defaultTexUnit);
}
if (this.hasColor)
{
GL11.glDisableClientState(GL11.GL_COLOR_ARRAY);
}
if (this.hasNormals)
{
GL11.glDisableClientState(GL11.GL_NORMAL_ARRAY);
}
}
int var1 = this.rawBufferIndex * 4;
this.reset();
return var1;
}
}
/**
* Clears the tessellator state in preparation for new drawing.
*/
private void reset()
{
this.vertexCount = 0;
this.byteBuffer.clear();
this.rawBufferIndex = 0;
this.addedVertices = 0;
}
/**
* Sets draw mode in the tessellator to draw quads.
*/
public void startDrawingQuads()
{
this.startDrawing(7);
}
/**
* Resets tessellator state and prepares for drawing (with the specified draw mode).
*/
public void startDrawing(int par1)
{
if (this.isDrawing)
{
throw new IllegalStateException("Already tesselating!");
}
else
{
this.isDrawing = true;
this.reset();
this.drawMode = par1;
this.hasNormals = false;
this.hasColor = false;
this.hasTexture = false;
this.hasBrightness = false;
this.isColorDisabled = false;
}
}
/**
* Sets the texture coordinates.
*/
public void setTextureUV(double par1, double par3)
{
this.hasTexture = true;
this.textureU = par1;
this.textureV = par3;
}
public void setBrightness(int par1)
{
this.hasBrightness = true;
this.brightness = par1;
}
/**
* Sets the RGB values as specified, converting from floats between 0 and 1 to integers from 0-255.
*/
public void setColorOpaque_F(float par1, float par2, float par3)
{
this.setColorOpaque((int)(par1 * 255.0F), (int)(par2 * 255.0F), (int)(par3 * 255.0F));
}
/**
* Sets the RGBA values for the color, converting from floats between 0 and 1 to integers from 0-255.
*/
public void setColorRGBA_F(float par1, float par2, float par3, float par4)
{
this.setColorRGBA((int)(par1 * 255.0F), (int)(par2 * 255.0F), (int)(par3 * 255.0F), (int)(par4 * 255.0F));
}
/**
* Sets the RGB values as specified, and sets alpha to opaque.
*/
public void setColorOpaque(int par1, int par2, int par3)
{
this.setColorRGBA(par1, par2, par3, 255);
}
/**
* Sets the RGBA values for the color. Also clamps them to 0-255.
*/
public void setColorRGBA(int par1, int par2, int par3, int par4)
{
if (!this.isColorDisabled)
{
if (par1 > 255)
{
par1 = 255;
}
if (par2 > 255)
{
par2 = 255;
}
if (par3 > 255)
{
par3 = 255;
}
if (par4 > 255)
{
par4 = 255;
}
if (par1 < 0)
{
par1 = 0;
}
if (par2 < 0)
{
par2 = 0;
}
if (par3 < 0)
{
par3 = 0;
}
if (par4 < 0)
{
par4 = 0;
}
this.hasColor = true;
if (ByteOrder.nativeOrder() == ByteOrder.LITTLE_ENDIAN)
{
this.color = par4 << 24 | par3 << 16 | par2 << 8 | par1;
}
else
{
this.color = par1 << 24 | par2 << 16 | par3 << 8 | par4;
}
}
}
/**
* Adds a vertex specifying both x,y,z and the texture u,v for it.
*/
public void addVertexWithUV(double par1, double par3, double par5, double par7, double par9)
{
this.setTextureUV(par7, par9);
this.addVertex(par1, par3, par5);
}
/**
* Adds a vertex with the specified x,y,z to the current draw call. It will trigger a draw() if the buffer gets
* full.
*/
public void addVertex(double par1, double par3, double par5)
{
++this.addedVertices;
if (this.drawMode == 7 && convertQuadsToTriangles && this.addedVertices % 4 == 0)
{
for (int var7 = 0; var7 < 2; ++var7)
{
int var8 = 8 * (3 - var7);
if (this.hasTexture)
{
this.rawBuffer[this.rawBufferIndex + 3] = this.rawBuffer[this.rawBufferIndex - var8 + 3];
this.rawBuffer[this.rawBufferIndex + 4] = this.rawBuffer[this.rawBufferIndex - var8 + 4];
}
if (this.hasBrightness)
{
this.rawBuffer[this.rawBufferIndex + 7] = this.rawBuffer[this.rawBufferIndex - var8 + 7];
}
if (this.hasColor)
{
this.rawBuffer[this.rawBufferIndex + 5] = this.rawBuffer[this.rawBufferIndex - var8 + 5];
}
this.rawBuffer[this.rawBufferIndex + 0] = this.rawBuffer[this.rawBufferIndex - var8 + 0];
this.rawBuffer[this.rawBufferIndex + 1] = this.rawBuffer[this.rawBufferIndex - var8 + 1];
this.rawBuffer[this.rawBufferIndex + 2] = this.rawBuffer[this.rawBufferIndex - var8 + 2];
++this.vertexCount;
this.rawBufferIndex += 8;
}
}
if (this.hasTexture)
{
this.rawBuffer[this.rawBufferIndex + 3] = Float.floatToRawIntBits((float)this.textureU);
this.rawBuffer[this.rawBufferIndex + 4] = Float.floatToRawIntBits((float)this.textureV);
}
if (this.hasBrightness)
{
this.rawBuffer[this.rawBufferIndex + 7] = this.brightness;
}
if (this.hasColor)
{
this.rawBuffer[this.rawBufferIndex + 5] = this.color;
}
if (this.hasNormals)
{
this.rawBuffer[this.rawBufferIndex + 6] = this.normal;
}
this.rawBuffer[this.rawBufferIndex + 0] = Float.floatToRawIntBits((float)(par1 + this.xOffset));
this.rawBuffer[this.rawBufferIndex + 1] = Float.floatToRawIntBits((float)(par3 + this.yOffset));
this.rawBuffer[this.rawBufferIndex + 2] = Float.floatToRawIntBits((float)(par5 + this.zOffset));
this.rawBufferIndex += 8;
++this.vertexCount;
if (this.vertexCount % 4 == 0 && this.rawBufferIndex >= this.bufferSize - 32)
{
this.draw();
this.isDrawing = true;
}
}
/**
* Sets the color to the given opaque value (stored as byte values packed in an integer).
*/
public void setColorOpaque_I(int par1)
{
int var2 = par1 >> 16 & 255;
int var3 = par1 >> 8 & 255;
int var4 = par1 & 255;
this.setColorOpaque(var2, var3, var4);
}
/**
* Sets the color to the given color (packed as bytes in integer) and alpha values.
*/
public void setColorRGBA_I(int par1, int par2)
{
int var3 = par1 >> 16 & 255;
int var4 = par1 >> 8 & 255;
int var5 = par1 & 255;
this.setColorRGBA(var3, var4, var5, par2);
}
/**
* Disables colors for the current draw call.
*/
public void disableColor()
{
this.isColorDisabled = true;
}
/**
* Sets the normal for the current draw call.
*/
public void setNormal(float par1, float par2, float par3)
{
this.hasNormals = true;
byte var4 = (byte)((int)(par1 * 127.0F));
byte var5 = (byte)((int)(par2 * 127.0F));
byte var6 = (byte)((int)(par3 * 127.0F));
this.normal = var4 & 255 | (var5 & 255) << 8 | (var6 & 255) << 16;
}
/**
* Sets the translation for all vertices in the current draw call.
*/
public void setTranslation(double par1, double par3, double par5)
{
this.xOffset = par1;
this.yOffset = par3;
this.zOffset = par5;
}
/**
* Offsets the translation for all vertices in the current draw call.
*/
public void addTranslation(float par1, float par2, float par3)
{
this.xOffset += (double)par1;
this.yOffset += (double)par2;
this.zOffset += (double)par3;
}
}