Fix Shit Code (First Release!)

This commit is contained in:
PeytonPlayz595 2023-07-19 16:08:10 -04:00
parent c463d9d6be
commit 6d89b9eb75
96 changed files with 60606 additions and 110 deletions

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epkcompiler/CompilePackage.jar Executable file

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epkcompiler/run.bat Executable file
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@echo off
java -jar CompilePackage.jar "../resources" "../js/resources.epk"

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epkcompiler/run_unix.sh Executable file
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#!/bin/sh
java -jar CompilePackage.jar "../resources" "../js/resources.mc"

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<!DOCTYPE html>
<html>
<head>
<title>Main page</title>
<meta http-equiv="Content-Type" content="text/html;charset=utf-8">
<script type="text/javascript" charset="utf-8" src="app.js"></script>
<script type = text/javascript>
if(document.location.href.startsWith("file:")) {
alert("Offline Download is not yet supported, please upload all the game files to a HTTP(s) server");
} else {
window.addEventListener("load", function() {
window.classicConfig = ["game_frame","resources.mc"];
main();
});
}
</script>
</head>
<body style="margin:0px;width:100vw;height:100vh;" id="game_frame">
</body>
</html>

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// eaglercraft opengl 1.3 emulation
// copyright (c) 2020 calder young
// creative commons BY-NC 4.0
#line 7
precision highp int;
precision highp sampler2D;
precision highp float;
uniform mat4 matrix_m;
uniform mat4 matrix_p;
uniform mat4 matrix_t;
#ifdef CC_VERT
in vec3 a_position;
#ifdef CC_a_texture0
in vec2 a_texture0;
#endif
#ifdef CC_a_color
in vec4 a_color;
#endif
#ifdef CC_a_normal
in vec4 a_normal;
#endif
#ifdef CC_fog
out vec4 v_position;
#endif
#ifdef CC_a_color
out vec4 v_color;
#endif
#ifdef CC_a_normal
out vec4 v_normal;
#endif
#ifdef CC_a_texture0
out vec2 v_texture0;
#endif
void main(){
vec4 pos = matrix_m * vec4(a_position, 1.0);
#ifdef CC_fog
v_position = pos;
#endif
#ifdef CC_a_color
v_color = a_color;
#endif
#ifdef CC_a_normal
v_normal = a_normal;
#endif
#ifdef CC_a_texture0
v_texture0 = a_texture0;
#endif
gl_Position = matrix_p * pos;
}
#endif
#ifdef CC_FRAG
#ifdef CC_unit0
uniform sampler2D tex0;
#ifndef CC_a_texture0
uniform vec2 texCoordV0;
#endif
#endif
#ifdef CC_lighting
uniform vec3 light0Pos;
uniform vec3 light1Pos;
uniform vec3 normalUniform;
#endif
#ifdef CC_fog
uniform vec4 fogColor;
uniform int fogMode;
uniform float fogStart;
uniform float fogEnd;
uniform float fogDensity;
uniform float fogPremultiply;
#endif
uniform vec4 colorUniform;
#ifdef CC_alphatest
uniform float alphaTestF;
#endif
#ifdef CC_fog
in vec4 v_position;
#endif
#ifdef CC_a_color
in vec4 v_color;
#endif
#ifdef CC_a_normal
in vec4 v_normal;
#endif
#ifdef CC_a_texture0
in vec2 v_texture0;
#endif
out vec4 fragColor;
void main(){
#ifdef CC_a_color
vec4 color = colorUniform * v_color;
#else
vec4 color = colorUniform;
#endif
#ifdef CC_unit0
#ifdef CC_a_texture0
color *= texture(tex0, (matrix_t * vec4(v_texture0, 0.0, 1.0)).xy).rgba;
#else
color *= texture(tex0, (matrix_t * vec4(texCoordV0, 0.0, 1.0)).xy).rgba;
#endif
#endif
#ifdef CC_alphatest
if(color.a < alphaTestF){
discard;
}
#endif
#ifdef CC_lighting
#ifdef CC_a_normal
vec3 normal = ((v_normal.xyz - 0.5) * 2.0);
#else
vec3 normal = normalUniform;
#endif
normal = normalize(mat3(matrix_m) * normal);
float ins = max(dot(normal, -light0Pos), 0.0) + max(dot(normal, -light1Pos), 0.0);
color.rgb *= min((0.4 + ins * 0.6), 1.0);
#endif
#ifdef CC_fog
float dist = sqrt(dot(v_position, v_position));
float i = (fogMode == 1) ? clamp((dist - fogStart) / (fogEnd - fogStart), 0.0, 1.0) : clamp(1.0 - pow(2.718, -(fogDensity * dist)), 0.0, 1.0);
color.rgb = mix(color.rgb, fogColor.xyz, i * fogColor.a);
#endif
fragColor = color;
}
#endif

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#line 0
precision lowp int;
precision lowp sampler2D;
precision lowp float;
in vec2 pos;
out vec4 fragColor;
#define FXAA_PC 1
#define FXAA_GLSL_130 1
#define FXAA_FAST_PIXEL_OFFSET 0
#define FXAA_GATHER4_ALPHA 0
#ifndef FXAA_GREEN_AS_LUMA
// For those using non-linear color,
// and either not able to get luma in alpha, or not wanting to,
// this enables FXAA to run using green as a proxy for luma.
// So with this enabled, no need to pack luma in alpha.
//
// This will turn off AA on anything which lacks some amount of green.
// Pure red and blue or combination of only R and B, will get no AA.
//
// Might want to lower the settings for both,
// fxaaConsoleEdgeThresholdMin
// fxaaQualityEdgeThresholdMin
// In order to insure AA does not get turned off on colors
// which contain a minor amount of green.
//
// 1 = On.
// 0 = Off.
//
#define FXAA_GREEN_AS_LUMA 1
#endif
#ifndef FXAA_DISCARD
// 1 = Use discard on pixels which don't need AA.
// 0 = Return unchanged color on pixels which don't need AA.
#define FXAA_DISCARD 0
#endif
/*============================================================================
API PORTING
============================================================================*/
#define FxaaBool bool
#define FxaaDiscard discard
#define FxaaFloat float
#define FxaaFloat2 vec2
#define FxaaFloat3 vec3
#define FxaaFloat4 vec4
#define FxaaHalf float
#define FxaaHalf2 vec2
#define FxaaHalf3 vec3
#define FxaaHalf4 vec4
#define FxaaInt2 ivec2
#define FxaaSat(x) clamp(x, 0.0, 1.0)
#define FxaaTex sampler2D
/*--------------------------------------------------------------------------*/
#define FxaaTexTop(t, p) texture(t, p)
/*============================================================================
GREEN AS LUMA OPTION SUPPORT FUNCTION
============================================================================*/
#if (FXAA_GREEN_AS_LUMA == 0)
// TODO Luma
FxaaFloat FxaaLuma(FxaaFloat4 rgba) { return dot(rgba.xyz, vec3(0.299, 0.587, 0.114)); }
#else
FxaaFloat FxaaLuma(FxaaFloat4 rgba) { return rgba.y; }
#endif
/*============================================================================
FXAA3 CONSOLE - PC VERSION
============================================================================*/
/*--------------------------------------------------------------------------*/
FxaaFloat4 FxaaPixelShader(
// See FXAA Quality FxaaPixelShader() source for docs on Inputs!
//
// Use noperspective interpolation here (turn off perspective interpolation).
// {xy} = center of pixel
FxaaFloat2 pos,
//
// Used only for FXAA Console, and not used on the 360 version.
// Use noperspective interpolation here (turn off perspective interpolation).
// {xy__} = upper left of pixel
// {__zw} = lower right of pixel
FxaaFloat4 fxaaConsolePosPos,
//
// Input color texture.
// {rgb_} = color in linear or perceptual color space
// if (FXAA_GREEN_AS_LUMA == 0)
// {___a} = luma in perceptual color space (not linear)
FxaaTex tex,
//
// Only used on FXAA Console.
// This must be from a constant/uniform.
// This effects sub-pixel AA quality and inversely sharpness.
// Where N ranges between,
// N = 0.50 (default)
// N = 0.33 (sharper)
// {x___} = -N/screenWidthInPixels
// {_y__} = -N/screenHeightInPixels
// {__z_} = N/screenWidthInPixels
// {___w} = N/screenHeightInPixels
FxaaFloat4 fxaaConsoleRcpFrameOpt,
//
// Only used on FXAA Console.
// Not used on 360, but used on PS3 and PC.
// This must be from a constant/uniform.
// {x___} = -2.0/screenWidthInPixels
// {_y__} = -2.0/screenHeightInPixels
// {__z_} = 2.0/screenWidthInPixels
// {___w} = 2.0/screenHeightInPixels
FxaaFloat4 fxaaConsoleRcpFrameOpt2,
//
// Only used on FXAA Console.
// This used to be the FXAA_CONSOLE__EDGE_SHARPNESS define.
// It is here now to allow easier tuning.
// This does not effect PS3, as this needs to be compiled in.
// Use FXAA_CONSOLE__PS3_EDGE_SHARPNESS for PS3.
// Due to the PS3 being ALU bound,
// there are only three safe values here: 2 and 4 and 8.
// These options use the shaders ability to a free *|/ by 2|4|8.
// For all other platforms can be a non-power of two.
// 8.0 is sharper (default!!!)
// 4.0 is softer
// 2.0 is really soft (good only for vector graphics inputs)
FxaaFloat fxaaConsoleEdgeSharpness,
//
// Only used on FXAA Console.
// This used to be the FXAA_CONSOLE__EDGE_THRESHOLD define.
// It is here now to allow easier tuning.
// This does not effect PS3, as this needs to be compiled in.
// Use FXAA_CONSOLE__PS3_EDGE_THRESHOLD for PS3.
// Due to the PS3 being ALU bound,
// there are only two safe values here: 1/4 and 1/8.
// These options use the shaders ability to a free *|/ by 2|4|8.
// The console setting has a different mapping than the quality setting.
// Other platforms can use other values.
// 0.125 leaves less aliasing, but is softer (default!!!)
// 0.25 leaves more aliasing, and is sharper
FxaaFloat fxaaConsoleEdgeThreshold,
//
// Only used on FXAA Console.
// This used to be the FXAA_CONSOLE__EDGE_THRESHOLD_MIN define.
// It is here now to allow easier tuning.
// Trims the algorithm from processing darks.
// The console setting has a different mapping than the quality setting.
// This does not apply to PS3,
// PS3 was simplified to avoid more shader instructions.
// 0.06 - faster but more aliasing in darks
// 0.05 - default
// 0.04 - slower and less aliasing in darks
// Special notes when using FXAA_GREEN_AS_LUMA,
// Likely want to set this to zero.
// As colors that are mostly not-green
// will appear very dark in the green channel!
// Tune by looking at mostly non-green content,
// then start at zero and increase until aliasing is a problem.
FxaaFloat fxaaConsoleEdgeThresholdMin
) {
/*--------------------------------------------------------------------------*/
FxaaFloat lumaNw = FxaaLuma(FxaaTexTop(tex, fxaaConsolePosPos.xy));
FxaaFloat lumaSw = FxaaLuma(FxaaTexTop(tex, fxaaConsolePosPos.xw));
FxaaFloat lumaNe = FxaaLuma(FxaaTexTop(tex, fxaaConsolePosPos.zy));
FxaaFloat lumaSe = FxaaLuma(FxaaTexTop(tex, fxaaConsolePosPos.zw));
/*--------------------------------------------------------------------------*/
FxaaFloat4 rgbyM = FxaaTexTop(tex, pos.xy);
#if (FXAA_GREEN_AS_LUMA == 0)
// TODO Luma
FxaaFloat lumaM = FxaaLuma(rgbyM);
#else
FxaaFloat lumaM = rgbyM.y;
#endif
/*--------------------------------------------------------------------------*/
FxaaFloat lumaMaxNwSw = max(lumaNw, lumaSw);
lumaNe += 1.0/384.0;
FxaaFloat lumaMinNwSw = min(lumaNw, lumaSw);
/*--------------------------------------------------------------------------*/
FxaaFloat lumaMaxNeSe = max(lumaNe, lumaSe);
FxaaFloat lumaMinNeSe = min(lumaNe, lumaSe);
/*--------------------------------------------------------------------------*/
FxaaFloat lumaMax = max(lumaMaxNeSe, lumaMaxNwSw);
FxaaFloat lumaMin = min(lumaMinNeSe, lumaMinNwSw);
/*--------------------------------------------------------------------------*/
FxaaFloat lumaMaxScaled = lumaMax * fxaaConsoleEdgeThreshold;
/*--------------------------------------------------------------------------*/
FxaaFloat lumaMinM = min(lumaMin, lumaM);
FxaaFloat lumaMaxScaledClamped = max(fxaaConsoleEdgeThresholdMin, lumaMaxScaled);
FxaaFloat lumaMaxM = max(lumaMax, lumaM);
FxaaFloat dirSwMinusNe = lumaSw - lumaNe;
FxaaFloat lumaMaxSubMinM = lumaMaxM - lumaMinM;
FxaaFloat dirSeMinusNw = lumaSe - lumaNw;
if(lumaMaxSubMinM < lumaMaxScaledClamped)
{
#if (FXAA_DISCARD == 1)
FxaaDiscard;
#else
return rgbyM;
#endif
}
/*--------------------------------------------------------------------------*/
FxaaFloat2 dir;
dir.x = dirSwMinusNe + dirSeMinusNw;
dir.y = dirSwMinusNe - dirSeMinusNw;
/*--------------------------------------------------------------------------*/
FxaaFloat2 dir1 = normalize(dir.xy);
FxaaFloat4 rgbyN1 = FxaaTexTop(tex, pos.xy - dir1 * fxaaConsoleRcpFrameOpt.zw);
FxaaFloat4 rgbyP1 = FxaaTexTop(tex, pos.xy + dir1 * fxaaConsoleRcpFrameOpt.zw);
/*--------------------------------------------------------------------------*/
FxaaFloat dirAbsMinTimesC = min(abs(dir1.x), abs(dir1.y)) * fxaaConsoleEdgeSharpness;
FxaaFloat2 dir2 = clamp(dir1.xy / dirAbsMinTimesC, -2.0, 2.0);
/*--------------------------------------------------------------------------*/
FxaaFloat2 dir2x = dir2 * fxaaConsoleRcpFrameOpt2.zw;
FxaaFloat4 rgbyN2 = FxaaTexTop(tex, pos.xy - dir2x);
FxaaFloat4 rgbyP2 = FxaaTexTop(tex, pos.xy + dir2x);
/*--------------------------------------------------------------------------*/
FxaaFloat4 rgbyA = rgbyN1 + rgbyP1;
FxaaFloat4 rgbyB = ((rgbyN2 + rgbyP2) * 0.25) + (rgbyA * 0.25);
/*--------------------------------------------------------------------------*/
#if (FXAA_GREEN_AS_LUMA == 0)
// TODO Luma
float lumaB = FxaaLuma(rgbyB);
#else
float lumaB = rgbyB.y;
#endif
if((lumaB < lumaMin) || (lumaB > lumaMax))
rgbyB.xyz = rgbyA.xyz * 0.5;
//
return rgbyB;
}
/*==========================================================================*/
uniform sampler2D f_color;
uniform vec2 screenSize;
#define edgeSharpness 7.0
#define edgeThreshold 0.1
#define edgeThresholdMin 0.005
void main(){
vec4 posPos;
posPos.xy = pos - (0.6 / screenSize);
posPos.zw = pos + (0.6 / screenSize);
vec4 rcpFrameOpt;
rcpFrameOpt.xy = vec2(-0.50, -0.50) / screenSize;
rcpFrameOpt.zw = vec2( 0.50, 0.50) / screenSize;
vec4 rcpFrameOpt2;
rcpFrameOpt2.xy = vec2(-2.0, -2.0) / screenSize;
rcpFrameOpt2.zw = vec2( 2.0, 2.0) / screenSize;
fragColor = vec4(FxaaPixelShader(pos, posPos, f_color, rcpFrameOpt, rcpFrameOpt2, edgeSharpness, edgeThreshold, edgeThresholdMin).rgb, 1.0);
}

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#line 2
precision highp int;
precision highp sampler2D;
precision highp float;
#ifdef CC_VERT
uniform mat4 matrix_m;
uniform mat4 matrix_p;
in vec3 a_vert;
void main(){
gl_Position = (matrix_p * (matrix_m * vec4(a_vert, 1.0)));
}
#endif
#ifdef CC_FRAG
out vec4 fragColor;
void main(){
fragColor = vec4(1.0);
}
#endif

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#line 0
precision lowp int;
precision lowp sampler2D;
precision lowp float;
in vec2 a_pos;
out vec2 pos;
void main(){
gl_Position = vec4((pos = a_pos) * 2.0 - 1.0, 0.0, 1.0);
}

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@ -13,6 +13,7 @@ import org.teavm.jso.dom.html.HTMLElement;
import net.minecraft.client.Minecraft;
import net.minecraft.client.Session;
import net.minecraft.client.gui.GuiErrorScreen;
import net.PeytonPlayz585.storage.LocalStorageManager;
public class MinecraftMain {
@ -51,7 +52,13 @@ public class MinecraftMain {
//minecraft.minecraftUri = "127.0.0.1:25565";
minecraft.session = new Session("PeytonPlayz595", "WebGL-Emulator");
Thread thread = new Thread (minecraft, "Minecraft main Thread");
thread.run();
try {
thread.run();
} catch(Exception e) {
minecraft.displayGuiScreen(new GuiErrorScreen("Client error", "The game broke! [" + e + "]"));
e.printStackTrace();
return;
}
}
@JSBody(params = { }, script = "return window.classicConfig;")

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@ -132,122 +132,89 @@ public final class Minecraft implements Runnable {
public final void run() {
this.running = true;
try {
Minecraft var1 = this;
this.displayWidth = GL11.getCanvasWidth();
this.displayHeight = GL11.getCanvasHeight();
IntBuffer var24;
this.mouseHelper = new MouseHelper();
GL11.glEnable(GL11.GL_TEXTURE_2D);
GL11.glShadeModel(GL11.GL_SMOOTH);
GL11.glClearDepth((float)1.0D);
GL11.glEnable(GL11.GL_DEPTH_TEST);
GL11.glDepthFunc(GL11.GL_LEQUAL);
GL11.glEnable(GL11.GL_ALPHA_TEST);
GL11.glAlphaFunc(GL11.GL_GREATER, 0.1F);
GL11.glCullFace(GL11.GL_BACK);
GL11.glMatrixMode(GL11.GL_PROJECTION);
GL11.glLoadIdentity();
GL11.glMatrixMode(GL11.GL_MODELVIEW);
this.glCapabilities = new OpenGlCapsChecker();
String var3 = "minecraft";
String var26 = System.getProperty("user.home", ".");
int[] var10001 = EnumOSMappingHelper.osValues;
String var4 = System.getProperty("os.name").toLowerCase();
this.options = new GameSettings(this);
this.renderEngine = new RenderEngine(this.options);
// this.renderEngine.registerTextureFX(this.textureLavaFX);
// this.renderEngine.registerTextureFX(this.textureWaterFX);
// this.renderEngine.registerTextureFX(new TextureWaterFlowFX());
// this.renderEngine.registerTextureFX(new TextureFlamesFX(0));
// this.renderEngine.registerTextureFX(new TextureFlamesFX(1));
// this.renderEngine.registerTextureFX(new TextureGearsFX(0));
// this.renderEngine.registerTextureFX(new TextureGearsFX(1));
this.fontRenderer = new FontRenderer(this.options, "/default.png", this.renderEngine);
var24 = BufferUtils.createIntBuffer(256);
var24.clear().limit(256);
this.renderGlobal = new RenderGlobal(this, this.renderEngine);
GL11.glViewport(0, 0, this.displayWidth, this.displayHeight);
if(this.server != null && this.session != null) {
World var31 = new World();
var31.generate(8, 8, 8, new byte[512], new byte[512]);
this.setLevel(var31);
} else if(this.theWorld == null) {
this.displayGuiScreen(new GuiMainMenu());
}
this.effectRenderer = new EffectRenderer(this.theWorld, this.renderEngine);
this.ingameGUI = new GuiIngame(this);
} catch (Exception var22) {
var22.printStackTrace();
return;
this.displayWidth = GL11.getCanvasWidth();
this.displayHeight = GL11.getCanvasHeight();
IntBuffer var24;
this.mouseHelper = new MouseHelper();
GL11.glEnable(GL11.GL_TEXTURE_2D);
GL11.glShadeModel(GL11.GL_SMOOTH);
GL11.glClearDepth((float)1.0D);
GL11.glEnable(GL11.GL_DEPTH_TEST);
GL11.glDepthFunc(GL11.GL_LEQUAL);
GL11.glEnable(GL11.GL_ALPHA_TEST);
GL11.glAlphaFunc(GL11.GL_GREATER, 0.1F);
GL11.glCullFace(GL11.GL_BACK);
GL11.glMatrixMode(GL11.GL_PROJECTION);
GL11.glLoadIdentity();
GL11.glMatrixMode(GL11.GL_MODELVIEW);
this.glCapabilities = new OpenGlCapsChecker();
this.options = new GameSettings(this);
this.renderEngine = new RenderEngine(this.options);
this.fontRenderer = new FontRenderer(this.options, "/default.png", this.renderEngine);
var24 = BufferUtils.createIntBuffer(256);
var24.clear().limit(256);
this.renderGlobal = new RenderGlobal(this, this.renderEngine);
GL11.glViewport(0, 0, this.displayWidth, this.displayHeight);
if(this.server != null && this.session != null) {
World var31 = new World();
var31.generate(8, 8, 8, new byte[512], new byte[512]);
this.setLevel(var31);
} else if(this.theWorld == null) {
this.displayGuiScreen(new GuiMainMenu());
}
this.effectRenderer = new EffectRenderer(this.theWorld, this.renderEngine);
this.ingameGUI = new GuiIngame(this);
long var23 = System.currentTimeMillis();
int var28 = 0;
while(this.running) {
if(this.theWorld != null) {
this.theWorld.updateLighting();
}
try {
while(this.running) {
if(this.theWorld != null) {
this.theWorld.updateLighting();
}
if(this.isGamePaused) {
float var29 = this.timer.renderPartialTicks;
this.timer.updateTimer();
this.timer.renderPartialTicks = var29;
} else {
this.timer.updateTimer();
}
for(int var30 = 0; var30 < this.timer.elapsedTicks; ++var30) {
++this.ticksRan;
this.runTick();
}
GL11.glEnable(GL11.GL_TEXTURE_2D);
this.playerController.setPartialTime(this.timer.renderPartialTicks);
this.entityRenderer.updateCameraAndRender(this.timer.renderPartialTicks);
if(GL11.getCanvasWidth() != this.displayWidth || GL11.getCanvasHeight() != this.displayHeight) {
this.displayWidth = GL11.getCanvasWidth();
this.displayHeight = GL11.getCanvasHeight();
this.resize(this.displayWidth, this.displayHeight);
}
if(this.options.limitFramerate) {
try {
if(this.isGamePaused) {
float var29 = this.timer.renderPartialTicks;
this.timer.updateTimer();
this.timer.renderPartialTicks = var29;
} else {
this.timer.updateTimer();
}
for(int var30 = 0; var30 < this.timer.elapsedTicks; ++var30) {
++this.ticksRan;
this.runTick();
}
GL11.glEnable(GL11.GL_TEXTURE_2D);
this.playerController.setPartialTime(this.timer.renderPartialTicks);
this.entityRenderer.updateCameraAndRender(this.timer.renderPartialTicks);
if(GL11.getCanvasWidth() != this.displayWidth || GL11.getCanvasHeight() != this.displayHeight) {
this.displayWidth = GL11.getCanvasWidth();
this.displayHeight = GL11.getCanvasHeight();
this.resize(this.displayWidth, this.displayHeight);
}
if(this.options.limitFramerate) {
Thread.sleep(5L);
}
++var28;
this.isGamePaused = this.currentScreen != null && this.currentScreen.doesGuiPauseGame();
} catch (Exception var18) {
this.displayGuiScreen(new GuiErrorScreen("Client error", "The game broke! [" + var18 + "]"));
var18.printStackTrace();
return;
}
while(System.currentTimeMillis() >= var23 + 1000L) {
this.debug = var28 + " fps, " + WorldRenderer.chunksUpdated + " chunk updates";
WorldRenderer.chunksUpdated = 0;
var23 += 1000L;
var28 = 0;
Thread.sleep(5L);
} catch (InterruptedException e) {
e.printStackTrace();
}
}
return;
} catch (MinecraftError var19) {
return;
} catch (Exception var20) {
var20.printStackTrace();
} finally {
this.shutdownMinecraftApplet();
}
++var28;
this.isGamePaused = this.currentScreen != null && this.currentScreen.doesGuiPauseGame();
while(System.currentTimeMillis() >= var23 + 1000L) {
this.debug = var28 + " fps, " + WorldRenderer.chunksUpdated + " chunk updates";
WorldRenderer.chunksUpdated = 0;
var23 += 1000L;
var28 = 0;
}
}
}
public final void setIngameFocus() {

View File

@ -79,15 +79,12 @@ public final class RenderGlobal implements IWorldAccess {
this.glOcclusionQueryBase.limit(262144);
}
}
this.glSkyList = GL11.glGenLists(1);
GL11.glNewList(this.glSkyList, GL11.GL_COMPILE);
Random var5 = new Random(10842L);
for(int var6 = 0; var6 < 500; ++var6) {
GL11.glRotatef(var5.nextFloat() * 360.0F, 1.0F, 0.0F, 0.0F);
GL11.glRotatef(var5.nextFloat() * 360.0F, 0.0F, 1.0F, 0.0F);
GL11.glRotatef(var5.nextFloat() * 360.0F, 0.0F, 0.0F, 1.0F);
Tessellator var3 = Tessellator.instance;
float var4 = 0.25F + var5.nextFloat() * 0.25F;
var3.startDrawingQuads();