@@ -111,12 +111,12 @@ void Screen::renderPanorama(float f)
111111 glViewport (0 , 0 , Minecraft::width, Minecraft::height);
112112 Tesselator& var4 = Tesselator::instance;
113113 var4.begin ();
114- float var5 = m_width > m_height ? 120 .0F / m_width : 120 .0F / m_height;
115- float var6 = m_height * var5 / 256 .0F ;
116- float var7 = m_width * var5 / 256 .0F ;
114+ float var5 = m_width > m_height ? 120 .0f / m_width : 120 .0f / m_height;
115+ float var6 = m_height * var5 / 256 .0f ;
116+ float var7 = m_width * var5 / 256 .0f ;
117117 glTexParameteri (GL_TEXTURE_2D , GL_TEXTURE_MIN_FILTER , GL_LINEAR );
118118 glTexParameteri (GL_TEXTURE_2D , GL_TEXTURE_MAG_FILTER , GL_LINEAR );
119- var4.color (1 .0F , 1 .0F , 1 .0F , 1 .0F );
119+ var4.color (1 .0f , 1 .0f , 1 .0f , 1 .0f );
120120 var4.vertexUV (0.0 , m_height, zLevel, (0 .5F - var6), (0 .5F + var7));
121121 var4.vertexUV (m_width, m_height,zLevel, (0 .5F - var6), (0 .5F - var7));
122122 var4.vertexUV (m_width, 0.0 , zLevel, (0 .5F + var6), (0 .5F - var7));
@@ -238,33 +238,24 @@ void Screen::renderPanoramaBackground(float f)
238238void Screen::renderPanoramaBlur (float f)
239239{
240240 glBindTexture (GL_TEXTURE_2D , m_pMinecraft->m_pTextures ->loadBlankTexture (" panorama_blur" , 256 , 256 ));
241- #if USE_GLES
242- static uint32_t buffer[256 * 256 * 4 ];
243- glReadPixels (0 , 0 , 256 , 256 , GL_RGBA , GL_UNSIGNED_BYTE , buffer);
244- glTexSubImage2D (GL_TEXTURE_2D , 0 , 0 , 0 , 256 , 256 ,
245- GL_RGBA , GL_UNSIGNED_BYTE , buffer);
246- #else
247241 glCopyTexSubImage2D (GL_TEXTURE_2D , 0 , 0 , 0 , 0 , 0 , 256 , 256 );
248- #endif
249242 glEnable (GL_BLEND );
250243 glBlendFunc (GL_SRC_ALPHA , GL_ONE_MINUS_SRC_ALPHA );
251244 glColorMask (true , true , true , false );
252- Tesselator& var2 = Tesselator::instance;
253- var2 .begin ();
245+ Tesselator& t = Tesselator::instance;
246+ t .begin ();
254247
255- for (int var4 = 0 ; var4 < 3 ; ++var4 )
248+ for (int i = 0 ; i < 3 ; ++i )
256249 {
257- var2.color (1 .0F , 1 .0F , 1 .0F , 1 .0F / (float )(var4 + 1 ));
258- int var5 = m_width;
259- int var6 = m_height;
260- float var7 = (float )(var4 - 3 / 2 ) / 256 .0F ;
261- var2.vertexUV (var5, var6, zLevel, (0 .0F + var7), 0.0 );
262- var2.vertexUV (var5, 0.0 , zLevel, (1 .0F + var7), 0.0 );
263- var2.vertexUV (0.0 , 0.0 , zLevel, (1 .0F + var7), 1.0 );
264- var2.vertexUV (0.0 , var6, zLevel, (0 .0F + var7), 1.0 );
250+ t.color (1 .0F , 1 .0F , 1 .0F , 1 .0F / (float )(i + 1 ));
251+ float r = float (i - 3 / 2 ) / 256 .0F ;
252+ t.vertexUV (m_width, m_height, zLevel, (0 .0f + r), 0.0 );
253+ t.vertexUV (m_width, 0.0 , zLevel, (1 .0f + r), 0.0 );
254+ t.vertexUV (0.0 , 0.0 , zLevel, (1 .0f + r), 1.0 );
255+ t.vertexUV (0.0 , m_height, zLevel, (0 .0f + r), 1.0 );
265256 }
266257
267- var2 .draw ();
258+ t .draw ();
268259 glColorMask (true , true , true , true );
269260}
270261
0 commit comments