Autoformat using tab characters

This commit is contained in:
Pazaz 2022-06-27 20:30:17 -04:00
parent 0b44eca4ba
commit a3b7beeed7
278 changed files with 22710 additions and 22769 deletions

View file

@ -1,20 +1,21 @@
package rt4;
import java.nio.ByteBuffer;
import com.jogamp.opengl.*;
import com.jogamp.opengl.GL2;
import org.openrs2.deob.annotation.OriginalArg;
import org.openrs2.deob.annotation.OriginalClass;
import org.openrs2.deob.annotation.OriginalMember;
import org.openrs2.deob.annotation.Pc;
import java.nio.ByteBuffer;
@OriginalClass("client!wg")
public final class UnderwaterMaterialRenderer implements MaterialRenderer {
@OriginalMember(owner = "client!wg", name = "b", descriptor = "Z")
public static boolean aBoolean308 = false;
@OriginalMember(owner = "client!nh", name = "Z", descriptor = "I")
@OriginalMember(owner = "client!wg", name = "b", descriptor = "Z")
public static boolean aBoolean308 = false;
@OriginalMember(owner = "client!nh", name = "Z", descriptor = "I")
public static int anInt3241 = 128;
@OriginalMember(owner = "client!wg", name = "c", descriptor = "I")
@OriginalMember(owner = "client!wg", name = "c", descriptor = "I")
private int anInt5805 = -1;
@OriginalMember(owner = "client!wg", name = "a", descriptor = "[F")
@ -66,33 +67,34 @@ public final class UnderwaterMaterialRenderer implements MaterialRenderer {
local1.glClientActiveTexture(GL2.GL_TEXTURE0);
}
@OriginalMember(owner = "client!mf", name = "a", descriptor = "()V")
public static void applyFogFade() {
@Pc(1) GL2 gl = GlRenderer.gl;
gl.glDisableClientState(GL2.GL_COLOR_ARRAY);
GlRenderer.setLightingEnabled(false);
gl.glDisable(GL2.GL_DEPTH_TEST);
gl.glPushAttrib(GL2.GL_FOG_BIT);
gl.glFogf(GL2.GL_FOG_START, (float) GlobalConfig.VIEW_DISTANCE - (GlobalConfig.VIEW_FADE_DISTANCE * 2.0f));
GlRenderer.disableDepthMask();
try {
for (@Pc(19) int i = 0; i < SceneGraph.surfaceHdTiles[0].length; i++) {
@Pc(31) GlTile tile = SceneGraph.surfaceHdTiles[0][i];
if (tile.texture >= 0 && Rasteriser.textureProvider.getMaterialType(tile.texture) == MaterialManager.WATER) {
gl.glColor4fv(ColorUtils.getRgbFloat(tile.underwaterColor), 0);
@Pc(57) float f = 201.5F - (tile.blend ? 1.0F : 0.5F);
tile.method1944(SceneGraph.tiles, f, true);
}
}
} catch (Exception ignored) {}
gl.glEnableClientState(GL2.GL_COLOR_ARRAY);
GlRenderer.restoreLighting();
gl.glEnable(GL2.GL_DEPTH_TEST);
gl.glPopAttrib();
GlRenderer.enableDepthMask();
}
@OriginalMember(owner = "client!mf", name = "a", descriptor = "()V")
public static void applyFogFade() {
@Pc(1) GL2 gl = GlRenderer.gl;
gl.glDisableClientState(GL2.GL_COLOR_ARRAY);
GlRenderer.setLightingEnabled(false);
gl.glDisable(GL2.GL_DEPTH_TEST);
gl.glPushAttrib(GL2.GL_FOG_BIT);
gl.glFogf(GL2.GL_FOG_START, (float) GlobalConfig.VIEW_DISTANCE - (GlobalConfig.VIEW_FADE_DISTANCE * 2.0f));
GlRenderer.disableDepthMask();
try {
for (@Pc(19) int i = 0; i < SceneGraph.surfaceHdTiles[0].length; i++) {
@Pc(31) GlTile tile = SceneGraph.surfaceHdTiles[0][i];
if (tile.texture >= 0 && Rasteriser.textureProvider.getMaterialType(tile.texture) == MaterialManager.WATER) {
gl.glColor4fv(ColorUtils.getRgbFloat(tile.underwaterColor), 0);
@Pc(57) float f = 201.5F - (tile.blend ? 1.0F : 0.5F);
tile.method1944(SceneGraph.tiles, f, true);
}
}
} catch (Exception ignored) {
}
gl.glEnableClientState(GL2.GL_COLOR_ARRAY);
GlRenderer.restoreLighting();
gl.glEnable(GL2.GL_DEPTH_TEST);
gl.glPopAttrib();
GlRenderer.enableDepthMask();
}
@OriginalMember(owner = "client!wg", name = "d", descriptor = "()V")
@OriginalMember(owner = "client!wg", name = "d", descriptor = "()V")
private void method4606() {
@Pc(1) GL2 local1 = GlRenderer.gl;
this.anInt5806 = local1.glGenLists(2);
@ -108,7 +110,7 @@ public final class UnderwaterMaterialRenderer implements MaterialRenderer {
local1.glTexGeni(GL2.GL_R, GL2.GL_TEXTURE_GEN_MODE, GL2.GL_EYE_LINEAR);
local1.glTexGeni(GL2.GL_T, GL2.GL_TEXTURE_GEN_MODE, GL2.GL_EYE_LINEAR);
local1.glTexGeni(GL2.GL_Q, GL2.GL_TEXTURE_GEN_MODE, GL2.GL_OBJECT_LINEAR);
local1.glTexGenfv(GL2.GL_Q, GL2.GL_OBJECT_PLANE, new float[] { 0.0F, 0.0F, 0.0F, 1.0F }, 0);
local1.glTexGenfv(GL2.GL_Q, GL2.GL_OBJECT_PLANE, new float[]{0.0F, 0.0F, 0.0F, 1.0F}, 0);
local1.glEnable(GL2.GL_TEXTURE_GEN_S);
local1.glEnable(GL2.GL_TEXTURE_GEN_T);
local1.glEnable(GL2.GL_TEXTURE_GEN_R);
@ -143,7 +145,7 @@ public final class UnderwaterMaterialRenderer implements MaterialRenderer {
local1.glActiveTexture(GL2.GL_TEXTURE2);
local1.glTexEnvi(GL2.GL_TEXTURE_ENV, GL2.GL_TEXTURE_ENV_MODE, GL2.GL_MODULATE);
}
local1.glTexEnvfv(GL2.GL_TEXTURE_ENV, GL2.GL_TEXTURE_ENV_COLOR, new float[] { 0.0F, 1.0F, 0.0F, 1.0F }, 0);
local1.glTexEnvfv(GL2.GL_TEXTURE_ENV, GL2.GL_TEXTURE_ENV_COLOR, new float[]{0.0F, 1.0F, 0.0F, 1.0F}, 0);
local1.glTexEnvi(GL2.GL_TEXTURE_ENV, GL2.GL_COMBINE_RGB, GL2.GL_MODULATE);
local1.glTexEnvi(GL2.GL_TEXTURE_ENV, GL2.GL_SRC0_RGB, GL2.GL_TEXTURE);
local1.glTexEnvi(GL2.GL_TEXTURE_ENV, GL2.GL_SRC2_RGB, GL2.GL_CONSTANT);