Revert "Project modernization (#630)"

This code was not tested and breaks in Release builds, reverting to restore
functionality of the nightly. All in-game menus do not work and generating
a world crashes.

This reverts commit a9be52c41a.
This commit is contained in:
Loki Rautio
2026-03-07 21:12:22 -06:00
parent a9be52c41a
commit 087b7e7abf
1373 changed files with 19449 additions and 19903 deletions

View File

@@ -28,7 +28,7 @@ DWORD Tesselator::tlsIdx = TlsAlloc();
Tesselator *Tesselator::getInstance()
{
return static_cast<Tesselator *>(TlsGetValue(tlsIdx));
return (Tesselator *)TlsGetValue(tlsIdx);
}
void Tesselator::CreateNewThreadStorage(int bytes)
@@ -179,18 +179,18 @@ void Tesselator::end()
}
#else
RenderManager.DrawVertices(static_cast<C4JRender::ePrimitiveType>(mode),vertexCount,_array->data,C4JRender::VERTEX_TYPE_COMPRESSED, C4JRender::PIXEL_SHADER_TYPE_STANDARD);
RenderManager.DrawVertices((C4JRender::ePrimitiveType)mode,vertexCount,_array->data,C4JRender::VERTEX_TYPE_COMPRESSED, C4JRender::PIXEL_SHADER_TYPE_STANDARD);
#endif
}
else
{
if( useProjectedTexturePixelShader )
{
RenderManager.DrawVertices(static_cast<C4JRender::ePrimitiveType>(mode),vertexCount,_array->data,C4JRender::VERTEX_TYPE_PF3_TF2_CB4_NB4_XW1_TEXGEN, C4JRender::PIXEL_SHADER_TYPE_PROJECTION);
RenderManager.DrawVertices((C4JRender::ePrimitiveType)mode,vertexCount,_array->data,C4JRender::VERTEX_TYPE_PF3_TF2_CB4_NB4_XW1_TEXGEN, C4JRender::PIXEL_SHADER_TYPE_PROJECTION);
}
else
{
RenderManager.DrawVertices(static_cast<C4JRender::ePrimitiveType>(mode),vertexCount,_array->data,C4JRender::VERTEX_TYPE_PF3_TF2_CB4_NB4_XW1, C4JRender::PIXEL_SHADER_TYPE_STANDARD);
RenderManager.DrawVertices((C4JRender::ePrimitiveType)mode,vertexCount,_array->data,C4JRender::VERTEX_TYPE_PF3_TF2_CB4_NB4_XW1, C4JRender::PIXEL_SHADER_TYPE_STANDARD);
}
}
#endif
@@ -295,12 +295,12 @@ void Tesselator::tex2(int tex2)
void Tesselator::color(float r, float g, float b)
{
color(static_cast<int>(r * 255), static_cast<int>(g * 255), static_cast<int>(b * 255));
color((int) (r * 255), (int) (g * 255), (int) (b * 255));
}
void Tesselator::color(float r, float g, float b, float a)
{
color(static_cast<int>(r * 255), static_cast<int>(g * 255), static_cast<int>(b * 255), static_cast<int>(a * 255));
color((int) (r * 255), (int) (g * 255), (int) (b * 255), (int) (a * 255));
}
void Tesselator::color(int r, int g, int b)
@@ -749,7 +749,7 @@ void Tesselator::vertex(float x, float y, float z)
// see comments in packCompactQuad() for exact format
if( useCompactFormat360 )
{
unsigned int ucol = static_cast<unsigned int>(col);
unsigned int ucol = (unsigned int)col;
#ifdef _XBOX
// Pack as 4:4:4 RGB_
@@ -774,7 +774,7 @@ void Tesselator::vertex(float x, float y, float z)
unsigned short packedcol = ((col & 0xf8000000 ) >> 16 ) |
((col & 0x00fc0000 ) >> 13 ) |
((col & 0x0000f800 ) >> 11 );
int ipackedcol = static_cast<int>(packedcol) & 0xffff; // 0 to 65535 range
int ipackedcol = ((int)packedcol) & 0xffff; // 0 to 65535 range
ipackedcol -= 32768; // -32768 to 32767 range
ipackedcol &= 0xffff;
@@ -824,12 +824,12 @@ void Tesselator::vertex(float x, float y, float z)
p += 4;
#else
pShortData[0] = (static_cast<int>((x + xo) * 1024.0f)&0xffff);
pShortData[1] = (static_cast<int>((y + yo) * 1024.0f)&0xffff);
pShortData[2] = (static_cast<int>((z + zo) * 1024.0f)&0xffff);
pShortData[0] = (((int)((x + xo ) * 1024.0f))&0xffff);
pShortData[1] = (((int)((y + yo ) * 1024.0f))&0xffff);
pShortData[2] = (((int)((z + zo ) * 1024.0f))&0xffff);
pShortData[3] = ipackedcol;
pShortData[4] = (static_cast<int>(uu * 8192.0f)&0xffff);
pShortData[5] = (static_cast<int>(v * 8192.0f)&0xffff);
pShortData[4] = (((int)(uu * 8192.0f))&0xffff);
pShortData[5] = (((int)(v * 8192.0f))&0xffff);
int16_t u2 = ((int16_t*)&_tex2)[0];
int16_t v2 = ((int16_t*)&_tex2)[1];
#if defined _XBOX_ONE || defined __ORBIS__
@@ -1040,9 +1040,9 @@ void Tesselator::normal(float x, float y, float z)
int8_t zz = (int8_t) (z * 127);
_normal = (xx & 0xff) | ((yy & 0xff) << 8) | ((zz & 0xff) << 16);
#else
byte xx = static_cast<byte>(x * 127);
byte yy = static_cast<byte>(y * 127);
byte zz = static_cast<byte>(z * 127);
byte xx = (byte) (x * 127);
byte yy = (byte) (y * 127);
byte zz = (byte) (z * 127);
_normal = (xx & 0xff) | ((yy & 0xff) << 8) | ((zz & 0xff) << 16);
#endif
}