Fix render order of F3 debug screen (#1239)

This commit is contained in:
rtm516
2026-03-23 23:01:40 +00:00
committed by GitHub
parent 127465b0eb
commit 9e715cb3bc

View File

@@ -1070,111 +1070,146 @@ void Gui::render(float a, bool mouseFree, int xMouse, int yMouse)
lines.push_back(ClientConstants::VERSION_STRING);
lines.push_back(ClientConstants::BRANCH_STRING);
}
if (minecraft->options->renderDebug && minecraft->player != nullptr && minecraft->level != nullptr)
{
lines.push_back(minecraft->fpsString);
lines.push_back(L"E: " + std::to_wstring(minecraft->level->getAllEntities().size()));
int renderDistance = app.GetGameSettings(iPad, eGameSetting_RenderDistance);
// Calculate the chunk sections using 16 * (2n + 1)^2
lines.push_back(L"C: " + std::to_wstring(16 * (2 * renderDistance + 1) * (2 * renderDistance + 1)) + L" D: " + std::to_wstring(renderDistance));
lines.push_back(minecraft->gatherStats4());
// Dimension
wstring dimension = L"unknown";
switch (minecraft->player->dimension)
{
case -1: dimension = L"minecraft:the_nether"; break;
case 0: dimension = L"minecraft:overworld"; break;
case 1: dimension = L"minecraft:the_end"; break;
case -1:
dimension = L"minecraft:the_nether";
break;
case 0:
dimension = L"minecraft:overworld";
break;
case 1:
dimension = L"minecraft:the_end";
break;
}
lines.push_back(dimension);
lines.push_back(L"");
lines.push_back(L""); // Spacer
// Players block pos
int xBlockPos = Mth::floor(minecraft->player->x);
int yBlockPos = Mth::floor(minecraft->player->y);
int zBlockPos = Mth::floor(minecraft->player->z);
// Chunk player is in
int xChunkPos = xBlockPos >> 4;
int yChunkPos = yBlockPos >> 4;
int zChunkPos = zBlockPos >> 4;
// Players offset within the chunk
int xChunkOffset = xBlockPos & 15;
int yChunkOffset = yBlockPos & 15;
int zChunkOffset = zBlockPos & 15;
WCHAR posString[44];
// Format the position like java with limited decumal places
WCHAR posString[44]; // Allows upto 7 digit positions (+-9_999_999)
swprintf(posString, 44, L"%.3f / %.5f / %.3f", minecraft->player->x, minecraft->player->y, minecraft->player->z);
lines.push_back(L"XYZ: " + std::wstring(posString));
lines.push_back(L"Block: " + std::to_wstring(xBlockPos) + L" " + std::to_wstring(yBlockPos) + L" " + std::to_wstring(zBlockPos));
lines.push_back(L"Chunk: " + std::to_wstring(xChunkOffset) + L" " + std::to_wstring(yChunkOffset) + L" " + std::to_wstring(zChunkOffset) + L" in " + std::to_wstring(xChunkPos) + L" " + std::to_wstring(yChunkPos) + L" " + std::to_wstring(zChunkPos));
// Wrap the yRot to 360 then adjust to (-180 to 180) range to match java
float yRotDisplay = fmod(minecraft->player->yRot, 360.0f);
if (yRotDisplay > 180.0f) yRotDisplay -= 360.0f;
if (yRotDisplay < -180.0f) yRotDisplay += 360.0f;
// Generate the angle string in the format "yRot / xRot" with one decimal place, similar to java edition
WCHAR angleString[16];
swprintf(angleString, 16, L"%.1f / %.1f", yRotDisplay, minecraft->player->xRot);
// Work out the named direction
int direction = Mth::floor(minecraft->player->yRot * 4.0f / 360.0f + 0.5) & 0x3;
const wchar_t* cardinals[] = { L"south", L"west", L"north", L"east" };
lines.push_back(L"Facing: " + std::wstring(cardinals[direction]) + L" (" + angleString + L")");
// We have to limit y to 256 as we don't get any information past that
if (minecraft->level != NULL && minecraft->level->hasChunkAt(xBlockPos, fmod(yBlockPos, 256), zBlockPos))
{
LevelChunk *chunkAt = minecraft->level->getChunkAt(xBlockPos, zBlockPos);
if (chunkAt != NULL)
{
int skyLight = chunkAt->getBrightness(LightLayer::Sky, xChunkOffset, yChunkOffset, zChunkOffset);
int skyLight = chunkAt->getBrightness(LightLayer::Sky, xChunkOffset, yChunkOffset, zChunkOffset);
int blockLight = chunkAt->getBrightness(LightLayer::Block, xChunkOffset, yChunkOffset, zChunkOffset);
int maxLight = fmax(skyLight, blockLight);
int maxLight = fmax(skyLight, blockLight);
lines.push_back(L"Light: " + std::to_wstring(maxLight) + L" (" + std::to_wstring(skyLight) + L" sky, " + std::to_wstring(blockLight) + L" block)");
lines.push_back(L"CH S: " + std::to_wstring(chunkAt->getHeightmap(xChunkOffset, zChunkOffset)));
Biome *biome = chunkAt->getBiome(xChunkOffset, zChunkOffset, minecraft->level->getBiomeSource());
lines.push_back(L"Biome: " + biome->m_name + L" (" + std::to_wstring(biome->id) + L")");
lines.push_back(L"Difficulty: " + std::to_wstring(minecraft->level->difficulty) + L" (Day " + std::to_wstring(minecraft->level->getGameTime() / Level::TICKS_PER_DAY) + L")");
}
}
lines.push_back(L"");
// This is all LCE only stuff, it was never on java
lines.push_back(L""); // Spacer
lines.push_back(L"Seed: " + std::to_wstring(minecraft->level->getLevelData()->getSeed()));
lines.push_back(minecraft->gatherStats1());
lines.push_back(minecraft->gatherStats2());
lines.push_back(minecraft->gatherStats3());
}
lines.push_back(minecraft->gatherStats1()); // Time to autosave
lines.push_back(minecraft->gatherStats2()); // Empty currently - CPlatformNetworkManagerStub::GatherStats()
lines.push_back(minecraft->gatherStats3()); // RTT
#ifdef _DEBUG
if (minecraft->options->renderDebug && minecraft->player != nullptr && minecraft->level != nullptr && minecraft->level->dimension->id == 0)
{
wstring wfeature[eTerrainFeature_Count];
wfeature[eTerrainFeature_Stronghold] = L"Stronghold: ";
wfeature[eTerrainFeature_Mineshaft] = L"Mineshaft: ";
wfeature[eTerrainFeature_Village] = L"Village: ";
wfeature[eTerrainFeature_Ravine] = L"Ravine: ";
// maxW in font units: physical width divided by font scale
float maxW = (static_cast<float>(g_rScreenWidth) - debugLeft - 8) / fontScale;
float maxWForContent = maxW - static_cast<float>(font->width(L"..."));
bool truncated[eTerrainFeature_Count] = {};
for (size_t i = 0; i < app.m_vTerrainFeatures.size(); i++)
#ifdef _DEBUG // Only show terrain features in debug builds not release
// No point trying to render this when not in the overworld
if (minecraft->level->dimension->id == 0)
{
FEATURE_DATA *pFeatureData = app.m_vTerrainFeatures[i];
int type = pFeatureData->eTerrainFeature;
if (type < eTerrainFeature_Stronghold || type > eTerrainFeature_Ravine) continue;
if (truncated[type]) continue;
wstring itemInfo = L"[" + std::to_wstring(pFeatureData->x * 16) + L", " + std::to_wstring(pFeatureData->z * 16) + L"] ";
if (font->width(wfeature[type] + itemInfo) <= maxWForContent)
wfeature[type] += itemInfo;
else
wstring wfeature[eTerrainFeature_Count];
wfeature[eTerrainFeature_Stronghold] = L"Stronghold: ";
wfeature[eTerrainFeature_Mineshaft] = L"Mineshaft: ";
wfeature[eTerrainFeature_Village] = L"Village: ";
wfeature[eTerrainFeature_Ravine] = L"Ravine: ";
// maxW in font units: physical width divided by font scale
float maxW = (static_cast<float>(g_rScreenWidth) - debugLeft - 8) / fontScale;
float maxWForContent = maxW - static_cast<float>(font->width(L"..."));
bool truncated[eTerrainFeature_Count] = {};
for (size_t i = 0; i < app.m_vTerrainFeatures.size(); i++)
{
wfeature[type] += L"...";
truncated[type] = true;
FEATURE_DATA *pFeatureData = app.m_vTerrainFeatures[i];
int type = pFeatureData->eTerrainFeature;
if (type < eTerrainFeature_Stronghold || type > eTerrainFeature_Ravine) continue;
if (truncated[type]) continue;
wstring itemInfo = L"[" + std::to_wstring(pFeatureData->x * 16) + L", " + std::to_wstring(pFeatureData->z * 16) + L"] ";
if (font->width(wfeature[type] + itemInfo) <= maxWForContent)
{
wfeature[type] += itemInfo;
}
else
{
wfeature[type] += L"...";
truncated[type] = true;
}
}
lines.push_back(L""); // Spacer
for (int i = eTerrainFeature_Stronghold; i <= static_cast<int>(eTerrainFeature_Ravine); i++)
{
lines.push_back(wfeature[i]);
}
lines.push_back(L""); // Spacer
}
lines.push_back(L"");
for (int i = eTerrainFeature_Stronghold; i <= static_cast<int>(eTerrainFeature_Ravine); i++)
lines.push_back(wfeature[i]);
lines.push_back(L"");
}
#endif
}
// Disable the depth test so the text shows on top of the paperdoll
glDisable(GL_DEPTH_TEST);
// Loop through the lines and draw them all on screen
int yPos = debugTop;
for (const auto &line : lines)
{
@@ -1182,6 +1217,9 @@ void Gui::render(float a, bool mouseFree, int xMouse, int yMouse)
yPos += 10;
}
// Restore the depth test
glEnable(GL_DEPTH_TEST);
glMatrixMode(GL_MODELVIEW);
glPopMatrix();
glMatrixMode(GL_PROJECTION);