#include "minecraft/IGameServices.h" #include "PlayerRenderer.h" #include #include #include #include "platform/renderer/renderer.h" #include "EntityRenderDispatcher.h" #include "HumanoidMobRenderer.h" #include "minecraft/GameEnums.h" #include "app/linux/LinuxGame.h" #include "java/Class.h" #include "minecraft/Facing.h" #include "minecraft/SharedConstants.h" #include "minecraft/client/Minecraft.h" #include "minecraft/client/model/HumanoidModel.h" #include "minecraft/client/model/geom/Model.h" #include "minecraft/client/model/geom/ModelPart.h" #include "minecraft/client/multiplayer/MultiPlayerLocalPlayer.h" #include "minecraft/client/renderer/ItemInHandRenderer.h" #include "minecraft/client/renderer/Textures.h" #include "minecraft/client/renderer/TileRenderer.h" #include "minecraft/client/renderer/entity/EntityRenderer.h" #include "minecraft/client/renderer/tileentity/SkullTileRenderer.h" #include "minecraft/client/resources/ResourceLocation.h" #include "minecraft/world/entity/Entity.h" #include "minecraft/world/entity/LivingEntity.h" #include "minecraft/world/entity/player/Inventory.h" #include "minecraft/world/entity/player/Player.h" #include "minecraft/world/item/ArmorItem.h" #include "minecraft/world/item/BowItem.h" #include "minecraft/world/item/Item.h" #include "minecraft/world/item/ItemInstance.h" #include "minecraft/world/item/UseAnim.h" #include "minecraft/world/level/tile/Tile.h" #include "nbt/CompoundTag.h" const unsigned int PlayerRenderer::s_nametagColors[MINECRAFT_NET_MAX_PLAYERS] = { 0xff000000, // WHITE (represents the "white" player, but using black as // the colour) 0xff33cc33, // GREEN 0xffcc3333, // RED 0xff3333cc, // BLUE 0xffcc33cc, // M_PINK 0xffcc6633, // ORANGE 0xffcccc33, // YELLOW 0xff33dccc, // TURQUOISE }; ResourceLocation PlayerRenderer::DEFAULT_LOCATION = ResourceLocation(TN_MOB_CHAR); PlayerRenderer::PlayerRenderer() : LivingEntityRenderer(new HumanoidModel(0), 0.5f) { humanoidModel = (HumanoidModel*)model; armorParts1 = new HumanoidModel(1.0f); armorParts2 = new HumanoidModel(0.5f); } unsigned int PlayerRenderer::getNametagColour(int index) { if (index >= 0 && index < MINECRAFT_NET_MAX_PLAYERS) { return s_nametagColors[index]; } return 0xFF000000; } int PlayerRenderer::prepareArmor(std::shared_ptr _player, int layer, float a) { // 4J - dynamic cast required because we aren't using templates/generics in // our version std::shared_ptr player = std::dynamic_pointer_cast(_player); // 4J-PB - need to disable rendering armour for some special skins (Daleks) unsigned int uiAnimOverrideBitmask = player->getAnimOverrideBitmask(); if (uiAnimOverrideBitmask & (1 << HumanoidModel::eAnim_DontRenderArmour)) { return -1; } std::shared_ptr itemInstance = player->inventory->getArmor(3 - layer); if (itemInstance != nullptr) { Item* item = itemInstance->getItem(); if (dynamic_cast(item)) { ArmorItem* armorItem = dynamic_cast(item); bindTexture( HumanoidMobRenderer::getArmorLocation(armorItem, layer)); HumanoidModel* armor = layer == 2 ? armorParts2 : armorParts1; armor->head->visible = layer == 0; armor->hair->visible = layer == 0; armor->body->visible = layer == 1 || layer == 2; armor->arm0->visible = layer == 1; armor->arm1->visible = layer == 1; armor->leg0->visible = layer == 2 || layer == 3; armor->leg1->visible = layer == 2 || layer == 3; setArmor(armor); if (armor != nullptr) armor->attackTime = model->attackTime; if (armor != nullptr) armor->riding = model->riding; if (armor != nullptr) armor->young = model->young; float brightness = SharedConstants::TEXTURE_LIGHTING ? 1 : player->getBrightness(a); if (armorItem->getMaterial() == ArmorItem::ArmorMaterial::CLOTH) { int color = armorItem->getColor(itemInstance); float red = (float)((color >> 16) & 0xFF) / 0xFF; float green = (float)((color >> 8) & 0xFF) / 0xFF; float blue = (float)(color & 0xFF) / 0xFF; glColor3f(brightness * red, brightness * green, brightness * blue); if (itemInstance->isEnchanted()) return 0x1f; return 0x10; } else { glColor3f(brightness, brightness, brightness); } if (itemInstance->isEnchanted()) return 0xf; return 1; } } return -1; } void PlayerRenderer::prepareSecondPassArmor( std::shared_ptr _player, int layer, float a) { // 4J - dynamic cast required because we aren't using templates/generics in // our version std::shared_ptr player = std::dynamic_pointer_cast(_player); std::shared_ptr itemInstance = player->inventory->getArmor(3 - layer); if (itemInstance != nullptr) { Item* item = itemInstance->getItem(); if (dynamic_cast(item)) { ArmorItem* armorItem = dynamic_cast(item); bindTexture(HumanoidMobRenderer::getArmorLocation((ArmorItem*)item, layer, true)); float brightness = SharedConstants::TEXTURE_LIGHTING ? 1 : player->getBrightness(a); glColor3f(brightness, brightness, brightness); } } } void PlayerRenderer::render(std::shared_ptr _mob, double x, double y, double z, float rot, float a) { // 4J - dynamic cast required because we aren't using templates/generics in // our version std::shared_ptr mob = std::dynamic_pointer_cast(_mob); if (mob->hasInvisiblePrivilege()) return; std::shared_ptr item = mob->inventory->getSelected(); armorParts1->holdingRightHand = armorParts2->holdingRightHand = humanoidModel->holdingRightHand = item != nullptr ? 1 : 0; if (item != nullptr) { if (mob->getUseItemDuration() > 0) { UseAnim anim = item->getUseAnimation(); if (anim == UseAnim_block) { armorParts1->holdingRightHand = armorParts2->holdingRightHand = humanoidModel->holdingRightHand = 3; } else if (anim == UseAnim_bow) { armorParts1->bowAndArrow = armorParts2->bowAndArrow = humanoidModel->bowAndArrow = true; } } } // 4J added, for 3rd person view of eating if (item != nullptr && mob->getUseItemDuration() > 0 && item->getUseAnimation() == UseAnim_eat) { // These factors are largely lifted from ItemInHandRenderer to try and // keep the 3rd person eating animation as similar as possible float t = (mob->getUseItemDuration() - a + 1); float swing = 1 - (t / item->getUseDuration()); armorParts1->eating = armorParts2->eating = humanoidModel->eating = true; armorParts1->eating_t = armorParts2->eating_t = humanoidModel->eating_t = t; armorParts1->eating_swing = armorParts2->eating_swing = humanoidModel->eating_swing = swing; } else { armorParts1->eating = armorParts2->eating = humanoidModel->eating = false; } armorParts1->sneaking = armorParts2->sneaking = humanoidModel->sneaking = mob->isSneaking(); double yp = y - mob->heightOffset; if (mob->isSneaking() && !mob->instanceof(eTYPE_LOCALPLAYER)) { yp -= 2 / 16.0f; } // Check if an idle animation is needed if (mob->getAnimOverrideBitmask() & (1 << HumanoidModel::eAnim_HasIdle)) { if (mob->isIdle()) { humanoidModel->idle = true; armorParts1->idle = true; armorParts2->idle = true; } else { humanoidModel->idle = false; armorParts1->idle = false; armorParts2->idle = false; } } else { humanoidModel->idle = false; armorParts1->idle = false; armorParts2->idle = false; } // 4J-PB - any additional parts to turn on for this player (skin dependent) std::vector* pAdditionalModelParts = mob->GetAdditionalModelParts(); // turn them on if (pAdditionalModelParts != nullptr) { for (auto it = pAdditionalModelParts->begin(); it != pAdditionalModelParts->end(); ++it) { ModelPart* pModelPart = *it; pModelPart->visible = true; } } LivingEntityRenderer::render(mob, x, yp, z, rot, a); // turn them off again if (pAdditionalModelParts && pAdditionalModelParts->size() != 0) { for (auto it = pAdditionalModelParts->begin(); it != pAdditionalModelParts->end(); ++it) { ModelPart* pModelPart = *it; pModelPart->visible = false; } } armorParts1->bowAndArrow = armorParts2->bowAndArrow = humanoidModel->bowAndArrow = false; armorParts1->sneaking = armorParts2->sneaking = humanoidModel->sneaking = false; armorParts1->holdingRightHand = armorParts2->holdingRightHand = humanoidModel->holdingRightHand = 0; } void PlayerRenderer::additionalRendering(std::shared_ptr _mob, float a) { float brightness = SharedConstants::TEXTURE_LIGHTING ? 1 : _mob->getBrightness(a); glColor3f(brightness, brightness, brightness); LivingEntityRenderer::additionalRendering(_mob, a); LivingEntityRenderer::renderArrows(_mob, a); // 4J - dynamic cast required because we aren't using templates/generics in // our version std::shared_ptr mob = std::dynamic_pointer_cast(_mob); std::shared_ptr headGear = mob->inventory->getArmor(3); if (headGear != nullptr) { // don't render the pumpkin for the skins unsigned int uiAnimOverrideBitmask = mob->getSkinAnimOverrideBitmask(mob->getCustomSkin()); if ((uiAnimOverrideBitmask & (1 << HumanoidModel::eAnim_DontRenderArmour)) == 0) { glPushMatrix(); humanoidModel->head->translateTo(1 / 16.0f); if (headGear->getItem()->id < 256) { if (TileRenderer::canRender( Tile::tiles[headGear->id]->getRenderShape())) { float s = 10 / 16.0f; glTranslatef(-0 / 16.0f, -4 / 16.0f, 0 / 16.0f); glRotatef(90, 0, 1, 0); glScalef(s, -s, s); } entityRenderDispatcher->itemInHandRenderer->renderItem( mob, headGear, 0); } else if (headGear->getItem()->id == Item::skull_Id) { float s = 17 / 16.0f; glScalef(s, -s, -s); std::string extra = ""; if (headGear->hasTag() && headGear->getTag()->contains("SkullOwner")) { extra = headGear->getTag()->getString("SkullOwner"); } SkullTileRenderer::instance->renderSkull( -0.5f, 0, -0.5f, Facing::UP, 180, headGear->getAuxValue(), extra); } glPopMatrix(); } } // need to add a custom texture for deadmau5 if (mob != nullptr && gameServices().isXuidDeadmau5(mob->getXuid()) && bindTexture(mob->customTextureUrl, "")) { for (int i = 0; i < 2; i++) { float yr = (mob->yRotO + (mob->yRot - mob->yRotO) * a) - (mob->yBodyRotO + (mob->yBodyRot - mob->yBodyRotO) * a); float xr = mob->xRotO + (mob->xRot - mob->xRotO) * a; glPushMatrix(); glRotatef(yr, 0, 1, 0); glRotatef(xr, 1, 0, 0); glTranslatef((6 / 16.0f) * (i * 2 - 1), 0, 0); glTranslatef(0, -6 / 16.0f, 0); glRotatef(-xr, 1, 0, 0); glRotatef(-yr, 0, 1, 0); float s = 8 / 6.0f; glScalef(s, s, s); humanoidModel->renderEars(1 / 16.0f, true); glPopMatrix(); } } // 4J: removed /*bool loaded = mob->getCloakTexture()->isLoaded(); bool b1 = !mob->isInvisible(); bool b2 = !mob->isCapeHidden();*/ if (bindTexture(mob->customTextureUrl2, "") && !mob->isInvisible()) { glPushMatrix(); glTranslatef(0, 0, 2 / 16.0f); double xd = (mob->xCloakO + (mob->xCloak - mob->xCloakO) * a) - (mob->xo + (mob->x - mob->xo) * a); double yd = (mob->yCloakO + (mob->yCloak - mob->yCloakO) * a) - (mob->yo + (mob->y - mob->yo) * a); double zd = (mob->zCloakO + (mob->zCloak - mob->zCloakO) * a) - (mob->zo + (mob->z - mob->zo) * a); float yr = mob->yBodyRotO + (mob->yBodyRot - mob->yBodyRotO) * a; double xa = sinf(yr * std::numbers::pi / 180); double za = -cosf(yr * std::numbers::pi / 180); float flap = (float)yd * 10; if (flap < -6) flap = -6; if (flap > 32) flap = 32; float lean = (float)(xd * xa + zd * za) * 100; float lean2 = (float)(xd * za - zd * xa) * 100; if (lean < 0) lean = 0; float pow = mob->oBob + (mob->bob - mob->oBob) * a; flap += sin((mob->walkDistO + (mob->walkDist - mob->walkDistO) * a) * 6) * 32 * pow; if (mob->isSneaking()) { flap += 25; } // 4J Stu - Fix for sprint-flying causing the cape to rotate up by 180 // degrees or more float xRot = 6.0f + lean / 2 + flap; if (xRot > 64.0f) xRot = 64.0f; glRotatef(xRot, 1, 0, 0); glRotatef(lean2 / 2, 0, 0, 1); glRotatef(-lean2 / 2, 0, 1, 0); glRotatef(180, 0, 1, 0); humanoidModel->renderCloak(1 / 16.0f, true); glPopMatrix(); } std::shared_ptr item = mob->inventory->getSelected(); if (item != nullptr) { glPushMatrix(); humanoidModel->arm0->translateTo(1 / 16.0f); glTranslatef(-1 / 16.0f, 7 / 16.0f, 1 / 16.0f); if (mob->fishing != nullptr) { item = std::make_shared(Item::stick); } UseAnim anim = UseAnim_none; // null; if (mob->getUseItemDuration() > 0) { anim = item->getUseAnimation(); } if (item->id < 256 && TileRenderer::canRender(Tile::tiles[item->id]->getRenderShape())) { float s = 8 / 16.0f; glTranslatef(-0 / 16.0f, 3 / 16.0f, -5 / 16.0f); s *= 0.75f; glRotatef(20, 1, 0, 0); glRotatef(45, 0, 1, 0); glScalef(-s, -s, s); } else if (item->id == Item::bow->id) { float s = 10 / 16.0f; glTranslatef(0 / 16.0f, 2 / 16.0f, 5 / 16.0f); glRotatef(-20, 0, 1, 0); glScalef(s, -s, s); glRotatef(-100, 1, 0, 0); glRotatef(45, 0, 1, 0); } else if (Item::items[item->id]->isHandEquipped()) { float s = 10 / 16.0f; if (Item::items[item->id]->isMirroredArt()) { glRotatef(180, 0, 0, 1); glTranslatef(0, -2 / 16.0f, 0); } if (mob->getUseItemDuration() > 0) { if (anim == UseAnim_block) { glTranslatef(0.05f, 0, -0.1f); glRotatef(-50, 0, 1, 0); glRotatef(-10, 1, 0, 0); glRotatef(-60, 0, 0, 1); } } glTranslatef(0, 3 / 16.0f, 0); glScalef(s, -s, s); glRotatef(-100, 1, 0, 0); glRotatef(45, 0, 1, 0); } else { float s = 6 / 16.0f; glTranslatef(+4 / 16.0f, +3 / 16.0f, -3 / 16.0f); glScalef(s, s, s); glRotatef(60, 0, 0, 1); glRotatef(-90, 1, 0, 0); glRotatef(20, 0, 0, 1); } if (item->getItem()->hasMultipleSpriteLayers()) { for (int layer = 0; layer <= 1; layer++) { int col = item->getItem()->getColor(item, layer); float red = ((col >> 16) & 0xff) / 255.0f; float g = ((col >> 8) & 0xff) / 255.0f; float b = ((col) & 0xff) / 255.0f; glColor4f(red, g, b, 1); this->entityRenderDispatcher->itemInHandRenderer->renderItem( mob, item, layer, false); } } else { int col = item->getItem()->getColor(item, 0); float red = ((col >> 16) & 0xff) / 255.0f; float g = ((col >> 8) & 0xff) / 255.0f; float b = ((col) & 0xff) / 255.0f; glColor4f(red, g, b, 1); this->entityRenderDispatcher->itemInHandRenderer->renderItem( mob, item, 0); } glPopMatrix(); } } void PlayerRenderer::renderNameTags(std::shared_ptr player, double x, double y, double z, std::string msg, float scale, double dist) { LivingEntityRenderer::renderNameTags(player, x, y, z, msg, scale, dist); } void PlayerRenderer::scale(std::shared_ptr player, float a) { float s = 15 / 16.0f; glScalef(s, s, s); } void PlayerRenderer::renderHand() { float brightness = 1; glColor3f(brightness, brightness, brightness); humanoidModel->m_uiAnimOverrideBitmask = Minecraft::GetInstance()->player->getAnimOverrideBitmask(); armorParts1->eating = armorParts2->eating = humanoidModel->eating = humanoidModel->idle = false; humanoidModel->attackTime = 0; humanoidModel->setupAnim(0, 0, 0, 0, 0, 1 / 16.0f, Minecraft::GetInstance()->player); // 4J-PB - does this skin have its arm0 disabled? (Dalek, etc) if ((humanoidModel->m_uiAnimOverrideBitmask & (1 << HumanoidModel::eAnim_DisableRenderArm0)) == 0) { humanoidModel->arm0->render(1 / 16.0f, true); } } void PlayerRenderer::setupPosition(std::shared_ptr _mob, double x, double y, double z) { // 4J - dynamic cast required because we aren't using templates/generics in // our version std::shared_ptr mob = std::dynamic_pointer_cast(_mob); if (mob->isAlive() && mob->isSleeping()) { LivingEntityRenderer::setupPosition( mob, x + mob->bedOffsetX, y + mob->bedOffsetY, z + mob->bedOffsetZ); } else { if (mob->isRiding() && (mob->getAnimOverrideBitmask() & (1 << HumanoidModel::eAnim_SmallModel)) != 0) { y += 0.5f; } LivingEntityRenderer::setupPosition(mob, x, y, z); } } void PlayerRenderer::setupRotations(std::shared_ptr _mob, float bob, float bodyRot, float a) { // 4J - dynamic cast required because we aren't using templates/generics in // our version std::shared_ptr mob = std::dynamic_pointer_cast(_mob); if (mob->isAlive() && mob->isSleeping()) { glRotatef(mob->getSleepRotation(), 0, 1, 0); glRotatef(getFlipDegrees(mob), 0, 0, 1); glRotatef(270, 0, 1, 0); } else { LivingEntityRenderer::setupRotations(mob, bob, bodyRot, a); } } // 4J Added override to stop rendering shadow if player is invisible void PlayerRenderer::renderShadow(std::shared_ptr e, double x, double y, double z, float pow, float a) { if (gameServices().getGameHostOption(eGameHostOption_HostCanBeInvisible) > 0) { std::shared_ptr player = std::dynamic_pointer_cast(e); if (player != nullptr && player->hasInvisiblePrivilege()) return; } EntityRenderer::renderShadow(e, x, y, z, pow, a); } // 4J Added override void PlayerRenderer::bindTexture(std::shared_ptr entity) { std::shared_ptr player = std::dynamic_pointer_cast(entity); bindTexture(player->customTextureUrl, player->getTexture()); } ResourceLocation* PlayerRenderer::getTextureLocation( std::shared_ptr entity) { std::shared_ptr player = std::dynamic_pointer_cast(entity); return new ResourceLocation((_TEXTURE_NAME)player->getTexture()); }