4jcraft/Minecraft.Client/Rendering/EntityRenderers/EntityRenderer.cpp
2026-03-28 02:58:56 -05:00

398 lines
14 KiB
C++

#include "../../Platform/stdafx.h"
#include "EntityRenderer.h"
#include "EntityRenderDispatcher.h"
#include "../Models/HumanoidModel.h"
#include "../../Player/LocalPlayer.h"
#include "../../GameState/Options.h"
#include "../../Textures/TextureAtlas.h"
#include "../../../Minecraft.World/Headers/net.minecraft.world.level.tile.h"
#include "../../../Minecraft.World/Headers/net.minecraft.world.h"
#include "../../../Minecraft.World/Headers/net.minecraft.world.entity.h"
#include "../../../Minecraft.World/Level/Level.h"
#include "../../../Minecraft.World/Util/AABB.h"
#include "../../../Minecraft.World/Util/Mth.h"
#include "../../../Minecraft.World/Headers/net.minecraft.world.entity.animal.h"
ResourceLocation EntityRenderer::SHADOW_LOCATION =
ResourceLocation(TN__CLAMP__MISC_SHADOW);
// 4J - added
EntityRenderer::EntityRenderer() {
model = NULL;
tileRenderer = new TileRenderer();
shadowRadius = 0;
shadowStrength = 1.0f;
}
EntityRenderer::~EntityRenderer() { delete tileRenderer; }
void EntityRenderer::bindTexture(std::shared_ptr<Entity> entity) {
bindTexture(getTextureLocation(entity));
}
void EntityRenderer::bindTexture(ResourceLocation* location) {
entityRenderDispatcher->textures->bindTexture(location);
}
bool EntityRenderer::bindTexture(const std::wstring& urlTexture,
int backupTexture) {
Textures* t = entityRenderDispatcher->textures;
// 4J-PB - no http textures on the xbox, mem textures instead
// int id = t->loadHttpTexture(urlTexture, backupTexture);
int id = t->loadMemTexture(urlTexture, backupTexture);
if (id >= 0) {
glBindTexture(GL_TEXTURE_2D, id);
t->clearLastBoundId();
return true;
} else {
return false;
}
}
bool EntityRenderer::bindTexture(const std::wstring& urlTexture,
const std::wstring& backupTexture) {
Textures* t = entityRenderDispatcher->textures;
// 4J-PB - no http textures on the xbox, mem textures instead
// int id = t->loadHttpTexture(urlTexture, backupTexture);
int id = t->loadMemTexture(urlTexture, backupTexture);
if (id >= 0) {
glBindTexture(GL_TEXTURE_2D, id);
t->clearLastBoundId();
return true;
} else {
return false;
}
}
void EntityRenderer::renderFlame(std::shared_ptr<Entity> e, double x, double y,
double z, float a) {
glDisable(GL_LIGHTING);
Icon* fire1 = Tile::fire->getTextureLayer(0);
Icon* fire2 = Tile::fire->getTextureLayer(1);
glPushMatrix();
glTranslatef((float)x, (float)y, (float)z);
float s = e->bbWidth * 1.4f;
glScalef(s, s, s);
MemSect(31);
bindTexture(&TextureAtlas::LOCATION_BLOCKS);
MemSect(0);
Tesselator* t = Tesselator::getInstance();
float r = 0.5f;
float xo = 0.0f;
float h = e->bbHeight / s;
float yo = (float)(e->y - e->bb.y0);
glRotatef(-entityRenderDispatcher->playerRotY, 0, 1, 0);
glTranslatef(0, 0, -0.3f + ((int)h) * 0.02f);
glColor4f(1, 1, 1, 1);
float zo = 0;
int ss = 0;
t->begin();
while (h > 0) {
Icon* tex = NULL;
if (ss % 2 == 0) {
tex = fire1;
} else {
tex = fire2;
}
float u0 = tex->getU0();
float v0 = tex->getV0();
float u1 = tex->getU1();
float v1 = tex->getV1();
if (ss / 2 % 2 == 0) {
float tmp = u1;
u1 = u0;
u0 = tmp;
}
t->vertexUV((float)(r - xo), (float)(0 - yo), (float)(zo), (float)(u1),
(float)(v1));
t->vertexUV((float)(-r - xo), (float)(0 - yo), (float)(zo), (float)(u0),
(float)(v1));
t->vertexUV((float)(-r - xo), (float)(1.4f - yo), (float)(zo),
(float)(u0), (float)(v0));
t->vertexUV((float)(r - xo), (float)(1.4f - yo), (float)(zo),
(float)(u1), (float)(v0));
h -= 0.45f;
yo -= 0.45f;
r *= 0.9f;
zo += 0.03f;
ss++;
}
t->end();
glPopMatrix();
glEnable(GL_LIGHTING);
}
void EntityRenderer::renderShadow(std::shared_ptr<Entity> e, double x, double y,
double z, float pow, float a) {
glDisable(GL_LIGHTING);
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
MemSect(31);
entityRenderDispatcher->textures->bindTexture(&SHADOW_LOCATION);
MemSect(0);
Level* level = getLevel();
glDepthMask(false);
float r = shadowRadius;
float fYLocalPlayerShadowOffset = 0.0f;
if (e->instanceof(eTYPE_MOB)) {
std::shared_ptr<Mob> mob = std::dynamic_pointer_cast<Mob>(e);
r *= mob->getSizeScale();
if (mob->instanceof(eTYPE_ANIMAL)) {
if (std::dynamic_pointer_cast<Animal>(mob)->isBaby()) {
r *= 0.5f;
}
}
}
double ex = e->xOld + (e->x - e->xOld) * a;
double ey = e->yOld + (e->y - e->yOld) * a + e->getShadowHeightOffs();
// 4J-PB - local players seem to have a position at their head, and remote
// players have a foot position. get the shadow to render by changing the
// check here depending on the player type
if (e->instanceof(eTYPE_LOCALPLAYER)) {
ey -= 1.62;
fYLocalPlayerShadowOffset = -1.62f;
}
double ez = e->zOld + (e->z - e->zOld) * a;
int x0 = Mth::floor(ex - r);
int x1 = Mth::floor(ex + r);
int y0 = Mth::floor(ey - r);
int y1 = Mth::floor(ey);
int z0 = Mth::floor(ez - r);
int z1 = Mth::floor(ez + r);
double xo = x - ex;
double yo = y - ey;
double zo = z - ez;
Tesselator* tt = Tesselator::getInstance();
tt->begin();
for (int xt = x0; xt <= x1; xt++)
for (int yt = y0; yt <= y1; yt++)
for (int zt = z0; zt <= z1; zt++) {
int t = level->getTile(xt, yt - 1, zt);
if (t > 0 && level->getRawBrightness(xt, yt, zt) > 3) {
renderTileShadow(Tile::tiles[t], x,
y + e->getShadowHeightOffs() +
fYLocalPlayerShadowOffset,
z, xt, yt, zt, pow, r, xo,
yo + e->getShadowHeightOffs() +
fYLocalPlayerShadowOffset,
zo);
}
}
tt->end();
glColor4f(1, 1, 1, 1);
glDisable(GL_BLEND);
glDepthMask(true);
glEnable(GL_LIGHTING);
}
Level* EntityRenderer::getLevel() { return entityRenderDispatcher->level; }
void EntityRenderer::renderTileShadow(Tile* tt, double x, double y, double z,
int xt, int yt, int zt, float pow,
float r, double xo, double yo,
double zo) {
Tesselator* t = Tesselator::getInstance();
if (!tt->isCubeShaped()) return;
double a = ((pow - (y - (yt + yo)) / 2) * 0.5f) *
getLevel()->getBrightness(xt, yt, zt);
if (a < 0) return;
if (a > 1) a = 1;
t->color(1.0f, 1.0f, 1.0f, (float)a);
// glColor4f(1, 1, 1, (float) a);
double x0 = xt + tt->getShapeX0() + xo;
double x1 = xt + tt->getShapeX1() + xo;
double y0 = yt + tt->getShapeY0() + yo + 1.0 / 64.0f;
double z0 = zt + tt->getShapeZ0() + zo;
double z1 = zt + tt->getShapeZ1() + zo;
float u0 = (float)((x - (x0)) / 2 / r + 0.5f);
float u1 = (float)((x - (x1)) / 2 / r + 0.5f);
float v0 = (float)((z - (z0)) / 2 / r + 0.5f);
float v1 = (float)((z - (z1)) / 2 / r + 0.5f);
// u0 = 0;
// v0 = 0;
// u1 = 1;
// v1 = 1;
t->vertexUV((float)(x0), (float)(y0), (float)(z0), (float)(u0),
(float)(v0));
t->vertexUV((float)(x0), (float)(y0), (float)(z1), (float)(u0),
(float)(v1));
t->vertexUV((float)(x1), (float)(y0), (float)(z1), (float)(u1),
(float)(v1));
t->vertexUV((float)(x1), (float)(y0), (float)(z0), (float)(u1),
(float)(v0));
}
void EntityRenderer::render(AABB* bb, double xo, double yo, double zo) {
glDisable(GL_TEXTURE_2D);
Tesselator* t = Tesselator::getInstance();
glColor4f(1, 1, 1, 1);
t->begin();
t->offset((float)xo, (float)yo, (float)zo);
t->normal(0, 0, -1);
t->vertex((float)(bb->x0), (float)(bb->y1), (float)(bb->z0));
t->vertex((float)(bb->x1), (float)(bb->y1), (float)(bb->z0));
t->vertex((float)(bb->x1), (float)(bb->y0), (float)(bb->z0));
t->vertex((float)(bb->x0), (float)(bb->y0), (float)(bb->z0));
t->normal(0, 0, 1);
t->vertex((float)(bb->x0), (float)(bb->y0), (float)(bb->z1));
t->vertex((float)(bb->x1), (float)(bb->y0), (float)(bb->z1));
t->vertex((float)(bb->x1), (float)(bb->y1), (float)(bb->z1));
t->vertex((float)(bb->x0), (float)(bb->y1), (float)(bb->z1));
t->normal(0, -1, 0);
t->vertex((float)(bb->x0), (float)(bb->y0), (float)(bb->z0));
t->vertex((float)(bb->x1), (float)(bb->y0), (float)(bb->z0));
t->vertex((float)(bb->x1), (float)(bb->y0), (float)(bb->z1));
t->vertex((float)(bb->x0), (float)(bb->y0), (float)(bb->z1));
t->normal(0, 1, 0);
t->vertex((float)(bb->x0), (float)(bb->y1), (float)(bb->z1));
t->vertex((float)(bb->x1), (float)(bb->y1), (float)(bb->z1));
t->vertex((float)(bb->x1), (float)(bb->y1), (float)(bb->z0));
t->vertex((float)(bb->x0), (float)(bb->y1), (float)(bb->z0));
t->normal(-1, 0, 0);
t->vertex((float)(bb->x0), (float)(bb->y0), (float)(bb->z1));
t->vertex((float)(bb->x0), (float)(bb->y1), (float)(bb->z1));
t->vertex((float)(bb->x0), (float)(bb->y1), (float)(bb->z0));
t->vertex((float)(bb->x0), (float)(bb->y0), (float)(bb->z0));
t->normal(1, 0, 0);
t->vertex((float)(bb->x1), (float)(bb->y0), (float)(bb->z0));
t->vertex((float)(bb->x1), (float)(bb->y1), (float)(bb->z0));
t->vertex((float)(bb->x1), (float)(bb->y1), (float)(bb->z1));
t->vertex((float)(bb->x1), (float)(bb->y0), (float)(bb->z1));
t->offset(0, 0, 0);
t->end();
glEnable(GL_TEXTURE_2D);
// model.render(0, 1)
}
void EntityRenderer::renderFlat(AABB* bb) {
Tesselator* t = Tesselator::getInstance();
t->begin();
t->vertex((float)(bb->x0), (float)(bb->y1), (float)(bb->z0));
t->vertex((float)(bb->x1), (float)(bb->y1), (float)(bb->z0));
t->vertex((float)(bb->x1), (float)(bb->y0), (float)(bb->z0));
t->vertex((float)(bb->x0), (float)(bb->y0), (float)(bb->z0));
t->vertex((float)(bb->x0), (float)(bb->y0), (float)(bb->z1));
t->vertex((float)(bb->x1), (float)(bb->y0), (float)(bb->z1));
t->vertex((float)(bb->x1), (float)(bb->y1), (float)(bb->z1));
t->vertex((float)(bb->x0), (float)(bb->y1), (float)(bb->z1));
t->vertex((float)(bb->x0), (float)(bb->y0), (float)(bb->z0));
t->vertex((float)(bb->x1), (float)(bb->y0), (float)(bb->z0));
t->vertex((float)(bb->x1), (float)(bb->y0), (float)(bb->z1));
t->vertex((float)(bb->x0), (float)(bb->y0), (float)(bb->z1));
t->vertex((float)(bb->x0), (float)(bb->y1), (float)(bb->z1));
t->vertex((float)(bb->x1), (float)(bb->y1), (float)(bb->z1));
t->vertex((float)(bb->x1), (float)(bb->y1), (float)(bb->z0));
t->vertex((float)(bb->x0), (float)(bb->y1), (float)(bb->z0));
t->vertex((float)(bb->x0), (float)(bb->y0), (float)(bb->z1));
t->vertex((float)(bb->x0), (float)(bb->y1), (float)(bb->z1));
t->vertex((float)(bb->x0), (float)(bb->y1), (float)(bb->z0));
t->vertex((float)(bb->x0), (float)(bb->y0), (float)(bb->z0));
t->vertex((float)(bb->x1), (float)(bb->y0), (float)(bb->z0));
t->vertex((float)(bb->x1), (float)(bb->y1), (float)(bb->z0));
t->vertex((float)(bb->x1), (float)(bb->y1), (float)(bb->z1));
t->vertex((float)(bb->x1), (float)(bb->y0), (float)(bb->z1));
t->end();
}
void EntityRenderer::renderFlat(float x0, float y0, float z0, float x1,
float y1, float z1) {
Tesselator* t = Tesselator::getInstance();
t->begin();
t->vertex(x0, y1, z0);
t->vertex(x1, y1, z0);
t->vertex(x1, y0, z0);
t->vertex(x0, y0, z0);
t->vertex(x0, y0, z1);
t->vertex(x1, y0, z1);
t->vertex(x1, y1, z1);
t->vertex(x0, y1, z1);
t->vertex(x0, y0, z0);
t->vertex(x1, y0, z0);
t->vertex(x1, y0, z1);
t->vertex(x0, y0, z1);
t->vertex(x0, y1, z1);
t->vertex(x1, y1, z1);
t->vertex(x1, y1, z0);
t->vertex(x0, y1, z0);
t->vertex(x0, y0, z1);
t->vertex(x0, y1, z1);
t->vertex(x0, y1, z0);
t->vertex(x0, y0, z0);
t->vertex(x1, y0, z0);
t->vertex(x1, y1, z0);
t->vertex(x1, y1, z1);
t->vertex(x1, y0, z1);
t->end();
}
void EntityRenderer::init(EntityRenderDispatcher* entityRenderDispatcher) {
this->entityRenderDispatcher = entityRenderDispatcher;
}
void EntityRenderer::postRender(std::shared_ptr<Entity> entity, double x,
double y, double z, float rot, float a,
bool bRenderPlayerShadow) {
if (!entityRenderDispatcher
->isGuiRender) // 4J - added, don't render shadow in gui as it
// uses its own blending, and we have globally
// enabled blending for interface opacity
{
if (bRenderPlayerShadow &&
entityRenderDispatcher->options->fancyGraphics &&
shadowRadius > 0 && !entity->isInvisible()) {
double dist = entityRenderDispatcher->distanceToSqr(
entity->x, entity->y, entity->z);
float pow = (float)((1 - dist / (16.0f * 16.0f)) * shadowStrength);
if (pow > 0) {
renderShadow(entity, x, y, z, pow, a);
}
}
}
if (entity->isOnFire()) renderFlame(entity, x, y, z, a);
}
Font* EntityRenderer::getFont() { return entityRenderDispatcher->getFont(); }
void EntityRenderer::registerTerrainTextures(IconRegister* iconRegister) {}
ResourceLocation* EntityRenderer::getTextureLocation(
std::shared_ptr<Entity> mob) {
return NULL;
}