mirror of
https://github.com/4jcraft/4jcraft.git
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544 lines
17 KiB
C++
544 lines
17 KiB
C++
#include "../../Minecraft.World/Platform/stdafx.h"
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#include "../../Minecraft.Client/Minecraft.h"
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#include "../../Minecraft.Client/UI/ScreenSizeCalculator.h"
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#include "../../Minecraft.Client/Rendering/EntityRenderers/EntityRenderDispatcher.h"
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#include "../../Minecraft.Client/Rendering/EntityRenderers/PlayerRenderer.h"
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#include "../../Minecraft.Client/Rendering/Models/HumanoidModel.h"
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#include "../../Minecraft.Client/Rendering/Lighting.h"
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#include "../../Minecraft.World/Util/Class.h"
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#include "../../Minecraft.World/Headers/net.minecraft.world.entity.player.h"
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#include "XUI_Ctrl_MinecraftSkinPreview.h"
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#include "XUI_Scene_AbstractContainer.h"
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#include "XUI_Scene_Inventory.h"
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#include "../../Minecraft.Client/GameState/Options.h"
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#include "../../Minecraft.Client/Build/stubs.h"
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#include "../../Minecraft.Client/Rendering/Models/ModelPart.h"
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// #define SKIN_PREVIEW_BOB_ANIM
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#define SKIN_PREVIEW_WALKING_ANIM
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//-----------------------------------------------------------------------------
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// CXuiCtrlMinecraftSkinPreview class
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//-----------------------------------------------------------------------------
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//-----------------------------------------------------------------------------
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CXuiCtrlMinecraftSkinPreview::CXuiCtrlMinecraftSkinPreview()
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: m_bDirty(FALSE), m_fScale(1.0f), m_fAlpha(1.0f) {
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Minecraft* pMinecraft = Minecraft::GetInstance();
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ScreenSizeCalculator ssc(pMinecraft->options, pMinecraft->width_phys,
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pMinecraft->height_phys);
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m_fScreenWidth = (float)pMinecraft->width_phys;
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m_fRawWidth = (float)ssc.rawWidth;
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m_fScreenHeight = (float)pMinecraft->height_phys;
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m_fRawHeight = (float)ssc.rawHeight;
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m_customTextureUrl = L"default";
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m_backupTexture = TN_MOB_CHAR;
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m_capeTextureUrl = L"";
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m_yRot = 0;
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m_xRot = 0;
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m_swingTime = 0.0f;
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m_bobTick = 0.0f;
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m_walkAnimSpeedO = 0.0f;
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m_walkAnimSpeed = 0.0f;
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m_walkAnimPos = 0.0f;
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m_bAutoRotate = false;
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m_bRotatingLeft = false;
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m_incXRot = false;
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m_decXRot = false;
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m_incYRot = false;
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m_decYRot = false;
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m_currentAnimation = e_SkinPreviewAnimation_Walking;
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m_fTargetRotation = 0.0f;
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m_fOriginalRotation = 0.0f;
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m_framesAnimatingRotation = 0;
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m_bAnimatingToFacing = false;
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m_pvAdditionalModelParts = NULL;
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m_uiAnimOverrideBitmask = 0L;
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}
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//-----------------------------------------------------------------------------
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HRESULT CXuiCtrlMinecraftSkinPreview::OnInit(XUIMessageInit* pInitData,
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BOOL& rfHandled) {
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HRESULT hr = S_OK;
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return hr;
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}
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void CXuiCtrlMinecraftSkinPreview::SetTexture(const std::wstring& url,
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TEXTURE_NAME backupTexture) {
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m_customTextureUrl = url;
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m_backupTexture = backupTexture;
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unsigned int uiAnimOverrideBitmask = Player::getSkinAnimOverrideBitmask(
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app.getSkinIdFromPath(m_customTextureUrl));
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if (app.GetGameSettings(eGameSetting_CustomSkinAnim) == 0) {
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// We have a force animation for some skins (claptrap)
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// 4J-PB - treat all the eAnim_Disable flags as a force anim
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if ((uiAnimOverrideBitmask &
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HumanoidModel::m_staticBitmaskIgnorePlayerCustomAnimSetting) !=
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0) {
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m_uiAnimOverrideBitmask = uiAnimOverrideBitmask;
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} else {
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m_uiAnimOverrideBitmask = 0;
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}
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} else {
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m_uiAnimOverrideBitmask = uiAnimOverrideBitmask;
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}
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app.DebugPrintf("+++ SetTexture - %d, %8x\n",
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app.getSkinIdFromPath(m_customTextureUrl) & 0xFFFFFFF,
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m_uiAnimOverrideBitmask);
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m_pvAdditionalModelParts =
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app.GetAdditionalModelParts(app.getSkinIdFromPath(m_customTextureUrl));
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}
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void CXuiCtrlMinecraftSkinPreview::SetFacing(ESkinPreviewFacing facing,
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bool bAnimate /*= false*/) {
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switch (facing) {
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case e_SkinPreviewFacing_Forward:
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m_fTargetRotation = 0;
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m_bRotatingLeft = true;
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break;
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case e_SkinPreviewFacing_Left:
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m_fTargetRotation = LOOK_LEFT_EXTENT;
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m_bRotatingLeft = false;
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break;
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case e_SkinPreviewFacing_Right:
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m_fTargetRotation = LOOK_RIGHT_EXTENT;
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m_bRotatingLeft = true;
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break;
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}
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if (!bAnimate) {
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m_yRot = m_fTargetRotation;
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m_bAnimatingToFacing = false;
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} else {
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m_fOriginalRotation = m_yRot;
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m_bAnimatingToFacing = true;
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m_framesAnimatingRotation = 0;
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}
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}
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void CXuiCtrlMinecraftSkinPreview::CycleNextAnimation() {
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m_currentAnimation = (ESkinPreviewAnimations)(m_currentAnimation + 1);
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if (m_currentAnimation >= e_SkinPreviewAnimation_Count)
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m_currentAnimation = e_SkinPreviewAnimation_Walking;
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m_swingTime = 0.0f;
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}
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void CXuiCtrlMinecraftSkinPreview::CyclePreviousAnimation() {
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m_currentAnimation = (ESkinPreviewAnimations)(m_currentAnimation - 1);
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if (m_currentAnimation < e_SkinPreviewAnimation_Walking)
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m_currentAnimation =
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(ESkinPreviewAnimations)(e_SkinPreviewAnimation_Count - 1);
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m_swingTime = 0.0f;
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}
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HRESULT CXuiCtrlMinecraftSkinPreview::OnRender(XUIMessageRender* pRenderData,
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BOOL& bHandled) {
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if (m_bAnimatingToFacing) {
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++m_framesAnimatingRotation;
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m_yRot = m_fOriginalRotation +
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m_framesAnimatingRotation *
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((m_fTargetRotation - m_fOriginalRotation) /
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CHANGING_SKIN_FRAMES);
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// if(m_framesAnimatingRotation == CHANGING_SKIN_FRAMES)
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// m_bAnimatingToFacing = false;
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} else {
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if (m_incXRot) IncrementXRotation();
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if (m_decXRot) DecrementXRotation();
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if (m_incYRot) IncrementYRotation();
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if (m_decYRot) DecrementYRotation();
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if (m_bAutoRotate) {
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++m_rotateTick;
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if (m_rotateTick % 4 == 0) {
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if (m_yRot >= LOOK_LEFT_EXTENT) {
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m_bRotatingLeft = false;
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} else if (m_yRot <= LOOK_RIGHT_EXTENT) {
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m_bRotatingLeft = true;
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}
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if (m_bRotatingLeft) {
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IncrementYRotation();
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} else {
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DecrementYRotation();
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}
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}
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}
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}
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HXUIDC hDC = pRenderData->hDC;
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// build and render with the game call
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RenderManager.Set_matrixDirty();
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Minecraft* pMinecraft = Minecraft::GetInstance();
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float alpha = 1.0f;
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// GetOpacity( &alpha );
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glColor4f(1, 1, 1, alpha);
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glClear(GL_DEPTH_BUFFER_BIT);
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glMatrixMode(GL_PROJECTION);
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glLoadIdentity();
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glOrtho(0, m_fRawWidth, m_fRawHeight, 0, 1000, 3000);
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glMatrixMode(GL_MODELVIEW);
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glLoadIdentity();
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glTranslatef(0, 0, -2000);
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D3DXMATRIX matrix;
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GetFullXForm(&matrix);
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float bwidth, bheight;
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GetBounds(&bwidth, &bheight);
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float xo = ((matrix._41 + ((bwidth * matrix._11) / 2)) / m_fScreenWidth) *
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m_fRawWidth;
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float yo = ((matrix._42 + (bheight * matrix._22)) / m_fScreenHeight) *
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m_fRawHeight;
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glEnable(GL_RESCALE_NORMAL);
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glEnable(GL_COLOR_MATERIAL);
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glPushMatrix();
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glTranslatef(xo, yo - 3.5f, 50.0f);
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float ss;
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// Base scale on height of this control
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// Potentially we might want separate x & y scales here
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ss = (((bheight * matrix._22) / m_fScreenHeight) * m_fRawHeight) / 2;
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glScalef(-ss, ss, ss);
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glRotatef(180, 0, 0, 1);
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// glRotatef(45 + 90, 0, 1, 0);
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Lighting::turnOn();
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// glRotatef(-45 - 90, 0, 1, 0);
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glRotatef(-(float)m_xRot, 1, 0, 0);
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// 4J Stu - Turning on hideGui while we do this stops the name rendering in
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// split-screen
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bool wasHidingGui = pMinecraft->options->hideGui;
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pMinecraft->options->hideGui = true;
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// EntityRenderDispatcher::instance->render(pMinecraft->localplayers[0], 0,
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// 0, 0, 0, 1);
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EntityRenderer* renderer =
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EntityRenderDispatcher::instance->getRenderer(eTYPE_PLAYER);
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if (renderer != NULL) {
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// 4J-PB - any additional parts to turn on for this player (skin
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// dependent)
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// std::vector<ModelPart *>
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// *pAdditionalModelParts=mob->GetAdditionalModelParts();
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if (m_pvAdditionalModelParts && m_pvAdditionalModelParts->size() != 0) {
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for (AUTO_VAR(it, m_pvAdditionalModelParts->begin());
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it != m_pvAdditionalModelParts->end(); ++it) {
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ModelPart* pModelPart = *it;
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pModelPart->visible = true;
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}
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}
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render(renderer, 0, 0, 0, 0, 1);
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// renderer->postRender(entity, x, y, z, rot, a);
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// hide the additional parts
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if (m_pvAdditionalModelParts && m_pvAdditionalModelParts->size() != 0) {
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for (AUTO_VAR(it, m_pvAdditionalModelParts->begin());
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it != m_pvAdditionalModelParts->end(); ++it) {
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ModelPart* pModelPart = *it;
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pModelPart->visible = false;
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}
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}
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}
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pMinecraft->options->hideGui = wasHidingGui;
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glPopMatrix();
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Lighting::turnOff();
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glDisable(GL_RESCALE_NORMAL);
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XuiRenderRestoreState(hDC);
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bHandled = TRUE;
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return S_OK;
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}
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// 4J Stu - Modified version of MobRenderer::render that does not require an
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// actual entity
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void CXuiCtrlMinecraftSkinPreview::render(EntityRenderer* renderer, double x,
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double y, double z, float rot,
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float a) {
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glPushMatrix();
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glDisable(GL_CULL_FACE);
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HumanoidModel* model = (HumanoidModel*)renderer->getModel();
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// getAttackAnim(mob, a);
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// if (armor != NULL) armor->attackTime = model->attackTime;
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// model->riding = mob->isRiding();
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// if (armor != NULL) armor->riding = model->riding;
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// 4J Stu - Remember to reset these values once the rendering is done if you
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// add another one
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model->attackTime = 0;
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model->sneaking = false;
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model->holdingRightHand = false;
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model->holdingLeftHand = false;
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model->idle = false;
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model->eating = false;
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model->eating_swing = 0;
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model->eating_t = 0;
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model->young = false;
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model->riding = false;
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model->m_uiAnimOverrideBitmask = m_uiAnimOverrideBitmask;
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if (!m_bAnimatingToFacing) {
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switch (m_currentAnimation) {
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case e_SkinPreviewAnimation_Sneaking:
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model->sneaking = true;
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break;
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case e_SkinPreviewAnimation_Attacking:
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model->holdingRightHand = true;
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m_swingTime++;
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if (m_swingTime >= (Player::SWING_DURATION * 3)) {
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m_swingTime = 0;
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}
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model->attackTime =
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m_swingTime / (float)(Player::SWING_DURATION * 3);
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break;
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default:
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break;
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};
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}
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float bodyRot =
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m_yRot; //(mob->yBodyRotO + (mob->yBodyRot - mob->yBodyRotO) * a);
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float headRot = m_yRot; //(mob->yRotO + (mob->yRot - mob->yRotO) * a);
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float headRotx = 0; //(mob->xRotO + (mob->xRot - mob->xRotO) * a);
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// setupPosition(mob, x, y, z);
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// is equivalent to
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glTranslatef((float)x, (float)y, (float)z);
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// float bob = getBob(mob, a);
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#ifdef SKIN_PREVIEW_BOB_ANIM
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float bob = (m_bobTick + a) / 2;
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++m_bobTick;
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if (m_bobTick >= 360 * 2) m_bobTick = 0;
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#else
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float bob = 0.0f;
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#endif
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// setupRotations(mob, bob, bodyRot, a);
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// is equivalent to
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glRotatef(180 - bodyRot, 0, 1, 0);
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float _scale = 1 / 16.0f;
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glEnable(GL_RESCALE_NORMAL);
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glScalef(-1, -1, 1);
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// scale(mob, a);
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// is equivalent to
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float s = 15 / 16.0f;
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glScalef(s, s, s);
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glTranslatef(0, -24 * _scale - 0.125f / 16.0f, 0);
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#ifdef SKIN_PREVIEW_WALKING_ANIM
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m_walkAnimSpeedO = m_walkAnimSpeed;
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m_walkAnimSpeed += (0.1f - m_walkAnimSpeed) * 0.4f;
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m_walkAnimPos += m_walkAnimSpeed;
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float ws = m_walkAnimSpeedO + (m_walkAnimSpeed - m_walkAnimSpeedO) * a;
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float wp = m_walkAnimPos - m_walkAnimSpeed * (1 - a);
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#else
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float ws = 0;
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float wp = 0;
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#endif
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if (ws > 1) ws = 1;
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MemSect(31);
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bindTexture(m_customTextureUrl, m_backupTexture);
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MemSect(0);
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glEnable(GL_ALPHA_TEST);
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// model->prepareMobModel(mob, wp, ws, a);
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model->render(nullptr, wp, ws, bob, headRot - bodyRot, headRotx, _scale,
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true);
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/*for (int i = 0; i < MAX_ARMOR_LAYERS; i++)
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{
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if (prepareArmor(mob, i, a))
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{
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armor->render(wp, ws, bob, headRot - bodyRot, headRotx, _scale,
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true); glDisable(GL_BLEND); glEnable(GL_ALPHA_TEST);
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}
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}*/
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// additionalRendering(mob, a);
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if (bindTexture(m_capeTextureUrl, L"")) {
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glPushMatrix();
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glTranslatef(0, 0, 2 / 16.0f);
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double xd = 0; //(mob->xCloakO + (mob->xCloak - mob->xCloakO) * a) -
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//(mob->xo + (mob->x - mob->xo) * a);
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double yd = 0; //(mob->yCloakO + (mob->yCloak - mob->yCloakO) * a) -
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//(mob->yo + (mob->y - mob->yo) * a);
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double zd = 0; //(mob->zCloakO + (mob->zCloak - mob->zCloakO) * a) -
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//(mob->zo + (mob->z - mob->zo) * a);
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float yr = 1; // mob->yBodyRotO + (mob->yBodyRot - mob->yBodyRotO) * a;
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double xa = sin(yr * PI / 180);
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double za = -cos(yr * PI / 180);
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float flap = (float)yd * 10;
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if (flap < -6) flap = -6;
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if (flap > 32) flap = 32;
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float lean = (float)(xd * xa + zd * za) * 100;
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float lean2 = (float)(xd * za - zd * xa) * 100;
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if (lean < 0) lean = 0;
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// float pow = 1;//mob->oBob + (bob - mob->oBob) * a;
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flap += 1; // sin((mob->walkDistO + (mob->walkDist - mob->walkDistO) *
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// a) * 6) * 32 * pow;
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if (model->sneaking) {
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flap += 25;
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}
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glRotatef(6.0f + lean / 2 + flap, 1, 0, 0);
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glRotatef(lean2 / 2, 0, 0, 1);
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glRotatef(-lean2 / 2, 0, 1, 0);
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glRotatef(180, 0, 1, 0);
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model->renderCloak(1 / 16.0f, true);
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glPopMatrix();
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}
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/*
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float br = mob->getBrightness(a);
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int overlayColor = getOverlayColor(mob, br, a);
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if (((overlayColor >> 24) & 0xff) > 0 || mob->hurtTime > 0 || mob->deathTime >
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0)
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{
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glDisable(GL_TEXTURE_2D);
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glDisable(GL_ALPHA_TEST);
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glEnable(GL_BLEND);
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glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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glDepthFunc(GL_EQUAL);
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// 4J - changed these renders to not use the compiled version of
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their models, because otherwise the render states set
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// about (in particular the depth & alpha test) don't work with our
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command buffer versions if (mob->hurtTime > 0 || mob->deathTime > 0)
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{
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glColor4f(br, 0, 0, 0.4f);
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model->render(wp, ws, bob, headRot - bodyRot, headRotx, _scale, false);
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for (int i = 0; i < MAX_ARMOR_LAYERS; i++)
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{
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if (prepareArmorOverlay(mob, i, a))
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{
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glColor4f(br, 0, 0, 0.4f);
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armor->render(wp, ws, bob, headRot - bodyRot, headRotx, _scale,
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false);
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}
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}
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}
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if (((overlayColor >> 24) & 0xff) > 0)
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{
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float r = ((overlayColor >> 16) & 0xff) / 255.0f;
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float g = ((overlayColor >> 8) & 0xff) / 255.0f;
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float b = ((overlayColor) & 0xff) / 255.0f;
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float aa = ((overlayColor >> 24) & 0xff) / 255.0f;
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glColor4f(r, g, b, aa);
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model->render(wp, ws, bob, headRot - bodyRot, headRotx, _scale, false);
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|
for (int i = 0; i < MAX_ARMOR_LAYERS; i++)
|
|
{
|
|
if (prepareArmorOverlay(mob, i, a))
|
|
{
|
|
glColor4f(r, g, b, aa);
|
|
armor->render(wp, ws, bob, headRot - bodyRot, headRotx, _scale,
|
|
false);
|
|
}
|
|
}
|
|
}
|
|
|
|
glDepthFunc(GL_LEQUAL);
|
|
glDisable(GL_BLEND);
|
|
glEnable(GL_ALPHA_TEST);
|
|
glEnable(GL_TEXTURE_2D);
|
|
}
|
|
*/
|
|
glDisable(GL_RESCALE_NORMAL);
|
|
|
|
glEnable(GL_CULL_FACE);
|
|
|
|
glPopMatrix();
|
|
|
|
MemSect(31);
|
|
// renderName(mob, x, y, z);
|
|
MemSect(0);
|
|
|
|
// Reset the model values to stop the changes we made here affecting
|
|
// anything in game (like the player hand render)
|
|
model->attackTime = 0;
|
|
model->sneaking = false;
|
|
model->holdingRightHand = false;
|
|
model->holdingLeftHand = false;
|
|
}
|
|
|
|
bool CXuiCtrlMinecraftSkinPreview::bindTexture(const std::wstring& urlTexture,
|
|
int backupTexture) {
|
|
Textures* t = Minecraft::GetInstance()->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) {
|
|
t->bind(id);
|
|
return true;
|
|
} else {
|
|
return false;
|
|
}
|
|
}
|
|
|
|
bool CXuiCtrlMinecraftSkinPreview::bindTexture(
|
|
const std::wstring& urlTexture, const std::wstring& backupTexture) {
|
|
Textures* t = Minecraft::GetInstance()->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) {
|
|
t->bind(id);
|
|
return true;
|
|
} else {
|
|
return false;
|
|
}
|
|
} |