4jcraft/Minecraft.Client/Rendering/EntityRenderers/PlayerRenderer.cpp
2026-03-30 02:17:54 -05:00

521 lines
20 KiB
C++

#include "../../Platform/stdafx.h"
#include "PlayerRenderer.h"
#include "SkullTileRenderer.h"
#include "HumanoidMobRenderer.h"
#include "../Models/HumanoidModel.h"
#include "../Models/ModelPart.h"
#include "../../Player/LocalPlayer.h"
#include "../../Player/MultiPlayerLocalPlayer.h"
#include "EntityRenderDispatcher.h"
#include "../../../Minecraft.World/Headers/net.minecraft.world.entity.h"
#include "../../../Minecraft.World/Headers/net.minecraft.world.entity.player.h"
#include "../../../Minecraft.World/Headers/net.minecraft.world.item.h"
#include "../../../Minecraft.World/Headers/net.minecraft.world.level.tile.h"
#include "../../../Minecraft.World/Headers/net.minecraft.h"
#include "../../../Minecraft.World/Util/StringHelpers.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, // 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<LivingEntity> _player,
int layer, float a) {
// 4J - dynamic cast required because we aren't using templates/generics in
// our version
std::shared_ptr<Player> player = std::dynamic_pointer_cast<Player>(_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> itemInstance =
player->inventory->getArmor(3 - layer);
if (itemInstance != nullptr) {
Item* item = itemInstance->getItem();
if (dynamic_cast<ArmorItem*>(item)) {
ArmorItem* armorItem = dynamic_cast<ArmorItem*>(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<LivingEntity> _player, int layer, float a) {
// 4J - dynamic cast required because we aren't using templates/generics in
// our version
std::shared_ptr<Player> player = std::dynamic_pointer_cast<Player>(_player);
std::shared_ptr<ItemInstance> itemInstance =
player->inventory->getArmor(3 - layer);
if (itemInstance != nullptr) {
Item* item = itemInstance->getItem();
if (dynamic_cast<ArmorItem*>(item)) {
ArmorItem* armorItem = dynamic_cast<ArmorItem*>(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<Entity> _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<Player> mob = std::dynamic_pointer_cast<Player>(_mob);
if (mob->hasInvisiblePrivilege()) return;
std::shared_ptr<ItemInstance> 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<ModelPart*>* 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<LivingEntity> _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<Player> mob = std::dynamic_pointer_cast<Player>(_mob);
std::shared_ptr<ItemInstance> 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::wstring extra = L"";
if (headGear->hasTag() &&
headGear->getTag()->contains(L"SkullOwner")) {
extra = headGear->getTag()->getString(L"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 && app.isXuidDeadmau5(mob->getXuid()) &&
bindTexture(mob->customTextureUrl, L"")) {
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, L"") && !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 = Mth::sin(yr * PI / 180);
double za = -Mth::cos(yr * 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<ItemInstance> 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::shared_ptr<ItemInstance>(new ItemInstance(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<LivingEntity> player,
double x, double y, double z,
std::wstring msg, float scale,
double dist) {
LivingEntityRenderer::renderNameTags(player, x, y, z, msg, scale, dist);
}
void PlayerRenderer::scale(std::shared_ptr<LivingEntity> 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<LivingEntity> _mob, double x,
double y, double z) {
// 4J - dynamic cast required because we aren't using templates/generics in
// our version
std::shared_ptr<Player> mob = std::dynamic_pointer_cast<Player>(_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<LivingEntity> _mob,
float bob, float bodyRot, float a) {
// 4J - dynamic cast required because we aren't using templates/generics in
// our version
std::shared_ptr<Player> mob = std::dynamic_pointer_cast<Player>(_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<Entity> e, double x, double y,
double z, float pow, float a) {
if (app.GetGameHostOption(eGameHostOption_HostCanBeInvisible) > 0) {
std::shared_ptr<Player> player = std::dynamic_pointer_cast<Player>(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> entity) {
std::shared_ptr<Player> player = std::dynamic_pointer_cast<Player>(entity);
bindTexture(player->customTextureUrl, player->getTexture());
}
ResourceLocation* PlayerRenderer::getTextureLocation(
std::shared_ptr<Entity> entity) {
std::shared_ptr<Player> player = std::dynamic_pointer_cast<Player>(entity);
return new ResourceLocation((_TEXTURE_NAME)player->getTexture());
}