4jcraft/Minecraft.Client/Rendering/EntityRenderers/PlayerRenderer.cpp
2026-03-13 17:10:10 -05:00

564 lines
21 KiB
C++

#include "../../Platform/stdafx.h"
#include "PlayerRenderer.h"
#include "SkullTileRenderer.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
#ifndef __PSVITA__ // only 4 player on Vita
0xffcc33cc, // PINK
0xffcc6633, // ORANGE
0xffcccc33, // YELLOW
0xff33dccc, // TURQUOISE
#endif
};
const std::wstring PlayerRenderer::MATERIAL_NAMES[5] = {
L"cloth", L"chain", L"iron", L"diamond", L"gold"};
PlayerRenderer::PlayerRenderer() : MobRenderer(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<Mob> _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 != NULL) {
Item* item = itemInstance->getItem();
if (dynamic_cast<ArmorItem*>(item)) {
ArmorItem* armorItem = dynamic_cast<ArmorItem*>(item);
bindTexture(L"armor/" + MATERIAL_NAMES[armorItem->modelIndex] +
L"_" + _toString<int>(layer == 2 ? 2 : 1) + L".png");
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 != NULL) armor->attackTime = model->attackTime;
if (armor != NULL) armor->riding = model->riding;
if (armor != NULL) 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<Mob> _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 != NULL) {
Item* item = itemInstance->getItem();
if (dynamic_cast<ArmorItem*>(item)) {
ArmorItem* armorItem = dynamic_cast<ArmorItem*>(item);
bindTexture(L"armor/" + MATERIAL_NAMES[armorItem->modelIndex] +
L"_" + _toString<int>(layer == 2 ? 2 : 1) + L"_b.png");
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 != NULL ? 1 : 0;
if (item != NULL) {
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 != NULL && 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() &&
(std::dynamic_pointer_cast<LocalPlayer>(mob) == NULL)) {
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 != NULL) {
for (AUTO_VAR(it, pAdditionalModelParts->begin());
it != pAdditionalModelParts->end(); ++it) {
ModelPart* pModelPart = *it;
pModelPart->visible = true;
}
}
MobRenderer::render(mob, x, yp, z, rot, a);
// turn them off again
if (pAdditionalModelParts && pAdditionalModelParts->size() != 0) {
for (AUTO_VAR(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::renderName(std::shared_ptr<Mob> _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 (Minecraft::renderNames() &&
mob != entityRenderDispatcher->cameraEntity &&
!mob->isInvisibleTo(
Minecraft::GetInstance()
->player)) // 4J-JEV: Todo, move to LivingEntityRenderer.
{
float size = 1.60f;
float s = 1 / 60.0f * size;
double dist = mob->distanceToSqr(entityRenderDispatcher->cameraEntity);
float maxDist = mob->isSneaking() ? 32.0f : 64.0f;
if (dist < maxDist * maxDist) {
// Truncate display names longer than 16 char
std::wstring msg = mob->getDisplayName();
if (msg.length() > 16) {
msg.resize(16);
msg += L"...";
}
if (mob->isSneaking()) {
if (app.GetGameSettings(eGameSetting_DisplayHUD) == 0) {
// 4J-PB - turn off gamertag render
return;
}
if (app.GetGameHostOption(eGameHostOption_Gamertags) == 0) {
// turn off gamertags if the host has set them off
return;
}
Font* font = getFont();
glPushMatrix();
glTranslatef((float)x + 0, (float)y + 2.3f, (float)z);
glNormal3f(0, 1, 0);
glRotatef(-this->entityRenderDispatcher->playerRotY, 0, 1, 0);
glRotatef(this->entityRenderDispatcher->playerRotX, 1, 0, 0);
glScalef(-s, -s, s);
glDisable(GL_LIGHTING);
glTranslatef(0, (float)0.25f / s, 0);
glDepthMask(false);
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
Tesselator* t = Tesselator::getInstance();
glDisable(GL_TEXTURE_2D);
t->begin();
int w = font->width(msg) / 2;
t->color(0.0f, 0.0f, 0.0f, 0.25f);
t->vertex((float)(-w - 1), (float)(-1), (float)(0));
t->vertex((float)(-w - 1), (float)(+8), (float)(0));
t->vertex((float)(+w + 1), (float)(+8), (float)(0));
t->vertex((float)(+w + 1), (float)(-1), (float)(0));
t->end();
glEnable(GL_TEXTURE_2D);
glDepthMask(true);
font->draw(msg, -font->width(msg) / 2, 0, 0x20ffffff);
glEnable(GL_LIGHTING);
glDisable(GL_BLEND);
glColor4f(1, 1, 1, 1);
glPopMatrix();
} else {
if (mob->isSleeping()) {
renderNameTag(mob, msg, x, y - 1.5f, z, 64,
s_nametagColors[mob->getPlayerIndex()]);
} else {
renderNameTag(mob, msg, x, y, z, 64,
s_nametagColors[mob->getPlayerIndex()]);
}
}
}
}
}
void PlayerRenderer::additionalRendering(std::shared_ptr<Mob> _mob, float a) {
MobRenderer::additionalRendering(_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 != NULL) {
// 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);
}
this->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 != NULL && 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-PB
// if (bindTexture(mob->cloakTexture, L"" ))
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 != NULL) {
glPushMatrix();
humanoidModel->arm0->translateTo(1 / 16.0f);
glTranslatef(-1 / 16.0f, 7 / 16.0f, 1 / 16.0f);
if (mob->fishing != NULL) {
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 {
this->entityRenderDispatcher->itemInHandRenderer->renderItem(
mob, item, 0);
}
glPopMatrix();
}
}
void PlayerRenderer::scale(std::shared_ptr<Mob> player, float a) {
float s = 15 / 16.0f;
glScalef(s, s, s);
}
void PlayerRenderer::renderHand() {
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);
// 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> _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()) {
MobRenderer::setupPosition(mob, x + mob->bedOffsetX,
y + mob->bedOffsetY, z + mob->bedOffsetZ);
} else {
MobRenderer::setupPosition(mob, x, y, z);
}
}
void PlayerRenderer::setupRotations(std::shared_ptr<Mob> _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 {
MobRenderer::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 != NULL && player->hasInvisiblePrivilege()) return;
}
EntityRenderer::renderShadow(e, x, y, z, pow, a);
}