#include "stdafx.h" #include "PlayerRenderer.h" #include "SkullTileRenderer.h" #include "HumanoidModel.h" #include "ModelPart.h" #include "LocalPlayer.h" #include "MultiPlayerLocalPlayer.h" #include "EntityRenderDispatcher.h" #include "../Minecraft.World/net.minecraft.world.entity.h" #include "../Minecraft.World/net.minecraft.world.entity.player.h" #include "../Minecraft.World/net.minecraft.world.item.h" #include "../Minecraft.World/net.minecraft.world.level.tile.h" #include "../Minecraft.World/net.minecraft.h" #include "../Minecraft.World/StringHelpers.h" unsigned int PlayerRenderer::s_nametagColors[MINECRAFT_NET_MAX_PLAYERS]; static unsigned int HsvToArgb(float h, float s, float v) { float c = v * s; float x = c * (1.0f - fabsf(fmodf(h / 60.0f, 2.0f) - 1.0f)); float m = v - c; float r, g, b; if (h < 60) { r = c; g = x; b = 0; } else if (h < 120) { r = x; g = c; b = 0; } else if (h < 180) { r = 0; g = c; b = x; } else if (h < 240) { r = 0; g = x; b = c; } else if (h < 300) { r = x; g = 0; b = c; } else { r = c; g = 0; b = x; } unsigned int ri = (unsigned int)((r + m) * 255.0f); unsigned int gi = (unsigned int)((g + m) * 255.0f); unsigned int bi = (unsigned int)((b + m) * 255.0f); return 0xFF000000 | (ri << 16) | (gi << 8) | bi; } void PlayerRenderer::InitNametagColors() { s_nametagColors[0] = 0xff000000; s_nametagColors[1] = 0xff33cc33; s_nametagColors[2] = 0xffcc3333; s_nametagColors[3] = 0xff3333cc; s_nametagColors[4] = 0xffcc33cc; s_nametagColors[5] = 0xffcc6633; s_nametagColors[6] = 0xffcccc33; s_nametagColors[7] = 0xff33dccc; for (int i = 8; i < MINECRAFT_NET_MAX_PLAYERS; i++) { float hue = fmodf(i * 137.508f, 360.0f); float sat = 0.65f + (float)(i % 3) * 0.15f; float val = 0.75f + (float)(i % 4) * 0.08f; s_nametagColors[i] = HsvToArgb(hue, sat, val); } } const 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(shared_ptr _player, int layer, float a) { // 4J - dynamic cast required because we aren't using templates/generics in our version shared_ptr player = dynamic_pointer_cast(_player); // 4J-PB - need to disable rendering armour for some special skins (Daleks) unsigned int uiAnimOverrideBitmask=player->getAnimOverrideBitmask(); if(uiAnimOverrideBitmask&(1< itemInstance = player->inventory->getArmor(3 - layer); if (itemInstance != NULL) { Item *item = itemInstance->getItem(); if (dynamic_cast(item)) { ArmorItem *armorItem = dynamic_cast(item); bindTexture(L"armor/" + MATERIAL_NAMES[armorItem->modelIndex] + L"_" + _toString(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(shared_ptr _player, int layer, float a) { // 4J - dynamic cast required because we aren't using templates/generics in our version shared_ptr player = dynamic_pointer_cast(_player); shared_ptr itemInstance = player->inventory->getArmor(3 - layer); if (itemInstance != NULL) { Item *item = itemInstance->getItem(); if (dynamic_cast(item)) { ArmorItem *armorItem = dynamic_cast(item); bindTexture(L"armor/" + MATERIAL_NAMES[armorItem->modelIndex] + L"_" + _toString(layer == 2 ? 2 : 1) + L"_b.png"); float brightness = SharedConstants::TEXTURE_LIGHTING ? 1 : player->getBrightness(a); glColor3f(brightness, brightness, brightness); } } } void PlayerRenderer::render(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 shared_ptr mob = dynamic_pointer_cast(_mob); if(mob->hasInvisiblePrivilege()) return; shared_ptr 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() && (dynamic_pointer_cast(mob) == NULL)) { yp -= 2 / 16.0f; } // Check if an idle animation is needed if(mob->getAnimOverrideBitmask()&(1<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) vector *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(shared_ptr _mob, double x, double y, double z) { // 4J - dynamic cast required because we aren't using templates/generics in our version shared_ptr mob = dynamic_pointer_cast(_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 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, getNametagColour(mob->getPlayerIndex())); } else { renderNameTag(mob, msg, x, y, z, 64, getNametagColour(mob->getPlayerIndex())); } } } } } void PlayerRenderer::additionalRendering(shared_ptr _mob, float a) { MobRenderer::additionalRendering(_mob,a); // 4J - dynamic cast required because we aren't using templates/generics in our version shared_ptr mob = dynamic_pointer_cast(_mob); shared_ptr 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<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); 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(); } shared_ptr 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 = shared_ptr( 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(shared_ptr 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<arm0->render(1 / 16.0f,true); } } void PlayerRenderer::setupPosition(shared_ptr _mob, double x, double y, double z) { // 4J - dynamic cast required because we aren't using templates/generics in our version shared_ptr mob = dynamic_pointer_cast(_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(shared_ptr _mob, float bob, float bodyRot, float a) { // 4J - dynamic cast required because we aren't using templates/generics in our version shared_ptr mob = 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 { MobRenderer::setupRotations(mob, bob, bodyRot, a); } } // 4J Added override to stop rendering shadow if player is invisible void PlayerRenderer::renderShadow(shared_ptr e, double x, double y, double z, float pow, float a) { if(app.GetGameHostOption(eGameHostOption_HostCanBeInvisible) > 0) { shared_ptr player = dynamic_pointer_cast(e); if(player != NULL && player->hasInvisiblePrivilege()) return; } EntityRenderer::renderShadow(e,x,y,z,pow,a); }