Update PlayerRenderer.cpp

Switch between Steve and Alex

Respect 64x32 and 64x64

React to the skin flag
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Oliver1337 2026-03-09 18:28:58 -03:00 committed by GitHub
parent ffb9dbf227
commit ac8b299de5
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@ -55,12 +55,92 @@ static unsigned int nametagColorForIndex(int index)
ResourceLocation PlayerRenderer::DEFAULT_LOCATION = ResourceLocation(TN_MOB_CHAR);
PlayerRenderer::PlayerRenderer() : LivingEntityRenderer( new HumanoidModel(0), 0.5f )
{
humanoidModel = static_cast<HumanoidModel *>(model);
static const unsigned int ANIM_64x64_CLASSIC_SKIN = 0x00040000;
static const unsigned int ANIM_64x64_ALEX_SLIM_SKIN = 0x00080000;
armorParts1 = new HumanoidModel(1.0f);
armorParts2 = new HumanoidModel(0.5f);
struct PlayerSkinModelInfo
{
int modelType;
int texWidth;
int texHeight;
};
static PlayerSkinModelInfo GetPlayerSkinModelInfoFromAnimFlags(unsigned int uiAnimFlags)
{
PlayerSkinModelInfo info;
info.modelType = HumanoidModel::ePlayerModel_Steve;
info.texWidth = 64;
info.texHeight = 32;
if ((uiAnimFlags & ANIM_64x64_ALEX_SLIM_SKIN) != 0)
{
info.modelType = HumanoidModel::ePlayerModel_Alex;
info.texWidth = 64;
info.texHeight = 64;
}
else if ((uiAnimFlags & ANIM_64x64_CLASSIC_SKIN) != 0)
{
info.modelType = HumanoidModel::ePlayerModel_Steve;
info.texWidth = 64;
info.texHeight = 64;
}
return info;
}
PlayerRenderer::PlayerRenderer() : LivingEntityRenderer(new HumanoidModel(0.0f, 0.0f, 64, 32, false), 0.5f)
{
humanoidModel = (HumanoidModel*)model;
armorParts1 = NULL;
armorParts2 = NULL;
m_iCurrentPlayerModelType = HumanoidModel::ePlayerModel_Steve;
m_iCurrentPlayerTexWidth = 64;
m_iCurrentPlayerTexHeight = 32;
createArmorParts(false); // Steve por padrao
}
void PlayerRenderer::createArmorParts(bool slimArms)
{
if (armorParts1 != NULL)
{
delete armorParts1;
armorParts1 = NULL;
}
if (armorParts2 != NULL)
{
delete armorParts2;
armorParts2 = NULL;
}
// Armour textures remain the legacy 64x32 sheets; only arm width changes for slim skins.
armorParts1 = new HumanoidModel(1.0f, 0.0f, 64, 32, slimArms);
armorParts2 = new HumanoidModel(0.5f, 0.0f, 64, 32, slimArms);
}
void PlayerRenderer::setPlayerModelType(int type)
{
setPlayerSkinModel(type, m_iCurrentPlayerTexWidth, m_iCurrentPlayerTexHeight);
}
void PlayerRenderer::setPlayerSkinModel(int type, int texWidth, int texHeight)
{
bool slimArms = (type == HumanoidModel::ePlayerModel_Alex);
m_iCurrentPlayerModelType = type;
m_iCurrentPlayerTexWidth = texWidth;
m_iCurrentPlayerTexHeight = texHeight;
if (humanoidModel != NULL)
{
delete humanoidModel;
humanoidModel = NULL;
}
humanoidModel = new HumanoidModel(0.0f, 0.0f, texWidth, texHeight, slimArms);
model = humanoidModel;
createArmorParts(slimArms);
}
unsigned int PlayerRenderer::getNametagColour(int index)
@ -72,10 +152,8 @@ unsigned int PlayerRenderer::getNametagColour(int index)
int PlayerRenderer::prepareArmor(shared_ptr<LivingEntity> _player, int layer, float a)
{
// 4J - dynamic cast required because we aren't using templates/generics in our version
shared_ptr<Player> player = 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))
{
@ -83,7 +161,7 @@ int PlayerRenderer::prepareArmor(shared_ptr<LivingEntity> _player, int layer, fl
}
shared_ptr<ItemInstance> itemInstance = player->inventory->getArmor(3 - layer);
if (itemInstance != nullptr)
if (itemInstance != NULL)
{
Item *item = itemInstance->getItem();
if (dynamic_cast<ArmorItem *>(item))
@ -102,17 +180,17 @@ int PlayerRenderer::prepareArmor(shared_ptr<LivingEntity> _player, int layer, fl
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;
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 = static_cast<float>((color >> 16) & 0xFF) / 0xFF;
float green = static_cast<float>((color >> 8) & 0xFF) / 0xFF;
float blue = static_cast<float>(color & 0xFF) / 0xFF;
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;
@ -129,21 +207,19 @@ int PlayerRenderer::prepareArmor(shared_ptr<LivingEntity> _player, int layer, fl
}
}
return -1;
}
void PlayerRenderer::prepareSecondPassArmor(shared_ptr<LivingEntity> _player, int layer, float a)
{
// 4J - dynamic cast required because we aren't using templates/generics in our version
shared_ptr<Player> player = dynamic_pointer_cast<Player>(_player);
shared_ptr<ItemInstance> itemInstance = player->inventory->getArmor(3 - layer);
if (itemInstance != nullptr)
if (itemInstance != NULL)
{
Item *item = itemInstance->getItem();
if (dynamic_cast<ArmorItem *>(item))
{
ArmorItem *armorItem = dynamic_cast<ArmorItem *>(item);
bindTexture(HumanoidMobRenderer::getArmorLocation(static_cast<ArmorItem *>(item), layer, true));
bindTexture(HumanoidMobRenderer::getArmorLocation((ArmorItem *)item, layer, true));
float brightness = SharedConstants::TEXTURE_LIGHTING ? 1 : player->getBrightness(a);
glColor3f(brightness, brightness, brightness);
@ -153,20 +229,23 @@ void PlayerRenderer::prepareSecondPassArmor(shared_ptr<LivingEntity> _player, in
void PlayerRenderer::render(shared_ptr<Entity> _mob, double x, double y, double z, float rot, float a)
{
if (_mob == nullptr)
{
return;
}
// 4J - dynamic cast required because we aren't using templates/generics in our version
shared_ptr<Player> mob = dynamic_pointer_cast<Player>(_mob);
if(mob == nullptr) return;
if(mob->hasInvisiblePrivilege()) return;
unsigned int uiSkinAnimFlags = Player::getSkinAnimOverrideBitmask(mob->getCustomSkin());
PlayerSkinModelInfo modelInfo = GetPlayerSkinModelInfoFromAnimFlags(uiSkinAnimFlags);
if (humanoidModel != NULL &&
(m_iCurrentPlayerModelType != modelInfo.modelType ||
m_iCurrentPlayerTexWidth != modelInfo.texWidth ||
m_iCurrentPlayerTexHeight != modelInfo.texHeight))
{
setPlayerSkinModel(modelInfo.modelType, modelInfo.texWidth, modelInfo.texHeight);
}
shared_ptr<ItemInstance> item = mob->inventory->getSelected();
armorParts1->holdingRightHand = armorParts2->holdingRightHand = humanoidModel->holdingRightHand = item != nullptr ? 1 : 0;
if (item != nullptr)
armorParts1->holdingRightHand = armorParts2->holdingRightHand = humanoidModel->holdingRightHand = item != NULL ? 1 : 0;
if (item != NULL)
{
if (mob->getUseItemDuration() > 0)
{
@ -181,10 +260,8 @@ void PlayerRenderer::render(shared_ptr<Entity> _mob, double x, double y, double
}
}
}
// 4J added, for 3rd person view of eating
if( item != nullptr && mob->getUseItemDuration() > 0 && item->getUseAnimation() == UseAnim_eat )
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;
@ -204,7 +281,6 @@ void PlayerRenderer::render(shared_ptr<Entity> _mob, double x, double y, double
yp -= 2 / 16.0f;
}
// Check if an idle animation is needed
if(mob->getAnimOverrideBitmask()&(1<<HumanoidModel::eAnim_HasIdle))
{
if(mob->isIdle())
@ -227,9 +303,7 @@ void PlayerRenderer::render(shared_ptr<Entity> _mob, double x, double y, double
armorParts2->idle=false;
}
// 4J-PB - any additional parts to turn on for this player (skin dependent)
vector<ModelPart *> *pAdditionalModelParts=mob->GetAdditionalModelParts();
//turn them on
if(pAdditionalModelParts!=nullptr)
{
for(ModelPart *pModelPart : *pAdditionalModelParts)
@ -240,7 +314,6 @@ void PlayerRenderer::render(shared_ptr<Entity> _mob, double x, double y, double
LivingEntityRenderer::render(mob, x, yp, z, rot, a);
// turn them off again
if(pAdditionalModelParts && pAdditionalModelParts->size()!=0)
{
for(ModelPart *pModelPart : *pAdditionalModelParts)
@ -251,7 +324,6 @@ void PlayerRenderer::render(shared_ptr<Entity> _mob, double x, double y, double
armorParts1->bowAndArrow = armorParts2->bowAndArrow = humanoidModel->bowAndArrow = false;
armorParts1->sneaking = armorParts2->sneaking = humanoidModel->sneaking = false;
armorParts1->holdingRightHand = armorParts2->holdingRightHand = humanoidModel->holdingRightHand = 0;
}
void PlayerRenderer::additionalRendering(shared_ptr<LivingEntity> _mob, float a)
@ -262,13 +334,11 @@ void PlayerRenderer::additionalRendering(shared_ptr<LivingEntity> _mob, float a)
LivingEntityRenderer::additionalRendering(_mob,a);
LivingEntityRenderer::renderArrows(_mob, a);
// 4J - dynamic cast required because we aren't using templates/generics in our version
shared_ptr<Player> mob = dynamic_pointer_cast<Player>(_mob);
shared_ptr<ItemInstance> headGear = mob->inventory->getArmor(3);
if (headGear != nullptr)
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)
@ -305,8 +375,7 @@ void PlayerRenderer::additionalRendering(shared_ptr<LivingEntity> _mob, float a)
}
}
// need to add a custom texture for deadmau5
if (mob != nullptr && app.isXuidDeadmau5( mob->getXuid() ) && bindTexture(mob->customTextureUrl, L"" ))
if (mob != NULL && app.isXuidDeadmau5( mob->getXuid() ) && bindTexture(mob->customTextureUrl, L"" ))
{
for (int i = 0; i < 2; i++)
{
@ -327,10 +396,6 @@ void PlayerRenderer::additionalRendering(shared_ptr<LivingEntity> _mob, float a)
}
}
// 4J: removed
/*boolean loaded = mob->getCloakTexture()->isLoaded();
boolean b1 = !mob->isInvisible();
boolean b2 = !mob->isCapeHidden();*/
if (bindTexture(mob->customTextureUrl2, L"") && !mob->isInvisible())
{
glPushMatrix();
@ -345,11 +410,11 @@ void PlayerRenderer::additionalRendering(shared_ptr<LivingEntity> _mob, float a)
double xa = Mth::sin(yr * PI / 180);
double za = -Mth::cos(yr * PI / 180);
float flap = static_cast<float>(yd) * 10;
float flap = (float) yd * 10;
if (flap < -6) flap = -6;
if (flap > 32) flap = 32;
float lean = static_cast<float>(xd * xa + zd * za) * 100;
float lean2 = static_cast<float>(xd * za - zd * xa) * 100;
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;
@ -360,7 +425,6 @@ void PlayerRenderer::additionalRendering(shared_ptr<LivingEntity> _mob, float a)
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;
@ -374,18 +438,18 @@ void PlayerRenderer::additionalRendering(shared_ptr<LivingEntity> _mob, float a)
shared_ptr<ItemInstance> item = mob->inventory->getSelected();
if (item != nullptr)
if (item != NULL)
{
glPushMatrix();
humanoidModel->arm0->translateTo(1 / 16.0f);
glTranslatef(-1 / 16.0f, 7 / 16.0f, 1 / 16.0f);
if (mob->fishing != nullptr)
if (mob->fishing != NULL)
{
item = std::make_shared<ItemInstance>(Item::stick);
item = shared_ptr<ItemInstance>( new ItemInstance(Item::stick) );
}
UseAnim anim = UseAnim_none;//null;
UseAnim anim = UseAnim_none;
if (mob->getUseItemDuration() > 0)
{
anim = item->getUseAnimation();
@ -472,30 +536,6 @@ void PlayerRenderer::additionalRendering(shared_ptr<LivingEntity> _mob, float a)
void PlayerRenderer::renderNameTags(shared_ptr<LivingEntity> player, double x, double y, double z, wstring msg, float scale, double dist)
{
#if 0
if (dist < 10 * 10)
{
Scoreboard *scoreboard = player->getScoreboard();
Objective *objective = scoreboard->getDisplayObjective(Scoreboard::DISPLAY_SLOT_BELOW_NAME);
if (objective != nullptr)
{
Score *score = scoreboard->getPlayerScore(player->getAName(), objective);
if (player->isSleeping())
{
renderNameTag(player, score->getScore() + " " + objective->getDisplayName(), x, y - 1.5f, z, 64);
}
else
{
renderNameTag(player, score->getScore() + " " + objective->getDisplayName(), x, y, z, 64);
}
y += getFont()->lineHeight * 1.15f * scale;
}
}
#endif
LivingEntityRenderer::renderNameTags(player, x, y, z, msg, scale, dist);
}
@ -510,11 +550,23 @@ void PlayerRenderer::renderHand()
float brightness = 1;
glColor3f(brightness, brightness, brightness);
humanoidModel->m_uiAnimOverrideBitmask = Minecraft::GetInstance()->player->getAnimOverrideBitmask();
shared_ptr<Player> localPlayer = Minecraft::GetInstance()->player;
unsigned int uiSkinAnimFlags = localPlayer != NULL ? Player::getSkinAnimOverrideBitmask(localPlayer->getCustomSkin()) : 0;
PlayerSkinModelInfo modelInfo = GetPlayerSkinModelInfoFromAnimFlags(uiSkinAnimFlags);
if (humanoidModel != NULL &&
(m_iCurrentPlayerModelType != modelInfo.modelType ||
m_iCurrentPlayerTexWidth != modelInfo.texWidth ||
m_iCurrentPlayerTexHeight != modelInfo.texHeight))
{
setPlayerSkinModel(modelInfo.modelType, modelInfo.texWidth, modelInfo.texHeight);
}
unsigned int uiAnimFlags = localPlayer != NULL ? localPlayer->getAnimOverrideBitmask() : 0;
humanoidModel->m_uiAnimOverrideBitmask = uiAnimFlags;
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);
@ -523,13 +575,11 @@ void PlayerRenderer::renderHand()
void PlayerRenderer::setupPosition(shared_ptr<LivingEntity> _mob, double x, double y, double z)
{
// 4J - dynamic cast required because we aren't using templates/generics in our version
shared_ptr<Player> mob = dynamic_pointer_cast<Player>(_mob);
if (mob->isAlive() && mob->isSleeping())
{
LivingEntityRenderer::setupPosition(mob, x + mob->bedOffsetX, y + mob->bedOffsetY, z + mob->bedOffsetZ);
}
else
{
@ -543,7 +593,6 @@ void PlayerRenderer::setupPosition(shared_ptr<LivingEntity> _mob, double x, doub
void PlayerRenderer::setupRotations(shared_ptr<LivingEntity> _mob, float bob, float bodyRot, float a)
{
// 4J - dynamic cast required because we aren't using templates/generics in our version
shared_ptr<Player> mob = dynamic_pointer_cast<Player>(_mob);
if (mob->isAlive() && mob->isSleeping())
@ -558,18 +607,16 @@ void PlayerRenderer::setupRotations(shared_ptr<LivingEntity> _mob, float bob, fl
}
}
// 4J Added override to stop rendering shadow if player is invisible
void PlayerRenderer::renderShadow(shared_ptr<Entity> e, double x, double y, double z, float pow, float a)
{
if(app.GetGameHostOption(eGameHostOption_HostCanBeInvisible) > 0)
{
shared_ptr<Player> player = dynamic_pointer_cast<Player>(e);
if(player != nullptr && player->hasInvisiblePrivilege()) return;
if(player != NULL && player->hasInvisiblePrivilege()) return;
}
EntityRenderer::renderShadow(e,x,y,z,pow,a);
}
// 4J Added override
void PlayerRenderer::bindTexture(shared_ptr<Entity> entity)
{
shared_ptr<Player> player = dynamic_pointer_cast<Player>(entity);
@ -579,5 +626,5 @@ void PlayerRenderer::bindTexture(shared_ptr<Entity> entity)
ResourceLocation *PlayerRenderer::getTextureLocation(shared_ptr<Entity> entity)
{
shared_ptr<Player> player = dynamic_pointer_cast<Player>(entity);
return new ResourceLocation(static_cast<_TEXTURE_NAME>(player->getTexture()));
}
return new ResourceLocation((_TEXTURE_NAME)player->getTexture());
}