From ac8b299de5c54b34913b80e4e33091d3841d5b17 Mon Sep 17 00:00:00 2001 From: Oliver1337 <104810162+OliverLesen@users.noreply.github.com> Date: Mon, 9 Mar 2026 18:28:58 -0300 Subject: [PATCH] Update PlayerRenderer.cpp Switch between Steve and Alex Respect 64x32 and 64x64 React to the skin flag --- Minecraft.Client/PlayerRenderer.cpp | 219 +++++++++++++++++----------- 1 file changed, 133 insertions(+), 86 deletions(-) diff --git a/Minecraft.Client/PlayerRenderer.cpp b/Minecraft.Client/PlayerRenderer.cpp index a9b945440..4f7e70099 100644 --- a/Minecraft.Client/PlayerRenderer.cpp +++ b/Minecraft.Client/PlayerRenderer.cpp @@ -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(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 _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< _player, int layer, fl } shared_ptr itemInstance = player->inventory->getArmor(3 - layer); - if (itemInstance != nullptr) + if (itemInstance != NULL) { Item *item = itemInstance->getItem(); if (dynamic_cast(item)) @@ -102,17 +180,17 @@ int PlayerRenderer::prepareArmor(shared_ptr _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((color >> 16) & 0xFF) / 0xFF; - float green = static_cast((color >> 8) & 0xFF) / 0xFF; - float blue = static_cast(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 _player, int layer, fl } } 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 != nullptr) + if (itemInstance != NULL) { Item *item = itemInstance->getItem(); if (dynamic_cast(item)) { ArmorItem *armorItem = dynamic_cast(item); - bindTexture(HumanoidMobRenderer::getArmorLocation(static_cast(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 _player, in void PlayerRenderer::render(shared_ptr _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 mob = dynamic_pointer_cast(_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 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 _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 _mob, double x, double y, double yp -= 2 / 16.0f; } - // Check if an idle animation is needed if(mob->getAnimOverrideBitmask()&(1<isIdle()) @@ -227,9 +303,7 @@ void PlayerRenderer::render(shared_ptr _mob, double x, double y, double 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!=nullptr) { for(ModelPart *pModelPart : *pAdditionalModelParts) @@ -240,7 +314,6 @@ void PlayerRenderer::render(shared_ptr _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 _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 _mob, float a) @@ -262,13 +334,11 @@ void PlayerRenderer::additionalRendering(shared_ptr _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 mob = dynamic_pointer_cast(_mob); shared_ptr 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< _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 _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 _mob, float a) double xa = Mth::sin(yr * PI / 180); double za = -Mth::cos(yr * PI / 180); - float flap = static_cast(yd) * 10; + float flap = (float) yd * 10; if (flap < -6) flap = -6; if (flap > 32) flap = 32; - float lean = static_cast(xd * xa + zd * za) * 100; - float lean2 = static_cast(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 _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 _mob, float a) shared_ptr 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(Item::stick); + item = shared_ptr( 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 _mob, float a) void PlayerRenderer::renderNameTags(shared_ptr 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 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<arm0->render(1 / 16.0f,true); @@ -523,13 +575,11 @@ void PlayerRenderer::renderHand() 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()) { LivingEntityRenderer::setupPosition(mob, x + mob->bedOffsetX, y + mob->bedOffsetY, z + mob->bedOffsetZ); - } else { @@ -543,7 +593,6 @@ void PlayerRenderer::setupPosition(shared_ptr _mob, double x, doub 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()) @@ -558,18 +607,16 @@ void PlayerRenderer::setupRotations(shared_ptr _mob, float bob, fl } } -// 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 != 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) { shared_ptr player = dynamic_pointer_cast(entity); @@ -579,5 +626,5 @@ void PlayerRenderer::bindTexture(shared_ptr entity) ResourceLocation *PlayerRenderer::getTextureLocation(shared_ptr entity) { shared_ptr player = dynamic_pointer_cast(entity); - return new ResourceLocation(static_cast<_TEXTURE_NAME>(player->getTexture())); -} \ No newline at end of file + return new ResourceLocation((_TEXTURE_NAME)player->getTexture()); +}