neoLegacy/Minecraft.Client/ArmorStandRenderer.cpp
2026-05-31 12:36:32 -04:00

331 lines
11 KiB
C++

#include "stdafx.h"
#include "HumanoidMobRenderer.h"
#include "ArmorStandRenderer.h"
#include "ArmorStandArmorModel.h"
#include "HumanoidModel.h"
#include "ArmorStandModel.h"
#include "CustomHeadLayer.h"
#include "Textures.h"
#include "../Minecraft.World/ArmorStand.h"
#include "../Minecraft.World/ArmorItem.h"
#include "../Minecraft.World/Tile.h"
#include "../Minecraft.World/Facing.h"
#include <cmath>
#include "EntityRenderDispatcher.h"
#include "SkullTileRenderer.h"
#include "PlayerRenderer.h"
#include "../Minecraft.World/SkullItem.h"
#include "../Minecraft.World/SkullTileEntity.h"
#include "../Minecraft.World/ElytraItem.h"
static const float DEG_TO_RAD = 3.14159265f / 180.0f;
ResourceLocation ArmorStandRenderer::LOC_ARMOR_STAND = ResourceLocation(TN_MOB_ARMORSTAND);
ArmorStandRenderer::ArmorStandArmorLayer::ArmorStandArmorLayer(LivingEntityRenderer* renderer)
: HumanoidArmorLayer(renderer)
{
delete armorModel1;
delete armorModel2;
armorModel1 = new ArmorStandArmorModel(0.5f);
armorModel2 = new ArmorStandArmorModel(1.0f);
}
void ArmorStandRenderer::ArmorStandArmorLayer::createArmorModels()
{
delete armorModel1;
delete armorModel2;
armorModel1 = new ArmorStandArmorModel(0.5f);
armorModel2 = new ArmorStandArmorModel(1.0f);
}
ArmorStandRenderer::ArmorStandRenderer()
: LivingEntityRenderer(new ArmorStandModel(0.0f), 0.0f)
{
armorLayer = new ArmorStandArmorLayer(this);
ArmorStandModel* m = static_cast<ArmorStandModel*>(getModel());
headLayer = m ? new CustomHeadLayer(m->head, this) : nullptr;
}
ArmorStandRenderer::~ArmorStandRenderer() {}
ResourceLocation* ArmorStandRenderer::getTextureLocation(shared_ptr<Entity> entity)
{
return &LOC_ARMOR_STAND;
}
bool ArmorStandRenderer::shouldShowName(shared_ptr<LivingEntity> entity)
{
if (!entity) return false;
return entity->isCustomNameVisible();
}
void ArmorStandRenderer::setupRotations(shared_ptr<LivingEntity> mob,
float bob, float bodyRot, float a)
{
shared_ptr<ArmorStand> stand = dynamic_pointer_cast<ArmorStand>(mob);
glRotatef(180.0f - bodyRot, 0.0f, 1.0f, 0.0f);
if (stand)
{
long long ticksSinceHit = (long long)stand->tickCount - stand->lastHit;
if (ticksSinceHit >= 0 && ticksSinceHit < 5)
{
float wobble = (float)(ticksSinceHit + a) / 5.0f;
float angle = (float)stand->hurtDir * sinf(wobble * 3.14159265f) * 3.0f;
glRotatef(angle, 0.0f, 0.0f, 1.0f);
}
}
}
void ArmorStandRenderer::render(shared_ptr<Entity> entity,
double x, double y, double z,
float rot, float a)
{
shared_ptr<LivingEntity> mob = dynamic_pointer_cast<LivingEntity>(entity);
float brightness = SharedConstants::TEXTURE_LIGHTING ? 1 : mob->getBrightness(a);
glColor3f(brightness, brightness, brightness);
shared_ptr<ItemInstance> item = mob->getCarriedItem();
prepareCarriedItem(mob, item);
LivingEntityRenderer::render(entity, x, y, z, rot, a);
}
void ArmorStandRenderer::prepareCarriedItem(shared_ptr<Entity> mob, shared_ptr<ItemInstance> item)
{
armorLayer->armorModel1->holdingRightHand = armorLayer->armorModel2->holdingRightHand = item != nullptr ? 1 : 0;
}
void ArmorStandRenderer::renderModel(shared_ptr<LivingEntity> mob,
float wp, float ws, float bob,
float headRotMinusBodyRot,
float headRotx, float scale)
{
shared_ptr<ArmorStand> stand = dynamic_pointer_cast<ArmorStand>(mob);
if (!stand) return;
ArmorStandModel* m = static_cast<ArmorStandModel*>(getModel());
if (!m) return;
Rotations h = stand->getHeadPose();
Rotations b = stand->getBodyPose();
Rotations la = stand->getLeftArmPose();
Rotations ra = stand->getRightArmPose();
Rotations ll = stand->getLeftLegPose();
Rotations rl = stand->getRightLegPose();
m->setupPose(
h.x * DEG_TO_RAD, h.y * DEG_TO_RAD, h.z * DEG_TO_RAD,
b.x * DEG_TO_RAD, b.y * DEG_TO_RAD, b.z * DEG_TO_RAD,
la.x * DEG_TO_RAD, la.y * DEG_TO_RAD, la.z * DEG_TO_RAD,
ra.x * DEG_TO_RAD, ra.y * DEG_TO_RAD, ra.z * DEG_TO_RAD,
ll.x * DEG_TO_RAD, ll.y * DEG_TO_RAD, ll.z * DEG_TO_RAD,
rl.x * DEG_TO_RAD, rl.y * DEG_TO_RAD, rl.z * DEG_TO_RAD
);
if (armorLayer)
{
auto applyPose = [&](HumanoidModel* am)
{
if (!am) return;
am->head->xRot = h.x * DEG_TO_RAD;
am->head->yRot = h.y * DEG_TO_RAD;
am->head->zRot = h.z * DEG_TO_RAD;
if (am->hair)
{
am->hair->xRot = h.x * DEG_TO_RAD;
am->hair->yRot = h.y * DEG_TO_RAD;
am->hair->zRot = h.z * DEG_TO_RAD;
}
am->body->xRot = b.x * DEG_TO_RAD;
am->body->yRot = b.y * DEG_TO_RAD;
am->body->zRot = b.z * DEG_TO_RAD;
am->arm1->xRot = la.x * DEG_TO_RAD;
am->arm1->yRot = la.y * DEG_TO_RAD;
am->arm1->zRot = la.z * DEG_TO_RAD;
am->arm0->xRot = ra.x * DEG_TO_RAD;
am->arm0->yRot = ra.y * DEG_TO_RAD;
am->arm0->zRot = ra.z * DEG_TO_RAD;
am->leg0->xRot = rl.x * DEG_TO_RAD;
am->leg0->yRot = rl.y * DEG_TO_RAD;
am->leg0->zRot = rl.z * DEG_TO_RAD;
am->leg1->xRot = ll.x * DEG_TO_RAD;
am->leg1->yRot = ll.y * DEG_TO_RAD;
am->leg1->zRot = ll.z * DEG_TO_RAD;
};
applyPose(static_cast<HumanoidModel*>(armorLayer->armorModel1));
applyPose(static_cast<HumanoidModel*>(armorLayer->armorModel2));
}
LivingEntityRenderer::renderModel(mob, wp, ws, bob, headRotMinusBodyRot, headRotx, scale);
if (headLayer)
{
float fScale = 1.0f / 16.0f;
float bodyRot = mob->yBodyRotO + (mob->yBodyRot - mob->yBodyRotO) * 0.0f;
float headRot = mob->yHeadRotO + (mob->yHeadRot - mob->yHeadRotO) * 0.0f;
float headRotX = mob->xRotO + (mob->xRot - mob->xRotO) * 0.0f;
headLayer->render(mob, wp, ws, bob, headRot - bodyRot, headRotX, fScale, true);
}
}
void ArmorStandRenderer::additionalRendering(shared_ptr<LivingEntity> mob, float a)
{
{
shared_ptr<ItemInstance> chestItem = mob->getEquipmentSlots()[ArmorStand::SLOT_CHEST];
if (chestItem != nullptr && dynamic_cast<ElytraItem*>(chestItem->getItem()) != nullptr)
{
static ResourceLocation elytraTexture(L"item/elytra.png");
bindTexture(&elytraTexture);
float brightness2 = SharedConstants::TEXTURE_LIGHTING ? 1 : mob->getBrightness(a);
glColor3f(brightness2, brightness2, brightness2);
ArmorStandModel* standModel = ((ArmorStandModel*)this->model);
ArmorStand* stand = dynamic_cast<ArmorStand*>(mob.get());
float wf = 0.2617994f;
float wf1 = -0.2617994f;
float wf2 = standModel->body->y;
float wf3 = 0.0f;
stand->rotateElytraX += (wf - stand->rotateElytraX) * 0.3f;
stand->rotateElytraY += (wf3 - stand->rotateElytraY) * 0.3f;
stand->rotateElytraZ += (wf1 - stand->rotateElytraZ) * 0.3f;
standModel->elytraRight->y = wf2;
standModel->elytraRight->xRot = stand->rotateElytraX;
standModel->elytraRight->yRot = stand->rotateElytraY;
standModel->elytraRight->zRot = stand->rotateElytraZ;
standModel->elytraLeft->y = wf2;
standModel->elytraLeft->xRot = stand->rotateElytraX;
standModel->elytraLeft->yRot = -stand->rotateElytraY;
standModel->elytraLeft->zRot = -stand->rotateElytraZ;
glPushMatrix();
glTranslatef(0, 0.0f, (2.0f + 0.125f) / 16.0f);
standModel->renderElytra(1 / 16.0f, true);
glPopMatrix();
}
}
std::shared_ptr<ItemInstance> item = mob->getCarriedItem();
if (item != nullptr)
{
glPushMatrix();
ArmorStandModel* standModel = ((ArmorStandModel*)model);
if (standModel->young) {
float s = 0.5f;
glTranslatef(0 / 16.0f, 10 / 16.0f, 0 / 16.0f);
glRotatef(-20, -1, 0, 0);
glScalef(s, s, s);
}
standModel->arm1->translateTo(1 / 16.0f);
glTranslatef(-1 / 16.0f, 7 / 16.0f, 1 / 16.0f);
if (item->id < 256 && TileRenderer::canRender(Tile::tiles[item->id]->getRenderShape()) && item->id != Tile::barrier_Id)
{
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;
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);
}
this->entityRenderDispatcher->itemInHandRenderer->renderItem(mob, item, 0);
if (item->getItem()->hasMultipleSpriteLayers())
{
this->entityRenderDispatcher->itemInHandRenderer->renderItem(mob, item, 1);
}
glPopMatrix();
}
}
int ArmorStandRenderer::prepareArmor(shared_ptr<LivingEntity> mob, int layer, float a)
{
if (!armorLayer) return -1;
shared_ptr<ItemInstance> itemInstance = mob->getArmor(3 - layer);
if (!itemInstance) return -1;
Item* item = itemInstance->getItem();
if (!item) return -1;
ArmorItem* armorItem = dynamic_cast<ArmorItem*>(item);
if (!armorItem) return -1;
bindTexture(HumanoidMobRenderer::getArmorLocation(armorItem, layer));
HumanoidModel* am = armorLayer->getArmorModel(layer);
if (!am) return -1;
am->head->visible = (layer == 0);
if (am->hair) am->hair->visible = (layer == 0);
am->body->visible = (layer == 1 || layer == 2);
am->arm0->visible = (layer == 1);
am->arm1->visible = (layer == 1);
am->leg0->visible = (layer == 2 || layer == 3);
am->leg1->visible = (layer == 2 || layer == 3);
setArmor(am);
am->attackTime = model->attackTime;
am->riding = model->riding;
am->young = mob->isBaby();
if (armorItem->getMaterial() == ArmorItem::ArmorMaterial::CLOTH)
{
int color = armorItem->getColor(itemInstance);
float red = static_cast<float>((color >> 16) & 0xFF) / 255.0f;
float green = static_cast<float>((color >> 8) & 0xFF) / 255.0f;
float blue = static_cast<float>( color & 0xFF) / 255.0f;
glColor3f(red, green, blue);
return itemInstance->isEnchanted() ? 0x1f : 0x10;
}
glColor3f(1.0f, 1.0f, 1.0f);
return itemInstance->isEnchanted() ? 15 : 1;
}