diff options
| author | daoge_cmd <3523206925@qq.com> | 2026-03-01 12:16:08 +0800 |
|---|---|---|
| committer | daoge_cmd <3523206925@qq.com> | 2026-03-01 12:16:08 +0800 |
| commit | b691c43c44ff180d10e7d4a9afc83b98551ff586 (patch) | |
| tree | 3e9849222cbc6ba49f2f1fc6e5fe7179632c7390 /Minecraft.Client/EntityRenderer.cpp | |
| parent | def8cb415354ac390b7e89052a50605285f1aca9 (diff) | |
Initial commit
Diffstat (limited to 'Minecraft.Client/EntityRenderer.cpp')
| -rw-r--r-- | Minecraft.Client/EntityRenderer.cpp | 410 |
1 files changed, 410 insertions, 0 deletions
diff --git a/Minecraft.Client/EntityRenderer.cpp b/Minecraft.Client/EntityRenderer.cpp new file mode 100644 index 00000000..6c0247ed --- /dev/null +++ b/Minecraft.Client/EntityRenderer.cpp @@ -0,0 +1,410 @@ +#include "stdafx.h" +#include "EntityRenderer.h" +#include "HumanoidModel.h" +#include "EntityRenderDispatcher.h" +#include "Options.h" +#include "..\Minecraft.World\net.minecraft.world.level.tile.h" +#include "..\Minecraft.World\net.minecraft.world.h" +#include "..\Minecraft.World\Entity.h" +#include "..\Minecraft.World\Level.h" +#include "..\Minecraft.World\AABB.h" +#include "..\Minecraft.World\Mth.h" +#include "..\Minecraft.World\net.minecraft.world.entity.animal.h" +#include "LocalPlayer.h" + +// 4J - added +EntityRenderer::EntityRenderer() +{ + model = NULL; + tileRenderer = new TileRenderer(); + shadowRadius = 0; + shadowStrength = 1.0f; +} + +EntityRenderer::~EntityRenderer() +{ + delete tileRenderer; +} + +void EntityRenderer::bindTexture(int resourceName) +{ + entityRenderDispatcher->textures->bindTexture(resourceName); +} + +void EntityRenderer::bindTexture(const wstring& resourceName) +{ + entityRenderDispatcher->textures->bindTexture(resourceName); +} + +bool EntityRenderer::bindTexture(const wstring& urlTexture, int backupTexture) +{ + Textures *t = entityRenderDispatcher->textures; + + // 4J-PB - no http textures on the xbox, mem textures instead + + //int id = t->loadHttpTexture(urlTexture, backupTexture); + int id = t->loadMemTexture(urlTexture, backupTexture); + + if (id >= 0) + { + glBindTexture(GL_TEXTURE_2D, id); + t->clearLastBoundId(); + return true; + } + else + { + return false; + } +} + +bool EntityRenderer::bindTexture(const wstring& urlTexture, const wstring& backupTexture) +{ + Textures *t = entityRenderDispatcher->textures; + + // 4J-PB - no http textures on the xbox, mem textures instead + + //int id = t->loadHttpTexture(urlTexture, backupTexture); + int id = t->loadMemTexture(urlTexture, backupTexture); + + if (id >= 0) + { + glBindTexture(GL_TEXTURE_2D, id); + t->clearLastBoundId(); + return true; + } + else + { + return false; + } +} + +void EntityRenderer::renderFlame(shared_ptr<Entity> e, double x, double y, double z, float a) +{ + glDisable(GL_LIGHTING); + + Icon *fire1 = Tile::fire->getTextureLayer(0); + Icon *fire2 = Tile::fire->getTextureLayer(1); + + glPushMatrix(); + glTranslatef((float) x, (float) y, (float) z); + + float s = e->bbWidth * 1.4f; + glScalef(s, s, s); + MemSect(31); + bindTexture(TN_TERRAIN); // 4J was L"/terrain.png" + MemSect(0); + Tesselator *t = Tesselator::getInstance(); + + float r = 0.5f; + float xo = 0.0f; + + float h = e->bbHeight / s; + float yo = (float) (e->y - e->bb->y0); + + glRotatef(-entityRenderDispatcher->playerRotY, 0, 1, 0); + + glTranslatef(0, 0, -0.3f + ((int) h) * 0.02f); + glColor4f(1, 1, 1, 1); + float zo = 0; + int ss = 0; + t->begin(); + while (h > 0) + { + Icon *tex = NULL; + if (ss % 2 == 0) + { + tex = fire1; + } + else + { + tex = fire2; + } + + float u0 = tex->getU0(); + float v0 = tex->getV0(); + float u1 = tex->getU1(); + float v1 = tex->getV1(); + + if (ss / 2 % 2 == 0) + { + float tmp = u1; + u1 = u0; + u0 = tmp; + } + t->vertexUV((float)(r - xo), (float)( 0 - yo), (float)( zo), (float)( u1), (float)( v1)); + t->vertexUV((float)(-r - xo), (float)( 0 - yo), (float)( zo), (float)( u0), (float)( v1)); + t->vertexUV((float)(-r - xo), (float)( 1.4f - yo), (float)( zo), (float)( u0), (float)( v0)); + t->vertexUV((float)(r - xo), (float)( 1.4f - yo), (float)( zo), (float)( u1), (float)( v0)); + h -= 0.45f; + yo -= 0.45f; + r *= 0.9f; + zo += 0.03f; + ss++; + } + t->end(); + glPopMatrix(); + glEnable(GL_LIGHTING); + +} +void EntityRenderer::renderShadow(shared_ptr<Entity> e, double x, double y, double z, float pow, float a) +{ + glDisable(GL_LIGHTING); + glEnable(GL_BLEND); + glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); + + MemSect(31); + entityRenderDispatcher->textures->bindTexture(TN__CLAMP__MISC_SHADOW);//L"%clamp%/misc/shadow.png")); + MemSect(0); + + Level *level = getLevel(); + + glDepthMask(false); + float r = shadowRadius; + shared_ptr<Mob> mob = dynamic_pointer_cast<Mob>(e); + bool isLocalPlayer = false; + float fYLocalPlayerShadowOffset=0.0f; + + //if (dynamic_pointer_cast<Mob>(e) != NULL) + if (mob != NULL) + { + //shared_ptr<Mob> mob = dynamic_pointer_cast<Mob>(e); + r *= mob->getSizeScale(); + + shared_ptr<Animal> animal = dynamic_pointer_cast<Animal>(mob); + if (animal != NULL) + { + if (animal->isBaby()) + { + r *= 0.5f; + } + } + + if(dynamic_pointer_cast<LocalPlayer>(mob)!=NULL) + { + isLocalPlayer=true; + } + } + + double ex = e->xOld + (e->x - e->xOld) * a; + double ey = e->yOld + (e->y - e->yOld) * a + e->getShadowHeightOffs(); + + // 4J-PB - local players seem to have a position at their head, and remote players have a foot position. + // get the shadow to render by changing the check here depending on the player type + if(isLocalPlayer) + { + ey-=1.62; + fYLocalPlayerShadowOffset=-1.62f; + } + double ez = e->zOld + (e->z - e->zOld) * a; + + int x0 = Mth::floor(ex - r); + int x1 = Mth::floor(ex + r); + int y0 = Mth::floor(ey - r); + int y1 = Mth::floor(ey); + int z0 = Mth::floor(ez - r); + int z1 = Mth::floor(ez + r); + + double xo = x - ex; + double yo = y - ey; + double zo = z - ez; + + Tesselator *tt = Tesselator::getInstance(); + tt->begin(); + for (int xt = x0; xt <= x1; xt++) + for (int yt = y0; yt <= y1; yt++) + for (int zt = z0; zt <= z1; zt++) + { + int t = level->getTile(xt, yt - 1, zt); + if (t > 0 && level->getRawBrightness(xt, yt, zt) > 3) + { + renderTileShadow(Tile::tiles[t], x, y + e->getShadowHeightOffs() + fYLocalPlayerShadowOffset, z, xt, yt , zt, pow, r, xo, yo + e->getShadowHeightOffs() + fYLocalPlayerShadowOffset, zo); + } + } + tt->end(); + + glColor4f(1, 1, 1, 1); + glDisable(GL_BLEND); + glDepthMask(true); + glEnable(GL_LIGHTING); + +} + +Level *EntityRenderer::getLevel() +{ + return entityRenderDispatcher->level; +} + +void EntityRenderer::renderTileShadow(Tile *tt, double x, double y, double z, int xt, int yt, int zt, float pow, float r, double xo, double yo, double zo) +{ + Tesselator *t = Tesselator::getInstance(); + if (!tt->isCubeShaped()) return; + + double a = ((pow - (y - (yt + yo)) / 2) * 0.5f) * getLevel()->getBrightness(xt, yt, zt); + if (a < 0) return; + if (a > 1) a = 1; + + t->color(1.0f, 1.0f, 1.0f, (float) a); + // glColor4f(1, 1, 1, (float) a); + + double x0 = xt + tt->getShapeX0() + xo; + double x1 = xt + tt->getShapeX1() + xo; + double y0 = yt + tt->getShapeY0() + yo + 1.0 / 64.0f; + double z0 = zt + tt->getShapeZ0() + zo; + double z1 = zt + tt->getShapeZ1() + zo; + + float u0 = (float) ((x - (x0)) / 2 / r + 0.5f); + float u1 = (float) ((x - (x1)) / 2 / r + 0.5f); + float v0 = (float) ((z - (z0)) / 2 / r + 0.5f); + float v1 = (float) ((z - (z1)) / 2 / r + 0.5f); + + // u0 = 0; + // v0 = 0; + // u1 = 1; + // v1 = 1; + + t->vertexUV((float)(x0), (float)( y0), (float)( z0), (float)( u0), (float)( v0)); + t->vertexUV((float)(x0), (float)( y0), (float)( z1), (float)( u0), (float)( v1)); + t->vertexUV((float)(x1), (float)( y0), (float)( z1), (float)( u1), (float)( v1)); + t->vertexUV((float)(x1), (float)( y0), (float)( z0), (float)( u1), (float)( v0)); +} + +void EntityRenderer::render(AABB *bb, double xo, double yo, double zo) +{ + glDisable(GL_TEXTURE_2D); + Tesselator *t = Tesselator::getInstance(); + glColor4f(1, 1, 1, 1); + t->begin(); + t->offset((float)xo, (float)yo, (float)zo); + t->normal(0, 0, -1); + t->vertex((float)(bb->x0), (float)( bb->y1), (float)( bb->z0)); + t->vertex((float)(bb->x1), (float)( bb->y1), (float)( bb->z0)); + t->vertex((float)(bb->x1), (float)( bb->y0), (float)( bb->z0)); + t->vertex((float)(bb->x0), (float)( bb->y0), (float)( bb->z0)); + + t->normal(0, 0, 1); + t->vertex((float)(bb->x0), (float)( bb->y0), (float)( bb->z1)); + t->vertex((float)(bb->x1), (float)( bb->y0), (float)( bb->z1)); + t->vertex((float)(bb->x1), (float)( bb->y1), (float)( bb->z1)); + t->vertex((float)(bb->x0), (float)( bb->y1), (float)( bb->z1)); + + t->normal(0, -1, 0); + t->vertex((float)(bb->x0), (float)( bb->y0), (float)( bb->z0)); + t->vertex((float)(bb->x1), (float)( bb->y0), (float)( bb->z0)); + t->vertex((float)(bb->x1), (float)( bb->y0), (float)( bb->z1)); + t->vertex((float)(bb->x0), (float)( bb->y0), (float)( bb->z1)); + + t->normal(0, 1, 0); + t->vertex((float)(bb->x0), (float)( bb->y1), (float)( bb->z1)); + t->vertex((float)(bb->x1), (float)( bb->y1), (float)( bb->z1)); + t->vertex((float)(bb->x1), (float)( bb->y1), (float)( bb->z0)); + t->vertex((float)(bb->x0), (float)( bb->y1), (float)( bb->z0)); + + t->normal(-1, 0, 0); + t->vertex((float)(bb->x0), (float)( bb->y0), (float)( bb->z1)); + t->vertex((float)(bb->x0), (float)( bb->y1), (float)( bb->z1)); + t->vertex((float)(bb->x0), (float)( bb->y1), (float)( bb->z0)); + t->vertex((float)(bb->x0), (float)( bb->y0), (float)( bb->z0)); + + t->normal(1, 0, 0); + t->vertex((float)(bb->x1), (float)( bb->y0), (float)( bb->z0)); + t->vertex((float)(bb->x1), (float)( bb->y1), (float)( bb->z0)); + t->vertex((float)(bb->x1), (float)( bb->y1), (float)( bb->z1)); + t->vertex((float)(bb->x1), (float)( bb->y0), (float)( bb->z1)); + t->offset(0, 0, 0); + t->end(); + glEnable(GL_TEXTURE_2D); + // model.render(0, 1) +} + +void EntityRenderer::renderFlat(AABB *bb) +{ + Tesselator *t = Tesselator::getInstance(); + t->begin(); + t->vertex((float)(bb->x0), (float)( bb->y1), (float)( bb->z0)); + t->vertex((float)(bb->x1), (float)( bb->y1), (float)( bb->z0)); + t->vertex((float)(bb->x1), (float)( bb->y0), (float)( bb->z0)); + t->vertex((float)(bb->x0), (float)( bb->y0), (float)( bb->z0)); + t->vertex((float)(bb->x0), (float)( bb->y0), (float)( bb->z1)); + t->vertex((float)(bb->x1), (float)( bb->y0), (float)( bb->z1)); + t->vertex((float)(bb->x1), (float)( bb->y1), (float)( bb->z1)); + t->vertex((float)(bb->x0), (float)( bb->y1), (float)( bb->z1)); + t->vertex((float)(bb->x0), (float)( bb->y0), (float)( bb->z0)); + t->vertex((float)(bb->x1), (float)( bb->y0), (float)( bb->z0)); + t->vertex((float)(bb->x1), (float)( bb->y0), (float)( bb->z1)); + t->vertex((float)(bb->x0), (float)( bb->y0), (float)( bb->z1)); + t->vertex((float)(bb->x0), (float)( bb->y1), (float)( bb->z1)); + t->vertex((float)(bb->x1), (float)( bb->y1), (float)( bb->z1)); + t->vertex((float)(bb->x1), (float)( bb->y1), (float)( bb->z0)); + t->vertex((float)(bb->x0), (float)( bb->y1), (float)( bb->z0)); + t->vertex((float)(bb->x0), (float)( bb->y0), (float)( bb->z1)); + t->vertex((float)(bb->x0), (float)( bb->y1), (float)( bb->z1)); + t->vertex((float)(bb->x0), (float)( bb->y1), (float)( bb->z0)); + t->vertex((float)(bb->x0), (float)( bb->y0), (float)( bb->z0)); + t->vertex((float)(bb->x1), (float)( bb->y0), (float)( bb->z0)); + t->vertex((float)(bb->x1), (float)( bb->y1), (float)( bb->z0)); + t->vertex((float)(bb->x1), (float)( bb->y1), (float)( bb->z1)); + t->vertex((float)(bb->x1), (float)( bb->y0), (float)( bb->z1)); + t->end(); +} + +void EntityRenderer::renderFlat(float x0, float y0, float z0, float x1, float y1, float z1) +{ + Tesselator *t = Tesselator::getInstance(); + t->begin(); + t->vertex(x0, y1, z0); + t->vertex(x1, y1, z0); + t->vertex(x1, y0, z0); + t->vertex(x0, y0, z0); + t->vertex(x0, y0, z1); + t->vertex(x1, y0, z1); + t->vertex(x1, y1, z1); + t->vertex(x0, y1, z1); + t->vertex(x0, y0, z0); + t->vertex(x1, y0, z0); + t->vertex(x1, y0, z1); + t->vertex(x0, y0, z1); + t->vertex(x0, y1, z1); + t->vertex(x1, y1, z1); + t->vertex(x1, y1, z0); + t->vertex(x0, y1, z0); + t->vertex(x0, y0, z1); + t->vertex(x0, y1, z1); + t->vertex(x0, y1, z0); + t->vertex(x0, y0, z0); + t->vertex(x1, y0, z0); + t->vertex(x1, y1, z0); + t->vertex(x1, y1, z1); + t->vertex(x1, y0, z1); + t->end(); +} + +void EntityRenderer::init(EntityRenderDispatcher *entityRenderDispatcher) +{ + this->entityRenderDispatcher = entityRenderDispatcher; +} + +void EntityRenderer::postRender(shared_ptr<Entity> entity, double x, double y, double z, float rot, float a, bool bRenderPlayerShadow) +{ + if( !entityRenderDispatcher->isGuiRender ) // 4J - added, don't render shadow in gui as it uses its own blending, and we have globally enabled blending for interface opacity + { + if (bRenderPlayerShadow && entityRenderDispatcher->options->fancyGraphics && shadowRadius > 0 && !entity->isInvisible()) + { + double dist = entityRenderDispatcher->distanceToSqr(entity->x, entity->y, entity->z); + float pow = (float) ((1 - dist / (16.0f * 16.0f)) * shadowStrength); + if (pow > 0) + { + renderShadow(entity, x, y, z, pow, a); + } + } + } + if (entity->isOnFire()) renderFlame(entity, x, y, z, a); +} + +Font *EntityRenderer::getFont() +{ + return entityRenderDispatcher->getFont(); +} + +void EntityRenderer::registerTerrainTextures(IconRegister *iconRegister) +{ +}
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