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authordaoge <3523206925@qq.com>2026-03-03 03:04:10 +0800
committerGitHub <noreply@github.com>2026-03-03 03:04:10 +0800
commitb3feddfef372618c8a9d7a0abcaf18cfad866c18 (patch)
tree267761c3bb39241ba5c347bfbe2254d06686e287 /Minecraft.Client/HumanoidMobRenderer.cpp
parent84c31a2331f7a0ec85b9d438992e244f60e5020f (diff)
feat: TU19 (Dec 2014) Features & Content (#155)
* try to resolve merge conflict * feat: TU19 (Dec 2014) Features & Content (#32) * December 2014 files * Working release build * Fix compilation issues * Add sound to Windows64Media * Add DLC content and force Tutorial DLC * Revert "Add DLC content and force Tutorial DLC" This reverts commit 97a43994725008e35fceb984d5549df9c8cea470. * Disable broken light packing * Disable breakpoint during DLC texture map load Allows DLC loading but the DLC textures are still broken * Fix post build not working * ... * fix vs2022 build * fix cmake build --------- Co-authored-by: Loki <lokirautio@gmail.com>
Diffstat (limited to 'Minecraft.Client/HumanoidMobRenderer.cpp')
-rw-r--r--Minecraft.Client/HumanoidMobRenderer.cpp208
1 files changed, 176 insertions, 32 deletions
diff --git a/Minecraft.Client/HumanoidMobRenderer.cpp b/Minecraft.Client/HumanoidMobRenderer.cpp
index 389116ed..a9ff25c4 100644
--- a/Minecraft.Client/HumanoidMobRenderer.cpp
+++ b/Minecraft.Client/HumanoidMobRenderer.cpp
@@ -10,12 +10,17 @@
#include "..\Minecraft.World\net.minecraft.world.entity.monster.h"
#include "..\Minecraft.World\net.minecraft.h"
+const wstring HumanoidMobRenderer::MATERIAL_NAMES[5] = { L"cloth", L"chain", L"iron", L"diamond", L"gold" };
+std::map<wstring, ResourceLocation> HumanoidMobRenderer::ARMOR_LOCATION_CACHE;
+
void HumanoidMobRenderer::_init(HumanoidModel *humanoidModel, float scale)
{
this->humanoidModel = humanoidModel;
this->_scale = scale;
armorParts1 = NULL;
armorParts2 = NULL;
+
+ createArmorParts();
}
HumanoidMobRenderer::HumanoidMobRenderer(HumanoidModel *humanoidModel, float shadow) : MobRenderer(humanoidModel, shadow)
@@ -26,8 +31,61 @@ HumanoidMobRenderer::HumanoidMobRenderer(HumanoidModel *humanoidModel, float sha
HumanoidMobRenderer::HumanoidMobRenderer(HumanoidModel *humanoidModel, float shadow, float scale) : MobRenderer(humanoidModel, shadow)
{
_init(humanoidModel, scale);
+}
- createArmorParts();
+ResourceLocation *HumanoidMobRenderer::getArmorLocation(ArmorItem *armorItem, int layer)
+{
+ return getArmorLocation(armorItem, layer, false);
+}
+
+ResourceLocation *HumanoidMobRenderer::getArmorLocation(ArmorItem *armorItem, int layer, bool overlay)
+{
+ switch(armorItem->modelIndex)
+ {
+ case 0:
+ break;
+ case 1:
+ break;
+ case 2:
+ break;
+ case 3:
+ break;
+ case 4:
+ break;
+ };
+ wstring path = wstring(L"armor/" + MATERIAL_NAMES[armorItem->modelIndex]).append(L"_").append(_toString<int>(layer == 2 ? 2 : 1)).append((overlay ? L"_b" :L"")).append(L".png");
+
+ std::map<wstring, ResourceLocation>::iterator it = ARMOR_LOCATION_CACHE.find(path);
+
+ ResourceLocation *location;
+ if (it != ARMOR_LOCATION_CACHE.end())
+ {
+ location = &it->second;
+ }
+ else
+ {
+ ARMOR_LOCATION_CACHE.insert(std::pair<wstring, ResourceLocation>(path, ResourceLocation(path)));
+
+ it = ARMOR_LOCATION_CACHE.find(path);
+ location = &it->second;
+ }
+
+ return location;
+}
+
+void HumanoidMobRenderer::prepareSecondPassArmor(shared_ptr<LivingEntity> mob, int layer, float a)
+{
+ shared_ptr<ItemInstance> itemInstance = mob->getArmor(3 - layer);
+ if (itemInstance != NULL) {
+ Item *item = itemInstance->getItem();
+ if (dynamic_cast<ArmorItem *>(item) != NULL)
+ {
+ bindTexture(getArmorLocation(dynamic_cast<ArmorItem *>(item), layer, true));
+
+ float brightness = SharedConstants::TEXTURE_LIGHTING ? 1 : mob->getBrightness(a);
+ glColor3f(brightness, brightness, brightness);
+ }
+ }
}
void HumanoidMobRenderer::createArmorParts()
@@ -36,11 +94,97 @@ void HumanoidMobRenderer::createArmorParts()
armorParts2 = new HumanoidModel(0.5f);
}
-void HumanoidMobRenderer::additionalRendering(shared_ptr<Mob> mob, float a)
+int HumanoidMobRenderer::prepareArmor(shared_ptr<LivingEntity> _mob, int layer, float a)
+{
+ shared_ptr<LivingEntity> mob = dynamic_pointer_cast<LivingEntity>(_mob);
+
+ shared_ptr<ItemInstance> itemInstance = mob->getArmor(3 - layer);
+ if (itemInstance != NULL)
+ {
+ Item *item = itemInstance->getItem();
+ if (dynamic_cast<ArmorItem *>(item) != NULL)
+ {
+ ArmorItem *armorItem = dynamic_cast<ArmorItem *>(item);
+ bindTexture(getArmorLocation(armorItem, layer));
+
+ 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);
+ armor->attackTime = model->attackTime;
+ armor->riding = model->riding;
+ armor->young = model->young;
+
+ float brightness = SharedConstants::TEXTURE_LIGHTING ? 1 : mob->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 15;
+
+ return 1;
+ }
+ }
+ return -1;
+}
+
+void HumanoidMobRenderer::render(shared_ptr<Entity> _mob, double x, double y, double z, float rot, float a)
{
+ shared_ptr<LivingEntity> mob = dynamic_pointer_cast<LivingEntity>(_mob);
+
float brightness = SharedConstants::TEXTURE_LIGHTING ? 1 : mob->getBrightness(a);
glColor3f(brightness, brightness, brightness);
- shared_ptr<ItemInstance> item = mob->getCarriedItem();
+ shared_ptr<ItemInstance> item = mob->getCarriedItem();
+
+ prepareCarriedItem(mob, item);
+
+ double yp = y - mob->heightOffset;
+ if (mob->isSneaking()) {
+ yp -= 2 / 16.0f;
+ }
+ MobRenderer::render(mob, x, yp, z, rot, a);
+ armorParts1->bowAndArrow = armorParts2->bowAndArrow = humanoidModel->bowAndArrow = false;
+ armorParts1->sneaking = armorParts2->sneaking = humanoidModel->sneaking = false;
+ armorParts1->holdingRightHand = armorParts2->holdingRightHand = humanoidModel->holdingRightHand = 0;
+}
+
+ResourceLocation *HumanoidMobRenderer::getTextureLocation(shared_ptr<Entity> mob)
+{
+ // TODO -- Figure out of we need some data in here
+ return NULL;
+}
+
+void HumanoidMobRenderer::prepareCarriedItem(shared_ptr<Entity> mob, shared_ptr<ItemInstance> item)
+{
+ armorParts1->holdingRightHand = armorParts2->holdingRightHand = humanoidModel->holdingRightHand = item != NULL ? 1 : 0;
+ armorParts1->sneaking = armorParts2->sneaking = humanoidModel->sneaking = mob->isSneaking();
+}
+
+void HumanoidMobRenderer::additionalRendering(shared_ptr<LivingEntity> mob, float a)
+{
+ float brightness = SharedConstants::TEXTURE_LIGHTING ? 1 : mob->getBrightness(a);
+ glColor3f(brightness, brightness, brightness);
+ shared_ptr<ItemInstance> item = mob->getCarriedItem();
shared_ptr<ItemInstance> headGear = mob->getArmor(3);
if (headGear != NULL)
@@ -82,9 +226,9 @@ void HumanoidMobRenderer::additionalRendering(shared_ptr<Mob> mob, float a)
}
}
- if (item != NULL)
+ if (item != NULL)
{
- glPushMatrix();
+ glPushMatrix();
if (model->young)
{
@@ -94,18 +238,18 @@ void HumanoidMobRenderer::additionalRendering(shared_ptr<Mob> mob, float a)
glScalef(s, s, s);
}
- humanoidModel->arm0->translateTo(1 / 16.0f);
- glTranslatef(-1 / 16.0f, 7 / 16.0f, 1 / 16.0f);
+ humanoidModel->arm0->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()))
+ 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);
- }
+ 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;
@@ -117,34 +261,34 @@ void HumanoidMobRenderer::additionalRendering(shared_ptr<Mob> mob, float a)
}
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);
- }
+ 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);
- }
+ 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();
- }
+
+ glPopMatrix();
+ }
}
-void HumanoidMobRenderer::scale(shared_ptr<Mob> mob, float a)
+void HumanoidMobRenderer::scale(shared_ptr<LivingEntity> mob, float a)
{
glScalef(_scale, _scale, _scale);
} \ No newline at end of file