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authordaoge_cmd <3523206925@qq.com>2026-03-01 12:16:08 +0800
committerdaoge_cmd <3523206925@qq.com>2026-03-01 12:16:08 +0800
commitb691c43c44ff180d10e7d4a9afc83b98551ff586 (patch)
tree3e9849222cbc6ba49f2f1fc6e5fe7179632c7390 /Minecraft.Client/MobRenderer.cpp
parentdef8cb415354ac390b7e89052a50605285f1aca9 (diff)
Initial commit
Diffstat (limited to 'Minecraft.Client/MobRenderer.cpp')
-rw-r--r--Minecraft.Client/MobRenderer.cpp515
1 files changed, 515 insertions, 0 deletions
diff --git a/Minecraft.Client/MobRenderer.cpp b/Minecraft.Client/MobRenderer.cpp
new file mode 100644
index 00000000..8874ab9c
--- /dev/null
+++ b/Minecraft.Client/MobRenderer.cpp
@@ -0,0 +1,515 @@
+#include "stdafx.h"
+#include "MobRenderer.h"
+#include "MultiPlayerLocalPlayer.h"
+#include "..\Minecraft.World\net.minecraft.world.entity.h"
+#include "..\Minecraft.World\net.minecraft.world.entity.player.h"
+#include "..\Minecraft.World\net.minecraft.world.entity.projectile.h"
+#include "..\Minecraft.World\StringHelpers.h"
+#include "..\Minecraft.World\Mth.h"
+#include "entityRenderDispatcher.h"
+
+MobRenderer::MobRenderer(Model *model, float shadow) : EntityRenderer()
+{
+ this->model = model;
+ this->shadowRadius = shadow;
+
+ this->armor = NULL;
+}
+
+void MobRenderer::setArmor(Model *armor)
+{
+ this->armor = armor;
+}
+
+float MobRenderer::rotlerp(float from, float to, float a)
+{
+ float diff = to - from;
+ while (diff < -180)
+ diff += 360;
+ while (diff >= 180)
+ diff -= 360;
+ return from + a * diff;
+}
+
+void MobRenderer::render(shared_ptr<Entity> _mob, double x, double y, double z, float rot, float a)
+{
+ // 4J - added - this used to use generics so the input parameter could be a mob (or derived type), but we aren't
+ // able to do that so dynamically casting to get the more specific type here.
+ shared_ptr<Mob> mob = dynamic_pointer_cast<Mob>(_mob);
+ glPushMatrix();
+ glDisable(GL_CULL_FACE);
+
+ model->attackTime = getAttackAnim(mob, a);
+ if (armor != NULL) armor->attackTime = model->attackTime;
+ model->riding = mob->isRiding();
+ if (armor != NULL) armor->riding = model->riding;
+ model->young = mob->isBaby();
+ if (armor != NULL) armor->young = model->young;
+
+ // 4J - removed try/catch
+// try
+// {
+ float bodyRot = rotlerp(mob->yBodyRotO, mob->yBodyRot, a);
+ float headRot = rotlerp(mob->yHeadRotO, mob->yHeadRot, a);
+
+ if (mob->isRiding() && dynamic_pointer_cast<Mob>(mob->riding))
+ {
+ shared_ptr<Mob> riding = dynamic_pointer_cast<Mob>(mob->riding);
+ bodyRot = rotlerp(riding->yBodyRotO, riding->yBodyRot, a);
+
+ float headDiff = Mth::wrapDegrees(headRot - bodyRot);
+ if (headDiff < -85) headDiff = -85;
+ if (headDiff >= 85) headDiff = +85;
+ bodyRot = headRot - headDiff;
+ if (headDiff * headDiff > 50 * 50)
+ {
+ bodyRot += headDiff * 0.2f;
+ }
+ }
+
+ float headRotx = (mob->xRotO + (mob->xRot - mob->xRotO) * a);
+
+ setupPosition(mob, x, y, z);
+
+ float bob = getBob(mob, a);
+ setupRotations(mob, bob, bodyRot, a);
+
+ float _scale = 1 / 16.0f;
+ glEnable(GL_RESCALE_NORMAL);
+ glScalef(-1, -1, 1);
+
+ scale(mob, a);
+ glTranslatef(0, -24 * _scale - 0.125f / 16.0f, 0);
+
+
+ float ws = mob->walkAnimSpeedO + (mob->walkAnimSpeed - mob->walkAnimSpeedO) * a;
+ float wp = mob->walkAnimPos - mob->walkAnimSpeed * (1 - a);
+ if (mob->isBaby())
+ {
+ wp *= 3.0f;
+ }
+
+ if (ws > 1) ws = 1;
+
+ MemSect(31);
+ bindTexture(mob->customTextureUrl, mob->getTexture());
+ MemSect(0);
+ glEnable(GL_ALPHA_TEST);
+
+ model->prepareMobModel(mob, wp, ws, a);
+ renderModel(mob, wp, ws, bob, headRot - bodyRot, headRotx, _scale);
+ for (int i = 0; i < MAX_ARMOR_LAYERS; i++)
+ {
+ int armorType = prepareArmor(mob, i, a);
+ if (armorType > 0)
+ {
+ armor->prepareMobModel(mob, wp, ws, a);
+ armor->render(mob, wp, ws, bob, headRot - bodyRot, headRotx, _scale, true);
+ if ((armorType & 0xf0) == 16)
+ {
+ prepareSecondPassArmor(mob, i, a);
+ armor->render(mob, wp, ws, bob, headRot - bodyRot, headRotx, _scale, true);
+ }
+ // 4J - added condition here for rendering player as part of the gui. Avoiding rendering the glint here as it involves using its own blending, and for gui rendering
+ // we are globally blending to be able to offer user configurable gui opacity. Note that I really don't know why GL_BLEND is turned off at the end of the first
+ // armour layer anyway, or why alpha testing is turned on... but we definitely don't want to be turning blending off during the gui render.
+ if( !entityRenderDispatcher->isGuiRender )
+ {
+ if ((armorType & 0xf) == 0xf) //MGH - fix for missing enchantment glow
+ {
+ float time = mob->tickCount + a;
+ bindTexture(TN__BLUR__MISC_GLINT); // 4J was "%blur%/misc/glint.png"
+ glEnable(GL_BLEND);
+ float br = 0.5f;
+ glColor4f(br, br, br, 1);
+ glDepthFunc(GL_EQUAL);
+ glDepthMask(false);
+
+ for (int j = 0; j < 2; j++)
+ {
+ glDisable(GL_LIGHTING);
+ float brr = 0.76f;
+ glColor4f(0.5f * brr, 0.25f * brr, 0.8f * brr, 1);
+ glBlendFunc(GL_SRC_COLOR, GL_ONE);
+ glMatrixMode(GL_TEXTURE);
+ glLoadIdentity();
+ float uo = time * (0.001f + j * 0.003f) * 20;
+ float ss = 1 / 3.0f;
+ glScalef(ss, ss, ss);
+ glRotatef(30 - (j) * 60.0f, 0, 0, 1);
+ glTranslatef(0, uo, 0);
+ glMatrixMode(GL_MODELVIEW);
+ armor->render(mob, wp, ws, bob, headRot - bodyRot, headRotx, _scale, false);
+ }
+
+ glColor4f(1, 1, 1, 1);
+ glMatrixMode(GL_TEXTURE);
+ glDepthMask(true);
+ glLoadIdentity();
+ glMatrixMode(GL_MODELVIEW);
+ glEnable(GL_LIGHTING);
+ glDisable(GL_BLEND);
+ glDepthFunc(GL_LEQUAL);
+
+ }
+ glDisable(GL_BLEND);
+ }
+ glEnable(GL_ALPHA_TEST);
+ }
+ }
+
+ glDepthMask(true);
+
+ additionalRendering(mob, a);
+ float br = mob->getBrightness(a);
+ int overlayColor = getOverlayColor(mob, br, a);
+ glActiveTexture(GL_TEXTURE1);
+ glDisable(GL_TEXTURE_2D);
+ glActiveTexture(GL_TEXTURE0);
+
+ if (((overlayColor >> 24) & 0xff) > 0 || mob->hurtTime > 0 || mob->deathTime > 0)
+ {
+ glDisable(GL_TEXTURE_2D);
+ glDisable(GL_ALPHA_TEST);
+ glEnable(GL_BLEND);
+ glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
+ glDepthFunc(GL_EQUAL);
+
+ // 4J - changed these renders to not use the compiled version of their models, because otherwise the render states set
+ // about (in particular the depth & alpha test) don't work with our command buffer versions
+ if (mob->hurtTime > 0 || mob->deathTime > 0)
+ {
+ glColor4f(br, 0, 0, 0.4f);
+ model->render(mob, wp, ws, bob, headRot - bodyRot, headRotx, _scale, false);
+ for (int i = 0; i < MAX_ARMOR_LAYERS; i++)
+ {
+ if (prepareArmorOverlay(mob, i, a) >= 0)
+ {
+ glColor4f(br, 0, 0, 0.4f);
+ armor->render(mob, wp, ws, bob, headRot - bodyRot, headRotx, _scale, false);
+ }
+ }
+ }
+
+ if (((overlayColor >> 24) & 0xff) > 0)
+ {
+ float r = ((overlayColor >> 16) & 0xff) / 255.0f;
+ float g = ((overlayColor >> 8) & 0xff) / 255.0f;
+ float b = ((overlayColor) & 0xff) / 255.0f;
+ float aa = ((overlayColor >> 24) & 0xff) / 255.0f;
+ glColor4f(r, g, b, aa);
+ model->render(mob, wp, ws, bob, headRot - bodyRot, headRotx, _scale, false);
+ for (int i = 0; i < MAX_ARMOR_LAYERS; i++)
+ {
+ if (prepareArmorOverlay(mob, i, a) >= 0)
+ {
+ glColor4f(r, g, b, aa);
+ armor->render(mob, wp, ws, bob, headRot - bodyRot, headRotx, _scale, false);
+ }
+ }
+ }
+
+ glDepthFunc(GL_LEQUAL);
+ glDisable(GL_BLEND);
+ glEnable(GL_ALPHA_TEST);
+ glEnable(GL_TEXTURE_2D);
+ }
+ glDisable(GL_RESCALE_NORMAL);
+// }
+//catch (Exception e) {
+ // // System.out.println("Failed: " + modelNames[model]);
+ // e.printStackTrace();
+ // }
+ glActiveTexture(GL_TEXTURE1);
+ glEnable(GL_TEXTURE_2D);
+ glActiveTexture(GL_TEXTURE0);
+
+ glEnable(GL_CULL_FACE);
+
+ glPopMatrix();
+
+ MemSect(31);
+ renderName(mob, x, y, z);
+ MemSect(0);
+}
+
+void MobRenderer::renderModel(shared_ptr<Entity> mob, float wp, float ws, float bob, float headRotMinusBodyRot, float headRotx, float scale)
+{
+ shared_ptr<Player> player = dynamic_pointer_cast<Player>(Minecraft::GetInstance()->player);
+
+ bindTexture(mob->customTextureUrl, mob->getTexture());
+ if (!mob->isInvisible())
+ {
+ model->render(mob, wp, ws, bob, headRotMinusBodyRot, headRotx, scale, true);
+ }
+ else if ( !mob->isInvisibleTo(player) )
+ {
+ glPushMatrix();
+ glColor4f(1, 1, 1, 0.15f);
+ glDepthMask(false);
+ glEnable(GL_BLEND);
+ glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
+ glAlphaFunc(GL_GREATER, 1.0f / 255.0f);
+ model->render(mob, wp, ws, bob, headRotMinusBodyRot, headRotx, scale, true);
+ glDisable(GL_BLEND);
+ glAlphaFunc(GL_GREATER, .1f);
+ glPopMatrix();
+ glDepthMask(true);
+ }
+ else
+ {
+ model->setupAnim(wp, ws, bob, headRotMinusBodyRot, headRotx, scale);//, mob);
+ }
+}
+
+void MobRenderer::setupPosition(shared_ptr<Mob> mob, double x, double y, double z)
+{
+ glTranslatef((float) x, (float) y, (float) z);
+}
+
+void MobRenderer::setupRotations(shared_ptr<Mob> mob, float bob, float bodyRot, float a)
+{
+ glRotatef(180 - bodyRot, 0, 1, 0);
+ if (mob->deathTime > 0)
+ {
+ float fall = (mob->deathTime + a - 1) / 20.0f * 1.6f;
+ fall = (float)sqrt(fall);
+ if (fall > 1) fall = 1;
+ glRotatef(fall * getFlipDegrees(mob), 0, 0, 1);
+ }
+}
+
+float MobRenderer::getAttackAnim(shared_ptr<Mob> mob, float a)
+{
+ return mob->getAttackAnim(a);
+}
+
+float MobRenderer::getBob(shared_ptr<Mob> mob, float a)
+{
+ return (mob->tickCount + a);
+}
+
+void MobRenderer::additionalRendering(shared_ptr<Mob> mob, float a)
+{
+}
+
+int MobRenderer::prepareArmorOverlay(shared_ptr<Mob> mob, int layer, float a)
+{
+ return prepareArmor(mob, layer, a);
+}
+
+int MobRenderer::prepareArmor(shared_ptr<Mob> mob, int layer, float a)
+{
+ return -1;
+}
+
+void MobRenderer::prepareSecondPassArmor(shared_ptr<Mob> mob, int layer, float a)
+{
+}
+
+float MobRenderer::getFlipDegrees(shared_ptr<Mob> mob)
+{
+ return 90;
+}
+
+int MobRenderer::getOverlayColor(shared_ptr<Mob> mob, float br, float a)
+{
+ return 0;
+}
+
+void MobRenderer::scale(shared_ptr<Mob> mob, float a)
+{
+}
+
+void MobRenderer::renderName(shared_ptr<Mob> mob, double x, double y, double z)
+{
+ if (Minecraft::renderDebug())
+ {
+ //renderNameTag(mob, _toString<int>(mob->entityId), x, y, z, 64);
+ }
+}
+
+// 4J Added parameter for color here so that we can colour players names
+void MobRenderer::renderNameTag(shared_ptr<Mob> mob, const wstring& OriginalName, double x, double y, double z, int maxDist, int color /*= 0xffffffff*/)
+{
+
+ if ( app.GetGameSettings(eGameSetting_DisplayHUD)==0 )
+ {
+ // 4J-PB - turn off gamertag render
+ return;
+ }
+
+ if(app.GetGameHostOption(eGameHostOption_Gamertags)==0)
+ {
+ // turn off gamertags if the host has set them off
+ return;
+ }
+
+ float dist = mob->distanceTo(entityRenderDispatcher->cameraEntity);
+
+ if (dist > maxDist)
+ {
+ return;
+ }
+
+ Font *font = getFont();
+
+ float size = 1.60f;
+ float s = 1 / 60.0f * size;
+
+ glPushMatrix();
+ glTranslatef((float) x + 0, (float) y + 2.3f, (float) z);
+ glNormal3f(0, 1, 0);
+
+ glRotatef(-this->entityRenderDispatcher->playerRotY, 0, 1, 0);
+ glRotatef(this->entityRenderDispatcher->playerRotX, 1, 0, 0);
+
+ glScalef(-s, -s, s);
+ glDisable(GL_LIGHTING);
+
+ // 4J Stu - If it's beyond readable distance, then just render a coloured box
+ int readableDist = PLAYER_NAME_READABLE_FULLSCREEN;
+ if( !RenderManager.IsHiDef() )
+ {
+ readableDist = PLAYER_NAME_READABLE_DISTANCE_SD;
+ }
+ else if ( app.GetLocalPlayerCount() > 2 )
+ {
+ readableDist = PLAYER_NAME_READABLE_DISTANCE_SPLITSCREEN;
+ }
+
+ float textOpacity = 1.0f;
+ if( dist >= readableDist )
+ {
+ int diff = dist - readableDist;
+
+ textOpacity /= (diff/2);
+
+ if( diff > readableDist ) textOpacity = 0.0f;
+ }
+
+ if( textOpacity < 0.0f ) textOpacity = 0.0f;
+ if( textOpacity > 1.0f ) textOpacity = 1.0f;
+
+ glEnable(GL_BLEND);
+ glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
+ Tesselator *t = Tesselator::getInstance();
+
+ int offs = 0;
+ shared_ptr<Player> player = dynamic_pointer_cast<Player>(mob);
+ if (player != NULL && app.isXuidDeadmau5( player->getXuid() ) ) offs = -10;
+
+ wstring playerName;
+ WCHAR wchName[2];
+
+#if defined(__PS3__) || defined(__ORBIS__)
+ // Check we have all the font characters for this player name
+ switch(player->GetPlayerNameValidState())
+ {
+ case Player::ePlayerNameValid_NotSet:
+ if(font->AllCharactersValid(OriginalName))
+ {
+ playerName=OriginalName;
+ player->SetPlayerNameValidState(true);
+ }
+ else
+ {
+ memset(wchName,0,sizeof(WCHAR)*2);
+ swprintf(wchName, 2, L"%d",player->getPlayerIndex()+1);
+ playerName=wchName;
+ player->SetPlayerNameValidState(false);
+ }
+ break;
+ case Player::ePlayerNameValid_True:
+ playerName=OriginalName;
+ break;
+ case Player::ePlayerNameValid_False:
+ memset(wchName,0,sizeof(WCHAR)*2);
+ swprintf(wchName, 2, L"%d",player->getPlayerIndex()+1);
+ playerName=wchName;
+ break;
+ }
+
+#else
+ playerName=OriginalName;
+#endif
+
+ if( textOpacity > 0.0f )
+ {
+ glColor4f(1.0f,1.0f,1.0f,textOpacity);
+
+ glDepthMask(false);
+ glDisable(GL_DEPTH_TEST);
+
+ glDisable(GL_TEXTURE_2D);
+
+ t->begin();
+ int w = font->width(playerName) / 2;
+
+ if( textOpacity < 1.0f )
+ {
+ t->color(color, 255 * textOpacity);
+ }
+ else
+ {
+ t->color(0.0f, 0.0f, 0.0f, 0.25f);
+ }
+ t->vertex((float)(-w - 1), (float)( -1 + offs), (float)( 0));
+ t->vertex((float)(-w - 1), (float)( +8 + offs + 1), (float)( 0));
+ t->vertex((float)(+w + 1), (float)( +8 + offs + 1), (float)( 0));
+ t->vertex((float)(+w + 1), (float)( -1 + offs), (float)( 0));
+ t->end();
+
+ glEnable(GL_DEPTH_TEST);
+ glDepthMask(true);
+ glDepthFunc(GL_ALWAYS);
+ glLineWidth(2.0f);
+ t->begin(GL_LINE_STRIP);
+ t->color(color, 255 * textOpacity);
+ t->vertex((float)(-w - 1), (float)( -1 + offs), (float)( 0));
+ t->vertex((float)(-w - 1), (float)( +8 + offs + 1), (float)( 0));
+ t->vertex((float)(+w + 1), (float)( +8 + offs + 1), (float)( 0));
+ t->vertex((float)(+w + 1), (float)( -1 + offs), (float)( 0));
+ t->vertex((float)(-w - 1), (float)( -1 + offs), (float)( 0));
+ t->end();
+ glDepthFunc(GL_LEQUAL);
+ glDepthMask(false);
+ glDisable(GL_DEPTH_TEST);
+
+ glEnable(GL_TEXTURE_2D);
+ font->draw(playerName, -font->width(playerName) / 2, offs, 0x20ffffff);
+ glEnable(GL_DEPTH_TEST);
+
+ glDepthMask(true);
+ }
+
+ if( textOpacity < 1.0f )
+ {
+ glColor4f(1.0f,1.0f,1.0f,1.0f);
+ glDisable(GL_TEXTURE_2D);
+ glDepthFunc(GL_ALWAYS);
+ t->begin();
+ int w = font->width(playerName) / 2;
+ t->color(color, 255);
+ t->vertex((float)(-w - 1), (float)( -1 + offs), (float)( 0));
+ t->vertex((float)(-w - 1), (float)( +8 + offs), (float)( 0));
+ t->vertex((float)(+w + 1), (float)( +8 + offs), (float)( 0));
+ t->vertex((float)(+w + 1), (float)( -1 + offs), (float)( 0));
+ t->end();
+ glDepthFunc(GL_LEQUAL);
+ glEnable(GL_TEXTURE_2D);
+
+ glTranslatef(0.0f, 0.0f, -0.04f);
+ }
+
+ if( textOpacity > 0.0f )
+ {
+ int textColor = ( ( (int)(textOpacity*255) << 24 ) | 0xffffff );
+ font->draw(playerName, -font->width(playerName) / 2, offs, textColor);
+ }
+
+ glEnable(GL_LIGHTING);
+ glDisable(GL_BLEND);
+ glColor4f(1, 1, 1, 1);
+ glPopMatrix();
+}