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/PlayerRenderer.cpp | |
| parent | def8cb415354ac390b7e89052a50605285f1aca9 (diff) | |
Initial commit
Diffstat (limited to 'Minecraft.Client/PlayerRenderer.cpp')
| -rw-r--r-- | Minecraft.Client/PlayerRenderer.cpp | 585 |
1 files changed, 585 insertions, 0 deletions
diff --git a/Minecraft.Client/PlayerRenderer.cpp b/Minecraft.Client/PlayerRenderer.cpp new file mode 100644 index 00000000..c332b41c --- /dev/null +++ b/Minecraft.Client/PlayerRenderer.cpp @@ -0,0 +1,585 @@ +#include "stdafx.h" +#include "PlayerRenderer.h" +#include "SkullTileRenderer.h" +#include "HumanoidModel.h" +#include "ModelPart.h" +#include "LocalPlayer.h" +#include "MultiPlayerLocalPlayer.h" +#include "entityRenderDispatcher.h" +#include "..\Minecraft.World\net.minecraft.world.entity.h" +#include "..\Minecraft.World\net.minecraft.world.entity.player.h" +#include "..\Minecraft.World\net.minecraft.world.item.h" +#include "..\Minecraft.World\net.minecraft.world.level.tile.h" +#include "..\Minecraft.World\net.minecraft.h" +#include "..\Minecraft.World\StringHelpers.h" + +const unsigned int PlayerRenderer::s_nametagColors[MINECRAFT_NET_MAX_PLAYERS] = +{ + 0xff000000, // WHITE (represents the "white" player, but using black as the colour) + 0xff33cc33, // GREEN + 0xffcc3333, // RED + 0xff3333cc, // BLUE +#ifndef __PSVITA__ // only 4 player on Vita + 0xffcc33cc, // PINK + 0xffcc6633, // ORANGE + 0xffcccc33, // YELLOW + 0xff33dccc, // TURQUOISE +#endif +}; + +const wstring PlayerRenderer::MATERIAL_NAMES[5] = { L"cloth", L"chain", L"iron", L"diamond", L"gold" }; + +PlayerRenderer::PlayerRenderer() : MobRenderer( new HumanoidModel(0), 0.5f ) +{ + humanoidModel = (HumanoidModel *) model; + + armorParts1 = new HumanoidModel(1.0f); + armorParts2 = new HumanoidModel(0.5f); +} + +unsigned int PlayerRenderer::getNametagColour(int index) +{ + if( index >= 0 && index < MINECRAFT_NET_MAX_PLAYERS) + { + return s_nametagColors[index]; + } + return 0xFF000000; +} + +int PlayerRenderer::prepareArmor(shared_ptr<Mob> _player, int layer, float a) +{ + // 4J - dynamic cast required because we aren't using templates/generics in our version + shared_ptr<Player> player = dynamic_pointer_cast<Player>(_player); + + // 4J-PB - need to disable rendering armour for some special skins (Daleks) + unsigned int uiAnimOverrideBitmask=player->getAnimOverrideBitmask(); + if(uiAnimOverrideBitmask&(1<<HumanoidModel::eAnim_DontRenderArmour)) + { + return -1; + } + + shared_ptr<ItemInstance> itemInstance = player->inventory->getArmor(3 - layer); + if (itemInstance != NULL) + { + Item *item = itemInstance->getItem(); + if (dynamic_cast<ArmorItem *>(item)) + { + ArmorItem *armorItem = dynamic_cast<ArmorItem *>(item); + bindTexture(L"armor/" + MATERIAL_NAMES[armorItem->modelIndex] + L"_" + _toString<int>(layer == 2 ? 2 : 1) + L".png"); + + 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); + 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 = (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 0xf; + + return 1; + } + } + return -1; + +} + +void PlayerRenderer::prepareSecondPassArmor(shared_ptr<Mob> _player, int layer, float a) +{ + // 4J - dynamic cast required because we aren't using templates/generics in our version + shared_ptr<Player> player = dynamic_pointer_cast<Player>(_player); + shared_ptr<ItemInstance> itemInstance = player->inventory->getArmor(3 - layer); + if (itemInstance != NULL) + { + Item *item = itemInstance->getItem(); + if (dynamic_cast<ArmorItem *>(item)) + { + ArmorItem *armorItem = dynamic_cast<ArmorItem *>(item); + bindTexture(L"armor/" + MATERIAL_NAMES[armorItem->modelIndex] + L"_" + _toString<int>(layer == 2 ? 2 : 1) + L"_b.png"); + + float brightness = SharedConstants::TEXTURE_LIGHTING ? 1 : player->getBrightness(a); + glColor3f(brightness, brightness, brightness); + } + } +} + +void PlayerRenderer::render(shared_ptr<Entity> _mob, double x, double y, double z, float rot, float a) +{ + // 4J - dynamic cast required because we aren't using templates/generics in our version + shared_ptr<Player> mob = dynamic_pointer_cast<Player>(_mob); + + if(mob->hasInvisiblePrivilege()) return; + + shared_ptr<ItemInstance> item = mob->inventory->getSelected(); + armorParts1->holdingRightHand = armorParts2->holdingRightHand = humanoidModel->holdingRightHand = item != NULL ? 1 : 0; + if (item != NULL) + { + if (mob->getUseItemDuration() > 0) + { + UseAnim anim = item->getUseAnimation(); + if (anim == UseAnim_block) + { + armorParts1->holdingRightHand = armorParts2->holdingRightHand = humanoidModel->holdingRightHand = 3; + } + else if (anim == UseAnim_bow) + { + armorParts1->bowAndArrow = armorParts2->bowAndArrow = humanoidModel->bowAndArrow = true; + } + } + } + // 4J added, for 3rd person view of eating + 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; + armorParts1->eating_t = armorParts2->eating_t = humanoidModel->eating_t = t; + armorParts1->eating_swing = armorParts2->eating_swing = humanoidModel->eating_swing = swing; + } + else + { + armorParts1->eating = armorParts2->eating = humanoidModel->eating = false; + } + + armorParts1->sneaking = armorParts2->sneaking = humanoidModel->sneaking = mob->isSneaking(); + + double yp = y - mob->heightOffset; + if (mob->isSneaking() && (dynamic_pointer_cast<LocalPlayer>(mob) == NULL)) + { + yp -= 2 / 16.0f; + } + + // Check if an idle animation is needed + if(mob->getAnimOverrideBitmask()&(1<<HumanoidModel::eAnim_HasIdle)) + { + if(mob->isIdle()) + { + humanoidModel->idle=true; + armorParts1->idle=true; + armorParts2->idle=true; + } + else + { + humanoidModel->idle=false; + armorParts1->idle=false; + armorParts2->idle=false; + } + } + else + { + humanoidModel->idle=false; + armorParts1->idle=false; + armorParts2->idle=false; + } + + // 4J-PB - any additional parts to turn on for this player (skin dependent) + vector<ModelPart *> *pAdditionalModelParts=mob->GetAdditionalModelParts(); + //turn them on + if(pAdditionalModelParts!=NULL) + { + for(AUTO_VAR(it, pAdditionalModelParts->begin()); it != pAdditionalModelParts->end(); ++it) + { + ModelPart *pModelPart=*it; + + pModelPart->visible=true; + } + } + + MobRenderer::render(mob, x, yp, z, rot, a); + + // turn them off again + if(pAdditionalModelParts && pAdditionalModelParts->size()!=0) + { + for(AUTO_VAR(it, pAdditionalModelParts->begin()); it != pAdditionalModelParts->end(); ++it) + { + ModelPart *pModelPart=*it; + + pModelPart->visible=false; + } + } + armorParts1->bowAndArrow = armorParts2->bowAndArrow = humanoidModel->bowAndArrow = false; + armorParts1->sneaking = armorParts2->sneaking = humanoidModel->sneaking = false; + armorParts1->holdingRightHand = armorParts2->holdingRightHand = humanoidModel->holdingRightHand = 0; + +} + +void PlayerRenderer::renderName(shared_ptr<Mob> _mob, double x, double y, double z) +{ + // 4J - dynamic cast required because we aren't using templates/generics in our version + shared_ptr<Player> mob = dynamic_pointer_cast<Player>(_mob); + + if (Minecraft::renderNames() && mob != entityRenderDispatcher->cameraEntity + && !mob->isInvisibleTo(Minecraft::GetInstance()->player) ) // 4J-JEV: Todo, move to LivingEntityRenderer. + { + float size = 1.60f; + float s = 1 / 60.0f * size; + double dist = mob->distanceToSqr(entityRenderDispatcher->cameraEntity); + + float maxDist = mob->isSneaking() ? 32.0f : 64.0f; + + if (dist < maxDist * maxDist) + { + // Truncate display names longer than 16 char + wstring msg = mob->getDisplayName(); + if (msg.length() > 16) + { + msg.resize(16); + msg += L"..."; + } + + if (mob->isSneaking()) + { + 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; + } + + Font *font = getFont(); + 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); + + glTranslatef(0, (float) 0.25f / s, 0); + glDepthMask(false); + glEnable(GL_BLEND); + glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); + Tesselator *t = Tesselator::getInstance(); + + glDisable(GL_TEXTURE_2D); + t->begin(); + int w = font->width(msg) / 2; + t->color(0.0f, 0.0f, 0.0f, 0.25f); + t->vertex((float)(-w - 1), (float)( -1), (float)( 0)); + t->vertex((float)(-w - 1), (float)( +8), (float)( 0)); + t->vertex((float)(+w + 1), (float)( +8), (float)( 0)); + t->vertex((float)(+w + 1), (float)( -1), (float)( 0)); + t->end(); + glEnable(GL_TEXTURE_2D); + glDepthMask(true); + font->draw(msg, -font->width(msg) / 2, 0, 0x20ffffff); + glEnable(GL_LIGHTING); + glDisable(GL_BLEND); + glColor4f(1, 1, 1, 1); + glPopMatrix(); + } + else + { + if (mob->isSleeping()) + { + renderNameTag(mob, msg, x, y - 1.5f, z, 64, s_nametagColors[mob->getPlayerIndex()]); + } + else + { + renderNameTag(mob, msg, x, y, z, 64, s_nametagColors[mob->getPlayerIndex()]); + } + } + } + } + +} + +void PlayerRenderer::additionalRendering(shared_ptr<Mob> _mob, float a) +{ + MobRenderer::additionalRendering(_mob,a); + + // 4J - dynamic cast required because we aren't using templates/generics in our version + shared_ptr<Player> mob = dynamic_pointer_cast<Player>(_mob); + + shared_ptr<ItemInstance> headGear = mob->inventory->getArmor(3); + if (headGear != NULL) + { + // don't render the pumpkin for the skins + unsigned int uiAnimOverrideBitmask = mob->getSkinAnimOverrideBitmask( mob->getCustomSkin()); + + if((uiAnimOverrideBitmask&(1<<HumanoidModel::eAnim_DontRenderArmour))==0) + { + glPushMatrix(); + humanoidModel->head->translateTo(1 / 16.0f); + + if(headGear->getItem()->id < 256) + { + if (TileRenderer::canRender(Tile::tiles[headGear->id]->getRenderShape())) + { + float s = 10 / 16.0f; + glTranslatef(-0 / 16.0f, -4 / 16.0f, 0 / 16.0f); + glRotatef(90, 0, 1, 0); + glScalef(s, -s, s); + } + + this->entityRenderDispatcher->itemInHandRenderer->renderItem(mob, headGear, 0); + } + else if (headGear->getItem()->id == Item::skull_Id) + { + float s = 17 / 16.0f; + glScalef(s, -s, -s); + + wstring extra = L""; + if (headGear->hasTag() && headGear->getTag()->contains(L"SkullOwner")) + { + extra = headGear->getTag()->getString(L"SkullOwner"); + } + SkullTileRenderer::instance->renderSkull(-0.5f, 0, -0.5f, Facing::UP, 180, headGear->getAuxValue(), extra); + } + + glPopMatrix(); + } + } + + // need to add a custom texture for deadmau5 + if (mob != NULL && app.isXuidDeadmau5( mob->getXuid() ) && bindTexture(mob->customTextureUrl, L"" )) + { + for (int i = 0; i < 2; i++) + { + float yr = (mob->yRotO + (mob->yRot - mob->yRotO) * a) - (mob->yBodyRotO + (mob->yBodyRot - mob->yBodyRotO) * a); + float xr = mob->xRotO + (mob->xRot - mob->xRotO) * a; + glPushMatrix(); + glRotatef(yr, 0, 1, 0); + glRotatef(xr, 1, 0, 0); + glTranslatef((6 / 16.0f) * (i * 2 - 1), 0, 0); + glTranslatef(0, -6 / 16.0f, 0); + glRotatef(-xr, 1, 0, 0); + glRotatef(-yr, 0, 1, 0); + + float s = 8 / 6.0f; + glScalef(s, s, s); + humanoidModel->renderEars(1 / 16.0f,true); + glPopMatrix(); + } + } +//4J-PB +// if (bindTexture(mob->cloakTexture, L"" )) + if (bindTexture(mob->customTextureUrl2, L"" ) && !mob->isInvisible()) + { + glPushMatrix(); + glTranslatef(0, 0, 2 / 16.0f); + + double xd = (mob->xCloakO + (mob->xCloak - mob->xCloakO) * a) - (mob->xo + (mob->x - mob->xo) * a); + double yd = (mob->yCloakO + (mob->yCloak - mob->yCloakO) * a) - (mob->yo + (mob->y - mob->yo) * a); + double zd = (mob->zCloakO + (mob->zCloak - mob->zCloakO) * a) - (mob->zo + (mob->z - mob->zo) * a); + + float yr = mob->yBodyRotO + (mob->yBodyRot - mob->yBodyRotO) * a; + + double xa = Mth::sin(yr * PI / 180); + double za = -Mth::cos(yr * PI / 180); + + float flap = (float) yd * 10; + if (flap < -6) flap = -6; + if (flap > 32) flap = 32; + 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; + + flap += sin((mob->walkDistO + (mob->walkDist - mob->walkDistO) * a) * 6) * 32 * pow; + if (mob->isSneaking()) + { + 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; + + glRotatef(xRot, 1, 0, 0); + glRotatef(lean2 / 2, 0, 0, 1); + glRotatef(-lean2 / 2, 0, 1, 0); + glRotatef(180, 0, 1, 0); + humanoidModel->renderCloak(1 / 16.0f,true); + glPopMatrix(); + } + + + shared_ptr<ItemInstance> item = mob->inventory->getSelected(); + + if (item != NULL) + { + glPushMatrix(); + humanoidModel->arm0->translateTo(1 / 16.0f); + glTranslatef(-1 / 16.0f, 7 / 16.0f, 1 / 16.0f); + + if (mob->fishing != NULL) + { + item = shared_ptr<ItemInstance>( new ItemInstance(Item::stick) ); + } + + UseAnim anim = UseAnim_none;//null; + if (mob->getUseItemDuration() > 0) + { + anim = item->getUseAnimation(); + } + + 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); + } + 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; + if (Item::items[item->id]->isMirroredArt()) + { + glRotatef(180, 0, 0, 1); + glTranslatef(0, -2 / 16.0f, 0); + } + if (mob->getUseItemDuration() > 0) + { + if (anim == UseAnim_block) + { + glTranslatef(0.05f, 0, -0.1f); + glRotatef(-50, 0, 1, 0); + glRotatef(-10, 1, 0, 0); + glRotatef(-60, 0, 0, 1); + } + } + 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); + } + + if (item->getItem()->hasMultipleSpriteLayers()) + { + for (int layer = 0; layer <= 1; layer++) + { + int col = item->getItem()->getColor(item,layer); + float red = ((col >> 16) & 0xff) / 255.0f; + float g = ((col >> 8) & 0xff) / 255.0f; + float b = ((col) & 0xff) / 255.0f; + + glColor4f(red, g, b, 1); + this->entityRenderDispatcher->itemInHandRenderer->renderItem(mob, item, layer, false); + } + } + else + { + this->entityRenderDispatcher->itemInHandRenderer->renderItem(mob, item, 0); + } + + glPopMatrix(); + } + +} + +void PlayerRenderer::scale(shared_ptr<Mob> player, float a) +{ + float s = 15 / 16.0f; + glScalef(s, s, s); +} + +void PlayerRenderer::renderHand() +{ + humanoidModel->m_uiAnimOverrideBitmask = Minecraft::GetInstance()->player->getAnimOverrideBitmask(); + armorParts1->eating = armorParts2->eating = humanoidModel->eating = humanoidModel->idle = false; + humanoidModel->attackTime = 0; + humanoidModel->setupAnim(0, 0, 0, 0, 0, 1 / 16.0f); + // 4J-PB - does this skin have its arm0 disabled? (Dalek, etc) + if((humanoidModel->m_uiAnimOverrideBitmask&(1<<HumanoidModel::eAnim_DisableRenderArm0))==0) + { + humanoidModel->arm0->render(1 / 16.0f,true); + } +} + +void PlayerRenderer::setupPosition(shared_ptr<Mob> _mob, double x, double y, double z) +{ + // 4J - dynamic cast required because we aren't using templates/generics in our version + shared_ptr<Player> mob = dynamic_pointer_cast<Player>(_mob); + + if (mob->isAlive() && mob->isSleeping()) + { + MobRenderer::setupPosition(mob, x + mob->bedOffsetX, y + mob->bedOffsetY, z + mob->bedOffsetZ); + + } + else + { + MobRenderer::setupPosition(mob, x, y, z); + } +} + +void PlayerRenderer::setupRotations(shared_ptr<Mob> _mob, float bob, float bodyRot, float a) +{ + // 4J - dynamic cast required because we aren't using templates/generics in our version + shared_ptr<Player> mob = dynamic_pointer_cast<Player>(_mob); + + if (mob->isAlive() && mob->isSleeping()) + { + glRotatef(mob->getSleepRotation(), 0, 1, 0); + glRotatef(getFlipDegrees(mob), 0, 0, 1); + glRotatef(270, 0, 1, 0); + } + else + { + MobRenderer::setupRotations(mob, bob, bodyRot, a); + } +} + +// 4J Added override to stop rendering shadow if player is invisible +void PlayerRenderer::renderShadow(shared_ptr<Entity> e, double x, double y, double z, float pow, float a) +{ + if(app.GetGameHostOption(eGameHostOption_HostCanBeInvisible) > 0) + { + shared_ptr<Player> player = dynamic_pointer_cast<Player>(e); + if(player != NULL && player->hasInvisiblePrivilege()) return; + } + EntityRenderer::renderShadow(e,x,y,z,pow,a); +} |
