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-rw-r--r--Minecraft.Client/EntityRenderer.cpp410
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)
+{
+} \ No newline at end of file