From b691c43c44ff180d10e7d4a9afc83b98551ff586 Mon Sep 17 00:00:00 2001 From: daoge_cmd <3523206925@qq.com> Date: Sun, 1 Mar 2026 12:16:08 +0800 Subject: Initial commit --- Minecraft.Client/MobRenderer.cpp | 515 +++++++++++++++++++++++++++++++++++++++ 1 file changed, 515 insertions(+) create mode 100644 Minecraft.Client/MobRenderer.cpp (limited to 'Minecraft.Client/MobRenderer.cpp') 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 _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 = dynamic_pointer_cast(_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->riding)) + { + shared_ptr riding = dynamic_pointer_cast(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 mob, float wp, float ws, float bob, float headRotMinusBodyRot, float headRotx, float scale) +{ + shared_ptr player = dynamic_pointer_cast(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, double x, double y, double z) +{ + glTranslatef((float) x, (float) y, (float) z); +} + +void MobRenderer::setupRotations(shared_ptr 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, float a) +{ + return mob->getAttackAnim(a); +} + +float MobRenderer::getBob(shared_ptr mob, float a) +{ + return (mob->tickCount + a); +} + +void MobRenderer::additionalRendering(shared_ptr mob, float a) +{ +} + +int MobRenderer::prepareArmorOverlay(shared_ptr mob, int layer, float a) +{ + return prepareArmor(mob, layer, a); +} + +int MobRenderer::prepareArmor(shared_ptr mob, int layer, float a) +{ + return -1; +} + +void MobRenderer::prepareSecondPassArmor(shared_ptr mob, int layer, float a) +{ +} + +float MobRenderer::getFlipDegrees(shared_ptr mob) +{ + return 90; +} + +int MobRenderer::getOverlayColor(shared_ptr mob, float br, float a) +{ + return 0; +} + +void MobRenderer::scale(shared_ptr mob, float a) +{ +} + +void MobRenderer::renderName(shared_ptr mob, double x, double y, double z) +{ + if (Minecraft::renderDebug()) + { + //renderNameTag(mob, _toString(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, 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 = dynamic_pointer_cast(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(); +} -- cgit v1.2.3