first commit
This commit is contained in:
410
Minecraft.Client/EntityRenderer.cpp
Normal file
410
Minecraft.Client/EntityRenderer.cpp
Normal file
@@ -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)
|
||||
{
|
||||
}
|
||||
Reference in New Issue
Block a user