Files
neoStudiosLCE-neoLegacy/Minecraft.Client/PlayerRenderer.cpp
Tranqlmao 4b6e9f8eb2 Elytra
mfeat: added early access elytra in creative for bug testing/accuracy comparison
TODO: replace temporary atlas, Properly implement 3d skulls
2026-04-24 20:00:35 -04:00

889 lines
29 KiB
C++

#include "stdafx.h"
#include "PlayerRenderer.h"
#include "SkullTileRenderer.h"
#include "../Minecraft.World/SkullTileEntity.h"
#include "HumanoidMobRenderer.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"
#include "SkeletonHeadModel.h"
#include "Textures.h"
#include "Skins.h"
ResourceLocation PlayerRenderer::SKELETON_LOCATION = ResourceLocation(TN_MOB_SKELETON);
ResourceLocation PlayerRenderer::WITHER_SKELETON_LOCATION = ResourceLocation(TN_MOB_WITHER_SKELETON);
ResourceLocation PlayerRenderer::ZOMBIE_LOCATION = ResourceLocation(TN_MOB_ZOMBIE);
ResourceLocation PlayerRenderer::CREEPER_LOCATION = ResourceLocation(TN_MOB_CREEPER);
static unsigned int nametagColorForIndex(int index)
{
static const unsigned int s_firstColors[] = {
0xff000000, // WHITE (represents the "white" player, but using black as the colour)
0xff33cc33, // GREEN
0xffcc3333, // RED
0xff3333cc, // BLUE
0xffcc33cc, // PINK
0xffcc6633, // ORANGE
0xffcccc33, // YELLOW
0xff33dccc // TURQUOISE
};
#ifndef __PSVITA__
if (index >= 0 && index < 8) // Use original colors for the first 8 players
return s_firstColors[index];
if (index >= 8 && index < MINECRAFT_NET_MAX_PLAYERS)
{
float h = (float)((index * 137) % 360) / 60.f;
int i = (int)h;
float f = h - i;
float q = 1.f - f;
float t = 1.f - (1.f - f);
float r = 0.f, g = 0.f, b = 0.f;
switch (i % 6)
{
case 0: r = 1.f; g = t; b = 0.f; break;
case 1: r = q; g = 1.f; b = 0.f; break;
case 2: r = 0.f; g = 1.f; b = t; break;
case 3: r = 0.f; g = q; b = 1.f; break;
case 4: r = t; g = 0.f; b = 1.f; break;
default: r = 1.f; g = 0.f; b = q; break;
}
int ri = (int)(r * 255.f) & 0xff, gi = (int)(g * 255.f) & 0xff, bi = (int)(b * 255.f) & 0xff;
return 0xff000000u | (ri << 16) | (gi << 8) | bi;
}
#endif
return 0xFF000000; //Fallback if exceeds 256 somehow
}
ResourceLocation PlayerRenderer::DEFAULT_LOCATION = ResourceLocation(TN_MOB_CHAR);
PlayerRenderer::PlayerRenderer() : LivingEntityRenderer(new HumanoidModel(0), 0.5f, true, true)
{
humanoidModel = static_cast<HumanoidModel*>(model);
humanoidModelSlim = static_cast<HumanoidModel*>(modelSlim);
newHumanoidModel = static_cast<HumanoidModel*>(newModel);
newHumanoidModelSlim = static_cast<HumanoidModel*>(newModelSlim);
armorParts1 = new HumanoidModel(1.0f);
armorParts2 = new HumanoidModel(0.5f);
armorParts3 = new HumanoidModel(0.5f);
}
unsigned int PlayerRenderer::getNametagColour(int index)
{
if (index >= 0 && index < MINECRAFT_NET_MAX_PLAYERS)
return nametagColorForIndex(index);
return 0xFF000000;
}
int PlayerRenderer::prepareArmor(shared_ptr<LivingEntity> _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 != nullptr)
{
Item* item = itemInstance->getItem();
if (dynamic_cast<ArmorItem*>(item))
{
ArmorItem* armorItem = dynamic_cast<ArmorItem*>(item);
bindTexture(HumanoidMobRenderer::getArmorLocation(armorItem, layer));
SkullItem* skullItem = dynamic_cast<SkullItem*>(item);
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 != nullptr) armor->attackTime = model->attackTime;
if (armor != nullptr) armor->riding = model->riding;
if (armor != nullptr) 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 = static_cast<float>((color >> 16) & 0xFF) / 0xFF;
float green = static_cast<float>((color >> 8) & 0xFF) / 0xFF;
float blue = static_cast<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;
}
else if (dynamic_cast<SkullItem*>(item)) {
SkullItem* skullItem = dynamic_cast<SkullItem*>(item);
HumanoidModel* armor = armorParts1;
//auto t = new SkeletonHeadModel(0, 0, 64, 64, 1);
//armor->head->_init();
//armor->head = t->head;
//armor->head->addHumanoidBox(-4, -8, -4, 8, 8, 8, 0.5); // Head
switch (itemInstance->getAuxValue())
{
case SkullTileEntity::TYPE_WITHER:
bindTexture(&WITHER_SKELETON_LOCATION);
break;
case SkullTileEntity::TYPE_ZOMBIE:
bindTexture(&ZOMBIE_LOCATION);
break;
case SkullTileEntity::TYPE_CREEPER:
bindTexture(&CREEPER_LOCATION);
break;
case SkullTileEntity::TYPE_CHAR:
{
armor = armorParts3;
auto t = new SkeletonHeadModel(0, 0, 64, 64, 1);
armor->head = t->head;
bindTexture(&PlayerRenderer::DEFAULT_LOCATION);
break;
}
case SkullTileEntity::TYPE_SKELETON:
default:
bindTexture(&SKELETON_LOCATION);
break;
}
armor->head->visible = layer == 0;
armor->hair->visible = false;
armor->body->visible = false;
armor->arm0->visible = false;
armor->arm1->visible = false;
armor->leg0->visible = false;
armor->leg1->visible = false;
setArmor(armor);
if (armor != nullptr) armor->attackTime = model->attackTime;
if (armor != nullptr) armor->riding = model->riding;
if (armor != nullptr) armor->young = model->young;
return 1;
}
}
return -1;
}
void PlayerRenderer::prepareSecondPassArmor(shared_ptr<LivingEntity> _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 != nullptr)
{
Item* item = itemInstance->getItem();
if (dynamic_cast<ArmorItem*>(item))
{
ArmorItem* armorItem = dynamic_cast<ArmorItem*>(item);
bindTexture(HumanoidMobRenderer::getArmorLocation(static_cast<ArmorItem*>(item), layer, true));
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)
{
if (_mob == nullptr)
{
return;
}
// 4J - dynamic cast required because we aren't using templates/generics in our version
shared_ptr<Player> mob = dynamic_pointer_cast<Player>(_mob);
HumanoidModel* resModel = static_cast<HumanoidModel*>(model);
if (mob == nullptr) return;
if (mob->hasInvisiblePrivilege()) return;
if (mob != nullptr)
{
Textures* textures = Minecraft::GetInstance()->textures;
int skinId = mob->getPlayerDefaultSkin() - 1;
int defaultSkin = mob->getPlayerDefaultSkin() + 35;
if (slim[skinId] == true)
{
if (textures->getHeight(mob->customTextureUrl, defaultSkin) == 64)
resModel = static_cast<HumanoidModel*>(newHumanoidModelSlim);
else
resModel = static_cast<HumanoidModel*>(humanoidModelSlim);
}
else
{
if (textures->getHeight(mob->customTextureUrl, defaultSkin) == 64)
resModel = static_cast<HumanoidModel*>(newHumanoidModel);
else
resModel = static_cast<HumanoidModel*>(humanoidModel);
}
}
else
resModel = static_cast<HumanoidModel*>(model);
/*if (mob != nullptr && newHumanoidModelSlim != nullptr && (mob->getCustomSkin() >= 10 && mob->getCustomSkin() <= 18)) resModel = newHumanoidModelSlim;
else if (mob != nullptr && newHumanoidModel != nullptr && (mob->getCustomSkin() >= 2 && mob->getCustomSkin() <= 9)) resModel = newHumanoidModel;
else resModel = humanoidModel;*/
shared_ptr<ItemInstance> item = mob->inventory->getSelected();
armorParts1->holdingRightHand = armorParts2->holdingRightHand = resModel->holdingRightHand = item != nullptr ? 1 : 0;
if (item != nullptr)
{
if (mob->getUseItemDuration() > 0)
{
UseAnim anim = item->getUseAnimation();
if (anim == UseAnim_block)
{
armorParts1->holdingRightHand = armorParts2->holdingRightHand = resModel->holdingRightHand = 3;
}
else if (anim == UseAnim_bow)
{
armorParts1->bowAndArrow = armorParts2->bowAndArrow = resModel->bowAndArrow = true;
}
}
}
// 4J added, for 3rd person view of eating
if (item != nullptr && 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 = resModel->eating = true;
armorParts1->eating_t = armorParts2->eating_t = resModel->eating_t = t;
armorParts1->eating_swing = armorParts2->eating_swing = resModel->eating_swing = swing;
}
else
{
armorParts1->eating = armorParts2->eating = resModel->eating = false;
}
// Suppress crouch pose while elytra flying (superman pose is applied instead)
bool effectiveSneaking = mob->isSneaking() && !mob->isElytraFlying();
armorParts1->sneaking = armorParts2->sneaking = resModel->sneaking = effectiveSneaking;
// Signal models: elytraFlying suppresses walk/bob; elytraCrouching adds superman arms
// Suppress elytra pose in the inventory screen (isInventoryRender=true during that pass).
bool elytraFlying = mob->isElytraFlying() && !EntityRenderDispatcher::instance->isInventoryRender;
bool elytraCrouch = elytraFlying && mob->isSneaking();
armorParts1->elytraFlying = armorParts2->elytraFlying = resModel->elytraFlying = elytraFlying;
armorParts1->elytraCrouching = armorParts2->elytraCrouching = resModel->elytraCrouching = elytraCrouch;
double yp = y - mob->heightOffset;
if (mob->isSneaking() && !mob->instanceof(eTYPE_LOCALPLAYER))
{
yp -= 2 / 16.0f;
}
if (mob->getAnimOverrideBitmask() & (1 << HumanoidModel::eAnim_SmallModel))
{
if (mob->isRiding())
{
std::shared_ptr<Entity> ridingEntity = mob->riding;
if (ridingEntity != nullptr) // Safety check;
{
if (ridingEntity->instanceof(eTYPE_BOAT))
{
yp += 0.25f; // reverts the change in Boat.cpp for smaller models.
}
}
}
}
// Check if an idle animation is needed
if (mob->getAnimOverrideBitmask() & (1 << HumanoidModel::eAnim_HasIdle))
{
if (mob->isIdle())
{
resModel->idle = true;
armorParts1->idle = true;
armorParts2->idle = true;
}
else
{
resModel->idle = false;
armorParts1->idle = false;
armorParts2->idle = false;
}
}
else
{
resModel->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 != nullptr)
{
for (ModelPart* pModelPart : *pAdditionalModelParts)
{
pModelPart->visible = true;
}
}
LivingEntityRenderer::render(mob, x, yp, z, rot, a);
// turn them off again
if (pAdditionalModelParts && pAdditionalModelParts->size() != 0)
{
for (ModelPart* pModelPart : *pAdditionalModelParts)
{
pModelPart->visible = false;
}
}
armorParts1->bowAndArrow = armorParts2->bowAndArrow = resModel->bowAndArrow = false;
armorParts1->sneaking = armorParts2->sneaking = resModel->sneaking = false;
armorParts1->elytraFlying = armorParts2->elytraFlying = resModel->elytraFlying = false;
armorParts1->elytraCrouching = armorParts2->elytraCrouching = resModel->elytraCrouching = false;
armorParts1->holdingRightHand = armorParts2->holdingRightHand = resModel->holdingRightHand = 0;
}
void PlayerRenderer::additionalRendering(shared_ptr<LivingEntity> _mob, float a)
{
float brightness = SharedConstants::TEXTURE_LIGHTING ? 1 : _mob->getBrightness(a);
glColor3f(brightness, brightness, brightness);
LivingEntityRenderer::additionalRendering(_mob, a);
LivingEntityRenderer::renderArrows(_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);
HumanoidModel* resModel = static_cast<HumanoidModel*>(model);
if (mob != nullptr)
{
Textures* textures = Minecraft::GetInstance()->textures;
int skinId = mob->getPlayerDefaultSkin() - 1;
int defaultSkin = mob->getPlayerDefaultSkin() + 35;
if (slim[skinId] == true)
{
if (textures->getHeight(mob->customTextureUrl, defaultSkin) == 64)
resModel = static_cast<HumanoidModel*>(newHumanoidModelSlim);
else
resModel = static_cast<HumanoidModel*>(humanoidModelSlim);
}
else
{
if (textures->getHeight(mob->customTextureUrl, defaultSkin) == 64)
resModel = static_cast<HumanoidModel*>(newHumanoidModel);
else
resModel = static_cast<HumanoidModel*>(humanoidModel);
}
}
else
resModel = static_cast<HumanoidModel*>(model);
/*if (mob != nullptr && newHumanoidModelSlim != nullptr && (mob->getCustomSkin() >= 10 && mob->getCustomSkin() <= 18)) resModel = newHumanoidModelSlim;
else if (mob != nullptr && newHumanoidModel != nullptr && (mob->getCustomSkin() >= 2 && mob->getCustomSkin() <= 9)) resModel = newHumanoidModel;
else resModel = humanoidModel;*/
shared_ptr<ItemInstance> headGear = mob->inventory->getArmor(3);
if (headGear != nullptr)
{
// don't render the pumpkin for the skins
unsigned int uiAnimOverrideBitmask = mob->getSkinAnimOverrideBitmask(mob->getCustomSkin());
if ((uiAnimOverrideBitmask & (1 << HumanoidModel::eAnim_DontRenderArmour)) == 0)
{
glPushMatrix();
resModel->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);
}
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);
}*/
//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 != nullptr && 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);
resModel->renderEars(1 / 16.0f, true);
glPopMatrix();
}
}
// 4J: removed
/*boolean loaded = mob->getCloakTexture()->isLoaded();
boolean b1 = !mob->isInvisible();
boolean b2 = !mob->isCapeHidden();*/
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 = static_cast<float>(yd) * 10;
if (flap < -6) flap = -6;
if (flap > 32) flap = 32;
float lean = static_cast<float>(xd * xa + zd * za) * 100;
float lean2 = static_cast<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;
glRotatef(xRot, 1, 0, 0);
glRotatef(lean2 / 2, 0, 0, 1);
glRotatef(-lean2 / 2, 0, 1, 0);
glRotatef(180, 0, 1, 0);
resModel->renderCloak(1 / 16.0f, true);
glPopMatrix();
}
{
shared_ptr<ItemInstance> chestItem = mob->inventory->armor[LivingEntity::SLOT_CHEST - 1];
if (chestItem != nullptr && dynamic_cast<ElytraItem*>(chestItem->getItem()) != nullptr && !mob->isInvisible())
{
static ResourceLocation elytraTexture(L"item/elytra.png");
bindTexture(&elytraTexture);
float brightness2 = SharedConstants::TEXTURE_LIGHTING ? 1 : mob->getBrightness(a);
glColor3f(brightness2, brightness2, brightness2);
float wf = 0.2617994f;
float wf1 = -0.2617994f;
float wf2 = resModel->body->y;
float wf3 = 0.0f;
if (mob->isElytraFlying() && !EntityRenderDispatcher::instance->isInventoryRender)
{
float f4 = 1.0f;
if (mob->yd < 0.0)
{
double speed = sqrt(mob->xd * mob->xd + mob->yd * mob->yd + mob->zd * mob->zd);
if (speed > 0.0)
{
double normY = mob->yd / speed;
f4 = 1.0f - (float)pow(-normY, 1.5);
if (f4 < 0.0f) f4 = 0.0f;
if (f4 > 1.0f) f4 = 1.0f;
}
}
wf = f4 * 0.34906584f + (1.0f - f4) * wf;
wf1 = f4 * (-(float)(PI / 2.0)) + (1.0f - f4) * wf1;
}
else if (mob->isSneaking())
{
wf = (float)(PI * 2.0 / 9.0);
wf1 = -(float)(PI / 4.0);
wf2 = 0.0f;
wf3 = 0.08726646f;
}
if (EntityRenderDispatcher::instance->isInventoryRender)
{
mob->rotateElytraX = wf;
mob->rotateElytraY = wf3;
mob->rotateElytraZ = wf1;
}
else
{
mob->rotateElytraX += (wf - mob->rotateElytraX) * 0.3f;
mob->rotateElytraY += (wf3 - mob->rotateElytraY) * 0.3f;
mob->rotateElytraZ += (wf1 - mob->rotateElytraZ) * 0.3f;
}
humanoidModel->elytraRight->y = wf2;
humanoidModel->elytraRight->xRot = mob->rotateElytraX;
humanoidModel->elytraRight->yRot = mob->rotateElytraY;
humanoidModel->elytraRight->zRot = mob->rotateElytraZ;
humanoidModel->elytraLeft->y = wf2;
humanoidModel->elytraLeft->xRot = mob->rotateElytraX;
humanoidModel->elytraLeft->yRot = -mob->rotateElytraY;
humanoidModel->elytraLeft->zRot = -mob->rotateElytraZ;
glPushMatrix();
glTranslatef(0, 0.0f, (2.0f + 0.125f) / 16.0f);
humanoidModel->renderElytra(1 / 16.0f, true);
glPopMatrix();
}
shared_ptr<ItemInstance> item = mob->inventory->getSelected();
if (item != nullptr)
{
glPushMatrix();
resModel->arm0->translateTo(1 / 16.0f);
glTranslatef(-1 / 16.0f, 7 / 16.0f, 1 / 16.0f);
if (mob->fishing != nullptr)
{
item = std::make_shared<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 if (item->id == Item::skull_Id)
{
float s = 0.5f;
glTranslatef(0, -3 / 16.0f, -4 / 16.0f);
glRotatef(45, 1, 0, 0);
glRotatef(45, 0, 1, 0);
glScalef(-s, -s, s);
}
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
{
int col = item->getItem()->getColor(item, 0);
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, 0);
}
glPopMatrix();
}
}
}
void PlayerRenderer::renderNameTags(shared_ptr<LivingEntity> player, double x, double y, double z, const wstring& msg, float scale, double dist)
{
#if 0
if (dist < 10 * 10)
{
Scoreboard* scoreboard = player->getScoreboard();
Objective* objective = scoreboard->getDisplayObjective(Scoreboard::DISPLAY_SLOT_BELOW_NAME);
if (objective != nullptr)
{
Score* score = scoreboard->getPlayerScore(player->getAName(), objective);
if (player->isSleeping())
{
renderNameTag(player, score->getScore() + " " + objective->getDisplayName(), x, y - 1.5f, z, 64);
}
else
{
renderNameTag(player, score->getScore() + " " + objective->getDisplayName(), x, y, z, 64);
}
y += getFont()->lineHeight * 1.15f * scale;
}
}
#endif
shared_ptr<Player> pPlayer = dynamic_pointer_cast<Player>(player);
int color = getNametagColour(pPlayer->getPlayerIndex());
if (player->isSleeping())
{
renderNameTag(player, msg, x, y - 1.5f, z, 64, color);
}
else
{
renderNameTag(player, msg, x, y, z, 64, color);
}
}
void PlayerRenderer::scale(shared_ptr<LivingEntity> player, float a)
{
float s = 15 / 16.0f;
glScalef(s, s, s);
}
void PlayerRenderer::renderHand()
{
shared_ptr<Player> player = dynamic_pointer_cast<Player>(Minecraft::GetInstance()->player);
HumanoidModel* resModel = static_cast<HumanoidModel*>(model);
if (player != nullptr)
{
Textures* textures = Minecraft::GetInstance()->textures;
int skinId = player->getPlayerDefaultSkin() - 1;
int defaultSkin = player->getPlayerDefaultSkin() + 35;
if (slim[skinId] == true)
{
if (textures->getHeight(player->customTextureUrl, defaultSkin) == 64)
resModel = static_cast<HumanoidModel*>(newHumanoidModelSlim);
else
resModel = static_cast<HumanoidModel*>(humanoidModelSlim);
}
else
{
if (textures->getHeight(player->customTextureUrl, defaultSkin) == 64)
resModel = static_cast<HumanoidModel*>(newHumanoidModel);
else
resModel = static_cast<HumanoidModel*>(humanoidModel);
}
}
else
resModel = static_cast<HumanoidModel*>(model);
/*if (player != nullptr && newHumanoidModelSlim != nullptr && (player->getCustomSkin() >= 10 && player->getCustomSkin() <= 18)) resModel = newHumanoidModelSlim;
else if (player != nullptr && newHumanoidModel != nullptr && (player->getCustomSkin() >= 2 && player->getCustomSkin() <= 9)) resModel = newHumanoidModel;
else resModel = humanoidModel;*/
float brightness = 1;
glColor3f(brightness, brightness, brightness);
resModel->m_uiAnimOverrideBitmask = player->getAnimOverrideBitmask();
armorParts1->eating = armorParts2->eating = resModel->eating = resModel->idle = false;
resModel->attackTime = 0;
resModel->setupAnim(0, 0, 0, 0, 0, 1 / 16.0f, Minecraft::GetInstance()->player);
// 4J-PB - does this skin have its arm0 disabled? (Dalek, etc)
if ((resModel->m_uiAnimOverrideBitmask & (1 << HumanoidModel::eAnim_DisableRenderArm0)) == 0)
resModel->arm0->render(1 / 16.0f, true);
//Render custom skin boxes on viewmodel - Botch
vector<ModelPart*>* additionalModelParts = Minecraft::GetInstance()->player->GetAdditionalModelParts();
if (!additionalModelParts) return; //If there are no custom boxes, return. This fixes bug where the game will crash if you select a skin with no additional boxes.
vector<ModelPart*> armchildren = resModel->arm0->children;
std::unordered_set<ModelPart*> additionalModelPartSet(additionalModelParts->begin(), additionalModelParts->end());
for (const auto& x : armchildren) {
if (x) {
if (additionalModelPartSet.find(x) != additionalModelPartSet.end()) { //This is to verify box is still actually on current skin - Botch
glPushMatrix();
//We need to transform to match offset of arm - Botch
glTranslatef(-5 * 0.0625f, 2 * 0.0625f, 0);
glRotatef(0.1 * (180.0f / PI), 0, 0, 1);
x->visible = true;
x->render(1.0f / 16.0f, true);
x->visible = false;
glPopMatrix();
}
}
}
}
void PlayerRenderer::setupPosition(shared_ptr<LivingEntity> _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())
{
LivingEntityRenderer::setupPosition(mob, x + mob->bedOffsetX, y + mob->bedOffsetY, z + mob->bedOffsetZ);
}
else
{
if (mob->isRiding() && (mob->getAnimOverrideBitmask() & (1 << HumanoidModel::eAnim_SmallModel)) != 0)
{
y += 0.5f;
}
LivingEntityRenderer::setupPosition(mob, x, y, z);
}
}
void PlayerRenderer::setupRotations(shared_ptr<LivingEntity> _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 if (mob->isElytraFlying() && !EntityRenderDispatcher::instance->isInventoryRender)
{
LivingEntityRenderer::setupRotations(mob, bob, bodyRot, a);
float f = (float)mob->ticksElytraFlying + a;
float f1 = Mth::clamp(f * f / 100.0f, 0.0f, 1.0f);
glRotatef(f1 * (-90.0f - mob->xRot), 1.0f, 0.0f, 0.0f);
Vec3* look = mob->getLookAngle();
double d0 = mob->xd * mob->xd + mob->zd * mob->zd;
double d1 = look->x * look->x + look->z * look->z;
if (d0 > 0.0 && d1 > 0.0)
{
double d2 = (mob->xd * look->x + mob->zd * look->z) / (sqrt(d0) * sqrt(d1));
if (d2 > 1.0) d2 = 1.0;
if (d2 < -1.0) d2 = -1.0;
double d3 = mob->xd * look->z - mob->zd * look->x;
float sign = (d3 >= 0.0) ? 1.0f : -1.0f;
glRotatef(sign * (float)(acos(d2) * 180.0 / PI), 0.0f, 1.0f, 0.0f);
}
}
else
{
LivingEntityRenderer::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 != nullptr && player->hasInvisiblePrivilege()) return;
}
EntityRenderer::renderShadow(e, x, y, z, pow, a);
}
// 4J Added override
void PlayerRenderer::bindTexture(shared_ptr<Entity> entity)
{
shared_ptr<Player> player = dynamic_pointer_cast<Player>(entity);
bindTexture(player->customTextureUrl, player->getTexture());
}
ResourceLocation* PlayerRenderer::getTextureLocation(shared_ptr<Entity> entity)
{
shared_ptr<Player> player = dynamic_pointer_cast<Player>(entity);
return new ResourceLocation(static_cast<_TEXTURE_NAME>(player->getTexture()));
}