feat: TU19 (Dec 2014) Features & Content (#155)
* try to resolve merge conflict
* feat: TU19 (Dec 2014) Features & Content (#32)
* December 2014 files
* Working release build
* Fix compilation issues
* Add sound to Windows64Media
* Add DLC content and force Tutorial DLC
* Revert "Add DLC content and force Tutorial DLC"
This reverts commit 97a4399472.
* Disable broken light packing
* Disable breakpoint during DLC texture map load
Allows DLC loading but the DLC textures are still broken
* Fix post build not working
* ...
* fix vs2022 build
* fix cmake build
---------
Co-authored-by: Loki <lokirautio@gmail.com>
This commit is contained in:
@@ -1,5 +1,6 @@
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#include "stdafx.h"
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#include "MobRenderer.h"
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#include "LivingEntityRenderer.h"
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#include "MultiPlayerLocalPlayer.h"
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#include "..\Minecraft.World\net.minecraft.world.entity.h"
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#include "..\Minecraft.World\net.minecraft.world.entity.player.h"
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@@ -8,508 +9,119 @@
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#include "..\Minecraft.World\Mth.h"
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#include "entityRenderDispatcher.h"
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MobRenderer::MobRenderer(Model *model, float shadow) : EntityRenderer()
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MobRenderer::MobRenderer(Model *model, float shadow) : LivingEntityRenderer(model, shadow)
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{
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this->model = model;
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this->shadowRadius = shadow;
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this->armor = NULL;
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}
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void MobRenderer::setArmor(Model *armor)
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{
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this->armor = armor;
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}
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float MobRenderer::rotlerp(float from, float to, float a)
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{
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float diff = to - from;
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while (diff < -180)
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diff += 360;
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while (diff >= 180)
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diff -= 360;
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return from + a * diff;
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}
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void MobRenderer::render(shared_ptr<Entity> _mob, double x, double y, double z, float rot, float a)
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{
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// 4J - added - this used to use generics so the input parameter could be a mob (or derived type), but we aren't
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// able to do that so dynamically casting to get the more specific type here.
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shared_ptr<Mob> mob = dynamic_pointer_cast<Mob>(_mob);
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glPushMatrix();
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glDisable(GL_CULL_FACE);
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model->attackTime = getAttackAnim(mob, a);
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if (armor != NULL) armor->attackTime = model->attackTime;
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model->riding = mob->isRiding();
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if (armor != NULL) armor->riding = model->riding;
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model->young = mob->isBaby();
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if (armor != NULL) armor->young = model->young;
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LivingEntityRenderer::render(mob, x, y, z, rot, a);
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renderLeash(mob, x, y, z, rot, a);
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}
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// 4J - removed try/catch
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// try
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// {
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float bodyRot = rotlerp(mob->yBodyRotO, mob->yBodyRot, a);
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float headRot = rotlerp(mob->yHeadRotO, mob->yHeadRot, a);
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bool MobRenderer::shouldShowName(shared_ptr<LivingEntity> mob)
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{
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return LivingEntityRenderer::shouldShowName(mob) && (mob->shouldShowName() || dynamic_pointer_cast<Mob>(mob)->hasCustomName() && mob == entityRenderDispatcher->crosshairPickMob);
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}
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if (mob->isRiding() && dynamic_pointer_cast<Mob>(mob->riding))
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void MobRenderer::renderLeash(shared_ptr<Mob> entity, double x, double y, double z, float rot, float a)
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{
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shared_ptr<Entity> roper = entity->getLeashHolder();
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// roper = entityRenderDispatcher.cameraEntity;
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if (roper != NULL)
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{
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glColor4f(1.0f, 1.0f, 1.0f, 1.0f);
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y -= (1.6 - entity->bbHeight) * .5;
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Tesselator *tessellator = Tesselator::getInstance();
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double roperYRot = lerp(roper->yRotO, roper->yRot, a * .5f) * Mth::RAD_TO_GRAD;
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double roperXRot = lerp(roper->xRotO, roper->xRot, a * .5f) * Mth::RAD_TO_GRAD;
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double rotOffCos = cos(roperYRot);
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double rotOffSin = sin(roperYRot);
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double yOff = sin(roperXRot);
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if (roper->instanceof(eTYPE_HANGING_ENTITY))
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{
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shared_ptr<Mob> riding = dynamic_pointer_cast<Mob>(mob->riding);
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bodyRot = rotlerp(riding->yBodyRotO, riding->yBodyRot, a);
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float headDiff = Mth::wrapDegrees(headRot - bodyRot);
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if (headDiff < -85) headDiff = -85;
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if (headDiff >= 85) headDiff = +85;
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bodyRot = headRot - headDiff;
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if (headDiff * headDiff > 50 * 50)
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{
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bodyRot += headDiff * 0.2f;
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}
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}
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float headRotx = (mob->xRotO + (mob->xRot - mob->xRotO) * a);
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setupPosition(mob, x, y, z);
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float bob = getBob(mob, a);
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setupRotations(mob, bob, bodyRot, a);
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float _scale = 1 / 16.0f;
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glEnable(GL_RESCALE_NORMAL);
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glScalef(-1, -1, 1);
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scale(mob, a);
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glTranslatef(0, -24 * _scale - 0.125f / 16.0f, 0);
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float ws = mob->walkAnimSpeedO + (mob->walkAnimSpeed - mob->walkAnimSpeedO) * a;
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float wp = mob->walkAnimPos - mob->walkAnimSpeed * (1 - a);
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if (mob->isBaby())
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{
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wp *= 3.0f;
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}
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if (ws > 1) ws = 1;
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MemSect(31);
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bindTexture(mob->customTextureUrl, mob->getTexture());
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MemSect(0);
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glEnable(GL_ALPHA_TEST);
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model->prepareMobModel(mob, wp, ws, a);
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renderModel(mob, wp, ws, bob, headRot - bodyRot, headRotx, _scale);
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for (int i = 0; i < MAX_ARMOR_LAYERS; i++)
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{
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int armorType = prepareArmor(mob, i, a);
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if (armorType > 0)
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{
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armor->prepareMobModel(mob, wp, ws, a);
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armor->render(mob, wp, ws, bob, headRot - bodyRot, headRotx, _scale, true);
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if ((armorType & 0xf0) == 16)
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{
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prepareSecondPassArmor(mob, i, a);
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armor->render(mob, wp, ws, bob, headRot - bodyRot, headRotx, _scale, true);
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}
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// 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
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// 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
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// 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.
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if( !entityRenderDispatcher->isGuiRender )
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{
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if ((armorType & 0xf) == 0xf) //MGH - fix for missing enchantment glow
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{
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float time = mob->tickCount + a;
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bindTexture(TN__BLUR__MISC_GLINT); // 4J was "%blur%/misc/glint.png"
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glEnable(GL_BLEND);
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float br = 0.5f;
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glColor4f(br, br, br, 1);
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glDepthFunc(GL_EQUAL);
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glDepthMask(false);
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for (int j = 0; j < 2; j++)
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{
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glDisable(GL_LIGHTING);
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float brr = 0.76f;
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glColor4f(0.5f * brr, 0.25f * brr, 0.8f * brr, 1);
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glBlendFunc(GL_SRC_COLOR, GL_ONE);
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glMatrixMode(GL_TEXTURE);
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glLoadIdentity();
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float uo = time * (0.001f + j * 0.003f) * 20;
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float ss = 1 / 3.0f;
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glScalef(ss, ss, ss);
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glRotatef(30 - (j) * 60.0f, 0, 0, 1);
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glTranslatef(0, uo, 0);
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glMatrixMode(GL_MODELVIEW);
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armor->render(mob, wp, ws, bob, headRot - bodyRot, headRotx, _scale, false);
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}
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glColor4f(1, 1, 1, 1);
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glMatrixMode(GL_TEXTURE);
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glDepthMask(true);
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glLoadIdentity();
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glMatrixMode(GL_MODELVIEW);
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glEnable(GL_LIGHTING);
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glDisable(GL_BLEND);
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glDepthFunc(GL_LEQUAL);
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}
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glDisable(GL_BLEND);
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}
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glEnable(GL_ALPHA_TEST);
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}
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rotOffCos = 0;
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rotOffSin = 0;
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yOff = -1;
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}
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double swingOff = cos(roperXRot);
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double endX = lerp(roper->xo, roper->x, a) - (rotOffCos * 0.7) - (rotOffSin * 0.5 * swingOff);
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double endY = lerp(roper->yo + roper->getHeadHeight() * .7, roper->y + roper->getHeadHeight() * .7, a) - (yOff * 0.5) - .25;
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double endZ = lerp(roper->zo, roper->z, a) - (rotOffSin * 0.7) + (rotOffCos * 0.5 * swingOff);
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glDepthMask(true);
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double entityYRot = lerp(entity->yBodyRotO, entity->yBodyRot, a) * Mth::RAD_TO_GRAD + PI * .5;
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rotOffCos = cos(entityYRot) * entity->bbWidth * .4;
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rotOffSin = sin(entityYRot) * entity->bbWidth * .4;
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double startX = lerp(entity->xo, entity->x, a) + rotOffCos;
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double startY = lerp(entity->yo, entity->y, a);
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double startZ = lerp(entity->zo, entity->z, a) + rotOffSin;
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x += rotOffCos;
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z += rotOffSin;
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additionalRendering(mob, a);
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float br = mob->getBrightness(a);
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int overlayColor = getOverlayColor(mob, br, a);
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glActiveTexture(GL_TEXTURE1);
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glDisable(GL_TEXTURE_2D);
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glActiveTexture(GL_TEXTURE0);
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double dx = (float) (endX - startX);
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double dy = (float) (endY - startY);
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double dz = (float) (endZ - startZ);
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if (((overlayColor >> 24) & 0xff) > 0 || mob->hurtTime > 0 || mob->deathTime > 0)
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glDisable(GL_TEXTURE_2D);
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glDisable(GL_LIGHTING);
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glDisable(GL_CULL_FACE);
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unsigned int lightCol = Minecraft::GetInstance()->getColourTable()->getColor( eMinecraftColour_Leash_Light_Colour );
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float rLightCol = ( (lightCol>>16)&0xFF )/255.0f;
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float gLightCol = ( (lightCol>>8)&0xFF )/255.0;
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float bLightCol = ( lightCol&0xFF )/255.0;
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unsigned int darkCol = Minecraft::GetInstance()->getColourTable()->getColor( eMinecraftColour_Leash_Dark_Colour );
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float rDarkCol = ( (darkCol>>16)&0xFF )/255.0f;
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float gDarkCol = ( (darkCol>>8)&0xFF )/255.0;
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float bDarkCol = ( darkCol&0xFF )/255.0;
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int steps = 24;
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double width = .025;
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tessellator->begin(GL_TRIANGLE_STRIP);
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for (int k = 0; k <= steps; k++)
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{
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glDisable(GL_TEXTURE_2D);
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glDisable(GL_ALPHA_TEST);
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glEnable(GL_BLEND);
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glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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glDepthFunc(GL_EQUAL);
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// 4J - changed these renders to not use the compiled version of their models, because otherwise the render states set
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// about (in particular the depth & alpha test) don't work with our command buffer versions
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if (mob->hurtTime > 0 || mob->deathTime > 0)
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if (k % 2 == 0)
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{
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glColor4f(br, 0, 0, 0.4f);
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model->render(mob, wp, ws, bob, headRot - bodyRot, headRotx, _scale, false);
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for (int i = 0; i < MAX_ARMOR_LAYERS; i++)
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{
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if (prepareArmorOverlay(mob, i, a) >= 0)
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{
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glColor4f(br, 0, 0, 0.4f);
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armor->render(mob, wp, ws, bob, headRot - bodyRot, headRotx, _scale, false);
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}
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}
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tessellator->color(rLightCol, gLightCol, bLightCol, 1.0F);
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}
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if (((overlayColor >> 24) & 0xff) > 0)
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else
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{
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float r = ((overlayColor >> 16) & 0xff) / 255.0f;
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float g = ((overlayColor >> 8) & 0xff) / 255.0f;
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float b = ((overlayColor) & 0xff) / 255.0f;
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float aa = ((overlayColor >> 24) & 0xff) / 255.0f;
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glColor4f(r, g, b, aa);
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model->render(mob, wp, ws, bob, headRot - bodyRot, headRotx, _scale, false);
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for (int i = 0; i < MAX_ARMOR_LAYERS; i++)
|
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{
|
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if (prepareArmorOverlay(mob, i, a) >= 0)
|
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{
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glColor4f(r, g, b, aa);
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armor->render(mob, wp, ws, bob, headRot - bodyRot, headRotx, _scale, false);
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}
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}
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tessellator->color(rDarkCol, gDarkCol, bDarkCol, 1.0F);
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}
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glDepthFunc(GL_LEQUAL);
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glDisable(GL_BLEND);
|
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glEnable(GL_ALPHA_TEST);
|
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glEnable(GL_TEXTURE_2D);
|
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float aa = (float) k / (float) steps;
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tessellator->vertex(x + (dx * aa) + 0, y + (dy * ((aa * aa) + aa) * 0.5) + ((((float) steps - (float) k) / (steps * 0.75F)) + 0.125F), z + (dz * aa));
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tessellator->vertex(x + (dx * aa) + width, y + (dy * ((aa * aa) + aa) * 0.5) + ((((float) steps - (float) k) / (steps * 0.75F)) + 0.125F) + width, z + (dz * aa));
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}
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glDisable(GL_RESCALE_NORMAL);
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// }
|
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//catch (Exception e) {
|
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// // System.out.println("Failed: " + modelNames[model]);
|
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// e.printStackTrace();
|
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// }
|
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glActiveTexture(GL_TEXTURE1);
|
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glEnable(GL_TEXTURE_2D);
|
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glActiveTexture(GL_TEXTURE0);
|
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tessellator->end();
|
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|
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glEnable(GL_CULL_FACE);
|
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tessellator->begin(GL_TRIANGLE_STRIP);
|
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for (int k = 0; k <= steps; k++)
|
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{
|
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if (k % 2 == 0)
|
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{
|
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tessellator->color(rLightCol, gLightCol, bLightCol, 1.0F);
|
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}
|
||||
else
|
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{
|
||||
tessellator->color(rDarkCol, gDarkCol, bDarkCol, 1.0F);
|
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}
|
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float aa = (float) k / (float) steps;
|
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tessellator->vertex(x + (dx * aa) + 0, y + (dy * ((aa * aa) + aa) * 0.5) + ((((float) steps - (float) k) / (steps * 0.75F)) + 0.125F) + width, z + (dz * aa));
|
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tessellator->vertex(x + (dx * aa) + width, y + (dy * ((aa * aa) + aa) * 0.5) + ((((float) steps - (float) k) / (steps * 0.75F)) + 0.125F), z + (dz * aa) + width);
|
||||
}
|
||||
tessellator->end();
|
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|
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glPopMatrix();
|
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|
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MemSect(31);
|
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renderName(mob, x, y, z);
|
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MemSect(0);
|
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}
|
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|
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void MobRenderer::renderModel(shared_ptr<Entity> mob, float wp, float ws, float bob, float headRotMinusBodyRot, float headRotx, float scale)
|
||||
{
|
||||
shared_ptr<Player> player = dynamic_pointer_cast<Player>(Minecraft::GetInstance()->player);
|
||||
|
||||
bindTexture(mob->customTextureUrl, mob->getTexture());
|
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if (!mob->isInvisible())
|
||||
{
|
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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> mob, double x, double y, double z)
|
||||
{
|
||||
glTranslatef((float) x, (float) y, (float) z);
|
||||
}
|
||||
|
||||
void MobRenderer::setupRotations(shared_ptr<Mob> 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);
|
||||
glEnable(GL_LIGHTING);
|
||||
glEnable(GL_TEXTURE_2D);
|
||||
glEnable(GL_CULL_FACE);
|
||||
}
|
||||
}
|
||||
|
||||
float MobRenderer::getAttackAnim(shared_ptr<Mob> mob, float a)
|
||||
double MobRenderer::lerp(double prev, double next, double a)
|
||||
{
|
||||
return mob->getAttackAnim(a);
|
||||
}
|
||||
|
||||
float MobRenderer::getBob(shared_ptr<Mob> mob, float a)
|
||||
{
|
||||
return (mob->tickCount + a);
|
||||
}
|
||||
|
||||
void MobRenderer::additionalRendering(shared_ptr<Mob> mob, float a)
|
||||
{
|
||||
}
|
||||
|
||||
int MobRenderer::prepareArmorOverlay(shared_ptr<Mob> mob, int layer, float a)
|
||||
{
|
||||
return prepareArmor(mob, layer, a);
|
||||
}
|
||||
|
||||
int MobRenderer::prepareArmor(shared_ptr<Mob> mob, int layer, float a)
|
||||
{
|
||||
return -1;
|
||||
}
|
||||
|
||||
void MobRenderer::prepareSecondPassArmor(shared_ptr<Mob> mob, int layer, float a)
|
||||
{
|
||||
}
|
||||
|
||||
float MobRenderer::getFlipDegrees(shared_ptr<Mob> mob)
|
||||
{
|
||||
return 90;
|
||||
}
|
||||
|
||||
int MobRenderer::getOverlayColor(shared_ptr<Mob> mob, float br, float a)
|
||||
{
|
||||
return 0;
|
||||
}
|
||||
|
||||
void MobRenderer::scale(shared_ptr<Mob> mob, float a)
|
||||
{
|
||||
}
|
||||
|
||||
void MobRenderer::renderName(shared_ptr<Mob> mob, double x, double y, double z)
|
||||
{
|
||||
if (Minecraft::renderDebug())
|
||||
{
|
||||
//renderNameTag(mob, _toString<int>(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> 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> player = dynamic_pointer_cast<Player>(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();
|
||||
}
|
||||
return prev + (next - prev) * a;
|
||||
}
|
||||
Reference in New Issue
Block a user