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:
daoge
2026-03-03 03:04:10 +08:00
committed by GitHub
parent 84c31a2331
commit b3feddfef3
2069 changed files with 264842 additions and 139522 deletions

View File

@@ -1,6 +1,7 @@
#include "stdafx.h"
#include "PlayerRenderer.h"
#include "SkullTileRenderer.h"
#include "HumanoidMobRenderer.h"
#include "HumanoidModel.h"
#include "ModelPart.h"
#include "LocalPlayer.h"
@@ -27,9 +28,9 @@ const unsigned int PlayerRenderer::s_nametagColors[MINECRAFT_NET_MAX_PLAYERS] =
#endif
};
const wstring PlayerRenderer::MATERIAL_NAMES[5] = { L"cloth", L"chain", L"iron", L"diamond", L"gold" };
ResourceLocation PlayerRenderer::DEFAULT_LOCATION = ResourceLocation(TN_MOB_CHAR);
PlayerRenderer::PlayerRenderer() : MobRenderer( new HumanoidModel(0), 0.5f )
PlayerRenderer::PlayerRenderer() : LivingEntityRenderer( new HumanoidModel(0), 0.5f )
{
humanoidModel = (HumanoidModel *) model;
@@ -46,7 +47,7 @@ unsigned int PlayerRenderer::getNametagColour(int index)
return 0xFF000000;
}
int PlayerRenderer::prepareArmor(shared_ptr<Mob> _player, int layer, float a)
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);
@@ -65,7 +66,7 @@ int PlayerRenderer::prepareArmor(shared_ptr<Mob> _player, int layer, float a)
if (dynamic_cast<ArmorItem *>(item))
{
ArmorItem *armorItem = dynamic_cast<ArmorItem *>(item);
bindTexture(L"armor/" + MATERIAL_NAMES[armorItem->modelIndex] + L"_" + _toString<int>(layer == 2 ? 2 : 1) + L".png");
bindTexture(HumanoidMobRenderer::getArmorLocation(armorItem, layer));
HumanoidModel *armor = layer == 2 ? armorParts2 : armorParts1;
@@ -108,7 +109,7 @@ int PlayerRenderer::prepareArmor(shared_ptr<Mob> _player, int layer, float a)
}
void PlayerRenderer::prepareSecondPassArmor(shared_ptr<Mob> _player, int layer, float a)
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);
@@ -119,7 +120,7 @@ void PlayerRenderer::prepareSecondPassArmor(shared_ptr<Mob> _player, int layer,
if (dynamic_cast<ArmorItem *>(item))
{
ArmorItem *armorItem = dynamic_cast<ArmorItem *>(item);
bindTexture(L"armor/" + MATERIAL_NAMES[armorItem->modelIndex] + L"_" + _toString<int>(layer == 2 ? 2 : 1) + L"_b.png");
bindTexture(HumanoidMobRenderer::getArmorLocation((ArmorItem *)item, layer, true));
float brightness = SharedConstants::TEXTURE_LIGHTING ? 1 : player->getBrightness(a);
glColor3f(brightness, brightness, brightness);
@@ -169,7 +170,7 @@ void PlayerRenderer::render(shared_ptr<Entity> _mob, double x, double y, double
armorParts1->sneaking = armorParts2->sneaking = humanoidModel->sneaking = mob->isSneaking();
double yp = y - mob->heightOffset;
if (mob->isSneaking() && (dynamic_pointer_cast<LocalPlayer>(mob) == NULL))
if (mob->isSneaking() && !mob->instanceof(eTYPE_LOCALPLAYER))
{
yp -= 2 / 16.0f;
}
@@ -210,7 +211,7 @@ void PlayerRenderer::render(shared_ptr<Entity> _mob, double x, double y, double
}
}
MobRenderer::render(mob, x, yp, z, rot, a);
LivingEntityRenderer::render(mob, x, yp, z, rot, a);
// turn them off again
if(pAdditionalModelParts && pAdditionalModelParts->size()!=0)
@@ -228,97 +229,13 @@ void PlayerRenderer::render(shared_ptr<Entity> _mob, double x, double y, double
}
void PlayerRenderer::renderName(shared_ptr<Mob> _mob, double x, double y, double z)
void PlayerRenderer::additionalRendering(shared_ptr<LivingEntity> _mob, 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);
float brightness = SharedConstants::TEXTURE_LIGHTING ? 1 : _mob->getBrightness(a);
glColor3f(brightness, brightness, brightness);
if (Minecraft::renderNames() && mob != entityRenderDispatcher->cameraEntity
&& !mob->isInvisibleTo(Minecraft::GetInstance()->player) ) // 4J-JEV: Todo, move to LivingEntityRenderer.
{
float size = 1.60f;
float s = 1 / 60.0f * size;
double dist = mob->distanceToSqr(entityRenderDispatcher->cameraEntity);
float maxDist = mob->isSneaking() ? 32.0f : 64.0f;
if (dist < maxDist * maxDist)
{
// Truncate display names longer than 16 char
wstring msg = mob->getDisplayName();
if (msg.length() > 16)
{
msg.resize(16);
msg += L"...";
}
if (mob->isSneaking())
{
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;
}
Font *font = getFont();
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);
glTranslatef(0, (float) 0.25f / s, 0);
glDepthMask(false);
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
Tesselator *t = Tesselator::getInstance();
glDisable(GL_TEXTURE_2D);
t->begin();
int w = font->width(msg) / 2;
t->color(0.0f, 0.0f, 0.0f, 0.25f);
t->vertex((float)(-w - 1), (float)( -1), (float)( 0));
t->vertex((float)(-w - 1), (float)( +8), (float)( 0));
t->vertex((float)(+w + 1), (float)( +8), (float)( 0));
t->vertex((float)(+w + 1), (float)( -1), (float)( 0));
t->end();
glEnable(GL_TEXTURE_2D);
glDepthMask(true);
font->draw(msg, -font->width(msg) / 2, 0, 0x20ffffff);
glEnable(GL_LIGHTING);
glDisable(GL_BLEND);
glColor4f(1, 1, 1, 1);
glPopMatrix();
}
else
{
if (mob->isSleeping())
{
renderNameTag(mob, msg, x, y - 1.5f, z, 64, s_nametagColors[mob->getPlayerIndex()]);
}
else
{
renderNameTag(mob, msg, x, y, z, 64, s_nametagColors[mob->getPlayerIndex()]);
}
}
}
}
}
void PlayerRenderer::additionalRendering(shared_ptr<Mob> _mob, float a)
{
MobRenderer::additionalRendering(_mob,a);
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);
@@ -344,7 +261,7 @@ void PlayerRenderer::additionalRendering(shared_ptr<Mob> _mob, float a)
glScalef(s, -s, s);
}
this->entityRenderDispatcher->itemInHandRenderer->renderItem(mob, headGear, 0);
entityRenderDispatcher->itemInHandRenderer->renderItem(mob, headGear, 0);
}
else if (headGear->getItem()->id == Item::skull_Id)
{
@@ -384,9 +301,12 @@ void PlayerRenderer::additionalRendering(shared_ptr<Mob> _mob, float a)
glPopMatrix();
}
}
//4J-PB
// if (bindTexture(mob->cloakTexture, L"" ))
if (bindTexture(mob->customTextureUrl2, L"" ) && !mob->isInvisible())
// 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);
@@ -427,7 +347,6 @@ void PlayerRenderer::additionalRendering(shared_ptr<Mob> _mob, float a)
glPopMatrix();
}
shared_ptr<ItemInstance> item = mob->inventory->getSelected();
if (item != NULL)
@@ -454,7 +373,7 @@ void PlayerRenderer::additionalRendering(shared_ptr<Mob> _mob, float a)
s *= 0.75f;
glRotatef(20, 1, 0, 0);
glRotatef(45, 0, 1, 0);
glScalef(s, -s, s);
glScalef(-s, -s, s);
}
else if (item->id == Item::bow->id)
{
@@ -513,15 +432,49 @@ void PlayerRenderer::additionalRendering(shared_ptr<Mob> _mob, float a)
}
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::scale(shared_ptr<Mob> player, float a)
void PlayerRenderer::renderNameTags(shared_ptr<LivingEntity> player, double x, double y, double z, 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 != NULL)
{
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
LivingEntityRenderer::renderNameTags(player, x, y, z, msg, scale, dist);
}
void PlayerRenderer::scale(shared_ptr<LivingEntity> player, float a)
{
float s = 15 / 16.0f;
glScalef(s, s, s);
@@ -529,10 +482,13 @@ void PlayerRenderer::scale(shared_ptr<Mob> player, float a)
void PlayerRenderer::renderHand()
{
float brightness = 1;
glColor3f(brightness, brightness, brightness);
humanoidModel->m_uiAnimOverrideBitmask = Minecraft::GetInstance()->player->getAnimOverrideBitmask();
armorParts1->eating = armorParts2->eating = humanoidModel->eating = humanoidModel->idle = false;
humanoidModel->attackTime = 0;
humanoidModel->setupAnim(0, 0, 0, 0, 0, 1 / 16.0f);
humanoidModel->setupAnim(0, 0, 0, 0, 0, 1 / 16.0f, Minecraft::GetInstance()->player);
// 4J-PB - does this skin have its arm0 disabled? (Dalek, etc)
if((humanoidModel->m_uiAnimOverrideBitmask&(1<<HumanoidModel::eAnim_DisableRenderArm0))==0)
{
@@ -540,23 +496,27 @@ void PlayerRenderer::renderHand()
}
}
void PlayerRenderer::setupPosition(shared_ptr<Mob> _mob, double x, double y, double z)
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())
{
MobRenderer::setupPosition(mob, x + mob->bedOffsetX, y + mob->bedOffsetY, z + mob->bedOffsetZ);
LivingEntityRenderer::setupPosition(mob, x + mob->bedOffsetX, y + mob->bedOffsetY, z + mob->bedOffsetZ);
}
else
{
MobRenderer::setupPosition(mob, x, y, z);
if(mob->isRiding() && (mob->getAnimOverrideBitmask()&(1<<HumanoidModel::eAnim_SmallModel))!=0)
{
y += 0.5f;
}
LivingEntityRenderer::setupPosition(mob, x, y, z);
}
}
void PlayerRenderer::setupRotations(shared_ptr<Mob> _mob, float bob, float bodyRot, float a)
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);
@@ -569,7 +529,7 @@ void PlayerRenderer::setupRotations(shared_ptr<Mob> _mob, float bob, float bodyR
}
else
{
MobRenderer::setupRotations(mob, bob, bodyRot, a);
LivingEntityRenderer::setupRotations(mob, bob, bodyRot, a);
}
}
@@ -583,3 +543,16 @@ void PlayerRenderer::renderShadow(shared_ptr<Entity> e, double x, double y, doub
}
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((_TEXTURE_NAME)player->getTexture());
}