#include "stdafx.h" #include "..\..\Minecraft.h" #include "..\..\ScreenSizeCalculator.h" #include "..\..\EntityRenderDispatcher.h" #include "..\..\PlayerRenderer.h" #include "..\..\HumanoidModel.h" #include "..\..\Lighting.h" #include "..\..\..\Minecraft.World\Class.h" #include "..\..\..\Minecraft.World\net.minecraft.world.entity.player.h" #include "XUI_Ctrl_MinecraftSkinPreview.h" #include "XUI_Scene_AbstractContainer.h" #include "XUI_Scene_Inventory.h" #include "..\..\Options.h" #include "..\..\stubs.h" #include "..\..\ModelPart.h" //#define SKIN_PREVIEW_BOB_ANIM #define SKIN_PREVIEW_WALKING_ANIM //----------------------------------------------------------------------------- // CXuiCtrlMinecraftSkinPreview class //----------------------------------------------------------------------------- //----------------------------------------------------------------------------- CXuiCtrlMinecraftSkinPreview::CXuiCtrlMinecraftSkinPreview() : m_bDirty(FALSE), m_fScale(1.0f), m_fAlpha(1.0f) { Minecraft *pMinecraft=Minecraft::GetInstance(); ScreenSizeCalculator ssc(pMinecraft->options, pMinecraft->width_phys, pMinecraft->height_phys); m_fScreenWidth=(float)pMinecraft->width_phys; m_fRawWidth=(float)ssc.rawWidth; m_fScreenHeight=(float)pMinecraft->height_phys; m_fRawHeight=(float)ssc.rawHeight; m_customTextureUrl = L"default"; m_backupTexture = TN_MOB_CHAR; m_capeTextureUrl = L""; m_yRot = 0; m_xRot = 0; m_swingTime = 0.0f; m_bobTick = 0.0f; m_walkAnimSpeedO = 0.0f; m_walkAnimSpeed = 0.0f; m_walkAnimPos = 0.0f; m_bAutoRotate = false; m_bRotatingLeft = false; m_incXRot = false; m_decXRot = false; m_incYRot = false; m_decYRot = false; m_currentAnimation = e_SkinPreviewAnimation_Walking; m_fTargetRotation = 0.0f; m_fOriginalRotation = 0.0f; m_framesAnimatingRotation = 0; m_bAnimatingToFacing = false; m_pvAdditionalModelParts=NULL; m_uiAnimOverrideBitmask=0L; } //----------------------------------------------------------------------------- HRESULT CXuiCtrlMinecraftSkinPreview::OnInit(XUIMessageInit* pInitData, BOOL& rfHandled) { HRESULT hr=S_OK; return hr; } void CXuiCtrlMinecraftSkinPreview::SetTexture(const wstring &url, TEXTURE_NAME backupTexture) { m_customTextureUrl = url; m_backupTexture = backupTexture; unsigned int uiAnimOverrideBitmask = Player::getSkinAnimOverrideBitmask( app.getSkinIdFromPath(m_customTextureUrl) ); if(app.GetGameSettings(eGameSetting_CustomSkinAnim)==0 ) { // We have a force animation for some skins (claptrap) // 4J-PB - treat all the eAnim_Disable flags as a force anim if((uiAnimOverrideBitmask & HumanoidModel::m_staticBitmaskIgnorePlayerCustomAnimSetting)!=0) { m_uiAnimOverrideBitmask=uiAnimOverrideBitmask; } else { m_uiAnimOverrideBitmask=0; } } else { m_uiAnimOverrideBitmask = uiAnimOverrideBitmask; } app.DebugPrintf("+++ SetTexture - %d, %8x\n",app.getSkinIdFromPath(m_customTextureUrl)&0xFFFFFFF,m_uiAnimOverrideBitmask); m_pvAdditionalModelParts=app.GetAdditionalModelParts(app.getSkinIdFromPath(m_customTextureUrl)); } void CXuiCtrlMinecraftSkinPreview::SetFacing(ESkinPreviewFacing facing, bool bAnimate /*= false*/) { switch(facing) { case e_SkinPreviewFacing_Forward: m_fTargetRotation = 0; m_bRotatingLeft = true; break; case e_SkinPreviewFacing_Left: m_fTargetRotation = LOOK_LEFT_EXTENT; m_bRotatingLeft = false; break; case e_SkinPreviewFacing_Right: m_fTargetRotation = LOOK_RIGHT_EXTENT; m_bRotatingLeft = true; break; } if(!bAnimate) { m_yRot = m_fTargetRotation; m_bAnimatingToFacing = false; } else { m_fOriginalRotation = m_yRot; m_bAnimatingToFacing = true; m_framesAnimatingRotation = 0; } } void CXuiCtrlMinecraftSkinPreview::CycleNextAnimation() { m_currentAnimation = (ESkinPreviewAnimations)(m_currentAnimation + 1); if(m_currentAnimation >= e_SkinPreviewAnimation_Count) m_currentAnimation = e_SkinPreviewAnimation_Walking; m_swingTime = 0.0f; } void CXuiCtrlMinecraftSkinPreview::CyclePreviousAnimation() { m_currentAnimation = (ESkinPreviewAnimations)(m_currentAnimation - 1); if(m_currentAnimation < e_SkinPreviewAnimation_Walking) m_currentAnimation = (ESkinPreviewAnimations)(e_SkinPreviewAnimation_Count - 1); m_swingTime = 0.0f; } HRESULT CXuiCtrlMinecraftSkinPreview::OnRender(XUIMessageRender *pRenderData, BOOL &bHandled ) { if( m_bAnimatingToFacing ) { ++m_framesAnimatingRotation; m_yRot = m_fOriginalRotation + m_framesAnimatingRotation * ( (m_fTargetRotation - m_fOriginalRotation) / CHANGING_SKIN_FRAMES ); //if(m_framesAnimatingRotation == CHANGING_SKIN_FRAMES) m_bAnimatingToFacing = false; } else { if( m_incXRot ) IncrementXRotation(); if( m_decXRot ) DecrementXRotation(); if( m_incYRot ) IncrementYRotation(); if( m_decYRot ) DecrementYRotation(); if(m_bAutoRotate) { ++m_rotateTick; if(m_rotateTick%4==0) { if(m_yRot >= LOOK_LEFT_EXTENT) { m_bRotatingLeft = false; } else if(m_yRot <= LOOK_RIGHT_EXTENT) { m_bRotatingLeft = true; } if(m_bRotatingLeft) { IncrementYRotation(); } else { DecrementYRotation(); } } } } HXUIDC hDC = pRenderData->hDC; // build and render with the game call RenderManager.Set_matrixDirty(); Minecraft *pMinecraft=Minecraft::GetInstance(); float alpha = 1.0f; //GetOpacity( &alpha ); glColor4f(1, 1, 1, alpha); glClear(GL_DEPTH_BUFFER_BIT); glMatrixMode(GL_PROJECTION); glLoadIdentity(); glOrtho(0, m_fRawWidth, m_fRawHeight, 0, 1000, 3000); glMatrixMode(GL_MODELVIEW); glLoadIdentity(); glTranslatef(0, 0, -2000); D3DXMATRIX matrix; GetFullXForm(&matrix); float bwidth,bheight; GetBounds(&bwidth,&bheight); float xo = ( (matrix._41 + ( (bwidth*matrix._11)/2) ) / m_fScreenWidth ) * m_fRawWidth; float yo = ( (matrix._42 + (bheight*matrix._22) ) / m_fScreenHeight ) * m_fRawHeight; glEnable(GL_RESCALE_NORMAL); glEnable(GL_COLOR_MATERIAL); glPushMatrix(); glTranslatef(xo, yo - 3.5f, 50.0f); float ss; // Base scale on height of this control // Potentially we might want separate x & y scales here ss = ( ( (bheight*matrix._22) / m_fScreenHeight ) * m_fRawHeight )/2; glScalef(-ss, ss, ss); glRotatef(180, 0, 0, 1); //glRotatef(45 + 90, 0, 1, 0); Lighting::turnOn(); //glRotatef(-45 - 90, 0, 1, 0); glRotatef(-(float)m_xRot, 1, 0, 0); // 4J Stu - Turning on hideGui while we do this stops the name rendering in split-screen bool wasHidingGui = pMinecraft->options->hideGui; pMinecraft->options->hideGui = true; //EntityRenderDispatcher::instance->render(pMinecraft->localplayers[0], 0, 0, 0, 0, 1); EntityRenderer *renderer = EntityRenderDispatcher::instance->getRenderer(eTYPE_PLAYER); if (renderer != NULL) { // 4J-PB - any additional parts to turn on for this player (skin dependent) //vector *pAdditionalModelParts=mob->GetAdditionalModelParts(); if(m_pvAdditionalModelParts && m_pvAdditionalModelParts->size()!=0) { for(AUTO_VAR(it, m_pvAdditionalModelParts->begin()); it != m_pvAdditionalModelParts->end(); ++it) { ModelPart *pModelPart=*it; pModelPart->visible=true; } } render(renderer,0,0,0,0,1); //renderer->postRender(entity, x, y, z, rot, a); // hide the additional parts if(m_pvAdditionalModelParts && m_pvAdditionalModelParts->size()!=0) { for(AUTO_VAR(it, m_pvAdditionalModelParts->begin()); it != m_pvAdditionalModelParts->end(); ++it) { ModelPart *pModelPart=*it; pModelPart->visible=false; } } } pMinecraft->options->hideGui = wasHidingGui; glPopMatrix(); Lighting::turnOff(); glDisable(GL_RESCALE_NORMAL); XuiRenderRestoreState(hDC); bHandled = TRUE; return S_OK; } // 4J Stu - Modified version of MobRenderer::render that does not require an actual entity void CXuiCtrlMinecraftSkinPreview::render(EntityRenderer *renderer, double x, double y, double z, float rot, float a) { glPushMatrix(); glDisable(GL_CULL_FACE); HumanoidModel *model = (HumanoidModel *)renderer->getModel(); //getAttackAnim(mob, a); //if (armor != NULL) armor->attackTime = model->attackTime; //model->riding = mob->isRiding(); //if (armor != NULL) armor->riding = model->riding; // 4J Stu - Remember to reset these values once the rendering is done if you add another one model->attackTime = 0; model->sneaking = false; model->holdingRightHand = false; model->holdingLeftHand = false; model->idle = false; model->eating = false; model->eating_swing = 0; model->eating_t = 0; model->young = false; model->riding = false; model->m_uiAnimOverrideBitmask = m_uiAnimOverrideBitmask; if( !m_bAnimatingToFacing ) { switch( m_currentAnimation ) { case e_SkinPreviewAnimation_Sneaking: model->sneaking = true; break; case e_SkinPreviewAnimation_Attacking: model->holdingRightHand = true; m_swingTime++; if (m_swingTime >= (Player::SWING_DURATION * 3) ) { m_swingTime = 0; } model->attackTime = m_swingTime / (float) (Player::SWING_DURATION * 3); break; default: break; }; } float bodyRot = m_yRot; //(mob->yBodyRotO + (mob->yBodyRot - mob->yBodyRotO) * a); float headRot = m_yRot; //(mob->yRotO + (mob->yRot - mob->yRotO) * a); float headRotx = 0; //(mob->xRotO + (mob->xRot - mob->xRotO) * a); //setupPosition(mob, x, y, z); // is equivalent to glTranslatef((float) x, (float) y, (float) z); //float bob = getBob(mob, a); #ifdef SKIN_PREVIEW_BOB_ANIM float bob = (m_bobTick + a)/2; ++m_bobTick; if(m_bobTick>=360*2) m_bobTick = 0; #else float bob = 0.0f; #endif //setupRotations(mob, bob, bodyRot, a); // is equivalent to glRotatef(180 - bodyRot, 0, 1, 0); float _scale = 1 / 16.0f; glEnable(GL_RESCALE_NORMAL); glScalef(-1, -1, 1); //scale(mob, a); // is equivalent to float s = 15 / 16.0f; glScalef(s, s, s); glTranslatef(0, -24 * _scale - 0.125f / 16.0f, 0); #ifdef SKIN_PREVIEW_WALKING_ANIM m_walkAnimSpeedO = m_walkAnimSpeed; m_walkAnimSpeed += (0.1f - m_walkAnimSpeed) * 0.4f; m_walkAnimPos += m_walkAnimSpeed; float ws = m_walkAnimSpeedO + (m_walkAnimSpeed - m_walkAnimSpeedO) * a; float wp = m_walkAnimPos - m_walkAnimSpeed * (1 - a); #else float ws = 0; float wp = 0; #endif if (ws > 1) ws = 1; MemSect(31); bindTexture(m_customTextureUrl, m_backupTexture); MemSect(0); glEnable(GL_ALPHA_TEST); //model->prepareMobModel(mob, wp, ws, a); model->render(nullptr, wp, ws, bob, headRot - bodyRot, headRotx, _scale, true); /*for (int i = 0; i < MAX_ARMOR_LAYERS; i++) { if (prepareArmor(mob, i, a)) { armor->render(wp, ws, bob, headRot - bodyRot, headRotx, _scale, true); glDisable(GL_BLEND); glEnable(GL_ALPHA_TEST); } }*/ //additionalRendering(mob, a); if (bindTexture(m_capeTextureUrl, L"" )) { glPushMatrix(); glTranslatef(0, 0, 2 / 16.0f); double xd = 0;//(mob->xCloakO + (mob->xCloak - mob->xCloakO) * a) - (mob->xo + (mob->x - mob->xo) * a); double yd = 0;//(mob->yCloakO + (mob->yCloak - mob->yCloakO) * a) - (mob->yo + (mob->y - mob->yo) * a); double zd = 0;//(mob->zCloakO + (mob->zCloak - mob->zCloakO) * a) - (mob->zo + (mob->z - mob->zo) * a); float yr = 1;//mob->yBodyRotO + (mob->yBodyRot - mob->yBodyRotO) * a; double xa = sin(yr * PI / 180); double za = -cos(yr * PI / 180); float flap = (float) yd * 10; if (flap < -6) flap = -6; if (flap > 32) flap = 32; float lean = (float) (xd * xa + zd * za) * 100; float lean2 = (float) (xd * za - zd * xa) * 100; if (lean < 0) lean = 0; //float pow = 1;//mob->oBob + (bob - mob->oBob) * a; flap += 1;//sin((mob->walkDistO + (mob->walkDist - mob->walkDistO) * a) * 6) * 32 * pow; if (model->sneaking) { flap += 25; } glRotatef(6.0f + lean / 2 + flap, 1, 0, 0); glRotatef(lean2 / 2, 0, 0, 1); glRotatef(-lean2 / 2, 0, 1, 0); glRotatef(180, 0, 1, 0); model->renderCloak(1 / 16.0f,true); glPopMatrix(); } /* float br = mob->getBrightness(a); int overlayColor = getOverlayColor(mob, br, a); 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(wp, ws, bob, headRot - bodyRot, headRotx, _scale, false); for (int i = 0; i < MAX_ARMOR_LAYERS; i++) { if (prepareArmorOverlay(mob, i, a)) { glColor4f(br, 0, 0, 0.4f); armor->render(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(wp, ws, bob, headRot - bodyRot, headRotx, _scale, false); for (int i = 0; i < MAX_ARMOR_LAYERS; i++) { if (prepareArmorOverlay(mob, i, a)) { glColor4f(r, g, b, aa); armor->render(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); glEnable(GL_CULL_FACE); glPopMatrix(); MemSect(31); //renderName(mob, x, y, z); MemSect(0); // Reset the model values to stop the changes we made here affecting anything in game (like the player hand render) model->attackTime = 0; model->sneaking = false; model->holdingRightHand = false; model->holdingLeftHand = false; } bool CXuiCtrlMinecraftSkinPreview::bindTexture(const wstring& urlTexture, int backupTexture) { Textures *t = Minecraft::GetInstance()->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) { t->bind(id); return true; } else { return false; } } bool CXuiCtrlMinecraftSkinPreview::bindTexture(const wstring& urlTexture, const wstring& backupTexture) { Textures *t = Minecraft::GetInstance()->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) { t->bind(id); return true; } else { return false; } }