Files
MinecraftConsoles/Minecraft.Client/EntityRenderDispatcher.cpp
Loki Rautio 087b7e7abf Revert "Project modernization (#630)"
This code was not tested and breaks in Release builds, reverting to restore
functionality of the nightly. All in-game menus do not work and generating
a world crashes.

This reverts commit a9be52c41a.
2026-03-07 21:12:22 -06:00

368 lines
12 KiB
C++

#include "stdafx.h"
#include "EntityRenderDispatcher.h"
#include "..\Minecraft.World\net.minecraft.world.entity.projectile.h"
#include "..\Minecraft.World\net.minecraft.world.entity.animal.h"
#include "..\Minecraft.World\net.minecraft.world.entity.monster.h"
#include "..\Minecraft.World\net.minecraft.world.entity.item.h"
#include "..\Minecraft.World\net.minecraft.world.entity.global.h"
#include "..\Minecraft.World\net.minecraft.world.entity.player.h"
#include "..\Minecraft.World\net.minecraft.world.entity.boss.enderdragon.h"
#include "..\Minecraft.World\net.minecraft.world.entity.npc.h"
#include "..\Minecraft.World\net.minecraft.world.entity.h"
#include "..\Minecraft.World\net.minecraft.world.level.h"
#include "..\Minecraft.World\net.minecraft.world.level.tile.h"
#include "..\Minecraft.World\net.minecraft.world.item.h"
#include "..\Minecraft.World\net.minecraft.world.item.alchemy.h"
#include "SpiderRenderer.h"
#include "PigRenderer.h"
#include "SheepRenderer.h"
#include "CowRenderer.h"
#include "WolfRenderer.h"
#include "ChickenRenderer.h"
#include "CreeperRenderer.h"
#include "SlimeRenderer.h"
#include "PlayerRenderer.h"
#include "GhastRenderer.h"
#include "SquidRenderer.h"
#include "MobRenderer.h"
#include "GiantMobRenderer.h"
#include "EntityRenderer.h"
#include "PaintingRenderer.h"
#include "ArrowRenderer.h"
#include "FireballRenderer.h"
#include "ItemRenderer.h"
#include "ItemSpriteRenderer.h"
#include "TntRenderer.h"
#include "FallingTileRenderer.h"
#include "MinecartRenderer.h"
#include "BoatRenderer.h"
#include "FishingHookRenderer.h"
#include "LightningBoltRenderer.h"
#include "HumanoidMobRenderer.h"
#include "DefaultRenderer.h"
#include "EndermanRenderer.h"
#include "ExperienceOrbRenderer.h"
#include "SilverfishRenderer.h"
#include "MushroomCowRenderer.h"
#include "SnowmanRenderer.h"
#include "LavaSlimeRenderer.h"
#include "VillagerRenderer.h"
#include "EnderDragonRenderer.h"
#include "EnderCrystalRenderer.h"
#include "BlazeRenderer.h"
#include "SkeletonRenderer.h"
#include "WitchRenderer.h"
#include "WitherBossRenderer.h"
#include "LeashKnotRenderer.h"
#include "WitherSkullRenderer.h"
#include "TntMinecartRenderer.h"
#include "MinecartSpawnerRenderer.h"
#include "HorseRenderer.h"
#include "SpiderModel.h"
#include "PigModel.h"
#include "SheepModel.h"
#include "CowModel.h"
#include "WolfModel.h"
#include "ChickenModel.h"
#include "CreeperModel.h"
#include "SlimeModel.h"
#include "GhastModel.h"
#include "SquidModel.h"
#include "MinecartModel.h"
#include "BoatModel.h"
#include "HumanoidModel.h"
#include "SheepFurModel.h"
#include "SkeletonModel.h"
#include "ModelHorse.h"
#include "Options.h"
#include "ItemFrameRenderer.h"
#include "OcelotRenderer.h"
#include "VillagerGolemRenderer.h"
#include "OcelotModel.h"
#include "ZombieRenderer.h"
#include "BatRenderer.h"
#include "CaveSpiderRenderer.h"
double EntityRenderDispatcher::xOff = 0.0;
double EntityRenderDispatcher::yOff = 0.0;
double EntityRenderDispatcher::zOff = 0.0;
EntityRenderDispatcher *EntityRenderDispatcher::instance = NULL;
void EntityRenderDispatcher::staticCtor()
{
instance = new EntityRenderDispatcher();
}
EntityRenderDispatcher::EntityRenderDispatcher()
{
glEnable(GL_LIGHTING);
renderers[eTYPE_SPIDER] = new SpiderRenderer();
renderers[eTYPE_CAVESPIDER] = new CaveSpiderRenderer();
renderers[eTYPE_PIG] = new PigRenderer(new PigModel(), new PigModel(0.5f), 0.7f);
renderers[eTYPE_SHEEP] = new SheepRenderer(new SheepModel(), new SheepFurModel(), 0.7f);
renderers[eTYPE_COW] = new CowRenderer(new CowModel(), 0.7f);
renderers[eTYPE_MUSHROOMCOW] = new MushroomCowRenderer(new CowModel(), 0.7f);
renderers[eTYPE_WOLF] = new WolfRenderer(new WolfModel(), new WolfModel(), 0.5f);
renderers[eTYPE_CHICKEN] = new ChickenRenderer(new ChickenModel(), 0.3f);
renderers[eTYPE_OCELOT] = new OcelotRenderer(new OcelotModel(), 0.4f);
renderers[eTYPE_SILVERFISH] = new SilverfishRenderer();
renderers[eTYPE_CREEPER] = new CreeperRenderer();
renderers[eTYPE_ENDERMAN] = new EndermanRenderer();
renderers[eTYPE_SNOWMAN] = new SnowManRenderer();
renderers[eTYPE_SKELETON] = new SkeletonRenderer();
renderers[eTYPE_WITCH] = new WitchRenderer();
renderers[eTYPE_BLAZE] = new BlazeRenderer();
renderers[eTYPE_ZOMBIE] = new ZombieRenderer();
renderers[eTYPE_PIGZOMBIE] = new ZombieRenderer();
renderers[eTYPE_SLIME] = new SlimeRenderer(new SlimeModel(16), new SlimeModel(0), 0.25f);
renderers[eTYPE_LAVASLIME] = new LavaSlimeRenderer();
renderers[eTYPE_PLAYER] = new PlayerRenderer();
renderers[eTYPE_GIANT] = new GiantMobRenderer(new ZombieModel(), 0.5f, 6);
renderers[eTYPE_GHAST] = new GhastRenderer();
renderers[eTYPE_SQUID] = new SquidRenderer(new SquidModel(), 0.7f);
renderers[eTYPE_VILLAGER] = new VillagerRenderer();
renderers[eTYPE_VILLAGERGOLEM] = new VillagerGolemRenderer();
renderers[eTYPE_BAT] = new BatRenderer();
renderers[eTYPE_MOB] = new MobRenderer(new HumanoidModel(), 0.5f);
renderers[eTYPE_ENDERDRAGON] = new EnderDragonRenderer();
renderers[eTYPE_ENDER_CRYSTAL] = new EnderCrystalRenderer();
renderers[eTYPE_WITHERBOSS] = new WitherBossRenderer();
renderers[eTYPE_ENTITY] = new DefaultRenderer();
renderers[eTYPE_PAINTING] = new PaintingRenderer();
renderers[eTYPE_ITEM_FRAME] = new ItemFrameRenderer();
renderers[eTYPE_LEASHFENCEKNOT] = new LeashKnotRenderer();
renderers[eTYPE_ARROW] = new ArrowRenderer();
renderers[eTYPE_SNOWBALL] = new ItemSpriteRenderer(Item::snowBall);
renderers[eTYPE_THROWNENDERPEARL] = new ItemSpriteRenderer(Item::enderPearl);
renderers[eTYPE_EYEOFENDERSIGNAL] = new ItemSpriteRenderer(Item::eyeOfEnder);
renderers[eTYPE_THROWNEGG] = new ItemSpriteRenderer(Item::egg);
renderers[eTYPE_THROWNPOTION] = new ItemSpriteRenderer(Item::potion, PotionBrewing::THROWABLE_MASK);
renderers[eTYPE_THROWNEXPBOTTLE] = new ItemSpriteRenderer(Item::expBottle);
renderers[eTYPE_FIREWORKS_ROCKET] = new ItemSpriteRenderer(Item::fireworks);
renderers[eTYPE_LARGE_FIREBALL] = new FireballRenderer(2.0f);
renderers[eTYPE_SMALL_FIREBALL] = new FireballRenderer(0.5f);
renderers[eTYPE_DRAGON_FIREBALL] = new FireballRenderer(2.0f); // 4J Added TU9
renderers[eTYPE_WITHER_SKULL] = new WitherSkullRenderer();
renderers[eTYPE_ITEMENTITY] = new ItemRenderer();
renderers[eTYPE_EXPERIENCEORB] = new ExperienceOrbRenderer();
renderers[eTYPE_PRIMEDTNT] = new TntRenderer();
renderers[eTYPE_FALLINGTILE] = new FallingTileRenderer();
renderers[eTYPE_MINECART_TNT] = new TntMinecartRenderer();
renderers[eTYPE_MINECART_SPAWNER] = new MinecartSpawnerRenderer();
renderers[eTYPE_MINECART_RIDEABLE] = new MinecartRenderer();
renderers[eTYPE_MINECART_FURNACE] = new MinecartRenderer();
renderers[eTYPE_MINECART_CHEST] = new MinecartRenderer();
renderers[eTYPE_MINECART_HOPPER] = new MinecartRenderer();
renderers[eTYPE_BOAT] = new BoatRenderer();
renderers[eTYPE_FISHINGHOOK] = new FishingHookRenderer();
renderers[eTYPE_HORSE] = new HorseRenderer(new ModelHorse(), .75f);
renderers[eTYPE_LIGHTNINGBOLT] = new LightningBoltRenderer();
glDisable(GL_LIGHTING);
for( auto& it : renderers )
{
it.second->init(this);
}
isGuiRender = false; // 4J added
}
EntityRenderer *EntityRenderDispatcher::getRenderer(eINSTANCEOF e)
{
if( (e & eTYPE_PLAYER) == eTYPE_PLAYER) e = eTYPE_PLAYER;
//EntityRenderer * r = renderers[e];
auto it = renderers.find(e); // 4J Stu - The .at and [] accessors insert elements if they don't exist
if( it == renderers.end() )
{
app.DebugPrintf("Couldn't find renderer for entity of type %d\n", e);
// New renderer mapping required in above table
__debugbreak();
}
/* 4J - not doing this hierarchical search anymore. We need to explicitly add renderers for any eINSTANCEOF type that we want to be able to render
if (it == renderers.end() && e != Entity::_class)
{
EntityRenderer *r = getRenderer(dynamic_cast<Entity::Class *>( e->getSuperclass() ));
renderers.insert( classToRendererMap::value_type( e, r ) );
return r;
//assert(false);
}*/
return it->second;
}
EntityRenderer *EntityRenderDispatcher::getRenderer(shared_ptr<Entity> e)
{
return getRenderer(e->GetType());
}
void EntityRenderDispatcher::prepare(Level *level, Textures *textures, Font *font, shared_ptr<LivingEntity> player, shared_ptr<LivingEntity> crosshairPickMob, Options *options, float a)
{
this->level = level;
this->textures = textures;
this->options = options;
this->cameraEntity = player;
this->font = font;
this->crosshairPickMob = crosshairPickMob;
if (player->isSleeping())
{
int t = level->getTile(Mth::floor(player->x), Mth::floor(player->y), Mth::floor(player->z));
if (t == Tile::bed_Id)
{
int data = level->getData(Mth::floor(player->x), Mth::floor(player->y), Mth::floor(player->z));
int direction = data & 3;
playerRotY = (float)(direction * 90 + 180);
playerRotX = 0;
}
} else {
playerRotY = player->yRotO + (player->yRot - player->yRotO) * a;
playerRotX = player->xRotO + (player->xRot - player->xRotO) * a;
}
shared_ptr<Player> pl = dynamic_pointer_cast<Player>(player);
if (pl->ThirdPersonView() == 2)
{
playerRotY += 180;
}
xPlayer = player->xOld + (player->x - player->xOld) * a;
yPlayer = player->yOld + (player->y - player->yOld) * a;
zPlayer = player->zOld + (player->z - player->zOld) * a;
}
void EntityRenderDispatcher::render(shared_ptr<Entity> entity, float a)
{
double x = entity->xOld + (entity->x - entity->xOld) * a;
double y = entity->yOld + (entity->y - entity->yOld) * a;
double z = entity->zOld + (entity->z - entity->zOld) * a;
// Fix for #61057 - TU7: Gameplay: Boat is glitching when player float forward and turning.
// Fix to handle the case that yRot and yRotO wrap over the 0/360 line
float rotDiff = entity->yRot - entity->yRotO;
if( rotDiff > 180 || rotDiff < -180)
{
if(entity->yRot > entity->yRotO)
{
rotDiff = (entity->yRot - 360) - entity->yRotO;
}
else
{
rotDiff = entity->yRot - (entity->yRotO - 360);
}
}
float r = entity->yRotO + (rotDiff) * a;
int col = entity->getLightColor(a);
if (entity->isOnFire())
{
col = SharedConstants::FULLBRIGHT_LIGHTVALUE;
}
int u = col % 65536;
int v = col / 65536;
glMultiTexCoord2f(GL_TEXTURE1, u / 1.0f, v / 1.0f);
glColor4f(1, 1, 1, 1);
render(entity, x - xOff, y - yOff, z - zOff, r, a);
}
void EntityRenderDispatcher::render(shared_ptr<Entity> entity, double x, double y, double z, float rot, float a, bool bItemFrame, bool bRenderPlayerShadow)
{
EntityRenderer *renderer = getRenderer(entity);
if (renderer != NULL)
{
renderer->SetItemFrame(bItemFrame);
renderer->render(entity, x, y, z, rot, a);
renderer->postRender(entity, x, y, z, rot, a, bRenderPlayerShadow);
}
}
double EntityRenderDispatcher::distanceToSqr(double x, double y, double z)
{
double xd = x - xPlayer;
double yd = y - yPlayer;
double zd = z - zPlayer;
return xd * xd + yd * yd + zd * zd;
}
Font *EntityRenderDispatcher::getFont()
{
return font;
}
void EntityRenderDispatcher::registerTerrainTextures(IconRegister *iconRegister)
{
for( auto& it : renderers )
{
EntityRenderer *renderer = it.second;
renderer->registerTerrainTextures(iconRegister);
}
}
void EntityRenderDispatcher::renderHitbox(shared_ptr<Entity> entity, double x, double y, double z, float rot, float a)
{
glDepthMask(false);
glDisable(GL_TEXTURE_2D);
glDisable(GL_LIGHTING);
glDisable(GL_CULL_FACE);
glDisable(GL_BLEND);
glPushMatrix();
Tesselator *t = Tesselator::getInstance();
t->begin();
t->color(255, 255, 255, 32);
double wnx = -entity->bbWidth / 2;
double wnz = -entity->bbWidth / 2;
double enx = entity->bbWidth / 2;
double enz = -entity->bbWidth / 2;
double wsx = -entity->bbWidth / 2;
double wsz = entity->bbWidth / 2;
double esx = entity->bbWidth / 2;
double esz = entity->bbWidth / 2;
double top = entity->bbHeight;
t->vertex(x + wnx, y + top, z + wnz);
t->vertex(x + wnx, y, z + wnz);
t->vertex(x + enx, y, z + enz);
t->vertex(x + enx, y + top, z + enz);
t->vertex(x + esx, y + top, z + esz);
t->vertex(x + esx, y, z + esz);
t->vertex(x + wsx, y, z + wsz);
t->vertex(x + wsx, y + top, z + wsz);
t->vertex(x + enx, y + top, z + enz);
t->vertex(x + enx, y, z + enz);
t->vertex(x + esx, y, z + esz);
t->vertex(x + esx, y + top, z + esz);
t->vertex(x + wsx, y + top, z + wsz);
t->vertex(x + wsx, y, z + wsz);
t->vertex(x + wnx, y, z + wnz);
t->vertex(x + wnx, y + top, z + wnz);
t->end();
glPopMatrix();
glEnable(GL_TEXTURE_2D);
glEnable(GL_LIGHTING);
glEnable(GL_CULL_FACE);
glDisable(GL_BLEND);
glDepthMask(true);
}