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.
410 lines
12 KiB
C++
410 lines
12 KiB
C++
#include "stdafx.h"
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#include "EntityRenderer.h"
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#include "EntityRenderDispatcher.h"
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#include "HumanoidModel.h"
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#include "LocalPlayer.h"
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#include "Options.h"
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#include "TextureAtlas.h"
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#include "..\Minecraft.World\net.minecraft.world.level.tile.h"
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#include "..\Minecraft.World\net.minecraft.world.h"
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#include "..\Minecraft.World\net.minecraft.world.entity.h"
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#include "..\Minecraft.World\Level.h"
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#include "..\Minecraft.World\AABB.h"
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#include "..\Minecraft.World\Mth.h"
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#include "..\Minecraft.World\net.minecraft.world.entity.animal.h"
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ResourceLocation EntityRenderer::SHADOW_LOCATION = ResourceLocation(TN__CLAMP__MISC_SHADOW);
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// 4J - added
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EntityRenderer::EntityRenderer()
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{
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model = NULL;
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tileRenderer = new TileRenderer();
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shadowRadius = 0;
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shadowStrength = 1.0f;
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}
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EntityRenderer::~EntityRenderer()
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{
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delete tileRenderer;
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}
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void EntityRenderer::bindTexture(shared_ptr<Entity> entity)
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{
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bindTexture(getTextureLocation(entity));
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}
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void EntityRenderer::bindTexture(ResourceLocation *location)
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{
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entityRenderDispatcher->textures->bindTexture(location);
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}
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bool EntityRenderer::bindTexture(const wstring& urlTexture, int backupTexture)
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{
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Textures *t = entityRenderDispatcher->textures;
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// 4J-PB - no http textures on the xbox, mem textures instead
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//int id = t->loadHttpTexture(urlTexture, backupTexture);
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int id = t->loadMemTexture(urlTexture, backupTexture);
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if (id >= 0)
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{
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glBindTexture(GL_TEXTURE_2D, id);
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t->clearLastBoundId();
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return true;
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}
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else
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{
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return false;
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}
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}
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bool EntityRenderer::bindTexture(const wstring& urlTexture, const wstring &backupTexture)
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{
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Textures *t = entityRenderDispatcher->textures;
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// 4J-PB - no http textures on the xbox, mem textures instead
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//int id = t->loadHttpTexture(urlTexture, backupTexture);
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int id = t->loadMemTexture(urlTexture, backupTexture);
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if (id >= 0)
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{
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glBindTexture(GL_TEXTURE_2D, id);
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t->clearLastBoundId();
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return true;
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}
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else
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{
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return false;
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}
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}
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void EntityRenderer::renderFlame(shared_ptr<Entity> e, double x, double y, double z, float a)
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{
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glDisable(GL_LIGHTING);
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Icon *fire1 = Tile::fire->getTextureLayer(0);
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Icon *fire2 = Tile::fire->getTextureLayer(1);
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glPushMatrix();
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glTranslatef((float) x, (float) y, (float) z);
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float s = e->bbWidth * 1.4f;
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glScalef(s, s, s);
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MemSect(31);
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bindTexture(&TextureAtlas::LOCATION_BLOCKS);
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MemSect(0);
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Tesselator *t = Tesselator::getInstance();
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float r = 0.5f;
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float xo = 0.0f;
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float h = e->bbHeight / s;
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float yo = (float) (e->y - e->bb->y0);
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glRotatef(-entityRenderDispatcher->playerRotY, 0, 1, 0);
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glTranslatef(0, 0, -0.3f + ((int) h) * 0.02f);
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glColor4f(1, 1, 1, 1);
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float zo = 0;
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int ss = 0;
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t->begin();
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while (h > 0)
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{
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Icon *tex = NULL;
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if (ss % 2 == 0)
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{
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tex = fire1;
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}
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else
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{
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tex = fire2;
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}
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float u0 = tex->getU0();
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float v0 = tex->getV0();
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float u1 = tex->getU1();
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float v1 = tex->getV1();
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if (ss / 2 % 2 == 0)
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{
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float tmp = u1;
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u1 = u0;
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u0 = tmp;
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}
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t->vertexUV((float)(r - xo), (float)( 0 - yo), (float)( zo), (float)( u1), (float)( v1));
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t->vertexUV((float)(-r - xo), (float)( 0 - yo), (float)( zo), (float)( u0), (float)( v1));
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t->vertexUV((float)(-r - xo), (float)( 1.4f - yo), (float)( zo), (float)( u0), (float)( v0));
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t->vertexUV((float)(r - xo), (float)( 1.4f - yo), (float)( zo), (float)( u1), (float)( v0));
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h -= 0.45f;
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yo -= 0.45f;
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r *= 0.9f;
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zo += 0.03f;
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ss++;
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}
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t->end();
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glPopMatrix();
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glEnable(GL_LIGHTING);
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}
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void EntityRenderer::renderShadow(shared_ptr<Entity> e, double x, double y, double z, float pow, float a)
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{
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glDisable(GL_LIGHTING);
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glEnable(GL_BLEND);
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glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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MemSect(31);
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entityRenderDispatcher->textures->bindTexture(&SHADOW_LOCATION);
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MemSect(0);
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Level *level = getLevel();
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glDepthMask(false);
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float r = shadowRadius;
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float fYLocalPlayerShadowOffset=0.0f;
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if (e->instanceof(eTYPE_MOB))
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{
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shared_ptr<Mob> mob = dynamic_pointer_cast<Mob>(e);
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r *= mob->getSizeScale();
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if (mob->instanceof(eTYPE_ANIMAL))
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{
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if (dynamic_pointer_cast<Animal>(mob)->isBaby())
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{
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r *= 0.5f;
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}
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}
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}
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double ex = e->xOld + (e->x - e->xOld) * a;
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double ey = e->yOld + (e->y - e->yOld) * a + e->getShadowHeightOffs();
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// 4J-PB - local players seem to have a position at their head, and remote players have a foot position.
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// get the shadow to render by changing the check here depending on the player type
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if(e->instanceof(eTYPE_LOCALPLAYER))
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{
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ey-=1.62;
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fYLocalPlayerShadowOffset=-1.62f;
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}
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double ez = e->zOld + (e->z - e->zOld) * a;
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int x0 = Mth::floor(ex - r);
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int x1 = Mth::floor(ex + r);
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int y0 = Mth::floor(ey - r);
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int y1 = Mth::floor(ey);
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int z0 = Mth::floor(ez - r);
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int z1 = Mth::floor(ez + r);
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double xo = x - ex;
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double yo = y - ey;
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double zo = z - ez;
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Tesselator *tt = Tesselator::getInstance();
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tt->begin();
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for (int xt = x0; xt <= x1; xt++)
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for (int yt = y0; yt <= y1; yt++)
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for (int zt = z0; zt <= z1; zt++)
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{
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int t = level->getTile(xt, yt - 1, zt);
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if (t > 0 && level->getRawBrightness(xt, yt, zt) > 3)
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{
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renderTileShadow(Tile::tiles[t], x, y + e->getShadowHeightOffs() + fYLocalPlayerShadowOffset, z, xt, yt , zt, pow, r, xo, yo + e->getShadowHeightOffs() + fYLocalPlayerShadowOffset, zo);
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}
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}
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tt->end();
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glColor4f(1, 1, 1, 1);
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glDisable(GL_BLEND);
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glDepthMask(true);
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glEnable(GL_LIGHTING);
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}
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Level *EntityRenderer::getLevel()
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{
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return entityRenderDispatcher->level;
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}
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void EntityRenderer::renderTileShadow(Tile *tt, double x, double y, double z, int xt, int yt, int zt, float pow, float r, double xo, double yo, double zo)
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{
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Tesselator *t = Tesselator::getInstance();
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if (!tt->isCubeShaped()) return;
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double a = ((pow - (y - (yt + yo)) / 2) * 0.5f) * getLevel()->getBrightness(xt, yt, zt);
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if (a < 0) return;
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if (a > 1) a = 1;
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t->color(1.0f, 1.0f, 1.0f, (float) a);
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// glColor4f(1, 1, 1, (float) a);
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double x0 = xt + tt->getShapeX0() + xo;
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double x1 = xt + tt->getShapeX1() + xo;
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double y0 = yt + tt->getShapeY0() + yo + 1.0 / 64.0f;
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double z0 = zt + tt->getShapeZ0() + zo;
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double z1 = zt + tt->getShapeZ1() + zo;
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float u0 = (float) ((x - (x0)) / 2 / r + 0.5f);
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float u1 = (float) ((x - (x1)) / 2 / r + 0.5f);
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float v0 = (float) ((z - (z0)) / 2 / r + 0.5f);
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float v1 = (float) ((z - (z1)) / 2 / r + 0.5f);
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// u0 = 0;
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// v0 = 0;
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// u1 = 1;
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// v1 = 1;
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t->vertexUV((float)(x0), (float)( y0), (float)( z0), (float)( u0), (float)( v0));
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t->vertexUV((float)(x0), (float)( y0), (float)( z1), (float)( u0), (float)( v1));
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t->vertexUV((float)(x1), (float)( y0), (float)( z1), (float)( u1), (float)( v1));
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t->vertexUV((float)(x1), (float)( y0), (float)( z0), (float)( u1), (float)( v0));
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}
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void EntityRenderer::render(AABB *bb, double xo, double yo, double zo)
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{
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glDisable(GL_TEXTURE_2D);
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Tesselator *t = Tesselator::getInstance();
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glColor4f(1, 1, 1, 1);
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t->begin();
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t->offset((float)xo, (float)yo, (float)zo);
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t->normal(0, 0, -1);
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t->vertex((float)(bb->x0), (float)( bb->y1), (float)( bb->z0));
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t->vertex((float)(bb->x1), (float)( bb->y1), (float)( bb->z0));
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t->vertex((float)(bb->x1), (float)( bb->y0), (float)( bb->z0));
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t->vertex((float)(bb->x0), (float)( bb->y0), (float)( bb->z0));
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t->normal(0, 0, 1);
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t->vertex((float)(bb->x0), (float)( bb->y0), (float)( bb->z1));
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t->vertex((float)(bb->x1), (float)( bb->y0), (float)( bb->z1));
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t->vertex((float)(bb->x1), (float)( bb->y1), (float)( bb->z1));
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t->vertex((float)(bb->x0), (float)( bb->y1), (float)( bb->z1));
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t->normal(0, -1, 0);
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t->vertex((float)(bb->x0), (float)( bb->y0), (float)( bb->z0));
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t->vertex((float)(bb->x1), (float)( bb->y0), (float)( bb->z0));
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t->vertex((float)(bb->x1), (float)( bb->y0), (float)( bb->z1));
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t->vertex((float)(bb->x0), (float)( bb->y0), (float)( bb->z1));
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t->normal(0, 1, 0);
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t->vertex((float)(bb->x0), (float)( bb->y1), (float)( bb->z1));
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t->vertex((float)(bb->x1), (float)( bb->y1), (float)( bb->z1));
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t->vertex((float)(bb->x1), (float)( bb->y1), (float)( bb->z0));
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t->vertex((float)(bb->x0), (float)( bb->y1), (float)( bb->z0));
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t->normal(-1, 0, 0);
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t->vertex((float)(bb->x0), (float)( bb->y0), (float)( bb->z1));
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t->vertex((float)(bb->x0), (float)( bb->y1), (float)( bb->z1));
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t->vertex((float)(bb->x0), (float)( bb->y1), (float)( bb->z0));
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t->vertex((float)(bb->x0), (float)( bb->y0), (float)( bb->z0));
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t->normal(1, 0, 0);
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t->vertex((float)(bb->x1), (float)( bb->y0), (float)( bb->z0));
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t->vertex((float)(bb->x1), (float)( bb->y1), (float)( bb->z0));
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t->vertex((float)(bb->x1), (float)( bb->y1), (float)( bb->z1));
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t->vertex((float)(bb->x1), (float)( bb->y0), (float)( bb->z1));
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t->offset(0, 0, 0);
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t->end();
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glEnable(GL_TEXTURE_2D);
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// model.render(0, 1)
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}
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void EntityRenderer::renderFlat(AABB *bb)
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{
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Tesselator *t = Tesselator::getInstance();
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t->begin();
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t->vertex((float)(bb->x0), (float)( bb->y1), (float)( bb->z0));
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t->vertex((float)(bb->x1), (float)( bb->y1), (float)( bb->z0));
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t->vertex((float)(bb->x1), (float)( bb->y0), (float)( bb->z0));
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t->vertex((float)(bb->x0), (float)( bb->y0), (float)( bb->z0));
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t->vertex((float)(bb->x0), (float)( bb->y0), (float)( bb->z1));
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t->vertex((float)(bb->x1), (float)( bb->y0), (float)( bb->z1));
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t->vertex((float)(bb->x1), (float)( bb->y1), (float)( bb->z1));
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t->vertex((float)(bb->x0), (float)( bb->y1), (float)( bb->z1));
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t->vertex((float)(bb->x0), (float)( bb->y0), (float)( bb->z0));
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t->vertex((float)(bb->x1), (float)( bb->y0), (float)( bb->z0));
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t->vertex((float)(bb->x1), (float)( bb->y0), (float)( bb->z1));
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t->vertex((float)(bb->x0), (float)( bb->y0), (float)( bb->z1));
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t->vertex((float)(bb->x0), (float)( bb->y1), (float)( bb->z1));
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t->vertex((float)(bb->x1), (float)( bb->y1), (float)( bb->z1));
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t->vertex((float)(bb->x1), (float)( bb->y1), (float)( bb->z0));
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t->vertex((float)(bb->x0), (float)( bb->y1), (float)( bb->z0));
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t->vertex((float)(bb->x0), (float)( bb->y0), (float)( bb->z1));
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t->vertex((float)(bb->x0), (float)( bb->y1), (float)( bb->z1));
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t->vertex((float)(bb->x0), (float)( bb->y1), (float)( bb->z0));
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t->vertex((float)(bb->x0), (float)( bb->y0), (float)( bb->z0));
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t->vertex((float)(bb->x1), (float)( bb->y0), (float)( bb->z0));
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t->vertex((float)(bb->x1), (float)( bb->y1), (float)( bb->z0));
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t->vertex((float)(bb->x1), (float)( bb->y1), (float)( bb->z1));
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t->vertex((float)(bb->x1), (float)( bb->y0), (float)( bb->z1));
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t->end();
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}
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void EntityRenderer::renderFlat(float x0, float y0, float z0, float x1, float y1, float z1)
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{
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Tesselator *t = Tesselator::getInstance();
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t->begin();
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t->vertex(x0, y1, z0);
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t->vertex(x1, y1, z0);
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t->vertex(x1, y0, z0);
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t->vertex(x0, y0, z0);
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t->vertex(x0, y0, z1);
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t->vertex(x1, y0, z1);
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t->vertex(x1, y1, z1);
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t->vertex(x0, y1, z1);
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t->vertex(x0, y0, z0);
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t->vertex(x1, y0, z0);
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t->vertex(x1, y0, z1);
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t->vertex(x0, y0, z1);
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t->vertex(x0, y1, z1);
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t->vertex(x1, y1, z1);
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t->vertex(x1, y1, z0);
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t->vertex(x0, y1, z0);
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t->vertex(x0, y0, z1);
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t->vertex(x0, y1, z1);
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t->vertex(x0, y1, z0);
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t->vertex(x0, y0, z0);
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t->vertex(x1, y0, z0);
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t->vertex(x1, y1, z0);
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t->vertex(x1, y1, z1);
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t->vertex(x1, y0, z1);
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t->end();
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}
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void EntityRenderer::init(EntityRenderDispatcher *entityRenderDispatcher)
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{
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this->entityRenderDispatcher = entityRenderDispatcher;
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}
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void EntityRenderer::postRender(shared_ptr<Entity> entity, double x, double y, double z, float rot, float a, bool bRenderPlayerShadow)
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{
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if( !entityRenderDispatcher->isGuiRender ) // 4J - added, don't render shadow in gui as it uses its own blending, and we have globally enabled blending for interface opacity
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{
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if (bRenderPlayerShadow && entityRenderDispatcher->options->fancyGraphics && shadowRadius > 0 && !entity->isInvisible())
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{
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double dist = entityRenderDispatcher->distanceToSqr(entity->x, entity->y, entity->z);
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float pow = (float) ((1 - dist / (16.0f * 16.0f)) * shadowStrength);
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if (pow > 0)
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{
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renderShadow(entity, x, y, z, pow, a);
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}
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}
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}
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if (entity->isOnFire()) renderFlame(entity, x, y, z, a);
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}
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Font *EntityRenderer::getFont()
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{
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return entityRenderDispatcher->getFont();
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}
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void EntityRenderer::registerTerrainTextures(IconRegister *iconRegister)
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{
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}
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ResourceLocation *EntityRenderer::getTextureLocation(shared_ptr<Entity> mob)
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{
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return NULL;
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} |