Files
MinecraftConsoles/Minecraft.Client/HorseRenderer.cpp
Marlian cfcec48ae1 Fix horse rendering: culling when looking up + fire debug texture (#899)
- Skip frustum culling for the entity the player is currently riding, preventing the horse from disappearing when looking up (fixes a bug reported on Discord)

- Fix HorseRenderer::bindTexture() to delegate to base class for single textures (fire atlas, enchant glint), only using bindTextureLayers() for multi-layer horse textures

Co-authored-by: MCbabel <MCbabel@users.noreply.github.com>
2026-03-07 22:30:44 -06:00

109 lines
3.2 KiB
C++

#include "stdafx.h"
#include "HorseRenderer.h"
#include "MobRenderer.h"
#include "EntityRenderDispatcher.h"
#include "..\Minecraft.World\net.minecraft.world.entity.animal.h"
ResourceLocation HorseRenderer::HORSE_LOCATION = ResourceLocation(TN_MOB_HORSE_WHITE);
ResourceLocation HorseRenderer::HORSE_MULE_LOCATION = ResourceLocation(TN_MOB_MULE);
ResourceLocation HorseRenderer::HORSE_DONKEY_LOCATION = ResourceLocation(TN_MOB_DONKEY);
ResourceLocation HorseRenderer::HORSE_ZOMBIE_LOCATION = ResourceLocation(TN_MOB_HORSE_ZOMBIE);
ResourceLocation HorseRenderer::HORSE_SKELETON_LOCATION = ResourceLocation(TN_MOB_HORSE_SKELETON);
std::map<wstring, ResourceLocation *> HorseRenderer::LAYERED_LOCATION_CACHE;
HorseRenderer::HorseRenderer(Model *model, float f) : MobRenderer(model, f)
{
}
void HorseRenderer::adjustHeight(shared_ptr<PathfinderMob> mob, float FHeight)
{
glTranslatef(0.0F, FHeight, 0.0F);
}
void HorseRenderer::scale(shared_ptr<LivingEntity> entityliving, float f)
{
float sizeFactor = 1.0f;
int type = dynamic_pointer_cast<EntityHorse>(entityliving)->getType();
if (type == EntityHorse::TYPE_DONKEY)
{
sizeFactor *= 0.87F;
}
else if (type == EntityHorse::TYPE_MULE)
{
sizeFactor *= 0.92F;
}
glScalef(sizeFactor, sizeFactor, sizeFactor);
MobRenderer::scale(entityliving, f);
}
void HorseRenderer::renderModel(shared_ptr<LivingEntity> mob, float wp, float ws, float bob, float headRotMinusBodyRot, float headRotx, float scale)
{
if (mob->isInvisible())
{
model->setupAnim(wp, ws, bob, headRotMinusBodyRot, headRotx, scale, mob);
}
else
{
EntityRenderer::bindTexture(mob);
model->render(mob, wp, ws, bob, headRotMinusBodyRot, headRotx, scale, true);
// Ensure that any extra layers of texturing are disabled after rendering this horse
RenderManager.TextureBind(-1);
}
}
void HorseRenderer::bindTexture(ResourceLocation *location)
{
if (location->getTextureCount() > 1)
{
// Set up multiple texture layers for the horse
entityRenderDispatcher->textures->bindTextureLayers(location);
}
else
{
EntityRenderer::bindTexture(location);
}
}
ResourceLocation *HorseRenderer::getTextureLocation(shared_ptr<Entity> entity)
{
shared_ptr<EntityHorse> horse = dynamic_pointer_cast<EntityHorse>(entity);
if (!horse->hasLayeredTextures())
{
switch (horse->getType())
{
default:
case EntityHorse::TYPE_HORSE: return &HORSE_LOCATION;
case EntityHorse::TYPE_MULE: return &HORSE_MULE_LOCATION;
case EntityHorse::TYPE_DONKEY: return &HORSE_DONKEY_LOCATION;
case EntityHorse::TYPE_UNDEAD: return &HORSE_ZOMBIE_LOCATION;
case EntityHorse::TYPE_SKELETON: return &HORSE_SKELETON_LOCATION;
}
}
return getOrCreateLayeredTextureLocation(horse);
}
ResourceLocation *HorseRenderer::getOrCreateLayeredTextureLocation(shared_ptr<EntityHorse> horse)
{
wstring textureName = horse->getLayeredTextureHashName();
auto it = LAYERED_LOCATION_CACHE.find(textureName);
ResourceLocation *location;
if (it != LAYERED_LOCATION_CACHE.end())
{
location = it->second;
}
else
{
LAYERED_LOCATION_CACHE[textureName] = new ResourceLocation(horse->getLayeredTextureLayers());
it = LAYERED_LOCATION_CACHE.find(textureName);
location = it->second;
}
return location;
}