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