Files
MinecraftConsoles/Minecraft.Client/HumanoidMobRenderer.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

294 lines
8.5 KiB
C++

#include "stdafx.h"
#include "HumanoidMobRenderer.h"
#include "SkullTileRenderer.h"
#include "HumanoidModel.h"
#include "ModelPart.h"
#include "EntityRenderDispatcher.h"
#include "..\Minecraft.World\net.minecraft.world.item.h"
#include "..\Minecraft.World\net.minecraft.world.level.tile.h"
#include "..\Minecraft.World\net.minecraft.world.entity.h"
#include "..\Minecraft.World\net.minecraft.world.entity.monster.h"
#include "..\Minecraft.World\net.minecraft.h"
const wstring HumanoidMobRenderer::MATERIAL_NAMES[5] = { L"cloth", L"chain", L"iron", L"diamond", L"gold" };
std::map<wstring, ResourceLocation> HumanoidMobRenderer::ARMOR_LOCATION_CACHE;
void HumanoidMobRenderer::_init(HumanoidModel *humanoidModel, float scale)
{
this->humanoidModel = humanoidModel;
this->_scale = scale;
armorParts1 = NULL;
armorParts2 = NULL;
createArmorParts();
}
HumanoidMobRenderer::HumanoidMobRenderer(HumanoidModel *humanoidModel, float shadow) : MobRenderer(humanoidModel, shadow)
{
_init(humanoidModel, 1.0f);
}
HumanoidMobRenderer::HumanoidMobRenderer(HumanoidModel *humanoidModel, float shadow, float scale) : MobRenderer(humanoidModel, shadow)
{
_init(humanoidModel, scale);
}
ResourceLocation *HumanoidMobRenderer::getArmorLocation(ArmorItem *armorItem, int layer)
{
return getArmorLocation(armorItem, layer, false);
}
ResourceLocation *HumanoidMobRenderer::getArmorLocation(ArmorItem *armorItem, int layer, bool overlay)
{
switch(armorItem->modelIndex)
{
case 0:
break;
case 1:
break;
case 2:
break;
case 3:
break;
case 4:
break;
};
wstring path = wstring(L"armor/" + MATERIAL_NAMES[armorItem->modelIndex]).append(L"_").append(std::to_wstring(layer == 2 ? 2 : 1)).append((overlay ? L"_b" :L"")).append(L".png");
std::map<wstring, ResourceLocation>::iterator it = ARMOR_LOCATION_CACHE.find(path);
ResourceLocation *location;
if (it != ARMOR_LOCATION_CACHE.end())
{
location = &it->second;
}
else
{
ARMOR_LOCATION_CACHE.insert(std::pair<wstring, ResourceLocation>(path, ResourceLocation(path)));
it = ARMOR_LOCATION_CACHE.find(path);
location = &it->second;
}
return location;
}
void HumanoidMobRenderer::prepareSecondPassArmor(shared_ptr<LivingEntity> mob, int layer, float a)
{
shared_ptr<ItemInstance> itemInstance = mob->getArmor(3 - layer);
if (itemInstance != NULL) {
Item *item = itemInstance->getItem();
if (dynamic_cast<ArmorItem *>(item) != NULL)
{
bindTexture(getArmorLocation(dynamic_cast<ArmorItem *>(item), layer, true));
float brightness = SharedConstants::TEXTURE_LIGHTING ? 1 : mob->getBrightness(a);
glColor3f(brightness, brightness, brightness);
}
}
}
void HumanoidMobRenderer::createArmorParts()
{
armorParts1 = new HumanoidModel(1.0f);
armorParts2 = new HumanoidModel(0.5f);
}
int HumanoidMobRenderer::prepareArmor(shared_ptr<LivingEntity> _mob, int layer, float a)
{
shared_ptr<LivingEntity> mob = dynamic_pointer_cast<LivingEntity>(_mob);
shared_ptr<ItemInstance> itemInstance = mob->getArmor(3 - layer);
if (itemInstance != NULL)
{
Item *item = itemInstance->getItem();
if (dynamic_cast<ArmorItem *>(item) != NULL)
{
ArmorItem *armorItem = dynamic_cast<ArmorItem *>(item);
bindTexture(getArmorLocation(armorItem, layer));
HumanoidModel *armor = layer == 2 ? armorParts2 : armorParts1;
armor->head->visible = layer == 0;
armor->hair->visible = layer == 0;
armor->body->visible = layer == 1 || layer == 2;
armor->arm0->visible = layer == 1;
armor->arm1->visible = layer == 1;
armor->leg0->visible = layer == 2 || layer == 3;
armor->leg1->visible = layer == 2 || layer == 3;
setArmor(armor);
armor->attackTime = model->attackTime;
armor->riding = model->riding;
armor->young = model->young;
float brightness = SharedConstants::TEXTURE_LIGHTING ? 1 : mob->getBrightness(a);
if (armorItem->getMaterial() == ArmorItem::ArmorMaterial::CLOTH)
{
int color = armorItem->getColor(itemInstance);
float red = (float) ((color >> 16) & 0xFF) / 0xFF;
float green = (float) ((color >> 8) & 0xFF) / 0xFF;
float blue = (float) (color & 0xFF) / 0xFF;
glColor3f(brightness * red, brightness * green, brightness * blue);
if (itemInstance->isEnchanted()) return 0x1f;
return 0x10;
}
else
{
glColor3f(brightness, brightness, brightness);
}
if (itemInstance->isEnchanted()) return 15;
return 1;
}
}
return -1;
}
void HumanoidMobRenderer::render(shared_ptr<Entity> _mob, double x, double y, double z, float rot, float a)
{
shared_ptr<LivingEntity> mob = dynamic_pointer_cast<LivingEntity>(_mob);
float brightness = SharedConstants::TEXTURE_LIGHTING ? 1 : mob->getBrightness(a);
glColor3f(brightness, brightness, brightness);
shared_ptr<ItemInstance> item = mob->getCarriedItem();
prepareCarriedItem(mob, item);
double yp = y - mob->heightOffset;
if (mob->isSneaking()) {
yp -= 2 / 16.0f;
}
MobRenderer::render(mob, x, yp, z, rot, a);
armorParts1->bowAndArrow = armorParts2->bowAndArrow = humanoidModel->bowAndArrow = false;
armorParts1->sneaking = armorParts2->sneaking = humanoidModel->sneaking = false;
armorParts1->holdingRightHand = armorParts2->holdingRightHand = humanoidModel->holdingRightHand = 0;
}
ResourceLocation *HumanoidMobRenderer::getTextureLocation(shared_ptr<Entity> mob)
{
// TODO -- Figure out of we need some data in here
return NULL;
}
void HumanoidMobRenderer::prepareCarriedItem(shared_ptr<Entity> mob, shared_ptr<ItemInstance> item)
{
armorParts1->holdingRightHand = armorParts2->holdingRightHand = humanoidModel->holdingRightHand = item != NULL ? 1 : 0;
armorParts1->sneaking = armorParts2->sneaking = humanoidModel->sneaking = mob->isSneaking();
}
void HumanoidMobRenderer::additionalRendering(shared_ptr<LivingEntity> mob, float a)
{
float brightness = SharedConstants::TEXTURE_LIGHTING ? 1 : mob->getBrightness(a);
glColor3f(brightness, brightness, brightness);
shared_ptr<ItemInstance> item = mob->getCarriedItem();
shared_ptr<ItemInstance> headGear = mob->getArmor(3);
if (headGear != NULL)
{
// don't render the pumpkin of skulls for the skins with that disabled
// 4J-PB - need to disable rendering armour/skulls/pumpkins for some special skins (Daleks)
if((mob->getAnimOverrideBitmask()&(1<<HumanoidModel::eAnim_DontRenderArmour))==0)
{
glPushMatrix();
humanoidModel->head->translateTo(1 / 16.0f);
if (headGear->getItem()->id < 256)
{
if (Tile::tiles[headGear->id] != NULL && TileRenderer::canRender(Tile::tiles[headGear->id]->getRenderShape()))
{
float s = 10 / 16.0f;
glTranslatef(-0 / 16.0f, -4 / 16.0f, 0 / 16.0f);
glRotatef(90, 0, 1, 0);
glScalef(s, -s, -s);
}
this->entityRenderDispatcher->itemInHandRenderer->renderItem(mob, headGear, 0);
}
else if (headGear->getItem()->id == Item::skull_Id)
{
float s = 17 / 16.0f;
glScalef(s, -s, -s);
wstring extra = L"";
if (headGear->hasTag() && headGear->getTag()->contains(L"SkullOwner"))
{
extra = headGear->getTag()->getString(L"SkullOwner");
}
SkullTileRenderer::instance->renderSkull(-0.5f, 0, -0.5f, Facing::UP, 180, headGear->getAuxValue(), extra);
}
glPopMatrix();
}
}
if (item != NULL)
{
glPushMatrix();
if (model->young)
{
float s = 0.5f;
glTranslatef(0 / 16.0f, 10 / 16.0f, 0 / 16.0f);
glRotatef(-20, -1, 0, 0);
glScalef(s, s, s);
}
humanoidModel->arm0->translateTo(1 / 16.0f);
glTranslatef(-1 / 16.0f, 7 / 16.0f, 1 / 16.0f);
if (item->id < 256 && TileRenderer::canRender(Tile::tiles[item->id]->getRenderShape()))
{
float s = 8 / 16.0f;
glTranslatef(-0 / 16.0f, 3 / 16.0f, -5 / 16.0f);
s *= 0.75f;
glRotatef(20, 1, 0, 0);
glRotatef(45, 0, 1, 0);
glScalef(-s, -s, s);
}
else if (item->id == Item::bow_Id)
{
float s = 10 / 16.0f;
glTranslatef(0/16.0f, 2 / 16.0f, 5 / 16.0f);
glRotatef(-20, 0, 1, 0);
glScalef(s, -s, s);
glRotatef(-100, 1, 0, 0);
glRotatef(45, 0, 1, 0);
}
else if (Item::items[item->id]->isHandEquipped())
{
float s = 10 / 16.0f;
glTranslatef(0, 3 / 16.0f, 0);
glScalef(s, -s, s);
glRotatef(-100, 1, 0, 0);
glRotatef(45, 0, 1, 0);
}
else
{
float s = 6 / 16.0f;
glTranslatef(+4 / 16.0f, +3 / 16.0f, -3 / 16.0f);
glScalef(s, s, s);
glRotatef(60, 0, 0, 1);
glRotatef(-90, 1, 0, 0);
glRotatef(20, 0, 0, 1);
}
this->entityRenderDispatcher->itemInHandRenderer->renderItem(mob, item, 0);
if (item->getItem()->hasMultipleSpriteLayers())
{
this->entityRenderDispatcher->itemInHandRenderer->renderItem(mob, item, 1);
}
glPopMatrix();
}
}
void HumanoidMobRenderer::scale(shared_ptr<LivingEntity> mob, float a)
{
glScalef(_scale, _scale, _scale);
}