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.
656 lines
18 KiB
C++
656 lines
18 KiB
C++
#include "stdafx.h"
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#include "LivingEntityRenderer.h"
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#include "Lighting.h"
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#include "Cube.h"
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#include "ModelPart.h"
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#include "EntityRenderDispatcher.h"
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#include "MultiPlayerLocalPlayer.h"
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#include "..\Minecraft.World\Arrow.h"
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#include "..\Minecraft.World\Mth.h"
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#include "..\Minecraft.World\Player.h"
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ResourceLocation LivingEntityRenderer::ENCHANT_GLINT_LOCATION = ResourceLocation(TN__BLUR__MISC_GLINT);
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int LivingEntityRenderer::MAX_ARMOR_LAYERS = 4;
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LivingEntityRenderer::LivingEntityRenderer(Model *model, float shadow)
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{
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this->model = model;
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shadowRadius = shadow;
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armor = NULL;
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}
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void LivingEntityRenderer::setArmor(Model *armor)
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{
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this->armor = armor;
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}
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float LivingEntityRenderer::rotlerp(float from, float to, float a)
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{
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float diff = to - from;
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while (diff < -180)
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diff += 360;
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while (diff >= 180)
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diff -= 360;
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return from + a * diff;
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}
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void LivingEntityRenderer::render(shared_ptr<Entity> _mob, double x, double y, double z, float rot, float a)
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{
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shared_ptr<LivingEntity> mob = dynamic_pointer_cast<LivingEntity>(_mob);
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glPushMatrix();
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glDisable(GL_CULL_FACE);
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model->attackTime = getAttackAnim(mob, a);
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if (armor != NULL) armor->attackTime = model->attackTime;
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model->riding = mob->isRiding();
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if (armor != NULL) armor->riding = model->riding;
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model->young = mob->isBaby();
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if (armor != NULL) armor->young = model->young;
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/*try*/
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{
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float bodyRot = rotlerp(mob->yBodyRotO, mob->yBodyRot, a);
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float headRot = rotlerp(mob->yHeadRotO, mob->yHeadRot, a);
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if (mob->isRiding() && mob->riding->instanceof(eTYPE_LIVINGENTITY))
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{
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shared_ptr<LivingEntity> riding = dynamic_pointer_cast<LivingEntity>(mob->riding);
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bodyRot = rotlerp(riding->yBodyRotO, riding->yBodyRot, a);
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float headDiff = Mth::wrapDegrees(headRot - bodyRot);
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if (headDiff < -85) headDiff = -85;
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if (headDiff >= 85) headDiff = +85;
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bodyRot = headRot - headDiff;
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if (headDiff * headDiff > 50 * 50)
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{
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bodyRot += headDiff * 0.2f;
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}
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}
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float headRotx = (mob->xRotO + (mob->xRot - mob->xRotO) * a);
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setupPosition(mob, x, y, z);
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float bob = getBob(mob, a);
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setupRotations(mob, bob, bodyRot, a);
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float fScale = 1 / 16.0f;
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glEnable(GL_RESCALE_NORMAL);
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glScalef(-1, -1, 1);
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scale(mob, a);
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glTranslatef(0, -24 * fScale - 0.125f / 16.0f, 0);
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float ws = mob->walkAnimSpeedO + (mob->walkAnimSpeed - mob->walkAnimSpeedO) * a;
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float wp = mob->walkAnimPos - mob->walkAnimSpeed * (1 - a);
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if (mob->isBaby())
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{
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wp *= 3.0f;
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}
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if (ws > 1) ws = 1;
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glEnable(GL_ALPHA_TEST);
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model->prepareMobModel(mob, wp, ws, a);
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renderModel(mob, wp, ws, bob, headRot - bodyRot, headRotx, fScale);
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for (int i = 0; i < MAX_ARMOR_LAYERS; i++)
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{
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int armorType = prepareArmor(mob, i, a);
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if (armorType > 0)
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{
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armor->prepareMobModel(mob, wp, ws, a);
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armor->render(mob, wp, ws, bob, headRot - bodyRot, headRotx, fScale, true);
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if ((armorType & 0xf0) == 16)
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{
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prepareSecondPassArmor(mob, i, a);
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armor->render(mob, wp, ws, bob, headRot - bodyRot, headRotx, fScale, true);
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}
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// 4J - added condition here for rendering player as part of the gui. Avoiding rendering the glint here as it involves using its own blending, and for gui rendering
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// we are globally blending to be able to offer user configurable gui opacity. Note that I really don't know why GL_BLEND is turned off at the end of the first
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// armour layer anyway, or why alpha testing is turned on... but we definitely don't want to be turning blending off during the gui render.
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if( !entityRenderDispatcher->isGuiRender )
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{
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if ((armorType & 0xf) == 0xf)
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{
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float time = mob->tickCount + a;
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bindTexture(&ENCHANT_GLINT_LOCATION);
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glEnable(GL_BLEND);
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float br = 0.5f;
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glColor4f(br, br, br, 1);
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glDepthFunc(GL_EQUAL);
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glDepthMask(false);
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for (int j = 0; j < 2; j++)
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{
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glDisable(GL_LIGHTING);
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float brr = 0.76f;
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glColor4f(0.5f * brr, 0.25f * brr, 0.8f * brr, 1);
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glBlendFunc(GL_SRC_COLOR, GL_ONE);
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glMatrixMode(GL_TEXTURE);
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glLoadIdentity();
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float uo = time * (0.001f + j * 0.003f) * 20;
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float ss = 1 / 3.0f;
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glScalef(ss, ss, ss);
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glRotatef(30 - (j) * 60.0f, 0, 0, 1);
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glTranslatef(0, uo, 0);
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glMatrixMode(GL_MODELVIEW);
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armor->render(mob, wp, ws, bob, headRot - bodyRot, headRotx, fScale, false);
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}
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glColor4f(1, 1, 1, 1);
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glMatrixMode(GL_TEXTURE);
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glDepthMask(true);
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glLoadIdentity();
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glMatrixMode(GL_MODELVIEW);
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glEnable(GL_LIGHTING);
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glDisable(GL_BLEND);
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glDepthFunc(GL_LEQUAL);
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}
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glDisable(GL_BLEND);
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}
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glEnable(GL_ALPHA_TEST);
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}
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}
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glDepthMask(true);
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additionalRendering(mob, a);
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float br = mob->getBrightness(a);
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int overlayColor = getOverlayColor(mob, br, a);
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glActiveTexture(GL_TEXTURE1);
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glDisable(GL_TEXTURE_2D);
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glActiveTexture(GL_TEXTURE0);
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if (((overlayColor >> 24) & 0xff) > 0 || mob->hurtTime > 0 || mob->deathTime > 0)
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{
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glDisable(GL_TEXTURE_2D);
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glDisable(GL_ALPHA_TEST);
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glEnable(GL_BLEND);
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glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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glDepthFunc(GL_EQUAL);
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// 4J - changed these renders to not use the compiled version of their models, because otherwise the render states set
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// about (in particular the depth & alpha test) don't work with our command buffer versions
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if (mob->hurtTime > 0 || mob->deathTime > 0)
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{
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glColor4f(br, 0, 0, 0.4f);
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model->render(mob, wp, ws, bob, headRot - bodyRot, headRotx, fScale, false);
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for (int i = 0; i < MAX_ARMOR_LAYERS; i++)
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{
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if (prepareArmorOverlay(mob, i, a) >= 0)
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{
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glColor4f(br, 0, 0, 0.4f);
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armor->render(mob, wp, ws, bob, headRot - bodyRot, headRotx, fScale, false);
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}
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}
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}
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if (((overlayColor >> 24) & 0xff) > 0)
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{
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float r = ((overlayColor >> 16) & 0xff) / 255.0f;
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float g = ((overlayColor >> 8) & 0xff) / 255.0f;
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float b = ((overlayColor) & 0xff) / 255.0f;
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float aa = ((overlayColor >> 24) & 0xff) / 255.0f;
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glColor4f(r, g, b, aa);
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model->render(mob, wp, ws, bob, headRot - bodyRot, headRotx, fScale, false);
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for (int i = 0; i < MAX_ARMOR_LAYERS; i++)
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{
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if (prepareArmorOverlay(mob, i, a) >= 0)
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{
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glColor4f(r, g, b, aa);
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armor->render(mob, wp, ws, bob, headRot - bodyRot, headRotx, fScale, false);
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}
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}
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}
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glDepthFunc(GL_LEQUAL);
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glDisable(GL_BLEND);
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glEnable(GL_ALPHA_TEST);
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glEnable(GL_TEXTURE_2D);
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}
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glDisable(GL_RESCALE_NORMAL);
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}
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/* catch (Exception e)
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{
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e.printStackTrace();
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}*/
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glActiveTexture(GL_TEXTURE1);
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glEnable(GL_TEXTURE_2D);
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glActiveTexture(GL_TEXTURE0);
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glEnable(GL_CULL_FACE);
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glPopMatrix();
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MemSect(31);
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renderName(mob, x, y, z);
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MemSect(0);
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}
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void LivingEntityRenderer::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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bindTexture(mob);
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if (!mob->isInvisible())
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{
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model->render(mob, wp, ws, bob, headRotMinusBodyRot, headRotx, scale, true);
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}
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else if(!mob->isInvisibleTo(dynamic_pointer_cast<Player>(Minecraft::GetInstance()->player)))
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{
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glPushMatrix();
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glColor4f(1, 1, 1, 0.15f);
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glDepthMask(false);
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glEnable(GL_BLEND);
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glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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glAlphaFunc(GL_GREATER, 1.0f / 255.0f);
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model->render(mob, wp, ws, bob, headRotMinusBodyRot, headRotx, scale, true);
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glDisable(GL_BLEND);
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glAlphaFunc(GL_GREATER, .1f);
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glPopMatrix();
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glDepthMask(true);
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}
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else
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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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}
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void LivingEntityRenderer::setupPosition(shared_ptr<LivingEntity> mob, double x, double y, double z)
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{
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glTranslatef((float) x, (float) y, (float) z);
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}
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void LivingEntityRenderer::setupRotations(shared_ptr<LivingEntity> mob, float bob, float bodyRot, float a)
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{
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glRotatef(180 - bodyRot, 0, 1, 0);
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if (mob->deathTime > 0)
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{
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float fall = (mob->deathTime + a - 1) / 20.0f * 1.6f;
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fall = sqrt(fall);
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if (fall > 1) fall = 1;
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glRotatef(fall * getFlipDegrees(mob), 0, 0, 1);
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}
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else
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{
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wstring name = mob->getAName();
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if (name == L"Dinnerbone" || name == L"Grumm")
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{
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if ( !mob->instanceof(eTYPE_PLAYER) || !dynamic_pointer_cast<Player>(mob)->isCapeHidden() )
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{
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glTranslatef(0, mob->bbHeight + 0.1f, 0);
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glRotatef(180, 0, 0, 1);
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}
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}
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}
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}
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float LivingEntityRenderer::getAttackAnim(shared_ptr<LivingEntity> mob, float a)
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{
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return mob->getAttackAnim(a);
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}
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float LivingEntityRenderer::getBob(shared_ptr<LivingEntity> mob, float a)
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{
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return (mob->tickCount + a);
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}
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void LivingEntityRenderer::additionalRendering(shared_ptr<LivingEntity> mob, float a)
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{
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}
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void LivingEntityRenderer::renderArrows(shared_ptr<LivingEntity> mob, float a)
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{
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int arrowCount = mob->getArrowCount();
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if (arrowCount > 0)
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{
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shared_ptr<Entity> arrow = shared_ptr<Entity>(new Arrow(mob->level, mob->x, mob->y, mob->z));
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Random random = Random(mob->entityId);
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Lighting::turnOff();
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for (int i = 0; i < arrowCount; i++)
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{
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glPushMatrix();
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ModelPart *modelPart = model->getRandomModelPart(random);
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Cube *cube = modelPart->cubes[random.nextInt(modelPart->cubes.size())];
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modelPart->translateTo(1 / 16.0f);
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float xd = random.nextFloat();
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float yd = random.nextFloat();
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float zd = random.nextFloat();
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float xo = (cube->x0 + (cube->x1 - cube->x0) * xd) / 16.0f;
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float yo = (cube->y0 + (cube->y1 - cube->y0) * yd) / 16.0f;
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float zo = (cube->z0 + (cube->z1 - cube->z0) * zd) / 16.0f;
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glTranslatef(xo, yo, zo);
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xd = xd * 2 - 1;
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yd = yd * 2 - 1;
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zd = zd * 2 - 1;
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if (true)
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{
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xd *= -1;
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yd *= -1;
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zd *= -1;
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}
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float sd = (float) sqrt(xd * xd + zd * zd);
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arrow->yRotO = arrow->yRot = (float) (atan2(xd, zd) * 180 / PI);
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arrow->xRotO = arrow->xRot = (float) (atan2(yd, sd) * 180 / PI);
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double x = 0;
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double y = 0;
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double z = 0;
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float yRot = 0;
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entityRenderDispatcher->render(arrow, x, y, z, yRot, a);
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glPopMatrix();
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}
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Lighting::turnOn();
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}
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}
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int LivingEntityRenderer::prepareArmorOverlay(shared_ptr<LivingEntity> mob, int layer, float a)
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{
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return prepareArmor(mob, layer, a);
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}
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int LivingEntityRenderer::prepareArmor(shared_ptr<LivingEntity> mob, int layer, float a)
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{
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return -1;
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}
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void LivingEntityRenderer::prepareSecondPassArmor(shared_ptr<LivingEntity> mob, int layer, float a)
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{
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}
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float LivingEntityRenderer::getFlipDegrees(shared_ptr<LivingEntity> mob)
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{
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return 90;
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}
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int LivingEntityRenderer::getOverlayColor(shared_ptr<LivingEntity> mob, float br, float a)
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{
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return 0;
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}
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void LivingEntityRenderer::scale(shared_ptr<LivingEntity> mob, float a)
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{
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}
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void LivingEntityRenderer::renderName(shared_ptr<LivingEntity> mob, double x, double y, double z)
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{
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if (shouldShowName(mob) || Minecraft::renderDebug())
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{
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float size = 1.60f;
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float s = 1 / 60.0f * size;
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double dist = mob->distanceToSqr(entityRenderDispatcher->cameraEntity);
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float maxDist = mob->isSneaking() ? 32 : 64;
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if (dist < maxDist * maxDist)
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{
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wstring msg = mob->getDisplayName();
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if (!msg.empty())
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{
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if (mob->isSneaking())
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{
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if ( app.GetGameSettings(eGameSetting_DisplayHUD)==0 )
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{
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// 4J-PB - turn off gamertag render
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return;
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}
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if(app.GetGameHostOption(eGameHostOption_Gamertags)==0)
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{
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// turn off gamertags if the host has set them off
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return;
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}
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Font *font = getFont();
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glPushMatrix();
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glTranslatef((float) x + 0, (float) y + mob->bbHeight + 0.5f, (float) z);
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glNormal3f(0, 1, 0);
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glRotatef(-entityRenderDispatcher->playerRotY, 0, 1, 0);
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glRotatef(entityRenderDispatcher->playerRotX, 1, 0, 0);
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glScalef(-s, -s, s);
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glDisable(GL_LIGHTING);
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glTranslatef(0, 0.25f / s, 0);
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glDepthMask(false);
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glEnable(GL_BLEND);
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glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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Tesselator *t = Tesselator::getInstance();
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glDisable(GL_TEXTURE_2D);
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t->begin();
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int w = font->width(msg) / 2;
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t->color(0.f, 0.f, 0.f, 0.25f);
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t->vertex(-w - 1, -1, 0);
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t->vertex(-w - 1, +8, 0);
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t->vertex(+w + 1, +8, 0);
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t->vertex(+w + 1, -1, 0);
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t->end();
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glEnable(GL_TEXTURE_2D);
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glDepthMask(true);
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font->draw(msg, -font->width(msg) / 2, 0, 0x20ffffff);
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glEnable(GL_LIGHTING);
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glDisable(GL_BLEND);
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glColor4f(1, 1, 1, 1);
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glPopMatrix();
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}
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else
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{
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renderNameTags(mob, x, y, z, msg, s, dist);
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}
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}
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}
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}
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}
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bool LivingEntityRenderer::shouldShowName(shared_ptr<LivingEntity> mob)
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{
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return Minecraft::renderNames() && mob != entityRenderDispatcher->cameraEntity && !mob->isInvisibleTo(Minecraft::GetInstance()->player) && mob->rider.lock() == NULL;
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}
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void LivingEntityRenderer::renderNameTags(shared_ptr<LivingEntity> mob, double x, double y, double z, const wstring &msg, float scale, double dist)
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{
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if (mob->isSleeping())
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{
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renderNameTag(mob, msg, x, y - 1.5f, z, 64);
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}
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else
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{
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renderNameTag(mob, msg, x, y, z, 64);
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}
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}
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// 4J Added parameter for color here so that we can colour players names
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void LivingEntityRenderer::renderNameTag(shared_ptr<LivingEntity> mob, const wstring &name, double x, double y, double z, int maxDist, int color /*= 0xff000000*/)
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{
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if ( app.GetGameSettings(eGameSetting_DisplayHUD)==0 )
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{
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// 4J-PB - turn off gamertag render
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return;
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}
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if(app.GetGameHostOption(eGameHostOption_Gamertags)==0)
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{
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// turn off gamertags if the host has set them off
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return;
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}
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float dist = mob->distanceTo(entityRenderDispatcher->cameraEntity);
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if (dist > maxDist )
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{
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|
return;
|
|
}
|
|
|
|
Font *font = getFont();
|
|
|
|
constexpr float size = 1.60f;
|
|
constexpr float s = 1 / 60.0f * size;
|
|
|
|
glPushMatrix();
|
|
glTranslatef(static_cast<float>(x) + 0, static_cast<float>(y) + mob->bbHeight + 0.5f, static_cast<float>(z));
|
|
glNormal3f(0, 1, 0);
|
|
|
|
glRotatef(-this->entityRenderDispatcher->playerRotY, 0, 1, 0);
|
|
glRotatef(this->entityRenderDispatcher->playerRotX, 1, 0, 0);
|
|
|
|
glScalef(-s, -s, s);
|
|
glDisable(GL_LIGHTING);
|
|
|
|
// 4J Stu - If it's beyond readable distance, then just render a coloured box
|
|
int readableDist = PLAYER_NAME_READABLE_FULLSCREEN;
|
|
if( !RenderManager.IsHiDef() )
|
|
{
|
|
readableDist = PLAYER_NAME_READABLE_DISTANCE_SD;
|
|
}
|
|
else if ( app.GetLocalPlayerCount() > 2 )
|
|
{
|
|
readableDist = PLAYER_NAME_READABLE_DISTANCE_SPLITSCREEN;
|
|
}
|
|
|
|
float textOpacity = 1.0f;
|
|
if( dist >= readableDist )
|
|
{
|
|
int diff = dist - readableDist;
|
|
|
|
textOpacity /= (diff/2);
|
|
|
|
if( diff > readableDist ) textOpacity = 0.0f;
|
|
}
|
|
|
|
if( textOpacity < 0.0f ) textOpacity = 0.0f;
|
|
if( textOpacity > 1.0f ) textOpacity = 1.0f;
|
|
|
|
glEnable(GL_BLEND);
|
|
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
|
|
Tesselator *t = Tesselator::getInstance();
|
|
|
|
int offs = 0;
|
|
|
|
wstring playerName;
|
|
WCHAR wchName[2];
|
|
|
|
if(mob->instanceof(eTYPE_PLAYER))
|
|
{
|
|
shared_ptr<Player> player = dynamic_pointer_cast<Player>(mob);
|
|
|
|
if(app.isXuidDeadmau5( player->getXuid() ) ) offs = -10;
|
|
|
|
#if defined(__PS3__) || defined(__ORBIS__)
|
|
// Check we have all the font characters for this player name
|
|
switch(player->GetPlayerNameValidState())
|
|
{
|
|
case Player::ePlayerNameValid_NotSet:
|
|
if(font->AllCharactersValid(name))
|
|
{
|
|
playerName=name;
|
|
player->SetPlayerNameValidState(true);
|
|
}
|
|
else
|
|
{
|
|
memset(wchName,0,sizeof(WCHAR)*2);
|
|
swprintf(wchName, 2, L"%d",player->getPlayerIndex()+1);
|
|
playerName=wchName;
|
|
player->SetPlayerNameValidState(false);
|
|
}
|
|
break;
|
|
case Player::ePlayerNameValid_True:
|
|
playerName=name;
|
|
break;
|
|
case Player::ePlayerNameValid_False:
|
|
memset(wchName,0,sizeof(WCHAR)*2);
|
|
swprintf(wchName, 2, L"%d",player->getPlayerIndex()+1);
|
|
playerName=wchName;
|
|
break;
|
|
}
|
|
#else
|
|
playerName = name;
|
|
#endif
|
|
}
|
|
else
|
|
{
|
|
playerName = name;
|
|
}
|
|
|
|
if( textOpacity > 0.0f )
|
|
{
|
|
glColor4f(1.0f,1.0f,1.0f,textOpacity);
|
|
|
|
glDepthMask(false);
|
|
glDisable(GL_DEPTH_TEST);
|
|
|
|
glDisable(GL_TEXTURE_2D);
|
|
|
|
t->begin();
|
|
int w = font->width(playerName) / 2;
|
|
|
|
if( textOpacity < 1.0f )
|
|
{
|
|
t->color(color, 255 * textOpacity);
|
|
}
|
|
else
|
|
{
|
|
t->color(0.0f, 0.0f, 0.0f, 0.25f);
|
|
}
|
|
t->vertex((float)(-w - 1), (float)( -1 + offs), (float)( 0));
|
|
t->vertex((float)(-w - 1), (float)( +8 + offs + 1), (float)( 0));
|
|
t->vertex((float)(+w + 1), (float)( +8 + offs + 1), (float)( 0));
|
|
t->vertex((float)(+w + 1), (float)( -1 + offs), (float)( 0));
|
|
t->end();
|
|
|
|
glEnable(GL_DEPTH_TEST);
|
|
glDepthMask(true);
|
|
glDepthFunc(GL_ALWAYS);
|
|
glLineWidth(2.0f);
|
|
t->begin(GL_LINE_STRIP);
|
|
t->color(color, 255 * textOpacity);
|
|
t->vertex((float)(-w - 1), (float)( -1 + offs), (float)( 0));
|
|
t->vertex((float)(-w - 1), (float)( +8 + offs + 1), (float)( 0));
|
|
t->vertex((float)(+w + 1), (float)( +8 + offs + 1), (float)( 0));
|
|
t->vertex((float)(+w + 1), (float)( -1 + offs), (float)( 0));
|
|
t->vertex((float)(-w - 1), (float)( -1 + offs), (float)( 0));
|
|
t->end();
|
|
glDepthFunc(GL_LEQUAL);
|
|
glDepthMask(false);
|
|
glDisable(GL_DEPTH_TEST);
|
|
|
|
glEnable(GL_TEXTURE_2D);
|
|
font->draw(playerName, -font->width(playerName) / 2, offs, 0x20ffffff);
|
|
glEnable(GL_DEPTH_TEST);
|
|
|
|
glDepthMask(true);
|
|
}
|
|
|
|
if( textOpacity < 1.0f )
|
|
{
|
|
glColor4f(1.0f,1.0f,1.0f,1.0f);
|
|
glDisable(GL_TEXTURE_2D);
|
|
glDepthFunc(GL_ALWAYS);
|
|
t->begin();
|
|
int w = font->width(playerName) / 2;
|
|
t->color(color, 255);
|
|
t->vertex((float)(-w - 1), (float)( -1 + offs), (float)( 0));
|
|
t->vertex((float)(-w - 1), (float)( +8 + offs), (float)( 0));
|
|
t->vertex((float)(+w + 1), (float)( +8 + offs), (float)( 0));
|
|
t->vertex((float)(+w + 1), (float)( -1 + offs), (float)( 0));
|
|
t->end();
|
|
glDepthFunc(GL_LEQUAL);
|
|
glEnable(GL_TEXTURE_2D);
|
|
|
|
glTranslatef(0.0f, 0.0f, -0.04f);
|
|
}
|
|
|
|
if( textOpacity > 0.0f )
|
|
{
|
|
int textColor = ( ( (int)(textOpacity*255) << 24 ) | 0xffffff );
|
|
font->draw(playerName, -font->width(playerName) / 2, offs, textColor);
|
|
}
|
|
|
|
glEnable(GL_LIGHTING);
|
|
glDisable(GL_BLEND);
|
|
glColor4f(1, 1, 1, 1);
|
|
glPopMatrix();
|
|
} |