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MinecraftConsoles/Minecraft.Client/Common/UI/UIControl_PlayerSkinPreview.cpp
2026-03-01 12:16:08 +08:00

515 lines
13 KiB
C++

#include "stdafx.h"
#include "..\..\Minecraft.h"
#include "..\..\ScreenSizeCalculator.h"
#include "..\..\EntityRenderDispatcher.h"
#include "..\..\PlayerRenderer.h"
#include "..\..\HumanoidModel.h"
#include "..\..\Lighting.h"
#include "..\..\ModelPart.h"
#include "..\..\Options.h"
#include "..\..\..\Minecraft.World\net.minecraft.world.entity.player.h"
#include "UIControl_PlayerSkinPreview.h"
//#define SKIN_PREVIEW_BOB_ANIM
#define SKIN_PREVIEW_WALKING_ANIM
UIControl_PlayerSkinPreview::UIControl_PlayerSkinPreview()
{
UIControl::setControlType(UIControl::ePlayerSkinPreview);
m_bDirty = FALSE;
m_fScale = 1.0f;
m_fAlpha = 1.0f;
Minecraft *pMinecraft=Minecraft::GetInstance();
ScreenSizeCalculator ssc(pMinecraft->options, pMinecraft->width_phys, pMinecraft->height_phys);
m_fScreenWidth=(float)pMinecraft->width_phys;
m_fRawWidth=(float)ssc.rawWidth;
m_fScreenHeight=(float)pMinecraft->height_phys;
m_fRawHeight=(float)ssc.rawHeight;
m_customTextureUrl = L"default";
m_backupTexture = TN_MOB_CHAR;
m_capeTextureUrl = L"";
m_yRot = 0;
m_xRot = 0;
m_swingTime = 0.0f;
m_bobTick = 0.0f;
m_walkAnimSpeedO = 0.0f;
m_walkAnimSpeed = 0.0f;
m_walkAnimPos = 0.0f;
m_bAutoRotate = false;
m_bRotatingLeft = false;
m_incXRot = false;
m_decXRot = false;
m_incYRot = false;
m_decYRot = false;
m_currentAnimation = e_SkinPreviewAnimation_Walking;
m_fTargetRotation = 0.0f;
m_fOriginalRotation = 0.0f;
m_framesAnimatingRotation = 0;
m_bAnimatingToFacing = false;
m_pvAdditionalModelParts=NULL;
m_uiAnimOverrideBitmask=0L;
}
void UIControl_PlayerSkinPreview::tick()
{
UIControl::tick();
if( m_bAnimatingToFacing )
{
++m_framesAnimatingRotation;
m_yRot = m_fOriginalRotation + m_framesAnimatingRotation * ( (m_fTargetRotation - m_fOriginalRotation) / CHANGING_SKIN_FRAMES );
//if(m_framesAnimatingRotation == CHANGING_SKIN_FRAMES) m_bAnimatingToFacing = false;
}
else
{
if( m_incXRot ) IncrementXRotation();
if( m_decXRot ) DecrementXRotation();
if( m_incYRot ) IncrementYRotation();
if( m_decYRot ) DecrementYRotation();
if(m_bAutoRotate)
{
++m_rotateTick;
if(m_rotateTick%4==0)
{
if(m_yRot >= LOOK_LEFT_EXTENT)
{
m_bRotatingLeft = false;
}
else if(m_yRot <= LOOK_RIGHT_EXTENT)
{
m_bRotatingLeft = true;
}
if(m_bRotatingLeft)
{
IncrementYRotation();
}
else
{
DecrementYRotation();
}
}
}
}
}
void UIControl_PlayerSkinPreview::SetTexture(const wstring &url, TEXTURE_NAME backupTexture)
{
m_customTextureUrl = url;
m_backupTexture = backupTexture;
unsigned int uiAnimOverrideBitmask = Player::getSkinAnimOverrideBitmask( app.getSkinIdFromPath(m_customTextureUrl) );
if(app.GetGameSettings(eGameSetting_CustomSkinAnim)==0 )
{
// We have a force animation for some skins (claptrap)
// 4J-PB - treat all the eAnim_Disable flags as a force anim
if((uiAnimOverrideBitmask & HumanoidModel::m_staticBitmaskIgnorePlayerCustomAnimSetting)!=0)
{
m_uiAnimOverrideBitmask=uiAnimOverrideBitmask;
}
else
{
m_uiAnimOverrideBitmask=0;
}
}
else
{
m_uiAnimOverrideBitmask = uiAnimOverrideBitmask;
}
m_pvAdditionalModelParts=app.GetAdditionalModelParts(app.getSkinIdFromPath(m_customTextureUrl));
}
void UIControl_PlayerSkinPreview::SetFacing(ESkinPreviewFacing facing, bool bAnimate /*= false*/)
{
switch(facing)
{
case e_SkinPreviewFacing_Forward:
m_fTargetRotation = 0;
m_bRotatingLeft = true;
break;
case e_SkinPreviewFacing_Left:
m_fTargetRotation = LOOK_LEFT_EXTENT;
m_bRotatingLeft = false;
break;
case e_SkinPreviewFacing_Right:
m_fTargetRotation = LOOK_RIGHT_EXTENT;
m_bRotatingLeft = true;
break;
}
if(!bAnimate)
{
m_yRot = m_fTargetRotation;
m_bAnimatingToFacing = false;
}
else
{
m_fOriginalRotation = m_yRot;
m_bAnimatingToFacing = true;
m_framesAnimatingRotation = 0;
}
}
void UIControl_PlayerSkinPreview::CycleNextAnimation()
{
m_currentAnimation = (ESkinPreviewAnimations)(m_currentAnimation + 1);
if(m_currentAnimation >= e_SkinPreviewAnimation_Count) m_currentAnimation = e_SkinPreviewAnimation_Walking;
m_swingTime = 0.0f;
}
void UIControl_PlayerSkinPreview::CyclePreviousAnimation()
{
m_currentAnimation = (ESkinPreviewAnimations)(m_currentAnimation - 1);
if(m_currentAnimation < e_SkinPreviewAnimation_Walking) m_currentAnimation = (ESkinPreviewAnimations)(e_SkinPreviewAnimation_Count - 1);
m_swingTime = 0.0f;
}
void UIControl_PlayerSkinPreview::render(IggyCustomDrawCallbackRegion *region)
{
Minecraft *pMinecraft=Minecraft::GetInstance();
glEnable(GL_RESCALE_NORMAL);
glEnable(GL_COLOR_MATERIAL);
glPushMatrix();
float width = region->x1 - region->x0;
float height = region->y1 - region->y0;
float xo = width/2;
float yo = height;
glTranslatef(xo, yo - 3.5f, 50.0f);
//glTranslatef(120.0f, 294, 0.0f);
float ss;
// Base scale on height of this control
// Potentially we might want separate x & y scales here
ss = width / (m_fScreenWidth / m_fScreenHeight);
glScalef(-ss, ss, ss);
glRotatef(180, 0, 0, 1);
//glRotatef(45 + 90, 0, 1, 0);
Lighting::turnOn();
//glRotatef(-45 - 90, 0, 1, 0);
glRotatef(-(float)m_xRot, 1, 0, 0);
// 4J Stu - Turning on hideGui while we do this stops the name rendering in split-screen
bool wasHidingGui = pMinecraft->options->hideGui;
pMinecraft->options->hideGui = true;
//EntityRenderDispatcher::instance->render(pMinecraft->localplayers[0], 0, 0, 0, 0, 1);
EntityRenderer *renderer = EntityRenderDispatcher::instance->getRenderer(eTYPE_PLAYER);
if (renderer != NULL)
{
// 4J-PB - any additional parts to turn on for this player (skin dependent)
//vector<ModelPart *> *pAdditionalModelParts=mob->GetAdditionalModelParts();
if(m_pvAdditionalModelParts && m_pvAdditionalModelParts->size()!=0)
{
for(AUTO_VAR(it, m_pvAdditionalModelParts->begin()); it != m_pvAdditionalModelParts->end(); ++it)
{
ModelPart *pModelPart=*it;
pModelPart->visible=true;
}
}
render(renderer,0,0,0,0,1);
//renderer->postRender(entity, x, y, z, rot, a);
// hide the additional parts
if(m_pvAdditionalModelParts && m_pvAdditionalModelParts->size()!=0)
{
for(AUTO_VAR(it, m_pvAdditionalModelParts->begin()); it != m_pvAdditionalModelParts->end(); ++it)
{
ModelPart *pModelPart=*it;
pModelPart->visible=false;
}
}
}
pMinecraft->options->hideGui = wasHidingGui;
glPopMatrix();
Lighting::turnOff();
glDisable(GL_RESCALE_NORMAL);
}
// 4J Stu - Modified version of MobRenderer::render that does not require an actual entity
void UIControl_PlayerSkinPreview::render(EntityRenderer *renderer, double x, double y, double z, float rot, float a)
{
glPushMatrix();
glDisable(GL_CULL_FACE);
HumanoidModel *model = (HumanoidModel *)renderer->getModel();
//getAttackAnim(mob, a);
//if (armor != NULL) armor->attackTime = model->attackTime;
//model->riding = mob->isRiding();
//if (armor != NULL) armor->riding = model->riding;
// 4J Stu - Remember to reset these values once the rendering is done if you add another one
model->attackTime = 0;
model->sneaking = false;
model->holdingRightHand = false;
model->holdingLeftHand = false;
model->idle = false;
model->eating = false;
model->eating_swing = 0;
model->eating_t = 0;
model->young = false;
model->riding = false;
model->m_uiAnimOverrideBitmask = m_uiAnimOverrideBitmask;
if( !m_bAnimatingToFacing )
{
switch( m_currentAnimation )
{
case e_SkinPreviewAnimation_Sneaking:
model->sneaking = true;
break;
case e_SkinPreviewAnimation_Attacking:
model->holdingRightHand = true;
m_swingTime++;
if (m_swingTime >= (Player::SWING_DURATION * 3) )
{
m_swingTime = 0;
}
model->attackTime = m_swingTime / (float) (Player::SWING_DURATION * 3);
break;
default:
break;
};
}
float bodyRot = m_yRot; //(mob->yBodyRotO + (mob->yBodyRot - mob->yBodyRotO) * a);
float headRot = m_yRot; //(mob->yRotO + (mob->yRot - mob->yRotO) * a);
float headRotx = 0; //(mob->xRotO + (mob->xRot - mob->xRotO) * a);
//setupPosition(mob, x, y, z);
// is equivalent to
glTranslatef((float) x, (float) y, (float) z);
//float bob = getBob(mob, a);
#ifdef SKIN_PREVIEW_BOB_ANIM
float bob = (m_bobTick + a)/2;
++m_bobTick;
if(m_bobTick>=360*2) m_bobTick = 0;
#else
float bob = 0.0f;
#endif
//setupRotations(mob, bob, bodyRot, a);
// is equivalent to
glRotatef(180 - bodyRot, 0, 1, 0);
float _scale = 1 / 16.0f;
glEnable(GL_RESCALE_NORMAL);
glScalef(-1, -1, 1);
//scale(mob, a);
// is equivalent to
float s = 15 / 16.0f;
glScalef(s, s, s);
glTranslatef(0, -24 * _scale - 0.125f / 16.0f, 0);
#ifdef SKIN_PREVIEW_WALKING_ANIM
m_walkAnimSpeedO = m_walkAnimSpeed;
m_walkAnimSpeed += (0.1f - m_walkAnimSpeed) * 0.4f;
m_walkAnimPos += m_walkAnimSpeed;
float ws = m_walkAnimSpeedO + (m_walkAnimSpeed - m_walkAnimSpeedO) * a;
float wp = m_walkAnimPos - m_walkAnimSpeed * (1 - a);
#else
float ws = 0;
float wp = 0;
#endif
if (ws > 1) ws = 1;
MemSect(31);
bindTexture(m_customTextureUrl, m_backupTexture);
MemSect(0);
glEnable(GL_ALPHA_TEST);
//model->prepareMobModel(mob, wp, ws, a);
model->render(nullptr, wp, ws, bob, headRot - bodyRot, headRotx, _scale, true);
/*for (int i = 0; i < MAX_ARMOR_LAYERS; i++)
{
if (prepareArmor(mob, i, a))
{
armor->render(wp, ws, bob, headRot - bodyRot, headRotx, _scale, true);
glDisable(GL_BLEND);
glEnable(GL_ALPHA_TEST);
}
}*/
//additionalRendering(mob, a);
if (bindTexture(m_capeTextureUrl, L"" ))
{
glPushMatrix();
glTranslatef(0, 0, 2 / 16.0f);
double xd = 0;//(mob->xCloakO + (mob->xCloak - mob->xCloakO) * a) - (mob->xo + (mob->x - mob->xo) * a);
double yd = 0;//(mob->yCloakO + (mob->yCloak - mob->yCloakO) * a) - (mob->yo + (mob->y - mob->yo) * a);
double zd = 0;//(mob->zCloakO + (mob->zCloak - mob->zCloakO) * a) - (mob->zo + (mob->z - mob->zo) * a);
float yr = 1;//mob->yBodyRotO + (mob->yBodyRot - mob->yBodyRotO) * a;
double xa = sin(yr * PI / 180);
double za = -cos(yr * PI / 180);
float flap = (float) yd * 10;
if (flap < -6) flap = -6;
if (flap > 32) flap = 32;
float lean = (float) (xd * xa + zd * za) * 100;
float lean2 = (float) (xd * za - zd * xa) * 100;
if (lean < 0) lean = 0;
//float pow = 1;//mob->oBob + (bob - mob->oBob) * a;
flap += 1;//sin((mob->walkDistO + (mob->walkDist - mob->walkDistO) * a) * 6) * 32 * pow;
if (model->sneaking)
{
flap += 25;
}
glRotatef(6.0f + lean / 2 + flap, 1, 0, 0);
glRotatef(lean2 / 2, 0, 0, 1);
glRotatef(-lean2 / 2, 0, 1, 0);
glRotatef(180, 0, 1, 0);
model->renderCloak(1 / 16.0f,true);
glPopMatrix();
}
/*
float br = mob->getBrightness(a);
int overlayColor = getOverlayColor(mob, br, a);
if (((overlayColor >> 24) & 0xff) > 0 || mob->hurtTime > 0 || mob->deathTime > 0)
{
glDisable(GL_TEXTURE_2D);
glDisable(GL_ALPHA_TEST);
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glDepthFunc(GL_EQUAL);
// 4J - changed these renders to not use the compiled version of their models, because otherwise the render states set
// about (in particular the depth & alpha test) don't work with our command buffer versions
if (mob->hurtTime > 0 || mob->deathTime > 0)
{
glColor4f(br, 0, 0, 0.4f);
model->render(wp, ws, bob, headRot - bodyRot, headRotx, _scale, false);
for (int i = 0; i < MAX_ARMOR_LAYERS; i++)
{
if (prepareArmorOverlay(mob, i, a))
{
glColor4f(br, 0, 0, 0.4f);
armor->render(wp, ws, bob, headRot - bodyRot, headRotx, _scale, false);
}
}
}
if (((overlayColor >> 24) & 0xff) > 0)
{
float r = ((overlayColor >> 16) & 0xff) / 255.0f;
float g = ((overlayColor >> 8) & 0xff) / 255.0f;
float b = ((overlayColor) & 0xff) / 255.0f;
float aa = ((overlayColor >> 24) & 0xff) / 255.0f;
glColor4f(r, g, b, aa);
model->render(wp, ws, bob, headRot - bodyRot, headRotx, _scale, false);
for (int i = 0; i < MAX_ARMOR_LAYERS; i++)
{
if (prepareArmorOverlay(mob, i, a))
{
glColor4f(r, g, b, aa);
armor->render(wp, ws, bob, headRot - bodyRot, headRotx, _scale, false);
}
}
}
glDepthFunc(GL_LEQUAL);
glDisable(GL_BLEND);
glEnable(GL_ALPHA_TEST);
glEnable(GL_TEXTURE_2D);
}
*/
glDisable(GL_RESCALE_NORMAL);
glEnable(GL_CULL_FACE);
glPopMatrix();
MemSect(31);
//renderName(mob, x, y, z);
MemSect(0);
// Reset the model values to stop the changes we made here affecting anything in game (like the player hand render)
model->attackTime = 0;
model->sneaking = false;
model->holdingRightHand = false;
model->holdingLeftHand = false;
}
bool UIControl_PlayerSkinPreview::bindTexture(const wstring& urlTexture, int backupTexture)
{
Textures *t = Minecraft::GetInstance()->textures;
// 4J-PB - no http textures on the xbox, mem textures instead
//int id = t->loadHttpTexture(urlTexture, backupTexture);
int id = t->loadMemTexture(urlTexture, backupTexture);
if (id >= 0)
{
t->bind(id);
return true;
}
else
{
return false;
}
}
bool UIControl_PlayerSkinPreview::bindTexture(const wstring& urlTexture, const wstring& backupTexture)
{
Textures *t = Minecraft::GetInstance()->textures;
// 4J-PB - no http textures on the xbox, mem textures instead
//int id = t->loadHttpTexture(urlTexture, backupTexture);
int id = t->loadMemTexture(urlTexture, backupTexture);
if (id >= 0)
{
t->bind(id);
return true;
}
else
{
return false;
}
}