the game where you go into mines and start crafting! but for consoles (forked directly from smartcmd's github)
1#include "stdafx.h"
2#include "HumanoidMobRenderer.h"
3#include "SkullTileRenderer.h"
4#include "HumanoidModel.h"
5#include "ModelPart.h"
6#include "EntityRenderDispatcher.h"
7#include "..\Minecraft.World\net.minecraft.world.item.h"
8#include "..\Minecraft.World\net.minecraft.world.level.tile.h"
9#include "..\Minecraft.World\net.minecraft.world.entity.h"
10#include "..\Minecraft.World\net.minecraft.world.entity.monster.h"
11#include "..\Minecraft.World\net.minecraft.h"
12
13const wstring HumanoidMobRenderer::MATERIAL_NAMES[5] = { L"cloth", L"chain", L"iron", L"diamond", L"gold" };
14std::map<wstring, ResourceLocation> HumanoidMobRenderer::ARMOR_LOCATION_CACHE;
15
16void HumanoidMobRenderer::_init(HumanoidModel *humanoidModel, float scale)
17{
18 this->humanoidModel = humanoidModel;
19 this->_scale = scale;
20 armorParts1 = NULL;
21 armorParts2 = NULL;
22
23 createArmorParts();
24}
25
26HumanoidMobRenderer::HumanoidMobRenderer(HumanoidModel *humanoidModel, float shadow) : MobRenderer(humanoidModel, shadow)
27{
28 _init(humanoidModel, 1.0f);
29}
30
31HumanoidMobRenderer::HumanoidMobRenderer(HumanoidModel *humanoidModel, float shadow, float scale) : MobRenderer(humanoidModel, shadow)
32{
33 _init(humanoidModel, scale);
34}
35
36ResourceLocation *HumanoidMobRenderer::getArmorLocation(ArmorItem *armorItem, int layer)
37{
38 return getArmorLocation(armorItem, layer, false);
39}
40
41ResourceLocation *HumanoidMobRenderer::getArmorLocation(ArmorItem *armorItem, int layer, bool overlay)
42{
43 switch(armorItem->modelIndex)
44 {
45 case 0:
46 break;
47 case 1:
48 break;
49 case 2:
50 break;
51 case 3:
52 break;
53 case 4:
54 break;
55 };
56 wstring path = wstring(L"armor/" + MATERIAL_NAMES[armorItem->modelIndex]).append(L"_").append(_toString<int>(layer == 2 ? 2 : 1)).append((overlay ? L"_b" :L"")).append(L".png");
57
58 std::map<wstring, ResourceLocation>::iterator it = ARMOR_LOCATION_CACHE.find(path);
59
60 ResourceLocation *location;
61 if (it != ARMOR_LOCATION_CACHE.end())
62 {
63 location = &it->second;
64 }
65 else
66 {
67 ARMOR_LOCATION_CACHE.insert(std::pair<wstring, ResourceLocation>(path, ResourceLocation(path)));
68
69 it = ARMOR_LOCATION_CACHE.find(path);
70 location = &it->second;
71 }
72
73 return location;
74}
75
76void HumanoidMobRenderer::prepareSecondPassArmor(shared_ptr<LivingEntity> mob, int layer, float a)
77{
78 shared_ptr<ItemInstance> itemInstance = mob->getArmor(3 - layer);
79 if (itemInstance != NULL) {
80 Item *item = itemInstance->getItem();
81 if (dynamic_cast<ArmorItem *>(item) != NULL)
82 {
83 bindTexture(getArmorLocation(dynamic_cast<ArmorItem *>(item), layer, true));
84
85 float brightness = SharedConstants::TEXTURE_LIGHTING ? 1 : mob->getBrightness(a);
86 glColor3f(brightness, brightness, brightness);
87 }
88 }
89}
90
91void HumanoidMobRenderer::createArmorParts()
92{
93 armorParts1 = new HumanoidModel(1.0f);
94 armorParts2 = new HumanoidModel(0.5f);
95}
96
97int HumanoidMobRenderer::prepareArmor(shared_ptr<LivingEntity> _mob, int layer, float a)
98{
99 shared_ptr<LivingEntity> mob = dynamic_pointer_cast<LivingEntity>(_mob);
100
101 shared_ptr<ItemInstance> itemInstance = mob->getArmor(3 - layer);
102 if (itemInstance != NULL)
103 {
104 Item *item = itemInstance->getItem();
105 if (dynamic_cast<ArmorItem *>(item) != NULL)
106 {
107 ArmorItem *armorItem = dynamic_cast<ArmorItem *>(item);
108 bindTexture(getArmorLocation(armorItem, layer));
109
110 HumanoidModel *armor = layer == 2 ? armorParts2 : armorParts1;
111
112 armor->head->visible = layer == 0;
113 armor->hair->visible = layer == 0;
114 armor->body->visible = layer == 1 || layer == 2;
115 armor->arm0->visible = layer == 1;
116 armor->arm1->visible = layer == 1;
117 armor->leg0->visible = layer == 2 || layer == 3;
118 armor->leg1->visible = layer == 2 || layer == 3;
119
120 setArmor(armor);
121 armor->attackTime = model->attackTime;
122 armor->riding = model->riding;
123 armor->young = model->young;
124
125 float brightness = SharedConstants::TEXTURE_LIGHTING ? 1 : mob->getBrightness(a);
126 if (armorItem->getMaterial() == ArmorItem::ArmorMaterial::CLOTH)
127 {
128 int color = armorItem->getColor(itemInstance);
129 float red = (float) ((color >> 16) & 0xFF) / 0xFF;
130 float green = (float) ((color >> 8) & 0xFF) / 0xFF;
131 float blue = (float) (color & 0xFF) / 0xFF;
132 glColor3f(brightness * red, brightness * green, brightness * blue);
133
134 if (itemInstance->isEnchanted()) return 0x1f;
135 return 0x10;
136
137 }
138 else
139 {
140 glColor3f(brightness, brightness, brightness);
141 }
142
143 if (itemInstance->isEnchanted()) return 15;
144
145 return 1;
146 }
147 }
148 return -1;
149}
150
151void HumanoidMobRenderer::render(shared_ptr<Entity> _mob, double x, double y, double z, float rot, float a)
152{
153 shared_ptr<LivingEntity> mob = dynamic_pointer_cast<LivingEntity>(_mob);
154
155 float brightness = SharedConstants::TEXTURE_LIGHTING ? 1 : mob->getBrightness(a);
156 glColor3f(brightness, brightness, brightness);
157 shared_ptr<ItemInstance> item = mob->getCarriedItem();
158
159 prepareCarriedItem(mob, item);
160
161 double yp = y - mob->heightOffset;
162 if (mob->isSneaking()) {
163 yp -= 2 / 16.0f;
164 }
165 MobRenderer::render(mob, x, yp, z, rot, a);
166 armorParts1->bowAndArrow = armorParts2->bowAndArrow = humanoidModel->bowAndArrow = false;
167 armorParts1->sneaking = armorParts2->sneaking = humanoidModel->sneaking = false;
168 armorParts1->holdingRightHand = armorParts2->holdingRightHand = humanoidModel->holdingRightHand = 0;
169}
170
171ResourceLocation *HumanoidMobRenderer::getTextureLocation(shared_ptr<Entity> mob)
172{
173 // TODO -- Figure out of we need some data in here
174 return NULL;
175}
176
177void HumanoidMobRenderer::prepareCarriedItem(shared_ptr<Entity> mob, shared_ptr<ItemInstance> item)
178{
179 armorParts1->holdingRightHand = armorParts2->holdingRightHand = humanoidModel->holdingRightHand = item != NULL ? 1 : 0;
180 armorParts1->sneaking = armorParts2->sneaking = humanoidModel->sneaking = mob->isSneaking();
181}
182
183void HumanoidMobRenderer::additionalRendering(shared_ptr<LivingEntity> mob, float a)
184{
185 float brightness = SharedConstants::TEXTURE_LIGHTING ? 1 : mob->getBrightness(a);
186 glColor3f(brightness, brightness, brightness);
187 shared_ptr<ItemInstance> item = mob->getCarriedItem();
188 shared_ptr<ItemInstance> headGear = mob->getArmor(3);
189
190 if (headGear != NULL)
191 {
192 // don't render the pumpkin of skulls for the skins with that disabled
193 // 4J-PB - need to disable rendering armour/skulls/pumpkins for some special skins (Daleks)
194
195 if((mob->getAnimOverrideBitmask()&(1<<HumanoidModel::eAnim_DontRenderArmour))==0)
196 {
197 glPushMatrix();
198 humanoidModel->head->translateTo(1 / 16.0f);
199
200 if (headGear->getItem()->id < 256)
201 {
202 if (Tile::tiles[headGear->id] != NULL && TileRenderer::canRender(Tile::tiles[headGear->id]->getRenderShape()))
203 {
204 float s = 10 / 16.0f;
205 glTranslatef(-0 / 16.0f, -4 / 16.0f, 0 / 16.0f);
206 glRotatef(90, 0, 1, 0);
207 glScalef(s, -s, -s);
208 }
209
210 this->entityRenderDispatcher->itemInHandRenderer->renderItem(mob, headGear, 0);
211 }
212 else if (headGear->getItem()->id == Item::skull_Id)
213 {
214 float s = 17 / 16.0f;
215 glScalef(s, -s, -s);
216
217 wstring extra = L"";
218 if (headGear->hasTag() && headGear->getTag()->contains(L"SkullOwner"))
219 {
220 extra = headGear->getTag()->getString(L"SkullOwner");
221 }
222 SkullTileRenderer::instance->renderSkull(-0.5f, 0, -0.5f, Facing::UP, 180, headGear->getAuxValue(), extra);
223 }
224
225 glPopMatrix();
226 }
227 }
228
229 if (item != NULL)
230 {
231 glPushMatrix();
232
233 if (model->young)
234 {
235 float s = 0.5f;
236 glTranslatef(0 / 16.0f, 10 / 16.0f, 0 / 16.0f);
237 glRotatef(-20, -1, 0, 0);
238 glScalef(s, s, s);
239 }
240
241 humanoidModel->arm0->translateTo(1 / 16.0f);
242 glTranslatef(-1 / 16.0f, 7 / 16.0f, 1 / 16.0f);
243
244 if (item->id < 256 && TileRenderer::canRender(Tile::tiles[item->id]->getRenderShape()))
245 {
246 float s = 8 / 16.0f;
247 glTranslatef(-0 / 16.0f, 3 / 16.0f, -5 / 16.0f);
248 s *= 0.75f;
249 glRotatef(20, 1, 0, 0);
250 glRotatef(45, 0, 1, 0);
251 glScalef(-s, -s, s);
252 }
253 else if (item->id == Item::bow_Id)
254 {
255 float s = 10 / 16.0f;
256 glTranslatef(0/16.0f, 2 / 16.0f, 5 / 16.0f);
257 glRotatef(-20, 0, 1, 0);
258 glScalef(s, -s, s);
259 glRotatef(-100, 1, 0, 0);
260 glRotatef(45, 0, 1, 0);
261 }
262 else if (Item::items[item->id]->isHandEquipped())
263 {
264 float s = 10 / 16.0f;
265 glTranslatef(0, 3 / 16.0f, 0);
266 glScalef(s, -s, s);
267 glRotatef(-100, 1, 0, 0);
268 glRotatef(45, 0, 1, 0);
269 }
270 else
271 {
272 float s = 6 / 16.0f;
273 glTranslatef(+4 / 16.0f, +3 / 16.0f, -3 / 16.0f);
274 glScalef(s, s, s);
275 glRotatef(60, 0, 0, 1);
276 glRotatef(-90, 1, 0, 0);
277 glRotatef(20, 0, 0, 1);
278 }
279
280 this->entityRenderDispatcher->itemInHandRenderer->renderItem(mob, item, 0);
281 if (item->getItem()->hasMultipleSpriteLayers())
282 {
283 this->entityRenderDispatcher->itemInHandRenderer->renderItem(mob, item, 1);
284 }
285
286 glPopMatrix();
287 }
288
289}
290
291void HumanoidMobRenderer::scale(shared_ptr<LivingEntity> mob, float a)
292{
293 glScalef(_scale, _scale, _scale);
294}