/******************************************************************** Minecraft: Pocket Edition - Decompilation Project Copyright (C) 2023 iProgramInCpp The following code is licensed under the BSD 1 clause license. SPDX-License-Identifier: BSD-1-Clause ********************************************************************/ #include "MobRenderer.hpp" #include "EntityRenderDispatcher.hpp" #include "client/app/Minecraft.hpp" MobRenderer::MobRenderer(Model* pModel, float f) { m_pArmorModel = nullptr; m_pModel = pModel; field_4 = f; } void MobRenderer::setArmor(Model* model) { m_pArmorModel = model; } int MobRenderer::prepareArmor(Mob* mob, int a, float b) { return 0; } void MobRenderer::additionalRendering(Mob* mob, float f) { } float MobRenderer::getAttackAnim(Mob* mob, float f) { return mob->getAttackAnim(f); } float MobRenderer::getBob(Mob* mob, float f) { return float(mob->field_B4) + f; } float MobRenderer::getFlipDegrees(Mob* mob) { return 90.0f; } int MobRenderer::getOverlayColor(Mob* mob, float a, float b) { return 0; } void MobRenderer::scale(Mob*, float) { } void MobRenderer::setupPosition(Entity* entity, float x, float y, float z) { glTranslatef(x, y, z); } void MobRenderer::setupRotations(Entity* entity, float x, float y, float z) { glRotatef(180.0f - y, 0.0f, 1.0f, 0.0f); Mob* mob = (Mob*)entity; if (mob->field_110 > 0) { float t = Mth::sqrt((float(mob->field_110) + z - 1.0f) / 20.0f * 1.6f); if (t > 1.0f) t = 1.0f; glRotatef(getFlipDegrees(mob) * t, 0.0f, 0.0f, 1.0f); } } void MobRenderer::render(Entity* entity, float x, float y, float z, float unused, float f) { Mob* pMob = (Mob*)entity; glPushMatrix(); glDisable(GL_CULL_FACE); m_pModel->field_4 = getAttackAnim(pMob, f); m_pModel->field_8 = false; m_pModel->m_bIsBaby = pMob->isBaby(); if (m_pArmorModel) { m_pArmorModel->field_8 = m_pModel->field_8; m_pArmorModel->m_bIsBaby = m_pModel->m_bIsBaby; } float aYaw = pMob->field_5C + (pMob->m_yaw - pMob->field_5C) * f; float aPitch = pMob->field_60 + (pMob->m_pitch - pMob->field_60) * f; float fBob = getBob(pMob, f); float fSmth = pMob->field_EC + (pMob->field_E8 - pMob->field_EC) * f; setupPosition(pMob, x, y - pMob->field_84, z); setupRotations(pMob, fBob, fSmth, f); glScalef(-1.0f, -1.0f, 1.0f); scale(pMob, f); glTranslatef(0.0f, -1.5078f, 0.0f); float x1 = pMob->field_128 + (pMob->field_12C - pMob->field_128) * f; if (x1 > 1.0f) x1 = 1.0f; float x2 = pMob->field_130 - pMob->field_12C * (1.0f - f); bindTexture(pMob->getTexture()); glEnable(GL_ALPHA_TEST); m_pModel->setBrightness(entity->getBrightness(1.0f)); m_pModel->prepareMobModel(pMob, x2, x1, f); m_pModel->render(x2, x1, fBob, aYaw - fSmth, aPitch, 0.059375f); additionalRendering(pMob, f); float fBright = pMob->getBrightness(f); int iOverlayColor = getOverlayColor(pMob, fBright, f); if (GET_ALPHA(iOverlayColor) || pMob->field_104 > 0 || pMob->field_110 > 0) { glDisable(GL_TEXTURE_2D); glDisable(GL_ALPHA_TEST); glEnable(GL_BLEND); glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); glDepthFunc(GL_EQUAL); if (pMob->field_104 > 0 || pMob->field_110 > 0) { glColor4f(fBright, 0.0f, 0.0f, 0.4f); m_pModel->render(x2, x1, fBob, aYaw - fSmth, aPitch, 0.059375f); // was 0.0625f. Why? } if (GET_ALPHA(iOverlayColor)) { glColor4f( float(GET_RED(iOverlayColor)) / 255.0f, float(GET_GREEN(iOverlayColor)) / 255.0f, float(GET_BLUE(iOverlayColor)) / 255.0f, float(GET_ALPHA(iOverlayColor)) / 255.0f); m_pModel->render(x2, x1, fBob, aYaw - fSmth, aPitch, 0.059375f); // same here } glDepthFunc(GL_LEQUAL); glDisable(GL_BLEND); glEnable(GL_TEXTURE_2D); glEnable(GL_ALPHA_TEST); } glEnable(GL_CULL_FACE); glPopMatrix(); renderName(pMob, x, y, z); } void MobRenderer::renderName(Mob* mob, float x, float y, float z) { if (!mob->isPlayer()) return; Player* player = (Player*)mob; //if (player == m_pDispatcher->m_pMinecraft->m_pLocalPlayer) // return; // @TODO: don't know why but I have to add this correction. look into it and fix it! renderNameTag(mob, player->m_name, x, y - 1.5f, z, mob->isSneaking() ? 32 : 64); } void MobRenderer::renderNameTag(Mob* mob, const std::string& str, float x, float y, float z, int a) { if (mob->distanceToSqr(m_pDispatcher->m_pMob) > float(a * a)) return; Font* font = getFont(); glPushMatrix(); glTranslatef(x + 0.0f, y + 2.3f, z); glNormal3f(0.0f, 1.0f, 0.0f); // billboard the name towards the camera glRotatef(-m_pDispatcher->m_yaw, 0.0f, 1.0f, 0.0f); glRotatef(+m_pDispatcher->m_pitch, 1.0f, 0.0f, 0.0f); glScalef(-0.026667f, -0.026667f, 0.026667f); glDepthMask(false); glDisable(GL_DEPTH_TEST); glEnable(GL_BLEND); glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); glDisable(GL_TEXTURE_2D); Tesselator& t = Tesselator::instance; t.begin(); int width = font->width(str); float widthHalf = float(width / 2); t.color(0.0f, 0.0f, 0.0f, 0.25f); t.vertex(-1.0f - widthHalf, -1.0f, 0.0f); t.vertex(-1.0f - widthHalf, 8.0f, 0.0f); t.vertex(widthHalf + 1.0f, 8.0f, 0.0f); t.vertex(widthHalf + 1.0f, -1.0f, 0.0f); t.draw(); glEnable(GL_TEXTURE_2D); font->draw(str, -font->width(str) / 2, 0, 0x20FFFFFF); glEnable(GL_DEPTH_TEST); glDepthMask(true); font->draw(str, -font->width(str) / 2, 0, 0xFFFFFFFF); glDisable(GL_BLEND); glColor4f(1.0f, 1.0f, 1.0f, 1.0f); glPopMatrix(); }