Files
mcpe/source/client/renderer/entity/MobRenderer.cpp

211 lines
5.2 KiB
C++

/********************************************************************
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;
if (m_pArmorModel)
m_pArmorModel->field_8 = m_pModel->field_8;
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(m_pModel->m_texture);
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) || str.length() == 0)
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();
}