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* Visual Studio Project Overhaul + Cleanup * SDL2 project for Windows * Re-added game client icon to SDL2 code * Renamed "AppPlatform_windows" to "AppPlatform_win32" (this is the name of the Windows API and is not representative of the architecture type) * Renamed "LoggerWindows" to "LoggerWin32" * Renamed "SoundSystemWindows to "SoundSystemDS" (DirectSound). This may be used for the 360, so it wouldn't really be Windows-specific then. * Moved "ClientSideNetworkHandler" from "network" to "client/network". We don't need it being compiled for the server if the client's the only thing that needs it. * I wonder if this still works on macOS... * Bugfixes & Fixed for macOS * Options::savePropertiesToFile Logging Bugfix * Silence Winsock Deprecation Warnings in RakNet * VS Project Improvements - Replaced 50 billion relative paths with $(MC_ROOT) - Added $(RAKNET_PATH) variable to override RakNet location - Re-added gitignore for .vcxproj.user files - Added debugging config to Directory.Builds.props - Slimmed down project configurations for SDL2 * VS Project Config Bugfixes - Fixed RakNet header path for additional includes * RakNet Target for XCode * XCode Project Config Fixes * Packet logging * Network VS Project Filter Fix * Fix RakNet Packet ID Length We previously didn't have consistency between old and new C++ regarding PacketType enum length. Now we do. This is required or else it completely breaks networking between the versions. * Additional RakNet Error Handling * Disable packet logging * * Fix CMakeLists.txt This reflects the relocation of ClientSideNetworkHandler.cpp. * * Also add renderer/GL/GL.cpp to the CMakeLists.txt * * Replace libpng with stb_image * * Fix buggy water behavior. * * Put the CMakeLists of the SDL project in debug mode * Visual Studio 2010 Support * * Change the SdlIoCallbacks from an array to a single member. This fixes compilation of the sdl2 target on VS. * * Fix missing _error label. * Revert "* Fix missing _error label." This reverts commit 99a057fc84049a16c864bd840fb439a008af5c74. * Revert "* Replace libpng with stb_image" * info_updateGame Tiles --------- Co-authored-by: Brent Da Mage <BrentDaMage@users.noreply.github.com> Co-authored-by: iProgramInCpp <iprogramincpp@gmail.com>
144 lines
3.7 KiB
C++
144 lines
3.7 KiB
C++
/********************************************************************
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Minecraft: Pocket Edition - Decompilation Project
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Copyright (C) 2023 iProgramInCpp
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The following code is licensed under the BSD 1 clause license.
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SPDX-License-Identifier: BSD-1-Clause
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********************************************************************/
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#include "EntityRenderDispatcher.hpp"
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#include "client/app/Minecraft.hpp"
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#include "../ItemInHandRenderer.hpp"
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EntityRenderDispatcher* EntityRenderDispatcher::instance;
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float EntityRenderDispatcher::xOff, EntityRenderDispatcher::yOff, EntityRenderDispatcher::zOff;
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EntityRenderDispatcher::EntityRenderDispatcher() :
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m_HumanoidMobRenderer(new HumanoidModel(0.0f, 0.0f), 0.0f)
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{
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m_pItemInHandRenderer = nullptr;
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m_pTextures = nullptr;
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m_pLevel = nullptr;
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m_pMinecraft = nullptr;
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m_pMob = nullptr;
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m_yaw = 0.0f;
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m_pitch = 0.0f;
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m_pOptions = nullptr;
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m_pFont = nullptr;
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m_HumanoidMobRenderer.init(this);
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m_TntRenderer.init(this);
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m_CameraRenderer.init(this);
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#ifndef ORIGINAL_CODE
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// @BUG: Not initializing the item renderer would cause crashes if item7
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// entities exist, because it references the dispatcher
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m_ItemRenderer.init(this);
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#endif
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#ifdef ENH_ALLOW_SAND_GRAVITY
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m_FallingTileRenderer.init(this);
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#endif
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}
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float EntityRenderDispatcher::distanceToSqr(float x, float y, float z)
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{
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float dX = x - m_pos.x;
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float dY = y - m_pos.y;
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float dZ = z - m_pos.z;
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return dX * dX + dY * dY + dZ * dZ;
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}
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Font* EntityRenderDispatcher::getFont()
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{
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return m_pFont;
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}
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EntityRenderDispatcher* EntityRenderDispatcher::getInstance()
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{
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if(!instance)
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instance = new EntityRenderDispatcher;
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return instance;
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}
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EntityRenderer* EntityRenderDispatcher::getRenderer(Entity* pEnt)
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{
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switch (pEnt->field_C8)
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{
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case RENDER_TNT:
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return &m_TntRenderer;
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case RENDER_ITEM:
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return &m_ItemRenderer;
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case RENDER_CAMERA:
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return &m_CameraRenderer;
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case RENDER_HUMANOID:
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return &m_HumanoidMobRenderer;
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#ifdef ENH_ALLOW_SAND_GRAVITY
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case RENDER_FALLING_TILE:
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return &m_FallingTileRenderer;
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#endif
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}
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return nullptr;
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}
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void EntityRenderDispatcher::onGraphicsReset()
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{
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m_HumanoidMobRenderer.onGraphicsReset();
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}
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void EntityRenderDispatcher::prepare(Level* level, Textures* textures, Font* font, Mob* mob, Options* options, float f)
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{
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m_pLevel = level;
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m_pTextures = textures;
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m_pMob = mob;
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m_pFont = font;
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m_pOptions = options;
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m_yaw = mob->field_5C + f * (mob->m_yaw - mob->field_5C);
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m_pitch = mob->field_60 + f * (mob->m_pitch - mob->field_60);
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m_pos.x = mob->field_98.x + f * (mob->m_pos.x - mob->field_98.x);
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m_pos.y = mob->field_98.y + f * (mob->m_pos.x - mob->field_98.y);
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m_pos.z = mob->field_98.z + f * (mob->m_pos.x - mob->field_98.z);
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}
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void EntityRenderDispatcher::render(Entity* entity, float f)
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{
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float x = entity->field_98.x + f * (entity->m_pos.x - entity->field_98.x);
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float y = entity->field_98.y + f * (entity->m_pos.y - entity->field_98.y);
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float z = entity->field_98.z + f * (entity->m_pos.z - entity->field_98.z);
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float yaw = entity->field_5C + f * (entity->m_yaw - entity->field_5C);
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float bright = entity->getBrightness(1.0f);
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glColor4f(bright, bright, bright, 1.0f);
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render(entity, x - xOff, y - yOff, z - zOff, yaw, f);
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}
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void EntityRenderDispatcher::render(Entity* entity, float a, float b, float c, float d, float e)
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{
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EntityRenderer* pRenderer = getRenderer(entity);
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if (pRenderer)
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{
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#ifndef ORIGINAL_CODE
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if (pRenderer == &m_HumanoidMobRenderer)
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m_HumanoidMobRenderer.m_pHumanoidModel->field_10BE = entity->isSneaking();
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else
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m_HumanoidMobRenderer.m_pHumanoidModel->field_10BE = false;
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#endif
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pRenderer->render(entity, a, b, c, d, e);
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}
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}
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void EntityRenderDispatcher::setLevel(Level* level)
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{
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m_pLevel = level;
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}
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void EntityRenderDispatcher::setMinecraft(Minecraft* mc)
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{
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m_pMinecraft = mc;
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}
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