Files
mcpe/source/client/renderer/entity/EntityRenderDispatcher.cpp
Brent f12a3c1c61 Visual Studio Project Overhaul + Cleanup (#80)
* 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>
2023-10-22 10:08:59 +03:00

144 lines
3.7 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 "EntityRenderDispatcher.hpp"
#include "client/app/Minecraft.hpp"
#include "../ItemInHandRenderer.hpp"
EntityRenderDispatcher* EntityRenderDispatcher::instance;
float EntityRenderDispatcher::xOff, EntityRenderDispatcher::yOff, EntityRenderDispatcher::zOff;
EntityRenderDispatcher::EntityRenderDispatcher() :
m_HumanoidMobRenderer(new HumanoidModel(0.0f, 0.0f), 0.0f)
{
m_pItemInHandRenderer = nullptr;
m_pTextures = nullptr;
m_pLevel = nullptr;
m_pMinecraft = nullptr;
m_pMob = nullptr;
m_yaw = 0.0f;
m_pitch = 0.0f;
m_pOptions = nullptr;
m_pFont = nullptr;
m_HumanoidMobRenderer.init(this);
m_TntRenderer.init(this);
m_CameraRenderer.init(this);
#ifndef ORIGINAL_CODE
// @BUG: Not initializing the item renderer would cause crashes if item7
// entities exist, because it references the dispatcher
m_ItemRenderer.init(this);
#endif
#ifdef ENH_ALLOW_SAND_GRAVITY
m_FallingTileRenderer.init(this);
#endif
}
float EntityRenderDispatcher::distanceToSqr(float x, float y, float z)
{
float dX = x - m_pos.x;
float dY = y - m_pos.y;
float dZ = z - m_pos.z;
return dX * dX + dY * dY + dZ * dZ;
}
Font* EntityRenderDispatcher::getFont()
{
return m_pFont;
}
EntityRenderDispatcher* EntityRenderDispatcher::getInstance()
{
if(!instance)
instance = new EntityRenderDispatcher;
return instance;
}
EntityRenderer* EntityRenderDispatcher::getRenderer(Entity* pEnt)
{
switch (pEnt->field_C8)
{
case RENDER_TNT:
return &m_TntRenderer;
case RENDER_ITEM:
return &m_ItemRenderer;
case RENDER_CAMERA:
return &m_CameraRenderer;
case RENDER_HUMANOID:
return &m_HumanoidMobRenderer;
#ifdef ENH_ALLOW_SAND_GRAVITY
case RENDER_FALLING_TILE:
return &m_FallingTileRenderer;
#endif
}
return nullptr;
}
void EntityRenderDispatcher::onGraphicsReset()
{
m_HumanoidMobRenderer.onGraphicsReset();
}
void EntityRenderDispatcher::prepare(Level* level, Textures* textures, Font* font, Mob* mob, Options* options, float f)
{
m_pLevel = level;
m_pTextures = textures;
m_pMob = mob;
m_pFont = font;
m_pOptions = options;
m_yaw = mob->field_5C + f * (mob->m_yaw - mob->field_5C);
m_pitch = mob->field_60 + f * (mob->m_pitch - mob->field_60);
m_pos.x = mob->field_98.x + f * (mob->m_pos.x - mob->field_98.x);
m_pos.y = mob->field_98.y + f * (mob->m_pos.x - mob->field_98.y);
m_pos.z = mob->field_98.z + f * (mob->m_pos.x - mob->field_98.z);
}
void EntityRenderDispatcher::render(Entity* entity, float f)
{
float x = entity->field_98.x + f * (entity->m_pos.x - entity->field_98.x);
float y = entity->field_98.y + f * (entity->m_pos.y - entity->field_98.y);
float z = entity->field_98.z + f * (entity->m_pos.z - entity->field_98.z);
float yaw = entity->field_5C + f * (entity->m_yaw - entity->field_5C);
float bright = entity->getBrightness(1.0f);
glColor4f(bright, bright, bright, 1.0f);
render(entity, x - xOff, y - yOff, z - zOff, yaw, f);
}
void EntityRenderDispatcher::render(Entity* entity, float a, float b, float c, float d, float e)
{
EntityRenderer* pRenderer = getRenderer(entity);
if (pRenderer)
{
#ifndef ORIGINAL_CODE
if (pRenderer == &m_HumanoidMobRenderer)
m_HumanoidMobRenderer.m_pHumanoidModel->field_10BE = entity->isSneaking();
else
m_HumanoidMobRenderer.m_pHumanoidModel->field_10BE = false;
#endif
pRenderer->render(entity, a, b, c, d, e);
}
}
void EntityRenderDispatcher::setLevel(Level* level)
{
m_pLevel = level;
}
void EntityRenderDispatcher::setMinecraft(Minecraft* mc)
{
m_pMinecraft = mc;
}